iw4x-client/src/Components/Modules/AssetInterfaces/IMaterialVertexShader.cpp

82 lines
2.6 KiB
C++

#include <STDInclude.hpp>
#include "IMaterialVertexShader.hpp"
#define IW4X_TECHSET_VERSION "0"
namespace Assets
{
void IMaterialVertexShader::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
if (!header->data) this->loadNative(header, name, builder); // Check if there is a native one
if (!header->data) this->loadBinary(header, name, builder); // Check if we need to import a new one into the game
}
void IMaterialVertexShader::loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
{
header->vertexShader = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).vertexShader;
}
void IMaterialVertexShader::loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
Components::FileSystem::File vsFile(Utils::String::VA("vs/%s.iw4xVS", name.data()));
if (!vsFile.exists()) return;
Utils::Stream::Reader reader(builder->getAllocator(), vsFile.getBuffer());
char* magic = reader.readArray<char>(8);
if (std::memcmp(magic, "IW4xVERT", 8))
{
Components::Logger::Error(Game::ERR_FATAL, "Reading vertex shader '{}' failed, header is invalid!", name);
}
std::string version;
version.push_back(reader.read<char>());
if (version != IW4X_TECHSET_VERSION)
{
Components::Logger::Error(Game::ERR_FATAL, "Reading vertex shader '{}' failed, expected version is {}, but it was {}!",
name, IW4X_TECHSET_VERSION, version);
}
Game::MaterialVertexShader* asset = reader.readObject<Game::MaterialVertexShader>();
if (asset->name)
{
asset->name = reader.readCString();
}
if (asset->prog.loadDef.program)
{
asset->prog.loadDef.program = reader.readArray<unsigned int>(asset->prog.loadDef.programSize);
}
header->vertexShader = asset;
}
void IMaterialVertexShader::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::MaterialVertexShader, 16);
Utils::Stream* buffer = builder->getBuffer();
Game::MaterialVertexShader* asset = header.vertexShader;
Game::MaterialVertexShader* dest = buffer->dest<Game::MaterialVertexShader>();
buffer->save(asset);
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
if (asset->name)
{
buffer->saveString(builder->getAssetName(this->getType(), asset->name));
Utils::Stream::ClearPointer(&dest->name);
}
if (asset->prog.loadDef.program)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->prog.loadDef.program, asset->prog.loadDef.programSize);
Utils::Stream::ClearPointer(&dest->prog.loadDef.program);
}
buffer->popBlock();
}
}