1355 lines
38 KiB
C++
1355 lines
38 KiB
C++
#include "STDInclude.hpp"
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#define IW4X_GFXMAP_VERSION 1
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namespace Assets
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{
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void IGfxWorld::loadGfxWorldDpvsStatic(Game::GfxWorld* world, Game::GfxWorldDpvsStatic* asset, Components::ZoneBuilder::Zone* builder, Utils::Stream::Reader* reader)
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{
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if (asset->sortedSurfIndex)
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{
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asset->sortedSurfIndex = reader->readArray<unsigned short>(asset->staticSurfaceCount + asset->staticSurfaceCountNoDecal);
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}
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if (asset->smodelInsts)
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{
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asset->smodelInsts = reader->readArray<Game::GfxStaticModelInst>(asset->smodelCount);
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}
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if (asset->surfaces)
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{
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asset->surfaces = reader->readArray<Game::GfxSurface>(world->surfaceCount);
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for (unsigned int i = 0; i < world->surfaceCount; ++i)
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{
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Game::GfxSurface* surface = &asset->surfaces[i];
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if (surface->material)
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{
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world->dpvs.surfaces[i].material = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MATERIAL, reader->readString().data(), builder).material;
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}
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}
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}
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if (asset->surfacesBounds)
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{
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asset->surfacesBounds = reader->readArray<Game::GfxSurfaceBounds>(world->surfaceCount);
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}
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if (asset->smodelDrawInsts)
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{
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asset->smodelDrawInsts = reader->readArray<Game::GfxStaticModelDrawInst>(asset->smodelCount);
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for (unsigned int i = 0; i < asset->smodelCount; ++i)
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{
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Game::GfxStaticModelDrawInst* model = &asset->smodelDrawInsts[i];
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if (model->model)
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{
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model->model = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_XMODEL, reader->readString().data(), builder).model;
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}
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}
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}
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}
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void IGfxWorld::loadGfxWorldDraw(Game::GfxWorldDraw* asset, Components::ZoneBuilder::Zone* builder, Utils::Stream::Reader* reader)
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{
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if (asset->reflectionProbes)
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{
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asset->reflectionProbes = reader->readArray<Game::GfxImage*>(asset->reflectionProbeCount);
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for (unsigned int i = 0; i < asset->reflectionProbeCount; ++i)
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{
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asset->reflectionProbes[i] = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, reader->readString().data(), builder).image;
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}
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}
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if (asset->reflectionProbeOrigins)
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{
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asset->reflectionProbeOrigins = reader->readArray<Game::GfxReflectionProbe>(asset->reflectionProbeCount);
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}
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if (asset->lightmaps)
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{
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asset->lightmaps = reader->readArray<Game::GfxLightmapArray>(asset->lightmapCount);
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for (int i = 0; i < asset->lightmapCount; ++i)
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{
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Game::GfxLightmapArray* lightmapArray = &asset->lightmaps[i];
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if (lightmapArray->primary)
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{
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lightmapArray->primary = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, reader->readString().data(), builder).image;
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}
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if (lightmapArray->secondary)
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{
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lightmapArray->secondary = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, reader->readString().data(), builder).image;
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}
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}
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}
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if (asset->lightmapOverridePrimary)
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{
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asset->lightmapOverridePrimary = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, reader->readString().data(), builder).image;
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}
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if (asset->lightmapOverrideSecondary)
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{
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asset->lightmapOverrideSecondary = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, reader->readString().data(), builder).image;
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}
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// saveGfxWorldVertexData
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{
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if (asset->vd.vertices)
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{
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asset->vd.vertices = reader->readArray<Game::GfxWorldVertex>(asset->vertexCount);
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}
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}
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// saveGfxWorldVertexLayerData
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{
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if (asset->vld.data)
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{
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// no align for char
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asset->vld.data = reader->readArray<char>(asset->vertexLayerDataSize);
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}
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}
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if (asset->indices)
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{
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asset->indices = reader->readArray<unsigned short>(asset->indexCount);
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}
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}
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void IGfxWorld::load(Game::XAssetHeader* header, const std::string& _name, Components::ZoneBuilder::Zone* builder)
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{
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std::string name = _name;
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Utils::String::Replace(name, "maps/mp/", "");
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Utils::String::Replace(name, ".d3dbsp", "");
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Components::FileSystem::File mapFile(Utils::String::VA("gfxworld/%s.iw4xGfxWorld", name.data()));
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if (mapFile.exists())
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{
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Utils::Stream::Reader reader(builder->getAllocator(), mapFile.getBuffer());
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__int64 magic = reader.read<__int64>();
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if (std::memcmp(&magic, "IW4xGfxW", 8))
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{
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Components::Logger::Error("Reading gfxworld '%s' failed, header is invalid!", name.data());
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}
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int version = reader.read<int>();
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if (version != IW4X_GFXMAP_VERSION)
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{
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Components::Logger::Error("Reading gfxworld '%s' failed, expected version is %d, but it was %d!", name.data(), IW4X_GFXMAP_VERSION, version);
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}
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Game::GfxWorld* asset = reader.readObject<Game::GfxWorld>();
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header->gfxWorld = asset;
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if (asset->name)
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{
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asset->name = reader.readCString();
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}
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if (asset->baseName)
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{
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asset->baseName = reader.readCString();
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}
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if (asset->skies)
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{
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asset->skies = reader.readArray<Game::GfxSky>(asset->skyCount);
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for (int i = 0; i < asset->skyCount; ++i)
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{
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Game::GfxSky* sky = &asset->skies[i];
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if (sky->skyStartSurfs)
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{
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sky->skyStartSurfs = reader.readArray<int>(sky->skySurfCount);
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}
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if (sky->skyImage)
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{
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sky->skyImage = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, reader.readString().data(), builder).image;
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}
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}
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}
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// GfxWorldDpvsPlanes
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{
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if (asset->dpvsPlanes.planes)
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{
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void* oldPtr = asset->dpvsPlanes.planes;
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asset->dpvsPlanes.planes = reader.readArray<Game::cplane_s>(asset->planeCount);
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if (builder->getAllocator()->isPointerMapped(oldPtr))
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{
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asset->dpvsPlanes.planes = builder->getAllocator()->getPointer<Game::cplane_s>(oldPtr);
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}
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else
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{
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builder->getAllocator()->mapPointer(oldPtr, asset->dpvsPlanes.planes);
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Components::Logger::Print("GfxWorld dpvs planes not mapped. This shouldn't happen. Make sure to load the ClipMap first!\n");
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}
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}
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if (asset->dpvsPlanes.nodes)
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{
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asset->dpvsPlanes.nodes = reader.readArray<unsigned short>(asset->nodeCount);
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}
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}
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int cellCount = asset->dpvsPlanes.cellCount;
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if (asset->aabbTreeCounts)
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{
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asset->aabbTreeCounts = reader.readArray<Game::GfxCellTreeCount>(cellCount);
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}
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if (asset->aabbTrees)
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{
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asset->aabbTrees = reader.readArray<Game::GfxCellTree>(cellCount);
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for (int i = 0; i < cellCount; ++i)
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{
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Game::GfxCellTree* cellTree = &asset->aabbTrees[i];
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if (cellTree->aabbTree)
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{
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cellTree->aabbTree = reader.readArray<Game::GfxAabbTree>(asset->aabbTreeCounts[i].aabbTreeCount);
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for (int j = 0; j < asset->aabbTreeCounts[i].aabbTreeCount; ++j)
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{
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Game::GfxAabbTree* aabbTree = &cellTree->aabbTree[j];
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if (aabbTree->smodelIndexes)
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{
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unsigned short* oldPointer = aabbTree->smodelIndexes;
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if(builder->getAllocator()->isPointerMapped(oldPointer))
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{
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// We still have to read it
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reader.readArray<unsigned short>(aabbTree->smodelIndexCount);
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aabbTree->smodelIndexes = builder->getAllocator()->getPointer<unsigned short>(oldPointer);
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}
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else
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{
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aabbTree->smodelIndexes = reader.readArray<unsigned short>(aabbTree->smodelIndexCount);
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for (unsigned short k = 0; k < aabbTree->smodelIndexCount; ++k)
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{
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builder->getAllocator()->mapPointer(&oldPointer[k], &aabbTree->smodelIndexes[k]);
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}
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}
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}
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}
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}
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}
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}
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if (asset->cells)
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{
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asset->cells = reader.readArray<Game::GfxCell>(cellCount);
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for (int i = 0; i < cellCount; ++i)
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{
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Game::GfxCell* cell = &asset->cells[i];
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if (cell->portals)
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{
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cell->portals = reader.readArray<Game::GfxPortal>(cell->portalCount);
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for (int j = 0; j < cell->portalCount; ++j)
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{
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Game::GfxPortal* portal = &cell->portals[j];
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if (portal->vertices)
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{
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portal->vertices = reader.readArray<Game::vec3_t>(portal->vertexCount);
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}
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}
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}
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if (cell->reflectionProbes)
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{
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cell->reflectionProbes = reader.readArray<char>(cell->reflectionProbeCount);
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}
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}
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}
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this->loadGfxWorldDraw(&asset->draw, builder, &reader);
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// GfxLightGrid
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{
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if (asset->lightGrid.rowDataStart)
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{
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asset->lightGrid.rowDataStart = reader.readArray<unsigned short>((asset->lightGrid.maxs[asset->lightGrid.rowAxis] - asset->lightGrid.mins[asset->lightGrid.rowAxis]) + 1);
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}
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if (asset->lightGrid.rawRowData)
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{
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asset->lightGrid.rawRowData = reader.readArray<char>(asset->lightGrid.rawRowDataSize);
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}
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if (asset->lightGrid.entries)
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{
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asset->lightGrid.entries = reader.readArray<Game::GfxLightGridEntry>(asset->lightGrid.entryCount);
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}
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if (asset->lightGrid.colors)
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{
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asset->lightGrid.colors = reader.readArray<Game::GfxLightGridColors>(asset->lightGrid.colorCount);
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}
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}
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if (asset->models)
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{
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asset->models = reader.readArray<Game::GfxBrushModel>(asset->modelCount);
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}
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if (asset->materialMemory)
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{
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asset->materialMemory = reader.readArray<Game::MaterialMemory>(asset->materialMemoryCount);
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for (int i = 0; i < asset->materialMemoryCount; ++i)
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{
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Game::MaterialMemory* materialMemory = &asset->materialMemory[i];
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if (materialMemory->material)
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{
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materialMemory->material = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MATERIAL, reader.readString().data(), builder).material;
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}
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}
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}
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if (asset->sun.spriteMaterial)
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{
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asset->sun.spriteMaterial = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MATERIAL, reader.readString().data(), builder).material;
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}
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if (asset->sun.flareMaterial)
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{
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asset->sun.flareMaterial = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MATERIAL, reader.readString().data(), builder).material;
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}
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if (asset->outdoorImage)
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{
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asset->outdoorImage = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, reader.readString().data(), builder).image;
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}
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if (asset->primaryLightCount > 0)
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{
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Utils::Stream::ClearPointer(&asset->primaryLightEntityShadowVis);
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}
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if (asset->dpvsDyn.dynEntClientCount[0] > 0)
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{
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Utils::Stream::ClearPointer(&asset->sceneDynModel);
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Utils::Stream::ClearPointer(&asset->primaryLightDynEntShadowVis[0]);
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Utils::Stream::ClearPointer(&asset->nonSunPrimaryLightForModelDynEnt);
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}
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if (asset->dpvsDyn.dynEntClientCount[1] > 0)
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{
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Utils::Stream::ClearPointer(&asset->sceneDynBrush);
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Utils::Stream::ClearPointer(&asset->primaryLightDynEntShadowVis[1]);
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}
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if (asset->shadowGeom)
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{
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asset->shadowGeom = reader.readArray<Game::GfxShadowGeometry>(asset->primaryLightCount);
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for (unsigned int i = 0; i < asset->primaryLightCount; ++i)
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{
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Game::GfxShadowGeometry* shadowGeometry = &asset->shadowGeom[i];
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if (shadowGeometry->sortedSurfIndex)
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{
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shadowGeometry->sortedSurfIndex = reader.readArray<unsigned short>(shadowGeometry->surfaceCount);
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}
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if (shadowGeometry->smodelIndex)
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{
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shadowGeometry->smodelIndex = reader.readArray<unsigned short>(shadowGeometry->smodelCount);
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}
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}
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}
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if (asset->lightRegion)
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{
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asset->lightRegion = reader.readArray<Game::GfxLightRegion>(asset->primaryLightCount);
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for (unsigned int i = 0; i < asset->primaryLightCount; ++i)
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{
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Game::GfxLightRegion* lightRegion = &asset->lightRegion[i];
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if (lightRegion->hulls)
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{
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lightRegion->hulls = reader.readArray<Game::GfxLightRegionHull>(lightRegion->hullCount);
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for (unsigned int j = 0; j < lightRegion->hullCount; ++j)
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{
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Game::GfxLightRegionHull* lightRegionHull = &lightRegion->hulls[j];
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if (lightRegionHull->axis)
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{
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lightRegionHull->axis = reader.readArray<Game::GfxLightRegionAxis>(lightRegionHull->axisCount);
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}
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}
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}
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}
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}
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this->loadGfxWorldDpvsStatic(asset, &asset->dpvs, builder, &reader);
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// Obsolete, IW3 has no support for that
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if (asset->heroOnlyLights)
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{
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asset->heroOnlyLights = reader.readArray<Game::GfxHeroOnlyLight>(asset->heroOnlyLightCount);
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}
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}
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}
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void IGfxWorld::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Game::GfxWorld* asset = header.gfxWorld;
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if (asset->draw.reflectionProbes)
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{
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for (unsigned int i = 0; i < asset->draw.reflectionProbeCount; ++i)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->draw.reflectionProbes[i]);
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}
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}
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if (asset->draw.lightmaps)
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{
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for (int i = 0; i < asset->draw.lightmapCount; ++i)
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{
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if (asset->draw.lightmaps[i].primary)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->draw.lightmaps[i].primary);
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}
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if (asset->draw.lightmaps[i].secondary)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->draw.lightmaps[i].secondary);
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}
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}
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}
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if (asset->draw.lightmapOverridePrimary)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->draw.lightmapOverridePrimary);
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}
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if (asset->draw.lightmapOverrideSecondary)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->draw.lightmapOverrideSecondary);
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}
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if (asset->sun.spriteMaterial)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->sun.spriteMaterial);
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}
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if (asset->sun.flareMaterial)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->sun.flareMaterial);
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}
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if (asset->skies)
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{
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for (int i = 0; i < asset->skyCount; ++i)
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{
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if (asset->skies[i].skyImage)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->skies[i].skyImage);
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}
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}
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}
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if (asset->materialMemory)
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{
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for (int i = 0; i < asset->materialMemoryCount; ++i)
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{
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if (asset->materialMemory[i].material)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materialMemory[i].material);
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}
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}
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}
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if (asset->outdoorImage)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->outdoorImage);
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}
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if (asset->dpvs.surfaces)
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{
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for (unsigned int i = 0; i < asset->surfaceCount; ++i)
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{
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if (asset->dpvs.surfaces[i].material)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->dpvs.surfaces[i].material);
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}
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}
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}
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if (asset->dpvs.smodelDrawInsts)
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{
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for (unsigned int i = 0; i < asset->dpvs.smodelCount; ++i)
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{
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if (asset->dpvs.smodelDrawInsts[i].model)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->dpvs.smodelDrawInsts[i].model);
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}
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}
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}
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}
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void IGfxWorld::saveGfxWorldDpvsPlanes(Game::GfxWorld* world, Game::GfxWorldDpvsPlanes* asset, Game::GfxWorldDpvsPlanes* dest, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::GfxWorldDpvsPlanes, 16);
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Utils::Stream* buffer = builder->getBuffer();
|
|
SaveLogEnter("GfxWorldDpvsPlanes");
|
|
|
|
if (asset->planes)
|
|
{
|
|
if (builder->hasPointer(asset->planes))
|
|
{
|
|
dest->planes = builder->getPointer(asset->planes);
|
|
}
|
|
else
|
|
{
|
|
AssertSize(Game::cplane_s, 20);
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
|
|
for (int i = 0; i < world->planeCount; ++i)
|
|
{
|
|
builder->storePointer(&asset->planes[i]);
|
|
buffer->save(&asset->planes[i]);
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&dest->planes);
|
|
}
|
|
}
|
|
|
|
if (asset->nodes)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_2);
|
|
buffer->saveArray(asset->nodes, world->nodeCount);
|
|
Utils::Stream::ClearPointer(&dest->nodes);
|
|
}
|
|
|
|
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
|
|
|
|
if (asset->sceneEntCellBits)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->save(asset->sceneEntCellBits, 1, asset->cellCount << 11);
|
|
Utils::Stream::ClearPointer(&dest->sceneEntCellBits);
|
|
}
|
|
|
|
buffer->popBlock();
|
|
SaveLogExit();
|
|
}
|
|
|
|
void IGfxWorld::saveGfxWorldDraw(Game::GfxWorldDraw* asset, Game::GfxWorldDraw* dest, Components::ZoneBuilder::Zone* builder)
|
|
{
|
|
AssertSize(Game::GfxWorldDraw, 72);
|
|
SaveLogEnter("GfxWorldDraw");
|
|
|
|
Utils::Stream* buffer = builder->getBuffer();
|
|
|
|
if (asset->reflectionProbes)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
|
|
Game::GfxImage** imageDest = buffer->dest<Game::GfxImage*>();
|
|
buffer->saveArray(asset->reflectionProbes, asset->reflectionProbeCount);
|
|
|
|
for (unsigned int i = 0; i < asset->reflectionProbeCount; ++i)
|
|
{
|
|
if (asset->reflectionProbes[i])
|
|
{
|
|
imageDest[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->reflectionProbes[i]).image;
|
|
}
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&dest->reflectionProbes);
|
|
}
|
|
|
|
if (asset->reflectionProbeOrigins)
|
|
{
|
|
AssertSize(Game::GfxReflectionProbe, 12);
|
|
SaveLogEnter("GfxReflectionProbe");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->reflectionProbeOrigins, asset->reflectionProbeCount);
|
|
Utils::Stream::ClearPointer(&dest->reflectionProbeOrigins);
|
|
|
|
SaveLogExit();
|
|
}
|
|
|
|
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
|
|
|
|
if (asset->reflectionProbeTextures)
|
|
{
|
|
AssertSize(Game::GfxTexture, 4);
|
|
SaveLogEnter("GfxRawTexture");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->reflectionProbeTextures, asset->reflectionProbeCount);
|
|
Utils::Stream::ClearPointer(&dest->reflectionProbeTextures);
|
|
|
|
SaveLogExit();
|
|
}
|
|
|
|
buffer->popBlock();
|
|
|
|
if (asset->lightmaps)
|
|
{
|
|
AssertSize(Game::GfxLightmapArray, 8);
|
|
SaveLogEnter("GfxLightmapArray");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
|
|
Game::GfxLightmapArray* lightmapArrayDestTable = buffer->dest<Game::GfxLightmapArray>();
|
|
buffer->saveArray(asset->lightmaps, asset->lightmapCount);
|
|
|
|
for (int i = 0; i < asset->lightmapCount; ++i)
|
|
{
|
|
Game::GfxLightmapArray* lightmapArrayDest = &lightmapArrayDestTable[i];
|
|
Game::GfxLightmapArray* lightmapArray = &asset->lightmaps[i];
|
|
|
|
if (lightmapArray->primary)
|
|
{
|
|
lightmapArrayDest->primary = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, lightmapArray->primary).image;
|
|
}
|
|
|
|
if (lightmapArray->secondary)
|
|
{
|
|
lightmapArrayDest->secondary = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, lightmapArray->secondary).image;
|
|
}
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&dest->lightmaps);
|
|
SaveLogExit();
|
|
}
|
|
|
|
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
|
|
|
|
if (asset->lightmapPrimaryTextures)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->lightmapPrimaryTextures, asset->lightmapCount);
|
|
Utils::Stream::ClearPointer(&dest->lightmapPrimaryTextures);
|
|
}
|
|
|
|
if (asset->lightmapSecondaryTextures)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->lightmapSecondaryTextures, asset->lightmapCount);
|
|
Utils::Stream::ClearPointer(&dest->lightmapSecondaryTextures);
|
|
}
|
|
|
|
buffer->popBlock();
|
|
|
|
if (asset->lightmapOverridePrimary)
|
|
{
|
|
dest->lightmapOverridePrimary = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->lightmapOverridePrimary).image;
|
|
}
|
|
|
|
if (asset->lightmapOverrideSecondary)
|
|
{
|
|
dest->lightmapOverrideSecondary = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->lightmapOverrideSecondary).image;
|
|
}
|
|
|
|
// saveGfxWorldVertexData
|
|
{
|
|
if (asset->vd.vertices)
|
|
{
|
|
AssertSize(Game::GfxWorldVertex, 44);
|
|
SaveLogEnter("GfxWorldVertex");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->vd.vertices, asset->vertexCount);
|
|
Utils::Stream::ClearPointer(&dest->vd.vertices);
|
|
|
|
SaveLogExit();
|
|
}
|
|
}
|
|
|
|
// saveGfxWorldVertexLayerData
|
|
{
|
|
if (asset->vld.data)
|
|
{
|
|
// no align for char
|
|
buffer->saveArray(asset->vld.data, asset->vertexLayerDataSize);
|
|
Utils::Stream::ClearPointer(&dest->vld.data);
|
|
}
|
|
}
|
|
|
|
if (asset->indices)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_2);
|
|
buffer->saveArray(asset->indices, asset->indexCount);
|
|
Utils::Stream::ClearPointer(&dest->indices);
|
|
}
|
|
|
|
SaveLogExit();
|
|
}
|
|
|
|
void IGfxWorld::saveGfxLightGrid(Game::GfxLightGrid* asset, Game::GfxLightGrid* dest, Components::ZoneBuilder::Zone* builder)
|
|
{
|
|
AssertSize(Game::GfxLightGrid, 56);
|
|
|
|
Utils::Stream* buffer = builder->getBuffer();
|
|
SaveLogEnter("GfxLightGrid");
|
|
|
|
if (asset->rowDataStart)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_2);
|
|
buffer->saveArray(asset->rowDataStart, (asset->maxs[asset->rowAxis] - asset->mins[asset->rowAxis]) + 1);
|
|
Utils::Stream::ClearPointer(&dest->rowDataStart);
|
|
}
|
|
|
|
if (asset->rawRowData)
|
|
{
|
|
// no align for char
|
|
buffer->saveArray(asset->rawRowData, asset->rawRowDataSize);
|
|
Utils::Stream::ClearPointer(&dest->rawRowData);
|
|
}
|
|
|
|
if (asset->entries)
|
|
{
|
|
AssertSize(Game::GfxLightGridEntry, 4);
|
|
SaveLogEnter("GfxLightGridEntry");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->entries, asset->entryCount);
|
|
Utils::Stream::ClearPointer(&dest->entries);
|
|
|
|
SaveLogExit();
|
|
}
|
|
|
|
if (asset->colors)
|
|
{
|
|
AssertSize(Game::GfxLightGridColors, 168);
|
|
SaveLogEnter("GfxLightGridColors");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->colors, asset->colorCount);
|
|
Utils::Stream::ClearPointer(&dest->colors);
|
|
|
|
SaveLogExit();
|
|
}
|
|
|
|
SaveLogExit();
|
|
}
|
|
|
|
void IGfxWorld::savesunflare_t(Game::sunflare_t* asset, Game::sunflare_t* dest, Components::ZoneBuilder::Zone* builder)
|
|
{
|
|
AssertSize(Game::sunflare_t, 96);
|
|
SaveLogEnter("sunflare_t");
|
|
|
|
if (asset->spriteMaterial)
|
|
{
|
|
dest->spriteMaterial = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->spriteMaterial).material;
|
|
}
|
|
|
|
if (asset->flareMaterial)
|
|
{
|
|
dest->flareMaterial = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->flareMaterial).material;
|
|
}
|
|
|
|
SaveLogExit();
|
|
}
|
|
|
|
void IGfxWorld::saveGfxWorldDpvsStatic(Game::GfxWorld* world, Game::GfxWorldDpvsStatic* asset, Game::GfxWorldDpvsStatic* dest, int /*planeCount*/, Components::ZoneBuilder::Zone* builder)
|
|
{
|
|
AssertSize(Game::GfxWorldDpvsStatic, 108);
|
|
|
|
Utils::Stream* buffer = builder->getBuffer();
|
|
SaveLogEnter("GfxWorldDpvsStatic");
|
|
|
|
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
|
|
|
|
for (int i = 0; i < 3; ++i)
|
|
{
|
|
if (asset->smodelVisData[i])
|
|
{
|
|
buffer->saveArray(asset->smodelVisData[i], asset->smodelCount);
|
|
Utils::Stream::ClearPointer(&dest->smodelVisData[i]);
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < 3; ++i)
|
|
{
|
|
if (asset->surfaceVisData[i])
|
|
{
|
|
buffer->saveArray(asset->surfaceVisData[i], asset->staticSurfaceCount);
|
|
Utils::Stream::ClearPointer(&dest->surfaceVisData[i]);
|
|
}
|
|
}
|
|
|
|
buffer->popBlock();
|
|
|
|
if (asset->sortedSurfIndex)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_2);
|
|
buffer->saveArray(asset->sortedSurfIndex, asset->staticSurfaceCount + asset->staticSurfaceCountNoDecal);
|
|
Utils::Stream::ClearPointer(&dest->sortedSurfIndex);
|
|
}
|
|
|
|
if (asset->smodelInsts)
|
|
{
|
|
AssertSize(Game::GfxStaticModelInst, 36);
|
|
SaveLogEnter("GfxStaticModelInst");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->smodelInsts, asset->smodelCount);
|
|
Utils::Stream::ClearPointer(&dest->smodelInsts);
|
|
|
|
SaveLogExit();
|
|
}
|
|
|
|
if (asset->surfaces)
|
|
{
|
|
AssertSize(Game::GfxSurface, 24);
|
|
SaveLogEnter("GfxSurface");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
Game::GfxSurface* destSurfaceTable = buffer->dest<Game::GfxSurface>();
|
|
buffer->saveArray(asset->surfaces, world->surfaceCount);
|
|
|
|
for (unsigned int i = 0; i < world->surfaceCount; ++i)
|
|
{
|
|
Game::GfxSurface* surface = &asset->surfaces[i];
|
|
Game::GfxSurface* destSurface = &destSurfaceTable[i];
|
|
|
|
if (surface->material)
|
|
{
|
|
destSurface->material = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, surface->material).material;
|
|
}
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&dest->surfaces);
|
|
SaveLogExit();
|
|
}
|
|
|
|
if (asset->surfacesBounds)
|
|
{
|
|
AssertSize(Game::GfxSurfaceBounds, 24);
|
|
SaveLogEnter("GfxSurfaceBounds");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->surfacesBounds, world->surfaceCount);
|
|
Utils::Stream::ClearPointer(&dest->surfacesBounds);
|
|
|
|
SaveLogExit();
|
|
}
|
|
|
|
if (asset->smodelDrawInsts)
|
|
{
|
|
AssertSize(Game::GfxStaticModelDrawInst, 76);
|
|
SaveLogEnter("GfxStaticModelDrawInst");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
Game::GfxStaticModelDrawInst* destModelTable = buffer->dest<Game::GfxStaticModelDrawInst>();
|
|
buffer->saveArray(asset->smodelDrawInsts, asset->smodelCount);
|
|
|
|
for (unsigned int i = 0; i < asset->smodelCount; ++i)
|
|
{
|
|
Game::GfxStaticModelDrawInst* model = &asset->smodelDrawInsts[i];
|
|
Game::GfxStaticModelDrawInst* destModel = &destModelTable[i];
|
|
|
|
if (model->model)
|
|
{
|
|
destModel->model = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, model->model).model;
|
|
}
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&dest->smodelDrawInsts);
|
|
SaveLogExit();
|
|
}
|
|
|
|
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
|
|
|
|
if (asset->surfaceMaterials)
|
|
{
|
|
AssertSize(Game::GfxDrawSurf, 8);
|
|
SaveLogEnter("GfxDrawSurf");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->surfaceMaterials, world->surfaceCount);
|
|
Utils::Stream::ClearPointer(&dest->surfaceMaterials);
|
|
|
|
SaveLogExit();
|
|
}
|
|
|
|
if (asset->surfaceCastsSunShadow)
|
|
{
|
|
AssertSize(Game::GfxDrawSurf, 8);
|
|
SaveLogEnter("GfxDrawSurf");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_128);
|
|
buffer->save(asset->surfaceCastsSunShadow, 4, asset->surfaceVisDataCount);
|
|
Utils::Stream::ClearPointer(&dest->surfaceCastsSunShadow);
|
|
|
|
SaveLogExit();
|
|
}
|
|
|
|
buffer->popBlock();
|
|
SaveLogExit();
|
|
}
|
|
|
|
void IGfxWorld::saveGfxWorldDpvsDynamic(Game::GfxWorldDpvsDynamic* asset, Game::GfxWorldDpvsDynamic* dest, int cellCount, Components::ZoneBuilder::Zone* builder)
|
|
{
|
|
AssertSize(Game::GfxWorldDpvsDynamic, 48);
|
|
|
|
Utils::Stream* buffer = builder->getBuffer();
|
|
SaveLogEnter("GfxWorldDpvsDynamic");
|
|
|
|
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
|
|
|
|
if (asset->dynEntCellBits[0])
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->save(asset->dynEntCellBits[0], 4, asset->dynEntClientWordCount[0] * cellCount);
|
|
Utils::Stream::ClearPointer(&dest->dynEntCellBits[0]);
|
|
}
|
|
|
|
if (asset->dynEntCellBits[1])
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->save(asset->dynEntCellBits[1], 4, asset->dynEntClientWordCount[1] * cellCount);
|
|
Utils::Stream::ClearPointer(&dest->dynEntCellBits[1]);
|
|
}
|
|
|
|
// this covers [0][0], [1][0], [0][1], [1][1], [0][2], [1][2]
|
|
for (char i = 0; i < 3; ++i)
|
|
{
|
|
for (char j = 0; j < 2; ++j)
|
|
{
|
|
if (asset->dynEntVisData[j][i])
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_16);
|
|
buffer->save(asset->dynEntVisData[j][i], 32, asset->dynEntClientWordCount[j]);
|
|
Utils::Stream::ClearPointer(&dest->dynEntVisData[j][i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
buffer->popBlock();
|
|
SaveLogExit();
|
|
}
|
|
|
|
void IGfxWorld::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
|
|
{
|
|
AssertSize(Game::GfxWorld, 628);
|
|
|
|
Utils::Stream* buffer = builder->getBuffer();
|
|
SaveLogEnter("GfxWorld");
|
|
|
|
Game::GfxWorld* asset = header.gfxWorld;
|
|
Game::GfxWorld* dest = buffer->dest<Game::GfxWorld>();
|
|
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->baseName)
|
|
{
|
|
buffer->saveString(asset->baseName);
|
|
Utils::Stream::ClearPointer(&dest->baseName);
|
|
}
|
|
|
|
//buffer->setPointerAssertion(true);
|
|
|
|
if (asset->skies)
|
|
{
|
|
AssertSize(Game::GfxSky, 16);
|
|
SaveLogEnter("GfxSky");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
Game::GfxSky* destSkyTable = buffer->dest<Game::GfxSky>();
|
|
buffer->saveArray(asset->skies, asset->skyCount);
|
|
|
|
for (int i = 0; i < asset->skyCount; ++i)
|
|
{
|
|
Game::GfxSky* destSky = &destSkyTable[i];
|
|
Game::GfxSky* sky = &asset->skies[i];
|
|
|
|
if (sky->skyStartSurfs)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(sky->skyStartSurfs, sky->skySurfCount);
|
|
Utils::Stream::ClearPointer(&destSky->skyStartSurfs);
|
|
}
|
|
|
|
if (sky->skyImage)
|
|
{
|
|
destSky->skyImage = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, sky->skyImage).image;
|
|
}
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&dest->skies);
|
|
SaveLogExit();
|
|
}
|
|
|
|
this->saveGfxWorldDpvsPlanes(asset, &asset->dpvsPlanes, &dest->dpvsPlanes, builder);
|
|
|
|
int cellCount = asset->dpvsPlanes.cellCount;
|
|
|
|
if (asset->aabbTreeCounts)
|
|
{
|
|
AssertSize(Game::GfxCellTreeCount, 4);
|
|
SaveLogEnter("GfxCellTreeCount");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->aabbTreeCounts, cellCount);
|
|
Utils::Stream::ClearPointer(&dest->aabbTreeCounts);
|
|
|
|
SaveLogExit();
|
|
}
|
|
|
|
if (asset->aabbTrees)
|
|
{
|
|
AssertSize(Game::GfxCellTree, 4);
|
|
SaveLogEnter("GfxCellTree");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_128);
|
|
Game::GfxCellTree* destCellTreeTable = buffer->dest<Game::GfxCellTree>();
|
|
buffer->saveArray(asset->aabbTrees, cellCount);
|
|
|
|
for (int i = 0; i < cellCount; ++i)
|
|
{
|
|
Game::GfxCellTree* destCellTree = &destCellTreeTable[i];
|
|
Game::GfxCellTree* cellTree = &asset->aabbTrees[i];
|
|
|
|
if (cellTree->aabbTree)
|
|
{
|
|
AssertSize(Game::GfxAabbTree, 44);
|
|
SaveLogEnter("GfxAabbTree");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
Game::GfxAabbTree* destAabbTreeTable = buffer->dest<Game::GfxAabbTree>();
|
|
buffer->saveArray(cellTree->aabbTree, asset->aabbTreeCounts[i].aabbTreeCount);
|
|
|
|
// ok this one is based on some assumptions because the actual count is this
|
|
// *(int *)((char *)&varGfxWorld->aabbTreeCounts->aabbTreeCount + (((char *)varGfxCellTree - (char *)varGfxWorld->aabbTrees) & 0xFFFFFFFC))
|
|
// which makes no sense
|
|
// what DOES make sense is using the count from the structure
|
|
|
|
for (int j = 0; j < asset->aabbTreeCounts[i].aabbTreeCount; ++j)
|
|
{
|
|
Game::GfxAabbTree* destAabbTree = &destAabbTreeTable[j];
|
|
Game::GfxAabbTree* aabbTree = &cellTree->aabbTree[j];
|
|
|
|
if (aabbTree->smodelIndexes)
|
|
{
|
|
if (builder->hasPointer(aabbTree->smodelIndexes))
|
|
{
|
|
destAabbTree->smodelIndexes = builder->getPointer(aabbTree->smodelIndexes);
|
|
}
|
|
else
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_2);
|
|
|
|
for (unsigned short k = 0; k < aabbTree->smodelIndexCount; ++k)
|
|
{
|
|
builder->storePointer(&aabbTree->smodelIndexes[k]);
|
|
buffer->save(&aabbTree->smodelIndexes[k]);
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&destAabbTree->smodelIndexes);
|
|
}
|
|
}
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&destCellTree->aabbTree);
|
|
SaveLogExit();
|
|
}
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&dest->aabbTrees);
|
|
SaveLogExit();
|
|
}
|
|
|
|
if (asset->cells)
|
|
{
|
|
AssertSize(Game::GfxCell, 40);
|
|
SaveLogEnter("GfxCell");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
Game::GfxCell* destCellTable = buffer->dest<Game::GfxCell>();
|
|
buffer->saveArray(asset->cells, cellCount);
|
|
|
|
for (int i = 0; i < cellCount; ++i)
|
|
{
|
|
Game::GfxCell* destCell = &destCellTable[i];
|
|
Game::GfxCell* cell = &asset->cells[i];
|
|
|
|
if (cell->portals)
|
|
{
|
|
AssertSize(Game::GfxPortal, 60);
|
|
SaveLogEnter("GfxPortal");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
Game::GfxPortal* destPortalTable = buffer->dest<Game::GfxPortal>();
|
|
buffer->saveArray(cell->portals, cell->portalCount);
|
|
|
|
for (int j = 0; j < cell->portalCount; ++j)
|
|
{
|
|
Game::GfxPortal* destPortal = &destPortalTable[j];
|
|
Game::GfxPortal* portal = &cell->portals[j];
|
|
|
|
if (portal->vertices)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(portal->vertices, portal->vertexCount);
|
|
Utils::Stream::ClearPointer(&destPortal->vertices);
|
|
}
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&destCell->portals);
|
|
SaveLogExit();
|
|
}
|
|
|
|
if (cell->reflectionProbes)
|
|
{
|
|
// no align for char
|
|
buffer->saveArray(cell->reflectionProbes, cell->reflectionProbeCount);
|
|
Utils::Stream::ClearPointer(&destCell->reflectionProbes);
|
|
}
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&dest->cells);
|
|
SaveLogExit();
|
|
}
|
|
|
|
this->saveGfxWorldDraw(&asset->draw, &dest->draw, builder);
|
|
this->saveGfxLightGrid(&asset->lightGrid, &dest->lightGrid, builder);
|
|
|
|
if (asset->models)
|
|
{
|
|
AssertSize(Game::GfxBrushModel, 60);
|
|
SaveLogEnter("GfxBrushModel");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->models, asset->modelCount);
|
|
Utils::Stream::ClearPointer(&dest->models);
|
|
|
|
SaveLogExit();
|
|
}
|
|
|
|
if (asset->materialMemory)
|
|
{
|
|
AssertSize(Game::MaterialMemory, 8);
|
|
SaveLogEnter("MaterialMemory");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
Game::MaterialMemory* destMaterialMemoryTable = buffer->dest<Game::MaterialMemory>();
|
|
buffer->saveArray(asset->materialMemory, asset->materialMemoryCount);
|
|
|
|
for (int i = 0; i < asset->materialMemoryCount; ++i)
|
|
{
|
|
Game::MaterialMemory* destMaterialMemory = &destMaterialMemoryTable[i];
|
|
Game::MaterialMemory* materialMemory = &asset->materialMemory[i];
|
|
|
|
if (materialMemory->material)
|
|
{
|
|
destMaterialMemory->material = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, materialMemory->material).material;
|
|
}
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&dest->materialMemory);
|
|
SaveLogExit();
|
|
}
|
|
|
|
this->savesunflare_t(&asset->sun, &dest->sun, builder);
|
|
|
|
if (asset->outdoorImage)
|
|
{
|
|
dest->outdoorImage = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->outdoorImage).image;
|
|
}
|
|
|
|
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
|
|
|
|
if (asset->cellCasterBits)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->save(asset->cellCasterBits, 4, cellCount * ((cellCount + 31) >> 5));
|
|
Utils::Stream::ClearPointer(&dest->cellCasterBits);
|
|
}
|
|
|
|
if (asset->cellHasSunLitSurfsBits)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->save(asset->cellHasSunLitSurfsBits, 4, ((cellCount + 31) >> 5));
|
|
Utils::Stream::ClearPointer(&dest->cellHasSunLitSurfsBits);
|
|
}
|
|
|
|
if (asset->sceneDynModel)
|
|
{
|
|
AssertSize(Game::GfxSceneDynModel, 6);
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->sceneDynModel, asset->dpvsDyn.dynEntClientCount[0]);
|
|
Utils::Stream::ClearPointer(&dest->sceneDynModel);
|
|
}
|
|
|
|
if (asset->sceneDynBrush)
|
|
{
|
|
AssertSize(Game::GfxSceneDynBrush, 4);
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->sceneDynBrush, asset->dpvsDyn.dynEntClientCount[1]);
|
|
Utils::Stream::ClearPointer(&dest->sceneDynBrush);
|
|
}
|
|
|
|
if (asset->primaryLightEntityShadowVis)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->save(asset->primaryLightEntityShadowVis, 1, (asset->primaryLightCount + 0x1FFFF - asset->lastSunPrimaryLightIndex) << 15);
|
|
Utils::Stream::ClearPointer(&dest->primaryLightEntityShadowVis);
|
|
}
|
|
|
|
if (asset->primaryLightDynEntShadowVis[0])
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->primaryLightDynEntShadowVis[0], asset->dpvsDyn.dynEntClientCount[0] * (asset->primaryLightCount - 1 - asset->lastSunPrimaryLightIndex));
|
|
Utils::Stream::ClearPointer(&dest->primaryLightDynEntShadowVis[0]);
|
|
}
|
|
|
|
if (asset->primaryLightDynEntShadowVis[1])
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->primaryLightDynEntShadowVis[1], asset->dpvsDyn.dynEntClientCount[1] * (asset->primaryLightCount - 1 - asset->lastSunPrimaryLightIndex));
|
|
Utils::Stream::ClearPointer(&dest->primaryLightDynEntShadowVis[1]);
|
|
}
|
|
|
|
if (asset->nonSunPrimaryLightForModelDynEnt)
|
|
{
|
|
// no align cause char
|
|
buffer->saveArray(asset->nonSunPrimaryLightForModelDynEnt, asset->dpvsDyn.dynEntClientCount[0]);
|
|
Utils::Stream::ClearPointer(&dest->nonSunPrimaryLightForModelDynEnt);
|
|
}
|
|
|
|
buffer->popBlock();
|
|
|
|
if (asset->shadowGeom)
|
|
{
|
|
AssertSize(Game::GfxShadowGeometry, 12);
|
|
SaveLogEnter("GfxShadowGeometry");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
Game::GfxShadowGeometry* destShadowGeometryTable = buffer->dest<Game::GfxShadowGeometry>();
|
|
buffer->saveArray(asset->shadowGeom, asset->primaryLightCount);
|
|
|
|
for (unsigned int i = 0; i < asset->primaryLightCount; ++i)
|
|
{
|
|
Game::GfxShadowGeometry* destShadowGeometry = &destShadowGeometryTable[i];
|
|
Game::GfxShadowGeometry* shadowGeometry = &asset->shadowGeom[i];
|
|
|
|
if (shadowGeometry->sortedSurfIndex)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_2);
|
|
buffer->saveArray(shadowGeometry->sortedSurfIndex, shadowGeometry->surfaceCount);
|
|
Utils::Stream::ClearPointer(&destShadowGeometry->sortedSurfIndex);
|
|
}
|
|
|
|
if (shadowGeometry->smodelIndex)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_2);
|
|
buffer->saveArray(shadowGeometry->smodelIndex, shadowGeometry->smodelCount);
|
|
Utils::Stream::ClearPointer(&destShadowGeometry->smodelIndex);
|
|
}
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&dest->shadowGeom);
|
|
SaveLogExit();
|
|
}
|
|
|
|
if (asset->lightRegion)
|
|
{
|
|
AssertSize(Game::GfxLightRegion, 8);
|
|
SaveLogEnter("GfxLightRegion");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
Game::GfxLightRegion* destLightRegionTable = buffer->dest<Game::GfxLightRegion>();
|
|
buffer->saveArray(asset->lightRegion, asset->primaryLightCount);
|
|
|
|
for (unsigned int i = 0; i < asset->primaryLightCount; ++i)
|
|
{
|
|
Game::GfxLightRegion* destLightRegion = &destLightRegionTable[i];
|
|
Game::GfxLightRegion* lightRegion = &asset->lightRegion[i];
|
|
|
|
if (lightRegion->hulls)
|
|
{
|
|
AssertSize(Game::GfxLightRegionHull, 80);
|
|
SaveLogEnter("GfxLightRegionHull");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
Game::GfxLightRegionHull* destLightRegionHullTable = buffer->dest<Game::GfxLightRegionHull>();
|
|
buffer->saveArray(lightRegion->hulls, lightRegion->hullCount);
|
|
|
|
for (unsigned int j = 0; j < lightRegion->hullCount; ++j)
|
|
{
|
|
Game::GfxLightRegionHull* destLightRegionHull = &destLightRegionHullTable[j];
|
|
Game::GfxLightRegionHull* lightRegionHull = &lightRegion->hulls[j];
|
|
|
|
if (lightRegionHull->axis)
|
|
{
|
|
AssertSize(Game::GfxLightRegionAxis, 20);
|
|
SaveLogEnter("GfxLightRegionAxis");
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(lightRegionHull->axis, lightRegionHull->axisCount);
|
|
Utils::Stream::ClearPointer(&destLightRegionHull->axis);
|
|
|
|
SaveLogExit();
|
|
}
|
|
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&destLightRegion->hulls);
|
|
SaveLogExit();
|
|
}
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&dest->lightRegion);
|
|
SaveLogExit();
|
|
}
|
|
|
|
this->saveGfxWorldDpvsStatic(asset, &asset->dpvs, &dest->dpvs, asset->dpvsPlanes.cellCount, builder);
|
|
this->saveGfxWorldDpvsDynamic(&asset->dpvsDyn, &dest->dpvsDyn, asset->dpvsPlanes.cellCount, builder);
|
|
|
|
if (asset->heroOnlyLights)
|
|
{
|
|
AssertSize(Game::GfxHeroOnlyLight, 56);
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->heroOnlyLights, asset->heroOnlyLightCount);
|
|
Utils::Stream::ClearPointer(&dest->heroOnlyLights);
|
|
}
|
|
|
|
//buffer->setPointerAssertion(false);
|
|
buffer->popBlock();
|
|
SaveLogExit();
|
|
}
|
|
}
|