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

32 lines
864 B
C++

#include <STDInclude.hpp>
namespace Assets
{
void IMaterialPixelShader::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::MaterialPixelShader, 16);
Utils::Stream* buffer = builder->getBuffer();
Game::MaterialPixelShader* asset = header.pixelShader;
Game::MaterialPixelShader* dest = buffer->dest<Game::MaterialPixelShader>();
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->loadDef.physicalPart)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(asset->loadDef.physicalPart, 4, asset->loadDef.cachedPartSize & 0xFFFF);
Utils::Stream::ClearPointer(&dest->loadDef.physicalPart);
}
buffer->popBlock();
}
}