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https://github.com/Laupetin/OpenAssetTools.git
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Added iw4 assets related to materials, xmodels
This commit is contained in:
parent
5e8173539b
commit
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@ -5,14 +5,13 @@ ZoneCode.Assets = {
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"PhysPreset",
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"PhysCollmap",
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"XAnimParts",
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-- "XModelSurfs",
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-- "XModel",
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-- "Material",
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-- "MaterialPixelShader",
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-- "MaterialVertexShader",
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-- "MaterialVertexDeclaration",
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-- "MaterialTechniqueSet",
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-- "GfxImage",
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"XModel",
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"Material",
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"MaterialPixelShader",
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"MaterialVertexShader",
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"MaterialVertexDeclaration",
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"MaterialTechniqueSet",
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"GfxImage",
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-- "snd_alias_list_t",
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-- "SndCurve",
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-- "LoadedSound",
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@ -32,8 +31,8 @@ ZoneCode.Assets = {
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-- "SndDriverGlobals",
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-- "FxEffectDef",
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-- "FxImpactTable",
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-- "RawFile",
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-- "StringTable",
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"RawFile",
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"StringTable",
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-- "LeaderboardDef",
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-- "StructuredDataDefSet",
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-- "TracerDef",
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@ -5,14 +5,13 @@ game IW4;
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asset PhysPreset ASSET_TYPE_PHYSPRESET;
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asset PhysCollmap ASSET_TYPE_PHYSCOLLMAP;
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asset XAnimParts ASSET_TYPE_XANIMPARTS;
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// asset XModelSurfs ASSET_TYPE_XMODEL_SURFS;
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// asset XModel ASSET_TYPE_XMODEL;
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// asset Material ASSET_TYPE_MATERIAL;
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// asset MaterialPixelShader ASSET_TYPE_PIXELSHADER;
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// asset MaterialVertexShader ASSET_TYPE_VERTEXSHADER;
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// asset MaterialVertexDeclaration ASSET_TYPE_VERTEXDECL;
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// asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET;
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// asset GfxImage ASSET_TYPE_IMAGE;
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asset XModel ASSET_TYPE_XMODEL;
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asset Material ASSET_TYPE_MATERIAL;
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asset MaterialPixelShader ASSET_TYPE_PIXELSHADER;
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asset MaterialVertexShader ASSET_TYPE_VERTEXSHADER;
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asset MaterialVertexDeclaration ASSET_TYPE_VERTEXDECL;
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asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET;
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asset GfxImage ASSET_TYPE_IMAGE;
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// asset snd_alias_list_t ASSET_TYPE_SOUND;
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// asset SndCurve ASSET_TYPE_SOUND_CURVE;
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// asset LoadedSound ASSET_TYPE_LOADED_SOUND;
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@ -32,8 +31,8 @@ asset XAnimParts ASSET_TYPE_XANIMPARTS;
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// asset SndDriverGlobals ASSET_TYPE_SNDDRIVER_GLOBALS;
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// asset FxEffectDef ASSET_TYPE_FX;
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// asset FxImpactTable ASSET_TYPE_IMPACT_FX;
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// asset RawFile ASSET_TYPE_RAWFILE;
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// asset StringTable ASSET_TYPE_STRINGTABLE;
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asset RawFile ASSET_TYPE_RAWFILE;
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asset StringTable ASSET_TYPE_STRINGTABLE;
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// asset LeaderboardDef ASSET_TYPE_LEADERBOARD;
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// asset StructuredDataDefSet ASSET_TYPE_STRUCTURED_DATA_DEF;
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// asset TracerDef ASSET_TYPE_TRACER;
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@ -167,4 +166,205 @@ set count u::frames::frames size + 1;
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// XAnimDeltaPartQuatDataFrames
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reorder XAnimDeltaPartQuatDataFrames:
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indices
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frames;
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frames;
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// =========================================
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// XModel
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// =========================================
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use XModel;
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set string name;
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set name name;
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set scriptstring boneNames;
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set reusable boneNames;
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set count boneNames numBones;
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set reusable parentList;
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set count parentList numBones - numRootBones;
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set reusable quats;
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set count quats numBones - numRootBones;
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set reusable trans;
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set count trans numBones - numRootBones;
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set reusable partClassification;
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set count partClassification numBones;
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set reusable baseMat;
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set count baseMat numBones;
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set count materialHandles numsurfs;
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set count collSurfs numCollSurfs;
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set count boneInfo numBones;
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// XModelLodInfo
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use XModelLodInfo;
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set block modelSurfs XFILE_BLOCK_TEMP;
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set reusable modelSurfs;
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set condition surfs never;
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// XModelSurfs
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use XModelSurfs;
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set string name;
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set count surfs XModelLodInfo::numsurfs; // No this is not a mistake. This is how the game does it.
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// XSurface
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use XSurface;
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set reusable verts0;
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set block verts0 XFILE_BLOCK_VERTEX;
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set count verts0 vertCount;
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set reusable vertList;
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set count vertList vertListCount;
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set reusable triIndices;
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set block triIndices XFILE_BLOCK_INDEX;
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set count triIndices triCount;
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reorder:
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zoneHandle
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vertInfo
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verts0
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vertList
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triIndices;
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// XSurfaceVertexInfo
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use XSurfaceVertexInfo;
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set reusable vertsBlend;
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set count vertsBlend vertCount[0]
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+ 3 * vertCount[1]
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+ 5 * vertCount[2]
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+ 7 * vertCount[3];
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// XRigidVertList
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set reusable XRigidVertList::collisionTree;
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// XSurfaceCollisionTree
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use XSurfaceCollisionTree;
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set count nodes nodeCount;
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set count leafs leafCount;
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// XModelCollSurf_s
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set count XModelCollSurf_s::collTris numCollTris;
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// =========================================
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// Material
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// =========================================
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use Material;
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set string info::name;
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set name info::name;
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set reusable textureTable;
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set count textureTable textureCount;
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set reusable constantTable;
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set count constantTable constantCount;
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set reusable stateBitsTable;
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set count stateBitsTable stateBitsCount;
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// MaterialTextureDef
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use MaterialTextureDef;
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set condition u::water semantic == TS_WATER_MAP;
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set reusable u::water;
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// water_t
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use water_t;
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set count H0 N * M;
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set count wTerm N * M;
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// =========================================
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// MaterialTechniqueSet
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// =========================================
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use MaterialTechniqueSet;
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set string name;
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set name name;
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set condition remappedTechniqueSet never;
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set reusable techniques;
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// MaterialTechnique
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use MaterialTechnique;
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set string name;
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set arraysize passArray passCount;
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reorder:
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passArray
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name;
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// MaterialPass
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use MaterialPass;
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set count args perPrimArgCount + perObjArgCount + stableArgCount;
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// MaterialShaderArgument
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use MaterialShaderArgument;
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set condition u::literalConst type == MTL_ARG_LITERAL_VERTEX_CONST
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|| type == MTL_ARG_LITERAL_PIXEL_CONST;
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set reusable u::literalConst;
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// =========================================
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// MaterialVertexDeclaration
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// =========================================
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use MaterialVertexDeclaration;
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set string name;
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set name name;
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// MaterialVertexStreamRouting
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set condition MaterialVertexStreamRouting::decl never;
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// =========================================
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// MaterialVertexShader
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// =========================================
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use MaterialVertexShader;
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set string name;
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set name name;
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// GfxVertexShaderLoadDef
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set count GfxVertexShaderLoadDef::program programSize;
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// MaterialVertexShaderProgram
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set condition MaterialVertexShaderProgram::vs never;
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// =========================================
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// MaterialPixelShader
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// =========================================
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use MaterialPixelShader;
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set string name;
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set name name;
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// GfxPixelShaderLoadDef
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set count GfxPixelShaderLoadDef::program programSize;
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// MaterialPixelShaderProgram
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set condition MaterialPixelShaderProgram::ps never;
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// =========================================
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// GfxImage
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// =========================================
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use GfxImage;
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set action OnImageLoaded(GfxImage);
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set string name;
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set name name;
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reorder:
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name
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texture;
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// GfxTexture
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use GfxTexture;
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set reusable loadDef;
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set block loadDef XFILE_BLOCK_TEMP;
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set condition texture never;
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// GfxImageLoadDef
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use GfxImageLoadDef;
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set action LoadImageData(GfxImageLoadDef, GfxImage);
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set arraysize data resourceSize;
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// =========================================
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// RawFile
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// =========================================
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use RawFile;
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set string name;
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set name name;
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set condition data::compressedBuffer compressedLen > 0;
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set count data::compressedBuffer compressedLen;
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set count data::buffer len + 1;
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// =========================================
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// StringTable
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// =========================================
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use StringTable;
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set string name;
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set name name;
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set count values columnCount * rowCount;
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// StringTableCell
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set string StringTableCell::string;
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// EOF
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@ -61,7 +61,6 @@ const std::string GameAssetPoolIW4::ASSET_TYPE_NAMES[]
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ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset, m_phys_preset
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ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap, m_phys_collmap
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ASSET_TYPE_XANIMPARTS, XAnimParts, parts, m_xanim_parts
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ASSET_TYPE_XMODEL_SURFS, XModelSurfs, modelSurfs, m_xmodel_surfs
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ASSET_TYPE_XMODEL, XModel, model, m_xmodel
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ASSET_TYPE_MATERIAL, Material, material, m_material
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ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader, m_material_pixel_shader
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@ -107,14 +106,13 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
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m_phys_preset = nullptr;
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m_phys_collmap = nullptr;
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m_xanim_parts = nullptr;
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// m_xmodel_surfs = nullptr;
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// m_xmodel = nullptr;
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// m_material = nullptr;
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// m_material_pixel_shader = nullptr;
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// m_material_vertex_shader = nullptr;
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// m_material_vertex_decl = nullptr;
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// m_technique_set = nullptr;
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// m_image = nullptr;
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m_xmodel = nullptr;
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m_material = nullptr;
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m_material_pixel_shader = nullptr;
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m_material_vertex_shader = nullptr;
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m_material_vertex_decl = nullptr;
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m_technique_set = nullptr;
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m_image = nullptr;
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// m_sound = nullptr;
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// m_sound_curve = nullptr;
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// m_loaded_sound = nullptr;
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@ -134,8 +132,8 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
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// m_snd_driver_globals = nullptr;
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// m_fx = nullptr;
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// m_fx_impact_table = nullptr;
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// m_raw_file = nullptr;
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// m_string_table = nullptr;
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m_raw_file = nullptr;
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m_string_table = nullptr;
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// m_leaderboard = nullptr;
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// m_structed_data_def_set = nullptr;
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// m_tracer = nullptr;
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@ -157,17 +155,16 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
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switch (type)
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{
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, XModelSurfs);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
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@ -188,8 +185,8 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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@ -218,17 +215,16 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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switch (type)
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{
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, XModelSurfs);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
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@ -249,8 +245,8 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
|
||||
@ -288,17 +284,16 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
|
||||
|
||||
switch (xAsset.type)
|
||||
{
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, physCollmap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, modelSurfs);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, pixelShader);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, vertexShader);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, vertexDecl);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, physCollmap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, pixelShader);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, vertexShader);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, vertexDecl);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound, sound);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve, sndCurve);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, loadSnd);
|
||||
@ -319,8 +314,8 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, structuredDataDefSet);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
|
||||
@ -349,17 +344,16 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound);
|
||||
@ -380,8 +374,8 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
|
||||
// CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
|
||||
|
@ -18,14 +18,13 @@ public:
|
||||
std::unique_ptr<AssetPool<IW4::PhysPreset>> m_phys_preset;
|
||||
std::unique_ptr<AssetPool<IW4::PhysCollmap>> m_phys_collmap;
|
||||
std::unique_ptr<AssetPool<IW4::XAnimParts>> m_xanim_parts;
|
||||
// std::unique_ptr<AssetPool<IW4::XModelSurfs>> m_xmodel_surfs;
|
||||
// std::unique_ptr<AssetPool<IW4::XModel>> m_xmodel;
|
||||
// std::unique_ptr<AssetPool<IW4::Material>> m_material;
|
||||
// std::unique_ptr<AssetPool<IW4::MaterialPixelShader>> m_material_pixel_shader;
|
||||
// std::unique_ptr<AssetPool<IW4::MaterialVertexShader>> m_material_vertex_shader;
|
||||
// std::unique_ptr<AssetPool<IW4::MaterialVertexDeclaration>> m_material_vertex_decl;
|
||||
// std::unique_ptr<AssetPool<IW4::MaterialTechniqueSet>> m_technique_set;
|
||||
// std::unique_ptr<AssetPool<IW4::GfxImage>> m_image;
|
||||
std::unique_ptr<AssetPool<IW4::XModel>> m_xmodel;
|
||||
std::unique_ptr<AssetPool<IW4::Material>> m_material;
|
||||
std::unique_ptr<AssetPool<IW4::MaterialPixelShader>> m_material_pixel_shader;
|
||||
std::unique_ptr<AssetPool<IW4::MaterialVertexShader>> m_material_vertex_shader;
|
||||
std::unique_ptr<AssetPool<IW4::MaterialVertexDeclaration>> m_material_vertex_decl;
|
||||
std::unique_ptr<AssetPool<IW4::MaterialTechniqueSet>> m_technique_set;
|
||||
std::unique_ptr<AssetPool<IW4::GfxImage>> m_image;
|
||||
// std::unique_ptr<AssetPool<IW4::snd_alias_list_t>> m_sound;
|
||||
// std::unique_ptr<AssetPool<IW4::SndCurve>> m_sound_curve;
|
||||
// std::unique_ptr<AssetPool<IW4::LoadedSound>> m_loaded_sound;
|
||||
@ -45,8 +44,8 @@ public:
|
||||
// std::unique_ptr<AssetPool<IW4::SndDriverGlobals>> m_snd_driver_globals;
|
||||
// std::unique_ptr<AssetPool<IW4::FxEffectDef>> m_fx;
|
||||
// std::unique_ptr<AssetPool<IW4::FxImpactTable>> m_fx_impact_table;
|
||||
// std::unique_ptr<AssetPool<IW4::RawFile>> m_raw_file;
|
||||
// std::unique_ptr<AssetPool<IW4::StringTable>> m_string_table;
|
||||
std::unique_ptr<AssetPool<IW4::RawFile>> m_raw_file;
|
||||
std::unique_ptr<AssetPool<IW4::StringTable>> m_string_table;
|
||||
// std::unique_ptr<AssetPool<IW4::LeaderboardDef>> m_leaderboard;
|
||||
// std::unique_ptr<AssetPool<IW4::StructuredDataDefSet>> m_structed_data_def_set;
|
||||
// std::unique_ptr<AssetPool<IW4::TracerDef>> m_tracer;
|
||||
@ -59,7 +58,9 @@ public:
|
||||
void InitPoolStatic(asset_type_t type, size_t capacity) override;
|
||||
void InitPoolDynamic(asset_type_t type) override;
|
||||
|
||||
XAssetInfoGeneric* AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetInfoGeneric*>& dependencies) override;
|
||||
XAssetInfoGeneric* AddAsset(asset_type_t type, std::string name, void* asset,
|
||||
std::vector<std::string>& scriptStrings,
|
||||
std::vector<XAssetInfoGeneric*>& dependencies) override;
|
||||
XAssetInfoGeneric* GetAsset(asset_type_t type, std::string name) const override;
|
||||
const std::string& GetAssetTypeName(asset_type_t assetType) const override;
|
||||
|
||||
|
@ -77,7 +77,6 @@ namespace IW4
|
||||
struct PhysPreset;
|
||||
struct PhysCollmap;
|
||||
struct XAnimParts;
|
||||
struct XModelSurfs;
|
||||
struct XModel;
|
||||
struct Material;
|
||||
struct MaterialPixelShader;
|
||||
@ -85,39 +84,40 @@ namespace IW4
|
||||
struct MaterialVertexDeclaration;
|
||||
struct MaterialTechniqueSet;
|
||||
struct GfxImage;
|
||||
struct snd_alias_list_t;
|
||||
struct SndCurve;
|
||||
struct LoadedSound;
|
||||
struct clipMap_t;
|
||||
struct ComWorld;
|
||||
struct GameWorldSp;
|
||||
struct GameWorldMp;
|
||||
struct MapEnts;
|
||||
struct FxWorld;
|
||||
struct GfxWorld;
|
||||
struct GfxLightDef;
|
||||
struct Font_s;
|
||||
struct MenuList;
|
||||
struct menuDef_t;
|
||||
struct LocalizeEntry;
|
||||
struct WeaponCompleteDef;
|
||||
struct SndDriverGlobals;
|
||||
struct FxEffectDef;
|
||||
struct FxImpactTable;
|
||||
// struct snd_alias_list_t;
|
||||
// struct SndCurve;
|
||||
// struct LoadedSound;
|
||||
// struct clipMap_t;
|
||||
// struct ComWorld;
|
||||
// struct GameWorldSp;
|
||||
// struct GameWorldMp;
|
||||
// struct MapEnts;
|
||||
// struct FxWorld;
|
||||
// struct GfxWorld;
|
||||
// struct GfxLightDef;
|
||||
// struct Font_s;
|
||||
// struct MenuList;
|
||||
// struct menuDef_t;
|
||||
// struct LocalizeEntry;
|
||||
// struct WeaponCompleteDef;
|
||||
// struct SndDriverGlobals;
|
||||
// struct FxEffectDef;
|
||||
// struct FxImpactTable;
|
||||
struct RawFile;
|
||||
struct StringTable;
|
||||
struct LeaderboardDef;
|
||||
struct StructuredDataDefSet;
|
||||
struct TracerDef;
|
||||
struct VehicleDef;
|
||||
struct AddonMapEnts;
|
||||
|
||||
// struct LeaderboardDef;
|
||||
// struct StructuredDataDefSet;
|
||||
// struct TracerDef;
|
||||
// struct VehicleDef;
|
||||
// struct AddonMapEnts;
|
||||
|
||||
union XAssetHeader
|
||||
{
|
||||
PhysPreset* physPreset;
|
||||
PhysCollmap* physCollmap;
|
||||
XAnimParts* parts;
|
||||
XModelSurfs* modelSurfs;
|
||||
// XModelSurfs* modelSurfs; // NOT AN ASSET
|
||||
XModel* model;
|
||||
Material* material;
|
||||
MaterialPixelShader* pixelShader;
|
||||
@ -125,32 +125,32 @@ namespace IW4
|
||||
MaterialVertexDeclaration* vertexDecl;
|
||||
MaterialTechniqueSet* techniqueSet;
|
||||
GfxImage* image;
|
||||
snd_alias_list_t* sound;
|
||||
SndCurve* sndCurve;
|
||||
LoadedSound* loadSnd;
|
||||
clipMap_t* clipMap;
|
||||
ComWorld* comWorld;
|
||||
GameWorldSp* gameWorldSp;
|
||||
GameWorldMp* gameWorldMp;
|
||||
MapEnts* mapEnts;
|
||||
FxWorld* fxWorld;
|
||||
GfxWorld* gfxWorld;
|
||||
GfxLightDef* lightDef;
|
||||
Font_s* font;
|
||||
MenuList* menuList;
|
||||
menuDef_t* menu;
|
||||
LocalizeEntry* localize;
|
||||
WeaponCompleteDef* weapon;
|
||||
SndDriverGlobals* sndDriverGlobals;
|
||||
FxEffectDef* fx;
|
||||
FxImpactTable* impactFx;
|
||||
// snd_alias_list_t* sound;
|
||||
// SndCurve* sndCurve;
|
||||
// LoadedSound* loadSnd;
|
||||
// clipMap_t* clipMap;
|
||||
// ComWorld* comWorld;
|
||||
// GameWorldSp* gameWorldSp;
|
||||
// GameWorldMp* gameWorldMp;
|
||||
// MapEnts* mapEnts;
|
||||
// FxWorld* fxWorld;
|
||||
// GfxWorld* gfxWorld;
|
||||
// GfxLightDef* lightDef;
|
||||
// Font_s* font;
|
||||
// MenuList* menuList;
|
||||
// menuDef_t* menu;
|
||||
// LocalizeEntry* localize;
|
||||
// WeaponCompleteDef* weapon;
|
||||
// SndDriverGlobals* sndDriverGlobals;
|
||||
// FxEffectDef* fx;
|
||||
// FxImpactTable* impactFx;
|
||||
RawFile* rawfile;
|
||||
StringTable* stringTable;
|
||||
LeaderboardDef* leaderboardDef;
|
||||
StructuredDataDefSet* structuredDataDefSet;
|
||||
TracerDef* tracerDef;
|
||||
VehicleDef* vehDef;
|
||||
AddonMapEnts* addonMapEnts;
|
||||
// LeaderboardDef* leaderboardDef;
|
||||
// StructuredDataDefSet* structuredDataDefSet;
|
||||
// TracerDef* tracerDef;
|
||||
// VehicleDef* vehDef;
|
||||
// AddonMapEnts* addonMapEnts;
|
||||
void* data;
|
||||
};
|
||||
|
||||
@ -253,8 +253,8 @@ namespace IW4
|
||||
|
||||
union XAnimDynamicFrames
|
||||
{
|
||||
char(*_1)[3];
|
||||
unsigned __int16(*_2)[3];
|
||||
char (*_1)[3];
|
||||
unsigned __int16 (*_2)[3];
|
||||
};
|
||||
|
||||
union XAnimDynamicIndices
|
||||
@ -274,7 +274,6 @@ namespace IW4
|
||||
union XAnimPartTransData
|
||||
{
|
||||
XAnimPartTransFrames frames;
|
||||
//float frame0[3];
|
||||
vec3_t frame0;
|
||||
};
|
||||
|
||||
@ -287,7 +286,7 @@ namespace IW4
|
||||
|
||||
struct __declspec(align(4)) XAnimDeltaPartQuatDataFrames2
|
||||
{
|
||||
__int16(*frames)[2];
|
||||
__int16 (*frames)[2];
|
||||
XAnimDynamicIndices indices;
|
||||
};
|
||||
|
||||
@ -305,7 +304,7 @@ namespace IW4
|
||||
|
||||
struct XAnimDeltaPartQuatDataFrames
|
||||
{
|
||||
__int16(*frames)[4];
|
||||
__int16 (*frames)[4];
|
||||
XAnimDynamicIndices indices;
|
||||
};
|
||||
|
||||
@ -358,6 +357,501 @@ namespace IW4
|
||||
XAnimDeltaPart* deltaPart;
|
||||
};
|
||||
|
||||
struct XSurfaceVertexInfo
|
||||
{
|
||||
__int16 vertCount[4];
|
||||
unsigned __int16* vertsBlend;
|
||||
};
|
||||
|
||||
union GfxColor
|
||||
{
|
||||
unsigned int packed;
|
||||
char array[4];
|
||||
};
|
||||
|
||||
union PackedTexCoords
|
||||
{
|
||||
unsigned int packed;
|
||||
};
|
||||
|
||||
union PackedUnitVec
|
||||
{
|
||||
unsigned int packed;
|
||||
char array[4];
|
||||
};
|
||||
|
||||
struct __declspec(align(16)) GfxPackedVertex
|
||||
{
|
||||
float xyz[3];
|
||||
float binormalSign;
|
||||
GfxColor color;
|
||||
PackedTexCoords texCoord;
|
||||
PackedUnitVec normal;
|
||||
PackedUnitVec tangent;
|
||||
};
|
||||
|
||||
struct XSurfaceCollisionAabb
|
||||
{
|
||||
unsigned __int16 mins[3];
|
||||
unsigned __int16 maxs[3];
|
||||
};
|
||||
|
||||
struct __declspec(align(16)) XSurfaceCollisionNode
|
||||
{
|
||||
XSurfaceCollisionAabb aabb;
|
||||
unsigned __int16 childBeginIndex;
|
||||
unsigned __int16 childCount;
|
||||
};
|
||||
|
||||
struct XSurfaceCollisionLeaf
|
||||
{
|
||||
unsigned __int16 triangleBeginIndex;
|
||||
};
|
||||
|
||||
struct XSurfaceCollisionTree
|
||||
{
|
||||
float trans[3];
|
||||
float scale[3];
|
||||
unsigned int nodeCount;
|
||||
XSurfaceCollisionNode* nodes;
|
||||
unsigned int leafCount;
|
||||
XSurfaceCollisionLeaf* leafs;
|
||||
};
|
||||
|
||||
struct XRigidVertList
|
||||
{
|
||||
unsigned __int16 boneOffset;
|
||||
unsigned __int16 vertCount;
|
||||
unsigned __int16 triOffset;
|
||||
unsigned __int16 triCount;
|
||||
XSurfaceCollisionTree* collisionTree;
|
||||
};
|
||||
|
||||
typedef __declspec(align(16)) unsigned __int16 r_index16_t;
|
||||
|
||||
struct XSurface
|
||||
{
|
||||
char tileMode;
|
||||
bool deformed;
|
||||
unsigned __int16 vertCount;
|
||||
unsigned __int16 triCount;
|
||||
char zoneHandle;
|
||||
unsigned __int16 baseTriIndex;
|
||||
unsigned __int16 baseVertIndex;
|
||||
r_index16_t (*triIndices)[3];
|
||||
XSurfaceVertexInfo vertInfo;
|
||||
GfxPackedVertex* verts0;
|
||||
unsigned int vertListCount;
|
||||
XRigidVertList* vertList;
|
||||
int partBits[6];
|
||||
};
|
||||
|
||||
struct XModelSurfs
|
||||
{
|
||||
const char* name;
|
||||
XSurface* surfs;
|
||||
unsigned __int16 numsurfs;
|
||||
int partBits[6];
|
||||
};
|
||||
|
||||
struct XModelLodInfo
|
||||
{
|
||||
float dist;
|
||||
unsigned __int16 numsurfs;
|
||||
unsigned __int16 surfIndex;
|
||||
XModelSurfs* modelSurfs;
|
||||
int partBits[6];
|
||||
XSurface* surfs;
|
||||
char lod;
|
||||
char smcBaseIndexPlusOne;
|
||||
char smcSubIndexMask;
|
||||
char smcBucket;
|
||||
};
|
||||
|
||||
struct XModelCollTri_s
|
||||
{
|
||||
float plane[4];
|
||||
float svec[4];
|
||||
float tvec[4];
|
||||
};
|
||||
|
||||
struct XModelCollSurf_s
|
||||
{
|
||||
XModelCollTri_s* collTris;
|
||||
int numCollTris;
|
||||
Bounds bounds;
|
||||
int boneIdx;
|
||||
int contents;
|
||||
int surfFlags;
|
||||
};
|
||||
|
||||
struct XBoneInfo
|
||||
{
|
||||
Bounds bounds;
|
||||
float radiusSquared;
|
||||
};
|
||||
|
||||
struct DObjAnimMat
|
||||
{
|
||||
float quat[4];
|
||||
float trans[3];
|
||||
float transWeight;
|
||||
};
|
||||
|
||||
struct XModel
|
||||
{
|
||||
const char* name;
|
||||
char numBones;
|
||||
char numRootBones;
|
||||
char numsurfs;
|
||||
char lodRampType;
|
||||
float scale;
|
||||
unsigned int noScalePartBits[6];
|
||||
unsigned __int16* boneNames;
|
||||
char* parentList;
|
||||
__int16* quats;
|
||||
float* trans;
|
||||
char* partClassification;
|
||||
DObjAnimMat* baseMat;
|
||||
Material** materialHandles;
|
||||
XModelLodInfo lodInfo[4];
|
||||
char maxLoadedLod;
|
||||
char numLods;
|
||||
char collLod;
|
||||
char flags;
|
||||
XModelCollSurf_s* collSurfs;
|
||||
int numCollSurfs;
|
||||
int contents;
|
||||
XBoneInfo* boneInfo;
|
||||
float radius;
|
||||
Bounds bounds;
|
||||
int memUsage;
|
||||
bool bad;
|
||||
PhysPreset* physPreset;
|
||||
PhysCollmap* physCollmap;
|
||||
};
|
||||
|
||||
struct WaterWritable
|
||||
{
|
||||
float floatTime;
|
||||
};
|
||||
|
||||
struct complex_s
|
||||
{
|
||||
float real;
|
||||
float imag;
|
||||
};
|
||||
|
||||
struct water_t
|
||||
{
|
||||
WaterWritable writable;
|
||||
complex_s* H0;
|
||||
float* wTerm;
|
||||
int M;
|
||||
int N;
|
||||
float Lx;
|
||||
float Lz;
|
||||
float gravity;
|
||||
float windvel;
|
||||
float winddir[2];
|
||||
float amplitude;
|
||||
float codeConstant[4];
|
||||
GfxImage* image;
|
||||
};
|
||||
|
||||
union MaterialTextureDefInfo
|
||||
{
|
||||
GfxImage* image;
|
||||
water_t* water;
|
||||
};
|
||||
|
||||
struct MaterialTextureDef
|
||||
{
|
||||
unsigned int nameHash;
|
||||
char nameStart;
|
||||
char nameEnd;
|
||||
char samplerState;
|
||||
char semantic;
|
||||
MaterialTextureDefInfo u;
|
||||
};
|
||||
|
||||
struct __declspec(align(16)) MaterialConstantDef
|
||||
{
|
||||
unsigned int nameHash;
|
||||
char name[12];
|
||||
float literal[4];
|
||||
};
|
||||
|
||||
struct GfxStateBits
|
||||
{
|
||||
unsigned int loadBits[2];
|
||||
};
|
||||
|
||||
struct GfxDrawSurfFields
|
||||
{
|
||||
unsigned __int64 objectId : 16;
|
||||
unsigned __int64 reflectionProbeIndex : 8;
|
||||
unsigned __int64 hasGfxEntIndex : 1;
|
||||
unsigned __int64 customIndex : 5;
|
||||
unsigned __int64 materialSortedIndex : 12;
|
||||
unsigned __int64 prepass : 2;
|
||||
unsigned __int64 useHeroLighting : 1;
|
||||
unsigned __int64 sceneLightIndex : 8;
|
||||
unsigned __int64 surfType : 4;
|
||||
unsigned __int64 primarySortKey : 6;
|
||||
unsigned __int64 unused : 1;
|
||||
};
|
||||
|
||||
union GfxDrawSurf
|
||||
{
|
||||
GfxDrawSurfFields fields;
|
||||
unsigned __int64 packed;
|
||||
};
|
||||
|
||||
struct MaterialInfo
|
||||
{
|
||||
const char* name;
|
||||
char gameFlags;
|
||||
char sortKey;
|
||||
char textureAtlasRowCount;
|
||||
char textureAtlasColumnCount;
|
||||
GfxDrawSurf drawSurf;
|
||||
unsigned int surfaceTypeBits;
|
||||
unsigned __int16 hashIndex;
|
||||
};
|
||||
|
||||
struct Material
|
||||
{
|
||||
MaterialInfo info;
|
||||
char stateBitsEntry[48];
|
||||
char textureCount;
|
||||
char constantCount;
|
||||
char stateBitsCount;
|
||||
char stateFlags;
|
||||
char cameraRegion;
|
||||
MaterialTechniqueSet* techniqueSet;
|
||||
MaterialTextureDef* textureTable;
|
||||
MaterialConstantDef* constantTable;
|
||||
GfxStateBits* stateBitsTable;
|
||||
};
|
||||
|
||||
struct __declspec(align(4)) GfxImageLoadDef
|
||||
{
|
||||
char levelCount;
|
||||
char pad[3];
|
||||
int flags;
|
||||
int format;
|
||||
int resourceSize;
|
||||
char data[1];
|
||||
};
|
||||
|
||||
union GfxTexture
|
||||
{
|
||||
// IDirect3DBaseTexture9* basemap;
|
||||
// IDirect3DTexture9* map;
|
||||
// IDirect3DVolumeTexture9* volmap;
|
||||
// IDirect3DCubeTexture9* cubemap;
|
||||
Texture* texture;
|
||||
GfxImageLoadDef* loadDef;
|
||||
};
|
||||
|
||||
struct Picmip
|
||||
{
|
||||
char platform[2];
|
||||
};
|
||||
|
||||
struct CardMemory
|
||||
{
|
||||
int platform[2];
|
||||
};
|
||||
|
||||
enum TextureSemantic
|
||||
{
|
||||
TS_2D = 0x0,
|
||||
TS_FUNCTION = 0x1,
|
||||
TS_COLOR_MAP = 0x2,
|
||||
TS_DETAIL_MAP = 0x3,
|
||||
TS_UNUSED_2 = 0x4,
|
||||
TS_NORMAL_MAP = 0x5,
|
||||
TS_UNUSED_3 = 0x6,
|
||||
TS_UNUSED_4 = 0x7,
|
||||
TS_SPECULAR_MAP = 0x8,
|
||||
TS_UNUSED_5 = 0x9,
|
||||
TS_UNUSED_6 = 0xA,
|
||||
TS_WATER_MAP = 0xB,
|
||||
};
|
||||
|
||||
struct GfxImage
|
||||
{
|
||||
GfxTexture texture;
|
||||
char mapType;
|
||||
char semantic;
|
||||
char category;
|
||||
bool useSrgbReads;
|
||||
Picmip picmip;
|
||||
bool noPicmip;
|
||||
char track;
|
||||
CardMemory cardMemory;
|
||||
unsigned __int16 width;
|
||||
unsigned __int16 height;
|
||||
unsigned __int16 depth;
|
||||
bool delayLoadPixels;
|
||||
const char* name;
|
||||
};
|
||||
|
||||
struct GfxPixelShaderLoadDef
|
||||
{
|
||||
unsigned int* program;
|
||||
unsigned __int16 programSize;
|
||||
unsigned __int16 loadForRenderer;
|
||||
};
|
||||
|
||||
struct GfxVertexShaderLoadDef
|
||||
{
|
||||
unsigned int* program;
|
||||
unsigned __int16 programSize;
|
||||
unsigned __int16 loadForRenderer;
|
||||
};
|
||||
|
||||
struct MaterialStreamRouting
|
||||
{
|
||||
char source;
|
||||
char dest;
|
||||
};
|
||||
|
||||
struct MaterialVertexStreamRouting
|
||||
{
|
||||
MaterialStreamRouting data[13];
|
||||
void/*IDirect3DVertexDeclaration9*/* decl[16];
|
||||
};
|
||||
|
||||
struct MaterialVertexDeclaration
|
||||
{
|
||||
const char* name;
|
||||
char streamCount;
|
||||
bool hasOptionalSource;
|
||||
MaterialVertexStreamRouting routing;
|
||||
};
|
||||
|
||||
struct MaterialVertexShaderProgram
|
||||
{
|
||||
void/*IDirect3DVertexShader9*/* vs;
|
||||
GfxVertexShaderLoadDef loadDef;
|
||||
};
|
||||
|
||||
struct MaterialVertexShader
|
||||
{
|
||||
const char* name;
|
||||
MaterialVertexShaderProgram prog;
|
||||
};
|
||||
|
||||
struct MaterialPixelShaderProgram
|
||||
{
|
||||
void/*IDirect3DPixelShader9*/* ps;
|
||||
GfxPixelShaderLoadDef loadDef;
|
||||
};
|
||||
|
||||
struct MaterialPixelShader
|
||||
{
|
||||
const char* name;
|
||||
MaterialPixelShaderProgram prog;
|
||||
};
|
||||
|
||||
struct MaterialArgumentCodeConst
|
||||
{
|
||||
unsigned __int16 index;
|
||||
char firstRow;
|
||||
char rowCount;
|
||||
};
|
||||
|
||||
union MaterialArgumentDef
|
||||
{
|
||||
const float (*literalConst)[4];
|
||||
MaterialArgumentCodeConst codeConst;
|
||||
unsigned int codeSampler;
|
||||
unsigned int nameHash;
|
||||
};
|
||||
|
||||
enum MaterialShaderArgumentType
|
||||
{
|
||||
MTL_ARG_MATERIAL_VERTEX_CONST = 0x0,
|
||||
MTL_ARG_LITERAL_VERTEX_CONST = 0x1,
|
||||
MTL_ARG_MATERIAL_PIXEL_SAMPLER = 0x2,
|
||||
MTL_ARG_CODE_PRIM_BEGIN = 0x3,
|
||||
MTL_ARG_CODE_VERTEX_CONST = 0x3,
|
||||
MTL_ARG_CODE_PIXEL_SAMPLER = 0x4,
|
||||
MTL_ARG_CODE_PIXEL_CONST = 0x5,
|
||||
MTL_ARG_CODE_PRIM_END = 0x6,
|
||||
MTL_ARG_MATERIAL_PIXEL_CONST = 0x6,
|
||||
MTL_ARG_LITERAL_PIXEL_CONST = 0x7,
|
||||
MTL_ARG_COUNT = 0x8,
|
||||
};
|
||||
|
||||
struct MaterialShaderArgument
|
||||
{
|
||||
unsigned __int16 type;
|
||||
unsigned __int16 dest;
|
||||
MaterialArgumentDef u;
|
||||
};
|
||||
|
||||
struct MaterialPass
|
||||
{
|
||||
MaterialVertexDeclaration* vertexDecl;
|
||||
MaterialVertexShader* vertexShader;
|
||||
MaterialPixelShader* pixelShader;
|
||||
char perPrimArgCount;
|
||||
char perObjArgCount;
|
||||
char stableArgCount;
|
||||
char customSamplerFlags;
|
||||
MaterialShaderArgument* args;
|
||||
};
|
||||
|
||||
struct MaterialTechnique
|
||||
{
|
||||
const char* name;
|
||||
unsigned __int16 flags;
|
||||
unsigned __int16 passCount;
|
||||
MaterialPass passArray[1];
|
||||
};
|
||||
|
||||
struct MaterialTechniqueSet
|
||||
{
|
||||
const char* name;
|
||||
char worldVertFormat;
|
||||
bool hasBeenUploaded;
|
||||
char unused[1];
|
||||
MaterialTechniqueSet* remappedTechniqueSet;
|
||||
MaterialTechnique* techniques[48];
|
||||
};
|
||||
|
||||
union RawFileBuffer
|
||||
{
|
||||
const char* compressedBuffer;
|
||||
const char* buffer;
|
||||
};
|
||||
|
||||
struct RawFile
|
||||
{
|
||||
const char* name;
|
||||
int compressedLen;
|
||||
int len;
|
||||
RawFileBuffer data;
|
||||
};
|
||||
|
||||
struct StringTableCell
|
||||
{
|
||||
const char* string;
|
||||
int hash;
|
||||
};
|
||||
|
||||
struct StringTable
|
||||
{
|
||||
const char* name;
|
||||
int columnCount;
|
||||
int rowCount;
|
||||
StringTableCell* values;
|
||||
};
|
||||
|
||||
#ifndef __zonecodegenerator
|
||||
}
|
||||
#endif
|
||||
|
@ -13,34 +13,33 @@
|
||||
//#include "Game/IW4/XAssets/fxworld/fxworld_load_db.h"
|
||||
//#include "Game/IW4/XAssets/gameworldmp/gameworldmp_load_db.h"
|
||||
//#include "Game/IW4/XAssets/gameworldsp/gameworldsp_load_db.h"
|
||||
//#include "Game/IW4/XAssets/gfximage/gfximage_load_db.h"
|
||||
#include "Game/IW4/XAssets/gfximage/gfximage_load_db.h"
|
||||
//#include "Game/IW4/XAssets/gfxlightdef/gfxlightdef_load_db.h"
|
||||
//#include "Game/IW4/XAssets/gfxworld/gfxworld_load_db.h"
|
||||
//#include "Game/IW4/XAssets/leaderboarddef/leaderboarddef_load_db.h"
|
||||
//#include "Game/IW4/XAssets/loadedsound/loadedsound_load_db.h"
|
||||
//#include "Game/IW4/XAssets/localizeentry/localizeentry_load_db.h"
|
||||
//#include "Game/IW4/XAssets/mapents/mapents_load_db.h"
|
||||
//#include "Game/IW4/XAssets/material/material_load_db.h"
|
||||
//#include "Game/IW4/XAssets/materialpixelshader/materialpixelshader_load_db.h"
|
||||
//#include "Game/IW4/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
|
||||
//#include "Game/IW4/XAssets/materialvertexdeclaration/materialvertexdeclaration_load_db.h"
|
||||
//#include "Game/IW4/XAssets/materialvertexshader/materialvertexshader_load_db.h"
|
||||
#include "Game/IW4/XAssets/material/material_load_db.h"
|
||||
#include "Game/IW4/XAssets/materialpixelshader/materialpixelshader_load_db.h"
|
||||
#include "Game/IW4/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
|
||||
#include "Game/IW4/XAssets/materialvertexdeclaration/materialvertexdeclaration_load_db.h"
|
||||
#include "Game/IW4/XAssets/materialvertexshader/materialvertexshader_load_db.h"
|
||||
//#include "Game/IW4/XAssets/menudef_t/menudef_t_load_db.h"
|
||||
//#include "Game/IW4/XAssets/menulist/menulist_load_db.h"
|
||||
#include "Game/IW4/XAssets/physcollmap/physcollmap_load_db.h"
|
||||
#include "Game/IW4/XAssets/physpreset/physpreset_load_db.h"
|
||||
//#include "Game/IW4/XAssets/rawfile/rawfile_load_db.h"
|
||||
#include "Game/IW4/XAssets/rawfile/rawfile_load_db.h"
|
||||
//#include "Game/IW4/XAssets/snd_alias_list_t/snd_alias_list_t_load_db.h"
|
||||
//#include "Game/IW4/XAssets/sndcurve/sndcurve_load_db.h"
|
||||
//#include "Game/IW4/XAssets/snddriverglobals/snddriverglobals_load_db.h"
|
||||
//#include "Game/IW4/XAssets/stringtable/stringtable_load_db.h"
|
||||
#include "Game/IW4/XAssets/stringtable/stringtable_load_db.h"
|
||||
//#include "Game/IW4/XAssets/structureddatadefset/structureddatadefset_load_db.h"
|
||||
//#include "Game/IW4/XAssets/tracerdef/tracerdef_load_db.h"
|
||||
//#include "Game/IW4/XAssets/vehicledef/vehicledef_load_db.h"
|
||||
//#include "Game/IW4/XAssets/weaponcompletedef/weaponcompletedef_load_db.h"
|
||||
#include "Game/IW4/XAssets/xanimparts/xanimparts_load_db.h"
|
||||
//#include "Game/IW4/XAssets/xmodel/xmodel_load_db.h"
|
||||
//#include "Game/IW4/XAssets/xmodelsurfs/xmodelsurfs_load_db.h"
|
||||
#include "Game/IW4/XAssets/xmodel/xmodel_load_db.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
@ -101,17 +100,16 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
|
||||
|
||||
switch (varXAsset->type)
|
||||
{
|
||||
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
|
||||
LOAD_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap);
|
||||
LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
|
||||
// LOAD_ASSET(ASSET_TYPE_XMODEL_SURFS, XModelSurfs, modelSurfs);
|
||||
// LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
|
||||
// LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
|
||||
// LOAD_ASSET(ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader);
|
||||
// LOAD_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader);
|
||||
// LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl);
|
||||
// LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
|
||||
// LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
|
||||
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
|
||||
LOAD_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap);
|
||||
LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
|
||||
LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
|
||||
LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
|
||||
LOAD_ASSET(ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader);
|
||||
LOAD_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader);
|
||||
LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl);
|
||||
LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
|
||||
LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
|
||||
// LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound);
|
||||
// LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve);
|
||||
// LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd);
|
||||
@ -132,8 +130,8 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
|
||||
// LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
|
||||
// LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
|
||||
// LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
|
||||
// LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
|
||||
// LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
|
||||
LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
|
||||
LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
|
||||
// LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
|
||||
// LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet);
|
||||
// LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
|
||||
@ -141,9 +139,9 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
|
||||
// LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
|
||||
|
||||
default:
|
||||
{
|
||||
throw UnsupportedAssetTypeException(varXAsset->type);
|
||||
}
|
||||
{
|
||||
throw UnsupportedAssetTypeException(varXAsset->type);
|
||||
}
|
||||
}
|
||||
|
||||
#undef LOAD_ASSET
|
||||
@ -203,4 +201,4 @@ std::string& ContentLoaderIW4::GetZoneScriptString(const scr_string_t scrString)
|
||||
}
|
||||
|
||||
return m_script_strings[scrString];
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,29 @@
|
||||
#include "gfximage_actions.h"
|
||||
#include <cassert>
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
Actions_GfxImage::Actions_GfxImage(Zone* zone)
|
||||
: AssetLoadingActions(zone)
|
||||
{
|
||||
}
|
||||
|
||||
void Actions_GfxImage::OnImageLoaded(GfxImage* image) const
|
||||
{
|
||||
image->cardMemory.platform[0] = 0;
|
||||
}
|
||||
|
||||
void Actions_GfxImage::LoadImageData(GfxImageLoadDef* loadDef, GfxImage* image) const
|
||||
{
|
||||
if (loadDef->resourceSize > 0)
|
||||
{
|
||||
const size_t loadDefSize = offsetof(IW4::GfxImageLoadDef, data) + loadDef->resourceSize;
|
||||
|
||||
image->texture.loadDef = static_cast<GfxImageLoadDef*>(m_zone->GetMemory()->Alloc(loadDefSize));
|
||||
memcpy(image->texture.loadDef, loadDef, loadDefSize);
|
||||
}
|
||||
else
|
||||
{
|
||||
image->texture.loadDef = nullptr;
|
||||
}
|
||||
}
|
16
src/ZoneLoading/Game/IW4/XAssets/gfximage/gfximage_actions.h
Normal file
16
src/ZoneLoading/Game/IW4/XAssets/gfximage/gfximage_actions.h
Normal file
@ -0,0 +1,16 @@
|
||||
#pragma once
|
||||
|
||||
#include "Loading/AssetLoadingActions.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class Actions_GfxImage final : public AssetLoadingActions
|
||||
{
|
||||
public:
|
||||
explicit Actions_GfxImage(Zone* zone);
|
||||
|
||||
void OnImageLoaded(GfxImage* image) const;
|
||||
void LoadImageData(GfxImageLoadDef* loadDef, GfxImage* image) const;
|
||||
};
|
||||
}
|
@ -1,23 +1,25 @@
|
||||
#include "gfximage_actions.h"
|
||||
#include <cassert>
|
||||
|
||||
using namespace T6;
|
||||
|
||||
Actions_GfxImage::Actions_GfxImage(Zone* zone)
|
||||
: AssetLoadingActions(zone)
|
||||
{
|
||||
}
|
||||
|
||||
void Actions_GfxImage::OnImageLoaded(T6::GfxImage* image) const
|
||||
void Actions_GfxImage::OnImageLoaded(GfxImage* image) const
|
||||
{
|
||||
image->loadedSize = 0;
|
||||
}
|
||||
|
||||
void Actions_GfxImage::LoadImageData(T6::GfxImageLoadDef* loadDef, T6::GfxImage* image) const
|
||||
void Actions_GfxImage::LoadImageData(GfxImageLoadDef* loadDef, GfxImage* image) const
|
||||
{
|
||||
if(loadDef->resourceSize > 0)
|
||||
{
|
||||
const size_t loadDefSize = offsetof(T6::GfxImageLoadDef, data) + loadDef->resourceSize;
|
||||
|
||||
image->texture.loadDef = static_cast<T6::GfxImageLoadDef*>(m_zone->GetMemory()->Alloc(loadDefSize));
|
||||
image->texture.loadDef = static_cast<GfxImageLoadDef*>(m_zone->GetMemory()->Alloc(loadDefSize));
|
||||
memcpy(image->texture.loadDef, loadDef, loadDefSize);
|
||||
}
|
||||
else
|
||||
|
@ -3,11 +3,14 @@
|
||||
#include "Loading/AssetLoadingActions.h"
|
||||
#include "Game/T6/T6.h"
|
||||
|
||||
class Actions_GfxImage final : public AssetLoadingActions
|
||||
namespace T6
|
||||
{
|
||||
public:
|
||||
explicit Actions_GfxImage(Zone* zone);
|
||||
class Actions_GfxImage final : public AssetLoadingActions
|
||||
{
|
||||
public:
|
||||
explicit Actions_GfxImage(Zone* zone);
|
||||
|
||||
void OnImageLoaded(T6::GfxImage* image) const;
|
||||
void LoadImageData(T6::GfxImageLoadDef* loadDef, T6::GfxImage* image) const;
|
||||
};
|
||||
void OnImageLoaded(GfxImage* image) const;
|
||||
void LoadImageData(GfxImageLoadDef* loadDef, GfxImage* image) const;
|
||||
};
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user