DWORD LoadFileData( LPTSTR lpFilename, BUFFER& buf ){ DWORD dwRet = 0; CReadOnlyFile file(lpFilename); if( file.IsOpen() ){ DWORD dwSize = file.GetFileSize(); if( dwSize > 0 ) { buf.resize( dwSize ); if( file.Read(&buf.at(0), dwSize) == dwSize ){ dwRet = dwSize; } } file.Close(); return dwRet; } return dwRet; }
void Set( const CBuffer& buf ){ m_buf.resize( buf.m_buf.size() ); memcpy( &m_buf.at(0), &buf.m_buf.at(0), buf.m_buf.size() ); }
void Set( const BYTE* pBuf, int size ){ m_buf.resize( size ); memcpy( &m_buf.at(0), pBuf, size ); }
CBuffer( int nSize ) { m_buf.resize( nSize ); }
void addMaterial(zoneInfo_t* info, const char* name, char* data, size_t dataLen) { if(parseMatFile(data, dataLen) < 0) return; // load up the techset char techsetfname [128]; _snprintf(techsetfname, 128, "techsets/%s.techset", techsetName); loadAsset(info, ASSET_TYPE_TECHSET, techsetfname, techsetName); int asset = addAsset(info, ASSET_TYPE_MATERIAL, name, NULL, 0); BUFFER* buf = new BUFFER(4096); Material* mat = new Material; memset(mat, 0, sizeof(Material)); mat->name = (char*)0xFFFFFFFF; if(materialUsage == MATERIAL_USAGE_UI) { mat->flags = 0x2F; mat->animationX = 1; mat->animationY = 1; mat->unknown2 = 0xFFFFFFFF; mat->unknown3 = 0xFFFFFF00; memset(mat->unknown4, 0xFF, sizeof(mat->unknown4)); mat->numMaps = materialMapCount; mat->stateMapCount = 1; mat->unknown6 = 3; mat->unknown7 = 4; } // null dem pointers! mat->techniqueSet = (MaterialTechniqueSet*)0x0;//0xFFFFFFFF; mat->maps = (MaterialTextureDef*)0xFFFFFFFF; mat->stateMap = (void*)0xFFFFFFFF; buf->write(mat, sizeof(Material), 1); buf->write((void*)name, strlen(name) + 1, 1); // techset int assetPatchTo = containsAsset(info, ASSET_TYPE_TECHSET, techsetName); addFixup(info, asset, 80, assetPatchTo); // maps for(int i=0; i<materialMapCount; i++) { MaterialTextureDef* tex = new MaterialTextureDef; memset(tex, 0, sizeof(MaterialTextureDef)); tex->firstCharacter = materialMaps[i][0]; tex->secondLastCharacter = materialMaps[i][strlen(materialMaps[i])]; tex->typeHash = R_HashString(materialMaps[i]); tex->image = (GfxImage*)0xFFFFFFFF; tex->textureType = 0xE2; buf->write(tex, sizeof(MaterialTextureDef), 1); GfxImage* img = new GfxImage; memset(img, 0, sizeof(GfxImage)); img->depth = 1; img->textureType = 3; // 2d texture img->textureType2 = 3; img->texture = (GfxImageLoadDef*)0xFFFFFFFF; img->name = (char*)0xFFFFFFFF; img->width = iwiHeaders[i].xsize; img->height = iwiHeaders[i].ysize; buf->write(img, sizeof(GfxImage), 1); buf->write((void*)materialTextureNames[i], strlen(materialTextureNames[i]) + 1, 1); GfxImageLoadDef * def = new GfxImageLoadDef; memset(def, 0, sizeof(GfxImageLoadDef)); int format = 0; switch(iwiHeaders[i].format) { case IWI_ARGB: format = 21; break; case IWI_RGB8: format = 20; break; case IWI_DXT1: format = 0x31545844; break; case IWI_DXT3: format = 0x33545844; break; case IWI_DXT5: format = 0x35545844; break; } def->format = format; def->mipLevels = 1; buf->write(def, sizeof(GfxImageLoadDef), 1); } // unknown 8 goes here whenever we use it // statemap if(materialUsage == MATERIAL_USAGE_UI) { char statemap[] = {0x65, 0x51, 0x12, 0x18, 0x02, 0x00, 0x0E, 0xE0 }; buf->write(statemap, 8, 1); } buf->resize(-1); // fix the data setAssetData(info, asset, buf->data(), buf->getsize()); }