// ---- METHODS ------------------------------------------------------------------------------------------------ void IResData.Load(BfshaFileLoader loader) { position = (uint)loader.Position; loader.CheckSignature(_signature); int pos = loader.ReadInt32(); int SectionCount = loader.ReadInt32(); loader.Seek(4); //Padding }
void IResData.Load(BfshaFileLoader loader) { ShaderVariations = new List <ShaderVariation>(); StringTable = new StringTable(); loader.CheckSignature(_signature); uint padding = loader.ReadUInt32(); SetVersionInfo(loader.ReadUInt32()); ByteOrder = loader.ReadEnum <ByteOrder>(false); Alignment = loader.ReadByte(); TargetAddressSize = loader.ReadByte(); //Thanks MasterF0X for pointing out the layout of the these uint OffsetToFileName = loader.ReadUInt32(); ushort flag = loader.ReadUInt16(); ushort blockOffset = loader.ReadUInt16(); uint RelocationTableOffset = loader.ReadUInt32(); uint sizFile = loader.ReadUInt32(); loader.Seek(64); //Padding if (OffsetToFileName != 0) { using (loader.TemporarySeek(OffsetToFileName, SeekOrigin.Begin)) { Name = loader.ReadString(BinaryStringFormat.ZeroTerminated); } } //GRSC Section loader.CheckSignature(_grscSignature); loader.Seek(12); //Block header Unknown = loader.ReadUInt16(); Unknown2 = loader.ReadUInt16(); Unknown3 = loader.ReadByte(); Unknown4 = loader.ReadUInt32(); uint VariationCount = loader.ReadUInt32(); ShaderVariations = loader.LoadList <ShaderVariation>((int)VariationCount); loader.ReadInt64(); Unknown5 = loader.ReadUInt64(); }
// ---- METHODS ------------------------------------------------------------------------------------------------ void IResData.Load(BfshaFileLoader loader) { loader.CheckSignature(_signature); //Same binary header as BNSH, BFRES, ETC uint padding = loader.ReadUInt32(); VersionMajor = loader.ReadInt16(); VersionMinor = loader.ReadByte(); VersionMicro = loader.ReadByte(); ByteOrder = loader.ReadEnum <ByteOrder>(false); Alignment = loader.ReadByte(); TargetAddressSize = loader.ReadByte(); //Thanks MasterF0X for pointing out the layout of the these uint OffsetToFileName = loader.ReadUInt32(); uint OffsetPath = loader.ReadUInt32(); uint RelocationTableOffset = loader.ReadUInt32(); uint sizFile = loader.ReadUInt32(); long shaderArchiveOffset = loader.ReadOffset(); long StringPoolOffset = loader.ReadOffset(); long ShaderingModelOffset = loader.ReadOffset(); Name = loader.LoadString(); Path = loader.LoadString(); long ShaderModelArrayOffset = loader.ReadOffset(); ShaderModelDict = loader.LoadDict(); var padding2 = loader.ReadUInt64(); var unk1 = loader.ReadUInt64(); var unk2 = loader.ReadUInt64(); ushort ModelCount = loader.ReadUInt16(); ushort flag = loader.ReadUInt16(); loader.ReadUInt16(); if (VersionMinor >= 7) //padding { loader.ReadUInt16(); } ShaderModels = loader.LoadList <ShaderModel>(ModelCount, ShaderModelArrayOffset); }