public void Save(SaveContext saveContext)
        {
            var utility = saveContext.Utility;

            CGFXDebug.SaveStart(this, saveContext);

            EmissionF.Save(utility);
            AmbientF.Save(utility);
            DiffuseF.Save(utility);
            Specular0F.Save(utility);
            Specular1F.Save(utility);
            Constant0F.Save(utility);
            Constant1F.Save(utility);
            Constant2F.Save(utility);
            Constant3F.Save(utility);
            Constant4F.Save(utility);
            Constant5F.Save(utility);

            Emission.Save(utility);
            Ambient.Save(utility);
            Diffuse.Save(utility);
            Specular0.Save(utility);
            Specular1.Save(utility);
            Constant0.Save(utility);
            Constant1.Save(utility);
            Constant2.Save(utility);
            Constant3.Save(utility);
            Constant4.Save(utility);
            Constant5.Save(utility);

            utility.Write(CommandCache);
        }
        public void Save(SaveContext saveContext)
        {
            var utility = saveContext.Utility;

            CGFXDebug.SaveStart(this, saveContext);

            utility.Write(TypeId);

            utility.Write(DynamicAllocator);

            // Texture Reference
            saveContext.WritePointerPlaceholder(TextureReference);

            // Sampler
            saveContext.WritePointerPlaceholder(TextureSampler);


            utility.Write(Commands);
            utility.Write(CommandsLength);  // Seems to be length of the aforementioned "Commands"?

            /////////////////////////////
            // Begin saving dependent data

            saveContext.SaveAndMarkReference(TextureReference);
            saveContext.SaveAndMarkReference(TextureSampler);
        }
Пример #3
0
        public void Save(SaveContext saveContext)
        {
            var utility = saveContext.Utility;

            CGFXDebug.SaveStart(this, saveContext);

            utility.Write(TypeId);


            // The 4 UInts here WOULD BE:
            //  Count of Targets
            //  Offset to Targets
            //  Count of Types
            //  Offset to Types
            utility.Write(Stubs);

            // ... but just make sure they're all unused for now
            for (var i = 0; i < 4; i++)
            {
                if (Stubs[i] != 0)
                {
                    throw new NotImplementedException("BlendShape: Trying to fetch data, NOT IMPLEMENTED");
                }
            }
        }
            public void Save(SaveContext saveContext)
            {
                var utility = saveContext.Utility;

                CGFXDebug.SaveStart(this, saveContext);

                // Bone Indices
                if (BoneReferences != null)
                {
                    BoneIndices = BoneReferences.Select(b => (uint)b.Index).ToList();   // Rebuild from referenced objects
                }
                saveContext.WriteValueListPointerPlaceholder(BoneIndices);

                // Skinning
                utility.Write((uint)Skinning);

                // Faces
                saveContext.WriteObjectListPointerPlaceholder(Faces);

                /////////////////////////////
                // Begin saving dependent data

                saveContext.SaveAndMarkReference(BoneIndices);
                saveContext.SaveAndMarkReference(Faces);

                Faces.SaveList(saveContext);
            }
        public override void Save(SaveContext saveContext)
        {
            var utility = saveContext.Utility;

            CGFXDebug.SaveStart(this, saveContext);

            utility.Write(TypeId);
            utility.Write(Flags);
            saveContext.StringTable.EnqueueAndWriteTempRel(Name);
            utility.Write(MemberType);

            saveContext.WriteDICTPointerPlaceholder(Elements);

            utility.Write(BlendOperationTypes.Length);
            utility.Write(BlendOperationTypes);

            utility.Write((uint)EvaluationTiming);

            utility.Write(Unknown);

            /////////////////////////////
            // Begin saving dependent data

            saveContext.SaveAndMarkReference(Elements);
            Elements?.SaveEntries(saveContext);
        }
Пример #6
0
            public void Save(SaveContext saveContext)
            {
                var utility = saveContext.Utility;

                CGFXDebug.SaveStart(this, saveContext);

                utility.Write((uint)Constant);
                utility.Write(RawCommands);
            }
            public void Save(SaveContext saveContext)
            {
                var utility = saveContext.Utility;

                CGFXDebug.SaveStart(this, saveContext);

                Center.Write(utility);
                Orientation.Write(utility);
                Size.Write(utility);
                utility.Write(Unknown);
            }
Пример #8
0
        // Intended for simple lists of ints, floats, etc.
        public void WriteValueListPointerPlaceholder <TVal>(IEnumerable <TVal> values)
        {
            CGFXDebug.SaveStart($"HEADER of list of {typeof(TVal).Name} [WriteValueListPointerPlaceholder]", this);

            // Number of values
            var length = values?.Count() ?? 0;

            Utility.Write(length);

            // Reference the value list
            WritePointerPlaceholder(values);
        }
Пример #9
0
        public void Save(SaveContext saveContext)
        {
            var utility = saveContext.Utility;

            CGFXDebug.SaveStart(this, saveContext);

            utility.Write(IsPolygonOffsetEnabled ? 1U : 0U);
            utility.Write((uint)FaceCulling);
            utility.Write(PolygonOffsetUnit);

            utility.Write(FaceCullingCommand);
        }
Пример #10
0
        public virtual void Save(SaveContext saveContext)
        {
            CGFXDebug.SaveStart(this, saveContext);

            var utility = saveContext.Utility;

            utility.Write(TypeId);
            saveContext.StringTable.EnqueueAndWriteTempRel(Name);
            utility.Write((uint)Type);

            SaveInternal(saveContext);
        }
Пример #11
0
        public void Save(SaveContext saveContext)
        {
            var utility = saveContext.Utility;

            CGFXDebug.SaveStart(this, saveContext);

            utility.Write(TypeId);

            saveContext.StringTable.EnqueueAndWriteTempRel(SamplerName);
            saveContext.StringTable.EnqueueAndWriteTempRel(TableName);

            saveContext.WritePointerPlaceholder(LUT);
        }
        public void Save(SaveContext saveContext)
        {
            var utility = saveContext.Utility;

            CGFXDebug.SaveStart(this, saveContext);

            // Common values...
            utility.Write(TypeId);
            utility.Write((uint)AttrName);
            utility.Write((uint)Type);

            // If all good, continue the save!
            SaveInternal(saveContext);
        }
Пример #13
0
        public virtual void Save(SaveContext saveContext)
        {
            var utility = saveContext.Utility;

            CGFXDebug.SaveStart(this, saveContext);

            utility.Write(TypeId);
            utility.WriteMagic(Magic);
            utility.Write(Revision);

            saveContext.StringTable.EnqueueAndWriteTempRel(Name);

            saveContext.WriteDICTPointerPlaceholder(MetaDatas);
        }
Пример #14
0
        public void Save(SaveContext saveContext)
        {
            var utility = saveContext.Utility;

            CGFXDebug.SaveStart(this, saveContext);

            utility.Write(TypeId);

            saveContext.WritePointerPlaceholder(Parent);

            utility.Write((uint)MinFilter);

            BorderColor.Save(utility);
            utility.Write(LODBias);
        }
Пример #15
0
        // List of items, writes pointer reference per item
        public void SaveAndMarkReference(IEnumerable <ISaveable> items)
        {
            var itemNames = (items != null) ?
                            items.Where(i => i != null).Select(i => i.GetType().Name).Distinct().ToList()
                : new[] { "<null>" }.ToList();

            CGFXDebug.SaveStart($"List of {string.Join(", ", itemNames)} [WriteObjectListPointerPlaceholder]", this);

            SaveAndMarkReference(items, () =>
            {
                foreach (var item in items)
                {
                    WritePointerPlaceholder(item);
                }
            });
        }
Пример #16
0
            public void Save(SaveContext saveContext)
            {
                var utility = saveContext.Utility;

                CGFXDebug.SaveStart(this, saveContext);

                utility.Write((uint)Input);
                utility.Write((uint)Scale);

                saveContext.WritePointerPlaceholder(Sampler);

                /////////////////////////////
                // Begin saving dependent data

                saveContext.SaveAndMarkReference(Sampler);
            }
Пример #17
0
        public void Save(SaveContext saveContext)
        {
            var utility = saveContext.Utility;

            CGFXDebug.SaveStart(this, saveContext);

            utility.Write(TypeId);
            saveContext.StringTable.EnqueueAndWriteTempRel(Name);
            utility.Write(MemberOffset);
            utility.Write(BlendOpIndex);
            utility.Write((uint)ObjType);
            utility.Write(MemberType);
            utility.Write(MaterialPtr);

            SaveInternal(saveContext);
        }
Пример #18
0
        public void Save(SaveContext saveContext)
        {
            var utility = saveContext.Utility;

            CGFXDebug.SaveStart(this, saveContext);

            TexEnvBufferColorF.Save(utility);

            // Fragment Shader
            utility.Write(FragmentFlags);
            utility.Write((uint)TranslucencyKind);
            utility.Write((uint)FresnelSelector);
            utility.Write((uint)BumpTexture);
            utility.Write((uint)BumpMode);
            utility.Write(IsBumpRenormalize ? 1u : 0u);

            // Fragment Lighting
            var pointerTableForFragLightLUTs = new[]
            {
                ReflectanceRSampler,
                ReflectanceGSampler,
                ReflectanceBSampler,
                Distribution0Sampler,
                Distribution1Sampler,
                FresnelSampler
            };

            saveContext.WritePointerPlaceholder(pointerTableForFragLightLUTs);

            for (var i = 0; i < TextureEnvironments.Length; i++)
            {
                TextureEnvironments[i].Save(saveContext);
            }

            utility.Write(AlphaTestRawCommands);

            utility.Write(FragmentShaderRawCommands);

            /////////////////////////////
            // Begin saving dependent data

            saveContext.SaveAndMarkReference(pointerTableForFragLightLUTs);

            pointerTableForFragLightLUTs.SaveList(saveContext);
        }
Пример #19
0
        public void Save(SaveContext saveContext)
        {
            var utility = saveContext.Utility;

            CGFXDebug.SaveStart(this, saveContext);

            saveContext.WriteObjectListPointerPlaceholder(FaceDescriptors);

            saveContext.WriteValueListPointerPlaceholder(BufferObjs);

            utility.Write(Flags);
            utility.Write(CommandAlloc);

            /////////////////////////////
            // Begin saving dependent data

            saveContext.SaveAndMarkReference(FaceDescriptors);
            saveContext.SaveAndMarkReference(BufferObjs);

            FaceDescriptors.SaveList(saveContext);
        }
        public void Save(SaveContext saveContext)
        {
            var utility = saveContext.Utility;

            CGFXDebug.SaveStart(this, saveContext);

            ///////// DEPTH /////////
            // See also SPICA GfxFragOp / GfxFragOpDepth
            utility.Write(DepthFlags);
            utility.Write(DepthPICACommandsRaw);


            ///////// BLEND /////////
            // See also SPICA GfxFragOp / GfxFragOpBlend
            utility.Write((uint)BlendMode);
            BlendColor.Save(utility);
            utility.Write(BlendPICACommandsRaw);


            ///////// STENCIL /////////
            // See also SPICA GfxFragOp / GfxFragOpStencil
            utility.Write(StencilOperationRaw);
        }
Пример #21
0
        // For lists of ISaveable objects
        public void WriteObjectListPointerPlaceholder(IEnumerable <ISaveable> items)
        {
            var itemNames = (items != null) ?
                            items.Where(i => i != null).Select(i => i.GetType().Name).Distinct().ToList()
                : new[] { "<null>" }.ToList();

            CGFXDebug.SaveStart($"HEADER of list of {string.Join(", ", itemNames)} [WriteObjectListPointerPlaceholder]", this);

            // Number of items
            var length = items?.Count() ?? 0;

            Utility.Write(length);

            if (length > 0)
            {
                // Write what will become a pointer to a list of pointers
                WritePointerPlaceholder(items);
            }
            else
            {
                // No list made if no items available (ESPECIALLY if it's null)
                Utility.Write(0u);  // Null pointer
            }
        }
        // This writes the Chunk, calling SaveInternal to write the raw data from superclasses
        public void Save(SaveContext saveContext)
        {
            CGFXDebug.SaveStart(this, saveContext);

            var utility = saveContext.Utility;

            // We'll need to patch in the length later, so we need to know where this chunk
            // is starting now...
            var chunkStart = utility.GetWritePosition();

            utility.WriteMagic(Magic);
            utility.Write(0U);  // Placeholder for chunk length

            // Write this chunk based on all superclass functionality...
            SaveInternal(saveContext);

            // Now we can compute and write out the chunk length
            var chunkEnd = utility.GetWritePosition();

            utility.PushWritePosition();
            utility.SetWritePosition(chunkStart + 4);
            utility.Write(chunkEnd - chunkStart);
            utility.PopWritePosition();
        }
Пример #23
0
 // A shortcut for a list of floats
 public void SaveAndMarkReference(IEnumerable <float> items)
 {
     CGFXDebug.SaveStart("list", this);
     SaveAndMarkReference(items, () => { Utility.Write(items.ToArray()); });
 }