mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-03-15 17:33:03 +00:00
chore: use templated code for t5 techset dumping
This commit is contained in:
@@ -207,6 +207,11 @@ namespace T5
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using AssetDDL = Asset<ASSET_TYPE_DDL, ddlRoot_t>;
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using AssetGlasses = Asset<ASSET_TYPE_GLASSES, Glasses>;
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using AssetEmblemSet = Asset<ASSET_TYPE_EMBLEMSET, EmblemSet>;
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using SubAssetTechnique = SubAsset<SUB_ASSET_TYPE_TECHNIQUE, MaterialTechnique>;
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using SubAssetVertexDecl = SubAsset<SUB_ASSET_TYPE_VERTEX_DECL, MaterialVertexDeclaration>;
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using SubAssetVertexShader = SubAsset<SUB_ASSET_TYPE_VERTEX_SHADER, MaterialVertexShader>;
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using SubAssetPixelShader = SubAsset<SUB_ASSET_TYPE_PIXEL_SHADER, MaterialPixelShader>;
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} // namespace T5
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetPhysPreset, name);
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@@ -1487,6 +1487,16 @@ namespace T5
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MaterialArgumentDef u;
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};
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enum CustomSampler
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{
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CUSTOM_SAMPLER_REFLECTION_PROBE = 0x0,
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CUSTOM_SAMPLER_LIGHTMAP_PRIMARY = 0x1,
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CUSTOM_SAMPLER_LIGHTMAP_SECONDARY = 0x2,
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CUSTOM_SAMPLER_LIGHTMAP_SECONDARYB = 0x3,
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CUSTOM_SAMPLER_COUNT
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};
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enum MaterialType : unsigned char
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{
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MTL_TYPE_DEFAULT = 0x0,
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@@ -1506,16 +1516,16 @@ namespace T5
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enum TechniqueFlags
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{
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TECHNIQUE_FLAG_1 = 0x1,
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TECHNIQUE_FLAG_2 = 0x2,
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TECHNIQUE_FLAG_4 = 0x4,
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MTL_TECHFLAG_NEEDS_RESOLVED_POST_SUN = 0x1,
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MTL_TECHFLAG_NEEDS_RESOLVED_SCENE = 0x2,
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MTL_TECHFLAG_ZPREPASS = 0x4,
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// Vertex decl has optional source
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TECHNIQUE_FLAG_8 = 0x8,
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MTL_TECHFLAG_DECL_HAS_OPTIONAL_SOURCE = 0x8,
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TECHNIQUE_FLAG_10 = 0x10,
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TECHNIQUE_FLAG_20 = 0x20,
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TECHNIQUE_FLAG_40 = 0x40,
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MTL_TECHFLAG_USES_LIGHT_SPOT_FACTORS = 0x10,
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MTL_TECHFLAG_USES_GRASS = 0x20,
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MTL_TECHFLAG_USES_FLOATZ = 0x40,
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// Any material that has statebits according to any of the following sets this:
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// - GFXS1_DEPTHWRITE set
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@@ -2,6 +2,7 @@
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#include "Game/T5/T5.h"
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#include "Techset/CommonTechnique.h"
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#include "Techset/CommonTechset.h"
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namespace T5
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{
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@@ -138,6 +139,7 @@ namespace T5
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"impact mask",
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};
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static_assert(std::extent_v<decltype(techniqueTypeNames)> == TECHNIQUE_COUNT);
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static inline techset::CommonTechniqueTypeNames commonTechniqueTypeNames(techniqueTypeNames, std::extent_v<decltype(techniqueTypeNames)>);
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static techset::CommonStreamRoutingSourceInfo streamRoutingSources[]{
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{
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@@ -312,6 +314,7 @@ namespace T5
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.accessor = "lightSpotFactors",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = MTL_TECHFLAG_USES_LIGHT_SPOT_FACTORS,
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},
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{
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.value = CONST_SRC_CODE_LIGHT_ATTENUATION,
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@@ -726,24 +729,28 @@ namespace T5
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.accessor = "grassParms",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = MTL_TECHFLAG_USES_GRASS,
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},
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{
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.value = CONST_SRC_CODE_GRASS_FORCE0,
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.accessor = "grassForce0",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = MTL_TECHFLAG_USES_GRASS,
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},
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{
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.value = CONST_SRC_CODE_GRASS_FORCE1,
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.accessor = "grassForce1",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = MTL_TECHFLAG_USES_GRASS,
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},
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{
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.value = CONST_SRC_CODE_GRASS_WIND_FORCE0,
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.accessor = "grassWindForce0",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = MTL_TECHFLAG_USES_GRASS,
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},
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{
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.value = CONST_SRC_CODE_MOTIONBLUR_DIRECTION_AND_MAGNITUDE,
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@@ -834,6 +841,7 @@ namespace T5
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.accessor = "destructibleParms",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = TECHNIQUE_FLAG_200,
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},
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{
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.value = CONST_SRC_CODE_CLOUD_WORLD_AREA,
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@@ -858,6 +866,7 @@ namespace T5
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.accessor = "__characterCharredAmount",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = TECHNIQUE_FLAG_200,
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},
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{
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.value = CONST_SRC_CODE_TREECANOPY_PARMS,
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@@ -1332,192 +1341,224 @@ namespace T5
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.accessor = "worldMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
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.transposedMatrix = CONST_SRC_CODE_TRANSPOSE_WORLD_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_INVERSE_WORLD_MATRIX,
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.accessor = "inverseWorldMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
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.transposedMatrix = CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_TRANSPOSE_WORLD_MATRIX,
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.accessor = "transposeWorldMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
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.transposedMatrix = CONST_SRC_CODE_WORLD_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_MATRIX,
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.accessor = "inverseTransposeWorldMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
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.transposedMatrix = CONST_SRC_CODE_INVERSE_WORLD_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_VIEW_MATRIX,
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.accessor = "viewMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
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.transposedMatrix = CONST_SRC_CODE_TRANSPOSE_VIEW_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_INVERSE_VIEW_MATRIX,
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.accessor = "inverseViewMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
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.transposedMatrix = CONST_SRC_CODE_INVERSE_TRANSPOSE_VIEW_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_TRANSPOSE_VIEW_MATRIX,
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.accessor = "transposeViewMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
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.transposedMatrix = CONST_SRC_CODE_VIEW_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_INVERSE_TRANSPOSE_VIEW_MATRIX,
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.accessor = "inverseTransposeViewMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
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.transposedMatrix = CONST_SRC_CODE_INVERSE_VIEW_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_PROJECTION_MATRIX,
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.accessor = "projectionMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
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.transposedMatrix = CONST_SRC_CODE_TRANSPOSE_PROJECTION_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_INVERSE_PROJECTION_MATRIX,
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.accessor = "inverseProjectionMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
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.transposedMatrix = CONST_SRC_CODE_INVERSE_TRANSPOSE_PROJECTION_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_TRANSPOSE_PROJECTION_MATRIX,
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.accessor = "transposeProjectionMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
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.transposedMatrix = CONST_SRC_CODE_PROJECTION_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_INVERSE_TRANSPOSE_PROJECTION_MATRIX,
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.accessor = "inverseTransposeProjectionMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
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.transposedMatrix = CONST_SRC_CODE_INVERSE_PROJECTION_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_WORLD_VIEW_MATRIX,
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.accessor = "worldViewMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
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.transposedMatrix = CONST_SRC_CODE_TRANSPOSE_WORLD_VIEW_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_INVERSE_WORLD_VIEW_MATRIX,
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.accessor = "inverseWorldViewMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
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.transposedMatrix = CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_TRANSPOSE_WORLD_VIEW_MATRIX,
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.accessor = "transposeWorldViewMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
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.transposedMatrix = CONST_SRC_CODE_WORLD_VIEW_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX,
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.accessor = "inverseTransposeWorldViewMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
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.transposedMatrix = CONST_SRC_CODE_INVERSE_WORLD_VIEW_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_VIEW_PROJECTION_MATRIX,
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.accessor = "viewProjectionMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
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.transposedMatrix = CONST_SRC_CODE_TRANSPOSE_VIEW_PROJECTION_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_INVERSE_VIEW_PROJECTION_MATRIX,
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.accessor = "inverseViewProjectionMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
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.transposedMatrix = CONST_SRC_CODE_INVERSE_TRANSPOSE_VIEW_PROJECTION_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_TRANSPOSE_VIEW_PROJECTION_MATRIX,
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.accessor = "transposeViewProjectionMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
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.transposedMatrix = CONST_SRC_CODE_VIEW_PROJECTION_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_INVERSE_TRANSPOSE_VIEW_PROJECTION_MATRIX,
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.accessor = "inverseTransposeViewProjectionMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
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.transposedMatrix = CONST_SRC_CODE_INVERSE_VIEW_PROJECTION_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_WORLD_VIEW_PROJECTION_MATRIX,
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.accessor = "worldViewProjectionMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
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.transposedMatrix = CONST_SRC_CODE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_INVERSE_WORLD_VIEW_PROJECTION_MATRIX,
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.accessor = "inverseWorldViewProjectionMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
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.transposedMatrix = CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX,
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.accessor = "transposeWorldViewProjectionMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
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.transposedMatrix = CONST_SRC_CODE_WORLD_VIEW_PROJECTION_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX,
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.accessor = "inverseTransposeWorldViewProjectionMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
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.transposedMatrix = CONST_SRC_CODE_INVERSE_WORLD_VIEW_PROJECTION_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_SHADOW_LOOKUP_MATRIX,
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.accessor = "shadowLookupMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
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.transposedMatrix = CONST_SRC_CODE_TRANSPOSE_SHADOW_LOOKUP_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_INVERSE_SHADOW_LOOKUP_MATRIX,
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.accessor = "inverseShadowLookupMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
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.transposedMatrix = CONST_SRC_CODE_INVERSE_TRANSPOSE_SHADOW_LOOKUP_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_TRANSPOSE_SHADOW_LOOKUP_MATRIX,
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.accessor = "transposeShadowLookupMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
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.transposedMatrix = CONST_SRC_CODE_SHADOW_LOOKUP_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_INVERSE_TRANSPOSE_SHADOW_LOOKUP_MATRIX,
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.accessor = "inverseTransposeShadowLookupMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
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.transposedMatrix = CONST_SRC_CODE_INVERSE_SHADOW_LOOKUP_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_WORLD_OUTDOOR_LOOKUP_MATRIX,
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.accessor = "worldOutdoorLookupMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
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.transposedMatrix = CONST_SRC_CODE_TRANSPOSE_WORLD_OUTDOOR_LOOKUP_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_INVERSE_WORLD_OUTDOOR_LOOKUP_MATRIX,
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.accessor = "inverseWorldOutdoorLookupMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
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.transposedMatrix = CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_OUTDOOR_LOOKUP_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_TRANSPOSE_WORLD_OUTDOOR_LOOKUP_MATRIX,
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.accessor = "transposeWorldOutdoorLookupMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
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.transposedMatrix = CONST_SRC_CODE_WORLD_OUTDOOR_LOOKUP_MATRIX,
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},
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{
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.value = CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_OUTDOOR_LOOKUP_MATRIX,
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.accessor = "inverseTransposeWorldOutdoorLookupMatrix",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
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.transposedMatrix = CONST_SRC_CODE_INVERSE_WORLD_OUTDOOR_LOOKUP_MATRIX,
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},
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};
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@@ -1546,11 +1587,13 @@ namespace T5
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.value = TEXTURE_SRC_CODE_LIGHTMAP_PRIMARY,
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.accessor = "lightmapSamplerPrimary",
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::CUSTOM,
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.customSamplerIndex = CUSTOM_SAMPLER_LIGHTMAP_SECONDARY,
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},
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{
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.value = TEXTURE_SRC_CODE_LIGHTMAP_SECONDARY,
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.accessor = "lightmapSamplerSecondary",
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::CUSTOM,
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.customSamplerIndex = CUSTOM_SAMPLER_LIGHTMAP_SECONDARY,
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},
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{
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.value = TEXTURE_SRC_CODE_SHADOWMAP_SUN,
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@@ -1571,11 +1614,13 @@ namespace T5
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.value = TEXTURE_SRC_CODE_RESOLVED_POST_SUN,
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.accessor = "resolvedPostSun",
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = MTL_TECHFLAG_NEEDS_RESOLVED_POST_SUN,
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},
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{
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.value = TEXTURE_SRC_CODE_RESOLVED_SCENE,
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.accessor = "resolvedScene",
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = MTL_TECHFLAG_NEEDS_RESOLVED_SCENE,
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},
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{
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.value = TEXTURE_SRC_CODE_POST_EFFECT_SRC,
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@@ -1621,16 +1666,19 @@ namespace T5
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.value = TEXTURE_SRC_CODE_FLOATZ,
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.accessor = "floatZSampler",
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = MTL_TECHFLAG_USES_FLOATZ,
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},
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||||
{
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.value = TEXTURE_SRC_CODE_PROCESSED_FLOATZ,
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.accessor = "processedFloatZSampler",
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||||
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = MTL_TECHFLAG_USES_FLOATZ,
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||||
},
|
||||
{
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.value = TEXTURE_SRC_CODE_RAW_FLOATZ,
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.accessor = "rawFloatZSampler",
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||||
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
|
||||
.techFlags = MTL_TECHFLAG_USES_FLOATZ,
|
||||
},
|
||||
{
|
||||
.value = TEXTURE_SRC_CODE_CASE_TEXTURE,
|
||||
@@ -1691,6 +1739,7 @@ namespace T5
|
||||
.value = TEXTURE_SRC_CODE_LIGHTMAP_SECONDARYB,
|
||||
.accessor = "lightmapSamplerSecondaryB",
|
||||
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::CUSTOM,
|
||||
.customSamplerIndex = CUSTOM_SAMPLER_LIGHTMAP_SECONDARYB,
|
||||
},
|
||||
{
|
||||
.value = TEXTURE_SRC_CODE_TEXTURE_0,
|
||||
|
||||
@@ -1,272 +0,0 @@
|
||||
#include "TechsetDumperT5.h"
|
||||
|
||||
#include "Game/T5/Material/MaterialConstantZoneStateT5.h"
|
||||
#include "Game/T5/Techset/TechsetConstantsT5.h"
|
||||
#include "Shader/ShaderCommon.h"
|
||||
#include "Techset/CommonTechniqueDumper.h"
|
||||
#include "Techset/CommonTechsetDumper.h"
|
||||
#include "Techset/ShaderDumpingZoneState.h"
|
||||
#include "Techset/TechniqueDumpingZoneState.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
using namespace T5;
|
||||
|
||||
namespace
|
||||
{
|
||||
void DumpPixelShader(const AssetDumpingContext& context, const MaterialPixelShader& pixelShader)
|
||||
{
|
||||
const auto shaderFile = context.OpenAssetFile(shader::GetFileNameForPixelShaderAssetName(pixelShader.name));
|
||||
|
||||
if (!shaderFile)
|
||||
return;
|
||||
|
||||
shaderFile->write(reinterpret_cast<char*>(pixelShader.prog.loadDef.program), pixelShader.prog.loadDef.programSize * sizeof(uint32_t));
|
||||
}
|
||||
|
||||
void DumpVertexShader(const AssetDumpingContext& context, const MaterialVertexShader& vertexShader)
|
||||
{
|
||||
const auto shaderFile = context.OpenAssetFile(shader::GetFileNameForVertexShaderAssetName(vertexShader.name));
|
||||
|
||||
if (!shaderFile)
|
||||
return;
|
||||
|
||||
shaderFile->write(reinterpret_cast<char*>(vertexShader.prog.loadDef.program), vertexShader.prog.loadDef.programSize * sizeof(uint32_t));
|
||||
}
|
||||
|
||||
void DumpShaders(AssetDumpingContext& context, const MaterialTechniqueSet& techset)
|
||||
{
|
||||
auto* shaderState = context.GetZoneAssetDumperState<techset::ShaderDumpingZoneState>();
|
||||
|
||||
for (const auto* technique : techset.techniques)
|
||||
{
|
||||
if (!technique || !shaderState->ShouldDumpTechnique(technique))
|
||||
continue;
|
||||
|
||||
for (auto passIndex = 0u; passIndex < technique->passCount; passIndex++)
|
||||
{
|
||||
const auto* pixelShader = technique->passArray[passIndex].pixelShader;
|
||||
if (pixelShader && shaderState->ShouldDumpPixelShader(pixelShader))
|
||||
DumpPixelShader(context, *pixelShader);
|
||||
|
||||
const auto* vertexShader = technique->passArray[passIndex].vertexShader;
|
||||
if (vertexShader && shaderState->ShouldDumpVertexShader(vertexShader))
|
||||
DumpVertexShader(context, *vertexShader);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
techset::CommonVertexDeclaration ConvertToCommonVertexDeclaration(const MaterialVertexDeclaration* vertexDecl)
|
||||
{
|
||||
std::vector<techset::CommonStreamRouting> commonRouting;
|
||||
|
||||
if (vertexDecl)
|
||||
{
|
||||
const auto streamCount = std::min(static_cast<size_t>(vertexDecl->streamCount), std::extent_v<decltype(MaterialVertexStreamRouting::data)>);
|
||||
for (auto streamIndex = 0u; streamIndex < streamCount; streamIndex++)
|
||||
{
|
||||
const auto& routing = vertexDecl->routing.data[streamIndex];
|
||||
commonRouting.emplace_back(static_cast<techset::CommonStreamSource>(routing.source),
|
||||
static_cast<techset::CommonStreamDestination>(routing.dest));
|
||||
}
|
||||
}
|
||||
|
||||
return techset::CommonVertexDeclaration(std::move(commonRouting));
|
||||
}
|
||||
|
||||
techset::CommonShaderArg ConvertToCommonArg(const MaterialShaderArgument& arg)
|
||||
{
|
||||
const techset::CommonShaderArgDestination destination{.dx9 = {.m_destination_register = arg.dest}};
|
||||
|
||||
switch (arg.type)
|
||||
{
|
||||
case MTL_ARG_CODE_VERTEX_CONST:
|
||||
case MTL_ARG_CODE_PIXEL_CONST:
|
||||
{
|
||||
const techset::CommonShaderArgCodeConstValue codeConstValue{
|
||||
.m_index = static_cast<techset::CommonCodeConstSource>(arg.u.codeConst.index),
|
||||
.m_first_row = arg.u.codeConst.firstRow,
|
||||
.m_row_count = arg.u.codeConst.rowCount,
|
||||
};
|
||||
const techset::CommonShaderArgValue value{.code_const_source = codeConstValue};
|
||||
|
||||
return techset::CommonShaderArg(commonArgumentTypes[arg.type], destination, value);
|
||||
}
|
||||
|
||||
case MTL_ARG_MATERIAL_VERTEX_CONST:
|
||||
case MTL_ARG_MATERIAL_PIXEL_CONST:
|
||||
{
|
||||
const techset::CommonShaderArgValue value{
|
||||
.name_hash = arg.u.nameHash,
|
||||
};
|
||||
|
||||
return techset::CommonShaderArg(commonArgumentTypes[arg.type], destination, value);
|
||||
}
|
||||
|
||||
case MTL_ARG_CODE_PIXEL_SAMPLER:
|
||||
{
|
||||
const techset::CommonShaderArgValue value{
|
||||
.code_sampler_source = static_cast<techset::CommonCodeSamplerSource>(arg.u.codeSampler),
|
||||
};
|
||||
|
||||
return techset::CommonShaderArg(commonArgumentTypes[arg.type], destination, value);
|
||||
}
|
||||
|
||||
case MTL_ARG_MATERIAL_PIXEL_SAMPLER:
|
||||
{
|
||||
const techset::CommonShaderArgValue value{
|
||||
.name_hash = arg.u.nameHash,
|
||||
};
|
||||
|
||||
return techset::CommonShaderArg(commonArgumentTypes[arg.type], destination, value);
|
||||
}
|
||||
|
||||
default:
|
||||
case MTL_ARG_LITERAL_VERTEX_CONST:
|
||||
case MTL_ARG_LITERAL_PIXEL_CONST:
|
||||
{
|
||||
techset::CommonShaderArgValue value{};
|
||||
if (arg.u.literalConst)
|
||||
{
|
||||
value.literal_value = {
|
||||
(*arg.u.literalConst)[0],
|
||||
(*arg.u.literalConst)[1],
|
||||
(*arg.u.literalConst)[2],
|
||||
(*arg.u.literalConst)[3],
|
||||
};
|
||||
}
|
||||
|
||||
return techset::CommonShaderArg(commonArgumentTypes[arg.type], destination, value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
techset::CommonTechniqueShader ConvertToCommonShader(const MaterialVertexShader* vertexShader)
|
||||
{
|
||||
techset::CommonTechniqueShader result{};
|
||||
if (!vertexShader)
|
||||
return result;
|
||||
|
||||
if (vertexShader->name)
|
||||
result.m_name = vertexShader->name;
|
||||
|
||||
if (vertexShader->prog.loadDef.program)
|
||||
{
|
||||
result.m_bin = techset::CommonTechniqueShaderBin{
|
||||
.m_shader_bin = vertexShader->prog.loadDef.program,
|
||||
.m_shader_bin_size = vertexShader->prog.loadDef.programSize * sizeof(uint32_t),
|
||||
};
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
techset::CommonTechniqueShader ConvertToCommonShader(const MaterialPixelShader* pixelShader)
|
||||
{
|
||||
techset::CommonTechniqueShader result{};
|
||||
if (!pixelShader)
|
||||
return result;
|
||||
|
||||
if (pixelShader->name)
|
||||
result.m_name = pixelShader->name;
|
||||
|
||||
if (pixelShader->prog.loadDef.program)
|
||||
{
|
||||
result.m_bin = techset::CommonTechniqueShaderBin{
|
||||
.m_shader_bin = pixelShader->prog.loadDef.program,
|
||||
.m_shader_bin_size = pixelShader->prog.loadDef.programSize * sizeof(uint32_t),
|
||||
};
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
techset::CommonTechnique ConvertToCommonTechnique(const MaterialTechnique& technique)
|
||||
{
|
||||
techset::CommonTechnique commonTechnique(technique.name ? technique.name : std::string(), technique.flags);
|
||||
|
||||
for (auto passIndex = 0u; passIndex < technique.passCount; passIndex++)
|
||||
{
|
||||
const auto& pass = technique.passArray[passIndex];
|
||||
techset::CommonPass commonPass(pass.customSamplerFlags,
|
||||
// No clue what the actual state map was
|
||||
"passthrough",
|
||||
ConvertToCommonShader(pass.vertexShader),
|
||||
ConvertToCommonShader(pass.pixelShader),
|
||||
ConvertToCommonVertexDeclaration(pass.vertexDecl),
|
||||
std::string());
|
||||
|
||||
if (pass.args)
|
||||
{
|
||||
const size_t totalArgCount = pass.perPrimArgCount + pass.perObjArgCount + pass.stableArgCount;
|
||||
commonPass.m_args.reserve(totalArgCount);
|
||||
for (auto argIndex = 0uz; argIndex < totalArgCount; argIndex++)
|
||||
commonPass.m_args.emplace_back(ConvertToCommonArg(pass.args[argIndex]));
|
||||
}
|
||||
|
||||
commonTechnique.m_passes.emplace_back(std::move(commonPass));
|
||||
}
|
||||
|
||||
return commonTechnique;
|
||||
}
|
||||
|
||||
void DumpTechniques(AssetDumpingContext& context, const MaterialTechniqueSet& techset, const bool debug)
|
||||
{
|
||||
auto* techniqueState = context.GetZoneAssetDumperState<techset::TechniqueDumpingZoneState>();
|
||||
const auto* materialConstantState = context.GetZoneAssetDumperState<MaterialConstantZoneState>();
|
||||
for (const auto* technique : techset.techniques)
|
||||
{
|
||||
if (technique && techniqueState->ShouldDumpTechnique(technique))
|
||||
{
|
||||
const auto commonTechnique = ConvertToCommonTechnique(*technique);
|
||||
|
||||
techset::DumpCommonTechnique(
|
||||
context, commonTechnique, techset::DxVersion::DX9, commonCodeSourceInfos, commonRoutingInfos, *materialConstantState, debug);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
techset::CommonTechset ConvertToCommonTechset(const MaterialTechniqueSet& techset)
|
||||
{
|
||||
std::vector<std::string> techniqueNames(std::extent_v<decltype(techniqueTypeNames)>);
|
||||
|
||||
for (auto techniqueIndex = 0u; techniqueIndex < std::extent_v<decltype(techniqueTypeNames)>; techniqueIndex++)
|
||||
{
|
||||
const auto* technique = techset.techniques[techniqueIndex];
|
||||
if (technique && technique->name)
|
||||
techniqueNames[techniqueIndex] = technique->name;
|
||||
}
|
||||
|
||||
return techset::CommonTechset(techset.name, std::move(techniqueNames));
|
||||
}
|
||||
|
||||
void DumpTechset(const AssetDumpingContext& context, const MaterialTechniqueSet& techset)
|
||||
{
|
||||
static techset::CommonTechniqueTypeNames commonNames(techniqueTypeNames, std::extent_v<decltype(techniqueTypeNames)>);
|
||||
const auto commonTechset = ConvertToCommonTechset(techset);
|
||||
|
||||
techset::DumpCommonTechset(commonNames, context, commonTechset);
|
||||
}
|
||||
} // namespace
|
||||
|
||||
namespace techset
|
||||
{
|
||||
DumperT5::DumperT5(const bool debug)
|
||||
: m_debug(debug)
|
||||
{
|
||||
}
|
||||
|
||||
void DumperT5::Dump(AssetDumpingContext& context)
|
||||
{
|
||||
context.GetZoneAssetDumperState<MaterialConstantZoneState>()->EnsureInitialized();
|
||||
AbstractAssetDumper::Dump(context);
|
||||
}
|
||||
|
||||
void DumperT5::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetTechniqueSet::Type>& asset)
|
||||
{
|
||||
const auto* techniqueSet = asset.Asset();
|
||||
DumpTechset(context, *techniqueSet);
|
||||
DumpTechniques(context, *techniqueSet, m_debug);
|
||||
DumpShaders(context, *techniqueSet);
|
||||
}
|
||||
} // namespace techset
|
||||
@@ -1,21 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "Dumping/AbstractAssetDumper.h"
|
||||
#include "Game/T5/T5.h"
|
||||
|
||||
namespace techset
|
||||
{
|
||||
class DumperT5 final : public AbstractAssetDumper<T5::AssetTechniqueSet>
|
||||
{
|
||||
public:
|
||||
explicit DumperT5(bool debug);
|
||||
|
||||
void Dump(AssetDumpingContext& context) override;
|
||||
|
||||
protected:
|
||||
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<T5::AssetTechniqueSet::Type>& asset) override;
|
||||
|
||||
private:
|
||||
bool m_debug;
|
||||
};
|
||||
} // namespace techset
|
||||
@@ -1,4 +1,4 @@
|
||||
#options GAME(IW3, IW4, T6)
|
||||
#options GAME(IW3, IW4, T5, T6)
|
||||
|
||||
#filename "Game/" + GAME + "/Techset/TechsetDumper" + GAME + ".cpp"
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
#elif GAME == "T5"
|
||||
#define FEATURE_T5
|
||||
#define IS_DX9
|
||||
#define DUMP_SHADERS "1"
|
||||
#elif GAME == "T6"
|
||||
#define FEATURE_T6
|
||||
#define IS_DX11
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#options GAME(IW3, IW4, T6)
|
||||
#options GAME(IW3, IW4, T5, T6)
|
||||
|
||||
#filename "Game/" + GAME + "/Techset/TechsetDumper" + GAME + ".h"
|
||||
|
||||
|
||||
Reference in New Issue
Block a user