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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-05-02 08:29:36 +00:00

chore: handle iw4 technique flags

This commit is contained in:
Jan Laupetin
2026-03-09 00:01:35 +01:00
parent 503fe89251
commit 161ab45306
8 changed files with 112 additions and 54 deletions
@@ -1060,13 +1060,13 @@ namespace
// The other ones might be handled by the game in the same fashion because there is not recognizable pattern that connects the shaders with the same
// flags
static std::unordered_map<std::string, size_t> flagsByTechniqueName({
{"zprepass", TECHNIQUE_FLAG_4 | TECHNIQUE_FLAG_200 },
{"build_floatz", TECHNIQUE_FLAG_8 },
{"build_shadowmap_depth", TECHNIQUE_FLAG_10 | TECHNIQUE_FLAG_200},
{"build_shadowmap_model", TECHNIQUE_FLAG_10 | TECHNIQUE_FLAG_200},
{"distortion_scale_ua_zfeather", TECHNIQUE_FLAG_100 },
{"distortion_scale_zfeather", TECHNIQUE_FLAG_100 },
{"distortion_scale_zfeather_dtex", TECHNIQUE_FLAG_100 },
{"zprepass", MTL_TECHFLAG_ZPREPASS | TECHNIQUE_FLAG_200 },
{"build_floatz", MTL_TECHFLAG_BUILD_FLOATZ },
{"build_shadowmap_depth", MTL_TECHFLAG_BUILD_SHADOW_MAP_DEPTH_OR_MODEL | TECHNIQUE_FLAG_200},
{"build_shadowmap_model", MTL_TECHFLAG_BUILD_SHADOW_MAP_DEPTH_OR_MODEL | TECHNIQUE_FLAG_200},
{"distortion_scale_ua_zfeather", MTL_TECHFLAG_USES_DISTORTION_FLOATZ },
{"distortion_scale_zfeather", MTL_TECHFLAG_USES_DISTORTION_FLOATZ },
{"distortion_scale_zfeather_dtex", MTL_TECHFLAG_USES_DISTORTION_FLOATZ },
{"alternate_scene_overlay", TECHNIQUE_FLAG_200 },
{"blur_apply", TECHNIQUE_FLAG_200 },
{"build_floatz", TECHNIQUE_FLAG_200 },
@@ -1117,7 +1117,7 @@ namespace
const auto& pass = technique.passArray[i];
if (pass.vertexDecl && pass.vertexDecl->hasOptionalSource)
{
technique.flags |= TECHNIQUE_FLAG_20;
technique.flags |= MTL_TECHFLAG_DECL_HAS_OPTIONAL_SOURCE;
break;
}
}
@@ -1130,16 +1130,16 @@ namespace
switch (arg.m_arg.u.codeSampler)
{
case TEXTURE_SRC_CODE_RESOLVED_POST_SUN:
techniqueFlags |= TECHNIQUE_FLAG_1;
techniqueFlags |= MTL_TECHFLAG_NEEDS_RESOLVED_POST_SUN;
break;
case TEXTURE_SRC_CODE_RESOLVED_SCENE:
techniqueFlags |= TECHNIQUE_FLAG_2;
techniqueFlags |= MTL_TECHFLAG_NEEDS_RESOLVED_SCENE;
break;
case TEXTURE_SRC_CODE_FLOATZ:
case TEXTURE_SRC_CODE_PROCESSED_FLOATZ:
case TEXTURE_SRC_CODE_RAW_FLOATZ:
if ((techniqueFlags & TECHNIQUE_FLAG_100) == 0)
techniqueFlags |= TECHNIQUE_FLAG_80;
if ((techniqueFlags & MTL_TECHFLAG_USES_DISTORTION_FLOATZ) == 0)
techniqueFlags |= MTL_TECHFLAG_USES_FLOATZ;
break;
default:
break;
@@ -1151,7 +1151,7 @@ namespace
{
case CONST_SRC_CODE_LIGHT_SPOTDIR:
case CONST_SRC_CODE_LIGHT_SPOTFACTORS:
techniqueFlags |= TECHNIQUE_FLAG_40;
techniqueFlags |= MTL_TECHFLAG_USES_LIGHT_SPOT_FACTORS;
break;
default:
break;
@@ -35,6 +35,7 @@
#include TECHSET_CONSTANTS_HEADER
#include "Techset/CommonShaderArgCreator.h"
#include "Techset/CommonTechniqueLoader.h"
#include "Techset/CommonVertexDeclCreator.h"
#include "Techset/LiteralConstsZoneState.h"
#include "Utils/StringUtils.h"
@@ -211,7 +212,7 @@ namespace
pass.customSamplerFlags = static_cast<decltype(MaterialPass::customSamplerFlags)>(commonPass.m_sampler_flags);
}
bool AnyDeclHasOptionalSource(const MaterialTechnique& technique)
bool AnyDeclHasOptionalSource(const MaterialTechnique& technique, AssetCreationContext& context)
{
for (auto passIndex = 0u; passIndex < technique.passCount; passIndex++)
{
@@ -219,36 +220,52 @@ namespace
if (!pass.vertexDecl)
continue;
#if defined(SHADERS_ARE_SUBASSETS)
if (pass.vertexDecl->hasOptionalSource)
return true;
#else
if (pass.vertexDecl->name && pass.vertexDecl->name[0] == ',')
{
if (techset::HasOptionalSourceByName(&pass.vertexDecl->name[1], commonRoutingInfos).value_or(false))
return true;
}
else if (pass.vertexDecl->hasOptionalSource)
return true;
#endif
}
return false;
}
void UpdateTechniqueFlags(MaterialTechnique& technique, const techset::CommonTechnique& commonTechnique)
void UpdateTechniqueFlags(MaterialTechnique& technique, const techset::CommonTechnique& commonTechnique, AssetCreationContext& context)
{
#if defined(FEATURE_IW4)
// TODO
#elif defined(FEATURE_T6)
std::string lowerTechniqueName(commonTechnique.m_name);
utils::MakeStringLowerCase(lowerTechniqueName);
#if defined(FEATURE_IW4)
// Not a particularly cool way to do this but...
// the game actually does this :shrug:
if (lowerTechniqueName == "zprepass")
technique.flags |= MTL_TECHFLAG_ZPREPASS;
else if (lowerTechniqueName == "build_floatz")
technique.flags |= MTL_TECHFLAG_BUILD_FLOATZ;
else if (lowerTechniqueName == "build_shadowmap_depth" || lowerTechniqueName == "build_shadowmap_model")
technique.flags |= MTL_TECHFLAG_BUILD_SHADOW_MAP_DEPTH_OR_MODEL;
if (technique.flags & MTL_TECHFLAG_USES_FLOATZ && lowerTechniqueName.starts_with("distortion_"))
technique.flags = (technique.flags & ~MTL_TECHFLAG_USES_FLOATZ) | MTL_TECHFLAG_USES_DISTORTION_FLOATZ;
#elif defined(FEATURE_T6)
// Not a particularly cool way to do this but...
// the game actually does this :shrug:
if (lowerTechniqueName == "zprepass" || lowerTechniqueName.starts_with("pimp_technique_zprepass_")
|| lowerTechniqueName.starts_with("pimp_technique_layer_zprepass_") || lowerTechniqueName.starts_with("pimp_technique_buildshadowmap_"))
{
technique.flags |= TECHNIQUE_FLAG_4;
technique.flags |= MTL_TECHFLAG_ZPREPASS;
}
#endif
if (AnyDeclHasOptionalSource(technique))
#if defined(FEATURE_IW4)
technique.flags |= TECHNIQUE_FLAG_20;
#elif defined(FEATURE_T6)
technique.flags |= TECHNIQUE_FLAG_8;
#endif
if (AnyDeclHasOptionalSource(technique, context))
technique.flags |= MTL_TECHFLAG_DECL_HAS_OPTIONAL_SOURCE;
}
MaterialTechnique* ConvertTechnique(const techset::CommonTechnique& commonTechnique, AssetCreationContext& context, MemoryManager& memory)
@@ -267,7 +284,7 @@ namespace
// Take common flags and apply further logic
technique->flags = static_cast<decltype(MaterialTechnique::flags)>(commonTechnique.m_flags);
UpdateTechniqueFlags(*technique, commonTechnique);
UpdateTechniqueFlags(*technique, commonTechnique, context);
return technique;
}