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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-03-16 09:53:04 +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

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@@ -1207,9 +1207,13 @@ namespace IW4
STREAM_SRC_COLOR = 0x1, STREAM_SRC_COLOR = 0x1,
STREAM_SRC_TEXCOORD_0 = 0x2, STREAM_SRC_TEXCOORD_0 = 0x2,
STREAM_SRC_NORMAL = 0x3, STREAM_SRC_NORMAL = 0x3,
STREAM_SRC_TANGENT = 0x4,
STREAM_SRC_OPTIONAL_BEGIN = 0x5,
STREAM_SRC_PRE_OPTIONAL_BEGIN = 0x4, STREAM_SRC_PRE_OPTIONAL_BEGIN = 0x4,
STREAM_SRC_TANGENT = 0x4,
STREAM_SRC_OPTIONAL_BEGIN = 0x5,
STREAM_SRC_TEXCOORD_1 = 0x5, STREAM_SRC_TEXCOORD_1 = 0x5,
STREAM_SRC_TEXCOORD_2 = 0x6, STREAM_SRC_TEXCOORD_2 = 0x6,
STREAM_SRC_NORMAL_TRANSFORM_0 = 0x7, STREAM_SRC_NORMAL_TRANSFORM_0 = 0x7,
@@ -1586,18 +1590,20 @@ namespace IW4
enum TechniqueFlags enum TechniqueFlags
{ {
// Guesses purely based on data analysis: MTL_TECHFLAG_NEEDS_RESOLVED_POST_SUN = 0x1,
TECHNIQUE_FLAG_1 = 0x1, // uses resolvedPostSun code sampler // MTL_TECHFLAG_NEEDS_RESOLVED_POST_SUN MTL_TECHFLAG_NEEDS_RESOLVED_SCENE = 0x2,
TECHNIQUE_FLAG_2 = 0x2, // uses resolvedScene code sampler MTL_TECHFLAG_NEEDS_RESOLVED_SCENE
TECHNIQUE_FLAG_4 = 0x4, // zprepass only // These 3 are set so rare, it seems like they are just based on name just like other games do
TECHNIQUE_FLAG_8 = 0x8, // build_floatz only MTL_TECHFLAG_ZPREPASS = 0x4,
TECHNIQUE_FLAG_10 = 0x10, // build_shadowmap_depth + build_shadowmap_model only MTL_TECHFLAG_BUILD_FLOATZ = 0x8,
TECHNIQUE_FLAG_20 = MTL_TECHFLAG_BUILD_SHADOW_MAP_DEPTH_OR_MODEL = 0x10,
0x20, // techniques with _i_ in its name (all use texcoord[1] in decl -> other optional stream sources are not used at all so might be any optional)
TECHNIQUE_FLAG_40 = 0x40, // uses code constant light.spotDir or light.spotFactors MTL_TECHFLAG_DECL_HAS_OPTIONAL_SOURCE = 0x20,
TECHNIQUE_FLAG_80 = 0x80, // uses floatZ sampler and does not have 0x100 flag
TECHNIQUE_FLAG_100 = 0x100, // distortion_scale_zfeather_dtex + distortion_scale_ua_zfeather + distortion_scale_zfeather MTL_TECHFLAG_USES_LIGHT_SPOT_FACTORS = 0x40,
TECHNIQUE_FLAG_200 = 0x200, // ? MTL_TECHFLAG_USES_FLOATZ = 0x80, // uses floatZ sampler and does not have 0x100 flag
MTL_TECHFLAG_USES_DISTORTION_FLOATZ = 0x100, // distortion_scale_zfeather_dtex + distortion_scale_ua_zfeather + distortion_scale_zfeather
TECHNIQUE_FLAG_200 = 0x200, // ?
}; };
struct MaterialTechnique struct MaterialTechnique

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@@ -3045,16 +3045,16 @@ namespace T6
enum TechniqueFlags enum TechniqueFlags
{ {
TECHNIQUE_FLAG_1 = 0x1, MTL_TECHFLAG_NEEDS_RESOLVED_POST_SUN = 0x1,
TECHNIQUE_FLAG_2 = 0x2, MTL_TECHFLAG_NEEDS_RESOLVED_SCENE = 0x2,
TECHNIQUE_FLAG_4 = 0x4, MTL_TECHFLAG_ZPREPASS = 0x4,
// Vertex decl has optional source // Vertex decl has optional source
TECHNIQUE_FLAG_8 = 0x8, MTL_TECHFLAG_DECL_HAS_OPTIONAL_SOURCE = 0x8,
TECHNIQUE_FLAG_10 = 0x10, MTL_TECHFLAG_USES_LIGHT_SPOT_FACTORS = 0x10,
TECHNIQUE_FLAG_20 = 0x20, TECHNIQUE_FLAG_20 = 0x20,
TECHNIQUE_FLAG_40 = 0x40, MTL_TECHFLAG_USES_FLOATZ = 0x40,
// Any material that has statebits according to any of the following sets this: // Any material that has statebits according to any of the following sets this:
// - GFXS1_DEPTHWRITE set // - GFXS1_DEPTHWRITE set

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@@ -93,7 +93,7 @@ namespace IW4
{ {
.name = "texcoord[1]", .name = "texcoord[1]",
.abbreviation = "t1", .abbreviation = "t1",
.optional = false, .optional = true,
}, },
{ {
.name = "texcoord[2]", .name = "texcoord[2]",
@@ -204,6 +204,7 @@ namespace IW4
.accessor = "lightSpotFactors", .accessor = "lightSpotFactors",
.arrayCount = 0, .arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY, .updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
.techFlags = MTL_TECHFLAG_USES_LIGHT_SPOT_FACTORS,
}, },
{ {
.value = CONST_SRC_CODE_LIGHT_FALLOFF_PLACEMENT, .value = CONST_SRC_CODE_LIGHT_FALLOFF_PLACEMENT,
@@ -1029,11 +1030,13 @@ namespace IW4
.value = TEXTURE_SRC_CODE_RESOLVED_POST_SUN, .value = TEXTURE_SRC_CODE_RESOLVED_POST_SUN,
.accessor = "resolvedPostSun", .accessor = "resolvedPostSun",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY, .updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
.techFlags = MTL_TECHFLAG_NEEDS_RESOLVED_POST_SUN,
}, },
{ {
.value = TEXTURE_SRC_CODE_RESOLVED_SCENE, .value = TEXTURE_SRC_CODE_RESOLVED_SCENE,
.accessor = "resolvedScene", .accessor = "resolvedScene",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY, .updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
.techFlags = MTL_TECHFLAG_NEEDS_RESOLVED_SCENE,
}, },
{ {
.value = TEXTURE_SRC_CODE_POST_EFFECT_0, .value = TEXTURE_SRC_CODE_POST_EFFECT_0,
@@ -1059,16 +1062,19 @@ namespace IW4
.value = TEXTURE_SRC_CODE_FLOATZ, .value = TEXTURE_SRC_CODE_FLOATZ,
.accessor = "floatZSampler", .accessor = "floatZSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY, .updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
.techFlags = MTL_TECHFLAG_USES_FLOATZ,
}, },
{ {
.value = TEXTURE_SRC_CODE_PROCESSED_FLOATZ, .value = TEXTURE_SRC_CODE_PROCESSED_FLOATZ,
.accessor = "processedFloatZSampler", .accessor = "processedFloatZSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY, .updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
.techFlags = MTL_TECHFLAG_USES_FLOATZ,
}, },
{ {
.value = TEXTURE_SRC_CODE_RAW_FLOATZ, .value = TEXTURE_SRC_CODE_RAW_FLOATZ,
.accessor = "rawFloatZSampler", .accessor = "rawFloatZSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY, .updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
.techFlags = MTL_TECHFLAG_USES_FLOATZ,
}, },
{ {
.value = TEXTURE_SRC_CODE_HALF_PARTICLES, .value = TEXTURE_SRC_CODE_HALF_PARTICLES,

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@@ -219,7 +219,7 @@ namespace T6
.accessor = "lightSpotFactors", .accessor = "lightSpotFactors",
.arrayCount = 0, .arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY, .updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
.techFlags = TECHNIQUE_FLAG_10, .techFlags = MTL_TECHFLAG_USES_LIGHT_SPOT_FACTORS,
}, },
{ {
.value = CONST_SRC_CODE_LIGHT_ATTENUATION, .value = CONST_SRC_CODE_LIGHT_ATTENUATION,
@@ -1603,13 +1603,13 @@ namespace T6
.value = TEXTURE_SRC_CODE_RESOLVED_POST_SUN, .value = TEXTURE_SRC_CODE_RESOLVED_POST_SUN,
.accessor = "resolvedPostSun", .accessor = "resolvedPostSun",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY, .updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
.techFlags = TECHNIQUE_FLAG_1, .techFlags = MTL_TECHFLAG_NEEDS_RESOLVED_POST_SUN,
}, },
{ {
.value = TEXTURE_SRC_CODE_RESOLVED_SCENE, .value = TEXTURE_SRC_CODE_RESOLVED_SCENE,
.accessor = "resolvedScene", .accessor = "resolvedScene",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY, .updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
.techFlags = TECHNIQUE_FLAG_2, .techFlags = MTL_TECHFLAG_NEEDS_RESOLVED_SCENE,
}, },
{ {
.value = TEXTURE_SRC_CODE_POST_EFFECT_SRC, .value = TEXTURE_SRC_CODE_POST_EFFECT_SRC,
@@ -1650,19 +1650,19 @@ namespace T6
.value = TEXTURE_SRC_CODE_FLOATZ, .value = TEXTURE_SRC_CODE_FLOATZ,
.accessor = "floatZSampler", .accessor = "floatZSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY, .updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
.techFlags = TECHNIQUE_FLAG_40, .techFlags = MTL_TECHFLAG_USES_FLOATZ,
}, },
{ {
.value = TEXTURE_SRC_CODE_PROCESSED_FLOATZ, .value = TEXTURE_SRC_CODE_PROCESSED_FLOATZ,
.accessor = "processedFloatZSampler", .accessor = "processedFloatZSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY, .updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
.techFlags = TECHNIQUE_FLAG_40, .techFlags = MTL_TECHFLAG_USES_FLOATZ,
}, },
{ {
.value = TEXTURE_SRC_CODE_RAW_FLOATZ, .value = TEXTURE_SRC_CODE_RAW_FLOATZ,
.accessor = "rawFloatZSampler", .accessor = "rawFloatZSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY, .updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
.techFlags = TECHNIQUE_FLAG_40, .techFlags = MTL_TECHFLAG_USES_FLOATZ,
}, },
{ {
.value = TEXTURE_SRC_CODE_STENCIL, .value = TEXTURE_SRC_CODE_STENCIL,

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@@ -24,6 +24,34 @@ namespace
namespace techset namespace techset
{ {
std::optional<bool> HasOptionalSourceByName(const std::string& name, const CommonStreamRoutingInfos& routingInfos)
{
size_t currentOffset = 0u;
std::string sourceAbbreviation;
while (NextAbbreviation(name, sourceAbbreviation, currentOffset))
{
std::string destinationAbbreviation;
if (!NextAbbreviation(name, destinationAbbreviation, currentOffset))
{
con::error("Failed to detect vertex decl destination abbreviation: {}", name);
return std::nullopt;
}
const auto maybeSource = routingInfos.GetSourceByAbbreviation(sourceAbbreviation);
if (!maybeSource)
{
con::error("Unknown vertex decl source abbreviation: {}", sourceAbbreviation);
return std::nullopt;
}
if (routingInfos.IsSourceOptional(*maybeSource))
return true;
}
return false;
}
std::optional<CommonVertexDeclaration> CreateVertexDeclFromName(const std::string& name, const CommonStreamRoutingInfos& routingInfos) std::optional<CommonVertexDeclaration> CreateVertexDeclFromName(const std::string& name, const CommonStreamRoutingInfos& routingInfos)
{ {
CommonVertexDeclaration result; CommonVertexDeclaration result;

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@@ -7,5 +7,6 @@
namespace techset namespace techset
{ {
std::optional<bool> HasOptionalSourceByName(const std::string& name, const CommonStreamRoutingInfos& routingInfos);
std::optional<CommonVertexDeclaration> CreateVertexDeclFromName(const std::string& name, const CommonStreamRoutingInfos& routingInfos); std::optional<CommonVertexDeclaration> CreateVertexDeclFromName(const std::string& name, const CommonStreamRoutingInfos& routingInfos);
} } // namespace techset

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@@ -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 // 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 // flags
static std::unordered_map<std::string, size_t> flagsByTechniqueName({ static std::unordered_map<std::string, size_t> flagsByTechniqueName({
{"zprepass", TECHNIQUE_FLAG_4 | TECHNIQUE_FLAG_200 }, {"zprepass", MTL_TECHFLAG_ZPREPASS | TECHNIQUE_FLAG_200 },
{"build_floatz", TECHNIQUE_FLAG_8 }, {"build_floatz", MTL_TECHFLAG_BUILD_FLOATZ },
{"build_shadowmap_depth", TECHNIQUE_FLAG_10 | TECHNIQUE_FLAG_200}, {"build_shadowmap_depth", MTL_TECHFLAG_BUILD_SHADOW_MAP_DEPTH_OR_MODEL | TECHNIQUE_FLAG_200},
{"build_shadowmap_model", TECHNIQUE_FLAG_10 | TECHNIQUE_FLAG_200}, {"build_shadowmap_model", MTL_TECHFLAG_BUILD_SHADOW_MAP_DEPTH_OR_MODEL | TECHNIQUE_FLAG_200},
{"distortion_scale_ua_zfeather", TECHNIQUE_FLAG_100 }, {"distortion_scale_ua_zfeather", MTL_TECHFLAG_USES_DISTORTION_FLOATZ },
{"distortion_scale_zfeather", TECHNIQUE_FLAG_100 }, {"distortion_scale_zfeather", MTL_TECHFLAG_USES_DISTORTION_FLOATZ },
{"distortion_scale_zfeather_dtex", TECHNIQUE_FLAG_100 }, {"distortion_scale_zfeather_dtex", MTL_TECHFLAG_USES_DISTORTION_FLOATZ },
{"alternate_scene_overlay", TECHNIQUE_FLAG_200 }, {"alternate_scene_overlay", TECHNIQUE_FLAG_200 },
{"blur_apply", TECHNIQUE_FLAG_200 }, {"blur_apply", TECHNIQUE_FLAG_200 },
{"build_floatz", TECHNIQUE_FLAG_200 }, {"build_floatz", TECHNIQUE_FLAG_200 },
@@ -1117,7 +1117,7 @@ namespace
const auto& pass = technique.passArray[i]; const auto& pass = technique.passArray[i];
if (pass.vertexDecl && pass.vertexDecl->hasOptionalSource) if (pass.vertexDecl && pass.vertexDecl->hasOptionalSource)
{ {
technique.flags |= TECHNIQUE_FLAG_20; technique.flags |= MTL_TECHFLAG_DECL_HAS_OPTIONAL_SOURCE;
break; break;
} }
} }
@@ -1130,16 +1130,16 @@ namespace
switch (arg.m_arg.u.codeSampler) switch (arg.m_arg.u.codeSampler)
{ {
case TEXTURE_SRC_CODE_RESOLVED_POST_SUN: case TEXTURE_SRC_CODE_RESOLVED_POST_SUN:
techniqueFlags |= TECHNIQUE_FLAG_1; techniqueFlags |= MTL_TECHFLAG_NEEDS_RESOLVED_POST_SUN;
break; break;
case TEXTURE_SRC_CODE_RESOLVED_SCENE: case TEXTURE_SRC_CODE_RESOLVED_SCENE:
techniqueFlags |= TECHNIQUE_FLAG_2; techniqueFlags |= MTL_TECHFLAG_NEEDS_RESOLVED_SCENE;
break; break;
case TEXTURE_SRC_CODE_FLOATZ: case TEXTURE_SRC_CODE_FLOATZ:
case TEXTURE_SRC_CODE_PROCESSED_FLOATZ: case TEXTURE_SRC_CODE_PROCESSED_FLOATZ:
case TEXTURE_SRC_CODE_RAW_FLOATZ: case TEXTURE_SRC_CODE_RAW_FLOATZ:
if ((techniqueFlags & TECHNIQUE_FLAG_100) == 0) if ((techniqueFlags & MTL_TECHFLAG_USES_DISTORTION_FLOATZ) == 0)
techniqueFlags |= TECHNIQUE_FLAG_80; techniqueFlags |= MTL_TECHFLAG_USES_FLOATZ;
break; break;
default: default:
break; break;
@@ -1151,7 +1151,7 @@ namespace
{ {
case CONST_SRC_CODE_LIGHT_SPOTDIR: case CONST_SRC_CODE_LIGHT_SPOTDIR:
case CONST_SRC_CODE_LIGHT_SPOTFACTORS: case CONST_SRC_CODE_LIGHT_SPOTFACTORS:
techniqueFlags |= TECHNIQUE_FLAG_40; techniqueFlags |= MTL_TECHFLAG_USES_LIGHT_SPOT_FACTORS;
break; break;
default: default:
break; break;

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@@ -35,6 +35,7 @@
#include TECHSET_CONSTANTS_HEADER #include TECHSET_CONSTANTS_HEADER
#include "Techset/CommonShaderArgCreator.h" #include "Techset/CommonShaderArgCreator.h"
#include "Techset/CommonTechniqueLoader.h" #include "Techset/CommonTechniqueLoader.h"
#include "Techset/CommonVertexDeclCreator.h"
#include "Techset/LiteralConstsZoneState.h" #include "Techset/LiteralConstsZoneState.h"
#include "Utils/StringUtils.h" #include "Utils/StringUtils.h"
@@ -211,7 +212,7 @@ namespace
pass.customSamplerFlags = static_cast<decltype(MaterialPass::customSamplerFlags)>(commonPass.m_sampler_flags); 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++) for (auto passIndex = 0u; passIndex < technique.passCount; passIndex++)
{ {
@@ -219,36 +220,52 @@ namespace
if (!pass.vertexDecl) if (!pass.vertexDecl)
continue; continue;
#if defined(SHADERS_ARE_SUBASSETS)
if (pass.vertexDecl->hasOptionalSource) if (pass.vertexDecl->hasOptionalSource)
return true; 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; 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); std::string lowerTechniqueName(commonTechnique.m_name);
utils::MakeStringLowerCase(lowerTechniqueName); 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... // Not a particularly cool way to do this but...
// the game actually does this :shrug: // the game actually does this :shrug:
if (lowerTechniqueName == "zprepass" || lowerTechniqueName.starts_with("pimp_technique_zprepass_") if (lowerTechniqueName == "zprepass" || lowerTechniqueName.starts_with("pimp_technique_zprepass_")
|| lowerTechniqueName.starts_with("pimp_technique_layer_zprepass_") || lowerTechniqueName.starts_with("pimp_technique_buildshadowmap_")) || lowerTechniqueName.starts_with("pimp_technique_layer_zprepass_") || lowerTechniqueName.starts_with("pimp_technique_buildshadowmap_"))
{ {
technique.flags |= TECHNIQUE_FLAG_4; technique.flags |= MTL_TECHFLAG_ZPREPASS;
} }
#endif #endif
if (AnyDeclHasOptionalSource(technique)) if (AnyDeclHasOptionalSource(technique, context))
#if defined(FEATURE_IW4) technique.flags |= MTL_TECHFLAG_DECL_HAS_OPTIONAL_SOURCE;
technique.flags |= TECHNIQUE_FLAG_20;
#elif defined(FEATURE_T6)
technique.flags |= TECHNIQUE_FLAG_8;
#endif
} }
MaterialTechnique* ConvertTechnique(const techset::CommonTechnique& commonTechnique, AssetCreationContext& context, MemoryManager& memory) MaterialTechnique* ConvertTechnique(const techset::CommonTechnique& commonTechnique, AssetCreationContext& context, MemoryManager& memory)
@@ -267,7 +284,7 @@ namespace
// Take common flags and apply further logic // Take common flags and apply further logic
technique->flags = static_cast<decltype(MaterialTechnique::flags)>(commonTechnique.m_flags); technique->flags = static_cast<decltype(MaterialTechnique::flags)>(commonTechnique.m_flags);
UpdateTechniqueFlags(*technique, commonTechnique); UpdateTechniqueFlags(*technique, commonTechnique, context);
return technique; return technique;
} }