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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-03-15 17:33:03 +00:00

feat: dump iw3 technique sets

This commit is contained in:
Jan Laupetin
2026-03-14 20:25:41 +01:00
parent a613cb0f8b
commit 5993c88897
9 changed files with 1072 additions and 371 deletions

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@@ -187,6 +187,11 @@ namespace IW3
using AssetImpactFx = Asset<ASSET_TYPE_IMPACT_FX, FxImpactTable>;
using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;
using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>;
using SubAssetTechnique = SubAsset<SUB_ASSET_TYPE_TECHNIQUE, MaterialTechnique>;
using SubAssetVertexDecl = SubAsset<SUB_ASSET_TYPE_VERTEX_DECL, MaterialVertexDeclaration>;
using SubAssetVertexShader = SubAsset<SUB_ASSET_TYPE_VERTEX_SHADER, MaterialVertexShader>;
using SubAssetPixelShader = SubAsset<SUB_ASSET_TYPE_PIXEL_SHADER, MaterialPixelShader>;
} // namespace IW3
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetXModelPieces, name);

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@@ -967,8 +967,8 @@ namespace IW3
struct MaterialArgumentCodeConst
{
uint16_t index;
char firstRow;
char rowCount;
unsigned char firstRow;
unsigned char rowCount;
};
union MaterialArgumentDef
@@ -996,265 +996,189 @@ namespace IW3
MTL_ARG_MATERIAL_PIXEL_CONST = 0x6,
MTL_ARG_LITERAL_PIXEL_CONST = 0x7,
MLT_ARG_COUNT
MTL_ARG_COUNT
};
enum MaterialConstantSource
enum MaterialType
{
MTL_TYPE_DEFAULT = 0x0,
MTL_TYPE_MODEL = 0x1, // m_
MTL_TYPE_MODEL_VERTCOL = 0x2, // mc_
MTL_TYPE_WORLD = 0x3, // w_
MTL_TYPE_WORLD_VERTCOL = 0x4, // wc_
MTL_TYPE_COUNT,
};
struct MaterialTypeInfo
{
const char* materialPrefix;
const char* techniqueSetPrefix;
};
enum ShaderCodeConstants
{
CONST_SRC_CODE_MAYBE_DIRTY_PS_BEGIN = 0x0,
CONST_SRC_CODE_LIGHT_POSITION = 0x0,
CONST_SRC_CODE_LIGHT_DIFFUSE = 0x1,
CONST_SRC_CODE_LIGHT_SPOTDIR = 0x2,
CONST_SRC_CODE_LIGHT_SPOTFACTORS = 0x3,
CONST_SRC_CODE_LIGHT_ATTENUATION = 0x4,
CONST_SRC_CODE_LIGHT_FALLOFF_A = 0x5,
CONST_SRC_CODE_LIGHT_FALLOFF_B = 0x6,
CONST_SRC_CODE_LIGHT_SPOT_MATRIX0 = 0x7,
CONST_SRC_CODE_LIGHT_SPOT_MATRIX1 = 0x8,
CONST_SRC_CODE_LIGHT_SPOT_MATRIX2 = 0x9,
CONST_SRC_CODE_LIGHT_SPOT_MATRIX3 = 0xA,
CONST_SRC_CODE_LIGHT_SPOT_AABB = 0xB,
CONST_SRC_CODE_LIGHT_CONE_CONTROL1 = 0xC,
CONST_SRC_CODE_LIGHT_CONE_CONTROL2 = 0xD,
CONST_SRC_CODE_LIGHT_SPOT_COOKIE_SLIDE_CONTROL = 0xE,
CONST_SRC_CODE_SHADOW_PARMS = 0xF,
CONST_SRC_CODE_SHADOWMAP_POLYGON_OFFSET = 0x10,
CONST_SRC_CODE_RENDER_TARGET_SIZE = 0x11,
CONST_SRC_CODE_UPSCALED_TARGET_SIZE = 0x12,
CONST_SRC_CODE_DOF_EQUATION_VIEWMODEL_AND_FAR_BLUR = 0x13,
CONST_SRC_CODE_DOF_EQUATION_SCENE = 0x14,
CONST_SRC_CODE_DOF_LERP_SCALE = 0x15,
CONST_SRC_CODE_DOF_LERP_BIAS = 0x16,
CONST_SRC_CODE_DOF_ROW_DELTA = 0x17,
CONST_SRC_CODE_PARTICLE_CLOUD_COLOR = 0x18,
CONST_SRC_CODE_GAMETIME = 0x19,
CONST_SRC_CODE_MAYBE_DIRTY_PS_END = 0x1A,
CONST_SRC_CODE_ALWAYS_DIRTY_PS_BEGIN = 0x1A,
CONST_SRC_CODE_FILTER_TAP_0 = 0x1A,
CONST_SRC_CODE_FILTER_TAP_1 = 0x1B,
CONST_SRC_CODE_FILTER_TAP_2 = 0x1C,
CONST_SRC_CODE_FILTER_TAP_3 = 0x1D,
CONST_SRC_CODE_FILTER_TAP_4 = 0x1E,
CONST_SRC_CODE_FILTER_TAP_5 = 0x1F,
CONST_SRC_CODE_FILTER_TAP_6 = 0x20,
CONST_SRC_CODE_FILTER_TAP_7 = 0x21,
CONST_SRC_CODE_COLOR_MATRIX_R = 0x22,
CONST_SRC_CODE_COLOR_MATRIX_G = 0x23,
CONST_SRC_CODE_COLOR_MATRIX_B = 0x24,
CONST_SRC_CODE_ALWAYS_DIRTY_PS_END = 0x25,
CONST_SRC_CODE_NEVER_DIRTY_PS_BEGIN = 0x25,
CONST_SRC_CODE_SHADOWMAP_SWITCH_PARTITION = 0x25,
CONST_SRC_CODE_SUNSHADOWMAP_PIXEL_SIZE = 0x26,
CONST_SRC_CODE_SHADOWMAP_SCALE = 0x27,
CONST_SRC_CODE_ZNEAR = 0x28,
CONST_SRC_CODE_SUN_POSITION = 0x29,
CONST_SRC_CODE_SUN_DIFFUSE = 0x2A,
CONST_SRC_CODE_LIGHTING_LOOKUP_SCALE = 0x2B,
CONST_SRC_CODE_DEBUG_BUMPMAP = 0x2C,
CONST_SRC_CODE_DEBUG_PERFORMANCE = 0x2D,
CONST_SRC_CODE_MATERIAL_COLOR = 0x2E,
CONST_SRC_CODE_FOG = 0x2F,
CONST_SRC_CODE_FOG2 = 0x30,
CONST_SRC_CODE_FOG_COLOR = 0x31,
CONST_SRC_CODE_SUN_FOG = 0x32,
CONST_SRC_CODE_SUN_FOG_DIR = 0x33,
CONST_SRC_CODE_SUN_FOG_COLOR = 0x34,
CONST_SRC_CODE_GLOW_SETUP = 0x35,
CONST_SRC_CODE_GLOW_APPLY = 0x36,
CONST_SRC_CODE_COLOR_BIAS = 0x37,
CONST_SRC_CODE_COLOR_TINT_BASE = 0x38,
CONST_SRC_CODE_COLOR_TINT_DELTA = 0x39,
CONST_SRC_CODE_OUTDOOR_FEATHER_PARMS = 0x3A,
CONST_SRC_CODE_SKY_TRANSITION = 0x3B,
CONST_SRC_CODE_SPOT_SHADOWMAP_PIXEL_ADJUST = 0x3C,
CONST_SRC_CODE_DLIGHT_SPOT_SHADOWMAP_PIXEL_ADJUST = 0x3D,
CONST_SRC_CODE_CLIP_SPACE_LOOKUP_SCALE = 0x3E,
CONST_SRC_CODE_CLIP_SPACE_LOOKUP_OFFSET = 0x3F,
CONST_SRC_CODE_PARTICLE_CLOUD_MATRIX = 0x40,
CONST_SRC_CODE_PARTICLE_CLOUD_VEL_WORLD = 0x41,
CONST_SRC_CODE_DEPTH_FROM_CLIP = 0x42,
CONST_SRC_CODE_CODE_MESH_ARG_0 = 0x43,
CONST_SRC_CODE_CODE_MESH_ARG_1 = 0x44,
CONST_SRC_CODE_CODE_MESH_ARG_LAST = 0x44,
CONST_SRC_CODE_GRID_LIGHTING_COORDS_AND_VIS = 0x45,
CONST_SRC_CODE_GRID_LIGHTING_SH_0 = 0x46,
CONST_SRC_CODE_GRID_LIGHTING_SH_1 = 0x47,
CONST_SRC_CODE_GRID_LIGHTING_SH_2 = 0x48,
CONST_SRC_CODE_REFLECTION_LIGHTING_SH_0 = 0x49,
CONST_SRC_CODE_REFLECTION_LIGHTING_SH_1 = 0x4A,
CONST_SRC_CODE_REFLECTION_LIGHTING_SH_2 = 0x4B,
CONST_SRC_CODE_WIND_DIRECTION = 0x4C,
CONST_SRC_CODE_MOTIONBLUR_DIRECTION_AND_MAGNITUDE = 0x4D,
CONST_SRC_CODE_COMPOSITE_FX_DISTORTION = 0x4E,
CONST_SRC_CODE_GLOW_BLOOM_SCALE = 0x4F,
CONST_SRC_CODE_COMPOSITE_FX_OVERLAY_TEXCOORD = 0x50,
CONST_SRC_CODE_COLOR_BIAS1 = 0x51,
CONST_SRC_CODE_COLOR_TINT_BASE1 = 0x52,
CONST_SRC_CODE_COLOR_TINT_DELTA1 = 0x53,
CONST_SRC_CODE_POSTFX_FADE_EFFECT = 0x54,
CONST_SRC_CODE_VIEWPORT_DIMENSIONS = 0x55,
CONST_SRC_CODE_FRAMEBUFFER_READ = 0x56,
CONST_SRC_CODE_RESIZE_PARAMS1 = 0x57,
CONST_SRC_CODE_RESIZE_PARAMS2 = 0x58,
CONST_SRC_CODE_RESIZE_PARAMS3 = 0x59,
CONST_SRC_CODE_VARIANT_WIND_SPRING_0 = 0x5A,
CONST_SRC_CODE_VARIANT_WIND_SPRING_1 = 0x5B,
CONST_SRC_CODE_VARIANT_WIND_SPRING_2 = 0x5C,
CONST_SRC_CODE_VARIANT_WIND_SPRING_3 = 0x5D,
CONST_SRC_CODE_VARIANT_WIND_SPRING_4 = 0x5E,
CONST_SRC_CODE_VARIANT_WIND_SPRING_5 = 0x5F,
CONST_SRC_CODE_VARIANT_WIND_SPRING_6 = 0x60,
CONST_SRC_CODE_VARIANT_WIND_SPRING_7 = 0x61,
CONST_SRC_CODE_VARIANT_WIND_SPRING_8 = 0x62,
CONST_SRC_CODE_VARIANT_WIND_SPRING_9 = 0x63,
CONST_SRC_CODE_VARIANT_WIND_SPRING_10 = 0x64,
CONST_SRC_CODE_VARIANT_WIND_SPRING_11 = 0x65,
CONST_SRC_CODE_VARIANT_WIND_SPRING_12 = 0x66,
CONST_SRC_CODE_VARIANT_WIND_SPRING_13 = 0x67,
CONST_SRC_CODE_VARIANT_WIND_SPRING_14 = 0x68,
CONST_SRC_CODE_VARIANT_WIND_SPRING_15 = 0x69,
CONST_SRC_CODE_CHARACTER_CHARRED_AMOUNT = 0x6A,
CONST_SRC_CODE_POSTFX_CONTROL0 = 0x6B,
CONST_SRC_CODE_POSTFX_CONTROL1 = 0x6C,
CONST_SRC_CODE_POSTFX_CONTROL2 = 0x6D,
CONST_SRC_CODE_POSTFX_CONTROL3 = 0x6E,
CONST_SRC_CODE_POSTFX_CONTROL4 = 0x6F,
CONST_SRC_CODE_POSTFX_CONTROL5 = 0x70,
CONST_SRC_CODE_POSTFX_CONTROL6 = 0x71,
CONST_SRC_CODE_POSTFX_CONTROL7 = 0x72,
CONST_SRC_CODE_POSTFX_CONTROL8 = 0x73,
CONST_SRC_CODE_POSTFX_CONTROL9 = 0x74,
CONST_SRC_CODE_POSTFX_CONTROLA = 0x75,
CONST_SRC_CODE_POSTFX_CONTROLB = 0x76,
CONST_SRC_CODE_POSTFX_CONTROLC = 0x77,
CONST_SRC_CODE_POSTFX_CONTROLD = 0x78,
CONST_SRC_CODE_POSTFX_CONTROLE = 0x79,
CONST_SRC_CODE_POSTFX_CONTROLF = 0x7A,
CONST_SRC_CODE_HDRCONTROL_0 = 0x7B,
CONST_SRC_CODE_HDRCONTROL_1 = 0x7C,
CONST_SRC_CODE_GLIGHT_POSXS = 0x7D,
CONST_SRC_CODE_GLIGHT_POSYS = 0x7E,
CONST_SRC_CODE_GLIGHT_POSZS = 0x7F,
CONST_SRC_CODE_GLIGHT_FALLOFFS = 0x80,
CONST_SRC_CODE_GLIGHT_REDS = 0x81,
CONST_SRC_CODE_GLIGHT_GREENS = 0x82,
CONST_SRC_CODE_GLIGHT_BLUES = 0x83,
CONST_SRC_CODE_DLIGHT_POSITION = 0x84,
CONST_SRC_CODE_DLIGHT_DIFFUSE = 0x85,
CONST_SRC_CODE_DLIGHT_ATTENUATION = 0x86,
CONST_SRC_CODE_DLIGHT_FALLOFF = 0x87,
CONST_SRC_CODE_DLIGHT_SPOT_MATRIX_0 = 0x88,
CONST_SRC_CODE_DLIGHT_SPOT_MATRIX_1 = 0x89,
CONST_SRC_CODE_DLIGHT_SPOT_MATRIX_2 = 0x8A,
CONST_SRC_CODE_DLIGHT_SPOT_MATRIX_3 = 0x8B,
CONST_SRC_CODE_DLIGHT_SPOT_DIR = 0x8C,
CONST_SRC_CODE_DLIGHT_SPOT_FACTORS = 0x8D,
CONST_SRC_CODE_DLIGHT_SHADOW_LOOKUP_MATRIX_0 = 0x8E,
CONST_SRC_CODE_DLIGHT_SHADOW_LOOKUP_MATRIX_1 = 0x8F,
CONST_SRC_CODE_DLIGHT_SHADOW_LOOKUP_MATRIX_2 = 0x90,
CONST_SRC_CODE_DLIGHT_SHADOW_LOOKUP_MATRIX_3 = 0x91,
CONST_SRC_CODE_CLOUD_LAYER_CONTROL0 = 0x92,
CONST_SRC_CODE_CLOUD_LAYER_CONTROL1 = 0x93,
CONST_SRC_CODE_CLOUD_LAYER_CONTROL2 = 0x94,
CONST_SRC_CODE_CLOUD_LAYER_CONTROL3 = 0x95,
CONST_SRC_CODE_CLOUD_LAYER_CONTROL4 = 0x96,
CONST_SRC_CODE_HERO_LIGHTING_R = 0x97,
CONST_SRC_CODE_HERO_LIGHTING_G = 0x98,
CONST_SRC_CODE_HERO_LIGHTING_B = 0x99,
CONST_SRC_CODE_LIGHT_HERO_SCALE = 0x9A,
CONST_SRC_CODE_CINEMATIC_BLUR_BOX = 0x9B,
CONST_SRC_CODE_CINEMATIC_BLUR_BOX2 = 0x9C,
CONST_SRC_CODE_ADSZSCALE = 0x9D,
CONST_SRC_CODE_UI3D_UV_SETUP_0 = 0x9E,
CONST_SRC_CODE_UI3D_UV_SETUP_1 = 0x9F,
CONST_SRC_CODE_UI3D_UV_SETUP_2 = 0xA0,
CONST_SRC_CODE_UI3D_UV_SETUP_3 = 0xA1,
CONST_SRC_CODE_UI3D_UV_SETUP_4 = 0xA2,
CONST_SRC_CODE_UI3D_UV_SETUP_5 = 0xA3,
CONST_SRC_CODE_CHARACTER_DISSOLVE_COLOR = 0xA4,
CONST_SRC_CODE_CAMERA_LOOK = 0xA5,
CONST_SRC_CODE_CAMERA_UP = 0xA6,
CONST_SRC_CODE_CAMERA_SIDE = 0xA7,
CONST_SRC_CODE_RIMINTENSITY = 0xA8,
CONST_SRC_CODE_GENERIC_PARAM0 = 0xA9,
CONST_SRC_CODE_GENERIC_PARAM1 = 0xAA,
CONST_SRC_CODE_GENERIC_PARAM2 = 0xAB,
CONST_SRC_CODE_GENERIC_PARAM3 = 0xAC,
CONST_SRC_CODE_GENERIC_PARAM4 = 0xAD,
CONST_SRC_CODE_GENERIC_PARAM5 = 0xAE,
CONST_SRC_CODE_GENERIC_PARAM6 = 0xAF,
CONST_SRC_CODE_GENERIC_PARAM7 = 0xB0,
CONST_SRC_CODE_GENERIC_EYEOFFSET = 0xB1,
CONST_SRC_CODE_GENERIC_QUADINTENSITY = 0xB2,
CONST_SRC_CODE_WEAPON_PARAM0 = 0xB3,
CONST_SRC_CODE_WEAPON_PARAM1 = 0xB4,
CONST_SRC_CODE_WEAPON_PARAM2 = 0xB5,
CONST_SRC_CODE_WEAPON_PARAM3 = 0xB6,
CONST_SRC_CODE_WEAPON_PARAM4 = 0xB7,
CONST_SRC_CODE_WEAPON_PARAM5 = 0xB8,
CONST_SRC_CODE_WEAPON_PARAM6 = 0xB9,
CONST_SRC_CODE_WEAPON_PARAM7 = 0xBA,
CONST_SRC_CODE_WEAPON_PARAM8 = 0xBB,
CONST_SRC_CODE_WEAPON_PARAM9 = 0xBC,
CONST_SRC_CODE_QRCODE_0 = 0xBD,
CONST_SRC_CODE_QRCODE_1 = 0xBE,
CONST_SRC_CODE_QRCODE_2 = 0xBF,
CONST_SRC_CODE_QRCODE_3 = 0xC0,
CONST_SRC_CODE_QRCODE_4 = 0xC1,
CONST_SRC_CODE_QRCODE_5 = 0xC2,
CONST_SRC_CODE_QRCODE_6 = 0xC3,
CONST_SRC_CODE_QRCODE_7 = 0xC4,
CONST_SRC_CODE_QRCODE_8 = 0xC5,
CONST_SRC_CODE_QRCODE_9 = 0xC6,
CONST_SRC_CODE_QRCODE_10 = 0xC7,
CONST_SRC_CODE_QRCODE_11 = 0xC8,
CONST_SRC_CODE_EYEOFFSET = 0xC9,
CONST_SRC_CODE_SKY_COLOR_MULTIPLIER = 0xCA,
CONST_SRC_CODE_EXTRA_CAM_PARAM = 0xCB,
CONST_SRC_CODE_EMBLEM_LUT_SELECTOR = 0xCC,
CONST_SRC_CODE_DEBUG_COLOR_OVERRIDE = 0xCD,
CONST_SRC_CODE_DEBUG_ALPHA_OVERRIDE = 0xCE,
CONST_SRC_CODE_DEBUG_NORMAL_OVERRIDE = 0xCF,
CONST_SRC_CODE_DEBUG_SPECULAR_OVERRIDE = 0xD0,
CONST_SRC_CODE_DEBUG_GLOSS_OVERRIDE = 0xD1,
CONST_SRC_CODE_DEBUG_OCCLUSION_OVERRIDE = 0xD2,
CONST_SRC_CODE_NEVER_DIRTY_PS_END = 0xD3,
CONST_SRC_CODE_COUNT_FLOAT4 = 0xD3,
CONST_SRC_FIRST_CODE_MATRIX = 0xD3,
CONST_SRC_CODE_WORLD_MATRIX = 0xD3,
CONST_SRC_CODE_INVERSE_WORLD_MATRIX = 0xD4,
CONST_SRC_CODE_TRANSPOSE_WORLD_MATRIX = 0xD5,
CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_MATRIX = 0xD6,
CONST_SRC_CODE_VIEW_MATRIX = 0xD7,
CONST_SRC_CODE_INVERSE_VIEW_MATRIX = 0xD8,
CONST_SRC_CODE_TRANSPOSE_VIEW_MATRIX = 0xD9,
CONST_SRC_CODE_INVERSE_TRANSPOSE_VIEW_MATRIX = 0xDA,
CONST_SRC_CODE_PROJECTION_MATRIX = 0xDB,
CONST_SRC_CODE_INVERSE_PROJECTION_MATRIX = 0xDC,
CONST_SRC_CODE_TRANSPOSE_PROJECTION_MATRIX = 0xDD,
CONST_SRC_CODE_INVERSE_TRANSPOSE_PROJECTION_MATRIX = 0xDE,
CONST_SRC_CODE_WORLD_VIEW_MATRIX = 0xDF,
CONST_SRC_CODE_INVERSE_WORLD_VIEW_MATRIX = 0xE0,
CONST_SRC_CODE_TRANSPOSE_WORLD_VIEW_MATRIX = 0xE1,
CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX = 0xE2,
CONST_SRC_CODE_VIEW_PROJECTION_MATRIX = 0xE3,
CONST_SRC_CODE_INVERSE_VIEW_PROJECTION_MATRIX = 0xE4,
CONST_SRC_CODE_TRANSPOSE_VIEW_PROJECTION_MATRIX = 0xE5,
CONST_SRC_CODE_INVERSE_TRANSPOSE_VIEW_PROJECTION_MATRIX = 0xE6,
CONST_SRC_CODE_WORLD_VIEW_PROJECTION_MATRIX = 0xE7,
CONST_SRC_CODE_INVERSE_WORLD_VIEW_PROJECTION_MATRIX = 0xE8,
CONST_SRC_CODE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX = 0xE9,
CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX = 0xEA,
CONST_SRC_CODE_SHADOW_LOOKUP_MATRIX = 0xEB,
CONST_SRC_CODE_INVERSE_SHADOW_LOOKUP_MATRIX = 0xEC,
CONST_SRC_CODE_TRANSPOSE_SHADOW_LOOKUP_MATRIX = 0xED,
CONST_SRC_CODE_INVERSE_TRANSPOSE_SHADOW_LOOKUP_MATRIX = 0xEE,
CONST_SRC_CODE_WORLD_OUTDOOR_LOOKUP_MATRIX = 0xEF,
CONST_SRC_CODE_INVERSE_WORLD_OUTDOOR_LOOKUP_MATRIX = 0xF0,
CONST_SRC_CODE_TRANSPOSE_WORLD_OUTDOOR_LOOKUP_MATRIX = 0xF1,
CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_OUTDOOR_LOOKUP_MATRIX = 0xF2,
CONST_SRC_TOTAL_COUNT = 0xF3,
CONST_SRC_NONE = 0xF4,
CONST_SRC_CODE_LIGHT_SPECULAR = 0x2,
CONST_SRC_CODE_LIGHT_SPOTDIR = 0x3,
CONST_SRC_CODE_LIGHT_SPOTFACTORS = 0x4,
CONST_SRC_CODE_NEARPLANE_ORG = 0x5,
CONST_SRC_CODE_NEARPLANE_DX = 0x6,
CONST_SRC_CODE_NEARPLANE_DY = 0x7,
CONST_SRC_CODE_SHADOW_PARMS = 0x8,
CONST_SRC_CODE_SHADOWMAP_POLYGON_OFFSET = 0x9,
CONST_SRC_CODE_RENDER_TARGET_SIZE = 0xA,
CONST_SRC_CODE_LIGHT_FALLOFF_PLACEMENT = 0xB,
CONST_SRC_CODE_DOF_EQUATION_VIEWMODEL_AND_FAR_BLUR = 0xC,
CONST_SRC_CODE_DOF_EQUATION_SCENE = 0xD,
CONST_SRC_CODE_DOF_LERP_SCALE = 0xE,
CONST_SRC_CODE_DOF_LERP_BIAS = 0xF,
CONST_SRC_CODE_DOF_ROW_DELTA = 0x10,
CONST_SRC_CODE_PARTICLE_CLOUD_COLOR = 0x11,
CONST_SRC_CODE_GAMETIME = 0x12,
CONST_SRC_CODE_MAYBE_DIRTY_PS_END = 0x13,
CONST_SRC_CODE_ALWAYS_DIRTY_PS_BEGIN = 0x13,
CONST_SRC_CODE_PIXEL_COST_FRACS = 0x13,
CONST_SRC_CODE_PIXEL_COST_DECODE = 0x14,
CONST_SRC_CODE_FILTER_TAP_0 = 0x15,
CONST_SRC_CODE_FILTER_TAP_1 = 0x16,
CONST_SRC_CODE_FILTER_TAP_2 = 0x17,
CONST_SRC_CODE_FILTER_TAP_3 = 0x18,
CONST_SRC_CODE_FILTER_TAP_4 = 0x19,
CONST_SRC_CODE_FILTER_TAP_5 = 0x1A,
CONST_SRC_CODE_FILTER_TAP_6 = 0x1B,
CONST_SRC_CODE_FILTER_TAP_7 = 0x1C,
CONST_SRC_CODE_COLOR_MATRIX_R = 0x1D,
CONST_SRC_CODE_COLOR_MATRIX_G = 0x1E,
CONST_SRC_CODE_COLOR_MATRIX_B = 0x1F,
CONST_SRC_CODE_ALWAYS_DIRTY_PS_END = 0x20,
CONST_SRC_CODE_NEVER_DIRTY_PS_BEGIN = 0x20,
CONST_SRC_CODE_SHADOWMAP_SWITCH_PARTITION = 0x20,
CONST_SRC_CODE_SHADOWMAP_SCALE = 0x21,
CONST_SRC_CODE_ZNEAR = 0x22,
CONST_SRC_CODE_SUN_POSITION = 0x23,
CONST_SRC_CODE_SUN_DIFFUSE = 0x24,
CONST_SRC_CODE_SUN_SPECULAR = 0x25,
CONST_SRC_CODE_LIGHTING_LOOKUP_SCALE = 0x26,
CONST_SRC_CODE_DEBUG_BUMPMAP = 0x27,
CONST_SRC_CODE_MATERIAL_COLOR = 0x28,
CONST_SRC_CODE_FOG = 0x29,
CONST_SRC_CODE_FOG_COLOR = 0x2A,
CONST_SRC_CODE_GLOW_SETUP = 0x2B,
CONST_SRC_CODE_GLOW_APPLY = 0x2C,
CONST_SRC_CODE_COLOR_BIAS = 0x2D,
CONST_SRC_CODE_COLOR_TINT_BASE = 0x2E,
CONST_SRC_CODE_COLOR_TINT_DELTA = 0x2F,
CONST_SRC_CODE_OUTDOOR_FEATHER_PARMS = 0x30,
CONST_SRC_CODE_ENVMAP_PARMS = 0x31,
CONST_SRC_CODE_SPOT_SHADOWMAP_PIXEL_ADJUST = 0x32,
CONST_SRC_CODE_CLIP_SPACE_LOOKUP_SCALE = 0x33,
CONST_SRC_CODE_CLIP_SPACE_LOOKUP_OFFSET = 0x34,
CONST_SRC_CODE_PARTICLE_CLOUD_MATRIX = 0x35,
CONST_SRC_CODE_DEPTH_FROM_CLIP = 0x36,
CONST_SRC_CODE_CODE_MESH_ARG_0 = 0x37,
CONST_SRC_CODE_CODE_MESH_ARG_1 = 0x38,
CONST_SRC_CODE_CODE_MESH_ARG_LAST = 0x38,
CONST_SRC_CODE_BASE_LIGHTING_COORDS = 0x39,
CONST_SRC_CODE_NEVER_DIRTY_PS_END = 0x3A,
CONST_SRC_CODE_COUNT_FLOAT4 = 0x3A,
CONST_SRC_FIRST_CODE_MATRIX = 0x3A,
CONST_SRC_CODE_WORLD_MATRIX = 0x3A,
CONST_SRC_CODE_INVERSE_WORLD_MATRIX = 0x3B,
CONST_SRC_CODE_TRANSPOSE_WORLD_MATRIX = 0x3C,
CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_MATRIX = 0x3D,
CONST_SRC_CODE_VIEW_MATRIX = 0x3E,
CONST_SRC_CODE_INVERSE_VIEW_MATRIX = 0x3F,
CONST_SRC_CODE_TRANSPOSE_VIEW_MATRIX = 0x40,
CONST_SRC_CODE_INVERSE_TRANSPOSE_VIEW_MATRIX = 0x41,
CONST_SRC_CODE_PROJECTION_MATRIX = 0x42,
CONST_SRC_CODE_INVERSE_PROJECTION_MATRIX = 0x43,
CONST_SRC_CODE_TRANSPOSE_PROJECTION_MATRIX = 0x44,
CONST_SRC_CODE_INVERSE_TRANSPOSE_PROJECTION_MATRIX = 0x45,
CONST_SRC_CODE_WORLD_VIEW_MATRIX = 0x46,
CONST_SRC_CODE_INVERSE_WORLD_VIEW_MATRIX = 0x47,
CONST_SRC_CODE_TRANSPOSE_WORLD_VIEW_MATRIX = 0x48,
CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX = 0x49,
CONST_SRC_CODE_VIEW_PROJECTION_MATRIX = 0x4A,
CONST_SRC_CODE_INVERSE_VIEW_PROJECTION_MATRIX = 0x4B,
CONST_SRC_CODE_TRANSPOSE_VIEW_PROJECTION_MATRIX = 0x4C,
CONST_SRC_CODE_INVERSE_TRANSPOSE_VIEW_PROJECTION_MATRIX = 0x4D,
CONST_SRC_CODE_WORLD_VIEW_PROJECTION_MATRIX = 0x4E,
CONST_SRC_CODE_INVERSE_WORLD_VIEW_PROJECTION_MATRIX = 0x4F,
CONST_SRC_CODE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX = 0x50,
CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX = 0x51,
CONST_SRC_CODE_SHADOW_LOOKUP_MATRIX = 0x52,
CONST_SRC_CODE_INVERSE_SHADOW_LOOKUP_MATRIX = 0x53,
CONST_SRC_CODE_TRANSPOSE_SHADOW_LOOKUP_MATRIX = 0x54,
CONST_SRC_CODE_INVERSE_TRANSPOSE_SHADOW_LOOKUP_MATRIX = 0x55,
CONST_SRC_CODE_WORLD_OUTDOOR_LOOKUP_MATRIX = 0x56,
CONST_SRC_CODE_INVERSE_WORLD_OUTDOOR_LOOKUP_MATRIX = 0x57,
CONST_SRC_CODE_TRANSPOSE_WORLD_OUTDOOR_LOOKUP_MATRIX = 0x58,
CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_OUTDOOR_LOOKUP_MATRIX = 0x59,
CONST_SRC_TOTAL_COUNT,
CONST_SRC_NONE
};
enum MaterialTextureSource
{
TEXTURE_SRC_CODE_BLACK = 0x0,
TEXTURE_SRC_CODE_WHITE = 0x1,
TEXTURE_SRC_CODE_IDENTITY_NORMAL_MAP = 0x2,
TEXTURE_SRC_CODE_MODEL_LIGHTING = 0x3,
TEXTURE_SRC_CODE_LIGHTMAP_PRIMARY = 0x4,
TEXTURE_SRC_CODE_LIGHTMAP_SECONDARY = 0x5,
TEXTURE_SRC_CODE_SHADOWCOOKIE = 0x6,
TEXTURE_SRC_CODE_SHADOWMAP_SUN = 0x7,
TEXTURE_SRC_CODE_SHADOWMAP_SPOT = 0x8,
TEXTURE_SRC_CODE_FEEDBACK = 0x9,
TEXTURE_SRC_CODE_RESOLVED_POST_SUN = 0xA,
TEXTURE_SRC_CODE_RESOLVED_SCENE = 0xB,
TEXTURE_SRC_CODE_POST_EFFECT_0 = 0xC,
TEXTURE_SRC_CODE_POST_EFFECT_1 = 0xD,
TEXTURE_SRC_CODE_SKY = 0xE,
TEXTURE_SRC_CODE_LIGHT_ATTENUATION = 0xF,
TEXTURE_SRC_CODE_DYNAMIC_SHADOWS = 0x10,
TEXTURE_SRC_CODE_OUTDOOR = 0x11,
TEXTURE_SRC_CODE_FLOATZ = 0x12,
TEXTURE_SRC_CODE_PROCESSED_FLOATZ = 0x13,
TEXTURE_SRC_CODE_RAW_FLOATZ = 0x14,
TEXTURE_SRC_CODE_CASE_TEXTURE = 0x15,
TEXTURE_SRC_CODE_CINEMATIC_Y = 0x16,
TEXTURE_SRC_CODE_CINEMATIC_CR = 0x17,
TEXTURE_SRC_CODE_CINEMATIC_CB = 0x18,
TEXTURE_SRC_CODE_CINEMATIC_A = 0x19,
TEXTURE_SRC_CODE_REFLECTION_PROBE = 0x1A,
TEXTURE_SRC_CODE_COUNT
};
enum CustomSamplers
{
CUSTOM_SAMPLER_REFLECTION_PROBE = 0x0,
CUSTOM_SAMPLER_LIGHTMAP_PRIMARY = 0x1,
CUSTOM_SAMPLER_LIGHTMAP_SECONDARY = 0x2,
CUSTOM_SAMPLER_COUNT
};
enum MaterialUpdateFrequency
{
MTL_UPDATE_PER_PRIM = 0x0,
MTL_UPDATE_PER_OBJECT = 0x1,
MTL_UPDATE_RARELY = 0x2,
MTL_UPDATE_CUSTOM = 0x3,
};
struct MaterialShaderArgument
@@ -1270,10 +1194,12 @@ namespace IW3
STREAM_SRC_COLOR = 0x1,
STREAM_SRC_TEXCOORD_0 = 0x2,
STREAM_SRC_NORMAL = 0x3,
STREAM_SRC_PRE_OPTIONAL_BEGIN = 0x4,
STREAM_SRC_TANGENT = 0x4,
STREAM_SRC_OPTIONAL_BEGIN = 0x5,
STREAM_SRC_PRE_OPTIONAL_BEGIN = 0x4,
STREAM_SRC_TEXCOORD_1 = 0x5,
STREAM_SRC_TEXCOORD_2 = 0x6,
@@ -1370,6 +1296,18 @@ namespace IW3
MaterialShaderArgument* args;
};
enum TechniqueFlags
{
MTL_TECHFLAG_NEEDS_RESOLVED_POST_SUN = 0x1,
MTL_TECHFLAG_NEEDS_RESOLVED_SCENE = 0x2,
MTL_TECHFLAG_ZPREPASS = 0x4,
MTL_TECHFLAG_DECL_HAS_OPTIONAL_SOURCE = 0x8,
MTL_TECHFLAG_USES_LIGHT_SPOT_FACTORS = 0x10,
MTL_TECHFLAG_USES_FLOATZ = 0x20,
};
struct MaterialTechnique
{
const char* name;

View File

@@ -0,0 +1,858 @@
#pragma once
#include "Game/IW3/IW3.h"
#include "Techset/CommonTechnique.h"
#include "Techset/CommonTechset.h"
#include <type_traits>
namespace IW3
{
inline const char* techniqueTypeNames[]{
"depth prepass",
"build floatz",
"build shadowmap depth",
"build shadowmap color",
"unlit",
"emissive",
"emissive shadow",
"lit",
"lit sun",
"lit sun shadow",
"lit spot",
"lit spot shadow",
"lit omni",
"lit omni shadow",
"lit instanced",
"lit instanced sun",
"lit instanced sun shadow",
"lit instanced spot",
"lit instanced spot shadow",
"lit instanced omni",
"lit instanced omni shadow",
"light spot",
"light omni",
"light spot shadow",
"fakelight normal",
"fakelight view",
"sunlight preview",
"case texture",
"solid wireframe",
"shaded wireframe",
"shadowcookie caster",
"shadowcookie receiver",
"debug bumpmap",
"debug bumpmap instanced",
};
static_assert(std::extent_v<decltype(techniqueTypeNames)> == TECHNIQUE_COUNT);
static inline techset::CommonTechniqueTypeNames commonTechniqueTypeNames(techniqueTypeNames, std::extent_v<decltype(techniqueTypeNames)>);
static inline techset::CommonStreamRoutingSourceInfo streamRoutingSources[]{
{
.name = "position",
.abbreviation = "p",
.optional = false,
},
{
.name = "color",
.abbreviation = "c",
.optional = false,
},
{
.name = "texcoord[0]",
.abbreviation = "t0",
.optional = false,
},
{
.name = "normal",
.abbreviation = "n",
.optional = false,
},
{
.name = "tangent",
.abbreviation = "t",
.optional = false,
},
{
.name = "texcoord[1]",
.abbreviation = "t1",
.optional = true,
},
{
.name = "texcoord[2]",
.abbreviation = "t2",
.optional = true,
},
{
.name = "normalTransform[0]",
.abbreviation = "n0",
.optional = true,
},
{
.name = "normalTransform[1]",
.abbreviation = "n1",
.optional = true,
},
};
static_assert(std::extent_v<decltype(streamRoutingSources)> == STREAM_SRC_COUNT);
static inline techset::CommonStreamRoutingDestinationInfo streamRoutingDestinations[]{
{
.name = "position",
.abbreviation = "p",
},
{
.name = "normal",
.abbreviation = "n",
},
{
.name = "color[0]",
.abbreviation = "c0",
},
{
.name = "color[1]",
.abbreviation = "c1",
},
{
.name = "texcoord[0]",
.abbreviation = "t0",
},
{
.name = "texcoord[1]",
.abbreviation = "t1",
},
{
.name = "texcoord[2]",
.abbreviation = "t2",
},
{
.name = "texcoord[3]",
.abbreviation = "t3",
},
{
.name = "texcoord[4]",
.abbreviation = "t4",
},
{
.name = "texcoord[5]",
.abbreviation = "t5",
},
{
.name = "texcoord[6]",
.abbreviation = "t6",
},
{
.name = "texcoord[7]",
.abbreviation = "t7",
},
};
static_assert(std::extent_v<decltype(streamRoutingDestinations)> == STREAM_DST_COUNT);
static inline techset::CommonStreamRoutingInfos commonRoutingInfos(streamRoutingSources,
std::extent_v<decltype(streamRoutingSources)>,
streamRoutingDestinations,
std::extent_v<decltype(streamRoutingDestinations)>);
static inline techset::CommonCodeConstSourceInfo commonCodeConstSources[]{
{
.value = CONST_SRC_CODE_LIGHT_POSITION,
.accessor = "lightPosition",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_LIGHT_DIFFUSE,
.accessor = "lightDiffuse",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_LIGHT_SPECULAR,
.accessor = "lightSpecular",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_LIGHT_SPOTDIR,
.accessor = "lightSpotDir",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_LIGHT_SPOTFACTORS,
.accessor = "lightSpotFactors",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
.techFlags = MTL_TECHFLAG_USES_LIGHT_SPOT_FACTORS,
},
{
.value = CONST_SRC_CODE_NEARPLANE_ORG,
.accessor = "nearPlaneOrg",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_NEARPLANE_DX,
.accessor = "nearPlaneDx",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_NEARPLANE_DY,
.accessor = "nearPlaneDy",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_SHADOW_PARMS,
.accessor = "shadowParms",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_SHADOWMAP_POLYGON_OFFSET,
.accessor = "shadowmapPolygonOffset",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_RENDER_TARGET_SIZE,
.accessor = "renderTargetSize",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_LIGHT_FALLOFF_PLACEMENT,
.accessor = "lightFalloffPlacement",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_DOF_EQUATION_VIEWMODEL_AND_FAR_BLUR,
.accessor = "dofEquationViewModelAndFarBlur",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_DOF_EQUATION_SCENE,
.accessor = "dofEquationScene",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_DOF_LERP_SCALE,
.accessor = "dofLerpScale",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_DOF_LERP_BIAS,
.accessor = "dofLerpBias",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_DOF_ROW_DELTA,
.accessor = "dofRowDelta",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_PARTICLE_CLOUD_COLOR,
.accessor = "particleCloudColor",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_GAMETIME,
.accessor = "gameTime",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_PIXEL_COST_FRACS,
.accessor = "pixelCostFracs",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_PIXEL_COST_DECODE,
.accessor = "pixelCostDecode",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_FILTER_TAP_0,
.accessor = "filterTap",
.arrayCount = 8,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_COLOR_MATRIX_R,
.accessor = "colorMatrixR",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_COLOR_MATRIX_G,
.accessor = "colorMatrixG",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_COLOR_MATRIX_B,
.accessor = "colorMatrixB",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_SHADOWMAP_SWITCH_PARTITION,
.accessor = "shadowmapSwitchPartition",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_SHADOWMAP_SCALE,
.accessor = "shadowmapScale",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_ZNEAR,
.accessor = "zNear",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_SUN_POSITION,
.accessor = "sunPosition",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_SUN_DIFFUSE,
.accessor = "sunDiffuse",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_SUN_SPECULAR,
.accessor = "sunSpecular",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_LIGHTING_LOOKUP_SCALE,
.accessor = "lightingLookupScale",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_DEBUG_BUMPMAP,
.accessor = "debugBumpmap",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_MATERIAL_COLOR,
.accessor = "materialColor",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_FOG,
.accessor = "fogConsts",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_FOG_COLOR,
.accessor = "fogColor",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_GLOW_SETUP,
.accessor = "glowSetup",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_GLOW_APPLY,
.accessor = "glowApply",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_COLOR_BIAS,
.accessor = "colorBias",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_COLOR_TINT_BASE,
.accessor = "colorTintBase",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_COLOR_TINT_DELTA,
.accessor = "colorTintDelta",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_OUTDOOR_FEATHER_PARMS,
.accessor = "outdoorFeatherParms",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_ENVMAP_PARMS,
.accessor = "envMapParms",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_SPOT_SHADOWMAP_PIXEL_ADJUST,
.accessor = "spotShadowmapPixelAdjust",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = CONST_SRC_CODE_CLIP_SPACE_LOOKUP_SCALE,
.accessor = "clipSpaceLookupScale",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
},
{
.value = CONST_SRC_CODE_CLIP_SPACE_LOOKUP_OFFSET,
.accessor = "clipSpaceLookupOffset",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
},
{
.value = CONST_SRC_CODE_PARTICLE_CLOUD_MATRIX,
.accessor = "particleCloudMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
},
{
.value = CONST_SRC_CODE_DEPTH_FROM_CLIP,
.accessor = "depthFromClip",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
},
{
.value = CONST_SRC_CODE_CODE_MESH_ARG_0,
.accessor = "codeMeshArg",
.arrayCount = 2,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
},
{
.value = CONST_SRC_CODE_BASE_LIGHTING_COORDS,
.accessor = "baseLightingCoords",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
},
{
.value = CONST_SRC_CODE_WORLD_MATRIX,
.accessor = "worldMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
.transposedMatrix = CONST_SRC_CODE_TRANSPOSE_WORLD_MATRIX,
},
{
.value = CONST_SRC_CODE_INVERSE_WORLD_MATRIX,
.accessor = "inverseWorldMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
.transposedMatrix = CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_MATRIX,
},
{
.value = CONST_SRC_CODE_TRANSPOSE_WORLD_MATRIX,
.accessor = "transposeWorldMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
.transposedMatrix = CONST_SRC_CODE_WORLD_MATRIX,
},
{
.value = CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_MATRIX,
.accessor = "inverseTransposeWorldMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
.transposedMatrix = CONST_SRC_CODE_INVERSE_WORLD_MATRIX,
},
{
.value = CONST_SRC_CODE_VIEW_MATRIX,
.accessor = "viewMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
.transposedMatrix = CONST_SRC_CODE_TRANSPOSE_VIEW_MATRIX,
},
{
.value = CONST_SRC_CODE_INVERSE_VIEW_MATRIX,
.accessor = "inverseViewMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
.transposedMatrix = CONST_SRC_CODE_INVERSE_TRANSPOSE_VIEW_MATRIX,
},
{
.value = CONST_SRC_CODE_TRANSPOSE_VIEW_MATRIX,
.accessor = "transposeViewMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
.transposedMatrix = CONST_SRC_CODE_VIEW_MATRIX,
},
{
.value = CONST_SRC_CODE_INVERSE_TRANSPOSE_VIEW_MATRIX,
.accessor = "inverseTransposeViewMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
.transposedMatrix = CONST_SRC_CODE_INVERSE_VIEW_MATRIX,
},
{
.value = CONST_SRC_CODE_PROJECTION_MATRIX,
.accessor = "projectionMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
.transposedMatrix = CONST_SRC_CODE_TRANSPOSE_PROJECTION_MATRIX,
},
{
.value = CONST_SRC_CODE_INVERSE_PROJECTION_MATRIX,
.accessor = "inverseProjectionMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
.transposedMatrix = CONST_SRC_CODE_INVERSE_TRANSPOSE_PROJECTION_MATRIX,
},
{
.value = CONST_SRC_CODE_TRANSPOSE_PROJECTION_MATRIX,
.accessor = "transposeProjectionMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
.transposedMatrix = CONST_SRC_CODE_PROJECTION_MATRIX,
},
{
.value = CONST_SRC_CODE_INVERSE_TRANSPOSE_PROJECTION_MATRIX,
.accessor = "inverseTransposeProjectionMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
.transposedMatrix = CONST_SRC_CODE_INVERSE_PROJECTION_MATRIX,
},
{
.value = CONST_SRC_CODE_WORLD_VIEW_MATRIX,
.accessor = "worldViewMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
.transposedMatrix = CONST_SRC_CODE_TRANSPOSE_WORLD_VIEW_MATRIX,
},
{
.value = CONST_SRC_CODE_INVERSE_WORLD_VIEW_MATRIX,
.accessor = "inverseWorldViewMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
.transposedMatrix = CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX,
},
{
.value = CONST_SRC_CODE_TRANSPOSE_WORLD_VIEW_MATRIX,
.accessor = "transposeWorldViewMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
.transposedMatrix = CONST_SRC_CODE_WORLD_VIEW_MATRIX,
},
{
.value = CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX,
.accessor = "inverseTransposeWorldViewMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
.transposedMatrix = CONST_SRC_CODE_INVERSE_WORLD_VIEW_MATRIX,
},
{
.value = CONST_SRC_CODE_VIEW_PROJECTION_MATRIX,
.accessor = "viewProjectionMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
.transposedMatrix = CONST_SRC_CODE_TRANSPOSE_VIEW_PROJECTION_MATRIX,
},
{
.value = CONST_SRC_CODE_INVERSE_VIEW_PROJECTION_MATRIX,
.accessor = "inverseViewProjectionMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
.transposedMatrix = CONST_SRC_CODE_INVERSE_TRANSPOSE_VIEW_PROJECTION_MATRIX,
},
{
.value = CONST_SRC_CODE_TRANSPOSE_VIEW_PROJECTION_MATRIX,
.accessor = "transposeViewProjectionMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
.transposedMatrix = CONST_SRC_CODE_VIEW_PROJECTION_MATRIX,
},
{
.value = CONST_SRC_CODE_INVERSE_TRANSPOSE_VIEW_PROJECTION_MATRIX,
.accessor = "inverseTransposeViewProjectionMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
.transposedMatrix = CONST_SRC_CODE_INVERSE_VIEW_PROJECTION_MATRIX,
},
{
.value = CONST_SRC_CODE_WORLD_VIEW_PROJECTION_MATRIX,
.accessor = "worldViewProjectionMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
.transposedMatrix = CONST_SRC_CODE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX,
},
{
.value = CONST_SRC_CODE_INVERSE_WORLD_VIEW_PROJECTION_MATRIX,
.accessor = "inverseWorldViewProjectionMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
.transposedMatrix = CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX,
},
{
.value = CONST_SRC_CODE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX,
.accessor = "transposeWorldViewProjectionMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
.transposedMatrix = CONST_SRC_CODE_WORLD_VIEW_PROJECTION_MATRIX,
},
{
.value = CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX,
.accessor = "inverseTransposeWorldViewProjectionMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
.transposedMatrix = CONST_SRC_CODE_INVERSE_WORLD_VIEW_PROJECTION_MATRIX,
},
{
.value = CONST_SRC_CODE_SHADOW_LOOKUP_MATRIX,
.accessor = "shadowLookupMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
.transposedMatrix = CONST_SRC_CODE_TRANSPOSE_SHADOW_LOOKUP_MATRIX,
},
{
.value = CONST_SRC_CODE_INVERSE_SHADOW_LOOKUP_MATRIX,
.accessor = "inverseShadowLookupMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
.transposedMatrix = CONST_SRC_CODE_INVERSE_TRANSPOSE_SHADOW_LOOKUP_MATRIX,
},
{
.value = CONST_SRC_CODE_TRANSPOSE_SHADOW_LOOKUP_MATRIX,
.accessor = "transposeShadowLookupMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
.transposedMatrix = CONST_SRC_CODE_SHADOW_LOOKUP_MATRIX,
},
{
.value = CONST_SRC_CODE_INVERSE_TRANSPOSE_SHADOW_LOOKUP_MATRIX,
.accessor = "inverseTransposeShadowLookupMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
.transposedMatrix = CONST_SRC_CODE_INVERSE_SHADOW_LOOKUP_MATRIX,
},
{
.value = CONST_SRC_CODE_WORLD_OUTDOOR_LOOKUP_MATRIX,
.accessor = "worldOutdoorLookupMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
.transposedMatrix = CONST_SRC_CODE_TRANSPOSE_WORLD_OUTDOOR_LOOKUP_MATRIX,
},
{
.value = CONST_SRC_CODE_INVERSE_WORLD_OUTDOOR_LOOKUP_MATRIX,
.accessor = "inverseWorldOutdoorLookupMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
.transposedMatrix = CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_OUTDOOR_LOOKUP_MATRIX,
},
{
.value = CONST_SRC_CODE_TRANSPOSE_WORLD_OUTDOOR_LOOKUP_MATRIX,
.accessor = "transposeWorldOutdoorLookupMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
.transposedMatrix = CONST_SRC_CODE_WORLD_OUTDOOR_LOOKUP_MATRIX,
},
{
.value = CONST_SRC_CODE_INVERSE_TRANSPOSE_WORLD_OUTDOOR_LOOKUP_MATRIX,
.accessor = "inverseTransposeWorldOutdoorLookupMatrix",
.arrayCount = 0,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_PRIM,
.transposedMatrix = CONST_SRC_CODE_INVERSE_WORLD_OUTDOOR_LOOKUP_MATRIX,
},
};
static inline techset::CommonCodeSamplerSourceInfo commonCodeSamplerSources[]{
{
.value = TEXTURE_SRC_CODE_BLACK,
.accessor = "black",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = TEXTURE_SRC_CODE_WHITE,
.accessor = "white",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = TEXTURE_SRC_CODE_IDENTITY_NORMAL_MAP,
.accessor = "identityNormalMap",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = TEXTURE_SRC_CODE_MODEL_LIGHTING,
.accessor = "modelLightingSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = TEXTURE_SRC_CODE_LIGHTMAP_PRIMARY,
.accessor = "lightmapSamplerPrimary",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::CUSTOM,
.customSamplerIndex = CUSTOM_SAMPLER_LIGHTMAP_PRIMARY,
},
{
.value = TEXTURE_SRC_CODE_LIGHTMAP_SECONDARY,
.accessor = "lightmapSamplerSecondary",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::CUSTOM,
.customSamplerIndex = CUSTOM_SAMPLER_LIGHTMAP_SECONDARY,
},
{
.value = TEXTURE_SRC_CODE_SHADOWCOOKIE,
.accessor = "shadowCookieSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = TEXTURE_SRC_CODE_SHADOWMAP_SUN,
.accessor = "shadowmapSamplerSun",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = TEXTURE_SRC_CODE_SHADOWMAP_SPOT,
.accessor = "shadowmapSamplerSpot",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = TEXTURE_SRC_CODE_FEEDBACK,
.accessor = "feedbackSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
},
{
.value = TEXTURE_SRC_CODE_RESOLVED_POST_SUN,
.accessor = "resolvedPostSun",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = TEXTURE_SRC_CODE_RESOLVED_SCENE,
.accessor = "resolvedScene",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = TEXTURE_SRC_CODE_POST_EFFECT_0,
.accessor = "postEffect0",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = TEXTURE_SRC_CODE_POST_EFFECT_1,
.accessor = "postEffect1",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = TEXTURE_SRC_CODE_SKY,
.accessor = "sky",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = TEXTURE_SRC_CODE_LIGHT_ATTENUATION,
.accessor = "attenuationSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
},
{
.value = TEXTURE_SRC_CODE_DYNAMIC_SHADOWS,
.accessor = "dynamicShadowSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
},
{
.value = TEXTURE_SRC_CODE_OUTDOOR,
.accessor = "outdoor",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
},
{
.value = TEXTURE_SRC_CODE_FLOATZ,
.accessor = "floatZSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
.techFlags = MTL_TECHFLAG_USES_FLOATZ,
},
{
.value = TEXTURE_SRC_CODE_PROCESSED_FLOATZ,
.accessor = "processedFloatZSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
.techFlags = MTL_TECHFLAG_USES_FLOATZ,
},
{
.value = TEXTURE_SRC_CODE_RAW_FLOATZ,
.accessor = "rawFloatZSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
.techFlags = MTL_TECHFLAG_USES_FLOATZ,
},
{
.value = TEXTURE_SRC_CODE_CASE_TEXTURE,
.accessor = "caseTexture" /* ? */,
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
},
{
.value = TEXTURE_SRC_CODE_CINEMATIC_Y,
.accessor = "cinematicYSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
},
{
.value = TEXTURE_SRC_CODE_CINEMATIC_CR,
.accessor = "cinematicCrSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
},
{
.value = TEXTURE_SRC_CODE_CINEMATIC_CB,
.accessor = "cinematicCbSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
},
{
.value = TEXTURE_SRC_CODE_CINEMATIC_A,
.accessor = "cinematicASampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::PER_OBJECT,
},
{
.value = TEXTURE_SRC_CODE_REFLECTION_PROBE,
.accessor = "reflectionProbeSampler",
.updateFrequency = techset::CommonCodeSourceUpdateFrequency::CUSTOM,
.customSamplerIndex = CUSTOM_SAMPLER_REFLECTION_PROBE,
},
};
// See MaterialShaderArgumentType
static inline techset::CommonShaderArgumentType commonArgumentTypes[]{
{.m_shader_type = techset::CommonTechniqueShaderType::VERTEX, .m_value_type = techset::CommonShaderValueType::MATERIAL_CONST },
{.m_shader_type = techset::CommonTechniqueShaderType::VERTEX, .m_value_type = techset::CommonShaderValueType::LITERAL_CONST },
{.m_shader_type = techset::CommonTechniqueShaderType::PIXEL, .m_value_type = techset::CommonShaderValueType::MATERIAL_SAMPLER},
{.m_shader_type = techset::CommonTechniqueShaderType::VERTEX, .m_value_type = techset::CommonShaderValueType::CODE_CONST },
{.m_shader_type = techset::CommonTechniqueShaderType::PIXEL, .m_value_type = techset::CommonShaderValueType::CODE_SAMPLER },
{.m_shader_type = techset::CommonTechniqueShaderType::PIXEL, .m_value_type = techset::CommonShaderValueType::CODE_CONST },
{.m_shader_type = techset::CommonTechniqueShaderType::PIXEL, .m_value_type = techset::CommonShaderValueType::MATERIAL_CONST },
{.m_shader_type = techset::CommonTechniqueShaderType::PIXEL, .m_value_type = techset::CommonShaderValueType::LITERAL_CONST },
};
static_assert(std::extent_v<decltype(commonArgumentTypes)> == MTL_ARG_COUNT);
static inline techset::CommonCodeSourceInfos commonCodeSourceInfos(commonCodeConstSources,
std::extent_v<decltype(commonCodeConstSources)>,
commonCodeSamplerSources,
std::extent_v<decltype(commonCodeSamplerSources)>,
nullptr,
0,
commonArgumentTypes,
std::extent_v<decltype(commonArgumentTypes)>);
static inline MaterialTypeInfo g_materialTypeInfo[]{
{"", "" },
{"m/", "m_" },
{"mc/", "mc_"},
{"w/", "w_" },
{"wc/", "wc_"},
};
static_assert(std::extent_v<decltype(g_materialTypeInfo)> == MTL_TYPE_COUNT);
} // namespace IW3

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@@ -1,102 +0,0 @@
#pragma once
#include "Game/IW3/CommonIW3.h"
#include "Game/IW3/IW3.h"
#include <type_traits>
#include <unordered_map>
namespace IW3
{
inline const char* techniqueTypeNames[]{
"depth prepass",
"build floatz",
"build shadowmap depth",
"build shadowmap color",
"unlit",
"emissive",
"emissive shadow",
"lit",
"lit sun",
"lit sun shadow",
"lit spot",
"lit spot shadow",
"lit omni",
"lit omni shadow",
"lit instanced",
"lit instanced sun",
"lit instanced sun shadow",
"lit instanced spot",
"lit instanced spot shadow",
"lit instanced omni",
"lit instanced omni shadow",
"light spot",
"light omni",
"light spot shadow",
"fakelight normal",
"fakelight view",
"sunlight preview",
"case texture",
"solid wireframe",
"shaded wireframe",
"shadowcookie caster",
"shadowcookie receiver",
"debug bumpmap",
"debug bumpmap instanced",
};
static_assert(std::extent_v<decltype(techniqueTypeNames)> == TECHNIQUE_COUNT);
static const char* materialStreamDestinationNames[]{
"position",
"normal",
"color[0]",
"color[1]",
"texcoord[0]",
"texcoord[1]",
"texcoord[2]",
"texcoord[3]",
"texcoord[4]",
"texcoord[5]",
"texcoord[6]",
"texcoord[7]",
};
static_assert(std::extent_v<decltype(materialStreamDestinationNames)> == STREAM_DST_COUNT);
static const char* materialStreamSourceNames[]{
"position",
"color",
"texcoord[0]",
"normal",
"tangent",
"texcoord[1]",
"texcoord[2]",
"normalTransform[0]",
"normalTransform[1]",
};
static_assert(std::extent_v<decltype(materialStreamSourceNames)> == STREAM_SRC_COUNT);
static constexpr std::pair<uint32_t, const char*> KnownMaterialSource(const char* name)
{
return std::make_pair(Common::R_HashString(name, 0u), name);
}
inline std::unordered_map knownMaterialSourceNames{
KnownMaterialSource("colorMap"), KnownMaterialSource("colorMap0"), KnownMaterialSource("colorMap1"),
KnownMaterialSource("colorMap2"), KnownMaterialSource("colorMap3"), KnownMaterialSource("colorMap4"),
KnownMaterialSource("colorMap5"), KnownMaterialSource("colorMap6"), KnownMaterialSource("colorMap7"),
KnownMaterialSource("normalMap"), KnownMaterialSource("normalMap0"), KnownMaterialSource("normalMap1"),
KnownMaterialSource("normalMap2"), KnownMaterialSource("normalMap3"), KnownMaterialSource("normalMap4"),
KnownMaterialSource("normalMap5"), KnownMaterialSource("normalMap6"), KnownMaterialSource("normalMap7"),
KnownMaterialSource("specularMap"), KnownMaterialSource("specularMap0"), KnownMaterialSource("specularMap1"),
KnownMaterialSource("specularMap2"), KnownMaterialSource("specularMap3"), KnownMaterialSource("specularMap4"),
KnownMaterialSource("specularMap5"), KnownMaterialSource("specularMap6"), KnownMaterialSource("specularMap7"),
KnownMaterialSource("detailMap"), KnownMaterialSource("detailMap0"), KnownMaterialSource("detailMap1"),
KnownMaterialSource("detailMap2"), KnownMaterialSource("detailMap3"), KnownMaterialSource("detailMap4"),
KnownMaterialSource("detailMap5"), KnownMaterialSource("detailMap6"), KnownMaterialSource("detailMap7"),
KnownMaterialSource("attenuationMap"), KnownMaterialSource("attenuationMap0"), KnownMaterialSource("attenuationMap1"),
KnownMaterialSource("attenuationMap2"), KnownMaterialSource("attenuationMap3"), KnownMaterialSource("attenuationMap4"),
KnownMaterialSource("attenuationMap5"), KnownMaterialSource("attenuationMap6"), KnownMaterialSource("attenuationMap7"),
KnownMaterialSource("distortionScale"), KnownMaterialSource("eyeOffsetParms"), KnownMaterialSource("falloffBeginColor"),
KnownMaterialSource("falloffEndColor"),
};
} // namespace IW3

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@@ -1,6 +1,7 @@
#include "ObjWriterIW3.h"
#include "Game/IW3/Material/MaterialJsonDumperIW3.h"
#include "Game/IW3/Techset/TechsetDumperIW3.h"
#include "Game/IW3/XModel/XModelDumperIW3.h"
#include "Image/ImageDumperIW3.h"
#include "Localize/LocalizeDumperIW3.h"
@@ -17,7 +18,13 @@ void ObjWriter::RegisterAssetDumpers(AssetDumpingContext& context)
// REGISTER_DUMPER(AssetDumperXAnimParts)
RegisterAssetDumper(std::make_unique<xmodel::DumperIW3>());
RegisterAssetDumper(std::make_unique<material::JsonDumperIW3>());
// REGISTER_DUMPER(AssetDumperMaterialTechniqueSet)
RegisterAssetDumper(std::make_unique<techset::DumperIW3>(
#ifdef TECHSET_DEBUG
true
#else
false
#endif
));
RegisterAssetDumper(std::make_unique<image::DumperIW3>());
// REGISTER_DUMPER(AssetDumpersnd_alias_list_t)
// REGISTER_DUMPER(AssetDumperSndCurve)

View File

@@ -4,10 +4,7 @@
#set DUMPER_HEADER "\"PixelShaderDumper" + GAME + ".h\""
#if GAME == "IW3"
#define FEATURE_IW3
#define IS_DX9
#elif GAME == "IW4"
#if GAME == "IW4"
#define FEATURE_IW4
#define IS_DX9
#elif GAME == "IW5"

View File

@@ -1,4 +1,4 @@
#options GAME(IW4, T6)
#options GAME(IW3, IW4, T6)
#filename "Game/" + GAME + "/Techset/TechsetDumper" + GAME + ".cpp"
@@ -9,6 +9,7 @@
#if GAME == "IW3"
#define FEATURE_IW3
#define IS_DX9
#define DUMP_SHADERS "1"
#elif GAME == "IW4"
#define FEATURE_IW4
#define IS_DX9
@@ -58,7 +59,7 @@ namespace
if (!shaderFile)
return;
#if defined(FEATURE_T6)
#if defined(IS_DX11)
shaderFile->write(pixelShader.prog.loadDef.program, pixelShader.prog.loadDef.programSize);
#else
shaderFile->write(reinterpret_cast<const char*>(pixelShader.prog.loadDef.program),
@@ -73,7 +74,7 @@ namespace
if (!shaderFile)
return;
#if defined(FEATURE_T6)
#if defined(IS_DX11)
shaderFile->write(vertexShader.prog.loadDef.program, vertexShader.prog.loadDef.programSize);
#else
shaderFile->write(reinterpret_cast<const char*>(vertexShader.prog.loadDef.program),

View File

@@ -1,4 +1,4 @@
#options GAME(IW4, T6)
#options GAME(IW3, IW4, T6)
#filename "Game/" + GAME + "/Techset/TechsetDumper" + GAME + ".h"

View File

@@ -4,10 +4,7 @@
#set DUMPER_HEADER "\"VertexShaderDumper" + GAME + ".h\""
#if GAME == "IW3"
#define FEATURE_IW3
#define IS_DX9
#elif GAME == "IW4"
#if GAME == "IW4"
#define FEATURE_IW4
#define IS_DX9
#elif GAME == "IW5"