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IW3 Material Commands
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@ -736,6 +736,22 @@ namespace IW3
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MAPTYPE_COUNT = 0x6,
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MAPTYPE_COUNT = 0x6,
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};
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};
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enum TextureSemantic
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{
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TS_2D = 0x0,
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TS_FUNCTION = 0x1,
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TS_COLOR_MAP = 0x2,
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TS_UNUSED_1 = 0x3,
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TS_UNUSED_2 = 0x4,
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TS_NORMAL_MAP = 0x5,
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TS_UNUSED_3 = 0x6,
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TS_UNUSED_4 = 0x7,
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TS_SPECULAR_MAP = 0x8,
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TS_UNUSED_5 = 0x9,
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TS_UNUSED_6 = 0xA,
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TS_WATER_MAP = 0xB,
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};
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struct GfxImage
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struct GfxImage
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{
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{
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MapType mapType;
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MapType mapType;
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@ -0,0 +1,22 @@
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// =========================================
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// Material
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// =========================================
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use Material;
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set string info::name;
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set name info::name;
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set reusable textureTable;
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set count textureTable textureCount;
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set reusable constantTable;
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set count constantTable constantCount;
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set reusable stateBitsTable;
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set count stateBitsTable stateBitsCount;
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// MaterialTextureDef
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use MaterialTextureDef;
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set condition u::water semantic == TS_WATER_MAP;
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set reusable u::water;
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// water_t
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use water_t;
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set count H0 N * M;
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set count wTerm N * M;
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50
src/ZoneCode/Game/IW3/XAssets/MaterialTechniqueSet.txt
Normal file
50
src/ZoneCode/Game/IW3/XAssets/MaterialTechniqueSet.txt
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@ -0,0 +1,50 @@
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// =========================================
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// MaterialTechniqueSet
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// =========================================
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use MaterialTechniqueSet;
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set string name;
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set name name;
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set condition remappedTechniqueSet never;
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set reusable techniques;
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// MaterialTechnique
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use MaterialTechnique;
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set string name;
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set arraysize passArray passCount;
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reorder:
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passArray
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name;
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// MaterialPass
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use MaterialPass;
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set count args perPrimArgCount + perObjArgCount + stableArgCount;
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// MaterialShaderArgument
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use MaterialShaderArgument;
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set condition u::literalConst type == MTL_ARG_LITERAL_VERTEX_CONST
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|| type == MTL_ARG_LITERAL_PIXEL_CONST;
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set reusable u::literalConst;
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// MaterialPixelShader
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set string MaterialPixelShader::name;
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// GfxPixelShaderLoadDef
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set count GfxPixelShaderLoadDef::program programSize;
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// MaterialPixelShaderProgram
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set condition MaterialPixelShaderProgram::ps never;
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// MaterialVertexDeclaration
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set string MaterialVertexDeclaration::name;
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// MaterialVertexStreamRouting
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set condition MaterialVertexStreamRouting::decl never;
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// MaterialVertexShader
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set string MaterialVertexShader::name;
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// GfxVertexShaderLoadDef
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set count GfxVertexShaderLoadDef::program programSize;
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// MaterialVertexShaderProgram
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set condition MaterialVertexShaderProgram::vs never;
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