Progress on reversing technique flags

This commit is contained in:
Jan 2022-04-16 15:41:45 +02:00
parent 9e063a30f0
commit cb45bdaadc
2 changed files with 42 additions and 2 deletions

View File

@ -968,6 +968,18 @@ namespace IW4
int arrayStride;
};
enum
{
MTL_TYPE_DEFAULT = 0x0,
MTL_TYPE_MODEL = 0x1, // m_
MTL_TYPE_MODEL_VERTCOL = 0x2, // mc_
MTL_TYPE_MODEL_VERTCOL_GREY = 0x3, // ?
MTL_TYPE_WORLD = 0x4, // w_
MTL_TYPE_WORLD_VERTCOL = 0x5, // wc_
MTL_TYPE_COUNT,
};
enum MaterialConstantSource
{
CONST_SRC_CODE_MAYBE_DIRTY_PS_BEGIN = 0x0,
@ -1202,6 +1214,21 @@ namespace IW4
MaterialShaderArgument* args;
};
enum TechniqueFlags
{
// Guesses purely based on data analysis:
TECHNIQUE_FLAG_1 = 0x1, // uses resolvedPostSun code sampler
TECHNIQUE_FLAG_2 = 0x2, // uses resolvedScene code sampler
TECHNIQUE_FLAG_4 = 0x4, // zprepass only
TECHNIQUE_FLAG_8 = 0x8, // build_floatz only
TECHNIQUE_FLAG_10 = 0x10, // build_shadowmap_depth + build_shadowmap_model only
TECHNIQUE_FLAG_20 = 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
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
TECHNIQUE_FLAG_200 = 0x200, // ?
};
struct MaterialTechnique
{
const char* name;

View File

@ -20,6 +20,7 @@
#include "Utils/Alignment.h"
using namespace IW4;
using namespace std::string_literals;
namespace IW4
{
@ -992,6 +993,13 @@ namespace IW4
return ss.str();
}
static void UpdateTechniqueFlags(MaterialTechnique& technique)
{
// This is stupid but that's what the game does
if("zprepass"s == technique.name)
technique.flags |= 4u;
}
static void UpdateTechniqueFlagsForArgument(uint16_t& techniqueFlags, const TechniqueCreator::PassShaderArgument& arg)
{
if(arg.m_arg.type == MTL_ARG_CODE_PIXEL_SAMPLER)
@ -999,10 +1007,10 @@ namespace IW4
switch(arg.m_arg.u.codeSampler)
{
case TEXTURE_SRC_CODE_RESOLVED_POST_SUN:
techniqueFlags |= 1u;
techniqueFlags |= TECHNIQUE_FLAG_1;
break;
case TEXTURE_SRC_CODE_RESOLVED_SCENE:
techniqueFlags |= 2u;
techniqueFlags |= TECHNIQUE_FLAG_2;
break;
default:
break;
@ -1065,6 +1073,8 @@ namespace IW4
out.perPrimArgCount = static_cast<unsigned char>(perPrimArgCount);
out.stableArgCount = static_cast<unsigned char>(stableArgCount);
UpdateTechniqueFlags(technique);
if (in.m_vertex_shader)
dependencies.push_back(in.m_vertex_shader);
if (in.m_pixel_shader)
@ -1170,6 +1180,9 @@ bool AssetLoaderTechniqueSet::CreateTechsetFromDefinition(const std::string& ass
}
}
const auto* disAsset = GlobalAssetPool<MaterialTechniqueSet>::GetAssetByName("distortion_scale");
const auto* dis = disAsset ? disAsset->Asset() : nullptr;
manager->AddAsset(ASSET_TYPE_TECHNIQUE_SET, assetName, techset, std::vector(dependencies.begin(), dependencies.end()), std::vector<scr_string_t>());
return true;