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Progress on reversing technique flags
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@ -968,6 +968,18 @@ namespace IW4
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int arrayStride;
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};
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enum
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{
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MTL_TYPE_DEFAULT = 0x0,
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MTL_TYPE_MODEL = 0x1, // m_
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MTL_TYPE_MODEL_VERTCOL = 0x2, // mc_
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MTL_TYPE_MODEL_VERTCOL_GREY = 0x3, // ?
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MTL_TYPE_WORLD = 0x4, // w_
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MTL_TYPE_WORLD_VERTCOL = 0x5, // wc_
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MTL_TYPE_COUNT,
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};
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enum MaterialConstantSource
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{
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CONST_SRC_CODE_MAYBE_DIRTY_PS_BEGIN = 0x0,
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@ -1202,6 +1214,21 @@ namespace IW4
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MaterialShaderArgument* args;
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};
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enum TechniqueFlags
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{
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// Guesses purely based on data analysis:
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TECHNIQUE_FLAG_1 = 0x1, // uses resolvedPostSun code sampler
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TECHNIQUE_FLAG_2 = 0x2, // uses resolvedScene code sampler
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TECHNIQUE_FLAG_4 = 0x4, // zprepass only
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TECHNIQUE_FLAG_8 = 0x8, // build_floatz only
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TECHNIQUE_FLAG_10 = 0x10, // build_shadowmap_depth + build_shadowmap_model only
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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)
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TECHNIQUE_FLAG_40 = 0x40, // uses code constant light.spotDir or light.spotFactors
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TECHNIQUE_FLAG_80 = 0x80, // uses floatZ sampler and does not have 0x100 flag
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TECHNIQUE_FLAG_100 = 0x100, // distortion_scale_zfeather_dtex + distortion_scale_ua_zfeather
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TECHNIQUE_FLAG_200 = 0x200, // ?
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};
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struct MaterialTechnique
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{
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const char* name;
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@ -20,6 +20,7 @@
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#include "Utils/Alignment.h"
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using namespace IW4;
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using namespace std::string_literals;
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namespace IW4
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{
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@ -992,6 +993,13 @@ namespace IW4
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return ss.str();
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}
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static void UpdateTechniqueFlags(MaterialTechnique& technique)
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{
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// This is stupid but that's what the game does
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if("zprepass"s == technique.name)
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technique.flags |= 4u;
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}
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static void UpdateTechniqueFlagsForArgument(uint16_t& techniqueFlags, const TechniqueCreator::PassShaderArgument& arg)
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{
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if(arg.m_arg.type == MTL_ARG_CODE_PIXEL_SAMPLER)
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@ -999,10 +1007,10 @@ namespace IW4
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switch(arg.m_arg.u.codeSampler)
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{
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case TEXTURE_SRC_CODE_RESOLVED_POST_SUN:
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techniqueFlags |= 1u;
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techniqueFlags |= TECHNIQUE_FLAG_1;
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break;
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case TEXTURE_SRC_CODE_RESOLVED_SCENE:
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techniqueFlags |= 2u;
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techniqueFlags |= TECHNIQUE_FLAG_2;
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break;
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default:
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break;
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@ -1065,6 +1073,8 @@ namespace IW4
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out.perPrimArgCount = static_cast<unsigned char>(perPrimArgCount);
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out.stableArgCount = static_cast<unsigned char>(stableArgCount);
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UpdateTechniqueFlags(technique);
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if (in.m_vertex_shader)
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dependencies.push_back(in.m_vertex_shader);
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if (in.m_pixel_shader)
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@ -1170,6 +1180,9 @@ bool AssetLoaderTechniqueSet::CreateTechsetFromDefinition(const std::string& ass
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}
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}
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const auto* disAsset = GlobalAssetPool<MaterialTechniqueSet>::GetAssetByName("distortion_scale");
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const auto* dis = disAsset ? disAsset->Asset() : nullptr;
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manager->AddAsset(ASSET_TYPE_TECHNIQUE_SET, assetName, techset, std::vector(dependencies.begin(), dependencies.end()), std::vector<scr_string_t>());
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return true;
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