OpenAssetTools/src/ObjWriting/Game/IW5/Material/MaterialConstantZoneState.cpp

237 lines
6.7 KiB
C++

#include "MaterialConstantZoneState.h"
#include "Game/IW5/CommonIW5.h"
#include "Game/IW5/GameAssetPoolIW5.h"
#include "Game/IW5/GameIW5.h"
#include "ObjWriting.h"
namespace IW5
{
const char* KNOWN_CONSTANT_NAMES[]{
"worldViewProjectionMatrix",
"worldViewMatrix2",
"worldViewMatrix1",
"worldViewMatrix",
"worldOutdoorLookupMatrix",
"worldMatrix",
"waterColor",
"viewportDimensions",
"viewProjectionMatrix",
"uvScale",
"uvAnimParms",
"thermalColorOffset",
"sunShadowmapPixelAdjust",
"ssaoParms",
"spotShadowmapPixelAdjust",
"shadowmapSwitchPartition",
"shadowmapScale",
"shadowmapPolygonOffset",
"shadowLookupMatrix",
"renderTargetSize",
"renderSourceSize",
"projectionMatrix",
"playlistPopulationParams",
"pixelCostFracs",
"pixelCostDecode",
"particleCloudSparkColor2",
"particleCloudSparkColor1",
"particleCloudSparkColor0",
"particleCloudMatrix2",
"particleCloudMatrix1",
"particleCloudMatrix",
"particleCloudColor",
"outdoorFeatherParms",
"oceanUVAnimParmPaintedFoam",
"oceanUVAnimParmOctave2",
"oceanUVAnimParmOctave1",
"oceanUVAnimParmOctave0",
"oceanUVAnimParmFoam",
"oceanUVAnimParmDetail1",
"oceanUVAnimParmDetail0",
"oceanScrollParms",
"oceanMiscParms",
"oceanFoamParms",
"oceanAmplitude",
"materialColor",
"lightprobeAmbient",
"lightingLookupScale",
"lightSpotFactors",
"lightSpotDir",
"lightSpecular",
"lightPosition",
"lightFalloffPlacement",
"lightDiffuse",
"inverseWorldViewMatrix",
"inverseViewProjectionMatrix",
"inverseTransposeWorldViewMatrix",
"heatMapDetail",
"glowSetup",
"glowApply",
"gameTime",
"fullscreenDistortion",
"fogSunDir",
"fogSunConsts",
"fogSunColorLinear",
"fogSunColorGamma",
"fogConsts",
"fogColorLinear",
"fogColorGamma",
"flagParms",
"filterTap",
"featherParms",
"falloffParms",
"falloffEndColor",
"falloffBeginColor",
"fadeEffect",
"eyeOffsetParms",
"eyeOffset",
"envMapParms",
"dustTint",
"dustParms",
"dustEyeParms",
"dofRowDelta",
"dofLerpScale",
"dofLerpBias",
"dofEquationViewModelAndFarBlur",
"dofEquationScene",
"distortionScale",
"detailScale",
"depthFromClip",
"debugBumpmap",
"colorTintQuadraticDelta",
"colorTintDelta",
"colorTintBase",
"colorSaturationR",
"colorSaturationG",
"colorSaturationB",
"colorObjMin",
"colorObjMax",
"colorMatrixR",
"colorMatrixG",
"colorMatrixB",
"colorBias",
"codeMeshArg",
"clipSpaceLookupScale",
"clipSpaceLookupOffset",
"baseLightingCoords",
};
const char* KNOWN_TEXTURE_DEF_NAMES[]{
"attenuation",
"attenuationSampler",
"cinematicA",
"cinematicASampler",
"cinematicCb",
"cinematicCbSampler",
"cinematicCr",
"cinematicCrSampler",
"cinematicY",
"cinematicYSampler",
"colorMap",
"colorMap1",
"colorMap2",
"colorMapPostSun",
"colorMapPostSunSampler",
"colorMapSampler",
"colorMapSampler1",
"colorMapSampler2",
"cucoloris",
"cucolorisSampler",
"detailMap",
"detailMapSampler",
"dust",
"dustSampler",
"fadeMap",
"fadeMapSampler",
"floatZ",
"floatZSampler",
"grainMap",
"grainMapSampler",
"halfParticleColor",
"halfParticleColorSampler",
"halfParticleDepth",
"halfParticleDepthSampler",
"heatmap",
"heatmapSampler",
"lightmapPrimary",
"lightmapSamplerPrimary",
"lightmapSamplerSecondary",
"lightmapSecondary",
"lookupMap",
"lookupMapSampler",
"modelLighting",
"modelLightingSampler",
"normalMap",
"normalMapSampler",
"oceanColorRamp",
"oceanColorRampSampler",
"oceanDetailNormal",
"oceanDetailNormalSampler",
"oceanDisplacement",
"oceanDisplacementSampler",
"oceanEnv",
"oceanEnvSampler",
"oceanFoam",
"oceanFoamSampler",
"oceanHeightNormal",
"oceanHeightNormalSampler",
"oceanPaintedFoam",
"oceanPaintedFoamSampler",
"outdoorMap",
"outdoorMapSampler",
"population",
"populationSampler",
"reflectionProbe",
"reflectionProbeSampler",
"shadowmapSamplerSpot",
"shadowmapSamplerSun",
"shadowmapSpot",
"shadowmapSun",
"skyMap",
"skyMapSampler",
"specularMap",
"specularMapSampler",
"ssao",
"ssaoSampler",
"worldMap",
"worldMapSampler",
};
void MaterialConstantZoneState::ExtractNamesFromZoneInternal()
{
for (const auto* zone : IGame::GetGameById(GameId::IW5)->GetZones())
{
const auto* iw5AssetPools = dynamic_cast<const GameAssetPoolIW5*>(zone->m_pools.get());
if (!iw5AssetPools)
return;
for (const auto* vertexShaderAsset : *iw5AssetPools->m_material_vertex_shader)
{
const auto* vertexShader = vertexShaderAsset->Asset();
if (ShouldDumpFromStruct(vertexShader))
ExtractNamesFromShader(vertexShader->prog.loadDef.program, static_cast<size_t>(vertexShader->prog.loadDef.programSize) * sizeof(uint32_t));
}
for (const auto* pixelShaderAsset : *iw5AssetPools->m_material_pixel_shader)
{
const auto* pixelShader = pixelShaderAsset->Asset();
if (ShouldDumpFromStruct(pixelShader))
ExtractNamesFromShader(pixelShader->prog.loadDef.program, static_cast<size_t>(pixelShader->prog.loadDef.programSize) * sizeof(uint32_t));
}
}
}
void MaterialConstantZoneState::AddStaticKnownNames()
{
for (const auto* knownConstantName : KNOWN_CONSTANT_NAMES)
AddConstantName(knownConstantName);
for (const auto* knownTextureDefName : KNOWN_TEXTURE_DEF_NAMES)
AddTextureDefName(knownTextureDefName);
}
unsigned MaterialConstantZoneState::HashString(const std::string& str)
{
return Common::R_HashString(str.c_str());
}
} // namespace IW5