#include "CElementGenShaders.hpp" #include "Particle/CElementGen.hpp" namespace urde { boo::IShaderPipeline* CElementGenShaders::m_texZTestZWrite = nullptr; boo::IShaderPipeline* CElementGenShaders::m_texNoZTestZWrite = nullptr; boo::IShaderPipeline* CElementGenShaders::m_texZTestNoZWrite = nullptr; boo::IShaderPipeline* CElementGenShaders::m_texNoZTestNoZWrite = nullptr; boo::IShaderPipeline* CElementGenShaders::m_texAdditiveZTest = nullptr; boo::IShaderPipeline* CElementGenShaders::m_texAdditiveNoZTest = nullptr; boo::IShaderPipeline* CElementGenShaders::m_texRedToAlphaZTest = nullptr; boo::IShaderPipeline* CElementGenShaders::m_texRedToAlphaNoZTest = nullptr; boo::IShaderPipeline* CElementGenShaders::m_indTexZWrite = nullptr; boo::IShaderPipeline* CElementGenShaders::m_indTexNoZWrite = nullptr; boo::IShaderPipeline* CElementGenShaders::m_indTexAdditive = nullptr; boo::IShaderPipeline* CElementGenShaders::m_cindTexZWrite = nullptr; boo::IShaderPipeline* CElementGenShaders::m_cindTexNoZWrite = nullptr; boo::IShaderPipeline* CElementGenShaders::m_cindTexAdditive = nullptr; boo::IShaderPipeline* CElementGenShaders::m_noTexZTestZWrite = nullptr; boo::IShaderPipeline* CElementGenShaders::m_noTexNoZTestZWrite = nullptr; boo::IShaderPipeline* CElementGenShaders::m_noTexZTestNoZWrite = nullptr; boo::IShaderPipeline* CElementGenShaders::m_noTexNoZTestNoZWrite = nullptr; boo::IShaderPipeline* CElementGenShaders::m_noTexAdditiveZTest = nullptr; boo::IShaderPipeline* CElementGenShaders::m_noTexAdditiveNoZTest = nullptr; boo::IVertexFormat* CElementGenShaders::m_vtxFormatTex = nullptr; boo::IVertexFormat* CElementGenShaders::m_vtxFormatIndTex = nullptr; boo::IVertexFormat* CElementGenShaders::m_vtxFormatNoTex = nullptr; CElementGenShaders::EShaderClass CElementGenShaders::GetShaderClass(CElementGen& gen) { CGenDescription* desc = gen.x1c_genDesc.GetObj(); if (desc->x54_x40_TEXR) { if (desc->x58_x44_TIND) return EShaderClass::IndTex; else return EShaderClass::Tex; } else return EShaderClass::NoTex; } void CElementGenShaders::BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CElementGen& gen) { CGenDescription* desc = gen.x1c_genDesc.GetObj(); boo::IShaderPipeline* regPipeline = nullptr; boo::IShaderPipeline* redToAlphaPipeline = nullptr; boo::IShaderPipeline* regPipelinePmus = nullptr; boo::IShaderPipeline* redToAlphaPipelinePmus = nullptr; if (desc->x54_x40_TEXR) { if (desc->x58_x44_TIND) { if (desc->x45_30_x32_24_CIND) { if (gen.x26c_26_AAPH) regPipeline = m_cindTexAdditive; else { if (gen.x26c_27_ZBUF) regPipeline = m_cindTexZWrite; else regPipeline = m_cindTexNoZWrite; } } else { if (gen.x26c_26_AAPH) regPipeline = m_indTexAdditive; else { if (gen.x26c_27_ZBUF) regPipeline = m_indTexZWrite; else regPipeline = m_indTexNoZWrite; } } } else { if (gen.x26c_28_zTest) redToAlphaPipeline = m_texRedToAlphaZTest; else redToAlphaPipeline = m_texRedToAlphaNoZTest; if (gen.x26c_26_AAPH) { if (gen.x26c_28_zTest) regPipeline = m_texAdditiveZTest; else regPipeline = m_texAdditiveNoZTest; } else { if (gen.x26c_28_zTest) { if (gen.x26c_27_ZBUF) regPipeline = m_texZTestZWrite; else regPipeline = m_texZTestNoZWrite; } else { if (gen.x26c_27_ZBUF) regPipeline = m_texNoZTestZWrite; else regPipeline = m_texNoZTestNoZWrite; } } } } else { if (gen.x26c_26_AAPH) { if (gen.x26c_28_zTest) regPipeline = m_noTexAdditiveZTest; else regPipeline = m_noTexAdditiveNoZTest; } else { if (gen.x26c_28_zTest) { if (gen.x26c_27_ZBUF) regPipeline = m_noTexZTestZWrite; else regPipeline = m_noTexZTestNoZWrite; } else { if (gen.x26c_27_ZBUF) regPipeline = m_noTexNoZTestZWrite; else regPipeline = m_noTexNoZTestNoZWrite; } } } if (desc->x45_24_x31_26_PMUS) { if (desc->x54_x40_TEXR) { redToAlphaPipelinePmus = m_texRedToAlphaZTest; if (desc->x44_31_x31_25_PMAB) regPipelinePmus = m_texAdditiveZTest; else regPipelinePmus = m_texZTestZWrite; } else { if (desc->x44_31_x31_25_PMAB) regPipelinePmus = m_noTexAdditiveZTest; else regPipelinePmus = m_noTexZTestZWrite; } } CElementGenShaders shad(gen, regPipeline, redToAlphaPipeline, regPipelinePmus, redToAlphaPipelinePmus); TShader::BuildShaderDataBinding(ctx, shad); } void CElementGenShaders::Shutdown() {} URDE_SPECIALIZE_SHADER(CElementGenShaders) }