250 lines
4.5 KiB
C++
250 lines
4.5 KiB
C++
/*=============================================================================
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PS2_Shaders.cpp : PS2 specific effectors/shaders functions implementation.
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Copyright 2001 Crytek Studios. All Rights Reserved.
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Revision history:
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* Created by Honitch Andrey
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=============================================================================*/
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#include "RenderPCH.h"
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#include "NULL_Renderer.h"
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#include "I3dengine.h"
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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//============================================================================
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void CShader::mfCompileVarsPak(char *scr, TArray<CVarCond>& Vars, SShader *ef)
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{
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char *var;
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char *val;
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while ((shGetVar (&scr, &var, &val)) >= 0)
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{
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if (!var)
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continue;
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ICVar *vr = iConsole->GetCVar(var);
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if (!vr)
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{
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iLog->Log("Warning: Couldn't find console variable '%s' in shader '%s'\n", var, ef->m_Name.c_str());
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continue;
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}
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float v = shGetFloat(val);
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CVarCond vc;
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vc.m_Var = vr;
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vc.m_Val = v;
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Vars.AddElem(vc);
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}
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}
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bool CShader::mfCompileHWShadeLayer(SShader *ef, char *scr, TArray<SShaderPassHW>& Layers)
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{
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return true;
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}
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void CShader::mfCompileLayers(SShader *ef, char *scr, TArray<SShaderPassHW>& Layers, EShaderPassType eType)
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{
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}
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void CShader::mfCompileHWConditions(SShader *ef, char *scr, SShaderTechnique *hs, int Id)
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{
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}
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SShaderTechnique *CShader::mfCompileHW(SShader *ef, char *scr, int Id)
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{
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return NULL;
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}
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//===================================================================
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//====================================================================
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SGenTC *SGenTC_NormalMap::mfCopy()
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{
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return NULL;
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}
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bool SGenTC_NormalMap::mfSet(bool bEnable)
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{
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return true;
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}
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void SGenTC_NormalMap::mfCompile(char *params, SShader *ef)
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{
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}
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SGenTC *SGenTC_ReflectionMap::mfCopy()
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{
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return NULL;
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}
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bool SGenTC_ReflectionMap::mfSet(bool bEnable)
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{
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return true;
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}
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void SGenTC_ReflectionMap::mfCompile(char *params, SShader *ef)
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{
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}
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SGenTC *SGenTC_ObjectLinear::mfCopy()
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{
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return NULL;
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}
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bool SGenTC_ObjectLinear::mfSet(bool bEnable)
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{
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return true;
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}
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void SGenTC_ObjectLinear::mfCompile(char *scr, SShader *ef)
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{
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}
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SGenTC *SGenTC_EyeLinear::mfCopy()
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{
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return NULL;
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}
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bool SGenTC_EyeLinear::mfSet(bool bEnable)
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{
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return true;
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}
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void SGenTC_EyeLinear::mfCompile(char *scr, SShader *ef)
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{
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}
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SGenTC *SGenTC_SphereMap::mfCopy()
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{
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return NULL;
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}
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bool SGenTC_SphereMap::mfSet(bool bEnable)
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{
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return true;
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}
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void SGenTC_SphereMap::mfCompile(char *params, SShader *ef)
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{
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}
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SGenTC *SGenTC_EmbossMap::mfCopy()
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{
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return NULL;
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}
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bool SGenTC_EmbossMap::mfSet(bool bEnable)
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{
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return true;
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}
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void SGenTC_EmbossMap::mfCompile(char *params, SShader *ef)
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{
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}
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bool CShader::mfCompileTexGen(char *name, char *params, SShader *ef, SShaderTexUnit *ml)
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{
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return true;
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}
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//====================================================================
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// Matrix operations
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void CShader::mfCompileMatrixOp(TArray<SMatrixTransform>* List, char *scr, char *nmMat, SShader *ef)
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{
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}
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void SMatrixTransform_LightCMProject::mfSet(bool bSet)
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{
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}
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void SMatrixTransform_LightCMProject::mfSet(Matrix44& matr)
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{
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}
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void SMatrixTransform_Identity::mfSet(bool bSet)
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{
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}
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void SMatrixTransform_Identity::mfSet(Matrix44& matr)
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{
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matr.SetIdentity();
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}
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void SMatrixTransform_Translate::mfSet(bool bSet)
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{
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}
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void SMatrixTransform_Translate::mfSet(Matrix44& matr)
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{
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}
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void SMatrixTransform_Scale::mfSet(bool bSet)
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{
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}
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void SMatrixTransform_Scale::mfSet(Matrix44& matr)
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{
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}
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void SMatrixTransform_Matrix::mfSet(bool bSet)
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{
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}
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void SMatrixTransform_Matrix::mfSet(Matrix44& matr)
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{
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}
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void SMatrixTransform_Rotate::mfSet(bool bSet)
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{
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}
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void SMatrixTransform_Rotate::mfSet(Matrix44& matr)
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{
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}
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//====================================================================
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// Array pointers for PS2
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//================================================================
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void SArrayPointer_Vertex::mfSet(int Id)
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{
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}
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//=========================================================================================
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void SArrayPointer_Normal::mfSet(int Id)
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{
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}
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//=========================================================================================
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void SArrayPointer_Texture::mfSet(int Id)
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{
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}
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//=========================================================================================
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void SArrayPointer_Color::mfSet(int Id)
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{
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}
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//=========================================================================================
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void SArrayPointer_SecColor::mfSet(int Id)
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{
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}
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//=========================================================================================
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float SParamComp_Fog::mfGet()
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{
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return 0;
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}
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