mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2026-05-16 14:54:45 +08:00
Fixed casing issues with MetaNames which probably was causing XML issues. Moved shader param names to new ShaderParamNames enum to preserve casing. Moved meta type names to new MetaTypeName enum to avoid polluting MetaNames.
This commit is contained in:
+65
-64
@@ -405,7 +405,7 @@ namespace CodeWalker.Rendering
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public Texture[] TexturesHD;
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public RenderableTexture[] RenderableTextures;
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public RenderableTexture[] RenderableTexturesHD;
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public MetaName[] TextureParamHashes;
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public ShaderParamNames[] TextureParamHashes;
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public PrimitiveTopology Topology { get; set; }
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public bool IsFragment = false;
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public bool IsEmissive { get; set; } = false;
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@@ -435,46 +435,46 @@ namespace CodeWalker.Rendering
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public bool HDTextureEnable = true;
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public static MetaName[] GetTextureSamplerList()
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public static ShaderParamNames[] GetTextureSamplerList()
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{
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return new MetaName[]
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return new ShaderParamNames[]
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{
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MetaName.DiffuseSampler, //base diffuse
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MetaName.SpecSampler, //base specular
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MetaName.BumpSampler, //base normal
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MetaName.TintPaletteSampler, // _pal
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MetaName.DetailSampler, // ENV_
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MetaName.FlowSampler, //river _flow
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MetaName.FogSampler, //river _fog , water slod
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MetaName.TextureSampler_layer0, //CS_RSN_SL_Road_0007
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MetaName.BumpSampler_layer0, //CS_RSN_SL_Road_0007_n
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MetaName.heightMapSamplerLayer0, //nxg_cs_rsn_sl_road_0007_h
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MetaName.TextureSampler_layer1, //IM_Road_009b
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MetaName.BumpSampler_layer1, //IM_Road_010b_N
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MetaName.heightMapSamplerLayer1, //nxg_im_road_010b_h
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MetaName.TextureSampler_layer2, //IM_Concrete10
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MetaName.BumpSampler_layer2, //IM_Concrete13_N
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MetaName.heightMapSamplerLayer2, //nxg_im_concrete13_h
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MetaName.TextureSampler_layer3, //SC1_RSN_NS_ground_0009
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MetaName.BumpSampler_layer3, //sc1_rsn_ns_ground_0010_n
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MetaName.heightMapSamplerLayer3, //nxg_sc1_rsn_ns_ground_0010_b_h
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MetaName.lookupSampler, //TF_RSN_Msk_CS1_DesHill1, bh1_43_golf_blendmap_04_LOD
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MetaName.heightSampler, //nxg_prop_tree_palm2_displ_l
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MetaName.FoamSampler, //bj_beachfoam01_lod, CS_RSN_SL_RiverFoam_01_A_lodCS_RSN_SL_RiverFoam_01_A
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MetaName.DirtSampler,
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MetaName.DirtBumpSampler,
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MetaName.DiffuseSampler2,
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MetaName.DiffuseSampler3,
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MetaName.DiffuseHfSampler,
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MetaName.ComboHeightSamplerFur01,
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MetaName.ComboHeightSamplerFur23,
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MetaName.ComboHeightSamplerFur45,
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MetaName.ComboHeightSamplerFur67,
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MetaName.StippleSampler,
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MetaName.FurMaskSampler,
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MetaName.EnvironmentSampler,
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MetaName.distanceMapSampler,
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MetaName.textureSamp,
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ShaderParamNames.DiffuseSampler, //base diffuse
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ShaderParamNames.SpecSampler, //base specular
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ShaderParamNames.BumpSampler, //base normal
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ShaderParamNames.TintPaletteSampler, // _pal
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ShaderParamNames.DetailSampler, // ENV_
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ShaderParamNames.FlowSampler, //river _flow
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ShaderParamNames.FogSampler, //river _fog , water slod
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ShaderParamNames.TextureSampler_layer0, //CS_RSN_SL_Road_0007
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ShaderParamNames.BumpSampler_layer0, //CS_RSN_SL_Road_0007_n
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ShaderParamNames.heightMapSamplerLayer0, //nxg_cs_rsn_sl_road_0007_h
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ShaderParamNames.TextureSampler_layer1, //IM_Road_009b
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ShaderParamNames.BumpSampler_layer1, //IM_Road_010b_N
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ShaderParamNames.heightMapSamplerLayer1, //nxg_im_road_010b_h
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ShaderParamNames.TextureSampler_layer2, //IM_Concrete10
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ShaderParamNames.BumpSampler_layer2, //IM_Concrete13_N
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ShaderParamNames.heightMapSamplerLayer2, //nxg_im_concrete13_h
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ShaderParamNames.TextureSampler_layer3, //SC1_RSN_NS_ground_0009
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ShaderParamNames.BumpSampler_layer3, //sc1_rsn_ns_ground_0010_n
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ShaderParamNames.heightMapSamplerLayer3, //nxg_sc1_rsn_ns_ground_0010_b_h
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ShaderParamNames.lookupSampler, //TF_RSN_Msk_CS1_DesHill1, bh1_43_golf_blendmap_04_LOD
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ShaderParamNames.heightSampler, //nxg_prop_tree_palm2_displ_l
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ShaderParamNames.FoamSampler, //bj_beachfoam01_lod, CS_RSN_SL_RiverFoam_01_A_lodCS_RSN_SL_RiverFoam_01_A
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ShaderParamNames.DirtSampler,
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ShaderParamNames.DirtBumpSampler,
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ShaderParamNames.DiffuseSampler2,
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ShaderParamNames.DiffuseSampler3,
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ShaderParamNames.DiffuseHfSampler,
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ShaderParamNames.ComboHeightSamplerFur01,
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ShaderParamNames.ComboHeightSamplerFur23,
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ShaderParamNames.ComboHeightSamplerFur45,
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ShaderParamNames.ComboHeightSamplerFur67,
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ShaderParamNames.StippleSampler,
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ShaderParamNames.FurMaskSampler,
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ShaderParamNames.EnvironmentSampler,
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ShaderParamNames.distanceMapSampler,
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ShaderParamNames.textureSamp,
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};
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}
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@@ -552,82 +552,83 @@ namespace CodeWalker.Rendering
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var pl = shader.ParametersList.Parameters;
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var hl = shader.ParametersList.Hashes;
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List<TextureBase> texs = new List<TextureBase>();
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List<MetaName> phashes = new List<MetaName>();
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List<ShaderParamNames> phashes = new List<ShaderParamNames>();
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if ((pl != null) && (hl != null))
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{
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for (int i = 0; (i < pl.Length) && (i < hl.Length); i++)
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{
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ShaderParamNames pName = (ShaderParamNames)hl[i];
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var param = pl[i];
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if (param.Data is TextureBase)
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{
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texs.Add(param.Data as TextureBase);
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phashes.Add(hl[i]);
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phashes.Add(pName);
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}
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switch (hl[i])
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switch (pName)
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{
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case MetaName.HardAlphaBlend:
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case ShaderParamNames.HardAlphaBlend:
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HardAlphaBlend = ((Vector4)param.Data).X;
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break;
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case MetaName.useTessellation:
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case ShaderParamNames.useTessellation:
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useTessellation = ((Vector4)param.Data).X;
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break;
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case MetaName.wetnessMultiplier:
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case ShaderParamNames.wetnessMultiplier:
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wetnessMultiplier = ((Vector4)param.Data).X;
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break;
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case MetaName.bumpiness: //float
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case ShaderParamNames.bumpiness: //float
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bumpiness = ((Vector4)param.Data).X;
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break;
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case MetaName.detailSettings: //float4
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case ShaderParamNames.detailSettings: //float4
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detailSettings = (Vector4)param.Data;
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break;
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case MetaName.specMapIntMask: //float3
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case ShaderParamNames.specMapIntMask: //float3
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specMapIntMask = ((Vector4)param.Data).XYZ();
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break;
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case MetaName.specularIntensityMult: //float
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case ShaderParamNames.specularIntensityMult: //float
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specularIntensityMult = ((Vector4)param.Data).X;
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break;
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case MetaName.specularFalloffMult: //float
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case ShaderParamNames.specularFalloffMult: //float
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specularFalloffMult = ((Vector4)param.Data).X;
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break;
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case MetaName.specularFresnel: //float
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case ShaderParamNames.specularFresnel: //float
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specularFresnel= ((Vector4)param.Data).X;
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break;
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case MetaName.WindGlobalParams:
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case MetaName.umGlobalOverrideParams:
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case ShaderParamNames.WindGlobalParams:
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case ShaderParamNames.umGlobalOverrideParams:
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//WindOverrideParams = ((Vector4)param.Data); //todo...
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break;
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case MetaName.umGlobalParams:
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case ShaderParamNames.umGlobalParams:
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WindGlobalParams = ((Vector4)param.Data);
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break;
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case MetaName.RippleSpeed:
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case ShaderParamNames.RippleSpeed:
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RippleSpeed = ((Vector4)param.Data).X;
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break;
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case MetaName.RippleScale:
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case ShaderParamNames.RippleScale:
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RippleScale = ((Vector4)param.Data).X;
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break;
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case MetaName.RippleBumpiness:
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case ShaderParamNames.RippleBumpiness:
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RippleBumpiness = ((Vector4)param.Data).X;
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break;
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case MetaName.globalAnimUV0:
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case ShaderParamNames.globalAnimUV0:
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globalAnimUV0 = (Vector4)param.Data;
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break;
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case MetaName.globalAnimUV1:
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case ShaderParamNames.globalAnimUV1:
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globalAnimUV1 = (Vector4)param.Data;
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break;
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case MetaName.WaveOffset:
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case ShaderParamNames.WaveOffset:
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WaveOffset = ((Vector4)param.Data).X;
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break;
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case MetaName.WaterHeight:
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case ShaderParamNames.WaterHeight:
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WaterHeight = ((Vector4)param.Data).X;
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break;
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case MetaName.WaveMovement:
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case ShaderParamNames.WaveMovement:
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WaveMovement = ((Vector4)param.Data).X;
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break;
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case MetaName.HeightOpacity:
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case ShaderParamNames.HeightOpacity:
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HeightOpacity = ((Vector4)param.Data).X;
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break;
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case MetaName.DirtDecalMask:
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case ShaderParamNames.DirtDecalMask:
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DirtDecalMask = ((Vector4)param.Data);
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break;
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}
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@@ -77,7 +77,7 @@ namespace CodeWalker.Rendering
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public int RenderVertexColourIndex = 1;
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public int RenderTextureCoordIndex = 1;
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public int RenderTextureSamplerCoord = 1;
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public MetaName RenderTextureSampler = MetaName.DiffuseSampler;
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public ShaderParamNames RenderTextureSampler = ShaderParamNames.DiffuseSampler;
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public double CurrentRealTime = 0;
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public float CurrentElapsedTime = 0;
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@@ -159,7 +159,7 @@ namespace CodeWalker.Rendering
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public int RenderVertexColourIndex = 1;
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public int RenderTextureCoordIndex = 1;
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public int RenderTextureSamplerCoord = 1;
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public MetaName RenderTextureSampler = MetaName.DiffuseSampler;
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public ShaderParamNames RenderTextureSampler = ShaderParamNames.DiffuseSampler;
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public bool SpecularEnable = true;
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@@ -549,21 +549,21 @@ namespace CodeWalker.Rendering
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if (itex.Key?.NameHash == 1678728908 /*"blank"*/) continue;
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switch (ihash)
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{
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case MetaName.DiffuseSampler:
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case MetaName.PlateBgSampler:
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case ShaderParamNames.DiffuseSampler:
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case ShaderParamNames.PlateBgSampler:
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texture = itex;
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break;
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case MetaName.BumpSampler:
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case MetaName.PlateBgBumpSampler:
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case ShaderParamNames.BumpSampler:
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case ShaderParamNames.PlateBgBumpSampler:
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bumptex = itex;
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break;
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case MetaName.SpecSampler:
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case ShaderParamNames.SpecSampler:
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spectex = itex;
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break;
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case MetaName.DetailSampler:
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case ShaderParamNames.DetailSampler:
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detltex = itex;
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break;
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case MetaName.TintPaletteSampler:
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case ShaderParamNames.TintPaletteSampler:
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tintpal = itex;
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if (tintpal.Key != null)
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{
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@@ -571,24 +571,24 @@ namespace CodeWalker.Rendering
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tntpalind = (VSEntityVars.Vars.TintPaletteIndex + 0.5f) / tintpal.Key.Height;
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}
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break;
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case MetaName.distanceMapSampler:
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case ShaderParamNames.distanceMapSampler:
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texture = itex;
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isdistmap = true;
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break;
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case MetaName.DiffuseSampler2:
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case ShaderParamNames.DiffuseSampler2:
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texture2 = itex;
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break;
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case MetaName.heightSampler:
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case MetaName.EnvironmentSampler:
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case ShaderParamNames.heightSampler:
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case ShaderParamNames.EnvironmentSampler:
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//case MetaName.SnowSampler0:
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//case MetaName.SnowSampler1:
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//case MetaName.DiffuseSampler3:
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//case MetaName.DirtSampler:
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//case MetaName.DirtBumpSampler:
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break;
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case MetaName.FlowSampler:
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case MetaName.FogSampler:
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case MetaName.FoamSampler:
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case ShaderParamNames.FlowSampler:
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case ShaderParamNames.FogSampler:
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case ShaderParamNames.FoamSampler:
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if (texture == null) texture = itex;
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break;
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default:
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@@ -76,7 +76,7 @@ namespace CodeWalker.Rendering
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public int RenderVertexColourIndex = 1;
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public int RenderTextureCoordIndex = 1;
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public int RenderTextureSamplerCoord = 1;
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public MetaName RenderTextureSampler = MetaName.DiffuseSampler;
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public ShaderParamNames RenderTextureSampler = ShaderParamNames.DiffuseSampler;
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private Dictionary<VertexType, InputLayout> layouts = new Dictionary<VertexType, InputLayout>();
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@@ -230,7 +230,7 @@ namespace CodeWalker.Rendering
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var ihash = geom.TextureParamHashes[i];
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switch (ihash)
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{
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case MetaName.DiffuseSampler:
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case ShaderParamNames.DiffuseSampler:
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texture = itex;
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break;
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}
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@@ -241,25 +241,25 @@ namespace CodeWalker.Rendering
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var ihash = geom.TextureParamHashes[i];
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switch (ihash)
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{
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case MetaName.DensitySampler:
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case ShaderParamNames.DensitySampler:
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DensitySampler = itex;
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break;
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case MetaName.normalSampler:
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case ShaderParamNames.normalSampler:
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NormalSampler = itex;
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break;
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case MetaName.DetailDensitySampler:
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case ShaderParamNames.DetailDensitySampler:
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DetailDensitySampler = itex;
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break;
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case MetaName.DetailNormalSampler:
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case ShaderParamNames.DetailNormalSampler:
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DetailNormalSampler = itex;
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break;
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case MetaName.DetailDensity2Sampler:
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case ShaderParamNames.DetailDensity2Sampler:
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DetailDensity2Sampler = itex;
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break;
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case MetaName.DetailNormal2Sampler:
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case ShaderParamNames.DetailNormal2Sampler:
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DetailNormal2Sampler = itex;
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break;
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case MetaName.DepthMapTexSampler:
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case ShaderParamNames.DepthMapTexSampler:
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DepthMapTexSampler = itex;
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break;
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default:
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@@ -213,11 +213,11 @@ namespace CodeWalker.Rendering
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var ihash = geom.TextureParamHashes[i];
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switch (ihash)
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{
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case MetaName.DiffuseSampler:
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case MetaName.TextureSampler_layer0:
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case MetaName.TextureSampler_layer1:
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case MetaName.TextureSampler_layer2:
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case MetaName.TextureSampler_layer3:
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case ShaderParamNames.DiffuseSampler:
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case ShaderParamNames.TextureSampler_layer0:
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case ShaderParamNames.TextureSampler_layer1:
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case ShaderParamNames.TextureSampler_layer2:
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case ShaderParamNames.TextureSampler_layer3:
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texture = itex;
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break;
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}
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@@ -92,7 +92,7 @@ namespace CodeWalker.Rendering
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public int RenderVertexColourIndex = 1;
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public int RenderTextureCoordIndex = 1;
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public int RenderTextureSamplerCoord = 1;
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public MetaName RenderTextureSampler = MetaName.DiffuseSampler;
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public ShaderParamNames RenderTextureSampler = ShaderParamNames.DiffuseSampler;
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private Dictionary<VertexType, InputLayout> layouts = new Dictionary<VertexType, InputLayout>();
|
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@@ -298,13 +298,13 @@ namespace CodeWalker.Rendering
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case WorldRenderMode.SingleTexture:
|
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switch (RenderTextureSampler)
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{
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case MetaName.DiffuseSampler:
|
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case ShaderParamNames.DiffuseSampler:
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rendermode = 5;
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break;
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case MetaName.BumpSampler:
|
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case ShaderParamNames.BumpSampler:
|
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rendermode = 6;
|
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break;
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case MetaName.SpecSampler:
|
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case ShaderParamNames.SpecSampler:
|
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rendermode = 7;
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break;
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default:
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@@ -387,40 +387,40 @@ namespace CodeWalker.Rendering
|
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var ihash = geom.TextureParamHashes[i];
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switch (ihash)
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{
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case MetaName.DiffuseSampler:
|
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case ShaderParamNames.DiffuseSampler:
|
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texture0 = itex;
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break;
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case MetaName.TextureSampler_layer0:
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case ShaderParamNames.TextureSampler_layer0:
|
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texture1 = itex;
|
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break;
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case MetaName.TextureSampler_layer1:
|
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case ShaderParamNames.TextureSampler_layer1:
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texture2 = itex;
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break;
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case MetaName.TextureSampler_layer2:
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case ShaderParamNames.TextureSampler_layer2:
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texture3 = itex;
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break;
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case MetaName.TextureSampler_layer3:
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case ShaderParamNames.TextureSampler_layer3:
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texture4 = itex;
|
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break;
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case MetaName.BumpSampler:
|
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case ShaderParamNames.BumpSampler:
|
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normals0 = itex;
|
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break;
|
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case MetaName.BumpSampler_layer0:
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case ShaderParamNames.BumpSampler_layer0:
|
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normals1 = itex;
|
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break;
|
||||
case MetaName.BumpSampler_layer1:
|
||||
case ShaderParamNames.BumpSampler_layer1:
|
||||
normals2 = itex;
|
||||
break;
|
||||
case MetaName.BumpSampler_layer2:
|
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case ShaderParamNames.BumpSampler_layer2:
|
||||
normals3 = itex;
|
||||
break;
|
||||
case MetaName.BumpSampler_layer3:
|
||||
case ShaderParamNames.BumpSampler_layer3:
|
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normals4 = itex;
|
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break;
|
||||
case MetaName.lookupSampler:
|
||||
case ShaderParamNames.lookupSampler:
|
||||
texturemask = itex;
|
||||
break;
|
||||
case MetaName.TintPaletteSampler:
|
||||
case ShaderParamNames.TintPaletteSampler:
|
||||
tintpal = itex;
|
||||
if (tintpal.Key != null)
|
||||
{
|
||||
@@ -494,9 +494,9 @@ namespace CodeWalker.Rendering
|
||||
usevc = false;
|
||||
switch (RenderTextureSampler)
|
||||
{
|
||||
case MetaName.DiffuseSampler:
|
||||
case MetaName.BumpSampler:
|
||||
case MetaName.SpecSampler:
|
||||
case ShaderParamNames.DiffuseSampler:
|
||||
case ShaderParamNames.BumpSampler:
|
||||
case ShaderParamNames.SpecSampler:
|
||||
break;
|
||||
default:
|
||||
for (int i = 0; i < geom.RenderableTextures.Length; i++)
|
||||
|
||||
@@ -189,14 +189,14 @@ namespace CodeWalker.Rendering
|
||||
|
||||
for (int i = 0; i < nparams; i++)
|
||||
{
|
||||
var h = shader.ParametersList.Hashes[i];
|
||||
var h = (ShaderParamNames)shader.ParametersList.Hashes[i];
|
||||
switch (h)
|
||||
{
|
||||
case MetaName.AlphaTest: VSGeomVars.Vars.AlphaTest = (Vector4)sparams[i].Data; break;
|
||||
case MetaName.AlphaScale: VSGeomVars.Vars.AlphaScale = (Vector4)sparams[i].Data; break;
|
||||
case MetaName.UseTreeNormals: VSGeomVars.Vars.UseTreeNormals = (Vector4)sparams[i].Data; break;
|
||||
case MetaName.treeLod2Normal: VSGeomVars.Vars.treeLod2Normal = (Vector4)sparams[i].Data; break;
|
||||
case MetaName.treeLod2Params: VSGeomVars.Vars.treeLod2Params = (Vector4)sparams[i].Data; break;
|
||||
case ShaderParamNames.AlphaTest: VSGeomVars.Vars.AlphaTest = (Vector4)sparams[i].Data; break;
|
||||
case ShaderParamNames.AlphaScale: VSGeomVars.Vars.AlphaScale = (Vector4)sparams[i].Data; break;
|
||||
case ShaderParamNames.UseTreeNormals: VSGeomVars.Vars.UseTreeNormals = (Vector4)sparams[i].Data; break;
|
||||
case ShaderParamNames.treeLod2Normal: VSGeomVars.Vars.treeLod2Normal = (Vector4)sparams[i].Data; break;
|
||||
case ShaderParamNames.treeLod2Params: VSGeomVars.Vars.treeLod2Params = (Vector4)sparams[i].Data; break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -222,7 +222,7 @@ namespace CodeWalker.Rendering
|
||||
var ihash = geom.TextureParamHashes[i];
|
||||
switch (ihash)
|
||||
{
|
||||
case MetaName.DiffuseSampler:
|
||||
case ShaderParamNames.DiffuseSampler:
|
||||
texture = itex;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -103,7 +103,7 @@ namespace CodeWalker.Rendering
|
||||
public int RenderVertexColourIndex = 1;
|
||||
public int RenderTextureCoordIndex = 1;
|
||||
public int RenderTextureSamplerCoord = 1;
|
||||
public MetaName RenderTextureSampler = MetaName.DiffuseSampler;
|
||||
public ShaderParamNames RenderTextureSampler = ShaderParamNames.DiffuseSampler;
|
||||
public double CurrentRealTime = 0;
|
||||
public float CurrentElapsedTime = 0;
|
||||
public bool SpecularEnable = true;
|
||||
@@ -351,19 +351,19 @@ namespace CodeWalker.Rendering
|
||||
if (itex == null) continue;
|
||||
switch (ihash)
|
||||
{
|
||||
case MetaName.DiffuseSampler:
|
||||
case ShaderParamNames.DiffuseSampler:
|
||||
texture = itex;
|
||||
break;
|
||||
case MetaName.BumpSampler:
|
||||
case ShaderParamNames.BumpSampler:
|
||||
bumptex = itex;
|
||||
break;
|
||||
case MetaName.FlowSampler:
|
||||
case ShaderParamNames.FlowSampler:
|
||||
flowtex = itex;
|
||||
break;
|
||||
case MetaName.FoamSampler:
|
||||
case ShaderParamNames.FoamSampler:
|
||||
foamtex = itex;
|
||||
break;
|
||||
case MetaName.FogSampler:
|
||||
case ShaderParamNames.FogSampler:
|
||||
fogtex = itex;
|
||||
break;
|
||||
default:
|
||||
|
||||
Reference in New Issue
Block a user