SoundAsset Refactor

This commit is contained in:
marauder2k7 2025-12-12 12:27:33 +00:00
parent 9f29bee45f
commit da40838560
61 changed files with 1333 additions and 1828 deletions

View file

@ -593,7 +593,7 @@ Var* ShaderFeatureHLSL::getModelView( Vector<ShaderComponent*> &componentList,
viewProj->setType( "float4x4" );
viewProj->setName( "viewProj" );
viewProj->uniform = true;
viewProj->constSortPos = cspPass;
viewProj->constSortPos = cspScene;
}
modelview = new Var;
@ -893,7 +893,7 @@ Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, Mult
{
wsEyePos = new Var("eyePosWorld", "float3");
wsEyePos->uniform = true;
wsEyePos->constSortPos = cspPass;
wsEyePos->constSortPos = cspScene;
}
Var *wsPosition = getInWsPosition(componentList);
@ -1867,7 +1867,7 @@ void ReflectCubeFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
{
eyePos = new Var( "eyePosWorld", "float3" );
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
eyePos->constSortPos = cspScene;
}
// eye to vert
@ -2152,7 +2152,7 @@ void RTLightingFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
{
eyePos = new Var( "eyePosWorld", "float3" );
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
eyePos->constSortPos = cspScene;
}
//Temporarily disabled while we figure out how to better handle normals without a normal map
@ -2237,43 +2237,43 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
Var *inLightPos = new Var( "inLightPos", "float4" );
inLightPos->uniform = true;
inLightPos->arraySize = 4;
inLightPos->constSortPos = cspPotentialPrimitive;
inLightPos->constSortPos = cspLightBuffer;
Var * inLightConfigData = new Var( "inLightConfigData", "float4" );
inLightConfigData->uniform = true;
inLightConfigData->arraySize = 4;
inLightConfigData->constSortPos = cspPotentialPrimitive;
inLightConfigData->constSortPos = cspLightBuffer;
Var *inLightColor = new Var( "inLightColor", "float4" );
inLightColor->uniform = true;
inLightColor->arraySize = 4;
inLightColor->constSortPos = cspPotentialPrimitive;
inLightColor->constSortPos = cspLightBuffer;
Var *inLightSpotDir = new Var( "inLightSpotDir", "float4" );
inLightSpotDir->uniform = true;
inLightSpotDir->arraySize = 4;
inLightSpotDir->constSortPos = cspPotentialPrimitive;
inLightSpotDir->constSortPos = cspLightBuffer;
Var * lightSpotParams = new Var( "inlightSpotParams", "float2" );
lightSpotParams->uniform = true;
lightSpotParams->arraySize = 4;
lightSpotParams->constSortPos = cspPotentialPrimitive;
lightSpotParams->constSortPos = cspLightBuffer;
Var* hasVectorLight = new Var("hasVectorLight", "int");
hasVectorLight->uniform = true;
hasVectorLight->constSortPos = cspPotentialPrimitive;
hasVectorLight->constSortPos = cspLightBuffer;
Var* vectorLightDirection = new Var("vectorLightDirection", "float4");
vectorLightDirection->uniform = true;
vectorLightDirection->constSortPos = cspPotentialPrimitive;
vectorLightDirection->constSortPos = cspLightBuffer;
Var* vectorLightColor = new Var("vectorLightColor", "float4");
vectorLightColor->uniform = true;
vectorLightColor->constSortPos = cspPotentialPrimitive;
vectorLightColor->constSortPos = cspLightBuffer;
Var* vectorLightBrightness = new Var("vectorLightBrightness", "float");
vectorLightBrightness->uniform = true;
vectorLightBrightness->constSortPos = cspPotentialPrimitive;
vectorLightBrightness->constSortPos = cspLightBuffer;
Var* surface = getSurface(componentList, meta, fd);
if (!surface)
@ -2289,7 +2289,7 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
{
ambient = new Var("ambient", "float4");
ambient->uniform = true;
ambient->constSortPos = cspPass;
ambient->constSortPos = cspScene;
}
Var* lighting = new Var("lighting", "float4");
@ -2349,12 +2349,12 @@ void FogFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
{
eyePos = new Var( "eyePosWorld", "float3" );
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
eyePos->constSortPos = cspScene;
}
Var *fogData = new Var( "fogData", "float3" );
fogData->uniform = true;
fogData->constSortPos = cspPass;
fogData->constSortPos = cspScene;
Var *wsPosition = new Var( "fogPos", "float3" );
getWsPosition( componentList,
@ -2393,7 +2393,7 @@ void FogFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
fogColor->setType( "float4" );
fogColor->setName( "fogColor" );
fogColor->uniform = true;
fogColor->constSortPos = cspPass;
fogColor->constSortPos = cspScene;
// Get the out color.
Var *color = (Var*) LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
@ -2429,12 +2429,12 @@ void FogFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
{
eyePos = new Var( "eyePosWorld", "float3" );
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
eyePos->constSortPos = cspScene;
}
Var *fogData = new Var( "fogData", "float3" );
fogData->uniform = true;
fogData->constSortPos = cspPass;
fogData->constSortPos = cspScene;
/// Get the fog amount.
fogAmount = new Var( "fogAmount", "float" );
@ -2695,7 +2695,7 @@ void FoliageFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList,
{
eyePos = new Var( "eyePosWorld", "float3" );
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
eyePos->constSortPos = cspScene;
}
// All actual work is offloaded to this method.
@ -2832,7 +2832,7 @@ void ImposterVertFeatureHLSL::processVert( Vector<ShaderComponent*> &component
{
eyePos = new Var( "eyePosWorld", "float3" );
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
eyePos->constSortPos = cspScene;
}
// Declare the outputs from this feature.
@ -3153,7 +3153,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
eyePos->setType("float3");
eyePos->setName("eyePosWorld");
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
eyePos->constSortPos = cspScene;
}
Var* accumTime = (Var*)LangElement::find("accumTime");
@ -3161,7 +3161,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
{
accumTime = new Var("accumTime", "float");
accumTime->uniform = true;
accumTime->constSortPos = cspPass;
accumTime->constSortPos = cspScene;
}
Var* dampness = (Var*)LangElement::find("dampness");
@ -3169,7 +3169,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
{
dampness = new Var("dampness", "float");
dampness->uniform = true;
dampness->constSortPos = cspPass;
dampness->constSortPos = cspScene;
}
String computeForwardProbes = String(" @ = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
@ -3185,7 +3185,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
{
ambient = new Var("ambient","float4");
ambient->uniform = true;
ambient->constSortPos = cspPass;
ambient->constSortPos = cspScene;
}
meta->addStatement(new GenOp(" @.rgb *= @.rgb;\r\n", ibl, ambient));
meta->addStatement(new GenOp(" @.rgb = @.rgb;\r\n", curColor, ibl));