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https://gitea.wildfiregames.com/0ad/0ad
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We use a shader with 64 bones by default to consume less uniform memory. But if we meet bigger skeletons we batch and handle them afterwards. In the future we need to sort the input models to have less changes for bound buffers. Also we might want to skin up to 4 models per a single dispatch.
200 lines
3.7 KiB
C
200 lines
3.7 KiB
C
/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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// This file defines global CStrIntern variables, to avoid the cost of
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// constructing CStrInterns frequently at runtime.
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//
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// A line like
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// X(foo)
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// defines a variable str_foo with value "foo".
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//
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// A line like
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// X2(foo_0, "foo[0]")
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// defines a variable str_foo_0 with value "foo[0]".
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// For direct inclusion, we presumably just want the extern definitions.
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#ifndef X
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#include "CStrIntern.h"
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#define X(id) extern CStrIntern str_##id;
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#define X2(id, str) extern CStrIntern str_##id;
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#endif
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X(0)
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X(1)
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X(2)
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X(3)
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X(4)
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X(ALPHABLEND_PASS_BLEND)
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X(ALPHABLEND_PASS_OPAQUE)
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X(BLEND)
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X(BLOOM_NOP)
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X(BLOOM_PASS_H)
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X(BLOOM_PASS_V)
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X(DECAL)
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X(DISABLE_RECEIVE_SHADOWS)
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X(IGNORE_LOS)
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X(MINIMAP_BASE)
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X(MINIMAP_POINT)
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X(MODE_SHADOWCAST)
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X(MODE_SILHOUETTEDISPLAY)
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X(MODE_SILHOUETTEOCCLUDER)
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X(MODE_WIREFRAME)
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X(MODE_WIREFRAME_SOLID)
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X(PASS_REFLECTIONS)
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X(PASS_REFRACTIONS)
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X(PASS_SHADOWS)
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X(RENDER_DEBUG_MODE)
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X(RENDER_DEBUG_MODE_AO)
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X(RENDER_DEBUG_MODE_ALPHA)
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X(RENDER_DEBUG_MODE_CUSTOM)
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X(RENDER_DEBUG_MODE_NONE)
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X(SHADOWS_CASCADE_COUNT)
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X(USE_DESCRIPTOR_INDEXING)
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X(USE_FANCY_EFFECTS)
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X(USE_FP_SHADOW)
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X(USE_GPU_INSTANCING)
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X(USE_INSTANCING)
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X(USE_NORMALS)
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X(USE_OBJECTCOLOR)
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X(USE_REAL_DEPTH)
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X(USE_REFLECTION)
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X(USE_REFRACTION)
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X(USE_SHADOW)
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X(USE_SHADOW_PCF)
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X(USE_SHADOW_SAMPLER)
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X(USE_FOG)
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X(WATERTYPE_CLAP)
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X(WATERTYPE_LAKE)
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X2(_emptystring, "")
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X(OutputNormalsTangents)
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X(OutputPositions)
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X(SkinData)
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X(InputVertices)
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X(ambient)
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X(baseTex)
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X(blendTex)
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X(bloom)
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X(blurTex2)
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X(blurTex4)
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X(blurTex8)
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X(brightness)
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X(cameraForward)
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X(cameraPos)
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X(canvas2d)
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X(color)
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X(colorAdd)
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X(colorMul)
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X(compute_rcas)
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X(compute_skinning)
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X(compute_upscale_fsr)
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X(debug_line)
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X(debug_overlay)
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X(delta)
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X(depthTex)
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X(dummy)
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X(foamTex)
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X(fogColor)
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X(fogParams)
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X(foreground_overlay)
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X(fxaa)
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X(grayscaleFactor)
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X(hdr)
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X(height)
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X(instancingTransform)
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X(inTex)
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X(losTex)
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X(losTex1)
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X(losTex2)
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X(losTransform)
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X(los_interp)
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X(mapSize)
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X(maskTex)
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X(maskTextureTransform)
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X(minimap)
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X(minimap_los)
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X(modelViewMatrix)
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X(murkiness)
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X(normalMap)
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X(normalMap2)
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X(objectColor)
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X(offset)
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X(overlay_line)
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X(overlay_solid)
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X(outTex)
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X(particle_add)
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X(particle_multiply)
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X(particle_overlay)
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X(particle_solid)
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X(particle_subtract)
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X(playerColor)
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X(projInvTransform)
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X(qualityLevel)
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X(reflectionMap)
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X(reflectionMatrix)
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X(refractionMap)
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X(refractionMatrix)
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X(renderedTex)
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X(repeatScale)
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X2(sans_10, "sans-10");
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X(saturation)
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X(screenSize)
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X(shadingColor)
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X(shadowDistance)
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X(shadowDistances)
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X(shadowScale)
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X(shadowTex)
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X(shadowTransform)
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X(shadowTransforms)
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X(sharpness)
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X(skinBlendMatrices)
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X(skyBoxRot)
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X(skyCube)
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X(sky_simple)
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X(solid)
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X(sunColor)
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X(sunDir)
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X(terrain_base)
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X(terrain_blend)
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X(terrain_decal)
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X(terrain_solid)
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X(tex)
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X(texSize)
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X(textureTransform)
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X(time)
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X(tint)
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X(transform)
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X(translation)
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X(upscale_bilinear)
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X(upscale_nearest)
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X(vertexCount)
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X(viewInvTransform)
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X(water_high)
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X(water_simple)
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X(water_waves)
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X(waterEffectsTex)
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X(waterTex)
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X(waveTex)
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X(waviness)
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X(waveParams1)
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X(waveParams2)
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X(width)
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X(windAngle)
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X(zFar)
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X(zNear)
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#undef X
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#undef X2
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