Richard Boegli's CnC_Generals_Zero_Hour Fork
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This is documentation of Richard Boegil's Zero Hour Fork
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shd8bumpspec_constants.h
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/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program 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 3 of the License, or
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** (at your option) any later version.
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**
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** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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// DX8 bump specular mask with gloss map shader constants
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// Kenny Mitchell - Westwood Studios EA 2002
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#ifndef SHD8BUMPSPEC_CONSTANTS_H
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#define SHD8BUMPSPEC_CONSTANTS_H
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// vertex shader macros
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#define CV_WORLD_VIEW_PROJECTION 1
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#define CV_WORLD_VIEW_PROJECTION_0 1
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#define CV_WORLD_VIEW_PROJECTION_1 2
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#define CV_WORLD_VIEW_PROJECTION_2 3
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#define CV_WORLD_VIEW_PROJECTION_3 4
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#define CV_WORLD 12
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#define CV_WORLD_0 12
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#define CV_WORLD_1 13
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#define CV_WORLD_2 14
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#define CV_WORLD_3 15
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// 16-26 lighting constants
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#define CV_BUMPINESS 27
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#define CV_EYE_WORLD 28
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#define CV_TEXMAP 30
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#define CV_TEXMAP_0 30
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#define CV_TEXMAP_1 31
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#define CV_TEXMAP_2 32
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#define CV_TEXMAP_3 33
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// inputs
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#define V_POSITION v0
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#define V_NORMAL v1
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#define V_DIFFUSE v2
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#define V_TEXTURE v3
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#define V_S v4
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#define V_T v5
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#define V_SxT v6
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// registers
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#define HALF_ANGLE r0
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#define S_WORLD r1
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#define T_WORLD r2
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#define SxT_WORLD r3
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#define LIGHT_LOCAL r4
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#define LIGHT_0 r5
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#define LIGHT_1 r6
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#define LIGHT_2 r7
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#define LIGHT_3 r8
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#define COL r9
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#define WORLD_NORMAL r10
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#define EYE_VECTOR r11
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#define WORLD_VERTEX r11
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// pixel shader constants
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#define OUTPUT_REG r0
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// texture stages
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#define TEX_NORMALMAP t0
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#define TEX_DECAL t1
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#define TEX_SPECULAR t2
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#define COL_LIGHT v0
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#define COL_DIFFUSE v1
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#endif
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shd8bumpspec_constants.h
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