// CBallShader - [2020-04-13 11:57:46] #ifndef _CBALLSHADER_H_ #define _CBALLSHADER_H_ #include "common.h" #include "CFTTMatrix32.h" #include "CFTTUberShader.h" /* 001CF60C CBallShader::CBallShader() 001CF618 CBallShader::~CBallShader() 0017C56C CBallShader::SetShadowMap(EBallShader_ShadowMap) 0017C57E CBallShader::SetShadowMapTex(CFTTTexParam) 0017C5AC CBallShader::SetShadowMapProj01(CFTTMatrix32 const&) 0017C5B8 CBallShader::SetShadowMapProj02(CFTTMatrix32 const&) 0017C5C4 CBallShader::SetViewParams(float const*) 0017C5D0 CBallShader::SetShadowMapSplit(float) 0017C5E2 CBallShader::SetLightDir(CFTTVector32x4 const&) 0017C5EE CBallShader::SetModel(EBallShader_Model) 0017C600 CBallShader::SetSpecularLUT(CFTTTexParam) 0017C614 CBallShader::SetDiffuseEnv(CFTTTexParam) 0017C628 CBallShader::SetSpecularEnv(CFTTTexParam) 0017C63C CBallShader::SetBRDFLUT(CFTTTexParam) 0017C650 CBallShader::SetPBR(CFTTVector32x4 const&) 0017C950 CBallShader::SetDiffuse(CFTTTexParam) 0017C964 CBallShader::SetNormal(CFTTTexParam) 0017C978 CBallShader::SetAmbient(CFTTTexParam) 0017C98C CBallShader::SetFloatingPoint(EBallShader_FloatingPoint) 001CF61C CBallShader::CreateMat() 001E6990 CBallShader::SetCinematic(EBallShader_Cinematic) 001E69A2 CBallShader::SetCinematicLighting(CFTTVector32 const&) */ enum EBallShader_ShadowMap { EBallShader_ShadowMap_0, EBallShader_ShadowMap_1, EBallShader_ShadowMap_2, EBallShader_ShadowMap_3, EBallShader_ShadowMap_4, }; enum EBallShader_Model { EBallShader_Model_0, EBallShader_Model_1, EBallShader_Model_2, EBallShader_Model_3, EBallShader_Model_4, EBallShader_Model_5, }; enum EBallShader_FloatingPoint { EBallShader_FloatingPoint_0, EBallShader_FloatingPoint_1, EBallShader_FloatingPoint_2, EBallShader_FloatingPoint_3, EBallShader_FloatingPoint_4, EBallShader_FloatingPoint_5, }; enum EBallShader_Cinematic { EBallShader_Cinematic_0, EBallShader_Cinematic_1, EBallShader_Cinematic_2, EBallShader_Cinematic_3, EBallShader_Cinematic_4, EBallShader_Cinematic_5, }; class CBallShader : public CFTTUberShader { public: CBallShader(); // 001CF60C ~CBallShader(); // 001CF618 void SetShadowMap(EBallShader_ShadowMap); // 0017C56C void SetShadowMapTex(CFTTTexParam); // 0017C57E void SetShadowMapProj01(CFTTMatrix32 const&); // 0017C5AC void SetShadowMapProj02(CFTTMatrix32 const&); // 0017C5B8 void SetViewParams(float const*); // 0017C5C4 void SetShadowMapSplit(float); // 0017C5D0 void SetLightDir(CFTTVector32x4 const&); // 0017C5E2 void SetModel(EBallShader_Model); // 0017C5EE void SetSpecularLUT(CFTTTexParam); // 0017C600 void SetDiffuseEnv(CFTTTexParam); // 0017C614 void SetSpecularEnv(CFTTTexParam); // 0017C628 void SetBRDFLUT(CFTTTexParam); // 0017C63C void SetPBR(CFTTVector32x4 const&); // 0017C650 void SetDiffuse(CFTTTexParam); // 0017C950 void SetNormal(CFTTTexParam); // 0017C964 void SetAmbient(CFTTTexParam); // 0017C978 void SetFloatingPoint(EBallShader_FloatingPoint); // 0017C98C ushort CreateMat(); // 001CF61C void SetCinematic(EBallShader_Cinematic); // 001E6990 void SetCinematicLighting(CFTTVector32 const&); // 001E69A2 static CBallShader s_tInstance; }; #endif //_CBALLSHADER_H_