#include "CPlayerShader.h" #include "CFTTMaterialManager.h" #include "shader_data/CPlayerShader_Setup.h" CPlayerShader CPlayerShader::s_tInstance; //------------------------------------------------------------------------------------------------- //001D0114 //^_^ CPlayerShader::CPlayerShader() : CFTTUberShader(&CPlayerShaderSetup_3263A0) { } //------------------------------------------------------------------------------------------------- //001D0120 //^_^ CPlayerShader::~CPlayerShader() { } //------------------------------------------------------------------------------------------------- //0011F980 //^_^ void CPlayerShader::SetBin(EPlayerShader_Bin eBin, int a2) { LOGE("CPlayerShader::SetBin%p%x%x",this,eBin,a2); } //------------------------------------------------------------------------------------------------- //0011F990 //^_^ void CPlayerShader::SetDiffuse(CFTTTexParam aTexParam, int a2) { LOGE("CPlayerShader::SetDiffuse%p%x%x%x",this,aTexParam.GetFlag0(),aTexParam.GetFlag4(), a2); } //------------------------------------------------------------------------------------------------- //0011F9A8 //^_^ void CPlayerShader::SetSpecular(CFTTTexParam aTexParam, int a2) { LOGE("CPlayerShader::SetSpecular%p%x%x%x",this,aTexParam.GetFlag0(),aTexParam.GetFlag4(), a2); } //------------------------------------------------------------------------------------------------- //0011F9C0 //^_^ void CPlayerShader::SetNormal(CFTTTexParam aTexParam, int a2) { LOGE("CPlayerShader::SetNormal%p%x%x%x",this,aTexParam.GetFlag0(),aTexParam.GetFlag4(), a2); } //------------------------------------------------------------------------------------------------- //0011F9D8 //^_^ void CPlayerShader::SetAmbient(CFTTTexParam aTexParam, int a2) { LOGE("CPlayerShader::SetAmbient%p%x%x%x",this,aTexParam.GetFlag0(),aTexParam.GetFlag4(), a2); } //------------------------------------------------------------------------------------------------- //0011F9F0 //^_^ void CPlayerShader::SetDiffRimLightLUT(CFTTTexParam aTexParam, int a2) { LOGE("CPlayerShader::SetAmbient%p%x%x%x",this,aTexParam.GetFlag0(),aTexParam.GetFlag4(), a2); } //------------------------------------------------------------------------------------------------- //0011FA08 //^_^ void CPlayerShader::SetSpecLightLUT(CFTTTexParam aTexParam, int a2) { LOGE("CPlayerShader::SetAmbient%p%x%x%x",this,aTexParam.GetFlag0(),aTexParam.GetFlag4(), a2); } //------------------------------------------------------------------------------------------------- //0011FA20 //^_^ void CPlayerShader::SetSpecularEnv(CFTTTexParam aTexParam, int a2) { LOGE("CPlayerShader::SetAmbient%p%x%x%x",this,aTexParam.GetFlag0(),aTexParam.GetFlag4(), a2); } //------------------------------------------------------------------------------------------------- //0011FDBC //^_^ void CPlayerShader::SetModel(EPlayerShader_Model eModel) { LOGE("%x",this); LOGE("%x",eModel); } //------------------------------------------------------------------------------------------------- //0011FDCE //^_^ void CPlayerShader::SetShadowMap(EPlayerShader_ShadowMap eShadowMap) { LOGE("%x",this); LOGE("%x",eShadowMap); } //------------------------------------------------------------------------------------------------- //0011FDE0 //^_^ void CPlayerShader::SetLightDir(CFTTVector32 const& pVector32) { } //------------------------------------------------------------------------------------------------- //0011FDEC //^_^ void CPlayerShader::SetBlendMode(EPlayerShader_BlendMode eBlendMode) { LOGE("%x",this); LOGE("%x",eBlendMode); } //------------------------------------------------------------------------------------------------- //001265B4 //^_^ void CPlayerShader::SetCinematic(EPlayerShader_Cinematic eCinematic) { LOGE("%x",this); LOGE("%x",eCinematic); } //------------------------------------------------------------------------------------------------- //001265C6 //^_^ void CPlayerShader::SetCinematicLightingCloth(CFTTVector32x4 const& pVector32x4) { LOGE("%x",this); LOGE("%x",&pVector32x4); LOGE("%x%x%x%x",pVector32x4.my[0],pVector32x4.my[1],pVector32x4.my[2],pVector32x4.my[3]); } //------------------------------------------------------------------------------------------------- //001265D2 //^_^ void CPlayerShader::SetCinematicLightingSkin(CFTTVector32x4 const& pVector32x4) { LOGE("%x",this); LOGE("%x%x%x%x",pVector32x4.my[0],pVector32x4.my[1],pVector32x4.my[2],pVector32x4.my[3]); } //------------------------------------------------------------------------------------------------- //001265DE //^_^ void CPlayerShader::SetQuality(EPlayerShader_Quality eQuality) { LOGE("%x",this); LOGE("%x",eQuality); } //------------------------------------------------------------------------------------------------- //0017F508 //^_^ void CPlayerShader::SetColourMulti1(CFTTVector32 const& pVector32, int a2) { } //------------------------------------------------------------------------------------------------- //0017F512 //^_^ void CPlayerShader::SetColourMulti2(CFTTVector32 const& pVector32, int a2) { } //------------------------------------------------------------------------------------------------- //0017F51C //^_^ void CPlayerShader::SetColourMulti3(CFTTVector32 const& pVector32, int a2) { } //------------------------------------------------------------------------------------------------- //0017F526 //^_^ void CPlayerShader::SetColourMulti4(CFTTVector32 const& pVector32, int a2) { } //------------------------------------------------------------------------------------------------- //00180808 //^_^ void CPlayerShader::SetShadowMapTex(CFTTTexParam aTexParam) { LOGE("CPlayerShader::SetShadowMapTex%p%x%x",this,aTexParam.GetFlag0(),aTexParam.GetFlag4()); } //------------------------------------------------------------------------------------------------- //0018081C //^_^ void CPlayerShader::SetFloatingPoint(EPlayerShader_FloatingPoint eFloatingPoint) { LOGE("CPlayerShader::SetFloatingPoint%p%d",this,eFloatingPoint); } //------------------------------------------------------------------------------------------------- //0018082E //^_^ void CPlayerShader::SetDiffuseEnv(CFTTTexParam aTexParam) { LOGE("CPlayerShader::SetDiffuseEnv%p%x%x",this,aTexParam.GetFlag0(),aTexParam.GetFlag4()); } //------------------------------------------------------------------------------------------------- //00180842 //^_^ void CPlayerShader::SetBRDFLUT(CFTTTexParam aTexParam) { LOGE("CPlayerShader::SetBRDFLUT%p%x%x",this,aTexParam.GetFlag0(),aTexParam.GetFlag4()); } //------------------------------------------------------------------------------------------------- //00180856 //^_^ void CPlayerShader::SetPBR(CFTTVector32x4 const& pVector32x4, int a2) { LOGE("CPlayerShader::SetBRDFLUT%p%x%x%x%x",this,pVector32x4.my[0],pVector32x4.my[1],pVector32x4.my[2],pVector32x4.my[3],a2); } //------------------------------------------------------------------------------------------------- //00186CF4 //^_^ void CPlayerShader::SetAtlasCount(float const* pf) { } //------------------------------------------------------------------------------------------------- //00186D00 //^_^ void CPlayerShader::SetShadowMapProj01(CFTTMatrix32 const& pMatrix32) { } //------------------------------------------------------------------------------------------------- //00186D0C //^_^ void CPlayerShader::SetShadowMapProj02(CFTTMatrix32 const& pMatrix32) { } //------------------------------------------------------------------------------------------------- //00186D18 //^_^ void CPlayerShader::SetShadowMapProj03(CFTTMatrix32 const& pMatrix32) { } //------------------------------------------------------------------------------------------------- //00186D24 //^_^ void CPlayerShader::SetShadowMapProj04(CFTTMatrix32 const& pMatrix32) { } //------------------------------------------------------------------------------------------------- //00186D30 //^_^ void CPlayerShader::SetShadowMapSplit(CFTTVector32 const& pMatrix32) { } //------------------------------------------------------------------------------------------------- //00186D3C //^_^ void CPlayerShader::SetViewParams(float const* pf) { } //------------------------------------------------------------------------------------------------- //001D0124 //^_^ ushort CPlayerShader::CreateMat(EPlayerShader_Bin eBin, CFTTVector32x4 const& pVector32x4, CFTTTexParam aTexParam1, CFTTTexParam aTexParam2, CFTTTexParam aTexParam3, CFTTTexParam aTexParam4, CFTTTexParam aTexParam5, CFTTTexParam aTexParam6, CFTTTexParam aTexParam7, CFTTVector32 const& pVector32_1, CFTTVector32 const& pVector32_2, CFTTVector32 const& pVector32_3, CFTTVector32 const& pVector32_4, EPlayerShader_CullMode eCullMode) { //LOGI("CPlayerShader::CreateMat entry %p", FTT_pMtlL); return 0; }