rename the files from skin to deformed

This commit is contained in:
sam gateau 2018-09-25 17:32:04 -07:00
parent cc0019479a
commit efa1dd0274
51 changed files with 77 additions and 77 deletions

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@ -556,8 +556,8 @@ void DrawHighlightTask::initMaskPipelines(render::ShapePlumber& shapePlumber, gp
ShapeKey::Filter::Builder().withoutSkinned(),
modelProgram, state);
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(shader::render_utils::program::skin_model_shadow);
gpu::ShaderPointer deformedProgram = gpu::Shader::createProgram(shader::render_utils::program::deformed_model_shadow);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned(),
skinProgram, state);
deformedProgram, state);
}

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@ -147,60 +147,60 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
// matrix palette skinned
addPipeline(
Key::Builder().withMaterial().withSkinned(),
skin_model, nullptr, nullptr);
deformed_model, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTangents(),
skin_model_normal_map, nullptr, nullptr);
deformed_model_normal_map, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withMaterial().withSkinned().withFade(),
skin_model_fade, batchSetter, itemSetter);
deformed_model_fade, batchSetter, itemSetter);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTangents().withFade(),
skin_model_normal_map_fade, batchSetter, itemSetter);
deformed_model_normal_map_fade, batchSetter, itemSetter);
// matrix palette skinned and translucent
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent(),
skin_model_translucent, nullptr, nullptr);
deformed_model_translucent, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(),
skin_model_normal_map_translucent, nullptr, nullptr);
deformed_model_normal_map_translucent, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent().withFade(),
skin_model_translucent_fade, batchSetter, itemSetter);
deformed_model_translucent_fade, batchSetter, itemSetter);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withFade(),
skin_model_normal_map_translucent_fade, batchSetter, itemSetter);
deformed_model_normal_map_translucent_fade, batchSetter, itemSetter);
// dual quaternion skinned
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned(),
skin_model_dq, nullptr, nullptr);
deformed_model_dq, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTangents(),
skin_model_normal_map_dq, nullptr, nullptr);
deformed_model_normal_map_dq, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withFade(),
skin_model_fade_dq, batchSetter, itemSetter);
deformed_model_fade_dq, batchSetter, itemSetter);
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTangents().withFade(),
skin_model_normal_map_fade_dq, batchSetter, itemSetter);
deformed_model_normal_map_fade_dq, batchSetter, itemSetter);
// dual quaternion skinned and translucent
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent(),
skin_model_translucent_dq, nullptr, nullptr);
deformed_model_translucent_dq, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withTangents(),
skin_model_normal_map_translucent_dq, nullptr, nullptr);
deformed_model_normal_map_translucent_dq, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withFade(),
skin_model_translucent_fade_dq, batchSetter, itemSetter);
deformed_model_translucent_fade_dq, batchSetter, itemSetter);
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withTangents().withFade(),
skin_model_normal_map_translucent_fade_dq, batchSetter, itemSetter);
deformed_model_normal_map_translucent_fade_dq, batchSetter, itemSetter);
// Depth-only
addPipeline(
@ -208,24 +208,24 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
model_shadow, nullptr, nullptr);
addPipeline(
Key::Builder().withSkinned().withDepthOnly(),
skin_model_shadow, nullptr, nullptr);
deformed_model_shadow, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withDepthOnly().withFade(),
model_shadow_fade, batchSetter, itemSetter);
addPipeline(
Key::Builder().withSkinned().withDepthOnly().withFade(),
skin_model_shadow_fade, batchSetter, itemSetter);
deformed_model_shadow_fade, batchSetter, itemSetter);
// Now repeat for dual quaternion
// Depth-only
addPipeline(
Key::Builder().withSkinned().withDualQuatSkinned().withDepthOnly(),
skin_model_shadow_dq, nullptr, nullptr);
deformed_model_shadow_dq, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withSkinned().withDualQuatSkinned().withDepthOnly().withFade(),
skin_model_shadow_fade_dq, batchSetter, itemSetter);
deformed_model_shadow_fade_dq, batchSetter, itemSetter);
}
void initForwardPipelines(ShapePlumber& plumber) {
@ -257,20 +257,20 @@ void initForwardPipelines(ShapePlumber& plumber) {
addPipeline(Key::Builder().withMaterial().withTangents(), forward_model_translucent);
// Skinned Opaques
addPipeline(Key::Builder().withMaterial().withSkinned(), forward_skin_model);
addPipeline(Key::Builder().withMaterial().withSkinned().withTangents(), forward_skin_model_normal_map);
addPipeline(Key::Builder().withMaterial().withSkinned().withDualQuatSkinned(), forward_skin_model_dq);
addPipeline(Key::Builder().withMaterial().withSkinned().withTangents().withDualQuatSkinned(), forward_skin_model_normal_map_dq);
addPipeline(Key::Builder().withMaterial().withSkinned(), forward_deformed_model);
addPipeline(Key::Builder().withMaterial().withSkinned().withTangents(), forward_deformed_model_normal_map);
addPipeline(Key::Builder().withMaterial().withSkinned().withDualQuatSkinned(), forward_deformed_model_dq);
addPipeline(Key::Builder().withMaterial().withSkinned().withTangents().withDualQuatSkinned(), forward_deformed_model_normal_map_dq);
// Translucents
addPipeline(Key::Builder().withMaterial().withTranslucent(), forward_model_translucent);
addPipeline(Key::Builder().withMaterial().withTranslucent().withTangents(), forward_model_normal_map_translucent);
// Skinned Translucents
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent(), forward_skin_translucent);
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(), forward_skin_translucent_normal_map);
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withDualQuatSkinned(), forward_skin_translucent_dq);
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withDualQuatSkinned(), forward_skin_translucent_normal_map_dq);
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent(), forward_deformed_translucent);
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(), forward_deformed_translucent_normal_map);
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withDualQuatSkinned(), forward_deformed_translucent_dq);
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withDualQuatSkinned(), forward_deformed_translucent_normal_map_dq);
forceLightBatchSetter = false;
}
@ -369,7 +369,7 @@ void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state) {
ShapeKey::Filter::Builder().withoutSkinned().withoutFade(),
modelProgram, state);
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skin_model_shadow);
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(deformed_model_shadow);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withoutDualQuatSkinned().withoutFade(),
skinProgram, state);
@ -379,17 +379,17 @@ void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state) {
ShapeKey::Filter::Builder().withoutSkinned().withFade(),
modelFadeProgram, state);
gpu::ShaderPointer skinFadeProgram = gpu::Shader::createProgram(skin_model_shadow_fade);
gpu::ShaderPointer skinFadeProgram = gpu::Shader::createProgram(deformed_model_shadow_fade);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withoutDualQuatSkinned().withFade(),
skinFadeProgram, state);
gpu::ShaderPointer skinModelShadowDualQuatProgram = gpu::Shader::createProgram(skin_model_shadow_dq);
gpu::ShaderPointer skinModelShadowDualQuatProgram = gpu::Shader::createProgram(deformed_model_shadow_dq);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withDualQuatSkinned().withoutFade(),
skinModelShadowDualQuatProgram, state);
gpu::ShaderPointer skinModelShadowFadeDualQuatProgram = gpu::Shader::createProgram(skin_model_shadow_fade_dq);
gpu::ShaderPointer skinModelShadowFadeDualQuatProgram = gpu::Shader::createProgram(deformed_model_shadow_fade_dq);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withDualQuatSkinned().withFade(),
skinModelShadowFadeDualQuatProgram, state);

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@ -0,0 +1,2 @@
VERTEX deformed_model
FRAGMENT model

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@ -0,0 +1,2 @@
VERTEX deformed_model_dq
FRAGMENT model

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@ -0,0 +1,2 @@
VERTEX deformed_model
FRAGMENT model_fade

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@ -0,0 +1,2 @@
VERTEX deformed_model_dq
FRAGMENT model_fade

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@ -0,0 +1,2 @@
VERTEX deformed_model_normal_map
FRAGMENT model_normal_map

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@ -0,0 +1,2 @@
VERTEX deformed_model_normal_map_dq
FRAGMENT model_normal_map

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@ -0,0 +1,2 @@
VERTEX deformed_model_normal_map
FRAGMENT model_normal_map_fade

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@ -0,0 +1,2 @@
VERTEX deformed_model_normal_map_dq
FRAGMENT model_normal_map_fade

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@ -1,2 +1,2 @@
VERTEX skin_model_normal_map
VERTEX deformed_model_normal_map
FRAGMENT model_translucent_normal_map

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@ -1,2 +1,2 @@
VERTEX skin_model_normal_map_dq
VERTEX deformed_model_normal_map_dq
FRAGMENT model_translucent_normal_map

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@ -1,2 +1,2 @@
VERTEX skin_model_normal_map
VERTEX deformed_model_normal_map
FRAGMENT model_translucent_normal_map_fade

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@ -1,2 +1,2 @@
VERTEX skin_model_normal_map_dq
VERTEX deformed_model_normal_map_dq
FRAGMENT model_translucent_normal_map_fade

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@ -0,0 +1,2 @@
VERTEX deformed_model_shadow
FRAGMENT model_shadow

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@ -0,0 +1,2 @@
VERTEX deformed_model_shadow_dq
FRAGMENT model_shadow

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@ -0,0 +1,2 @@
VERTEX deformed_model_shadow
FRAGMENT model_shadow_fade

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@ -0,0 +1,2 @@
VERTEX deformed_model_shadow_dq
FRAGMENT model_shadow_fade

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@ -1,2 +1,2 @@
VERTEX skin_model
VERTEX deformed_model
FRAGMENT model_translucent

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@ -1,2 +1,2 @@
VERTEX skin_model_dq
VERTEX deformed_model_dq
FRAGMENT model_translucent

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@ -1,2 +1,2 @@
VERTEX skin_model
VERTEX deformed_model
FRAGMENT model_translucent_fade

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@ -1,2 +1,2 @@
VERTEX skin_model_dq
VERTEX deformed_model_dq
FRAGMENT model_translucent_fade

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@ -1,2 +1,2 @@
VERTEX skin_model
VERTEX deformed_model
FRAGMENT forward_model

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@ -0,0 +1,2 @@
VERTEX deformed_model_dq
FRAGMENT forward_model

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@ -1,2 +1,2 @@
VERTEX skin_model_normal_map
VERTEX deformed_model_normal_map
FRAGMENT forward_model_normal_map

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@ -0,0 +1,2 @@
VERTEX deformed_model_normal_map_dq
FRAGMENT forward_model_normal_map

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@ -1,2 +1,2 @@
VERTEX skin_model
VERTEX deformed_model
FRAGMENT forward_model_translucent

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@ -1,2 +1,2 @@
VERTEX skin_model_dq
VERTEX deformed_model_dq
FRAGMENT forward_model_translucent

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@ -1,2 +1,2 @@
VERTEX skin_model_normal_map
VERTEX deformed_model_normal_map
FRAGMENT forward_model_translucent

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@ -0,0 +1,2 @@
VERTEX deformed_model_normal_map_dq
FRAGMENT forward_model_translucent

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@ -1,2 +0,0 @@
VERTEX skin_model_dq
FRAGMENT forward_model

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@ -1,2 +0,0 @@
VERTEX skin_model_normal_map_dq
FRAGMENT forward_model_normal_map

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@ -1,2 +0,0 @@
VERTEX skin_model_normal_map_dq
FRAGMENT forward_model_translucent

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@ -1,2 +0,0 @@
VERTEX skin_model
FRAGMENT model

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@ -1,2 +0,0 @@
VERTEX skin_model_dq
FRAGMENT model

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@ -1,2 +0,0 @@
VERTEX skin_model
FRAGMENT model_fade

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@ -1,2 +0,0 @@
VERTEX skin_model_dq
FRAGMENT model_fade

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@ -1,2 +0,0 @@
VERTEX skin_model_normal_map
FRAGMENT model_normal_map

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@ -1,2 +0,0 @@
VERTEX skin_model_normal_map_dq
FRAGMENT model_normal_map

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@ -1,2 +0,0 @@
VERTEX skin_model_normal_map
FRAGMENT model_normal_map_fade

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@ -1,2 +0,0 @@
VERTEX skin_model_normal_map_dq
FRAGMENT model_normal_map_fade

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@ -1,2 +0,0 @@
VERTEX skin_model_shadow
FRAGMENT model_shadow

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@ -1,2 +0,0 @@
VERTEX skin_model_shadow_dq
FRAGMENT model_shadow

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@ -1,2 +0,0 @@
VERTEX skin_model_shadow
FRAGMENT model_shadow_fade

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@ -1,2 +0,0 @@
VERTEX skin_model_shadow_dq
FRAGMENT model_shadow_fade