Material

From Burnout Wiki
Material
aka RwMaterial and MaterialAssembly
No Example
Resource names Unknown
Type ID 0x1
Category Generic
Memory
distribution
Main Memory only
Imports Material Technique
Shader
Material State
Texture State
Imported by Renderable
Editor
available?
No


Development
Information on versions of the Material resource type used during development.
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Write an overview/description of the resource type.

Structures

CgsGraphics::MaterialAssembly

PlayStation 3, Xbox 360

Offset Length Type Name Description Comments
0x0 0x4 MaterialTechnique** mappMaterials Materials Imported resources
0x4 0x4 uint32_t muNameHash Resource name hash
0x8 0x1 uint8_t mu8NumMaterials Number of materials
0x9 0x1 int8_t mi8NumSamplers Number of samplers
0xA 0x1 int8_t mi8NumInternalSamplers Number of internal samplers
0xB 0x1 int8_t mi8NumExternalSamplers Number of external samplers
0xC 0x4 Sampler* mpaSamplers Samplers
0x10 0x4 ShaderConstantsInternal* mpVertexShaderConstants Vertex shader constants
0x14 0x4 ShaderConstantsInternal* mpPixelShaderConstants Pixel shader constants
0x18 0x4 ShaderConstantsCPU* mpCPUShaderConstants CPU shader constants Set at runtime

PC, PC (Remastered)

Offset Length Type Name Description Comments
0x0 0x4 Unknown* mappMaterials Materials
0x4 0x4 uint32_t muNameHash Resource name hash
0x8 0x1 uint8_t mu8NumMaterials Number of materials
0x9 0x1 int8_t mi8NumSamplers Number of samplers
0xA 0x1 int8_t mi8NumInternalSamplers Number of internal samplers
0xB 0x1 int8_t mi8NumExternalSamplers Number of external samplers
0xC 0x4 Sampler* mpaSamplers Samplers
0x10 0x4 Shader* ? Shader Imported resource
0x14 0x4 ShaderConstantsInternal* mpVertexShaderConstants Vertex shader constants
0x18 0x4 ShaderConstantsInternal* mpPixelShaderConstants Pixel shader constants
0x1C 0x4 ShaderConstantsCPU* mpCPUShaderConstants CPU shader constants Set at runtime
Possibly at 0x20 instead
0x20 0x4 ?* ? Set at runtime

PlayStation 4, Switch

Offset Length Type Name Description Comments
0x0 0x8 Unknown* mappMaterials Materials
0x8 0x4 uint32_t muNameHash Resource name hash
0xC 0x1 uint8_t mu8NumMaterials Number of materials
0xD 0x1 int8_t mi8NumSamplers Number of samplers
0xE 0x1 int8_t mi8NumInternalSamplers Number of internal samplers
0xF 0x1 int8_t mi8NumExternalSamplers Number of external samplers
0x10 0x8 Sampler* mpaSamplers Samplers
0x18 0x8 Shader* ? Shader Imported resource
0x20 0x8 ShaderConstantsInternal* mpVertexShaderConstants Vertex shader constants
0x28 0x8 ShaderConstantsInternal* mpPixelShaderConstants Pixel shader constants
0x30 0x8 ShaderConstantsCPU* mpCPUShaderConstants CPU shader constants Set at runtime
Possibly at 0x38 instead
0x38 0x8 ?* ? Set at runtime

Unknown

This structure does not exist on PS3/X360. It appears to replace their use of the MaterialTechnique resource type.

PC, PC (Remastered)

Offset Length Type Name Description Comments
0x0 0x4 MaterialState* ? Material state Imported resource
0x4 0x4 uint32_t ? Flags? Possibly multiple fields
0x8 0x4 ?* ? String start? Data pointed to is uninitialized (0xCD)
0xC 0x4 uint32_t ?
0x10 0x4 uint32_t ?
0x14 0x4 ?* ? String end? Data pointed to is uninitialized (0xCD)
0x18 0x4 ?* ? Set at runtime
0x1C 0x4 ?* ? Set at runtime

PlayStation 4, Switch

Offset Length Type Name Description Comments
0x0 0x8 MaterialState* ? Material state Imported resource
0x8 0x4 uint32_t ? Flags? Possibly multiple fields
0xC 0x4 Padding
0x10 0x8 ?* ? String start? Data pointed to is uninitialized (0xCD)
0x18 0x4 uint32_t ?
0x1C 0x4 uint32_t ?
0x20 0x8 ?* ? String end? Data pointed to is uninitialized (0xCD)
0x28 0x8 ?* ? Set at runtime
0x30 0x8 ?* ? Set at runtime

CgsGraphics::Sampler

32-bit

Offset Length Type Name Description Comments
0x0 0x4 char* purpose Purpose string
0x4 0x4 uint32_t id ID hash Unknown source string
0x8 0x2 int16_t channel
0xA 0x2 int16_t scope
0xC 0x4 TexturePurpose ePurpose Texture purpose
0x10 0x4 TextureState* state Texture state Imported resource

64-bit

Offset Length Type Name Description Comments
0x0 0x8 char* purpose Purpose string
0x8 0x4 uint32_t id ID hash Unknown source string
0xC 0x2 int16_t channel
0xE 0x2 int16_t scope
0x10 0x8 TexturePurpose ePurpose Texture purpose
0x18 0x8 TextureState* state Texture state Imported resource

ShaderConstantsInternal

PlayStation 3, Xbox 360

Offset Length Type Name Description Comments
0x0 0x4 uint32_t muNumConstantsInstances Number of instances
0x4 0x4 uint32_t* mpauConstantsInstanceSize Instance sizes 1 = 0x10 bytes
0x8 0x4 uint32_t** mppaConstantsInstanceData Instance data float[4]
0xC 0x4 uint32_t* mpauNamesHash Instance names Hashes map to ShaderConstantHashTable in imported shader technique (via imported material technique)
0x10 0x4 ProgramVariableHandle* mpaProgramStateHandles Instance handles

PC, PC (Remastered)

Offset Length Type Name Description Comments
0x0 0x4 uint32_t muNumConstantsInstances Number of instances
0x4 0x4 uint32_t* mpauConstantsInstanceSize Instance sizes 1 = 0x10 bytes
0x8 0x4 uint32_t** mppaConstantsInstanceData Instance data float[4]
0xC 0x4 uint32_t* mpauNamesHash Instance names JAMCRC. Original constant names can be found in the imported Shader resource

PlayStation 4, Switch

Offset Length Type Name Description Comments
0x0 0x4 uint32_t muNumConstantsInstances Number of instances
0x4 0x4 Padding
0x8 0x8 uint32_t* mpauConstantsInstanceSize Instance sizes 1 = 0x10 bytes
0x10 0x8 uint32_t** mppaConstantsInstanceData Instance data float[4]
0x18 0x8 uint32_t* mpauNamesHash Instance names JAMCRC. Original constant names can be found in the imported Shader resource

renderengine::ProgramVariableHandle

Offset Length Type Name Description Comments
0x0 0x4 ProgramBuffer* m_programBuffer Set at runtime
0x4 0x2 uint16_t m_index Index
0x6 0x1 uint8_t m_numConstants Number of constants
0x7 0x1 uint8_t m_dataFlags Flags See flags

Enumerations

CgsGraphics::TexturePurpose

Name Value Comments
E_TEXTURE_PURPOSE_INVALID -1
E_TEXTURE_PURPOSE_NONE 0
E_TEXTURE_PURPOSE_AMBIENT_OCCLUSION_MAP 1
E_TEXTURE_PURPOSE_SHADOW_MAP_0 2
E_TEXTURE_PURPOSE_GLASS_FRACTURE_PERSISTENT 3
E_TEXTURE_PURPOSE_ENVIRONMENT_MAP 4
E_TEXTURE_PURPOSE_GLASS_FRACTURE 5
E_TEXTURE_PURPOSE_SHADOW_MAP_ANISO 6
E_MAX_TEXTURE_PURPOSES 7

ProgramVariableHandle flags

Name Value Comments
FLAGS_FLOAT 0x1 Always set?
FLAGS_SAMPLER 0x2
FLAGS_BOOL 0x4
FLAGS_VERTEXPROGRAM 0x80

The lower 3 bits form the data type (FLAGS_DATATYPEMASK = 7).