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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// $MULTITEXTURE && $BASETEXTURE
// $SIMPLEOVERLAY && $BASETEXTURE
// $SIMPLEOVERLAY && !$FLOWMAP
// $FLOWMAP && $MULTITEXTURE
// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// ( $FLASHLIGHT || $LIGHTMAPWATERFOG ) && ( ( $BASETEXTURE && !$FLOWMAP ) || $MULTITEXTURE )
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
#include "shaderlib/cshader.h" class water_ps20_Static_Index { private: int m_nBASETEXTURE; #ifdef _DEBUG bool m_bBASETEXTURE; #endif public: void SetBASETEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nBASETEXTURE = i; #ifdef _DEBUG m_bBASETEXTURE = true; #endif } void SetBASETEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nBASETEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bBASETEXTURE = true; #endif } private: int m_nMULTITEXTURE; #ifdef _DEBUG bool m_bMULTITEXTURE; #endif public: void SetMULTITEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nMULTITEXTURE = i; #ifdef _DEBUG m_bMULTITEXTURE = true; #endif } void SetMULTITEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nMULTITEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bMULTITEXTURE = true; #endif } private: int m_nREFLECT; #ifdef _DEBUG bool m_bREFLECT; #endif public: void SetREFLECT( int i ) { Assert( i >= 0 && i <= 1 ); m_nREFLECT = i; #ifdef _DEBUG m_bREFLECT = true; #endif } void SetREFLECT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nREFLECT = i ? 1 : 0; #ifdef _DEBUG m_bREFLECT = true; #endif } private: int m_nREFRACT; #ifdef _DEBUG bool m_bREFRACT; #endif public: void SetREFRACT( int i ) { Assert( i >= 0 && i <= 1 ); m_nREFRACT = i; #ifdef _DEBUG m_bREFRACT = true; #endif } void SetREFRACT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nREFRACT = i ? 1 : 0; #ifdef _DEBUG m_bREFRACT = true; #endif } private: int m_nABOVEWATER; #ifdef _DEBUG bool m_bABOVEWATER; #endif public: void SetABOVEWATER( int i ) { Assert( i >= 0 && i <= 1 ); m_nABOVEWATER = i; #ifdef _DEBUG m_bABOVEWATER = true; #endif } void SetABOVEWATER( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nABOVEWATER = i ? 1 : 0; #ifdef _DEBUG m_bABOVEWATER = true; #endif } private: int m_nFLOWMAP; #ifdef _DEBUG bool m_bFLOWMAP; #endif public: void SetFLOWMAP( int i ) { Assert( i >= 0 && i <= 0 ); m_nFLOWMAP = i; #ifdef _DEBUG m_bFLOWMAP = true; #endif } void SetFLOWMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nFLOWMAP = i ? 1 : 0; #ifdef _DEBUG m_bFLOWMAP = true; #endif } private: int m_nFLOW_DEBUG; #ifdef _DEBUG bool m_bFLOW_DEBUG; #endif public: void SetFLOW_DEBUG( int i ) { Assert( i >= 0 && i <= 2 ); m_nFLOW_DEBUG = i; #ifdef _DEBUG m_bFLOW_DEBUG = true; #endif } void SetFLOW_DEBUG( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nFLOW_DEBUG = i ? 1 : 0; #ifdef _DEBUG m_bFLOW_DEBUG = true; #endif } private: int m_nFLASHLIGHT; #ifdef _DEBUG bool m_bFLASHLIGHT; #endif public: void SetFLASHLIGHT( int i ) { Assert( i >= 0 && i <= 0 ); m_nFLASHLIGHT = i; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif } void SetFLASHLIGHT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nFLASHLIGHT = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif } private: int m_nLIGHTMAPWATERFOG; #ifdef _DEBUG bool m_bLIGHTMAPWATERFOG; #endif public: void SetLIGHTMAPWATERFOG( int i ) { Assert( i >= 0 && i <= 0 ); m_nLIGHTMAPWATERFOG = i; #ifdef _DEBUG m_bLIGHTMAPWATERFOG = true; #endif } void SetLIGHTMAPWATERFOG( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nLIGHTMAPWATERFOG = i ? 1 : 0; #ifdef _DEBUG m_bLIGHTMAPWATERFOG = true; #endif } private: int m_nFORCEFRESNEL; #ifdef _DEBUG bool m_bFORCEFRESNEL; #endif public: void SetFORCEFRESNEL( int i ) { Assert( i >= 0 && i <= 1 ); m_nFORCEFRESNEL = i; #ifdef _DEBUG m_bFORCEFRESNEL = true; #endif } void SetFORCEFRESNEL( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFORCEFRESNEL = i ? 1 : 0; #ifdef _DEBUG m_bFORCEFRESNEL = true; #endif } private: int m_nSIMPLEOVERLAY; #ifdef _DEBUG bool m_bSIMPLEOVERLAY; #endif public: void SetSIMPLEOVERLAY( int i ) { Assert( i >= 0 && i <= 1 ); m_nSIMPLEOVERLAY = i; #ifdef _DEBUG m_bSIMPLEOVERLAY = true; #endif } void SetSIMPLEOVERLAY( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSIMPLEOVERLAY = i ? 1 : 0; #ifdef _DEBUG m_bSIMPLEOVERLAY = true; #endif } public: // CONSTRUCTOR
water_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bBASETEXTURE = false; #endif // _DEBUG
m_nBASETEXTURE = 0; #ifdef _DEBUG m_bMULTITEXTURE = false; #endif // _DEBUG
m_nMULTITEXTURE = 0; #ifdef _DEBUG m_bREFLECT = false; #endif // _DEBUG
m_nREFLECT = 0; #ifdef _DEBUG m_bREFRACT = false; #endif // _DEBUG
m_nREFRACT = 0; #ifdef _DEBUG m_bABOVEWATER = false; #endif // _DEBUG
m_nABOVEWATER = 0; #ifdef _DEBUG m_bFLOWMAP = true; #endif // _DEBUG
m_nFLOWMAP = 0; ; #ifdef _DEBUG m_bFLOW_DEBUG = false; #endif // _DEBUG
m_nFLOW_DEBUG = 0; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif // _DEBUG
m_nFLASHLIGHT = 0; ; #ifdef _DEBUG m_bLIGHTMAPWATERFOG = true; #endif // _DEBUG
m_nLIGHTMAPWATERFOG = 0; ; #ifdef _DEBUG m_bFORCEFRESNEL = false; #endif // _DEBUG
m_nFORCEFRESNEL = 0; #ifdef _DEBUG m_bSIMPLEOVERLAY = false; #endif // _DEBUG
m_nSIMPLEOVERLAY = 0; } int GetIndex() { // Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG bool bAllStaticVarsDefined = m_bBASETEXTURE && m_bMULTITEXTURE && m_bREFLECT && m_bREFRACT && m_bABOVEWATER && m_bFLOWMAP && m_bFLOW_DEBUG && m_bFLASHLIGHT && m_bLIGHTMAPWATERFOG && m_bFORCEFRESNEL && m_bSIMPLEOVERLAY; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 4 * m_nBASETEXTURE ) + ( 8 * m_nMULTITEXTURE ) + ( 16 * m_nREFLECT ) + ( 32 * m_nREFRACT ) + ( 64 * m_nABOVEWATER ) + ( 128 * m_nFLOWMAP ) + ( 128 * m_nFLOW_DEBUG ) + ( 384 * m_nFLASHLIGHT ) + ( 384 * m_nLIGHTMAPWATERFOG ) + ( 384 * m_nFORCEFRESNEL ) + ( 768 * m_nSIMPLEOVERLAY ) + 0; } }; #define shaderStaticTest_water_ps20 psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_MULTITEXTURE + psh_forgot_to_set_static_REFLECT + psh_forgot_to_set_static_REFRACT + psh_forgot_to_set_static_ABOVEWATER + psh_forgot_to_set_static_FLOW_DEBUG + psh_forgot_to_set_static_FORCEFRESNEL + psh_forgot_to_set_static_SIMPLEOVERLAY + 0 class water_ps20_Dynamic_Index { private: int m_nFLASHLIGHTSHADOWS; #ifdef _DEBUG bool m_bFLASHLIGHTSHADOWS; #endif public: void SetFLASHLIGHTSHADOWS( int i ) { Assert( i >= 0 && i <= 0 ); m_nFLASHLIGHTSHADOWS = i; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = true; #endif } void SetFLASHLIGHTSHADOWS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nFLASHLIGHTSHADOWS = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = true; #endif } private: int m_nBUILDWORLDIMPOSTER; #ifdef _DEBUG bool m_bBUILDWORLDIMPOSTER; #endif public: void SetBUILDWORLDIMPOSTER( int i ) { Assert( i >= 0 && i <= 1 ); m_nBUILDWORLDIMPOSTER = i; #ifdef _DEBUG m_bBUILDWORLDIMPOSTER = true; #endif } void SetBUILDWORLDIMPOSTER( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nBUILDWORLDIMPOSTER = i ? 1 : 0; #ifdef _DEBUG m_bBUILDWORLDIMPOSTER = true; #endif } private: int m_nPIXELFOGTYPE; #ifdef _DEBUG bool m_bPIXELFOGTYPE; #endif public: void SetPIXELFOGTYPE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPIXELFOGTYPE = i; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } void SetPIXELFOGTYPE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPIXELFOGTYPE = i ? 1 : 0; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } public: // CONSTRUCTOR
water_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = true; #endif // _DEBUG
m_nFLASHLIGHTSHADOWS = 0; ; #ifdef _DEBUG m_bBUILDWORLDIMPOSTER = true; #endif // _DEBUG
m_nBUILDWORLDIMPOSTER = r_buildingmapforworld.GetBool() ? 1 : 0 ; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif // _DEBUG
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ; } int GetIndex() { // Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG bool bAllDynamicVarsDefined = m_bFLASHLIGHTSHADOWS && m_bBUILDWORLDIMPOSTER && m_bPIXELFOGTYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nFLASHLIGHTSHADOWS ) + ( 1 * m_nBUILDWORLDIMPOSTER ) + ( 2 * m_nPIXELFOGTYPE ) + 0; } }; #define shaderDynamicTest_water_ps20 0
static const ShaderComboInformation_t s_DynamicComboArray_water_ps20[3] = { { "FLASHLIGHTSHADOWS", 0, 0 }, { "BUILDWORLDIMPOSTER", 0, 1 }, { "PIXELFOGTYPE", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_water_ps20[11] = { { "BASETEXTURE", 0, 1 }, { "MULTITEXTURE", 0, 1 }, { "REFLECT", 0, 1 }, { "REFRACT", 0, 1 }, { "ABOVEWATER", 0, 1 }, { "FLOWMAP", 0, 0 }, { "FLOW_DEBUG", 0, 2 }, { "FLASHLIGHT", 0, 0 }, { "LIGHTMAPWATERFOG", 0, 0 }, { "FORCEFRESNEL", 0, 1 }, { "SIMPLEOVERLAY", 0, 1 }, }; static const ShaderComboSemantics_t water_ps20_combos = { "water_ps20", s_DynamicComboArray_water_ps20, 3, s_StaticComboArray_water_ps20, 11 };
class ConstructMe_water_ps20 { public: ConstructMe_water_ps20() { GetShaderDLL()->AddShaderComboInformation( &water_ps20_combos ); } };
static ConstructMe_water_ps20 s_ConstructMe_water_ps20;
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