Counter Strike : Global Offensive Source Code
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775 lines
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $AMBIENTREFLECTION == 0 ) && ( $USEBOUNCECOLOR == 1 )
// ( $BASEALPHAENVMASK == 1 ) && ( $ENVMAP == 0 )
// ( $BUMPALPHAENVMASK == 1 ) && ( $ENVMAP == 0 )
// ( $BASEALPHAENVMASK == 1 ) && ( $BUMPALPHAENVMASK == 1 )
// ( $BASEALPHASELFILLUMMASK == 1) && ( $BASEALPHAENVMASK == 1 )
// ( $BASEALPHASELFILLUMMASK == 1) && ( $BASEALPHAPHONGMASK == 1 )
// ( $BASEALPHAENVMASK == 1 ) && ( $BASEALPHASELFILLUMMASK )
// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $DYN_CSM_ENABLED == 1 )
// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CSM_MODE != 0 )
// ( $DOPREVIEW == 0 ) && ( $USEPATTERN != 0 )
// ( $DOPREVIEW == 1 ) && ( $USEBOUNCECOLOR == 1 )
// ( $DOPREVIEW == 1 ) && ( $BASEALPHASELFILLUMMASK == 1)
// ( $DOPREVIEW == 1 ) && ( $FAKERIM == 1 )
// ( $DOPREVIEW == 1 ) && ( $CSM_MODE > 0 )
// ( $DOPREVIEW == 1 ) && ( $DYN_CSM_ENALBED == 1 )
// ( $DOPREVIEW == 1 ) && ( $NUM_LIGHTS > 1 )
// ( $DOPREVIEW == 1 ) && ( $FLASHLIGHT == 1 )
// ( $CASCADED_SHADOW_MAPPING > 0) && ( $FLASHLIGHT == 1 )
// ( $DYN_CSM_ENALBED == 1 ) && ( $FLASHLIGHT == 1 )
// ( $CSM_MODE > 0 ) && ( $FLASHLIGHT == 1 )
// ( $FLASHLIGHTDEPTHFILTERMODE > 0 ) && ( $FLASHLIGHT == 0 )
// ( $FLASHLIGHT == 1 ) && ( $FAKERIM == 1 )
// 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 character_ps30_Static_Index
{
private:
int m_nMASKS1;
#ifdef _DEBUG
bool m_bMASKS1;
#endif
public:
void SetMASKS1( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMASKS1 = i;
#ifdef _DEBUG
m_bMASKS1 = true;
#endif
}
void SetMASKS1( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nMASKS1 = i ? 1 : 0;
#ifdef _DEBUG
m_bMASKS1 = true;
#endif
}
private:
int m_nMASKS2;
#ifdef _DEBUG
bool m_bMASKS2;
#endif
public:
void SetMASKS2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMASKS2 = i;
#ifdef _DEBUG
m_bMASKS2 = true;
#endif
}
void SetMASKS2( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nMASKS2 = i ? 1 : 0;
#ifdef _DEBUG
m_bMASKS2 = true;
#endif
}
private:
int m_nFRESNELRANGESTEXTURE;
#ifdef _DEBUG
bool m_bFRESNELRANGESTEXTURE;
#endif
public:
void SetFRESNELRANGESTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFRESNELRANGESTEXTURE = i;
#ifdef _DEBUG
m_bFRESNELRANGESTEXTURE = true;
#endif
}
void SetFRESNELRANGESTEXTURE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFRESNELRANGESTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bFRESNELRANGESTEXTURE = true;
#endif
}
private:
int m_nPHONGWARPTEXTURE;
#ifdef _DEBUG
bool m_bPHONGWARPTEXTURE;
#endif
public:
void SetPHONGWARPTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPHONGWARPTEXTURE = i;
#ifdef _DEBUG
m_bPHONGWARPTEXTURE = true;
#endif
}
void SetPHONGWARPTEXTURE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nPHONGWARPTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bPHONGWARPTEXTURE = true;
#endif
}
private:
int m_nENVMAP;
#ifdef _DEBUG
bool m_bENVMAP;
#endif
public:
void SetENVMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAP = i;
#ifdef _DEBUG
m_bENVMAP = true;
#endif
}
void SetENVMAP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nENVMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAP = true;
#endif
}
private:
int m_nAMBIENTREFLECTION;
#ifdef _DEBUG
bool m_bAMBIENTREFLECTION;
#endif
public:
void SetAMBIENTREFLECTION( int i )
{
Assert( i >= 0 && i <= 1 );
m_nAMBIENTREFLECTION = i;
#ifdef _DEBUG
m_bAMBIENTREFLECTION = true;
#endif
}
void SetAMBIENTREFLECTION( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nAMBIENTREFLECTION = i ? 1 : 0;
#ifdef _DEBUG
m_bAMBIENTREFLECTION = true;
#endif
}
private:
int m_nUSEBOUNCECOLOR;
#ifdef _DEBUG
bool m_bUSEBOUNCECOLOR;
#endif
public:
void SetUSEBOUNCECOLOR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nUSEBOUNCECOLOR = i;
#ifdef _DEBUG
m_bUSEBOUNCECOLOR = true;
#endif
}
void SetUSEBOUNCECOLOR( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nUSEBOUNCECOLOR = i ? 1 : 0;
#ifdef _DEBUG
m_bUSEBOUNCECOLOR = true;
#endif
}
private:
int m_nANISOTROPY;
#ifdef _DEBUG
bool m_bANISOTROPY;
#endif
public:
void SetANISOTROPY( int i )
{
Assert( i >= 0 && i <= 1 );
m_nANISOTROPY = i;
#ifdef _DEBUG
m_bANISOTROPY = true;
#endif
}
void SetANISOTROPY( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nANISOTROPY = i ? 1 : 0;
#ifdef _DEBUG
m_bANISOTROPY = true;
#endif
}
private:
int m_nBASEALPHAPHONGMASK;
#ifdef _DEBUG
bool m_bBASEALPHAPHONGMASK;
#endif
public:
void SetBASEALPHAPHONGMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASEALPHAPHONGMASK = i;
#ifdef _DEBUG
m_bBASEALPHAPHONGMASK = true;
#endif
}
void SetBASEALPHAPHONGMASK( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nBASEALPHAPHONGMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBASEALPHAPHONGMASK = true;
#endif
}
private:
int m_nBASEALPHAENVMASK;
#ifdef _DEBUG
bool m_bBASEALPHAENVMASK;
#endif
public:
void SetBASEALPHAENVMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASEALPHAENVMASK = i;
#ifdef _DEBUG
m_bBASEALPHAENVMASK = true;
#endif
}
void SetBASEALPHAENVMASK( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nBASEALPHAENVMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBASEALPHAENVMASK = true;
#endif
}
private:
int m_nBUMPALPHAENVMASK;
#ifdef _DEBUG
bool m_bBUMPALPHAENVMASK;
#endif
public:
void SetBUMPALPHAENVMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUMPALPHAENVMASK = i;
#ifdef _DEBUG
m_bBUMPALPHAENVMASK = true;
#endif
}
void SetBUMPALPHAENVMASK( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nBUMPALPHAENVMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPALPHAENVMASK = true;
#endif
}
private:
int m_nSHADOWSATURATION;
#ifdef _DEBUG
bool m_bSHADOWSATURATION;
#endif
public:
void SetSHADOWSATURATION( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSHADOWSATURATION = i;
#ifdef _DEBUG
m_bSHADOWSATURATION = true;
#endif
}
void SetSHADOWSATURATION( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSHADOWSATURATION = i ? 1 : 0;
#ifdef _DEBUG
m_bSHADOWSATURATION = true;
#endif
}
private:
int m_nBASEALPHASELFILLUMMASK;
#ifdef _DEBUG
bool m_bBASEALPHASELFILLUMMASK;
#endif
public:
void SetBASEALPHASELFILLUMMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASEALPHASELFILLUMMASK = i;
#ifdef _DEBUG
m_bBASEALPHASELFILLUMMASK = true;
#endif
}
void SetBASEALPHASELFILLUMMASK( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nBASEALPHASELFILLUMMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBASEALPHASELFILLUMMASK = true;
#endif
}
private:
int m_nFAKERIM;
#ifdef _DEBUG
bool m_bFAKERIM;
#endif
public:
void SetFAKERIM( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFAKERIM = i;
#ifdef _DEBUG
m_bFAKERIM = true;
#endif
}
void SetFAKERIM( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFAKERIM = i ? 1 : 0;
#ifdef _DEBUG
m_bFAKERIM = true;
#endif
}
private:
int m_nCASCADED_SHADOW_MAPPING;
#ifdef _DEBUG
bool m_bCASCADED_SHADOW_MAPPING;
#endif
public:
void SetCASCADED_SHADOW_MAPPING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCASCADED_SHADOW_MAPPING = i;
#ifdef _DEBUG
m_bCASCADED_SHADOW_MAPPING = true;
#endif
}
void SetCASCADED_SHADOW_MAPPING( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCASCADED_SHADOW_MAPPING = i ? 1 : 0;
#ifdef _DEBUG
m_bCASCADED_SHADOW_MAPPING = true;
#endif
}
private:
int m_nCSM_MODE;
#ifdef _DEBUG
bool m_bCSM_MODE;
#endif
public:
void SetCSM_MODE( int i )
{
Assert( i >= 0 && i <= 3 );
m_nCSM_MODE = i;
#ifdef _DEBUG
m_bCSM_MODE = true;
#endif
}
void SetCSM_MODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 );
m_nCSM_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bCSM_MODE = true;
#endif
}
private:
int m_nDOPREVIEW;
#ifdef _DEBUG
bool m_bDOPREVIEW;
#endif
public:
void SetDOPREVIEW( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDOPREVIEW = i;
#ifdef _DEBUG
m_bDOPREVIEW = true;
#endif
}
void SetDOPREVIEW( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDOPREVIEW = i ? 1 : 0;
#ifdef _DEBUG
m_bDOPREVIEW = true;
#endif
}
private:
int m_nUSEPATTERN;
#ifdef _DEBUG
bool m_bUSEPATTERN;
#endif
public:
void SetUSEPATTERN( int i )
{
Assert( i >= 0 && i <= 4 );
m_nUSEPATTERN = i;
#ifdef _DEBUG
m_bUSEPATTERN = true;
#endif
}
void SetUSEPATTERN( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
m_nUSEPATTERN = i ? 1 : 0;
#ifdef _DEBUG
m_bUSEPATTERN = true;
#endif
}
private:
int m_nFLASHLIGHT;
#ifdef _DEBUG
bool m_bFLASHLIGHT;
#endif
public:
void SetFLASHLIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHT = i;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif
}
void SetFLASHLIGHT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFLASHLIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif
}
private:
int m_nFLASHLIGHTDEPTHFILTERMODE;
#ifdef _DEBUG
bool m_bFLASHLIGHTDEPTHFILTERMODE;
#endif
public:
void SetFLASHLIGHTDEPTHFILTERMODE( int i )
{
Assert( i >= 0 && i <= 3 );
m_nFLASHLIGHTDEPTHFILTERMODE = i;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif
}
void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 );
m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif
}
public:
// CONSTRUCTOR
character_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bMASKS1 = false;
#endif // _DEBUG
m_nMASKS1 = 0;
#ifdef _DEBUG
m_bMASKS2 = false;
#endif // _DEBUG
m_nMASKS2 = 0;
#ifdef _DEBUG
m_bFRESNELRANGESTEXTURE = false;
#endif // _DEBUG
m_nFRESNELRANGESTEXTURE = 0;
#ifdef _DEBUG
m_bPHONGWARPTEXTURE = false;
#endif // _DEBUG
m_nPHONGWARPTEXTURE = 0;
#ifdef _DEBUG
m_bENVMAP = false;
#endif // _DEBUG
m_nENVMAP = 0;
#ifdef _DEBUG
m_bAMBIENTREFLECTION = false;
#endif // _DEBUG
m_nAMBIENTREFLECTION = 0;
#ifdef _DEBUG
m_bUSEBOUNCECOLOR = false;
#endif // _DEBUG
m_nUSEBOUNCECOLOR = 0;
#ifdef _DEBUG
m_bANISOTROPY = false;
#endif // _DEBUG
m_nANISOTROPY = 0;
#ifdef _DEBUG
m_bBASEALPHAPHONGMASK = false;
#endif // _DEBUG
m_nBASEALPHAPHONGMASK = 0;
#ifdef _DEBUG
m_bBASEALPHAENVMASK = false;
#endif // _DEBUG
m_nBASEALPHAENVMASK = 0;
#ifdef _DEBUG
m_bBUMPALPHAENVMASK = false;
#endif // _DEBUG
m_nBUMPALPHAENVMASK = 0;
#ifdef _DEBUG
m_bSHADOWSATURATION = false;
#endif // _DEBUG
m_nSHADOWSATURATION = 0;
#ifdef _DEBUG
m_bBASEALPHASELFILLUMMASK = false;
#endif // _DEBUG
m_nBASEALPHASELFILLUMMASK = 0;
#ifdef _DEBUG
m_bFAKERIM = false;
#endif // _DEBUG
m_nFAKERIM = 0;
#ifdef _DEBUG
m_bCASCADED_SHADOW_MAPPING = false;
#endif // _DEBUG
m_nCASCADED_SHADOW_MAPPING = 0;
#ifdef _DEBUG
m_bCSM_MODE = false;
#endif // _DEBUG
m_nCSM_MODE = 0;
#ifdef _DEBUG
m_bDOPREVIEW = false;
#endif // _DEBUG
m_nDOPREVIEW = 0;
#ifdef _DEBUG
m_bUSEPATTERN = false;
#endif // _DEBUG
m_nUSEPATTERN = 0;
#ifdef _DEBUG
m_bFLASHLIGHT = false;
#endif // _DEBUG
m_nFLASHLIGHT = 0;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = false;
#endif // _DEBUG
m_nFLASHLIGHTDEPTHFILTERMODE = 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_bMASKS1 && m_bMASKS2 && m_bFRESNELRANGESTEXTURE && m_bPHONGWARPTEXTURE && m_bENVMAP && m_bAMBIENTREFLECTION && m_bUSEBOUNCECOLOR && m_bANISOTROPY && m_bBASEALPHAPHONGMASK && m_bBASEALPHAENVMASK && m_bBUMPALPHAENVMASK && m_bSHADOWSATURATION && m_bBASEALPHASELFILLUMMASK && m_bFAKERIM && m_bCASCADED_SHADOW_MAPPING && m_bCSM_MODE && m_bDOPREVIEW && m_bUSEPATTERN && m_bFLASHLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 40 * m_nMASKS1 ) + ( 80 * m_nMASKS2 ) + ( 160 * m_nFRESNELRANGESTEXTURE ) + ( 320 * m_nPHONGWARPTEXTURE ) + ( 640 * m_nENVMAP ) + ( 1280 * m_nAMBIENTREFLECTION ) + ( 2560 * m_nUSEBOUNCECOLOR ) + ( 5120 * m_nANISOTROPY ) + ( 10240 * m_nBASEALPHAPHONGMASK ) + ( 20480 * m_nBASEALPHAENVMASK ) + ( 40960 * m_nBUMPALPHAENVMASK ) + ( 81920 * m_nSHADOWSATURATION ) + ( 163840 * m_nBASEALPHASELFILLUMMASK ) + ( 327680 * m_nFAKERIM ) + ( 655360 * m_nCASCADED_SHADOW_MAPPING ) + ( 1310720 * m_nCSM_MODE ) + ( 5242880 * m_nDOPREVIEW ) + ( 10485760 * m_nUSEPATTERN ) + ( 52428800 * m_nFLASHLIGHT ) + ( 104857600 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
}
};
#define shaderStaticTest_character_ps30 psh_forgot_to_set_static_MASKS1 + psh_forgot_to_set_static_MASKS2 + psh_forgot_to_set_static_FRESNELRANGESTEXTURE + psh_forgot_to_set_static_PHONGWARPTEXTURE + psh_forgot_to_set_static_ENVMAP + psh_forgot_to_set_static_AMBIENTREFLECTION + psh_forgot_to_set_static_USEBOUNCECOLOR + psh_forgot_to_set_static_ANISOTROPY + psh_forgot_to_set_static_BASEALPHAPHONGMASK + psh_forgot_to_set_static_BASEALPHAENVMASK + psh_forgot_to_set_static_BUMPALPHAENVMASK + psh_forgot_to_set_static_SHADOWSATURATION + psh_forgot_to_set_static_BASEALPHASELFILLUMMASK + psh_forgot_to_set_static_FAKERIM + psh_forgot_to_set_static_CASCADED_SHADOW_MAPPING + psh_forgot_to_set_static_CSM_MODE + psh_forgot_to_set_static_DOPREVIEW + psh_forgot_to_set_static_USEPATTERN + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
class character_ps30_Dynamic_Index
{
private:
int m_nNUM_LIGHTS;
#ifdef _DEBUG
bool m_bNUM_LIGHTS;
#endif
public:
void SetNUM_LIGHTS( int i )
{
Assert( i >= 0 && i <= 4 );
m_nNUM_LIGHTS = i;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
void SetNUM_LIGHTS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
m_nNUM_LIGHTS = i ? 1 : 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
private:
int m_nDYN_CSM_ENABLED;
#ifdef _DEBUG
bool m_bDYN_CSM_ENABLED;
#endif
public:
void SetDYN_CSM_ENABLED( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDYN_CSM_ENABLED = i;
#ifdef _DEBUG
m_bDYN_CSM_ENABLED = true;
#endif
}
void SetDYN_CSM_ENABLED( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDYN_CSM_ENABLED = i ? 1 : 0;
#ifdef _DEBUG
m_bDYN_CSM_ENABLED = true;
#endif
}
private:
int m_nWRITE_DEPTH_TO_DESTALPHA;
#ifdef _DEBUG
bool m_bWRITE_DEPTH_TO_DESTALPHA;
#endif
public:
void SetWRITE_DEPTH_TO_DESTALPHA( int i )
{
Assert( i >= 0 && i <= 0 );
m_nWRITE_DEPTH_TO_DESTALPHA = i;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = true;
#endif
}
void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = true;
#endif
}
private:
int m_nWRITEWATERFOGTODESTALPHA;
#ifdef _DEBUG
bool m_bWRITEWATERFOGTODESTALPHA;
#endif
public:
void SetWRITEWATERFOGTODESTALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWRITEWATERFOGTODESTALPHA = i;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = true;
#endif
}
void SetWRITEWATERFOGTODESTALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = 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
character_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bNUM_LIGHTS = false;
#endif // _DEBUG
m_nNUM_LIGHTS = 0;
#ifdef _DEBUG
m_bDYN_CSM_ENABLED = false;
#endif // _DEBUG
m_nDYN_CSM_ENABLED = 0;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = false;
#endif // _DEBUG
m_nWRITE_DEPTH_TO_DESTALPHA = 0;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = false;
#endif // _DEBUG
m_nWRITEWATERFOGTODESTALPHA = 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_bNUM_LIGHTS && m_bDYN_CSM_ENABLED && m_bWRITE_DEPTH_TO_DESTALPHA && m_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nDYN_CSM_ENABLED ) + ( 10 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 10 * m_nWRITEWATERFOGTODESTALPHA ) + ( 20 * m_nPIXELFOGTYPE ) + 0;
}
};
#define shaderDynamicTest_character_ps30 psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_DYN_CSM_ENABLED + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + 0
static const ShaderComboInformation_t s_DynamicComboArray_character_ps30[5] =
{
{ "NUM_LIGHTS", 0, 4 },
{ "DYN_CSM_ENABLED", 0, 1 },
{ "WRITE_DEPTH_TO_DESTALPHA", 0, 0 },
{ "WRITEWATERFOGTODESTALPHA", 0, 1 },
{ "PIXELFOGTYPE", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_character_ps30[20] =
{
{ "MASKS1", 0, 1 },
{ "MASKS2", 0, 1 },
{ "FRESNELRANGESTEXTURE", 0, 1 },
{ "PHONGWARPTEXTURE", 0, 1 },
{ "ENVMAP", 0, 1 },
{ "AMBIENTREFLECTION", 0, 1 },
{ "USEBOUNCECOLOR", 0, 1 },
{ "ANISOTROPY", 0, 1 },
{ "BASEALPHAPHONGMASK", 0, 1 },
{ "BASEALPHAENVMASK", 0, 1 },
{ "BUMPALPHAENVMASK", 0, 1 },
{ "SHADOWSATURATION", 0, 1 },
{ "BASEALPHASELFILLUMMASK", 0, 1 },
{ "FAKERIM", 0, 1 },
{ "CASCADED_SHADOW_MAPPING", 0, 1 },
{ "CSM_MODE", 0, 3 },
{ "DOPREVIEW", 0, 1 },
{ "USEPATTERN", 0, 4 },
{ "FLASHLIGHT", 0, 1 },
{ "FLASHLIGHTDEPTHFILTERMODE", 0, 3 },
};
static const ShaderComboSemantics_t character_ps30_combos =
{
"character_ps30", s_DynamicComboArray_character_ps30, 5, s_StaticComboArray_character_ps30, 20
};
class ConstructMe_character_ps30
{
public:
ConstructMe_character_ps30()
{
GetShaderDLL()->AddShaderComboInformation( &character_ps30_combos );
}
};
static ConstructMe_character_ps30 s_ConstructMe_character_ps30;