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413 lines
10 KiB
413 lines
10 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( ( $COMPOSITEMODE == 1 ) && ( $CASCADED_SHADOW_MAPPING != 0 ) )
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// ( ( $COMPOSITEMODE == 1 ) && ( $NUM_LIGHTS != 0 ) )
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// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $DYN_CSM_ENABLED == 1 )
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// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CSM_MODE != 0 )
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// ( $USE_PATTERN2 == 1 ) && ( $USE_PATTERN1 == 0 )
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// ( $USE_PATTERN_OFFSET == 1 ) && ( $USE_PATTERN1 == 0 && $USE_PATTERN2 == 0 )
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// ( $SWAP_PATTERN_MASKS == 1 ) && ( $USE_PATTERN1 == 0 && $USE_PATTERN2 == 0 )
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// ( $USE_LOGO2 == 1 ) && ( $USE_LOGO1 == 0 )
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// ( $COMPOSITEMODE == 2 ) && ( $USE_PATTERN1 == 1 )
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// ( $COMPOSITEMODE == 2 ) && ( $USE_PATTERN2 == 1 )
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// ( $COMPOSITEMODE == 2 ) && ( $USE_PATTERN_OFFSET == 1 )
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// ( $COMPOSITEMODE == 2 ) && ( $USE_LOGO1 == 1 )
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// ( $COMPOSITEMODE == 2 ) && ( $USE_LOGO2 == 1 )
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// ( $AO_MODE == 1 ) && ( $COMPOSITEMODE == 1 )
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// ( $AO_MODE == 1 ) && ( $NUM_LIGHTS != 0 )
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// ( $AO_MODE == 1 ) && ( $DYN_CSM_ENABLED == 1 )
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
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#include "shaderlib/cshader.h"
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class customclothing_ps30_Static_Index
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{
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private:
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int m_nCOMPOSITEMODE;
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#ifdef _DEBUG
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bool m_bCOMPOSITEMODE;
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#endif
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public:
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void SetCOMPOSITEMODE( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nCOMPOSITEMODE = i;
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#ifdef _DEBUG
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m_bCOMPOSITEMODE = true;
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#endif
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}
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void SetCOMPOSITEMODE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
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m_nCOMPOSITEMODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCOMPOSITEMODE = true;
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#endif
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}
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private:
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int m_nCASCADED_SHADOW_MAPPING;
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#ifdef _DEBUG
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bool m_bCASCADED_SHADOW_MAPPING;
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#endif
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public:
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void SetCASCADED_SHADOW_MAPPING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCASCADED_SHADOW_MAPPING = i;
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#ifdef _DEBUG
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m_bCASCADED_SHADOW_MAPPING = true;
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#endif
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}
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void SetCASCADED_SHADOW_MAPPING( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCASCADED_SHADOW_MAPPING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCASCADED_SHADOW_MAPPING = true;
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#endif
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}
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private:
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int m_nCSM_MODE;
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#ifdef _DEBUG
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bool m_bCSM_MODE;
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#endif
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public:
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void SetCSM_MODE( int i )
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{
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Assert( i >= 0 && i <= 3 );
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m_nCSM_MODE = i;
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#ifdef _DEBUG
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m_bCSM_MODE = true;
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#endif
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}
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void SetCSM_MODE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 );
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m_nCSM_MODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCSM_MODE = true;
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#endif
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}
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private:
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int m_nUSE_PATTERN1;
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#ifdef _DEBUG
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bool m_bUSE_PATTERN1;
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#endif
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public:
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void SetUSE_PATTERN1( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nUSE_PATTERN1 = i;
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#ifdef _DEBUG
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m_bUSE_PATTERN1 = true;
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#endif
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}
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void SetUSE_PATTERN1( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nUSE_PATTERN1 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bUSE_PATTERN1 = true;
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#endif
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}
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private:
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int m_nUSE_PATTERN2;
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#ifdef _DEBUG
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bool m_bUSE_PATTERN2;
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#endif
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public:
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void SetUSE_PATTERN2( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nUSE_PATTERN2 = i;
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#ifdef _DEBUG
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m_bUSE_PATTERN2 = true;
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#endif
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}
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void SetUSE_PATTERN2( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nUSE_PATTERN2 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bUSE_PATTERN2 = true;
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#endif
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}
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private:
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int m_nUSE_PATTERN_OFFSET;
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#ifdef _DEBUG
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bool m_bUSE_PATTERN_OFFSET;
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#endif
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public:
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void SetUSE_PATTERN_OFFSET( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nUSE_PATTERN_OFFSET = i;
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#ifdef _DEBUG
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m_bUSE_PATTERN_OFFSET = true;
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#endif
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}
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void SetUSE_PATTERN_OFFSET( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nUSE_PATTERN_OFFSET = i ? 1 : 0;
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#ifdef _DEBUG
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m_bUSE_PATTERN_OFFSET = true;
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#endif
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}
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private:
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int m_nUSE_LOGO1;
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#ifdef _DEBUG
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bool m_bUSE_LOGO1;
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#endif
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public:
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void SetUSE_LOGO1( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nUSE_LOGO1 = i;
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#ifdef _DEBUG
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m_bUSE_LOGO1 = true;
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#endif
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}
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void SetUSE_LOGO1( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nUSE_LOGO1 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bUSE_LOGO1 = true;
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#endif
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}
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private:
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int m_nUSE_LOGO2;
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#ifdef _DEBUG
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bool m_bUSE_LOGO2;
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#endif
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public:
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void SetUSE_LOGO2( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nUSE_LOGO2 = i;
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#ifdef _DEBUG
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m_bUSE_LOGO2 = true;
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#endif
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}
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void SetUSE_LOGO2( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nUSE_LOGO2 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bUSE_LOGO2 = true;
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#endif
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}
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private:
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int m_nSWAP_PATTERN_MASKS;
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#ifdef _DEBUG
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bool m_bSWAP_PATTERN_MASKS;
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#endif
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public:
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void SetSWAP_PATTERN_MASKS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSWAP_PATTERN_MASKS = i;
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#ifdef _DEBUG
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m_bSWAP_PATTERN_MASKS = true;
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#endif
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}
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void SetSWAP_PATTERN_MASKS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSWAP_PATTERN_MASKS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSWAP_PATTERN_MASKS = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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customclothing_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bCOMPOSITEMODE = false;
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#endif // _DEBUG
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m_nCOMPOSITEMODE = 0;
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#ifdef _DEBUG
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m_bCASCADED_SHADOW_MAPPING = false;
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#endif // _DEBUG
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m_nCASCADED_SHADOW_MAPPING = 0;
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#ifdef _DEBUG
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m_bCSM_MODE = false;
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#endif // _DEBUG
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m_nCSM_MODE = 0;
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#ifdef _DEBUG
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m_bUSE_PATTERN1 = false;
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#endif // _DEBUG
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m_nUSE_PATTERN1 = 0;
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#ifdef _DEBUG
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m_bUSE_PATTERN2 = false;
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#endif // _DEBUG
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m_nUSE_PATTERN2 = 0;
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#ifdef _DEBUG
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m_bUSE_PATTERN_OFFSET = false;
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#endif // _DEBUG
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m_nUSE_PATTERN_OFFSET = 0;
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#ifdef _DEBUG
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m_bUSE_LOGO1 = false;
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#endif // _DEBUG
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m_nUSE_LOGO1 = 0;
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#ifdef _DEBUG
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m_bUSE_LOGO2 = false;
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#endif // _DEBUG
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m_nUSE_LOGO2 = 0;
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#ifdef _DEBUG
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m_bSWAP_PATTERN_MASKS = false;
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#endif // _DEBUG
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m_nSWAP_PATTERN_MASKS = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllStaticVarsDefined = m_bCOMPOSITEMODE && m_bCASCADED_SHADOW_MAPPING && m_bCSM_MODE && m_bUSE_PATTERN1 && m_bUSE_PATTERN2 && m_bUSE_PATTERN_OFFSET && m_bUSE_LOGO1 && m_bUSE_LOGO2 && m_bSWAP_PATTERN_MASKS;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 20 * m_nCOMPOSITEMODE ) + ( 60 * m_nCASCADED_SHADOW_MAPPING ) + ( 120 * m_nCSM_MODE ) + ( 480 * m_nUSE_PATTERN1 ) + ( 960 * m_nUSE_PATTERN2 ) + ( 1920 * m_nUSE_PATTERN_OFFSET ) + ( 3840 * m_nUSE_LOGO1 ) + ( 7680 * m_nUSE_LOGO2 ) + ( 15360 * m_nSWAP_PATTERN_MASKS ) + 0;
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}
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};
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#define shaderStaticTest_customclothing_ps30 psh_forgot_to_set_static_COMPOSITEMODE + psh_forgot_to_set_static_CASCADED_SHADOW_MAPPING + psh_forgot_to_set_static_CSM_MODE + psh_forgot_to_set_static_USE_PATTERN1 + psh_forgot_to_set_static_USE_PATTERN2 + psh_forgot_to_set_static_USE_PATTERN_OFFSET + psh_forgot_to_set_static_USE_LOGO1 + psh_forgot_to_set_static_USE_LOGO2 + psh_forgot_to_set_static_SWAP_PATTERN_MASKS + 0
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class customclothing_ps30_Dynamic_Index
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{
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private:
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int m_nNUM_LIGHTS;
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#ifdef _DEBUG
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bool m_bNUM_LIGHTS;
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#endif
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public:
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void SetNUM_LIGHTS( int i )
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{
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Assert( i >= 0 && i <= 4 );
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m_nNUM_LIGHTS = i;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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void SetNUM_LIGHTS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
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m_nNUM_LIGHTS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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private:
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int m_nDYN_CSM_ENABLED;
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#ifdef _DEBUG
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bool m_bDYN_CSM_ENABLED;
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#endif
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public:
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void SetDYN_CSM_ENABLED( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDYN_CSM_ENABLED = i;
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#ifdef _DEBUG
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m_bDYN_CSM_ENABLED = true;
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#endif
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}
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void SetDYN_CSM_ENABLED( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDYN_CSM_ENABLED = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDYN_CSM_ENABLED = true;
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#endif
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}
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private:
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int m_nAO_MODE;
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#ifdef _DEBUG
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bool m_bAO_MODE;
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#endif
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public:
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void SetAO_MODE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nAO_MODE = i;
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#ifdef _DEBUG
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m_bAO_MODE = true;
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#endif
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}
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void SetAO_MODE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nAO_MODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bAO_MODE = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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customclothing_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bNUM_LIGHTS = false;
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#endif // _DEBUG
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m_nNUM_LIGHTS = 0;
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#ifdef _DEBUG
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m_bDYN_CSM_ENABLED = false;
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#endif // _DEBUG
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m_nDYN_CSM_ENABLED = 0;
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#ifdef _DEBUG
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m_bAO_MODE = false;
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#endif // _DEBUG
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m_nAO_MODE = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllDynamicVarsDefined = m_bNUM_LIGHTS && m_bDYN_CSM_ENABLED && m_bAO_MODE;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nDYN_CSM_ENABLED ) + ( 10 * m_nAO_MODE ) + 0;
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}
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};
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#define shaderDynamicTest_customclothing_ps30 psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_DYN_CSM_ENABLED + psh_forgot_to_set_dynamic_AO_MODE + 0
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static const ShaderComboInformation_t s_DynamicComboArray_customclothing_ps30[3] =
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{
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{ "NUM_LIGHTS", 0, 4 },
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{ "DYN_CSM_ENABLED", 0, 1 },
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{ "AO_MODE", 0, 1 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_customclothing_ps30[9] =
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{
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{ "COMPOSITEMODE", 0, 2 },
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{ "CASCADED_SHADOW_MAPPING", 0, 1 },
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{ "CSM_MODE", 0, 3 },
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{ "USE_PATTERN1", 0, 1 },
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{ "USE_PATTERN2", 0, 1 },
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{ "USE_PATTERN_OFFSET", 0, 1 },
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{ "USE_LOGO1", 0, 1 },
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{ "USE_LOGO2", 0, 1 },
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{ "SWAP_PATTERN_MASKS", 0, 1 },
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};
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static const ShaderComboSemantics_t customclothing_ps30_combos =
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{
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"customclothing_ps30", s_DynamicComboArray_customclothing_ps30, 3, s_StaticComboArray_customclothing_ps30, 9
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};
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class ConstructMe_customclothing_ps30
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{
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public:
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ConstructMe_customclothing_ps30()
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{
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GetShaderDLL()->AddShaderComboInformation( &customclothing_ps30_combos );
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}
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};
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static ConstructMe_customclothing_ps30 s_ConstructMe_customclothing_ps30;
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