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418 lines
9.2 KiB
418 lines
9.2 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
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// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
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// ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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#include "shaderlib/cshader.h"
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class eye_refract_vs20_Static_Index
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{
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private:
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int m_nHALFLAMBERT;
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#ifdef _DEBUG
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bool m_bHALFLAMBERT;
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#endif
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public:
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void SetHALFLAMBERT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nHALFLAMBERT = i;
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#ifdef _DEBUG
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m_bHALFLAMBERT = true;
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#endif
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}
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void SetHALFLAMBERT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nHALFLAMBERT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bHALFLAMBERT = true;
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#endif
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}
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private:
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int m_nFLASHLIGHT;
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#ifdef _DEBUG
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bool m_bFLASHLIGHT;
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#endif
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public:
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void SetFLASHLIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLASHLIGHT = i;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif
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}
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void SetFLASHLIGHT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFLASHLIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif
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}
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private:
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int m_nLIGHTWARPTEXTURE;
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#ifdef _DEBUG
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bool m_bLIGHTWARPTEXTURE;
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#endif
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public:
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void SetLIGHTWARPTEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nLIGHTWARPTEXTURE = i;
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#ifdef _DEBUG
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m_bLIGHTWARPTEXTURE = true;
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#endif
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}
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void SetLIGHTWARPTEXTURE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nLIGHTWARPTEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLIGHTWARPTEXTURE = true;
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#endif
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}
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private:
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int m_nWORLD_NORMAL;
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#ifdef _DEBUG
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bool m_bWORLD_NORMAL;
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#endif
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public:
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void SetWORLD_NORMAL( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nWORLD_NORMAL = i;
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#ifdef _DEBUG
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m_bWORLD_NORMAL = true;
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#endif
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}
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void SetWORLD_NORMAL( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nWORLD_NORMAL = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWORLD_NORMAL = true;
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#endif
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}
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private:
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int m_nDOPIXELFOG;
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#ifdef _DEBUG
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bool m_bDOPIXELFOG;
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#endif
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public:
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void SetDOPIXELFOG( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDOPIXELFOG = i;
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#ifdef _DEBUG
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m_bDOPIXELFOG = true;
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#endif
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}
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void SetDOPIXELFOG( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDOPIXELFOG = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDOPIXELFOG = true;
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#endif
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}
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private:
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int m_nHARDWAREFOGBLEND;
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#ifdef _DEBUG
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bool m_bHARDWAREFOGBLEND;
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#endif
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public:
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void SetHARDWAREFOGBLEND( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nHARDWAREFOGBLEND = i;
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#ifdef _DEBUG
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m_bHARDWAREFOGBLEND = true;
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#endif
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}
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void SetHARDWAREFOGBLEND( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nHARDWAREFOGBLEND = i ? 1 : 0;
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#ifdef _DEBUG
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m_bHARDWAREFOGBLEND = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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eye_refract_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bHALFLAMBERT = false;
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#endif // _DEBUG
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m_nHALFLAMBERT = 0;
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#ifdef _DEBUG
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m_bFLASHLIGHT = false;
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#endif // _DEBUG
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m_nFLASHLIGHT = 0;
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#ifdef _DEBUG
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m_bLIGHTWARPTEXTURE = false;
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#endif // _DEBUG
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m_nLIGHTWARPTEXTURE = 0;
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#ifdef _DEBUG
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m_bWORLD_NORMAL = false;
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#endif // _DEBUG
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m_nWORLD_NORMAL = 0;
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#ifdef _DEBUG
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m_bDOPIXELFOG = true;
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#endif // _DEBUG
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m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ;
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#ifdef _DEBUG
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m_bHARDWAREFOGBLEND = true;
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#endif // _DEBUG
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m_nHARDWAREFOGBLEND = !g_pHardwareConfig->SupportsPixelShaders_2_b() ;
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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_bHALFLAMBERT && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bWORLD_NORMAL && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 80 * m_nHALFLAMBERT ) + ( 160 * m_nFLASHLIGHT ) + ( 320 * m_nLIGHTWARPTEXTURE ) + ( 640 * m_nWORLD_NORMAL ) + ( 640 * m_nDOPIXELFOG ) + ( 1280 * m_nHARDWAREFOGBLEND ) + 0;
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}
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};
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#define shaderStaticTest_eye_refract_vs20 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_LIGHTWARPTEXTURE + vsh_forgot_to_set_static_WORLD_NORMAL + 0
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class eye_refract_vs20_Dynamic_Index
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{
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private:
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int m_nCOMPRESSED_VERTS;
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#ifdef _DEBUG
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bool m_bCOMPRESSED_VERTS;
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#endif
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public:
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void SetCOMPRESSED_VERTS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOMPRESSED_VERTS = i;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = true;
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#endif
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}
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void SetCOMPRESSED_VERTS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCOMPRESSED_VERTS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = true;
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#endif
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}
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private:
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int m_nSKINNING;
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#ifdef _DEBUG
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bool m_bSKINNING;
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#endif
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public:
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void SetSKINNING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSKINNING = i;
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#ifdef _DEBUG
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m_bSKINNING = true;
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#endif
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}
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void SetSKINNING( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSKINNING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSKINNING = true;
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#endif
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}
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private:
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int m_nDOWATERFOG;
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#ifdef _DEBUG
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bool m_bDOWATERFOG;
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#endif
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public:
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void SetDOWATERFOG( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDOWATERFOG = i;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif
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}
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void SetDOWATERFOG( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDOWATERFOG = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif
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}
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private:
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int m_nDYNAMIC_LIGHT;
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#ifdef _DEBUG
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bool m_bDYNAMIC_LIGHT;
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#endif
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public:
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void SetDYNAMIC_LIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDYNAMIC_LIGHT = i;
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#ifdef _DEBUG
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m_bDYNAMIC_LIGHT = true;
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#endif
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}
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void SetDYNAMIC_LIGHT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDYNAMIC_LIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDYNAMIC_LIGHT = true;
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#endif
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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_nTESSELLATION;
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#ifdef _DEBUG
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bool m_bTESSELLATION;
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#endif
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public:
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void SetTESSELLATION( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nTESSELLATION = i;
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#ifdef _DEBUG
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m_bTESSELLATION = true;
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#endif
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}
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void SetTESSELLATION( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nTESSELLATION = i ? 1 : 0;
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#ifdef _DEBUG
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m_bTESSELLATION = true;
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#endif
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}
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private:
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int m_nMORPHING;
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#ifdef _DEBUG
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bool m_bMORPHING;
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#endif
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public:
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void SetMORPHING( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nMORPHING = i;
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#ifdef _DEBUG
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m_bMORPHING = true;
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#endif
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}
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void SetMORPHING( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nMORPHING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMORPHING = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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eye_refract_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = false;
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#endif // _DEBUG
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m_nCOMPRESSED_VERTS = 0;
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#ifdef _DEBUG
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m_bSKINNING = false;
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#endif // _DEBUG
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m_nSKINNING = 0;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif // _DEBUG
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m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
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#ifdef _DEBUG
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m_bDYNAMIC_LIGHT = false;
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#endif // _DEBUG
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m_nDYNAMIC_LIGHT = 0;
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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_bTESSELLATION = false;
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#endif // _DEBUG
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m_nTESSELLATION = 0;
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#ifdef _DEBUG
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m_bMORPHING = true;
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#endif // _DEBUG
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m_nMORPHING = false ;
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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_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bNUM_LIGHTS && m_bTESSELLATION && m_bMORPHING;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nNUM_LIGHTS ) + ( 80 * m_nTESSELLATION ) + ( 80 * m_nMORPHING ) + 0;
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}
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};
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#define shaderDynamicTest_eye_refract_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + vsh_forgot_to_set_dynamic_TESSELLATION + 0
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static const ShaderComboInformation_t s_DynamicComboArray_eye_refract_vs20[7] =
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{
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{ "COMPRESSED_VERTS", 0, 1 },
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{ "SKINNING", 0, 1 },
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{ "DOWATERFOG", 0, 1 },
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{ "DYNAMIC_LIGHT", 0, 1 },
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{ "NUM_LIGHTS", 0, 4 },
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{ "TESSELLATION", 0, 0 },
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{ "MORPHING", 0, 0 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_eye_refract_vs20[6] =
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{
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{ "HALFLAMBERT", 0, 1 },
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{ "FLASHLIGHT", 0, 1 },
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{ "LIGHTWARPTEXTURE", 0, 1 },
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{ "WORLD_NORMAL", 0, 0 },
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{ "DOPIXELFOG", 0, 1 },
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{ "HARDWAREFOGBLEND", 0, 1 },
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};
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static const ShaderComboSemantics_t eye_refract_vs20_combos =
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{
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"eye_refract_vs20", s_DynamicComboArray_eye_refract_vs20, 7, s_StaticComboArray_eye_refract_vs20, 6
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};
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class ConstructMe_eye_refract_vs20
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{
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public:
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ConstructMe_eye_refract_vs20()
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{
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GetShaderDLL()->AddShaderComboInformation( &eye_refract_vs20_combos );
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}
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};
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static ConstructMe_eye_refract_vs20 s_ConstructMe_eye_refract_vs20;
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