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401 lines
9.6 KiB
401 lines
9.6 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( $SFM == 0 ) && ( $UBERLIGHT == 1 )
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// !$WORLDVERTEXTRANSITION && $NORMALMAP2
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// !$NORMALMAP && $NORMALMAP2
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// !$DETAILTEXTURE && ( $DETAIL_BLEND_MODE != 0 )
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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 flashlight_ps30_Static_Index
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{
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private:
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int m_nSFM;
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#ifdef _DEBUG
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bool m_bSFM;
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#endif
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public:
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void SetSFM( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSFM = i;
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#ifdef _DEBUG
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m_bSFM = true;
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#endif
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}
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void SetSFM( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSFM = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSFM = true;
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#endif
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}
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private:
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int m_nNORMALMAP;
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#ifdef _DEBUG
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bool m_bNORMALMAP;
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#endif
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public:
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void SetNORMALMAP( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nNORMALMAP = i;
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#ifdef _DEBUG
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m_bNORMALMAP = true;
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#endif
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}
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void SetNORMALMAP( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
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m_nNORMALMAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNORMALMAP = true;
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#endif
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}
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private:
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int m_nNORMALMAP2;
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#ifdef _DEBUG
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bool m_bNORMALMAP2;
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#endif
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public:
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void SetNORMALMAP2( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nNORMALMAP2 = i;
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#ifdef _DEBUG
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m_bNORMALMAP2 = true;
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#endif
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}
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void SetNORMALMAP2( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nNORMALMAP2 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNORMALMAP2 = true;
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#endif
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}
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private:
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int m_nWORLDVERTEXTRANSITION;
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#ifdef _DEBUG
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bool m_bWORLDVERTEXTRANSITION;
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#endif
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public:
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void SetWORLDVERTEXTRANSITION( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nWORLDVERTEXTRANSITION = i;
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#ifdef _DEBUG
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m_bWORLDVERTEXTRANSITION = true;
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#endif
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}
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void SetWORLDVERTEXTRANSITION( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nWORLDVERTEXTRANSITION = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWORLDVERTEXTRANSITION = true;
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#endif
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}
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private:
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int m_nSEAMLESS;
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#ifdef _DEBUG
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bool m_bSEAMLESS;
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#endif
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public:
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void SetSEAMLESS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSEAMLESS = i;
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#ifdef _DEBUG
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m_bSEAMLESS = true;
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#endif
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}
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void SetSEAMLESS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSEAMLESS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSEAMLESS = true;
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#endif
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}
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private:
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int m_nDETAILTEXTURE;
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#ifdef _DEBUG
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bool m_bDETAILTEXTURE;
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#endif
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public:
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void SetDETAILTEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDETAILTEXTURE = i;
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#ifdef _DEBUG
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m_bDETAILTEXTURE = true;
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#endif
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}
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void SetDETAILTEXTURE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDETAILTEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDETAILTEXTURE = true;
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#endif
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}
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private:
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int m_nDETAIL_BLEND_MODE;
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#ifdef _DEBUG
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bool m_bDETAIL_BLEND_MODE;
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#endif
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public:
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void SetDETAIL_BLEND_MODE( int i )
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{
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Assert( i >= 0 && i <= 11 );
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m_nDETAIL_BLEND_MODE = i;
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#ifdef _DEBUG
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m_bDETAIL_BLEND_MODE = true;
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#endif
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}
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void SetDETAIL_BLEND_MODE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 11 );
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m_nDETAIL_BLEND_MODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDETAIL_BLEND_MODE = true;
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#endif
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}
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private:
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int m_nFLASHLIGHTDEPTHFILTERMODE;
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#ifdef _DEBUG
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bool m_bFLASHLIGHTDEPTHFILTERMODE;
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#endif
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public:
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void SetFLASHLIGHTDEPTHFILTERMODE( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nFLASHLIGHTDEPTHFILTERMODE = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = true;
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#endif
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}
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void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
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m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = 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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public:
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// CONSTRUCTOR
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flashlight_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bSFM = false;
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#endif // _DEBUG
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m_nSFM = 0;
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#ifdef _DEBUG
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m_bNORMALMAP = false;
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#endif // _DEBUG
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m_nNORMALMAP = 0;
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#ifdef _DEBUG
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m_bNORMALMAP2 = false;
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#endif // _DEBUG
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m_nNORMALMAP2 = 0;
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#ifdef _DEBUG
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m_bWORLDVERTEXTRANSITION = false;
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#endif // _DEBUG
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m_nWORLDVERTEXTRANSITION = 0;
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#ifdef _DEBUG
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m_bSEAMLESS = false;
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#endif // _DEBUG
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m_nSEAMLESS = 0;
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#ifdef _DEBUG
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m_bDETAILTEXTURE = false;
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#endif // _DEBUG
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m_nDETAILTEXTURE = 0;
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#ifdef _DEBUG
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m_bDETAIL_BLEND_MODE = false;
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#endif // _DEBUG
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m_nDETAIL_BLEND_MODE = 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = false;
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#endif // _DEBUG
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m_nFLASHLIGHTDEPTHFILTERMODE = 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 = !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ? 1 : 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_bSFM && m_bNORMALMAP && m_bNORMALMAP2 && m_bWORLDVERTEXTRANSITION && m_bSEAMLESS && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bDOPIXELFOG;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 8 * m_nSFM ) + ( 16 * m_nNORMALMAP ) + ( 48 * m_nNORMALMAP2 ) + ( 96 * m_nWORLDVERTEXTRANSITION ) + ( 192 * m_nSEAMLESS ) + ( 384 * m_nDETAILTEXTURE ) + ( 768 * m_nDETAIL_BLEND_MODE ) + ( 9216 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 27648 * m_nDOPIXELFOG ) + 0;
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}
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};
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#define shaderStaticTest_flashlight_ps30 psh_forgot_to_set_static_SFM + psh_forgot_to_set_static_NORMALMAP + psh_forgot_to_set_static_NORMALMAP2 + psh_forgot_to_set_static_WORLDVERTEXTRANSITION + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
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class flashlight_ps30_Dynamic_Index
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{
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private:
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int m_nFLASHLIGHTSHADOWS;
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#ifdef _DEBUG
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bool m_bFLASHLIGHTSHADOWS;
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#endif
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public:
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void SetFLASHLIGHTSHADOWS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLASHLIGHTSHADOWS = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = true;
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#endif
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}
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void SetFLASHLIGHTSHADOWS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = true;
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#endif
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}
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private:
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int m_nUBERLIGHT;
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#ifdef _DEBUG
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bool m_bUBERLIGHT;
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#endif
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public:
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void SetUBERLIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nUBERLIGHT = i;
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#ifdef _DEBUG
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m_bUBERLIGHT = true;
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#endif
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}
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void SetUBERLIGHT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nUBERLIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bUBERLIGHT = true;
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#endif
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}
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private:
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int m_nPIXELFOGTYPE;
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#ifdef _DEBUG
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bool m_bPIXELFOGTYPE;
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#endif
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public:
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void SetPIXELFOGTYPE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nPIXELFOGTYPE = i;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif
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}
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void SetPIXELFOGTYPE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nPIXELFOGTYPE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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flashlight_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = false;
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#endif // _DEBUG
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m_nFLASHLIGHTSHADOWS = 0;
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#ifdef _DEBUG
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m_bUBERLIGHT = false;
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#endif // _DEBUG
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m_nUBERLIGHT = 0;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif // _DEBUG
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m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
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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_bFLASHLIGHTSHADOWS && m_bUBERLIGHT && m_bPIXELFOGTYPE;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nFLASHLIGHTSHADOWS ) + ( 2 * m_nUBERLIGHT ) + ( 4 * m_nPIXELFOGTYPE ) + 0;
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}
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};
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#define shaderDynamicTest_flashlight_ps30 psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_UBERLIGHT + 0
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static const ShaderComboInformation_t s_DynamicComboArray_flashlight_ps30[3] =
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{
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{ "FLASHLIGHTSHADOWS", 0, 1 },
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{ "UBERLIGHT", 0, 1 },
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{ "PIXELFOGTYPE", 0, 1 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_flashlight_ps30[9] =
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{
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{ "SFM", 0, 1 },
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{ "NORMALMAP", 0, 2 },
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{ "NORMALMAP2", 0, 1 },
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{ "WORLDVERTEXTRANSITION", 0, 1 },
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{ "SEAMLESS", 0, 1 },
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{ "DETAILTEXTURE", 0, 1 },
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{ "DETAIL_BLEND_MODE", 0, 11 },
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{ "FLASHLIGHTDEPTHFILTERMODE", 0, 2 },
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{ "DOPIXELFOG", 0, 1 },
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};
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static const ShaderComboSemantics_t flashlight_ps30_combos =
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{
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"flashlight_ps30", s_DynamicComboArray_flashlight_ps30, 3, s_StaticComboArray_flashlight_ps30, 9
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};
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class ConstructMe_flashlight_ps30
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{
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public:
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ConstructMe_flashlight_ps30()
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{
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GetShaderDLL()->AddShaderComboInformation( &flashlight_ps30_combos );
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}
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};
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static ConstructMe_flashlight_ps30 s_ConstructMe_flashlight_ps30;
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