You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
510 lines
12 KiB
510 lines
12 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
|
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
|
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
|
|
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
|
|
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
|
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
|
|
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
|
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
|
|
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
|
|
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
|
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
|
|
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
|
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
|
|
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
|
|
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
|
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
|
|
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
|
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
|
|
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
|
|
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
|
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
|
|
#include "shaderlib/cshader.h"
|
|
class flesh_ps30_Static_Index
|
|
{
|
|
private:
|
|
int m_nALPHABLEND;
|
|
#ifdef _DEBUG
|
|
bool m_bALPHABLEND;
|
|
#endif
|
|
public:
|
|
void SetALPHABLEND( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nALPHABLEND = i;
|
|
#ifdef _DEBUG
|
|
m_bALPHABLEND = true;
|
|
#endif
|
|
}
|
|
void SetALPHABLEND( bool i )
|
|
{
|
|
m_nALPHABLEND = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bALPHABLEND = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nTRANSMAT;
|
|
#ifdef _DEBUG
|
|
bool m_bTRANSMAT;
|
|
#endif
|
|
public:
|
|
void SetTRANSMAT( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nTRANSMAT = i;
|
|
#ifdef _DEBUG
|
|
m_bTRANSMAT = true;
|
|
#endif
|
|
}
|
|
void SetTRANSMAT( bool i )
|
|
{
|
|
m_nTRANSMAT = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bTRANSMAT = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nFRESNEL_WARP;
|
|
#ifdef _DEBUG
|
|
bool m_bFRESNEL_WARP;
|
|
#endif
|
|
public:
|
|
void SetFRESNEL_WARP( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nFRESNEL_WARP = i;
|
|
#ifdef _DEBUG
|
|
m_bFRESNEL_WARP = true;
|
|
#endif
|
|
}
|
|
void SetFRESNEL_WARP( bool i )
|
|
{
|
|
m_nFRESNEL_WARP = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bFRESNEL_WARP = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nEFFECTS;
|
|
#ifdef _DEBUG
|
|
bool m_bEFFECTS;
|
|
#endif
|
|
public:
|
|
void SetEFFECTS( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nEFFECTS = i;
|
|
#ifdef _DEBUG
|
|
m_bEFFECTS = true;
|
|
#endif
|
|
}
|
|
void SetEFFECTS( bool i )
|
|
{
|
|
m_nEFFECTS = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bEFFECTS = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nTINTING;
|
|
#ifdef _DEBUG
|
|
bool m_bTINTING;
|
|
#endif
|
|
public:
|
|
void SetTINTING( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nTINTING = i;
|
|
#ifdef _DEBUG
|
|
m_bTINTING = true;
|
|
#endif
|
|
}
|
|
void SetTINTING( bool i )
|
|
{
|
|
m_nTINTING = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bTINTING = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nIRIDESCENCE;
|
|
#ifdef _DEBUG
|
|
bool m_bIRIDESCENCE;
|
|
#endif
|
|
public:
|
|
void SetIRIDESCENCE( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nIRIDESCENCE = i;
|
|
#ifdef _DEBUG
|
|
m_bIRIDESCENCE = true;
|
|
#endif
|
|
}
|
|
void SetIRIDESCENCE( bool i )
|
|
{
|
|
m_nIRIDESCENCE = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bIRIDESCENCE = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nBACK_SCATTER;
|
|
#ifdef _DEBUG
|
|
bool m_bBACK_SCATTER;
|
|
#endif
|
|
public:
|
|
void SetBACK_SCATTER( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nBACK_SCATTER = i;
|
|
#ifdef _DEBUG
|
|
m_bBACK_SCATTER = true;
|
|
#endif
|
|
}
|
|
void SetBACK_SCATTER( bool i )
|
|
{
|
|
m_nBACK_SCATTER = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bBACK_SCATTER = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nFORWARD_SCATTER;
|
|
#ifdef _DEBUG
|
|
bool m_bFORWARD_SCATTER;
|
|
#endif
|
|
public:
|
|
void SetFORWARD_SCATTER( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nFORWARD_SCATTER = i;
|
|
#ifdef _DEBUG
|
|
m_bFORWARD_SCATTER = true;
|
|
#endif
|
|
}
|
|
void SetFORWARD_SCATTER( bool i )
|
|
{
|
|
m_nFORWARD_SCATTER = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bFORWARD_SCATTER = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nHIGH_PRECISION_DEPTH;
|
|
#ifdef _DEBUG
|
|
bool m_bHIGH_PRECISION_DEPTH;
|
|
#endif
|
|
public:
|
|
void SetHIGH_PRECISION_DEPTH( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nHIGH_PRECISION_DEPTH = i;
|
|
#ifdef _DEBUG
|
|
m_bHIGH_PRECISION_DEPTH = true;
|
|
#endif
|
|
}
|
|
void SetHIGH_PRECISION_DEPTH( bool i )
|
|
{
|
|
m_nHIGH_PRECISION_DEPTH = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bHIGH_PRECISION_DEPTH = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nINTERIOR_LAYER;
|
|
#ifdef _DEBUG
|
|
bool m_bINTERIOR_LAYER;
|
|
#endif
|
|
public:
|
|
void SetINTERIOR_LAYER( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nINTERIOR_LAYER = i;
|
|
#ifdef _DEBUG
|
|
m_bINTERIOR_LAYER = true;
|
|
#endif
|
|
}
|
|
void SetINTERIOR_LAYER( bool i )
|
|
{
|
|
m_nINTERIOR_LAYER = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bINTERIOR_LAYER = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nOPACITY_TEXTURE;
|
|
#ifdef _DEBUG
|
|
bool m_bOPACITY_TEXTURE;
|
|
#endif
|
|
public:
|
|
void SetOPACITY_TEXTURE( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nOPACITY_TEXTURE = i;
|
|
#ifdef _DEBUG
|
|
m_bOPACITY_TEXTURE = true;
|
|
#endif
|
|
}
|
|
void SetOPACITY_TEXTURE( bool i )
|
|
{
|
|
m_nOPACITY_TEXTURE = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bOPACITY_TEXTURE = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nNORMAL2SOFT;
|
|
#ifdef _DEBUG
|
|
bool m_bNORMAL2SOFT;
|
|
#endif
|
|
public:
|
|
void SetNORMAL2SOFT( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nNORMAL2SOFT = i;
|
|
#ifdef _DEBUG
|
|
m_bNORMAL2SOFT = true;
|
|
#endif
|
|
}
|
|
void SetNORMAL2SOFT( bool i )
|
|
{
|
|
m_nNORMAL2SOFT = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bNORMAL2SOFT = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nDETAIL;
|
|
#ifdef _DEBUG
|
|
bool m_bDETAIL;
|
|
#endif
|
|
public:
|
|
void SetDETAIL( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nDETAIL = i;
|
|
#ifdef _DEBUG
|
|
m_bDETAIL = true;
|
|
#endif
|
|
}
|
|
void SetDETAIL( bool i )
|
|
{
|
|
m_nDETAIL = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bDETAIL = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nFLASHLIGHTDEPTHFILTERMODE;
|
|
#ifdef _DEBUG
|
|
bool m_bFLASHLIGHTDEPTHFILTERMODE;
|
|
#endif
|
|
public:
|
|
void SetFLASHLIGHTDEPTHFILTERMODE( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 2 );
|
|
m_nFLASHLIGHTDEPTHFILTERMODE = i;
|
|
#ifdef _DEBUG
|
|
m_bFLASHLIGHTDEPTHFILTERMODE = true;
|
|
#endif
|
|
}
|
|
void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
|
|
{
|
|
m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bFLASHLIGHTDEPTHFILTERMODE = true;
|
|
#endif
|
|
}
|
|
public:
|
|
// CONSTRUCTOR
|
|
flesh_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
|
{
|
|
#ifdef _DEBUG
|
|
m_bALPHABLEND = false;
|
|
#endif // _DEBUG
|
|
m_nALPHABLEND = 0;
|
|
#ifdef _DEBUG
|
|
m_bTRANSMAT = false;
|
|
#endif // _DEBUG
|
|
m_nTRANSMAT = 0;
|
|
#ifdef _DEBUG
|
|
m_bFRESNEL_WARP = false;
|
|
#endif // _DEBUG
|
|
m_nFRESNEL_WARP = 0;
|
|
#ifdef _DEBUG
|
|
m_bEFFECTS = false;
|
|
#endif // _DEBUG
|
|
m_nEFFECTS = 0;
|
|
#ifdef _DEBUG
|
|
m_bTINTING = false;
|
|
#endif // _DEBUG
|
|
m_nTINTING = 0;
|
|
#ifdef _DEBUG
|
|
m_bIRIDESCENCE = false;
|
|
#endif // _DEBUG
|
|
m_nIRIDESCENCE = 0;
|
|
#ifdef _DEBUG
|
|
m_bBACK_SCATTER = false;
|
|
#endif // _DEBUG
|
|
m_nBACK_SCATTER = 0;
|
|
#ifdef _DEBUG
|
|
m_bFORWARD_SCATTER = false;
|
|
#endif // _DEBUG
|
|
m_nFORWARD_SCATTER = 0;
|
|
#ifdef _DEBUG
|
|
m_bHIGH_PRECISION_DEPTH = false;
|
|
#endif // _DEBUG
|
|
m_nHIGH_PRECISION_DEPTH = 0;
|
|
#ifdef _DEBUG
|
|
m_bINTERIOR_LAYER = false;
|
|
#endif // _DEBUG
|
|
m_nINTERIOR_LAYER = 0;
|
|
#ifdef _DEBUG
|
|
m_bOPACITY_TEXTURE = false;
|
|
#endif // _DEBUG
|
|
m_nOPACITY_TEXTURE = 0;
|
|
#ifdef _DEBUG
|
|
m_bNORMAL2SOFT = false;
|
|
#endif // _DEBUG
|
|
m_nNORMAL2SOFT = 0;
|
|
#ifdef _DEBUG
|
|
m_bDETAIL = false;
|
|
#endif // _DEBUG
|
|
m_nDETAIL = 0;
|
|
#ifdef _DEBUG
|
|
m_bFLASHLIGHTDEPTHFILTERMODE = false;
|
|
#endif // _DEBUG
|
|
m_nFLASHLIGHTDEPTHFILTERMODE = 0;
|
|
}
|
|
int GetIndex()
|
|
{
|
|
// Asserts to make sure that we aren't using any skipped combinations.
|
|
// Asserts to make sure that we are setting all of the combination vars.
|
|
#ifdef _DEBUG
|
|
bool bAllStaticVarsDefined = m_bALPHABLEND && m_bTRANSMAT && m_bFRESNEL_WARP && m_bEFFECTS && m_bTINTING && m_bIRIDESCENCE && m_bBACK_SCATTER && m_bFORWARD_SCATTER && m_bHIGH_PRECISION_DEPTH && m_bINTERIOR_LAYER && m_bOPACITY_TEXTURE && m_bNORMAL2SOFT && m_bDETAIL && m_bFLASHLIGHTDEPTHFILTERMODE;
|
|
Assert( bAllStaticVarsDefined );
|
|
#endif // _DEBUG
|
|
return ( 40 * m_nALPHABLEND ) + ( 80 * m_nTRANSMAT ) + ( 160 * m_nFRESNEL_WARP ) + ( 320 * m_nEFFECTS ) + ( 640 * m_nTINTING ) + ( 1280 * m_nIRIDESCENCE ) + ( 2560 * m_nBACK_SCATTER ) + ( 5120 * m_nFORWARD_SCATTER ) + ( 10240 * m_nHIGH_PRECISION_DEPTH ) + ( 20480 * m_nINTERIOR_LAYER ) + ( 40960 * m_nOPACITY_TEXTURE ) + ( 81920 * m_nNORMAL2SOFT ) + ( 163840 * m_nDETAIL ) + ( 327680 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
|
|
}
|
|
};
|
|
#define shaderStaticTest_flesh_ps30 psh_forgot_to_set_static_ALPHABLEND + psh_forgot_to_set_static_TRANSMAT + psh_forgot_to_set_static_FRESNEL_WARP + psh_forgot_to_set_static_EFFECTS + psh_forgot_to_set_static_TINTING + psh_forgot_to_set_static_IRIDESCENCE + psh_forgot_to_set_static_BACK_SCATTER + psh_forgot_to_set_static_FORWARD_SCATTER + psh_forgot_to_set_static_HIGH_PRECISION_DEPTH + psh_forgot_to_set_static_INTERIOR_LAYER + psh_forgot_to_set_static_OPACITY_TEXTURE + psh_forgot_to_set_static_NORMAL2SOFT + psh_forgot_to_set_static_DETAIL + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
|
|
class flesh_ps30_Dynamic_Index
|
|
{
|
|
private:
|
|
int m_nPIXELFOGTYPE;
|
|
#ifdef _DEBUG
|
|
bool m_bPIXELFOGTYPE;
|
|
#endif
|
|
public:
|
|
void SetPIXELFOGTYPE( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nPIXELFOGTYPE = i;
|
|
#ifdef _DEBUG
|
|
m_bPIXELFOGTYPE = true;
|
|
#endif
|
|
}
|
|
void SetPIXELFOGTYPE( bool i )
|
|
{
|
|
m_nPIXELFOGTYPE = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bPIXELFOGTYPE = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nNUM_LIGHTS;
|
|
#ifdef _DEBUG
|
|
bool m_bNUM_LIGHTS;
|
|
#endif
|
|
public:
|
|
void SetNUM_LIGHTS( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 4 );
|
|
m_nNUM_LIGHTS = i;
|
|
#ifdef _DEBUG
|
|
m_bNUM_LIGHTS = true;
|
|
#endif
|
|
}
|
|
void SetNUM_LIGHTS( bool i )
|
|
{
|
|
m_nNUM_LIGHTS = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bNUM_LIGHTS = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nFLASHLIGHT;
|
|
#ifdef _DEBUG
|
|
bool m_bFLASHLIGHT;
|
|
#endif
|
|
public:
|
|
void SetFLASHLIGHT( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nFLASHLIGHT = i;
|
|
#ifdef _DEBUG
|
|
m_bFLASHLIGHT = true;
|
|
#endif
|
|
}
|
|
void SetFLASHLIGHT( bool i )
|
|
{
|
|
m_nFLASHLIGHT = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bFLASHLIGHT = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nFLASHLIGHTSHADOWS;
|
|
#ifdef _DEBUG
|
|
bool m_bFLASHLIGHTSHADOWS;
|
|
#endif
|
|
public:
|
|
void SetFLASHLIGHTSHADOWS( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nFLASHLIGHTSHADOWS = i;
|
|
#ifdef _DEBUG
|
|
m_bFLASHLIGHTSHADOWS = true;
|
|
#endif
|
|
}
|
|
void SetFLASHLIGHTSHADOWS( bool i )
|
|
{
|
|
m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bFLASHLIGHTSHADOWS = true;
|
|
#endif
|
|
}
|
|
public:
|
|
// CONSTRUCTOR
|
|
flesh_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
|
{
|
|
#ifdef _DEBUG
|
|
m_bPIXELFOGTYPE = true;
|
|
#endif // _DEBUG
|
|
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
|
#ifdef _DEBUG
|
|
m_bNUM_LIGHTS = false;
|
|
#endif // _DEBUG
|
|
m_nNUM_LIGHTS = 0;
|
|
#ifdef _DEBUG
|
|
m_bFLASHLIGHT = false;
|
|
#endif // _DEBUG
|
|
m_nFLASHLIGHT = 0;
|
|
#ifdef _DEBUG
|
|
m_bFLASHLIGHTSHADOWS = false;
|
|
#endif // _DEBUG
|
|
m_nFLASHLIGHTSHADOWS = 0;
|
|
}
|
|
int GetIndex()
|
|
{
|
|
// Asserts to make sure that we aren't using any skipped combinations.
|
|
// Asserts to make sure that we are setting all of the combination vars.
|
|
#ifdef _DEBUG
|
|
bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bFLASHLIGHT && m_bFLASHLIGHTSHADOWS;
|
|
Assert( bAllDynamicVarsDefined );
|
|
#endif // _DEBUG
|
|
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nNUM_LIGHTS ) + ( 10 * m_nFLASHLIGHT ) + ( 20 * m_nFLASHLIGHTSHADOWS ) + 0;
|
|
}
|
|
};
|
|
#define shaderDynamicTest_flesh_ps30 psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_FLASHLIGHT + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
|