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307 lines
7.3 KiB
307 lines
7.3 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( $FLASHLIGHT == 0 ) && ( $GLOBALLIGHT == 1 )
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// ( $EDITOR == 1 ) && ( $FOW == 1 )
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// ( $DEFERRED == 1 ) && ( $FOW == 1 )
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// ( $DEFERRED == 1 ) && ( $GLOBALLIGHT == 1 )
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// ( $DEFERRED == 1 ) && ( $FLASHLIGHT == 1 )
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// ( $DEFERRED == 1 ) && ( $LIGHTING_PREVIEW == 1 )
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// ( $DEFERRED == 1 ) && ( $EDITOR == 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 global_lit_simple_ps20b_Static_Index
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{
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private:
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int m_nEDITOR;
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#ifdef _DEBUG
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bool m_bEDITOR;
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#endif
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public:
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void SetEDITOR( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nEDITOR = i;
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#ifdef _DEBUG
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m_bEDITOR = true;
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#endif
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}
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void SetEDITOR( bool i )
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{
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m_nEDITOR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bEDITOR = 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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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_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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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_nSPECULAR;
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#ifdef _DEBUG
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bool m_bSPECULAR;
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#endif
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public:
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void SetSPECULAR( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSPECULAR = i;
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#ifdef _DEBUG
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m_bSPECULAR = true;
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#endif
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}
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void SetSPECULAR( bool i )
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{
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m_nSPECULAR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSPECULAR = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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global_lit_simple_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bEDITOR = false;
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#endif // _DEBUG
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m_nEDITOR = 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_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_bSPECULAR = false;
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#endif // _DEBUG
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m_nSPECULAR = 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_bEDITOR && m_bFLASHLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE && m_bSPECULAR;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 64 * m_nEDITOR ) + ( 128 * m_nFLASHLIGHT ) + ( 256 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 768 * m_nSPECULAR ) + 0;
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}
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};
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#define shaderStaticTest_global_lit_simple_ps20b psh_forgot_to_set_static_EDITOR + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_SPECULAR + 0
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class global_lit_simple_ps20b_Dynamic_Index
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{
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private:
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int m_nFOW;
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#ifdef _DEBUG
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bool m_bFOW;
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#endif
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public:
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void SetFOW( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFOW = i;
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#ifdef _DEBUG
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m_bFOW = true;
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#endif
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}
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void SetFOW( bool i )
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{
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m_nFOW = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFOW = true;
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#endif
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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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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_nGLOBALLIGHT;
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#ifdef _DEBUG
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bool m_bGLOBALLIGHT;
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#endif
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public:
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void SetGLOBALLIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nGLOBALLIGHT = i;
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#ifdef _DEBUG
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m_bGLOBALLIGHT = true;
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#endif
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}
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void SetGLOBALLIGHT( bool i )
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{
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m_nGLOBALLIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bGLOBALLIGHT = true;
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#endif
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}
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private:
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int m_nWRITEWATERFOGTODESTALPHA;
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#ifdef _DEBUG
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bool m_bWRITEWATERFOGTODESTALPHA;
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#endif
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public:
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void SetWRITEWATERFOGTODESTALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nWRITEWATERFOGTODESTALPHA = i;
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#ifdef _DEBUG
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m_bWRITEWATERFOGTODESTALPHA = true;
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#endif
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}
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void SetWRITEWATERFOGTODESTALPHA( bool i )
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{
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m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWRITEWATERFOGTODESTALPHA = true;
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#endif
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}
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private:
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int m_nDEFERRED;
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#ifdef _DEBUG
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bool m_bDEFERRED;
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#endif
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public:
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void SetDEFERRED( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDEFERRED = i;
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#ifdef _DEBUG
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m_bDEFERRED = true;
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#endif
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}
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void SetDEFERRED( bool i )
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{
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m_nDEFERRED = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDEFERRED = 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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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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global_lit_simple_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bFOW = false;
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#endif // _DEBUG
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m_nFOW = 0;
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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_bGLOBALLIGHT = false;
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#endif // _DEBUG
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m_nGLOBALLIGHT = 0;
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#ifdef _DEBUG
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m_bWRITEWATERFOGTODESTALPHA = false;
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#endif // _DEBUG
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m_nWRITEWATERFOGTODESTALPHA = 0;
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#ifdef _DEBUG
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m_bDEFERRED = false;
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#endif // _DEBUG
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m_nDEFERRED = 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_bFOW && m_bFLASHLIGHTSHADOWS && m_bGLOBALLIGHT && m_bWRITEWATERFOGTODESTALPHA && m_bDEFERRED && m_bPIXELFOGTYPE;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nFOW ) + ( 2 * m_nFLASHLIGHTSHADOWS ) + ( 4 * m_nGLOBALLIGHT ) + ( 8 * m_nWRITEWATERFOGTODESTALPHA ) + ( 16 * m_nDEFERRED ) + ( 32 * m_nPIXELFOGTYPE ) + 0;
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}
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};
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#define shaderDynamicTest_global_lit_simple_ps20b psh_forgot_to_set_dynamic_FOW + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_GLOBALLIGHT + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_DEFERRED + 0
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