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390 lines
8.7 KiB
390 lines
8.7 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// $LIGHTING_PREVIEW && $FLASHLIGHT
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// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
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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 lightmapped_4wayblend_vs20_Static_Index
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{
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private:
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int m_nENVMAP_MASK;
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#ifdef _DEBUG
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bool m_bENVMAP_MASK;
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#endif
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public:
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void SetENVMAP_MASK( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nENVMAP_MASK = i;
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#ifdef _DEBUG
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m_bENVMAP_MASK = true;
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#endif
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}
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void SetENVMAP_MASK( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nENVMAP_MASK = i ? 1 : 0;
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#ifdef _DEBUG
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m_bENVMAP_MASK = true;
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#endif
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}
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private:
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int m_nTANGENTSPACE;
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#ifdef _DEBUG
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bool m_bTANGENTSPACE;
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#endif
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public:
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void SetTANGENTSPACE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nTANGENTSPACE = i;
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#ifdef _DEBUG
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m_bTANGENTSPACE = true;
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#endif
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}
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void SetTANGENTSPACE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nTANGENTSPACE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bTANGENTSPACE = true;
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#endif
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}
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private:
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int m_nBUMPMAP;
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#ifdef _DEBUG
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bool m_bBUMPMAP;
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#endif
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public:
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void SetBUMPMAP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBUMPMAP = i;
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#ifdef _DEBUG
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m_bBUMPMAP = true;
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#endif
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}
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void SetBUMPMAP( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nBUMPMAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBUMPMAP = 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_nVERTEXCOLOR;
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#ifdef _DEBUG
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bool m_bVERTEXCOLOR;
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#endif
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public:
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void SetVERTEXCOLOR( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nVERTEXCOLOR = i;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = true;
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#endif
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}
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void SetVERTEXCOLOR( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nVERTEXCOLOR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = 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_nSELFILLUM;
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#ifdef _DEBUG
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bool m_bSELFILLUM;
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#endif
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public:
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void SetSELFILLUM( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSELFILLUM = i;
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#ifdef _DEBUG
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m_bSELFILLUM = true;
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#endif
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}
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void SetSELFILLUM( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSELFILLUM = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSELFILLUM = true;
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#endif
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}
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private:
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int m_nLIGHTING_PREVIEW;
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#ifdef _DEBUG
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bool m_bLIGHTING_PREVIEW;
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#endif
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public:
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void SetLIGHTING_PREVIEW( int i )
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{
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Assert( i >= 0 && i <= 3 );
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m_nLIGHTING_PREVIEW = i;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = true;
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#endif
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}
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void SetLIGHTING_PREVIEW( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 );
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m_nLIGHTING_PREVIEW = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = 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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lightmapped_4wayblend_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bENVMAP_MASK = false;
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#endif // _DEBUG
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m_nENVMAP_MASK = 0;
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#ifdef _DEBUG
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m_bTANGENTSPACE = false;
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#endif // _DEBUG
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m_nTANGENTSPACE = 0;
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#ifdef _DEBUG
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m_bBUMPMAP = false;
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#endif // _DEBUG
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m_nBUMPMAP = 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_bVERTEXCOLOR = false;
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#endif // _DEBUG
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m_nVERTEXCOLOR = 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_bSELFILLUM = false;
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#endif // _DEBUG
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m_nSELFILLUM = 0;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = false;
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#endif // _DEBUG
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m_nLIGHTING_PREVIEW = 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() && !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ) ? 1 : 0 ;
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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_bENVMAP_MASK && m_bTANGENTSPACE && m_bBUMPMAP && m_bDETAILTEXTURE && m_bVERTEXCOLOR && m_bSEAMLESS && m_bSELFILLUM && m_bLIGHTING_PREVIEW && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 4 * m_nENVMAP_MASK ) + ( 8 * m_nTANGENTSPACE ) + ( 16 * m_nBUMPMAP ) + ( 32 * m_nDETAILTEXTURE ) + ( 64 * m_nVERTEXCOLOR ) + ( 128 * m_nSEAMLESS ) + ( 256 * m_nSELFILLUM ) + ( 512 * m_nLIGHTING_PREVIEW ) + ( 2048 * m_nDOPIXELFOG ) + ( 4096 * m_nHARDWAREFOGBLEND ) + 0;
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}
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};
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#define shaderStaticTest_lightmapped_4wayblend_vs20 vsh_forgot_to_set_static_ENVMAP_MASK + vsh_forgot_to_set_static_TANGENTSPACE + vsh_forgot_to_set_static_BUMPMAP + vsh_forgot_to_set_static_DETAILTEXTURE + vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_SEAMLESS + vsh_forgot_to_set_static_SELFILLUM + vsh_forgot_to_set_static_LIGHTING_PREVIEW + 0
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class lightmapped_4wayblend_vs20_Dynamic_Index
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{
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private:
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int m_nFASTPATH;
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#ifdef _DEBUG
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bool m_bFASTPATH;
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#endif
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public:
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void SetFASTPATH( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFASTPATH = i;
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#ifdef _DEBUG
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m_bFASTPATH = true;
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#endif
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}
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void SetFASTPATH( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFASTPATH = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFASTPATH = 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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public:
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// CONSTRUCTOR
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lightmapped_4wayblend_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bFASTPATH = false;
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#endif // _DEBUG
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m_nFASTPATH = 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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}
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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_bFASTPATH && m_bDOWATERFOG;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nFASTPATH ) + ( 2 * m_nDOWATERFOG ) + 0;
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}
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};
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#define shaderDynamicTest_lightmapped_4wayblend_vs20 vsh_forgot_to_set_dynamic_FASTPATH + 0
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static const ShaderComboInformation_t s_DynamicComboArray_lightmapped_4wayblend_vs20[2] =
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{
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{ "FASTPATH", 0, 1 },
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{ "DOWATERFOG", 0, 1 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_lightmapped_4wayblend_vs20[10] =
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{
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{ "ENVMAP_MASK", 0, 1 },
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{ "TANGENTSPACE", 0, 1 },
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{ "BUMPMAP", 0, 1 },
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{ "DETAILTEXTURE", 0, 1 },
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{ "VERTEXCOLOR", 0, 1 },
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{ "SEAMLESS", 0, 1 },
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{ "SELFILLUM", 0, 1 },
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{ "LIGHTING_PREVIEW", 0, 3 },
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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 lightmapped_4wayblend_vs20_combos =
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{
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"lightmapped_4wayblend_vs20", s_DynamicComboArray_lightmapped_4wayblend_vs20, 2, s_StaticComboArray_lightmapped_4wayblend_vs20, 10
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};
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class ConstructMe_lightmapped_4wayblend_vs20
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{
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public:
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ConstructMe_lightmapped_4wayblend_vs20()
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{
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GetShaderDLL()->AddShaderComboInformation( &lightmapped_4wayblend_vs20_combos );
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}
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};
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static ConstructMe_lightmapped_4wayblend_vs20 s_ConstructMe_lightmapped_4wayblend_vs20;
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