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285 lines
6.6 KiB
285 lines
6.6 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( $BUMPMAP == 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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#include "shaderlib/cshader.h"
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class lightmappedpaint_ps20b_Static_Index
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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 <= 2 );
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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 ) <= 2 );
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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_nCUBEMAP;
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#ifdef _DEBUG
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bool m_bCUBEMAP;
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#endif
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public:
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void SetCUBEMAP( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nCUBEMAP = i;
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#ifdef _DEBUG
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m_bCUBEMAP = true;
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#endif
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}
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void SetCUBEMAP( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
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m_nCUBEMAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCUBEMAP = 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_nTHICKPAINT;
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#ifdef _DEBUG
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bool m_bTHICKPAINT;
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#endif
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public:
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void SetTHICKPAINT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nTHICKPAINT = i;
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#ifdef _DEBUG
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m_bTHICKPAINT = true;
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#endif
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}
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void SetTHICKPAINT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nTHICKPAINT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bTHICKPAINT = 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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lightmappedpaint_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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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_bCUBEMAP = false;
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#endif // _DEBUG
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m_nCUBEMAP = 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_bTHICKPAINT = false;
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#endif // _DEBUG
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m_nTHICKPAINT = 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_bBUMPMAP && m_bCUBEMAP && m_bSEAMLESS && m_bTHICKPAINT && m_bDOPIXELFOG;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 8 * m_nBUMPMAP ) + ( 24 * m_nCUBEMAP ) + ( 72 * m_nSEAMLESS ) + ( 144 * m_nTHICKPAINT ) + ( 288 * m_nDOPIXELFOG ) + 0;
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}
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};
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#define shaderStaticTest_lightmappedpaint_ps20b psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_THICKPAINT + 0
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class lightmappedpaint_ps20b_Dynamic_Index
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{
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private:
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int m_nFASTPATHENVMAPCONTRAST;
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#ifdef _DEBUG
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bool m_bFASTPATHENVMAPCONTRAST;
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#endif
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public:
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void SetFASTPATHENVMAPCONTRAST( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFASTPATHENVMAPCONTRAST = i;
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#ifdef _DEBUG
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m_bFASTPATHENVMAPCONTRAST = true;
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#endif
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}
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void SetFASTPATHENVMAPCONTRAST( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFASTPATHENVMAPCONTRAST = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFASTPATHENVMAPCONTRAST = true;
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#endif
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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_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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lightmappedpaint_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bFASTPATHENVMAPCONTRAST = false;
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#endif // _DEBUG
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m_nFASTPATHENVMAPCONTRAST = 0;
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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_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_bFASTPATHENVMAPCONTRAST && m_bFASTPATH && m_bPIXELFOGTYPE;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nFASTPATHENVMAPCONTRAST ) + ( 2 * m_nFASTPATH ) + ( 4 * m_nPIXELFOGTYPE ) + 0;
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}
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};
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#define shaderDynamicTest_lightmappedpaint_ps20b psh_forgot_to_set_dynamic_FASTPATHENVMAPCONTRAST + psh_forgot_to_set_dynamic_FASTPATH + 0
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static const ShaderComboInformation_t s_DynamicComboArray_lightmappedpaint_ps20b[3] =
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{
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{ "FASTPATHENVMAPCONTRAST", 0, 1 },
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{ "FASTPATH", 0, 1 },
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{ "PIXELFOGTYPE", 0, 1 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_lightmappedpaint_ps20b[5] =
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{
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{ "BUMPMAP", 0, 2 },
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{ "CUBEMAP", 0, 2 },
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{ "SEAMLESS", 0, 1 },
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{ "THICKPAINT", 0, 1 },
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{ "DOPIXELFOG", 0, 1 },
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};
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static const ShaderComboSemantics_t lightmappedpaint_ps20b_combos =
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{
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"lightmappedpaint_ps20b", s_DynamicComboArray_lightmappedpaint_ps20b, 3, s_StaticComboArray_lightmappedpaint_ps20b, 5
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};
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class ConstructMe_lightmappedpaint_ps20b
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{
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public:
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ConstructMe_lightmappedpaint_ps20b()
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{
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GetShaderDLL()->AddShaderComboInformation( &lightmappedpaint_ps20b_combos );
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}
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};
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static ConstructMe_lightmappedpaint_ps20b s_ConstructMe_lightmappedpaint_ps20b;
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