Counter Strike : Global Offensive Source Code
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419 lines
9.1 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $SFM == 0 ) && ( $MORPHING )
// ( $SFM == 0 ) && ( $TESSELLATION )
// ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h"
class phong_vs30_Static_Index
{
private:
int m_nSFM;
#ifdef _DEBUG
bool m_bSFM;
#endif
public:
void SetSFM( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSFM = i;
#ifdef _DEBUG
m_bSFM = true;
#endif
}
void SetSFM( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSFM = i ? 1 : 0;
#ifdef _DEBUG
m_bSFM = true;
#endif
}
private:
int m_nDECAL;
#ifdef _DEBUG
bool m_bDECAL;
#endif
public:
void SetDECAL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDECAL = i;
#ifdef _DEBUG
m_bDECAL = true;
#endif
}
void SetDECAL( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDECAL = i ? 1 : 0;
#ifdef _DEBUG
m_bDECAL = true;
#endif
}
private:
int m_nWORLD_NORMAL;
#ifdef _DEBUG
bool m_bWORLD_NORMAL;
#endif
public:
void SetWORLD_NORMAL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWORLD_NORMAL = i;
#ifdef _DEBUG
m_bWORLD_NORMAL = true;
#endif
}
void SetWORLD_NORMAL( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nWORLD_NORMAL = i ? 1 : 0;
#ifdef _DEBUG
m_bWORLD_NORMAL = true;
#endif
}
private:
int m_nCASCADED_SHADOW_MAPPING;
#ifdef _DEBUG
bool m_bCASCADED_SHADOW_MAPPING;
#endif
public:
void SetCASCADED_SHADOW_MAPPING( int i )
{
Assert( i >= 0 && i <= 0 );
m_nCASCADED_SHADOW_MAPPING = i;
#ifdef _DEBUG
m_bCASCADED_SHADOW_MAPPING = true;
#endif
}
void SetCASCADED_SHADOW_MAPPING( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nCASCADED_SHADOW_MAPPING = i ? 1 : 0;
#ifdef _DEBUG
m_bCASCADED_SHADOW_MAPPING = true;
#endif
}
private:
int m_nDOPIXELFOG;
#ifdef _DEBUG
bool m_bDOPIXELFOG;
#endif
public:
void SetDOPIXELFOG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDOPIXELFOG = i;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif
}
void SetDOPIXELFOG( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDOPIXELFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif
}
private:
int m_nHARDWAREFOGBLEND;
#ifdef _DEBUG
bool m_bHARDWAREFOGBLEND;
#endif
public:
void SetHARDWAREFOGBLEND( int i )
{
Assert( i >= 0 && i <= 0 );
m_nHARDWAREFOGBLEND = i;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif
}
void SetHARDWAREFOGBLEND( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nHARDWAREFOGBLEND = i ? 1 : 0;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif
}
public:
// CONSTRUCTOR
phong_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bSFM = false;
#endif // _DEBUG
m_nSFM = 0;
#ifdef _DEBUG
m_bDECAL = false;
#endif // _DEBUG
m_nDECAL = 0;
#ifdef _DEBUG
m_bWORLD_NORMAL = false;
#endif // _DEBUG
m_nWORLD_NORMAL = 0;
#ifdef _DEBUG
m_bCASCADED_SHADOW_MAPPING = false;
#endif // _DEBUG
m_nCASCADED_SHADOW_MAPPING = 0;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif // _DEBUG
m_nDOPIXELFOG = ( g_pHardwareConfig->SupportsPixelShaders_2_b() && !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ) ? 1 : 0 ;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif // _DEBUG
m_nHARDWAREFOGBLEND = 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_bSFM && m_bDECAL && m_bWORLD_NORMAL && m_bCASCADED_SHADOW_MAPPING && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 16 * m_nSFM ) + ( 32 * m_nDECAL ) + ( 64 * m_nWORLD_NORMAL ) + ( 128 * m_nCASCADED_SHADOW_MAPPING ) + ( 128 * m_nDOPIXELFOG ) + ( 256 * m_nHARDWAREFOGBLEND ) + 0;
}
};
#define shaderStaticTest_phong_vs30 vsh_forgot_to_set_static_SFM + vsh_forgot_to_set_static_DECAL + vsh_forgot_to_set_static_WORLD_NORMAL + vsh_forgot_to_set_static_CASCADED_SHADOW_MAPPING + 0
class phong_vs30_Dynamic_Index
{
private:
int m_nCSM_VIEWMODELQUALITY;
#ifdef _DEBUG
bool m_bCSM_VIEWMODELQUALITY;
#endif
public:
void SetCSM_VIEWMODELQUALITY( int i )
{
Assert( i >= 0 && i <= 0 );
m_nCSM_VIEWMODELQUALITY = i;
#ifdef _DEBUG
m_bCSM_VIEWMODELQUALITY = true;
#endif
}
void SetCSM_VIEWMODELQUALITY( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nCSM_VIEWMODELQUALITY = i ? 1 : 0;
#ifdef _DEBUG
m_bCSM_VIEWMODELQUALITY = true;
#endif
}
private:
int m_nCOMPRESSED_VERTS;
#ifdef _DEBUG
bool m_bCOMPRESSED_VERTS;
#endif
public:
void SetCOMPRESSED_VERTS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCOMPRESSED_VERTS = i;
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = true;
#endif
}
void SetCOMPRESSED_VERTS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCOMPRESSED_VERTS = i ? 1 : 0;
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = true;
#endif
}
private:
int m_nSKINNING;
#ifdef _DEBUG
bool m_bSKINNING;
#endif
public:
void SetSKINNING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSKINNING = i;
#ifdef _DEBUG
m_bSKINNING = true;
#endif
}
void SetSKINNING( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSKINNING = i ? 1 : 0;
#ifdef _DEBUG
m_bSKINNING = true;
#endif
}
private:
int m_nMORPHING;
#ifdef _DEBUG
bool m_bMORPHING;
#endif
public:
void SetMORPHING( int i )
{
Assert( i >= 0 && i <= 0 );
m_nMORPHING = i;
#ifdef _DEBUG
m_bMORPHING = true;
#endif
}
void SetMORPHING( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nMORPHING = i ? 1 : 0;
#ifdef _DEBUG
m_bMORPHING = true;
#endif
}
private:
int m_nTESSELLATION;
#ifdef _DEBUG
bool m_bTESSELLATION;
#endif
public:
void SetTESSELLATION( int i )
{
Assert( i >= 0 && i <= 0 );
m_nTESSELLATION = i;
#ifdef _DEBUG
m_bTESSELLATION = true;
#endif
}
void SetTESSELLATION( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nTESSELLATION = i ? 1 : 0;
#ifdef _DEBUG
m_bTESSELLATION = true;
#endif
}
private:
int m_nSTATICLIGHT3;
#ifdef _DEBUG
bool m_bSTATICLIGHT3;
#endif
public:
void SetSTATICLIGHT3( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSTATICLIGHT3 = i;
#ifdef _DEBUG
m_bSTATICLIGHT3 = true;
#endif
}
void SetSTATICLIGHT3( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSTATICLIGHT3 = i ? 1 : 0;
#ifdef _DEBUG
m_bSTATICLIGHT3 = true;
#endif
}
private:
int m_nDOWATERFOG;
#ifdef _DEBUG
bool m_bDOWATERFOG;
#endif
public:
void SetDOWATERFOG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDOWATERFOG = i;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif
}
void SetDOWATERFOG( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDOWATERFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif
}
public:
// CONSTRUCTOR
phong_vs30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bCSM_VIEWMODELQUALITY = false;
#endif // _DEBUG
m_nCSM_VIEWMODELQUALITY = 0;
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = false;
#endif // _DEBUG
m_nCOMPRESSED_VERTS = 0;
#ifdef _DEBUG
m_bSKINNING = false;
#endif // _DEBUG
m_nSKINNING = 0;
#ifdef _DEBUG
m_bMORPHING = true;
#endif // _DEBUG
m_nMORPHING = false ;
#ifdef _DEBUG
m_bTESSELLATION = false;
#endif // _DEBUG
m_nTESSELLATION = 0;
#ifdef _DEBUG
m_bSTATICLIGHT3 = false;
#endif // _DEBUG
m_nSTATICLIGHT3 = 0;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif // _DEBUG
m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
}
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_bCSM_VIEWMODELQUALITY && m_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING && m_bTESSELLATION && m_bSTATICLIGHT3 && m_bDOWATERFOG;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nCSM_VIEWMODELQUALITY ) + ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + ( 4 * m_nTESSELLATION ) + ( 4 * m_nSTATICLIGHT3 ) + ( 8 * m_nDOWATERFOG ) + 0;
}
};
#define shaderDynamicTest_phong_vs30 vsh_forgot_to_set_dynamic_CSM_VIEWMODELQUALITY + vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_TESSELLATION + vsh_forgot_to_set_dynamic_STATICLIGHT3 + 0
static const ShaderComboInformation_t s_DynamicComboArray_phong_vs30[7] =
{
{ "CSM_VIEWMODELQUALITY", 0, 0 },
{ "COMPRESSED_VERTS", 0, 1 },
{ "SKINNING", 0, 1 },
{ "MORPHING", 0, 0 },
{ "TESSELLATION", 0, 0 },
{ "STATICLIGHT3", 0, 1 },
{ "DOWATERFOG", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_phong_vs30[6] =
{
{ "SFM", 0, 1 },
{ "DECAL", 0, 1 },
{ "WORLD_NORMAL", 0, 1 },
{ "CASCADED_SHADOW_MAPPING", 0, 0 },
{ "DOPIXELFOG", 0, 1 },
{ "HARDWAREFOGBLEND", 0, 0 },
};
static const ShaderComboSemantics_t phong_vs30_combos =
{
"phong_vs30", s_DynamicComboArray_phong_vs30, 7, s_StaticComboArray_phong_vs30, 6
};
class ConstructMe_phong_vs30
{
public:
ConstructMe_phong_vs30()
{
GetShaderDLL()->AddShaderComboInformation( &phong_vs30_combos );
}
};
static ConstructMe_phong_vs30 s_ConstructMe_phong_vs30;