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475 lines
10 KiB
475 lines
10 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( ( $DETAIL1 == 0 ) && ( $DETAIL2 != 0 ) )
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// ( $TANGENTTOPACITY && $TANGENTSOPACITY )
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// ( $FLOWMAP && ( $DETAIL1 || $DETAIL2 ) )
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// ( ( $FLOWMAP == 0 ) && ( $VORTEX1 || $VORTEX2 ) )
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// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
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// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
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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 solidenergy_vs20_Static_Index
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{
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private:
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int m_nDETAIL1;
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#ifdef _DEBUG
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bool m_bDETAIL1;
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#endif
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public:
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void SetDETAIL1( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDETAIL1 = i;
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#ifdef _DEBUG
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m_bDETAIL1 = true;
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#endif
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}
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void SetDETAIL1( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDETAIL1 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDETAIL1 = true;
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#endif
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}
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private:
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int m_nDETAIL2;
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#ifdef _DEBUG
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bool m_bDETAIL2;
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#endif
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public:
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void SetDETAIL2( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDETAIL2 = i;
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#ifdef _DEBUG
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m_bDETAIL2 = true;
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#endif
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}
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void SetDETAIL2( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDETAIL2 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDETAIL2 = true;
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#endif
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}
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private:
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int m_nTANGENTTOPACITY;
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#ifdef _DEBUG
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bool m_bTANGENTTOPACITY;
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#endif
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public:
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void SetTANGENTTOPACITY( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nTANGENTTOPACITY = i;
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#ifdef _DEBUG
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m_bTANGENTTOPACITY = true;
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#endif
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}
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void SetTANGENTTOPACITY( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nTANGENTTOPACITY = i ? 1 : 0;
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#ifdef _DEBUG
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m_bTANGENTTOPACITY = true;
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#endif
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}
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private:
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int m_nTANGENTSOPACITY;
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#ifdef _DEBUG
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bool m_bTANGENTSOPACITY;
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#endif
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public:
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void SetTANGENTSOPACITY( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nTANGENTSOPACITY = i;
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#ifdef _DEBUG
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m_bTANGENTSOPACITY = true;
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#endif
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}
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void SetTANGENTSOPACITY( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nTANGENTSOPACITY = i ? 1 : 0;
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#ifdef _DEBUG
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m_bTANGENTSOPACITY = true;
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#endif
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}
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private:
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int m_nFRESNELOPACITY;
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#ifdef _DEBUG
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bool m_bFRESNELOPACITY;
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#endif
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public:
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void SetFRESNELOPACITY( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFRESNELOPACITY = i;
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#ifdef _DEBUG
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m_bFRESNELOPACITY = true;
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#endif
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}
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void SetFRESNELOPACITY( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFRESNELOPACITY = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFRESNELOPACITY = 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_nFLOWMAP;
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#ifdef _DEBUG
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bool m_bFLOWMAP;
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#endif
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public:
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void SetFLOWMAP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLOWMAP = i;
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#ifdef _DEBUG
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m_bFLOWMAP = true;
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#endif
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}
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void SetFLOWMAP( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFLOWMAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLOWMAP = true;
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#endif
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}
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private:
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int m_nMODELFORMAT;
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#ifdef _DEBUG
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bool m_bMODELFORMAT;
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#endif
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public:
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void SetMODELFORMAT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMODELFORMAT = i;
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#ifdef _DEBUG
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m_bMODELFORMAT = true;
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#endif
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}
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void SetMODELFORMAT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nMODELFORMAT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMODELFORMAT = 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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solidenergy_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bDETAIL1 = false;
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#endif // _DEBUG
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m_nDETAIL1 = 0;
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#ifdef _DEBUG
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m_bDETAIL2 = false;
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#endif // _DEBUG
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m_nDETAIL2 = 0;
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#ifdef _DEBUG
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m_bTANGENTTOPACITY = false;
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#endif // _DEBUG
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m_nTANGENTTOPACITY = 0;
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#ifdef _DEBUG
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m_bTANGENTSOPACITY = false;
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#endif // _DEBUG
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m_nTANGENTSOPACITY = 0;
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#ifdef _DEBUG
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m_bFRESNELOPACITY = false;
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#endif // _DEBUG
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m_nFRESNELOPACITY = 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_bFLOWMAP = false;
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#endif // _DEBUG
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m_nFLOWMAP = 0;
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#ifdef _DEBUG
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m_bMODELFORMAT = false;
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#endif // _DEBUG
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m_nMODELFORMAT = 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() ;
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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_bDETAIL1 && m_bDETAIL2 && m_bTANGENTTOPACITY && m_bTANGENTSOPACITY && m_bFRESNELOPACITY && m_bVERTEXCOLOR && m_bFLOWMAP && m_bMODELFORMAT && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 32 * m_nDETAIL1 ) + ( 64 * m_nDETAIL2 ) + ( 128 * m_nTANGENTTOPACITY ) + ( 256 * m_nTANGENTSOPACITY ) + ( 512 * m_nFRESNELOPACITY ) + ( 1024 * m_nVERTEXCOLOR ) + ( 2048 * m_nFLOWMAP ) + ( 4096 * m_nMODELFORMAT ) + ( 8192 * m_nDOPIXELFOG ) + ( 16384 * m_nHARDWAREFOGBLEND ) + 0;
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}
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};
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#define shaderStaticTest_solidenergy_vs20 vsh_forgot_to_set_static_DETAIL1 + vsh_forgot_to_set_static_DETAIL2 + vsh_forgot_to_set_static_TANGENTTOPACITY + vsh_forgot_to_set_static_TANGENTSOPACITY + vsh_forgot_to_set_static_FRESNELOPACITY + vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_FLOWMAP + vsh_forgot_to_set_static_MODELFORMAT + 0
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class solidenergy_vs20_Dynamic_Index
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{
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private:
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int m_nCOMPRESSED_VERTS;
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#ifdef _DEBUG
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bool m_bCOMPRESSED_VERTS;
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#endif
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public:
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void SetCOMPRESSED_VERTS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOMPRESSED_VERTS = i;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = true;
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#endif
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}
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void SetCOMPRESSED_VERTS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCOMPRESSED_VERTS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = true;
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#endif
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}
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private:
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int m_nSKINNING;
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#ifdef _DEBUG
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bool m_bSKINNING;
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#endif
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public:
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void SetSKINNING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSKINNING = i;
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#ifdef _DEBUG
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m_bSKINNING = true;
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#endif
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}
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void SetSKINNING( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSKINNING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSKINNING = true;
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#endif
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}
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private:
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int m_nVORTEX1;
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#ifdef _DEBUG
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bool m_bVORTEX1;
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#endif
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public:
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void SetVORTEX1( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nVORTEX1 = i;
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#ifdef _DEBUG
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m_bVORTEX1 = true;
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#endif
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}
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void SetVORTEX1( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nVORTEX1 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bVORTEX1 = true;
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#endif
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}
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private:
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int m_nVORTEX2;
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#ifdef _DEBUG
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bool m_bVORTEX2;
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#endif
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public:
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void SetVORTEX2( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nVORTEX2 = i;
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#ifdef _DEBUG
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m_bVORTEX2 = true;
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#endif
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}
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void SetVORTEX2( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nVORTEX2 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bVORTEX2 = 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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solidenergy_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = false;
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#endif // _DEBUG
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m_nCOMPRESSED_VERTS = 0;
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#ifdef _DEBUG
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m_bSKINNING = false;
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#endif // _DEBUG
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m_nSKINNING = 0;
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#ifdef _DEBUG
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m_bVORTEX1 = false;
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#endif // _DEBUG
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m_nVORTEX1 = 0;
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#ifdef _DEBUG
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m_bVORTEX2 = false;
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#endif // _DEBUG
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m_nVORTEX2 = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bVORTEX1 && m_bVORTEX2 && m_bDOWATERFOG;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nVORTEX1 ) + ( 8 * m_nVORTEX2 ) + ( 16 * m_nDOWATERFOG ) + 0;
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}
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};
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#define shaderDynamicTest_solidenergy_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_VORTEX1 + vsh_forgot_to_set_dynamic_VORTEX2 + 0
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static const ShaderComboInformation_t s_DynamicComboArray_solidenergy_vs20[5] =
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{
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{ "COMPRESSED_VERTS", 0, 1 },
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{ "SKINNING", 0, 1 },
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{ "VORTEX1", 0, 1 },
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{ "VORTEX2", 0, 1 },
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{ "DOWATERFOG", 0, 1 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_solidenergy_vs20[10] =
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{
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{ "DETAIL1", 0, 1 },
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{ "DETAIL2", 0, 1 },
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{ "TANGENTTOPACITY", 0, 1 },
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{ "TANGENTSOPACITY", 0, 1 },
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{ "FRESNELOPACITY", 0, 1 },
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{ "VERTEXCOLOR", 0, 1 },
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{ "FLOWMAP", 0, 1 },
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{ "MODELFORMAT", 0, 1 },
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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 solidenergy_vs20_combos =
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{
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"solidenergy_vs20", s_DynamicComboArray_solidenergy_vs20, 5, s_StaticComboArray_solidenergy_vs20, 10
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};
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class ConstructMe_solidenergy_vs20
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{
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public:
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ConstructMe_solidenergy_vs20()
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{
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GetShaderDLL()->AddShaderComboInformation( &solidenergy_vs20_combos );
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}
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};
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static ConstructMe_solidenergy_vs20 s_ConstructMe_solidenergy_vs20;
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