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318 lines
6.4 KiB
318 lines
6.4 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// $TESSELATION && DAMAGED
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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 vertexlit_sob_vs30_Static_Index
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{
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private:
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int m_nHALFLAMBERT;
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#ifdef _DEBUG
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bool m_bHALFLAMBERT;
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#endif
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public:
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void SetHALFLAMBERT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nHALFLAMBERT = i;
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#ifdef _DEBUG
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m_bHALFLAMBERT = true;
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#endif
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}
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void SetHALFLAMBERT( bool i )
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{
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m_nHALFLAMBERT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bHALFLAMBERT = true;
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#endif
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}
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private:
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int m_nUSE_WITH_2B;
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#ifdef _DEBUG
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bool m_bUSE_WITH_2B;
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#endif
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public:
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void SetUSE_WITH_2B( int i )
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{
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Assert( i >= 1 && i <= 1 );
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m_nUSE_WITH_2B = i;
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#ifdef _DEBUG
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m_bUSE_WITH_2B = true;
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#endif
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}
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void SetUSE_WITH_2B( bool i )
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{
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m_nUSE_WITH_2B = i ? 1 : 0;
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#ifdef _DEBUG
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m_bUSE_WITH_2B = true;
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#endif
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}
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private:
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int m_nDECAL;
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#ifdef _DEBUG
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bool m_bDECAL;
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#endif
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public:
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void SetDECAL( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDECAL = i;
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#ifdef _DEBUG
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m_bDECAL = true;
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#endif
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}
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void SetDECAL( bool i )
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{
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m_nDECAL = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDECAL = true;
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#endif
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}
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private:
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int m_nDAMAGED;
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#ifdef _DEBUG
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bool m_bDAMAGED;
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#endif
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public:
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void SetDAMAGED( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDAMAGED = i;
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#ifdef _DEBUG
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m_bDAMAGED = true;
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#endif
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}
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void SetDAMAGED( bool i )
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{
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m_nDAMAGED = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDAMAGED = 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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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 <= 0 );
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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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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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vertexlit_sob_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bHALFLAMBERT = false;
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#endif // _DEBUG
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m_nHALFLAMBERT = 0;
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#ifdef _DEBUG
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m_bUSE_WITH_2B = false;
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#endif // _DEBUG
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m_nUSE_WITH_2B = 0;
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#ifdef _DEBUG
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m_bDECAL = false;
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#endif // _DEBUG
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m_nDECAL = 0;
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#ifdef _DEBUG
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m_bDAMAGED = false;
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#endif // _DEBUG
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m_nDAMAGED = 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 = 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_bHALFLAMBERT && m_bUSE_WITH_2B && m_bDECAL && m_bDAMAGED && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 48 * m_nHALFLAMBERT ) + ( 96 * m_nUSE_WITH_2B ) + ( 96 * m_nDECAL ) + ( 192 * m_nDAMAGED ) + ( 384 * m_nDOPIXELFOG ) + ( 768 * m_nHARDWAREFOGBLEND ) + 0;
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}
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};
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#define shaderStaticTest_vertexlit_sob_vs30 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_USE_WITH_2B + vsh_forgot_to_set_static_DECAL + vsh_forgot_to_set_static_DAMAGED + 0
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class vertexlit_sob_vs30_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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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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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_nMORPHING;
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#ifdef _DEBUG
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bool m_bMORPHING;
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#endif
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public:
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void SetMORPHING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMORPHING = i;
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#ifdef _DEBUG
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m_bMORPHING = true;
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#endif
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}
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void SetMORPHING( bool i )
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{
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m_nMORPHING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMORPHING = true;
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#endif
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}
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private:
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int m_nTESSELLATION;
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#ifdef _DEBUG
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bool m_bTESSELLATION;
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#endif
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public:
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void SetTESSELLATION( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nTESSELLATION = i;
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#ifdef _DEBUG
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m_bTESSELLATION = true;
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#endif
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}
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void SetTESSELLATION( bool i )
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{
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m_nTESSELLATION = i ? 1 : 0;
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#ifdef _DEBUG
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m_bTESSELLATION = 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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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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vertexlit_sob_vs30_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_bMORPHING = true;
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#endif // _DEBUG
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m_nMORPHING = pShaderAPI->IsHWMorphingEnabled() ;
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#ifdef _DEBUG
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m_bTESSELLATION = false;
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#endif // _DEBUG
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m_nTESSELLATION = 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_bMORPHING && m_bTESSELLATION && 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_nMORPHING ) + ( 8 * m_nTESSELLATION ) + ( 24 * m_nDOWATERFOG ) + 0;
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}
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};
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#define shaderDynamicTest_vertexlit_sob_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_TESSELLATION + 0
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