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462 lines
11 KiB
462 lines
11 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// $MULTITEXTURE && $BASETEXTURE
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// $SIMPLEOVERLAY && $BASETEXTURE
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// $SIMPLEOVERLAY && !$FLOWMAP
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// $FLOWMAP && $MULTITEXTURE
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// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
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// ( $FLASHLIGHT || $LIGHTMAPWATERFOG ) && ( ( $BASETEXTURE && !$FLOWMAP ) || $MULTITEXTURE )
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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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// 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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// 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 water_ps20_Static_Index
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{
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private:
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int m_nBASETEXTURE;
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#ifdef _DEBUG
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bool m_bBASETEXTURE;
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#endif
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public:
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void SetBASETEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBASETEXTURE = i;
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#ifdef _DEBUG
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m_bBASETEXTURE = true;
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#endif
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}
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void SetBASETEXTURE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nBASETEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBASETEXTURE = true;
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#endif
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}
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private:
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int m_nMULTITEXTURE;
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#ifdef _DEBUG
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bool m_bMULTITEXTURE;
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#endif
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public:
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void SetMULTITEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMULTITEXTURE = i;
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#ifdef _DEBUG
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m_bMULTITEXTURE = true;
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#endif
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}
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void SetMULTITEXTURE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nMULTITEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMULTITEXTURE = true;
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#endif
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}
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private:
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int m_nREFLECT;
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#ifdef _DEBUG
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bool m_bREFLECT;
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#endif
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public:
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void SetREFLECT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nREFLECT = i;
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#ifdef _DEBUG
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m_bREFLECT = true;
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#endif
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}
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void SetREFLECT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nREFLECT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bREFLECT = true;
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#endif
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}
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private:
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int m_nREFRACT;
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#ifdef _DEBUG
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bool m_bREFRACT;
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#endif
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public:
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void SetREFRACT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nREFRACT = i;
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#ifdef _DEBUG
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m_bREFRACT = true;
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#endif
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}
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void SetREFRACT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nREFRACT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bREFRACT = true;
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#endif
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}
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private:
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int m_nABOVEWATER;
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#ifdef _DEBUG
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bool m_bABOVEWATER;
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#endif
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public:
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void SetABOVEWATER( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nABOVEWATER = i;
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#ifdef _DEBUG
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m_bABOVEWATER = true;
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#endif
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}
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void SetABOVEWATER( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nABOVEWATER = i ? 1 : 0;
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#ifdef _DEBUG
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m_bABOVEWATER = 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 <= 0 );
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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 ) <= 0 );
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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_nFLOW_DEBUG;
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#ifdef _DEBUG
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bool m_bFLOW_DEBUG;
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#endif
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public:
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void SetFLOW_DEBUG( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nFLOW_DEBUG = i;
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#ifdef _DEBUG
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m_bFLOW_DEBUG = true;
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#endif
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}
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void SetFLOW_DEBUG( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
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m_nFLOW_DEBUG = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLOW_DEBUG = true;
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#endif
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}
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private:
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int m_nFLASHLIGHT;
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#ifdef _DEBUG
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bool m_bFLASHLIGHT;
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#endif
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public:
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void SetFLASHLIGHT( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nFLASHLIGHT = i;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif
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}
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void SetFLASHLIGHT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nFLASHLIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif
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}
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private:
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int m_nLIGHTMAPWATERFOG;
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#ifdef _DEBUG
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bool m_bLIGHTMAPWATERFOG;
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#endif
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public:
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void SetLIGHTMAPWATERFOG( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nLIGHTMAPWATERFOG = i;
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#ifdef _DEBUG
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m_bLIGHTMAPWATERFOG = true;
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#endif
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}
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void SetLIGHTMAPWATERFOG( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nLIGHTMAPWATERFOG = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLIGHTMAPWATERFOG = true;
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#endif
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}
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private:
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int m_nFORCEFRESNEL;
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#ifdef _DEBUG
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bool m_bFORCEFRESNEL;
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#endif
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public:
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void SetFORCEFRESNEL( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFORCEFRESNEL = i;
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#ifdef _DEBUG
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m_bFORCEFRESNEL = true;
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#endif
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}
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void SetFORCEFRESNEL( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFORCEFRESNEL = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFORCEFRESNEL = true;
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#endif
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}
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private:
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int m_nSIMPLEOVERLAY;
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#ifdef _DEBUG
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bool m_bSIMPLEOVERLAY;
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#endif
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public:
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void SetSIMPLEOVERLAY( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSIMPLEOVERLAY = i;
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#ifdef _DEBUG
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m_bSIMPLEOVERLAY = true;
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#endif
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}
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void SetSIMPLEOVERLAY( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSIMPLEOVERLAY = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSIMPLEOVERLAY = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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water_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bBASETEXTURE = false;
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#endif // _DEBUG
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m_nBASETEXTURE = 0;
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#ifdef _DEBUG
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m_bMULTITEXTURE = false;
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#endif // _DEBUG
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m_nMULTITEXTURE = 0;
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#ifdef _DEBUG
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m_bREFLECT = false;
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#endif // _DEBUG
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m_nREFLECT = 0;
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#ifdef _DEBUG
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m_bREFRACT = false;
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#endif // _DEBUG
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m_nREFRACT = 0;
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#ifdef _DEBUG
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m_bABOVEWATER = false;
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#endif // _DEBUG
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m_nABOVEWATER = 0;
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#ifdef _DEBUG
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m_bFLOWMAP = true;
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#endif // _DEBUG
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m_nFLOWMAP = 0; ;
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#ifdef _DEBUG
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m_bFLOW_DEBUG = false;
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#endif // _DEBUG
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m_nFLOW_DEBUG = 0;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif // _DEBUG
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m_nFLASHLIGHT = 0; ;
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#ifdef _DEBUG
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m_bLIGHTMAPWATERFOG = true;
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#endif // _DEBUG
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m_nLIGHTMAPWATERFOG = 0; ;
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#ifdef _DEBUG
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m_bFORCEFRESNEL = false;
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#endif // _DEBUG
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m_nFORCEFRESNEL = 0;
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#ifdef _DEBUG
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m_bSIMPLEOVERLAY = false;
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#endif // _DEBUG
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m_nSIMPLEOVERLAY = 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_bBASETEXTURE && m_bMULTITEXTURE && m_bREFLECT && m_bREFRACT && m_bABOVEWATER && m_bFLOWMAP && m_bFLOW_DEBUG && m_bFLASHLIGHT && m_bLIGHTMAPWATERFOG && m_bFORCEFRESNEL && m_bSIMPLEOVERLAY;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 4 * m_nBASETEXTURE ) + ( 8 * m_nMULTITEXTURE ) + ( 16 * m_nREFLECT ) + ( 32 * m_nREFRACT ) + ( 64 * m_nABOVEWATER ) + ( 128 * m_nFLOWMAP ) + ( 128 * m_nFLOW_DEBUG ) + ( 384 * m_nFLASHLIGHT ) + ( 384 * m_nLIGHTMAPWATERFOG ) + ( 384 * m_nFORCEFRESNEL ) + ( 768 * m_nSIMPLEOVERLAY ) + 0;
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}
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};
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#define shaderStaticTest_water_ps20 psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_MULTITEXTURE + psh_forgot_to_set_static_REFLECT + psh_forgot_to_set_static_REFRACT + psh_forgot_to_set_static_ABOVEWATER + psh_forgot_to_set_static_FLOW_DEBUG + psh_forgot_to_set_static_FORCEFRESNEL + psh_forgot_to_set_static_SIMPLEOVERLAY + 0
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class water_ps20_Dynamic_Index
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{
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private:
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int m_nFLASHLIGHTSHADOWS;
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#ifdef _DEBUG
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bool m_bFLASHLIGHTSHADOWS;
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#endif
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public:
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void SetFLASHLIGHTSHADOWS( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nFLASHLIGHTSHADOWS = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = true;
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#endif
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}
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void SetFLASHLIGHTSHADOWS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = true;
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#endif
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}
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private:
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int m_nBUILDWORLDIMPOSTER;
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#ifdef _DEBUG
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bool m_bBUILDWORLDIMPOSTER;
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#endif
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public:
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void SetBUILDWORLDIMPOSTER( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBUILDWORLDIMPOSTER = i;
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#ifdef _DEBUG
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m_bBUILDWORLDIMPOSTER = true;
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#endif
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}
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void SetBUILDWORLDIMPOSTER( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nBUILDWORLDIMPOSTER = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBUILDWORLDIMPOSTER = 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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water_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = true;
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#endif // _DEBUG
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m_nFLASHLIGHTSHADOWS = 0; ;
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#ifdef _DEBUG
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m_bBUILDWORLDIMPOSTER = true;
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#endif // _DEBUG
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m_nBUILDWORLDIMPOSTER = r_buildingmapforworld.GetBool() ? 1 : 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_bFLASHLIGHTSHADOWS && m_bBUILDWORLDIMPOSTER && m_bPIXELFOGTYPE;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nFLASHLIGHTSHADOWS ) + ( 1 * m_nBUILDWORLDIMPOSTER ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
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}
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};
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#define shaderDynamicTest_water_ps20 0
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static const ShaderComboInformation_t s_DynamicComboArray_water_ps20[3] =
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{
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{ "FLASHLIGHTSHADOWS", 0, 0 },
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{ "BUILDWORLDIMPOSTER", 0, 1 },
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{ "PIXELFOGTYPE", 0, 1 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_water_ps20[11] =
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{
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{ "BASETEXTURE", 0, 1 },
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{ "MULTITEXTURE", 0, 1 },
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{ "REFLECT", 0, 1 },
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{ "REFRACT", 0, 1 },
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{ "ABOVEWATER", 0, 1 },
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{ "FLOWMAP", 0, 0 },
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{ "FLOW_DEBUG", 0, 2 },
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{ "FLASHLIGHT", 0, 0 },
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{ "LIGHTMAPWATERFOG", 0, 0 },
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{ "FORCEFRESNEL", 0, 1 },
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{ "SIMPLEOVERLAY", 0, 1 },
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};
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static const ShaderComboSemantics_t water_ps20_combos =
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{
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"water_ps20", s_DynamicComboArray_water_ps20, 3, s_StaticComboArray_water_ps20, 11
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};
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class ConstructMe_water_ps20
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{
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public:
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ConstructMe_water_ps20()
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{
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GetShaderDLL()->AddShaderComboInformation( &water_ps20_combos );
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}
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};
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static ConstructMe_water_ps20 s_ConstructMe_water_ps20;
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