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800 lines
19 KiB
800 lines
19 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ($DETAIL_BLEND_MODE == 7 ) && $BUMPMAP2
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// ($DETAIL_BLEND_MODE == 6 )
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// ($DETAIL_BLEND_MODE == 10 ) && ($BUMPMAP == 0 )
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// ($DETAIL_BLEND_MODE == 11 ) && ($BUMPMAP != 0 )
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// ($FANCY_BLENDING) && ($DETAIL_BLEND_MODE == 7 )
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// ($FANCY_BLENDING) && ($BASETEXTURE2 == 0 ) && ($BUMPMAP2 == 0 )
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// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
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// ( $CUBEMAP == 2 ) && ( $PIXELFOGTYPE == 1 ) && ( $SHADER_SRGB_READ == 1 )
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// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CASCADE_SIZE != 0 )
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// ( $CASCADED_SHADOW_MAPPING != 0 ) && ( $SFM != 0 )
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// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CSM_MODE != 0 )
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// $ENVMAPMASK && $BUMPMAP
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// $NORMALMAPALPHAENVMAPMASK && $BASEALPHAENVMAPMASK
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// $NORMALMAPALPHAENVMAPMASK && $ENVMAPMASK
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// $BASEALPHAENVMAPMASK && $ENVMAPMASK
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// $BASEALPHAENVMAPMASK && $SELFILLUM
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// !$FASTPATH && $FASTPATHENVMAPCONTRAST
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// !$FASTPATH && $FASTPATHENVMAPTINT
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// !$BUMPMAP && $BUMPMAP2
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// $ENVMAPMASK && $BUMPMAP2
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// $BASEALPHAENVMAPMASK && $BUMPMAP
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// $SEAMLESS && ( $DETAIL_BLEND_MODE != 12 )
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// $BUMPMASK && ( $SEAMLESS || ( $DETAILTEXTURE != 12 ) || $SELFILLUM || $BASETEXTURE2 )
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// $FASTPATH && $PIXELFOGTYPE && $BASETEXTURE2 && $CUBEMAP && ($DETAIL_BLEND_MODE == 10 )
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// $FANCY_BLENDING && $BUMPMAP && $DETAILTEXTURE
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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 lightmappedgeneric_ps20b_Static_Index
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{
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private:
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int m_nBASETEXTURE2;
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#ifdef _DEBUG
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bool m_bBASETEXTURE2;
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#endif
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public:
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void SetBASETEXTURE2( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBASETEXTURE2 = i;
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#ifdef _DEBUG
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m_bBASETEXTURE2 = true;
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#endif
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}
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void SetBASETEXTURE2( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nBASETEXTURE2 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBASETEXTURE2 = true;
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#endif
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}
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private:
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int m_nBUMPMAP;
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#ifdef _DEBUG
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bool m_bBUMPMAP;
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#endif
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public:
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void SetBUMPMAP( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nBUMPMAP = i;
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#ifdef _DEBUG
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m_bBUMPMAP = true;
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#endif
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}
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void SetBUMPMAP( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
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m_nBUMPMAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBUMPMAP = true;
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#endif
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}
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private:
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int m_nBUMPMAP2;
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#ifdef _DEBUG
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bool m_bBUMPMAP2;
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#endif
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public:
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void SetBUMPMAP2( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBUMPMAP2 = i;
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#ifdef _DEBUG
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m_bBUMPMAP2 = true;
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#endif
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}
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void SetBUMPMAP2( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nBUMPMAP2 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBUMPMAP2 = true;
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#endif
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}
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private:
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int m_nCUBEMAP;
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#ifdef _DEBUG
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bool m_bCUBEMAP;
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#endif
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public:
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void SetCUBEMAP( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nCUBEMAP = i;
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#ifdef _DEBUG
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m_bCUBEMAP = true;
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#endif
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}
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void SetCUBEMAP( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
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m_nCUBEMAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCUBEMAP = true;
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#endif
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}
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private:
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int m_nENVMAPMASK;
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#ifdef _DEBUG
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bool m_bENVMAPMASK;
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#endif
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public:
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void SetENVMAPMASK( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nENVMAPMASK = i;
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#ifdef _DEBUG
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m_bENVMAPMASK = true;
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#endif
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}
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void SetENVMAPMASK( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nENVMAPMASK = i ? 1 : 0;
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#ifdef _DEBUG
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m_bENVMAPMASK = true;
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#endif
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}
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private:
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int m_nBASEALPHAENVMAPMASK;
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#ifdef _DEBUG
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bool m_bBASEALPHAENVMAPMASK;
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#endif
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public:
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void SetBASEALPHAENVMAPMASK( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBASEALPHAENVMAPMASK = i;
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#ifdef _DEBUG
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m_bBASEALPHAENVMAPMASK = true;
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#endif
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}
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void SetBASEALPHAENVMAPMASK( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nBASEALPHAENVMAPMASK = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBASEALPHAENVMAPMASK = true;
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#endif
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}
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private:
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int m_nSELFILLUM;
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#ifdef _DEBUG
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bool m_bSELFILLUM;
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#endif
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public:
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void SetSELFILLUM( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSELFILLUM = i;
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#ifdef _DEBUG
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m_bSELFILLUM = true;
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#endif
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}
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void SetSELFILLUM( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSELFILLUM = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSELFILLUM = true;
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#endif
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}
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private:
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int m_nNORMALMAPALPHAENVMAPMASK;
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#ifdef _DEBUG
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bool m_bNORMALMAPALPHAENVMAPMASK;
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#endif
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public:
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void SetNORMALMAPALPHAENVMAPMASK( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nNORMALMAPALPHAENVMAPMASK = i;
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#ifdef _DEBUG
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m_bNORMALMAPALPHAENVMAPMASK = true;
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#endif
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}
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void SetNORMALMAPALPHAENVMAPMASK( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nNORMALMAPALPHAENVMAPMASK = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNORMALMAPALPHAENVMAPMASK = true;
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#endif
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}
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private:
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int m_nFANCY_BLENDING;
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#ifdef _DEBUG
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bool m_bFANCY_BLENDING;
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#endif
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public:
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void SetFANCY_BLENDING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFANCY_BLENDING = i;
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#ifdef _DEBUG
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m_bFANCY_BLENDING = true;
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#endif
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}
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void SetFANCY_BLENDING( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFANCY_BLENDING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFANCY_BLENDING = true;
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#endif
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}
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private:
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int m_nSEAMLESS;
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#ifdef _DEBUG
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bool m_bSEAMLESS;
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#endif
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public:
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void SetSEAMLESS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSEAMLESS = i;
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#ifdef _DEBUG
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m_bSEAMLESS = true;
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#endif
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}
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void SetSEAMLESS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSEAMLESS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSEAMLESS = true;
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#endif
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}
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private:
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int m_nBUMPMASK;
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#ifdef _DEBUG
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bool m_bBUMPMASK;
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#endif
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public:
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void SetBUMPMASK( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nBUMPMASK = i;
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#ifdef _DEBUG
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m_bBUMPMASK = true;
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#endif
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}
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void SetBUMPMASK( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nBUMPMASK = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBUMPMASK = true;
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#endif
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}
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private:
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int m_nDETAIL_BLEND_MODE;
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#ifdef _DEBUG
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bool m_bDETAIL_BLEND_MODE;
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#endif
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public:
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void SetDETAIL_BLEND_MODE( int i )
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{
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Assert( i >= 0 && i <= 12 );
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m_nDETAIL_BLEND_MODE = i;
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#ifdef _DEBUG
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m_bDETAIL_BLEND_MODE = true;
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#endif
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}
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void SetDETAIL_BLEND_MODE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 12 );
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m_nDETAIL_BLEND_MODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDETAIL_BLEND_MODE = 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 <= 1 );
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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 ) <= 1 );
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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_nSHADER_SRGB_READ;
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#ifdef _DEBUG
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bool m_bSHADER_SRGB_READ;
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#endif
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public:
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void SetSHADER_SRGB_READ( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSHADER_SRGB_READ = i;
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#ifdef _DEBUG
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m_bSHADER_SRGB_READ = true;
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#endif
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}
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void SetSHADER_SRGB_READ( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSHADER_SRGB_READ = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSHADER_SRGB_READ = true;
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#endif
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}
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private:
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int m_nLIGHTING_PREVIEW;
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#ifdef _DEBUG
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bool m_bLIGHTING_PREVIEW;
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#endif
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public:
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void SetLIGHTING_PREVIEW( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nLIGHTING_PREVIEW = i;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = true;
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#endif
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}
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void SetLIGHTING_PREVIEW( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nLIGHTING_PREVIEW = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = true;
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#endif
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}
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private:
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int m_nCASCADED_SHADOW_MAPPING;
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#ifdef _DEBUG
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bool m_bCASCADED_SHADOW_MAPPING;
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#endif
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public:
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void SetCASCADED_SHADOW_MAPPING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCASCADED_SHADOW_MAPPING = i;
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#ifdef _DEBUG
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m_bCASCADED_SHADOW_MAPPING = true;
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#endif
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}
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void SetCASCADED_SHADOW_MAPPING( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCASCADED_SHADOW_MAPPING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCASCADED_SHADOW_MAPPING = true;
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#endif
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}
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private:
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int m_nCSM_MODE;
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#ifdef _DEBUG
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bool m_bCSM_MODE;
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#endif
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public:
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void SetCSM_MODE( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nCSM_MODE = i;
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#ifdef _DEBUG
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m_bCSM_MODE = true;
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#endif
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}
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void SetCSM_MODE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nCSM_MODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCSM_MODE = true;
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#endif
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}
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private:
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int m_nDOPIXELFOG;
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#ifdef _DEBUG
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bool m_bDOPIXELFOG;
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#endif
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public:
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void SetDOPIXELFOG( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDOPIXELFOG = i;
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#ifdef _DEBUG
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m_bDOPIXELFOG = true;
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#endif
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}
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void SetDOPIXELFOG( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDOPIXELFOG = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDOPIXELFOG = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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lightmappedgeneric_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bBASETEXTURE2 = false;
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#endif // _DEBUG
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m_nBASETEXTURE2 = 0;
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#ifdef _DEBUG
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m_bBUMPMAP = false;
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#endif // _DEBUG
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m_nBUMPMAP = 0;
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#ifdef _DEBUG
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m_bBUMPMAP2 = false;
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#endif // _DEBUG
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m_nBUMPMAP2 = 0;
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#ifdef _DEBUG
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m_bCUBEMAP = false;
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#endif // _DEBUG
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m_nCUBEMAP = 0;
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#ifdef _DEBUG
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m_bENVMAPMASK = false;
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#endif // _DEBUG
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m_nENVMAPMASK = 0;
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#ifdef _DEBUG
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m_bBASEALPHAENVMAPMASK = false;
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#endif // _DEBUG
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m_nBASEALPHAENVMAPMASK = 0;
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#ifdef _DEBUG
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m_bSELFILLUM = false;
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#endif // _DEBUG
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m_nSELFILLUM = 0;
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#ifdef _DEBUG
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m_bNORMALMAPALPHAENVMAPMASK = false;
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#endif // _DEBUG
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m_nNORMALMAPALPHAENVMAPMASK = 0;
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#ifdef _DEBUG
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m_bFANCY_BLENDING = false;
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#endif // _DEBUG
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m_nFANCY_BLENDING = 0;
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#ifdef _DEBUG
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m_bSEAMLESS = false;
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#endif // _DEBUG
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m_nSEAMLESS = 0;
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#ifdef _DEBUG
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m_bBUMPMASK = false;
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#endif // _DEBUG
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m_nBUMPMASK = 0;
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#ifdef _DEBUG
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m_bDETAIL_BLEND_MODE = false;
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#endif // _DEBUG
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m_nDETAIL_BLEND_MODE = 0;
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#ifdef _DEBUG
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m_bFLASHLIGHT = false;
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#endif // _DEBUG
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m_nFLASHLIGHT = 0;
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#ifdef _DEBUG
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m_bSHADER_SRGB_READ = false;
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#endif // _DEBUG
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m_nSHADER_SRGB_READ = 0;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = false;
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#endif // _DEBUG
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m_nLIGHTING_PREVIEW = 0;
|
|
#ifdef _DEBUG
|
|
m_bCASCADED_SHADOW_MAPPING = true;
|
|
#endif // _DEBUG
|
|
m_nCASCADED_SHADOW_MAPPING = g_pHardwareConfig->SupportsCascadedShadowMapping() ;
|
|
#ifdef _DEBUG
|
|
m_bCSM_MODE = true;
|
|
#endif // _DEBUG
|
|
m_nCSM_MODE = 0 ;
|
|
#ifdef _DEBUG
|
|
m_bDOPIXELFOG = true;
|
|
#endif // _DEBUG
|
|
m_nDOPIXELFOG = !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ? 1 : 0 ;
|
|
}
|
|
int GetIndex()
|
|
{
|
|
// Asserts to make sure that we aren't using any skipped combinations.
|
|
// Asserts to make sure that we are setting all of the combination vars.
|
|
#ifdef _DEBUG
|
|
bool bAllStaticVarsDefined = m_bBASETEXTURE2 && m_bBUMPMAP && m_bBUMPMAP2 && m_bCUBEMAP && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bNORMALMAPALPHAENVMAPMASK && m_bFANCY_BLENDING && m_bSEAMLESS && m_bBUMPMASK && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHT && m_bSHADER_SRGB_READ && m_bLIGHTING_PREVIEW && m_bCASCADED_SHADOW_MAPPING && m_bCSM_MODE && m_bDOPIXELFOG;
|
|
Assert( bAllStaticVarsDefined );
|
|
#endif // _DEBUG
|
|
return ( 64 * m_nBASETEXTURE2 ) + ( 128 * m_nBUMPMAP ) + ( 384 * m_nBUMPMAP2 ) + ( 768 * m_nCUBEMAP ) + ( 2304 * m_nENVMAPMASK ) + ( 4608 * m_nBASEALPHAENVMAPMASK ) + ( 9216 * m_nSELFILLUM ) + ( 18432 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 36864 * m_nFANCY_BLENDING ) + ( 73728 * m_nSEAMLESS ) + ( 147456 * m_nBUMPMASK ) + ( 147456 * m_nDETAIL_BLEND_MODE ) + ( 1916928 * m_nFLASHLIGHT ) + ( 3833856 * m_nSHADER_SRGB_READ ) + ( 7667712 * m_nLIGHTING_PREVIEW ) + ( 7667712 * m_nCASCADED_SHADOW_MAPPING ) + ( 15335424 * m_nCSM_MODE ) + ( 15335424 * m_nDOPIXELFOG ) + 0;
|
|
}
|
|
};
|
|
#define shaderStaticTest_lightmappedgeneric_ps20b psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_BUMPMAP2 + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_BUMPMASK + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_SHADER_SRGB_READ + psh_forgot_to_set_static_LIGHTING_PREVIEW + 0
|
|
class lightmappedgeneric_ps20b_Dynamic_Index
|
|
{
|
|
private:
|
|
int m_nFASTPATHENVMAPCONTRAST;
|
|
#ifdef _DEBUG
|
|
bool m_bFASTPATHENVMAPCONTRAST;
|
|
#endif
|
|
public:
|
|
void SetFASTPATHENVMAPCONTRAST( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nFASTPATHENVMAPCONTRAST = i;
|
|
#ifdef _DEBUG
|
|
m_bFASTPATHENVMAPCONTRAST = true;
|
|
#endif
|
|
}
|
|
void SetFASTPATHENVMAPCONTRAST( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
|
m_nFASTPATHENVMAPCONTRAST = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bFASTPATHENVMAPCONTRAST = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nFASTPATH;
|
|
#ifdef _DEBUG
|
|
bool m_bFASTPATH;
|
|
#endif
|
|
public:
|
|
void SetFASTPATH( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nFASTPATH = i;
|
|
#ifdef _DEBUG
|
|
m_bFASTPATH = true;
|
|
#endif
|
|
}
|
|
void SetFASTPATH( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
|
m_nFASTPATH = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bFASTPATH = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nWRITEWATERFOGTODESTALPHA;
|
|
#ifdef _DEBUG
|
|
bool m_bWRITEWATERFOGTODESTALPHA;
|
|
#endif
|
|
public:
|
|
void SetWRITEWATERFOGTODESTALPHA( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nWRITEWATERFOGTODESTALPHA = i;
|
|
#ifdef _DEBUG
|
|
m_bWRITEWATERFOGTODESTALPHA = true;
|
|
#endif
|
|
}
|
|
void SetWRITEWATERFOGTODESTALPHA( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
|
m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bWRITEWATERFOGTODESTALPHA = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nWRITE_DEPTH_TO_DESTALPHA;
|
|
#ifdef _DEBUG
|
|
bool m_bWRITE_DEPTH_TO_DESTALPHA;
|
|
#endif
|
|
public:
|
|
void SetWRITE_DEPTH_TO_DESTALPHA( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 0 );
|
|
m_nWRITE_DEPTH_TO_DESTALPHA = i;
|
|
#ifdef _DEBUG
|
|
m_bWRITE_DEPTH_TO_DESTALPHA = true;
|
|
#endif
|
|
}
|
|
void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
|
m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bWRITE_DEPTH_TO_DESTALPHA = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nFLASHLIGHTSHADOWS;
|
|
#ifdef _DEBUG
|
|
bool m_bFLASHLIGHTSHADOWS;
|
|
#endif
|
|
public:
|
|
void SetFLASHLIGHTSHADOWS( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nFLASHLIGHTSHADOWS = i;
|
|
#ifdef _DEBUG
|
|
m_bFLASHLIGHTSHADOWS = true;
|
|
#endif
|
|
}
|
|
void SetFLASHLIGHTSHADOWS( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
|
m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bFLASHLIGHTSHADOWS = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nPAINTREFRACT;
|
|
#ifdef _DEBUG
|
|
bool m_bPAINTREFRACT;
|
|
#endif
|
|
public:
|
|
void SetPAINTREFRACT( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 0 );
|
|
m_nPAINTREFRACT = i;
|
|
#ifdef _DEBUG
|
|
m_bPAINTREFRACT = true;
|
|
#endif
|
|
}
|
|
void SetPAINTREFRACT( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
|
m_nPAINTREFRACT = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bPAINTREFRACT = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nCASCADE_SIZE;
|
|
#ifdef _DEBUG
|
|
bool m_bCASCADE_SIZE;
|
|
#endif
|
|
public:
|
|
void SetCASCADE_SIZE( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nCASCADE_SIZE = i;
|
|
#ifdef _DEBUG
|
|
m_bCASCADE_SIZE = true;
|
|
#endif
|
|
}
|
|
void SetCASCADE_SIZE( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
|
m_nCASCADE_SIZE = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bCASCADE_SIZE = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nPIXELFOGTYPE;
|
|
#ifdef _DEBUG
|
|
bool m_bPIXELFOGTYPE;
|
|
#endif
|
|
public:
|
|
void SetPIXELFOGTYPE( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nPIXELFOGTYPE = i;
|
|
#ifdef _DEBUG
|
|
m_bPIXELFOGTYPE = true;
|
|
#endif
|
|
}
|
|
void SetPIXELFOGTYPE( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
|
m_nPIXELFOGTYPE = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bPIXELFOGTYPE = true;
|
|
#endif
|
|
}
|
|
public:
|
|
// CONSTRUCTOR
|
|
lightmappedgeneric_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
|
{
|
|
#ifdef _DEBUG
|
|
m_bFASTPATHENVMAPCONTRAST = false;
|
|
#endif // _DEBUG
|
|
m_nFASTPATHENVMAPCONTRAST = 0;
|
|
#ifdef _DEBUG
|
|
m_bFASTPATH = false;
|
|
#endif // _DEBUG
|
|
m_nFASTPATH = 0;
|
|
#ifdef _DEBUG
|
|
m_bWRITEWATERFOGTODESTALPHA = false;
|
|
#endif // _DEBUG
|
|
m_nWRITEWATERFOGTODESTALPHA = 0;
|
|
#ifdef _DEBUG
|
|
m_bWRITE_DEPTH_TO_DESTALPHA = false;
|
|
#endif // _DEBUG
|
|
m_nWRITE_DEPTH_TO_DESTALPHA = 0;
|
|
#ifdef _DEBUG
|
|
m_bFLASHLIGHTSHADOWS = false;
|
|
#endif // _DEBUG
|
|
m_nFLASHLIGHTSHADOWS = 0;
|
|
#ifdef _DEBUG
|
|
m_bPAINTREFRACT = false;
|
|
#endif // _DEBUG
|
|
m_nPAINTREFRACT = 0;
|
|
#ifdef _DEBUG
|
|
m_bCASCADE_SIZE = true;
|
|
#endif // _DEBUG
|
|
m_nCASCADE_SIZE = ( pShaderAPI->IsCascadedShadowMapping() ) ? 1 : 0 ;
|
|
#ifdef _DEBUG
|
|
m_bPIXELFOGTYPE = true;
|
|
#endif // _DEBUG
|
|
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
|
}
|
|
int GetIndex()
|
|
{
|
|
// Asserts to make sure that we aren't using any skipped combinations.
|
|
// Asserts to make sure that we are setting all of the combination vars.
|
|
#ifdef _DEBUG
|
|
bool bAllDynamicVarsDefined = m_bFASTPATHENVMAPCONTRAST && m_bFASTPATH && m_bWRITEWATERFOGTODESTALPHA && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS && m_bPAINTREFRACT && m_bCASCADE_SIZE && m_bPIXELFOGTYPE;
|
|
Assert( bAllDynamicVarsDefined );
|
|
#endif // _DEBUG
|
|
return ( 1 * m_nFASTPATHENVMAPCONTRAST ) + ( 2 * m_nFASTPATH ) + ( 4 * m_nWRITEWATERFOGTODESTALPHA ) + ( 8 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 8 * m_nFLASHLIGHTSHADOWS ) + ( 16 * m_nPAINTREFRACT ) + ( 16 * m_nCASCADE_SIZE ) + ( 32 * m_nPIXELFOGTYPE ) + 0;
|
|
}
|
|
};
|
|
#define shaderDynamicTest_lightmappedgeneric_ps20b psh_forgot_to_set_dynamic_FASTPATHENVMAPCONTRAST + psh_forgot_to_set_dynamic_FASTPATH + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_PAINTREFRACT + 0
|
|
|
|
static const ShaderComboInformation_t s_DynamicComboArray_lightmappedgeneric_ps20b[8] =
|
|
{
|
|
{ "FASTPATHENVMAPCONTRAST", 0, 1 },
|
|
{ "FASTPATH", 0, 1 },
|
|
{ "WRITEWATERFOGTODESTALPHA", 0, 1 },
|
|
{ "WRITE_DEPTH_TO_DESTALPHA", 0, 0 },
|
|
{ "FLASHLIGHTSHADOWS", 0, 1 },
|
|
{ "PAINTREFRACT", 0, 0 },
|
|
{ "CASCADE_SIZE", 0, 1 },
|
|
{ "PIXELFOGTYPE", 0, 1 },
|
|
};
|
|
|
|
static const ShaderComboInformation_t s_StaticComboArray_lightmappedgeneric_ps20b[18] =
|
|
{
|
|
{ "BASETEXTURE2", 0, 1 },
|
|
{ "BUMPMAP", 0, 2 },
|
|
{ "BUMPMAP2", 0, 1 },
|
|
{ "CUBEMAP", 0, 2 },
|
|
{ "ENVMAPMASK", 0, 1 },
|
|
{ "BASEALPHAENVMAPMASK", 0, 1 },
|
|
{ "SELFILLUM", 0, 1 },
|
|
{ "NORMALMAPALPHAENVMAPMASK", 0, 1 },
|
|
{ "FANCY_BLENDING", 0, 1 },
|
|
{ "SEAMLESS", 0, 1 },
|
|
{ "BUMPMASK", 0, 0 },
|
|
{ "DETAIL_BLEND_MODE", 0, 12 },
|
|
{ "FLASHLIGHT", 0, 1 },
|
|
{ "SHADER_SRGB_READ", 0, 1 },
|
|
{ "LIGHTING_PREVIEW", 0, 0 },
|
|
{ "CASCADED_SHADOW_MAPPING", 0, 1 },
|
|
{ "CSM_MODE", 0, 0 },
|
|
{ "DOPIXELFOG", 0, 1 },
|
|
};
|
|
static const ShaderComboSemantics_t lightmappedgeneric_ps20b_combos =
|
|
{
|
|
"lightmappedgeneric_ps20b", s_DynamicComboArray_lightmappedgeneric_ps20b, 8, s_StaticComboArray_lightmappedgeneric_ps20b, 18
|
|
};
|
|
|
|
class ConstructMe_lightmappedgeneric_ps20b
|
|
{
|
|
public:
|
|
ConstructMe_lightmappedgeneric_ps20b()
|
|
{
|
|
GetShaderDLL()->AddShaderComboInformation( &lightmappedgeneric_ps20b_combos );
|
|
}
|
|
};
|
|
|
|
static ConstructMe_lightmappedgeneric_ps20b s_ConstructMe_lightmappedgeneric_ps20b;
|