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235 lines
6.1 KiB
235 lines
6.1 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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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 lightmappedreflective_ps20b_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_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_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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public:
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// CONSTRUCTOR
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lightmappedreflective_ps20b_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_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_bENVMAPMASK = false;
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#endif // _DEBUG
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m_nENVMAPMASK = 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_bREFLECT && m_bREFRACT && m_bENVMAPMASK;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 2 * m_nBASETEXTURE ) + ( 4 * m_nREFLECT ) + ( 8 * m_nREFRACT ) + ( 16 * m_nENVMAPMASK ) + 0;
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}
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};
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#define shaderStaticTest_lightmappedreflective_ps20b psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_REFLECT + psh_forgot_to_set_static_REFRACT + psh_forgot_to_set_static_ENVMAPMASK + 0
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class lightmappedreflective_ps20b_Dynamic_Index
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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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private:
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int m_nWRITE_DEPTH_TO_DESTALPHA;
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#ifdef _DEBUG
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bool m_bWRITE_DEPTH_TO_DESTALPHA;
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#endif
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public:
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void SetWRITE_DEPTH_TO_DESTALPHA( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nWRITE_DEPTH_TO_DESTALPHA = i;
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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = true;
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#endif
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}
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void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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lightmappedreflective_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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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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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = false;
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#endif // _DEBUG
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m_nWRITE_DEPTH_TO_DESTALPHA = 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 bAllDynamicVarsDefined = m_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
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}
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};
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#define shaderDynamicTest_lightmappedreflective_ps20b psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
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static const ShaderComboInformation_t s_DynamicComboArray_lightmappedreflective_ps20b[2] =
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{
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{ "PIXELFOGTYPE", 0, 1 },
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{ "WRITE_DEPTH_TO_DESTALPHA", 0, 0 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_lightmappedreflective_ps20b[4] =
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{
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{ "BASETEXTURE", 0, 1 },
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{ "REFLECT", 0, 1 },
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{ "REFRACT", 0, 1 },
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{ "ENVMAPMASK", 0, 1 },
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};
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static const ShaderComboSemantics_t lightmappedreflective_ps20b_combos =
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{
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"lightmappedreflective_ps20b", s_DynamicComboArray_lightmappedreflective_ps20b, 2, s_StaticComboArray_lightmappedreflective_ps20b, 4
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};
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class ConstructMe_lightmappedreflective_ps20b
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{
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public:
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ConstructMe_lightmappedreflective_ps20b()
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{
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GetShaderDLL()->AddShaderComboInformation( &lightmappedreflective_ps20b_combos );
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}
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};
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static ConstructMe_lightmappedreflective_ps20b s_ConstructMe_lightmappedreflective_ps20b;
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