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176 lines
4.2 KiB
176 lines
4.2 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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#include "shaderlib/cshader.h"
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class proto_ice_ps20b_Static_Index
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{
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private:
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int m_nVERTEXCOLOR;
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#ifdef _DEBUG
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bool m_bVERTEXCOLOR;
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#endif
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public:
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void SetVERTEXCOLOR( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nVERTEXCOLOR = i;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = true;
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#endif
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}
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void SetVERTEXCOLOR( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nVERTEXCOLOR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = true;
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#endif
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}
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private:
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int m_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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public:
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// CONSTRUCTOR
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proto_ice_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bVERTEXCOLOR = false;
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#endif // _DEBUG
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m_nVERTEXCOLOR = 0;
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#ifdef _DEBUG
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m_bBUMPMAP = false;
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#endif // _DEBUG
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m_nBUMPMAP = 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_bVERTEXCOLOR && m_bBUMPMAP;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 10 * m_nVERTEXCOLOR ) + ( 20 * m_nBUMPMAP ) + 0;
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}
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};
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#define shaderStaticTest_proto_ice_ps20b psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_BUMPMAP + 0
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class proto_ice_ps20b_Dynamic_Index
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{
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private:
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int m_nNUM_LIGHTS;
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#ifdef _DEBUG
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bool m_bNUM_LIGHTS;
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#endif
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public:
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void SetNUM_LIGHTS( int i )
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{
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Assert( i >= 0 && i <= 4 );
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m_nNUM_LIGHTS = i;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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void SetNUM_LIGHTS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
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m_nNUM_LIGHTS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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private:
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int m_nAMBIENT_LIGHT;
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#ifdef _DEBUG
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bool m_bAMBIENT_LIGHT;
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#endif
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public:
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void SetAMBIENT_LIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nAMBIENT_LIGHT = i;
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#ifdef _DEBUG
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m_bAMBIENT_LIGHT = true;
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#endif
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}
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void SetAMBIENT_LIGHT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nAMBIENT_LIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bAMBIENT_LIGHT = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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proto_ice_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bNUM_LIGHTS = false;
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#endif // _DEBUG
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m_nNUM_LIGHTS = 0;
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#ifdef _DEBUG
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m_bAMBIENT_LIGHT = false;
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#endif // _DEBUG
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m_nAMBIENT_LIGHT = 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_bNUM_LIGHTS && m_bAMBIENT_LIGHT;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nAMBIENT_LIGHT ) + 0;
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}
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};
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#define shaderDynamicTest_proto_ice_ps20b psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + 0
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static const ShaderComboInformation_t s_DynamicComboArray_proto_ice_ps20b[2] =
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{
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{ "NUM_LIGHTS", 0, 4 },
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{ "AMBIENT_LIGHT", 0, 1 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_proto_ice_ps20b[2] =
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{
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{ "VERTEXCOLOR", 0, 1 },
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{ "BUMPMAP", 0, 2 },
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};
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static const ShaderComboSemantics_t proto_ice_ps20b_combos =
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{
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"proto_ice_ps20b", s_DynamicComboArray_proto_ice_ps20b, 2, s_StaticComboArray_proto_ice_ps20b, 2
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};
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class ConstructMe_proto_ice_ps20b
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{
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public:
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ConstructMe_proto_ice_ps20b()
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{
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GetShaderDLL()->AddShaderComboInformation( &proto_ice_ps20b_combos );
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}
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};
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static ConstructMe_proto_ice_ps20b s_ConstructMe_proto_ice_ps20b;
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