Team Fortress 2 Source Code as on 22/4/2020
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337 lines
7.0 KiB

  1. #include "shaderlib/cshader.h"
  2. class refract_ps20b_Static_Index
  3. {
  4. private:
  5. int m_nCONVERT_TO_SRGB;
  6. #ifdef _DEBUG
  7. bool m_bCONVERT_TO_SRGB;
  8. #endif
  9. public:
  10. void SetCONVERT_TO_SRGB( int i )
  11. {
  12. Assert( i >= 0 && i <= 1 );
  13. m_nCONVERT_TO_SRGB = i;
  14. #ifdef _DEBUG
  15. m_bCONVERT_TO_SRGB = true;
  16. #endif
  17. }
  18. void SetCONVERT_TO_SRGB( bool i )
  19. {
  20. m_nCONVERT_TO_SRGB = i ? 1 : 0;
  21. #ifdef _DEBUG
  22. m_bCONVERT_TO_SRGB = true;
  23. #endif
  24. }
  25. private:
  26. int m_nBLUR;
  27. #ifdef _DEBUG
  28. bool m_bBLUR;
  29. #endif
  30. public:
  31. void SetBLUR( int i )
  32. {
  33. Assert( i >= 0 && i <= 1 );
  34. m_nBLUR = i;
  35. #ifdef _DEBUG
  36. m_bBLUR = true;
  37. #endif
  38. }
  39. void SetBLUR( bool i )
  40. {
  41. m_nBLUR = i ? 1 : 0;
  42. #ifdef _DEBUG
  43. m_bBLUR = true;
  44. #endif
  45. }
  46. private:
  47. int m_nFADEOUTONSILHOUETTE;
  48. #ifdef _DEBUG
  49. bool m_bFADEOUTONSILHOUETTE;
  50. #endif
  51. public:
  52. void SetFADEOUTONSILHOUETTE( int i )
  53. {
  54. Assert( i >= 0 && i <= 1 );
  55. m_nFADEOUTONSILHOUETTE = i;
  56. #ifdef _DEBUG
  57. m_bFADEOUTONSILHOUETTE = true;
  58. #endif
  59. }
  60. void SetFADEOUTONSILHOUETTE( bool i )
  61. {
  62. m_nFADEOUTONSILHOUETTE = i ? 1 : 0;
  63. #ifdef _DEBUG
  64. m_bFADEOUTONSILHOUETTE = true;
  65. #endif
  66. }
  67. private:
  68. int m_nCUBEMAP;
  69. #ifdef _DEBUG
  70. bool m_bCUBEMAP;
  71. #endif
  72. public:
  73. void SetCUBEMAP( int i )
  74. {
  75. Assert( i >= 0 && i <= 1 );
  76. m_nCUBEMAP = i;
  77. #ifdef _DEBUG
  78. m_bCUBEMAP = true;
  79. #endif
  80. }
  81. void SetCUBEMAP( bool i )
  82. {
  83. m_nCUBEMAP = i ? 1 : 0;
  84. #ifdef _DEBUG
  85. m_bCUBEMAP = true;
  86. #endif
  87. }
  88. private:
  89. int m_nREFRACTTINTTEXTURE;
  90. #ifdef _DEBUG
  91. bool m_bREFRACTTINTTEXTURE;
  92. #endif
  93. public:
  94. void SetREFRACTTINTTEXTURE( int i )
  95. {
  96. Assert( i >= 0 && i <= 1 );
  97. m_nREFRACTTINTTEXTURE = i;
  98. #ifdef _DEBUG
  99. m_bREFRACTTINTTEXTURE = true;
  100. #endif
  101. }
  102. void SetREFRACTTINTTEXTURE( bool i )
  103. {
  104. m_nREFRACTTINTTEXTURE = i ? 1 : 0;
  105. #ifdef _DEBUG
  106. m_bREFRACTTINTTEXTURE = true;
  107. #endif
  108. }
  109. private:
  110. int m_nMASKED;
  111. #ifdef _DEBUG
  112. bool m_bMASKED;
  113. #endif
  114. public:
  115. void SetMASKED( int i )
  116. {
  117. Assert( i >= 0 && i <= 1 );
  118. m_nMASKED = i;
  119. #ifdef _DEBUG
  120. m_bMASKED = true;
  121. #endif
  122. }
  123. void SetMASKED( bool i )
  124. {
  125. m_nMASKED = i ? 1 : 0;
  126. #ifdef _DEBUG
  127. m_bMASKED = true;
  128. #endif
  129. }
  130. private:
  131. int m_nCOLORMODULATE;
  132. #ifdef _DEBUG
  133. bool m_bCOLORMODULATE;
  134. #endif
  135. public:
  136. void SetCOLORMODULATE( int i )
  137. {
  138. Assert( i >= 0 && i <= 1 );
  139. m_nCOLORMODULATE = i;
  140. #ifdef _DEBUG
  141. m_bCOLORMODULATE = true;
  142. #endif
  143. }
  144. void SetCOLORMODULATE( bool i )
  145. {
  146. m_nCOLORMODULATE = i ? 1 : 0;
  147. #ifdef _DEBUG
  148. m_bCOLORMODULATE = true;
  149. #endif
  150. }
  151. private:
  152. int m_nSECONDARY_NORMAL;
  153. #ifdef _DEBUG
  154. bool m_bSECONDARY_NORMAL;
  155. #endif
  156. public:
  157. void SetSECONDARY_NORMAL( int i )
  158. {
  159. Assert( i >= 0 && i <= 1 );
  160. m_nSECONDARY_NORMAL = i;
  161. #ifdef _DEBUG
  162. m_bSECONDARY_NORMAL = true;
  163. #endif
  164. }
  165. void SetSECONDARY_NORMAL( bool i )
  166. {
  167. m_nSECONDARY_NORMAL = i ? 1 : 0;
  168. #ifdef _DEBUG
  169. m_bSECONDARY_NORMAL = true;
  170. #endif
  171. }
  172. private:
  173. int m_nNORMAL_DECODE_MODE;
  174. #ifdef _DEBUG
  175. bool m_bNORMAL_DECODE_MODE;
  176. #endif
  177. public:
  178. void SetNORMAL_DECODE_MODE( int i )
  179. {
  180. Assert( i >= 0 && i <= 0 );
  181. m_nNORMAL_DECODE_MODE = i;
  182. #ifdef _DEBUG
  183. m_bNORMAL_DECODE_MODE = true;
  184. #endif
  185. }
  186. void SetNORMAL_DECODE_MODE( bool i )
  187. {
  188. m_nNORMAL_DECODE_MODE = i ? 1 : 0;
  189. #ifdef _DEBUG
  190. m_bNORMAL_DECODE_MODE = true;
  191. #endif
  192. }
  193. private:
  194. int m_nSHADER_SRGB_READ;
  195. #ifdef _DEBUG
  196. bool m_bSHADER_SRGB_READ;
  197. #endif
  198. public:
  199. void SetSHADER_SRGB_READ( int i )
  200. {
  201. Assert( i >= 0 && i <= 1 );
  202. m_nSHADER_SRGB_READ = i;
  203. #ifdef _DEBUG
  204. m_bSHADER_SRGB_READ = true;
  205. #endif
  206. }
  207. void SetSHADER_SRGB_READ( bool i )
  208. {
  209. m_nSHADER_SRGB_READ = i ? 1 : 0;
  210. #ifdef _DEBUG
  211. m_bSHADER_SRGB_READ = true;
  212. #endif
  213. }
  214. public:
  215. refract_ps20b_Static_Index( )
  216. {
  217. #ifdef _DEBUG
  218. m_bCONVERT_TO_SRGB = true;
  219. #endif // _DEBUG
  220. m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
  221. #ifdef _DEBUG
  222. m_bBLUR = false;
  223. #endif // _DEBUG
  224. m_nBLUR = 0;
  225. #ifdef _DEBUG
  226. m_bFADEOUTONSILHOUETTE = false;
  227. #endif // _DEBUG
  228. m_nFADEOUTONSILHOUETTE = 0;
  229. #ifdef _DEBUG
  230. m_bCUBEMAP = false;
  231. #endif // _DEBUG
  232. m_nCUBEMAP = 0;
  233. #ifdef _DEBUG
  234. m_bREFRACTTINTTEXTURE = false;
  235. #endif // _DEBUG
  236. m_nREFRACTTINTTEXTURE = 0;
  237. #ifdef _DEBUG
  238. m_bMASKED = false;
  239. #endif // _DEBUG
  240. m_nMASKED = 0;
  241. #ifdef _DEBUG
  242. m_bCOLORMODULATE = false;
  243. #endif // _DEBUG
  244. m_nCOLORMODULATE = 0;
  245. #ifdef _DEBUG
  246. m_bSECONDARY_NORMAL = false;
  247. #endif // _DEBUG
  248. m_nSECONDARY_NORMAL = 0;
  249. #ifdef _DEBUG
  250. m_bNORMAL_DECODE_MODE = false;
  251. #endif // _DEBUG
  252. m_nNORMAL_DECODE_MODE = 0;
  253. #ifdef _DEBUG
  254. m_bSHADER_SRGB_READ = false;
  255. #endif // _DEBUG
  256. m_nSHADER_SRGB_READ = 0;
  257. }
  258. int GetIndex()
  259. {
  260. // Asserts to make sure that we aren't using any skipped combinations.
  261. // Asserts to make sure that we are setting all of the combination vars.
  262. #ifdef _DEBUG
  263. bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB && m_bBLUR && m_bFADEOUTONSILHOUETTE && m_bCUBEMAP && m_bREFRACTTINTTEXTURE && m_bMASKED && m_bCOLORMODULATE && m_bSECONDARY_NORMAL && m_bNORMAL_DECODE_MODE && m_bSHADER_SRGB_READ;
  264. Assert( bAllStaticVarsDefined );
  265. #endif // _DEBUG
  266. return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nBLUR ) + ( 16 * m_nFADEOUTONSILHOUETTE ) + ( 32 * m_nCUBEMAP ) + ( 64 * m_nREFRACTTINTTEXTURE ) + ( 128 * m_nMASKED ) + ( 256 * m_nCOLORMODULATE ) + ( 512 * m_nSECONDARY_NORMAL ) + ( 1024 * m_nNORMAL_DECODE_MODE ) + ( 1024 * m_nSHADER_SRGB_READ ) + 0;
  267. }
  268. };
  269. #define shaderStaticTest_refract_ps20b psh_forgot_to_set_static_BLUR + psh_forgot_to_set_static_FADEOUTONSILHOUETTE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_REFRACTTINTTEXTURE + psh_forgot_to_set_static_MASKED + psh_forgot_to_set_static_COLORMODULATE + psh_forgot_to_set_static_SECONDARY_NORMAL + psh_forgot_to_set_static_NORMAL_DECODE_MODE + psh_forgot_to_set_static_SHADER_SRGB_READ + 0
  270. class refract_ps20b_Dynamic_Index
  271. {
  272. private:
  273. int m_nPIXELFOGTYPE;
  274. #ifdef _DEBUG
  275. bool m_bPIXELFOGTYPE;
  276. #endif
  277. public:
  278. void SetPIXELFOGTYPE( int i )
  279. {
  280. Assert( i >= 0 && i <= 1 );
  281. m_nPIXELFOGTYPE = i;
  282. #ifdef _DEBUG
  283. m_bPIXELFOGTYPE = true;
  284. #endif
  285. }
  286. void SetPIXELFOGTYPE( bool i )
  287. {
  288. m_nPIXELFOGTYPE = i ? 1 : 0;
  289. #ifdef _DEBUG
  290. m_bPIXELFOGTYPE = true;
  291. #endif
  292. }
  293. private:
  294. int m_nWRITE_DEPTH_TO_DESTALPHA;
  295. #ifdef _DEBUG
  296. bool m_bWRITE_DEPTH_TO_DESTALPHA;
  297. #endif
  298. public:
  299. void SetWRITE_DEPTH_TO_DESTALPHA( int i )
  300. {
  301. Assert( i >= 0 && i <= 1 );
  302. m_nWRITE_DEPTH_TO_DESTALPHA = i;
  303. #ifdef _DEBUG
  304. m_bWRITE_DEPTH_TO_DESTALPHA = true;
  305. #endif
  306. }
  307. void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
  308. {
  309. m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
  310. #ifdef _DEBUG
  311. m_bWRITE_DEPTH_TO_DESTALPHA = true;
  312. #endif
  313. }
  314. public:
  315. refract_ps20b_Dynamic_Index()
  316. {
  317. #ifdef _DEBUG
  318. m_bPIXELFOGTYPE = false;
  319. #endif // _DEBUG
  320. m_nPIXELFOGTYPE = 0;
  321. #ifdef _DEBUG
  322. m_bWRITE_DEPTH_TO_DESTALPHA = false;
  323. #endif // _DEBUG
  324. m_nWRITE_DEPTH_TO_DESTALPHA = 0;
  325. }
  326. int GetIndex()
  327. {
  328. // Asserts to make sure that we aren't using any skipped combinations.
  329. // Asserts to make sure that we are setting all of the combination vars.
  330. #ifdef _DEBUG
  331. bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA;
  332. Assert( bAllDynamicVarsDefined );
  333. #endif // _DEBUG
  334. return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
  335. }
  336. };
  337. #define shaderDynamicTest_refract_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0