Team Fortress 2 Source Code as on 22/4/2020
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387 lines
8.4 KiB

  1. #include "shaderlib/cshader.h"
  2. class worldtwotextureblend_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_nDETAILTEXTURE;
  27. #ifdef _DEBUG
  28. bool m_bDETAILTEXTURE;
  29. #endif
  30. public:
  31. void SetDETAILTEXTURE( int i )
  32. {
  33. Assert( i >= 0 && i <= 1 );
  34. m_nDETAILTEXTURE = i;
  35. #ifdef _DEBUG
  36. m_bDETAILTEXTURE = true;
  37. #endif
  38. }
  39. void SetDETAILTEXTURE( bool i )
  40. {
  41. m_nDETAILTEXTURE = i ? 1 : 0;
  42. #ifdef _DEBUG
  43. m_bDETAILTEXTURE = true;
  44. #endif
  45. }
  46. private:
  47. int m_nBUMPMAP;
  48. #ifdef _DEBUG
  49. bool m_bBUMPMAP;
  50. #endif
  51. public:
  52. void SetBUMPMAP( int i )
  53. {
  54. Assert( i >= 0 && i <= 1 );
  55. m_nBUMPMAP = i;
  56. #ifdef _DEBUG
  57. m_bBUMPMAP = true;
  58. #endif
  59. }
  60. void SetBUMPMAP( bool i )
  61. {
  62. m_nBUMPMAP = i ? 1 : 0;
  63. #ifdef _DEBUG
  64. m_bBUMPMAP = true;
  65. #endif
  66. }
  67. private:
  68. int m_nVERTEXCOLOR;
  69. #ifdef _DEBUG
  70. bool m_bVERTEXCOLOR;
  71. #endif
  72. public:
  73. void SetVERTEXCOLOR( int i )
  74. {
  75. Assert( i >= 0 && i <= 1 );
  76. m_nVERTEXCOLOR = i;
  77. #ifdef _DEBUG
  78. m_bVERTEXCOLOR = true;
  79. #endif
  80. }
  81. void SetVERTEXCOLOR( bool i )
  82. {
  83. m_nVERTEXCOLOR = i ? 1 : 0;
  84. #ifdef _DEBUG
  85. m_bVERTEXCOLOR = true;
  86. #endif
  87. }
  88. private:
  89. int m_nSELFILLUM;
  90. #ifdef _DEBUG
  91. bool m_bSELFILLUM;
  92. #endif
  93. public:
  94. void SetSELFILLUM( int i )
  95. {
  96. Assert( i >= 0 && i <= 1 );
  97. m_nSELFILLUM = i;
  98. #ifdef _DEBUG
  99. m_bSELFILLUM = true;
  100. #endif
  101. }
  102. void SetSELFILLUM( bool i )
  103. {
  104. m_nSELFILLUM = i ? 1 : 0;
  105. #ifdef _DEBUG
  106. m_bSELFILLUM = true;
  107. #endif
  108. }
  109. private:
  110. int m_nDIFFUSEBUMPMAP;
  111. #ifdef _DEBUG
  112. bool m_bDIFFUSEBUMPMAP;
  113. #endif
  114. public:
  115. void SetDIFFUSEBUMPMAP( int i )
  116. {
  117. Assert( i >= 0 && i <= 1 );
  118. m_nDIFFUSEBUMPMAP = i;
  119. #ifdef _DEBUG
  120. m_bDIFFUSEBUMPMAP = true;
  121. #endif
  122. }
  123. void SetDIFFUSEBUMPMAP( bool i )
  124. {
  125. m_nDIFFUSEBUMPMAP = i ? 1 : 0;
  126. #ifdef _DEBUG
  127. m_bDIFFUSEBUMPMAP = true;
  128. #endif
  129. }
  130. private:
  131. int m_nDETAIL_ALPHA_MASK_BASE_TEXTURE;
  132. #ifdef _DEBUG
  133. bool m_bDETAIL_ALPHA_MASK_BASE_TEXTURE;
  134. #endif
  135. public:
  136. void SetDETAIL_ALPHA_MASK_BASE_TEXTURE( int i )
  137. {
  138. Assert( i >= 0 && i <= 1 );
  139. m_nDETAIL_ALPHA_MASK_BASE_TEXTURE = i;
  140. #ifdef _DEBUG
  141. m_bDETAIL_ALPHA_MASK_BASE_TEXTURE = true;
  142. #endif
  143. }
  144. void SetDETAIL_ALPHA_MASK_BASE_TEXTURE( bool i )
  145. {
  146. m_nDETAIL_ALPHA_MASK_BASE_TEXTURE = i ? 1 : 0;
  147. #ifdef _DEBUG
  148. m_bDETAIL_ALPHA_MASK_BASE_TEXTURE = true;
  149. #endif
  150. }
  151. private:
  152. int m_nFLASHLIGHT;
  153. #ifdef _DEBUG
  154. bool m_bFLASHLIGHT;
  155. #endif
  156. public:
  157. void SetFLASHLIGHT( int i )
  158. {
  159. Assert( i >= 0 && i <= 1 );
  160. m_nFLASHLIGHT = i;
  161. #ifdef _DEBUG
  162. m_bFLASHLIGHT = true;
  163. #endif
  164. }
  165. void SetFLASHLIGHT( bool i )
  166. {
  167. m_nFLASHLIGHT = i ? 1 : 0;
  168. #ifdef _DEBUG
  169. m_bFLASHLIGHT = true;
  170. #endif
  171. }
  172. private:
  173. int m_nSEAMLESS;
  174. #ifdef _DEBUG
  175. bool m_bSEAMLESS;
  176. #endif
  177. public:
  178. void SetSEAMLESS( int i )
  179. {
  180. Assert( i >= 0 && i <= 1 );
  181. m_nSEAMLESS = i;
  182. #ifdef _DEBUG
  183. m_bSEAMLESS = true;
  184. #endif
  185. }
  186. void SetSEAMLESS( bool i )
  187. {
  188. m_nSEAMLESS = i ? 1 : 0;
  189. #ifdef _DEBUG
  190. m_bSEAMLESS = true;
  191. #endif
  192. }
  193. private:
  194. int m_nFLASHLIGHTDEPTHFILTERMODE;
  195. #ifdef _DEBUG
  196. bool m_bFLASHLIGHTDEPTHFILTERMODE;
  197. #endif
  198. public:
  199. void SetFLASHLIGHTDEPTHFILTERMODE( int i )
  200. {
  201. Assert( i >= 0 && i <= 2 );
  202. m_nFLASHLIGHTDEPTHFILTERMODE = i;
  203. #ifdef _DEBUG
  204. m_bFLASHLIGHTDEPTHFILTERMODE = true;
  205. #endif
  206. }
  207. void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
  208. {
  209. m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
  210. #ifdef _DEBUG
  211. m_bFLASHLIGHTDEPTHFILTERMODE = true;
  212. #endif
  213. }
  214. public:
  215. worldtwotextureblend_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_bDETAILTEXTURE = false;
  223. #endif // _DEBUG
  224. m_nDETAILTEXTURE = 0;
  225. #ifdef _DEBUG
  226. m_bBUMPMAP = false;
  227. #endif // _DEBUG
  228. m_nBUMPMAP = 0;
  229. #ifdef _DEBUG
  230. m_bVERTEXCOLOR = false;
  231. #endif // _DEBUG
  232. m_nVERTEXCOLOR = 0;
  233. #ifdef _DEBUG
  234. m_bSELFILLUM = false;
  235. #endif // _DEBUG
  236. m_nSELFILLUM = 0;
  237. #ifdef _DEBUG
  238. m_bDIFFUSEBUMPMAP = false;
  239. #endif // _DEBUG
  240. m_nDIFFUSEBUMPMAP = 0;
  241. #ifdef _DEBUG
  242. m_bDETAIL_ALPHA_MASK_BASE_TEXTURE = false;
  243. #endif // _DEBUG
  244. m_nDETAIL_ALPHA_MASK_BASE_TEXTURE = 0;
  245. #ifdef _DEBUG
  246. m_bFLASHLIGHT = false;
  247. #endif // _DEBUG
  248. m_nFLASHLIGHT = 0;
  249. #ifdef _DEBUG
  250. m_bSEAMLESS = false;
  251. #endif // _DEBUG
  252. m_nSEAMLESS = 0;
  253. #ifdef _DEBUG
  254. m_bFLASHLIGHTDEPTHFILTERMODE = false;
  255. #endif // _DEBUG
  256. m_nFLASHLIGHTDEPTHFILTERMODE = 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_bDETAILTEXTURE && m_bBUMPMAP && m_bVERTEXCOLOR && m_bSELFILLUM && m_bDIFFUSEBUMPMAP && m_bDETAIL_ALPHA_MASK_BASE_TEXTURE && m_bFLASHLIGHT && m_bSEAMLESS && m_bFLASHLIGHTDEPTHFILTERMODE;
  264. Assert( bAllStaticVarsDefined );
  265. #endif // _DEBUG
  266. return ( 16 * m_nCONVERT_TO_SRGB ) + ( 32 * m_nDETAILTEXTURE ) + ( 64 * m_nBUMPMAP ) + ( 128 * m_nVERTEXCOLOR ) + ( 256 * m_nSELFILLUM ) + ( 512 * m_nDIFFUSEBUMPMAP ) + ( 1024 * m_nDETAIL_ALPHA_MASK_BASE_TEXTURE ) + ( 2048 * m_nFLASHLIGHT ) + ( 4096 * m_nSEAMLESS ) + ( 8192 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
  267. }
  268. };
  269. #define shaderStaticTest_worldtwotextureblend_ps20b psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_DIFFUSEBUMPMAP + psh_forgot_to_set_static_DETAIL_ALPHA_MASK_BASE_TEXTURE + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
  270. class worldtwotextureblend_ps20b_Dynamic_Index
  271. {
  272. private:
  273. int m_nWRITEWATERFOGTODESTALPHA;
  274. #ifdef _DEBUG
  275. bool m_bWRITEWATERFOGTODESTALPHA;
  276. #endif
  277. public:
  278. void SetWRITEWATERFOGTODESTALPHA( int i )
  279. {
  280. Assert( i >= 0 && i <= 1 );
  281. m_nWRITEWATERFOGTODESTALPHA = i;
  282. #ifdef _DEBUG
  283. m_bWRITEWATERFOGTODESTALPHA = true;
  284. #endif
  285. }
  286. void SetWRITEWATERFOGTODESTALPHA( bool i )
  287. {
  288. m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
  289. #ifdef _DEBUG
  290. m_bWRITEWATERFOGTODESTALPHA = true;
  291. #endif
  292. }
  293. private:
  294. int m_nPIXELFOGTYPE;
  295. #ifdef _DEBUG
  296. bool m_bPIXELFOGTYPE;
  297. #endif
  298. public:
  299. void SetPIXELFOGTYPE( int i )
  300. {
  301. Assert( i >= 0 && i <= 1 );
  302. m_nPIXELFOGTYPE = i;
  303. #ifdef _DEBUG
  304. m_bPIXELFOGTYPE = true;
  305. #endif
  306. }
  307. void SetPIXELFOGTYPE( bool i )
  308. {
  309. m_nPIXELFOGTYPE = i ? 1 : 0;
  310. #ifdef _DEBUG
  311. m_bPIXELFOGTYPE = true;
  312. #endif
  313. }
  314. private:
  315. int m_nWRITE_DEPTH_TO_DESTALPHA;
  316. #ifdef _DEBUG
  317. bool m_bWRITE_DEPTH_TO_DESTALPHA;
  318. #endif
  319. public:
  320. void SetWRITE_DEPTH_TO_DESTALPHA( int i )
  321. {
  322. Assert( i >= 0 && i <= 1 );
  323. m_nWRITE_DEPTH_TO_DESTALPHA = i;
  324. #ifdef _DEBUG
  325. m_bWRITE_DEPTH_TO_DESTALPHA = true;
  326. #endif
  327. }
  328. void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
  329. {
  330. m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
  331. #ifdef _DEBUG
  332. m_bWRITE_DEPTH_TO_DESTALPHA = true;
  333. #endif
  334. }
  335. private:
  336. int m_nFLASHLIGHTSHADOWS;
  337. #ifdef _DEBUG
  338. bool m_bFLASHLIGHTSHADOWS;
  339. #endif
  340. public:
  341. void SetFLASHLIGHTSHADOWS( int i )
  342. {
  343. Assert( i >= 0 && i <= 1 );
  344. m_nFLASHLIGHTSHADOWS = i;
  345. #ifdef _DEBUG
  346. m_bFLASHLIGHTSHADOWS = true;
  347. #endif
  348. }
  349. void SetFLASHLIGHTSHADOWS( bool i )
  350. {
  351. m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
  352. #ifdef _DEBUG
  353. m_bFLASHLIGHTSHADOWS = true;
  354. #endif
  355. }
  356. public:
  357. worldtwotextureblend_ps20b_Dynamic_Index()
  358. {
  359. #ifdef _DEBUG
  360. m_bWRITEWATERFOGTODESTALPHA = false;
  361. #endif // _DEBUG
  362. m_nWRITEWATERFOGTODESTALPHA = 0;
  363. #ifdef _DEBUG
  364. m_bPIXELFOGTYPE = false;
  365. #endif // _DEBUG
  366. m_nPIXELFOGTYPE = 0;
  367. #ifdef _DEBUG
  368. m_bWRITE_DEPTH_TO_DESTALPHA = false;
  369. #endif // _DEBUG
  370. m_nWRITE_DEPTH_TO_DESTALPHA = 0;
  371. #ifdef _DEBUG
  372. m_bFLASHLIGHTSHADOWS = false;
  373. #endif // _DEBUG
  374. m_nFLASHLIGHTSHADOWS = 0;
  375. }
  376. int GetIndex()
  377. {
  378. // Asserts to make sure that we aren't using any skipped combinations.
  379. // Asserts to make sure that we are setting all of the combination vars.
  380. #ifdef _DEBUG
  381. bool bAllDynamicVarsDefined = m_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS;
  382. Assert( bAllDynamicVarsDefined );
  383. #endif // _DEBUG
  384. return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 8 * m_nFLASHLIGHTSHADOWS ) + 0;
  385. }
  386. };
  387. #define shaderDynamicTest_worldtwotextureblend_ps20b psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0