447 lines
10 KiB
C++
447 lines
10 KiB
C++
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( $STATICLIGHT3 || $MORPHING || $SKINNING || $COMPRESSED_VERTS) && $TESSELLATION
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// ( $SFM == 0 ) && ( $MORPHING )
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// ( $SFM == 0 ) && ( $TESSELLATION )
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// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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#include "shaderlib/cshader.h"
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class vertexlit_and_unlit_generic_bump_vs30_Static_Index
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{
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private:
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int m_nSFM;
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#ifdef _DEBUG
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bool m_bSFM;
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#endif
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public:
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void SetSFM( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSFM = i;
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#ifdef _DEBUG
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m_bSFM = true;
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#endif
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}
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void SetSFM( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSFM = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSFM = true;
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#endif
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}
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private:
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int m_nHALFLAMBERT;
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#ifdef _DEBUG
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bool m_bHALFLAMBERT;
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#endif
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public:
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void SetHALFLAMBERT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nHALFLAMBERT = i;
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#ifdef _DEBUG
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m_bHALFLAMBERT = true;
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#endif
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}
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void SetHALFLAMBERT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nHALFLAMBERT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bHALFLAMBERT = true;
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#endif
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}
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private:
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int m_nUSE_WITH_2B;
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#ifdef _DEBUG
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bool m_bUSE_WITH_2B;
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#endif
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public:
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void SetUSE_WITH_2B( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nUSE_WITH_2B = i;
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#ifdef _DEBUG
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m_bUSE_WITH_2B = true;
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#endif
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}
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void SetUSE_WITH_2B( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nUSE_WITH_2B = i ? 1 : 0;
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#ifdef _DEBUG
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m_bUSE_WITH_2B = true;
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#endif
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}
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private:
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int m_nDECAL;
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#ifdef _DEBUG
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bool m_bDECAL;
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#endif
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public:
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void SetDECAL( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDECAL = i;
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#ifdef _DEBUG
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m_bDECAL = true;
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#endif
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}
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void SetDECAL( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDECAL = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDECAL = true;
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#endif
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}
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private:
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int m_nWORLD_NORMAL;
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#ifdef _DEBUG
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bool m_bWORLD_NORMAL;
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#endif
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public:
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void SetWORLD_NORMAL( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nWORLD_NORMAL = i;
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#ifdef _DEBUG
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m_bWORLD_NORMAL = true;
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#endif
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}
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void SetWORLD_NORMAL( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nWORLD_NORMAL = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWORLD_NORMAL = 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 <= 0 );
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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 ) <= 0 );
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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_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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private:
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int m_nHARDWAREFOGBLEND;
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#ifdef _DEBUG
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bool m_bHARDWAREFOGBLEND;
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#endif
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public:
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void SetHARDWAREFOGBLEND( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nHARDWAREFOGBLEND = i;
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#ifdef _DEBUG
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m_bHARDWAREFOGBLEND = true;
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#endif
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}
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void SetHARDWAREFOGBLEND( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nHARDWAREFOGBLEND = i ? 1 : 0;
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#ifdef _DEBUG
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m_bHARDWAREFOGBLEND = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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vertexlit_and_unlit_generic_bump_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bSFM = false;
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#endif // _DEBUG
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m_nSFM = 0;
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#ifdef _DEBUG
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m_bHALFLAMBERT = false;
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#endif // _DEBUG
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m_nHALFLAMBERT = 0;
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#ifdef _DEBUG
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m_bUSE_WITH_2B = false;
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#endif // _DEBUG
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m_nUSE_WITH_2B = 0;
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#ifdef _DEBUG
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m_bDECAL = false;
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#endif // _DEBUG
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m_nDECAL = 0;
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#ifdef _DEBUG
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m_bWORLD_NORMAL = false;
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#endif // _DEBUG
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m_nWORLD_NORMAL = 0;
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#ifdef _DEBUG
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m_bCASCADED_SHADOW_MAPPING = false;
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#endif // _DEBUG
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m_nCASCADED_SHADOW_MAPPING = 0;
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#ifdef _DEBUG
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m_bDOPIXELFOG = true;
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#endif // _DEBUG
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m_nDOPIXELFOG = ( g_pHardwareConfig->SupportsPixelShaders_2_b() && !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ) ? 1 : 0 ;
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#ifdef _DEBUG
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m_bHARDWAREFOGBLEND = true;
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#endif // _DEBUG
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m_nHARDWAREFOGBLEND = 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_bSFM && m_bHALFLAMBERT && m_bUSE_WITH_2B && m_bDECAL && m_bWORLD_NORMAL && m_bCASCADED_SHADOW_MAPPING && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 24 * m_nSFM ) + ( 48 * m_nHALFLAMBERT ) + ( 96 * m_nUSE_WITH_2B ) + ( 192 * m_nDECAL ) + ( 384 * m_nWORLD_NORMAL ) + ( 768 * m_nCASCADED_SHADOW_MAPPING ) + ( 768 * m_nDOPIXELFOG ) + ( 1536 * m_nHARDWAREFOGBLEND ) + 0;
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}
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};
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#define shaderStaticTest_vertexlit_and_unlit_generic_bump_vs30 vsh_forgot_to_set_static_SFM + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_USE_WITH_2B + vsh_forgot_to_set_static_DECAL + vsh_forgot_to_set_static_WORLD_NORMAL + vsh_forgot_to_set_static_CASCADED_SHADOW_MAPPING + 0
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class vertexlit_and_unlit_generic_bump_vs30_Dynamic_Index
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{
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private:
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int m_nCOMPRESSED_VERTS;
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#ifdef _DEBUG
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bool m_bCOMPRESSED_VERTS;
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#endif
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public:
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void SetCOMPRESSED_VERTS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOMPRESSED_VERTS = i;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = true;
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#endif
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}
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void SetCOMPRESSED_VERTS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCOMPRESSED_VERTS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = true;
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#endif
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}
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private:
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int m_nSKINNING;
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#ifdef _DEBUG
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bool m_bSKINNING;
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#endif
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public:
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void SetSKINNING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSKINNING = i;
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#ifdef _DEBUG
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m_bSKINNING = true;
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#endif
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}
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void SetSKINNING( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSKINNING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSKINNING = true;
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#endif
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}
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private:
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int m_nMORPHING;
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#ifdef _DEBUG
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bool m_bMORPHING;
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#endif
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public:
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void SetMORPHING( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nMORPHING = i;
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#ifdef _DEBUG
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m_bMORPHING = true;
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#endif
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}
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void SetMORPHING( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nMORPHING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMORPHING = true;
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#endif
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}
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private:
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int m_nTESSELLATION;
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#ifdef _DEBUG
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bool m_bTESSELLATION;
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#endif
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public:
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void SetTESSELLATION( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nTESSELLATION = i;
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#ifdef _DEBUG
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m_bTESSELLATION = true;
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#endif
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}
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void SetTESSELLATION( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nTESSELLATION = i ? 1 : 0;
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#ifdef _DEBUG
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m_bTESSELLATION = true;
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#endif
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}
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private:
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int m_nSTATICLIGHT3;
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#ifdef _DEBUG
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bool m_bSTATICLIGHT3;
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#endif
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public:
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void SetSTATICLIGHT3( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nSTATICLIGHT3 = i;
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#ifdef _DEBUG
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m_bSTATICLIGHT3 = true;
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#endif
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}
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void SetSTATICLIGHT3( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
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m_nSTATICLIGHT3 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSTATICLIGHT3 = true;
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#endif
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}
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private:
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int m_nDOWATERFOG;
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#ifdef _DEBUG
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bool m_bDOWATERFOG;
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#endif
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public:
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void SetDOWATERFOG( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDOWATERFOG = i;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif
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}
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void SetDOWATERFOG( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDOWATERFOG = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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vertexlit_and_unlit_generic_bump_vs30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = false;
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#endif // _DEBUG
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m_nCOMPRESSED_VERTS = 0;
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#ifdef _DEBUG
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m_bSKINNING = false;
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#endif // _DEBUG
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m_nSKINNING = 0;
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#ifdef _DEBUG
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m_bMORPHING = true;
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#endif // _DEBUG
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m_nMORPHING = false ;
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#ifdef _DEBUG
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m_bTESSELLATION = false;
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#endif // _DEBUG
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m_nTESSELLATION = 0;
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#ifdef _DEBUG
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m_bSTATICLIGHT3 = false;
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#endif // _DEBUG
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m_nSTATICLIGHT3 = 0;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif // _DEBUG
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m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
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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_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING && m_bTESSELLATION && m_bSTATICLIGHT3 && m_bDOWATERFOG;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + ( 4 * m_nTESSELLATION ) + ( 4 * m_nSTATICLIGHT3 ) + ( 12 * m_nDOWATERFOG ) + 0;
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}
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};
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#define shaderDynamicTest_vertexlit_and_unlit_generic_bump_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_TESSELLATION + vsh_forgot_to_set_dynamic_STATICLIGHT3 + 0
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static const ShaderComboInformation_t s_DynamicComboArray_vertexlit_and_unlit_generic_bump_vs30[6] =
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{
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{ "COMPRESSED_VERTS", 0, 1 },
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{ "SKINNING", 0, 1 },
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{ "MORPHING", 0, 0 },
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{ "TESSELLATION", 0, 0 },
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{ "STATICLIGHT3", 0, 2 },
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{ "DOWATERFOG", 0, 1 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_vertexlit_and_unlit_generic_bump_vs30[8] =
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{
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{ "SFM", 0, 1 },
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{ "HALFLAMBERT", 0, 1 },
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{ "USE_WITH_2B", 0, 1 },
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{ "DECAL", 0, 1 },
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{ "WORLD_NORMAL", 0, 1 },
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{ "CASCADED_SHADOW_MAPPING", 0, 0 },
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{ "DOPIXELFOG", 0, 1 },
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{ "HARDWAREFOGBLEND", 0, 0 },
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};
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static const ShaderComboSemantics_t vertexlit_and_unlit_generic_bump_vs30_combos =
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{
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"vertexlit_and_unlit_generic_bump_vs30", s_DynamicComboArray_vertexlit_and_unlit_generic_bump_vs30, 6, s_StaticComboArray_vertexlit_and_unlit_generic_bump_vs30, 8
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};
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class ConstructMe_vertexlit_and_unlit_generic_bump_vs30
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{
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public:
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ConstructMe_vertexlit_and_unlit_generic_bump_vs30()
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{
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GetShaderDLL()->AddShaderComboInformation( &vertexlit_and_unlit_generic_bump_vs30_combos );
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}
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};
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static ConstructMe_vertexlit_and_unlit_generic_bump_vs30 s_ConstructMe_vertexlit_and_unlit_generic_bump_vs30;
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