861 lines
22 KiB
C++
861 lines
22 KiB
C++
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( $SFM == 0 ) && ( $UBERLIGHT == 1 )
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// $DETAIL_BLEND_MODE == 6
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// ($DETAILTEXTURE == 0 ) && ( $DETAIL_BLEND_MODE != 0 )
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// ($DETAILTEXTURE == 0 ) && ( $SEAMLESS_DETAIL )
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// ($ENVMAPMASK || $SELFILLUM_ENVMAPMASK_ALPHA) && ($SEAMLESS_BASE || $SEAMLESS_DETAIL)
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// $BASEALPHAENVMAPMASK && $ENVMAPMASK
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// $BASEALPHAENVMAPMASK && $SELFILLUM
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// $SELFILLUM && $SELFILLUM_ENVMAPMASK_ALPHA
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// $SELFILLUM_ENVMAPMASK_ALPHA && (! $ENVMAPMASK)
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// $BASEALPHAENVMAPMASK && ($SEAMLESS_BASE || $SEAMLESS_DETAIL)
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// ($DISTANCEALPHA == 0) && ($DISTANCEALPHAFROMDETAIL || $SOFT_MASK || $OUTLINE || $OUTER_GLOW)
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// ($DETAILTEXTURE == 0) && ($DISTANCEALPHAFROMDETAIL)
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// ( $CUBEMAP == 0 ) && ( ( $ENVMAPFRESNEL == 1 ) || ( $BASEALPHAENVMAPMASK == 1 ) )
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// ( $CUBEMAP == 0 ) && ( $ENVMAPMASK == 1 ) && ( $SELFILLUM_ENVMAPMASK_ALPHA == 0 )
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// ($DISTANCEALPHA) && ($ENVMAPMASK || $BASEALPHAENVMAPMASK || $SELFILLUM || $SELFILLUM_ENVMAPMASK_ALPHA || $ENVMAPFRESNEL)
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// ($DISTANCEALPHA) && ($SEAMLESS_BASE || $SEAMLESS_DETAIL || $CUBEMAP )
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// ($DISTANCEALPHA) && ($WRITEWATERFOGTODESTALPHA || $PIXELFOGTYPE || $FLASHLIGHT || $FLASHLIGHTSHADOWS )
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// $SEAMLESS_BASE && $SRGB_INPUT_ADAPTER
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// $DESATURATEWITHBASEALPHA && ( $SEAMLESS_BASE || $DETAILTEXTURE )
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// $DESATURATEWITHBASEALPHA && ( $SELFILLUM || $SELFILLUM_ENVMAPMASK_ALPHA )
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// $DESATURATEWITHBASEALPHA && $BASEALPHAENVMAPMASK
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// $FLASHLIGHTSHADOWS && ($LIGHTING_PREVIEW == 3)
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// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CASCADE_SIZE != 0 )
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// ( $CASCADED_SHADOW_MAPPING != 0 ) && ( $SFM != 0 )
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// ( $CASCADED_SHADOW_MAPPING != 0 ) && ( $FLASHLIGHT != 0 )
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// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CSM_MODE != 0 )
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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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// 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 vertexlit_and_unlit_generic_ps20_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 <= 0 );
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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 ) <= 0 );
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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_nDETAILTEXTURE;
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#ifdef _DEBUG
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bool m_bDETAILTEXTURE;
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#endif
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public:
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void SetDETAILTEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDETAILTEXTURE = i;
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#ifdef _DEBUG
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m_bDETAILTEXTURE = true;
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#endif
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}
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void SetDETAILTEXTURE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDETAILTEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDETAILTEXTURE = true;
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#endif
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}
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private:
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int m_nCUBEMAP;
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#ifdef _DEBUG
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bool m_bCUBEMAP;
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#endif
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public:
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void SetCUBEMAP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCUBEMAP = i;
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#ifdef _DEBUG
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m_bCUBEMAP = true;
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#endif
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}
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void SetCUBEMAP( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCUBEMAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCUBEMAP = true;
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#endif
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}
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private:
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int m_nDIFFUSELIGHTING;
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#ifdef _DEBUG
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bool m_bDIFFUSELIGHTING;
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#endif
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public:
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void SetDIFFUSELIGHTING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDIFFUSELIGHTING = i;
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#ifdef _DEBUG
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m_bDIFFUSELIGHTING = true;
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#endif
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}
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void SetDIFFUSELIGHTING( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDIFFUSELIGHTING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDIFFUSELIGHTING = 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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private:
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int m_nBASEALPHAENVMAPMASK;
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#ifdef _DEBUG
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bool m_bBASEALPHAENVMAPMASK;
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#endif
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public:
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void SetBASEALPHAENVMAPMASK( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBASEALPHAENVMAPMASK = i;
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#ifdef _DEBUG
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m_bBASEALPHAENVMAPMASK = true;
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#endif
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}
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void SetBASEALPHAENVMAPMASK( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nBASEALPHAENVMAPMASK = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBASEALPHAENVMAPMASK = true;
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#endif
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}
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private:
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int m_nSELFILLUM;
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#ifdef _DEBUG
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bool m_bSELFILLUM;
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#endif
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public:
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void SetSELFILLUM( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSELFILLUM = i;
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#ifdef _DEBUG
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m_bSELFILLUM = true;
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#endif
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}
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void SetSELFILLUM( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSELFILLUM = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSELFILLUM = true;
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#endif
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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_nFLASHLIGHT;
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#ifdef _DEBUG
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bool m_bFLASHLIGHT;
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#endif
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public:
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void SetFLASHLIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLASHLIGHT = i;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif
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}
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void SetFLASHLIGHT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFLASHLIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif
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}
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private:
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int m_nSELFILLUM_ENVMAPMASK_ALPHA;
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#ifdef _DEBUG
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bool m_bSELFILLUM_ENVMAPMASK_ALPHA;
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#endif
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public:
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void SetSELFILLUM_ENVMAPMASK_ALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSELFILLUM_ENVMAPMASK_ALPHA = i;
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#ifdef _DEBUG
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m_bSELFILLUM_ENVMAPMASK_ALPHA = true;
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#endif
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}
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void SetSELFILLUM_ENVMAPMASK_ALPHA( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSELFILLUM_ENVMAPMASK_ALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSELFILLUM_ENVMAPMASK_ALPHA = true;
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#endif
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}
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private:
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int m_nDETAIL_BLEND_MODE;
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#ifdef _DEBUG
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bool m_bDETAIL_BLEND_MODE;
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#endif
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public:
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void SetDETAIL_BLEND_MODE( int i )
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{
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Assert( i >= 0 && i <= 9 );
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m_nDETAIL_BLEND_MODE = i;
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#ifdef _DEBUG
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m_bDETAIL_BLEND_MODE = true;
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#endif
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}
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void SetDETAIL_BLEND_MODE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 9 );
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m_nDETAIL_BLEND_MODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDETAIL_BLEND_MODE = true;
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#endif
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}
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private:
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int m_nOUTLINE;
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#ifdef _DEBUG
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bool m_bOUTLINE;
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#endif
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public:
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void SetOUTLINE( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nOUTLINE = i;
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#ifdef _DEBUG
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m_bOUTLINE = true;
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#endif
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}
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void SetOUTLINE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nOUTLINE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bOUTLINE = true;
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#endif
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}
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private:
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int m_nOUTER_GLOW;
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#ifdef _DEBUG
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bool m_bOUTER_GLOW;
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#endif
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public:
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void SetOUTER_GLOW( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nOUTER_GLOW = i;
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#ifdef _DEBUG
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m_bOUTER_GLOW = true;
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#endif
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}
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void SetOUTER_GLOW( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nOUTER_GLOW = i ? 1 : 0;
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#ifdef _DEBUG
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m_bOUTER_GLOW = true;
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#endif
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}
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private:
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int m_nSOFT_MASK;
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#ifdef _DEBUG
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bool m_bSOFT_MASK;
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#endif
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public:
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void SetSOFT_MASK( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nSOFT_MASK = i;
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#ifdef _DEBUG
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m_bSOFT_MASK = true;
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#endif
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}
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void SetSOFT_MASK( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nSOFT_MASK = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSOFT_MASK = true;
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#endif
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}
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private:
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int m_nSEAMLESS_BASE;
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#ifdef _DEBUG
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bool m_bSEAMLESS_BASE;
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#endif
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public:
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void SetSEAMLESS_BASE( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nSEAMLESS_BASE = i;
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#ifdef _DEBUG
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m_bSEAMLESS_BASE = true;
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#endif
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}
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void SetSEAMLESS_BASE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nSEAMLESS_BASE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSEAMLESS_BASE = true;
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#endif
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}
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private:
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int m_nSEAMLESS_DETAIL;
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#ifdef _DEBUG
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bool m_bSEAMLESS_DETAIL;
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#endif
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public:
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void SetSEAMLESS_DETAIL( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nSEAMLESS_DETAIL = i;
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#ifdef _DEBUG
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m_bSEAMLESS_DETAIL = true;
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#endif
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}
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void SetSEAMLESS_DETAIL( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nSEAMLESS_DETAIL = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSEAMLESS_DETAIL = true;
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#endif
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}
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private:
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int m_nDISTANCEALPHA;
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#ifdef _DEBUG
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bool m_bDISTANCEALPHA;
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#endif
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public:
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void SetDISTANCEALPHA( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nDISTANCEALPHA = i;
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#ifdef _DEBUG
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m_bDISTANCEALPHA = true;
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#endif
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}
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void SetDISTANCEALPHA( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nDISTANCEALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDISTANCEALPHA = true;
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#endif
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}
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private:
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int m_nDISTANCEALPHAFROMDETAIL;
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#ifdef _DEBUG
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bool m_bDISTANCEALPHAFROMDETAIL;
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#endif
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public:
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void SetDISTANCEALPHAFROMDETAIL( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nDISTANCEALPHAFROMDETAIL = i;
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#ifdef _DEBUG
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m_bDISTANCEALPHAFROMDETAIL = true;
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#endif
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}
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void SetDISTANCEALPHAFROMDETAIL( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nDISTANCEALPHAFROMDETAIL = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDISTANCEALPHAFROMDETAIL = true;
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#endif
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}
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private:
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int m_nSHADER_SRGB_READ;
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#ifdef _DEBUG
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bool m_bSHADER_SRGB_READ;
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#endif
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public:
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void SetSHADER_SRGB_READ( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSHADER_SRGB_READ = i;
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#ifdef _DEBUG
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m_bSHADER_SRGB_READ = true;
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#endif
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}
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void SetSHADER_SRGB_READ( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSHADER_SRGB_READ = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSHADER_SRGB_READ = true;
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#endif
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}
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private:
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int m_nDESATURATEWITHBASEALPHA;
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#ifdef _DEBUG
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bool m_bDESATURATEWITHBASEALPHA;
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#endif
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public:
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void SetDESATURATEWITHBASEALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDESATURATEWITHBASEALPHA = i;
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#ifdef _DEBUG
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m_bDESATURATEWITHBASEALPHA = true;
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#endif
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}
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void SetDESATURATEWITHBASEALPHA( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDESATURATEWITHBASEALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDESATURATEWITHBASEALPHA = true;
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#endif
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}
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private:
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int m_nLIGHTING_PREVIEW;
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#ifdef _DEBUG
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|
bool m_bLIGHTING_PREVIEW;
|
|
#endif
|
|
public:
|
|
void SetLIGHTING_PREVIEW( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 0 );
|
|
m_nLIGHTING_PREVIEW = i;
|
|
#ifdef _DEBUG
|
|
m_bLIGHTING_PREVIEW = true;
|
|
#endif
|
|
}
|
|
void SetLIGHTING_PREVIEW( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
|
m_nLIGHTING_PREVIEW = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bLIGHTING_PREVIEW = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nENVMAPFRESNEL;
|
|
#ifdef _DEBUG
|
|
bool m_bENVMAPFRESNEL;
|
|
#endif
|
|
public:
|
|
void SetENVMAPFRESNEL( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nENVMAPFRESNEL = i;
|
|
#ifdef _DEBUG
|
|
m_bENVMAPFRESNEL = true;
|
|
#endif
|
|
}
|
|
void SetENVMAPFRESNEL( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
|
m_nENVMAPFRESNEL = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bENVMAPFRESNEL = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nCASCADED_SHADOW_MAPPING;
|
|
#ifdef _DEBUG
|
|
bool m_bCASCADED_SHADOW_MAPPING;
|
|
#endif
|
|
public:
|
|
void SetCASCADED_SHADOW_MAPPING( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nCASCADED_SHADOW_MAPPING = i;
|
|
#ifdef _DEBUG
|
|
m_bCASCADED_SHADOW_MAPPING = true;
|
|
#endif
|
|
}
|
|
void SetCASCADED_SHADOW_MAPPING( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
|
m_nCASCADED_SHADOW_MAPPING = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bCASCADED_SHADOW_MAPPING = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nCSM_MODE;
|
|
#ifdef _DEBUG
|
|
bool m_bCSM_MODE;
|
|
#endif
|
|
public:
|
|
void SetCSM_MODE( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 0 );
|
|
m_nCSM_MODE = i;
|
|
#ifdef _DEBUG
|
|
m_bCSM_MODE = true;
|
|
#endif
|
|
}
|
|
void SetCSM_MODE( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
|
m_nCSM_MODE = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bCSM_MODE = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nDOPIXELFOG;
|
|
#ifdef _DEBUG
|
|
bool m_bDOPIXELFOG;
|
|
#endif
|
|
public:
|
|
void SetDOPIXELFOG( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 0 );
|
|
m_nDOPIXELFOG = i;
|
|
#ifdef _DEBUG
|
|
m_bDOPIXELFOG = true;
|
|
#endif
|
|
}
|
|
void SetDOPIXELFOG( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
|
m_nDOPIXELFOG = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bDOPIXELFOG = true;
|
|
#endif
|
|
}
|
|
public:
|
|
// CONSTRUCTOR
|
|
vertexlit_and_unlit_generic_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
|
{
|
|
#ifdef _DEBUG
|
|
m_bSFM = false;
|
|
#endif // _DEBUG
|
|
m_nSFM = 0;
|
|
#ifdef _DEBUG
|
|
m_bDETAILTEXTURE = false;
|
|
#endif // _DEBUG
|
|
m_nDETAILTEXTURE = 0;
|
|
#ifdef _DEBUG
|
|
m_bCUBEMAP = false;
|
|
#endif // _DEBUG
|
|
m_nCUBEMAP = 0;
|
|
#ifdef _DEBUG
|
|
m_bDIFFUSELIGHTING = false;
|
|
#endif // _DEBUG
|
|
m_nDIFFUSELIGHTING = 0;
|
|
#ifdef _DEBUG
|
|
m_bENVMAPMASK = false;
|
|
#endif // _DEBUG
|
|
m_nENVMAPMASK = 0;
|
|
#ifdef _DEBUG
|
|
m_bBASEALPHAENVMAPMASK = false;
|
|
#endif // _DEBUG
|
|
m_nBASEALPHAENVMAPMASK = 0;
|
|
#ifdef _DEBUG
|
|
m_bSELFILLUM = false;
|
|
#endif // _DEBUG
|
|
m_nSELFILLUM = 0;
|
|
#ifdef _DEBUG
|
|
m_bVERTEXCOLOR = false;
|
|
#endif // _DEBUG
|
|
m_nVERTEXCOLOR = 0;
|
|
#ifdef _DEBUG
|
|
m_bFLASHLIGHT = false;
|
|
#endif // _DEBUG
|
|
m_nFLASHLIGHT = 0;
|
|
#ifdef _DEBUG
|
|
m_bSELFILLUM_ENVMAPMASK_ALPHA = false;
|
|
#endif // _DEBUG
|
|
m_nSELFILLUM_ENVMAPMASK_ALPHA = 0;
|
|
#ifdef _DEBUG
|
|
m_bDETAIL_BLEND_MODE = false;
|
|
#endif // _DEBUG
|
|
m_nDETAIL_BLEND_MODE = 0;
|
|
#ifdef _DEBUG
|
|
m_bOUTLINE = false;
|
|
#endif // _DEBUG
|
|
m_nOUTLINE = 0;
|
|
#ifdef _DEBUG
|
|
m_bOUTER_GLOW = false;
|
|
#endif // _DEBUG
|
|
m_nOUTER_GLOW = 0;
|
|
#ifdef _DEBUG
|
|
m_bSOFT_MASK = false;
|
|
#endif // _DEBUG
|
|
m_nSOFT_MASK = 0;
|
|
#ifdef _DEBUG
|
|
m_bSEAMLESS_BASE = false;
|
|
#endif // _DEBUG
|
|
m_nSEAMLESS_BASE = 0;
|
|
#ifdef _DEBUG
|
|
m_bSEAMLESS_DETAIL = false;
|
|
#endif // _DEBUG
|
|
m_nSEAMLESS_DETAIL = 0;
|
|
#ifdef _DEBUG
|
|
m_bDISTANCEALPHA = false;
|
|
#endif // _DEBUG
|
|
m_nDISTANCEALPHA = 0;
|
|
#ifdef _DEBUG
|
|
m_bDISTANCEALPHAFROMDETAIL = false;
|
|
#endif // _DEBUG
|
|
m_nDISTANCEALPHAFROMDETAIL = 0;
|
|
#ifdef _DEBUG
|
|
m_bSHADER_SRGB_READ = false;
|
|
#endif // _DEBUG
|
|
m_nSHADER_SRGB_READ = 0;
|
|
#ifdef _DEBUG
|
|
m_bDESATURATEWITHBASEALPHA = false;
|
|
#endif // _DEBUG
|
|
m_nDESATURATEWITHBASEALPHA = 0;
|
|
#ifdef _DEBUG
|
|
m_bLIGHTING_PREVIEW = false;
|
|
#endif // _DEBUG
|
|
m_nLIGHTING_PREVIEW = 0;
|
|
#ifdef _DEBUG
|
|
m_bENVMAPFRESNEL = false;
|
|
#endif // _DEBUG
|
|
m_nENVMAPFRESNEL = 0;
|
|
#ifdef _DEBUG
|
|
m_bCASCADED_SHADOW_MAPPING = false;
|
|
#endif // _DEBUG
|
|
m_nCASCADED_SHADOW_MAPPING = 0;
|
|
#ifdef _DEBUG
|
|
m_bCSM_MODE = false;
|
|
#endif // _DEBUG
|
|
m_nCSM_MODE = 0;
|
|
#ifdef _DEBUG
|
|
m_bDOPIXELFOG = true;
|
|
#endif // _DEBUG
|
|
m_nDOPIXELFOG = 0 ;
|
|
}
|
|
int GetIndex()
|
|
{
|
|
// Asserts to make sure that we aren't using any skipped combinations.
|
|
// Asserts to make sure that we are setting all of the combination vars.
|
|
#ifdef _DEBUG
|
|
bool bAllStaticVarsDefined = m_bSFM && m_bDETAILTEXTURE && m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bVERTEXCOLOR && m_bFLASHLIGHT && m_bSELFILLUM_ENVMAPMASK_ALPHA && m_bDETAIL_BLEND_MODE && m_bOUTLINE && m_bOUTER_GLOW && m_bSOFT_MASK && m_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bDISTANCEALPHA && m_bDISTANCEALPHAFROMDETAIL && m_bSHADER_SRGB_READ && m_bDESATURATEWITHBASEALPHA && m_bLIGHTING_PREVIEW && m_bENVMAPFRESNEL && m_bCASCADED_SHADOW_MAPPING && m_bCSM_MODE && m_bDOPIXELFOG;
|
|
Assert( bAllStaticVarsDefined );
|
|
#endif // _DEBUG
|
|
return ( 8 * m_nSFM ) + ( 8 * m_nDETAILTEXTURE ) + ( 16 * m_nCUBEMAP ) + ( 32 * m_nDIFFUSELIGHTING ) + ( 64 * m_nENVMAPMASK ) + ( 128 * m_nBASEALPHAENVMAPMASK ) + ( 256 * m_nSELFILLUM ) + ( 512 * m_nVERTEXCOLOR ) + ( 1024 * m_nFLASHLIGHT ) + ( 2048 * m_nSELFILLUM_ENVMAPMASK_ALPHA ) + ( 4096 * m_nDETAIL_BLEND_MODE ) + ( 40960 * m_nOUTLINE ) + ( 40960 * m_nOUTER_GLOW ) + ( 40960 * m_nSOFT_MASK ) + ( 40960 * m_nSEAMLESS_BASE ) + ( 40960 * m_nSEAMLESS_DETAIL ) + ( 40960 * m_nDISTANCEALPHA ) + ( 40960 * m_nDISTANCEALPHAFROMDETAIL ) + ( 40960 * m_nSHADER_SRGB_READ ) + ( 81920 * m_nDESATURATEWITHBASEALPHA ) + ( 163840 * m_nLIGHTING_PREVIEW ) + ( 163840 * m_nENVMAPFRESNEL ) + ( 327680 * m_nCASCADED_SHADOW_MAPPING ) + ( 655360 * m_nCSM_MODE ) + ( 655360 * m_nDOPIXELFOG ) + 0;
|
|
}
|
|
};
|
|
#define shaderStaticTest_vertexlit_and_unlit_generic_ps20 psh_forgot_to_set_static_SFM + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_SELFILLUM_ENVMAPMASK_ALPHA + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_OUTER_GLOW + psh_forgot_to_set_static_SOFT_MASK + psh_forgot_to_set_static_SEAMLESS_BASE + psh_forgot_to_set_static_SEAMLESS_DETAIL + psh_forgot_to_set_static_DISTANCEALPHA + psh_forgot_to_set_static_DISTANCEALPHAFROMDETAIL + psh_forgot_to_set_static_SHADER_SRGB_READ + psh_forgot_to_set_static_DESATURATEWITHBASEALPHA + psh_forgot_to_set_static_LIGHTING_PREVIEW + psh_forgot_to_set_static_ENVMAPFRESNEL + psh_forgot_to_set_static_CASCADED_SHADOW_MAPPING + psh_forgot_to_set_static_CSM_MODE + 0
|
|
class vertexlit_and_unlit_generic_ps20_Dynamic_Index
|
|
{
|
|
private:
|
|
int m_nWRITEWATERFOGTODESTALPHA;
|
|
#ifdef _DEBUG
|
|
bool m_bWRITEWATERFOGTODESTALPHA;
|
|
#endif
|
|
public:
|
|
void SetWRITEWATERFOGTODESTALPHA( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nWRITEWATERFOGTODESTALPHA = i;
|
|
#ifdef _DEBUG
|
|
m_bWRITEWATERFOGTODESTALPHA = true;
|
|
#endif
|
|
}
|
|
void SetWRITEWATERFOGTODESTALPHA( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
|
m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bWRITEWATERFOGTODESTALPHA = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nCASCADE_SIZE;
|
|
#ifdef _DEBUG
|
|
bool m_bCASCADE_SIZE;
|
|
#endif
|
|
public:
|
|
void SetCASCADE_SIZE( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nCASCADE_SIZE = i;
|
|
#ifdef _DEBUG
|
|
m_bCASCADE_SIZE = true;
|
|
#endif
|
|
}
|
|
void SetCASCADE_SIZE( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
|
m_nCASCADE_SIZE = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bCASCADE_SIZE = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nPIXELFOGTYPE;
|
|
#ifdef _DEBUG
|
|
bool m_bPIXELFOGTYPE;
|
|
#endif
|
|
public:
|
|
void SetPIXELFOGTYPE( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 1 );
|
|
m_nPIXELFOGTYPE = i;
|
|
#ifdef _DEBUG
|
|
m_bPIXELFOGTYPE = true;
|
|
#endif
|
|
}
|
|
void SetPIXELFOGTYPE( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
|
m_nPIXELFOGTYPE = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bPIXELFOGTYPE = true;
|
|
#endif
|
|
}
|
|
public:
|
|
// CONSTRUCTOR
|
|
vertexlit_and_unlit_generic_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
|
{
|
|
#ifdef _DEBUG
|
|
m_bWRITEWATERFOGTODESTALPHA = false;
|
|
#endif // _DEBUG
|
|
m_nWRITEWATERFOGTODESTALPHA = 0;
|
|
#ifdef _DEBUG
|
|
m_bCASCADE_SIZE = false;
|
|
#endif // _DEBUG
|
|
m_nCASCADE_SIZE = 0;
|
|
#ifdef _DEBUG
|
|
m_bPIXELFOGTYPE = true;
|
|
#endif // _DEBUG
|
|
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
|
}
|
|
int GetIndex()
|
|
{
|
|
// Asserts to make sure that we aren't using any skipped combinations.
|
|
// Asserts to make sure that we are setting all of the combination vars.
|
|
#ifdef _DEBUG
|
|
bool bAllDynamicVarsDefined = m_bWRITEWATERFOGTODESTALPHA && m_bCASCADE_SIZE && m_bPIXELFOGTYPE;
|
|
Assert( bAllDynamicVarsDefined );
|
|
#endif // _DEBUG
|
|
return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nCASCADE_SIZE ) + ( 4 * m_nPIXELFOGTYPE ) + 0;
|
|
}
|
|
};
|
|
#define shaderDynamicTest_vertexlit_and_unlit_generic_ps20 psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_CASCADE_SIZE + 0
|
|
|
|
static const ShaderComboInformation_t s_DynamicComboArray_vertexlit_and_unlit_generic_ps20[3] =
|
|
{
|
|
{ "WRITEWATERFOGTODESTALPHA", 0, 1 },
|
|
{ "CASCADE_SIZE", 0, 1 },
|
|
{ "PIXELFOGTYPE", 0, 1 },
|
|
};
|
|
|
|
static const ShaderComboInformation_t s_StaticComboArray_vertexlit_and_unlit_generic_ps20[25] =
|
|
{
|
|
{ "SFM", 0, 0 },
|
|
{ "DETAILTEXTURE", 0, 1 },
|
|
{ "CUBEMAP", 0, 1 },
|
|
{ "DIFFUSELIGHTING", 0, 1 },
|
|
{ "ENVMAPMASK", 0, 1 },
|
|
{ "BASEALPHAENVMAPMASK", 0, 1 },
|
|
{ "SELFILLUM", 0, 1 },
|
|
{ "VERTEXCOLOR", 0, 1 },
|
|
{ "FLASHLIGHT", 0, 1 },
|
|
{ "SELFILLUM_ENVMAPMASK_ALPHA", 0, 1 },
|
|
{ "DETAIL_BLEND_MODE", 0, 9 },
|
|
{ "OUTLINE", 0, 0 },
|
|
{ "OUTER_GLOW", 0, 0 },
|
|
{ "SOFT_MASK", 0, 0 },
|
|
{ "SEAMLESS_BASE", 0, 0 },
|
|
{ "SEAMLESS_DETAIL", 0, 0 },
|
|
{ "DISTANCEALPHA", 0, 0 },
|
|
{ "DISTANCEALPHAFROMDETAIL", 0, 0 },
|
|
{ "SHADER_SRGB_READ", 0, 1 },
|
|
{ "DESATURATEWITHBASEALPHA", 0, 1 },
|
|
{ "LIGHTING_PREVIEW", 0, 0 },
|
|
{ "ENVMAPFRESNEL", 0, 1 },
|
|
{ "CASCADED_SHADOW_MAPPING", 0, 1 },
|
|
{ "CSM_MODE", 0, 0 },
|
|
{ "DOPIXELFOG", 0, 0 },
|
|
};
|
|
static const ShaderComboSemantics_t vertexlit_and_unlit_generic_ps20_combos =
|
|
{
|
|
"vertexlit_and_unlit_generic_ps20", s_DynamicComboArray_vertexlit_and_unlit_generic_ps20, 3, s_StaticComboArray_vertexlit_and_unlit_generic_ps20, 25
|
|
};
|
|
|
|
class ConstructMe_vertexlit_and_unlit_generic_ps20
|
|
{
|
|
public:
|
|
ConstructMe_vertexlit_and_unlit_generic_ps20()
|
|
{
|
|
GetShaderDLL()->AddShaderComboInformation( &vertexlit_and_unlit_generic_ps20_combos );
|
|
}
|
|
};
|
|
|
|
static ConstructMe_vertexlit_and_unlit_generic_ps20 s_ConstructMe_vertexlit_and_unlit_generic_ps20;
|