materialsystem: fix(hack) flashlight. normalizedcubemap broken?
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parent
3a73624b7e
commit
ae8b73626e
@ -201,22 +201,16 @@ float4 main( PS_INPUT i ) : COLOR
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#if NORMALMAP == 0
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float3 worldPosToLightVector = texCUBE( NormalizingCubemapSampler, i.worldPosToLightVector ) * 2.0f - 1.0f;
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float nDotL = dot( worldPosToLightVector, vNormal.xyz );
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float nDotL = 0.577350f;
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#endif
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#if NORMALMAP == 1
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// flashlightfixme: wrap this!
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float3 tangentPosToLightVector = texCUBE( NormalizingCubemapSampler, i.tangentPosToLightVector ) * 2.0f - 1.0f;
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float nDotL = dot( tangentPosToLightVector, vNormal.xyz );
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float nDotL = 0.577350f;
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#endif
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#if NORMALMAP == 2
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float3 tangentPosToLightVector = normalize( i.tangentPosToLightVector );
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float nDotL =
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vNormal.x*dot( tangentPosToLightVector, bumpBasis[0]) +
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vNormal.y*dot( tangentPosToLightVector, bumpBasis[1]) +
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vNormal.z*dot( tangentPosToLightVector, bumpBasis[2]);
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float nDotL = 0.577350f;
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#endif
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float3 outColor;
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@ -1,11 +1,96 @@
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#include "shaderlib/cshader.h"
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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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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// $ENVMAPMASK && ($FLASHLIGHT || $FLASHLIGHTSHADOWS)
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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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// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
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// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 )
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// ($DISTANCEALPHA) && ($ENVMAPMASK || $BASEALPHAENVMAPMASK || $SELFILLUM || $SELFILLUM_ENVMAPMASK_ALPHA )
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// ($DISTANCEALPHA) && ($SEAMLESS_BASE || $SEAMLESS_DETAIL || $CUBEMAP || $LIGHTING_PREVIEW )
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// ($DISTANCEALPHA) && ($WRITEWATERFOGTODESTALPHA || $PIXELFOGTYPE || $FLASHLIGHT || $FLASHLIGHTSHADOWS || $SRGB_INPUT_ADAPTER )
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// $SEAMLESS_BASE && $SRGB_INPUT_ADAPTER
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// $SEAMLESS_BASE && ($BLENDTINTBYBASEALPHA )
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// ($BLENDTINTBYBASEALPHA) && ($SELFILLUM || (($DISTANCEALPHA) && ($DISTANCEALPHAFROMDETAIL == 0)) || $BASEALPHAENVMAPMASK)
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// $FLASHLIGHT && $CUBEMAP
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// $CUBEMAP_SPHERE_LEGACY && ($CUBEMAP == 0)
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// ($STATIC_LIGHT_LIGHTMAP == 0) && ($DEBUG_LUXELS == 1)
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// defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0
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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 $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0
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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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#ifndef VERTEXLIT_AND_UNLIT_GENERIC_PS20B_H
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#define VERTEXLIT_AND_UNLIT_GENERIC_PS20B_H
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#include "shaderapi/ishaderapi.h"
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#include "shaderapi/ishadershadow.h"
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#include "materialsystem/imaterialvar.h"
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class vertexlit_and_unlit_generic_ps20b_Static_Index
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{
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private:
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int m_nDETAILTEXTURE;
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unsigned int m_nDETAILTEXTURE : 2;
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unsigned int m_nCUBEMAP : 2;
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unsigned int m_nDIFFUSELIGHTING : 2;
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unsigned int m_nENVMAPMASK : 2;
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unsigned int m_nBASEALPHAENVMAPMASK : 2;
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unsigned int m_nSELFILLUM : 2;
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unsigned int m_nVERTEXCOLOR : 2;
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unsigned int m_nFLASHLIGHT : 2;
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unsigned int m_nSELFILLUM_ENVMAPMASK_ALPHA : 2;
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unsigned int m_nDETAIL_BLEND_MODE : 4;
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unsigned int m_nSEAMLESS_BASE : 2;
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unsigned int m_nSEAMLESS_DETAIL : 2;
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unsigned int m_nDISTANCEALPHA : 2;
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unsigned int m_nDISTANCEALPHAFROMDETAIL : 2;
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unsigned int m_nSOFT_MASK : 2;
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unsigned int m_nOUTLINE : 2;
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unsigned int m_nOUTER_GLOW : 2;
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unsigned int m_nFLASHLIGHTDEPTHFILTERMODE : 2;
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unsigned int m_nDEPTHBLEND : 2;
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unsigned int m_nBLENDTINTBYBASEALPHA : 2;
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unsigned int m_nSRGB_INPUT_ADAPTER : 2;
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unsigned int m_nCUBEMAP_SPHERE_LEGACY : 2;
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#ifdef _DEBUG
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bool m_bDETAILTEXTURE;
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#endif
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bool m_bDETAILTEXTURE : 1;
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bool m_bCUBEMAP : 1;
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bool m_bDIFFUSELIGHTING : 1;
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bool m_bENVMAPMASK : 1;
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bool m_bBASEALPHAENVMAPMASK : 1;
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bool m_bSELFILLUM : 1;
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bool m_bVERTEXCOLOR : 1;
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bool m_bFLASHLIGHT : 1;
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bool m_bSELFILLUM_ENVMAPMASK_ALPHA : 1;
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bool m_bDETAIL_BLEND_MODE : 1;
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bool m_bSEAMLESS_BASE : 1;
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bool m_bSEAMLESS_DETAIL : 1;
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bool m_bDISTANCEALPHA : 1;
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bool m_bDISTANCEALPHAFROMDETAIL : 1;
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bool m_bSOFT_MASK : 1;
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bool m_bOUTLINE : 1;
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bool m_bOUTER_GLOW : 1;
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bool m_bFLASHLIGHTDEPTHFILTERMODE : 1;
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bool m_bDEPTHBLEND : 1;
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bool m_bBLENDTINTBYBASEALPHA : 1;
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bool m_bSRGB_INPUT_ADAPTER : 1;
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bool m_bCUBEMAP_SPHERE_LEGACY : 1;
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#endif // _DEBUG
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public:
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void SetDETAILTEXTURE( int i )
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{
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@ -13,567 +98,270 @@ public:
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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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#endif // _DEBUG
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}
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void SetDETAILTEXTURE( bool i )
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{
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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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#endif // _DEBUG
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}
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void SetCUBEMAP( bool i )
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{
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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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#endif // _DEBUG
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}
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void SetDIFFUSELIGHTING( bool i )
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{
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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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#endif // _DEBUG
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}
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void SetENVMAPMASK( bool i )
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{
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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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#endif // _DEBUG
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}
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void SetBASEALPHAENVMAPMASK( bool i )
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{
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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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#endif // _DEBUG
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}
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void SetSELFILLUM( bool i )
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{
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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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#endif // _DEBUG
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}
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void SetVERTEXCOLOR( bool i )
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{
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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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#endif // _DEBUG
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}
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void SetFLASHLIGHT( bool i )
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{
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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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#endif // _DEBUG
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}
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void SetSELFILLUM_ENVMAPMASK_ALPHA( bool i )
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{
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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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#endif // _DEBUG
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}
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void SetDETAIL_BLEND_MODE( bool i )
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{
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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_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 <= 1 );
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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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#endif // _DEBUG
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}
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void SetSEAMLESS_BASE( bool i )
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{
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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 <= 1 );
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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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#endif // _DEBUG
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}
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void SetSEAMLESS_DETAIL( bool i )
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{
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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 <= 1 );
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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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#endif // _DEBUG
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}
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void SetDISTANCEALPHA( bool i )
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{
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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 <= 1 );
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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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#endif // _DEBUG
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}
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void SetDISTANCEALPHAFROMDETAIL( bool i )
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{
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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_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 <= 1 );
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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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#endif // _DEBUG
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}
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void SetSOFT_MASK( bool i )
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{
|
||||
m_nSOFT_MASK = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSOFT_MASK = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nOUTLINE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bOUTLINE;
|
||||
#endif
|
||||
public:
|
||||
|
||||
void SetOUTLINE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nOUTLINE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bOUTLINE = true;
|
||||
#endif
|
||||
#endif // _DEBUG
|
||||
}
|
||||
void SetOUTLINE( bool i )
|
||||
{
|
||||
m_nOUTLINE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bOUTLINE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nOUTER_GLOW;
|
||||
#ifdef _DEBUG
|
||||
bool m_bOUTER_GLOW;
|
||||
#endif
|
||||
public:
|
||||
|
||||
void SetOUTER_GLOW( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nOUTER_GLOW = i;
|
||||
#ifdef _DEBUG
|
||||
m_bOUTER_GLOW = true;
|
||||
#endif
|
||||
#endif // _DEBUG
|
||||
}
|
||||
void SetOUTER_GLOW( bool i )
|
||||
{
|
||||
m_nOUTER_GLOW = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bOUTER_GLOW = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFLASHLIGHTDEPTHFILTERMODE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLASHLIGHTDEPTHFILTERMODE;
|
||||
#endif
|
||||
public:
|
||||
|
||||
void SetFLASHLIGHTDEPTHFILTERMODE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 2 );
|
||||
m_nFLASHLIGHTDEPTHFILTERMODE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTDEPTHFILTERMODE = true;
|
||||
#endif
|
||||
#endif // _DEBUG
|
||||
}
|
||||
void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
|
||||
{
|
||||
m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTDEPTHFILTERMODE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDEPTHBLEND;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDEPTHBLEND;
|
||||
#endif
|
||||
public:
|
||||
|
||||
void SetDEPTHBLEND( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDEPTHBLEND = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDEPTHBLEND = true;
|
||||
#endif
|
||||
#endif // _DEBUG
|
||||
}
|
||||
void SetDEPTHBLEND( bool i )
|
||||
{
|
||||
m_nDEPTHBLEND = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDEPTHBLEND = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nBLENDTINTBYBASEALPHA;
|
||||
#ifdef _DEBUG
|
||||
bool m_bBLENDTINTBYBASEALPHA;
|
||||
#endif
|
||||
public:
|
||||
|
||||
void SetBLENDTINTBYBASEALPHA( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nBLENDTINTBYBASEALPHA = i;
|
||||
#ifdef _DEBUG
|
||||
m_bBLENDTINTBYBASEALPHA = true;
|
||||
#endif
|
||||
#endif // _DEBUG
|
||||
}
|
||||
void SetBLENDTINTBYBASEALPHA( bool i )
|
||||
{
|
||||
m_nBLENDTINTBYBASEALPHA = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bBLENDTINTBYBASEALPHA = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSRGB_INPUT_ADAPTER;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSRGB_INPUT_ADAPTER;
|
||||
#endif
|
||||
public:
|
||||
|
||||
void SetSRGB_INPUT_ADAPTER( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSRGB_INPUT_ADAPTER = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSRGB_INPUT_ADAPTER = true;
|
||||
#endif
|
||||
#endif // _DEBUG
|
||||
}
|
||||
void SetSRGB_INPUT_ADAPTER( bool i )
|
||||
{
|
||||
m_nSRGB_INPUT_ADAPTER = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSRGB_INPUT_ADAPTER = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCUBEMAP_SPHERE_LEGACY;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCUBEMAP_SPHERE_LEGACY;
|
||||
#endif
|
||||
public:
|
||||
|
||||
void SetCUBEMAP_SPHERE_LEGACY( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCUBEMAP_SPHERE_LEGACY = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP_SPHERE_LEGACY = true;
|
||||
#endif
|
||||
#endif // _DEBUG
|
||||
}
|
||||
void SetCUBEMAP_SPHERE_LEGACY( bool i )
|
||||
{
|
||||
m_nCUBEMAP_SPHERE_LEGACY = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP_SPHERE_LEGACY = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
|
||||
vertexlit_and_unlit_generic_ps20b_Static_Index( )
|
||||
{
|
||||
m_nDETAILTEXTURE = 0;
|
||||
m_nCUBEMAP = 0;
|
||||
m_nDIFFUSELIGHTING = 0;
|
||||
m_nENVMAPMASK = 0;
|
||||
m_nBASEALPHAENVMAPMASK = 0;
|
||||
m_nSELFILLUM = 0;
|
||||
m_nVERTEXCOLOR = 0;
|
||||
m_nFLASHLIGHT = 0;
|
||||
m_nSELFILLUM_ENVMAPMASK_ALPHA = 0;
|
||||
m_nDETAIL_BLEND_MODE = 0;
|
||||
m_nSEAMLESS_BASE = 0;
|
||||
m_nSEAMLESS_DETAIL = 0;
|
||||
m_nDISTANCEALPHA = 0;
|
||||
m_nDISTANCEALPHAFROMDETAIL = 0;
|
||||
m_nSOFT_MASK = 0;
|
||||
m_nOUTLINE = 0;
|
||||
m_nOUTER_GLOW = 0;
|
||||
m_nFLASHLIGHTDEPTHFILTERMODE = 0;
|
||||
m_nDEPTHBLEND = 0;
|
||||
m_nBLENDTINTBYBASEALPHA = 0;
|
||||
m_nSRGB_INPUT_ADAPTER = 0;
|
||||
m_nCUBEMAP_SPHERE_LEGACY = 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_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_bSOFT_MASK = false;
|
||||
#endif // _DEBUG
|
||||
m_nSOFT_MASK = 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_bFLASHLIGHTDEPTHFILTERMODE = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLASHLIGHTDEPTHFILTERMODE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDEPTHBLEND = false;
|
||||
#endif // _DEBUG
|
||||
m_nDEPTHBLEND = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bBLENDTINTBYBASEALPHA = false;
|
||||
#endif // _DEBUG
|
||||
m_nBLENDTINTBYBASEALPHA = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSRGB_INPUT_ADAPTER = false;
|
||||
#endif // _DEBUG
|
||||
m_nSRGB_INPUT_ADAPTER = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP_SPHERE_LEGACY = false;
|
||||
#endif // _DEBUG
|
||||
m_nCUBEMAP_SPHERE_LEGACY = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
|
||||
int GetIndex() const
|
||||
{
|
||||
// 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_bDETAILTEXTURE && m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bVERTEXCOLOR && m_bFLASHLIGHT && m_bSELFILLUM_ENVMAPMASK_ALPHA && m_bDETAIL_BLEND_MODE && m_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bDISTANCEALPHA && m_bDISTANCEALPHAFROMDETAIL && m_bSOFT_MASK && m_bOUTLINE && m_bOUTER_GLOW && m_bFLASHLIGHTDEPTHFILTERMODE && m_bDEPTHBLEND && m_bBLENDTINTBYBASEALPHA && m_bSRGB_INPUT_ADAPTER && m_bCUBEMAP_SPHERE_LEGACY;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
Assert( 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_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bDISTANCEALPHA && m_bDISTANCEALPHAFROMDETAIL && m_bSOFT_MASK && m_bOUTLINE && m_bOUTER_GLOW && m_bFLASHLIGHTDEPTHFILTERMODE && m_bDEPTHBLEND && m_bBLENDTINTBYBASEALPHA && m_bSRGB_INPUT_ADAPTER && m_bCUBEMAP_SPHERE_LEGACY );
|
||||
return ( 24 * m_nDETAILTEXTURE ) + ( 48 * m_nCUBEMAP ) + ( 96 * m_nDIFFUSELIGHTING ) + ( 192 * m_nENVMAPMASK ) + ( 384 * m_nBASEALPHAENVMAPMASK ) + ( 768 * m_nSELFILLUM ) + ( 1536 * m_nVERTEXCOLOR ) + ( 3072 * m_nFLASHLIGHT ) + ( 6144 * m_nSELFILLUM_ENVMAPMASK_ALPHA ) + ( 12288 * m_nDETAIL_BLEND_MODE ) + ( 122880 * m_nSEAMLESS_BASE ) + ( 245760 * m_nSEAMLESS_DETAIL ) + ( 491520 * m_nDISTANCEALPHA ) + ( 983040 * m_nDISTANCEALPHAFROMDETAIL ) + ( 1966080 * m_nSOFT_MASK ) + ( 3932160 * m_nOUTLINE ) + ( 7864320 * m_nOUTER_GLOW ) + ( 15728640 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 47185920 * m_nDEPTHBLEND ) + ( 94371840 * m_nBLENDTINTBYBASEALPHA ) + ( 188743680 * m_nSRGB_INPUT_ADAPTER ) + ( 377487360 * m_nCUBEMAP_SPHERE_LEGACY ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_vertexlit_and_unlit_generic_ps20b 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_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_SOFT_MASK + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_OUTER_GLOW + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_DEPTHBLEND + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_SRGB_INPUT_ADAPTER + psh_forgot_to_set_static_CUBEMAP_SPHERE_LEGACY + 0
|
||||
|
||||
#define shaderStaticTest_vertexlit_and_unlit_generic_ps20b 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_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_SOFT_MASK + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_OUTER_GLOW + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_DEPTHBLEND + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_SRGB_INPUT_ADAPTER + psh_forgot_to_set_static_CUBEMAP_SPHERE_LEGACY
|
||||
|
||||
|
||||
class vertexlit_and_unlit_generic_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nLIGHTING_PREVIEW;
|
||||
unsigned int m_nLIGHTING_PREVIEW : 2;
|
||||
unsigned int m_nFLASHLIGHTSHADOWS : 2;
|
||||
unsigned int m_nSTATIC_LIGHT_LIGHTMAP : 2;
|
||||
unsigned int m_nDEBUG_LUXELS : 2;
|
||||
#ifdef _DEBUG
|
||||
bool m_bLIGHTING_PREVIEW;
|
||||
#endif
|
||||
bool m_bLIGHTING_PREVIEW : 1;
|
||||
bool m_bFLASHLIGHTSHADOWS : 1;
|
||||
bool m_bSTATIC_LIGHT_LIGHTMAP : 1;
|
||||
bool m_bDEBUG_LUXELS : 1;
|
||||
#endif // _DEBUG
|
||||
public:
|
||||
void SetLIGHTING_PREVIEW( int i )
|
||||
{
|
||||
@ -581,107 +369,58 @@ public:
|
||||
m_nLIGHTING_PREVIEW = i;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTING_PREVIEW = true;
|
||||
#endif
|
||||
#endif // _DEBUG
|
||||
}
|
||||
void SetLIGHTING_PREVIEW( bool i )
|
||||
{
|
||||
m_nLIGHTING_PREVIEW = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTING_PREVIEW = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFLASHLIGHTSHADOWS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLASHLIGHTSHADOWS;
|
||||
#endif
|
||||
public:
|
||||
|
||||
void SetFLASHLIGHTSHADOWS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nFLASHLIGHTSHADOWS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTSHADOWS = true;
|
||||
#endif
|
||||
#endif // _DEBUG
|
||||
}
|
||||
void SetFLASHLIGHTSHADOWS( bool i )
|
||||
{
|
||||
m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTSHADOWS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSTATIC_LIGHT_LIGHTMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSTATIC_LIGHT_LIGHTMAP;
|
||||
#endif
|
||||
public:
|
||||
|
||||
void SetSTATIC_LIGHT_LIGHTMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSTATIC_LIGHT_LIGHTMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSTATIC_LIGHT_LIGHTMAP = true;
|
||||
#endif
|
||||
#endif // _DEBUG
|
||||
}
|
||||
void SetSTATIC_LIGHT_LIGHTMAP( bool i )
|
||||
{
|
||||
m_nSTATIC_LIGHT_LIGHTMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSTATIC_LIGHT_LIGHTMAP = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDEBUG_LUXELS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDEBUG_LUXELS;
|
||||
#endif
|
||||
public:
|
||||
|
||||
void SetDEBUG_LUXELS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDEBUG_LUXELS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDEBUG_LUXELS = true;
|
||||
#endif
|
||||
#endif // _DEBUG
|
||||
}
|
||||
void SetDEBUG_LUXELS( bool i )
|
||||
{
|
||||
m_nDEBUG_LUXELS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDEBUG_LUXELS = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
vertexlit_and_unlit_generic_ps20b_Dynamic_Index()
|
||||
|
||||
vertexlit_and_unlit_generic_ps20b_Dynamic_Index( )
|
||||
{
|
||||
m_nLIGHTING_PREVIEW = 0;
|
||||
m_nFLASHLIGHTSHADOWS = 0;
|
||||
m_nSTATIC_LIGHT_LIGHTMAP = 0;
|
||||
m_nDEBUG_LUXELS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTING_PREVIEW = false;
|
||||
#endif // _DEBUG
|
||||
m_nLIGHTING_PREVIEW = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTSHADOWS = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLASHLIGHTSHADOWS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSTATIC_LIGHT_LIGHTMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nSTATIC_LIGHT_LIGHTMAP = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDEBUG_LUXELS = false;
|
||||
#endif // _DEBUG
|
||||
m_nDEBUG_LUXELS = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
|
||||
int GetIndex() const
|
||||
{
|
||||
// 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_bLIGHTING_PREVIEW && m_bFLASHLIGHTSHADOWS && m_bSTATIC_LIGHT_LIGHTMAP && m_bDEBUG_LUXELS;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
Assert( m_bLIGHTING_PREVIEW && m_bFLASHLIGHTSHADOWS && m_bSTATIC_LIGHT_LIGHTMAP && m_bDEBUG_LUXELS );
|
||||
return ( 1 * m_nLIGHTING_PREVIEW ) + ( 3 * m_nFLASHLIGHTSHADOWS ) + ( 6 * m_nSTATIC_LIGHT_LIGHTMAP ) + ( 12 * m_nDEBUG_LUXELS ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_vertexlit_and_unlit_generic_ps20b psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_STATIC_LIGHT_LIGHTMAP + psh_forgot_to_set_dynamic_DEBUG_LUXELS + 0
|
||||
|
||||
#define shaderDynamicTest_vertexlit_and_unlit_generic_ps20b psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_STATIC_LIGHT_LIGHTMAP + psh_forgot_to_set_dynamic_DEBUG_LUXELS
|
||||
|
||||
|
||||
#endif // VERTEXLIT_AND_UNLIT_GENERIC_PS20B_H
|
||||
|
@ -102,9 +102,7 @@ struct VS_OUTPUT
|
||||
#endif
|
||||
float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
|
||||
|
||||
#if CUBEMAP || _X360
|
||||
float3 worldVertToEyeVector : TEXCOORD3; // Necessary for cubemaps
|
||||
#endif
|
||||
|
||||
float3 worldSpaceNormal : TEXCOORD4; // Necessary for cubemaps and flashlight
|
||||
|
||||
|
@ -246,9 +246,13 @@ static void CreateSolidTexture( ITextureInternal *pTexture, color32 color )
|
||||
//-----------------------------------------------------------------------------
|
||||
// Creates a normalization cubemap texture
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
class CNormalizationCubemap : public ITextureRegenerator
|
||||
{
|
||||
public:
|
||||
|
||||
// TODO(nillerusr): broken here with togl /= (maybe here)
|
||||
|
||||
virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect )
|
||||
{
|
||||
// Normalization cubemap doesn't make sense on low-end hardware
|
||||
|
@ -48,16 +48,13 @@ CFLAGS = {
|
||||
'common': {
|
||||
# disable thread-safe local static initialization for C++11 code, as it cause crashes on Windows XP
|
||||
'msvc': ['/D_USING_V110_SDK71_', '/Zi', '/FS', '/Zc:threadSafeInit-', '/MT'],
|
||||
'clang': ['-g', '-gdwarf-2', '-fvisibility=hidden'],
|
||||
'gcc': ['-g0', '-fvisibility=hidden'],
|
||||
'owcc': ['-fno-short-enum', '-ffloat-store', '-g3']
|
||||
'clang': ['-g0', '-fno-strict-aliasing', '-gdwarf-2', '-fvisibility=hidden'],
|
||||
'gcc': ['-g0', '-fno-strict-aliasing', '-fvisibility=hidden'],
|
||||
'owcc': ['-fno-short-enum', '-ffloat-store', '-g0']
|
||||
},
|
||||
'fast': {
|
||||
'msvc': ['/O2', '/Oy'],
|
||||
'gcc': {
|
||||
'3': ['-O3', '-fomit-frame-pointer'],
|
||||
'default': ['-Ofast', '-funsafe-math-optimizations', '-funsafe-loop-optimizations', '-fomit-frame-pointer']
|
||||
},
|
||||
'gcc': ['-Ofast'],
|
||||
'clang': ['-Ofast'],
|
||||
'default': ['-O3']
|
||||
},
|
||||
@ -69,13 +66,13 @@ CFLAGS = {
|
||||
},
|
||||
'release': {
|
||||
'msvc': ['/O2'],
|
||||
'owcc': ['-O3', '-foptimize-sibling-calls', '-fomit-leaf-frame-pointer', '-fomit-frame-pointer', '-fschedule-insns', '-funsafe-math-optimizations', '-funroll-loops', '-frerun-optimizer', '-finline-functions', '-finline-limit=512', '-fguess-branch-probability', '-fno-strict-aliasing', '-floop-optimize'],
|
||||
'default': ['-O3']
|
||||
'owcc': ['-O3', '-fomit-leaf-frame-pointer', '-fomit-frame-pointer', '-finline-functions', '-finline-limit=512'],
|
||||
'default': ['-O2', '-funsafe-math-optimizations', '-ftree-vectorize']
|
||||
},
|
||||
'debug': {
|
||||
'msvc': ['/Od'],
|
||||
'owcc': ['-O0', '-fno-omit-frame-pointer', '-funwind-tables', '-fno-omit-leaf-frame-pointer'],
|
||||
'default': ['-O3'] #, '-ftree-vectorize']
|
||||
'owcc': ['-g', '-O0', '-fno-omit-frame-pointer', '-funwind-tables', '-fno-omit-leaf-frame-pointer'],
|
||||
'default': ['-g', '-O0'] #, '-ftree-vectorize', '-ffast-math', '-fno-tree-partial-pre']
|
||||
},
|
||||
'sanitize': {
|
||||
'msvc': ['/Od', '/RTC1'],
|
||||
|
Loading…
Reference in New Issue
Block a user