a87918565a
* Add PBR support * Fix physics props turning black
288 lines
6.1 KiB
C++
288 lines
6.1 KiB
C++
#include "shaderlib/cshader.h"
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class pbr_ps20b_Static_Index
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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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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_nFLASHLIGHTDEPTHFILTERMODE;
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#ifdef _DEBUG
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bool m_bFLASHLIGHTDEPTHFILTERMODE;
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#endif
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public:
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void SetFLASHLIGHTDEPTHFILTERMODE( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nFLASHLIGHTDEPTHFILTERMODE = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = true;
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#endif
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}
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void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
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{
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m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = true;
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#endif
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}
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private:
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int m_nLIGHTMAPPED;
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#ifdef _DEBUG
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bool m_bLIGHTMAPPED;
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#endif
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public:
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void SetLIGHTMAPPED( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nLIGHTMAPPED = i;
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#ifdef _DEBUG
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m_bLIGHTMAPPED = true;
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#endif
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}
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void SetLIGHTMAPPED( bool i )
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{
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m_nLIGHTMAPPED = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLIGHTMAPPED = true;
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#endif
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}
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private:
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int m_nEMISSIVE;
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#ifdef _DEBUG
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bool m_bEMISSIVE;
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#endif
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public:
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void SetEMISSIVE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nEMISSIVE = i;
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#ifdef _DEBUG
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m_bEMISSIVE = true;
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#endif
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}
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void SetEMISSIVE( bool i )
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{
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m_nEMISSIVE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bEMISSIVE = true;
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#endif
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}
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private:
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int m_nSPECULAR;
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#ifdef _DEBUG
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bool m_bSPECULAR;
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#endif
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public:
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void SetSPECULAR( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSPECULAR = i;
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#ifdef _DEBUG
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m_bSPECULAR = true;
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#endif
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}
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void SetSPECULAR( bool i )
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{
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m_nSPECULAR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSPECULAR = true;
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#endif
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}
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public:
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pbr_ps20b_Static_Index( )
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{
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#ifdef _DEBUG
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m_bFLASHLIGHT = false;
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#endif // _DEBUG
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m_nFLASHLIGHT = 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = false;
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#endif // _DEBUG
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m_nFLASHLIGHTDEPTHFILTERMODE = 0;
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#ifdef _DEBUG
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m_bLIGHTMAPPED = false;
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#endif // _DEBUG
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m_nLIGHTMAPPED = 0;
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#ifdef _DEBUG
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m_bEMISSIVE = false;
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#endif // _DEBUG
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m_nEMISSIVE = 0;
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#ifdef _DEBUG
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m_bSPECULAR = false;
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#endif // _DEBUG
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m_nSPECULAR = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllStaticVarsDefined = m_bFLASHLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE && m_bLIGHTMAPPED && m_bEMISSIVE && m_bSPECULAR;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 80 * m_nFLASHLIGHT ) + ( 160 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 480 * m_nLIGHTMAPPED ) + ( 960 * m_nEMISSIVE ) + ( 1920 * m_nSPECULAR ) + 0;
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}
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};
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#define shaderStaticTest_pbr_ps20b psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_LIGHTMAPPED + psh_forgot_to_set_static_EMISSIVE + psh_forgot_to_set_static_SPECULAR + 0
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class pbr_ps20b_Dynamic_Index
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{
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private:
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int m_nWRITEWATERFOGTODESTALPHA;
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#ifdef _DEBUG
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bool m_bWRITEWATERFOGTODESTALPHA;
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#endif
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public:
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void SetWRITEWATERFOGTODESTALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nWRITEWATERFOGTODESTALPHA = i;
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#ifdef _DEBUG
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m_bWRITEWATERFOGTODESTALPHA = true;
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#endif
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}
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void SetWRITEWATERFOGTODESTALPHA( bool i )
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{
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m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWRITEWATERFOGTODESTALPHA = true;
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#endif
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}
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private:
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int m_nPIXELFOGTYPE;
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#ifdef _DEBUG
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bool m_bPIXELFOGTYPE;
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#endif
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public:
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void SetPIXELFOGTYPE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nPIXELFOGTYPE = i;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif
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}
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void SetPIXELFOGTYPE( bool i )
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{
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m_nPIXELFOGTYPE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif
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}
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private:
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int m_nNUM_LIGHTS;
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#ifdef _DEBUG
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bool m_bNUM_LIGHTS;
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#endif
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public:
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void SetNUM_LIGHTS( int i )
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{
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Assert( i >= 0 && i <= 4 );
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m_nNUM_LIGHTS = i;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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void SetNUM_LIGHTS( bool i )
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{
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m_nNUM_LIGHTS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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private:
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int m_nWRITE_DEPTH_TO_DESTALPHA;
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#ifdef _DEBUG
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bool m_bWRITE_DEPTH_TO_DESTALPHA;
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#endif
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public:
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void SetWRITE_DEPTH_TO_DESTALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nWRITE_DEPTH_TO_DESTALPHA = i;
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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = true;
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#endif
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}
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void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
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{
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m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = true;
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#endif
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}
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private:
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int m_nFLASHLIGHTSHADOWS;
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#ifdef _DEBUG
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bool m_bFLASHLIGHTSHADOWS;
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#endif
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public:
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void SetFLASHLIGHTSHADOWS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLASHLIGHTSHADOWS = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = true;
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#endif
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}
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void SetFLASHLIGHTSHADOWS( bool i )
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{
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m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = true;
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#endif
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}
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public:
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pbr_ps20b_Dynamic_Index()
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{
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#ifdef _DEBUG
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m_bWRITEWATERFOGTODESTALPHA = false;
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#endif // _DEBUG
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m_nWRITEWATERFOGTODESTALPHA = 0;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = false;
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#endif // _DEBUG
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m_nPIXELFOGTYPE = 0;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = false;
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#endif // _DEBUG
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m_nNUM_LIGHTS = 0;
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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = false;
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#endif // _DEBUG
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m_nWRITE_DEPTH_TO_DESTALPHA = 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = false;
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#endif // _DEBUG
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m_nFLASHLIGHTSHADOWS = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllDynamicVarsDefined = m_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nNUM_LIGHTS ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 40 * m_nFLASHLIGHTSHADOWS ) + 0;
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}
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};
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#define shaderDynamicTest_pbr_ps20b psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
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