source-engine/materialsystem/stdshaders/fxctmp9/skin_ps30.inc

323 lines
9.7 KiB
C++

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ($PIXELFOGTYPE == 0) && ($WRITEWATERFOGTODESTALPHA != 0)
// (! $DETAILTEXTURE) && ( $DETAIL_BLEND_MODE != 0 )
// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 )
// ( $SELFILLUM == 0 ) && ( $SELFILLUMFRESNEL == 1 )
// ( $FLASHLIGHT == 1 ) && ( $SELFILLUMFRESNEL == 1 )
// ( $FLASHLIGHT == 1 ) && ( $SELFILLUM == 1 )
// ( $BLENDTINTBYBASEALPHA ) && ( $SELFILLUM )
// $FASTPATH_NOBUMP && ( $RIMLIGHT || $DETAILTEXTURE || $PHONGWARPTEXTURE || $SELFILLUM || $BLENDTINTBYBASEALPHA )
// defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
// defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
#ifndef SKIN_PS30_H
#define SKIN_PS30_H
#include "shaderapi/ishaderapi.h"
#include "shaderapi/ishadershadow.h"
#include "materialsystem/imaterialvar.h"
class skin_ps30_Static_Index
{
unsigned int m_nCONVERT_TO_SRGB : 1;
unsigned int m_nCUBEMAP : 2;
unsigned int m_nSELFILLUM : 2;
unsigned int m_nSELFILLUMFRESNEL : 2;
unsigned int m_nFLASHLIGHT : 2;
unsigned int m_nLIGHTWARPTEXTURE : 2;
unsigned int m_nPHONGWARPTEXTURE : 2;
unsigned int m_nWRINKLEMAP : 2;
unsigned int m_nDETAIL_BLEND_MODE : 3;
unsigned int m_nDETAILTEXTURE : 2;
unsigned int m_nRIMLIGHT : 2;
unsigned int m_nFLASHLIGHTDEPTHFILTERMODE : 2;
unsigned int m_nFASTPATH_NOBUMP : 2;
unsigned int m_nBLENDTINTBYBASEALPHA : 2;
#ifdef _DEBUG
bool m_bCONVERT_TO_SRGB : 1;
bool m_bCUBEMAP : 1;
bool m_bSELFILLUM : 1;
bool m_bSELFILLUMFRESNEL : 1;
bool m_bFLASHLIGHT : 1;
bool m_bLIGHTWARPTEXTURE : 1;
bool m_bPHONGWARPTEXTURE : 1;
bool m_bWRINKLEMAP : 1;
bool m_bDETAIL_BLEND_MODE : 1;
bool m_bDETAILTEXTURE : 1;
bool m_bRIMLIGHT : 1;
bool m_bFLASHLIGHTDEPTHFILTERMODE : 1;
bool m_bFASTPATH_NOBUMP : 1;
bool m_bBLENDTINTBYBASEALPHA : 1;
#endif // _DEBUG
public:
void SetCONVERT_TO_SRGB( int i )
{
Assert( i >= 0 && i <= 0 );
m_nCONVERT_TO_SRGB = i;
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = true;
#endif // _DEBUG
}
void SetCUBEMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCUBEMAP = i;
#ifdef _DEBUG
m_bCUBEMAP = true;
#endif // _DEBUG
}
void SetSELFILLUM( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELFILLUM = i;
#ifdef _DEBUG
m_bSELFILLUM = true;
#endif // _DEBUG
}
void SetSELFILLUMFRESNEL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELFILLUMFRESNEL = i;
#ifdef _DEBUG
m_bSELFILLUMFRESNEL = true;
#endif // _DEBUG
}
void SetFLASHLIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHT = i;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif // _DEBUG
}
void SetLIGHTWARPTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nLIGHTWARPTEXTURE = i;
#ifdef _DEBUG
m_bLIGHTWARPTEXTURE = true;
#endif // _DEBUG
}
void SetPHONGWARPTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPHONGWARPTEXTURE = i;
#ifdef _DEBUG
m_bPHONGWARPTEXTURE = true;
#endif // _DEBUG
}
void SetWRINKLEMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWRINKLEMAP = i;
#ifdef _DEBUG
m_bWRINKLEMAP = true;
#endif // _DEBUG
}
void SetDETAIL_BLEND_MODE( int i )
{
Assert( i >= 0 && i <= 6 );
m_nDETAIL_BLEND_MODE = i;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = true;
#endif // _DEBUG
}
void SetDETAILTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDETAILTEXTURE = i;
#ifdef _DEBUG
m_bDETAILTEXTURE = true;
#endif // _DEBUG
}
void SetRIMLIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nRIMLIGHT = i;
#ifdef _DEBUG
m_bRIMLIGHT = true;
#endif // _DEBUG
}
void SetFLASHLIGHTDEPTHFILTERMODE( int i )
{
Assert( i >= 0 && i <= 2 );
m_nFLASHLIGHTDEPTHFILTERMODE = i;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif // _DEBUG
}
void SetFASTPATH_NOBUMP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFASTPATH_NOBUMP = i;
#ifdef _DEBUG
m_bFASTPATH_NOBUMP = true;
#endif // _DEBUG
}
void SetBLENDTINTBYBASEALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBLENDTINTBYBASEALPHA = i;
#ifdef _DEBUG
m_bBLENDTINTBYBASEALPHA = true;
#endif // _DEBUG
}
skin_ps30_Static_Index()
{
m_nCONVERT_TO_SRGB = 0;
m_nCUBEMAP = 0;
m_nSELFILLUM = 0;
m_nSELFILLUMFRESNEL = 0;
m_nFLASHLIGHT = 0;
m_nLIGHTWARPTEXTURE = 0;
m_nPHONGWARPTEXTURE = 0;
m_nWRINKLEMAP = 0;
m_nDETAIL_BLEND_MODE = 0;
m_nDETAILTEXTURE = 0;
m_nRIMLIGHT = 0;
m_nFLASHLIGHTDEPTHFILTERMODE = 0;
m_nFASTPATH_NOBUMP = 0;
m_nBLENDTINTBYBASEALPHA = 0;
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = false;
m_bCUBEMAP = false;
m_bSELFILLUM = false;
m_bSELFILLUMFRESNEL = false;
m_bFLASHLIGHT = false;
m_bLIGHTWARPTEXTURE = false;
m_bPHONGWARPTEXTURE = false;
m_bWRINKLEMAP = false;
m_bDETAIL_BLEND_MODE = false;
m_bDETAILTEXTURE = false;
m_bRIMLIGHT = false;
m_bFLASHLIGHTDEPTHFILTERMODE = false;
m_bFASTPATH_NOBUMP = false;
m_bBLENDTINTBYBASEALPHA = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bCONVERT_TO_SRGB && m_bCUBEMAP && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bPHONGWARPTEXTURE && m_bWRINKLEMAP && m_bDETAIL_BLEND_MODE && m_bDETAILTEXTURE && m_bRIMLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE && m_bFASTPATH_NOBUMP && m_bBLENDTINTBYBASEALPHA );
return ( 80 * m_nCONVERT_TO_SRGB ) + ( 80 * m_nCUBEMAP ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nFLASHLIGHT ) + ( 1280 * m_nLIGHTWARPTEXTURE ) + ( 2560 * m_nPHONGWARPTEXTURE ) + ( 5120 * m_nWRINKLEMAP ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nDETAILTEXTURE ) + ( 143360 * m_nRIMLIGHT ) + ( 286720 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 860160 * m_nFASTPATH_NOBUMP ) + ( 1720320 * m_nBLENDTINTBYBASEALPHA ) + 0;
}
};
#define shaderStaticTest_skin_ps30 psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_PHONGWARPTEXTURE + psh_forgot_to_set_static_WRINKLEMAP + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_RIMLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_FASTPATH_NOBUMP + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA
class skin_ps30_Dynamic_Index
{
unsigned int m_nWRITEWATERFOGTODESTALPHA : 2;
unsigned int m_nPIXELFOGTYPE : 2;
unsigned int m_nNUM_LIGHTS : 3;
unsigned int m_nWRITE_DEPTH_TO_DESTALPHA : 2;
unsigned int m_nFLASHLIGHTSHADOWS : 2;
#ifdef _DEBUG
bool m_bWRITEWATERFOGTODESTALPHA : 1;
bool m_bPIXELFOGTYPE : 1;
bool m_bNUM_LIGHTS : 1;
bool m_bWRITE_DEPTH_TO_DESTALPHA : 1;
bool m_bFLASHLIGHTSHADOWS : 1;
#endif // _DEBUG
public:
void SetWRITEWATERFOGTODESTALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWRITEWATERFOGTODESTALPHA = i;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = true;
#endif // _DEBUG
}
void SetPIXELFOGTYPE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPIXELFOGTYPE = i;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif // _DEBUG
}
void SetNUM_LIGHTS( int i )
{
Assert( i >= 0 && i <= 4 );
m_nNUM_LIGHTS = i;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif // _DEBUG
}
void SetWRITE_DEPTH_TO_DESTALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWRITE_DEPTH_TO_DESTALPHA = i;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = true;
#endif // _DEBUG
}
void SetFLASHLIGHTSHADOWS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHTSHADOWS = i;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif // _DEBUG
}
skin_ps30_Dynamic_Index()
{
m_nWRITEWATERFOGTODESTALPHA = 0;
m_nPIXELFOGTYPE = 0;
m_nNUM_LIGHTS = 0;
m_nWRITE_DEPTH_TO_DESTALPHA = 0;
m_nFLASHLIGHTSHADOWS = 0;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = false;
m_bPIXELFOGTYPE = false;
m_bNUM_LIGHTS = false;
m_bWRITE_DEPTH_TO_DESTALPHA = false;
m_bFLASHLIGHTSHADOWS = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS );
return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nNUM_LIGHTS ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 40 * m_nFLASHLIGHTSHADOWS ) + 0;
}
};
#define shaderDynamicTest_skin_ps30 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
#endif // SKIN_PS30_H