363 lines
10 KiB
C++
363 lines
10 KiB
C++
#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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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 : 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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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 // _DEBUG
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}
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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 // _DEBUG
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}
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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 // _DEBUG
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}
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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 // _DEBUG
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}
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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 // _DEBUG
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}
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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 // _DEBUG
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}
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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 // _DEBUG
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}
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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 // _DEBUG
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}
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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 // _DEBUG
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}
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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 // _DEBUG
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}
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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 // _DEBUG
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}
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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 // _DEBUG
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}
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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 // _DEBUG
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}
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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 // _DEBUG
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}
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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 // _DEBUG
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}
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void SetOUTLINE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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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 // _DEBUG
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}
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void SetOUTER_GLOW( int i )
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{
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Assert( i >= 0 && i <= 1 );
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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 // _DEBUG
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}
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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 // _DEBUG
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}
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void SetDEPTHBLEND( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDEPTHBLEND = i;
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#ifdef _DEBUG
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m_bDEPTHBLEND = true;
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#endif // _DEBUG
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}
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void SetBLENDTINTBYBASEALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBLENDTINTBYBASEALPHA = i;
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#ifdef _DEBUG
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m_bBLENDTINTBYBASEALPHA = true;
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#endif // _DEBUG
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}
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void SetSRGB_INPUT_ADAPTER( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSRGB_INPUT_ADAPTER = i;
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#ifdef _DEBUG
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m_bSRGB_INPUT_ADAPTER = true;
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#endif // _DEBUG
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}
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void SetCUBEMAP_SPHERE_LEGACY( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCUBEMAP_SPHERE_LEGACY = i;
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#ifdef _DEBUG
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m_bCUBEMAP_SPHERE_LEGACY = true;
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#endif // _DEBUG
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}
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vertexlit_and_unlit_generic_ps20b_Static_Index( )
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{
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m_nDETAILTEXTURE = 0;
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m_nCUBEMAP = 0;
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m_nDIFFUSELIGHTING = 0;
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m_nENVMAPMASK = 0;
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m_nBASEALPHAENVMAPMASK = 0;
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m_nSELFILLUM = 0;
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m_nVERTEXCOLOR = 0;
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m_nFLASHLIGHT = 0;
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m_nSELFILLUM_ENVMAPMASK_ALPHA = 0;
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m_nDETAIL_BLEND_MODE = 0;
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m_nSEAMLESS_BASE = 0;
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m_nSEAMLESS_DETAIL = 0;
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m_nDISTANCEALPHA = 0;
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m_nDISTANCEALPHAFROMDETAIL = 0;
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m_nSOFT_MASK = 0;
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m_nOUTLINE = 0;
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m_nOUTER_GLOW = 0;
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m_nFLASHLIGHTDEPTHFILTERMODE = 0;
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m_nDEPTHBLEND = 0;
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m_nBLENDTINTBYBASEALPHA = 0;
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m_nSRGB_INPUT_ADAPTER = 0;
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m_nCUBEMAP_SPHERE_LEGACY = 0;
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#ifdef _DEBUG
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m_bDETAILTEXTURE = false;
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m_bCUBEMAP = false;
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m_bDIFFUSELIGHTING = false;
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m_bENVMAPMASK = false;
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m_bBASEALPHAENVMAPMASK = false;
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m_bSELFILLUM = false;
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m_bVERTEXCOLOR = false;
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m_bFLASHLIGHT = false;
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m_bSELFILLUM_ENVMAPMASK_ALPHA = false;
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m_bDETAIL_BLEND_MODE = false;
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m_bSEAMLESS_BASE = false;
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m_bSEAMLESS_DETAIL = false;
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m_bDISTANCEALPHA = false;
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m_bDISTANCEALPHAFROMDETAIL = false;
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m_bSOFT_MASK = false;
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m_bOUTLINE = false;
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m_bOUTER_GLOW = false;
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m_bFLASHLIGHTDEPTHFILTERMODE = false;
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m_bDEPTHBLEND = false;
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m_bBLENDTINTBYBASEALPHA = false;
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m_bSRGB_INPUT_ADAPTER = false;
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m_bCUBEMAP_SPHERE_LEGACY = false;
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#endif // _DEBUG
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}
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int GetIndex() const
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{
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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 );
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return ( 6 * m_nDETAILTEXTURE ) + ( 12 * m_nCUBEMAP ) + ( 24 * m_nDIFFUSELIGHTING ) + ( 48 * m_nENVMAPMASK ) + ( 96 * m_nBASEALPHAENVMAPMASK ) + ( 192 * m_nSELFILLUM ) + ( 384 * m_nVERTEXCOLOR ) + ( 768 * m_nFLASHLIGHT ) + ( 1536 * m_nSELFILLUM_ENVMAPMASK_ALPHA ) + ( 3072 * m_nDETAIL_BLEND_MODE ) + ( 30720 * m_nSEAMLESS_BASE ) + ( 61440 * m_nSEAMLESS_DETAIL ) + ( 122880 * m_nDISTANCEALPHA ) + ( 245760 * m_nDISTANCEALPHAFROMDETAIL ) + ( 491520 * m_nSOFT_MASK ) + ( 983040 * m_nOUTLINE ) + ( 1966080 * m_nOUTER_GLOW ) + ( 3932160 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 11796480 * m_nDEPTHBLEND ) + ( 23592960 * m_nBLENDTINTBYBASEALPHA ) + ( 47185920 * m_nSRGB_INPUT_ADAPTER ) + ( 94371840 * m_nCUBEMAP_SPHERE_LEGACY ) + 0;
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}
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};
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#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
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class vertexlit_and_unlit_generic_ps20b_Dynamic_Index
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{
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unsigned int m_nLIGHTING_PREVIEW : 2;
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unsigned int m_nFLASHLIGHTSHADOWS : 2;
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#ifdef _DEBUG
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bool m_bLIGHTING_PREVIEW : 1;
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bool m_bFLASHLIGHTSHADOWS : 1;
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#endif // _DEBUG
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public:
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void SetLIGHTING_PREVIEW( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nLIGHTING_PREVIEW = i;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = true;
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#endif // _DEBUG
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}
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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 // _DEBUG
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}
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vertexlit_and_unlit_generic_ps20b_Dynamic_Index( )
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{
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m_nLIGHTING_PREVIEW = 0;
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m_nFLASHLIGHTSHADOWS = 0;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = false;
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m_bFLASHLIGHTSHADOWS = false;
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#endif // _DEBUG
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}
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int GetIndex() const
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{
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Assert( m_bLIGHTING_PREVIEW && m_bFLASHLIGHTSHADOWS );
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return ( 1 * m_nLIGHTING_PREVIEW ) + ( 3 * m_nFLASHLIGHTSHADOWS ) + 0;
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}
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};
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#define shaderDynamicTest_vertexlit_and_unlit_generic_ps20b psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS
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#endif // VERTEXLIT_AND_UNLIT_GENERIC_PS20B_H
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