288 lines
5.8 KiB
C++
288 lines
5.8 KiB
C++
#include "shaderlib/cshader.h"
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class water_ps20b_Static_Index
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{
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private:
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int m_nCONVERT_TO_SRGB;
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#ifdef _DEBUG
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bool m_bCONVERT_TO_SRGB;
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#endif
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public:
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void SetCONVERT_TO_SRGB( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCONVERT_TO_SRGB = i;
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif
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}
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void SetCONVERT_TO_SRGB( bool i )
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{
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m_nCONVERT_TO_SRGB = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif
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}
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private:
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int m_nBASETEXTURE;
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#ifdef _DEBUG
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bool m_bBASETEXTURE;
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#endif
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public:
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void SetBASETEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBASETEXTURE = i;
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#ifdef _DEBUG
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m_bBASETEXTURE = true;
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#endif
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}
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void SetBASETEXTURE( bool i )
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{
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m_nBASETEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBASETEXTURE = true;
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#endif
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}
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private:
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int m_nMULTITEXTURE;
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#ifdef _DEBUG
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bool m_bMULTITEXTURE;
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#endif
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public:
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void SetMULTITEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMULTITEXTURE = i;
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#ifdef _DEBUG
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m_bMULTITEXTURE = true;
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#endif
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}
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void SetMULTITEXTURE( bool i )
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{
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m_nMULTITEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMULTITEXTURE = true;
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#endif
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}
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private:
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int m_nREFLECT;
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#ifdef _DEBUG
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bool m_bREFLECT;
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#endif
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public:
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void SetREFLECT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nREFLECT = i;
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#ifdef _DEBUG
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m_bREFLECT = true;
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#endif
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}
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void SetREFLECT( bool i )
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{
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m_nREFLECT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bREFLECT = true;
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#endif
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}
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private:
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int m_nREFRACT;
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#ifdef _DEBUG
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bool m_bREFRACT;
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#endif
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public:
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void SetREFRACT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nREFRACT = i;
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#ifdef _DEBUG
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m_bREFRACT = true;
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#endif
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}
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void SetREFRACT( bool i )
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{
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m_nREFRACT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bREFRACT = true;
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#endif
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}
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private:
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int m_nABOVEWATER;
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#ifdef _DEBUG
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bool m_bABOVEWATER;
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#endif
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public:
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void SetABOVEWATER( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nABOVEWATER = i;
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#ifdef _DEBUG
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m_bABOVEWATER = true;
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#endif
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}
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void SetABOVEWATER( bool i )
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{
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m_nABOVEWATER = i ? 1 : 0;
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#ifdef _DEBUG
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m_bABOVEWATER = true;
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#endif
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}
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private:
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int m_nBLURRY_REFRACT;
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#ifdef _DEBUG
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bool m_bBLURRY_REFRACT;
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#endif
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public:
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void SetBLURRY_REFRACT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBLURRY_REFRACT = i;
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#ifdef _DEBUG
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m_bBLURRY_REFRACT = true;
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#endif
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}
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void SetBLURRY_REFRACT( bool i )
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{
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m_nBLURRY_REFRACT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBLURRY_REFRACT = true;
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#endif
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}
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private:
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int m_nNORMAL_DECODE_MODE;
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#ifdef _DEBUG
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bool m_bNORMAL_DECODE_MODE;
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#endif
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public:
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void SetNORMAL_DECODE_MODE( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nNORMAL_DECODE_MODE = i;
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#ifdef _DEBUG
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m_bNORMAL_DECODE_MODE = true;
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#endif
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}
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void SetNORMAL_DECODE_MODE( bool i )
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{
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m_nNORMAL_DECODE_MODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNORMAL_DECODE_MODE = true;
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#endif
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}
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public:
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water_ps20b_Static_Index( )
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{
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif // _DEBUG
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m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
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#ifdef _DEBUG
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m_bBASETEXTURE = false;
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#endif // _DEBUG
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m_nBASETEXTURE = 0;
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#ifdef _DEBUG
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m_bMULTITEXTURE = false;
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#endif // _DEBUG
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m_nMULTITEXTURE = 0;
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#ifdef _DEBUG
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m_bREFLECT = false;
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#endif // _DEBUG
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m_nREFLECT = 0;
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#ifdef _DEBUG
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m_bREFRACT = false;
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#endif // _DEBUG
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m_nREFRACT = 0;
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#ifdef _DEBUG
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m_bABOVEWATER = false;
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#endif // _DEBUG
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m_nABOVEWATER = 0;
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#ifdef _DEBUG
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m_bBLURRY_REFRACT = false;
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#endif // _DEBUG
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m_nBLURRY_REFRACT = 0;
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#ifdef _DEBUG
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m_bNORMAL_DECODE_MODE = false;
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#endif // _DEBUG
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m_nNORMAL_DECODE_MODE = 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_bCONVERT_TO_SRGB && m_bBASETEXTURE && m_bMULTITEXTURE && m_bREFLECT && m_bREFRACT && m_bABOVEWATER && m_bBLURRY_REFRACT && m_bNORMAL_DECODE_MODE;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nBASETEXTURE ) + ( 16 * m_nMULTITEXTURE ) + ( 32 * m_nREFLECT ) + ( 64 * m_nREFRACT ) + ( 128 * m_nABOVEWATER ) + ( 256 * m_nBLURRY_REFRACT ) + ( 512 * m_nNORMAL_DECODE_MODE ) + 0;
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}
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};
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#define shaderStaticTest_water_ps20b psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_MULTITEXTURE + psh_forgot_to_set_static_REFLECT + psh_forgot_to_set_static_REFRACT + psh_forgot_to_set_static_ABOVEWATER + psh_forgot_to_set_static_BLURRY_REFRACT + psh_forgot_to_set_static_NORMAL_DECODE_MODE + 0
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class water_ps20b_Dynamic_Index
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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_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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public:
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water_ps20b_Dynamic_Index()
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{
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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_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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}
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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_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
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}
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};
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#define shaderDynamicTest_water_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
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