mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
538 lines
11 KiB
C++
538 lines
11 KiB
C++
#include "shaderlib/cshader.h"
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class vertexlit_and_unlit_generic_ps20_Static_Index
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{
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private:
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int m_nDETAILTEXTURE;
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#ifdef _DEBUG
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bool m_bDETAILTEXTURE;
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#endif
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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
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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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}
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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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}
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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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}
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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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}
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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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}
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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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}
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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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}
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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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}
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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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}
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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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}
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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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}
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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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}
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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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}
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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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}
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void SetSOFT_MASK( bool i )
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{
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m_nSOFT_MASK = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSOFT_MASK = true;
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#endif
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}
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private:
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int m_nOUTLINE;
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#ifdef _DEBUG
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bool m_bOUTLINE;
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#endif
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public:
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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
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}
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void SetOUTLINE( bool i )
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{
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m_nOUTLINE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bOUTLINE = true;
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#endif
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}
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private:
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int m_nOUTER_GLOW;
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#ifdef _DEBUG
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bool m_bOUTER_GLOW;
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#endif
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public:
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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
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}
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void SetOUTER_GLOW( bool i )
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{
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m_nOUTER_GLOW = i ? 1 : 0;
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#ifdef _DEBUG
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m_bOUTER_GLOW = true;
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#endif
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}
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private:
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int m_nBLENDTINTBYBASEALPHA;
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#ifdef _DEBUG
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bool m_bBLENDTINTBYBASEALPHA;
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#endif
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public:
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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
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}
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void SetBLENDTINTBYBASEALPHA( bool i )
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{
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m_nBLENDTINTBYBASEALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBLENDTINTBYBASEALPHA = true;
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#endif
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}
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public:
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vertexlit_and_unlit_generic_ps20_Static_Index( )
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{
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#ifdef _DEBUG
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m_bDETAILTEXTURE = false;
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#endif // _DEBUG
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m_nDETAILTEXTURE = 0;
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#ifdef _DEBUG
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m_bCUBEMAP = false;
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#endif // _DEBUG
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m_nCUBEMAP = 0;
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#ifdef _DEBUG
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m_bDIFFUSELIGHTING = false;
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#endif // _DEBUG
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m_nDIFFUSELIGHTING = 0;
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#ifdef _DEBUG
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m_bENVMAPMASK = false;
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#endif // _DEBUG
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m_nENVMAPMASK = 0;
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#ifdef _DEBUG
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m_bBASEALPHAENVMAPMASK = false;
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#endif // _DEBUG
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m_nBASEALPHAENVMAPMASK = 0;
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#ifdef _DEBUG
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m_bSELFILLUM = false;
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#endif // _DEBUG
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m_nSELFILLUM = 0;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = false;
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#endif // _DEBUG
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m_nVERTEXCOLOR = 0;
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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_bSELFILLUM_ENVMAPMASK_ALPHA = false;
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#endif // _DEBUG
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m_nSELFILLUM_ENVMAPMASK_ALPHA = 0;
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#ifdef _DEBUG
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m_bDETAIL_BLEND_MODE = false;
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#endif // _DEBUG
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m_nDETAIL_BLEND_MODE = 0;
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#ifdef _DEBUG
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m_bSEAMLESS_BASE = false;
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#endif // _DEBUG
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m_nSEAMLESS_BASE = 0;
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#ifdef _DEBUG
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m_bSEAMLESS_DETAIL = false;
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#endif // _DEBUG
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m_nSEAMLESS_DETAIL = 0;
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#ifdef _DEBUG
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m_bDISTANCEALPHA = false;
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#endif // _DEBUG
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m_nDISTANCEALPHA = 0;
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#ifdef _DEBUG
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m_bDISTANCEALPHAFROMDETAIL = false;
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#endif // _DEBUG
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m_nDISTANCEALPHAFROMDETAIL = 0;
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#ifdef _DEBUG
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m_bSOFT_MASK = false;
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#endif // _DEBUG
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m_nSOFT_MASK = 0;
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#ifdef _DEBUG
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m_bOUTLINE = false;
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#endif // _DEBUG
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m_nOUTLINE = 0;
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#ifdef _DEBUG
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m_bOUTER_GLOW = false;
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#endif // _DEBUG
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m_nOUTER_GLOW = 0;
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#ifdef _DEBUG
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m_bBLENDTINTBYBASEALPHA = false;
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#endif // _DEBUG
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m_nBLENDTINTBYBASEALPHA = 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_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_bBLENDTINTBYBASEALPHA;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 2 * m_nDETAILTEXTURE ) + ( 4 * m_nCUBEMAP ) + ( 8 * m_nDIFFUSELIGHTING ) + ( 16 * m_nENVMAPMASK ) + ( 32 * m_nBASEALPHAENVMAPMASK ) + ( 64 * m_nSELFILLUM ) + ( 128 * m_nVERTEXCOLOR ) + ( 256 * m_nFLASHLIGHT ) + ( 512 * m_nSELFILLUM_ENVMAPMASK_ALPHA ) + ( 1024 * m_nDETAIL_BLEND_MODE ) + ( 10240 * m_nSEAMLESS_BASE ) + ( 20480 * m_nSEAMLESS_DETAIL ) + ( 40960 * m_nDISTANCEALPHA ) + ( 81920 * m_nDISTANCEALPHAFROMDETAIL ) + ( 163840 * m_nSOFT_MASK ) + ( 327680 * m_nOUTLINE ) + ( 655360 * m_nOUTER_GLOW ) + ( 1310720 * m_nBLENDTINTBYBASEALPHA ) + 0;
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}
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};
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#define shaderStaticTest_vertexlit_and_unlit_generic_ps20 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_BLENDTINTBYBASEALPHA + 0
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class vertexlit_and_unlit_generic_ps20_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_nLIGHTING_PREVIEW;
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#ifdef _DEBUG
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bool m_bLIGHTING_PREVIEW;
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#endif
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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 <= 0 );
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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
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}
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void SetLIGHTING_PREVIEW( bool i )
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{
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m_nLIGHTING_PREVIEW = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = true;
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#endif
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|
}
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|
public:
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vertexlit_and_unlit_generic_ps20_Dynamic_Index()
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|
{
|
|
#ifdef _DEBUG
|
|
m_bPIXELFOGTYPE = false;
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|
#endif // _DEBUG
|
|
m_nPIXELFOGTYPE = 0;
|
|
#ifdef _DEBUG
|
|
m_bLIGHTING_PREVIEW = false;
|
|
#endif // _DEBUG
|
|
m_nLIGHTING_PREVIEW = 0;
|
|
}
|
|
int GetIndex()
|
|
{
|
|
// 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_bPIXELFOGTYPE && m_bLIGHTING_PREVIEW;
|
|
Assert( bAllDynamicVarsDefined );
|
|
#endif // _DEBUG
|
|
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nLIGHTING_PREVIEW ) + 0;
|
|
}
|
|
};
|
|
#define shaderDynamicTest_vertexlit_and_unlit_generic_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + 0
|