mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-13 15:27:56 +03:00
Added custom core ball shader
This commit is contained in:
parent
f580801a33
commit
138a25c53c
@ -5,6 +5,10 @@
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//=============================================================================
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#include "cbase.h"
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#ifdef MAPBASE
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#include "proxyentity.h"
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#include "materialsystem/imaterialvar.h"
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#endif
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class C_PropScalable : public C_BaseAnimating
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{
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@ -194,3 +198,56 @@ void C_PropScalable::GetRenderBounds( Vector &theMins, Vector &theMaxs )
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Assert( theMins.IsValid() && theMaxs.IsValid() );
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}
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#ifdef MAPBASE
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ConVar r_coreball_update_sphere_center( "r_coreball_update_sphere_center", "1", FCVAR_NONE, "Allows prop_coreball to update its center to the entity's origin" );
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class CCoreBallUpdateMaterialProxy : public CEntityMaterialProxy
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{
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public:
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CCoreBallUpdateMaterialProxy()
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{
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m_pMaterial = NULL;
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m_pSphereCenter = NULL;
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}
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virtual ~CCoreBallUpdateMaterialProxy()
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{
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}
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virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues )
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{
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m_pMaterial = pMaterial;
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bool found;
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m_pSphereCenter = m_pMaterial->FindVar( "$spherecenter", &found );
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if( !found )
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{
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m_pSphereCenter = NULL;
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return false;
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}
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return true;
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}
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virtual void OnBind( C_BaseEntity *pC_BaseEntity )
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{
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if (r_coreball_update_sphere_center.GetBool())
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{
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const Vector &origin = pC_BaseEntity->GetAbsOrigin();
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m_pSphereCenter->SetVecValue( origin.x, origin.y, origin.z );
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}
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else
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{
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// Just continuously bind the old hacked value (TODO: Optimize so it's not just assigning the same value constantly?)
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m_pSphereCenter->SetVecValue( 2688.0, 12139.0, 5170.0 );
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}
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}
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virtual IMaterial *GetMaterial()
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{
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return m_pMaterial;
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}
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protected:
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IMaterial *m_pMaterial;
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IMaterialVar *m_pSphereCenter;
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};
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EXPOSE_INTERFACE( CCoreBallUpdateMaterialProxy, IMaterialProxy, "CoreBallUpdate" IMATERIAL_PROXY_INTERFACE_VERSION );
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#endif
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222
sp/src/materialsystem/stdshaders/SDK_core_ps2x.fxc
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222
sp/src/materialsystem/stdshaders/SDK_core_ps2x.fxc
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@ -0,0 +1,222 @@
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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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// STATIC: "CUBEMAP" "0..1"
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// STATIC: "FLOWMAP" "0..1"
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// STATIC: "CORECOLORTEXTURE" "0..1"
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// STATIC: "REFRACT" "0..1"
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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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// SKIP: ( $REFRACT || $CORECOLORTEXTURE ) && $CUBEMAP
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#include "common_ps_fxc.h"
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sampler RefractSampler : register( s2 );
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sampler NormalSampler : register( s3 );
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#if CUBEMAP
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sampler EnvmapSampler : register( s4 );
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#endif
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#if FLOWMAP
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sampler FlowmapSampler : register( s6 );
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#endif
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#if CORECOLORTEXTURE
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sampler CoreColorSampler : register( s7 );
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#endif
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const HALF3 g_EnvmapTint : register( c0 );
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const HALF3 g_RefractTint : register( c1 );
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const HALF3 g_EnvmapContrast : register( c2 );
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const HALF3 g_EnvmapSaturation : register( c3 );
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const HALF2 g_RefractScale : register( c5 );
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#if FLOWMAP
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const float g_Time : register( c6 );
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const float2 g_FlowScrollRate : register( c7 );
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const float g_CoreColorTexCoordOffset : register( c9 );
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#endif
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const float3 g_EyePos : register( c8 );
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const float4 g_FogParams : register( c11 );
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const float3 g_SphereCenter : register( c12 );
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const float3 g_SphereRadius : register( c15 );
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float LengthThroughSphere( float3 vecRayOrigin, float3 vecRayDelta,
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float3 vecSphereCenter, float flRadius, out float alpha )
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{
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// Solve using the ray equation + the sphere equation
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// P = o + dt
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// (x - xc)^2 + (y - yc)^2 + (z - zc)^2 = r^2
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// (ox + dx * t - xc)^2 + (oy + dy * t - yc)^2 + (oz + dz * t - zc)^2 = r^2
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// (ox - xc)^2 + 2 * (ox-xc) * dx * t + dx^2 * t^2 +
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// (oy - yc)^2 + 2 * (oy-yc) * dy * t + dy^2 * t^2 +
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// (oz - zc)^2 + 2 * (oz-zc) * dz * t + dz^2 * t^2 = r^2
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// (dx^2 + dy^2 + dz^2) * t^2 + 2 * ((ox-xc)dx + (oy-yc)dy + (oz-zc)dz) t +
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// (ox-xc)^2 + (oy-yc)^2 + (oz-zc)^2 - r^2 = 0
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// or, t = (-b +/- sqrt( b^2 - 4ac)) / 2a
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// a = DotProduct( vecRayDelta, vecRayDelta );
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// b = 2 * DotProduct( vecRayOrigin - vecCenter, vecRayDelta )
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// c = DotProduct(vecRayOrigin - vecCenter, vecRayOrigin - vecCenter) - flRadius * flRadius;
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float3 vecSphereToRay;
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vecSphereToRay = vecRayOrigin - vecSphereCenter;
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float a = dot( vecRayDelta, vecRayDelta );
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// This would occur in the case of a zero-length ray
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// if ( a == 0.0f )
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// {
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// *pT1 = *pT2 = 0.0f;
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// return vecSphereToRay.LengthSqr() <= flRadius * flRadius;
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// }
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float b = 2 * dot( vecSphereToRay, vecRayDelta );
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float c = dot( vecSphereToRay, vecSphereToRay ) - flRadius * flRadius;
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float flDiscrim = b * b - 4 * a * c;
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// if ( flDiscrim < 0.0f )
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// return 0.0f;
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float hack = flDiscrim;
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flDiscrim = sqrt( flDiscrim );
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float oo2a = 0.5f / a;
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//if( hack < 0.0f )
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//{
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// alpha = 0.0f;
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// return 0.0f;
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//}
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//else
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//{
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// alpha = 1.0f;
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// return abs( flDiscrim ) * 2 * oo2a;
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//}
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//replacing the if's above because if's in hlsl are bad.....
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float fHackGreaterThanZero = step( 0.0f, hack );
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alpha = fHackGreaterThanZero;
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return (fHackGreaterThanZero * (abs( flDiscrim ) * 2 * oo2a));
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// *pT1 = ( - b - flDiscrim ) * oo2a;
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// *pT2 = ( - b + flDiscrim ) * oo2a;
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// return true;
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}
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struct PS_INPUT
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{
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float2 vBumpTexCoord : TEXCOORD0; // dudvMapAndNormalMapTexCoord
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HALF3 vWorldVertToEyeVector : TEXCOORD1;
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HALF3x3 tangentSpaceTranspose : TEXCOORD2;
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float3 vRefractXYW : TEXCOORD5;
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float3 projNormal : TEXCOORD6;
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float4 worldPos_projPosZ : TEXCOORD7;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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HALF3 result = 0.0f;
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HALF blend = 1.0f;
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#if FLOWMAP
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// Mapbase tries to un-hack some of this code
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//float3 g_SphereCenter = { 2688.0f, 12139.0f, 5170.0f };
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//float g_SphereDiameter = 430.0f;
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//float g_SphereRadius = g_SphereDiameter * 0.5f;
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float g_SphereDiameter = g_SphereRadius * 2.0f;
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float3 tmp = i.worldPos_projPosZ.xyz - g_SphereCenter;
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float hackRadius = 1.05f * sqrt( dot( tmp, tmp ) );
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float sphereAlpha;
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float lengthThroughSphere = LengthThroughSphere( g_EyePos, normalize( i.worldPos_projPosZ.xyz - g_EyePos ),
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g_SphereCenter, /*g_SphereRadius*/ hackRadius, sphereAlpha );
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float normalizedLengthThroughSphere = lengthThroughSphere / g_SphereDiameter;
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float3 hackWorldSpaceNormal = normalize( i.worldPos_projPosZ.xyz - g_SphereCenter );
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float3 realFuckingNormal = abs( hackWorldSpaceNormal );
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hackWorldSpaceNormal = 0.5f * ( hackWorldSpaceNormal + 1.0f );
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// hackWorldSpaceNormal = abs( hackWorldSpaceNormal );
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// return float4( hackWorldSpaceNormal.x, 0.0f, 0.0f, 1.0f );
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i.vBumpTexCoord.xy = 0.0f;
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i.vBumpTexCoord.xy = realFuckingNormal.z * tex2D( FlowmapSampler, hackWorldSpaceNormal.xy );
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i.vBumpTexCoord.xy += realFuckingNormal.y * tex2D( FlowmapSampler, hackWorldSpaceNormal.xz );
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i.vBumpTexCoord.xy += realFuckingNormal.x * tex2D( FlowmapSampler, hackWorldSpaceNormal.yz );
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i.vBumpTexCoord.xy += g_Time * g_FlowScrollRate;
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// return float4( i.vBumpTexCoord.xy, 0.0f, 0.0f );
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#endif
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// Load normal and expand range
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HALF4 vNormalSample = tex2D( NormalSampler, i.vBumpTexCoord );
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// return vNormalSample;
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HALF3 tangentSpaceNormal = vNormalSample * 2.0 - 1.0;
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HALF3 refractTintColor = g_RefractTint;
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// Perform division by W only once
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float ooW = 1.0f / i.vRefractXYW.z;
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// Compute coordinates for sampling refraction
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float2 vRefractTexCoordNoWarp = i.vRefractXYW.xy * ooW;
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float2 vRefractTexCoord = tangentSpaceNormal.xy;
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HALF scale = vNormalSample.a * g_RefractScale.x;
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#if FLOWMAP
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scale *= normalizedLengthThroughSphere;
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#endif
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vRefractTexCoord *= scale;
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#if FLOWMAP
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float2 hackOffset = vRefractTexCoord;
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#endif
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vRefractTexCoord += vRefractTexCoordNoWarp;
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float3 colorWarp = tex2D( RefractSampler, vRefractTexCoord.xy );
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float3 colorNoWarp = tex2D( RefractSampler, vRefractTexCoordNoWarp.xy );
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colorWarp *= refractTintColor;
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#if REFRACT
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result = lerp( colorNoWarp, colorWarp, blend );
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// return float4( 1.0f, 0.0f, 0.0f, 1.0f );
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#endif
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#if CUBEMAP
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HALF specularFactor = vNormalSample.a;
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HALF3 worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal );
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HALF3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, i.vWorldVertToEyeVector );
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HALF3 specularLighting = texCUBE( EnvmapSampler, reflectVect );
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specularLighting *= specularFactor;
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specularLighting *= g_EnvmapTint;
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HALF3 specularLightingSquared = specularLighting * specularLighting;
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specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast );
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HALF3 greyScale = dot( specularLighting, HALF3( 0.299f, 0.587f, 0.114f ) );
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specularLighting = lerp( greyScale, specularLighting, g_EnvmapSaturation );
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result += specularLighting;
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#endif
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#if CORECOLORTEXTURE && FLOWMAP
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float4 coreColorTexel = tex2D( CoreColorSampler, hackOffset + float2( normalizedLengthThroughSphere, g_CoreColorTexCoordOffset ) );
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HALF4 rgba = HALF4( lerp( result, coreColorTexel, coreColorTexel.a /*normalizedLengthThroughSphere*/ ), sphereAlpha );
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#else
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HALF4 rgba = HALF4( result, vNormalSample.a );
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#endif
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
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return FinalOutput( rgba, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE );
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}
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103
sp/src/materialsystem/stdshaders/SDK_core_vs20.fxc
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103
sp/src/materialsystem/stdshaders/SDK_core_vs20.fxc
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// STATIC: "MODEL" "0..1"
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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#include "common_vs_fxc.h"
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static const bool g_bSkinning = SKINNING ? true : false;
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static const bool g_bModel = MODEL ? true : false;
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const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vBoneWeights : BLENDWEIGHT;
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float4 vBoneIndices : BLENDINDICES;
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float4 vNormal : NORMAL;
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float4 vBaseTexCoord : TEXCOORD0;
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#if !MODEL
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL0;
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#else
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float4 vUserData : TANGENT;
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#endif
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};
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struct VS_OUTPUT
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{
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float4 vProjPos_POSITION : POSITION;
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float vFog : FOG;
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float2 vBumpTexCoord : TEXCOORD0;
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float3 vTangentEyeVect : TEXCOORD1;
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float3x3 tangentSpaceTranspose : TEXCOORD2;
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float3 vRefractXYW : TEXCOORD5;
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float4 projNormal_screenCoordW : TEXCOORD6;
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float4 worldPos_projPosZ : TEXCOORD7;
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float4 fogFactorW : COLOR1;
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};
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o = ( VS_OUTPUT )0;
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float3 worldNormal, worldPos, worldTangentS, worldTangentT;
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float3 vObjNormal;
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#if MODEL
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float4 vObjTangent;
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DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vObjNormal, vObjTangent );
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SkinPositionNormalAndTangentSpace(
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g_bSkinning,
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v.vPos, vObjNormal, vObjTangent,
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v.vBoneWeights, v.vBoneIndices,
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worldPos, worldNormal, worldTangentS, worldTangentT );
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#else
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DecompressVertex_Normal( v.vNormal, vObjNormal );
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worldPos = mul( v.vPos, cModel[0] );
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worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
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worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
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worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
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#endif
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// Projected position
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float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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o.vProjPos_POSITION = vProjPos;
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o.projNormal_screenCoordW.xyz = mul( worldNormal, cViewProj );
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o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
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// Map projected position to the refraction texture
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float2 vRefractPos;
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vRefractPos.x = vProjPos.x;
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vRefractPos.y = -vProjPos.y; // invert Y
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vRefractPos = (vRefractPos + vProjPos.w) * 0.5f;
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// Refraction transform
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o.vRefractXYW = float3(vRefractPos.x, vRefractPos.y, vProjPos.w);
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// Compute fog based on the position
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float3 vWorldPos = mul( v.vPos, cModel[0] );
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o.fogFactorW = o.vFog = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE );
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// Eye vector
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float3 vWorldEyeVect = cEyePos - vWorldPos;
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// Transform to the tangent space
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o.vTangentEyeVect.x = dot( vWorldEyeVect, worldTangentS );
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o.vTangentEyeVect.y = dot( vWorldEyeVect, worldTangentT );
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o.vTangentEyeVect.z = dot( vWorldEyeVect, worldNormal );
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// Tranform bump coordinates
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o.vBumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] );
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o.vBumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] );
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o.tangentSpaceTranspose[0] = worldTangentS;
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o.tangentSpaceTranspose[1] = worldTangentT;
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o.tangentSpaceTranspose[2] = worldNormal;
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return o;
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}
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307
sp/src/materialsystem/stdshaders/core_dx9.cpp
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307
sp/src/materialsystem/stdshaders/core_dx9.cpp
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//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "SDK_core_vs20.inc"
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#include "SDK_core_ps20.inc"
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#include "SDK_core_ps20b.inc"
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#define MAXBLUR 1
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DEFINE_FALLBACK_SHADER( SDK_Core, SDK_Core_DX90 )
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BEGIN_VS_SHADER( SDK_Core_DX90,
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"Help for Core" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
|
||||
SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
|
||||
SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
|
||||
SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" )
|
||||
SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" )
|
||||
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
|
||||
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
|
||||
SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0f", "" )
|
||||
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
|
||||
SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" )
|
||||
SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
|
||||
SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
|
||||
SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
|
||||
SHADER_PARAM( FLOWMAP, SHADER_PARAM_TYPE_TEXTURE, "", "flowmap" )
|
||||
SHADER_PARAM( FLOWMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $flowmap" )
|
||||
SHADER_PARAM( FLOWMAPSCROLLRATE, SHADER_PARAM_TYPE_VEC2, "[0 0", "2D rate to scroll $flowmap" )
|
||||
SHADER_PARAM( CORECOLORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" );
|
||||
SHADER_PARAM( CORECOLORTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" );
|
||||
SHADER_PARAM( FLOWMAPTEXCOORDOFFSET, SHADER_PARAM_TYPE_FLOAT, "0.0", "" );
|
||||
#ifdef MAPBASE
|
||||
SHADER_PARAM( SPHERECENTER, SHADER_PARAM_TYPE_VEC3, "2688.0, 12139.0, 5170.0", "The sphere's worldspace center (was previously hardcoded)" );
|
||||
SHADER_PARAM( SPHERERADIUS, SHADER_PARAM_TYPE_FLOAT, "215.0", "The sphere's worldspace radius (was previously hardcoded)" );
|
||||
#endif
|
||||
END_SHADER_PARAMS
|
||||
SHADER_INIT_PARAMS()
|
||||
{
|
||||
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
|
||||
SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
|
||||
if( !params[ENVMAPTINT]->IsDefined() )
|
||||
{
|
||||
params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
|
||||
}
|
||||
if( !params[ENVMAPCONTRAST]->IsDefined() )
|
||||
{
|
||||
params[ENVMAPCONTRAST]->SetFloatValue( 0.0f );
|
||||
}
|
||||
if( !params[ENVMAPSATURATION]->IsDefined() )
|
||||
{
|
||||
params[ENVMAPSATURATION]->SetFloatValue( 1.0f );
|
||||
}
|
||||
if( !params[ENVMAPFRAME]->IsDefined() )
|
||||
{
|
||||
params[ENVMAPFRAME]->SetIntValue( 0 );
|
||||
}
|
||||
if( !params[BASETEXTURE]->IsDefined() )
|
||||
{
|
||||
SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
|
||||
}
|
||||
}
|
||||
|
||||
SHADER_FALLBACK
|
||||
{
|
||||
if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
|
||||
return "Core_dx90";
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
SHADER_INIT
|
||||
{
|
||||
if (params[BASETEXTURE]->IsDefined() )
|
||||
{
|
||||
LoadTexture( BASETEXTURE );
|
||||
}
|
||||
if (params[NORMALMAP]->IsDefined() )
|
||||
{
|
||||
LoadBumpMap( NORMALMAP );
|
||||
}
|
||||
if ( params[ENVMAP]->IsDefined() )
|
||||
{
|
||||
LoadCubeMap( ENVMAP );
|
||||
}
|
||||
if ( params[FLOWMAP]->IsDefined() )
|
||||
{
|
||||
LoadTexture( FLOWMAP );
|
||||
}
|
||||
if ( params[CORECOLORTEXTURE]->IsDefined() )
|
||||
{
|
||||
LoadTexture( CORECOLORTEXTURE );
|
||||
}
|
||||
}
|
||||
|
||||
inline void DrawPass( IMaterialVar **params, IShaderShadow* pShaderShadow,
|
||||
IShaderDynamicAPI* pShaderAPI, int nPass, VertexCompressionType_t vertexCompression )
|
||||
{
|
||||
bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
|
||||
bool bHasEnvmap = params[ENVMAP]->IsTexture();
|
||||
bool bHasFlowmap = params[FLOWMAP]->IsTexture();
|
||||
bool bHasCoreColorTexture = params[CORECOLORTEXTURE]->IsTexture();
|
||||
|
||||
SHADOW_STATE
|
||||
{
|
||||
SetInitialShadowState( );
|
||||
|
||||
if( nPass == 0 )
|
||||
{
|
||||
// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
|
||||
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
|
||||
}
|
||||
else
|
||||
{
|
||||
pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
|
||||
EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
|
||||
}
|
||||
|
||||
// If envmap is not specified, the alpha channel is the translucency
|
||||
// (If envmap *is* specified, alpha channel is the reflection amount)
|
||||
if ( params[NORMALMAP]->IsTexture() && !bHasEnvmap )
|
||||
{
|
||||
SetDefaultBlendingShadowState( NORMALMAP, false );
|
||||
}
|
||||
|
||||
// source render target that contains the image that we are warping.
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
||||
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
|
||||
{
|
||||
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
|
||||
}
|
||||
|
||||
// normal map
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
||||
if( bHasEnvmap )
|
||||
{
|
||||
// envmap
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
|
||||
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
|
||||
{
|
||||
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );
|
||||
}
|
||||
}
|
||||
|
||||
if( bHasFlowmap )
|
||||
{
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
|
||||
}
|
||||
|
||||
if( bHasCoreColorTexture )
|
||||
{
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
|
||||
}
|
||||
|
||||
if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
|
||||
{
|
||||
pShaderShadow->EnableSRGBWrite( true );
|
||||
}
|
||||
|
||||
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
|
||||
int userDataSize = 0;
|
||||
int nTexCoordCount = 1;
|
||||
if( bIsModel )
|
||||
{
|
||||
userDataSize = 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
|
||||
}
|
||||
|
||||
// This shader supports compressed vertices, so OR in that flag:
|
||||
flags |= VERTEX_FORMAT_COMPRESSED;
|
||||
|
||||
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
|
||||
|
||||
DECLARE_STATIC_VERTEX_SHADER( sdk_core_vs20 );
|
||||
SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
|
||||
SET_STATIC_VERTEX_SHADER( sdk_core_vs20 );
|
||||
|
||||
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||||
{
|
||||
DECLARE_STATIC_PIXEL_SHADER( sdk_core_ps20b );
|
||||
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap && ( nPass == 1 ) );
|
||||
SET_STATIC_PIXEL_SHADER_COMBO( FLOWMAP, bHasFlowmap );
|
||||
SET_STATIC_PIXEL_SHADER_COMBO( CORECOLORTEXTURE, bHasCoreColorTexture && ( nPass == 0 ) );
|
||||
SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, nPass == 0 );
|
||||
SET_STATIC_PIXEL_SHADER( sdk_core_ps20b );
|
||||
}
|
||||
else
|
||||
{
|
||||
DECLARE_STATIC_PIXEL_SHADER( sdk_core_ps20 );
|
||||
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap && ( nPass == 1 ) );
|
||||
SET_STATIC_PIXEL_SHADER_COMBO( FLOWMAP, bHasFlowmap );
|
||||
SET_STATIC_PIXEL_SHADER_COMBO( CORECOLORTEXTURE, bHasCoreColorTexture && ( nPass == 0 ) );
|
||||
SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, nPass == 0 );
|
||||
SET_STATIC_PIXEL_SHADER( sdk_core_ps20 );
|
||||
}
|
||||
|
||||
DefaultFog();
|
||||
}
|
||||
DYNAMIC_STATE
|
||||
{
|
||||
pShaderAPI->SetDefaultState();
|
||||
|
||||
if ( params[BASETEXTURE]->IsTexture() )
|
||||
{
|
||||
BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME );
|
||||
}
|
||||
else
|
||||
{
|
||||
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
|
||||
}
|
||||
|
||||
BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME );
|
||||
|
||||
if( bHasEnvmap )
|
||||
{
|
||||
BindTexture( SHADER_SAMPLER4, ENVMAP, ENVMAPFRAME );
|
||||
}
|
||||
|
||||
if( bHasFlowmap )
|
||||
{
|
||||
BindTexture( SHADER_SAMPLER6, FLOWMAP, FLOWMAPFRAME );
|
||||
}
|
||||
|
||||
if( bHasCoreColorTexture )
|
||||
{
|
||||
BindTexture( SHADER_SAMPLER7, CORECOLORTEXTURE, CORECOLORTEXTUREFRAME );
|
||||
}
|
||||
|
||||
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_core_vs20 );
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
|
||||
SET_DYNAMIC_VERTEX_SHADER( sdk_core_vs20 );
|
||||
|
||||
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||||
{
|
||||
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_core_ps20b );
|
||||
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
|
||||
SET_DYNAMIC_PIXEL_SHADER( sdk_core_ps20b );
|
||||
}
|
||||
else
|
||||
{
|
||||
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_core_ps20 );
|
||||
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
|
||||
SET_DYNAMIC_PIXEL_SHADER( sdk_core_ps20 );
|
||||
}
|
||||
|
||||
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
|
||||
|
||||
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
|
||||
{
|
||||
SetPixelShaderConstant( 0, ENVMAPTINT );
|
||||
SetPixelShaderConstant( 1, REFRACTTINT );
|
||||
}
|
||||
else
|
||||
{
|
||||
SetPixelShaderConstantGammaToLinear( 0, ENVMAPTINT );
|
||||
SetPixelShaderConstantGammaToLinear( 1, REFRACTTINT );
|
||||
}
|
||||
SetPixelShaderConstant( 2, ENVMAPCONTRAST );
|
||||
SetPixelShaderConstant( 3, ENVMAPSATURATION );
|
||||
float c5[4] = { params[REFRACTAMOUNT]->GetFloatValue(),
|
||||
params[REFRACTAMOUNT]->GetFloatValue(), 0.0f, 0.0f };
|
||||
pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );
|
||||
|
||||
float eyePos[4];
|
||||
s_pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
|
||||
s_pShaderAPI->SetPixelShaderConstant( 8, eyePos, 1 );
|
||||
pShaderAPI->SetPixelShaderFogParams( 11 );
|
||||
|
||||
|
||||
|
||||
if( bHasFlowmap )
|
||||
{
|
||||
float curTime = pShaderAPI->CurrentTime();
|
||||
float timeVec[4] = { curTime, curTime, curTime, curTime };
|
||||
pShaderAPI->SetPixelShaderConstant( 6, timeVec, 1 );
|
||||
|
||||
SetPixelShaderConstant( 7, FLOWMAPSCROLLRATE );
|
||||
|
||||
SetPixelShaderConstant( 9, FLOWMAPTEXCOORDOFFSET );
|
||||
}
|
||||
|
||||
#ifdef MAPBASE
|
||||
SetPixelShaderConstant( 12, SPHERECENTER );
|
||||
SetPixelShaderConstant( 15, SPHERERADIUS );
|
||||
#endif
|
||||
}
|
||||
Draw();
|
||||
}
|
||||
|
||||
SHADER_DRAW
|
||||
{
|
||||
DrawPass( params, pShaderShadow, pShaderAPI, 0, vertexCompression );
|
||||
DrawPass( params, pShaderShadow, pShaderAPI, 1, vertexCompression );
|
||||
}
|
||||
END_SHADER
|
||||
|
162
sp/src/materialsystem/stdshaders/fxctmp9/SDK_core_ps20.inc
Normal file
162
sp/src/materialsystem/stdshaders/fxctmp9/SDK_core_ps20.inc
Normal file
@ -0,0 +1,162 @@
|
||||
#include "shaderlib/cshader.h"
|
||||
class sdk_core_ps20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nCUBEMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCUBEMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetCUBEMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCUBEMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetCUBEMAP( bool i )
|
||||
{
|
||||
m_nCUBEMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFLOWMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLOWMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetFLOWMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nFLOWMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLOWMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLOWMAP( bool i )
|
||||
{
|
||||
m_nFLOWMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLOWMAP = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCORECOLORTEXTURE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCORECOLORTEXTURE;
|
||||
#endif
|
||||
public:
|
||||
void SetCORECOLORTEXTURE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCORECOLORTEXTURE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCORECOLORTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
void SetCORECOLORTEXTURE( bool i )
|
||||
{
|
||||
m_nCORECOLORTEXTURE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCORECOLORTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nREFRACT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bREFRACT;
|
||||
#endif
|
||||
public:
|
||||
void SetREFRACT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nREFRACT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bREFRACT = true;
|
||||
#endif
|
||||
}
|
||||
void SetREFRACT( bool i )
|
||||
{
|
||||
m_nREFRACT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bREFRACT = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
sdk_core_ps20_Static_Index( )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nCUBEMAP = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLOWMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLOWMAP = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCORECOLORTEXTURE = false;
|
||||
#endif // _DEBUG
|
||||
m_nCORECOLORTEXTURE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bREFRACT = false;
|
||||
#endif // _DEBUG
|
||||
m_nREFRACT = 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 bAllStaticVarsDefined = m_bCUBEMAP && m_bFLOWMAP && m_bCORECOLORTEXTURE && m_bREFRACT;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 2 * m_nCUBEMAP ) + ( 4 * m_nFLOWMAP ) + ( 8 * m_nCORECOLORTEXTURE ) + ( 16 * m_nREFRACT ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_sdk_core_ps20 psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_FLOWMAP + psh_forgot_to_set_static_CORECOLORTEXTURE + psh_forgot_to_set_static_REFRACT + 0
|
||||
class sdk_core_ps20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
sdk_core_ps20_Dynamic_Index()
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = false;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = 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;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_sdk_core_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
|
187
sp/src/materialsystem/stdshaders/fxctmp9/SDK_core_ps20b.inc
Normal file
187
sp/src/materialsystem/stdshaders/fxctmp9/SDK_core_ps20b.inc
Normal file
@ -0,0 +1,187 @@
|
||||
#include "shaderlib/cshader.h"
|
||||
class sdk_core_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nCONVERT_TO_SRGB;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCONVERT_TO_SRGB;
|
||||
#endif
|
||||
public:
|
||||
void SetCONVERT_TO_SRGB( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCONVERT_TO_SRGB = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_TO_SRGB = true;
|
||||
#endif
|
||||
}
|
||||
void SetCONVERT_TO_SRGB( bool i )
|
||||
{
|
||||
m_nCONVERT_TO_SRGB = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_TO_SRGB = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCUBEMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCUBEMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetCUBEMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCUBEMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetCUBEMAP( bool i )
|
||||
{
|
||||
m_nCUBEMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFLOWMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLOWMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetFLOWMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nFLOWMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLOWMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLOWMAP( bool i )
|
||||
{
|
||||
m_nFLOWMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLOWMAP = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCORECOLORTEXTURE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCORECOLORTEXTURE;
|
||||
#endif
|
||||
public:
|
||||
void SetCORECOLORTEXTURE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCORECOLORTEXTURE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCORECOLORTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
void SetCORECOLORTEXTURE( bool i )
|
||||
{
|
||||
m_nCORECOLORTEXTURE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCORECOLORTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nREFRACT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bREFRACT;
|
||||
#endif
|
||||
public:
|
||||
void SetREFRACT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nREFRACT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bREFRACT = true;
|
||||
#endif
|
||||
}
|
||||
void SetREFRACT( bool i )
|
||||
{
|
||||
m_nREFRACT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bREFRACT = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
sdk_core_ps20b_Static_Index( )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_TO_SRGB = true;
|
||||
#endif // _DEBUG
|
||||
m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nCUBEMAP = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLOWMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLOWMAP = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCORECOLORTEXTURE = false;
|
||||
#endif // _DEBUG
|
||||
m_nCORECOLORTEXTURE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bREFRACT = false;
|
||||
#endif // _DEBUG
|
||||
m_nREFRACT = 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 bAllStaticVarsDefined = m_bCONVERT_TO_SRGB && m_bCUBEMAP && m_bFLOWMAP && m_bCORECOLORTEXTURE && m_bREFRACT;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 2 * m_nCONVERT_TO_SRGB ) + ( 4 * m_nCUBEMAP ) + ( 8 * m_nFLOWMAP ) + ( 16 * m_nCORECOLORTEXTURE ) + ( 32 * m_nREFRACT ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_sdk_core_ps20b psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_FLOWMAP + psh_forgot_to_set_static_CORECOLORTEXTURE + psh_forgot_to_set_static_REFRACT + 0
|
||||
class sdk_core_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
sdk_core_ps20b_Dynamic_Index()
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = false;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = 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;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_sdk_core_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
|
112
sp/src/materialsystem/stdshaders/fxctmp9/SDK_core_vs20.inc
Normal file
112
sp/src/materialsystem/stdshaders/fxctmp9/SDK_core_vs20.inc
Normal file
@ -0,0 +1,112 @@
|
||||
#include "shaderlib/cshader.h"
|
||||
class sdk_core_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nMODEL;
|
||||
#ifdef _DEBUG
|
||||
bool m_bMODEL;
|
||||
#endif
|
||||
public:
|
||||
void SetMODEL( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nMODEL = i;
|
||||
#ifdef _DEBUG
|
||||
m_bMODEL = true;
|
||||
#endif
|
||||
}
|
||||
void SetMODEL( bool i )
|
||||
{
|
||||
m_nMODEL = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMODEL = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
sdk_core_vs20_Static_Index( )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bMODEL = false;
|
||||
#endif // _DEBUG
|
||||
m_nMODEL = 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 bAllStaticVarsDefined = m_bMODEL;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 4 * m_nMODEL ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_sdk_core_vs20 vsh_forgot_to_set_static_MODEL + 0
|
||||
class sdk_core_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
sdk_core_vs20_Dynamic_Index()
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bSKINNING;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_sdk_core_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
|
162
sp/src/materialsystem/stdshaders/fxctmp9_tmp/SDK_core_ps20.inc
Normal file
162
sp/src/materialsystem/stdshaders/fxctmp9_tmp/SDK_core_ps20.inc
Normal file
@ -0,0 +1,162 @@
|
||||
#include "shaderlib/cshader.h"
|
||||
class sdk_core_ps20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nCUBEMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCUBEMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetCUBEMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCUBEMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetCUBEMAP( bool i )
|
||||
{
|
||||
m_nCUBEMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFLOWMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLOWMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetFLOWMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nFLOWMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLOWMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLOWMAP( bool i )
|
||||
{
|
||||
m_nFLOWMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLOWMAP = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCORECOLORTEXTURE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCORECOLORTEXTURE;
|
||||
#endif
|
||||
public:
|
||||
void SetCORECOLORTEXTURE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCORECOLORTEXTURE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCORECOLORTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
void SetCORECOLORTEXTURE( bool i )
|
||||
{
|
||||
m_nCORECOLORTEXTURE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCORECOLORTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nREFRACT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bREFRACT;
|
||||
#endif
|
||||
public:
|
||||
void SetREFRACT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nREFRACT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bREFRACT = true;
|
||||
#endif
|
||||
}
|
||||
void SetREFRACT( bool i )
|
||||
{
|
||||
m_nREFRACT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bREFRACT = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
sdk_core_ps20_Static_Index( )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nCUBEMAP = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLOWMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLOWMAP = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCORECOLORTEXTURE = false;
|
||||
#endif // _DEBUG
|
||||
m_nCORECOLORTEXTURE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bREFRACT = false;
|
||||
#endif // _DEBUG
|
||||
m_nREFRACT = 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 bAllStaticVarsDefined = m_bCUBEMAP && m_bFLOWMAP && m_bCORECOLORTEXTURE && m_bREFRACT;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 2 * m_nCUBEMAP ) + ( 4 * m_nFLOWMAP ) + ( 8 * m_nCORECOLORTEXTURE ) + ( 16 * m_nREFRACT ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_sdk_core_ps20 psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_FLOWMAP + psh_forgot_to_set_static_CORECOLORTEXTURE + psh_forgot_to_set_static_REFRACT + 0
|
||||
class sdk_core_ps20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
sdk_core_ps20_Dynamic_Index()
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = false;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = 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;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_sdk_core_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
|
187
sp/src/materialsystem/stdshaders/fxctmp9_tmp/SDK_core_ps20b.inc
Normal file
187
sp/src/materialsystem/stdshaders/fxctmp9_tmp/SDK_core_ps20b.inc
Normal file
@ -0,0 +1,187 @@
|
||||
#include "shaderlib/cshader.h"
|
||||
class sdk_core_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nCONVERT_TO_SRGB;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCONVERT_TO_SRGB;
|
||||
#endif
|
||||
public:
|
||||
void SetCONVERT_TO_SRGB( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCONVERT_TO_SRGB = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_TO_SRGB = true;
|
||||
#endif
|
||||
}
|
||||
void SetCONVERT_TO_SRGB( bool i )
|
||||
{
|
||||
m_nCONVERT_TO_SRGB = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_TO_SRGB = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCUBEMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCUBEMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetCUBEMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCUBEMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetCUBEMAP( bool i )
|
||||
{
|
||||
m_nCUBEMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFLOWMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLOWMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetFLOWMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nFLOWMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLOWMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLOWMAP( bool i )
|
||||
{
|
||||
m_nFLOWMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLOWMAP = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCORECOLORTEXTURE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCORECOLORTEXTURE;
|
||||
#endif
|
||||
public:
|
||||
void SetCORECOLORTEXTURE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCORECOLORTEXTURE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCORECOLORTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
void SetCORECOLORTEXTURE( bool i )
|
||||
{
|
||||
m_nCORECOLORTEXTURE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCORECOLORTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nREFRACT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bREFRACT;
|
||||
#endif
|
||||
public:
|
||||
void SetREFRACT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nREFRACT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bREFRACT = true;
|
||||
#endif
|
||||
}
|
||||
void SetREFRACT( bool i )
|
||||
{
|
||||
m_nREFRACT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bREFRACT = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
sdk_core_ps20b_Static_Index( )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_TO_SRGB = true;
|
||||
#endif // _DEBUG
|
||||
m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nCUBEMAP = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLOWMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLOWMAP = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCORECOLORTEXTURE = false;
|
||||
#endif // _DEBUG
|
||||
m_nCORECOLORTEXTURE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bREFRACT = false;
|
||||
#endif // _DEBUG
|
||||
m_nREFRACT = 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 bAllStaticVarsDefined = m_bCONVERT_TO_SRGB && m_bCUBEMAP && m_bFLOWMAP && m_bCORECOLORTEXTURE && m_bREFRACT;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 2 * m_nCONVERT_TO_SRGB ) + ( 4 * m_nCUBEMAP ) + ( 8 * m_nFLOWMAP ) + ( 16 * m_nCORECOLORTEXTURE ) + ( 32 * m_nREFRACT ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_sdk_core_ps20b psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_FLOWMAP + psh_forgot_to_set_static_CORECOLORTEXTURE + psh_forgot_to_set_static_REFRACT + 0
|
||||
class sdk_core_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
sdk_core_ps20b_Dynamic_Index()
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = false;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = 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;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_sdk_core_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
|
112
sp/src/materialsystem/stdshaders/fxctmp9_tmp/SDK_core_vs20.inc
Normal file
112
sp/src/materialsystem/stdshaders/fxctmp9_tmp/SDK_core_vs20.inc
Normal file
@ -0,0 +1,112 @@
|
||||
#include "shaderlib/cshader.h"
|
||||
class sdk_core_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nMODEL;
|
||||
#ifdef _DEBUG
|
||||
bool m_bMODEL;
|
||||
#endif
|
||||
public:
|
||||
void SetMODEL( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nMODEL = i;
|
||||
#ifdef _DEBUG
|
||||
m_bMODEL = true;
|
||||
#endif
|
||||
}
|
||||
void SetMODEL( bool i )
|
||||
{
|
||||
m_nMODEL = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMODEL = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
sdk_core_vs20_Static_Index( )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bMODEL = false;
|
||||
#endif // _DEBUG
|
||||
m_nMODEL = 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 bAllStaticVarsDefined = m_bMODEL;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 4 * m_nMODEL ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_sdk_core_vs20 vsh_forgot_to_set_static_MODEL + 0
|
||||
class sdk_core_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
sdk_core_vs20_Dynamic_Index()
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bSKINNING;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_sdk_core_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
|
@ -64,6 +64,8 @@ $Project
|
||||
|
||||
$File "engine_post_dx9.cpp"
|
||||
$File "depthoffield_dx9.cpp"
|
||||
|
||||
$File "core_dx9.cpp"
|
||||
}
|
||||
|
||||
//$Shaders "mapbase_dx9_20b.txt"
|
||||
|
Loading…
x
Reference in New Issue
Block a user