Port Redeemer PBR

This commit is contained in:
Totterynine
2021-10-10 19:41:28 +05:00
parent 3bdb0ea8f2
commit 25a1d290e3
10 changed files with 1902 additions and 1 deletions

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#include "shaderlib/cshader.h"
class vertexlitpbr_ps30_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 <= 0 );
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_nFLASHLIGHT;
#ifdef _DEBUG
bool m_bFLASHLIGHT;
#endif
public:
void SetFLASHLIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHT = i;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif
}
void SetFLASHLIGHT( bool i )
{
m_nFLASHLIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHT = 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_nCUBEMAP_SPHERE_LEGACY;
#ifdef _DEBUG
bool m_bCUBEMAP_SPHERE_LEGACY;
#endif
public:
void SetCUBEMAP_SPHERE_LEGACY( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCUBEMAP_SPHERE_LEGACY = i;
#ifdef _DEBUG
m_bCUBEMAP_SPHERE_LEGACY = true;
#endif
}
void SetCUBEMAP_SPHERE_LEGACY( bool i )
{
m_nCUBEMAP_SPHERE_LEGACY = i ? 1 : 0;
#ifdef _DEBUG
m_bCUBEMAP_SPHERE_LEGACY = true;
#endif
}
private:
int m_nSMOOTHNESS;
#ifdef _DEBUG
bool m_bSMOOTHNESS;
#endif
public:
void SetSMOOTHNESS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSMOOTHNESS = i;
#ifdef _DEBUG
m_bSMOOTHNESS = true;
#endif
}
void SetSMOOTHNESS( bool i )
{
m_nSMOOTHNESS = i ? 1 : 0;
#ifdef _DEBUG
m_bSMOOTHNESS = true;
#endif
}
public:
vertexlitpbr_ps30_Static_Index( )
{
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = false;
#endif // _DEBUG
m_nCONVERT_TO_SRGB = 0;
#ifdef _DEBUG
m_bFLASHLIGHT = false;
#endif // _DEBUG
m_nFLASHLIGHT = 0;
#ifdef _DEBUG
m_bCUBEMAP = false;
#endif // _DEBUG
m_nCUBEMAP = 0;
#ifdef _DEBUG
m_bCUBEMAP_SPHERE_LEGACY = false;
#endif // _DEBUG
m_nCUBEMAP_SPHERE_LEGACY = 0;
#ifdef _DEBUG
m_bSMOOTHNESS = false;
#endif // _DEBUG
m_nSMOOTHNESS = 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_bFLASHLIGHT && m_bCUBEMAP && m_bCUBEMAP_SPHERE_LEGACY && m_bSMOOTHNESS;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 480 * m_nCONVERT_TO_SRGB ) + ( 480 * m_nFLASHLIGHT ) + ( 960 * m_nCUBEMAP ) + ( 1920 * m_nCUBEMAP_SPHERE_LEGACY ) + ( 3840 * m_nSMOOTHNESS ) + 0;
}
};
#define shaderStaticTest_vertexlitpbr_ps30 psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_CUBEMAP_SPHERE_LEGACY + psh_forgot_to_set_static_SMOOTHNESS + 0
class vertexlitpbr_ps30_Dynamic_Index
{
private:
int m_nWRITEWATERFOGTODESTALPHA;
#ifdef _DEBUG
bool m_bWRITEWATERFOGTODESTALPHA;
#endif
public:
void SetWRITEWATERFOGTODESTALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWRITEWATERFOGTODESTALPHA = i;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = true;
#endif
}
void SetWRITEWATERFOGTODESTALPHA( bool i )
{
m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = true;
#endif
}
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
}
private:
int m_nNUM_LIGHTS;
#ifdef _DEBUG
bool m_bNUM_LIGHTS;
#endif
public:
void SetNUM_LIGHTS( int i )
{
Assert( i >= 0 && i <= 4 );
m_nNUM_LIGHTS = i;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
void SetNUM_LIGHTS( bool i )
{
m_nNUM_LIGHTS = i ? 1 : 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
private:
int m_nWRITE_DEPTH_TO_DESTALPHA;
#ifdef _DEBUG
bool m_bWRITE_DEPTH_TO_DESTALPHA;
#endif
public:
void SetWRITE_DEPTH_TO_DESTALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWRITE_DEPTH_TO_DESTALPHA = i;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = true;
#endif
}
void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
{
m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = true;
#endif
}
private:
int m_nFLASHLIGHTSHADOWS;
#ifdef _DEBUG
bool m_bFLASHLIGHTSHADOWS;
#endif
public:
void SetFLASHLIGHTSHADOWS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHTSHADOWS = i;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif
}
void SetFLASHLIGHTSHADOWS( bool i )
{
m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif
}
private:
int m_nLIGHTMAP;
#ifdef _DEBUG
bool m_bLIGHTMAP;
#endif
public:
void SetLIGHTMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nLIGHTMAP = i;
#ifdef _DEBUG
m_bLIGHTMAP = true;
#endif
}
void SetLIGHTMAP( bool i )
{
m_nLIGHTMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTMAP = true;
#endif
}
private:
int m_nLIGHT_PREVIEW;
#ifdef _DEBUG
bool m_bLIGHT_PREVIEW;
#endif
public:
void SetLIGHT_PREVIEW( int i )
{
Assert( i >= 0 && i <= 2 );
m_nLIGHT_PREVIEW = i;
#ifdef _DEBUG
m_bLIGHT_PREVIEW = true;
#endif
}
void SetLIGHT_PREVIEW( bool i )
{
m_nLIGHT_PREVIEW = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHT_PREVIEW = true;
#endif
}
public:
vertexlitpbr_ps30_Dynamic_Index()
{
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = false;
#endif // _DEBUG
m_nWRITEWATERFOGTODESTALPHA = 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = false;
#endif // _DEBUG
m_nPIXELFOGTYPE = 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = false;
#endif // _DEBUG
m_nNUM_LIGHTS = 0;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = false;
#endif // _DEBUG
m_nWRITE_DEPTH_TO_DESTALPHA = 0;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = false;
#endif // _DEBUG
m_nFLASHLIGHTSHADOWS = 0;
#ifdef _DEBUG
m_bLIGHTMAP = false;
#endif // _DEBUG
m_nLIGHTMAP = 0;
#ifdef _DEBUG
m_bLIGHT_PREVIEW = false;
#endif // _DEBUG
m_nLIGHT_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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS && m_bLIGHTMAP && m_bLIGHT_PREVIEW;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nNUM_LIGHTS ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 40 * m_nFLASHLIGHTSHADOWS ) + ( 80 * m_nLIGHTMAP ) + ( 160 * m_nLIGHT_PREVIEW ) + 0;
}
};
#define shaderDynamicTest_vertexlitpbr_ps30 psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_LIGHTMAP + psh_forgot_to_set_dynamic_LIGHT_PREVIEW + 0

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#include "shaderlib/cshader.h"
class vertexlitpbr_vs30_Static_Index
{
private:
int m_nVERTEXCOLOR;
#ifdef _DEBUG
bool m_bVERTEXCOLOR;
#endif
public:
void SetVERTEXCOLOR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nVERTEXCOLOR = i;
#ifdef _DEBUG
m_bVERTEXCOLOR = true;
#endif
}
void SetVERTEXCOLOR( bool i )
{
m_nVERTEXCOLOR = i ? 1 : 0;
#ifdef _DEBUG
m_bVERTEXCOLOR = 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_nDONT_GAMMA_CONVERT_VERTEX_COLOR;
#ifdef _DEBUG
bool m_bDONT_GAMMA_CONVERT_VERTEX_COLOR;
#endif
public:
void SetDONT_GAMMA_CONVERT_VERTEX_COLOR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = i;
#ifdef _DEBUG
m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = true;
#endif
}
void SetDONT_GAMMA_CONVERT_VERTEX_COLOR( bool i )
{
m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = i ? 1 : 0;
#ifdef _DEBUG
m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = true;
#endif
}
public:
vertexlitpbr_vs30_Static_Index( )
{
#ifdef _DEBUG
m_bVERTEXCOLOR = false;
#endif // _DEBUG
m_nVERTEXCOLOR = 0;
#ifdef _DEBUG
m_bCUBEMAP = false;
#endif // _DEBUG
m_nCUBEMAP = 0;
#ifdef _DEBUG
m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = false;
#endif // _DEBUG
m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = 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_bVERTEXCOLOR && m_bCUBEMAP && m_bDONT_GAMMA_CONVERT_VERTEX_COLOR;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 320 * m_nVERTEXCOLOR ) + ( 640 * m_nCUBEMAP ) + ( 1280 * m_nDONT_GAMMA_CONVERT_VERTEX_COLOR ) + 0;
}
};
#define shaderStaticTest_vertexlitpbr_vs30 vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_CUBEMAP + vsh_forgot_to_set_static_DONT_GAMMA_CONVERT_VERTEX_COLOR + 0
class vertexlitpbr_vs30_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_nDOWATERFOG;
#ifdef _DEBUG
bool m_bDOWATERFOG;
#endif
public:
void SetDOWATERFOG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDOWATERFOG = i;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif
}
void SetDOWATERFOG( bool i )
{
m_nDOWATERFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOWATERFOG = 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
}
private:
int m_nLIGHTING_PREVIEW;
#ifdef _DEBUG
bool m_bLIGHTING_PREVIEW;
#endif
public:
void SetLIGHTING_PREVIEW( int i )
{
Assert( i >= 0 && i <= 1 );
m_nLIGHTING_PREVIEW = i;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
void SetLIGHTING_PREVIEW( bool i )
{
m_nLIGHTING_PREVIEW = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
private:
int m_nNUM_LIGHTS;
#ifdef _DEBUG
bool m_bNUM_LIGHTS;
#endif
public:
void SetNUM_LIGHTS( int i )
{
Assert( i >= 0 && i <= 4 );
m_nNUM_LIGHTS = i;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
void SetNUM_LIGHTS( bool i )
{
m_nNUM_LIGHTS = i ? 1 : 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
private:
int m_nDYNAMIC_LIGHT;
#ifdef _DEBUG
bool m_bDYNAMIC_LIGHT;
#endif
public:
void SetDYNAMIC_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDYNAMIC_LIGHT = i;
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = true;
#endif
}
void SetDYNAMIC_LIGHT( bool i )
{
m_nDYNAMIC_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = true;
#endif
}
private:
int m_nSTATIC_LIGHT;
#ifdef _DEBUG
bool m_bSTATIC_LIGHT;
#endif
public:
void SetSTATIC_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSTATIC_LIGHT = i;
#ifdef _DEBUG
m_bSTATIC_LIGHT = true;
#endif
}
void SetSTATIC_LIGHT( bool i )
{
m_nSTATIC_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bSTATIC_LIGHT = true;
#endif
}
public:
vertexlitpbr_vs30_Dynamic_Index()
{
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = false;
#endif // _DEBUG
m_nCOMPRESSED_VERTS = 0;
#ifdef _DEBUG
m_bDOWATERFOG = false;
#endif // _DEBUG
m_nDOWATERFOG = 0;
#ifdef _DEBUG
m_bSKINNING = false;
#endif // _DEBUG
m_nSKINNING = 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = false;
#endif // _DEBUG
m_nLIGHTING_PREVIEW = 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = false;
#endif // _DEBUG
m_nNUM_LIGHTS = 0;
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = false;
#endif // _DEBUG
m_nDYNAMIC_LIGHT = 0;
#ifdef _DEBUG
m_bSTATIC_LIGHT = false;
#endif // _DEBUG
m_nSTATIC_LIGHT = 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_bDOWATERFOG && m_bSKINNING && m_bLIGHTING_PREVIEW && m_bNUM_LIGHTS && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nLIGHTING_PREVIEW ) + ( 16 * m_nNUM_LIGHTS ) + ( 80 * m_nDYNAMIC_LIGHT ) + ( 160 * m_nSTATIC_LIGHT ) + 0;
}
};
#define shaderDynamicTest_vertexlitpbr_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + vsh_forgot_to_set_dynamic_NUM_LIGHTS + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + 0