irrlicht/source/Irrlicht/burning_shader_compile_fragment_default.h

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class burning_shader_class : public IBurningShader
{
public:
//! constructor
burning_shader_class(CBurningVideoDriver* driver);
//! draws an indexed triangle list
virtual void drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c) IRR_OVERRIDE;
virtual bool canWireFrame() IRR_OVERRIDE { return true; }
virtual void OnSetMaterialBurning(const SBurningShaderMaterial& material) IRR_OVERRIDE;
private:
// fragment shader
typedef void (burning_shader_class::*tFragmentShader) ();
void fragment_depth_less_equal_depth_write_blend_one_zero();
void fragment_depth_less_equal_no_depth_write_blend_one_zero();
void fragment_nodepth_perspective_blend_one_zero();
void fragment_nodepth_noperspective_blend_one_zero(); // 2D Gradient
void fragment_depth_less_equal_depth_write_blend_src_alpha_one_minus_src_alpha();
void fragment_depth_less_equal_no_depth_write_blend_src_alpha_one_minus_src_alpha();
void fragment_nodepth_perspective_blend_src_alpha_one_minus_src_alpha();
void fragment_nodepth_noperspective_blend_src_alpha_one_minus_src_alpha();
void fragment_depth_less_equal_no_depth_write_colormask_none();
tFragmentShader fragmentShader;
};
//! constructor
burning_shader_class::burning_shader_class(CBurningVideoDriver* driver)
: IBurningShader(driver,EMT_SOLID)
{
#ifdef _DEBUG
setDebugName(burning_stringify(burning_shader_class) );
#endif
fragmentShader = &burning_shader_class::fragment_depth_less_equal_depth_write_blend_one_zero;
}
IBurningShader* burning_create(burning_shader_class)(CBurningVideoDriver* driver)
{
return new burning_shader_class(driver);
}
// compile flag for this triangle
#include "burning_shader_compile_start.h"
#define SUBTEXEL
#define IPOL_W
#define IPOL_C0
#define USE_ZBUFFER
#define CMP_W
#include "burning_shader_compile_triangle.h"
// compile flag for this scanline fragment
#include "burning_shader_compile_start.h"
#define burning_shader_fragment fragment_nodepth_noperspective_blend_one_zero
#define SUBTEXEL
#define IPOL_C0
#define INVERSE_W_RANGE FIX_POINT_COLOR_MAX_CENTER
#include "burning_shader_compile_fragment_start.h"
#include burning_shader_frag
#include "burning_shader_compile_fragment_end.h"
#include "burning_shader_compile_start.h"
#define burning_shader_fragment fragment_nodepth_perspective_blend_one_zero
#define SUBTEXEL
#define INVERSE_W
#define IPOL_W
#define IPOL_C0
#define INVERSE_W_RANGE FIX_POINT_COLOR_MAX_CENTER
#include "burning_shader_compile_fragment_start.h"
#include burning_shader_frag
#include "burning_shader_compile_fragment_end.h"
#include "burning_shader_compile_start.h"
#define burning_shader_fragment fragment_depth_less_equal_no_depth_write_blend_one_zero
#define SUBTEXEL
#define INVERSE_W
#define IPOL_W
#define IPOL_C0
#define USE_ZBUFFER
#define CMP_W
#define INVERSE_W_RANGE FIX_POINT_COLOR_MAX_CENTER
#include "burning_shader_compile_fragment_start.h"
#include burning_shader_frag
#include "burning_shader_compile_fragment_end.h"
#include "burning_shader_compile_start.h"
#define burning_shader_fragment fragment_depth_less_equal_depth_write_blend_one_zero
#define SUBTEXEL
#define INVERSE_W
#define IPOL_W
#define IPOL_C0
#define USE_ZBUFFER
#define CMP_W
#define WRITE_W
#define INVERSE_W_RANGE FIX_POINT_COLOR_MAX_CENTER
#include "burning_shader_compile_fragment_start.h"
#include burning_shader_frag
#include "burning_shader_compile_fragment_end.h"
// compile flag for this scanline fragment
#include "burning_shader_compile_start.h"
#define burning_shader_fragment fragment_nodepth_noperspective_blend_src_alpha_one_minus_src_alpha
#define SUBTEXEL
#define IPOL_C0
#define IPOL_A0
#define INVERSE_W_RANGE FIX_POINT_COLOR_MAX_CENTER
#include "burning_shader_compile_fragment_start.h"
#include burning_shader_frag
#include "burning_shader_compile_fragment_end.h"
#include "burning_shader_compile_start.h"
#define burning_shader_fragment fragment_nodepth_perspective_blend_src_alpha_one_minus_src_alpha
#define SUBTEXEL
#define INVERSE_W
#define IPOL_W
#define IPOL_C0
#define IPOL_A0
#define INVERSE_W_RANGE FIX_POINT_COLOR_MAX_CENTER
#include "burning_shader_compile_fragment_start.h"
#include burning_shader_frag
#include "burning_shader_compile_fragment_end.h"
#include "burning_shader_compile_start.h"
#define burning_shader_fragment fragment_depth_less_equal_no_depth_write_blend_src_alpha_one_minus_src_alpha
#define SUBTEXEL
#define INVERSE_W
#define IPOL_W
#define IPOL_C0
#define IPOL_A0
#define USE_ZBUFFER
#define CMP_W
#define INVERSE_W_RANGE FIX_POINT_COLOR_MAX_CENTER
#include "burning_shader_compile_fragment_start.h"
#include burning_shader_frag
#include "burning_shader_compile_fragment_end.h"
#include "burning_shader_compile_start.h"
#define burning_shader_fragment fragment_depth_less_equal_depth_write_blend_src_alpha_one_minus_src_alpha
#define SUBTEXEL
#define INVERSE_W
#define IPOL_W
#define IPOL_C0
#define IPOL_A0
#define USE_ZBUFFER
#define CMP_W
#define WRITE_W
#define INVERSE_W_RANGE FIX_POINT_COLOR_MAX_CENTER
#include "burning_shader_compile_fragment_start.h"
#include burning_shader_frag
#include "burning_shader_compile_fragment_end.h"
//occlusion query
#include "burning_shader_compile_start.h"
#define burning_shader_fragment fragment_depth_less_equal_no_depth_write_colormask_none
#define IPOL_W
#define USE_ZBUFFER
#define CMP_W
#define burning_shader_colormask
#include "burning_shader_compile_fragment_start.h"
#include burning_shader_frag
#include "burning_shader_compile_fragment_end.h"