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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h" class lightmappedgeneric_flashlight_vs30_Static_Index { private: int m_nNORMALMAP; #ifdef _DEBUG bool m_bNORMALMAP; #endif public: void SetNORMALMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nNORMALMAP = i; #ifdef _DEBUG m_bNORMALMAP = true; #endif } void SetNORMALMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nNORMALMAP = i ? 1 : 0; #ifdef _DEBUG m_bNORMALMAP = true; #endif } private: int m_nWORLDVERTEXTRANSITION; #ifdef _DEBUG bool m_bWORLDVERTEXTRANSITION; #endif public: void SetWORLDVERTEXTRANSITION( int i ) { Assert( i >= 0 && i <= 1 ); m_nWORLDVERTEXTRANSITION = i; #ifdef _DEBUG m_bWORLDVERTEXTRANSITION = true; #endif } void SetWORLDVERTEXTRANSITION( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nWORLDVERTEXTRANSITION = i ? 1 : 0; #ifdef _DEBUG m_bWORLDVERTEXTRANSITION = true; #endif } private: int m_nSEAMLESS; #ifdef _DEBUG bool m_bSEAMLESS; #endif public: void SetSEAMLESS( int i ) { Assert( i >= 0 && i <= 1 ); m_nSEAMLESS = i; #ifdef _DEBUG m_bSEAMLESS = true; #endif } void SetSEAMLESS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSEAMLESS = i ? 1 : 0; #ifdef _DEBUG m_bSEAMLESS = true; #endif } private: int m_nDETAIL; #ifdef _DEBUG bool m_bDETAIL; #endif public: void SetDETAIL( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAIL = i; #ifdef _DEBUG m_bDETAIL = true; #endif } void SetDETAIL( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDETAIL = i ? 1 : 0; #ifdef _DEBUG m_bDETAIL = true; #endif } private: int m_nDOPIXELFOG; #ifdef _DEBUG bool m_bDOPIXELFOG; #endif public: void SetDOPIXELFOG( int i ) { Assert( i >= 0 && i <= 1 ); m_nDOPIXELFOG = i; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif } void SetDOPIXELFOG( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDOPIXELFOG = i ? 1 : 0; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif } private: int m_nHARDWAREFOGBLEND; #ifdef _DEBUG bool m_bHARDWAREFOGBLEND; #endif public: void SetHARDWAREFOGBLEND( int i ) { Assert( i >= 0 && i <= 0 ); m_nHARDWAREFOGBLEND = i; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif } void SetHARDWAREFOGBLEND( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nHARDWAREFOGBLEND = i ? 1 : 0; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif } public: // CONSTRUCTOR
lightmappedgeneric_flashlight_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bNORMALMAP = false; #endif // _DEBUG
m_nNORMALMAP = 0; #ifdef _DEBUG m_bWORLDVERTEXTRANSITION = false; #endif // _DEBUG
m_nWORLDVERTEXTRANSITION = 0; #ifdef _DEBUG m_bSEAMLESS = false; #endif // _DEBUG
m_nSEAMLESS = 0; #ifdef _DEBUG m_bDETAIL = false; #endif // _DEBUG
m_nDETAIL = 0; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif // _DEBUG
m_nDOPIXELFOG = ( g_pHardwareConfig->SupportsPixelShaders_2_b() && !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ) ? 1 : 0 ; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif // _DEBUG
m_nHARDWAREFOGBLEND = 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_bNORMALMAP && m_bWORLDVERTEXTRANSITION && m_bSEAMLESS && m_bDETAIL && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 2 * m_nNORMALMAP ) + ( 4 * m_nWORLDVERTEXTRANSITION ) + ( 8 * m_nSEAMLESS ) + ( 16 * m_nDETAIL ) + ( 32 * m_nDOPIXELFOG ) + ( 64 * m_nHARDWAREFOGBLEND ) + 0; } }; #define shaderStaticTest_lightmappedgeneric_flashlight_vs30 vsh_forgot_to_set_static_NORMALMAP + vsh_forgot_to_set_static_WORLDVERTEXTRANSITION + vsh_forgot_to_set_static_SEAMLESS + vsh_forgot_to_set_static_DETAIL + 0 class lightmappedgeneric_flashlight_vs30_Dynamic_Index { 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 ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDOWATERFOG = i ? 1 : 0; #ifdef _DEBUG m_bDOWATERFOG = true; #endif } public: // CONSTRUCTOR
lightmappedgeneric_flashlight_vs30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bDOWATERFOG = true; #endif // _DEBUG
m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ; } 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_bDOWATERFOG; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nDOWATERFOG ) + 0; } }; #define shaderDynamicTest_lightmappedgeneric_flashlight_vs30 0
static const ShaderComboInformation_t s_DynamicComboArray_lightmappedgeneric_flashlight_vs30[1] = { { "DOWATERFOG", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_lightmappedgeneric_flashlight_vs30[6] = { { "NORMALMAP", 0, 1 }, { "WORLDVERTEXTRANSITION", 0, 1 }, { "SEAMLESS", 0, 1 }, { "DETAIL", 0, 1 }, { "DOPIXELFOG", 0, 1 }, { "HARDWAREFOGBLEND", 0, 0 }, }; static const ShaderComboSemantics_t lightmappedgeneric_flashlight_vs30_combos = { "lightmappedgeneric_flashlight_vs30", s_DynamicComboArray_lightmappedgeneric_flashlight_vs30, 1, s_StaticComboArray_lightmappedgeneric_flashlight_vs30, 6 };
class ConstructMe_lightmappedgeneric_flashlight_vs30 { public: ConstructMe_lightmappedgeneric_flashlight_vs30() { GetShaderDLL()->AddShaderComboInformation( &lightmappedgeneric_flashlight_vs30_combos ); } };
static ConstructMe_lightmappedgeneric_flashlight_vs30 s_ConstructMe_lightmappedgeneric_flashlight_vs30;
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