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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ($DETAIL_BLEND_MODE == 7 ) && $BUMPMAP2
// ($DETAIL_BLEND_MODE == 6 )
// ($DETAIL_BLEND_MODE == 10 ) && ($BUMPMAP == 0 )
// ($DETAIL_BLEND_MODE == 11 ) && ($BUMPMAP != 0 )
// ($FANCY_BLENDING) && ($DETAIL_BLEND_MODE == 7 )
// ($FANCY_BLENDING) && ($BASETEXTURE2 == 0 ) && ($BUMPMAP2 == 0 )
// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// ( $CUBEMAP == 2 ) && ( $PIXELFOGTYPE == 1 ) && ( $SHADER_SRGB_READ == 1 )
// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CASCADE_SIZE != 0 )
// ( $CASCADED_SHADOW_MAPPING != 0 ) && ( $SFM != 0 )
// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CSM_MODE != 0 )
// $ENVMAPMASK && $BUMPMAP
// $NORMALMAPALPHAENVMAPMASK && $BASEALPHAENVMAPMASK
// $NORMALMAPALPHAENVMAPMASK && $ENVMAPMASK
// $BASEALPHAENVMAPMASK && $ENVMAPMASK
// $BASEALPHAENVMAPMASK && $SELFILLUM
// !$FASTPATH && $FASTPATHENVMAPCONTRAST
// !$FASTPATH && $FASTPATHENVMAPTINT
// !$BUMPMAP && $BUMPMAP2
// $ENVMAPMASK && $BUMPMAP2
// $BASEALPHAENVMAPMASK && $BUMPMAP
// $SEAMLESS && ( $DETAIL_BLEND_MODE != 12 )
// $BUMPMASK && ( $SEAMLESS || ( $DETAILTEXTURE != 12 ) || $SELFILLUM || $BASETEXTURE2 )
// $FASTPATH && $PIXELFOGTYPE && $BASETEXTURE2 && $CUBEMAP && ($DETAIL_BLEND_MODE == 10 )
// $FANCY_BLENDING && $BUMPMAP && $DETAILTEXTURE
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
#include "shaderlib/cshader.h" class lightmappedgeneric_ps20b_Static_Index { private: int m_nBASETEXTURE2; #ifdef _DEBUG bool m_bBASETEXTURE2; #endif public: void SetBASETEXTURE2( int i ) { Assert( i >= 0 && i <= 1 ); m_nBASETEXTURE2 = i; #ifdef _DEBUG m_bBASETEXTURE2 = true; #endif } void SetBASETEXTURE2( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nBASETEXTURE2 = i ? 1 : 0; #ifdef _DEBUG m_bBASETEXTURE2 = true; #endif } private: int m_nBUMPMAP; #ifdef _DEBUG bool m_bBUMPMAP; #endif public: void SetBUMPMAP( int i ) { Assert( i >= 0 && i <= 2 ); m_nBUMPMAP = i; #ifdef _DEBUG m_bBUMPMAP = true; #endif } void SetBUMPMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nBUMPMAP = i ? 1 : 0; #ifdef _DEBUG m_bBUMPMAP = true; #endif } private: int m_nBUMPMAP2; #ifdef _DEBUG bool m_bBUMPMAP2; #endif public: void SetBUMPMAP2( int i ) { Assert( i >= 0 && i <= 1 ); m_nBUMPMAP2 = i; #ifdef _DEBUG m_bBUMPMAP2 = true; #endif } void SetBUMPMAP2( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nBUMPMAP2 = i ? 1 : 0; #ifdef _DEBUG m_bBUMPMAP2 = true; #endif } private: int m_nCUBEMAP; #ifdef _DEBUG bool m_bCUBEMAP; #endif public: void SetCUBEMAP( int i ) { Assert( i >= 0 && i <= 2 ); m_nCUBEMAP = i; #ifdef _DEBUG m_bCUBEMAP = true; #endif } void SetCUBEMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nCUBEMAP = i ? 1 : 0; #ifdef _DEBUG m_bCUBEMAP = true; #endif } private: int m_nENVMAPMASK; #ifdef _DEBUG bool m_bENVMAPMASK; #endif public: void SetENVMAPMASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nENVMAPMASK = i; #ifdef _DEBUG m_bENVMAPMASK = true; #endif } void SetENVMAPMASK( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nENVMAPMASK = i ? 1 : 0; #ifdef _DEBUG m_bENVMAPMASK = true; #endif } private: int m_nBASEALPHAENVMAPMASK; #ifdef _DEBUG bool m_bBASEALPHAENVMAPMASK; #endif public: void SetBASEALPHAENVMAPMASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nBASEALPHAENVMAPMASK = i; #ifdef _DEBUG m_bBASEALPHAENVMAPMASK = true; #endif } void SetBASEALPHAENVMAPMASK( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nBASEALPHAENVMAPMASK = i ? 1 : 0; #ifdef _DEBUG m_bBASEALPHAENVMAPMASK = true; #endif } private: int m_nSELFILLUM; #ifdef _DEBUG bool m_bSELFILLUM; #endif public: void SetSELFILLUM( int i ) { Assert( i >= 0 && i <= 1 ); m_nSELFILLUM = i; #ifdef _DEBUG m_bSELFILLUM = true; #endif } void SetSELFILLUM( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSELFILLUM = i ? 1 : 0; #ifdef _DEBUG m_bSELFILLUM = true; #endif } private: int m_nNORMALMAPALPHAENVMAPMASK; #ifdef _DEBUG bool m_bNORMALMAPALPHAENVMAPMASK; #endif public: void SetNORMALMAPALPHAENVMAPMASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nNORMALMAPALPHAENVMAPMASK = i; #ifdef _DEBUG m_bNORMALMAPALPHAENVMAPMASK = true; #endif } void SetNORMALMAPALPHAENVMAPMASK( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nNORMALMAPALPHAENVMAPMASK = i ? 1 : 0; #ifdef _DEBUG m_bNORMALMAPALPHAENVMAPMASK = true; #endif } private: int m_nFANCY_BLENDING; #ifdef _DEBUG bool m_bFANCY_BLENDING; #endif public: void SetFANCY_BLENDING( int i ) { Assert( i >= 0 && i <= 1 ); m_nFANCY_BLENDING = i; #ifdef _DEBUG m_bFANCY_BLENDING = true; #endif } void SetFANCY_BLENDING( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFANCY_BLENDING = i ? 1 : 0; #ifdef _DEBUG m_bFANCY_BLENDING = 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_nBUMPMASK; #ifdef _DEBUG bool m_bBUMPMASK; #endif public: void SetBUMPMASK( int i ) { Assert( i >= 0 && i <= 0 ); m_nBUMPMASK = i; #ifdef _DEBUG m_bBUMPMASK = true; #endif } void SetBUMPMASK( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nBUMPMASK = i ? 1 : 0; #ifdef _DEBUG m_bBUMPMASK = true; #endif } private: int m_nDETAIL_BLEND_MODE; #ifdef _DEBUG bool m_bDETAIL_BLEND_MODE; #endif public: void SetDETAIL_BLEND_MODE( int i ) { Assert( i >= 0 && i <= 12 ); m_nDETAIL_BLEND_MODE = i; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = true; #endif } void SetDETAIL_BLEND_MODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 12 ); m_nDETAIL_BLEND_MODE = i ? 1 : 0; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = 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 ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFLASHLIGHT = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif } private: int m_nSHADER_SRGB_READ; #ifdef _DEBUG bool m_bSHADER_SRGB_READ; #endif public: void SetSHADER_SRGB_READ( int i ) { Assert( i >= 0 && i <= 1 ); m_nSHADER_SRGB_READ = i; #ifdef _DEBUG m_bSHADER_SRGB_READ = true; #endif } void SetSHADER_SRGB_READ( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSHADER_SRGB_READ = i ? 1 : 0; #ifdef _DEBUG m_bSHADER_SRGB_READ = true; #endif } private: int m_nLIGHTING_PREVIEW; #ifdef _DEBUG bool m_bLIGHTING_PREVIEW; #endif public: void SetLIGHTING_PREVIEW( int i ) { Assert( i >= 0 && i <= 0 ); m_nLIGHTING_PREVIEW = i; #ifdef _DEBUG m_bLIGHTING_PREVIEW = true; #endif } void SetLIGHTING_PREVIEW( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nLIGHTING_PREVIEW = i ? 1 : 0; #ifdef _DEBUG m_bLIGHTING_PREVIEW = true; #endif } private: int m_nCASCADED_SHADOW_MAPPING; #ifdef _DEBUG bool m_bCASCADED_SHADOW_MAPPING; #endif public: void SetCASCADED_SHADOW_MAPPING( int i ) { Assert( i >= 0 && i <= 1 ); m_nCASCADED_SHADOW_MAPPING = i; #ifdef _DEBUG m_bCASCADED_SHADOW_MAPPING = true; #endif } void SetCASCADED_SHADOW_MAPPING( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCASCADED_SHADOW_MAPPING = i ? 1 : 0; #ifdef _DEBUG m_bCASCADED_SHADOW_MAPPING = true; #endif } private: int m_nCSM_MODE; #ifdef _DEBUG bool m_bCSM_MODE; #endif public: void SetCSM_MODE( int i ) { Assert( i >= 0 && i <= 0 ); m_nCSM_MODE = i; #ifdef _DEBUG m_bCSM_MODE = true; #endif } void SetCSM_MODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nCSM_MODE = i ? 1 : 0; #ifdef _DEBUG m_bCSM_MODE = 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 } public: // CONSTRUCTOR
lightmappedgeneric_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bBASETEXTURE2 = false; #endif // _DEBUG
m_nBASETEXTURE2 = 0; #ifdef _DEBUG m_bBUMPMAP = false; #endif // _DEBUG
m_nBUMPMAP = 0; #ifdef _DEBUG m_bBUMPMAP2 = false; #endif // _DEBUG
m_nBUMPMAP2 = 0; #ifdef _DEBUG m_bCUBEMAP = false; #endif // _DEBUG
m_nCUBEMAP = 0; #ifdef _DEBUG m_bENVMAPMASK = false; #endif // _DEBUG
m_nENVMAPMASK = 0; #ifdef _DEBUG m_bBASEALPHAENVMAPMASK = false; #endif // _DEBUG
m_nBASEALPHAENVMAPMASK = 0; #ifdef _DEBUG m_bSELFILLUM = false; #endif // _DEBUG
m_nSELFILLUM = 0; #ifdef _DEBUG m_bNORMALMAPALPHAENVMAPMASK = false; #endif // _DEBUG
m_nNORMALMAPALPHAENVMAPMASK = 0; #ifdef _DEBUG m_bFANCY_BLENDING = false; #endif // _DEBUG
m_nFANCY_BLENDING = 0; #ifdef _DEBUG m_bSEAMLESS = false; #endif // _DEBUG
m_nSEAMLESS = 0; #ifdef _DEBUG m_bBUMPMASK = false; #endif // _DEBUG
m_nBUMPMASK = 0; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = false; #endif // _DEBUG
m_nDETAIL_BLEND_MODE = 0; #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG
m_nFLASHLIGHT = 0; #ifdef _DEBUG m_bSHADER_SRGB_READ = false; #endif // _DEBUG
m_nSHADER_SRGB_READ = 0; #ifdef _DEBUG m_bLIGHTING_PREVIEW = false; #endif // _DEBUG
m_nLIGHTING_PREVIEW = 0; #ifdef _DEBUG m_bCASCADED_SHADOW_MAPPING = true; #endif // _DEBUG
m_nCASCADED_SHADOW_MAPPING = g_pHardwareConfig->SupportsCascadedShadowMapping() ; #ifdef _DEBUG m_bCSM_MODE = true; #endif // _DEBUG
m_nCSM_MODE = 0 ; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif // _DEBUG
m_nDOPIXELFOG = !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ? 1 : 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_bBASETEXTURE2 && m_bBUMPMAP && m_bBUMPMAP2 && m_bCUBEMAP && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bNORMALMAPALPHAENVMAPMASK && m_bFANCY_BLENDING && m_bSEAMLESS && m_bBUMPMASK && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHT && m_bSHADER_SRGB_READ && m_bLIGHTING_PREVIEW && m_bCASCADED_SHADOW_MAPPING && m_bCSM_MODE && m_bDOPIXELFOG; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 64 * m_nBASETEXTURE2 ) + ( 128 * m_nBUMPMAP ) + ( 384 * m_nBUMPMAP2 ) + ( 768 * m_nCUBEMAP ) + ( 2304 * m_nENVMAPMASK ) + ( 4608 * m_nBASEALPHAENVMAPMASK ) + ( 9216 * m_nSELFILLUM ) + ( 18432 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 36864 * m_nFANCY_BLENDING ) + ( 73728 * m_nSEAMLESS ) + ( 147456 * m_nBUMPMASK ) + ( 147456 * m_nDETAIL_BLEND_MODE ) + ( 1916928 * m_nFLASHLIGHT ) + ( 3833856 * m_nSHADER_SRGB_READ ) + ( 7667712 * m_nLIGHTING_PREVIEW ) + ( 7667712 * m_nCASCADED_SHADOW_MAPPING ) + ( 15335424 * m_nCSM_MODE ) + ( 15335424 * m_nDOPIXELFOG ) + 0; } }; #define shaderStaticTest_lightmappedgeneric_ps20b psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_BUMPMAP2 + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_BUMPMASK + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_SHADER_SRGB_READ + psh_forgot_to_set_static_LIGHTING_PREVIEW + 0 class lightmappedgeneric_ps20b_Dynamic_Index { private: int m_nFASTPATHENVMAPCONTRAST; #ifdef _DEBUG bool m_bFASTPATHENVMAPCONTRAST; #endif public: void SetFASTPATHENVMAPCONTRAST( int i ) { Assert( i >= 0 && i <= 1 ); m_nFASTPATHENVMAPCONTRAST = i; #ifdef _DEBUG m_bFASTPATHENVMAPCONTRAST = true; #endif } void SetFASTPATHENVMAPCONTRAST( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFASTPATHENVMAPCONTRAST = i ? 1 : 0; #ifdef _DEBUG m_bFASTPATHENVMAPCONTRAST = true; #endif } private: int m_nFASTPATH; #ifdef _DEBUG bool m_bFASTPATH; #endif public: void SetFASTPATH( int i ) { Assert( i >= 0 && i <= 1 ); m_nFASTPATH = i; #ifdef _DEBUG m_bFASTPATH = true; #endif } void SetFASTPATH( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFASTPATH = i ? 1 : 0; #ifdef _DEBUG m_bFASTPATH = true; #endif } 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 ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0; #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = 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 <= 0 ); m_nWRITE_DEPTH_TO_DESTALPHA = i; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = true; #endif } void SetWRITE_DEPTH_TO_DESTALPHA( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); 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 ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFLASHLIGHTSHADOWS = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = true; #endif } private: int m_nPAINTREFRACT; #ifdef _DEBUG bool m_bPAINTREFRACT; #endif public: void SetPAINTREFRACT( int i ) { Assert( i >= 0 && i <= 0 ); m_nPAINTREFRACT = i; #ifdef _DEBUG m_bPAINTREFRACT = true; #endif } void SetPAINTREFRACT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nPAINTREFRACT = i ? 1 : 0; #ifdef _DEBUG m_bPAINTREFRACT = true; #endif } private: int m_nCASCADE_SIZE; #ifdef _DEBUG bool m_bCASCADE_SIZE; #endif public: void SetCASCADE_SIZE( int i ) { Assert( i >= 0 && i <= 1 ); m_nCASCADE_SIZE = i; #ifdef _DEBUG m_bCASCADE_SIZE = true; #endif } void SetCASCADE_SIZE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCASCADE_SIZE = i ? 1 : 0; #ifdef _DEBUG m_bCASCADE_SIZE = 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 ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPIXELFOGTYPE = i ? 1 : 0; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } public: // CONSTRUCTOR
lightmappedgeneric_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bFASTPATHENVMAPCONTRAST = false; #endif // _DEBUG
m_nFASTPATHENVMAPCONTRAST = 0; #ifdef _DEBUG m_bFASTPATH = false; #endif // _DEBUG
m_nFASTPATH = 0; #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = false; #endif // _DEBUG
m_nWRITEWATERFOGTODESTALPHA = 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_bPAINTREFRACT = false; #endif // _DEBUG
m_nPAINTREFRACT = 0; #ifdef _DEBUG m_bCASCADE_SIZE = true; #endif // _DEBUG
m_nCASCADE_SIZE = ( pShaderAPI->IsCascadedShadowMapping() ) ? 1 : 0 ; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif // _DEBUG
m_nPIXELFOGTYPE = ( 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_bFASTPATHENVMAPCONTRAST && m_bFASTPATH && m_bWRITEWATERFOGTODESTALPHA && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS && m_bPAINTREFRACT && m_bCASCADE_SIZE && m_bPIXELFOGTYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nFASTPATHENVMAPCONTRAST ) + ( 2 * m_nFASTPATH ) + ( 4 * m_nWRITEWATERFOGTODESTALPHA ) + ( 8 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 8 * m_nFLASHLIGHTSHADOWS ) + ( 16 * m_nPAINTREFRACT ) + ( 16 * m_nCASCADE_SIZE ) + ( 32 * m_nPIXELFOGTYPE ) + 0; } }; #define shaderDynamicTest_lightmappedgeneric_ps20b psh_forgot_to_set_dynamic_FASTPATHENVMAPCONTRAST + psh_forgot_to_set_dynamic_FASTPATH + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_PAINTREFRACT + 0
static const ShaderComboInformation_t s_DynamicComboArray_lightmappedgeneric_ps20b[8] = { { "FASTPATHENVMAPCONTRAST", 0, 1 }, { "FASTPATH", 0, 1 }, { "WRITEWATERFOGTODESTALPHA", 0, 1 }, { "WRITE_DEPTH_TO_DESTALPHA", 0, 0 }, { "FLASHLIGHTSHADOWS", 0, 1 }, { "PAINTREFRACT", 0, 0 }, { "CASCADE_SIZE", 0, 1 }, { "PIXELFOGTYPE", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_lightmappedgeneric_ps20b[18] = { { "BASETEXTURE2", 0, 1 }, { "BUMPMAP", 0, 2 }, { "BUMPMAP2", 0, 1 }, { "CUBEMAP", 0, 2 }, { "ENVMAPMASK", 0, 1 }, { "BASEALPHAENVMAPMASK", 0, 1 }, { "SELFILLUM", 0, 1 }, { "NORMALMAPALPHAENVMAPMASK", 0, 1 }, { "FANCY_BLENDING", 0, 1 }, { "SEAMLESS", 0, 1 }, { "BUMPMASK", 0, 0 }, { "DETAIL_BLEND_MODE", 0, 12 }, { "FLASHLIGHT", 0, 1 }, { "SHADER_SRGB_READ", 0, 1 }, { "LIGHTING_PREVIEW", 0, 0 }, { "CASCADED_SHADOW_MAPPING", 0, 1 }, { "CSM_MODE", 0, 0 }, { "DOPIXELFOG", 0, 1 }, }; static const ShaderComboSemantics_t lightmappedgeneric_ps20b_combos = { "lightmappedgeneric_ps20b", s_DynamicComboArray_lightmappedgeneric_ps20b, 8, s_StaticComboArray_lightmappedgeneric_ps20b, 18 };
class ConstructMe_lightmappedgeneric_ps20b { public: ConstructMe_lightmappedgeneric_ps20b() { GetShaderDLL()->AddShaderComboInformation( &lightmappedgeneric_ps20b_combos ); } };
static ConstructMe_lightmappedgeneric_ps20b s_ConstructMe_lightmappedgeneric_ps20b;
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