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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// $BUMPMASK && $SEAMLESS
// $LIGHTING_PREVIEW && $FLASHLIGHT
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h" class lightmappedgeneric_vs20_Static_Index { private: int m_nENVMAP_MASK; #ifdef _DEBUG bool m_bENVMAP_MASK; #endif public: void SetENVMAP_MASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nENVMAP_MASK = i; #ifdef _DEBUG m_bENVMAP_MASK = true; #endif } void SetENVMAP_MASK( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nENVMAP_MASK = i ? 1 : 0; #ifdef _DEBUG m_bENVMAP_MASK = true; #endif } private: int m_nTANGENTSPACE; #ifdef _DEBUG bool m_bTANGENTSPACE; #endif public: void SetTANGENTSPACE( int i ) { Assert( i >= 0 && i <= 1 ); m_nTANGENTSPACE = i; #ifdef _DEBUG m_bTANGENTSPACE = true; #endif } void SetTANGENTSPACE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nTANGENTSPACE = i ? 1 : 0; #ifdef _DEBUG m_bTANGENTSPACE = true; #endif } private: int m_nBUMPMAP; #ifdef _DEBUG bool m_bBUMPMAP; #endif public: void SetBUMPMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nBUMPMAP = i; #ifdef _DEBUG m_bBUMPMAP = true; #endif } void SetBUMPMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nBUMPMAP = i ? 1 : 0; #ifdef _DEBUG m_bBUMPMAP = true; #endif } private: int m_nDETAILTEXTURE; #ifdef _DEBUG bool m_bDETAILTEXTURE; #endif public: void SetDETAILTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAILTEXTURE = i; #ifdef _DEBUG m_bDETAILTEXTURE = true; #endif } void SetDETAILTEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDETAILTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bDETAILTEXTURE = true; #endif } 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 ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nVERTEXCOLOR = i ? 1 : 0; #ifdef _DEBUG m_bVERTEXCOLOR = true; #endif } private: int m_nVERTEXALPHATEXBLENDFACTOR; #ifdef _DEBUG bool m_bVERTEXALPHATEXBLENDFACTOR; #endif public: void SetVERTEXALPHATEXBLENDFACTOR( int i ) { Assert( i >= 0 && i <= 1 ); m_nVERTEXALPHATEXBLENDFACTOR = i; #ifdef _DEBUG m_bVERTEXALPHATEXBLENDFACTOR = true; #endif } void SetVERTEXALPHATEXBLENDFACTOR( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nVERTEXALPHATEXBLENDFACTOR = i ? 1 : 0; #ifdef _DEBUG m_bVERTEXALPHATEXBLENDFACTOR = 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_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_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_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_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_nPAINT; #ifdef _DEBUG bool m_bPAINT; #endif public: void SetPAINT( int i ) { Assert( i >= 0 && i <= 1 ); m_nPAINT = i; #ifdef _DEBUG m_bPAINT = true; #endif } void SetPAINT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPAINT = i ? 1 : 0; #ifdef _DEBUG m_bPAINT = 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_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bENVMAP_MASK = false; #endif // _DEBUG
m_nENVMAP_MASK = 0; #ifdef _DEBUG m_bTANGENTSPACE = false; #endif // _DEBUG
m_nTANGENTSPACE = 0; #ifdef _DEBUG m_bBUMPMAP = false; #endif // _DEBUG
m_nBUMPMAP = 0; #ifdef _DEBUG m_bDETAILTEXTURE = false; #endif // _DEBUG
m_nDETAILTEXTURE = 0; #ifdef _DEBUG m_bVERTEXCOLOR = false; #endif // _DEBUG
m_nVERTEXCOLOR = 0; #ifdef _DEBUG m_bVERTEXALPHATEXBLENDFACTOR = false; #endif // _DEBUG
m_nVERTEXALPHATEXBLENDFACTOR = 0; #ifdef _DEBUG m_bSEAMLESS = false; #endif // _DEBUG
m_nSEAMLESS = 0; #ifdef _DEBUG m_bBUMPMASK = false; #endif // _DEBUG
m_nBUMPMASK = 0; #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG
m_nFLASHLIGHT = 0; #ifdef _DEBUG m_bFANCY_BLENDING = false; #endif // _DEBUG
m_nFANCY_BLENDING = 0; #ifdef _DEBUG m_bSELFILLUM = false; #endif // _DEBUG
m_nSELFILLUM = 0; #ifdef _DEBUG m_bLIGHTING_PREVIEW = false; #endif // _DEBUG
m_nLIGHTING_PREVIEW = 0; #ifdef _DEBUG m_bPAINT = false; #endif // _DEBUG
m_nPAINT = 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_bENVMAP_MASK && m_bTANGENTSPACE && m_bBUMPMAP && m_bDETAILTEXTURE && m_bVERTEXCOLOR && m_bVERTEXALPHATEXBLENDFACTOR && m_bSEAMLESS && m_bBUMPMASK && m_bFLASHLIGHT && m_bFANCY_BLENDING && m_bSELFILLUM && m_bLIGHTING_PREVIEW && m_bPAINT && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 4 * m_nENVMAP_MASK ) + ( 8 * m_nTANGENTSPACE ) + ( 16 * m_nBUMPMAP ) + ( 32 * m_nDETAILTEXTURE ) + ( 64 * m_nVERTEXCOLOR ) + ( 128 * m_nVERTEXALPHATEXBLENDFACTOR ) + ( 256 * m_nSEAMLESS ) + ( 512 * m_nBUMPMASK ) + ( 512 * m_nFLASHLIGHT ) + ( 1024 * m_nFANCY_BLENDING ) + ( 2048 * m_nSELFILLUM ) + ( 4096 * m_nLIGHTING_PREVIEW ) + ( 4096 * m_nPAINT ) + ( 8192 * m_nDOPIXELFOG ) + ( 16384 * m_nHARDWAREFOGBLEND ) + 0; } }; #define shaderStaticTest_lightmappedgeneric_vs20 vsh_forgot_to_set_static_ENVMAP_MASK + vsh_forgot_to_set_static_TANGENTSPACE + vsh_forgot_to_set_static_BUMPMAP + vsh_forgot_to_set_static_DETAILTEXTURE + vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_VERTEXALPHATEXBLENDFACTOR + vsh_forgot_to_set_static_SEAMLESS + vsh_forgot_to_set_static_BUMPMASK + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_FANCY_BLENDING + vsh_forgot_to_set_static_SELFILLUM + vsh_forgot_to_set_static_LIGHTING_PREVIEW + vsh_forgot_to_set_static_PAINT + 0 class lightmappedgeneric_vs20_Dynamic_Index { 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_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_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bFASTPATH = false; #endif // _DEBUG
m_nFASTPATH = 0; #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_bFASTPATH && m_bDOWATERFOG; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nFASTPATH ) + ( 2 * m_nDOWATERFOG ) + 0; } }; #define shaderDynamicTest_lightmappedgeneric_vs20 vsh_forgot_to_set_dynamic_FASTPATH + 0
static const ShaderComboInformation_t s_DynamicComboArray_lightmappedgeneric_vs20[2] = { { "FASTPATH", 0, 1 }, { "DOWATERFOG", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_lightmappedgeneric_vs20[15] = { { "ENVMAP_MASK", 0, 1 }, { "TANGENTSPACE", 0, 1 }, { "BUMPMAP", 0, 1 }, { "DETAILTEXTURE", 0, 1 }, { "VERTEXCOLOR", 0, 1 }, { "VERTEXALPHATEXBLENDFACTOR", 0, 1 }, { "SEAMLESS", 0, 1 }, { "BUMPMASK", 0, 0 }, { "FLASHLIGHT", 0, 1 }, { "FANCY_BLENDING", 0, 1 }, { "SELFILLUM", 0, 1 }, { "LIGHTING_PREVIEW", 0, 0 }, { "PAINT", 0, 1 }, { "DOPIXELFOG", 0, 1 }, { "HARDWAREFOGBLEND", 0, 0 }, }; static const ShaderComboSemantics_t lightmappedgeneric_vs20_combos = { "lightmappedgeneric_vs20", s_DynamicComboArray_lightmappedgeneric_vs20, 2, s_StaticComboArray_lightmappedgeneric_vs20, 15 };
class ConstructMe_lightmappedgeneric_vs20 { public: ConstructMe_lightmappedgeneric_vs20() { GetShaderDLL()->AddShaderComboInformation( &lightmappedgeneric_vs20_combos ); } };
static ConstructMe_lightmappedgeneric_vs20 s_ConstructMe_lightmappedgeneric_vs20;
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