|
|
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $BUMPMAP == 0 )
// 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 lightmappedpaint_ps20_Static_Index { 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_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_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_nTHICKPAINT; #ifdef _DEBUG bool m_bTHICKPAINT; #endif public: void SetTHICKPAINT( int i ) { Assert( i >= 0 && i <= 1 ); m_nTHICKPAINT = i; #ifdef _DEBUG m_bTHICKPAINT = true; #endif } void SetTHICKPAINT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nTHICKPAINT = i ? 1 : 0; #ifdef _DEBUG m_bTHICKPAINT = true; #endif } private: int m_nDOPIXELFOG; #ifdef _DEBUG bool m_bDOPIXELFOG; #endif public: void SetDOPIXELFOG( int i ) { Assert( i >= 0 && i <= 0 ); m_nDOPIXELFOG = i; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif } void SetDOPIXELFOG( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nDOPIXELFOG = i ? 1 : 0; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif } public: // CONSTRUCTOR
lightmappedpaint_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bBUMPMAP = false; #endif // _DEBUG
m_nBUMPMAP = 0; #ifdef _DEBUG m_bCUBEMAP = false; #endif // _DEBUG
m_nCUBEMAP = 0; #ifdef _DEBUG m_bSEAMLESS = false; #endif // _DEBUG
m_nSEAMLESS = 0; #ifdef _DEBUG m_bTHICKPAINT = false; #endif // _DEBUG
m_nTHICKPAINT = 0; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif // _DEBUG
m_nDOPIXELFOG = 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_bBUMPMAP && m_bCUBEMAP && m_bSEAMLESS && m_bTHICKPAINT && m_bDOPIXELFOG; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 8 * m_nBUMPMAP ) + ( 24 * m_nCUBEMAP ) + ( 72 * m_nSEAMLESS ) + ( 144 * m_nTHICKPAINT ) + ( 288 * m_nDOPIXELFOG ) + 0; } }; #define shaderStaticTest_lightmappedpaint_ps20 psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_THICKPAINT + 0 class lightmappedpaint_ps20_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_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
lightmappedpaint_ps20_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_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_bPIXELFOGTYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nFASTPATHENVMAPCONTRAST ) + ( 2 * m_nFASTPATH ) + ( 4 * m_nPIXELFOGTYPE ) + 0; } }; #define shaderDynamicTest_lightmappedpaint_ps20 psh_forgot_to_set_dynamic_FASTPATHENVMAPCONTRAST + psh_forgot_to_set_dynamic_FASTPATH + 0
static const ShaderComboInformation_t s_DynamicComboArray_lightmappedpaint_ps20[3] = { { "FASTPATHENVMAPCONTRAST", 0, 1 }, { "FASTPATH", 0, 1 }, { "PIXELFOGTYPE", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_lightmappedpaint_ps20[5] = { { "BUMPMAP", 0, 2 }, { "CUBEMAP", 0, 2 }, { "SEAMLESS", 0, 1 }, { "THICKPAINT", 0, 1 }, { "DOPIXELFOG", 0, 0 }, }; static const ShaderComboSemantics_t lightmappedpaint_ps20_combos = { "lightmappedpaint_ps20", s_DynamicComboArray_lightmappedpaint_ps20, 3, s_StaticComboArray_lightmappedpaint_ps20, 5 };
class ConstructMe_lightmappedpaint_ps20 { public: ConstructMe_lightmappedpaint_ps20() { GetShaderDLL()->AddShaderComboInformation( &lightmappedpaint_ps20_combos ); } };
static ConstructMe_lightmappedpaint_ps20 s_ConstructMe_lightmappedpaint_ps20;
|