|
|
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h" class character_vs20_Static_Index { private: int m_nUSEBOUNCECOLOR; #ifdef _DEBUG bool m_bUSEBOUNCECOLOR; #endif public: void SetUSEBOUNCECOLOR( int i ) { Assert( i >= 0 && i <= 0 ); m_nUSEBOUNCECOLOR = i; #ifdef _DEBUG m_bUSEBOUNCECOLOR = true; #endif } void SetUSEBOUNCECOLOR( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nUSEBOUNCECOLOR = i ? 1 : 0; #ifdef _DEBUG m_bUSEBOUNCECOLOR = 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 <= 1 ); m_nHARDWAREFOGBLEND = i; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif } void SetHARDWAREFOGBLEND( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nHARDWAREFOGBLEND = i ? 1 : 0; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif } public: // CONSTRUCTOR
character_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bUSEBOUNCECOLOR = false; #endif // _DEBUG
m_nUSEBOUNCECOLOR = 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 = !g_pHardwareConfig->SupportsPixelShaders_2_b() ; } 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_bUSEBOUNCECOLOR && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 40 * m_nUSEBOUNCECOLOR ) + ( 40 * m_nDOPIXELFOG ) + ( 80 * m_nHARDWAREFOGBLEND ) + 0; } }; #define shaderStaticTest_character_vs20 vsh_forgot_to_set_static_USEBOUNCECOLOR + 0 class character_vs20_Dynamic_Index { private: int m_nCOMPRESSED_VERTS; #ifdef _DEBUG bool m_bCOMPRESSED_VERTS; #endif public: void SetCOMPRESSED_VERTS( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOMPRESSED_VERTS = i; #ifdef _DEBUG m_bCOMPRESSED_VERTS = true; #endif } void SetCOMPRESSED_VERTS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCOMPRESSED_VERTS = i ? 1 : 0; #ifdef _DEBUG m_bCOMPRESSED_VERTS = true; #endif } private: int m_nSKINNING; #ifdef _DEBUG bool m_bSKINNING; #endif public: void SetSKINNING( int i ) { Assert( i >= 0 && i <= 1 ); m_nSKINNING = i; #ifdef _DEBUG m_bSKINNING = true; #endif } void SetSKINNING( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSKINNING = i ? 1 : 0; #ifdef _DEBUG m_bSKINNING = true; #endif } private: int m_nNUM_LIGHTS; #ifdef _DEBUG bool m_bNUM_LIGHTS; #endif public: void SetNUM_LIGHTS( int i ) { Assert( i >= 0 && i <= 4 ); m_nNUM_LIGHTS = i; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif } void SetNUM_LIGHTS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 ); m_nNUM_LIGHTS = i ? 1 : 0; #ifdef _DEBUG m_bNUM_LIGHTS = 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
character_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bCOMPRESSED_VERTS = false; #endif // _DEBUG
m_nCOMPRESSED_VERTS = 0; #ifdef _DEBUG m_bSKINNING = false; #endif // _DEBUG
m_nSKINNING = 0; #ifdef _DEBUG m_bNUM_LIGHTS = false; #endif // _DEBUG
m_nNUM_LIGHTS = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bNUM_LIGHTS && m_bDOWATERFOG; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nNUM_LIGHTS ) + ( 20 * m_nDOWATERFOG ) + 0; } }; #define shaderDynamicTest_character_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
static const ShaderComboInformation_t s_DynamicComboArray_character_vs20[4] = { { "COMPRESSED_VERTS", 0, 1 }, { "SKINNING", 0, 1 }, { "NUM_LIGHTS", 0, 4 }, { "DOWATERFOG", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_character_vs20[3] = { { "USEBOUNCECOLOR", 0, 0 }, { "DOPIXELFOG", 0, 1 }, { "HARDWAREFOGBLEND", 0, 1 }, }; static const ShaderComboSemantics_t character_vs20_combos = { "character_vs20", s_DynamicComboArray_character_vs20, 4, s_StaticComboArray_character_vs20, 3 };
class ConstructMe_character_vs20 { public: ConstructMe_character_vs20() { GetShaderDLL()->AddShaderComboInformation( &character_vs20_combos ); } };
static ConstructMe_character_vs20 s_ConstructMe_character_vs20;
|