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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( ( $COMPOSITEMODE == 1 ) && ( $CASCADED_SHADOW_MAPPING != 0 ) )
// ( ( $COMPOSITEMODE == 1 ) && ( $NUM_LIGHTS != 0 ) )
// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $DYN_CSM_ENABLED == 1 )
// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CSM_MODE != 0 )
// ( $USE_PATTERN2 == 1 ) && ( $USE_PATTERN1 == 0 )
// ( $USE_PATTERN_OFFSET == 1 ) && ( $USE_PATTERN1 == 0 && $USE_PATTERN2 == 0 )
// ( $SWAP_PATTERN_MASKS == 1 ) && ( $USE_PATTERN1 == 0 && $USE_PATTERN2 == 0 )
// ( $USE_LOGO2 == 1 ) && ( $USE_LOGO1 == 0 )
// ( $COMPOSITEMODE == 2 ) && ( $USE_PATTERN1 == 1 )
// ( $COMPOSITEMODE == 2 ) && ( $USE_PATTERN2 == 1 )
// ( $COMPOSITEMODE == 2 ) && ( $USE_PATTERN_OFFSET == 1 )
// ( $COMPOSITEMODE == 2 ) && ( $USE_LOGO1 == 1 )
// ( $COMPOSITEMODE == 2 ) && ( $USE_LOGO2 == 1 )
// ( $AO_MODE == 1 ) && ( $COMPOSITEMODE == 1 )
// ( $AO_MODE == 1 ) && ( $NUM_LIGHTS != 0 )
// ( $AO_MODE == 1 ) && ( $DYN_CSM_ENABLED == 1 )
// 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 customclothing_ps30_Static_Index { private: int m_nCOMPOSITEMODE; #ifdef _DEBUG bool m_bCOMPOSITEMODE; #endif public: void SetCOMPOSITEMODE( int i ) { Assert( i >= 0 && i <= 2 ); m_nCOMPOSITEMODE = i; #ifdef _DEBUG m_bCOMPOSITEMODE = true; #endif } void SetCOMPOSITEMODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nCOMPOSITEMODE = i ? 1 : 0; #ifdef _DEBUG m_bCOMPOSITEMODE = 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 <= 3 ); m_nCSM_MODE = i; #ifdef _DEBUG m_bCSM_MODE = true; #endif } void SetCSM_MODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 ); m_nCSM_MODE = i ? 1 : 0; #ifdef _DEBUG m_bCSM_MODE = true; #endif } private: int m_nUSE_PATTERN1; #ifdef _DEBUG bool m_bUSE_PATTERN1; #endif public: void SetUSE_PATTERN1( int i ) { Assert( i >= 0 && i <= 1 ); m_nUSE_PATTERN1 = i; #ifdef _DEBUG m_bUSE_PATTERN1 = true; #endif } void SetUSE_PATTERN1( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nUSE_PATTERN1 = i ? 1 : 0; #ifdef _DEBUG m_bUSE_PATTERN1 = true; #endif } private: int m_nUSE_PATTERN2; #ifdef _DEBUG bool m_bUSE_PATTERN2; #endif public: void SetUSE_PATTERN2( int i ) { Assert( i >= 0 && i <= 1 ); m_nUSE_PATTERN2 = i; #ifdef _DEBUG m_bUSE_PATTERN2 = true; #endif } void SetUSE_PATTERN2( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nUSE_PATTERN2 = i ? 1 : 0; #ifdef _DEBUG m_bUSE_PATTERN2 = true; #endif } private: int m_nUSE_PATTERN_OFFSET; #ifdef _DEBUG bool m_bUSE_PATTERN_OFFSET; #endif public: void SetUSE_PATTERN_OFFSET( int i ) { Assert( i >= 0 && i <= 1 ); m_nUSE_PATTERN_OFFSET = i; #ifdef _DEBUG m_bUSE_PATTERN_OFFSET = true; #endif } void SetUSE_PATTERN_OFFSET( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nUSE_PATTERN_OFFSET = i ? 1 : 0; #ifdef _DEBUG m_bUSE_PATTERN_OFFSET = true; #endif } private: int m_nUSE_LOGO1; #ifdef _DEBUG bool m_bUSE_LOGO1; #endif public: void SetUSE_LOGO1( int i ) { Assert( i >= 0 && i <= 1 ); m_nUSE_LOGO1 = i; #ifdef _DEBUG m_bUSE_LOGO1 = true; #endif } void SetUSE_LOGO1( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nUSE_LOGO1 = i ? 1 : 0; #ifdef _DEBUG m_bUSE_LOGO1 = true; #endif } private: int m_nUSE_LOGO2; #ifdef _DEBUG bool m_bUSE_LOGO2; #endif public: void SetUSE_LOGO2( int i ) { Assert( i >= 0 && i <= 1 ); m_nUSE_LOGO2 = i; #ifdef _DEBUG m_bUSE_LOGO2 = true; #endif } void SetUSE_LOGO2( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nUSE_LOGO2 = i ? 1 : 0; #ifdef _DEBUG m_bUSE_LOGO2 = true; #endif } private: int m_nSWAP_PATTERN_MASKS; #ifdef _DEBUG bool m_bSWAP_PATTERN_MASKS; #endif public: void SetSWAP_PATTERN_MASKS( int i ) { Assert( i >= 0 && i <= 1 ); m_nSWAP_PATTERN_MASKS = i; #ifdef _DEBUG m_bSWAP_PATTERN_MASKS = true; #endif } void SetSWAP_PATTERN_MASKS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSWAP_PATTERN_MASKS = i ? 1 : 0; #ifdef _DEBUG m_bSWAP_PATTERN_MASKS = true; #endif } public: // CONSTRUCTOR
customclothing_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bCOMPOSITEMODE = false; #endif // _DEBUG
m_nCOMPOSITEMODE = 0; #ifdef _DEBUG m_bCASCADED_SHADOW_MAPPING = false; #endif // _DEBUG
m_nCASCADED_SHADOW_MAPPING = 0; #ifdef _DEBUG m_bCSM_MODE = false; #endif // _DEBUG
m_nCSM_MODE = 0; #ifdef _DEBUG m_bUSE_PATTERN1 = false; #endif // _DEBUG
m_nUSE_PATTERN1 = 0; #ifdef _DEBUG m_bUSE_PATTERN2 = false; #endif // _DEBUG
m_nUSE_PATTERN2 = 0; #ifdef _DEBUG m_bUSE_PATTERN_OFFSET = false; #endif // _DEBUG
m_nUSE_PATTERN_OFFSET = 0; #ifdef _DEBUG m_bUSE_LOGO1 = false; #endif // _DEBUG
m_nUSE_LOGO1 = 0; #ifdef _DEBUG m_bUSE_LOGO2 = false; #endif // _DEBUG
m_nUSE_LOGO2 = 0; #ifdef _DEBUG m_bSWAP_PATTERN_MASKS = false; #endif // _DEBUG
m_nSWAP_PATTERN_MASKS = 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_bCOMPOSITEMODE && m_bCASCADED_SHADOW_MAPPING && m_bCSM_MODE && m_bUSE_PATTERN1 && m_bUSE_PATTERN2 && m_bUSE_PATTERN_OFFSET && m_bUSE_LOGO1 && m_bUSE_LOGO2 && m_bSWAP_PATTERN_MASKS; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 20 * m_nCOMPOSITEMODE ) + ( 60 * m_nCASCADED_SHADOW_MAPPING ) + ( 120 * m_nCSM_MODE ) + ( 480 * m_nUSE_PATTERN1 ) + ( 960 * m_nUSE_PATTERN2 ) + ( 1920 * m_nUSE_PATTERN_OFFSET ) + ( 3840 * m_nUSE_LOGO1 ) + ( 7680 * m_nUSE_LOGO2 ) + ( 15360 * m_nSWAP_PATTERN_MASKS ) + 0; } }; #define shaderStaticTest_customclothing_ps30 psh_forgot_to_set_static_COMPOSITEMODE + psh_forgot_to_set_static_CASCADED_SHADOW_MAPPING + psh_forgot_to_set_static_CSM_MODE + psh_forgot_to_set_static_USE_PATTERN1 + psh_forgot_to_set_static_USE_PATTERN2 + psh_forgot_to_set_static_USE_PATTERN_OFFSET + psh_forgot_to_set_static_USE_LOGO1 + psh_forgot_to_set_static_USE_LOGO2 + psh_forgot_to_set_static_SWAP_PATTERN_MASKS + 0 class customclothing_ps30_Dynamic_Index { 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_nDYN_CSM_ENABLED; #ifdef _DEBUG bool m_bDYN_CSM_ENABLED; #endif public: void SetDYN_CSM_ENABLED( int i ) { Assert( i >= 0 && i <= 1 ); m_nDYN_CSM_ENABLED = i; #ifdef _DEBUG m_bDYN_CSM_ENABLED = true; #endif } void SetDYN_CSM_ENABLED( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDYN_CSM_ENABLED = i ? 1 : 0; #ifdef _DEBUG m_bDYN_CSM_ENABLED = true; #endif } private: int m_nAO_MODE; #ifdef _DEBUG bool m_bAO_MODE; #endif public: void SetAO_MODE( int i ) { Assert( i >= 0 && i <= 1 ); m_nAO_MODE = i; #ifdef _DEBUG m_bAO_MODE = true; #endif } void SetAO_MODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nAO_MODE = i ? 1 : 0; #ifdef _DEBUG m_bAO_MODE = true; #endif } public: // CONSTRUCTOR
customclothing_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bNUM_LIGHTS = false; #endif // _DEBUG
m_nNUM_LIGHTS = 0; #ifdef _DEBUG m_bDYN_CSM_ENABLED = false; #endif // _DEBUG
m_nDYN_CSM_ENABLED = 0; #ifdef _DEBUG m_bAO_MODE = false; #endif // _DEBUG
m_nAO_MODE = 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 bAllDynamicVarsDefined = m_bNUM_LIGHTS && m_bDYN_CSM_ENABLED && m_bAO_MODE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nDYN_CSM_ENABLED ) + ( 10 * m_nAO_MODE ) + 0; } }; #define shaderDynamicTest_customclothing_ps30 psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_DYN_CSM_ENABLED + psh_forgot_to_set_dynamic_AO_MODE + 0
static const ShaderComboInformation_t s_DynamicComboArray_customclothing_ps30[3] = { { "NUM_LIGHTS", 0, 4 }, { "DYN_CSM_ENABLED", 0, 1 }, { "AO_MODE", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_customclothing_ps30[9] = { { "COMPOSITEMODE", 0, 2 }, { "CASCADED_SHADOW_MAPPING", 0, 1 }, { "CSM_MODE", 0, 3 }, { "USE_PATTERN1", 0, 1 }, { "USE_PATTERN2", 0, 1 }, { "USE_PATTERN_OFFSET", 0, 1 }, { "USE_LOGO1", 0, 1 }, { "USE_LOGO2", 0, 1 }, { "SWAP_PATTERN_MASKS", 0, 1 }, }; static const ShaderComboSemantics_t customclothing_ps30_combos = { "customclothing_ps30", s_DynamicComboArray_customclothing_ps30, 3, s_StaticComboArray_customclothing_ps30, 9 };
class ConstructMe_customclothing_ps30 { public: ConstructMe_customclothing_ps30() { GetShaderDLL()->AddShaderComboInformation( &customclothing_ps30_combos ); } };
static ConstructMe_customclothing_ps30 s_ConstructMe_customclothing_ps30;
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