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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
// ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h" class eye_refract_vs30_Static_Index { private: int m_nHALFLAMBERT; #ifdef _DEBUG bool m_bHALFLAMBERT; #endif public: void SetHALFLAMBERT( int i ) { Assert( i >= 0 && i <= 1 ); m_nHALFLAMBERT = i; #ifdef _DEBUG m_bHALFLAMBERT = true; #endif } void SetHALFLAMBERT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nHALFLAMBERT = i ? 1 : 0; #ifdef _DEBUG m_bHALFLAMBERT = 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_nLIGHTWARPTEXTURE; #ifdef _DEBUG bool m_bLIGHTWARPTEXTURE; #endif public: void SetLIGHTWARPTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nLIGHTWARPTEXTURE = i; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = true; #endif } void SetLIGHTWARPTEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nLIGHTWARPTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = true; #endif } private: int m_nWORLD_NORMAL; #ifdef _DEBUG bool m_bWORLD_NORMAL; #endif public: void SetWORLD_NORMAL( int i ) { Assert( i >= 0 && i <= 1 ); m_nWORLD_NORMAL = i; #ifdef _DEBUG m_bWORLD_NORMAL = true; #endif } void SetWORLD_NORMAL( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nWORLD_NORMAL = i ? 1 : 0; #ifdef _DEBUG m_bWORLD_NORMAL = 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
eye_refract_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bHALFLAMBERT = false; #endif // _DEBUG
m_nHALFLAMBERT = 0; #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG
m_nFLASHLIGHT = 0; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = false; #endif // _DEBUG
m_nLIGHTWARPTEXTURE = 0; #ifdef _DEBUG m_bWORLD_NORMAL = false; #endif // _DEBUG
m_nWORLD_NORMAL = 0; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif // _DEBUG
m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ; #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_bHALFLAMBERT && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bWORLD_NORMAL && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 80 * m_nHALFLAMBERT ) + ( 160 * m_nFLASHLIGHT ) + ( 320 * m_nLIGHTWARPTEXTURE ) + ( 640 * m_nWORLD_NORMAL ) + ( 1280 * m_nDOPIXELFOG ) + ( 2560 * m_nHARDWAREFOGBLEND ) + 0; } }; #define shaderStaticTest_eye_refract_vs30 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_LIGHTWARPTEXTURE + vsh_forgot_to_set_static_WORLD_NORMAL + 0 class eye_refract_vs30_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_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 } private: int m_nDYNAMIC_LIGHT; #ifdef _DEBUG bool m_bDYNAMIC_LIGHT; #endif public: void SetDYNAMIC_LIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nDYNAMIC_LIGHT = i; #ifdef _DEBUG m_bDYNAMIC_LIGHT = true; #endif } void SetDYNAMIC_LIGHT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDYNAMIC_LIGHT = i ? 1 : 0; #ifdef _DEBUG m_bDYNAMIC_LIGHT = 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_nTESSELLATION; #ifdef _DEBUG bool m_bTESSELLATION; #endif public: void SetTESSELLATION( int i ) { Assert( i >= 0 && i <= 0 ); m_nTESSELLATION = i; #ifdef _DEBUG m_bTESSELLATION = true; #endif } void SetTESSELLATION( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nTESSELLATION = i ? 1 : 0; #ifdef _DEBUG m_bTESSELLATION = true; #endif } private: int m_nMORPHING; #ifdef _DEBUG bool m_bMORPHING; #endif public: void SetMORPHING( int i ) { Assert( i >= 0 && i <= 0 ); m_nMORPHING = i; #ifdef _DEBUG m_bMORPHING = true; #endif } void SetMORPHING( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nMORPHING = i ? 1 : 0; #ifdef _DEBUG m_bMORPHING = true; #endif } public: // CONSTRUCTOR
eye_refract_vs30_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_bDOWATERFOG = true; #endif // _DEBUG
m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ; #ifdef _DEBUG m_bDYNAMIC_LIGHT = false; #endif // _DEBUG
m_nDYNAMIC_LIGHT = 0; #ifdef _DEBUG m_bNUM_LIGHTS = false; #endif // _DEBUG
m_nNUM_LIGHTS = 0; #ifdef _DEBUG m_bTESSELLATION = false; #endif // _DEBUG
m_nTESSELLATION = 0; #ifdef _DEBUG m_bMORPHING = true; #endif // _DEBUG
m_nMORPHING = false ; } 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_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bNUM_LIGHTS && m_bTESSELLATION && m_bMORPHING; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nNUM_LIGHTS ) + ( 80 * m_nTESSELLATION ) + ( 80 * m_nMORPHING ) + 0; } }; #define shaderDynamicTest_eye_refract_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + vsh_forgot_to_set_dynamic_TESSELLATION + 0
static const ShaderComboInformation_t s_DynamicComboArray_eye_refract_vs30[7] = { { "COMPRESSED_VERTS", 0, 1 }, { "SKINNING", 0, 1 }, { "DOWATERFOG", 0, 1 }, { "DYNAMIC_LIGHT", 0, 1 }, { "NUM_LIGHTS", 0, 4 }, { "TESSELLATION", 0, 0 }, { "MORPHING", 0, 0 }, };
static const ShaderComboInformation_t s_StaticComboArray_eye_refract_vs30[6] = { { "HALFLAMBERT", 0, 1 }, { "FLASHLIGHT", 0, 1 }, { "LIGHTWARPTEXTURE", 0, 1 }, { "WORLD_NORMAL", 0, 1 }, { "DOPIXELFOG", 0, 1 }, { "HARDWAREFOGBLEND", 0, 0 }, }; static const ShaderComboSemantics_t eye_refract_vs30_combos = { "eye_refract_vs30", s_DynamicComboArray_eye_refract_vs30, 7, s_StaticComboArray_eye_refract_vs30, 6 };
class ConstructMe_eye_refract_vs30 { public: ConstructMe_eye_refract_vs30() { GetShaderDLL()->AddShaderComboInformation( &eye_refract_vs30_combos ); } };
static ConstructMe_eye_refract_vs30 s_ConstructMe_eye_refract_vs30;
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