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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
// ( $FLATTEN_STATIC_CONTROL_FLOW == 0 )&& ( $NUM_LIGHTS > 0 ) [PC]
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h" class eyes_vs20_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_nFLATTEN_STATIC_CONTROL_FLOW; #ifdef _DEBUG bool m_bFLATTEN_STATIC_CONTROL_FLOW; #endif public: void SetFLATTEN_STATIC_CONTROL_FLOW( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLATTEN_STATIC_CONTROL_FLOW = i; #ifdef _DEBUG m_bFLATTEN_STATIC_CONTROL_FLOW = true; #endif } void SetFLATTEN_STATIC_CONTROL_FLOW( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFLATTEN_STATIC_CONTROL_FLOW = i ? 1 : 0; #ifdef _DEBUG m_bFLATTEN_STATIC_CONTROL_FLOW = 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
eyes_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bHALFLAMBERT = false; #endif // _DEBUG
m_nHALFLAMBERT = 0; #ifdef _DEBUG m_bFLATTEN_STATIC_CONTROL_FLOW = false; #endif // _DEBUG
m_nFLATTEN_STATIC_CONTROL_FLOW = 0; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif // _DEBUG
m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ; #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_bHALFLAMBERT && m_bFLATTEN_STATIC_CONTROL_FLOW && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 96 * m_nHALFLAMBERT ) + ( 192 * m_nFLATTEN_STATIC_CONTROL_FLOW ) + ( 384 * m_nDOPIXELFOG ) + ( 768 * m_nHARDWAREFOGBLEND ) + 0; } }; #define shaderStaticTest_eyes_vs20 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLATTEN_STATIC_CONTROL_FLOW + 0 class eyes_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_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_nSTATIC_LIGHT; #ifdef _DEBUG bool m_bSTATIC_LIGHT; #endif public: void SetSTATIC_LIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nSTATIC_LIGHT = i; #ifdef _DEBUG m_bSTATIC_LIGHT = true; #endif } void SetSTATIC_LIGHT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSTATIC_LIGHT = i ? 1 : 0; #ifdef _DEBUG m_bSTATIC_LIGHT = 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 } private: int m_nNUM_LIGHTS; #ifdef _DEBUG bool m_bNUM_LIGHTS; #endif public: void SetNUM_LIGHTS( int i ) { Assert( i >= 0 && i <= 2 ); m_nNUM_LIGHTS = i; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif } void SetNUM_LIGHTS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nNUM_LIGHTS = i ? 1 : 0; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif } public: // CONSTRUCTOR
eyes_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_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_bSTATIC_LIGHT = false; #endif // _DEBUG
m_nSTATIC_LIGHT = 0; #ifdef _DEBUG m_bMORPHING = true; #endif // _DEBUG
m_nMORPHING = false ; #ifdef _DEBUG m_bNUM_LIGHTS = false; #endif // _DEBUG
m_nNUM_LIGHTS = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bMORPHING && m_bNUM_LIGHTS; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + ( 32 * m_nMORPHING ) + ( 32 * m_nNUM_LIGHTS ) + 0; } }; #define shaderDynamicTest_eyes_vs20 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_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
static const ShaderComboInformation_t s_DynamicComboArray_Eyes_vs20[7] = { { "COMPRESSED_VERTS", 0, 1 }, { "SKINNING", 0, 1 }, { "DOWATERFOG", 0, 1 }, { "DYNAMIC_LIGHT", 0, 1 }, { "STATIC_LIGHT", 0, 1 }, { "MORPHING", 0, 0 }, { "NUM_LIGHTS", 0, 2 }, };
static const ShaderComboInformation_t s_StaticComboArray_Eyes_vs20[4] = { { "HALFLAMBERT", 0, 1 }, { "FLATTEN_STATIC_CONTROL_FLOW", 0, 1 }, { "DOPIXELFOG", 0, 1 }, { "HARDWAREFOGBLEND", 0, 1 }, }; static const ShaderComboSemantics_t Eyes_vs20_combos = { "Eyes_vs20", s_DynamicComboArray_Eyes_vs20, 7, s_StaticComboArray_Eyes_vs20, 4 };
class ConstructMe_Eyes_vs20 { public: ConstructMe_Eyes_vs20() { GetShaderDLL()->AddShaderComboInformation( &Eyes_vs20_combos ); } };
static ConstructMe_Eyes_vs20 s_ConstructMe_Eyes_vs20;
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