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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( ( $DETAIL1 == 0 ) && ( $DETAIL2 != 0 ) )
// ( $TANGENTTOPACITY && $TANGENTSOPACITY )
// ( $FLOWMAP && ( $DETAIL1 || $DETAIL2 ) )
// ( ( $FLOWMAP == 0 ) && ( $VORTEX1 || $VORTEX2 ) )
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h" class solidenergy_vs30_Static_Index { private: int m_nDETAIL1; #ifdef _DEBUG bool m_bDETAIL1; #endif public: void SetDETAIL1( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAIL1 = i; #ifdef _DEBUG m_bDETAIL1 = true; #endif } void SetDETAIL1( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDETAIL1 = i ? 1 : 0; #ifdef _DEBUG m_bDETAIL1 = true; #endif } private: int m_nDETAIL2; #ifdef _DEBUG bool m_bDETAIL2; #endif public: void SetDETAIL2( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAIL2 = i; #ifdef _DEBUG m_bDETAIL2 = true; #endif } void SetDETAIL2( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDETAIL2 = i ? 1 : 0; #ifdef _DEBUG m_bDETAIL2 = true; #endif } private: int m_nTANGENTTOPACITY; #ifdef _DEBUG bool m_bTANGENTTOPACITY; #endif public: void SetTANGENTTOPACITY( int i ) { Assert( i >= 0 && i <= 1 ); m_nTANGENTTOPACITY = i; #ifdef _DEBUG m_bTANGENTTOPACITY = true; #endif } void SetTANGENTTOPACITY( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nTANGENTTOPACITY = i ? 1 : 0; #ifdef _DEBUG m_bTANGENTTOPACITY = true; #endif } private: int m_nTANGENTSOPACITY; #ifdef _DEBUG bool m_bTANGENTSOPACITY; #endif public: void SetTANGENTSOPACITY( int i ) { Assert( i >= 0 && i <= 1 ); m_nTANGENTSOPACITY = i; #ifdef _DEBUG m_bTANGENTSOPACITY = true; #endif } void SetTANGENTSOPACITY( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nTANGENTSOPACITY = i ? 1 : 0; #ifdef _DEBUG m_bTANGENTSOPACITY = true; #endif } private: int m_nFRESNELOPACITY; #ifdef _DEBUG bool m_bFRESNELOPACITY; #endif public: void SetFRESNELOPACITY( int i ) { Assert( i >= 0 && i <= 1 ); m_nFRESNELOPACITY = i; #ifdef _DEBUG m_bFRESNELOPACITY = true; #endif } void SetFRESNELOPACITY( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFRESNELOPACITY = i ? 1 : 0; #ifdef _DEBUG m_bFRESNELOPACITY = true; #endif } private: int m_nVERTEXCOLOR; #ifdef _DEBUG bool m_bVERTEXCOLOR; #endif public: void SetVERTEXCOLOR( int i ) { Assert( i >= 0 && i <= 1 ); m_nVERTEXCOLOR = i; #ifdef _DEBUG m_bVERTEXCOLOR = true; #endif } void SetVERTEXCOLOR( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nVERTEXCOLOR = i ? 1 : 0; #ifdef _DEBUG m_bVERTEXCOLOR = true; #endif } private: int m_nFLOWMAP; #ifdef _DEBUG bool m_bFLOWMAP; #endif public: void SetFLOWMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLOWMAP = i; #ifdef _DEBUG m_bFLOWMAP = true; #endif } void SetFLOWMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFLOWMAP = i ? 1 : 0; #ifdef _DEBUG m_bFLOWMAP = true; #endif } private: int m_nMODELFORMAT; #ifdef _DEBUG bool m_bMODELFORMAT; #endif public: void SetMODELFORMAT( int i ) { Assert( i >= 0 && i <= 1 ); m_nMODELFORMAT = i; #ifdef _DEBUG m_bMODELFORMAT = true; #endif } void SetMODELFORMAT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nMODELFORMAT = i ? 1 : 0; #ifdef _DEBUG m_bMODELFORMAT = 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
solidenergy_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bDETAIL1 = false; #endif // _DEBUG
m_nDETAIL1 = 0; #ifdef _DEBUG m_bDETAIL2 = false; #endif // _DEBUG
m_nDETAIL2 = 0; #ifdef _DEBUG m_bTANGENTTOPACITY = false; #endif // _DEBUG
m_nTANGENTTOPACITY = 0; #ifdef _DEBUG m_bTANGENTSOPACITY = false; #endif // _DEBUG
m_nTANGENTSOPACITY = 0; #ifdef _DEBUG m_bFRESNELOPACITY = false; #endif // _DEBUG
m_nFRESNELOPACITY = 0; #ifdef _DEBUG m_bVERTEXCOLOR = false; #endif // _DEBUG
m_nVERTEXCOLOR = 0; #ifdef _DEBUG m_bFLOWMAP = false; #endif // _DEBUG
m_nFLOWMAP = 0; #ifdef _DEBUG m_bMODELFORMAT = false; #endif // _DEBUG
m_nMODELFORMAT = 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_bDETAIL1 && m_bDETAIL2 && m_bTANGENTTOPACITY && m_bTANGENTSOPACITY && m_bFRESNELOPACITY && m_bVERTEXCOLOR && m_bFLOWMAP && m_bMODELFORMAT && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 32 * m_nDETAIL1 ) + ( 64 * m_nDETAIL2 ) + ( 128 * m_nTANGENTTOPACITY ) + ( 256 * m_nTANGENTSOPACITY ) + ( 512 * m_nFRESNELOPACITY ) + ( 1024 * m_nVERTEXCOLOR ) + ( 2048 * m_nFLOWMAP ) + ( 4096 * m_nMODELFORMAT ) + ( 8192 * m_nDOPIXELFOG ) + ( 16384 * m_nHARDWAREFOGBLEND ) + 0; } }; #define shaderStaticTest_solidenergy_vs30 vsh_forgot_to_set_static_DETAIL1 + vsh_forgot_to_set_static_DETAIL2 + vsh_forgot_to_set_static_TANGENTTOPACITY + vsh_forgot_to_set_static_TANGENTSOPACITY + vsh_forgot_to_set_static_FRESNELOPACITY + vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_FLOWMAP + vsh_forgot_to_set_static_MODELFORMAT + 0 class solidenergy_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_nVORTEX1; #ifdef _DEBUG bool m_bVORTEX1; #endif public: void SetVORTEX1( int i ) { Assert( i >= 0 && i <= 1 ); m_nVORTEX1 = i; #ifdef _DEBUG m_bVORTEX1 = true; #endif } void SetVORTEX1( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nVORTEX1 = i ? 1 : 0; #ifdef _DEBUG m_bVORTEX1 = true; #endif } private: int m_nVORTEX2; #ifdef _DEBUG bool m_bVORTEX2; #endif public: void SetVORTEX2( int i ) { Assert( i >= 0 && i <= 1 ); m_nVORTEX2 = i; #ifdef _DEBUG m_bVORTEX2 = true; #endif } void SetVORTEX2( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nVORTEX2 = i ? 1 : 0; #ifdef _DEBUG m_bVORTEX2 = 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
solidenergy_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_bVORTEX1 = false; #endif // _DEBUG
m_nVORTEX1 = 0; #ifdef _DEBUG m_bVORTEX2 = false; #endif // _DEBUG
m_nVORTEX2 = 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_bVORTEX1 && m_bVORTEX2 && m_bDOWATERFOG; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nVORTEX1 ) + ( 8 * m_nVORTEX2 ) + ( 16 * m_nDOWATERFOG ) + 0; } }; #define shaderDynamicTest_solidenergy_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_VORTEX1 + vsh_forgot_to_set_dynamic_VORTEX2 + 0
static const ShaderComboInformation_t s_DynamicComboArray_solidenergy_vs30[5] = { { "COMPRESSED_VERTS", 0, 1 }, { "SKINNING", 0, 1 }, { "VORTEX1", 0, 1 }, { "VORTEX2", 0, 1 }, { "DOWATERFOG", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_solidenergy_vs30[10] = { { "DETAIL1", 0, 1 }, { "DETAIL2", 0, 1 }, { "TANGENTTOPACITY", 0, 1 }, { "TANGENTSOPACITY", 0, 1 }, { "FRESNELOPACITY", 0, 1 }, { "VERTEXCOLOR", 0, 1 }, { "FLOWMAP", 0, 1 }, { "MODELFORMAT", 0, 1 }, { "DOPIXELFOG", 0, 1 }, { "HARDWAREFOGBLEND", 0, 0 }, }; static const ShaderComboSemantics_t solidenergy_vs30_combos = { "solidenergy_vs30", s_DynamicComboArray_solidenergy_vs30, 5, s_StaticComboArray_solidenergy_vs30, 10 };
class ConstructMe_solidenergy_vs30 { public: ConstructMe_solidenergy_vs30() { GetShaderDLL()->AddShaderComboInformation( &solidenergy_vs30_combos ); } };
static ConstructMe_solidenergy_vs30 s_ConstructMe_solidenergy_vs30;
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