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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $DYN_CSM_ENABLED == 1 )
// ( $HIGHLIGHT == 1 )
// ( $HIGHLIGHT > 0 ) && ( $THIRDPERSON == 1 )
// ( $HIGHLIGHT > 0 ) && ( $PEEL == 1 )
// ( $PEEL == 1 ) && ( $THIRDPERSON == 1 )
// ( $ALPHAMASK == 1 ) && ( $THIRDPERSON == 1 )
// ( $ALPHAMASK == 1 ) && ( $HIGHLIGHT == 1 )
// ( $ALPHAMASK == 1 ) && ( $PEEL == 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
// 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 weapondecal_ps30_Static_Index { private: int m_nPHONG; #ifdef _DEBUG bool m_bPHONG; #endif public: void SetPHONG( int i ) { Assert( i >= 0 && i <= 1 ); m_nPHONG = i; #ifdef _DEBUG m_bPHONG = true; #endif } void SetPHONG( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPHONG = i ? 1 : 0; #ifdef _DEBUG m_bPHONG = true; #endif } private: int m_nPHONGEXPONENTTEXTURE; #ifdef _DEBUG bool m_bPHONGEXPONENTTEXTURE; #endif public: void SetPHONGEXPONENTTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPHONGEXPONENTTEXTURE = i; #ifdef _DEBUG m_bPHONGEXPONENTTEXTURE = true; #endif } void SetPHONGEXPONENTTEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPHONGEXPONENTTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bPHONGEXPONENTTEXTURE = true; #endif } private: int m_nCUBEMAP; #ifdef _DEBUG bool m_bCUBEMAP; #endif public: void SetCUBEMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nCUBEMAP = i; #ifdef _DEBUG m_bCUBEMAP = true; #endif } void SetCUBEMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCUBEMAP = i ? 1 : 0; #ifdef _DEBUG m_bCUBEMAP = true; #endif } private: int m_nDECALSTYLE; #ifdef _DEBUG bool m_bDECALSTYLE; #endif public: void SetDECALSTYLE( int i ) { Assert( i >= 0 && i <= 5 ); m_nDECALSTYLE = i; #ifdef _DEBUG m_bDECALSTYLE = true; #endif } void SetDECALSTYLE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 5 ); m_nDECALSTYLE = i ? 1 : 0; #ifdef _DEBUG m_bDECALSTYLE = true; #endif } private: int m_nTHIRDPERSON; #ifdef _DEBUG bool m_bTHIRDPERSON; #endif public: void SetTHIRDPERSON( int i ) { Assert( i >= 0 && i <= 1 ); m_nTHIRDPERSON = i; #ifdef _DEBUG m_bTHIRDPERSON = true; #endif } void SetTHIRDPERSON( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nTHIRDPERSON = i ? 1 : 0; #ifdef _DEBUG m_bTHIRDPERSON = 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_nALPHAMASK; #ifdef _DEBUG bool m_bALPHAMASK; #endif public: void SetALPHAMASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nALPHAMASK = i; #ifdef _DEBUG m_bALPHAMASK = true; #endif } void SetALPHAMASK( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nALPHAMASK = i ? 1 : 0; #ifdef _DEBUG m_bALPHAMASK = true; #endif } private: int m_nDESATBASETINT; #ifdef _DEBUG bool m_bDESATBASETINT; #endif public: void SetDESATBASETINT( int i ) { Assert( i >= 0 && i <= 1 ); m_nDESATBASETINT = i; #ifdef _DEBUG m_bDESATBASETINT = true; #endif } void SetDESATBASETINT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDESATBASETINT = i ? 1 : 0; #ifdef _DEBUG m_bDESATBASETINT = true; #endif } public: // CONSTRUCTOR
weapondecal_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bPHONG = false; #endif // _DEBUG
m_nPHONG = 0; #ifdef _DEBUG m_bPHONGEXPONENTTEXTURE = false; #endif // _DEBUG
m_nPHONGEXPONENTTEXTURE = 0; #ifdef _DEBUG m_bCUBEMAP = false; #endif // _DEBUG
m_nCUBEMAP = 0; #ifdef _DEBUG m_bDECALSTYLE = false; #endif // _DEBUG
m_nDECALSTYLE = 0; #ifdef _DEBUG m_bTHIRDPERSON = false; #endif // _DEBUG
m_nTHIRDPERSON = 0; #ifdef _DEBUG m_bCASCADED_SHADOW_MAPPING = false; #endif // _DEBUG
m_nCASCADED_SHADOW_MAPPING = 0; #ifdef _DEBUG m_bALPHAMASK = false; #endif // _DEBUG
m_nALPHAMASK = 0; #ifdef _DEBUG m_bDESATBASETINT = false; #endif // _DEBUG
m_nDESATBASETINT = 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_bPHONG && m_bPHONGEXPONENTTEXTURE && m_bCUBEMAP && m_bDECALSTYLE && m_bTHIRDPERSON && m_bCASCADED_SHADOW_MAPPING && m_bALPHAMASK && m_bDESATBASETINT; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 60 * m_nPHONG ) + ( 120 * m_nPHONGEXPONENTTEXTURE ) + ( 240 * m_nCUBEMAP ) + ( 480 * m_nDECALSTYLE ) + ( 2880 * m_nTHIRDPERSON ) + ( 5760 * m_nCASCADED_SHADOW_MAPPING ) + ( 11520 * m_nALPHAMASK ) + ( 23040 * m_nDESATBASETINT ) + 0; } }; #define shaderStaticTest_weapondecal_ps30 psh_forgot_to_set_static_PHONG + psh_forgot_to_set_static_PHONGEXPONENTTEXTURE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DECALSTYLE + psh_forgot_to_set_static_THIRDPERSON + psh_forgot_to_set_static_CASCADED_SHADOW_MAPPING + psh_forgot_to_set_static_ALPHAMASK + psh_forgot_to_set_static_DESATBASETINT + 0 class weapondecal_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_nHIGHLIGHT; #ifdef _DEBUG bool m_bHIGHLIGHT; #endif public: void SetHIGHLIGHT( int i ) { Assert( i >= 0 && i <= 2 ); m_nHIGHLIGHT = i; #ifdef _DEBUG m_bHIGHLIGHT = true; #endif } void SetHIGHLIGHT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nHIGHLIGHT = i ? 1 : 0; #ifdef _DEBUG m_bHIGHLIGHT = true; #endif } private: int m_nPEEL; #ifdef _DEBUG bool m_bPEEL; #endif public: void SetPEEL( int i ) { Assert( i >= 0 && i <= 1 ); m_nPEEL = i; #ifdef _DEBUG m_bPEEL = true; #endif } void SetPEEL( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPEEL = i ? 1 : 0; #ifdef _DEBUG m_bPEEL = true; #endif } public: // CONSTRUCTOR
weapondecal_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_bHIGHLIGHT = false; #endif // _DEBUG
m_nHIGHLIGHT = 0; #ifdef _DEBUG m_bPEEL = false; #endif // _DEBUG
m_nPEEL = 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_bHIGHLIGHT && m_bPEEL; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nDYN_CSM_ENABLED ) + ( 10 * m_nHIGHLIGHT ) + ( 30 * m_nPEEL ) + 0; } }; #define shaderDynamicTest_weapondecal_ps30 psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_DYN_CSM_ENABLED + psh_forgot_to_set_dynamic_HIGHLIGHT + psh_forgot_to_set_dynamic_PEEL + 0
static const ShaderComboInformation_t s_DynamicComboArray_weapondecal_ps30[4] = { { "NUM_LIGHTS", 0, 4 }, { "DYN_CSM_ENABLED", 0, 1 }, { "HIGHLIGHT", 0, 2 }, { "PEEL", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_weapondecal_ps30[8] = { { "PHONG", 0, 1 }, { "PHONGEXPONENTTEXTURE", 0, 1 }, { "CUBEMAP", 0, 1 }, { "DECALSTYLE", 0, 5 }, { "THIRDPERSON", 0, 1 }, { "CASCADED_SHADOW_MAPPING", 0, 1 }, { "ALPHAMASK", 0, 1 }, { "DESATBASETINT", 0, 1 }, }; static const ShaderComboSemantics_t weapondecal_ps30_combos = { "weapondecal_ps30", s_DynamicComboArray_weapondecal_ps30, 4, s_StaticComboArray_weapondecal_ps30, 8 };
class ConstructMe_weapondecal_ps30 { public: ConstructMe_weapondecal_ps30() { GetShaderDLL()->AddShaderComboInformation( &weapondecal_ps30_combos ); } };
static ConstructMe_weapondecal_ps30 s_ConstructMe_weapondecal_ps30;
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