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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $SFM == 0 ) && ( $UBERLIGHT == 1 )
// (! $DETAILTEXTURE) && ( $DETAIL_BLEND_MODE != 0 )
// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// ( $SELFILLUM == 0 ) && ( $SELFILLUMFRESNEL == 1 )
// ( $WORLD_NORMAL == 1 ) && ( $FLASHLIGHTSHADOWS == 1 ) && ( $NUM_LIGHTS != 0 ) && ( $WRITEWATERFOGTODESTALPHA == 1 )
// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CASCADE_SIZE != 0 )
// ( $CASCADED_SHADOW_MAPPING != 0 ) && ( $SFM != 0 )
// ( $CASCADED_SHADOW_MAPPING != 0 ) && ( $FLASHLIGHT != 0 )
// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CSM_MODE != 0 )
// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CSM_VIEWMODELQUALITY != 0 )
// ( $CASCADE_SIZE == 0 ) && ( $CSM_VIEWMODELQUALITY != 0 )
// 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 phong_ps20b_Static_Index { private: int m_nSFM; #ifdef _DEBUG bool m_bSFM; #endif public: void SetSFM( int i ) { Assert( i >= 0 && i <= 0 ); m_nSFM = i; #ifdef _DEBUG m_bSFM = true; #endif } void SetSFM( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nSFM = i ? 1 : 0; #ifdef _DEBUG m_bSFM = 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_nSELFILLUM; #ifdef _DEBUG bool m_bSELFILLUM; #endif public: void SetSELFILLUM( int i ) { Assert( i >= 0 && i <= 1 ); m_nSELFILLUM = i; #ifdef _DEBUG m_bSELFILLUM = true; #endif } void SetSELFILLUM( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSELFILLUM = i ? 1 : 0; #ifdef _DEBUG m_bSELFILLUM = true; #endif } private: int m_nSELFILLUMFRESNEL; #ifdef _DEBUG bool m_bSELFILLUMFRESNEL; #endif public: void SetSELFILLUMFRESNEL( int i ) { Assert( i >= 0 && i <= 1 ); m_nSELFILLUMFRESNEL = i; #ifdef _DEBUG m_bSELFILLUMFRESNEL = true; #endif } void SetSELFILLUMFRESNEL( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSELFILLUMFRESNEL = i ? 1 : 0; #ifdef _DEBUG m_bSELFILLUMFRESNEL = 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_nPHONGWARPTEXTURE; #ifdef _DEBUG bool m_bPHONGWARPTEXTURE; #endif public: void SetPHONGWARPTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPHONGWARPTEXTURE = i; #ifdef _DEBUG m_bPHONGWARPTEXTURE = true; #endif } void SetPHONGWARPTEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPHONGWARPTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bPHONGWARPTEXTURE = true; #endif } private: int m_nWRINKLEMAP; #ifdef _DEBUG bool m_bWRINKLEMAP; #endif public: void SetWRINKLEMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nWRINKLEMAP = i; #ifdef _DEBUG m_bWRINKLEMAP = true; #endif } void SetWRINKLEMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nWRINKLEMAP = i ? 1 : 0; #ifdef _DEBUG m_bWRINKLEMAP = true; #endif } private: int m_nDETAIL_BLEND_MODE; #ifdef _DEBUG bool m_bDETAIL_BLEND_MODE; #endif public: void SetDETAIL_BLEND_MODE( int i ) { Assert( i >= 0 && i <= 7 ); m_nDETAIL_BLEND_MODE = i; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = true; #endif } void SetDETAIL_BLEND_MODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 7 ); m_nDETAIL_BLEND_MODE = i ? 1 : 0; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = true; #endif } private: int m_nDETAILTEXTURE; #ifdef _DEBUG bool m_bDETAILTEXTURE; #endif public: void SetDETAILTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAILTEXTURE = i; #ifdef _DEBUG m_bDETAILTEXTURE = true; #endif } void SetDETAILTEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDETAILTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bDETAILTEXTURE = true; #endif } private: int m_nRIMLIGHT; #ifdef _DEBUG bool m_bRIMLIGHT; #endif public: void SetRIMLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nRIMLIGHT = i; #ifdef _DEBUG m_bRIMLIGHT = true; #endif } void SetRIMLIGHT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nRIMLIGHT = i ? 1 : 0; #ifdef _DEBUG m_bRIMLIGHT = true; #endif } private: int m_nFLASHLIGHTDEPTHFILTERMODE; #ifdef _DEBUG bool m_bFLASHLIGHTDEPTHFILTERMODE; #endif public: void SetFLASHLIGHTDEPTHFILTERMODE( int i ) { Assert( i >= 0 && i <= 0 ); m_nFLASHLIGHTDEPTHFILTERMODE = i; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif } void SetFLASHLIGHTDEPTHFILTERMODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif } private: int m_nSHADER_SRGB_READ; #ifdef _DEBUG bool m_bSHADER_SRGB_READ; #endif public: void SetSHADER_SRGB_READ( int i ) { Assert( i >= 0 && i <= 1 ); m_nSHADER_SRGB_READ = i; #ifdef _DEBUG m_bSHADER_SRGB_READ = true; #endif } void SetSHADER_SRGB_READ( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSHADER_SRGB_READ = i ? 1 : 0; #ifdef _DEBUG m_bSHADER_SRGB_READ = true; #endif } private: int m_nWORLD_NORMAL; #ifdef _DEBUG bool m_bWORLD_NORMAL; #endif public: void SetWORLD_NORMAL( int i ) { Assert( i >= 0 && i <= 0 ); m_nWORLD_NORMAL = i; #ifdef _DEBUG m_bWORLD_NORMAL = true; #endif } void SetWORLD_NORMAL( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nWORLD_NORMAL = i ? 1 : 0; #ifdef _DEBUG m_bWORLD_NORMAL = true; #endif } private: int m_nPHONG_HALFLAMBERT; #ifdef _DEBUG bool m_bPHONG_HALFLAMBERT; #endif public: void SetPHONG_HALFLAMBERT( int i ) { Assert( i >= 0 && i <= 1 ); m_nPHONG_HALFLAMBERT = i; #ifdef _DEBUG m_bPHONG_HALFLAMBERT = true; #endif } void SetPHONG_HALFLAMBERT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPHONG_HALFLAMBERT = i ? 1 : 0; #ifdef _DEBUG m_bPHONG_HALFLAMBERT = 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 <= 0 ); m_nCSM_MODE = i; #ifdef _DEBUG m_bCSM_MODE = true; #endif } void SetCSM_MODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nCSM_MODE = i ? 1 : 0; #ifdef _DEBUG m_bCSM_MODE = true; #endif } public: // CONSTRUCTOR
phong_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bSFM = false; #endif // _DEBUG
m_nSFM = 0; #ifdef _DEBUG m_bCUBEMAP = false; #endif // _DEBUG
m_nCUBEMAP = 0; #ifdef _DEBUG m_bSELFILLUM = false; #endif // _DEBUG
m_nSELFILLUM = 0; #ifdef _DEBUG m_bSELFILLUMFRESNEL = false; #endif // _DEBUG
m_nSELFILLUMFRESNEL = 0; #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG
m_nFLASHLIGHT = 0; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = false; #endif // _DEBUG
m_nLIGHTWARPTEXTURE = 0; #ifdef _DEBUG m_bPHONGWARPTEXTURE = false; #endif // _DEBUG
m_nPHONGWARPTEXTURE = 0; #ifdef _DEBUG m_bWRINKLEMAP = false; #endif // _DEBUG
m_nWRINKLEMAP = 0; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = false; #endif // _DEBUG
m_nDETAIL_BLEND_MODE = 0; #ifdef _DEBUG m_bDETAILTEXTURE = false; #endif // _DEBUG
m_nDETAILTEXTURE = 0; #ifdef _DEBUG m_bRIMLIGHT = false; #endif // _DEBUG
m_nRIMLIGHT = 0; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = false; #endif // _DEBUG
m_nFLASHLIGHTDEPTHFILTERMODE = 0; #ifdef _DEBUG m_bSHADER_SRGB_READ = false; #endif // _DEBUG
m_nSHADER_SRGB_READ = 0; #ifdef _DEBUG m_bWORLD_NORMAL = false; #endif // _DEBUG
m_nWORLD_NORMAL = 0; #ifdef _DEBUG m_bPHONG_HALFLAMBERT = false; #endif // _DEBUG
m_nPHONG_HALFLAMBERT = 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; } 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_bSFM && m_bCUBEMAP && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bPHONGWARPTEXTURE && m_bWRINKLEMAP && m_bDETAIL_BLEND_MODE && m_bDETAILTEXTURE && m_bRIMLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE && m_bSHADER_SRGB_READ && m_bWORLD_NORMAL && m_bPHONG_HALFLAMBERT && m_bCASCADED_SHADOW_MAPPING && m_bCSM_MODE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 160 * m_nSFM ) + ( 160 * m_nCUBEMAP ) + ( 320 * m_nSELFILLUM ) + ( 640 * m_nSELFILLUMFRESNEL ) + ( 1280 * m_nFLASHLIGHT ) + ( 2560 * m_nLIGHTWARPTEXTURE ) + ( 5120 * m_nPHONGWARPTEXTURE ) + ( 10240 * m_nWRINKLEMAP ) + ( 20480 * m_nDETAIL_BLEND_MODE ) + ( 163840 * m_nDETAILTEXTURE ) + ( 327680 * m_nRIMLIGHT ) + ( 655360 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 655360 * m_nSHADER_SRGB_READ ) + ( 1310720 * m_nWORLD_NORMAL ) + ( 1310720 * m_nPHONG_HALFLAMBERT ) + ( 2621440 * m_nCASCADED_SHADOW_MAPPING ) + ( 5242880 * m_nCSM_MODE ) + 0; } }; #define shaderStaticTest_phong_ps20b psh_forgot_to_set_static_SFM + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_PHONGWARPTEXTURE + psh_forgot_to_set_static_WRINKLEMAP + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_RIMLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_SHADER_SRGB_READ + psh_forgot_to_set_static_WORLD_NORMAL + psh_forgot_to_set_static_PHONG_HALFLAMBERT + psh_forgot_to_set_static_CASCADED_SHADOW_MAPPING + psh_forgot_to_set_static_CSM_MODE + 0 class phong_ps20b_Dynamic_Index { private: int m_nWRITEWATERFOGTODESTALPHA; #ifdef _DEBUG bool m_bWRITEWATERFOGTODESTALPHA; #endif public: void SetWRITEWATERFOGTODESTALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nWRITEWATERFOGTODESTALPHA = i; #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = true; #endif } void SetWRITEWATERFOGTODESTALPHA( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0; #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = true; #endif } private: int m_nPIXELFOGTYPE; #ifdef _DEBUG bool m_bPIXELFOGTYPE; #endif public: void SetPIXELFOGTYPE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPIXELFOGTYPE = i; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } void SetPIXELFOGTYPE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPIXELFOGTYPE = i ? 1 : 0; #ifdef _DEBUG m_bPIXELFOGTYPE = 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_nWRITE_DEPTH_TO_DESTALPHA; #ifdef _DEBUG bool m_bWRITE_DEPTH_TO_DESTALPHA; #endif public: void SetWRITE_DEPTH_TO_DESTALPHA( int i ) { Assert( i >= 0 && i <= 0 ); m_nWRITE_DEPTH_TO_DESTALPHA = i; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = true; #endif } void SetWRITE_DEPTH_TO_DESTALPHA( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = true; #endif } private: int m_nFLASHLIGHTSHADOWS; #ifdef _DEBUG bool m_bFLASHLIGHTSHADOWS; #endif public: void SetFLASHLIGHTSHADOWS( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHTSHADOWS = i; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = true; #endif } void SetFLASHLIGHTSHADOWS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFLASHLIGHTSHADOWS = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = true; #endif } private: int m_nCASCADE_SIZE; #ifdef _DEBUG bool m_bCASCADE_SIZE; #endif public: void SetCASCADE_SIZE( int i ) { Assert( i >= 0 && i <= 1 ); m_nCASCADE_SIZE = i; #ifdef _DEBUG m_bCASCADE_SIZE = true; #endif } void SetCASCADE_SIZE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCASCADE_SIZE = i ? 1 : 0; #ifdef _DEBUG m_bCASCADE_SIZE = true; #endif } private: int m_nCSM_VIEWMODELQUALITY; #ifdef _DEBUG bool m_bCSM_VIEWMODELQUALITY; #endif public: void SetCSM_VIEWMODELQUALITY( int i ) { Assert( i >= 0 && i <= 1 ); m_nCSM_VIEWMODELQUALITY = i; #ifdef _DEBUG m_bCSM_VIEWMODELQUALITY = true; #endif } void SetCSM_VIEWMODELQUALITY( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCSM_VIEWMODELQUALITY = i ? 1 : 0; #ifdef _DEBUG m_bCSM_VIEWMODELQUALITY = true; #endif } public: // CONSTRUCTOR
phong_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = false; #endif // _DEBUG
m_nWRITEWATERFOGTODESTALPHA = 0; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif // _DEBUG
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ; #ifdef _DEBUG m_bNUM_LIGHTS = false; #endif // _DEBUG
m_nNUM_LIGHTS = 0; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = false; #endif // _DEBUG
m_nWRITE_DEPTH_TO_DESTALPHA = 0; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = false; #endif // _DEBUG
m_nFLASHLIGHTSHADOWS = 0; #ifdef _DEBUG m_bCASCADE_SIZE = false; #endif // _DEBUG
m_nCASCADE_SIZE = 0; #ifdef _DEBUG m_bCSM_VIEWMODELQUALITY = false; #endif // _DEBUG
m_nCSM_VIEWMODELQUALITY = 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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS && m_bCASCADE_SIZE && m_bCSM_VIEWMODELQUALITY; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nNUM_LIGHTS ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 20 * m_nFLASHLIGHTSHADOWS ) + ( 40 * m_nCASCADE_SIZE ) + ( 80 * m_nCSM_VIEWMODELQUALITY ) + 0; } }; #define shaderDynamicTest_phong_ps20b psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_CASCADE_SIZE + psh_forgot_to_set_dynamic_CSM_VIEWMODELQUALITY + 0
static const ShaderComboInformation_t s_DynamicComboArray_phong_ps20b[7] = { { "WRITEWATERFOGTODESTALPHA", 0, 1 }, { "PIXELFOGTYPE", 0, 1 }, { "NUM_LIGHTS", 0, 4 }, { "WRITE_DEPTH_TO_DESTALPHA", 0, 0 }, { "FLASHLIGHTSHADOWS", 0, 1 }, { "CASCADE_SIZE", 0, 1 }, { "CSM_VIEWMODELQUALITY", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_phong_ps20b[17] = { { "SFM", 0, 0 }, { "CUBEMAP", 0, 1 }, { "SELFILLUM", 0, 1 }, { "SELFILLUMFRESNEL", 0, 1 }, { "FLASHLIGHT", 0, 1 }, { "LIGHTWARPTEXTURE", 0, 1 }, { "PHONGWARPTEXTURE", 0, 1 }, { "WRINKLEMAP", 0, 1 }, { "DETAIL_BLEND_MODE", 0, 7 }, { "DETAILTEXTURE", 0, 1 }, { "RIMLIGHT", 0, 1 }, { "FLASHLIGHTDEPTHFILTERMODE", 0, 0 }, { "SHADER_SRGB_READ", 0, 1 }, { "WORLD_NORMAL", 0, 0 }, { "PHONG_HALFLAMBERT", 0, 1 }, { "CASCADED_SHADOW_MAPPING", 0, 1 }, { "CSM_MODE", 0, 0 }, }; static const ShaderComboSemantics_t phong_ps20b_combos = { "phong_ps20b", s_DynamicComboArray_phong_ps20b, 7, s_StaticComboArray_phong_ps20b, 17 };
class ConstructMe_phong_ps20b { public: ConstructMe_phong_ps20b() { GetShaderDLL()->AddShaderComboInformation( &phong_ps20b_combos ); } };
static ConstructMe_phong_ps20b s_ConstructMe_phong_ps20b;
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