// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // 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 lightmappedreflective_ps20b_Static_Index { private: int m_nBASETEXTURE; #ifdef _DEBUG bool m_bBASETEXTURE; #endif public: void SetBASETEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nBASETEXTURE = i; #ifdef _DEBUG m_bBASETEXTURE = true; #endif } void SetBASETEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nBASETEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bBASETEXTURE = true; #endif } private: int m_nREFLECT; #ifdef _DEBUG bool m_bREFLECT; #endif public: void SetREFLECT( int i ) { Assert( i >= 0 && i <= 1 ); m_nREFLECT = i; #ifdef _DEBUG m_bREFLECT = true; #endif } void SetREFLECT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nREFLECT = i ? 1 : 0; #ifdef _DEBUG m_bREFLECT = true; #endif } private: int m_nREFRACT; #ifdef _DEBUG bool m_bREFRACT; #endif public: void SetREFRACT( int i ) { Assert( i >= 0 && i <= 1 ); m_nREFRACT = i; #ifdef _DEBUG m_bREFRACT = true; #endif } void SetREFRACT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nREFRACT = i ? 1 : 0; #ifdef _DEBUG m_bREFRACT = true; #endif } private: int m_nENVMAPMASK; #ifdef _DEBUG bool m_bENVMAPMASK; #endif public: void SetENVMAPMASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nENVMAPMASK = i; #ifdef _DEBUG m_bENVMAPMASK = true; #endif } void SetENVMAPMASK( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nENVMAPMASK = i ? 1 : 0; #ifdef _DEBUG m_bENVMAPMASK = true; #endif } public: // CONSTRUCTOR lightmappedreflective_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bBASETEXTURE = false; #endif // _DEBUG m_nBASETEXTURE = 0; #ifdef _DEBUG m_bREFLECT = false; #endif // _DEBUG m_nREFLECT = 0; #ifdef _DEBUG m_bREFRACT = false; #endif // _DEBUG m_nREFRACT = 0; #ifdef _DEBUG m_bENVMAPMASK = false; #endif // _DEBUG m_nENVMAPMASK = 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_bBASETEXTURE && m_bREFLECT && m_bREFRACT && m_bENVMAPMASK; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 4 * m_nBASETEXTURE ) + ( 8 * m_nREFLECT ) + ( 16 * m_nREFRACT ) + ( 32 * m_nENVMAPMASK ) + 0; } }; #define shaderStaticTest_lightmappedreflective_ps20b psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_REFLECT + psh_forgot_to_set_static_REFRACT + psh_forgot_to_set_static_ENVMAPMASK + 0 class lightmappedreflective_ps20b_Dynamic_Index { 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_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 <= 1 ); 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 ) <= 1 ); m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = true; #endif } public: // CONSTRUCTOR lightmappedreflective_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif // _DEBUG m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = false; #endif // _DEBUG m_nWRITE_DEPTH_TO_DESTALPHA = 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_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0; } }; #define shaderDynamicTest_lightmappedreflective_ps20b psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0 static const ShaderComboInformation_t s_DynamicComboArray_lightmappedreflective_ps20b[2] = { { "PIXELFOGTYPE", 0, 1 }, { "WRITE_DEPTH_TO_DESTALPHA", 0, 1 }, }; static const ShaderComboInformation_t s_StaticComboArray_lightmappedreflective_ps20b[4] = { { "BASETEXTURE", 0, 1 }, { "REFLECT", 0, 1 }, { "REFRACT", 0, 1 }, { "ENVMAPMASK", 0, 1 }, }; static const ShaderComboSemantics_t lightmappedreflective_ps20b_combos = { "lightmappedreflective_ps20b", s_DynamicComboArray_lightmappedreflective_ps20b, 2, s_StaticComboArray_lightmappedreflective_ps20b, 4 }; class ConstructMe_lightmappedreflective_ps20b { public: ConstructMe_lightmappedreflective_ps20b() { GetShaderDLL()->AddShaderComboInformation( &lightmappedreflective_ps20b_combos ); } }; static ConstructMe_lightmappedreflective_ps20b s_ConstructMe_lightmappedreflective_ps20b;