// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #include "shaderlib/cshader.h" class proto_ice_vs20_Static_Index { 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_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 <= 0 ); 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 ) <= 0 ); m_nFLATTEN_STATIC_CONTROL_FLOW = i ? 1 : 0; #ifdef _DEBUG m_bFLATTEN_STATIC_CONTROL_FLOW = true; #endif } public: // CONSTRUCTOR proto_ice_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bVERTEXCOLOR = false; #endif // _DEBUG m_nVERTEXCOLOR = 0; #ifdef _DEBUG m_bFLATTEN_STATIC_CONTROL_FLOW = false; #endif // _DEBUG m_nFLATTEN_STATIC_CONTROL_FLOW = 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_bVERTEXCOLOR && m_bFLATTEN_STATIC_CONTROL_FLOW; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 80 * m_nVERTEXCOLOR ) + ( 160 * m_nFLATTEN_STATIC_CONTROL_FLOW ) + 0; } }; #define shaderStaticTest_proto_ice_vs20 vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_FLATTEN_STATIC_CONTROL_FLOW + 0 class proto_ice_vs20_Dynamic_Index { 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_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_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_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 } public: // CONSTRUCTOR proto_ice_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bSKINNING = false; #endif // _DEBUG m_nSKINNING = 0; #ifdef _DEBUG m_bCOMPRESSED_VERTS = false; #endif // _DEBUG m_nCOMPRESSED_VERTS = 0; #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_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_bSKINNING && m_bCOMPRESSED_VERTS && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nSKINNING ) + ( 2 * m_nCOMPRESSED_VERTS ) + ( 4 * m_nDYNAMIC_LIGHT ) + ( 8 * m_nSTATIC_LIGHT ) + ( 16 * m_nNUM_LIGHTS ) + 0; } }; #define shaderDynamicTest_proto_ice_vs20 vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + 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_proto_ice_vs20[5] = { { "SKINNING", 0, 1 }, { "COMPRESSED_VERTS", 0, 1 }, { "DYNAMIC_LIGHT", 0, 1 }, { "STATIC_LIGHT", 0, 1 }, { "NUM_LIGHTS", 0, 4 }, }; static const ShaderComboInformation_t s_StaticComboArray_proto_ice_vs20[2] = { { "VERTEXCOLOR", 0, 1 }, { "FLATTEN_STATIC_CONTROL_FLOW", 0, 0 }, }; static const ShaderComboSemantics_t proto_ice_vs20_combos = { "proto_ice_vs20", s_DynamicComboArray_proto_ice_vs20, 5, s_StaticComboArray_proto_ice_vs20, 2 }; class ConstructMe_proto_ice_vs20 { public: ConstructMe_proto_ice_vs20() { GetShaderDLL()->AddShaderComboInformation( &proto_ice_vs20_combos ); } }; static ConstructMe_proto_ice_vs20 s_ConstructMe_proto_ice_vs20;