// 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 sprite_ps20_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_nCONSTANTCOLOR; #ifdef _DEBUG bool m_bCONSTANTCOLOR; #endif public: void SetCONSTANTCOLOR( int i ) { Assert( i >= 0 && i <= 1 ); m_nCONSTANTCOLOR = i; #ifdef _DEBUG m_bCONSTANTCOLOR = true; #endif } void SetCONSTANTCOLOR( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCONSTANTCOLOR = i ? 1 : 0; #ifdef _DEBUG m_bCONSTANTCOLOR = true; #endif } private: int m_nHDRTYPE; #ifdef _DEBUG bool m_bHDRTYPE; #endif public: void SetHDRTYPE( int i ) { Assert( i >= 0 && i <= 2 ); m_nHDRTYPE = i; #ifdef _DEBUG m_bHDRTYPE = true; #endif } void SetHDRTYPE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nHDRTYPE = i ? 1 : 0; #ifdef _DEBUG m_bHDRTYPE = true; #endif } private: int m_nSRGB; #ifdef _DEBUG bool m_bSRGB; #endif public: void SetSRGB( int i ) { Assert( i >= 0 && i <= 1 ); m_nSRGB = i; #ifdef _DEBUG m_bSRGB = true; #endif } void SetSRGB( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSRGB = i ? 1 : 0; #ifdef _DEBUG m_bSRGB = true; #endif } public: // CONSTRUCTOR sprite_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bVERTEXCOLOR = false; #endif // _DEBUG m_nVERTEXCOLOR = 0; #ifdef _DEBUG m_bCONSTANTCOLOR = false; #endif // _DEBUG m_nCONSTANTCOLOR = 0; #ifdef _DEBUG m_bHDRTYPE = false; #endif // _DEBUG m_nHDRTYPE = 0; #ifdef _DEBUG m_bSRGB = false; #endif // _DEBUG m_nSRGB = 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_bCONSTANTCOLOR && m_bHDRTYPE && m_bSRGB; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 4 * m_nVERTEXCOLOR ) + ( 8 * m_nCONSTANTCOLOR ) + ( 16 * m_nHDRTYPE ) + ( 48 * m_nSRGB ) + 0; } }; #define shaderStaticTest_sprite_ps20 psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_CONSTANTCOLOR + psh_forgot_to_set_static_HDRTYPE + psh_forgot_to_set_static_SRGB + 0 class sprite_ps20_Dynamic_Index { private: int m_nHDRENABLED; #ifdef _DEBUG bool m_bHDRENABLED; #endif public: void SetHDRENABLED( int i ) { Assert( i >= 0 && i <= 1 ); m_nHDRENABLED = i; #ifdef _DEBUG m_bHDRENABLED = true; #endif } void SetHDRENABLED( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nHDRENABLED = i ? 1 : 0; #ifdef _DEBUG m_bHDRENABLED = 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 } public: // CONSTRUCTOR sprite_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bHDRENABLED = false; #endif // _DEBUG m_nHDRENABLED = 0; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif // _DEBUG m_nPIXELFOGTYPE = ( 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_bHDRENABLED && m_bPIXELFOGTYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0; } }; #define shaderDynamicTest_sprite_ps20 psh_forgot_to_set_dynamic_HDRENABLED + 0 static const ShaderComboInformation_t s_DynamicComboArray_sprite_ps20[2] = { { "HDRENABLED", 0, 1 }, { "PIXELFOGTYPE", 0, 1 }, }; static const ShaderComboInformation_t s_StaticComboArray_sprite_ps20[4] = { { "VERTEXCOLOR", 0, 1 }, { "CONSTANTCOLOR", 0, 1 }, { "HDRTYPE", 0, 2 }, { "SRGB", 0, 1 }, }; static const ShaderComboSemantics_t sprite_ps20_combos = { "sprite_ps20", s_DynamicComboArray_sprite_ps20, 2, s_StaticComboArray_sprite_ps20, 4 }; class ConstructMe_sprite_ps20 { public: ConstructMe_sprite_ps20() { GetShaderDLL()->AddShaderComboInformation( &sprite_ps20_combos ); } }; static ConstructMe_sprite_ps20 s_ConstructMe_sprite_ps20;