// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND ) // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #include "shaderlib/cshader.h" class character_vs30_Static_Index { private: int m_nUSEBOUNCECOLOR; #ifdef _DEBUG bool m_bUSEBOUNCECOLOR; #endif public: void SetUSEBOUNCECOLOR( int i ) { Assert( i >= 0 && i <= 1 ); m_nUSEBOUNCECOLOR = i; #ifdef _DEBUG m_bUSEBOUNCECOLOR = true; #endif } void SetUSEBOUNCECOLOR( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nUSEBOUNCECOLOR = i ? 1 : 0; #ifdef _DEBUG m_bUSEBOUNCECOLOR = 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_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 <= 1 ); 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 ) <= 1 ); m_nFLATTEN_STATIC_CONTROL_FLOW = i ? 1 : 0; #ifdef _DEBUG m_bFLATTEN_STATIC_CONTROL_FLOW = true; #endif } private: int m_nDOPIXELFOG; #ifdef _DEBUG bool m_bDOPIXELFOG; #endif public: void SetDOPIXELFOG( int i ) { Assert( i >= 0 && i <= 1 ); m_nDOPIXELFOG = i; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif } void SetDOPIXELFOG( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDOPIXELFOG = i ? 1 : 0; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif } private: int m_nHARDWAREFOGBLEND; #ifdef _DEBUG bool m_bHARDWAREFOGBLEND; #endif public: void SetHARDWAREFOGBLEND( int i ) { Assert( i >= 0 && i <= 0 ); m_nHARDWAREFOGBLEND = i; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif } void SetHARDWAREFOGBLEND( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nHARDWAREFOGBLEND = i ? 1 : 0; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif } public: // CONSTRUCTOR character_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bUSEBOUNCECOLOR = false; #endif // _DEBUG m_nUSEBOUNCECOLOR = 0; #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG m_nFLASHLIGHT = 0; #ifdef _DEBUG m_bFLATTEN_STATIC_CONTROL_FLOW = false; #endif // _DEBUG m_nFLATTEN_STATIC_CONTROL_FLOW = 0; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif // _DEBUG m_nDOPIXELFOG = ( g_pHardwareConfig->SupportsPixelShaders_2_b() && !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ) ? 1 : 0 ; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif // _DEBUG m_nHARDWAREFOGBLEND = 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_bUSEBOUNCECOLOR && m_bFLASHLIGHT && m_bFLATTEN_STATIC_CONTROL_FLOW && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 40 * m_nUSEBOUNCECOLOR ) + ( 80 * m_nFLASHLIGHT ) + ( 160 * m_nFLATTEN_STATIC_CONTROL_FLOW ) + ( 320 * m_nDOPIXELFOG ) + ( 640 * m_nHARDWAREFOGBLEND ) + 0; } }; #define shaderStaticTest_character_vs30 vsh_forgot_to_set_static_USEBOUNCECOLOR + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_FLATTEN_STATIC_CONTROL_FLOW + 0 class character_vs30_Dynamic_Index { 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_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_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_nDOWATERFOG; #ifdef _DEBUG bool m_bDOWATERFOG; #endif public: void SetDOWATERFOG( int i ) { Assert( i >= 0 && i <= 1 ); m_nDOWATERFOG = i; #ifdef _DEBUG m_bDOWATERFOG = true; #endif } void SetDOWATERFOG( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDOWATERFOG = i ? 1 : 0; #ifdef _DEBUG m_bDOWATERFOG = true; #endif } public: // CONSTRUCTOR character_vs30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bCOMPRESSED_VERTS = false; #endif // _DEBUG m_nCOMPRESSED_VERTS = 0; #ifdef _DEBUG m_bSKINNING = false; #endif // _DEBUG m_nSKINNING = 0; #ifdef _DEBUG m_bNUM_LIGHTS = false; #endif // _DEBUG m_nNUM_LIGHTS = 0; #ifdef _DEBUG m_bDOWATERFOG = true; #endif // _DEBUG m_nDOWATERFOG = ( 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bNUM_LIGHTS && m_bDOWATERFOG; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nNUM_LIGHTS ) + ( 20 * m_nDOWATERFOG ) + 0; } }; #define shaderDynamicTest_character_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0 static const ShaderComboInformation_t s_DynamicComboArray_character_vs30[4] = { { "COMPRESSED_VERTS", 0, 1 }, { "SKINNING", 0, 1 }, { "NUM_LIGHTS", 0, 4 }, { "DOWATERFOG", 0, 1 }, }; static const ShaderComboInformation_t s_StaticComboArray_character_vs30[5] = { { "USEBOUNCECOLOR", 0, 1 }, { "FLASHLIGHT", 0, 1 }, { "FLATTEN_STATIC_CONTROL_FLOW", 0, 1 }, { "DOPIXELFOG", 0, 1 }, { "HARDWAREFOGBLEND", 0, 0 }, }; static const ShaderComboSemantics_t character_vs30_combos = { "character_vs30", s_DynamicComboArray_character_vs30, 4, s_StaticComboArray_character_vs30, 5 }; class ConstructMe_character_vs30 { public: ConstructMe_character_vs30() { GetShaderDLL()->AddShaderComboInformation( &character_vs30_combos ); } }; static ConstructMe_character_vs30 s_ConstructMe_character_vs30;