// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // ( ( $PREVIEW == 0 ) && ( $SKINNING == 1 ) ) // ( ( $NUM_LIGHTS != 0 ) && ( $PREVIEW == 0 ) ) // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #include "shaderlib/cshader.h" class customweapon_vs30_Static_Index { private: int m_nPREVIEW; #ifdef _DEBUG bool m_bPREVIEW; #endif public: void SetPREVIEW( int i ) { Assert( i >= 0 && i <= 1 ); m_nPREVIEW = i; #ifdef _DEBUG m_bPREVIEW = true; #endif } void SetPREVIEW( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPREVIEW = i ? 1 : 0; #ifdef _DEBUG m_bPREVIEW = true; #endif } public: // CONSTRUCTOR customweapon_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bPREVIEW = false; #endif // _DEBUG m_nPREVIEW = 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_bPREVIEW; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 20 * m_nPREVIEW ) + 0; } }; #define shaderStaticTest_customweapon_vs30 vsh_forgot_to_set_static_PREVIEW + 0 class customweapon_vs30_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_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 customweapon_vs30_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_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_bNUM_LIGHTS; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nSKINNING ) + ( 2 * m_nCOMPRESSED_VERTS ) + ( 4 * m_nNUM_LIGHTS ) + 0; } }; #define shaderDynamicTest_customweapon_vs30 vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0 static const ShaderComboInformation_t s_DynamicComboArray_customweapon_vs30[3] = { { "SKINNING", 0, 1 }, { "COMPRESSED_VERTS", 0, 1 }, { "NUM_LIGHTS", 0, 4 }, }; static const ShaderComboInformation_t s_StaticComboArray_customweapon_vs30[1] = { { "PREVIEW", 0, 1 }, }; static const ShaderComboSemantics_t customweapon_vs30_combos = { "customweapon_vs30", s_DynamicComboArray_customweapon_vs30, 3, s_StaticComboArray_customweapon_vs30, 1 }; class ConstructMe_customweapon_vs30 { public: ConstructMe_customweapon_vs30() { GetShaderDLL()->AddShaderComboInformation( &customweapon_vs30_combos ); } }; static ConstructMe_customweapon_vs30 s_ConstructMe_customweapon_vs30;