// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #include "shaderlib/cshader.h" class depthwrite_vs30_Static_Index { private: int m_nONLY_PROJECT_POSITION; #ifdef _DEBUG bool m_bONLY_PROJECT_POSITION; #endif public: void SetONLY_PROJECT_POSITION( int i ) { Assert( i >= 0 && i <= 0 ); m_nONLY_PROJECT_POSITION = i; #ifdef _DEBUG m_bONLY_PROJECT_POSITION = true; #endif } void SetONLY_PROJECT_POSITION( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nONLY_PROJECT_POSITION = i ? 1 : 0; #ifdef _DEBUG m_bONLY_PROJECT_POSITION = true; #endif } private: int m_nTREESWAY; #ifdef _DEBUG bool m_bTREESWAY; #endif public: void SetTREESWAY( int i ) { Assert( i >= 0 && i <= 2 ); m_nTREESWAY = i; #ifdef _DEBUG m_bTREESWAY = true; #endif } void SetTREESWAY( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nTREESWAY = i ? 1 : 0; #ifdef _DEBUG m_bTREESWAY = true; #endif } private: int m_nCOLOR_DEPTH; #ifdef _DEBUG bool m_bCOLOR_DEPTH; #endif public: void SetCOLOR_DEPTH( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOLOR_DEPTH = i; #ifdef _DEBUG m_bCOLOR_DEPTH = true; #endif } void SetCOLOR_DEPTH( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCOLOR_DEPTH = i ? 1 : 0; #ifdef _DEBUG m_bCOLOR_DEPTH = true; #endif } public: // CONSTRUCTOR depthwrite_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bONLY_PROJECT_POSITION = false; #endif // _DEBUG m_nONLY_PROJECT_POSITION = 0; #ifdef _DEBUG m_bTREESWAY = false; #endif // _DEBUG m_nTREESWAY = 0; #ifdef _DEBUG m_bCOLOR_DEPTH = false; #endif // _DEBUG m_nCOLOR_DEPTH = 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_bONLY_PROJECT_POSITION && m_bTREESWAY && m_bCOLOR_DEPTH; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 4 * m_nONLY_PROJECT_POSITION ) + ( 4 * m_nTREESWAY ) + ( 12 * m_nCOLOR_DEPTH ) + 0; } }; #define shaderStaticTest_depthwrite_vs30 vsh_forgot_to_set_static_ONLY_PROJECT_POSITION + vsh_forgot_to_set_static_TREESWAY + vsh_forgot_to_set_static_COLOR_DEPTH + 0 class depthwrite_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_nMORPHING; #ifdef _DEBUG bool m_bMORPHING; #endif public: void SetMORPHING( int i ) { Assert( i >= 0 && i <= 0 ); m_nMORPHING = i; #ifdef _DEBUG m_bMORPHING = true; #endif } void SetMORPHING( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nMORPHING = i ? 1 : 0; #ifdef _DEBUG m_bMORPHING = true; #endif } private: int m_nTESSELLATION; #ifdef _DEBUG bool m_bTESSELLATION; #endif public: void SetTESSELLATION( int i ) { Assert( i >= 0 && i <= 0 ); m_nTESSELLATION = i; #ifdef _DEBUG m_bTESSELLATION = true; #endif } void SetTESSELLATION( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nTESSELLATION = i ? 1 : 0; #ifdef _DEBUG m_bTESSELLATION = true; #endif } public: // CONSTRUCTOR depthwrite_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_bMORPHING = true; #endif // _DEBUG m_nMORPHING = false ; #ifdef _DEBUG m_bTESSELLATION = false; #endif // _DEBUG m_nTESSELLATION = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING && m_bTESSELLATION; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + ( 4 * m_nTESSELLATION ) + 0; } }; #define shaderDynamicTest_depthwrite_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_TESSELLATION + 0 static const ShaderComboInformation_t s_DynamicComboArray_depthwrite_vs30[4] = { { "COMPRESSED_VERTS", 0, 1 }, { "SKINNING", 0, 1 }, { "MORPHING", 0, 0 }, { "TESSELLATION", 0, 0 }, }; static const ShaderComboInformation_t s_StaticComboArray_depthwrite_vs30[3] = { { "ONLY_PROJECT_POSITION", 0, 0 }, { "TREESWAY", 0, 2 }, { "COLOR_DEPTH", 0, 1 }, }; static const ShaderComboSemantics_t depthwrite_vs30_combos = { "depthwrite_vs30", s_DynamicComboArray_depthwrite_vs30, 4, s_StaticComboArray_depthwrite_vs30, 3 }; class ConstructMe_depthwrite_vs30 { public: ConstructMe_depthwrite_vs30() { GetShaderDLL()->AddShaderComboInformation( &depthwrite_vs30_combos ); } }; static ConstructMe_depthwrite_vs30 s_ConstructMe_depthwrite_vs30;