// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // $LIGHTING_PREVIEW && $FLASHLIGHT // ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND ) // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #include "shaderlib/cshader.h" class lightmapped_4wayblend_vs20_Static_Index { private: int m_nENVMAP_MASK; #ifdef _DEBUG bool m_bENVMAP_MASK; #endif public: void SetENVMAP_MASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nENVMAP_MASK = i; #ifdef _DEBUG m_bENVMAP_MASK = true; #endif } void SetENVMAP_MASK( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nENVMAP_MASK = i ? 1 : 0; #ifdef _DEBUG m_bENVMAP_MASK = true; #endif } private: int m_nTANGENTSPACE; #ifdef _DEBUG bool m_bTANGENTSPACE; #endif public: void SetTANGENTSPACE( int i ) { Assert( i >= 0 && i <= 1 ); m_nTANGENTSPACE = i; #ifdef _DEBUG m_bTANGENTSPACE = true; #endif } void SetTANGENTSPACE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nTANGENTSPACE = i ? 1 : 0; #ifdef _DEBUG m_bTANGENTSPACE = true; #endif } private: int m_nBUMPMAP; #ifdef _DEBUG bool m_bBUMPMAP; #endif public: void SetBUMPMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nBUMPMAP = i; #ifdef _DEBUG m_bBUMPMAP = true; #endif } void SetBUMPMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nBUMPMAP = i ? 1 : 0; #ifdef _DEBUG m_bBUMPMAP = true; #endif } private: int m_nDETAILTEXTURE; #ifdef _DEBUG bool m_bDETAILTEXTURE; #endif public: void SetDETAILTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAILTEXTURE = i; #ifdef _DEBUG m_bDETAILTEXTURE = true; #endif } void SetDETAILTEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDETAILTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bDETAILTEXTURE = true; #endif } 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_nSEAMLESS; #ifdef _DEBUG bool m_bSEAMLESS; #endif public: void SetSEAMLESS( int i ) { Assert( i >= 0 && i <= 1 ); m_nSEAMLESS = i; #ifdef _DEBUG m_bSEAMLESS = true; #endif } void SetSEAMLESS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSEAMLESS = i ? 1 : 0; #ifdef _DEBUG m_bSEAMLESS = true; #endif } private: int m_nSELFILLUM; #ifdef _DEBUG bool m_bSELFILLUM; #endif public: void SetSELFILLUM( int i ) { Assert( i >= 0 && i <= 1 ); m_nSELFILLUM = i; #ifdef _DEBUG m_bSELFILLUM = true; #endif } void SetSELFILLUM( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSELFILLUM = i ? 1 : 0; #ifdef _DEBUG m_bSELFILLUM = true; #endif } private: int m_nLIGHTING_PREVIEW; #ifdef _DEBUG bool m_bLIGHTING_PREVIEW; #endif public: void SetLIGHTING_PREVIEW( int i ) { Assert( i >= 0 && i <= 3 ); m_nLIGHTING_PREVIEW = i; #ifdef _DEBUG m_bLIGHTING_PREVIEW = true; #endif } void SetLIGHTING_PREVIEW( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 ); m_nLIGHTING_PREVIEW = i ? 1 : 0; #ifdef _DEBUG m_bLIGHTING_PREVIEW = 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 <= 1 ); m_nHARDWAREFOGBLEND = i; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif } void SetHARDWAREFOGBLEND( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nHARDWAREFOGBLEND = i ? 1 : 0; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif } public: // CONSTRUCTOR lightmapped_4wayblend_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bENVMAP_MASK = false; #endif // _DEBUG m_nENVMAP_MASK = 0; #ifdef _DEBUG m_bTANGENTSPACE = false; #endif // _DEBUG m_nTANGENTSPACE = 0; #ifdef _DEBUG m_bBUMPMAP = false; #endif // _DEBUG m_nBUMPMAP = 0; #ifdef _DEBUG m_bDETAILTEXTURE = false; #endif // _DEBUG m_nDETAILTEXTURE = 0; #ifdef _DEBUG m_bVERTEXCOLOR = false; #endif // _DEBUG m_nVERTEXCOLOR = 0; #ifdef _DEBUG m_bSEAMLESS = false; #endif // _DEBUG m_nSEAMLESS = 0; #ifdef _DEBUG m_bSELFILLUM = false; #endif // _DEBUG m_nSELFILLUM = 0; #ifdef _DEBUG m_bLIGHTING_PREVIEW = false; #endif // _DEBUG m_nLIGHTING_PREVIEW = 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 = !g_pHardwareConfig->SupportsPixelShaders_2_b() ; } 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_bENVMAP_MASK && m_bTANGENTSPACE && m_bBUMPMAP && m_bDETAILTEXTURE && m_bVERTEXCOLOR && m_bSEAMLESS && m_bSELFILLUM && m_bLIGHTING_PREVIEW && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 4 * m_nENVMAP_MASK ) + ( 8 * m_nTANGENTSPACE ) + ( 16 * m_nBUMPMAP ) + ( 32 * m_nDETAILTEXTURE ) + ( 64 * m_nVERTEXCOLOR ) + ( 128 * m_nSEAMLESS ) + ( 256 * m_nSELFILLUM ) + ( 512 * m_nLIGHTING_PREVIEW ) + ( 2048 * m_nDOPIXELFOG ) + ( 4096 * m_nHARDWAREFOGBLEND ) + 0; } }; #define shaderStaticTest_lightmapped_4wayblend_vs20 vsh_forgot_to_set_static_ENVMAP_MASK + vsh_forgot_to_set_static_TANGENTSPACE + vsh_forgot_to_set_static_BUMPMAP + vsh_forgot_to_set_static_DETAILTEXTURE + vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_SEAMLESS + vsh_forgot_to_set_static_SELFILLUM + vsh_forgot_to_set_static_LIGHTING_PREVIEW + 0 class lightmapped_4wayblend_vs20_Dynamic_Index { private: int m_nFASTPATH; #ifdef _DEBUG bool m_bFASTPATH; #endif public: void SetFASTPATH( int i ) { Assert( i >= 0 && i <= 1 ); m_nFASTPATH = i; #ifdef _DEBUG m_bFASTPATH = true; #endif } void SetFASTPATH( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFASTPATH = i ? 1 : 0; #ifdef _DEBUG m_bFASTPATH = 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 lightmapped_4wayblend_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bFASTPATH = false; #endif // _DEBUG m_nFASTPATH = 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_bFASTPATH && m_bDOWATERFOG; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nFASTPATH ) + ( 2 * m_nDOWATERFOG ) + 0; } }; #define shaderDynamicTest_lightmapped_4wayblend_vs20 vsh_forgot_to_set_dynamic_FASTPATH + 0 static const ShaderComboInformation_t s_DynamicComboArray_lightmapped_4wayblend_vs20[2] = { { "FASTPATH", 0, 1 }, { "DOWATERFOG", 0, 1 }, }; static const ShaderComboInformation_t s_StaticComboArray_lightmapped_4wayblend_vs20[10] = { { "ENVMAP_MASK", 0, 1 }, { "TANGENTSPACE", 0, 1 }, { "BUMPMAP", 0, 1 }, { "DETAILTEXTURE", 0, 1 }, { "VERTEXCOLOR", 0, 1 }, { "SEAMLESS", 0, 1 }, { "SELFILLUM", 0, 1 }, { "LIGHTING_PREVIEW", 0, 3 }, { "DOPIXELFOG", 0, 1 }, { "HARDWAREFOGBLEND", 0, 1 }, }; static const ShaderComboSemantics_t lightmapped_4wayblend_vs20_combos = { "lightmapped_4wayblend_vs20", s_DynamicComboArray_lightmapped_4wayblend_vs20, 2, s_StaticComboArray_lightmapped_4wayblend_vs20, 10 }; class ConstructMe_lightmapped_4wayblend_vs20 { public: ConstructMe_lightmapped_4wayblend_vs20() { GetShaderDLL()->AddShaderComboInformation( &lightmapped_4wayblend_vs20_combos ); } }; static ConstructMe_lightmapped_4wayblend_vs20 s_ConstructMe_lightmapped_4wayblend_vs20;