// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // ( $SFM == 0 ) && ( $MORPHING ) // ( $SFM == 0 ) && ( $TESSELLATION ) // ( $FLATTEN_STATIC_CONTROL_FLOW == 0 ) && ( $NUM_LIGHTS > 0 ) [PC] // ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION // ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND ) // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #include "shaderlib/cshader.h" class phong_vs20_Static_Index { private: int m_nSFM; #ifdef _DEBUG bool m_bSFM; #endif public: void SetSFM( int i ) { Assert( i >= 0 && i <= 0 ); m_nSFM = i; #ifdef _DEBUG m_bSFM = true; #endif } void SetSFM( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nSFM = i ? 1 : 0; #ifdef _DEBUG m_bSFM = true; #endif } private: int m_nWORLD_NORMAL; #ifdef _DEBUG bool m_bWORLD_NORMAL; #endif public: void SetWORLD_NORMAL( int i ) { Assert( i >= 0 && i <= 0 ); m_nWORLD_NORMAL = i; #ifdef _DEBUG m_bWORLD_NORMAL = true; #endif } void SetWORLD_NORMAL( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nWORLD_NORMAL = i ? 1 : 0; #ifdef _DEBUG m_bWORLD_NORMAL = 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_nCASCADED_SHADOW_MAPPING; #ifdef _DEBUG bool m_bCASCADED_SHADOW_MAPPING; #endif public: void SetCASCADED_SHADOW_MAPPING( int i ) { Assert( i >= 0 && i <= 1 ); m_nCASCADED_SHADOW_MAPPING = i; #ifdef _DEBUG m_bCASCADED_SHADOW_MAPPING = true; #endif } void SetCASCADED_SHADOW_MAPPING( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCASCADED_SHADOW_MAPPING = i ? 1 : 0; #ifdef _DEBUG m_bCASCADED_SHADOW_MAPPING = 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 phong_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bSFM = false; #endif // _DEBUG m_nSFM = 0; #ifdef _DEBUG m_bWORLD_NORMAL = false; #endif // _DEBUG m_nWORLD_NORMAL = 0; #ifdef _DEBUG m_bFLATTEN_STATIC_CONTROL_FLOW = false; #endif // _DEBUG m_nFLATTEN_STATIC_CONTROL_FLOW = 0; #ifdef _DEBUG m_bCASCADED_SHADOW_MAPPING = false; #endif // _DEBUG m_nCASCADED_SHADOW_MAPPING = 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_bSFM && m_bWORLD_NORMAL && m_bFLATTEN_STATIC_CONTROL_FLOW && m_bCASCADED_SHADOW_MAPPING && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 96 * m_nSFM ) + ( 96 * m_nWORLD_NORMAL ) + ( 96 * m_nFLATTEN_STATIC_CONTROL_FLOW ) + ( 192 * m_nCASCADED_SHADOW_MAPPING ) + ( 384 * m_nDOPIXELFOG ) + ( 768 * m_nHARDWAREFOGBLEND ) + 0; } }; #define shaderStaticTest_phong_vs20 vsh_forgot_to_set_static_SFM + vsh_forgot_to_set_static_WORLD_NORMAL + vsh_forgot_to_set_static_FLATTEN_STATIC_CONTROL_FLOW + vsh_forgot_to_set_static_CASCADED_SHADOW_MAPPING + 0 class phong_vs20_Dynamic_Index { private: int m_nCSM_VIEWMODELQUALITY; #ifdef _DEBUG bool m_bCSM_VIEWMODELQUALITY; #endif public: void SetCSM_VIEWMODELQUALITY( int i ) { Assert( i >= 0 && i <= 1 ); m_nCSM_VIEWMODELQUALITY = i; #ifdef _DEBUG m_bCSM_VIEWMODELQUALITY = true; #endif } void SetCSM_VIEWMODELQUALITY( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCSM_VIEWMODELQUALITY = i ? 1 : 0; #ifdef _DEBUG m_bCSM_VIEWMODELQUALITY = 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_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 } private: int m_nNUM_LIGHTS; #ifdef _DEBUG bool m_bNUM_LIGHTS; #endif public: void SetNUM_LIGHTS( int i ) { Assert( i >= 0 && i <= 2 ); m_nNUM_LIGHTS = i; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif } void SetNUM_LIGHTS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nNUM_LIGHTS = i ? 1 : 0; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif } private: int m_nSTATICLIGHT3; #ifdef _DEBUG bool m_bSTATICLIGHT3; #endif public: void SetSTATICLIGHT3( int i ) { Assert( i >= 0 && i <= 1 ); m_nSTATICLIGHT3 = i; #ifdef _DEBUG m_bSTATICLIGHT3 = true; #endif } void SetSTATICLIGHT3( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSTATICLIGHT3 = i ? 1 : 0; #ifdef _DEBUG m_bSTATICLIGHT3 = 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 phong_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bCSM_VIEWMODELQUALITY = false; #endif // _DEBUG m_nCSM_VIEWMODELQUALITY = 0; #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; #ifdef _DEBUG m_bNUM_LIGHTS = false; #endif // _DEBUG m_nNUM_LIGHTS = 0; #ifdef _DEBUG m_bSTATICLIGHT3 = false; #endif // _DEBUG m_nSTATICLIGHT3 = 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_bCSM_VIEWMODELQUALITY && m_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING && m_bTESSELLATION && m_bNUM_LIGHTS && m_bSTATICLIGHT3 && m_bDOWATERFOG; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nCSM_VIEWMODELQUALITY ) + ( 2 * m_nCOMPRESSED_VERTS ) + ( 4 * m_nSKINNING ) + ( 8 * m_nMORPHING ) + ( 8 * m_nTESSELLATION ) + ( 8 * m_nNUM_LIGHTS ) + ( 24 * m_nSTATICLIGHT3 ) + ( 48 * m_nDOWATERFOG ) + 0; } }; #define shaderDynamicTest_phong_vs20 vsh_forgot_to_set_dynamic_CSM_VIEWMODELQUALITY + vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_TESSELLATION + vsh_forgot_to_set_dynamic_NUM_LIGHTS + vsh_forgot_to_set_dynamic_STATICLIGHT3 + 0 static const ShaderComboInformation_t s_DynamicComboArray_phong_vs20[8] = { { "CSM_VIEWMODELQUALITY", 0, 1 }, { "COMPRESSED_VERTS", 0, 1 }, { "SKINNING", 0, 1 }, { "MORPHING", 0, 0 }, { "TESSELLATION", 0, 0 }, { "NUM_LIGHTS", 0, 2 }, { "STATICLIGHT3", 0, 1 }, { "DOWATERFOG", 0, 1 }, }; static const ShaderComboInformation_t s_StaticComboArray_phong_vs20[6] = { { "SFM", 0, 0 }, { "WORLD_NORMAL", 0, 0 }, { "FLATTEN_STATIC_CONTROL_FLOW", 0, 1 }, { "CASCADED_SHADOW_MAPPING", 0, 1 }, { "DOPIXELFOG", 0, 1 }, { "HARDWAREFOGBLEND", 0, 1 }, }; static const ShaderComboSemantics_t phong_vs20_combos = { "phong_vs20", s_DynamicComboArray_phong_vs20, 8, s_StaticComboArray_phong_vs20, 6 }; class ConstructMe_phong_vs20 { public: ConstructMe_phong_vs20() { GetShaderDLL()->AddShaderComboInformation( &phong_vs20_combos ); } }; static ConstructMe_phong_vs20 s_ConstructMe_phong_vs20;