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174 lines
3.9 KiB
174 lines
3.9 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( ( $PREVIEW == 0 ) && ( $SKINNING == 1 ) )
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// ( ( $NUM_LIGHTS != 0 ) && ( $PREVIEW == 0 ) )
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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#include "shaderlib/cshader.h"
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class customweapon_vs30_Static_Index
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{
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private:
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int m_nPREVIEW;
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#ifdef _DEBUG
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bool m_bPREVIEW;
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#endif
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public:
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void SetPREVIEW( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nPREVIEW = i;
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#ifdef _DEBUG
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m_bPREVIEW = true;
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#endif
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}
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void SetPREVIEW( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nPREVIEW = i ? 1 : 0;
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#ifdef _DEBUG
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m_bPREVIEW = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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customweapon_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bPREVIEW = false;
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#endif // _DEBUG
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m_nPREVIEW = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllStaticVarsDefined = m_bPREVIEW;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 20 * m_nPREVIEW ) + 0;
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}
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};
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#define shaderStaticTest_customweapon_vs30 vsh_forgot_to_set_static_PREVIEW + 0
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class customweapon_vs30_Dynamic_Index
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{
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private:
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int m_nSKINNING;
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#ifdef _DEBUG
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bool m_bSKINNING;
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#endif
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public:
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void SetSKINNING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSKINNING = i;
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#ifdef _DEBUG
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m_bSKINNING = true;
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#endif
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}
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void SetSKINNING( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSKINNING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSKINNING = true;
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#endif
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}
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private:
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int m_nCOMPRESSED_VERTS;
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#ifdef _DEBUG
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bool m_bCOMPRESSED_VERTS;
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#endif
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public:
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void SetCOMPRESSED_VERTS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOMPRESSED_VERTS = i;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = true;
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#endif
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}
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void SetCOMPRESSED_VERTS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCOMPRESSED_VERTS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = true;
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#endif
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}
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private:
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int m_nNUM_LIGHTS;
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#ifdef _DEBUG
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bool m_bNUM_LIGHTS;
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#endif
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public:
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void SetNUM_LIGHTS( int i )
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{
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Assert( i >= 0 && i <= 4 );
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m_nNUM_LIGHTS = i;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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void SetNUM_LIGHTS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
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m_nNUM_LIGHTS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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customweapon_vs30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bSKINNING = false;
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#endif // _DEBUG
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m_nSKINNING = 0;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = false;
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#endif // _DEBUG
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m_nCOMPRESSED_VERTS = 0;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = false;
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#endif // _DEBUG
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m_nNUM_LIGHTS = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllDynamicVarsDefined = m_bSKINNING && m_bCOMPRESSED_VERTS && m_bNUM_LIGHTS;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nSKINNING ) + ( 2 * m_nCOMPRESSED_VERTS ) + ( 4 * m_nNUM_LIGHTS ) + 0;
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}
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};
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#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
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static const ShaderComboInformation_t s_DynamicComboArray_customweapon_vs30[3] =
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{
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{ "SKINNING", 0, 1 },
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{ "COMPRESSED_VERTS", 0, 1 },
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{ "NUM_LIGHTS", 0, 4 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_customweapon_vs30[1] =
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{
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{ "PREVIEW", 0, 1 },
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};
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static const ShaderComboSemantics_t customweapon_vs30_combos =
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{
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"customweapon_vs30", s_DynamicComboArray_customweapon_vs30, 3, s_StaticComboArray_customweapon_vs30, 1
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};
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class ConstructMe_customweapon_vs30
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{
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public:
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ConstructMe_customweapon_vs30()
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{
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GetShaderDLL()->AddShaderComboInformation( &customweapon_vs30_combos );
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}
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};
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static ConstructMe_customweapon_vs30 s_ConstructMe_customweapon_vs30;
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