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199 lines
4.3 KiB
199 lines
4.3 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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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 weapondecal_vs30_Static_Index
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{
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private:
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int m_nMIRROR;
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#ifdef _DEBUG
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bool m_bMIRROR;
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#endif
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public:
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void SetMIRROR( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMIRROR = i;
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#ifdef _DEBUG
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m_bMIRROR = true;
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#endif
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}
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void SetMIRROR( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nMIRROR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMIRROR = true;
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#endif
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}
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private:
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int m_nNORMALMAP;
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#ifdef _DEBUG
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bool m_bNORMALMAP;
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#endif
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public:
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void SetNORMALMAP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nNORMALMAP = i;
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#ifdef _DEBUG
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m_bNORMALMAP = true;
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#endif
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}
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void SetNORMALMAP( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nNORMALMAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNORMALMAP = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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weapondecal_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bMIRROR = false;
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#endif // _DEBUG
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m_nMIRROR = 0;
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#ifdef _DEBUG
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m_bNORMALMAP = false;
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#endif // _DEBUG
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m_nNORMALMAP = 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_bMIRROR && m_bNORMALMAP;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 20 * m_nMIRROR ) + ( 40 * m_nNORMALMAP ) + 0;
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}
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};
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#define shaderStaticTest_weapondecal_vs30 vsh_forgot_to_set_static_MIRROR + vsh_forgot_to_set_static_NORMALMAP + 0
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class weapondecal_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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weapondecal_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_weapondecal_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_weapondecal_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_weapondecal_vs30[2] =
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{
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{ "MIRROR", 0, 1 },
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{ "NORMALMAP", 0, 1 },
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};
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static const ShaderComboSemantics_t weapondecal_vs30_combos =
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{
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"weapondecal_vs30", s_DynamicComboArray_weapondecal_vs30, 3, s_StaticComboArray_weapondecal_vs30, 2
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};
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class ConstructMe_weapondecal_vs30
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{
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public:
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ConstructMe_weapondecal_vs30()
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{
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GetShaderDLL()->AddShaderComboInformation( &weapondecal_vs30_combos );
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}
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};
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static ConstructMe_weapondecal_vs30 s_ConstructMe_weapondecal_vs30;
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