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187 lines
3.6 KiB
187 lines
3.6 KiB
#include "shaderlib/cshader.h"
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class eyes_cloak_vs20b_Static_Index
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{
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private:
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int m_nINTRO;
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#ifdef _DEBUG
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bool m_bINTRO;
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#endif
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public:
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void SetINTRO( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nINTRO = i;
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#ifdef _DEBUG
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m_bINTRO = true;
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#endif
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}
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void SetINTRO( bool i )
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{
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m_nINTRO = i ? 1 : 0;
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#ifdef _DEBUG
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m_bINTRO = true;
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#endif
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}
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private:
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int m_nHALFLAMBERT;
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#ifdef _DEBUG
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bool m_bHALFLAMBERT;
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#endif
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public:
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void SetHALFLAMBERT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nHALFLAMBERT = i;
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#ifdef _DEBUG
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m_bHALFLAMBERT = true;
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#endif
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}
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void SetHALFLAMBERT( bool i )
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{
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m_nHALFLAMBERT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bHALFLAMBERT = true;
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#endif
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}
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public:
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eyes_cloak_vs20b_Static_Index( )
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{
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#ifdef _DEBUG
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m_bINTRO = false;
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#endif // _DEBUG
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m_nINTRO = 0;
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#ifdef _DEBUG
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m_bHALFLAMBERT = false;
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#endif // _DEBUG
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m_nHALFLAMBERT = 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_bINTRO && m_bHALFLAMBERT;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 32 * m_nINTRO ) + ( 64 * m_nHALFLAMBERT ) + 0;
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}
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};
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#define shaderStaticTest_eyes_cloak_vs20b vsh_forgot_to_set_static_INTRO + vsh_forgot_to_set_static_HALFLAMBERT + 0
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class eyes_cloak_vs20b_Dynamic_Index
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{
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private:
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int m_nNUM_BONES;
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#ifdef _DEBUG
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bool m_bNUM_BONES;
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#endif
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public:
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void SetNUM_BONES( int i )
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{
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Assert( i >= 0 && i <= 3 );
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m_nNUM_BONES = i;
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#ifdef _DEBUG
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m_bNUM_BONES = true;
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#endif
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}
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void SetNUM_BONES( bool i )
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{
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m_nNUM_BONES = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNUM_BONES = true;
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#endif
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}
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private:
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int m_nDOWATERFOG;
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#ifdef _DEBUG
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bool m_bDOWATERFOG;
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#endif
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public:
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void SetDOWATERFOG( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDOWATERFOG = i;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif
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}
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void SetDOWATERFOG( bool i )
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{
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m_nDOWATERFOG = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif
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}
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private:
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int m_nDYNAMIC_LIGHT;
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#ifdef _DEBUG
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bool m_bDYNAMIC_LIGHT;
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#endif
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public:
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void SetDYNAMIC_LIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDYNAMIC_LIGHT = i;
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#ifdef _DEBUG
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m_bDYNAMIC_LIGHT = true;
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#endif
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}
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void SetDYNAMIC_LIGHT( bool i )
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{
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m_nDYNAMIC_LIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDYNAMIC_LIGHT = true;
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#endif
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}
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private:
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int m_nSTATIC_LIGHT;
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#ifdef _DEBUG
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bool m_bSTATIC_LIGHT;
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#endif
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public:
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void SetSTATIC_LIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSTATIC_LIGHT = i;
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#ifdef _DEBUG
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m_bSTATIC_LIGHT = true;
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#endif
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}
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void SetSTATIC_LIGHT( bool i )
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{
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m_nSTATIC_LIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSTATIC_LIGHT = true;
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#endif
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}
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public:
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eyes_cloak_vs20b_Dynamic_Index()
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{
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#ifdef _DEBUG
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m_bNUM_BONES = false;
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#endif // _DEBUG
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m_nNUM_BONES = 0;
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#ifdef _DEBUG
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m_bDOWATERFOG = false;
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#endif // _DEBUG
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m_nDOWATERFOG = 0;
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#ifdef _DEBUG
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m_bDYNAMIC_LIGHT = false;
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#endif // _DEBUG
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m_nDYNAMIC_LIGHT = 0;
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#ifdef _DEBUG
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m_bSTATIC_LIGHT = false;
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#endif // _DEBUG
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m_nSTATIC_LIGHT = 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_bNUM_BONES && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nNUM_BONES ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + 0;
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}
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};
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#define shaderDynamicTest_eyes_cloak_vs20b vsh_forgot_to_set_dynamic_NUM_BONES + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + 0
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