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212 lines
4.3 KiB
212 lines
4.3 KiB
#include "shaderlib/cshader.h"
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class flashlight_ps20_Static_Index
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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 <= 2 );
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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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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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private:
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int m_nNORMALMAP2;
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#ifdef _DEBUG
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bool m_bNORMALMAP2;
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#endif
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public:
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void SetNORMALMAP2( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nNORMALMAP2 = i;
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#ifdef _DEBUG
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m_bNORMALMAP2 = true;
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#endif
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}
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void SetNORMALMAP2( bool i )
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{
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m_nNORMALMAP2 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNORMALMAP2 = true;
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#endif
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}
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private:
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int m_nWORLDVERTEXTRANSITION;
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#ifdef _DEBUG
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bool m_bWORLDVERTEXTRANSITION;
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#endif
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public:
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void SetWORLDVERTEXTRANSITION( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nWORLDVERTEXTRANSITION = i;
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#ifdef _DEBUG
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m_bWORLDVERTEXTRANSITION = true;
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#endif
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}
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void SetWORLDVERTEXTRANSITION( bool i )
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{
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m_nWORLDVERTEXTRANSITION = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWORLDVERTEXTRANSITION = true;
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#endif
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}
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private:
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int m_nSEAMLESS;
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#ifdef _DEBUG
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bool m_bSEAMLESS;
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#endif
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public:
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void SetSEAMLESS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSEAMLESS = i;
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#ifdef _DEBUG
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m_bSEAMLESS = true;
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#endif
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}
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void SetSEAMLESS( bool i )
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{
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m_nSEAMLESS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSEAMLESS = true;
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#endif
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}
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private:
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int m_nDETAILTEXTURE;
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#ifdef _DEBUG
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bool m_bDETAILTEXTURE;
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#endif
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public:
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void SetDETAILTEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDETAILTEXTURE = i;
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#ifdef _DEBUG
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m_bDETAILTEXTURE = true;
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#endif
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}
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void SetDETAILTEXTURE( bool i )
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{
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m_nDETAILTEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDETAILTEXTURE = true;
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#endif
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}
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private:
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int m_nDETAIL_BLEND_MODE;
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#ifdef _DEBUG
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bool m_bDETAIL_BLEND_MODE;
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#endif
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public:
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void SetDETAIL_BLEND_MODE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDETAIL_BLEND_MODE = i;
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#ifdef _DEBUG
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m_bDETAIL_BLEND_MODE = true;
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#endif
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}
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void SetDETAIL_BLEND_MODE( bool i )
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{
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m_nDETAIL_BLEND_MODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDETAIL_BLEND_MODE = true;
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#endif
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}
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public:
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flashlight_ps20_Static_Index( )
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{
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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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#ifdef _DEBUG
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m_bNORMALMAP2 = false;
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#endif // _DEBUG
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m_nNORMALMAP2 = 0;
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#ifdef _DEBUG
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m_bWORLDVERTEXTRANSITION = false;
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#endif // _DEBUG
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m_nWORLDVERTEXTRANSITION = 0;
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#ifdef _DEBUG
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m_bSEAMLESS = false;
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#endif // _DEBUG
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m_nSEAMLESS = 0;
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#ifdef _DEBUG
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m_bDETAILTEXTURE = false;
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#endif // _DEBUG
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m_nDETAILTEXTURE = 0;
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#ifdef _DEBUG
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m_bDETAIL_BLEND_MODE = false;
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#endif // _DEBUG
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m_nDETAIL_BLEND_MODE = 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_bNORMALMAP && m_bNORMALMAP2 && m_bWORLDVERTEXTRANSITION && m_bSEAMLESS && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 2 * m_nNORMALMAP ) + ( 6 * m_nNORMALMAP2 ) + ( 12 * m_nWORLDVERTEXTRANSITION ) + ( 24 * m_nSEAMLESS ) + ( 48 * m_nDETAILTEXTURE ) + ( 96 * m_nDETAIL_BLEND_MODE ) + 0;
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}
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};
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#define shaderStaticTest_flashlight_ps20 psh_forgot_to_set_static_NORMALMAP + psh_forgot_to_set_static_NORMALMAP2 + psh_forgot_to_set_static_WORLDVERTEXTRANSITION + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + 0
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class flashlight_ps20_Dynamic_Index
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{
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private:
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int m_nPIXELFOGTYPE;
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#ifdef _DEBUG
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bool m_bPIXELFOGTYPE;
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#endif
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public:
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void SetPIXELFOGTYPE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nPIXELFOGTYPE = i;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif
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}
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void SetPIXELFOGTYPE( bool i )
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{
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m_nPIXELFOGTYPE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif
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}
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public:
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flashlight_ps20_Dynamic_Index()
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{
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = false;
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#endif // _DEBUG
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m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nPIXELFOGTYPE ) + 0;
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}
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};
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#define shaderDynamicTest_flashlight_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
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