// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // ($SEPARATE_DETAIL_UVS) && ($SEAMLESS_DETAIL) // ($TREESWAY) && ($MORPHING) // ($TREESWAY) && ($TESSELLATION) // ( $TREESWAY ) && ( $SEAMLESS_DETAIL || $SEAMLESS_BASE ) // ( $SFM == 0 ) && ( $MORPHING ) // ( $SFM == 0 ) && ( $TESSELLATION ) // ( $FLATTEN_STATIC_CONTROL_FLOW == 1 ) && ( $HARDWAREFOGBLEND ) // ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND ) // ( $STATICLIGHT3 || $VERTEXCOLOR || $SEAMLESS_BASE || $SEAMLESS_DETAIL || $SEPARATE_DETAIL_UVS || $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #include "shaderlib/cshader.h" class vertexlit_and_unlit_generic_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_nVERTEXCOLOR; #ifdef _DEBUG bool m_bVERTEXCOLOR; #endif public: void SetVERTEXCOLOR( int i ) { Assert( i >= 0 && i <= 1 ); m_nVERTEXCOLOR = i; #ifdef _DEBUG m_bVERTEXCOLOR = true; #endif } void SetVERTEXCOLOR( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nVERTEXCOLOR = i ? 1 : 0; #ifdef _DEBUG m_bVERTEXCOLOR = true; #endif } private: int m_nCUBEMAP; #ifdef _DEBUG bool m_bCUBEMAP; #endif public: void SetCUBEMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nCUBEMAP = i; #ifdef _DEBUG m_bCUBEMAP = true; #endif } void SetCUBEMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCUBEMAP = i ? 1 : 0; #ifdef _DEBUG m_bCUBEMAP = true; #endif } private: int m_nHALFLAMBERT; #ifdef _DEBUG bool m_bHALFLAMBERT; #endif public: void SetHALFLAMBERT( int i ) { Assert( i >= 0 && i <= 1 ); m_nHALFLAMBERT = i; #ifdef _DEBUG m_bHALFLAMBERT = true; #endif } void SetHALFLAMBERT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nHALFLAMBERT = i ? 1 : 0; #ifdef _DEBUG m_bHALFLAMBERT = true; #endif } private: int m_nFLASHLIGHT; #ifdef _DEBUG bool m_bFLASHLIGHT; #endif public: void SetFLASHLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHT = i; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif } void SetFLASHLIGHT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFLASHLIGHT = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif } private: int m_nSEPARATE_DETAIL_UVS; #ifdef _DEBUG bool m_bSEPARATE_DETAIL_UVS; #endif public: void SetSEPARATE_DETAIL_UVS( int i ) { Assert( i >= 0 && i <= 0 ); m_nSEPARATE_DETAIL_UVS = i; #ifdef _DEBUG m_bSEPARATE_DETAIL_UVS = true; #endif } void SetSEPARATE_DETAIL_UVS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nSEPARATE_DETAIL_UVS = i ? 1 : 0; #ifdef _DEBUG m_bSEPARATE_DETAIL_UVS = true; #endif } private: int m_nSEAMLESS_BASE; #ifdef _DEBUG bool m_bSEAMLESS_BASE; #endif public: void SetSEAMLESS_BASE( int i ) { Assert( i >= 0 && i <= 0 ); m_nSEAMLESS_BASE = i; #ifdef _DEBUG m_bSEAMLESS_BASE = true; #endif } void SetSEAMLESS_BASE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nSEAMLESS_BASE = i ? 1 : 0; #ifdef _DEBUG m_bSEAMLESS_BASE = true; #endif } private: int m_nSEAMLESS_DETAIL; #ifdef _DEBUG bool m_bSEAMLESS_DETAIL; #endif public: void SetSEAMLESS_DETAIL( int i ) { Assert( i >= 0 && i <= 0 ); m_nSEAMLESS_DETAIL = i; #ifdef _DEBUG m_bSEAMLESS_DETAIL = true; #endif } void SetSEAMLESS_DETAIL( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nSEAMLESS_DETAIL = i ? 1 : 0; #ifdef _DEBUG m_bSEAMLESS_DETAIL = true; #endif } private: int m_nSTATICLIGHT3; #ifdef _DEBUG bool m_bSTATICLIGHT3; #endif public: void SetSTATICLIGHT3( int i ) { Assert( i >= 0 && i <= 0 ); m_nSTATICLIGHT3 = i; #ifdef _DEBUG m_bSTATICLIGHT3 = true; #endif } void SetSTATICLIGHT3( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nSTATICLIGHT3 = i ? 1 : 0; #ifdef _DEBUG m_bSTATICLIGHT3 = true; #endif } private: int m_nLIGHTING_PREVIEW; #ifdef _DEBUG bool m_bLIGHTING_PREVIEW; #endif public: void SetLIGHTING_PREVIEW( int i ) { Assert( i >= 0 && i <= 0 ); m_nLIGHTING_PREVIEW = i; #ifdef _DEBUG m_bLIGHTING_PREVIEW = true; #endif } void SetLIGHTING_PREVIEW( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nLIGHTING_PREVIEW = i ? 1 : 0; #ifdef _DEBUG m_bLIGHTING_PREVIEW = 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 <= 0 ); 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 ) <= 0 ); m_nFLATTEN_STATIC_CONTROL_FLOW = i ? 1 : 0; #ifdef _DEBUG m_bFLATTEN_STATIC_CONTROL_FLOW = 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 } public: // CONSTRUCTOR vertexlit_and_unlit_generic_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bSFM = false; #endif // _DEBUG m_nSFM = 0; #ifdef _DEBUG m_bVERTEXCOLOR = false; #endif // _DEBUG m_nVERTEXCOLOR = 0; #ifdef _DEBUG m_bCUBEMAP = false; #endif // _DEBUG m_nCUBEMAP = 0; #ifdef _DEBUG m_bHALFLAMBERT = false; #endif // _DEBUG m_nHALFLAMBERT = 0; #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG m_nFLASHLIGHT = 0; #ifdef _DEBUG m_bSEPARATE_DETAIL_UVS = false; #endif // _DEBUG m_nSEPARATE_DETAIL_UVS = 0; #ifdef _DEBUG m_bSEAMLESS_BASE = false; #endif // _DEBUG m_nSEAMLESS_BASE = 0; #ifdef _DEBUG m_bSEAMLESS_DETAIL = false; #endif // _DEBUG m_nSEAMLESS_DETAIL = 0; #ifdef _DEBUG m_bSTATICLIGHT3 = false; #endif // _DEBUG m_nSTATICLIGHT3 = 0; #ifdef _DEBUG m_bLIGHTING_PREVIEW = false; #endif // _DEBUG m_nLIGHTING_PREVIEW = 0; #ifdef _DEBUG m_bFLATTEN_STATIC_CONTROL_FLOW = false; #endif // _DEBUG m_nFLATTEN_STATIC_CONTROL_FLOW = 0; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif // _DEBUG m_nDOPIXELFOG = ( g_pHardwareConfig->SupportsPixelShaders_2_b() && !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ) ? 1 : 0 ; } 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_bVERTEXCOLOR && m_bCUBEMAP && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bSEPARATE_DETAIL_UVS && m_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bSTATICLIGHT3 && m_bLIGHTING_PREVIEW && m_bFLATTEN_STATIC_CONTROL_FLOW && m_bDOPIXELFOG; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 16 * m_nSFM ) + ( 16 * m_nVERTEXCOLOR ) + ( 32 * m_nCUBEMAP ) + ( 64 * m_nHALFLAMBERT ) + ( 128 * m_nFLASHLIGHT ) + ( 256 * m_nSEPARATE_DETAIL_UVS ) + ( 256 * m_nSEAMLESS_BASE ) + ( 256 * m_nSEAMLESS_DETAIL ) + ( 256 * m_nSTATICLIGHT3 ) + ( 256 * m_nLIGHTING_PREVIEW ) + ( 256 * m_nFLATTEN_STATIC_CONTROL_FLOW ) + ( 256 * m_nDOPIXELFOG ) + 0; } }; #define shaderStaticTest_vertexlit_and_unlit_generic_vs20 vsh_forgot_to_set_static_SFM + vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_CUBEMAP + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_SEPARATE_DETAIL_UVS + vsh_forgot_to_set_static_SEAMLESS_BASE + vsh_forgot_to_set_static_SEAMLESS_DETAIL + vsh_forgot_to_set_static_STATICLIGHT3 + vsh_forgot_to_set_static_LIGHTING_PREVIEW + vsh_forgot_to_set_static_FLATTEN_STATIC_CONTROL_FLOW + 0 class vertexlit_and_unlit_generic_vs20_Dynamic_Index { 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_nDYNAMIC_LIGHT; #ifdef _DEBUG bool m_bDYNAMIC_LIGHT; #endif public: void SetDYNAMIC_LIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nDYNAMIC_LIGHT = i; #ifdef _DEBUG m_bDYNAMIC_LIGHT = true; #endif } void SetDYNAMIC_LIGHT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDYNAMIC_LIGHT = i ? 1 : 0; #ifdef _DEBUG m_bDYNAMIC_LIGHT = 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 <= 0 ); m_nNUM_LIGHTS = i; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif } void SetNUM_LIGHTS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nNUM_LIGHTS = i ? 1 : 0; #ifdef _DEBUG m_bNUM_LIGHTS = 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 vertexlit_and_unlit_generic_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bCOMPRESSED_VERTS = false; #endif // _DEBUG m_nCOMPRESSED_VERTS = 0; #ifdef _DEBUG m_bDYNAMIC_LIGHT = false; #endif // _DEBUG m_nDYNAMIC_LIGHT = 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_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_bCOMPRESSED_VERTS && m_bDYNAMIC_LIGHT && m_bSKINNING && m_bMORPHING && m_bTESSELLATION && m_bNUM_LIGHTS && m_bDOWATERFOG; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDYNAMIC_LIGHT ) + ( 4 * m_nSKINNING ) + ( 8 * m_nMORPHING ) + ( 8 * m_nTESSELLATION ) + ( 8 * m_nNUM_LIGHTS ) + ( 8 * m_nDOWATERFOG ) + 0; } }; #define shaderDynamicTest_vertexlit_and_unlit_generic_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_TESSELLATION + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0 static const ShaderComboInformation_t s_DynamicComboArray_vertexlit_and_unlit_generic_vs20[7] = { { "COMPRESSED_VERTS", 0, 1 }, { "DYNAMIC_LIGHT", 0, 1 }, { "SKINNING", 0, 1 }, { "MORPHING", 0, 0 }, { "TESSELLATION", 0, 0 }, { "NUM_LIGHTS", 0, 0 }, { "DOWATERFOG", 0, 1 }, }; static const ShaderComboInformation_t s_StaticComboArray_vertexlit_and_unlit_generic_vs20[12] = { { "SFM", 0, 0 }, { "VERTEXCOLOR", 0, 1 }, { "CUBEMAP", 0, 1 }, { "HALFLAMBERT", 0, 1 }, { "FLASHLIGHT", 0, 1 }, { "SEPARATE_DETAIL_UVS", 0, 0 }, { "SEAMLESS_BASE", 0, 0 }, { "SEAMLESS_DETAIL", 0, 0 }, { "STATICLIGHT3", 0, 0 }, { "LIGHTING_PREVIEW", 0, 0 }, { "FLATTEN_STATIC_CONTROL_FLOW", 0, 0 }, { "DOPIXELFOG", 0, 1 }, }; static const ShaderComboSemantics_t vertexlit_and_unlit_generic_vs20_combos = { "vertexlit_and_unlit_generic_vs20", s_DynamicComboArray_vertexlit_and_unlit_generic_vs20, 7, s_StaticComboArray_vertexlit_and_unlit_generic_vs20, 12 }; class ConstructMe_vertexlit_and_unlit_generic_vs20 { public: ConstructMe_vertexlit_and_unlit_generic_vs20() { GetShaderDLL()->AddShaderComboInformation( &vertexlit_and_unlit_generic_vs20_combos ); } }; static ConstructMe_vertexlit_and_unlit_generic_vs20 s_ConstructMe_vertexlit_and_unlit_generic_vs20;