723 lines
16 KiB
C++
723 lines
16 KiB
C++
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( $FLATTEN_STATIC_CONTROL_FLOW == 0 ) && ( $NUM_LIGHTS > 0 ) [PC]
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// ($SEPARATE_DETAIL_UVS) && ($SEAMLESS_DETAIL)
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// ($TREESWAY) && ($MORPHING)
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// ($TREESWAY) && ($TESSELLATION)
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// ( $TREESWAY ) && ( $SEAMLESS_DETAIL || $SEAMLESS_BASE )
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// ( $SFM == 0 ) && ( $MORPHING )
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// ( $SFM == 0 ) && ( $TESSELLATION )
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// ( $FLATTEN_STATIC_CONTROL_FLOW == 1 ) && ( $HARDWAREFOGBLEND )
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// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
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// ( $STATICLIGHT3 || $VERTEXCOLOR || $SEAMLESS_BASE || $SEAMLESS_DETAIL || $SEPARATE_DETAIL_UVS || $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION
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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 vertexlit_and_unlit_generic_vs20_Static_Index
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{
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private:
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int m_nSFM;
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#ifdef _DEBUG
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bool m_bSFM;
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#endif
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public:
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void SetSFM( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nSFM = i;
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#ifdef _DEBUG
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m_bSFM = true;
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#endif
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}
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void SetSFM( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nSFM = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSFM = true;
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#endif
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}
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private:
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int m_nVERTEXCOLOR;
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#ifdef _DEBUG
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bool m_bVERTEXCOLOR;
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#endif
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public:
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void SetVERTEXCOLOR( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nVERTEXCOLOR = i;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = true;
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#endif
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}
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void SetVERTEXCOLOR( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nVERTEXCOLOR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = true;
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#endif
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}
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private:
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int m_nCUBEMAP;
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#ifdef _DEBUG
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bool m_bCUBEMAP;
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#endif
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public:
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void SetCUBEMAP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCUBEMAP = i;
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#ifdef _DEBUG
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m_bCUBEMAP = true;
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#endif
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}
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void SetCUBEMAP( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCUBEMAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCUBEMAP = 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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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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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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private:
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int m_nFLASHLIGHT;
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#ifdef _DEBUG
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bool m_bFLASHLIGHT;
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#endif
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public:
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void SetFLASHLIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLASHLIGHT = i;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif
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}
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void SetFLASHLIGHT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFLASHLIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif
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}
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private:
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int m_nSEPARATE_DETAIL_UVS;
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#ifdef _DEBUG
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bool m_bSEPARATE_DETAIL_UVS;
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#endif
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public:
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void SetSEPARATE_DETAIL_UVS( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nSEPARATE_DETAIL_UVS = i;
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#ifdef _DEBUG
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m_bSEPARATE_DETAIL_UVS = true;
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#endif
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}
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void SetSEPARATE_DETAIL_UVS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nSEPARATE_DETAIL_UVS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSEPARATE_DETAIL_UVS = true;
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#endif
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}
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private:
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int m_nSEAMLESS_BASE;
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#ifdef _DEBUG
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bool m_bSEAMLESS_BASE;
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#endif
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public:
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void SetSEAMLESS_BASE( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nSEAMLESS_BASE = i;
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#ifdef _DEBUG
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m_bSEAMLESS_BASE = true;
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#endif
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}
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void SetSEAMLESS_BASE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nSEAMLESS_BASE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSEAMLESS_BASE = true;
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#endif
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}
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private:
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int m_nSEAMLESS_DETAIL;
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#ifdef _DEBUG
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bool m_bSEAMLESS_DETAIL;
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#endif
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public:
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void SetSEAMLESS_DETAIL( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nSEAMLESS_DETAIL = i;
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#ifdef _DEBUG
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m_bSEAMLESS_DETAIL = true;
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#endif
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}
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void SetSEAMLESS_DETAIL( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nSEAMLESS_DETAIL = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSEAMLESS_DETAIL = true;
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#endif
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}
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private:
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int m_nDECAL;
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#ifdef _DEBUG
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bool m_bDECAL;
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#endif
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public:
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void SetDECAL( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDECAL = i;
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#ifdef _DEBUG
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m_bDECAL = true;
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#endif
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}
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void SetDECAL( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDECAL = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDECAL = true;
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#endif
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}
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private:
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int m_nLIGHTING_PREVIEW;
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#ifdef _DEBUG
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bool m_bLIGHTING_PREVIEW;
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#endif
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public:
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void SetLIGHTING_PREVIEW( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nLIGHTING_PREVIEW = i;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = true;
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#endif
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}
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void SetLIGHTING_PREVIEW( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nLIGHTING_PREVIEW = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = true;
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#endif
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}
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private:
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int m_nTREESWAY;
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#ifdef _DEBUG
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bool m_bTREESWAY;
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#endif
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public:
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void SetTREESWAY( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nTREESWAY = i;
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#ifdef _DEBUG
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m_bTREESWAY = true;
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#endif
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}
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void SetTREESWAY( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nTREESWAY = i ? 1 : 0;
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#ifdef _DEBUG
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m_bTREESWAY = true;
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#endif
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}
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private:
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int m_nFLATTEN_STATIC_CONTROL_FLOW;
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#ifdef _DEBUG
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bool m_bFLATTEN_STATIC_CONTROL_FLOW;
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#endif
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public:
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void SetFLATTEN_STATIC_CONTROL_FLOW( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLATTEN_STATIC_CONTROL_FLOW = i;
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#ifdef _DEBUG
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m_bFLATTEN_STATIC_CONTROL_FLOW = true;
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#endif
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}
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void SetFLATTEN_STATIC_CONTROL_FLOW( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFLATTEN_STATIC_CONTROL_FLOW = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLATTEN_STATIC_CONTROL_FLOW = true;
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#endif
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}
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private:
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int m_nCASCADED_SHADOW_MAPPING;
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#ifdef _DEBUG
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bool m_bCASCADED_SHADOW_MAPPING;
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#endif
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public:
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void SetCASCADED_SHADOW_MAPPING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCASCADED_SHADOW_MAPPING = i;
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#ifdef _DEBUG
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m_bCASCADED_SHADOW_MAPPING = true;
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#endif
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}
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void SetCASCADED_SHADOW_MAPPING( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCASCADED_SHADOW_MAPPING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCASCADED_SHADOW_MAPPING = true;
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#endif
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}
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private:
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int m_nCSM_BLENDING;
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#ifdef _DEBUG
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bool m_bCSM_BLENDING;
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#endif
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public:
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void SetCSM_BLENDING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCSM_BLENDING = i;
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#ifdef _DEBUG
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m_bCSM_BLENDING = true;
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#endif
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}
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void SetCSM_BLENDING( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCSM_BLENDING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCSM_BLENDING = true;
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#endif
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}
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private:
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int m_nDOPIXELFOG;
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#ifdef _DEBUG
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bool m_bDOPIXELFOG;
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#endif
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public:
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void SetDOPIXELFOG( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDOPIXELFOG = i;
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#ifdef _DEBUG
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m_bDOPIXELFOG = true;
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#endif
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}
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void SetDOPIXELFOG( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDOPIXELFOG = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDOPIXELFOG = true;
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#endif
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}
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private:
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int m_nHARDWAREFOGBLEND;
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#ifdef _DEBUG
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bool m_bHARDWAREFOGBLEND;
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#endif
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public:
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void SetHARDWAREFOGBLEND( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nHARDWAREFOGBLEND = i;
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#ifdef _DEBUG
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m_bHARDWAREFOGBLEND = true;
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#endif
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}
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void SetHARDWAREFOGBLEND( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nHARDWAREFOGBLEND = i ? 1 : 0;
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#ifdef _DEBUG
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m_bHARDWAREFOGBLEND = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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vertexlit_and_unlit_generic_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bSFM = false;
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#endif // _DEBUG
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m_nSFM = 0;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = false;
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#endif // _DEBUG
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m_nVERTEXCOLOR = 0;
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#ifdef _DEBUG
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m_bCUBEMAP = false;
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#endif // _DEBUG
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m_nCUBEMAP = 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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#ifdef _DEBUG
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m_bFLASHLIGHT = false;
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#endif // _DEBUG
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m_nFLASHLIGHT = 0;
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#ifdef _DEBUG
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m_bSEPARATE_DETAIL_UVS = false;
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#endif // _DEBUG
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m_nSEPARATE_DETAIL_UVS = 0;
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#ifdef _DEBUG
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m_bSEAMLESS_BASE = false;
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#endif // _DEBUG
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m_nSEAMLESS_BASE = 0;
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#ifdef _DEBUG
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m_bSEAMLESS_DETAIL = false;
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#endif // _DEBUG
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m_nSEAMLESS_DETAIL = 0;
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#ifdef _DEBUG
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m_bDECAL = false;
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#endif // _DEBUG
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m_nDECAL = 0;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = false;
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#endif // _DEBUG
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m_nLIGHTING_PREVIEW = 0;
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#ifdef _DEBUG
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m_bTREESWAY = false;
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#endif // _DEBUG
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m_nTREESWAY = 0;
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#ifdef _DEBUG
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m_bFLATTEN_STATIC_CONTROL_FLOW = false;
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#endif // _DEBUG
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m_nFLATTEN_STATIC_CONTROL_FLOW = 0;
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#ifdef _DEBUG
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m_bCASCADED_SHADOW_MAPPING = false;
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#endif // _DEBUG
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m_nCASCADED_SHADOW_MAPPING = 0;
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#ifdef _DEBUG
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m_bCSM_BLENDING = false;
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#endif // _DEBUG
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m_nCSM_BLENDING = 0;
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#ifdef _DEBUG
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m_bDOPIXELFOG = true;
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#endif // _DEBUG
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m_nDOPIXELFOG = ( g_pHardwareConfig->SupportsPixelShaders_2_b() && !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ) ? 1 : 0 ;
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#ifdef _DEBUG
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m_bHARDWAREFOGBLEND = true;
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#endif // _DEBUG
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m_nHARDWAREFOGBLEND = !g_pHardwareConfig->SupportsPixelShaders_2_b() ;
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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_bSFM && m_bVERTEXCOLOR && m_bCUBEMAP && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bSEPARATE_DETAIL_UVS && m_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bDECAL && m_bLIGHTING_PREVIEW && m_bTREESWAY && m_bFLATTEN_STATIC_CONTROL_FLOW && m_bCASCADED_SHADOW_MAPPING && m_bCSM_BLENDING && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 144 * m_nSFM ) + ( 144 * m_nVERTEXCOLOR ) + ( 288 * m_nCUBEMAP ) + ( 576 * m_nHALFLAMBERT ) + ( 1152 * m_nFLASHLIGHT ) + ( 2304 * m_nSEPARATE_DETAIL_UVS ) + ( 2304 * m_nSEAMLESS_BASE ) + ( 2304 * m_nSEAMLESS_DETAIL ) + ( 2304 * m_nDECAL ) + ( 4608 * m_nLIGHTING_PREVIEW ) + ( 9216 * m_nTREESWAY ) + ( 9216 * m_nFLATTEN_STATIC_CONTROL_FLOW ) + ( 18432 * m_nCASCADED_SHADOW_MAPPING ) + ( 36864 * m_nCSM_BLENDING ) + ( 73728 * m_nDOPIXELFOG ) + ( 147456 * m_nHARDWAREFOGBLEND ) + 0;
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}
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};
|
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#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_DECAL + vsh_forgot_to_set_static_LIGHTING_PREVIEW + vsh_forgot_to_set_static_TREESWAY + vsh_forgot_to_set_static_FLATTEN_STATIC_CONTROL_FLOW + vsh_forgot_to_set_static_CASCADED_SHADOW_MAPPING + vsh_forgot_to_set_static_CSM_BLENDING + 0
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class vertexlit_and_unlit_generic_vs20_Dynamic_Index
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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:
|
|
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 <= 2 );
|
|
m_nNUM_LIGHTS = i;
|
|
#ifdef _DEBUG
|
|
m_bNUM_LIGHTS = true;
|
|
#endif
|
|
}
|
|
void SetNUM_LIGHTS( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
|
|
m_nNUM_LIGHTS = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bNUM_LIGHTS = true;
|
|
#endif
|
|
}
|
|
private:
|
|
int m_nSTATICLIGHT3;
|
|
#ifdef _DEBUG
|
|
bool m_bSTATICLIGHT3;
|
|
#endif
|
|
public:
|
|
void SetSTATICLIGHT3( int i )
|
|
{
|
|
Assert( i >= 0 && i <= 2 );
|
|
m_nSTATICLIGHT3 = i;
|
|
#ifdef _DEBUG
|
|
m_bSTATICLIGHT3 = true;
|
|
#endif
|
|
}
|
|
void SetSTATICLIGHT3( bool i )
|
|
{
|
|
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
|
|
m_nSTATICLIGHT3 = i ? 1 : 0;
|
|
#ifdef _DEBUG
|
|
m_bSTATICLIGHT3 = 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_bSTATICLIGHT3 = false;
|
|
#endif // _DEBUG
|
|
m_nSTATICLIGHT3 = 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_bSTATICLIGHT3 && 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 ) + ( 24 * m_nSTATICLIGHT3 ) + ( 72 * 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 + vsh_forgot_to_set_dynamic_STATICLIGHT3 + 0
|
|
|
|
static const ShaderComboInformation_t s_DynamicComboArray_vertexlit_and_unlit_generic_vs20[8] =
|
|
{
|
|
{ "COMPRESSED_VERTS", 0, 1 },
|
|
{ "DYNAMIC_LIGHT", 0, 1 },
|
|
{ "SKINNING", 0, 1 },
|
|
{ "MORPHING", 0, 0 },
|
|
{ "TESSELLATION", 0, 0 },
|
|
{ "NUM_LIGHTS", 0, 2 },
|
|
{ "STATICLIGHT3", 0, 2 },
|
|
{ "DOWATERFOG", 0, 1 },
|
|
};
|
|
|
|
static const ShaderComboInformation_t s_StaticComboArray_vertexlit_and_unlit_generic_vs20[16] =
|
|
{
|
|
{ "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 },
|
|
{ "DECAL", 0, 1 },
|
|
{ "LIGHTING_PREVIEW", 0, 1 },
|
|
{ "TREESWAY", 0, 0 },
|
|
{ "FLATTEN_STATIC_CONTROL_FLOW", 0, 1 },
|
|
{ "CASCADED_SHADOW_MAPPING", 0, 1 },
|
|
{ "CSM_BLENDING", 0, 1 },
|
|
{ "DOPIXELFOG", 0, 1 },
|
|
{ "HARDWAREFOGBLEND", 0, 1 },
|
|
};
|
|
static const ShaderComboSemantics_t vertexlit_and_unlit_generic_vs20_combos =
|
|
{
|
|
"vertexlit_and_unlit_generic_vs20", s_DynamicComboArray_vertexlit_and_unlit_generic_vs20, 8, s_StaticComboArray_vertexlit_and_unlit_generic_vs20, 16
|
|
};
|
|
|
|
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;
|