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663 lines
14 KiB
663 lines
14 KiB
5 years ago
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#include "shaderlib/cshader.h"
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class vertexlit_and_unlit_generic_ps30_Static_Index
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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_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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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_nDIFFUSELIGHTING;
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#ifdef _DEBUG
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bool m_bDIFFUSELIGHTING;
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#endif
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public:
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void SetDIFFUSELIGHTING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDIFFUSELIGHTING = i;
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#ifdef _DEBUG
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m_bDIFFUSELIGHTING = true;
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#endif
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}
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void SetDIFFUSELIGHTING( bool i )
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{
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m_nDIFFUSELIGHTING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDIFFUSELIGHTING = true;
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#endif
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}
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private:
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int m_nENVMAPMASK;
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#ifdef _DEBUG
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bool m_bENVMAPMASK;
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#endif
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public:
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void SetENVMAPMASK( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nENVMAPMASK = i;
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#ifdef _DEBUG
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m_bENVMAPMASK = true;
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#endif
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}
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void SetENVMAPMASK( bool i )
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{
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m_nENVMAPMASK = i ? 1 : 0;
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#ifdef _DEBUG
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m_bENVMAPMASK = true;
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#endif
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}
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private:
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int m_nBASEALPHAENVMAPMASK;
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#ifdef _DEBUG
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bool m_bBASEALPHAENVMAPMASK;
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#endif
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public:
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void SetBASEALPHAENVMAPMASK( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBASEALPHAENVMAPMASK = i;
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#ifdef _DEBUG
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m_bBASEALPHAENVMAPMASK = true;
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#endif
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}
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void SetBASEALPHAENVMAPMASK( bool i )
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{
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m_nBASEALPHAENVMAPMASK = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBASEALPHAENVMAPMASK = true;
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#endif
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}
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private:
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int m_nSELFILLUM;
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#ifdef _DEBUG
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bool m_bSELFILLUM;
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#endif
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public:
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void SetSELFILLUM( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSELFILLUM = i;
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#ifdef _DEBUG
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m_bSELFILLUM = true;
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#endif
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}
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void SetSELFILLUM( bool i )
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{
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m_nSELFILLUM = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSELFILLUM = 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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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_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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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_nSELFILLUM_ENVMAPMASK_ALPHA;
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#ifdef _DEBUG
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bool m_bSELFILLUM_ENVMAPMASK_ALPHA;
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#endif
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public:
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void SetSELFILLUM_ENVMAPMASK_ALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSELFILLUM_ENVMAPMASK_ALPHA = i;
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#ifdef _DEBUG
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m_bSELFILLUM_ENVMAPMASK_ALPHA = true;
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#endif
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}
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void SetSELFILLUM_ENVMAPMASK_ALPHA( bool i )
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{
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m_nSELFILLUM_ENVMAPMASK_ALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSELFILLUM_ENVMAPMASK_ALPHA = 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 <= 9 );
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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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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 <= 1 );
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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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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 <= 1 );
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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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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_nDISTANCEALPHA;
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#ifdef _DEBUG
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bool m_bDISTANCEALPHA;
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#endif
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public:
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void SetDISTANCEALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDISTANCEALPHA = i;
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#ifdef _DEBUG
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m_bDISTANCEALPHA = true;
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#endif
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}
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void SetDISTANCEALPHA( bool i )
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{
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m_nDISTANCEALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDISTANCEALPHA = true;
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#endif
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}
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private:
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int m_nDISTANCEALPHAFROMDETAIL;
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#ifdef _DEBUG
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bool m_bDISTANCEALPHAFROMDETAIL;
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#endif
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public:
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void SetDISTANCEALPHAFROMDETAIL( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDISTANCEALPHAFROMDETAIL = i;
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#ifdef _DEBUG
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m_bDISTANCEALPHAFROMDETAIL = true;
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#endif
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}
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void SetDISTANCEALPHAFROMDETAIL( bool i )
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{
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m_nDISTANCEALPHAFROMDETAIL = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDISTANCEALPHAFROMDETAIL = true;
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#endif
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}
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private:
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int m_nSOFT_MASK;
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#ifdef _DEBUG
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bool m_bSOFT_MASK;
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#endif
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public:
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void SetSOFT_MASK( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSOFT_MASK = i;
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#ifdef _DEBUG
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m_bSOFT_MASK = true;
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#endif
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}
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void SetSOFT_MASK( bool i )
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{
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m_nSOFT_MASK = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSOFT_MASK = true;
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#endif
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}
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private:
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int m_nOUTLINE;
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#ifdef _DEBUG
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bool m_bOUTLINE;
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#endif
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public:
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void SetOUTLINE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nOUTLINE = i;
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#ifdef _DEBUG
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m_bOUTLINE = true;
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#endif
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}
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void SetOUTLINE( bool i )
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{
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m_nOUTLINE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bOUTLINE = true;
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#endif
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}
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private:
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int m_nOUTER_GLOW;
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#ifdef _DEBUG
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bool m_bOUTER_GLOW;
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#endif
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public:
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void SetOUTER_GLOW( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nOUTER_GLOW = i;
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#ifdef _DEBUG
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m_bOUTER_GLOW = true;
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#endif
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}
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void SetOUTER_GLOW( bool i )
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{
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m_nOUTER_GLOW = i ? 1 : 0;
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#ifdef _DEBUG
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m_bOUTER_GLOW = true;
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#endif
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}
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private:
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int m_nFLASHLIGHTDEPTHFILTERMODE;
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#ifdef _DEBUG
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bool m_bFLASHLIGHTDEPTHFILTERMODE;
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#endif
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public:
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void SetFLASHLIGHTDEPTHFILTERMODE( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nFLASHLIGHTDEPTHFILTERMODE = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = true;
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#endif
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}
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void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
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{
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m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = true;
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#endif
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}
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private:
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int m_nDEPTHBLEND;
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#ifdef _DEBUG
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bool m_bDEPTHBLEND;
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#endif
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public:
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void SetDEPTHBLEND( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDEPTHBLEND = i;
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#ifdef _DEBUG
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m_bDEPTHBLEND = true;
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#endif
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}
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void SetDEPTHBLEND( bool i )
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{
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m_nDEPTHBLEND = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDEPTHBLEND = true;
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#endif
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}
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private:
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int m_nBLENDTINTBYBASEALPHA;
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#ifdef _DEBUG
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bool m_bBLENDTINTBYBASEALPHA;
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#endif
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public:
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void SetBLENDTINTBYBASEALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBLENDTINTBYBASEALPHA = i;
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#ifdef _DEBUG
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m_bBLENDTINTBYBASEALPHA = true;
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#endif
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}
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void SetBLENDTINTBYBASEALPHA( bool i )
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{
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m_nBLENDTINTBYBASEALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBLENDTINTBYBASEALPHA = true;
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#endif
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}
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private:
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int m_nCUBEMAP_SPHERE_LEGACY;
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#ifdef _DEBUG
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bool m_bCUBEMAP_SPHERE_LEGACY;
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#endif
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public:
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void SetCUBEMAP_SPHERE_LEGACY( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCUBEMAP_SPHERE_LEGACY = i;
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#ifdef _DEBUG
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m_bCUBEMAP_SPHERE_LEGACY = true;
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#endif
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}
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void SetCUBEMAP_SPHERE_LEGACY( bool i )
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{
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m_nCUBEMAP_SPHERE_LEGACY = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCUBEMAP_SPHERE_LEGACY = true;
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#endif
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}
|
||
|
public:
|
||
|
vertexlit_and_unlit_generic_ps30_Static_Index( )
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
m_bDETAILTEXTURE = false;
|
||
|
#endif // _DEBUG
|
||
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m_nDETAILTEXTURE = 0;
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||
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#ifdef _DEBUG
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||
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m_bCUBEMAP = false;
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#endif // _DEBUG
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||
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m_nCUBEMAP = 0;
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#ifdef _DEBUG
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||
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m_bDIFFUSELIGHTING = false;
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#endif // _DEBUG
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||
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m_nDIFFUSELIGHTING = 0;
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||
|
#ifdef _DEBUG
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||
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m_bENVMAPMASK = false;
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||
|
#endif // _DEBUG
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||
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m_nENVMAPMASK = 0;
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||
|
#ifdef _DEBUG
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||
|
m_bBASEALPHAENVMAPMASK = false;
|
||
|
#endif // _DEBUG
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||
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m_nBASEALPHAENVMAPMASK = 0;
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||
|
#ifdef _DEBUG
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||
|
m_bSELFILLUM = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nSELFILLUM = 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bVERTEXCOLOR = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nVERTEXCOLOR = 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bFLASHLIGHT = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nFLASHLIGHT = 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bSELFILLUM_ENVMAPMASK_ALPHA = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nSELFILLUM_ENVMAPMASK_ALPHA = 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bDETAIL_BLEND_MODE = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nDETAIL_BLEND_MODE = 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_bDISTANCEALPHA = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nDISTANCEALPHA = 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bDISTANCEALPHAFROMDETAIL = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nDISTANCEALPHAFROMDETAIL = 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bSOFT_MASK = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nSOFT_MASK = 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bOUTLINE = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nOUTLINE = 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bOUTER_GLOW = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nOUTER_GLOW = 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bFLASHLIGHTDEPTHFILTERMODE = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nFLASHLIGHTDEPTHFILTERMODE = 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bDEPTHBLEND = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nDEPTHBLEND = 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bBLENDTINTBYBASEALPHA = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nBLENDTINTBYBASEALPHA = 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bCUBEMAP_SPHERE_LEGACY = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nCUBEMAP_SPHERE_LEGACY = 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_bDETAILTEXTURE && m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bVERTEXCOLOR && m_bFLASHLIGHT && m_bSELFILLUM_ENVMAPMASK_ALPHA && m_bDETAIL_BLEND_MODE && m_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bDISTANCEALPHA && m_bDISTANCEALPHAFROMDETAIL && m_bSOFT_MASK && m_bOUTLINE && m_bOUTER_GLOW && m_bFLASHLIGHTDEPTHFILTERMODE && m_bDEPTHBLEND && m_bBLENDTINTBYBASEALPHA && m_bCUBEMAP_SPHERE_LEGACY;
|
||
|
Assert( bAllStaticVarsDefined );
|
||
|
#endif // _DEBUG
|
||
|
return ( 24 * m_nDETAILTEXTURE ) + ( 48 * m_nCUBEMAP ) + ( 96 * m_nDIFFUSELIGHTING ) + ( 192 * m_nENVMAPMASK ) + ( 384 * m_nBASEALPHAENVMAPMASK ) + ( 768 * m_nSELFILLUM ) + ( 1536 * m_nVERTEXCOLOR ) + ( 3072 * m_nFLASHLIGHT ) + ( 6144 * m_nSELFILLUM_ENVMAPMASK_ALPHA ) + ( 12288 * m_nDETAIL_BLEND_MODE ) + ( 122880 * m_nSEAMLESS_BASE ) + ( 245760 * m_nSEAMLESS_DETAIL ) + ( 491520 * m_nDISTANCEALPHA ) + ( 983040 * m_nDISTANCEALPHAFROMDETAIL ) + ( 1966080 * m_nSOFT_MASK ) + ( 3932160 * m_nOUTLINE ) + ( 7864320 * m_nOUTER_GLOW ) + ( 15728640 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 47185920 * m_nDEPTHBLEND ) + ( 94371840 * m_nBLENDTINTBYBASEALPHA ) + ( 188743680 * m_nCUBEMAP_SPHERE_LEGACY ) + 0;
|
||
|
}
|
||
|
};
|
||
|
#define shaderStaticTest_vertexlit_and_unlit_generic_ps30 psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_SELFILLUM_ENVMAPMASK_ALPHA + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_SEAMLESS_BASE + psh_forgot_to_set_static_SEAMLESS_DETAIL + psh_forgot_to_set_static_DISTANCEALPHA + psh_forgot_to_set_static_DISTANCEALPHAFROMDETAIL + psh_forgot_to_set_static_SOFT_MASK + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_OUTER_GLOW + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_DEPTHBLEND + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_CUBEMAP_SPHERE_LEGACY + 0
|
||
|
class vertexlit_and_unlit_generic_ps30_Dynamic_Index
|
||
|
{
|
||
|
private:
|
||
|
int m_nLIGHTING_PREVIEW;
|
||
|
#ifdef _DEBUG
|
||
|
bool m_bLIGHTING_PREVIEW;
|
||
|
#endif
|
||
|
public:
|
||
|
void SetLIGHTING_PREVIEW( int i )
|
||
|
{
|
||
|
Assert( i >= 0 && i <= 2 );
|
||
|
m_nLIGHTING_PREVIEW = i;
|
||
|
#ifdef _DEBUG
|
||
|
m_bLIGHTING_PREVIEW = true;
|
||
|
#endif
|
||
|
}
|
||
|
void SetLIGHTING_PREVIEW( bool i )
|
||
|
{
|
||
|
m_nLIGHTING_PREVIEW = i ? 1 : 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bLIGHTING_PREVIEW = true;
|
||
|
#endif
|
||
|
}
|
||
|
private:
|
||
|
int m_nFLASHLIGHTSHADOWS;
|
||
|
#ifdef _DEBUG
|
||
|
bool m_bFLASHLIGHTSHADOWS;
|
||
|
#endif
|
||
|
public:
|
||
|
void SetFLASHLIGHTSHADOWS( int i )
|
||
|
{
|
||
|
Assert( i >= 0 && i <= 1 );
|
||
|
m_nFLASHLIGHTSHADOWS = i;
|
||
|
#ifdef _DEBUG
|
||
|
m_bFLASHLIGHTSHADOWS = true;
|
||
|
#endif
|
||
|
}
|
||
|
void SetFLASHLIGHTSHADOWS( bool i )
|
||
|
{
|
||
|
m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bFLASHLIGHTSHADOWS = true;
|
||
|
#endif
|
||
|
}
|
||
|
private:
|
||
|
int m_nSTATIC_LIGHT_LIGHTMAP;
|
||
|
#ifdef _DEBUG
|
||
|
bool m_bSTATIC_LIGHT_LIGHTMAP;
|
||
|
#endif
|
||
|
public:
|
||
|
void SetSTATIC_LIGHT_LIGHTMAP( int i )
|
||
|
{
|
||
|
Assert( i >= 0 && i <= 1 );
|
||
|
m_nSTATIC_LIGHT_LIGHTMAP = i;
|
||
|
#ifdef _DEBUG
|
||
|
m_bSTATIC_LIGHT_LIGHTMAP = true;
|
||
|
#endif
|
||
|
}
|
||
|
void SetSTATIC_LIGHT_LIGHTMAP( bool i )
|
||
|
{
|
||
|
m_nSTATIC_LIGHT_LIGHTMAP = i ? 1 : 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bSTATIC_LIGHT_LIGHTMAP = true;
|
||
|
#endif
|
||
|
}
|
||
|
private:
|
||
|
int m_nDEBUG_LUXELS;
|
||
|
#ifdef _DEBUG
|
||
|
bool m_bDEBUG_LUXELS;
|
||
|
#endif
|
||
|
public:
|
||
|
void SetDEBUG_LUXELS( int i )
|
||
|
{
|
||
|
Assert( i >= 0 && i <= 1 );
|
||
|
m_nDEBUG_LUXELS = i;
|
||
|
#ifdef _DEBUG
|
||
|
m_bDEBUG_LUXELS = true;
|
||
|
#endif
|
||
|
}
|
||
|
void SetDEBUG_LUXELS( bool i )
|
||
|
{
|
||
|
m_nDEBUG_LUXELS = i ? 1 : 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bDEBUG_LUXELS = true;
|
||
|
#endif
|
||
|
}
|
||
|
public:
|
||
|
vertexlit_and_unlit_generic_ps30_Dynamic_Index()
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
m_bLIGHTING_PREVIEW = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nLIGHTING_PREVIEW = 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bFLASHLIGHTSHADOWS = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nFLASHLIGHTSHADOWS = 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bSTATIC_LIGHT_LIGHTMAP = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nSTATIC_LIGHT_LIGHTMAP = 0;
|
||
|
#ifdef _DEBUG
|
||
|
m_bDEBUG_LUXELS = false;
|
||
|
#endif // _DEBUG
|
||
|
m_nDEBUG_LUXELS = 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 bAllDynamicVarsDefined = m_bLIGHTING_PREVIEW && m_bFLASHLIGHTSHADOWS && m_bSTATIC_LIGHT_LIGHTMAP && m_bDEBUG_LUXELS;
|
||
|
Assert( bAllDynamicVarsDefined );
|
||
|
#endif // _DEBUG
|
||
|
return ( 1 * m_nLIGHTING_PREVIEW ) + ( 3 * m_nFLASHLIGHTSHADOWS ) + ( 6 * m_nSTATIC_LIGHT_LIGHTMAP ) + ( 12 * m_nDEBUG_LUXELS ) + 0;
|
||
|
}
|
||
|
};
|
||
|
#define shaderDynamicTest_vertexlit_and_unlit_generic_ps30 psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_STATIC_LIGHT_LIGHTMAP + psh_forgot_to_set_dynamic_DEBUG_LUXELS + 0
|