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