#ifndef VERTEXLIT_AND_UNLIT_GENERIC_PS20B_H #define VERTEXLIT_AND_UNLIT_GENERIC_PS20B_H #include "shaderapi/ishaderapi.h" #include "shaderapi/ishadershadow.h" #include "materialsystem/imaterialvar.h" class vertexlit_and_unlit_generic_ps20b_Static_Index { unsigned int m_nDETAILTEXTURE : 2; unsigned int m_nCUBEMAP : 2; unsigned int m_nDIFFUSELIGHTING : 2; unsigned int m_nENVMAPMASK : 2; unsigned int m_nBASEALPHAENVMAPMASK : 2; unsigned int m_nSELFILLUM : 2; unsigned int m_nVERTEXCOLOR : 2; unsigned int m_nFLASHLIGHT : 2; unsigned int m_nSELFILLUM_ENVMAPMASK_ALPHA : 2; unsigned int m_nDETAIL_BLEND_MODE : 4; unsigned int m_nSEAMLESS_BASE : 2; unsigned int m_nSEAMLESS_DETAIL : 2; unsigned int m_nDISTANCEALPHA : 2; unsigned int m_nDISTANCEALPHAFROMDETAIL : 2; unsigned int m_nSOFT_MASK : 2; unsigned int m_nOUTLINE : 2; unsigned int m_nOUTER_GLOW : 2; unsigned int m_nFLASHLIGHTDEPTHFILTERMODE : 2; unsigned int m_nDEPTHBLEND : 2; unsigned int m_nBLENDTINTBYBASEALPHA : 2; unsigned int m_nSRGB_INPUT_ADAPTER : 2; unsigned int m_nCUBEMAP_SPHERE_LEGACY : 2; #ifdef _DEBUG bool m_bDETAILTEXTURE : 1; bool m_bCUBEMAP : 1; bool m_bDIFFUSELIGHTING : 1; bool m_bENVMAPMASK : 1; bool m_bBASEALPHAENVMAPMASK : 1; bool m_bSELFILLUM : 1; bool m_bVERTEXCOLOR : 1; bool m_bFLASHLIGHT : 1; bool m_bSELFILLUM_ENVMAPMASK_ALPHA : 1; bool m_bDETAIL_BLEND_MODE : 1; bool m_bSEAMLESS_BASE : 1; bool m_bSEAMLESS_DETAIL : 1; bool m_bDISTANCEALPHA : 1; bool m_bDISTANCEALPHAFROMDETAIL : 1; bool m_bSOFT_MASK : 1; bool m_bOUTLINE : 1; bool m_bOUTER_GLOW : 1; bool m_bFLASHLIGHTDEPTHFILTERMODE : 1; bool m_bDEPTHBLEND : 1; bool m_bBLENDTINTBYBASEALPHA : 1; bool m_bSRGB_INPUT_ADAPTER : 1; bool m_bCUBEMAP_SPHERE_LEGACY : 1; #endif // _DEBUG public: void SetDETAILTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAILTEXTURE = i; #ifdef _DEBUG m_bDETAILTEXTURE = true; #endif // _DEBUG } void SetCUBEMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nCUBEMAP = i; #ifdef _DEBUG m_bCUBEMAP = true; #endif // _DEBUG } void SetDIFFUSELIGHTING( int i ) { Assert( i >= 0 && i <= 1 ); m_nDIFFUSELIGHTING = i; #ifdef _DEBUG m_bDIFFUSELIGHTING = true; #endif // _DEBUG } void SetENVMAPMASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nENVMAPMASK = i; #ifdef _DEBUG m_bENVMAPMASK = true; #endif // _DEBUG } void SetBASEALPHAENVMAPMASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nBASEALPHAENVMAPMASK = i; #ifdef _DEBUG m_bBASEALPHAENVMAPMASK = true; #endif // _DEBUG } void SetSELFILLUM( int i ) { Assert( i >= 0 && i <= 1 ); m_nSELFILLUM = i; #ifdef _DEBUG m_bSELFILLUM = true; #endif // _DEBUG } void SetVERTEXCOLOR( int i ) { Assert( i >= 0 && i <= 1 ); m_nVERTEXCOLOR = i; #ifdef _DEBUG m_bVERTEXCOLOR = true; #endif // _DEBUG } void SetFLASHLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHT = i; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif // _DEBUG } void SetSELFILLUM_ENVMAPMASK_ALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nSELFILLUM_ENVMAPMASK_ALPHA = i; #ifdef _DEBUG m_bSELFILLUM_ENVMAPMASK_ALPHA = true; #endif // _DEBUG } void SetDETAIL_BLEND_MODE( int i ) { Assert( i >= 0 && i <= 9 ); m_nDETAIL_BLEND_MODE = i; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = true; #endif // _DEBUG } void SetSEAMLESS_BASE( int i ) { Assert( i >= 0 && i <= 1 ); m_nSEAMLESS_BASE = i; #ifdef _DEBUG m_bSEAMLESS_BASE = true; #endif // _DEBUG } void SetSEAMLESS_DETAIL( int i ) { Assert( i >= 0 && i <= 1 ); m_nSEAMLESS_DETAIL = i; #ifdef _DEBUG m_bSEAMLESS_DETAIL = true; #endif // _DEBUG } void SetDISTANCEALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nDISTANCEALPHA = i; #ifdef _DEBUG m_bDISTANCEALPHA = true; #endif // _DEBUG } void SetDISTANCEALPHAFROMDETAIL( int i ) { Assert( i >= 0 && i <= 1 ); m_nDISTANCEALPHAFROMDETAIL = i; #ifdef _DEBUG m_bDISTANCEALPHAFROMDETAIL = true; #endif // _DEBUG } void SetSOFT_MASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nSOFT_MASK = i; #ifdef _DEBUG m_bSOFT_MASK = true; #endif // _DEBUG } void SetOUTLINE( int i ) { Assert( i >= 0 && i <= 1 ); m_nOUTLINE = i; #ifdef _DEBUG m_bOUTLINE = true; #endif // _DEBUG } void SetOUTER_GLOW( int i ) { Assert( i >= 0 && i <= 1 ); m_nOUTER_GLOW = i; #ifdef _DEBUG m_bOUTER_GLOW = true; #endif // _DEBUG } void SetFLASHLIGHTDEPTHFILTERMODE( int i ) { Assert( i >= 0 && i <= 2 ); m_nFLASHLIGHTDEPTHFILTERMODE = i; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif // _DEBUG } void SetDEPTHBLEND( int i ) { Assert( i >= 0 && i <= 1 ); m_nDEPTHBLEND = i; #ifdef _DEBUG m_bDEPTHBLEND = true; #endif // _DEBUG } void SetBLENDTINTBYBASEALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nBLENDTINTBYBASEALPHA = i; #ifdef _DEBUG m_bBLENDTINTBYBASEALPHA = true; #endif // _DEBUG } void SetSRGB_INPUT_ADAPTER( int i ) { Assert( i >= 0 && i <= 1 ); m_nSRGB_INPUT_ADAPTER = i; #ifdef _DEBUG m_bSRGB_INPUT_ADAPTER = true; #endif // _DEBUG } void SetCUBEMAP_SPHERE_LEGACY( int i ) { Assert( i >= 0 && i <= 1 ); m_nCUBEMAP_SPHERE_LEGACY = i; #ifdef _DEBUG m_bCUBEMAP_SPHERE_LEGACY = true; #endif // _DEBUG } vertexlit_and_unlit_generic_ps20b_Static_Index( ) { m_nDETAILTEXTURE = 0; m_nCUBEMAP = 0; m_nDIFFUSELIGHTING = 0; m_nENVMAPMASK = 0; m_nBASEALPHAENVMAPMASK = 0; m_nSELFILLUM = 0; m_nVERTEXCOLOR = 0; m_nFLASHLIGHT = 0; m_nSELFILLUM_ENVMAPMASK_ALPHA = 0; m_nDETAIL_BLEND_MODE = 0; m_nSEAMLESS_BASE = 0; m_nSEAMLESS_DETAIL = 0; m_nDISTANCEALPHA = 0; m_nDISTANCEALPHAFROMDETAIL = 0; m_nSOFT_MASK = 0; m_nOUTLINE = 0; m_nOUTER_GLOW = 0; m_nFLASHLIGHTDEPTHFILTERMODE = 0; m_nDEPTHBLEND = 0; m_nBLENDTINTBYBASEALPHA = 0; m_nSRGB_INPUT_ADAPTER = 0; m_nCUBEMAP_SPHERE_LEGACY = 0; #ifdef _DEBUG m_bDETAILTEXTURE = false; m_bCUBEMAP = false; m_bDIFFUSELIGHTING = false; m_bENVMAPMASK = false; m_bBASEALPHAENVMAPMASK = false; m_bSELFILLUM = false; m_bVERTEXCOLOR = false; m_bFLASHLIGHT = false; m_bSELFILLUM_ENVMAPMASK_ALPHA = false; m_bDETAIL_BLEND_MODE = false; m_bSEAMLESS_BASE = false; m_bSEAMLESS_DETAIL = false; m_bDISTANCEALPHA = false; m_bDISTANCEALPHAFROMDETAIL = false; m_bSOFT_MASK = false; m_bOUTLINE = false; m_bOUTER_GLOW = false; m_bFLASHLIGHTDEPTHFILTERMODE = false; m_bDEPTHBLEND = false; m_bBLENDTINTBYBASEALPHA = false; m_bSRGB_INPUT_ADAPTER = false; m_bCUBEMAP_SPHERE_LEGACY = false; #endif // _DEBUG } int GetIndex() const { Assert( 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_bSRGB_INPUT_ADAPTER && m_bCUBEMAP_SPHERE_LEGACY ); return ( 6 * m_nDETAILTEXTURE ) + ( 12 * m_nCUBEMAP ) + ( 24 * m_nDIFFUSELIGHTING ) + ( 48 * m_nENVMAPMASK ) + ( 96 * m_nBASEALPHAENVMAPMASK ) + ( 192 * m_nSELFILLUM ) + ( 384 * m_nVERTEXCOLOR ) + ( 768 * m_nFLASHLIGHT ) + ( 1536 * m_nSELFILLUM_ENVMAPMASK_ALPHA ) + ( 3072 * m_nDETAIL_BLEND_MODE ) + ( 30720 * m_nSEAMLESS_BASE ) + ( 61440 * m_nSEAMLESS_DETAIL ) + ( 122880 * m_nDISTANCEALPHA ) + ( 245760 * m_nDISTANCEALPHAFROMDETAIL ) + ( 491520 * m_nSOFT_MASK ) + ( 983040 * m_nOUTLINE ) + ( 1966080 * m_nOUTER_GLOW ) + ( 3932160 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 11796480 * m_nDEPTHBLEND ) + ( 23592960 * m_nBLENDTINTBYBASEALPHA ) + ( 47185920 * m_nSRGB_INPUT_ADAPTER ) + ( 94371840 * m_nCUBEMAP_SPHERE_LEGACY ) + 0; } }; #define shaderStaticTest_vertexlit_and_unlit_generic_ps20b 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_SRGB_INPUT_ADAPTER + psh_forgot_to_set_static_CUBEMAP_SPHERE_LEGACY class vertexlit_and_unlit_generic_ps20b_Dynamic_Index { unsigned int m_nLIGHTING_PREVIEW : 2; unsigned int m_nFLASHLIGHTSHADOWS : 2; #ifdef _DEBUG bool m_bLIGHTING_PREVIEW : 1; bool m_bFLASHLIGHTSHADOWS : 1; #endif // _DEBUG public: void SetLIGHTING_PREVIEW( int i ) { Assert( i >= 0 && i <= 2 ); m_nLIGHTING_PREVIEW = i; #ifdef _DEBUG m_bLIGHTING_PREVIEW = true; #endif // _DEBUG } void SetFLASHLIGHTSHADOWS( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHTSHADOWS = i; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = true; #endif // _DEBUG } vertexlit_and_unlit_generic_ps20b_Dynamic_Index( ) { m_nLIGHTING_PREVIEW = 0; m_nFLASHLIGHTSHADOWS = 0; #ifdef _DEBUG m_bLIGHTING_PREVIEW = false; m_bFLASHLIGHTSHADOWS = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bLIGHTING_PREVIEW && m_bFLASHLIGHTSHADOWS ); return ( 1 * m_nLIGHTING_PREVIEW ) + ( 3 * m_nFLASHLIGHTSHADOWS ) + 0; } }; #define shaderDynamicTest_vertexlit_and_unlit_generic_ps20b psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS #endif // VERTEXLIT_AND_UNLIT_GENERIC_PS20B_H