// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // ($SEPARATE_DETAIL_UVS) && ($SEAMLESS_DETAIL) // ($DONT_GAMMA_CONVERT_VERTEX_COLOR && ( ! $VERTEXCOLOR ) ) // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #ifndef VERTEXLIT_AND_UNLIT_GENERIC_VS30_H #define VERTEXLIT_AND_UNLIT_GENERIC_VS30_H #include "shaderapi/ishaderapi.h" #include "shaderapi/ishadershadow.h" #include "materialsystem/imaterialvar.h" class vertexlit_and_unlit_generic_vs30_Static_Index { unsigned int m_nVERTEXCOLOR : 2; unsigned int m_nCUBEMAP : 2; unsigned int m_nHALFLAMBERT : 2; unsigned int m_nFLASHLIGHT : 2; unsigned int m_nSEAMLESS_BASE : 2; unsigned int m_nSEAMLESS_DETAIL : 2; unsigned int m_nSEPARATE_DETAIL_UVS : 2; unsigned int m_nDECAL : 2; unsigned int m_nDONT_GAMMA_CONVERT_VERTEX_COLOR : 2; #ifdef _DEBUG bool m_bVERTEXCOLOR : 1; bool m_bCUBEMAP : 1; bool m_bHALFLAMBERT : 1; bool m_bFLASHLIGHT : 1; bool m_bSEAMLESS_BASE : 1; bool m_bSEAMLESS_DETAIL : 1; bool m_bSEPARATE_DETAIL_UVS : 1; bool m_bDECAL : 1; bool m_bDONT_GAMMA_CONVERT_VERTEX_COLOR : 1; #endif // _DEBUG public: void SetVERTEXCOLOR( int i ) { Assert( i >= 0 && i <= 1 ); m_nVERTEXCOLOR = i; #ifdef _DEBUG m_bVERTEXCOLOR = true; #endif // _DEBUG } void SetCUBEMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nCUBEMAP = i; #ifdef _DEBUG m_bCUBEMAP = true; #endif // _DEBUG } void SetHALFLAMBERT( int i ) { Assert( i >= 0 && i <= 1 ); m_nHALFLAMBERT = i; #ifdef _DEBUG m_bHALFLAMBERT = true; #endif // _DEBUG } void SetFLASHLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHT = i; #ifdef _DEBUG m_bFLASHLIGHT = 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 SetSEPARATE_DETAIL_UVS( int i ) { Assert( i >= 0 && i <= 1 ); m_nSEPARATE_DETAIL_UVS = i; #ifdef _DEBUG m_bSEPARATE_DETAIL_UVS = true; #endif // _DEBUG } void SetDECAL( int i ) { Assert( i >= 0 && i <= 1 ); m_nDECAL = i; #ifdef _DEBUG m_bDECAL = true; #endif // _DEBUG } void SetDONT_GAMMA_CONVERT_VERTEX_COLOR( int i ) { Assert( i >= 0 && i <= 1 ); m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = i; #ifdef _DEBUG m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = true; #endif // _DEBUG } vertexlit_and_unlit_generic_vs30_Static_Index() { m_nVERTEXCOLOR = 0; m_nCUBEMAP = 0; m_nHALFLAMBERT = 0; m_nFLASHLIGHT = 0; m_nSEAMLESS_BASE = 0; m_nSEAMLESS_DETAIL = 0; m_nSEPARATE_DETAIL_UVS = 0; m_nDECAL = 0; m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = 0; #ifdef _DEBUG m_bVERTEXCOLOR = false; m_bCUBEMAP = false; m_bHALFLAMBERT = false; m_bFLASHLIGHT = false; m_bSEAMLESS_BASE = false; m_bSEAMLESS_DETAIL = false; m_bSEPARATE_DETAIL_UVS = false; m_bDECAL = false; m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bVERTEXCOLOR && m_bCUBEMAP && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bSEPARATE_DETAIL_UVS && m_bDECAL && m_bDONT_GAMMA_CONVERT_VERTEX_COLOR ); return ( 128 * m_nVERTEXCOLOR ) + ( 256 * m_nCUBEMAP ) + ( 512 * m_nHALFLAMBERT ) + ( 1024 * m_nFLASHLIGHT ) + ( 2048 * m_nSEAMLESS_BASE ) + ( 4096 * m_nSEAMLESS_DETAIL ) + ( 8192 * m_nSEPARATE_DETAIL_UVS ) + ( 16384 * m_nDECAL ) + ( 32768 * m_nDONT_GAMMA_CONVERT_VERTEX_COLOR ) + 0; } }; #define shaderStaticTest_vertexlit_and_unlit_generic_vs30 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_SEAMLESS_BASE + vsh_forgot_to_set_static_SEAMLESS_DETAIL + vsh_forgot_to_set_static_SEPARATE_DETAIL_UVS + vsh_forgot_to_set_static_DECAL + vsh_forgot_to_set_static_DONT_GAMMA_CONVERT_VERTEX_COLOR class vertexlit_and_unlit_generic_vs30_Dynamic_Index { unsigned int m_nCOMPRESSED_VERTS : 2; unsigned int m_nDYNAMIC_LIGHT : 2; unsigned int m_nSTATIC_LIGHT : 2; unsigned int m_nDOWATERFOG : 2; unsigned int m_nSKINNING : 2; unsigned int m_nLIGHTING_PREVIEW : 2; unsigned int m_nMORPHING : 2; #ifdef _DEBUG bool m_bCOMPRESSED_VERTS : 1; bool m_bDYNAMIC_LIGHT : 1; bool m_bSTATIC_LIGHT : 1; bool m_bDOWATERFOG : 1; bool m_bSKINNING : 1; bool m_bLIGHTING_PREVIEW : 1; bool m_bMORPHING : 1; #endif // _DEBUG public: void SetCOMPRESSED_VERTS( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOMPRESSED_VERTS = i; #ifdef _DEBUG m_bCOMPRESSED_VERTS = true; #endif // _DEBUG } void SetDYNAMIC_LIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nDYNAMIC_LIGHT = i; #ifdef _DEBUG m_bDYNAMIC_LIGHT = true; #endif // _DEBUG } void SetSTATIC_LIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nSTATIC_LIGHT = i; #ifdef _DEBUG m_bSTATIC_LIGHT = true; #endif // _DEBUG } void SetDOWATERFOG( int i ) { Assert( i >= 0 && i <= 1 ); m_nDOWATERFOG = i; #ifdef _DEBUG m_bDOWATERFOG = true; #endif // _DEBUG } void SetSKINNING( int i ) { Assert( i >= 0 && i <= 1 ); m_nSKINNING = i; #ifdef _DEBUG m_bSKINNING = true; #endif // _DEBUG } void SetLIGHTING_PREVIEW( int i ) { Assert( i >= 0 && i <= 1 ); m_nLIGHTING_PREVIEW = i; #ifdef _DEBUG m_bLIGHTING_PREVIEW = true; #endif // _DEBUG } void SetMORPHING( int i ) { Assert( i >= 0 && i <= 1 ); m_nMORPHING = i; #ifdef _DEBUG m_bMORPHING = true; #endif // _DEBUG } vertexlit_and_unlit_generic_vs30_Dynamic_Index() { m_nCOMPRESSED_VERTS = 0; m_nDYNAMIC_LIGHT = 0; m_nSTATIC_LIGHT = 0; m_nDOWATERFOG = 0; m_nSKINNING = 0; m_nLIGHTING_PREVIEW = 0; m_nMORPHING = 0; #ifdef _DEBUG m_bCOMPRESSED_VERTS = false; m_bDYNAMIC_LIGHT = false; m_bSTATIC_LIGHT = false; m_bDOWATERFOG = false; m_bSKINNING = false; m_bLIGHTING_PREVIEW = false; m_bMORPHING = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bCOMPRESSED_VERTS && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bDOWATERFOG && m_bSKINNING && m_bLIGHTING_PREVIEW && m_bMORPHING ); return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDYNAMIC_LIGHT ) + ( 4 * m_nSTATIC_LIGHT ) + ( 8 * m_nDOWATERFOG ) + ( 16 * m_nSKINNING ) + ( 32 * m_nLIGHTING_PREVIEW ) + ( 64 * m_nMORPHING ) + 0; } }; #define shaderDynamicTest_vertexlit_and_unlit_generic_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + vsh_forgot_to_set_dynamic_MORPHING #endif // VERTEXLIT_AND_UNLIT_GENERIC_VS30_H