// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) // ($SEPARATE_DETAIL_UVS) && ($SEAMLESS_DETAIL) // ($DONT_GAMMA_CONVERT_VERTEX_COLOR && ( ! $VERTEXCOLOR ) ) // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #ifndef VERTEXLIT_AND_UNLIT_GENERIC_VS20_H #define VERTEXLIT_AND_UNLIT_GENERIC_VS20_H #include "shaderapi/ishaderapi.h" #include "shaderapi/ishadershadow.h" #include "materialsystem/imaterialvar.h" class vertexlit_and_unlit_generic_vs20_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_nUSE_STATIC_CONTROL_FLOW : 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_bUSE_STATIC_CONTROL_FLOW : 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 SetUSE_STATIC_CONTROL_FLOW( int i ) { Assert( i >= 0 && i <= 1 ); m_nUSE_STATIC_CONTROL_FLOW = i; #ifdef _DEBUG m_bUSE_STATIC_CONTROL_FLOW = 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_vs20_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_nUSE_STATIC_CONTROL_FLOW = 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_bUSE_STATIC_CONTROL_FLOW = 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_bUSE_STATIC_CONTROL_FLOW && m_bDONT_GAMMA_CONVERT_VERTEX_COLOR ); return ( 192 * m_nVERTEXCOLOR ) + ( 384 * m_nCUBEMAP ) + ( 768 * m_nHALFLAMBERT ) + ( 1536 * m_nFLASHLIGHT ) + ( 3072 * m_nSEAMLESS_BASE ) + ( 6144 * m_nSEAMLESS_DETAIL ) + ( 12288 * m_nSEPARATE_DETAIL_UVS ) + ( 24576 * m_nUSE_STATIC_CONTROL_FLOW ) + ( 49152 * m_nDONT_GAMMA_CONVERT_VERTEX_COLOR ) + 0; } }; #define shaderStaticTest_vertexlit_and_unlit_generic_vs20 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_USE_STATIC_CONTROL_FLOW + vsh_forgot_to_set_static_DONT_GAMMA_CONVERT_VERTEX_COLOR class vertexlit_and_unlit_generic_vs20_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_nNUM_LIGHTS : 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_bNUM_LIGHTS : 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 SetNUM_LIGHTS( int i ) { Assert( i >= 0 && i <= 2 ); m_nNUM_LIGHTS = i; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif // _DEBUG } vertexlit_and_unlit_generic_vs20_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_nNUM_LIGHTS = 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_bNUM_LIGHTS = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bCOMPRESSED_VERTS && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bDOWATERFOG && m_bSKINNING && m_bLIGHTING_PREVIEW && m_bNUM_LIGHTS ); 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_nNUM_LIGHTS ) + 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_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_NUM_LIGHTS #endif // VERTEXLIT_AND_UNLIT_GENERIC_VS20_H