#include "shaderlib/cshader.h" class pbr_ps20b_Static_Index { private: int m_nFLASHLIGHT; #ifdef _DEBUG bool m_bFLASHLIGHT; #endif public: void SetFLASHLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHT = i; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif } void SetFLASHLIGHT( bool i ) { m_nFLASHLIGHT = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif } private: int m_nFLASHLIGHTDEPTHFILTERMODE; #ifdef _DEBUG bool m_bFLASHLIGHTDEPTHFILTERMODE; #endif public: void SetFLASHLIGHTDEPTHFILTERMODE( int i ) { Assert( i >= 0 && i <= 2 ); m_nFLASHLIGHTDEPTHFILTERMODE = i; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif } void SetFLASHLIGHTDEPTHFILTERMODE( bool i ) { m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif } private: int m_nLIGHTMAPPED; #ifdef _DEBUG bool m_bLIGHTMAPPED; #endif public: void SetLIGHTMAPPED( int i ) { Assert( i >= 0 && i <= 1 ); m_nLIGHTMAPPED = i; #ifdef _DEBUG m_bLIGHTMAPPED = true; #endif } void SetLIGHTMAPPED( bool i ) { m_nLIGHTMAPPED = i ? 1 : 0; #ifdef _DEBUG m_bLIGHTMAPPED = true; #endif } private: int m_nEMISSIVE; #ifdef _DEBUG bool m_bEMISSIVE; #endif public: void SetEMISSIVE( int i ) { Assert( i >= 0 && i <= 1 ); m_nEMISSIVE = i; #ifdef _DEBUG m_bEMISSIVE = true; #endif } void SetEMISSIVE( bool i ) { m_nEMISSIVE = i ? 1 : 0; #ifdef _DEBUG m_bEMISSIVE = true; #endif } private: int m_nSPECULAR; #ifdef _DEBUG bool m_bSPECULAR; #endif public: void SetSPECULAR( int i ) { Assert( i >= 0 && i <= 1 ); m_nSPECULAR = i; #ifdef _DEBUG m_bSPECULAR = true; #endif } void SetSPECULAR( bool i ) { m_nSPECULAR = i ? 1 : 0; #ifdef _DEBUG m_bSPECULAR = true; #endif } public: pbr_ps20b_Static_Index( ) { #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG m_nFLASHLIGHT = 0; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = false; #endif // _DEBUG m_nFLASHLIGHTDEPTHFILTERMODE = 0; #ifdef _DEBUG m_bLIGHTMAPPED = false; #endif // _DEBUG m_nLIGHTMAPPED = 0; #ifdef _DEBUG m_bEMISSIVE = false; #endif // _DEBUG m_nEMISSIVE = 0; #ifdef _DEBUG m_bSPECULAR = false; #endif // _DEBUG m_nSPECULAR = 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_bFLASHLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE && m_bLIGHTMAPPED && m_bEMISSIVE && m_bSPECULAR; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 80 * m_nFLASHLIGHT ) + ( 160 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 480 * m_nLIGHTMAPPED ) + ( 960 * m_nEMISSIVE ) + ( 1920 * m_nSPECULAR ) + 0; } }; #define shaderStaticTest_pbr_ps20b psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_LIGHTMAPPED + psh_forgot_to_set_static_EMISSIVE + psh_forgot_to_set_static_SPECULAR + 0 class pbr_ps20b_Dynamic_Index { private: int m_nWRITEWATERFOGTODESTALPHA; #ifdef _DEBUG bool m_bWRITEWATERFOGTODESTALPHA; #endif public: void SetWRITEWATERFOGTODESTALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nWRITEWATERFOGTODESTALPHA = i; #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = true; #endif } void SetWRITEWATERFOGTODESTALPHA( bool i ) { m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0; #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = true; #endif } private: int m_nPIXELFOGTYPE; #ifdef _DEBUG bool m_bPIXELFOGTYPE; #endif public: void SetPIXELFOGTYPE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPIXELFOGTYPE = i; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } void SetPIXELFOGTYPE( bool i ) { m_nPIXELFOGTYPE = i ? 1 : 0; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } private: int m_nNUM_LIGHTS; #ifdef _DEBUG bool m_bNUM_LIGHTS; #endif public: void SetNUM_LIGHTS( int i ) { Assert( i >= 0 && i <= 4 ); m_nNUM_LIGHTS = i; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif } void SetNUM_LIGHTS( bool i ) { m_nNUM_LIGHTS = i ? 1 : 0; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif } private: int m_nWRITE_DEPTH_TO_DESTALPHA; #ifdef _DEBUG bool m_bWRITE_DEPTH_TO_DESTALPHA; #endif public: void SetWRITE_DEPTH_TO_DESTALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nWRITE_DEPTH_TO_DESTALPHA = i; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = true; #endif } void SetWRITE_DEPTH_TO_DESTALPHA( bool i ) { m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = 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 } public: pbr_ps20b_Dynamic_Index() { #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = false; #endif // _DEBUG m_nWRITEWATERFOGTODESTALPHA = 0; #ifdef _DEBUG m_bPIXELFOGTYPE = false; #endif // _DEBUG m_nPIXELFOGTYPE = 0; #ifdef _DEBUG m_bNUM_LIGHTS = false; #endif // _DEBUG m_nNUM_LIGHTS = 0; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = false; #endif // _DEBUG m_nWRITE_DEPTH_TO_DESTALPHA = 0; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = false; #endif // _DEBUG m_nFLASHLIGHTSHADOWS = 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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nNUM_LIGHTS ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 40 * m_nFLASHLIGHTSHADOWS ) + 0; } }; #define shaderDynamicTest_pbr_ps20b psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0