#include "shaderlib/cshader.h" class vertexlit_and_unlit_generic_ps20b_Static_Index { private: int m_nDETAILTEXTURE; #ifdef _DEBUG bool m_bDETAILTEXTURE; #endif public: void SetDETAILTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAILTEXTURE = i; #ifdef _DEBUG m_bDETAILTEXTURE = true; #endif } void SetDETAILTEXTURE( bool i ) { m_nDETAILTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bDETAILTEXTURE = true; #endif } private: int m_nCUBEMAP; #ifdef _DEBUG bool m_bCUBEMAP; #endif public: void SetCUBEMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nCUBEMAP = i; #ifdef _DEBUG m_bCUBEMAP = true; #endif } void SetCUBEMAP( bool i ) { m_nCUBEMAP = i ? 1 : 0; #ifdef _DEBUG m_bCUBEMAP = true; #endif } private: int m_nDIFFUSELIGHTING; #ifdef _DEBUG bool m_bDIFFUSELIGHTING; #endif public: void SetDIFFUSELIGHTING( int i ) { Assert( i >= 0 && i <= 1 ); m_nDIFFUSELIGHTING = i; #ifdef _DEBUG m_bDIFFUSELIGHTING = true; #endif } void SetDIFFUSELIGHTING( bool i ) { m_nDIFFUSELIGHTING = i ? 1 : 0; #ifdef _DEBUG m_bDIFFUSELIGHTING = true; #endif } private: int m_nENVMAPMASK; #ifdef _DEBUG bool m_bENVMAPMASK; #endif public: void SetENVMAPMASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nENVMAPMASK = i; #ifdef _DEBUG m_bENVMAPMASK = true; #endif } void SetENVMAPMASK( bool i ) { m_nENVMAPMASK = i ? 1 : 0; #ifdef _DEBUG m_bENVMAPMASK = true; #endif } private: int m_nBASEALPHAENVMAPMASK; #ifdef _DEBUG bool m_bBASEALPHAENVMAPMASK; #endif public: void SetBASEALPHAENVMAPMASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nBASEALPHAENVMAPMASK = i; #ifdef _DEBUG m_bBASEALPHAENVMAPMASK = true; #endif } void SetBASEALPHAENVMAPMASK( bool i ) { m_nBASEALPHAENVMAPMASK = i ? 1 : 0; #ifdef _DEBUG m_bBASEALPHAENVMAPMASK = true; #endif } private: int m_nSELFILLUM; #ifdef _DEBUG bool m_bSELFILLUM; #endif public: void SetSELFILLUM( int i ) { Assert( i >= 0 && i <= 1 ); m_nSELFILLUM = i; #ifdef _DEBUG m_bSELFILLUM = true; #endif } void SetSELFILLUM( bool i ) { m_nSELFILLUM = i ? 1 : 0; #ifdef _DEBUG m_bSELFILLUM = true; #endif } private: int m_nVERTEXCOLOR; #ifdef _DEBUG bool m_bVERTEXCOLOR; #endif public: void SetVERTEXCOLOR( int i ) { Assert( i >= 0 && i <= 1 ); m_nVERTEXCOLOR = i; #ifdef _DEBUG m_bVERTEXCOLOR = true; #endif } void SetVERTEXCOLOR( bool i ) { m_nVERTEXCOLOR = i ? 1 : 0; #ifdef _DEBUG m_bVERTEXCOLOR = true; #endif } 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_nSELFILLUM_ENVMAPMASK_ALPHA; #ifdef _DEBUG bool m_bSELFILLUM_ENVMAPMASK_ALPHA; #endif public: void SetSELFILLUM_ENVMAPMASK_ALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nSELFILLUM_ENVMAPMASK_ALPHA = i; #ifdef _DEBUG m_bSELFILLUM_ENVMAPMASK_ALPHA = true; #endif } void SetSELFILLUM_ENVMAPMASK_ALPHA( bool i ) { m_nSELFILLUM_ENVMAPMASK_ALPHA = i ? 1 : 0; #ifdef _DEBUG m_bSELFILLUM_ENVMAPMASK_ALPHA = true; #endif } private: int m_nDETAIL_BLEND_MODE; #ifdef _DEBUG bool m_bDETAIL_BLEND_MODE; #endif public: void SetDETAIL_BLEND_MODE( int i ) { Assert( i >= 0 && i <= 9 ); m_nDETAIL_BLEND_MODE = i; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = true; #endif } void SetDETAIL_BLEND_MODE( bool i ) { m_nDETAIL_BLEND_MODE = i ? 1 : 0; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = true; #endif } private: int m_nSEAMLESS_BASE; #ifdef _DEBUG bool m_bSEAMLESS_BASE; #endif public: void SetSEAMLESS_BASE( int i ) { Assert( i >= 0 && i <= 1 ); m_nSEAMLESS_BASE = i; #ifdef _DEBUG m_bSEAMLESS_BASE = true; #endif } void SetSEAMLESS_BASE( bool i ) { m_nSEAMLESS_BASE = i ? 1 : 0; #ifdef _DEBUG m_bSEAMLESS_BASE = true; #endif } private: int m_nSEAMLESS_DETAIL; #ifdef _DEBUG bool m_bSEAMLESS_DETAIL; #endif public: void SetSEAMLESS_DETAIL( int i ) { Assert( i >= 0 && i <= 1 ); m_nSEAMLESS_DETAIL = i; #ifdef _DEBUG m_bSEAMLESS_DETAIL = true; #endif } void SetSEAMLESS_DETAIL( bool i ) { m_nSEAMLESS_DETAIL = i ? 1 : 0; #ifdef _DEBUG m_bSEAMLESS_DETAIL = true; #endif } private: int m_nDISTANCEALPHA; #ifdef _DEBUG bool m_bDISTANCEALPHA; #endif public: void SetDISTANCEALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nDISTANCEALPHA = i; #ifdef _DEBUG m_bDISTANCEALPHA = true; #endif } void SetDISTANCEALPHA( bool i ) { m_nDISTANCEALPHA = i ? 1 : 0; #ifdef _DEBUG m_bDISTANCEALPHA = true; #endif } private: int m_nDISTANCEALPHAFROMDETAIL; #ifdef _DEBUG bool m_bDISTANCEALPHAFROMDETAIL; #endif public: void SetDISTANCEALPHAFROMDETAIL( int i ) { Assert( i >= 0 && i <= 1 ); m_nDISTANCEALPHAFROMDETAIL = i; #ifdef _DEBUG m_bDISTANCEALPHAFROMDETAIL = true; #endif } void SetDISTANCEALPHAFROMDETAIL( bool i ) { m_nDISTANCEALPHAFROMDETAIL = i ? 1 : 0; #ifdef _DEBUG m_bDISTANCEALPHAFROMDETAIL = true; #endif } private: int m_nSOFT_MASK; #ifdef _DEBUG bool m_bSOFT_MASK; #endif public: void SetSOFT_MASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nSOFT_MASK = i; #ifdef _DEBUG m_bSOFT_MASK = true; #endif } void SetSOFT_MASK( bool i ) { m_nSOFT_MASK = i ? 1 : 0; #ifdef _DEBUG m_bSOFT_MASK = true; #endif } private: int m_nOUTLINE; #ifdef _DEBUG bool m_bOUTLINE; #endif public: void SetOUTLINE( int i ) { Assert( i >= 0 && i <= 1 ); m_nOUTLINE = i; #ifdef _DEBUG m_bOUTLINE = true; #endif } void SetOUTLINE( bool i ) { m_nOUTLINE = i ? 1 : 0; #ifdef _DEBUG m_bOUTLINE = true; #endif } private: int m_nOUTER_GLOW; #ifdef _DEBUG bool m_bOUTER_GLOW; #endif public: void SetOUTER_GLOW( int i ) { Assert( i >= 0 && i <= 1 ); m_nOUTER_GLOW = i; #ifdef _DEBUG m_bOUTER_GLOW = true; #endif } void SetOUTER_GLOW( bool i ) { m_nOUTER_GLOW = i ? 1 : 0; #ifdef _DEBUG m_bOUTER_GLOW = true; #endif } private: int m_nFLASHLIGHTDEPTHFILTERMODE; #ifdef _DEBUG bool m_bFLASHLIGHTDEPTHFILTERMODE; #endif public: void SetFLASHLIGHTDEPTHFILTERMODE( int i ) { Assert( i >= 0 && i <= 0 ); 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_nDEPTHBLEND; #ifdef _DEBUG bool m_bDEPTHBLEND; #endif public: void SetDEPTHBLEND( int i ) { Assert( i >= 0 && i <= 1 ); m_nDEPTHBLEND = i; #ifdef _DEBUG m_bDEPTHBLEND = true; #endif } void SetDEPTHBLEND( bool i ) { m_nDEPTHBLEND = i ? 1 : 0; #ifdef _DEBUG m_bDEPTHBLEND = true; #endif } private: int m_nBLENDTINTBYBASEALPHA; #ifdef _DEBUG bool m_bBLENDTINTBYBASEALPHA; #endif public: void SetBLENDTINTBYBASEALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nBLENDTINTBYBASEALPHA = i; #ifdef _DEBUG m_bBLENDTINTBYBASEALPHA = true; #endif } void SetBLENDTINTBYBASEALPHA( bool i ) { m_nBLENDTINTBYBASEALPHA = i ? 1 : 0; #ifdef _DEBUG m_bBLENDTINTBYBASEALPHA = true; #endif } private: int m_nSRGB_INPUT_ADAPTER; #ifdef _DEBUG bool m_bSRGB_INPUT_ADAPTER; #endif public: void SetSRGB_INPUT_ADAPTER( int i ) { Assert( i >= 0 && i <= 1 ); m_nSRGB_INPUT_ADAPTER = i; #ifdef _DEBUG m_bSRGB_INPUT_ADAPTER = true; #endif } void SetSRGB_INPUT_ADAPTER( bool i ) { m_nSRGB_INPUT_ADAPTER = i ? 1 : 0; #ifdef _DEBUG m_bSRGB_INPUT_ADAPTER = true; #endif } public: vertexlit_and_unlit_generic_ps20b_Static_Index( ) { #ifdef _DEBUG m_bDETAILTEXTURE = false; #endif // _DEBUG m_nDETAILTEXTURE = 0; #ifdef _DEBUG m_bCUBEMAP = false; #endif // _DEBUG m_nCUBEMAP = 0; #ifdef _DEBUG m_bDIFFUSELIGHTING = false; #endif // _DEBUG m_nDIFFUSELIGHTING = 0; #ifdef _DEBUG m_bENVMAPMASK = false; #endif // _DEBUG m_nENVMAPMASK = 0; #ifdef _DEBUG m_bBASEALPHAENVMAPMASK = false; #endif // _DEBUG m_nBASEALPHAENVMAPMASK = 0; #ifdef _DEBUG m_bSELFILLUM = false; #endif // _DEBUG m_nSELFILLUM = 0; #ifdef _DEBUG m_bVERTEXCOLOR = false; #endif // _DEBUG m_nVERTEXCOLOR = 0; #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG m_nFLASHLIGHT = 0; #ifdef _DEBUG m_bSELFILLUM_ENVMAPMASK_ALPHA = false; #endif // _DEBUG m_nSELFILLUM_ENVMAPMASK_ALPHA = 0; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = false; #endif // _DEBUG m_nDETAIL_BLEND_MODE = 0; #ifdef _DEBUG m_bSEAMLESS_BASE = false; #endif // _DEBUG m_nSEAMLESS_BASE = 0; #ifdef _DEBUG m_bSEAMLESS_DETAIL = false; #endif // _DEBUG m_nSEAMLESS_DETAIL = 0; #ifdef _DEBUG m_bDISTANCEALPHA = false; #endif // _DEBUG m_nDISTANCEALPHA = 0; #ifdef _DEBUG m_bDISTANCEALPHAFROMDETAIL = false; #endif // _DEBUG m_nDISTANCEALPHAFROMDETAIL = 0; #ifdef _DEBUG m_bSOFT_MASK = false; #endif // _DEBUG m_nSOFT_MASK = 0; #ifdef _DEBUG m_bOUTLINE = false; #endif // _DEBUG m_nOUTLINE = 0; #ifdef _DEBUG m_bOUTER_GLOW = false; #endif // _DEBUG m_nOUTER_GLOW = 0; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = false; #endif // _DEBUG m_nFLASHLIGHTDEPTHFILTERMODE = 0; #ifdef _DEBUG m_bDEPTHBLEND = false; #endif // _DEBUG m_nDEPTHBLEND = 0; #ifdef _DEBUG m_bBLENDTINTBYBASEALPHA = false; #endif // _DEBUG m_nBLENDTINTBYBASEALPHA = 0; #ifdef _DEBUG m_bSRGB_INPUT_ADAPTER = false; #endif // _DEBUG m_nSRGB_INPUT_ADAPTER = 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_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; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 2 * m_nDETAILTEXTURE ) + ( 4 * m_nCUBEMAP ) + ( 8 * m_nDIFFUSELIGHTING ) + ( 16 * m_nENVMAPMASK ) + ( 32 * m_nBASEALPHAENVMAPMASK ) + ( 64 * m_nSELFILLUM ) + ( 128 * m_nVERTEXCOLOR ) + ( 256 * m_nFLASHLIGHT ) + ( 512 * m_nSELFILLUM_ENVMAPMASK_ALPHA ) + ( 1024 * m_nDETAIL_BLEND_MODE ) + ( 10240 * m_nSEAMLESS_BASE ) + ( 20480 * m_nSEAMLESS_DETAIL ) + ( 40960 * m_nDISTANCEALPHA ) + ( 81920 * m_nDISTANCEALPHAFROMDETAIL ) + ( 163840 * m_nSOFT_MASK ) + ( 327680 * m_nOUTLINE ) + ( 655360 * m_nOUTER_GLOW ) + ( 1310720 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 1310720 * m_nDEPTHBLEND ) + ( 2621440 * m_nBLENDTINTBYBASEALPHA ) + ( 5242880 * m_nSRGB_INPUT_ADAPTER ) + 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 + 0 class vertexlit_and_unlit_generic_ps20b_Dynamic_Index { private: int m_nLIGHTING_PREVIEW; #ifdef _DEBUG bool m_bLIGHTING_PREVIEW; #endif public: void SetLIGHTING_PREVIEW( int i ) { Assert( i >= 0 && i <= 0 ); m_nLIGHTING_PREVIEW = i; #ifdef _DEBUG m_bLIGHTING_PREVIEW = true; #endif } void SetLIGHTING_PREVIEW( bool i ) { m_nLIGHTING_PREVIEW = i ? 1 : 0; #ifdef _DEBUG m_bLIGHTING_PREVIEW = 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: vertexlit_and_unlit_generic_ps20b_Dynamic_Index() { #ifdef _DEBUG m_bLIGHTING_PREVIEW = false; #endif // _DEBUG m_nLIGHTING_PREVIEW = 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_bLIGHTING_PREVIEW && m_bFLASHLIGHTSHADOWS; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nLIGHTING_PREVIEW ) + ( 1 * m_nFLASHLIGHTSHADOWS ) + 0; } }; #define shaderDynamicTest_vertexlit_and_unlit_generic_ps20b psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0