#include "shaderlib/cshader.h" class vertexlit_and_unlit_generic_bump_ps30_Static_Index { 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_nLIGHTWARPTEXTURE; #ifdef _DEBUG bool m_bLIGHTWARPTEXTURE; #endif public: void SetLIGHTWARPTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nLIGHTWARPTEXTURE = i; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = true; #endif } void SetLIGHTWARPTEXTURE( bool i ) { m_nLIGHTWARPTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = 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_nSELFILLUMFRESNEL; #ifdef _DEBUG bool m_bSELFILLUMFRESNEL; #endif public: void SetSELFILLUMFRESNEL( int i ) { Assert( i >= 0 && i <= 1 ); m_nSELFILLUMFRESNEL = i; #ifdef _DEBUG m_bSELFILLUMFRESNEL = true; #endif } void SetSELFILLUMFRESNEL( bool i ) { m_nSELFILLUMFRESNEL = i ? 1 : 0; #ifdef _DEBUG m_bSELFILLUMFRESNEL = true; #endif } private: int m_nNORMALMAPALPHAENVMAPMASK; #ifdef _DEBUG bool m_bNORMALMAPALPHAENVMAPMASK; #endif public: void SetNORMALMAPALPHAENVMAPMASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nNORMALMAPALPHAENVMAPMASK = i; #ifdef _DEBUG m_bNORMALMAPALPHAENVMAPMASK = true; #endif } void SetNORMALMAPALPHAENVMAPMASK( bool i ) { m_nNORMALMAPALPHAENVMAPMASK = i ? 1 : 0; #ifdef _DEBUG m_bNORMALMAPALPHAENVMAPMASK = true; #endif } private: int m_nHALFLAMBERT; #ifdef _DEBUG bool m_bHALFLAMBERT; #endif public: void SetHALFLAMBERT( int i ) { Assert( i >= 0 && i <= 1 ); m_nHALFLAMBERT = i; #ifdef _DEBUG m_bHALFLAMBERT = true; #endif } void SetHALFLAMBERT( bool i ) { m_nHALFLAMBERT = i ? 1 : 0; #ifdef _DEBUG m_bHALFLAMBERT = 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_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_nDETAIL_BLEND_MODE; #ifdef _DEBUG bool m_bDETAIL_BLEND_MODE; #endif public: void SetDETAIL_BLEND_MODE( int i ) { Assert( i >= 0 && i <= 6 ); 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_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_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 } public: vertexlit_and_unlit_generic_bump_ps30_Static_Index( ) { #ifdef _DEBUG m_bCUBEMAP = false; #endif // _DEBUG m_nCUBEMAP = 0; #ifdef _DEBUG m_bDIFFUSELIGHTING = false; #endif // _DEBUG m_nDIFFUSELIGHTING = 0; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = false; #endif // _DEBUG m_nLIGHTWARPTEXTURE = 0; #ifdef _DEBUG m_bSELFILLUM = false; #endif // _DEBUG m_nSELFILLUM = 0; #ifdef _DEBUG m_bSELFILLUMFRESNEL = false; #endif // _DEBUG m_nSELFILLUMFRESNEL = 0; #ifdef _DEBUG m_bNORMALMAPALPHAENVMAPMASK = false; #endif // _DEBUG m_nNORMALMAPALPHAENVMAPMASK = 0; #ifdef _DEBUG m_bHALFLAMBERT = false; #endif // _DEBUG m_nHALFLAMBERT = 0; #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG m_nFLASHLIGHT = 0; #ifdef _DEBUG m_bDETAILTEXTURE = false; #endif // _DEBUG m_nDETAILTEXTURE = 0; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = false; #endif // _DEBUG m_nDETAIL_BLEND_MODE = 0; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = false; #endif // _DEBUG m_nFLASHLIGHTDEPTHFILTERMODE = 0; #ifdef _DEBUG m_bBLENDTINTBYBASEALPHA = false; #endif // _DEBUG m_nBLENDTINTBYBASEALPHA = 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_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bBLENDTINTBYBASEALPHA; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 20 * m_nCUBEMAP ) + ( 40 * m_nDIFFUSELIGHTING ) + ( 80 * m_nLIGHTWARPTEXTURE ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1280 * m_nHALFLAMBERT ) + ( 2560 * m_nFLASHLIGHT ) + ( 5120 * m_nDETAILTEXTURE ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 215040 * m_nBLENDTINTBYBASEALPHA ) + 0; } }; #define shaderStaticTest_vertexlit_and_unlit_generic_bump_ps30 psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + 0 class vertexlit_and_unlit_generic_bump_ps30_Dynamic_Index { 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_nAMBIENT_LIGHT; #ifdef _DEBUG bool m_bAMBIENT_LIGHT; #endif public: void SetAMBIENT_LIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nAMBIENT_LIGHT = i; #ifdef _DEBUG m_bAMBIENT_LIGHT = true; #endif } void SetAMBIENT_LIGHT( bool i ) { m_nAMBIENT_LIGHT = i ? 1 : 0; #ifdef _DEBUG m_bAMBIENT_LIGHT = 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_bump_ps30_Dynamic_Index() { #ifdef _DEBUG m_bNUM_LIGHTS = false; #endif // _DEBUG m_nNUM_LIGHTS = 0; #ifdef _DEBUG m_bAMBIENT_LIGHT = false; #endif // _DEBUG m_nAMBIENT_LIGHT = 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_bNUM_LIGHTS && m_bAMBIENT_LIGHT && m_bFLASHLIGHTSHADOWS; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nAMBIENT_LIGHT ) + ( 10 * m_nFLASHLIGHTSHADOWS ) + 0; } }; #define shaderDynamicTest_vertexlit_and_unlit_generic_bump_ps30 psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0