#include "shaderlib/cshader.h" class vertexlit_and_unlit_generic_vs30_Static_Index { 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_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_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_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_nSEPARATE_DETAIL_UVS; #ifdef _DEBUG bool m_bSEPARATE_DETAIL_UVS; #endif public: void SetSEPARATE_DETAIL_UVS( int i ) { Assert( i >= 0 && i <= 1 ); m_nSEPARATE_DETAIL_UVS = i; #ifdef _DEBUG m_bSEPARATE_DETAIL_UVS = true; #endif } void SetSEPARATE_DETAIL_UVS( bool i ) { m_nSEPARATE_DETAIL_UVS = i ? 1 : 0; #ifdef _DEBUG m_bSEPARATE_DETAIL_UVS = true; #endif } private: int m_nDECAL; #ifdef _DEBUG bool m_bDECAL; #endif public: void SetDECAL( int i ) { Assert( i >= 0 && i <= 1 ); m_nDECAL = i; #ifdef _DEBUG m_bDECAL = true; #endif } void SetDECAL( bool i ) { m_nDECAL = i ? 1 : 0; #ifdef _DEBUG m_bDECAL = true; #endif } private: int m_nDONT_GAMMA_CONVERT_VERTEX_COLOR; #ifdef _DEBUG bool m_bDONT_GAMMA_CONVERT_VERTEX_COLOR; #endif public: 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 } void SetDONT_GAMMA_CONVERT_VERTEX_COLOR( bool i ) { m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = i ? 1 : 0; #ifdef _DEBUG m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = true; #endif } public: vertexlit_and_unlit_generic_vs30_Static_Index( ) { #ifdef _DEBUG m_bVERTEXCOLOR = false; #endif // _DEBUG m_nVERTEXCOLOR = 0; #ifdef _DEBUG m_bCUBEMAP = false; #endif // _DEBUG m_nCUBEMAP = 0; #ifdef _DEBUG m_bHALFLAMBERT = false; #endif // _DEBUG m_nHALFLAMBERT = 0; #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG m_nFLASHLIGHT = 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_bSEPARATE_DETAIL_UVS = false; #endif // _DEBUG m_nSEPARATE_DETAIL_UVS = 0; #ifdef _DEBUG m_bDECAL = false; #endif // _DEBUG m_nDECAL = 0; #ifdef _DEBUG m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = false; #endif // _DEBUG m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = 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_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; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 256 * m_nVERTEXCOLOR ) + ( 512 * m_nCUBEMAP ) + ( 1024 * m_nHALFLAMBERT ) + ( 2048 * m_nFLASHLIGHT ) + ( 4096 * m_nSEAMLESS_BASE ) + ( 8192 * m_nSEAMLESS_DETAIL ) + ( 16384 * m_nSEPARATE_DETAIL_UVS ) + ( 32768 * m_nDECAL ) + ( 65536 * 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 + 0 class vertexlit_and_unlit_generic_vs30_Dynamic_Index { private: int m_nCOMPRESSED_VERTS; #ifdef _DEBUG bool m_bCOMPRESSED_VERTS; #endif public: void SetCOMPRESSED_VERTS( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOMPRESSED_VERTS = i; #ifdef _DEBUG m_bCOMPRESSED_VERTS = true; #endif } void SetCOMPRESSED_VERTS( bool i ) { m_nCOMPRESSED_VERTS = i ? 1 : 0; #ifdef _DEBUG m_bCOMPRESSED_VERTS = true; #endif } private: int m_nDYNAMIC_LIGHT; #ifdef _DEBUG bool m_bDYNAMIC_LIGHT; #endif public: void SetDYNAMIC_LIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nDYNAMIC_LIGHT = i; #ifdef _DEBUG m_bDYNAMIC_LIGHT = true; #endif } void SetDYNAMIC_LIGHT( bool i ) { m_nDYNAMIC_LIGHT = i ? 1 : 0; #ifdef _DEBUG m_bDYNAMIC_LIGHT = true; #endif } private: int m_nSTATIC_LIGHT_VERTEX; #ifdef _DEBUG bool m_bSTATIC_LIGHT_VERTEX; #endif public: void SetSTATIC_LIGHT_VERTEX( int i ) { Assert( i >= 0 && i <= 1 ); m_nSTATIC_LIGHT_VERTEX = i; #ifdef _DEBUG m_bSTATIC_LIGHT_VERTEX = true; #endif } void SetSTATIC_LIGHT_VERTEX( bool i ) { m_nSTATIC_LIGHT_VERTEX = i ? 1 : 0; #ifdef _DEBUG m_bSTATIC_LIGHT_VERTEX = true; #endif } private: int m_nSTATIC_LIGHT_LIGHTMAP; #ifdef _DEBUG bool m_bSTATIC_LIGHT_LIGHTMAP; #endif public: void SetSTATIC_LIGHT_LIGHTMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nSTATIC_LIGHT_LIGHTMAP = i; #ifdef _DEBUG m_bSTATIC_LIGHT_LIGHTMAP = true; #endif } void SetSTATIC_LIGHT_LIGHTMAP( bool i ) { m_nSTATIC_LIGHT_LIGHTMAP = i ? 1 : 0; #ifdef _DEBUG m_bSTATIC_LIGHT_LIGHTMAP = true; #endif } private: int m_nDOWATERFOG; #ifdef _DEBUG bool m_bDOWATERFOG; #endif public: void SetDOWATERFOG( int i ) { Assert( i >= 0 && i <= 1 ); m_nDOWATERFOG = i; #ifdef _DEBUG m_bDOWATERFOG = true; #endif } void SetDOWATERFOG( bool i ) { m_nDOWATERFOG = i ? 1 : 0; #ifdef _DEBUG m_bDOWATERFOG = true; #endif } private: int m_nSKINNING; #ifdef _DEBUG bool m_bSKINNING; #endif public: void SetSKINNING( int i ) { Assert( i >= 0 && i <= 1 ); m_nSKINNING = i; #ifdef _DEBUG m_bSKINNING = true; #endif } void SetSKINNING( bool i ) { m_nSKINNING = i ? 1 : 0; #ifdef _DEBUG m_bSKINNING = true; #endif } private: int m_nLIGHTING_PREVIEW; #ifdef _DEBUG bool m_bLIGHTING_PREVIEW; #endif public: void SetLIGHTING_PREVIEW( int i ) { Assert( i >= 0 && i <= 1 ); 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_nMORPHING; #ifdef _DEBUG bool m_bMORPHING; #endif public: void SetMORPHING( int i ) { Assert( i >= 0 && i <= 1 ); m_nMORPHING = i; #ifdef _DEBUG m_bMORPHING = true; #endif } void SetMORPHING( bool i ) { m_nMORPHING = i ? 1 : 0; #ifdef _DEBUG m_bMORPHING = true; #endif } public: vertexlit_and_unlit_generic_vs30_Dynamic_Index() { #ifdef _DEBUG m_bCOMPRESSED_VERTS = false; #endif // _DEBUG m_nCOMPRESSED_VERTS = 0; #ifdef _DEBUG m_bDYNAMIC_LIGHT = false; #endif // _DEBUG m_nDYNAMIC_LIGHT = 0; #ifdef _DEBUG m_bSTATIC_LIGHT_VERTEX = false; #endif // _DEBUG m_nSTATIC_LIGHT_VERTEX = 0; #ifdef _DEBUG m_bSTATIC_LIGHT_LIGHTMAP = false; #endif // _DEBUG m_nSTATIC_LIGHT_LIGHTMAP = 0; #ifdef _DEBUG m_bDOWATERFOG = false; #endif // _DEBUG m_nDOWATERFOG = 0; #ifdef _DEBUG m_bSKINNING = false; #endif // _DEBUG m_nSKINNING = 0; #ifdef _DEBUG m_bLIGHTING_PREVIEW = false; #endif // _DEBUG m_nLIGHTING_PREVIEW = 0; #ifdef _DEBUG m_bMORPHING = false; #endif // _DEBUG m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT_VERTEX && m_bSTATIC_LIGHT_LIGHTMAP && m_bDOWATERFOG && m_bSKINNING && m_bLIGHTING_PREVIEW && m_bMORPHING; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDYNAMIC_LIGHT ) + ( 4 * m_nSTATIC_LIGHT_VERTEX ) + ( 8 * m_nSTATIC_LIGHT_LIGHTMAP ) + ( 16 * m_nDOWATERFOG ) + ( 32 * m_nSKINNING ) + ( 64 * m_nLIGHTING_PREVIEW ) + ( 128 * 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_VERTEX + vsh_forgot_to_set_dynamic_STATIC_LIGHT_LIGHTMAP + 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 + 0