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187 lines
3.6 KiB
187 lines
3.6 KiB
#include "shaderlib/cshader.h" |
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class skin_vs30_Static_Index |
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{ |
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private: |
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int m_nDECAL; |
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#ifdef _DEBUG |
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bool m_bDECAL; |
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#endif |
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public: |
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void SetDECAL( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nDECAL = i; |
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#ifdef _DEBUG |
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m_bDECAL = true; |
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#endif |
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} |
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void SetDECAL( bool i ) |
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{ |
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m_nDECAL = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bDECAL = true; |
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#endif |
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} |
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public: |
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skin_vs30_Static_Index( ) |
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{ |
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#ifdef _DEBUG |
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m_bDECAL = false; |
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#endif // _DEBUG |
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m_nDECAL = 0; |
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} |
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int GetIndex() |
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{ |
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// Asserts to make sure that we aren't using any skipped combinations. |
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// Asserts to make sure that we are setting all of the combination vars. |
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#ifdef _DEBUG |
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bool bAllStaticVarsDefined = m_bDECAL; |
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Assert( bAllStaticVarsDefined ); |
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#endif // _DEBUG |
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return ( 32 * m_nDECAL ) + 0; |
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} |
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}; |
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#define shaderStaticTest_skin_vs30 vsh_forgot_to_set_static_DECAL + 0 |
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class skin_vs30_Dynamic_Index |
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{ |
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private: |
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int m_nCOMPRESSED_VERTS; |
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#ifdef _DEBUG |
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bool m_bCOMPRESSED_VERTS; |
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#endif |
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public: |
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void SetCOMPRESSED_VERTS( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nCOMPRESSED_VERTS = i; |
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#ifdef _DEBUG |
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m_bCOMPRESSED_VERTS = true; |
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#endif |
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} |
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void SetCOMPRESSED_VERTS( bool i ) |
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{ |
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m_nCOMPRESSED_VERTS = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bCOMPRESSED_VERTS = true; |
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#endif |
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} |
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private: |
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int m_nDOWATERFOG; |
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#ifdef _DEBUG |
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bool m_bDOWATERFOG; |
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#endif |
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public: |
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void SetDOWATERFOG( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nDOWATERFOG = i; |
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#ifdef _DEBUG |
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m_bDOWATERFOG = true; |
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#endif |
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} |
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void SetDOWATERFOG( bool i ) |
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{ |
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m_nDOWATERFOG = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bDOWATERFOG = true; |
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#endif |
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} |
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private: |
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int m_nSKINNING; |
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#ifdef _DEBUG |
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bool m_bSKINNING; |
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#endif |
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public: |
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void SetSKINNING( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nSKINNING = i; |
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#ifdef _DEBUG |
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m_bSKINNING = true; |
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#endif |
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} |
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void SetSKINNING( bool i ) |
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{ |
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m_nSKINNING = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bSKINNING = true; |
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#endif |
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} |
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private: |
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int m_nLIGHTING_PREVIEW; |
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#ifdef _DEBUG |
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bool m_bLIGHTING_PREVIEW; |
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#endif |
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public: |
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void SetLIGHTING_PREVIEW( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nLIGHTING_PREVIEW = i; |
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#ifdef _DEBUG |
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m_bLIGHTING_PREVIEW = true; |
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#endif |
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} |
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void SetLIGHTING_PREVIEW( bool i ) |
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{ |
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m_nLIGHTING_PREVIEW = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bLIGHTING_PREVIEW = true; |
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#endif |
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} |
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private: |
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int m_nMORPHING; |
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#ifdef _DEBUG |
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bool m_bMORPHING; |
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#endif |
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public: |
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void SetMORPHING( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nMORPHING = i; |
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#ifdef _DEBUG |
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m_bMORPHING = true; |
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#endif |
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} |
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void SetMORPHING( bool i ) |
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{ |
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m_nMORPHING = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bMORPHING = true; |
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#endif |
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} |
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public: |
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skin_vs30_Dynamic_Index() |
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{ |
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#ifdef _DEBUG |
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m_bCOMPRESSED_VERTS = false; |
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#endif // _DEBUG |
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m_nCOMPRESSED_VERTS = 0; |
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#ifdef _DEBUG |
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m_bDOWATERFOG = false; |
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#endif // _DEBUG |
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m_nDOWATERFOG = 0; |
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#ifdef _DEBUG |
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m_bSKINNING = false; |
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#endif // _DEBUG |
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m_nSKINNING = 0; |
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#ifdef _DEBUG |
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m_bLIGHTING_PREVIEW = false; |
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#endif // _DEBUG |
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m_nLIGHTING_PREVIEW = 0; |
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#ifdef _DEBUG |
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m_bMORPHING = false; |
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#endif // _DEBUG |
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m_nMORPHING = 0; |
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} |
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int GetIndex() |
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{ |
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// Asserts to make sure that we aren't using any skipped combinations. |
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// Asserts to make sure that we are setting all of the combination vars. |
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#ifdef _DEBUG |
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bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bLIGHTING_PREVIEW && m_bMORPHING; |
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Assert( bAllDynamicVarsDefined ); |
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#endif // _DEBUG |
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return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nLIGHTING_PREVIEW ) + ( 16 * m_nMORPHING ) + 0; |
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} |
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}; |
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#define shaderDynamicTest_skin_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + 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
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