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212 lines
4.6 KiB
212 lines
4.6 KiB
#include "shaderlib/cshader.h" |
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class eye_refract_ps20b_Static_Index |
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{ |
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private: |
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int m_nFLASHLIGHT; |
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#ifdef _DEBUG |
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bool m_bFLASHLIGHT; |
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#endif |
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public: |
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void SetFLASHLIGHT( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nFLASHLIGHT = i; |
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#ifdef _DEBUG |
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m_bFLASHLIGHT = true; |
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#endif |
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} |
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void SetFLASHLIGHT( bool i ) |
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{ |
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m_nFLASHLIGHT = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bFLASHLIGHT = true; |
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#endif |
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} |
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private: |
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int m_nLIGHTWARPTEXTURE; |
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#ifdef _DEBUG |
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bool m_bLIGHTWARPTEXTURE; |
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#endif |
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public: |
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void SetLIGHTWARPTEXTURE( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nLIGHTWARPTEXTURE = i; |
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#ifdef _DEBUG |
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m_bLIGHTWARPTEXTURE = true; |
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#endif |
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} |
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void SetLIGHTWARPTEXTURE( bool i ) |
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{ |
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m_nLIGHTWARPTEXTURE = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bLIGHTWARPTEXTURE = true; |
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#endif |
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} |
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private: |
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int m_nSPHERETEXKILLCOMBO; |
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#ifdef _DEBUG |
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bool m_bSPHERETEXKILLCOMBO; |
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#endif |
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public: |
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void SetSPHERETEXKILLCOMBO( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nSPHERETEXKILLCOMBO = i; |
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#ifdef _DEBUG |
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m_bSPHERETEXKILLCOMBO = true; |
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#endif |
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} |
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void SetSPHERETEXKILLCOMBO( bool i ) |
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{ |
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m_nSPHERETEXKILLCOMBO = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bSPHERETEXKILLCOMBO = true; |
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#endif |
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} |
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private: |
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int m_nRAYTRACESPHERE; |
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#ifdef _DEBUG |
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bool m_bRAYTRACESPHERE; |
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#endif |
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public: |
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void SetRAYTRACESPHERE( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nRAYTRACESPHERE = i; |
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#ifdef _DEBUG |
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m_bRAYTRACESPHERE = true; |
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#endif |
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} |
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void SetRAYTRACESPHERE( bool i ) |
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{ |
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m_nRAYTRACESPHERE = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bRAYTRACESPHERE = true; |
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#endif |
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} |
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private: |
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int m_nFLASHLIGHTDEPTHFILTERMODE; |
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#ifdef _DEBUG |
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bool m_bFLASHLIGHTDEPTHFILTERMODE; |
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#endif |
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public: |
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void SetFLASHLIGHTDEPTHFILTERMODE( int i ) |
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{ |
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Assert( i >= 0 && i <= 0 ); |
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m_nFLASHLIGHTDEPTHFILTERMODE = i; |
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#ifdef _DEBUG |
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m_bFLASHLIGHTDEPTHFILTERMODE = true; |
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#endif |
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} |
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void SetFLASHLIGHTDEPTHFILTERMODE( bool i ) |
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{ |
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m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bFLASHLIGHTDEPTHFILTERMODE = true; |
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#endif |
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} |
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public: |
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eye_refract_ps20b_Static_Index( ) |
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{ |
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#ifdef _DEBUG |
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m_bFLASHLIGHT = false; |
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#endif // _DEBUG |
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m_nFLASHLIGHT = 0; |
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#ifdef _DEBUG |
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m_bLIGHTWARPTEXTURE = false; |
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#endif // _DEBUG |
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m_nLIGHTWARPTEXTURE = 0; |
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#ifdef _DEBUG |
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m_bSPHERETEXKILLCOMBO = false; |
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#endif // _DEBUG |
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m_nSPHERETEXKILLCOMBO = 0; |
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#ifdef _DEBUG |
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m_bRAYTRACESPHERE = false; |
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#endif // _DEBUG |
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m_nRAYTRACESPHERE = 0; |
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#ifdef _DEBUG |
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m_bFLASHLIGHTDEPTHFILTERMODE = false; |
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#endif // _DEBUG |
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m_nFLASHLIGHTDEPTHFILTERMODE = 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_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bSPHERETEXKILLCOMBO && m_bRAYTRACESPHERE && m_bFLASHLIGHTDEPTHFILTERMODE; |
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Assert( bAllStaticVarsDefined ); |
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#endif // _DEBUG |
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return ( 10 * m_nFLASHLIGHT ) + ( 20 * m_nLIGHTWARPTEXTURE ) + ( 40 * m_nSPHERETEXKILLCOMBO ) + ( 80 * m_nRAYTRACESPHERE ) + ( 160 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0; |
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} |
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}; |
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#define shaderStaticTest_eye_refract_ps20b psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SPHERETEXKILLCOMBO + psh_forgot_to_set_static_RAYTRACESPHERE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0 |
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class eye_refract_ps20b_Dynamic_Index |
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{ |
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private: |
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int m_nNUM_LIGHTS; |
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#ifdef _DEBUG |
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bool m_bNUM_LIGHTS; |
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#endif |
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public: |
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void SetNUM_LIGHTS( int i ) |
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{ |
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Assert( i >= 0 && i <= 4 ); |
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m_nNUM_LIGHTS = i; |
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#ifdef _DEBUG |
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m_bNUM_LIGHTS = true; |
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#endif |
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} |
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void SetNUM_LIGHTS( bool i ) |
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{ |
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m_nNUM_LIGHTS = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bNUM_LIGHTS = true; |
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#endif |
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} |
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private: |
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int m_nFLASHLIGHTSHADOWS; |
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#ifdef _DEBUG |
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bool m_bFLASHLIGHTSHADOWS; |
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#endif |
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public: |
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void SetFLASHLIGHTSHADOWS( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nFLASHLIGHTSHADOWS = i; |
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#ifdef _DEBUG |
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m_bFLASHLIGHTSHADOWS = true; |
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#endif |
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} |
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void SetFLASHLIGHTSHADOWS( bool i ) |
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{ |
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m_nFLASHLIGHTSHADOWS = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bFLASHLIGHTSHADOWS = true; |
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#endif |
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} |
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public: |
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eye_refract_ps20b_Dynamic_Index() |
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{ |
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#ifdef _DEBUG |
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m_bNUM_LIGHTS = false; |
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#endif // _DEBUG |
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m_nNUM_LIGHTS = 0; |
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#ifdef _DEBUG |
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m_bFLASHLIGHTSHADOWS = false; |
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#endif // _DEBUG |
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m_nFLASHLIGHTSHADOWS = 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_bNUM_LIGHTS && m_bFLASHLIGHTSHADOWS; |
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Assert( bAllDynamicVarsDefined ); |
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#endif // _DEBUG |
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return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nFLASHLIGHTSHADOWS ) + 0; |
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} |
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}; |
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#define shaderDynamicTest_eye_refract_ps20b psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
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