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137 lines
2.9 KiB
137 lines
2.9 KiB
#include "shaderlib/cshader.h" |
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class depthwrite_vs20_Static_Index |
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{ |
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private: |
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int m_nONLY_PROJECT_POSITION; |
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#ifdef _DEBUG |
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bool m_bONLY_PROJECT_POSITION; |
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#endif |
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public: |
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void SetONLY_PROJECT_POSITION( int i ) |
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{ |
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Assert( i >= 0 && i <= 0 ); |
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m_nONLY_PROJECT_POSITION = i; |
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#ifdef _DEBUG |
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m_bONLY_PROJECT_POSITION = true; |
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#endif |
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} |
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void SetONLY_PROJECT_POSITION( bool i ) |
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{ |
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m_nONLY_PROJECT_POSITION = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bONLY_PROJECT_POSITION = true; |
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#endif |
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} |
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private: |
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int m_nCOLOR_DEPTH; |
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#ifdef _DEBUG |
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bool m_bCOLOR_DEPTH; |
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#endif |
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public: |
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void SetCOLOR_DEPTH( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nCOLOR_DEPTH = i; |
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#ifdef _DEBUG |
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m_bCOLOR_DEPTH = true; |
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#endif |
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} |
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void SetCOLOR_DEPTH( bool i ) |
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{ |
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m_nCOLOR_DEPTH = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bCOLOR_DEPTH = true; |
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#endif |
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} |
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public: |
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depthwrite_vs20_Static_Index( ) |
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{ |
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#ifdef _DEBUG |
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m_bONLY_PROJECT_POSITION = false; |
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#endif // _DEBUG |
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m_nONLY_PROJECT_POSITION = 0; |
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#ifdef _DEBUG |
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m_bCOLOR_DEPTH = false; |
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#endif // _DEBUG |
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m_nCOLOR_DEPTH = 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_bONLY_PROJECT_POSITION && m_bCOLOR_DEPTH; |
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Assert( bAllStaticVarsDefined ); |
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#endif // _DEBUG |
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return ( 4 * m_nONLY_PROJECT_POSITION ) + ( 4 * m_nCOLOR_DEPTH ) + 0; |
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} |
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}; |
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#define shaderStaticTest_depthwrite_vs20 vsh_forgot_to_set_static_ONLY_PROJECT_POSITION + vsh_forgot_to_set_static_COLOR_DEPTH + 0 |
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class depthwrite_vs20_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_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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public: |
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depthwrite_vs20_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_bSKINNING = false; |
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#endif // _DEBUG |
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m_nSKINNING = 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_bSKINNING; |
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Assert( bAllDynamicVarsDefined ); |
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#endif // _DEBUG |
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return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0; |
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} |
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}; |
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#define shaderDynamicTest_depthwrite_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
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