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412 lines
8.9 KiB
412 lines
8.9 KiB
#include "shaderlib/cshader.h" |
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class vertexlit_and_unlit_generic_bump_ps30_Static_Index |
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{ |
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private: |
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int m_nCUBEMAP; |
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#ifdef _DEBUG |
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bool m_bCUBEMAP; |
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#endif |
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public: |
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void SetCUBEMAP( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nCUBEMAP = i; |
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#ifdef _DEBUG |
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m_bCUBEMAP = true; |
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#endif |
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} |
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void SetCUBEMAP( bool i ) |
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{ |
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m_nCUBEMAP = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bCUBEMAP = true; |
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#endif |
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} |
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private: |
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int m_nDIFFUSELIGHTING; |
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#ifdef _DEBUG |
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bool m_bDIFFUSELIGHTING; |
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#endif |
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public: |
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void SetDIFFUSELIGHTING( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nDIFFUSELIGHTING = i; |
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#ifdef _DEBUG |
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m_bDIFFUSELIGHTING = true; |
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#endif |
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} |
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void SetDIFFUSELIGHTING( bool i ) |
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{ |
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m_nDIFFUSELIGHTING = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bDIFFUSELIGHTING = 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_nSELFILLUM; |
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#ifdef _DEBUG |
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bool m_bSELFILLUM; |
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#endif |
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public: |
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void SetSELFILLUM( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nSELFILLUM = i; |
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#ifdef _DEBUG |
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m_bSELFILLUM = true; |
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#endif |
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} |
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void SetSELFILLUM( bool i ) |
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{ |
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m_nSELFILLUM = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bSELFILLUM = true; |
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#endif |
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} |
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private: |
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int m_nSELFILLUMFRESNEL; |
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#ifdef _DEBUG |
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bool m_bSELFILLUMFRESNEL; |
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#endif |
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public: |
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void SetSELFILLUMFRESNEL( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nSELFILLUMFRESNEL = i; |
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#ifdef _DEBUG |
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m_bSELFILLUMFRESNEL = true; |
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#endif |
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} |
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void SetSELFILLUMFRESNEL( bool i ) |
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{ |
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m_nSELFILLUMFRESNEL = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bSELFILLUMFRESNEL = true; |
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#endif |
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} |
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private: |
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int m_nNORMALMAPALPHAENVMAPMASK; |
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#ifdef _DEBUG |
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bool m_bNORMALMAPALPHAENVMAPMASK; |
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#endif |
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public: |
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void SetNORMALMAPALPHAENVMAPMASK( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nNORMALMAPALPHAENVMAPMASK = i; |
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#ifdef _DEBUG |
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m_bNORMALMAPALPHAENVMAPMASK = true; |
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#endif |
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} |
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void SetNORMALMAPALPHAENVMAPMASK( bool i ) |
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{ |
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m_nNORMALMAPALPHAENVMAPMASK = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bNORMALMAPALPHAENVMAPMASK = true; |
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#endif |
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} |
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private: |
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int m_nHALFLAMBERT; |
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#ifdef _DEBUG |
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bool m_bHALFLAMBERT; |
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#endif |
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public: |
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void SetHALFLAMBERT( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nHALFLAMBERT = i; |
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#ifdef _DEBUG |
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m_bHALFLAMBERT = true; |
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#endif |
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} |
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void SetHALFLAMBERT( bool i ) |
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{ |
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m_nHALFLAMBERT = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bHALFLAMBERT = true; |
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#endif |
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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_nDETAILTEXTURE; |
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#ifdef _DEBUG |
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bool m_bDETAILTEXTURE; |
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#endif |
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public: |
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void SetDETAILTEXTURE( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nDETAILTEXTURE = i; |
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#ifdef _DEBUG |
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m_bDETAILTEXTURE = true; |
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#endif |
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} |
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void SetDETAILTEXTURE( bool i ) |
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{ |
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m_nDETAILTEXTURE = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bDETAILTEXTURE = true; |
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#endif |
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} |
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private: |
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int m_nDETAIL_BLEND_MODE; |
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#ifdef _DEBUG |
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bool m_bDETAIL_BLEND_MODE; |
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#endif |
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public: |
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void SetDETAIL_BLEND_MODE( int i ) |
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{ |
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Assert( i >= 0 && i <= 6 ); |
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m_nDETAIL_BLEND_MODE = i; |
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#ifdef _DEBUG |
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m_bDETAIL_BLEND_MODE = true; |
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#endif |
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} |
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void SetDETAIL_BLEND_MODE( bool i ) |
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{ |
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m_nDETAIL_BLEND_MODE = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bDETAIL_BLEND_MODE = 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 <= 2 ); |
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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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private: |
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int m_nBLENDTINTBYBASEALPHA; |
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#ifdef _DEBUG |
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bool m_bBLENDTINTBYBASEALPHA; |
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#endif |
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public: |
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void SetBLENDTINTBYBASEALPHA( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nBLENDTINTBYBASEALPHA = i; |
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#ifdef _DEBUG |
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m_bBLENDTINTBYBASEALPHA = true; |
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#endif |
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} |
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void SetBLENDTINTBYBASEALPHA( bool i ) |
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{ |
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m_nBLENDTINTBYBASEALPHA = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bBLENDTINTBYBASEALPHA = true; |
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#endif |
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} |
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public: |
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vertexlit_and_unlit_generic_bump_ps30_Static_Index( ) |
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{ |
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#ifdef _DEBUG |
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m_bCUBEMAP = false; |
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#endif // _DEBUG |
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m_nCUBEMAP = 0; |
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#ifdef _DEBUG |
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m_bDIFFUSELIGHTING = false; |
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#endif // _DEBUG |
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m_nDIFFUSELIGHTING = 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_bSELFILLUM = false; |
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#endif // _DEBUG |
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m_nSELFILLUM = 0; |
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#ifdef _DEBUG |
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m_bSELFILLUMFRESNEL = false; |
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#endif // _DEBUG |
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m_nSELFILLUMFRESNEL = 0; |
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#ifdef _DEBUG |
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m_bNORMALMAPALPHAENVMAPMASK = false; |
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#endif // _DEBUG |
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m_nNORMALMAPALPHAENVMAPMASK = 0; |
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#ifdef _DEBUG |
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m_bHALFLAMBERT = false; |
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#endif // _DEBUG |
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m_nHALFLAMBERT = 0; |
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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_bDETAILTEXTURE = false; |
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#endif // _DEBUG |
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m_nDETAILTEXTURE = 0; |
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#ifdef _DEBUG |
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m_bDETAIL_BLEND_MODE = false; |
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#endif // _DEBUG |
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m_nDETAIL_BLEND_MODE = 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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#ifdef _DEBUG |
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m_bBLENDTINTBYBASEALPHA = false; |
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#endif // _DEBUG |
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m_nBLENDTINTBYBASEALPHA = 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_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; |
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Assert( bAllStaticVarsDefined ); |
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#endif // _DEBUG |
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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; |
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} |
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}; |
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#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 |
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class vertexlit_and_unlit_generic_bump_ps30_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_nAMBIENT_LIGHT; |
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#ifdef _DEBUG |
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bool m_bAMBIENT_LIGHT; |
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#endif |
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public: |
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void SetAMBIENT_LIGHT( int i ) |
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{ |
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Assert( i >= 0 && i <= 1 ); |
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m_nAMBIENT_LIGHT = i; |
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#ifdef _DEBUG |
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m_bAMBIENT_LIGHT = true; |
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#endif |
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} |
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void SetAMBIENT_LIGHT( bool i ) |
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{ |
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m_nAMBIENT_LIGHT = i ? 1 : 0; |
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#ifdef _DEBUG |
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m_bAMBIENT_LIGHT = 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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vertexlit_and_unlit_generic_bump_ps30_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_bAMBIENT_LIGHT = false; |
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#endif // _DEBUG |
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m_nAMBIENT_LIGHT = 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_bAMBIENT_LIGHT && 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_nAMBIENT_LIGHT ) + ( 10 * m_nFLASHLIGHTSHADOWS ) + 0; |
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} |
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}; |
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#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
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