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#include "shaderlib/cshader.h"
class core_ps20b_Static_Index
{
private:
int m_nCONVERT_TO_SRGB;
#ifdef _DEBUG
bool m_bCONVERT_TO_SRGB;
#endif
public:
void SetCONVERT_TO_SRGB( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCONVERT_TO_SRGB = i;
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = true;
#endif
}
void SetCONVERT_TO_SRGB( bool i )
{
m_nCONVERT_TO_SRGB = i ? 1 : 0;
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = 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_nFLOWMAP;
#ifdef _DEBUG
bool m_bFLOWMAP;
#endif
public:
void SetFLOWMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLOWMAP = i;
#ifdef _DEBUG
m_bFLOWMAP = true;
#endif
}
void SetFLOWMAP( bool i )
{
m_nFLOWMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bFLOWMAP = true;
#endif
}
private:
int m_nCORECOLORTEXTURE;
#ifdef _DEBUG
bool m_bCORECOLORTEXTURE;
#endif
public:
void SetCORECOLORTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCORECOLORTEXTURE = i;
#ifdef _DEBUG
m_bCORECOLORTEXTURE = true;
#endif
}
void SetCORECOLORTEXTURE( bool i )
{
m_nCORECOLORTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bCORECOLORTEXTURE = true;
#endif
}
private:
int m_nREFRACT;
#ifdef _DEBUG
bool m_bREFRACT;
#endif
public:
void SetREFRACT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nREFRACT = i;
#ifdef _DEBUG
m_bREFRACT = true;
#endif
}
void SetREFRACT( bool i )
{
m_nREFRACT = i ? 1 : 0;
#ifdef _DEBUG
m_bREFRACT = true;
#endif
}
public:
core_ps20b_Static_Index( )
{
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = true;
#endif // _DEBUG
m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
#ifdef _DEBUG
m_bCUBEMAP = false;
#endif // _DEBUG
m_nCUBEMAP = 0;
#ifdef _DEBUG
m_bFLOWMAP = false;
#endif // _DEBUG
m_nFLOWMAP = 0;
#ifdef _DEBUG
m_bCORECOLORTEXTURE = false;
#endif // _DEBUG
m_nCORECOLORTEXTURE = 0;
#ifdef _DEBUG
m_bREFRACT = false;
#endif // _DEBUG
m_nREFRACT = 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_bCONVERT_TO_SRGB && m_bCUBEMAP && m_bFLOWMAP && m_bCORECOLORTEXTURE && m_bREFRACT;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 2 * m_nCONVERT_TO_SRGB ) + ( 4 * m_nCUBEMAP ) + ( 8 * m_nFLOWMAP ) + ( 16 * m_nCORECOLORTEXTURE ) + ( 32 * m_nREFRACT ) + 0;
}
};
#define shaderStaticTest_core_ps20b psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_FLOWMAP + psh_forgot_to_set_static_CORECOLORTEXTURE + psh_forgot_to_set_static_REFRACT + 0
class core_ps20b_Dynamic_Index
{
private:
int m_nPIXELFOGTYPE;
#ifdef _DEBUG
bool m_bPIXELFOGTYPE;
#endif
public:
void SetPIXELFOGTYPE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPIXELFOGTYPE = i;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif
}
void SetPIXELFOGTYPE( bool i )
{
m_nPIXELFOGTYPE = i ? 1 : 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif
}
public:
core_ps20b_Dynamic_Index()
{
#ifdef _DEBUG
m_bPIXELFOGTYPE = false;
#endif // _DEBUG
m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + 0;
}
};
#define shaderDynamicTest_core_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
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