blob: d94bb09175b7d6dcd4c142dddb3fe2b4653c52d2 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
|
#include "shaderlib/cshader.h"
class skin_ps30b_Static_Index
{
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_nSELFILLUM;
#ifdef _DEBUG
bool m_bSELFILLUM;
#endif
public:
void SetSELFILLUM( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELFILLUM = i;
#ifdef _DEBUG
m_bSELFILLUM = true;
#endif
}
void SetSELFILLUM( bool i )
{
m_nSELFILLUM = i ? 1 : 0;
#ifdef _DEBUG
m_bSELFILLUM = true;
#endif
}
private:
int m_nSELFILLUMFRESNEL;
#ifdef _DEBUG
bool m_bSELFILLUMFRESNEL;
#endif
public:
void SetSELFILLUMFRESNEL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELFILLUMFRESNEL = i;
#ifdef _DEBUG
m_bSELFILLUMFRESNEL = true;
#endif
}
void SetSELFILLUMFRESNEL( bool i )
{
m_nSELFILLUMFRESNEL = i ? 1 : 0;
#ifdef _DEBUG
m_bSELFILLUMFRESNEL = true;
#endif
}
private:
int m_nFLASHLIGHT;
#ifdef _DEBUG
bool m_bFLASHLIGHT;
#endif
public:
void SetFLASHLIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHT = i;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif
}
void SetFLASHLIGHT( bool i )
{
m_nFLASHLIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif
}
private:
int m_nLIGHTWARPTEXTURE;
#ifdef _DEBUG
bool m_bLIGHTWARPTEXTURE;
#endif
public:
void SetLIGHTWARPTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nLIGHTWARPTEXTURE = i;
#ifdef _DEBUG
m_bLIGHTWARPTEXTURE = true;
#endif
}
void SetLIGHTWARPTEXTURE( bool i )
{
m_nLIGHTWARPTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTWARPTEXTURE = true;
#endif
}
private:
int m_nPHONGEXPONENTTEXTURE;
#ifdef _DEBUG
bool m_bPHONGEXPONENTTEXTURE;
#endif
public:
void SetPHONGEXPONENTTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPHONGEXPONENTTEXTURE = i;
#ifdef _DEBUG
m_bPHONGEXPONENTTEXTURE = true;
#endif
}
void SetPHONGEXPONENTTEXTURE( bool i )
{
m_nPHONGEXPONENTTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bPHONGEXPONENTTEXTURE = true;
#endif
}
private:
int m_nPHONGWARPTEXTURE;
#ifdef _DEBUG
bool m_bPHONGWARPTEXTURE;
#endif
public:
void SetPHONGWARPTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPHONGWARPTEXTURE = i;
#ifdef _DEBUG
m_bPHONGWARPTEXTURE = true;
#endif
}
void SetPHONGWARPTEXTURE( bool i )
{
m_nPHONGWARPTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bPHONGWARPTEXTURE = true;
#endif
}
private:
int m_nWRINKLEMAP;
#ifdef _DEBUG
bool m_bWRINKLEMAP;
#endif
public:
void SetWRINKLEMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWRINKLEMAP = i;
#ifdef _DEBUG
m_bWRINKLEMAP = true;
#endif
}
void SetWRINKLEMAP( bool i )
{
m_nWRINKLEMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bWRINKLEMAP = true;
#endif
}
private:
int m_nDETAIL_BLEND_MODE;
#ifdef _DEBUG
bool m_bDETAIL_BLEND_MODE;
#endif
public:
void SetDETAIL_BLEND_MODE( int i )
{
Assert( i >= 0 && i <= 6 );
m_nDETAIL_BLEND_MODE = i;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = true;
#endif
}
void SetDETAIL_BLEND_MODE( bool i )
{
m_nDETAIL_BLEND_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = true;
#endif
}
private:
int m_nDETAILTEXTURE;
#ifdef _DEBUG
bool m_bDETAILTEXTURE;
#endif
public:
void SetDETAILTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDETAILTEXTURE = i;
#ifdef _DEBUG
m_bDETAILTEXTURE = true;
#endif
}
void SetDETAILTEXTURE( bool i )
{
m_nDETAILTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bDETAILTEXTURE = true;
#endif
}
private:
int m_nRIMLIGHT;
#ifdef _DEBUG
bool m_bRIMLIGHT;
#endif
public:
void SetRIMLIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nRIMLIGHT = i;
#ifdef _DEBUG
m_bRIMLIGHT = true;
#endif
}
void SetRIMLIGHT( bool i )
{
m_nRIMLIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bRIMLIGHT = true;
#endif
}
public:
skin_ps30b_Static_Index( )
{
#ifdef _DEBUG
m_bCUBEMAP = false;
#endif // _DEBUG
m_nCUBEMAP = 0;
#ifdef _DEBUG
m_bSELFILLUM = false;
#endif // _DEBUG
m_nSELFILLUM = 0;
#ifdef _DEBUG
m_bSELFILLUMFRESNEL = false;
#endif // _DEBUG
m_nSELFILLUMFRESNEL = 0;
#ifdef _DEBUG
m_bFLASHLIGHT = false;
#endif // _DEBUG
m_nFLASHLIGHT = 0;
#ifdef _DEBUG
m_bLIGHTWARPTEXTURE = false;
#endif // _DEBUG
m_nLIGHTWARPTEXTURE = 0;
#ifdef _DEBUG
m_bPHONGEXPONENTTEXTURE = false;
#endif // _DEBUG
m_nPHONGEXPONENTTEXTURE = 0;
#ifdef _DEBUG
m_bPHONGWARPTEXTURE = false;
#endif // _DEBUG
m_nPHONGWARPTEXTURE = 0;
#ifdef _DEBUG
m_bWRINKLEMAP = false;
#endif // _DEBUG
m_nWRINKLEMAP = 0;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = false;
#endif // _DEBUG
m_nDETAIL_BLEND_MODE = 0;
#ifdef _DEBUG
m_bDETAILTEXTURE = false;
#endif // _DEBUG
m_nDETAILTEXTURE = 0;
#ifdef _DEBUG
m_bRIMLIGHT = false;
#endif // _DEBUG
m_nRIMLIGHT = 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_bCUBEMAP && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bPHONGEXPONENTTEXTURE && m_bPHONGWARPTEXTURE && m_bWRINKLEMAP && m_bDETAIL_BLEND_MODE && m_bDETAILTEXTURE && m_bRIMLIGHT;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 20 * m_nCUBEMAP ) + ( 40 * m_nSELFILLUM ) + ( 80 * m_nSELFILLUMFRESNEL ) + ( 160 * m_nFLASHLIGHT ) + ( 320 * m_nLIGHTWARPTEXTURE ) + ( 640 * m_nPHONGEXPONENTTEXTURE ) + ( 1280 * m_nPHONGWARPTEXTURE ) + ( 2560 * m_nWRINKLEMAP ) + ( 5120 * m_nDETAIL_BLEND_MODE ) + ( 35840 * m_nDETAILTEXTURE ) + ( 71680 * m_nRIMLIGHT ) + 0;
}
};
#define shaderStaticTest_skin_ps30b psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_PHONGEXPONENTTEXTURE + psh_forgot_to_set_static_PHONGWARPTEXTURE + psh_forgot_to_set_static_WRINKLEMAP + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_RIMLIGHT + 0
class skin_ps30b_Dynamic_Index
{
private:
int m_nWRITEWATERFOGTODESTALPHA;
#ifdef _DEBUG
bool m_bWRITEWATERFOGTODESTALPHA;
#endif
public:
void SetWRITEWATERFOGTODESTALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWRITEWATERFOGTODESTALPHA = i;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = true;
#endif
}
void SetWRITEWATERFOGTODESTALPHA( bool i )
{
m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = true;
#endif
}
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
}
private:
int m_nNUM_LIGHTS;
#ifdef _DEBUG
bool m_bNUM_LIGHTS;
#endif
public:
void SetNUM_LIGHTS( int i )
{
Assert( i >= 0 && i <= 4 );
m_nNUM_LIGHTS = i;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
void SetNUM_LIGHTS( bool i )
{
m_nNUM_LIGHTS = i ? 1 : 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
public:
skin_ps30b_Dynamic_Index()
{
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = false;
#endif // _DEBUG
m_nWRITEWATERFOGTODESTALPHA = 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = false;
#endif // _DEBUG
m_nPIXELFOGTYPE = 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = false;
#endif // _DEBUG
m_nNUM_LIGHTS = 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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bNUM_LIGHTS;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nNUM_LIGHTS ) + 0;
}
};
#define shaderDynamicTest_skin_ps30b psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
|