blob: cc1bfb361562dceb5ecb14a7a9d4d9e6a777d251 (
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
|
#include "shaderlib/cshader.h"
class vertexlit_lighting_only_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_nDIFFUSELIGHTING;
#ifdef _DEBUG
bool m_bDIFFUSELIGHTING;
#endif
public:
void SetDIFFUSELIGHTING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDIFFUSELIGHTING = i;
#ifdef _DEBUG
m_bDIFFUSELIGHTING = true;
#endif
}
void SetDIFFUSELIGHTING( bool i )
{
m_nDIFFUSELIGHTING = i ? 1 : 0;
#ifdef _DEBUG
m_bDIFFUSELIGHTING = true;
#endif
}
private:
int m_nHALFLAMBERT;
#ifdef _DEBUG
bool m_bHALFLAMBERT;
#endif
public:
void SetHALFLAMBERT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHALFLAMBERT = i;
#ifdef _DEBUG
m_bHALFLAMBERT = true;
#endif
}
void SetHALFLAMBERT( bool i )
{
m_nHALFLAMBERT = i ? 1 : 0;
#ifdef _DEBUG
m_bHALFLAMBERT = true;
#endif
}
public:
vertexlit_lighting_only_ps20b_Static_Index( )
{
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = true;
#endif // _DEBUG
m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
#ifdef _DEBUG
m_bDIFFUSELIGHTING = false;
#endif // _DEBUG
m_nDIFFUSELIGHTING = 0;
#ifdef _DEBUG
m_bHALFLAMBERT = false;
#endif // _DEBUG
m_nHALFLAMBERT = 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_bDIFFUSELIGHTING && m_bHALFLAMBERT;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 10 * m_nCONVERT_TO_SRGB ) + ( 20 * m_nDIFFUSELIGHTING ) + ( 40 * m_nHALFLAMBERT ) + 0;
}
};
#define shaderStaticTest_vertexlit_lighting_only_ps20b psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_HALFLAMBERT + 0
class vertexlit_lighting_only_ps20b_Dynamic_Index
{
private:
int m_nAMBIENT_LIGHT;
#ifdef _DEBUG
bool m_bAMBIENT_LIGHT;
#endif
public:
void SetAMBIENT_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nAMBIENT_LIGHT = i;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = true;
#endif
}
void SetAMBIENT_LIGHT( bool i )
{
m_nAMBIENT_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = 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:
vertexlit_lighting_only_ps20b_Dynamic_Index()
{
#ifdef _DEBUG
m_bAMBIENT_LIGHT = false;
#endif // _DEBUG
m_nAMBIENT_LIGHT = 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_bAMBIENT_LIGHT && m_bNUM_LIGHTS;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nAMBIENT_LIGHT ) + ( 2 * m_nNUM_LIGHTS ) + 0;
}
};
#define shaderDynamicTest_vertexlit_lighting_only_ps20b psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
|