#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 <= 0 ); 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 = 0; #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 ) + ( 2 * m_nCUBEMAP ) + ( 4 * m_nFLOWMAP ) + ( 8 * m_nCORECOLORTEXTURE ) + ( 16 * 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