// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #pragma once #include "shaderlib/cshader.h" class depthwrite_vs30_Static_Index { unsigned int m_nONLY_PROJECT_POSITION : 1; unsigned int m_nCOLOR_DEPTH : 2; unsigned int m_nTREESWAY : 2; #ifdef _DEBUG bool m_bONLY_PROJECT_POSITION : 1; bool m_bCOLOR_DEPTH : 1; bool m_bTREESWAY : 1; #endif // _DEBUG public: void SetONLY_PROJECT_POSITION( int i ) { Assert( i >= 0 && i <= 0 ); m_nONLY_PROJECT_POSITION = i; #ifdef _DEBUG m_bONLY_PROJECT_POSITION = true; #endif // _DEBUG } void SetCOLOR_DEPTH( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOLOR_DEPTH = i; #ifdef _DEBUG m_bCOLOR_DEPTH = true; #endif // _DEBUG } void SetTREESWAY( int i ) { Assert( i >= 0 && i <= 2 ); m_nTREESWAY = i; #ifdef _DEBUG m_bTREESWAY = true; #endif // _DEBUG } depthwrite_vs30_Static_Index( ) { m_nONLY_PROJECT_POSITION = 0; m_nCOLOR_DEPTH = 0; m_nTREESWAY = 0; #ifdef _DEBUG m_bONLY_PROJECT_POSITION = false; m_bCOLOR_DEPTH = false; m_bTREESWAY = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bONLY_PROJECT_POSITION && m_bCOLOR_DEPTH && m_bTREESWAY ); return ( 8 * m_nONLY_PROJECT_POSITION ) + ( 8 * m_nCOLOR_DEPTH ) + ( 16 * m_nTREESWAY ) + 0; } }; #define shaderStaticTest_depthwrite_vs30 vsh_forgot_to_set_static_ONLY_PROJECT_POSITION + vsh_forgot_to_set_static_COLOR_DEPTH + vsh_forgot_to_set_static_TREESWAY class depthwrite_vs30_Dynamic_Index { unsigned int m_nCOMPRESSED_VERTS : 2; unsigned int m_nSKINNING : 2; unsigned int m_nMORPHING : 2; #ifdef _DEBUG bool m_bCOMPRESSED_VERTS : 1; bool m_bSKINNING : 1; bool m_bMORPHING : 1; #endif // _DEBUG public: void SetCOMPRESSED_VERTS( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOMPRESSED_VERTS = i; #ifdef _DEBUG m_bCOMPRESSED_VERTS = true; #endif // _DEBUG } void SetSKINNING( int i ) { Assert( i >= 0 && i <= 1 ); m_nSKINNING = i; #ifdef _DEBUG m_bSKINNING = true; #endif // _DEBUG } void SetMORPHING( int i ) { Assert( i >= 0 && i <= 1 ); m_nMORPHING = i; #ifdef _DEBUG m_bMORPHING = true; #endif // _DEBUG } depthwrite_vs30_Dynamic_Index( ) { m_nCOMPRESSED_VERTS = 0; m_nSKINNING = 0; m_nMORPHING = 0; #ifdef _DEBUG m_bCOMPRESSED_VERTS = false; m_bSKINNING = false; m_bMORPHING = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING ); return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + 0; } }; #define shaderDynamicTest_depthwrite_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_MORPHING