2025-06-17 12:26:53 -05:00

125 lines
2.7 KiB
C++

// 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