Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class depthwrite_ps20_Static_Index { private: int m_nCOLOR_DEPTH; #ifdef _DEBUG bool m_bCOLOR_DEPTH; #endif public: void SetCOLOR_DEPTH( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOLOR_DEPTH = i; #ifdef _DEBUG m_bCOLOR_DEPTH = true; #endif } void SetCOLOR_DEPTH( bool i ) { m_nCOLOR_DEPTH = i ? 1 : 0; #ifdef _DEBUG m_bCOLOR_DEPTH = true; #endif } public: depthwrite_ps20_Static_Index( ) { #ifdef _DEBUG m_bCOLOR_DEPTH = false; #endif // _DEBUG
m_nCOLOR_DEPTH = 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_bCOLOR_DEPTH; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 2 * m_nCOLOR_DEPTH ) + 0; } }; #define shaderStaticTest_depthwrite_ps20 psh_forgot_to_set_static_COLOR_DEPTH + 0 class depthwrite_ps20_Dynamic_Index { private: int m_nALPHACLIP; #ifdef _DEBUG bool m_bALPHACLIP; #endif public: void SetALPHACLIP( int i ) { Assert( i >= 0 && i <= 1 ); m_nALPHACLIP = i; #ifdef _DEBUG m_bALPHACLIP = true; #endif } void SetALPHACLIP( bool i ) { m_nALPHACLIP = i ? 1 : 0; #ifdef _DEBUG m_bALPHACLIP = true; #endif } public: depthwrite_ps20_Dynamic_Index() { #ifdef _DEBUG m_bALPHACLIP = false; #endif // _DEBUG
m_nALPHACLIP = 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_bALPHACLIP; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nALPHACLIP ) + 0; } }; #define shaderDynamicTest_depthwrite_ps20 psh_forgot_to_set_dynamic_ALPHACLIP + 0
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