Team Fortress 2 Source Code as on 22/4/2020
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85 lines
1.8 KiB

  1. #include "shaderlib/cshader.h"
  2. class weapon_sheen_pass_ps30_Static_Index
  3. {
  4. private:
  5. int m_nCONVERT_TO_SRGB;
  6. #ifdef _DEBUG
  7. bool m_bCONVERT_TO_SRGB;
  8. #endif
  9. public:
  10. void SetCONVERT_TO_SRGB( int i )
  11. {
  12. Assert( i >= 0 && i <= 1 );
  13. m_nCONVERT_TO_SRGB = i;
  14. #ifdef _DEBUG
  15. m_bCONVERT_TO_SRGB = true;
  16. #endif
  17. }
  18. void SetCONVERT_TO_SRGB( bool i )
  19. {
  20. m_nCONVERT_TO_SRGB = i ? 1 : 0;
  21. #ifdef _DEBUG
  22. m_bCONVERT_TO_SRGB = true;
  23. #endif
  24. }
  25. private:
  26. int m_nBUMPMAP;
  27. #ifdef _DEBUG
  28. bool m_bBUMPMAP;
  29. #endif
  30. public:
  31. void SetBUMPMAP( int i )
  32. {
  33. Assert( i >= 0 && i <= 1 );
  34. m_nBUMPMAP = i;
  35. #ifdef _DEBUG
  36. m_bBUMPMAP = true;
  37. #endif
  38. }
  39. void SetBUMPMAP( bool i )
  40. {
  41. m_nBUMPMAP = i ? 1 : 0;
  42. #ifdef _DEBUG
  43. m_bBUMPMAP = true;
  44. #endif
  45. }
  46. public:
  47. weapon_sheen_pass_ps30_Static_Index( )
  48. {
  49. #ifdef _DEBUG
  50. m_bCONVERT_TO_SRGB = true;
  51. #endif // _DEBUG
  52. m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
  53. #ifdef _DEBUG
  54. m_bBUMPMAP = false;
  55. #endif // _DEBUG
  56. m_nBUMPMAP = 0;
  57. }
  58. int GetIndex()
  59. {
  60. // Asserts to make sure that we aren't using any skipped combinations.
  61. // Asserts to make sure that we are setting all of the combination vars.
  62. #ifdef _DEBUG
  63. bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB && m_bBUMPMAP;
  64. Assert( bAllStaticVarsDefined );
  65. #endif // _DEBUG
  66. return ( 1 * m_nCONVERT_TO_SRGB ) + ( 2 * m_nBUMPMAP ) + 0;
  67. }
  68. };
  69. #define shaderStaticTest_weapon_sheen_pass_ps30 psh_forgot_to_set_static_BUMPMAP + 0
  70. class weapon_sheen_pass_ps30_Dynamic_Index
  71. {
  72. public:
  73. weapon_sheen_pass_ps30_Dynamic_Index()
  74. {
  75. }
  76. int GetIndex()
  77. {
  78. // Asserts to make sure that we aren't using any skipped combinations.
  79. // Asserts to make sure that we are setting all of the combination vars.
  80. #ifdef _DEBUG
  81. #endif // _DEBUG
  82. return 0;
  83. }
  84. };
  85. #define shaderDynamicTest_weapon_sheen_pass_ps30 0