Team Fortress 2 Source Code as on 22/4/2020
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362 lines
7.2 KiB

  1. #include "shaderlib/cshader.h"
  2. class lightmappedgeneric_vs20_Static_Index
  3. {
  4. private:
  5. int m_nENVMAP_MASK;
  6. #ifdef _DEBUG
  7. bool m_bENVMAP_MASK;
  8. #endif
  9. public:
  10. void SetENVMAP_MASK( int i )
  11. {
  12. Assert( i >= 0 && i <= 1 );
  13. m_nENVMAP_MASK = i;
  14. #ifdef _DEBUG
  15. m_bENVMAP_MASK = true;
  16. #endif
  17. }
  18. void SetENVMAP_MASK( bool i )
  19. {
  20. m_nENVMAP_MASK = i ? 1 : 0;
  21. #ifdef _DEBUG
  22. m_bENVMAP_MASK = true;
  23. #endif
  24. }
  25. private:
  26. int m_nTANGENTSPACE;
  27. #ifdef _DEBUG
  28. bool m_bTANGENTSPACE;
  29. #endif
  30. public:
  31. void SetTANGENTSPACE( int i )
  32. {
  33. Assert( i >= 0 && i <= 1 );
  34. m_nTANGENTSPACE = i;
  35. #ifdef _DEBUG
  36. m_bTANGENTSPACE = true;
  37. #endif
  38. }
  39. void SetTANGENTSPACE( bool i )
  40. {
  41. m_nTANGENTSPACE = i ? 1 : 0;
  42. #ifdef _DEBUG
  43. m_bTANGENTSPACE = true;
  44. #endif
  45. }
  46. private:
  47. int m_nBUMPMAP;
  48. #ifdef _DEBUG
  49. bool m_bBUMPMAP;
  50. #endif
  51. public:
  52. void SetBUMPMAP( int i )
  53. {
  54. Assert( i >= 0 && i <= 1 );
  55. m_nBUMPMAP = i;
  56. #ifdef _DEBUG
  57. m_bBUMPMAP = true;
  58. #endif
  59. }
  60. void SetBUMPMAP( bool i )
  61. {
  62. m_nBUMPMAP = i ? 1 : 0;
  63. #ifdef _DEBUG
  64. m_bBUMPMAP = true;
  65. #endif
  66. }
  67. private:
  68. int m_nDIFFUSEBUMPMAP;
  69. #ifdef _DEBUG
  70. bool m_bDIFFUSEBUMPMAP;
  71. #endif
  72. public:
  73. void SetDIFFUSEBUMPMAP( int i )
  74. {
  75. Assert( i >= 0 && i <= 1 );
  76. m_nDIFFUSEBUMPMAP = i;
  77. #ifdef _DEBUG
  78. m_bDIFFUSEBUMPMAP = true;
  79. #endif
  80. }
  81. void SetDIFFUSEBUMPMAP( bool i )
  82. {
  83. m_nDIFFUSEBUMPMAP = i ? 1 : 0;
  84. #ifdef _DEBUG
  85. m_bDIFFUSEBUMPMAP = true;
  86. #endif
  87. }
  88. private:
  89. int m_nVERTEXCOLOR;
  90. #ifdef _DEBUG
  91. bool m_bVERTEXCOLOR;
  92. #endif
  93. public:
  94. void SetVERTEXCOLOR( int i )
  95. {
  96. Assert( i >= 0 && i <= 1 );
  97. m_nVERTEXCOLOR = i;
  98. #ifdef _DEBUG
  99. m_bVERTEXCOLOR = true;
  100. #endif
  101. }
  102. void SetVERTEXCOLOR( bool i )
  103. {
  104. m_nVERTEXCOLOR = i ? 1 : 0;
  105. #ifdef _DEBUG
  106. m_bVERTEXCOLOR = true;
  107. #endif
  108. }
  109. private:
  110. int m_nVERTEXALPHATEXBLENDFACTOR;
  111. #ifdef _DEBUG
  112. bool m_bVERTEXALPHATEXBLENDFACTOR;
  113. #endif
  114. public:
  115. void SetVERTEXALPHATEXBLENDFACTOR( int i )
  116. {
  117. Assert( i >= 0 && i <= 1 );
  118. m_nVERTEXALPHATEXBLENDFACTOR = i;
  119. #ifdef _DEBUG
  120. m_bVERTEXALPHATEXBLENDFACTOR = true;
  121. #endif
  122. }
  123. void SetVERTEXALPHATEXBLENDFACTOR( bool i )
  124. {
  125. m_nVERTEXALPHATEXBLENDFACTOR = i ? 1 : 0;
  126. #ifdef _DEBUG
  127. m_bVERTEXALPHATEXBLENDFACTOR = true;
  128. #endif
  129. }
  130. private:
  131. int m_nRELIEF_MAPPING;
  132. #ifdef _DEBUG
  133. bool m_bRELIEF_MAPPING;
  134. #endif
  135. public:
  136. void SetRELIEF_MAPPING( int i )
  137. {
  138. Assert( i >= 0 && i <= 0 );
  139. m_nRELIEF_MAPPING = i;
  140. #ifdef _DEBUG
  141. m_bRELIEF_MAPPING = true;
  142. #endif
  143. }
  144. void SetRELIEF_MAPPING( bool i )
  145. {
  146. m_nRELIEF_MAPPING = i ? 1 : 0;
  147. #ifdef _DEBUG
  148. m_bRELIEF_MAPPING = true;
  149. #endif
  150. }
  151. private:
  152. int m_nSEAMLESS;
  153. #ifdef _DEBUG
  154. bool m_bSEAMLESS;
  155. #endif
  156. public:
  157. void SetSEAMLESS( int i )
  158. {
  159. Assert( i >= 0 && i <= 1 );
  160. m_nSEAMLESS = i;
  161. #ifdef _DEBUG
  162. m_bSEAMLESS = true;
  163. #endif
  164. }
  165. void SetSEAMLESS( bool i )
  166. {
  167. m_nSEAMLESS = i ? 1 : 0;
  168. #ifdef _DEBUG
  169. m_bSEAMLESS = true;
  170. #endif
  171. }
  172. private:
  173. int m_nBUMPMASK;
  174. #ifdef _DEBUG
  175. bool m_bBUMPMASK;
  176. #endif
  177. public:
  178. void SetBUMPMASK( int i )
  179. {
  180. Assert( i >= 0 && i <= 1 );
  181. m_nBUMPMASK = i;
  182. #ifdef _DEBUG
  183. m_bBUMPMASK = true;
  184. #endif
  185. }
  186. void SetBUMPMASK( bool i )
  187. {
  188. m_nBUMPMASK = i ? 1 : 0;
  189. #ifdef _DEBUG
  190. m_bBUMPMASK = true;
  191. #endif
  192. }
  193. private:
  194. int m_nFLASHLIGHT;
  195. #ifdef _DEBUG
  196. bool m_bFLASHLIGHT;
  197. #endif
  198. public:
  199. void SetFLASHLIGHT( int i )
  200. {
  201. Assert( i >= 0 && i <= 1 );
  202. m_nFLASHLIGHT = i;
  203. #ifdef _DEBUG
  204. m_bFLASHLIGHT = true;
  205. #endif
  206. }
  207. void SetFLASHLIGHT( bool i )
  208. {
  209. m_nFLASHLIGHT = i ? 1 : 0;
  210. #ifdef _DEBUG
  211. m_bFLASHLIGHT = true;
  212. #endif
  213. }
  214. public:
  215. lightmappedgeneric_vs20_Static_Index( )
  216. {
  217. #ifdef _DEBUG
  218. m_bENVMAP_MASK = false;
  219. #endif // _DEBUG
  220. m_nENVMAP_MASK = 0;
  221. #ifdef _DEBUG
  222. m_bTANGENTSPACE = false;
  223. #endif // _DEBUG
  224. m_nTANGENTSPACE = 0;
  225. #ifdef _DEBUG
  226. m_bBUMPMAP = false;
  227. #endif // _DEBUG
  228. m_nBUMPMAP = 0;
  229. #ifdef _DEBUG
  230. m_bDIFFUSEBUMPMAP = false;
  231. #endif // _DEBUG
  232. m_nDIFFUSEBUMPMAP = 0;
  233. #ifdef _DEBUG
  234. m_bVERTEXCOLOR = false;
  235. #endif // _DEBUG
  236. m_nVERTEXCOLOR = 0;
  237. #ifdef _DEBUG
  238. m_bVERTEXALPHATEXBLENDFACTOR = false;
  239. #endif // _DEBUG
  240. m_nVERTEXALPHATEXBLENDFACTOR = 0;
  241. #ifdef _DEBUG
  242. m_bRELIEF_MAPPING = false;
  243. #endif // _DEBUG
  244. m_nRELIEF_MAPPING = 0;
  245. #ifdef _DEBUG
  246. m_bSEAMLESS = false;
  247. #endif // _DEBUG
  248. m_nSEAMLESS = 0;
  249. #ifdef _DEBUG
  250. m_bBUMPMASK = false;
  251. #endif // _DEBUG
  252. m_nBUMPMASK = 0;
  253. #ifdef _DEBUG
  254. m_bFLASHLIGHT = false;
  255. #endif // _DEBUG
  256. m_nFLASHLIGHT = 0;
  257. }
  258. int GetIndex()
  259. {
  260. // Asserts to make sure that we aren't using any skipped combinations.
  261. // Asserts to make sure that we are setting all of the combination vars.
  262. #ifdef _DEBUG
  263. bool bAllStaticVarsDefined = m_bENVMAP_MASK && m_bTANGENTSPACE && m_bBUMPMAP && m_bDIFFUSEBUMPMAP && m_bVERTEXCOLOR && m_bVERTEXALPHATEXBLENDFACTOR && m_bRELIEF_MAPPING && m_bSEAMLESS && m_bBUMPMASK && m_bFLASHLIGHT;
  264. Assert( bAllStaticVarsDefined );
  265. #endif // _DEBUG
  266. return ( 4 * m_nENVMAP_MASK ) + ( 8 * m_nTANGENTSPACE ) + ( 16 * m_nBUMPMAP ) + ( 32 * m_nDIFFUSEBUMPMAP ) + ( 64 * m_nVERTEXCOLOR ) + ( 128 * m_nVERTEXALPHATEXBLENDFACTOR ) + ( 256 * m_nRELIEF_MAPPING ) + ( 256 * m_nSEAMLESS ) + ( 512 * m_nBUMPMASK ) + ( 1024 * m_nFLASHLIGHT ) + 0;
  267. }
  268. };
  269. #define shaderStaticTest_lightmappedgeneric_vs20 vsh_forgot_to_set_static_ENVMAP_MASK + vsh_forgot_to_set_static_TANGENTSPACE + vsh_forgot_to_set_static_BUMPMAP + vsh_forgot_to_set_static_DIFFUSEBUMPMAP + vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_VERTEXALPHATEXBLENDFACTOR + vsh_forgot_to_set_static_RELIEF_MAPPING + vsh_forgot_to_set_static_SEAMLESS + vsh_forgot_to_set_static_BUMPMASK + vsh_forgot_to_set_static_FLASHLIGHT + 0
  270. class lightmappedgeneric_vs20_Dynamic_Index
  271. {
  272. private:
  273. int m_nFASTPATH;
  274. #ifdef _DEBUG
  275. bool m_bFASTPATH;
  276. #endif
  277. public:
  278. void SetFASTPATH( int i )
  279. {
  280. Assert( i >= 0 && i <= 1 );
  281. m_nFASTPATH = i;
  282. #ifdef _DEBUG
  283. m_bFASTPATH = true;
  284. #endif
  285. }
  286. void SetFASTPATH( bool i )
  287. {
  288. m_nFASTPATH = i ? 1 : 0;
  289. #ifdef _DEBUG
  290. m_bFASTPATH = true;
  291. #endif
  292. }
  293. private:
  294. int m_nDOWATERFOG;
  295. #ifdef _DEBUG
  296. bool m_bDOWATERFOG;
  297. #endif
  298. public:
  299. void SetDOWATERFOG( int i )
  300. {
  301. Assert( i >= 0 && i <= 1 );
  302. m_nDOWATERFOG = i;
  303. #ifdef _DEBUG
  304. m_bDOWATERFOG = true;
  305. #endif
  306. }
  307. void SetDOWATERFOG( bool i )
  308. {
  309. m_nDOWATERFOG = i ? 1 : 0;
  310. #ifdef _DEBUG
  311. m_bDOWATERFOG = true;
  312. #endif
  313. }
  314. private:
  315. int m_nLIGHTING_PREVIEW;
  316. #ifdef _DEBUG
  317. bool m_bLIGHTING_PREVIEW;
  318. #endif
  319. public:
  320. void SetLIGHTING_PREVIEW( int i )
  321. {
  322. Assert( i >= 0 && i <= 0 );
  323. m_nLIGHTING_PREVIEW = i;
  324. #ifdef _DEBUG
  325. m_bLIGHTING_PREVIEW = true;
  326. #endif
  327. }
  328. void SetLIGHTING_PREVIEW( bool i )
  329. {
  330. m_nLIGHTING_PREVIEW = i ? 1 : 0;
  331. #ifdef _DEBUG
  332. m_bLIGHTING_PREVIEW = true;
  333. #endif
  334. }
  335. public:
  336. lightmappedgeneric_vs20_Dynamic_Index()
  337. {
  338. #ifdef _DEBUG
  339. m_bFASTPATH = false;
  340. #endif // _DEBUG
  341. m_nFASTPATH = 0;
  342. #ifdef _DEBUG
  343. m_bDOWATERFOG = false;
  344. #endif // _DEBUG
  345. m_nDOWATERFOG = 0;
  346. #ifdef _DEBUG
  347. m_bLIGHTING_PREVIEW = false;
  348. #endif // _DEBUG
  349. m_nLIGHTING_PREVIEW = 0;
  350. }
  351. int GetIndex()
  352. {
  353. // Asserts to make sure that we aren't using any skipped combinations.
  354. // Asserts to make sure that we are setting all of the combination vars.
  355. #ifdef _DEBUG
  356. bool bAllDynamicVarsDefined = m_bFASTPATH && m_bDOWATERFOG && m_bLIGHTING_PREVIEW;
  357. Assert( bAllDynamicVarsDefined );
  358. #endif // _DEBUG
  359. return ( 1 * m_nFASTPATH ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nLIGHTING_PREVIEW ) + 0;
  360. }
  361. };
  362. #define shaderDynamicTest_lightmappedgeneric_vs20 vsh_forgot_to_set_dynamic_FASTPATH + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + 0