Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class refract_ps20_Static_Index { private: int m_nBLUR; #ifdef _DEBUG bool m_bBLUR; #endif public: void SetBLUR( int i ) { Assert( i >= 0 && i <= 1 ); m_nBLUR = i; #ifdef _DEBUG m_bBLUR = true; #endif } void SetBLUR( bool i ) { m_nBLUR = i ? 1 : 0; #ifdef _DEBUG m_bBLUR = true; #endif } private: int m_nFADEOUTONSILHOUETTE; #ifdef _DEBUG bool m_bFADEOUTONSILHOUETTE; #endif public: void SetFADEOUTONSILHOUETTE( int i ) { Assert( i >= 0 && i <= 1 ); m_nFADEOUTONSILHOUETTE = i; #ifdef _DEBUG m_bFADEOUTONSILHOUETTE = true; #endif } void SetFADEOUTONSILHOUETTE( bool i ) { m_nFADEOUTONSILHOUETTE = i ? 1 : 0; #ifdef _DEBUG m_bFADEOUTONSILHOUETTE = true; #endif } private: int m_nCUBEMAP; #ifdef _DEBUG bool m_bCUBEMAP; #endif public: void SetCUBEMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nCUBEMAP = i; #ifdef _DEBUG m_bCUBEMAP = true; #endif } void SetCUBEMAP( bool i ) { m_nCUBEMAP = i ? 1 : 0; #ifdef _DEBUG m_bCUBEMAP = true; #endif } private: int m_nREFRACTTINTTEXTURE; #ifdef _DEBUG bool m_bREFRACTTINTTEXTURE; #endif public: void SetREFRACTTINTTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nREFRACTTINTTEXTURE = i; #ifdef _DEBUG m_bREFRACTTINTTEXTURE = true; #endif } void SetREFRACTTINTTEXTURE( bool i ) { m_nREFRACTTINTTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bREFRACTTINTTEXTURE = true; #endif } private: int m_nMASKED; #ifdef _DEBUG bool m_bMASKED; #endif public: void SetMASKED( int i ) { Assert( i >= 0 && i <= 1 ); m_nMASKED = i; #ifdef _DEBUG m_bMASKED = true; #endif } void SetMASKED( bool i ) { m_nMASKED = i ? 1 : 0; #ifdef _DEBUG m_bMASKED = true; #endif } private: int m_nCOLORMODULATE; #ifdef _DEBUG bool m_bCOLORMODULATE; #endif public: void SetCOLORMODULATE( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOLORMODULATE = i; #ifdef _DEBUG m_bCOLORMODULATE = true; #endif } void SetCOLORMODULATE( bool i ) { m_nCOLORMODULATE = i ? 1 : 0; #ifdef _DEBUG m_bCOLORMODULATE = true; #endif } private: int m_nSECONDARY_NORMAL; #ifdef _DEBUG bool m_bSECONDARY_NORMAL; #endif public: void SetSECONDARY_NORMAL( int i ) { Assert( i >= 0 && i <= 1 ); m_nSECONDARY_NORMAL = i; #ifdef _DEBUG m_bSECONDARY_NORMAL = true; #endif } void SetSECONDARY_NORMAL( bool i ) { m_nSECONDARY_NORMAL = i ? 1 : 0; #ifdef _DEBUG m_bSECONDARY_NORMAL = true; #endif } private: int m_nNORMAL_DECODE_MODE; #ifdef _DEBUG bool m_bNORMAL_DECODE_MODE; #endif public: void SetNORMAL_DECODE_MODE( int i ) { Assert( i >= 0 && i <= 0 ); m_nNORMAL_DECODE_MODE = i; #ifdef _DEBUG m_bNORMAL_DECODE_MODE = true; #endif } void SetNORMAL_DECODE_MODE( bool i ) { m_nNORMAL_DECODE_MODE = i ? 1 : 0; #ifdef _DEBUG m_bNORMAL_DECODE_MODE = true; #endif } public: refract_ps20_Static_Index( ) { #ifdef _DEBUG m_bBLUR = false; #endif // _DEBUG
m_nBLUR = 0; #ifdef _DEBUG m_bFADEOUTONSILHOUETTE = false; #endif // _DEBUG
m_nFADEOUTONSILHOUETTE = 0; #ifdef _DEBUG m_bCUBEMAP = false; #endif // _DEBUG
m_nCUBEMAP = 0; #ifdef _DEBUG m_bREFRACTTINTTEXTURE = false; #endif // _DEBUG
m_nREFRACTTINTTEXTURE = 0; #ifdef _DEBUG m_bMASKED = false; #endif // _DEBUG
m_nMASKED = 0; #ifdef _DEBUG m_bCOLORMODULATE = false; #endif // _DEBUG
m_nCOLORMODULATE = 0; #ifdef _DEBUG m_bSECONDARY_NORMAL = false; #endif // _DEBUG
m_nSECONDARY_NORMAL = 0; #ifdef _DEBUG m_bNORMAL_DECODE_MODE = false; #endif // _DEBUG
m_nNORMAL_DECODE_MODE = 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_bBLUR && m_bFADEOUTONSILHOUETTE && m_bCUBEMAP && m_bREFRACTTINTTEXTURE && m_bMASKED && m_bCOLORMODULATE && m_bSECONDARY_NORMAL && m_bNORMAL_DECODE_MODE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 2 * m_nBLUR ) + ( 4 * m_nFADEOUTONSILHOUETTE ) + ( 8 * m_nCUBEMAP ) + ( 16 * m_nREFRACTTINTTEXTURE ) + ( 32 * m_nMASKED ) + ( 64 * m_nCOLORMODULATE ) + ( 128 * m_nSECONDARY_NORMAL ) + ( 256 * m_nNORMAL_DECODE_MODE ) + 0; } }; #define shaderStaticTest_refract_ps20 psh_forgot_to_set_static_BLUR + psh_forgot_to_set_static_FADEOUTONSILHOUETTE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_REFRACTTINTTEXTURE + psh_forgot_to_set_static_MASKED + psh_forgot_to_set_static_COLORMODULATE + psh_forgot_to_set_static_SECONDARY_NORMAL + psh_forgot_to_set_static_NORMAL_DECODE_MODE + 0 class refract_ps20_Dynamic_Index { private: int m_nPIXELFOGTYPE; #ifdef _DEBUG bool m_bPIXELFOGTYPE; #endif public: void SetPIXELFOGTYPE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPIXELFOGTYPE = i; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } void SetPIXELFOGTYPE( bool i ) { m_nPIXELFOGTYPE = i ? 1 : 0; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } public: refract_ps20_Dynamic_Index() { #ifdef _DEBUG m_bPIXELFOGTYPE = false; #endif // _DEBUG
m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + 0; } }; #define shaderDynamicTest_refract_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
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