Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class refract_vs20_Static_Index { private: int m_nMODEL; #ifdef _DEBUG bool m_bMODEL; #endif public: void SetMODEL( int i ) { Assert( i >= 0 && i <= 1 ); m_nMODEL = i; #ifdef _DEBUG m_bMODEL = true; #endif } void SetMODEL( bool i ) { m_nMODEL = i ? 1 : 0; #ifdef _DEBUG m_bMODEL = 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 } public: refract_vs20_Static_Index( ) { #ifdef _DEBUG m_bMODEL = false; #endif // _DEBUG
m_nMODEL = 0; #ifdef _DEBUG m_bCOLORMODULATE = false; #endif // _DEBUG
m_nCOLORMODULATE = 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_bMODEL && m_bCOLORMODULATE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 4 * m_nMODEL ) + ( 8 * m_nCOLORMODULATE ) + 0; } }; #define shaderStaticTest_refract_vs20 vsh_forgot_to_set_static_MODEL + vsh_forgot_to_set_static_COLORMODULATE + 0 class refract_vs20_Dynamic_Index { private: int m_nCOMPRESSED_VERTS; #ifdef _DEBUG bool m_bCOMPRESSED_VERTS; #endif public: void SetCOMPRESSED_VERTS( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOMPRESSED_VERTS = i; #ifdef _DEBUG m_bCOMPRESSED_VERTS = true; #endif } void SetCOMPRESSED_VERTS( bool i ) { m_nCOMPRESSED_VERTS = i ? 1 : 0; #ifdef _DEBUG m_bCOMPRESSED_VERTS = true; #endif } private: int m_nSKINNING; #ifdef _DEBUG bool m_bSKINNING; #endif public: void SetSKINNING( int i ) { Assert( i >= 0 && i <= 1 ); m_nSKINNING = i; #ifdef _DEBUG m_bSKINNING = true; #endif } void SetSKINNING( bool i ) { m_nSKINNING = i ? 1 : 0; #ifdef _DEBUG m_bSKINNING = true; #endif } public: refract_vs20_Dynamic_Index() { #ifdef _DEBUG m_bCOMPRESSED_VERTS = false; #endif // _DEBUG
m_nCOMPRESSED_VERTS = 0; #ifdef _DEBUG m_bSKINNING = false; #endif // _DEBUG
m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bSKINNING; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0; } }; #define shaderDynamicTest_refract_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
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