Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class watercheap_ps20b_Static_Index { private: int m_nCONVERT_TO_SRGB; #ifdef _DEBUG bool m_bCONVERT_TO_SRGB; #endif public: void SetCONVERT_TO_SRGB( int i ) { Assert( i >= 0 && i <= 1 ); m_nCONVERT_TO_SRGB = i; #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif } void SetCONVERT_TO_SRGB( bool i ) { m_nCONVERT_TO_SRGB = i ? 1 : 0; #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif } private: int m_nMULTITEXTURE; #ifdef _DEBUG bool m_bMULTITEXTURE; #endif public: void SetMULTITEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nMULTITEXTURE = i; #ifdef _DEBUG m_bMULTITEXTURE = true; #endif } void SetMULTITEXTURE( bool i ) { m_nMULTITEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bMULTITEXTURE = true; #endif } private: int m_nFRESNEL; #ifdef _DEBUG bool m_bFRESNEL; #endif public: void SetFRESNEL( int i ) { Assert( i >= 0 && i <= 1 ); m_nFRESNEL = i; #ifdef _DEBUG m_bFRESNEL = true; #endif } void SetFRESNEL( bool i ) { m_nFRESNEL = i ? 1 : 0; #ifdef _DEBUG m_bFRESNEL = true; #endif } private: int m_nBLEND; #ifdef _DEBUG bool m_bBLEND; #endif public: void SetBLEND( int i ) { Assert( i >= 0 && i <= 1 ); m_nBLEND = i; #ifdef _DEBUG m_bBLEND = true; #endif } void SetBLEND( bool i ) { m_nBLEND = i ? 1 : 0; #ifdef _DEBUG m_bBLEND = true; #endif } private: int m_nREFRACTALPHA; #ifdef _DEBUG bool m_bREFRACTALPHA; #endif public: void SetREFRACTALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nREFRACTALPHA = i; #ifdef _DEBUG m_bREFRACTALPHA = true; #endif } void SetREFRACTALPHA( bool i ) { m_nREFRACTALPHA = i ? 1 : 0; #ifdef _DEBUG m_bREFRACTALPHA = true; #endif } private: int m_nHDRTYPE; #ifdef _DEBUG bool m_bHDRTYPE; #endif public: void SetHDRTYPE( int i ) { Assert( i >= 0 && i <= 2 ); m_nHDRTYPE = i; #ifdef _DEBUG m_bHDRTYPE = true; #endif } void SetHDRTYPE( bool i ) { m_nHDRTYPE = i ? 1 : 0; #ifdef _DEBUG m_bHDRTYPE = 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: watercheap_ps20b_Static_Index( ) { #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif // _DEBUG
m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion(); #ifdef _DEBUG m_bMULTITEXTURE = false; #endif // _DEBUG
m_nMULTITEXTURE = 0; #ifdef _DEBUG m_bFRESNEL = false; #endif // _DEBUG
m_nFRESNEL = 0; #ifdef _DEBUG m_bBLEND = false; #endif // _DEBUG
m_nBLEND = 0; #ifdef _DEBUG m_bREFRACTALPHA = false; #endif // _DEBUG
m_nREFRACTALPHA = 0; #ifdef _DEBUG m_bHDRTYPE = false; #endif // _DEBUG
m_nHDRTYPE = 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_bCONVERT_TO_SRGB && m_bMULTITEXTURE && m_bFRESNEL && m_bBLEND && m_bREFRACTALPHA && m_bHDRTYPE && m_bNORMAL_DECODE_MODE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nMULTITEXTURE ) + ( 16 * m_nFRESNEL ) + ( 32 * m_nBLEND ) + ( 64 * m_nREFRACTALPHA ) + ( 128 * m_nHDRTYPE ) + ( 384 * m_nNORMAL_DECODE_MODE ) + 0; } }; #define shaderStaticTest_watercheap_ps20b psh_forgot_to_set_static_MULTITEXTURE + psh_forgot_to_set_static_FRESNEL + psh_forgot_to_set_static_BLEND + psh_forgot_to_set_static_REFRACTALPHA + psh_forgot_to_set_static_HDRTYPE + psh_forgot_to_set_static_NORMAL_DECODE_MODE + 0 class watercheap_ps20b_Dynamic_Index { private: int m_nHDRENABLED; #ifdef _DEBUG bool m_bHDRENABLED; #endif public: void SetHDRENABLED( int i ) { Assert( i >= 0 && i <= 1 ); m_nHDRENABLED = i; #ifdef _DEBUG m_bHDRENABLED = true; #endif } void SetHDRENABLED( bool i ) { m_nHDRENABLED = i ? 1 : 0; #ifdef _DEBUG m_bHDRENABLED = true; #endif } 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: watercheap_ps20b_Dynamic_Index() { #ifdef _DEBUG m_bHDRENABLED = false; #endif // _DEBUG
m_nHDRENABLED = 0; #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_bHDRENABLED && m_bPIXELFOGTYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0; } }; #define shaderDynamicTest_watercheap_ps20b psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
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