Team Fortress 2 Source Code as on 22/4/2020
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  1. class debugbumpmappedlightmap_ps11_Static_Index
  2. {
  3. public:
  4. debugbumpmappedlightmap_ps11_Static_Index()
  5. {
  6. }
  7. int GetIndex()
  8. {
  9. // Asserts to make sure that we aren't using any skipped combinations.
  10. // Asserts to make sure that we are setting all of the combination vars.
  11. #ifdef _DEBUG
  12. #endif // _DEBUG
  13. return 0;
  14. }
  15. };
  16. #define shaderStaticTest_debugbumpmappedlightmap_ps11 0
  17. class debugbumpmappedlightmap_ps11_Dynamic_Index
  18. {
  19. private:
  20. int m_nMODE;
  21. #ifdef _DEBUG
  22. bool m_bMODE;
  23. #endif
  24. public:
  25. void SetMODE( int i )
  26. {
  27. Assert( i >= 0 && i <= 3 );
  28. m_nMODE = i;
  29. #ifdef _DEBUG
  30. m_bMODE = true;
  31. #endif
  32. }
  33. void SetMODE( bool i )
  34. {
  35. m_nMODE = i ? 1 : 0;
  36. #ifdef _DEBUG
  37. m_bMODE = true;
  38. #endif
  39. }
  40. public:
  41. debugbumpmappedlightmap_ps11_Dynamic_Index()
  42. {
  43. #ifdef _DEBUG
  44. m_bMODE = false;
  45. #endif // _DEBUG
  46. m_nMODE = 0;
  47. }
  48. int GetIndex()
  49. {
  50. // Asserts to make sure that we aren't using any skipped combinations.
  51. // Asserts to make sure that we are setting all of the combination vars.
  52. #ifdef _DEBUG
  53. bool bAllDynamicVarsDefined = m_bMODE;
  54. Assert( bAllDynamicVarsDefined );
  55. #endif // _DEBUG
  56. return ( 1 * m_nMODE ) + 0;
  57. }
  58. };
  59. #define shaderDynamicTest_debugbumpmappedlightmap_ps11 psh_forgot_to_set_dynamic_MODE + 0