Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class debugdrawenvmapmask_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 } public: debugdrawenvmapmask_ps20b_Static_Index( ) { #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif // _DEBUG
m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion(); } 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; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 2 * m_nCONVERT_TO_SRGB ) + 0; } }; #define shaderStaticTest_debugdrawenvmapmask_ps20b 0 class debugdrawenvmapmask_ps20b_Dynamic_Index { private: int m_nSHOWALPHA; #ifdef _DEBUG bool m_bSHOWALPHA; #endif public: void SetSHOWALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nSHOWALPHA = i; #ifdef _DEBUG m_bSHOWALPHA = true; #endif } void SetSHOWALPHA( bool i ) { m_nSHOWALPHA = i ? 1 : 0; #ifdef _DEBUG m_bSHOWALPHA = true; #endif } public: debugdrawenvmapmask_ps20b_Dynamic_Index() { #ifdef _DEBUG m_bSHOWALPHA = false; #endif // _DEBUG
m_nSHOWALPHA = 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_bSHOWALPHA; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nSHOWALPHA ) + 0; } }; #define shaderDynamicTest_debugdrawenvmapmask_ps20b psh_forgot_to_set_dynamic_SHOWALPHA + 0
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