Team Fortress 2 Source Code as on 22/4/2020
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162 lines
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  1. #include "shaderlib/cshader.h"
  2. class depthwrite_vs30_Static_Index
  3. {
  4. private:
  5. int m_nONLY_PROJECT_POSITION;
  6. #ifdef _DEBUG
  7. bool m_bONLY_PROJECT_POSITION;
  8. #endif
  9. public:
  10. void SetONLY_PROJECT_POSITION( int i )
  11. {
  12. Assert( i >= 0 && i <= 0 );
  13. m_nONLY_PROJECT_POSITION = i;
  14. #ifdef _DEBUG
  15. m_bONLY_PROJECT_POSITION = true;
  16. #endif
  17. }
  18. void SetONLY_PROJECT_POSITION( bool i )
  19. {
  20. m_nONLY_PROJECT_POSITION = i ? 1 : 0;
  21. #ifdef _DEBUG
  22. m_bONLY_PROJECT_POSITION = true;
  23. #endif
  24. }
  25. private:
  26. int m_nCOLOR_DEPTH;
  27. #ifdef _DEBUG
  28. bool m_bCOLOR_DEPTH;
  29. #endif
  30. public:
  31. void SetCOLOR_DEPTH( int i )
  32. {
  33. Assert( i >= 0 && i <= 1 );
  34. m_nCOLOR_DEPTH = i;
  35. #ifdef _DEBUG
  36. m_bCOLOR_DEPTH = true;
  37. #endif
  38. }
  39. void SetCOLOR_DEPTH( bool i )
  40. {
  41. m_nCOLOR_DEPTH = i ? 1 : 0;
  42. #ifdef _DEBUG
  43. m_bCOLOR_DEPTH = true;
  44. #endif
  45. }
  46. public:
  47. depthwrite_vs30_Static_Index( )
  48. {
  49. #ifdef _DEBUG
  50. m_bONLY_PROJECT_POSITION = false;
  51. #endif // _DEBUG
  52. m_nONLY_PROJECT_POSITION = 0;
  53. #ifdef _DEBUG
  54. m_bCOLOR_DEPTH = false;
  55. #endif // _DEBUG
  56. m_nCOLOR_DEPTH = 0;
  57. }
  58. int GetIndex()
  59. {
  60. // Asserts to make sure that we aren't using any skipped combinations.
  61. // Asserts to make sure that we are setting all of the combination vars.
  62. #ifdef _DEBUG
  63. bool bAllStaticVarsDefined = m_bONLY_PROJECT_POSITION && m_bCOLOR_DEPTH;
  64. Assert( bAllStaticVarsDefined );
  65. #endif // _DEBUG
  66. return ( 8 * m_nONLY_PROJECT_POSITION ) + ( 8 * m_nCOLOR_DEPTH ) + 0;
  67. }
  68. };
  69. #define shaderStaticTest_depthwrite_vs30 vsh_forgot_to_set_static_ONLY_PROJECT_POSITION + vsh_forgot_to_set_static_COLOR_DEPTH + 0
  70. class depthwrite_vs30_Dynamic_Index
  71. {
  72. private:
  73. int m_nCOMPRESSED_VERTS;
  74. #ifdef _DEBUG
  75. bool m_bCOMPRESSED_VERTS;
  76. #endif
  77. public:
  78. void SetCOMPRESSED_VERTS( int i )
  79. {
  80. Assert( i >= 0 && i <= 1 );
  81. m_nCOMPRESSED_VERTS = i;
  82. #ifdef _DEBUG
  83. m_bCOMPRESSED_VERTS = true;
  84. #endif
  85. }
  86. void SetCOMPRESSED_VERTS( bool i )
  87. {
  88. m_nCOMPRESSED_VERTS = i ? 1 : 0;
  89. #ifdef _DEBUG
  90. m_bCOMPRESSED_VERTS = true;
  91. #endif
  92. }
  93. private:
  94. int m_nSKINNING;
  95. #ifdef _DEBUG
  96. bool m_bSKINNING;
  97. #endif
  98. public:
  99. void SetSKINNING( int i )
  100. {
  101. Assert( i >= 0 && i <= 1 );
  102. m_nSKINNING = i;
  103. #ifdef _DEBUG
  104. m_bSKINNING = true;
  105. #endif
  106. }
  107. void SetSKINNING( bool i )
  108. {
  109. m_nSKINNING = i ? 1 : 0;
  110. #ifdef _DEBUG
  111. m_bSKINNING = true;
  112. #endif
  113. }
  114. private:
  115. int m_nMORPHING;
  116. #ifdef _DEBUG
  117. bool m_bMORPHING;
  118. #endif
  119. public:
  120. void SetMORPHING( int i )
  121. {
  122. Assert( i >= 0 && i <= 1 );
  123. m_nMORPHING = i;
  124. #ifdef _DEBUG
  125. m_bMORPHING = true;
  126. #endif
  127. }
  128. void SetMORPHING( bool i )
  129. {
  130. m_nMORPHING = i ? 1 : 0;
  131. #ifdef _DEBUG
  132. m_bMORPHING = true;
  133. #endif
  134. }
  135. public:
  136. depthwrite_vs30_Dynamic_Index()
  137. {
  138. #ifdef _DEBUG
  139. m_bCOMPRESSED_VERTS = false;
  140. #endif // _DEBUG
  141. m_nCOMPRESSED_VERTS = 0;
  142. #ifdef _DEBUG
  143. m_bSKINNING = false;
  144. #endif // _DEBUG
  145. m_nSKINNING = 0;
  146. #ifdef _DEBUG
  147. m_bMORPHING = false;
  148. #endif // _DEBUG
  149. m_nMORPHING = 0;
  150. }
  151. int GetIndex()
  152. {
  153. // Asserts to make sure that we aren't using any skipped combinations.
  154. // Asserts to make sure that we are setting all of the combination vars.
  155. #ifdef _DEBUG
  156. bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING;
  157. Assert( bAllDynamicVarsDefined );
  158. #endif // _DEBUG
  159. return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + 0;
  160. }
  161. };
  162. #define shaderDynamicTest_depthwrite_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_MORPHING + 0