Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class eyes_cloak_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_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_nBLUR; #ifdef _DEBUG bool m_bBLUR; #endif public: void SetBLUR( int i ) { Assert( i >= 0 && i <= 1 ); m_nBLUR = i; #ifdef _DEBUG m_bBLUR = true; #endif } void SetBLUR( bool i ) { m_nBLUR = i ? 1 : 0; #ifdef _DEBUG m_bBLUR = true; #endif } private: int m_nFADEOUTONSILHOUETTE; #ifdef _DEBUG bool m_bFADEOUTONSILHOUETTE; #endif public: void SetFADEOUTONSILHOUETTE( int i ) { Assert( i >= 0 && i <= 1 ); m_nFADEOUTONSILHOUETTE = i; #ifdef _DEBUG m_bFADEOUTONSILHOUETTE = true; #endif } void SetFADEOUTONSILHOUETTE( bool i ) { m_nFADEOUTONSILHOUETTE = i ? 1 : 0; #ifdef _DEBUG m_bFADEOUTONSILHOUETTE = true; #endif } private: int m_nCUBEMAP; #ifdef _DEBUG bool m_bCUBEMAP; #endif public: void SetCUBEMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nCUBEMAP = i; #ifdef _DEBUG m_bCUBEMAP = true; #endif } void SetCUBEMAP( bool i ) { m_nCUBEMAP = i ? 1 : 0; #ifdef _DEBUG m_bCUBEMAP = true; #endif } private: int m_nREFRACTTINTTEXTURE; #ifdef _DEBUG bool m_bREFRACTTINTTEXTURE; #endif public: void SetREFRACTTINTTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nREFRACTTINTTEXTURE = i; #ifdef _DEBUG m_bREFRACTTINTTEXTURE = true; #endif } void SetREFRACTTINTTEXTURE( bool i ) { m_nREFRACTTINTTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bREFRACTTINTTEXTURE = true; #endif } private: int m_nMASKED; #ifdef _DEBUG bool m_bMASKED; #endif public: void SetMASKED( int i ) { Assert( i >= 0 && i <= 1 ); m_nMASKED = i; #ifdef _DEBUG m_bMASKED = true; #endif } void SetMASKED( bool i ) { m_nMASKED = i ? 1 : 0; #ifdef _DEBUG m_bMASKED = true; #endif } public: eyes_cloak_ps20b_Static_Index( ) { #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif // _DEBUG
m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion(); #ifdef _DEBUG m_bHDRTYPE = false; #endif // _DEBUG
m_nHDRTYPE = 0; #ifdef _DEBUG m_bBLUR = false; #endif // _DEBUG
m_nBLUR = 0; #ifdef _DEBUG m_bFADEOUTONSILHOUETTE = false; #endif // _DEBUG
m_nFADEOUTONSILHOUETTE = 0; #ifdef _DEBUG m_bCUBEMAP = false; #endif // _DEBUG
m_nCUBEMAP = 0; #ifdef _DEBUG m_bREFRACTTINTTEXTURE = false; #endif // _DEBUG
m_nREFRACTTINTTEXTURE = 0; #ifdef _DEBUG m_bMASKED = false; #endif // _DEBUG
m_nMASKED = 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_bHDRTYPE && m_bBLUR && m_bFADEOUTONSILHOUETTE && m_bCUBEMAP && m_bREFRACTTINTTEXTURE && m_bMASKED; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nHDRTYPE ) + ( 24 * m_nBLUR ) + ( 48 * m_nFADEOUTONSILHOUETTE ) + ( 96 * m_nCUBEMAP ) + ( 192 * m_nREFRACTTINTTEXTURE ) + ( 384 * m_nMASKED ) + 0; } }; #define shaderStaticTest_eyes_cloak_ps20b psh_forgot_to_set_static_HDRTYPE + psh_forgot_to_set_static_BLUR + psh_forgot_to_set_static_FADEOUTONSILHOUETTE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_REFRACTTINTTEXTURE + psh_forgot_to_set_static_MASKED + 0 class eyes_cloak_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: eyes_cloak_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_eyes_cloak_ps20b psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
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