Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class flashlight_ps11_Static_Index { private: int m_nNORMALMAP; #ifdef _DEBUG bool m_bNORMALMAP; #endif public: void SetNORMALMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nNORMALMAP = i; #ifdef _DEBUG m_bNORMALMAP = true; #endif } void SetNORMALMAP( bool i ) { m_nNORMALMAP = i ? 1 : 0; #ifdef _DEBUG m_bNORMALMAP = true; #endif } private: int m_nNOCULL; #ifdef _DEBUG bool m_bNOCULL; #endif public: void SetNOCULL( int i ) { Assert( i >= 0 && i <= 1 ); m_nNOCULL = i; #ifdef _DEBUG m_bNOCULL = true; #endif } void SetNOCULL( bool i ) { m_nNOCULL = i ? 1 : 0; #ifdef _DEBUG m_bNOCULL = true; #endif } public: flashlight_ps11_Static_Index( ) { #ifdef _DEBUG m_bNORMALMAP = false; #endif // _DEBUG
m_nNORMALMAP = 0; #ifdef _DEBUG m_bNOCULL = false; #endif // _DEBUG
m_nNOCULL = 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_bNORMALMAP && m_bNOCULL; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 1 * m_nNORMALMAP ) + ( 2 * m_nNOCULL ) + 0; } }; #define shaderStaticTest_flashlight_ps11 psh_forgot_to_set_static_NORMALMAP + psh_forgot_to_set_static_NOCULL + 0 class flashlight_ps11_Dynamic_Index { public: flashlight_ps11_Dynamic_Index() { } 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 #endif // _DEBUG
return 0; } }; #define shaderDynamicTest_flashlight_ps11 0
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