Team Fortress 2 Source Code as on 22/4/2020
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class lightingonly_vs20_Static_Index { private: int m_nHALFLAMBERT; #ifdef _DEBUG bool m_bHALFLAMBERT; #endif public: void SetHALFLAMBERT( int i ) { Assert( i >= 0 && i <= 1 ); m_nHALFLAMBERT = i; #ifdef _DEBUG m_bHALFLAMBERT = true; #endif } void SetHALFLAMBERT( bool i ) { m_nHALFLAMBERT = i ? 1 : 0; #ifdef _DEBUG m_bHALFLAMBERT = true; #endif } public: lightingonly_vs20_Static_Index() { #ifdef _DEBUG m_bHALFLAMBERT = false; #endif // _DEBUG
m_nHALFLAMBERT = 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_bHALFLAMBERT; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 32 * m_nHALFLAMBERT ) + 0; } }; #define shaderStaticTest_lightingonly_vs20 vsh_forgot_to_set_static_HALFLAMBERT + 0 class lightingonly_vs20_Dynamic_Index { private: int m_nDOWATERFOG; #ifdef _DEBUG bool m_bDOWATERFOG; #endif public: void SetDOWATERFOG( int i ) { Assert( i >= 0 && i <= 1 ); m_nDOWATERFOG = i; #ifdef _DEBUG m_bDOWATERFOG = true; #endif } void SetDOWATERFOG( bool i ) { m_nDOWATERFOG = i ? 1 : 0; #ifdef _DEBUG m_bDOWATERFOG = true; #endif } private: int m_nNUM_BONES; #ifdef _DEBUG bool m_bNUM_BONES; #endif public: void SetNUM_BONES( int i ) { Assert( i >= 0 && i <= 3 ); m_nNUM_BONES = i; #ifdef _DEBUG m_bNUM_BONES = true; #endif } void SetNUM_BONES( bool i ) { m_nNUM_BONES = i ? 1 : 0; #ifdef _DEBUG m_bNUM_BONES = true; #endif } private: int m_nAMBIENT_LIGHT; #ifdef _DEBUG bool m_bAMBIENT_LIGHT; #endif public: void SetAMBIENT_LIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nAMBIENT_LIGHT = i; #ifdef _DEBUG m_bAMBIENT_LIGHT = true; #endif } void SetAMBIENT_LIGHT( bool i ) { m_nAMBIENT_LIGHT = i ? 1 : 0; #ifdef _DEBUG m_bAMBIENT_LIGHT = true; #endif } private: int m_nSTATIC_LIGHT; #ifdef _DEBUG bool m_bSTATIC_LIGHT; #endif public: void SetSTATIC_LIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nSTATIC_LIGHT = i; #ifdef _DEBUG m_bSTATIC_LIGHT = true; #endif } void SetSTATIC_LIGHT( bool i ) { m_nSTATIC_LIGHT = i ? 1 : 0; #ifdef _DEBUG m_bSTATIC_LIGHT = true; #endif } public: lightingonly_vs20_Dynamic_Index() { #ifdef _DEBUG m_bDOWATERFOG = false; #endif // _DEBUG
m_nDOWATERFOG = 0; #ifdef _DEBUG m_bNUM_BONES = false; #endif // _DEBUG
m_nNUM_BONES = 0; #ifdef _DEBUG m_bAMBIENT_LIGHT = false; #endif // _DEBUG
m_nAMBIENT_LIGHT = 0; #ifdef _DEBUG m_bSTATIC_LIGHT = false; #endif // _DEBUG
m_nSTATIC_LIGHT = 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_bDOWATERFOG && m_bNUM_BONES && m_bAMBIENT_LIGHT && m_bSTATIC_LIGHT; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nDOWATERFOG ) + ( 2 * m_nNUM_BONES ) + ( 8 * m_nAMBIENT_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + 0; } }; #define shaderDynamicTest_lightingonly_vs20 vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_NUM_BONES + vsh_forgot_to_set_dynamic_AMBIENT_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + 0
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