Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class lightmappedgeneric_flashlight_vs20_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_nWORLDVERTEXTRANSITION; #ifdef _DEBUG bool m_bWORLDVERTEXTRANSITION; #endif public: void SetWORLDVERTEXTRANSITION( int i ) { Assert( i >= 0 && i <= 1 ); m_nWORLDVERTEXTRANSITION = i; #ifdef _DEBUG m_bWORLDVERTEXTRANSITION = true; #endif } void SetWORLDVERTEXTRANSITION( bool i ) { m_nWORLDVERTEXTRANSITION = i ? 1 : 0; #ifdef _DEBUG m_bWORLDVERTEXTRANSITION = true; #endif } private: int m_nSEAMLESS; #ifdef _DEBUG bool m_bSEAMLESS; #endif public: void SetSEAMLESS( int i ) { Assert( i >= 0 && i <= 1 ); m_nSEAMLESS = i; #ifdef _DEBUG m_bSEAMLESS = true; #endif } void SetSEAMLESS( bool i ) { m_nSEAMLESS = i ? 1 : 0; #ifdef _DEBUG m_bSEAMLESS = true; #endif } private: int m_nDETAIL; #ifdef _DEBUG bool m_bDETAIL; #endif public: void SetDETAIL( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAIL = i; #ifdef _DEBUG m_bDETAIL = true; #endif } void SetDETAIL( bool i ) { m_nDETAIL = i ? 1 : 0; #ifdef _DEBUG m_bDETAIL = true; #endif } public: lightmappedgeneric_flashlight_vs20_Static_Index( ) { #ifdef _DEBUG m_bNORMALMAP = false; #endif // _DEBUG
m_nNORMALMAP = 0; #ifdef _DEBUG m_bWORLDVERTEXTRANSITION = false; #endif // _DEBUG
m_nWORLDVERTEXTRANSITION = 0; #ifdef _DEBUG m_bSEAMLESS = false; #endif // _DEBUG
m_nSEAMLESS = 0; #ifdef _DEBUG m_bDETAIL = false; #endif // _DEBUG
m_nDETAIL = 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_bWORLDVERTEXTRANSITION && m_bSEAMLESS && m_bDETAIL; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 2 * m_nNORMALMAP ) + ( 4 * m_nWORLDVERTEXTRANSITION ) + ( 8 * m_nSEAMLESS ) + ( 16 * m_nDETAIL ) + 0; } }; #define shaderStaticTest_lightmappedgeneric_flashlight_vs20 vsh_forgot_to_set_static_NORMALMAP + vsh_forgot_to_set_static_WORLDVERTEXTRANSITION + vsh_forgot_to_set_static_SEAMLESS + vsh_forgot_to_set_static_DETAIL + 0 class lightmappedgeneric_flashlight_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 } public: lightmappedgeneric_flashlight_vs20_Dynamic_Index() { #ifdef _DEBUG m_bDOWATERFOG = false; #endif // _DEBUG
m_nDOWATERFOG = 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; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nDOWATERFOG ) + 0; } }; #define shaderDynamicTest_lightmappedgeneric_flashlight_vs20 vsh_forgot_to_set_dynamic_DOWATERFOG + 0
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