Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
#include "shaderlib/cshader.h" class lightmappedgeneric_vs20_Static_Index { private: int m_nENVMAP_MASK; #ifdef _DEBUG bool m_bENVMAP_MASK; #endif public: void SetENVMAP_MASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nENVMAP_MASK = i; #ifdef _DEBUG m_bENVMAP_MASK = true; #endif } void SetENVMAP_MASK( bool i ) { m_nENVMAP_MASK = i ? 1 : 0; #ifdef _DEBUG m_bENVMAP_MASK = true; #endif } private: int m_nTANGENTSPACE; #ifdef _DEBUG bool m_bTANGENTSPACE; #endif public: void SetTANGENTSPACE( int i ) { Assert( i >= 0 && i <= 1 ); m_nTANGENTSPACE = i; #ifdef _DEBUG m_bTANGENTSPACE = true; #endif } void SetTANGENTSPACE( bool i ) { m_nTANGENTSPACE = i ? 1 : 0; #ifdef _DEBUG m_bTANGENTSPACE = true; #endif } private: int m_nBUMPMAP; #ifdef _DEBUG bool m_bBUMPMAP; #endif public: void SetBUMPMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nBUMPMAP = i; #ifdef _DEBUG m_bBUMPMAP = true; #endif } void SetBUMPMAP( bool i ) { m_nBUMPMAP = i ? 1 : 0; #ifdef _DEBUG m_bBUMPMAP = true; #endif } private: int m_nDIFFUSEBUMPMAP; #ifdef _DEBUG bool m_bDIFFUSEBUMPMAP; #endif public: void SetDIFFUSEBUMPMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nDIFFUSEBUMPMAP = i; #ifdef _DEBUG m_bDIFFUSEBUMPMAP = true; #endif } void SetDIFFUSEBUMPMAP( bool i ) { m_nDIFFUSEBUMPMAP = i ? 1 : 0; #ifdef _DEBUG m_bDIFFUSEBUMPMAP = true; #endif } private: int m_nVERTEXCOLOR; #ifdef _DEBUG bool m_bVERTEXCOLOR; #endif public: void SetVERTEXCOLOR( int i ) { Assert( i >= 0 && i <= 1 ); m_nVERTEXCOLOR = i; #ifdef _DEBUG m_bVERTEXCOLOR = true; #endif } void SetVERTEXCOLOR( bool i ) { m_nVERTEXCOLOR = i ? 1 : 0; #ifdef _DEBUG m_bVERTEXCOLOR = true; #endif } private: int m_nVERTEXALPHATEXBLENDFACTOR; #ifdef _DEBUG bool m_bVERTEXALPHATEXBLENDFACTOR; #endif public: void SetVERTEXALPHATEXBLENDFACTOR( int i ) { Assert( i >= 0 && i <= 1 ); m_nVERTEXALPHATEXBLENDFACTOR = i; #ifdef _DEBUG m_bVERTEXALPHATEXBLENDFACTOR = true; #endif } void SetVERTEXALPHATEXBLENDFACTOR( bool i ) { m_nVERTEXALPHATEXBLENDFACTOR = i ? 1 : 0; #ifdef _DEBUG m_bVERTEXALPHATEXBLENDFACTOR = true; #endif } private: int m_nRELIEF_MAPPING; #ifdef _DEBUG bool m_bRELIEF_MAPPING; #endif public: void SetRELIEF_MAPPING( int i ) { Assert( i >= 0 && i <= 0 ); m_nRELIEF_MAPPING = i; #ifdef _DEBUG m_bRELIEF_MAPPING = true; #endif } void SetRELIEF_MAPPING( bool i ) { m_nRELIEF_MAPPING = i ? 1 : 0; #ifdef _DEBUG m_bRELIEF_MAPPING = 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_nBUMPMASK; #ifdef _DEBUG bool m_bBUMPMASK; #endif public: void SetBUMPMASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nBUMPMASK = i; #ifdef _DEBUG m_bBUMPMASK = true; #endif } void SetBUMPMASK( bool i ) { m_nBUMPMASK = i ? 1 : 0; #ifdef _DEBUG m_bBUMPMASK = true; #endif } public: lightmappedgeneric_vs20_Static_Index( ) { #ifdef _DEBUG m_bENVMAP_MASK = false; #endif // _DEBUG
m_nENVMAP_MASK = 0; #ifdef _DEBUG m_bTANGENTSPACE = false; #endif // _DEBUG
m_nTANGENTSPACE = 0; #ifdef _DEBUG m_bBUMPMAP = false; #endif // _DEBUG
m_nBUMPMAP = 0; #ifdef _DEBUG m_bDIFFUSEBUMPMAP = false; #endif // _DEBUG
m_nDIFFUSEBUMPMAP = 0; #ifdef _DEBUG m_bVERTEXCOLOR = false; #endif // _DEBUG
m_nVERTEXCOLOR = 0; #ifdef _DEBUG m_bVERTEXALPHATEXBLENDFACTOR = false; #endif // _DEBUG
m_nVERTEXALPHATEXBLENDFACTOR = 0; #ifdef _DEBUG m_bRELIEF_MAPPING = false; #endif // _DEBUG
m_nRELIEF_MAPPING = 0; #ifdef _DEBUG m_bSEAMLESS = false; #endif // _DEBUG
m_nSEAMLESS = 0; #ifdef _DEBUG m_bBUMPMASK = false; #endif // _DEBUG
m_nBUMPMASK = 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_bENVMAP_MASK && m_bTANGENTSPACE && m_bBUMPMAP && m_bDIFFUSEBUMPMAP && m_bVERTEXCOLOR && m_bVERTEXALPHATEXBLENDFACTOR && m_bRELIEF_MAPPING && m_bSEAMLESS && m_bBUMPMASK; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 8 * m_nENVMAP_MASK ) + ( 16 * m_nTANGENTSPACE ) + ( 32 * m_nBUMPMAP ) + ( 64 * m_nDIFFUSEBUMPMAP ) + ( 128 * m_nVERTEXCOLOR ) + ( 256 * m_nVERTEXALPHATEXBLENDFACTOR ) + ( 512 * m_nRELIEF_MAPPING ) + ( 512 * m_nSEAMLESS ) + ( 1024 * m_nBUMPMASK ) + 0; } }; #define shaderStaticTest_lightmappedgeneric_vs20 vsh_forgot_to_set_static_ENVMAP_MASK + vsh_forgot_to_set_static_TANGENTSPACE + vsh_forgot_to_set_static_BUMPMAP + vsh_forgot_to_set_static_DIFFUSEBUMPMAP + vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_VERTEXALPHATEXBLENDFACTOR + vsh_forgot_to_set_static_RELIEF_MAPPING + vsh_forgot_to_set_static_SEAMLESS + vsh_forgot_to_set_static_BUMPMASK + 0 class lightmappedgeneric_vs20_Dynamic_Index { private: int m_nFASTPATH; #ifdef _DEBUG bool m_bFASTPATH; #endif public: void SetFASTPATH( int i ) { Assert( i >= 0 && i <= 1 ); m_nFASTPATH = i; #ifdef _DEBUG m_bFASTPATH = true; #endif } void SetFASTPATH( bool i ) { m_nFASTPATH = i ? 1 : 0; #ifdef _DEBUG m_bFASTPATH = true; #endif } 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_nLIGHTING_PREVIEW; #ifdef _DEBUG bool m_bLIGHTING_PREVIEW; #endif public: void SetLIGHTING_PREVIEW( int i ) { Assert( i >= 0 && i <= 1 ); m_nLIGHTING_PREVIEW = i; #ifdef _DEBUG m_bLIGHTING_PREVIEW = true; #endif } void SetLIGHTING_PREVIEW( bool i ) { m_nLIGHTING_PREVIEW = i ? 1 : 0; #ifdef _DEBUG m_bLIGHTING_PREVIEW = true; #endif } public: lightmappedgeneric_vs20_Dynamic_Index() { #ifdef _DEBUG m_bFASTPATH = false; #endif // _DEBUG
m_nFASTPATH = 0; #ifdef _DEBUG m_bDOWATERFOG = false; #endif // _DEBUG
m_nDOWATERFOG = 0; #ifdef _DEBUG m_bLIGHTING_PREVIEW = false; #endif // _DEBUG
m_nLIGHTING_PREVIEW = 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_bFASTPATH && m_bDOWATERFOG && m_bLIGHTING_PREVIEW; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nFASTPATH ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nLIGHTING_PREVIEW ) + 0; } }; #define shaderDynamicTest_lightmappedgeneric_vs20 vsh_forgot_to_set_dynamic_FASTPATH + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + 0
|