Team Fortress 2 Source Code as on 22/4/2020
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class particlelit_generic_ps30_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 } 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 } public: particlelit_generic_ps30_Static_Index() { #ifdef _DEBUG m_bHALFLAMBERT = false; #endif // _DEBUG
m_nHALFLAMBERT = 0; #ifdef _DEBUG m_bHDRTYPE = false; #endif // _DEBUG
m_nHDRTYPE = 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 && m_bHDRTYPE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 264 * m_nHALFLAMBERT ) + ( 528 * m_nHDRTYPE ) + 0; } }; #define shaderStaticTest_particlelit_generic_ps30 psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_HDRTYPE + 0 class particlelit_generic_ps30_Dynamic_Index { private: int m_nLIGHT_COMBO; #ifdef _DEBUG bool m_bLIGHT_COMBO; #endif public: void SetLIGHT_COMBO( int i ) { Assert( i >= 0 && i <= 21 ); m_nLIGHT_COMBO = i; #ifdef _DEBUG m_bLIGHT_COMBO = true; #endif } void SetLIGHT_COMBO( bool i ) { m_nLIGHT_COMBO = i ? 1 : 0; #ifdef _DEBUG m_bLIGHT_COMBO = true; #endif } private: int m_nWRITEWATERFOGTODESTALPHA; #ifdef _DEBUG bool m_bWRITEWATERFOGTODESTALPHA; #endif public: void SetWRITEWATERFOGTODESTALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nWRITEWATERFOGTODESTALPHA = i; #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = true; #endif } void SetWRITEWATERFOGTODESTALPHA( bool i ) { m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0; #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = true; #endif } private: int m_nFOGTYPE; #ifdef _DEBUG bool m_bFOGTYPE; #endif public: void SetFOGTYPE( int i ) { Assert( i >= 0 && i <= 2 ); m_nFOGTYPE = i; #ifdef _DEBUG m_bFOGTYPE = true; #endif } void SetFOGTYPE( bool i ) { m_nFOGTYPE = i ? 1 : 0; #ifdef _DEBUG m_bFOGTYPE = true; #endif } 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 } public: particlelit_generic_ps30_Dynamic_Index() { #ifdef _DEBUG m_bLIGHT_COMBO = false; #endif // _DEBUG
m_nLIGHT_COMBO = 0; #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = false; #endif // _DEBUG
m_nWRITEWATERFOGTODESTALPHA = 0; #ifdef _DEBUG m_bFOGTYPE = false; #endif // _DEBUG
m_nFOGTYPE = 0; #ifdef _DEBUG m_bHDRENABLED = false; #endif // _DEBUG
m_nHDRENABLED = 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_bLIGHT_COMBO && m_bWRITEWATERFOGTODESTALPHA && m_bFOGTYPE && m_bHDRENABLED; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nLIGHT_COMBO ) + ( 22 * m_nWRITEWATERFOGTODESTALPHA ) + ( 44 * m_nFOGTYPE ) + ( 132 * m_nHDRENABLED ) + 0; } }; #define shaderDynamicTest_particlelit_generic_ps30 psh_forgot_to_set_dynamic_LIGHT_COMBO + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_FOGTYPE + psh_forgot_to_set_dynamic_HDRENABLED + 0
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