Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class portal_vs20_Static_Index { private: int m_nHASALPHAMASK; #ifdef _DEBUG bool m_bHASALPHAMASK; #endif public: void SetHASALPHAMASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nHASALPHAMASK = i; #ifdef _DEBUG m_bHASALPHAMASK = true; #endif } void SetHASALPHAMASK( bool i ) { m_nHASALPHAMASK = i ? 1 : 0; #ifdef _DEBUG m_bHASALPHAMASK = true; #endif } private: int m_nHASSTATICTEXTURE; #ifdef _DEBUG bool m_bHASSTATICTEXTURE; #endif public: void SetHASSTATICTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nHASSTATICTEXTURE = i; #ifdef _DEBUG m_bHASSTATICTEXTURE = true; #endif } void SetHASSTATICTEXTURE( bool i ) { m_nHASSTATICTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bHASSTATICTEXTURE = true; #endif } private: int m_nUSEALTERNATEVIEW; #ifdef _DEBUG bool m_bUSEALTERNATEVIEW; #endif public: void SetUSEALTERNATEVIEW( int i ) { Assert( i >= 0 && i <= 1 ); m_nUSEALTERNATEVIEW = i; #ifdef _DEBUG m_bUSEALTERNATEVIEW = true; #endif } void SetUSEALTERNATEVIEW( bool i ) { m_nUSEALTERNATEVIEW = i ? 1 : 0; #ifdef _DEBUG m_bUSEALTERNATEVIEW = true; #endif } public: portal_vs20_Static_Index( ) { #ifdef _DEBUG m_bHASALPHAMASK = false; #endif // _DEBUG
m_nHASALPHAMASK = 0; #ifdef _DEBUG m_bHASSTATICTEXTURE = false; #endif // _DEBUG
m_nHASSTATICTEXTURE = 0; #ifdef _DEBUG m_bUSEALTERNATEVIEW = false; #endif // _DEBUG
m_nUSEALTERNATEVIEW = 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_bHASALPHAMASK && m_bHASSTATICTEXTURE && m_bUSEALTERNATEVIEW; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 4 * m_nHASALPHAMASK ) + ( 8 * m_nHASSTATICTEXTURE ) + ( 16 * m_nUSEALTERNATEVIEW ) + 0; } }; #define shaderStaticTest_portal_vs20 vsh_forgot_to_set_static_HASALPHAMASK + vsh_forgot_to_set_static_HASSTATICTEXTURE + vsh_forgot_to_set_static_USEALTERNATEVIEW + 0 class portal_vs20_Dynamic_Index { private: int m_nSKINNING; #ifdef _DEBUG bool m_bSKINNING; #endif public: void SetSKINNING( int i ) { Assert( i >= 0 && i <= 1 ); m_nSKINNING = i; #ifdef _DEBUG m_bSKINNING = true; #endif } void SetSKINNING( bool i ) { m_nSKINNING = i ? 1 : 0; #ifdef _DEBUG m_bSKINNING = true; #endif } private: int m_nADDSTATIC; #ifdef _DEBUG bool m_bADDSTATIC; #endif public: void SetADDSTATIC( int i ) { Assert( i >= 0 && i <= 1 ); m_nADDSTATIC = i; #ifdef _DEBUG m_bADDSTATIC = true; #endif } void SetADDSTATIC( bool i ) { m_nADDSTATIC = i ? 1 : 0; #ifdef _DEBUG m_bADDSTATIC = true; #endif } public: portal_vs20_Dynamic_Index() { #ifdef _DEBUG m_bSKINNING = false; #endif // _DEBUG
m_nSKINNING = 0; #ifdef _DEBUG m_bADDSTATIC = false; #endif // _DEBUG
m_nADDSTATIC = 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_bSKINNING && m_bADDSTATIC; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nSKINNING ) + ( 2 * m_nADDSTATIC ) + 0; } }; #define shaderDynamicTest_portal_vs20 vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_ADDSTATIC + 0
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