Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class portalstaticoverlay_ps20b_Static_Index { private: int m_nCONVERT_TO_SRGB; #ifdef _DEBUG bool m_bCONVERT_TO_SRGB; #endif public: void SetCONVERT_TO_SRGB( int i ) { Assert( i >= 0 && i <= 1 ); m_nCONVERT_TO_SRGB = i; #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif } void SetCONVERT_TO_SRGB( bool i ) { m_nCONVERT_TO_SRGB = i ? 1 : 0; #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif } 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 } public: portalstaticoverlay_ps20b_Static_Index( ) { #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif // _DEBUG
m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion(); #ifdef _DEBUG m_bHASALPHAMASK = false; #endif // _DEBUG
m_nHASALPHAMASK = 0; #ifdef _DEBUG m_bHASSTATICTEXTURE = false; #endif // _DEBUG
m_nHASSTATICTEXTURE = 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_bCONVERT_TO_SRGB && m_bHASALPHAMASK && m_bHASSTATICTEXTURE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nHASALPHAMASK ) + ( 16 * m_nHASSTATICTEXTURE ) + 0; } }; #define shaderStaticTest_portalstaticoverlay_ps20b psh_forgot_to_set_static_HASALPHAMASK + psh_forgot_to_set_static_HASSTATICTEXTURE + 0 class portalstaticoverlay_ps20b_Dynamic_Index { 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 } private: int m_nPIXELFOGTYPE; #ifdef _DEBUG bool m_bPIXELFOGTYPE; #endif public: void SetPIXELFOGTYPE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPIXELFOGTYPE = i; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } void SetPIXELFOGTYPE( bool i ) { m_nPIXELFOGTYPE = i ? 1 : 0; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } public: portalstaticoverlay_ps20b_Dynamic_Index() { #ifdef _DEBUG m_bHDRENABLED = false; #endif // _DEBUG
m_nHDRENABLED = 0; #ifdef _DEBUG m_bPIXELFOGTYPE = false; #endif // _DEBUG
m_nPIXELFOGTYPE = 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_bHDRENABLED && m_bPIXELFOGTYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0; } }; #define shaderDynamicTest_portalstaticoverlay_ps20b psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
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