Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class pyro_vision_ps30_Static_Index { private: int m_nEFFECT; #ifdef _DEBUG bool m_bEFFECT; #endif public: void SetEFFECT( int i ) { Assert( i >= 0 && i <= 3 ); m_nEFFECT = i; #ifdef _DEBUG m_bEFFECT = true; #endif } void SetEFFECT( bool i ) { m_nEFFECT = i ? 1 : 0; #ifdef _DEBUG m_bEFFECT = true; #endif } private: int m_nVERTEX_LIT; #ifdef _DEBUG bool m_bVERTEX_LIT; #endif public: void SetVERTEX_LIT( int i ) { Assert( i >= 0 && i <= 1 ); m_nVERTEX_LIT = i; #ifdef _DEBUG m_bVERTEX_LIT = true; #endif } void SetVERTEX_LIT( bool i ) { m_nVERTEX_LIT = i ? 1 : 0; #ifdef _DEBUG m_bVERTEX_LIT = true; #endif } private: int m_nBASETEXTURE2; #ifdef _DEBUG bool m_bBASETEXTURE2; #endif public: void SetBASETEXTURE2( int i ) { Assert( i >= 0 && i <= 1 ); m_nBASETEXTURE2 = i; #ifdef _DEBUG m_bBASETEXTURE2 = true; #endif } void SetBASETEXTURE2( bool i ) { m_nBASETEXTURE2 = i ? 1 : 0; #ifdef _DEBUG m_bBASETEXTURE2 = true; #endif } private: int m_nFANCY_BLENDING; #ifdef _DEBUG bool m_bFANCY_BLENDING; #endif public: void SetFANCY_BLENDING( int i ) { Assert( i >= 0 && i <= 1 ); m_nFANCY_BLENDING = i; #ifdef _DEBUG m_bFANCY_BLENDING = true; #endif } void SetFANCY_BLENDING( bool i ) { m_nFANCY_BLENDING = i ? 1 : 0; #ifdef _DEBUG m_bFANCY_BLENDING = true; #endif } private: int m_nSELFILLUM; #ifdef _DEBUG bool m_bSELFILLUM; #endif public: void SetSELFILLUM( int i ) { Assert( i >= 0 && i <= 1 ); m_nSELFILLUM = i; #ifdef _DEBUG m_bSELFILLUM = true; #endif } void SetSELFILLUM( bool i ) { m_nSELFILLUM = i ? 1 : 0; #ifdef _DEBUG m_bSELFILLUM = true; #endif } private: int m_nCOLOR_BAR; #ifdef _DEBUG bool m_bCOLOR_BAR; #endif public: void SetCOLOR_BAR( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOLOR_BAR = i; #ifdef _DEBUG m_bCOLOR_BAR = true; #endif } void SetCOLOR_BAR( bool i ) { m_nCOLOR_BAR = i ? 1 : 0; #ifdef _DEBUG m_bCOLOR_BAR = true; #endif } private: int m_nSTRIPES; #ifdef _DEBUG bool m_bSTRIPES; #endif public: void SetSTRIPES( int i ) { Assert( i >= 0 && i <= 1 ); m_nSTRIPES = i; #ifdef _DEBUG m_bSTRIPES = true; #endif } void SetSTRIPES( bool i ) { m_nSTRIPES = i ? 1 : 0; #ifdef _DEBUG m_bSTRIPES = true; #endif } private: int m_nSTRIPES_USE_NORMAL2; #ifdef _DEBUG bool m_bSTRIPES_USE_NORMAL2; #endif public: void SetSTRIPES_USE_NORMAL2( int i ) { Assert( i >= 0 && i <= 1 ); m_nSTRIPES_USE_NORMAL2 = i; #ifdef _DEBUG m_bSTRIPES_USE_NORMAL2 = true; #endif } void SetSTRIPES_USE_NORMAL2( bool i ) { m_nSTRIPES_USE_NORMAL2 = i ? 1 : 0; #ifdef _DEBUG m_bSTRIPES_USE_NORMAL2 = true; #endif } public: pyro_vision_ps30_Static_Index( ) { #ifdef _DEBUG m_bEFFECT = false; #endif // _DEBUG
m_nEFFECT = 0; #ifdef _DEBUG m_bVERTEX_LIT = false; #endif // _DEBUG
m_nVERTEX_LIT = 0; #ifdef _DEBUG m_bBASETEXTURE2 = false; #endif // _DEBUG
m_nBASETEXTURE2 = 0; #ifdef _DEBUG m_bFANCY_BLENDING = false; #endif // _DEBUG
m_nFANCY_BLENDING = 0; #ifdef _DEBUG m_bSELFILLUM = false; #endif // _DEBUG
m_nSELFILLUM = 0; #ifdef _DEBUG m_bCOLOR_BAR = false; #endif // _DEBUG
m_nCOLOR_BAR = 0; #ifdef _DEBUG m_bSTRIPES = false; #endif // _DEBUG
m_nSTRIPES = 0; #ifdef _DEBUG m_bSTRIPES_USE_NORMAL2 = false; #endif // _DEBUG
m_nSTRIPES_USE_NORMAL2 = 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_bEFFECT && m_bVERTEX_LIT && m_bBASETEXTURE2 && m_bFANCY_BLENDING && m_bSELFILLUM && m_bCOLOR_BAR && m_bSTRIPES && m_bSTRIPES_USE_NORMAL2; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 8 * m_nEFFECT ) + ( 32 * m_nVERTEX_LIT ) + ( 64 * m_nBASETEXTURE2 ) + ( 128 * m_nFANCY_BLENDING ) + ( 256 * m_nSELFILLUM ) + ( 512 * m_nCOLOR_BAR ) + ( 1024 * m_nSTRIPES ) + ( 2048 * m_nSTRIPES_USE_NORMAL2 ) + 0; } }; #define shaderStaticTest_pyro_vision_ps30 psh_forgot_to_set_static_EFFECT + psh_forgot_to_set_static_VERTEX_LIT + psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_COLOR_BAR + psh_forgot_to_set_static_STRIPES + psh_forgot_to_set_static_STRIPES_USE_NORMAL2 + 0 class pyro_vision_ps30_Dynamic_Index { 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 } private: int m_nVISUALIZE_DOF; #ifdef _DEBUG bool m_bVISUALIZE_DOF; #endif public: void SetVISUALIZE_DOF( int i ) { Assert( i >= 0 && i <= 1 ); m_nVISUALIZE_DOF = i; #ifdef _DEBUG m_bVISUALIZE_DOF = true; #endif } void SetVISUALIZE_DOF( bool i ) { m_nVISUALIZE_DOF = i ? 1 : 0; #ifdef _DEBUG m_bVISUALIZE_DOF = true; #endif } private: int m_nHEATHAZE; #ifdef _DEBUG bool m_bHEATHAZE; #endif public: void SetHEATHAZE( int i ) { Assert( i >= 0 && i <= 1 ); m_nHEATHAZE = i; #ifdef _DEBUG m_bHEATHAZE = true; #endif } void SetHEATHAZE( bool i ) { m_nHEATHAZE = i ? 1 : 0; #ifdef _DEBUG m_bHEATHAZE = true; #endif } public: pyro_vision_ps30_Dynamic_Index() { #ifdef _DEBUG m_bPIXELFOGTYPE = false; #endif // _DEBUG
m_nPIXELFOGTYPE = 0; #ifdef _DEBUG m_bVISUALIZE_DOF = false; #endif // _DEBUG
m_nVISUALIZE_DOF = 0; #ifdef _DEBUG m_bHEATHAZE = false; #endif // _DEBUG
m_nHEATHAZE = 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_bPIXELFOGTYPE && m_bVISUALIZE_DOF && m_bHEATHAZE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nVISUALIZE_DOF ) + ( 4 * m_nHEATHAZE ) + 0; } }; #define shaderDynamicTest_pyro_vision_ps30 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_VISUALIZE_DOF + psh_forgot_to_set_dynamic_HEATHAZE + 0
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