Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class pyro_vision_vs30_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_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_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_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_nFULLBRIGHT; #ifdef _DEBUG bool m_bFULLBRIGHT; #endif public: void SetFULLBRIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nFULLBRIGHT = i; #ifdef _DEBUG m_bFULLBRIGHT = true; #endif } void SetFULLBRIGHT( bool i ) { m_nFULLBRIGHT = i ? 1 : 0; #ifdef _DEBUG m_bFULLBRIGHT = 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_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_vs30_Static_Index( ) { #ifdef _DEBUG m_bEFFECT = false; #endif // _DEBUG
m_nEFFECT = 0; #ifdef _DEBUG m_bVERTEXCOLOR = false; #endif // _DEBUG
m_nVERTEXCOLOR = 0; #ifdef _DEBUG m_bHALFLAMBERT = false; #endif // _DEBUG
m_nHALFLAMBERT = 0; #ifdef _DEBUG m_bVERTEX_LIT = false; #endif // _DEBUG
m_nVERTEX_LIT = 0; #ifdef _DEBUG m_bFULLBRIGHT = false; #endif // _DEBUG
m_nFULLBRIGHT = 0; #ifdef _DEBUG m_bBASETEXTURE2 = false; #endif // _DEBUG
m_nBASETEXTURE2 = 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_bVERTEXCOLOR && m_bHALFLAMBERT && m_bVERTEX_LIT && m_bFULLBRIGHT && m_bBASETEXTURE2 && m_bSTRIPES && m_bSTRIPES_USE_NORMAL2; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 16 * m_nEFFECT ) + ( 64 * m_nVERTEXCOLOR ) + ( 128 * m_nHALFLAMBERT ) + ( 256 * m_nVERTEX_LIT ) + ( 512 * m_nFULLBRIGHT ) + ( 1024 * m_nBASETEXTURE2 ) + ( 2048 * m_nSTRIPES ) + ( 4096 * m_nSTRIPES_USE_NORMAL2 ) + 0; } }; #define shaderStaticTest_pyro_vision_vs30 vsh_forgot_to_set_static_EFFECT + vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_VERTEX_LIT + vsh_forgot_to_set_static_FULLBRIGHT + vsh_forgot_to_set_static_BASETEXTURE2 + vsh_forgot_to_set_static_STRIPES + vsh_forgot_to_set_static_STRIPES_USE_NORMAL2 + 0 class pyro_vision_vs30_Dynamic_Index { private: int m_nCOMPRESSED_VERTS; #ifdef _DEBUG bool m_bCOMPRESSED_VERTS; #endif public: void SetCOMPRESSED_VERTS( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOMPRESSED_VERTS = i; #ifdef _DEBUG m_bCOMPRESSED_VERTS = true; #endif } void SetCOMPRESSED_VERTS( bool i ) { m_nCOMPRESSED_VERTS = i ? 1 : 0; #ifdef _DEBUG m_bCOMPRESSED_VERTS = true; #endif } 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_nDYNAMIC_LIGHT; #ifdef _DEBUG bool m_bDYNAMIC_LIGHT; #endif public: void SetDYNAMIC_LIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nDYNAMIC_LIGHT = i; #ifdef _DEBUG m_bDYNAMIC_LIGHT = true; #endif } void SetDYNAMIC_LIGHT( bool i ) { m_nDYNAMIC_LIGHT = i ? 1 : 0; #ifdef _DEBUG m_bDYNAMIC_LIGHT = true; #endif } private: int m_nSTATIC_LIGHT; #ifdef _DEBUG bool m_bSTATIC_LIGHT; #endif public: void SetSTATIC_LIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nSTATIC_LIGHT = i; #ifdef _DEBUG m_bSTATIC_LIGHT = true; #endif } void SetSTATIC_LIGHT( bool i ) { m_nSTATIC_LIGHT = i ? 1 : 0; #ifdef _DEBUG m_bSTATIC_LIGHT = true; #endif } public: pyro_vision_vs30_Dynamic_Index() { #ifdef _DEBUG m_bCOMPRESSED_VERTS = false; #endif // _DEBUG
m_nCOMPRESSED_VERTS = 0; #ifdef _DEBUG m_bSKINNING = false; #endif // _DEBUG
m_nSKINNING = 0; #ifdef _DEBUG m_bDYNAMIC_LIGHT = false; #endif // _DEBUG
m_nDYNAMIC_LIGHT = 0; #ifdef _DEBUG m_bSTATIC_LIGHT = false; #endif // _DEBUG
m_nSTATIC_LIGHT = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDYNAMIC_LIGHT ) + ( 8 * m_nSTATIC_LIGHT ) + 0; } }; #define shaderDynamicTest_pyro_vision_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + 0
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