Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class skin_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 <= 0 ); 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_nCUBEMAP; #ifdef _DEBUG bool m_bCUBEMAP; #endif public: void SetCUBEMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nCUBEMAP = i; #ifdef _DEBUG m_bCUBEMAP = true; #endif } void SetCUBEMAP( bool i ) { m_nCUBEMAP = i ? 1 : 0; #ifdef _DEBUG m_bCUBEMAP = 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_nSELFILLUMFRESNEL; #ifdef _DEBUG bool m_bSELFILLUMFRESNEL; #endif public: void SetSELFILLUMFRESNEL( int i ) { Assert( i >= 0 && i <= 1 ); m_nSELFILLUMFRESNEL = i; #ifdef _DEBUG m_bSELFILLUMFRESNEL = true; #endif } void SetSELFILLUMFRESNEL( bool i ) { m_nSELFILLUMFRESNEL = i ? 1 : 0; #ifdef _DEBUG m_bSELFILLUMFRESNEL = true; #endif } private: int m_nFLASHLIGHT; #ifdef _DEBUG bool m_bFLASHLIGHT; #endif public: void SetFLASHLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHT = i; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif } void SetFLASHLIGHT( bool i ) { m_nFLASHLIGHT = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif } private: int m_nLIGHTWARPTEXTURE; #ifdef _DEBUG bool m_bLIGHTWARPTEXTURE; #endif public: void SetLIGHTWARPTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nLIGHTWARPTEXTURE = i; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = true; #endif } void SetLIGHTWARPTEXTURE( bool i ) { m_nLIGHTWARPTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = true; #endif } private: int m_nPHONGWARPTEXTURE; #ifdef _DEBUG bool m_bPHONGWARPTEXTURE; #endif public: void SetPHONGWARPTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPHONGWARPTEXTURE = i; #ifdef _DEBUG m_bPHONGWARPTEXTURE = true; #endif } void SetPHONGWARPTEXTURE( bool i ) { m_nPHONGWARPTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bPHONGWARPTEXTURE = true; #endif } private: int m_nWRINKLEMAP; #ifdef _DEBUG bool m_bWRINKLEMAP; #endif public: void SetWRINKLEMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nWRINKLEMAP = i; #ifdef _DEBUG m_bWRINKLEMAP = true; #endif } void SetWRINKLEMAP( bool i ) { m_nWRINKLEMAP = i ? 1 : 0; #ifdef _DEBUG m_bWRINKLEMAP = true; #endif } private: int m_nDETAIL_BLEND_MODE; #ifdef _DEBUG bool m_bDETAIL_BLEND_MODE; #endif public: void SetDETAIL_BLEND_MODE( int i ) { Assert( i >= 0 && i <= 6 ); m_nDETAIL_BLEND_MODE = i; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = true; #endif } void SetDETAIL_BLEND_MODE( bool i ) { m_nDETAIL_BLEND_MODE = i ? 1 : 0; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = true; #endif } private: int m_nDETAILTEXTURE; #ifdef _DEBUG bool m_bDETAILTEXTURE; #endif public: void SetDETAILTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAILTEXTURE = i; #ifdef _DEBUG m_bDETAILTEXTURE = true; #endif } void SetDETAILTEXTURE( bool i ) { m_nDETAILTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bDETAILTEXTURE = true; #endif } private: int m_nRIMLIGHT; #ifdef _DEBUG bool m_bRIMLIGHT; #endif public: void SetRIMLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nRIMLIGHT = i; #ifdef _DEBUG m_bRIMLIGHT = true; #endif } void SetRIMLIGHT( bool i ) { m_nRIMLIGHT = i ? 1 : 0; #ifdef _DEBUG m_bRIMLIGHT = true; #endif } private: int m_nFLASHLIGHTDEPTHFILTERMODE; #ifdef _DEBUG bool m_bFLASHLIGHTDEPTHFILTERMODE; #endif public: void SetFLASHLIGHTDEPTHFILTERMODE( int i ) { Assert( i >= 0 && i <= 2 ); m_nFLASHLIGHTDEPTHFILTERMODE = i; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif } void SetFLASHLIGHTDEPTHFILTERMODE( bool i ) { m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif } private: int m_nFASTPATH_NOBUMP; #ifdef _DEBUG bool m_bFASTPATH_NOBUMP; #endif public: void SetFASTPATH_NOBUMP( int i ) { Assert( i >= 0 && i <= 1 ); m_nFASTPATH_NOBUMP = i; #ifdef _DEBUG m_bFASTPATH_NOBUMP = true; #endif } void SetFASTPATH_NOBUMP( bool i ) { m_nFASTPATH_NOBUMP = i ? 1 : 0; #ifdef _DEBUG m_bFASTPATH_NOBUMP = true; #endif } private: int m_nBLENDTINTBYBASEALPHA; #ifdef _DEBUG bool m_bBLENDTINTBYBASEALPHA; #endif public: void SetBLENDTINTBYBASEALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nBLENDTINTBYBASEALPHA = i; #ifdef _DEBUG m_bBLENDTINTBYBASEALPHA = true; #endif } void SetBLENDTINTBYBASEALPHA( bool i ) { m_nBLENDTINTBYBASEALPHA = i ? 1 : 0; #ifdef _DEBUG m_bBLENDTINTBYBASEALPHA = true; #endif } public: skin_ps20b_Static_Index( ) { #ifdef _DEBUG m_bCONVERT_TO_SRGB = false; #endif // _DEBUG
m_nCONVERT_TO_SRGB = 0; #ifdef _DEBUG m_bCUBEMAP = false; #endif // _DEBUG
m_nCUBEMAP = 0; #ifdef _DEBUG m_bSELFILLUM = false; #endif // _DEBUG
m_nSELFILLUM = 0; #ifdef _DEBUG m_bSELFILLUMFRESNEL = false; #endif // _DEBUG
m_nSELFILLUMFRESNEL = 0; #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG
m_nFLASHLIGHT = 0; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = false; #endif // _DEBUG
m_nLIGHTWARPTEXTURE = 0; #ifdef _DEBUG m_bPHONGWARPTEXTURE = false; #endif // _DEBUG
m_nPHONGWARPTEXTURE = 0; #ifdef _DEBUG m_bWRINKLEMAP = false; #endif // _DEBUG
m_nWRINKLEMAP = 0; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = false; #endif // _DEBUG
m_nDETAIL_BLEND_MODE = 0; #ifdef _DEBUG m_bDETAILTEXTURE = false; #endif // _DEBUG
m_nDETAILTEXTURE = 0; #ifdef _DEBUG m_bRIMLIGHT = false; #endif // _DEBUG
m_nRIMLIGHT = 0; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = false; #endif // _DEBUG
m_nFLASHLIGHTDEPTHFILTERMODE = 0; #ifdef _DEBUG m_bFASTPATH_NOBUMP = false; #endif // _DEBUG
m_nFASTPATH_NOBUMP = 0; #ifdef _DEBUG m_bBLENDTINTBYBASEALPHA = false; #endif // _DEBUG
m_nBLENDTINTBYBASEALPHA = 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_bCUBEMAP && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bPHONGWARPTEXTURE && m_bWRINKLEMAP && m_bDETAIL_BLEND_MODE && m_bDETAILTEXTURE && m_bRIMLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE && m_bFASTPATH_NOBUMP && m_bBLENDTINTBYBASEALPHA; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 160 * m_nCONVERT_TO_SRGB ) + ( 160 * m_nCUBEMAP ) + ( 320 * m_nSELFILLUM ) + ( 640 * m_nSELFILLUMFRESNEL ) + ( 1280 * m_nFLASHLIGHT ) + ( 2560 * m_nLIGHTWARPTEXTURE ) + ( 5120 * m_nPHONGWARPTEXTURE ) + ( 10240 * m_nWRINKLEMAP ) + ( 20480 * m_nDETAIL_BLEND_MODE ) + ( 143360 * m_nDETAILTEXTURE ) + ( 286720 * m_nRIMLIGHT ) + ( 573440 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 1720320 * m_nFASTPATH_NOBUMP ) + ( 3440640 * m_nBLENDTINTBYBASEALPHA ) + 0; } }; #define shaderStaticTest_skin_ps20b psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_PHONGWARPTEXTURE + psh_forgot_to_set_static_WRINKLEMAP + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_RIMLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_FASTPATH_NOBUMP + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + 0 class skin_ps20b_Dynamic_Index { 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_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_nNUM_LIGHTS; #ifdef _DEBUG bool m_bNUM_LIGHTS; #endif public: void SetNUM_LIGHTS( int i ) { Assert( i >= 0 && i <= 4 ); m_nNUM_LIGHTS = i; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif } void SetNUM_LIGHTS( bool i ) { m_nNUM_LIGHTS = i ? 1 : 0; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif } private: int m_nWRITE_DEPTH_TO_DESTALPHA; #ifdef _DEBUG bool m_bWRITE_DEPTH_TO_DESTALPHA; #endif public: void SetWRITE_DEPTH_TO_DESTALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nWRITE_DEPTH_TO_DESTALPHA = i; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = true; #endif } void SetWRITE_DEPTH_TO_DESTALPHA( bool i ) { m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = true; #endif } private: int m_nFLASHLIGHTSHADOWS; #ifdef _DEBUG bool m_bFLASHLIGHTSHADOWS; #endif public: void SetFLASHLIGHTSHADOWS( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHTSHADOWS = i; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = true; #endif } void SetFLASHLIGHTSHADOWS( bool i ) { m_nFLASHLIGHTSHADOWS = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = true; #endif } private: int m_nPHONG_USE_EXPONENT_FACTOR; #ifdef _DEBUG bool m_bPHONG_USE_EXPONENT_FACTOR; #endif public: void SetPHONG_USE_EXPONENT_FACTOR( int i ) { Assert( i >= 0 && i <= 1 ); m_nPHONG_USE_EXPONENT_FACTOR = i; #ifdef _DEBUG m_bPHONG_USE_EXPONENT_FACTOR = true; #endif } void SetPHONG_USE_EXPONENT_FACTOR( bool i ) { m_nPHONG_USE_EXPONENT_FACTOR = i ? 1 : 0; #ifdef _DEBUG m_bPHONG_USE_EXPONENT_FACTOR = true; #endif } public: skin_ps20b_Dynamic_Index() { #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = false; #endif // _DEBUG
m_nWRITEWATERFOGTODESTALPHA = 0; #ifdef _DEBUG m_bPIXELFOGTYPE = false; #endif // _DEBUG
m_nPIXELFOGTYPE = 0; #ifdef _DEBUG m_bNUM_LIGHTS = false; #endif // _DEBUG
m_nNUM_LIGHTS = 0; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = false; #endif // _DEBUG
m_nWRITE_DEPTH_TO_DESTALPHA = 0; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = false; #endif // _DEBUG
m_nFLASHLIGHTSHADOWS = 0; #ifdef _DEBUG m_bPHONG_USE_EXPONENT_FACTOR = false; #endif // _DEBUG
m_nPHONG_USE_EXPONENT_FACTOR = 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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS && m_bPHONG_USE_EXPONENT_FACTOR; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nNUM_LIGHTS ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 40 * m_nFLASHLIGHTSHADOWS ) + ( 80 * m_nPHONG_USE_EXPONENT_FACTOR ) + 0; } }; #define shaderDynamicTest_skin_ps20b psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_PHONG_USE_EXPONENT_FACTOR + 0
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