Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class spritecard_ps20_Static_Index { private: int m_nDUALSEQUENCE; #ifdef _DEBUG bool m_bDUALSEQUENCE; #endif public: void SetDUALSEQUENCE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDUALSEQUENCE = i; #ifdef _DEBUG m_bDUALSEQUENCE = true; #endif } void SetDUALSEQUENCE( bool i ) { m_nDUALSEQUENCE = i ? 1 : 0; #ifdef _DEBUG m_bDUALSEQUENCE = true; #endif } private: int m_nSEQUENCE_BLEND_MODE; #ifdef _DEBUG bool m_bSEQUENCE_BLEND_MODE; #endif public: void SetSEQUENCE_BLEND_MODE( int i ) { Assert( i >= 0 && i <= 2 ); m_nSEQUENCE_BLEND_MODE = i; #ifdef _DEBUG m_bSEQUENCE_BLEND_MODE = true; #endif } void SetSEQUENCE_BLEND_MODE( bool i ) { m_nSEQUENCE_BLEND_MODE = i ? 1 : 0; #ifdef _DEBUG m_bSEQUENCE_BLEND_MODE = true; #endif } private: int m_nADDBASETEXTURE2; #ifdef _DEBUG bool m_bADDBASETEXTURE2; #endif public: void SetADDBASETEXTURE2( int i ) { Assert( i >= 0 && i <= 1 ); m_nADDBASETEXTURE2 = i; #ifdef _DEBUG m_bADDBASETEXTURE2 = true; #endif } void SetADDBASETEXTURE2( bool i ) { m_nADDBASETEXTURE2 = i ? 1 : 0; #ifdef _DEBUG m_bADDBASETEXTURE2 = true; #endif } private: int m_nMAXLUMFRAMEBLEND1; #ifdef _DEBUG bool m_bMAXLUMFRAMEBLEND1; #endif public: void SetMAXLUMFRAMEBLEND1( int i ) { Assert( i >= 0 && i <= 1 ); m_nMAXLUMFRAMEBLEND1 = i; #ifdef _DEBUG m_bMAXLUMFRAMEBLEND1 = true; #endif } void SetMAXLUMFRAMEBLEND1( bool i ) { m_nMAXLUMFRAMEBLEND1 = i ? 1 : 0; #ifdef _DEBUG m_bMAXLUMFRAMEBLEND1 = true; #endif } private: int m_nMAXLUMFRAMEBLEND2; #ifdef _DEBUG bool m_bMAXLUMFRAMEBLEND2; #endif public: void SetMAXLUMFRAMEBLEND2( int i ) { Assert( i >= 0 && i <= 1 ); m_nMAXLUMFRAMEBLEND2 = i; #ifdef _DEBUG m_bMAXLUMFRAMEBLEND2 = true; #endif } void SetMAXLUMFRAMEBLEND2( bool i ) { m_nMAXLUMFRAMEBLEND2 = i ? 1 : 0; #ifdef _DEBUG m_bMAXLUMFRAMEBLEND2 = true; #endif } private: int m_nEXTRACTGREENALPHA; #ifdef _DEBUG bool m_bEXTRACTGREENALPHA; #endif public: void SetEXTRACTGREENALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nEXTRACTGREENALPHA = i; #ifdef _DEBUG m_bEXTRACTGREENALPHA = true; #endif } void SetEXTRACTGREENALPHA( bool i ) { m_nEXTRACTGREENALPHA = i ? 1 : 0; #ifdef _DEBUG m_bEXTRACTGREENALPHA = true; #endif } private: int m_nCOLORRAMP; #ifdef _DEBUG bool m_bCOLORRAMP; #endif public: void SetCOLORRAMP( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOLORRAMP = i; #ifdef _DEBUG m_bCOLORRAMP = true; #endif } void SetCOLORRAMP( bool i ) { m_nCOLORRAMP = i ? 1 : 0; #ifdef _DEBUG m_bCOLORRAMP = true; #endif } private: int m_nANIMBLEND; #ifdef _DEBUG bool m_bANIMBLEND; #endif public: void SetANIMBLEND( int i ) { Assert( i >= 0 && i <= 1 ); m_nANIMBLEND = i; #ifdef _DEBUG m_bANIMBLEND = true; #endif } void SetANIMBLEND( bool i ) { m_nANIMBLEND = i ? 1 : 0; #ifdef _DEBUG m_bANIMBLEND = true; #endif } private: int m_nADDSELF; #ifdef _DEBUG bool m_bADDSELF; #endif public: void SetADDSELF( int i ) { Assert( i >= 0 && i <= 1 ); m_nADDSELF = i; #ifdef _DEBUG m_bADDSELF = true; #endif } void SetADDSELF( bool i ) { m_nADDSELF = i ? 1 : 0; #ifdef _DEBUG m_bADDSELF = true; #endif } public: spritecard_ps20_Static_Index( ) { #ifdef _DEBUG m_bDUALSEQUENCE = false; #endif // _DEBUG
m_nDUALSEQUENCE = 0; #ifdef _DEBUG m_bSEQUENCE_BLEND_MODE = false; #endif // _DEBUG
m_nSEQUENCE_BLEND_MODE = 0; #ifdef _DEBUG m_bADDBASETEXTURE2 = false; #endif // _DEBUG
m_nADDBASETEXTURE2 = 0; #ifdef _DEBUG m_bMAXLUMFRAMEBLEND1 = false; #endif // _DEBUG
m_nMAXLUMFRAMEBLEND1 = 0; #ifdef _DEBUG m_bMAXLUMFRAMEBLEND2 = false; #endif // _DEBUG
m_nMAXLUMFRAMEBLEND2 = 0; #ifdef _DEBUG m_bEXTRACTGREENALPHA = false; #endif // _DEBUG
m_nEXTRACTGREENALPHA = 0; #ifdef _DEBUG m_bCOLORRAMP = false; #endif // _DEBUG
m_nCOLORRAMP = 0; #ifdef _DEBUG m_bANIMBLEND = false; #endif // _DEBUG
m_nANIMBLEND = 0; #ifdef _DEBUG m_bADDSELF = false; #endif // _DEBUG
m_nADDSELF = 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_bDUALSEQUENCE && m_bSEQUENCE_BLEND_MODE && m_bADDBASETEXTURE2 && m_bMAXLUMFRAMEBLEND1 && m_bMAXLUMFRAMEBLEND2 && m_bEXTRACTGREENALPHA && m_bCOLORRAMP && m_bANIMBLEND && m_bADDSELF; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 1 * m_nDUALSEQUENCE ) + ( 2 * m_nSEQUENCE_BLEND_MODE ) + ( 6 * m_nADDBASETEXTURE2 ) + ( 12 * m_nMAXLUMFRAMEBLEND1 ) + ( 24 * m_nMAXLUMFRAMEBLEND2 ) + ( 48 * m_nEXTRACTGREENALPHA ) + ( 96 * m_nCOLORRAMP ) + ( 192 * m_nANIMBLEND ) + ( 384 * m_nADDSELF ) + 0; } }; #define shaderStaticTest_spritecard_ps20 psh_forgot_to_set_static_DUALSEQUENCE + psh_forgot_to_set_static_SEQUENCE_BLEND_MODE + psh_forgot_to_set_static_ADDBASETEXTURE2 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND1 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND2 + psh_forgot_to_set_static_EXTRACTGREENALPHA + psh_forgot_to_set_static_COLORRAMP + psh_forgot_to_set_static_ANIMBLEND + psh_forgot_to_set_static_ADDSELF + 0 class spritecard_ps20_Dynamic_Index { public: spritecard_ps20_Dynamic_Index() { } 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 #endif // _DEBUG
return 0; } }; #define shaderDynamicTest_spritecard_ps20 0
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