Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

337 lines
6.8 KiB

#include "shaderlib/cshader.h"
class lightmappedgeneric_vs20_Static_Index
{
private:
int m_nENVMAP_MASK;
#ifdef _DEBUG
bool m_bENVMAP_MASK;
#endif
public:
void SetENVMAP_MASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAP_MASK = i;
#ifdef _DEBUG
m_bENVMAP_MASK = true;
#endif
}
void SetENVMAP_MASK( bool i )
{
m_nENVMAP_MASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAP_MASK = true;
#endif
}
private:
int m_nTANGENTSPACE;
#ifdef _DEBUG
bool m_bTANGENTSPACE;
#endif
public:
void SetTANGENTSPACE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nTANGENTSPACE = i;
#ifdef _DEBUG
m_bTANGENTSPACE = true;
#endif
}
void SetTANGENTSPACE( bool i )
{
m_nTANGENTSPACE = i ? 1 : 0;
#ifdef _DEBUG
m_bTANGENTSPACE = true;
#endif
}
private:
int m_nBUMPMAP;
#ifdef _DEBUG
bool m_bBUMPMAP;
#endif
public:
void SetBUMPMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUMPMAP = i;
#ifdef _DEBUG
m_bBUMPMAP = true;
#endif
}
void SetBUMPMAP( bool i )
{
m_nBUMPMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMAP = true;
#endif
}
private:
int m_nDIFFUSEBUMPMAP;
#ifdef _DEBUG
bool m_bDIFFUSEBUMPMAP;
#endif
public:
void SetDIFFUSEBUMPMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDIFFUSEBUMPMAP = i;
#ifdef _DEBUG
m_bDIFFUSEBUMPMAP = true;
#endif
}
void SetDIFFUSEBUMPMAP( bool i )
{
m_nDIFFUSEBUMPMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bDIFFUSEBUMPMAP = 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_nVERTEXALPHATEXBLENDFACTOR;
#ifdef _DEBUG
bool m_bVERTEXALPHATEXBLENDFACTOR;
#endif
public:
void SetVERTEXALPHATEXBLENDFACTOR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nVERTEXALPHATEXBLENDFACTOR = i;
#ifdef _DEBUG
m_bVERTEXALPHATEXBLENDFACTOR = true;
#endif
}
void SetVERTEXALPHATEXBLENDFACTOR( bool i )
{
m_nVERTEXALPHATEXBLENDFACTOR = i ? 1 : 0;
#ifdef _DEBUG
m_bVERTEXALPHATEXBLENDFACTOR = true;
#endif
}
private:
int m_nRELIEF_MAPPING;
#ifdef _DEBUG
bool m_bRELIEF_MAPPING;
#endif
public:
void SetRELIEF_MAPPING( int i )
{
Assert( i >= 0 && i <= 0 );
m_nRELIEF_MAPPING = i;
#ifdef _DEBUG
m_bRELIEF_MAPPING = true;
#endif
}
void SetRELIEF_MAPPING( bool i )
{
m_nRELIEF_MAPPING = i ? 1 : 0;
#ifdef _DEBUG
m_bRELIEF_MAPPING = true;
#endif
}
private:
int m_nSEAMLESS;
#ifdef _DEBUG
bool m_bSEAMLESS;
#endif
public:
void SetSEAMLESS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSEAMLESS = i;
#ifdef _DEBUG
m_bSEAMLESS = true;
#endif
}
void SetSEAMLESS( bool i )
{
m_nSEAMLESS = i ? 1 : 0;
#ifdef _DEBUG
m_bSEAMLESS = true;
#endif
}
private:
int m_nBUMPMASK;
#ifdef _DEBUG
bool m_bBUMPMASK;
#endif
public:
void SetBUMPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUMPMASK = i;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
void SetBUMPMASK( bool i )
{
m_nBUMPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
public:
lightmappedgeneric_vs20_Static_Index( )
{
#ifdef _DEBUG
m_bENVMAP_MASK = false;
#endif // _DEBUG
m_nENVMAP_MASK = 0;
#ifdef _DEBUG
m_bTANGENTSPACE = false;
#endif // _DEBUG
m_nTANGENTSPACE = 0;
#ifdef _DEBUG
m_bBUMPMAP = false;
#endif // _DEBUG
m_nBUMPMAP = 0;
#ifdef _DEBUG
m_bDIFFUSEBUMPMAP = false;
#endif // _DEBUG
m_nDIFFUSEBUMPMAP = 0;
#ifdef _DEBUG
m_bVERTEXCOLOR = false;
#endif // _DEBUG
m_nVERTEXCOLOR = 0;
#ifdef _DEBUG
m_bVERTEXALPHATEXBLENDFACTOR = false;
#endif // _DEBUG
m_nVERTEXALPHATEXBLENDFACTOR = 0;
#ifdef _DEBUG
m_bRELIEF_MAPPING = false;
#endif // _DEBUG
m_nRELIEF_MAPPING = 0;
#ifdef _DEBUG
m_bSEAMLESS = false;
#endif // _DEBUG
m_nSEAMLESS = 0;
#ifdef _DEBUG
m_bBUMPMASK = false;
#endif // _DEBUG
m_nBUMPMASK = 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_bENVMAP_MASK && m_bTANGENTSPACE && m_bBUMPMAP && m_bDIFFUSEBUMPMAP && m_bVERTEXCOLOR && m_bVERTEXALPHATEXBLENDFACTOR && m_bRELIEF_MAPPING && m_bSEAMLESS && m_bBUMPMASK;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 8 * m_nENVMAP_MASK ) + ( 16 * m_nTANGENTSPACE ) + ( 32 * m_nBUMPMAP ) + ( 64 * m_nDIFFUSEBUMPMAP ) + ( 128 * m_nVERTEXCOLOR ) + ( 256 * m_nVERTEXALPHATEXBLENDFACTOR ) + ( 512 * m_nRELIEF_MAPPING ) + ( 512 * m_nSEAMLESS ) + ( 1024 * m_nBUMPMASK ) + 0;
}
};
#define shaderStaticTest_lightmappedgeneric_vs20 vsh_forgot_to_set_static_ENVMAP_MASK + vsh_forgot_to_set_static_TANGENTSPACE + vsh_forgot_to_set_static_BUMPMAP + vsh_forgot_to_set_static_DIFFUSEBUMPMAP + vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_VERTEXALPHATEXBLENDFACTOR + vsh_forgot_to_set_static_RELIEF_MAPPING + vsh_forgot_to_set_static_SEAMLESS + vsh_forgot_to_set_static_BUMPMASK + 0
class lightmappedgeneric_vs20_Dynamic_Index
{
private:
int m_nFASTPATH;
#ifdef _DEBUG
bool m_bFASTPATH;
#endif
public:
void SetFASTPATH( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFASTPATH = i;
#ifdef _DEBUG
m_bFASTPATH = true;
#endif
}
void SetFASTPATH( bool i )
{
m_nFASTPATH = i ? 1 : 0;
#ifdef _DEBUG
m_bFASTPATH = true;
#endif
}
private:
int m_nDOWATERFOG;
#ifdef _DEBUG
bool m_bDOWATERFOG;
#endif
public:
void SetDOWATERFOG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDOWATERFOG = i;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif
}
void SetDOWATERFOG( bool i )
{
m_nDOWATERFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif
}
private:
int m_nLIGHTING_PREVIEW;
#ifdef _DEBUG
bool m_bLIGHTING_PREVIEW;
#endif
public:
void SetLIGHTING_PREVIEW( int i )
{
Assert( i >= 0 && i <= 1 );
m_nLIGHTING_PREVIEW = i;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
void SetLIGHTING_PREVIEW( bool i )
{
m_nLIGHTING_PREVIEW = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
public:
lightmappedgeneric_vs20_Dynamic_Index()
{
#ifdef _DEBUG
m_bFASTPATH = false;
#endif // _DEBUG
m_nFASTPATH = 0;
#ifdef _DEBUG
m_bDOWATERFOG = false;
#endif // _DEBUG
m_nDOWATERFOG = 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = false;
#endif // _DEBUG
m_nLIGHTING_PREVIEW = 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_bFASTPATH && m_bDOWATERFOG && m_bLIGHTING_PREVIEW;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nFASTPATH ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nLIGHTING_PREVIEW ) + 0;
}
};
#define shaderDynamicTest_lightmappedgeneric_vs20 vsh_forgot_to_set_dynamic_FASTPATH + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + 0