Team Fortress 2 Source Code as on 22/4/2020
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187 lines
3.8 KiB

#include "shaderlib/cshader.h"
class portal_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 <= 1 );
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_nHASALPHAMASK;
#ifdef _DEBUG
bool m_bHASALPHAMASK;
#endif
public:
void SetHASALPHAMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHASALPHAMASK = i;
#ifdef _DEBUG
m_bHASALPHAMASK = true;
#endif
}
void SetHASALPHAMASK( bool i )
{
m_nHASALPHAMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bHASALPHAMASK = true;
#endif
}
private:
int m_nHASSTATICTEXTURE;
#ifdef _DEBUG
bool m_bHASSTATICTEXTURE;
#endif
public:
void SetHASSTATICTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHASSTATICTEXTURE = i;
#ifdef _DEBUG
m_bHASSTATICTEXTURE = true;
#endif
}
void SetHASSTATICTEXTURE( bool i )
{
m_nHASSTATICTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bHASSTATICTEXTURE = true;
#endif
}
public:
portal_ps20b_Static_Index( )
{
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = true;
#endif // _DEBUG
m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
#ifdef _DEBUG
m_bHASALPHAMASK = false;
#endif // _DEBUG
m_nHASALPHAMASK = 0;
#ifdef _DEBUG
m_bHASSTATICTEXTURE = false;
#endif // _DEBUG
m_nHASSTATICTEXTURE = 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_bHASALPHAMASK && m_bHASSTATICTEXTURE;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 8 * m_nCONVERT_TO_SRGB ) + ( 16 * m_nHASALPHAMASK ) + ( 32 * m_nHASSTATICTEXTURE ) + 0;
}
};
#define shaderStaticTest_portal_ps20b psh_forgot_to_set_static_HASALPHAMASK + psh_forgot_to_set_static_HASSTATICTEXTURE + 0
class portal_ps20b_Dynamic_Index
{
private:
int m_nADDSTATIC;
#ifdef _DEBUG
bool m_bADDSTATIC;
#endif
public:
void SetADDSTATIC( int i )
{
Assert( i >= 0 && i <= 1 );
m_nADDSTATIC = i;
#ifdef _DEBUG
m_bADDSTATIC = true;
#endif
}
void SetADDSTATIC( bool i )
{
m_nADDSTATIC = i ? 1 : 0;
#ifdef _DEBUG
m_bADDSTATIC = true;
#endif
}
private:
int m_nHDRENABLED;
#ifdef _DEBUG
bool m_bHDRENABLED;
#endif
public:
void SetHDRENABLED( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHDRENABLED = i;
#ifdef _DEBUG
m_bHDRENABLED = true;
#endif
}
void SetHDRENABLED( bool i )
{
m_nHDRENABLED = i ? 1 : 0;
#ifdef _DEBUG
m_bHDRENABLED = 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
}
public:
portal_ps20b_Dynamic_Index()
{
#ifdef _DEBUG
m_bADDSTATIC = false;
#endif // _DEBUG
m_nADDSTATIC = 0;
#ifdef _DEBUG
m_bHDRENABLED = false;
#endif // _DEBUG
m_nHDRENABLED = 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = false;
#endif // _DEBUG
m_nPIXELFOGTYPE = 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_bADDSTATIC && m_bHDRENABLED && m_bPIXELFOGTYPE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nADDSTATIC ) + ( 2 * m_nHDRENABLED ) + ( 4 * m_nPIXELFOGTYPE ) + 0;
}
};
#define shaderDynamicTest_portal_ps20b psh_forgot_to_set_dynamic_ADDSTATIC + psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0