Team Fortress 2 Source Code as on 22/4/2020
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110 lines
2.2 KiB

#include "shaderlib/cshader.h"
class spritecard_ps11_Static_Index
{
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_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
}
private:
int m_nUSEALPHAASRGB;
#ifdef _DEBUG
bool m_bUSEALPHAASRGB;
#endif
public:
void SetUSEALPHAASRGB( int i )
{
Assert( i >= 0 && i <= 1 );
m_nUSEALPHAASRGB = i;
#ifdef _DEBUG
m_bUSEALPHAASRGB = true;
#endif
}
void SetUSEALPHAASRGB( bool i )
{
m_nUSEALPHAASRGB = i ? 1 : 0;
#ifdef _DEBUG
m_bUSEALPHAASRGB = true;
#endif
}
public:
spritecard_ps11_Static_Index( )
{
#ifdef _DEBUG
m_bADDBASETEXTURE2 = false;
#endif // _DEBUG
m_nADDBASETEXTURE2 = 0;
#ifdef _DEBUG
m_bADDSELF = false;
#endif // _DEBUG
m_nADDSELF = 0;
#ifdef _DEBUG
m_bUSEALPHAASRGB = false;
#endif // _DEBUG
m_nUSEALPHAASRGB = 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_bADDBASETEXTURE2 && m_bADDSELF && m_bUSEALPHAASRGB;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 1 * m_nADDBASETEXTURE2 ) + ( 2 * m_nADDSELF ) + ( 4 * m_nUSEALPHAASRGB ) + 0;
}
};
#define shaderStaticTest_spritecard_ps11 psh_forgot_to_set_static_ADDBASETEXTURE2 + psh_forgot_to_set_static_ADDSELF + psh_forgot_to_set_static_USEALPHAASRGB + 0
class spritecard_ps11_Dynamic_Index
{
public:
spritecard_ps11_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_ps11 0