Team Fortress 2 Source Code as on 22/4/2020
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162 lines
3.2 KiB

#include "shaderlib/cshader.h"
class vortwarp_vs30_Static_Index
{
private:
int m_nHALFLAMBERT;
#ifdef _DEBUG
bool m_bHALFLAMBERT;
#endif
public:
void SetHALFLAMBERT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHALFLAMBERT = i;
#ifdef _DEBUG
m_bHALFLAMBERT = true;
#endif
}
void SetHALFLAMBERT( bool i )
{
m_nHALFLAMBERT = i ? 1 : 0;
#ifdef _DEBUG
m_bHALFLAMBERT = true;
#endif
}
public:
vortwarp_vs30_Static_Index( )
{
#ifdef _DEBUG
m_bHALFLAMBERT = false;
#endif // _DEBUG
m_nHALFLAMBERT = 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_bHALFLAMBERT;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 16 * m_nHALFLAMBERT ) + 0;
}
};
#define shaderStaticTest_vortwarp_vs30 vsh_forgot_to_set_static_HALFLAMBERT + 0
class vortwarp_vs30_Dynamic_Index
{
private:
int m_nCOMPRESSED_VERTS;
#ifdef _DEBUG
bool m_bCOMPRESSED_VERTS;
#endif
public:
void SetCOMPRESSED_VERTS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCOMPRESSED_VERTS = i;
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = true;
#endif
}
void SetCOMPRESSED_VERTS( bool i )
{
m_nCOMPRESSED_VERTS = i ? 1 : 0;
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = 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_nSKINNING;
#ifdef _DEBUG
bool m_bSKINNING;
#endif
public:
void SetSKINNING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSKINNING = i;
#ifdef _DEBUG
m_bSKINNING = true;
#endif
}
void SetSKINNING( bool i )
{
m_nSKINNING = i ? 1 : 0;
#ifdef _DEBUG
m_bSKINNING = true;
#endif
}
private:
int m_nMORPHING;
#ifdef _DEBUG
bool m_bMORPHING;
#endif
public:
void SetMORPHING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMORPHING = i;
#ifdef _DEBUG
m_bMORPHING = true;
#endif
}
void SetMORPHING( bool i )
{
m_nMORPHING = i ? 1 : 0;
#ifdef _DEBUG
m_bMORPHING = true;
#endif
}
public:
vortwarp_vs30_Dynamic_Index()
{
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = false;
#endif // _DEBUG
m_nCOMPRESSED_VERTS = 0;
#ifdef _DEBUG
m_bDOWATERFOG = false;
#endif // _DEBUG
m_nDOWATERFOG = 0;
#ifdef _DEBUG
m_bSKINNING = false;
#endif // _DEBUG
m_nSKINNING = 0;
#ifdef _DEBUG
m_bMORPHING = false;
#endif // _DEBUG
m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bMORPHING;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nMORPHING ) + 0;
}
};
#define shaderDynamicTest_vortwarp_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_MORPHING + 0