Team Fortress 2 Source Code as on 22/4/2020
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200 lines
3.6 KiB

class vertexlitgeneric_vs11_Static_Index
{
private:
int m_nHALF_LAMBERT;
#ifdef _DEBUG
bool m_bHALF_LAMBERT;
#endif
public:
void SetHALF_LAMBERT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHALF_LAMBERT = i;
#ifdef _DEBUG
m_bHALF_LAMBERT = true;
#endif
}
void SetHALF_LAMBERT( bool i )
{
m_nHALF_LAMBERT = i ? 1 : 0;
#ifdef _DEBUG
m_bHALF_LAMBERT = true;
#endif
}
private:
int m_nENVMAP;
#ifdef _DEBUG
bool m_bENVMAP;
#endif
public:
void SetENVMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAP = i;
#ifdef _DEBUG
m_bENVMAP = true;
#endif
}
void SetENVMAP( bool i )
{
m_nENVMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAP = true;
#endif
}
private:
int m_nENVMAPCAMERASPACE;
#ifdef _DEBUG
bool m_bENVMAPCAMERASPACE;
#endif
public:
void SetENVMAPCAMERASPACE( int i )
{
}
void SetENVMAPCAMERASPACE( bool i )
{
}
private:
int m_nENVMAPSPHERE;
#ifdef _DEBUG
bool m_bENVMAPSPHERE;
#endif
public:
void SetENVMAPSPHERE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPSPHERE = i;
#ifdef _DEBUG
m_bENVMAPSPHERE = true;
#endif
}
void SetENVMAPSPHERE( bool i )
{
m_nENVMAPSPHERE = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPSPHERE = true;
#endif
}
public:
vertexlitgeneric_vs11_Static_Index()
{
#ifdef _DEBUG
m_bHALF_LAMBERT = false;
#endif // _DEBUG
m_nHALF_LAMBERT = 0;
#ifdef _DEBUG
m_bENVMAP = false;
#endif // _DEBUG
m_nENVMAP = 0;
#ifdef _DEBUG
m_bENVMAPCAMERASPACE = true;
#endif // _DEBUG
m_nENVMAPCAMERASPACE = 0;
#ifdef _DEBUG
m_bENVMAPSPHERE = false;
#endif // _DEBUG
m_nENVMAPSPHERE = 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_bHALF_LAMBERT && m_bENVMAP && m_bENVMAPCAMERASPACE && m_bENVMAPSPHERE;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 88 * m_nHALF_LAMBERT ) + ( 176 * m_nENVMAP ) + ( 352 * m_nENVMAPCAMERASPACE ) + ( 352 * m_nENVMAPSPHERE ) + 0;
}
};
class vertexlitgeneric_vs11_Dynamic_Index
{
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_nLIGHT_COMBO;
#ifdef _DEBUG
bool m_bLIGHT_COMBO;
#endif
public:
void SetLIGHT_COMBO( int i )
{
Assert( i >= 0 && i <= 21 );
m_nLIGHT_COMBO = i;
#ifdef _DEBUG
m_bLIGHT_COMBO = true;
#endif
}
void SetLIGHT_COMBO( bool i )
{
m_nLIGHT_COMBO = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHT_COMBO = 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
}
public:
vertexlitgeneric_vs11_Dynamic_Index()
{
#ifdef _DEBUG
m_bDOWATERFOG = false;
#endif // _DEBUG
m_nDOWATERFOG = 0;
#ifdef _DEBUG
m_bLIGHT_COMBO = false;
#endif // _DEBUG
m_nLIGHT_COMBO = 0;
#ifdef _DEBUG
m_bSKINNING = false;
#endif // _DEBUG
m_nSKINNING = 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_bDOWATERFOG && m_bLIGHT_COMBO && m_bSKINNING;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nDOWATERFOG ) + ( 2 * m_nLIGHT_COMBO ) + ( 44 * m_nSKINNING ) + 0;
}
};