source-engine/materialsystem/stdshaders/vshtmp9_360/sprite_vs11.inc

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2020-04-22 16:56:21 +00:00
class sprite_vs11_Static_Index
{
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
}
public:
sprite_vs11_Static_Index()
{
#ifdef _DEBUG
m_bVERTEXCOLOR = false;
#endif // _DEBUG
m_nVERTEXCOLOR = 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_bVERTEXCOLOR;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 2 * m_nVERTEXCOLOR ) + 0;
}
};
class sprite_vs11_Dynamic_Index
{
private:
int m_nSKINNING;
#ifdef _DEBUG
bool m_bSKINNING;
#endif
public:
void SetSKINNING( int i )
{
}
void SetSKINNING( bool i )
{
}
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
}
public:
sprite_vs11_Dynamic_Index()
{
#ifdef _DEBUG
m_bSKINNING = true;
#endif // _DEBUG
m_nSKINNING = 0;
#ifdef _DEBUG
m_bDOWATERFOG = false;
#endif // _DEBUG
m_nDOWATERFOG = 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_bSKINNING && m_bDOWATERFOG;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nSKINNING ) + ( 1 * m_nDOWATERFOG ) + 0;
}
};