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https://github.com/nillerusr/source-engine.git
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311 lines
6.3 KiB
C++
311 lines
6.3 KiB
C++
#include "shaderlib/cshader.h"
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class spritecard_ps20b_Static_Index
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{
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private:
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int m_nCONVERT_TO_SRGB;
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#ifdef _DEBUG
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bool m_bCONVERT_TO_SRGB;
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#endif
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public:
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void SetCONVERT_TO_SRGB( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nCONVERT_TO_SRGB = i;
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif
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}
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void SetCONVERT_TO_SRGB( bool i )
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{
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m_nCONVERT_TO_SRGB = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif
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}
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private:
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int m_nDUALSEQUENCE;
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#ifdef _DEBUG
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bool m_bDUALSEQUENCE;
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#endif
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public:
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void SetDUALSEQUENCE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDUALSEQUENCE = i;
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#ifdef _DEBUG
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m_bDUALSEQUENCE = true;
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#endif
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}
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void SetDUALSEQUENCE( bool i )
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{
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m_nDUALSEQUENCE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDUALSEQUENCE = true;
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#endif
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}
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private:
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int m_nSEQUENCE_BLEND_MODE;
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#ifdef _DEBUG
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bool m_bSEQUENCE_BLEND_MODE;
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#endif
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public:
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void SetSEQUENCE_BLEND_MODE( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nSEQUENCE_BLEND_MODE = i;
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#ifdef _DEBUG
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m_bSEQUENCE_BLEND_MODE = true;
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#endif
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}
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void SetSEQUENCE_BLEND_MODE( bool i )
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{
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m_nSEQUENCE_BLEND_MODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSEQUENCE_BLEND_MODE = true;
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#endif
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}
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private:
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int m_nADDBASETEXTURE2;
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#ifdef _DEBUG
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bool m_bADDBASETEXTURE2;
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#endif
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public:
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void SetADDBASETEXTURE2( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nADDBASETEXTURE2 = i;
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#ifdef _DEBUG
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m_bADDBASETEXTURE2 = true;
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#endif
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}
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void SetADDBASETEXTURE2( bool i )
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{
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m_nADDBASETEXTURE2 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bADDBASETEXTURE2 = true;
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#endif
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}
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private:
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int m_nMAXLUMFRAMEBLEND1;
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#ifdef _DEBUG
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bool m_bMAXLUMFRAMEBLEND1;
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#endif
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public:
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void SetMAXLUMFRAMEBLEND1( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMAXLUMFRAMEBLEND1 = i;
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#ifdef _DEBUG
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m_bMAXLUMFRAMEBLEND1 = true;
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#endif
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}
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void SetMAXLUMFRAMEBLEND1( bool i )
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{
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m_nMAXLUMFRAMEBLEND1 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMAXLUMFRAMEBLEND1 = true;
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#endif
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}
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private:
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int m_nMAXLUMFRAMEBLEND2;
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#ifdef _DEBUG
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bool m_bMAXLUMFRAMEBLEND2;
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#endif
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public:
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void SetMAXLUMFRAMEBLEND2( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMAXLUMFRAMEBLEND2 = i;
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#ifdef _DEBUG
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m_bMAXLUMFRAMEBLEND2 = true;
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#endif
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}
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void SetMAXLUMFRAMEBLEND2( bool i )
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{
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m_nMAXLUMFRAMEBLEND2 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMAXLUMFRAMEBLEND2 = true;
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#endif
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}
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private:
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int m_nEXTRACTGREENALPHA;
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#ifdef _DEBUG
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bool m_bEXTRACTGREENALPHA;
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#endif
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public:
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void SetEXTRACTGREENALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nEXTRACTGREENALPHA = i;
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#ifdef _DEBUG
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m_bEXTRACTGREENALPHA = true;
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#endif
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}
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void SetEXTRACTGREENALPHA( bool i )
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{
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m_nEXTRACTGREENALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bEXTRACTGREENALPHA = true;
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#endif
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}
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private:
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int m_nCOLORRAMP;
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#ifdef _DEBUG
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bool m_bCOLORRAMP;
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#endif
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public:
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void SetCOLORRAMP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOLORRAMP = i;
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#ifdef _DEBUG
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m_bCOLORRAMP = true;
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#endif
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}
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void SetCOLORRAMP( bool i )
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{
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m_nCOLORRAMP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCOLORRAMP = true;
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#endif
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}
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private:
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int m_nANIMBLEND;
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#ifdef _DEBUG
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bool m_bANIMBLEND;
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#endif
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public:
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void SetANIMBLEND( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nANIMBLEND = i;
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#ifdef _DEBUG
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m_bANIMBLEND = true;
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#endif
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}
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void SetANIMBLEND( bool i )
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{
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m_nANIMBLEND = i ? 1 : 0;
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#ifdef _DEBUG
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m_bANIMBLEND = true;
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#endif
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}
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private:
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int m_nADDSELF;
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#ifdef _DEBUG
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bool m_bADDSELF;
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#endif
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public:
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void SetADDSELF( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nADDSELF = i;
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#ifdef _DEBUG
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m_bADDSELF = true;
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#endif
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}
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void SetADDSELF( bool i )
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{
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m_nADDSELF = i ? 1 : 0;
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#ifdef _DEBUG
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m_bADDSELF = true;
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#endif
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}
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private:
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int m_nDEPTHBLEND;
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#ifdef _DEBUG
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bool m_bDEPTHBLEND;
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#endif
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public:
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void SetDEPTHBLEND( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDEPTHBLEND = i;
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#ifdef _DEBUG
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m_bDEPTHBLEND = true;
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#endif
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}
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void SetDEPTHBLEND( bool i )
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{
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m_nDEPTHBLEND = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDEPTHBLEND = true;
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#endif
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}
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public:
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spritecard_ps20b_Static_Index( )
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{
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif // _DEBUG
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m_nCONVERT_TO_SRGB = 0;
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#ifdef _DEBUG
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m_bDUALSEQUENCE = false;
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#endif // _DEBUG
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m_nDUALSEQUENCE = 0;
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#ifdef _DEBUG
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m_bSEQUENCE_BLEND_MODE = false;
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#endif // _DEBUG
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m_nSEQUENCE_BLEND_MODE = 0;
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#ifdef _DEBUG
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m_bADDBASETEXTURE2 = false;
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#endif // _DEBUG
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m_nADDBASETEXTURE2 = 0;
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#ifdef _DEBUG
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m_bMAXLUMFRAMEBLEND1 = false;
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#endif // _DEBUG
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m_nMAXLUMFRAMEBLEND1 = 0;
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#ifdef _DEBUG
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m_bMAXLUMFRAMEBLEND2 = false;
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#endif // _DEBUG
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m_nMAXLUMFRAMEBLEND2 = 0;
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#ifdef _DEBUG
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m_bEXTRACTGREENALPHA = false;
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#endif // _DEBUG
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m_nEXTRACTGREENALPHA = 0;
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#ifdef _DEBUG
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m_bCOLORRAMP = false;
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#endif // _DEBUG
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m_nCOLORRAMP = 0;
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#ifdef _DEBUG
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m_bANIMBLEND = false;
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#endif // _DEBUG
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m_nANIMBLEND = 0;
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#ifdef _DEBUG
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m_bADDSELF = false;
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#endif // _DEBUG
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m_nADDSELF = 0;
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#ifdef _DEBUG
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m_bDEPTHBLEND = false;
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#endif // _DEBUG
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m_nDEPTHBLEND = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB && m_bDUALSEQUENCE && m_bSEQUENCE_BLEND_MODE && m_bADDBASETEXTURE2 && m_bMAXLUMFRAMEBLEND1 && m_bMAXLUMFRAMEBLEND2 && m_bEXTRACTGREENALPHA && m_bCOLORRAMP && m_bANIMBLEND && m_bADDSELF && m_bDEPTHBLEND;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nCONVERT_TO_SRGB ) + ( 1 * m_nDUALSEQUENCE ) + ( 2 * m_nSEQUENCE_BLEND_MODE ) + ( 6 * m_nADDBASETEXTURE2 ) + ( 12 * m_nMAXLUMFRAMEBLEND1 ) + ( 24 * m_nMAXLUMFRAMEBLEND2 ) + ( 48 * m_nEXTRACTGREENALPHA ) + ( 96 * m_nCOLORRAMP ) + ( 192 * m_nANIMBLEND ) + ( 384 * m_nADDSELF ) + ( 768 * m_nDEPTHBLEND ) + 0;
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}
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};
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#define shaderStaticTest_spritecard_ps20b psh_forgot_to_set_static_DUALSEQUENCE + psh_forgot_to_set_static_SEQUENCE_BLEND_MODE + psh_forgot_to_set_static_ADDBASETEXTURE2 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND1 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND2 + psh_forgot_to_set_static_EXTRACTGREENALPHA + psh_forgot_to_set_static_COLORRAMP + psh_forgot_to_set_static_ANIMBLEND + psh_forgot_to_set_static_ADDSELF + psh_forgot_to_set_static_DEPTHBLEND + 0
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class spritecard_ps20b_Dynamic_Index
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{
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public:
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spritecard_ps20b_Dynamic_Index()
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{
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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#endif // _DEBUG
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return 0;
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}
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};
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#define shaderDynamicTest_spritecard_ps20b 0
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