source-engine/materialsystem/stdshaders/fxctmp9_360/spritecard_vs20.inc
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

163 lines
3.4 KiB
C++

#include "shaderlib/cshader.h"
class spritecard_vs20_Static_Index
{
private:
int m_nZOOM_ANIMATE_SEQ2;
#ifdef _DEBUG
bool m_bZOOM_ANIMATE_SEQ2;
#endif
public:
void SetZOOM_ANIMATE_SEQ2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nZOOM_ANIMATE_SEQ2 = i;
#ifdef _DEBUG
m_bZOOM_ANIMATE_SEQ2 = true;
#endif
}
void SetZOOM_ANIMATE_SEQ2( bool i )
{
m_nZOOM_ANIMATE_SEQ2 = i ? 1 : 0;
#ifdef _DEBUG
m_bZOOM_ANIMATE_SEQ2 = true;
#endif
}
private:
int m_nDUALSEQUENCE;
#ifdef _DEBUG
bool m_bDUALSEQUENCE;
#endif
public:
void SetDUALSEQUENCE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDUALSEQUENCE = i;
#ifdef _DEBUG
m_bDUALSEQUENCE = true;
#endif
}
void SetDUALSEQUENCE( bool i )
{
m_nDUALSEQUENCE = i ? 1 : 0;
#ifdef _DEBUG
m_bDUALSEQUENCE = true;
#endif
}
private:
int m_nEXTRACTGREENALPHA;
#ifdef _DEBUG
bool m_bEXTRACTGREENALPHA;
#endif
public:
void SetEXTRACTGREENALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nEXTRACTGREENALPHA = i;
#ifdef _DEBUG
m_bEXTRACTGREENALPHA = true;
#endif
}
void SetEXTRACTGREENALPHA( bool i )
{
m_nEXTRACTGREENALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bEXTRACTGREENALPHA = true;
#endif
}
private:
int m_nUSE_INSTANCING;
#ifdef _DEBUG
bool m_bUSE_INSTANCING;
#endif
public:
void SetUSE_INSTANCING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nUSE_INSTANCING = i;
#ifdef _DEBUG
m_bUSE_INSTANCING = true;
#endif
}
void SetUSE_INSTANCING( bool i )
{
m_nUSE_INSTANCING = i ? 1 : 0;
#ifdef _DEBUG
m_bUSE_INSTANCING = true;
#endif
}
public:
spritecard_vs20_Static_Index( )
{
#ifdef _DEBUG
m_bZOOM_ANIMATE_SEQ2 = false;
#endif // _DEBUG
m_nZOOM_ANIMATE_SEQ2 = 0;
#ifdef _DEBUG
m_bDUALSEQUENCE = false;
#endif // _DEBUG
m_nDUALSEQUENCE = 0;
#ifdef _DEBUG
m_bEXTRACTGREENALPHA = false;
#endif // _DEBUG
m_nEXTRACTGREENALPHA = 0;
#ifdef _DEBUG
m_bUSE_INSTANCING = false;
#endif // _DEBUG
m_nUSE_INSTANCING = 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_bZOOM_ANIMATE_SEQ2 && m_bDUALSEQUENCE && m_bEXTRACTGREENALPHA && m_bUSE_INSTANCING;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 3 * m_nZOOM_ANIMATE_SEQ2 ) + ( 6 * m_nDUALSEQUENCE ) + ( 12 * m_nEXTRACTGREENALPHA ) + ( 24 * m_nUSE_INSTANCING ) + 0;
}
};
#define shaderStaticTest_spritecard_vs20 vsh_forgot_to_set_static_ZOOM_ANIMATE_SEQ2 + vsh_forgot_to_set_static_DUALSEQUENCE + vsh_forgot_to_set_static_EXTRACTGREENALPHA + vsh_forgot_to_set_static_USE_INSTANCING + 0
class spritecard_vs20_Dynamic_Index
{
private:
int m_nORIENTATION;
#ifdef _DEBUG
bool m_bORIENTATION;
#endif
public:
void SetORIENTATION( int i )
{
Assert( i >= 0 && i <= 2 );
m_nORIENTATION = i;
#ifdef _DEBUG
m_bORIENTATION = true;
#endif
}
void SetORIENTATION( bool i )
{
m_nORIENTATION = i ? 1 : 0;
#ifdef _DEBUG
m_bORIENTATION = true;
#endif
}
public:
spritecard_vs20_Dynamic_Index()
{
#ifdef _DEBUG
m_bORIENTATION = false;
#endif // _DEBUG
m_nORIENTATION = 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_bORIENTATION;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nORIENTATION ) + 0;
}
};
#define shaderDynamicTest_spritecard_vs20 vsh_forgot_to_set_dynamic_ORIENTATION + 0