hl2_src-leak-2017/src/materialsystem/stdshaders/fxctmp9/treeleaf_vs20.inc

163 lines
3.4 KiB
C++

#include "shaderlib/cshader.h"
class treeleaf_vs20_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
}
private:
int m_nUSE_STATIC_CONTROL_FLOW;
#ifdef _DEBUG
bool m_bUSE_STATIC_CONTROL_FLOW;
#endif
public:
void SetUSE_STATIC_CONTROL_FLOW( int i )
{
Assert( i >= 0 && i <= 1 );
m_nUSE_STATIC_CONTROL_FLOW = i;
#ifdef _DEBUG
m_bUSE_STATIC_CONTROL_FLOW = true;
#endif
}
void SetUSE_STATIC_CONTROL_FLOW( bool i )
{
m_nUSE_STATIC_CONTROL_FLOW = i ? 1 : 0;
#ifdef _DEBUG
m_bUSE_STATIC_CONTROL_FLOW = true;
#endif
}
public:
treeleaf_vs20_Static_Index( )
{
#ifdef _DEBUG
m_bHALFLAMBERT = false;
#endif // _DEBUG
m_nHALFLAMBERT = 0;
#ifdef _DEBUG
m_bUSE_STATIC_CONTROL_FLOW = false;
#endif // _DEBUG
m_nUSE_STATIC_CONTROL_FLOW = 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 && m_bUSE_STATIC_CONTROL_FLOW;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 12 * m_nHALFLAMBERT ) + ( 24 * m_nUSE_STATIC_CONTROL_FLOW ) + 0;
}
};
#define shaderStaticTest_treeleaf_vs20 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW + 0
class treeleaf_vs20_Dynamic_Index
{
private:
int m_nDYNAMIC_LIGHT;
#ifdef _DEBUG
bool m_bDYNAMIC_LIGHT;
#endif
public:
void SetDYNAMIC_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDYNAMIC_LIGHT = i;
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = true;
#endif
}
void SetDYNAMIC_LIGHT( bool i )
{
m_nDYNAMIC_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = true;
#endif
}
private:
int m_nSTATIC_LIGHT;
#ifdef _DEBUG
bool m_bSTATIC_LIGHT;
#endif
public:
void SetSTATIC_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSTATIC_LIGHT = i;
#ifdef _DEBUG
m_bSTATIC_LIGHT = true;
#endif
}
void SetSTATIC_LIGHT( bool i )
{
m_nSTATIC_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bSTATIC_LIGHT = true;
#endif
}
private:
int m_nNUM_LIGHTS;
#ifdef _DEBUG
bool m_bNUM_LIGHTS;
#endif
public:
void SetNUM_LIGHTS( int i )
{
Assert( i >= 0 && i <= 2 );
m_nNUM_LIGHTS = i;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
void SetNUM_LIGHTS( bool i )
{
m_nNUM_LIGHTS = i ? 1 : 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
public:
treeleaf_vs20_Dynamic_Index()
{
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = false;
#endif // _DEBUG
m_nDYNAMIC_LIGHT = 0;
#ifdef _DEBUG
m_bSTATIC_LIGHT = false;
#endif // _DEBUG
m_nSTATIC_LIGHT = 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = false;
#endif // _DEBUG
m_nNUM_LIGHTS = 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_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nDYNAMIC_LIGHT ) + ( 2 * m_nSTATIC_LIGHT ) + ( 4 * m_nNUM_LIGHTS ) + 0;
}
};
#define shaderDynamicTest_treeleaf_vs20 vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0