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111 lines
3.1 KiB
C++
111 lines
3.1 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef MATERIALSYSTEM_GLOBAL_H
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#define MATERIALSYSTEM_GLOBAL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "imaterialsysteminternal.h"
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#include "tier0/dbg.h"
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#include "tier2/tier2.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class ITextureInternal;
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class IShaderAPI;
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class IHardwareConfigInternal;
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class IShaderUtil;
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class IShaderShadow;
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class IShaderDeviceMgr;
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class IShaderDevice;
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class IShaderSystemInternal;
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class IMaterialInternal;
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class IColorCorrectionSystem;
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class IMaterialVar;
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//-----------------------------------------------------------------------------
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// Constants used by the system
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//-----------------------------------------------------------------------------
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#define MATERIAL_MAX_PATH 256
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// GR - limits for blured image (HDR stuff)
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#define MAX_BLUR_IMAGE_WIDTH 256
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#define MAX_BLUR_IMAGE_HEIGHT 192
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#define CLAMP_BLUR_IMAGE_WIDTH( _w ) ( ( _w < MAX_BLUR_IMAGE_WIDTH ) ? _w : MAX_BLUR_IMAGE_WIDTH )
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#define CLAMP_BLUR_IMAGE_HEIGHT( _h ) ( ( _h < MAX_BLUR_IMAGE_HEIGHT ) ? _h : MAX_BLUR_IMAGE_HEIGHT )
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//-----------------------------------------------------------------------------
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// Global structures
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//-----------------------------------------------------------------------------
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extern MaterialSystem_Config_t g_config;
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extern uint32 g_nDebugVarsSignature;
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//extern MaterialSystem_ErrorFunc_t Error;
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//extern MaterialSystem_WarningFunc_t Warning;
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extern int g_FrameNum;
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extern IShaderAPI* g_pShaderAPI;
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extern IShaderDeviceMgr* g_pShaderDeviceMgr;
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extern IShaderDevice* g_pShaderDevice;
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extern IShaderShadow* g_pShaderShadow;
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extern IMaterialInternal *g_pErrorMaterial;
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IShaderSystemInternal* ShaderSystem();
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inline IShaderSystemInternal* ShaderSystem()
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{
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extern IShaderSystemInternal *g_pShaderSystem;
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return g_pShaderSystem;
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}
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inline IHardwareConfigInternal *HardwareConfig()
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{
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extern IHardwareConfigInternal* g_pHWConfig;
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return g_pHWConfig;
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}
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//-----------------------------------------------------------------------------
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// Accessor to get at the material system
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//-----------------------------------------------------------------------------
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inline IMaterialSystemInternal* MaterialSystem()
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{
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extern IMaterialSystemInternal *g_pInternalMaterialSystem;
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return g_pInternalMaterialSystem;
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}
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inline IShaderUtil* ShaderUtil()
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{
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extern IShaderUtil *g_pShaderUtil;
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return g_pShaderUtil;
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}
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extern IColorCorrectionSystem *g_pColorCorrectionSystem;
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inline IColorCorrectionSystem *ColorCorrectionSystem()
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{
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return g_pColorCorrectionSystem;
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}
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//-----------------------------------------------------------------------------
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// Global methods related to material vars
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//-----------------------------------------------------------------------------
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void EnableThreadedMaterialVarAccess( bool bEnable, IMaterialVar **ppParams, int nVarCount );
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#endif // MATERIALSYSTEM_GLOBAL_H
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