Counter Strike : Global Offensive Source Code
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//========= Copyright 2010, Valve Corporation, All rights reserved. ============//
#ifndef ERRORRENDERLOOP_HDR
#define ERRORRENDERLOOP_HDR
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/timer.h>
#include <sys/return_code.h>
#include <cell/gcm.h>
#include <stddef.h>
#include <math.h>
#include <sys/memory.h>
#include <sysutil/sysutil_sysparam.h>
#include "ps3/ps3_helpers.h"
class ErrorRenderLoop { public: typedef struct { float x, y, z; float nx, ny, nz; uint32_t rgba; } Vertex_t; ErrorRenderLoop(); int Run( void ); protected: void *localMemoryAlloc(const uint32_t size) ; void *localMemoryAlign(const uint32_t alignment, const uint32_t size); void setRenderState(void); void setDrawEnv(void); int32_t setRenderObject(void); int32_t initDisplay(void); void initShader(void); void setRenderTarget(const uint32_t Index); void flip(void); void setVertex(Vertex_t* vertex_buffer);
void setTransforms(float *tm); public:
/* double buffering */ enum ConstEnum_t{ COLOR_BUFFER_NUM = 2, HOST_SIZE = (1*1024*1024) }; bool m_keepRunning; uint32_t m_nLocalMemHeap;
uint32_t display_width; uint32_t display_height;
float display_aspect_ratio; uint32_t color_pitch; uint32_t depth_pitch; uint32_t color_offset[COLOR_BUFFER_NUM]; uint32_t depth_offset;
uint32_t frame_index;
unsigned char *vertex_program_ptr; unsigned char *fragment_program_ptr;
CGprogram vertex_program; CGprogram fragment_program; CGparameter model_view_projection;
void *vertex_program_ucode; void *fragment_program_ucode; uint32_t fragment_offset; uint32_t m_nVertPositionOffset, m_nVertNormalOffset, m_nVertColorOffset, m_nIndexBufferLocalMemoryOffset; uint32_t color_index ; uint32_t position_index ; uint32_t normal_index; float MVP[16]; Vertex_t *m_pVertexBuffer; uint16_t *m_pIndexBuffer; };
extern PS3_GcmSharedData g_gcmSharedData;
#endif
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