Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2007, Valve Corporation, All rights reserved. ======//
//
// Purpose: defines constants to use for the materialsystem and shaderapi
// SetxxxRenderingParameter functions
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef RENDERPARM_H
#define RENDERPARM_H
#ifndef _WIN32
#pragma once
#endif
enum RenderParamInt_t { INT_RENDERPARM_ENABLE_FIXED_LIGHTING = 0, INT_RENDERPARM_MORPH_ACCUMULATOR_X_OFFSET, INT_RENDERPARM_MORPH_ACCUMULATOR_Y_OFFSET, INT_RENDERPARM_MORPH_ACCUMULATOR_SUBRECT_WIDTH, INT_RENDERPARM_MORPH_ACCUMULATOR_SUBRECT_HEIGHT, INT_RENDERPARM_MORPH_ACCUMULATOR_4TUPLE_COUNT,
INT_RENDERPARM_MORPH_WEIGHT_X_OFFSET, INT_RENDERPARM_MORPH_WEIGHT_Y_OFFSET, INT_RENDERPARM_MORPH_WEIGHT_SUBRECT_WIDTH, INT_RENDERPARM_MORPH_WEIGHT_SUBRECT_HEIGHT,
INT_RENDERPARM_WRITE_DEPTH_TO_DESTALPHA,
INT_RENDERPARM_BACK_BUFFER_INDEX,
INT_RENDERPARM_PORTAL_RECURSION_DEPTH,
MAX_INT_RENDER_PARMS = 20 };
// for INT_RENDERPARM_BACK_BUFFER_INDEX
#define BACK_BUFFER_INDEX_DEFAULT 0
#define BACK_BUFFER_INDEX_HDR 1
enum RenderParamFloat_t { FLOAT_RENDERPARM_DEST_ALPHA_DEPTH_SCALE = 0, FLOAT_RENDERPARM_SPECULAR_POWER, MAX_FLOAT_RENDER_PARMS = 20 };
enum RenderParamTexture_t { TEXTURE_RENDERPARM_AMBIENT_OCCLUSION = 0, TEXTURE_RENDERPARM_FOW = 1,
MAX_TEXTURE_RENDER_PARMS = 2 };
enum RenderParamVector_t { VECTOR_RENDERPARM_GLOBAL_LIGHT_DIRECTION = 0, VECTOR_RENDERPARM_GLOBAL_FOW_MINS, VECTOR_RENDERPARM_GLOBAL_FOW_MAXS, VECTOR_RENDERPARM_WIND_DIRECTION,
MAX_VECTOR_RENDER_PARMS = 20 };
// ENABLE_FIXED_LIGHTING modes:
#define ENABLE_FIXED_LIGHTING_NONE 0
#define ENABLE_FIXED_LIGHTING_BASICLIGHT 1
#define ENABLE_FIXED_LIGHTING_OUTPUTMRTS_FOR_DEFERRED_LIGHTING 2
#define ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH 3
#endif // RENDERPARM_H
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