MaterialSystem_Config_t& CPs3NonVirt_IShaderUtil::GetConfig() { return g_MaterialSystem.CMaterialSystem::GetConfig(); } bool CPs3NonVirt_IShaderUtil::ConvertImageFormat( unsigned char *src, enum ImageFormat srcImageFormat, unsigned char *dst, enum ImageFormat dstImageFormat, int width, int height, int srcStride, int dstStride) { return g_MaterialSystem.CMaterialSystem::ConvertImageFormat(src,srcImageFormat,dst,dstImageFormat,width,height,srcStride,dstStride); } int CPs3NonVirt_IShaderUtil::GetMemRequired( int width, int height, int depth, ImageFormat format, bool mipmap ) { return g_MaterialSystem.CMaterialSystem::GetMemRequired(width,height,depth,format,mipmap); } const ImageFormatInfo_t& CPs3NonVirt_IShaderUtil::ImageFormatInfo( ImageFormat fmt ) { return g_MaterialSystem.CMaterialSystem::ImageFormatInfo(fmt); } void CPs3NonVirt_IShaderUtil::BindStandardTexture( Sampler_t sampler, TextureBindFlags_t nBindFlags, StandardTextureId_t id ) { g_MaterialSystem.CMaterialSystem::BindStandardTexture(sampler, nBindFlags, id); } void CPs3NonVirt_IShaderUtil::GetLightmapDimensions( int *w, int *h ) { g_MaterialSystem.CMaterialSystem::GetLightmapDimensions(w,h); } void CPs3NonVirt_IShaderUtil::ReleaseShaderObjects( int nChangeFlags) { g_MaterialSystem.CMaterialSystem::ReleaseShaderObjects(nChangeFlags); } void CPs3NonVirt_IShaderUtil::RestoreShaderObjects( CreateInterfaceFn shaderFactory, int nChangeFlags) { g_MaterialSystem.CMaterialSystem::RestoreShaderObjects(shaderFactory,nChangeFlags); } bool CPs3NonVirt_IShaderUtil::IsInStubMode() { return g_MaterialSystem.CMaterialSystem::IsInStubMode(); } bool CPs3NonVirt_IShaderUtil::InFlashlightMode() { return g_MaterialSystem.CMaterialSystem::InFlashlightMode(); } bool CPs3NonVirt_IShaderUtil::IsRenderingPaint() { return g_MaterialSystem.CMaterialSystem::IsRenderingPaint(); } void CPs3NonVirt_IShaderUtil::NoteAnisotropicLevel( int currentLevel ) { g_MaterialSystem.CMaterialSystem::NoteAnisotropicLevel(currentLevel); } bool CPs3NonVirt_IShaderUtil::InEditorMode() { return g_MaterialSystem.CMaterialSystem::InEditorMode(); } ITexture * CPs3NonVirt_IShaderUtil::GetRenderTargetEx( int nRenderTargetID ) { return g_MaterialSystem.CMaterialSystem::GetRenderTargetEx(nRenderTargetID); } void CPs3NonVirt_IShaderUtil::DrawClearBufferQuad( unsigned char r, unsigned char g, unsigned char b, unsigned char a, bool bClearColor, bool bClearAlpha, bool bClearDepth ) { g_MaterialSystem.CMaterialSystem::DrawClearBufferQuad(r,g,b,a,bClearColor,bClearAlpha,bClearDepth); } void CPs3NonVirt_IShaderUtil::DrawReloadZcullQuad() { g_MaterialSystem.CMaterialSystem::DrawReloadZcullQuad(); } bool CPs3NonVirt_IShaderUtil::OnDrawMesh( IMesh *pMesh, int firstIndex, int numIndices ) { return g_MaterialSystem.CMaterialSystem::OnDrawMesh(pMesh,firstIndex,numIndices); } bool CPs3NonVirt_IShaderUtil::OnDrawMesh( IMesh *pMesh, CPrimList *pLists, int nLists ) { return g_MaterialSystem.CMaterialSystem::OnDrawMesh(pMesh,pLists,nLists); } bool CPs3NonVirt_IShaderUtil::OnSetFlexMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) { return g_MaterialSystem.CMaterialSystem::OnSetFlexMesh(pStaticMesh,pMesh,nVertexOffsetInBytes); } bool CPs3NonVirt_IShaderUtil::OnSetColorMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) { return g_MaterialSystem.CMaterialSystem::OnSetColorMesh(pStaticMesh,pMesh,nVertexOffsetInBytes); } bool CPs3NonVirt_IShaderUtil::OnSetPrimitiveType( IMesh *pMesh, MaterialPrimitiveType_t type ) { return g_MaterialSystem.CMaterialSystem::OnSetPrimitiveType(pMesh,type); } void CPs3NonVirt_IShaderUtil::SyncMatrices() { g_MaterialSystem.CMaterialSystem::SyncMatrices(); } void CPs3NonVirt_IShaderUtil::SyncMatrix( MaterialMatrixMode_t mmm ) { g_MaterialSystem.CMaterialSystem::SyncMatrix(mmm); } void CPs3NonVirt_IShaderUtil::BindStandardVertexTexture( VertexTextureSampler_t sampler, StandardTextureId_t id ) { g_MaterialSystem.CMaterialSystem::BindStandardVertexTexture(sampler,id); } ShaderAPITextureHandle_t CPs3NonVirt_IShaderUtil::GetStandardTexture( StandardTextureId_t id ) { return g_MaterialSystem.CMaterialSystem::GetStandardTexture(id); } void CPs3NonVirt_IShaderUtil::GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id ) { g_MaterialSystem.CMaterialSystem::GetStandardTextureDimensions(pWidth,pHeight,id); } int CPs3NonVirt_IShaderUtil::MaxHWMorphBatchCount() { return g_MaterialSystem.CMaterialSystem::MaxHWMorphBatchCount(); } void CPs3NonVirt_IShaderUtil::GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo ) { g_MaterialSystem.CMaterialSystem::GetCurrentColorCorrection(pInfo); } ShaderAPITextureHandle_t CPs3NonVirt_IShaderUtil::GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrame, int nTextureChannel ) { return g_MaterialSystem.CMaterialSystem::GetShaderAPITextureBindHandle(pTexture,nFrame,nTextureChannel); } float CPs3NonVirt_IShaderUtil::GetSubDHeight() { return g_MaterialSystem.CMaterialSystem::GetSubDHeight(); } bool CPs3NonVirt_IShaderUtil::OnDrawMeshModulated( IMesh *pMesh, const Vector4D &diffuseModulation, int firstIndex, int numIndices ) { return g_MaterialSystem.CMaterialSystem::OnDrawMeshModulated(pMesh,diffuseModulation,firstIndex,numIndices); } void CPs3NonVirt_IShaderUtil::OnThreadEvent( uint32 threadEvent ) { g_MaterialSystem.CMaterialSystem::OnThreadEvent(threadEvent); } MaterialThreadMode_t CPs3NonVirt_IShaderUtil::GetThreadMode() { return g_MaterialSystem.CMaterialSystem::GetThreadMode(); } void CPs3NonVirt_IShaderUtil::UncacheUnusedMaterials( bool bRecomputeStateSnapshots) { g_MaterialSystem.CMaterialSystem::UncacheUnusedMaterials(bRecomputeStateSnapshots); } bool CPs3NonVirt_IShaderUtil::IsInFrame( ) { return g_MaterialSystem.CMaterialSystem::IsInFrame(); } ShaderAPITextureHandle_t CPs3NonVirt_IShaderUtil::GetLightmapTexture( int nLightmapPage ) { return g_MaterialSystem.CMaterialSystem::GetLightmapTexture( nLightmapPage ); } ShaderAPITextureHandle_t CPs3NonVirt_IShaderUtil::GetPaintmapTexture( int nLightmapPage ) { return g_MaterialSystem.CMaterialSystem::GetPaintmapTexture( nLightmapPage ); } bool CPs3NonVirt_IShaderUtil::IsCascadedShadowMapping() { return g_MaterialSystem.CMaterialSystem::IsCascadedShadowMapping(); }