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