Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//
//=============================================================================//
#ifndef MATERIALSYSTEM_GLOBAL_H
#define MATERIALSYSTEM_GLOBAL_H
#ifdef _WIN32
#pragma once
#endif
#include "imaterialsysteminternal.h"
#include "tier0/dbg.h"
#include "tier2/tier2.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class ITextureInternal; class IShaderAPI; class IHardwareConfigInternal; class IShaderUtil; class IShaderShadow; class IShaderDeviceMgr; class IShaderDevice; class IShaderSystemInternal; class IMaterialInternal; class IColorCorrectionSystem; class IMaterialVar;
//-----------------------------------------------------------------------------
// Constants used by the system
//-----------------------------------------------------------------------------
#define MATERIAL_MAX_PATH 256
// GR - limits for blured image (HDR stuff)
#define MAX_BLUR_IMAGE_WIDTH 256
#define MAX_BLUR_IMAGE_HEIGHT 192
#define CLAMP_BLUR_IMAGE_WIDTH( _w ) ( ( _w < MAX_BLUR_IMAGE_WIDTH ) ? _w : MAX_BLUR_IMAGE_WIDTH )
#define CLAMP_BLUR_IMAGE_HEIGHT( _h ) ( ( _h < MAX_BLUR_IMAGE_HEIGHT ) ? _h : MAX_BLUR_IMAGE_HEIGHT )
//-----------------------------------------------------------------------------
// Global structures
//-----------------------------------------------------------------------------
extern MaterialSystem_Config_t g_config; extern uint32 g_nDebugVarsSignature;
//extern MaterialSystem_ErrorFunc_t Error;
//extern MaterialSystem_WarningFunc_t Warning;
extern int g_FrameNum;
extern IShaderAPI* g_pShaderAPI; extern IShaderDeviceMgr* g_pShaderDeviceMgr; extern IShaderDevice* g_pShaderDevice; extern IShaderShadow* g_pShaderShadow;
extern IMaterialInternal *g_pErrorMaterial;
IShaderSystemInternal* ShaderSystem(); inline IShaderSystemInternal* ShaderSystem() { extern IShaderSystemInternal *g_pShaderSystem; return g_pShaderSystem; }
inline IHardwareConfigInternal *HardwareConfig() { extern IHardwareConfigInternal* g_pHWConfig; return g_pHWConfig; }
//-----------------------------------------------------------------------------
// Accessor to get at the material system
//-----------------------------------------------------------------------------
inline IMaterialSystemInternal* MaterialSystem() { extern IMaterialSystemInternal *g_pInternalMaterialSystem; return g_pInternalMaterialSystem; }
inline IShaderUtil* ShaderUtil() { extern IShaderUtil *g_pShaderUtil; return g_pShaderUtil; }
extern IColorCorrectionSystem *g_pColorCorrectionSystem; inline IColorCorrectionSystem *ColorCorrectionSystem() { return g_pColorCorrectionSystem; }
//-----------------------------------------------------------------------------
// Global methods related to material vars
//-----------------------------------------------------------------------------
void EnableThreadedMaterialVarAccess( bool bEnable, IMaterialVar **ppParams, int nVarCount );
#endif // MATERIALSYSTEM_GLOBAL_H
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