Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef MATERIALSYSTEM_CONFIG_H
#define MATERIALSYSTEM_CONFIG_H
#ifdef _WIN32
#pragma once
#endif
#include "materialsystem/imaterialsystem.h"
#define MATERIALSYSTEM_CONFIG_VERSION "VMaterialSystemConfig002"
enum MaterialSystem_Config_Flags_t
{
MATSYS_VIDCFG_FLAGS_WINDOWED = ( 1 << 0 ),
MATSYS_VIDCFG_FLAGS_RESIZING = ( 1 << 1 ),
MATSYS_VIDCFG_FLAGS_NO_WAIT_FOR_VSYNC = ( 1 << 3 ),
MATSYS_VIDCFG_FLAGS_STENCIL = ( 1 << 4 ),
MATSYS_VIDCFG_FLAGS_FORCE_TRILINEAR = ( 1 << 5 ),
MATSYS_VIDCFG_FLAGS_FORCE_HWSYNC = ( 1 << 6 ),
MATSYS_VIDCFG_FLAGS_DISABLE_SPECULAR = ( 1 << 7 ),
MATSYS_VIDCFG_FLAGS_DISABLE_BUMPMAP = ( 1 << 8 ),
MATSYS_VIDCFG_FLAGS_ENABLE_PARALLAX_MAPPING = ( 1 << 9 ),
MATSYS_VIDCFG_FLAGS_USE_Z_PREFILL = ( 1 << 10 ),
MATSYS_VIDCFG_FLAGS_REDUCE_FILLRATE = ( 1 << 11 ),
MATSYS_VIDCFG_FLAGS_ENABLE_HDR = ( 1 << 12 ),
MATSYS_VIDCFG_FLAGS_LIMIT_WINDOWED_SIZE = ( 1 << 13 ),
MATSYS_VIDCFG_FLAGS_SCALE_TO_OUTPUT_RESOLUTION = ( 1 << 14 ),
MATSYS_VIDCFG_FLAGS_USING_MULTIPLE_WINDOWS = ( 1 << 15 ),
MATSYS_VIDCFG_FLAGS_DISABLE_PHONG = ( 1 << 16 ),
MATSYS_VIDCFG_FLAGS_VR_MODE = ( 1 << 17 ),
};
struct MaterialSystemHardwareIdentifier_t
{
char *m_pCardName;
unsigned int m_nVendorID;
unsigned int m_nDeviceID;
};
struct MaterialSystem_Config_t
{
bool Windowed() const { return ( m_Flags & MATSYS_VIDCFG_FLAGS_WINDOWED ) != 0; }
bool Resizing() const { return ( m_Flags & MATSYS_VIDCFG_FLAGS_RESIZING ) != 0; }
#ifdef CSS_PERF_TEST
bool WaitForVSync() const { return false; }//( m_Flags & MATSYS_VIDCFG_FLAGS_NO_WAIT_FOR_VSYNC ) == 0; }
#else
bool WaitForVSync() const { return ( m_Flags & MATSYS_VIDCFG_FLAGS_NO_WAIT_FOR_VSYNC ) == 0; }
#endif
bool Stencil() const { return (m_Flags & MATSYS_VIDCFG_FLAGS_STENCIL ) != 0; }
bool ForceTrilinear() const { return ( m_Flags & MATSYS_VIDCFG_FLAGS_FORCE_TRILINEAR ) != 0; }
bool ForceHWSync() const { return ( m_Flags & MATSYS_VIDCFG_FLAGS_FORCE_HWSYNC ) != 0; }
bool UseSpecular() const { return ( m_Flags & MATSYS_VIDCFG_FLAGS_DISABLE_SPECULAR ) == 0; }
bool UseBumpmapping() const { return ( m_Flags & MATSYS_VIDCFG_FLAGS_DISABLE_BUMPMAP ) == 0; }
bool UseParallaxMapping() const { return ( m_Flags & MATSYS_VIDCFG_FLAGS_ENABLE_PARALLAX_MAPPING ) != 0; }
bool UseZPrefill() const { return ( m_Flags & MATSYS_VIDCFG_FLAGS_USE_Z_PREFILL ) != 0; }
bool ReduceFillrate() const { return ( m_Flags & MATSYS_VIDCFG_FLAGS_REDUCE_FILLRATE ) != 0; }
bool HDREnabled() const { return ( m_Flags & MATSYS_VIDCFG_FLAGS_ENABLE_HDR ) != 0; }
bool LimitWindowedSize() const { return ( m_Flags & MATSYS_VIDCFG_FLAGS_LIMIT_WINDOWED_SIZE ) != 0; }
bool ScaleToOutputResolution() const { return ( m_Flags & MATSYS_VIDCFG_FLAGS_SCALE_TO_OUTPUT_RESOLUTION ) != 0; }
bool UsingMultipleWindows() const { return ( m_Flags & MATSYS_VIDCFG_FLAGS_USING_MULTIPLE_WINDOWS ) != 0; }
bool UsePhong() const { return ( m_Flags & MATSYS_VIDCFG_FLAGS_DISABLE_PHONG ) == 0; }
bool VRMode() const { return ( m_Flags & MATSYS_VIDCFG_FLAGS_VR_MODE) != 0; }
bool ShadowDepthTexture() const { return m_bShadowDepthTexture; }
bool MotionBlur() const { return m_bMotionBlur; }
bool SupportFlashlight() const { return m_bSupportFlashlight; }
void SetFlag( unsigned int flag, bool val )
{
if( val )
{
m_Flags |= flag;
}
else
{
m_Flags &= ~flag;
}
}
// control panel stuff
MaterialVideoMode_t m_VideoMode;
float m_fMonitorGamma;
float m_fGammaTVRangeMin;
float m_fGammaTVRangeMax;
float m_fGammaTVExponent;
bool m_bGammaTVEnabled;
int m_nAASamples;
int m_nForceAnisotropicLevel;
int skipMipLevels;
int dxSupportLevel;
unsigned int m_Flags;
bool bEditMode; // true if in Hammer.
unsigned char proxiesTestMode; // 0 = normal, 1 = no proxies, 2 = alpha test all, 3 = color mod all
bool bCompressedTextures;
bool bFilterLightmaps;
bool bFilterTextures;
bool bReverseDepth;
bool bBufferPrimitives;
bool bDrawFlat;
bool bMeasureFillRate;
bool bVisualizeFillRate;
bool bNoTransparency;
bool bSoftwareLighting;
bool bAllowCheats;
char nShowMipLevels;
bool bShowLowResImage;
bool bShowNormalMap;
bool bMipMapTextures;
unsigned char nFullbright;
bool m_bFastNoBump;
bool m_bSuppressRendering;
// debug modes
bool bShowSpecular; // This is the fast version that doesn't require reloading materials
bool bShowDiffuse; // This is the fast version that doesn't require reloading materials
// misc
int m_nReserved; // Currently unused
// No depth bias
float m_SlopeScaleDepthBias_Normal;
float m_DepthBias_Normal;
// Depth bias for rendering decals closer to the camera
float m_SlopeScaleDepthBias_Decal;
float m_DepthBias_Decal;
// Depth bias for biasing shadow depth map rendering away from the camera
float m_SlopeScaleDepthBias_ShadowMap;
float m_DepthBias_ShadowMap;
uint m_WindowedSizeLimitWidth;
uint m_WindowedSizeLimitHeight;
int m_nAAQuality;
bool m_bShadowDepthTexture;
bool m_bMotionBlur;
bool m_bSupportFlashlight;
int m_nVRModeAdapter;
MaterialSystem_Config_t()
{
memset( this, 0, sizeof( *this ) );
// video config defaults
SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, false );
SetFlag( MATSYS_VIDCFG_FLAGS_RESIZING, false );
SetFlag( MATSYS_VIDCFG_FLAGS_NO_WAIT_FOR_VSYNC, true );
SetFlag( MATSYS_VIDCFG_FLAGS_STENCIL, false );
SetFlag( MATSYS_VIDCFG_FLAGS_FORCE_TRILINEAR, true );
SetFlag( MATSYS_VIDCFG_FLAGS_FORCE_HWSYNC, true );
SetFlag( MATSYS_VIDCFG_FLAGS_DISABLE_SPECULAR, false );
SetFlag( MATSYS_VIDCFG_FLAGS_DISABLE_BUMPMAP, false );
SetFlag( MATSYS_VIDCFG_FLAGS_ENABLE_PARALLAX_MAPPING, true );
SetFlag( MATSYS_VIDCFG_FLAGS_USE_Z_PREFILL, false );
SetFlag( MATSYS_VIDCFG_FLAGS_REDUCE_FILLRATE, false );
SetFlag( MATSYS_VIDCFG_FLAGS_LIMIT_WINDOWED_SIZE, false );
SetFlag( MATSYS_VIDCFG_FLAGS_SCALE_TO_OUTPUT_RESOLUTION, false );
SetFlag( MATSYS_VIDCFG_FLAGS_USING_MULTIPLE_WINDOWS, false );
SetFlag( MATSYS_VIDCFG_FLAGS_DISABLE_PHONG, false );
SetFlag( MATSYS_VIDCFG_FLAGS_VR_MODE, false );
m_VideoMode.m_Width = 640;
m_VideoMode.m_Height = 480;
m_VideoMode.m_RefreshRate = 60;
dxSupportLevel = 0;
bCompressedTextures = true;
bFilterTextures = true;
bFilterLightmaps = true;
bMipMapTextures = true;
bBufferPrimitives = true;
m_fMonitorGamma = 2.2f;
m_fGammaTVRangeMin = 16.0f;
m_fGammaTVRangeMax = 255.0f;
m_fGammaTVExponent = 2.5;
m_bGammaTVEnabled = IsX360();
m_nAASamples = 1;
m_bShadowDepthTexture = false;
m_bMotionBlur = false;
m_bSupportFlashlight = true;
m_nVRModeAdapter = -1;
// misc defaults
bAllowCheats = false;
bCompressedTextures = true;
bEditMode = false;
// debug modes
bShowSpecular = true;
bShowDiffuse = true;
nFullbright = 0;
bShowNormalMap = false;
bFilterLightmaps = true;
bFilterTextures = true;
bMipMapTextures = true;
nShowMipLevels = 0;
bShowLowResImage = false;
bReverseDepth = false;
bBufferPrimitives = true;
bDrawFlat = false;
bMeasureFillRate = false;
bVisualizeFillRate = false;
bSoftwareLighting = false;
bNoTransparency = false;
proxiesTestMode = 0;
m_bFastNoBump = false;
m_bSuppressRendering = false;
m_SlopeScaleDepthBias_Decal = -0.5f;
m_SlopeScaleDepthBias_Normal = 0.0f;
m_SlopeScaleDepthBias_ShadowMap = 0.5f;
m_DepthBias_Decal = -262144;
m_DepthBias_Normal = 0.0f;
m_DepthBias_ShadowMap = 262144;
m_WindowedSizeLimitWidth = 1280;
m_WindowedSizeLimitHeight = 1024;
}
};
#endif // MATERIALSYSTEM_CONFIG_H