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