port from perforce
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188
evoke-64k/ev10/globals.h
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188
evoke-64k/ev10/globals.h
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#pragma once
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#include "defines.h"
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#include <windows.h>
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#include <mmsystem.h>
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#include <d3d9.h>
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#include <d3dx9math.h>
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#include "VUMeter.h"
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//#include "ScriptState.h"
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#include "Renderjob.h"
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#include "Texture.h"
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#include "Shader.h"
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#include "PSSM.h"
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#include "random.h"
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#include "camera.h"
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/////////////////////////////////////////////////////////////////////////////
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// Globale Daten
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/////////////////////////////////////////////////////////////////////////////
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extern LPDIRECT3D9 g_D3D;
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extern IDirect3DDevice9 *g_d3d_device;
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extern D3DPRESENT_PARAMETERS d3dpp;
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extern UINT g_nShadowResolution;
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extern float g_fResolutionFactor;
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extern int g_iResolutionFactorExp;
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extern D3DLIGHT9 d3dLight[3];
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extern D3DMATERIAL9 d3dMaterial;
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extern D3DXMATRIX g_matView;
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extern D3DXMATRIX g_matProjection;
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extern D3DXMATRIX g_matVP;
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extern D3DXMATRIX g_matWVP;
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enum TextureIndices
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{
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TI_RotMatrix= 0,
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TI_Random= 1,
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TI_RandomCube= 2,
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TI_LightSpec1D= 7,
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TI_First1D= 8,
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TI_White= 8,
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TI_Light1D= 9,
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TI_LightTest= 10,
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TextureCount= 32,
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TI_IgnoreSetting= -1,
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TI_CLAMP= -2,
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};
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extern Texture g_pTextures[ TextureCount ];
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enum RenderTargetIndices
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{
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RT_DEPTH,
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RT_COLOR,
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RT_AUX1,
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RT_AUX2,
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RT_SHADOW,
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RT_COUNT
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};
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extern IDirect3DTexture9* g_pFullScreenRT[ RT_COUNT ];
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enum RenderTargetSurfaceIndices
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{
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RTS_DEFAULT_DS,
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RTS_DEPTH,
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RTS_DEPTH_MS,
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RTS_COLOR,
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RTS_COLOR_MS,
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RTS_AUX1,
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RTS_AUX2,
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RTS_SHADOW,
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RTS_SHADOW_DS,
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RTS_COUNT
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};
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extern IDirect3DSurface9* g_pFullScreenRTS[ RTS_COUNT ];
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extern SCameraDefinition g_Camera;
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extern D3DXVECTOR3 g_CamFront;
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extern D3DXVECTOR3 g_LightDir;
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extern float g_fGlow;
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extern PSSM g_PSSM;
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enum ObjectIndices
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{
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OI_Test= 0,
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OI_TextFirst= 0,
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OI_TextLast= 63,
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OI_FlockFirst= 64,
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OI_FlockLast= 127,
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ObjectCount= 1024
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};
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extern Renderjob g_Objects[ ObjectCount ];
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extern Renderjob* g_pEditObject;
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extern Renderjob g_SkyBox;
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extern Renderjob g_FullScreenQuad;
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const int g_iShaderCount= 64;
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extern Shader g_Shaders[ g_iShaderCount ];
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#ifndef STARTMUSIC
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extern DWORD g_dwTimeReplaceStart;
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#endif
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extern int g_iTempo;
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const int g_iSampleOffsetGeneral= 2205;
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extern int g_iSampleOffset;
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extern int g_dwSamplesPassed;
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extern int g_dwSamples;
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extern SVUMeter g_vuLightBeat;
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extern SVUMeter g_vuOffBeat;
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extern RandomGenerator g_Random;
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enum ShaderIndices
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{
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PreDepth,
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PSSM_Proj,
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SSAO,
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SSAO_BlurH,
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SSAO_BlurV,
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DOF_Intensity,
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DOF,
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BlurBilH,
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BlurBilV,
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Ray_Mask,
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Ray_Extrude,
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BlurH,
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BlurV,
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Extract_InvAlpha,
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Phong,
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Rainbow,
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Tarmac,
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Grass,
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Wall,
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Sky,
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SkyDepth,
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Text,
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};
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#ifdef EXTRACODE
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extern char g_ShaderVSGeneral[ 65536 ];
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extern char g_ShaderPSPhong[ 65536 ];
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extern char g_ShaderPSRainbow[ 65536 ];
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extern char g_ShaderPSTarmac[ 65536 ];
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extern char g_ShaderPSGrass[ 65536 ];
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extern char g_ShaderPSWall[ 65536 ];
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extern char g_ShaderPSDepth[ 65536 ];
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extern char g_ShaderPSText[ 65536 ];
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extern char g_ShaderVSSky[ 65536 ];
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extern char g_ShaderPSSky[ 65536 ];
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extern char g_ShaderVSFSQuad[ 65536 ];
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extern char g_ShaderPSPSSM[ 65536 ];
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extern char g_ShaderPSAmbOcc[ 65536 ];
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extern char g_ShaderPSDOF[ 65536 ];
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extern char g_ShaderPSRay[ 65536 ];
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extern char g_ShaderPSBlur[ 65536 ];
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#else
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#include "shaderdata.h"
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#endif
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void InitGlobals();
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