219 lines
7.2 KiB
C++
219 lines
7.2 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef ISHADER_H
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#define ISHADER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/ishaderapi.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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class IMaterialVar;
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class IShaderShadow;
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class IShaderDynamicAPI;
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class IShaderInit;
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class CBasePerMaterialContextData;
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//-----------------------------------------------------------------------------
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// Shader flags
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//-----------------------------------------------------------------------------
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enum ShaderFlags_t
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{
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SHADER_NOT_EDITABLE = 0x1
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};
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//-----------------------------------------------------------------------------
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// Shader parameter flags
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//-----------------------------------------------------------------------------
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enum ShaderParamFlags_t
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{
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SHADER_PARAM_NOT_EDITABLE = 0x1
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};
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//-----------------------------------------------------------------------------
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// Information about each shader parameter
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//-----------------------------------------------------------------------------
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struct ShaderParamInfo_t
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{
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const char *m_pName;
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const char *m_pHelp;
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ShaderParamType_t m_Type;
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const char *m_pDefaultValue;
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int m_nFlags;
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};
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//-----------------------------------------------------------------------------
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// shaders can keep per material data in classes descended from this
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//-----------------------------------------------------------------------------
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class CBasePerMaterialContextData
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{
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public:
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uint32 m_nVarChangeID;
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bool m_bMaterialVarsChanged; // set by mat system when material vars change. shader should rehtink and then clear the var
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FORCEINLINE CBasePerMaterialContextData( void )
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{
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m_bMaterialVarsChanged = true;
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m_nVarChangeID = 0xffffffff;
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}
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// virtual destructor so that derived classes can have their own data to be cleaned up on
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// delete of material
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virtual ~CBasePerMaterialContextData( void )
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{
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}
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};
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//-----------------------------------------------------------------------------
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// shaders can keep per instance data in classes descended from this
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//-----------------------------------------------------------------------------
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class CBasePerInstanceContextData
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{
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public:
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// virtual destructor so that derived classes can have their own data
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// to be cleaned up on delete of material
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virtual ~CBasePerInstanceContextData( void )
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{
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}
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};
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//-----------------------------------------------------------------------------
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// Standard vertex shader constants
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//-----------------------------------------------------------------------------
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enum
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{
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// Standard vertex shader constants
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VERTEX_SHADER_MATH_CONSTANTS0 = 0,
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VERTEX_SHADER_MATH_CONSTANTS1 = 1,
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VERTEX_SHADER_CAMERA_POS = 2,
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VERTEX_SHADER_LIGHT_INDEX = 3,
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VERTEX_SHADER_MODELVIEWPROJ = 4,
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VERTEX_SHADER_VIEWPROJ = 8,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_12 = 12,
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VERTEX_SHADER_FLEXSCALE = 13,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_10 = 14,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_11 = 15,
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VERTEX_SHADER_FOG_PARAMS = 16,
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VERTEX_SHADER_VIEWMODEL = 17,
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VERTEX_SHADER_AMBIENT_LIGHT = 21,
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VERTEX_SHADER_LIGHTS = 27,
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VERTEX_SHADER_LIGHT0_POSITION = 29,
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VERTEX_SHADER_MODULATION_COLOR = 47,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 = 48,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_1 = 49,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_2 = 50,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 = 51,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_4 = 52,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_5 = 53,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 = 54,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_7 = 55,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_8 = 56,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_9 = 57,
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VERTEX_SHADER_MODEL = 58,
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//
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// We reserve up through 217 for the 53 bones supported on DX9
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//
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VERTEX_SHADER_FLEX_WEIGHTS = 1024,
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VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT = 512,
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};
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#define VERTEX_SHADER_BONE_TRANSFORM( k ) ( VERTEX_SHADER_MODEL + 3 * (k) )
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//-----------------------------------------------------------------------------
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// Standard vertex shader constants
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//-----------------------------------------------------------------------------
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enum
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{
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// Standard vertex shader constants
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VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST = 0,
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VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST_COUNT = 4,
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VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_0 = 4,
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VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_1 = 5,
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VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_2 = 6,
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VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_3 = 7,
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VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_4 = 8,
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VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_5 = 9,
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VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_6 = 10,
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VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_7 = 11,
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};
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//-----------------------------------------------------------------------------
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// The public methods exposed by each shader
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//-----------------------------------------------------------------------------
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abstract_class IShader
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{
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public:
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// Returns the shader name
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virtual char const* GetName( ) const = 0;
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// returns the shader fallbacks
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virtual char const* GetFallbackShader( IMaterialVar** params ) const = 0;
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// Shader parameters
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virtual int GetParamCount( ) const = 0;
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virtual const ShaderParamInfo_t& GetParamInfo( int paramIndex ) const = 0;
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// These functions must be implemented by the shader
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virtual void InitShaderParams( IMaterialVar** ppParams, const char *pMaterialName ) = 0;
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virtual void InitShaderInstance( IMaterialVar** ppParams, IShaderInit *pShaderInit, const char *pMaterialName, const char *pTextureGroupName ) = 0;
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virtual void DrawElements( IMaterialVar **params, int nModulationFlags,
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IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI,
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VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr, CBasePerInstanceContextData** pInstanceDataPtr ) = 0;
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// FIXME: Figure out a better way to do this?
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virtual int ComputeModulationFlags( IMaterialVar** params, IShaderDynamicAPI* pShaderAPI ) = 0;
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virtual bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame = true ) const = 0;
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virtual bool NeedsFullFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const = 0;
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virtual bool IsTranslucent( IMaterialVar **params ) const = 0;
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virtual int GetFlags() const = 0;
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};
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//-----------------------------------------------------------------------------
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// Shader dictionaries defined in DLLs
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//-----------------------------------------------------------------------------
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enum PrecompiledShaderType_t
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{
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PRECOMPILED_VERTEX_SHADER = 0,
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PRECOMPILED_PIXEL_SHADER,
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PRECOMPILED_SHADER_TYPE_COUNT,
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};
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//-----------------------------------------------------------------------------
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// Flags field of PrecompiledShader_t
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//-----------------------------------------------------------------------------
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enum
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{
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// runtime flags
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SHADER_IS_ASM = 0x1,
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SHADER_FAILED_LOAD = 0x2,
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};
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#endif // ISHADER_H
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