107 lines
2.7 KiB
C
107 lines
2.7 KiB
C
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: NOTE: This file is for backward compat!
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// We'll get rid of it soon. Most of the contents of this file were moved
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// into shaderpi/ishadershadow.h, shaderapi/ishaderdynamic.h, or
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// shaderapi/shareddefs.h
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef SHADERAPI_SHAREDDEFS_H
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#define SHADERAPI_SHAREDDEFS_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Important enumerations
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//-----------------------------------------------------------------------------
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enum ShaderShadeMode_t
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{
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SHADER_FLAT = 0,
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SHADER_SMOOTH
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};
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enum ShaderTexCoordComponent_t
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{
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SHADER_TEXCOORD_S = 0,
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SHADER_TEXCOORD_T,
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SHADER_TEXCOORD_U
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};
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enum ShaderTexFilterMode_t
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{
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SHADER_TEXFILTERMODE_NEAREST,
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SHADER_TEXFILTERMODE_LINEAR,
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SHADER_TEXFILTERMODE_NEAREST_MIPMAP_NEAREST,
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SHADER_TEXFILTERMODE_LINEAR_MIPMAP_NEAREST,
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SHADER_TEXFILTERMODE_NEAREST_MIPMAP_LINEAR,
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SHADER_TEXFILTERMODE_LINEAR_MIPMAP_LINEAR,
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SHADER_TEXFILTERMODE_ANISOTROPIC
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};
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enum ShaderTexWrapMode_t
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{
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SHADER_TEXWRAPMODE_CLAMP,
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SHADER_TEXWRAPMODE_REPEAT,
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SHADER_TEXWRAPMODE_BORDER
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// MIRROR? - probably don't need it.
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};
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//-----------------------------------------------------------------------------
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// Sampler identifiers
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// Samplers are used to enable and bind textures + by programmable shading algorithms
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//-----------------------------------------------------------------------------
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enum Sampler_t
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{
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SHADER_SAMPLER0 = 0,
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SHADER_SAMPLER1,
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SHADER_SAMPLER2,
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SHADER_SAMPLER3,
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SHADER_SAMPLER4,
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SHADER_SAMPLER5,
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SHADER_SAMPLER6,
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SHADER_SAMPLER7,
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SHADER_SAMPLER8,
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SHADER_SAMPLER9,
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SHADER_SAMPLER10,
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SHADER_SAMPLER11,
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SHADER_SAMPLER12,
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SHADER_SAMPLER13,
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SHADER_SAMPLER14,
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SHADER_SAMPLER15,
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SHADER_SAMPLER_COUNT,
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};
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//-----------------------------------------------------------------------------
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// Vertex texture sampler identifiers
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//-----------------------------------------------------------------------------
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enum VertexTextureSampler_t
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{
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SHADER_VERTEXTEXTURE_SAMPLER0 = 0,
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SHADER_VERTEXTEXTURE_SAMPLER1,
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SHADER_VERTEXTEXTURE_SAMPLER2,
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SHADER_VERTEXTEXTURE_SAMPLER3,
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};
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#if defined( _X360 )
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#define REVERSE_DEPTH_ON_X360 //uncomment to use D3DFMT_D24FS8 with an inverted depth viewport for better performance. Keep this in sync with the same named #define in materialsystem/stdshaders/common_fxc.h
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#endif
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#if defined( REVERSE_DEPTH_ON_X360 )
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#define ReverseDepthOnX360() true
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#else
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#define ReverseDepthOnX360() false
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#endif
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#endif // SHADERAPI_SHAREDDEFS_H
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