166 lines
5.4 KiB
C++
166 lines
5.4 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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//-----------------------------------------------------------------------------
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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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// 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_XBOX_VIEWPORT_CONST_OFFSET = 191, // maps to $SHADER_VIEWPORT_CONST_OFFSET (-1), see macros.vsh
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VERTEX_SHADER_XBOX_VIEWPORT_CONST_SCALE = 190, // maps to $SHADER_VIEWPORT_CONST_SCALE (-2), see macros.vsh
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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_HALFLAMBERT = 12,
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VERTEX_SHADER_FLEXSCALE = 13,
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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_SHADER_SPECIFIC_CONST_0 = 38,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_1 = 39,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_2 = 40,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 = 41,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_4 = 42,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_5 = 43,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 = 44,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_7 = 45,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_8 = 46,
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_9 = 47,
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VERTEX_SHADER_MODEL = 48,
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VERTEX_SHADER_DOT_PRODUCT_FACTORS = 240,
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VERTEX_SHADER_MORPH_TARGET_FACTORS = 244,
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VERTEX_SHADER_MORPH_TARGET_FACTOR_COUNT = 8,
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VERTEX_SHADER_VERTEX_TEXTURE_SIZES = 252
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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 GetNumParams( ) 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 ) = 0;
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virtual char const* GetParamName( int paramIndex ) const = 0;
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virtual char const* GetParamHelp( int paramIndex ) const = 0;
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virtual ShaderParamType_t GetParamType( int paramIndex ) const = 0;
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virtual char const* GetParamDefault( int paramIndex ) const = 0;
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#ifndef _XBOX
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// Returns the software vertex shader (if any)
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virtual const SoftwareVertexShader_t GetSoftwareVertexShader() const = 0;
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#endif
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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 ) const = 0;
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virtual bool NeedsFullFrameBufferTexture( IMaterialVar **params ) const = 0;
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virtual int GetParamFlags( int paramIndex ) const = 0;
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virtual int GetFlags() const = 0;
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// FIXME: Remove GetParamName, etc. above
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// virtual const ShaderParamInfo_t& GetParamInfo( int paramIndex ) 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_DYNAMIC_COMPILE_IS_HLSL = 0x1,
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SHADER_FAILED_LOAD = 0x2,
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};
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#endif // ISHADER_H
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