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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//===========================================================================//
+
+#ifndef ISHADERDYNAMIC_H
+#define ISHADERDYNAMIC_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "shaderapi/shareddefs.h"
+#include "materialsystem/imaterial.h"
+#include "materialsystem/imaterialsystem.h"
+#include "tier0/basetypes.h"
+
+
+typedef int ShaderAPITextureHandle_t;
+
+//-----------------------------------------------------------------------------
+// forward declarations
+//-----------------------------------------------------------------------------
+class CMeshBuilder;
+class IMaterialVar;
+struct LightDesc_t;
+
+
+//-----------------------------------------------------------------------------
+// State from ShaderAPI used to select proper vertex and pixel shader combos
+//-----------------------------------------------------------------------------
+struct LightState_t
+{
+ int m_nNumLights;
+ bool m_bAmbientLight;
+ bool m_bStaticLightVertex;
+ bool m_bStaticLightTexel;
+ inline int HasDynamicLight() { return (m_bAmbientLight || (m_nNumLights > 0)) ? 1 : 0; }
+};
+
+
+//-----------------------------------------------------------------------------
+// Color correction info
+//-----------------------------------------------------------------------------
+struct ShaderColorCorrectionInfo_t
+{
+ bool m_bIsEnabled;
+ int m_nLookupCount;
+ float m_flDefaultWeight;
+ float m_pLookupWeights[4];
+};
+
+
+//-----------------------------------------------------------------------------
+// the 3D shader API interface
+// This interface is all that shaders see.
+//-----------------------------------------------------------------------------
+enum StandardTextureId_t
+{
+ // Lightmaps
+ TEXTURE_LIGHTMAP = 0,
+ TEXTURE_LIGHTMAP_FULLBRIGHT,
+ TEXTURE_LIGHTMAP_BUMPED,
+ TEXTURE_LIGHTMAP_BUMPED_FULLBRIGHT,
+
+ // Flat colors
+ TEXTURE_WHITE,
+ TEXTURE_BLACK,
+ TEXTURE_GREY,
+ TEXTURE_GREY_ALPHA_ZERO,
+
+ // Normalmaps
+ TEXTURE_NORMALMAP_FLAT,
+
+ // Normalization
+ TEXTURE_NORMALIZATION_CUBEMAP,
+ TEXTURE_NORMALIZATION_CUBEMAP_SIGNED,
+
+ // Frame-buffer textures
+ TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0,
+ TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1,
+
+ // Color correction
+ TEXTURE_COLOR_CORRECTION_VOLUME_0,
+ TEXTURE_COLOR_CORRECTION_VOLUME_1,
+ TEXTURE_COLOR_CORRECTION_VOLUME_2,
+ TEXTURE_COLOR_CORRECTION_VOLUME_3,
+
+ // An alias to the Back Frame Buffer
+ TEXTURE_FRAME_BUFFER_ALIAS,
+
+ // Noise for shadow mapping algorithm
+ TEXTURE_SHADOW_NOISE_2D,
+
+ // A texture in which morph data gets accumulated (vs30, fast vertex textures required)
+ TEXTURE_MORPH_ACCUMULATOR,
+
+ // A texture which contains morph weights
+ TEXTURE_MORPH_WEIGHTS,
+
+ // A snapshot of the frame buffer's depth. Currently only valid on the 360
+ TEXTURE_FRAME_BUFFER_FULL_DEPTH,
+
+ // A snapshot of the frame buffer's depth. Currently only valid on the 360
+ TEXTURE_IDENTITY_LIGHTWARP,
+
+ // Equivalent to the debug material for mat_luxels, in convenient texture form.
+ TEXTURE_DEBUG_LUXELS,
+
+ TEXTURE_MAX_STD_TEXTURES = 32
+};
+
+//-----------------------------------------------------------------------------
+// Viewport structure
+//-----------------------------------------------------------------------------
+#define SHADER_VIEWPORT_VERSION 1
+struct ShaderViewport_t
+{
+ int m_nVersion;
+ int m_nTopLeftX;
+ int m_nTopLeftY;
+ int m_nWidth;
+ int m_nHeight;
+ float m_flMinZ;
+ float m_flMaxZ;
+
+ ShaderViewport_t() : m_nVersion( SHADER_VIEWPORT_VERSION ) {}
+
+ void Init()
+ {
+ memset( this, 0, sizeof(ShaderViewport_t) );
+ m_nVersion = SHADER_VIEWPORT_VERSION;
+ }
+
+ void Init( int x, int y, int nWidth, int nHeight, float flMinZ = 0.0f, float flMaxZ = 1.0f )
+ {
+ m_nVersion = SHADER_VIEWPORT_VERSION;
+ m_nTopLeftX = x; m_nTopLeftY = y; m_nWidth = nWidth; m_nHeight = nHeight;
+ m_flMinZ = flMinZ;
+ m_flMaxZ = flMaxZ;
+ }
+};
+
+
+//-----------------------------------------------------------------------------
+// The Shader interface versions
+//-----------------------------------------------------------------------------
+#define SHADERDYNAMIC_INTERFACE_VERSION "ShaderDynamic001"
+abstract_class IShaderDynamicAPI
+{
+public:
+
+ virtual void SetViewports( int nCount, const ShaderViewport_t* pViewports ) = 0;
+ virtual int GetViewports( ShaderViewport_t* pViewports, int nMax ) const = 0;
+
+ // returns the current time in seconds....
+ virtual double CurrentTime() const = 0;
+
+ // Gets the lightmap dimensions
+ virtual void GetLightmapDimensions( int *w, int *h ) = 0;
+
+ // Scene fog state.
+ // This is used by the shaders for picking the proper vertex shader for fogging based on dynamic state.
+ virtual MaterialFogMode_t GetSceneFogMode( ) = 0;
+ virtual void GetSceneFogColor( unsigned char *rgb ) = 0;
+
+ // stuff related to matrix stacks
+ virtual void MatrixMode( MaterialMatrixMode_t matrixMode ) = 0;
+ virtual void PushMatrix() = 0;
+ virtual void PopMatrix() = 0;
+ virtual void LoadMatrix( float *m ) = 0;
+ virtual void MultMatrix( float *m ) = 0;
+ virtual void MultMatrixLocal( float *m ) = 0;
+ virtual void GetMatrix( MaterialMatrixMode_t matrixMode, float *dst ) = 0;
+ virtual void LoadIdentity( void ) = 0;
+ virtual void LoadCameraToWorld( void ) = 0;
+ virtual void Ortho( double left, double right, double bottom, double top, double zNear, double zFar ) = 0;
+ virtual void PerspectiveX( double fovx, double aspect, double zNear, double zFar ) = 0;
+ virtual void PickMatrix( int x, int y, int width, int height ) = 0;
+ virtual void Rotate( float angle, float x, float y, float z ) = 0;
+ virtual void Translate( float x, float y, float z ) = 0;
+ virtual void Scale( float x, float y, float z ) = 0;
+ virtual void ScaleXY( float x, float y ) = 0;
+
+ // Sets the color to modulate by
+ virtual void Color3f( float r, float g, float b ) = 0;
+ virtual void Color3fv( float const* pColor ) = 0;
+ virtual void Color4f( float r, float g, float b, float a ) = 0;
+ virtual void Color4fv( float const* pColor ) = 0;
+
+ virtual void Color3ub( unsigned char r, unsigned char g, unsigned char b ) = 0;
+ virtual void Color3ubv( unsigned char const* pColor ) = 0;
+ virtual void Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) = 0;
+ virtual void Color4ubv( unsigned char const* pColor ) = 0;
+
+ // Sets the constant register for vertex and pixel shaders
+ virtual void SetVertexShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false ) = 0;
+ virtual void SetPixelShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false ) = 0;
+
+ // Sets the default *dynamic* state
+ virtual void SetDefaultState() = 0;
+
+ // Get the current camera position in world space.
+ virtual void GetWorldSpaceCameraPosition( float* pPos ) const = 0;
+
+ virtual int GetCurrentNumBones( void ) const = 0;
+ virtual int GetCurrentLightCombo( void ) const = 0;
+
+ virtual MaterialFogMode_t GetCurrentFogType( void ) const = 0;
+
+ // fixme: move this to shadow state
+ virtual void SetTextureTransformDimension( TextureStage_t textureStage, int dimension, bool projected ) = 0;
+ virtual void DisableTextureTransform( TextureStage_t textureStage ) = 0;
+ virtual void SetBumpEnvMatrix( TextureStage_t textureStage, float m00, float m01, float m10, float m11 ) = 0;
+
+ // Sets the vertex and pixel shaders
+ virtual void SetVertexShaderIndex( int vshIndex = -1 ) = 0;
+ virtual void SetPixelShaderIndex( int pshIndex = 0 ) = 0;
+
+ // Get the dimensions of the back buffer.
+ virtual void GetBackBufferDimensions( int& width, int& height ) const = 0;
+
+ // FIXME: The following 6 methods used to live in IShaderAPI
+ // and were moved for stdshader_dx8. Let's try to move them back!
+
+ // Get the lights
+ virtual int GetMaxLights( void ) const = 0;
+ virtual const LightDesc_t& GetLight( int lightNum ) const = 0;
+
+ virtual void SetPixelShaderFogParams( int reg ) = 0;
+
+ // Render state for the ambient light cube
+ virtual void SetVertexShaderStateAmbientLightCube() = 0;
+ virtual void SetPixelShaderStateAmbientLightCube( int pshReg, bool bForceToBlack = false ) = 0;
+ virtual void CommitPixelShaderLighting( int pshReg ) = 0;
+
+ // Use this to get the mesh builder that allows us to modify vertex data
+ virtual CMeshBuilder* GetVertexModifyBuilder() = 0;
+ virtual bool InFlashlightMode() const = 0;
+ virtual const FlashlightState_t &GetFlashlightState( VMatrix &worldToTexture ) const = 0;
+ virtual bool InEditorMode() const = 0;
+
+ // Gets the bound morph's vertex format; returns 0 if no morph is bound
+ virtual MorphFormat_t GetBoundMorphFormat() = 0;
+
+ // Binds a standard texture
+ virtual void BindStandardTexture( Sampler_t sampler, StandardTextureId_t id ) = 0;
+
+ virtual ITexture *GetRenderTargetEx( int nRenderTargetID ) = 0;
+
+ virtual void SetToneMappingScaleLinear( const Vector &scale ) = 0;
+ virtual const Vector &GetToneMappingScaleLinear( void ) const = 0;
+ virtual float GetLightMapScaleFactor( void ) const = 0;
+
+ virtual void LoadBoneMatrix( int boneIndex, const float *m ) = 0;
+
+ virtual void PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right ) = 0;
+
+ virtual void SetFloatRenderingParameter(int parm_number, float value) = 0;
+
+ virtual void SetIntRenderingParameter(int parm_number, int value) = 0 ;
+ virtual void SetVectorRenderingParameter(int parm_number, Vector const &value) = 0 ;
+
+ virtual float GetFloatRenderingParameter(int parm_number) const = 0 ;
+
+ virtual int GetIntRenderingParameter(int parm_number) const = 0 ;
+
+ virtual Vector GetVectorRenderingParameter(int parm_number) const = 0 ;
+
+ // stencil buffer operations.
+ virtual void SetStencilEnable(bool onoff) = 0;
+ virtual void SetStencilFailOperation(StencilOperation_t op) = 0;
+ virtual void SetStencilZFailOperation(StencilOperation_t op) = 0;
+ virtual void SetStencilPassOperation(StencilOperation_t op) = 0;
+ virtual void SetStencilCompareFunction(StencilComparisonFunction_t cmpfn) = 0;
+ virtual void SetStencilReferenceValue(int ref) = 0;
+ virtual void SetStencilTestMask(uint32 msk) = 0;
+ virtual void SetStencilWriteMask(uint32 msk) = 0;
+ virtual void ClearStencilBufferRectangle( int xmin, int ymin, int xmax, int ymax,int value) = 0;
+
+ virtual void GetDXLevelDefaults(uint &max_dxlevel,uint &recommended_dxlevel) = 0;
+
+ virtual const FlashlightState_t &GetFlashlightStateEx( VMatrix &worldToTexture, ITexture **pFlashlightDepthTexture ) const = 0;
+
+ virtual float GetAmbientLightCubeLuminance() = 0;
+
+ virtual void GetDX9LightState( LightState_t *state ) const = 0;
+ virtual int GetPixelFogCombo( ) = 0; //0 is either range fog, or no fog simulated with rigged range fog values. 1 is height fog
+
+ virtual void BindStandardVertexTexture( VertexTextureSampler_t sampler, StandardTextureId_t id ) = 0;
+
+ // Is hardware morphing enabled?
+ virtual bool IsHWMorphingEnabled( ) const = 0;
+
+ virtual void GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id ) = 0;
+
+ virtual void SetBooleanVertexShaderConstant( int var, BOOL const* pVec, int numBools = 1, bool bForce = false ) = 0;
+ virtual void SetIntegerVertexShaderConstant( int var, int const* pVec, int numIntVecs = 1, bool bForce = false ) = 0;
+ virtual void SetBooleanPixelShaderConstant( int var, BOOL const* pVec, int numBools = 1, bool bForce = false ) = 0;
+ virtual void SetIntegerPixelShaderConstant( int var, int const* pVec, int numIntVecs = 1, bool bForce = false ) = 0;
+
+ //Are we in a configuration that needs access to depth data through the alpha channel later?
+ virtual bool ShouldWriteDepthToDestAlpha( void ) const = 0;
+
+
+ // deformations
+ virtual void PushDeformation( DeformationBase_t const *Deformation ) = 0;
+ virtual void PopDeformation( ) = 0;
+ virtual int GetNumActiveDeformations() const =0;
+
+
+ // for shaders to set vertex shader constants. returns a packed state which can be used to set
+ // the dynamic combo. returns # of active deformations
+ virtual int GetPackedDeformationInformation( int nMaskOfUnderstoodDeformations,
+ float *pConstantValuesOut,
+ int nBufferSize,
+ int nMaximumDeformations,
+ int *pNumDefsOut ) const = 0;
+
+ // This lets the lower level system that certain vertex fields requested
+ // in the shadow state aren't actually being read given particular state
+ // known only at dynamic state time. It's here only to silence warnings.
+ virtual void MarkUnusedVertexFields( unsigned int nFlags, int nTexCoordCount, bool *pUnusedTexCoords ) = 0;
+
+
+ virtual void ExecuteCommandBuffer( uint8 *pCmdBuffer ) =0;
+
+ // interface for mat system to tell shaderapi about standard texture handles
+ virtual void SetStandardTextureHandle( StandardTextureId_t nId, ShaderAPITextureHandle_t nHandle ) =0;
+
+ // Interface for mat system to tell shaderapi about color correction
+ virtual void GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo ) = 0;
+
+ virtual void SetPSNearAndFarZ( int pshReg ) = 0;
+
+ virtual void SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale ) = 0;
+};
+// end class IShaderDynamicAPI
+
+//-----------------------------------------------------------------------------
+// Software vertex shaders
+//-----------------------------------------------------------------------------
+typedef void (*SoftwareVertexShader_t)( CMeshBuilder& meshBuilder, IMaterialVar **params, IShaderDynamicAPI *pShaderAPI );
+
+
+#endif // ISHADERDYNAMIC_H