summaryrefslogtreecommitdiff
path: root/materialsystem/IShaderSystem.h
blob: 81f3a8e26919d6ff58a87f861063655e0809481e (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $Header: $
// $NoKeywords: $
// An interface that should not ever be accessed directly from shaders
// but instead is visible only to shaderlib.
//===========================================================================//

#ifndef ISHADERSYSTEM_H
#define ISHADERSYSTEM_H

#ifdef _WIN32
#pragma once
#endif

#include "interface.h"
#include <materialsystem/IShader.h>

//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
enum Sampler_t;
class ITexture;
class IShader;


//-----------------------------------------------------------------------------
// The Shader system interface version
//-----------------------------------------------------------------------------
#define SHADERSYSTEM_INTERFACE_VERSION		"ShaderSystem002"


//-----------------------------------------------------------------------------
// Modulation flags
//-----------------------------------------------------------------------------
enum
{
	SHADER_USING_COLOR_MODULATION		= 0x1,
	SHADER_USING_ALPHA_MODULATION		= 0x2,
	SHADER_USING_FLASHLIGHT				= 0x4,
	SHADER_USING_FIXED_FUNCTION_BAKED_LIGHTING		= 0x8,
	SHADER_USING_EDITOR					= 0x10,
};


//-----------------------------------------------------------------------------
// The shader system (a singleton)
//-----------------------------------------------------------------------------
abstract_class IShaderSystem
{
public:
	virtual ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrameVar, int nTextureChannel = 0 ) =0;

	// Binds a texture
	virtual void BindTexture( Sampler_t sampler1, ITexture *pTexture, int nFrameVar = 0 ) = 0;
	virtual void BindTexture( Sampler_t sampler1, Sampler_t sampler2, ITexture *pTexture, int nFrameVar = 0 ) = 0;

	// Takes a snapshot
	virtual void TakeSnapshot( ) = 0;

	// Draws a snapshot
	virtual void DrawSnapshot( bool bMakeActualDrawCall = true ) = 0;

	// Are we using graphics?
	virtual bool IsUsingGraphics() const = 0;

	// Are we using graphics?
	virtual bool CanUseEditorMaterials() const = 0;
};


//-----------------------------------------------------------------------------
// The Shader plug-in DLL interface version
//-----------------------------------------------------------------------------
#define SHADER_DLL_INTERFACE_VERSION	"ShaderDLL004"


//-----------------------------------------------------------------------------
// The Shader interface versions
//-----------------------------------------------------------------------------
abstract_class IShaderDLLInternal
{
public:
	// Here's where the app systems get to learn about each other 
	virtual bool Connect( CreateInterfaceFn factory, bool bIsMaterialSystem ) = 0;
	virtual void Disconnect( bool bIsMaterialSystem ) = 0;

	// Returns the number of shaders defined in this DLL
	virtual int ShaderCount() const = 0;

	// Returns information about each shader defined in this DLL
	virtual IShader *GetShader( int nShader ) = 0;
};


//-----------------------------------------------------------------------------
// Singleton interface
//-----------------------------------------------------------------------------
IShaderDLLInternal *GetShaderDLLInternal();


#endif // ISHADERSYSTEM_H