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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/public/materialsystem/IShader.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/public/materialsystem/IShader.h')
| -rw-r--r-- | mp/src/public/materialsystem/IShader.h | 410 |
1 files changed, 205 insertions, 205 deletions
diff --git a/mp/src/public/materialsystem/IShader.h b/mp/src/public/materialsystem/IShader.h index 5d6b22d2..27bf91e3 100644 --- a/mp/src/public/materialsystem/IShader.h +++ b/mp/src/public/materialsystem/IShader.h @@ -1,205 +1,205 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//=============================================================================//
-
-#ifndef ISHADER_H
-#define ISHADER_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-//==================================================================================================
-// **this goes into both platforms which run the translator, either the real Mac client or
-// the Windows client running with r_emulategl mode **
-//
-// size of the VS register bank in ARB / GLSL we expose
-// it's not 256, because you can't use all 256 slots in 10.5.x.
-// use this constant everywhere you might normally use "256" in reference to a parameter array size.
-// The highest shader constant is c218, plus we allocate c219 and c220 for two clip planes
-#define DXABSTRACT_VS_PARAM_SLOTS 219
-#define DXABSTRACT_VS_FIRST_BONE_SLOT VERTEX_SHADER_MODEL
-
-// user clip plane 0 goes in DXABSTRACT_VS_CLIP_PLANE_BASE... plane 1 goes in the slot after that
-// dxabstract uses these constants to check plane index limit and to deliver planes to shader for DP4 -> oCLP[n]
-#define DXABSTRACT_VS_CLIP_PLANE_BASE (DXABSTRACT_VS_PARAM_SLOTS-2)
-
-//==================================================================================================
-
-
-#include "materialsystem/imaterialsystem.h"
-#include "materialsystem/ishaderapi.h"
-
-//-----------------------------------------------------------------------------
-// forward declarations
-//-----------------------------------------------------------------------------
-class IMaterialVar;
-class IShaderShadow;
-class IShaderDynamicAPI;
-class IShaderInit;
-class CBasePerMaterialContextData;
-
-//-----------------------------------------------------------------------------
-// Shader flags
-//-----------------------------------------------------------------------------
-enum ShaderFlags_t
-{
- SHADER_NOT_EDITABLE = 0x1
-};
-
-
-//-----------------------------------------------------------------------------
-// Shader parameter flags
-//-----------------------------------------------------------------------------
-enum ShaderParamFlags_t
-{
- SHADER_PARAM_NOT_EDITABLE = 0x1
-};
-
-
-//-----------------------------------------------------------------------------
-// Information about each shader parameter
-//-----------------------------------------------------------------------------
-struct ShaderParamInfo_t
-{
- const char *m_pName;
- const char *m_pHelp;
- ShaderParamType_t m_Type;
- const char *m_pDefaultValue;
- int m_nFlags;
-};
-
-
-//-----------------------------------------------------------------------------
-// Standard vertex shader constants
-//-----------------------------------------------------------------------------
-enum
-{
- // Standard vertex shader constants
- VERTEX_SHADER_MATH_CONSTANTS0 = 0,
- VERTEX_SHADER_MATH_CONSTANTS1 = 1,
- VERTEX_SHADER_CAMERA_POS = 2,
- VERTEX_SHADER_FLEXSCALE = 3, // used by DX9 only!
- VERTEX_SHADER_LIGHT_INDEX = 3, // used by DX8 only!
- VERTEX_SHADER_MODELVIEWPROJ = 4,
- VERTEX_SHADER_VIEWPROJ = 8,
- VERTEX_SHADER_MODELVIEWPROJ_THIRD_ROW = 12,
- VERTEX_SHADER_VIEWPROJ_THIRD_ROW = 13,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_10 = 14,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_11 = 15,
- VERTEX_SHADER_FOG_PARAMS = 16,
- VERTEX_SHADER_VIEWMODEL = 17,
- VERTEX_SHADER_AMBIENT_LIGHT = 21,
- VERTEX_SHADER_LIGHTS = 27,
- VERTEX_SHADER_LIGHT0_POSITION = 29,
- VERTEX_SHADER_MODULATION_COLOR = 47,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 = 48,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_1 = 49,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_2 = 50,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 = 51,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_4 = 52,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_5 = 53,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 = 54,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_7 = 55,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_8 = 56,
- VERTEX_SHADER_SHADER_SPECIFIC_CONST_9 = 57,
- VERTEX_SHADER_MODEL = 58,
-
- //
- // We reserve up through 216 for the 53 bones
- //
-
- // 219 ClipPlane0 |------ OpenGL will jam clip planes into these two
- // 220 ClipPlane1 |
-
- VERTEX_SHADER_FLEX_WEIGHTS = 1024,
- VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT = 512,
-};
-
-#define VERTEX_SHADER_BONE_TRANSFORM( k ) ( VERTEX_SHADER_MODEL + 3 * (k) )
-
-//-----------------------------------------------------------------------------
-// Standard vertex shader constants
-//-----------------------------------------------------------------------------
-enum
-{
- // Standard vertex shader constants
- VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST = 0,
- VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST_COUNT = 4,
-
- VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_0 = 4,
- VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_1 = 5,
- VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_2 = 6,
- VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_3 = 7,
- VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_4 = 8,
- VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_5 = 9,
- VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_6 = 10,
- VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_7 = 11,
-};
-// The public methods exposed by each shader
-//-----------------------------------------------------------------------------
-abstract_class IShader
-{
-public:
- // Returns the shader name
- virtual char const* GetName( ) const = 0;
-
- // returns the shader fallbacks
- virtual char const* GetFallbackShader( IMaterialVar** params ) const = 0;
-
- // Shader parameters
- virtual int GetNumParams( ) const = 0;
-
- // These functions must be implemented by the shader
- virtual void InitShaderParams( IMaterialVar** ppParams, const char *pMaterialName ) = 0;
- virtual void InitShaderInstance( IMaterialVar** ppParams, IShaderInit *pShaderInit, const char *pMaterialName, const char *pTextureGroupName ) = 0;
- virtual void DrawElements( IMaterialVar **params, int nModulationFlags,
- IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr ) = 0;
-
- virtual char const* GetParamName( int paramIndex ) const = 0;
- virtual char const* GetParamHelp( int paramIndex ) const = 0;
- virtual ShaderParamType_t GetParamType( int paramIndex ) const = 0;
- virtual char const* GetParamDefault( int paramIndex ) const = 0;
-
- // FIXME: Figure out a better way to do this?
- virtual int ComputeModulationFlags( IMaterialVar** params, IShaderDynamicAPI* pShaderAPI ) = 0;
- virtual bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame = true ) const = 0;
- virtual bool NeedsFullFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const = 0;
- virtual bool IsTranslucent( IMaterialVar **params ) const = 0;
-
- virtual int GetParamFlags( int paramIndex ) const = 0;
-
- virtual int GetFlags() const = 0;
-
- // FIXME: Remove GetParamName, etc. above
-// virtual const ShaderParamInfo_t& GetParamInfo( int paramIndex ) const = 0;
-};
-
-
-//-----------------------------------------------------------------------------
-// Shader dictionaries defined in DLLs
-//-----------------------------------------------------------------------------
-enum PrecompiledShaderType_t
-{
- PRECOMPILED_VERTEX_SHADER = 0,
- PRECOMPILED_PIXEL_SHADER,
-
- PRECOMPILED_SHADER_TYPE_COUNT,
-};
-
-
-//-----------------------------------------------------------------------------
-// Flags field of PrecompiledShader_t
-//-----------------------------------------------------------------------------
-enum
-{
- // runtime flags
- SHADER_DYNAMIC_COMPILE_IS_HLSL = 0x1,
- SHADER_FAILED_LOAD = 0x2,
-};
-
-#endif // ISHADER_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// + +#ifndef ISHADER_H +#define ISHADER_H + +#ifdef _WIN32 +#pragma once +#endif + +//================================================================================================== +// **this goes into both platforms which run the translator, either the real Mac client or +// the Windows client running with r_emulategl mode ** +// +// size of the VS register bank in ARB / GLSL we expose +// it's not 256, because you can't use all 256 slots in 10.5.x. +// use this constant everywhere you might normally use "256" in reference to a parameter array size. +// The highest shader constant is c218, plus we allocate c219 and c220 for two clip planes +#define DXABSTRACT_VS_PARAM_SLOTS 219 +#define DXABSTRACT_VS_FIRST_BONE_SLOT VERTEX_SHADER_MODEL + +// user clip plane 0 goes in DXABSTRACT_VS_CLIP_PLANE_BASE... plane 1 goes in the slot after that +// dxabstract uses these constants to check plane index limit and to deliver planes to shader for DP4 -> oCLP[n] +#define DXABSTRACT_VS_CLIP_PLANE_BASE (DXABSTRACT_VS_PARAM_SLOTS-2) + +//================================================================================================== + + +#include "materialsystem/imaterialsystem.h" +#include "materialsystem/ishaderapi.h" + +//----------------------------------------------------------------------------- +// forward declarations +//----------------------------------------------------------------------------- +class IMaterialVar; +class IShaderShadow; +class IShaderDynamicAPI; +class IShaderInit; +class CBasePerMaterialContextData; + +//----------------------------------------------------------------------------- +// Shader flags +//----------------------------------------------------------------------------- +enum ShaderFlags_t +{ + SHADER_NOT_EDITABLE = 0x1 +}; + + +//----------------------------------------------------------------------------- +// Shader parameter flags +//----------------------------------------------------------------------------- +enum ShaderParamFlags_t +{ + SHADER_PARAM_NOT_EDITABLE = 0x1 +}; + + +//----------------------------------------------------------------------------- +// Information about each shader parameter +//----------------------------------------------------------------------------- +struct ShaderParamInfo_t +{ + const char *m_pName; + const char *m_pHelp; + ShaderParamType_t m_Type; + const char *m_pDefaultValue; + int m_nFlags; +}; + + +//----------------------------------------------------------------------------- +// Standard vertex shader constants +//----------------------------------------------------------------------------- +enum +{ + // Standard vertex shader constants + VERTEX_SHADER_MATH_CONSTANTS0 = 0, + VERTEX_SHADER_MATH_CONSTANTS1 = 1, + VERTEX_SHADER_CAMERA_POS = 2, + VERTEX_SHADER_FLEXSCALE = 3, // used by DX9 only! + VERTEX_SHADER_LIGHT_INDEX = 3, // used by DX8 only! + VERTEX_SHADER_MODELVIEWPROJ = 4, + VERTEX_SHADER_VIEWPROJ = 8, + VERTEX_SHADER_MODELVIEWPROJ_THIRD_ROW = 12, + VERTEX_SHADER_VIEWPROJ_THIRD_ROW = 13, + VERTEX_SHADER_SHADER_SPECIFIC_CONST_10 = 14, + VERTEX_SHADER_SHADER_SPECIFIC_CONST_11 = 15, + VERTEX_SHADER_FOG_PARAMS = 16, + VERTEX_SHADER_VIEWMODEL = 17, + VERTEX_SHADER_AMBIENT_LIGHT = 21, + VERTEX_SHADER_LIGHTS = 27, + VERTEX_SHADER_LIGHT0_POSITION = 29, + VERTEX_SHADER_MODULATION_COLOR = 47, + VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 = 48, + VERTEX_SHADER_SHADER_SPECIFIC_CONST_1 = 49, + VERTEX_SHADER_SHADER_SPECIFIC_CONST_2 = 50, + VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 = 51, + VERTEX_SHADER_SHADER_SPECIFIC_CONST_4 = 52, + VERTEX_SHADER_SHADER_SPECIFIC_CONST_5 = 53, + VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 = 54, + VERTEX_SHADER_SHADER_SPECIFIC_CONST_7 = 55, + VERTEX_SHADER_SHADER_SPECIFIC_CONST_8 = 56, + VERTEX_SHADER_SHADER_SPECIFIC_CONST_9 = 57, + VERTEX_SHADER_MODEL = 58, + + // + // We reserve up through 216 for the 53 bones + // + + // 219 ClipPlane0 |------ OpenGL will jam clip planes into these two + // 220 ClipPlane1 | + + VERTEX_SHADER_FLEX_WEIGHTS = 1024, + VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT = 512, +}; + +#define VERTEX_SHADER_BONE_TRANSFORM( k ) ( VERTEX_SHADER_MODEL + 3 * (k) ) + +//----------------------------------------------------------------------------- +// Standard vertex shader constants +//----------------------------------------------------------------------------- +enum +{ + // Standard vertex shader constants + VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST = 0, + VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST_COUNT = 4, + + VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_0 = 4, + VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_1 = 5, + VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_2 = 6, + VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_3 = 7, + VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_4 = 8, + VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_5 = 9, + VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_6 = 10, + VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_7 = 11, +}; +// The public methods exposed by each shader +//----------------------------------------------------------------------------- +abstract_class IShader +{ +public: + // Returns the shader name + virtual char const* GetName( ) const = 0; + + // returns the shader fallbacks + virtual char const* GetFallbackShader( IMaterialVar** params ) const = 0; + + // Shader parameters + virtual int GetNumParams( ) const = 0; + + // These functions must be implemented by the shader + virtual void InitShaderParams( IMaterialVar** ppParams, const char *pMaterialName ) = 0; + virtual void InitShaderInstance( IMaterialVar** ppParams, IShaderInit *pShaderInit, const char *pMaterialName, const char *pTextureGroupName ) = 0; + virtual void DrawElements( IMaterialVar **params, int nModulationFlags, + IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr ) = 0; + + virtual char const* GetParamName( int paramIndex ) const = 0; + virtual char const* GetParamHelp( int paramIndex ) const = 0; + virtual ShaderParamType_t GetParamType( int paramIndex ) const = 0; + virtual char const* GetParamDefault( int paramIndex ) const = 0; + + // FIXME: Figure out a better way to do this? + virtual int ComputeModulationFlags( IMaterialVar** params, IShaderDynamicAPI* pShaderAPI ) = 0; + virtual bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame = true ) const = 0; + virtual bool NeedsFullFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const = 0; + virtual bool IsTranslucent( IMaterialVar **params ) const = 0; + + virtual int GetParamFlags( int paramIndex ) const = 0; + + virtual int GetFlags() const = 0; + + // FIXME: Remove GetParamName, etc. above +// virtual const ShaderParamInfo_t& GetParamInfo( int paramIndex ) const = 0; +}; + + +//----------------------------------------------------------------------------- +// Shader dictionaries defined in DLLs +//----------------------------------------------------------------------------- +enum PrecompiledShaderType_t +{ + PRECOMPILED_VERTEX_SHADER = 0, + PRECOMPILED_PIXEL_SHADER, + + PRECOMPILED_SHADER_TYPE_COUNT, +}; + + +//----------------------------------------------------------------------------- +// Flags field of PrecompiledShader_t +//----------------------------------------------------------------------------- +enum +{ + // runtime flags + SHADER_DYNAMIC_COMPILE_IS_HLSL = 0x1, + SHADER_FAILED_LOAD = 0x2, +}; + +#endif // ISHADER_H |