aboutsummaryrefslogtreecommitdiff
path: root/mp/src/public/shaderlib
diff options
context:
space:
mode:
authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/public/shaderlib
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/public/shaderlib')
-rw-r--r--mp/src/public/shaderlib/BaseShader.h339
-rw-r--r--mp/src/public/shaderlib/ShaderDLL.h49
-rw-r--r--mp/src/public/shaderlib/cshader.h490
3 files changed, 878 insertions, 0 deletions
diff --git a/mp/src/public/shaderlib/BaseShader.h b/mp/src/public/shaderlib/BaseShader.h
new file mode 100644
index 00000000..56d56d37
--- /dev/null
+++ b/mp/src/public/shaderlib/BaseShader.h
@@ -0,0 +1,339 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+// This is what all shaders inherit from.
+//===========================================================================//
+
+#ifndef BASESHADER_H
+#define BASESHADER_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "materialsystem/IShader.h"
+#include "materialsystem/imaterialvar.h"
+#include "materialsystem/ishaderapi.h"
+#include "materialsystem/imaterialsystemhardwareconfig.h"
+#include "shaderlib/BaseShader.h"
+#include "convar.h"
+
+//-----------------------------------------------------------------------------
+// Forward declarations
+//-----------------------------------------------------------------------------
+class IMaterialVar;
+
+//-----------------------------------------------------------------------------
+// Standard material vars
+//-----------------------------------------------------------------------------
+// Note: if you add to these, add to s_StandardParams in CBaseShader.cpp
+enum ShaderMaterialVars_t
+{
+ FLAGS = 0,
+ FLAGS_DEFINED, // mask indicating if the flag was specified
+ FLAGS2,
+ FLAGS_DEFINED2,
+ COLOR,
+ ALPHA,
+ BASETEXTURE,
+ FRAME,
+ BASETEXTURETRANSFORM,
+ FLASHLIGHTTEXTURE,
+ FLASHLIGHTTEXTUREFRAME,
+ COLOR2,
+ SRGBTINT,
+
+ NUM_SHADER_MATERIAL_VARS
+};
+
+
+// Alpha belnd mode enums. Moved from basevsshader
+enum BlendType_t
+{
+ // no alpha blending
+ BT_NONE = 0,
+
+
+
+ // src * srcAlpha + dst * (1-srcAlpha)
+ // two passes for HDR:
+ // pass 1:
+ // color: src * srcAlpha + dst * (1-srcAlpha)
+ // alpha: srcAlpha * zero + dstAlpha * (1-srcAlpha)
+ // pass 2:
+ // color: none
+ // alpha: srcAlpha * one + dstAlpha * one
+ //
+ BT_BLEND,
+
+
+
+ // src * one + dst * one
+ // one pass for HDR
+ BT_ADD,
+
+
+
+ // Why do we ever use this instead of using premultiplied alpha?
+ // src * srcAlpha + dst * one
+ // two passes for HDR
+ // pass 1:
+ // color: src * srcAlpha + dst * one
+ // alpha: srcAlpha * one + dstAlpha * one
+ // pass 2:
+ // color: none
+ // alpha: srcAlpha * one + dstAlpha * one
+ BT_BLENDADD
+};
+
+
+//-----------------------------------------------------------------------------
+// Base class for shaders, contains helper methods.
+//-----------------------------------------------------------------------------
+class CBaseShader : public IShader
+{
+public:
+ // constructor
+ CBaseShader();
+
+ // Methods inherited from IShader
+ virtual char const* GetFallbackShader( IMaterialVar** params ) const { return 0; }
+ virtual int GetNumParams( ) const;
+ virtual char const* GetParamName( int paramIndex ) const;
+ virtual char const* GetParamHelp( int paramIndex ) const;
+ virtual ShaderParamType_t GetParamType( int paramIndex ) const;
+ virtual char const* GetParamDefault( int paramIndex ) const;
+ virtual int GetParamFlags( int nParamIndex ) const;
+
+ virtual void InitShaderParams( IMaterialVar** ppParams, const char *pMaterialName );
+ virtual void InitShaderInstance( IMaterialVar** ppParams, IShaderInit *pShaderInit, const char *pMaterialName, const char *pTextureGroupName );
+ virtual void DrawElements( IMaterialVar **params, int nModulationFlags, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI,
+ VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContext );
+
+ virtual const SoftwareVertexShader_t GetSoftwareVertexShader() const { return m_SoftwareVertexShader; }
+
+ virtual int ComputeModulationFlags( IMaterialVar** params, IShaderDynamicAPI* pShaderAPI );
+ virtual bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame = true ) const;
+ virtual bool NeedsFullFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame = true ) const;
+ virtual bool IsTranslucent( IMaterialVar **params ) const;
+
+public:
+ // These functions must be implemented by the shader
+ virtual void OnInitShaderParams( IMaterialVar** ppParams, const char *pMaterialName ) {}
+ virtual void OnInitShaderInstance( IMaterialVar** ppParams, IShaderInit *pShaderInit, const char *pMaterialName ) = 0;
+ virtual void OnDrawElements( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr ) = 0;
+
+ // Sets the default shadow state
+ void SetInitialShadowState( );
+
+ // Draws a snapshot
+ void Draw( bool bMakeActualDrawCall = true );
+
+ // Are we currently taking a snapshot?
+ bool IsSnapshotting() const;
+
+ // Gets at the current materialvar flags
+ int CurrentMaterialVarFlags() const;
+
+ // Finds a particular parameter (works because the lowest parameters match the shader)
+ int FindParamIndex( const char *pName ) const;
+
+ // Are we using graphics?
+ bool IsUsingGraphics();
+
+ // Are we using editor materials?
+ bool CanUseEditorMaterials();
+
+ // Gets the builder...
+ CMeshBuilder* MeshBuilder();
+
+ // Loads a texture
+ void LoadTexture( int nTextureVar, int nAdditionalCreationFlags = 0 );
+
+ // Loads a bumpmap
+ void LoadBumpMap( int nTextureVar );
+
+ // Loads a cubemap
+ void LoadCubeMap( int nTextureVar, int nAdditionalCreationFlags = 0 );
+
+ // get the shaderapi handle for a texture. BE CAREFUL WITH THIS.
+ ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( int nTextureVar, int nFrameVar, int nTextureChannel = 0 );
+
+
+ // Binds a texture
+ void BindTexture( Sampler_t sampler1, Sampler_t sampler2, int nTextureVar, int nFrameVar = -1 );
+ void BindTexture( Sampler_t sampler1, int nTextureVar, int nFrameVar = -1 );
+ void BindTexture( Sampler_t sampler1, ITexture *pTexture, int nFrame = 0 );
+ void BindTexture( Sampler_t sampler1, Sampler_t sampler2, ITexture *pTexture, int nFrame = 0 );
+
+ // Is the texture translucent?
+ bool TextureIsTranslucent( int textureVar, bool isBaseTexture );
+
+ // Returns the translucency...
+ float GetAlpha( IMaterialVar** params = NULL );
+
+ // Is the color var white?
+ bool IsWhite( int colorVar );
+
+ // Helper methods for fog
+ void FogToOOOverbright( void );
+ void FogToWhite( void );
+ void FogToBlack( void );
+ void FogToGrey( void );
+ void FogToFogColor( void );
+ void DisableFog( void );
+ void DefaultFog( void );
+
+ // Helpers for alpha blending
+ void EnableAlphaBlending( ShaderBlendFactor_t src, ShaderBlendFactor_t dst );
+ void DisableAlphaBlending();
+
+ void SetBlendingShadowState( BlendType_t nMode );
+
+ void SetNormalBlendingShadowState( int textureVar = -1, bool isBaseTexture = true );
+ void SetAdditiveBlendingShadowState( int textureVar = -1, bool isBaseTexture = true );
+ void SetDefaultBlendingShadowState( int textureVar = -1, bool isBaseTexture = true );
+ void SingleTextureLightmapBlendMode( );
+
+ // Helpers for color modulation
+ void SetColorState( int colorVar, bool setAlpha = false );
+ bool IsAlphaModulating();
+ bool IsColorModulating();
+ void ComputeModulationColor( float* color );
+ void SetModulationShadowState( int tintVar = -1 );
+ void SetModulationDynamicState( int tintVar = -1 );
+
+ // Helpers for HDR
+ bool IsHDREnabled( void );
+
+ // Loads the identity matrix into the texture
+ void LoadIdentity( MaterialMatrixMode_t matrixMode );
+
+ // Loads the camera to world transform
+ void LoadCameraToWorldTransform( MaterialMatrixMode_t matrixMode );
+ void LoadCameraSpaceSphereMapTransform( MaterialMatrixMode_t matrixMode );
+
+ // Sets a texture translation transform in fixed function
+ void SetFixedFunctionTextureTranslation( MaterialMatrixMode_t mode, int translationVar );
+ void SetFixedFunctionTextureScale( MaterialMatrixMode_t mode, int scaleVar );
+ void SetFixedFunctionTextureScaledTransform( MaterialMatrixMode_t textureTransform, int transformVar, int scaleVar );
+ void SetFixedFunctionTextureTransform( MaterialMatrixMode_t textureTransform, int transformVar );
+
+ void CleanupDynamicStateFixedFunction( );
+
+ // Fixed function Base * detail pass
+ void FixedFunctionBaseTimesDetailPass( int baseTextureVar, int frameVar,
+ int baseTextureTransformVar, int detailVar, int detailScaleVar );
+
+ // Fixed function Self illumination pass
+ void FixedFunctionSelfIlluminationPass( Sampler_t sampler,
+ int baseTextureVar, int frameVar, int baseTextureTransformVar, int selfIllumTintVar );
+
+ // Masked environment map
+ void FixedFunctionMaskedEnvmapPass( int envMapVar, int envMapMaskVar,
+ int baseTextureVar, int envMapFrameVar, int envMapMaskFrameVar,
+ int frameVar, int maskOffsetVar, int maskScaleVar, int tintVar = -1 );
+
+ // Additive masked environment map
+ void FixedFunctionAdditiveMaskedEnvmapPass( int envMapVar, int envMapMaskVar,
+ int baseTextureVar, int envMapFrameVar, int envMapMaskFrameVar,
+ int frameVar, int maskOffsetVar, int maskScaleVar, int tintVar = -1 );
+
+ // Modulate by detail texture pass
+ void FixedFunctionMultiplyByDetailPass( int baseTextureVar, int frameVar,
+ int textureOffsetVar, int detailVar, int detailScaleVar );
+
+ // Multiply by lightmap pass
+ void FixedFunctionMultiplyByLightmapPass( int baseTextureVar, int frameVar,
+ int baseTextureTransformVar, float alphaOverride = -1 );
+
+ // Helper methods for environment mapping
+ int SetShadowEnvMappingState( int envMapMaskVar, int tintVar = -1 );
+ void SetDynamicEnvMappingState( int envMapVar, int envMapMaskVar,
+ int baseTextureVar, int envMapFrameVar, int envMapMaskFrameVar,
+ int frameVar, int maskOffsetVar, int maskScaleVar, int tintVar = -1 );
+
+ bool UsingFlashlight( IMaterialVar **params ) const;
+ bool UsingEditor( IMaterialVar **params ) const;
+
+ void DrawFlashlight_dx70( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
+ IShaderShadow* pShaderShadow,
+ int flashlightTextureVar, int flashlightTextureFrameVar,
+ bool suppress_lighting = false );
+
+ void SetFlashlightFixedFunctionTextureTransform( MaterialMatrixMode_t matrix );
+
+ void GetColorParameter( IMaterialVar** params, float *pColorOut ) const; // return tint color (color*color2)
+ void ApplyColor2Factor( float *pColorOut ) const; // (*pColorOut) *= COLOR2
+
+ static IMaterialVar **s_ppParams;
+
+protected:
+ SoftwareVertexShader_t m_SoftwareVertexShader;
+
+ static const char *s_pTextureGroupName; // Current material's texture group name.
+ static IShaderShadow *s_pShaderShadow;
+ static IShaderDynamicAPI *s_pShaderAPI;
+ static IShaderInit *s_pShaderInit;
+
+private:
+ static int s_nModulationFlags;
+ static CMeshBuilder *s_pMeshBuilder;
+};
+
+
+//-----------------------------------------------------------------------------
+// Gets at the current materialvar flags
+//-----------------------------------------------------------------------------
+inline int CBaseShader::CurrentMaterialVarFlags() const
+{
+ return s_ppParams[FLAGS]->GetIntValue();
+}
+
+//-----------------------------------------------------------------------------
+// Are we currently taking a snapshot?
+//-----------------------------------------------------------------------------
+inline bool CBaseShader::IsSnapshotting() const
+{
+ return (s_pShaderShadow != NULL);
+}
+
+//-----------------------------------------------------------------------------
+// Is the color var white?
+//-----------------------------------------------------------------------------
+inline bool CBaseShader::IsWhite( int colorVar )
+{
+ if (colorVar < 0)
+ return true;
+
+ if (!s_ppParams[colorVar]->IsDefined())
+ return true;
+
+ float color[3];
+ s_ppParams[colorVar]->GetVecValue( color, 3 );
+ return (color[0] >= 1.0f) && (color[1] >= 1.0f) && (color[2] >= 1.0f);
+}
+
+
+class CBasePerMaterialContextData // shaders can keep per material data in classes descended from this
+{
+ public:
+ uint32 m_nVarChangeID;
+ bool m_bMaterialVarsChanged; // set by mat system when material vars change. shader should rehtink and then clear the var
+
+ FORCEINLINE CBasePerMaterialContextData( void )
+ {
+ m_bMaterialVarsChanged = true;
+ m_nVarChangeID = 0xffffffff;
+ }
+
+ // virtual destructor so that derived classes can have their own data to be cleaned up on
+ // delete of material
+ virtual ~CBasePerMaterialContextData( void )
+ {
+ }
+};
+
+#endif // BASESHADER_H
diff --git a/mp/src/public/shaderlib/ShaderDLL.h b/mp/src/public/shaderlib/ShaderDLL.h
new file mode 100644
index 00000000..31a1b1f7
--- /dev/null
+++ b/mp/src/public/shaderlib/ShaderDLL.h
@@ -0,0 +1,49 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef SHADERDLL_H
+#define SHADERDLL_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include <materialsystem/IShader.h>
+
+//-----------------------------------------------------------------------------
+// forward declarations
+//-----------------------------------------------------------------------------
+class IShader;
+class ICvar;
+
+//-----------------------------------------------------------------------------
+// The standard implementation of CShaderDLL
+//-----------------------------------------------------------------------------
+class IShaderDLL
+{
+public:
+ // Adds a shader to the list of shaders
+ virtual void InsertShader( IShader *pShader ) = 0;
+};
+
+
+//-----------------------------------------------------------------------------
+// Singleton interface
+//-----------------------------------------------------------------------------
+IShaderDLL *GetShaderDLL();
+
+//-----------------------------------------------------------------------------
+// Singleton interface for CVars
+//-----------------------------------------------------------------------------
+ICvar *GetCVar();
+
+
+
+
+
+#endif // SHADERDLL_H
diff --git a/mp/src/public/shaderlib/cshader.h b/mp/src/public/shaderlib/cshader.h
new file mode 100644
index 00000000..16acc5de
--- /dev/null
+++ b/mp/src/public/shaderlib/cshader.h
@@ -0,0 +1,490 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef CSHADER_H
+#define CSHADER_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+// uncomment this if you want to build for nv3x
+//#define NV3X 1
+
+// This is what all shaders include.
+// CBaseShader will become CShader in this file.
+#include "materialsystem/ishaderapi.h"
+#include "utlvector.h"
+#include "materialsystem/imaterialvar.h"
+#include "materialsystem/imaterial.h"
+#include "BaseShader.h"
+
+#include "materialsystem/itexture.h"
+
+// Included for convenience because they are used in a bunch of shaders
+#include "materialsystem/imesh.h"
+#include "materialsystem/imaterialsystemhardwareconfig.h"
+#include "materialsystem/materialsystem_config.h"
+#include "shaderlib/ShaderDLL.h"
+
+// make "local variable is initialized but not referenced" warnings errors for combo checking macros
+#pragma warning ( error : 4189 )
+
+//-----------------------------------------------------------------------------
+// Global interfaces
+//-----------------------------------------------------------------------------
+extern IMaterialSystemHardwareConfig *g_pHardwareConfig;
+extern const MaterialSystem_Config_t *g_pConfig;
+extern bool g_shaderConfigDumpEnable;
+
+// Helper method
+bool IsUsingGraphics();
+
+#define SOFTWARE_VERTEX_SHADER(name) \
+ static void SoftwareVertexShader_ ## name( CMeshBuilder &meshBuilder, IMaterialVar **params, IShaderDynamicAPI* pShaderAPI )
+
+#define FORWARD_DECLARE_SOFTWARE_VERTEX_SHADER(name)\
+ static void SoftwareVertexShader_ ## name( CMeshBuilder &meshBuilder, IMaterialVar **params, IShaderDynamicAPI* pShaderAPI );
+
+#define USE_SOFTWARE_VERTEX_SHADER(name) \
+ m_SoftwareVertexShader = SoftwareVertexShader_ ## name
+
+#define SHADER_INIT_PARAMS() \
+ virtual void OnInitShaderParams( IMaterialVar **params, const char *pMaterialName )
+
+#define SHADER_FALLBACK \
+ virtual char const* GetFallbackShader( IMaterialVar** params ) const
+
+// Typesafe flag setting
+inline void CShader_SetFlags( IMaterialVar **params, MaterialVarFlags_t _flag )
+{
+ params[FLAGS]->SetIntValue( params[FLAGS]->GetIntValue() | (_flag) );
+}
+
+inline bool CShader_IsFlagSet( IMaterialVar **params, MaterialVarFlags_t _flag )
+{
+ return ((params[FLAGS]->GetIntValue() & (_flag) ) != 0);
+}
+
+#define SET_FLAGS( _flag ) CShader_SetFlags( params, _flag )
+#define CLEAR_FLAGS( _flag ) params[FLAGS]->SetIntValue( params[FLAGS]->GetIntValue() & ~(_flag) )
+#define IS_FLAG_SET( _flag ) CShader_IsFlagSet( params, _flag )
+#define IS_FLAG_DEFINED( _flag ) ((params[FLAGS_DEFINED]->GetIntValue() & (_flag) ) != 0)
+
+#define IS_PARAM_DEFINED( _param ) ( ( ( _param >= 0 ) && ( params[_param]->IsDefined() ) ) )
+
+#define SET_PARAM_STRING_IF_NOT_DEFINED( nParamIndex, kDefaultValue ) \
+ if ( ( nParamIndex != -1 ) && ( !params[nParamIndex]->IsDefined() ) ) \
+ { \
+ params[nParamIndex]->SetStringValue( kDefaultValue ); \
+ }
+
+#define SET_PARAM_INT_IF_NOT_DEFINED( nParamIndex, kDefaultValue ) \
+ if ( ( nParamIndex != -1 ) && ( !params[nParamIndex]->IsDefined() ) ) \
+ { \
+ params[nParamIndex]->SetIntValue( kDefaultValue ); \
+ }
+
+#define SET_PARAM_FLOAT_IF_NOT_DEFINED( nParamIndex, kDefaultValue ) \
+ if ( ( nParamIndex != -1 ) && ( !params[nParamIndex]->IsDefined() ) ) \
+ { \
+ params[nParamIndex]->SetFloatValue( kDefaultValue ); \
+ }
+
+#define SET_PARAM_VEC_IF_NOT_DEFINED( nParamIndex, kDefaultValue, nSize ) \
+ if ( ( nParamIndex != -1 ) && ( !params[nParamIndex]->IsDefined() ) ) \
+ { \
+ params[nParamIndex]->SetVecValue( kDefaultValue, nSize ); \
+ }
+
+// Typesafe flag setting
+inline void CShader_SetFlags2( IMaterialVar **params, MaterialVarFlags2_t _flag )
+{
+ params[FLAGS2]->SetIntValue( params[FLAGS2]->GetIntValue() | (_flag) );
+}
+
+inline bool CShader_IsFlag2Set( IMaterialVar **params, MaterialVarFlags2_t _flag )
+{
+ return ((params[FLAGS2]->GetIntValue() & (_flag) ) != 0);
+}
+
+#define SET_FLAGS2( _flag ) CShader_SetFlags2( params, _flag )
+#define CLEAR_FLAGS2( _flag ) params[FLAGS2]->SetIntValue( params[FLAGS2]->GetIntValue() & ~(_flag) )
+#define IS_FLAG2_SET( _flag ) CShader_IsFlag2Set( params, _flag )
+#define IS_FLAG2_DEFINED( _flag ) ((params[FLAGS_DEFINED2]->GetIntValue() & (_flag) ) != 0)
+
+#define __BEGIN_SHADER_INTERNAL(_baseclass, name, help, flags) \
+ namespace name \
+ {\
+ typedef _baseclass CBaseClass;\
+ static const char *s_HelpString = help; \
+ static const char *s_Name = #name; \
+ static int s_nFlags = flags; \
+ class CShaderParam;\
+ static CUtlVector<CShaderParam *> s_ShaderParams;\
+ static CShaderParam *s_pShaderParamOverrides[NUM_SHADER_MATERIAL_VARS];\
+ class CShaderParam\
+ {\
+ public:\
+ CShaderParam( ShaderMaterialVars_t var, ShaderParamType_t type, const char *pDefaultParam, const char *pHelp, int nFlags )\
+ {\
+ m_Info.m_pName = "override";\
+ m_Info.m_Type = type;\
+ m_Info.m_pDefaultValue = pDefaultParam;\
+ m_Info.m_pHelp = pHelp;\
+ m_Info.m_nFlags = nFlags;\
+ AssertMsg( !s_pShaderParamOverrides[var], ( "Shader parameter override duplicately defined!" ) );\
+ s_pShaderParamOverrides[var] = this;\
+ m_Index = var;\
+ }\
+ CShaderParam( const char *pName, ShaderParamType_t type, const char *pDefaultParam, const char *pHelp, int nFlags )\
+ {\
+ m_Info.m_pName = pName;\
+ m_Info.m_Type = type;\
+ m_Info.m_pDefaultValue = pDefaultParam;\
+ m_Info.m_pHelp = pHelp;\
+ m_Info.m_nFlags = nFlags;\
+ m_Index = NUM_SHADER_MATERIAL_VARS + s_ShaderParams.Count();\
+ s_ShaderParams.AddToTail( this );\
+ }\
+ operator int() \
+ {\
+ return m_Index;\
+ }\
+ const char *GetName()\
+ {\
+ return m_Info.m_pName;\
+ }\
+ ShaderParamType_t GetType()\
+ {\
+ return m_Info.m_Type;\
+ }\
+ const char *GetDefault()\
+ {\
+ return m_Info.m_pDefaultValue;\
+ }\
+ int GetFlags() const\
+ {\
+ return m_Info.m_nFlags;\
+ }\
+ const char *GetHelp()\
+ {\
+ return m_Info.m_pHelp;\
+ }\
+ private:\
+ ShaderParamInfo_t m_Info; \
+ int m_Index;\
+ };\
+
+#define BEGIN_SHADER(name,help) __BEGIN_SHADER_INTERNAL( CBaseShader, name, help, 0 )
+#define BEGIN_SHADER_FLAGS(name,help,flags) __BEGIN_SHADER_INTERNAL( CBaseShader, name, help, flags )
+
+#define BEGIN_SHADER_PARAMS
+
+#define SHADER_PARAM( param, paramtype, paramdefault, paramhelp ) \
+ static CShaderParam param( "$" #param, paramtype, paramdefault, paramhelp, 0 );
+
+#define SHADER_PARAM_FLAGS( param, paramtype, paramdefault, paramhelp, flags ) \
+ static CShaderParam param( "$" #param, paramtype, paramdefault, paramhelp, flags );
+
+#define SHADER_PARAM_OVERRIDE( param, paramtype, paramdefault, paramhelp, flags ) \
+ static CShaderParam param( (ShaderMaterialVars_t) ::param, paramtype, paramdefault, paramhelp, flags );
+
+ // regarding the macro above: the "::" was added to the first argument in order to disambiguate it for GCC.
+ // for example, in cloak.cpp, this usage appears:
+ // SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
+ // which in turn tries to ask the compiler to instantiate an object like so:
+ // static CShaderParam COLOR( (ShaderMaterialVars_t)COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
+ // and GCC thinks that the reference to COLOR in the arg list is actually a reference to the object we're in the middle of making.
+ // and you get --> error: invalid cast from type ‘Cloak_DX90::CShaderParam’ to type ‘ShaderMaterialVars_t’
+ // Resolved: add the "::" so compiler knows that reference is to the enum, not to the name of the object being made.
+
+
+#define END_SHADER_PARAMS \
+ class CShader : public CBaseClass\
+ {\
+ public:
+
+#define END_SHADER }; \
+ static CShader s_ShaderInstance;\
+} // namespace
+
+
+#define SHADER_INIT \
+ char const* GetName() const \
+ { \
+ return s_Name; \
+ } \
+ int GetFlags() const \
+ { \
+ return s_nFlags; \
+ } \
+ int GetNumParams() const \
+ {\
+ return CBaseClass::GetNumParams() + s_ShaderParams.Count();\
+ }\
+ char const* GetParamName( int param ) const \
+ {\
+ int nBaseClassParamCount = CBaseClass::GetNumParams(); \
+ if (param < nBaseClassParamCount) \
+ return CBaseClass::GetParamName(param); \
+ else \
+ return s_ShaderParams[param - nBaseClassParamCount]->GetName(); \
+ }\
+ char const* GetParamHelp( int param ) const \
+ {\
+ int nBaseClassParamCount = CBaseClass::GetNumParams(); \
+ if (param < nBaseClassParamCount) \
+ { \
+ if ( !s_pShaderParamOverrides[param] ) \
+ return CBaseClass::GetParamHelp( param ); \
+ else \
+ return s_pShaderParamOverrides[param]->GetHelp(); \
+ } \
+ else \
+ return s_ShaderParams[param - nBaseClassParamCount]->GetHelp(); \
+ }\
+ ShaderParamType_t GetParamType( int param ) const \
+ {\
+ int nBaseClassParamCount = CBaseClass::GetNumParams(); \
+ if (param < nBaseClassParamCount) \
+ return CBaseClass::GetParamType( param ); \
+ else \
+ return s_ShaderParams[param - nBaseClassParamCount]->GetType(); \
+ }\
+ char const* GetParamDefault( int param ) const \
+ {\
+ int nBaseClassParamCount = CBaseClass::GetNumParams(); \
+ if (param < nBaseClassParamCount) \
+ { \
+ if ( !s_pShaderParamOverrides[param] ) \
+ return CBaseClass::GetParamDefault( param ); \
+ else \
+ return s_pShaderParamOverrides[param]->GetDefault(); \
+ } \
+ else \
+ return s_ShaderParams[param - nBaseClassParamCount]->GetDefault(); \
+ }\
+ int GetParamFlags( int param ) const \
+ {\
+ int nBaseClassParamCount = CBaseClass::GetNumParams(); \
+ if (param < nBaseClassParamCount) \
+ { \
+ if ( !s_pShaderParamOverrides[param] ) \
+ return CBaseClass::GetParamFlags( param ); \
+ else \
+ return s_pShaderParamOverrides[param]->GetFlags(); \
+ } \
+ else \
+ return s_ShaderParams[param - nBaseClassParamCount]->GetFlags(); \
+ }\
+ void OnInitShaderInstance( IMaterialVar **params, IShaderInit *pShaderInit, const char *pMaterialName )
+
+#define SHADER_DRAW \
+ void OnDrawElements( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr )
+
+#define SHADOW_STATE if (pShaderShadow)
+#define DYNAMIC_STATE if (pShaderAPI)
+
+#define ShaderWarning if (pShaderShadow) Warning
+
+//-----------------------------------------------------------------------------
+// Used to easily define a shader which *always* falls back
+//-----------------------------------------------------------------------------
+#define DEFINE_FALLBACK_SHADER( _shadername, _fallbackshadername ) \
+ BEGIN_SHADER( _shadername, "" ) \
+ BEGIN_SHADER_PARAMS \
+ END_SHADER_PARAMS \
+ SHADER_FALLBACK { return #_fallbackshadername; } \
+ SHADER_INIT {} \
+ SHADER_DRAW {} \
+ END_SHADER
+
+
+//-----------------------------------------------------------------------------
+// Used to easily define a shader which inherits from another shader
+//-----------------------------------------------------------------------------
+
+// FIXME: There's a compiler bug preventing this from working.
+// Maybe it'll work under VC7!
+
+//#define BEGIN_INHERITED_SHADER( name, _baseclass, help ) \
+// namespace _baseclass \
+// {\
+// __BEGIN_SHADER_INTERNAL( _baseclass::CShader, name, help )
+
+//#define END_INHERITED_SHADER END_SHADER }
+
+//#define CHAIN_SHADER_INIT_PARAMS() CBaseClass::OnInitShaderParams( params, pMaterialName )
+//#define CHAIN_SHADER_FALLBACK() CBaseClass::GetFallbackShader( params )
+//#define CHAIN_SHADER_INIT() CBaseClass::OnInitShaderInstance( params, pShaderInit, pMaterialName )
+//#define CHAIN_SHADER_DRAW() CBaseClass::OnDrawElements( params, pShaderShadow, pShaderAPI )
+
+// A dumbed-down version which does what I need now which works
+// This version doesn't allow you to do chain *anything* down to the base class
+#define BEGIN_INHERITED_SHADER_FLAGS( _name, _base, _help, _flags ) \
+ namespace _base\
+ {\
+ namespace _name\
+ {\
+ static const char *s_Name = #_name; \
+ static const char *s_HelpString = _help;\
+ static int s_nFlags = _flags;\
+ class CShader : public _base::CShader\
+ {\
+ public:\
+ char const* GetName() const \
+ { \
+ return s_Name; \
+ } \
+ int GetFlags() const \
+ { \
+ return s_nFlags; \
+ }
+
+#define BEGIN_INHERITED_SHADER( _name, _base, _help ) BEGIN_INHERITED_SHADER_FLAGS( _name, _base, _help, 0 )
+#define END_INHERITED_SHADER END_SHADER }
+
+// psh ## shader is used here to generate a warning if you don't ever call SET_DYNAMIC_PIXEL_SHADER
+#define DECLARE_DYNAMIC_PIXEL_SHADER( shader ) \
+ int declaredynpixshader_ ## shader ## _missingcurlybraces = 0; \
+ declaredynpixshader_ ## shader ## _missingcurlybraces = declaredynpixshader_ ## shader ## _missingcurlybraces; \
+ shader ## _Dynamic_Index _pshIndex; \
+ int psh ## shader = 0
+
+// vsh ## shader is used here to generate a warning if you don't ever call SET_DYNAMIC_VERTEX_SHADER
+#define DECLARE_DYNAMIC_VERTEX_SHADER( shader ) \
+ int declaredynvertshader_ ## shader ## _missingcurlybraces = 0; \
+ declaredynvertshader_ ## shader ## _missingcurlybraces = declaredynvertshader_ ## shader ## _missingcurlybraces; \
+ shader ## _Dynamic_Index _vshIndex; \
+ int vsh ## shader = 0
+
+
+// psh ## shader is used here to generate a warning if you don't ever call SET_STATIC_PIXEL_SHADER
+#define DECLARE_STATIC_PIXEL_SHADER( shader ) \
+ int declarestaticpixshader_ ## shader ## _missingcurlybraces = 0; \
+ declarestaticpixshader_ ## shader ## _missingcurlybraces = declarestaticpixshader_ ## shader ## _missingcurlybraces; \
+ shader ## _Static_Index _pshIndex; \
+ int psh ## shader = 0
+
+// vsh ## shader is used here to generate a warning if you don't ever call SET_STATIC_VERTEX_SHADER
+#define DECLARE_STATIC_VERTEX_SHADER( shader ) \
+ int declarestaticvertshader_ ## shader ## _missingcurlybraces = 0; \
+ declarestaticvertshader_ ## shader ## _missingcurlybraces = declarestaticvertshader_ ## shader ## _missingcurlybraces; \
+ shader ## _Static_Index _vshIndex; \
+ int vsh ## shader = 0
+
+
+// psh_forgot_to_set_dynamic_ ## var is used to make sure that you set all
+// all combos. If you don't, you will get an undefined variable used error
+// in the SET_DYNAMIC_PIXEL_SHADER block.
+#define SET_DYNAMIC_PIXEL_SHADER_COMBO( var, val ) \
+ int dynpixshadercombo_ ## var ## _missingcurlybraces = 0; \
+ dynpixshadercombo_ ## var ## _missingcurlybraces = dynpixshadercombo_ ## var ## _missingcurlybraces; \
+ _pshIndex.Set ## var( ( val ) ); if(g_shaderConfigDumpEnable){printf("\n PS dyn var %s = %d (%s)", #var, (int) val, #val );}; \
+ int psh_forgot_to_set_dynamic_ ## var = 0
+
+// vsh_forgot_to_set_dynamic_ ## var is used to make sure that you set all
+// all combos. If you don't, you will get an undefined variable used error
+// in the SET_DYNAMIC_VERTEX_SHADER block.
+#define SET_DYNAMIC_VERTEX_SHADER_COMBO( var, val ) \
+ int dynvertshadercombo_ ## var ## _missingcurlybraces = 0; \
+ dynvertshadercombo_ ## var ## _missingcurlybraces = dynvertshadercombo_ ## var ## _missingcurlybraces; \
+ _vshIndex.Set ## var( ( val ) ); if(g_shaderConfigDumpEnable){printf("\n VS dyn var %s = %d (%s)", #var, (int) val, #val );}; \
+ int vsh_forgot_to_set_dynamic_ ## var = 0
+
+
+// psh_forgot_to_set_static_ ## var is used to make sure that you set all
+// all combos. If you don't, you will get an undefined variable used error
+// in the SET_STATIC_PIXEL_SHADER block.
+#define SET_STATIC_PIXEL_SHADER_COMBO( var, val ) \
+ int staticpixshadercombo_ ## var ## _missingcurlybraces = 0; \
+ staticpixshadercombo_ ## var ## _missingcurlybraces = staticpixshadercombo_ ## var ## _missingcurlybraces; \
+ _pshIndex.Set ## var( ( val ) ); if(g_shaderConfigDumpEnable){printf("\n PS stat var %s = %d (%s)", #var, (int) val, #val );}; \
+ int psh_forgot_to_set_static_ ## var = 0
+
+// vsh_forgot_to_set_static_ ## var is used to make sure that you set all
+// all combos. If you don't, you will get an undefined variable used error
+// in the SET_STATIC_VERTEX_SHADER block.
+#define SET_STATIC_VERTEX_SHADER_COMBO( var, val ) \
+ int staticvertshadercombo_ ## var ## _missingcurlybraces = 0; \
+ staticvertshadercombo_ ## var ## _missingcurlybraces = staticvertshadercombo_ ## var ## _missingcurlybraces; \
+ _vshIndex.Set ## var( ( val ) ); if(g_shaderConfigDumpEnable){printf("\n VS stat var %s = %d (%s)", #var, (int) val, #val );}; \
+ int vsh_forgot_to_set_static_ ## var = 0
+
+
+// psh_testAllCombos adds up all of the psh_forgot_to_set_dynamic_ ## var's from
+// SET_DYNAMIC_PIXEL_SHADER_COMBO so that an error is generated if they aren't set.
+// psh_testAllCombos is set to itself to avoid an unused variable warning.
+// psh ## shader being set to itself ensures that DECLARE_DYNAMIC_PIXEL_SHADER
+// was called for this particular shader.
+#define SET_DYNAMIC_PIXEL_SHADER( shader ) \
+ int dynamicpixshader_ ## shader ## _missingcurlybraces = 0; \
+ dynamicpixshader_ ## shader ## _missingcurlybraces = dynamicpixshader_ ## shader ## _missingcurlybraces; \
+ int psh_testAllCombos = shaderDynamicTest_ ## shader; \
+ psh_testAllCombos = psh_testAllCombos; \
+ psh ## shader = psh ## shader; \
+ pShaderAPI->SetPixelShaderIndex( _pshIndex.GetIndex() )
+
+#define SET_DYNAMIC_PIXEL_SHADER_CMD( cmdstream, shader ) \
+ int dynamicpixshader_ ## shader ## _missingcurlybraces = 0; \
+ dynamicpixshader_ ## shader ## _missingcurlybraces = dynamicpixshader_ ## shader ## _missingcurlybraces; \
+ int psh_testAllCombos = shaderDynamicTest_ ## shader; \
+ psh_testAllCombos = psh_testAllCombos; \
+ psh ## shader = psh ## shader; \
+ cmdstream.SetPixelShaderIndex( _pshIndex.GetIndex() )
+
+
+// vsh_testAllCombos adds up all of the vsh_forgot_to_set_dynamic_ ## var's from
+// SET_DYNAMIC_VERTEX_SHADER_COMBO so that an error is generated if they aren't set.
+// vsh_testAllCombos is set to itself to avoid an unused variable warning.
+// vsh ## shader being set to itself ensures that DECLARE_DYNAMIC_VERTEX_SHADER
+// was called for this particular shader.
+#define SET_DYNAMIC_VERTEX_SHADER( shader ) \
+ int dynamicvertshader_ ## shader ## _missingcurlybraces = 0; \
+ dynamicvertshader_ ## shader ## _missingcurlybraces = dynamicvertshader_ ## shader ## _missingcurlybraces; \
+ int vsh_testAllCombos = shaderDynamicTest_ ## shader; \
+ vsh_testAllCombos = vsh_testAllCombos; \
+ vsh ## shader = vsh ## shader; \
+ pShaderAPI->SetVertexShaderIndex( _vshIndex.GetIndex() )
+
+#define SET_DYNAMIC_VERTEX_SHADER_CMD( cmdstream, shader ) \
+ int dynamicvertshader_ ## shader ## _missingcurlybraces = 0; \
+ dynamicvertshader_ ## shader ## _missingcurlybraces = dynamicvertshader_ ## shader ## _missingcurlybraces; \
+ int vsh_testAllCombos = shaderDynamicTest_ ## shader; \
+ vsh_testAllCombos = vsh_testAllCombos; \
+ vsh ## shader = vsh ## shader; \
+ cmdstream.SetVertexShaderIndex( _vshIndex.GetIndex() )
+
+
+// psh_testAllCombos adds up all of the psh_forgot_to_set_static_ ## var's from
+// SET_STATIC_PIXEL_SHADER_COMBO so that an error is generated if they aren't set.
+// psh_testAllCombos is set to itself to avoid an unused variable warning.
+// psh ## shader being set to itself ensures that DECLARE_STATIC_PIXEL_SHADER
+// was called for this particular shader.
+#define SET_STATIC_PIXEL_SHADER( shader ) \
+ int staticpixshader_ ## shader ## _missingcurlybraces = 0; \
+ staticpixshader_ ## shader ## _missingcurlybraces = staticpixshader_ ## shader ## _missingcurlybraces; \
+ int psh_testAllCombos = shaderStaticTest_ ## shader; \
+ psh_testAllCombos = psh_testAllCombos; \
+ psh ## shader = psh ## shader; \
+ pShaderShadow->SetPixelShader( #shader, _pshIndex.GetIndex() )
+
+// vsh_testAllCombos adds up all of the vsh_forgot_to_set_static_ ## var's from
+// SET_STATIC_VERTEX_SHADER_COMBO so that an error is generated if they aren't set.
+// vsh_testAllCombos is set to itself to avoid an unused variable warning.
+// vsh ## shader being set to itself ensures that DECLARE_STATIC_VERTEX_SHADER
+// was called for this particular shader.
+#define SET_STATIC_VERTEX_SHADER( shader ) \
+ int staticvertshader_ ## shader ## _missingcurlybraces = 0; \
+ staticvertshader_ ## shader ## _missingcurlybraces = staticvertshader_ ## shader ## _missingcurlybraces; \
+ int vsh_testAllCombos = shaderStaticTest_ ## shader; \
+ vsh_testAllCombos = vsh_testAllCombos; \
+ vsh ## shader = vsh ## shader; \
+ pShaderShadow->SetVertexShader( #shader, _vshIndex.GetIndex() )
+
+#endif // CSHADER_H