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authorJoe Ludwig <[email protected]>2013-07-17 18:26:59 -0700
committerJoe Ludwig <[email protected]>2013-07-17 18:26:59 -0700
commite16ea21dc8a710237ade8413207f58d403c616a3 (patch)
tree85dcfbda9881e4e022dedafefbc2727e2fd2aa59 /sp/src/materialsystem/stdshaders/commandbuilder.h
parentMerge pull request #36 from AnAkIn1/fogplayerparams_fix (diff)
downloadsource-sdk-2013-e16ea21dc8a710237ade8413207f58d403c616a3.tar.xz
source-sdk-2013-e16ea21dc8a710237ade8413207f58d403c616a3.zip
* Added support for building shaders in your mod
* Added nav mesh support * fixed many warnings and misc bugs * Fixed the create*projects scripts in mp * Added a bunch of stuff to .gitignore
Diffstat (limited to 'sp/src/materialsystem/stdshaders/commandbuilder.h')
-rw-r--r--sp/src/materialsystem/stdshaders/commandbuilder.h407
1 files changed, 407 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/commandbuilder.h b/sp/src/materialsystem/stdshaders/commandbuilder.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+// Utility class for building command buffers into memory
+//===========================================================================//
+
+#ifndef COMMANDBUILDER_H
+#define COMMANDBUILDER_H
+
+#ifndef COMMANDBUFFER_H
+#include "shaderapi/commandbuffer.h"
+#endif
+
+#include "BaseVSShader.h"
+#include "shaderapi/ishaderapi.h"
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+extern ConVar my_mat_fullbright;
+
+template<int N> class CFixedCommandStorageBuffer
+{
+public:
+ uint8 m_Data[N];
+
+ uint8 *m_pDataOut;
+#ifdef DBGFLAG_ASSERT
+ size_t m_nNumBytesRemaining;
+#endif
+
+ FORCEINLINE CFixedCommandStorageBuffer( void )
+ {
+ m_pDataOut = m_Data;
+#ifdef DBGFLAG_ASSERT
+ m_nNumBytesRemaining = N;
+#endif
+
+ }
+
+ FORCEINLINE void EnsureCapacity( size_t sz )
+ {
+ Assert( m_nNumBytesRemaining >= sz );
+ }
+
+ template<class T> FORCEINLINE void Put( T const &nValue )
+ {
+ EnsureCapacity( sizeof( T ) );
+ *( reinterpret_cast<T *>( m_pDataOut ) ) = nValue;
+ m_pDataOut += sizeof( nValue );
+#ifdef DBGFLAG_ASSERT
+ m_nNumBytesRemaining -= sizeof( nValue );
+#endif
+ }
+
+ FORCEINLINE void PutInt( int nValue )
+ {
+ Put( nValue );
+ }
+
+ FORCEINLINE void PutFloat( float nValue )
+ {
+ Put( nValue );
+ }
+
+ FORCEINLINE void PutPtr( void * pPtr )
+ {
+ Put( pPtr );
+ }
+
+ FORCEINLINE void PutMemory( const void *pMemory, size_t nBytes )
+ {
+ EnsureCapacity( nBytes );
+ memcpy( m_pDataOut, pMemory, nBytes );
+ m_pDataOut += nBytes;
+ }
+
+ FORCEINLINE uint8 *Base( void )
+ {
+ return m_Data;
+ }
+
+ FORCEINLINE void Reset( void )
+ {
+ m_pDataOut = m_Data;
+#ifdef DBGFLAG_ASSERT
+ m_nNumBytesRemaining = N;
+#endif
+ }
+
+ FORCEINLINE size_t Size( void ) const
+ {
+ return m_pDataOut - m_Data;
+ }
+
+};
+
+template<class S> class CCommandBufferBuilder
+{
+public:
+ S m_Storage;
+
+ FORCEINLINE void End( void )
+ {
+ m_Storage.PutInt( CBCMD_END );
+ }
+
+
+ FORCEINLINE IMaterialVar *Param( int nVar ) const
+ {
+ return CBaseShader::s_ppParams[nVar];
+ }
+
+ FORCEINLINE void SetPixelShaderConstants( int nFirstConstant, int nConstants )
+ {
+ m_Storage.PutInt( CBCMD_SET_PIXEL_SHADER_FLOAT_CONST );
+ m_Storage.PutInt( nFirstConstant );
+ m_Storage.PutInt( nConstants );
+ }
+
+ FORCEINLINE void OutputConstantData( float const *pSrcData )
+ {
+ m_Storage.PutFloat( pSrcData[0] );
+ m_Storage.PutFloat( pSrcData[1] );
+ m_Storage.PutFloat( pSrcData[2] );
+ m_Storage.PutFloat( pSrcData[3] );
+ }
+
+ FORCEINLINE void OutputConstantData4( float flVal0, float flVal1, float flVal2, float flVal3 )
+ {
+ m_Storage.PutFloat( flVal0 );
+ m_Storage.PutFloat( flVal1 );
+ m_Storage.PutFloat( flVal2 );
+ m_Storage.PutFloat( flVal3 );
+ }
+
+ FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, float const *pSrcData, int nNumConstantsToSet )
+ {
+ SetPixelShaderConstants( nFirstConstant, nNumConstantsToSet );
+ m_Storage.PutMemory( pSrcData, 4 * sizeof( float ) * nNumConstantsToSet );
+ }
+
+ FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, int nVar )
+ {
+ SetPixelShaderConstant( nFirstConstant, Param( nVar )->GetVecValue() );
+ }
+
+ void SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar )
+ {
+ float val[4];
+ Param(constantVar)->GetVecValue( val, 3 );
+ val[0] = val[0] > 1.0f ? val[0] : GammaToLinear( val[0] );
+ val[1] = val[1] > 1.0f ? val[1] : GammaToLinear( val[1] );
+ val[2] = val[2] > 1.0f ? val[2] : GammaToLinear( val[2] );
+ val[3] = 1.0;
+ SetPixelShaderConstant( pixelReg, val );
+ }
+
+ FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, float const *pSrcData )
+ {
+ SetPixelShaderConstants( nFirstConstant, 1 );
+ OutputConstantData( pSrcData );
+ }
+
+ FORCEINLINE void SetPixelShaderConstant4( int nFirstConstant, float flVal0, float flVal1, float flVal2, float flVal3 )
+ {
+ SetPixelShaderConstants( nFirstConstant, 1 );
+ OutputConstantData4( flVal0, flVal1, flVal2, flVal3 );
+ }
+
+ FORCEINLINE void SetPixelShaderConstant_W( int pixelReg, int constantVar, float fWValue )
+ {
+ if ( constantVar != -1 )
+ {
+ float val[3];
+ Param(constantVar)->GetVecValue( val, 3);
+ SetPixelShaderConstant4( pixelReg, val[0], val[1], val[2], fWValue );
+ }
+ }
+
+ FORCEINLINE void SetVertexShaderConstant( int nFirstConstant, float const *pSrcData )
+ {
+ m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST );
+ m_Storage.PutInt( nFirstConstant );
+ m_Storage.PutInt( 1 );
+ OutputConstantData( pSrcData );
+ }
+
+ FORCEINLINE void SetVertexShaderConstant( int nFirstConstant, float const *pSrcData, int nConsts )
+ {
+ m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST );
+ m_Storage.PutInt( nFirstConstant );
+ m_Storage.PutInt( nConsts );
+ m_Storage.PutMemory( pSrcData, 4 * nConsts * sizeof( float ) );
+ }
+
+
+ FORCEINLINE void SetVertexShaderConstant4( int nFirstConstant, float flVal0, float flVal1, float flVal2, float flVal3 )
+ {
+ m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST );
+ m_Storage.PutInt( nFirstConstant );
+ m_Storage.PutInt( 1 );
+ m_Storage.PutFloat( flVal0 );
+ m_Storage.PutFloat( flVal1 );
+ m_Storage.PutFloat( flVal2 );
+ m_Storage.PutFloat( flVal3 );
+ }
+
+ void SetVertexShaderTextureTransform( int vertexReg, int transformVar )
+ {
+ Vector4D transformation[2];
+ IMaterialVar* pTransformationVar = Param( transformVar );
+ if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
+ {
+ const VMatrix &mat = pTransformationVar->GetMatrixValue();
+ transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
+ transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
+ }
+ else
+ {
+ transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
+ transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
+ }
+ SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 );
+ }
+
+
+ void SetVertexShaderTextureScaledTransform( int vertexReg, int transformVar, int scaleVar )
+ {
+ Vector4D transformation[2];
+ IMaterialVar* pTransformationVar = Param( transformVar );
+ if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
+ {
+ const VMatrix &mat = pTransformationVar->GetMatrixValue();
+ transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
+ transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
+ }
+ else
+ {
+ transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
+ transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
+ }
+
+ Vector2D scale( 1, 1 );
+ IMaterialVar* pScaleVar = Param( scaleVar );
+ if (pScaleVar)
+ {
+ if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
+ pScaleVar->GetVecValue( scale.Base(), 2 );
+ else if (pScaleVar->IsDefined())
+ scale[0] = scale[1] = pScaleVar->GetFloatValue();
+ }
+
+ // Apply the scaling
+ transformation[0][0] *= scale[0];
+ transformation[0][1] *= scale[1];
+ transformation[1][0] *= scale[0];
+ transformation[1][1] *= scale[1];
+ transformation[0][3] *= scale[0];
+ transformation[1][3] *= scale[1];
+ SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 );
+ }
+
+ FORCEINLINE void SetEnvMapTintPixelShaderDynamicState( int pixelReg, int tintVar )
+ {
+ if( g_pConfig->bShowSpecular && my_mat_fullbright.GetInt() != 2 )
+ {
+ SetPixelShaderConstant( pixelReg, Param( tintVar)->GetVecValue() );
+ }
+ else
+ {
+ SetPixelShaderConstant4( pixelReg, 0.0, 0.0, 0.0, 0.0 );
+ }
+ }
+
+ FORCEINLINE void SetEnvMapTintPixelShaderDynamicStateGammaToLinear( int pixelReg, int tintVar, float flAlphaValue = 1.0 )
+ {
+ if( ( tintVar != -1 ) && g_pConfig->bShowSpecular && my_mat_fullbright.GetInt() != 2 )
+ {
+ float color[4];
+ color[3] = flAlphaValue;
+ Param( tintVar)->GetLinearVecValue( color, 3 );
+ SetPixelShaderConstant( pixelReg, color );
+ }
+ else
+ {
+ SetPixelShaderConstant4( pixelReg, 0.0, 0.0, 0.0, flAlphaValue );
+ }
+ }
+
+ FORCEINLINE void StoreEyePosInPixelShaderConstant( int nConst )
+ {
+ m_Storage.PutInt( CBCMD_STORE_EYE_POS_IN_PSCONST );
+ m_Storage.PutInt( nConst );
+ }
+
+ FORCEINLINE void CommitPixelShaderLighting( int nConst )
+ {
+ m_Storage.PutInt( CBCMD_COMMITPIXELSHADERLIGHTING );
+ m_Storage.PutInt( nConst );
+ }
+
+ FORCEINLINE void SetPixelShaderStateAmbientLightCube( int nConst )
+ {
+ m_Storage.PutInt( CBCMD_SETPIXELSHADERSTATEAMBIENTLIGHTCUBE );
+ m_Storage.PutInt( nConst );
+ }
+
+ FORCEINLINE void SetAmbientCubeDynamicStateVertexShader( void )
+ {
+ m_Storage.PutInt( CBCMD_SETAMBIENTCUBEDYNAMICSTATEVERTEXSHADER );
+ }
+
+ FORCEINLINE void SetPixelShaderFogParams( int nReg )
+ {
+ m_Storage.PutInt( CBCMD_SETPIXELSHADERFOGPARAMS );
+ m_Storage.PutInt( nReg );
+ }
+
+ FORCEINLINE void BindStandardTexture( Sampler_t nSampler, StandardTextureId_t nTextureId )
+ {
+ m_Storage.PutInt( CBCMD_BIND_STANDARD_TEXTURE );
+ m_Storage.PutInt( nSampler );
+ m_Storage.PutInt( nTextureId );
+ }
+
+
+ FORCEINLINE void BindTexture( Sampler_t nSampler, ShaderAPITextureHandle_t hTexture )
+ {
+ Assert( hTexture != INVALID_SHADERAPI_TEXTURE_HANDLE );
+ if ( hTexture != INVALID_SHADERAPI_TEXTURE_HANDLE )
+ {
+ m_Storage.PutInt( CBCMD_BIND_SHADERAPI_TEXTURE_HANDLE );
+ m_Storage.PutInt( nSampler );
+ m_Storage.PutInt( hTexture );
+ }
+ }
+
+ FORCEINLINE void BindTexture( CBaseVSShader *pShader, Sampler_t nSampler, int nTextureVar, int nFrameVar )
+ {
+ ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar );
+ BindTexture( nSampler, hTexture );
+ }
+
+ FORCEINLINE void BindMultiTexture( CBaseVSShader *pShader, Sampler_t nSampler1, Sampler_t nSampler2, int nTextureVar, int nFrameVar )
+ {
+ ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar, 0 );
+ BindTexture( nSampler1, hTexture );
+ hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar, 1 );
+ BindTexture( nSampler2, hTexture );
+ }
+
+ FORCEINLINE void SetPixelShaderIndex( int nIndex )
+ {
+ m_Storage.PutInt( CBCMD_SET_PSHINDEX );
+ m_Storage.PutInt( nIndex );
+ }
+
+ FORCEINLINE void SetVertexShaderIndex( int nIndex )
+ {
+ m_Storage.PutInt( CBCMD_SET_VSHINDEX );
+ m_Storage.PutInt( nIndex );
+ }
+
+ FORCEINLINE void SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale )
+ {
+ m_Storage.PutInt( CBCMD_SET_DEPTH_FEATHERING_CONST );
+ m_Storage.PutInt( iConstant );
+ m_Storage.PutFloat( fDepthBlendScale );
+ }
+
+ FORCEINLINE void Goto( uint8 *pCmdBuf )
+ {
+ m_Storage.PutInt( CBCMD_JUMP );
+ m_Storage.PutPtr( pCmdBuf );
+ }
+
+ FORCEINLINE void Call( uint8 *pCmdBuf )
+ {
+ m_Storage.PutInt( CBCMD_JSR );
+ m_Storage.PutPtr( pCmdBuf );
+ }
+
+ FORCEINLINE void Reset( void )
+ {
+ m_Storage.Reset();
+ }
+
+ FORCEINLINE size_t Size( void ) const
+ {
+ return m_Storage.Size();
+ }
+
+ FORCEINLINE uint8 *Base( void )
+ {
+ return m_Storage.Base();
+ }
+
+
+
+};
+
+
+#endif // commandbuilder_h