196 lines
5.0 KiB
C++
196 lines
5.0 KiB
C++
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef SHADERSHADOWDX8_H
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#define SHADERSHADOWDX8_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "togl/rendermechanism.h"
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#include "locald3dtypes.h"
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#include "shaderapi/ishadershadow.h"
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class IShaderAPIDX8;
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//-----------------------------------------------------------------------------
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// Important enumerations
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//-----------------------------------------------------------------------------
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enum
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{
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MAX_SAMPLERS = 16,
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MAX_VERTEX_SAMPLERS = 4,
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};
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//-----------------------------------------------------------------------------
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// A structure maintaining the shadowed board state
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//-----------------------------------------------------------------------------
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struct SamplerShadowState_t
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{
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bool m_TextureEnable : 1;
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bool m_SRGBReadEnable : 1;
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bool m_Fetch4Enable : 1;
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#if ( defined ( POSIX ) )
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bool m_ShadowFilterEnable : 1;
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#endif
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};
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struct DepthTestState_t
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{
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// assumes D3DCMPFUNC and D3DZBUFFER TYPE fit in a byte
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uint8 m_ZFunc;
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uint8 m_ZEnable;
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uint8 m_ColorWriteEnable;
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unsigned char m_ZWriteEnable:1;
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unsigned char m_ZBias:2;
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typedef uint32 UIntAlias;
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FORCEINLINE void Check( void ) const { COMPILE_TIME_ASSERT( sizeof( *this ) == sizeof( UIntAlias ) ); }
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};
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struct AlphaTestAndMiscState_t
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{
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uint8 m_AlphaFunc;
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uint8 m_AlphaRef;
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// Fill mode
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uint8 m_FillMode;
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unsigned char m_AlphaTestEnable:1;
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unsigned char m_EnableAlphaToCoverage:1;
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// Cull State?
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unsigned char m_CullEnable:1;
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typedef uint32 UIntAlias;
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FORCEINLINE void Check( void ) const { COMPILE_TIME_ASSERT( sizeof( *this ) == sizeof( UIntAlias ) ); }
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};
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struct FogAndMiscState_t
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{
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uint8 m_FogMode;
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unsigned char m_bVertexFogEnable:1;
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unsigned char m_bDisableFogGammaCorrection:1;
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// Auto-convert from linear to gamma upon writing to the frame buffer?
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unsigned char m_SRGBWriteEnable:1;
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typedef uint16 UIntAlias;
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FORCEINLINE ShaderFogMode_t FogMode( void ) const { return ( ShaderFogMode_t ) m_FogMode; }
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FORCEINLINE void Check( void ) const { COMPILE_TIME_ASSERT( sizeof( *this ) == sizeof( UIntAlias ) ); }
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};
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struct AlphaBlendState_t
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{
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// Alpha state
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uint8 m_SrcBlend;
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uint8 m_DestBlend;
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uint8 m_BlendOp;
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// Separate alpha blend state
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uint8 m_SrcBlendAlpha;
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uint8 m_DestBlendAlpha;
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uint8 m_BlendOpAlpha;
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unsigned char m_AlphaBlendEnable:1;
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unsigned char m_AlphaBlendEnabledForceOpaque:1; // alpha blending enabled for this batch, but return false for IsTranslucent() so object can be rendered with opaques
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// Seperate Alpha Blend?
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unsigned char m_SeparateAlphaBlendEnable:1;
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uint8 m_nPad00;
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typedef uint64 UIntAlias;
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FORCEINLINE void Check( void ) const { COMPILE_TIME_ASSERT( sizeof( *this ) == sizeof( UIntAlias ) ); }
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};
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struct ShadowState_t
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{
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// Depth buffering state
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union
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{
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DepthTestState_t m_DepthTestState;
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DepthTestState_t::UIntAlias m_nDepthTestStateAsInt;
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};
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union
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{
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AlphaTestAndMiscState_t m_AlphaTestAndMiscState;
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AlphaTestAndMiscState_t::UIntAlias m_nAlphaTestAndMiscStateAsInt;
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};
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union
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{
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FogAndMiscState_t m_FogAndMiscState;
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FogAndMiscState_t::UIntAlias m_nFogAndMiscStateAsInt;
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};
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union
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{
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AlphaBlendState_t m_AlphaBlendState;
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AlphaBlendState_t::UIntAlias m_nAlphaBlendStateAsInt;
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};
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// Sampler state. encoded as ints so we can do mask operations for fast change detection
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uint32 m_nFetch4Enable;
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#if ( defined ( PLATFORM_OPENGL ) )
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uint32 m_nShadowFilterEnable;
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#endif
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};
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//-----------------------------------------------------------------------------
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// These are part of the "shadow" since they describe the shading algorithm
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// but aren't actually captured in the state transition table
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// because it would produce too many transitions
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//-----------------------------------------------------------------------------
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struct ShadowShaderState_t
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{
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// The vertex + pixel shader group to use...
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VertexShader_t m_VertexShader;
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PixelShader_t m_PixelShader;
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// The static vertex + pixel shader indices
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int m_nStaticVshIndex;
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int m_nStaticPshIndex;
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// Vertex data used by this snapshot
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// Note that the vertex format actually used will be the
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// aggregate of the vertex formats used by all snapshots in a material
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VertexFormat_t m_VertexUsage;
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};
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//-----------------------------------------------------------------------------
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// The shader setup API
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//-----------------------------------------------------------------------------
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abstract_class IShaderShadowDX8 : public IShaderShadow
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{
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public:
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// Initializes it
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virtual void Init() = 0;
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// Gets at the shadow state
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virtual ShadowState_t const& GetShadowState() = 0;
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virtual ShadowShaderState_t const& GetShadowShaderState() = 0;
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// This must be called right before taking a snapshot
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virtual void ComputeAggregateShadowState( ) = 0;
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// Class factory methods
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static IShaderShadowDX8* Create( IShaderAPIDX8* pShaderAPIDX8 );
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static void Destroy( IShaderShadowDX8* pShaderShadow );
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};
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extern IShaderShadowDX8 *g_pShaderShadowDx8;
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#endif // SHADERSHADOWDX8_H
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