csgo-2018-source/public/materialsystem/ishadersystem.h
2021-07-24 21:11:47 -07:00

134 lines
4.7 KiB
C++

//===== Copyright © 1996-2005, 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>
#include <materialsystem/ishadersystem_declarations.h>
#include "shaderlib/shadercombosemantics.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
enum Sampler_t;
class ITexture;
class IShader;
struct ShaderComboSemantics_t;
//-----------------------------------------------------------------------------
// The Shader system interface version
//-----------------------------------------------------------------------------
#define SHADERSYSTEM_INTERFACE_VERSION "ShaderSystem002"
//-----------------------------------------------------------------------------
// 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, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrameVar = 0 ) = 0;
virtual void BindTexture( Sampler_t sampler1, Sampler_t sampler2, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrameVar = 0 ) = 0;
// Takes a snapshot
virtual void TakeSnapshot( ) = 0;
// Draws a snapshot
virtual void DrawSnapshot( const unsigned char *pInstanceCommandBuffer, bool bMakeActualDrawCall = true ) = 0;
// Are we using graphics?
virtual bool IsUsingGraphics() const = 0;
// Are editor materials enabled?
virtual bool CanUseEditorMaterials() const = 0;
// Bind vertex texture
virtual void BindVertexTexture( VertexTextureSampler_t vtSampler, ITexture *pTexture, int nFrameVar = 0 ) = 0;
virtual void AddShaderComboInformation( const ShaderComboSemantics_t *pSemantics ) = 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;
// Deals with all of the shader combo semantics from inc files.
virtual int ShaderComboSemanticsCount() const = 0;
virtual const ShaderComboSemantics_t *GetComboSemantics( int n ) = 0;
};
//-----------------------------------------------------------------------------
// Singleton interface
//-----------------------------------------------------------------------------
IShaderDLLInternal *GetShaderDLLInternal();
#ifdef _PS3
//////////////////////////////////////////////////////////////////////////
//
// PS3 non-virtual implementation proxy
//
// cat ishadersystem.h | nonvirtualscript.pl > shadersystem_ps3nonvirt.inl
struct CPs3NonVirt_IShaderSystem
{
//NONVIRTUALSCRIPTBEGIN
//NONVIRTUALSCRIPT/PROXY/CPs3NonVirt_IShaderSystem
//NONVIRTUALSCRIPT/DELEGATE/s_ShaderSystem.CShaderSystem::
//
// IShaderSystem
//
static ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrameVar, int nTextureChannel = 0 );
static void BindTexture( Sampler_t sampler1, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrameVar = 0 );
static void BindTexture( Sampler_t sampler1, Sampler_t sampler2, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrameVar = 0 );
static void TakeSnapshot();
static void DrawSnapshot( const unsigned char *pInstanceCommandBuffer, bool bMakeActualDrawCall = true );
static bool IsUsingGraphics();
static bool CanUseEditorMaterials();
static void BindVertexTexture( VertexTextureSampler_t vtSampler, ITexture *pTexture, int nFrameVar = 0 );
//NONVIRTUALSCRIPTEND
};
#endif
#endif // ISHADERSYSTEM_H