2020-04-23 00:56:21 +08:00
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//========= Copyright 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 ISHADERDYNAMIC_H
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#define ISHADERDYNAMIC_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shaderapi/shareddefs.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imaterialsystem.h"
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#include "tier0/basetypes.h"
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2022-02-23 19:50:30 +08:00
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typedef intp ShaderAPITextureHandle_t;
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2020-04-23 00:56:21 +08:00
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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class CMeshBuilder;
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class IMaterialVar;
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struct LightDesc_t;
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//-----------------------------------------------------------------------------
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// State from ShaderAPI used to select proper vertex and pixel shader combos
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//-----------------------------------------------------------------------------
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struct LightState_t
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{
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int m_nNumLights;
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bool m_bAmbientLight;
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2022-04-16 17:54:00 +08:00
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bool m_bStaticLightTexel;
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2020-04-23 00:56:21 +08:00
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bool m_bStaticLightVertex;
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inline int HasDynamicLight() { return (m_bAmbientLight || (m_nNumLights > 0)) ? 1 : 0; }
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};
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//-----------------------------------------------------------------------------
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// Color correction info
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//-----------------------------------------------------------------------------
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struct ShaderColorCorrectionInfo_t
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{
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bool m_bIsEnabled;
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int m_nLookupCount;
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float m_flDefaultWeight;
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float m_pLookupWeights[4];
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};
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//-----------------------------------------------------------------------------
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// the 3D shader API interface
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// This interface is all that shaders see.
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//-----------------------------------------------------------------------------
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enum StandardTextureId_t
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{
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// Lightmaps
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TEXTURE_LIGHTMAP = 0,
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TEXTURE_LIGHTMAP_FULLBRIGHT,
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TEXTURE_LIGHTMAP_BUMPED,
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TEXTURE_LIGHTMAP_BUMPED_FULLBRIGHT,
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// Flat colors
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TEXTURE_WHITE,
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TEXTURE_BLACK,
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TEXTURE_GREY,
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TEXTURE_GREY_ALPHA_ZERO,
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// Normalmaps
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TEXTURE_NORMALMAP_FLAT,
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// Normalization
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TEXTURE_NORMALIZATION_CUBEMAP,
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TEXTURE_NORMALIZATION_CUBEMAP_SIGNED,
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// Frame-buffer textures
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TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0,
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TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1,
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// Color correction
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TEXTURE_COLOR_CORRECTION_VOLUME_0,
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TEXTURE_COLOR_CORRECTION_VOLUME_1,
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TEXTURE_COLOR_CORRECTION_VOLUME_2,
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TEXTURE_COLOR_CORRECTION_VOLUME_3,
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// An alias to the Back Frame Buffer
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TEXTURE_FRAME_BUFFER_ALIAS,
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// Noise for shadow mapping algorithm
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TEXTURE_SHADOW_NOISE_2D,
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// A texture in which morph data gets accumulated (vs30, fast vertex textures required)
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TEXTURE_MORPH_ACCUMULATOR,
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// A texture which contains morph weights
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TEXTURE_MORPH_WEIGHTS,
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// A snapshot of the frame buffer's depth. Currently only valid on the 360
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TEXTURE_FRAME_BUFFER_FULL_DEPTH,
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// A snapshot of the frame buffer's depth. Currently only valid on the 360
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TEXTURE_IDENTITY_LIGHTWARP,
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// Equivalent to the debug material for mat_luxels, in convenient texture form.
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TEXTURE_DEBUG_LUXELS,
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TEXTURE_MAX_STD_TEXTURES = 32
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};
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//-----------------------------------------------------------------------------
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// Viewport structure
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//-----------------------------------------------------------------------------
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#define SHADER_VIEWPORT_VERSION 1
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struct ShaderViewport_t
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{
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int m_nVersion;
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int m_nTopLeftX;
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int m_nTopLeftY;
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int m_nWidth;
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int m_nHeight;
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float m_flMinZ;
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float m_flMaxZ;
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ShaderViewport_t() : m_nVersion( SHADER_VIEWPORT_VERSION ) {}
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void Init()
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{
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memset( this, 0, sizeof(ShaderViewport_t) );
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m_nVersion = SHADER_VIEWPORT_VERSION;
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}
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void Init( int x, int y, int nWidth, int nHeight, float flMinZ = 0.0f, float flMaxZ = 1.0f )
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{
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m_nVersion = SHADER_VIEWPORT_VERSION;
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m_nTopLeftX = x; m_nTopLeftY = y; m_nWidth = nWidth; m_nHeight = nHeight;
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m_flMinZ = flMinZ;
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m_flMaxZ = flMaxZ;
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}
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};
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//-----------------------------------------------------------------------------
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// The Shader interface versions
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//-----------------------------------------------------------------------------
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#define SHADERDYNAMIC_INTERFACE_VERSION "ShaderDynamic001"
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abstract_class IShaderDynamicAPI
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{
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public:
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virtual void SetViewports( int nCount, const ShaderViewport_t* pViewports ) = 0;
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virtual int GetViewports( ShaderViewport_t* pViewports, int nMax ) const = 0;
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// returns the current time in seconds....
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virtual double CurrentTime() const = 0;
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// Gets the lightmap dimensions
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virtual void GetLightmapDimensions( int *w, int *h ) = 0;
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// Scene fog state.
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// This is used by the shaders for picking the proper vertex shader for fogging based on dynamic state.
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virtual MaterialFogMode_t GetSceneFogMode( ) = 0;
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virtual void GetSceneFogColor( unsigned char *rgb ) = 0;
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// stuff related to matrix stacks
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virtual void MatrixMode( MaterialMatrixMode_t matrixMode ) = 0;
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virtual void PushMatrix() = 0;
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virtual void PopMatrix() = 0;
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virtual void LoadMatrix( float *m ) = 0;
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virtual void MultMatrix( float *m ) = 0;
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virtual void MultMatrixLocal( float *m ) = 0;
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virtual void GetMatrix( MaterialMatrixMode_t matrixMode, float *dst ) = 0;
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virtual void LoadIdentity( void ) = 0;
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virtual void LoadCameraToWorld( void ) = 0;
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virtual void Ortho( double left, double right, double bottom, double top, double zNear, double zFar ) = 0;
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virtual void PerspectiveX( double fovx, double aspect, double zNear, double zFar ) = 0;
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virtual void PickMatrix( int x, int y, int width, int height ) = 0;
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virtual void Rotate( float angle, float x, float y, float z ) = 0;
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virtual void Translate( float x, float y, float z ) = 0;
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virtual void Scale( float x, float y, float z ) = 0;
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virtual void ScaleXY( float x, float y ) = 0;
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// Sets the color to modulate by
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virtual void Color3f( float r, float g, float b ) = 0;
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virtual void Color3fv( float const* pColor ) = 0;
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virtual void Color4f( float r, float g, float b, float a ) = 0;
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virtual void Color4fv( float const* pColor ) = 0;
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virtual void Color3ub( unsigned char r, unsigned char g, unsigned char b ) = 0;
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virtual void Color3ubv( unsigned char const* pColor ) = 0;
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virtual void Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) = 0;
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virtual void Color4ubv( unsigned char const* pColor ) = 0;
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// Sets the constant register for vertex and pixel shaders
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virtual void SetVertexShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false ) = 0;
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virtual void SetPixelShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false ) = 0;
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// Sets the default *dynamic* state
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virtual void SetDefaultState() = 0;
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// Get the current camera position in world space.
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virtual void GetWorldSpaceCameraPosition( float* pPos ) const = 0;
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virtual int GetCurrentNumBones( void ) const = 0;
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virtual int GetCurrentLightCombo( void ) const = 0;
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virtual MaterialFogMode_t GetCurrentFogType( void ) const = 0;
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// fixme: move this to shadow state
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virtual void SetTextureTransformDimension( TextureStage_t textureStage, int dimension, bool projected ) = 0;
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virtual void DisableTextureTransform( TextureStage_t textureStage ) = 0;
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virtual void SetBumpEnvMatrix( TextureStage_t textureStage, float m00, float m01, float m10, float m11 ) = 0;
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// Sets the vertex and pixel shaders
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virtual void SetVertexShaderIndex( int vshIndex = -1 ) = 0;
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virtual void SetPixelShaderIndex( int pshIndex = 0 ) = 0;
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// Get the dimensions of the back buffer.
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virtual void GetBackBufferDimensions( int& width, int& height ) const = 0;
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// FIXME: The following 6 methods used to live in IShaderAPI
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// and were moved for stdshader_dx8. Let's try to move them back!
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// Get the lights
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virtual int GetMaxLights( void ) const = 0;
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virtual const LightDesc_t& GetLight( int lightNum ) const = 0;
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virtual void SetPixelShaderFogParams( int reg ) = 0;
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// Render state for the ambient light cube
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virtual void SetVertexShaderStateAmbientLightCube() = 0;
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virtual void SetPixelShaderStateAmbientLightCube( int pshReg, bool bForceToBlack = false ) = 0;
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virtual void CommitPixelShaderLighting( int pshReg ) = 0;
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// Use this to get the mesh builder that allows us to modify vertex data
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virtual CMeshBuilder* GetVertexModifyBuilder() = 0;
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virtual bool InFlashlightMode() const = 0;
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virtual const FlashlightState_t &GetFlashlightState( VMatrix &worldToTexture ) const = 0;
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virtual bool InEditorMode() const = 0;
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// Gets the bound morph's vertex format; returns 0 if no morph is bound
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virtual MorphFormat_t GetBoundMorphFormat() = 0;
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// Binds a standard texture
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virtual void BindStandardTexture( Sampler_t sampler, StandardTextureId_t id ) = 0;
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virtual ITexture *GetRenderTargetEx( int nRenderTargetID ) = 0;
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virtual void SetToneMappingScaleLinear( const Vector &scale ) = 0;
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virtual const Vector &GetToneMappingScaleLinear( void ) const = 0;
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virtual float GetLightMapScaleFactor( void ) const = 0;
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virtual void LoadBoneMatrix( int boneIndex, const float *m ) = 0;
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virtual void PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right ) = 0;
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virtual void SetFloatRenderingParameter(int parm_number, float value) = 0;
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virtual void SetIntRenderingParameter(int parm_number, int value) = 0 ;
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virtual void SetVectorRenderingParameter(int parm_number, Vector const &value) = 0 ;
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virtual float GetFloatRenderingParameter(int parm_number) const = 0 ;
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virtual int GetIntRenderingParameter(int parm_number) const = 0 ;
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virtual Vector GetVectorRenderingParameter(int parm_number) const = 0 ;
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// stencil buffer operations.
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virtual void SetStencilEnable(bool onoff) = 0;
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virtual void SetStencilFailOperation(StencilOperation_t op) = 0;
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virtual void SetStencilZFailOperation(StencilOperation_t op) = 0;
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virtual void SetStencilPassOperation(StencilOperation_t op) = 0;
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virtual void SetStencilCompareFunction(StencilComparisonFunction_t cmpfn) = 0;
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virtual void SetStencilReferenceValue(int ref) = 0;
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virtual void SetStencilTestMask(uint32 msk) = 0;
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virtual void SetStencilWriteMask(uint32 msk) = 0;
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virtual void ClearStencilBufferRectangle( int xmin, int ymin, int xmax, int ymax,int value) = 0;
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virtual void GetDXLevelDefaults(uint &max_dxlevel,uint &recommended_dxlevel) = 0;
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virtual const FlashlightState_t &GetFlashlightStateEx( VMatrix &worldToTexture, ITexture **pFlashlightDepthTexture ) const = 0;
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virtual float GetAmbientLightCubeLuminance() = 0;
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virtual void GetDX9LightState( LightState_t *state ) const = 0;
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virtual int GetPixelFogCombo( ) = 0; //0 is either range fog, or no fog simulated with rigged range fog values. 1 is height fog
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virtual void BindStandardVertexTexture( VertexTextureSampler_t sampler, StandardTextureId_t id ) = 0;
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// Is hardware morphing enabled?
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virtual bool IsHWMorphingEnabled( ) const = 0;
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virtual void GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id ) = 0;
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virtual void SetBooleanVertexShaderConstant( int var, BOOL const* pVec, int numBools = 1, bool bForce = false ) = 0;
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virtual void SetIntegerVertexShaderConstant( int var, int const* pVec, int numIntVecs = 1, bool bForce = false ) = 0;
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virtual void SetBooleanPixelShaderConstant( int var, BOOL const* pVec, int numBools = 1, bool bForce = false ) = 0;
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virtual void SetIntegerPixelShaderConstant( int var, int const* pVec, int numIntVecs = 1, bool bForce = false ) = 0;
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//Are we in a configuration that needs access to depth data through the alpha channel later?
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virtual bool ShouldWriteDepthToDestAlpha( void ) const = 0;
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// deformations
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virtual void PushDeformation( DeformationBase_t const *Deformation ) = 0;
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virtual void PopDeformation( ) = 0;
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virtual int GetNumActiveDeformations() const =0;
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// for shaders to set vertex shader constants. returns a packed state which can be used to set
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// the dynamic combo. returns # of active deformations
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virtual int GetPackedDeformationInformation( int nMaskOfUnderstoodDeformations,
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float *pConstantValuesOut,
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int nBufferSize,
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int nMaximumDeformations,
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int *pNumDefsOut ) const = 0;
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// This lets the lower level system that certain vertex fields requested
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// in the shadow state aren't actually being read given particular state
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// known only at dynamic state time. It's here only to silence warnings.
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virtual void MarkUnusedVertexFields( unsigned int nFlags, int nTexCoordCount, bool *pUnusedTexCoords ) = 0;
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virtual void ExecuteCommandBuffer( uint8 *pCmdBuffer ) =0;
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// interface for mat system to tell shaderapi about standard texture handles
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virtual void SetStandardTextureHandle( StandardTextureId_t nId, ShaderAPITextureHandle_t nHandle ) =0;
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// Interface for mat system to tell shaderapi about color correction
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virtual void GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo ) = 0;
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virtual void SetPSNearAndFarZ( int pshReg ) = 0;
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virtual void SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale ) = 0;
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};
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// end class IShaderDynamicAPI
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//-----------------------------------------------------------------------------
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// Software vertex shaders
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//-----------------------------------------------------------------------------
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typedef void (*SoftwareVertexShader_t)( CMeshBuilder& meshBuilder, IMaterialVar **params, IShaderDynamicAPI *pShaderAPI );
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#endif // ISHADERDYNAMIC_H
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