369 lines
11 KiB
C++
369 lines
11 KiB
C++
//========= 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 ISHADERSHADOW_H
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#define ISHADERSHADOW_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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//-----------------------------------------------------------------------------
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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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// important enumerations
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//-----------------------------------------------------------------------------
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enum ShaderDepthFunc_t
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{
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SHADER_DEPTHFUNC_NEVER,
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SHADER_DEPTHFUNC_NEARER,
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SHADER_DEPTHFUNC_EQUAL,
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SHADER_DEPTHFUNC_NEAREROREQUAL,
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SHADER_DEPTHFUNC_FARTHER,
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SHADER_DEPTHFUNC_NOTEQUAL,
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SHADER_DEPTHFUNC_FARTHEROREQUAL,
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SHADER_DEPTHFUNC_ALWAYS
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};
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enum ShaderBlendFactor_t
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{
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SHADER_BLEND_ZERO,
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SHADER_BLEND_ONE,
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SHADER_BLEND_DST_COLOR,
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SHADER_BLEND_ONE_MINUS_DST_COLOR,
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SHADER_BLEND_SRC_ALPHA,
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SHADER_BLEND_ONE_MINUS_SRC_ALPHA,
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SHADER_BLEND_DST_ALPHA,
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SHADER_BLEND_ONE_MINUS_DST_ALPHA,
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SHADER_BLEND_SRC_ALPHA_SATURATE,
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SHADER_BLEND_SRC_COLOR,
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SHADER_BLEND_ONE_MINUS_SRC_COLOR
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};
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enum ShaderBlendOp_t
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{
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SHADER_BLEND_OP_ADD,
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SHADER_BLEND_OP_SUBTRACT,
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SHADER_BLEND_OP_REVSUBTRACT,
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SHADER_BLEND_OP_MIN,
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SHADER_BLEND_OP_MAX
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};
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enum ShaderAlphaFunc_t
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{
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SHADER_ALPHAFUNC_NEVER,
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SHADER_ALPHAFUNC_LESS,
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SHADER_ALPHAFUNC_EQUAL,
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SHADER_ALPHAFUNC_LEQUAL,
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SHADER_ALPHAFUNC_GREATER,
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SHADER_ALPHAFUNC_NOTEQUAL,
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SHADER_ALPHAFUNC_GEQUAL,
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SHADER_ALPHAFUNC_ALWAYS
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};
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enum ShaderStencilFunc_t
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{
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SHADER_STENCILFUNC_NEVER = 0,
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SHADER_STENCILFUNC_LESS,
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SHADER_STENCILFUNC_EQUAL,
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SHADER_STENCILFUNC_LEQUAL,
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SHADER_STENCILFUNC_GREATER,
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SHADER_STENCILFUNC_NOTEQUAL,
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SHADER_STENCILFUNC_GEQUAL,
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SHADER_STENCILFUNC_ALWAYS
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};
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enum ShaderStencilOp_t
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{
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SHADER_STENCILOP_KEEP = 0,
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SHADER_STENCILOP_ZERO,
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SHADER_STENCILOP_SET_TO_REFERENCE,
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SHADER_STENCILOP_INCREMENT_CLAMP,
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SHADER_STENCILOP_DECREMENT_CLAMP,
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SHADER_STENCILOP_INVERT,
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SHADER_STENCILOP_INCREMENT_WRAP,
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SHADER_STENCILOP_DECREMENT_WRAP,
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};
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enum ShaderTexChannel_t
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{
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SHADER_TEXCHANNEL_COLOR = 0,
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SHADER_TEXCHANNEL_ALPHA
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};
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enum ShaderPolyModeFace_t
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{
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SHADER_POLYMODEFACE_FRONT,
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SHADER_POLYMODEFACE_BACK,
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SHADER_POLYMODEFACE_FRONT_AND_BACK,
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};
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enum ShaderPolyMode_t
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{
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SHADER_POLYMODE_POINT,
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SHADER_POLYMODE_LINE,
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SHADER_POLYMODE_FILL
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};
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enum ShaderTexArg_t
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{
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SHADER_TEXARG_TEXTURE = 0,
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SHADER_TEXARG_VERTEXCOLOR,
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SHADER_TEXARG_SPECULARCOLOR,
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SHADER_TEXARG_CONSTANTCOLOR,
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SHADER_TEXARG_PREVIOUSSTAGE,
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SHADER_TEXARG_NONE,
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SHADER_TEXARG_ZERO,
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SHADER_TEXARG_TEXTUREALPHA,
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SHADER_TEXARG_INVTEXTUREALPHA,
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SHADER_TEXARG_ONE,
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};
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enum ShaderTexOp_t
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{
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// DX5 shaders support these
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SHADER_TEXOP_MODULATE = 0,
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SHADER_TEXOP_MODULATE2X,
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SHADER_TEXOP_MODULATE4X,
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SHADER_TEXOP_SELECTARG1,
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SHADER_TEXOP_SELECTARG2,
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SHADER_TEXOP_DISABLE,
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// DX6 shaders support these
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SHADER_TEXOP_ADD,
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SHADER_TEXOP_SUBTRACT,
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SHADER_TEXOP_ADDSIGNED2X,
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SHADER_TEXOP_BLEND_CONSTANTALPHA,
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SHADER_TEXOP_BLEND_TEXTUREALPHA,
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SHADER_TEXOP_BLEND_PREVIOUSSTAGEALPHA,
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SHADER_TEXOP_MODULATECOLOR_ADDALPHA,
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SHADER_TEXOP_MODULATEINVCOLOR_ADDALPHA,
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// DX7
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SHADER_TEXOP_DOTPRODUCT3
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};
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enum ShaderTexGenParam_t
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{
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SHADER_TEXGENPARAM_OBJECT_LINEAR,
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SHADER_TEXGENPARAM_EYE_LINEAR,
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SHADER_TEXGENPARAM_SPHERE_MAP,
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SHADER_TEXGENPARAM_CAMERASPACEREFLECTIONVECTOR,
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SHADER_TEXGENPARAM_CAMERASPACENORMAL
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};
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enum ShaderDrawBitField_t
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{
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SHADER_DRAW_POSITION = 0x0001,
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SHADER_DRAW_NORMAL = 0x0002,
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SHADER_DRAW_COLOR = 0x0004,
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SHADER_DRAW_SPECULAR = 0x0008,
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SHADER_DRAW_TEXCOORD0 = 0x0010,
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SHADER_DRAW_TEXCOORD1 = 0x0020,
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SHADER_DRAW_TEXCOORD2 = 0x0040,
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SHADER_DRAW_TEXCOORD3 = 0x0080,
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SHADER_DRAW_LIGHTMAP_TEXCOORD0 = 0x0100,
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SHADER_DRAW_LIGHTMAP_TEXCOORD1 = 0x0200,
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SHADER_DRAW_LIGHTMAP_TEXCOORD2 = 0x0400,
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SHADER_DRAW_LIGHTMAP_TEXCOORD3 = 0x0800,
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SHADER_DRAW_SECONDARY_TEXCOORD0 = 0x1000,
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SHADER_DRAW_SECONDARY_TEXCOORD1 = 0x2000,
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SHADER_DRAW_SECONDARY_TEXCOORD2 = 0x4000,
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SHADER_DRAW_SECONDARY_TEXCOORD3 = 0x8000,
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SHADER_TEXCOORD_MASK = SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 |
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SHADER_DRAW_TEXCOORD2 | SHADER_DRAW_TEXCOORD3,
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SHADER_LIGHTMAP_TEXCOORD_MASK = SHADER_DRAW_LIGHTMAP_TEXCOORD0 |
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SHADER_DRAW_LIGHTMAP_TEXCOORD1 |
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SHADER_DRAW_LIGHTMAP_TEXCOORD2 |
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SHADER_DRAW_LIGHTMAP_TEXCOORD3,
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SHADER_SECONDARY_TEXCOORD_MASK = SHADER_DRAW_SECONDARY_TEXCOORD0 |
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SHADER_DRAW_SECONDARY_TEXCOORD1 |
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SHADER_DRAW_SECONDARY_TEXCOORD2 |
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SHADER_DRAW_SECONDARY_TEXCOORD3,
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};
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enum ShaderFogMode_t
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{
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SHADER_FOGMODE_DISABLED = 0,
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SHADER_FOGMODE_OO_OVERBRIGHT,
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SHADER_FOGMODE_BLACK,
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SHADER_FOGMODE_GREY,
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SHADER_FOGMODE_FOGCOLOR,
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SHADER_FOGMODE_WHITE,
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SHADER_FOGMODE_NUMFOGMODES
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};
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enum ShaderMaterialSource_t
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{
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SHADER_MATERIALSOURCE_MATERIAL = 0,
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SHADER_MATERIALSOURCE_COLOR1,
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SHADER_MATERIALSOURCE_COLOR2,
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};
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// m_ZBias has only two bits in ShadowState_t, so be careful extending this enum
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enum PolygonOffsetMode_t
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{
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SHADER_POLYOFFSET_DISABLE = 0x0,
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SHADER_POLYOFFSET_DECAL = 0x1,
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SHADER_POLYOFFSET_SHADOW_BIAS = 0x2,
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SHADER_POLYOFFSET_RESERVED = 0x3 // Reserved for future use
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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 SHADERSHADOW_INTERFACE_VERSION "ShaderShadow010"
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//-----------------------------------------------------------------------------
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// the shader API interface (methods called from shaders)
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//-----------------------------------------------------------------------------
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abstract_class IShaderShadow
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{
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public:
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// Sets the default *shadow* state
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virtual void SetDefaultState() = 0;
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// Methods related to depth buffering
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virtual void DepthFunc( ShaderDepthFunc_t depthFunc ) = 0;
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virtual void EnableDepthWrites( bool bEnable ) = 0;
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virtual void EnableDepthTest( bool bEnable ) = 0;
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virtual void EnablePolyOffset( PolygonOffsetMode_t nOffsetMode ) = 0;
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// These methods for controlling stencil are obsolete and stubbed to do nothing. Stencil
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// control is via the shaderapi/material system now, not part of the shadow state.
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// Methods related to stencil
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virtual void EnableStencil( bool bEnable ) = 0;
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virtual void StencilFunc( ShaderStencilFunc_t stencilFunc ) = 0;
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virtual void StencilPassOp( ShaderStencilOp_t stencilOp ) = 0;
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virtual void StencilFailOp( ShaderStencilOp_t stencilOp ) = 0;
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virtual void StencilDepthFailOp( ShaderStencilOp_t stencilOp ) = 0;
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virtual void StencilReference( int nReference ) = 0;
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virtual void StencilMask( int nMask ) = 0;
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virtual void StencilWriteMask( int nMask ) = 0;
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// Suppresses/activates color writing
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virtual void EnableColorWrites( bool bEnable ) = 0;
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virtual void EnableAlphaWrites( bool bEnable ) = 0;
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// Methods related to alpha blending
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virtual void EnableBlending( bool bEnable ) = 0;
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virtual void BlendFunc( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor ) = 0;
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// More below...
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// Alpha testing
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virtual void EnableAlphaTest( bool bEnable ) = 0;
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virtual void AlphaFunc( ShaderAlphaFunc_t alphaFunc, float alphaRef /* [0-1] */ ) = 0;
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// Wireframe/filled polygons
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virtual void PolyMode( ShaderPolyModeFace_t face, ShaderPolyMode_t polyMode ) = 0;
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// Back face culling
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virtual void EnableCulling( bool bEnable ) = 0;
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// constant color + transparency
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virtual void EnableConstantColor( bool bEnable ) = 0;
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// Indicates the vertex format for use with a vertex shader
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// The flags to pass in here come from the VertexFormatFlags_t enum
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// If pTexCoordDimensions is *not* specified, we assume all coordinates
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// are 2-dimensional
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virtual void VertexShaderVertexFormat( unsigned int nFlags,
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int nTexCoordCount, int* pTexCoordDimensions, int nUserDataSize ) = 0;
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// Pixel and vertex shader methods
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virtual void SetVertexShader( const char* pFileName, int nStaticVshIndex ) = 0;
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virtual void SetPixelShader( const char* pFileName, int nStaticPshIndex = 0 ) = 0;
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// Indicates we're going to light the model
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virtual void EnableLighting( bool bEnable ) = 0;
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// Enables specular lighting (lighting has also got to be enabled)
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virtual void EnableSpecular( bool bEnable ) = 0;
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// Convert from linear to gamma color space on writes to frame buffer.
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virtual void EnableSRGBWrite( bool bEnable ) = 0;
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// Convert from gamma to linear on texture fetch.
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virtual void EnableSRGBRead( Sampler_t sampler, bool bEnable ) = 0;
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// Activate/deactivate skinning. Indexed blending is automatically
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// enabled if it's available for this hardware. When blending is enabled,
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// we allocate enough room for 3 weights (max allowed)
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virtual void EnableVertexBlend( bool bEnable ) = 0;
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// per texture unit stuff
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virtual void OverbrightValue( TextureStage_t stage, float value ) = 0;
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virtual void EnableTexture( Sampler_t sampler, bool bEnable ) = 0;
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virtual void EnableTexGen( TextureStage_t stage, bool bEnable ) = 0;
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virtual void TexGen( TextureStage_t stage, ShaderTexGenParam_t param ) = 0;
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// alternate method of specifying per-texture unit stuff, more flexible and more complicated
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// Can be used to specify different operation per channel (alpha/color)...
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virtual void EnableCustomPixelPipe( bool bEnable ) = 0;
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virtual void CustomTextureStages( int stageCount ) = 0;
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virtual void CustomTextureOperation( TextureStage_t stage, ShaderTexChannel_t channel,
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ShaderTexOp_t op, ShaderTexArg_t arg1, ShaderTexArg_t arg2 ) = 0;
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// indicates what per-vertex data we're providing
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virtual void DrawFlags( unsigned int drawFlags ) = 0;
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// A simpler method of dealing with alpha modulation
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virtual void EnableAlphaPipe( bool bEnable ) = 0;
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virtual void EnableConstantAlpha( bool bEnable ) = 0;
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virtual void EnableVertexAlpha( bool bEnable ) = 0;
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virtual void EnableTextureAlpha( TextureStage_t stage, bool bEnable ) = 0;
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// GR - Separate alpha blending
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virtual void EnableBlendingSeparateAlpha( bool bEnable ) = 0;
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virtual void BlendFuncSeparateAlpha( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor ) = 0;
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virtual void FogMode( ShaderFogMode_t fogMode ) = 0;
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virtual void SetDiffuseMaterialSource( ShaderMaterialSource_t materialSource ) = 0;
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// Indicates the morph format for use with a vertex shader
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// The flags to pass in here come from the MorphFormatFlags_t enum
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virtual void SetMorphFormat( MorphFormat_t flags ) = 0;
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virtual void DisableFogGammaCorrection( bool bDisable ) = 0; //some blending modes won't work properly with corrected fog
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// Alpha to coverage
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virtual void EnableAlphaToCoverage( bool bEnable ) = 0;
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// Shadow map filtering
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virtual void SetShadowDepthFiltering( Sampler_t stage ) = 0;
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// More alpha blending state
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virtual void BlendOp( ShaderBlendOp_t blendOp ) = 0;
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virtual void BlendOpSeparateAlpha( ShaderBlendOp_t blendOp ) = 0;
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};
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// end class IShaderShadow
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#endif // ISHADERSHADOW_H
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