mirror of
https://github.com/nillerusr/source-engine.git
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170 lines
5.0 KiB
C++
170 lines
5.0 KiB
C++
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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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//===========================================================================//
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#include "shaderlib/ShaderDLL.h"
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#include "materialsystem/IShader.h"
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#include "tier1/utlvector.h"
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#include "tier0/dbg.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "materialsystem/materialsystem_config.h"
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#include "IShaderSystem.h"
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#include "materialsystem/ishaderapi.h"
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#include "shaderlib_cvar.h"
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#include "mathlib/mathlib.h"
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#include "tier1/tier1.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// The standard implementation of CShaderDLL
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//-----------------------------------------------------------------------------
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class CShaderDLL : public IShaderDLLInternal, public IShaderDLL
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{
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public:
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CShaderDLL();
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// methods of IShaderDLL
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virtual bool Connect( CreateInterfaceFn factory );
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virtual void Disconnect();
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virtual int ShaderCount() const;
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virtual IShader *GetShader( int nShader );
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// methods of IShaderDLLInternal
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virtual bool Connect( CreateInterfaceFn factory, bool bIsMaterialSystem );
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virtual void Disconnect( bool bIsMaterialSystem );
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virtual void InsertShader( IShader *pShader );
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private:
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CUtlVector< IShader * > m_ShaderList;
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};
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//-----------------------------------------------------------------------------
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// Global interfaces/structures
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//-----------------------------------------------------------------------------
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IMaterialSystemHardwareConfig* g_pHardwareConfig;
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const MaterialSystem_Config_t *g_pConfig;
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//-----------------------------------------------------------------------------
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// Interfaces/structures local to shaderlib
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//-----------------------------------------------------------------------------
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IShaderSystem* g_pSLShaderSystem;
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// Pattern necessary because shaders register themselves in global constructors
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static CShaderDLL *s_pShaderDLL;
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//-----------------------------------------------------------------------------
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// Global accessor
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//-----------------------------------------------------------------------------
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IShaderDLL *GetShaderDLL()
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{
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// Pattern necessary because shaders register themselves in global constructors
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if ( !s_pShaderDLL )
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{
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s_pShaderDLL = new CShaderDLL;
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}
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return s_pShaderDLL;
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}
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IShaderDLLInternal *GetShaderDLLInternal()
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{
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// Pattern necessary because shaders register themselves in global constructors
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if ( !s_pShaderDLL )
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{
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s_pShaderDLL = new CShaderDLL;
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}
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return static_cast<IShaderDLLInternal*>( s_pShaderDLL );
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}
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//-----------------------------------------------------------------------------
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// Singleton interface
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//-----------------------------------------------------------------------------
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EXPOSE_INTERFACE_FN( (InstantiateInterfaceFn)GetShaderDLLInternal, IShaderDLLInternal, SHADER_DLL_INTERFACE_VERSION );
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//-----------------------------------------------------------------------------
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// Connect, disconnect...
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//-----------------------------------------------------------------------------
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CShaderDLL::CShaderDLL()
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{
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MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
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}
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//-----------------------------------------------------------------------------
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// Connect, disconnect...
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//-----------------------------------------------------------------------------
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bool CShaderDLL::Connect( CreateInterfaceFn factory, bool bIsMaterialSystem )
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{
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g_pHardwareConfig = (IMaterialSystemHardwareConfig*)factory( MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION, NULL );
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g_pConfig = (const MaterialSystem_Config_t*)factory( MATERIALSYSTEM_CONFIG_VERSION, NULL );
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g_pSLShaderSystem = (IShaderSystem*)factory( SHADERSYSTEM_INTERFACE_VERSION, NULL );
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if ( !bIsMaterialSystem )
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{
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ConnectTier1Libraries( &factory, 1 );
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InitShaderLibCVars( factory );
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}
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return ( g_pConfig != NULL ) && (g_pHardwareConfig != NULL) && ( g_pSLShaderSystem != NULL );
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}
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void CShaderDLL::Disconnect( bool bIsMaterialSystem )
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{
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if ( !bIsMaterialSystem )
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{
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ConVar_Unregister();
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DisconnectTier1Libraries();
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}
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g_pHardwareConfig = NULL;
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g_pConfig = NULL;
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g_pSLShaderSystem = NULL;
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}
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bool CShaderDLL::Connect( CreateInterfaceFn factory )
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{
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return Connect( factory, false );
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}
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void CShaderDLL::Disconnect()
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{
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Disconnect( false );
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}
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//-----------------------------------------------------------------------------
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// Iterates over all shaders
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//-----------------------------------------------------------------------------
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int CShaderDLL::ShaderCount() const
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{
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return m_ShaderList.Count();
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}
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IShader *CShaderDLL::GetShader( int nShader )
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{
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if ( ( nShader < 0 ) || ( nShader >= m_ShaderList.Count() ) )
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return NULL;
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return m_ShaderList[nShader];
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}
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//-----------------------------------------------------------------------------
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// Adds to the shader lists
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//-----------------------------------------------------------------------------
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void CShaderDLL::InsertShader( IShader *pShader )
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{
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Assert( pShader );
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m_ShaderList.AddToTail( pShader );
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}
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