mirror of
https://github.com/nillerusr/source-engine.git
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136 lines
4.7 KiB
C
136 lines
4.7 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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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef VERTEXSHADERDX8_H
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#define VERTEXSHADERDX8_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shaderapi/ishaderapi.h"
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#include "locald3dtypes.h"
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// uncomment to get dynamic compilation for HLSL shaders
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// X360 NOTE: By default, the system looks for a shared folder named "stdshaders" on the host machine and is completely compatible with -dvd. Ensure that the share is writable if you plan on generating UPDB's.
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//#define DYNAMIC_SHADER_COMPILE
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// Uncomment to use remoteshadercompiler.exe as a shader compile server
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// Must also set mat_remoteshadercompile to remote shader compile machine name
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//#define REMOTE_DYNAMIC_SHADER_COMPILE
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// uncomment to get spew about what combos are being compiled.
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//#define DYNAMIC_SHADER_COMPILE_VERBOSE
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// Uncomment to use remoteshadercompiler.exe as a shader compile server
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// Must also set mat_remoteshadercompile to remote shader compile machine name
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//#define REMOTE_DYNAMIC_SHADER_COMPILE
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// uncomment and fill in with a path to use a specific set of shader source files. Meant for network use.
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// PC path format is of style "\\\\somemachine\\sourcetreeshare\\materialsystem\\stdshaders"
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// Xbox path format is of style "net:\\smb\\somemachine\\sourcetreeshare\\materialsystem\\stdshaders"
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// - Xbox dynamic compiles without a custom path default to look directly for "stdshaders" share on host pc
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//#define DYNAMIC_SHADER_COMPILE_CUSTOM_PATH ""
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// uncomment to get disassembled (asm) shader code in your game dir as *.asm
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//#define DYNAMIC_SHADER_COMPILE_WRITE_ASSEMBLY
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// uncomment to get disassembled (asm) shader code in your game dir as *.asm
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//#define WRITE_ASSEMBLY
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enum VertexShaderLightTypes_t
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{
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LIGHT_NONE = -1,
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LIGHT_SPOT = 0,
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LIGHT_POINT = 1,
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LIGHT_DIRECTIONAL = 2,
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LIGHT_STATIC = 3,
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LIGHT_AMBIENTCUBE = 4,
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};
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//-----------------------------------------------------------------------------
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// Vertex + pixel shader manager
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//-----------------------------------------------------------------------------
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abstract_class IShaderManager
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{
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protected:
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// The current vertex and pixel shader index
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int m_nVertexShaderIndex;
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int m_nPixelShaderIndex;
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public:
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// Initialize, shutdown
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virtual void Init() = 0;
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virtual void Shutdown() = 0;
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// Compiles vertex shaders
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virtual IShaderBuffer *CompileShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion ) = 0;
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// New version of these methods [dx10 port]
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virtual VertexShaderHandle_t CreateVertexShader( IShaderBuffer* pShaderBuffer ) = 0;
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virtual void DestroyVertexShader( VertexShaderHandle_t hShader ) = 0;
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virtual PixelShaderHandle_t CreatePixelShader( IShaderBuffer* pShaderBuffer ) = 0;
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virtual void DestroyPixelShader( PixelShaderHandle_t hShader ) = 0;
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// Creates vertex, pixel shaders
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virtual VertexShader_t CreateVertexShader( const char *pVertexShaderFile, int nStaticVshIndex = 0, char *debugLabel = NULL ) = 0;
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virtual PixelShader_t CreatePixelShader( const char *pPixelShaderFile, int nStaticPshIndex = 0, char *debugLabel = NULL ) = 0;
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// Sets which dynamic version of the vertex + pixel shader to use
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FORCEINLINE void SetVertexShaderIndex( int vshIndex );
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FORCEINLINE void SetPixelShaderIndex( int pshIndex );
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// Sets the vertex + pixel shader render state
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virtual void SetVertexShader( VertexShader_t shader ) = 0;
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virtual void SetPixelShader( PixelShader_t shader ) = 0;
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// Resets the vertex + pixel shader state
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virtual void ResetShaderState() = 0;
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// Returns the current vertex + pixel shaders
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virtual void *GetCurrentVertexShader() = 0;
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virtual void *GetCurrentPixelShader() = 0;
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virtual void ClearVertexAndPixelShaderRefCounts() = 0;
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virtual void PurgeUnusedVertexAndPixelShaders() = 0;
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// The low-level dx call to set the vertex shader state
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virtual void BindVertexShader( VertexShaderHandle_t shader ) = 0;
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virtual void BindPixelShader( PixelShaderHandle_t shader ) = 0;
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#if defined( _X360 )
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virtual const char *GetActiveVertexShaderName() = 0;
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virtual const char *GetActivePixelShaderName() = 0;
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#endif
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#if defined( DX_TO_GL_ABSTRACTION )
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virtual void DoStartupShaderPreloading() = 0;
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#endif
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};
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//-----------------------------------------------------------------------------
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//
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// Methods related to setting vertex + pixel shader state
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//
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//-----------------------------------------------------------------------------
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FORCEINLINE void IShaderManager::SetVertexShaderIndex( int vshIndex )
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{
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m_nVertexShaderIndex = vshIndex;
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}
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FORCEINLINE void IShaderManager::SetPixelShaderIndex( int pshIndex )
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{
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m_nPixelShaderIndex = pshIndex;
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}
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#endif // VERTEXSHADERDX8_H
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