#ifndef SHADERAPIGL_H #define SHADERAPIGL_H #include "IHardwareConfigInternal.h" //----------------------------------------------------------------------------- // The DX8 implementation of the shader API //----------------------------------------------------------------------------- class CShaderAPIGL : public IShaderAPI, public IHardwareConfigInternal, public IDebugTextureInfo { public: // constructor, destructor CShaderAPIGL( ); virtual ~CShaderAPIGL(); // IDebugTextureInfo implementation. public: virtual bool IsDebugTextureListFresh( int numFramesAllowed = 1 ) { return false; } virtual bool SetDebugTextureRendering( bool bEnable ) { return false; } virtual void EnableDebugTextureList( bool bEnable ) {} virtual void EnableGetAllTextures( bool bEnable ) {} virtual KeyValues* GetDebugTextureList() { return NULL; } virtual int GetTextureMemoryUsed( TextureMemoryType eTextureMemory ) { return 0; } // Methods of IShaderDynamicAPI virtual void GetBackBufferDimensions( int& width, int& height ) const; virtual void GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo ); // Methods of IShaderAPI public: virtual void SetViewports( int nCount, const ShaderViewport_t* pViewports ); virtual int GetViewports( ShaderViewport_t* pViewports, int nMax ) const; virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil, int renderTargetWidth, int renderTargetHeight ); virtual void ClearColor3ub( unsigned char r, unsigned char g, unsigned char b ); virtual void ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ); virtual void BindVertexShader( VertexShaderHandle_t hVertexShader ) {} virtual void BindGeometryShader( GeometryShaderHandle_t hGeometryShader ) {} virtual void BindPixelShader( PixelShaderHandle_t hPixelShader ) {} virtual void SetRasterState( const ShaderRasterState_t& state ) {} virtual void MarkUnusedVertexFields( unsigned int nFlags, int nTexCoordCount, bool *pUnusedTexCoords ) {} virtual bool OwnGPUResources( bool bEnable ) { return false; } virtual bool DoRenderTargetsNeedSeparateDepthBuffer() const; // Used to clear the transition table when we know it's become invalid. void ClearSnapshots(); // Sets the mode... bool SetMode( void* hwnd, int nAdapter, const ShaderDeviceInfo_t &info ) { return true; } void ChangeVideoMode( const ShaderDeviceInfo_t &info ) { } // Called when the dx support level has changed virtual void DXSupportLevelChanged() {} virtual void EnableUserClipTransformOverride( bool bEnable ) {} virtual void UserClipTransform( const VMatrix &worldToView ) {} // Sets the default *dynamic* state void SetDefaultState( ); // Returns the snapshot id for the shader state StateSnapshot_t TakeSnapshot( ); // Returns true if the state snapshot is transparent bool IsTranslucent( StateSnapshot_t id ) const; bool IsAlphaTested( StateSnapshot_t id ) const; bool UsesVertexAndPixelShaders( StateSnapshot_t id ) const; virtual bool IsDepthWriteEnabled( StateSnapshot_t id ) const; // Gets the vertex format for a set of snapshot ids VertexFormat_t ComputeVertexFormat( int numSnapshots, StateSnapshot_t* pIds ) const; // Gets the vertex format for a set of snapshot ids VertexFormat_t ComputeVertexUsage( int numSnapshots, StateSnapshot_t* pIds ) const; // Begins a rendering pass that uses a state snapshot void BeginPass( StateSnapshot_t snapshot ); // Uses a state snapshot void UseSnapshot( StateSnapshot_t snapshot ); // Use this to get the mesh builder that allows us to modify vertex data CMeshBuilder* GetVertexModifyBuilder(); // Sets the color to modulate by void Color3f( float r, float g, float b ); void Color3fv( float const* pColor ); void Color4f( float r, float g, float b, float a ); void Color4fv( float const* pColor ); // Faster versions of color void Color3ub( unsigned char r, unsigned char g, unsigned char b ); void Color3ubv( unsigned char const* rgb ); void Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ); void Color4ubv( unsigned char const* rgba ); // Sets the lights void SetLight( int lightNum, const LightDesc_t& desc ); void SetLightingOrigin( Vector vLightingOrigin ); void SetAmbientLight( float r, float g, float b ); void SetAmbientLightCube( Vector4D cube[6] ); // Get the lights int GetMaxLights( void ) const; const LightDesc_t& GetLight( int lightNum ) const; // Render state for the ambient light cube (vertex shaders) void SetVertexShaderStateAmbientLightCube(); void SetPixelShaderStateAmbientLightCube( int pshReg, bool bForceToBlack = false ) { } float GetAmbientLightCubeLuminance(void) { return 0.0f; } void SetSkinningMatrices(); // Lightmap texture binding void BindLightmap( TextureStage_t stage ); void BindLightmapAlpha( TextureStage_t stage ) { } void BindBumpLightmap( TextureStage_t stage ); void BindFullbrightLightmap( TextureStage_t stage ); void BindWhite( TextureStage_t stage ); void BindBlack( TextureStage_t stage ); void BindGrey( TextureStage_t stage ); void BindFBTexture( TextureStage_t stage, int textureIdex ); void CopyRenderTargetToTexture( ShaderAPITextureHandle_t texID ) { } void CopyRenderTargetToTextureEx( ShaderAPITextureHandle_t texID, int nRenderTargetID, Rect_t *pSrcRect, Rect_t *pDstRect ) { } void CopyTextureToRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t textureHandle, Rect_t *pSrcRect, Rect_t *pDstRect ) { } // Special system flat normal map binding. void BindFlatNormalMap( TextureStage_t stage ); void BindNormalizationCubeMap( TextureStage_t stage ); void BindSignedNormalizationCubeMap( TextureStage_t stage ); // Set the number of bone weights void SetNumBoneWeights( int numBones ); void EnableHWMorphing( bool bEnable ); // Flushes any primitives that are buffered void FlushBufferedPrimitives(); // Gets the dynamic mesh; note that you've got to render the mesh // before calling this function a second time. Clients should *not* // call DestroyStaticMesh on the mesh returned by this call. IMesh* GetDynamicMesh( IMaterial* pMaterial, int nHWSkinBoneCount, bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride ); IMesh* GetDynamicMeshEx( IMaterial* pMaterial, VertexFormat_t fmt, int nHWSkinBoneCount, bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride ); IMesh* GetFlexMesh(); // Renders a single pass of a material void RenderPass( int nPass, int nPassCount ); // stuff related to matrix stacks void MatrixMode( MaterialMatrixMode_t matrixMode ); void PushMatrix(); void PopMatrix(); void LoadMatrix( float *m ); void LoadBoneMatrix( int boneIndex, const float *m ) {} void MultMatrix( float *m ); void MultMatrixLocal( float *m ); void GetMatrix( MaterialMatrixMode_t matrixMode, float *dst ); void LoadIdentity( void ); void LoadCameraToWorld( void ); void Ortho( double left, double top, double right, double bottom, double zNear, double zFar ); void PerspectiveX( double fovx, double aspect, double zNear, double zFar ); void PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right ); void PickMatrix( int x, int y, int width, int height ); void Rotate( float angle, float x, float y, float z ); void Translate( float x, float y, float z ); void Scale( float x, float y, float z ); void ScaleXY( float x, float y ); // Fog methods... void FogMode( MaterialFogMode_t fogMode ); void FogStart( float fStart ); void FogEnd( float fEnd ); void SetFogZ( float fogZ ); void FogMaxDensity( float flMaxDensity ); void GetFogDistances( float *fStart, float *fEnd, float *fFogZ ); void FogColor3f( float r, float g, float b ); void FogColor3fv( float const* rgb ); void FogColor3ub( unsigned char r, unsigned char g, unsigned char b ); void FogColor3ubv( unsigned char const* rgb ); virtual void SceneFogColor3ub( unsigned char r, unsigned char g, unsigned char b ); virtual void SceneFogMode( MaterialFogMode_t fogMode ); virtual void GetSceneFogColor( unsigned char *rgb ); virtual MaterialFogMode_t GetSceneFogMode( ); virtual int GetPixelFogCombo( ); void SetHeightClipZ( float z ); void SetHeightClipMode( enum MaterialHeightClipMode_t heightClipMode ); void SetClipPlane( int index, const float *pPlane ); void EnableClipPlane( int index, bool bEnable ); void SetFastClipPlane( const float *pPlane ); void EnableFastClip( bool bEnable ); // We use smaller dynamic VBs during level transitions, to free up memory virtual int GetCurrentDynamicVBSize( void ); virtual void DestroyVertexBuffers( bool bExitingLevel = false ); // Sets the vertex and pixel shaders void SetVertexShaderIndex( int vshIndex ); void SetPixelShaderIndex( int pshIndex ); // Sets the constant register for vertex and pixel shaders void SetVertexShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false ); void SetBooleanVertexShaderConstant( int var, BOOL const* pVec, int numConst = 1, bool bForce = false ); void SetIntegerVertexShaderConstant( int var, int const* pVec, int numConst = 1, bool bForce = false ); void SetPixelShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false ); void SetBooleanPixelShaderConstant( int var, BOOL const* pVec, int numBools = 1, bool bForce = false ); void SetIntegerPixelShaderConstant( int var, int const* pVec, int numIntVecs = 1, bool bForce = false ); void InvalidateDelayedShaderConstants( void ); // Gamma<->Linear conversions according to the video hardware we're running on float GammaToLinear_HardwareSpecific( float fGamma ) const; float LinearToGamma_HardwareSpecific( float fLinear ) const; //Set's the linear->gamma conversion textures to use for this hardware for both srgb writes enabled and disabled(identity) void SetLinearToGammaConversionTextures( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture, ShaderAPITextureHandle_t hIdentityTexture ); // Cull mode void CullMode( MaterialCullMode_t cullMode ); // Force writes only when z matches. . . useful for stenciling things out // by rendering the desired Z values ahead of time. void ForceDepthFuncEquals( bool bEnable ); // Forces Z buffering on or off void OverrideDepthEnable( bool bEnable, bool bDepthEnable ); void OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable ); void OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable ); // Sets the shade mode void ShadeMode( ShaderShadeMode_t mode ); // Binds a particular material to render with void Bind( IMaterial* pMaterial ); // Returns the nearest supported format ImageFormat GetNearestSupportedFormat( ImageFormat fmt, bool bFilteringRequired = true ) const; ImageFormat GetNearestRenderTargetFormat( ImageFormat fmt ) const; // Sets the texture state void BindTexture( Sampler_t stage, ShaderAPITextureHandle_t textureHandle ); void SetRenderTarget( ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle ) { } void SetRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle ) { } // Indicates we're going to be modifying this texture // TexImage2D, TexSubImage2D, TexWrap, TexMinFilter, and TexMagFilter // all use the texture specified by this function. void ModifyTexture( ShaderAPITextureHandle_t textureHandle ); // Texture management methods void TexImage2D( int level, int cubeFace, ImageFormat dstFormat, int zOffset, int width, int height, ImageFormat srcFormat, bool bSrcIsTiled, void *imageData ); void TexSubImage2D( int level, int cubeFace, int xOffset, int yOffset, int zOffset, int width, int height, ImageFormat srcFormat, int srcStride, bool bSrcIsTiled, void *imageData ); void TexImageFromVTF( IVTFTexture *pVTF, int iVTFFrame ); bool TexLock( int level, int cubeFaceID, int xOffset, int yOffset, int width, int height, CPixelWriter& writer ); void TexUnlock( ); // These are bound to the texture, not the texture environment void TexMinFilter( ShaderTexFilterMode_t texFilterMode ); void TexMagFilter( ShaderTexFilterMode_t texFilterMode ); void TexWrap( ShaderTexCoordComponent_t coord, ShaderTexWrapMode_t wrapMode ); void TexSetPriority( int priority ); ShaderAPITextureHandle_t CreateTexture( int width, int height, int depth, ImageFormat dstImageFormat, int numMipLevels, int numCopies, int flags, const char *pDebugName, const char *pTextureGroupName ); // Create a multi-frame texture (equivalent to calling "CreateTexture" multiple times, but more efficient) void CreateTextures( ShaderAPITextureHandle_t *pHandles, int count, int width, int height, int depth, ImageFormat dstImageFormat, int numMipLevels, int numCopies, int flags, const char *pDebugName, const char *pTextureGroupName ); ShaderAPITextureHandle_t CreateDepthTexture( ImageFormat renderFormat, int width, int height, const char *pDebugName, bool bTexture ); void DeleteTexture( ShaderAPITextureHandle_t textureHandle ); bool IsTexture( ShaderAPITextureHandle_t textureHandle ); bool IsTextureResident( ShaderAPITextureHandle_t textureHandle ); // stuff that isn't to be used from within a shader void ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth ); void ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth ); void PerformFullScreenStencilOperation( void ); void ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat ); virtual void ReadPixels( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *data, ImageFormat dstFormat, int nDstStride ); // Selection mode methods int SelectionMode( bool selectionMode ); void SelectionBuffer( unsigned int* pBuffer, int size ); void ClearSelectionNames( ); void LoadSelectionName( int name ); void PushSelectionName( int name ); void PopSelectionName(); void FlushHardware(); void ResetRenderState( bool bFullReset = true ); void SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor ); // Can we download textures? virtual bool CanDownloadTextures() const; // Board-independent calls, here to unify how shaders set state // Implementations should chain back to IShaderUtil->BindTexture(), etc. // Use this to begin and end the frame void BeginFrame(); void EndFrame(); // returns current time double CurrentTime() const; // Get the current camera position in world space. void GetWorldSpaceCameraPosition( float * pPos ) const; // Members of IMaterialSystemHardwareConfig bool HasDestAlphaBuffer() const; bool HasStencilBuffer() const; virtual int MaxViewports() const; virtual void OverrideStreamOffsetSupport( bool bOverrideEnabled, bool bEnableSupport ) {} virtual int GetShadowFilterMode() const; int StencilBufferBits() const; int GetFrameBufferColorDepth() const; int GetSamplerCount() const; bool HasSetDeviceGammaRamp() const; bool SupportsCompressedTextures() const; VertexCompressionType_t SupportsCompressedVertices() const; bool SupportsVertexAndPixelShaders() const; bool SupportsPixelShaders_1_4() const; bool SupportsPixelShaders_2_0() const; bool SupportsPixelShaders_2_b() const; bool ActuallySupportsPixelShaders_2_b() const; bool SupportsStaticControlFlow() const; bool SupportsVertexShaders_2_0() const; bool SupportsShaderModel_3_0() const; int MaximumAnisotropicLevel() const; int MaxTextureWidth() const; int MaxTextureHeight() const; int MaxTextureAspectRatio() const; int GetDXSupportLevel() const; const char *GetShaderDLLName() const { return "GL"; } int TextureMemorySize() const; bool SupportsOverbright() const; bool SupportsCubeMaps() const; bool SupportsMipmappedCubemaps() const; bool SupportsNonPow2Textures() const; int GetTextureStageCount() const; int NumVertexShaderConstants() const; int NumBooleanVertexShaderConstants() const; int NumIntegerVertexShaderConstants() const; int NumPixelShaderConstants() const; int MaxNumLights() const; bool SupportsHardwareLighting() const; int MaxBlendMatrices() const; int MaxBlendMatrixIndices() const; int MaxVertexShaderBlendMatrices() const; int MaxUserClipPlanes() const; bool UseFastClipping() const { return false; } bool SpecifiesFogColorInLinearSpace() const; virtual bool SupportsSRGB() const; virtual bool FakeSRGBWrite() const; virtual bool CanDoSRGBReadFromRTs() const; virtual bool SupportsGLMixedSizeTargets() const; const char *GetHWSpecificShaderDLLName() const; bool NeedsAAClamp() const { return false; } bool SupportsSpheremapping() const; virtual int MaxHWMorphBatchCount() const { return 0; } // This is the max dx support level supported by the card virtual int GetMaxDXSupportLevel() const; bool ReadPixelsFromFrontBuffer() const; bool PreferDynamicTextures() const; virtual bool PreferReducedFillrate() const; bool HasProjectedBumpEnv() const; void ForceHardwareSync( void ); int GetCurrentNumBones( void ) const; bool IsHWMorphingEnabled( void ) const; int GetCurrentLightCombo( void ) const; void GetDX9LightState( LightState_t *state ) const; MaterialFogMode_t GetCurrentFogType( void ) const; void RecordString( const char *pStr ); void EvictManagedResources(); void SetTextureTransformDimension( TextureStage_t textureStage, int dimension, bool projected ); void DisableTextureTransform( TextureStage_t textureStage ) { } void SetBumpEnvMatrix( TextureStage_t textureStage, float m00, float m01, float m10, float m11 ); // Gets the lightmap dimensions virtual void GetLightmapDimensions( int *w, int *h ); virtual void SyncToken( const char *pToken ); // Setup standard vertex shader constants (that don't change) // This needs to be called anytime that overbright changes. virtual void SetStandardVertexShaderConstants( float fOverbright ) { } // Level of anisotropic filtering virtual void SetAnisotropicLevel( int nAnisotropyLevel ); bool SupportsHDR() const { return false; } HDRType_t GetHDRType() const { return HDR_TYPE_NONE; } HDRType_t GetHardwareHDRType() const { return HDR_TYPE_NONE; } virtual bool NeedsATICentroidHack() const { return false; } virtual bool SupportsColorOnSecondStream() const { return false; } virtual bool SupportsStaticPlusDynamicLighting() const { return false; } virtual bool SupportsStreamOffset() const { return false; } void SetDefaultDynamicState() { } virtual void CommitPixelShaderLighting( int pshReg ) { } ShaderAPIOcclusionQuery_t CreateOcclusionQueryObject( void ) { return INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE; } void DestroyOcclusionQueryObject( ShaderAPIOcclusionQuery_t handle ) { } void BeginOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t handle ) { } void EndOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t handle ) { } int OcclusionQuery_GetNumPixelsRendered( ShaderAPIOcclusionQuery_t handle, bool bFlush ) { return 0; } virtual void AcquireThreadOwnership() {} virtual void ReleaseThreadOwnership() {} virtual bool SupportsBorderColor() const { return false; } virtual bool SupportsFetch4() const { return false; } virtual bool CanStretchRectFromTextures( void ) const { return false; } virtual void EnableBuffer2FramesAhead( bool bEnable ) {} virtual void SetPSNearAndFarZ( int pshReg ) { } virtual void SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale ) {} void SetPixelShaderFogParams( int reg ) { } virtual bool InFlashlightMode() const { return false; } virtual bool InEditorMode() const { return false; } // What fields in the morph do we actually use? virtual MorphFormat_t ComputeMorphFormat( int numSnapshots, StateSnapshot_t* pIds ) const { return 0; } // Gets the bound morph's vertex format; returns 0 if no morph is bound virtual MorphFormat_t GetBoundMorphFormat() { return 0; } // Binds a standard texture virtual void BindStandardTexture( Sampler_t stage, StandardTextureId_t id ) { } virtual void BindStandardVertexTexture( VertexTextureSampler_t stage, StandardTextureId_t id ) { } virtual void GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id ) { *pWidth = *pHeight = 0; } virtual void SetFlashlightState( const FlashlightState_t &state, const VMatrix &worldToTexture ) { } virtual void SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture ) { } virtual const FlashlightState_t &GetFlashlightState( VMatrix &worldToTexture ) const { static FlashlightState_t blah; return blah; } virtual const FlashlightState_t &GetFlashlightStateEx( VMatrix &worldToTexture, ITexture **pFlashlightDepthTexture ) const { static FlashlightState_t blah; return blah; } virtual void ClearVertexAndPixelShaderRefCounts() { } virtual void PurgeUnusedVertexAndPixelShaders() { } virtual bool IsAAEnabled() const { return false; } virtual int GetVertexTextureCount() const { return 0; } virtual int GetMaxVertexTextureDimension() const { return 0; } virtual int MaxTextureDepth() const { return 0; } // Binds a vertex texture to a particular texture stage in the vertex pipe virtual void BindVertexTexture( VertexTextureSampler_t nSampler, ShaderAPITextureHandle_t hTexture ) { } // Sets morph target factors virtual void SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights ) { } // NOTE: Stuff after this is added after shipping HL2. ITexture *GetRenderTargetEx( int nRenderTargetID ) { return NULL; } void SetToneMappingScaleLinear( const Vector &scale ) { } const Vector &GetToneMappingScaleLinear( void ) const { static Vector dummy; return dummy; } virtual float GetLightMapScaleFactor( void ) const { return 1.0; } // For dealing with device lost in cases where SwapBuffers isn't called all the time (Hammer) virtual void HandleDeviceLost() { } virtual void EnableLinearColorSpaceFrameBuffer( bool bEnable ) { } // Lets the shader know about the full-screen texture so it can virtual void SetFullScreenTextureHandle( ShaderAPITextureHandle_t h ) { } void SetFloatRenderingParameter(int parm_number, float value) { } void SetIntRenderingParameter(int parm_number, int value) { } void SetVectorRenderingParameter(int parm_number, Vector const &value) { } float GetFloatRenderingParameter(int parm_number) const { return 0; } int GetIntRenderingParameter(int parm_number) const { return 0; } Vector GetVectorRenderingParameter(int parm_number) const { return Vector(0,0,0); } // Methods related to stencil void SetStencilEnable(bool onoff) { } void SetStencilFailOperation(StencilOperation_t op) { } void SetStencilZFailOperation(StencilOperation_t op) { } void SetStencilPassOperation(StencilOperation_t op) { } void SetStencilCompareFunction(StencilComparisonFunction_t cmpfn) { } void SetStencilReferenceValue(int ref) { } void SetStencilTestMask(uint32 msk) { } void SetStencilWriteMask(uint32 msk) { } void ClearStencilBufferRectangle( int xmin, int ymin, int xmax, int ymax,int value) { } virtual void GetDXLevelDefaults(uint &max_dxlevel,uint &recommended_dxlevel) { max_dxlevel=recommended_dxlevel=90; } virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices ) { *pMaxVerts = 32768; *pMaxIndices = 32768; } // Returns the max possible vertices + indices to render in a single draw call virtual int GetMaxVerticesToRender( IMaterial *pMaterial ) { return 32768; } virtual int GetMaxIndicesToRender( ) { return 32768; } virtual int CompareSnapshots( StateSnapshot_t snapshot0, StateSnapshot_t snapshot1 ) { return 0; } virtual void DisableAllLocalLights() {} virtual bool SupportsMSAAMode( int nMSAAMode ) { return false; } virtual bool SupportsCSAAMode( int nNumSamples, int nQualityLevel ) { return false; } // Hooks for firing PIX events from outside the Material System... virtual void BeginPIXEvent( unsigned long color, const char *szName ) {} virtual void EndPIXEvent() {} virtual void SetPIXMarker( unsigned long color, const char *szName ) {} virtual void ComputeVertexDescription( unsigned char* pBuffer, VertexFormat_t vertexFormat, MeshDesc_t& desc ) const {} virtual bool SupportsShadowDepthTextures() { return false; } virtual bool SupportsFetch4() { return false; } virtual int NeedsShaderSRGBConversion(void) const { return 0; } virtual bool UsesSRGBCorrectBlending() const { return false; } virtual bool HasFastVertexTextures() const { return false; } virtual void SetShadowDepthBiasFactors( float fShadowSlopeScaleDepthBias, float fShadowDepthBias ) {} virtual void SetDisallowAccess( bool ) {} virtual void EnableShaderShaderMutex( bool ) {} virtual void ShaderLock() {} virtual void ShaderUnlock() {} // ------------ New Vertex/Index Buffer interface ---------------------------- void BindVertexBuffer( int streamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions1 ) { } void BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes ) { } void Draw( MaterialPrimitiveType_t primitiveType, int firstIndex, int numIndices ) { } // ------------ End ---------------------------- virtual int GetVertexBufferCompression( void ) const { return 0; }; virtual bool ShouldWriteDepthToDestAlpha( void ) const { return false; }; virtual bool SupportsHDRMode( HDRType_t nHDRMode ) const { return false; }; virtual bool IsDX10Card() const { return false; }; void PushDeformation( const DeformationBase_t *pDeformation ) { } virtual void PopDeformation( ) { } int GetNumActiveDeformations( ) const { return 0; } // for shaders to set vertex shader constants. returns a packed state which can be used to set the dynamic combo int GetPackedDeformationInformation( int nMaskOfUnderstoodDeformations, float *pConstantValuesOut, int nBufferSize, int nMaximumDeformations, int *pNumDefsOut ) const { *pNumDefsOut = 0; return 0; } void SetStandardTextureHandle(StandardTextureId_t,ShaderAPITextureHandle_t) { } virtual void ExecuteCommandBuffer( uint8 *pData ) { } virtual bool GetHDREnabled( void ) const { return true; } virtual void SetHDREnabled( bool bEnable ) {} virtual void CopyRenderTargetToScratchTexture( ShaderAPITextureHandle_t srcRt, ShaderAPITextureHandle_t dstTex, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ) { } // Allows locking and unlocking of very specific surface types. virtual void LockRect( void** pOutBits, int* pOutPitch, ShaderAPITextureHandle_t texHandle, int mipmap, int x, int y, int w, int h, bool bWrite, bool bRead ) { } virtual void UnlockRect( ShaderAPITextureHandle_t texHandle, int mipmap ) { } virtual void TexLodClamp( int finest ) {} virtual void TexLodBias( float bias ) {} virtual void CopyTextureToTexture( ShaderAPITextureHandle_t srcTex, ShaderAPITextureHandle_t dstTex ) {} void PrintfVA( char *fmt, va_list vargs ) {} void Printf( const char *fmt, ... ) {} float Knob( char *knobname, float *setvalue = NULL ) { return 0.0f; }; private: enum { TRANSLUCENT = 0x1, ALPHATESTED = 0x2, VERTEX_AND_PIXEL_SHADERS = 0x4, DEPTHWRITE = 0x8, }; CGLMesh m_Mesh; void EnableAlphaToCoverage() {} ; void DisableAlphaToCoverage() {} ; ImageFormat GetShadowDepthTextureFormat() { return IMAGE_FORMAT_UNKNOWN; }; ImageFormat GetNullTextureFormat() { return IMAGE_FORMAT_UNKNOWN; }; }; static CShaderAPIGL g_ShaderAPIGL; EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderAPIGL, IMaterialSystemHardwareConfig, MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION, g_ShaderAPIGL ) EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderAPIGL, IDebugTextureInfo, DEBUG_TEXTURE_INFO_VERSION, g_ShaderAPIGL ) #endif