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https://github.com/nillerusr/source-engine.git
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176 lines
4.8 KiB
C++
176 lines
4.8 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 SHADERSHADOWDX10_H
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#define SHADERSHADOWDX10_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 "shaderapi/ishadershadow.h"
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//-----------------------------------------------------------------------------
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// The empty shader shadow
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//-----------------------------------------------------------------------------
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class CShaderShadowDx10 : public IShaderShadow
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{
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public:
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CShaderShadowDx10();
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virtual ~CShaderShadowDx10();
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// Sets the default *shadow* state
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void SetDefaultState();
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// Methods related to depth buffering
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void DepthFunc( ShaderDepthFunc_t depthFunc );
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void EnableDepthWrites( bool bEnable );
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void EnableDepthTest( bool bEnable );
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void EnablePolyOffset( PolygonOffsetMode_t nOffsetMode );
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// Suppresses/activates color writing
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void EnableColorWrites( bool bEnable );
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void EnableAlphaWrites( bool bEnable );
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// Methods related to alpha blending
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void EnableBlending( bool bEnable );
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void BlendFunc( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor );
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// Alpha testing
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void EnableAlphaTest( bool bEnable );
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void AlphaFunc( ShaderAlphaFunc_t alphaFunc, float alphaRef /* [0-1] */ );
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// Wireframe/filled polygons
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void PolyMode( ShaderPolyModeFace_t face, ShaderPolyMode_t polyMode );
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// Back face culling
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void EnableCulling( bool bEnable );
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// constant color + transparency
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void EnableConstantColor( bool bEnable );
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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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void VertexShaderVertexFormat( unsigned int flags,
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int numTexCoords, int* pTexCoordDimensions,
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int userDataSize );
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// Indicates we're going to light the model
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void EnableLighting( bool bEnable );
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void EnableSpecular( bool bEnable );
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// vertex blending
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void EnableVertexBlend( bool bEnable );
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// per texture unit stuff
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void OverbrightValue( TextureStage_t stage, float value );
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void EnableTexture( Sampler_t stage, bool bEnable );
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void EnableTexGen( TextureStage_t stage, bool bEnable );
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void TexGen( TextureStage_t stage, ShaderTexGenParam_t param );
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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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void EnableCustomPixelPipe( bool bEnable );
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void CustomTextureStages( int stageCount );
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void CustomTextureOperation( TextureStage_t stage, ShaderTexChannel_t channel,
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ShaderTexOp_t op, ShaderTexArg_t arg1, ShaderTexArg_t arg2 );
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// indicates what per-vertex data we're providing
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void DrawFlags( unsigned int drawFlags );
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// A simpler method of dealing with alpha modulation
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void EnableAlphaPipe( bool bEnable );
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void EnableConstantAlpha( bool bEnable );
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void EnableVertexAlpha( bool bEnable );
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void EnableTextureAlpha( TextureStage_t stage, bool bEnable );
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// GR - Separate alpha blending
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void EnableBlendingSeparateAlpha( bool bEnable );
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void BlendFuncSeparateAlpha( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor );
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// Sets the vertex and pixel shaders
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void SetVertexShader( const char *pFileName, int vshIndex );
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void SetPixelShader( const char *pFileName, int pshIndex );
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// Convert from linear to gamma color space on writes to frame buffer.
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void EnableSRGBWrite( bool bEnable )
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{
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}
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void EnableSRGBRead( Sampler_t stage, bool bEnable )
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{
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}
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virtual void FogMode( ShaderFogMode_t fogMode )
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{
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}
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virtual void SetDiffuseMaterialSource( ShaderMaterialSource_t materialSource )
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{
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}
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virtual void SetMorphFormat( MorphFormat_t flags )
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{
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}
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virtual void EnableStencil( bool bEnable )
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{
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}
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virtual void StencilFunc( ShaderStencilFunc_t stencilFunc )
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{
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}
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virtual void StencilPassOp( ShaderStencilOp_t stencilOp )
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{
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}
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virtual void StencilFailOp( ShaderStencilOp_t stencilOp )
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{
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}
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virtual void StencilDepthFailOp( ShaderStencilOp_t stencilOp )
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{
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}
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virtual void StencilReference( int nReference )
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{
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}
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virtual void StencilMask( int nMask )
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{
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}
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virtual void StencilWriteMask( int nMask )
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{
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}
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virtual void DisableFogGammaCorrection( bool bDisable )
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{
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//FIXME: empty for now.
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}
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virtual void FogMode( ShaderFogMode_t fogMode, bool bVertexFog )
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{
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//FIXME: empty for now.
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}
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// Alpha to coverage
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void EnableAlphaToCoverage( bool bEnable );
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void SetShadowDepthFiltering( Sampler_t stage );
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// More alpha blending state
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void BlendOp( ShaderBlendOp_t blendOp );
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void BlendOpSeparateAlpha( ShaderBlendOp_t blendOp );
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bool m_IsTranslucent;
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bool m_IsAlphaTested;
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bool m_bIsDepthWriteEnabled;
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bool m_bUsesVertexAndPixelShaders;
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};
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extern CShaderShadowDx10* g_pShaderShadowDx10;
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#endif // SHADERSHADOWDX10_H
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