mirror of
https://github.com/nillerusr/source-engine.git
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217 lines
6.5 KiB
C++
217 lines
6.5 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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// $Header: $
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// $NoKeywords: $
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//
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// Shader system:
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// The shader system makes a few fundamental assumptions about when
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// certain types of state get set.
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//
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// 1) Anything that can potentially affect vertex format must be set up
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// during the shader shadow/snapshot phase
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// 2) Anything that we can dynamically mess with (through a material var)
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// should happen in the dynamic/render phase
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// 3) In general, we try to cache off expensive state pre-processing in
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// the shader shadow phase (like texture stage pipeline).
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//
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//=============================================================================//
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#ifndef SHADERSYSTEM_H
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#define SHADERSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "IShaderSystem.h"
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#include "shaderlib/BaseShader.h"
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#include "materialsystem/materialsystem_config.h"
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#include "shaderapi/ishaderapi.h"
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#include "materialsystem_global.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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class IMaterialVar;
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class TextureManager_t;
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class ITextureInternal;
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class ShaderSystem_t;
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class IMesh;
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class IVertexBuffer;
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class IIndexBuffer;
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class Vector;
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enum MaterialPrimitiveType_t;
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enum MaterialPropertyTypes_t;
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enum MaterialIndexFormat_t;
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enum ShaderParamType_t;
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//-----------------------------------------------------------------------------
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// for ShaderRenderState_t::m_flags
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//-----------------------------------------------------------------------------
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enum
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{
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// The flags up here are computed from the shaders themselves
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/*
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// lighting flags
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SHADER_UNLIT = 0x0000,
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SHADER_VERTEX_LIT = 0x0001,
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SHADER_NEEDS_LIGHTMAP = 0x0002,
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SHADER_NEEDS_BUMPED_LIGHTMAPS = 0x0004,
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SHADER_LIGHTING_MASK = 0x0007,
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*/
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// opacity flags
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SHADER_OPACITY_ALPHATEST = 0x0010,
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SHADER_OPACITY_OPAQUE = 0x0020,
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SHADER_OPACITY_TRANSLUCENT = 0x0040,
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SHADER_OPACITY_MASK = 0x0070,
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};
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enum
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{
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MAX_RENDER_PASSES = 4
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};
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//-----------------------------------------------------------------------------
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// Information for a single render pass
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//-----------------------------------------------------------------------------
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struct RenderPassList_t
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{
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int m_nPassCount;
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StateSnapshot_t m_Snapshot[MAX_RENDER_PASSES];
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// per material shader-defined state
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CBasePerMaterialContextData *m_pContextData[MAX_RENDER_PASSES];
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};
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struct ShaderRenderState_t
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{
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// These are the same, regardless of whether alpha or color mod is used
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int m_Flags; // Can't shrink this to a short
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VertexFormat_t m_VertexFormat;
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VertexFormat_t m_VertexUsage;
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MorphFormat_t m_MorphFormat;
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// List of all snapshots
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RenderPassList_t *m_pSnapshots;
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};
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//-----------------------------------------------------------------------------
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// Used to get the snapshot count
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//-----------------------------------------------------------------------------
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enum
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{
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SNAPSHOT_COUNT_NORMAL = 16,
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SNAPSHOT_COUNT_EDITOR = 32,
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};
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inline int SnapshotTypeCount()
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{
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return MaterialSystem()->CanUseEditorMaterials() ? SNAPSHOT_COUNT_EDITOR : SNAPSHOT_COUNT_NORMAL;
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}
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//-----------------------------------------------------------------------------
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// Utility methods
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//-----------------------------------------------------------------------------
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inline void SetFlags( IMaterialVar **params, MaterialVarFlags_t _flag )
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{
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params[FLAGS]->SetIntValue( params[FLAGS]->GetIntValueFast() | (_flag) );
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}
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inline void SetFlags2( IMaterialVar **params, MaterialVarFlags2_t _flag )
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{
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params[FLAGS2]->SetIntValue( params[FLAGS2]->GetIntValueFast() | (_flag) );
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}
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inline bool IsFlagSet( IMaterialVar **params, MaterialVarFlags_t _flag )
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{
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return ((params[FLAGS]->GetIntValueFast() & (_flag) ) != 0);
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}
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inline bool IsFlag2Set( IMaterialVar **params, MaterialVarFlags2_t _flag )
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{
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return ((params[FLAGS2]->GetIntValueFast() & (_flag) ) != 0);
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}
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//-----------------------------------------------------------------------------
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// Poll params + renderstate
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//-----------------------------------------------------------------------------
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inline bool IsTranslucent( const ShaderRenderState_t* pRenderState )
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{
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return (pRenderState->m_Flags & SHADER_OPACITY_TRANSLUCENT) != 0;
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}
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inline bool IsAlphaTested( ShaderRenderState_t* pRenderState )
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{
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return (pRenderState->m_Flags & SHADER_OPACITY_ALPHATEST) != 0;
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}
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//-----------------------------------------------------------------------------
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// The shader system (a singleton)
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//-----------------------------------------------------------------------------
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abstract_class IShaderSystemInternal : public IShaderInit, public IShaderSystem
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{
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public:
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// Initialization, shutdown
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virtual void Init() = 0;
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virtual void Shutdown() = 0;
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virtual void ModInit() = 0;
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virtual void ModShutdown() = 0;
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// Methods related to reading in shader DLLs
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virtual bool LoadShaderDLL( const char *pFullPath ) = 0;
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virtual void UnloadShaderDLL( const char *pFullPath ) = 0;
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// Find me a shader!
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virtual IShader* FindShader( char const* pShaderName ) = 0;
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// returns strings associated with the shader state flags...
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virtual char const* ShaderStateString( int i ) const = 0;
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virtual int ShaderStateCount( ) const = 0;
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// Rendering related methods
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// Create debugging materials
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virtual void CreateDebugMaterials() = 0;
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// Cleans up the debugging materials
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virtual void CleanUpDebugMaterials() = 0;
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// Call the SHADER_PARAM_INIT block of the shaders
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virtual void InitShaderParameters( IShader *pShader, IMaterialVar **params, const char *pMaterialName ) = 0;
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// Call the SHADER_INIT block of the shaders
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virtual void InitShaderInstance( IShader *pShader, IMaterialVar **params, const char *pMaterialName, const char *pTextureGroupName ) = 0;
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// go through each param and make sure it is the right type, load textures,
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// compute state snapshots and vertex types, etc.
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virtual bool InitRenderState( IShader *pShader, int numParams, IMaterialVar **params, ShaderRenderState_t* pRenderState, char const* pMaterialName ) = 0;
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// When you're done with the shader, be sure to call this to clean up
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virtual void CleanupRenderState( ShaderRenderState_t* pRenderState ) = 0;
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// Draws the shader
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virtual void DrawElements( IShader *pShader, IMaterialVar **params, ShaderRenderState_t* pShaderState, VertexCompressionType_t vertexCompression,
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uint32 nMaterialVarTimeStamp ) = 0;
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// Used to iterate over all shaders for editing purposes
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virtual int ShaderCount() const = 0;
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virtual int GetShaders( int nFirstShader, int nCount, IShader **ppShaderList ) const = 0;
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};
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#endif // SHADERSYSTEM_H
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