mirror of
https://github.com/nillerusr/source-engine.git
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413 lines
10 KiB
C++
413 lines
10 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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// Utility class for building command buffers into memory
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//===========================================================================//
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#ifndef COMMANDBUILDER_H
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#define COMMANDBUILDER_H
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#ifndef COMMANDBUFFER_H
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#include "shaderapi/commandbuffer.h"
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#endif
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#include "BaseVSShader.h"
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#include "shaderapi/ishaderapi.h"
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#ifdef _WIN32
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#pragma once
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#endif
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extern ConVar my_mat_fullbright;
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template<int N> class CFixedCommandStorageBuffer
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{
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public:
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uint8 m_Data[N];
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uint8 *m_pDataOut;
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#ifdef DBGFLAG_ASSERT
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size_t m_nNumBytesRemaining;
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#endif
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FORCEINLINE CFixedCommandStorageBuffer( void )
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{
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m_pDataOut = m_Data;
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#ifdef DBGFLAG_ASSERT
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m_nNumBytesRemaining = N;
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#endif
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}
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FORCEINLINE void EnsureCapacity( size_t sz )
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{
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Assert( m_nNumBytesRemaining >= sz );
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}
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template<class T> FORCEINLINE void Put( T const &nValue )
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{
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EnsureCapacity( sizeof( T ) );
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memcpy( m_pDataOut, &nValue, sizeof(T) );
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m_pDataOut += sizeof( nValue );
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#ifdef DBGFLAG_ASSERT
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m_nNumBytesRemaining -= sizeof( nValue );
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#endif
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}
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FORCEINLINE void PutInt( int nValue )
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{
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Put( nValue );
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}
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FORCEINLINE void PutIntPtr( intp nValue )
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{
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Put( nValue );
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}
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FORCEINLINE void PutFloat( float nValue )
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{
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Put( nValue );
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}
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FORCEINLINE void PutPtr( void * pPtr )
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{
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Put( pPtr );
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}
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FORCEINLINE void PutMemory( const void *pMemory, size_t nBytes )
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{
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EnsureCapacity( nBytes );
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memcpy( m_pDataOut, pMemory, nBytes );
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m_pDataOut += nBytes;
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}
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FORCEINLINE uint8 *Base( void )
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{
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return m_Data;
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}
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FORCEINLINE void Reset( void )
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{
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m_pDataOut = m_Data;
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#ifdef DBGFLAG_ASSERT
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m_nNumBytesRemaining = N;
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#endif
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}
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FORCEINLINE size_t Size( void ) const
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{
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return m_pDataOut - m_Data;
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}
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};
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template<class S> class CCommandBufferBuilder
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{
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public:
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S m_Storage;
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FORCEINLINE void End( void )
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{
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m_Storage.PutInt( CBCMD_END );
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}
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FORCEINLINE IMaterialVar *Param( int nVar ) const
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{
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return CBaseShader::s_ppParams[nVar];
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}
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FORCEINLINE void SetPixelShaderConstants( int nFirstConstant, int nConstants )
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{
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m_Storage.PutInt( CBCMD_SET_PIXEL_SHADER_FLOAT_CONST );
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m_Storage.PutInt( nFirstConstant );
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m_Storage.PutInt( nConstants );
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}
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FORCEINLINE void OutputConstantData( float const *pSrcData )
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{
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m_Storage.PutFloat( pSrcData[0] );
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m_Storage.PutFloat( pSrcData[1] );
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m_Storage.PutFloat( pSrcData[2] );
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m_Storage.PutFloat( pSrcData[3] );
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}
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FORCEINLINE void OutputConstantData4( float flVal0, float flVal1, float flVal2, float flVal3 )
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{
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m_Storage.PutFloat( flVal0 );
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m_Storage.PutFloat( flVal1 );
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m_Storage.PutFloat( flVal2 );
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m_Storage.PutFloat( flVal3 );
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}
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FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, float const *pSrcData, int nNumConstantsToSet )
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{
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SetPixelShaderConstants( nFirstConstant, nNumConstantsToSet );
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m_Storage.PutMemory( pSrcData, 4 * sizeof( float ) * nNumConstantsToSet );
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}
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FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, int nVar )
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{
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SetPixelShaderConstant( nFirstConstant, Param( nVar )->GetVecValue() );
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}
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void SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar )
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{
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float val[4];
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Param(constantVar)->GetVecValue( val, 3 );
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val[0] = val[0] > 1.0f ? val[0] : GammaToLinear( val[0] );
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val[1] = val[1] > 1.0f ? val[1] : GammaToLinear( val[1] );
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val[2] = val[2] > 1.0f ? val[2] : GammaToLinear( val[2] );
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val[3] = 1.0;
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SetPixelShaderConstant( pixelReg, val );
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}
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FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, float const *pSrcData )
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{
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SetPixelShaderConstants( nFirstConstant, 1 );
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OutputConstantData( pSrcData );
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}
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FORCEINLINE void SetPixelShaderConstant4( int nFirstConstant, float flVal0, float flVal1, float flVal2, float flVal3 )
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{
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SetPixelShaderConstants( nFirstConstant, 1 );
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OutputConstantData4( flVal0, flVal1, flVal2, flVal3 );
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}
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FORCEINLINE void SetPixelShaderConstant_W( int pixelReg, int constantVar, float fWValue )
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{
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if ( constantVar != -1 )
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{
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float val[3];
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Param(constantVar)->GetVecValue( val, 3);
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SetPixelShaderConstant4( pixelReg, val[0], val[1], val[2], fWValue );
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}
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}
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FORCEINLINE void SetVertexShaderConstant( int nFirstConstant, float const *pSrcData )
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{
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m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST );
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m_Storage.PutInt( nFirstConstant );
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m_Storage.PutInt( 1 );
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OutputConstantData( pSrcData );
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}
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FORCEINLINE void SetVertexShaderConstant( int nFirstConstant, float const *pSrcData, int nConsts )
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{
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m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST );
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m_Storage.PutInt( nFirstConstant );
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m_Storage.PutInt( nConsts );
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m_Storage.PutMemory( pSrcData, 4 * nConsts * sizeof( float ) );
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}
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FORCEINLINE void SetVertexShaderConstant4( int nFirstConstant, float flVal0, float flVal1, float flVal2, float flVal3 )
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{
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m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST );
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m_Storage.PutInt( nFirstConstant );
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m_Storage.PutInt( 1 );
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m_Storage.PutFloat( flVal0 );
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m_Storage.PutFloat( flVal1 );
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m_Storage.PutFloat( flVal2 );
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m_Storage.PutFloat( flVal3 );
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}
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void SetVertexShaderTextureTransform( int vertexReg, int transformVar )
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{
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Vector4D transformation[2];
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IMaterialVar* pTransformationVar = Param( transformVar );
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if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
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{
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const VMatrix &mat = pTransformationVar->GetMatrixValue();
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transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
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transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
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}
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else
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{
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transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
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transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
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}
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SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 );
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}
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void SetVertexShaderTextureScaledTransform( int vertexReg, int transformVar, int scaleVar )
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{
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Vector4D transformation[2];
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IMaterialVar* pTransformationVar = Param( transformVar );
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if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
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{
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const VMatrix &mat = pTransformationVar->GetMatrixValue();
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transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
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transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
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}
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else
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{
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transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
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transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
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}
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Vector2D scale( 1, 1 );
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IMaterialVar* pScaleVar = Param( scaleVar );
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if (pScaleVar)
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{
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if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
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pScaleVar->GetVecValue( scale.Base(), 2 );
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else if (pScaleVar->IsDefined())
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scale[0] = scale[1] = pScaleVar->GetFloatValue();
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}
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// Apply the scaling
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transformation[0][0] *= scale[0];
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transformation[0][1] *= scale[1];
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transformation[1][0] *= scale[0];
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transformation[1][1] *= scale[1];
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transformation[0][3] *= scale[0];
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transformation[1][3] *= scale[1];
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SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 );
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}
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FORCEINLINE void SetEnvMapTintPixelShaderDynamicState( int pixelReg, int tintVar )
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{
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if( g_pConfig->bShowSpecular && my_mat_fullbright.GetInt() != 2 )
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{
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SetPixelShaderConstant( pixelReg, Param( tintVar)->GetVecValue() );
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}
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else
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{
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SetPixelShaderConstant4( pixelReg, 0.0, 0.0, 0.0, 0.0 );
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}
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}
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FORCEINLINE void SetEnvMapTintPixelShaderDynamicStateGammaToLinear( int pixelReg, int tintVar, float flAlphaValue = 1.0 )
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{
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if( ( tintVar != -1 ) && g_pConfig->bShowSpecular && my_mat_fullbright.GetInt() != 2 )
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{
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float color[4];
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color[3] = flAlphaValue;
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Param( tintVar)->GetLinearVecValue( color, 3 );
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SetPixelShaderConstant( pixelReg, color );
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}
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else
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{
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SetPixelShaderConstant4( pixelReg, 0.0, 0.0, 0.0, flAlphaValue );
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}
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}
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FORCEINLINE void StoreEyePosInPixelShaderConstant( int nConst )
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{
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m_Storage.PutInt( CBCMD_STORE_EYE_POS_IN_PSCONST );
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m_Storage.PutInt( nConst );
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}
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FORCEINLINE void CommitPixelShaderLighting( int nConst )
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{
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m_Storage.PutInt( CBCMD_COMMITPIXELSHADERLIGHTING );
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m_Storage.PutInt( nConst );
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}
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FORCEINLINE void SetPixelShaderStateAmbientLightCube( int nConst )
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{
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m_Storage.PutInt( CBCMD_SETPIXELSHADERSTATEAMBIENTLIGHTCUBE );
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m_Storage.PutInt( nConst );
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}
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FORCEINLINE void SetAmbientCubeDynamicStateVertexShader( void )
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{
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m_Storage.PutInt( CBCMD_SETAMBIENTCUBEDYNAMICSTATEVERTEXSHADER );
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}
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FORCEINLINE void SetPixelShaderFogParams( int nReg )
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{
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m_Storage.PutInt( CBCMD_SETPIXELSHADERFOGPARAMS );
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m_Storage.PutInt( nReg );
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}
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FORCEINLINE void BindStandardTexture( Sampler_t nSampler, StandardTextureId_t nTextureId )
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{
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m_Storage.PutInt( CBCMD_BIND_STANDARD_TEXTURE );
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m_Storage.PutInt( nSampler );
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m_Storage.PutInt( nTextureId );
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}
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FORCEINLINE void BindTexture( Sampler_t nSampler, ShaderAPITextureHandle_t hTexture )
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{
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Assert( hTexture != INVALID_SHADERAPI_TEXTURE_HANDLE );
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if ( hTexture != INVALID_SHADERAPI_TEXTURE_HANDLE )
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{
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m_Storage.PutInt( CBCMD_BIND_SHADERAPI_TEXTURE_HANDLE );
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m_Storage.PutInt( nSampler );
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m_Storage.PutIntPtr( hTexture );
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}
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}
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FORCEINLINE void BindTexture( CBaseVSShader *pShader, Sampler_t nSampler, int nTextureVar, int nFrameVar )
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{
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ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar );
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BindTexture( nSampler, hTexture );
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}
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FORCEINLINE void BindMultiTexture( CBaseVSShader *pShader, Sampler_t nSampler1, Sampler_t nSampler2, int nTextureVar, int nFrameVar )
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{
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ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar, 0 );
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BindTexture( nSampler1, hTexture );
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hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar, 1 );
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BindTexture( nSampler2, hTexture );
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}
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FORCEINLINE void SetPixelShaderIndex( int nIndex )
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{
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m_Storage.PutInt( CBCMD_SET_PSHINDEX );
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m_Storage.PutInt( nIndex );
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}
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FORCEINLINE void SetVertexShaderIndex( int nIndex )
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{
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m_Storage.PutInt( CBCMD_SET_VSHINDEX );
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m_Storage.PutInt( nIndex );
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}
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FORCEINLINE void SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale )
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{
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m_Storage.PutInt( CBCMD_SET_DEPTH_FEATHERING_CONST );
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m_Storage.PutInt( iConstant );
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m_Storage.PutFloat( fDepthBlendScale );
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}
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FORCEINLINE void Goto( uint8 *pCmdBuf )
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{
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m_Storage.PutInt( CBCMD_JUMP );
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m_Storage.PutPtr( pCmdBuf );
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}
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FORCEINLINE void Call( uint8 *pCmdBuf )
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{
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m_Storage.PutInt( CBCMD_JSR );
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m_Storage.PutPtr( pCmdBuf );
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}
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FORCEINLINE void Reset( void )
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{
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m_Storage.Reset();
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}
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FORCEINLINE size_t Size( void ) const
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{
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return m_Storage.Size();
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}
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FORCEINLINE uint8 *Base( void )
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{
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return m_Storage.Base();
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}
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};
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#endif // commandbuilder_h
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