This repository has been archived on 2024-06-13. You can view files and clone it, but cannot push or open issues or pull requests.
2020-08-04 13:13:01 -04:00

113 lines
4.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef ISHADER_H
#define ISHADER_H
#ifdef _WIN32
#pragma once
#endif
//==================================================================================================
// **this goes into both platforms which run the translator, either the real Mac
// client or the Windows client running with r_emulategl mode **
//
// size of the VS register bank in ARB / GLSL we expose
// it's not 256, because you can't use all 256 slots in 10.5.x.
// use this constant everywhere you might normally use "256" in reference to a
// parameter array size. The highest shader constant is c218, plus we allocate
// c219 and c220 for two clip planes
#define DXABSTRACT_VS_PARAM_SLOTS 228
#define DXABSTRACT_VS_FIRST_BONE_SLOT VERTEX_SHADER_MODEL
#define DXABSTRACT_VS_LAST_BONE_SLOT \
(VERTEX_SHADER_SHADER_SPECIFIC_CONST_13 - 1)
// user clip plane 0 goes in DXABSTRACT_VS_CLIP_PLANE_BASE... plane 1 goes in
// the slot after that dxabstract uses these constants to check plane index
// limit and to deliver planes to shader for DP4 -> oCLP[n]
#define DXABSTRACT_VS_CLIP_PLANE_BASE (DXABSTRACT_VS_PARAM_SLOTS - 2)
//==================================================================================================
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/ishaderapi.h"
#include "materialsystem/ishadersystem_declarations.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class IMaterialVar;
class IShaderShadow;
class IShaderDynamicAPI;
class IShaderInit;
class CBasePerMaterialContextData;
//-----------------------------------------------------------------------------
// Information about each shader parameter
//-----------------------------------------------------------------------------
struct ShaderParamInfo_t {
const char* m_pName;
const char* m_pHelp;
ShaderParamType_t m_Type;
const char* m_pDefaultValue;
int m_nFlags;
};
#define VERTEX_SHADER_BONE_TRANSFORM(k) (VERTEX_SHADER_MODEL + 3 * (k))
// The public methods exposed by each shader
//-----------------------------------------------------------------------------
abstract_class IShader {
public:
// Returns the shader name
virtual char const* GetName() const = 0;
// returns the shader fallbacks
virtual char const* GetFallbackShader(IMaterialVar * *params) const = 0;
// Shader parameters
virtual int GetNumParams() const = 0;
// These functions must be implemented by the shader
virtual void InitShaderParams(IMaterialVar * *ppParams,
const char* pMaterialName) = 0;
virtual void InitShaderInstance(
IMaterialVar * *ppParams, IShaderInit * pShaderInit,
const char* pMaterialName, const char* pTextureGroupName) = 0;
virtual void DrawElements(
IMaterialVar * *params, int nModulationFlags,
IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI,
VertexCompressionType_t vertexCompression,
CBasePerMaterialContextData** pContextDataPtr) = 0;
virtual char const* GetParamName(int paramIndex) const = 0;
virtual char const* GetParamHelp(int paramIndex) const = 0;
virtual ShaderParamType_t GetParamType(int paramIndex) const = 0;
virtual char const* GetParamDefault(int paramIndex) const = 0;
// FIXME: Figure out a better way to do this?
virtual int ComputeModulationFlags(IMaterialVar * *params,
IShaderDynamicAPI * pShaderAPI) = 0;
virtual bool NeedsPowerOfTwoFrameBufferTexture(
IMaterialVar * *params, bool bCheckSpecificToThisFrame = true)
const = 0;
virtual bool NeedsFullFrameBufferTexture(
IMaterialVar * *params, bool bCheckSpecificToThisFrame) const = 0;
virtual bool IsTranslucent(IMaterialVar * *params) const = 0;
virtual int GetParamFlags(int paramIndex) const = 0;
virtual int GetFlags() const = 0;
// FIXME: Remove GetParamName, etc. above
// virtual const ShaderParamInfo_t& GetParamInfo( int paramIndex ) const =
//0;
};
#endif // ISHADER_H