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2020-08-04 13:13:01 -04:00

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef ISHADERDYNAMIC_H
#define ISHADERDYNAMIC_H
#ifdef _WIN32
#pragma once
#endif
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialsystem.h"
#include "shaderapi/shareddefs.h"
#include "tier0/basetypes.h"
typedef int ShaderAPITextureHandle_t;
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class CMeshBuilder;
class IMaterialVar;
struct LightDesc_t;
//-----------------------------------------------------------------------------
// State from ShaderAPI used to select proper vertex and pixel shader combos
//-----------------------------------------------------------------------------
struct LightState_t {
int m_nNumLights;
bool m_bAmbientLight;
bool m_bStaticLightVertex;
bool m_bStaticLightTexel;
inline int HasDynamicLight() {
return (m_bAmbientLight || (m_nNumLights > 0)) ? 1 : 0;
}
};
//-----------------------------------------------------------------------------
// Color correction info
//-----------------------------------------------------------------------------
struct ShaderColorCorrectionInfo_t {
bool m_bIsEnabled;
int m_nLookupCount;
float m_flDefaultWeight;
float m_pLookupWeights[4];
};
//-----------------------------------------------------------------------------
// the 3D shader API interface
// This interface is all that shaders see.
//-----------------------------------------------------------------------------
enum StandardTextureId_t {
// Lightmaps
TEXTURE_LIGHTMAP = 0,
TEXTURE_LIGHTMAP_FULLBRIGHT,
TEXTURE_LIGHTMAP_BUMPED,
TEXTURE_LIGHTMAP_BUMPED_FULLBRIGHT,
// Flat colors
TEXTURE_WHITE,
TEXTURE_BLACK,
TEXTURE_GREY,
TEXTURE_GREY_ALPHA_ZERO,
// Normalmaps
TEXTURE_NORMALMAP_FLAT,
// Normalization
TEXTURE_NORMALIZATION_CUBEMAP,
TEXTURE_NORMALIZATION_CUBEMAP_SIGNED,
// Frame-buffer textures
TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0,
TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1,
// Color correction
TEXTURE_COLOR_CORRECTION_VOLUME_0,
TEXTURE_COLOR_CORRECTION_VOLUME_1,
TEXTURE_COLOR_CORRECTION_VOLUME_2,
TEXTURE_COLOR_CORRECTION_VOLUME_3,
// An alias to the Back Frame Buffer
TEXTURE_FRAME_BUFFER_ALIAS,
// Noise for shadow mapping algorithm
TEXTURE_SHADOW_NOISE_2D,
// A texture in which morph data gets accumulated (vs30, fast vertex
// textures required)
TEXTURE_MORPH_ACCUMULATOR,
// A texture which contains morph weights
TEXTURE_MORPH_WEIGHTS,
// A snapshot of the frame buffer's depth. Currently only valid on the 360
TEXTURE_FRAME_BUFFER_FULL_DEPTH,
// A snapshot of the frame buffer's depth. Currently only valid on the 360
TEXTURE_IDENTITY_LIGHTWARP,
// Equivalent to the debug material for mat_luxels, in convenient texture
// form.
TEXTURE_DEBUG_LUXELS,
TEXTURE_MAX_STD_TEXTURES = 32
};
//-----------------------------------------------------------------------------
// Viewport structure
//-----------------------------------------------------------------------------
#define SHADER_VIEWPORT_VERSION 1
struct ShaderViewport_t {
int m_nVersion;
int m_nTopLeftX;
int m_nTopLeftY;
int m_nWidth;
int m_nHeight;
float m_flMinZ;
float m_flMaxZ;
ShaderViewport_t() : m_nVersion(SHADER_VIEWPORT_VERSION) {}
void Init() {
memset(this, 0, sizeof(ShaderViewport_t));
m_nVersion = SHADER_VIEWPORT_VERSION;
}
void Init(int x, int y, int nWidth, int nHeight, float flMinZ = 0.0f,
float flMaxZ = 1.0f) {
m_nVersion = SHADER_VIEWPORT_VERSION;
m_nTopLeftX = x;
m_nTopLeftY = y;
m_nWidth = nWidth;
m_nHeight = nHeight;
m_flMinZ = flMinZ;
m_flMaxZ = flMaxZ;
}
};
//-----------------------------------------------------------------------------
// The Shader interface versions
//-----------------------------------------------------------------------------
#define SHADERDYNAMIC_INTERFACE_VERSION "ShaderDynamic001"
abstract_class IShaderDynamicAPI {
public:
virtual void SetViewports(int nCount,
const ShaderViewport_t *pViewports) = 0;
virtual int GetViewports(ShaderViewport_t * pViewports, int nMax) const = 0;
// returns the current time in seconds....
virtual double CurrentTime() const = 0;
// Gets the lightmap dimensions
virtual void GetLightmapDimensions(int *w, int *h) = 0;
// Scene fog state.
// This is used by the shaders for picking the proper vertex shader for
// fogging based on dynamic state.
virtual MaterialFogMode_t GetSceneFogMode() = 0;
virtual void GetSceneFogColor(unsigned char *rgb) = 0;
// stuff related to matrix stacks
virtual void MatrixMode(MaterialMatrixMode_t matrixMode) = 0;
virtual void PushMatrix() = 0;
virtual void PopMatrix() = 0;
virtual void LoadMatrix(float *m) = 0;
virtual void MultMatrix(float *m) = 0;
virtual void MultMatrixLocal(float *m) = 0;
virtual void GetMatrix(MaterialMatrixMode_t matrixMode, float *dst) = 0;
virtual void LoadIdentity(void) = 0;
virtual void LoadCameraToWorld(void) = 0;
virtual void Ortho(double left, double right, double bottom, double top,
double zNear, double zFar) = 0;
virtual void PerspectiveX(double fovx, double aspect, double zNear,
double zFar) = 0;
virtual void PickMatrix(int x, int y, int width, int height) = 0;
virtual void Rotate(float angle, float x, float y, float z) = 0;
virtual void Translate(float x, float y, float z) = 0;
virtual void Scale(float x, float y, float z) = 0;
virtual void ScaleXY(float x, float y) = 0;
// Sets the color to modulate by
virtual void Color3f(float r, float g, float b) = 0;
virtual void Color3fv(float const *pColor) = 0;
virtual void Color4f(float r, float g, float b, float a) = 0;
virtual void Color4fv(float const *pColor) = 0;
virtual void Color3ub(unsigned char r, unsigned char g,
unsigned char b) = 0;
virtual void Color3ubv(unsigned char const *pColor) = 0;
virtual void Color4ub(unsigned char r, unsigned char g, unsigned char b,
unsigned char a) = 0;
virtual void Color4ubv(unsigned char const *pColor) = 0;
// Sets the constant register for vertex and pixel shaders
virtual void SetVertexShaderConstant(
int var, float const *pVec, int numConst = 1, bool bForce = false) = 0;
virtual void SetPixelShaderConstant(
int var, float const *pVec, int numConst = 1, bool bForce = false) = 0;
// Sets the default *dynamic* state
virtual void SetDefaultState() = 0;
// Get the current camera position in world space.
virtual void GetWorldSpaceCameraPosition(float *pPos) const = 0;
virtual int GetCurrentNumBones(void) const = 0;
virtual int GetCurrentLightCombo(void) const = 0;
virtual MaterialFogMode_t GetCurrentFogType(void) const = 0;
// fixme: move this to shadow state
virtual void SetTextureTransformDimension(
TextureStage_t textureStage, int dimension, bool projected) = 0;
virtual void DisableTextureTransform(TextureStage_t textureStage) = 0;
virtual void SetBumpEnvMatrix(TextureStage_t textureStage, float m00,
float m01, float m10, float m11) = 0;
// Sets the vertex and pixel shaders
virtual void SetVertexShaderIndex(int vshIndex = -1) = 0;
virtual void SetPixelShaderIndex(int pshIndex = 0) = 0;
// Get the dimensions of the back buffer.
virtual void GetBackBufferDimensions(int &width, int &height) const = 0;
// FIXME: The following 6 methods used to live in IShaderAPI
// and were moved for stdshader_dx8. Let's try to move them back!
// Get the lights
virtual int GetMaxLights(void) const = 0;
virtual const LightDesc_t &GetLight(int lightNum) const = 0;
virtual void SetPixelShaderFogParams(int reg) = 0;
// Render state for the ambient light cube
virtual void SetVertexShaderStateAmbientLightCube() = 0;
virtual void SetPixelShaderStateAmbientLightCube(
int pshReg, bool bForceToBlack = false) = 0;
virtual void CommitPixelShaderLighting(int pshReg) = 0;
// Use this to get the mesh builder that allows us to modify vertex data
virtual CMeshBuilder *GetVertexModifyBuilder() = 0;
virtual bool InFlashlightMode() const = 0;
virtual const FlashlightState_t &GetFlashlightState(
VMatrix & worldToTexture) const = 0;
virtual bool InEditorMode() const = 0;
// Gets the bound morph's vertex format; returns 0 if no morph is bound
virtual MorphFormat_t GetBoundMorphFormat() = 0;
// Binds a standard texture
virtual void BindStandardTexture(Sampler_t sampler,
StandardTextureId_t id) = 0;
virtual ITexture *GetRenderTargetEx(int nRenderTargetID) = 0;
virtual void SetToneMappingScaleLinear(const Vector &scale) = 0;
virtual const Vector &GetToneMappingScaleLinear(void) const = 0;
virtual float GetLightMapScaleFactor(void) const = 0;
virtual void LoadBoneMatrix(int boneIndex, const float *m) = 0;
virtual void PerspectiveOffCenterX(double fovx, double aspect, double zNear,
double zFar, double bottom, double top,
double left, double right) = 0;
virtual void SetFloatRenderingParameter(int parm_number, float value) = 0;
virtual void SetIntRenderingParameter(int parm_number, int value) = 0;
virtual void SetVectorRenderingParameter(int parm_number,
Vector const &value) = 0;
virtual float GetFloatRenderingParameter(int parm_number) const = 0;
virtual int GetIntRenderingParameter(int parm_number) const = 0;
virtual Vector GetVectorRenderingParameter(int parm_number) const = 0;
// stencil buffer operations.
virtual void SetStencilEnable(bool onoff) = 0;
virtual void SetStencilFailOperation(StencilOperation_t op) = 0;
virtual void SetStencilZFailOperation(StencilOperation_t op) = 0;
virtual void SetStencilPassOperation(StencilOperation_t op) = 0;
virtual void SetStencilCompareFunction(
StencilComparisonFunction_t cmpfn) = 0;
virtual void SetStencilReferenceValue(int ref) = 0;
virtual void SetStencilTestMask(uint32 msk) = 0;
virtual void SetStencilWriteMask(uint32 msk) = 0;
virtual void ClearStencilBufferRectangle(int xmin, int ymin, int xmax,
int ymax, int value) = 0;
virtual void GetDXLevelDefaults(uint & max_dxlevel,
uint & recommended_dxlevel) = 0;
virtual const FlashlightState_t &GetFlashlightStateEx(
VMatrix & worldToTexture, ITexture * *pFlashlightDepthTexture)
const = 0;
virtual float GetAmbientLightCubeLuminance() = 0;
virtual void GetDX9LightState(LightState_t * state) const = 0;
virtual int
GetPixelFogCombo() = 0; // 0 is either range fog, or no fog simulated with
// rigged range fog values. 1 is height fog
virtual void BindStandardVertexTexture(VertexTextureSampler_t sampler,
StandardTextureId_t id) = 0;
// Is hardware morphing enabled?
virtual bool IsHWMorphingEnabled() const = 0;
virtual void GetStandardTextureDimensions(int *pWidth, int *pHeight,
StandardTextureId_t id) = 0;
virtual void SetBooleanVertexShaderConstant(
int var, BOOL const *pVec, int numBools = 1, bool bForce = false) = 0;
virtual void SetIntegerVertexShaderConstant(
int var, int const *pVec, int numIntVecs = 1, bool bForce = false) = 0;
virtual void SetBooleanPixelShaderConstant(
int var, BOOL const *pVec, int numBools = 1, bool bForce = false) = 0;
virtual void SetIntegerPixelShaderConstant(
int var, int const *pVec, int numIntVecs = 1, bool bForce = false) = 0;
// Are we in a configuration that needs access to depth data through the
// alpha channel later?
virtual bool ShouldWriteDepthToDestAlpha(void) const = 0;
// deformations
virtual void PushDeformation(DeformationBase_t const *Deformation) = 0;
virtual void PopDeformation() = 0;
virtual int GetNumActiveDeformations() const = 0;
// for shaders to set vertex shader constants. returns a packed state which
// can be used to set the dynamic combo. returns # of active deformations
virtual int GetPackedDeformationInformation(
int nMaskOfUnderstoodDeformations, float *pConstantValuesOut,
int nBufferSize, int nMaximumDeformations, int *pNumDefsOut) const = 0;
// This lets the lower level system that certain vertex fields requested
// in the shadow state aren't actually being read given particular state
// known only at dynamic state time. It's here only to silence warnings.
virtual void MarkUnusedVertexFields(unsigned int nFlags, int nTexCoordCount,
bool *pUnusedTexCoords) = 0;
virtual void ExecuteCommandBuffer(uint8 * pCmdBuffer) = 0;
// interface for mat system to tell shaderapi about standard texture handles
virtual void SetStandardTextureHandle(StandardTextureId_t nId,
ShaderAPITextureHandle_t nHandle) = 0;
// Interface for mat system to tell shaderapi about color correction
virtual void GetCurrentColorCorrection(ShaderColorCorrectionInfo_t *
pInfo) = 0;
virtual void SetPSNearAndFarZ(int pshReg) = 0;
virtual void SetDepthFeatheringPixelShaderConstant(
int iConstant, float fDepthBlendScale) = 0;
};
// end class IShaderDynamicAPI
//-----------------------------------------------------------------------------
// Software vertex shaders
//-----------------------------------------------------------------------------
typedef void (*SoftwareVertexShader_t)(CMeshBuilder &meshBuilder,
IMaterialVar **params,
IShaderDynamicAPI *pShaderAPI);
#endif // ISHADERDYNAMIC_H