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

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
// This is what all shaders inherit from.
//===========================================================================//
#ifndef BASESHADER_H
#define BASESHADER_H
#ifdef _WIN32
#pragma once
#endif
#include "convar.h"
#include "materialsystem/IShader.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/ishaderapi.h"
#include "shaderlib/BaseShader.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IMaterialVar;
//-----------------------------------------------------------------------------
// Standard material vars
//-----------------------------------------------------------------------------
// Note: if you add to these, add to s_StandardParams in CBaseShader.cpp
enum ShaderMaterialVars_t {
FLAGS = 0,
FLAGS_DEFINED, // mask indicating if the flag was specified
FLAGS2,
FLAGS_DEFINED2,
COLOR,
ALPHA,
BASETEXTURE,
FRAME,
BASETEXTURETRANSFORM,
FLASHLIGHTTEXTURE,
FLASHLIGHTTEXTUREFRAME,
COLOR2,
SRGBTINT,
NUM_SHADER_MATERIAL_VARS
};
// Alpha belnd mode enums. Moved from basevsshader
enum BlendType_t {
// no alpha blending
BT_NONE = 0,
// src * srcAlpha + dst * (1-srcAlpha)
// two passes for HDR:
// pass 1:
// color: src * srcAlpha + dst * (1-srcAlpha)
// alpha: srcAlpha * zero + dstAlpha * (1-srcAlpha)
// pass 2:
// color: none
// alpha: srcAlpha * one + dstAlpha * one
//
BT_BLEND,
// src * one + dst * one
// one pass for HDR
BT_ADD,
// Why do we ever use this instead of using premultiplied alpha?
// src * srcAlpha + dst * one
// two passes for HDR
// pass 1:
// color: src * srcAlpha + dst * one
// alpha: srcAlpha * one + dstAlpha * one
// pass 2:
// color: none
// alpha: srcAlpha * one + dstAlpha * one
BT_BLENDADD
};
//-----------------------------------------------------------------------------
// Base class for shaders, contains helper methods.
//-----------------------------------------------------------------------------
class CBaseShader : public IShader {
public:
// constructor
CBaseShader();
// Methods inherited from IShader
virtual char const *GetFallbackShader(IMaterialVar **params) const {
return 0;
}
virtual int GetNumParams() const;
virtual char const *GetParamName(int paramIndex) const;
virtual char const *GetParamHelp(int paramIndex) const;
virtual ShaderParamType_t GetParamType(int paramIndex) const;
virtual char const *GetParamDefault(int paramIndex) const;
virtual int GetParamFlags(int nParamIndex) const;
virtual void InitShaderParams(IMaterialVar **ppParams,
const char *pMaterialName);
virtual void InitShaderInstance(IMaterialVar **ppParams,
IShaderInit *pShaderInit,
const char *pMaterialName,
const char *pTextureGroupName);
virtual void DrawElements(IMaterialVar **params, int nModulationFlags,
IShaderShadow *pShaderShadow,
IShaderDynamicAPI *pShaderAPI,
VertexCompressionType_t vertexCompression,
CBasePerMaterialContextData **pContext);
virtual const SoftwareVertexShader_t GetSoftwareVertexShader() const {
return m_SoftwareVertexShader;
}
virtual int ComputeModulationFlags(IMaterialVar **params,
IShaderDynamicAPI *pShaderAPI);
virtual bool NeedsPowerOfTwoFrameBufferTexture(
IMaterialVar **params, bool bCheckSpecificToThisFrame = true) const;
virtual bool NeedsFullFrameBufferTexture(
IMaterialVar **params, bool bCheckSpecificToThisFrame = true) const;
virtual bool IsTranslucent(IMaterialVar **params) const;
public:
// These functions must be implemented by the shader
virtual void OnInitShaderParams(IMaterialVar **ppParams,
const char *pMaterialName) {}
virtual void OnInitShaderInstance(IMaterialVar **ppParams,
IShaderInit *pShaderInit,
const char *pMaterialName) = 0;
virtual void OnDrawElements(
IMaterialVar **params, IShaderShadow *pShaderShadow,
IShaderDynamicAPI *pShaderAPI,
VertexCompressionType_t vertexCompression,
CBasePerMaterialContextData **pContextDataPtr) = 0;
// Sets the default shadow state
void SetInitialShadowState();
// Draws a snapshot
void Draw(bool bMakeActualDrawCall = true);
// Are we currently taking a snapshot?
bool IsSnapshotting() const;
// Gets at the current materialvar flags
int CurrentMaterialVarFlags() const;
// Finds a particular parameter (works because the lowest parameters match
// the shader)
int FindParamIndex(const char *pName) const;
// Are we using graphics?
bool IsUsingGraphics();
// Are we using editor materials?
bool CanUseEditorMaterials();
// Gets the builder...
CMeshBuilder *MeshBuilder();
// Loads a texture
void LoadTexture(int nTextureVar, int nAdditionalCreationFlags = 0);
// Loads a bumpmap
void LoadBumpMap(int nTextureVar);
// Loads a cubemap
void LoadCubeMap(int nTextureVar, int nAdditionalCreationFlags = 0);
// get the shaderapi handle for a texture. BE CAREFUL WITH THIS.
ShaderAPITextureHandle_t GetShaderAPITextureBindHandle(
int nTextureVar, int nFrameVar, int nTextureChannel = 0);
// Binds a texture
void BindTexture(Sampler_t sampler1, Sampler_t sampler2, int nTextureVar,
int nFrameVar = -1);
void BindTexture(Sampler_t sampler1, int nTextureVar, int nFrameVar = -1);
void BindTexture(Sampler_t sampler1, ITexture *pTexture, int nFrame = 0);
void BindTexture(Sampler_t sampler1, Sampler_t sampler2, ITexture *pTexture,
int nFrame = 0);
void GetTextureDimensions(float *pOutWidth, float *pOutHeight,
int nTextureVar);
// Is the texture translucent?
bool TextureIsTranslucent(int textureVar, bool isBaseTexture);
// Returns the translucency...
float GetAlpha(IMaterialVar **params = NULL);
// Is the color var white?
bool IsWhite(int colorVar);
// Helper methods for fog
void FogToOOOverbright(void);
void FogToWhite(void);
void FogToBlack(void);
void FogToGrey(void);
void FogToFogColor(void);
void DisableFog(void);
void DefaultFog(void);
// Helpers for alpha blending
void EnableAlphaBlending(ShaderBlendFactor_t src, ShaderBlendFactor_t dst);
void DisableAlphaBlending();
void SetBlendingShadowState(BlendType_t nMode);
void SetNormalBlendingShadowState(int textureVar = -1,
bool isBaseTexture = true);
void SetAdditiveBlendingShadowState(int textureVar = -1,
bool isBaseTexture = true);
void SetDefaultBlendingShadowState(int textureVar = -1,
bool isBaseTexture = true);
void SingleTextureLightmapBlendMode();
// Helpers for color modulation
void SetColorState(int colorVar, bool setAlpha = false);
bool IsAlphaModulating();
bool IsColorModulating();
void ComputeModulationColor(float *color);
void SetModulationShadowState(int tintVar = -1);
void SetModulationDynamicState(int tintVar = -1);
// Helpers for HDR
bool IsHDREnabled(void);
// Loads the identity matrix into the texture
void LoadIdentity(MaterialMatrixMode_t matrixMode);
// Loads the camera to world transform
void LoadCameraToWorldTransform(MaterialMatrixMode_t matrixMode);
void LoadCameraSpaceSphereMapTransform(MaterialMatrixMode_t matrixMode);
// Sets a texture translation transform in fixed function
void SetFixedFunctionTextureTranslation(MaterialMatrixMode_t mode,
int translationVar);
void SetFixedFunctionTextureScale(MaterialMatrixMode_t mode, int scaleVar);
void SetFixedFunctionTextureScaledTransform(
MaterialMatrixMode_t textureTransform, int transformVar, int scaleVar);
void SetFixedFunctionTextureTransform(MaterialMatrixMode_t textureTransform,
int transformVar);
void CleanupDynamicStateFixedFunction();
// Fixed function Base * detail pass
void FixedFunctionBaseTimesDetailPass(int baseTextureVar, int frameVar,
int baseTextureTransformVar,
int detailVar, int detailScaleVar);
// Fixed function Self illumination pass
void FixedFunctionSelfIlluminationPass(Sampler_t sampler,
int baseTextureVar, int frameVar,
int baseTextureTransformVar,
int selfIllumTintVar);
// Masked environment map
void FixedFunctionMaskedEnvmapPass(int envMapVar, int envMapMaskVar,
int baseTextureVar, int envMapFrameVar,
int envMapMaskFrameVar, int frameVar,
int maskOffsetVar, int maskScaleVar,
int tintVar = -1);
// Additive masked environment map
void FixedFunctionAdditiveMaskedEnvmapPass(
int envMapVar, int envMapMaskVar, int baseTextureVar,
int envMapFrameVar, int envMapMaskFrameVar, int frameVar,
int maskOffsetVar, int maskScaleVar, int tintVar = -1);
// Modulate by detail texture pass
void FixedFunctionMultiplyByDetailPass(int baseTextureVar, int frameVar,
int textureOffsetVar, int detailVar,
int detailScaleVar);
// Multiply by lightmap pass
void FixedFunctionMultiplyByLightmapPass(int baseTextureVar, int frameVar,
int baseTextureTransformVar,
float alphaOverride = -1);
// Helper methods for environment mapping
int SetShadowEnvMappingState(int envMapMaskVar, int tintVar = -1);
void SetDynamicEnvMappingState(int envMapVar, int envMapMaskVar,
int baseTextureVar, int envMapFrameVar,
int envMapMaskFrameVar, int frameVar,
int maskOffsetVar, int maskScaleVar,
int tintVar = -1);
bool UsingFlashlight(IMaterialVar **params) const;
bool UsingEditor(IMaterialVar **params) const;
void DrawFlashlight_dx70(IMaterialVar **params,
IShaderDynamicAPI *pShaderAPI,
IShaderShadow *pShaderShadow,
int flashlightTextureVar,
int flashlightTextureFrameVar,
bool suppress_lighting = false);
void SetFlashlightFixedFunctionTextureTransform(
MaterialMatrixMode_t matrix);
void GetColorParameter(IMaterialVar **params, float *pColorOut)
const; // return tint color (color*color2)
void ApplyColor2Factor(float *pColorOut) const; // (*pColorOut) *= COLOR2
static IMaterialVar **s_ppParams;
protected:
SoftwareVertexShader_t m_SoftwareVertexShader;
static const char
*s_pTextureGroupName; // Current material's texture group name.
static IShaderShadow *s_pShaderShadow;
static IShaderDynamicAPI *s_pShaderAPI;
static IShaderInit *s_pShaderInit;
private:
static int s_nModulationFlags;
static CMeshBuilder *s_pMeshBuilder;
};
//-----------------------------------------------------------------------------
// Gets at the current materialvar flags
//-----------------------------------------------------------------------------
inline int CBaseShader::CurrentMaterialVarFlags() const {
return s_ppParams[FLAGS]->GetIntValue();
}
//-----------------------------------------------------------------------------
// Are we currently taking a snapshot?
//-----------------------------------------------------------------------------
inline bool CBaseShader::IsSnapshotting() const {
return (s_pShaderShadow != NULL);
}
//-----------------------------------------------------------------------------
// Is the color var white?
//-----------------------------------------------------------------------------
inline bool CBaseShader::IsWhite(int colorVar) {
if (colorVar < 0) return true;
if (!s_ppParams[colorVar]->IsDefined()) return true;
float color[3];
s_ppParams[colorVar]->GetVecValue(color, 3);
return (color[0] >= 1.0f) && (color[1] >= 1.0f) && (color[2] >= 1.0f);
}
class CBasePerMaterialContextData // shaders can keep per material data in
// classes descended from this
{
public:
uint32 m_nVarChangeID;
bool
m_bMaterialVarsChanged; // set by mat system when material vars change.
// shader should rehtink and then clear the var
FORCEINLINE CBasePerMaterialContextData(void) {
m_bMaterialVarsChanged = true;
m_nVarChangeID = 0xffffffff;
}
// virtual destructor so that derived classes can have their own data to be
// cleaned up on delete of material
virtual ~CBasePerMaterialContextData(void) {}
};
#endif // BASESHADER_H