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First version of the SOurce SDK 2013

This commit is contained in:
Joe Ludwig
2013-06-26 15:22:04 -07:00
commit e7d6f4c174
3682 changed files with 1624327 additions and 0 deletions

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//========= 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 "materialsystem/IShader.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/ishaderapi.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "shaderlib/BaseShader.h"
#include "convar.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 );
// 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

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#ifndef SHADERDLL_H
#define SHADERDLL_H
#ifdef _WIN32
#pragma once
#endif
#include <materialsystem/IShader.h>
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class IShader;
class ICvar;
//-----------------------------------------------------------------------------
// The standard implementation of CShaderDLL
//-----------------------------------------------------------------------------
class IShaderDLL
{
public:
// Adds a shader to the list of shaders
virtual void InsertShader( IShader *pShader ) = 0;
};
//-----------------------------------------------------------------------------
// Singleton interface
//-----------------------------------------------------------------------------
IShaderDLL *GetShaderDLL();
//-----------------------------------------------------------------------------
// Singleton interface for CVars
//-----------------------------------------------------------------------------
ICvar *GetCVar();
#endif // SHADERDLL_H

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public/shaderlib/cshader.h Normal file
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef CSHADER_H
#define CSHADER_H
#ifdef _WIN32
#pragma once
#endif
// uncomment this if you want to build for nv3x
//#define NV3X 1
// This is what all shaders include.
// CBaseShader will become CShader in this file.
#include "materialsystem/ishaderapi.h"
#include "utlvector.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imaterial.h"
#include "BaseShader.h"
#include "materialsystem/itexture.h"
// Included for convenience because they are used in a bunch of shaders
#include "materialsystem/imesh.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/materialsystem_config.h"
#include "shaderlib/ShaderDLL.h"
// make "local variable is initialized but not referenced" warnings errors for combo checking macros
#pragma warning ( error : 4189 )
//-----------------------------------------------------------------------------
// Global interfaces
//-----------------------------------------------------------------------------
extern IMaterialSystemHardwareConfig *g_pHardwareConfig;
extern const MaterialSystem_Config_t *g_pConfig;
extern bool g_shaderConfigDumpEnable;
// Helper method
bool IsUsingGraphics();
#define SOFTWARE_VERTEX_SHADER(name) \
static void SoftwareVertexShader_ ## name( CMeshBuilder &meshBuilder, IMaterialVar **params, IShaderDynamicAPI* pShaderAPI )
#define FORWARD_DECLARE_SOFTWARE_VERTEX_SHADER(name)\
static void SoftwareVertexShader_ ## name( CMeshBuilder &meshBuilder, IMaterialVar **params, IShaderDynamicAPI* pShaderAPI );
#define USE_SOFTWARE_VERTEX_SHADER(name) \
m_SoftwareVertexShader = SoftwareVertexShader_ ## name
#define SHADER_INIT_PARAMS() \
virtual void OnInitShaderParams( IMaterialVar **params, const char *pMaterialName )
#define SHADER_FALLBACK \
virtual char const* GetFallbackShader( IMaterialVar** params ) const
// Typesafe flag setting
inline void CShader_SetFlags( IMaterialVar **params, MaterialVarFlags_t _flag )
{
params[FLAGS]->SetIntValue( params[FLAGS]->GetIntValue() | (_flag) );
}
inline bool CShader_IsFlagSet( IMaterialVar **params, MaterialVarFlags_t _flag )
{
return ((params[FLAGS]->GetIntValue() & (_flag) ) != 0);
}
#define SET_FLAGS( _flag ) CShader_SetFlags( params, _flag )
#define CLEAR_FLAGS( _flag ) params[FLAGS]->SetIntValue( params[FLAGS]->GetIntValue() & ~(_flag) )
#define IS_FLAG_SET( _flag ) CShader_IsFlagSet( params, _flag )
#define IS_FLAG_DEFINED( _flag ) ((params[FLAGS_DEFINED]->GetIntValue() & (_flag) ) != 0)
#define IS_PARAM_DEFINED( _param ) ( ( ( _param >= 0 ) && ( params[_param]->IsDefined() ) ) )
#define SET_PARAM_STRING_IF_NOT_DEFINED( nParamIndex, kDefaultValue ) \
if ( ( nParamIndex != -1 ) && ( !params[nParamIndex]->IsDefined() ) ) \
{ \
params[nParamIndex]->SetStringValue( kDefaultValue ); \
}
#define SET_PARAM_INT_IF_NOT_DEFINED( nParamIndex, kDefaultValue ) \
if ( ( nParamIndex != -1 ) && ( !params[nParamIndex]->IsDefined() ) ) \
{ \
params[nParamIndex]->SetIntValue( kDefaultValue ); \
}
#define SET_PARAM_FLOAT_IF_NOT_DEFINED( nParamIndex, kDefaultValue ) \
if ( ( nParamIndex != -1 ) && ( !params[nParamIndex]->IsDefined() ) ) \
{ \
params[nParamIndex]->SetFloatValue( kDefaultValue ); \
}
#define SET_PARAM_VEC_IF_NOT_DEFINED( nParamIndex, kDefaultValue, nSize ) \
if ( ( nParamIndex != -1 ) && ( !params[nParamIndex]->IsDefined() ) ) \
{ \
params[nParamIndex]->SetVecValue( kDefaultValue, nSize ); \
}
// Typesafe flag setting
inline void CShader_SetFlags2( IMaterialVar **params, MaterialVarFlags2_t _flag )
{
params[FLAGS2]->SetIntValue( params[FLAGS2]->GetIntValue() | (_flag) );
}
inline bool CShader_IsFlag2Set( IMaterialVar **params, MaterialVarFlags2_t _flag )
{
return ((params[FLAGS2]->GetIntValue() & (_flag) ) != 0);
}
#define SET_FLAGS2( _flag ) CShader_SetFlags2( params, _flag )
#define CLEAR_FLAGS2( _flag ) params[FLAGS2]->SetIntValue( params[FLAGS2]->GetIntValue() & ~(_flag) )
#define IS_FLAG2_SET( _flag ) CShader_IsFlag2Set( params, _flag )
#define IS_FLAG2_DEFINED( _flag ) ((params[FLAGS_DEFINED2]->GetIntValue() & (_flag) ) != 0)
#define __BEGIN_SHADER_INTERNAL(_baseclass, name, help, flags) \
namespace name \
{\
typedef _baseclass CBaseClass;\
static const char *s_HelpString = help; \
static const char *s_Name = #name; \
static int s_nFlags = flags; \
class CShaderParam;\
static CUtlVector<CShaderParam *> s_ShaderParams;\
static CShaderParam *s_pShaderParamOverrides[NUM_SHADER_MATERIAL_VARS];\
class CShaderParam\
{\
public:\
CShaderParam( ShaderMaterialVars_t var, ShaderParamType_t type, const char *pDefaultParam, const char *pHelp, int nFlags )\
{\
m_Info.m_pName = "override";\
m_Info.m_Type = type;\
m_Info.m_pDefaultValue = pDefaultParam;\
m_Info.m_pHelp = pHelp;\
m_Info.m_nFlags = nFlags;\
AssertMsg( !s_pShaderParamOverrides[var], ( "Shader parameter override duplicately defined!" ) );\
s_pShaderParamOverrides[var] = this;\
m_Index = var;\
}\
CShaderParam( const char *pName, ShaderParamType_t type, const char *pDefaultParam, const char *pHelp, int nFlags )\
{\
m_Info.m_pName = pName;\
m_Info.m_Type = type;\
m_Info.m_pDefaultValue = pDefaultParam;\
m_Info.m_pHelp = pHelp;\
m_Info.m_nFlags = nFlags;\
m_Index = NUM_SHADER_MATERIAL_VARS + s_ShaderParams.Count();\
s_ShaderParams.AddToTail( this );\
}\
operator int() \
{\
return m_Index;\
}\
const char *GetName()\
{\
return m_Info.m_pName;\
}\
ShaderParamType_t GetType()\
{\
return m_Info.m_Type;\
}\
const char *GetDefault()\
{\
return m_Info.m_pDefaultValue;\
}\
int GetFlags() const\
{\
return m_Info.m_nFlags;\
}\
const char *GetHelp()\
{\
return m_Info.m_pHelp;\
}\
private:\
ShaderParamInfo_t m_Info; \
int m_Index;\
};\
#define BEGIN_SHADER(name,help) __BEGIN_SHADER_INTERNAL( CBaseShader, name, help, 0 )
#define BEGIN_SHADER_FLAGS(name,help,flags) __BEGIN_SHADER_INTERNAL( CBaseShader, name, help, flags )
#define BEGIN_SHADER_PARAMS
#define SHADER_PARAM( param, paramtype, paramdefault, paramhelp ) \
static CShaderParam param( "$" #param, paramtype, paramdefault, paramhelp, 0 );
#define SHADER_PARAM_FLAGS( param, paramtype, paramdefault, paramhelp, flags ) \
static CShaderParam param( "$" #param, paramtype, paramdefault, paramhelp, flags );
#define SHADER_PARAM_OVERRIDE( param, paramtype, paramdefault, paramhelp, flags ) \
static CShaderParam param( (ShaderMaterialVars_t) ::param, paramtype, paramdefault, paramhelp, flags );
// regarding the macro above: the "::" was added to the first argument in order to disambiguate it for GCC.
// for example, in cloak.cpp, this usage appears:
// SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
// which in turn tries to ask the compiler to instantiate an object like so:
// static CShaderParam COLOR( (ShaderMaterialVars_t)COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
// and GCC thinks that the reference to COLOR in the arg list is actually a reference to the object we're in the middle of making.
// and you get --> error: invalid cast from type Cloak_DX90::CShaderParam to type ShaderMaterialVars_t
// Resolved: add the "::" so compiler knows that reference is to the enum, not to the name of the object being made.
#define END_SHADER_PARAMS \
class CShader : public CBaseClass\
{\
public:
#define END_SHADER }; \
static CShader s_ShaderInstance;\
} // namespace
#define SHADER_INIT \
char const* GetName() const \
{ \
return s_Name; \
} \
int GetFlags() const \
{ \
return s_nFlags; \
} \
int GetNumParams() const \
{\
return CBaseClass::GetNumParams() + s_ShaderParams.Count();\
}\
char const* GetParamName( int param ) const \
{\
int nBaseClassParamCount = CBaseClass::GetNumParams(); \
if (param < nBaseClassParamCount) \
return CBaseClass::GetParamName(param); \
else \
return s_ShaderParams[param - nBaseClassParamCount]->GetName(); \
}\
char const* GetParamHelp( int param ) const \
{\
int nBaseClassParamCount = CBaseClass::GetNumParams(); \
if (param < nBaseClassParamCount) \
{ \
if ( !s_pShaderParamOverrides[param] ) \
return CBaseClass::GetParamHelp( param ); \
else \
return s_pShaderParamOverrides[param]->GetHelp(); \
} \
else \
return s_ShaderParams[param - nBaseClassParamCount]->GetHelp(); \
}\
ShaderParamType_t GetParamType( int param ) const \
{\
int nBaseClassParamCount = CBaseClass::GetNumParams(); \
if (param < nBaseClassParamCount) \
return CBaseClass::GetParamType( param ); \
else \
return s_ShaderParams[param - nBaseClassParamCount]->GetType(); \
}\
char const* GetParamDefault( int param ) const \
{\
int nBaseClassParamCount = CBaseClass::GetNumParams(); \
if (param < nBaseClassParamCount) \
{ \
if ( !s_pShaderParamOverrides[param] ) \
return CBaseClass::GetParamDefault( param ); \
else \
return s_pShaderParamOverrides[param]->GetDefault(); \
} \
else \
return s_ShaderParams[param - nBaseClassParamCount]->GetDefault(); \
}\
int GetParamFlags( int param ) const \
{\
int nBaseClassParamCount = CBaseClass::GetNumParams(); \
if (param < nBaseClassParamCount) \
{ \
if ( !s_pShaderParamOverrides[param] ) \
return CBaseClass::GetParamFlags( param ); \
else \
return s_pShaderParamOverrides[param]->GetFlags(); \
} \
else \
return s_ShaderParams[param - nBaseClassParamCount]->GetFlags(); \
}\
void OnInitShaderInstance( IMaterialVar **params, IShaderInit *pShaderInit, const char *pMaterialName )
#define SHADER_DRAW \
void OnDrawElements( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr )
#define SHADOW_STATE if (pShaderShadow)
#define DYNAMIC_STATE if (pShaderAPI)
#define ShaderWarning if (pShaderShadow) Warning
//-----------------------------------------------------------------------------
// Used to easily define a shader which *always* falls back
//-----------------------------------------------------------------------------
#define DEFINE_FALLBACK_SHADER( _shadername, _fallbackshadername ) \
BEGIN_SHADER( _shadername, "" ) \
BEGIN_SHADER_PARAMS \
END_SHADER_PARAMS \
SHADER_FALLBACK { return #_fallbackshadername; } \
SHADER_INIT {} \
SHADER_DRAW {} \
END_SHADER
//-----------------------------------------------------------------------------
// Used to easily define a shader which inherits from another shader
//-----------------------------------------------------------------------------
// FIXME: There's a compiler bug preventing this from working.
// Maybe it'll work under VC7!
//#define BEGIN_INHERITED_SHADER( name, _baseclass, help ) \
// namespace _baseclass \
// {\
// __BEGIN_SHADER_INTERNAL( _baseclass::CShader, name, help )
//#define END_INHERITED_SHADER END_SHADER }
//#define CHAIN_SHADER_INIT_PARAMS() CBaseClass::OnInitShaderParams( params, pMaterialName )
//#define CHAIN_SHADER_FALLBACK() CBaseClass::GetFallbackShader( params )
//#define CHAIN_SHADER_INIT() CBaseClass::OnInitShaderInstance( params, pShaderInit, pMaterialName )
//#define CHAIN_SHADER_DRAW() CBaseClass::OnDrawElements( params, pShaderShadow, pShaderAPI )
// A dumbed-down version which does what I need now which works
// This version doesn't allow you to do chain *anything* down to the base class
#define BEGIN_INHERITED_SHADER_FLAGS( _name, _base, _help, _flags ) \
namespace _base\
{\
namespace _name\
{\
static const char *s_Name = #_name; \
static const char *s_HelpString = _help;\
static int s_nFlags = _flags;\
class CShader : public _base::CShader\
{\
public:\
char const* GetName() const \
{ \
return s_Name; \
} \
int GetFlags() const \
{ \
return s_nFlags; \
}
#define BEGIN_INHERITED_SHADER( _name, _base, _help ) BEGIN_INHERITED_SHADER_FLAGS( _name, _base, _help, 0 )
#define END_INHERITED_SHADER END_SHADER }
// psh ## shader is used here to generate a warning if you don't ever call SET_DYNAMIC_PIXEL_SHADER
#define DECLARE_DYNAMIC_PIXEL_SHADER( shader ) \
int declaredynpixshader_ ## shader ## _missingcurlybraces = 0; \
declaredynpixshader_ ## shader ## _missingcurlybraces = declaredynpixshader_ ## shader ## _missingcurlybraces; \
shader ## _Dynamic_Index _pshIndex; \
int psh ## shader = 0
// vsh ## shader is used here to generate a warning if you don't ever call SET_DYNAMIC_VERTEX_SHADER
#define DECLARE_DYNAMIC_VERTEX_SHADER( shader ) \
int declaredynvertshader_ ## shader ## _missingcurlybraces = 0; \
declaredynvertshader_ ## shader ## _missingcurlybraces = declaredynvertshader_ ## shader ## _missingcurlybraces; \
shader ## _Dynamic_Index _vshIndex; \
int vsh ## shader = 0
// psh ## shader is used here to generate a warning if you don't ever call SET_STATIC_PIXEL_SHADER
#define DECLARE_STATIC_PIXEL_SHADER( shader ) \
int declarestaticpixshader_ ## shader ## _missingcurlybraces = 0; \
declarestaticpixshader_ ## shader ## _missingcurlybraces = declarestaticpixshader_ ## shader ## _missingcurlybraces; \
shader ## _Static_Index _pshIndex; \
int psh ## shader = 0
// vsh ## shader is used here to generate a warning if you don't ever call SET_STATIC_VERTEX_SHADER
#define DECLARE_STATIC_VERTEX_SHADER( shader ) \
int declarestaticvertshader_ ## shader ## _missingcurlybraces = 0; \
declarestaticvertshader_ ## shader ## _missingcurlybraces = declarestaticvertshader_ ## shader ## _missingcurlybraces; \
shader ## _Static_Index _vshIndex; \
int vsh ## shader = 0
// psh_forgot_to_set_dynamic_ ## var is used to make sure that you set all
// all combos. If you don't, you will get an undefined variable used error
// in the SET_DYNAMIC_PIXEL_SHADER block.
#define SET_DYNAMIC_PIXEL_SHADER_COMBO( var, val ) \
int dynpixshadercombo_ ## var ## _missingcurlybraces = 0; \
dynpixshadercombo_ ## var ## _missingcurlybraces = dynpixshadercombo_ ## var ## _missingcurlybraces; \
_pshIndex.Set ## var( ( val ) ); if(g_shaderConfigDumpEnable){printf("\n PS dyn var %s = %d (%s)", #var, (int) val, #val );}; \
int psh_forgot_to_set_dynamic_ ## var = 0
// vsh_forgot_to_set_dynamic_ ## var is used to make sure that you set all
// all combos. If you don't, you will get an undefined variable used error
// in the SET_DYNAMIC_VERTEX_SHADER block.
#define SET_DYNAMIC_VERTEX_SHADER_COMBO( var, val ) \
int dynvertshadercombo_ ## var ## _missingcurlybraces = 0; \
dynvertshadercombo_ ## var ## _missingcurlybraces = dynvertshadercombo_ ## var ## _missingcurlybraces; \
_vshIndex.Set ## var( ( val ) ); if(g_shaderConfigDumpEnable){printf("\n VS dyn var %s = %d (%s)", #var, (int) val, #val );}; \
int vsh_forgot_to_set_dynamic_ ## var = 0
// psh_forgot_to_set_static_ ## var is used to make sure that you set all
// all combos. If you don't, you will get an undefined variable used error
// in the SET_STATIC_PIXEL_SHADER block.
#define SET_STATIC_PIXEL_SHADER_COMBO( var, val ) \
int staticpixshadercombo_ ## var ## _missingcurlybraces = 0; \
staticpixshadercombo_ ## var ## _missingcurlybraces = staticpixshadercombo_ ## var ## _missingcurlybraces; \
_pshIndex.Set ## var( ( val ) ); if(g_shaderConfigDumpEnable){printf("\n PS stat var %s = %d (%s)", #var, (int) val, #val );}; \
int psh_forgot_to_set_static_ ## var = 0
// vsh_forgot_to_set_static_ ## var is used to make sure that you set all
// all combos. If you don't, you will get an undefined variable used error
// in the SET_STATIC_VERTEX_SHADER block.
#define SET_STATIC_VERTEX_SHADER_COMBO( var, val ) \
int staticvertshadercombo_ ## var ## _missingcurlybraces = 0; \
staticvertshadercombo_ ## var ## _missingcurlybraces = staticvertshadercombo_ ## var ## _missingcurlybraces; \
_vshIndex.Set ## var( ( val ) ); if(g_shaderConfigDumpEnable){printf("\n VS stat var %s = %d (%s)", #var, (int) val, #val );}; \
int vsh_forgot_to_set_static_ ## var = 0
// psh_testAllCombos adds up all of the psh_forgot_to_set_dynamic_ ## var's from
// SET_DYNAMIC_PIXEL_SHADER_COMBO so that an error is generated if they aren't set.
// psh_testAllCombos is set to itself to avoid an unused variable warning.
// psh ## shader being set to itself ensures that DECLARE_DYNAMIC_PIXEL_SHADER
// was called for this particular shader.
#define SET_DYNAMIC_PIXEL_SHADER( shader ) \
int dynamicpixshader_ ## shader ## _missingcurlybraces = 0; \
dynamicpixshader_ ## shader ## _missingcurlybraces = dynamicpixshader_ ## shader ## _missingcurlybraces; \
int psh_testAllCombos = shaderDynamicTest_ ## shader; \
psh_testAllCombos = psh_testAllCombos; \
psh ## shader = psh ## shader; \
pShaderAPI->SetPixelShaderIndex( _pshIndex.GetIndex() )
#define SET_DYNAMIC_PIXEL_SHADER_CMD( cmdstream, shader ) \
int dynamicpixshader_ ## shader ## _missingcurlybraces = 0; \
dynamicpixshader_ ## shader ## _missingcurlybraces = dynamicpixshader_ ## shader ## _missingcurlybraces; \
int psh_testAllCombos = shaderDynamicTest_ ## shader; \
psh_testAllCombos = psh_testAllCombos; \
psh ## shader = psh ## shader; \
cmdstream.SetPixelShaderIndex( _pshIndex.GetIndex() )
// vsh_testAllCombos adds up all of the vsh_forgot_to_set_dynamic_ ## var's from
// SET_DYNAMIC_VERTEX_SHADER_COMBO so that an error is generated if they aren't set.
// vsh_testAllCombos is set to itself to avoid an unused variable warning.
// vsh ## shader being set to itself ensures that DECLARE_DYNAMIC_VERTEX_SHADER
// was called for this particular shader.
#define SET_DYNAMIC_VERTEX_SHADER( shader ) \
int dynamicvertshader_ ## shader ## _missingcurlybraces = 0; \
dynamicvertshader_ ## shader ## _missingcurlybraces = dynamicvertshader_ ## shader ## _missingcurlybraces; \
int vsh_testAllCombos = shaderDynamicTest_ ## shader; \
vsh_testAllCombos = vsh_testAllCombos; \
vsh ## shader = vsh ## shader; \
pShaderAPI->SetVertexShaderIndex( _vshIndex.GetIndex() )
#define SET_DYNAMIC_VERTEX_SHADER_CMD( cmdstream, shader ) \
int dynamicvertshader_ ## shader ## _missingcurlybraces = 0; \
dynamicvertshader_ ## shader ## _missingcurlybraces = dynamicvertshader_ ## shader ## _missingcurlybraces; \
int vsh_testAllCombos = shaderDynamicTest_ ## shader; \
vsh_testAllCombos = vsh_testAllCombos; \
vsh ## shader = vsh ## shader; \
cmdstream.SetVertexShaderIndex( _vshIndex.GetIndex() )
// psh_testAllCombos adds up all of the psh_forgot_to_set_static_ ## var's from
// SET_STATIC_PIXEL_SHADER_COMBO so that an error is generated if they aren't set.
// psh_testAllCombos is set to itself to avoid an unused variable warning.
// psh ## shader being set to itself ensures that DECLARE_STATIC_PIXEL_SHADER
// was called for this particular shader.
#define SET_STATIC_PIXEL_SHADER( shader ) \
int staticpixshader_ ## shader ## _missingcurlybraces = 0; \
staticpixshader_ ## shader ## _missingcurlybraces = staticpixshader_ ## shader ## _missingcurlybraces; \
int psh_testAllCombos = shaderStaticTest_ ## shader; \
psh_testAllCombos = psh_testAllCombos; \
psh ## shader = psh ## shader; \
pShaderShadow->SetPixelShader( #shader, _pshIndex.GetIndex() )
// vsh_testAllCombos adds up all of the vsh_forgot_to_set_static_ ## var's from
// SET_STATIC_VERTEX_SHADER_COMBO so that an error is generated if they aren't set.
// vsh_testAllCombos is set to itself to avoid an unused variable warning.
// vsh ## shader being set to itself ensures that DECLARE_STATIC_VERTEX_SHADER
// was called for this particular shader.
#define SET_STATIC_VERTEX_SHADER( shader ) \
int staticvertshader_ ## shader ## _missingcurlybraces = 0; \
staticvertshader_ ## shader ## _missingcurlybraces = staticvertshader_ ## shader ## _missingcurlybraces; \
int vsh_testAllCombos = shaderStaticTest_ ## shader; \
vsh_testAllCombos = vsh_testAllCombos; \
vsh ## shader = vsh ## shader; \
pShaderShadow->SetVertexShader( #shader, _vshIndex.GetIndex() )
#endif // CSHADER_H