mirror of
https://github.com/alliedmodders/hl2sdk.git
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First version of the SOurce SDK 2013
This commit is contained in:
339
public/shaderlib/BaseShader.h
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339
public/shaderlib/BaseShader.h
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@ -0,0 +1,339 @@
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//========= 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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// This is what all shaders inherit from.
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//===========================================================================//
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#ifndef BASESHADER_H
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#define BASESHADER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "materialsystem/IShader.h"
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#include "materialsystem/imaterialvar.h"
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#include "materialsystem/ishaderapi.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "shaderlib/BaseShader.h"
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#include "convar.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class IMaterialVar;
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//-----------------------------------------------------------------------------
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// Standard material vars
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//-----------------------------------------------------------------------------
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// Note: if you add to these, add to s_StandardParams in CBaseShader.cpp
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enum ShaderMaterialVars_t
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{
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FLAGS = 0,
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FLAGS_DEFINED, // mask indicating if the flag was specified
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FLAGS2,
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FLAGS_DEFINED2,
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COLOR,
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ALPHA,
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BASETEXTURE,
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FRAME,
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BASETEXTURETRANSFORM,
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FLASHLIGHTTEXTURE,
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FLASHLIGHTTEXTUREFRAME,
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COLOR2,
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SRGBTINT,
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NUM_SHADER_MATERIAL_VARS
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};
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// Alpha belnd mode enums. Moved from basevsshader
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enum BlendType_t
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{
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// no alpha blending
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BT_NONE = 0,
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// src * srcAlpha + dst * (1-srcAlpha)
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// two passes for HDR:
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// pass 1:
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// color: src * srcAlpha + dst * (1-srcAlpha)
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// alpha: srcAlpha * zero + dstAlpha * (1-srcAlpha)
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// pass 2:
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// color: none
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// alpha: srcAlpha * one + dstAlpha * one
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//
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BT_BLEND,
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// src * one + dst * one
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// one pass for HDR
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BT_ADD,
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// Why do we ever use this instead of using premultiplied alpha?
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// src * srcAlpha + dst * one
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// two passes for HDR
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// pass 1:
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// color: src * srcAlpha + dst * one
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// alpha: srcAlpha * one + dstAlpha * one
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// pass 2:
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// color: none
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// alpha: srcAlpha * one + dstAlpha * one
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BT_BLENDADD
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};
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//-----------------------------------------------------------------------------
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// Base class for shaders, contains helper methods.
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//-----------------------------------------------------------------------------
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class CBaseShader : public IShader
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{
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public:
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// constructor
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CBaseShader();
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// Methods inherited from IShader
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virtual char const* GetFallbackShader( IMaterialVar** params ) const { return 0; }
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virtual int GetNumParams( ) const;
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virtual char const* GetParamName( int paramIndex ) const;
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virtual char const* GetParamHelp( int paramIndex ) const;
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virtual ShaderParamType_t GetParamType( int paramIndex ) const;
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virtual char const* GetParamDefault( int paramIndex ) const;
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virtual int GetParamFlags( int nParamIndex ) const;
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virtual void InitShaderParams( IMaterialVar** ppParams, const char *pMaterialName );
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virtual void InitShaderInstance( IMaterialVar** ppParams, IShaderInit *pShaderInit, const char *pMaterialName, const char *pTextureGroupName );
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virtual void DrawElements( IMaterialVar **params, int nModulationFlags, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI,
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VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContext );
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virtual const SoftwareVertexShader_t GetSoftwareVertexShader() const { return m_SoftwareVertexShader; }
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virtual int ComputeModulationFlags( IMaterialVar** params, IShaderDynamicAPI* pShaderAPI );
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virtual bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame = true ) const;
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virtual bool NeedsFullFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame = true ) const;
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virtual bool IsTranslucent( IMaterialVar **params ) const;
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public:
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// These functions must be implemented by the shader
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virtual void OnInitShaderParams( IMaterialVar** ppParams, const char *pMaterialName ) {}
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virtual void OnInitShaderInstance( IMaterialVar** ppParams, IShaderInit *pShaderInit, const char *pMaterialName ) = 0;
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virtual void OnDrawElements( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr ) = 0;
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// Sets the default shadow state
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void SetInitialShadowState( );
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// Draws a snapshot
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void Draw( bool bMakeActualDrawCall = true );
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// Are we currently taking a snapshot?
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bool IsSnapshotting() const;
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// Gets at the current materialvar flags
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int CurrentMaterialVarFlags() const;
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// Finds a particular parameter (works because the lowest parameters match the shader)
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int FindParamIndex( const char *pName ) const;
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// Are we using graphics?
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bool IsUsingGraphics();
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// Are we using editor materials?
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bool CanUseEditorMaterials();
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// Gets the builder...
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CMeshBuilder* MeshBuilder();
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// Loads a texture
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void LoadTexture( int nTextureVar, int nAdditionalCreationFlags = 0 );
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// Loads a bumpmap
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void LoadBumpMap( int nTextureVar );
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// Loads a cubemap
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void LoadCubeMap( int nTextureVar, int nAdditionalCreationFlags = 0 );
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// get the shaderapi handle for a texture. BE CAREFUL WITH THIS.
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ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( int nTextureVar, int nFrameVar, int nTextureChannel = 0 );
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// Binds a texture
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void BindTexture( Sampler_t sampler1, Sampler_t sampler2, int nTextureVar, int nFrameVar = -1 );
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void BindTexture( Sampler_t sampler1, int nTextureVar, int nFrameVar = -1 );
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void BindTexture( Sampler_t sampler1, ITexture *pTexture, int nFrame = 0 );
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void BindTexture( Sampler_t sampler1, Sampler_t sampler2, ITexture *pTexture, int nFrame = 0 );
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// Is the texture translucent?
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bool TextureIsTranslucent( int textureVar, bool isBaseTexture );
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// Returns the translucency...
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float GetAlpha( IMaterialVar** params = NULL );
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// Is the color var white?
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bool IsWhite( int colorVar );
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// Helper methods for fog
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void FogToOOOverbright( void );
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void FogToWhite( void );
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void FogToBlack( void );
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void FogToGrey( void );
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void FogToFogColor( void );
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void DisableFog( void );
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void DefaultFog( void );
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// Helpers for alpha blending
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void EnableAlphaBlending( ShaderBlendFactor_t src, ShaderBlendFactor_t dst );
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void DisableAlphaBlending();
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void SetBlendingShadowState( BlendType_t nMode );
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void SetNormalBlendingShadowState( int textureVar = -1, bool isBaseTexture = true );
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void SetAdditiveBlendingShadowState( int textureVar = -1, bool isBaseTexture = true );
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void SetDefaultBlendingShadowState( int textureVar = -1, bool isBaseTexture = true );
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void SingleTextureLightmapBlendMode( );
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// Helpers for color modulation
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void SetColorState( int colorVar, bool setAlpha = false );
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bool IsAlphaModulating();
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bool IsColorModulating();
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void ComputeModulationColor( float* color );
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void SetModulationShadowState( int tintVar = -1 );
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void SetModulationDynamicState( int tintVar = -1 );
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// Helpers for HDR
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bool IsHDREnabled( void );
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// Loads the identity matrix into the texture
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void LoadIdentity( MaterialMatrixMode_t matrixMode );
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// Loads the camera to world transform
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void LoadCameraToWorldTransform( MaterialMatrixMode_t matrixMode );
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void LoadCameraSpaceSphereMapTransform( MaterialMatrixMode_t matrixMode );
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// Sets a texture translation transform in fixed function
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void SetFixedFunctionTextureTranslation( MaterialMatrixMode_t mode, int translationVar );
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void SetFixedFunctionTextureScale( MaterialMatrixMode_t mode, int scaleVar );
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void SetFixedFunctionTextureScaledTransform( MaterialMatrixMode_t textureTransform, int transformVar, int scaleVar );
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void SetFixedFunctionTextureTransform( MaterialMatrixMode_t textureTransform, int transformVar );
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void CleanupDynamicStateFixedFunction( );
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// Fixed function Base * detail pass
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void FixedFunctionBaseTimesDetailPass( int baseTextureVar, int frameVar,
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int baseTextureTransformVar, int detailVar, int detailScaleVar );
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// Fixed function Self illumination pass
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void FixedFunctionSelfIlluminationPass( Sampler_t sampler,
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int baseTextureVar, int frameVar, int baseTextureTransformVar, int selfIllumTintVar );
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// Masked environment map
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void FixedFunctionMaskedEnvmapPass( int envMapVar, int envMapMaskVar,
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int baseTextureVar, int envMapFrameVar, int envMapMaskFrameVar,
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int frameVar, int maskOffsetVar, int maskScaleVar, int tintVar = -1 );
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// Additive masked environment map
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void FixedFunctionAdditiveMaskedEnvmapPass( int envMapVar, int envMapMaskVar,
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int baseTextureVar, int envMapFrameVar, int envMapMaskFrameVar,
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int frameVar, int maskOffsetVar, int maskScaleVar, int tintVar = -1 );
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// Modulate by detail texture pass
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void FixedFunctionMultiplyByDetailPass( int baseTextureVar, int frameVar,
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int textureOffsetVar, int detailVar, int detailScaleVar );
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// Multiply by lightmap pass
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void FixedFunctionMultiplyByLightmapPass( int baseTextureVar, int frameVar,
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int baseTextureTransformVar, float alphaOverride = -1 );
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// Helper methods for environment mapping
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int SetShadowEnvMappingState( int envMapMaskVar, int tintVar = -1 );
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void SetDynamicEnvMappingState( int envMapVar, int envMapMaskVar,
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int baseTextureVar, int envMapFrameVar, int envMapMaskFrameVar,
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int frameVar, int maskOffsetVar, int maskScaleVar, int tintVar = -1 );
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bool UsingFlashlight( IMaterialVar **params ) const;
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bool UsingEditor( IMaterialVar **params ) const;
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void DrawFlashlight_dx70( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow,
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int flashlightTextureVar, int flashlightTextureFrameVar,
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bool suppress_lighting = false );
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void SetFlashlightFixedFunctionTextureTransform( MaterialMatrixMode_t matrix );
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void GetColorParameter( IMaterialVar** params, float *pColorOut ) const; // return tint color (color*color2)
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void ApplyColor2Factor( float *pColorOut ) const; // (*pColorOut) *= COLOR2
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static IMaterialVar **s_ppParams;
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protected:
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SoftwareVertexShader_t m_SoftwareVertexShader;
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static const char *s_pTextureGroupName; // Current material's texture group name.
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static IShaderShadow *s_pShaderShadow;
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static IShaderDynamicAPI *s_pShaderAPI;
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static IShaderInit *s_pShaderInit;
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private:
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static int s_nModulationFlags;
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static CMeshBuilder *s_pMeshBuilder;
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};
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//-----------------------------------------------------------------------------
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// Gets at the current materialvar flags
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//-----------------------------------------------------------------------------
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inline int CBaseShader::CurrentMaterialVarFlags() const
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{
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return s_ppParams[FLAGS]->GetIntValue();
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}
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//-----------------------------------------------------------------------------
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// Are we currently taking a snapshot?
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//-----------------------------------------------------------------------------
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inline bool CBaseShader::IsSnapshotting() const
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{
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return (s_pShaderShadow != NULL);
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}
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//-----------------------------------------------------------------------------
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// Is the color var white?
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//-----------------------------------------------------------------------------
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inline bool CBaseShader::IsWhite( int colorVar )
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{
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if (colorVar < 0)
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return true;
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if (!s_ppParams[colorVar]->IsDefined())
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return true;
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float color[3];
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s_ppParams[colorVar]->GetVecValue( color, 3 );
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return (color[0] >= 1.0f) && (color[1] >= 1.0f) && (color[2] >= 1.0f);
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}
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class CBasePerMaterialContextData // shaders can keep per material data in classes descended from this
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{
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public:
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uint32 m_nVarChangeID;
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bool m_bMaterialVarsChanged; // set by mat system when material vars change. shader should rehtink and then clear the var
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FORCEINLINE CBasePerMaterialContextData( void )
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{
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m_bMaterialVarsChanged = true;
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m_nVarChangeID = 0xffffffff;
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}
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// virtual destructor so that derived classes can have their own data to be cleaned up on
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// delete of material
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virtual ~CBasePerMaterialContextData( void )
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{
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}
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};
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#endif // BASESHADER_H
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49
public/shaderlib/ShaderDLL.h
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49
public/shaderlib/ShaderDLL.h
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@ -0,0 +1,49 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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||||
//
|
||||
// $Header: $
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||||
// $NoKeywords: $
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||||
//=============================================================================//
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#ifndef SHADERDLL_H
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#define SHADERDLL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <materialsystem/IShader.h>
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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class IShader;
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class ICvar;
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//-----------------------------------------------------------------------------
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// The standard implementation of CShaderDLL
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//-----------------------------------------------------------------------------
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class IShaderDLL
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{
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public:
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// Adds a shader to the list of shaders
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virtual void InsertShader( IShader *pShader ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Singleton interface
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//-----------------------------------------------------------------------------
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IShaderDLL *GetShaderDLL();
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//-----------------------------------------------------------------------------
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// Singleton interface for CVars
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//-----------------------------------------------------------------------------
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ICvar *GetCVar();
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#endif // SHADERDLL_H
|
490
public/shaderlib/cshader.h
Normal file
490
public/shaderlib/cshader.h
Normal file
@ -0,0 +1,490 @@
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||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================//
|
||||
|
||||
#ifndef CSHADER_H
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||||
#define CSHADER_H
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||||
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#ifdef _WIN32
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||||
#pragma once
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#endif
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||||
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||||
// uncomment this if you want to build for nv3x
|
||||
//#define NV3X 1
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||||
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||||
// 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"
|
||||
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||||
#include "materialsystem/itexture.h"
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||||
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||||
// 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
|
Reference in New Issue
Block a user