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//===== Copyright � 1996-2005, 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_declarations.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IMaterialVar; class CPerInstanceContextData;
//-----------------------------------------------------------------------------
// 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 GetParamCount( ) const; virtual const ShaderParamInfo_t& GetParamInfo( int paramIndex ) 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, CBasePerInstanceContextData** pInstanceDataPtr );
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;
// Methods related to building per-instance ("PI_") command buffers
void PI_BeginCommandBuffer(); void PI_EndCommandBuffer(); void PI_SetPixelShaderAmbientLightCube( int nFirstRegister ); void PI_SetPixelShaderLocalLighting( int nFirstRegister ); void PI_SetPixelShaderAmbientLightCubeLuminance( int nFirstRegister ); void PI_SetPixelShaderGlintDamping( int nFirstRegister ); void PI_SetVertexShaderAmbientLightCube( /*int nFirstRegister*/ ); void PI_SetModulationPixelShaderDynamicState( int nRegister ); void PI_SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( int nRegister, float scale ); void PI_SetModulationPixelShaderDynamicState_LinearScale( int nRegister, float scale ); void PI_SetModulationPixelShaderDynamicState_LinearScale_ScaleInW( int nRegister, float scale ); void PI_SetModulationPixelShaderDynamicState_LinearColorSpace( int nRegister ); void PI_SetModulationPixelShaderDynamicState_Identity( int nRegister ); void PI_SetModulationVertexShaderDynamicState( void ); void PI_SetModulationVertexShaderDynamicState_LinearScale( float flScale );
// Gets at the current materialvar flags
int CurrentMaterialVarFlags() const;
// Gets at the current materialvar2 flags
int CurrentMaterialVarFlags2() 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() const;
// Loads a texture
void LoadTexture( int nTextureVar, int nAdditionalCreationFlags = 0 );
// Loads a bumpmap
void LoadBumpMap( int nTextureVar, int nAdditionalCreationFlags = 0 );
// 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 ); ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrame, int nTextureChannel = 0 );
// Binds a texture
void BindTexture( Sampler_t sampler1, Sampler_t sampler2, TextureBindFlags_t nBindFlags, int nTextureVar, int nFrameVar = -1 ); void BindTexture( Sampler_t sampler1, TextureBindFlags_t nBindFlags, int nTextureVar, int nFrameVar = -1 ); void BindTexture( Sampler_t sampler1, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrame = 0 ); void BindTexture( Sampler_t sampler1, Sampler_t sampler2, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrame = 0 );
// Bind vertex texture
void BindVertexTexture( VertexTextureSampler_t vtSampler, int nTextureVar, int nFrame = 0 );
// Is the texture translucent?
bool TextureIsTranslucent( int textureVar, bool isBaseTexture );
// 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
bool IsAlphaModulating(); // Helpers for HDR
bool IsHDREnabled( void );
bool UsingFlashlight( IMaterialVar **params ) const; bool UsingEditor( IMaterialVar **params ) const; bool IsRenderingPaint( IMaterialVar **params ) const;
void ApplyColor2Factor( float *pColorOut, bool isLinearSpace = false ) const; // (*pColorOut) *= COLOR2
static inline IMaterialVar **GetPPParams(); void SetPPParams( IMaterialVar **params ) { s_ppParams = params; } void SetModulationFlags( int modulationFlags ) { s_nModulationFlags = modulationFlags; }
private: // This is a per-instance state which is handled completely by the system
void PI_SetSkinningMatrices(); void PI_SetVertexShaderLocalLighting( );
FORCEINLINE void SetFogMode( ShaderFogMode_t fogMode ); protected: static IMaterialVar **s_ppParams; 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_nPassCount; static int s_nModulationFlags; static CPerInstanceContextData** s_pInstanceDataPtr;
template <class T> friend class CBaseCommandBufferBuilder; };
//-----------------------------------------------------------------------------
// Gets at the current materialvar flags
//-----------------------------------------------------------------------------
inline int CBaseShader::CurrentMaterialVarFlags() const { return s_ppParams[FLAGS]->GetIntValue(); }
//-----------------------------------------------------------------------------
// Gets at the current materialvar2 flags
//-----------------------------------------------------------------------------
inline int CBaseShader::CurrentMaterialVarFlags2() const { return s_ppParams[FLAGS2]->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); }
//-----------------------------------------------------------------------------
// Returns the s_ppParams static member variable - for internal use only.
//-----------------------------------------------------------------------------
inline IMaterialVar **CBaseShader::GetPPParams() { return s_ppParams; }
#endif // BASESHADER_H
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