//===== Copyright © 1996-2008, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #ifndef ISHADERDYNAMIC_H #define ISHADERDYNAMIC_H #ifndef SPU #ifdef _WIN32 #pragma once #endif #include "shaderapi/shareddefs.h" #include "materialsystem/imaterial.h" #include "materialsystem/imaterialsystem.h" typedef intp ShaderAPITextureHandle_t; #define INVALID_SHADERAPI_TEXTURE_HANDLE 0 //----------------------------------------------------------------------------- // forward declarations //----------------------------------------------------------------------------- class CMeshBuilder; class IMaterialVar; struct LightDesc_t; //----------------------------------------------------------------------------- // State from ShaderAPI used to select proper vertex and pixel shader combos //----------------------------------------------------------------------------- struct LightState_t { int m_nNumLights; bool m_bAmbientLight; bool m_bStaticLight; bool m_bStaticLightIndirectOnly; // only valid if m_bStaticLight true inline int HasDynamicLight() { return (m_bAmbientLight || (m_nNumLights > 0)) ? 1 : 0; } }; //----------------------------------------------------------------------------- // Color correction info //----------------------------------------------------------------------------- struct ShaderColorCorrectionInfo_t { bool m_bIsEnabled; int m_nLookupCount; float m_flDefaultWeight; float m_pLookupWeights[4]; }; #endif // SPU //----------------------------------------------------------------------------- // the 3D shader API interface // This interface is all that shaders see. //----------------------------------------------------------------------------- enum StandardTextureId_t { // Lightmaps TEXTURE_LIGHTMAP = 0, TEXTURE_LIGHTMAP_FULLBRIGHT, TEXTURE_LIGHTMAP_BUMPED, TEXTURE_LIGHTMAP_BUMPED_FULLBRIGHT, // Flat colors TEXTURE_WHITE, TEXTURE_BLACK, TEXTURE_BLACK_ALPHA_ZERO, TEXTURE_GREY, TEXTURE_GREY_ALPHA_ZERO, // Normalmaps TEXTURE_NORMALMAP_FLAT, TEXTURE_SSBUMP_FLAT, // Normalization TEXTURE_NORMALIZATION_CUBEMAP, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED, // Frame-buffer textures TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1, // Color correction TEXTURE_COLOR_CORRECTION_VOLUME_0, TEXTURE_COLOR_CORRECTION_VOLUME_1, TEXTURE_COLOR_CORRECTION_VOLUME_2, TEXTURE_COLOR_CORRECTION_VOLUME_3, // An alias to the Back Frame Buffer TEXTURE_FRAME_BUFFER_ALIAS, // Noise for shadow mapping algorithm TEXTURE_SHADOW_NOISE_2D, // A texture in which morph data gets accumulated (vs30, fast vertex textures required) TEXTURE_MORPH_ACCUMULATOR, // A texture which contains morph weights TEXTURE_MORPH_WEIGHTS, // A snapshot of the frame buffer's depth. Currently only valid on the 360 TEXTURE_FRAME_BUFFER_FULL_DEPTH, // A snapshot of the frame buffer's depth. Currently only valid on the 360 TEXTURE_IDENTITY_LIGHTWARP, // The current local env_cubemap TEXTURE_LOCAL_ENV_CUBEMAP, // Texture containing subdivision surface patch data TEXTURE_SUBDIVISION_PATCHES, // Screen-space texture which contains random 3D reflection vectors used in SSAO algorithm TEXTURE_SSAO_NOISE_2D, TEXTURE_PAINT, // Stereo-ized texture that contains eye-dependent stereo constants. TEXTURE_STEREO_PARAM_MAP, TEXTURE_MAX_STD_TEXTURES }; #ifndef SPU enum TextureFilterMode_t { TFILTER_MODE_POINTSAMPLED = 1, }; enum TessellationMode_t; //----------------------------------------------------------------------------- // The Shader interface versions //----------------------------------------------------------------------------- #define SHADERDYNAMIC_INTERFACE_VERSION "ShaderDynamic001" abstract_class IShaderDynamicAPI { public: virtual void BeginPerfEEvent( wchar* name ) {} virtual void EndPerfEvent() {} virtual void SetVertexShaderViewProj() = 0; virtual void UpdateVertexShaderMatrix( int m ) = 0; virtual void SetVertexShaderModelViewProjAndModelView() = 0; virtual void SetVertexShaderCameraPos() = 0; virtual bool SetSkinningMatrices( const MeshInstanceData_t &instance ) = 0; virtual void BindTexture( Sampler_t sampler, TextureBindFlags_t nBindFlags, ShaderAPITextureHandle_t textureHandle ) = 0; // returns the current time in seconds.... virtual double CurrentTime() const = 0; // Gets the lightmap dimensions virtual void GetLightmapDimensions( int *w, int *h ) = 0; // Scene fog state. // This is used by the shaders for picking the proper vertex shader for fogging based on dynamic state. virtual MaterialFogMode_t GetSceneFogMode( ) = 0; virtual void GetSceneFogColor( unsigned char *rgb ) = 0; // Sets the constant register for vertex and pixel shaders virtual void SetVertexShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false ) = 0; virtual void SetPixelShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false ) = 0; // Sets the default *dynamic* state virtual void SetDefaultState() = 0; // Get the current camera position in world space. virtual void GetWorldSpaceCameraPosition( float* pPos ) const = 0; virtual void GetWorldSpaceCameraDirection( float* pDir ) const = 0; virtual int GetCurrentNumBones( void ) const = 0; virtual MaterialFogMode_t GetCurrentFogType( void ) const = 0; // Sets the vertex and pixel shaders virtual void SetVertexShaderIndex( int vshIndex = -1 ) = 0; virtual void SetPixelShaderIndex( int pshIndex = 0 ) = 0; // Get the dimensions of the back buffer. virtual void GetBackBufferDimensions( int& width, int& height ) const = 0; // Get information about the physical and pixel aspect ratios of the backbuffer. virtual const AspectRatioInfo_t &GetAspectRatioInfo( void ) const = 0; // Get the dimensions of the current render target virtual void GetCurrentRenderTargetDimensions( int& nWidth, int& nHeight ) const = 0; // Get the current viewport virtual void GetCurrentViewport( int& nX, int& nY, int& nWidth, int& nHeight ) const = 0; // FIXME: The following 6 methods used to live in IShaderAPI // and were moved for stdshader_dx8. Let's try to move them back! virtual void SetPixelShaderFogParams( int reg ) = 0; // Use this to get the mesh builder that allows us to modify vertex data virtual bool InFlashlightMode() const = 0; virtual const FlashlightState_t &GetFlashlightState( VMatrix &worldToTexture ) const = 0; virtual bool InEditorMode() const = 0; virtual bool IsCascadedShadowMapping() const = 0; virtual const CascadedShadowMappingState_t &GetCascadedShadowMappingState( ITexture **pDepthTextureAtlas, bool bLightMapScale = false ) const = 0; // Binds a standard texture virtual void BindStandardTexture( Sampler_t sampler, TextureBindFlags_t nBindFlags, StandardTextureId_t id ) = 0; virtual ITexture *GetRenderTargetEx( int nRenderTargetID ) const = 0; virtual void SetToneMappingScaleLinear( const Vector &scale ) = 0; virtual const Vector &GetToneMappingScaleLinear( void ) const = 0; virtual void SetFloatRenderingParameter(int parm_number, float value) = 0; virtual void SetIntRenderingParameter(int parm_number, int value) = 0 ; virtual void SetVectorRenderingParameter(int parm_number, Vector const &value) = 0 ; virtual float GetFloatRenderingParameter(int parm_number) const = 0 ; virtual int GetIntRenderingParameter(int parm_number) const = 0 ; virtual Vector GetVectorRenderingParameter(int parm_number) const = 0 ; virtual const FlashlightState_t &GetFlashlightStateEx( VMatrix &worldToTexture, ITexture **pFlashlightDepthTexture ) const = 0; virtual void GetDX9LightState( LightState_t *state ) const = 0; virtual int GetPixelFogCombo( ) = 0; //0 is either range fog, or no fog simulated with rigged range fog values. 1 is height fog virtual void BindStandardVertexTexture( VertexTextureSampler_t sampler, StandardTextureId_t id ) = 0; // Is hardware morphing enabled? virtual bool IsHWMorphingEnabled( ) const = 0; virtual void GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id ) = 0; virtual void SetBooleanVertexShaderConstant( int var, BOOL const* pVec, int numBools = 1, bool bForce = false ) = 0; virtual void SetIntegerVertexShaderConstant( int var, int const* pVec, int numIntVecs = 1, bool bForce = false ) = 0; virtual void SetBooleanPixelShaderConstant( int var, BOOL const* pVec, int numBools = 1, bool bForce = false ) = 0; virtual void SetIntegerPixelShaderConstant( int var, int const* pVec, int numIntVecs = 1, bool bForce = false ) = 0; //Are we in a configuration that needs access to depth data through the alpha channel later? virtual bool ShouldWriteDepthToDestAlpha( void ) const = 0; // Returns current matrices virtual void GetMatrix( MaterialMatrixMode_t matrixMode, float *dst ) = 0; // deformations virtual void PushDeformation( DeformationBase_t const *Deformation ) = 0; virtual void PopDeformation( ) = 0; virtual int GetNumActiveDeformations() const =0; // for shaders to set vertex shader constants. returns a packed state which can be used to set // the dynamic combo. returns # of active deformations virtual int GetPackedDeformationInformation( int nMaskOfUnderstoodDeformations, float *pConstantValuesOut, int nBufferSize, int nMaximumDeformations, int *pNumDefsOut ) const = 0; // This lets the lower level system that certain vertex fields requested // in the shadow state aren't actually being read given particular state // known only at dynamic state time. It's here only to silence warnings. virtual void MarkUnusedVertexFields( unsigned int nFlags, int nTexCoordCount, bool *pUnusedTexCoords ) = 0; virtual void ExecuteCommandBuffer( uint8 *pCmdBuffer ) =0; // Interface for mat system to tell shaderapi about color correction virtual void GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo ) = 0; virtual ITexture *GetTextureRenderingParameter(int parm_number) const = 0; virtual void SetScreenSizeForVPOS( int pshReg = 32 ) = 0; virtual void SetVSNearAndFarZ( int vshReg ) = 0; virtual float GetFarZ() = 0; virtual bool SinglePassFlashlightModeEnabled( void ) = 0; virtual void GetActualProjectionMatrix( float *pMatrix ) = 0; virtual void SetDepthFeatheringShaderConstants( int iConstant, float fDepthBlendScale ) = 0; virtual void GetFlashlightShaderInfo( bool *pShadowsEnabled, bool *pUberLight ) const = 0; virtual float GetFlashlightAmbientOcclusion( ) const = 0; // allows overriding texture filtering mode on an already bound texture. virtual void SetTextureFilterMode( Sampler_t sampler, TextureFilterMode_t nMode ) = 0; virtual TessellationMode_t GetTessellationMode() const = 0; virtual float GetSubDHeight() = 0; #if defined( _GAMECONSOLE ) // Enables console-specific command predication. // Set values to 'true' if batches should be rendered in the z-pass and/or the render pass. // Disabling predication returns to default values, which allows D3D to control predication virtual void EnablePredication( bool bZPass, bool bRenderPass ) = 0; virtual void DisablePredication() = 0; #endif // _GAMECONSOLE virtual bool IsRenderingPaint() const = 0; virtual bool IsStereoActiveThisFrame() const = 0; virtual bool IsStandardTextureHandleValid( StandardTextureId_t textureId ) = 0; }; // end class IShaderDynamicAPI #endif //SPU #endif // ISHADERDYNAMIC_H