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133 lines
4.7 KiB
133 lines
4.7 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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// An interface that should not ever be accessed directly from shaders
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// but instead is visible only to shaderlib.
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//===========================================================================//
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#ifndef ISHADERSYSTEM_H
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#define ISHADERSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "interface.h"
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#include <materialsystem/IShader.h>
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#include <materialsystem/ishadersystem_declarations.h>
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#include "shaderlib/shadercombosemantics.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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enum Sampler_t;
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class ITexture;
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class IShader;
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struct ShaderComboSemantics_t;
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//-----------------------------------------------------------------------------
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// The Shader system interface version
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//-----------------------------------------------------------------------------
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#define SHADERSYSTEM_INTERFACE_VERSION "ShaderSystem002"
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//-----------------------------------------------------------------------------
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// The shader system (a singleton)
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//-----------------------------------------------------------------------------
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abstract_class IShaderSystem
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{
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public:
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virtual ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrameVar, int nTextureChannel = 0 ) =0;
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// Binds a texture
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virtual void BindTexture( Sampler_t sampler1, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrameVar = 0 ) = 0;
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virtual void BindTexture( Sampler_t sampler1, Sampler_t sampler2, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrameVar = 0 ) = 0;
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// Takes a snapshot
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virtual void TakeSnapshot( ) = 0;
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// Draws a snapshot
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virtual void DrawSnapshot( const unsigned char *pInstanceCommandBuffer, bool bMakeActualDrawCall = true ) = 0;
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// Are we using graphics?
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virtual bool IsUsingGraphics() const = 0;
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// Are editor materials enabled?
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virtual bool CanUseEditorMaterials() const = 0;
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// Bind vertex texture
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virtual void BindVertexTexture( VertexTextureSampler_t vtSampler, ITexture *pTexture, int nFrameVar = 0 ) = 0;
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virtual void AddShaderComboInformation( const ShaderComboSemantics_t *pSemantics ) = 0;
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};
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//-----------------------------------------------------------------------------
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// The Shader plug-in DLL interface version
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//-----------------------------------------------------------------------------
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#define SHADER_DLL_INTERFACE_VERSION "ShaderDLL004"
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//-----------------------------------------------------------------------------
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// The Shader interface versions
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//-----------------------------------------------------------------------------
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abstract_class IShaderDLLInternal
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{
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public:
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// Here's where the app systems get to learn about each other
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virtual bool Connect( CreateInterfaceFn factory, bool bIsMaterialSystem ) = 0;
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virtual void Disconnect( bool bIsMaterialSystem ) = 0;
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// Returns the number of shaders defined in this DLL
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virtual int ShaderCount() const = 0;
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// Returns information about each shader defined in this DLL
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virtual IShader *GetShader( int nShader ) = 0;
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// Deals with all of the shader combo semantics from inc files.
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virtual int ShaderComboSemanticsCount() const = 0;
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virtual const ShaderComboSemantics_t *GetComboSemantics( int n ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Singleton interface
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//-----------------------------------------------------------------------------
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IShaderDLLInternal *GetShaderDLLInternal();
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#ifdef _PS3
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//////////////////////////////////////////////////////////////////////////
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//
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// PS3 non-virtual implementation proxy
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//
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// cat ishadersystem.h | nonvirtualscript.pl > shadersystem_ps3nonvirt.inl
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struct CPs3NonVirt_IShaderSystem
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{
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//NONVIRTUALSCRIPTBEGIN
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//NONVIRTUALSCRIPT/PROXY/CPs3NonVirt_IShaderSystem
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//NONVIRTUALSCRIPT/DELEGATE/s_ShaderSystem.CShaderSystem::
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//
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// IShaderSystem
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//
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static ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrameVar, int nTextureChannel = 0 );
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static void BindTexture( Sampler_t sampler1, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrameVar = 0 );
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static void BindTexture( Sampler_t sampler1, Sampler_t sampler2, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrameVar = 0 );
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static void TakeSnapshot();
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static void DrawSnapshot( const unsigned char *pInstanceCommandBuffer, bool bMakeActualDrawCall = true );
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static bool IsUsingGraphics();
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static bool CanUseEditorMaterials();
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static void BindVertexTexture( VertexTextureSampler_t vtSampler, ITexture *pTexture, int nFrameVar = 0 );
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//NONVIRTUALSCRIPTEND
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};
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#endif
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#endif // ISHADERSYSTEM_H
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