Counter Strike : Global Offensive Source Code
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//===== 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