Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef ISHADERSHADOW_H
#define ISHADERSHADOW_H
#ifdef _WIN32
#pragma once
#endif
#include "shaderapi/shareddefs.h"
#include <materialsystem/imaterial.h>
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class CMeshBuilder;
class IMaterialVar;
struct LightDesc_t;
//-----------------------------------------------------------------------------
// important enumerations
//-----------------------------------------------------------------------------
enum ShaderDepthFunc_t
{
SHADER_DEPTHFUNC_NEVER,
SHADER_DEPTHFUNC_NEARER,
SHADER_DEPTHFUNC_EQUAL,
SHADER_DEPTHFUNC_NEAREROREQUAL,
SHADER_DEPTHFUNC_FARTHER,
SHADER_DEPTHFUNC_NOTEQUAL,
SHADER_DEPTHFUNC_FARTHEROREQUAL,
SHADER_DEPTHFUNC_ALWAYS
};
enum ShaderBlendFactor_t
{
SHADER_BLEND_ZERO,
SHADER_BLEND_ONE,
SHADER_BLEND_DST_COLOR,
SHADER_BLEND_ONE_MINUS_DST_COLOR,
SHADER_BLEND_SRC_ALPHA,
SHADER_BLEND_ONE_MINUS_SRC_ALPHA,
SHADER_BLEND_DST_ALPHA,
SHADER_BLEND_ONE_MINUS_DST_ALPHA,
SHADER_BLEND_SRC_ALPHA_SATURATE,
SHADER_BLEND_SRC_COLOR,
SHADER_BLEND_ONE_MINUS_SRC_COLOR
};
enum ShaderBlendOp_t
{
SHADER_BLEND_OP_ADD,
SHADER_BLEND_OP_SUBTRACT,
SHADER_BLEND_OP_REVSUBTRACT,
SHADER_BLEND_OP_MIN,
SHADER_BLEND_OP_MAX
};
enum ShaderAlphaFunc_t
{
SHADER_ALPHAFUNC_NEVER,
SHADER_ALPHAFUNC_LESS,
SHADER_ALPHAFUNC_EQUAL,
SHADER_ALPHAFUNC_LEQUAL,
SHADER_ALPHAFUNC_GREATER,
SHADER_ALPHAFUNC_NOTEQUAL,
SHADER_ALPHAFUNC_GEQUAL,
SHADER_ALPHAFUNC_ALWAYS
};
enum ShaderTexChannel_t
{
SHADER_TEXCHANNEL_COLOR = 0,
SHADER_TEXCHANNEL_ALPHA
};
enum ShaderPolyModeFace_t
{
SHADER_POLYMODEFACE_FRONT,
SHADER_POLYMODEFACE_BACK,
SHADER_POLYMODEFACE_FRONT_AND_BACK,
};
enum ShaderPolyMode_t
{
SHADER_POLYMODE_POINT,
SHADER_POLYMODE_LINE,
SHADER_POLYMODE_FILL
};
enum ShaderFogMode_t
{
SHADER_FOGMODE_DISABLED = 0,
SHADER_FOGMODE_OO_OVERBRIGHT,
SHADER_FOGMODE_BLACK,
SHADER_FOGMODE_GREY,
SHADER_FOGMODE_FOGCOLOR,
SHADER_FOGMODE_WHITE,
SHADER_FOGMODE_NUMFOGMODES
};
// m_ZBias has only two bits in ShadowState_t, so be careful extending this enum
enum PolygonOffsetMode_t
{
SHADER_POLYOFFSET_DISABLE = 0x0,
SHADER_POLYOFFSET_DECAL = 0x1,
SHADER_POLYOFFSET_SHADOW_BIAS = 0x2,
SHADER_POLYOFFSET_RESERVED = 0x3 // Reserved for future use
};
//-----------------------------------------------------------------------------
// The Shader interface versions
//-----------------------------------------------------------------------------
#define SHADERSHADOW_INTERFACE_VERSION "ShaderShadow010"
//-----------------------------------------------------------------------------
// the shader API interface (methods called from shaders)
//-----------------------------------------------------------------------------
abstract_class IShaderShadow
{
public:
// Sets the default *shadow* state
virtual void SetDefaultState() = 0;
// Methods related to depth buffering
virtual void DepthFunc( ShaderDepthFunc_t depthFunc ) = 0;
virtual void EnableDepthWrites( bool bEnable ) = 0;
virtual void EnableDepthTest( bool bEnable ) = 0;
virtual void EnablePolyOffset( PolygonOffsetMode_t nOffsetMode ) = 0;
// Suppresses/activates color writing
virtual void EnableColorWrites( bool bEnable ) = 0;
virtual void EnableAlphaWrites( bool bEnable ) = 0;
// Methods related to alpha blending
virtual void EnableBlending( bool bEnable ) = 0;
virtual void EnableBlendingForceOpaque( bool bEnable ) = 0; // enables alpha blending on a batch but does not force it to render with translucents
virtual void BlendFunc( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor ) = 0;
virtual void EnableBlendingSeparateAlpha( bool bEnable ) = 0;
virtual void BlendFuncSeparateAlpha( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor ) = 0;
// More below...
// Alpha testing
virtual void EnableAlphaTest( bool bEnable ) = 0;
virtual void AlphaFunc( ShaderAlphaFunc_t alphaFunc, float alphaRef /* [0-1] */ ) = 0;
// Wireframe/filled polygons
virtual void PolyMode( ShaderPolyModeFace_t face, ShaderPolyMode_t polyMode ) = 0;
// Back face culling
virtual void EnableCulling( bool bEnable ) = 0;
// Indicates the vertex format for use with a vertex shader
// The flags to pass in here come from the VertexFormatFlags_t enum
// If pTexCoordDimensions is *not* specified, we assume all coordinates
// are 2-dimensional
virtual void VertexShaderVertexFormat( unsigned int nFlags,
int nTexCoordCount, int* pTexCoordDimensions, int nUserDataSize ) = 0;
// Pixel and vertex shader methods
virtual void SetVertexShader( const char* pFileName, int nStaticVshIndex ) = 0;
virtual void SetPixelShader( const char* pFileName, int nStaticPshIndex = 0 ) = 0;
// Convert from linear to gamma color space on writes to frame buffer.
virtual void EnableSRGBWrite( bool bEnable ) = 0;
// Convert from gamma to linear on texture fetch.
virtual void EnableSRGBRead( Sampler_t sampler, bool bEnable ) = 0;
// Per texture unit stuff
virtual void EnableTexture( Sampler_t sampler, bool bEnable ) = 0;
virtual void FogMode( ShaderFogMode_t fogMode, bool bVertexFog ) = 0;
virtual void DisableFogGammaCorrection( bool bDisable ) = 0; //some blending modes won't work properly with corrected fog
// Alpha to coverage
virtual void EnableAlphaToCoverage( bool bEnable ) = 0;
// Shadow map filtering
//virtual void SetShadowDepthFiltering( Sampler_t stage ) = 0;
// Per vertex texture unit stuff
virtual void EnableVertexTexture( VertexTextureSampler_t sampler, bool bEnable ) = 0;
// More alpha blending state
virtual void BlendOp( ShaderBlendOp_t blendOp ) = 0;
virtual void BlendOpSeparateAlpha( ShaderBlendOp_t blendOp ) = 0;
virtual float GetLightMapScaleFactor( void ) const = 0;
};
// end class IShaderShadow
#endif // ISHADERSHADOW_H