Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef SHADERSHADOWDX8_H
#define SHADERSHADOWDX8_H
#ifdef _WIN32
#pragma once
#endif
#include "togl/rendermechanism.h"
#include "locald3dtypes.h"
#include "shaderapi/ishadershadow.h"
class IShaderAPIDX8;
//-----------------------------------------------------------------------------
// Important enumerations
//-----------------------------------------------------------------------------
enum { MAX_SAMPLERS = 16, MAX_TEXTURE_STAGES = 16, };
//-----------------------------------------------------------------------------
// A structure maintaining the shadowed board state
//-----------------------------------------------------------------------------
struct TextureStageShadowState_t { // State shadowing affects these
D3DTEXTUREOP m_ColorOp; int m_ColorArg1; int m_ColorArg2; D3DTEXTUREOP m_AlphaOp; int m_AlphaArg1; int m_AlphaArg2; int m_TexCoordIndex; };
struct SamplerShadowState_t { bool m_TextureEnable : 1; bool m_SRGBReadEnable : 1; bool m_Fetch4Enable : 1; bool m_ShadowFilterEnable : 1; };
struct ShadowState_t { // Depth buffering state
D3DCMPFUNC m_ZFunc; D3DZBUFFERTYPE m_ZEnable;
// Write enable
DWORD m_ColorWriteEnable;
// Fill mode
D3DFILLMODE m_FillMode;
// Alpha state
D3DBLEND m_SrcBlend; D3DBLEND m_DestBlend; D3DBLENDOP m_BlendOp;
// Separate alpha blend state
D3DBLEND m_SrcBlendAlpha; D3DBLEND m_DestBlendAlpha; D3DBLENDOP m_BlendOpAlpha;
D3DCMPFUNC m_AlphaFunc; int m_AlphaRef;
// Texture stage state
TextureStageShadowState_t m_TextureStage[MAX_TEXTURE_STAGES];
// Sampler state
SamplerShadowState_t m_SamplerState[MAX_SAMPLERS];
ShaderFogMode_t m_FogMode;
D3DMATERIALCOLORSOURCE m_DiffuseMaterialSource;
unsigned char m_ZWriteEnable:1; unsigned char m_ZBias:2; // Cull State?
unsigned char m_CullEnable:1; // Lighting in hardware?
unsigned char m_Lighting:1; unsigned char m_SpecularEnable:1; unsigned char m_AlphaBlendEnable:1; unsigned char m_AlphaTestEnable:1;
// Fixed function?
unsigned char m_UsingFixedFunction:1; // Vertex blending?
unsigned char m_VertexBlendEnable:1; // Auto-convert from linear to gamma upon writing to the frame buffer?
unsigned char m_SRGBWriteEnable:1; // Seperate Alpha Blend?
unsigned char m_SeparateAlphaBlendEnable:1; // Stencil?
unsigned char m_StencilEnable:1;
unsigned char m_bDisableFogGammaCorrection:1;
unsigned char m_EnableAlphaToCoverage:1;
unsigned char m_Reserved : 1; unsigned short m_nReserved2; };
//-----------------------------------------------------------------------------
// These are part of the "shadow" since they describe the shading algorithm
// but aren't actually captured in the state transition table
// because it would produce too many transitions
//-----------------------------------------------------------------------------
struct ShadowShaderState_t { // The vertex + pixel shader group to use...
VertexShader_t m_VertexShader; PixelShader_t m_PixelShader;
// The static vertex + pixel shader indices
int m_nStaticVshIndex; int m_nStaticPshIndex;
// Vertex data used by this snapshot
// Note that the vertex format actually used will be the
// aggregate of the vertex formats used by all snapshots in a material
VertexFormat_t m_VertexUsage;
// Morph data used by this snapshot
// Note that the morph format actually used will be the
// aggregate of the morph formats used by all snapshots in a material
MorphFormat_t m_MorphUsage;
// Modulate constant color into the vertex color
bool m_ModulateConstantColor;
bool m_nReserved[3]; };
//-----------------------------------------------------------------------------
// The shader setup API
//-----------------------------------------------------------------------------
abstract_class IShaderShadowDX8 : public IShaderShadow { public: // Initializes it
virtual void Init() = 0;
// Gets at the shadow state
virtual ShadowState_t const& GetShadowState() = 0; virtual ShadowShaderState_t const& GetShadowShaderState() = 0;
// This must be called right before taking a snapshot
virtual void ComputeAggregateShadowState( ) = 0;
// Class factory methods
static IShaderShadowDX8* Create( IShaderAPIDX8* pShaderAPIDX8 ); static void Destroy( IShaderShadowDX8* pShaderShadow ); };
extern IShaderShadowDX8 *g_pShaderShadowDx8;
#endif // SHADERSHADOWDX8_H
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