Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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 ShaderStencilFunc_t
{
SHADER_STENCILFUNC_NEVER = 0,
SHADER_STENCILFUNC_LESS,
SHADER_STENCILFUNC_EQUAL,
SHADER_STENCILFUNC_LEQUAL,
SHADER_STENCILFUNC_GREATER,
SHADER_STENCILFUNC_NOTEQUAL,
SHADER_STENCILFUNC_GEQUAL,
SHADER_STENCILFUNC_ALWAYS
};
enum ShaderStencilOp_t
{
SHADER_STENCILOP_KEEP = 0,
SHADER_STENCILOP_ZERO,
SHADER_STENCILOP_SET_TO_REFERENCE,
SHADER_STENCILOP_INCREMENT_CLAMP,
SHADER_STENCILOP_DECREMENT_CLAMP,
SHADER_STENCILOP_INVERT,
SHADER_STENCILOP_INCREMENT_WRAP,
SHADER_STENCILOP_DECREMENT_WRAP,
};
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 ShaderTexArg_t
{
SHADER_TEXARG_TEXTURE = 0,
SHADER_TEXARG_VERTEXCOLOR,
SHADER_TEXARG_SPECULARCOLOR,
SHADER_TEXARG_CONSTANTCOLOR,
SHADER_TEXARG_PREVIOUSSTAGE,
SHADER_TEXARG_NONE,
SHADER_TEXARG_ZERO,
SHADER_TEXARG_TEXTUREALPHA,
SHADER_TEXARG_INVTEXTUREALPHA,
SHADER_TEXARG_ONE,
};
enum ShaderTexOp_t
{
// DX5 shaders support these
SHADER_TEXOP_MODULATE = 0,
SHADER_TEXOP_MODULATE2X,
SHADER_TEXOP_MODULATE4X,
SHADER_TEXOP_SELECTARG1,
SHADER_TEXOP_SELECTARG2,
SHADER_TEXOP_DISABLE,
// DX6 shaders support these
SHADER_TEXOP_ADD,
SHADER_TEXOP_SUBTRACT,
SHADER_TEXOP_ADDSIGNED2X,
SHADER_TEXOP_BLEND_CONSTANTALPHA,
SHADER_TEXOP_BLEND_TEXTUREALPHA,
SHADER_TEXOP_BLEND_PREVIOUSSTAGEALPHA,
SHADER_TEXOP_MODULATECOLOR_ADDALPHA,
SHADER_TEXOP_MODULATEINVCOLOR_ADDALPHA,
// DX7
SHADER_TEXOP_DOTPRODUCT3
};
enum ShaderTexGenParam_t
{
SHADER_TEXGENPARAM_OBJECT_LINEAR,
SHADER_TEXGENPARAM_EYE_LINEAR,
SHADER_TEXGENPARAM_SPHERE_MAP,
SHADER_TEXGENPARAM_CAMERASPACEREFLECTIONVECTOR,
SHADER_TEXGENPARAM_CAMERASPACENORMAL
};
enum ShaderDrawBitField_t
{
SHADER_DRAW_POSITION = 0x0001,
SHADER_DRAW_NORMAL = 0x0002,
SHADER_DRAW_COLOR = 0x0004,
SHADER_DRAW_SPECULAR = 0x0008,
SHADER_DRAW_TEXCOORD0 = 0x0010,
SHADER_DRAW_TEXCOORD1 = 0x0020,
SHADER_DRAW_TEXCOORD2 = 0x0040,
SHADER_DRAW_TEXCOORD3 = 0x0080,
SHADER_DRAW_LIGHTMAP_TEXCOORD0 = 0x0100,
SHADER_DRAW_LIGHTMAP_TEXCOORD1 = 0x0200,
SHADER_DRAW_LIGHTMAP_TEXCOORD2 = 0x0400,
SHADER_DRAW_LIGHTMAP_TEXCOORD3 = 0x0800,
SHADER_DRAW_SECONDARY_TEXCOORD0 = 0x1000,
SHADER_DRAW_SECONDARY_TEXCOORD1 = 0x2000,
SHADER_DRAW_SECONDARY_TEXCOORD2 = 0x4000,
SHADER_DRAW_SECONDARY_TEXCOORD3 = 0x8000,
SHADER_TEXCOORD_MASK = SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 |
SHADER_DRAW_TEXCOORD2 | SHADER_DRAW_TEXCOORD3,
SHADER_LIGHTMAP_TEXCOORD_MASK = SHADER_DRAW_LIGHTMAP_TEXCOORD0 |
SHADER_DRAW_LIGHTMAP_TEXCOORD1 |
SHADER_DRAW_LIGHTMAP_TEXCOORD2 |
SHADER_DRAW_LIGHTMAP_TEXCOORD3,
SHADER_SECONDARY_TEXCOORD_MASK = SHADER_DRAW_SECONDARY_TEXCOORD0 |
SHADER_DRAW_SECONDARY_TEXCOORD1 |
SHADER_DRAW_SECONDARY_TEXCOORD2 |
SHADER_DRAW_SECONDARY_TEXCOORD3,
};
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
};
enum ShaderMaterialSource_t
{
SHADER_MATERIALSOURCE_MATERIAL = 0,
SHADER_MATERIALSOURCE_COLOR1,
SHADER_MATERIALSOURCE_COLOR2,
};
// 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;
// These methods for controlling stencil are obsolete and stubbed to do nothing. Stencil
// control is via the shaderapi/material system now, not part of the shadow state.
// Methods related to stencil
virtual void EnableStencil( bool bEnable ) = 0;
virtual void StencilFunc( ShaderStencilFunc_t stencilFunc ) = 0;
virtual void StencilPassOp( ShaderStencilOp_t stencilOp ) = 0;
virtual void StencilFailOp( ShaderStencilOp_t stencilOp ) = 0;
virtual void StencilDepthFailOp( ShaderStencilOp_t stencilOp ) = 0;
virtual void StencilReference( int nReference ) = 0;
virtual void StencilMask( int nMask ) = 0;
virtual void StencilWriteMask( int nMask ) = 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 BlendFunc( 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;
// constant color + transparency
virtual void EnableConstantColor( 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;
// Indicates we're going to light the model
virtual void EnableLighting( bool bEnable ) = 0;
// Enables specular lighting (lighting has also got to be enabled)
virtual void EnableSpecular( bool bEnable ) = 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;
// Activate/deactivate skinning. Indexed blending is automatically
// enabled if it's available for this hardware. When blending is enabled,
// we allocate enough room for 3 weights (max allowed)
virtual void EnableVertexBlend( bool bEnable ) = 0;
// per texture unit stuff
virtual void OverbrightValue( TextureStage_t stage, float value ) = 0;
virtual void EnableTexture( Sampler_t sampler, bool bEnable ) = 0;
virtual void EnableTexGen( TextureStage_t stage, bool bEnable ) = 0;
virtual void TexGen( TextureStage_t stage, ShaderTexGenParam_t param ) = 0;
// alternate method of specifying per-texture unit stuff, more flexible and more complicated
// Can be used to specify different operation per channel (alpha/color)...
virtual void EnableCustomPixelPipe( bool bEnable ) = 0;
virtual void CustomTextureStages( int stageCount ) = 0;
virtual void CustomTextureOperation( TextureStage_t stage, ShaderTexChannel_t channel,
ShaderTexOp_t op, ShaderTexArg_t arg1, ShaderTexArg_t arg2 ) = 0;
// indicates what per-vertex data we're providing
virtual void DrawFlags( unsigned int drawFlags ) = 0;
// A simpler method of dealing with alpha modulation
virtual void EnableAlphaPipe( bool bEnable ) = 0;
virtual void EnableConstantAlpha( bool bEnable ) = 0;
virtual void EnableVertexAlpha( bool bEnable ) = 0;
virtual void EnableTextureAlpha( TextureStage_t stage, bool bEnable ) = 0;
// GR - Separate alpha blending
virtual void EnableBlendingSeparateAlpha( bool bEnable ) = 0;
virtual void BlendFuncSeparateAlpha( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor ) = 0;
virtual void FogMode( ShaderFogMode_t fogMode ) = 0;
virtual void SetDiffuseMaterialSource( ShaderMaterialSource_t materialSource ) = 0;
// Indicates the morph format for use with a vertex shader
// The flags to pass in here come from the MorphFormatFlags_t enum
virtual void SetMorphFormat( MorphFormat_t flags ) = 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;
// More alpha blending state
virtual void BlendOp( ShaderBlendOp_t blendOp ) = 0;
virtual void BlendOpSeparateAlpha( ShaderBlendOp_t blendOp ) = 0;
};
// end class IShaderShadow
#endif // ISHADERSHADOW_H