Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//
// Shader system:
// The shader system makes a few fundamental assumptions about when
// certain types of state get set.
//
// 1) Anything that can potentially affect vertex format must be set up
// during the shader shadow/snapshot phase
// 2) Anything that we can dynamically mess with (through a material var)
// should happen in the dynamic/render phase
// 3) In general, we try to cache off expensive state pre-processing in
// the shader shadow phase (like texture stage pipeline).
//
//=============================================================================//
#ifndef SHADERSYSTEM_H
#define SHADERSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "IShaderSystem.h"
#include "shaderlib/BaseShader.h"
#include "materialsystem/materialsystem_config.h"
#include "shaderapi/ishaderapi.h"
#include "materialsystem_global.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class IMaterialVar;
class TextureManager_t;
class ITextureInternal;
class ShaderSystem_t;
class IMesh;
class IVertexBuffer;
class IIndexBuffer;
class Vector;
enum MaterialPrimitiveType_t;
enum MaterialPropertyTypes_t;
enum MaterialIndexFormat_t;
enum ShaderParamType_t;
//-----------------------------------------------------------------------------
// for ShaderRenderState_t::m_flags
//-----------------------------------------------------------------------------
enum
{
// The flags up here are computed from the shaders themselves
/*
// lighting flags
SHADER_UNLIT = 0x0000,
SHADER_VERTEX_LIT = 0x0001,
SHADER_NEEDS_LIGHTMAP = 0x0002,
SHADER_NEEDS_BUMPED_LIGHTMAPS = 0x0004,
SHADER_LIGHTING_MASK = 0x0007,
*/
// opacity flags
SHADER_OPACITY_ALPHATEST = 0x0010,
SHADER_OPACITY_OPAQUE = 0x0020,
SHADER_OPACITY_TRANSLUCENT = 0x0040,
SHADER_OPACITY_MASK = 0x0070,
};
enum
{
MAX_RENDER_PASSES = 4
};
//-----------------------------------------------------------------------------
// Information for a single render pass
//-----------------------------------------------------------------------------
struct RenderPassList_t
{
int m_nPassCount;
StateSnapshot_t m_Snapshot[MAX_RENDER_PASSES];
// per material shader-defined state
CBasePerMaterialContextData *m_pContextData[MAX_RENDER_PASSES];
};
struct ShaderRenderState_t
{
// These are the same, regardless of whether alpha or color mod is used
int m_Flags; // Can't shrink this to a short
VertexFormat_t m_VertexFormat;
VertexFormat_t m_VertexUsage;
MorphFormat_t m_MorphFormat;
// List of all snapshots
RenderPassList_t *m_pSnapshots;
};
//-----------------------------------------------------------------------------
// Used to get the snapshot count
//-----------------------------------------------------------------------------
enum
{
SNAPSHOT_COUNT_NORMAL = 16,
SNAPSHOT_COUNT_EDITOR = 32,
};
inline int SnapshotTypeCount()
{
return MaterialSystem()->CanUseEditorMaterials() ? SNAPSHOT_COUNT_EDITOR : SNAPSHOT_COUNT_NORMAL;
}
//-----------------------------------------------------------------------------
// Utility methods
//-----------------------------------------------------------------------------
inline void SetFlags( IMaterialVar **params, MaterialVarFlags_t _flag )
{
params[FLAGS]->SetIntValue( params[FLAGS]->GetIntValueFast() | (_flag) );
}
inline void SetFlags2( IMaterialVar **params, MaterialVarFlags2_t _flag )
{
params[FLAGS2]->SetIntValue( params[FLAGS2]->GetIntValueFast() | (_flag) );
}
inline bool IsFlagSet( IMaterialVar **params, MaterialVarFlags_t _flag )
{
return ((params[FLAGS]->GetIntValueFast() & (_flag) ) != 0);
}
inline bool IsFlag2Set( IMaterialVar **params, MaterialVarFlags2_t _flag )
{
return ((params[FLAGS2]->GetIntValueFast() & (_flag) ) != 0);
}
//-----------------------------------------------------------------------------
// Poll params + renderstate
//-----------------------------------------------------------------------------
inline bool IsTranslucent( const ShaderRenderState_t* pRenderState )
{
return (pRenderState->m_Flags & SHADER_OPACITY_TRANSLUCENT) != 0;
}
inline bool IsAlphaTested( ShaderRenderState_t* pRenderState )
{
return (pRenderState->m_Flags & SHADER_OPACITY_ALPHATEST) != 0;
}
//-----------------------------------------------------------------------------
// The shader system (a singleton)
//-----------------------------------------------------------------------------
abstract_class IShaderSystemInternal : public IShaderInit, public IShaderSystem
{
public:
// Initialization, shutdown
virtual void Init() = 0;
virtual void Shutdown() = 0;
virtual void ModInit() = 0;
virtual void ModShutdown() = 0;
// Methods related to reading in shader DLLs
virtual bool LoadShaderDLL( const char *pFullPath ) = 0;
virtual void UnloadShaderDLL( const char *pFullPath ) = 0;
// Find me a shader!
virtual IShader* FindShader( char const* pShaderName ) = 0;
// returns strings associated with the shader state flags...
virtual char const* ShaderStateString( int i ) const = 0;
virtual int ShaderStateCount( ) const = 0;
// Rendering related methods
// Create debugging materials
virtual void CreateDebugMaterials() = 0;
// Cleans up the debugging materials
virtual void CleanUpDebugMaterials() = 0;
// Call the SHADER_PARAM_INIT block of the shaders
virtual void InitShaderParameters( IShader *pShader, IMaterialVar **params, const char *pMaterialName ) = 0;
// Call the SHADER_INIT block of the shaders
virtual void InitShaderInstance( IShader *pShader, IMaterialVar **params, const char *pMaterialName, const char *pTextureGroupName ) = 0;
// go through each param and make sure it is the right type, load textures,
// compute state snapshots and vertex types, etc.
virtual bool InitRenderState( IShader *pShader, int numParams, IMaterialVar **params, ShaderRenderState_t* pRenderState, char const* pMaterialName ) = 0;
// When you're done with the shader, be sure to call this to clean up
virtual void CleanupRenderState( ShaderRenderState_t* pRenderState ) = 0;
// Draws the shader
virtual void DrawElements( IShader *pShader, IMaterialVar **params, ShaderRenderState_t* pShaderState, VertexCompressionType_t vertexCompression,
uint32 nMaterialVarTimeStamp ) = 0;
// Used to iterate over all shaders for editing purposes
virtual int ShaderCount() const = 0;
virtual int GetShaders( int nFirstShader, int nCount, IShader **ppShaderList ) const = 0;
};
#endif // SHADERSYSTEM_H