Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef ISHADERDYNAMIC_H
#define ISHADERDYNAMIC_H
#ifdef _WIN32
#pragma once
#endif
#include "shaderapi/shareddefs.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialsystem.h"
#include "tier0/basetypes.h"
typedef int ShaderAPITextureHandle_t;
//-----------------------------------------------------------------------------
// 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_bStaticLightVertex;
bool m_bStaticLightTexel;
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];
};
//-----------------------------------------------------------------------------
// 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_GREY,
TEXTURE_GREY_ALPHA_ZERO,
// Normalmaps
TEXTURE_NORMALMAP_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,
// Equivalent to the debug material for mat_luxels, in convenient texture form.
TEXTURE_DEBUG_LUXELS,
TEXTURE_MAX_STD_TEXTURES = 32
};
//-----------------------------------------------------------------------------
// Viewport structure
//-----------------------------------------------------------------------------
#define SHADER_VIEWPORT_VERSION 1
struct ShaderViewport_t
{
int m_nVersion;
int m_nTopLeftX;
int m_nTopLeftY;
int m_nWidth;
int m_nHeight;
float m_flMinZ;
float m_flMaxZ;
ShaderViewport_t() : m_nVersion( SHADER_VIEWPORT_VERSION ) {}
void Init()
{
memset( this, 0, sizeof(ShaderViewport_t) );
m_nVersion = SHADER_VIEWPORT_VERSION;
}
void Init( int x, int y, int nWidth, int nHeight, float flMinZ = 0.0f, float flMaxZ = 1.0f )
{
m_nVersion = SHADER_VIEWPORT_VERSION;
m_nTopLeftX = x; m_nTopLeftY = y; m_nWidth = nWidth; m_nHeight = nHeight;
m_flMinZ = flMinZ;
m_flMaxZ = flMaxZ;
}
};
//-----------------------------------------------------------------------------
// The Shader interface versions
//-----------------------------------------------------------------------------
#define SHADERDYNAMIC_INTERFACE_VERSION "ShaderDynamic001"
abstract_class IShaderDynamicAPI
{
public:
virtual void SetViewports( int nCount, const ShaderViewport_t* pViewports ) = 0;
virtual int GetViewports( ShaderViewport_t* pViewports, int nMax ) const = 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;
// stuff related to matrix stacks
virtual void MatrixMode( MaterialMatrixMode_t matrixMode ) = 0;
virtual void PushMatrix() = 0;
virtual void PopMatrix() = 0;
virtual void LoadMatrix( float *m ) = 0;
virtual void MultMatrix( float *m ) = 0;
virtual void MultMatrixLocal( float *m ) = 0;
virtual void GetMatrix( MaterialMatrixMode_t matrixMode, float *dst ) = 0;
virtual void LoadIdentity( void ) = 0;
virtual void LoadCameraToWorld( void ) = 0;
virtual void Ortho( double left, double right, double bottom, double top, double zNear, double zFar ) = 0;
virtual void PerspectiveX( double fovx, double aspect, double zNear, double zFar ) = 0;
virtual void PickMatrix( int x, int y, int width, int height ) = 0;
virtual void Rotate( float angle, float x, float y, float z ) = 0;
virtual void Translate( float x, float y, float z ) = 0;
virtual void Scale( float x, float y, float z ) = 0;
virtual void ScaleXY( float x, float y ) = 0;
// Sets the color to modulate by
virtual void Color3f( float r, float g, float b ) = 0;
virtual void Color3fv( float const* pColor ) = 0;
virtual void Color4f( float r, float g, float b, float a ) = 0;
virtual void Color4fv( float const* pColor ) = 0;
virtual void Color3ub( unsigned char r, unsigned char g, unsigned char b ) = 0;
virtual void Color3ubv( unsigned char const* pColor ) = 0;
virtual void Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) = 0;
virtual void Color4ubv( unsigned char const* pColor ) = 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 int GetCurrentNumBones( void ) const = 0;
virtual int GetCurrentLightCombo( void ) const = 0;
virtual MaterialFogMode_t GetCurrentFogType( void ) const = 0;
// fixme: move this to shadow state
virtual void SetTextureTransformDimension( TextureStage_t textureStage, int dimension, bool projected ) = 0;
virtual void DisableTextureTransform( TextureStage_t textureStage ) = 0;
virtual void SetBumpEnvMatrix( TextureStage_t textureStage, float m00, float m01, float m10, float m11 ) = 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;
// FIXME: The following 6 methods used to live in IShaderAPI
// and were moved for stdshader_dx8. Let's try to move them back!
// Get the lights
virtual int GetMaxLights( void ) const = 0;
virtual const LightDesc_t& GetLight( int lightNum ) const = 0;
virtual void SetPixelShaderFogParams( int reg ) = 0;
// Render state for the ambient light cube
virtual void SetVertexShaderStateAmbientLightCube() = 0;
virtual void SetPixelShaderStateAmbientLightCube( int pshReg, bool bForceToBlack = false ) = 0;
virtual void CommitPixelShaderLighting( int pshReg ) = 0;
// Use this to get the mesh builder that allows us to modify vertex data
virtual CMeshBuilder* GetVertexModifyBuilder() = 0;
virtual bool InFlashlightMode() const = 0;
virtual const FlashlightState_t &GetFlashlightState( VMatrix &worldToTexture ) const = 0;
virtual bool InEditorMode() const = 0;
// Gets the bound morph's vertex format; returns 0 if no morph is bound
virtual MorphFormat_t GetBoundMorphFormat() = 0;
// Binds a standard texture
virtual void BindStandardTexture( Sampler_t sampler, StandardTextureId_t id ) = 0;
virtual ITexture *GetRenderTargetEx( int nRenderTargetID ) = 0;
virtual void SetToneMappingScaleLinear( const Vector &scale ) = 0;
virtual const Vector &GetToneMappingScaleLinear( void ) const = 0;
virtual float GetLightMapScaleFactor( void ) const = 0;
virtual void LoadBoneMatrix( int boneIndex, const float *m ) = 0;
virtual void PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right ) = 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 ;
// stencil buffer operations.
virtual void SetStencilEnable(bool onoff) = 0;
virtual void SetStencilFailOperation(StencilOperation_t op) = 0;
virtual void SetStencilZFailOperation(StencilOperation_t op) = 0;
virtual void SetStencilPassOperation(StencilOperation_t op) = 0;
virtual void SetStencilCompareFunction(StencilComparisonFunction_t cmpfn) = 0;
virtual void SetStencilReferenceValue(int ref) = 0;
virtual void SetStencilTestMask(uint32 msk) = 0;
virtual void SetStencilWriteMask(uint32 msk) = 0;
virtual void ClearStencilBufferRectangle( int xmin, int ymin, int xmax, int ymax,int value) = 0;
virtual void GetDXLevelDefaults(uint &max_dxlevel,uint &recommended_dxlevel) = 0;
virtual const FlashlightState_t &GetFlashlightStateEx( VMatrix &worldToTexture, ITexture **pFlashlightDepthTexture ) const = 0;
virtual float GetAmbientLightCubeLuminance() = 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;
// 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 standard texture handles
virtual void SetStandardTextureHandle( StandardTextureId_t nId, ShaderAPITextureHandle_t nHandle ) =0;
// Interface for mat system to tell shaderapi about color correction
virtual void GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo ) = 0;
virtual void SetPSNearAndFarZ( int pshReg ) = 0;
virtual void SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale ) = 0;
};
// end class IShaderDynamicAPI
//-----------------------------------------------------------------------------
// Software vertex shaders
//-----------------------------------------------------------------------------
typedef void (*SoftwareVertexShader_t)( CMeshBuilder& meshBuilder, IMaterialVar **params, IShaderDynamicAPI *pShaderAPI );
#endif // ISHADERDYNAMIC_H