Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
// This is what all shaders inherit from.
//===========================================================================//
#ifndef BASESHADER_H
#define BASESHADER_H
#ifdef _WIN32
#pragma once
#endif
#include "materialsystem/IShader.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/ishaderapi.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "shaderlib/BaseShader.h"
#include "convar.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IMaterialVar;
//-----------------------------------------------------------------------------
// Standard material vars
//-----------------------------------------------------------------------------
// Note: if you add to these, add to s_StandardParams in CBaseShader.cpp
enum ShaderMaterialVars_t
{
FLAGS = 0,
FLAGS_DEFINED, // mask indicating if the flag was specified
FLAGS2,
FLAGS_DEFINED2,
COLOR,
ALPHA,
BASETEXTURE,
FRAME,
BASETEXTURETRANSFORM,
FLASHLIGHTTEXTURE,
FLASHLIGHTTEXTUREFRAME,
COLOR2,
SRGBTINT,
NUM_SHADER_MATERIAL_VARS
};
// Alpha belnd mode enums. Moved from basevsshader
enum BlendType_t
{
// no alpha blending
BT_NONE = 0,
// src * srcAlpha + dst * (1-srcAlpha)
// two passes for HDR:
// pass 1:
// color: src * srcAlpha + dst * (1-srcAlpha)
// alpha: srcAlpha * zero + dstAlpha * (1-srcAlpha)
// pass 2:
// color: none
// alpha: srcAlpha * one + dstAlpha * one
//
BT_BLEND,
// src * one + dst * one
// one pass for HDR
BT_ADD,
// Why do we ever use this instead of using premultiplied alpha?
// src * srcAlpha + dst * one
// two passes for HDR
// pass 1:
// color: src * srcAlpha + dst * one
// alpha: srcAlpha * one + dstAlpha * one
// pass 2:
// color: none
// alpha: srcAlpha * one + dstAlpha * one
BT_BLENDADD
};
//-----------------------------------------------------------------------------
// Base class for shaders, contains helper methods.
//-----------------------------------------------------------------------------
class CBaseShader : public IShader
{
public:
// constructor
CBaseShader();
// Methods inherited from IShader
virtual char const* GetFallbackShader( IMaterialVar** params ) const { return 0; }
virtual int GetNumParams( ) const;
virtual char const* GetParamName( int paramIndex ) const;
virtual char const* GetParamHelp( int paramIndex ) const;
virtual ShaderParamType_t GetParamType( int paramIndex ) const;
virtual char const* GetParamDefault( int paramIndex ) const;
virtual int GetParamFlags( int nParamIndex ) const;
virtual void InitShaderParams( IMaterialVar** ppParams, const char *pMaterialName );
virtual void InitShaderInstance( IMaterialVar** ppParams, IShaderInit *pShaderInit, const char *pMaterialName, const char *pTextureGroupName );
virtual void DrawElements( IMaterialVar **params, int nModulationFlags, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI,
VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContext );
virtual const SoftwareVertexShader_t GetSoftwareVertexShader() const { return m_SoftwareVertexShader; }
virtual int ComputeModulationFlags( IMaterialVar** params, IShaderDynamicAPI* pShaderAPI );
virtual bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame = true ) const;
virtual bool NeedsFullFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame = true ) const;
virtual bool IsTranslucent( IMaterialVar **params ) const;
public:
// These functions must be implemented by the shader
virtual void OnInitShaderParams( IMaterialVar** ppParams, const char *pMaterialName ) {}
virtual void OnInitShaderInstance( IMaterialVar** ppParams, IShaderInit *pShaderInit, const char *pMaterialName ) = 0;
virtual void OnDrawElements( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr ) = 0;
// Sets the default shadow state
void SetInitialShadowState( );
// Draws a snapshot
void Draw( bool bMakeActualDrawCall = true );
// Are we currently taking a snapshot?
bool IsSnapshotting() const;
// Gets at the current materialvar flags
int CurrentMaterialVarFlags() const;
// Finds a particular parameter (works because the lowest parameters match the shader)
int FindParamIndex( const char *pName ) const;
// Are we using graphics?
bool IsUsingGraphics();
// Are we using editor materials?
bool CanUseEditorMaterials();
// Gets the builder...
CMeshBuilder* MeshBuilder();
// Loads a texture
void LoadTexture( int nTextureVar, int nAdditionalCreationFlags = 0 );
// Loads a bumpmap
void LoadBumpMap( int nTextureVar );
// Loads a cubemap
void LoadCubeMap( int nTextureVar, int nAdditionalCreationFlags = 0 );
// get the shaderapi handle for a texture. BE CAREFUL WITH THIS.
ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( int nTextureVar, int nFrameVar, int nTextureChannel = 0 );
// Binds a texture
void BindTexture( Sampler_t sampler1, Sampler_t sampler2, int nTextureVar, int nFrameVar = -1 );
void BindTexture( Sampler_t sampler1, int nTextureVar, int nFrameVar = -1 );
void BindTexture( Sampler_t sampler1, ITexture *pTexture, int nFrame = 0 );
void BindTexture( Sampler_t sampler1, Sampler_t sampler2, ITexture *pTexture, int nFrame = 0 );
void GetTextureDimensions( float* pOutWidth, float* pOutHeight, int nTextureVar );
// Is the texture translucent?
bool TextureIsTranslucent( int textureVar, bool isBaseTexture );
// Returns the translucency...
float GetAlpha( IMaterialVar** params = NULL );
// Is the color var white?
bool IsWhite( int colorVar );
// Helper methods for fog
void FogToOOOverbright( void );
void FogToWhite( void );
void FogToBlack( void );
void FogToGrey( void );
void FogToFogColor( void );
void DisableFog( void );
void DefaultFog( void );
// Helpers for alpha blending
void EnableAlphaBlending( ShaderBlendFactor_t src, ShaderBlendFactor_t dst );
void DisableAlphaBlending();
void SetBlendingShadowState( BlendType_t nMode );
void SetNormalBlendingShadowState( int textureVar = -1, bool isBaseTexture = true );
void SetAdditiveBlendingShadowState( int textureVar = -1, bool isBaseTexture = true );
void SetDefaultBlendingShadowState( int textureVar = -1, bool isBaseTexture = true );
void SingleTextureLightmapBlendMode( );
// Helpers for color modulation
void SetColorState( int colorVar, bool setAlpha = false );
bool IsAlphaModulating();
bool IsColorModulating();
void ComputeModulationColor( float* color );
void SetModulationShadowState( int tintVar = -1 );
void SetModulationDynamicState( int tintVar = -1 );
// Helpers for HDR
bool IsHDREnabled( void );
// Loads the identity matrix into the texture
void LoadIdentity( MaterialMatrixMode_t matrixMode );
// Loads the camera to world transform
void LoadCameraToWorldTransform( MaterialMatrixMode_t matrixMode );
void LoadCameraSpaceSphereMapTransform( MaterialMatrixMode_t matrixMode );
// Sets a texture translation transform in fixed function
void SetFixedFunctionTextureTranslation( MaterialMatrixMode_t mode, int translationVar );
void SetFixedFunctionTextureScale( MaterialMatrixMode_t mode, int scaleVar );
void SetFixedFunctionTextureScaledTransform( MaterialMatrixMode_t textureTransform, int transformVar, int scaleVar );
void SetFixedFunctionTextureTransform( MaterialMatrixMode_t textureTransform, int transformVar );
void CleanupDynamicStateFixedFunction( );
// Fixed function Base * detail pass
void FixedFunctionBaseTimesDetailPass( int baseTextureVar, int frameVar,
int baseTextureTransformVar, int detailVar, int detailScaleVar );
// Fixed function Self illumination pass
void FixedFunctionSelfIlluminationPass( Sampler_t sampler,
int baseTextureVar, int frameVar, int baseTextureTransformVar, int selfIllumTintVar );
// Masked environment map
void FixedFunctionMaskedEnvmapPass( int envMapVar, int envMapMaskVar,
int baseTextureVar, int envMapFrameVar, int envMapMaskFrameVar,
int frameVar, int maskOffsetVar, int maskScaleVar, int tintVar = -1 );
// Additive masked environment map
void FixedFunctionAdditiveMaskedEnvmapPass( int envMapVar, int envMapMaskVar,
int baseTextureVar, int envMapFrameVar, int envMapMaskFrameVar,
int frameVar, int maskOffsetVar, int maskScaleVar, int tintVar = -1 );
// Modulate by detail texture pass
void FixedFunctionMultiplyByDetailPass( int baseTextureVar, int frameVar,
int textureOffsetVar, int detailVar, int detailScaleVar );
// Multiply by lightmap pass
void FixedFunctionMultiplyByLightmapPass( int baseTextureVar, int frameVar,
int baseTextureTransformVar, float alphaOverride = -1 );
// Helper methods for environment mapping
int SetShadowEnvMappingState( int envMapMaskVar, int tintVar = -1 );
void SetDynamicEnvMappingState( int envMapVar, int envMapMaskVar,
int baseTextureVar, int envMapFrameVar, int envMapMaskFrameVar,
int frameVar, int maskOffsetVar, int maskScaleVar, int tintVar = -1 );
bool UsingFlashlight( IMaterialVar **params ) const;
bool UsingEditor( IMaterialVar **params ) const;
void DrawFlashlight_dx70( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow,
int flashlightTextureVar, int flashlightTextureFrameVar,
bool suppress_lighting = false );
void SetFlashlightFixedFunctionTextureTransform( MaterialMatrixMode_t matrix );
void GetColorParameter( IMaterialVar** params, float *pColorOut ) const; // return tint color (color*color2)
void ApplyColor2Factor( float *pColorOut ) const; // (*pColorOut) *= COLOR2
static IMaterialVar **s_ppParams;
protected:
SoftwareVertexShader_t m_SoftwareVertexShader;
static const char *s_pTextureGroupName; // Current material's texture group name.
static IShaderShadow *s_pShaderShadow;
static IShaderDynamicAPI *s_pShaderAPI;
static IShaderInit *s_pShaderInit;
private:
static int s_nModulationFlags;
static CMeshBuilder *s_pMeshBuilder;
};
//-----------------------------------------------------------------------------
// Gets at the current materialvar flags
//-----------------------------------------------------------------------------
inline int CBaseShader::CurrentMaterialVarFlags() const
{
return s_ppParams[FLAGS]->GetIntValue();
}
//-----------------------------------------------------------------------------
// Are we currently taking a snapshot?
//-----------------------------------------------------------------------------
inline bool CBaseShader::IsSnapshotting() const
{
return (s_pShaderShadow != NULL);
}
//-----------------------------------------------------------------------------
// Is the color var white?
//-----------------------------------------------------------------------------
inline bool CBaseShader::IsWhite( int colorVar )
{
if (colorVar < 0)
return true;
if (!s_ppParams[colorVar]->IsDefined())
return true;
float color[3];
s_ppParams[colorVar]->GetVecValue( color, 3 );
return (color[0] >= 1.0f) && (color[1] >= 1.0f) && (color[2] >= 1.0f);
}
class CBasePerMaterialContextData // shaders can keep per material data in classes descended from this
{
public:
uint32 m_nVarChangeID;
bool m_bMaterialVarsChanged; // set by mat system when material vars change. shader should rehtink and then clear the var
FORCEINLINE CBasePerMaterialContextData( void )
{
m_bMaterialVarsChanged = true;
m_nVarChangeID = 0xffffffff;
}
// virtual destructor so that derived classes can have their own data to be cleaned up on
// delete of material
virtual ~CBasePerMaterialContextData( void )
{
}
};
#endif // BASESHADER_H