//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #ifndef ISHADER_H #define ISHADER_H #ifdef _WIN32 #pragma once #endif #include "materialsystem/imaterialsystem.h" #include "materialsystem/ishaderapi.h" //----------------------------------------------------------------------------- // forward declarations //----------------------------------------------------------------------------- class IMaterialVar; class IShaderShadow; class IShaderDynamicAPI; class IShaderInit; //----------------------------------------------------------------------------- // Shader flags //----------------------------------------------------------------------------- enum ShaderFlags_t { SHADER_NOT_EDITABLE = 0x1 }; //----------------------------------------------------------------------------- // Shader parameter flags //----------------------------------------------------------------------------- enum ShaderParamFlags_t { SHADER_PARAM_NOT_EDITABLE = 0x1 }; //----------------------------------------------------------------------------- // Information about each shader parameter //----------------------------------------------------------------------------- struct ShaderParamInfo_t { const char *m_pName; const char *m_pHelp; ShaderParamType_t m_Type; const char *m_pDefaultValue; int m_nFlags; }; //----------------------------------------------------------------------------- // Standard vertex shader constants //----------------------------------------------------------------------------- enum { // Standard vertex shader constants VERTEX_SHADER_XBOX_VIEWPORT_CONST_OFFSET = 191, // maps to $SHADER_VIEWPORT_CONST_OFFSET (-1), see macros.vsh VERTEX_SHADER_XBOX_VIEWPORT_CONST_SCALE = 190, // maps to $SHADER_VIEWPORT_CONST_SCALE (-2), see macros.vsh VERTEX_SHADER_MATH_CONSTANTS0 = 0, VERTEX_SHADER_MATH_CONSTANTS1 = 1, VERTEX_SHADER_CAMERA_POS = 2, VERTEX_SHADER_LIGHT_INDEX = 3, VERTEX_SHADER_MODELVIEWPROJ = 4, VERTEX_SHADER_VIEWPROJ = 8, VERTEX_SHADER_HALFLAMBERT = 12, VERTEX_SHADER_FLEXSCALE = 13, VERTEX_SHADER_FOG_PARAMS = 16, VERTEX_SHADER_VIEWMODEL = 17, VERTEX_SHADER_AMBIENT_LIGHT = 21, VERTEX_SHADER_LIGHTS = 27, VERTEX_SHADER_LIGHT0_POSITION = 29, VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 = 38, VERTEX_SHADER_SHADER_SPECIFIC_CONST_1 = 39, VERTEX_SHADER_SHADER_SPECIFIC_CONST_2 = 40, VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 = 41, VERTEX_SHADER_SHADER_SPECIFIC_CONST_4 = 42, VERTEX_SHADER_SHADER_SPECIFIC_CONST_5 = 43, VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 = 44, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7 = 45, VERTEX_SHADER_SHADER_SPECIFIC_CONST_8 = 46, VERTEX_SHADER_SHADER_SPECIFIC_CONST_9 = 47, VERTEX_SHADER_MODEL = 48, VERTEX_SHADER_DOT_PRODUCT_FACTORS = 240, VERTEX_SHADER_MORPH_TARGET_FACTORS = 244, VERTEX_SHADER_MORPH_TARGET_FACTOR_COUNT = 8, VERTEX_SHADER_VERTEX_TEXTURE_SIZES = 252 }; //----------------------------------------------------------------------------- // The public methods exposed by each shader //----------------------------------------------------------------------------- abstract_class IShader { public: // Returns the shader name virtual char const* GetName( ) const = 0; // returns the shader fallbacks virtual char const* GetFallbackShader( IMaterialVar** params ) const = 0; // Shader parameters virtual int GetNumParams( ) const = 0; // These functions must be implemented by the shader virtual void InitShaderParams( IMaterialVar** ppParams, const char *pMaterialName ) = 0; virtual void InitShaderInstance( IMaterialVar** ppParams, IShaderInit *pShaderInit, const char *pMaterialName, const char *pTextureGroupName ) = 0; virtual void DrawElements( IMaterialVar **params, int nModulationFlags, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI ) = 0; virtual char const* GetParamName( int paramIndex ) const = 0; virtual char const* GetParamHelp( int paramIndex ) const = 0; virtual ShaderParamType_t GetParamType( int paramIndex ) const = 0; virtual char const* GetParamDefault( int paramIndex ) const = 0; #ifndef _XBOX // Returns the software vertex shader (if any) virtual const SoftwareVertexShader_t GetSoftwareVertexShader() const = 0; #endif // FIXME: Figure out a better way to do this? virtual int ComputeModulationFlags( IMaterialVar** params, IShaderDynamicAPI* pShaderAPI ) = 0; virtual bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params ) const = 0; virtual bool NeedsFullFrameBufferTexture( IMaterialVar **params ) const = 0; virtual int GetParamFlags( int paramIndex ) const = 0; virtual int GetFlags() const = 0; // FIXME: Remove GetParamName, etc. above // virtual const ShaderParamInfo_t& GetParamInfo( int paramIndex ) const = 0; }; //----------------------------------------------------------------------------- // Shader dictionaries defined in DLLs //----------------------------------------------------------------------------- enum PrecompiledShaderType_t { PRECOMPILED_VERTEX_SHADER = 0, PRECOMPILED_PIXEL_SHADER, PRECOMPILED_SHADER_TYPE_COUNT, }; //----------------------------------------------------------------------------- // Flags field of PrecompiledShader_t //----------------------------------------------------------------------------- enum { // runtime flags SHADER_DYNAMIC_COMPILE_IS_HLSL = 0x1, SHADER_FAILED_LOAD = 0x2, }; #endif // ISHADER_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |