//===== Copyright © Valve Corporation, All rights reserved. ======// #ifndef ISHADER_DECLARATIONS_HDR #define ISHADER_DECLARATIONS_HDR //----------------------------------------------------------------------------- // Standard vertex shader constants //----------------------------------------------------------------------------- enum { // Standard vertex shader constants VERTEX_SHADER_MATH_CONSTANTS0 = 0, VERTEX_SHADER_MATH_CONSTANTS1 = 1, VERTEX_SHADER_CAMERA_POS = 2, VERTEX_SHADER_FLEXSCALE = 3, // DX9 only VERTEX_SHADER_LIGHT_INDEX = 3, // DX8 only VERTEX_SHADER_MODELVIEWPROJ = 4, VERTEX_SHADER_VIEWPROJ = 8, VERTEX_SHADER_MODELVIEWPROJ_THIRD_ROW = 12, VERTEX_SHADER_VIEWPROJ_THIRD_ROW = 13, VERTEX_SHADER_SHADER_SPECIFIC_CONST_10 = 14, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11 = 15, 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_MODULATION_COLOR = 47, VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 = 48, VERTEX_SHADER_SHADER_SPECIFIC_CONST_1 = 49, VERTEX_SHADER_SHADER_SPECIFIC_CONST_2 = 50, VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 = 51, VERTEX_SHADER_SHADER_SPECIFIC_CONST_4 = 52, VERTEX_SHADER_SHADER_SPECIFIC_CONST_5 = 53, VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 = 54, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7 = 55, VERTEX_SHADER_SHADER_SPECIFIC_CONST_8 = 56, VERTEX_SHADER_SHADER_SPECIFIC_CONST_9 = 57, VERTEX_SHADER_MODEL = 58, // // We reserve up through 216 for the 53 bones supported on DX9 // VERTEX_SHADER_SHADER_SPECIFIC_CONST_13 = 217, VERTEX_SHADER_SHADER_SPECIFIC_CONST_14 = 218, VERTEX_SHADER_SHADER_SPECIFIC_CONST_15 = 219, VERTEX_SHADER_SHADER_SPECIFIC_CONST_16 = 220, VERTEX_SHADER_SHADER_SPECIFIC_CONST_17 = 221, VERTEX_SHADER_SHADER_SPECIFIC_CONST_18 = 222, VERTEX_SHADER_SHADER_SPECIFIC_CONST_19 = 223, VERTEX_SHADER_SHADER_SPECIFIC_CONST_12 = 224, // 226 ClipPlane0 |------ OpenGL will jam clip planes into these two // 227 ClipPlane1 | VERTEX_SHADER_FLEX_WEIGHTS = 1024, VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT = 512, }; //----------------------------------------------------------------------------- // forward declarations //----------------------------------------------------------------------------- class IMaterialVar; class IShaderShadow; class IShaderDynamicAPI; class IShaderInit; class CBasePerMaterialContextData; //----------------------------------------------------------------------------- // Shader flags //----------------------------------------------------------------------------- enum ShaderFlags_t { SHADER_NOT_EDITABLE = 0x1 }; //----------------------------------------------------------------------------- // Shader parameter flags //----------------------------------------------------------------------------- enum ShaderParamFlags_t { SHADER_PARAM_NOT_EDITABLE = 0x1 }; //----------------------------------------------------------------------------- // Standard vertex shader constants //----------------------------------------------------------------------------- enum { // Standard vertex shader constants VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST = 0, VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST_COUNT = 4, VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_0 = 4, VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_1 = 5, VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_2 = 6, VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_3 = 7, VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_4 = 8, VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_5 = 9, VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_6 = 10, VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_7 = 11, }; //----------------------------------------------------------------------------- // 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_IS_ASM = 0x1, SHADER_FAILED_LOAD = 0x2, }; #endif