//========= 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