//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #ifndef ISHADERSHADOW_H #define ISHADERSHADOW_H #ifdef _WIN32 #pragma once #endif #include "shaderapi/shareddefs.h" #include //----------------------------------------------------------------------------- // forward declarations //----------------------------------------------------------------------------- class CMeshBuilder; class IMaterialVar; struct LightDesc_t; //----------------------------------------------------------------------------- // important enumerations //----------------------------------------------------------------------------- enum ShaderDepthFunc_t { SHADER_DEPTHFUNC_NEVER, SHADER_DEPTHFUNC_NEARER, SHADER_DEPTHFUNC_EQUAL, SHADER_DEPTHFUNC_NEAREROREQUAL, SHADER_DEPTHFUNC_FARTHER, SHADER_DEPTHFUNC_NOTEQUAL, SHADER_DEPTHFUNC_FARTHEROREQUAL, SHADER_DEPTHFUNC_ALWAYS }; enum ShaderBlendFactor_t { SHADER_BLEND_ZERO, SHADER_BLEND_ONE, SHADER_BLEND_DST_COLOR, SHADER_BLEND_ONE_MINUS_DST_COLOR, SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_DST_ALPHA, SHADER_BLEND_ONE_MINUS_DST_ALPHA, SHADER_BLEND_SRC_ALPHA_SATURATE, SHADER_BLEND_SRC_COLOR, SHADER_BLEND_ONE_MINUS_SRC_COLOR }; enum ShaderBlendOp_t { SHADER_BLEND_OP_ADD, SHADER_BLEND_OP_SUBTRACT, SHADER_BLEND_OP_REVSUBTRACT, SHADER_BLEND_OP_MIN, SHADER_BLEND_OP_MAX }; enum ShaderAlphaFunc_t { SHADER_ALPHAFUNC_NEVER, SHADER_ALPHAFUNC_LESS, SHADER_ALPHAFUNC_EQUAL, SHADER_ALPHAFUNC_LEQUAL, SHADER_ALPHAFUNC_GREATER, SHADER_ALPHAFUNC_NOTEQUAL, SHADER_ALPHAFUNC_GEQUAL, SHADER_ALPHAFUNC_ALWAYS }; enum ShaderStencilFunc_t { SHADER_STENCILFUNC_NEVER = 0, SHADER_STENCILFUNC_LESS, SHADER_STENCILFUNC_EQUAL, SHADER_STENCILFUNC_LEQUAL, SHADER_STENCILFUNC_GREATER, SHADER_STENCILFUNC_NOTEQUAL, SHADER_STENCILFUNC_GEQUAL, SHADER_STENCILFUNC_ALWAYS }; enum ShaderStencilOp_t { SHADER_STENCILOP_KEEP = 0, SHADER_STENCILOP_ZERO, SHADER_STENCILOP_SET_TO_REFERENCE, SHADER_STENCILOP_INCREMENT_CLAMP, SHADER_STENCILOP_DECREMENT_CLAMP, SHADER_STENCILOP_INVERT, SHADER_STENCILOP_INCREMENT_WRAP, SHADER_STENCILOP_DECREMENT_WRAP, }; enum ShaderTexChannel_t { SHADER_TEXCHANNEL_COLOR = 0, SHADER_TEXCHANNEL_ALPHA }; enum ShaderPolyModeFace_t { SHADER_POLYMODEFACE_FRONT, SHADER_POLYMODEFACE_BACK, SHADER_POLYMODEFACE_FRONT_AND_BACK, }; enum ShaderPolyMode_t { SHADER_POLYMODE_POINT, SHADER_POLYMODE_LINE, SHADER_POLYMODE_FILL }; enum ShaderTexArg_t { SHADER_TEXARG_TEXTURE = 0, SHADER_TEXARG_VERTEXCOLOR, SHADER_TEXARG_SPECULARCOLOR, SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE, SHADER_TEXARG_ZERO, SHADER_TEXARG_TEXTUREALPHA, SHADER_TEXARG_INVTEXTUREALPHA, SHADER_TEXARG_ONE, }; enum ShaderTexOp_t { // DX5 shaders support these SHADER_TEXOP_MODULATE = 0, SHADER_TEXOP_MODULATE2X, SHADER_TEXOP_MODULATE4X, SHADER_TEXOP_SELECTARG1, SHADER_TEXOP_SELECTARG2, SHADER_TEXOP_DISABLE, // DX6 shaders support these SHADER_TEXOP_ADD, SHADER_TEXOP_SUBTRACT, SHADER_TEXOP_ADDSIGNED2X, SHADER_TEXOP_BLEND_CONSTANTALPHA, SHADER_TEXOP_BLEND_TEXTUREALPHA, SHADER_TEXOP_BLEND_PREVIOUSSTAGEALPHA, SHADER_TEXOP_MODULATECOLOR_ADDALPHA, SHADER_TEXOP_MODULATEINVCOLOR_ADDALPHA, // DX7 SHADER_TEXOP_DOTPRODUCT3 }; enum ShaderTexGenParam_t { SHADER_TEXGENPARAM_OBJECT_LINEAR, SHADER_TEXGENPARAM_EYE_LINEAR, SHADER_TEXGENPARAM_SPHERE_MAP, SHADER_TEXGENPARAM_CAMERASPACEREFLECTIONVECTOR, SHADER_TEXGENPARAM_CAMERASPACENORMAL }; enum ShaderDrawBitField_t { SHADER_DRAW_POSITION = 0x0001, SHADER_DRAW_NORMAL = 0x0002, SHADER_DRAW_COLOR = 0x0004, SHADER_DRAW_SPECULAR = 0x0008, SHADER_DRAW_TEXCOORD0 = 0x0010, SHADER_DRAW_TEXCOORD1 = 0x0020, SHADER_DRAW_TEXCOORD2 = 0x0040, SHADER_DRAW_TEXCOORD3 = 0x0080, SHADER_DRAW_LIGHTMAP_TEXCOORD0 = 0x0100, SHADER_DRAW_LIGHTMAP_TEXCOORD1 = 0x0200, SHADER_DRAW_LIGHTMAP_TEXCOORD2 = 0x0400, SHADER_DRAW_LIGHTMAP_TEXCOORD3 = 0x0800, SHADER_DRAW_SECONDARY_TEXCOORD0 = 0x1000, SHADER_DRAW_SECONDARY_TEXCOORD1 = 0x2000, SHADER_DRAW_SECONDARY_TEXCOORD2 = 0x4000, SHADER_DRAW_SECONDARY_TEXCOORD3 = 0x8000, SHADER_TEXCOORD_MASK = SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 | SHADER_DRAW_TEXCOORD2 | SHADER_DRAW_TEXCOORD3, SHADER_LIGHTMAP_TEXCOORD_MASK = SHADER_DRAW_LIGHTMAP_TEXCOORD0 | SHADER_DRAW_LIGHTMAP_TEXCOORD1 | SHADER_DRAW_LIGHTMAP_TEXCOORD2 | SHADER_DRAW_LIGHTMAP_TEXCOORD3, SHADER_SECONDARY_TEXCOORD_MASK = SHADER_DRAW_SECONDARY_TEXCOORD0 | SHADER_DRAW_SECONDARY_TEXCOORD1 | SHADER_DRAW_SECONDARY_TEXCOORD2 | SHADER_DRAW_SECONDARY_TEXCOORD3, }; enum ShaderFogMode_t { SHADER_FOGMODE_DISABLED = 0, SHADER_FOGMODE_OO_OVERBRIGHT, SHADER_FOGMODE_BLACK, SHADER_FOGMODE_GREY, SHADER_FOGMODE_FOGCOLOR, SHADER_FOGMODE_WHITE, SHADER_FOGMODE_NUMFOGMODES }; enum ShaderMaterialSource_t { SHADER_MATERIALSOURCE_MATERIAL = 0, SHADER_MATERIALSOURCE_COLOR1, SHADER_MATERIALSOURCE_COLOR2, }; // m_ZBias has only two bits in ShadowState_t, so be careful extending this enum enum PolygonOffsetMode_t { SHADER_POLYOFFSET_DISABLE = 0x0, SHADER_POLYOFFSET_DECAL = 0x1, SHADER_POLYOFFSET_SHADOW_BIAS = 0x2, SHADER_POLYOFFSET_RESERVED = 0x3 // Reserved for future use }; //----------------------------------------------------------------------------- // The Shader interface versions //----------------------------------------------------------------------------- #define SHADERSHADOW_INTERFACE_VERSION "ShaderShadow010" //----------------------------------------------------------------------------- // the shader API interface (methods called from shaders) //----------------------------------------------------------------------------- abstract_class IShaderShadow { public: // Sets the default *shadow* state virtual void SetDefaultState() = 0; // Methods related to depth buffering virtual void DepthFunc( ShaderDepthFunc_t depthFunc ) = 0; virtual void EnableDepthWrites( bool bEnable ) = 0; virtual void EnableDepthTest( bool bEnable ) = 0; virtual void EnablePolyOffset( PolygonOffsetMode_t nOffsetMode ) = 0; // These methods for controlling stencil are obsolete and stubbed to do nothing. Stencil // control is via the shaderapi/material system now, not part of the shadow state. // Methods related to stencil virtual void EnableStencil( bool bEnable ) = 0; virtual void StencilFunc( ShaderStencilFunc_t stencilFunc ) = 0; virtual void StencilPassOp( ShaderStencilOp_t stencilOp ) = 0; virtual void StencilFailOp( ShaderStencilOp_t stencilOp ) = 0; virtual void StencilDepthFailOp( ShaderStencilOp_t stencilOp ) = 0; virtual void StencilReference( int nReference ) = 0; virtual void StencilMask( int nMask ) = 0; virtual void StencilWriteMask( int nMask ) = 0; // Suppresses/activates color writing virtual void EnableColorWrites( bool bEnable ) = 0; virtual void EnableAlphaWrites( bool bEnable ) = 0; // Methods related to alpha blending virtual void EnableBlending( bool bEnable ) = 0; virtual void BlendFunc( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor ) = 0; // More below... // Alpha testing virtual void EnableAlphaTest( bool bEnable ) = 0; virtual void AlphaFunc( ShaderAlphaFunc_t alphaFunc, float alphaRef /* [0-1] */ ) = 0; // Wireframe/filled polygons virtual void PolyMode( ShaderPolyModeFace_t face, ShaderPolyMode_t polyMode ) = 0; // Back face culling virtual void EnableCulling( bool bEnable ) = 0; // constant color + transparency virtual void EnableConstantColor( bool bEnable ) = 0; // Indicates the vertex format for use with a vertex shader // The flags to pass in here come from the VertexFormatFlags_t enum // If pTexCoordDimensions is *not* specified, we assume all coordinates // are 2-dimensional virtual void VertexShaderVertexFormat( unsigned int nFlags, int nTexCoordCount, int* pTexCoordDimensions, int nUserDataSize ) = 0; // Pixel and vertex shader methods virtual void SetVertexShader( const char* pFileName, int nStaticVshIndex ) = 0; virtual void SetPixelShader( const char* pFileName, int nStaticPshIndex = 0 ) = 0; // Indicates we're going to light the model virtual void EnableLighting( bool bEnable ) = 0; // Enables specular lighting (lighting has also got to be enabled) virtual void EnableSpecular( bool bEnable ) = 0; // Convert from linear to gamma color space on writes to frame buffer. virtual void EnableSRGBWrite( bool bEnable ) = 0; // Convert from gamma to linear on texture fetch. virtual void EnableSRGBRead( Sampler_t sampler, bool bEnable ) = 0; // Activate/deactivate skinning. Indexed blending is automatically // enabled if it's available for this hardware. When blending is enabled, // we allocate enough room for 3 weights (max allowed) virtual void EnableVertexBlend( bool bEnable ) = 0; // per texture unit stuff virtual void OverbrightValue( TextureStage_t stage, float value ) = 0; virtual void EnableTexture( Sampler_t sampler, bool bEnable ) = 0; virtual void EnableTexGen( TextureStage_t stage, bool bEnable ) = 0; virtual void TexGen( TextureStage_t stage, ShaderTexGenParam_t param ) = 0; // alternate method of specifying per-texture unit stuff, more flexible and more complicated // Can be used to specify different operation per channel (alpha/color)... virtual void EnableCustomPixelPipe( bool bEnable ) = 0; virtual void CustomTextureStages( int stageCount ) = 0; virtual void CustomTextureOperation( TextureStage_t stage, ShaderTexChannel_t channel, ShaderTexOp_t op, ShaderTexArg_t arg1, ShaderTexArg_t arg2 ) = 0; // indicates what per-vertex data we're providing virtual void DrawFlags( unsigned int drawFlags ) = 0; // A simpler method of dealing with alpha modulation virtual void EnableAlphaPipe( bool bEnable ) = 0; virtual void EnableConstantAlpha( bool bEnable ) = 0; virtual void EnableVertexAlpha( bool bEnable ) = 0; virtual void EnableTextureAlpha( TextureStage_t stage, bool bEnable ) = 0; // GR - Separate alpha blending virtual void EnableBlendingSeparateAlpha( bool bEnable ) = 0; virtual void BlendFuncSeparateAlpha( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor ) = 0; virtual void FogMode( ShaderFogMode_t fogMode ) = 0; virtual void SetDiffuseMaterialSource( ShaderMaterialSource_t materialSource ) = 0; // Indicates the morph format for use with a vertex shader // The flags to pass in here come from the MorphFormatFlags_t enum virtual void SetMorphFormat( MorphFormat_t flags ) = 0; virtual void DisableFogGammaCorrection( bool bDisable ) = 0; //some blending modes won't work properly with corrected fog // Alpha to coverage virtual void EnableAlphaToCoverage( bool bEnable ) = 0; // Shadow map filtering virtual void SetShadowDepthFiltering( Sampler_t stage ) = 0; // More alpha blending state virtual void BlendOp( ShaderBlendOp_t blendOp ) = 0; virtual void BlendOpSeparateAlpha( ShaderBlendOp_t blendOp ) = 0; }; // end class IShaderShadow #endif // ISHADERSHADOW_H