hl2_src-leak-2017/src/materialsystem/shaderapidx9/ShaderShadowDx10.h

176 lines
4.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef SHADERSHADOWDX10_H
#define SHADERSHADOWDX10_H
#ifdef _WIN32
#pragma once
#endif
#include "shaderapi/ishaderapi.h"
#include "shaderapi/ishadershadow.h"
//-----------------------------------------------------------------------------
// The empty shader shadow
//-----------------------------------------------------------------------------
class CShaderShadowDx10 : public IShaderShadow
{
public:
CShaderShadowDx10();
virtual ~CShaderShadowDx10();
// Sets the default *shadow* state
void SetDefaultState();
// Methods related to depth buffering
void DepthFunc( ShaderDepthFunc_t depthFunc );
void EnableDepthWrites( bool bEnable );
void EnableDepthTest( bool bEnable );
void EnablePolyOffset( PolygonOffsetMode_t nOffsetMode );
// Suppresses/activates color writing
void EnableColorWrites( bool bEnable );
void EnableAlphaWrites( bool bEnable );
// Methods related to alpha blending
void EnableBlending( bool bEnable );
void BlendFunc( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor );
// Alpha testing
void EnableAlphaTest( bool bEnable );
void AlphaFunc( ShaderAlphaFunc_t alphaFunc, float alphaRef /* [0-1] */ );
// Wireframe/filled polygons
void PolyMode( ShaderPolyModeFace_t face, ShaderPolyMode_t polyMode );
// Back face culling
void EnableCulling( bool bEnable );
// constant color + transparency
void EnableConstantColor( bool bEnable );
// 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
void VertexShaderVertexFormat( unsigned int flags,
int numTexCoords, int* pTexCoordDimensions,
int userDataSize );
// Indicates we're going to light the model
void EnableLighting( bool bEnable );
void EnableSpecular( bool bEnable );
// vertex blending
void EnableVertexBlend( bool bEnable );
// per texture unit stuff
void OverbrightValue( TextureStage_t stage, float value );
void EnableTexture( Sampler_t stage, bool bEnable );
void EnableTexGen( TextureStage_t stage, bool bEnable );
void TexGen( TextureStage_t stage, ShaderTexGenParam_t param );
// alternate method of specifying per-texture unit stuff, more flexible and more complicated
// Can be used to specify different operation per channel (alpha/color)...
void EnableCustomPixelPipe( bool bEnable );
void CustomTextureStages( int stageCount );
void CustomTextureOperation( TextureStage_t stage, ShaderTexChannel_t channel,
ShaderTexOp_t op, ShaderTexArg_t arg1, ShaderTexArg_t arg2 );
// indicates what per-vertex data we're providing
void DrawFlags( unsigned int drawFlags );
// A simpler method of dealing with alpha modulation
void EnableAlphaPipe( bool bEnable );
void EnableConstantAlpha( bool bEnable );
void EnableVertexAlpha( bool bEnable );
void EnableTextureAlpha( TextureStage_t stage, bool bEnable );
// GR - Separate alpha blending
void EnableBlendingSeparateAlpha( bool bEnable );
void BlendFuncSeparateAlpha( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor );
// Sets the vertex and pixel shaders
void SetVertexShader( const char *pFileName, int vshIndex );
void SetPixelShader( const char *pFileName, int pshIndex );
// Convert from linear to gamma color space on writes to frame buffer.
void EnableSRGBWrite( bool bEnable )
{
}
void EnableSRGBRead( Sampler_t stage, bool bEnable )
{
}
virtual void FogMode( ShaderFogMode_t fogMode )
{
}
virtual void SetDiffuseMaterialSource( ShaderMaterialSource_t materialSource )
{
}
virtual void SetMorphFormat( MorphFormat_t flags )
{
}
virtual void EnableStencil( bool bEnable )
{
}
virtual void StencilFunc( ShaderStencilFunc_t stencilFunc )
{
}
virtual void StencilPassOp( ShaderStencilOp_t stencilOp )
{
}
virtual void StencilFailOp( ShaderStencilOp_t stencilOp )
{
}
virtual void StencilDepthFailOp( ShaderStencilOp_t stencilOp )
{
}
virtual void StencilReference( int nReference )
{
}
virtual void StencilMask( int nMask )
{
}
virtual void StencilWriteMask( int nMask )
{
}
virtual void DisableFogGammaCorrection( bool bDisable )
{
//FIXME: empty for now.
}
virtual void FogMode( ShaderFogMode_t fogMode, bool bVertexFog )
{
//FIXME: empty for now.
}
// Alpha to coverage
void EnableAlphaToCoverage( bool bEnable );
void SetShadowDepthFiltering( Sampler_t stage );
// More alpha blending state
void BlendOp( ShaderBlendOp_t blendOp );
void BlendOpSeparateAlpha( ShaderBlendOp_t blendOp );
bool m_IsTranslucent;
bool m_IsAlphaTested;
bool m_bIsDepthWriteEnabled;
bool m_bUsesVertexAndPixelShaders;
};
extern CShaderShadowDx10* g_pShaderShadowDx10;
#endif // SHADERSHADOWDX10_H