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105 lines
3.3 KiB
105 lines
3.3 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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// An interface that should not ever be accessed directly from shaders
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// but instead is visible only to shaderlib.
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//===========================================================================//
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#ifndef ISHADERSYSTEM_H
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#define ISHADERSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "interface.h"
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#include <materialsystem/IShader.h>
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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enum Sampler_t;
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class ITexture;
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class IShader;
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//-----------------------------------------------------------------------------
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// The Shader system interface version
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//-----------------------------------------------------------------------------
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#define SHADERSYSTEM_INTERFACE_VERSION "ShaderSystem002"
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//-----------------------------------------------------------------------------
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// Modulation flags
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//-----------------------------------------------------------------------------
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enum
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{
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SHADER_USING_COLOR_MODULATION = 0x1,
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SHADER_USING_ALPHA_MODULATION = 0x2,
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SHADER_USING_FLASHLIGHT = 0x4,
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SHADER_USING_FIXED_FUNCTION_BAKED_LIGHTING = 0x8,
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SHADER_USING_EDITOR = 0x10,
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};
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//-----------------------------------------------------------------------------
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// The shader system (a singleton)
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//-----------------------------------------------------------------------------
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abstract_class IShaderSystem
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{
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public:
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virtual ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrameVar, int nTextureChannel = 0 ) =0;
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// Binds a texture
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virtual void BindTexture( Sampler_t sampler1, ITexture *pTexture, int nFrameVar = 0 ) = 0;
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virtual void BindTexture( Sampler_t sampler1, Sampler_t sampler2, ITexture *pTexture, int nFrameVar = 0 ) = 0;
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// Takes a snapshot
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virtual void TakeSnapshot( ) = 0;
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// Draws a snapshot
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virtual void DrawSnapshot( bool bMakeActualDrawCall = true ) = 0;
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// Are we using graphics?
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virtual bool IsUsingGraphics() const = 0;
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// Are we using graphics?
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virtual bool CanUseEditorMaterials() const = 0;
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};
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//-----------------------------------------------------------------------------
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// The Shader plug-in DLL interface version
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//-----------------------------------------------------------------------------
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#define SHADER_DLL_INTERFACE_VERSION "ShaderDLL004"
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//-----------------------------------------------------------------------------
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// The Shader interface versions
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//-----------------------------------------------------------------------------
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abstract_class IShaderDLLInternal
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{
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public:
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// Here's where the app systems get to learn about each other
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virtual bool Connect( CreateInterfaceFn factory, bool bIsMaterialSystem ) = 0;
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virtual void Disconnect( bool bIsMaterialSystem ) = 0;
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// Returns the number of shaders defined in this DLL
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virtual int ShaderCount() const = 0;
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// Returns information about each shader defined in this DLL
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virtual IShader *GetShader( int nShader ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Singleton interface
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//-----------------------------------------------------------------------------
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IShaderDLLInternal *GetShaderDLLInternal();
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#endif // ISHADERSYSTEM_H
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