Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/MaterialSystem_Config.h"
#include "tier0/dbg.h"
#include <windows.h>
#include "filesystem.h"
#include "FileSystem_Tools.h"
#include "../materialsystem/ishadersystem.h"
#include "utlvector.h"
#include "tier0/icommandline.h"
#include "tier2/tier2.h"
CreateInterfaceFn g_MatSysFactory = NULL;
CreateInterfaceFn g_ShaderAPIFactory = NULL;
class CShaderDLLInfo
{
public:
char m_Filename[MAX_PATH];
IShaderDLLInternal *m_pInternal;
};
CUtlVector<CShaderDLLInfo> g_ShaderDLLs;
bool LoadShaderDLL( const char *pFilename )
{
// Load the new shader
CSysModule *hInstance = g_pFullFileSystem->LoadModule( pFilename );
if ( !hInstance )
return false;
// Get at the shader DLL interface
CreateInterfaceFn factory = Sys_GetFactory( hInstance );
if (!factory)
{
g_pFullFileSystem->UnloadModule( hInstance );
return false;
}
IShaderDLLInternal *pShaderDLL = (IShaderDLLInternal*)factory( SHADER_DLL_INTERFACE_VERSION, NULL );
if ( !pShaderDLL )
{
g_pFullFileSystem->UnloadModule( hInstance );
return false;
}
CShaderDLLInfo *pOut = &g_ShaderDLLs[ g_ShaderDLLs.AddToTail() ];
pOut->m_pInternal = pShaderDLL;
Q_strncpy( pOut->m_Filename, pFilename, sizeof( pOut->m_Filename ) );
return true;
}
void PrintHeader( void )
{
printf( "<HTML>\n" );
printf( "<HEAD>\n" );
printf( "<TITLE>Valve Source Shader Reference</TITLE>\n" );
printf( "</HEAD>\n" );
printf( "<CENTER>\n" );
printf( "<H1>Valve Source Shader Reference</H1>\n" );
printf( "</CENTER>\n" );
}
void PrintShaderContents( int dllID )
{
IShaderDLLInternal *pShaderDLL = g_ShaderDLLs[dllID].m_pInternal;
int nShaders = pShaderDLL->ShaderCount();
int i;
printf( "<H2>%s</H2><BR>\n", g_ShaderDLLs[dllID].m_Filename );
printf( "<dl>\n" ); // define list
for( i = 0; i < nShaders; i++ )
{
IShader *pShader = pShaderDLL->GetShader( i );
printf( "<A HREF=\"#%s_%s\">\n", g_ShaderDLLs[dllID].m_Filename, pShader->GetName() );
printf( "<dt>%s</A>\n", pShader->GetName() );
// int nParams = pShader->GetNumParams();
}
printf( "</dl>\n" ); // end define list
}
void PrintShaderHelp( int dllID )
{
IShaderDLLInternal *pShaderDLL = g_ShaderDLLs[dllID].m_pInternal;
int nShaders = pShaderDLL->ShaderCount();
int i;
printf( "<H2>%s</H2><BR>\n", g_ShaderDLLs[dllID].m_Filename );
printf( "<dl>\n" ); // define list
for( i = 0; i < nShaders; i++ )
{
IShader *pShader = pShaderDLL->GetShader( i );
printf( "<A NAME=\"%s_%s\"></A>\n", g_ShaderDLLs[dllID].m_Filename, pShader->GetName() );
printf( "<dt>%s<dl>\n", pShader->GetName() );
int nParams = pShader->GetNumParams();
int j;
for( j = 0; j < nParams; j++ )
{
printf( "<dt>%s\n<dd>%s\n",
pShader->GetParamName( j ),
pShader->GetParamHelp( j )
);
}
printf( "</dl><br>\n" ); // end define list
}
printf( "</dl>\n" ); // end define list
}
void PrintFooter( void )
{
printf( "</HTML>\n" );
}
int main( int argc, char **argv )
{
CommandLine()->CreateCmdLine( argc, argv );
FileSystem_Init( "" );
PrintHeader();
LoadShaderDLL( "stdshader_dx6.dll" );
LoadShaderDLL( "stdshader_dx7.dll" );
LoadShaderDLL( "stdshader_dx8.dll" );
LoadShaderDLL( "stdshader_dx9.dll" );
int i;
for( i = 0; i < g_ShaderDLLs.Count(); i++ )
{
PrintShaderContents( i );
}
for( i = 0; i < g_ShaderDLLs.Count(); i++ )
{
PrintShaderHelp( i );
}
PrintFooter();
FileSystem_Term();
return 0;
}