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119 lines
3.9 KiB
119 lines
3.9 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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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef SHADERAPIDX8_H
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#define SHADERAPIDX8_H
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#include "shaderapibase.h"
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#include "shaderapi/ishadershadow.h"
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#include "locald3dtypes.h"
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//-----------------------------------------------------------------------------
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// Vendor-specific defines
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//-----------------------------------------------------------------------------
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#define ATI_FETCH4_ENABLE MAKEFOURCC('G','E','T','4')
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#define ATI_FETCH4_DISABLE MAKEFOURCC('G','E','T','1')
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#define ATISAMP_FETCH4 D3DSAMP_MIPMAPLODBIAS
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CMeshBase;
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class CMeshBuilder;
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struct ShadowState_t;
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class IMaterialInternal;
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//-----------------------------------------------------------------------------
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// State that matters to buffered meshes... (for debugging only)
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//-----------------------------------------------------------------------------
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struct BufferedState_t
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{
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D3DXMATRIX m_Transform[3];
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D3DVIEWPORT9 m_Viewport;
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int m_BoundTexture[16];
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void *m_VertexShader;
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void *m_PixelShader;
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};
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//-----------------------------------------------------------------------------
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// The DX8 shader API
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//-----------------------------------------------------------------------------
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// FIXME: Remove this! Either move them into CShaderAPIBase or CShaderAPIDx8
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class IShaderAPIDX8 : public CShaderAPIBase
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{
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public:
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// Draws the mesh
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virtual void DrawMesh( CMeshBase *pMesh ) = 0;
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// Draw the mesh with the currently bound vertex and index buffers.
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virtual void DrawWithVertexAndIndexBuffers( void ) = 0;
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// modifies the vertex data when necessary
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virtual void ModifyVertexData( ) = 0;
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// Gets the current buffered state... (debug only)
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virtual void GetBufferedState( BufferedState_t &state ) = 0;
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// Gets the current backface cull state....
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virtual D3DCULL GetCullMode() const = 0;
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// Measures fill rate
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virtual void ComputeFillRate() = 0;
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// Selection mode methods
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virtual bool IsInSelectionMode() const = 0;
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// We hit somefin in selection mode
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virtual void RegisterSelectionHit( float minz, float maxz ) = 0;
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// Get the currently bound material
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virtual IMaterialInternal* GetBoundMaterial() = 0;
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// These methods are called by the transition table
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// They depend on dynamic state so can't exist inside the transition table
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virtual void ApplyZBias( const ShadowState_t &shaderState ) = 0;
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virtual void ApplyTextureEnable( const ShadowState_t &state, int stage ) = 0;
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virtual void ApplyCullEnable( bool bEnable ) = 0;
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virtual void SetVertexBlendState( int numBones ) = 0;
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virtual void ApplyFogMode( ShaderFogMode_t fogMode, bool bSRGBWritesEnabled, bool bDisableGammaCorrection ) = 0;
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virtual int GetActualTextureStageCount() const = 0;
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virtual int GetActualSamplerCount() const = 0;
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virtual bool IsRenderingMesh() const = 0;
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// Fog methods...
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virtual void FogMode( MaterialFogMode_t fogMode ) = 0;
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virtual int GetCurrentFrameCounter( void ) const = 0;
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// Workaround hack for visualization of selection mode
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virtual void SetupSelectionModeVisualizationState() = 0;
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virtual bool UsingSoftwareVertexProcessing() const = 0;
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//notification that the SRGB write state is being changed
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virtual void EnabledSRGBWrite( bool bEnabled ) = 0;
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// Alpha to coverage
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virtual void ApplyAlphaToCoverage( bool bEnable ) = 0;
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#if defined( _X360 )
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virtual void ApplySRGBReadState( int iTextureStage, bool bSRGBReadEnabled ) = 0; //360 needs to rebind the texture over again instead of setting a sampler state
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#endif
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virtual void PrintfVA( char *fmt, va_list vargs ) = 0;
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virtual void Printf( PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
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virtual float Knob( char *knobname, float *setvalue = NULL ) = 0;
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};
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#endif // SHADERAPIDX8_H
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