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342 lines
12 KiB
342 lines
12 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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// This is what all shaders inherit from.
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//===========================================================================//
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#ifndef BASESHADER_H
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#define BASESHADER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "materialsystem/IShader.h"
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#include "materialsystem/imaterialvar.h"
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#include "materialsystem/ishaderapi.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "shaderlib/BaseShader.h"
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#include "convar.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class IMaterialVar;
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//-----------------------------------------------------------------------------
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// Standard material vars
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//-----------------------------------------------------------------------------
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// Note: if you add to these, add to s_StandardParams in CBaseShader.cpp
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enum ShaderMaterialVars_t
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{
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FLAGS = 0,
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FLAGS_DEFINED, // mask indicating if the flag was specified
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FLAGS2,
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FLAGS_DEFINED2,
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COLOR,
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ALPHA,
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BASETEXTURE,
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FRAME,
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BASETEXTURETRANSFORM,
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FLASHLIGHTTEXTURE,
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FLASHLIGHTTEXTUREFRAME,
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COLOR2,
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SRGBTINT,
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NUM_SHADER_MATERIAL_VARS
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};
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// Alpha belnd mode enums. Moved from basevsshader
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enum BlendType_t
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{
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// no alpha blending
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BT_NONE = 0,
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// src * srcAlpha + dst * (1-srcAlpha)
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// two passes for HDR:
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// pass 1:
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// color: src * srcAlpha + dst * (1-srcAlpha)
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// alpha: srcAlpha * zero + dstAlpha * (1-srcAlpha)
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// pass 2:
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// color: none
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// alpha: srcAlpha * one + dstAlpha * one
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//
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BT_BLEND,
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// src * one + dst * one
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// one pass for HDR
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BT_ADD,
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// Why do we ever use this instead of using premultiplied alpha?
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// src * srcAlpha + dst * one
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// two passes for HDR
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// pass 1:
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// color: src * srcAlpha + dst * one
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// alpha: srcAlpha * one + dstAlpha * one
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// pass 2:
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// color: none
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// alpha: srcAlpha * one + dstAlpha * one
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BT_BLENDADD
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};
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//-----------------------------------------------------------------------------
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// Base class for shaders, contains helper methods.
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//-----------------------------------------------------------------------------
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class CBaseShader : public IShader
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{
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public:
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// constructor
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CBaseShader();
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// Methods inherited from IShader
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virtual char const* GetFallbackShader( IMaterialVar** params ) const { return 0; }
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virtual int GetNumParams( ) const;
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virtual char const* GetParamName( int paramIndex ) const;
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virtual char const* GetParamHelp( int paramIndex ) const;
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virtual ShaderParamType_t GetParamType( int paramIndex ) const;
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virtual char const* GetParamDefault( int paramIndex ) const;
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virtual int GetParamFlags( int nParamIndex ) const;
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virtual void InitShaderParams( IMaterialVar** ppParams, const char *pMaterialName );
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virtual void InitShaderInstance( IMaterialVar** ppParams, IShaderInit *pShaderInit, const char *pMaterialName, const char *pTextureGroupName );
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virtual void DrawElements( IMaterialVar **params, int nModulationFlags, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI,
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VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContext );
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virtual const SoftwareVertexShader_t GetSoftwareVertexShader() const { return m_SoftwareVertexShader; }
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virtual int ComputeModulationFlags( IMaterialVar** params, IShaderDynamicAPI* pShaderAPI );
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virtual bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame = true ) const;
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virtual bool NeedsFullFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame = true ) const;
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virtual bool IsTranslucent( IMaterialVar **params ) const;
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public:
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// These functions must be implemented by the shader
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virtual void OnInitShaderParams( IMaterialVar** ppParams, const char *pMaterialName ) {}
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virtual void OnInitShaderInstance( IMaterialVar** ppParams, IShaderInit *pShaderInit, const char *pMaterialName ) = 0;
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virtual void OnDrawElements( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr ) = 0;
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// Sets the default shadow state
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void SetInitialShadowState( );
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// Draws a snapshot
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void Draw( bool bMakeActualDrawCall = true );
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// Are we currently taking a snapshot?
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bool IsSnapshotting() const;
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// Gets at the current materialvar flags
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int CurrentMaterialVarFlags() const;
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// Finds a particular parameter (works because the lowest parameters match the shader)
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int FindParamIndex( const char *pName ) const;
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// Are we using graphics?
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bool IsUsingGraphics();
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// Are we using editor materials?
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bool CanUseEditorMaterials();
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// Gets the builder...
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CMeshBuilder* MeshBuilder();
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// Loads a texture
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void LoadTexture( int nTextureVar, int nAdditionalCreationFlags = 0 );
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// Loads a bumpmap
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void LoadBumpMap( int nTextureVar );
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// Loads a cubemap
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void LoadCubeMap( int nTextureVar, int nAdditionalCreationFlags = 0 );
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// get the shaderapi handle for a texture. BE CAREFUL WITH THIS.
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ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( int nTextureVar, int nFrameVar, int nTextureChannel = 0 );
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// Binds a texture
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void BindTexture( Sampler_t sampler1, Sampler_t sampler2, int nTextureVar, int nFrameVar = -1 );
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void BindTexture( Sampler_t sampler1, int nTextureVar, int nFrameVar = -1 );
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void BindTexture( Sampler_t sampler1, ITexture *pTexture, int nFrame = 0 );
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void BindTexture( Sampler_t sampler1, Sampler_t sampler2, ITexture *pTexture, int nFrame = 0 );
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void GetTextureDimensions( float* pOutWidth, float* pOutHeight, int nTextureVar );
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// Is the texture translucent?
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bool TextureIsTranslucent( int textureVar, bool isBaseTexture );
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// Returns the translucency...
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float GetAlpha( IMaterialVar** params = NULL );
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// Is the color var white?
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bool IsWhite( int colorVar );
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// Helper methods for fog
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void FogToOOOverbright( void );
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void FogToWhite( void );
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void FogToBlack( void );
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void FogToGrey( void );
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void FogToFogColor( void );
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void DisableFog( void );
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void DefaultFog( void );
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// Helpers for alpha blending
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void EnableAlphaBlending( ShaderBlendFactor_t src, ShaderBlendFactor_t dst );
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void DisableAlphaBlending();
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void SetBlendingShadowState( BlendType_t nMode );
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void SetNormalBlendingShadowState( int textureVar = -1, bool isBaseTexture = true );
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void SetAdditiveBlendingShadowState( int textureVar = -1, bool isBaseTexture = true );
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void SetDefaultBlendingShadowState( int textureVar = -1, bool isBaseTexture = true );
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void SingleTextureLightmapBlendMode( );
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// Helpers for color modulation
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void SetColorState( int colorVar, bool setAlpha = false );
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bool IsAlphaModulating();
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bool IsColorModulating();
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void ComputeModulationColor( float* color );
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void SetModulationShadowState( int tintVar = -1 );
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void SetModulationDynamicState( int tintVar = -1 );
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// Helpers for HDR
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bool IsHDREnabled( void );
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// Loads the identity matrix into the texture
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void LoadIdentity( MaterialMatrixMode_t matrixMode );
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// Loads the camera to world transform
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void LoadCameraToWorldTransform( MaterialMatrixMode_t matrixMode );
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void LoadCameraSpaceSphereMapTransform( MaterialMatrixMode_t matrixMode );
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// Sets a texture translation transform in fixed function
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void SetFixedFunctionTextureTranslation( MaterialMatrixMode_t mode, int translationVar );
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void SetFixedFunctionTextureScale( MaterialMatrixMode_t mode, int scaleVar );
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void SetFixedFunctionTextureScaledTransform( MaterialMatrixMode_t textureTransform, int transformVar, int scaleVar );
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void SetFixedFunctionTextureTransform( MaterialMatrixMode_t textureTransform, int transformVar );
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void CleanupDynamicStateFixedFunction( );
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// Fixed function Base * detail pass
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void FixedFunctionBaseTimesDetailPass( int baseTextureVar, int frameVar,
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int baseTextureTransformVar, int detailVar, int detailScaleVar );
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// Fixed function Self illumination pass
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void FixedFunctionSelfIlluminationPass( Sampler_t sampler,
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int baseTextureVar, int frameVar, int baseTextureTransformVar, int selfIllumTintVar );
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// Masked environment map
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void FixedFunctionMaskedEnvmapPass( int envMapVar, int envMapMaskVar,
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int baseTextureVar, int envMapFrameVar, int envMapMaskFrameVar,
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int frameVar, int maskOffsetVar, int maskScaleVar, int tintVar = -1 );
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// Additive masked environment map
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void FixedFunctionAdditiveMaskedEnvmapPass( int envMapVar, int envMapMaskVar,
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int baseTextureVar, int envMapFrameVar, int envMapMaskFrameVar,
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int frameVar, int maskOffsetVar, int maskScaleVar, int tintVar = -1 );
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// Modulate by detail texture pass
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void FixedFunctionMultiplyByDetailPass( int baseTextureVar, int frameVar,
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int textureOffsetVar, int detailVar, int detailScaleVar );
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// Multiply by lightmap pass
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void FixedFunctionMultiplyByLightmapPass( int baseTextureVar, int frameVar,
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int baseTextureTransformVar, float alphaOverride = -1 );
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// Helper methods for environment mapping
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int SetShadowEnvMappingState( int envMapMaskVar, int tintVar = -1 );
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void SetDynamicEnvMappingState( int envMapVar, int envMapMaskVar,
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int baseTextureVar, int envMapFrameVar, int envMapMaskFrameVar,
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int frameVar, int maskOffsetVar, int maskScaleVar, int tintVar = -1 );
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bool UsingFlashlight( IMaterialVar **params ) const;
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bool UsingEditor( IMaterialVar **params ) const;
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void DrawFlashlight_dx70( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow,
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int flashlightTextureVar, int flashlightTextureFrameVar,
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bool suppress_lighting = false );
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void SetFlashlightFixedFunctionTextureTransform( MaterialMatrixMode_t matrix );
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void GetColorParameter( IMaterialVar** params, float *pColorOut ) const; // return tint color (color*color2)
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void ApplyColor2Factor( float *pColorOut ) const; // (*pColorOut) *= COLOR2
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static IMaterialVar **s_ppParams;
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protected:
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SoftwareVertexShader_t m_SoftwareVertexShader;
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static const char *s_pTextureGroupName; // Current material's texture group name.
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static IShaderShadow *s_pShaderShadow;
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static IShaderDynamicAPI *s_pShaderAPI;
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static IShaderInit *s_pShaderInit;
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private:
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static int s_nModulationFlags;
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static CMeshBuilder *s_pMeshBuilder;
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};
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//-----------------------------------------------------------------------------
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// Gets at the current materialvar flags
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//-----------------------------------------------------------------------------
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inline int CBaseShader::CurrentMaterialVarFlags() const
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{
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return s_ppParams[FLAGS]->GetIntValue();
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}
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//-----------------------------------------------------------------------------
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// Are we currently taking a snapshot?
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//-----------------------------------------------------------------------------
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inline bool CBaseShader::IsSnapshotting() const
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{
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return (s_pShaderShadow != NULL);
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}
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//-----------------------------------------------------------------------------
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// Is the color var white?
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//-----------------------------------------------------------------------------
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inline bool CBaseShader::IsWhite( int colorVar )
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{
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if (colorVar < 0)
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return true;
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if (!s_ppParams[colorVar]->IsDefined())
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return true;
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float color[3];
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s_ppParams[colorVar]->GetVecValue( color, 3 );
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return (color[0] >= 1.0f) && (color[1] >= 1.0f) && (color[2] >= 1.0f);
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}
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class CBasePerMaterialContextData // shaders can keep per material data in classes descended from this
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{
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public:
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uint32 m_nVarChangeID;
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bool m_bMaterialVarsChanged; // set by mat system when material vars change. shader should rehtink and then clear the var
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FORCEINLINE CBasePerMaterialContextData( void )
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{
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m_bMaterialVarsChanged = true;
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m_nVarChangeID = 0xffffffff;
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}
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// virtual destructor so that derived classes can have their own data to be cleaned up on
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// delete of material
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virtual ~CBasePerMaterialContextData( void )
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{
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}
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};
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#endif // BASESHADER_H
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