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111 lines
2.8 KiB
111 lines
2.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: NOTE: This file is for backward compat! |
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// We'll get rid of it soon. Most of the contents of this file were moved |
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// into shaderpi/ishadershadow.h, shaderapi/ishaderdynamic.h, or |
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// shaderapi/shareddefs.h |
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// |
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// $NoKeywords: $ |
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// |
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//===========================================================================// |
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#ifndef SHADERAPI_SHAREDDEFS_H |
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#define SHADERAPI_SHAREDDEFS_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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//----------------------------------------------------------------------------- |
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// Important enumerations |
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//----------------------------------------------------------------------------- |
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enum ShaderShadeMode_t |
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{ |
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SHADER_FLAT = 0, |
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SHADER_SMOOTH |
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}; |
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enum ShaderTexCoordComponent_t |
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{ |
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SHADER_TEXCOORD_S = 0, |
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SHADER_TEXCOORD_T, |
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SHADER_TEXCOORD_U |
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}; |
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enum ShaderTexFilterMode_t |
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{ |
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SHADER_TEXFILTERMODE_NEAREST, |
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SHADER_TEXFILTERMODE_LINEAR, |
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SHADER_TEXFILTERMODE_NEAREST_MIPMAP_NEAREST, |
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SHADER_TEXFILTERMODE_LINEAR_MIPMAP_NEAREST, |
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SHADER_TEXFILTERMODE_NEAREST_MIPMAP_LINEAR, |
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SHADER_TEXFILTERMODE_LINEAR_MIPMAP_LINEAR, |
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SHADER_TEXFILTERMODE_ANISOTROPIC |
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}; |
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enum ShaderTexWrapMode_t |
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{ |
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SHADER_TEXWRAPMODE_CLAMP, |
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SHADER_TEXWRAPMODE_REPEAT, |
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SHADER_TEXWRAPMODE_BORDER |
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// MIRROR? - probably don't need it. |
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}; |
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//----------------------------------------------------------------------------- |
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// Sampler + texture stage identifiers |
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// NOTE: Texture stages are used only by fixed function shading algorithms |
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// Samplers are used to enable and bind textures + by programmable shading algorithms |
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//----------------------------------------------------------------------------- |
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enum TextureStage_t |
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{ |
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SHADER_TEXTURE_STAGE0 = 0, |
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SHADER_TEXTURE_STAGE1, |
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}; |
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enum Sampler_t |
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{ |
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SHADER_SAMPLER0 = 0, |
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SHADER_SAMPLER1, |
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SHADER_SAMPLER2, |
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SHADER_SAMPLER3, |
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SHADER_SAMPLER4, |
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SHADER_SAMPLER5, |
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SHADER_SAMPLER6, |
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SHADER_SAMPLER7, |
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SHADER_SAMPLER8, |
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SHADER_SAMPLER9, |
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SHADER_SAMPLER10, |
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SHADER_SAMPLER11, |
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SHADER_SAMPLER12, |
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SHADER_SAMPLER13, |
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SHADER_SAMPLER14, |
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SHADER_SAMPLER15, |
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}; |
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//----------------------------------------------------------------------------- |
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// Vertex texture sampler identifiers |
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//----------------------------------------------------------------------------- |
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enum VertexTextureSampler_t |
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{ |
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SHADER_VERTEXTEXTURE_SAMPLER0 = 0, |
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SHADER_VERTEXTEXTURE_SAMPLER1, |
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SHADER_VERTEXTEXTURE_SAMPLER2, |
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SHADER_VERTEXTEXTURE_SAMPLER3, |
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}; |
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#if defined( _X360 ) |
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#define REVERSE_DEPTH_ON_X360 //uncomment to use D3DFMT_D24FS8 with an inverted depth viewport for better performance. Keep this in sync with the same named #define in materialsystem/stdshaders/common_fxc.h |
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#endif |
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#if defined( REVERSE_DEPTH_ON_X360 ) |
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#define ReverseDepthOnX360() true |
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#else |
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#define ReverseDepthOnX360() false |
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#endif |
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#endif // SHADERAPI_SHAREDDEFS_H
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