This commit is contained in:
nephacks
2025-06-04 03:22:50 +02:00
parent f234f23848
commit f12416cffd
14243 changed files with 6446499 additions and 26 deletions

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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
// This is what all shaders inherit from.
//===========================================================================//
#ifndef BASESHADER_H
#define BASESHADER_H
#ifdef _WIN32
#pragma once
#endif
#include "materialsystem/IShader.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/ishaderapi.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "shaderlib/baseshader_declarations.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IMaterialVar;
class CPerInstanceContextData;
//-----------------------------------------------------------------------------
// Base class for shaders, contains helper methods.
//-----------------------------------------------------------------------------
class CBaseShader : public IShader
{
public:
// constructor
CBaseShader();
// Methods inherited from IShader
virtual char const* GetFallbackShader( IMaterialVar** params ) const { return 0; }
virtual int GetParamCount( ) const;
virtual const ShaderParamInfo_t& GetParamInfo( int paramIndex ) const;
virtual void InitShaderParams( IMaterialVar** ppParams, const char *pMaterialName );
virtual void InitShaderInstance( IMaterialVar** ppParams, IShaderInit *pShaderInit, const char *pMaterialName, const char *pTextureGroupName );
virtual void DrawElements( IMaterialVar **params, int nModulationFlags, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI,
VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContext, CBasePerInstanceContextData** pInstanceDataPtr );
virtual int ComputeModulationFlags( IMaterialVar** params, IShaderDynamicAPI* pShaderAPI );
virtual bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame = true ) const;
virtual bool NeedsFullFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame = true ) const;
virtual bool IsTranslucent( IMaterialVar **params ) const;
public:
// These functions must be implemented by the shader
virtual void OnInitShaderParams( IMaterialVar** ppParams, const char *pMaterialName ) {}
virtual void OnInitShaderInstance( IMaterialVar** ppParams, IShaderInit *pShaderInit, const char *pMaterialName ) = 0;
virtual void OnDrawElements( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr ) = 0;
// Sets the default shadow state
void SetInitialShadowState( );
// Draws a snapshot
void Draw( bool bMakeActualDrawCall = true );
// Are we currently taking a snapshot?
bool IsSnapshotting() const;
// Methods related to building per-instance ("PI_") command buffers
void PI_BeginCommandBuffer();
void PI_EndCommandBuffer();
void PI_SetPixelShaderAmbientLightCube( int nFirstRegister );
void PI_SetPixelShaderLocalLighting( int nFirstRegister );
void PI_SetPixelShaderAmbientLightCubeLuminance( int nFirstRegister );
void PI_SetPixelShaderGlintDamping( int nFirstRegister );
void PI_SetVertexShaderAmbientLightCube( /*int nFirstRegister*/ );
void PI_SetModulationPixelShaderDynamicState( int nRegister );
void PI_SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( int nRegister, float scale );
void PI_SetModulationPixelShaderDynamicState_LinearScale( int nRegister, float scale );
void PI_SetModulationPixelShaderDynamicState_LinearScale_ScaleInW( int nRegister, float scale );
void PI_SetModulationPixelShaderDynamicState_LinearColorSpace( int nRegister );
void PI_SetModulationPixelShaderDynamicState_Identity( int nRegister );
void PI_SetModulationVertexShaderDynamicState( void );
void PI_SetModulationVertexShaderDynamicState_LinearScale( float flScale );
// Gets at the current materialvar flags
int CurrentMaterialVarFlags() const;
// Gets at the current materialvar2 flags
int CurrentMaterialVarFlags2() const;
// Finds a particular parameter (works because the lowest parameters match the shader)
int FindParamIndex( const char *pName ) const;
// Are we using graphics?
bool IsUsingGraphics();
// Are we using editor materials?
bool CanUseEditorMaterials() const;
// Loads a texture
void LoadTexture( int nTextureVar, int nAdditionalCreationFlags = 0 );
// Loads a bumpmap
void LoadBumpMap( int nTextureVar, int nAdditionalCreationFlags = 0 );
// Loads a cubemap
void LoadCubeMap( int nTextureVar, int nAdditionalCreationFlags = 0 );
// get the shaderapi handle for a texture. BE CAREFUL WITH THIS.
ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( int nTextureVar, int nFrameVar, int nTextureChannel = 0 );
ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrame, int nTextureChannel = 0 );
// Binds a texture
void BindTexture( Sampler_t sampler1, Sampler_t sampler2, TextureBindFlags_t nBindFlags, int nTextureVar, int nFrameVar = -1 );
void BindTexture( Sampler_t sampler1, TextureBindFlags_t nBindFlags, int nTextureVar, int nFrameVar = -1 );
void BindTexture( Sampler_t sampler1, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrame = 0 );
void BindTexture( Sampler_t sampler1, Sampler_t sampler2, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrame = 0 );
// Bind vertex texture
void BindVertexTexture( VertexTextureSampler_t vtSampler, int nTextureVar, int nFrame = 0 );
// Is the texture translucent?
bool TextureIsTranslucent( int textureVar, bool isBaseTexture );
// Is the color var white?
bool IsWhite( int colorVar );
// Helper methods for fog
void FogToOOOverbright( void );
void FogToWhite( void );
void FogToBlack( void );
void FogToGrey( void );
void FogToFogColor( void );
void DisableFog( void );
void DefaultFog( void );
// Helpers for alpha blending
void EnableAlphaBlending( ShaderBlendFactor_t src, ShaderBlendFactor_t dst );
void DisableAlphaBlending();
void SetBlendingShadowState( BlendType_t nMode );
void SetNormalBlendingShadowState( int textureVar = -1, bool isBaseTexture = true );
void SetAdditiveBlendingShadowState( int textureVar = -1, bool isBaseTexture = true );
void SetDefaultBlendingShadowState( int textureVar = -1, bool isBaseTexture = true );
void SingleTextureLightmapBlendMode( );
// Helpers for color modulation
bool IsAlphaModulating();
// Helpers for HDR
bool IsHDREnabled( void );
bool UsingFlashlight( IMaterialVar **params ) const;
bool UsingEditor( IMaterialVar **params ) const;
bool IsRenderingPaint( IMaterialVar **params ) const;
void ApplyColor2Factor( float *pColorOut, bool isLinearSpace = false ) const; // (*pColorOut) *= COLOR2
static inline IMaterialVar **GetPPParams();
void SetPPParams( IMaterialVar **params ) { s_ppParams = params; }
void SetModulationFlags( int modulationFlags ) { s_nModulationFlags = modulationFlags; }
private:
// This is a per-instance state which is handled completely by the system
void PI_SetSkinningMatrices();
void PI_SetVertexShaderLocalLighting( );
FORCEINLINE void SetFogMode( ShaderFogMode_t fogMode );
protected:
static IMaterialVar **s_ppParams;
static const char *s_pTextureGroupName; // Current material's texture group name.
static IShaderShadow *s_pShaderShadow;
static IShaderDynamicAPI *s_pShaderAPI;
static IShaderInit *s_pShaderInit;
private:
static int s_nPassCount;
static int s_nModulationFlags;
static CPerInstanceContextData** s_pInstanceDataPtr;
template <class T> friend class CBaseCommandBufferBuilder;
};
//-----------------------------------------------------------------------------
// Gets at the current materialvar flags
//-----------------------------------------------------------------------------
inline int CBaseShader::CurrentMaterialVarFlags() const
{
return s_ppParams[FLAGS]->GetIntValue();
}
//-----------------------------------------------------------------------------
// Gets at the current materialvar2 flags
//-----------------------------------------------------------------------------
inline int CBaseShader::CurrentMaterialVarFlags2() const
{
return s_ppParams[FLAGS2]->GetIntValue();
}
//-----------------------------------------------------------------------------
// Are we currently taking a snapshot?
//-----------------------------------------------------------------------------
inline bool CBaseShader::IsSnapshotting() const
{
return (s_pShaderShadow != NULL);
}
//-----------------------------------------------------------------------------
// Is the color var white?
//-----------------------------------------------------------------------------
inline bool CBaseShader::IsWhite( int colorVar )
{
if (colorVar < 0)
return true;
if (!s_ppParams[colorVar]->IsDefined())
return true;
float color[3];
s_ppParams[colorVar]->GetVecValue( color, 3 );
return (color[0] >= 1.0f) && (color[1] >= 1.0f) && (color[2] >= 1.0f);
}
//-----------------------------------------------------------------------------
// Returns the s_ppParams static member variable - for internal use only.
//-----------------------------------------------------------------------------
inline IMaterialVar **CBaseShader::GetPPParams()
{
return s_ppParams;
}
#endif // BASESHADER_H

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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#ifndef SHADERDLL_H
#define SHADERDLL_H
#ifdef _WIN32
#pragma once
#endif
#include <materialsystem/IShader.h>
#include "shaderlib/shadercombosemantics.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class IShader;
class ICvar;
struct ShaderComboInformation_t;
//-----------------------------------------------------------------------------
// The standard implementation of CShaderDLL
//-----------------------------------------------------------------------------
class IShaderDLL
{
public:
// Adds a shader to the list of shaders
virtual void InsertShader( IShader *pShader ) = 0;
virtual void AddShaderComboInformation( const ShaderComboSemantics_t *pSemantics ) = 0;
};
//-----------------------------------------------------------------------------
// Singleton interface
//-----------------------------------------------------------------------------
IShaderDLL *GetShaderDLL();
//-----------------------------------------------------------------------------
// Singleton interface for CVars
//-----------------------------------------------------------------------------
ICvar *GetCVar();
#endif // SHADERDLL_H

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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: These are declarations (functions, structs, enums) used in both
// SPU and PPU on PS/3, as well as potentially on different processor targets
// on future platforms
//===========================================================================//
#ifndef BASESHADER_SHARED_DECLARATIONS_HDR
#define BASESHADER_SHARED_DECLARATIONS_HDR
//-----------------------------------------------------------------------------
// Standard material vars
//-----------------------------------------------------------------------------
// Note: if you add to these, add to s_StandardParams in CBaseShader.cpp
enum ShaderMaterialVars_t
{
FLAGS = 0,
FLAGS_DEFINED, // mask indicating if the flag was specified
FLAGS2,
FLAGS_DEFINED2,
COLOR,
ALPHA,
BASETEXTURE,
FRAME,
BASETEXTURETRANSFORM,
FLASHLIGHTTEXTURE,
FLASHLIGHTTEXTUREFRAME,
COLOR2,
SRGBTINT,
NUM_SHADER_MATERIAL_VARS
};
// Alpha belnd mode enums. Moved from basevsshader
enum BlendType_t
{
// no alpha blending
BT_NONE = 0,
// src * srcAlpha + dst * (1-srcAlpha)
// two passes for HDR:
// pass 1:
// color: src * srcAlpha + dst * (1-srcAlpha)
// alpha: srcAlpha * zero + dstAlpha * (1-srcAlpha)
// pass 2:
// color: none
// alpha: srcAlpha * one + dstAlpha * one
//
BT_BLEND,
// src * one + dst * one
// one pass for HDR
BT_ADD,
// Why do we ever use this instead of using premultiplied alpha?
// src * srcAlpha + dst * one
// two passes for HDR
// pass 1:
// color: src * srcAlpha + dst * one
// alpha: srcAlpha * one + dstAlpha * one
// pass 2:
// color: none
// alpha: srcAlpha * one + dstAlpha * one
BT_BLENDADD
};
#endif

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//===== Copyright (c) Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
// Utility class for building command buffers into memory
//==================================================================//
#ifndef COMMANDBUILDER_H
#define COMMANDBUILDER_H
#ifdef _WIN32
#pragma once
#endif
#include "shaderapi/commandbuffer.h"
#include "shaderapi/ishaderapi.h"
#include "shaderlib/BaseShader.h"
#include "tier1/convar.h"
#ifdef _PS3
#include "ps3gcm\gcmdrawstate.h"
#include "ps3gcm\gcmtexture.h"
#endif
#ifdef DBGFLAG_ASSERT
#define TRACK_STORAGE 1
#else
#define TRACK_STORAGE 0
#endif
//-----------------------------------------------------------------------------
// Buffer for storing commands into
//-----------------------------------------------------------------------------
template<int N> class CFixedCommandStorageBuffer
{
public:
uint8 m_Data[N];
uint8 *m_pDataOut;
#if TRACK_STORAGE
size_t m_nNumBytesRemaining;
#endif
FORCEINLINE CFixedCommandStorageBuffer( void )
{
m_pDataOut = m_Data;
#if TRACK_STORAGE
m_nNumBytesRemaining = N;
#endif
}
FORCEINLINE void EnsureCapacity( size_t sz )
{
#if TRACK_STORAGE
if ( m_nNumBytesRemaining < sz + 32 )
Error( "getting scary\n" );
#endif
Assert( m_nNumBytesRemaining >= sz );
}
template<class T> FORCEINLINE void Put( T const &nValue )
{
EnsureCapacity( sizeof( T ) );
*( reinterpret_cast<T *>( m_pDataOut ) ) = nValue;
m_pDataOut += sizeof( nValue );
#if TRACK_STORAGE
m_nNumBytesRemaining -= sizeof( nValue );
#endif
}
FORCEINLINE void PutInt( int nValue )
{
Put( nValue );
}
FORCEINLINE void PutFloat( float nValue )
{
Put( nValue );
}
FORCEINLINE void PutPtr( void * pPtr )
{
Put( pPtr );
}
FORCEINLINE void PutMemory( const void *pMemory, size_t nBytes )
{
EnsureCapacity( nBytes );
memcpy( m_pDataOut, pMemory, nBytes );
m_pDataOut += nBytes;
#if TRACK_STORAGE
m_nNumBytesRemaining -= nBytes;
#endif
}
FORCEINLINE uint8 *Base( void )
{
return m_Data;
}
FORCEINLINE void Reset( void )
{
m_pDataOut = m_Data;
#if TRACK_STORAGE
m_nNumBytesRemaining = N;
#endif
}
FORCEINLINE size_t Size( void ) const
{
return m_pDataOut - m_Data;
}
};
#ifdef _PS3
class CDynamicCommandStorageBuffer
{
public:
uint8 *m_Data;
uint8 *m_pDataOut;
#if TRACK_STORAGE_PS3
size_t m_nNumBytesRemaining;
#endif
FORCEINLINE CDynamicCommandStorageBuffer()
{
m_Data = gpGcmDrawState->OpenDynECB();
m_pDataOut = m_Data;
#if TRACK_STORAGE_PS3
m_nNumBytesRemaining = 0x1000;
#endif
}
FORCEINLINE void EnsureCapacity( size_t sz )
{
#if TRACK_STORAGE_PS3
if ( m_nNumBytesRemaining < sz + 32 )
Error( "getting scary\n" );
Assert( m_nNumBytesRemaining >= sz );
#endif
}
template<class T> FORCEINLINE void Put( T const &nValue )
{
EnsureCapacity( sizeof( T ) );
*( reinterpret_cast<T *>( m_pDataOut ) ) = nValue;
m_pDataOut += sizeof( nValue );
#if TRACK_STORAGE_PS3
m_nNumBytesRemaining -= sizeof( nValue );
#endif
}
FORCEINLINE void PutInt( int nValue )
{
Put( nValue );
}
FORCEINLINE void PutFloat( float nValue )
{
Put( nValue );
}
FORCEINLINE void PutPtr( void * pPtr )
{
Put( pPtr );
}
FORCEINLINE void PutMemory( const void *pMemory, size_t nBytes )
{
EnsureCapacity( nBytes );
memcpy( m_pDataOut, pMemory, nBytes );
m_pDataOut += nBytes;
#if TRACK_STORAGE_PS3
m_nNumBytesRemaining -= nBytes;
#endif
}
FORCEINLINE uint8 *Base( void )
{
return m_Data;
}
FORCEINLINE void Reset( void )
{
m_pDataOut = m_Data;
#if TRACK_STORAGE_PS3
m_nNumBytesRemaining = N;
#endif
}
FORCEINLINE size_t Size( void ) const
{
return m_pDataOut - m_Data;
}
};
#endif
//-----------------------------------------------------------------------------
// Base class used to build up command buffers
//-----------------------------------------------------------------------------
template<class S> class CBaseCommandBufferBuilder
{
public:
#ifdef _PS3
ALIGN16 S m_Storage ALIGN16_POST;
#else
S m_Storage;
#endif
FORCEINLINE void End( void )
{
m_Storage.PutInt( CBCMD_END );
}
FORCEINLINE IMaterialVar *Param( int nVar ) const
{
return CBaseShader::s_ppParams[nVar];
}
FORCEINLINE void Reset( void )
{
m_Storage.Reset();
}
FORCEINLINE size_t Size( void ) const
{
return m_Storage.Size();
}
FORCEINLINE uint8 *Base( void )
{
return m_Storage.Base();
}
FORCEINLINE void OutputConstantData( float const *pSrcData )
{
m_Storage.PutFloat( pSrcData[0] );
m_Storage.PutFloat( pSrcData[1] );
m_Storage.PutFloat( pSrcData[2] );
m_Storage.PutFloat( pSrcData[3] );
}
FORCEINLINE void OutputConstantData4( float flVal0, float flVal1, float flVal2, float flVal3 )
{
m_Storage.PutFloat( flVal0 );
m_Storage.PutFloat( flVal1 );
m_Storage.PutFloat( flVal2 );
m_Storage.PutFloat( flVal3 );
}
};
//-----------------------------------------------------------------------------
// Used by SetPixelShaderFlashlightState
//-----------------------------------------------------------------------------
struct CBCmdSetPixelShaderFlashlightState_t
{
Sampler_t m_LightSampler;
Sampler_t m_DepthSampler;
Sampler_t m_ShadowNoiseSampler;
int m_nColorConstant;
int m_nAttenConstant;
int m_nOriginConstant;
int m_nDepthTweakConstant;
int m_nScreenScaleConstant;
int m_nWorldToTextureConstant;
bool m_bFlashlightNoLambert;
bool m_bSinglePassFlashlight;
};
//-----------------------------------------------------------------------------
// Used to build a per-pass command buffer
//-----------------------------------------------------------------------------
template<class S> class CCommandBufferBuilder : public CBaseCommandBufferBuilder<S>
{
typedef CBaseCommandBufferBuilder<S> PARENT;
#ifdef _PS3
uint32 m_numPs3Tex;
#endif
public:
#ifdef _PS3
FORCEINLINE CCommandBufferBuilder()
{
// For PS3, command buffers begin with up to four Std textures
m_numPs3Tex = 0;
this->m_Storage.PutInt(CBCMD_LENGTH);
this->m_Storage.PutInt(0);
this->m_Storage.PutInt(CBCMD_PS3TEX);
for(int i = 0; i < CBCMD_MAX_PS3TEX; i++) this->m_Storage.PutInt(0);
}
FORCEINLINE void Reset()
{
this->m_Storage.Reset();
m_numPs3Tex = 0;
this->m_Storage.PutInt(CBCMD_LENGTH);
this->m_Storage.PutInt(0);
this->m_Storage.PutInt(CBCMD_PS3TEX);
for(int i = 0; i < CBCMD_MAX_PS3TEX; i++) this->m_Storage.PutInt(0);
}
FORCEINLINE int* GetPs3Textures()
{
return (int*) (this->m_Storage.Base() + sizeof(int) + 2*sizeof(int));
}
#endif
FORCEINLINE void End( void )
{
this->m_Storage.PutInt( CBCMD_END );
#ifdef _PS3
uint32 len = this->m_Storage.Size();
if ( (this->m_Storage.m_Data >= g_aDynECB) && (this->m_Storage.m_Data < &g_aDynECB[sizeof(g_aDynECB)]) )
{
gpGcmDrawState->CloseDynECB(len);
}
uint32* pLength = (uint32*)(this->m_Storage.m_Data + 4);
if (pLength[-1] != CBCMD_LENGTH) Error("Length missing\n");
*pLength = len;
#endif
}
FORCEINLINE void SetPixelShaderConstants( int nFirstConstant, int nConstants )
{
this->m_Storage.PutInt( CBCMD_SET_PIXEL_SHADER_FLOAT_CONST );
this->m_Storage.PutInt( nFirstConstant );
this->m_Storage.PutInt( nConstants );
}
FORCEINLINE void OutputConstantData( float const *pSrcData )
{
this->m_Storage.PutFloat( pSrcData[0] );
this->m_Storage.PutFloat( pSrcData[1] );
this->m_Storage.PutFloat( pSrcData[2] );
this->m_Storage.PutFloat( pSrcData[3] );
}
FORCEINLINE void OutputConstantData4( float flVal0, float flVal1, float flVal2, float flVal3 )
{
this->m_Storage.PutFloat( flVal0 );
this->m_Storage.PutFloat( flVal1 );
this->m_Storage.PutFloat( flVal2 );
this->m_Storage.PutFloat( flVal3 );
}
FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, float const *pSrcData, int nNumConstantsToSet )
{
SetPixelShaderConstants( nFirstConstant, nNumConstantsToSet );
this->m_Storage.PutMemory( pSrcData, 4 * sizeof( float ) * nNumConstantsToSet );
}
FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, int nVar )
{
SetPixelShaderConstant( nFirstConstant, this->Param( nVar )->GetVecValue() );
}
void SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar )
{
float val[4];
this->Param(constantVar)->GetVecValue( val, 3 );
val[0] = val[0] > 1.0f ? val[0] : GammaToLinear( val[0] );
val[1] = val[1] > 1.0f ? val[1] : GammaToLinear( val[1] );
val[2] = val[2] > 1.0f ? val[2] : GammaToLinear( val[2] );
val[3] = 1.0;
SetPixelShaderConstant( pixelReg, val );
}
FORCEINLINE void SetPixelShaderConstant( int nFirstConstant, float const *pSrcData )
{
SetPixelShaderConstants( nFirstConstant, 1 );
OutputConstantData( pSrcData );
}
FORCEINLINE void SetPixelShaderConstant4( int nFirstConstant, float flVal0, float flVal1, float flVal2, float flVal3 )
{
SetPixelShaderConstants( nFirstConstant, 1 );
OutputConstantData4( flVal0, flVal1, flVal2, flVal3 );
}
FORCEINLINE void SetPixelShaderConstant_W( int pixelReg, int constantVar, float fWValue )
{
if ( constantVar != -1 )
{
float val[3];
this->Param(constantVar)->GetVecValue( val, 3);
SetPixelShaderConstant4( pixelReg, val[0], val[1], val[2], fWValue );
}
}
void SetPixelShaderTextureTransform( int vertexReg, int transformVar )
{
Vector4D transformation[2];
IMaterialVar* pTransformationVar = ( transformVar >= 0 ) ? this->Param( transformVar ) : NULL;
if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
{
const VMatrix &mat = pTransformationVar->GetMatrixValue();
transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
}
else
{
transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
}
SetPixelShaderConstant( vertexReg, transformation[0].Base(), 2 );
}
FORCEINLINE void SetVertexShaderConstant( int nFirstConstant, float const *pSrcData )
{
this->m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST );
this->m_Storage.PutInt( nFirstConstant );
this->m_Storage.PutInt( 1 );
OutputConstantData( pSrcData );
}
FORCEINLINE void SetVertexShaderConstant( int nFirstConstant, float const *pSrcData, int nConsts )
{
this->m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST );
this->m_Storage.PutInt( nFirstConstant );
this->m_Storage.PutInt( nConsts );
this->m_Storage.PutMemory( pSrcData, 4 * nConsts * sizeof( float ) );
}
FORCEINLINE void SetVertexShaderConstant4( int nFirstConstant, float flVal0, float flVal1, float flVal2, float flVal3 )
{
this->m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLOAT_CONST );
this->m_Storage.PutInt( nFirstConstant );
this->m_Storage.PutInt( 1 );
this->m_Storage.PutFloat( flVal0 );
this->m_Storage.PutFloat( flVal1 );
this->m_Storage.PutFloat( flVal2 );
this->m_Storage.PutFloat( flVal3 );
}
void SetVertexShaderTextureTransform( int vertexReg, int transformVar )
{
Vector4D transformation[2];
IMaterialVar* pTransformationVar = ( transformVar >= 0 ) ? this->Param( transformVar ) : NULL;
if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
{
const VMatrix &mat = pTransformationVar->GetMatrixValue();
transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
}
else
{
transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
}
SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 );
}
void SetVertexShaderTextureScaledTransformRotate( int vertexReg, int transformVar, int scaleVar, int rotateVar )
{
Vector2D scale( 1, 1 );
IMaterialVar* pScaleVar = this->Param( scaleVar );
if (pScaleVar)
{
if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
pScaleVar->GetVecValue( scale.Base(), 2 );
else if (pScaleVar->IsDefined())
scale[0] = scale[1] = pScaleVar->GetFloatValue();
}
float flRotateVar = 0.0f;
IMaterialVar* pRotateVar = this->Param( rotateVar );
if ( pRotateVar && pRotateVar->IsDefined() )
{
flRotateVar = pRotateVar->GetFloatValue();
}
Vector4D transformation[2];
IMaterialVar* pTransformationVar = this->Param( transformVar );
if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
{
VMatrix matRot = pTransformationVar->GetMatrixValue();
MatrixTranslate( matRot, Vector( 0.5, 0.5, 0 ) );
MatrixRotate( matRot, Vector( 0, 0, 1), flRotateVar );
MatrixTranslate( matRot, Vector( -0.5 * scale[0], -0.5 * scale[1], 0 ) );
matRot = matRot.Scale( Vector(scale[0], scale[1], 1) );
transformation[0].Init( matRot[0][0], matRot[0][1], matRot[0][2], matRot[0][3] );
transformation[1].Init( matRot[1][0], matRot[1][1], matRot[1][2], matRot[1][3] );
SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 );
}
}
void SetVertexShaderTextureScaledTransform( int vertexReg, int transformVar, int scaleVar )
{
Vector4D transformation[2];
IMaterialVar* pTransformationVar = this->Param( transformVar );
if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
{
const VMatrix &mat = pTransformationVar->GetMatrixValue();
transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
}
else
{
transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
}
Vector2D scale( 1, 1 );
IMaterialVar* pScaleVar = this->Param( scaleVar );
if (pScaleVar)
{
if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
pScaleVar->GetVecValue( scale.Base(), 2 );
else if (pScaleVar->IsDefined())
scale[0] = scale[1] = pScaleVar->GetFloatValue();
}
// Apply the scaling
transformation[0][0] *= scale[0];
transformation[0][1] *= scale[1];
transformation[1][0] *= scale[0];
transformation[1][1] *= scale[1];
transformation[0][3] *= scale[0];
transformation[1][3] *= scale[1];
SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 );
}
FORCEINLINE void SetEnvMapTintPixelShaderDynamicState( int pixelReg, int tintVar )
{
if( g_pConfig->bShowSpecular && g_pConfig->nFullbright != 2 )
{
SetPixelShaderConstant( pixelReg, this->Param( tintVar)->GetVecValue() );
}
else
{
SetPixelShaderConstant4( pixelReg, 0.0, 0.0, 0.0, 0.0 );
}
}
FORCEINLINE void SetEnvMapTintPixelShaderDynamicStateGammaToLinear( int pixelReg, int tintVar, float fAlphaVal = 1.0f )
{
if( g_pConfig->bShowSpecular && g_pConfig->nFullbright != 2 )
{
float color[4];
color[3] = fAlphaVal;
//this->Param( tintVar)->GetLinearVecValue( color, 3 );
// (wills) converted this line to the following so that envmaptint can be over-driven beyond 0-1 range
this->Param( tintVar)->GetVecValue( color, 3 );
color[0] = GammaToLinearFullRange( color[0] );
color[1] = GammaToLinearFullRange( color[1] );
color[2] = GammaToLinearFullRange( color[2] );
SetPixelShaderConstant( pixelReg, color );
}
else
{
SetPixelShaderConstant4( pixelReg, 0.0, 0.0, 0.0, fAlphaVal );
}
}
FORCEINLINE void StoreEyePosInPixelShaderConstant( int nConst, float wValue = 1.0f )
{
this->m_Storage.PutInt( CBCMD_STORE_EYE_POS_IN_PSCONST );
this->m_Storage.PutInt( nConst );
this->m_Storage.PutFloat( wValue );
}
FORCEINLINE void SetPixelShaderFogParams( int nReg )
{
this->m_Storage.PutInt( CBCMD_SETPIXELSHADERFOGPARAMS );
this->m_Storage.PutInt( nReg );
}
#ifndef _PS3
FORCEINLINE void BindStandardTexture( Sampler_t nSampler, TextureBindFlags_t nBindFlags, StandardTextureId_t nTextureId )
{
this->m_Storage.PutInt( CBCMD_BIND_STANDARD_TEXTURE );
this->m_Storage.PutInt( nSampler | nBindFlags );
this->m_Storage.PutInt( nTextureId );
}
FORCEINLINE void BindTexture( CBaseShader *pShader, Sampler_t nSampler, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrame )
{
ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( pTexture, nFrame );
Assert( hTexture != INVALID_SHADERAPI_TEXTURE_HANDLE );
this->m_Storage.PutInt( CBCMD_BIND_SHADERAPI_TEXTURE_HANDLE );
this->m_Storage.PutInt( nSampler | nBindFlags );
this->m_Storage.Put( hTexture );
}
FORCEINLINE void BindTexture( Sampler_t nSampler, TextureBindFlags_t nBindFlags, ShaderAPITextureHandle_t hTexture )
{
Assert( hTexture != INVALID_SHADERAPI_TEXTURE_HANDLE );
this->m_Storage.PutInt( CBCMD_BIND_SHADERAPI_TEXTURE_HANDLE );
this->m_Storage.PutInt( nSampler | nBindFlags );
this->m_Storage.Put( hTexture );
}
#else
FORCEINLINE void BindTexture( Sampler_t nSampler, TextureBindFlags_t nBindFlags, ShaderAPITextureHandle_t hTexture )
{
Assert( hTexture != INVALID_SHADERAPI_TEXTURE_HANDLE );
if (m_numPs3Tex >= CBCMD_MAX_PS3TEX)
{
Error("Too many textures in single draw ECB\n");
}
int* pOffset = GetPs3Textures() + m_numPs3Tex;
CPs3BindParams_t tex;
tex.m_sampler = nSampler;
tex.m_nBindFlags = nBindFlags >> 24; // Top byte only
tex.m_hTexture = hTexture;
tex.m_boundStd = -1;
tex.m_nBindTexIndex = m_numPs3Tex;
this->m_Storage.PutInt( CBCMD_BIND_PS3_TEXTURE );
*pOffset = (this->m_Storage.m_pDataOut - this->m_Storage.m_Data);
this->m_Storage.PutMemory(&tex, sizeof(tex)) ;
m_numPs3Tex++;
}
FORCEINLINE void BindStandardTexture( Sampler_t nSampler, TextureBindFlags_t nBindFlags, StandardTextureId_t nTextureId )
{
if (m_numPs3Tex >= CBCMD_MAX_PS3TEX)
{
Error("Too many textures in single draw ECB\n");
}
int* pOffset = GetPs3Textures() + m_numPs3Tex;
CPs3BindParams_t tex;
tex.m_sampler = nSampler;
tex.m_nBindFlags = nBindFlags >> 24;
tex.m_boundStd = nTextureId;
tex.m_hTexture = -1;
tex.m_nBindTexIndex = m_numPs3Tex;
this->m_Storage.PutInt( CBCMD_BIND_PS3_STANDARD_TEXTURE );
*pOffset = (this->m_Storage.m_pDataOut - this->m_Storage.m_Data);
this->m_Storage.PutMemory(&tex, sizeof(tex)) ;
m_numPs3Tex++;
}
FORCEINLINE void BindTexture( CBaseShader *pShader, Sampler_t nSampler, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrame )
{
ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( pTexture, nFrame );
BindTexture(nSampler, nBindFlags, hTexture);
}
#endif
FORCEINLINE void BindTexture( CBaseShader *pShader, Sampler_t nSampler, TextureBindFlags_t nBindFlags, int nTextureVar, int nFrameVar = -1 )
{
ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar );
BindTexture( nSampler, nBindFlags, hTexture );
}
// Same as BindTexture, except it checks to see if the texture handle is actually the "internal" env_cubemap. If so, it binds it as a standard texture so the proper texture bind flags are
// recorded during instance rendering in CShaderAPIDX8.
FORCEINLINE void BindEnvCubemapTexture( CBaseShader *pShader, Sampler_t nSampler, TextureBindFlags_t nBindFlags, int nTextureVar, int nFrameVar = -1 )
{
Assert( nTextureVar != -1 );
Assert( CBaseShader::GetPPParams() );
if ( CBaseShader::GetPPParams()[nTextureVar]->IsTextureValueInternalEnvCubemap() )
{
BindStandardTexture( nSampler, nBindFlags, TEXTURE_LOCAL_ENV_CUBEMAP );
}
else
{
ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar );
BindTexture( nSampler, nBindFlags, hTexture );
}
}
FORCEINLINE void BindMultiTexture( CBaseShader *pShader, Sampler_t nSampler1, Sampler_t nSampler2, TextureBindFlags_t nBindFlags, int nTextureVar, int nFrameVar )
{
ShaderAPITextureHandle_t hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar, 0 );
BindTexture( nSampler1, nBindFlags, hTexture );
hTexture = pShader->GetShaderAPITextureBindHandle( nTextureVar, nFrameVar, 1 );
BindTexture( nSampler2, nBindFlags, hTexture );
}
FORCEINLINE void SetPixelShaderIndex( int nIndex )
{
this->m_Storage.PutInt( CBCMD_SET_PSHINDEX );
this->m_Storage.PutInt( nIndex );
}
FORCEINLINE void SetVertexShaderIndex( int nIndex )
{
this->m_Storage.PutInt( CBCMD_SET_VSHINDEX );
this->m_Storage.PutInt( nIndex );
}
FORCEINLINE void SetDepthFeatheringShaderConstants( int iConstant, float fDepthBlendScale )
{
this->m_Storage.PutInt( CBCMD_SET_DEPTH_FEATHERING_CONST );
this->m_Storage.PutInt( iConstant );
this->m_Storage.PutFloat( fDepthBlendScale );
}
FORCEINLINE void SetVertexShaderFlashlightState( int iConstant )
{
this->m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_FLASHLIGHT_STATE );
this->m_Storage.PutInt( iConstant );
}
FORCEINLINE void SetPixelShaderFlashlightState( const CBCmdSetPixelShaderFlashlightState_t &state )
{
this->m_Storage.PutInt( CBCMD_SET_PIXEL_SHADER_FLASHLIGHT_STATE );
this->m_Storage.PutInt( state.m_LightSampler );
this->m_Storage.PutInt( state.m_DepthSampler );
this->m_Storage.PutInt( state.m_ShadowNoiseSampler );
this->m_Storage.PutInt( state.m_nColorConstant );
this->m_Storage.PutInt( state.m_nAttenConstant );
this->m_Storage.PutInt( state.m_nOriginConstant );
this->m_Storage.PutInt( state.m_nDepthTweakConstant );
this->m_Storage.PutInt( state.m_nScreenScaleConstant );
this->m_Storage.PutInt( state.m_nWorldToTextureConstant );
this->m_Storage.PutInt( state.m_bFlashlightNoLambert );
this->m_Storage.PutInt( state.m_bSinglePassFlashlight );
}
FORCEINLINE void SetPixelShaderUberLightState( int iEdge0Const, int iEdge1Const, int iEdgeOOWConst, int iShearRoundConst, int iAABBConst, int iWorldToLightConst )
{
this->m_Storage.PutInt( CBCMD_SET_PIXEL_SHADER_UBERLIGHT_STATE );
this->m_Storage.PutInt( iEdge0Const );
this->m_Storage.PutInt( iEdge1Const );
this->m_Storage.PutInt( iEdgeOOWConst );
this->m_Storage.PutInt( iShearRoundConst );
this->m_Storage.PutInt( iAABBConst );
this->m_Storage.PutInt( iWorldToLightConst );
}
FORCEINLINE void Goto( uint8 *pCmdBuf )
{
this->m_Storage.PutInt( CBCMD_JUMP );
this->m_Storage.PutPtr( pCmdBuf );
}
FORCEINLINE void Call( uint8 *pCmdBuf )
{
this->m_Storage.PutInt( CBCMD_JSR );
this->m_Storage.PutPtr( pCmdBuf );
}
#ifndef _PS3
FORCEINLINE void Reset( void )
{
this->m_Storage.Reset();
}
#endif
FORCEINLINE size_t Size( void ) const
{
return this->m_Storage.Size();
}
FORCEINLINE uint8 *Base( void )
{
return this->m_Storage.Base();
}
FORCEINLINE void SetVertexShaderNearAndFarZ( int iRegNum )
{
this->m_Storage.PutInt( CBCMD_SET_VERTEX_SHADER_NEARZFARZ_STATE );
this->m_Storage.PutInt( iRegNum );
}
};
//-----------------------------------------------------------------------------
// Builds a command buffer specifically for per-instance state setting
//-----------------------------------------------------------------------------
template<class S> class CInstanceCommandBufferBuilder : public CBaseCommandBufferBuilder< S >
{
typedef CBaseCommandBufferBuilder< S > PARENT;
public:
FORCEINLINE void End( void )
{
this->m_Storage.PutInt( CBICMD_END );
}
FORCEINLINE void SetPixelShaderLocalLighting( int nConst )
{
this->m_Storage.PutInt( CBICMD_SETPIXELSHADERLOCALLIGHTING );
this->m_Storage.PutInt( nConst );
}
FORCEINLINE void SetPixelShaderAmbientLightCube( int nConst )
{
this->m_Storage.PutInt( CBICMD_SETPIXELSHADERAMBIENTLIGHTCUBE );
this->m_Storage.PutInt( nConst );
}
FORCEINLINE void SetVertexShaderLocalLighting( )
{
this->m_Storage.PutInt( CBICMD_SETVERTEXSHADERLOCALLIGHTING );
}
FORCEINLINE void SetVertexShaderAmbientLightCube( void )
{
this->m_Storage.PutInt( CBICMD_SETVERTEXSHADERAMBIENTLIGHTCUBE );
}
FORCEINLINE void SetSkinningMatrices( void )
{
this->m_Storage.PutInt( CBICMD_SETSKINNINGMATRICES );
}
FORCEINLINE void SetPixelShaderAmbientLightCubeLuminance( int nConst )
{
this->m_Storage.PutInt( CBICMD_SETPIXELSHADERAMBIENTLIGHTCUBELUMINANCE );
this->m_Storage.PutInt( nConst );
}
FORCEINLINE void SetPixelShaderGlintDamping( int nConst )
{
this->m_Storage.PutInt( CBICMD_SETPIXELSHADERGLINTDAMPING );
this->m_Storage.PutInt( nConst );
}
FORCEINLINE void SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( int nConst, const Vector &vecGammaSpaceColor2Factor, float scale )
{
this->m_Storage.PutInt( CBICMD_SETMODULATIONPIXELSHADERDYNAMICSTATE_LINEARCOLORSPACE_LINEARSCALE );
this->m_Storage.PutInt( nConst );
this->m_Storage.Put( vecGammaSpaceColor2Factor );
this->m_Storage.PutFloat( 1.0 ); // pad for vector4
this->m_Storage.PutFloat( scale );
}
FORCEINLINE void SetModulationPixelShaderDynamicState_LinearScale( int nConst, const Vector &vecGammaSpaceColor2Factor, float scale )
{
this->m_Storage.PutInt( CBICMD_SETMODULATIONPIXELSHADERDYNAMICSTATE_LINEARSCALE );
this->m_Storage.PutInt( nConst );
this->m_Storage.Put( vecGammaSpaceColor2Factor );
this->m_Storage.PutFloat( 1.0 ); // alpha modulation wants 1 1.0 here for simd
this->m_Storage.PutFloat( scale );
}
FORCEINLINE void SetModulationPixelShaderDynamicState_LinearScale_ScaleInW( int nConst, const Vector &vecGammaSpaceColor2Factor, float scale )
{
this->m_Storage.PutInt( CBICMD_SETMODULATIONPIXELSHADERDYNAMICSTATE_LINEARSCALE_SCALEINW );
this->m_Storage.PutInt( nConst );
this->m_Storage.Put( vecGammaSpaceColor2Factor );
this->m_Storage.PutFloat( scale );
}
FORCEINLINE void SetModulationPixelShaderDynamicState_LinearColorSpace( int nConst, const Vector &vecGammaSpaceColor2Factor )
{
this->m_Storage.PutInt( CBICMD_SETMODULATIONPIXELSHADERDYNAMICSTATE_LINEARCOLORSPACE );
this->m_Storage.PutInt( nConst );
this->m_Storage.Put( vecGammaSpaceColor2Factor );
this->m_Storage.PutFloat( 1.0 ); // pad with a 1 for vector4d simd access. Important that this be a 1 because alpha is multipled by it.
}
FORCEINLINE void SetModulationPixelShaderDynamicState( int nConst, const Vector &vecGammaSpaceColor2Factor )
{
this->m_Storage.PutInt( CBICMD_SETMODULATIONPIXELSHADERDYNAMICSTATE );
this->m_Storage.PutInt( nConst );
this->m_Storage.Put( vecGammaSpaceColor2Factor );
}
FORCEINLINE void SetModulationPixelShaderDynamicState_Identity( int nConst )
{
this->m_Storage.PutInt( CBICMD_SETMODULATIONPIXELSHADERDYNAMICSTATE_IDENTITY );
this->m_Storage.PutInt( nConst );
}
FORCEINLINE void SetModulationVertexShaderDynamicState( int nConst, const Vector &vecGammaSpaceColor2Factor )
{
this->m_Storage.PutInt( CBICMD_SETMODULATIONVERTEXSHADERDYNAMICSTATE );
this->m_Storage.PutInt( nConst );
this->m_Storage.Put( vecGammaSpaceColor2Factor );
}
FORCEINLINE void SetModulationVertexShaderDynamicState_LinearScale( int nConst, const Vector &vecGammaSpaceColor2Factor, float flScale )
{
this->m_Storage.PutInt( CBICMD_SETMODULATIONVERTEXSHADERDYNAMICSTATE_LINEARSCALE );
this->m_Storage.PutInt( nConst );
this->m_Storage.Put( vecGammaSpaceColor2Factor );
this->m_Storage.PutFloat( flScale );
}
};
#endif // commandbuilder_h

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public/shaderlib/cshader.h Normal file
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef CSHADER_H
#define CSHADER_H
#ifdef _WIN32
#pragma once
#endif
// uncomment this if you want to build for nv3x
//#define NV3X 1
// This is what all shaders include.
// CBaseShader will become CShader in this file.
#include "materialsystem/ishaderapi.h"
#include "utlvector.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imaterial.h"
#include "BaseShader.h"
#include "shaderlib/shadercombosemantics.h"
#include "materialsystem/itexture.h"
// Included for convenience because they are used in a bunch of shaders
#include "materialsystem/imesh.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/materialsystem_config.h"
#include "shaderlib/ShaderDLL.h"
// make "local variable is initialized but not referenced" warnings errors for combo checking macros
#pragma warning ( error : 4189 )
//-----------------------------------------------------------------------------
// Global interfaces
//-----------------------------------------------------------------------------
#if defined( _PS3 ) || defined( _OSX )
#include "shaderapidx9/hardwareconfig.h"
#else
extern IMaterialSystemHardwareConfig *g_pHardwareConfig;
#endif
extern const MaterialSystem_Config_t *g_pConfig;
extern bool g_shaderConfigDumpEnable;
// Helper method
bool IsUsingGraphics();
#define SOFTWARE_VERTEX_SHADER(name) \
static void SoftwareVertexShader_ ## name( CMeshBuilder &meshBuilder, IMaterialVar **params, IShaderDynamicAPI* pShaderAPI )
#define FORWARD_DECLARE_SOFTWARE_VERTEX_SHADER(name)\
static void SoftwareVertexShader_ ## name( CMeshBuilder &meshBuilder, IMaterialVar **params, IShaderDynamicAPI* pShaderAPI );
#define USE_SOFTWARE_VERTEX_SHADER(name) \
m_SoftwareVertexShader = SoftwareVertexShader_ ## name
#define SHADER_INIT_PARAMS() \
virtual void OnInitShaderParams( IMaterialVar **params, const char *pMaterialName )
#define SHADER_FALLBACK \
virtual char const* GetFallbackShader( IMaterialVar** params ) const
// Typesafe flag setting
inline void CShader_SetFlags( IMaterialVar **params, MaterialVarFlags_t _flag )
{
params[FLAGS]->SetIntValue( params[FLAGS]->GetIntValue() | (_flag) );
}
inline bool CShader_IsFlagSet( IMaterialVar **params, MaterialVarFlags_t _flag )
{
return ((params[FLAGS]->GetIntValue() & (_flag) ) != 0);
}
#define SET_FLAGS( _flag ) CShader_SetFlags( params, _flag )
#define CLEAR_FLAGS( _flag ) params[FLAGS]->SetIntValue( params[FLAGS]->GetIntValue() & ~(_flag) )
#define IS_FLAG_SET( _flag ) CShader_IsFlagSet( params, _flag )
#define IS_FLAG_DEFINED( _flag ) ((params[FLAGS_DEFINED]->GetIntValue() & (_flag) ) != 0)
#define IS_PARAM_DEFINED( _param ) ( ( ( _param >= 0 ) && ( params[_param]->IsDefined() ) ) )
#define SET_PARAM_STRING_IF_NOT_DEFINED( nParamIndex, kDefaultValue ) \
if ( ( (nParamIndex) != -1 ) && ( !params[nParamIndex]->IsDefined() ) ) \
{ \
params[nParamIndex]->SetStringValue( kDefaultValue ); \
}
#define SET_PARAM_FLOAT_IF_NOT_DEFINED( nParamIndex, kDefaultValue ) \
if ( ( (nParamIndex) != -1 ) && ( !params[nParamIndex]->IsDefined() ) ) \
{ \
params[nParamIndex]->SetFloatValue( kDefaultValue ); \
}
#define SET_PARAM_VEC_IF_NOT_DEFINED( nParamIndex, kDefaultValue, nSize ) \
if ( ( (nParamIndex) != -1 ) && ( !params[nParamIndex]->IsDefined() ) ) \
{ \
params[nParamIndex]->SetVecValue( kDefaultValue, nSize ); \
}
#define SET_PARAM_INT_IF_NOT_DEFINED( nParamIndex, kDefaultValue ) \
if ( ( (nParamIndex) != -1 ) && ( !params[nParamIndex]->IsDefined() ) ) \
{ \
params[nParamIndex]->SetIntValue( kDefaultValue ); \
}
// Typesafe flag setting
inline void CShader_SetFlags2( IMaterialVar **params, MaterialVarFlags2_t _flag )
{
params[FLAGS2]->SetIntValue( params[FLAGS2]->GetIntValue() | (_flag) );
}
inline bool CShader_IsFlag2Set( IMaterialVar **params, MaterialVarFlags2_t _flag )
{
return ((params[FLAGS2]->GetIntValue() & (_flag) ) != 0);
}
#define SET_FLAGS2( _flag ) CShader_SetFlags2( params, _flag )
#define CLEAR_FLAGS2( _flag ) params[FLAGS2]->SetIntValue( params[FLAGS2]->GetIntValue() & ~(_flag) )
#define IS_FLAG2_SET( _flag ) CShader_IsFlag2Set( params, _flag )
#define IS_FLAG2_DEFINED( _flag ) ((params[FLAGS_DEFINED2]->GetIntValue() & (_flag) ) != 0)
#define __BEGIN_SHADER_INTERNAL(_baseclass, name, help, flags) \
namespace name \
{\
typedef _baseclass CBaseClass;\
static const char *s_HelpString = help; \
static const char *s_Name = #name; \
static int s_nFlags = flags; \
class CShaderParam;\
static CUtlVector<CShaderParam *> s_ShaderParams;\
static CShaderParam *s_pShaderParamOverrides[NUM_SHADER_MATERIAL_VARS];\
class CShaderParam\
{\
public:\
CShaderParam( ShaderMaterialVars_t var, ShaderParamType_t type, const char *pDefaultParam, const char *pHelp, int nFlags )\
{\
m_Info.m_pName = "override";\
m_Info.m_Type = type;\
m_Info.m_pDefaultValue = pDefaultParam;\
m_Info.m_pHelp = pHelp;\
m_Info.m_nFlags = nFlags;\
AssertMsg( !s_pShaderParamOverrides[var], ( "Shader parameter override duplicately defined!" ) );\
s_pShaderParamOverrides[var] = this;\
m_Index = var;\
}\
CShaderParam( const char *pName, ShaderParamType_t type, const char *pDefaultParam, const char *pHelp, int nFlags )\
{\
m_Info.m_pName = pName;\
m_Info.m_Type = type;\
m_Info.m_pDefaultValue = pDefaultParam;\
m_Info.m_pHelp = pHelp;\
m_Info.m_nFlags = nFlags;\
m_Index = NUM_SHADER_MATERIAL_VARS + s_ShaderParams.Count();\
s_ShaderParams.AddToTail( this );\
}\
operator int() \
{\
return m_Index;\
}\
const ShaderParamInfo_t &GetInfo() const\
{\
return m_Info;\
}\
private:\
ShaderParamInfo_t m_Info; \
int m_Index;\
};\
#define BEGIN_SHADER(name,help) __BEGIN_SHADER_INTERNAL( CBaseShader, name, help, 0 )
#define BEGIN_SHADER_FLAGS(name,help,flags) __BEGIN_SHADER_INTERNAL( CBaseShader, name, help, flags )
#define BEGIN_SHADER_PARAMS
#define SHADER_PARAM( param, paramtype, paramdefault, paramhelp ) \
static CShaderParam param( "$" #param, paramtype, paramdefault, paramhelp, 0 );
#define SHADER_PARAM_FLAGS( param, paramtype, paramdefault, paramhelp, flags ) \
static CShaderParam param( "$" #param, paramtype, paramdefault, paramhelp, flags );
#define SHADER_PARAM_OVERRIDE( param, paramtype, paramdefault, paramhelp, flags ) \
static CShaderParam param( (ShaderMaterialVars_t) ::param, paramtype, paramdefault, paramhelp, flags );
// regarding the macro above: the "::" was added to the first argument in order to disambiguate it for GCC.
// for example, in cloak.cpp, this usage appears:
// SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
// which in turn tries to ask the compiler to instantiate an object like so:
// static CShaderParam COLOR( (ShaderMaterialVars_t)COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
// and GCC thinks that the reference to COLOR in the arg list is actually a reference to the object we're in the middle of making.
// and you get --> error: invalid cast from type Cloak_DX90::CShaderParam to type ShaderMaterialVars_t
// Resolved: add the "::" so compiler knows that reference is to the enum, not to the name of the object being made.
#define END_SHADER_PARAMS \
class CShader : public CBaseClass\
{\
public:
#define END_SHADER }; \
static CShader s_ShaderInstance;\
} // namespace
#define SHADER_INIT \
char const* GetName() const \
{ \
return s_Name; \
} \
int GetFlags() const \
{ \
return s_nFlags; \
} \
int GetParamCount() const \
{\
return CBaseClass::GetParamCount() + s_ShaderParams.Count();\
}\
const ShaderParamInfo_t& GetParamInfo( int param ) const \
{\
int nBaseClassParamCount = CBaseClass::GetParamCount( ); \
if (param < nBaseClassParamCount) \
return CBaseClass::GetParamInfo( param ); \
else \
return s_ShaderParams[param - nBaseClassParamCount]->GetInfo(); \
}\
void OnInitShaderInstance( IMaterialVar **params, IShaderInit *pShaderInit, const char *pMaterialName )
#define SHADER_DRAW \
void OnDrawElements( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr )
#define SHADOW_STATE if (pShaderShadow)
#define DYNAMIC_STATE if (pShaderAPI)
#define ShaderWarning if (pShaderShadow) Warning
//-----------------------------------------------------------------------------
// Used to easily define a shader which *always* falls back
//-----------------------------------------------------------------------------
#define DEFINE_FALLBACK_SHADER( _shadername, _fallbackshadername ) \
BEGIN_SHADER( _shadername, "" ) \
BEGIN_SHADER_PARAMS \
END_SHADER_PARAMS \
SHADER_FALLBACK { return #_fallbackshadername; } \
SHADER_INIT {} \
SHADER_DRAW {} \
END_SHADER
//-----------------------------------------------------------------------------
// Used to easily define a shader which inherits from another shader
//-----------------------------------------------------------------------------
// FIXME: There's a compiler bug preventing this from working.
// Maybe it'll work under VC7!
//#define BEGIN_INHERITED_SHADER( name, _baseclass, help ) \
// namespace _baseclass \
// {\
// __BEGIN_SHADER_INTERNAL( _baseclass::CShader, name, help )
//#define END_INHERITED_SHADER END_SHADER }
//#define CHAIN_SHADER_INIT_PARAMS() CBaseClass::OnInitShaderParams( params, pMaterialName )
//#define CHAIN_SHADER_FALLBACK() CBaseClass::GetFallbackShader( params )
//#define CHAIN_SHADER_INIT() CBaseClass::OnInitShaderInstance( params, pShaderInit, pMaterialName )
//#define CHAIN_SHADER_DRAW() CBaseClass::OnDrawElements( params, pShaderShadow, pShaderAPI )
// A dumbed-down version which does what I need now which works
// This version doesn't allow you to do chain *anything* down to the base class
#define BEGIN_INHERITED_SHADER_FLAGS( _name, _base, _help, _flags ) \
namespace _base\
{\
namespace _name\
{\
static const char *s_Name = #_name; \
static const char *s_HelpString = _help;\
static int s_nFlags = _flags;\
class CShader : public _base::CShader\
{\
public:\
char const* GetName() const \
{ \
return s_Name; \
} \
int GetFlags() const \
{ \
return s_nFlags; \
}
#define BEGIN_INHERITED_SHADER( _name, _base, _help ) BEGIN_INHERITED_SHADER_FLAGS( _name, _base, _help, 0 )
#define END_INHERITED_SHADER END_SHADER }
// psh ## shader is used here to generate a warning if you don't ever call SET_DYNAMIC_PIXEL_SHADER
#define DECLARE_DYNAMIC_PIXEL_SHADER( shader ) \
int declaredynpixshader_ ## shader ## _missingcurlybraces = 0; \
declaredynpixshader_ ## shader ## _missingcurlybraces = declaredynpixshader_ ## shader ## _missingcurlybraces; \
shader ## _Dynamic_Index _pshIndex( pShaderAPI ); \
int psh ## shader = 0
// vsh ## shader is used here to generate a warning if you don't ever call SET_DYNAMIC_VERTEX_SHADER
#define DECLARE_DYNAMIC_VERTEX_SHADER( shader ) \
int declaredynvertshader_ ## shader ## _missingcurlybraces = 0; \
declaredynvertshader_ ## shader ## _missingcurlybraces = declaredynvertshader_ ## shader ## _missingcurlybraces; \
shader ## _Dynamic_Index _vshIndex( pShaderAPI ); \
int vsh ## shader = 0
// psh ## shader is used here to generate a warning if you don't ever call SET_STATIC_PIXEL_SHADER
#define DECLARE_STATIC_PIXEL_SHADER( shader ) \
int declarestaticpixshader_ ## shader ## _missingcurlybraces = 0; \
declarestaticpixshader_ ## shader ## _missingcurlybraces = declarestaticpixshader_ ## shader ## _missingcurlybraces; \
shader ## _Static_Index _pshIndex( pShaderShadow, params ); \
int psh ## shader = 0
// vsh ## shader is used here to generate a warning if you don't ever call SET_STATIC_VERTEX_SHADER
#define DECLARE_STATIC_VERTEX_SHADER( shader ) \
int declarestaticvertshader_ ## shader ## _missingcurlybraces = 0; \
declarestaticvertshader_ ## shader ## _missingcurlybraces = declarestaticvertshader_ ## shader ## _missingcurlybraces; \
shader ## _Static_Index _vshIndex( pShaderShadow, params ); \
int vsh ## shader = 0
// psh_forgot_to_set_dynamic_ ## var is used to make sure that you set all
// all combos. If you don't, you will get an undefined variable used error
// in the SET_DYNAMIC_PIXEL_SHADER block.
#define SET_DYNAMIC_PIXEL_SHADER_COMBO( var, val ) \
int dynpixshadercombo_ ## var ## _missingcurlybraces = 0; \
dynpixshadercombo_ ## var ## _missingcurlybraces = dynpixshadercombo_ ## var ## _missingcurlybraces; \
_pshIndex.Set ## var( ( val ) ); if(g_shaderConfigDumpEnable){printf("\n PS dyn var %s = %d (%s)", #var, (int) val, #val );}; \
int psh_forgot_to_set_dynamic_ ## var = 0
// Same as SET_DYNAMIC_PIXEL_SHADER_COMBO, except doesn't set "psh_forgot_to_set_dynamic_*" since
// it isn't required to set a default variable, and we don't want an error when we do set it.
#define SET_DYNAMIC_PIXEL_SHADER_COMBO_OVERRIDE_DEFAULT( var, val ) \
int dynpixshadercombo_ ## var ## _missingcurlybraces = 0; \
dynpixshadercombo_ ## var ## _missingcurlybraces = dynpixshadercombo_ ## var ## _missingcurlybraces; \
_pshIndex.Set ## var( ( val ) );
// vsh_forgot_to_set_dynamic_ ## var is used to make sure that you set all
// all combos. If you don't, you will get an undefined variable used error
// in the SET_DYNAMIC_VERTEX_SHADER block.
#define SET_DYNAMIC_VERTEX_SHADER_COMBO( var, val ) \
int dynvertshadercombo_ ## var ## _missingcurlybraces = 0; \
dynvertshadercombo_ ## var ## _missingcurlybraces = dynvertshadercombo_ ## var ## _missingcurlybraces; \
_vshIndex.Set ## var( ( val ) ); if(g_shaderConfigDumpEnable){printf("\n VS dyn var %s = %d (%s)", #var, (int) val, #val );}; \
int vsh_forgot_to_set_dynamic_ ## var = 0
// psh_forgot_to_set_static_ ## var is used to make sure that you set all
// all combos. If you don't, you will get an undefined variable used error
// in the SET_STATIC_PIXEL_SHADER block.
#define SET_STATIC_PIXEL_SHADER_COMBO( var, val ) \
int staticpixshadercombo_ ## var ## _missingcurlybraces = 0; \
staticpixshadercombo_ ## var ## _missingcurlybraces = staticpixshadercombo_ ## var ## _missingcurlybraces; \
_pshIndex.Set ## var( ( val ) ); if(g_shaderConfigDumpEnable){printf("\n PS stat var %s = %d (%s)", #var, (int) val, #val );}; \
int psh_forgot_to_set_static_ ## var = 0
// vsh_forgot_to_set_static_ ## var is used to make sure that you set all
// all combos. If you don't, you will get an undefined variable used error
// in the SET_STATIC_VERTEX_SHADER block.
#define SET_STATIC_VERTEX_SHADER_COMBO( var, val ) \
int staticvertshadercombo_ ## var ## _missingcurlybraces = 0; \
staticvertshadercombo_ ## var ## _missingcurlybraces = staticvertshadercombo_ ## var ## _missingcurlybraces; \
_vshIndex.Set ## var( ( val ) ); if(g_shaderConfigDumpEnable){printf("\n VS stat var %s = %d (%s)", #var, (int) val, #val );}; \
int vsh_forgot_to_set_static_ ## var = 0
#define SET_STATIC_VERTEX_SHADER_COMBO_HAS_DEFAULT( var, val ) \
int staticvertshadercombo_ ## var ## _missingcurlybraces = 0; \
staticvertshadercombo_ ## var ## _missingcurlybraces = staticvertshadercombo_ ## var ## _missingcurlybraces; \
_vshIndex.Set ## var( ( val ) );
// psh_testAllCombos adds up all of the psh_forgot_to_set_dynamic_ ## var's from
// SET_DYNAMIC_PIXEL_SHADER_COMBO so that an error is generated if they aren't set.
// psh_testAllCombos is set to itself to avoid an unused variable warning.
// psh ## shader being set to itself ensures that DECLARE_DYNAMIC_PIXEL_SHADER
// was called for this particular shader.
#define SET_DYNAMIC_PIXEL_SHADER( shader ) \
int dynamicpixshader_ ## shader ## _missingcurlybraces = 0; \
dynamicpixshader_ ## shader ## _missingcurlybraces = dynamicpixshader_ ## shader ## _missingcurlybraces; \
int psh_testAllCombos = shaderDynamicTest_ ## shader; \
psh_testAllCombos = psh_testAllCombos; \
psh ## shader = psh ## shader; \
pShaderAPI->SetPixelShaderIndex( _pshIndex.GetIndex() )
#ifdef _PS3
#define SET_DYNAMIC_PIXEL_SHADER_CMD( cmdstream, shader ) SET_DYNAMIC_PIXEL_SHADER( shader )
#else
#define SET_DYNAMIC_PIXEL_SHADER_CMD( cmdstream, shader ) \
int dynamicpixshader_ ## shader ## _missingcurlybraces = 0; \
dynamicpixshader_ ## shader ## _missingcurlybraces = dynamicpixshader_ ## shader ## _missingcurlybraces; \
int psh_testAllCombos = shaderDynamicTest_ ## shader; \
psh_testAllCombos = psh_testAllCombos; \
psh ## shader = psh ## shader; \
cmdstream.SetPixelShaderIndex( _pshIndex.GetIndex() )
#endif
// vsh_testAllCombos adds up all of the vsh_forgot_to_set_dynamic_ ## var's from
// SET_DYNAMIC_VERTEX_SHADER_COMBO so that an error is generated if they aren't set.
// vsh_testAllCombos is set to itself to avoid an unused variable warning.
// vsh ## shader being set to itself ensures that DECLARE_DYNAMIC_VERTEX_SHADER
// was called for this particular shader.
#define SET_DYNAMIC_VERTEX_SHADER( shader ) \
int dynamicvertshader_ ## shader ## _missingcurlybraces = 0; \
dynamicvertshader_ ## shader ## _missingcurlybraces = dynamicvertshader_ ## shader ## _missingcurlybraces; \
int vsh_testAllCombos = shaderDynamicTest_ ## shader; \
vsh_testAllCombos = vsh_testAllCombos; \
vsh ## shader = vsh ## shader; \
pShaderAPI->SetVertexShaderIndex( _vshIndex.GetIndex() )
#ifdef _PS3
#define SET_DYNAMIC_VERTEX_SHADER_CMD( cmdstream, shader ) SET_DYNAMIC_VERTEX_SHADER( shader )
#else
#define SET_DYNAMIC_VERTEX_SHADER_CMD( cmdstream, shader ) \
int dynamicvertshader_ ## shader ## _missingcurlybraces = 0; \
dynamicvertshader_ ## shader ## _missingcurlybraces = dynamicvertshader_ ## shader ## _missingcurlybraces; \
int vsh_testAllCombos = shaderDynamicTest_ ## shader; \
vsh_testAllCombos = vsh_testAllCombos; \
vsh ## shader = vsh ## shader; \
cmdstream.SetVertexShaderIndex( _vshIndex.GetIndex() )
#endif
// psh_testAllCombos adds up all of the psh_forgot_to_set_static_ ## var's from
// SET_STATIC_PIXEL_SHADER_COMBO so that an error is generated if they aren't set.
// psh_testAllCombos is set to itself to avoid an unused variable warning.
// psh ## shader being set to itself ensures that DECLARE_STATIC_PIXEL_SHADER
// was called for this particular shader.
#define SET_STATIC_PIXEL_SHADER( shader ) \
int staticpixshader_ ## shader ## _missingcurlybraces = 0; \
staticpixshader_ ## shader ## _missingcurlybraces = staticpixshader_ ## shader ## _missingcurlybraces; \
int psh_testAllCombos = shaderStaticTest_ ## shader; \
psh_testAllCombos = psh_testAllCombos; \
psh ## shader = psh ## shader; \
pShaderShadow->SetPixelShader( #shader, _pshIndex.GetIndex() )
// vsh_testAllCombos adds up all of the vsh_forgot_to_set_static_ ## var's from
// SET_STATIC_VERTEX_SHADER_COMBO so that an error is generated if they aren't set.
// vsh_testAllCombos is set to itself to avoid an unused variable warning.
// vsh ## shader being set to itself ensures that DECLARE_STATIC_VERTEX_SHADER
// was called for this particular shader.
#define SET_STATIC_VERTEX_SHADER( shader ) \
int staticvertshader_ ## shader ## _missingcurlybraces = 0; \
staticvertshader_ ## shader ## _missingcurlybraces = staticvertshader_ ## shader ## _missingcurlybraces; \
int vsh_testAllCombos = shaderStaticTest_ ## shader; \
vsh_testAllCombos = vsh_testAllCombos; \
vsh ## shader = vsh ## shader; \
pShaderShadow->SetVertexShader( #shader, _vshIndex.GetIndex() )
#endif // CSHADER_H

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@@ -0,0 +1,30 @@
//==== Copyright (c) Valve Corporation, All rights reserved. =======//
//
// Vertex/Pixel Shaders
//
//===========================================================================//
#ifndef SHADERCOMBOSEMANTICS_H
#define SHADERCOMBOSEMANTICS_H
#ifdef _WIN32
#pragma once
#endif
struct ShaderComboInformation_t
{
const char *m_pComboName;
int m_nComboMin;
int m_nComboMax;
};
struct ShaderComboSemantics_t
{
const char *pShaderName;
const ShaderComboInformation_t *pDynamicShaderComboArray;
int nDynamicShaderComboArrayCount;
const ShaderComboInformation_t *pStaticShaderComboArray;
int nStaticShaderComboArrayCount;
};
#endif // SHADERCOMBOSEMANTICS_H