📄 ishadersystem.h
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//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
// An interface that should not ever be accessed directly from shaders
// but instead is visible only to shaderlib.
//=============================================================================
#ifndef ISHADERSYSTEM_H
#define ISHADERSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
#include <materialsystem/IShader.h>
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
enum TextureStage_t;
class ITexture;
class IPrecompiledShaderDictionary;
struct PrecompiledShader_t;
class IShader;
//-----------------------------------------------------------------------------
// The Shader system interface version
//-----------------------------------------------------------------------------
#define SHADERSYSTEM_INTERFACE_VERSION "ShaderSystem001"
//-----------------------------------------------------------------------------
// Modulation flags
//-----------------------------------------------------------------------------
enum
{
SHADER_USING_COLOR_MODULATION = 0x1,
SHADER_USING_ALPHA_MODULATION = 0x2,
};
//-----------------------------------------------------------------------------
// The shader system (a singleton)
//-----------------------------------------------------------------------------
class IShaderSystem
{
public:
// Binds a texture
virtual void BindTexture( TextureStage_t stage, ITexture *pTexture, int nFrameVar = 0 ) = 0;
// Takes a snapshot
virtual void TakeSnapshot( ) = 0;
// Draws a snapshot
virtual void DrawSnapshot() = 0;
// Are we using graphics?
virtual bool IsUsingGraphics() const = 0;
};
//-----------------------------------------------------------------------------
// Information about precompiled (vertex + pixel) shaders
//-----------------------------------------------------------------------------
class IPrecompiledShaderDictionary
{
public:
// Gets at the precompiled shaders defined in this DLL
virtual PrecompiledShaderType_t GetType() const = 0;
virtual int ShaderCount() const = 0;
virtual const PrecompiledShader_t *GetShader( int nShader ) const = 0;
};
//-----------------------------------------------------------------------------
// The Shader plug-in DLL interface version
//-----------------------------------------------------------------------------
#define SHADER_DLL_INTERFACE_VERSION "ShaderDLL001"
//-----------------------------------------------------------------------------
// The Shader interface versions
//-----------------------------------------------------------------------------
class IShaderDLLInternal
{
public:
// Here's where the app systems get to learn about each other
virtual bool Connect( CreateInterfaceFn factory ) = 0;
virtual void Disconnect() = 0;
// Returns the number of shaders defined in this DLL
virtual int ShaderCount() const = 0;
// Returns information about each shader defined in this DLL
virtual IShader *GetShader( int nShader ) = 0;
// Gets at precompiled shader dictionaries
virtual int ShaderDictionaryCount() const = 0;
virtual IPrecompiledShaderDictionary *GetShaderDictionary( int nDictIndex ) = 0;
};
//-----------------------------------------------------------------------------
// Singleton interface
//-----------------------------------------------------------------------------
IShaderDLLInternal *GetShaderDLLInternal();
#endif // ISHADERSYSTEM_H
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