📄 ishaderapi.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.
//
// $Header: $
// $NoKeywords: $
//
// The main shader API interface visible to shader DLLs
//=============================================================================
#ifndef ISHADERAPI_H
#define ISHADERAPI_H
#ifdef _WIN32
#pragma once
#endif
#include <materialsystem/imaterial.h>
#include <materialsystem/imaterialsystem.h>
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class CMeshBuilder;
class IMaterialVar;
struct LightDesc_t;
//-----------------------------------------------------------------------------
// important enumerations
//-----------------------------------------------------------------------------
enum ShaderDepthFunc_t
{
SHADER_DEPTHFUNC_NEVER,
SHADER_DEPTHFUNC_NEARER,
SHADER_DEPTHFUNC_EQUAL,
SHADER_DEPTHFUNC_NEAREROREQUAL,
SHADER_DEPTHFUNC_FARTHER,
SHADER_DEPTHFUNC_NOTEQUAL,
SHADER_DEPTHFUNC_FARTHEROREQUAL,
SHADER_DEPTHFUNC_ALWAYS
};
enum ShaderBlendFactor_t
{
SHADER_BLEND_ZERO,
SHADER_BLEND_ONE,
SHADER_BLEND_DST_COLOR,
SHADER_BLEND_ONE_MINUS_DST_COLOR,
SHADER_BLEND_SRC_ALPHA,
SHADER_BLEND_ONE_MINUS_SRC_ALPHA,
SHADER_BLEND_DST_ALPHA,
SHADER_BLEND_ONE_MINUS_DST_ALPHA,
SHADER_BLEND_SRC_ALPHA_SATURATE,
SHADER_BLEND_SRC_COLOR,
SHADER_BLEND_ONE_MINUS_SRC_COLOR
};
enum ShaderAlphaFunc_t
{
SHADER_ALPHAFUNC_NEVER,
SHADER_ALPHAFUNC_LESS,
SHADER_ALPHAFUNC_EQUAL,
SHADER_ALPHAFUNC_LEQUAL,
SHADER_ALPHAFUNC_GREATER,
SHADER_ALPHAFUNC_NOTEQUAL,
SHADER_ALPHAFUNC_GEQUAL,
SHADER_ALPHAFUNC_ALWAYS
};
enum ShaderTexChannel_t
{
SHADER_TEXCHANNEL_COLOR = 0,
SHADER_TEXCHANNEL_ALPHA
};
enum ShaderShadeMode_t
{
SHADER_FLAT = 0,
SHADER_SMOOTH
};
enum ShaderTexCoordComponent_t
{
SHADER_TEXCOORD_S = 0,
SHADER_TEXCOORD_T
};
enum ShaderPolyModeFace_t
{
SHADER_POLYMODEFACE_FRONT,
SHADER_POLYMODEFACE_BACK,
SHADER_POLYMODEFACE_FRONT_AND_BACK,
};
enum ShaderPolyMode_t
{
SHADER_POLYMODE_POINT,
SHADER_POLYMODE_LINE,
SHADER_POLYMODE_FILL
};
enum ShaderTexArg_t
{
SHADER_TEXARG_TEXTURE = 0,
SHADER_TEXARG_VERTEXCOLOR,
SHADER_TEXARG_SPECULARCOLOR,
SHADER_TEXARG_CONSTANTCOLOR,
SHADER_TEXARG_PREVIOUSSTAGE,
SHADER_TEXARG_NONE,
SHADER_TEXARG_ZERO,
SHADER_TEXARG_TEXTUREALPHA,
SHADER_TEXARG_INVTEXTUREALPHA,
SHADER_TEXARG_ONE,
};
enum ShaderTexOp_t
{
// DX5 shaders support these
SHADER_TEXOP_MODULATE = 0,
SHADER_TEXOP_MODULATE2X,
SHADER_TEXOP_SELECTARG1,
SHADER_TEXOP_SELECTARG2,
SHADER_TEXOP_DISABLE,
// DX6 shaders support these
SHADER_TEXOP_ADD,
SHADER_TEXOP_SUBTRACT,
SHADER_TEXOP_ADDSIGNED2X,
SHADER_TEXOP_BLEND_CONSTANTALPHA,
SHADER_TEXOP_BLEND_TEXTUREALPHA,
SHADER_TEXOP_BLEND_PREVIOUSSTAGEALPHA,
};
enum ShaderTexGenParam_t
{
SHADER_TEXGENPARAM_OBJECT_LINEAR,
SHADER_TEXGENPARAM_EYE_LINEAR,
SHADER_TEXGENPARAM_SPHERE_MAP,
SHADER_TEXGENPARAM_CAMERASPACEREFLECTIONVECTOR,
SHADER_TEXGENPARAM_CAMERASPACENORMAL
};
enum ShaderDrawBitField_t
{
SHADER_DRAW_POSITION = 0x0001,
SHADER_DRAW_NORMAL = 0x0002,
SHADER_DRAW_COLOR = 0x0004,
SHADER_DRAW_SPECULAR = 0x0008,
SHADER_DRAW_TEXCOORD0 = 0x0010,
SHADER_DRAW_TEXCOORD1 = 0x0020,
SHADER_DRAW_TEXCOORD2 = 0x0040,
SHADER_DRAW_TEXCOORD3 = 0x0080,
SHADER_DRAW_LIGHTMAP_TEXCOORD0 = 0x0100,
SHADER_DRAW_LIGHTMAP_TEXCOORD1 = 0x0200,
SHADER_DRAW_LIGHTMAP_TEXCOORD2 = 0x0400,
SHADER_DRAW_LIGHTMAP_TEXCOORD3 = 0x0800,
SHADER_DRAW_SECONDARY_TEXCOORD0 = 0x1000,
SHADER_DRAW_SECONDARY_TEXCOORD1 = 0x2000,
SHADER_DRAW_SECONDARY_TEXCOORD2 = 0x4000,
SHADER_DRAW_SECONDARY_TEXCOORD3 = 0x8000,
// Texgen draw flags are set by the engine; don't set these in the shader
SHADER_DRAW_TEXGEN_TEXCOORD0 = 0x10000,
SHADER_DRAW_TEXGEN_TEXCOORD1 = 0x20000,
SHADER_DRAW_TEXGEN_TEXCOORD2 = 0x40000,
SHADER_DRAW_TEXGEN_TEXCOORD3 = 0x80000,
SHADER_TEXCOORD_MASK = SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 |
SHADER_DRAW_TEXCOORD2 | SHADER_DRAW_TEXCOORD3,
SHADER_LIGHTMAP_TEXCOORD_MASK = SHADER_DRAW_LIGHTMAP_TEXCOORD0 |
SHADER_DRAW_LIGHTMAP_TEXCOORD1 |
SHADER_DRAW_LIGHTMAP_TEXCOORD2 |
SHADER_DRAW_LIGHTMAP_TEXCOORD3,
SHADER_SECONDARY_TEXCOORD_MASK = SHADER_DRAW_SECONDARY_TEXCOORD0 |
SHADER_DRAW_SECONDARY_TEXCOORD1 |
SHADER_DRAW_SECONDARY_TEXCOORD2 |
SHADER_DRAW_SECONDARY_TEXCOORD3,
SHADER_TEXGEN_TEXCOORD_MASK = SHADER_DRAW_TEXGEN_TEXCOORD0 |
SHADER_DRAW_TEXGEN_TEXCOORD1 |
SHADER_DRAW_TEXGEN_TEXCOORD2 |
SHADER_DRAW_TEXGEN_TEXCOORD3,
};
enum ShaderTexFilterMode_t
{
SHADER_TEXFILTERMODE_NEAREST,
SHADER_TEXFILTERMODE_LINEAR,
SHADER_TEXFILTERMODE_NEAREST_MIPMAP_NEAREST,
SHADER_TEXFILTERMODE_LINEAR_MIPMAP_NEAREST,
SHADER_TEXFILTERMODE_NEAREST_MIPMAP_LINEAR,
SHADER_TEXFILTERMODE_LINEAR_MIPMAP_LINEAR,
SHADER_TEXFILTERMODE_ANISOTROPIC
};
enum ShaderTexWrapMode_t
{
SHADER_TEXWRAPMODE_CLAMP,
SHADER_TEXWRAPMODE_REPEAT
// MIRROR? - probably don't need it.
};
//-----------------------------------------------------------------------------
// Texture stage identifiers
//-----------------------------------------------------------------------------
enum TextureStage_t
{
SHADER_TEXTURE_STAGE0 = 0,
SHADER_TEXTURE_STAGE1,
SHADER_TEXTURE_STAGE2,
SHADER_TEXTURE_STAGE3,
SHADER_TEXTURE_STAGE4,
SHADER_TEXTURE_STAGE5,
SHADER_TEXTURE_STAGE6,
SHADER_TEXTURE_STAGE7,
};
//-----------------------------------------------------------------------------
// The Shader interface versions
//-----------------------------------------------------------------------------
#define SHADERAPI_INTERFACE_VERSION "ShaderApi022"
#define SHADERSHADOW_INTERFACE_VERSION "ShaderShadow006"
//-----------------------------------------------------------------------------
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