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📄 ishaderapi.h

📁 hl2 source code. Do not use it illegal.
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// Methods that can be called from the SHADER_INIT blocks of shaders
//-----------------------------------------------------------------------------
class IShaderInit
{
public:
	// Loads up a texture
	virtual void LoadTexture( IMaterialVar *pTextureVar ) = 0; 
	virtual void LoadBumpMap( IMaterialVar *pTextureVar ) = 0;
	virtual void LoadCubeMap( IMaterialVar **ppParams, IMaterialVar *pTextureVar ) = 0;
};


//-----------------------------------------------------------------------------
// the shader API interface (methods called from shaders)
//-----------------------------------------------------------------------------
class IShaderShadow
{
public:
	// Sets the default *shadow* state
	virtual void SetDefaultState() = 0;

	// Methods related to depth buffering
	virtual void DepthFunc( ShaderDepthFunc_t depthFunc ) = 0;
	virtual void EnableDepthWrites( bool bEnable ) = 0;
	virtual void EnableDepthTest( bool bEnable ) = 0;
	virtual void EnablePolyOffset( bool bEnable ) = 0;

	// Suppresses/activates color writing 
	virtual void EnableColorWrites( bool bEnable ) = 0;
	virtual void EnableAlphaWrites( bool bEnable ) = 0;

	// Methods related to alpha blending
	virtual void EnableBlending( bool bEnable ) = 0;
	virtual void BlendFunc( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor ) = 0;

	// Alpha testing
	virtual void EnableAlphaTest( bool bEnable ) = 0;
	virtual void AlphaFunc( ShaderAlphaFunc_t alphaFunc, float alphaRef /* [0-1] */ ) = 0;

	// Wireframe/filled polygons
	virtual void PolyMode( ShaderPolyModeFace_t face, ShaderPolyMode_t polyMode ) = 0;

	// Back face culling
	virtual void EnableCulling( bool bEnable ) = 0;
	
	// constant color + transparency
	virtual void EnableConstantColor( bool bEnable ) = 0;

	// Indicates we're preprocessing vertex data
	virtual void EnableVertexDataPreprocess( bool bEnable ) = 0;

	// Indicates the vertex format for use with a vertex shader
	// The flags to pass in here come from the VertexFormatFlags_t enum
	// If pTexCoordDimensions is *not* specified, we assume all coordinates
	// are 2-dimensional
	virtual void VertexShaderVertexFormat( unsigned int flags, 
			int numTexCoords, int* pTexCoordDimensions, int numBoneWeights,
			int userDataSize ) = 0;

	// Pixel and vertex shader methods
	virtual void SetVertexShader( char const* pFileName, int nStaticVshIndex = 0 ) = 0;
	virtual	void SetPixelShader( char const* pFileName, int nStaticPshIndex = 0 ) = 0;

	// Indicates we're going to light the model
	virtual void EnableLighting( bool bEnable ) = 0;

	// Enables specular lighting (lighting has also got to be enabled)
	virtual void EnableSpecular( bool bEnable ) = 0;

	// Convert from linear to gamma color space on writes to frame buffer.
	virtual void EnableSRGBWrite( bool bEnable ) = 0;

	// Indicates we're going to be using the ambient cube on stage0
	virtual void EnableAmbientLightCubeOnStage0( bool bEnable ) = 0;
	
	// Activate/deactivate skinning. Indexed blending is automatically
	// enabled if it's available for this hardware. When blending is enabled,
	// we allocate enough room for 3 weights (max allowed)
	virtual void EnableVertexBlend( bool bEnable ) = 0;

	// per texture unit stuff
	virtual void OverbrightValue( TextureStage_t stage, float value ) = 0;
	virtual void EnableTexture( TextureStage_t stage, bool bEnable ) = 0;
	virtual void EnableTexGen( TextureStage_t stage, bool bEnable ) = 0;
	virtual void TexGen( TextureStage_t stage, ShaderTexGenParam_t param ) = 0;

	// alternate method of specifying per-texture unit stuff, more flexible and more complicated
	// Can be used to specify different operation per channel (alpha/color)...
	virtual void EnableCustomPixelPipe( bool bEnable ) = 0;
	virtual void CustomTextureStages( int stageCount ) = 0;
	virtual void CustomTextureOperation( TextureStage_t stage, ShaderTexChannel_t channel, 
		ShaderTexOp_t op, ShaderTexArg_t arg1, ShaderTexArg_t arg2 ) = 0;

	// indicates what per-vertex data we're providing
	virtual void DrawFlags( unsigned int drawFlags ) = 0;

	// per texture unit stuff
	virtual void VertexShaderOverbrightValue( float val ) = 0;

	// A simpler method of dealing with alpha modulation
	virtual void EnableAlphaPipe( bool bEnable ) = 0;
	virtual void EnableConstantAlpha( bool bEnable ) = 0;
	virtual void EnableVertexAlpha( bool bEnable ) = 0;
	virtual void EnableTextureAlpha( TextureStage_t stage, bool bEnable ) = 0;

	// GR - Separate alpha blending
	virtual void EnableBlendingSeparateAlpha( bool bEnable ) = 0;
	virtual void BlendFuncSeparateAlpha( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor ) = 0;
};


//-----------------------------------------------------------------------------
// the 3D shader API interface
// This interface is all that shaders see.
//-----------------------------------------------------------------------------
class IShaderDynamicAPI
{
public:
	// returns the current time in seconds....
	virtual double CurrentTime() const = 0;

	// Lightmap texture binding
	virtual void BindLightmap( TextureStage_t stage ) = 0;
	// GR - bind separate lightmap alpha
	virtual void BindLightmapAlpha( TextureStage_t stage ) = 0;
	virtual void BindBumpLightmap( TextureStage_t stage ) = 0;
	virtual void BindWhite( TextureStage_t stage ) = 0;
	virtual void BindBlack( TextureStage_t stage ) = 0;
	virtual void BindGrey( TextureStage_t stage ) = 0;
	virtual void BindSyncTexture( TextureStage_t stage, int texture ) = 0;
	virtual void BindFBTexture( TextureStage_t stage ) = 0;

	virtual void EnableSRGBRead( TextureStage_t stage, bool bEnable ) = 0;

	// Gets the lightmap dimensions
	virtual void GetLightmapDimensions( int *w, int *h ) = 0;

	// Special system flat normal map binding.
	virtual void BindFlatNormalMap( TextureStage_t stage ) = 0;
	virtual void BindNormalizationCubeMap( TextureStage_t stage ) = 0;

	// Fog methods...
	virtual void FogMode( MaterialFogMode_t fogMode ) = 0;
	virtual void FogColor3f( float r, float g, float b ) = 0;
	virtual void FogColor3fv( float const* rgb ) = 0;
	virtual void FogColor3ub( unsigned char r, unsigned char g, unsigned char b ) = 0;
	virtual void FogColor3ubv( unsigned char const* rgb ) = 0;

	// Scene fog state.
	virtual void GetSceneFogColor( unsigned char *rgb ) = 0;
	virtual MaterialFogMode_t GetSceneFogMode( ) = 0;
	virtual float GetFogStart( void ) const = 0;
	virtual float GetFogEnd( void ) const = 0;

	// stuff related to matrix stacks
	virtual void MatrixMode( MaterialMatrixMode_t matrixMode ) = 0;
	virtual void PushMatrix() = 0;
	virtual void PopMatrix() = 0;
	virtual void LoadMatrix( float *m ) = 0;
	virtual void MultMatrix( float *m ) = 0;
	virtual void MultMatrixLocal( float *m ) = 0;
	virtual void GetMatrix( MaterialMatrixMode_t matrixMode, float *dst ) = 0;
	virtual void LoadIdentity( void ) = 0;
	virtual void LoadCameraToWorld( void ) = 0;
	virtual void Ortho( double left, double right, double bottom, double top, double zNear, double zFar ) = 0;
	virtual void PerspectiveX( double fovx, double aspect, double zNear, double zFar ) = 0;
	virtual	void PickMatrix( int x, int y, int width, int height ) = 0;
	virtual void Rotate( float angle, float x, float y, float z ) = 0;
	virtual void Translate( float x, float y, float z ) = 0;
	virtual void Scale( float x, float y, float z ) = 0;
	virtual void ScaleXY( float x, float y ) = 0;

	// Sets the color to modulate by
	virtual void Color3f( float r, float g, float b ) = 0;
	virtual void Color3fv( float const* pColor ) = 0;
	virtual void Color4f( float r, float g, float b, float a ) = 0;
	virtual void Color4fv( float const* pColor ) = 0;

	virtual void Color3ub( unsigned char r, unsigned char g, unsigned char b ) = 0;
	virtual void Color3ubv( unsigned char const* pColor ) = 0;
	virtual void Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) = 0;
	virtual void Color4ubv( unsigned char const* pColor ) = 0;

	// Sets the constant register for vertex and pixel shaders
	virtual void SetVertexShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false ) = 0;
	virtual void SetPixelShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false ) = 0;

	// Sets the default *dynamic* state
	virtual void SetDefaultState() = 0;

	// Get the current camera position in world space.
	virtual void GetWorldSpaceCameraPosition( float* pPos ) const = 0;

	virtual int GetCurrentNumBones( void ) const = 0;
	virtual int GetCurrentLightCombo( void ) const = 0;
	virtual int GetCurrentFogType( void ) const = 0;

	// fixme: move this to shadow state
	virtual void SetTextureTransformDimension( int textureStage, int dimension, bool projected ) = 0;
	virtual void DisableTextureTransform( int textureStage ) = 0;
	virtual void SetBumpEnvMatrix( int textureStage, float m00, float m01, float m10, float m11 ) = 0;

	// Sets the vertex and pixel shaders
	virtual void SetVertexShaderIndex( int vshIndex = -1 ) = 0;
	virtual void SetPixelShaderIndex( int pshIndex = 0 ) = 0;

	// Get the dimensions of the back buffer.
	virtual void GetBackBufferDimensions( int& width, int& height ) const = 0;

	// FIXME: The following 6 methods used to live in IShaderAPI
	// and were moved for stdshader_dx8. Let's try to move them back!

	// Render state for the ambient light cube
	virtual void BindAmbientLightCubeToStage0( ) = 0;

	// Get the lights
	virtual int GetMaxLights( void ) const = 0;
	virtual const LightDesc_t& GetLight( int lightNum ) const = 0;

	// Render state for the ambient light cube (vertex shaders)
	virtual void SetVertexShaderStateAmbientLightCube() = 0;

	// Use this to get the mesh builder that allows us to modify vertex data
	virtual CMeshBuilder* GetVertexModifyBuilder() = 0;
};


//-----------------------------------------------------------------------------
// Software vertex shaders
//-----------------------------------------------------------------------------
typedef void (*SoftwareVertexShader_t)( CMeshBuilder& meshBuilder, IMaterialVar **params, IShaderDynamicAPI *pShaderAPI );


#endif // ISHADERAPI_H

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