//========= 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 "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" //----------------------------------------------------------------------------- // Global interfaces //----------------------------------------------------------------------------- extern IMaterialSystemHardwareConfig *g_pHardwareConfig; extern const MaterialSystem_Config_t *g_pConfig; // 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) // 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 char *GetName()\ {\ return m_Info.m_pName;\ }\ ShaderParamType_t GetType()\ {\ return m_Info.m_Type;\ }\ const char *GetDefault()\ {\ return m_Info.m_pDefaultValue;\ }\ int GetFlags() const\ {\ return m_Info.m_nFlags;\ }\ const char *GetHelp()\ {\ return m_Info.m_pHelp;\ }\ 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 ); #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 GetNumParams() const \ {\ return CBaseClass::GetNumParams() + s_ShaderParams.Count();\ }\ char const* GetParamName( int param ) const \ {\ int nBaseClassParamCount = CBaseClass::GetNumParams(); \ if (param < nBaseClassParamCount) \ return CBaseClass::GetParamName(param); \ else \ return s_ShaderParams[param - nBaseClassParamCount]->GetName(); \ }\ char const* GetParamHelp( int param ) const \ {\ int nBaseClassParamCount = CBaseClass::GetNumParams(); \ if (param < nBaseClassParamCount) \ { \ if ( !s_pShaderParamOverrides[param] ) \ return CBaseClass::GetParamHelp( param ); \ else \ return s_pShaderParamOverrides[param]->GetHelp(); \ } \ else \ return s_ShaderParams[param - nBaseClassParamCount]->GetHelp(); \ }\ ShaderParamType_t GetParamType( int param ) const \ {\ int nBaseClassParamCount = CBaseClass::GetNumParams(); \ if (param < nBaseClassParamCount) \ return CBaseClass::GetParamType( param ); \ else \ return s_ShaderParams[param - nBaseClassParamCount]->GetType(); \ }\ char const* GetParamDefault( int param ) const \ {\ int nBaseClassParamCount = CBaseClass::GetNumParams(); \ if (param < nBaseClassParamCount) \ { \ if ( !s_pShaderParamOverrides[param] ) \ return CBaseClass::GetParamDefault( param ); \ else \ return s_pShaderParamOverrides[param]->GetDefault(); \ } \ else \ return s_ShaderParams[param - nBaseClassParamCount]->GetDefault(); \ }\ int GetParamFlags( int param ) const \ {\ int nBaseClassParamCount = CBaseClass::GetNumParams(); \ if (param < nBaseClassParamCount) \ { \ if ( !s_pShaderParamOverrides[param] ) \ return CBaseClass::GetParamFlags( param ); \ else \ return s_pShaderParamOverrides[param]->GetFlags(); \ } \ else \ return s_ShaderParams[param - nBaseClassParamCount]->GetFlags(); \ }\ void OnInitShaderInstance( IMaterialVar **params, IShaderInit *pShaderInit, const char *pMaterialName ) #define SHADER_DRAW \ void OnDrawElements( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI ) #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 } #ifdef _DEBUG // 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; \ 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; \ 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; \ 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; \ 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 ) ); \ int psh_forgot_to_set_dynamic_ ## var = 0 // 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 ) ); \ 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 ) ); \ 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 ) ); \ int vsh_forgot_to_set_static_ ## var = 0 // 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() ) // 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() ) // 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() ) #else // #ifdef _DEBUG #define DECLARE_DYNAMIC_PIXEL_SHADER( shader ) \ shader ## _Dynamic_Index _pshIndex #define DECLARE_DYNAMIC_VERTEX_SHADER( shader ) \ shader ## _Dynamic_Index _vshIndex #define DECLARE_STATIC_PIXEL_SHADER( shader ) \ shader ## _Static_Index _pshIndex #define DECLARE_STATIC_VERTEX_SHADER( shader ) \ shader ## _Static_Index _vshIndex #define SET_DYNAMIC_PIXEL_SHADER_COMBO( var, val ) \ _pshIndex.Set ## var( ( val ) ) #define SET_DYNAMIC_VERTEX_SHADER_COMBO( var, val ) \ _vshIndex.Set ## var( ( val ) ) #define SET_STATIC_PIXEL_SHADER_COMBO( var, val ) \ _pshIndex.Set ## var( ( val ) ) #define SET_STATIC_VERTEX_SHADER_COMBO( var, val ) \ _vshIndex.Set ## var( ( val ) ) #define SET_DYNAMIC_PIXEL_SHADER( shader ) \ pShaderAPI->SetPixelShaderIndex( _pshIndex.GetIndex() ) #define SET_DYNAMIC_VERTEX_SHADER( shader ) \ pShaderAPI->SetVertexShaderIndex( _vshIndex.GetIndex() ) #define SET_STATIC_PIXEL_SHADER( shader ) \ pShaderShadow->SetPixelShader( #shader, _pshIndex.GetIndex() ) #define SET_STATIC_VERTEX_SHADER( shader ) \ pShaderShadow->SetVertexShader( #shader, _vshIndex.GetIndex() ) #endif #endif // CSHADER_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |