/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ #ifndef SE_INCL_SHADER_H #define SE_INCL_SHADER_H #ifdef PRAGMA_ONCE #pragma once #endif #include #include #include #include #include // Shader flags #define BASE_DOUBLE_SIDED (1UL<<0) // Double sided #define BASE_FULL_BRIGHT (1UL<<1) // Full bright struct ShaderDesc { CStaticArray sd_astrTextureNames; CStaticArray sd_astrTexCoordNames; CStaticArray sd_astrColorNames; CStaticArray sd_astrFloatNames; CStaticArray sd_astrFlagNames; CTString sd_strShaderInfo; }; struct ShaderParams { ShaderParams() { sp_ulFlags = 0; } ~ShaderParams() { sp_aiTextureIDs.Clear(); sp_aiTexCoordsIndex.Clear(); sp_acolColors.Clear(); sp_afFloats.Clear(); } CStaticArray sp_aiTextureIDs; CStaticArray sp_aiTexCoordsIndex; CStaticArray sp_acolColors; CStaticArray sp_afFloats; ULONG sp_ulFlags; }; class ENGINE_API CShader : public CSerial { public: CShader(); ~CShader(); HINSTANCE hLibrary; void (*ShaderFunc)(void); void (*GetShaderDesc)(ShaderDesc &shDesc); void Read_t( CTStream *istrFile); // throw char * void Write_t( CTStream *ostrFile); // throw char * void Clear(void); SLONG GetUsedMemory(void); }; // Begin shader using ENGINE_API void shaBegin(CAnyProjection3D &aprProjection,CShader *pShader); // End shader using ENGINE_API void shaEnd(void); // Render given model ENGINE_API void shaRender(void); // Render aditional pass for fog and haze ENGINE_API void shaDoFogPass(void); // Modify color for fog ENGINE_API void shaModifyColorForFog(void); // Calculate lightning for given model ENGINE_API void shaCalculateLight(void); // Calculate lightning for given model (for specular shader) ENGINE_API void shaCalculateLightForSpecular(void); // Clear temp vars used by shader ENGINE_API void shaClean(void); // Set array of vertices ENGINE_API void shaSetVertexArray(GFXVertex4 *paVertices,INDEX ctVertices); // Set array of normals ENGINE_API void shaSetNormalArray(GFXNormal *paNormals); // Set array of indices ENGINE_API void shaSetIndices(INDEX *paIndices, INDEX ctIndices); // Set array of texture objects for shader ENGINE_API void shaSetTextureArray(CTextureObject **paTextureObject, INDEX ctTextures); // Set array of uv maps ENGINE_API void shaSetUVMapsArray(GFXTexCoord **paUVMaps, INDEX ctUVMaps); // Set array of shader colors ENGINE_API void shaSetColorArray(COLOR *paColors, INDEX ctColors); // Set array of floats for shader ENGINE_API void shaSetFloatArray(FLOAT *paFloats, INDEX ctFloats); // Set shading flags ENGINE_API void shaSetFlags(ULONG ulFlags); // Set base color of model ENGINE_API void shaSetModelColor(COLOR &colModel); // Set light direction ENGINE_API void shaSetLightDirection(const FLOAT3D &vLightDir); // Set light color ENGINE_API void shaSetLightColor(COLOR colAmbient, COLOR colLight); // Set object to view matrix ENGINE_API void shaSetObjToViewMatrix(Matrix12 &mat); // Set object to abs matrix ENGINE_API void shaSetObjToAbsMatrix(Matrix12 &mat); // Set current texture index ENGINE_API void shaSetTexture(INDEX iTexture); // Set current uvmap index ENGINE_API void shaSetUVMap(INDEX iUVMap); // Set current color index ENGINE_API void shaSetColor(INDEX icolIndex); // Set array of texcoords index ENGINE_API void shaSetTexCoords(GFXTexCoord *uvNewMap); // Set array of vertex colors ENGINE_API void shaSetVertexColors(GFXColor *paColors); // Set constant color ENGINE_API void shaSetConstantColor(const COLOR colConstant); // Get vertex count ENGINE_API INDEX shaGetVertexCount(void); // Get index count ENGINE_API INDEX shaGetIndexCount(void); // Get float from array of floats ENGINE_API FLOAT shaGetFloat(INDEX iFloatIndex); // Get texture from array of textures ENGINE_API CTextureObject *shaGetTexture( INDEX iTextureIndex); // Get base color from array of colors ENGINE_API COLOR &shaGetColor(INDEX iColorIndex); // Get shading flags ENGINE_API ULONG &shaGetFlags(); // Get base color of model ENGINE_API COLOR &shaGetModelColor(void); // Get light direction ENGINE_API FLOAT3D &shaGetLightDirection(void); // Get current light color ENGINE_API COLOR &shaGetLightColor(void); // Get current ambient volor ENGINE_API COLOR &shaGetAmbientColor(void); // Get current set color ENGINE_API COLOR &shaGetCurrentColor(void); // Get vertex array ENGINE_API GFXVertex4 *shaGetVertexArray(void); // Get index array ENGINE_API INDEX *shaGetIndexArray(void); // Get normal array ENGINE_API GFXNormal *shaGetNormalArray(void); // Get uvmap array from array of uvmaps ENGINE_API GFXTexCoord *shaGetUVMap( INDEX iUVMapIndex); // Get color array ENGINE_API GFXColor *shaGetColorArray(void); // Get empty color array for modifying ENGINE_API GFXColor *shaGetNewColorArray(void); // Get empty texcoords array for modifying ENGINE_API GFXTexCoord *shaGetNewTexCoordArray(void); // Get empty v array for modifying ENGINE_API GFXVertex *shaGetNewVertexArray(void); // Get current projection ENGINE_API CAnyProjection3D *shaGetProjection(void); // Get object to view matrix ENGINE_API Matrix12 *shaGetObjToViewMatrix(void); // Get object to abs matrix ENGINE_API Matrix12 *shaGetObjToAbsMatrix(void); // Set face culling ENGINE_API void shaCullFace(GfxFace eFace); // Set blending operations ENGINE_API void shaBlendFunc(GfxBlend eSrc, GfxBlend eDst); // Set texture modulation mode ENGINE_API void shaSetTextureModulation(INDEX iScale); // Enable/Disable blening ENGINE_API void shaEnableBlend(void); ENGINE_API void shaDisableBlend(void); // Enable/Disable alpha test ENGINE_API void shaEnableAlphaTest(void); ENGINE_API void shaDisableAlphaTest(void); // Enable/Disable depth test ENGINE_API void shaEnableDepthTest(void); ENGINE_API void shaDisableDepthTest(void); // Enable/Disable depth write ENGINE_API void shaEnableDepthWrite(void); ENGINE_API void shaDisableDepthWrite(void); // Set depth buffer compare mode ENGINE_API void shaDepthFunc(GfxComp eComp); // Set texture wrapping ENGINE_API void shaSetTextureWrapping( enum GfxWrap eWrapU, enum GfxWrap eWrapV); // Set uvmap for fog ENGINE_API void shaSetFogUVMap(GFXTexCoord *paFogUVMap); // Set uvmap for haze ENGINE_API void shaSetHazeUVMap(GFXTexCoord *paHazeUVMap); // Set array of vertex colors used in haze ENGINE_API void shaSetHazeColorArray(GFXColor *paHazeColors); // Is overbrightning enabled ENGINE_API BOOL shaOverBrightningEnabled(void); #if (defined _MSC_VER) #define DECLSPEC_DLLEXPORT _declspec (dllexport) #else #define DECLSPEC_DLLEXPORT #endif #define SHADER_MAIN(name) \ extern "C" void DECLSPEC_DLLEXPORT Shader_##name (void);\ SYMBOLLOCATOR(Shader_##name);\ extern "C" void DECLSPEC_DLLEXPORT Shader_##name (void) #define SHADER_DESC(name,x) \ extern "C" void DECLSPEC_DLLEXPORT Shader_Desc_##name (x);\ SYMBOLLOCATOR(Shader_Desc_##name);\ extern "C" void DECLSPEC_DLLEXPORT Shader_Desc_##name (x) #endif /* include-once check. */