mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-25 15:14:51 +01:00
236 lines
7.6 KiB
C++
236 lines
7.6 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_SHADER_H
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#define SE_INCL_SHADER_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/CTString.h>
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#include <Engine/Base/Serial.h>
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#include <Engine/Math/Vector.h>
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#include <Engine/Graphics/Color.h>
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#include <Engine/Graphics/GfxLibrary.h>
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// Shader flags
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#define BASE_DOUBLE_SIDED (1UL<<0) // Double sided
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#define BASE_FULL_BRIGHT (1UL<<1) // Full bright
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struct ShaderDesc
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{
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CStaticArray<class CTString> sd_astrTextureNames;
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CStaticArray<class CTString> sd_astrTexCoordNames;
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CStaticArray<class CTString> sd_astrColorNames;
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CStaticArray<class CTString> sd_astrFloatNames;
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CStaticArray<class CTString> sd_astrFlagNames;
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CTString sd_strShaderInfo;
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};
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struct ShaderParams
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{
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ShaderParams() {
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sp_ulFlags = 0;
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}
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~ShaderParams() {
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sp_aiTextureIDs.Clear();
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sp_aiTexCoordsIndex.Clear();
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sp_acolColors.Clear();
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sp_afFloats.Clear();
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}
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CStaticArray<INDEX> sp_aiTextureIDs;
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CStaticArray<INDEX> sp_aiTexCoordsIndex;
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CStaticArray<COLOR> sp_acolColors;
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CStaticArray<FLOAT> sp_afFloats;
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ULONG sp_ulFlags;
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};
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class ENGINE_API CShader : public CSerial
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{
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public:
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CShader();
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~CShader();
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HINSTANCE hLibrary;
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void (*ShaderFunc)(void);
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void (*GetShaderDesc)(ShaderDesc &shDesc);
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void Read_t( CTStream *istrFile); // throw char *
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void Write_t( CTStream *ostrFile); // throw char *
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void Clear(void);
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SLONG GetUsedMemory(void);
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};
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// Begin shader using
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ENGINE_API void shaBegin(CAnyProjection3D &aprProjection,CShader *pShader);
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// End shader using
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ENGINE_API void shaEnd(void);
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// Render given model
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ENGINE_API void shaRender(void);
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// Render aditional pass for fog and haze
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ENGINE_API void shaDoFogPass(void);
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// Modify color for fog
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ENGINE_API void shaModifyColorForFog(void);
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// Calculate lightning for given model
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ENGINE_API void shaCalculateLight(void);
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// Calculate lightning for given model (for specular shader)
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ENGINE_API void shaCalculateLightForSpecular(void);
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// Clear temp vars used by shader
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ENGINE_API void shaClean(void);
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// Set array of vertices
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ENGINE_API void shaSetVertexArray(GFXVertex4 *paVertices,INDEX ctVertices);
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// Set array of normals
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ENGINE_API void shaSetNormalArray(GFXNormal *paNormals);
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// Set array of indices
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ENGINE_API void shaSetIndices(INDEX *paIndices, INDEX ctIndices);
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// Set array of texture objects for shader
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ENGINE_API void shaSetTextureArray(CTextureObject **paTextureObject, INDEX ctTextures);
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// Set array of uv maps
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ENGINE_API void shaSetUVMapsArray(GFXTexCoord **paUVMaps, INDEX ctUVMaps);
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// Set array of shader colors
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ENGINE_API void shaSetColorArray(COLOR *paColors, INDEX ctColors);
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// Set array of floats for shader
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ENGINE_API void shaSetFloatArray(FLOAT *paFloats, INDEX ctFloats);
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// Set shading flags
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ENGINE_API void shaSetFlags(ULONG ulFlags);
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// Set base color of model
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ENGINE_API void shaSetModelColor(COLOR &colModel);
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// Set light direction
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ENGINE_API void shaSetLightDirection(const FLOAT3D &vLightDir);
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// Set light color
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ENGINE_API void shaSetLightColor(COLOR colAmbient, COLOR colLight);
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// Set object to view matrix
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ENGINE_API void shaSetObjToViewMatrix(Matrix12 &mat);
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// Set object to abs matrix
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ENGINE_API void shaSetObjToAbsMatrix(Matrix12 &mat);
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// Set current texture index
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ENGINE_API void shaSetTexture(INDEX iTexture);
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// Set current uvmap index
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ENGINE_API void shaSetUVMap(INDEX iUVMap);
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// Set current color index
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ENGINE_API void shaSetColor(INDEX icolIndex);
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// Set array of texcoords index
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ENGINE_API void shaSetTexCoords(GFXTexCoord *uvNewMap);
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// Set array of vertex colors
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ENGINE_API void shaSetVertexColors(GFXColor *paColors);
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// Set constant color
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ENGINE_API void shaSetConstantColor(const COLOR colConstant);
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// Get vertex count
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ENGINE_API INDEX shaGetVertexCount(void);
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// Get index count
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ENGINE_API INDEX shaGetIndexCount(void);
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// Get float from array of floats
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ENGINE_API FLOAT shaGetFloat(INDEX iFloatIndex);
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// Get texture from array of textures
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ENGINE_API CTextureObject *shaGetTexture( INDEX iTextureIndex);
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// Get base color from array of colors
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ENGINE_API COLOR &shaGetColor(INDEX iColorIndex);
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// Get shading flags
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ENGINE_API ULONG &shaGetFlags();
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// Get base color of model
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ENGINE_API COLOR &shaGetModelColor(void);
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// Get light direction
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ENGINE_API FLOAT3D &shaGetLightDirection(void);
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// Get current light color
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ENGINE_API COLOR &shaGetLightColor(void);
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// Get current ambient volor
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ENGINE_API COLOR &shaGetAmbientColor(void);
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// Get current set color
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ENGINE_API COLOR &shaGetCurrentColor(void);
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// Get vertex array
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ENGINE_API GFXVertex4 *shaGetVertexArray(void);
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// Get index array
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ENGINE_API INDEX *shaGetIndexArray(void);
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// Get normal array
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ENGINE_API GFXNormal *shaGetNormalArray(void);
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// Get uvmap array from array of uvmaps
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ENGINE_API GFXTexCoord *shaGetUVMap( INDEX iUVMapIndex);
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// Get color array
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ENGINE_API GFXColor *shaGetColorArray(void);
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// Get empty color array for modifying
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ENGINE_API GFXColor *shaGetNewColorArray(void);
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// Get empty texcoords array for modifying
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ENGINE_API GFXTexCoord *shaGetNewTexCoordArray(void);
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// Get empty v array for modifying
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ENGINE_API GFXVertex *shaGetNewVertexArray(void);
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// Get current projection
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ENGINE_API CAnyProjection3D *shaGetProjection(void);
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// Get object to view matrix
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ENGINE_API Matrix12 *shaGetObjToViewMatrix(void);
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// Get object to abs matrix
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ENGINE_API Matrix12 *shaGetObjToAbsMatrix(void);
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// Set face culling
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ENGINE_API void shaCullFace(GfxFace eFace);
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// Set blending operations
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ENGINE_API void shaBlendFunc(GfxBlend eSrc, GfxBlend eDst);
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// Set texture modulation mode
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ENGINE_API void shaSetTextureModulation(INDEX iScale);
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// Enable/Disable blening
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ENGINE_API void shaEnableBlend(void);
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ENGINE_API void shaDisableBlend(void);
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// Enable/Disable alpha test
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ENGINE_API void shaEnableAlphaTest(void);
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ENGINE_API void shaDisableAlphaTest(void);
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// Enable/Disable depth test
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ENGINE_API void shaEnableDepthTest(void);
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ENGINE_API void shaDisableDepthTest(void);
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// Enable/Disable depth write
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ENGINE_API void shaEnableDepthWrite(void);
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ENGINE_API void shaDisableDepthWrite(void);
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// Set depth buffer compare mode
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ENGINE_API void shaDepthFunc(GfxComp eComp);
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// Set texture wrapping
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ENGINE_API void shaSetTextureWrapping( enum GfxWrap eWrapU, enum GfxWrap eWrapV);
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// Set uvmap for fog
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ENGINE_API void shaSetFogUVMap(GFXTexCoord *paFogUVMap);
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// Set uvmap for haze
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ENGINE_API void shaSetHazeUVMap(GFXTexCoord *paHazeUVMap);
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// Set array of vertex colors used in haze
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ENGINE_API void shaSetHazeColorArray(GFXColor *paHazeColors);
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// Is overbrightning enabled
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ENGINE_API BOOL shaOverBrightningEnabled(void);
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#if (defined _MSC_VER)
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#define DECLSPEC_DLLEXPORT _declspec (dllexport)
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#else
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#define DECLSPEC_DLLEXPORT
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#endif
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#define SHADER_MAIN(name) \
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extern "C" void DECLSPEC_DLLEXPORT Shader_##name (void);\
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SYMBOLLOCATOR(Shader_##name);\
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extern "C" void DECLSPEC_DLLEXPORT Shader_##name (void)
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#define SHADER_DESC(name,x) \
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extern "C" void DECLSPEC_DLLEXPORT Shader_Desc_##name (x);\
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SYMBOLLOCATOR(Shader_Desc_##name);\
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extern "C" void DECLSPEC_DLLEXPORT Shader_Desc_##name (x)
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#endif /* include-once check. */
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