Compare commits

...

16 Commits

Author SHA1 Message Date
nillerusr
b5a0314f33 Initial implementation of shaderapigl 2023-05-16 20:02:28 +00:00
nillerusr
523f4e9eaa vgui_controls: fix unitialized variable 2023-05-05 19:17:06 +03:00
nillerusr
697a9f34f9 Merge pull request #248 from nillerusr/mathlib-optimize
Mathlib optimize
2023-05-05 16:17:29 +00:00
nillerusr
3b1b08fd93 win32: fix sdl2 install path 2023-05-05 19:14:50 +03:00
nillerusr
271c9993da hl2: fix random crash when combine throws a can 2023-04-30 17:03:03 +03:00
nillerusr
1a584655d9 Merge pull request #244 from SanyaSho/dev/largeaddressaware
wscript: use "/LARGEADDRESSAWARE" on windows
2023-04-29 14:28:57 +00:00
nillerusr
965ef97212 togl/togles: set D3DMATRIX alignment to 16 2023-04-29 15:34:11 +03:00
SanyaSho
30f1e02cda wscript: use "/LARGEADDRESSAWARE" on windows 2023-04-28 19:45:47 +03:00
nillerusr
657f59ada3 materialsystem: set allocator alignment 16( fixes crash in release build ) 2023-04-26 23:43:04 +03:00
nillerusr
e3edbc2d96 mathlib: make Gain and Bias inline 2023-04-26 22:33:20 +03:00
nillerusr
7ceba77616 WIP: move vmatrix functions to header and inline them 2023-04-26 19:56:15 +00:00
nillerusr
823e437005 wscript(android,windows): add sdl2 to installation path 2023-04-26 22:30:28 +03:00
nillerusr
a63138347b disable fortify-source headers 2023-04-25 15:08:19 +00:00
nillerusr
852f4052be fix idiotic libs problems again 2023-04-25 01:18:15 +03:00
nillerusr
38fdbf18c2 fix musl-idiodic libsc problems 2023-04-25 00:40:23 +00:00
nillerusr
d9eacc4db7 Merge pull request #242 from nillerusr/musl-port
Musl port
2023-04-24 20:28:56 +00:00
28 changed files with 4578 additions and 1754 deletions

2
.gitignore vendored
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@@ -37,5 +37,3 @@ waf3*/
.vscode/
.depproj/
source-engine.sln
hl2/

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@@ -33,6 +33,7 @@ CAI_PolicingBehavior::CAI_PolicingBehavior( void )
m_bEnabled = false;
m_nNumWarnings = 0;
m_bTargetIsHostile = false;
m_hPoliceGoal = NULL;
}
//-----------------------------------------------------------------------------

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@@ -43,17 +43,8 @@ def build(bld):
if bld.env.DEST_OS == 'win32':
libs += ['USER32']
install_path = bld.env.LIBDIR
# Copy SDL2 dependency
if bld.env.DEST_OS == 'win32':
bld(
rule=(('cp' if 'MSYSTEM' in os.environ or sys.platform != 'win32' else 'copy')+' ${SRC} ${TGT}'),
source='../lib/win32/'+bld.env.DEST_CPU+'/SDL2.dll',
target='SDL2.dll',
install_path=install_path,
)
install_path = bld.env.LIBDIR
bld.shlib(
source = source,

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@@ -752,6 +752,12 @@ bool CSourceAppSystemGroup::Create()
// Load up the appropriate shader DLL
// This has to be done before connection.
char const* pDLLName = "shaderapidx9" DLL_EXT_STRING;
if ( CommandLine()->FindParm( "-gl" ) )
{
pDLLName = "shaderapigl" DLL_EXT_STRING;
}
if ( CommandLine()->FindParm( "-noshaderapi" ) )
{
pDLLName = "shaderapiempty" DLL_EXT_STRING;

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@@ -31,9 +31,9 @@ public:
{
MEM_ALLOC_CREDIT_( "CMatCallQueue.m_Allocator" );
#ifdef SWDS
m_Allocator.Init( 2*1024, 0, 0, 4 );
m_Allocator.Init( 2*1024, 0, 0, 16 );
#else
m_Allocator.Init( IsX360() ? 2*1024*1024 : 8*1024*1024, 64*1024, 256*1024, 4 );
m_Allocator.Init( IsX360() ? 2*1024*1024 : 8*1024*1024, 64*1024, 256*1024, 16 );
#endif
m_FunctorFactory.SetAllocator( &m_Allocator );
m_pHead = m_pTail = NULL;

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@@ -0,0 +1,171 @@
#include "meshgl.h"
//-----------------------------------------------------------------------------
//
// The empty mesh...
//
//-----------------------------------------------------------------------------
CGLMesh::CGLMesh( bool bIsDynamic ) : m_bIsDynamic( bIsDynamic )
{
m_pVertexMemory = new unsigned char[VERTEX_BUFFER_SIZE];
}
CGLMesh::~CGLMesh()
{
delete[] m_pVertexMemory;
}
bool CGLMesh::Lock( int nMaxIndexCount, bool bAppend, IndexDesc_t& desc )
{
static int s_BogusIndex;
desc.m_pIndices = (unsigned short*)&s_BogusIndex;
desc.m_nIndexSize = 0;
desc.m_nFirstIndex = 0;
desc.m_nOffset = 0;
return true;
}
void CGLMesh::Unlock( int nWrittenIndexCount, IndexDesc_t& desc )
{
}
void CGLMesh::ModifyBegin( bool bReadOnly, int nFirstIndex, int nIndexCount, IndexDesc_t& desc )
{
Lock( nIndexCount, false, desc );
}
void CGLMesh::ModifyEnd( IndexDesc_t& desc )
{
}
void CGLMesh::Spew( int nIndexCount, const IndexDesc_t & desc )
{
}
void CGLMesh::ValidateData( int nIndexCount, const IndexDesc_t &desc )
{
}
bool CGLMesh::Lock( int nVertexCount, bool bAppend, VertexDesc_t &desc )
{
// Who cares about the data?
desc.m_pPosition = (float*)m_pVertexMemory;
desc.m_pNormal = (float*)m_pVertexMemory;
desc.m_pColor = m_pVertexMemory;
int i;
for ( i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; ++i)
{
desc.m_pTexCoord[i] = (float*)m_pVertexMemory;
}
desc.m_pBoneWeight = (float*)m_pVertexMemory;
desc.m_pBoneMatrixIndex = (unsigned char*)m_pVertexMemory;
desc.m_pTangentS = (float*)m_pVertexMemory;
desc.m_pTangentT = (float*)m_pVertexMemory;
desc.m_pUserData = (float*)m_pVertexMemory;
desc.m_NumBoneWeights = 2;
desc.m_VertexSize_Position = 0;
desc.m_VertexSize_BoneWeight = 0;
desc.m_VertexSize_BoneMatrixIndex = 0;
desc.m_VertexSize_Normal = 0;
desc.m_VertexSize_Color = 0;
for( i=0; i < VERTEX_MAX_TEXTURE_COORDINATES; i++ )
{
desc.m_VertexSize_TexCoord[i] = 0;
}
desc.m_VertexSize_TangentS = 0;
desc.m_VertexSize_TangentT = 0;
desc.m_VertexSize_UserData = 0;
desc.m_ActualVertexSize = 0; // Size of the vertices.. Some of the m_VertexSize_ elements above
desc.m_nFirstVertex = 0;
desc.m_nOffset = 0;
return true;
}
void CGLMesh::Unlock( int nVertexCount, VertexDesc_t &desc )
{
}
void CGLMesh::Spew( int nVertexCount, const VertexDesc_t &desc )
{
}
void CGLMesh::ValidateData( int nVertexCount, const VertexDesc_t & desc )
{
}
void CGLMesh::LockMesh( int numVerts, int numIndices, MeshDesc_t& desc )
{
Lock( numVerts, false, *static_cast<VertexDesc_t*>( &desc ) );
Lock( numIndices, false, *static_cast<IndexDesc_t*>( &desc ) );
}
void CGLMesh::UnlockMesh( int numVerts, int numIndices, MeshDesc_t& desc )
{
}
void CGLMesh::ModifyBeginEx( bool bReadOnly, int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc )
{
Lock( numVerts, false, *static_cast<VertexDesc_t*>( &desc ) );
Lock( numIndices, false, *static_cast<IndexDesc_t*>( &desc ) );
}
void CGLMesh::ModifyBegin( int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc )
{
ModifyBeginEx( false, firstVertex, numVerts, firstIndex, numIndices, desc );
}
void CGLMesh::ModifyEnd( MeshDesc_t& desc )
{
}
// returns the # of vertices (static meshes only)
int CGLMesh::VertexCount() const
{
return 0;
}
// Sets the primitive type
void CGLMesh::SetPrimitiveType( MaterialPrimitiveType_t type )
{
}
// Draws the entire mesh
void CGLMesh::Draw( int firstIndex, int numIndices )
{
}
void CGLMesh::Draw(CPrimList *pPrims, int nPrims)
{
}
// Copy verts and/or indices to a mesh builder. This only works for temp meshes!
void CGLMesh::CopyToMeshBuilder(
int iStartVert, // Which vertices to copy.
int nVerts,
int iStartIndex, // Which indices to copy.
int nIndices,
int indexOffset, // This is added to each index.
CMeshBuilder &builder )
{
}
// Spews the mesh data
void CGLMesh::Spew( int numVerts, int numIndices, const MeshDesc_t & desc )
{
}
void CGLMesh::ValidateData( int numVerts, int numIndices, const MeshDesc_t & desc )
{
}
// gets the associated material
IMaterial* CGLMesh::GetMaterial()
{
// umm. this don't work none
Assert(0);
return 0;
}

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@@ -0,0 +1,109 @@
#ifndef MESHGL_H
#define MESHGL_H
#include "utlvector.h"
#include "materialsystem/imaterialsystem.h"
#include "shaderapi/ishaderutil.h"
#include "shaderapi/ishaderapi.h"
#include "materialsystem/imesh.h"
#include "materialsystem/idebugtextureinfo.h"
#include "materialsystem/deformations.h"
//-----------------------------------------------------------------------------
// The empty mesh
//-----------------------------------------------------------------------------
class CGLMesh : public IMesh
{
public:
CGLMesh( bool bIsDynamic );
virtual ~CGLMesh();
// FIXME: Make this work! Unsupported methods of IIndexBuffer + IVertexBuffer
virtual bool Lock( int nMaxIndexCount, bool bAppend, IndexDesc_t& desc );
virtual void Unlock( int nWrittenIndexCount, IndexDesc_t& desc );
virtual void ModifyBegin( bool bReadOnly, int nFirstIndex, int nIndexCount, IndexDesc_t& desc );
virtual void ModifyEnd( IndexDesc_t& desc );
virtual void Spew( int nIndexCount, const IndexDesc_t & desc );
virtual void ValidateData( int nIndexCount, const IndexDesc_t &desc );
virtual bool Lock( int nVertexCount, bool bAppend, VertexDesc_t &desc );
virtual void Unlock( int nVertexCount, VertexDesc_t &desc );
virtual void Spew( int nVertexCount, const VertexDesc_t &desc );
virtual void ValidateData( int nVertexCount, const VertexDesc_t & desc );
virtual bool IsDynamic() const { return m_bIsDynamic; }
virtual void BeginCastBuffer( VertexFormat_t format ) {}
virtual void BeginCastBuffer( MaterialIndexFormat_t format ) {}
virtual void EndCastBuffer( ) {}
virtual int GetRoomRemaining() const { return 0; }
virtual MaterialIndexFormat_t IndexFormat() const { return MATERIAL_INDEX_FORMAT_UNKNOWN; }
void LockMesh( int numVerts, int numIndices, MeshDesc_t& desc );
void UnlockMesh( int numVerts, int numIndices, MeshDesc_t& desc );
void ModifyBeginEx( bool bReadOnly, int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc );
void ModifyBegin( int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc );
void ModifyEnd( MeshDesc_t& desc );
// returns the # of vertices (static meshes only)
int VertexCount() const;
// Sets the primitive type
void SetPrimitiveType( MaterialPrimitiveType_t type );
// Draws the entire mesh
void Draw(int firstIndex, int numIndices);
void Draw(CPrimList *pPrims, int nPrims);
// Copy verts and/or indices to a mesh builder. This only works for temp meshes!
virtual void CopyToMeshBuilder(
int iStartVert, // Which vertices to copy.
int nVerts,
int iStartIndex, // Which indices to copy.
int nIndices,
int indexOffset, // This is added to each index.
CMeshBuilder &builder );
// Spews the mesh data
void Spew( int numVerts, int numIndices, const MeshDesc_t & desc );
void ValidateData( int numVerts, int numIndices, const MeshDesc_t & desc );
// gets the associated material
IMaterial* GetMaterial();
void SetColorMesh( IMesh *pColorMesh, int nVertexOffset )
{
}
virtual int IndexCount() const
{
return 0;
}
virtual void SetFlexMesh( IMesh *pMesh, int nVertexOffset ) {}
virtual void DisableFlexMesh() {}
virtual void MarkAsDrawn() {}
virtual unsigned ComputeMemoryUsed() { return 0; }
virtual VertexFormat_t GetVertexFormat() const { return VERTEX_POSITION; }
virtual IMesh *GetMesh()
{
return this;
}
private:
enum
{
VERTEX_BUFFER_SIZE = 1024 * 1024
};
unsigned char* m_pVertexMemory;
bool m_bIsDynamic;
};
#endif

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@@ -0,0 +1,223 @@
#include "utlvector.h"
#include "materialsystem/imaterialsystem.h"
#include "shaderapi/ishaderutil.h"
#include "shaderapi/ishaderapi.h"
#include "materialsystem/imesh.h"
#include "materialsystem/idebugtextureinfo.h"
#include "materialsystem/deformations.h"
#include "meshgl.h"
#include "shaderapigl.h"
#include "shaderapidevicegl.h"
#include "shadershadowgl.h"
//-----------------------------------------------------------------------------
// The main GL Shader util interface
//-----------------------------------------------------------------------------
IShaderUtil* g_pShaderUtil;
//-----------------------------------------------------------------------------
// Factory to return from SetMode
//-----------------------------------------------------------------------------
static void* ShaderInterfaceFactory( const char *pInterfaceName, int *pReturnCode )
{
if ( pReturnCode )
{
*pReturnCode = IFACE_OK;
}
if ( !Q_stricmp( pInterfaceName, SHADER_DEVICE_INTERFACE_VERSION ) )
return static_cast< IShaderDevice* >( &s_ShaderDeviceGL );
if ( !Q_stricmp( pInterfaceName, SHADERAPI_INTERFACE_VERSION ) )
return static_cast< IShaderAPI* >( &g_ShaderAPIGL );
if ( !Q_stricmp( pInterfaceName, SHADERSHADOW_INTERFACE_VERSION ) )
return static_cast< IShaderShadow* >( &g_ShaderShadow );
if ( pReturnCode )
{
*pReturnCode = IFACE_FAILED;
}
return NULL;
}
//-----------------------------------------------------------------------------
//
// Shader device empty
//
//-----------------------------------------------------------------------------
void CShaderDeviceGL::GetWindowSize( int &width, int &height ) const
{
width = 0;
height = 0;
}
void CShaderDeviceGL::GetBackBufferDimensions( int& width, int& height ) const
{
width = 1600;
height = 900;
}
// Use this to spew information about the 3D layer
void CShaderDeviceGL::SpewDriverInfo() const
{
Warning("GL shader\n");
}
// Creates/ destroys a child window
bool CShaderDeviceGL::AddView( void* hwnd )
{
return true;
}
void CShaderDeviceGL::RemoveView( void* hwnd )
{
}
// Activates a view
void CShaderDeviceGL::SetView( void* hwnd )
{
}
void CShaderDeviceGL::ReleaseResources()
{
}
void CShaderDeviceGL::ReacquireResources()
{
}
// Creates/destroys Mesh
IMesh* CShaderDeviceGL::CreateStaticMesh( VertexFormat_t fmt, const char *pTextureBudgetGroup, IMaterial * pMaterial )
{
return &m_Mesh;
}
void CShaderDeviceGL::DestroyStaticMesh( IMesh* mesh )
{
}
// Creates/destroys static vertex + index buffers
IVertexBuffer *CShaderDeviceGL::CreateVertexBuffer( ShaderBufferType_t type, VertexFormat_t fmt, int nVertexCount, const char *pTextureBudgetGroup )
{
return ( type == SHADER_BUFFER_TYPE_STATIC || type == SHADER_BUFFER_TYPE_STATIC_TEMP ) ? &m_Mesh : &m_DynamicMesh;
}
void CShaderDeviceGL::DestroyVertexBuffer( IVertexBuffer *pVertexBuffer )
{
}
IIndexBuffer *CShaderDeviceGL::CreateIndexBuffer( ShaderBufferType_t bufferType, MaterialIndexFormat_t fmt, int nIndexCount, const char *pTextureBudgetGroup )
{
switch( bufferType )
{
case SHADER_BUFFER_TYPE_STATIC:
case SHADER_BUFFER_TYPE_STATIC_TEMP:
return &m_Mesh;
default:
Assert( 0 );
case SHADER_BUFFER_TYPE_DYNAMIC:
case SHADER_BUFFER_TYPE_DYNAMIC_TEMP:
return &m_DynamicMesh;
}
}
void CShaderDeviceGL::DestroyIndexBuffer( IIndexBuffer *pIndexBuffer )
{
}
IVertexBuffer *CShaderDeviceGL::GetDynamicVertexBuffer( int streamID, VertexFormat_t vertexFormat, bool bBuffered )
{
return &m_DynamicMesh;
}
IIndexBuffer *CShaderDeviceGL::GetDynamicIndexBuffer( MaterialIndexFormat_t fmt, bool bBuffered )
{
return &m_Mesh;
}
//-----------------------------------------------------------------------------
//
// CShaderDeviceMgrGL
//
//-----------------------------------------------------------------------------
bool CShaderDeviceMgrGL::Connect( CreateInterfaceFn factory )
{
// So others can access it
g_pShaderUtil = (IShaderUtil*)factory( SHADER_UTIL_INTERFACE_VERSION, NULL );
return true;
}
void CShaderDeviceMgrGL::Disconnect()
{
g_pShaderUtil = NULL;
}
void *CShaderDeviceMgrGL::QueryInterface( const char *pInterfaceName )
{
if ( !Q_stricmp( pInterfaceName, SHADER_DEVICE_MGR_INTERFACE_VERSION ) )
return static_cast< IShaderDeviceMgr* >( this );
if ( !Q_stricmp( pInterfaceName, MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION ) )
return static_cast< IMaterialSystemHardwareConfig* >( &g_ShaderAPIGL );
return NULL;
}
InitReturnVal_t CShaderDeviceMgrGL::Init()
{
return INIT_OK;
}
void CShaderDeviceMgrGL::Shutdown()
{
}
// Sets the adapter
bool CShaderDeviceMgrGL::SetAdapter( int nAdapter, int nFlags )
{
return true;
}
// FIXME: Is this a public interface? Might only need to be private to shaderapi
CreateInterfaceFn CShaderDeviceMgrGL::SetMode( void *hWnd, int nAdapter, const ShaderDeviceInfo_t& mode )
{
return ShaderInterfaceFactory;
}
// Gets the number of adapters...
int CShaderDeviceMgrGL::GetAdapterCount() const
{
return 0;
}
bool CShaderDeviceMgrGL::GetRecommendedConfigurationInfo( int nAdapter, int nDXLevel, KeyValues *pKeyValues )
{
return true;
}
// Returns info about each adapter
void CShaderDeviceMgrGL::GetAdapterInfo( int adapter, MaterialAdapterInfo_t& info ) const
{
memset( &info, 0, sizeof( info ) );
info.m_nDXSupportLevel = 90;
}
// Returns the number of modes
int CShaderDeviceMgrGL::GetModeCount( int nAdapter ) const
{
return 0;
}
// Returns mode information..
void CShaderDeviceMgrGL::GetModeInfo( ShaderDisplayMode_t *pInfo, int nAdapter, int nMode ) const
{
}
void CShaderDeviceMgrGL::GetCurrentModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter ) const
{
}

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@@ -0,0 +1,99 @@
#ifndef SHADERAPIDEVICEGL_H
#define SHADERAPIDEVICEGL_H
extern IShaderUtil* g_pShaderUtil;
//-----------------------------------------------------------------------------
// The GL implementation of the shader device
//-----------------------------------------------------------------------------
class CShaderDeviceGL : public IShaderDevice
{
public:
CShaderDeviceGL() : m_DynamicMesh( true ), m_Mesh( false ) {}
// Methods of IShaderDevice
virtual int GetCurrentAdapter() const { return 0; }
virtual bool IsUsingGraphics() const { return false; }
virtual void SpewDriverInfo() const;
virtual ImageFormat GetBackBufferFormat() const { return IMAGE_FORMAT_RGB888; }
virtual void GetBackBufferDimensions( int& width, int& height ) const;
virtual int StencilBufferBits() const { return 0; }
virtual bool IsAAEnabled() const { return false; }
virtual void Present( ) {}
virtual void GetWindowSize( int &width, int &height ) const;
virtual bool AddView( void* hwnd );
virtual void RemoveView( void* hwnd );
virtual void SetView( void* hwnd );
virtual void ReleaseResources();
virtual void ReacquireResources();
virtual IMesh* CreateStaticMesh( VertexFormat_t fmt, const char *pTextureBudgetGroup, IMaterial * pMaterial = NULL );
virtual void DestroyStaticMesh( IMesh* mesh );
virtual IShaderBuffer* CompileShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion ) { return NULL; }
virtual VertexShaderHandle_t CreateVertexShader( IShaderBuffer* pShaderBuffer ) { return VERTEX_SHADER_HANDLE_INVALID; }
virtual void DestroyVertexShader( VertexShaderHandle_t hShader ) {}
virtual GeometryShaderHandle_t CreateGeometryShader( IShaderBuffer* pShaderBuffer ) { return GEOMETRY_SHADER_HANDLE_INVALID; }
virtual void DestroyGeometryShader( GeometryShaderHandle_t hShader ) {}
virtual PixelShaderHandle_t CreatePixelShader( IShaderBuffer* pShaderBuffer ) { return PIXEL_SHADER_HANDLE_INVALID; }
virtual void DestroyPixelShader( PixelShaderHandle_t hShader ) {}
virtual IVertexBuffer *CreateVertexBuffer( ShaderBufferType_t type, VertexFormat_t fmt, int nVertexCount, const char *pBudgetGroup );
virtual void DestroyVertexBuffer( IVertexBuffer *pVertexBuffer );
virtual IIndexBuffer *CreateIndexBuffer( ShaderBufferType_t bufferType, MaterialIndexFormat_t fmt, int nIndexCount, const char *pBudgetGroup );
virtual void DestroyIndexBuffer( IIndexBuffer *pIndexBuffer );
virtual IVertexBuffer *GetDynamicVertexBuffer( int streamID, VertexFormat_t vertexFormat, bool bBuffered );
virtual IIndexBuffer *GetDynamicIndexBuffer( MaterialIndexFormat_t fmt, bool bBuffered );
virtual void SetHardwareGammaRamp( float fGamma, float fGammaTVRangeMin, float fGammaTVRangeMax, float fGammaTVExponent, bool bTVEnabled ) {}
virtual void EnableNonInteractiveMode( MaterialNonInteractiveMode_t mode, ShaderNonInteractiveInfo_t *pInfo ) {}
virtual void RefreshFrontBufferNonInteractive( ) {}
virtual void HandleThreadEvent( uint32 threadEvent ) {}
#ifdef DX_TO_GL_ABSTRACTION
virtual void DoStartupShaderPreloading( void ) {}
#endif
virtual char *GetDisplayDeviceName() OVERRIDE { return ""; }
private:
CGLMesh m_Mesh;
CGLMesh m_DynamicMesh;
};
static CShaderDeviceGL s_ShaderDeviceGL;
// FIXME: Remove; it's for backward compat with the materialsystem only for now
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderDeviceGL, IShaderDevice,
SHADER_DEVICE_INTERFACE_VERSION, s_ShaderDeviceGL )
//-----------------------------------------------------------------------------
// The DX8 implementation of the shader device
//-----------------------------------------------------------------------------
class CShaderDeviceMgrGL : public IShaderDeviceMgr
{
public:
// Methods of IAppSystem
virtual bool Connect( CreateInterfaceFn factory );
virtual void Disconnect();
virtual void *QueryInterface( const char *pInterfaceName );
virtual InitReturnVal_t Init();
virtual void Shutdown();
public:
// Methods of IShaderDeviceMgr
virtual int GetAdapterCount() const;
virtual void GetAdapterInfo( int adapter, MaterialAdapterInfo_t& info ) const;
virtual bool GetRecommendedConfigurationInfo( int nAdapter, int nDXLevel, KeyValues *pKeyValues );
virtual int GetModeCount( int adapter ) const;
virtual void GetModeInfo( ShaderDisplayMode_t *pInfo, int nAdapter, int mode ) const;
virtual void GetCurrentModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter ) const;
virtual bool SetAdapter( int nAdapter, int nFlags );
virtual CreateInterfaceFn SetMode( void *hWnd, int nAdapter, const ShaderDeviceInfo_t& mode );
virtual void AddModeChangeCallback( ShaderModeChangeCallbackFunc_t func ) {}
virtual void RemoveModeChangeCallback( ShaderModeChangeCallbackFunc_t func ) {}
};
static CShaderDeviceMgrGL s_ShaderDeviceMgrGL;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderDeviceMgrGL, IShaderDeviceMgr,
SHADER_DEVICE_MGR_INTERFACE_VERSION, s_ShaderDeviceMgrGL )
#endif

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,887 @@
#ifndef SHADERAPIGL_H
#define SHADERAPIGL_H
#include "IHardwareConfigInternal.h"
//-----------------------------------------------------------------------------
// The DX8 implementation of the shader API
//-----------------------------------------------------------------------------
class CShaderAPIGL : public IShaderAPI, public IHardwareConfigInternal, public IDebugTextureInfo
{
public:
// constructor, destructor
CShaderAPIGL( );
virtual ~CShaderAPIGL();
// IDebugTextureInfo implementation.
public:
virtual bool IsDebugTextureListFresh( int numFramesAllowed = 1 ) { return false; }
virtual bool SetDebugTextureRendering( bool bEnable ) { return false; }
virtual void EnableDebugTextureList( bool bEnable ) {}
virtual void EnableGetAllTextures( bool bEnable ) {}
virtual KeyValues* GetDebugTextureList() { return NULL; }
virtual int GetTextureMemoryUsed( TextureMemoryType eTextureMemory ) { return 0; }
// Methods of IShaderDynamicAPI
virtual void GetBackBufferDimensions( int& width, int& height ) const;
virtual void GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo );
// Methods of IShaderAPI
public:
virtual void SetViewports( int nCount, const ShaderViewport_t* pViewports );
virtual int GetViewports( ShaderViewport_t* pViewports, int nMax ) const;
virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil, int renderTargetWidth, int renderTargetHeight );
virtual void ClearColor3ub( unsigned char r, unsigned char g, unsigned char b );
virtual void ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
virtual void BindVertexShader( VertexShaderHandle_t hVertexShader ) {}
virtual void BindGeometryShader( GeometryShaderHandle_t hGeometryShader ) {}
virtual void BindPixelShader( PixelShaderHandle_t hPixelShader ) {}
virtual void SetRasterState( const ShaderRasterState_t& state ) {}
virtual void MarkUnusedVertexFields( unsigned int nFlags, int nTexCoordCount, bool *pUnusedTexCoords ) {}
virtual bool OwnGPUResources( bool bEnable ) { return false; }
virtual bool DoRenderTargetsNeedSeparateDepthBuffer() const;
// Used to clear the transition table when we know it's become invalid.
void ClearSnapshots();
// Sets the mode...
bool SetMode( void* hwnd, int nAdapter, const ShaderDeviceInfo_t &info )
{
return true;
}
void ChangeVideoMode( const ShaderDeviceInfo_t &info )
{
}
// Called when the dx support level has changed
virtual void DXSupportLevelChanged() {}
virtual void EnableUserClipTransformOverride( bool bEnable ) {}
virtual void UserClipTransform( const VMatrix &worldToView ) {}
// Sets the default *dynamic* state
void SetDefaultState( );
// Returns the snapshot id for the shader state
StateSnapshot_t TakeSnapshot( );
// Returns true if the state snapshot is transparent
bool IsTranslucent( StateSnapshot_t id ) const;
bool IsAlphaTested( StateSnapshot_t id ) const;
bool UsesVertexAndPixelShaders( StateSnapshot_t id ) const;
virtual bool IsDepthWriteEnabled( StateSnapshot_t id ) const;
// Gets the vertex format for a set of snapshot ids
VertexFormat_t ComputeVertexFormat( int numSnapshots, StateSnapshot_t* pIds ) const;
// Gets the vertex format for a set of snapshot ids
VertexFormat_t ComputeVertexUsage( int numSnapshots, StateSnapshot_t* pIds ) const;
// Begins a rendering pass that uses a state snapshot
void BeginPass( StateSnapshot_t snapshot );
// Uses a state snapshot
void UseSnapshot( StateSnapshot_t snapshot );
// Use this to get the mesh builder that allows us to modify vertex data
CMeshBuilder* GetVertexModifyBuilder();
// Sets the color to modulate by
void Color3f( float r, float g, float b );
void Color3fv( float const* pColor );
void Color4f( float r, float g, float b, float a );
void Color4fv( float const* pColor );
// Faster versions of color
void Color3ub( unsigned char r, unsigned char g, unsigned char b );
void Color3ubv( unsigned char const* rgb );
void Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
void Color4ubv( unsigned char const* rgba );
// Sets the lights
void SetLight( int lightNum, const LightDesc_t& desc );
void SetLightingOrigin( Vector vLightingOrigin );
void SetAmbientLight( float r, float g, float b );
void SetAmbientLightCube( Vector4D cube[6] );
// Get the lights
int GetMaxLights( void ) const;
const LightDesc_t& GetLight( int lightNum ) const;
// Render state for the ambient light cube (vertex shaders)
void SetVertexShaderStateAmbientLightCube();
void SetPixelShaderStateAmbientLightCube( int pshReg, bool bForceToBlack = false )
{
}
float GetAmbientLightCubeLuminance(void)
{
return 0.0f;
}
void SetSkinningMatrices();
// Lightmap texture binding
void BindLightmap( TextureStage_t stage );
void BindLightmapAlpha( TextureStage_t stage )
{
}
void BindBumpLightmap( TextureStage_t stage );
void BindFullbrightLightmap( TextureStage_t stage );
void BindWhite( TextureStage_t stage );
void BindBlack( TextureStage_t stage );
void BindGrey( TextureStage_t stage );
void BindFBTexture( TextureStage_t stage, int textureIdex );
void CopyRenderTargetToTexture( ShaderAPITextureHandle_t texID )
{
}
void CopyRenderTargetToTextureEx( ShaderAPITextureHandle_t texID, int nRenderTargetID, Rect_t *pSrcRect, Rect_t *pDstRect )
{
}
void CopyTextureToRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t textureHandle, Rect_t *pSrcRect, Rect_t *pDstRect )
{
}
// Special system flat normal map binding.
void BindFlatNormalMap( TextureStage_t stage );
void BindNormalizationCubeMap( TextureStage_t stage );
void BindSignedNormalizationCubeMap( TextureStage_t stage );
// Set the number of bone weights
void SetNumBoneWeights( int numBones );
void EnableHWMorphing( bool bEnable );
// Flushes any primitives that are buffered
void FlushBufferedPrimitives();
// Gets the dynamic mesh; note that you've got to render the mesh
// before calling this function a second time. Clients should *not*
// call DestroyStaticMesh on the mesh returned by this call.
IMesh* GetDynamicMesh( IMaterial* pMaterial, int nHWSkinBoneCount, bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride );
IMesh* GetDynamicMeshEx( IMaterial* pMaterial, VertexFormat_t fmt, int nHWSkinBoneCount, bool buffered, IMesh* pVertexOverride, IMesh* pIndexOverride );
IMesh* GetFlexMesh();
// Renders a single pass of a material
void RenderPass( int nPass, int nPassCount );
// stuff related to matrix stacks
void MatrixMode( MaterialMatrixMode_t matrixMode );
void PushMatrix();
void PopMatrix();
void LoadMatrix( float *m );
void LoadBoneMatrix( int boneIndex, const float *m ) {}
void MultMatrix( float *m );
void MultMatrixLocal( float *m );
void GetMatrix( MaterialMatrixMode_t matrixMode, float *dst );
void LoadIdentity( void );
void LoadCameraToWorld( void );
void Ortho( double left, double top, double right, double bottom, double zNear, double zFar );
void PerspectiveX( double fovx, double aspect, double zNear, double zFar );
void PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right );
void PickMatrix( int x, int y, int width, int height );
void Rotate( float angle, float x, float y, float z );
void Translate( float x, float y, float z );
void Scale( float x, float y, float z );
void ScaleXY( float x, float y );
// Fog methods...
void FogMode( MaterialFogMode_t fogMode );
void FogStart( float fStart );
void FogEnd( float fEnd );
void SetFogZ( float fogZ );
void FogMaxDensity( float flMaxDensity );
void GetFogDistances( float *fStart, float *fEnd, float *fFogZ );
void FogColor3f( float r, float g, float b );
void FogColor3fv( float const* rgb );
void FogColor3ub( unsigned char r, unsigned char g, unsigned char b );
void FogColor3ubv( unsigned char const* rgb );
virtual void SceneFogColor3ub( unsigned char r, unsigned char g, unsigned char b );
virtual void SceneFogMode( MaterialFogMode_t fogMode );
virtual void GetSceneFogColor( unsigned char *rgb );
virtual MaterialFogMode_t GetSceneFogMode( );
virtual int GetPixelFogCombo( );
void SetHeightClipZ( float z );
void SetHeightClipMode( enum MaterialHeightClipMode_t heightClipMode );
void SetClipPlane( int index, const float *pPlane );
void EnableClipPlane( int index, bool bEnable );
void SetFastClipPlane( const float *pPlane );
void EnableFastClip( bool bEnable );
// We use smaller dynamic VBs during level transitions, to free up memory
virtual int GetCurrentDynamicVBSize( void );
virtual void DestroyVertexBuffers( bool bExitingLevel = false );
// Sets the vertex and pixel shaders
void SetVertexShaderIndex( int vshIndex );
void SetPixelShaderIndex( int pshIndex );
// Sets the constant register for vertex and pixel shaders
void SetVertexShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false );
void SetBooleanVertexShaderConstant( int var, BOOL const* pVec, int numConst = 1, bool bForce = false );
void SetIntegerVertexShaderConstant( int var, int const* pVec, int numConst = 1, bool bForce = false );
void SetPixelShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false );
void SetBooleanPixelShaderConstant( int var, BOOL const* pVec, int numBools = 1, bool bForce = false );
void SetIntegerPixelShaderConstant( int var, int const* pVec, int numIntVecs = 1, bool bForce = false );
void InvalidateDelayedShaderConstants( void );
// Gamma<->Linear conversions according to the video hardware we're running on
float GammaToLinear_HardwareSpecific( float fGamma ) const;
float LinearToGamma_HardwareSpecific( float fLinear ) const;
//Set's the linear->gamma conversion textures to use for this hardware for both srgb writes enabled and disabled(identity)
void SetLinearToGammaConversionTextures( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture, ShaderAPITextureHandle_t hIdentityTexture );
// Cull mode
void CullMode( MaterialCullMode_t cullMode );
// Force writes only when z matches. . . useful for stenciling things out
// by rendering the desired Z values ahead of time.
void ForceDepthFuncEquals( bool bEnable );
// Forces Z buffering on or off
void OverrideDepthEnable( bool bEnable, bool bDepthEnable );
void OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable );
void OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable );
// Sets the shade mode
void ShadeMode( ShaderShadeMode_t mode );
// Binds a particular material to render with
void Bind( IMaterial* pMaterial );
// Returns the nearest supported format
ImageFormat GetNearestSupportedFormat( ImageFormat fmt, bool bFilteringRequired = true ) const;
ImageFormat GetNearestRenderTargetFormat( ImageFormat fmt ) const;
// Sets the texture state
void BindTexture( Sampler_t stage, ShaderAPITextureHandle_t textureHandle );
void SetRenderTarget( ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle )
{
}
void SetRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle )
{
}
// Indicates we're going to be modifying this texture
// TexImage2D, TexSubImage2D, TexWrap, TexMinFilter, and TexMagFilter
// all use the texture specified by this function.
void ModifyTexture( ShaderAPITextureHandle_t textureHandle );
// Texture management methods
void TexImage2D( int level, int cubeFace, ImageFormat dstFormat, int zOffset, int width, int height,
ImageFormat srcFormat, bool bSrcIsTiled, void *imageData );
void TexSubImage2D( int level, int cubeFace, int xOffset, int yOffset, int zOffset, int width, int height,
ImageFormat srcFormat, int srcStride, bool bSrcIsTiled, void *imageData );
void TexImageFromVTF( IVTFTexture *pVTF, int iVTFFrame );
bool TexLock( int level, int cubeFaceID, int xOffset, int yOffset,
int width, int height, CPixelWriter& writer );
void TexUnlock( );
// These are bound to the texture, not the texture environment
void TexMinFilter( ShaderTexFilterMode_t texFilterMode );
void TexMagFilter( ShaderTexFilterMode_t texFilterMode );
void TexWrap( ShaderTexCoordComponent_t coord, ShaderTexWrapMode_t wrapMode );
void TexSetPriority( int priority );
ShaderAPITextureHandle_t CreateTexture(
int width,
int height,
int depth,
ImageFormat dstImageFormat,
int numMipLevels,
int numCopies,
int flags,
const char *pDebugName,
const char *pTextureGroupName );
// Create a multi-frame texture (equivalent to calling "CreateTexture" multiple times, but more efficient)
void CreateTextures(
ShaderAPITextureHandle_t *pHandles,
int count,
int width,
int height,
int depth,
ImageFormat dstImageFormat,
int numMipLevels,
int numCopies,
int flags,
const char *pDebugName,
const char *pTextureGroupName );
ShaderAPITextureHandle_t CreateDepthTexture( ImageFormat renderFormat, int width, int height, const char *pDebugName, bool bTexture );
void DeleteTexture( ShaderAPITextureHandle_t textureHandle );
bool IsTexture( ShaderAPITextureHandle_t textureHandle );
bool IsTextureResident( ShaderAPITextureHandle_t textureHandle );
// stuff that isn't to be used from within a shader
void ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth );
void ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth );
void PerformFullScreenStencilOperation( void );
void ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat );
virtual void ReadPixels( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *data, ImageFormat dstFormat, int nDstStride );
// Selection mode methods
int SelectionMode( bool selectionMode );
void SelectionBuffer( unsigned int* pBuffer, int size );
void ClearSelectionNames( );
void LoadSelectionName( int name );
void PushSelectionName( int name );
void PopSelectionName();
void FlushHardware();
void ResetRenderState( bool bFullReset = true );
void SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor );
// Can we download textures?
virtual bool CanDownloadTextures() const;
// Board-independent calls, here to unify how shaders set state
// Implementations should chain back to IShaderUtil->BindTexture(), etc.
// Use this to begin and end the frame
void BeginFrame();
void EndFrame();
// returns current time
double CurrentTime() const;
// Get the current camera position in world space.
void GetWorldSpaceCameraPosition( float * pPos ) const;
// Members of IMaterialSystemHardwareConfig
bool HasDestAlphaBuffer() const;
bool HasStencilBuffer() const;
virtual int MaxViewports() const;
virtual void OverrideStreamOffsetSupport( bool bOverrideEnabled, bool bEnableSupport ) {}
virtual int GetShadowFilterMode() const;
int StencilBufferBits() const;
int GetFrameBufferColorDepth() const;
int GetSamplerCount() const;
bool HasSetDeviceGammaRamp() const;
bool SupportsCompressedTextures() const;
VertexCompressionType_t SupportsCompressedVertices() const;
bool SupportsVertexAndPixelShaders() const;
bool SupportsPixelShaders_1_4() const;
bool SupportsPixelShaders_2_0() const;
bool SupportsPixelShaders_2_b() const;
bool ActuallySupportsPixelShaders_2_b() const;
bool SupportsStaticControlFlow() const;
bool SupportsVertexShaders_2_0() const;
bool SupportsShaderModel_3_0() const;
int MaximumAnisotropicLevel() const;
int MaxTextureWidth() const;
int MaxTextureHeight() const;
int MaxTextureAspectRatio() const;
int GetDXSupportLevel() const;
const char *GetShaderDLLName() const
{
return "GL";
}
int TextureMemorySize() const;
bool SupportsOverbright() const;
bool SupportsCubeMaps() const;
bool SupportsMipmappedCubemaps() const;
bool SupportsNonPow2Textures() const;
int GetTextureStageCount() const;
int NumVertexShaderConstants() const;
int NumBooleanVertexShaderConstants() const;
int NumIntegerVertexShaderConstants() const;
int NumPixelShaderConstants() const;
int MaxNumLights() const;
bool SupportsHardwareLighting() const;
int MaxBlendMatrices() const;
int MaxBlendMatrixIndices() const;
int MaxVertexShaderBlendMatrices() const;
int MaxUserClipPlanes() const;
bool UseFastClipping() const
{
return false;
}
bool SpecifiesFogColorInLinearSpace() const;
virtual bool SupportsSRGB() const;
virtual bool FakeSRGBWrite() const;
virtual bool CanDoSRGBReadFromRTs() const;
virtual bool SupportsGLMixedSizeTargets() const;
const char *GetHWSpecificShaderDLLName() const;
bool NeedsAAClamp() const
{
return false;
}
bool SupportsSpheremapping() const;
virtual int MaxHWMorphBatchCount() const { return 0; }
// This is the max dx support level supported by the card
virtual int GetMaxDXSupportLevel() const;
bool ReadPixelsFromFrontBuffer() const;
bool PreferDynamicTextures() const;
virtual bool PreferReducedFillrate() const;
bool HasProjectedBumpEnv() const;
void ForceHardwareSync( void );
int GetCurrentNumBones( void ) const;
bool IsHWMorphingEnabled( void ) const;
int GetCurrentLightCombo( void ) const;
void GetDX9LightState( LightState_t *state ) const;
MaterialFogMode_t GetCurrentFogType( void ) const;
void RecordString( const char *pStr );
void EvictManagedResources();
void SetTextureTransformDimension( TextureStage_t textureStage, int dimension, bool projected );
void DisableTextureTransform( TextureStage_t textureStage )
{
}
void SetBumpEnvMatrix( TextureStage_t textureStage, float m00, float m01, float m10, float m11 );
// Gets the lightmap dimensions
virtual void GetLightmapDimensions( int *w, int *h );
virtual void SyncToken( const char *pToken );
// Setup standard vertex shader constants (that don't change)
// This needs to be called anytime that overbright changes.
virtual void SetStandardVertexShaderConstants( float fOverbright )
{
}
// Level of anisotropic filtering
virtual void SetAnisotropicLevel( int nAnisotropyLevel );
bool SupportsHDR() const
{
return false;
}
HDRType_t GetHDRType() const
{
return HDR_TYPE_NONE;
}
HDRType_t GetHardwareHDRType() const
{
return HDR_TYPE_NONE;
}
virtual bool NeedsATICentroidHack() const
{
return false;
}
virtual bool SupportsColorOnSecondStream() const
{
return false;
}
virtual bool SupportsStaticPlusDynamicLighting() const
{
return false;
}
virtual bool SupportsStreamOffset() const
{
return false;
}
void SetDefaultDynamicState()
{
}
virtual void CommitPixelShaderLighting( int pshReg )
{
}
ShaderAPIOcclusionQuery_t CreateOcclusionQueryObject( void )
{
return INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE;
}
void DestroyOcclusionQueryObject( ShaderAPIOcclusionQuery_t handle )
{
}
void BeginOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t handle )
{
}
void EndOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t handle )
{
}
int OcclusionQuery_GetNumPixelsRendered( ShaderAPIOcclusionQuery_t handle, bool bFlush )
{
return 0;
}
virtual void AcquireThreadOwnership() {}
virtual void ReleaseThreadOwnership() {}
virtual bool SupportsBorderColor() const { return false; }
virtual bool SupportsFetch4() const { return false; }
virtual bool CanStretchRectFromTextures( void ) const { return false; }
virtual void EnableBuffer2FramesAhead( bool bEnable ) {}
virtual void SetPSNearAndFarZ( int pshReg ) { }
virtual void SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale ) {}
void SetPixelShaderFogParams( int reg )
{
}
virtual bool InFlashlightMode() const
{
return false;
}
virtual bool InEditorMode() const
{
return false;
}
// What fields in the morph do we actually use?
virtual MorphFormat_t ComputeMorphFormat( int numSnapshots, StateSnapshot_t* pIds ) const
{
return 0;
}
// Gets the bound morph's vertex format; returns 0 if no morph is bound
virtual MorphFormat_t GetBoundMorphFormat()
{
return 0;
}
// Binds a standard texture
virtual void BindStandardTexture( Sampler_t stage, StandardTextureId_t id )
{
}
virtual void BindStandardVertexTexture( VertexTextureSampler_t stage, StandardTextureId_t id )
{
}
virtual void GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id )
{
*pWidth = *pHeight = 0;
}
virtual void SetFlashlightState( const FlashlightState_t &state, const VMatrix &worldToTexture )
{
}
virtual void SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture )
{
}
virtual const FlashlightState_t &GetFlashlightState( VMatrix &worldToTexture ) const
{
static FlashlightState_t blah;
return blah;
}
virtual const FlashlightState_t &GetFlashlightStateEx( VMatrix &worldToTexture, ITexture **pFlashlightDepthTexture ) const
{
static FlashlightState_t blah;
return blah;
}
virtual void ClearVertexAndPixelShaderRefCounts()
{
}
virtual void PurgeUnusedVertexAndPixelShaders()
{
}
virtual bool IsAAEnabled() const
{
return false;
}
virtual int GetVertexTextureCount() const
{
return 0;
}
virtual int GetMaxVertexTextureDimension() const
{
return 0;
}
virtual int MaxTextureDepth() const
{
return 0;
}
// Binds a vertex texture to a particular texture stage in the vertex pipe
virtual void BindVertexTexture( VertexTextureSampler_t nSampler, ShaderAPITextureHandle_t hTexture )
{
}
// Sets morph target factors
virtual void SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights )
{
}
// NOTE: Stuff after this is added after shipping HL2.
ITexture *GetRenderTargetEx( int nRenderTargetID )
{
return NULL;
}
void SetToneMappingScaleLinear( const Vector &scale )
{
}
const Vector &GetToneMappingScaleLinear( void ) const
{
static Vector dummy;
return dummy;
}
virtual float GetLightMapScaleFactor( void ) const
{
return 1.0;
}
// For dealing with device lost in cases where SwapBuffers isn't called all the time (Hammer)
virtual void HandleDeviceLost()
{
}
virtual void EnableLinearColorSpaceFrameBuffer( bool bEnable )
{
}
// Lets the shader know about the full-screen texture so it can
virtual void SetFullScreenTextureHandle( ShaderAPITextureHandle_t h )
{
}
void SetFloatRenderingParameter(int parm_number, float value)
{
}
void SetIntRenderingParameter(int parm_number, int value)
{
}
void SetVectorRenderingParameter(int parm_number, Vector const &value)
{
}
float GetFloatRenderingParameter(int parm_number) const
{
return 0;
}
int GetIntRenderingParameter(int parm_number) const
{
return 0;
}
Vector GetVectorRenderingParameter(int parm_number) const
{
return Vector(0,0,0);
}
// Methods related to stencil
void SetStencilEnable(bool onoff)
{
}
void SetStencilFailOperation(StencilOperation_t op)
{
}
void SetStencilZFailOperation(StencilOperation_t op)
{
}
void SetStencilPassOperation(StencilOperation_t op)
{
}
void SetStencilCompareFunction(StencilComparisonFunction_t cmpfn)
{
}
void SetStencilReferenceValue(int ref)
{
}
void SetStencilTestMask(uint32 msk)
{
}
void SetStencilWriteMask(uint32 msk)
{
}
void ClearStencilBufferRectangle( int xmin, int ymin, int xmax, int ymax,int value)
{
}
virtual void GetDXLevelDefaults(uint &max_dxlevel,uint &recommended_dxlevel)
{
max_dxlevel=recommended_dxlevel=90;
}
virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices )
{
*pMaxVerts = 32768;
*pMaxIndices = 32768;
}
// Returns the max possible vertices + indices to render in a single draw call
virtual int GetMaxVerticesToRender( IMaterial *pMaterial )
{
return 32768;
}
virtual int GetMaxIndicesToRender( )
{
return 32768;
}
virtual int CompareSnapshots( StateSnapshot_t snapshot0, StateSnapshot_t snapshot1 ) { return 0; }
virtual void DisableAllLocalLights() {}
virtual bool SupportsMSAAMode( int nMSAAMode ) { return false; }
virtual bool SupportsCSAAMode( int nNumSamples, int nQualityLevel ) { return false; }
// Hooks for firing PIX events from outside the Material System...
virtual void BeginPIXEvent( unsigned long color, const char *szName ) {}
virtual void EndPIXEvent() {}
virtual void SetPIXMarker( unsigned long color, const char *szName ) {}
virtual void ComputeVertexDescription( unsigned char* pBuffer, VertexFormat_t vertexFormat, MeshDesc_t& desc ) const {}
virtual bool SupportsShadowDepthTextures() { return false; }
virtual bool SupportsFetch4() { return false; }
virtual int NeedsShaderSRGBConversion(void) const { return 0; }
virtual bool UsesSRGBCorrectBlending() const { return false; }
virtual bool HasFastVertexTextures() const { return false; }
virtual void SetShadowDepthBiasFactors( float fShadowSlopeScaleDepthBias, float fShadowDepthBias ) {}
virtual void SetDisallowAccess( bool ) {}
virtual void EnableShaderShaderMutex( bool ) {}
virtual void ShaderLock() {}
virtual void ShaderUnlock() {}
// ------------ New Vertex/Index Buffer interface ----------------------------
void BindVertexBuffer( int streamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions1 )
{
}
void BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes )
{
}
void Draw( MaterialPrimitiveType_t primitiveType, int firstIndex, int numIndices )
{
}
// ------------ End ----------------------------
virtual int GetVertexBufferCompression( void ) const { return 0; };
virtual bool ShouldWriteDepthToDestAlpha( void ) const { return false; };
virtual bool SupportsHDRMode( HDRType_t nHDRMode ) const { return false; };
virtual bool IsDX10Card() const { return false; };
void PushDeformation( const DeformationBase_t *pDeformation )
{
}
virtual void PopDeformation( )
{
}
int GetNumActiveDeformations( ) const
{
return 0;
}
// for shaders to set vertex shader constants. returns a packed state which can be used to set the dynamic combo
int GetPackedDeformationInformation( int nMaskOfUnderstoodDeformations,
float *pConstantValuesOut,
int nBufferSize,
int nMaximumDeformations,
int *pNumDefsOut ) const
{
*pNumDefsOut = 0;
return 0;
}
void SetStandardTextureHandle(StandardTextureId_t,ShaderAPITextureHandle_t)
{
}
virtual void ExecuteCommandBuffer( uint8 *pData )
{
}
virtual bool GetHDREnabled( void ) const { return true; }
virtual void SetHDREnabled( bool bEnable ) {}
virtual void CopyRenderTargetToScratchTexture( ShaderAPITextureHandle_t srcRt, ShaderAPITextureHandle_t dstTex, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL )
{
}
// Allows locking and unlocking of very specific surface types.
virtual void LockRect( void** pOutBits, int* pOutPitch, ShaderAPITextureHandle_t texHandle, int mipmap, int x, int y, int w, int h, bool bWrite, bool bRead )
{
}
virtual void UnlockRect( ShaderAPITextureHandle_t texHandle, int mipmap )
{
}
virtual void TexLodClamp( int finest ) {}
virtual void TexLodBias( float bias ) {}
virtual void CopyTextureToTexture( ShaderAPITextureHandle_t srcTex, ShaderAPITextureHandle_t dstTex ) {}
void PrintfVA( char *fmt, va_list vargs ) {}
void Printf( const char *fmt, ... ) {}
float Knob( char *knobname, float *setvalue = NULL ) { return 0.0f; };
private:
enum
{
TRANSLUCENT = 0x1,
ALPHATESTED = 0x2,
VERTEX_AND_PIXEL_SHADERS = 0x4,
DEPTHWRITE = 0x8,
};
CGLMesh m_Mesh;
void EnableAlphaToCoverage() {} ;
void DisableAlphaToCoverage() {} ;
ImageFormat GetShadowDepthTextureFormat() { return IMAGE_FORMAT_UNKNOWN; };
ImageFormat GetNullTextureFormat() { return IMAGE_FORMAT_UNKNOWN; };
};
static CShaderAPIGL g_ShaderAPIGL;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderAPIGL, IMaterialSystemHardwareConfig,
MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION, g_ShaderAPIGL )
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderAPIGL, IDebugTextureInfo,
DEBUG_TEXTURE_INFO_VERSION, g_ShaderAPIGL )
#endif

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#include "utlvector.h"
#include "materialsystem/imaterialsystem.h"
#include "shaderapi/ishaderutil.h"
#include "shaderapi/ishaderapi.h"
#include "materialsystem/imesh.h"
#include "materialsystem/idebugtextureinfo.h"
#include "materialsystem/deformations.h"
#include "meshgl.h"
#include "shaderapigl.h"
#include "shaderapidevicegl.h"
#include "shadershadowgl.h"
//-----------------------------------------------------------------------------
// The shader shadow interface
//-----------------------------------------------------------------------------
CShaderShadowGL::CShaderShadowGL()
{
m_IsTranslucent = false;
m_IsAlphaTested = false;
m_bIsDepthWriteEnabled = true;
m_bUsesVertexAndPixelShaders = false;
}
CShaderShadowGL::~CShaderShadowGL()
{
}
// Sets the default *shadow* state
void CShaderShadowGL::SetDefaultState()
{
m_IsTranslucent = false;
m_IsAlphaTested = false;
m_bIsDepthWriteEnabled = true;
m_bUsesVertexAndPixelShaders = false;
}
// Methods related to depth buffering
void CShaderShadowGL::DepthFunc( ShaderDepthFunc_t depthFunc )
{
}
void CShaderShadowGL::EnableDepthWrites( bool bEnable )
{
m_bIsDepthWriteEnabled = bEnable;
}
void CShaderShadowGL::EnableDepthTest( bool bEnable )
{
}
void CShaderShadowGL::EnablePolyOffset( PolygonOffsetMode_t nOffsetMode )
{
}
// Suppresses/activates color writing
void CShaderShadowGL::EnableColorWrites( bool bEnable )
{
}
// Suppresses/activates alpha writing
void CShaderShadowGL::EnableAlphaWrites( bool bEnable )
{
}
// Methods related to alpha blending
void CShaderShadowGL::EnableBlending( bool bEnable )
{
m_IsTranslucent = bEnable;
}
void CShaderShadowGL::BlendFunc( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor )
{
}
// A simpler method of dealing with alpha modulation
void CShaderShadowGL::EnableAlphaPipe( bool bEnable )
{
}
void CShaderShadowGL::EnableConstantAlpha( bool bEnable )
{
}
void CShaderShadowGL::EnableVertexAlpha( bool bEnable )
{
}
void CShaderShadowGL::EnableTextureAlpha( TextureStage_t stage, bool bEnable )
{
}
// Alpha testing
void CShaderShadowGL::EnableAlphaTest( bool bEnable )
{
m_IsAlphaTested = bEnable;
}
void CShaderShadowGL::AlphaFunc( ShaderAlphaFunc_t alphaFunc, float alphaRef /* [0-1] */ )
{
}
// Wireframe/filled polygons
void CShaderShadowGL::PolyMode( ShaderPolyModeFace_t face, ShaderPolyMode_t polyMode )
{
}
// Back face culling
void CShaderShadowGL::EnableCulling( bool bEnable )
{
}
// Alpha to coverage
void CShaderShadowGL::EnableAlphaToCoverage( bool bEnable )
{
}
// constant color + transparency
void CShaderShadowGL::EnableConstantColor( bool bEnable )
{
}
// 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
void CShaderShadowGL::VertexShaderVertexFormat( unsigned int nFlags,
int nTexCoordCount,
int* pTexCoordDimensions,
int nUserDataSize )
{
}
// Indicates we're going to light the model
void CShaderShadowGL::EnableLighting( bool bEnable )
{
}
void CShaderShadowGL::EnableSpecular( bool bEnable )
{
}
// Activate/deactivate skinning
void CShaderShadowGL::EnableVertexBlend( bool bEnable )
{
}
// per texture unit stuff
void CShaderShadowGL::OverbrightValue( TextureStage_t stage, float value )
{
}
void CShaderShadowGL::EnableTexture( Sampler_t stage, bool bEnable )
{
}
void CShaderShadowGL::EnableCustomPixelPipe( bool bEnable )
{
}
void CShaderShadowGL::CustomTextureStages( int stageCount )
{
}
void CShaderShadowGL::CustomTextureOperation( TextureStage_t stage, ShaderTexChannel_t channel,
ShaderTexOp_t op, ShaderTexArg_t arg1, ShaderTexArg_t arg2 )
{
}
void CShaderShadowGL::EnableTexGen( TextureStage_t stage, bool bEnable )
{
}
void CShaderShadowGL::TexGen( TextureStage_t stage, ShaderTexGenParam_t param )
{
}
// Sets the vertex and pixel shaders
void CShaderShadowGL::SetVertexShader( const char *pShaderName, int vshIndex )
{
m_bUsesVertexAndPixelShaders = ( pShaderName != NULL );
}
void CShaderShadowGL::EnableBlendingSeparateAlpha( bool bEnable )
{
}
void CShaderShadowGL::SetPixelShader( const char *pShaderName, int pshIndex )
{
m_bUsesVertexAndPixelShaders = ( pShaderName != NULL );
}
void CShaderShadowGL::BlendFuncSeparateAlpha( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor )
{
}
// indicates what per-vertex data we're providing
void CShaderShadowGL::DrawFlags( unsigned int drawFlags )
{
}

View File

@@ -0,0 +1,172 @@
#ifndef SHADERSHADOWGL_H
#define SHADERSHADOWGL_H
#include "shaderapi/ishadershadow.h"
//-----------------------------------------------------------------------------
// The empty shader shadow
//-----------------------------------------------------------------------------
class CShaderShadowGL : public IShaderShadow
{
public:
CShaderShadowGL();
virtual ~CShaderShadowGL();
// Sets the default *shadow* state
void SetDefaultState();
// Methods related to depth buffering
void DepthFunc( ShaderDepthFunc_t depthFunc );
void EnableDepthWrites( bool bEnable );
void EnableDepthTest( bool bEnable );
void EnablePolyOffset( PolygonOffsetMode_t nOffsetMode );
// Suppresses/activates color writing
void EnableColorWrites( bool bEnable );
void EnableAlphaWrites( bool bEnable );
// Methods related to alpha blending
void EnableBlending( bool bEnable );
void BlendFunc( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor );
// Alpha testing
void EnableAlphaTest( bool bEnable );
void AlphaFunc( ShaderAlphaFunc_t alphaFunc, float alphaRef /* [0-1] */ );
// Wireframe/filled polygons
void PolyMode( ShaderPolyModeFace_t face, ShaderPolyMode_t polyMode );
// Back face culling
void EnableCulling( bool bEnable );
// constant color + transparency
void EnableConstantColor( bool bEnable );
// 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
void VertexShaderVertexFormat( unsigned int nFlags,
int nTexCoordCount, int* pTexCoordDimensions, int nUserDataSize );
// Indicates we're going to light the model
void EnableLighting( bool bEnable );
void EnableSpecular( bool bEnable );
// vertex blending
void EnableVertexBlend( bool bEnable );
// per texture unit stuff
void OverbrightValue( TextureStage_t stage, float value );
void EnableTexture( Sampler_t stage, bool bEnable );
void EnableTexGen( TextureStage_t stage, bool bEnable );
void TexGen( TextureStage_t stage, ShaderTexGenParam_t param );
// alternate method of specifying per-texture unit stuff, more flexible and more complicated
// Can be used to specify different operation per channel (alpha/color)...
void EnableCustomPixelPipe( bool bEnable );
void CustomTextureStages( int stageCount );
void CustomTextureOperation( TextureStage_t stage, ShaderTexChannel_t channel,
ShaderTexOp_t op, ShaderTexArg_t arg1, ShaderTexArg_t arg2 );
// indicates what per-vertex data we're providing
void DrawFlags( unsigned int drawFlags );
// A simpler method of dealing with alpha modulation
void EnableAlphaPipe( bool bEnable );
void EnableConstantAlpha( bool bEnable );
void EnableVertexAlpha( bool bEnable );
void EnableTextureAlpha( TextureStage_t stage, bool bEnable );
// GR - Separate alpha blending
void EnableBlendingSeparateAlpha( bool bEnable );
void BlendFuncSeparateAlpha( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor );
// Sets the vertex and pixel shaders
void SetVertexShader( const char *pFileName, int vshIndex );
void SetPixelShader( const char *pFileName, int pshIndex );
// Convert from linear to gamma color space on writes to frame buffer.
void EnableSRGBWrite( bool bEnable )
{
}
void EnableSRGBRead( Sampler_t stage, bool bEnable )
{
}
virtual void FogMode( ShaderFogMode_t fogMode )
{
}
virtual void DisableFogGammaCorrection( bool bDisable )
{
}
virtual void SetDiffuseMaterialSource( ShaderMaterialSource_t materialSource )
{
}
virtual void SetMorphFormat( MorphFormat_t flags )
{
}
virtual void EnableStencil( bool bEnable )
{
}
virtual void StencilFunc( ShaderStencilFunc_t stencilFunc )
{
}
virtual void StencilPassOp( ShaderStencilOp_t stencilOp )
{
}
virtual void StencilFailOp( ShaderStencilOp_t stencilOp )
{
}
virtual void StencilDepthFailOp( ShaderStencilOp_t stencilOp )
{
}
virtual void StencilReference( int nReference )
{
}
virtual void StencilMask( int nMask )
{
}
virtual void StencilWriteMask( int nMask )
{
}
virtual void ExecuteCommandBuffer( uint8 *pBuf )
{
}
// Alpha to coverage
void EnableAlphaToCoverage( bool bEnable );
virtual void SetShadowDepthFiltering( Sampler_t stage )
{
}
virtual void BlendOp( ShaderBlendOp_t blendOp ) {}
virtual void BlendOpSeparateAlpha( ShaderBlendOp_t blendOp ) {}
bool m_IsTranslucent;
bool m_IsAlphaTested;
bool m_bIsDepthWriteEnabled;
bool m_bUsesVertexAndPixelShaders;
};
//-----------------------------------------------------------------------------
// Class Factory
//-----------------------------------------------------------------------------
static CShaderShadowGL g_ShaderShadow;
// FIXME: Remove; it's for backward compat with the materialsystem only for now
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderAPIGL, IShaderAPI,
SHADERAPI_INTERFACE_VERSION, g_ShaderAPIGL )
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderShadowGL, IShaderShadow,
SHADERSHADOW_INTERFACE_VERSION, g_ShaderShadow )
#endif

View File

@@ -0,0 +1,56 @@
#! /usr/bin/env python
# encoding: utf-8
from waflib import Utils
import os
top = '.'
PROJECT_NAME = 'shaderapigl'
def options(opt):
# stub
return
def configure(conf):
conf.env.append_unique('DEFINES',[
'SHADER_DLL_EXPORT',
'PROTECTED_THINGS_ENABLE'
])
def build(bld):
source = [
'shaderapigl.cpp',
'shaderapidevicegl.cpp',
'shadershadowgl.cpp',
'meshgl.cpp',
'../../public/tier0/memoverride.cpp'
]
includes = [
'.',
'../../public',
'../../public/tier0',
'../../public/tier1',
'../../common',
'../'
] + bld.env.INCLUDES_SDL2
defines = []
libs = ['tier0','tier1']
install_path = bld.env.LIBDIR
bld.shlib(
source = source,
target = PROJECT_NAME,
name = PROJECT_NAME,
features = 'c cxx',
includes = includes,
defines = defines,
use = libs,
install_path = install_path,
subsystem = bld.env.MSVC_SUBSYSTEM,
idx = bld.get_taskgen_count()
)

View File

@@ -420,13 +420,6 @@ void MatrixGetColumn( const matrix3x4_t& in, int column, Vector &out )
out.z = in[2][column];
}
void MatrixSetColumn( const Vector &in, int column, matrix3x4_t& out )
{
out[0][column] = in.x;
out[1][column] = in.y;
out[2][column] = in.z;
}
void MatrixScaleBy ( const float flScale, matrix3x4_t &out )
{
out[0][0] *= flScale;
@@ -1092,57 +1085,6 @@ void SetScaleMatrix( float x, float y, float z, matrix3x4_t &dst )
dst[2][0] = 0.0f; dst[2][1] = 0.0f; dst[2][2] = z; dst[2][3] = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Builds the matrix for a counterclockwise rotation about an arbitrary axis.
//
// | ax2 + (1 - ax2)cosQ axay(1 - cosQ) - azsinQ azax(1 - cosQ) + aysinQ |
// Ra(Q) = | axay(1 - cosQ) + azsinQ ay2 + (1 - ay2)cosQ ayaz(1 - cosQ) - axsinQ |
// | azax(1 - cosQ) - aysinQ ayaz(1 - cosQ) + axsinQ az2 + (1 - az2)cosQ |
//
// Input : mat -
// vAxisOrRot -
// angle -
//-----------------------------------------------------------------------------
void MatrixBuildRotationAboutAxis( const Vector &vAxisOfRot, float angleDegrees, matrix3x4_t &dst )
{
float radians;
float axisXSquared;
float axisYSquared;
float axisZSquared;
float fSin;
float fCos;
radians = angleDegrees * ( M_PI / 180.0 );
fSin = sin( radians );
fCos = cos( radians );
axisXSquared = vAxisOfRot[0] * vAxisOfRot[0];
axisYSquared = vAxisOfRot[1] * vAxisOfRot[1];
axisZSquared = vAxisOfRot[2] * vAxisOfRot[2];
// Column 0:
dst[0][0] = axisXSquared + (1 - axisXSquared) * fCos;
dst[1][0] = vAxisOfRot[0] * vAxisOfRot[1] * (1 - fCos) + vAxisOfRot[2] * fSin;
dst[2][0] = vAxisOfRot[2] * vAxisOfRot[0] * (1 - fCos) - vAxisOfRot[1] * fSin;
// Column 1:
dst[0][1] = vAxisOfRot[0] * vAxisOfRot[1] * (1 - fCos) - vAxisOfRot[2] * fSin;
dst[1][1] = axisYSquared + (1 - axisYSquared) * fCos;
dst[2][1] = vAxisOfRot[1] * vAxisOfRot[2] * (1 - fCos) + vAxisOfRot[0] * fSin;
// Column 2:
dst[0][2] = vAxisOfRot[2] * vAxisOfRot[0] * (1 - fCos) + vAxisOfRot[1] * fSin;
dst[1][2] = vAxisOfRot[1] * vAxisOfRot[2] * (1 - fCos) - vAxisOfRot[0] * fSin;
dst[2][2] = axisZSquared + (1 - axisZSquared) * fCos;
// Column 3:
dst[0][3] = 0;
dst[1][3] = 0;
dst[2][3] = 0;
}
//-----------------------------------------------------------------------------
// Computes the transpose
//-----------------------------------------------------------------------------
@@ -1450,33 +1392,6 @@ void VectorYawRotate( const Vector &in, float flYaw, Vector &out)
out.z = in.z;
}
float Bias( float x, float biasAmt )
{
// WARNING: not thread safe
static float lastAmt = -1;
static float lastExponent = 0;
if( lastAmt != biasAmt )
{
lastExponent = log( biasAmt ) * -1.4427f; // (-1.4427 = 1 / log(0.5))
}
float fRet = pow( x, lastExponent );
Assert ( !IS_NAN( fRet ) );
return fRet;
}
float Gain( float x, float biasAmt )
{
// WARNING: not thread safe
if( x < 0.5 )
return 0.5f * Bias( 2*x, 1-biasAmt );
else
return 1 - 0.5f * Bias( 2 - 2*x, 1-biasAmt );
}
float SmoothCurve( float x )
{
// Actual smooth curve. Visualization:

File diff suppressed because it is too large Load Diff

View File

@@ -22,10 +22,16 @@ extern float (*pfFastCos)(float x);
// The following are not declared as macros because they are often used in limiting situations,
// and sometimes the compiler simply refuses to inline them for some reason
#define FastSqrt(x) (*pfSqrt)(x)
#define FastRSqrt(x) (*pfRSqrt)(x)
#define FastRSqrtFast(x) (*pfRSqrtFast)(x)
#define FastSqrt(x) sqrtf(x)
#define FastRSqrt(x) (1.f/sqrtf(x))
#define FastRSqrtFast(x) (1.f/sqrtf(x))
#ifdef _WIN32
#define FastSinCos(x,s,c) (*pfFastSinCos)(x,s,c)
#else
#define FastSinCos(x,s,c) sincosf(x,s,c)
#endif
#define FastCos(x) (*pfFastCos)(x)
#if defined(__i386__) || defined(_M_IX86)

View File

@@ -30,7 +30,6 @@
// FP exception clean so this not a turnkey operation.
//#define FP_EXCEPTIONS_ENABLED
#ifdef FP_EXCEPTIONS_ENABLED
#include <float.h> // For _clearfp and _controlfp_s
#endif
@@ -93,37 +92,11 @@ private:
FPExceptionEnabler& operator=(const FPExceptionEnabler&);
};
#ifdef DEBUG // stop crashing edit-and-continue
FORCEINLINE float clamp( float val, float minVal, float maxVal )
inline float clamp( const float val, const float minVal, const float maxVal )
{
if ( maxVal < minVal )
return maxVal;
else if( val < minVal )
return minVal;
else if( val > maxVal )
return maxVal;
else
return val;
const float t = val < minVal ? minVal : val;
return t > maxVal ? maxVal : t;
}
#else // DEBUG
FORCEINLINE float clamp( float val, float minVal, float maxVal )
{
#if defined(__i386__) || defined(_M_IX86)
_mm_store_ss( &val,
_mm_min_ss(
_mm_max_ss(
_mm_load_ss(&val),
_mm_load_ss(&minVal) ),
_mm_load_ss(&maxVal) ) );
#else
val = fpmax(minVal, val);
val = fpmin(maxVal, val);
#endif
return val;
}
#endif // DEBUG
//
// Returns a clamped value in the range [min, max].
@@ -131,17 +104,10 @@ FORCEINLINE float clamp( float val, float minVal, float maxVal )
template< class T >
inline T clamp( T const &val, T const &minVal, T const &maxVal )
{
if ( maxVal < minVal )
return maxVal;
else if( val < minVal )
return minVal;
else if( val > maxVal )
return maxVal;
else
return val;
const T t = val< minVal ? minVal : val;
return t > maxVal ? maxVal : t;
}
// plane_t structure
// !!! if this is changed, it must be changed in asm code too !!!
// FIXME: does the asm code even exist anymore?
@@ -237,8 +203,8 @@ bool R_CullBoxSkipNear( const Vector& mins, const Vector& maxs, const Frustum_t
struct matrix3x4_t
{
matrix3x4_t() = default;
matrix3x4_t(
inline matrix3x4_t() = default;
inline matrix3x4_t(
float m00, float m01, float m02, float m03,
float m10, float m11, float m12, float m13,
float m20, float m21, float m22, float m23 )
@@ -252,7 +218,7 @@ struct matrix3x4_t
// Creates a matrix where the X axis = forward
// the Y axis = left, and the Z axis = up
//-----------------------------------------------------------------------------
void Init( const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector &vecOrigin )
inline void Init( const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector &vecOrigin )
{
m_flMatVal[0][0] = xAxis.x; m_flMatVal[0][1] = yAxis.x; m_flMatVal[0][2] = zAxis.x; m_flMatVal[0][3] = vecOrigin.x;
m_flMatVal[1][0] = xAxis.y; m_flMatVal[1][1] = yAxis.y; m_flMatVal[1][2] = zAxis.y; m_flMatVal[1][3] = vecOrigin.y;
@@ -263,26 +229,23 @@ struct matrix3x4_t
// Creates a matrix where the X axis = forward
// the Y axis = left, and the Z axis = up
//-----------------------------------------------------------------------------
matrix3x4_t( const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector &vecOrigin )
inline matrix3x4_t( const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector &vecOrigin )
{
Init( xAxis, yAxis, zAxis, vecOrigin );
}
inline void Invalidate( void )
{
for (int i = 0; i < 3; i++)
for( int i=0; i < 12; i++ )
{
for (int j = 0; j < 4; j++)
{
m_flMatVal[i][j] = VEC_T_NAN;
}
((float*)m_flMatVal)[i] = VEC_T_NAN;
}
}
float *operator[]( int i ) { Assert(( i >= 0 ) && ( i < 3 )); return m_flMatVal[i]; }
const float *operator[]( int i ) const { Assert(( i >= 0 ) && ( i < 3 )); return m_flMatVal[i]; }
float *Base() { return &m_flMatVal[0][0]; }
const float *Base() const { return &m_flMatVal[0][0]; }
inline float *operator[]( int i ) { Assert(( i >= 0 ) && ( i < 3 )); return m_flMatVal[i]; }
inline const float *operator[]( int i ) const { Assert(( i >= 0 ) && ( i < 3 )); return m_flMatVal[i]; }
inline float *Base() { return &m_flMatVal[0][0]; }
inline const float *Base() const { return &m_flMatVal[0][0]; }
float m_flMatVal[3][4];
};
@@ -565,7 +528,13 @@ void MatrixInvert( const matrix3x4_t &in, matrix3x4_t &out );
bool MatricesAreEqual( const matrix3x4_t &src1, const matrix3x4_t &src2, float flTolerance = 1e-5 );
void MatrixGetColumn( const matrix3x4_t &in, int column, Vector &out );
void MatrixSetColumn( const Vector &in, int column, matrix3x4_t &out );
inline void MatrixSetColumn( const Vector &in, int column, matrix3x4_t& out )
{
out[0][column] = in.x;
out[1][column] = in.y;
out[2][column] = in.z;
}
inline void MatrixGetTranslation( const matrix3x4_t &in, Vector &out )
{
@@ -1079,7 +1048,19 @@ void VectorYawRotate( const Vector& in, float flYaw, Vector &out);
// 0 1
//
// With a biasAmt of 0.5, Bias returns X.
float Bias( float x, float biasAmt );
inline float Bias( float x, float biasAmt )
{
// WARNING: not thread safe
static float lastAmt = -1;
static float lastExponent = 0;
if( lastAmt != biasAmt )
{
lastExponent = log( biasAmt ) * -1.4427f; // (-1.4427 = 1 / log(0.5))
}
float fRet = pow( x, lastExponent );
Assert ( !IS_NAN( fRet ) );
return fRet;
}
// Gain is similar to Bias, but biasAmt biases towards or away from 0.5.
@@ -1111,9 +1092,14 @@ float Bias( float x, float biasAmt );
// |*****
// |___________________
// 0 1
float Gain( float x, float biasAmt );
inline float Gain( float x, float biasAmt )
{
// WARNING: not thread safe
if( x < 0.5 )
return 0.5f * Bias( 2*x, 1-biasAmt );
else
return 1 - 0.5f * Bias( 2 - 2*x, 1-biasAmt );
}
// SmoothCurve maps a 0-1 value into another 0-1 value based on a cosine wave
// where the derivatives of the function at 0 and 1 (and 0.5) are 0. This is useful for
// any fadein/fadeout effect where it should start and end smoothly.

View File

@@ -35,7 +35,7 @@ class Vector2D;
// 4D Vector4D
//=========================================================
class Vector4D
class alignas(16) Vector4D
{
public:
// Members

File diff suppressed because it is too large Load Diff

View File

@@ -38,13 +38,17 @@
#define XBOX_CODELINE_ONLY() Error_Compiling_Code_Only_Valid_in_Xbox_Codeline
#endif
#if !defined(PLATFORM_GLIBC) && defined(LINUX) // fuck musl
#ifdef nullptr
#undef nullptr
#endif
#define nullptr 0
#endif
// stdio.h
#ifdef NULL
#if !defined( NULL ) || defined( PLATFORM_BSD )
#undef NULL
#define NULL 0
#endif

View File

@@ -1042,7 +1042,7 @@ typedef enum _D3DSHADER_PARAM_REGISTER_TYPE
D3DSPR_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DSHADER_PARAM_REGISTER_TYPE;
struct D3DMATRIX
struct alignas(16) D3DMATRIX
{
union
{

View File

@@ -1042,7 +1042,7 @@ typedef enum _D3DSHADER_PARAM_REGISTER_TYPE
D3DSPR_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DSHADER_PARAM_REGISTER_TYPE;
struct D3DMATRIX
struct alignas(16) D3DMATRIX
{
union
{

View File

@@ -95,6 +95,8 @@ TextEntry::TextEntry(Panel *parent, const char *panelName) : BaseClass(parent, p
SetEditable(true);
_dataChanged = false;
// initialize the line break array
m_LineBreaks.AddToTail(BUFFER_SIZE);

22
wscript
View File

@@ -51,7 +51,7 @@ projects={
'launcher',
'launcher_main',
'materialsystem',
# 'materialsystem/shaderapiempty',
'materialsystem/shaderapigl',
'materialsystem/shaderapidx9',
'materialsystem/shaderlib',
'materialsystem/stdshaders',
@@ -198,6 +198,8 @@ def define_platform(conf):
'NO_HOOK_MALLOC',
'_DLL_EXT=.so'
])
conf.env.append_unique('CFLAGS', '-U_FORTIFY_SOURCE')
conf.env.append_unique('CXXFLAGS', '-U_FORTIFY_SOURCE')
elif conf.env.DEST_OS == 'android':
conf.env.append_unique('DEFINES', [
'ANDROID=1', '_ANDROID=1',
@@ -207,6 +209,7 @@ def define_platform(conf):
'NO_HOOK_MALLOC',
'_DLL_EXT=.so'
])
elif conf.env.DEST_OS == 'win32':
conf.env.append_unique('DEFINES', [
'WIN32=1', '_WIN32=1',
@@ -511,30 +514,32 @@ def configure(conf):
'/TP',
'/EHsc'
]
if conf.options.BUILD_TYPE == 'debug':
linkflags += [
'/INCREMENTAL:NO',
'/NODEFAULTLIB:libc',
'/NODEFAULTLIB:libcd',
'/NODEFAULTLIB:libcmt',
'/FORCE'
'/FORCE',
'/LARGEADDRESSAWARE'
]
else:
linkflags += [
'/INCREMENTAL',
'/NODEFAULTLIB:libc',
'/NODEFAULTLIB:libcd',
'/NODEFAULTLIB:libcmtd'
'/NODEFAULTLIB:libcmtd',
'/LARGEADDRESSAWARE'
]
linkflags += [
'/LIBPATH:'+os.path.abspath('.')+'/lib/win32/'+conf.env.DEST_CPU+'/',
'/LIBPATH:'+os.path.abspath('.')+'/dx9sdk/lib/'+conf.env.DEST_CPU+'/'
]
# And here C++ flags starts to be treated separately
cxxflags = list(cflags)
cxxflags = list(cflags)
if conf.env.DEST_OS != 'win32':
cxxflags += ['-std=c++11','-fpermissive']
@@ -588,6 +593,11 @@ def configure(conf):
def build(bld):
os.environ["CCACHE_DIR"] = os.path.abspath('.ccache/'+bld.env.COMPILER_CC+'/'+bld.env.DEST_OS+'/'+bld.env.DEST_CPU)
if bld.env.DEST_OS in ['win32', 'android']:
sdl_name = 'SDL2.dll' if bld.env.DEST_OS == 'win32' else 'libSDL2.so'
sdl_path = os.path.join('lib', bld.env.DEST_OS, bld.env.DEST_CPU, sdl_name)
bld.install_files(bld.env.LIBDIR, [sdl_path])
if bld.env.DEST_OS == 'win32':
projects['game'] += ['utils/bzip2']
projects['dedicated'] += ['utils/bzip2']