//- // ========================================================================== // Copyright (C) 2005 ATI Technologies Inc. All rights reserved. // // Copyright (C) 1995 - 2006 Autodesk, Inc. and/or its licensors. All // rights reserved. // // The coded instructions, statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Autodesk, Inc. ("Autodesk") and/or its // licensors, which is protected by U.S. and Canadian federal copyright // law and by international treaties. // // The Data is provided for use exclusively by You. You have the right // to use, modify, and incorporate this Data into other products for // purposes authorized by the Autodesk software license agreement, // without fee. // // The copyright notices in the Software and this entire statement, // including the above license grant, this restriction and the // following disclaimer, must be included in all copies of the // Software, in whole or in part, and all derivative works of // the Software, unless such copies or derivative works are solely // in the form of machine-executable object code generated by a // source language processor. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND. // AUTODESK DOES NOT MAKE AND HEREBY DISCLAIMS ANY EXPRESS OR IMPLIED // WARRANTIES INCLUDING, BUT NOT LIMITED TO, THE WARRANTIES OF // NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR // PURPOSE, OR ARISING FROM A COURSE OF DEALING, USAGE, OR // TRADE PRACTICE. IN NO EVENT WILL AUTODESK AND/OR ITS LICENSORS // BE LIABLE FOR ANY LOST REVENUES, DATA, OR PROFITS, OR SPECIAL, // DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES, EVEN IF AUTODESK // AND/OR ITS LICENSORS HAS BEEN ADVISED OF THE POSSIBILITY // OR PROBABILITY OF SUCH DAMAGES. // // ========================================================================== //+ // // // Shader.h // // This file defines the abstract interface for different shader types to be used with .fx // files in the Maya renderer. The goal is to have a default shader, a GLSL fx shader, and an // HLSL fx shader // // //////////////////////////////////////////////////////////////////////////////////////////////////// #ifndef SHADER_H #define SHADER_H #include class shader { public: enum DataType { dtFloat, dtVec2, dtVec3, dtVec4, dtInt, dtIVec2, dtIVec3, dtIVec4, dtBool, dtBVec2, dtBVec3, dtBVec4, dtMat2, dtMat3, dtMat4, dtString, dtUnknown }; enum Semantic { /* no semantic, standard parameter */ smNone, /* standard matrices */ smWorld, smView, smProjection, smWorldView, smViewProjection, smWorldViewProjection, /* inverse matrices */ smWorldI, smViewI, smProjectionI, smWorldViewI, smViewProjectionI, smWorldViewProjectionI, /* transpose matrices */ smWorldT, smViewT, smProjectionT, smWorldViewT, smViewProjectionT, smWorldViewProjectionT, /* inverse tranpose matrices */ smWorldIT, smViewIT, smProjectionIT, smWorldViewIT, smViewProjectionIT, smWorldViewProjectionIT, /* view position (in world space) */ smViewPosition, /* time related semantics */ smTime, /* viewport related values */ smViewportSize, /* color related semantics */ smAmbient, smDiffuse, smEmissive, smSpecular, smOpacity, smSpecularPower, /* texture related semantics */ smHeight, smNormal, /* semantic is unknown */ smUnknown }; enum SamplerType { st1D, st2D, st3D, stCube, st1DShadow, st2DShadow, stUnknown }; virtual ~shader() {}; virtual bool valid() = 0; virtual int passCount() = 0; virtual int techniqueCount() = 0; virtual const char* techniqueName( int n) = 0; virtual bool build() = 0; virtual void bind() = 0; virtual void setShapeDependentState() = 0; virtual void unbind() = 0; virtual void setTechnique( int t) = 0; virtual void setPass( int p) = 0; virtual const char* getVertexShader( int pass) = 0; virtual const char* getPixelShader( int pass) = 0; //need to have queries for attribs and uniforms virtual int uniformCount() = 0; virtual int samplerCount() = 0; virtual int attributeCount() = 0; virtual const char* uniformName(int i) = 0; virtual DataType uniformType(int i) = 0; virtual Semantic uniformSemantic(int i) = 0; virtual float* uniformDefault(int i) { return 0;}; virtual const char* samplerName(int i) = 0; virtual SamplerType samplerType(int i) = 0; virtual const char* attributeName(int i) = 0; virtual DataType attributeType(int i) = 0; virtual int attributeHandle(int i) = 0; //need set functions for current values virtual void updateUniformBool( int i, bool val) = 0; virtual void updateUniformInt( int i, int val) = 0; virtual void updateUniformFloat( int i, float val) = 0; virtual void updateUniformBVec( int i, const bool* val) = 0; virtual void updateUniformIVec( int i, const int* val) = 0; virtual void updateUniformVec( int i, const float* val) = 0; virtual void updateUniformMat( int i, const float* val) = 0; virtual void updateUniformMat( int i, const double* val) = 0; virtual void updateSampler( int i, unsigned int val) = 0; //predefined attributes virtual bool usesColor() = 0; virtual bool usesNormal() = 0; virtual bool usesTexCoord( int set) = 0; virtual bool usesTangent() = 0; virtual bool usesBinormal() = 0; virtual int tangentSlot() = 0; virtual int binormalSlot() = 0; //error reporting virtual const char* errorString() = 0; static int size(DataType dt); static bool isBound(Semantic sm); static bool isColor(Semantic sm); static bool isClamped(Semantic sm); static void getLimits( Semantic sm, float& min, float& max); //how do we handle error reporting? static shader* create( const char *filename); static std::string sError; static bool sSupportSM3; }; inline int shader::size(DataType dt) { switch (dt) { case dtFloat: case dtInt: case dtBool: return 1; case dtVec2: case dtIVec2: case dtBVec2: return 2; case dtVec3: case dtIVec3: case dtBVec3: return 3; case dtVec4: case dtIVec4: case dtBVec4: return 4; case dtMat2: return 4; case dtMat3: return 9; case dtMat4: return 16; case dtString: default: break; }; return 0; } inline bool shader::isColor(Semantic sm) { if ( (sm >= smAmbient) && (sm <= smSpecular)) return true; return false; } inline bool shader::isBound(Semantic sm) { if ( (sm >= smWorld) && (sm <= smWorldViewProjectionIT) || (sm >= smViewPosition) && (sm <= smViewportSize) ) return true; return false; } inline bool shader::isClamped(Semantic sm) { if (isColor(sm) || (sm == smSpecularPower)) return true; return false; } inline void shader::getLimits( Semantic sm, float& min, float& max) { if (isColor(sm)) { min = 0.0f; max = 1.0f; } else if (sm == smSpecularPower) { min = 1.0f; max = 128.0f; } } #endif //SHADER_H