X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=dpsoftrast.h;h=40c48b1e7bef282f8854b79d56b4716ea9c74764;hb=refs%2Fheads%2FColdSpirit%2Fcvar_onchange_stable;hp=69228ef86cdad0318ebdc5ce3987a46ecc66d7f5;hpb=a619c1e537ba00a90fe28e07baf4ecdece222659;p=xonotic%2Fdarkplaces.git diff --git a/dpsoftrast.h b/dpsoftrast.h index 69228ef8..40c48b1e 100644 --- a/dpsoftrast.h +++ b/dpsoftrast.h @@ -139,6 +139,14 @@ typedef enum glsl_attrib_e } glsl_attrib; +typedef enum shaderlanguage_e +{ + SHADERLANGUAGE_GLSL, + SHADERLANGUAGE_HLSL, + SHADERLANGUAGE_COUNT +} +shaderlanguage_t; + // this enum selects which of the glslshadermodeinfo entries should be used typedef enum shadermode_e { @@ -157,7 +165,6 @@ typedef enum shadermode_e SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight) SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass) SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass) - SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers SHADERMODE_COUNT @@ -188,7 +195,7 @@ typedef enum shaderpermutation_e SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<19, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing SHADERPERMUTATION_SHADOWMAPORTHO = 1<<20, ///< (lightsource) use orthographic shadowmap projection SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<21, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping - SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5 + SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha SHADERPERMUTATION_REFLECTCUBE = 1<<23, ///< fake reflections using global cubemap (not HDRI light probe) SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<24, ///< (water) counter-direction normalmaps scrolling SHADERPERMUTATION_BOUNCEGRID = 1<<25, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light @@ -196,7 +203,9 @@ typedef enum shaderpermutation_e SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex - SHADERPERMUTATION_COUNT = 30 ///< size of shaderpermutationinfo array + SHADERPERMUTATION_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning) + SHADERPERMUTATION_OCCLUDE = 1<<31, ///< use occlusion buffer for corona + SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array } shaderpermutation_t; @@ -313,7 +322,7 @@ typedef enum DPSOFTRAST_UNIFORM_e } DPSOFTRAST_UNIFORM; -void DPSOFTRAST_SetShader(int mode, int permutation, int exactspecularmath); +void DPSOFTRAST_SetShader(int mode, dpuint64 permutation, int exactspecularmath); #define DPSOFTRAST_Uniform1f(index, v0) DPSOFTRAST_Uniform4f(index, v0, 0, 0, 0) #define DPSOFTRAST_Uniform2f(index, v0, v1) DPSOFTRAST_Uniform4f(index, v0, v1, 0, 0) #define DPSOFTRAST_Uniform3f(index, v0, v1, v2) DPSOFTRAST_Uniform4f(index, v0, v1, v2, 0)