GL20TU_SHADOWMAP2D = 15,
GL20TU_CUBEPROJECTION = 12,
// rtlight prepass data (screenspace depth and normalmap)
- GL20TU_SCREENDEPTH = 13,
+// GL20TU_UNUSED1 = 13,
GL20TU_SCREENNORMALMAP = 14,
// lightmap prepass data (screenspace diffuse and specular from lights)
GL20TU_SCREENDIFFUSE = 11,
}
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
{
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
SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
- SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
- SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
- SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
- SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
- SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, ///< (lightsource) use orthographic shadowmap projection
- SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
- SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
- SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
- SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<27, ///< (water) counter-direction normalmaps scrolling
- SHADERPERMUTATION_BOUNCEGRID = 1<<28, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
- SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<29, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
- SHADERPERMUTATION_TRIPPY = 1<<30, ///< use trippy vertex shader effect
- SHADERPERMUTATION_LIMIT = 1<<31, ///< size of permutations array
- SHADERPERMUTATION_COUNT = 31 ///< size of shaderpermutationinfo array
+ 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, (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
+ SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<26, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
+ 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_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;
DPSOFTRAST_UNIFORM_Texture_Reflection,
DPSOFTRAST_UNIFORM_Texture_ShadowMap2D,
DPSOFTRAST_UNIFORM_Texture_CubeProjection,
- DPSOFTRAST_UNIFORM_Texture_ScreenDepth,
DPSOFTRAST_UNIFORM_Texture_ScreenNormalMap,
DPSOFTRAST_UNIFORM_Texture_ScreenDiffuse,
DPSOFTRAST_UNIFORM_Texture_ScreenSpecular,
}
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)