#pragma once
#include <cstdint>
#include <vector>
#include <string>
namespace Draw {
class DrawContext;
}
enum DebugShaderType {
SHADER_TYPE_VERTEX = 0,
SHADER_TYPE_FRAGMENT = 1,
SHADER_TYPE_GEOMETRY = 2,
SHADER_TYPE_VERTEXLOADER = 3,
SHADER_TYPE_PIPELINE = 4,
SHADER_TYPE_TEXTURE = 5,
SHADER_TYPE_SAMPLER = 6,
};
enum DebugShaderStringType {
SHADER_STRING_SHORT_DESC = 0,
SHADER_STRING_SOURCE_CODE = 1,
SHADER_STRING_STATS = 2,
};
enum : uint64_t {
DIRTY_PROJMATRIX = 1ULL << 0,
DIRTY_PROJTHROUGHMATRIX = 1ULL << 1,
DIRTY_FOGCOLOR = 1ULL << 2,
DIRTY_FOGCOEF = 1ULL << 3,
DIRTY_TEXENV = 1ULL << 4,
DIRTY_ALPHACOLORREF = 1ULL << 5,
DIRTY_STENCILREPLACEVALUE = 1ULL << 6,
DIRTY_ALPHACOLORMASK = 1ULL << 7,
DIRTY_LIGHT0 = 1ULL << 8,
DIRTY_LIGHT1 = 1ULL << 9,
DIRTY_LIGHT2 = 1ULL << 10,
DIRTY_LIGHT3 = 1ULL << 11,
DIRTY_MATDIFFUSE = 1ULL << 12,
DIRTY_MATSPECULAR = 1ULL << 13,
DIRTY_MATEMISSIVE = 1ULL << 14,
DIRTY_AMBIENT = 1ULL << 15,
DIRTY_MATAMBIENTALPHA = 1ULL << 16,
DIRTY_SHADERBLEND = 1ULL << 17,
DIRTY_UVSCALEOFFSET = 1ULL << 18,
DIRTY_DEPTHRANGE = 1ULL << 19,
DIRTY_WORLDMATRIX = 1ULL << 21,
DIRTY_VIEWMATRIX = 1ULL << 22,
DIRTY_TEXMATRIX = 1ULL << 23,
DIRTY_BONEMATRIX0 = 1ULL << 24,
DIRTY_BONEMATRIX1 = 1ULL << 25,
DIRTY_BONEMATRIX2 = 1ULL << 26,
DIRTY_BONEMATRIX3 = 1ULL << 27,
DIRTY_BONEMATRIX4 = 1ULL << 28,
DIRTY_BONEMATRIX5 = 1ULL << 29,
DIRTY_BONEMATRIX6 = 1ULL << 30,
DIRTY_BONEMATRIX7 = 1ULL << 31,
DIRTY_BEZIERSPLINE = 1ULL << 32,
DIRTY_TEXCLAMP = 1ULL << 33,
DIRTY_CULLRANGE = 1ULL << 34,
DIRTY_DEPAL = 1ULL << 35,
DIRTY_COLORWRITEMASK = 1ULL << 36,
DIRTY_MIPBIAS = 1ULL << 37,
DIRTY_LIGHT_CONTROL = 1ULL << 38,
DIRTY_TEX_ALPHA_MUL = 1ULL << 39,
DIRTY_BONE_UNIFORMS = 0xFF000000ULL,
DIRTY_ALL_UNIFORMS = 0x0FFFFFFFFFFULL,
DIRTY_CULL_PLANES = 1ULL << 43,
DIRTY_FRAMEBUF = 1ULL << 44,
DIRTY_TEXTURE_IMAGE = 1ULL << 45,
DIRTY_TEXTURE_PARAMS = 1ULL << 46,
DIRTY_BLEND_STATE = 1ULL << 47,
DIRTY_DEPTHSTENCIL_STATE = 1ULL << 48,
DIRTY_RASTER_STATE = 1ULL << 49,
DIRTY_VIEWPORTSCISSOR_STATE = 1ULL << 50,
DIRTY_VERTEXSHADER_STATE = 1ULL << 51,
DIRTY_FRAGMENTSHADER_STATE = 1ULL << 52,
DIRTY_GEOMETRYSHADER_STATE = 1ULL << 53,
DIRTY_ALL_RENDER_STATE = DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS,
DIRTY_ALL = 0xFFFFFFFFFFFFFFFF
};
class ShaderManagerCommon {
public:
ShaderManagerCommon(Draw::DrawContext *draw) : draw_(draw) {}
virtual ~ShaderManagerCommon() {}
virtual void ClearShaders() = 0;
virtual void DirtyLastShader() = 0;
virtual void DeviceLost() = 0;
virtual void DeviceRestore(Draw::DrawContext *draw) = 0;
virtual std::vector<std::string> DebugGetShaderIDs(DebugShaderType type) = 0;
virtual std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) = 0;
protected:
Draw::DrawContext *draw_ = nullptr;
};
enum DoLightComputation {
LIGHT_OFF,
LIGHT_SHADE,
LIGHT_FULL,
};
enum class PspAttributeLocation {
POSITION = 0,
TEXCOORD = 1,
NORMAL = 2,
W1 = 3,
W2 = 4,
COLOR0 = 5,
COLOR1 = 6,
COUNT
};
enum {
ATTR_POSITION = 0,
ATTR_TEXCOORD = 1,
ATTR_NORMAL = 2,
ATTR_W1 = 3,
ATTR_W2 = 4,
ATTR_COLOR0 = 5,
ATTR_COLOR1 = 6,
ATTR_COUNT,
};