Torque3D/Engine/source/shaderGen/HLSL/bumpHLSL.h

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _BUMP_HLSL_H_
#define _BUMP_HLSL_H_
#ifndef _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_
#include "shaderGen/HLSL/shaderFeatureHLSL.h"
#endif
#ifndef _LANG_ELEMENT_H_
#include "shaderGen/langElement.h"
#endif
struct RenderPassData;
class MultiLine;
/// The Bumpmap feature will read the normal map and
/// transform it by the inverse of the worldToTanget
/// matrix. This normal is then used by subsequent
/// shader features.
class BumpFeatHLSL : public ShaderFeatureHLSL
{
public:
// ShaderFeatureHLSL
void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd ) override;
void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd ) override;
Material::BlendOp getBlendOp() override{ return Material::LerpAlpha; }
Resources getResources( const MaterialFeatureData &fd ) override;
void setTexData( Material::StageData &stageDat,
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const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex ) override;
String getName() override { return "Bumpmap"; }
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};
/// This feature either generates the cheap yet effective offset
/// mapping style parallax or the much more expensive occlusion
/// mapping technique based on the enabled feature flags.
class ParallaxFeatHLSL : public ShaderFeatureHLSL
{
protected:
static Var* _getUniformVar( const char *name,
const char *type,
ConstantSortPosition csp );
ShaderIncludeDependency mIncludeDep;
public:
ParallaxFeatHLSL();
// ShaderFeatureHLSL
void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd ) override;
void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd ) override;
Resources getResources( const MaterialFeatureData &fd ) override;
void setTexData( Material::StageData &stageDat,
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const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex ) override;
String getName() override { return "Parallax"; }
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};
/// This feature is used to render normals to the
/// diffuse target for imposter rendering.
class NormalsOutFeatHLSL : public ShaderFeatureHLSL
{
public:
// ShaderFeatureHLSL
void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd ) override;
void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd ) override;
Material::BlendOp getBlendOp() override{ return Material::LerpAlpha; }
String getName() override { return "NormalsOut"; }
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};
#endif // _BUMP_HLSL_H_