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Engine directory for ticket #1
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643
Engine/source/shaderGen/GLSL/shaderFeatureGLSL.h
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643
Engine/source/shaderGen/GLSL/shaderFeatureGLSL.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
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#define _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
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#ifndef _SHADERFEATURE_H_
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#include "shaderGen/shaderFeature.h"
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#endif
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#ifndef _MATERIALFEATUREDATA_H_
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#include "materials/materialFeatureData.h"
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#endif
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struct LangElement;
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struct MaterialFeatureData;
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struct RenderPassData;
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class ShaderFeatureGLSL : public ShaderFeature
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{
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public:
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ShaderFeatureGLSL();
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///
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Var* getOutTexCoord( const char *name,
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const char *type,
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bool mapsToSampler,
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bool useTexAnim,
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MultiLine *meta,
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Vector<ShaderComponent*> &componentList );
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/// Returns an input texture coord by name adding it
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/// to the input connector if it doesn't exist.
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static Var* getInTexCoord( const char *name,
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const char *type,
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bool mapsToSampler,
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Vector<ShaderComponent*> &componentList );
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/// Returns the "objToTangentSpace" transform or creates one if this
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/// is the first feature to need it.
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Var* getOutObjToTangentSpace( Vector<ShaderComponent*> &componentList,
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MultiLine *meta,
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const MaterialFeatureData &fd );
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/// Returns the existing output "worldToTangent" transform or
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/// creates one if this is the first feature to need it.
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Var* getOutWorldToTangent( Vector<ShaderComponent*> &componentList,
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MultiLine *meta,
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const MaterialFeatureData &fd );
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/// Returns the input "worldToTanget" space transform
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/// adding it to the input connector if it doesn't exist.
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static Var* getInWorldToTangent( Vector<ShaderComponent*> &componentList );
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/// Returns the existing output "viewToTangent" transform or
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/// creates one if this is the first feature to need it.
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Var* getOutViewToTangent( Vector<ShaderComponent*> &componentList,
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MultiLine *meta,
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const MaterialFeatureData &fd );
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/// Returns the input "viewToTangent" space transform
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/// adding it to the input connector if it doesn't exist.
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static Var* getInViewToTangent( Vector<ShaderComponent*> &componentList );
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/// Calculates the world space position in the vertex shader and
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/// assigns it to the passed language element. It does not pass /// it across the connector to the pixel shader.
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/// @see addOutWsPosition
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void getWsPosition( Vector<ShaderComponent*> &componentList,
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bool useInstancing,
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MultiLine *meta,
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LangElement *wsPosition );
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/// Adds the "wsPosition" to the input connector if it doesn't exist.
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Var* addOutWsPosition( Vector<ShaderComponent*> &componentList,
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bool useInstancing,
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MultiLine *meta );
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/// Returns the input world space position from the connector.
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static Var* getInWsPosition( Vector<ShaderComponent*> &componentList );
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/// Returns the world space view vector from the wsPosition.
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static Var* getWsView( Var *wsPosition, MultiLine *meta );
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/// Returns the input normal map texture.
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static Var* getNormalMapTex();
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///
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Var* addOutDetailTexCoord( Vector<ShaderComponent*> &componentList,
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MultiLine *meta,
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bool useTexAnim );
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///
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Var* getObjTrans( Vector<ShaderComponent*> &componentList,
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bool useInstancing,
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MultiLine *meta );
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///
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Var* getModelView( Vector<ShaderComponent*> &componentList,
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bool useInstancing,
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MultiLine *meta );
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///
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Var* getWorldView( Vector<ShaderComponent*> &componentList,
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bool useInstancing,
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MultiLine *meta );
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///
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Var* getInvWorldView( Vector<ShaderComponent*> &componentList,
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bool useInstancing,
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MultiLine *meta );
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// ShaderFeature
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Var* getVertTexCoord( const String &name );
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LangElement* setupTexSpaceMat( Vector<ShaderComponent*> &componentList, Var **texSpaceMat );
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LangElement* assignColor( LangElement *elem, Material::BlendOp blend, LangElement *lerpElem = NULL, ShaderFeature::OutputTarget outputTarget = ShaderFeature::DefaultTarget );
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LangElement* expandNormalMap( LangElement *sampleNormalOp, LangElement *normalDecl, LangElement *normalVar, const MaterialFeatureData &fd );
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};
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class NamedFeatureGLSL : public ShaderFeatureGLSL
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{
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protected:
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String mName;
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public:
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NamedFeatureGLSL( const String &name )
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: mName( name )
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{}
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virtual String getName() { return mName; }
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};
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class RenderTargetZeroGLSL : public ShaderFeatureGLSL
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{
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protected: ShaderFeature::OutputTarget mOutputTargetMask;
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String mFeatureName;
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public:
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RenderTargetZeroGLSL( const ShaderFeature::OutputTarget target )
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: mOutputTargetMask( target )
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{
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char buffer[256]; dSprintf(buffer, sizeof(buffer), "Render Target Output = 0.0, output mask %04b", mOutputTargetMask);
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mFeatureName = buffer; }
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virtual String getName() { return mFeatureName; }
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return
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mOutputTargetMask; }
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};
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/// Vertex position
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class VertPositionGLSL : public ShaderFeatureGLSL
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{
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public:
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual String getName()
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{
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return "Vert Position";
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}
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virtual void determineFeature( Material *material,
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const GFXVertexFormat *vertexFormat,
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U32 stageNum,
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const FeatureType &type,
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const FeatureSet &features,
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MaterialFeatureData *outFeatureData )
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{
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// This feature is always on!
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outFeatureData->features.addFeature( type );
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}
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};
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/// Vertex lighting based on the normal and the light
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/// direction passed through the vertex color.
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class RTLightingFeatGLSL : public ShaderFeatureGLSL
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{
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protected:
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ShaderIncludeDependency mDep;
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public:
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RTLightingFeatGLSL();
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual Material::BlendOp getBlendOp(){ return Material::None; }
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virtual Resources getResources( const MaterialFeatureData &fd );
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virtual String getName()
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{
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return "RT Lighting";
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}
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};
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/// Base texture
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class DiffuseMapFeatGLSL : public ShaderFeatureGLSL
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{
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public:
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
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virtual Resources getResources( const MaterialFeatureData &fd );
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// Sets textures and texture flags for current pass
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virtual void setTexData( Material::StageData &stageDat,
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const MaterialFeatureData &fd,
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RenderPassData &passData,
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U32 &texIndex );
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virtual String getName()
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{
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return "Base Texture";
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}
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};
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/// Overlay texture
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class OverlayTexFeatGLSL : public ShaderFeatureGLSL
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{
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public:
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
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virtual Resources getResources( const MaterialFeatureData &fd );
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// Sets textures and texture flags for current pass
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virtual void setTexData( Material::StageData &stageDat,
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const MaterialFeatureData &fd,
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RenderPassData &passData,
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U32 &texIndex );
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virtual String getName()
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{
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return "Overlay Texture";
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}
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};
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/// Diffuse color
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class DiffuseFeatureGLSL : public ShaderFeatureGLSL
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{
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public:
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual Material::BlendOp getBlendOp(){ return Material::None; }
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virtual String getName()
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{
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return "Diffuse Color";
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}
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};
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/// Diffuse vertex color
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class DiffuseVertColorFeatureGLSL : public ShaderFeatureGLSL
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{
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public:
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virtual void processVert( Vector< ShaderComponent* >& componentList,
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const MaterialFeatureData& fd );
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virtual void processPix( Vector< ShaderComponent* >&componentList,
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const MaterialFeatureData& fd );
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virtual Material::BlendOp getBlendOp(){ return Material::None; }
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virtual String getName()
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{
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return "Diffuse Vertex Color";
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}
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};
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/// Lightmap
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class LightmapFeatGLSL : public ShaderFeatureGLSL
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{
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public:
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
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virtual Resources getResources( const MaterialFeatureData &fd );
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// Sets textures and texture flags for current pass
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virtual void setTexData( Material::StageData &stageDat,
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const MaterialFeatureData &fd,
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RenderPassData &passData,
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U32 &texIndex );
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virtual String getName()
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{
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return "Lightmap";
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}
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virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
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};
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/// Tonemap
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class TonemapFeatGLSL : public ShaderFeatureGLSL
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{
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public:
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
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virtual Resources getResources( const MaterialFeatureData &fd );
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// Sets textures and texture flags for current pass
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virtual void setTexData( Material::StageData &stageDat,
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const MaterialFeatureData &fd,
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RenderPassData &passData,
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U32 &texIndex );
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virtual String getName()
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{
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return "Tonemap";
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}
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virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
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};
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/// Baked lighting stored on the vertex color
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class VertLitGLSL : public ShaderFeatureGLSL
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{
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public:
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual Material::BlendOp getBlendOp(){ return Material::None; }
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virtual String getName()
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{
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return "Vert Lit";
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}
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virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
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};
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/// Detail map
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class DetailFeatGLSL : public ShaderFeatureGLSL
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{
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public:
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual Resources getResources( const MaterialFeatureData &fd );
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virtual Material::BlendOp getBlendOp(){ return Material::Mul; }
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// Sets textures and texture flags for current pass
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virtual void setTexData( Material::StageData &stageDat,
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const MaterialFeatureData &fd,
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RenderPassData &passData,
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U32 &texIndex );
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virtual String getName()
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{
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return "Detail";
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}
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};
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/// Reflect Cubemap
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class ReflectCubeFeatGLSL : public ShaderFeatureGLSL
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{
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public:
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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||||
virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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||||
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virtual Resources getResources( const MaterialFeatureData &fd );
|
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// Sets textures and texture flags for current pass
|
||||
virtual void setTexData( Material::StageData &stageDat,
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||||
const MaterialFeatureData &fd,
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RenderPassData &passData,
|
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U32 &texIndex );
|
||||
|
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virtual String getName()
|
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{
|
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return "Reflect Cube";
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}
|
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};
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/// Fog
|
||||
class FogFeatGLSL : public ShaderFeatureGLSL
|
||||
{
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||||
protected:
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ShaderIncludeDependency mFogDep;
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||||
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||||
public:
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FogFeatGLSL();
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||||
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virtual void processVert( Vector<ShaderComponent*> &componentList,
|
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const MaterialFeatureData &fd );
|
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virtual void processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
|
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virtual Resources getResources( const MaterialFeatureData &fd );
|
||||
|
||||
virtual Material::BlendOp getBlendOp() { return Material::LerpAlpha; }
|
||||
|
||||
virtual String getName()
|
||||
{
|
||||
return "Fog";
|
||||
}
|
||||
};
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||||
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/// Tex Anim
|
||||
class TexAnimGLSL : public ShaderFeatureGLSL
|
||||
{
|
||||
public:
|
||||
virtual Material::BlendOp getBlendOp() { return Material::None; }
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||||
|
||||
virtual String getName()
|
||||
{
|
||||
return "Texture Animation";
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/// Visibility
|
||||
class VisibilityFeatGLSL : public ShaderFeatureGLSL
|
||||
{
|
||||
public:
|
||||
virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
|
||||
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
|
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virtual Resources getResources( const MaterialFeatureData &fd );
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|
||||
virtual void setTexData( Material::StageData &stageDat,
|
||||
const MaterialFeatureData &fd,
|
||||
RenderPassData &passData,
|
||||
U32 &texIndex );
|
||||
|
||||
virtual Material::BlendOp getBlendOp() { return Material::None; }
|
||||
|
||||
virtual String getName()
|
||||
{
|
||||
return "Visibility";
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
///
|
||||
class AlphaTestGLSL : public ShaderFeatureGLSL
|
||||
{
|
||||
public:
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
|
||||
virtual Material::BlendOp getBlendOp() { return Material::None; }
|
||||
|
||||
virtual String getName()
|
||||
{
|
||||
return "Alpha Test";
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/// Special feature used to mask out the RGB color for
|
||||
/// non-glow passes of glow materials.
|
||||
/// @see RenderGlowMgr
|
||||
class GlowMaskGLSL : public ShaderFeatureGLSL
|
||||
{
|
||||
public:
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
|
||||
virtual Material::BlendOp getBlendOp() { return Material::None; }
|
||||
|
||||
virtual String getName()
|
||||
{
|
||||
return "Glow Mask";
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/// This should be the final feature on most pixel shaders which
|
||||
/// encodes the color for the current HDR target format.
|
||||
/// @see HDRPostFx/// @see LightManager
|
||||
/// @see torque.glsl
|
||||
class HDROutGLSL : public ShaderFeatureGLSL
|
||||
{
|
||||
protected:
|
||||
|
||||
ShaderIncludeDependency mTorqueDep;
|
||||
|
||||
public:
|
||||
|
||||
HDROutGLSL();
|
||||
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
|
||||
virtual Material::BlendOp getBlendOp() { return Material::None; }
|
||||
|
||||
virtual String getName() { return "HDR Output"; }
|
||||
};
|
||||
|
||||
|
||||
///
|
||||
class FoliageFeatureGLSL : public ShaderFeatureGLSL{
|
||||
protected:
|
||||
|
||||
ShaderIncludeDependency mDep;
|
||||
|
||||
public:
|
||||
|
||||
FoliageFeatureGLSL();
|
||||
|
||||
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
|
||||
virtual String getName()
|
||||
{
|
||||
return "Foliage Feature";
|
||||
}
|
||||
|
||||
virtual void determineFeature( Material *material,
|
||||
const GFXVertexFormat *vertexFormat,
|
||||
U32 stageNum,
|
||||
const FeatureType &type,
|
||||
const FeatureSet &features,
|
||||
MaterialFeatureData *outFeatureData );
|
||||
virtual ShaderFeatureConstHandles* createConstHandles( GFXShader *shader, SimObject *userObject );
|
||||
};
|
||||
|
||||
|
||||
///
|
||||
class ParticleNormalFeatureGLSL : public ShaderFeatureGLSL
|
||||
{
|
||||
public:
|
||||
|
||||
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
|
||||
virtual String getName()
|
||||
{
|
||||
return "Particle Normal Generation Feature";
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
class ImposterVertFeatureGLSL : public ShaderFeatureGLSL
|
||||
{
|
||||
protected:
|
||||
|
||||
ShaderIncludeDependency mDep;
|
||||
|
||||
public:
|
||||
ImposterVertFeatureGLSL();
|
||||
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
|
||||
virtual String getName() { return "Imposter Vert"; }
|
||||
|
||||
virtual void determineFeature( Material *material,
|
||||
const GFXVertexFormat *vertexFormat,
|
||||
U32 stageNum,
|
||||
const FeatureType &type,
|
||||
const FeatureSet &features,
|
||||
MaterialFeatureData *outFeatureData );
|
||||
};
|
||||
|
||||
|
||||
#endif // _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
|
||||
Loading…
Add table
Add a link
Reference in a new issue