Implementation of reflection and skylight probes.

Moves lighting math to the diffuse/specular two-channel logic.
This commit is contained in:
Areloch 2018-09-16 22:15:07 -05:00
parent 1f7cf55204
commit b19a4b22c8
102 changed files with 12346 additions and 1911 deletions

View file

@ -670,4 +670,29 @@ public:
virtual String getName() { return "Hardware Skinning"; }
};
/// Reflection Probes
class ReflectionProbeFeatGLSL : public ShaderFeatureGLSL
{
public:
virtual void processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd) {}
virtual void processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd) {}
virtual Resources getResources(const MaterialFeatureData &fd) {
return Resources();
}
// Sets textures and texture flags for current pass
virtual void setTexData(Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex) {}
virtual String getName()
{
return "Reflection Probes";
}
};
#endif // _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_