Torque3D/Engine/source/terrain/glsl/terrFeatureGLSL.h
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

195 lines
5.9 KiB
C++

//-----------------------------------------------------------------------------
// 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 _TERRFEATUREGLSL_H_
#define _TERRFEATUREGLSL_H_
#ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
#include "shaderGen/GLSL/shaderFeatureGLSL.h"
#endif
#ifndef _LANG_ELEMENT_H_
#include "shaderGen/langElement.h"
#endif
/// A shared base class for terrain features which
/// includes some helper functions.
class TerrainFeatGLSL : public ShaderFeatureGLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
public:
TerrainFeatGLSL();
Var* _getInDetailCoord(Vector<ShaderComponent*> &componentList );
Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
Var* _getDetailMapSampler();
Var* _getMacroMapSampler();
Var* _getNormalMapSampler();
Var* _getOrmMapSampler();
static Var* _getUniformVar( const char *name, const char *type, ConstantSortPosition csp );
Var* _getDetailIdStrengthParallax();
Var* _getMacroIdStrengthParallax();
};
class TerrainBaseMapFeatGLSL : public TerrainFeatGLSL
{
public:
void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd ) override;
void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd ) override;
Resources getResources( const MaterialFeatureData &fd ) override;
String getName() override { return "Terrain Base Texture"; }
U32 getOutputTargets( const MaterialFeatureData &fd ) const override;
};
class TerrainDetailMapFeatGLSL : public TerrainFeatGLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
ShaderIncludeDependency mTerrainDep;
public:
TerrainDetailMapFeatGLSL();
void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd ) override;
void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd ) override;
Resources getResources( const MaterialFeatureData &fd ) override;
String getName() override { return "Terrain Detail Texture"; }
U32 getOutputTargets( const MaterialFeatureData &fd ) const override;
};
class TerrainMacroMapFeatGLSL : public TerrainFeatGLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
ShaderIncludeDependency mTerrainDep;
public:
TerrainMacroMapFeatGLSL();
void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd ) override;
void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd ) override;
Resources getResources( const MaterialFeatureData &fd ) override;
String getName() override { return "Terrain Macro Texture"; }
U32 getOutputTargets( const MaterialFeatureData &fd ) const override;
};
class TerrainNormalMapFeatGLSL : public TerrainFeatGLSL
{
public:
void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd ) override;
void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd ) override;
Resources getResources( const MaterialFeatureData &fd ) override;
String getName() override { return "Terrain Normal Texture"; }
};
class TerrainLightMapFeatGLSL : public TerrainFeatGLSL
{
public:
void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd ) override;
Resources getResources( const MaterialFeatureData &fd ) override;
String getName() override { return "Terrain Lightmap Texture"; }
};
class TerrainORMMapFeatGLSL : public TerrainFeatGLSL
{
public:
void processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd) override;
void processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd) override;
Resources getResources(const MaterialFeatureData &fd) override;
U32 getOutputTargets(const MaterialFeatureData &fd) const override;
String getName() override { return "Composite Matinfo map"; }
};
class TerrainBlankInfoMapFeatGLSL : public ShaderFeatureGLSL
{
public:
void processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd) override;
String getName() override { return "Blank Matinfo map"; }
};
class TerrainHeightMapBlendGLSL : public TerrainFeatGLSL
{
public:
void processVert(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd) override;
void processPix(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd) override;
String getName() override { return "Terrain Heightmap Blend"; }
};
#endif // _TERRFEATUREGLSL_H_