mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-30 01:21:00 +00:00
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
195 lines
5.9 KiB
C++
195 lines
5.9 KiB
C++
//-----------------------------------------------------------------------------
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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 _TERRFEATUREGLSL_H_
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#define _TERRFEATUREGLSL_H_
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#ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
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#include "shaderGen/GLSL/shaderFeatureGLSL.h"
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#endif
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#ifndef _LANG_ELEMENT_H_
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#include "shaderGen/langElement.h"
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#endif
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/// A shared base class for terrain features which
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/// includes some helper functions.
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class TerrainFeatGLSL : public ShaderFeatureGLSL
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{
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protected:
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ShaderIncludeDependency mTorqueDep;
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public:
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TerrainFeatGLSL();
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Var* _getInDetailCoord(Vector<ShaderComponent*> &componentList );
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Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
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Var* _getDetailMapSampler();
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Var* _getMacroMapSampler();
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Var* _getNormalMapSampler();
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Var* _getOrmMapSampler();
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static Var* _getUniformVar( const char *name, const char *type, ConstantSortPosition csp );
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Var* _getDetailIdStrengthParallax();
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Var* _getMacroIdStrengthParallax();
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};
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class TerrainBaseMapFeatGLSL : public TerrainFeatGLSL
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{
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public:
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void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd ) override;
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void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd ) override;
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Resources getResources( const MaterialFeatureData &fd ) override;
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String getName() override { return "Terrain Base Texture"; }
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U32 getOutputTargets( const MaterialFeatureData &fd ) const override;
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};
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class TerrainDetailMapFeatGLSL : public TerrainFeatGLSL
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{
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protected:
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ShaderIncludeDependency mTorqueDep;
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ShaderIncludeDependency mTerrainDep;
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public:
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TerrainDetailMapFeatGLSL();
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void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd ) override;
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void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd ) override;
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Resources getResources( const MaterialFeatureData &fd ) override;
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String getName() override { return "Terrain Detail Texture"; }
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U32 getOutputTargets( const MaterialFeatureData &fd ) const override;
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};
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class TerrainMacroMapFeatGLSL : public TerrainFeatGLSL
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{
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protected:
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ShaderIncludeDependency mTorqueDep;
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ShaderIncludeDependency mTerrainDep;
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public:
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TerrainMacroMapFeatGLSL();
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void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd ) override;
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void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd ) override;
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Resources getResources( const MaterialFeatureData &fd ) override;
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String getName() override { return "Terrain Macro Texture"; }
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U32 getOutputTargets( const MaterialFeatureData &fd ) const override;
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};
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class TerrainNormalMapFeatGLSL : public TerrainFeatGLSL
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{
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public:
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void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd ) override;
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void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd ) override;
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Resources getResources( const MaterialFeatureData &fd ) override;
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String getName() override { return "Terrain Normal Texture"; }
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};
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class TerrainLightMapFeatGLSL : public TerrainFeatGLSL
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{
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public:
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void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd ) override;
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Resources getResources( const MaterialFeatureData &fd ) override;
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String getName() override { return "Terrain Lightmap Texture"; }
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};
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class TerrainORMMapFeatGLSL : public TerrainFeatGLSL
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{
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public:
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void processVert(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd) override;
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void processPix(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd) override;
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Resources getResources(const MaterialFeatureData &fd) override;
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U32 getOutputTargets(const MaterialFeatureData &fd) const override;
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String getName() override { return "Composite Matinfo map"; }
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};
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class TerrainBlankInfoMapFeatGLSL : public ShaderFeatureGLSL
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{
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public:
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void processPix(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd) override;
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String getName() override { return "Blank Matinfo map"; }
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};
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class TerrainHeightMapBlendGLSL : public TerrainFeatGLSL
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{
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public:
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void processVert(Vector<ShaderComponent*>& componentList,
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const MaterialFeatureData& fd) override;
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void processPix(Vector<ShaderComponent*>& componentList,
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const MaterialFeatureData& fd) override;
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String getName() override { return "Terrain Heightmap Blend"; }
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};
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#endif // _TERRFEATUREGLSL_H_
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