Torque3D/Engine/source/postFx/postEffectCommon.h
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

122 lines
3.2 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 _POSTEFFECTCOMMON_H_
#define _POSTEFFECTCOMMON_H_
#ifndef _DYNAMIC_CONSOLETYPES_H_
#include "console/dynamicTypes.h"
#endif
///
enum PFXRenderTime
{
/// Before a RenderInstManager bin.
PFXBeforeBin,
/// After a RenderInstManager bin.
PFXAfterBin,
/// After the diffuse rendering pass.
PFXAfterDiffuse,
/// When the end of the frame is reached.
PFXEndOfFrame,
/// This PostEffect is not processed by the manager.
/// It will generate its texture when it is requested.
PFXTexGenOnDemand
};
DefineEnumType( PFXRenderTime );
/// PFXTargetClear specifies whether and how
/// often a given PostEffect's target will be cleared.
enum PFXTargetClear
{
/// Never clear the PostEffect target.
PFXTargetClear_None,
/// Clear once on create.
PFXTargetClear_OnCreate,
/// Clear before every draw.
PFXTargetClear_OnDraw,
};
DefineEnumType( PFXTargetClear );
/// PFXTargetViewport specifies how the viewport should be
/// set up for a PostEffect's target.
enum PFXTargetViewport
{
/// The default viewport set up to match the target size
PFXTargetViewport_TargetSize,
/// Use the current GFX viewport
PFXTargetViewport_GFXViewport,
/// Use the input texture 0 if it is named, otherwise
/// revert to PFXTargetViewport_TargetSize if there is none
PFXTargetViewport_NamedInTexture0,
};
DefineEnumType( PFXTargetViewport );
///
struct PFXFrameState
{
MatrixF worldToCamera;
MatrixF cameraToScreen;
PFXFrameState()
: worldToCamera( true ),
cameraToScreen( true )
{
}
};
///
GFX_DeclareTextureProfile( PostFxTextureProfile );
GFX_DeclareTextureProfile( PostFxTextureSRGBProfile );
GFX_DeclareTextureProfile( VRTextureProfile );
GFX_DeclareTextureProfile( VRDepthProfile );
///
GFXDeclareVertexFormat( PFXVertex )
{
/// xyz position.
Point3F point;
/// The screen space texture coord.
Point2F texCoord;
///
Point3F wsEyeRay;
};
#endif // _POSTEFFECTCOMMON_H_