Torque3D/Engine/source/shaderGen/shaderGenVars.h
Areloch 6a3603c737 Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene.
Also fixes handling of metal materials during bakes to render properly, and fixes a possible double-up return in findObjectByType, which could cause doubling when getting probes in the scene
2020-10-19 00:53:09 -05:00

128 lines
4.4 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 _SHADERGENVARS_H_
#define _SHADERGENVARS_H_
#ifndef _TORQUE_STRING_H_
#include "core/util/str.h"
#endif
///
/// ShaderGenVars, predefined string names for variables that shadergen based shaders use, this avoids
/// misspelling and string creation issues
///
struct ShaderGenVars
{
const static String modelview;
const static String worldViewOnly;
const static String worldToCamera;
const static String cameraToWorld;
const static String worldToObj;
const static String viewToObj;
const static String invCameraTrans;
const static String cameraToScreen;
const static String screenToCamera;
const static String cubeTrans;
const static String cubeMips;
const static String objTrans;
const static String cubeEyePos;
const static String eyePos;
const static String eyePosWorld;
const static String vEye;
const static String eyeMat;
const static String oneOverFarplane;
const static String nearPlaneWorld;
const static String fogData;
const static String fogColor;
const static String detailScale;
const static String visibility;
const static String colorMultiply;
const static String alphaTestValue;
const static String texMat;
const static String accumTime;
const static String minnaertConstant;
const static String subSurfaceParams;
// Texture atlasing parameters
const static String diffuseAtlasParams;
const static String diffuseAtlasTileParams;
const static String bumpAtlasParams;
const static String bumpAtlasTileParams;
// Render target parameters
const static String targetSize;
const static String oneOverTargetSize;
// Lighting parameters used by the default
// RTLighting shader feature.
const static String lightPosition;
const static String lightDiffuse;
const static String lightAmbient;
const static String lightConfigData;
const static String lightSpotDir;
const static String lightSpotParams;
const static String hasVectorLight;
const static String vectorLightDirection;
const static String vectorLightColor;
const static String vectorLightBrightness;
const static String ormConfig;
const static String roughness;
const static String metalness;
const static String glowMul;
//Reflection Probes
const static String probePosition;
const static String probeRefPos;
const static String refScale;
const static String worldToObjArray;
const static String probeConfigData;
const static String specularCubemapAR;
const static String irradianceCubemapAR;
const static String probeCount;
const static String BRDFTextureMap;
//Skylight
const static String skylightCubemapIdx;
// Textures
const static String fogMap;
const static String dlightMap;
const static String dlightMask;
const static String dlightMapSec;
const static String blackfogMap;
const static String bumpMap;
const static String lightMap;
const static String lightNormMap;
const static String cubeMap;
const static String dLightMap;
const static String dLightMapSec;
const static String dLightMask;
const static String toneMap;
// Deferred Shading
const static String matInfoFlags;
};
#endif