Torque3D/Engine/source/shaderGen/HLSL/depthHLSL.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

60 lines
2.6 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 _DEPTH_HLSL_H_
#define _DEPTH_HLSL_H_
#ifndef _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_
#include "shaderGen/HLSL/shaderFeatureHLSL.h"
#endif
#ifndef _SHADEROP_H_
#include "shaderGen/shaderOp.h"
#endif
class EyeSpaceDepthOutHLSL : public ShaderFeatureHLSL
{
public:
// ShaderFeature
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 "Eye Space Depth (Out)"; }
Material::BlendOp getBlendOp() override { return Material::None; }
const char* getOutputVarName() const override { return "eyeSpaceDepth"; }
};
class DepthOutHLSL : public ShaderFeatureHLSL
{
public:
// ShaderFeature
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 "Depth (Out)"; }
Material::BlendOp getBlendOp() override { return Material::None; }
const char* getOutputVarName() const override { return "IN.depth"; }
};
#endif // _DEPTH_HLSL_H_