mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
lets us ditch shader recompilation so that can be done on the fly without hitches, though does cost us a per-shader const for objects and postfx
121 lines
6.1 KiB
C++
121 lines
6.1 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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#include "platform/platform.h"
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#include "shaderGen/shaderGenVars.h"
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const String ShaderGenVars::modelview("$modelview");
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const String ShaderGenVars::worldViewOnly("$worldViewOnly");
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const String ShaderGenVars::worldToCamera("$worldToCamera");
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const String ShaderGenVars::cameraToWorld("$cameraToWorld");
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const String ShaderGenVars::worldToObj("$worldToObj");
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const String ShaderGenVars::viewToObj("$viewToObj");
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const String ShaderGenVars::invCameraTrans("$invCameraTrans");
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const String ShaderGenVars::cameraToScreen("$cameraToScreen");
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const String ShaderGenVars::screenToCamera("$screenToCamera");
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const String ShaderGenVars::cubeTrans("$cubeTrans");
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const String ShaderGenVars::cubeMips("$cubeMips");
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const String ShaderGenVars::objTrans("$objTrans");
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const String ShaderGenVars::cubeEyePos("$cubeEyePos");
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const String ShaderGenVars::eyePos("$eyePos");
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const String ShaderGenVars::eyePosWorld("$eyePosWorld");
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const String ShaderGenVars::vEye("$vEye");
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const String ShaderGenVars::eyeMat("$eyeMat");
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const String ShaderGenVars::oneOverFarplane("$oneOverFarplane");
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const String ShaderGenVars::nearPlaneWorld("$nearPlaneWorld");
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const String ShaderGenVars::fogData("$fogData");
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const String ShaderGenVars::fogColor("$fogColor");
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const String ShaderGenVars::detailScale("$detailScale");
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const String ShaderGenVars::visibility("$visibility");
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const String ShaderGenVars::colorMultiply("$colorMultiply");
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const String ShaderGenVars::alphaTestValue("$alphaTestValue");
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const String ShaderGenVars::texMat("$texMat");
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const String ShaderGenVars::accumTime("$accumTime");
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const String ShaderGenVars::dampness("$dampness");
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const String ShaderGenVars::minnaertConstant("$minnaertConstant");
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const String ShaderGenVars::subSurfaceParams("$subSurfaceParams");
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const String ShaderGenVars::diffuseAtlasParams("$diffuseAtlasParams");
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const String ShaderGenVars::diffuseAtlasTileParams("$diffuseAtlasTileParams");
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const String ShaderGenVars::bumpAtlasParams("$bumpAtlasParams");
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const String ShaderGenVars::bumpAtlasTileParams("$bumpAtlasTileParams");
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const String ShaderGenVars::targetSize("$targetSize");
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const String ShaderGenVars::oneOverTargetSize("$oneOverTargetSize");
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const String ShaderGenVars::lightPosition("$inLightPos");
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const String ShaderGenVars::lightDiffuse("$inLightColor");
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const String ShaderGenVars::lightAmbient("$ambient");
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const String ShaderGenVars::lightConfigData("$inLightConfigData");
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const String ShaderGenVars::lightSpotDir("$inLightSpotDir");
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const String ShaderGenVars::lightSpotParams("$inlightSpotParams");
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const String ShaderGenVars::hasVectorLight("$hasVectorLight");
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const String ShaderGenVars::vectorLightDirection("$vectorLightDirection");
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const String ShaderGenVars::vectorLightColor("$vectorLightColor");
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const String ShaderGenVars::vectorLightBrightness("$vectorLightBrightness");
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const String ShaderGenVars::isCapturing("$isCapturing");
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const String ShaderGenVars::ormConfig("$ORMConfig");
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const String ShaderGenVars::roughness("$roughness");
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const String ShaderGenVars::metalness("$metalness");
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const String ShaderGenVars::glowMul("$glowMul");
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//Reflection Probes - Forward lit. not to be confused with the deferred handwritten vars
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//change to parity once we've got the same arrays used for both routes
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const String ShaderGenVars::probePositionArray("$inProbePosArray");
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const String ShaderGenVars::probeRefPosArray("$inRefPosArray");
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const String ShaderGenVars::refScaleArray("$inRefScaleArray");
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const String ShaderGenVars::worldToObjArray("$inWorldToObjArray");
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const String ShaderGenVars::probeConfigDataArray("$inProbeConfigDataArray");
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const String ShaderGenVars::specularCubemapAR("$SpecularCubemapAR");
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const String ShaderGenVars::irradianceCubemapAR("$IrradianceCubemapAR");
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const String ShaderGenVars::probeCount("$inNumProbes");
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const String ShaderGenVars::BRDFTextureMap("$BRDFTexture");
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const String ShaderGenVars::WetnessTextureMap("$WetnessTexture");
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const String ShaderGenVars::maxProbeDrawDistance("$maxProbeDrawDistance");
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//Skylight
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const String ShaderGenVars::skylightCubemapIdx("$inSkylightCubemapIdx");
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const String ShaderGenVars::skylightDamp("$SkylightDamp");
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// These are ignored by the D3D layers.
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const String ShaderGenVars::fogMap("$fogMap");
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const String ShaderGenVars::dlightMap("$dlightMap");
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const String ShaderGenVars::dlightMask("$dlightMask");
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const String ShaderGenVars::dlightMapSec("$dlightMapSec");
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const String ShaderGenVars::blackfogMap("$blackfogMap");
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const String ShaderGenVars::bumpMap("$bumpMap");
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const String ShaderGenVars::lightMap("$lightMap");
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const String ShaderGenVars::lightNormMap("$lightNormMap");
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const String ShaderGenVars::cubeMap("$cubeMap");
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const String ShaderGenVars::dLightMap("$dlightMap");
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const String ShaderGenVars::dLightMapSec("$dlightMapSec");
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const String ShaderGenVars::dLightMask("$dlightMask");
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const String ShaderGenVars::toneMap("$toneMap");
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// Deferred shading
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const String ShaderGenVars::matInfoFlags("$matInfoFlags");
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