Torque3D/Engine/source/lighting/advanced/glsl/advancedLightingFeaturesGLSL.h
2014-04-17 18:39:13 +02:00

170 lines
5.5 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 _DEFERREDFEATURESGLSL_H_
#define _DEFERREDFEATURESGLSL_H_
#include "shaderGen/GLSL/shaderFeatureGLSL.h"
#include "shaderGen/GLSL/bumpGLSL.h"
#include "shaderGen/GLSL/pixSpecularGLSL.h"
class ConditionerMethodDependency;
/// Lights the pixel by sampling from the light prepass
/// buffer. It will fall back to forward lighting
/// functionality for non-deferred rendered surfaces.
///
/// Also note that this feature is only used in the
/// forward rendering pass. It is not used during the
/// prepass step.
///
class DeferredRTLightingFeatGLSL : public RTLightingFeatGLSL
{
typedef RTLightingFeatGLSL Parent;
protected:
/// @see DeferredRTLightingFeatHLSL::processPix()
U32 mLastTexIndex;
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPixMacros( Vector<GFXShaderMacro> &macros,
const MaterialFeatureData &fd );
virtual Material::BlendOp getBlendOp(){ return Material::None; }
virtual Resources getResources( const MaterialFeatureData &fd );
virtual void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual String getName()
{
return "Deferred RT Lighting";
}
};
/// This is used during the
class DeferredBumpFeatGLSL : public BumpFeatGLSL
{
typedef BumpFeatGLSL Parent;
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Material::BlendOp getBlendOp() { return Material::LerpAlpha; }
virtual Resources getResources( const MaterialFeatureData &fd );
virtual void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual String getName()
{
return "Bumpmap [Deferred]";
}
};
/// Generates specular highlights in the forward pass
/// from the light prepass buffer.
class DeferredPixelSpecularGLSL : public PixelSpecularGLSL
{
typedef PixelSpecularGLSL Parent;
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName()
{
return "Pixel Specular [Deferred]";
}
};
///
class DeferredMinnaertGLSL : public ShaderFeatureGLSL
{
typedef ShaderFeatureGLSL Parent;
public:
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPixMacros( Vector<GFXShaderMacro> &macros,
const MaterialFeatureData &fd );
virtual Resources getResources( const MaterialFeatureData &fd );
virtual void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual String getName()
{
return "Minnaert Shading [Deferred]";
}
};
///
class DeferredSubSurfaceGLSL : public ShaderFeatureGLSL
{
typedef ShaderFeatureGLSL Parent;
public:
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual String getName()
{
return "Sub-Surface Approximation [Deferred]";
}
};
#endif // _DEFERREDFEATURESGLSL_H_