mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
85 lines
3.2 KiB
C++
85 lines
3.2 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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#ifndef _DEFERREDSHADINGHLSL_H_
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#define _DEFERREDSHADINGHLSL_H_
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#include "shaderGen/HLSL/shaderFeatureHLSL.h"
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#include "shaderGen/HLSL/bumpHLSL.h"
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class PBRConfigMapHLSL : public ShaderFeatureHLSL
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{
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public:
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virtual String getName() { return "Deferred Shading: PBR Config Map"; }
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virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual Resources getResources( const MaterialFeatureData &fd );
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// Sets textures and texture flags for current pass
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virtual void setTexData( Material::StageData &stageDat,
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const MaterialFeatureData &fd,
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RenderPassData &passData,
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U32 &texIndex );
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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};
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class DeferredMatInfoFlagsHLSL : public ShaderFeatureHLSL
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{
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public:
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virtual String getName() { return "Deferred Shading: Mat Info Flags"; }
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return ShaderFeature::RenderTarget2; }
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};
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class PBRConfigVarsHLSL : public ShaderFeatureHLSL
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{
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public:
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virtual String getName() { return "Deferred Shading: PBR Config Explicit Numbers"; }
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virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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};
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class DeferredEmissiveHLSL : public ShaderFeatureHLSL
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{
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public:
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virtual String getName() { return "Deferred Shading: Emissive"; }
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virtual void processPix(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd);
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virtual U32 getOutputTargets(const MaterialFeatureData &fd) const { return ShaderFeature::RenderTarget3; }
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};
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#endif
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