mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
170 lines
5.5 KiB
C++
170 lines
5.5 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 _DEFERREDFEATURESHLSL_H_
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#define _DEFERREDFEATURESHLSL_H_
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#include "shaderGen/HLSL/shaderFeatureHLSL.h"
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#include "shaderGen/HLSL/bumpHLSL.h"
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#include "shaderGen/HLSL/pixSpecularHLSL.h"
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class ConditionerMethodDependency;
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/// Lights the pixel by sampling from the light deferred
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/// buffer. It will fall back to forward lighting
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/// functionality for non-deferred rendered surfaces.
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///
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/// Also note that this feature is only used in the
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/// forward rendering pass. It is not used during the
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/// deferred step.
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///
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class DeferredRTLightingFeatHLSL : public RTLightingFeatHLSL
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{
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typedef RTLightingFeatHLSL Parent;
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protected:
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/// @see DeferredRTLightingFeatHLSL::processPix()
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U32 mLastTexIndex;
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public:
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual void processPixMacros( Vector<GFXShaderMacro> ¯os,
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const MaterialFeatureData &fd );
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virtual Material::BlendOp getBlendOp(){ return Material::None; }
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virtual Resources getResources( const MaterialFeatureData &fd );
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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 String getName()
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{
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return "Deferred RT Lighting";
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}
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};
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/// This is used during the
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class DeferredBumpFeatHLSL : public BumpFeatHLSL
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{
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typedef BumpFeatHLSL Parent;
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public:
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual Material::BlendOp getBlendOp() { return Material::LerpAlpha; }
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virtual Resources getResources( const MaterialFeatureData &fd );
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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 String getName()
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{
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return "Bumpmap [Deferred]";
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}
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};
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/// Generates specular highlights in the forward pass
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/// from the light deferred buffer.
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class DeferredPixelSpecularHLSL : public PixelSpecularHLSL
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{
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typedef PixelSpecularHLSL Parent;
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public:
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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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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virtual String getName()
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{
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return "Pixel Specular [Deferred]";
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}
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};
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///
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class DeferredMinnaertHLSL : public ShaderFeatureHLSL
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{
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typedef ShaderFeatureHLSL Parent;
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public:
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual void processPixMacros( Vector<GFXShaderMacro> ¯os,
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const MaterialFeatureData &fd );
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virtual Resources getResources( const MaterialFeatureData &fd );
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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 String getName()
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{
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return "Minnaert Shading [Deferred]";
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}
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};
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///
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class DeferredSubSurfaceHLSL : public ShaderFeatureHLSL
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{
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typedef ShaderFeatureHLSL Parent;
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public:
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual String getName()
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{
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return "Sub-Surface Approximation [Deferred]";
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}
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};
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#endif // _DEFERREDFEATURESHLSL_H_
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