mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
126 lines
6.7 KiB
C++
126 lines
6.7 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/shaderGen.h"
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#include "shaderGen/HLSL/shaderGenHLSL.h"
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#include "shaderGen/HLSL/shaderFeatureHLSL.h"
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#include "shaderGen/featureMgr.h"
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#include "shaderGen/HLSL/bumpHLSL.h"
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#include "shaderGen/HLSL/pixSpecularHLSL.h"
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#include "shaderGen/HLSL/depthHLSL.h"
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#include "shaderGen/HLSL/paraboloidHLSL.h"
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#include "materials/materialFeatureTypes.h"
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#include "core/module.h"
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// Deferred Shading
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#include "lighting/advanced/hlsl/deferredShadingFeaturesHLSL.h"
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#include "shaderGen/HLSL/accuFeatureHLSL.h"
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static ShaderGen::ShaderGenInitDelegate sInitDelegate;
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void _initShaderGenHLSL( ShaderGen *shaderGen )
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{
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shaderGen->setPrinter( new ShaderGenPrinterHLSL );
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shaderGen->setComponentFactory( new ShaderGenComponentFactoryHLSL );
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shaderGen->setFileEnding( "hlsl" );
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FEATUREMGR->registerFeature( MFT_VertTransform, new VertPositionHLSL );
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FEATUREMGR->registerFeature( MFT_RTLighting, new RTLightingFeatHLSL );
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FEATUREMGR->registerFeature( MFT_IsDXTnm, new NamedFeatureHLSL( "DXTnm" ) );
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FEATUREMGR->registerFeature( MFT_TexAnim, new TexAnimHLSL );
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FEATUREMGR->registerFeature( MFT_DiffuseMap, new DiffuseMapFeatHLSL );
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FEATUREMGR->registerFeature( MFT_OverlayMap, new OverlayTexFeatHLSL );
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FEATUREMGR->registerFeature( MFT_DiffuseColor, new DiffuseFeatureHLSL );
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FEATUREMGR->registerFeature( MFT_DiffuseVertColor, new DiffuseVertColorFeatureHLSL );
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FEATUREMGR->registerFeature( MFT_AlphaTest, new AlphaTestHLSL );
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FEATUREMGR->registerFeature( MFT_GlowMask, new GlowMaskHLSL );
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FEATUREMGR->registerFeature( MFT_LightMap, new LightmapFeatHLSL );
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FEATUREMGR->registerFeature( MFT_ToneMap, new TonemapFeatHLSL );
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FEATUREMGR->registerFeature( MFT_VertLit, new VertLitHLSL );
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FEATUREMGR->registerFeature( MFT_Parallax, new ParallaxFeatHLSL );
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FEATUREMGR->registerFeature( MFT_NormalMap, new BumpFeatHLSL );
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FEATUREMGR->registerFeature( MFT_DetailNormalMap, new NamedFeatureHLSL( "Detail Normal Map" ) );
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FEATUREMGR->registerFeature( MFT_DetailMap, new DetailFeatHLSL );
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FEATUREMGR->registerFeature( MFT_CubeMap, new ReflectCubeFeatHLSL );
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FEATUREMGR->registerFeature( MFT_PixSpecular, new PixelSpecularHLSL );
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FEATUREMGR->registerFeature( MFT_IsTranslucent, new NamedFeatureHLSL( "Translucent" ) );
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FEATUREMGR->registerFeature( MFT_IsTranslucentZWrite, new NamedFeatureHLSL( "Translucent ZWrite" ) );
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FEATUREMGR->registerFeature( MFT_Visibility, new VisibilityFeatHLSL );
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FEATUREMGR->registerFeature( MFT_Fog, new FogFeatHLSL );
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FEATUREMGR->registerFeature( MFT_SpecularMap, new SpecularMapHLSL );
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FEATUREMGR->registerFeature( MFT_AccuMap, new AccuTexFeatHLSL );
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FEATUREMGR->registerFeature( MFT_GlossMap, new NamedFeatureHLSL( "Gloss Map" ) );
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FEATUREMGR->registerFeature( MFT_LightbufferMRT, new NamedFeatureHLSL( "Lightbuffer MRT" ) );
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FEATUREMGR->registerFeature( MFT_RenderTarget1_Zero, new RenderTargetZeroHLSL( ShaderFeature::RenderTarget1 ) );
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FEATUREMGR->registerFeature( MFT_RenderTarget2_Zero, new RenderTargetZeroHLSL( ShaderFeature::RenderTarget2 ) );
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FEATUREMGR->registerFeature( MFT_RenderTarget3_Zero, new RenderTargetZeroHLSL( ShaderFeature::RenderTarget3 ) );
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FEATUREMGR->registerFeature( MFT_Imposter, new NamedFeatureHLSL( "Imposter" ) );
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FEATUREMGR->registerFeature( MFT_DiffuseMapAtlas, new NamedFeatureHLSL( "Diffuse Map Atlas" ) );
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FEATUREMGR->registerFeature( MFT_NormalMapAtlas, new NamedFeatureHLSL( "Normal Map Atlas" ) );
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FEATUREMGR->registerFeature( MFT_NormalsOut, new NormalsOutFeatHLSL );
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FEATUREMGR->registerFeature( MFT_DepthOut, new DepthOutHLSL );
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FEATUREMGR->registerFeature( MFT_EyeSpaceDepthOut, new EyeSpaceDepthOutHLSL() );
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FEATUREMGR->registerFeature( MFT_HDROut, new HDROutHLSL );
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FEATUREMGR->registerFeature( MFT_ParaboloidVertTransform, new ParaboloidVertTransformHLSL );
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FEATUREMGR->registerFeature( MFT_IsSinglePassParaboloid, new NamedFeatureHLSL( "Single Pass Paraboloid" ) );
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FEATUREMGR->registerFeature( MFT_UseInstancing, new NamedFeatureHLSL( "Hardware Instancing" ) );
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FEATUREMGR->registerFeature( MFT_Foliage, new FoliageFeatureHLSL );
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FEATUREMGR->registerFeature( MFT_ParticleNormal, new ParticleNormalFeatureHLSL );
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FEATUREMGR->registerFeature( MFT_InterlacedDeferred, new NamedFeatureHLSL( "Interlaced Pre Pass" ) );
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FEATUREMGR->registerFeature( MFT_ForwardShading, new NamedFeatureHLSL( "Forward Shaded Material" ) );
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FEATUREMGR->registerFeature( MFT_ImposterVert, new ImposterVertFeatureHLSL );
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FEATUREMGR->registerFeature( MFT_isDeferred, new NamedFeatureHLSL( "Deferred Material" ) );
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FEATUREMGR->registerFeature( MFT_DeferredSpecMap, new DeferredSpecMapHLSL );
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FEATUREMGR->registerFeature( MFT_DeferredSpecVars, new DeferredSpecVarsHLSL );
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FEATUREMGR->registerFeature( MFT_DeferredMatInfoFlags, new DeferredMatInfoFlagsHLSL );
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FEATUREMGR->registerFeature( MFT_DeferredEmptySpec, new DeferredEmptySpecHLSL );
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FEATUREMGR->registerFeature( MFT_SkyBox, new NamedFeatureHLSL( "skybox" ) );
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FEATUREMGR->registerFeature( MFT_HardwareSkinning, new HardwareSkinningFeatureHLSL );
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}
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MODULE_BEGIN( ShaderGenHLSL )
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MODULE_INIT_AFTER( ShaderGen )
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MODULE_INIT_AFTER( ShaderGenFeatureMgr )
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MODULE_INIT
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{
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sInitDelegate.bind(_initShaderGenHLSL);
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SHADERGEN->registerInitDelegate(Direct3D9, sInitDelegate);
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SHADERGEN->registerInitDelegate(Direct3D9_360, sInitDelegate);
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SHADERGEN->registerInitDelegate(Direct3D11, sInitDelegate);
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}
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MODULE_END;
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