Torque3D/Engine/source/shaderGen/shaderGenVars.cpp
Areloch afb5a589c3 Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
Did all the setup work to feed data for forward probestuffs, just have to rewrite the shaderFeature to replicate the regular probe array logic.
2019-04-03 00:13:58 -05:00

104 lines
5.3 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "shaderGen/shaderGenVars.h"
const String ShaderGenVars::modelview("$modelview");
const String ShaderGenVars::worldViewOnly("$worldViewOnly");
const String ShaderGenVars::worldToCamera("$worldToCamera");
const String ShaderGenVars::cameraToWorld("$cameraToWorld");
const String ShaderGenVars::worldToObj("$worldToObj");
const String ShaderGenVars::viewToObj("$viewToObj");
const String ShaderGenVars::cubeTrans("$cubeTrans");
const String ShaderGenVars::cubeMips("$cubeMips");
const String ShaderGenVars::objTrans("$objTrans");
const String ShaderGenVars::cubeEyePos("$cubeEyePos");
const String ShaderGenVars::eyePos("$eyePos");
const String ShaderGenVars::eyePosWorld("$eyePosWorld");
const String ShaderGenVars::vEye("$vEye");
const String ShaderGenVars::eyeMat("$eyeMat");
const String ShaderGenVars::oneOverFarplane("$oneOverFarplane");
const String ShaderGenVars::nearPlaneWorld("$nearPlaneWorld");
const String ShaderGenVars::fogData("$fogData");
const String ShaderGenVars::fogColor("$fogColor");
const String ShaderGenVars::detailScale("$detailScale");
const String ShaderGenVars::visibility("$visibility");
const String ShaderGenVars::colorMultiply("$colorMultiply");
const String ShaderGenVars::alphaTestValue("$alphaTestValue");
const String ShaderGenVars::texMat("$texMat");
const String ShaderGenVars::accumTime("$accumTime");
const String ShaderGenVars::minnaertConstant("$minnaertConstant");
const String ShaderGenVars::subSurfaceParams("$subSurfaceParams");
const String ShaderGenVars::diffuseAtlasParams("$diffuseAtlasParams");
const String ShaderGenVars::diffuseAtlasTileParams("$diffuseAtlasTileParams");
const String ShaderGenVars::bumpAtlasParams("$bumpAtlasParams");
const String ShaderGenVars::bumpAtlasTileParams("$bumpAtlasTileParams");
const String ShaderGenVars::targetSize("$targetSize");
const String ShaderGenVars::oneOverTargetSize("$oneOverTargetSize");
const String ShaderGenVars::lightPosition("$inLightPos");
const String ShaderGenVars::lightDiffuse("$inLightColor");
const String ShaderGenVars::lightAmbient("$ambient");
const String ShaderGenVars::lightInvRadiusSq("$inLightInvRadiusSq");
const String ShaderGenVars::lightSpotDir("$inLightSpotDir");
const String ShaderGenVars::lightSpotAngle("$inLightSpotAngle");
const String ShaderGenVars::lightSpotFalloff("$inLightSpotFalloff");
const String ShaderGenVars::specularColor("$specularColor");
const String ShaderGenVars::smoothness("$smoothness");
const String ShaderGenVars::metalness("$metalness");
//Reflection Probes
const String ShaderGenVars::probePosition("$inProbePosArray");
const String ShaderGenVars::probeRefPos("$inRefPosArray");
const String ShaderGenVars::probeBoxMin("$inProbeBoxMin");
const String ShaderGenVars::probeBoxMax("$inProbeBoxMax");
const String ShaderGenVars::worldToObjArray("$worldToObjArray");
const String ShaderGenVars::probeConfigData("$probeConfigData");
const String ShaderGenVars::specularCubemapAR("$specularCubemapAR");
const String ShaderGenVars::irradianceCubemapAR("$irradianceCubemapAR");
const String ShaderGenVars::probeCount("$numProbes");
//Skylight
const String ShaderGenVars::skylightPrefilterMap("$skylightPrefilterMap");
const String ShaderGenVars::skylightIrradMap("$skylightIrradMap");
const String ShaderGenVars::hasSkylight("$hasSkylight");
// These are ignored by the D3D layers.
const String ShaderGenVars::fogMap("$fogMap");
const String ShaderGenVars::dlightMap("$dlightMap");
const String ShaderGenVars::dlightMask("$dlightMask");
const String ShaderGenVars::dlightMapSec("$dlightMapSec");
const String ShaderGenVars::blackfogMap("$blackfogMap");
const String ShaderGenVars::bumpMap("$bumpMap");
const String ShaderGenVars::lightMap("$lightMap");
const String ShaderGenVars::lightNormMap("$lightNormMap");
const String ShaderGenVars::cubeMap("$cubeMap");
const String ShaderGenVars::dLightMap("$dlightMap");
const String ShaderGenVars::dLightMapSec("$dlightMapSec");
const String ShaderGenVars::dLightMask("$dlightMask");
const String ShaderGenVars::toneMap("$toneMap");
// Deferred shading
const String ShaderGenVars::matInfoFlags("$matInfoFlags");