mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Did all the setup work to feed data for forward probestuffs, just have to rewrite the shaderFeature to replicate the regular probe array logic.
121 lines
4.2 KiB
C
121 lines
4.2 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 _SHADERGENVARS_H_
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#define _SHADERGENVARS_H_
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#ifndef _TORQUE_STRING_H_
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#include "core/util/str.h"
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#endif
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///
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/// ShaderGenVars, predefined string names for variables that shadergen based shaders use, this avoids
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/// misspelling and string creation issues
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///
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struct ShaderGenVars
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{
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const static String modelview;
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const static String worldViewOnly;
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const static String worldToCamera;
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const static String cameraToWorld;
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const static String worldToObj;
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const static String viewToObj;
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const static String cubeTrans;
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const static String cubeMips;
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const static String objTrans;
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const static String cubeEyePos;
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const static String eyePos;
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const static String eyePosWorld;
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const static String vEye;
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const static String eyeMat;
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const static String oneOverFarplane;
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const static String nearPlaneWorld;
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const static String fogData;
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const static String fogColor;
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const static String detailScale;
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const static String visibility;
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const static String colorMultiply;
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const static String alphaTestValue;
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const static String texMat;
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const static String accumTime;
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const static String minnaertConstant;
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const static String subSurfaceParams;
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// Texture atlasing parameters
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const static String diffuseAtlasParams;
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const static String diffuseAtlasTileParams;
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const static String bumpAtlasParams;
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const static String bumpAtlasTileParams;
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// Render target parameters
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const static String targetSize;
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const static String oneOverTargetSize;
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// Lighting parameters used by the default
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// RTLighting shader feature.
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const static String lightPosition;
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const static String lightDiffuse;
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const static String lightAmbient;
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const static String lightInvRadiusSq;
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const static String lightSpotDir;
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const static String lightSpotAngle;
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const static String lightSpotFalloff;
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const static String specularColor;
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const static String smoothness;
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const static String metalness;
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//Reflection Probes
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const static String probePosition;
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const static String probeRefPos;
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const static String probeBoxMin;
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const static String probeBoxMax;
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const static String worldToObjArray;
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const static String probeConfigData;
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const static String specularCubemapAR;
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const static String irradianceCubemapAR;
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const static String probeCount;
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//Skylight
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const static String skylightPrefilterMap;
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const static String skylightIrradMap;
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const static String hasSkylight;
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// Textures
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const static String fogMap;
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const static String dlightMap;
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const static String dlightMask;
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const static String dlightMapSec;
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const static String blackfogMap;
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const static String bumpMap;
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const static String lightMap;
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const static String lightNormMap;
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const static String cubeMap;
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const static String dLightMap;
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const static String dLightMapSec;
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const static String dLightMask;
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const static String toneMap;
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// Deferred Shading
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const static String matInfoFlags;
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};
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#endif
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