Torque3D/Engine/source/shaderGen/shaderGenVars.h
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

121 lines
4.2 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.
//-----------------------------------------------------------------------------
#ifndef _SHADERGENVARS_H_
#define _SHADERGENVARS_H_
#ifndef _TORQUE_STRING_H_
#include "core/util/str.h"
#endif
///
/// ShaderGenVars, predefined string names for variables that shadergen based shaders use, this avoids
/// misspelling and string creation issues
///
struct ShaderGenVars
{
const static String modelview;
const static String worldViewOnly;
const static String worldToCamera;
const static String cameraToWorld;
const static String worldToObj;
const static String viewToObj;
const static String cubeTrans;
const static String cubeMips;
const static String objTrans;
const static String cubeEyePos;
const static String eyePos;
const static String eyePosWorld;
const static String vEye;
const static String eyeMat;
const static String oneOverFarplane;
const static String nearPlaneWorld;
const static String fogData;
const static String fogColor;
const static String detailScale;
const static String visibility;
const static String colorMultiply;
const static String alphaTestValue;
const static String texMat;
const static String accumTime;
const static String minnaertConstant;
const static String subSurfaceParams;
// Texture atlasing parameters
const static String diffuseAtlasParams;
const static String diffuseAtlasTileParams;
const static String bumpAtlasParams;
const static String bumpAtlasTileParams;
// Render target parameters
const static String targetSize;
const static String oneOverTargetSize;
// Lighting parameters used by the default
// RTLighting shader feature.
const static String lightPosition;
const static String lightDiffuse;
const static String lightAmbient;
const static String lightInvRadiusSq;
const static String lightSpotDir;
const static String lightSpotAngle;
const static String lightSpotFalloff;
const static String specularColor;
const static String smoothness;
const static String metalness;
//Reflection Probes
const static String probePosition;
const static String probeRefPos;
const static String probeBoxMin;
const static String probeBoxMax;
const static String worldToObjArray;
const static String probeConfigData;
const static String specularCubemapAR;
const static String irradianceCubemapAR;
const static String probeCount;
//Skylight
const static String skylightPrefilterMap;
const static String skylightIrradMap;
const static String hasSkylight;
// Textures
const static String fogMap;
const static String dlightMap;
const static String dlightMask;
const static String dlightMapSec;
const static String blackfogMap;
const static String bumpMap;
const static String lightMap;
const static String lightNormMap;
const static String cubeMap;
const static String dLightMap;
const static String dLightMapSec;
const static String dLightMask;
const static String toneMap;
// Deferred Shading
const static String matInfoFlags;
};
#endif