Torque3D/Engine/source/lighting/advanced/glsl/deferredShadingFeaturesGLSL.h
2020-09-30 13:51:12 -05:00

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3.4 KiB
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//-----------------------------------------------------------------------------
// 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 _DEFERREDSHADINGGLSL_H_
#define _DEFERREDSHADINGGLSL_H_
#include "shaderGen/GLSL/shaderFeatureGLSL.h"
#include "shaderGen/GLSL/bumpGLSL.h"
// Specular Outputs
class DeferredOrmMapGLSL : public ShaderFeatureGLSL
{
public:
virtual String getName() { return "Deferred Shading: PBR Config Map"; }
virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Resources getResources( const MaterialFeatureData &fd );
// Sets textures and texture flags for current pass
virtual void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
};
class MatInfoFlagsGLSL : public ShaderFeatureGLSL
{
public:
virtual String getName() { return "Deferred Shading: Mat Info Flags"; }
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
};
class ORMConfigVarsGLSL : public ShaderFeatureGLSL
{
public:
virtual String getName() { return "Deferred Shading: PBR Config Explicit Numbers"; }
virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
};
class GlowMapGLSL : public ShaderFeatureGLSL
{
public:
virtual String getName() { return "Glow Map"; }
virtual void processPix(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd);
virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
virtual Resources getResources(const MaterialFeatureData& fd);
// Sets textures and texture flags for current pass
virtual void setTexData(Material::StageData& stageDat,
const MaterialFeatureData& fd,
RenderPassData& passData,
U32& texIndex);
};
#endif