Torque3D/Engine/source/shaderGen/GLSL/shaderGenGLSLInit.cpp

115 lines
5.6 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/shaderGen.h"
#include "shaderGen/GLSL/shaderGenGLSL.h"
#include "shaderGen/GLSL/shaderFeatureGLSL.h"
#include "shaderGen/featureMgr.h"
#include "shaderGen/GLSL/bumpGLSL.h"
#include "shaderGen/GLSL/pixSpecularGLSL.h"
#include "shaderGen/GLSL/depthGLSL.h"
#include "shaderGen/GLSL/paraboloidGLSL.h"
#include "materials/materialFeatureTypes.h"
#include "core/module.h"
#include "shaderGen/GLSL/accuFeatureGLSL.h"
static ShaderGen::ShaderGenInitDelegate sInitDelegate;
void _initShaderGenGLSL( ShaderGen *shaderGen )
{
shaderGen->setPrinter( new ShaderGenPrinterGLSL );
shaderGen->setComponentFactory( new ShaderGenComponentFactoryGLSL );
shaderGen->setFileEnding( "glsl" );
FEATUREMGR->registerFeature( MFT_VertTransform, new VertPositionGLSL );
FEATUREMGR->registerFeature( MFT_RTLighting, new RTLightingFeatGLSL );
FEATUREMGR->registerFeature( MFT_IsDXTnm, new NamedFeatureGLSL( "DXTnm" ) );
FEATUREMGR->registerFeature( MFT_TexAnim, new TexAnimGLSL );
FEATUREMGR->registerFeature( MFT_DiffuseMap, new DiffuseMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_OverlayMap, new OverlayTexFeatGLSL );
FEATUREMGR->registerFeature( MFT_DiffuseColor, new DiffuseFeatureGLSL );
FEATUREMGR->registerFeature( MFT_DiffuseVertColor, new DiffuseVertColorFeatureGLSL );
FEATUREMGR->registerFeature( MFT_AlphaTest, new AlphaTestGLSL );
FEATUREMGR->registerFeature( MFT_GlowMask, new GlowMaskGLSL );
FEATUREMGR->registerFeature( MFT_LightMap, new LightmapFeatGLSL );
FEATUREMGR->registerFeature( MFT_ToneMap, new TonemapFeatGLSL );
FEATUREMGR->registerFeature( MFT_VertLit, new VertLitGLSL );
FEATUREMGR->registerFeature( MFT_Parallax, new ParallaxFeatGLSL );
FEATUREMGR->registerFeature( MFT_NormalMap, new BumpFeatGLSL );
FEATUREMGR->registerFeature( MFT_DetailNormalMap, new NamedFeatureGLSL( "Detail Normal Map" ) );
FEATUREMGR->registerFeature( MFT_DetailMap, new DetailFeatGLSL );
FEATUREMGR->registerFeature( MFT_CubeMap, new ReflectCubeFeatGLSL );
FEATUREMGR->registerFeature( MFT_PixSpecular, new PixelSpecularGLSL );
FEATUREMGR->registerFeature( MFT_SpecularMap, new SpecularMapGLSL );
FEATUREMGR->registerFeature( MFT_AccuMap, new AccuTexFeatGLSL );
FEATUREMGR->registerFeature( MFT_GlossMap, new NamedFeatureGLSL( "Gloss Map" ) );
FEATUREMGR->registerFeature( MFT_IsTranslucent, new NamedFeatureGLSL( "Translucent" ) );
FEATUREMGR->registerFeature( MFT_Visibility, new VisibilityFeatGLSL );
FEATUREMGR->registerFeature( MFT_Fog, new FogFeatGLSL );
FEATUREMGR->registerFeature( MFT_Imposter, new NamedFeatureGLSL( "Imposter" ) );
FEATUREMGR->registerFeature( MFT_NormalsOut, new NormalsOutFeatGLSL );
FEATUREMGR->registerFeature( MFT_DepthOut, new DepthOutGLSL );
FEATUREMGR->registerFeature(MFT_EyeSpaceDepthOut, new EyeSpaceDepthOutGLSL());
FEATUREMGR->registerFeature( MFT_HDROut, new HDROutGLSL );
FEATUREMGR->registerFeature( MFT_ParaboloidVertTransform, new ParaboloidVertTransformGLSL );
FEATUREMGR->registerFeature( MFT_IsSinglePassParaboloid, new NamedFeatureGLSL( "Single Pass Paraboloid" ) );
FEATUREMGR->registerFeature( MFT_UseInstancing, new NamedFeatureGLSL( "Hardware Instancing" ) );
FEATUREMGR->registerFeature( MFT_RenderTarget1_Zero, new RenderTargetZeroGLSL
( ShaderFeature::RenderTarget1 ) );
FEATUREMGR->registerFeature( MFT_DiffuseMapAtlas, new NamedFeatureGLSL( "Diffuse Map Atlas" ) );
FEATUREMGR->registerFeature( MFT_NormalMapAtlas, new NamedFeatureGLSL( "Normal Map Atlas" ) );
FEATUREMGR->registerFeature( MFT_Foliage, new FoliageFeatureGLSL );
FEATUREMGR->registerFeature( MFT_ParticleNormal, new ParticleNormalFeatureGLSL );
FEATUREMGR->registerFeature( MFT_ForwardShading, new NamedFeatureGLSL( "Forward Shaded Material" ) );
FEATUREMGR->registerFeature( MFT_ImposterVert, new ImposterVertFeatureGLSL );
FEATUREMGR->registerFeature( MFT_LightbufferMRT, new NamedFeatureGLSL( "Lightbuffer MRT" ) );
//FEATUREMGR->registerFeature( MFT_IsTranslucentZWrite, new NamedFeatureGLSL( "Translucent ZWrite" ) );
//FEATUREMGR->registerFeature( MFT_InterlacedPrePass, new NamedFeatureGLSL( "Interlaced Pre Pass" ) );
}
MODULE_BEGIN( ShaderGenGLSL )
MODULE_INIT_AFTER( ShaderGen )
MODULE_INIT_AFTER( ShaderGenFeatureMgr )
MODULE_INIT
{
sInitDelegate.bind( &_initShaderGenGLSL );
SHADERGEN->registerInitDelegate(OpenGL, sInitDelegate);
}
MODULE_END;