mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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75 lines
2.6 KiB
C++
75 lines
2.6 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 _GBUFFER_CONDITIONER_GLSL_H_
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#define _GBUFFER_CONDITIONER_GLSL_H_
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#ifndef _CONDITIONER_BASE_H_
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#include "shaderGen/conditionerFeature.h"
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#endif
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#ifndef _SHADEROP_H_
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#include "shaderGen/shaderOp.h"
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#endif
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///
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class GBufferConditionerGLSL : public ConditionerFeature
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{
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typedef ConditionerFeature Parent;
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public:
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enum NormalStorage
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{
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CartesianXYZ,
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CartesianXY,
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Spherical,
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};
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protected:
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NormalStorage mNormalStorageType;
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bool mCanWriteNegativeValues;
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U32 mBitsPerChannel;
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public:
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GBufferConditionerGLSL( const GFXFormat bufferFormat );
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virtual ~GBufferConditionerGLSL();
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virtual void processVert( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd );
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virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd );
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virtual Resources getResources( const MaterialFeatureData &fd );
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virtual String getName() { return "GBuffer Conditioner"; }
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protected:
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virtual Var *printMethodHeader( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta );
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virtual GenOp* _posnegEncode( GenOp *val );
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virtual GenOp* _posnegDecode( GenOp *val );
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virtual Var* _conditionOutput( Var *unconditionedOutput, MultiLine *meta );
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virtual Var* _unconditionInput( Var *conditionedInput, MultiLine *meta );
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};
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#endif // _GBUFFER_CONDITIONER_GLSL_H_
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