Torque3D/Engine/source/terrain/hlsl/terrFeatureHLSL.h
AtomicWalrus 13fec9bb80 Squashed commit of the following:
commit 678d0ea2357915c6502af90083f1d34b6b21b7b4
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 20:46:15 2023 -0700

    Removed some commented-out code

commit 4a149157f7a7b781e2246b1417b144625ff559cd
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 20:42:03 2023 -0700

    Remove un-used instance of the blendHardness var

commit e5dc42adef00ed371cbc89b731ae16889ba68d9a
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 18:57:51 2023 -0700

    Cleanup un-needed conditionals and other leftover code

commit dccd10010e058f00cd41f5c5c111443f9cb71721
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 18:05:31 2023 -0700

    Use validator instead of protected field (2)

commit 4cc7f1d32fcc6ab788de54bb38763283fbd5533e
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 18:03:40 2023 -0700

    Use validator instead of protected field

commit e8d7e1731e383a99e8a0539d23a3b04f9c252491
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 15:34:48 2023 -0700

    Terrain macro textures and blending hardness
2023-02-20 20:47:46 -07:00

200 lines
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.
//-----------------------------------------------------------------------------
#ifndef _TERRFEATUREHLSL_H_
#define _TERRFEATUREHLSL_H_
#ifndef _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_
#include "shaderGen/HLSL/shaderFeatureHLSL.h"
#endif
#ifndef _LANG_ELEMENT_H_
#include "shaderGen/langElement.h"
#endif
/// A shared base class for terrain features which
/// includes some helper functions.
class TerrainFeatHLSL : public ShaderFeatureHLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
public:
TerrainFeatHLSL();
Var* _getInDetailCoord(Vector<ShaderComponent*> &componentList );
Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
Var* _getDetailMapSampler();
Var* _getDetailMapArray();
Var* _getMacroMapSampler();
Var* _getMacroMapArray();
Var* _getNormalMapSampler();
Var* _getNormalMapArray();
Var* _getOrmMapSampler();
Var* _getOrmMapArray();
Var* _getNormalMapTex();
Var* _getORMConfigMapTex();
static Var* _getUniformVar( const char *name, const char *type, ConstantSortPosition csp );
Var* _getDetailIdStrengthParallax();
Var* _getMacroIdStrengthParallax();
};
class TerrainBaseMapFeatHLSL : public TerrainFeatHLSL
{
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "Terrain Base Texture"; }
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
};
class TerrainDetailMapFeatHLSL : public TerrainFeatHLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
ShaderIncludeDependency mTerrainDep;
public:
TerrainDetailMapFeatHLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "Terrain Detail Texture"; }
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
};
class TerrainMacroMapFeatHLSL : public TerrainFeatHLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
ShaderIncludeDependency mTerrainDep;
public:
TerrainMacroMapFeatHLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "Terrain Macro Texture"; }
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
};
class TerrainNormalMapFeatHLSL : public TerrainFeatHLSL
{
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "Terrain Normal Texture"; }
};
class TerrainLightMapFeatHLSL : public TerrainFeatHLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "Terrain Lightmap Texture"; }
};
class TerrainORMMapFeatHLSL : public TerrainFeatHLSL
{
public:
virtual void processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd);
virtual void processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd);
virtual Resources getResources(const MaterialFeatureData &fd);
virtual U32 getOutputTargets(const MaterialFeatureData &fd) const;
virtual String getName() { return "Composite Matinfo map"; }
};
class TerrainBlankInfoMapFeatHLSL : public TerrainFeatHLSL
{
public:
virtual void processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd);
virtual String getName() { return "Blank Matinfo map"; }
};
class TerrainHeightMapBlendHLSL : public TerrainFeatHLSL
{
public:
virtual void processVert(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd);
virtual void processPix(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd);
virtual String getName() { return "Terrain Heightmap Blend"; }
};
#endif // _TERRFEATUREHLSL_H_