Torque3D/Engine/source/shaderGen/HLSL/pixSpecularHLSL.h
2014-12-19 12:25:56 +01:00

80 lines
2.6 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 _PIXSPECULAR_HLSL_H_
#define _PIXSPECULAR_HLSL_H_
#ifndef _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_
#include "shaderGen/HLSL/shaderFeatureHLSL.h"
#endif
/// A per-pixel specular feature.
class PixelSpecularHLSL : public ShaderFeatureHLSL
{
protected:
ShaderIncludeDependency mDep;
public:
PixelSpecularHLSL();
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 "Pixel Specular";
}
};
/// A texture source for the PixSpecular feature
class SpecularMapHLSL : public ShaderFeatureHLSL
{
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 void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual String getName()
{
return "Specular Map";
}
};
#endif // _PIXSPECULAR_HLSL_H_