Torque3D/Engine/source/shaderGen/HLSL/accuFeatureHLSL.h
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

185 lines
5.9 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 _ACCUFEATUREHLSL_H_
#define _ACCUFEATUREHLSL_H_
#ifndef _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_
#include "shaderGen/HLSL/shaderFeatureHLSL.h"
#endif
#ifndef _LANG_ELEMENT_H_
#include "shaderGen/langElement.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
#ifndef _FEATUREMGR_H_
#include "shaderGen/featureMgr.h"
#endif
#ifndef _MATERIALFEATURETYPES_H_
#include "materials/materialFeatureTypes.h"
#endif
#ifndef _MATERIALFEATUREDATA_H_
#include "materials/materialFeatureData.h"
#endif
/// Accu texture
class AccuTexFeatHLSL : public ShaderFeatureHLSL
{
public:
//****************************************************************************
// Accu Texture
//****************************************************************************
void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd ) override;
void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd ) override;
void getAccuVec( MultiLine *meta, LangElement *accuVec );
Var* addOutAccuVec( Vector<ShaderComponent*> &componentList, MultiLine *meta );
Material::BlendOp getBlendOp() override{ return Material::LerpAlpha; }
Resources getResources( const MaterialFeatureData &fd ) override
{
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex ) override;
String getName() override
{
return "Accu Texture";
}
};
class AccuScaleFeature : public ShaderFeatureHLSL
{
public:
void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd ) override
{
// Find the constant value
Var *accuScale = (Var *)( LangElement::find("accuScale") );
if( accuScale == NULL )
{
accuScale = new Var;
accuScale->setType( "float" );
accuScale->setName( "accuScale" );
accuScale->constSortPos = cspPotentialPrimitive;
accuScale->uniform = true;
}
}
String getName() override { return "Accu Scale"; }
};
class AccuDirectionFeature : public ShaderFeatureHLSL
{
public:
void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd ) override
{
// Find the constant value
Var *accuDirection = (Var *)( LangElement::find("accuDirection") );
if( accuDirection == NULL )
{
accuDirection = new Var;
accuDirection->setType( "float" );
accuDirection->setName( "accuDirection" );
accuDirection->constSortPos = cspPotentialPrimitive;
accuDirection->uniform = true;
}
}
String getName() override { return "Accu Direction"; }
};
class AccuStrengthFeature : public ShaderFeatureHLSL
{
public:
void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd ) override
{
// Find the constant value
Var *accuStrength = (Var *)( LangElement::find("accuStrength") );
if( accuStrength == NULL )
{
accuStrength = new Var;
accuStrength->setType( "float" );
accuStrength->setName( "accuStrength" );
accuStrength->constSortPos = cspPotentialPrimitive;
accuStrength->uniform = true;
}
}
String getName() override { return "Accu Strength"; }
};
class AccuCoverageFeature : public ShaderFeatureHLSL
{
public:
void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd ) override
{
// Find the constant value
Var *accuCoverage = (Var *)( LangElement::find("accuCoverage") );
if( accuCoverage == NULL )
{
accuCoverage = new Var;
accuCoverage->setType( "float" );
accuCoverage->setName( "accuCoverage" );
accuCoverage->constSortPos = cspPotentialPrimitive;
accuCoverage->uniform = true;
}
}
String getName() override { return "Accu Coverage"; }
};
class AccuSpecularFeature : public ShaderFeatureHLSL
{
public:
void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd ) override
{
// Find the constant value
Var *accuSpecular = (Var *)( LangElement::find("accuSpecular") );
if( accuSpecular == NULL )
{
accuSpecular = new Var;
accuSpecular->setType( "float" );
accuSpecular->setName( "accuSpecular" );
accuSpecular->constSortPos = cspPotentialPrimitive;
accuSpecular->uniform = true;
}
}
String getName() override { return "Accu Specular"; }
};
#endif