//----------------------------------------------------------------------------- // 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 _DEFERREDSHADINGGLSL_H_ #define _DEFERREDSHADINGGLSL_H_ #include "shaderGen/GLSL/shaderFeatureGLSL.h" #include "shaderGen/GLSL/bumpGLSL.h" #include "shaderGen/GLSL/pixSpecularGLSL.h" // Specular Outputs class DeferredSpecMapGLSL : public ShaderFeatureGLSL { public: virtual String getName() { return "Deferred Shading: Specular Map"; } virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ); virtual Resources getResources( const MaterialFeatureData &fd ); // Sets textures and texture flags for current pass virtual void setTexData( Material::StageData &stageDat, const MaterialFeatureData &fd, RenderPassData &passData, U32 &texIndex ); virtual void processVert( Vector &componentList, const MaterialFeatureData &fd ); }; class DeferredMatInfoFlagsGLSL : public ShaderFeatureGLSL { public: virtual String getName() { return "Deferred Shading: Mat Info Flags"; } virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ); virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return ShaderFeature::RenderTarget2; } }; class DeferredSpecVarsGLSL : public ShaderFeatureGLSL { public: virtual String getName() { return "Deferred Shading: Specular Explicit Numbers"; } virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ); virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return ShaderFeature::RenderTarget2; } }; class DeferredEmptySpecGLSL : public ShaderFeatureGLSL { public: virtual String getName() { return "Deferred Shading: Empty Specular"; } virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ); virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return ShaderFeature::RenderTarget2; } }; #endif