//----------------------------------------------------------------------------- // 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 _BUMP_GLSL_H_ #define _BUMP_GLSL_H_ #ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_ #include "shaderGen/GLSL/shaderFeatureGLSL.h" #endif #ifndef _LANG_ELEMENT_H_ #include "shaderGen/langElement.h" #endif struct RenderPassData; class MultiLine; /// The Bumpmap feature will read the normal map and /// transform it by the inverse of the worldToTanget /// matrix. This normal is then used by subsequent /// shader features. class BumpFeatGLSL : public ShaderFeatureGLSL { public: // ShaderFeatureGLSL virtual void processVert( Vector &componentList, const MaterialFeatureData &fd ); virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ); virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; } virtual Resources getResources( const MaterialFeatureData &fd ); virtual void setTexData( Material::StageData &stageDat, const MaterialFeatureData &fd, RenderPassData &passData, U32 &texIndex ); virtual String getName() { return "Bumpmap"; } }; /// This feature either generates the cheap yet effective offset /// mapping style parallax or the much more expensive occlusion /// mapping technique based on the enabled feature flags. class ParallaxFeatGLSL : public ShaderFeatureGLSL { protected: static Var* _getUniformVar( const char *name, const char *type, ConstantSortPosition csp ); ShaderIncludeDependency mIncludeDep; public: ParallaxFeatGLSL(); // ShaderFeatureGLSL virtual void processVert( Vector &componentList, const MaterialFeatureData &fd ); virtual void processPix( Vector &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 "Parallax"; } }; /// This feature is used to render normals to the /// diffuse target for imposter rendering. class NormalsOutFeatGLSL : public ShaderFeatureGLSL { public: // ShaderFeatureGLSL virtual void processVert( Vector &componentList, const MaterialFeatureData &fd ); virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ); virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; } virtual String getName() { return "NormalsOut"; } }; #endif // _BUMP_GLSL_H_