//----------------------------------------------------------------------------- // 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 _ACCUFEATUREGLSL_H_ #define _ACCUFEATUREGLSL_H_ #ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_ #include "shaderGen/GLSL/shaderFeatureGLSL.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 AccuTexFeatGLSL : public ShaderFeatureGLSL { public: //**************************************************************************** // Accu Texture //**************************************************************************** virtual void processVert( Vector &componentList, const MaterialFeatureData &fd ); virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ); void getAccuVec( MultiLine *meta, LangElement *accuVec ); Var* addOutAccuVec( Vector &componentList, MultiLine *meta ); virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; } virtual Resources getResources( const MaterialFeatureData &fd ) { Resources res; res.numTex = 1; res.numTexReg = 1; return res; } virtual void setTexData( Material::StageData &stageDat, const MaterialFeatureData &fd, RenderPassData &passData, U32 &texIndex ); virtual String getName() { return "Accu Texture"; } }; class AccuScaleFeature : public ShaderFeatureGLSL { public: virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ) { // 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; } } virtual String getName() { return "Accu Scale"; } }; class AccuDirectionFeature : public ShaderFeatureGLSL { public: virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ) { // 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; } } virtual String getName() { return "Accu Direction"; } }; class AccuStrengthFeature : public ShaderFeatureGLSL { public: virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ) { // 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; } } virtual String getName() { return "Accu Strength"; } }; class AccuCoverageFeature : public ShaderFeatureGLSL { public: virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ) { // 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; } } virtual String getName() { return "Accu Coverage"; } }; class AccuSpecularFeature : public ShaderFeatureGLSL { public: virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ) { // 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; } } virtual String getName() { return "Accu Specular"; } }; #endif