//----------------------------------------------------------------------------- // 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 _TERRFEATUREGLSL_H_ #define _TERRFEATUREGLSL_H_ #ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_ #include "shaderGen/GLSL/shaderFeatureGLSL.h" #endif #ifndef _LANG_ELEMENT_H_ #include "shaderGen/langElement.h" #endif /// A shared base class for terrain features which /// includes some helper functions. class TerrainFeatGLSL : public ShaderFeatureGLSL { protected: ShaderIncludeDependency mTorqueDep; public: TerrainFeatGLSL(); Var* _getInDetailCoord(Vector &componentList ); Var* _getInMacroCoord(Vector &componentList ); Var* _getDetailMapSampler(); Var* _getNormalMapSampler(); Var* _getOrmMapSampler(); static Var* _getUniformVar( const char *name, const char *type, ConstantSortPosition csp ); Var* _getDetailIdStrengthParallax(); Var* _getMacroIdStrengthParallax(); }; class TerrainBaseMapFeatGLSL : public TerrainFeatGLSL { public: virtual void processVert( Vector &componentList, const MaterialFeatureData &fd ); virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ); virtual Resources getResources( const MaterialFeatureData &fd ); virtual String getName() { return "Terrain Base Texture"; } virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const; }; class TerrainDetailMapFeatGLSL : public TerrainFeatGLSL { protected: ShaderIncludeDependency mTorqueDep; ShaderIncludeDependency mTerrainDep; public: TerrainDetailMapFeatGLSL(); virtual void processVert( Vector &componentList, const MaterialFeatureData &fd ); virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ); virtual Resources getResources( const MaterialFeatureData &fd ); virtual String getName() { return "Terrain Detail Texture"; } virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const; }; class TerrainMacroMapFeatGLSL : public TerrainFeatGLSL { protected: ShaderIncludeDependency mTorqueDep; ShaderIncludeDependency mTerrainDep; public: TerrainMacroMapFeatGLSL(); virtual void processVert( Vector &componentList, const MaterialFeatureData &fd ); virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ); virtual Resources getResources( const MaterialFeatureData &fd ); virtual String getName() { return "Terrain Macro Texture"; } virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const; }; class TerrainNormalMapFeatGLSL : public TerrainFeatGLSL { public: virtual void processVert( Vector &componentList, const MaterialFeatureData &fd ); virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ); virtual Resources getResources( const MaterialFeatureData &fd ); virtual String getName() { return "Terrain Normal Texture"; } }; class TerrainLightMapFeatGLSL : public TerrainFeatGLSL { public: virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ); virtual Resources getResources( const MaterialFeatureData &fd ); virtual String getName() { return "Terrain Lightmap Texture"; } }; class TerrainORMMapFeatGLSL : public TerrainFeatGLSL { public: virtual void processVert(Vector &componentList, const MaterialFeatureData &fd); virtual void processPix(Vector &componentList, const MaterialFeatureData &fd); virtual Resources getResources(const MaterialFeatureData &fd); virtual U32 getOutputTargets(const MaterialFeatureData &fd) const; virtual String getName() { return "Composite Matinfo map"; } }; class TerrainBlankInfoMapFeatGLSL : public ShaderFeatureGLSL { public: virtual void processPix(Vector &componentList, const MaterialFeatureData &fd); virtual String getName() { return "Blank Matinfo map"; } }; class TerrainHeightMapBlendGLSL : public TerrainFeatGLSL { public: virtual void processVert(Vector& componentList, const MaterialFeatureData& fd); virtual void processPix(Vector& componentList, const MaterialFeatureData& fd); virtual String getName() { return "Terrain Heightmap Blend"; } }; #endif // _TERRFEATUREGLSL_H_