deferredShadingFeaturesGLSL.h 3.3 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _DEFERREDSHADINGGLSL_H_
  23. #define _DEFERREDSHADINGGLSL_H_
  24. #include "shaderGen/GLSL/shaderFeatureGLSL.h"
  25. #include "shaderGen/GLSL/bumpGLSL.h"
  26. #include "shaderGen/GLSL/pixSpecularGLSL.h"
  27. // Specular Outputs
  28. class DeferredSpecMapGLSL : public ShaderFeatureGLSL
  29. {
  30. public:
  31. virtual String getName() { return "Deferred Shading: Specular Map"; }
  32. virtual void processPix( Vector<ShaderComponent*> &componentList,
  33. const MaterialFeatureData &fd );
  34. virtual Resources getResources( const MaterialFeatureData &fd );
  35. // Sets textures and texture flags for current pass
  36. virtual void setTexData( Material::StageData &stageDat,
  37. const MaterialFeatureData &fd,
  38. RenderPassData &passData,
  39. U32 &texIndex );
  40. virtual void processVert( Vector<ShaderComponent*> &componentList,
  41. const MaterialFeatureData &fd );
  42. };
  43. class DeferredMatInfoFlagsGLSL : public ShaderFeatureGLSL
  44. {
  45. public:
  46. virtual String getName() { return "Deferred Shading: Mat Info Flags"; }
  47. virtual void processPix( Vector<ShaderComponent*> &componentList,
  48. const MaterialFeatureData &fd );
  49. virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return ShaderFeature::RenderTarget2; }
  50. };
  51. class DeferredSpecVarsGLSL : public ShaderFeatureGLSL
  52. {
  53. public:
  54. virtual String getName() { return "Deferred Shading: Specular Explicit Numbers"; }
  55. virtual void processPix( Vector<ShaderComponent*> &componentList,
  56. const MaterialFeatureData &fd );
  57. virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return ShaderFeature::RenderTarget2; }
  58. };
  59. class DeferredEmptySpecGLSL : public ShaderFeatureGLSL
  60. {
  61. public:
  62. virtual String getName() { return "Deferred Shading: Empty Specular"; }
  63. virtual void processPix( Vector<ShaderComponent*> &componentList,
  64. const MaterialFeatureData &fd );
  65. virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return ShaderFeature::RenderTarget2; }
  66. };
  67. #endif