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- //-----------------------------------------------------------------------------
- // 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 _DEFERREDFEATURESGLSL_H_
- #define _DEFERREDFEATURESGLSL_H_
- #include "shaderGen/GLSL/shaderFeatureGLSL.h"
- #include "shaderGen/GLSL/bumpGLSL.h"
- class ConditionerMethodDependency;
- /// Lights the pixel by sampling from the light deferred
- /// buffer. It will fall back to forward lighting
- /// functionality for non-deferred rendered surfaces.
- ///
- /// Also note that this feature is only used in the
- /// forward rendering pass. It is not used during the
- /// deferred step.
- ///
- class DeferredRTLightingFeatGLSL : public RTLightingFeatGLSL
- {
- typedef RTLightingFeatGLSL Parent;
- protected:
- /// @see DeferredRTLightingFeatHLSL::processPix()
- U32 mLastTexIndex;
- public:
- virtual void processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd );
- virtual void processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd );
- virtual void processPixMacros( Vector<GFXShaderMacro> ¯os,
- const MaterialFeatureData &fd );
- virtual Material::BlendOp getBlendOp(){ return Material::None; }
- virtual Resources getResources( const MaterialFeatureData &fd );
- virtual void setTexData( Material::StageData &stageDat,
- const MaterialFeatureData &fd,
- RenderPassData &passData,
- U32 &texIndex );
- virtual String getName()
- {
- return "Deferred RT Lighting";
- }
- };
- /// This is used during the
- class DeferredBumpFeatGLSL : public BumpFeatGLSL
- {
- typedef BumpFeatGLSL Parent;
- public:
- virtual void processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd );
- virtual void processPix( Vector<ShaderComponent*> &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 [Deferred]";
- }
- };
- ///
- class DeferredMinnaertGLSL : public ShaderFeatureGLSL
- {
- typedef ShaderFeatureGLSL Parent;
-
- public:
- virtual void processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd );
- virtual void processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd );
- virtual void processPixMacros( Vector<GFXShaderMacro> ¯os,
- 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 "Minnaert Shading [Deferred]";
- }
- };
- ///
- class DeferredSubSurfaceGLSL : public ShaderFeatureGLSL
- {
- typedef ShaderFeatureGLSL Parent;
- public:
- virtual void processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd );
- virtual String getName()
- {
- return "Sub-Surface Approximation [Deferred]";
- }
- };
- #endif // _DEFERREDFEATURESGLSL_H_
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