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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 _DEFERREDSHADINGGLSL_H_
- #define _DEFERREDSHADINGGLSL_H_
- #include "shaderGen/GLSL/shaderFeatureGLSL.h"
- #include "shaderGen/GLSL/bumpGLSL.h"
- // Specular Outputs
- class DeferredOrmMapGLSL : public ShaderFeatureGLSL
- {
- public:
- virtual String getName() { return "Deferred Shading: PBR Config Map"; }
- virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
- virtual void processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd );
-
- virtual Resources getResources( const MaterialFeatureData &fd );
- // Sets textures and texture flags for current pass
- virtual void setTexData( Material::StageData &stageDat,
- const MaterialFeatureData &fd,
- RenderPassData &passData,
- U32 &texIndex );
-
- virtual void processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd );
- };
- class MatInfoFlagsGLSL : public ShaderFeatureGLSL
- {
- public:
- virtual String getName() { return "Deferred Shading: Mat Info Flags"; }
- virtual void processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd );
- virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
- };
- class ORMConfigVarsGLSL : public ShaderFeatureGLSL
- {
- public:
- virtual String getName() { return "Deferred Shading: PBR Config Explicit Numbers"; }
- virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
- virtual void processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd );
- };
- class GlowMapGLSL : public ShaderFeatureGLSL
- {
- public:
- virtual String getName() { return "Glow Map"; }
- virtual void processPix(Vector<ShaderComponent*>& componentList,
- const MaterialFeatureData& fd);
- virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
- virtual Resources getResources(const MaterialFeatureData& fd);
- // Sets textures and texture flags for current pass
- virtual void setTexData(Material::StageData& stageDat,
- const MaterialFeatureData& fd,
- RenderPassData& passData,
- U32& texIndex);
- };
- #endif
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