deferredShadingFeaturesHLSL.h 3.4 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 _DEFERREDSHADINGHLSL_H_
  23. #define _DEFERREDSHADINGHLSL_H_
  24. #include "shaderGen/HLSL/shaderFeatureHLSL.h"
  25. #include "shaderGen/HLSL/bumpHLSL.h"
  26. class DeferredOrmMapHLSL : public ShaderFeatureHLSL
  27. {
  28. public:
  29. virtual String getName() { return "Deferred Shading: PBR Config Map"; }
  30. virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
  31. virtual void processPix( Vector<ShaderComponent*> &componentList,
  32. const MaterialFeatureData &fd );
  33. virtual Resources getResources( const MaterialFeatureData &fd );
  34. // Sets textures and texture flags for current pass
  35. virtual void setTexData( Material::StageData &stageDat,
  36. const MaterialFeatureData &fd,
  37. RenderPassData &passData,
  38. U32 &texIndex );
  39. virtual void processVert( Vector<ShaderComponent*> &componentList,
  40. const MaterialFeatureData &fd );
  41. };
  42. class MatInfoFlagsHLSL : public ShaderFeatureHLSL
  43. {
  44. public:
  45. virtual String getName() { return "Deferred Shading: Mat Info Flags"; }
  46. virtual void processPix( Vector<ShaderComponent*> &componentList,
  47. const MaterialFeatureData &fd );
  48. virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
  49. };
  50. class ORMConfigVarsHLSL : public ShaderFeatureHLSL
  51. {
  52. public:
  53. virtual String getName() { return "Deferred Shading: PBR Config Explicit Numbers"; }
  54. virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
  55. virtual void processPix( Vector<ShaderComponent*> &componentList,
  56. const MaterialFeatureData &fd );
  57. };
  58. class GlowMapHLSL : public ShaderFeatureHLSL
  59. {
  60. public:
  61. virtual String getName() { return "Glow Map"; }
  62. virtual void processPix(Vector<ShaderComponent*> &componentList,
  63. const MaterialFeatureData &fd);
  64. virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
  65. virtual Resources getResources(const MaterialFeatureData& fd);
  66. // Sets textures and texture flags for current pass
  67. virtual void setTexData(Material::StageData& stageDat,
  68. const MaterialFeatureData& fd,
  69. RenderPassData& passData,
  70. U32& texIndex);
  71. };
  72. #endif