123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106 |
- //-----------------------------------------------------------------------------
- // 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 _BUMP_GLSL_H_
- #define _BUMP_GLSL_H_
- #ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
- #include "shaderGen/GLSL/shaderFeatureGLSL.h"
- #endif
- #ifndef _LANG_ELEMENT_H_
- #include "shaderGen/langElement.h"
- #endif
- struct RenderPassData;
- class MultiLine;
- /// The Bumpmap feature will read the normal map and
- /// transform it by the inverse of the worldToTanget
- /// matrix. This normal is then used by subsequent
- /// shader features.
- class BumpFeatGLSL : public ShaderFeatureGLSL
- {
- public:
- // ShaderFeatureGLSL
- 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"; }
- };
- /// This feature either generates the cheap yet effective offset
- /// mapping style parallax or the much more expensive occlusion
- /// mapping technique based on the enabled feature flags.
- class ParallaxFeatGLSL : public ShaderFeatureGLSL
- {
- protected:
- static Var* _getUniformVar( const char *name,
- const char *type,
- ConstantSortPosition csp );
- ShaderIncludeDependency mIncludeDep;
- public:
- ParallaxFeatGLSL();
- // ShaderFeatureGLSL
- virtual void processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd );
- virtual void processPix( Vector<ShaderComponent*> &componentList,
- 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 "Parallax"; }
- };
- /// This feature is used to render normals to the
- /// diffuse target for imposter rendering.
- class NormalsOutFeatGLSL : public ShaderFeatureGLSL
- {
- public:
-
- // ShaderFeatureGLSL
- 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 String getName() { return "NormalsOut"; }
- };
- #endif // _BUMP_GLSL_H_
|