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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 _ACCUFEATUREHLSL_H_
- #define _ACCUFEATUREHLSL_H_
- #ifndef _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_
- #include "shaderGen/HLSL/shaderFeatureHLSL.h"
- #endif
- #ifndef _LANG_ELEMENT_H_
- #include "shaderGen/langElement.h"
- #endif
- #ifndef _GFXDEVICE_H_
- #include "gfx/gfxDevice.h"
- #endif
- #ifndef _FEATUREMGR_H_
- #include "shaderGen/featureMgr.h"
- #endif
- #ifndef _MATERIALFEATURETYPES_H_
- #include "materials/materialFeatureTypes.h"
- #endif
- #ifndef _MATERIALFEATUREDATA_H_
- #include "materials/materialFeatureData.h"
- #endif
- /// Accu texture
- class AccuTexFeatHLSL : public ShaderFeatureHLSL
- {
- public:
- //****************************************************************************
- // Accu Texture
- //****************************************************************************
- virtual void processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd );
- virtual void processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd );
- void getAccuVec( MultiLine *meta, LangElement *accuVec );
- Var* addOutAccuVec( Vector<ShaderComponent*> &componentList, MultiLine *meta );
- virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
- virtual Resources getResources( const MaterialFeatureData &fd )
- {
- Resources res;
- res.numTex = 1;
- res.numTexReg = 1;
- return res;
- }
- virtual void setTexData( Material::StageData &stageDat,
- const MaterialFeatureData &fd,
- RenderPassData &passData,
- U32 &texIndex );
- virtual String getName()
- {
- return "Accu Texture";
- }
- };
- class AccuScaleFeature : public ShaderFeatureHLSL
- {
- public:
- virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
- {
- // Find the constant value
- Var *accuScale = (Var *)( LangElement::find("accuScale") );
- if( accuScale == NULL )
- {
- accuScale = new Var;
- accuScale->setType( "float" );
- accuScale->setName( "accuScale" );
- accuScale->constSortPos = cspPotentialPrimitive;
- accuScale->uniform = true;
- }
- }
- virtual String getName() { return "Accu Scale"; }
- };
- class AccuDirectionFeature : public ShaderFeatureHLSL
- {
- public:
- virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
- {
- // Find the constant value
- Var *accuDirection = (Var *)( LangElement::find("accuDirection") );
- if( accuDirection == NULL )
- {
- accuDirection = new Var;
- accuDirection->setType( "float" );
- accuDirection->setName( "accuDirection" );
- accuDirection->constSortPos = cspPotentialPrimitive;
- accuDirection->uniform = true;
- }
- }
- virtual String getName() { return "Accu Direction"; }
- };
- class AccuStrengthFeature : public ShaderFeatureHLSL
- {
- public:
- virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
- {
- // Find the constant value
- Var *accuStrength = (Var *)( LangElement::find("accuStrength") );
- if( accuStrength == NULL )
- {
- accuStrength = new Var;
- accuStrength->setType( "float" );
- accuStrength->setName( "accuStrength" );
- accuStrength->constSortPos = cspPotentialPrimitive;
- accuStrength->uniform = true;
- }
- }
- virtual String getName() { return "Accu Strength"; }
- };
- class AccuCoverageFeature : public ShaderFeatureHLSL
- {
- public:
- virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
- {
- // Find the constant value
- Var *accuCoverage = (Var *)( LangElement::find("accuCoverage") );
- if( accuCoverage == NULL )
- {
- accuCoverage = new Var;
- accuCoverage->setType( "float" );
- accuCoverage->setName( "accuCoverage" );
- accuCoverage->constSortPos = cspPotentialPrimitive;
- accuCoverage->uniform = true;
- }
- }
- virtual String getName() { return "Accu Coverage"; }
- };
- class AccuSpecularFeature : public ShaderFeatureHLSL
- {
- public:
- virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
- {
- // Find the constant value
- Var *accuSpecular = (Var *)( LangElement::find("accuSpecular") );
- if( accuSpecular == NULL )
- {
- accuSpecular = new Var;
- accuSpecular->setType( "float" );
- accuSpecular->setName( "accuSpecular" );
- accuSpecular->constSortPos = cspPotentialPrimitive;
- accuSpecular->uniform = true;
- }
- }
- virtual String getName() { return "Accu Specular"; }
- };
- #endif
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