depthHLSL.h 2.6 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 _DEPTH_HLSL_H_
  23. #define _DEPTH_HLSL_H_
  24. #ifndef _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_
  25. #include "shaderGen/HLSL/shaderFeatureHLSL.h"
  26. #endif
  27. #ifndef _SHADEROP_H_
  28. #include "shaderGen/shaderOp.h"
  29. #endif
  30. class EyeSpaceDepthOutHLSL : public ShaderFeatureHLSL
  31. {
  32. public:
  33. // ShaderFeature
  34. virtual void processVert( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd );
  35. virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd );
  36. virtual Resources getResources( const MaterialFeatureData &fd );
  37. virtual String getName() { return "Eye Space Depth (Out)"; }
  38. virtual Material::BlendOp getBlendOp() { return Material::None; }
  39. virtual const char* getOutputVarName() const { return "eyeSpaceDepth"; }
  40. };
  41. class DepthOutHLSL : public ShaderFeatureHLSL
  42. {
  43. public:
  44. // ShaderFeature
  45. virtual void processVert( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd );
  46. virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd );
  47. virtual Resources getResources( const MaterialFeatureData &fd );
  48. virtual String getName() { return "Depth (Out)"; }
  49. virtual Material::BlendOp getBlendOp() { return Material::None; }
  50. virtual const char* getOutputVarName() const { return "IN.depth"; }
  51. };
  52. #endif // _DEPTH_HLSL_H_