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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 _TERRFEATUREGLSL_H_
- #define _TERRFEATUREGLSL_H_
- #ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
- #include "shaderGen/GLSL/shaderFeatureGLSL.h"
- #endif
- #ifndef _LANG_ELEMENT_H_
- #include "shaderGen/langElement.h"
- #endif
- /// A shared base class for terrain features which
- /// includes some helper functions.
- class TerrainFeatGLSL : public ShaderFeatureGLSL
- {
- protected:
- ShaderIncludeDependency mTorqueDep;
-
- public:
- TerrainFeatGLSL();
- Var* _getInDetailCoord(Vector<ShaderComponent*> &componentList );
-
- Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
- Var* _getDetailMapSampler();
- Var* _getNormalMapSampler();
- Var* _getOrmMapSampler();
- static Var* _getUniformVar( const char *name, const char *type, ConstantSortPosition csp );
-
- Var* _getDetailIdStrengthParallax();
- Var* _getMacroIdStrengthParallax();
-
- };
- class TerrainBaseMapFeatGLSL : public TerrainFeatGLSL
- {
- public:
- 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 String getName() { return "Terrain Base Texture"; }
- virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
- };
- class TerrainDetailMapFeatGLSL : public TerrainFeatGLSL
- {
- protected:
- ShaderIncludeDependency mTorqueDep;
- ShaderIncludeDependency mTerrainDep;
- public:
- TerrainDetailMapFeatGLSL();
- 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 String getName() { return "Terrain Detail Texture"; }
- virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
- };
- class TerrainMacroMapFeatGLSL : public TerrainFeatGLSL
- {
- protected:
- ShaderIncludeDependency mTorqueDep;
- ShaderIncludeDependency mTerrainDep;
- public:
- TerrainMacroMapFeatGLSL();
- 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 String getName() { return "Terrain Macro Texture"; }
- virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
- };
- class TerrainNormalMapFeatGLSL : public TerrainFeatGLSL
- {
- public:
- 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 String getName() { return "Terrain Normal Texture"; }
- };
- class TerrainLightMapFeatGLSL : public TerrainFeatGLSL
- {
- public:
- virtual void processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd );
-
- virtual Resources getResources( const MaterialFeatureData &fd );
- virtual String getName() { return "Terrain Lightmap Texture"; }
- };
- class TerrainORMMapFeatGLSL : public TerrainFeatGLSL
- {
- public:
- 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 U32 getOutputTargets(const MaterialFeatureData &fd) const;
- virtual String getName() { return "Composite Matinfo map"; }
- };
- class TerrainBlankInfoMapFeatGLSL : public ShaderFeatureGLSL
- {
- public:
- virtual void processPix(Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd);
- virtual String getName() { return "Blank Matinfo map"; }
- };
- class TerrainHeightMapBlendGLSL : public TerrainFeatGLSL
- {
- public:
- virtual void processVert(Vector<ShaderComponent*>& componentList,
- const MaterialFeatureData& fd);
- virtual void processPix(Vector<ShaderComponent*>& componentList,
- const MaterialFeatureData& fd);
- virtual String getName() { return "Terrain Heightmap Blend"; }
- };
- #endif // _TERRFEATUREGLSL_H_
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