deferredShadingFeaturesGLSL.h
Engine/source/lighting/advanced/glsl/deferredShadingFeaturesGLSL.h
Classes:
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _DEFERREDSHADINGGLSL_H_ 25#define _DEFERREDSHADINGGLSL_H_ 26 27#include "shaderGen/GLSL/shaderFeatureGLSL.h" 28#include "shaderGen/GLSL/bumpGLSL.h" 29 30// Specular Outputs 31class DeferredOrmMapGLSL : public ShaderFeatureGLSL 32{ 33public: 34 virtual String getName() { return "Deferred Shading: PBR Config Map"; } 35 36 virtual U32 getOutputTargets(const MaterialFeatureData& fd) const; 37 38 virtual void processPix( Vector<ShaderComponent*> &componentList, 39 const MaterialFeatureData &fd ); 40 41 virtual Resources getResources( const MaterialFeatureData &fd ); 42 43 // Sets textures and texture flags for current pass 44 virtual void setTexData( Material::StageData &stageDat, 45 const MaterialFeatureData &fd, 46 RenderPassData &passData, 47 U32 &texIndex ); 48 49 virtual void processVert( Vector<ShaderComponent*> &componentList, 50 const MaterialFeatureData &fd ); 51}; 52 53class MatInfoFlagsGLSL : public ShaderFeatureGLSL 54{ 55public: 56 virtual String getName() { return "Deferred Shading: Mat Info Flags"; } 57 58 virtual void processPix( Vector<ShaderComponent*> &componentList, 59 const MaterialFeatureData &fd ); 60 61 virtual U32 getOutputTargets(const MaterialFeatureData& fd) const; 62}; 63 64class ORMConfigVarsGLSL : public ShaderFeatureGLSL 65{ 66public: 67 virtual String getName() { return "Deferred Shading: PBR Config Explicit Numbers"; } 68 69 virtual U32 getOutputTargets(const MaterialFeatureData& fd) const; 70 71 virtual void processPix( Vector<ShaderComponent*> &componentList, 72 const MaterialFeatureData &fd ); 73}; 74 75class GlowMapGLSL : public ShaderFeatureGLSL 76{ 77public: 78 virtual String getName() { return "Glow Map"; } 79 80 virtual void processPix(Vector<ShaderComponent*>& componentList, 81 const MaterialFeatureData& fd); 82 83 virtual U32 getOutputTargets(const MaterialFeatureData& fd) const; 84 85 virtual Resources getResources(const MaterialFeatureData& fd); 86 87 // Sets textures and texture flags for current pass 88 virtual void setTexData(Material::StageData& stageDat, 89 const MaterialFeatureData& fd, 90 RenderPassData& passData, 91 U32& texIndex); 92}; 93#endif 94