Torque3D Documentation / _generateds / deferredShadingFeaturesGLSL.h

deferredShadingFeaturesGLSL.h

Engine/source/lighting/advanced/glsl/deferredShadingFeaturesGLSL.h

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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