Torque3D Documentation / _generateds / deferredShadingFeaturesHLSL.h

deferredShadingFeaturesHLSL.h

Engine/source/lighting/advanced/hlsl/deferredShadingFeaturesHLSL.h

More...

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 _DEFERREDSHADINGHLSL_H_
25#define _DEFERREDSHADINGHLSL_H_
26
27#include "shaderGen/HLSL/shaderFeatureHLSL.h"
28#include "shaderGen/HLSL/bumpHLSL.h"
29
30class DeferredOrmMapHLSL : public ShaderFeatureHLSL
31{
32public:
33   virtual String getName() { return "Deferred Shading: PBR Config Map"; }
34
35   virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
36
37   virtual void processPix( Vector<ShaderComponent*> &componentList, 
38      const MaterialFeatureData &fd );
39   
40   virtual Resources getResources( const MaterialFeatureData &fd );
41
42   // Sets textures and texture flags for current pass
43   virtual void setTexData( Material::StageData &stageDat,
44                            const MaterialFeatureData &fd,
45                            RenderPassData &passData,
46                            U32 &texIndex );
47   
48   virtual void processVert( Vector<ShaderComponent*> &componentList,
49                             const MaterialFeatureData &fd );
50};
51
52class MatInfoFlagsHLSL : public ShaderFeatureHLSL
53{
54public:
55   virtual String getName() { return "Deferred Shading: Mat Info Flags"; }
56
57   virtual void processPix( Vector<ShaderComponent*> &componentList, 
58      const MaterialFeatureData &fd );
59
60   virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
61};
62
63class ORMConfigVarsHLSL : public ShaderFeatureHLSL
64{
65public:
66   virtual String getName() { return "Deferred Shading: PBR Config Explicit Numbers"; }
67
68   virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
69
70   virtual void processPix( Vector<ShaderComponent*> &componentList, 
71      const MaterialFeatureData &fd );
72};
73
74class GlowMapHLSL : public ShaderFeatureHLSL
75{
76public:
77   virtual String getName() { return "Glow Map"; }
78
79   virtual void processPix(Vector<ShaderComponent*> &componentList,
80      const MaterialFeatureData &fd);
81
82   virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
83
84   virtual Resources getResources(const MaterialFeatureData& fd);
85
86   // Sets textures and texture flags for current pass
87   virtual void setTexData(Material::StageData& stageDat,
88      const MaterialFeatureData& fd,
89      RenderPassData& passData,
90      U32& texIndex);
91};
92
93#endif
94