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#include "shaderGen/GLSL/pixSpecularGLSL.h"
30
31// Specular Outputs
32class DeferredSpecMapGLSL : public ShaderFeatureGLSL
33{
34public:
35   virtual String getName() { return "Deferred Shading: Specular Map"; }
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 DeferredMatInfoFlagsGLSL : public ShaderFeatureGLSL
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 { return ShaderFeature::RenderTarget2; }
61};
62
63class DeferredSpecVarsGLSL : public ShaderFeatureGLSL
64{
65public:
66   virtual String getName() { return "Deferred Shading: Specular Explicit Numbers"; }
67
68   virtual void processPix( Vector<ShaderComponent*> &componentList, 
69      const MaterialFeatureData &fd );
70   
71   virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return ShaderFeature::RenderTarget2; }
72};
73
74
75class DeferredEmptySpecGLSL : public ShaderFeatureGLSL
76{
77public:
78   virtual String getName() { return "Deferred Shading: Empty Specular"; }
79
80   virtual void processPix( Vector<ShaderComponent*> &componentList, 
81      const MaterialFeatureData &fd );
82   
83   virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return ShaderFeature::RenderTarget2; }
84};
85
86#endif
87