deferredShadingFeaturesGLSL.h
Engine/source/lighting/advanced/glsl/deferredShadingFeaturesGLSL.h
Classes:
class
class
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
