Torque3D Documentation / _generateds / advancedLightingFeaturesGLSL.h

advancedLightingFeaturesGLSL.h

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

More...

Classes:

class

This is used during the.

class

Generates specular highlights in the forward pass from the light prepass buffer.

class

Lights the pixel by sampling from the light prepass buffer.

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 _DEFERREDFEATURESGLSL_H_
 25#define _DEFERREDFEATURESGLSL_H_
 26
 27#include "shaderGen/GLSL/shaderFeatureGLSL.h"
 28#include "shaderGen/GLSL/bumpGLSL.h"
 29#include "shaderGen/GLSL/pixSpecularGLSL.h"
 30
 31class ConditionerMethodDependency;
 32
 33
 34/// Lights the pixel by sampling from the light prepass 
 35/// buffer.  It will fall back to forward lighting 
 36/// functionality for non-deferred rendered surfaces.
 37///
 38/// Also note that this feature is only used in the
 39/// forward rendering pass.  It is not used during the
 40/// prepass step.
 41///
 42class DeferredRTLightingFeatGLSL : public RTLightingFeatGLSL
 43{
 44   typedef RTLightingFeatGLSL Parent;
 45
 46protected:
 47
 48   /// @see DeferredRTLightingFeatHLSL::processPix()
 49   U32 mLastTexIndex;
 50
 51public:
 52
 53   virtual void processVert( Vector<ShaderComponent*> &componentList,
 54                              const MaterialFeatureData &fd );
 55
 56   virtual void processPix(   Vector<ShaderComponent*> &componentList, 
 57                              const MaterialFeatureData &fd );
 58
 59   virtual void processPixMacros(   Vector<GFXShaderMacro> &macros, 
 60                                    const MaterialFeatureData &fd );
 61
 62   virtual Material::BlendOp getBlendOp(){ return Material::None; }
 63
 64   virtual Resources getResources( const MaterialFeatureData &fd );
 65
 66   virtual void setTexData(   Material::StageData &stageDat,
 67                              const MaterialFeatureData &fd,
 68                              RenderPassData &passData,
 69                              U32 &texIndex );
 70
 71   virtual String getName()
 72   {
 73      return "Deferred RT Lighting";
 74   }
 75};
 76
 77
 78/// This is used during the 
 79class DeferredBumpFeatGLSL : public BumpFeatGLSL
 80{
 81   typedef BumpFeatGLSL Parent;
 82
 83public:
 84   virtual void processVert(  Vector<ShaderComponent*> &componentList,
 85                              const MaterialFeatureData &fd );
 86
 87   virtual void processPix(   Vector<ShaderComponent*> &componentList, 
 88                              const MaterialFeatureData &fd );
 89
 90   virtual Material::BlendOp getBlendOp() { return Material::LerpAlpha; }
 91
 92   virtual Resources getResources( const MaterialFeatureData &fd );
 93
 94   virtual void setTexData(   Material::StageData &stageDat,
 95                              const MaterialFeatureData &fd,
 96                              RenderPassData &passData,
 97                              U32 &texIndex );
 98
 99   virtual String getName()
100   {
101      return "Bumpmap [Deferred]";
102   }
103};
104
105
106/// Generates specular highlights in the forward pass 
107/// from the light prepass buffer.
108class DeferredPixelSpecularGLSL : public PixelSpecularGLSL
109{
110   typedef PixelSpecularGLSL Parent;
111
112public:
113   virtual void processVert(  Vector<ShaderComponent*> &componentList,
114                              const MaterialFeatureData &fd );
115
116   virtual void processPix(   Vector<ShaderComponent*> &componentList, 
117                              const MaterialFeatureData &fd );
118
119   virtual Resources getResources( const MaterialFeatureData &fd );
120
121   virtual String getName()
122   {
123      return "Pixel Specular [Deferred]";
124   }
125};
126
127
128///
129class DeferredMinnaertGLSL : public ShaderFeatureGLSL
130{
131   typedef ShaderFeatureGLSL Parent;
132   
133public:
134   virtual void processPix(   Vector<ShaderComponent*> &componentList, 
135                              const MaterialFeatureData &fd );
136   virtual void processVert(  Vector<ShaderComponent*> &componentList,
137                              const MaterialFeatureData &fd );
138
139   virtual void processPixMacros(   Vector<GFXShaderMacro> &macros, 
140                                    const MaterialFeatureData &fd );
141
142   virtual Resources getResources( const MaterialFeatureData &fd );
143
144   virtual void setTexData(   Material::StageData &stageDat,
145                              const MaterialFeatureData &fd,
146                              RenderPassData &passData,
147                              U32 &texIndex );
148
149   virtual String getName()
150   {
151      return "Minnaert Shading [Deferred]";
152   }
153};
154
155
156///
157class DeferredSubSurfaceGLSL : public ShaderFeatureGLSL
158{
159   typedef ShaderFeatureGLSL Parent;
160
161public:
162   virtual void processPix(   Vector<ShaderComponent*> &componentList, 
163                              const MaterialFeatureData &fd );
164
165   virtual String getName()
166   {
167      return "Sub-Surface Approximation [Deferred]";
168   }
169};
170
171#endif // _DEFERREDFEATURESGLSL_H_
172