BumpFeatGLSL Class Reference#include <bumpGLSL.h>
Inheritance diagram for BumpFeatGLSL: ![]() Detailed DescriptionBump mapping feature for shader generationThis feature will apply bump mapping to the shader being constructed. It will do this differently depending on whether a light-normal map is present. If one is, then it is probably an interior, and the light direction for the bumping comes from the light-normal map that is precalculated for the interior. If the map is not present, then the light direction for the bump is passed in as a vertex shader constant.
Member Function Documentation
Setup lightVec in vertex shader.
Get lightVec from tex coord or light normal map - pixel shader.
Process vertex shader - This function is used by each feature to generate a list of LangElements that can be traversed and "printed" to generate the actual shader code. The 'output' member is the head of that list. The componentList is used mostly for access to the "Connector" structure which is used to pass data from the vertex to the pixel shader. The GFXMaterialFeatureData parameter is used to determine what other features are present for the shader being generated. Reimplemented from ShaderFeature.
Process pixel shader - This function is used by each feature to generate a list of LangElements that can be traversed and "printed" to generate the actual shader code. The 'output' member is the head of that list. The componentList is used mostly for access to the "Connector" structure which is used to pass data from the vertex to the pixel shader. The GFXMaterialFeatureData parameter is used to determine what other features are present for the shader being generated. Reimplemented from ShaderFeature.
Identifies what type of blending a feature uses. This is used to group features with the same blend operation together in a multipass situation. Reimplemented from ShaderFeature.
Returns the resource requirements of this feature based on what other features are present. The "resources" are things such as texture units, and texture registers of which there can be very limited numbers. The resources can vary depending on hardware and what other features are present. Reimplemented from ShaderFeature.
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