Merge branch 'development' into navMess2

Conflicts:
	Engine/source/navigation/navMesh.cpp
This commit is contained in:
Azaezel 2016-02-21 15:27:12 -06:00
commit 554a871df9
151 changed files with 5453 additions and 394 deletions

View file

@ -39,7 +39,7 @@
#endif
#ifndef _TSSHAPE_H_
#include "ts/TSShape.h"
#include "ts/tsShape.h"
#endif
#ifndef __RESOURCE_H__
#include "core/resource.h"

View file

@ -284,6 +284,7 @@ void DecalData::unpackData( BitStream *stream )
Parent::unpackData( stream );
stream->read( &lookupName );
assignName(lookupName);
stream->read( &size );
stream->read( &materialName );
_updateMaterial();

View file

@ -4659,9 +4659,9 @@ Point3F Player::_move( const F32 travelTime, Collision *outCol )
}
Point3F distance = end - start;
if (mFabs(distance.x) < mObjBox.len_x() &&
mFabs(distance.y) < mObjBox.len_y() &&
mFabs(distance.z) < mObjBox.len_z())
if (mFabs(distance.x) < mScaledBox.len_x() &&
mFabs(distance.y) < mScaledBox.len_y() &&
mFabs(distance.z) < mScaledBox.len_z())
{
// We can potentially early out of this. If there are no polys in the clipped polylist at our
// end position, then we can bail, and just set start = end;

View file

@ -91,6 +91,9 @@ ConsoleDocClass( TSStatic,
);
TSStatic::TSStatic()
:
cubeDescId( 0 ),
reflectorDesc( NULL )
{
mNetFlags.set(Ghostable | ScopeAlways);
@ -186,6 +189,11 @@ void TSStatic::initPersistFields()
endGroup("Rendering");
addGroup( "Reflection" );
addField( "cubeReflectorDesc", TypeRealString, Offset( cubeDescName, TSStatic ),
"References a ReflectorDesc datablock that defines performance and quality properties for dynamic reflections.\n");
endGroup( "Reflection" );
addGroup("Collision");
addField( "collisionType", TypeTSMeshType, Offset( mCollisionType, TSStatic ),
@ -292,6 +300,14 @@ bool TSStatic::onAdd()
addToScene();
if ( isClientObject() )
{
mCubeReflector.unregisterReflector();
if ( reflectorDesc )
mCubeReflector.registerReflector( this, reflectorDesc );
}
_updateShouldTick();
// Accumulation
@ -357,6 +373,16 @@ bool TSStatic::_createShape()
if ( mAmbientThread )
mShapeInstance->setSequence( mAmbientThread, ambientSeq, 0);
// Resolve CubeReflectorDesc.
if ( cubeDescName.isNotEmpty() )
{
Sim::findObject( cubeDescName, reflectorDesc );
}
else if( cubeDescId > 0 )
{
Sim::findObject( cubeDescId, reflectorDesc );
}
return true;
}
@ -429,6 +455,8 @@ void TSStatic::onRemove()
mShapeInstance = NULL;
mAmbientThread = NULL;
if ( isClientObject() )
mCubeReflector.unregisterReflector();
Parent::onRemove();
}
@ -561,6 +589,12 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
F32 invScale = (1.0f/getMax(getMax(mObjScale.x,mObjScale.y),mObjScale.z));
// If we're currently rendering our own reflection we
// don't want to render ourselves into it.
if ( mCubeReflector.isRendering() )
return;
if ( mForceDetail == -1 )
mShapeInstance->setDetailFromDistance( state, dist * invScale );
else
@ -577,6 +611,9 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
rdata.setFadeOverride( 1.0f );
rdata.setOriginSort( mUseOriginSort );
if ( mCubeReflector.isEnabled() )
rdata.setCubemap( mCubeReflector.getCubemap() );
// Acculumation
rdata.setAccuTex(mAccuTex);
@ -604,6 +641,20 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
mat.scale( mObjScale );
GFX->setWorldMatrix( mat );
if ( state->isDiffusePass() && mCubeReflector.isEnabled() && mCubeReflector.getOcclusionQuery() )
{
RenderPassManager *pass = state->getRenderPass();
OccluderRenderInst *ri = pass->allocInst<OccluderRenderInst>();
ri->type = RenderPassManager::RIT_Occluder;
ri->query = mCubeReflector.getOcclusionQuery();
mObjToWorld.mulP( mObjBox.getCenter(), &ri->position );
ri->scale.set( mObjBox.getExtents() );
ri->orientation = pass->allocUniqueXform( mObjToWorld );
ri->isSphere = false;
state->getRenderPass()->addInst( ri );
}
mShapeInstance->animate();
if(mShapeInstance)
{
@ -715,6 +766,10 @@ U32 TSStatic::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
if ( mLightPlugin )
retMask |= mLightPlugin->packUpdate(this, AdvancedStaticOptionsMask, con, mask, stream);
if( stream->writeFlag( reflectorDesc != NULL ) )
{
stream->writeRangedU32( reflectorDesc->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
return retMask;
}
@ -782,6 +837,11 @@ void TSStatic::unpackUpdate(NetConnection *con, BitStream *stream)
mLightPlugin->unpackUpdate(this, con, stream);
}
if( stream->readFlag() )
{
cubeDescId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
if ( isProperlyAdded() )
_updateShouldTick();
}

View file

@ -39,6 +39,10 @@
#include "ts/tsShape.h"
#endif
#ifndef _REFLECTOR_H_
#include "scene/reflector.h"
#endif
class TSShapeInstance;
class TSThread;
class TSStatic;
@ -147,6 +151,11 @@ protected:
/// Start or stop processing ticks depending on our state.
void _updateShouldTick();
String cubeDescName;
U32 cubeDescId;
ReflectorDesc *reflectorDesc;
CubeReflector mCubeReflector;
protected:
Convex *mConvexList;

View file

@ -48,7 +48,7 @@
#include "console/simObjectRef.h"
#endif
#ifndef TINYXML_INCLUDED
#include "tinyXML/tinyxml.h"
#include "tinyxml.h"
#endif
/// @file
@ -212,7 +212,7 @@ public:
///
/// @param conIdPtr Pointer to the static S32 console ID.
/// @param conTypeName Console type name.
AbstractClassRep( S32* conIdPtr, const char* typeName )
AbstractClassRep( S32* conIdPtr, const char* typeName )
: Parent( sizeof( void* ), conIdPtr, typeName )
{
VECTOR_SET_ASSOCIATION( mFieldList );
@ -323,13 +323,13 @@ public:
/// Return the namespace that contains the methods of this class.
Namespace* getNameSpace() const { return mNamespace; }
/// Return the AbstractClassRep of the class that this class is derived from.
AbstractClassRep* getParentClass() const { return parentClass; }
virtual AbstractClassRep* getContainerChildClass(const bool recurse) = 0;
virtual WriteCustomTamlSchema getCustomTamlSchema(void) = 0;
/// Return the size of instances of this class in bytes.
S32 getSizeof() const { return mClassSizeof; }
@ -396,7 +396,7 @@ protected:
Namespace * mNamespace;
/// @}
public:
bool mIsRenderEnabled;
@ -404,23 +404,23 @@ public:
bool isRenderEnabled() const { return mIsRenderEnabled; }
bool isSelectionEnabled() const { return mIsSelectionEnabled; }
/// @name Categories
/// @{
protected:
const char* mCategory;
const char* mDescription;
public:
/// Return the space separated category path for the class.
const char* getCategory() const { return mCategory; }
/// Return a short description string suitable for displaying in tooltips.
const char* getDescription() const { return mDescription; }
/// @}
/// @name Fields
@ -434,16 +434,12 @@ public:
/// This is a function pointer typedef to support optional writing for fields.
typedef bool(*WriteDataNotify)(void* obj, StringTableEntry pFieldName);
/// Allows the writing of a custom TAML schema.
typedef void(*WriteCustomTamlSchema)(const AbstractClassRep* pClassRep, TiXmlElement* pParentElement);
/// These are special field type values used to mark
/// groups and arrays in the field list.
/// @see Field::type
/// @see addArray, endArray
/// @see addGroup, endGroup
/// @see addGroup, endGroup
/// @see addGroup, endGroup
/// @see addGroup, endGroup
/// @see addDeprecatedField
enum ACRFieldTypes
{
@ -451,35 +447,35 @@ public:
/// types greater or equal to this one are not
/// console data types.
ARCFirstCustomField = 0xFFFFFFFB,
/// Marks the start of a fixed size array of fields.
/// @see addArray
StartArrayFieldType = 0xFFFFFFFB,
/// Marks the end of a fixed size array of fields.
/// @see endArray
EndArrayFieldType = 0xFFFFFFFC,
/// Marks the beginning of a group of fields.
/// @see addGroup
StartGroupFieldType = 0xFFFFFFFD,
/// Marks the beginning of a group of fields.
/// @see endGroup
EndGroupFieldType = 0xFFFFFFFE,
/// Marks a field that is depreciated and no
/// Marks a field that is depreciated and no
/// longer stores a value.
/// @see addDeprecatedField
DeprecatedFieldType = 0xFFFFFFFF
};
enum FieldFlags
{
FIELD_HideInInspectors = BIT( 0 ), ///< Do not show the field in inspectors.
};
struct Field
struct Field
{
Field()
: pFieldname( NULL ),
@ -525,10 +521,10 @@ public:
/// @name Console Type Interface
/// @{
virtual void* getNativeVariable() { return new ( AbstractClassRep* ); } // Any pointer-sized allocation will do.
virtual void deleteNativeVariable( void* var ) { delete reinterpret_cast< AbstractClassRep** >( var ); }
/// @}
/// @name Abstract Class Database
@ -574,10 +570,10 @@ template< class T >
class ConcreteClassRep : public AbstractClassRep
{
public:
static EnginePropertyTable _smPropertyTable;
static EnginePropertyTable& smPropertyTable;
ConcreteClassRep( const char* name,
const char* conTypeName,
S32* conTypeIdPtr,
@ -591,10 +587,10 @@ class ConcreteClassRep : public AbstractClassRep
mClassName = StringTable->insert( name );
mCategory = T::__category();
mTypeInfo = _MAPTYPE< T >();
if( mTypeInfo )
const_cast< EngineTypeInfo* >( mTypeInfo )->mPropertyTable = &smPropertyTable;
if( &T::__description != parentDesc )
mDescription = T::__description();
@ -642,7 +638,7 @@ class ConcreteClassRep : public AbstractClassRep
// Get handle to our parent class, if any, and ourselves (we are our parent's child).
AbstractClassRep *parent = T::getParentStaticClassRep();
AbstractClassRep *child = T::getStaticClassRep();
// If we got reps, then link those namespaces! (To get proper inheritance.)
if(parent && child)
Con::classLinkNamespaces(parent->getNameSpace(), child->getNameSpace());
@ -657,7 +653,7 @@ class ConcreteClassRep : public AbstractClassRep
/// Wrap constructor.
ConsoleObject* create() const { return new T; }
/// @name Console Type Interface
/// @{
@ -671,16 +667,16 @@ class ConcreteClassRep : public AbstractClassRep
else
Con::errorf( "Cannot set multiple args to a single ConsoleObject*.");
}
virtual const char* getData( void* dptr, const EnumTable* tbl, BitSet32 flag )
{
T** obj = ( T** ) dptr;
return Con::getReturnBuffer( T::__getObjectId( *obj ) );
}
virtual const char* getTypeClassName() { return mClassName; }
virtual const bool isDatablock() { return T::__smIsDatablock; };
/// @}
};
@ -751,7 +747,7 @@ bool defaultProtectedWriteFn(void* obj, StringTableEntry pFieldName);
class ConsoleObject : public EngineObject
{
DECLARE_ABSTRACT_CLASS( ConsoleObject, EngineObject );
protected:
/// @deprecated This is disallowed.
@ -760,7 +756,7 @@ protected:
public:
ConsoleObject() {}
/// Get a reference to a field by name.
const AbstractClassRep::Field *findField(StringTableEntry fieldName) const;
@ -769,7 +765,7 @@ public:
/// Set the value of a field.
bool setField(const char *fieldName, const char *value);
public:
/// @name Object Creation
@ -799,11 +795,11 @@ public:
static void endGroup(const char* in_pGroupname);
/// Marks the start of a fixed size array of fields.
/// @see console_autodoc
/// @see console_autodoc
static void addArray( const char *arrayName, S32 count );
/// Marks the end of an array of fields.
/// @see console_autodoc
/// @see console_autodoc
static void endArray( const char *arrayName );
/// Register a complex field.
@ -928,16 +924,16 @@ public:
static bool removeField(const char* in_pFieldname);
/// @}
/// @name Logging
/// @{
/// Overload this in subclasses to change the message formatting.
/// @param fmt A printf style format string.
/// @param args A va_list containing the args passed ot a log function.
/// @note It is suggested that you use String::VToString.
virtual String _getLogMessage(const char* fmt, va_list args) const;
/// @}
public:
@ -946,16 +942,16 @@ public:
/// These functions will try to print out a message along the lines
/// of "ObjectClass - ObjectName(ObjectId) - formatted message"
/// @{
/// Logs with Con::printf.
void logMessage(const char* fmt, ...) const;
/// Logs with Con::warnf.
void logWarning(const char* fmt, ...) const;
/// Logs with Con::errorf.
void logError(const char* fmt, ...) const;
/// @}
/// Register dynamic fields in a subclass of ConsoleObject.
@ -1016,16 +1012,16 @@ public:
static const char* __category() { return ""; }
static const char* __description() { return ""; }
/// Subclasses of ConsoleObjects that are datablocks should redefine this static member variable
/// and set it to true.
static const bool __smIsDatablock = false;
/// @name Object IDs and lookup.
/// For a subclass hierarchy based on ConsoleObject to become functional for use as a console object type,
/// the hierarchy must implement a naming scheme and indexing function for looking up objects by name.
/// @{
static ConsoleObject* __findObject( const char* ) { return NULL; }
static const char* __getObjectId( ConsoleObject* ) { return ""; }
};
@ -1120,11 +1116,11 @@ inline bool& ConsoleObject::getDynamicGroupExpand()
static SimObjectRefConsoleBaseType< className > ptrRefType; \
static AbstractClassRep::WriteCustomTamlSchema getStaticWriteCustomTamlSchema(); \
static AbstractClassRep* getContainerChildStaticClassRep(); \
virtual AbstractClassRep* getClassRep() const
virtual AbstractClassRep* getClassRep() const
#define DECLARE_CATEGORY( string ) \
static const char* __category() { return string; }
#define DECLARE_DESCRIPTION( string ) \
static const char* __description() { return string; }
@ -1199,7 +1195,7 @@ inline bool& ConsoleObject::getDynamicGroupExpand()
AbstractClassRep* className::getContainerChildStaticClassRep() { return NULL; } \
AbstractClassRep::WriteCustomTamlSchema className::getStaticWriteCustomTamlSchema() { return NULL; } \
ConcreteClassRep<className> className::dynClassRep(#className, "Type" #className, &_smTypeId, NetClassGroupGameMask, NetClassTypeDataBlock, 0, className::getParentStaticClassRep(), &Parent::__description )
// Support for adding properties to classes CONOBJECT style.
#define PROPERTY_TABLE( className ) \
namespace { namespace _ ## className { \
@ -1209,13 +1205,13 @@ inline bool& ConsoleObject::getDynamicGroupExpand()
ConcreteClassRep< className >::smPropertyTable = _ ## className::_propTable; \
namespace { namespace _ ## className { \
EnginePropertyTable::Property _props[] = {
#define END_PROPERTY_TABLE \
{ NULL } \
}; \
EnginePropertyTable _propTable( sizeof( _props ) / sizeof( _props[ 0 ] ) - 1, _props ); \
} }
/// Add an auto-doc for a class.
#define ConsoleDocClass( className, docString ) \
CLASSDOC( className, docString )
@ -1225,7 +1221,7 @@ inline bool& ConsoleObject::getDynamicGroupExpand()
//------------------------------------------------------------------------------
// Protected field default get/set functions
//
// The reason for these functions is that it will save one branch per console
// The reason for these functions is that it will save one branch per console
// data request and script functions will still execute at the same speed as
// before the modifications to allow protected static fields. These will just
// inline and the code should be roughly the same size, and just as fast as

View file

@ -503,6 +503,7 @@ inline ColorI& ColorI::operator*=(const S32 in_mul)
inline ColorI& ColorI::operator/=(const S32 in_mul)
{
AssertFatal(in_mul != 0.0f, "Error, div by zero...");
red = red / in_mul;
green = green / in_mul;
blue = blue / in_mul;

View file

@ -128,7 +128,7 @@ bool Stream::writeFormattedBuffer(const char *format, ...)
char buffer[4096];
va_list args;
va_start(args, format);
const S32 length = vsprintf(buffer, format, args);
const S32 length = dVsprintf(buffer, sizeof(buffer), format, args);
// Sanity!
AssertFatal(length <= sizeof(buffer), "writeFormattedBuffer - String format exceeded buffer size. This will cause corruption.");

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,243 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _VolumetricFog_H_
#define _VolumetricFog_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _MATTEXTURETARGET_H_
#include "materials/matTextureTarget.h"
#endif
#ifndef _GFXSHADER_H_
#include "gfx/gfxShader.h"
#endif
#ifndef _GFXTARGET_H_
#include "gfx/gfxTarget.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _POST_EFFECT_H_
#include "postFx/postEffect.h"
#endif
#include "gui/core/guiCanvas.h"
class VolumetricFogRTManager;
class VolumetricFog : public SceneObject
{
typedef SceneObject Parent;
// Maskbits for updating
enum
{
VolumetricFogMask = Parent::NextFreeMask,
FogColorMask = Parent::NextFreeMask << 1,
FogDensityMask = Parent::NextFreeMask << 2,
FogModulationMask = Parent::NextFreeMask << 3,
FogPostFXMask = Parent::NextFreeMask << 4,
FogShapeMask = Parent::NextFreeMask << 5,
NextFreeMask = Parent::NextFreeMask << 6
};
// Struct which holds the shape details
struct meshes
{
F32 det_size;
S32 sub_shape;
S32 obj_det;
U32 num_verts;
GFXVertexPNTT *verts;
Vector <GFXPrimitive> *piArray;
Vector <U32> *indices;
};
protected:
// Rendertargets;
GFXTextureTargetRef z_buf;
NamedTexTargetRef mPrepassTarget;
NamedTexTargetRef mDepthBufferTarget;
NamedTexTargetRef mFrontBufferTarget;
// Fog Modulation texture
GFXTexHandle mTexture;
// Shaders
GFXShaderRef mShader;
GFXShaderRef mPrePassShader;
GFXShaderRef mReflectionShader;
// Stateblocks
GFXStateBlockDesc descD;
GFXStateBlockDesc descF;
GFXStateBlockDesc desc_preD;
GFXStateBlockDesc desc_preF;
GFXStateBlockDesc desc_refl;
GFXStateBlockRef mStateblockD;
GFXStateBlockRef mStateblockF;
GFXStateBlockRef mStateblock_preD;
GFXStateBlockRef mStateblock_preF;
GFXStateBlockRef mStateblock_refl;
// Shaderconstants
GFXShaderConstBufferRef mShaderConsts;
GFXShaderConstHandle *mModelViewProjSC;
GFXShaderConstHandle *mFadeSizeSC;
GFXShaderConstHandle *mFogColorSC;
GFXShaderConstHandle *mFogDensitySC;
GFXShaderConstHandle *mPreBias;
GFXShaderConstHandle *mAccumTime;
GFXShaderConstHandle *mIsTexturedSC;
GFXShaderConstHandle *mModSpeedSC;
GFXShaderConstHandle *mModStrengthSC;
GFXShaderConstHandle *mViewPointSC;
GFXShaderConstHandle *mTexScaleSC;
GFXShaderConstHandle *mTexTilesSC;
GFXShaderConstBufferRef mPPShaderConsts;
GFXShaderConstHandle *mPPModelViewProjSC;
GFXShaderConstHandle *mAmbientColorSC;
GFXShaderConstBufferRef mReflShaderConsts;
GFXShaderConstHandle *mReflModelViewProjSC;
GFXShaderConstHandle *mReflFogColorSC;
GFXShaderConstHandle *mReflFogDensitySC;
GFXShaderConstHandle *mReflFogStrengthSC;
// Vertex and Prim. Buffer
GFXVertexBufferHandle<GFXVertexPNTT> mVB;
GFXPrimitiveBufferHandle mPB;
// Fog volume data;
StringTableEntry mShapeName;
ColorI mFogColor;
F32 mFogDensity;
bool mIgnoreWater;
bool mReflect;
Vector<meshes> det_size;
bool mShapeLoaded;
F32 mPixelSize;
F32 mFadeSize;
U32 mCurDetailLevel;
U32 mNumDetailLevels;
F32 mObjSize;
F32 mRadius;
OrientedBox3F ColBox;
VectorF mObjScale;
F32 mMinDisplaySize;
F32 mInvScale;
// Fog Modulation data
String mTextureName;
bool mIsTextured;
F32 mTexTiles;
F32 mStrength;
Point2F mSpeed1;
Point2F mSpeed2;
Point4F mSpeed;
Point2F mTexScale;
// Fog Rendering data
Point3F camPos;
Point2F mViewPoint;
F32 mFOV;
F32 viewDist;
bool mIsVBDirty;
bool mIsPBDirty;
bool mCamInFog;
bool mResizing;
PlatformWindow *mPlatformWindow;
// Reflections
F32 mFogReflStrength;
// PostFX
PostEffect *glowFX;
bool mUseGlow;
F32 mGlowStrength;
U8 mGlowing;
F32 mCurGlow;
bool mModifLightRays;
F32 mLightRayMod;
F32 mOldLightRayStrength;
GameConnection* conn;
U32 mCounter;
void ResizeRT(PlatformWindow *win, bool resize);
protected:
// Protected methods
bool onAdd();
void onRemove();
void handleResize(VolumetricFogRTManager *RTM, bool resize);
void handleCanvasResize(GuiCanvas* canvas);
bool LoadShape();
bool setupRenderer();
void InitTexture();
bool UpdateBuffers(U32 dl,bool force=true);
void processTick(const Move *move);
void _enterFog(ShapeBase *control);
void _leaveFog(ShapeBase *control);
public:
// Public methods
VolumetricFog();
~VolumetricFog();
static void initPersistFields();
virtual void inspectPostApply();
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
void prepRenderImage(SceneRenderState* state);
void render(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat);
void reflect_render(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat);
// Methods for modifying & networking various fog elements
// Used in script
void setFogColor(ColorF color);
void setFogColor(ColorI color);
void setFogDensity(F32 density);
void setFogModulation(F32 strength, Point2F speed1, Point2F speed2);
void setFogGlow(bool on_off, F32 strength);
void setFogLightray(bool on_off, F32 strength);
bool isInsideFog();
DECLARE_CONOBJECT(VolumetricFog);
DECLARE_CALLBACK(void, onEnterFog, (SimObjectId obj));
DECLARE_CALLBACK(void, onLeaveFog, (SimObjectId obj));
};
#endif

View file

@ -0,0 +1,299 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Volumetric Fog Rendertarget Manager
//
// Creates and maintains one set of rendertargets to be used by every
// VolumetricFog object in the scene.
//
// Will be loaded at startup end removed when ending game.
//
//-----------------------------------------------------------------------------
#include "VolumetricFogRTManager.h"
#include "core/module.h"
#include "scene/sceneManager.h"
#include "windowManager/platformWindowMgr.h"
#include "console/engineAPI.h"
#include "gui/core/guiCanvas.h"
MODULE_BEGIN(VolumetricFogRTManager)
MODULE_INIT_AFTER(Scene)
MODULE_SHUTDOWN_BEFORE(Scene)
MODULE_INIT
{
gVolumetricFogRTManager = new VolumetricFogRTManager;
gClientSceneGraph->addObjectToScene(gVolumetricFogRTManager);
}
MODULE_SHUTDOWN
{
gClientSceneGraph->removeObjectFromScene(gVolumetricFogRTManager);
SAFE_DELETE(gVolumetricFogRTManager);
}
MODULE_END;
ConsoleDocClass( VolumetricFogRTManager,
"@brief Creates and maintains one set of rendertargets to be used by every\n"
"VolumetricFog object in the scene.\n\n"
"Will be loaded at startup end removed when ending game.\n\n"
"Methods:\n"
" get() returns the currently loaded VolumetricFogRTManager, also accessible\n"
" through VFRTM define.\n"
" Init() Initializes the rendertargets, called when a VolumetricFog object is\n"
" added to the scene.\n"
" isInitialed() returns true if Rendertargets are present, false if not, then\n"
" Init() should be called to create the rendertargets.\n"
" setQuality(U32 Quality) Normally a rendertarget has the same size as the view,\n"
" with this method you can scale down the size of it.\n"
" Be aware that scaling down will introduce renderartefacts.\n"
"@ingroup Atmosphere"
);
VolumetricFogRTMResizeSignal VolumetricFogRTManager::smVolumetricFogRTMResizeSignal;
VolumetricFogRTManager *gVolumetricFogRTManager = NULL;
S32 VolumetricFogRTManager::mTargetScale = 1;
IMPLEMENT_CONOBJECT(VolumetricFogRTManager);
VolumetricFogRTManager::VolumetricFogRTManager()
{
setGlobalBounds();
mTypeMask |= EnvironmentObjectType;
mNetFlags.set(IsGhost);
mIsInitialized = false;
mNumFogObjects = 0;
}
VolumetricFogRTManager::~VolumetricFogRTManager()
{
if (mFrontTarget.isRegistered())
mFrontTarget.unregister();
if (mDepthTarget.isRegistered())
mDepthTarget.unregister();
if (mDepthBuffer.isValid())
mDepthBuffer->kill();
if (mFrontBuffer.isValid())
mFrontBuffer->kill();
}
void VolumetricFogRTManager::onSceneRemove()
{
if (mIsInitialized)
mPlatformWindow->getScreenResChangeSignal().remove(this, &VolumetricFogRTManager::ResizeRT);
}
void VolumetricFogRTManager::onRemove()
{
removeFromScene();
Parent::onRemove();
}
void VolumetricFogRTManager::consoleInit()
{
Con::addVariable("$pref::VolumetricFog::Quality", TypeS32, &mTargetScale,
"The scale of the rendertargets.\n"
"@ingroup Rendering\n");
}
bool VolumetricFogRTManager::Init()
{
if (mIsInitialized)
{
Con::errorf("VolumetricFogRTManager allready initialized!!");
return true;
}
GuiCanvas* cv = dynamic_cast<GuiCanvas*>(Sim::findObject("Canvas"));
if (cv == NULL)
{
Con::errorf("VolumetricFogRTManager::Init() - Canvas not found!!");
return false;
}
mPlatformWindow = cv->getPlatformWindow();
mPlatformWindow->getScreenResChangeSignal().notify(this,&VolumetricFogRTManager::ResizeRT);
if (mTargetScale < 1)
mTargetScale = 1;
mWidth = mFloor(mPlatformWindow->getClientExtent().x / mTargetScale);
mHeight = mPlatformWindow->getClientExtent().y;
mFullScreen = mPlatformWindow->isFullscreen();
if (!mFullScreen)
mHeight -= 20;//subtract caption bar from rendertarget size.
mHeight = mFloor(mHeight / mTargetScale);
mDepthBuffer = GFXTexHandle(mWidth, mHeight, GFXFormatR32F,
&GFXDefaultRenderTargetProfile, avar("%s() - mDepthBuffer (line %d)", __FUNCTION__, __LINE__));
if (!mDepthBuffer.isValid())
{
Con::errorf("VolumetricFogRTManager Fatal Error: Unable to create Depthbuffer");
return false;
}
if (!mDepthTarget.registerWithName("volfogdepth"))
{
Con::errorf("VolumetricFogRTManager Fatal Error : Unable to register Depthbuffer");
return false;
}
mDepthTarget.setTexture(mDepthBuffer);
mFrontBuffer = GFXTexHandle(mWidth, mHeight, GFXFormatR32F,
&GFXDefaultRenderTargetProfile, avar("%s() - mFrontBuffer (line %d)", __FUNCTION__, __LINE__));
if (!mFrontBuffer.isValid())
{
Con::errorf("VolumetricFogRTManager Fatal Error: Unable to create front buffer");
return false;
}
if (!mFrontTarget.registerWithName("volfogfront"))
{
Con::errorf("VolumetricFogRTManager Fatal Error : Unable to register Frontbuffer");
return false;
}
mFrontTarget.setTexture(mFrontBuffer);
Con::setVariable("$VolumetricFog::density", "0.0");
mIsInitialized = true;
return true;
}
U32 VolumetricFogRTManager::IncFogObjects()
{
mNumFogObjects++;
return mNumFogObjects;
}
U32 VolumetricFogRTManager::DecFogObjects()
{
if (mNumFogObjects > 0)
mNumFogObjects--;
return mNumFogObjects;
}
void VolumetricFogRTManager::ResizeRT(PlatformWindow* win,bool resize)
{
mFogHasAnswered = 0;
smVolumetricFogRTMResizeSignal.trigger(this, true);
}
void VolumetricFogRTManager::FogAnswered()
{
mFogHasAnswered++;
if (mFogHasAnswered == mNumFogObjects)
{
if (Resize())
smVolumetricFogRTMResizeSignal.trigger(this, false);
else
Con::errorf("VolumetricFogRTManager::FogAnswered - Error resizing rendertargets!");
}
}
bool VolumetricFogRTManager::Resize()
{
if (mTargetScale < 1)
mTargetScale = 1;
mWidth = mFloor(mPlatformWindow->getClientExtent().x / mTargetScale);
mHeight = mPlatformWindow->getClientExtent().y;
if (!mPlatformWindow->isFullscreen())
mHeight -= 20;//subtract caption bar from rendertarget size.
mHeight = mFloor(mHeight / mTargetScale);
if (mWidth < 16 || mHeight < 16)
return false;
if (mFrontTarget.isRegistered())
mFrontTarget.setTexture(NULL);
if (mDepthTarget.isRegistered())
mDepthTarget.setTexture(NULL);
if (mDepthBuffer.isValid())
mDepthBuffer->kill();
if (mFrontBuffer.isValid())
mFrontBuffer->kill();
mFrontBuffer = GFXTexHandle(mWidth, mHeight, GFXFormatR32F,
&GFXDefaultRenderTargetProfile, avar("%s() - mFrontBuffer (line %d)", __FUNCTION__, __LINE__));
if (!mFrontBuffer.isValid())
{
Con::errorf("VolumetricFogRTManager::Resize() Fatal Error: Unable to create front buffer");
return false;
}
mFrontTarget.setTexture(mFrontBuffer);
mDepthBuffer = GFXTexHandle(mWidth, mHeight, GFXFormatR32F,
&GFXDefaultRenderTargetProfile, avar("%s() - mDepthBuffer (line %d)", __FUNCTION__, __LINE__));
if (!mDepthBuffer.isValid())
{
Con::errorf("VolumetricFogRTManager::Resize() Fatal Error: Unable to create Depthbuffer");
return false;
}
mDepthTarget.setTexture(mDepthBuffer);
return true;
}
S32 VolumetricFogRTManager::setQuality(U32 Quality)
{
if (!mIsInitialized)
return (mTargetScale = Quality);
if (Quality < 1)
Quality = 1;
if (Quality == mTargetScale)
return mTargetScale;
mTargetScale = Quality;
mFogHasAnswered = 0;
smVolumetricFogRTMResizeSignal.trigger(this, true);
return mTargetScale;
}
VolumetricFogRTManager* VolumetricFogRTManager::get()
{
return gVolumetricFogRTManager;
}
DefineConsoleFunction(SetFogVolumeQuality, S32, (U32 new_quality), ,
"@brief Resizes the rendertargets of the Volumetric Fog object.\n"
"@params new_quality new quality for the rendertargets 1 = full size, 2 = halfsize, 3 = 1/3, 4 = 1/4 ...")
{
if (VFRTM == NULL)
return -1;
return VFRTM->setQuality(new_quality);
}

View file

@ -0,0 +1,92 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _VolumetricFogRTManager_H_
#define _VolumetricFogRTManager_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _MATTEXTURETARGET_H_
#include "materials/matTextureTarget.h"
#endif
#ifndef _GFXTARGET_H_
#include "gfx/gfxTarget.h"
#endif
#ifndef _SIGNAL_H_
#include "core/util/tSignal.h"
#endif
class VolumetricFogRTManager;
typedef Signal<void(VolumetricFogRTManager *VolumetricFogRTManager, bool resize)> VolumetricFogRTMResizeSignal;
#define VFRTM VolumetricFogRTManager::get()
class VolumetricFogRTManager : public SceneObject
{
public:
typedef SceneObject Parent;
protected:
GFXTexHandle mDepthBuffer;
GFXTexHandle mFrontBuffer;
NamedTexTarget mDepthTarget;
NamedTexTarget mFrontTarget;
PlatformWindow* mPlatformWindow;
static S32 mTargetScale;
bool mIsInitialized;
U32 mNumFogObjects;
U32 mFogHasAnswered;
U32 mWidth;
U32 mHeight;
bool mFullScreen;
void onRemove();
void onSceneRemove();
void ResizeRT(PlatformWindow *win, bool resize);
static VolumetricFogRTMResizeSignal smVolumetricFogRTMResizeSignal;
public:
VolumetricFogRTManager();
~VolumetricFogRTManager();
static VolumetricFogRTManager *get();
bool Init();
bool IsInitialized() { return mIsInitialized; }
static void consoleInit();
static VolumetricFogRTMResizeSignal& getVolumetricFogRTMResizeSignal() { return smVolumetricFogRTMResizeSignal; }
void FogAnswered();
S32 setQuality(U32 Quality);
bool Resize();
U32 IncFogObjects();
U32 DecFogObjects();
DECLARE_CONOBJECT(VolumetricFogRTManager);
};
extern VolumetricFogRTManager* gVolumetricFogRTManager;
#endif

View file

@ -326,7 +326,7 @@ void GBitmap::allocateBitmap(const U32 in_width, const U32 in_height, const bool
mNumMipLevels++;
allocPixels += currWidth * currHeight * mBytesPerPixel;
} while (currWidth != 1 || currHeight != 1);
} while (currWidth != 1 && currHeight != 1);
}
AssertFatal(mNumMipLevels <= c_maxMipLevels, "GBitmap::allocateBitmap: too many miplevels");

View file

@ -148,7 +148,7 @@ GFXDevice::GFXDevice()
mGlobalAmbientColor = ColorF(0.0f, 0.0f, 0.0f, 1.0f);
mLightMaterialDirty = false;
dMemset(&mCurrentLightMaterial, NULL, sizeof(GFXLightMaterial));
dMemset(&mCurrentLightMaterial, 0, sizeof(GFXLightMaterial));
// State block
mStateBlockDirty = false;

View file

@ -526,10 +526,10 @@ void GFXDrawUtil::drawRectFill( const Point2F &upperLeft, const Point2F &lowerRi
F32 ulOffset = 0.5f - mDevice->getFillConventionOffset();
verts[0].point.set( upperLeft.x+nw.x+ulOffset, upperLeft.y+nw.y+ulOffset, 0.0f );
verts[1].point.set( lowerRight.x+ne.x, upperLeft.y+ne.y+ulOffset, 0.0f );
verts[2].point.set( upperLeft.x-ne.x+ulOffset, lowerRight.y-ne.y, 0.0f );
verts[3].point.set( lowerRight.x-nw.x, lowerRight.y-nw.y, 0.0f );
verts[0].point.set( upperLeft.x + nw.x + ulOffset, upperLeft.y + nw.y + ulOffset, 0.0f);
verts[1].point.set( lowerRight.x + ne.x + ulOffset, upperLeft.y + ne.y + ulOffset, 0.0f);
verts[2].point.set( upperLeft.x - ne.x + ulOffset, lowerRight.y - ne.y + ulOffset, 0.0f);
verts[3].point.set( lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset, 0.0f);
for (S32 i=0; i<4; i++)
verts[i].color = color;

View file

@ -1099,7 +1099,7 @@ void GFXTextureManager::_validateTexParams( const U32 width, const U32 height,
currHeight = 1;
inOutNumMips++;
} while ( currWidth != 1 || currHeight != 1 );
} while ( currWidth != 1 && currHeight != 1 );
}
}
}

View file

@ -143,6 +143,11 @@ public:
init();
}
~GLCircularVolatileBuffer()
{
glDeleteBuffers(1, &mBufferName);
}
void init()
{
glGenBuffers(1, &mBufferName);
@ -290,4 +295,4 @@ protected:
};
#endif
#endif

View file

@ -260,7 +260,10 @@ GFXGLTextureTarget::GFXGLTextureTarget() : mCopyFboSrc(0), mCopyFboDst(0)
GFXGLTextureTarget::~GFXGLTextureTarget()
{
GFXTextureManager::removeEventDelegate( this, &GFXGLTextureTarget::_onTextureEvent );
GFXTextureManager::removeEventDelegate(this, &GFXGLTextureTarget::_onTextureEvent);
glDeleteFramebuffers(1, &mCopyFboSrc);
glDeleteFramebuffers(1, &mCopyFboDst);
}
const Point2I GFXGLTextureTarget::getSize()

View file

@ -42,6 +42,14 @@ GFXGLWindowTarget::GFXGLWindowTarget(PlatformWindow *win, GFXDevice *d)
win->appEvent.notify(this, &GFXGLWindowTarget::_onAppSignal);
}
GFXGLWindowTarget::~GFXGLWindowTarget()
{
if(glIsFramebuffer(mCopyFBO))
{
glDeleteFramebuffers(1, &mCopyFBO);
}
}
void GFXGLWindowTarget::resetMode()
{
if(mWindow->getVideoMode().fullScreen != mWindow->isFullscreen())

View file

@ -30,6 +30,8 @@ class GFXGLWindowTarget : public GFXWindowTarget
public:
GFXGLWindowTarget(PlatformWindow *win, GFXDevice *d);
~GFXGLWindowTarget();
const Point2I getSize()
{
return mWindow->getClientExtent();
@ -64,4 +66,4 @@ private:
void _WindowPresent();
};
#endif
#endif

View file

@ -83,6 +83,10 @@ void GFXGLDevice::enumerateAdapters( Vector<GFXAdapter*> &adapterList )
);
SDL_ClearError();
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GLContext tempContext = SDL_GL_CreateContext( tempWindow );
if( !tempContext )
{

View file

@ -29,6 +29,7 @@ namespace GL
{
void gglPerformBinds()
{
glewExperimental = GL_TRUE;
GLenum err = glewInit();
AssertFatal(GLEW_OK == err, avar("Error: %s\n", glewGetErrorString(err)) );
}

View file

@ -24,7 +24,13 @@
#define T_GL_H
#include "GL/glew.h"
#if defined (TORQUE_OS_WIN)
// This doesn't work on Mesa drivers.
#define gglHasExtension(EXTENSION) GLEW_##EXTENSION
#else
// Slower but reliably detects extensions on Mesa.
#define gglHasExtension(EXTENSION) glewGetExtension("GL_" # EXTENSION)
#endif
#endif

View file

@ -132,6 +132,11 @@ void DebugDrawer::setupStateBlocks()
d.setZReadWrite(false);
mRenderZOffSB = GFX->createStateBlock(d);
d.setCullMode(GFXCullCCW);
d.setZReadWrite(true, false);
d.setBlend(true);
mRenderAlpha = GFX->createStateBlock(d);
}
void DebugDrawer::render()
@ -158,10 +163,13 @@ void DebugDrawer::render()
// Set up the state block...
GFXStateBlockRef currSB;
if(p->useZ)
if(p->type==DebugPrim::Capsule){
currSB = mRenderAlpha;
}else if(p->useZ){
currSB = mRenderZOnSB;
else
}else{
currSB = mRenderZOffSB;
}
GFX->setStateBlock( currSB );
Point3F d;
@ -180,6 +188,47 @@ void DebugDrawer::render()
PrimBuild::end();
break;
case DebugPrim::DirectionLine:
{
const static F32 ARROW_LENGTH = 0.2f, ARROW_RADIUS = 0.035f, CYLINDER_RADIUS = 0.008f;
Point3F &start = p->a, &end = p->b;
Point3F direction = end - start;
F32 length = direction.len();
if( length>ARROW_LENGTH ){
//cylinder with arrow on end
direction *= (1.0f/length);
Point3F baseArrow = end - (direction*ARROW_LENGTH);
GFX->getDrawUtil()->drawCone(currSB->getDesc(), baseArrow, end, ARROW_RADIUS, p->color);
GFX->getDrawUtil()->drawCylinder(currSB->getDesc(), start, baseArrow, CYLINDER_RADIUS, p->color);
}else if( length>0 ){
//short, so just draw arrow
GFX->getDrawUtil()->drawCone(currSB->getDesc(), start, end, ARROW_RADIUS, p->color);
}
}
break;
case DebugPrim::Capsule:
GFX->getDrawUtil()->drawCapsule(currSB->getDesc(), p->a, p->b.x, p->b.y, p->color);
break;
case DebugPrim::OutlinedText:
{
GFXTransformSaver saver;
Point3F result;
if (MathUtils::mProjectWorldToScreen(p->a, &result, GFX->getViewport(), GFX->getWorldMatrix(), GFX->getProjectionMatrix()))
{
GFX->setClipRect(GFX->getViewport());
Point2I where = Point2I(result.x, result.y);
GFX->getDrawUtil()->setBitmapModulation(p->color2);
GFX->getDrawUtil()->drawText(mFont, Point2I(where.x-1, where.y), p->mText);
GFX->getDrawUtil()->drawText(mFont, Point2I(where.x+1, where.y), p->mText);
GFX->getDrawUtil()->drawText(mFont, Point2I(where.x, where.y-1), p->mText);
GFX->getDrawUtil()->drawText(mFont, Point2I(where.x, where.y+1), p->mText);
GFX->getDrawUtil()->setBitmapModulation(p->color);
GFX->getDrawUtil()->drawText(mFont, where, p->mText);
}
}
break;
case DebugPrim::Box:
d = p->a - p->b;
GFX->getDrawUtil()->drawCube(currSB->getDesc(), d * 0.5, (p->a + p->b) * 0.5, p->color);
@ -262,6 +311,63 @@ void DebugDrawer::drawLine(const Point3F &a, const Point3F &b, const ColorF &col
mHead = n;
}
void DebugDrawer::drawCapsule(const Point3F &a, const F32 &radius, const F32 &height, const ColorF &color)
{
if(isFrozen || !isDrawing)
return;
DebugPrim *n = mPrimChunker.alloc();
n->useZ = true;
n->dieTime = 0;
n->a = a;
n->b.x = radius;
n->b.y = height;
n->color = color;
n->type = DebugPrim::Capsule;
n->next = mHead;
mHead = n;
}
void DebugDrawer::drawDirectionLine(const Point3F &a, const Point3F &b, const ColorF &color)
{
if(isFrozen || !isDrawing)
return;
DebugPrim *n = mPrimChunker.alloc();
n->useZ = true;
n->dieTime = 0;
n->a = a;
n->b = b;
n->color = color;
n->type = DebugPrim::DirectionLine;
n->next = mHead;
mHead = n;
}
void DebugDrawer::drawOutlinedText(const Point3F& pos, const String& text, const ColorF &color, const ColorF &colorOutline)
{
if(isFrozen || !isDrawing)
return;
DebugPrim *n = mPrimChunker.alloc();
n->useZ = false;
n->dieTime = 0;
n->a = pos;
n->color = color;
n->color2 = colorOutline;
dStrncpy(n->mText, text.c_str(), 256);
n->type = DebugPrim::OutlinedText;
n->next = mHead;
mHead = n;
}
void DebugDrawer::drawTri(const Point3F &a, const Point3F &b, const Point3F &c, const ColorF &color)
{
if(isFrozen || !isDrawing)

View file

@ -124,7 +124,10 @@ public:
void drawLine(const Point3F &a, const Point3F &b, const ColorF &color = ColorF(1.0f,1.0f,1.0f));
void drawTri(const Point3F &a, const Point3F &b, const Point3F &c, const ColorF &color = ColorF(1.0f,1.0f,1.0f));
void drawText(const Point3F& pos, const String& text, const ColorF &color = ColorF(1.0f,1.0f,1.0f));
void drawCapsule(const Point3F &a, const F32 &radius, const F32 &height, const ColorF &color = ColorF(1.0f, 1.0f, 1.0f));
void drawDirectionLine(const Point3F &a, const Point3F &b, const ColorF &color = ColorF(1.0f, 1.0f, 1.0f));
void drawOutlinedText(const Point3F& pos, const String& text, const ColorF &color = ColorF(1.0f, 1.0f, 1.0f), const ColorF &colorOutline = ColorF(0.0f, 0.0f, 0.0f));
/// Render a wireframe view of the given polyhedron.
void drawPolyhedron( const AnyPolyhedron& polyhedron, const ColorF& color = ColorF( 1.f, 1.f, 1.f ) );
@ -161,6 +164,7 @@ private:
{
/// Color used for this primitive.
ColorF color;
ColorF color2;
/// Points used to store positional data. Exact semantics determined by type.
Point3F a, b, c;
@ -168,7 +172,10 @@ private:
Tri,
Box,
Line,
Text
Text,
DirectionLine,
OutlinedText,
Capsule,
} type; ///< Type of the primitive. The meanings of a,b,c are determined by this.
SimTime dieTime; ///< Time at which we should remove this from the list.
@ -188,6 +195,7 @@ private:
GFXStateBlockRef mRenderZOffSB;
GFXStateBlockRef mRenderZOnSB;
GFXStateBlockRef mRenderAlpha;
Resource<GFont> mFont;

View file

@ -321,8 +321,11 @@ void GuiCanvas::setWindowTitle(const char *newTitle)
mPlatformWindow->setCaption(newTitle);
}
CanvasSizeChangeSignal GuiCanvas::smCanvasSizeChangeSignal;
void GuiCanvas::handleResize( WindowId did, S32 width, S32 height )
{
getCanvasSizeChangeSignal().trigger(this);
if (Journal::IsPlaying() && mPlatformWindow)
{
mPlatformWindow->lockSize(false);

View file

@ -33,6 +33,10 @@
#include "platform/platformInput.h"
#endif
#ifndef _SIGNAL_H_
#include "core/util/tSignal.h"
#endif
#include "component/interfaces/IProcessInput.h"
#include "windowManager/platformWindowMgr.h"
#include "gfx/gfxFence.h"
@ -74,6 +78,8 @@
/// screen will be painted normally. If you are making an animated GuiControl
/// you need to add your control to the dirty areas of the canvas.
///
class guiCanvas;
typedef Signal<void(GuiCanvas* canvas)> CanvasSizeChangeSignal;
class GuiCanvas : public GuiControl, public IProcessInput
{
@ -183,6 +189,8 @@ protected:
virtual void setupFences();
void checkLockMouseMove( const GuiEvent& event );
//Signal used to let others know this canvas has changed size.
static CanvasSizeChangeSignal smCanvasSizeChangeSignal;
GuiControl *mMenuBarCtrl;
@ -200,6 +208,8 @@ public:
static void initPersistFields();
static CanvasSizeChangeSignal& getCanvasSizeChangeSignal() { return smCanvasSizeChangeSignal; }
/// @name Rendering methods
///
/// @{

View file

@ -175,6 +175,9 @@ ImplementEnumType( GuiHorizontalSizing,
{ GuiControl::horizResizeLeft, "left" },
{ GuiControl::horizResizeCenter, "center" },
{ GuiControl::horizResizeRelative, "relative" },
{ GuiControl::horizResizeAspectLeft, "aspectLeft" },
{ GuiControl::horizResizeAspectRight, "aspectRight" },
{ GuiControl::horizResizeAspectCenter, "aspectCenter" },
{ GuiControl::horizResizeWindowRelative, "windowRelative" }
EndImplementEnumType;
@ -186,6 +189,9 @@ ImplementEnumType( GuiVerticalSizing,
{ GuiControl::vertResizeTop, "top" },
{ GuiControl::vertResizeCenter, "center" },
{ GuiControl::vertResizeRelative, "relative" },
{ GuiControl::vertResizeAspectTop, "aspectTop" },
{ GuiControl::vertResizeAspectBottom, "aspectBottom" },
{ GuiControl::vertResizeAspectCenter, "aspectCenter" },
{ GuiControl::vertResizeWindowRelative, "windowRelative" }
EndImplementEnumType;
@ -1370,6 +1376,36 @@ void GuiControl::parentResized(const RectI &oldParentRect, const RectI &newParen
newPosition.x = newLeft;
newExtent.x = newWidth;
}
else if (mHorizSizing == horizResizeAspectLeft && oldParentRect.extent.x != 0)
{
S32 newLeft = mRoundToNearest((F32(newPosition.x) / F32(oldParentRect.extent.x)) * F32(newParentRect.extent.x));
S32 newWidth = mRoundToNearest((F32(newExtent.x) / F32(oldParentRect.extent.y)) * F32(newParentRect.extent.y));
newPosition.x = newLeft;
newExtent.x = newWidth;
}
else if (mHorizSizing == horizResizeAspectRight && oldParentRect.extent.x != 0)
{
S32 newLeft = mRoundToNearest((F32(newPosition.x) / F32(oldParentRect.extent.x)) * F32(newParentRect.extent.x));
S32 newWidth = mRoundToNearest((F32(newExtent.x) / F32(oldParentRect.extent.y)) * F32(newParentRect.extent.y)); //origional aspect ratio corrected width
S32 rWidth = mRoundToNearest((F32(newExtent.x) / F32(oldParentRect.extent.x)) * F32(newParentRect.extent.x)); //parent aspect ratio relative width
S32 offset = rWidth - newWidth; // account for change in relative width
newLeft += offset;
newPosition.x = newLeft;
newExtent.x = newWidth;
}
else if (mHorizSizing == horizResizeAspectCenter && oldParentRect.extent.x != 0)
{
S32 newLeft = mRoundToNearest((F32(newPosition.x) / F32(oldParentRect.extent.x)) * F32(newParentRect.extent.x));
S32 newWidth = mRoundToNearest((F32(newExtent.x) / F32(oldParentRect.extent.y)) * F32(newParentRect.extent.y)); //origional aspect ratio corrected width
S32 rWidth = mRoundToNearest((F32(newExtent.x) / F32(oldParentRect.extent.x)) * F32(newParentRect.extent.x)); //parent aspect ratio relative width
S32 offset = rWidth - newWidth; // account for change in relative width
newLeft += offset/2;
newPosition.x = newLeft;
newExtent.x = newWidth;
}
if (mVertSizing == vertResizeCenter)
newPosition.y = (newParentRect.extent.y - getHeight()) >> 1;
@ -1385,6 +1421,36 @@ void GuiControl::parentResized(const RectI &oldParentRect, const RectI &newParen
newPosition.y = newTop;
newExtent.y = newHeight;
}
else if (mVertSizing == vertResizeAspectTop && oldParentRect.extent.y != 0)
{
S32 newTop = mRoundToNearest((F32(newPosition.y) / F32(oldParentRect.extent.y)) * F32(newParentRect.extent.y));
S32 newHeight = mRoundToNearest((F32(newExtent.y) / F32(oldParentRect.extent.x)) * F32(newParentRect.extent.x));
newPosition.y = newTop;
newExtent.y = newHeight;
}
else if (mVertSizing == vertResizeAspectBottom && oldParentRect.extent.y != 0)
{
S32 newTop = mRoundToNearest((F32(newPosition.y) / F32(oldParentRect.extent.y)) * F32(newParentRect.extent.y));
S32 newHeight = mRoundToNearest((F32(newExtent.y) / F32(oldParentRect.extent.x)) * F32(newParentRect.extent.x)); //origional aspect ratio corrected hieght
S32 rHeight = mRoundToNearest((F32(newExtent.y) / F32(oldParentRect.extent.y)) * F32(newParentRect.extent.y)); //parent aspect ratio relative hieght
S32 offset = rHeight - newHeight; // account for change in relative hieght
newTop += offset;
newPosition.y = newTop;
newExtent.y = newHeight;
}
else if (mVertSizing == vertResizeAspectCenter && oldParentRect.extent.y != 0)
{
S32 newTop = mRoundToNearest((F32(newPosition.y) / F32(oldParentRect.extent.y)) * F32(newParentRect.extent.y));
S32 newHeight = mRoundToNearest((F32(newExtent.y) / F32(oldParentRect.extent.x)) * F32(newParentRect.extent.x)); //origional aspect ratio corrected hieght
S32 rHeight = mRoundToNearest((F32(newExtent.y) / F32(oldParentRect.extent.y)) * F32(newParentRect.extent.y)); //parent aspect ratio relative hieght
S32 offset = rHeight - newHeight; // account for change in relative hieght
newTop += offset / 2;
newPosition.y = newTop;
newExtent.y = newHeight;
}
// Resizing Re factor [9/18/2006]
// Only resize if our minExtent is satisfied with it.

View file

@ -121,6 +121,9 @@ class GuiControl : public SimGroup
horizResizeLeft, ///< fixed on the right and width
horizResizeCenter,
horizResizeRelative, ///< resize relative
horizResizeAspectLeft, ///< resize relative to height delta (offset Left)
horizResizeAspectRight, ///< resize relative to height delta (offset Right)
horizResizeAspectCenter, ///< resize relative to height delta (Centered)
horizResizeWindowRelative ///< resize window relative
};
enum vertSizingOptions
@ -130,6 +133,9 @@ class GuiControl : public SimGroup
vertResizeTop, ///< fixed in height and on the bottom
vertResizeCenter,
vertResizeRelative, ///< resize relative
vertResizeAspectTop, ///< resize relative to width delta (offset Left)
vertResizeAspectBottom, ///< resize relative to width delta (offset Right)
vertResizeAspectCenter, ///< resize relative to width delta Centered)
vertResizeWindowRelative ///< resize window relative
};

View file

@ -2810,7 +2810,7 @@ void WorldEditor::clearSelection()
void WorldEditor::selectObject( SimObject *obj )
{
if ( mSelectionLocked || !mSelected )
if ( mSelectionLocked || !mSelected || !obj )
return;
// Don't check isSelectionEnabled of SceneObjects here as we
@ -2833,7 +2833,7 @@ void WorldEditor::selectObject( const char* obj )
void WorldEditor::unselectObject( SimObject *obj )
{
if ( mSelectionLocked || !mSelected )
if ( mSelectionLocked || !mSelected || !obj )
return;
if ( !objClassIgnored( obj ) && mSelected->objInSet( obj ) )

View file

@ -318,6 +318,8 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
const U32 numPrims = curEntry.numPrims;
const U32 numVerts = curEntry.vertBuffer->mNumVerts;
ShadowMapParams *lsp = curLightInfo->getExtended<ShadowMapParams>();
// Skip lights which won't affect the scene.
if ( !curLightMat || curLightInfo->getBrightness() <= 0.001f )
continue;
@ -329,15 +331,12 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
mShadowManager->setLightShadowMap( curEntry.shadowMap );
mShadowManager->setLightDynamicShadowMap( curEntry.dynamicShadowMap );
// Let the shadow know we're about to render from it.
if ( curEntry.shadowMap )
curEntry.shadowMap->preLightRender();
if ( curEntry.dynamicShadowMap ) curEntry.dynamicShadowMap->preLightRender();
// Set geometry
GFX->setVertexBuffer( curEntry.vertBuffer );
GFX->setPrimitiveBuffer( curEntry.primBuffer );
lsp->getOcclusionQuery()->begin();
// Render the material passes
while( curLightMat->matInstance->setupPass( state, sgData ) )
{
@ -352,10 +351,7 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
GFX->drawPrimitive(GFXTriangleList, 0, numPrims);
}
// Tell it we're done rendering.
if ( curEntry.shadowMap )
curEntry.shadowMap->postLightRender();
if ( curEntry.dynamicShadowMap ) curEntry.dynamicShadowMap->postLightRender();
lsp->getOcclusionQuery()->end();
}
// Set NULL for active shadow map (so nothing gets confused)

View file

@ -105,7 +105,7 @@ void AdvancedLightManager::activate( SceneManager *sceneManager )
// we prefer the floating point format if it works.
Vector<GFXFormat> formats;
formats.push_back( GFXFormatR16G16B16A16F );
formats.push_back( GFXFormatR16G16B16A16 );
//formats.push_back( GFXFormatR16G16B16A16 );
GFXFormat blendTargetFormat = GFX->selectSupportedFormat( &GFXDefaultRenderTargetProfile,
formats,
true,

View file

@ -89,8 +89,6 @@ LightShadowMap::LightShadowMap( LightInfo *light )
mLastUpdate( 0 ),
mLastCull( 0 ),
mIsViewDependent( false ),
mVizQuery( NULL ),
mWasOccluded( false ),
mLastScreenSize( 0.0f ),
mLastPriority( 0.0f ),
mIsDynamic( false )
@ -98,9 +96,7 @@ LightShadowMap::LightShadowMap( LightInfo *light )
GFXTextureManager::addEventDelegate( this, &LightShadowMap::_onTextureEvent );
mTarget = GFX->allocRenderToTextureTarget();
mVizQuery = GFX->createOcclusionQuery();
smShadowMaps.push_back(this);
smShadowMaps.push_back( this );
mStaticRefreshTimer = PlatformTimer::create();
mDynamicRefreshTimer = PlatformTimer::create();
}
@ -108,8 +104,9 @@ LightShadowMap::LightShadowMap( LightInfo *light )
LightShadowMap::~LightShadowMap()
{
mTarget = NULL;
SAFE_DELETE( mVizQuery );
SAFE_DELETE(mStaticRefreshTimer);
SAFE_DELETE(mDynamicRefreshTimer);
releaseTextures();
smShadowMaps.remove( this );
@ -334,23 +331,6 @@ void LightShadowMap::render( RenderPassManager* renderPass,
mLastUpdate = Sim::getCurrentTime();
}
void LightShadowMap::preLightRender()
{
PROFILE_SCOPE( LightShadowMap_prepLightRender );
if ( mVizQuery )
{
mWasOccluded = mVizQuery->getStatus( true ) == GFXOcclusionQuery::Occluded;
mVizQuery->begin();
}
}
void LightShadowMap::postLightRender()
{
if ( mVizQuery )
mVizQuery->end();
}
BaseMatInstance* LightShadowMap::getShadowMaterial( BaseMatInstance *inMat ) const
{
// See if we have an existing material hook.
@ -610,11 +590,14 @@ ShadowMapParams::ShadowMapParams( LightInfo *light )
shadowSoftness = 0.15f;
fadeStartDist = 0.0f;
lastSplitTerrainOnly = false;
mQuery = GFX->createOcclusionQuery();
_validate();
}
ShadowMapParams::~ShadowMapParams()
{
SAFE_DELETE( mQuery );
SAFE_DELETE( mShadowMap );
SAFE_DELETE( mDynamicShadowMap );
}

View file

@ -47,6 +47,9 @@
#ifndef _GFXSHADER_H_
#include "gfx/gfxShader.h"
#endif
#ifndef _GFXOCCLUSIONQUERY_H_
#include "gfx/gfxOcclusionQuery.h"
#endif
#ifndef _PLATFORM_PLATFORMTIMER_H_
#include "platform/platformTimer.h"
#endif
@ -61,7 +64,6 @@ struct SceneData;
class GFXShaderConstBuffer;
class GFXShaderConstHandle;
class GFXShader;
class GFXOcclusionQuery;
class LightManager;
class RenderPassManager;
@ -169,12 +171,6 @@ public:
bool isViewDependent() const { return mIsViewDependent; }
bool wasOccluded() const { return mWasOccluded; }
void preLightRender();
void postLightRender();
void updatePriority( const SceneRenderState *state, U32 currTimeMs );
F32 getLastScreenSize() const { return mLastScreenSize; }
@ -257,15 +253,6 @@ protected:
/// The time this shadow was last culled and prioritized.
U32 mLastCull;
/// The shadow occlusion query used when the light is
/// rendered to determine if any pixel of it is visible.
GFXOcclusionQuery *mVizQuery;
/// If true the light was occluded by geometry the
/// last frame it was updated.
//the last frame.
bool mWasOccluded;
F32 mLastScreenSize;
F32 mLastPriority;
@ -325,6 +312,8 @@ public:
bool hasCookieTex() const { return cookie.isNotEmpty(); }
GFXOcclusionQuery* getOcclusionQuery() const { return mQuery; }
GFXTextureObject* getCookieTex();
GFXCubemap* getCookieCubeTex();
@ -339,6 +328,7 @@ protected:
///
LightShadowMap *mShadowMap;
LightShadowMap *mDynamicShadowMap;
GFXOcclusionQuery* mQuery;
LightInfo *mLight;

View file

@ -174,12 +174,12 @@ void ShadowMapPass::render( SceneManager *sceneManager,
continue;
// --- Static Shadow Map ---
LightShadowMap *lsm = params->getOrCreateShadowMap();
LightShadowMap *dlsm = params->getOrCreateShadowMap(true);
LightShadowMap *lsm = params->getOrCreateShadowMap();
LightShadowMap *dlsm = params->getOrCreateShadowMap(true);
// First check the visiblity query... if it wasn't
// visible skip it.
if (lsm->wasOccluded() || dlsm->wasOccluded())
if(params->getOcclusionQuery()->getStatus(true) == GFXOcclusionQuery::Occluded)
continue;
// Any shadow that is visible is counted as being
@ -187,9 +187,9 @@ void ShadowMapPass::render( SceneManager *sceneManager,
++smActiveShadowMaps;
// Do a priority update for this shadow.
lsm->updatePriority(diffuseState, currTime);
lsm->updatePriority(diffuseState, currTime);
shadowMaps.push_back(lsm);
shadowMaps.push_back(lsm);
// --- Dynamic Shadow Map ---
@ -198,7 +198,7 @@ void ShadowMapPass::render( SceneManager *sceneManager,
++smActiveShadowMaps;
// Do a priority update for this shadow.
dlsm->updatePriority(diffuseState, currTime);
dlsm->updatePriority(diffuseState, currTime);
shadowMaps.push_back( dlsm );
}
@ -306,4 +306,4 @@ void DynamicShadowRenderPassManager::addInst( RenderInst *inst )
}
Parent::addInst(inst);
}
}

View file

@ -46,6 +46,7 @@ ImplementFeatureType( MFT_AlphaTest, MFG_Texture, 7.0f, true );
ImplementFeatureType( MFT_SpecularMap, MFG_Texture, 8.0f, true );
ImplementFeatureType( MFT_NormalMap, MFG_Texture, 9.0f, true );
ImplementFeatureType( MFT_DetailNormalMap, MFG_Texture, 10.0f, true );
ImplementFeatureType( MFT_Imposter, U32(-1), -1, true );
ImplementFeatureType( MFT_AccuMap, MFG_PreLighting, 2.0f, true );

View file

@ -94,6 +94,7 @@ DeclareFeatureType( MFT_OverlayMap );
DeclareFeatureType( MFT_DetailMap );
DeclareFeatureType( MFT_DiffuseColor );
DeclareFeatureType( MFT_DetailNormalMap );
DeclareFeatureType( MFT_Imposter );
DeclareFeatureType( MFT_AccuMap );
DeclareFeatureType( MFT_AccuScale );

View file

@ -438,6 +438,7 @@ inline Point2I Point2I::operator/(const Point2I &_vec) const
inline Point2I& Point2I::operator/=(const Point2I &_vec)
{
AssertFatal(_vec.x != 0 && _vec.y != 0, "Error, div by zero attempted");
x /= _vec.x;
y /= _vec.y;
return *this;
@ -645,6 +646,7 @@ inline Point2F Point2F::operator/(const Point2F &_vec) const
inline Point2F& Point2F::operator/=(const Point2F &_vec)
{
AssertFatal(_vec.x != 0 && _vec.y != 0, "Error, div by zero attempted");
x /= _vec.x;
y /= _vec.y;
return *this;

View file

@ -227,8 +227,8 @@ inline F32 QuatF::dot( const QuatF &q ) const
inline F32 QuatF::angleBetween( const QuatF & q )
{
// angle between to quaternions
return mAcos(x * q.x + y * q.y + z * q.z + w * q.w);
// angle between two normalized quaternions.
return mAcos(q.dot(*this)) * 2.0f;
}
#endif // _MQUAT_H_

View file

@ -1847,7 +1847,7 @@ U32 extrudePolygonEdgesFromPoint( const Point3F* vertices, U32 numVertices, cons
//-----------------------------------------------------------------------------
void MathUtils::mBuildHull2D(const Vector<Point2F> _inPoints, Vector<Point2F> &hullPoints)
void mBuildHull2D(const Vector<Point2F> _inPoints, Vector<Point2F> &hullPoints)
{
/// Andrew's monotone chain convex hull algorithm implementation

View file

@ -663,7 +663,7 @@ DefineEngineMethod(NavMesh, build, bool, (bool background, bool save), (true, fa
void NavMesh::cancelBuild()
{
while(!mDirtyTiles.empty()) mDirtyTiles.pop();
mDirtyTiles.clear();
ctx->stopTimer(RC_TIMER_TOTAL);
mBuilding = false;
}
@ -733,7 +733,7 @@ void NavMesh::updateTiles(bool dirty)
mTiles.clear();
mTileData.clear();
while(!mDirtyTiles.empty()) mDirtyTiles.pop();
mDirtyTiles.clear();
const Box3F &box = DTStoRC(getWorldBox());
if(box.isEmpty())
@ -767,7 +767,7 @@ void NavMesh::updateTiles(bool dirty)
tileBmin, tileBmax));
if(dirty)
mDirtyTiles.push(mTiles.size() - 1);
mDirtyTiles.push_back_unique(mTiles.size() - 1);
if(mSaveIntermediates)
mTileData.increment();
@ -786,7 +786,7 @@ void NavMesh::buildNextTile()
{
// Pop a single dirty tile and process it.
U32 i = mDirtyTiles.front();
mDirtyTiles.pop();
mDirtyTiles.pop_front();
const Tile &tile = mTiles[i];
// Intermediate data for tile build.
TileData tempdata;
@ -1098,7 +1098,7 @@ void NavMesh::buildTiles(const Box3F &box)
if(!tile.box.isOverlapped(box))
continue;
// Mark as dirty.
mDirtyTiles.push(i);
mDirtyTiles.push_back_unique(i);
}
if(mDirtyTiles.size())
ctx->startTimer(RC_TIMER_TOTAL);
@ -1114,7 +1114,7 @@ void NavMesh::buildTile(const U32 &tile)
{
if(tile < mTiles.size())
{
mDirtyTiles.push(tile);
mDirtyTiles.push_back_unique(tile);
ctx->startTimer(RC_TIMER_TOTAL);
}
}
@ -1136,7 +1136,7 @@ void NavMesh::buildLinks()
mLinksUnsynced[j])
{
// Mark tile for build.
mDirtyTiles.push(i);
mDirtyTiles.push_back_unique(i);
// Delete link if necessary
if(mDeleteLinks[j])
{

View file

@ -325,7 +325,7 @@ private:
Vector<TileData> mTileData;
/// List of indices to the tile array which are dirty.
std::queue<U32> mDirtyTiles;
Vector<U32> mDirtyTiles;
/// Update tile dimensions.
void updateTiles(bool dirty = false);

View file

@ -38,7 +38,7 @@ bool fsTiXmlDocument::LoadFile( const char * pFilename, TiXmlEncoding encoding )
#endif
// File open for read?
if ( !stream.open( filenameBuffer, Torque::FS::File::AccessMode::Read ) )
if ( !stream.open( filenameBuffer, Torque::FS::File::Read ) )
{
// No, so warn.
Con::warnf("TamlXmlParser::parse() - Could not open filename '%s' for parse.", filenameBuffer );
@ -67,7 +67,7 @@ bool fsTiXmlDocument::SaveFile( const char * pFilename ) const
FileStream stream;
// File opened?
if ( !stream.open( filenameBuffer, Torque::FS::File::AccessMode::Write ) )
if ( !stream.open( filenameBuffer, Torque::FS::File::Write ) )
{
// No, so warn.
Con::warnf("Taml::writeFile() - Could not open filename '%s' for write.", filenameBuffer );
@ -744,4 +744,4 @@ return 0;
// All is well.
return p;
}
*/
*/

View file

@ -25,7 +25,7 @@
#ifndef TINYXML_INCLUDED
#include "tinyXML/tinyxml.h"
#include "tinyxml/tinyxml.h"
#endif
#include "platform/platform.h"
@ -245,4 +245,4 @@ static bool AttemptPrintTiNode(class fsTiXmlDocument* node, FileStream& stream,
}
return false;
}
#endif //_FSTINYXML_H_
#endif //_FSTINYXML_H_

View file

@ -28,7 +28,7 @@
#endif
#ifndef TINYXML_INCLUDED
#include "tinyXML/tinyxml.h"
#include "tinyxml/tinyxml.h"
#endif
//-----------------------------------------------------------------------------
@ -54,4 +54,4 @@ private:
bool mDocumentDirty;
};
#endif // _TAML_XMLPARSER_H_
#endif // _TAML_XMLPARSER_H_

View file

@ -24,7 +24,7 @@
// Debug Profiling.
#include "platform/profiler.h"
#include "persistence/taml/fsTinyxml.h"
#include "persistence/taml/fsTinyXml.h"
//-----------------------------------------------------------------------------

View file

@ -24,7 +24,7 @@
// Debug Profiling.
#include "platform/profiler.h"
#include "persistence/taml/fsTinyxml.h"
#include "persistence/taml/fsTinyXml.h"
//-----------------------------------------------------------------------------

View file

@ -724,6 +724,11 @@ bool Platform::hasSubDirectory(const char *path)
return false; // either this dir had no subdirectories, or they were all on the exclude list.
}
bool Platform::fileDelete(const char * name)
{
return dFileDelete(name);
}
//-----------------------------------------------------------------------------
bool recurseDumpDirectories(const char *basePath, const char *path, Vector<StringTableEntry> &directoryVector, S32 depth, bool noBasePath)
{

View file

@ -13,18 +13,16 @@ namespace PlatformGL
return;
inited = true;
const U32 majorOGL = 4;
const U32 majorOGL = 3;
const U32 minorOGL = 2;
U32 debugFlag = 0;
#ifdef TORQUE_DEBUG
debugFlag |= SDL_GL_CONTEXT_DEBUG_FLAG;
#endif
#if 0 // cause problem with glew, no extension load
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, majorOGL);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minorOGL);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
#endif
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, debugFlag);
SDL_ClearError();

View file

@ -1321,6 +1321,7 @@ static bool recurseDumpDirectories(const char *basePath, const char *subPath, Ve
dsize_t subtrLen = subPath ? dStrlen(subPath) : 0;
char trail = trLen > 0 ? basePath[ trLen - 1 ] : '\0';
char subTrail = subtrLen > 0 ? subPath[ subtrLen - 1 ] : '\0';
char subLead = subtrLen > 0 ? subPath[0] : '\0';
if( trail == '/' )
{
@ -1380,13 +1381,23 @@ static bool recurseDumpDirectories(const char *basePath, const char *subPath, Ve
{
if( ( subPath && ( dStrncmp( subPath, "", 1 ) != 0 ) ) )
{
char szPath [ 1024 ];
dMemset( szPath, 0, 1024 );
if( trail != '/' )
dSprintf( szPath, 1024, "%s%s", basePath, subPath );
char szPath[1024];
dMemset(szPath, 0, 1024);
if (trail == '/')
{
if (subLead == '/')
dSprintf(szPath, 1024, "%s%s", basePath, &subPath[1]);
else
dSprintf(szPath, 1024, "%s%s", basePath, subPath);
}
else
dSprintf( szPath, 1024, "%s%s", basePath, &subPath[1] );
directoryVector.push_back( StringTable->insert( szPath ) );
{
if (subLead == '/')
dSprintf(szPath, 1024, "%s%s", basePath, subPath);
else
dSprintf(szPath, 1024, "%s/%s", basePath, subPath);
}
directoryVector.push_back(StringTable->insert(szPath));
}
else
directoryVector.push_back( StringTable->insert( basePath ) );

View file

@ -325,7 +325,7 @@ bool dPathCopy(const char *fromName, const char *toName, bool nooverwrite)
if (modType == TOUCH)
return(utime(prefPathName, 0) != -1);
else if (modType == DELETE)
return (remove(prefPathName) != -1);
return (remove(prefPathName) == 0);
else
AssertFatal(false, "Unknown File Mod type");
return false;
@ -1140,6 +1140,11 @@ bool dPathCopy(const char *fromName, const char *toName, bool nooverwrite)
return false;
}
bool Platform::fileDelete(const char * name)
{
return ModifyFile(name, DELETE);
}
static bool recurseDumpDirectories(const char *basePath, const char *subPath, Vector<StringTableEntry> &directoryVector, S32 currentDepth, S32 recurseDepth, bool noBasePath)
{
char Path[1024];

View file

@ -53,6 +53,7 @@ const RenderInstType RenderPassManager::RIT_ObjectTranslucent("ObjectTranslucent
const RenderInstType RenderPassManager::RIT_Decal("Decal");
const RenderInstType RenderPassManager::RIT_Water("Water");
const RenderInstType RenderPassManager::RIT_Foliage("Foliage");
const RenderInstType RenderPassManager::RIT_VolumetricFog("ObjectVolumetricFog");
const RenderInstType RenderPassManager::RIT_Translucent("Translucent");
const RenderInstType RenderPassManager::RIT_Begin("Begin");
const RenderInstType RenderPassManager::RIT_Custom("Custom");

View file

@ -110,6 +110,7 @@ public:
static const RenderInstType RIT_Decal;
static const RenderInstType RIT_Water;
static const RenderInstType RIT_Foliage;
static const RenderInstType RIT_VolumetricFog;
static const RenderInstType RIT_Translucent;
static const RenderInstType RIT_Begin;
static const RenderInstType RIT_Custom;

View file

@ -107,8 +107,7 @@ void RenderTexTargetBinManager::initPersistFields()
bool RenderTexTargetBinManager::setTargetSize(const Point2I &newTargetSize)
{
if( GFX->getAdapterType() != OpenGL && // Targets need to match up exactly in size on OpenGL.
mTargetSize.x >= newTargetSize.x &&
if( mTargetSize.x >= newTargetSize.x &&
mTargetSize.y >= newTargetSize.y )
return true;

View file

@ -51,6 +51,7 @@ RenderTranslucentMgr::RenderTranslucentMgr()
{
notifyType( RenderPassManager::RIT_ObjectTranslucent );
notifyType( RenderPassManager::RIT_Particle );
notifyType( RenderPassManager::RIT_VolumetricFog);
}
RenderTranslucentMgr::~RenderTranslucentMgr()
@ -187,6 +188,15 @@ void RenderTranslucentMgr::render( SceneRenderState *state )
j++;
continue;
}
else if (baseRI->type == RenderPassManager::RIT_VolumetricFog)
{
ObjectRenderInst* objRI = static_cast<ObjectRenderInst*>(baseRI);
objRI->renderDelegate(objRI, state, NULL);
lastVB = NULL;
lastPB = NULL;
j++;
continue;
}
else if ( baseRI->type == RenderPassManager::RIT_Particle )
{
ParticleRenderInst *ri = static_cast<ParticleRenderInst*>(baseRI);

View file

@ -105,8 +105,8 @@ struct FModFNTable
}
~FModFNTable()
{
eventDllRef = NULL;
dllRef = NULL;
eventDllRef = NULL;
delete mutex;
}

View file

@ -144,6 +144,8 @@ void AccuTexFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
// get the accu pixel color
meta->addStatement( new GenOp( " @ = tex2D(@, @ * @);\r\n", colorAccuDecl, accuMap, inTex, accuScale ) );
if (!fd.features[MFT_Imposter])
meta->addStatement(new GenOp(" @ = toLinear(@);\r\n", accuColor, accuColor));
// scale up normals
meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );

View file

@ -828,6 +828,12 @@ Var* ShaderFeatureGLSL::addOutDetailTexCoord( Vector<ShaderComponent*> &compon
// Base Texture
//****************************************************************************
DiffuseMapFeatGLSL::DiffuseMapFeatGLSL()
: mTorqueDep("shaders/common/gl/torque.glsl")
{
addDependency(&mTorqueDep);
}
void DiffuseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
@ -855,20 +861,23 @@ void DiffuseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
diffuseMap->sampler = true;
diffuseMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
// create sample color var
Var *diffColor = new Var;
diffColor->setType("vec4");
diffColor->setName("diffuseColor");
LangElement *colorDecl = new DecOp( diffColor );
MultiLine * meta = new MultiLine;
output = meta;
if ( fd.features[MFT_CubeMap] )
{
MultiLine * meta = new MultiLine;
// create sample color
Var *diffColor = new Var;
diffColor->setType( "vec4" );
diffColor->setName( "diffuseColor" );
LangElement *colorDecl = new DecOp( diffColor );
meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n",
colorDecl,
diffuseMap,
inTex ) );
if (!fd.features[MFT_Imposter])
meta->addStatement( new GenOp(" @ = toLinear(@);\r\n", diffColor, diffColor) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( diffColor, Material::Mul ) ) );
output = meta;
@ -877,8 +886,6 @@ void DiffuseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
{
// Handle atlased textures
// http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=65&Itemid=47
MultiLine * meta = new MultiLine;
output = meta;
Var *atlasedTex = new Var;
atlasedTex->setName("atlasedTexCoord");
@ -934,11 +941,6 @@ void DiffuseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
// For the rest of the feature...
inTex = atlasedTex;
// create sample color var
Var *diffColor = new Var;
diffColor->setType("vec4");
diffColor->setName("diffuseColor");
// To dump out UV coords...
//#define DEBUG_ATLASED_UV_COORDS
#ifdef DEBUG_ATLASED_UV_COORDS
@ -954,21 +956,26 @@ void DiffuseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
{
meta->addStatement(new GenOp( " @ = tex2Dlod(@, float4(@, 0.0, mipLod));\r\n",
new DecOp(diffColor), diffuseMap, inTex));
if (!fd.features[MFT_Imposter])
meta->addStatement(new GenOp(" @ = toLinear(@);\r\n", diffColor, diffColor));
}
else
{
meta->addStatement(new GenOp( " @ = tex2D(@, @);\r\n",
new DecOp(diffColor), diffuseMap, inTex));
if (!fd.features[MFT_Imposter])
meta->addStatement(new GenOp(" @ = toLinear(@);\r\n", diffColor, diffColor));
}
meta->addStatement(new GenOp( " @;\r\n", assignColor(diffColor, Material::Mul)));
}
else
{
LangElement *statement = new GenOp( "tex2D(@, @)", diffuseMap, inTex );
output = new GenOp( " @;\r\n", assignColor( statement, Material::Mul ) );
meta->addStatement(new GenOp("@ = tex2D(@, @);\r\n", colorDecl, diffuseMap, inTex));
if (!fd.features[MFT_Imposter])
meta->addStatement(new GenOp(" @ = toLinear(@);\r\n", diffColor, diffColor));
meta->addStatement(new GenOp(" @;\r\n", assignColor(diffColor, Material::Mul)));
}
}
ShaderFeature::Resources DiffuseMapFeatGLSL::getResources( const MaterialFeatureData &fd )

View file

@ -236,7 +236,12 @@ public:
/// Base texture
class DiffuseMapFeatGLSL : public ShaderFeatureGLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
public:
DiffuseMapFeatGLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );

View file

@ -68,6 +68,7 @@ void _initShaderGenGLSL( ShaderGen *shaderGen )
FEATUREMGR->registerFeature( MFT_IsTranslucent, new NamedFeatureGLSL( "Translucent" ) );
FEATUREMGR->registerFeature( MFT_Visibility, new VisibilityFeatGLSL );
FEATUREMGR->registerFeature( MFT_Fog, new FogFeatGLSL );
FEATUREMGR->registerFeature( MFT_Imposter, new NamedFeatureGLSL( "Imposter" ) );
FEATUREMGR->registerFeature( MFT_NormalsOut, new NormalsOutFeatGLSL );

View file

@ -141,6 +141,8 @@ void AccuTexFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
// get the accu pixel color
meta->addStatement( new GenOp( " @ = tex2D(@, @ * @);\r\n", colorAccuDecl, accuMap, inTex, accuScale ) );
if (!fd.features[MFT_Imposter])
meta->addStatement(new GenOp(" @ = toLinear(@);\r\n", accuColor, accuColor));
// scale up normals
meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );

View file

@ -826,6 +826,12 @@ Var* ShaderFeatureHLSL::addOutDetailTexCoord( Vector<ShaderComponent*> &compon
// Base Texture
//****************************************************************************
DiffuseMapFeatHLSL::DiffuseMapFeatHLSL()
: mTorqueDep("shaders/common/torque.hlsl")
{
addDependency(&mTorqueDep);
}
void DiffuseMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
@ -853,30 +859,30 @@ void DiffuseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
diffuseMap->sampler = true;
diffuseMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
// create sample color
Var *diffColor = new Var;
diffColor->setType("float4");
diffColor->setName("diffuseColor");
LangElement *colorDecl = new DecOp(diffColor);
MultiLine * meta = new MultiLine;
output = meta;
if ( fd.features[MFT_CubeMap] )
{
MultiLine * meta = new MultiLine;
// create sample color
Var *diffColor = new Var;
diffColor->setType( "float4" );
diffColor->setName( "diffuseColor" );
LangElement *colorDecl = new DecOp( diffColor );
meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n",
colorDecl,
diffuseMap,
inTex ) );
if (!fd.features[MFT_Imposter])
meta->addStatement(new GenOp(" @ = toLinear(@);\r\n", diffColor, diffColor));
meta->addStatement( new GenOp( " @;\r\n", assignColor( diffColor, Material::Mul ) ) );
output = meta;
}
else if(fd.features[MFT_DiffuseMapAtlas])
{
// Handle atlased textures
// http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=65&Itemid=47
MultiLine * meta = new MultiLine;
output = meta;
Var *atlasedTex = new Var;
atlasedTex->setName("atlasedTexCoord");
@ -932,11 +938,6 @@ void DiffuseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
// For the rest of the feature...
inTex = atlasedTex;
// create sample color var
Var *diffColor = new Var;
diffColor->setType("float4");
diffColor->setName("diffuseColor");
// To dump out UV coords...
//#define DEBUG_ATLASED_UV_COORDS
#ifdef DEBUG_ATLASED_UV_COORDS
@ -958,15 +959,18 @@ void DiffuseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
meta->addStatement(new GenOp( " @ = tex2D(@, @);\r\n",
new DecOp(diffColor), diffuseMap, inTex));
}
if (!fd.features[MFT_Imposter])
meta->addStatement(new GenOp(" @ = toLinear(@);\r\n", diffColor, diffColor));
meta->addStatement(new GenOp( " @;\r\n", assignColor(diffColor, Material::Mul)));
}
else
{
LangElement *statement = new GenOp( "tex2D(@, @)", diffuseMap, inTex );
output = new GenOp( " @;\r\n", assignColor( statement, Material::Mul ) );
meta->addStatement(new GenOp("@ = tex2D(@, @);\r\n", colorDecl, diffuseMap, inTex));
if (!fd.features[MFT_Imposter])
meta->addStatement(new GenOp(" @ = toLinear(@);\r\n", diffColor, diffColor));
meta->addStatement(new GenOp(" @;\r\n", assignColor(diffColor, Material::Mul)));
}
}
ShaderFeature::Resources DiffuseMapFeatHLSL::getResources( const MaterialFeatureData &fd )

View file

@ -236,7 +236,12 @@ public:
/// Base texture
class DiffuseMapFeatHLSL : public ShaderFeatureHLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
public:
DiffuseMapFeatHLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );

View file

@ -70,6 +70,7 @@ void _initShaderGenHLSL( ShaderGen *shaderGen )
FEATUREMGR->registerFeature( MFT_GlossMap, new NamedFeatureHLSL( "Gloss Map" ) );
FEATUREMGR->registerFeature( MFT_LightbufferMRT, new NamedFeatureHLSL( "Lightbuffer MRT" ) );
FEATUREMGR->registerFeature( MFT_RenderTarget1_Zero, new RenderTargetZeroHLSL( ShaderFeature::RenderTarget1 ) );
FEATUREMGR->registerFeature( MFT_Imposter, new NamedFeatureHLSL( "Imposter" ) );
FEATUREMGR->registerFeature( MFT_DiffuseMapAtlas, new NamedFeatureHLSL( "Diffuse Map Atlas" ) );
FEATUREMGR->registerFeature( MFT_NormalMapAtlas, new NamedFeatureHLSL( "Normal Map Atlas" ) );

View file

@ -170,7 +170,7 @@ void FeatureSet::removeFeature( const FeatureType &type )
}
}
U32 FeatureSet::getNextFeatureIndex( const FeatureType &type, S32 index ) const
S32 FeatureSet::getNextFeatureIndex( const FeatureType &type, S32 index ) const
{
for ( U32 i=0; i < mFeatures.size(); i++ )
{

View file

@ -106,7 +106,7 @@ public:
void removeFeature( const FeatureType &type );
///
U32 getNextFeatureIndex( const FeatureType &type, S32 index ) const;
S32 getNextFeatureIndex( const FeatureType &type, S32 index ) const;
/// Removes features that are not in the input set.
void filter( const FeatureSet &features );

View file

@ -153,7 +153,7 @@ public:
void setProcessIndex( S32 index ) { mProcessIndex = index; }
///
U32 getProcessIndex() const { return mProcessIndex; }
S32 getProcessIndex() const { return mProcessIndex; }
//-----------------------------------------------------------------------
// Virtual Functions

View file

@ -64,6 +64,12 @@ MODULE_BEGIN( TerrainFeatGLSL )
MODULE_END;
TerrainFeatGLSL::TerrainFeatGLSL()
: mTorqueDep( "shaders/common/gl/torque.glsl" )
{
addDependency( &mTorqueDep );
}
Var* TerrainFeatGLSL::_getUniformVar( const char *name, const char *type, ConstantSortPosition csp )
{
Var *theVar = (Var*)LangElement::find( name );
@ -262,6 +268,7 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
baseColor->setType( "vec4" );
baseColor->setName( "baseColor" );
meta->addStatement( new GenOp( " @ = tex2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
meta->addStatement(new GenOp(" @ = toLinear(@);\r\n", baseColor, baseColor));
meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul ) ) );
output = meta;
@ -291,7 +298,7 @@ TerrainDetailMapFeatGLSL::TerrainDetailMapFeatGLSL()
void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
const S32 detailIndex = getProcessIndex();
// Grab incoming texture coords... the base map feature
// made sure this was created.
@ -376,7 +383,7 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
const S32 detailIndex = getProcessIndex();
Var *inTex = getVertTexCoord( "texCoord" );
MultiLine *meta = new MultiLine;
@ -609,7 +616,7 @@ TerrainMacroMapFeatGLSL::TerrainMacroMapFeatGLSL()
void TerrainMacroMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
const S32 detailIndex = getProcessIndex();
// Grab incoming texture coords... the base map feature
// made sure this was created.
@ -667,7 +674,7 @@ void TerrainMacroMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentL
void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
const S32 detailIndex = getProcessIndex();
Var *inTex = getVertTexCoord( "texCoord" );
MultiLine *meta = new MultiLine;
@ -893,7 +900,7 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
meta->addStatement( new GenOp( " @ = tGetMatrix3Row(@, 2);\r\n", new DecOp( gbNormal ), viewToTangent ) );
}
const U32 normalIndex = getProcessIndex();
const S32 normalIndex = getProcessIndex();
Var *detailBlend = (Var*)LangElement::find( String::ToString( "detailBlend%d", normalIndex ) );
AssertFatal( detailBlend, "The detail blend is missing!" );

View file

@ -36,7 +36,10 @@
class TerrainFeatGLSL : public ShaderFeatureGLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
public:
TerrainFeatGLSL();
Var* _getInDetailCoord(Vector<ShaderComponent*> &componentList );
Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );

View file

@ -64,6 +64,12 @@ MODULE_BEGIN( TerrainFeatHLSL )
MODULE_END;
TerrainFeatHLSL::TerrainFeatHLSL()
: mTorqueDep( "shaders/common/torque.hlsl" )
{
addDependency( &mTorqueDep );
}
Var* TerrainFeatHLSL::_getUniformVar( const char *name, const char *type, ConstantSortPosition csp )
{
Var *theVar = (Var*)LangElement::find( name );
@ -262,6 +268,7 @@ void TerrainBaseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentLis
baseColor->setType( "float4" );
baseColor->setName( "baseColor" );
meta->addStatement( new GenOp( " @ = tex2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
meta->addStatement(new GenOp(" @ = toLinear(@);\r\n", baseColor, baseColor));
meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul ) ) );
output = meta;
@ -291,7 +298,7 @@ TerrainDetailMapFeatHLSL::TerrainDetailMapFeatHLSL()
void TerrainDetailMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
const S32 detailIndex = getProcessIndex();
// Grab incoming texture coords... the base map feature
// made sure this was created.
@ -376,7 +383,7 @@ void TerrainDetailMapFeatHLSL::processVert( Vector<ShaderComponent*> &component
void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
const S32 detailIndex = getProcessIndex();
Var *inTex = getVertTexCoord( "texCoord" );
MultiLine *meta = new MultiLine;
@ -608,7 +615,7 @@ TerrainMacroMapFeatHLSL::TerrainMacroMapFeatHLSL()
void TerrainMacroMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
const S32 detailIndex = getProcessIndex();
// Grab incoming texture coords... the base map feature
// made sure this was created.
@ -666,7 +673,7 @@ void TerrainMacroMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentL
void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
const S32 detailIndex = getProcessIndex();
Var *inTex = getVertTexCoord( "texCoord" );
MultiLine *meta = new MultiLine;
@ -893,7 +900,7 @@ void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
meta->addStatement( new GenOp( " @ = @[2];\r\n", new DecOp( gbNormal ), viewToTangent ) );
}
const U32 normalIndex = getProcessIndex();
const S32 normalIndex = getProcessIndex();
Var *detailBlend = (Var*)LangElement::find( String::ToString( "detailBlend%d", normalIndex ) );
AssertFatal( detailBlend, "The detail blend is missing!" );

View file

@ -37,6 +37,10 @@ class TerrainFeatHLSL : public ShaderFeatureHLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
public:
TerrainFeatHLSL();
Var* _getInDetailCoord(Vector<ShaderComponent*> &componentList );
Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );

View file

@ -24,7 +24,7 @@
#define _COLLADA_APPMESH_H_
#ifndef _TDICTIONARY_H_
#include "core/tDictionary.h"
#include "core/util/tDictionary.h"
#endif
#ifndef _APPMESH_H_
#include "ts/loader/appMesh.h"

View file

@ -24,7 +24,7 @@
#define _COLLADA_APPNODE_H_
#ifndef _TDICTIONARY_H_
#include "core/tDictionary.h"
#include "core/util/tDictionary.h"
#endif
#ifndef _APPNODE_H_
#include "ts/loader/appNode.h"

View file

@ -593,7 +593,7 @@ S32 TSShapeInstance::setDetailFromDistance( const SceneRenderState *state, F32 s
// 4:3 aspect ratio, we've changed the reference value
// to 300 to be more compatible with legacy shapes.
//
const F32 pixelScale = state->getViewport().extent.y / 300.0f;
const F32 pixelScale = (state->getViewport().extent.x / state->getViewport().extent.y);
// This is legacy DTS support for older "multires" based
// meshes. The original crossbow weapon uses this.

View file

@ -136,6 +136,7 @@ void ImposterCaptureMaterialHook::_overrideFeatures( ProcessedMaterial *mat,
fd.features.addFeature( MFT_NormalsOut );
fd.features.addFeature( MFT_ForwardShading );
fd.features.addFeature( MFT_Imposter );
}
ImposterCaptureMaterialHook* ImposterCaptureMaterialHook::_getOrCreateHook( BaseMatInstance *inMat )

View file

@ -22,7 +22,7 @@
#include "windowManager/platformWindow.h"
ScreenResChangeSignal PlatformWindow::smScreenResChangeSignal;
//-----------------------------------------------------------------------------
void PlatformWindow::setFullscreen( const bool fullscreen )
@ -48,3 +48,8 @@ bool PlatformWindow::shouldNotTranslate( U32 modifiers, U32 keyCode ) const
else
return false;
}
void PlatformWindow::setVideoMode(const GFXVideoMode &mode)
{
_setVideoMode(mode);
getScreenResChangeSignal().trigger(this, true);
}

View file

@ -28,6 +28,9 @@
#include "core/util/safeDelete.h"
#include "windowManager/platformCursorController.h"
#include "windowManager/windowInputGenerator.h"
#ifndef _SIGNAL_H_ //Volumetric Fog
#include "core/util/tSignal.h"
#endif
//forward decl's
class PlatformWindowManager;
@ -35,7 +38,7 @@ class GFXDevice;
struct GFXVideoMode;
class GFXWindowTarget;
class IProcessInput;
typedef Signal<void(PlatformWindow *PlatformWindow, bool resize)> ScreenResChangeSignal;
/// Abstract representation of a native OS window.
///
/// Every windowing system has its own representations and conventions as
@ -110,7 +113,7 @@ protected:
// This controller maps window input (Mouse/Keyboard) to a generic input consumer
mWindowInputGenerator = new WindowInputGenerator( this );
}
static ScreenResChangeSignal smScreenResChangeSignal;
public:
/// To get rid of a window, just delete it. Make sure the GFXDevice is
@ -158,7 +161,7 @@ public:
virtual GFXWindowTarget *getGFXTarget()=0;
/// Set the video mode for this window.
virtual void setVideoMode(const GFXVideoMode &mode)=0;
virtual void setVideoMode(const GFXVideoMode &mode);
/// Get our current video mode - if the window has been resized, it will
/// reflect this.
@ -497,6 +500,7 @@ public:
IdleEvent idleEvent;
/// @}
static ScreenResChangeSignal& getScreenResChangeSignal() { return smScreenResChangeSignal; }
/// Get the platform specific object needed to create or attach an accelerated
/// graohics drawing context on or to the window
@ -507,6 +511,7 @@ public:
virtual void* getPlatformDrawable() const = 0;
protected:
virtual void _setFullscreen(const bool fullScreen) {};
virtual void _setVideoMode(const GFXVideoMode &mode) {};
};
#endif

View file

@ -26,8 +26,10 @@
#include <tchar.h>
#include <winuser.h>
#include "math/mMath.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxStructs.h"
#include "windowManager/platformWindowMgr.h"
#include "windowManager/win32/win32Window.h"
#include "windowManager/win32/win32WindowMgr.h"
#include "windowManager/win32/win32CursorController.h"
@ -39,11 +41,6 @@
// for winState structure
#include "platformWin32/platformWin32.h"
#include <d3d9types.h>
#include "gfx/gfxDevice.h"
#include <zmouse.h>
const UTF16* _MainWindowClassName = L"TorqueJuggernaughtWindow";
const UTF16* _CurtainWindowClassName = L"TorqueJuggernaughtCurtainWindow";
@ -148,96 +145,93 @@ const GFXVideoMode & Win32Window::getVideoMode()
void Win32Window::setVideoMode( const GFXVideoMode &mode )
{
bool needCurtain = (mVideoMode.fullScreen != mode.fullScreen);
bool needCurtain = ( mVideoMode.fullScreen != mode.fullScreen );
if(needCurtain)
if( needCurtain )
{
Con::errorf("Win32Window::setVideoMode - invoking curtain");
Con::printf( "Win32Window::setVideoMode - invoking curtain" );
mOwningManager->lowerCurtain();
}
mVideoMode = mode;
mSuppressReset = true;
mVideoMode = mode;
mSuppressReset = true;
// Can't switch to fullscreen while a child of another window
if(mode.fullScreen && !Platform::getWebDeployment() && mOwningManager->getParentWindow())
if( mode.fullScreen && !Platform::getWebDeployment() && mOwningManager->getParentWindow() )
{
mOldParent = (HWND)mOwningManager->getParentWindow();
mOwningManager->setParentWindow(NULL);
mOldParent = reinterpret_cast<HWND>( mOwningManager->getParentWindow() );
mOwningManager->setParentWindow( NULL );
}
else if(!mode.fullScreen && mOldParent)
else if( !mode.fullScreen && mOldParent )
{
mOwningManager->setParentWindow(mOldParent);
mOwningManager->setParentWindow( mOldParent );
mOldParent = NULL;
}
// Set our window to have the right style based on the mode
if(mode.fullScreen && !Platform::getWebDeployment() && !mOffscreenRender)
// Set our window to have the right style based on the mode
if( mode.fullScreen && !Platform::getWebDeployment() && !mOffscreenRender )
{
WINDOWPLACEMENT wplacement = { sizeof(wplacement) };
DWORD dwStyle = GetWindowLong(getHWND(), GWL_STYLE);
MONITORINFO mi = { sizeof(mi) };
WINDOWPLACEMENT wplacement = { sizeof( wplacement ) };
DWORD dwStyle = GetWindowLong( getHWND(), GWL_STYLE );
MONITORINFO mi = { sizeof(mi) };
if (GetWindowPlacement(getHWND(), &wplacement) && GetMonitorInfo(MonitorFromWindow(getHWND(), MONITOR_DEFAULTTOPRIMARY), &mi))
{
DISPLAY_DEVICE dd = GetPrimaryDevice();
DEVMODE dv;
ZeroMemory(&dv, sizeof(dv));
dv.dmSize = sizeof(DEVMODE);
EnumDisplaySettings(dd.DeviceName, ENUM_CURRENT_SETTINGS, &dv);
dv.dmPelsWidth = mode.resolution.x;
dv.dmPelsHeight = mode.resolution.y;
dv.dmBitsPerPel = mode.bitDepth;
dv.dmDisplayFrequency = mode.refreshRate;
dv.dmFields = (DM_PELSWIDTH | DM_PELSHEIGHT);
ChangeDisplaySettings(&dv, CDS_FULLSCREEN);
SetWindowLong(getHWND(), GWL_STYLE, dwStyle & ~WS_OVERLAPPEDWINDOW);
SetWindowPos(getHWND(), HWND_TOP,
mi.rcMonitor.left,
mi.rcMonitor.top,
mi.rcMonitor.right - mi.rcMonitor.left,
mi.rcMonitor.bottom - mi.rcMonitor.top,
SWP_NOOWNERZORDER | SWP_FRAMECHANGED);
}
if(mDisplayWindow)
ShowWindow(getHWND(), SW_SHOWNORMAL);
// Clear the menu bar from the window for full screen
HMENU menu = GetMenu(getHWND());
if(menu)
if ( GetWindowPlacement( getHWND(), &wplacement ) && GetMonitorInfo( MonitorFromWindow( getHWND(), MONITOR_DEFAULTTOPRIMARY ), &mi ) )
{
SetMenu(getHWND(), NULL);
DISPLAY_DEVICE dd = GetPrimaryDevice();
DEVMODE dv;
ZeroMemory( &dv, sizeof( dv ) );
dv.dmSize = sizeof( DEVMODE );
EnumDisplaySettings( dd.DeviceName, ENUM_CURRENT_SETTINGS, &dv );
dv.dmPelsWidth = mode.resolution.x;
dv.dmPelsHeight = mode.resolution.y;
dv.dmBitsPerPel = mode.bitDepth;
dv.dmDisplayFrequency = mode.refreshRate;
dv.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT;
ChangeDisplaySettings( &dv, CDS_FULLSCREEN );
SetWindowLong( getHWND(), GWL_STYLE, dwStyle & ~WS_OVERLAPPEDWINDOW );
SetWindowPos( getHWND(), HWND_TOP, mi.rcMonitor.left,
mi.rcMonitor.top,
mi.rcMonitor.right - mi.rcMonitor.left,
mi.rcMonitor.bottom - mi.rcMonitor.top,
SWP_NOOWNERZORDER | SWP_FRAMECHANGED );
}
if( mDisplayWindow )
ShowWindow( getHWND(), SW_SHOWNORMAL );
// Clear the menu bar from the window for full screen
if( GetMenu( getHWND() ) )
SetMenu( getHWND(), NULL );
// When switching to Fullscreen, reset device after setting style
if(mTarget.isValid())
mTarget->resetMode();
if( mTarget.isValid() )
mTarget->resetMode();
mFullscreen = true;
}
else
{
DISPLAY_DEVICE dd = GetPrimaryDevice();
DEVMODE dv;
ZeroMemory(&dv, sizeof(dv));
dv.dmSize = sizeof(DEVMODE);
EnumDisplaySettings(dd.DeviceName, ENUM_CURRENT_SETTINGS, &dv);
}
else
{
DISPLAY_DEVICE dd = GetPrimaryDevice();
DEVMODE dv;
ZeroMemory( &dv, sizeof( dv ) );
dv.dmSize = sizeof( DEVMODE );
EnumDisplaySettings( dd.DeviceName, ENUM_CURRENT_SETTINGS, &dv );
if ((mode.resolution.x != dv.dmPelsWidth) || (mode.resolution.y != dv.dmPelsHeight))
ChangeDisplaySettings(NULL, 0);
if ( ( WindowManager->getDesktopResolution() != mode.resolution ||
( mode.resolution.x != dv.dmPelsWidth ) || ( mode.resolution.y != dv.dmPelsHeight ) ) )
ChangeDisplaySettings( NULL, 0 );
// Reset device *first*, so that when we call setSize() and let it
// access the monitor settings, it won't end up with our fullscreen
// geometry that is just about to change.
// Reset device *first*, so that when we call setSize() and let it
// access the monitor settings, it won't end up with our fullscreen
// geometry that is just about to change.
if(mTarget.isValid())
mTarget->resetMode();
if( mTarget.isValid() )
mTarget->resetMode();
if (!mOffscreenRender)
if ( !mOffscreenRender )
{
SetWindowLong( getHWND(), GWL_STYLE, mWindowedWindowStyle);
SetWindowPos( getHWND(), HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_FRAMECHANGED);
SetWindowLong( getHWND(), GWL_STYLE, mWindowedWindowStyle);
SetWindowPos( getHWND(), HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_FRAMECHANGED);
// Put back the menu bar, if any
if(mMenuHandle)
@ -253,40 +247,37 @@ void Win32Window::setVideoMode( const GFXVideoMode &mode )
}
else
{
HWND parentWin = (HWND)mOwningManager->getParentWindow();
HWND parentWin = reinterpret_cast<HWND>( mOwningManager->getParentWindow() );
RECT windowRect;
GetClientRect(parentWin, &windowRect);
Point2I res(windowRect.right-windowRect.left, windowRect.bottom-windowRect.top);
if (res.x == 0 || res.y == 0)
{
// Must be too early in the window set up to obtain the parent's size.
setSize(mode.resolution);
}
GetClientRect( parentWin, &windowRect );
Point2I res( windowRect.right - windowRect.left, windowRect.bottom - windowRect.top );
if ( res.x == 0 || res.y == 0 )
setSize( mode.resolution ); // Must be too early in the window set up to obtain the parent's size.
else
{
setSize(res);
}
setSize( res );
}
if (!mOffscreenRender)
if ( !mOffscreenRender )
{
// We have to force Win32 to update the window frame and make the window
// visible and no longer topmost - this code might be possible to simplify.
SetWindowPos( getHWND(), HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_FRAMECHANGED);
// We have to force Win32 to update the window frame and make the window
// visible and no longer topmost - this code might be possible to simplify.
SetWindowPos( getHWND(), HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_FRAMECHANGED );
if(mDisplayWindow)
ShowWindow( getHWND(), SW_SHOWNORMAL);
ShowWindow( getHWND(), SW_SHOWNORMAL );
}
mFullscreen = false;
}
}
mSuppressReset = false;
mSuppressReset = false;
if(needCurtain)
mOwningManager->raiseCurtain();
if( needCurtain )
mOwningManager->raiseCurtain();
SetForegroundWindow(getHWND());
SetForegroundWindow( getHWND() );
getScreenResChangeSignal().trigger( this, true );
}
bool Win32Window::clearFullscreen()

Binary file not shown.

Binary file not shown.

Binary file not shown.

View file

@ -0,0 +1,177 @@
<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>Richard</author>
<authoring_tool>OpenCOLLADA for 3ds Max; Version: 1.4.1; Revision: exported; Platform: x64; Configuration: Release_Max2011_static</authoring_tool>
<source_data>file:///G:/Documents%20and%20Settings/Richard/Mijn%20documenten/3dsmax/scenes/FogVolumes.max</source_data>
</contributor>
<created>2014-08-16T10:10:23</created>
<modified>2014-08-16T10:10:23</modified>
<unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_effects>
<effect id="NoMat">
<profile_COMMON>
<technique sid="common">
<blinn>
<emission>
<color>0 0 0 1</color>
</emission>
<ambient>
<color>0.588 0.588 0.588 1</color>
</ambient>
<diffuse>
<color>0.588 0.588 0.588 1</color>
</diffuse>
<specular>
<color>0.9 0.9 0.9 1</color>
</specular>
<shininess>
<float>0</float>
</shininess>
<reflective>
<color>0 0 0 1</color>
</reflective>
<transparent opaque="A_ONE">
<color>1 1 1 1</color>
</transparent>
<transparency>
<float>1</float>
</transparency>
</blinn>
</technique>
</profile_COMMON>
<extra>
<technique profile="OpenCOLLADA3dsMax">
<extended_shader>
<apply_reflection_dimming>0</apply_reflection_dimming>
<dim_level>0</dim_level>
<falloff_type>0</falloff_type>
<index_of_refraction>1.5</index_of_refraction>
<opacity_type>0</opacity_type>
<reflection_level>3</reflection_level>
<wire_size>1</wire_size>
<wire_units>0</wire_units>
</extended_shader>
<shader>
<ambient_diffuse_lock>1</ambient_diffuse_lock>
<ambient_diffuse_texture_lock>1</ambient_diffuse_texture_lock>
<diffuse_specular_lock>0</diffuse_specular_lock>
<soften>0.1</soften>
<use_self_illum_color>0</use_self_illum_color>
</shader>
</technique>
</extra>
</effect>
</library_effects>
<library_materials>
<material id="NoMat-material" name="NoMat">
<instance_effect url="#NoMat"/>
</material>
</library_materials>
<library_geometries>
<geometry id="geom-FogCube1" name="FogCube1">
<mesh>
<source id="geom-FogCube1-positions">
<float_array id="geom-FogCube1-positions-array" count="72">-0.85 -1 -0.85 0.85 -0.85 -1 -1 0.85 -0.85 0.85 0.85 -1 -0.85 -1 0.85 1 -0.85 0.85 -1 0.85 0.85 0.85 1 0.85 -1 -0.85 -0.85 -0.85 -0.85 -1 1 -0.85 -0.85 0.85 -1 -0.85 -0.85 1 -0.85 -0.85 0.85 -1 0.85 1 -0.85 1 0.85 -0.85 -0.85 -0.85 1 -1 -0.85 0.85 0.85 -0.85 1 0.85 -1 0.85 -0.85 0.85 1 -0.85 1 0.85 0.85 0.85 1 1 0.85 0.85</float_array>
<technique_common>
<accessor source="#geom-FogCube1-positions-array" count="24" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="geom-FogCube1-normals">
<float_array id="geom-FogCube1-normals-array" count="72">-0.341586 -0.341586 -0.8755786 -0.341586 0.341586 -0.8755788 0.341586 0.341586 -0.8755788 0.341586 -0.341586 -0.8755788 -0.341586 -0.341586 0.8755786 0.341586 -0.341586 0.8755788 0.341586 0.341586 0.8755788 -0.341586 0.341586 0.8755788 -0.341586 -0.8755786 -0.341586 0.341586 -0.8755788 -0.341586 0.341586 -0.8755786 0.341586 -0.341586 -0.8755788 0.341586 0.8755786 -0.341586 -0.341586 0.8755788 0.341586 -0.341586 0.8755786 0.341586 0.341586 0.8755788 -0.341586 0.341586 0.341586 0.8755786 -0.341586 -0.341586 0.8755788 -0.341586 -0.341586 0.8755786 0.341586 0.341586 0.8755788 0.341586 -0.8755786 0.341586 -0.341586 -0.8755788 -0.341586 -0.341586 -0.8755786 -0.341586 0.341586 -0.8755788 0.341586 0.341586</float_array>
<technique_common>
<accessor source="#geom-FogCube1-normals-array" count="24" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="geom-FogCube1-map1">
<float_array id="geom-FogCube1-map1-array" count="228">0 0 0 1 0 0 0 1 0 1 1 0 0 0 0 1 0 0 0 1 0 1 1 0 0 0 0 1 0 0 0 1 0 1 1 0 0.07542458 0.07542461 4.99755e-4 0.07542479 0.07542461 4.99547e-4 0.07542455 0.07542461 4.99755e-4 0.07542461 0.9245752 4.99547e-4 0.07542458 0.9245754 4.99755e-4 0.07542458 0.9245754 0.9995003 0.07542455 0.9245754 4.99755e-4 0.07542455 0.9245754 0.9995003 0.9245752 0.07542461 4.99576e-4 0.9245754 0.07542479 4.99547e-4 0.07542458 0.07542461 0.9995003 0.9245752 0.07542461 4.99576e-4 0.9245752 0.07542461 0.9995004 0.9245752 0.9245754 4.99547e-4 0.07542455 0.07542461 0.9995003 0.9245752 0.07542461 0.9995004 0.07542461 0.07542479 0.9995005 0.9245752 0.9245754 4.99576e-4 0.9245752 0.07542461 0.9995005 0.9245752 0.9245754 4.99576e-4 0.07542479 0.9245754 0.9995005 0.9245752 0.9245754 0.9995004 0.9245754 0.9245752 0.9995005 0.9245752 0.9245754 0.9995004 0.9995003 0.07542461 0.07542458 0.9245752 4.99547e-4 0.07542461 0.9245752 4.99547e-4 0.07542461 0.9995003 0.07542461 0.07542458 0.9995003 0.07542461 0.9245754 0.9245752 4.99547e-4 0.9245754 0.9245752 4.99547e-4 0.9245754 0.9995003 0.07542461 0.9245754 0.9995003 0.9245754 0.07542458 0.9245752 0.9995005 0.07542461 0.9995003 0.9245754 0.07542458 0.9245752 0.9995005 0.07542461 0.9995003 0.9245754 0.9245754 0.9245752 0.9995005 0.9245754 0.9995003 0.9245754 0.9245754 0.9245752 0.9995005 0.9245754 0.9995004 0.07542482 0.07542461 0.9995003 0.9245754 0.07542461 0.9245752 0.9995004 0.07542461 0.07542455 0.9995003 0.07542461 4.99606e-4 0.9245752 0.07542461 4.99725e-4 0.07542458 0.07542461 0.07542479 4.99576e-4 0.07542461 0.9245754 4.99755e-4 0.07542461 0.07542458 4.99755e-4 0.9245754 0.9245752 4.99576e-4 0.9245754 0.9995003 0.07542458 0.9245754 0.9995004 0.9245752 0.9245754 0.9245754 0.9995003 0.9245754 0.07542482 0.9995004 0.9245754 4.99755e-4 0.9245754 0.9245754 4.99576e-4 0.07542482 0.9245754 0.9995003 0.07542461 0.07542458 0.9995003 0.9245754 0.07542458 0.9995003 0.9245754 0.07542458 0.9995003 0.07542461 0.07542458 0.9995003 0.07542461 0.9245754 0.9995003 0.9245754 0.9245754 0.9995003 0.07542461 0.9245754 0.9995003 0.9245754 0.9245754</float_array>
<technique_common>
<accessor source="#geom-FogCube1-map1-array" count="76" stride="3">
<param name="S" type="float"/>
<param name="T" type="float"/>
<param name="P" type="float"/>
</accessor>
</technique_common>
</source>
<source id="geom-FogCube1-map1-textangents">
<float_array id="geom-FogCube1-map1-textangents-array" count="192">-0.8644259 0.01841655 0.3300502 -0.8715108 -0.05526615 0.3184382 -0.8644259 0.01841664 -0.3300501 -0.8715108 -0.05526611 -0.3184382 0.8738725 -0.06754867 0.3145678 0.8597026 -0.006149054 -0.3377912 0.8738725 -0.06754874 -0.3145678 0.8597026 -0.006148929 0.3377911 0.883319 -0.2990854 -0.116681 0.8478944 0.3571441 -0.06756432 0.8597026 0.3377913 0.00614921 0.883319 -0.2990854 0.116681 0.2990854 0.883319 -0.116681 -0.3571441 0.8478944 -0.06756432 -0.3377913 0.8597026 0.00614921 0.2990854 0.883319 0.116681 -0.883319 0.2990854 -0.116681 -0.8478944 -0.3571441 -0.06756432 -0.8597026 -0.3377913 0.00614921 -0.883319 0.2990854 0.116681 -0.2990854 -0.883319 -0.116681 0.3571441 -0.8478944 -0.06756432 0.3377913 -0.8597026 0.00614921 -0.2990854 -0.883319 0.116681 0.8360862 -0.3764972 0.1289794 0.7071068 -0.7071068 0 0.7071068 0.7071068 0 0.3764972 0.8360862 0.1289794 -0.3764972 -0.8360862 0.1289794 -0.7071068 -0.7071068 0 -0.7071068 0.7071068 0 -0.8360862 0.3764972 0.1289794 0.8360862 -0.3764971 -0.1289794 0.7071068 -0.7071068 0 0.3764971 0.8360862 -0.1289794 0.7071068 0.7071068 0 -0.3764971 -0.8360862 -0.1289794 -0.7071068 -0.7071068 0 -0.8360862 0.3764971 -0.1289794 -0.7071068 0.7071068 0 -0.376497 0.1289792 0.8360862 -0.3764973 -0.1289798 0.8360861 -0.8833191 -0.2990855 0.1166808 -0.883319 0.2990853 -0.1166812 -0.3764971 0.1289794 -0.8360862 -0.3764972 -0.1289795 -0.8360862 -0.8833191 -0.2990855 -0.1166807 -0.883319 0.2990853 0.1166812 0.883319 -0.2990853 0.1166812 0.8833191 0.2990855 -0.1166807 0.3764971 0.1289797 -0.8360862 0.3764971 -0.1289793 -0.8360862 0.883319 -0.2990853 -0.1166811 0.8833191 0.2990855 0.1166808 0.3764972 0.1289799 0.8360861 0.3764971 -0.128979 0.8360862 0.3764972 0.8360862 0.1289794 0.3764971 0.8360862 -0.1289794 0.8360862 -0.3764971 -0.1289794 0.8360862 -0.3764972 0.1289794 -0.8360862 0.3764972 0.1289794 -0.8360862 0.3764971 -0.1289794 -0.3764972 -0.8360862 0.1289794 -0.3764971 -0.8360862 -0.1289794</float_array>
<technique_common>
<accessor source="#geom-FogCube1-map1-textangents-array" count="64" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="geom-FogCube1-map1-texbinormals">
<float_array id="geom-FogCube1-map1-texbinormals-array" count="192">0.1043954 -0.9396398 0.3258505 -0.06496345 -0.9379679 -0.3405817 0.1043953 -0.9396398 -0.3258505 -0.06496349 -0.937968 0.3405817 0.05187585 -0.9370471 -0.3453283 -0.1307439 -0.939827 -0.3156443 0.05187577 -0.9370471 0.3453283 -0.1307438 -0.939827 0.3156443 0 0.3634471 -0.9316148 -0.196368 0.2889368 -0.9369926 0.1307441 -0.3156442 -0.939827 0 -0.3634471 -0.9316148 -0.3634471 0 -0.9316148 -0.2889368 -0.196368 -0.9369926 0.3156442 0.1307441 -0.939827 0.3634471 0 -0.9316148 0 -0.3634471 -0.9316148 0.196368 -0.2889368 -0.9369926 -0.1307441 0.3156442 -0.939827 0 0.3634471 -0.9316148 0.3634471 0 -0.9316148 0.2889368 0.196368 -0.9369926 -0.3156442 -0.1307441 -0.939827 -0.3634471 0 -0.9316148 0.2608475 0.2608475 -0.9294714 0.6191276 0.6191276 -0.4830755 -0.6191276 0.6191276 -0.4830755 -0.2608475 0.2608475 -0.9294714 0.2608475 -0.2608475 -0.9294714 0.6191276 -0.6191276 -0.4830755 -0.6191276 -0.6191276 -0.4830755 -0.2608475 -0.2608475 -0.9294714 -0.2608475 -0.2608475 -0.9294714 -0.6191276 -0.6191276 -0.4830755 0.2608475 -0.2608475 -0.9294714 0.6191276 -0.6191276 -0.4830755 -0.2608475 0.2608475 -0.9294714 -0.6191276 0.6191276 -0.4830755 0.2608475 0.2608475 -0.9294714 0.6191276 0.6191276 -0.4830755 0.2608476 -0.9294715 0.2608473 -0.2608474 -0.9294714 -0.2608479 1.81809e-7 -0.363447 -0.9316149 2.27262e-7 -0.3634472 -0.9316148 0.2608475 -0.9294714 -0.2608475 -0.2608475 -0.9294714 0.2608477 2.72714e-7 -0.363447 0.9316149 2.72714e-7 -0.3634472 0.9316148 2.72714e-7 -0.3634472 -0.9316148 2.72714e-7 -0.363447 -0.9316149 -0.2608474 -0.9294714 -0.2608478 0.2608476 -0.9294714 0.2608474 1.81809e-7 -0.3634472 0.9316148 2.27262e-7 -0.3634471 0.9316149 -0.2608473 -0.9294714 0.260848 0.2608477 -0.9294715 -0.2608472 -0.2608475 0.2608475 -0.9294714 0.2608475 -0.2608475 -0.9294714 -0.2608475 -0.2608475 -0.9294714 0.2608475 0.2608475 -0.9294714 -0.2608475 -0.2608475 -0.9294714 0.2608475 0.2608475 -0.9294714 0.2608475 -0.2608475 -0.9294714 -0.2608475 0.2608475 -0.9294714</float_array>
<technique_common>
<accessor source="#geom-FogCube1-map1-texbinormals-array" count="64" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="geom-FogCube1-vertices">
<input semantic="POSITION" source="#geom-FogCube1-positions"/>
</vertices>
<triangles material="NoMat" count="44">
<input semantic="VERTEX" source="#geom-FogCube1-vertices" offset="0"/>
<input semantic="NORMAL" source="#geom-FogCube1-normals" offset="1"/>
<input semantic="TEXCOORD" source="#geom-FogCube1-map1" offset="2" set="0"/>
<input semantic="TEXTANGENT" source="#geom-FogCube1-map1-textangents" offset="3" set="1"/>
<input semantic="TEXBINORMAL" source="#geom-FogCube1-map1-texbinormals" offset="3" set="1"/>
<p>9 0 21 0 13 1 25 1 3 2 15 2 3 2 15 2 1 3 13 3 9 0 21 0 16 4 28 4 18 5 30 5 22 6 34 6 22 6 34 6 20 7 32 7 16 4 28 4 0 8 12 8 11 9 23 9 19 10 31 10 19 10 31 10 4 11 16 11 0 8 12 8 10 12 22 12 15 13 27 13 23 14 35 14 23 14 35 14 5 15 17 15 10 12 22 12 14 16 26 16 12 17 24 17 21 18 33 18 21 18 33 18 7 19 19 19 14 16 26 16 2 20 14 20 8 21 20 21 17 22 29 22 17 22 29 22 6 23 18 23 2 20 14 20 0 8 36 24 8 21 20 21 9 0 37 25 1 3 38 26 10 12 39 27 11 9 23 9 2 20 40 28 12 17 24 17 13 1 41 29 3 2 42 30 14 16 43 31 15 13 27 13 4 11 44 32 16 4 45 33 17 22 29 22 5 15 46 34 18 5 47 35 19 10 31 10 6 23 48 36 20 7 49 37 21 18 33 18 7 19 50 38 22 6 51 39 23 14 35 14 9 0 21 0 8 21 52 40 2 20 53 41 2 20 53 41 13 1 25 1 9 0 21 0 13 1 25 1 12 17 54 42 14 16 55 43 14 16 55 43 3 2 15 2 13 1 25 1 3 2 15 2 15 13 56 44 10 12 57 45 10 12 57 45 1 3 13 3 3 2 15 2 1 3 13 3 11 9 58 46 0 8 59 47 0 8 59 47 9 0 21 0 1 3 13 3 16 4 28 4 4 11 60 48 19 10 61 49 19 10 61 49 18 5 30 5 16 4 28 4 18 5 30 5 5 15 62 50 23 14 63 51 23 14 63 51 22 6 34 6 18 5 30 5 22 6 34 6 7 19 64 52 21 18 65 53 21 18 65 53 20 7 32 7 22 6 34 6 20 7 32 7 6 23 66 54 17 22 67 55 17 22 67 55 16 4 28 4 20 7 32 7 11 9 23 9 10 12 68 56 5 15 69 57 5 15 69 57 19 10 31 10 11 9 23 9 4 11 70 58 17 22 29 22 8 21 20 21 8 21 20 21 0 8 71 59 4 11 70 58 15 13 27 13 14 16 72 60 7 19 73 61 7 19 73 61 23 14 35 14 15 13 27 13 12 17 24 17 2 20 74 62 6 23 75 63 6 23 75 63 21 18 33 18 12 17 24 17</p>
</triangles>
</mesh>
</geometry>
</library_geometries>
<library_lights>
<light id="EnvironmentAmbientLight" name="EnvironmentAmbientLight">
<technique_common>
<ambient>
<color>0 0 0</color>
</ambient>
</technique_common>
</light>
</library_lights>
<library_visual_scenes>
<visual_scene id="MaxScene">
<node name="EnvironmentAmbientLight">
<instance_light url="#EnvironmentAmbientLight"/>
</node>
<node id="node-FogCube1" name="FogCube1">
<instance_geometry url="#geom-FogCube1">
<bind_material>
<technique_common>
<instance_material symbol="NoMat" target="#NoMat-material"/>
</technique_common>
</bind_material>
</instance_geometry>
<extra>
<technique profile="OpenCOLLADA">
<cast_shadows>1</cast_shadows>
<primary_visibility>1</primary_visibility>
<receive_shadows>1</receive_shadows>
<secondary_visibility>1</secondary_visibility>
</technique>
</extra>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#MaxScene"/>
</scene>
</COLLADA>

View file

@ -0,0 +1,8 @@
singleton TSShapeConstructor(Fog_CubeDAE)
{
baseShape = "./Fog_Cube.DAE";
lodType = "TrailingNumber";
neverImport = "env*";
loadLights = "0";
};

View file

@ -141,11 +141,11 @@ function parseArgs()
switch$ (%arg)
{
case "-fullscreen":
setFullScreen(true);
$cliFullscreen = true;
$argUsed[%i]++;
case "-windowed":
setFullScreen(false);
$cliFullscreen = false;
$argUsed[%i]++;
case "-openGL":

View file

@ -39,9 +39,14 @@ function configureCanvas()
%rate = getWord($pref::Video::mode, $WORD::REFRESH);
%fsaa = getWord($pref::Video::mode, $WORD::AA);
echo("--------------");
echo("Attempting to set resolution to \"" @ $pref::Video::mode @ "\"");
if($cliFullscreen !$= "") {
%fs = $cliFullscreen;
$cliFullscreen = "";
}
echo("--------------");
echo("Attempting to set resolution to \"" @ %resX SPC %resY SPC %fs SPC %bpp SPC %rate SPC %fsaa @ "\"");
%deskRes = getDesktopResolution();
%deskResX = getWord(%deskRes, $WORD::RES_X);
%deskResY = getWord(%deskRes, $WORD::RES_Y);

View file

@ -106,3 +106,79 @@ singleton PostEffect( GlowPostFx )
target = "$backBuffer";
};
};
singleton ShaderData( PFX_VolFogGlowBlurVertShader )
{
DXVertexShaderFile = "shaders/common/postFx/glowBlurV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/VolFogGlowP.hlsl";
OGLVertexShaderFile = "shaders/common/postFx/gl/glowBlurV.glsl";
OGLPixelShaderFile = "shaders/common/postFx/gl/VolFogGlowP.glsl";
defines = "BLUR_DIR=float2(0.0,1.0)";
samplerNames[0] = "$diffuseMap";
pixVersion = 2.0;
};
singleton ShaderData( PFX_VolFogGlowBlurHorzShader : PFX_VolFogGlowBlurVertShader )
{
DXVertexShaderFile = "shaders/common/postFx/glowBlurV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/VolFogGlowP.hlsl";
OGLVertexShaderFile = "shaders/common/postFx/gl/glowBlurV.glsl";
OGLPixelShaderFile = "shaders/common/postFx/gl/VolFogGlowP.glsl";
defines = "BLUR_DIR=float2(1.0,0.0)";
};
$VolFogGlowPostFx::glowStrength = 0.3;
singleton PostEffect( VolFogGlowPostFx )
{
// Do not allow the glow effect to work in reflection
// passes by default so we don't do the extra drawing.
allowReflectPass = false;
renderTime = "PFXAfterBin";
renderBin = "FogBin";
renderPriority = 1;
// First we down sample the glow buffer.
shader = PFX_PassthruShader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "$backbuffer";
target = "$outTex";
targetScale = "0.5 0.5";
isEnabled = true;
// Blur vertically
new PostEffect()
{
shader = PFX_VolFogGlowBlurVertShader;
stateBlock = PFX_DefaultStateBlock;
internalName = "vert";
texture[0] = "$inTex";
target = "$outTex";
};
// Blur horizontally
new PostEffect()
{
shader = PFX_VolFogGlowBlurHorzShader;
stateBlock = PFX_DefaultStateBlock;
internalName = "hor";
texture[0] = "$inTex";
target = "$outTex";
};
// Upsample and combine with the back buffer.
new PostEffect()
{
shader = PFX_PassthruShader;
stateBlock = PFX_GlowCombineStateBlock;
texture[0] = "$inTex";
target = "$backBuffer";
};
};
function VolFogGlowPostFx::setShaderConsts( %this )
{
%vp=%this-->vert;
%vp.setShaderConst( "$strength", $VolFogGlowPostFx::glowStrength );
%vp=%this-->hor;
%vp.setShaderConst( "$strength", $VolFogGlowPostFx::glowStrength );
}

View file

@ -70,6 +70,7 @@ function PostFXManager::settingsSetEnabled(%this, %bEnablePostFX)
postVerbose("% - PostFX Manager - PostFX disabled");
}
VolFogGlowPostFx.disable();
}
function PostFXManager::settingsEffectSetEnabled(%this, %sName, %bEnable)

View file

@ -75,6 +75,8 @@ function initRenderManager()
DiffuseRenderPassManager.addManager( new RenderParticleMgr() { renderOrder = 1.35; processAddOrder = 1.35; } );
DiffuseRenderPassManager.addManager( new RenderTranslucentMgr() { renderOrder = 1.4; processAddOrder = 1.4; } );
DiffuseRenderPassManager.addManager(new RenderObjectMgr(FogBin){ bintype = "ObjectVolumetricFog"; renderOrder = 1.45; processAddOrder = 1.45; } );
// Note that the GlowPostFx is triggered after this bin.
DiffuseRenderPassManager.addManager( new RenderGlowMgr(GlowBin) { renderOrder = 1.5; processAddOrder = 1.5; } );

View file

@ -0,0 +1,106 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
function VolumetricFog::onEnterFog(%this,%obj)
{
// This method is called whenever the control object (Camera or Player)
// %obj enters the fog area.
// echo("Control Object " @ %obj @ " enters fog " @ %this);
}
function VolumetricFog::onLeaveFog(%this,%obj)
{
// This method is called whenever the control object (Camera or Player)
// %obj leaves the fog area.
// echo("Control Object " @ %obj @ " left fog " @ %this);
}
function VolumetricFog::Dissolve(%this,%speed,%delete)
{
// This method dissolves the fog at speed milliseconds
%this.isBuilding = true;
if (%this.FogDensity > 0)
{
%this.setFogDensity(%this.FogDensity - 0.005);
%this.schedule(%speed,Dissolve,%speed,%delete);
}
else
{
%this.isBuilding = false;
%this.SetFogDensity(0.0);
if (%delete !$= "" && %delete !$="0" && %delete !$="false")
%this.schedule(250,delete);
}
}
function VolumetricFog::Thicken(%this,%speed, %end_density)
{
// This method thickens the fog at speed milliseconds to a density of %end_density
%this.isBuilding = true;
if (%this.FogDensity + 0.005 < %end_density)
{
%this.setFogDensity(%this.FogDensity + 0.005);
%this.schedule(%speed,Thicken,%speed, %end_density);
}
else
{
%this.setFogDensity(%end_density);
%this.isBuilding = false;
}
}
function GenerateFog(%pos,%scale,%color,%density)
{
// This function can be used to generate some fog caused by massive gunfire etc.
// Change shape and modulation data to your likings.
%fog=new VolumetricFog() {
shapeName = "art/environment/Fog_Sphere.dts";
fogColor = %color;
fogDensity = "0.0";
ignoreWater = "0";
MinSize = "250";
FadeSize = "750";
texture = "art/environment/FogMod_heavy.dds";
tiles = "1";
modStrength = "0.2";
PrimSpeed = "-0.01 0.04";
SecSpeed = "0.02 0.02";
position = %pos;
rotation = "0 0 1 20.354";
scale = %scale;
canSave = "1";
canSaveDynamicFields = "1";
};
if (isObject(%fog))
{
MissionCleanup.add(%fog);
%fog.Thicken(500,%density);
}
return %fog;
}

View file

@ -22,3 +22,4 @@
// Load up all scripts. This function is called when
// a server is constructed.
exec("./VolumetricFog.cs");

View file

@ -0,0 +1,87 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Volumetric Fog final pixel shader V2.00
#include "shadergen:/autogenConditioners.h"
#include "../torque.hlsl"
uniform sampler2D prepassTex : register(S0);
uniform sampler2D depthBuffer : register(S1);
uniform sampler2D frontBuffer : register(S2);
uniform sampler2D density : register(S3);
uniform float accumTime;
uniform float4 fogColor;
uniform float fogDensity;
uniform float preBias;
uniform float textured;
uniform float modstrength;
uniform float4 modspeed;//xy speed layer 1, zw speed layer 2
uniform float2 viewpoint;
uniform float2 texscale;
uniform float3 ambientColor;
uniform float numtiles;
uniform float fadesize;
uniform float2 PixelSize;
struct ConnectData
{
float4 hpos : POSITION;
float4 htpos : TEXCOORD0;
float2 uv0 : TEXCOORD1;
};
float4 main( ConnectData IN ) : COLOR0
{
float2 uvscreen=((IN.htpos.xy/IN.htpos.w) + 1.0 ) / 2.0;
uvscreen.y = 1.0 - uvscreen.y;
float obj_test = prepassUncondition( prepassTex, uvscreen).w * preBias;
float depth = tex2D(depthBuffer,uvscreen).r;
float front = tex2D(frontBuffer,uvscreen).r;
if (depth <= front)
return float4(0,0,0,0);
else if ( obj_test < depth )
depth = obj_test;
if ( front >= 0.0)
depth -= front;
float diff = 1.0;
float3 col = fogColor.rgb;
if (textured != 0.0)
{
float2 offset = viewpoint + ((-0.5 + (texscale * uvscreen)) * numtiles);
float2 mod1 = tex2D(density,(offset + (modspeed.xy*accumTime))).rg;
float2 mod2= tex2D(density,(offset + (modspeed.zw*accumTime))).rg;
diff = (mod2.r + mod1.r) * modstrength;
col *= (2.0 - ((mod1.g + mod2.g) * fadesize))/2.0;
}
col *= ambientColor;
float4 resultColor = float4(col, 1.0 - saturate(exp(-fogDensity * depth * diff * fadesize)));
return hdrEncode(resultColor);
}

View file

@ -0,0 +1,39 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Volumetric Fog prepass pixel shader V1.00
struct ConnectData
{
float4 hpos : POSITION;
float4 pos : TEXCOORD0;
};
float4 main( ConnectData IN ) : COLOR0
{
float OUT;
clip( IN.pos.w );
OUT = IN.pos.w;
return float4(OUT,0,0,1);
}

View file

@ -0,0 +1,46 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Volumetric Fog prepass vertex shader V1.00
#include "shaders/common/hlslstructs.h"
struct ConnectData
{
float4 hpos : POSITION;
float4 pos : TEXCOORD0;
};
uniform float4x4 modelView;
ConnectData main( VertexIn_P IN)
{
ConnectData OUT;
float4 inPos = IN.pos;
inPos.w = 1.0;
OUT.hpos = mul( modelView, inPos );
OUT.pos = OUT.hpos;
return OUT;
}

View file

@ -0,0 +1,36 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
uniform float4 fogColor;
uniform float fogDensity;
uniform float reflStrength;
struct ConnectData
{
float4 hpos : POSITION;
float4 pos : TEXCOORD0;
};
float4 main( ConnectData IN ) : COLOR0
{
return float4(fogColor.rgb,saturate(fogDensity*reflStrength));
}

View file

@ -0,0 +1,45 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Volumetric Fog final vertex shader V1.00
#include "shaders/common/hlslstructs.h"
struct ConnectData
{
float4 hpos : POSITION;
float4 htpos : TEXCOORD0;
float2 uv0 : TEXCOORD1;
};
uniform float4x4 modelView;
ConnectData main( VertexIn_PNT IN)
{
ConnectData OUT;
OUT.hpos = mul(modelView, IN.pos);
OUT.htpos = OUT.hpos;
OUT.uv0 = IN.uv0;
return OUT;
}

View file

@ -0,0 +1,87 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../gl/torque.glsl"
uniform sampler2D prepassTex;
uniform sampler2D depthBuffer;
uniform sampler2D frontBuffer;
uniform sampler2D density;
uniform float accumTime;
uniform vec4 fogColor;
uniform float fogDensity;
uniform float preBias;
uniform float textured;
uniform float modstrength;
uniform vec4 modspeed;//xy speed layer 1, zw speed layer 2
uniform vec2 viewpoint;
uniform vec2 texscale;
uniform vec3 ambientColor;
uniform float numtiles;
uniform float fadesize;
uniform vec2 PixelSize;
in vec4 _hpos;
#define IN_hpos _hpos
out vec4 OUT_col;
void main()
{
vec2 uvscreen=((IN_hpos.xy/IN_hpos.w) + 1.0 ) / 2.0;
uvscreen.y = 1.0 - uvscreen.y;
float obj_test = prepassUncondition( prepassTex, uvscreen).w * preBias;
float depth = tex2D(depthBuffer,uvscreen).r;
float front = tex2D(frontBuffer,uvscreen).r;
if (depth <= front)
{
OUT_col = vec4(0,0,0,0);
return;
}
else if ( obj_test < depth )
depth = obj_test;
if ( front >= 0.0)
depth -= front;
float diff = 1.0;
vec3 col = fogColor.rgb;
if (textured != 0.0)
{
vec2 offset = viewpoint + ((-0.5 + (texscale * uvscreen)) * numtiles);
vec2 mod1 = tex2D(density,(offset + (modspeed.xy*accumTime))).rg;
vec2 mod2= tex2D(density,(offset + (modspeed.zw*accumTime))).rg;
diff = (mod2.r + mod1.r) * modstrength;
col *= (2.0 - ((mod1.g + mod2.g) * fadesize))/2.0;
}
col *= ambientColor;
vec4 returnColor = vec4(col, 1.0 - saturate(exp(-fogDensity * depth * diff * fadesize)));
OUT_col = hdrEncode(returnColor);
}

View file

@ -0,0 +1,37 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../gl/hlslCompat.glsl"
in vec4 _hpos;
#define IN_hpos _hpos
out vec4 OUT_col;
void main()
{
float OUT;
clip( IN_hpos.w );
OUT = IN_hpos.w;
OUT_col = vec4(OUT,0,0,1);
}

View file

@ -0,0 +1,42 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../gl/hlslCompat.glsl"
in vec4 vPosition;
#define IN_position vPosition
out vec4 _hpos;
#define OUT_hpos _hpos
uniform mat4 modelView;
void main()
{
vec4 inPos = IN_position;
inPos.w = 1.0;
OUT_hpos = tMul( modelView, inPos );
gl_Position = OUT_hpos;
correctSSP(gl_Position);
}

View file

@ -0,0 +1,33 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../gl/hlslCompat.glsl"
uniform vec4 fogColor;
uniform float fogDensity;
uniform float reflStrength;
out vec4 OUT_col;
void main()
{
OUT_col = vec4(fogColor.rgb,saturate(fogDensity*reflStrength));
}

View file

@ -0,0 +1,38 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../gl/hlslCompat.glsl"
in vec4 vPosition;
#define IN_position vPosition
out vec4 _hpos;
#define OUT_hpos _hpos
uniform mat4 modelView;
void main()
{
OUT_hpos = tMul(modelView, IN_position);
gl_Position = OUT_hpos;
correctSSP(gl_Position);
}

Some files were not shown because too many files have changed in this diff Show more