mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Adjusts handling for httpObject class so that if curl flag is off, files are not included and references are disabled to avoid compilation issues
Adds SMAA anti aliasing Adjusts AA option setting to properly work and facilitate SMAA Added defaults for AA to facilitate SMAA Updated brightness and HDR values on Example Level to comply more closely to the Editor default to give better default results Fixed issue where ShapeEditor wasn't initialized properly when we'd open it from the Asset Browser
This commit is contained in:
parent
ae1131e167
commit
5e9d7d63a1
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@ -25,7 +25,10 @@
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#include "core/strings/stringFunctions.h"
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#include "core/util/hashFunction.h"
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#include "console/consoleTypes.h"
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#ifdef TORQUE_NET_CURL
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#include "app/net/httpObject.h"
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#endif
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// jamesu - debug DNS
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//#define TORQUE_DEBUG_LOOKUPS
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@ -559,7 +562,9 @@ bool Net::init()
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smConnectionReceive = new ConnectionReceiveEvent();
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smPacketReceive = new PacketReceiveEvent();
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#ifdef TORQUE_NET_CURL
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HTTPObject::init();
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#endif
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Process::notify(&Net::process, PROCESS_NET_ORDER);
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@ -570,7 +575,9 @@ void Net::shutdown()
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{
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Process::remove(&Net::process);
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#ifdef TORQUE_NET_CURL
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HTTPObject::shutdown();
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#endif
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while (gPolledSockets.size() > 0)
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{
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@ -1103,8 +1110,10 @@ void Net::process()
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processListenSocket(PlatformNetState::udpSocket);
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processListenSocket(PlatformNetState::udp6Socket);
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#ifdef TORQUE_NET_CURL
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// process HTTPObject
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HTTPObject::process();
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#endif
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// process the polled sockets. This blob of code performs functions
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// similar to WinsockProc in winNet.cc
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@ -110,6 +110,7 @@ function configureCanvas()
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%resY = $pref::Video::Resolution.y;
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%bpp = $pref::Video::BitDepth;
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%rate = $pref::Video::RefreshRate;
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%aaMode = $pref::video::AAMode;
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%aa = $pref::Video::AA;
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%fs = ($pref::Video::deviceMode == 2);
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@ -118,7 +119,7 @@ function configureCanvas()
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"--Screen Mode : " @ %fsLabel NL
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"--Bits Per Pixel : " @ %bpp NL
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"--Refresh Rate : " @ %rate NL
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"--FXAA Level : " @ %aa NL
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"--Anit-Aliasing Type : " @ %aaMode NL
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"--------------");
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// Actually set the new video mode
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@ -140,10 +141,30 @@ function configureCanvas()
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// AA piggybacks on the AA setting in $pref::Video::mode.
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// We need to parse the setting between AA modes, and then it's level
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// It's formatted as AATypexAALevel
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// So, FXAAx4 or MLAAx2
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if ( isObject( FXAAPostFX ) )
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FXAAPostFX.Enabled = ( %aa > 0 ) ? true : false;
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if(isObject( FXAAPostFX ))
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{
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if ( startsWith(%aaMode, "FXAA") )
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{
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FXAAPostFX.Enabled = true;
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}
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else
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{
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FXAAPostFX.Enabled = false;
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}
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}
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if(isObject( SMAAPostFX ))
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{
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if ( startsWith(%aaMode, "SMAA") )
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{
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SMAAPostFX.Enabled = true;
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}
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else
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{
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SMAAPostFX.Enabled = false;
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}
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}
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}
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function GuiCanvas::modeStrToPrefs(%this, %modeStr)
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1373
Templates/BaseGame/game/core/postFX/scripts/SMAA/SMAA.h
Normal file
1373
Templates/BaseGame/game/core/postFX/scripts/SMAA/SMAA.h
Normal file
File diff suppressed because it is too large
Load diff
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@ -0,0 +1,6 @@
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<PostEffectAsset
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canSave="true"
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canSaveDynamicFields="true"
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AssetName="SMAAPostFX"
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scriptFile="@assetFile=SMAAPostFX.cs"
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VersionId="1" />
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@ -0,0 +1,180 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// "Jorge Jimenez, Subpixel Morphological Antialiasing | SMAA"
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// http://www.iryoku.com/smaa/
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singleton GFXStateBlockData( SMAA_Edge_D_StateBlock : PFX_DefaultStateBlock )
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{
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stencilDefined = true;
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stencilEnable = true;
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stencilPassOp = GFXStencilOpReplace;
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stencilFunc = GFXCmpAlways;
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stencilRef = 1;
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samplersDefined = true;
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samplerStates[0] = SamplerClampLinear;
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};
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singleton ShaderData( SMAA_Edge_D_Shader )
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{
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DXVertexShaderFile = "./SMAA_Edge_V.hlsl";
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DXPixelShaderFile = "./SMAA_Edge_P.hlsl";
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OGLVertexShaderFile = "./gl/SMAA_Edge_V.glsl";
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OGLPixelShaderFile = "./gl/SMAA_Edge_P.glsl";
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samplerNames[0] = "$sceneTex";
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samplerNames[1] = "$depthTex";
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pixVersion = 3.0;
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};
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singleton GFXStateBlockData( SMAA_Blend_W_StateBlock : PFX_DefaultStateBlock )
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{
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stencilDefined = true;
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stencilEnable = true;
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stencilPassOp = GFXStencilOpKeep;
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stencilFunc = GFXCmpEqual;
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stencilRef = 1;
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samplersDefined = true;
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samplerStates[0] = SamplerClampLinear;
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samplerStates[1] = SamplerClampLinear;
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samplerStates[2] = SamplerClampLinear;
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};
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singleton ShaderData( SMAA_Blend_W_Shader )
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{
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DXVertexShaderFile = "./SMAA_BlendWeight_V.hlsl";
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DXPixelShaderFile = "./SMAA_BlendWeight_P.hlsl";
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OGLVertexShaderFile = "./gl/SMAA_BlendWeight_V.glsl";
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OGLPixelShaderFile = "./gl/SMAA_BlendWeight_P.glsl";
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samplerNames[0] = "$edgesTex";
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samplerNames[1] = "$areaTex";
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samplerNames[2] = "$searchTex";
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pixVersion = 3.0;
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};
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singleton GFXStateBlockData( SMAA_Neighbor_H_StateBlock : PFX_DefaultStateBlock )
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{
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stencilEnable = false;
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samplersDefined = true;
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samplerStates[0] = SamplerClampLinear;
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samplerStates[1] = SamplerClampLinear;
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};
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singleton ShaderData( SMAA_Neighbor_H_Shader )
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{
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DXVertexShaderFile = "./SMAA_Neighbor_H_Blending_V.hlsl";
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DXPixelShaderFile = "./SMAA_Neighbor_H_Blending_P.hlsl";
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OGLVertexShaderFile = "./gl/SMAA_Neighbor_H_Blending_V.glsl";
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OGLPixelShaderFile = "./gl/SMAA_Neighbor_H_Blending_P.glsl";
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samplerNames[0] = "$sceneTex";
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samplerNames[1] = "$blendTex";
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pixVersion = 3.0;
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};
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singleton PostEffect( SMAAPostFX )
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{
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enabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterDiffuse";
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texture[0] = "$backBuffer";
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texture[1] = "#deferred";
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target = "#edgesPass";
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targetClear = PFXTargetClear_OnDraw;
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targetClearColor = "0 0 0 0";
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shader = SMAA_Edge_D_Shader;
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stateBlock = SMAA_Edge_D_StateBlock;
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singleton PostEffect()
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{
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internalName = "Edge Pass";
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texture[0] = "#edgesPass";
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textureAsset[1] = "Core_PostFX:AreaTexDX9_image";
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textureAsset[2] = "Core_PostFX:SearchTex_image";
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target = "#blendPass";
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targetClear = PFXTargetClear_OnDraw;
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targetClearColor = "0 0 0 0";
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shader = SMAA_Blend_W_Shader;
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stateBlock = SMAA_Blend_W_StateBlock;
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};
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singleton PostEffect()
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{
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internalName = "BlendPass";
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texture[0] = "$backBuffer";
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texture[1] = "#blendPass";
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target = "$backBuffer";
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shader = SMAA_Neighbor_H_Shader;
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stateBlock = SMAA_Neighbor_H_StateBlock;
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};
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};
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function SMAAPostFX::preProcess( %this )
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{
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if ( $pref::video::AAMode !$= %this.quality )
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{
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%this.quality = $pref::video::AAMode;
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if(%this.quality $= "")
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%this.quality = "SMAA";
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if(%this.quality $= "SMAA")
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{
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%this.setShaderMacro( "SMAA_PRESET_LOW", 0 );
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%this.setShaderMacro( "SMAA_PRESET_MEDIUM", 0 );
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%this.setShaderMacro( "SMAA_PRESET_HIGH", 1 );
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%this.setShaderMacro( "SMAA_PRESET_ULTRA", 0 );
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}
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else if(%this.quality $= "SMAA High")
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{
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%this.setShaderMacro( "SMAA_PRESET_LOW", 0 );
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%this.setShaderMacro( "SMAA_PRESET_MEDIUM", 0 );
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%this.setShaderMacro( "SMAA_PRESET_HIGH", 0 );
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%this.setShaderMacro( "SMAA_PRESET_ULTRA", 1 );
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}
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}
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}
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@ -0,0 +1,47 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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||||
// all copies or substantial portions of the Software.
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//
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// 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
|
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "core/rendering/shaders/shaderModel.hlsl"
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#include "SMAA_Params.hlsl"
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TORQUE_UNIFORM_SAMPLER2D(edgesTex, 0);
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TORQUE_UNIFORM_SAMPLER2D(areaTex, 1);
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TORQUE_UNIFORM_SAMPLER2D(searchTex, 2);
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struct v_Blend
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{
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float4 hpos : TORQUE_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 pixcoord : TEXCOORD1;
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float4 offset[3] : TEXCOORD2;
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};
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float4 main( v_Blend IN ) : TORQUE_TARGET0
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{
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return SMAABlendingWeightCalculationPS(IN.uv0, IN.pixcoord, IN.offset, texture_edgesTex, texture_areaTex, texture_searchTex, float4(0,0,0,0));
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}
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@ -0,0 +1,54 @@
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//-----------------------------------------------------------------------------
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// 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.
|
||||
//-----------------------------------------------------------------------------
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#include "core/rendering/shaders/torque.hlsl"
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#include "core/rendering/shaders/postFX/postFx.hlsl"
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#include "SMAA_Params.hlsl"
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uniform float4 rtParams0;
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// (2)
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struct v_Blend
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{
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float4 hpos : TORQUE_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 pixcoord : TEXCOORD1;
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float4 offset[3] : TEXCOORD2;
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};
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v_Blend main( PFXVert IN )
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{
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v_Blend OUT;
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OUT.hpos = float4(IN.pos,1.0f);
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OUT.uv0 = viewportCoordToRenderTarget( IN.uv, rtParams0 );
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SMAABlendingWeightCalculationVS(OUT.uv0, OUT.pixcoord, OUT.offset);
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return OUT;
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}
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|
|
@ -0,0 +1,50 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 "core/rendering/shaders/shaderModelAutoGen.hlsl"
|
||||
#include "core/rendering/shaders/shaderModel.hlsl"
|
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#include "SMAA_Params.hlsl"
|
||||
|
||||
|
||||
TORQUE_UNIFORM_SAMPLER2D(sceneTex, 0);
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TORQUE_UNIFORM_SAMPLER2D(depthTex, 1);
|
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|
||||
struct v_Edge
|
||||
{
|
||||
float4 hpos : TORQUE_POSITION;
|
||||
float2 uv0 : TEXCOORD0;
|
||||
float4 offset[3] : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
float4 main( v_Edge IN ) : TORQUE_TARGET0
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||||
{
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||||
|
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#if SMAA_PREDICATION
|
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float4 depth = TORQUE_DEFERRED_UNCONDITION( depthTex, IN.uv0 ).w;
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|
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return float4(SMAALumaEdgeDetectionPS(IN.uv0, IN.offset, texture_sceneTex, texture_depthTex),0,0);
|
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#else
|
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return float4(SMAALumaEdgeDetectionPS(IN.uv0, IN.offset, texture_sceneTex),0,0);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,52 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 "core/rendering/shaders/torque.hlsl"
|
||||
#include "core/rendering/shaders/postFX/postFx.hlsl"
|
||||
|
||||
|
||||
#include "SMAA_Params.hlsl"
|
||||
|
||||
uniform float4 rtParams0;
|
||||
|
||||
|
||||
// (1)
|
||||
struct v_Edge
|
||||
{
|
||||
float4 hpos : TORQUE_POSITION;
|
||||
float2 uv0 : TEXCOORD0;
|
||||
float4 offset[3] : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
v_Edge main( PFXVert IN )
|
||||
{
|
||||
|
||||
v_Edge OUT;
|
||||
|
||||
OUT.hpos = float4(IN.pos,1.0f);
|
||||
OUT.uv0 = viewportCoordToRenderTarget( IN.uv, rtParams0 );
|
||||
|
||||
SMAAEdgeDetectionVS(OUT.uv0, OUT.offset);
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
|
@ -0,0 +1,43 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 "core/rendering/shaders/shaderModel.hlsl"
|
||||
|
||||
#include "SMAA_Params.hlsl"
|
||||
|
||||
|
||||
TORQUE_UNIFORM_SAMPLER2D(sceneTex, 0);
|
||||
TORQUE_UNIFORM_SAMPLER2D(blendTex, 1);
|
||||
|
||||
struct v_NHBlend
|
||||
{
|
||||
float4 hpos : TORQUE_POSITION;
|
||||
float2 uv0 : TEXCOORD0;
|
||||
float4 offset : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
float4 main( v_NHBlend IN ) : TORQUE_TARGET0
|
||||
{
|
||||
//return float4(TORQUE_TEX2D(blendTex, IN.uv0));
|
||||
return SMAANeighborhoodBlendingPS(IN.uv0, IN.offset, texture_sceneTex, texture_blendTex);
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,53 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 "core/rendering/shaders/torque.hlsl"
|
||||
#include "core/rendering/shaders/postFX/postFx.hlsl"
|
||||
|
||||
|
||||
#include "SMAA_Params.hlsl"
|
||||
|
||||
uniform float4 rtParams0;
|
||||
|
||||
|
||||
// (3)
|
||||
struct v_NHBlend
|
||||
{
|
||||
float4 hpos : TORQUE_POSITION;
|
||||
float2 uv0 : TEXCOORD0;
|
||||
float4 offset : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
|
||||
v_NHBlend main( PFXVert IN )
|
||||
{
|
||||
|
||||
v_NHBlend OUT;
|
||||
|
||||
OUT.hpos = float4(IN.pos,1.0f);
|
||||
OUT.uv0 = viewportCoordToRenderTarget( IN.uv, rtParams0 );
|
||||
|
||||
SMAANeighborhoodBlendingVS(OUT.uv0, OUT.offset);
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
|
@ -0,0 +1,16 @@
|
|||
uniform float2 oneOverTargetSize;
|
||||
uniform float2 targetSize;
|
||||
|
||||
#define SMAA_RT_METRICS float4(oneOverTargetSize, targetSize)
|
||||
|
||||
|
||||
//Used for defining SMAA params
|
||||
#define SMAA_HLSL_4 1
|
||||
#define SMAA_PREDICATION 0
|
||||
|
||||
#include "SMAA.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Binary file not shown.
Binary file not shown.
|
|
@ -0,0 +1,3 @@
|
|||
<ImageAsset
|
||||
AssetName="AreaTexDX9_image"
|
||||
imageFile="@assetFile=AreaTexDX9.dds"/>
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
<ImageAsset
|
||||
AssetName="AreaTex_image"
|
||||
imageFile="@assetFile=AreaTex.dds"/>
|
||||
Binary file not shown.
|
|
@ -0,0 +1,3 @@
|
|||
<ImageAsset
|
||||
AssetName="SearchTex_image"
|
||||
imageFile="@assetFile=SearchTex.dds"/>
|
||||
1144
Templates/BaseGame/game/core/postFX/scripts/SMAA/gl/SMAA.glsl
Normal file
1144
Templates/BaseGame/game/core/postFX/scripts/SMAA/gl/SMAA.glsl
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -0,0 +1,47 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 "core/rendering/shaders/gl/hlslCompat.glsl"
|
||||
#include "shadergen:/autogenConditioners.h"
|
||||
|
||||
|
||||
#include "SMAA_Params.glsl"
|
||||
#define SMAA_INCLUDE_VS 0
|
||||
#define SMAA_INCLUDE_PS 1
|
||||
|
||||
#include "SMAA.glsl"
|
||||
|
||||
uniform sampler2D edgesTex;
|
||||
uniform sampler2D areaTex;
|
||||
uniform sampler2D searchTex;
|
||||
|
||||
in vec4 hpos;
|
||||
in vec2 uv0;
|
||||
in vec2 pix_uv;
|
||||
in vec4 offset[3];
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
OUT_col = SMAABlendingWeightCalculationPS(uv0, pix_uv, offset, edgesTex, areaTex, searchTex, vec4(0,0,0,0));
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,59 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 "core/rendering/shaders/gl/hlslCompat.glsl"
|
||||
#include "core/rendering/shaders/gl/torque.glsl"
|
||||
|
||||
|
||||
in vec4 vPosition;
|
||||
in vec2 vTexCoord0;
|
||||
in vec2 vTexCoord1;
|
||||
|
||||
out vec4 hpos;
|
||||
out vec2 uv0;
|
||||
out vec2 pix_uv;
|
||||
out vec4 offset[3];
|
||||
|
||||
uniform vec4 rtParams0;
|
||||
|
||||
#include "SMAA_Params.glsl"
|
||||
#define SMAA_INCLUDE_VS 1
|
||||
#define SMAA_INCLUDE_PS 0
|
||||
|
||||
#include "SMAA.glsl"
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
#ifndef T3D_FLIP
|
||||
vTexCoord0 = vTexCoord0 * vec2(1.0, -1.0) + vec2(0.0, 1.0);
|
||||
#endif // T3D_FLIP
|
||||
|
||||
gl_Position = vPosition;
|
||||
hpos = gl_Position;
|
||||
pix_uv = vTexCoord1;
|
||||
|
||||
uv0 = viewportCoordToRenderTarget( vTexCoord0, rtParams0 );
|
||||
|
||||
SMAABlendingWeightCalculationVS(uv0, pix_uv, offset);
|
||||
correctSSP(gl_Position);
|
||||
}
|
||||
|
|
@ -0,0 +1,52 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 "core/rendering/shaders/gl/torque.glsl"
|
||||
#include "core/rendering/shaders/gl/hlslCompat.glsl"
|
||||
#include "shadergen:/autogenConditioners.h"
|
||||
|
||||
|
||||
#include "SMAA_Params.glsl"
|
||||
#define SMAA_INCLUDE_VS 0
|
||||
#define SMAA_INCLUDE_PS 1
|
||||
|
||||
#include "SMAA.glsl"
|
||||
|
||||
uniform sampler2D sceneTex;
|
||||
uniform sampler2D depthTex;
|
||||
|
||||
in vec4 hpos;
|
||||
in vec2 uv0;
|
||||
in vec4 offset[3];
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
#if SMAA_PREDICATION
|
||||
OUT_col = vec4(SMAALumaEdgeDetectionPS(uv0, offset, sceneTex, depthTex),0,0);
|
||||
#else
|
||||
OUT_col = vec4(SMAALumaEdgeDetectionPS(uv0, offset, sceneTex),0,0);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,55 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 "core/rendering/shaders/gl/hlslCompat.glsl"
|
||||
#include "core/rendering/shaders/gl/torque.glsl"
|
||||
|
||||
in vec4 vPosition;
|
||||
in vec2 vTexCoord0;
|
||||
|
||||
out vec4 hpos;
|
||||
out vec2 uv0;
|
||||
out vec4 offset[3];
|
||||
|
||||
uniform vec4 rtParams0;
|
||||
|
||||
#include "SMAA_Params.glsl"
|
||||
#define SMAA_INCLUDE_VS 1
|
||||
#define SMAA_INCLUDE_PS 0
|
||||
|
||||
#include "SMAA.glsl"
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
#ifndef T3D_FLIP
|
||||
vTexCoord0 = vTexCoord0 * vec2(1.0, -1.0) + vec2(0.0, 1.0);
|
||||
#endif // T3D_FLIP
|
||||
|
||||
gl_Position = vPosition;
|
||||
hpos = gl_Position;
|
||||
uv0 = viewportCoordToRenderTarget( vTexCoord0, rtParams0 );
|
||||
|
||||
SMAAEdgeDetectionVS(uv0, offset);
|
||||
correctSSP(gl_Position);
|
||||
}
|
||||
|
|
@ -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.
|
||||
//-----------------------------------------------------------------------------
|
||||
#include "core/rendering/shaders/gl/hlslCompat.glsl"
|
||||
|
||||
|
||||
#include "SMAA_Params.glsl"
|
||||
#define SMAA_INCLUDE_VS 0
|
||||
#define SMAA_INCLUDE_PS 1
|
||||
|
||||
#include "SMAA.glsl"
|
||||
|
||||
uniform sampler2D sceneTex;
|
||||
uniform sampler2D blendTex;
|
||||
|
||||
|
||||
in vec4 hpos;
|
||||
in vec2 uv0;
|
||||
in vec4 offset;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
//OUT_col = vec4(texture(blendTex, uv0.xy));
|
||||
OUT_col= SMAANeighborhoodBlendingPS(uv0, offset, sceneTex, blendTex);
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,55 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 "core/rendering/shaders/gl/hlslCompat.glsl"
|
||||
#include "core/rendering/shaders/gl/torque.glsl"
|
||||
|
||||
|
||||
in vec4 vPosition;
|
||||
in vec2 vTexCoord0;
|
||||
|
||||
out vec4 hpos;
|
||||
out vec2 uv0;
|
||||
out vec4 offset;
|
||||
|
||||
uniform vec4 rtParams0;
|
||||
|
||||
#include "SMAA_Params.glsl"
|
||||
#define SMAA_INCLUDE_VS 1
|
||||
#define SMAA_INCLUDE_PS 0
|
||||
|
||||
#include "SMAA.glsl"
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
#ifndef T3D_FLIP
|
||||
vTexCoord0 = vTexCoord0 * vec2(1.0, -1.0) + vec2(0.0, 1.0);
|
||||
#endif // T3D_FLIP
|
||||
|
||||
gl_Position = vPosition;
|
||||
hpos = gl_Position;
|
||||
uv0 = viewportCoordToRenderTarget( vTexCoord0, rtParams0 );
|
||||
|
||||
SMAANeighborhoodBlendingVS(uv0, offset);
|
||||
correctSSP(gl_Position);
|
||||
}
|
||||
|
|
@ -0,0 +1,21 @@
|
|||
uniform float2 oneOverTargetSize;
|
||||
uniform float2 targetSize;
|
||||
uniform float2 targetRatio;
|
||||
|
||||
#define SMAA_RT_METRICS float4(oneOverTargetSize, targetSize)
|
||||
#define SMAA_GLSL_4 1
|
||||
#define SMAA_PRESET_ULTRA 1
|
||||
#define SMAA_PREDICATION 0
|
||||
|
||||
#define SMAA_FLIP_Y 0
|
||||
#define T3D_FLIP 1
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
@ -688,6 +688,7 @@ function AutodetectGraphics_Apply(%shaderVer, %intel, %videoMem )
|
|||
$pref::PostFX::EnableLightRays = false;
|
||||
$pref::PostFX::EnableVignette = false;
|
||||
|
||||
$pref::Video::AAMode = "None";
|
||||
$pref::Video::AA = 0;
|
||||
$pref::Video::defaultAnisotropy = 0;
|
||||
}
|
||||
|
|
@ -714,6 +715,7 @@ function AutodetectGraphics_Apply(%shaderVer, %intel, %videoMem )
|
|||
$pref::PostFX::EnableLightRays = false;
|
||||
$pref::PostFX::EnableVignette = false;
|
||||
|
||||
$pref::Video::AAMode = "None";
|
||||
$pref::Video::AA = 0;
|
||||
$pref::Video::defaultAnisotropy = 0;
|
||||
}
|
||||
|
|
@ -744,6 +746,7 @@ function AutodetectGraphics_Apply(%shaderVer, %intel, %videoMem )
|
|||
$pref::PostFX::EnableLightRays = true;
|
||||
$pref::PostFX::EnableVignette = true;
|
||||
|
||||
$pref::Video::AAMode = "SMAA High";
|
||||
$pref::Video::AA = 4;
|
||||
$pref::Video::defaultAnisotropy = 16;
|
||||
}
|
||||
|
|
@ -770,6 +773,7 @@ function AutodetectGraphics_Apply(%shaderVer, %intel, %videoMem )
|
|||
$pref::PostFX::EnableLightRays = true;
|
||||
$pref::PostFX::EnableVignette = true;
|
||||
|
||||
$pref::Video::AAMode = "SMAA";
|
||||
$pref::Video::AA = 4;
|
||||
$pref::Video::defaultAnisotropy = 4;
|
||||
|
||||
|
|
@ -799,6 +803,7 @@ function AutodetectGraphics_Apply(%shaderVer, %intel, %videoMem )
|
|||
$pref::PostFX::EnableLightRays = false;
|
||||
$pref::PostFX::EnableVignette = false;
|
||||
|
||||
$pref::Video::AAMode = "FXAA";
|
||||
$pref::Video::AA = 0;
|
||||
$pref::Video::defaultAnisotropy = 0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,4 +7,5 @@
|
|||
DecalsFile="@assetFile=ExampleLevel.mis.decals"
|
||||
ForestFile="@assetFile=ExampleLevel.forest"
|
||||
NavmeshFile="@assetFile=ExampleLevel.nav"
|
||||
staticObjectAssetDependency0="@asset=Prototyping:FloorGray"
|
||||
VersionId="1"/>
|
||||
|
|
|
|||
|
|
@ -12,7 +12,6 @@ new Scene(ExampleLevel) {
|
|||
Enabled = "1";
|
||||
};
|
||||
new SkyBox(theSky) {
|
||||
Material = "BlankSkyMat";
|
||||
MaterialAsset = "Core_Rendering:BlankSkyMat";
|
||||
drawBottom = "0";
|
||||
dirtyGameObject = "0";
|
||||
|
|
@ -22,6 +21,7 @@ new Scene(ExampleLevel) {
|
|||
elevation = "45";
|
||||
color = "0.968628 0.901961 0.901961 1";
|
||||
ambient = "0.337255 0.533333 0.619608 1";
|
||||
brightness = "2";
|
||||
texSize = "2048";
|
||||
overDarkFactor = "3000 1500 750 250";
|
||||
shadowDistance = "200";
|
||||
|
|
|
|||
|
|
@ -1,14 +1,23 @@
|
|||
$PostFX::HDRPostFX::Enabled = 1;
|
||||
$PostFX::HDRPostFX::exposureValue = 1.5;
|
||||
$PostFX::HDRPostFX::whitePoint = 2.5;
|
||||
$PostFX::HDRPostFX::logContrast = 1;
|
||||
$PostFX::HDRPostFX::saturationValue = 1;
|
||||
$PostFX::HDRPostFX::colorFilter = "1.0 1.0 1.0";
|
||||
$PostFX::HDRPostFX::minLuminace = 0.001;
|
||||
$PostFX::HDRPostFX::whiteCutoff = 1;
|
||||
$PostFX::HDRPostFX::adaptRate = 2;
|
||||
$PostFX::HDRPostFX::tonemapMode = "ACES";
|
||||
$PostFX::HDRPostFX::enableBloom = 1;
|
||||
$PostFX::HDRPostFX::brightPassThreshold = 1;
|
||||
$PostFX::HDRPostFX::gaussMultiplier = 0.3;
|
||||
$PostFX::HDRPostFX::gaussMean = 0;
|
||||
$PostFX::HDRPostFX::gaussStdDev = 0.8;
|
||||
$PostFX::HDRPostFX::enableAutoExposure = "0";
|
||||
$PostFX::HDRPostFX::keyValue = 0.18;
|
||||
$PostFX::HDRPostFX::enableBlueShift = 0;
|
||||
$PostFX::HDRPostFX::blueShiftColor = "1.05 0.97 1.27";
|
||||
$PostFX::HDRPostFX::enableBloom = 1;
|
||||
$PostFX::HDRPostFX::threshold = 1.25;
|
||||
$PostFX::HDRPostFX::intensity = 0.25;
|
||||
$PostFX::HDRPostFX::radius = 4;
|
||||
$PostFX::HDRPostFX::enableDirt = 1;
|
||||
$PostFX::HDRPostFX::dirtScale = 2048;
|
||||
$PostFX::HDRPostFX::dirtIntensity = 2;
|
||||
$PostFX::HDRPostFX::dirtImage = "core/postFX/images/lensDirt.png";
|
||||
$PostFX::HDRPostFX::dirtEdgeMinDist = 0.125;
|
||||
$PostFX::HDRPostFX::dirtEdgeMaxDist = 0.75;
|
||||
$PostFX::HDRPostFX::dirtEdgeMinVal = 0.05;
|
||||
|
|
|
|||
|
|
@ -474,7 +474,7 @@ function populateGraphicsSettingsList()
|
|||
%yesNoList = "No\tYes";
|
||||
%onOffList = "Off\tOn";
|
||||
%anisoFilter = "Off\t4\t8\t16";
|
||||
%aaFilter = "Off\t1\t2\t4";
|
||||
%aaTypeFilter = "None\tFXAA\tSMAA\tSMAA High";
|
||||
OptionsMenuSettingsList.addOptionQualityLevelRow("Lighting Quality", "$pref::Graphics::LightingQuality",
|
||||
LightingQualityList, false, "", true, "Amount and drawdistance of local lights");
|
||||
OptionsMenuSettingsList.addOptionQualityLevelRow("Shadow Quality", "$pref::Graphics::ShadowQuality",
|
||||
|
|
@ -502,8 +502,9 @@ function populateGraphicsSettingsList()
|
|||
OptionsMenuSettingsList.addOptionQualityLevelRow("Shader Quality", "$pref::Graphics::ShaderQuality",
|
||||
ShaderQualityGroup, false, "", true, "Dictates the overall shader quality level, adjusting what features are enabled.");
|
||||
OptionsMenuSettingsList.addOptionRow("Anisotropic Filtering", "$pref::Video::defaultAnisotropy", %anisoFilter, false, "", true, "Amount of Anisotropic Filtering on textures, which dictates their sharpness at a distance");
|
||||
OptionsMenuSettingsList.addOptionRow("Anti-Aliasing", "$pref::Video::AA", %aaFilter, false, "", true, "Amount of Post-Processing Anti-Aliasing applied to rendering");
|
||||
|
||||
OptionsMenuSettingsList.addOptionRow("Anti-Aliasing Type", "$pref::Video::AAMode", %aaTypeFilter, false, "", true, "The Anti-Aliasing Method applied to rendering");
|
||||
|
||||
OptionsMenuSettingsList.addOptionBoolRow("Parallax", "$pref::Video::enableParallaxMapping", %onOffList, false, "", true, "Whether the surface parallax shader effect is enabled", "");
|
||||
OptionsMenuSettingsList.addOptionBoolRow("Water Reflections", "$pref::Water::enableTrueReflections", %onOffList, false, "", true, "Whether water reflections are enabled", "");
|
||||
|
||||
|
|
@ -588,10 +589,10 @@ function updateDisplaySettings()
|
|||
%newFullScreen = %deviceModeName $= "Fullscreen" ? true : false;
|
||||
%newRefresh = $pref::Video::RefreshRate;
|
||||
%newVsync = $pref::Video::enableVerticalSync;
|
||||
%newFSAA = $pref::Video::AA;
|
||||
%newAA = $pref::Video::AA;
|
||||
|
||||
// Build the final mode string.
|
||||
%newMode = $pref::Video::Resolution SPC %newFullScreen SPC %newBpp SPC %newRefresh SPC %newFSAA;
|
||||
%newMode = $pref::Video::Resolution SPC %newFullScreen SPC %newBpp SPC %newRefresh SPC %newAA;
|
||||
|
||||
// Change the video mode.
|
||||
if ( %newMode !$= $pref::Video::mode || %newDeviceID != $pref::Video::deviceId ||
|
||||
|
|
@ -609,7 +610,7 @@ function updateDisplaySettings()
|
|||
$pref::Video::deviceId = %newDeviceID;
|
||||
$pref::Video::deviceMode = $Video::ModeBorderless;
|
||||
%tmpModeStr = Canvas.getMonitorMode(%newDeviceID, 0);
|
||||
Canvas.setVideoMode(%tmpModeStr.x, %tmpModeStr.y, false, 32, getWord(%tmpModeStr, $WORD::REFRESH), %newFSAA);
|
||||
Canvas.setVideoMode(%tmpModeStr.x, %tmpModeStr.y, false, 32, getWord(%tmpModeStr, $WORD::REFRESH), %newAA);
|
||||
}
|
||||
|
||||
$pref::Video::mode = %newMode;
|
||||
|
|
@ -619,7 +620,7 @@ function updateDisplaySettings()
|
|||
$pref::Video::Resolution = %newRes;
|
||||
$pref::Video::FullScreen = %newFullScreen;
|
||||
$pref::Video::RefreshRate = %newRefresh;
|
||||
$pref::Video::AA = %newFSAA;
|
||||
$pref::Video::AA = %newAA;
|
||||
configureCanvas();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -34,7 +34,7 @@ $pref::Video::screenShotSession = 0;
|
|||
$pref::Video::screenShotFormat = "PNG";
|
||||
|
||||
/// This disables the hardware FSAA/MSAA so that
|
||||
/// we depend completely on the FXAA post effect
|
||||
/// we depend completely on the AA post effects
|
||||
/// which works on all cards and in deferred mode.
|
||||
///
|
||||
/// Note the new Intel Hybrid graphics on laptops
|
||||
|
|
@ -43,6 +43,8 @@ $pref::Video::screenShotFormat = "PNG";
|
|||
///
|
||||
$pref::Video::disableHardwareAA = true;
|
||||
|
||||
$pref::video::AAMode = "None";
|
||||
|
||||
$pref::Video::disableNormalmapping = false;
|
||||
|
||||
$pref::Video::disablePixSpecular = false;
|
||||
|
|
|
|||
|
|
@ -34,6 +34,7 @@ function AssetBrowser::createShapeAsset(%this)
|
|||
function AssetBrowser::editShapeAsset(%this, %assetDef)
|
||||
{
|
||||
%this.hideDialog();
|
||||
EditorGui.setEditor( ShapeEditorPlugin );
|
||||
ShapeEditorPlugin.openShapeAsset(%assetDef);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -28,6 +28,7 @@ function AssetBrowser::createShapeAnimationAsset(%this)
|
|||
function AssetBrowser::editShapeAnimationAsset(%this, %assetDef)
|
||||
{
|
||||
%this.hideDialog();
|
||||
EditorGui.setEditor( ShapeEditorPlugin );
|
||||
ShapeEditorPlugin.openShapeAsset(%assetDef);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -20,7 +20,8 @@
|
|||
# IN THE SOFTWARE.
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
option(TORQUE_NET_CURL "Use CURL and enable HTTPObject" ON)
|
||||
option(TORQUE_NET_CURL "Use CURL and enable HTTPObject" OFF)
|
||||
mark_as_advanced(TORQUE_NET_CURL)
|
||||
|
||||
if( NOT TORQUE_NET_CURL )
|
||||
return()
|
||||
|
|
|
|||
|
|
@ -247,7 +247,7 @@ endif()
|
|||
# Always enabled paths first
|
||||
###############################################################################
|
||||
addPath("${srcDir}/") # must come first :)
|
||||
addPathRec("${srcDir}/app")
|
||||
addPath("${srcDir}/app")
|
||||
addPath("${srcDir}/sfx/media")
|
||||
addPath("${srcDir}/sfx/null")
|
||||
addPath("${srcDir}/sfx")
|
||||
|
|
@ -295,7 +295,7 @@ addPath("${srcDir}/platform/output")
|
|||
addPath("${srcDir}/app")
|
||||
|
||||
if (NOT TORQUE_NET_CURL)
|
||||
set(BLACKLIST "httpObject.h httpObject.cpp")
|
||||
set(BLACKLIST "httpObject.h" "httpObject.cpp" )
|
||||
endif()
|
||||
addPath("${srcDir}/app/net")
|
||||
set(BLACKLIST "")
|
||||
|
|
|
|||
Loading…
Reference in a new issue