mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-27 18:43:48 +00:00
Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging.
Re-added logic to track existing probe shader consts instead of constantly recreating it Added logic for pre multiplied translucency mode
This commit is contained in:
parent
c74b669f5e
commit
72ceede272
16 changed files with 424 additions and 30 deletions
41
Engine/source/shaderGen/GLSL/debugVizFeatureGLSL.h
Normal file
41
Engine/source/shaderGen/GLSL/debugVizFeatureGLSL.h
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
#pragma once
|
||||
|
||||
#ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
|
||||
#include "shaderGen/GLSL/shaderFeatureGLSL.h"
|
||||
#endif
|
||||
#ifndef _LANG_ELEMENT_H_
|
||||
#include "shaderGen/langElement.h"
|
||||
#endif
|
||||
#ifndef _GFXDEVICE_H_
|
||||
#include "gfx/gfxDevice.h"
|
||||
#endif
|
||||
#ifndef _FEATUREMGR_H_
|
||||
#include "shaderGen/featureMgr.h"
|
||||
#endif
|
||||
#ifndef _MATERIALFEATURETYPES_H_
|
||||
#include "materials/materialFeatureTypes.h"
|
||||
#endif
|
||||
#ifndef _MATERIALFEATUREDATA_H_
|
||||
#include "materials/materialFeatureData.h"
|
||||
#endif
|
||||
|
||||
/// This should be the final feature on most pixel shaders which
|
||||
/// encodes the color for the current HDR target format.
|
||||
/// @see HDRPostFx
|
||||
/// @see LightManager
|
||||
/// @see torque.hlsl
|
||||
class DebugVizGLSL : public ShaderFeatureGLSL
|
||||
{
|
||||
protected:
|
||||
|
||||
ShaderIncludeDependency mTorqueDep;
|
||||
|
||||
public:
|
||||
|
||||
DebugVizGLSL();
|
||||
|
||||
virtual void processPix(Vector<ShaderComponent*>& componentList,
|
||||
const MaterialFeatureData& fd);
|
||||
|
||||
virtual String getName() { return "Debug Viz"; }
|
||||
};
|
||||
Loading…
Add table
Add a link
Reference in a new issue