mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into Preview4_0
This commit is contained in:
commit
9a809dfb6b
10 changed files with 102 additions and 57 deletions
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@ -127,7 +127,7 @@ ConsoleDocClass( PrecipitationData,
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//----------------------------------------------------------
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PrecipitationData::PrecipitationData()
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{
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soundProfile = NULL;
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INIT_SOUNDASSET(Sound);
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INIT_IMAGEASSET(Drop);
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@ -143,8 +143,7 @@ PrecipitationData::PrecipitationData()
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void PrecipitationData::initPersistFields()
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{
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addField( "soundProfile", TYPEID< SFXTrack >(), Offset(soundProfile, PrecipitationData),
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"Looping SFXProfile effect to play while Precipitation is active." );
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INITPERSISTFIELD_SOUNDASSET(Sound, PrecipitationData, "Looping SFXProfile effect to play while Precipitation is active.");
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addProtectedField( "dropTexture", TypeFilename, Offset(mDropName, PrecipitationData), &_setDropData, &defaultProtectedGetFn,
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"@brief Texture filename for drop particles.\n\n"
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@ -190,7 +189,7 @@ bool PrecipitationData::preload( bool server, String &errorStr )
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if( Parent::preload( server, errorStr) == false)
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return false;
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if( !server && !sfxResolve( &soundProfile, errorStr ) )
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if (!server && !getSFXProfile())
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return false;
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return true;
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@ -200,7 +199,7 @@ void PrecipitationData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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sfxWrite( stream, soundProfile );
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PACKDATA_SOUNDASSET(Sound);
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PACKDATA_IMAGEASSET(Drop);
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@ -217,7 +216,7 @@ void PrecipitationData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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sfxRead( stream, &soundProfile );
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UNPACKDATA_SOUNDASSET(Sound);
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UNPACKDATA_IMAGEASSET(Drop);
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@ -598,9 +597,9 @@ bool Precipitation::onNewDataBlock( GameBaseData *dptr, bool reload )
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{
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SFX_DELETE( mAmbientSound );
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if ( mDataBlock->soundProfile )
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if ( mDataBlock->getSFXProfile())
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{
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mAmbientSound = SFX->createSource( mDataBlock->soundProfile, &getTransform() );
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mAmbientSound = SFX->createSource(mDataBlock->getSFXProfile(), &getTransform() );
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if ( mAmbientSound )
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mAmbientSound->play();
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}
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@ -34,8 +34,9 @@
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#endif
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#include "T3D/assets/ImageAsset.h"
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#include "T3D/assets/SoundAsset.h"
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class SFXTrack;
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//class SFXTrack;
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class SFXSource;
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//--------------------------------------------------------------------------
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@ -45,30 +46,39 @@ class PrecipitationData : public GameBaseData
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typedef GameBaseData Parent;
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public:
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SFXTrack* soundProfile;
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//SFXTrack* soundProfile;
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DECLARE_SOUNDASSET(PrecipitationData, Sound);
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DECLARE_SOUNDASSET_SETGET(PrecipitationData, Sound);
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DECLARE_IMAGEASSET(PrecipitationData, Drop, onDropChanged, GFXStaticTextureSRGBProfile); ///< Texture for drop particles
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DECLARE_IMAGEASSET_SETGET(PrecipitationData, Drop);
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DECLARE_IMAGEASSET(PrecipitationData, Drop, onDropChanged, GFXStaticTextureSRGBProfile); ///< Texture for drop particles
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DECLARE_IMAGEASSET_SETGET(PrecipitationData, Drop);
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StringTableEntry mDropShaderName; ///< The name of the shader used for raindrops
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StringTableEntry mDropShaderName; ///< The name of the shader used for raindrops
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DECLARE_IMAGEASSET(PrecipitationData, Splash, onSplashChanged, GFXStaticTextureSRGBProfile); ///< Texture for splash particles
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DECLARE_IMAGEASSET_SETGET(PrecipitationData, Splash);
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DECLARE_IMAGEASSET(PrecipitationData, Splash, onSplashChanged, GFXStaticTextureSRGBProfile); ///< Texture for splash particles
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DECLARE_IMAGEASSET_SETGET(PrecipitationData, Splash);
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StringTableEntry mSplashShaderName; ///< The name of the shader used for raindrops
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StringTableEntry mSplashShaderName; ///< The name of the shader used for raindrops
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S32 mDropsPerSide; ///< How many drops are on a side of the raindrop texture.
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S32 mSplashesPerSide; ///< How many splash are on a side of the splash texture.
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S32 mDropsPerSide; ///< How many drops are on a side of the raindrop texture.
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S32 mSplashesPerSide; ///< How many splash are on a side of the splash texture.
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PrecipitationData();
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DECLARE_CONOBJECT(PrecipitationData);
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bool preload( bool server, String& errorStr );
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static void initPersistFields();
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virtual void packData(BitStream* stream);
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virtual void unpackData(BitStream* stream);
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PrecipitationData();
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DECLARE_CONOBJECT(PrecipitationData);
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bool preload( bool server, String& errorStr );
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static void initPersistFields();
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virtual void packData(BitStream* stream);
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virtual void unpackData(BitStream* stream);
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void onDropChanged() {}
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void onSplashChanged() {}
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void onDropChanged() {}
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void onSplashChanged() {}
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SFXProfile* getSFXProfile() {
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if (mSoundAsset.notNull())
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return mSoundAsset->getSfxProfile();
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else
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return NULL;
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}
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};
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struct Raindrop
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@ -290,7 +290,7 @@ GFXAdapter *GFXInit::getBestAdapterChoice()
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{
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S32 adapterIdx = dAtoi(adapterDevice.c_str());
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if (adapterIdx == -1)
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adapter = chooseAdapter(adapterType, outputDevice.c_str());
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adapter = chooseAdapter(NullDevice, outputDevice.c_str());
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else
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adapter = chooseAdapter(adapterType, adapterIdx);
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}
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@ -933,7 +933,7 @@ void GFXGLDevice::setupGenericShaders( GenericShaderType type )
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}
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GFXShader* GFXGLDevice::createShader()
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{
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GFXGLShader* shader = new GFXGLShader();
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GFXGLShader* shader = new GFXGLShader(this);
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shader->registerResourceWithDevice( this );
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return shader;
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}
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@ -382,10 +382,11 @@ void GFXGLShaderConstBuffer::onShaderReload( GFXGLShader *shader )
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mWasLost = true;
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}
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GFXGLShader::GFXGLShader() :
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GFXGLShader::GFXGLShader(GFXGLDevice* device) :
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mVertexShader(0),
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mPixelShader(0),
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mProgram(0),
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mDevice(device),
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mConstBufferSize(0),
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mConstBuffer(NULL)
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{
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@ -706,7 +707,8 @@ void GFXGLShader::initHandles()
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dMemset(mConstBuffer, 0, mConstBufferSize);
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// Set our program so uniforms are assigned properly.
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glUseProgram(mProgram);
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mDevice->setShader(this, false);
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// Iterate through uniforms to set sampler numbers.
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for (HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter)
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{
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@ -723,7 +725,6 @@ void GFXGLShader::initHandles()
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dMemcpy(mConstBuffer + handle->mOffset, &handle->mSamplerNum, handle->getSize());
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}
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}
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glUseProgram(0);
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//instancing
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if (!mInstancingFormat)
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@ -830,6 +831,7 @@ void GFXGLShader::setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer)
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// Copy new value into our const buffer and set in GL.
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dMemcpy(mConstBuffer + handle->mOffset, buffer->mBuffer + handle->mOffset, handle->getSize());
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switch(handle->mDesc.constType)
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{
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case GFXSCT_Float:
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@ -32,14 +32,15 @@
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class GFXGLShaderConstHandle;
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class FileStream;
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class GFXGLShaderConstBuffer;
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class GFXGLDevice;
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class GFXGLShader : public GFXShader
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{
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typedef Map<String, GFXGLShaderConstHandle*> HandleMap;
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public:
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GFXGLShader();
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GFXGLShader(GFXGLDevice* device);
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virtual ~GFXGLShader();
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/// @name GFXShader interface
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/// @{
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virtual GFXShaderConstHandle* getShaderConstHandle(const String& name);
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@ -99,6 +100,7 @@ protected:
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U32 mConstBufferSize;
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U8* mConstBuffer;
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HandleMap mHandles;
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GFXGLDevice* mDevice;
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Vector<GFXGLShaderConstHandle*> mValidHandles;
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};
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@ -258,17 +258,19 @@ bool GuiCanvas::onAdd()
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// Make sure we're able to render.
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newDevice->setAllowRender( true );
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if(mDisplayWindow)
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// NULL device returns a nullptr for getPlatformWindow
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PlatformWindow* window = getPlatformWindow();
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if (mDisplayWindow && window)
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{
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getPlatformWindow()->show();
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window->show();
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WindowManager->setDisplayWindow(true);
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getPlatformWindow()->setDisplayWindow(true);
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window->setDisplayWindow(true);
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}
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else
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else if (window)
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{
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getPlatformWindow()->hide();
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window->hide();
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WindowManager->setDisplayWindow(false);
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getPlatformWindow()->setDisplayWindow(false);
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window->setDisplayWindow(false);
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}
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// Propagate add to parents.
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