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Swaps some references from the windows SDK-specific FLT_MAX to T3D's F32_MAX
Takes the makeFullPath in findTSShapeConstructor and turn it into a string before passing it along to the Filename to make stricter compilers happy Removed some referenced to fields that don't exist in the current build Removed unneeded ASM language activation for the cmake files Adjustments to material map assembling macros to better comply to stricter compilers
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9 changed files with 116 additions and 108 deletions
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@ -213,63 +213,48 @@ public:
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//-----------------------------------------------------------------------
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// Data
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//-----------------------------------------------------------------------
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FileName mDiffuseMapFilename[MAX_STAGES];
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StringTableEntry mDiffuseMapAssetId[MAX_STAGES];
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AssetPtr<ImageAsset> mDiffuseMapAsset[MAX_STAGES];
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DECLARE_TEXTUREARRAY(DiffuseMap, MAX_STAGES);
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bool mDiffuseMapSRGB[MAX_STAGES]; // SRGB diffuse
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DECLARE_TEXTUREARRAY(OverlayMap, MAX_STAGES);
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DECLARE_TEXTUREARRAY(LightMap, MAX_STAGES);;
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DECLARE_TEXTUREARRAY(ToneMap, MAX_STAGES);
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DECLARE_TEXTUREARRAY(DetailMap, MAX_STAGES);;
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DECLARE_TEXTUREARRAY(NormalMap, MAX_STAGES);
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DECLARE_TEXTUREARRAY(PBRConfigMap, MAX_STAGES);
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bool mIsSRGb[MAX_STAGES];
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DECLARE_TEXTUREARRAY(RoughMap, MAX_STAGES);
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bool mInvertSmoothness[MAX_STAGES];
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F32 mSmoothnessChan[MAX_STAGES];
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DECLARE_TEXTUREARRAY(AOMap, MAX_STAGES);
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F32 mAOChan[MAX_STAGES];
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DECLARE_TEXTUREARRAY(MetalMap, MAX_STAGES);
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F32 mMetalChan[MAX_STAGES];
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DECLARE_TEXTUREARRAY(GlowMap, MAX_STAGES);
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F32 mGlowMul[MAX_STAGES];
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/// A second normal map which repeats at the detail map
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/// scale and blended with the base normal map.
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DECLARE_TEXTUREARRAY(DetailNormalMap, MAX_STAGES);
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/// The strength scalar for the detail normal map.
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F32 mDetailNormalMapStrength[MAX_STAGES];
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bool mAccuEnabled[MAX_STAGES];
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F32 mAccuScale[MAX_STAGES];
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F32 mAccuDirection[MAX_STAGES];
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F32 mAccuStrength[MAX_STAGES];
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F32 mAccuCoverage[MAX_STAGES];
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F32 mAccuSpecular[MAX_STAGES];
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FileName mOverlayMapFilename[MAX_STAGES];
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StringTableEntry mOverlayMapAssetId[MAX_STAGES];
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AssetPtr<ImageAsset> mOverlayMapAsset[MAX_STAGES];
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FileName mLightMapFilename[MAX_STAGES];
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StringTableEntry mLightMapAssetId[MAX_STAGES];
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AssetPtr<ImageAsset> mLightMapAsset[MAX_STAGES];
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FileName mToneMapFilename[MAX_STAGES];
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StringTableEntry mToneMapAssetId[MAX_STAGES];
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AssetPtr<ImageAsset> mToneMapAsset[MAX_STAGES];
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FileName mDetailMapFilename[MAX_STAGES];
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StringTableEntry mDetailMapAssetId[MAX_STAGES];
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AssetPtr<ImageAsset> mDetailMapAsset[MAX_STAGES];
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FileName mNormalMapFilename[MAX_STAGES];
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StringTableEntry mNormalMapAssetId[MAX_STAGES];
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AssetPtr<ImageAsset> mNormalMapAsset[MAX_STAGES];
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bool mIsSRGb[MAX_STAGES];
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bool mInvertSmoothness[MAX_STAGES];
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FileName mPBRConfigMapFilename[MAX_STAGES];
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StringTableEntry mPBRConfigMapAssetId[MAX_STAGES];
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AssetPtr<ImageAsset> mPBRConfigMapAsset[MAX_STAGES];
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FileName mRoughMapFilename[MAX_STAGES];
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StringTableEntry mRoughMapAssetId[MAX_STAGES];
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AssetPtr<ImageAsset> mRoughMapAsset[MAX_STAGES];
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F32 mSmoothnessChan[MAX_STAGES];
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FileName mAOMapFilename[MAX_STAGES];
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StringTableEntry mAOMapAssetId[MAX_STAGES];
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AssetPtr<ImageAsset> mAOMapAsset[MAX_STAGES];
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F32 mAOChan[MAX_STAGES];
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FileName mMetalMapFilename[MAX_STAGES];
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StringTableEntry mMetalMapAssetId[MAX_STAGES];
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AssetPtr<ImageAsset> mMetalMapAsset[MAX_STAGES];
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F32 mMetalChan[MAX_STAGES];
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//cogs specific
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/// Damage blend maps (albedo)
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DECLARE_TEXTUREARRAY(AlbedoDamageMap, MAX_STAGES);
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bool mAlbedoDamageMapSRGB[MAX_STAGES];
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/// Damage blend maps (normal)
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DECLARE_TEXTUREARRAY(NormalDamageMap, MAX_STAGES);
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/// Damage blend maps (Roughness, AO, Metalness)
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DECLARE_TEXTUREARRAY(CompositeDamageMap, MAX_STAGES);
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/// Damage blend minimum
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F32 mMaterialDamageMin[MAX_STAGES];
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FileName mGlowMapFilename[MAX_STAGES];
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StringTableEntry mGlowMapAssetId[MAX_STAGES];
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AssetPtr<ImageAsset> mGlowMapAsset[MAX_STAGES];
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F32 mGlowMul[MAX_STAGES];
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/// A second normal map which repeats at the detail map
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/// scale and blended with the base normal map.
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FileName mDetailNormalMapFilename[MAX_STAGES];
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StringTableEntry mDetailNormalMapAssetId[MAX_STAGES];
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AssetPtr<ImageAsset> mDetailNormalMapAsset[MAX_STAGES];
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/// The strength scalar for the detail normal map.
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F32 mDetailNormalMapStrength[MAX_STAGES];
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/// This color is the diffuse color of the material
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/// or if it has a texture it is multiplied against
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/// the diffuse texture color.
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@ -373,6 +358,7 @@ public:
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/// @see mFootstepSoundCustom
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S32 mFootstepSoundId;
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S32 mImpactSoundId;
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S32 mImpactFXIndex;
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/// Sound effect to play when walking on surface with this material.
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/// If defined, overrides mFootstepSoundId.
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