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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
clean up surface property visualizer
stateblock cleanups, and kill off stray glowbuffer leftovers
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0d07823ecd
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9da7823074
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@ -1,31 +1,9 @@
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singleton GFXStateBlockData( Viz_DefaultVisualizeState )
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{
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/*alphaDefined = true;
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alphaTestEnable = true;
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alphaTestRef = 1;
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alphaTestFunc = GFXCmpGreaterEqual;
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// Do a one to one blend.
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blendDefined = true;
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blendEnable = true;
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blendDefined = false;
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blendEnable = false;
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blendSrc = GFXBlendOne;
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blendDest = GFXBlendOne;
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zDefined = true;
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zEnable = false;
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zWriteEnable = false;
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samplersDefined = true;
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samplerStates[0] = SamplerClampPoint;
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samplerStates[1] = SamplerClampPoint;
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samplerStates[2] = SamplerClampPoint;
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samplerStates[3] = SamplerClampPoint;
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samplerStates[4] = SamplerClampLinear;
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samplerStates[5] = SamplerClampLinear;*/
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blendDefined = true;
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blendEnable = true;
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blendSrc = GFXBlendSrcAlpha;
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blendDest = GFXBlendInvSrcAlpha;
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blendDest = GFXBlendZero;
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zDefined = true;
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zEnable = false;
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@ -36,7 +14,6 @@ singleton GFXStateBlockData( Viz_DefaultVisualizeState )
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samplerStates[1] = SamplerClampPoint;
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samplerStates[2] = SamplerClampPoint;
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samplerStates[3] = SamplerClampLinear; // depthviz
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samplerStates[4] = SamplerClampLinear; // depthviz
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};
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singleton shaderData( Viz_TexelDensity )
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@ -92,7 +69,6 @@ singleton shaderData( Viz_SurfaceProperties )
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samplerNames[2] = "$matInfoBuffer";
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samplerNames[3] = "$ssaoMaskTex";
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samplerNames[4] = "$backbufferTex";
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samplerNames[5] = "$glowBuffer";
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pixVersion = 2.0;
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};
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@ -106,7 +82,6 @@ singleton PostEffect( Viz_SurfacePropertiesPFX )
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texture[2] = "#matinfo";
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texture[3] = "#ssaoMask";
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texture[4] = "$backBuffer";
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texture[5] = "#glowbuffer";
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target = "$backBuffer";
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renderPriority = 9999;
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@ -186,8 +161,6 @@ function toggleSurfacePropertiesViz( %mode )
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$Viz_SurfacePropertiesModeVar = "12";
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case "Backbuffer":
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$Viz_SurfacePropertiesModeVar = "13";
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case "Glow":
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$Viz_SurfacePropertiesModeVar = "14";
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default:
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$Viz_SurfacePropertiesModeVar = "-1";
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}
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@ -269,8 +242,8 @@ singleton PostEffect( Viz_ColorBlindnessPFX )
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{
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isEnabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterBin";
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renderBin = "GlowBin";
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renderTime = "PFXBeforeBin";
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renderBin = "EditorBin";
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shader = Viz_ColorBlindness;
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stateBlock = PFX_DefaultStateBlock;
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@ -32,7 +32,6 @@ uniform sampler2D colorBuffer;
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uniform sampler2D matInfoBuffer;
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uniform sampler2D ssaoMaskTex;
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uniform sampler2D backbufferTex;
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uniform sampler2D glowBuffer;
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uniform float mode;
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uniform vec3 eyePosWorld;
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@ -78,6 +77,4 @@ void main()
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OUT_col = vec4(texture( ssaoMaskTex, IN_uv0 ).rgb, 1.0);
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else if(mode == 13)
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OUT_col = vec4(texture( backbufferTex, IN_uv0 ).rgb, 1.0);
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else if(mode == 14)
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OUT_col = vec4(texture( glowBuffer, IN_uv0 ).rgb, 1.0);
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}
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@ -30,7 +30,6 @@ TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1);
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TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 2);
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TORQUE_UNIFORM_SAMPLER2D(ssaoMaskTex, 3);
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TORQUE_UNIFORM_SAMPLER2D(backbufferTex, 4);
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TORQUE_UNIFORM_SAMPLER2D(glowBuffer, 5);
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uniform float mode;
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uniform float4x4 cameraToWorld;
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@ -76,8 +75,6 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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float4(TORQUE_TEX2D( ssaoMaskTex, IN.uv0 ).rgb, 1.0);
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else if(mode == 13)
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float4(TORQUE_TEX2D( backbufferTex, IN.uv0 ).rgb, 1.0);
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else if(mode == 14)
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float4(TORQUE_TEX2D( glowBuffer, IN.uv0 ).rgb, 1.0);
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return float4(0,0,0,1);
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}
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