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https://github.com/TorqueGameEngines/Torque3D.git
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cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar.
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Engine/source/T3D/accumulationVolume.cpp
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349
Engine/source/T3D/accumulationVolume.cpp
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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
|
||||
// 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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#include "platform/platform.h"
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#include "T3D/accumulationVolume.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/sim/debugDraw.h"
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#include "util/tempAlloc.h"
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#include "materials/materialDefinition.h"
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#include "materials/materialManager.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/matInstance.h"
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#include "console/consoleTypes.h"
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#include "core/stream/bitStream.h"
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#include "gfx/gfxDevice.h"
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#include "console/console.h"
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#include "console/engineAPI.h"
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#include "gfx/gfxTextureHandle.h"
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#include "scene/sceneContainer.h"
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#include "math/mPolyhedron.impl.h"
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Vector< SimObjectPtr<SceneObject> > AccumulationVolume::smAccuObjects;
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Vector< SimObjectPtr<AccumulationVolume> > AccumulationVolume::smAccuVolumes;
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//#define DEBUG_DRAW
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IMPLEMENT_CO_NETOBJECT_V1( AccumulationVolume );
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ConsoleDocClass( AccumulationVolume,
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"@brief An invisible shape that allow objects within it to have an accumulation map.\n\n"
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"AccumulationVolume is used to add additional realism to a scene. It's main use is in outdoor scenes "
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" where objects could benefit from overlaying environment accumulation textures such as sand, snow, etc.\n\n"
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"Objects within the volume must have accumulation enabled in their material. \n\n"
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"@ingroup enviroMisc"
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);
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//-----------------------------------------------------------------------------
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AccumulationVolume::AccumulationVolume()
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: mTransformDirty( true ),
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mSilhouetteExtractor( mPolyhedron )
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{
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VECTOR_SET_ASSOCIATION( mWSPoints );
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VECTOR_SET_ASSOCIATION( mVolumeQueryList );
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//mObjectFlags.set( VisualOccluderFlag );
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mNetFlags.set( Ghostable | ScopeAlways );
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mObjScale.set( 1.f, 1.f, 1.f );
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mObjBox.set(
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Point3F( -0.5f, -0.5f, -0.5f ),
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Point3F( 0.5f, 0.5f, 0.5f )
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);
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mObjToWorld.identity();
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mWorldToObj.identity();
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// Accumulation Texture.
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mTextureName = "";
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mAccuTexture = NULL;
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resetWorldBox();
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}
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AccumulationVolume::~AccumulationVolume()
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{
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mAccuTexture = NULL;
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}
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void AccumulationVolume::initPersistFields()
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{
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addProtectedField( "texture", TypeStringFilename, Offset( mTextureName, AccumulationVolume ),
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&_setTexture, &defaultProtectedGetFn, "Accumulation texture." );
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Parent::initPersistFields();
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}
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//-----------------------------------------------------------------------------
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void AccumulationVolume::consoleInit()
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{
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// Disable rendering of occlusion volumes by default.
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getStaticClassRep()->mIsRenderEnabled = false;
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}
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//-----------------------------------------------------------------------------
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bool AccumulationVolume::onAdd()
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{
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if( !Parent::onAdd() )
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return false;
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// Prepare some client side things.
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if ( isClientObject() )
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{
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smAccuVolumes.push_back(this);
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refreshVolumes();
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}
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// Set up the silhouette extractor.
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mSilhouetteExtractor = SilhouetteExtractorType( mPolyhedron );
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return true;
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}
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void AccumulationVolume::onRemove()
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{
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if ( isClientObject() )
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{
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smAccuVolumes.remove(this);
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refreshVolumes();
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}
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Parent::onRemove();
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}
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//-----------------------------------------------------------------------------
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void AccumulationVolume::_renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat )
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{
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Parent::_renderObject( ri, state, overrideMat );
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#ifdef DEBUG_DRAW
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if( state->isDiffusePass() )
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DebugDrawer::get()->drawPolyhedronDebugInfo( mPolyhedron, getTransform(), getScale() );
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#endif
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}
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//-----------------------------------------------------------------------------
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void AccumulationVolume::setTransform( const MatrixF& mat )
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{
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Parent::setTransform( mat );
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mTransformDirty = true;
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refreshVolumes();
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}
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//-----------------------------------------------------------------------------
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void AccumulationVolume::buildSilhouette( const SceneCameraState& cameraState, Vector< Point3F >& outPoints )
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{
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// Extract the silhouette of the polyhedron. This works differently
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// depending on whether we project orthogonally or in perspective.
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TempAlloc< U32 > indices( mPolyhedron.getNumPoints() );
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U32 numPoints;
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if( cameraState.getFrustum().isOrtho() )
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{
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// Transform the view direction into object space.
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Point3F osViewDir;
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getWorldTransform().mulV( cameraState.getViewDirection(), &osViewDir );
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// And extract the silhouette.
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SilhouetteExtractorOrtho< PolyhedronType > extractor( mPolyhedron );
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numPoints = extractor.extractSilhouette( osViewDir, indices, indices.size );
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}
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else
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{
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// Create a transform to go from view space to object space.
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MatrixF camView( true );
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camView.scale( Point3F( 1.0f / getScale().x, 1.0f / getScale().y, 1.0f / getScale().z ) );
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camView.mul( getRenderWorldTransform() );
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camView.mul( cameraState.getViewWorldMatrix() );
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// Do a perspective-correct silhouette extraction.
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numPoints = mSilhouetteExtractor.extractSilhouette(
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camView,
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indices, indices.size );
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}
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// If we haven't yet, transform the polyhedron's points
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// to world space.
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if( mTransformDirty )
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{
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const U32 numPoints = mPolyhedron.getNumPoints();
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const PolyhedronType::PointType* points = getPolyhedron().getPoints();
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mWSPoints.setSize( numPoints );
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for( U32 i = 0; i < numPoints; ++ i )
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{
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Point3F p = points[ i ];
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p.convolve( getScale() );
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getTransform().mulP( p, &mWSPoints[ i ] );
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}
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mTransformDirty = false;
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}
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// Now store the points.
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outPoints.setSize( numPoints );
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for( U32 i = 0; i < numPoints; ++ i )
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outPoints[ i ] = mWSPoints[ indices[ i ] ];
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}
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//-----------------------------------------------------------------------------
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U32 AccumulationVolume::packUpdate( NetConnection *connection, U32 mask, BitStream *stream )
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{
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U32 retMask = Parent::packUpdate( connection, mask, stream );
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if (stream->writeFlag(mask & InitialUpdateMask))
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{
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stream->write( mTextureName );
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}
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return retMask;
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}
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void AccumulationVolume::unpackUpdate( NetConnection *connection, BitStream *stream )
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{
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Parent::unpackUpdate( connection, stream );
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if (stream->readFlag())
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{
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stream->read( &mTextureName );
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setTexture(mTextureName);
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}
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}
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//-----------------------------------------------------------------------------
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void AccumulationVolume::inspectPostApply()
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{
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Parent::inspectPostApply();
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setMaskBits(U32(-1) );
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}
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void AccumulationVolume::setTexture( const String& name )
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{
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mTextureName = name;
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if ( isClientObject() && mTextureName.isNotEmpty() )
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{
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mAccuTexture.set(mTextureName, &GFXDefaultStaticDiffuseProfile, "AccumulationVolume::mAccuTexture");
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if ( mAccuTexture.isNull() )
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Con::warnf( "AccumulationVolume::setTexture - Unable to load texture: %s", mTextureName.c_str() );
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}
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refreshVolumes();
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}
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//-----------------------------------------------------------------------------
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// Static Functions
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//-----------------------------------------------------------------------------
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bool AccumulationVolume::_setTexture( void *object, const char *index, const char *data )
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{
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AccumulationVolume* volume = reinterpret_cast< AccumulationVolume* >( object );
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volume->setTexture( data );
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return false;
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}
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void AccumulationVolume::refreshVolumes()
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{
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// This function tests each accumulation object to
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// see if it's within the bounds of an accumulation
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// volume. If so, it will pass on the accumulation
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// texture of the volume to the object.
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// This function should only be called when something
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// global like change of volume or material occurs.
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// Clear old data.
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for (S32 n = 0; n < smAccuObjects.size(); ++n)
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{
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SimObjectPtr<SceneObject> object = smAccuObjects[n];
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if ( object.isValid() )
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object->mAccuTex = GFXTexHandle::ZERO;
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}
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//
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for (S32 i = 0; i < smAccuVolumes.size(); ++i)
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{
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SimObjectPtr<AccumulationVolume> volume = smAccuVolumes[i];
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if ( volume.isNull() ) continue;
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for (S32 n = 0; n < smAccuObjects.size(); ++n)
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{
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SimObjectPtr<SceneObject> object = smAccuObjects[n];
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if ( object.isNull() ) continue;
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if ( volume->containsPoint(object->getPosition()) )
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object->mAccuTex = volume->mAccuTexture;
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}
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}
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}
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// Accumulation Object Management.
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void AccumulationVolume::addObject(SimObjectPtr<SceneObject> object)
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{
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smAccuObjects.push_back(object);
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refreshVolumes();
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}
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void AccumulationVolume::removeObject(SimObjectPtr<SceneObject> object)
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{
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smAccuObjects.remove(object);
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refreshVolumes();
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}
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void AccumulationVolume::updateObject(SceneObject* object)
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{
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// This function is called when an individual object
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// has been moved. Tests to see if it's in any of the
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// accumulation volumes.
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// We use ZERO instead of NULL so the accumulation
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// texture will be updated in renderMeshMgr.
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object->mAccuTex = GFXTexHandle::ZERO;
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for (S32 i = 0; i < smAccuVolumes.size(); ++i)
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{
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SimObjectPtr<AccumulationVolume> volume = smAccuVolumes[i];
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if ( volume.isNull() ) continue;
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if ( volume->containsPoint(object->getPosition()) )
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object->mAccuTex = volume->mAccuTexture;
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}
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}
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104
Engine/source/T3D/accumulationVolume.h
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104
Engine/source/T3D/accumulationVolume.h
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@ -0,0 +1,104 @@
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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
|
||||
// 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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//-----------------------------------------------------------------------------
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#ifndef _ACCUMULATIONVOLUME_H_
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#define _ACCUMULATIONVOLUME_H_
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#ifndef _SCENEPOLYHEDRALSPACE_H_
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#include "scene/scenePolyhedralSpace.h"
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#endif
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#ifndef _MSILHOUETTEEXTRACTOR_H_
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#include "math/mSilhouetteExtractor.h"
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#endif
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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/// A volume in space that blocks visibility.
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class AccumulationVolume : public ScenePolyhedralSpace
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{
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public:
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typedef ScenePolyhedralSpace Parent;
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protected:
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typedef SilhouetteExtractorPerspective< PolyhedronType > SilhouetteExtractorType;
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/// Whether the volume's transform has changed and we need to recompute
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/// transform-based data.
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bool mTransformDirty;
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/// World-space points of the volume's polyhedron.
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Vector< Point3F > mWSPoints;
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/// Silhouette extractor when using perspective projections.
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SilhouetteExtractorType mSilhouetteExtractor;
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mutable Vector< SceneObject* > mVolumeQueryList;
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// Name (path) of the accumulation texture.
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String mTextureName;
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// SceneSpace.
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virtual void _renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat );
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public:
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GFXTexHandle mAccuTexture;
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AccumulationVolume();
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~AccumulationVolume();
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// SimObject.
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DECLARE_CONOBJECT( AccumulationVolume );
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DECLARE_DESCRIPTION( "Allows objects in an area to have accumulation effect applied." );
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DECLARE_CATEGORY( "3D Scene" );
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virtual bool onAdd();
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virtual void onRemove();
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void inspectPostApply();
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void setTexture( const String& name );
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// Static Functions.
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static void consoleInit();
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static void initPersistFields();
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static Vector< SimObjectPtr<SceneObject> > smAccuObjects;
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static Vector< SimObjectPtr<AccumulationVolume> > smAccuVolumes;
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static void addObject(SimObjectPtr<SceneObject> object);
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static void removeObject(SimObjectPtr<SceneObject> object);
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static void refreshVolumes();
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static bool _setTexture( void *object, const char *index, const char *data );
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static void updateObject(SceneObject* object);
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// Network
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U32 packUpdate( NetConnection *, U32 mask, BitStream *stream );
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void unpackUpdate( NetConnection *, BitStream *stream );
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// SceneObject.
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virtual void buildSilhouette( const SceneCameraState& cameraState, Vector< Point3F >& outPoints );
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virtual void setTransform( const MatrixF& mat );
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};
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#endif // !_AccumulationVolume_H_
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@ -48,6 +48,7 @@
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#include "materials/materialFeatureData.h"
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#include "materials/materialFeatureTypes.h"
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#include "console/engineAPI.h"
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#include "T3D/accumulationVolume.h"
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using namespace Torque;
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@ -293,6 +294,13 @@ bool TSStatic::onAdd()
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_updateShouldTick();
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// Accumulation
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if ( isClientObject() && mShapeInstance )
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||||
{
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if ( mShapeInstance->hasAccumulation() )
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AccumulationVolume::addObject(this);
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||||
}
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||||
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return true;
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||||
}
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||||
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||||
|
|
@ -403,6 +411,13 @@ void TSStatic::onRemove()
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|||
{
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||||
SAFE_DELETE( mPhysicsRep );
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||||
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||||
// Accumulation
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||||
if ( isClientObject() && mShapeInstance )
|
||||
{
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||||
if ( mShapeInstance->hasAccumulation() )
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||||
AccumulationVolume::removeObject(this);
|
||||
}
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||||
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||||
mConvexList->nukeList();
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||||
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||||
removeFromScene();
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||||
|
|
@ -562,6 +577,9 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
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|||
rdata.setFadeOverride( 1.0f );
|
||||
rdata.setOriginSort( mUseOriginSort );
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||||
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||||
// Acculumation
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||||
rdata.setAccuTex(mAccuTex);
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||||
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||||
// If we have submesh culling enabled then prepare
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||||
// the object space frustum to pass to the shape.
|
||||
Frustum culler;
|
||||
|
|
@ -649,6 +667,13 @@ void TSStatic::setTransform(const MatrixF & mat)
|
|||
if ( mPhysicsRep )
|
||||
mPhysicsRep->setTransform( mat );
|
||||
|
||||
// Accumulation
|
||||
if ( isClientObject() && mShapeInstance )
|
||||
{
|
||||
if ( mShapeInstance->hasAccumulation() )
|
||||
AccumulationVolume::updateObject(this);
|
||||
}
|
||||
|
||||
// Since this is a static it's render transform changes 1
|
||||
// to 1 with it's collision transform... no interpolation.
|
||||
setRenderTransform(mat);
|
||||
|
|
|
|||
|
|
@ -330,6 +330,58 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
output = meta;
|
||||
return;
|
||||
}
|
||||
|
||||
else if (fd.features[MFT_AccuMap])
|
||||
{
|
||||
Var *bumpSample = (Var *)LangElement::find("bumpSample");
|
||||
if (bumpSample == NULL)
|
||||
{
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
||||
Var *texCoord = getInTexCoord("texCoord", "vec2", true, componentList);
|
||||
|
||||
Var *bumpMap = getNormalMapTex();
|
||||
|
||||
bumpSample = new Var;
|
||||
bumpSample->setType("vec4");
|
||||
bumpSample->setName("bumpSample");
|
||||
LangElement *bumpSampleDecl = new DecOp(bumpSample);
|
||||
|
||||
meta->addStatement(new GenOp(" @ = tex2D(@, @);\r\n", bumpSampleDecl, bumpMap, texCoord));
|
||||
|
||||
if (fd.features.hasFeature(MFT_DetailNormalMap))
|
||||
{
|
||||
Var *bumpMap = (Var*)LangElement::find("detailBumpMap");
|
||||
if (!bumpMap) {
|
||||
bumpMap = new Var;
|
||||
bumpMap->setType("sampler2D");
|
||||
bumpMap->setName("detailBumpMap");
|
||||
bumpMap->uniform = true;
|
||||
bumpMap->sampler = true;
|
||||
bumpMap->constNum = Var::getTexUnitNum();
|
||||
}
|
||||
|
||||
texCoord = getInTexCoord("detCoord", "vec2", true, componentList);
|
||||
LangElement *texOp = new GenOp("tex2D(@, @)", bumpMap, texCoord);
|
||||
|
||||
Var *detailBump = new Var;
|
||||
detailBump->setName("detailBump");
|
||||
detailBump->setType("vec4");
|
||||
meta->addStatement(expandNormalMap(texOp, new DecOp(detailBump), detailBump, fd));
|
||||
|
||||
Var *detailBumpScale = new Var;
|
||||
detailBumpScale->setType("float");
|
||||
detailBumpScale->setName("detailBumpStrength");
|
||||
detailBumpScale->uniform = true;
|
||||
detailBumpScale->constSortPos = cspPass;
|
||||
meta->addStatement(new GenOp(" @.xy += @.xy * @;\r\n", bumpSample, detailBump, detailBumpScale));
|
||||
}
|
||||
|
||||
output = meta;
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if ( fd.materialFeatures[MFT_NormalsOut] ||
|
||||
fd.features[MFT_ForwardShading] ||
|
||||
!fd.features[MFT_RTLighting] )
|
||||
|
|
@ -398,7 +450,20 @@ void DeferredBumpFeatGLSL::setTexData( Material::StageData &stageDat,
|
|||
return;
|
||||
}
|
||||
|
||||
if ( !fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
|
||||
if (!fd.features[MFT_PrePassConditioner] && fd.features[MFT_AccuMap])
|
||||
{
|
||||
passData.mTexType[texIndex] = Material::Bump;
|
||||
passData.mSamplerNames[texIndex] = "bumpMap";
|
||||
passData.mTexSlot[texIndex++].texObject = stageDat.getTex(MFT_NormalMap);
|
||||
|
||||
if (fd.features.hasFeature(MFT_DetailNormalMap))
|
||||
{
|
||||
passData.mTexType[texIndex] = Material::DetailBump;
|
||||
passData.mSamplerNames[texIndex] = "detailBumpMap";
|
||||
passData.mTexSlot[texIndex++].texObject = stageDat.getTex(MFT_DetailNormalMap);
|
||||
}
|
||||
}
|
||||
else if (!fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
|
||||
( fd.features[MFT_PrePassConditioner] ||
|
||||
fd.features[MFT_PixSpecular] ) )
|
||||
{
|
||||
|
|
@ -481,6 +546,14 @@ void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
AssertFatal( lightInfoSamp && d_specular && d_NL_Att,
|
||||
"DeferredPixelSpecularGLSL::processPix - Something hosed the deferred features!" );
|
||||
|
||||
if (fd.features[MFT_AccuMap]) {
|
||||
// change specularity where the accu texture is applied
|
||||
Var *accuPlc = (Var*)LangElement::find("plc");
|
||||
Var *accuSpecular = (Var*)LangElement::find("accuSpecular");
|
||||
if (accuPlc != NULL && accuSpecular != NULL)
|
||||
//d_specular = clamp(lerp( d_specular, accuSpecular * d_specular, plc.a), 0, 1)
|
||||
meta->addStatement(new GenOp(" @ = clamp( lerp( @, @ * @, @.a), 0, 1);\r\n", d_specular, d_specular, accuSpecular, d_specular, accuPlc));
|
||||
}
|
||||
// (a^m)^n = a^(m*n)
|
||||
meta->addStatement( new GenOp( " @ = pow( abs(@), max((@ / AL_ConstantSpecularPower),1.0f)) * @;\r\n",
|
||||
specDecl, d_specular, specPow, specStrength ) );
|
||||
|
|
|
|||
|
|
@ -330,6 +330,57 @@ void DeferredBumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
output = meta;
|
||||
return;
|
||||
}
|
||||
else if (fd.features[MFT_AccuMap])
|
||||
{
|
||||
Var *bumpSample = (Var *)LangElement::find( "bumpSample" );
|
||||
if( bumpSample == NULL )
|
||||
{
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
||||
Var *texCoord = getInTexCoord( "texCoord", "float2", true, componentList );
|
||||
|
||||
Var *bumpMap = getNormalMapTex();
|
||||
|
||||
bumpSample = new Var;
|
||||
bumpSample->setType( "float4" );
|
||||
bumpSample->setName( "bumpSample" );
|
||||
LangElement *bumpSampleDecl = new DecOp( bumpSample );
|
||||
|
||||
meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n", bumpSampleDecl, bumpMap, texCoord ) );
|
||||
|
||||
if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
|
||||
{
|
||||
Var *bumpMap = (Var*)LangElement::find( "detailBumpMap" );
|
||||
if ( !bumpMap ) {
|
||||
bumpMap = new Var;
|
||||
bumpMap->setType( "sampler2D" );
|
||||
bumpMap->setName( "detailBumpMap" );
|
||||
bumpMap->uniform = true;
|
||||
bumpMap->sampler = true;
|
||||
bumpMap->constNum = Var::getTexUnitNum();
|
||||
}
|
||||
|
||||
texCoord = getInTexCoord( "detCoord", "float2", true, componentList );
|
||||
LangElement *texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
|
||||
|
||||
Var *detailBump = new Var;
|
||||
detailBump->setName( "detailBump" );
|
||||
detailBump->setType( "float4" );
|
||||
meta->addStatement( expandNormalMap( texOp, new DecOp( detailBump ), detailBump, fd ) );
|
||||
|
||||
Var *detailBumpScale = new Var;
|
||||
detailBumpScale->setType( "float" );
|
||||
detailBumpScale->setName( "detailBumpStrength" );
|
||||
detailBumpScale->uniform = true;
|
||||
detailBumpScale->constSortPos = cspPass;
|
||||
meta->addStatement( new GenOp( " @.xy += @.xy * @;\r\n", bumpSample, detailBump, detailBumpScale ) );
|
||||
}
|
||||
|
||||
output = meta;
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if ( fd.materialFeatures[MFT_NormalsOut] ||
|
||||
fd.features[MFT_ForwardShading] ||
|
||||
!fd.features[MFT_RTLighting] )
|
||||
|
|
@ -398,7 +449,20 @@ void DeferredBumpFeatHLSL::setTexData( Material::StageData &stageDat,
|
|||
return;
|
||||
}
|
||||
|
||||
if ( !fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
|
||||
if ( !fd.features[MFT_PrePassConditioner] && fd.features[MFT_AccuMap] )
|
||||
{
|
||||
passData.mTexType[ texIndex ] = Material::Bump;
|
||||
passData.mSamplerNames[ texIndex ] = "bumpMap";
|
||||
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
|
||||
|
||||
if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
|
||||
{
|
||||
passData.mTexType[ texIndex ] = Material::DetailBump;
|
||||
passData.mSamplerNames[texIndex] = "detailBumpMap";
|
||||
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap );
|
||||
}
|
||||
}
|
||||
else if ( !fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
|
||||
( fd.features[MFT_PrePassConditioner] ||
|
||||
fd.features[MFT_PixSpecular] ) )
|
||||
{
|
||||
|
|
@ -481,6 +545,15 @@ void DeferredPixelSpecularHLSL::processPix( Vector<ShaderComponent*> &component
|
|||
AssertFatal( lightInfoSamp && d_specular && d_NL_Att,
|
||||
"DeferredPixelSpecularHLSL::processPix - Something hosed the deferred features!" );
|
||||
|
||||
if (fd.features[ MFT_AccuMap ]) {
|
||||
// change specularity where the accu texture is applied
|
||||
Var *accuPlc = (Var*) LangElement::find( "plc" );
|
||||
Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
|
||||
if(accuPlc != NULL && accuSpecular != NULL)
|
||||
//d_specular = clamp(lerp( d_specular, accuSpecular * d_specular, plc.a), 0, 1)
|
||||
meta->addStatement( new GenOp( " @ = clamp( lerp( @, @ * @, @.a), 0, 1);\r\n", d_specular, d_specular, accuSpecular, d_specular, accuPlc ) );
|
||||
}
|
||||
|
||||
// (a^m)^n = a^(m*n)
|
||||
meta->addStatement( new GenOp( " @ = pow( abs(@), max((@ / AL_ConstantSpecularPower),1.0f)) * @;\r\n",
|
||||
specDecl, d_specular, specPow, specStrength ) );
|
||||
|
|
|
|||
|
|
@ -185,6 +185,7 @@ public:
|
|||
|
||||
// BTRTODO: This stuff below should probably not be in BaseMatInstance
|
||||
virtual bool hasGlow() = 0;
|
||||
virtual bool hasAccumulation() = 0;
|
||||
|
||||
virtual U32 getCurPass() = 0;
|
||||
|
||||
|
|
|
|||
|
|
@ -497,6 +497,14 @@ bool MatInstance::hasGlow()
|
|||
return false;
|
||||
}
|
||||
|
||||
bool MatInstance::hasAccumulation()
|
||||
{
|
||||
if( mProcessedMaterial )
|
||||
return mProcessedMaterial->hasAccumulation();
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
const FeatureSet& MatInstance::getFeatures() const
|
||||
{
|
||||
return mProcessedMaterial->getFeatures();
|
||||
|
|
|
|||
|
|
@ -75,6 +75,7 @@ public:
|
|||
virtual SimObject* getUserObject() const { return mUserObject; }
|
||||
virtual Material *getMaterial() { return mMaterial; }
|
||||
virtual bool hasGlow();
|
||||
virtual bool hasAccumulation();
|
||||
virtual U32 getCurPass() { return getMax( mCurPass, 0 ); }
|
||||
virtual U32 getCurStageNum();
|
||||
virtual RenderPassData *getPass(U32 pass);
|
||||
|
|
|
|||
|
|
@ -34,6 +34,7 @@
|
|||
#include "sfx/sfxTrack.h"
|
||||
#include "sfx/sfxTypes.h"
|
||||
#include "core/util/safeDelete.h"
|
||||
#include "T3D/accumulationVolume.h"
|
||||
|
||||
|
||||
IMPLEMENT_CONOBJECT( Material );
|
||||
|
|
@ -119,6 +120,13 @@ Material::Material()
|
|||
mSpecularStrength[i] = 1.0f;
|
||||
mPixelSpecular[i] = false;
|
||||
|
||||
mAccuEnabled[i] = false;
|
||||
mAccuScale[i] = 1.0f;
|
||||
mAccuDirection[i] = 1.0f;
|
||||
mAccuStrength[i] = 0.6f;
|
||||
mAccuCoverage[i] = 0.9f;
|
||||
mAccuSpecular[i] = 16.0f;
|
||||
|
||||
mParallaxScale[i] = 0.0f;
|
||||
|
||||
mVertLit[i] = false;
|
||||
|
|
@ -250,6 +258,24 @@ void Material::initPersistFields()
|
|||
"normal map texture. Note that if pixel specular is enabled the DXTnm format will not "
|
||||
"work with your normal map, unless you are also using a specular map." );
|
||||
|
||||
addProtectedField( "accuEnabled", TYPEID< bool >(), Offset( mAccuEnabled, Material ),
|
||||
&_setAccuEnabled, &defaultProtectedGetFn, MAX_STAGES, "Accumulation texture." );
|
||||
|
||||
addField("accuScale", TypeF32, Offset(mAccuScale, Material), MAX_STAGES,
|
||||
"The scale that is applied to the accu map texture. You can use this to fit the texture to smaller or larger objects.");
|
||||
|
||||
addField("accuDirection", TypeF32, Offset(mAccuDirection, Material), MAX_STAGES,
|
||||
"The direction of the accumulation. Chose whether you want the accu map to go from top to bottom (ie. snow) or upwards (ie. mold).");
|
||||
|
||||
addField("accuStrength", TypeF32, Offset(mAccuStrength, Material), MAX_STAGES,
|
||||
"The strength of the accu map. This changes the transparency of the accu map texture. Make it subtle or add more contrast.");
|
||||
|
||||
addField("accuCoverage", TypeF32, Offset(mAccuCoverage, Material), MAX_STAGES,
|
||||
"The coverage ratio of the accu map texture. Use this to make the entire shape pick up some of the accu map texture or none at all.");
|
||||
|
||||
addField("accuSpecular", TypeF32, Offset(mAccuSpecular, Material), MAX_STAGES,
|
||||
"Changes specularity to this value where the accumulated material is present.");
|
||||
|
||||
addField( "specularMap", TypeImageFilename, Offset(mSpecularMapFilename, Material), MAX_STAGES,
|
||||
"The specular map texture. The RGB channels of this texture provide a per-pixel replacement for the 'specular' parameter on the material. "
|
||||
"If this texture contains alpha information, the alpha channel of the texture will be used as the gloss map. "
|
||||
|
|
@ -669,4 +695,18 @@ ConsoleMethod( Material, setAutoGenerated, void, 3, 3,
|
|||
"setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated." )
|
||||
{
|
||||
object->setAutoGenerated(dAtob(argv[2]));
|
||||
}
|
||||
|
||||
// Accumulation
|
||||
bool Material::_setAccuEnabled( void *object, const char *index, const char *data )
|
||||
{
|
||||
Material* mat = reinterpret_cast< Material* >( object );
|
||||
|
||||
if ( index )
|
||||
{
|
||||
U32 i = dAtoui(index);
|
||||
mat->mAccuEnabled[i] = dAtob(data);
|
||||
AccumulationVolume::refreshVolumes();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
@ -88,6 +88,7 @@ public:
|
|||
DynamicLightMask,
|
||||
NormalizeCube,
|
||||
TexTarget,
|
||||
AccuMap,
|
||||
};
|
||||
|
||||
enum BlendOp
|
||||
|
|
@ -198,6 +199,12 @@ public:
|
|||
// Data
|
||||
//-----------------------------------------------------------------------
|
||||
FileName mDiffuseMapFilename[MAX_STAGES];
|
||||
bool mAccuEnabled[MAX_STAGES];
|
||||
F32 mAccuScale[MAX_STAGES];
|
||||
F32 mAccuDirection[MAX_STAGES];
|
||||
F32 mAccuStrength[MAX_STAGES];
|
||||
F32 mAccuCoverage[MAX_STAGES];
|
||||
F32 mAccuSpecular[MAX_STAGES];
|
||||
FileName mOverlayMapFilename[MAX_STAGES];
|
||||
FileName mLightMapFilename[MAX_STAGES];
|
||||
FileName mToneMapFilename[MAX_STAGES];
|
||||
|
|
@ -371,6 +378,9 @@ public:
|
|||
//
|
||||
static void initPersistFields();
|
||||
|
||||
// Accumulation
|
||||
static bool _setAccuEnabled( void *object, const char *index, const char *data );
|
||||
|
||||
DECLARE_CONOBJECT(Material);
|
||||
protected:
|
||||
|
||||
|
|
|
|||
|
|
@ -32,6 +32,12 @@ ImplementFeatureType( MFT_TexAnim, MFG_PreTexture, 1.0f, true );
|
|||
ImplementFeatureType( MFT_Parallax, MFG_PreTexture, 2.0f, true );
|
||||
ImplementFeatureType( MFT_DiffuseVertColor, MFG_PreTexture, 3.0f, true );
|
||||
|
||||
ImplementFeatureType( MFT_AccuScale, MFG_PreTexture, 4.0f, true );
|
||||
ImplementFeatureType( MFT_AccuDirection, MFG_PreTexture, 4.0f, true );
|
||||
ImplementFeatureType( MFT_AccuStrength, MFG_PreTexture, 4.0f, true );
|
||||
ImplementFeatureType( MFT_AccuCoverage, MFG_PreTexture, 4.0f, true );
|
||||
ImplementFeatureType( MFT_AccuSpecular, MFG_PreTexture, 4.0f, true );
|
||||
|
||||
ImplementFeatureType( MFT_DiffuseMap, MFG_Texture, 2.0f, true );
|
||||
ImplementFeatureType( MFT_OverlayMap, MFG_Texture, 3.0f, true );
|
||||
ImplementFeatureType( MFT_DetailMap, MFG_Texture, 4.0f, true );
|
||||
|
|
@ -41,6 +47,8 @@ ImplementFeatureType( MFT_SpecularMap, MFG_Texture, 8.0f, true );
|
|||
ImplementFeatureType( MFT_NormalMap, MFG_Texture, 9.0f, true );
|
||||
ImplementFeatureType( MFT_DetailNormalMap, MFG_Texture, 10.0f, true );
|
||||
|
||||
ImplementFeatureType( MFT_AccuMap, MFG_PreLighting, 2.0f, true );
|
||||
|
||||
ImplementFeatureType( MFT_RTLighting, MFG_Lighting, 2.0f, true );
|
||||
ImplementFeatureType( MFT_SubSurface, MFG_Lighting, 3.0f, true );
|
||||
ImplementFeatureType( MFT_LightMap, MFG_Lighting, 4.0f, true );
|
||||
|
|
|
|||
|
|
@ -95,6 +95,13 @@ DeclareFeatureType( MFT_DetailMap );
|
|||
DeclareFeatureType( MFT_DiffuseColor );
|
||||
DeclareFeatureType( MFT_DetailNormalMap );
|
||||
|
||||
DeclareFeatureType( MFT_AccuMap );
|
||||
DeclareFeatureType( MFT_AccuScale );
|
||||
DeclareFeatureType( MFT_AccuDirection );
|
||||
DeclareFeatureType( MFT_AccuStrength );
|
||||
DeclareFeatureType( MFT_AccuCoverage );
|
||||
DeclareFeatureType( MFT_AccuSpecular );
|
||||
|
||||
/// This feature enables vertex coloring for the diffuse channel.
|
||||
DeclareFeatureType( MFT_DiffuseVertColor );
|
||||
|
||||
|
|
|
|||
|
|
@ -49,6 +49,7 @@ ProcessedCustomMaterial::ProcessedCustomMaterial(Material &mat)
|
|||
mCustomMaterial = static_cast<CustomMaterial*>(mMaterial);
|
||||
mHasSetStageData = false;
|
||||
mHasGlow = false;
|
||||
mHasAccumulation = false;
|
||||
mMaxStages = 0;
|
||||
mMaxTex = 0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -67,6 +67,7 @@ void ProcessedFFMaterial::_construct()
|
|||
{
|
||||
mHasSetStageData = false;
|
||||
mHasGlow = false;
|
||||
mHasAccumulation = false;
|
||||
mIsLightingMaterial = false;
|
||||
mDefaultHandle = new FFMaterialParameterHandle();
|
||||
mDefaultParameters = new MaterialParameters();
|
||||
|
|
|
|||
|
|
@ -93,6 +93,7 @@ ProcessedMaterial::ProcessedMaterial()
|
|||
mCurrentParams( NULL ),
|
||||
mHasSetStageData( false ),
|
||||
mHasGlow( false ),
|
||||
mHasAccumulation( false ),
|
||||
mMaxStages( 0 ),
|
||||
mVertexFormat( NULL ),
|
||||
mUserObject( NULL )
|
||||
|
|
|
|||
|
|
@ -197,6 +197,9 @@ public:
|
|||
/// Returns true if any pass glows
|
||||
bool hasGlow() const { return mHasGlow; }
|
||||
|
||||
/// Returns true if any pass accumulates
|
||||
bool hasAccumulation() const { return mHasAccumulation; }
|
||||
|
||||
/// Gets the stage number for a pass
|
||||
U32 getStageFromPass(U32 pass) const
|
||||
{
|
||||
|
|
@ -244,6 +247,9 @@ protected:
|
|||
/// If we glow
|
||||
bool mHasGlow;
|
||||
|
||||
/// If we have accumulation.
|
||||
bool mHasAccumulation;
|
||||
|
||||
/// Number of stages (not to be confused with number of passes)
|
||||
U32 mMaxStages;
|
||||
|
||||
|
|
|
|||
|
|
@ -55,6 +55,11 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/
|
|||
mSpecularColorSC = shader->getShaderConstHandle(ShaderGenVars::specularColor);
|
||||
mSpecularPowerSC = shader->getShaderConstHandle(ShaderGenVars::specularPower);
|
||||
mSpecularStrengthSC = shader->getShaderConstHandle(ShaderGenVars::specularStrength);
|
||||
mAccuScaleSC = shader->getShaderConstHandle("$accuScale");
|
||||
mAccuDirectionSC = shader->getShaderConstHandle("$accuDirection");
|
||||
mAccuStrengthSC = shader->getShaderConstHandle("$accuStrength");
|
||||
mAccuCoverageSC = shader->getShaderConstHandle("$accuCoverage");
|
||||
mAccuSpecularSC = shader->getShaderConstHandle("$accuSpecular");
|
||||
mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
|
||||
mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
|
||||
mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
|
||||
|
|
@ -423,6 +428,34 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
|
|||
fd.features.addFeature( MFT_GlossMap );
|
||||
}
|
||||
|
||||
if ( mMaterial->mAccuEnabled[stageNum] )
|
||||
{
|
||||
fd.features.addFeature( MFT_AccuMap );
|
||||
mHasAccumulation = true;
|
||||
}
|
||||
|
||||
// we need both diffuse and normal maps + sm3 to have an accu map
|
||||
if( fd.features[ MFT_AccuMap ] &&
|
||||
( !fd.features[ MFT_DiffuseMap ] ||
|
||||
!fd.features[ MFT_NormalMap ] ||
|
||||
GFX->getPixelShaderVersion() < 3.0f ) ) {
|
||||
AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
|
||||
fd.features.removeFeature( MFT_AccuMap );
|
||||
mHasAccumulation = false;
|
||||
}
|
||||
|
||||
// if we still have the AccuMap feature, we add all accu constant features
|
||||
if ( fd.features[ MFT_AccuMap ] ) {
|
||||
// add the dependencies of the accu map
|
||||
fd.features.addFeature( MFT_AccuScale );
|
||||
fd.features.addFeature( MFT_AccuDirection );
|
||||
fd.features.addFeature( MFT_AccuStrength );
|
||||
fd.features.addFeature( MFT_AccuCoverage );
|
||||
fd.features.addFeature( MFT_AccuSpecular );
|
||||
// now remove some features that are not compatible with this
|
||||
fd.features.removeFeature( MFT_UseInstancing );
|
||||
}
|
||||
|
||||
// Without a base texture use the diffuse color
|
||||
// feature to ensure some sort of output.
|
||||
if (!fd.features[MFT_DiffuseMap])
|
||||
|
|
@ -809,6 +842,13 @@ void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const S
|
|||
case Material::BackBuff:
|
||||
GFX->setTexture( i, sgData.backBuffTex );
|
||||
break;
|
||||
|
||||
case Material::AccuMap:
|
||||
if ( sgData.accuTex )
|
||||
GFX->setTexture( i, sgData.accuTex );
|
||||
else
|
||||
GFX->setTexture( i, GFXTexHandle::ZERO );
|
||||
break;
|
||||
|
||||
case Material::TexTarget:
|
||||
{
|
||||
|
|
@ -1137,6 +1177,17 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
|
|||
0.0f, 0.0f ); // TODO: Wrap mode flags?
|
||||
shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
|
||||
}
|
||||
|
||||
if( handles->mAccuScaleSC->isValid() )
|
||||
shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
|
||||
if( handles->mAccuDirectionSC->isValid() )
|
||||
shaderConsts->set( handles->mAccuDirectionSC, mMaterial->mAccuDirection[stageNum] );
|
||||
if( handles->mAccuStrengthSC->isValid() )
|
||||
shaderConsts->set( handles->mAccuStrengthSC, mMaterial->mAccuStrength[stageNum] );
|
||||
if( handles->mAccuCoverageSC->isValid() )
|
||||
shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
|
||||
if( handles->mAccuSpecularSC->isValid() )
|
||||
shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
|
||||
}
|
||||
|
||||
bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
|
||||
|
|
|
|||
|
|
@ -48,6 +48,11 @@ public:
|
|||
GFXShaderConstHandle* mSpecularPowerSC;
|
||||
GFXShaderConstHandle* mSpecularStrengthSC;
|
||||
GFXShaderConstHandle* mParallaxInfoSC;
|
||||
GFXShaderConstHandle* mAccuScaleSC;
|
||||
GFXShaderConstHandle* mAccuDirectionSC;
|
||||
GFXShaderConstHandle* mAccuStrengthSC;
|
||||
GFXShaderConstHandle* mAccuCoverageSC;
|
||||
GFXShaderConstHandle* mAccuSpecularSC;
|
||||
GFXShaderConstHandle* mFogDataSC;
|
||||
GFXShaderConstHandle* mFogColorSC;
|
||||
GFXShaderConstHandle* mDetailScaleSC;
|
||||
|
|
|
|||
|
|
@ -64,6 +64,7 @@ struct SceneData
|
|||
GFXTextureObject *backBuffTex;
|
||||
GFXTextureObject *reflectTex;
|
||||
GFXTextureObject *miscTex;
|
||||
GFXTextureObject *accuTex;
|
||||
|
||||
/// The current lights to use in rendering
|
||||
/// in order of the light importance.
|
||||
|
|
|
|||
|
|
@ -164,6 +164,7 @@ void RenderBinManager::setupSGData( MeshRenderInst *ri, SceneData &data )
|
|||
data.cubemap = ri->cubemap;
|
||||
data.miscTex = ri->miscTex;
|
||||
data.reflectTex = ri->reflectTex;
|
||||
data.accuTex = ri->accuTex;
|
||||
data.lightmap = ri->lightmap;
|
||||
data.visibility = ri->visibility;
|
||||
data.materialHint = ri->materialHint;
|
||||
|
|
|
|||
|
|
@ -115,6 +115,7 @@ void RenderMeshMgr::render(SceneRenderState * state)
|
|||
GFXCubemap *lastCubemap = NULL;
|
||||
GFXTextureObject *lastReflectTex = NULL;
|
||||
GFXTextureObject *lastMiscTex = NULL;
|
||||
GFXTextureObject *lastAccuTex = NULL;
|
||||
|
||||
SceneData sgData;
|
||||
sgData.init( state );
|
||||
|
|
@ -225,6 +226,15 @@ void RenderMeshMgr::render(SceneRenderState * state)
|
|||
dirty = true;
|
||||
}
|
||||
|
||||
// Update accumulation texture if it changed.
|
||||
// Note: accumulation texture can be NULL, and must be updated.
|
||||
if ( passRI->accuTex != lastAccuTex )
|
||||
{
|
||||
sgData.accuTex = passRI->accuTex;
|
||||
lastAccuTex = lastAccuTex;
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
if ( dirty )
|
||||
mat->setTextureStages( state, sgData );
|
||||
|
||||
|
|
|
|||
|
|
@ -366,6 +366,7 @@ struct MeshRenderInst : public RenderInst
|
|||
GFXTextureObject *backBuffTex;
|
||||
GFXTextureObject *reflectTex;
|
||||
GFXTextureObject *miscTex;
|
||||
GFXTextureObject *accuTex;
|
||||
GFXCubemap *cubemap;
|
||||
|
||||
void clear();
|
||||
|
|
|
|||
|
|
@ -43,6 +43,7 @@
|
|||
#include "math/mTransform.h"
|
||||
#include "T3D/gameBase/gameProcess.h"
|
||||
#include "T3D/gameBase/gameConnection.h"
|
||||
#include "T3D/accumulationVolume.h"
|
||||
|
||||
IMPLEMENT_CONOBJECT(SceneObject);
|
||||
|
||||
|
|
@ -141,6 +142,8 @@ SceneObject::SceneObject()
|
|||
|
||||
mObjectFlags.set( RenderEnabledFlag | SelectionEnabledFlag );
|
||||
mIsScopeAlways = false;
|
||||
|
||||
mAccuTex = NULL;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -152,6 +155,7 @@ SceneObject::~SceneObject()
|
|||
AssertFatal( !mSceneObjectLinks,
|
||||
"SceneObject::~SceneObject() - object is still linked to SceneTrackers" );
|
||||
|
||||
mAccuTex = NULL;
|
||||
unlink();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -51,6 +51,10 @@
|
|||
#include "scene/sceneContainer.h"
|
||||
#endif
|
||||
|
||||
#ifndef _GFXDEVICE_H_
|
||||
#include "gfx/gfxDevice.h"
|
||||
#endif
|
||||
|
||||
|
||||
class SceneManager;
|
||||
class SceneRenderState;
|
||||
|
|
@ -765,8 +769,14 @@ class SceneObject : public NetObject, private SceneContainer::Link, public Proce
|
|||
static bool _setFieldRotation( void *object, const char *index, const char *data );
|
||||
static bool _setFieldScale( void *object, const char *index, const char *data );
|
||||
static bool _setMountPID( void* object, const char* index, const char* data );
|
||||
static bool _setAccuEnabled( void *object, const char *index, const char *data );
|
||||
|
||||
/// @}
|
||||
|
||||
// Accumulation Texture
|
||||
// Note: This was placed in SceneObject to both ShapeBase and TSStatic could support it.
|
||||
public:
|
||||
GFXTextureObject* mAccuTex;
|
||||
};
|
||||
|
||||
#endif // _SCENEOBJECT_H_
|
||||
|
|
|
|||
241
Engine/source/shaderGen/GLSL/accuFeatureGLSL.cpp
Normal file
241
Engine/source/shaderGen/GLSL/accuFeatureGLSL.cpp
Normal file
|
|
@ -0,0 +1,241 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 "shaderGen/GLSL/accuFeatureGLSL.h"
|
||||
#include "shaderGen/shaderFeature.h"
|
||||
#include "shaderGen/shaderOp.h"
|
||||
#include "shaderGen/featureMgr.h"
|
||||
#include "materials/materialFeatureTypes.h"
|
||||
#include "gfx/gfxDevice.h"
|
||||
#include "materials/processedMaterial.h"
|
||||
|
||||
//****************************************************************************
|
||||
// Accu Texture
|
||||
//****************************************************************************
|
||||
void AccuTexFeatGLSL::processVert(Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
MultiLine *meta = new MultiLine;
|
||||
getOutTexCoord( "texCoord",
|
||||
"vec2",
|
||||
true,
|
||||
false,
|
||||
meta,
|
||||
componentList );
|
||||
|
||||
getOutObjToTangentSpace( componentList, meta, fd );
|
||||
addOutAccuVec( componentList, meta );
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
||||
void AccuTexFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
||||
output = meta;
|
||||
|
||||
// OUT.col
|
||||
Var *color = (Var*) LangElement::find( "col" );
|
||||
if (!color)
|
||||
{
|
||||
output = new GenOp(" //NULL COLOR!");
|
||||
return;
|
||||
}
|
||||
|
||||
// accu map
|
||||
Var *accuMap = new Var;
|
||||
accuMap->setType( "sampler2D" );
|
||||
accuMap->setName( "accuMap" );
|
||||
accuMap->uniform = true;
|
||||
accuMap->sampler = true;
|
||||
accuMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
||||
|
||||
// accuColor var
|
||||
Var *accuColor = new Var;
|
||||
accuColor->setType( "vec4" );
|
||||
accuColor->setName( "accuColor" );
|
||||
LangElement *colorAccuDecl = new DecOp( accuColor );
|
||||
|
||||
// plc (placement)
|
||||
Var *accuPlc = new Var;
|
||||
accuPlc->setType( "vec4" );
|
||||
accuPlc->setName( "plc" );
|
||||
LangElement *plcAccu = new DecOp( accuPlc );
|
||||
|
||||
// accu constants
|
||||
Var *accuScale = (Var*)LangElement::find( "accuScale" );
|
||||
if ( !accuScale ) {
|
||||
accuScale = new Var;
|
||||
accuScale->setType( "float" );
|
||||
accuScale->setName( "accuScale" );
|
||||
accuScale->uniform = true;
|
||||
accuScale->sampler = false;
|
||||
accuScale->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
Var *accuDirection = (Var*)LangElement::find( "accuDirection" );
|
||||
if ( !accuDirection ) {
|
||||
accuDirection = new Var;
|
||||
accuDirection->setType( "float" );
|
||||
accuDirection->setName( "accuDirection" );
|
||||
accuDirection->uniform = true;
|
||||
accuDirection->sampler = false;
|
||||
accuDirection->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
Var *accuStrength = (Var*)LangElement::find( "accuStrength" );
|
||||
if ( !accuStrength ) {
|
||||
accuStrength = new Var;
|
||||
accuStrength->setType( "float" );
|
||||
accuStrength->setName( "accuStrength" );
|
||||
accuStrength->uniform = true;
|
||||
accuStrength->sampler = false;
|
||||
accuStrength->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
Var *accuCoverage = (Var*)LangElement::find( "accuCoverage" );
|
||||
if ( !accuCoverage ) {
|
||||
accuCoverage = new Var;
|
||||
accuCoverage->setType( "float" );
|
||||
accuCoverage->setName( "accuCoverage" );
|
||||
accuCoverage->uniform = true;
|
||||
accuCoverage->sampler = false;
|
||||
accuCoverage->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
|
||||
if ( !accuSpecular ) {
|
||||
accuSpecular = new Var;
|
||||
accuSpecular->setType( "float" );
|
||||
accuSpecular->setName( "accuSpecular" );
|
||||
accuSpecular->uniform = true;
|
||||
accuSpecular->sampler = false;
|
||||
accuSpecular->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
|
||||
Var *inTex = getInTexCoord( "texCoord", "vec2", true, componentList );
|
||||
Var *accuVec = getInTexCoord( "accuVec", "vec3", true, componentList );
|
||||
Var *bumpNorm = (Var *)LangElement::find( "bumpSample" );
|
||||
if( bumpNorm == NULL ) {
|
||||
bumpNorm = (Var *)LangElement::find( "bumpNormal" );
|
||||
if (!bumpNorm)
|
||||
{
|
||||
output = new GenOp(" //NULL bumpNormal!");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// get the accu pixel color
|
||||
meta->addStatement( new GenOp( " @ = tex2D(@, @ * @);\r\n", colorAccuDecl, accuMap, inTex, accuScale ) );
|
||||
|
||||
// scale up normals
|
||||
meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );
|
||||
|
||||
// assign direction
|
||||
meta->addStatement( new GenOp( " @.z *= @*2.0;\r\n", accuVec, accuDirection ) );
|
||||
|
||||
// saturate based on strength
|
||||
meta->addStatement( new GenOp( " @ = saturate( float4(dot( float3(@), @.xyz * pow(@, 5) ) ));\r\n", plcAccu, bumpNorm, accuVec, accuStrength ) );
|
||||
|
||||
// add coverage
|
||||
meta->addStatement( new GenOp( " @.a += (2 * pow(@/2, 5)) - 0.5;\r\n", accuPlc, accuCoverage ) );
|
||||
|
||||
// clamp to a sensible value
|
||||
meta->addStatement( new GenOp( " @.a = clamp(@.a, 0, 1);\r\n", accuPlc, accuPlc ) );
|
||||
|
||||
// light
|
||||
Var *lightColor = (Var*) LangElement::find( "d_lightcolor" );
|
||||
if(lightColor != NULL)
|
||||
meta->addStatement( new GenOp( " @ *= float4(@, 1.0);\r\n\r\n", accuColor, lightColor ) );
|
||||
|
||||
// lerp with current pixel - use the accu alpha as well
|
||||
meta->addStatement( new GenOp( " @ = mix( @, @, @.a * @.a);\r\n", color, color, accuColor, accuPlc, accuColor ) );
|
||||
|
||||
// the result should always be opaque
|
||||
meta->addStatement( new GenOp( " @.a = 1.0;\r\n", color ) );
|
||||
}
|
||||
|
||||
void AccuTexFeatGLSL::setTexData(Material::StageData &stageDat,
|
||||
const MaterialFeatureData &fd,
|
||||
RenderPassData &passData,
|
||||
U32 &texIndex )
|
||||
{
|
||||
//GFXTextureObject *tex = stageDat.getTex( MFT_AccuMap );
|
||||
//if ( tex )
|
||||
//{
|
||||
passData.mSamplerNames[texIndex] = "accuMap";
|
||||
passData.mTexType[ texIndex++ ] = Material::AccuMap;
|
||||
//passData.mTexSlot[ texIndex++ ].texObject = tex;
|
||||
//}
|
||||
}
|
||||
|
||||
|
||||
void AccuTexFeatGLSL::getAccuVec(MultiLine *meta, LangElement *accuVec)
|
||||
{
|
||||
// Get the transform to world space.
|
||||
Var *objTrans = (Var*)LangElement::find( "objTrans" );
|
||||
if ( !objTrans )
|
||||
{
|
||||
objTrans = new Var;
|
||||
objTrans->setType( "float4x4" );
|
||||
objTrans->setName( "objTrans" );
|
||||
objTrans->uniform = true;
|
||||
objTrans->constSortPos = cspPrimitive;
|
||||
}
|
||||
|
||||
// accu obj trans
|
||||
Var *aobjTrans = new Var;
|
||||
aobjTrans->setType( "float4x4" );
|
||||
aobjTrans->setName( "accuObjTrans" );
|
||||
LangElement *accuObjTransDecl = new DecOp( aobjTrans );
|
||||
|
||||
Var *outObjToTangentSpace = (Var*)LangElement::find( "objToTangentSpace" );
|
||||
|
||||
Var *tav = new Var;
|
||||
tav->setType( "float4" );
|
||||
tav->setName( "tAccuVec" );
|
||||
LangElement *tavDecl = new DecOp( tav );
|
||||
|
||||
meta->addStatement( new GenOp( " @ = float4(0,0,1,0);\r\n", tavDecl ) );
|
||||
meta->addStatement( new GenOp( " @ = transpose(@);\r\n", accuObjTransDecl, objTrans ) );
|
||||
meta->addStatement( new GenOp( " @ = tMul(@, @);\r\n", tav, aobjTrans, tav ) );
|
||||
meta->addStatement( new GenOp( " @.xyz = tMul(@, @.xyz);\r\n", tav, outObjToTangentSpace, tav ) );
|
||||
meta->addStatement( new GenOp( " @.y *= -1;\r\n", tav ) );
|
||||
meta->addStatement( new GenOp( " @ = @.xyz;\r\n", accuVec, tav ) );
|
||||
}
|
||||
|
||||
Var* AccuTexFeatGLSL::addOutAccuVec(Vector<ShaderComponent*> &componentList, MultiLine *meta)
|
||||
{
|
||||
Var *outAccuVec = (Var*)LangElement::find( "accuVec" );
|
||||
if ( !outAccuVec )
|
||||
{
|
||||
// Setup the connector.
|
||||
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
||||
outAccuVec = connectComp->getElement( RT_TEXCOORD );
|
||||
outAccuVec->setName( "accuVec" );
|
||||
outAccuVec->setStructName( "OUT" );
|
||||
outAccuVec->setType( "float3" );
|
||||
outAccuVec->mapsToSampler = false;
|
||||
|
||||
getAccuVec( meta, outAccuVec );
|
||||
}
|
||||
|
||||
return outAccuVec;
|
||||
}
|
||||
185
Engine/source/shaderGen/GLSL/accuFeatureGLSL.h
Normal file
185
Engine/source/shaderGen/GLSL/accuFeatureGLSL.h
Normal file
|
|
@ -0,0 +1,185 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifndef _ACCUFEATUREGLSL_H_
|
||||
#define _ACCUFEATUREGLSL_H_
|
||||
|
||||
#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
|
||||
|
||||
/// Accu texture
|
||||
class AccuTexFeatGLSL : public ShaderFeatureGLSL
|
||||
{
|
||||
public:
|
||||
|
||||
//****************************************************************************
|
||||
// Accu Texture
|
||||
//****************************************************************************
|
||||
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
|
||||
void getAccuVec( MultiLine *meta, LangElement *accuVec );
|
||||
|
||||
Var* addOutAccuVec( Vector<ShaderComponent*> &componentList, MultiLine *meta );
|
||||
|
||||
virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
|
||||
|
||||
virtual Resources getResources( const MaterialFeatureData &fd )
|
||||
{
|
||||
Resources res;
|
||||
res.numTex = 1;
|
||||
res.numTexReg = 1;
|
||||
return res;
|
||||
}
|
||||
|
||||
virtual void setTexData( Material::StageData &stageDat,
|
||||
const MaterialFeatureData &fd,
|
||||
RenderPassData &passData,
|
||||
U32 &texIndex );
|
||||
|
||||
virtual String getName()
|
||||
{
|
||||
return "Accu Texture";
|
||||
}
|
||||
};
|
||||
|
||||
class AccuScaleFeature : public ShaderFeatureGLSL
|
||||
{
|
||||
public:
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
|
||||
{
|
||||
// Find the constant value
|
||||
Var *accuScale = (Var *)( LangElement::find("accuScale") );
|
||||
if( accuScale == NULL )
|
||||
{
|
||||
accuScale = new Var;
|
||||
accuScale->setType( "float" );
|
||||
accuScale->setName( "accuScale" );
|
||||
accuScale->constSortPos = cspPotentialPrimitive;
|
||||
accuScale->uniform = true;
|
||||
}
|
||||
}
|
||||
|
||||
virtual String getName() { return "Accu Scale"; }
|
||||
};
|
||||
|
||||
class AccuDirectionFeature : public ShaderFeatureGLSL
|
||||
{
|
||||
public:
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
|
||||
{
|
||||
// Find the constant value
|
||||
Var *accuDirection = (Var *)( LangElement::find("accuDirection") );
|
||||
if( accuDirection == NULL )
|
||||
{
|
||||
accuDirection = new Var;
|
||||
accuDirection->setType( "float" );
|
||||
accuDirection->setName( "accuDirection" );
|
||||
accuDirection->constSortPos = cspPotentialPrimitive;
|
||||
accuDirection->uniform = true;
|
||||
}
|
||||
}
|
||||
|
||||
virtual String getName() { return "Accu Direction"; }
|
||||
};
|
||||
|
||||
class AccuStrengthFeature : public ShaderFeatureGLSL
|
||||
{
|
||||
public:
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
|
||||
{
|
||||
// Find the constant value
|
||||
Var *accuStrength = (Var *)( LangElement::find("accuStrength") );
|
||||
if( accuStrength == NULL )
|
||||
{
|
||||
accuStrength = new Var;
|
||||
accuStrength->setType( "float" );
|
||||
accuStrength->setName( "accuStrength" );
|
||||
accuStrength->constSortPos = cspPotentialPrimitive;
|
||||
accuStrength->uniform = true;
|
||||
}
|
||||
}
|
||||
|
||||
virtual String getName() { return "Accu Strength"; }
|
||||
};
|
||||
|
||||
class AccuCoverageFeature : public ShaderFeatureGLSL
|
||||
{
|
||||
public:
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
|
||||
{
|
||||
// Find the constant value
|
||||
Var *accuCoverage = (Var *)( LangElement::find("accuCoverage") );
|
||||
if( accuCoverage == NULL )
|
||||
{
|
||||
accuCoverage = new Var;
|
||||
accuCoverage->setType( "float" );
|
||||
accuCoverage->setName( "accuCoverage" );
|
||||
accuCoverage->constSortPos = cspPotentialPrimitive;
|
||||
accuCoverage->uniform = true;
|
||||
}
|
||||
}
|
||||
|
||||
virtual String getName() { return "Accu Coverage"; }
|
||||
};
|
||||
|
||||
|
||||
class AccuSpecularFeature : public ShaderFeatureGLSL
|
||||
{
|
||||
public:
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
|
||||
{
|
||||
// Find the constant value
|
||||
Var *accuSpecular = (Var *)( LangElement::find("accuSpecular") );
|
||||
if( accuSpecular == NULL )
|
||||
{
|
||||
accuSpecular = new Var;
|
||||
accuSpecular->setType( "float" );
|
||||
accuSpecular->setName( "accuSpecular" );
|
||||
accuSpecular->constSortPos = cspPotentialPrimitive;
|
||||
accuSpecular->uniform = true;
|
||||
}
|
||||
}
|
||||
|
||||
virtual String getName() { return "Accu Specular"; }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -32,6 +32,7 @@
|
|||
#include "shaderGen/GLSL/paraboloidGLSL.h"
|
||||
#include "materials/materialFeatureTypes.h"
|
||||
#include "core/module.h"
|
||||
#include "shaderGen/GLSL/accuFeatureGLSL.h"
|
||||
|
||||
|
||||
static ShaderGen::ShaderGenInitDelegate sInitDelegate;
|
||||
|
|
@ -62,6 +63,7 @@ void _initShaderGenGLSL( ShaderGen *shaderGen )
|
|||
FEATUREMGR->registerFeature( MFT_CubeMap, new ReflectCubeFeatGLSL );
|
||||
FEATUREMGR->registerFeature( MFT_PixSpecular, new PixelSpecularGLSL );
|
||||
FEATUREMGR->registerFeature( MFT_SpecularMap, new SpecularMapGLSL );
|
||||
FEATUREMGR->registerFeature( MFT_AccuMap, new AccuTexFeatGLSL );
|
||||
FEATUREMGR->registerFeature( MFT_GlossMap, new NamedFeatureGLSL( "Gloss Map" ) );
|
||||
FEATUREMGR->registerFeature( MFT_IsTranslucent, new NamedFeatureGLSL( "Translucent" ) );
|
||||
FEATUREMGR->registerFeature( MFT_Visibility, new VisibilityFeatGLSL );
|
||||
|
|
|
|||
238
Engine/source/shaderGen/HLSL/accuFeatureHLSL.cpp
Normal file
238
Engine/source/shaderGen/HLSL/accuFeatureHLSL.cpp
Normal file
|
|
@ -0,0 +1,238 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 "shaderGen/HLSL/accuFeatureHLSL.h"
|
||||
#include "shaderGen/shaderFeature.h"
|
||||
#include "shaderGen/shaderOp.h"
|
||||
#include "shaderGen/featureMgr.h"
|
||||
#include "materials/materialFeatureTypes.h"
|
||||
#include "gfx/gfxDevice.h"
|
||||
#include "materials/processedMaterial.h"
|
||||
|
||||
//****************************************************************************
|
||||
// Accu Texture
|
||||
//****************************************************************************
|
||||
void AccuTexFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
MultiLine *meta = new MultiLine;
|
||||
getOutTexCoord( "texCoord",
|
||||
"float2",
|
||||
true,
|
||||
false,
|
||||
meta,
|
||||
componentList );
|
||||
|
||||
getOutObjToTangentSpace( componentList, meta, fd );
|
||||
addOutAccuVec( componentList, meta );
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
||||
void AccuTexFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
||||
output = meta;
|
||||
|
||||
// OUT.col
|
||||
Var *color = (Var*) LangElement::find( "col" );
|
||||
if (!color)
|
||||
{
|
||||
output = new GenOp(" //NULL COLOR!");
|
||||
return;
|
||||
}
|
||||
|
||||
// accu map
|
||||
Var *accuMap = new Var;
|
||||
accuMap->setType( "sampler2D" );
|
||||
accuMap->setName( "accuMap" );
|
||||
accuMap->uniform = true;
|
||||
accuMap->sampler = true;
|
||||
accuMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
||||
|
||||
// accuColor var
|
||||
Var *accuColor = new Var;
|
||||
accuColor->setType( "float4" );
|
||||
accuColor->setName( "accuColor" );
|
||||
LangElement *colorAccuDecl = new DecOp( accuColor );
|
||||
|
||||
// plc (placement)
|
||||
Var *accuPlc = new Var;
|
||||
accuPlc->setType( "float4" );
|
||||
accuPlc->setName( "plc" );
|
||||
LangElement *plcAccu = new DecOp( accuPlc );
|
||||
|
||||
// accu constants
|
||||
Var *accuScale = (Var*)LangElement::find( "accuScale" );
|
||||
if ( !accuScale ) {
|
||||
accuScale = new Var;
|
||||
accuScale->setType( "float" );
|
||||
accuScale->setName( "accuScale" );
|
||||
accuScale->uniform = true;
|
||||
accuScale->sampler = false;
|
||||
accuScale->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
Var *accuDirection = (Var*)LangElement::find( "accuDirection" );
|
||||
if ( !accuDirection ) {
|
||||
accuDirection = new Var;
|
||||
accuDirection->setType( "float" );
|
||||
accuDirection->setName( "accuDirection" );
|
||||
accuDirection->uniform = true;
|
||||
accuDirection->sampler = false;
|
||||
accuDirection->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
Var *accuStrength = (Var*)LangElement::find( "accuStrength" );
|
||||
if ( !accuStrength ) {
|
||||
accuStrength = new Var;
|
||||
accuStrength->setType( "float" );
|
||||
accuStrength->setName( "accuStrength" );
|
||||
accuStrength->uniform = true;
|
||||
accuStrength->sampler = false;
|
||||
accuStrength->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
Var *accuCoverage = (Var*)LangElement::find( "accuCoverage" );
|
||||
if ( !accuCoverage ) {
|
||||
accuCoverage = new Var;
|
||||
accuCoverage->setType( "float" );
|
||||
accuCoverage->setName( "accuCoverage" );
|
||||
accuCoverage->uniform = true;
|
||||
accuCoverage->sampler = false;
|
||||
accuCoverage->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
|
||||
if ( !accuSpecular ) {
|
||||
accuSpecular = new Var;
|
||||
accuSpecular->setType( "float" );
|
||||
accuSpecular->setName( "accuSpecular" );
|
||||
accuSpecular->uniform = true;
|
||||
accuSpecular->sampler = false;
|
||||
accuSpecular->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
|
||||
Var *inTex = getInTexCoord( "texCoord", "float2", true, componentList );
|
||||
Var *accuVec = getInTexCoord( "accuVec", "float3", true, componentList );
|
||||
Var *bumpNorm = (Var *)LangElement::find( "bumpSample" );
|
||||
if( bumpNorm == NULL ) {
|
||||
bumpNorm = (Var *)LangElement::find( "bumpNormal" );
|
||||
if (!bumpNorm)
|
||||
return;
|
||||
}
|
||||
|
||||
// get the accu pixel color
|
||||
meta->addStatement( new GenOp( " @ = tex2D(@, @ * @);\r\n", colorAccuDecl, accuMap, inTex, accuScale ) );
|
||||
|
||||
// scale up normals
|
||||
meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );
|
||||
|
||||
// assign direction
|
||||
meta->addStatement( new GenOp( " @.z *= @*2.0;\r\n", accuVec, accuDirection ) );
|
||||
|
||||
// saturate based on strength
|
||||
meta->addStatement( new GenOp( " @ = saturate( dot( @, @.xyz * pow(@, 5) ) );\r\n", plcAccu, bumpNorm, accuVec, accuStrength ) );
|
||||
|
||||
// add coverage
|
||||
meta->addStatement( new GenOp( " @.a += (2 * pow(@/2, 5)) - 0.5;\r\n", accuPlc, accuCoverage ) );
|
||||
|
||||
// clamp to a sensible value
|
||||
meta->addStatement( new GenOp( " @.a = clamp(@.a, 0, 1);\r\n", accuPlc, accuPlc ) );
|
||||
|
||||
// light
|
||||
Var *lightColor = (Var*) LangElement::find( "d_lightcolor" );
|
||||
if(lightColor != NULL)
|
||||
meta->addStatement( new GenOp( " @ *= float4(@, 1.0);\r\n\r\n", accuColor, lightColor ) );
|
||||
|
||||
// lerp with current pixel - use the accu alpha as well
|
||||
meta->addStatement( new GenOp( " @ = lerp( @, @, @.a * @.a);\r\n", color, color, accuColor, accuPlc, accuColor ) );
|
||||
|
||||
// the result should always be opaque
|
||||
meta->addStatement( new GenOp( " @.a = 1.0;\r\n", color ) );
|
||||
|
||||
}
|
||||
|
||||
void AccuTexFeatHLSL::setTexData( Material::StageData &stageDat,
|
||||
const MaterialFeatureData &fd,
|
||||
RenderPassData &passData,
|
||||
U32 &texIndex )
|
||||
{
|
||||
//GFXTextureObject *tex = stageDat.getTex( MFT_AccuMap );
|
||||
//if ( tex )
|
||||
//{
|
||||
passData.mSamplerNames[ texIndex ] = "AccuMap";
|
||||
passData.mTexType[ texIndex++ ] = Material::AccuMap;
|
||||
//}
|
||||
}
|
||||
|
||||
|
||||
void AccuTexFeatHLSL::getAccuVec( MultiLine *meta, LangElement *accuVec )
|
||||
{
|
||||
// Get the transform to world space.
|
||||
Var *objTrans = (Var*)LangElement::find( "objTrans" );
|
||||
if ( !objTrans )
|
||||
{
|
||||
objTrans = new Var;
|
||||
objTrans->setType( "float4x4" );
|
||||
objTrans->setName( "objTrans" );
|
||||
objTrans->uniform = true;
|
||||
objTrans->constSortPos = cspPrimitive;
|
||||
}
|
||||
|
||||
// accu obj trans
|
||||
Var *aobjTrans = new Var;
|
||||
aobjTrans->setType( "float4x4" );
|
||||
aobjTrans->setName( "accuObjTrans" );
|
||||
LangElement *accuObjTransDecl = new DecOp( aobjTrans );
|
||||
|
||||
Var *outObjToTangentSpace = (Var*)LangElement::find( "objToTangentSpace" );
|
||||
|
||||
Var *tav = new Var;
|
||||
tav->setType( "float4" );
|
||||
tav->setName( "tAccuVec" );
|
||||
LangElement *tavDecl = new DecOp( tav );
|
||||
|
||||
meta->addStatement( new GenOp( " @ = float4(0,0,1,0);\r\n", tavDecl ) );
|
||||
meta->addStatement( new GenOp( " @ = transpose(@);\r\n", accuObjTransDecl, objTrans ) );
|
||||
meta->addStatement( new GenOp( " @ = mul(@, @);\r\n", tav, aobjTrans, tav ) );
|
||||
meta->addStatement( new GenOp( " @.xyz = mul(@, @.xyz);\r\n", tav, outObjToTangentSpace, tav ) );
|
||||
meta->addStatement( new GenOp( " @.y *= -1;\r\n", tav ) );
|
||||
meta->addStatement( new GenOp( " @ = @.xyz;\r\n", accuVec, tav ) );
|
||||
}
|
||||
|
||||
Var* AccuTexFeatHLSL::addOutAccuVec( Vector<ShaderComponent*> &componentList, MultiLine *meta )
|
||||
{
|
||||
Var *outAccuVec = (Var*)LangElement::find( "accuVec" );
|
||||
if ( !outAccuVec )
|
||||
{
|
||||
// Setup the connector.
|
||||
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
||||
outAccuVec = connectComp->getElement( RT_TEXCOORD );
|
||||
outAccuVec->setName( "accuVec" );
|
||||
outAccuVec->setStructName( "OUT" );
|
||||
outAccuVec->setType( "float3" );
|
||||
outAccuVec->mapsToSampler = false;
|
||||
|
||||
getAccuVec( meta, outAccuVec );
|
||||
}
|
||||
|
||||
return outAccuVec;
|
||||
}
|
||||
185
Engine/source/shaderGen/HLSL/accuFeatureHLSL.h
Normal file
185
Engine/source/shaderGen/HLSL/accuFeatureHLSL.h
Normal file
|
|
@ -0,0 +1,185 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifndef _ACCUFEATUREHLSL_H_
|
||||
#define _ACCUFEATUREHLSL_H_
|
||||
|
||||
#ifndef _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_
|
||||
#include "shaderGen/HLSL/shaderFeatureHLSL.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
|
||||
|
||||
/// Accu texture
|
||||
class AccuTexFeatHLSL : public ShaderFeatureHLSL
|
||||
{
|
||||
public:
|
||||
|
||||
//****************************************************************************
|
||||
// Accu Texture
|
||||
//****************************************************************************
|
||||
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
|
||||
void getAccuVec( MultiLine *meta, LangElement *accuVec );
|
||||
|
||||
Var* addOutAccuVec( Vector<ShaderComponent*> &componentList, MultiLine *meta );
|
||||
|
||||
virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
|
||||
|
||||
virtual Resources getResources( const MaterialFeatureData &fd )
|
||||
{
|
||||
Resources res;
|
||||
res.numTex = 1;
|
||||
res.numTexReg = 1;
|
||||
return res;
|
||||
}
|
||||
|
||||
virtual void setTexData( Material::StageData &stageDat,
|
||||
const MaterialFeatureData &fd,
|
||||
RenderPassData &passData,
|
||||
U32 &texIndex );
|
||||
|
||||
virtual String getName()
|
||||
{
|
||||
return "Accu Texture";
|
||||
}
|
||||
};
|
||||
|
||||
class AccuScaleFeature : public ShaderFeatureHLSL
|
||||
{
|
||||
public:
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
|
||||
{
|
||||
// Find the constant value
|
||||
Var *accuScale = (Var *)( LangElement::find("accuScale") );
|
||||
if( accuScale == NULL )
|
||||
{
|
||||
accuScale = new Var;
|
||||
accuScale->setType( "float" );
|
||||
accuScale->setName( "accuScale" );
|
||||
accuScale->constSortPos = cspPotentialPrimitive;
|
||||
accuScale->uniform = true;
|
||||
}
|
||||
}
|
||||
|
||||
virtual String getName() { return "Accu Scale"; }
|
||||
};
|
||||
|
||||
class AccuDirectionFeature : public ShaderFeatureHLSL
|
||||
{
|
||||
public:
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
|
||||
{
|
||||
// Find the constant value
|
||||
Var *accuDirection = (Var *)( LangElement::find("accuDirection") );
|
||||
if( accuDirection == NULL )
|
||||
{
|
||||
accuDirection = new Var;
|
||||
accuDirection->setType( "float" );
|
||||
accuDirection->setName( "accuDirection" );
|
||||
accuDirection->constSortPos = cspPotentialPrimitive;
|
||||
accuDirection->uniform = true;
|
||||
}
|
||||
}
|
||||
|
||||
virtual String getName() { return "Accu Direction"; }
|
||||
};
|
||||
|
||||
class AccuStrengthFeature : public ShaderFeatureHLSL
|
||||
{
|
||||
public:
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
|
||||
{
|
||||
// Find the constant value
|
||||
Var *accuStrength = (Var *)( LangElement::find("accuStrength") );
|
||||
if( accuStrength == NULL )
|
||||
{
|
||||
accuStrength = new Var;
|
||||
accuStrength->setType( "float" );
|
||||
accuStrength->setName( "accuStrength" );
|
||||
accuStrength->constSortPos = cspPotentialPrimitive;
|
||||
accuStrength->uniform = true;
|
||||
}
|
||||
}
|
||||
|
||||
virtual String getName() { return "Accu Strength"; }
|
||||
};
|
||||
|
||||
class AccuCoverageFeature : public ShaderFeatureHLSL
|
||||
{
|
||||
public:
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
|
||||
{
|
||||
// Find the constant value
|
||||
Var *accuCoverage = (Var *)( LangElement::find("accuCoverage") );
|
||||
if( accuCoverage == NULL )
|
||||
{
|
||||
accuCoverage = new Var;
|
||||
accuCoverage->setType( "float" );
|
||||
accuCoverage->setName( "accuCoverage" );
|
||||
accuCoverage->constSortPos = cspPotentialPrimitive;
|
||||
accuCoverage->uniform = true;
|
||||
}
|
||||
}
|
||||
|
||||
virtual String getName() { return "Accu Coverage"; }
|
||||
};
|
||||
|
||||
|
||||
class AccuSpecularFeature : public ShaderFeatureHLSL
|
||||
{
|
||||
public:
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
|
||||
{
|
||||
// Find the constant value
|
||||
Var *accuSpecular = (Var *)( LangElement::find("accuSpecular") );
|
||||
if( accuSpecular == NULL )
|
||||
{
|
||||
accuSpecular = new Var;
|
||||
accuSpecular->setType( "float" );
|
||||
accuSpecular->setName( "accuSpecular" );
|
||||
accuSpecular->constSortPos = cspPotentialPrimitive;
|
||||
accuSpecular->uniform = true;
|
||||
}
|
||||
}
|
||||
|
||||
virtual String getName() { return "Accu Specular"; }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -32,7 +32,7 @@
|
|||
#include "shaderGen/HLSL/paraboloidHLSL.h"
|
||||
#include "materials/materialFeatureTypes.h"
|
||||
#include "core/module.h"
|
||||
|
||||
#include "shaderGen/HLSL/accuFeatureHLSL.h"
|
||||
|
||||
static ShaderGen::ShaderGenInitDelegate sInitDelegate;
|
||||
|
||||
|
|
@ -66,6 +66,7 @@ void _initShaderGenHLSL( ShaderGen *shaderGen )
|
|||
FEATUREMGR->registerFeature( MFT_Visibility, new VisibilityFeatHLSL );
|
||||
FEATUREMGR->registerFeature( MFT_Fog, new FogFeatHLSL );
|
||||
FEATUREMGR->registerFeature( MFT_SpecularMap, new SpecularMapHLSL );
|
||||
FEATUREMGR->registerFeature( MFT_AccuMap, new AccuTexFeatHLSL );
|
||||
FEATUREMGR->registerFeature( MFT_GlossMap, new NamedFeatureHLSL( "Gloss Map" ) );
|
||||
FEATUREMGR->registerFeature( MFT_LightbufferMRT, new NamedFeatureHLSL( "Lightbuffer MRT" ) );
|
||||
FEATUREMGR->registerFeature( MFT_RenderTarget1_Zero, new RenderTargetZeroHLSL( ShaderFeature::RenderTarget1 ) );
|
||||
|
|
|
|||
|
|
@ -165,6 +165,9 @@ void TSMesh::innerRender( TSMaterialList *materials, const TSRenderState &rdata,
|
|||
MeshRenderInst *coreRI = renderPass->allocInst<MeshRenderInst>();
|
||||
coreRI->type = RenderPassManager::RIT_Mesh;
|
||||
|
||||
// Pass accumulation texture along.
|
||||
coreRI->accuTex = rdata.getAccuTex();
|
||||
|
||||
const MatrixF &objToWorld = GFX->getWorldMatrix();
|
||||
|
||||
// Sort by the center point or the bounds.
|
||||
|
|
|
|||
|
|
@ -33,7 +33,8 @@ TSRenderState::TSRenderState()
|
|||
mMaterialHint( NULL ),
|
||||
mCuller( NULL ),
|
||||
mLightQuery( NULL ),
|
||||
mUseOriginSort( false )
|
||||
mUseOriginSort( false ),
|
||||
mAccuTex( NULL )
|
||||
{
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -27,7 +27,9 @@
|
|||
#include "math/mMatrix.h"
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef _GFXDEVICE_H_
|
||||
#include "gfx/gfxDevice.h"
|
||||
#endif
|
||||
|
||||
class SceneRenderState;
|
||||
class GFXCubemap;
|
||||
|
|
@ -103,8 +105,14 @@ protected:
|
|||
/// are forward lit and need lights.
|
||||
LightQuery *mLightQuery;
|
||||
|
||||
// The accumulation texture provided by an accumulation
|
||||
// volume. This is passed down per-object.
|
||||
GFXTextureObject* mAccuTex;
|
||||
|
||||
public:
|
||||
|
||||
|
||||
|
||||
TSRenderState();
|
||||
TSRenderState( const TSRenderState &state );
|
||||
|
||||
|
|
@ -147,6 +155,10 @@ public:
|
|||
void setLightQuery( LightQuery *query ) { mLightQuery = query; }
|
||||
LightQuery* getLightQuery() const { return mLightQuery; }
|
||||
|
||||
///@see mAccuTex
|
||||
void setAccuTex( GFXTextureObject* query ) { mAccuTex = query; }
|
||||
GFXTextureObject* getAccuTex() const { return mAccuTex; }
|
||||
|
||||
/// @}
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -39,7 +39,6 @@
|
|||
#include "gfx/gfxDrawUtil.h"
|
||||
#include "core/module.h"
|
||||
|
||||
|
||||
MODULE_BEGIN( TSShapeInstance )
|
||||
|
||||
MODULE_INIT
|
||||
|
|
@ -783,3 +782,16 @@ void TSShapeInstance::prepCollision()
|
|||
}
|
||||
}
|
||||
|
||||
// Returns true is the shape contains any materials with accumulation enabled.
|
||||
bool TSShapeInstance::hasAccumulation()
|
||||
{
|
||||
bool result = false;
|
||||
for ( U32 i = 0; i < mMaterialList->size(); ++i )
|
||||
{
|
||||
BaseMatInstance* mat = mMaterialList->getMaterialInst(i);
|
||||
if ( mat->hasAccumulation() )
|
||||
result = true;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -671,6 +671,12 @@ protected:
|
|||
void *mData; ///< available for use by app...initialized to 0
|
||||
|
||||
void prepCollision();
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
// accumulation
|
||||
//-------------------------------------------------------------------------------------
|
||||
|
||||
bool hasAccumulation();
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -121,6 +121,7 @@ void ImposterCaptureMaterialHook::init( BaseMatInstance *inMat )
|
|||
features.addFeature( MFT_IsDXTnm );
|
||||
features.addFeature( MFT_NormalMap );
|
||||
features.addFeature( MFT_NormalsOut );
|
||||
features.addFeature( MFT_AccuMap );
|
||||
mNormalsMatInst = MATMGR->createMatInstance( matName );
|
||||
mNormalsMatInst->getFeaturesDelegate().bind( &ImposterCaptureMaterialHook::_overrideFeatures );
|
||||
mNormalsMatInst->init( features, inMat->getVertexFormat() );
|
||||
|
|
|
|||
|
|
@ -654,7 +654,6 @@
|
|||
bitmap = "tools/gui/images/delete";
|
||||
};
|
||||
};
|
||||
|
||||
};
|
||||
};
|
||||
new GuiRolloutCtrl(advancedTextureMapsRollout) {
|
||||
|
|
@ -1483,6 +1482,482 @@
|
|||
};
|
||||
};
|
||||
};
|
||||
new GuiRolloutCtrl() {
|
||||
class = "BehaviorQuickEditRollout";
|
||||
superclass = LBQuickEditRollout;
|
||||
Profile = "GuiRolloutProfile";
|
||||
HorizSizing = "width";
|
||||
VertSizing = "bottom";
|
||||
Position = "0 0";
|
||||
Extent = "195 0";
|
||||
Caption = "Accumulation Properties";
|
||||
Margin = "-1 0 0 0";
|
||||
DragSizable = false;
|
||||
container = true;
|
||||
parentRollout = %this.rollout;
|
||||
object = %behavior;
|
||||
|
||||
new GuiStackControl() {
|
||||
StackingType = "Vertical";
|
||||
HorizStacking = "Left to Right";
|
||||
VertStacking = "Top to Bottom";
|
||||
Padding = "0";
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "1";
|
||||
Profile = "GuiDefaultProfile";
|
||||
HorizSizing = "width";
|
||||
VertSizing = "bottom";
|
||||
Position = "1 3";
|
||||
Extent = "195 16";
|
||||
MinExtent = "16 16";
|
||||
canSave = "1";
|
||||
isDecoy = "0";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
|
||||
new GuiContainer(){ // enable/disable
|
||||
profile="GuiTransparentProfile";
|
||||
isContainer = "1";
|
||||
position = "0 0";
|
||||
Extent = "195 24";
|
||||
HorizSizing = "width";
|
||||
|
||||
new GuiCheckBoxCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuCheckbox";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "ToolsGuiCheckBoxProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "8 7";
|
||||
Extent = "57 16";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "MaterialEditorGui.updateAccuCheckbox($ThisControl.getValue());";
|
||||
tooltipprofile = "ToolsGuiDefaultProfile";
|
||||
ToolTip = "Enables the use of Pixel Specular for this layer.";
|
||||
hovertime = "1000";
|
||||
text = "Enable";
|
||||
groupNum = "-1";
|
||||
buttonType = "ToggleButton";
|
||||
useMouseEvents = "0";
|
||||
useInactiveState = "0";
|
||||
};
|
||||
};
|
||||
|
||||
new GuiContainer(){ // scale
|
||||
profile="GuiTransparentProfile";
|
||||
isContainer = "1";
|
||||
position = "0 0";
|
||||
Extent = "195 24";
|
||||
HorizSizing = "width";
|
||||
|
||||
new GuiTextCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextRightProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "8 3";
|
||||
Extent = "54 16";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
hovertime = "1000";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "Scale";
|
||||
maxLength = "1024";
|
||||
};
|
||||
|
||||
new GuiControl() {
|
||||
class = "AggregateControl";
|
||||
position = "70 3";
|
||||
Extent = "96 20";
|
||||
|
||||
new GuiSliderCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuScaleSlider";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiSliderProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "0 2";
|
||||
Extent = "61 14";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "MaterialEditorGui.updateActiveMaterial(\"accuScale[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
|
||||
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuScale[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
|
||||
tooltipprofile = "GuiDefaultProfile";
|
||||
ToolTip = "Sets the scale of the accu map.";
|
||||
hovertime = "1000";
|
||||
range = "0.03125 32";
|
||||
ticks = "0";
|
||||
value = "1";
|
||||
};
|
||||
new GuiTextEditCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuScaleTextEdit";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextEditProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "64 0";
|
||||
Extent = "29 18";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuScale[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
|
||||
hovertime = "1000";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "1";
|
||||
maxLength = "3";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
new GuiContainer(){ // direction
|
||||
profile="GuiTransparentProfile";
|
||||
isContainer = "1";
|
||||
position = "0 0";
|
||||
Extent = "195 24";
|
||||
HorizSizing = "width";
|
||||
|
||||
new GuiTextCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextRightProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "8 3";
|
||||
Extent = "54 16";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
hovertime = "1000";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "Direction";
|
||||
maxLength = "1024";
|
||||
};
|
||||
|
||||
new GuiControl() {
|
||||
class = "AggregateControl";
|
||||
position = "70 3";
|
||||
Extent = "96 20";
|
||||
|
||||
new GuiSliderCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuDirectionSlider";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiSliderProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "0 2";
|
||||
Extent = "61 14";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "MaterialEditorGui.updateActiveMaterial(\"accuDirection[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
|
||||
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuDirection[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
|
||||
tooltipprofile = "GuiDefaultProfile";
|
||||
ToolTip = "Sets the direction of the accu map.";
|
||||
hovertime = "1000";
|
||||
range = "-1 1";
|
||||
ticks = "0";
|
||||
value = "-1";
|
||||
};
|
||||
new GuiTextEditCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuDirectionTextEdit";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextEditProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "64 0";
|
||||
Extent = "29 18";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuDirection[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
|
||||
hovertime = "1000";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "-1";
|
||||
maxLength = "3";
|
||||
};
|
||||
};
|
||||
};
|
||||
new GuiContainer(){ // strength
|
||||
profile="GuiTransparentProfile";
|
||||
isContainer = "1";
|
||||
position = "0 0";
|
||||
Extent = "195 24";
|
||||
HorizSizing = "width";
|
||||
|
||||
new GuiTextCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextRightProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "8 3";
|
||||
Extent = "54 16";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
hovertime = "1000";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "Strength";
|
||||
maxLength = "1024";
|
||||
};
|
||||
|
||||
new GuiControl() {
|
||||
class = "AggregateControl";
|
||||
position = "70 3";
|
||||
Extent = "96 20";
|
||||
|
||||
new GuiSliderCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuStrengthSlider";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiSliderProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "0 2";
|
||||
Extent = "61 14";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "MaterialEditorGui.updateActiveMaterial(\"accuStrength[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
|
||||
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuStrength[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
|
||||
tooltipprofile = "GuiDefaultProfile";
|
||||
ToolTip = "Sets the strength of the accu map.";
|
||||
hovertime = "1000";
|
||||
range = "0 1";
|
||||
ticks = "0";
|
||||
value = "0.6";
|
||||
};
|
||||
new GuiTextEditCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuStrengthTextEdit";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextEditProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "64 0";
|
||||
Extent = "29 18";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuStrength[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
|
||||
hovertime = "1000";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "0.6";
|
||||
maxLength = "3";
|
||||
};
|
||||
};
|
||||
};
|
||||
new GuiContainer(){ // coverage
|
||||
profile="GuiTransparentProfile";
|
||||
isContainer = "1";
|
||||
position = "0 0";
|
||||
Extent = "195 24";
|
||||
HorizSizing = "width";
|
||||
|
||||
new GuiTextCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextRightProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "8 3";
|
||||
Extent = "54 16";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
hovertime = "1000";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "Coverage";
|
||||
maxLength = "1024";
|
||||
};
|
||||
|
||||
new GuiControl() {
|
||||
class = "AggregateControl";
|
||||
position = "70 3";
|
||||
Extent = "96 20";
|
||||
|
||||
new GuiSliderCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuCoverageSlider";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiSliderProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "0 2";
|
||||
Extent = "61 14";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "MaterialEditorGui.updateActiveMaterial(\"accuCoverage[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
|
||||
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuCoverage[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
|
||||
tooltipprofile = "GuiDefaultProfile";
|
||||
ToolTip = "Sets the coverage of the accu map.";
|
||||
hovertime = "1000";
|
||||
range = "0 2";
|
||||
ticks = "0";
|
||||
value = "1";
|
||||
};
|
||||
new GuiTextEditCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuCoverageTextEdit";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextEditProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "64 0";
|
||||
Extent = "29 18";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuCoverage[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
|
||||
hovertime = "1000";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "1";
|
||||
maxLength = "3";
|
||||
};
|
||||
};
|
||||
};
|
||||
new GuiContainer(){ // specular
|
||||
profile="GuiTransparentProfile";
|
||||
isContainer = "1";
|
||||
position = "0 0";
|
||||
Extent = "195 24";
|
||||
HorizSizing = "width";
|
||||
|
||||
new GuiTextCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextRightProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "8 3";
|
||||
Extent = "54 16";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
hovertime = "1000";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "Specular scale";
|
||||
maxLength = "1024";
|
||||
};
|
||||
|
||||
new GuiControl() {
|
||||
class = "AggregateControl";
|
||||
position = "70 3";
|
||||
Extent = "96 20";
|
||||
|
||||
new GuiSliderCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuSpecularSlider";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiSliderProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "0 2";
|
||||
Extent = "61 14";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "MaterialEditorGui.updateActiveMaterial(\"accuSpecular[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
|
||||
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuSpecular[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
|
||||
tooltipprofile = "GuiDefaultProfile";
|
||||
ToolTip = "Sets the specular scale over the accu map.";
|
||||
hovertime = "1000";
|
||||
range = "0 2";
|
||||
ticks = "0";
|
||||
value = "1";
|
||||
};
|
||||
new GuiTextEditCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuSpecularTextEdit";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextEditProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "64 0";
|
||||
Extent = "29 18";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuSpecular[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
|
||||
hovertime = "1000";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "1";
|
||||
maxLength = "3";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
};
|
||||
};
|
||||
new GuiRolloutCtrl() {
|
||||
class = "BehaviorQuickEditRollout";
|
||||
superclass = LBQuickEditRollout;
|
||||
|
|
|
|||
|
|
@ -886,6 +886,17 @@ function MaterialEditorGui::guiSync( %this, %material )
|
|||
MaterialEditorPropertiesWindow-->specMapDisplayBitmap.setBitmap( (%material).specularMap[%layer] );
|
||||
}
|
||||
|
||||
MaterialEditorPropertiesWindow-->accuScaleTextEdit.setText((%material).accuScale[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuScaleTextEdit.setText((%material).accuScale[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuDirectionTextEdit.setText((%material).accuDirection[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuDirectionTextEdit.setText((%material).accuDirection[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuStrengthTextEdit.setText((%material).accuStrength[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuStrengthTextEdit.setText((%material).accuStrength[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuCoverageTextEdit.setText((%material).accuCoverage[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuCoverageTextEdit.setText((%material).accuCoverage[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuSpecularTextEdit.setText((%material).accuSpecular[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuSpecularTextEdit.setText((%material).accuSpecular[%layer]);
|
||||
|
||||
MaterialEditorPropertiesWindow-->detailScaleTextEdit.setText( getWord((%material).detailScale[%layer], 0) );
|
||||
MaterialEditorPropertiesWindow-->detailNormalStrengthTextEdit.setText( getWord((%material).detailNormalMapStrength[%layer], 0) );
|
||||
|
||||
|
|
@ -966,6 +977,9 @@ function MaterialEditorGui::guiSync( %this, %material )
|
|||
MaterialEditorPropertiesWindow-->SequenceSliderFPS.setValue( (%material).sequenceFramePerSec[%layer] );
|
||||
MaterialEditorPropertiesWindow-->SequenceSliderSSS.setValue( %numFrames );
|
||||
|
||||
// Accumulation
|
||||
MaterialEditorPropertiesWindow-->accuCheckbox.setValue((%material).accuEnabled[%layer]);
|
||||
|
||||
%this.preventUndo = false;
|
||||
}
|
||||
|
||||
|
|
@ -2249,3 +2263,10 @@ function MaterialEditorMapThumbnail::onRightClick( %this )
|
|||
|
||||
%popup.showPopup( Canvas );
|
||||
}
|
||||
|
||||
// Accumulation
|
||||
function MaterialEditorGui::updateAccuCheckbox(%this, %value)
|
||||
{
|
||||
MaterialEditorGui.updateActiveMaterial("accuEnabled[" @ MaterialEditorGui.currentLayer @ "]", %value);
|
||||
MaterialEditorGui.guiSync( materialEd_previewMaterial );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -83,6 +83,7 @@ function EWCreatorWindow::init( %this )
|
|||
%this.registerMissionObject( "SpawnSphere", "Observer Spawn Sphere", "ObserverDropPoint" );
|
||||
%this.registerMissionObject( "SFXSpace", "Sound Space" );
|
||||
%this.registerMissionObject( "OcclusionVolume", "Occlusion Volume" );
|
||||
%this.registerMissionObject( "AccumulationVolume", "Accumulation Volume" );
|
||||
%this.registerMissionObject("NavMesh", "Navigation mesh");
|
||||
%this.registerMissionObject("NavPath", "Path");
|
||||
|
||||
|
|
|
|||
|
|
@ -654,7 +654,6 @@
|
|||
bitmap = "tools/gui/images/delete";
|
||||
};
|
||||
};
|
||||
|
||||
};
|
||||
};
|
||||
new GuiRolloutCtrl(advancedTextureMapsRollout) {
|
||||
|
|
@ -1483,6 +1482,482 @@
|
|||
};
|
||||
};
|
||||
};
|
||||
new GuiRolloutCtrl() {
|
||||
class = "BehaviorQuickEditRollout";
|
||||
superclass = LBQuickEditRollout;
|
||||
Profile = "GuiRolloutProfile";
|
||||
HorizSizing = "width";
|
||||
VertSizing = "bottom";
|
||||
Position = "0 0";
|
||||
Extent = "195 0";
|
||||
Caption = "Accumulation Properties";
|
||||
Margin = "-1 0 0 0";
|
||||
DragSizable = false;
|
||||
container = true;
|
||||
parentRollout = %this.rollout;
|
||||
object = %behavior;
|
||||
|
||||
new GuiStackControl() {
|
||||
StackingType = "Vertical";
|
||||
HorizStacking = "Left to Right";
|
||||
VertStacking = "Top to Bottom";
|
||||
Padding = "0";
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "1";
|
||||
Profile = "GuiDefaultProfile";
|
||||
HorizSizing = "width";
|
||||
VertSizing = "bottom";
|
||||
Position = "1 3";
|
||||
Extent = "195 16";
|
||||
MinExtent = "16 16";
|
||||
canSave = "1";
|
||||
isDecoy = "0";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
|
||||
new GuiContainer(){ // enable/disable
|
||||
profile="GuiTransparentProfile";
|
||||
isContainer = "1";
|
||||
position = "0 0";
|
||||
Extent = "195 24";
|
||||
HorizSizing = "width";
|
||||
|
||||
new GuiCheckBoxCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuCheckbox";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "ToolsGuiCheckBoxProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "8 7";
|
||||
Extent = "57 16";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "MaterialEditorGui.updateAccuCheckbox($ThisControl.getValue());";
|
||||
tooltipprofile = "ToolsGuiDefaultProfile";
|
||||
ToolTip = "Enables the use of Pixel Specular for this layer.";
|
||||
hovertime = "1000";
|
||||
text = "Enable";
|
||||
groupNum = "-1";
|
||||
buttonType = "ToggleButton";
|
||||
useMouseEvents = "0";
|
||||
useInactiveState = "0";
|
||||
};
|
||||
};
|
||||
|
||||
new GuiContainer(){ // scale
|
||||
profile="GuiTransparentProfile";
|
||||
isContainer = "1";
|
||||
position = "0 0";
|
||||
Extent = "195 24";
|
||||
HorizSizing = "width";
|
||||
|
||||
new GuiTextCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextRightProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "8 3";
|
||||
Extent = "54 16";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
hovertime = "1000";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "Scale";
|
||||
maxLength = "1024";
|
||||
};
|
||||
|
||||
new GuiControl() {
|
||||
class = "AggregateControl";
|
||||
position = "70 3";
|
||||
Extent = "96 20";
|
||||
|
||||
new GuiSliderCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuScaleSlider";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiSliderProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "0 2";
|
||||
Extent = "61 14";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "MaterialEditorGui.updateActiveMaterial(\"accuScale[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
|
||||
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuScale[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
|
||||
tooltipprofile = "GuiDefaultProfile";
|
||||
ToolTip = "Sets the scale of the accu map.";
|
||||
hovertime = "1000";
|
||||
range = "0.03125 32";
|
||||
ticks = "0";
|
||||
value = "1";
|
||||
};
|
||||
new GuiTextEditCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuScaleTextEdit";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextEditProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "64 0";
|
||||
Extent = "29 18";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuScale[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
|
||||
hovertime = "1000";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "1";
|
||||
maxLength = "3";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
new GuiContainer(){ // direction
|
||||
profile="GuiTransparentProfile";
|
||||
isContainer = "1";
|
||||
position = "0 0";
|
||||
Extent = "195 24";
|
||||
HorizSizing = "width";
|
||||
|
||||
new GuiTextCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextRightProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "8 3";
|
||||
Extent = "54 16";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
hovertime = "1000";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "Direction";
|
||||
maxLength = "1024";
|
||||
};
|
||||
|
||||
new GuiControl() {
|
||||
class = "AggregateControl";
|
||||
position = "70 3";
|
||||
Extent = "96 20";
|
||||
|
||||
new GuiSliderCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuDirectionSlider";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiSliderProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "0 2";
|
||||
Extent = "61 14";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "MaterialEditorGui.updateActiveMaterial(\"accuDirection[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
|
||||
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuDirection[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
|
||||
tooltipprofile = "GuiDefaultProfile";
|
||||
ToolTip = "Sets the direction of the accu map.";
|
||||
hovertime = "1000";
|
||||
range = "-1 1";
|
||||
ticks = "0";
|
||||
value = "-1";
|
||||
};
|
||||
new GuiTextEditCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuDirectionTextEdit";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextEditProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "64 0";
|
||||
Extent = "29 18";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuDirection[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
|
||||
hovertime = "1000";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "-1";
|
||||
maxLength = "3";
|
||||
};
|
||||
};
|
||||
};
|
||||
new GuiContainer(){ // strength
|
||||
profile="GuiTransparentProfile";
|
||||
isContainer = "1";
|
||||
position = "0 0";
|
||||
Extent = "195 24";
|
||||
HorizSizing = "width";
|
||||
|
||||
new GuiTextCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextRightProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "8 3";
|
||||
Extent = "54 16";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
hovertime = "1000";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "Strength";
|
||||
maxLength = "1024";
|
||||
};
|
||||
|
||||
new GuiControl() {
|
||||
class = "AggregateControl";
|
||||
position = "70 3";
|
||||
Extent = "96 20";
|
||||
|
||||
new GuiSliderCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuStrengthSlider";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiSliderProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "0 2";
|
||||
Extent = "61 14";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "MaterialEditorGui.updateActiveMaterial(\"accuStrength[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
|
||||
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuStrength[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
|
||||
tooltipprofile = "GuiDefaultProfile";
|
||||
ToolTip = "Sets the strength of the accu map.";
|
||||
hovertime = "1000";
|
||||
range = "0 1";
|
||||
ticks = "0";
|
||||
value = "0.6";
|
||||
};
|
||||
new GuiTextEditCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuStrengthTextEdit";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextEditProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "64 0";
|
||||
Extent = "29 18";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuStrength[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
|
||||
hovertime = "1000";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "0.6";
|
||||
maxLength = "3";
|
||||
};
|
||||
};
|
||||
};
|
||||
new GuiContainer(){ // coverage
|
||||
profile="GuiTransparentProfile";
|
||||
isContainer = "1";
|
||||
position = "0 0";
|
||||
Extent = "195 24";
|
||||
HorizSizing = "width";
|
||||
|
||||
new GuiTextCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextRightProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "8 3";
|
||||
Extent = "54 16";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
hovertime = "1000";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "Coverage";
|
||||
maxLength = "1024";
|
||||
};
|
||||
|
||||
new GuiControl() {
|
||||
class = "AggregateControl";
|
||||
position = "70 3";
|
||||
Extent = "96 20";
|
||||
|
||||
new GuiSliderCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuCoverageSlider";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiSliderProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "0 2";
|
||||
Extent = "61 14";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "MaterialEditorGui.updateActiveMaterial(\"accuCoverage[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
|
||||
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuCoverage[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
|
||||
tooltipprofile = "GuiDefaultProfile";
|
||||
ToolTip = "Sets the coverage of the accu map.";
|
||||
hovertime = "1000";
|
||||
range = "0 2";
|
||||
ticks = "0";
|
||||
value = "1";
|
||||
};
|
||||
new GuiTextEditCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuCoverageTextEdit";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextEditProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "64 0";
|
||||
Extent = "29 18";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuCoverage[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
|
||||
hovertime = "1000";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "1";
|
||||
maxLength = "3";
|
||||
};
|
||||
};
|
||||
};
|
||||
new GuiContainer(){ // specular
|
||||
profile="GuiTransparentProfile";
|
||||
isContainer = "1";
|
||||
position = "0 0";
|
||||
Extent = "195 24";
|
||||
HorizSizing = "width";
|
||||
|
||||
new GuiTextCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextRightProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "8 3";
|
||||
Extent = "54 16";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
hovertime = "1000";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "Specular scale";
|
||||
maxLength = "1024";
|
||||
};
|
||||
|
||||
new GuiControl() {
|
||||
class = "AggregateControl";
|
||||
position = "70 3";
|
||||
Extent = "96 20";
|
||||
|
||||
new GuiSliderCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuSpecularSlider";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiSliderProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "0 2";
|
||||
Extent = "61 14";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "MaterialEditorGui.updateActiveMaterial(\"accuSpecular[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
|
||||
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuSpecular[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
|
||||
tooltipprofile = "GuiDefaultProfile";
|
||||
ToolTip = "Sets the specular scale over the accu map.";
|
||||
hovertime = "1000";
|
||||
range = "0 2";
|
||||
ticks = "0";
|
||||
value = "1";
|
||||
};
|
||||
new GuiTextEditCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
internalName = "accuSpecularTextEdit";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiTextEditProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "64 0";
|
||||
Extent = "29 18";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuSpecular[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
|
||||
hovertime = "1000";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "1";
|
||||
maxLength = "3";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
};
|
||||
};
|
||||
new GuiRolloutCtrl() {
|
||||
class = "BehaviorQuickEditRollout";
|
||||
superclass = LBQuickEditRollout;
|
||||
|
|
|
|||
|
|
@ -886,6 +886,17 @@ function MaterialEditorGui::guiSync( %this, %material )
|
|||
MaterialEditorPropertiesWindow-->specMapDisplayBitmap.setBitmap( (%material).specularMap[%layer] );
|
||||
}
|
||||
|
||||
MaterialEditorPropertiesWindow-->accuScaleTextEdit.setText((%material).accuScale[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuScaleTextEdit.setText((%material).accuScale[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuDirectionTextEdit.setText((%material).accuDirection[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuDirectionTextEdit.setText((%material).accuDirection[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuStrengthTextEdit.setText((%material).accuStrength[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuStrengthTextEdit.setText((%material).accuStrength[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuCoverageTextEdit.setText((%material).accuCoverage[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuCoverageTextEdit.setText((%material).accuCoverage[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuSpecularTextEdit.setText((%material).accuSpecular[%layer]);
|
||||
MaterialEditorPropertiesWindow-->accuSpecularTextEdit.setText((%material).accuSpecular[%layer]);
|
||||
|
||||
MaterialEditorPropertiesWindow-->detailScaleTextEdit.setText( getWord((%material).detailScale[%layer], 0) );
|
||||
MaterialEditorPropertiesWindow-->detailNormalStrengthTextEdit.setText( getWord((%material).detailNormalMapStrength[%layer], 0) );
|
||||
|
||||
|
|
@ -966,6 +977,9 @@ function MaterialEditorGui::guiSync( %this, %material )
|
|||
MaterialEditorPropertiesWindow-->SequenceSliderFPS.setValue( (%material).sequenceFramePerSec[%layer] );
|
||||
MaterialEditorPropertiesWindow-->SequenceSliderSSS.setValue( %numFrames );
|
||||
|
||||
// Accumulation
|
||||
MaterialEditorPropertiesWindow-->accuCheckbox.setValue((%material).accuEnabled[%layer]);
|
||||
|
||||
%this.preventUndo = false;
|
||||
}
|
||||
|
||||
|
|
@ -2249,3 +2263,10 @@ function MaterialEditorMapThumbnail::onRightClick( %this )
|
|||
|
||||
%popup.showPopup( Canvas );
|
||||
}
|
||||
|
||||
// Accumulation
|
||||
function MaterialEditorGui::updateAccuCheckbox(%this, %value)
|
||||
{
|
||||
MaterialEditorGui.updateActiveMaterial("accuEnabled[" @ MaterialEditorGui.currentLayer @ "]", %value);
|
||||
MaterialEditorGui.guiSync( materialEd_previewMaterial );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -83,6 +83,7 @@ function EWCreatorWindow::init( %this )
|
|||
%this.registerMissionObject( "SpawnSphere", "Observer Spawn Sphere", "ObserverDropPoint" );
|
||||
%this.registerMissionObject( "SFXSpace", "Sound Space" );
|
||||
%this.registerMissionObject( "OcclusionVolume", "Occlusion Volume" );
|
||||
%this.registerMissionObject( "AccumulationVolume", "Accumulation Volume" );
|
||||
%this.registerMissionObject("NavMesh", "Navigation mesh");
|
||||
%this.registerMissionObject("NavPath", "Path");
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue