Removed redundant 'load last edited level' startup mode to editor.

Fixed recent levels open command behavior
Includes rextimmy's vertex WS normal logic in HLS shadergen
This commit is contained in:
Areloch 2019-11-20 01:39:12 -06:00
parent 62fabf6894
commit c74b669f5e
6 changed files with 36 additions and 32 deletions

View file

@ -767,6 +767,21 @@ Var* ShaderFeatureHLSL::getWsView( Var *wsPosition, MultiLine *meta )
return wsView;
}
Var* ShaderFeatureHLSL::getInWorldNormal(Vector<ShaderComponent*>& componentList)
{
Var* wsNormal = (Var*)LangElement::find("wsNormal");
if (!wsNormal)
{
ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(componentList[C_CONNECTOR]);
wsNormal = connectComp->getElement(RT_TEXCOORD);
wsNormal->setName("wsNormal");
wsNormal->setStructName("IN");
wsNormal->setType("float3");
}
return wsNormal;
}
Var* ShaderFeatureHLSL::addOutDetailTexCoord( Vector<ShaderComponent*> &componentList,
MultiLine *meta,
bool useTexAnim,
@ -853,20 +868,24 @@ Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, Mult
meta->addStatement(new GenOp(" @ = float4(0.0,1.0,@,@);\r\n", colorDecl, smoothness, metalness)); //reconstruct matinfo, no ao darkening
}
Var* wsNormal = (Var*)LangElement::find("wsNormal");
Var* normal = (Var*)LangElement::find("normal");
if (!normal)
{
normal = new Var("normal", "float3");
meta->addStatement(new GenOp(" @;\r\n\n", new DecOp(normal)));
Var* wsNormal = (Var*)LangElement::find("wsNormal");
if (!fd.features[MFT_NormalMap])
{
Var* worldToTangent = getInWorldToTangent(componentList);
meta->addStatement(new GenOp(" @ = normalize(mul(@,float3(0,0,1.0f)));\r\n\n", normal, worldToTangent));
if (!wsNormal)
wsNormal = getInWorldNormal(componentList);
meta->addStatement(new GenOp(" @ = normalize( @ );\r\n\n", normal, wsNormal));
}
else
{
meta->addStatement(new GenOp(" @ = normalize( half3( @ ) );\r\n", normal, wsNormal));
meta->addStatement(new GenOp(" @ = normalize( @ );\r\n", normal, wsNormal));
}
}
@ -2168,7 +2187,7 @@ void RTLightingFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
// If there isn't a normal map then we need to pass
// the world space normal to the pixel shader ourselves.
//Temporarily disabled while we figure out how to better handle normals without a normal map
/* if ( !fd.features[MFT_NormalMap] )
if ( !fd.features[MFT_NormalMap] )
{
Var *outNormal = connectComp->getElement( RT_TEXCOORD );
outNormal->setName( "wsNormal" );
@ -2180,7 +2199,7 @@ void RTLightingFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
// Transform the normal to world space.
meta->addStatement( new GenOp( " @ = mul( @, float4( normalize( @ ), 0.0 ) ).xyz;\r\n", outNormal, objTrans, inNormal ) );
}*/
}
addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );

View file

@ -138,6 +138,8 @@ public:
Var* getSurface(Vector<ShaderComponent*>& componentList, MultiLine* meta, const MaterialFeatureData& fd);
Var* getInWorldNormal(Vector<ShaderComponent*>& componentList);
// ShaderFeature
Var* getVertTexCoord( const String &name );
LangElement* setupTexSpaceMat( Vector<ShaderComponent*> &componentList, Var **texSpaceMat );

View file

@ -265,7 +265,7 @@ function sceneLightingComplete()
%probeCount = getWordCount(%probeIds);
$pref::ReflectionProbes::CurrentLevelPath = filePath($Client::MissionFile) @ "/" @ fileBase($Client::MissionFile) @ "/probes/";
ProbeBin.processProbes();
//ProbeBin.processProbes();
onPhaseComplete("STARTING MISSION");

View file

@ -330,10 +330,6 @@ function ESettingsWindow::getNavEditorSettings(%this)
function ESettingsWindow::getSceneEditorSettings(%this)
{
SettingsInspector.startGroup("Startup");
SettingsInspector.addSettingsField("WorldEditor/startupMode", "Startup Mode", "list", "", "Blank Level,Last Open Level");
SettingsInspector.endGroup();
SettingsInspector.startGroup("Render");
SettingsInspector.addSettingsField("WorldEditor/Render/renderObjHandle", "Object Icons", "bool", "");
SettingsInspector.addSettingsField("WorldEditor/Render/renderObjText", "Object Text", "bool", "");

View file

@ -275,24 +275,7 @@ function fastLoadWorldEdit(%val)
// Flag saying, when level is chosen, launch it with the editor open.
%defaultLevelFile = EditorSettings.value( "WorldEditor/newLevelFile" );
%startupMode = EditorSettings.value("WorldEditor/startupMode", "Blank Level");
if(%startupMode $= "Blank Level")
{
EditorNewLevel(%defaultLevelFile);
}
else if(%startupMode $= "Last Open Level")
{
%lastLevel = EditorSettings.value("WorldEditor/lastEditedLevel", "");
if(%lastLevel $= "")
{
EditorNewLevel(%defaultLevelFile);
}
else
{
EditorOpenMission(%lastLevel);
}
}
EditorNewLevel(%defaultLevelFile);
}
else
{

View file

@ -435,6 +435,9 @@ function EditorOpenMission(%levelAsset)
popInstantGroup();
}
//If we've opened a valid level, clear the saveAs tag as it's not really applicable now
EditorGui.saveAs = false;
}
function EditorOpenSceneAppend(%levelAsset)
@ -605,8 +608,6 @@ function EditorUnmount()
//------------------------------------------------------------------------
function updateRecentLevelsListing()
{
RecentLevelsPopupMenu.clearItems();
%recentLevels = EditorSettings.value("WorldEditor/recentLevelsList");
%recentCount = getTokenCount(%recentLevels, ",");
@ -614,8 +615,11 @@ function updateRecentLevelsListing()
{
%recentEntry = getToken(%recentLevels, ",", %i);
RecentLevelsPopupMenu.insertItem(%i, %recentEntry, "", "schedule(1,0, \"EditorOpenMission\", " @ %recentEntry @ ");");
%command = "schedule(32,0, \"EditorOpenMission\", \"" @ %recentEntry @ "\");";
RecentLevelsPopupMenu.item[%i] = %recentEntry TAB "" TAB %command;
}
RecentLevelsPopupMenu.reloadItems();
}
//////////////////////////////////////////////////////////////////////////