Initial implementation of the new Base Game Template and some starting modules.

This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
This commit is contained in:
Areloch 2017-02-24 02:40:56 -06:00
parent 5c8a82180b
commit d680dc9934
2321 changed files with 296541 additions and 85 deletions

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//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
singleton Material(DECAL_scorch)
{
baseTex[0] = "./scorch_decal.png";
translucent = true;
translucentBlendOp = None;
translucentZWrite = true;
alphaTest = true;
alphaRef = 84;
};
singleton Material(DECAL_RocketEXP)
{
baseTex[0] = "data/FPSGameplay/art/decals/rBlast";
vertColor[0] = true;
translucent = true;
translucentBlendOp = LerpAlpha;
translucentZWrite = true;
};
singleton Material(DECAL_bulletHole)
{
baseTex[0] = "data/FPSGameplay/art/decals/Bullet Holes/BulletHole_Walls.dds";
vertColor[0] = true;
translucent = true;
translucentBlendOp = LerpAlpha;
translucentZWrite = true;
};
singleton Material(DECAL_defaultblobshadow)
{
baseTex[0] = "data/FPSGameplay/art/decals/defaultblobshadow";
translucent = true;
translucentBlendOp = LerpAlpha;
translucentZWrite = true;
alphaTest = false;
//alphaRef = 64;
//emissive[0] = "1";
};

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<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>Richard</author>
<authoring_tool>OpenCOLLADA for 3ds Max; Version: 1.4.1; Revision: exported; Platform: x64; Configuration: Release_Max2011_static</authoring_tool>
<source_data>file:///G:/Documents%20and%20Settings/Richard/Mijn%20documenten/3dsmax/scenes/FogVolumes.max</source_data>
</contributor>
<created>2014-08-16T10:10:23</created>
<modified>2014-08-16T10:10:23</modified>
<unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_effects>
<effect id="NoMat">
<profile_COMMON>
<technique sid="common">
<blinn>
<emission>
<color>0 0 0 1</color>
</emission>
<ambient>
<color>0.588 0.588 0.588 1</color>
</ambient>
<diffuse>
<color>0.588 0.588 0.588 1</color>
</diffuse>
<specular>
<color>0.9 0.9 0.9 1</color>
</specular>
<shininess>
<float>0</float>
</shininess>
<reflective>
<color>0 0 0 1</color>
</reflective>
<transparent opaque="A_ONE">
<color>1 1 1 1</color>
</transparent>
<transparency>
<float>1</float>
</transparency>
</blinn>
</technique>
</profile_COMMON>
<extra>
<technique profile="OpenCOLLADA3dsMax">
<extended_shader>
<apply_reflection_dimming>0</apply_reflection_dimming>
<dim_level>0</dim_level>
<falloff_type>0</falloff_type>
<index_of_refraction>1.5</index_of_refraction>
<opacity_type>0</opacity_type>
<reflection_level>3</reflection_level>
<wire_size>1</wire_size>
<wire_units>0</wire_units>
</extended_shader>
<shader>
<ambient_diffuse_lock>1</ambient_diffuse_lock>
<ambient_diffuse_texture_lock>1</ambient_diffuse_texture_lock>
<diffuse_specular_lock>0</diffuse_specular_lock>
<soften>0.1</soften>
<use_self_illum_color>0</use_self_illum_color>
</shader>
</technique>
</extra>
</effect>
</library_effects>
<library_materials>
<material id="NoMat-material" name="NoMat">
<instance_effect url="#NoMat"/>
</material>
</library_materials>
<library_geometries>
<geometry id="geom-FogCube1" name="FogCube1">
<mesh>
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<technique_common>
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<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
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<technique_common>
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<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="geom-FogCube1-map1">
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<technique_common>
<accessor source="#geom-FogCube1-map1-array" count="76" stride="3">
<param name="S" type="float"/>
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<param name="P" type="float"/>
</accessor>
</technique_common>
</source>
<source id="geom-FogCube1-map1-textangents">
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</accessor>
</technique_common>
</source>
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<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="geom-FogCube1-vertices">
<input semantic="POSITION" source="#geom-FogCube1-positions"/>
</vertices>
<triangles material="NoMat" count="44">
<input semantic="VERTEX" source="#geom-FogCube1-vertices" offset="0"/>
<input semantic="NORMAL" source="#geom-FogCube1-normals" offset="1"/>
<input semantic="TEXCOORD" source="#geom-FogCube1-map1" offset="2" set="0"/>
<input semantic="TEXTANGENT" source="#geom-FogCube1-map1-textangents" offset="3" set="1"/>
<input semantic="TEXBINORMAL" source="#geom-FogCube1-map1-texbinormals" offset="3" set="1"/>
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</triangles>
</mesh>
</geometry>
</library_geometries>
<library_lights>
<light id="EnvironmentAmbientLight" name="EnvironmentAmbientLight">
<technique_common>
<ambient>
<color>0 0 0</color>
</ambient>
</technique_common>
</light>
</library_lights>
<library_visual_scenes>
<visual_scene id="MaxScene">
<node name="EnvironmentAmbientLight">
<instance_light url="#EnvironmentAmbientLight"/>
</node>
<node id="node-FogCube1" name="FogCube1">
<instance_geometry url="#geom-FogCube1">
<bind_material>
<technique_common>
<instance_material symbol="NoMat" target="#NoMat-material"/>
</technique_common>
</bind_material>
</instance_geometry>
<extra>
<technique profile="OpenCOLLADA">
<cast_shadows>1</cast_shadows>
<primary_visibility>1</primary_visibility>
<receive_shadows>1</receive_shadows>
<secondary_visibility>1</secondary_visibility>
</technique>
</extra>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#MaxScene"/>
</scene>
</COLLADA>

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singleton TSShapeConstructor(Fog_CubeDAE)
{
baseShape = "./Fog_Cube.DAE";
lodType = "TrailingNumber";
neverImport = "env*";
loadLights = "0";
};

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singleton TSShapeConstructor(LightVolume_SphereDAE)
{
baseShape = "./LightVolume_Sphere.DAE";
lodType = "TrailingNumber";
neverImport = "env*";
loadLights = "0";
};

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singleton Material(grass1)
{
mapTo = "grass1.png";
diffuseMap[0] = "data/FPSGameplay/art/environment/grass1.png";
translucent = true;
materialTag0 = "Foliage";
alphaTest = "1";
alphaRef = "80";
};
singleton Material(grass2)
{
mapTo = "grass2.png";
diffuseMap[0] = "data/FPSGameplay/art/environment/grass2.png";
translucent = "0";
materialTag0 = "Foliage";
alphaTest = "1";
alphaRef = "80";
};
singleton Material(grass3)
{
mapTo = "grass3.png";
diffuseMap[0] = "data/FPSGameplay/art/environment/grass3.png";
translucent = "0";
materialTag0 = "Foliage";
alphaTest = "1";
alphaRef = "80";
};
singleton Material(plant1)
{
mapTo = "plant1.png";
diffuseMap[0] = "data/FPSGameplay/art/environment/plant1.png";
materialTag0 = "Foliage";
alphaTest = "1";
alphaRef = "80";
};
singleton Material(plant2)
{
mapTo = "plant2.png";
diffuseMap[0] = "data/FPSGameplay/art/environment/plant2.png";
translucent = true;
materialTag0 = "Foliage";
alphaTest = "1";
alphaRef = "80";
};
singleton Material(Fog_Cube_NoMat)
{
mapTo = "NoMat";
diffuseColor[0] = "0.588 0.588 0.588 1";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = "1";
translucentBlendOp = "None";
};

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//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
singleton Material( Corona_Mat )
{
emissive = true;
translucent = true;
mapTo = "corona.png";
diffuseMap[0] = "./corona.png";
materialTag0 = "FX";
};

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singleton Material(White)
{
mapTo = "unmapped_mat";
diffuseMap[0] = "./white.png";
};
singleton Material(Grid_512_Gray)
{
mapTo = "unmapped_mat";
diffuseMap[0] = "./512_grey.png";
};
singleton Material(Orange512_lines)
{
mapTo = "unmapped_mat";
diffuseMap[0] = "./512_orange_lines.png";
};

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//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
// This material should work fine for uniformly colored ribbons.
//Basic ribbon shader/////////////////////////////////////////////
new ShaderData( BasicRibbonShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/gl/basicRibbonShaderV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/gl/basicRibbonShaderP.glsl";
samplerNames[0] = "$ribTex";
pixVersion = 2.0;
};
singleton CustomMaterial( BasicRibbonMat )
{
shader = BasicRibbonShader;
version = 2.0;
emissive[0] = true;
doubleSided = true;
translucent = true;
BlendOp = AddAlpha;
translucentBlendOp = AddAlpha;
preload = true;
};
// This material can render a texture on top of a ribbon.
//Texture ribbon shader/////////////////////////////////////////////
new ShaderData( TexturedRibbonShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/gl/texRibbonShaderV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/gl/texRibbonShaderP.glsl";
samplerNames[0] = "$ribTex";
pixVersion = 2.0;
};
singleton CustomMaterial( TexturedRibbonMat )
{
shader = TexturedRibbonShader;
version = 2.0;
emissive[0] = true;
doubleSided = true;
translucent = true;
BlendOp = AddAlpha;
translucentBlendOp = AddAlpha;
sampler["ribTex"] = "data/FPSGameplay/art/particles/ribbon/ribTex.png";
preload = true;
};

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//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
singleton Material(DefaultDecalRoadMaterial)
{
diffuseMap[0] = "./defaultRoadTextureTop.png";
mapTo = "unmapped_mat";
materialTag0 = "RoadAndPath";
};
singleton Material(DefaultRoadMaterialTop)
{
mapTo = "unmapped_mat";
diffuseMap[0] = "./defaultRoadTextureTop.png";
materialTag0 = "RoadAndPath";
};
singleton Material(DefaultRoadMaterialOther)
{
mapTo = "unmapped_mat";
diffuseMap[0] = "./defaultRoadTextureOther.png";
materialTag0 = "RoadAndPath";
};

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# Keep directory in git repo

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//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
singleton TSShapeConstructor(CheetahDAE)
{
baseShape = "./Cheetah_Body.DAE";
loadLights = "0";
lodType = "TrailingNumber";
neverImport = "null EnvironmentAmbientLight";
forceUpdateMaterials = "0";
loadLights = "0";
};
function CheetahDAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "0");
%this.renameSequence("ambient", "timeline");
%this.addSequence("timeline", "root", "0", "1");
%this.addSequence("timeline", "spring0", "10", "11");
%this.addSequence("timeline", "spring1", "20", "21");
%this.addSequence("timeline", "spring2", "30", "31");
%this.addSequence("timeline", "spring3", "40", "41");
%this.addSequence("timeline", "brakeLight", "50", "51");
%this.setSequencePriority("brakeLight", "8");
%this.setNodeTransform("cam", "5.46934e-008 -4.75632 2.89171 -0.404897 0.817636 0.409303 1.71107", "1");
%this.removeNode("CheetahMesh300");
%this.removeNode("CheetahMesh200");
%this.removeNode("CheetahMesh100");
%this.removeNode("CheetahMesh2");
%this.removeNode("TailLightsMesh300");
%this.removeNode("TailLightsMesh200");
%this.removeNode("TailLightsMesh100");
%this.removeNode("TailLightsMesh2");
%this.removeNode("nulldetail1");
}

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