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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-28 16:49:43 +00:00
SoundAsset Refactor
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9f29bee45f
commit
da40838560
61 changed files with 1333 additions and 1828 deletions
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@ -50,7 +50,7 @@ void EyeSpaceDepthOutHLSL::processVert( Vector<ShaderComponent*> &componentLis
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eyePos->setType("float3");
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eyePos->setName("eyePosWorld");
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eyePos->uniform = true;
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eyePos->constSortPos = cspPass;
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eyePos->constSortPos = cspScene;
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}
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meta->addStatement( new GenOp( " @ = float4( @.xyz - @, 1 );\r\n", outWSEyeVec, wsPosition, eyePos ) );
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@ -74,7 +74,7 @@ void EyeSpaceDepthOutHLSL::processPix( Vector<ShaderComponent*> &componentList,
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vEye->setType("float3");
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vEye->setName("vEye");
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vEye->uniform = true;
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vEye->constSortPos = cspPass;
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vEye->constSortPos = cspScene;
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// Expose the depth to the depth format feature
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Var *depthOut = new Var;
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@ -99,7 +99,7 @@ void EyeSpaceDepthOutHLSL::processPix( Vector<ShaderComponent*> &componentList,
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farDist->setType("float4");
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farDist->setName("oneOverFarplane");
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farDist->uniform = true;
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farDist->constSortPos = cspPass;
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farDist->constSortPos = cspScene;
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}
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meta->addStatement( new GenOp( " @ = length( @.xyz / @.w ) * @.x;\r\n", depthOutDecl, wsEyeVec, wsEyeVec, farDist ) );
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@ -593,7 +593,7 @@ Var* ShaderFeatureHLSL::getModelView( Vector<ShaderComponent*> &componentList,
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viewProj->setType( "float4x4" );
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viewProj->setName( "viewProj" );
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viewProj->uniform = true;
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viewProj->constSortPos = cspPass;
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viewProj->constSortPos = cspScene;
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}
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modelview = new Var;
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@ -893,7 +893,7 @@ Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, Mult
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{
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wsEyePos = new Var("eyePosWorld", "float3");
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wsEyePos->uniform = true;
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wsEyePos->constSortPos = cspPass;
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wsEyePos->constSortPos = cspScene;
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}
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Var *wsPosition = getInWsPosition(componentList);
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@ -1867,7 +1867,7 @@ void ReflectCubeFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
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{
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eyePos = new Var( "eyePosWorld", "float3" );
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eyePos->uniform = true;
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eyePos->constSortPos = cspPass;
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eyePos->constSortPos = cspScene;
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}
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// eye to vert
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@ -2152,7 +2152,7 @@ void RTLightingFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
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{
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eyePos = new Var( "eyePosWorld", "float3" );
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eyePos->uniform = true;
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eyePos->constSortPos = cspPass;
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eyePos->constSortPos = cspScene;
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}
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//Temporarily disabled while we figure out how to better handle normals without a normal map
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@ -2237,43 +2237,43 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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Var *inLightPos = new Var( "inLightPos", "float4" );
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inLightPos->uniform = true;
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inLightPos->arraySize = 4;
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inLightPos->constSortPos = cspPotentialPrimitive;
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inLightPos->constSortPos = cspLightBuffer;
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Var * inLightConfigData = new Var( "inLightConfigData", "float4" );
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inLightConfigData->uniform = true;
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inLightConfigData->arraySize = 4;
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inLightConfigData->constSortPos = cspPotentialPrimitive;
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inLightConfigData->constSortPos = cspLightBuffer;
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Var *inLightColor = new Var( "inLightColor", "float4" );
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inLightColor->uniform = true;
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inLightColor->arraySize = 4;
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inLightColor->constSortPos = cspPotentialPrimitive;
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inLightColor->constSortPos = cspLightBuffer;
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Var *inLightSpotDir = new Var( "inLightSpotDir", "float4" );
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inLightSpotDir->uniform = true;
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inLightSpotDir->arraySize = 4;
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inLightSpotDir->constSortPos = cspPotentialPrimitive;
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inLightSpotDir->constSortPos = cspLightBuffer;
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Var * lightSpotParams = new Var( "inlightSpotParams", "float2" );
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lightSpotParams->uniform = true;
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lightSpotParams->arraySize = 4;
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lightSpotParams->constSortPos = cspPotentialPrimitive;
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lightSpotParams->constSortPos = cspLightBuffer;
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Var* hasVectorLight = new Var("hasVectorLight", "int");
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hasVectorLight->uniform = true;
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hasVectorLight->constSortPos = cspPotentialPrimitive;
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hasVectorLight->constSortPos = cspLightBuffer;
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Var* vectorLightDirection = new Var("vectorLightDirection", "float4");
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vectorLightDirection->uniform = true;
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vectorLightDirection->constSortPos = cspPotentialPrimitive;
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vectorLightDirection->constSortPos = cspLightBuffer;
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Var* vectorLightColor = new Var("vectorLightColor", "float4");
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vectorLightColor->uniform = true;
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vectorLightColor->constSortPos = cspPotentialPrimitive;
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vectorLightColor->constSortPos = cspLightBuffer;
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Var* vectorLightBrightness = new Var("vectorLightBrightness", "float");
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vectorLightBrightness->uniform = true;
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vectorLightBrightness->constSortPos = cspPotentialPrimitive;
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vectorLightBrightness->constSortPos = cspLightBuffer;
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Var* surface = getSurface(componentList, meta, fd);
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if (!surface)
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@ -2289,7 +2289,7 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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{
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ambient = new Var("ambient", "float4");
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ambient->uniform = true;
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ambient->constSortPos = cspPass;
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ambient->constSortPos = cspScene;
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}
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Var* lighting = new Var("lighting", "float4");
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@ -2349,12 +2349,12 @@ void FogFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
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{
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eyePos = new Var( "eyePosWorld", "float3" );
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eyePos->uniform = true;
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eyePos->constSortPos = cspPass;
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eyePos->constSortPos = cspScene;
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}
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Var *fogData = new Var( "fogData", "float3" );
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fogData->uniform = true;
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fogData->constSortPos = cspPass;
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fogData->constSortPos = cspScene;
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Var *wsPosition = new Var( "fogPos", "float3" );
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getWsPosition( componentList,
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@ -2393,7 +2393,7 @@ void FogFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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fogColor->setType( "float4" );
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fogColor->setName( "fogColor" );
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fogColor->uniform = true;
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fogColor->constSortPos = cspPass;
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fogColor->constSortPos = cspScene;
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// Get the out color.
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Var *color = (Var*) LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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@ -2429,12 +2429,12 @@ void FogFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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{
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eyePos = new Var( "eyePosWorld", "float3" );
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eyePos->uniform = true;
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eyePos->constSortPos = cspPass;
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eyePos->constSortPos = cspScene;
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}
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Var *fogData = new Var( "fogData", "float3" );
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fogData->uniform = true;
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fogData->constSortPos = cspPass;
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fogData->constSortPos = cspScene;
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/// Get the fog amount.
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fogAmount = new Var( "fogAmount", "float" );
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@ -2695,7 +2695,7 @@ void FoliageFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList,
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{
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eyePos = new Var( "eyePosWorld", "float3" );
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eyePos->uniform = true;
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eyePos->constSortPos = cspPass;
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eyePos->constSortPos = cspScene;
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}
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// All actual work is offloaded to this method.
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@ -2832,7 +2832,7 @@ void ImposterVertFeatureHLSL::processVert( Vector<ShaderComponent*> &component
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{
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eyePos = new Var( "eyePosWorld", "float3" );
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eyePos->uniform = true;
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eyePos->constSortPos = cspPass;
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eyePos->constSortPos = cspScene;
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}
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// Declare the outputs from this feature.
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@ -3153,7 +3153,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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eyePos->setType("float3");
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eyePos->setName("eyePosWorld");
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eyePos->uniform = true;
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eyePos->constSortPos = cspPass;
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eyePos->constSortPos = cspScene;
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}
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Var* accumTime = (Var*)LangElement::find("accumTime");
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@ -3161,7 +3161,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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{
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accumTime = new Var("accumTime", "float");
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accumTime->uniform = true;
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accumTime->constSortPos = cspPass;
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accumTime->constSortPos = cspScene;
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}
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Var* dampness = (Var*)LangElement::find("dampness");
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@ -3169,7 +3169,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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{
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dampness = new Var("dampness", "float");
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dampness->uniform = true;
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dampness->constSortPos = cspPass;
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dampness->constSortPos = cspScene;
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}
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String computeForwardProbes = String(" @ = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
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@ -3185,7 +3185,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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{
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ambient = new Var("ambient","float4");
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ambient->uniform = true;
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ambient->constSortPos = cspPass;
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ambient->constSortPos = cspScene;
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}
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meta->addStatement(new GenOp(" @.rgb *= @.rgb;\r\n", ibl, ambient));
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meta->addStatement(new GenOp(" @.rgb = @.rgb;\r\n", curColor, ibl));
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@ -73,10 +73,14 @@ enum ConstantSortPosition
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cspUninit = 0,
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/// Updated before every draw primitive call.
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cspPrimitive,
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/// Potentially updated every draw primitive call, but not necessarily (lights for example)
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/// Potentially updated every draw primitive call
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cspPotentialPrimitive,
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/// Updated one per pass
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/// Unique buffer just for lights.
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cspLightBuffer,
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/// Updated per pass
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cspPass,
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/// per scene const buffers (should only be set once)
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cspScene,
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/// Count var, do not use
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csp_Count
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};
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