Merge branch 'Preview4_0' of https://github.com/Areloch/Torque3D into Preview4_0

This commit is contained in:
AzaezelX 2019-06-04 01:42:53 -05:00
commit ed79c7d6bf
60 changed files with 970 additions and 2085 deletions

View file

@ -47,14 +47,14 @@
IMPLEMENT_CONOBJECT(GUIAsset);
ConsoleType(GUIAssetPtr, TypeGUIAssetPtr, GUIAsset, ASSET_ID_FIELD_PREFIX)
ConsoleType(GUIAssetPtr, TypeGUIAssetPtr, String, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeGUIAssetPtr)
{
// Fetch asset Id.
return (*((AssetPtr<GUIAsset>*)dptr)).getAssetId();
return *((StringTableEntry*)dptr);
}
//-----------------------------------------------------------------------------
@ -67,19 +67,11 @@ ConsoleSetType(TypeGUIAssetPtr)
// Yes, so fetch field value.
const char* pFieldValue = argv[0];
// Fetch asset pointer.
AssetPtr<GUIAsset>* pAssetPtr = dynamic_cast<AssetPtr<GUIAsset>*>((AssetPtrBase*)(dptr));
// Fetch asset Id.
StringTableEntry* assetId = (StringTableEntry*)(dptr);
// Is the asset pointer the correct type?
if (pAssetPtr == NULL)
{
// No, so fail.
//Con::warnf("(TypeGUIAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
return;
}
// Set asset.
pAssetPtr->setAssetId(pFieldValue);
// Update asset value.
*assetId = StringTable->insert(pFieldValue);
return;
}
@ -268,4 +260,4 @@ bool GuiInspectorTypeGUIAssetPtr::updateRects()
}
return resized;
}
}

View file

@ -225,8 +225,6 @@ const char* GameObjectAsset::create()
//Entity* e = dynamic_cast<Entity*>(pSimObject);
//e->_setGameObject(getAssetId());
StringTableEntry assetId = getAssetId();
pSimObject->setDataField(StringTable->insert("GameObject"), nullptr, getAssetId());
return pSimObject->getIdString();

View file

@ -47,14 +47,14 @@
IMPLEMENT_CONOBJECT(ImageAsset);
ConsoleType(ImageAssetPtr, TypeImageAssetPtr, ImageAsset, ASSET_ID_FIELD_PREFIX)
ConsoleType(ImageAssetPtr, TypeImageAssetPtr, String, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeImageAssetPtr)
{
// Fetch asset Id.
return (*((AssetPtr<ImageAsset>*)dptr)).getAssetId();
return *((StringTableEntry*)dptr);
}
//-----------------------------------------------------------------------------
@ -67,19 +67,11 @@ ConsoleSetType(TypeImageAssetPtr)
// Yes, so fetch field value.
const char* pFieldValue = argv[0];
// Fetch asset pointer.
AssetPtr<ImageAsset>* pAssetPtr = dynamic_cast<AssetPtr<ImageAsset>*>((AssetPtrBase*)(dptr));
// Fetch asset Id.
StringTableEntry* assetId = (StringTableEntry*)(dptr);
// Is the asset pointer the correct type?
if (pAssetPtr == NULL)
{
// No, so fail.
//Con::warnf("(TypeImageAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
return;
}
// Set asset.
pAssetPtr->setAssetId(pFieldValue);
// Update asset value.
*assetId = StringTable->insert(pFieldValue);
return;
}

View file

@ -47,14 +47,14 @@
IMPLEMENT_CONOBJECT(LevelAsset);
ConsoleType(LevelAssetPtr, TypeLevelAssetPtr, LevelAsset, ASSET_ID_FIELD_PREFIX)
ConsoleType(LevelAssetPtr, TypeLevelAssetPtr, String, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeLevelAssetPtr)
{
// Fetch asset Id.
return (*((AssetPtr<LevelAsset>*)dptr)).getAssetId();
return *((StringTableEntry*)dptr);
}
//-----------------------------------------------------------------------------
@ -67,19 +67,11 @@ ConsoleSetType(TypeLevelAssetPtr)
// Yes, so fetch field value.
const char* pFieldValue = argv[0];
// Fetch asset pointer.
AssetPtr<LevelAsset>* pAssetPtr = dynamic_cast<AssetPtr<LevelAsset>*>((AssetPtrBase*)(dptr));
// Fetch asset Id.
StringTableEntry* assetId = (StringTableEntry*)(dptr);
// Is the asset pointer the correct type?
if (pAssetPtr == NULL)
{
// No, so fail.
//Con::warnf("(TypeLevelAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
return;
}
// Set asset.
pAssetPtr->setAssetId(pFieldValue);
// Update asset value.
*assetId = StringTable->insert(pFieldValue);
return;
}
@ -121,6 +113,9 @@ void LevelAsset::initPersistFields()
addField("LevelName", TypeString, Offset(mLevelName, LevelAsset), "Human-friendly name for the level.");
addProtectedField("PreviewImage", TypeAssetLooseFilePath, Offset(mPreviewImage, LevelAsset),
&setPreviewImageFile, &getPreviewImageFile, "Path to the image used for selection preview.");
addField("isSubScene", TypeString, Offset(mIsSubLevel, LevelAsset), "Is this a sublevel to another Scene");
addField("gameModeName", TypeString, Offset(mGamemodeName, LevelAsset), "Name of the Game Mode to be used with this level");
}
//------------------------------------------------------------------------------

View file

@ -51,6 +51,8 @@ class LevelAsset : public AssetBase
bool mIsSubLevel;
StringTableEntry mMainLevelAsset;
StringTableEntry mGamemodeName;
public:
LevelAsset();
virtual ~LevelAsset();

View file

@ -122,24 +122,12 @@ void BoxEnvironmentProbe::onRemove()
Parent::onRemove();
}
void BoxEnvironmentProbe::setTransform(const MatrixF & mat)
{
// Let SceneObject handle all of the matrix manipulation
Parent::setTransform(mat);
mDirty = true;
// Dirty our network mask so that the new transform gets
// transmitted to the client object
setMaskBits(TransformMask);
}
U32 BoxEnvironmentProbe::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
{
// Allow the Parent to get a crack at writing its info
U32 retMask = Parent::packUpdate(conn, mask, stream);
if (stream->writeFlag(mask & UpdateMask))
if (stream->writeFlag(mask & StaticDataMask))
{
stream->write(mAtten);
}
@ -152,7 +140,7 @@ void BoxEnvironmentProbe::unpackUpdate(NetConnection *conn, BitStream *stream)
// Let the Parent read any info it sent
Parent::unpackUpdate(conn, stream);
if (stream->readFlag()) // UpdateMask
if (stream->readFlag()) // StaticDataMask
{
stream->read(&mAtten);
}
@ -164,17 +152,11 @@ void BoxEnvironmentProbe::unpackUpdate(NetConnection *conn, BitStream *stream)
void BoxEnvironmentProbe::updateProbeParams()
{
Parent::updateProbeParams();
mProbeInfo->mProbeShapeType = ProbeRenderInst::Box;
mProbeShapeType = ProbeRenderInst::Box;
mProbeInfo->mAtten = mAtten;
PROBEMGR->updateProbes();
updateCubemaps();
}
void BoxEnvironmentProbe::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
{
Parent::setPreviewMatParameters(renderState, mat);
}
}

View file

@ -87,9 +87,6 @@ public:
bool onAdd();
void onRemove();
// Override this so that we can dirty the network flag when it is called
void setTransform(const MatrixF &mat);
// This function handles sending the relevant data from the server
// object to the client object
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
@ -113,4 +110,4 @@ public:
void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
};
#endif // BOX_ENVIRONMENT_PROBE_H
#endif // BOX_ENVIRONMENT_PROBE_H

View file

@ -104,6 +104,7 @@ ReflectionProbe::ReflectionProbe()
mEnabled = true;
mBake = false;
mDirty = false;
mCubemapDirty = false;
mRadius = 10;
mObjScale = Point3F::One * 10;
@ -134,8 +135,6 @@ ReflectionProbe::ReflectionProbe()
mProbeRefOffset = Point3F::Zero;
mEditPosOffset = false;
mProbeInfoIdx = -1;
mCaptureMask = REFLECTION_PROBE_CAPTURE_TYPEMASK;
}
@ -292,7 +291,9 @@ bool ReflectionProbe::onAdd()
// Refresh this object's material (if any)
if (isClientObject())
{
createGeometry();
if (!createClientResources())
return false;
updateProbeParams();
}
@ -305,8 +306,9 @@ void ReflectionProbe::onRemove()
{
if (isClientObject())
{
PROBEMGR->unregisterProbe(mProbeInfoIdx);
PROBEMGR->unregisterProbe(mProbeInfo->mProbeIdx);
}
// Remove this object from the scene
removeFromScene();
@ -318,16 +320,19 @@ void ReflectionProbe::handleDeleteAction()
//we're deleting it?
//Then we need to clear out the processed cubemaps(if we have them)
String prefilPath = getPrefilterMapPath();
if (Platform::isFile(prefilPath))
if (mReflectionModeType != StaticCubemap)
{
Platform::fileDelete(prefilPath);
}
String prefilPath = getPrefilterMapPath();
if (Platform::isFile(prefilPath))
{
Platform::fileDelete(prefilPath);
}
String irrPath = getIrradianceMapPath();
if (Platform::isFile(irrPath))
{
Platform::fileDelete(irrPath);
String irrPath = getIrradianceMapPath();
if (Platform::isFile(irrPath))
{
Platform::fileDelete(irrPath);
}
}
Parent::handleDeleteAction();
@ -406,19 +411,13 @@ U32 ReflectionProbe::packUpdate(NetConnection *conn, U32 mask, BitStream *stream
mathWrite(*stream, mProbeRefScale);
}
if (stream->writeFlag(mask & ShapeTypeMask))
if (stream->writeFlag(mask & StaticDataMask))
{
stream->write((U32)mProbeShapeType);
}
if (stream->writeFlag(mask & UpdateMask))
{
stream->write(mRadius);
}
if (stream->writeFlag(mask & BakeInfoMask))
{
stream->write(mProbeUniqueID);
stream->write((U32)mReflectionModeType);
stream->write(mCubemapName);
}
if (stream->writeFlag(mask & EnabledMask))
@ -426,16 +425,6 @@ U32 ReflectionProbe::packUpdate(NetConnection *conn, U32 mask, BitStream *stream
stream->writeFlag(mEnabled);
}
if (stream->writeFlag(mask & ModeMask))
{
stream->write((U32)mReflectionModeType);
}
if (stream->writeFlag(mask & CubemapMask))
{
stream->write(mCubemapName);
}
return retMask;
}
@ -460,28 +449,28 @@ void ReflectionProbe::unpackUpdate(NetConnection *conn, BitStream *stream)
mDirty = true;
}
if (stream->readFlag()) // ShapeTypeMask
if (stream->readFlag()) // StaticDataMask
{
U32 shapeType = ProbeRenderInst::Sphere;
stream->read(&shapeType);
mProbeShapeType = (ProbeRenderInst::ProbeShapeType)shapeType;
createGeometry();
mDirty = true;
}
if (stream->readFlag()) // UpdateMask
{
stream->read(&mRadius);
mDirty = true;
}
if (stream->readFlag()) // BakeInfoMask
{
stream->read(&mProbeUniqueID);
U32 oldReflectModeType = mReflectionModeType;
U32 reflectModeType = BakedCubemap;
stream->read(&reflectModeType);
mReflectionModeType = (ReflectionModeType)reflectModeType;
String oldCubemapName = mCubemapName;
stream->read(&mCubemapName);
if(oldReflectModeType != mReflectionModeType || oldCubemapName != mCubemapName)
mCubemapDirty = true;
mDirty = true;
}
@ -492,28 +481,6 @@ void ReflectionProbe::unpackUpdate(NetConnection *conn, BitStream *stream)
mDirty = true;
}
if (stream->readFlag()) // ModeMask
{
U32 reflectModeType = BakedCubemap;
stream->read(&reflectModeType);
mReflectionModeType = (ReflectionModeType)reflectModeType;
mDirty = true;
}
if (stream->readFlag()) // CubemapMask
{
String newCubemapName;
stream->read(&mCubemapName);
//if (newCubemapName != mCubemapName)
{
processStaticCubemap();
}
mDirty = true;
}
if (mDirty)
{
updateProbeParams();
@ -525,101 +492,80 @@ void ReflectionProbe::unpackUpdate(NetConnection *conn, BitStream *stream)
//-----------------------------------------------------------------------------
void ReflectionProbe::updateProbeParams()
{
if (mProbeInfo == nullptr)
{
mProbeInfo = new ProbeRenderInst();
mProbeInfoIdx = ProbeRenderInst::all.size() - 1;
mProbeInfo->mIsEnabled = false;
PROBEMGR->registerProbe(mProbeInfoIdx);
}
if (!mProbeInfo)
return;
mProbeInfo->mProbeShapeType = mProbeShapeType;
MatrixF transform = getTransform();
mProbeInfo->mPosition = getPosition();
if (mProbeShapeType == ProbeRenderInst::Sphere)
mObjScale.set(mRadius, mRadius, mRadius);
transform.scale(getScale());
mProbeInfo->mTransform = transform.inverse();
Box3F bounds;
if (mProbeShapeType == ProbeRenderInst::Skylight)
{
mProbeInfo->mPosition = Point3F::Zero;
mProbeInfo->mTransform = MatrixF::Identity;
mProbeInfo->mIsSkylight = true;
F32 visDist = gClientSceneGraph->getVisibleDistance();
Box3F skylightBounds = Box3F(visDist * 2);
skylightBounds.setCenter(Point3F::Zero);
bounds = skylightBounds;
setGlobalBounds();
mProbeInfo->mScore = -1.0f;
}
else
{
MatrixF transform = getTransform();
mProbeInfo->mPosition = getPosition();
transform.scale(getScale());
mProbeInfo->mTransform = transform.inverse();
mProbeInfo->mIsSkylight = false;
bounds = mWorldBox;
mProbeInfo->mScore = mMaxDrawDistance;
}
// Skip our transform... it just dirties mask bits.
Parent::setTransform(mObjToWorld);
resetWorldBox();
mProbeInfo->mBounds = mWorldBox;
mProbeInfo->mBounds = bounds;
mProbeInfo->mExtents = getScale();
mProbeInfo->mRadius = mRadius;
mProbeInfo->mIsSkylight = false;
mProbeInfo->mProbeRefOffset = mProbeRefOffset;
mProbeInfo->mProbeRefScale = mProbeRefScale;
mProbeInfo->mDirty = true;
mProbeInfo->mScore = mMaxDrawDistance;
if (mCubemapDirty)
{
if (mReflectionModeType == StaticCubemap)
processStaticCubemap();
else
processDynamicCubemap();
}
PROBEMGR->updateProbes();
}
void ReflectionProbe::processStaticCubemap()
void ReflectionProbe::processDynamicCubemap()
{
if (mReflectionModeType != StaticCubemap)
if (!mProbeInfo)
return;
createClientResources();
Sim::findObject(mCubemapName, mStaticCubemap);
if (!mStaticCubemap)
{
Con::errorf("ReflectionProbe::updateMaterial() - unable to find static cubemap file!");
return;
}
if (mStaticCubemap->mCubemap == nullptr)
{
mStaticCubemap->createMap();
mStaticCubemap->updateFaces();
}
String prefilPath = getPrefilterMapPath();
String irrPath = getIrradianceMapPath();
if (mUseHDRCaptures)
{
mIrridianceMap->mCubemap->initDynamic(mPrefilterSize, GFXFormatR16G16B16A16F);
mPrefilterMap->mCubemap->initDynamic(mPrefilterSize, GFXFormatR16G16B16A16F);
}
else
{
mIrridianceMap->mCubemap->initDynamic(mPrefilterSize, GFXFormatR8G8B8A8);
mPrefilterMap->mCubemap->initDynamic(mPrefilterSize, GFXFormatR8G8B8A8);
}
//if (!Platform::isFile(irrPath) || !Platform::isFile(prefilPath))
{
GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
IBLUtilities::GenerateIrradianceMap(renderTarget, mStaticCubemap->mCubemap, mIrridianceMap->mCubemap);
IBLUtilities::GeneratePrefilterMap(renderTarget, mStaticCubemap->mCubemap, mPrefilterMipLevels, mPrefilterMap->mCubemap);
IBLUtilities::SaveCubeMap(getIrradianceMapPath(), mIrridianceMap->mCubemap);
IBLUtilities::SaveCubeMap(getPrefilterMapPath(), mPrefilterMap->mCubemap);
}
mProbeInfo->mPrefilterCubemap = mPrefilterMap->mCubemap;
mProbeInfo->mIrradianceCubemap = mIrridianceMap->mCubemap;
//Update the probe manager with our new texture!
if(!mProbeInfo->mIsSkylight)
PROBEMGR->updateProbeTexture(mProbeInfo);
}
void ReflectionProbe::updateCubemaps()
{
createClientResources();
mEnabled = false;
if (mReflectionModeType != DynamicCubemap)
{
@ -627,22 +573,36 @@ void ReflectionProbe::updateCubemaps()
if ((mReflectionModeType == BakedCubemap) && !mProbeUniqueID.isEmpty())
{
if (mPrefilterMap != nullptr && mPrefilterMap->mCubemap.isValid())
String irrPath = getIrradianceMapPath();
if (Platform::isFile(irrPath))
{
mProbeInfo->mPrefilterCubemap = mPrefilterMap->mCubemap;
mIrridianceMap->setCubemapFile(FileName(irrPath));
//mIrridianceMap->updateFaces();
}
else
if (mIrridianceMap == nullptr || mIrridianceMap->mCubemap.isNull())
{
mEnabled = false;
Con::errorf("ReflectionProbe::processDynamicCubemap() - Unable to load baked irradiance map at %s", getIrradianceMapPath().c_str());
return;
}
if (mIrridianceMap != nullptr && mIrridianceMap->mCubemap.isValid())
String prefilPath = getPrefilterMapPath();
if (Platform::isFile(prefilPath))
{
mProbeInfo->mIrradianceCubemap = mIrridianceMap->mCubemap;
mPrefilterMap->setCubemapFile(FileName(prefilPath));
//mPrefilterMap->updateFaces();
}
else
if (mPrefilterMap == nullptr || mPrefilterMap->mCubemap.isNull())
{
mEnabled = false;
Con::errorf("ReflectionProbe::processDynamicCubemap() - Unable to load baked prefilter map at %s", getPrefilterMapPath().c_str());
return;
}
//mProbeInfo->mPrefilterCubemap = mPrefilterMap->mCubemap;
//mProbeInfo->mIrradianceCubemap = mIrridianceMap->mCubemap;
mEnabled = true;
}
}
else
@ -659,18 +619,120 @@ void ReflectionProbe::updateCubemaps()
}
}
//Make us ready to render
if (mEnabled)
mProbeInfo->mIsEnabled = true;
else
mProbeInfo->mIsEnabled = false;
//Update the probe manager with our new texture!
//if (!mProbeInfo->mIsSkylight && mProbeInfo->mPrefilterCubemap->isInitialized() && mProbeInfo->mIrradianceCubemap->isInitialized())
// PROBEMGR->updateProbeTexture(mProbeInfo->mProbeIdx);
}
void ReflectionProbe::processStaticCubemap()
{
if (!mProbeInfo)
return;
mEnabled = false;
String path = Con::getVariable("$pref::ReflectionProbes::CurrentLevelPath", "levels/");
char irradFileName[256];
dSprintf(irradFileName, 256, "%s_Irradiance.dds", path.c_str(), mCubemapName.c_str());
if (Platform::isFile(irradFileName))
{
mIrridianceMap->setCubemapFile(FileName(irradFileName));
mIrridianceMap->updateFaces();
}
if (mIrridianceMap == nullptr || mIrridianceMap->mCubemap.isNull())
{
Con::errorf("ReflectionProbe::processStaticCubemap() - Unable to load baked irradiance map at %s", irradFileName);
return;
}
char prefilterFileName[256];
dSprintf(prefilterFileName, 256, "%s%s_Prefilter.dds", path.c_str(), mCubemapName.c_str());
if (Platform::isFile(prefilterFileName))
{
mPrefilterMap->setCubemapFile(FileName(prefilterFileName));
mPrefilterMap->updateFaces();
}
if (mPrefilterMap == nullptr || mPrefilterMap->mCubemap.isNull())
{
Con::errorf("ReflectionProbe::processStaticCubemap() - Unable to load baked prefilter map at %s", prefilterFileName);
return;
}
if (!Platform::isFile(prefilterFileName) || !Platform::isFile(irradFileName))
{
//If we are missing either of the files, just re-run the bake
Sim::findObject(mCubemapName, mStaticCubemap);
if (!mStaticCubemap)
{
Con::errorf("ReflectionProbe::updateMaterial() - unable to find static cubemap file!");
return;
}
if (mStaticCubemap->mCubemap == nullptr)
{
mStaticCubemap->createMap();
mStaticCubemap->updateFaces();
}
if (mUseHDRCaptures)
{
mIrridianceMap->mCubemap->initDynamic(mPrefilterSize, GFXFormatR16G16B16A16F);
mPrefilterMap->mCubemap->initDynamic(mPrefilterSize, GFXFormatR16G16B16A16F);
}
else
{
mIrridianceMap->mCubemap->initDynamic(mPrefilterSize, GFXFormatR8G8B8A8);
mPrefilterMap->mCubemap->initDynamic(mPrefilterSize, GFXFormatR8G8B8A8);
}
GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
IBLUtilities::GenerateIrradianceMap(renderTarget, mStaticCubemap->mCubemap, mIrridianceMap->mCubemap);
IBLUtilities::GeneratePrefilterMap(renderTarget, mStaticCubemap->mCubemap, mPrefilterMipLevels, mPrefilterMap->mCubemap);
IBLUtilities::SaveCubeMap(irradFileName, mIrridianceMap->mCubemap);
IBLUtilities::SaveCubeMap(prefilterFileName, mPrefilterMap->mCubemap);
}
if ((mIrridianceMap != nullptr || !mIrridianceMap->mCubemap.isNull()) && (mPrefilterMap != nullptr || !mPrefilterMap->mCubemap.isNull()))
{
mProbeInfo->mPrefilterCubemap = mPrefilterMap->mCubemap;
mProbeInfo->mIrradianceCubemap = mIrridianceMap->mCubemap;
mEnabled = true;
}
if (mEnabled)
mProbeInfo->mIsEnabled = true;
else
mProbeInfo->mIsEnabled = false;
//Update the probe manager with our new texture!
if (!mProbeInfo->mIsSkylight && mProbeInfo->mPrefilterCubemap->isInitialized() && mProbeInfo->mIrradianceCubemap->isInitialized())
PROBEMGR->updateProbeTexture(mProbeInfo);
PROBEMGR->updateProbeTexture(mProbeInfo->mProbeIdx);
}
bool ReflectionProbe::createClientResources()
{
if (mProbeInfo == nullptr)
{
mProbeInfo = PROBEMGR->registerProbe(mProbeShapeType == ProbeRenderInst::Skylight);
if (!mProbeInfo)
return false;
mProbeInfo->mIsEnabled = false;
}
//irridiance resources
if (!mIrridianceMap)
{
@ -680,16 +742,6 @@ bool ReflectionProbe::createClientResources()
mIrridianceMap->createMap();
}
String irrPath = getIrradianceMapPath();
if (Platform::isFile(irrPath))
{
mIrridianceMap->setCubemapFile(FileName(irrPath));
mIrridianceMap->updateFaces();
}
if (mIrridianceMap->mCubemap.isNull())
Con::errorf("ReflectionProbe::createClientResources() - Unable to load baked irradiance map at %s", getIrradianceMapPath().c_str());
//
if (!mPrefilterMap)
{
@ -699,17 +751,8 @@ bool ReflectionProbe::createClientResources()
mPrefilterMap->createMap();
}
String prefilPath = getPrefilterMapPath();
if (Platform::isFile(prefilPath))
{
mPrefilterMap->setCubemapFile(FileName(prefilPath));
mPrefilterMap->updateFaces();
}
if (mPrefilterMap->mCubemap.isNull())
Con::errorf("ReflectionProbe::createClientResources() - Unable to load baked prefilter map at %s", getPrefilterMapPath().c_str());
mResourcesCreated = true;
mCubemapDirty = true;
return true;
}
@ -753,8 +796,9 @@ void ReflectionProbe::bake()
PROBEMGR->bakeProbe(this);
setMaskBits(CubemapMask);
setMaskBits(StaticDataMask);
}
//-----------------------------------------------------------------------------
//Rendering of editing/debug stuff
//-----------------------------------------------------------------------------
@ -812,8 +856,11 @@ void ReflectionProbe::prepRenderImage(SceneRenderState *state)
//Register
//PROBEMGR->registerProbe(mProbeInfoIdx);
if (ReflectionProbe::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mPrefilterMap != nullptr)
if (ReflectionProbe::smRenderPreviewProbes && gEditingMission && mPrefilterMap != nullptr)
{
if(!mEditorShapeInst)
createGeometry();
GFXTransformSaver saver;
// Calculate the distance of this object from the camera
@ -965,4 +1012,4 @@ DefineEngineMethod(ReflectionProbe, Bake, void, (), ,
{
clientProbe->bake();
}
}
}

View file

@ -82,19 +82,15 @@ protected:
enum MaskBits
{
TransformMask = Parent::NextFreeMask << 0,
UpdateMask = Parent::NextFreeMask << 1,
StaticDataMask = Parent::NextFreeMask << 1,
EnabledMask = Parent::NextFreeMask << 2,
CubemapMask = Parent::NextFreeMask << 3,
ModeMask = Parent::NextFreeMask << 4,
RadiusMask = Parent::NextFreeMask << 5,
ShapeTypeMask = Parent::NextFreeMask << 6,
BakeInfoMask = Parent::NextFreeMask << 7,
NextFreeMask = Parent::NextFreeMask << 8
NextFreeMask = Parent::NextFreeMask << 3
};
bool mBake;
bool mEnabled;
bool mDirty;
bool mCubemapDirty;
Resource<TSShape> mEditorShape;
TSShapeInstance* mEditorShapeInst;
@ -105,7 +101,6 @@ protected:
ProbeRenderInst::ProbeShapeType mProbeShapeType;
ProbeRenderInst* mProbeInfo;
U32 mProbeInfoIdx;
//Reflection Contribution stuff
ReflectionModeType mReflectionModeType;
@ -221,13 +216,11 @@ public:
// Create the geometry for rendering
void createGeometry();
// Get the Material instance
void updateCubemaps();
virtual void updateProbeParams();
bool createClientResources();
void processDynamicCubemap();
void processStaticCubemap();
// This is the function that allows this object to submit itself for rendering
@ -243,8 +236,6 @@ public:
String getPrefilterMapPath();
String getIrradianceMapPath();
void bake();
const U32 getProbeInfoIndex() { return mProbeInfoIdx; }
};
typedef ProbeRenderInst::ProbeShapeType ReflectProbeType;
@ -253,4 +244,4 @@ DefineEnumType(ReflectProbeType);
typedef ReflectionProbe::ReflectionModeType ReflectionModeEnum;
DefineEnumType(ReflectionModeEnum);
#endif // _ReflectionProbe_H_
#endif // _ReflectionProbe_H_

View file

@ -123,18 +123,6 @@ void Skylight::onRemove()
Parent::onRemove();
}
void Skylight::setTransform(const MatrixF & mat)
{
// Let SceneObject handle all of the matrix manipulation
Parent::setTransform(mat);
mDirty = true;
// Dirty our network mask so that the new transform gets
// transmitted to the client object
setMaskBits(TransformMask);
}
U32 Skylight::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
{
// Allow the Parent to get a crack at writing its info
@ -155,34 +143,8 @@ void Skylight::unpackUpdate(NetConnection *conn, BitStream *stream)
void Skylight::updateProbeParams()
{
mProbeShapeType = ProbeRenderInst::Skylight;
Parent::updateProbeParams();
mProbeInfo->mProbeShapeType = ProbeRenderInst::Skylight;
mProbeInfo->setPosition(getPosition());
// Skip our transform... it just dirties mask bits.
Parent::setTransform(mObjToWorld);
resetWorldBox();
F32 visDist = gClientSceneGraph->getVisibleDistance();
Box3F skylightBounds = Box3F(visDist * 2);
skylightBounds.setCenter(Point3F::Zero);
mProbeInfo->setPosition(Point3F::Zero);
mProbeInfo->mBounds = skylightBounds;
setGlobalBounds();
mProbeInfo->mIsSkylight = true;
mProbeInfo->mScore = -1.0f; //sky comes first
PROBEMGR->updateProbes();
updateCubemaps();
}
void Skylight::prepRenderImage(SceneRenderState *state)
@ -273,4 +235,4 @@ DefineEngineMethod(Skylight, postApply, void, (), ,
"A utility method for forcing a network update.\n")
{
object->inspectPostApply();
}
}

View file

@ -86,9 +86,6 @@ public:
bool onAdd();
void onRemove();
// Override this so that we can dirty the network flag when it is called
void setTransform(const MatrixF &mat);
// This function handles sending the relevant data from the server
// object to the client object
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
@ -112,4 +109,4 @@ public:
void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
};
#endif // _Skylight_H_
#endif // _Skylight_H_

View file

@ -119,18 +119,6 @@ void SphereEnvironmentProbe::onRemove()
Parent::onRemove();
}
void SphereEnvironmentProbe::setTransform(const MatrixF & mat)
{
// Let SceneObject handle all of the matrix manipulation
Parent::setTransform(mat);
mDirty = true;
// Dirty our network mask so that the new transform gets
// transmitted to the client object
setMaskBits(TransformMask);
}
U32 SphereEnvironmentProbe::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
{
// Allow the Parent to get a crack at writing its info
@ -151,13 +139,8 @@ void SphereEnvironmentProbe::unpackUpdate(NetConnection *conn, BitStream *stream
void SphereEnvironmentProbe::updateProbeParams()
{
mProbeShapeType = ProbeRenderInst::Sphere;
Parent::updateProbeParams();
mProbeInfo->mProbeShapeType = ProbeRenderInst::Sphere;
PROBEMGR->updateProbes();
updateCubemaps();
}
void SphereEnvironmentProbe::prepRenderImage(SceneRenderState *state)
@ -234,4 +217,4 @@ void SphereEnvironmentProbe::prepRenderImage(SceneRenderState *state)
void SphereEnvironmentProbe::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
{
Parent::setPreviewMatParameters(renderState, mat);
}
}

View file

@ -82,9 +82,6 @@ public:
bool onAdd();
void onRemove();
// Override this so that we can dirty the network flag when it is called
void setTransform(const MatrixF &mat);
// This function handles sending the relevant data from the server
// object to the client object
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
@ -108,4 +105,4 @@ public:
void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
};
#endif // SPHERE_ENVIRONMENT_PROBE_H
#endif // SPHERE_ENVIRONMENT_PROBE_H

View file

@ -47,6 +47,7 @@ String GFXTextureManager::smUnavailableTexturePath(Con::getVariable("$Core::UnAv
String GFXTextureManager::smWarningTexturePath(Con::getVariable("$Core::WarningTexturePath"));
String GFXTextureManager::smDefaultIrradianceCubemapPath(Con::getVariable("$Core::DefaultIrradianceCubemap"));
String GFXTextureManager::smDefaultPrefilterCubemapPath(Con::getVariable("$Core::DefaultPrefilterCubemap"));
String GFXTextureManager::smBRDFTexturePath(Con::getVariable("$Core::BRDFTexture"));
GFXTextureManager::EventSignal GFXTextureManager::smEventSignal;
@ -80,6 +81,10 @@ void GFXTextureManager::init()
Con::addVariable("$Core::DefaultPrefilterCubemap", TypeRealString, &smDefaultPrefilterCubemapPath,
"The file path of the texture used as the default specular cubemap for PBR.\n"
"@ingroup GFX\n");
Con::addVariable("$Core::BRDFTexture", TypeRealString, &smBRDFTexturePath,
"The file path of the texture used as the default irradiance cubemap for PBR.\n"
"@ingroup GFX\n");
}
GFXTextureManager::GFXTextureManager()

View file

@ -77,6 +77,8 @@ public:
static const String& getDefaultIrradianceCubemapPath() { return smDefaultIrradianceCubemapPath; }
static const String& getDefaultPrefilterCubemapPath() { return smDefaultPrefilterCubemapPath; }
static const String& getBRDFTexturePath() { return smBRDFTexturePath; }
/// Update width and height based on available resources.
///
/// We provide a simple interface for managing texture memory usage. Specifically,
@ -215,6 +217,7 @@ protected:
static String smDefaultIrradianceCubemapPath;
static String smDefaultPrefilterCubemapPath;
static String smBRDFTexturePath;
GFXTextureObject *mListHead;
GFXTextureObject *mListTail;

View file

@ -27,6 +27,7 @@
#include "gui/editor/guiInspector.h"
#include "core/util/safeDelete.h"
#include "gfx/gfxDrawUtil.h"
#include "util/settings.h"
//-----------------------------------------------------------------------------
// GuiInspectorVariableField
@ -104,7 +105,17 @@ void GuiInspectorVariableField::setData( const char* data, bool callbacks )
{
if (mOwnerObject != nullptr)
{
mOwnerObject->setDataField(mVariableName, NULL, data);
//Special case: if our object is a Settings class, we'll assume that we're trying to get/set the fields via the Setting class's normal behavior
//otherwise, use fields as normal
Settings* setting = dynamic_cast<Settings*>(mOwnerObject);
if (setting)
{
setting->setValue(mVariableName, data);
}
else
{
mOwnerObject->setDataField(mVariableName, NULL, data);
}
}
else
{
@ -121,8 +132,16 @@ const char* GuiInspectorVariableField::getData( U32 inspectObjectIndex )
{
if ( !mCaption || mCaption[0] == 0 )
return "";
return Con::getVariable( mCaption );
Settings* setting = dynamic_cast<Settings*>(mOwnerObject);
if (setting)
{
return setting->value(mVariableName);
}
else
{
return Con::getVariable(mCaption);
}
}
void GuiInspectorVariableField::setValue( const char* newValue )
@ -138,4 +157,4 @@ void GuiInspectorVariableField::updateValue()
return;
setValue( getData() );
}
}

View file

@ -60,7 +60,10 @@ void GuiVariableInspector::loadVars( String searchStr )
void GuiVariableInspector::update()
{
clearGroups();
for (U32 g = 0; g < mGroups.size(); g++)
{
mGroups[g]->clearFields();
}
for (U32 i = 0; i < mFields.size(); i++)
{
@ -149,6 +152,8 @@ void GuiVariableInspector::addField(const char* name, const char* label, const c
fieldTypeMask = TypeF32;
else if (newField.mFieldTypeName == StringTable->insert("vector"))
fieldTypeMask = TypePoint3F;
else if (newField.mFieldTypeName == StringTable->insert("vector2"))
fieldTypeMask = TypePoint2F;
//else if (fieldType == StringTable->insert("material"))
// fieldTypeMask = TypeMaterialName;
else if (newField.mFieldTypeName == StringTable->insert("image"))
@ -264,4 +269,4 @@ DefineEngineMethod(GuiVariableInspector, setFieldEnabled, void, (const char* fie
DefineEngineMethod( GuiVariableInspector, loadVars, void, ( const char * searchString ), , "loadVars( searchString )" )
{
object->loadVars( searchString );
}
}

View file

@ -117,6 +117,7 @@ Material::Material()
mDiffuse[i].set( 1.0f, 1.0f, 1.0f, 1.0f );
mDiffuseMapSRGB[i] = true;
mDiffuseMapAsset[i] = StringTable->EmptyString();
mDiffuseMapAssetId[i] = StringTable->EmptyString();
mSmoothness[i] = 0.0f;
mMetalness[i] = 0.0f;
@ -238,7 +239,7 @@ void Material::initPersistFields()
addField("diffuseMap", TypeImageFilename, Offset(mDiffuseMapFilename, Material), MAX_STAGES,
"The diffuse color texture map." );
addField("diffuseMapAsset", TypeImageAssetPtr, Offset(mDiffuseMapAsset, Material), MAX_STAGES,
addField("diffuseMapAsset", TypeImageAssetPtr, Offset(mDiffuseMapAssetId, Material), MAX_STAGES,
"The diffuse color texture map." );
addField("diffuseMapSRGB", TypeBool, Offset(mDiffuseMapSRGB, Material), MAX_STAGES,
@ -585,6 +586,15 @@ bool Material::onAdd()
if ( slash != String::NPos )
mPath = scriptFile.substr( 0, slash + 1 );
//bind any assets we have
for (U32 i = 0; i < MAX_STAGES; i++)
{
if (mDiffuseMapAssetId[i] != StringTable->EmptyString())
{
mDiffuseMapAsset[0] = mDiffuseMapAssetId[0];
}
}
_mapMaterial();
return true;

View file

@ -409,7 +409,7 @@ void ProcessedMaterial::_setStageData()
mStages[i].setTex(MFT_DiffuseMap, _createTexture(GFXTextureManager::getMissingTexturePath().c_str(), &GFXStaticTextureSRGBProfile));
}
}
else if (!mMaterial->mDiffuseMapAsset[i].isNull())
else if (mMaterial->mDiffuseMapAsset[i] && !mMaterial->mDiffuseMapAsset[i].isNull())
{
mStages[i].setTex(MFT_DiffuseMap, mMaterial->mDiffuseMapAsset[i]->getImage());
if (!mStages[i].getTex(MFT_DiffuseMap))

View file

@ -191,8 +191,8 @@ public:
inline void increaseLoadCount( void ) { ++mLoadCount; }
inline void reduceLoadCount( void ) { --mLoadCount; }
inline S32 getLoadCount( void ) const { return mLoadCount; }
inline void setLocked( const bool status ) { mLocked = status; }
inline bool getLocked( void ) const { return mLocked; }
inline void setModuleLocked( const bool status ) { mLocked = status; }
inline bool getModuleLocked( void ) const { return mLocked; }
inline ModuleManager* getModuleManager( void ) const { return mpModuleManager; }
bool save( void );

View file

@ -2121,7 +2121,7 @@ bool ModuleManager::registerModule( const char* pModulePath, const char* pModule
pModuleDefinition->setSignature( formatBuffer );
// Locked the module definition.
pModuleDefinition->setLocked( true );
pModuleDefinition->setModuleLocked( true );
// Fetch modules definitions.
ModuleDefinitionEntry* pDefinitions = findModuleId( moduleId );

View file

@ -1076,11 +1076,6 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
setShaderConsts_callback();
}
if (mShaderName == String("PFX_ReflectionProbeArray") || getName() == StringTable->insert("reflectionProbeArrayPostFX"))
{
bool derp = true;
}
EffectConstTable::Iterator iter = mEffectConsts.begin();
for ( ; iter != mEffectConsts.end(); iter++ )
iter->value->setToBuffer( mShaderConsts );
@ -1607,6 +1602,22 @@ void PostEffect::setTexture( U32 index, const String &texFilePath )
mTextureType[index] = NormalTextureType;
}
void PostEffect::setTexture(U32 index, const GFXTexHandle& texHandle)
{
// Set the new texture name.
mTexFilename[index] = "";
mTextures[index].free();
// Skip empty stages or ones with variable or target names.
if (!texHandle.isValid())
return;
// Try to load the texture.
mTextures[index] = texHandle;
mTextureType[index] = NormalTextureType;
}
void PostEffect::setCubemapTexture(U32 index, const GFXCubemapHandle &cubemapHandle)
{
// Set the new texture name.
@ -2048,4 +2059,4 @@ DefineEngineFunction( dumpRandomNormalMap, void, (),,
String path = Torque::FS::MakeUniquePath( "", "randNormTex", "png" );
tex->dumpToDisk( "png", path );
}
}

View file

@ -416,6 +416,7 @@ public:
F32 getPriority() const { return mRenderPriority; }
void setTexture( U32 index, const String &filePath );
void setTexture(U32 index, const GFXTexHandle& texHandle);
void setCubemapTexture(U32 index, const GFXCubemapHandle &cubemapHandle);
void setCubemapArrayTexture(U32 index, const GFXCubemapArrayHandle &cubemapArrayHandle);
@ -451,4 +452,4 @@ public:
};
};
#endif // _POST_EFFECT_H_
#endif // _POST_EFFECT_H_

View file

@ -73,7 +73,8 @@ S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b)
//
//
ProbeRenderInst::ProbeRenderInst() : SystemInterface(),
ProbeRenderInst::ProbeRenderInst() :
mIsEnabled(true),
mTransform(true),
mDirty(false),
mPriority(1.0f),
@ -85,7 +86,8 @@ ProbeRenderInst::ProbeRenderInst() : SystemInterface(),
mProbeRefScale(1,1,1),
mAtten(0.0),
mCubemapIndex(0),
mIsSkylight(false)
mIsSkylight(false),
mProbeIdx(0)
{
}
@ -267,6 +269,13 @@ bool RenderProbeMgr::onAdd()
return false;
}
String brdfTexturePath = GFXTextureManager::getBRDFTexturePath();
if (!mBRDFTexture.set(brdfTexturePath, &GFXTexturePersistentSRGBProfile, "BRDFTexture"))
{
Con::errorf("RenderProbeMgr::onAdd: Failed to load BRDF Texture");
return false;
}
return true;
}
@ -305,21 +314,21 @@ void RenderProbeMgr::addElement(RenderInst *inst)
}*/
}
void RenderProbeMgr::registerProbe(U32 probeIdx)
ProbeRenderInst* RenderProbeMgr::registerProbe(const bool &isSkylight)
{
//Mostly for consolidation, but also lets us sanity check or prep any other data we need for rendering this in one place at time of flagging for render
if (probeIdx >= ProbeRenderInst::all.size())
return;
ProbeRenderInst newProbe;
newProbe.mIsSkylight = isSkylight;
mRegisteredProbes.push_back_unique(probeIdx);
mRegisteredProbes.push_back(newProbe);
newProbe.mProbeIdx = mRegisteredProbes.size();
if (!ProbeRenderInst::all[probeIdx]->mIsSkylight)
if (!newProbe.mIsSkylight)
{
const U32 cubeIndex = _findNextEmptyCubeSlot();
if (cubeIndex == INVALID_CUBE_SLOT)
{
Con::warnf("RenderProbeMgr::addProbe: Invalid cubemap slot.");
return;
return nullptr;
}
//check if we need to resize the cubemap array
@ -342,33 +351,34 @@ void RenderProbeMgr::registerProbe(U32 probeIdx)
mCubeSlotCount += PROBE_ARRAY_SLOT_BUFFER_SIZE;
}
ProbeRenderInst::all[probeIdx]->mCubemapIndex = cubeIndex;
newProbe.mCubemapIndex = cubeIndex;
//mark cubemap slot as taken
mCubeMapSlots[cubeIndex] = true;
mCubeMapCount++;
Con::warnf("RenderProbeMgr::registerProbe: Registered probe %u to cubeIndex %u", probeIdx, cubeIndex);
Con::warnf("RenderProbeMgr::registerProbe: Registered probe %u to cubeIndex %u", newProbe.mProbeIdx, cubeIndex);
}
//rebuild our probe data
_setupStaticParameters();
mProbesDirty = true;
return &mRegisteredProbes.last();
}
void RenderProbeMgr::unregisterProbe(U32 probeIdx)
{
//Mostly for consolidation, but also lets us sanity check or prep any other data we need for rendering this in one place at time of flagging for render
if (probeIdx >= ProbeRenderInst::all.size())
if (probeIdx >= mRegisteredProbes.size())
return;
mRegisteredProbes.remove(probeIdx);
if (ProbeRenderInst::all[probeIdx]->mCubemapIndex == INVALID_CUBE_SLOT)
if (mRegisteredProbes[probeIdx].mCubemapIndex == INVALID_CUBE_SLOT)
return;
//mark cubemap slot as available now
mCubeMapSlots[ProbeRenderInst::all[probeIdx]->mCubemapIndex] = false;
mCubeMapSlots[mRegisteredProbes[probeIdx].mCubemapIndex] = false;
mCubeMapCount--;
mRegisteredProbes.erase(probeIdx);
//rebuild our probe data
_setupStaticParameters();
}
@ -400,7 +410,7 @@ void RenderProbeMgr::updateProbes()
void RenderProbeMgr::_setupStaticParameters()
{
//Array rendering
U32 probeCount = ProbeRenderInst::all.size();
U32 probeCount = mRegisteredProbes.size();
mEffectiveProbeCount = 0;
mMipCount = 0;
@ -426,10 +436,10 @@ void RenderProbeMgr::_setupStaticParameters()
irradMaps.clear();
Vector<U32> cubemapIdxes;
if (probeCount != 0 && ProbeRenderInst::all[0]->mPrefilterCubemap != nullptr)
if (probeCount != 0 && mRegisteredProbes[0].mPrefilterCubemap != nullptr)
{
//Get our mipCount
mMipCount = ProbeRenderInst::all[0]->mPrefilterCubemap.getPointer()->getMipMapLevels();
mMipCount = mRegisteredProbes[0].mPrefilterCubemap.getPointer()->getMipMapLevels();
}
else
{
@ -441,7 +451,7 @@ void RenderProbeMgr::_setupStaticParameters()
if (mEffectiveProbeCount >= MAXPROBECOUNT)
break;
const ProbeRenderInst& curEntry = *ProbeRenderInst::all[i];
const ProbeRenderInst& curEntry = mRegisteredProbes[i];
if (!curEntry.mIsEnabled)
continue;
@ -482,29 +492,21 @@ void RenderProbeMgr::_setupStaticParameters()
mProbesDirty = false;
}
void RenderProbeMgr::updateProbeTexture(ProbeRenderInst* probe)
{
//We don't stuff skylights into the array, so we can just skip out on this if it's a skylight
if (probe->mIsSkylight)
return;
S32 probeIdx = ProbeRenderInst::all.find_next(probe);
if (probeIdx != -1) //i mean, the opposite shouldn't even be possible
updateProbeTexture(probeIdx);
}
void RenderProbeMgr::updateProbeTexture(U32 probeIdx)
{
if (probeIdx >= ProbeRenderInst::all.size())
if (probeIdx >= mRegisteredProbes.size())
return;
const U32 cubeIndex = ProbeRenderInst::all[probeIdx]->mCubemapIndex;
mIrradianceArray->updateTexture(ProbeRenderInst::all[probeIdx]->mIrradianceCubemap, cubeIndex);
mPrefilterArray->updateTexture(ProbeRenderInst::all[probeIdx]->mPrefilterCubemap, cubeIndex);
//We don't stuff skylights into the array, so we can just skip out on this if it's a skylight
if (mRegisteredProbes[probeIdx].mIsSkylight)
return;
const U32 cubeIndex = mRegisteredProbes[probeIdx].mCubemapIndex;
mIrradianceArray->updateTexture(mRegisteredProbes[probeIdx].mIrradianceCubemap, cubeIndex);
mPrefilterArray->updateTexture(mRegisteredProbes[probeIdx].mPrefilterCubemap, cubeIndex);
Con::warnf("UpdatedProbeTexture - probeIdx: %u on cubeIndex %u, Irrad validity: %d, Prefilter validity: %d", probeIdx, cubeIndex,
ProbeRenderInst::all[probeIdx]->mIrradianceCubemap->isInitialized(), ProbeRenderInst::all[probeIdx]->mPrefilterCubemap->isInitialized());
mRegisteredProbes[probeIdx].mIrradianceCubemap->isInitialized(), mRegisteredProbes[probeIdx].mPrefilterCubemap->isInitialized());
}
void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
@ -554,6 +556,7 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
ProbeShaderConstants *probeShaderConsts,
GFXShaderConstBuffer *shaderConsts)
{
return;
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts);
// Skip over gathering lights if we don't have to!
@ -585,7 +588,7 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
matSet.restoreSceneViewProjection();
//Array rendering
U32 probeCount = ProbeRenderInst::all.size();
U32 probeCount = mRegisteredProbes.size();
S8 bestPickProbes[4] = { -1,-1,-1,-1 };
@ -595,7 +598,7 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
//if (effectiveProbeCount >= MAX_FORWARD_PROBES)
// break;
const ProbeRenderInst& curEntry = *ProbeRenderInst::all[i];
const ProbeRenderInst& curEntry = mRegisteredProbes[i];
if (!curEntry.mIsEnabled)
continue;
@ -606,13 +609,13 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
if (dist > curEntry.mRadius || dist > curEntry.mExtents.len())
continue;
if(bestPickProbes[0] == -1 || (Point3F(sgData.objTrans->getPosition() - ProbeRenderInst::all[bestPickProbes[0]]->mPosition).len() > dist))
if(bestPickProbes[0] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[0]].mPosition).len() > dist))
bestPickProbes[0] = i;
else if (bestPickProbes[1] == -1 || (Point3F(sgData.objTrans->getPosition() - ProbeRenderInst::all[bestPickProbes[1]]->mPosition).len() > dist))
else if (bestPickProbes[1] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[1]].mPosition).len() > dist))
bestPickProbes[1] = i;
else if (bestPickProbes[2] == -1 || (Point3F(sgData.objTrans->getPosition() - ProbeRenderInst::all[bestPickProbes[2]]->mPosition).len() > dist))
else if (bestPickProbes[2] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[2]].mPosition).len() > dist))
bestPickProbes[2] = i;
else if (bestPickProbes[3] == -1 || (Point3F(sgData.objTrans->getPosition() - ProbeRenderInst::all[bestPickProbes[3]]->mPosition).len() > dist))
else if (bestPickProbes[3] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[3]].mPosition).len() > dist))
bestPickProbes[3] = i;
}
}
@ -623,7 +626,7 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
if (bestPickProbes[i] == -1)
continue;
const ProbeRenderInst& curEntry = *ProbeRenderInst::all[bestPickProbes[i]];
const ProbeRenderInst& curEntry = mRegisteredProbes[bestPickProbes[i]];
probePositionArray[effectiveProbeCount] = curEntry.getPosition();
probeRefPositionArray[effectiveProbeCount] = curEntry.mProbeRefOffset;
@ -658,6 +661,9 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
if (mBRDFTexture.isValid())
GFX->setTexture(3, mBRDFTexture);
if(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister() != -1)
GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
if(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister() != -1)
@ -669,12 +675,12 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
&& probeShaderConsts->mSkylightSpecularMap->isValid())
{
//Array rendering
U32 probeCount = ProbeRenderInst::all.size();
U32 probeCount = mRegisteredProbes.size();
bool hasSkylight = false;
for (U32 i = 0; i < probeCount; i++)
{
const ProbeRenderInst& curEntry = *ProbeRenderInst::all[i];
const ProbeRenderInst& curEntry = mRegisteredProbes[i];
if (!curEntry.mIsEnabled)
continue;
@ -743,7 +749,6 @@ void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,
//-----------------------------------------------------------------------------
void RenderProbeMgr::render( SceneRenderState *state )
{
//PROFILE_SCOPE(RenderProbeMgr_render);
if (getProbeArrayEffect() == nullptr)
return;
@ -751,7 +756,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
_setupStaticParameters();
// Early out if nothing to draw.
if (!RenderProbeMgr::smRenderReflectionProbes || !state->isDiffusePass() || (!ProbeRenderInst::all.size() || mEffectiveProbeCount == 0 || mCubeMapCount != 0 ) && !mHasSkylight)
if (!RenderProbeMgr::smRenderReflectionProbes || !state->isDiffusePass() || (!mRegisteredProbes.size() || mEffectiveProbeCount == 0 || mCubeMapCount != 0 ) && !mHasSkylight)
{
getProbeArrayEffect()->setSkip(true);
return;
@ -779,7 +784,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_CONTRIB", useDebugContrib);
//Array rendering
//U32 probeCount = ProbeRenderInst::all.size();
//U32 probeCount = mRegisteredProbes.size();
mProbeArrayEffect->setShaderConst("$hasSkylight", (float)mHasSkylight);
if (mHasSkylight)
@ -793,6 +798,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
mProbeArrayEffect->setShaderConst("$cubeMips", (float)mMipCount);
if (mEffectiveProbeCount != 0)
{
mProbeArrayEffect->setTexture(3, mBRDFTexture);
mProbeArrayEffect->setCubemapArrayTexture(4, mPrefilterArray);
mProbeArrayEffect->setCubemapArrayTexture(5, mIrradianceArray);

View file

@ -57,8 +57,10 @@ static U32 MAXPROBECOUNT = 50;
class PostEffect;
class ReflectionProbe;
struct ProbeRenderInst : public SystemInterface<ProbeRenderInst>
struct ProbeRenderInst
{
bool mIsEnabled;
MatrixF mTransform;
F32 mRadius;
@ -99,6 +101,8 @@ struct ProbeRenderInst : public SystemInterface<ProbeRenderInst>
U32 mCubemapIndex;
U32 mProbeIdx;
public:
ProbeRenderInst();
@ -124,6 +128,11 @@ public:
F32 getScore() const { return mScore; }
void clear();
inline bool ProbeRenderInst::operator ==(const ProbeRenderInst& b) const
{
return mProbeIdx == b.mProbeIdx;
}
};
struct ProbeShaderConstants
@ -168,7 +177,7 @@ class RenderProbeMgr : public RenderBinManager
{
typedef RenderBinManager Parent;
Vector<U32> mRegisteredProbes;
Vector<ProbeRenderInst> mRegisteredProbes;
bool mProbesDirty;
@ -254,7 +263,6 @@ protected:
GFXShaderConstBuffer *shaderConsts);
void _setupStaticParameters();
void updateProbeTexture(U32 probeIdx);
void _setupPerFrameParameters(const SceneRenderState *state);
virtual void addElement(RenderInst *inst);
virtual void render(SceneRenderState * state);
@ -263,29 +271,6 @@ protected:
PostEffect* getProbeArrayEffect();
public:
// RenderBinMgr
void updateProbes();
void updateProbeTexture(ProbeRenderInst* probe);
/// Returns the active LM.
static inline RenderProbeMgr* getProbeManager();
void registerProbe(U32 probeIdx);
void unregisterProbe(U32 probeIdx);
virtual void setProbeInfo(ProcessedMaterial *pmat,
const Material *mat,
const SceneData &sgData,
const SceneRenderState *state,
U32 pass,
GFXShaderConstBuffer *shaderConsts);
/// Debug rendering
static bool smRenderReflectionProbes;
void bakeProbe(ReflectionProbe *probeInfo);
void bakeProbes();
U32 _findNextEmptyCubeSlot()
{
@ -296,6 +281,31 @@ public:
}
return INVALID_CUBE_SLOT;
}
public:
// RenderBinMgr
void updateProbes();
/// Returns the active LM.
static inline RenderProbeMgr* getProbeManager();
ProbeRenderInst* registerProbe(const bool& isSkylight);
void unregisterProbe(U32 probeIdx);
virtual void setProbeInfo(ProcessedMaterial *pmat,
const Material *mat,
const SceneData &sgData,
const SceneRenderState *state,
U32 pass,
GFXShaderConstBuffer *shaderConsts);
void updateProbeTexture(U32 probeIdx);
/// Debug rendering
static bool smRenderReflectionProbes;
void bakeProbe(ReflectionProbe *probeInfo);
void bakeProbes();
};
RenderProbeMgr* RenderProbeMgr::getProbeManager()

View file

@ -15,5 +15,4 @@ singleton PostEffect( reflectionProbeArrayPostFX )
texture[0] = "#deferred";
texture[1] = "#color";
texture[2] = "#matinfo";
texture[3] = "core/rendering/images/brdfTexture.dds";
};

View file

@ -7,6 +7,7 @@ function Core_Rendering::onCreate(%this)
$Core::CommonShaderPath = "core/rendering/shaders";
$Core::DefaultIrradianceCubemap = "core/rendering/images/default_irradiance.dds";
$Core::DefaultPrefilterCubemap = "core/rendering/images/default_prefilter.dds";
$Core::BRDFTexture = "core/rendering/images/brdfTexture.dds";
exec("./scripts/renderManager.cs");
exec("./scripts/gfxData/clouds.cs");

View file

@ -1,94 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// Base Texture
// Diffuse Color
// Deferred Shading: Empty Specular
// Deferred Shading: Mat Info Flags
// Eye Space Depth (Out)
// Visibility
// GBuffer Conditioner
// Deferred Material
struct ConnectData
{
float4 vpos : SV_Position;
float2 texCoord : TEXCOORD0;
float4 wsEyeVec : TEXCOORD1;
float3 gbNormal : TEXCOORD2;
};
struct Fragout
{
float4 col : SV_Target0;
float4 col1 : SV_Target1;
float4 col2 : SV_Target2;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main( ConnectData IN,
uniform SamplerState diffuseMap : register(S0),
uniform Texture2D diffuseMapTex : register(T0),
uniform float4 diffuseMaterialColor : register(C0),
uniform float matInfoFlags : register(C1),
uniform float3 vEye : register(C3),
uniform float4 oneOverFarplane : register(C4),
uniform float visibility : register(C2)
)
{
Fragout OUT;
// Vert Position
// Base Texture
float4 diffuseColor = diffuseMapTex.Sample(diffuseMap, IN.texCoord);
OUT.col1 = diffuseColor;
// Diffuse Color
OUT.col1 *= diffuseMaterialColor;
// Deferred Shading: Empty Specular
OUT.col2.g = 1.0;
OUT.col2.ba = 0.0;
// Deferred Shading: Mat Info Flags
OUT.col2.r = matInfoFlags;
// Eye Space Depth (Out)
#ifndef CUBE_SHADOW_MAP
float eyeSpaceDepth = dot(vEye, (IN.wsEyeVec.xyz / IN.wsEyeVec.w));
#else
float eyeSpaceDepth = length( IN.wsEyeVec.xyz / IN.wsEyeVec.w ) * oneOverFarplane.x;
#endif
// Visibility
fizzle( IN.vpos.xy, visibility );
// GBuffer Conditioner
float4 normal_depth = float4(normalize(IN.gbNormal), eyeSpaceDepth);
// output buffer format: GFXFormatR16G16B16A16F
// g-buffer conditioner: float4(normal.X, normal.Y, depth Hi, depth Lo)
float4 _gbConditionedOutput = float4(sqrt(half(2.0/(1.0 - normal_depth.y))) * half2(normal_depth.xz), 0.0, normal_depth.a);
// Encode depth into hi/lo
float2 _tempDepth = frac(normal_depth.a * float2(1.0, 65535.0));
_gbConditionedOutput.zw = _tempDepth.xy - _tempDepth.yy * float2(1.0/65535.0, 0.0);
OUT.col = _gbConditionedOutput;
// Deferred Material
return OUT;
}

View file

@ -1,74 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// Base Texture
// Diffuse Color
// Deferred Shading: Empty Specular
// Deferred Shading: Mat Info Flags
// Eye Space Depth (Out)
// Visibility
// GBuffer Conditioner
// Deferred Material
struct VertData
{
float3 position : POSITION;
float3 normal : NORMAL;
float3 T : TANGENT;
float3 B : BINORMAL;
float2 texCoord : TEXCOORD0;
};
struct ConnectData
{
float4 hpos : SV_Position;
float2 out_texCoord : TEXCOORD0;
float4 wsEyeVec : TEXCOORD1;
float3 gbNormal : TEXCOORD2;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
ConnectData main( VertData IN,
uniform float4x4 modelview : register(C0),
uniform float4x4 objTrans : register(C4),
uniform float3 eyePosWorld : register(C12),
uniform float4x4 worldViewOnly : register(C8)
)
{
ConnectData OUT;
// Vert Position
OUT.hpos = mul(modelview, float4(IN.position.xyz,1));
// Base Texture
OUT.out_texCoord = (float2)IN.texCoord;
// Diffuse Color
// Deferred Shading: Empty Specular
// Deferred Shading: Mat Info Flags
// Eye Space Depth (Out)
float3 depthPos = mul( objTrans, float4( IN.position.xyz, 1 ) ).xyz;
OUT.wsEyeVec = float4( depthPos.xyz - eyePosWorld, 1 );
// Visibility
// GBuffer Conditioner
OUT.gbNormal = mul(worldViewOnly, float4( normalize(IN.normal), 0.0 ) ).xyz;
// Deferred Material
return OUT;
}

View file

@ -1,52 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// Eye Space Depth (Out)
// Visibility
struct ConnectData
{
float4 vpos : SV_Position;
float4 wsEyeVec : TEXCOORD0;
};
struct Fragout
{
float4 col : SV_Target0;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main( ConnectData IN,
uniform float3 vEye : register(C1),
uniform float4 oneOverFarplane : register(C2),
uniform float visibility : register(C0)
)
{
Fragout OUT;
// Vert Position
// Eye Space Depth (Out)
#ifndef CUBE_SHADOW_MAP
float eyeSpaceDepth = dot(vEye, (IN.wsEyeVec.xyz / IN.wsEyeVec.w));
#else
float eyeSpaceDepth = length( IN.wsEyeVec.xyz / IN.wsEyeVec.w ) * oneOverFarplane.x;
#endif
OUT.col = float4(eyeSpaceDepth.rrr,1);
// Visibility
fizzle( IN.vpos.xy, visibility );
return OUT;
}

View file

@ -1,51 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// Eye Space Depth (Out)
// Visibility
struct VertData
{
float3 position : POSITION;
float3 normal : NORMAL;
float3 T : TANGENT;
float3 B : BINORMAL;
float2 texCoord : TEXCOORD0;
};
struct ConnectData
{
float4 hpos : SV_Position;
float4 wsEyeVec : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
ConnectData main( VertData IN,
uniform float4x4 modelview : register(C0),
uniform float4x4 objTrans : register(C4),
uniform float3 eyePosWorld : register(C8)
)
{
ConnectData OUT;
// Vert Position
OUT.hpos = mul(modelview, float4(IN.position.xyz,1));
// Eye Space Depth (Out)
float3 depthPos = mul( objTrans, float4( IN.position.xyz, 1 ) ).xyz;
OUT.wsEyeVec = float4( depthPos.xyz - eyePosWorld, 1 );
// Visibility
return OUT;
}

View file

@ -1,72 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/lighting.hlsl"
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// Diffuse Color
// Deferred RT Lighting
// Visibility
// HDR Output
struct ConnectData
{
float4 vpos : SV_Position;
float3 wsNormal : TEXCOORD0;
float3 wsPosition : TEXCOORD1;
};
struct Fragout
{
float4 col : SV_Target0;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main( ConnectData IN,
uniform float4 diffuseMaterialColor : register(C0),
uniform float3 eyePosWorld : register(C17),
uniform float4 inLightPos[3] : register(C1),
uniform float4 inLightInvRadiusSq : register(C4),
uniform float4 inLightColor[4] : register(C5),
uniform float4 inLightSpotDir[3] : register(C9),
uniform float4 inLightSpotAngle : register(C12),
uniform float4 inLightSpotFalloff : register(C13),
uniform float smoothness : register(C14),
uniform float metalness : register(C15),
uniform float4 ambient : register(C18),
uniform float visibility : register(C16)
)
{
Fragout OUT;
// Vert Position
// Diffuse Color
OUT.col = diffuseMaterialColor;
// Deferred RT Lighting
IN.wsNormal = normalize( half3( IN.wsNormal ) );
float3 wsView = normalize( eyePosWorld - IN.wsPosition );
float4 rtShading; float4 specular;
compute4Lights( wsView, IN.wsPosition, IN.wsNormal, float4( 1, 1, 1, 1 ),
inLightPos, inLightInvRadiusSq, inLightColor, inLightSpotDir, inLightSpotAngle, inLightSpotFalloff, smoothness, metalness, OUT.col,
rtShading, specular );
OUT.col *= float4( rtShading.rgb + ambient.rgb, 1 );
// Visibility
fizzle( IN.vpos.xy, visibility );
// HDR Output
OUT.col = hdrEncode( OUT.col );
return OUT;
}

View file

@ -1,59 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/lighting.hlsl"
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// Diffuse Color
// Deferred RT Lighting
// Visibility
// HDR Output
struct VertData
{
float3 position : POSITION;
float3 normal : NORMAL;
float3 T : TANGENT;
float3 B : BINORMAL;
float2 texCoord : TEXCOORD0;
float2 texCoord2 : TEXCOORD1;
};
struct ConnectData
{
float4 hpos : SV_Position;
float3 wsNormal : TEXCOORD0;
float3 outWsPosition : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
ConnectData main( VertData IN,
uniform float4x4 modelview : register(C0),
uniform float4x4 objTrans : register(C4)
)
{
ConnectData OUT;
// Vert Position
OUT.hpos = mul(modelview, float4(IN.position.xyz,1));
// Diffuse Color
// Deferred RT Lighting
OUT.wsNormal = mul( objTrans, float4( normalize( IN.normal ), 0.0 ) ).xyz;
OUT.outWsPosition = mul( objTrans, float4( IN.position.xyz, 1 ) ).xyz;
// Visibility
// HDR Output
return OUT;
}

View file

@ -1,54 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// skybox
// Diffuse Color
// Reflect Cube
// HDR Output
struct ConnectData
{
float4 vpos : SV_Position;
float3 reflectVec : TEXCOORD0;
};
struct Fragout
{
float4 col : SV_Target0;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main( ConnectData IN,
uniform float4 diffuseMaterialColor : register(C0),
uniform SamplerState cubeMap : register(S0),
uniform TextureCube cubeMapTex : register(T0)
)
{
Fragout OUT;
// Vert Position
// skybox
// Diffuse Color
OUT.col = diffuseMaterialColor;
// Reflect Cube
OUT.col *= cubeMapTex.Sample( cubeMap, IN.reflectVec );
// HDR Output
OUT.col = hdrEncode( OUT.col );
return OUT;
}

View file

@ -1,58 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// skybox
// Diffuse Color
// Reflect Cube
// HDR Output
struct VertData
{
float3 position : POSITION;
float3 normal : NORMAL;
float2 texCoord : TEXCOORD0;
};
struct ConnectData
{
float4 hpos : SV_Position;
float3 reflectVec : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
ConnectData main( VertData IN,
uniform float4x4 modelview : register(C0),
uniform float4x4 objTrans : register(C4),
uniform float3 eyePosWorld : register(C8)
)
{
ConnectData OUT;
// Vert Position
OUT.hpos = mul(modelview, float4(IN.position.xyz,1));
// skybox
// Diffuse Color
// Reflect Cube
float3 cubeVertPos = mul(objTrans, float4(IN.position,1)).xyz;
float3 cubeNormal = ( mul( (objTrans), float4(IN.normal, 0) ) ).xyz;
cubeNormal = bool(length(cubeNormal)) ? normalize(cubeNormal) : cubeNormal;
float3 eyeToVert = cubeVertPos - eyePosWorld;
OUT.reflectVec = reflect(eyeToVert, cubeNormal);
// HDR Output
return OUT;
}

View file

@ -1,36 +0,0 @@
//------------------------------------------------------------------------------
// Autogenerated 'GBuffer Conditioner' Condition Method
//------------------------------------------------------------------------------
vec4 autogenCondition_55070f7a(vec4 unconditionedOutput)
{
// g-buffer conditioner: float4(normal.X, normal.Y, depth Hi, depth Lo)
float4 _gbConditionedOutput = float4(sqrt(half(2.0/(1.0 - unconditionedOutput.y))) * half2(unconditionedOutput.xz), 0.0, unconditionedOutput.a);
// Encode depth into hi/lo
float2 _tempDepth = frac(unconditionedOutput.a * float2(1.0, 65535.0));
_gbConditionedOutput.zw = _tempDepth.xy - _tempDepth.yy * float2(1.0/65535.0, 0.0);
return _gbConditionedOutput;
}
//------------------------------------------------------------------------------
// Autogenerated 'GBuffer Conditioner' Uncondition Method
//------------------------------------------------------------------------------
float4 autogenUncondition_55070f7a(sampler2D deferredSamplerVar, float2 screenUVVar)
{
// Sampler g-buffer
float4 bufferSample = tex2Dlod(deferredSamplerVar, float4(screenUVVar,0,0));
// g-buffer unconditioner: float4(normal.X, normal.Y, depth Hi, depth Lo)
float2 _inpXY = bufferSample.xy;
float _xySQ = dot(_inpXY, _inpXY);
float4 _gbUnconditionedInput = float4( sqrt(half(1.0 - (_xySQ / 4.0))) * _inpXY, -1.0 + (_xySQ / 2.0), bufferSample.a).xzyw;
// Decode depth
_gbUnconditionedInput.w = dot( bufferSample.zw, float2(1.0, 1.0/65535.0));
return _gbUnconditionedInput;
}

View file

@ -1,80 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/lighting.hlsl"
//------------------------------------------------------------------------------
// Autogenerated 'Light Buffer Conditioner [RGB]' Uncondition Method
//------------------------------------------------------------------------------
inline void autogenUncondition_bde4cbab(in float4 bufferSample, out float3 lightColor, out float NL_att, out float specular)
{
lightColor = bufferSample.rgb;
NL_att = dot(bufferSample.rgb, float3(0.3576, 0.7152, 0.1192));
specular = bufferSample.a;
}
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// Base Texture
// Deferred RT Lighting
// Visibility
// HDR Output
struct ConnectData
{
float4 vpos : SV_Position;
float2 texCoord : TEXCOORD0;
float4 screenspacePos : TEXCOORD1;
};
struct Fragout
{
float4 col : SV_Target0;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main( ConnectData IN,
uniform SamplerState diffuseMap : register(S0),
uniform Texture2D diffuseMapTex : register(T0),
uniform float4 rtParamslightInfoBuffer : register(C1),
uniform SamplerState lightInfoBuffer : register(S1),
uniform Texture2D lightInfoBufferTex : register(T1),
uniform float visibility : register(C0)
)
{
Fragout OUT;
// Vert Position
// Base Texture
float4 diffuseColor = diffuseMapTex.Sample(diffuseMap, IN.texCoord);
OUT.col = diffuseColor;
// Deferred RT Lighting
float2 uvScene = IN.screenspacePos.xy / IN.screenspacePos.w;
uvScene = ( uvScene + 1.0 ) / 2.0;
uvScene.y = 1.0 - uvScene.y;
uvScene = ( uvScene * rtParamslightInfoBuffer.zw ) + rtParamslightInfoBuffer.xy;
float3 d_lightcolor;
float d_NL_Att;
float d_specular;
lightinfoUncondition(lightInfoBufferTex.Sample(lightInfoBuffer, uvScene), d_lightcolor, d_NL_Att, d_specular);
OUT.col *= float4(d_lightcolor, 1.0);
// Visibility
fizzle( IN.vpos.xy, visibility );
// HDR Output
OUT.col = hdrEncode( OUT.col );
return OUT;
}

View file

@ -1,57 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/lighting.hlsl"
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// Base Texture
// Deferred RT Lighting
// Visibility
// HDR Output
struct VertData
{
float3 position : POSITION;
float3 normal : NORMAL;
float3 T : TANGENT;
float3 B : BINORMAL;
float2 texCoord : TEXCOORD0;
};
struct ConnectData
{
float4 hpos : SV_Position;
float2 out_texCoord : TEXCOORD0;
float4 screenspacePos : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
ConnectData main( VertData IN,
uniform float4x4 modelview : register(C0)
)
{
ConnectData OUT;
// Vert Position
OUT.hpos = mul(modelview, float4(IN.position.xyz,1));
// Base Texture
OUT.out_texCoord = (float2)IN.texCoord;
// Deferred RT Lighting
OUT.screenspacePos = OUT.hpos;
// Visibility
// HDR Output
return OUT;
}

View file

@ -1,87 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// Diffuse Color
// Deferred Shading: Empty Specular
// Deferred Shading: Mat Info Flags
// Eye Space Depth (Out)
// Visibility
// GBuffer Conditioner
// Deferred Material
struct ConnectData
{
float4 vpos : SV_Position;
float4 wsEyeVec : TEXCOORD0;
float3 gbNormal : TEXCOORD1;
};
struct Fragout
{
float4 col : SV_Target0;
float4 col1 : SV_Target1;
float4 col2 : SV_Target2;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main( ConnectData IN,
uniform float4 diffuseMaterialColor : register(C0),
uniform float matInfoFlags : register(C1),
uniform float3 vEye : register(C3),
uniform float4 oneOverFarplane : register(C4),
uniform float visibility : register(C2)
)
{
Fragout OUT;
// Vert Position
// Diffuse Color
OUT.col1 = float4(1.0,1.0,1.0,1.0);
OUT.col1 = diffuseMaterialColor;
// Deferred Shading: Empty Specular
OUT.col2.g = 1.0;
OUT.col2.ba = 0.0;
// Deferred Shading: Mat Info Flags
OUT.col2.r = matInfoFlags;
// Eye Space Depth (Out)
#ifndef CUBE_SHADOW_MAP
float eyeSpaceDepth = dot(vEye, (IN.wsEyeVec.xyz / IN.wsEyeVec.w));
#else
float eyeSpaceDepth = length( IN.wsEyeVec.xyz / IN.wsEyeVec.w ) * oneOverFarplane.x;
#endif
// Visibility
fizzle( IN.vpos.xy, visibility );
// GBuffer Conditioner
float4 normal_depth = float4(normalize(IN.gbNormal), eyeSpaceDepth);
// output buffer format: GFXFormatR16G16B16A16F
// g-buffer conditioner: float4(normal.X, normal.Y, depth Hi, depth Lo)
float4 _gbConditionedOutput = float4(sqrt(half(2.0/(1.0 - normal_depth.y))) * half2(normal_depth.xz), 0.0, normal_depth.a);
// Encode depth into hi/lo
float2 _tempDepth = frac(normal_depth.a * float2(1.0, 65535.0));
_gbConditionedOutput.zw = _tempDepth.xy - _tempDepth.yy * float2(1.0/65535.0, 0.0);
OUT.col = _gbConditionedOutput;
// Deferred Material
return OUT;
}

View file

@ -1,70 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// Diffuse Color
// Deferred Shading: Empty Specular
// Deferred Shading: Mat Info Flags
// Eye Space Depth (Out)
// Visibility
// GBuffer Conditioner
// Deferred Material
struct VertData
{
float3 position : POSITION;
float3 normal : NORMAL;
float3 T : TANGENT;
float3 B : BINORMAL;
float2 texCoord : TEXCOORD0;
float2 texCoord2 : TEXCOORD1;
};
struct ConnectData
{
float4 hpos : SV_Position;
float4 wsEyeVec : TEXCOORD0;
float3 gbNormal : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
ConnectData main( VertData IN,
uniform float4x4 modelview : register(C0),
uniform float4x4 objTrans : register(C4),
uniform float3 eyePosWorld : register(C12),
uniform float4x4 worldViewOnly : register(C8)
)
{
ConnectData OUT;
// Vert Position
OUT.hpos = mul(modelview, float4(IN.position.xyz,1));
// Diffuse Color
// Deferred Shading: Empty Specular
// Deferred Shading: Mat Info Flags
// Eye Space Depth (Out)
float3 depthPos = mul( objTrans, float4( IN.position.xyz, 1 ) ).xyz;
OUT.wsEyeVec = float4( depthPos.xyz - eyePosWorld, 1 );
// Visibility
// GBuffer Conditioner
OUT.gbNormal = mul(worldViewOnly, float4( normalize(IN.normal), 0.0 ) ).xyz;
// Deferred Material
return OUT;
}

View file

@ -1,47 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Paraboloid Vert Transform
// Visibility
// Depth (Out)
struct ConnectData
{
float4 vpos : SV_Position;
float2 posXY : TEXCOORD0;
float depth : TEXCOORD1;
};
struct Fragout
{
float4 col : SV_Target0;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main( ConnectData IN,
uniform float visibility : register(C0)
)
{
Fragout OUT;
// Paraboloid Vert Transform
clip( 1.0 - abs(IN.posXY.x) );
// Visibility
fizzle( IN.vpos.xy, visibility );
// Depth (Out)
OUT.col = float4( IN.depth, 0, 0, 1 );
return OUT;
}

View file

@ -1,61 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Paraboloid Vert Transform
// Visibility
// Depth (Out)
struct VertData
{
float3 position : POSITION;
float3 normal : NORMAL;
float3 T : TANGENT;
float3 B : BINORMAL;
float2 texCoord : TEXCOORD0;
};
struct ConnectData
{
float4 hpos : SV_Position;
float2 posXY : TEXCOORD0;
float depth : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
ConnectData main( VertData IN,
uniform float2 atlasScale : register(C4),
uniform float4x4 worldViewOnly : register(C0),
uniform float4 lightParams : register(C5),
uniform float2 atlasXOffset : register(C6)
)
{
ConnectData OUT;
// Paraboloid Vert Transform
OUT.hpos = mul(worldViewOnly, float4(IN.position.xyz,1)).xzyw;
float L = length(OUT.hpos.xyz);
OUT.hpos /= L;
OUT.hpos.z = OUT.hpos.z + 1.0;
OUT.hpos.xy /= OUT.hpos.z;
OUT.hpos.z = L / lightParams.x;
OUT.hpos.w = 1.0;
OUT.posXY = OUT.hpos.xy;
OUT.hpos.xy *= atlasScale.xy;
OUT.hpos.xy += atlasXOffset;
// Visibility
// Depth (Out)
OUT.depth = OUT.hpos.z / OUT.hpos.w;
return OUT;
}

View file

@ -1,52 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// Eye Space Depth (Out)
// Visibility
struct ConnectData
{
float4 vpos : SV_Position;
float4 wsEyeVec : TEXCOORD0;
};
struct Fragout
{
float4 col : SV_Target0;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main( ConnectData IN,
uniform float3 vEye : register(C1),
uniform float4 oneOverFarplane : register(C2),
uniform float visibility : register(C0)
)
{
Fragout OUT;
// Vert Position
// Eye Space Depth (Out)
#ifndef CUBE_SHADOW_MAP
float eyeSpaceDepth = dot(vEye, (IN.wsEyeVec.xyz / IN.wsEyeVec.w));
#else
float eyeSpaceDepth = length( IN.wsEyeVec.xyz / IN.wsEyeVec.w ) * oneOverFarplane.x;
#endif
OUT.col = float4(eyeSpaceDepth.rrr,1);
// Visibility
fizzle( IN.vpos.xy, visibility );
return OUT;
}

View file

@ -1,51 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// Eye Space Depth (Out)
// Visibility
struct VertData
{
float3 position : POSITION;
float3 normal : NORMAL;
float3 T : TANGENT;
float3 B : BINORMAL;
float2 texCoord : TEXCOORD0;
};
struct ConnectData
{
float4 hpos : SV_Position;
float4 wsEyeVec : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
ConnectData main( VertData IN,
uniform float4x4 modelview : register(C0),
uniform float4x4 objTrans : register(C4),
uniform float3 eyePosWorld : register(C8)
)
{
ConnectData OUT;
// Vert Position
OUT.hpos = mul(modelview, float4(IN.position.xyz,1));
// Eye Space Depth (Out)
float3 depthPos = mul( objTrans, float4( IN.position.xyz, 1 ) ).xyz;
OUT.wsEyeVec = float4( depthPos.xyz - eyePosWorld, 1 );
// Visibility
return OUT;
}

View file

@ -1,69 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// Diffuse Color
// Diffuse Vertex Color
// Visibility
// Fog
// HDR Output
// Forward Shaded Material
// Translucent
struct ConnectData
{
float4 vpos : SV_Position;
float4 vertColor : COLOR;
float3 wsPosition : TEXCOORD0;
};
struct Fragout
{
float4 col : SV_Target0;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main( ConnectData IN,
uniform float4 diffuseMaterialColor : register(C0),
uniform float visibility : register(C1),
uniform float4 fogColor : register(C2),
uniform float3 eyePosWorld : register(C3),
uniform float3 fogData : register(C4)
)
{
Fragout OUT;
// Vert Position
// Diffuse Color
OUT.col = diffuseMaterialColor;
// Diffuse Vertex Color
OUT.col *= IN.vertColor;
// Visibility
OUT.col.a *= visibility;
// Fog
float fogAmount = saturate( computeSceneFog( eyePosWorld, IN.wsPosition, fogData.r, fogData.g, fogData.b ) );
OUT.col.rgb = lerp( fogColor.rgb, OUT.col.rgb, fogAmount );
// HDR Output
OUT.col = hdrEncode( OUT.col );
// Forward Shaded Material
// Translucent
return OUT;
}

View file

@ -1,63 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// Diffuse Color
// Diffuse Vertex Color
// Visibility
// Fog
// HDR Output
// Forward Shaded Material
// Translucent
struct VertData
{
float3 position : POSITION;
float4 diffuse : COLOR;
};
struct ConnectData
{
float4 hpos : SV_Position;
float4 vertColor : COLOR;
float3 outWsPosition : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
ConnectData main( VertData IN,
uniform float4x4 modelview : register(C0),
uniform float4x4 objTrans : register(C4)
)
{
ConnectData OUT;
// Vert Position
OUT.hpos = mul(modelview, float4(IN.position.xyz,1));
// Diffuse Color
// Diffuse Vertex Color
OUT.vertColor = IN.diffuse;
// Visibility
// Fog
OUT.outWsPosition = mul( objTrans, float4( IN.position.xyz, 1 ) ).xyz;
// HDR Output
// Forward Shaded Material
// Translucent
return OUT;
}

View file

@ -1,52 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Paraboloid Vert Transform
// Visibility
// Depth (Out)
// Single Pass Paraboloid
struct ConnectData
{
float4 vpos : SV_Position;
float isBack : TEXCOORD0;
float2 posXY : TEXCOORD1;
float depth : TEXCOORD2;
};
struct Fragout
{
float4 col : SV_Target0;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main( ConnectData IN,
uniform float visibility : register(C0)
)
{
Fragout OUT;
// Paraboloid Vert Transform
clip( abs( IN.isBack ) - 0.999 );
clip( 1.0 - abs(IN.posXY.x) );
// Visibility
fizzle( IN.vpos.xy, visibility );
// Depth (Out)
OUT.col = float4( IN.depth, 0, 0, 1 );
// Single Pass Paraboloid
return OUT;
}

View file

@ -1,67 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Paraboloid Vert Transform
// Visibility
// Depth (Out)
// Single Pass Paraboloid
struct VertData
{
float3 position : POSITION;
float3 normal : NORMAL;
float3 T : TANGENT;
float3 B : BINORMAL;
float2 texCoord : TEXCOORD0;
};
struct ConnectData
{
float4 hpos : SV_Position;
float isBack : TEXCOORD0;
float2 posXY : TEXCOORD1;
float depth : TEXCOORD2;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
ConnectData main( VertData IN,
uniform float2 atlasScale : register(C4),
uniform float4x4 worldViewOnly : register(C0),
uniform float4 lightParams : register(C5)
)
{
ConnectData OUT;
// Paraboloid Vert Transform
OUT.hpos = mul(worldViewOnly, float4(IN.position.xyz,1)).xzyw;
float L = length(OUT.hpos.xyz);
bool isBack = OUT.hpos.z < 0.0;
OUT.isBack = isBack ? -1.0 : 1.0;
if ( isBack ) OUT.hpos.z = -OUT.hpos.z;
OUT.hpos /= L;
OUT.hpos.z = OUT.hpos.z + 1.0;
OUT.hpos.xy /= OUT.hpos.z;
OUT.hpos.z = L / lightParams.x;
OUT.hpos.w = 1.0;
OUT.posXY = OUT.hpos.xy;
OUT.hpos.xy *= atlasScale.xy;
OUT.hpos.x += isBack ? 0.5 : -0.5;
// Visibility
// Depth (Out)
OUT.depth = OUT.hpos.z / OUT.hpos.w;
// Single Pass Paraboloid
return OUT;
}

View file

@ -1,84 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/lighting.hlsl"
//------------------------------------------------------------------------------
// Autogenerated 'Light Buffer Conditioner [RGB]' Uncondition Method
//------------------------------------------------------------------------------
inline void autogenUncondition_bde4cbab(in float4 bufferSample, out float3 lightColor, out float NL_att, out float specular)
{
lightColor = bufferSample.rgb;
NL_att = dot(bufferSample.rgb, float3(0.3576, 0.7152, 0.1192));
specular = bufferSample.a;
}
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// Detail
// Diffuse Color
// Deferred RT Lighting
// Visibility
// HDR Output
struct ConnectData
{
float4 vpos : SV_Position;
float2 detCoord : TEXCOORD0;
float4 screenspacePos : TEXCOORD1;
};
struct Fragout
{
float4 col : SV_Target0;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main( ConnectData IN,
uniform SamplerState detailMap : register(S0),
uniform Texture2D detailMapTex : register(T0),
uniform float4 diffuseMaterialColor : register(C0),
uniform float4 rtParamslightInfoBuffer : register(C2),
uniform SamplerState lightInfoBuffer : register(S1),
uniform Texture2D lightInfoBufferTex : register(T1),
uniform float visibility : register(C1)
)
{
Fragout OUT;
// Vert Position
// Detail
OUT.col = ( detailMapTex.Sample(detailMap, IN.detCoord) * 2.0 ) - 1.0;
// Diffuse Color
OUT.col = diffuseMaterialColor;
// Deferred RT Lighting
float2 uvScene = IN.screenspacePos.xy / IN.screenspacePos.w;
uvScene = ( uvScene + 1.0 ) / 2.0;
uvScene.y = 1.0 - uvScene.y;
uvScene = ( uvScene * rtParamslightInfoBuffer.zw ) + rtParamslightInfoBuffer.xy;
float3 d_lightcolor;
float d_NL_Att;
float d_specular;
lightinfoUncondition(lightInfoBufferTex.Sample(lightInfoBuffer, uvScene), d_lightcolor, d_NL_Att, d_specular);
OUT.col *= float4(d_lightcolor, 1.0);
// Visibility
fizzle( IN.vpos.xy, visibility );
// HDR Output
OUT.col = hdrEncode( OUT.col );
return OUT;
}

View file

@ -1,73 +0,0 @@
//*****************************************************************************
// Torque -- HLSL procedural shader
//*****************************************************************************
// Dependencies:
#include "core/rendering/shaders/lighting.hlsl"
//------------------------------------------------------------------------------
// Autogenerated 'Light Buffer Conditioner [RGB]' Uncondition Method
//------------------------------------------------------------------------------
inline void autogenUncondition_bde4cbab(in float4 bufferSample, out float3 lightColor, out float NL_att, out float specular)
{
lightColor = bufferSample.rgb;
NL_att = dot(bufferSample.rgb, float3(0.3576, 0.7152, 0.1192));
specular = bufferSample.a;
}
#include "core/rendering/shaders/torque.hlsl"
// Features:
// Vert Position
// Detail
// Diffuse Color
// Deferred RT Lighting
// Visibility
// HDR Output
struct VertData
{
float3 position : POSITION;
float3 normal : NORMAL;
float3 T : TANGENT;
float3 B : BINORMAL;
float2 texCoord : TEXCOORD0;
float2 texCoord2 : TEXCOORD1;
};
struct ConnectData
{
float4 hpos : SV_Position;
float2 detCoord : TEXCOORD0;
float4 screenspacePos : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
ConnectData main( VertData IN,
uniform float4x4 modelview : register(C0),
uniform float2 detailScale : register(C4)
)
{
ConnectData OUT;
// Vert Position
OUT.hpos = mul(modelview, float4(IN.position.xyz,1));
// Detail
OUT.detCoord = IN.texCoord * detailScale;
// Diffuse Color
// Deferred RT Lighting
OUT.screenspacePos = OUT.hpos;
// Visibility
// HDR Output
return OUT;
}

View file

@ -16,6 +16,9 @@ function ToolsModule::onCreate(%this)
// to find exactly which subsystems should be readied before kicking things off.
// ----------------------------------------------------------------------------
new Settings(EditorSettings) { file = "tools/settings.xml"; };
EditorSettings.read();
ModuleDatabase.LoadExplicit( "MainEditor" );
ModuleDatabase.LoadExplicit( "Tools_ObjectViewer" );
}

View file

@ -32,7 +32,13 @@ function isImageFormat(%fileExt)
function isShapeFormat(%fileExt)
{
if( (%fileExt $= ".dae") || (%fileExt $= ".dts") || (%fileExt $= ".fbx") || (%fileExt $= ".obj") || (%fileExt $= ".blend"))
if( (%fileExt $= ".dae") ||
(%fileExt $= ".dts") ||
(%fileExt $= ".fbx") ||
(%fileExt $= ".gltf") ||
(%fileExt $= ".glb") ||
(%fileExt $= ".obj") ||
(%fileExt $= ".blend"))
return true;
return false;
@ -67,6 +73,9 @@ function findImageFile(%path, %materialName, %type)
function AssetBrowser::onBeginDropFiles( %this )
{
if(!AssetBrowser.isAwake())
return;
error("% DragDrop - Beginning files dropping.");
%this.importAssetUnprocessedListArray.empty();
%this.importAssetFinalListArray.empty();
@ -378,29 +387,26 @@ function AssetBrowser::addImportingAsset( %this, %assetType, %filePath, %parentA
if(%assetItem.assetType $= "Model")
{
%fileExt = fileExt(%assetItem.filePath);
%shapeInfo = new GuiTreeViewCtrl();
if(%fileExt $= ".dae")
{
%shapeInfo = new GuiTreeViewCtrl();
enumColladaForImport(%assetItem.filePath, %shapeInfo, false);
}
else if(%fileExt $= ".dts")
{
%shapeInfo = new GuiTreeViewCtrl();
%shapeInfo.insertItem(0, "Shape", 1);
%shapeInfo.insertItem(0, "Animations", 0);
}
else
{
%shapeInfo = GetShapeInfo(%assetItem.filePath);
%success = GetShapeInfo(%assetItem.filePath, %shapeInfo);
}
%assetItem.shapeInfo = %shapeInfo;
%shapeItem = %assetItem.shapeInfo.findItemByName("Shape");
%shapeCount = %assetItem.shapeInfo.getItemValue(%shapeItem);
%shapeCount = %assetItem.shapeInfo._meshCount;
%animItem = %assetItem.shapeInfo.findItemByName("Animations");
%animCount = %assetItem.shapeInfo.getItemValue(%animItem);
%animCount = %assetItem.shapeInfo._animCount;
//If the model has shapes AND animations, then it's a normal shape with embedded animations
//if it has shapes and no animations it's a regular static mesh
@ -683,97 +689,7 @@ function ImportAssetWindow::processNewImportAssets(%this, %id)
if(%assetItem.assetType $= "Model")
{
%fileExt = fileExt(%assetItem.filePath);
if(%fileExt $= ".dae")
{
%shapeInfo = new GuiTreeViewCtrl();
enumColladaForImport(%assetItem.filePath, %shapeInfo, false);
}
else
{
%shapeInfo = GetShapeInfo(%assetItem.filePath);
}
%assetItem.shapeInfo = %shapeInfo;
%shapeItem = %assetItem.shapeInfo.findItemByName("Shape");
%shapeCount = %assetItem.shapeInfo.getItemValue(%shapeItem);
if(%assetConfigObj.ImportMesh == 1 && %shapeCount > 0)
{
}
%animItem = %assetItem.shapeInfo.findItemByName("Animations");
%animCount = %assetItem.shapeInfo.getItemValue(%animItem);
if(%assetConfigObj.ImportAnimations == 1 && %animCount > 0)
{
%animationItem = %assetItem.shapeInfo.getChild(%animItem);
%animName = %assetItem.shapeInfo.getItemText(%animationItem);
//%animName = %assetItem.shapeInfo.getItemValue(%animationItem);
AssetBrowser.addImportingAsset("Animation", %animName, %assetItem);
%animationItem = %assetItem.shapeInfo.getNextSibling(%animationItem);
while(%animationItem != 0)
{
%animName = %assetItem.shapeInfo.getItemText(%animationItem);
//%animName = %assetItem.shapeInfo.getItemValue(%animationItem);
AssetBrowser.addImportingAsset("Animation", %animName, %assetItem);
%animationItem = %shapeInfo.getNextSibling(%animationItem);
}
}
%matItem = %assetItem.shapeInfo.findItemByName("Materials");
%matCount = %assetItem.shapeInfo.getItemValue(%matItem);
if(%assetConfigObj.importMaterials == 1 && %matCount > 0)
{
%materialItem = %assetItem.shapeInfo.getChild(%matItem);
%matName = %assetItem.shapeInfo.getItemText(%materialItem);
%filePath = %assetItem.shapeInfo.getItemValue(%materialItem);
if(%filePath !$= "")
{
AssetBrowser.addImportingAsset("Material", %filePath, %assetItem);
}
else
{
//we need to try and find our material, since the shapeInfo wasn't able to find it automatically
%filePath = findImageFile(filePath(%assetItem.filePath), %matName);
if(%filePath !$= "")
AssetBrowser.addImportingAsset("Material", %filePath, %assetItem);
else
AssetBrowser.addImportingAsset("Material", %matName, %assetItem);
}
%materialItem = %assetItem.shapeInfo.getNextSibling(%materialItem);
while(%materialItem != 0)
{
%matName = %assetItem.shapeInfo.getItemText(%materialItem);
%filePath = %assetItem.shapeInfo.getItemValue(%materialItem);
if(%filePath !$= "")
{
AssetBrowser.addImportingAsset("Material", %filePath, %assetItem);
}
else
{
//we need to try and find our material, since the shapeInfo wasn't able to find it automatically
%filePath = findImageFile(filePath(%assetItem.filePath), %matName);
if(%filePath !$= "")
AssetBrowser.addImportingAsset("Material", %filePath, %assetItem);
else
AssetBrowser.addImportingAsset("Material", %matName, %assetItem);
}
%materialItem = %shapeInfo.getNextSibling(%materialItem);
}
}
AssetBrowser.prepareImportShapeAsset(%assetItem);
}
else if(%assetItem.assetType $= "Animation")
{

View file

@ -314,14 +314,14 @@ function AssetBrowser::importMaterialAsset(%this, %assetItem)
%assetPath = "data/" @ %moduleName @ "/materials";
%tamlpath = %assetPath @ "/" @ %assetName @ ".asset.taml";
%sgfPath = %assetPath @ "/" @ %assetName @ ".sgf";
%scriptPath = %assetName @ ".cs";
%scriptPath = %assetPath @ "/" @ %assetName @ ".cs";
%newAsset = new MaterialAsset()
{
assetName = %assetName;
versionId = 1;
shaderGraph = %sgfPath;
scriptFile = %scriptPath;
scriptFile = %assetName @ ".cs";
originalFilePath = %filePath;
materialDefinitionName = %assetName;
};
@ -431,6 +431,8 @@ function AssetBrowser::buildMaterialAssetPreview(%this, %assetDef, %previewData)
@ "EditorGui.setEditor(MaterialEditorPlugin); "
@ "AssetBrowser.hideDialog();";
%test = %assetDef.materialDefinitionName.diffuseMapAsset[0];
if(isFile(%assetDef.materialDefinitionName.diffuseMap[0]))
%previewData.previewImage = %assetDef.materialDefinitionName.diffuseMap[0];
else if(%assetDef.materialDefinitionName.diffuseMapAsset[0] !$= "")

View file

@ -43,20 +43,29 @@ function AssetBrowser::editShapeAsset(%this, %assetDef)
function AssetBrowser::prepareImportShapeAsset(%this, %assetItem)
{
%fileExt = fileExt(%assetItem.filePath);
if(%fileExt $= ".dae")
if(!isObject(%assetItem.shapeInfo))
{
%shapeInfo = new GuiTreeViewCtrl();
enumColladaForImport(%assetItem.filePath, %shapeInfo, false);
if(%fileExt $= ".dae")
{
enumColladaForImport(%assetItem.filePath, %shapeInfo, false);
}
else if(%fileExt $= ".dts")
{
%shapeInfo.insertItem(0, "Shape", 1);
%shapeInfo.insertItem(0, "Animations", 0);
}
else
{
GetShapeInfo(%assetItem.filePath, %shapeInfo);
}
%assetItem.shapeInfo = %shapeInfo;
}
else
{
%shapeInfo = GetShapeInfo(%assetItem.filePath);
}
%assetItem.shapeInfo = %shapeInfo;
%shapeItem = %assetItem.shapeInfo.findItemByName("Shape");
%shapeCount = %assetItem.shapeInfo.getItemValue(%shapeItem);
%shapeCount = %assetItem.shapeInfo._meshCount;
%shapeItem = %assetItem.shapeInfo.findItemByName("Meshes");
%shapeId = ImportAssetTree.findItemByObjectId(%assetItem);
@ -65,8 +74,8 @@ function AssetBrowser::prepareImportShapeAsset(%this, %assetItem)
}
%animCount = %assetItem.shapeInfo._animCount;
%animItem = %assetItem.shapeInfo.findItemByName("Animations");
%animCount = %assetItem.shapeInfo.getItemValue(%animItem);
if(ImportAssetWindow.activeImportConfig.ImportAnimations == 1 && %animCount > 0)
{
@ -88,30 +97,29 @@ function AssetBrowser::prepareImportShapeAsset(%this, %assetItem)
}*/
}
%matCount = %assetItem.shapeInfo._materialCount;
%matItem = %assetItem.shapeInfo.findItemByName("Materials");
%matCount = %assetItem.shapeInfo.getItemValue(%matItem);
if(ImportAssetWindow.activeImportConfig.importMaterials == 1 && %matCount > 0)
{
%materialItem = %assetItem.shapeInfo.getChild(%matItem);
%matName = %assetItem.shapeInfo.getItemText(%materialItem);
%filePath = %assetItem.shapeInfo.getItemValue(%materialItem);
if(%filePath !$= "")
if(%filePath !$= "" && isFile(%filePath))
{
AssetBrowser.addImportingAsset("Material", %filePath, %shapeId);
AssetBrowser.addImportingAsset("Material", %filePath, %assetItem);
}
else
{
//we need to try and find our material, since the shapeInfo wasn't able to find it automatically
%filePath = findImageFile(filePath(%assetItem.filePath), %matName);
if(%filePath !$= "")
AssetBrowser.addImportingAsset("Material", %filePath, %shapeId);
if(%filePath !$= "" && isFile(%filePath))
AssetBrowser.addImportingAsset("Material", %filePath, %assetItem);
else
AssetBrowser.addImportingAsset("Material", %matName, %shapeId);
AssetBrowser.addImportingAsset("Material", %matName, %assetItem);
}
%materialItem = %assetItem.shapeInfo.getNextSibling(%materialItem);
@ -119,21 +127,21 @@ function AssetBrowser::prepareImportShapeAsset(%this, %assetItem)
{
%matName = %assetItem.shapeInfo.getItemText(%materialItem);
%filePath = %assetItem.shapeInfo.getItemValue(%materialItem);
if(%filePath !$= "")
if(%filePath !$= "" && isFile(%filePath))
{
AssetBrowser.addImportingAsset("Material", %filePath, %shapeId);
AssetBrowser.addImportingAsset("Material", %filePath, %assetItem);
}
else
{
//we need to try and find our material, since the shapeInfo wasn't able to find it automatically
%filePath = findImageFile(filePath(%assetItem.filePath), %matName);
if(%filePath !$= "")
AssetBrowser.addImportingAsset("Material", %filePath, %shapeId);
if(%filePath !$= "" && isFile(%filePath))
AssetBrowser.addImportingAsset("Material", %filePath, %assetItem);
else
AssetBrowser.addImportingAsset("Material", %matName, %shapeId);
AssetBrowser.addImportingAsset("Material", %matName, %assetItem);
}
%materialItem = %shapeInfo.getNextSibling(%materialItem);
%materialItem = %assetItem.shapeInfo.getNextSibling(%materialItem);
}
}
}

View file

@ -0,0 +1,201 @@
//--- OBJECT WRITE BEGIN ---
%guiContent = new GuiControl(EditorSettingsWindow,EditorGuiGroup) {
position = "0 0";
extent = "1024 768";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "ToolsGuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "1";
new GuiWindowCollapseCtrl(ESettingsWindow) {
text = "Editor Settings";
resizeWidth = "0";
resizeHeight = "1";
canMove = "1";
canClose = "1";
canMinimize = "0";
canMaximize = "0";
canCollapse = "1";
closeCommand = "ESettingsWindow.hideDialog();";
edgeSnap = "1";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "34 48";
extent = "958 671";
minExtent = "319 100";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiWindowProfile";
visible = "1";
active = "1";
tooltipProfile = "ToolsGuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
internalName = "EditorSettingsWindow";
canSave = "1";
canSaveDynamicFields = "0";
new GuiSplitContainer() {
orientation = "Vertical";
splitterSize = "2";
splitPoint = "182 100";
fixedPanel = "None";
fixedSize = "100";
docking = "None";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "0 24";
extent = "958 647";
minExtent = "64 64";
horizSizing = "width";
vertSizing = "bottom";
profile = "GuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiPanel() {
docking = "Client";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "0 0";
extent = "180 647";
minExtent = "16 16";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
internalName = "Panel1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiScrollCtrl() {
willFirstRespond = "1";
hScrollBar = "alwaysOff";
vScrollBar = "dynamic";
lockHorizScroll = "0";
lockVertScroll = "0";
constantThumbHeight = "0";
childMargin = "0 0";
mouseWheelScrollSpeed = "-1";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "3 3";
extent = "177 643";
minExtent = "100 50";
horizSizing = "width";
vertSizing = "height";
profile = "ToolsGuiScrollProfile";
visible = "1";
active = "1";
tooltipProfile = "ToolsGuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiTextListCtrl(ESettingsWindowList) {
columns = "0";
fitParentWidth = "0";
clipColumnText = "0";
position = "1 1";
extent = "9 2";
minExtent = "8 2";
horizSizing = "width";
vertSizing = "height";
profile = "ToolsGuiListBoxProfile";
visible = "1";
active = "1";
tooltipProfile = "ToolsGuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
};
};
new GuiPanel() {
docking = "Client";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "184 0";
extent = "774 647";
minExtent = "16 16";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
internalName = "panel2";
canSave = "1";
canSaveDynamicFields = "0";
new GuiVariableInspector(SettingsInspector) {
dividerMargin = "5";
showCustomFields = "1";
stackingType = "Vertical";
horizStacking = "Left to Right";
vertStacking = "Top to Bottom";
padding = "1";
dynamicSize = "1";
dynamicNonStackExtent = "0";
dynamicPos = "0";
changeChildSizeToFit = "1";
changeChildPosition = "1";
position = "0 0";
extent = "773 643";
minExtent = "16 16";
horizSizing = "width";
vertSizing = "height";
profile = "GuiInspectorProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
};
};
};
};
};
//--- OBJECT WRITE END ---

View file

@ -0,0 +1,202 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
function ESettingsWindow::startup( %this )
{
}
function ESettingsWindow::onWake( %this )
{
new ArrayObject(SettingsPageList);
%this.addSettingsPage("Axis", "Axis Gizmo");
%this.addSettingsPage("General", "General Settings");
%this.addSettingsPage("Camera", "Camera Settings");
%this.addSettingsPage("SceneEditor", "Scene Editor");
%this.addSettingsPage("ShapeEditor", "Shape Editor");
%this.addSettingsPage("NavEditor", "Navigation Editor");
ESettingsWindowList.setSelectedById( 1 );
}
function ESettingsWindow::hideDialog( %this )
{
%this.setVisible(false);
}
function ESettingsWindow::ToggleVisibility()
{
if ( ESettingsWindow.visible )
{
ESettingsWindow.setVisible(false);
EditorSettings.write();
}
else
{
ESettingsWindow.setVisible(true);
ESettingsWindow.selectWindow();
ESettingsWindow.setCollapseGroup(false);
}
ESettingsWindowList.setSelectedById( 1 );
}
/*function ESettingsWindow::addTabPage( %this, %page )
{
ESettingsWindowTabBook.add( %page );
ESettingsWindowList.addRow( ESettingsWindowTabBook.getSelectedPage(), %page.text );
ESettingsWindowList.sort(0);
}*/
function ESettingsWindow::addSettingsPage(%this, %settingsPageName, %settingsPageText)
{
SettingsPageList.add(%settingsPageName, %settingsPageText);
ESettingsWindowList.addRow( SettingsPageList.count(), %settingsPageText );
ESettingsWindowList.sort(0);
}
//-----------------------------------------------------------------------------
function ESettingsWindowList::onSelect( %this, %id, %text )
{
SettingsInspector.clearFields();
%pageName = SettingsPageList.getKey(SettingsPageList.getIndexFromValue(%text));
eval("ESettingsWindow.get" @ %pageName @ "Settings();");
}
function ESettingsWindow::getAxisSettings(%this)
{
SettingsInspector.startGroup("Gizmo");
SettingsInspector.addSettingsField("AxisGizmo/mouseRotateScalar", "Rotate Scalar", "float", "");
SettingsInspector.addSettingsField("AxisGizmo/mouseScaleScalar", "Scale Scalar", "float", "");
SettingsInspector.addSettingsField("AxisGizmo/renderWhenUsed", "Render When Manipulated", "bool", "");
SettingsInspector.addSettingsField("AxisGizmo/renderInfoText", "Render Tool Text", "bool", "");
SettingsInspector.endGroup();
SettingsInspector.startGroup("Grid");
SettingsInspector.addSettingsField("AxisGizmo/Grid/renderPlane", "Render Plane", "bool", "");
SettingsInspector.addSettingsField("AxisGizmo/Grid/renderPlaneHashes", "Render Plane Hashes", "bool", "");
SettingsInspector.addSettingsField("AxisGizmo/Grid/planeDim", "Plane Size", "float", "");
SettingsInspector.addSettingsField("AxisGizmo/Grid/gridColor", "Plane Color", "colorI", "");
SettingsInspector.endGroup();
}
function ESettingsWindow::getGeneralSettings(%this)
{
SettingsInspector.startGroup("Paths");
SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "New Level", "filename", "");
SettingsInspector.addSettingsField("WorldEditor/torsionPath", "Torsion Path", "filename", "");
SettingsInspector.endGroup();
SettingsInspector.startGroup("Theme");
SettingsInspector.addSettingsField("WorldEditor/Theme/backgroundColor", "Background Color", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Theme/windowTitleBGColor", "Window Title Color", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Theme/windowTitleFontColor", "Window Title Text Color", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Theme/mainTextColor", "Main Text Color", "colorI", "");
SettingsInspector.endGroup();
}
function ESettingsWindow::getCameraSettings(%this)
{
SettingsInspector.startGroup("Mouse Control");
SettingsInspector.addSettingsField("Camera/invertYAxis", "Invert Y Axis", "bool", "");
SettingsInspector.addSettingsField("Camera/invertXAxis", "Invert X Axis", "bool", "");
SettingsInspector.endGroup();
//Based on currently loaded level(rootScene)
SettingsInspector.startGroup(EditorSettings.value("WorldEditor/newLevelFile") @ " Camera");
SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "Camera Speed Min", "float", "");
SettingsInspector.addSettingsField("WorldEditor/torsionPath", "Camera Speed Max", "200", "");
SettingsInspector.endGroup();
}
function ESettingsWindow::getNavEditorSettings(%this)
{
SettingsInspector.startGroup("Test Spawn");
SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "Spawn Class", "list", "", "AIPlayer");
SettingsInspector.addSettingsField("WorldEditor/torsionPath", "Datablock", "string", "");
SettingsInspector.endGroup();
SettingsInspector.startGroup("Colors");
SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "Hover Spline", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/torsionPath", "Select Spline", "colorI", "");
SettingsInspector.endGroup();
}
function ESettingsWindow::getSceneEditorSettings(%this)
{
SettingsInspector.startGroup("Render");
SettingsInspector.addSettingsField("WorldEditor/Render/renderObjHandle", "Object Icons", "bool", "");
SettingsInspector.addSettingsField("WorldEditor/Render/renderObjText", "Object Text", "bool", "");
SettingsInspector.addSettingsField("WorldEditor/Render/showMousePopupInfo", "Mouse Popup Info", "bool", "");
SettingsInspector.addSettingsField("WorldEditor/Render/renderPopupBackground", "Popup Menu Background", "bool", "");
SettingsInspector.endGroup();
SettingsInspector.startGroup("Colors");
SettingsInspector.addSettingsField("WorldEditor/Grid/gridColor", "Grid Major", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Grid/gridMinorColor", "Grid Minor", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Grid/gridOriginColor", "Grid Origin", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Color/dragRectColor", "Drag Rect", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Color/objectTextColor", "Object Text", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Color/popupTextColor", "Popup Text", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Color/popupBackgroundColor", "Popup Back", "colorI", "");
SettingsInspector.endGroup();
SettingsInspector.startGroup("Misc");
SettingsInspector.addSettingsField("WorldEditor/forceLoadDAE", "Force Load DAE", "bool", "");
SettingsInspector.addSettingsField("WorldEditor/Tools/dropAtScreenCenterScalar", "Screen Center Scalar", "float", "");
SettingsInspector.addSettingsField("WorldEditor/Tools/dropAtScreenCenterMax", "Screen Center Max", "float", "");
SettingsInspector.endGroup();
}
function ESettingsWindow::getShapeEditorSettings(%this)
{
SettingsInspector.startGroup("Colors");
SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "Sun Diffuse", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "Sun Ambient", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "Background", "colorI", "");
SettingsInspector.endGroup();
SettingsInspector.startGroup("Grid");
SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "Grid Size", "float", "");
SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "Grid Dimension", "vector2", "");
SettingsInspector.endGroup();
}
//Read/write field functions
function SettingsInspector::addSettingsField(%this, %settingsFieldName, %labelText, %fieldType, %tooltip, %fieldData)
{
%moddedSettingsFieldName = strreplace(%settingsFieldName, "/", "-");
%this.addCallbackField(%moddedSettingsFieldName, %labelText, %fieldType, "", EditorSettings.value(%settingsFieldName), %fieldData, "changeEditorSetting");
}
function SettingsInspector::changeEditorSetting(%this, %varName, %value)
{
%varName = strreplace(%varName, "-", "/");
echo("Set " @ %varName @ " to be " @ %value);
EditorSettings.setValue(%varName, %value);
%id = ESettingsWindowList.getSelectedRow();
ESettingsWindowList.setSelectedRow(%id);
}

View file

@ -37,8 +37,8 @@ new GuiControlProfile (ToolsGuiDefaultProfile)
mouseOverSelected = false;
// fill color
opaque = false;
fillColor = "48 48 48";
opaque = true;
fillColor = "50 50 50";
fillColorHL = "91 101 116";
fillColorSEL = "91 101 116";
fillColorNA = "255 0 255 ";
@ -154,11 +154,11 @@ new GuiControlProfile (ToolsGuiWindowProfile)
{
opaque = false;
border = 1;
fillColor = "48 48 48";
fillColorHL = "42 42 42";
fillColorNA = "42 42 42";
fontColor = "215 215 215";
fontColorHL = "215 215 215";
fillColor = EditorSettings.value("WorldEditor/Theme/windowTitleBGColor");
fillColorHL = EditorSettings.value("WorldEditor/Theme/windowTitleBGHLColor");
fillColorNA = EditorSettings.value("WorldEditor/Theme/windowTitleBGNAColor");
fontColor = EditorSettings.value("WorldEditor/Theme/windowTitleFontColor");
fontColorHL = EditorSettings.value("WorldEditor/Theme/windowTitleFontHLColor");
bevelColorHL = "255 255 255";
bevelColorLL = "0 0 0";
text = "untitled";
@ -548,6 +548,12 @@ new GuiControlProfile( ToolsGuiPopUpMenuEditProfile : ToolsGuiPopUpMenuDefault )
if( !isObject( ToolsGuiListBoxProfile ) )
new GuiControlProfile( ToolsGuiListBoxProfile )
{
fillColorHL = "100 100 100";
fillColorNA = "150 150 150";
fontColor = "215 215 215";
fontColorHL = "215 215 215";
fontColorNA = "50 50 50";
tab = true;
canKeyFocus = true;
category = "Tools";

View file

@ -49,9 +49,6 @@ package Tools
//First, we want to ensure we don't inadvertently clean up our editor objects by leaving them in the MissionCleanup group, so lets change that real fast
$instantGroup = "";
pushInstantGroup();
new Settings(EditorSettings) { file = "tools/settings.xml"; };
EditorSettings.read();
echo( " % - Initializing Tools" );

View file

@ -1,115 +1,126 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<EditorSettings>
<Group name="AxisGizmo">
<Setting name="mouseScaleScalar">0.8</Setting>
<Setting name="renderWhenUsed">0</Setting>
<Setting name="renderInfoText">1</Setting>
<Setting name="axisGizmoMaxScreenLen">100</Setting>
<Setting name="rotationSnap">15</Setting>
<Setting name="snapRotations">0</Setting>
<Setting name="mouseRotateScalar">0.8</Setting>
<Setting name="mouseScaleScalar">0.8</Setting>
<Group name="Grid">
<Setting name="renderPlaneHashes">0</Setting>
<Setting name="gridSize">10 10 10</Setting>
<Setting name="renderPlane">0</Setting>
<Setting name="snapToGrid">0</Setting>
<Setting name="gridColor">255 255 255 20</Setting>
<Setting name="planeDim">500</Setting>
<Setting name="renderPlaneHashes">0</Setting>
<Setting name="snapToGrid">0</Setting>
<Setting name="gridSize">10 10 10</Setting>
</Group>
</Group>
<Group name="WorldEditor">
<Setting name="forceLoadDAE">0</Setting>
<Setting name="displayType">6</Setting>
<Setting name="orthoFOV">50</Setting>
<Setting name="orthoShowGrid">1</Setting>
<Setting name="currentEditor">WorldEditorInspectorPlugin</Setting>
<Setting name="dropType">screenCenter</Setting>
<Setting name="undoLimit">40</Setting>
<Setting name="orthoFOV">50</Setting>
<Setting name="displayType">6</Setting>
<Setting name="forceLoadDAE">0</Setting>
<Setting name="orthoShowGrid">1</Setting>
<Setting name="dropType">screenCenter</Setting>
<Setting name="currentEditor">WorldEditorInspectorPlugin</Setting>
<Setting name="torsionPath">AssetWork_Debug.exe</Setting>
<Group name="Grid">
<Setting name="gridColor">102 102 102 100</Setting>
<Setting name="gridOriginColor">255 255 255 100</Setting>
<Setting name="gridMinorColor">51 51 51 100</Setting>
<Setting name="gridSize">1</Setting>
<Setting name="gridSnap">0</Setting>
</Group>
<Group name="Color">
<Setting name="popupBackgroundColor">100 100 100 255</Setting>
<Setting name="objMouseOverSelectColor">0 0 255 255</Setting>
<Setting name="dragRectColor">255 255 0 255</Setting>
<Setting name="objectTextColor">255 255 255 255</Setting>
<Setting name="objSelectColor">255 0 0 255</Setting>
<Setting name="selectionBoxColor">255 255 0 255</Setting>
<Setting name="objectTextColor">255 255 255 255</Setting>
<Setting name="objMouseOverSelectColor">0 0 255 255</Setting>
<Setting name="objMouseOverColor">0 255 0 255</Setting>
</Group>
<Group name="ObjectIcons">
<Setting name="fadeIconsStartAlpha">255</Setting>
<Setting name="fadeIconsEndDist">20</Setting>
<Setting name="fadeIconsStartDist">8</Setting>
<Setting name="fadeIcons">1</Setting>
<Setting name="fadeIconsEndAlpha">0</Setting>
</Group>
<Group name="Images">
<Setting name="selectHandle">tools/worldEditor/images/SelectHandle</Setting>
<Setting name="lockedHandle">tools/worldEditor/images/LockedHandle</Setting>
<Setting name="defaultHandle">tools/worldEditor/images/DefaultHandle</Setting>
</Group>
<Group name="Tools">
<Setting name="snapSoftSize">2</Setting>
<Setting name="snapSoft">0</Setting>
<Setting name="dropAtScreenCenterMax">100</Setting>
<Setting name="objectsUseBoxCenter">1</Setting>
<Setting name="boundingBoxCollision">0</Setting>
<Setting name="dropAtScreenCenterScalar">1</Setting>
<Setting name="snapGround">0</Setting>
<Setting name="dragRectColor">255 255 0 255</Setting>
<Setting name="popupBackgroundColor">100 100 100 255</Setting>
<Setting name="selectionBoxColor">255 255 0 255</Setting>
</Group>
<Group name="Render">
<Setting name="renderSelectionBox">1</Setting>
<Setting name="renderObjText">1</Setting>
<Setting name="renderPopupBackground">1</Setting>
<Setting name="renderObjHandle">1</Setting>
<Setting name="renderSelectionBox">1</Setting>
<Setting name="renderPopupBackground">1</Setting>
<Setting name="showMousePopupInfo">1</Setting>
<Setting name="renderObjText">1</Setting>
</Group>
<Group name="Grid">
<Setting name="gridMinorColor">51 51 51 100</Setting>
<Setting name="gridSnap">0</Setting>
<Setting name="gridOriginColor">255 255 255 100</Setting>
<Setting name="gridSize">1</Setting>
<Setting name="gridColor">102 102 102 100</Setting>
<Group name="Tools">
<Setting name="dropAtScreenCenterMax">100</Setting>
<Setting name="snapSoft">0</Setting>
<Setting name="snapGround">0</Setting>
<Setting name="dropAtScreenCenterScalar">1</Setting>
<Setting name="snapSoftSize">2</Setting>
<Setting name="objectsUseBoxCenter">1</Setting>
<Setting name="boundingBoxCollision">0</Setting>
</Group>
<Group name="ObjectIcons">
<Setting name="fadeIconsStartDist">8</Setting>
<Setting name="fadeIconsEndDist">20</Setting>
<Setting name="fadeIconsStartAlpha">255</Setting>
<Setting name="fadeIconsEndAlpha">0</Setting>
<Setting name="fadeIcons">1</Setting>
</Group>
<Group name="Docs">
<Setting name="forumURL">http://www.garagegames.com/products/torque-3d/forums</Setting>
<Setting name="documentationURL">http://www.garagegames.com/products/torque-3d/documentation/user</Setting>
<Setting name="documentationLocal">../../../Documentation/Official Documentation.html</Setting>
<Setting name="documentationURL">http://www.garagegames.com/products/torque-3d/documentation/user</Setting>
<Setting name="documentationReference">../../../Documentation/Torque 3D - Script Manual.chm</Setting>
<Setting name="forumURL">http://www.garagegames.com/products/torque-3d/forums</Setting>
</Group>
<Group name="Images">
<Setting name="lockedHandle">tools/worldEditor/images/LockedHandle</Setting>
<Setting name="selectHandle">tools/worldEditor/images/SelectHandle</Setting>
<Setting name="defaultHandle">tools/worldEditor/images/DefaultHandle</Setting>
</Group>
<Group name="Theme">
<Setting name="windowTitleBGColor">50 50 50 255</Setting>
<Setting name="windowTitleBGHLColor">48 48 48 255</Setting>
<Setting name="windowTitleBGNAColor">180 180 180 255</Setting>
<Setting name="windowTitleFontColor">215 215 215 255</Setting>
<Setting name="windowTitleFontHLColor">255 255 255 255</Setting>
</Group>
</Group>
<Group name="GuiEditor">
<Setting name="lastPath">tools/materialEditor/gui</Setting>
<Setting name="lastPath">tools/gui</Setting>
<Setting name="previewResolution">1024 768</Setting>
<Group name="Snapping">
<Setting name="snapToGuides">1</Setting>
<Setting name="sensitivity">2</Setting>
<Setting name="snapToEdges">1</Setting>
<Setting name="snapToControls">1</Setting>
<Setting name="snap2GridSize">8</Setting>
<Setting name="snapToCenters">1</Setting>
<Setting name="snap2Grid">0</Setting>
<Setting name="snapToCanvas">1</Setting>
</Group>
<Group name="Rendering">
<Setting name="drawBorderLines">1</Setting>
<Setting name="drawGuides">1</Setting>
</Group>
<Group name="Help">
<Setting name="documentationURL">http://www.garagegames.com/products/torque-3d/documentation/user</Setting>
<Setting name="documentationReference">../../../Documentation/Torque 3D - Script Manual.chm</Setting>
<Setting name="documentationLocal">../../../Documentation/Official Documentation.html</Setting>
<Setting name="documentationReference">../../../Documentation/Torque 3D - Script Manual.chm</Setting>
</Group>
<Group name="Snapping">
<Setting name="sensitivity">2</Setting>
<Setting name="snapToCenters">1</Setting>
<Setting name="snap2Grid">0</Setting>
<Setting name="snap2GridSize">8</Setting>
<Setting name="snapToGuides">1</Setting>
<Setting name="snapToEdges">1</Setting>
<Setting name="snapToControls">1</Setting>
<Setting name="snapToCanvas">1</Setting>
</Group>
<Group name="Library">
<Setting name="viewType">Categorized</Setting>
</Group>
<Group name="EngineDevelopment">
<Setting name="showEditorGuis">0</Setting>
<Setting name="showEditorProfiles">0</Setting>
<Setting name="toggleIntoEditor">0</Setting>
<Setting name="showEditorProfiles">0</Setting>
</Group>
<Group name="Rendering">
<Setting name="drawGuides">1</Setting>
<Setting name="drawBorderLines">1</Setting>
</Group>
<Group name="Selection">
<Setting name="fullBox">0</Setting>
</Group>
</Group>
<Group name="NavEditor">
<Setting name="SpawnClass">AIPlayer</Setting>
</Group>
<Group name="LevelInformation">
<Setting name="levelsDirectory">data/FPSGameplay/levels</Setting>
<Group name="levels">
@ -118,9 +129,6 @@
</Group>
</Group>
</Group>
<Group name="NavEditor">
<Setting name="SpawnClass">AIPlayer</Setting>
</Group>
<Group name="ConvexEditor">
<Setting name="materialName">Grid_512_Orange</Setting>
</Group>

View file

@ -141,8 +141,8 @@ function EditorGui::init(%this)
// Editor Settings Window
if( !isObject( %this-->EditorSettingsWindow ) )
{
exec("~/worldEditor/gui/EditorSettingsWindow.ed.gui");
exec("~/worldEditor/scripts/editorSettingsWindow.ed.cs");
exec("tools/gui/EditorSettingsWindow.ed.gui");
exec("tools/gui/editorSettingsWindow.ed.cs");
%this.add( ESettingsWindow );
ESettingsWindow.setVisible(false);