GFX card profile config file logging moved to debug only

WIP mode of guiSliderCtrl to be a filled rectangle instead of a textured UI
Fixed bug with guiTextEditCtrl losing focus updating history passing malformed strings
Updated WIP options menu
Editor/Project settings WIP
Updated editor theme to be consistent, and feed off the editor settings
Updated popup menus to reference renamed profiles
Added more in-progress modules for examples/stress testing
This commit is contained in:
Areloch 2019-06-17 02:30:45 -05:00
parent 226529fd1b
commit f1777016b8
179 changed files with 10144 additions and 415 deletions

View file

@ -0,0 +1,25 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
//*****************************************************************************
// Shaders ( For Custom Materials )
//*****************************************************************************

View file

@ -0,0 +1,351 @@
// PIXELATE
$Pixelate::PixelWidth = 10.0;
$Pixelate::PixelHeight = 10.0;
singleton ShaderData( PixelateShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/Library/pixelateP.hlsl";
pixVersion = 2.0;
};
singleton PostEffect( PixelatePostEffect )
{
isEnabled = false;
allowReflectPass = false;
renderTime = "PFXAfterBin";
renderBin = "GlowBin";
shader = PixelateShader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "$backBuffer";
renderPriority = 10;
};
function PixelatePostEffect::setShaderConsts(%this)
{
%this.setShaderConst("$pixel_w", $Pixelate::PixelWidth);
%this.setShaderConst("$pixel_h", $Pixelate::PixelHeight);
%this.setShaderConst("$sizeX",getWord($pref::Video::mode, 0));
%this.setShaderConst("$sizeY",getWord($pref::Video::mode, 1));
}
// BLURRED VISION
$BlurredVisionIntensity = 1.0;
singleton ShaderData( BlurredVisionShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/Library/blurredVisionP.hlsl";
pixVersion = 2.0;
};
singleton PostEffect( BlurredVisionPostEffect )
{
isEnabled = false;
allowReflectPass = false;
renderTime = "PFXAfterBin";
renderBin = "GlowBin";
shader = BlurredVisionShader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "$backBuffer";
renderPriority = 10;
};
function BlurredVisionPostEffect::setShaderConsts(%this)
{
%this.setShaderConst("$BlurredVisionIntensity", $BlurredVisionIntensity);
}
// DREAM VIEW
$DreamViewIntensity = 1.0;
singleton ShaderData( DreamViewShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/Library/dreamviewP.hlsl";
pixVersion = 2.0;
};
singleton PostEffect( DreamViewPostEffect )
{
isEnabled = false;
allowReflectPass = false;
renderTime = "PFXAfterBin";
renderBin = "GlowBin";
shader = DreamViewShader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "$backBuffer";
renderPriority = 10;
};
function DreamViewPostEffect::setShaderConsts(%this)
{
%this.setShaderConst("$DreamViewIntensity", $DreamViewIntensity);
}
// CROSS STITCH
$CrossStichPostEffect::StitchingSize = 6.0;
$CrossStichPostEffect::Invert = 0;
singleton ShaderData( CrossStitchShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/Library/crossStitchP.hlsl";
pixVersion = 3.0;
};
singleton PostEffect( CrossStitchPostEffect )
{
isEnabled = false;
allowReflectPass = false;
renderTime = "PFXAfterBin";
renderBin = "GlowBin";
shader = CrossStitchShader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "$backBuffer";
renderPriority = 10;
};
function CrossStitchPostEffect::setShaderConsts(%this)
{
%this.setShaderConst( "$time", ($Sim::time - %this.timeStart) );
%this.setShaderConst("$sizeX",getWord($pref::Video::mode, 0));
%this.setShaderConst("$sizeY",getWord($pref::Video::mode, 1));
%this.setShaderConst("$stitching_size", $CrossStichPostEffect::StitchingSize);
%this.setShaderConst("$invert", $CrossStichPostEffect::Invert);
}
// POSTERISATION
$PosterisationPostEffect::Gamma = 0.6;
$PosterisationPostEffect::NumColors = 4.0;
singleton ShaderData( PosterisationShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/Library/posterisationP.hlsl";
pixVersion = 2.0;
};
singleton PostEffect( PosterisationPostEffect )
{
isEnabled = false;
allowReflectPass = false;
renderTime = "PFXAfterBin";
renderBin = "GlowBin";
shader = PosterisationShader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "$backBuffer";
renderPriority = 10;
};
function PosterisationPostEffect::setShaderConsts(%this)
{
%this.setShaderConst("$gamma", $PosterisationPostEffect::Gamma);
%this.setShaderConst("$numColors", $PosterisationPostEffect::NumColors);
}
// NIGHT VISION 2
$NightVisionPostEffect::LuminanceThreshold = 0.2;
$NightVisionPostEffect::ColorAmplification = 4.0;
singleton ShaderData( NightVision2Shader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/Library/nightVision2P.hlsl";
pixVersion = 2.0;
};
singleton PostEffect( NightVision2Fx )
{
isEnabled = false;
allowReflectPass = false;
renderTime = "PFXAfterBin";
renderBin = "GlowBin";
shader = NightVision2Shader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "$backBuffer";
renderPriority = 10;
};
function NightVision2Fx::setShaderConsts(%this)
{
%this.setShaderConst("$luminanceThreshold", $NightVisionPostEffect::LuminanceThreshold);
%this.setShaderConst("$colorAmplification", $NightVisionPostEffect::ColorAmplification);
}
// LENS CIRCLE
$LensCirclePostEffect::RadiusX = 0.6;
$LensCirclePostEffect::RadiusY = 0.2;
singleton ShaderData( LensCircleShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/Library/lensCircleP.hlsl";
pixVersion = 2.0;
};
singleton PostEffect( LensCirclePostEffect )
{
isEnabled = false;
allowReflectPass = false;
renderTime = "PFXAfterBin";
renderBin = "GlowBin";
shader = LensCircleShader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "$backBuffer";
renderPriority = 10;
};
function LensCirclePostEffect::setShaderConsts(%this)
{
%this.setShaderConst("$radiusX", $LensCirclePostEffect::RadiusX);
%this.setShaderConst("$radiusY", $LensCirclePostEffect::RadiusY);
}
// CHROMATIC ABERRATION
$ChromaticAberrationPostEffect::Intensity = 0.3;
singleton ShaderData( ChromaticAberrationShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/Library/chromaticAberrationP.hlsl";
pixVersion = 2.0;
};
singleton PostEffect( ChromaticAberrationPostEffect )
{
isEnabled = false;
allowReflectPass = false;
renderTime = "PFXAfterBin";
renderBin = "GlowBin";
shader = ChromaticAberrationShader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "$backBuffer";
renderPriority = 10;
};
function ChromaticAberrationPostEffect::setShaderConsts(%this)
{
%this.setShaderConst("$intensity", $ChromaticAberrationPostEffect::Intensity);
}
// RGB
$RGBPostEffect::RedLevel = 1.0;
$RGBPostEffect::GreenLevel = 1.0;
$RGBPostEffect::BlueLevel = 1.0;
singleton ShaderData( RGBShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/Library/rgbP.hlsl";
pixVersion = 2.0;
};
singleton PostEffect( RGBPostEffect )
{
isEnabled = false;
allowReflectPass = false;
renderTime = "PFXAfterBin";
renderBin = "GlowBin";
shader = RGBShader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "$backBuffer";
renderPriority = 10;
};
function RGBPostEffect::setShaderConsts(%this)
{
%this.setShaderConst("$redLevel", $RGBPostEffect::RedLevel);
%this.setShaderConst("$greenLevel", $RGBPostEffect::GreenLevel);
%this.setShaderConst("$blueLevel", $RGBPostEffect::BlueLevel);
}
// ZOOM BLUR
$ZoomBlur::Amount = 0.99;
$ZoomBlur::Samples = 6;
singleton ShaderData( ZoomBlurShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/Library/zoomBlurP.hlsl";
samplerNames[0] = "$inputTex";
pixVersion = 3.0;
};
singleton PostEffect( ZoomBlurPostEffect )
{
renderTime = "PFXAfterDiffuse";
shader = ZoomBlurShader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "$backBuffer";
};
function ZoomBlurPostEffect::setShaderConsts(%this)
{
%this.setShaderConst("$amount", $ZoomBlur::Amount);
%this.setShaderConst("$samples", $ZoomBlur::Samples);
}
// NEGATIVE
singleton ShaderData( NegativeShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/Library/negativeP.hlsl";
pixVersion = 2.0;
};
singleton PostEffect( NegativePostEffect )
{
renderTime = "PFXAfterDiffuse";
shader = NegativeShader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "$backBuffer";
};
// BLACK AND WHITE
singleton ShaderData( BlackAndWhiteShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/Library/blackAndWhiteP.hlsl";
pixVersion = 2.0;
};
singleton PostEffect( BlackAndWhitePostEffect )
{
renderTime = "PFXAfterDiffuse";
shader = BlackAndWhiteShader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "$backBuffer";
};
// MONOCHROME
singleton ShaderData( MonochromeShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/Library/monochromeP.hlsl";
pixVersion = 2.0;
};
singleton PostEffect( MonochromePostEffect )
{
renderTime = "PFXAfterDiffuse";
shader = MonochromeShader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "$backBuffer";
};
// EDGE DETECTION
$EdgeDetection::Threshold = 0.01;
singleton ShaderData( EdgeDetectionShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/Library/edgeDetectionP.hlsl";
pixVersion = 2.0;
};
singleton PostEffect( EdgeDetectionPostEffect )
{
renderTime = "PFXAfterDiffuse";
shader = EdgeDetectionShader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "$backBuffer";
};
function EdgeDetectionPostEffect::setShaderConsts(%this)
{
%this.setShaderConst("$threshold", $EdgeDetection::Threshold);
}