mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 16:14:38 +00:00
commit
fde83b7058
18 changed files with 58 additions and 44 deletions
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@ -60,6 +60,8 @@ EditorSettings.endGroup();
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EditorSettings.beginGroup( "Tools" );
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EditorSettings.setDefaultValue( "snapGround", "0" );
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EditorSettings.setDefaultValue( "TerrainSnapOffsetZ", "0" );
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EditorSettings.setDefaultValue( "OffsetZValue", "0.01" );
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EditorSettings.setDefaultValue( "snapSoft", "0" );
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EditorSettings.setDefaultValue( "snapSoftSize", "2.0" );
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EditorSettings.setDefaultValue( "boundingBoxCollision", "0" );
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@ -215,6 +217,8 @@ function EditorGui::readWorldEditorSettings(%this)
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EditorSettings.beginGroup( "Tools" );
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EWorldEditor.stickToGround = EditorSettings.value("snapGround"); //$pref::WorldEditor::snapGround;
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EWorldEditor.TerrainSnapOffsetZ = EditorSettings.value("TerrainSnapOffsetZ"); //$pref::WorldEditor::TerrainSnapOffsetZ;
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EWorldEditor.OffsetZValue = EditorSettings.value("OffsetZValue"); //$pref::WorldEditor::OffsetZValue;
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EWorldEditor.setSoftSnap( EditorSettings.value("snapSoft") ); //$pref::WorldEditor::snapSoft
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EWorldEditor.setSoftSnapSize( EditorSettings.value("snapSoftSize") ); //$pref::WorldEditor::snapSoftSize
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EWorldEditor.boundingBoxCollision = EditorSettings.value("boundingBoxCollision"); //$pref::WorldEditor::boundingBoxCollision;
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@ -310,6 +314,8 @@ function EditorGui::writeWorldEditorSettings(%this)
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EditorSettings.beginGroup( "Tools" );
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EditorSettings.setValue( "snapGround", EWorldEditor.stickToGround ); //$Pref::WorldEditor::snapGround
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EditorSettings.setValue( "TerrainSnapOffsetZ", EWorldEditor.TerrainSnapOffsetZ ); //$pref::WorldEditor::TerrainSnapOffsetZ;
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EditorSettings.setValue( "OffsetZValue", EWorldEditor.OffsetZValue ); //$pref::WorldEditor::OffsetZValue;
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EditorSettings.setValue( "snapSoft", EWorldEditor.getSoftSnap() ); //$Pref::WorldEditor::snapSoft
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EditorSettings.setValue( "snapSoftSize", EWorldEditor.getSoftSnapSize() ); //$Pref::WorldEditor::snapSoftSize
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EditorSettings.setValue( "boundingBoxCollision", EWorldEditor.boundingBoxCollision ); //$Pref::WorldEditor::boundingBoxCollision
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// Debug Shaders.
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new ShaderData( AL_ColorBufferShader )
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singleton shaderData( AL_ColorBufferShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/dbgColorBufferP.hlsl";
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@ -59,7 +59,7 @@ function toggleColorBufferViz( %enable )
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}
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}
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new ShaderData( AL_SpecMapShader )
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singleton shaderData( AL_SpecMapShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/dbgSpecMapVisualizeP.hlsl";
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@ -94,7 +94,7 @@ function toggleSpecMapViz( %enable )
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AL_SpecMapVisualize.disable();
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}
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new GFXStateBlockData( AL_DepthVisualizeState )
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singleton GFXStateBlockData( AL_DepthVisualizeState )
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{
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zDefined = true;
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zEnable = false;
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@ -105,7 +105,7 @@ new GFXStateBlockData( AL_DepthVisualizeState )
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samplerStates[1] = SamplerClampLinear; // viz color lookup
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};
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new GFXStateBlockData( AL_DefaultVisualizeState )
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singleton GFXStateBlockData( AL_DefaultVisualizeState )
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{
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blendDefined = true;
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blendEnable = true;
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@ -121,7 +121,7 @@ new GFXStateBlockData( AL_DefaultVisualizeState )
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samplerStates[1] = SamplerClampLinear; // depthviz
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};
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new ShaderData( AL_DepthVisualizeShader )
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singleton shaderData( AL_DepthVisualizeShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/dbgDepthVisualizeP.hlsl";
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@ -157,7 +157,7 @@ function AL_DepthVisualize::onEnabled( %this )
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return true;
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}
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new ShaderData( AL_GlowVisualizeShader )
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singleton shaderData( AL_GlowVisualizeShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/dbgGlowVisualizeP.hlsl";
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@ -178,7 +178,7 @@ singleton PostEffect( AL_GlowVisualize )
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renderPriority = 9999;
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};
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new ShaderData( AL_NormalsVisualizeShader )
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singleton shaderData( AL_NormalsVisualizeShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/dbgNormalVisualizeP.hlsl";
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@ -214,7 +214,7 @@ function AL_NormalsVisualize::onEnabled( %this )
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new ShaderData( AL_LightColorVisualizeShader )
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singleton shaderData( AL_LightColorVisualizeShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/dbgLightColorVisualizeP.hlsl";
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@ -249,7 +249,7 @@ function AL_LightColorVisualize::onEnabled( %this )
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}
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new ShaderData( AL_LightSpecularVisualizeShader )
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singleton shaderData( AL_LightSpecularVisualizeShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/dbgLightSpecularVisualizeP.hlsl";
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@ -1,4 +1,4 @@
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new GFXStateBlockData( Viz_DefaultVisualizeState )
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singleton GFXStateBlockData( Viz_DefaultVisualizeState )
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{
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/*alphaDefined = true;
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alphaTestEnable = true;
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@ -39,7 +39,7 @@ new GFXStateBlockData( Viz_DefaultVisualizeState )
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samplerStates[4] = SamplerClampLinear; // depthviz
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};
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new ShaderData( Viz_TexelDensity )
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singleton shaderData( Viz_TexelDensity )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/Viz_TexelDensityP.hlsl";
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@ -79,7 +79,7 @@ function toggleTexelDensityViz( %enable )
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//
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//
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new ShaderData( Viz_SurfaceProperties )
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singleton shaderData( Viz_SurfaceProperties )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/Viz_SurfacePropertiesP.hlsl";
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@ -203,7 +203,7 @@ function Viz_SurfacePropertiesPFX::onEnabled( %this )
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//
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//
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//
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new ShaderData( Viz_ColorBlindness )
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singleton shaderData( Viz_ColorBlindness )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/Viz_ColorblindnessP.hlsl";
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@ -307,7 +307,7 @@ function Viz_ColorBlindnessPFX::onEnabled( %this )
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//
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//Material Complexity Viz
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new ShaderData( Viz_MaterialComplexity )
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singleton shaderData( Viz_MaterialComplexity )
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{
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DXVertexShaderFile = "./shaders/Viz_materialComplexityV.hlsl";
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DXPixelShaderFile = "./shaders/Viz_materialComplexityP.hlsl";
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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new ShaderData( AL_ShadowVisualizeShader )
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singleton shaderData( AL_ShadowVisualizeShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/guiMaterialV.hlsl";
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DXPixelShaderFile = "./shaders/dbgShadowVisualizeP.hlsl";
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