Adjusted creation of various assets to utilize template files.

This commit is contained in:
Areloch 2019-07-15 00:34:18 -05:00
parent 98f50a4453
commit ff7e580d28
12 changed files with 426 additions and 166 deletions

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//onAdd is called when the component is created and then added to it's owner entity.
//You would also add any script-defined component fields via addComponentField().
function @@::onAdd(%this)
{
}
//onAdd is called when the component is removed and deleted from it's owner entity.
function @@::onRemove(%this)
{
}
//onClientConnect is called any time a new client connects to the server.
function @@::onClientConnect(%this, %client)
{
}
//onClientDisconnect is called any time a client disconnects from the server.
%function @@::onClientDisonnect(%this, %client)
{
}
//update is called when the component does an update tick.
function @@::Update(%this)
{
}

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function @@::onWake(%this)
{
}
function @@::onSleep(%this)
{
}

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//--- OBJECT WRITE BEGIN ---
%guiContent = new GuiControl(@@)
{
position = "0 0";
extent = "100 100";
};
//--- OBJECT WRITE END ---

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton ShaderData( @@_Shader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core:modulePath @ "@@P.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core:modulePath @ "@@P.glsl";
samplerNames[0] = "$inputTex";
pixVersion = 3.0;
};
singleton GFXStateBlockData( @@_StateBlock )
{
samplersDefined = true;
samplerStates[0] = SamplerClampLinear;
samplerStates[1] = SamplerClampLinear;
samplerStates[2] = SamplerClampLinear;
samplerStates[3] = SamplerClampLinear;
blendDefined = true;
blendDest = GFXBlendOne;
blendSrc = GFXBlendZero;
zDefined = true;
zEnable = false;
zWriteEnable = false;
cullDefined = true;
cullMode = GFXCullNone;
};
function @@::setShaderConsts( %this )
{
}
function @@::preProcess( %this )
{
}
function @@::onEnabled( %this )
{
return true;
}
function @@::onDisabled( %this )
{
}
singleton PostEffect( @@ )
{
isEnabled = false;
allowReflectPass = false;
// Resolve the HDR before we render any editor stuff
// and before we resolve the scene to the backbuffer.
renderTime = "PFXBeforeBin";
renderBin = "EditorBin";
renderPriority = 9999;
// The bright pass generates a bloomed version of
// the scene for pixels which are brighter than a
// fixed threshold value.
//
// This is then used in the final HDR combine pass
// at the end of this post effect chain.
shader = @@_Shader;
stateBlock = @@_StateBlock;
texture[0] = "$backBuffer";
target = "$outTex";
targetFormat = "GFXFormatR16G16B16A16F";
targetScale = "1 1";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/gl/torque.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "core/rendering/shaders/postFX/gl/postFX.glsl"
uniform sampler2D inputTex;
out vec4 OUT_col;
void main()
{
OUT_col = hdrEncode( vec4(1,1,1,1) );
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
return hdrEncode( float4(1,1,1,1) );
}