mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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132 lines
4.5 KiB
Plaintext
132 lines
4.5 KiB
Plaintext
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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singleton ShaderData( ExamplePostEffect_Shader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core:modulePath @ "ExamplePostEffectP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core:modulePath @ "ExamplePostEffectP.glsl";
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samplerNames[0] = "$inputTex";
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pixVersion = 3.0;
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};
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singleton GFXStateBlockData( ExamplePostEffect_StateBlock )
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{
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samplersDefined = true;
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samplerStates[0] = SamplerClampLinear;
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samplerStates[1] = SamplerClampLinear;
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samplerStates[2] = SamplerClampLinear;
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samplerStates[3] = SamplerClampLinear;
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blendDefined = true;
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blendDest = GFXBlendOne;
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blendSrc = GFXBlendZero;
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zDefined = true;
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zEnable = false;
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zWriteEnable = false;
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cullDefined = true;
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cullMode = GFXCullNone;
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};
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function ExamplePostEffect::setShaderConsts( %this )
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{
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}
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function ExamplePostEffect::preProcess( %this )
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{
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}
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function ExamplePostEffect::onAdd(%this)
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{
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//Register the postFX with the manager
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PostFXManager.registerPostEffect(%this);
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}
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function ExamplePostEffect::onEnabled( %this )
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{
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return true;
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}
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function ExamplePostEffect::onDisabled( %this )
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{
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}
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//This is used to populate the PostFXEditor's settings so the post FX can be edited
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//This is automatically polled for any postFX that has been registered(in our onAdd) and the settings
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//are thus exposed for editing
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function ExamplePostEffect::populatePostFXSettings(%this)
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{
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PostEffectEditorInspector.startGroup("ExamplePostEffect - General");
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PostEffectEditorInspector.addField("$PostFXManager::Settings::EnabledExamplePostEffect", "Enabled", "bool", "", $PostFXManager::PostFX::EnableExamplePostEffect, "");
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PostEffectEditorInspector.endGroup();
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}
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//This function pair(applyFromPreset and settingsApply) are done the way they are, with the separated variables
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//so that we can effectively store the 'settings' away from the live variables that the postFX's actually utilize
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//when rendering. This allows us to modify things but still leave room for reverting or temporarily applying them
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function ExamplePostEffect::applyFromPreset(%this)
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{
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//ExamplePostEffect Settings
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$PostFXManager::PostFX::EnableExamplePostEffect = $PostFXManager::Settings::EnabledExamplePostEffect;
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if($PostFXManager::PostFX::EnableExamplePostEffect)
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%this.enable();
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else
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%this.disable();
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}
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function ExamplePostEffect::settingsApply(%this)
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{
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$PostFXManager::Settings::EnabledExamplePostEffect = $PostFXManager::PostFX::EnableExamplePostEffect;
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}
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singleton PostEffect( ExamplePostEffect )
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{
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isEnabled = false;
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allowReflectPass = false;
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// Resolve the HDR before we render any editor stuff
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// and before we resolve the scene to the backbuffer.
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renderTime = "PFXBeforeBin";
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renderBin = "EditorBin";
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renderPriority = 9999;
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// The bright pass generates a bloomed version of
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// the scene for pixels which are brighter than a
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// fixed threshold value.
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//
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// This is then used in the final HDR combine pass
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// at the end of this post effect chain.
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shader = ExamplePostEffect_Shader;
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stateBlock = ExamplePostEffect_StateBlock;
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texture[0] = "$backBuffer";
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target = "$outTex";
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targetFormat = "GFXFormatR16G16B16A16F";
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targetScale = "1 1";
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};
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