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https://github.com/TorqueGameEngines/Torque3D.git
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Added templated getObjectsByClass to Scene for easier engine-side polling of objects, including nested checks for subscenes Proper init'ing of mGamemodeName in LevelAsset, as well as proper fieldType for mIsSubLevel D3D11 added logic to handle scaling down of textures in cubemap arrays for lower texture resolution preferences Added ability to collapse groups programmatically to GuiVariableInspector Upped PSSM shadowmap max size to 4096 Caught GL deferred lighting/probes up to D3D11 Temporarily disabled forward lighting/probes on GL materials until conversion finished Upped smMaxInstancingVerts to 2000 from 200 to support slightly more detailed meshes being instanced Reordered project settings so they load ahead of core modules, so that core modules can actually use project settings Established current preset file for PostFXManager to use for reverting WIP logic for forcing probes to update as part of level lighting load step in loading process Streamlined PostFXManager code, removing unnecessary/redundant files Coverted HDR, Lightrays and SSAO and ExamplePostEffect to use new PostFX Manager/Editor paradigm PostFX manager now enacts callbacks so that postFXs' can process their own settings as well as provide editor fields Changed PostFX editor to work with new callbacks via using VariableInspector Updated PostEffectAsset's template file so new PostFX's will now automatically register with the PostFXManager and have the needed new callbacks for integration Made HDR on by default, removed enable field from editing Made probe bake resolution a project setting Updated many GL postFX shaders to have proper case for PostFx.glsl Example module now loads ExampleGUI and ExamplePostEffect during init'ing Removed unneeded autoload definitions from ExampleModule's module file Fixed Graphics Adapter settings field to properly display as well as apply setting Updated many referenced profiles in tools folder to use the Tools specific gui profiles to make theming more consistent Fixed coloration of tools button bitmap to make theming more consistent Updated a few theme settings for improved visibility with theme, particularly selected/highlighted text Moved AssetBrowser field types to separated folder/files Updated new module creation to properly utilize template file instead of overriding it with a programmatic script generation. Removed unneded default autoload definitions from new modules Added WIP for editing Module/Asset dependencies Updated the PostEffectAsset to properly generate glsl and hlsl files from templates Updated module editor window to display only necessary fields Added WIP of TerrainAsset Added shaderCache gitignore file so folder isn't lost
104 lines
3.3 KiB
C++
104 lines
3.3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2013 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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#ifndef TERRAINASSET_H
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#define TERRAINASSET_H
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#ifndef _ASSET_BASE_H_
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#include "assets/assetBase.h"
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#endif
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#ifndef _ASSET_DEFINITION_H_
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#include "assets/assetDefinition.h"
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#endif
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#ifndef _STRINGUNIT_H_
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#include "string/stringUnit.h"
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#endif
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#ifndef _ASSET_FIELD_TYPES_H_
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#include "assets/assetFieldTypes.h"
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#endif
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef _GUI_INSPECTOR_TYPES_H_
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#include "gui/editor/guiInspectorTypes.h"
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#endif
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#include "terrain/terrData.h"
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//-----------------------------------------------------------------------------
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class TerrainAsset : public AssetBase
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{
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typedef AssetBase Parent;
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StringTableEntry mTerrainFile;
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public:
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TerrainAsset();
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virtual ~TerrainAsset();
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/// Engine.
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static void initPersistFields();
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virtual void copyTo(SimObject* object);
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void setTerrainFile(const char* pTerrainFile);
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inline StringTableEntry getTerrainFile(void) const { return mTerrainFile; };
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/// Declare Console Object.
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DECLARE_CONOBJECT(TerrainAsset);
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protected:
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virtual void initializeAsset();
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virtual void onAssetRefresh(void);
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static bool setTerrainFile(void *obj, const char *index, const char *data) { static_cast<TerrainAsset*>(obj)->setTerrainFile(data); return false; }
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static const char* getTerrainFile(void* obj, const char* data) { return static_cast<TerrainAsset*>(obj)->getTerrainFile(); }
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};
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DefineConsoleType(TypeTerrainAssetPtr, TerrainAsset)
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//-----------------------------------------------------------------------------
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// TypeAssetId GuiInspectorField Class
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//-----------------------------------------------------------------------------
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class GuiInspectorTypeTerrainAssetPtr : public GuiInspectorField
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{
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typedef GuiInspectorField Parent;
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public:
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GuiControl* mMatEdContainer;
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GuiBitmapButtonCtrl *mMatPreviewButton;
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GuiTextEditCtrl *mMatAssetIdTxt;
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DECLARE_CONOBJECT(GuiInspectorTypeTerrainAssetPtr);
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static void consoleInit();
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virtual GuiControl* constructEditControl();
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virtual bool updateRects();
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void setMaterialAsset(String assetId);
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};
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#endif // _ASSET_BASE_H_
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