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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( ExamplePostEffect_Shader )
- {
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core:modulePath @ "ExamplePostEffectP.hlsl";
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core:modulePath @ "ExamplePostEffectP.glsl";
-
- samplerNames[0] = "$inputTex";
-
- pixVersion = 3.0;
- };
- singleton GFXStateBlockData( ExamplePostEffect_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 ExamplePostEffect::setShaderConsts( %this )
- {
- }
- function ExamplePostEffect::preProcess( %this )
- {
- }
- function ExamplePostEffect::onAdd(%this)
- {
- //Register the postFX with the manager
- PostFXManager.registerPostEffect(%this);
- }
- function ExamplePostEffect::onEnabled( %this )
- {
- return true;
- }
- function ExamplePostEffect::onDisabled( %this )
- {
- }
- //This is used to populate the PostFXEditor's settings so the post FX can be edited
- //This is automatically polled for any postFX that has been registered(in our onAdd) and the settings
- //are thus exposed for editing
- function ExamplePostEffect::populatePostFXSettings(%this)
- {
- PostEffectEditorInspector.startGroup("ExamplePostEffect - General");
- PostEffectEditorInspector.addField("$PostFXManager::Settings::EnabledExamplePostEffect", "Enabled", "bool", "", $PostFXManager::PostFX::EnableExamplePostEffect, "");
- PostEffectEditorInspector.endGroup();
- }
- //This function pair(applyFromPreset and settingsApply) are done the way they are, with the separated variables
- //so that we can effectively store the 'settings' away from the live variables that the postFX's actually utilize
- //when rendering. This allows us to modify things but still leave room for reverting or temporarily applying them
- function ExamplePostEffect::applyFromPreset(%this)
- {
- //ExamplePostEffect Settings
- $PostFXManager::PostFX::EnableExamplePostEffect = $PostFXManager::Settings::EnabledExamplePostEffect;
- if($PostFXManager::PostFX::EnableExamplePostEffect)
- %this.enable();
- else
- %this.disable();
- }
- function ExamplePostEffect::settingsApply(%this)
- {
- $PostFXManager::Settings::EnabledExamplePostEffect = $PostFXManager::PostFX::EnableExamplePostEffect;
- }
- singleton PostEffect( ExamplePostEffect )
- {
- isEnabled = false;
- allowReflectPass = false;
- // Resolve the HDR before we render any editor stuff
- // and before we resolve the scene to the backbuffer.
- renderTime = "PFXBeforeBin";
- renderBin = "EditorBin";
- renderPriority = 9999;
-
- // The bright pass generates a bloomed version of
- // the scene for pixels which are brighter than a
- // fixed threshold value.
- //
- // This is then used in the final HDR combine pass
- // at the end of this post effect chain.
- shader = ExamplePostEffect_Shader;
- stateBlock = ExamplePostEffect_StateBlock;
- texture[0] = "$backBuffer";
- target = "$outTex";
- targetFormat = "GFXFormatR16G16B16A16F";
- targetScale = "1 1";
- };
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