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Shaderdata new->singleton

Marc Chapman 5 年之前
父節點
當前提交
27d2f63986

+ 2 - 2
Templates/BaseGame/game/core/gameObjects/materials/materials.cs

@@ -1,4 +1,4 @@
-new ShaderData( BasicRibbonShader )
+singleton ShaderData( BasicRibbonShader )
 {
    DXVertexShaderFile   = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderV.hlsl";
    DXPixelShaderFile    = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderP.hlsl";
@@ -26,7 +26,7 @@ singleton CustomMaterial( BasicRibbonMat )
    preload = true;
 };
 
-new ShaderData( TexturedRibbonShader )
+singleton ShaderData( TexturedRibbonShader )
 {
    DXVertexShaderFile   = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderV.hlsl";
    DXPixelShaderFile    = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderP.hlsl";

+ 6 - 6
Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.cs

@@ -61,7 +61,7 @@ new GFXStateBlockData( AL_VectorLightState )
 };
 
 // Vector Light Material
-new ShaderData( AL_VectorLightShader )
+singleton shaderData( AL_VectorLightShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/farFrustumQuadV.hlsl";
    DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/vectorLightP.hlsl";
@@ -140,7 +140,7 @@ new GFXStateBlockData( AL_ConvexLightState )
 };
 
 // Point Light Material
-new ShaderData( AL_PointLightShader )
+singleton shaderData( AL_PointLightShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/convexGeometryV.hlsl";
    DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/pointLightP.hlsl";
@@ -179,7 +179,7 @@ new CustomMaterial( AL_PointLightMaterial )
 };
 
 // Spot Light Material
-new ShaderData( AL_SpotLightShader )
+singleton shaderData( AL_SpotLightShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/convexGeometryV.hlsl";
    DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/spotLightP.hlsl";
@@ -256,7 +256,7 @@ new Material( AL_DefaultShadowMaterial )
 };
 
 // Particle System Point Light Material
-new ShaderData( AL_ParticlePointLightShader )
+singleton shaderData( AL_ParticlePointLightShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/particlePointLightV.hlsl";
    DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/particlePointLightP.hlsl";
@@ -281,7 +281,7 @@ new CustomMaterial( AL_ParticlePointLightMaterial )
 };
 
 //Probe Processing
-new ShaderData( IrradianceShader )
+singleton shaderData( IrradianceShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/cubemapV.hlsl";
    DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/irradianceP.hlsl";
@@ -294,7 +294,7 @@ new ShaderData( IrradianceShader )
    pixVersion = 3.0;
 };
 
-new ShaderData( PrefiterCubemapShader )
+singleton shaderData( PrefiterCubemapShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/cubemapV.hlsl";
    DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/prefilterP.hlsl";

+ 1 - 1
Templates/BaseGame/game/core/lighting/scripts/deferredShading.cs

@@ -27,7 +27,7 @@ new GFXStateBlockData( AL_DeferredCaptureState : PFX_DefaultStateBlock )
    samplerStates[4] = SamplerWrapLinear;
 };
 
-new ShaderData( AL_ProbeShader )
+singleton shaderData( AL_ProbeShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/probeShadingP.hlsl";

+ 1 - 1
Templates/BaseGame/game/core/lighting/scripts/shadowMaps_Init.cs

@@ -21,7 +21,7 @@
 //-----------------------------------------------------------------------------
 
 
-new ShaderData(BlurDepthShader)
+singleton shaderData(BlurDepthShader)
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterV.hlsl";
    DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterP.hlsl";

+ 3 - 3
Templates/BaseGame/game/core/rendering/scripts/gfxData/shaders.cs

@@ -57,7 +57,7 @@ singleton ShaderData( OffscreenParticleCompositeShaderData )
 //-----------------------------------------------------------------------------
 // Planar Reflection
 //-----------------------------------------------------------------------------
-new ShaderData( ReflectBump )
+singleton shaderData( ReflectBump )
 {
    DXVertexShaderFile 	= $Core::CommonShaderPath @ "/planarReflectBumpV.hlsl";
    DXPixelShaderFile 	= $Core::CommonShaderPath @ "/planarReflectBumpP.hlsl";
@@ -72,7 +72,7 @@ new ShaderData( ReflectBump )
    pixVersion = 2.0;
 };
 
-new ShaderData( Reflect )
+singleton shaderData( Reflect )
 {
    DXVertexShaderFile 	= $Core::CommonShaderPath @ "/planarReflectV.hlsl";
    DXPixelShaderFile 	= $Core::CommonShaderPath @ "/planarReflectP.hlsl";
@@ -89,7 +89,7 @@ new ShaderData( Reflect )
 //-----------------------------------------------------------------------------
 // fxFoliageReplicator
 //-----------------------------------------------------------------------------
-new ShaderData( fxFoliageReplicatorShader )
+singleton shaderData( fxFoliageReplicatorShader )
 {
    DXVertexShaderFile 	= $Core::CommonShaderPath @ "/fxFoliageReplicatorV.hlsl";
    DXPixelShaderFile 	= $Core::CommonShaderPath @ "/fxFoliageReplicatorP.hlsl";

+ 7 - 7
Templates/BaseGame/game/tools/worldEditor/scripts/visibility/lightViz.cs

@@ -20,7 +20,7 @@
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 // Debug Shaders.
-new ShaderData( AL_ColorBufferShader )
+singleton shaderData( AL_ColorBufferShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/dbgColorBufferP.hlsl";
@@ -59,7 +59,7 @@ function toggleColorBufferViz( %enable )
    }
 }
 
-new ShaderData( AL_SpecMapShader )
+singleton shaderData( AL_SpecMapShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/dbgSpecMapVisualizeP.hlsl";
@@ -121,7 +121,7 @@ new GFXStateBlockData( AL_DefaultVisualizeState )
    samplerStates[1] = SamplerClampLinear;  // depthviz
 };
 
-new ShaderData( AL_DepthVisualizeShader )
+singleton shaderData( AL_DepthVisualizeShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/dbgDepthVisualizeP.hlsl";
@@ -157,7 +157,7 @@ function AL_DepthVisualize::onEnabled( %this )
    return true;
 }
 
-new ShaderData( AL_GlowVisualizeShader )
+singleton shaderData( AL_GlowVisualizeShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/dbgGlowVisualizeP.hlsl";
@@ -178,7 +178,7 @@ singleton PostEffect( AL_GlowVisualize )
    renderPriority = 9999;
 };
 
-new ShaderData( AL_NormalsVisualizeShader )
+singleton shaderData( AL_NormalsVisualizeShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/dbgNormalVisualizeP.hlsl";
@@ -214,7 +214,7 @@ function AL_NormalsVisualize::onEnabled( %this )
 
 
 
-new ShaderData( AL_LightColorVisualizeShader )
+singleton shaderData( AL_LightColorVisualizeShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/dbgLightColorVisualizeP.hlsl";
@@ -249,7 +249,7 @@ function AL_LightColorVisualize::onEnabled( %this )
 }
 
 
-new ShaderData( AL_LightSpecularVisualizeShader )
+singleton shaderData( AL_LightSpecularVisualizeShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/dbgLightSpecularVisualizeP.hlsl";

+ 4 - 4
Templates/BaseGame/game/tools/worldEditor/scripts/visibility/miscViz.cs

@@ -39,7 +39,7 @@ new GFXStateBlockData( Viz_DefaultVisualizeState )
    samplerStates[4] = SamplerClampLinear;  // depthviz
 };
 
-new ShaderData( Viz_TexelDensity )
+singleton shaderData( Viz_TexelDensity )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/Viz_TexelDensityP.hlsl";
@@ -79,7 +79,7 @@ function toggleTexelDensityViz( %enable )
 
 //
 //
-new ShaderData( Viz_SurfaceProperties )
+singleton shaderData( Viz_SurfaceProperties )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/Viz_SurfacePropertiesP.hlsl";
@@ -203,7 +203,7 @@ function Viz_SurfacePropertiesPFX::onEnabled( %this )
 //
 //
 //
-new ShaderData( Viz_ColorBlindness )
+singleton shaderData( Viz_ColorBlindness )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/Viz_ColorblindnessP.hlsl";
@@ -307,7 +307,7 @@ function Viz_ColorBlindnessPFX::onEnabled( %this )
 
 //
 //Material Complexity Viz
-new ShaderData( Viz_MaterialComplexity )
+singleton shaderData( Viz_MaterialComplexity )
 {
    DXVertexShaderFile   = "./shaders/Viz_materialComplexityV.hlsl";
    DXPixelShaderFile    = "./shaders/Viz_materialComplexityP.hlsl";

+ 1 - 1
Templates/BaseGame/game/tools/worldEditor/scripts/visibility/shadowViz.cs

@@ -20,7 +20,7 @@
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 
-new ShaderData( AL_ShadowVisualizeShader )
+singleton shaderData( AL_ShadowVisualizeShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/guiMaterialV.hlsl";
    DXPixelShaderFile  = "./shaders/dbgShadowVisualizeP.hlsl";