Add various minor improvements
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BIN
Content/Shaders/PostProcessing.flax
(Stored with Git LFS)
BIN
Content/Shaders/PostProcessing.flax
(Stored with Git LFS)
Binary file not shown.
@@ -120,6 +120,8 @@ namespace FlaxEditor.Surface
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private void UpdateSelectionRectangle()
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{
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if (Root == null)
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return;
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var p1 = _rootControl.PointFromParent(ref _leftMouseDownPos);
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var p2 = _rootControl.PointFromParent(ref _mousePos);
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var selectionRect = Rectangle.FromPoints(p1, p2);
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@@ -191,7 +191,7 @@ void WheeledVehicle::SetThrottle(float value)
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_throttle = Math::Clamp(value, -1.0f, 1.0f);
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}
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float WheeledVehicle::GetThrottle()
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float WheeledVehicle::GetThrottle() const
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{
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return _throttle;
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}
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@@ -545,7 +545,7 @@ public:
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/// Get the vehicle throttle. It is the analog accelerator pedal value in range (0,1) where 1 represents the pedal fully pressed and 0 represents the pedal in its rest state.
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/// </summary>
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/// <returns>The vehicle throttle.</returns>
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API_FUNCTION() float GetThrottle();
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API_FUNCTION() float GetThrottle() const;
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/// <summary>
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/// Sets the input for vehicle steering. Steer is the analog steer value in range (-1,1) where -1 represents the steering wheel at left lock and +1 represents the steering wheel at right lock.
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@@ -496,7 +496,9 @@ protected:
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#define PxHitFlagEmpty (PxHitFlags)0
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#define SCENE_QUERY_FLAGS (PxHitFlag::ePOSITION | PxHitFlag::eNORMAL | PxHitFlag::eFACE_INDEX | PxHitFlag::eUV)
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#define SCENE_QUERY_SETUP(blockSingle) auto scenePhysX = (ScenePhysX*)scene; if (scene == nullptr) return false; \
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#define SCENE_QUERY_SETUP(blockSingle) PROFILE_CPU(); \
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auto scenePhysX = (ScenePhysX*)scene; \
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if (scene == nullptr) return false; \
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PxQueryFilterData filterData; \
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filterData.flags |= PxQueryFlag::ePREFILTER; \
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filterData.data.word0 = layerMask; \
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@@ -194,6 +194,7 @@ GPUTexture* ColorGradingPass::RenderLUT(RenderContext& renderContext)
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// Check if LUT parameter hasn't been changed since the last time
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if (Platform::MemoryCompare(&colorGradingBuffer.CachedData , &data, sizeof(Data)) == 0 &&
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colorGradingBuffer.Mode == toneMapping.Mode &&
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Engine::FrameCount > 30 && // Skip caching when engine is starting TODO: find why this hack is needed
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colorGradingBuffer.LutTexture == lutTexture)
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{
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// Resue existing texture
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@@ -367,15 +367,19 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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// Bloom
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auto tempDesc = GPUTextureDescription::New2D(w2, h2, bloomMipCount, output->Format(), GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget | GPUTextureFlags::PerMipViews);
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auto bloomBuffer1 = RenderTargetPool::Get(tempDesc);
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RENDER_TARGET_POOL_SET_NAME(bloomBuffer1, "PostProcessing.Bloom");
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auto bloomBuffer2 = RenderTargetPool::Get(tempDesc);
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RENDER_TARGET_POOL_SET_NAME(bloomBuffer2, "PostProcessing.Bloom");
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for (int32 mip = 0; mip < bloomMipCount; mip++)
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GPUTexture* bloomBuffer1 = nullptr, *bloomBuffer2 = nullptr;
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if (useBloom || useLensFlares)
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{
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context->Clear(bloomBuffer1->View(0, mip), Color::Transparent);
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context->Clear(bloomBuffer2->View(0, mip), Color::Transparent);
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bloomBuffer1 = RenderTargetPool::Get(tempDesc);
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bloomBuffer2 = RenderTargetPool::Get(tempDesc);
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RENDER_TARGET_POOL_SET_NAME(bloomBuffer1, "PostProcessing.Bloom");
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RENDER_TARGET_POOL_SET_NAME(bloomBuffer2, "PostProcessing.Bloom");
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for (int32 mip = 0; mip < bloomMipCount; mip++)
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{
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context->Clear(bloomBuffer1->View(0, mip), Color::Transparent);
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context->Clear(bloomBuffer2->View(0, mip), Color::Transparent);
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}
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}
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if (useBloom)
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@@ -650,7 +650,7 @@ float4 PS_Composite(Quad_VS2PS input) : SV_Target
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}
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else
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{
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color = Input0.Sample(SamplerLinearClamp, uv);
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color = Input0.Sample(SamplerPointClamp, uv);
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}
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// Lens Flares
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