mirror of
https://github.com/BC46/freelancer-hd-edition
synced 2024-08-30 18:32:47 +00:00
Remove unused ReShade effects
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@ -106,6 +106,7 @@
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- Added the missing for sale ship in Omicron Minor Battleship Osiris
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- Disabled encryption when save game files are created and saved
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- Adjusted next and previous sub-target button positions slightly
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- Removed an unedited icon file and several unused ReShade effects
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## [[v0.5] - 2022-01-21](https://github.com/BC46/freelancer-hd-edition/releases/tag/0.5)
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@ -1,589 +0,0 @@
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/*------------------.
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| :: Description :: |
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'-------------------/
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Blending Header (version 0.8)
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Blending Algorithm Sources:
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https://www.khronos.org/registry/OpenGL/extensions/NV/NV_blend_equation_advanced.txt
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http://www.nathanm.com/photoshop-blending-math/
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(Alt) https://github.com/cplotts/WPFSLBlendModeFx/blob/master/PhotoshopMathFP.hlsl
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Header Authors: originalnicodr, prod80, uchu suzume, Marot Satil
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About:
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Provides a variety of blending methods for you to use as you wish. Just include this header.
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History:
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(*) Feature (+) Improvement (x) Bugfix (-) Information (!) Compatibility
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Version 0.1 by Marot Satil & uchu suzume
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* Added and improved upon multiple blending modes thanks to the work of uchu suzume, prod80, and originalnicodr.
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Version 0.2 by uchu suzume & Marot Satil
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* Added Addition, Subtract, Divide blending modes and improved code readability.
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Version 0.3 by uchu suzume & Marot Satil
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* Sorted blending modes in a more logical fashion, grouping by type.
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Version 0.4 by uchu suzume
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x Corrected Color Dodge blending behavior.
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Version 0.5 by Marot Satil & uchu suzume
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* Added preprocessor macros for uniform variable combo UI element & lerp.
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Version 0.6 by Marot Satil & uchu suzume
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* Added Divide (Alternative) and Divide (Photoshop) blending modes.
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Version 0.7 by prod80
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- Added original sources for blending algorithms.
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x Corrected average luminosity values.
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Version 0.8 by Marot Satil
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* Added a new funciton to output blended data.
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+ Moved all code into the BlendingH namespace, which is part of the ComHeaders common namespace meant to be used by other headers.
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! Removed old preprocessor macro blending output.
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.------------------.
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| :: How To Use :: |
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'------------------/
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Blending two variables using this header in your own shaders is very straightforward.
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Very basic example code using the "Darken" blending mode follows:
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// First, include the header.
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#include "Blending.fxh"
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// You can use this preprocessor macro to generate an attractive and functional uniform int UI combo element containing the list of blending techniques:
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// BLENDING_COMBO(variable_name, label, tooltip, category, category_closed, spacing, default_value)
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BLENDING_COMBO(_BlendMode, "Blending Mode", "Select the blending mode applied to the layer.", "Blending Options", false, 0, 0)
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// Inside of your function you can call this function to apply the blending option specified by an int (variable) to your float3 (input) via
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// a lerp between your float3 (input), float3 (output), and a float (blending) for the alpha channel.
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// ComHeaders::Blending::Blend(int variable, float3 input, float3 output, float blending)
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outColor.rgb = ComHeaders::Blending::Blend(_BlendMode, inColor, outColor, outColor.a);
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*/
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// -------------------------------------
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// Preprocessor Macros
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// -------------------------------------
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#undef BLENDING_COMBO
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#define BLENDING_COMBO(variable, name_label, description, group, grp_closed, space, default_value) \
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uniform int variable \
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< \
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ui_category = group; \
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ui_category_closed = grp_closed; \
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ui_items = \
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"Normal\0" \
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/* "Darken" */ \
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"Darken\0" \
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" Multiply\0" \
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" Color Burn\0" \
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" Linear Burn\0" \
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/* "Lighten" */ \
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"Lighten\0" \
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" Screen\0" \
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" Color Dodge\0" \
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" Linear Dodge\0" \
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" Addition\0" \
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" Glow\0" \
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/* "Contrast" */ \
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"Overlay\0" \
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" Soft Light\0" \
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" Hard Light\0" \
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" Vivid Light\0" \
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" Linear Light\0" \
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" Pin Light\0" \
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" Hard Mix\0" \
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/* "Inversion" */ \
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"Difference\0" \
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" Exclusion\0" \
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/* "Cancelation" */ \
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"Subtract\0" \
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" Divide\0" \
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" Divide (Alternative)\0" \
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" Divide (Photoshop)\0" \
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" Reflect\0" \
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" Grain Extract\0" \
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" Grain Merge\0" \
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/* "Component" */ \
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"Hue\0" \
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" Saturation\0" \
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" Color\0" \
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" Luminosity\0"; \
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ui_label = name_label; \
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ui_tooltip = description; \
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ui_type = "combo"; \
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ui_spacing = space; \
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> = default_value;
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namespace ComHeaders
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{
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namespace Blending
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{
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// -------------------------------------
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// Helper Functions
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// -------------------------------------
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float3 Aux(float3 a)
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{
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if (a.r <= 0.25 && a.g <= 0.25 && a.b <= 0.25)
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return ((16.0 * a - 12.0) * a + 4) * a;
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else
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return sqrt(a);
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}
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float Lum(float3 a)
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{
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return (0.33333 * a.r + 0.33334 * a.g + 0.33333 * a.b);
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}
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float3 SetLum (float3 a, float b){
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const float c = b - Lum(a);
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return float3(a.r + c, a.g + c, a.b + c);
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}
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float min3 (float a, float b, float c)
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{
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return min(a, (min(b, c)));
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}
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float max3 (float a, float b, float c)
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{
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return max(a, max(b, c));
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}
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float3 SetSat(float3 a, float b){
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float ar = a.r;
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float ag = a.g;
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float ab = a.b;
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if (ar == max3(ar, ag, ab) && ab == min3(ar, ag, ab))
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{
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//caso r->max g->mid b->min
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if (ar > ab)
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{
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ag = (((ag - ab) * b) / (ar - ab));
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ar = b;
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}
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else
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{
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ag = 0.0;
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ar = 0.0;
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}
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ab = 0.0;
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}
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else
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{
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if (ar == max3(ar, ag, ab) && ag == min3(ar, ag, ab))
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{
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//caso r->max b->mid g->min
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if (ar > ag)
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{
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ab = (((ab - ag) * b) / (ar - ag));
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ar = b;
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}
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else
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{
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ab = 0.0;
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ar = 0.0;
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}
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ag = 0.0;
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}
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else
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{
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if (ag == max3(ar, ag, ab) && ab == min3(ar, ag, ab))
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{
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//caso g->max r->mid b->min
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if (ag > ab)
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{
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ar = (((ar - ab) * b) / (ag - ab));
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ag = b;
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}
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else
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{
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ar = 0.0;
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ag = 0.0;
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}
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ab = 0.0;
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}
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else
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{
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if (ag == max3(ar, ag, ab) && ar == min3(ar, ag, ab))
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{
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//caso g->max b->mid r->min
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if (ag > ar)
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{
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ab = (((ab - ar) * b) / (ag - ar));
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ag = b;
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}
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else
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{
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ab = 0.0;
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ag = 0.0;
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}
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ar = 0.0;
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}
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else
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{
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if (ab == max3(ar, ag, ab) && ag == min3(ar, ag, ab))
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{
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//caso b->max r->mid g->min
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if (ab > ag)
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{
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ar = (((ar - ag) * b) / (ab - ag));
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ab = b;
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}
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else
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{
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ar = 0.0;
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ab = 0.0;
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}
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ag = 0.0;
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}
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else
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{
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if (ab == max3(ar, ag, ab) && ar == min3(ar, ag, ab))
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{
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//caso b->max g->mid r->min
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if (ab > ar)
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{
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ag = (((ag - ar) * b) / (ab - ar));
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ab = b;
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}
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else
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{
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ag = 0.0;
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ab = 0.0;
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}
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ar = 0.0;
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}
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}
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}
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}
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}
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}
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return float3(ar, ag, ab);
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}
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float Sat(float3 a)
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{
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return max3(a.r, a.g, a.b) - min3(a.r, a.g, a.b);
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}
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// -------------------------------------
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// Blending Modes
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// -------------------------------------
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// Darken
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float3 Darken(float3 a, float3 b)
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{
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return min(a, b);
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}
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// Multiply
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float3 Multiply(float3 a, float3 b)
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{
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return a * b;
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}
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// Color Burn
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float3 ColorBurn(float3 a, float3 b)
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{
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if (b.r > 0 && b.g > 0 && b.b > 0)
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return 1.0 - min(1.0, (0.5 - a) / b);
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else
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return 0.0;
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}
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// Linear Burn
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float3 LinearBurn(float3 a, float3 b)
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{
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return max(a + b - 1.0f, 0.0f);
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}
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// Lighten
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float3 Lighten(float3 a, float3 b)
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{
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return max(a, b);
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}
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// Screen
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float3 Screen(float3 a, float3 b)
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{
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return 1.0 - (1.0 - a) * (1.0 - b);
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}
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// Color Dodge
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float3 ColorDodge(float3 a, float3 b)
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{
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if (b.r < 1 && b.g < 1 && b.b < 1)
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return min(1.0, a / (1.0 - b));
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else
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return 1.0;
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}
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// Linear Dodge
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float3 LinearDodge(float3 a, float3 b)
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{
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return min(a + b, 1.0f);
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}
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// Addition
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float3 Addition(float3 a, float3 b)
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{
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return min((a + b), 1);
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}
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// Reflect
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float3 Reflect(float3 a, float3 b)
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{
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if (b.r >= 0.999999 || b.g >= 0.999999 || b.b >= 0.999999)
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return b;
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else
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return saturate(a * a / (1.0f - b));
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}
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// Glow
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float3 Glow(float3 a, float3 b)
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{
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return Reflect(b, a);
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}
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// Overlay
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float3 Overlay(float3 a, float3 b)
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{
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return lerp(2 * a * b, 1.0 - 2 * (1.0 - a) * (1.0 - b), step(0.5, a));
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}
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// Soft Light
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float3 SoftLight(float3 a, float3 b)
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{
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if (b.r <= 0.5 && b.g <= 0.5 && b.b <= 0.5)
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return clamp(a - (1.0 - 2 * b) * a * (1 - a), 0,1);
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else
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return clamp(a + (2 * b - 1.0) * (Aux(a) - a), 0, 1);
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}
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// Hard Light
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float3 HardLight(float3 a, float3 b)
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{
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return lerp(2 * a * b, 1.0 - 2 * (1.0 - b) * (1.0 - a), step(0.5, b));
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}
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// Vivid Light
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float3 VividLight(float3 a, float3 b)
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{
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return lerp(2 * a * b, b / (2 * (1.01 - a)), step(0.50, a));
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}
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// Linear Light
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float3 LinearLight(float3 a, float3 b)
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{
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if (b.r < 0.5 || b.g < 0.5 || b.b < 0.5)
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return LinearBurn(a, (2.0 * b));
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else
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return LinearDodge(a, (2.0 * (b - 0.5)));
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}
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// Pin Light
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float3 PinLight(float3 a, float3 b)
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{
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if (b.r < 0.5 || b.g < 0.5 || b.b < 0.5)
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return Darken(a, (2.0 * b));
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else
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return Lighten(a, (2.0 * (b - 0.5)));
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}
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// Hard Mix
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float3 HardMix(float3 a, float3 b)
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{
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const float3 vl = VividLight(a, b);
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if (vl.r < 0.5 || vl.g < 0.5 || vl.b < 0.5)
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return 0.0;
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else
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return 1.0;
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}
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// Difference
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float3 Difference(float3 a, float3 b)
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{
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return max(a - b, b - a);
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}
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// Exclusion
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float3 Exclusion(float3 a, float3 b)
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{
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return a + b - 2 * a * b;
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}
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// Subtract
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float3 Subtract(float3 a, float3 b)
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{
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return max((a - b), 0);
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}
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// Divide
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float3 Divide(float3 a, float3 b)
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{
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return (saturate(a / (b + 0.01)));
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}
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// Divide (Alternative)
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float3 DivideAlt(float3 a, float3 b)
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{
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return (saturate(1.0 / (a / b)));
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}
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// Divide (Photoshop)
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float3 DividePS(float3 a, float3 b)
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{
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return (saturate(a / b));
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}
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// Grain Merge
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||||
float3 GrainMerge(float3 a, float3 b)
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{
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return saturate(b + a - 0.5);
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}
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||||
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||||
// Grain Extract
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float3 GrainExtract(float3 a, float3 b)
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{
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return saturate(a - b + 0.5);
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}
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||||
// Hue
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float3 Hue(float3 a, float3 b)
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{
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return SetLum(SetSat(b, Sat(a)), Lum(a));
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}
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// Saturation
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float3 Saturation(float3 a, float3 b)
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{
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return SetLum(SetSat(a, Sat(b)), Lum(a));
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}
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// Color
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float3 ColorB(float3 a, float3 b)
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{
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return SetLum(b, Lum(a));
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}
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// Luminousity
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float3 Luminosity(float3 a, float3 b)
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{
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return SetLum(a, Lum(b));
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}
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||||
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||||
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||||
// -------------------------------------
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// Output Functions
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||||
// -------------------------------------
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||||
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||||
float3 Blend(int mode, float3 input, float3 output, float blending)
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||||
{
|
||||
switch (mode)
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||||
{
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||||
// Normal
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||||
default:
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||||
return lerp(input.rgb, output.rgb, blending);
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||||
// Darken
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||||
case 1:
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||||
return lerp(input.rgb, Darken(input.rgb, output.rgb), blending);
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||||
// Multiply
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||||
case 2:
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||||
return lerp(input.rgb, Multiply(input.rgb, output.rgb), blending);
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||||
// Color Burn
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||||
case 3:
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||||
return lerp(input.rgb, ColorBurn(input.rgb, output.rgb), blending);
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||||
// Linear Burn
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||||
case 4:
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||||
return lerp(input.rgb, LinearBurn(input.rgb, output.rgb), blending);
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||||
// Lighten
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||||
case 5:
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||||
return lerp(input.rgb, Lighten(input.rgb, output.rgb), blending);
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||||
// Screen
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||||
case 6:
|
||||
return lerp(input.rgb, Screen(input.rgb, output.rgb), blending);
|
||||
// Color Dodge
|
||||
case 7:
|
||||
return lerp(input.rgb, ColorDodge(input.rgb, output.rgb), blending);
|
||||
// Linear Dodge
|
||||
case 8:
|
||||
return lerp(input.rgb, LinearDodge(input.rgb, output.rgb), blending);
|
||||
// Addition
|
||||
case 9:
|
||||
return lerp(input.rgb, Addition(input.rgb, output.rgb), blending);
|
||||
// Glow
|
||||
case 10:
|
||||
return lerp(input.rgb, Glow(input.rgb, output.rgb), blending);
|
||||
// Overlay
|
||||
case 11:
|
||||
return lerp(input.rgb, Overlay(input.rgb, output.rgb), blending);
|
||||
// Soft Light
|
||||
case 12:
|
||||
return lerp(input.rgb, SoftLight(input.rgb, output.rgb), blending);
|
||||
// Hard Light
|
||||
case 13:
|
||||
return lerp(input.rgb, HardLight(input.rgb, output.rgb), blending);
|
||||
// Vivid Light
|
||||
case 14:
|
||||
return lerp(input.rgb, VividLight(input.rgb, output.rgb), blending);
|
||||
// Linear Light
|
||||
case 15:
|
||||
return lerp(input.rgb, LinearLight(input.rgb, output.rgb), blending);
|
||||
// Pin Light
|
||||
case 16:
|
||||
return lerp(input.rgb, PinLight(input.rgb, output.rgb), blending);
|
||||
// Hard Mix
|
||||
case 17:
|
||||
return lerp(input.rgb, HardMix(input.rgb, output.rgb), blending);
|
||||
// Difference
|
||||
case 18:
|
||||
return lerp(input.rgb, Difference(input.rgb, output.rgb), blending);
|
||||
// Exclusion
|
||||
case 19:
|
||||
return lerp(input.rgb, Exclusion(input.rgb, output.rgb), blending);
|
||||
// Subtract
|
||||
case 20:
|
||||
return lerp(input.rgb, Subtract(input.rgb, output.rgb), blending);
|
||||
// Divide
|
||||
case 21:
|
||||
return lerp(input.rgb, Divide(input.rgb, output.rgb), blending);
|
||||
// Divide (Alternative)
|
||||
case 22:
|
||||
return lerp(input.rgb, DivideAlt(input.rgb, output.rgb), blending);
|
||||
// Divide (Photoshop)
|
||||
case 23:
|
||||
return lerp(input.rgb, DividePS(input.rgb, output.rgb), blending);
|
||||
// Reflect
|
||||
case 24:
|
||||
return lerp(input.rgb, Reflect(input.rgb, output.rgb), blending);
|
||||
// Grain Merge
|
||||
case 25:
|
||||
return lerp(input.rgb, GrainMerge(input.rgb, output.rgb), blending);
|
||||
// Grain Extract
|
||||
case 26:
|
||||
return lerp(input.rgb, GrainExtract(input.rgb, output.rgb), blending);
|
||||
// Hue
|
||||
case 27:
|
||||
return lerp(input.rgb, Hue(input.rgb, output.rgb), blending);
|
||||
// Saturation
|
||||
case 28:
|
||||
return lerp(input.rgb, Saturation(input.rgb, output.rgb), blending);
|
||||
// Color
|
||||
case 29:
|
||||
return lerp(input.rgb, ColorB(input.rgb, output.rgb), blending);
|
||||
// Luminosity
|
||||
case 30:
|
||||
return lerp(input.rgb, Luminosity(input.rgb, output.rgb), blending);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,228 +0,0 @@
|
||||
#ifndef _DRAWTEXT_H_
|
||||
#define _DRAWTEXT_H_
|
||||
|
||||
#define _DRAWTEXT_GRID_X 14.0
|
||||
#define _DRAWTEXT_GRID_Y 7.0
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// //
|
||||
// DrawText.fxh by kingreic1992 ( update: Sep.28.2019 ) //
|
||||
// //
|
||||
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//
|
||||
// //
|
||||
// Available functions: //
|
||||
// DrawText_String( offset, text size, xy ratio, input coord, string array, array size, output) //
|
||||
// float2 offset = top left corner of string, screen hight pixel unit. //
|
||||
// float text size = text size, screen hight pixel unit. //
|
||||
// float xy ratio = xy ratio of text. //
|
||||
// float2 input coord = current texture coord. //
|
||||
// int string array = string data in float2 array format, ex: "Demo Text" //
|
||||
// int String0[9] = { __D, __e, __m, __o, __Space, __T, __e, __x, __t}; //
|
||||
// int string size = size of the string array. //
|
||||
// float output = output. //
|
||||
// //
|
||||
// DrawText_Digit( offset, text size, xy ratio, input coord, precision after dot, data, output) //
|
||||
// float2 offset = same as DrawText_String. //
|
||||
// float text size = same as DrawText_String. //
|
||||
// float xy ratio = same as DrawText_String. //
|
||||
// float2 input coord = same as DrawText_String. //
|
||||
// int precision = digits after dot. //
|
||||
// float data = input float. //
|
||||
// float output = output. //
|
||||
// //
|
||||
// float2 DrawText_Shift(offset, shift, text size, xy ratio) //
|
||||
// float2 offset = same as DrawText_String. //
|
||||
// float2 shift = shift line(y) and column. //
|
||||
// float text size = same as DrawText_String. //
|
||||
// float xy ratio = same as DrawText_String. //
|
||||
// //
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
//Sample Usage
|
||||
|
||||
/*
|
||||
|
||||
#include "DrawText.fxh"
|
||||
|
||||
float4 main_fragment( float4 position : POSITION,
|
||||
float2 txcoord : TEXCOORD) : COLOR {
|
||||
float res = 0.0;
|
||||
|
||||
int line0[9] = { __D, __e, __m, __o, __Space, __T, __e, __x, __t }; //Demo Text
|
||||
int line1[15] = { __b, __y, __Space, __k, __i, __n, __g, __e, __r, __i, __c, __1, __9, __9, __2 }; //by kingeric1992
|
||||
int line2[6] = { __S, __i, __z, __e, __Colon, __Space }; // Size: %d.
|
||||
|
||||
DrawText_String(float2(100.0 , 100.0), 32, 1, txcoord, line0, 9, res);
|
||||
DrawText_String(float2(100.0 , 134.0), textSize, 1, txcoord, line1, 15, res);
|
||||
DrawText_String(DrawText_Shift(float2(100.0 , 134.0), int2(0, 1), textSize, 1), 18, 1, txcoord, line2, 6, res);
|
||||
DrawText_Digit(DrawText_Shift(DrawText_Shift(float2(100.0 , 134.0), int2(0, 1), textSize, 1), int2(8, 0), 18, 1),
|
||||
18, 1, txcoord, 0, textSize, res);
|
||||
return res;
|
||||
}
|
||||
*/
|
||||
|
||||
//Text display
|
||||
//Character indexing
|
||||
#define __Space 0 // (space)
|
||||
#define __Exclam 1 // !
|
||||
#define __Quote 2 // "
|
||||
#define __Pound 3 // #
|
||||
#define __Dollar 4 // $
|
||||
#define __Percent 5 // %
|
||||
#define __And 6 // &
|
||||
#define __sQuote 7 // '
|
||||
#define __rBrac_O 8 // (
|
||||
#define __rBrac_C 9 // )
|
||||
#define __Asterisk 10 // *
|
||||
#define __Plus 11 // +
|
||||
#define __Comma 12 // ,
|
||||
#define __Minus 13 // -
|
||||
|
||||
#define __Dot 14 // .
|
||||
#define __Slash 15 // /
|
||||
#define __0 16 // 0
|
||||
#define __1 17 // 1
|
||||
#define __2 18 // 2
|
||||
#define __3 19 // 3
|
||||
#define __4 20 // 4
|
||||
#define __5 21 // 5
|
||||
#define __6 22 // 6
|
||||
#define __7 23 // 7
|
||||
#define __8 24 // 8
|
||||
#define __9 25 // 9
|
||||
#define __Colon 26 // :
|
||||
#define __sColon 27 // ;
|
||||
|
||||
#define __Less 28 // <
|
||||
#define __Equals 29 // =
|
||||
#define __Greater 30 // >
|
||||
#define __Question 31 // ?
|
||||
#define __at 32 // @
|
||||
#define __A 33 // A
|
||||
#define __B 34 // B
|
||||
#define __C 35 // C
|
||||
#define __D 36 // D
|
||||
#define __E 37 // E
|
||||
#define __F 38 // F
|
||||
#define __G 39 // G
|
||||
#define __H 40 // H
|
||||
#define __I 41 // I
|
||||
|
||||
#define __J 42 // J
|
||||
#define __K 43 // K
|
||||
#define __L 44 // L
|
||||
#define __M 45 // M
|
||||
#define __N 46 // N
|
||||
#define __O 47 // O
|
||||
#define __P 48 // P
|
||||
#define __Q 49 // Q
|
||||
#define __R 50 // R
|
||||
#define __S 51 // S
|
||||
#define __T 52 // T
|
||||
#define __U 53 // U
|
||||
#define __V 54 // V
|
||||
#define __W 55 // W
|
||||
|
||||
#define __X 56 // X
|
||||
#define __Y 57 // Y
|
||||
#define __Z 58 // Z
|
||||
#define __sBrac_O 59 // [
|
||||
#define __Backslash 60 // \..
|
||||
#define __sBrac_C 61 // ]
|
||||
#define __Caret 62 // ^
|
||||
#define __Underscore 63 // _
|
||||
#define __Punc 64 // `
|
||||
#define __a 65 // a
|
||||
#define __b 66 // b
|
||||
#define __c 67 // c
|
||||
#define __d 68 // d
|
||||
#define __e 69 // e
|
||||
|
||||
#define __f 70 // f
|
||||
#define __g 71 // g
|
||||
#define __h 72 // h
|
||||
#define __i 73 // i
|
||||
#define __j 74 // j
|
||||
#define __k 75 // k
|
||||
#define __l 76 // l
|
||||
#define __m 77 // m
|
||||
#define __n 78 // n
|
||||
#define __o 79 // o
|
||||
#define __p 80 // p
|
||||
#define __q 81 // q
|
||||
#define __r 82 // r
|
||||
#define __s 83 // s
|
||||
|
||||
#define __t 84 // t
|
||||
#define __u 85 // u
|
||||
#define __v 86 // v
|
||||
#define __w 87 // w
|
||||
#define __x 88 // x
|
||||
#define __y 89 // y
|
||||
#define __z 90 // z
|
||||
#define __cBrac_O 91 // {
|
||||
#define __vBar 92 // |
|
||||
#define __cBrac_C 93 // }
|
||||
#define __Tilde 94 // ~
|
||||
#define __tridot 95 // (...)
|
||||
#define __empty0 96 // (null)
|
||||
#define __empty1 97 // (null)
|
||||
//Character indexing ends
|
||||
|
||||
texture Texttex < source = "FontAtlas.png"; > {
|
||||
Width = 512;
|
||||
Height = 512;
|
||||
};
|
||||
|
||||
sampler samplerText {
|
||||
Texture = Texttex;
|
||||
};
|
||||
|
||||
//accomodate for undef array size.
|
||||
#define DrawText_String( pos, size, ratio, tex, array, arrSize, output ) \
|
||||
{ float text = 0.0; \
|
||||
float2 uv = (tex * float2(BUFFER_WIDTH, BUFFER_HEIGHT) - pos) / size; \
|
||||
uv.y = saturate(uv.y); \
|
||||
uv.x *= ratio * 2.0; \
|
||||
float id = array[int(trunc(uv.x))]; \
|
||||
if(uv.x <= arrSize && uv.x >= 0.0) \
|
||||
text = tex2D(samplerText, (frac(uv) + float2( id % 14.0, trunc(id / 14.0))) \
|
||||
/ float2( _DRAWTEXT_GRID_X, _DRAWTEXT_GRID_Y) ).x; \
|
||||
output += text; }
|
||||
|
||||
float2 DrawText_Shift( float2 pos, int2 shift, float size, float ratio ) {
|
||||
return pos + size * shift * float2(0.5, 1.0) / ratio;
|
||||
}
|
||||
|
||||
void DrawText_Digit( float2 pos, float size, float ratio, float2 tex, int digit, float data, inout float res) {
|
||||
int digits[13] = {
|
||||
__0, __1, __2, __3, __4, __5, __6, __7, __8, __9, __Minus, __Space, __Dot
|
||||
};
|
||||
|
||||
float2 uv = (tex * float2(BUFFER_WIDTH, BUFFER_HEIGHT) - pos) / size;
|
||||
uv.y = saturate(uv.y);
|
||||
uv.x *= ratio * 2.0;
|
||||
|
||||
float t = abs(data);
|
||||
int radix = floor(t)? ceil(log2(t)/3.32192809):0;
|
||||
|
||||
//early exit:
|
||||
if(uv.x > digit+1 || -uv.x > radix+1) return;
|
||||
|
||||
float index = t;
|
||||
if(floor(uv.x) > 0)
|
||||
for(int i = ceil(-uv.x); i<0; i++) index *= 10.;
|
||||
else
|
||||
for(int i = ceil(uv.x); i<0; i++) index /= 10.;
|
||||
|
||||
index = (uv.x >= -radix-!radix)? index%10 : (10+step(0, data)); //adding sign
|
||||
index = (uv.x > 0 && uv.x < 1)? 12:index; //adding dot
|
||||
index = digits[(uint)index];
|
||||
|
||||
res += tex2D(samplerText, (frac(uv) + float2( index % 14.0, trunc(index / 14.0))) /
|
||||
float2( _DRAWTEXT_GRID_X, _DRAWTEXT_GRID_Y)).x;
|
||||
}
|
||||
|
||||
#endif
|
@ -1,625 +0,0 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
// BASIC MACROS FOR RESHADE 4 //
|
||||
// AUTHOR: TREYM //
|
||||
////////////////////////////////////////////////////////////
|
||||
// Modified by dddfault //
|
||||
// //
|
||||
// Changelogs : //
|
||||
// Added Sampler texture boundary resolver option //
|
||||
// Added float2 parameters option //
|
||||
////////////////////////////////////////////////////////////
|
||||
// Macros Guide: //
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
/* //////////////////////////////////////////////////// *
|
||||
* //////////////////////////////////////////////////// *
|
||||
|
||||
Usage of these macros is very simple once you understand
|
||||
the syntax and variable names. Let's start with a Simple
|
||||
integer slider. To begin, type:
|
||||
|
||||
UI_INT
|
||||
|
||||
Next we need to add _S to indicate that this is a
|
||||
"slider" widget. Follow the syntax below:
|
||||
|
||||
UI_INT_S(INT_NAME, "Label", "Tooltip", 0, 100, 50)
|
||||
|
||||
Using just a single line of code, we have created a UI
|
||||
tweakable integer named INT_NAME with a minimum value of
|
||||
0, a maximum value of 100, and a default value of 50.
|
||||
|
||||
Next, let's create that same widget, but within a UI
|
||||
category. This time, we'll type:
|
||||
|
||||
CAT_INT_S(INT_NAME, "Category", "Label", "Tooltip", 0, 100, 50)
|
||||
|
||||
As you can see, the syntax follows the same pattern but
|
||||
with a new input for "Category"
|
||||
|
||||
Below you will find a useful list of examples to get you
|
||||
started. I hope you find these useful and they help your
|
||||
workflow. Happy coding!
|
||||
|
||||
- TreyM
|
||||
|
||||
* //////////////////////////////////////////////////// *
|
||||
* //////////////////////////////////////////////////// *
|
||||
|
||||
Widget Types
|
||||
Input = _I
|
||||
Slider = _S
|
||||
Drag = _D
|
||||
|
||||
* //////////////////////////////////////////////////// *
|
||||
|
||||
BOOLEAN Macro
|
||||
UI_BOOL(BOOL_NAME, "Label", "Tooltip", true)
|
||||
|
||||
BOOLEAN Categorized Macro
|
||||
CAT_BOOL(BOOL_NAME, "Category", "Label", "Tooltip", true)
|
||||
|
||||
* //////////////////////////////////////////////////// *
|
||||
|
||||
INTEGER Combo Widget
|
||||
UI_COMBO(INT_NAME, "Label", "Tooltip", 0, 2, 0, "Item 1\0Item 2\0Item 3\0")
|
||||
|
||||
INTEGER Drag Widget
|
||||
UI_INT_D(INT_NAME, "Label", "Tooltip", 0, 100, 50)
|
||||
|
||||
INTEGER Input Widget
|
||||
UI_INT_I(INT_NAME, "Label", "Tooltip", 0, 100, 50)
|
||||
|
||||
INTEGER Radio Widget
|
||||
UI_RADIO(INT_NAME, "Label", "Tooltip", 0, 2, 0, " Item 1 \0 Item 2 \0 Item 3\0")
|
||||
|
||||
INTEGER Slider Widget
|
||||
UI_INT_S(INT_NAME, "Label", "Tooltip", 0, 100, 50)
|
||||
|
||||
INTEGER Categorized Combo Widget
|
||||
CAT_COMBO(INT_NAME, "Category", "Label", "Tooltip", 0, 2, 0, " Item 1 \0 Item 2 \0 Item 3\0")
|
||||
|
||||
INTEGER Categorized Drag Widget
|
||||
CAT_INT_D(INT_NAME, "Category", "Label", "Tooltip", 0, 100, 50)
|
||||
|
||||
INTEGER Categorized Input Widget
|
||||
CAT_INT_I(INT_NAME, "Category", "Label", "Tooltip", 0, 100, 50)
|
||||
|
||||
INTEGER Categorized Radio Widget
|
||||
CAT_RADIO(INT_NAME, "Category", "Label", "Tooltip", 0, 2, 0, " Item 1 \0 Item 2 \0 Item 3\0")
|
||||
|
||||
INTEGER Categorized Slider Widget
|
||||
CAT_INT_S(INT_NAME, "Category", "Label", "Tooltip", 0, 100, 50)
|
||||
|
||||
* //////////////////////////////////////////////////// *
|
||||
|
||||
FLOAT Drag Widget
|
||||
UI_FLOAT_D(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5)
|
||||
|
||||
FLOAT Input Widget
|
||||
UI_FLOAT_I(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5)
|
||||
|
||||
FLOAT Slider Widget
|
||||
UI_FLOAT_S(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5)
|
||||
|
||||
FLOAT Categorized Drag Widget
|
||||
CAT_FLOAT_D(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5)
|
||||
|
||||
FLOAT Categorized Input Widget
|
||||
CAT_FLOAT_I(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5)
|
||||
|
||||
FLOAT Categorized Slider Widget
|
||||
CAT_FLOAT_S(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5)
|
||||
|
||||
FLOAT macro with full control (value after "Tooltip" is ui_step)
|
||||
UI_FLOAT_FULL(FLOAT_NAME, "ui_type", "Label", "Tooltip", 0.1, 0.0, 1.0, 0.5)
|
||||
|
||||
FLOAT Categorized macro with full control (value after "Tooltip" is ui_step)
|
||||
CAT_FLOAT_FULL(FLOAT_NAME, "ui_type", "Category", "Label", "Tooltip", 0.1, 0.0, 1.0, 0.5)
|
||||
|
||||
* //////////////////////////////////////////////////// *
|
||||
|
||||
FLOAT2 Drag Widget
|
||||
UI_FLOAT2_D(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
|
||||
|
||||
FLOAT2 Input Widget
|
||||
UI_FLOAT2_I(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
|
||||
|
||||
FLOAT2 Slider Widget
|
||||
UI_FLOAT2_S(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
|
||||
|
||||
FLOAT2 Categorized Drag Widget
|
||||
CAT_FLOAT2_D(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
|
||||
|
||||
FLOAT2 Categorized Input Widget
|
||||
CAT_FLOAT2_I(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
|
||||
|
||||
FLOAT2 Categorized Slider Widget
|
||||
CAT_FLOAT2_S(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
|
||||
|
||||
FLOAT2 macro with full control (value after "Tooltip" is ui_step)
|
||||
UI_FLOAT2_FULL(FLOAT_NAME, "ui_type", "Label", "Tooltip", 0.1, 0.0, 1.0, 0.5, 0.5)
|
||||
|
||||
FLOAT2 Categorized macro with full control (value after "Tooltip" is ui_step)
|
||||
CAT_FLOAT2_FULL(FLOAT_NAME, "ui_type", "Category", "Label", "Tooltip", 0.1, 0.0, 1.0, 0.5, 0.5)
|
||||
|
||||
* //////////////////////////////////////////////////// *
|
||||
|
||||
FLOAT3 Drag Widget
|
||||
UI_FLOAT3_D(FLOAT_NAME, "Label", "Tooltip", 0.5, 0.5, 0.5)
|
||||
|
||||
FLOAT3 Input Widget
|
||||
UI_FLOAT3_I(FLOAT_NAME, "Label", "Tooltip", 0.5, 0.5, 0.5)
|
||||
|
||||
FLOAT3 Slider Widget
|
||||
UI_FLOAT3_S(FLOAT_NAME, "Label", "Tooltip", 0.5, 0.5, 0.5)
|
||||
|
||||
FLOAT3 Categorized Drag Widget
|
||||
CAT_FLOAT3_D(FLOAT_NAME, "Category", "Label", "Tooltip", 0.5, 0.5, 0.5)
|
||||
|
||||
FLOAT3 Categorized Input Widget
|
||||
CAT_FLOAT3_I(FLOAT_NAME, "Category", "Label", "Tooltip", 0.5, 0.5, 0.5)
|
||||
|
||||
FLOAT3 Categorized Slider Widget
|
||||
CAT_FLOAT3_S(FLOAT_NAME, "Category", "Label", "Tooltip", 0.5, 0.5, 0.5)
|
||||
|
||||
* //////////////////////////////////////////////////// *
|
||||
|
||||
FLOAT3 Color Widget
|
||||
UI_COLOR(FLOAT_NAME, "Label", "Tooltip", 0.5, 0.5, 0.5)
|
||||
|
||||
FLOAT3 Categorized Color Widget
|
||||
CAT_COLOR(FLOAT_NAME, "Category", "Label", "Tooltip", 0.5, 0.5, 0.5)
|
||||
|
||||
* //////////////////////////////////////////////////// *
|
||||
|
||||
SAMPLER Macro
|
||||
SAMPLER(SamplerName, TextureName)
|
||||
|
||||
SAMPLER Macro with texture boundary resolver option
|
||||
SAMPLER_UV(SamplerName, TextureName, ResolverType)
|
||||
|
||||
TEXTURE Macro
|
||||
TEXTURE(TextureName, "TexturePath")
|
||||
|
||||
TEXTURE Full Macro
|
||||
TEXTURE_FULL(TextureName, "TexturePath", Width, Height, Format)
|
||||
|
||||
* //////////////////////////////////////////////////// *
|
||||
|
||||
TECHNIQUE Macro
|
||||
TECHNIQUE(TechniqueName, PassMacro)
|
||||
|
||||
PASS Macro
|
||||
PASS(PassID, VertexShader, PixelShader)
|
||||
|
||||
PASS Macro with RenderTarget
|
||||
PASS_RT(PassID, VertexShader, PixelShader, RenderTarget)
|
||||
|
||||
////////////////////////////////////////////////////
|
||||
* //////////////////////////////////////////////////// */
|
||||
|
||||
// INTEGER MACROS ////////////////////////////////
|
||||
#define UI_COMBO(var, label, tooltip, minval, maxval, defval, items) \
|
||||
uniform int var \
|
||||
< \
|
||||
ui_type = "combo"; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_items = items; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
#define CAT_COMBO(var, category, label, tooltip, minval, maxval, defval, items) \
|
||||
uniform int var \
|
||||
< \
|
||||
ui_type = "combo"; \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_items = items; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
#define UI_INT_I(var, label, tooltip, minval, maxval, defval) \
|
||||
uniform int var \
|
||||
< \
|
||||
ui_type = "input"; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
#define CAT_INT_I(var, category, label, tooltip, minval, maxval, defval) \
|
||||
uniform int var \
|
||||
< \
|
||||
ui_type = "input"; \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
#define UI_INT_S(var, label, tooltip, minval, maxval, defval) \
|
||||
uniform int var \
|
||||
< \
|
||||
ui_type = "slider"; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
#define CAT_INT_S(var, category, label, tooltip, minval, maxval, defval) \
|
||||
uniform int var \
|
||||
< \
|
||||
ui_type = "slider"; \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
#define UI_INT_D(var, label, tooltip, minval, maxval, defval) \
|
||||
uniform int var \
|
||||
< \
|
||||
ui_type = "drag"; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
#define CAT_INT_D(var, category, label, tooltip, minval, maxval, defval) \
|
||||
uniform int var \
|
||||
< \
|
||||
ui_type = "drag"; \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
#define UI_RADIO(var, label, tooltip, minval, maxval, defval, items) \
|
||||
uniform int var \
|
||||
< \
|
||||
ui_type = "radio"; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_items = items; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
#define CAT_RADIO(var, category, label, tooltip, minval, maxval, defval, items) \
|
||||
uniform int var \
|
||||
< \
|
||||
ui_type = "radio"; \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_items = items; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
// BOOL MACROS ///////////////////////////////////
|
||||
#define UI_BOOL(var, label, tooltip, def) \
|
||||
uniform bool var \
|
||||
< \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
> = def;
|
||||
|
||||
#define CAT_BOOL(var, category, label, tooltip, def) \
|
||||
uniform bool var \
|
||||
< \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
> = def;
|
||||
|
||||
// FLOAT MACROS //////////////////////////////////
|
||||
#define UI_FLOAT_D(var, label, tooltip, minval, maxval, defval) \
|
||||
uniform float var \
|
||||
< \
|
||||
ui_type = "drag"; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
#define CAT_FLOAT_D(var, category, label, tooltip, minval, maxval, defval) \
|
||||
uniform float var \
|
||||
< \
|
||||
ui_type = "drag"; \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
#define UI_FLOAT_FULL(var, uitype, label, tooltip, uistep, minval, maxval, defval) \
|
||||
uniform float var \
|
||||
< \
|
||||
ui_type = uitype; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_step = uistep; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
#define CAT_FLOAT_FULL(var, uitype, category, label, tooltip, uistep, minval, maxval, defval) \
|
||||
uniform float var \
|
||||
< \
|
||||
ui_type = uitype; \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_step = uistep; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
#define UI_FLOAT_I(var, label, tooltip, minval, maxval, defval) \
|
||||
uniform float var \
|
||||
< \
|
||||
ui_type = "input"; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
#define CAT_FLOAT_I(var, category, label, tooltip, minval, maxval, defval) \
|
||||
uniform float var \
|
||||
< \
|
||||
ui_type = "input"; \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
#define UI_FLOAT_S(var, label, tooltip, minval, maxval, defval) \
|
||||
uniform float var \
|
||||
< \
|
||||
ui_type = "slider"; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
#define CAT_FLOAT_S(var, category, label, tooltip, minval, maxval, defval) \
|
||||
uniform float var \
|
||||
< \
|
||||
ui_type = "slider"; \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = defval;
|
||||
|
||||
#define UI_FLOAT2_D(var, label, tooltip, minval, maxval, defval1, defval2) \
|
||||
uniform float2 var \
|
||||
< \
|
||||
ui_type = "drag"; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = float2(defval1, defval2);
|
||||
|
||||
#define CAT_FLOAT2_D(var, category, label, tooltip, minval, maxval, defval1, defval2) \
|
||||
uniform float2 var \
|
||||
< \
|
||||
ui_type = "drag"; \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = float2(defval1, defval2);
|
||||
|
||||
#define UI_FLOAT2_FULL(var, uitype, label, tooltip, uistep, minval, maxval, defval1, defval2) \
|
||||
uniform float2 var \
|
||||
< \
|
||||
ui_type = uitype; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_step = uistep; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = float2(defval1, defval2);
|
||||
|
||||
#define CAT_FLOAT2_FULL(var, uitype, category, label, tooltip, uistep, minval, defval1, defval2) \
|
||||
uniform float2 var \
|
||||
< \
|
||||
ui_type = uitype; \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_step = uistep; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = float2(defval1, defval2);
|
||||
|
||||
#define UI_FLOAT2_I(var, label, tooltip, minval, maxval, defval1, defval2) \
|
||||
uniform float2 var \
|
||||
< \
|
||||
ui_type = "input"; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = float2(defval1, defval2);
|
||||
|
||||
#define CAT_FLOAT2_I(var, category, label, tooltip, minval, maxval, defval1, defval2) \
|
||||
uniform float2 var \
|
||||
< \
|
||||
ui_type = "input"; \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = float2(defval1, defval2);
|
||||
|
||||
#define UI_FLOAT2_S(var, label, tooltip, minval, maxval, defval1, defval2) \
|
||||
uniform float2 var \
|
||||
< \
|
||||
ui_type = "slider"; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = float2(defval1, defval2);
|
||||
|
||||
#define CAT_FLOAT2_S(var, category, label, tooltip, minval, maxval, defval1, defval2) \
|
||||
uniform float2 var \
|
||||
< \
|
||||
ui_type = "slider"; \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
ui_min = minval; \
|
||||
ui_max = maxval; \
|
||||
> = float2(defval1, defval2);
|
||||
|
||||
#define UI_FLOAT3_D(var, label, tooltip, defval1, defval2, defval3) \
|
||||
uniform float3 var \
|
||||
< \
|
||||
ui_type = "drag"; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
> = float3(defval1, defval2, defval3);
|
||||
|
||||
#define CAT_FLOAT3_D(var, category, label, tooltip, defval1, defval2, defval3) \
|
||||
uniform float3 var \
|
||||
< \
|
||||
ui_type = "drag"; \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
> = float3(defval1, defval2, defval3);
|
||||
|
||||
#define UI_FLOAT3_I(var, label, tooltip, defval1, defval2, defval3) \
|
||||
uniform float3 var \
|
||||
< \
|
||||
ui_type = "input"; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
> = float3(defval1, defval2, defval3);
|
||||
|
||||
#define CAT_FLOAT3_I(var, category, label, tooltip, defval1, defval2, defval3) \
|
||||
uniform float3 var \
|
||||
< \
|
||||
ui_type = "input"; \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
> = float3(defval1, defval2, defval3);
|
||||
|
||||
#define UI_FLOAT3_S(var, label, tooltip, defval1, defval2, defval3) \
|
||||
uniform float3 var \
|
||||
< \
|
||||
ui_type = "slider"; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
> = float3(defval1, defval2, defval3);
|
||||
|
||||
#define CAT_FLOAT3_S(var, category, label, tooltip, defval1, defval2, defval3) \
|
||||
uniform float3 var \
|
||||
< \
|
||||
ui_type = "slider"; \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
> = float3(defval1, defval2, defval3);
|
||||
|
||||
|
||||
// COLOR WIDGET MACROS ///////////////////////////
|
||||
#define UI_COLOR(var, label, tooltip, defval1, defval2, defval3) \
|
||||
uniform float3 var \
|
||||
< \
|
||||
ui_type = "color"; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
> = float3(defval1, defval2, defval3);
|
||||
|
||||
#define CAT_COLOR(var, category, label, tooltip, defval1, defval2, defval3) \
|
||||
uniform float3 var \
|
||||
< \
|
||||
ui_type = "color"; \
|
||||
ui_category = category; \
|
||||
ui_label = label; \
|
||||
ui_tooltip = tooltip; \
|
||||
> = float3(defval1, defval2, defval3);
|
||||
|
||||
|
||||
// SAMPLER MACRO /////////////////////////////////
|
||||
#define SAMPLER(sname, tname) \
|
||||
sampler sname \
|
||||
{ \
|
||||
Texture = tname; \
|
||||
};
|
||||
|
||||
#define SAMPLER_UV(sname, tname, addUVW) \
|
||||
sampler sname \
|
||||
{ \
|
||||
Texture = tname; \
|
||||
AddressU = addUVW; \
|
||||
AddressV = addUVW; \
|
||||
AddressW = addUVW; \
|
||||
};
|
||||
|
||||
|
||||
// TEXTURE MACROs ////////////////////////////////
|
||||
#define TEXTURE(tname, src) \
|
||||
texture tname <source=src;> \
|
||||
{ \
|
||||
Width = BUFFER_WIDTH; \
|
||||
Height = BUFFER_HEIGHT; \
|
||||
Format = RGBA8; \
|
||||
};
|
||||
|
||||
#define TEXTURE_FULL(tname, src, width, height, fomat) \
|
||||
texture tname <source=src;> \
|
||||
{ \
|
||||
Width = width; \
|
||||
Height = height; \
|
||||
Format = fomat; \
|
||||
};
|
||||
|
||||
|
||||
// TECHNIQUE MACROS //////////////////////////////
|
||||
#define TECHNIQUE(tname, pass) \
|
||||
technique tname \
|
||||
{ \
|
||||
pass \
|
||||
}
|
||||
|
||||
#define PASS(ID, vs, ps) pass \
|
||||
{ \
|
||||
VertexShader = vs; \
|
||||
PixelShader = ps; \
|
||||
}
|
||||
|
||||
#define PASS_RT(ID, vs, ps, rt) pass \
|
||||
{ \
|
||||
VertexShader = vs; \
|
||||
PixelShader = ps; \
|
||||
RenderTarget = rt; \
|
||||
}
|
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