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--[[ | ||
This file defines all of the assets for the renderer and how they're built | ||
There is a single list of assets, but within that list assets are grouped according to their type. | ||
The string used for each asset type determines the folder that those assets will be in; | ||
for example, using the string "Textures" means that the asset build process will: | ||
1) Look in Assets/Textures/ for the source texture files | ||
2) Build the target texture files into data/Textures/ | ||
Within each asset type, the asset build process will look for the following: | ||
"tool" - | ||
This should be the name of the executable tool that is used to build the asset type. | ||
For example, "TextureBuilder" means that tools/TextureBuilder.exe will be used | ||
"extensions" - | ||
This defines a "source" and a "target" file extension. | ||
The source extension tells the asset build process what file type to look for in Assets/Textures, | ||
and the target extension tells what file type to create in data/Textures/ | ||
(these are often different, but can be the same if the tool just copies files) | ||
"names" - | ||
This is a list of the actual assets that should be built. | ||
Each name should be the file name of the asset (without the directory or the file extension). | ||
For example, if there were a texture named "example1": | ||
* The source asset would be Assets/Textures/example1.png | ||
* The target asset would be data/Textures/example1.png | ||
"shouldAssetsAlwaysBeBuilt" - | ||
This is an optional boolean value, and if not found will default to false. | ||
Usually assets should only be built if they need to be | ||
(e.g. the built data file doesn't exist or the source asset has changed); | ||
when you are changing code for an asset-building executable, however, | ||
you will want to change this default behavior so that assets always get built | ||
regardless of dependencies. | ||
]] | ||
|
||
-- The following does the same thing that is documented above, | ||
-- but it applies to _all_ asset types. | ||
-- In other words, if it is set to true then _every_ asset will be built | ||
-- _every_ time the solution is built. | ||
-- (you should never change this except as a sanity check) | ||
shouldAssetsAlwaysBeBuilt = false | ||
|
||
-- The following is the list of assets to be built | ||
assets = | ||
{ | ||
Effects = | ||
{ | ||
tool = "EffectBuilder", | ||
extensions = | ||
{ | ||
source = "txt", | ||
target = "txt", | ||
}, | ||
names = | ||
{ | ||
"alphaAdditiveEffect", | ||
"alphaBinaryEffect", | ||
"alphaBinaryNormalEffect", | ||
"alphaBinaryNormalEnvironmentEffect", | ||
"alphaBlendEffect", | ||
"alphaBlendNormalEffect", | ||
"alphaBlendWobbleEffect", | ||
--"basicEffect", | ||
"diffuseEffect", | ||
"diffuseNormalEffect", | ||
"diffuseSpecularEffect", | ||
"diffuseSpecularEnvironmentMapEffect", | ||
"diffuseSpecularNormalEffect", | ||
--"lightEffect", | ||
"original", | ||
--"plainEffect", | ||
"shinyEffect", | ||
"softIntersectionEffect", | ||
"softIntersectionEnvironmentMapEffect" | ||
}, | ||
shouldAssetsAlwaysBeBuilt = false, | ||
}, | ||
|
||
VertexShaders = | ||
{ | ||
tool = "VertexShaderBuilder", | ||
extensions = | ||
{ | ||
source = "hlsl", | ||
target = "vp", | ||
}, | ||
names = | ||
{ | ||
"example", | ||
"normalMap", | ||
"original", | ||
"screenSpace" | ||
}, | ||
shouldAssetsAlwaysBeBuilt = false, | ||
}, | ||
|
||
FragmentShaders = | ||
{ | ||
tool = "FragmentShaderBuilder", | ||
extensions = | ||
{ | ||
source = "hlsl", | ||
target = "fp", | ||
}, | ||
names = | ||
{ | ||
"alphaBinary", | ||
"alphaBinaryDepth", | ||
"alphaBinaryNormalEnvironmentMap", | ||
"alphaBinaryNormalMap", | ||
"alphaBlend", | ||
"alphaBlendNormalMap", | ||
"alphaBlendWobble", | ||
"depth", | ||
"diffuse", | ||
"diffuseNormalMap", | ||
"diffuseSpecular", | ||
"diffuseSpecularEnvironmentMap", | ||
"diffuseSpecularNormalMap", | ||
--"example", | ||
"GUI", | ||
--"light", | ||
"original", | ||
--"plain", | ||
--"shiny", | ||
"softIntersection", | ||
"softIntersectionEnvironmentMap", | ||
"vignettingPostProcessing" | ||
}, | ||
shouldAssetsAlwaysBeBuilt = false, | ||
}, | ||
|
||
Textures = | ||
{ | ||
tool = "TextureBuilder", | ||
extensions = | ||
{ | ||
source = "dds", | ||
target = "dds", | ||
}, | ||
names = | ||
{ | ||
"cement_wall_COLOR", | ||
"cement_wall_NRM", | ||
"cement_wall_SPEC", | ||
"floor_COLOR", | ||
"floor_NRM", | ||
"floor_SPEC", | ||
"metal_brace_COLOR", | ||
"metal_brace_NRM", | ||
"metal_brace_SPEC", | ||
"railing_COLOR", | ||
"railing_NRM", | ||
"railing_SPEC", | ||
"tick_OFF", | ||
"tick_ON", | ||
"wall_COLOR", | ||
"wall_NRM", | ||
"wall_SPEC", | ||
}, | ||
shouldAssetsAlwaysBeBuilt = false, | ||
}, | ||
|
||
Materials = | ||
{ | ||
tool = "MaterialBuilder", | ||
extensions = | ||
{ | ||
source = "txt", | ||
target = "txt", | ||
}, | ||
names = | ||
{ | ||
--"alphaAdditiveCrossMaterial", | ||
--"alphaAdditiveDivineMaterial", | ||
--"alphaBinaryFlowerMaterial", | ||
--"alphaBinaryNormalHepaticaMaterial", | ||
--"alphaBinaryPteridiumMaterial", | ||
--"alphaBlendChessMaterial", | ||
--"alphaBlendCrossWobbleMaterial", | ||
--"alphaBlendDivineNormalCrossMaterial", | ||
--"alphaBlendGameMaterial", | ||
--"alphaBlendWizardMaterial", | ||
--"basicMaterial", | ||
--"diffuseChessMaterial", | ||
--"diffuseNormalExampleMaterial", | ||
--"diffuseSpecularChessMaterial", | ||
--"diffuseSpecularDivineMaterial", | ||
--"diffuseSpecularEnvironmentDivineMaterial", | ||
--"diffuseSpecularNormalExampleMaterial", | ||
--"diffuseSpecularWizardMaterial", | ||
--"diffuseWizardMaterial", | ||
--"lightMaterial", | ||
"original", | ||
--"plainMaterial", | ||
--"planeMaterial", | ||
--"shinyMaterial", | ||
--"softIntersectionDivineMaterial", | ||
}, | ||
shouldAssetsAlwaysBeBuilt = false, | ||
}, | ||
|
||
Meshes = | ||
{ | ||
tool = "MeshBuilder", | ||
extensions = | ||
{ | ||
source = "txt", | ||
target = "txt", | ||
}, | ||
names = | ||
{ | ||
"box", | ||
--"Cone", | ||
--"Cylinder", | ||
"fakeMesh", | ||
--"light", | ||
--"plane", | ||
--"PlatonicSolid", | ||
"Cube", | ||
--"Sphere", | ||
--"sphericalBox", | ||
}, | ||
shouldAssetsAlwaysBeBuilt = false, | ||
}, | ||
|
||
Entities = | ||
{ | ||
tool = "EntityBuilder", | ||
extensions = | ||
{ | ||
source = "txt", | ||
target = "txt", | ||
}, | ||
names = | ||
{ | ||
--"alphaAdditiveCrossBox", | ||
--"alphaAdditiveDivineBox", | ||
--"alphaBinaryFlowerBox", | ||
--"alphaBinaryPteridiumBox", | ||
--"alphaBlendChessBox", | ||
--"alphaBlendCrossWobbleCube", | ||
--"alphaBlendDivineNormalCrossCube", | ||
--"alphaBlendGameBox", | ||
--"alphaBlendWizardBox", | ||
--"diffuseChessBox1", | ||
--"diffuseChessBox2", | ||
--"diffuseNormalExampleCube", | ||
--"diffuseSpecularChessBox1", | ||
--"diffuseSpecularChessBox2", | ||
--"diffuseSpecularChessCone", | ||
--"diffuseSpecularChessCylinder", | ||
--"diffuseSpecularChessPlatonicSolid", | ||
--"diffuseSpecularDivineSphere", | ||
--"diffuseSpecularEnvironmentDivineSphere", | ||
--"diffuseSpecularNormalExampleCube", | ||
--"diffuseSpecularWizardBox1", | ||
--"diffuseSpecularWizardBox2", | ||
--"diffuseWizardBox1", | ||
--"diffuseWizardBox2", | ||
--"entity1", | ||
--"entity2", | ||
--"entity3", | ||
--"light", | ||
"original", | ||
--"plane", | ||
--"softIntersectionDivineSphere", | ||
}, | ||
shouldAssetsAlwaysBeBuilt = false, | ||
}, | ||
|
||
EnvironmentMap = | ||
{ | ||
tool = "EnvironmentMapBuilder", | ||
extensions = | ||
{ | ||
source = "dds", | ||
target = "dds", | ||
}, | ||
names = | ||
{ | ||
"nebula_cubeMap", | ||
}, | ||
shouldAssetsAlwaysBeBuilt = false, | ||
}, | ||
|
||
Scenes = | ||
{ | ||
tool = "FBXLoader", | ||
extensions = | ||
{ | ||
source = "fbx", | ||
target = "scn", | ||
}, | ||
names = | ||
{ | ||
"Collision", | ||
"Map", | ||
}, | ||
shouldAssetsAlwaysBeBuilt = false, | ||
}, | ||
|
||
-- This is not a real asset; | ||
-- it is just an example of using Lua for a file format if you are interested or curious... | ||
-- Feel free to delete it or comment it out | ||
-- LuaFileFormatExamples = | ||
-- { | ||
-- tool = "ExampleLuaBuilder", | ||
-- extensions = | ||
-- { | ||
-- source = "lua", | ||
-- target = "lua", | ||
-- }, | ||
-- names = | ||
-- { | ||
-- "example", | ||
-- }, | ||
-- shouldAssetsAlwaysBeBuilt = false, | ||
-- } | ||
} |
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// Vertex shader | ||
<vertexShader> | ||
example.vp | ||
</vertexShader> | ||
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// Fragment shader | ||
<fragmentShader> | ||
diffuse.fp | ||
</fragmentShader> | ||
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// Render state | ||
<renderState> | ||
alpha_additive | ||
</renderState> | ||
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// Texture mode | ||
<textureMode> | ||
diffuse_map | ||
</textureMode> |
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// Vertex shader | ||
<vertexShader> | ||
example.vp | ||
</vertexShader> | ||
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// Fragment shader | ||
<fragmentShader> | ||
alphaBinary.fp | ||
alphaBinaryDepth.fp | ||
</fragmentShader> | ||
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// Render state | ||
<renderState> | ||
alpha_binary | ||
</renderState> | ||
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// Texture mode | ||
<textureMode> | ||
diffuse_map | ||
</textureMode> |
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// Vertex shader | ||
<vertexShader> | ||
normalMap.vp | ||
</vertexShader> | ||
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// Fragment shader | ||
<fragmentShader> | ||
alphaBinaryNormalMap.fp | ||
alphaBinaryDepth.fp | ||
</fragmentShader> | ||
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// Render state | ||
<renderState> | ||
alpha_binary | ||
</renderState> | ||
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// Texture mode | ||
<textureMode> | ||
diffuse_map | ||
normal_map | ||
</textureMode> |
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