Delete lots of unused features (#48)
BIN
media/2ddemo.png
Before Width: | Height: | Size: 43 KiB |
Before Width: | Height: | Size: 42 KiB |
Before Width: | Height: | Size: 12 KiB |
BIN
media/axe.jpg
Before Width: | Height: | Size: 64 KiB |
BIN
media/ball.wav
Before Width: | Height: | Size: 21 KiB |
Before Width: | Height: | Size: 14 KiB |
@ -1,29 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
<config>
|
||||
<!--This is a config file for the Irrlicht Engine Mesh Viewer.-->
|
||||
<startUpModel file="dwarf.x" />
|
||||
<messageText caption="Irrlicht Engine Mesh Viewer">Welcome to the Mesh Viewer of the "Irrlicht Engine"!.
|
||||
This program is able to load and display all 3D geometry and models the Irrlicht Engine can.
|
||||
Controls: Left mouse to rotate, right mouse to move, both buttons to zoom. Escape to Stop FPS Camera
|
||||
|
||||
Supported formats are:
|
||||
- Irrlicht scene and mesh formats (.irr, .irrmesh, .xml)
|
||||
- 3D Studio (.3ds)
|
||||
- Blitz3D (.b3d)
|
||||
- COLLADA 1.2/1.3 (.dae, .xml)
|
||||
- Cartography shop 4 (.csm)
|
||||
- DirectX (.x)
|
||||
- DeleD (.dmf)
|
||||
- Maya (.obj)
|
||||
- Milkshape (.ms3d)
|
||||
- My3D (.my3D)
|
||||
- OCT (.oct)
|
||||
- Ogre3d (.mesh)
|
||||
- Pulsar LMTools (.lmts)
|
||||
- Quake 3 levels (.bsp)
|
||||
- Quake 2 models (.md2)
|
||||
- Stanford Triangle (.ply)
|
||||
- Stereolithography format (.stl)
|
||||
|
||||
</messageText>
|
||||
</config>
|
2
media/coolguy_opt.x
Executable file
BIN
media/cooltexture.png
Executable file
After Width: | Height: | Size: 4.7 KiB |
@ -1,12 +0,0 @@
|
||||
uniform samplerCube cubeTex;
|
||||
uniform float Roughness;
|
||||
|
||||
void main( void )
|
||||
{
|
||||
// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
vec3 uvw = vec3(gl_TexCoord[0]);
|
||||
//gl_FragColor = textureCube( cubeTex, uvw );
|
||||
gl_FragColor = textureLod( cubeTex, uvw, Roughness );
|
||||
//gl_FragColor = textureCube( cubeTex, uvw, Roughness );
|
||||
}
|
||||
|
@ -1,27 +0,0 @@
|
||||
uniform int StyleUVW ; // 0 = specular reflection, 1 = diffuse reflection, 2 = use model vertex coordinates for uvw.
|
||||
uniform vec3 CameraPos;
|
||||
uniform mat4 World;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = ftransform(); // same as gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
|
||||
// compute the reflection vector, and assign it to texcoord 0
|
||||
if ( StyleUVW == 0 )
|
||||
{
|
||||
vec4 worldPos = World*gl_Vertex;
|
||||
vec3 viewNormal = normalize(worldPos.xyz - CameraPos); // view vector
|
||||
|
||||
gl_TexCoord[0] = vec4( reflect( viewNormal, normalize(gl_Normal) ), 1.0 );
|
||||
}
|
||||
else if ( StyleUVW == 1 )
|
||||
{
|
||||
// just use the normal for the reflection vector
|
||||
gl_TexCoord[0] = vec4(normalize(gl_Normal), 1.0);
|
||||
}
|
||||
else if ( StyleUVW == 2 )
|
||||
{
|
||||
// use vertex-coordinates for texture coordinates
|
||||
gl_TexCoord[0] = normalize(gl_Vertex);
|
||||
}
|
||||
}
|
@ -1,10 +0,0 @@
|
||||
sampler cubeTex: register(s0);
|
||||
float Roughness;
|
||||
|
||||
float4 PS( float4 uvwTex : TEXCOORD0 ) : COLOR
|
||||
{
|
||||
uvwTex.w = Roughness;
|
||||
//return texCUBEbias( cubeTex, uvwTex);
|
||||
return texCUBElod( cubeTex, uvwTex);
|
||||
//return texCUBE( cubeTex, uvwTex);
|
||||
}
|
@ -1,38 +0,0 @@
|
||||
int StyleUVW ; // 0 = specular reflection, 1 = diffuse reflection, 2 = use model vertex coordinates for uvw.
|
||||
float4x4 WorldViewProj;
|
||||
float4x4 World;
|
||||
float3 CameraPos;
|
||||
|
||||
// Vertex Shader
|
||||
void VS(
|
||||
in float4 VPos : POSITION,
|
||||
in float3 VNorm : NORMAL,
|
||||
in float3 VTex : TEXCOORD0,
|
||||
out float4 outPos : POSITION,
|
||||
out float4 outTex : TEXCOORD0 )
|
||||
{
|
||||
// vertex position from model-space to view-space
|
||||
outPos = mul( VPos, WorldViewProj );
|
||||
|
||||
if ( StyleUVW == 0 )
|
||||
{
|
||||
// create ray from camera position to the vertex, in world space
|
||||
float4 worldPos = mul(float4(VPos.x, VPos.y, VPos.z, 1.0), World);
|
||||
float3 view = CameraPos - worldPos.xyz;
|
||||
|
||||
float4 normWorld = normalize(mul(float4(VNorm.x, VNorm.y, VNorm.z, 0.0), World)); // TODO: when objects are scaled non-uniform we need to multiply by WorldInverseTranspose instead
|
||||
|
||||
// compute the reflection vector, and assign it to texcoord 0
|
||||
outTex.xyz = reflect( -normalize(view), normWorld.xyz );
|
||||
}
|
||||
else if ( StyleUVW == 1 )
|
||||
{
|
||||
// just use the normal for the reflection vector
|
||||
outTex.xyz = normalize(VNorm);
|
||||
}
|
||||
else if ( StyleUVW == 2 )
|
||||
{
|
||||
// use vertex-coordinates for texture coordinates
|
||||
outTex.xyz = VPos.xyz;
|
||||
}
|
||||
}
|
@ -1,18 +0,0 @@
|
||||
License for the cubemap_*.jpg files in this folder.
|
||||
|
||||
Author
|
||||
======
|
||||
|
||||
This is the work of Emil Persson, aka Humus.
|
||||
http://www.humus.name
|
||||
|
||||
License
|
||||
=======
|
||||
|
||||
This work is licensed under a Creative Commons Attribution 3.0 Unported License.
|
||||
http://creativecommons.org/licenses/by/3.0/
|
||||
|
||||
|
||||
Changes
|
||||
=======
|
||||
For the Irrlicht engine we downscaled the images to 512x512. Get the full 2048x2048 resolution at http://www.humus.name
|
Before Width: | Height: | Size: 130 KiB |
Before Width: | Height: | Size: 108 KiB |
Before Width: | Height: | Size: 111 KiB |
Before Width: | Height: | Size: 128 KiB |
Before Width: | Height: | Size: 64 KiB |
Before Width: | Height: | Size: 102 KiB |
@ -1,84 +0,0 @@
|
||||
// Part of the Irrlicht Engine Shader example.
|
||||
// These simple Direct3D9 pixel and vertex shaders will be loaded by the shaders
|
||||
// example. Please note that these example shaders don't do anything really useful.
|
||||
// They only demonstrate that shaders can be used in Irrlicht.
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Global variables
|
||||
//-----------------------------------------------------------------------------
|
||||
float4x4 mWorldViewProj; // World * View * Projection transformation
|
||||
float4x4 mInvWorld; // Inverted world matrix
|
||||
float4x4 mTransWorld; // Transposed world matrix
|
||||
float3 mLightPos; // Light position (actually just camera-pos in this case)
|
||||
float4 mLightColor; // Light color
|
||||
|
||||
|
||||
// Vertex shader output structure
|
||||
struct VS_OUTPUT
|
||||
{
|
||||
float4 Position : POSITION; // vertex position
|
||||
float4 Diffuse : COLOR0; // vertex diffuse color
|
||||
float2 TexCoord : TEXCOORD0; // tex coords
|
||||
};
|
||||
|
||||
|
||||
VS_OUTPUT vertexMain(in float4 vPosition : POSITION,
|
||||
in float3 vNormal : NORMAL,
|
||||
float2 texCoord : TEXCOORD0 )
|
||||
{
|
||||
VS_OUTPUT Output;
|
||||
|
||||
// transform position to clip space
|
||||
Output.Position = mul(vPosition, mWorldViewProj);
|
||||
|
||||
// transform normal somehow (NOTE: for the real vertex normal you would use an inverse-transpose world matrix instead of mInvWorld)
|
||||
float3 normal = mul(float4(vNormal,0.0), mInvWorld);
|
||||
|
||||
// renormalize normal
|
||||
normal = normalize(normal);
|
||||
|
||||
// position in world coordinates (NOTE: not sure why transposed world is used instead of world?)
|
||||
float3 worldpos = mul(mTransWorld, vPosition);
|
||||
|
||||
// calculate light vector, vtxpos - lightpos
|
||||
float3 lightVector = worldpos - mLightPos;
|
||||
|
||||
// normalize light vector
|
||||
lightVector = normalize(lightVector);
|
||||
|
||||
// calculate light color
|
||||
float3 tmp = dot(-lightVector, normal);
|
||||
tmp = lit(tmp.x, tmp.y, 1.0);
|
||||
|
||||
tmp = mLightColor * tmp.y;
|
||||
Output.Diffuse = float4(tmp.x, tmp.y, tmp.z, 0);
|
||||
Output.TexCoord = texCoord;
|
||||
|
||||
return Output;
|
||||
}
|
||||
|
||||
|
||||
// Pixel shader output structure
|
||||
struct PS_OUTPUT
|
||||
{
|
||||
float4 RGBColor : COLOR0; // Pixel color
|
||||
};
|
||||
|
||||
|
||||
sampler2D myTexture;
|
||||
|
||||
PS_OUTPUT pixelMain(float2 TexCoord : TEXCOORD0,
|
||||
float4 Position : POSITION,
|
||||
float4 Diffuse : COLOR0 )
|
||||
{
|
||||
PS_OUTPUT Output;
|
||||
|
||||
float4 col = tex2D( myTexture, TexCoord ); // sample color map
|
||||
|
||||
// multiply with diffuse and do other senseless operations
|
||||
Output.RGBColor = Diffuse * col;
|
||||
Output.RGBColor *= 4.0;
|
||||
|
||||
return Output;
|
||||
}
|
||||
|
@ -1,11 +0,0 @@
|
||||
; part of the Irrlicht Engine Shader example.
|
||||
; This simple Direct3D9 pixel shader will be loaded by the engine.
|
||||
; Please note that these example shaders don't do anything really useful.
|
||||
; They only demonstrate that shaders can be used in Irrlicht.
|
||||
|
||||
ps.1.1
|
||||
|
||||
tex t0 ; sample color map
|
||||
add r0, v0, v0 ; mulitply with color
|
||||
mul t0, t0, r0 ; mulitply with color
|
||||
add r0, t0, t0 ; make it brighter and store result
|
@ -1,42 +0,0 @@
|
||||
; part of the Irrlicht Engine Shader example.
|
||||
; This Direct3D9 vertex shader will be loaded by the engine.
|
||||
; Please note that these example shaders don't do anything really useful.
|
||||
; They only demonstrate that shaders can be used in Irrlicht.
|
||||
|
||||
vs.1.1
|
||||
|
||||
dcl_position v0; ; declare position
|
||||
dcl_normal v1; ; declare normal
|
||||
dcl_color v2; ; declare color
|
||||
dcl_texcoord0 v3; ; declare texture coordinate
|
||||
|
||||
; transpose and transform position to clip space
|
||||
mul r0, v0.x, c4
|
||||
mad r0, v0.y, c5, r0
|
||||
mad r0, v0.z, c6, r0
|
||||
add oPos, c7, r0
|
||||
|
||||
; transform normal
|
||||
dp3 r1.x, v1, c0
|
||||
dp3 r1.y, v1, c1
|
||||
dp3 r1.z, v1, c2
|
||||
|
||||
; renormalize normal
|
||||
dp3 r1.w, r1, r1
|
||||
rsq r1.w, r1.w
|
||||
mul r1, r1, r1.w
|
||||
|
||||
; calculate light vector
|
||||
m4x4 r6, v0, c10 ; vertex into world position
|
||||
add r2, c8, -r6 ; vtxpos - lightpos
|
||||
|
||||
; normalize light vector
|
||||
dp3 r2.w, r2, r2
|
||||
rsq r2.w, r2.w
|
||||
mul r2, r2, r2.w
|
||||
|
||||
; calculate light color
|
||||
dp3 r3, r1, r2 ; dp3 with negative light vector
|
||||
lit r5, r3 ; clamp to zero if r3 < 0, r5 has diffuce component in r5.y
|
||||
mul oD0, r5.y, c9 ; ouput diffuse color
|
||||
mov oT0, v3 ; store texture coordinates
|
Before Width: | Height: | Size: 95 KiB |
Before Width: | Height: | Size: 90 KiB |
Before Width: | Height: | Size: 9.7 KiB |
Before Width: | Height: | Size: 48 KiB |
@ -1,51 +0,0 @@
|
||||
Dwarf lowpoly model Pack
|
||||
Copyright 2004, Psionic Design
|
||||
e-mail: psionic@blueyonder.co.uk
|
||||
|
||||
|
||||
|
||||
INSTALLATION INSTRUCTIONS:
|
||||
|
||||
To install, simply unzip to your hard drive with the "Use Folder Names" option turned on. And that's it you're ready to go!
|
||||
|
||||
|
||||
|
||||
USAGE INFORMATION:
|
||||
|
||||
Each zip contains the models, textures and animation info for that particular format!
|
||||
|
||||
Please Read the "animationinfo.txt" file included in each zip for the exact frames of animation to use
|
||||
|
||||
Credits to me "Psionic" are really appreciated but are not essential ;-)
|
||||
|
||||
Any questions, screenshots of him in use etc drop by my site or email me at:-
|
||||
|
||||
website: http://www.psionic3d.co.uk
|
||||
email: psionic@blueyonder.co.uk
|
||||
|
||||
|
||||
|
||||
|
||||
WHAT'S INCLUDED IN THE ZIP:
|
||||
|
||||
ReadMe.txt - This file
|
||||
b3d.zip - Blitz 3D Format models and textures
|
||||
ms3d.zip - Milkshape 3D Format models and textures
|
||||
x.zip - DarkBasic Direct X 8 Format models and textures
|
||||
|
||||
|
||||
|
||||
RESTRICTIONS:
|
||||
|
||||
This model pack is available for use in freeware, shareware, commercial games/software with the following restrictions:-
|
||||
|
||||
**You may not sell/re-sell this model pack or claim it as your own.
|
||||
***You may not redistribute this pack in some other model pack through a website or on a compilation CD of any kind, without my written consent.
|
||||
|
||||
|
||||
Psi
|
||||
http://www.psionic3d.co.uk
|
||||
|
||||
|
||||
|
||||
|
BIN
media/dwarf.jpg
Before Width: | Height: | Size: 82 KiB |
18468
media/dwarf.x
BIN
media/earth.jpg
Before Width: | Height: | Size: 24 KiB |
20711
media/earth.x
Before Width: | Height: | Size: 24 KiB |
BIN
media/enano.jpg
Before Width: | Height: | Size: 19 KiB |
Before Width: | Height: | Size: 6.0 KiB |
Before Width: | Height: | Size: 19 KiB |
Before Width: | Height: | Size: 5.8 KiB |
Before Width: | Height: | Size: 7.9 KiB |
Before Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 24 KiB |
Before Width: | Height: | Size: 26 KiB |
Before Width: | Height: | Size: 20 KiB |
Before Width: | Height: | Size: 18 KiB |
Before Width: | Height: | Size: 19 KiB |
Before Width: | Height: | Size: 20 KiB |
Before Width: | Height: | Size: 8.6 KiB |
Before Width: | Height: | Size: 20 KiB |
Before Width: | Height: | Size: 21 KiB |
Before Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 8.8 KiB |
Before Width: | Height: | Size: 26 KiB |
Before Width: | Height: | Size: 4.4 KiB |
Before Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 24 KiB |
Before Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 9.1 KiB |
Before Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 18 KiB |
Before Width: | Height: | Size: 25 KiB |
BIN
media/faerie.md2
Before Width: | Height: | Size: 42 KiB |
BIN
media/fire.bmp
Before Width: | Height: | Size: 24 KiB |
Before Width: | Height: | Size: 5.1 KiB |
Before Width: | Height: | Size: 192 KiB |
Before Width: | Height: | Size: 192 KiB |
Before Width: | Height: | Size: 19 KiB |
BIN
media/gun.jpg
Before Width: | Height: | Size: 25 KiB |
BIN
media/gun.md2
BIN
media/help.png
Before Width: | Height: | Size: 881 B |
Before Width: | Height: | Size: 203 B |
Before Width: | Height: | Size: 192 B |
Before Width: | Height: | Size: 208 B |
Before Width: | Height: | Size: 560 B |
Before Width: | Height: | Size: 30 KiB |
BIN
media/impact.wav
@ -1,46 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
<key>CFBundleDevelopmentRegion</key>
|
||||
<string>en</string>
|
||||
<key>CFBundleExecutable</key>
|
||||
<string>$(EXECUTABLE_NAME)</string>
|
||||
<key>CFBundleIdentifier</key>
|
||||
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
|
||||
<key>CFBundleInfoDictionaryVersion</key>
|
||||
<string>6.0</string>
|
||||
<key>CFBundleName</key>
|
||||
<string>$(PRODUCT_NAME)</string>
|
||||
<key>CFBundlePackageType</key>
|
||||
<string>APPL</string>
|
||||
<key>CFBundleShortVersionString</key>
|
||||
<string>1.0</string>
|
||||
<key>CFBundleSignature</key>
|
||||
<string>????</string>
|
||||
<key>CFBundleVersion</key>
|
||||
<string>1</string>
|
||||
<key>LSRequiresIPhoneOS</key>
|
||||
<true/>
|
||||
<key>UILaunchStoryboardName</key>
|
||||
<string>LaunchScreen</string>
|
||||
<key>UIRequiredDeviceCapabilities</key>
|
||||
<array>
|
||||
<string>armv7</string>
|
||||
</array>
|
||||
<key>UIRequiresFullScreen</key>
|
||||
<true/>
|
||||
<key>UIStatusBarHidden</key>
|
||||
<true/>
|
||||
<key>UISupportedInterfaceOrientations</key>
|
||||
<array>
|
||||
<string>UIInterfaceOrientationPortrait</string>
|
||||
</array>
|
||||
<key>UISupportedInterfaceOrientations~ipad</key>
|
||||
<array>
|
||||
<string>UIInterfaceOrientationPortrait</string>
|
||||
</array>
|
||||
<key>UIViewControllerBasedStatusBarAppearance</key>
|
||||
<false/>
|
||||
</dict>
|
||||
</plist>
|
@ -1,30 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
<key>CFBundleDevelopmentRegion</key>
|
||||
<string>en</string>
|
||||
<key>CFBundleExecutable</key>
|
||||
<string>$(EXECUTABLE_NAME)</string>
|
||||
<key>CFBundleIconFile</key>
|
||||
<string></string>
|
||||
<key>CFBundleIdentifier</key>
|
||||
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
|
||||
<key>CFBundleInfoDictionaryVersion</key>
|
||||
<string>6.0</string>
|
||||
<key>CFBundleName</key>
|
||||
<string>$(PRODUCT_NAME)</string>
|
||||
<key>CFBundlePackageType</key>
|
||||
<string>APPL</string>
|
||||
<key>CFBundleShortVersionString</key>
|
||||
<string>1.0</string>
|
||||
<key>CFBundleSignature</key>
|
||||
<string>????</string>
|
||||
<key>CFBundleVersion</key>
|
||||
<string>1</string>
|
||||
<key>LSMinimumSystemVersion</key>
|
||||
<string>$(MACOSX_DEPLOYMENT_TARGET)</string>
|
||||
<key>NSPrincipalClass</key>
|
||||
<string>NSApplication</string>
|
||||
</dict>
|
||||
</plist>
|
BIN
media/irr.ico
Before Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 37 KiB |
Before Width: | Height: | Size: 61 KiB |
Before Width: | Height: | Size: 38 KiB |
Before Width: | Height: | Size: 45 KiB |
Before Width: | Height: | Size: 36 KiB |
Before Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 3.7 KiB |
Before Width: | Height: | Size: 2.5 KiB |
Before Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 8.0 KiB |
Before Width: | Height: | Size: 2.6 KiB |
Before Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 42 KiB |