Import irrlicht 1.8.4 release

This commit is contained in:
Loic Blot
2020-05-16 23:31:28 +02:00
commit 6fe86df4b3
4257 changed files with 1312157 additions and 0 deletions

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<?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 &quot;Irrlicht Engine&quot;!.
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>

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; 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
mul_x2 t0, t0, v0 ; mulitply with color
add r0, t0, t0 ; make it brighter and store result

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; 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
; 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

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// 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
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
float3 normal = mul(float4(vNormal,0.0), mInvWorld);
// renormalize normal
normal = normalize(normal);
// position in world coodinates
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;
}

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; 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

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; 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

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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

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-=( Map Information )=- -----------------------------------------------
<Title> : Return to Castle: Quake
<Date> : 02/02/02 - ren 11/17/2002
<Filename> : map-20kdm2.pk3
<Author> : Michael "<|3FG20K>" Cook
<Email Address> : bfg20k@nycap.rr.com / bfg20k@planetquake.com
<Website> : http://www.planetquake.com/bfg20k
<Description> : This is an Evil7 Castle! It has three tiers,
tight spaces, and plenty of room for various
battles.
<Additional Credits> : [HFX]Evil, for making great textures.
-=( Construction )=- --------------------------------------------------
<Base> : None.
<Editor(s) Used> : Q3Radiant - Build 202 & Q3Build
<Known Bugs> : This isn't really a bug, but an added feature;
you can walk on top of the battlements.
<Construction Time> : 3 weeks.
<Compile Machine> : 866mhz PIII, 512mb RAM
-=( Play Information )=- ----------------------------------------------
<Mod> : A good one.
<Players> : 2-8 Players
<Bots> : Duh! wait, I THINK they're smarter than Forrest
Gump... You'll have to clarify that for me =).
-={ Installation }=- --------------------------------------------------
<Installation> : Unzip the the zip file map-20kdm2.zip into
your "Quake III Arena\baseq3" directory
Run Quake III Arena, and under console type
"/map 20kdm2" or select under Skirmish in
SIngle Player mode.
-=( Copyright / Permissions )=- ---------------------------------------
<Copyright> : You not include or distribute this map in any
sort of commercial product without permission
from the author. You may not mass distribute
this level via any non-electronic means
including but not limited to compact disks,
and floppy disks without permission from the
author.
-=( This is the End )=- -----------------------------------------------

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hey guys heres all the ranges for the ninja model, 20 ranges and 300 frames....Phew!!
you may need to scale or rotate the model and change animation speeds for various 3D game engines...
Please check the numbers carefully cus they dont follow any order and in between ranges often skip a few frames, this as how I achieved certain moves in Character FX its not a mistake :)
1-14 Walk (normal)
15-30 Stealth Walk
32-44 Punch and swipe sword
45-59 Swipe and spin sword
60-68 Overhead twohanded downswipe
69-72 Up to block position (play backwards to lower sword if you want)
73-83 Forward kick
84-93 Pick up from floor (or down to crouch at frame 87)
94-102 Jump
103-111 Jump without height (for programmer controlled jumps)
112-125 High jump to Sword Kill (Finish em off move??)
126-133 Side Kick
134-145 Spinning Sword attack (might wanna speed this up in game)
146-158 Backflip
159-165 Climb wall
166-173 Death 1 - Fall back onto ground
174-182 Death 2 - Fall forward onto ground
184-205 Idle 1 - Breathe heavily
206-250 Idle 2
251-300 Idle 3
Ok there it is, have fun and maybe drop by my forums hang out, ask questions, post your own work etc
Feel free to use however you like, commercial etc, credits are Appreciated as a LOT of work went into this! ;-)
Psionic
http://www.psionic3d.co.uk
Note for Irrlicht: Irrlicht uses a 0-based frame index. So subtract 1 from each of the loops!

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uniform sampler2D myTexture;
void main (void)
{
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
col *= gl_Color;
gl_FragColor = col * 4.0;
}

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!!ARBfp1.0
# part of the Irrlicht Engine Shader example.
# Please note that these example shaders don't do anything really useful.
# They only demonstrate that shaders can be used in Irrlicht.
#Input
ATTRIB inTexCoord = fragment.texcoord; # texture coordinates
ATTRIB inColor = fragment.color.primary; # interpolated diffuse color
#Output
OUTPUT outColor = result.color;
TEMP texelColor;
TEMP tmp;
TXP texelColor, inTexCoord, texture, 2D;
ADD tmp, inColor, inColor; # mulitply with color
MUL texelColor, texelColor, tmp; # mulitply with color
ADD outColor, texelColor, texelColor; # make it brighter and store result
END

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uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform vec3 mLightPos;
uniform vec4 mLightColor;
void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;
vec4 normal = vec4(gl_Normal, 0.0);
normal = mInvWorld * normal;
normal = normalize(normal);
vec4 worldpos = gl_Vertex * mTransWorld;
vec4 lightVector = worldpos - vec4(mLightPos,1.0);
lightVector = normalize(lightVector);
float tmp2 = dot(-lightVector, normal);
vec4 tmp = mLightColor * tmp2;
gl_FrontColor = gl_BackColor = vec4(tmp.x, tmp.y, tmp.z, 0.0);
gl_TexCoord[0] = gl_MultiTexCoord0;
}

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!!ARBvp1.0
# part of the Irrlicht Engine Shader example.
# Please note that these example shaders don't do anything really useful.
# They only demonstrate that shaders can be used in Irrlicht.
#input
ATTRIB InPos = vertex.position;
ATTRIB InColor = vertex.color;
ATTRIB InNormal = vertex.normal;
ATTRIB InTexCoord = vertex.texcoord;
#output
OUTPUT OutPos = result.position;
OUTPUT OutColor = result.color;
OUTPUT OutTexCoord = result.texcoord;
PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.
TEMP Temp;
TEMP TempColor;
TEMP TempNormal;
TEMP TempPos;
#transform position to clip space
DP4 Temp.x, MVP[0], InPos;
DP4 Temp.y, MVP[1], InPos;
DP4 Temp.z, MVP[2], InPos;
DP4 Temp.w, MVP[3], InPos;
#transform normal
DP3 TempNormal.x, InNormal.x, program.local[0];
DP3 TempNormal.y, InNormal.y, program.local[1];
DP3 TempNormal.z, InNormal.z, program.local[2];
#renormalize normal
DP3 TempNormal.w, TempNormal, TempNormal;
RSQ TempNormal.w, TempNormal.w;
MUL TempNormal, TempNormal, TempNormal.w;
# calculate light vector
DP4 TempPos.x, InPos, program.local[10]; # vertex into world position
DP4 TempPos.y, InPos, program.local[11];
DP4 TempPos.z, InPos, program.local[12];
DP4 TempPos.w, InPos, program.local[13];
ADD TempPos, program.local[8], -TempPos; # vtxpos - lightpos
# normalize light vector
DP3 TempPos.w, TempPos, TempPos;
RSQ TempPos.w, TempPos.w;
MUL TempPos, TempPos, TempPos.w;
# calculate light color
DP3 TempColor, TempNormal, TempPos; # dp3 with negative light vector
LIT OutColor, TempColor; # clamp to zero if r3 < 0, r5 has diffuce component in r5.y
MUL OutColor, TempColor.y, program.local[9]; # ouput diffuse color
MOV OutColor.w, 1.0; # we want alpha to be always 1
MOV OutTexCoord, InTexCoord; # store texture coordinate
MOV OutPos, Temp;
END

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