Avoid warning and make local variable lower-case.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2019-12-12 16:32:41 +00:00
commit 8310a3fbad
1909 changed files with 607639 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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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 );
}

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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);
}
}

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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);
}

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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;
}
}

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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

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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 (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;
}

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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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<?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>

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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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