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Merging r6493 through r6517 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6518 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
parent
1de0ec5459
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15
changes.txt
15
changes.txt
@ -11,6 +11,10 @@ Changes in ogl-es (not yet released - will be merged with trunk at some point)
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--------------------------
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Changes in 1.9 (not yet released)
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- Optimize quaternion::rotationFromTo. Thanks @Robert Eisele for patch and proof (https://raw.org/proof/quaternion-from-two-vectors)
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- Shader material example shows now how to pass material values.
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In 1.8 we could still use gl_FrontMaterial, but that is no longer supported in shaders
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- Get IMeshBuffer::append functions working for a few more cases and adapt interface so one can prevent the BoundingBox update.
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- Bugfix: SMaterialLayer::operator!= no longer returns true when comparing a layer without texture matrix with one with a set identity texture matrix. Those are the same.
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- SMaterialLayer no longer releases allocated texture memory before destructor unless explicitly requested.
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This can avoid constantly allocation/releasing memory in the active driver material when setting materials.
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@ -403,7 +407,16 @@ Changes in 1.9 (not yet released)
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- burningvideo: mipmaplevel adjusted ( not that bad bokeh...(sometimes) )
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--------------------------
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Changes in 1.8.6
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Changes in 1.8.6
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- Fix compiling on OSX with case-sensitive filesystems: IrrFramework-Info.plist now always starting with upper-case.
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Thanks @Ryan Schmidt for bug report and patch.
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- Fix: The build-in libpng now uses same zlib headers as rest of Irrlicht.
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This fixes OSX compiling (which didn't have zlib in include path and used system header for this one instead).
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Thanks @Ryan Schmidt for bug report.
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- Backport parts of COpenGLCommon.h to ensure that COpenGLExtensionHandler, COpenGLShaderMaterialRenderer and COpenGLTexture all use identical GL extension settings
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- Backport removing register keywords (deprecated by c++17)
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- Backport bugfix from trunk to make CUserPointerAttribute::setString work on 64-bit systems.
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- Remove unnecessary implemented assignment operator in quaternion, irrMap, SViewFrustum, line2d and IQ3Shader which cause warnings with -Wdeprecated in newer gcc
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- Avoid warning about stringop-overflow in string<T>::subString when compiling in release with newer gcc
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- Update library zlib to 1.2.11 (from 1.2.8)
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- Update library bzip2 to 1.0.8 (from 1.0.6)
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@ -48,8 +48,10 @@ class MyShaderCallBack : public video::IShaderConstantSetCallBack
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{
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public:
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MyShaderCallBack() : WorldViewProjID(-1), TransWorldID(-1), InvWorldID(-1), PositionID(-1),
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ColorID(-1), TextureID(-1)
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ColorID(-1), TextureID(-1), EmissiveID(-1)
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{
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for ( int i=0; i<4; ++i )
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Emissive[i] = 0.f;
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}
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virtual void OnCreate(video::IMaterialRendererServices* services, s32 userData)
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@ -57,11 +59,15 @@ public:
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if (UseHighLevelShaders)
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{
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// Get shader constants id.
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// Constants are "uniforms" in other shading languages.
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// And they are not constant at all but can be changed before every draw call
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// (the naming probably comes from Direct3D where they are called constants)
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WorldViewProjID = services->getVertexShaderConstantID("mWorldViewProj");
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TransWorldID = services->getVertexShaderConstantID("mTransWorld");
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InvWorldID = services->getVertexShaderConstantID("mInvWorld");
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PositionID = services->getVertexShaderConstantID("mLightPos");
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ColorID = services->getVertexShaderConstantID("mLightColor");
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EmissiveID = services->getPixelShaderConstantID("mEmissive");
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// Textures ID are important only for OpenGL interface.
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video::IVideoDriver* driver = services->getVideoDriver();
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@ -91,6 +97,21 @@ public:
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services->setVertexShaderConstant(reinterpret_cast<f32*>(&col), 9, 1);
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}
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// Called when any SMaterial value changes
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virtual void OnSetMaterial(const irr::video::SMaterial& material)
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{
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// Remember material values to pass them on to shader in OnSetConstants
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Emissive[0] = material.EmissiveColor.getRed() / 255.0f;
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Emissive[1] = material.EmissiveColor.getGreen() / 255.0f;
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Emissive[2] = material.EmissiveColor.getBlue() / 255.0f;
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Emissive[3] = material.EmissiveColor.getAlpha() / 255.0f;
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// Note: Until Irrlicht 1.8 it was possible to use gl_FrontMaterial in glsl
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// This is no longer supported since Irrlicht 1.9
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// Reason: Passing always every material value is slow, harder to port
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// and generally getting deprecated in newer shader systems.
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}
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virtual void OnSetConstants(video::IMaterialRendererServices* services,
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s32 userData)
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{
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@ -145,6 +166,12 @@ public:
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}
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else
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services->setVertexShaderConstant(world.pointer(), 10, 4);
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// Set material values
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if (UseHighLevelShaders)
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{
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services->setPixelShaderConstant(EmissiveID, Emissive, 4);
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}
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}
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private:
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@ -154,6 +181,9 @@ private:
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s32 PositionID;
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s32 ColorID;
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s32 TextureID;
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s32 EmissiveID;
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irr::f32 Emissive[4];
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};
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/*
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@ -398,6 +428,7 @@ int main()
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node->setMaterialFlag(video::EMF_LIGHTING, false);
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node->setMaterialFlag(video::EMF_BLEND_OPERATION, true);
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node->setMaterialType((video::E_MATERIAL_TYPE)newMaterialType2);
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node->getMaterial(0).EmissiveColor = irr::video::SColor(0,50,0,50);
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smgr->addTextSceneNode(gui->getBuiltInFont(),
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L"PS & VS & EMT_TRANSPARENT",
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@ -108,17 +108,97 @@ namespace scene
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\param numVertices Number of vertices in the array.
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\param indices Pointer to index array.
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\param numIndices Number of indices in array. */
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virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) IRR_OVERRIDE
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virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices, bool updateBoundingBox=true) IRR_OVERRIDE
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{
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// TODO
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// We simply assume it has the same vertex and index type as this object. If other types are passed this will crash
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append(getVertexType(), vertices, numVertices, getIndexType(), indices, numIndices, updateBoundingBox);
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}
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//! Append the meshbuffer to the current buffer
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/** Only works for compatible vertex types
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\param other Buffer to append to this one. */
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virtual void append(const IMeshBuffer* const other) IRR_OVERRIDE
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/** \param other Buffer to append to this one. */
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virtual void append(const IMeshBuffer* const other, bool updateBoundingBox=true) IRR_OVERRIDE
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{
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// TODO
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append(other->getVertexType(), other->getVertices(), other->getVertexCount(), other->getIndexType(), other->getIndices(), other->getIndexCount(), updateBoundingBox);
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}
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void append(video::E_VERTEX_TYPE vertexType, const void* const vertices, u32 numVertices, video::E_INDEX_TYPE indexType, const void* const indices, u32 numIndices, bool updateBoundingBox)
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{
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if (vertices == getVertices() || indices == getIndices()) // can't do that because we're doing reallocations on those blocks
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return;
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const u32 vertexCount = getVertexCount();
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VertexBuffer->reallocate(vertexCount+numVertices, false);
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if ( vertexType == getVertexType() )
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{
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const irr::u32 typeSize = getVertexPitchFromType(vertexType);
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VertexBuffer->set_used(vertexCount+numVertices);
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irr::u8* target = &static_cast<irr::u8*>(VertexBuffer->pointer())[vertexCount*typeSize];
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memcpy(target, vertices, numVertices*typeSize);
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}
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else
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{
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switch ( vertexType )
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{
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case video::EVT_STANDARD:
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for (u32 i=0; i<numVertices; ++i)
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{
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VertexBuffer->push_back(static_cast<const video::S3DVertex*>(vertices)[i]);
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}
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break;
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case video::EVT_2TCOORDS:
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for (u32 i=0; i<numVertices; ++i)
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{
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VertexBuffer->push_back(static_cast<const video::S3DVertex2TCoords*>(vertices)[i]);
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}
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break;
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case video::EVT_TANGENTS:
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for (u32 i=0; i<numVertices; ++i)
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{
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VertexBuffer->push_back(static_cast<const video::S3DVertexTangents*>(vertices)[i]);
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}
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break;
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}
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}
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if ( updateBoundingBox && numVertices > 0)
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{
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if ( vertexCount == 0 )
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BoundingBox.reset( static_cast<const video::S3DVertex*>(vertices)[0].Pos );
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const u32 typePitch = getVertexPitchFromType(vertexType);
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const irr::u8* v8 = static_cast<const irr::u8*>(vertices);
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for (u32 i=0; i<numVertices; ++i, v8 += typePitch)
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{
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BoundingBox.addInternalPoint(reinterpret_cast<const video::S3DVertex*>(v8)->Pos);
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}
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}
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IndexBuffer->reallocate(getIndexCount()+numIndices, false);
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switch ( indexType )
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{
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case video::EIT_16BIT:
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{
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const irr::u16* indices16 = reinterpret_cast<const irr::u16*>(indices);
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for (u32 i=0; i<numIndices; ++i)
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{
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// Note: This can overflow, not checked. Will result in broken models, but no crashes.
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IndexBuffer->push_back(indices16[i]+vertexCount);
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}
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break;
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}
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case video::EIT_32BIT:
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{
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const irr::u32* indices32 = reinterpret_cast<const irr::u32*>(indices);
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for (u32 i=0; i<numIndices; ++i)
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{
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IndexBuffer->push_back(indices32[i]+vertexCount);
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}
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break;
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}
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}
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setDirty();
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}
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@ -191,59 +191,48 @@ namespace scene
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//! Append the vertices and indices to the current buffer
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/** Only works for compatible types, i.e. either the same type
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or the main buffer is of standard type. Otherwise, behavior is
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undefined.
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undefined. Also can't append it's own vertices/indices to itself.
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*/
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virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) IRR_OVERRIDE
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virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices, bool updateBoundingBox=true) IRR_OVERRIDE
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{
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if (vertices == getVertices())
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if (vertices == getVertices() || indices == getIndices()) // can't do that because we're doing reallocations on those blocks
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return;
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const u32 vertexCount = getVertexCount();
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u32 i;
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Vertices.reallocate(vertexCount+numVertices);
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Vertices.reallocate(vertexCount+numVertices, false);
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for (i=0; i<numVertices; ++i)
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{
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Vertices.push_back(static_cast<const T*>(vertices)[i]);
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BoundingBox.addInternalPoint(static_cast<const T*>(vertices)[i].Pos);
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}
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Indices.reallocate(getIndexCount()+numIndices);
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if ( updateBoundingBox && numVertices > 0)
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{
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if ( vertexCount == 0 )
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BoundingBox.reset(static_cast<const T*>(vertices)[0].Pos);
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for (i=0; i<numVertices; ++i)
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BoundingBox.addInternalPoint(static_cast<const T*>(vertices)[i].Pos);
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}
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Indices.reallocate(getIndexCount()+numIndices, false);
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for (i=0; i<numIndices; ++i)
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{
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Indices.push_back(indices[i]+vertexCount);
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}
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setDirty();
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}
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//! Append the meshbuffer to the current buffer
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/** Only works for compatible types, i.e. either the same type
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or the main buffer is of standard type. Otherwise, behavior is
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undefined.
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\param other Meshbuffer to be appended to this one.
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*/
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virtual void append(const IMeshBuffer* const other) IRR_OVERRIDE
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virtual void append(const IMeshBuffer* const other, bool updateBoundingBox=true) IRR_OVERRIDE
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{
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/*
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if (this==other)
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if ( getVertexType() != other->getVertexType() )
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return;
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const u32 vertexCount = getVertexCount();
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u32 i;
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Vertices.reallocate(vertexCount+other->getVertexCount());
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for (i=0; i<other->getVertexCount(); ++i)
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{
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Vertices.push_back(reinterpret_cast<const T*>(other->getVertices())[i]);
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}
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Indices.reallocate(getIndexCount()+other->getIndexCount());
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for (i=0; i<other->getIndexCount(); ++i)
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{
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Indices.push_back(other->getIndices()[i]+vertexCount);
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}
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BoundingBox.addInternalBox(other->getBoundingBox());
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*/
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append(other->getVertices(), other->getVertexCount(), other->getIndices(), other->getIndexCount(), updateBoundingBox);
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}
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@ -24,7 +24,7 @@ public:
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//! Destructor
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virtual ~IMaterialRendererServices() {}
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//! Return an index constant for the vertex shader based on a name.
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//! Return an index constant for the vertex shader based on a uniform variable name.
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virtual s32 getVertexShaderConstantID(const c8* name) = 0;
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//! Call when you set shader constants outside of IShaderConstantSetCallBack
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@ -41,27 +41,8 @@ public:
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//! Call this when you are done setting shader constants outside of OnCreate or OnSetConstants
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virtual void stopUseProgram() {}
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//! Sets a constant for the vertex shader based on a name.
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/** This can be used if you used a high level shader language like GLSL
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or HLSL to create a shader. Example: If you created a shader which has
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variables named 'mWorldViewProj' (containing the WorldViewProjection
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matrix) and another one named 'fTime' containing one float, you can set
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them in your IShaderConstantSetCallBack derived class like this:
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\code
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virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
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{
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video::IVideoDriver* driver = services->getVideoDriver();
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f32 time = (f32)os::Timer::getTime()/100000.0f;
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services->setVertexShaderConstant("fTime", &time, 1);
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core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
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worldViewProj *= driver->getTransform(video::ETS_VIEW);
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worldViewProj *= driver->getTransform(video::ETS_WORLD);
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services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
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}
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\endcode
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\param index Index of the variable
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//! Sets a value for a vertex shader uniform variable.
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/**\param index Index of the variable (as received from getVertexShaderConstantID)
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\param floats Pointer to array of floats
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\param count Amount of floats in array.
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\return True if successful.
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@ -77,7 +58,7 @@ public:
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*/
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virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) = 0;
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//! Sets a vertex shader constant.
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//! Sets a vertex shader constant (or "uniform" in more modern terms)
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/** Can be used if you created a shader using pixel/vertex shader
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assembler or ARB_fragment_program or ARB_vertex_program.
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\param data: Data to be set in the constants
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@ -85,14 +66,14 @@ public:
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\param constantAmount: Amount of registers to be set. One register consists of 4 floats. */
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virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
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//! Return an index constant for the pixel shader based on a name.
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//! Return an index constant for the pixel shader for the given uniform variable name
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virtual s32 getPixelShaderConstantID(const c8* name) = 0;
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//! Sets a constant for the pixel shader based on a name.
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//! Sets a value for the given pixel shader uniform variable
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/** This can be used if you used a high level shader language like GLSL
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or HLSL to create a shader. See setVertexShaderConstant() for an
|
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example on how to use this.
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\param index Index of the variable
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\param index Index of the variable (as received from getPixelShaderConstantID)
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\param floats Pointer to array of floats
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\param count Amount of floats in array.
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\return True if successful. */
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@ -116,6 +97,26 @@ public:
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virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
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//! \deprecated. This method may be removed by Irrlicht 2.0
|
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/** This can be used if you use a high level shader language like GLSL
|
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or HLSL to create a shader. Example: If you created a shader which has
|
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variables named 'mWorldViewProj' (containing the WorldViewProjection
|
||||
matrix) and another one named 'fTime' containing one float, you can set
|
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them in your IShaderConstantSetCallBack derived class like this:
|
||||
\code
|
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virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
|
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{
|
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video::IVideoDriver* driver = services->getVideoDriver();
|
||||
|
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f32 time = (f32)os::Timer::getTime()/100000.0f;
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services->setVertexShaderConstant("fTime", &time, 1);
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core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
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worldViewProj *= driver->getTransform(video::ETS_VIEW);
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worldViewProj *= driver->getTransform(video::ETS_WORLD);
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services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
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}
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\endcode
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**/
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IRR_DEPRECATED bool setVertexShaderConstant(const c8* name, const f32* floats, int count)
|
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{
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return setVertexShaderConstant(getVertexShaderConstantID(name), floats, count);
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|
@ -126,19 +126,21 @@ namespace scene
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virtual const video::SColor& getColor(u32 i) const = 0;
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//! Append the vertices and indices to the current buffer
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/** Only works for compatible vertex types
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||||
and not implemented for most buffers for now.
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/** Only works for compatible vertex and index types
|
||||
and not implemented for some buffers for now.
|
||||
\param vertices Pointer to a vertex array.
|
||||
\param numVertices Number of vertices in the array.
|
||||
\param indices Pointer to index array.
|
||||
\param numIndices Number of indices in array. */
|
||||
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) = 0;
|
||||
\param numIndices Number of indices in array.
|
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\param updateBoundingBox When true update boundingbox by the added vertices */
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virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices, bool updateBoundingBox=true) = 0;
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//! Not supported right now by any meshbuffer
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//! Not supported right now by all meshbuffer
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//! In theory: Append the meshbuffer to the current buffer
|
||||
/** Only works for compatible vertex types
|
||||
\param other Buffer to append to this one. */
|
||||
virtual void append(const IMeshBuffer* const other) = 0;
|
||||
/** Only works for compatible vertex and index types
|
||||
\param other Buffer to append to this one.
|
||||
s \param updateBoundingBox When true update boundingbox by the added vertices */
|
||||
virtual void append(const IMeshBuffer* const other, bool updateBoundingBox=true) = 0;
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const = 0;
|
||||
|
@ -392,8 +392,7 @@ namespace video
|
||||
const io::path& name = "rt", const ECOLOR_FORMAT format = ECF_UNKNOWN) =0;
|
||||
|
||||
//! Adds a new render target texture with 6 sides for a cubemap map to the texture cache.
|
||||
/** NOTE: Only supported on D3D9 so far.
|
||||
\param sideLen Length of one cubemap side.
|
||||
/** \param sideLen Length of one cubemap side.
|
||||
\param name A name for the texture. Later calls of getTexture() with this name will return this texture.
|
||||
The name can _not_ be empty.
|
||||
\param format The color format of the render target. Floating point formats are supported.
|
||||
|
@ -187,13 +187,13 @@ namespace scene
|
||||
|
||||
|
||||
//! append the vertices and indices to the current buffer
|
||||
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) IRR_OVERRIDE
|
||||
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices, bool updateBoundingBox) IRR_OVERRIDE
|
||||
{
|
||||
// can't do that as it doesn't own the vertex memory
|
||||
}
|
||||
|
||||
//! append the meshbuffer to the current buffer
|
||||
virtual void append(const IMeshBuffer* const other) IRR_OVERRIDE
|
||||
virtual void append(const IMeshBuffer* const other, bool updateBoundingBox) IRR_OVERRIDE
|
||||
{
|
||||
// can't do that as it doesn't own the vertex memory
|
||||
}
|
||||
|
@ -355,10 +355,10 @@ struct SSkinMeshBuffer : public IMeshBuffer
|
||||
}
|
||||
|
||||
//! append the vertices and indices to the current buffer
|
||||
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) IRR_OVERRIDE {}
|
||||
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices, bool updateBoundingBox) IRR_OVERRIDE {}
|
||||
|
||||
//! append the meshbuffer to the current buffer
|
||||
virtual void append(const IMeshBuffer* const other) IRR_OVERRIDE {}
|
||||
virtual void append(const IMeshBuffer* const other, bool updateBoundingBox) IRR_OVERRIDE {}
|
||||
|
||||
//! get the current hardware mapping hint for vertex buffers
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const IRR_OVERRIDE
|
||||
|
@ -721,6 +721,8 @@ inline core::quaternion& quaternion::makeIdentity()
|
||||
inline core::quaternion& quaternion::rotationFromTo(const vector3df& from, const vector3df& to)
|
||||
{
|
||||
// Based on Stan Melax's article in Game Programming Gems
|
||||
// Optimized by Robert Eisele: https://raw.org/proof/quaternion-from-two-vectors
|
||||
|
||||
// Copy, since cannot modify local
|
||||
vector3df v0 = from;
|
||||
vector3df v1 = to;
|
||||
@ -745,10 +747,8 @@ inline core::quaternion& quaternion::rotationFromTo(const vector3df& from, const
|
||||
return set(axis.X, axis.Y, axis.Z, 0).normalize();
|
||||
}
|
||||
|
||||
const f32 s = sqrtf( (1+d)*2 ); // optimize inv_sqrt
|
||||
const f32 invs = 1.f / s;
|
||||
const vector3df c = v0.crossProduct(v1)*invs;
|
||||
return set(c.X, c.Y, c.Z, s * 0.5f).normalize();
|
||||
const vector3df c = v0.crossProduct(v1);
|
||||
return set(c.X, c.Y, c.Z, 1 + d).normalize();
|
||||
}
|
||||
|
||||
|
||||
|
@ -11,6 +11,7 @@ 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
|
||||
float4 mEmissive; // Emissive material color
|
||||
|
||||
|
||||
// Vertex shader output structure
|
||||
@ -83,6 +84,7 @@ PS_OUTPUT pixelMain(float2 TexCoord : TEXCOORD0,
|
||||
// multiply with diffuse and do other senseless operations
|
||||
Output.RGBColor = Diffuse * col;
|
||||
Output.RGBColor *= 4.0;
|
||||
Output.RGBColor += mEmissive;
|
||||
|
||||
return Output;
|
||||
}
|
||||
|
@ -1,9 +1,11 @@
|
||||
|
||||
uniform sampler2D myTexture;
|
||||
uniform vec4 mEmissive;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
|
||||
col *= gl_Color;
|
||||
gl_FragColor = col * 4.0;
|
||||
gl_FragColor += mEmissive;
|
||||
}
|
||||
|
@ -864,6 +864,7 @@
|
||||
<Unit filename="COpenGLCoreFeature.h" />
|
||||
<Unit filename="COpenGLCoreRenderTarget.h" />
|
||||
<Unit filename="COpenGLCoreTexture.h" />
|
||||
<Unit filename="COpenGLCommon.h" />
|
||||
<Unit filename="COpenGLDriver.cpp" />
|
||||
<Unit filename="COpenGLDriver.h" />
|
||||
<Unit filename="COpenGLExtensionHandler.cpp" />
|
||||
|
@ -1164,7 +1164,6 @@
|
||||
<ClInclude Include="CZBuffer.h" />
|
||||
<ClInclude Include="ITriangleRenderer.h" />
|
||||
<ClInclude Include="IZBuffer.h" />
|
||||
<ClInclude Include="resource.h" />
|
||||
<ClInclude Include="S2DVertex.h" />
|
||||
<ClInclude Include="SB3DStructs.h" />
|
||||
<ClInclude Include="CColorConverter.h" />
|
||||
|
@ -1269,7 +1269,6 @@
|
||||
<ClInclude Include="..\..\include\IAnimatedMeshMD3.h">
|
||||
<Filter>include\scene</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="resource.h" />
|
||||
<ClInclude Include="CSceneLoaderIrr.h">
|
||||
<Filter>Irrlicht\scene\loaders</Filter>
|
||||
</ClInclude>
|
||||
|
@ -27,7 +27,20 @@
|
||||
/* We must ensure that zlib uses 'const' in declarations. */
|
||||
# define ZLIB_CONST
|
||||
#endif
|
||||
#include "zlib.h"
|
||||
|
||||
/* Irrlicht change:
|
||||
Avoid that build-in png uses a different zlib than the rest of Irrlicht.
|
||||
Note: This also would allow removing zlib from the include paths, which
|
||||
probably was done just to hide this bug. Anyway, it's less broken now
|
||||
than it was and the rest is up to Irrlicht 1.9.
|
||||
*/
|
||||
#include "IrrCompileConfig.h"
|
||||
#ifndef _IRR_USE_NON_SYSTEM_ZLIB_
|
||||
#include <zlib.h> // use system lib
|
||||
#else
|
||||
#include "../zlib/zlib.h"
|
||||
#endif
|
||||
|
||||
#ifdef const
|
||||
/* zlib.h sometimes #defines const to nothing, undo this. */
|
||||
# undef const
|
||||
|
Loading…
Reference in New Issue
Block a user