Merged master, resolved conflict in CMakeLists.txt

This commit is contained in:
Sachith Hasaranga Seneviratne 2014-07-15 22:28:20 +05:30
commit 16e6401fab
134 changed files with 2123 additions and 2720 deletions

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@ -129,9 +129,9 @@ if(UNIX AND USE_XRANDR)
endif()
if(UNIX)
if(USE_CPP2011)
add_definitions("-std=c++0x")
endif()
# if(USE_CPP2011)
add_definitions("-std=gnu++0x")
# endif()
endif()
# OpenGL

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@ -1,82 +0,0 @@
* plunger model, cake model, bomb model, anchor model
created by MiniBjorn (c) 2008
released under Creative Commons Attribution-Share Alike 3.0
[http://creativecommons.org/licenses/by-sa/3.0/]
* bubblegum model, nitrotank-big model, nitrotank-small model, giftbox model
created by MiniBjorn (c) 2008
released under Creative Commons Attribution-Share Alike 3.0
[http://creativecommons.org/licenses/by-sa/3.0/]
* banana.ac
created by horace aka thomas oppl (toppl@fh-sbg.ac.at) (c) 2008
released under Creative Commons Attribution-Share Alike 3.0
[http://creativecommons.org/licenses/by-sa/3.0/]
* chest*
by MiniBjorn (c) 2010
released under Creative Commons Attribution-Share Alike 3.0
[http://creativecommons.org/licenses/by-sa/3.0/]
* gplose
released under CC-BY-SA 3.0 [http://creativecommons.org/licenses/by-sa/3.0/]
oak by Julius Krischan Makowka, released un CC-BY-SA 3.0
Tires by Thomas Oppl, released under CC-BY-SA 3.0
scene and finishing touches by Marianne Gagnon
* Hammer.jpg
by Marianne Gagnon, released under CC-BY-SA 3.0
Incorporates image by Philipp Zinger, released under CCBY 3.0
image by Louise Price, released under CC-BY 2.0 (considered a derivate work thus allowing to upgrade the license version),
image by Smoth 007, released under CC-BY-SA 2.0 (considered a derivate work thus allowing to upgrade the license version),
image by Juangonzalez64 released under the public domain
* swatter, christmas_hat
released under CC-BY-SA 3.0
by Funto
* tire
based on work by Thomas Oppl, released under CC-BY-SA 3.0
with modifications by Marianne Gagnon
* tnt-bomb
by Fraang, released under CC-BY-SA 3.0
* village
released under CC-BY-SA 3.0 [http://creativecommons.org/licenses/by-sa/3.0/]
oak by Julius Krischan Makowka, released un CC-BY-SA 3.0
mushrooms by pfunked, with modifications by Marianne Gagnon, released under CC-BY-SA 3.0
pinos by Moser Juan José, with minor modifications by Marianne Gagnon, released under CC-BY-SA 3.0
scene and finishing touches by Marianne Gagnon
* shroom_color* textures by Julius Krischan Makowka, released un CC-BY-SA 3.0
* door.png by Marianne Gagnon, released under CC-BY-SA 3.0, based on a public domain image
from BurningWell.
* zipper_collect
by Connor, released as Public Domain
* rubber_ball and jump-bomb.jpg
by Samuncle, released under CC-BY-SA
* thunderbird model
by Funto & Kinsu, released under CC-BY-SA 3.0
* thunderbird texture, easter egg, bomb texture
by Fraag, released under CC-BY-SA 3.0
* swatter-icon
by Totoplus62, released under CC-0
* balldimpleddark
by Hero, released under CC-BY-SA 3.0
* rubber_ball-icon, plunger icon, easter egg icon, cake icon, bowling ball texture and icon
by Totoplus62, released under CC-BY-SA 3.0
* shield-icon
by tuxfan, release under CC-BY-SA 3.0
Others are GPL, by the original (super)TuxKart team

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@ -1,23 +0,0 @@
<?xml version="1.0"?>
<materials>
<material name="banana.png"/>
<material name="gift-box.png"/>
<material name="gift-loop.png" shader="spheremap"/>
<material name="gold.png" light="Y" shader="spheremap"/>
<material name="silver.png" light="Y" shader="spheremap"/>
<material name="bronze.png" light="Y" shader="spheremap"/>
<material name="stk_mod_nitroBarrel.png" />
<material name="stk_mod_nitroBottle.png" />
<material name="stk_mod_nitroLogo.png" shader="additive" disable-z-write="Y" />
<material name="traffic_light_green.jpg" shader="unlit"/>
<material name="traffic_light_yellow.jpg" shader="unlit"/>
<material name="traffic_light_red.jpg" shader="unlit"/>
<material name="bubblegum_shield.png" shader="alphablend" disable-z-write="Y"/>
<material name="bubblegum_shield_nolok.png" shader="alphablend" disable-z-write="Y"/>
<material name="parachute.png" backface-culling="n" ignore="Y"/>
<material name="zipper.png" shader="unlit" zipper="Y"/>
</materials>

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@ -1,19 +0,0 @@
<?xml version="1.0"?>
<!-- model: the model filename to load as referee
{first,last}-rescue-frame: Frame numbers for the rescue animation.
{first,last}-start-frame: Frame numbers for the start animation.
start-offset: XYZ offset relative to kart where to display the start referee
scale: Scales the mesh.
start-rotation: Rotation of the referee at start
colors: Three texture names that are used for ready, set, go. -->
<referee model="thunderbird.b3d"
first-rescue-frame="625"
last-rescue-frame="700"
first-start-frame="265"
last-start-frame="290"
start-offset="-1.2 2 2"
scale = "0.2 0.2 0.2"
start-rotation="0 180 0"
colors="traffic_light_red.jpg traffic_light_yellow.jpg traffic_light_green.jpg"
/>

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@ -42,14 +42,6 @@ void main()
// Fade according to distance to cam
float fade = 1.0 - smoothstep(1.0, 100.0, camdist);
// Fade according to distance from the edges
const float mindist = 0.1;
fade *= smoothstep(0.0, mindist, uv_bis.x) * smoothstep(0.0, mindist, uv_bis.y) *
(1.0 - smoothstep(1.0 - mindist, 1.0, uv_bis.x)) *
(1.0 - smoothstep(1.0 - mindist, 1.0, uv_bis.y));
offset *= 50.0 * fade * maxlen;
vec4 shiftval;
shiftval.r = step(offset.x, 0.0) * -offset.x;
shiftval.g = step(0.0, offset.x) * offset.x;

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@ -1,7 +1,23 @@
uniform vec3 windDir;
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;
#ifdef UBO_DISABLED
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 InverseViewMatrix;
uniform mat4 InverseProjectionMatrix;
#else
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
#endif
uniform vec3 windDir;
uniform mat4 ModelMatrix;
uniform mat4 InverseModelMatrix;
#if __VERSION__ >= 330
layout(location = 0) in vec3 Position;
@ -20,7 +36,9 @@ out vec2 uv;
void main()
{
uv = Texcoord;
nor = (TransposeInverseModelView * vec4(Normal, 1.)).xyz;
gl_Position = ModelViewProjectionMatrix * vec4(Position + windDir * Color.r, 1.);
uv = Texcoord;
mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * ModelMatrix;
mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix);
nor = (TransposeInverseModelView * vec4(Normal, 1.)).xyz;
gl_Position = ModelViewProjectionMatrix * vec4(Position + windDir * Color.r, 1.);
}

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@ -1,8 +1,23 @@
#ifdef UBO_DISABLED
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 InverseViewMatrix;
uniform mat4 InverseProjectionMatrix;
#else
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
#endif
uniform sampler2D Albedo;
uniform vec3 SunDir;
uniform mat4 invproj;
uniform sampler2D dtex;
uniform vec2 screen;
in vec3 nor;
in vec2 uv;
@ -16,7 +31,7 @@ void main(void)
float z = texture(dtex, texc).x;
vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f;
xpos = invproj * xpos;
xpos = InverseProjectionMatrix * xpos;
xpos /= xpos.w;
vec3 eyedir = normalize(xpos.xyz);

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@ -0,0 +1,49 @@
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
};
uniform vec3 windDir;
#if __VERSION__ >= 330
layout(location = 0) in vec3 Position;
layout(location = 2) in vec4 Color;
layout(location = 3) in vec2 Texcoord;
layout(location = 7) in vec3 Origin;
layout(location = 8) in vec3 Orientation;
layout(location = 9) in vec3 Scale;
#else
in vec3 Position;
in vec2 Texcoord;
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
#endif
#ifdef VSLayer
out vec2 uv;
#else
out vec2 tc;
out int layerId;
#endif
mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
void main(void)
{
mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
#ifdef VSLayer
gl_Layer = gl_InstanceID & 3;
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
uv = Texcoord;
#else
layerId = gl_InstanceID & 3;
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
tc = Texcoord;
#endif
}

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@ -0,0 +1,35 @@
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
};
uniform mat4 ModelMatrix;
uniform vec3 windDir;
layout(location = 0) in vec3 Position;
layout(location = 2) in vec4 Color;
layout(location = 3) in vec2 Texcoord;
#ifdef VSLayer
out vec2 uv;
#else
out vec2 tc;
out int layerId;
#endif
void main(void)
{
#ifdef VSLayer
gl_Layer = gl_InstanceID & 3;
uv = Texcoord;
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
#else
layerId = gl_InstanceID & 3;
tc = Texcoord;
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
#endif
}

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@ -41,7 +41,7 @@ void main() {
vec4 splatted = splatting.r * detail0 +
splatting.g * detail1 +
splatting.b * detail2 +
(1.0 - splatting.r - splatting.g - splatting.b) * detail3;
max(0., (1.0 - splatting.r - splatting.g - splatting.b)) * detail3;
vec2 tc = gl_FragCoord.xy / screen;
vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;

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