Merge remote-tracking branch 'origin/master' into nw

This commit is contained in:
hiker
2016-11-23 17:16:42 +11:00
32 changed files with 761 additions and 320 deletions

View File

@@ -46,12 +46,6 @@ if(USE_GLES2)
add_definitions(-D_IRR_COMPILE_WITH_OGLES2_ -DNO_IRR_COMPILE_WITH_SOFTWARE_ -DNO_IRR_COMPILE_WITH_BURNINGSVIDEO_ -DNO_IRR_COMPILE_WITH_OGLES1_ -DNO_IRR_COMPILE_WITH_OPENGL_ -DNO_IRR_USE_NON_SYSTEM_JPEG_LIB_ -DNO_IRR_USE_NON_SYSTEM_LIB_PNG_ -DNO_IRR_USE_NON_SYSTEM_ZLIB_)
endif()
# Xrandr
if(UNIX AND NOT APPLE)
add_definitions(-DNO_IRR_LINUX_X11_VIDMODE_)
add_definitions(-D_IRR_LINUX_X11_RANDR_)
endif()
if(CYGWIN)
add_definitions(-DNO_IRR_COMPILE_WITH_JOYSTICK_EVENTS_)
endif()
@@ -187,6 +181,7 @@ source/Irrlicht/CZipReader.cpp
source/Irrlicht/Irrlicht.cpp
source/Irrlicht/irrXML.cpp
source/Irrlicht/os.cpp
source/Irrlicht/COpenGLNormalMapRenderer.cpp
source/Irrlicht/BuiltInFont.h
source/Irrlicht/CAnimatedMeshSceneNode.h
source/Irrlicht/CAttributeImpl.h
@@ -339,6 +334,7 @@ source/Irrlicht/S4DVertex.h
source/Irrlicht/SoftwareDriver2_compile_config.h
source/Irrlicht/SoftwareDriver2_helper.h
source/Irrlicht/wglext.h
source/Irrlicht/COpenGLNormalMapRenderer.h
include/aabbox3d.h
include/CDynamicMeshBuffer.h

View File

@@ -95,6 +95,8 @@ public:
\param s String of symbols which are not send down to the videodriver
*/
virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
virtual u32 addLazyLoadCharacters(const wchar_t *s) { return 0; }
};
} // end namespace gui

View File

@@ -119,10 +119,8 @@
#if !defined(_IRR_WINDOWS_API_) && !defined(_IRR_OSX_PLATFORM_) && !defined(_IRR_ANDROID_PLATFORM_)
#ifndef _IRR_SOLARIS_PLATFORM_
#if !defined(__linux__) && !defined(__FreeBSD__)
#define _IRR_LINUX_PLATFORM_
#endif
#endif
#define _IRR_POSIX_API_
#define _IRR_COMPILE_WITH_X11_DEVICE_
#endif
@@ -232,8 +230,8 @@ define out. */
//! to remove the dependencies such that Irrlicht will compile on those systems, too.
//! If you don't need colored cursors you can also disable the Xcursor extension
#if defined(_IRR_LINUX_PLATFORM_) && defined(_IRR_COMPILE_WITH_X11_)
#define _IRR_LINUX_X11_VIDMODE_
//#define _IRR_LINUX_X11_RANDR_
//#define _IRR_LINUX_X11_VIDMODE_
#define _IRR_LINUX_X11_RANDR_
#ifdef NO_IRR_LINUX_X11_VIDMODE_
#undef _IRR_LINUX_X11_VIDMODE_
#endif

View File

@@ -700,17 +700,20 @@ namespace video
//! normal map lookup 32 bit version
inline f32 nml32(int x, int y, int pitch, int height, s32 *p) const
{
if (x < 0) x = pitch-1; if (x >= pitch) x = 0;
if (y < 0) y = height-1; if (y >= height) y = 0;
if (x < 0) x = pitch-1;
if (x >= pitch) x = 0;
if (y < 0) y = height-1;
if (y >= height) y = 0;
return (f32)(((p[(y * pitch) + x])>>16) & 0xff);
}
//! normal map lookup 16 bit version
inline f32 nml16(int x, int y, int pitch, int height, s16 *p) const
{
if (x < 0) x = pitch-1; if (x >= pitch) x = 0;
if (y < 0) y = height-1; if (y >= height) y = 0;
if (x < 0) x = pitch-1;
if (x >= pitch) x = 0;
if (y < 0) y = height-1;
if (y >= height) y = 0;
return (f32) getAverage ( p[(y * pitch) + x] );
}

View File

@@ -14,6 +14,7 @@ extern bool GLContextDebugBit;
#include "COpenGLMaterialRenderer.h"
#include "COpenGLShaderMaterialRenderer.h"
#include "COpenGLSLMaterialRenderer.h"
#include "COpenGLNormalMapRenderer.h"
#include "COpenGLParallaxMapRenderer.h"
#include "os.h"
@@ -29,7 +30,7 @@ namespace irr
{
namespace video
{
bool useCoreContext;
bool useCoreContext;
// -----------------------------------------------------------------------
// WINDOWS CONSTRUCTOR
// -----------------------------------------------------------------------
@@ -85,107 +86,107 @@ static PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribs_ARB;
static HGLRC getMeAGLContext(HDC HDc, bool force_legacy_context)
{
if (!force_legacy_context)
{
useCoreContext = true;
HGLRC hrc = 0;
int ctx44debug[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
if (!force_legacy_context)
{
useCoreContext = true;
HGLRC hrc = 0;
int ctx44debug[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx44[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx44[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
hrc = wglCreateContextAttribs_ARB(HDc, 0, GLContextDebugBit ? ctx44debug : ctx44);
if (hrc)
return hrc;
hrc = wglCreateContextAttribs_ARB(HDc, 0, GLContextDebugBit ? ctx44debug : ctx44);
if (hrc)
return hrc;
int ctx40debug[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 0,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx40debug[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 0,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx40[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 0,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx40[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 0,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
hrc = wglCreateContextAttribs_ARB(HDc, 0, GLContextDebugBit ? ctx40debug : ctx40);
if (hrc)
return hrc;
hrc = wglCreateContextAttribs_ARB(HDc, 0, GLContextDebugBit ? ctx40debug : ctx40);
if (hrc)
return hrc;
int ctx33debug[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx33debug[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx33[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx33[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
hrc = wglCreateContextAttribs_ARB(HDc, 0, GLContextDebugBit ? ctx33debug : ctx33);
if (hrc)
return hrc;
hrc = wglCreateContextAttribs_ARB(HDc, 0, GLContextDebugBit ? ctx33debug : ctx33);
if (hrc)
return hrc;
int ctx31debug[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 1,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx31debug[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 1,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx31[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 1,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx31[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 1,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
hrc = wglCreateContextAttribs_ARB(HDc, 0, GLContextDebugBit ? ctx31debug : ctx31);
if (hrc)
return hrc;
} // if (!force_legacy_context)
hrc = wglCreateContextAttribs_ARB(HDc, 0, GLContextDebugBit ? ctx31debug : ctx31);
if (hrc)
return hrc;
} // if (!force_legacy_context)
useCoreContext = false;
int legacyctx[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 2,
WGL_CONTEXT_MINOR_VERSION_ARB, 1,
0
};
HGLRC hrc = wglCreateContextAttribs_ARB(HDc, 0, legacyctx);
if (hrc)
return hrc;
useCoreContext = false;
int legacyctx[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 2,
WGL_CONTEXT_MINOR_VERSION_ARB, 1,
0
};
HGLRC hrc = wglCreateContextAttribs_ARB(HDc, 0, legacyctx);
if (hrc)
return hrc;
return NULL;
return NULL;
}
//! inits the open gl driver
@@ -513,8 +514,8 @@ bool COpenGLDriver::initDriver(CIrrDeviceWin32* device)
#ifdef WGL_ARB_create_context
if (wglCreateContextAttribs_ARB)
{
hrc = getMeAGLContext(HDc, Params.ForceLegacyDevice);
}
hrc = getMeAGLContext(HDc, Params.ForceLegacyDevice);
}
else
#endif
hrc=wglCreateContext(HDc);
@@ -797,11 +798,11 @@ bool COpenGLDriver::genericDriverInit()
setAmbientLight(SColorf(0.0f,0.0f,0.0f,0.0f));
#ifdef GL_EXT_separate_specular_color
if (FeatureAvailable[IRR_EXT_separate_specular_color] && !useCoreContext)
if (FeatureAvailable[IRR_EXT_separate_specular_color] && !useCoreContext)
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
#endif
if (!useCoreContext)
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
if (!useCoreContext)
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
Params.HandleSRGB &= ((FeatureAvailable[IRR_ARB_framebuffer_sRGB] || FeatureAvailable[IRR_EXT_framebuffer_sRGB]) &&
FeatureAvailable[IRR_EXT_texture_sRGB]);
@@ -820,8 +821,8 @@ bool COpenGLDriver::genericDriverInit()
// glEnable(GL_RESCALE_NORMAL_EXT);
glClearDepth(1.0);
if (!useCoreContext)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
if (!useCoreContext)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
glDepthFunc(GL_LEQUAL);
@@ -837,8 +838,8 @@ bool COpenGLDriver::genericDriverInit()
// set the renderstates
setRenderStates3DMode();
if (!useCoreContext)
glAlphaFunc(GL_GREATER, 0.f);
if (!useCoreContext)
glAlphaFunc(GL_GREATER, 0.f);
// set fog mode
setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
@@ -885,6 +886,15 @@ void COpenGLDriver::createMaterialRenderers()
// add normal map renderers
s32 tmp = 0;
video::IMaterialRenderer* renderer = 0;
if (!useCoreContext)
{
renderer = new COpenGLNormalMapRenderer(this, tmp, MaterialRenderers[EMT_SOLID].Renderer);
renderer->drop();
renderer = new COpenGLNormalMapRenderer(this, tmp, MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer);
renderer->drop();
renderer = new COpenGLNormalMapRenderer(this, tmp, MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer);
renderer->drop();
}
// add parallax map renderers
renderer = new COpenGLParallaxMapRenderer(this, tmp, MaterialRenderers[EMT_SOLID].Renderer);
@@ -1025,29 +1035,31 @@ void COpenGLDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matri
case ETS_WORLD:
{
// OpenGL only has a model matrix, view and world is not existent. so lets fake these two.
if (!useCoreContext)
glMatrixMode(GL_MODELVIEW);
if (!useCoreContext)
glMatrixMode(GL_MODELVIEW);
// first load the viewing transformation for user clip planes
if (!useCoreContext)
glLoadMatrixf((Matrices[ETS_VIEW]).pointer());
if (!useCoreContext)
glLoadMatrixf((Matrices[ETS_VIEW]).pointer());
// we have to update the clip planes to the latest view matrix
for (u32 i=0; i<MaxUserClipPlanes; ++i)
{
if (UserClipPlanes[i].Enabled)
uploadClipPlane(i);
}
// now the real model-view matrix
if (!useCoreContext)
glMultMatrixf(Matrices[ETS_WORLD].pointer());
if (!useCoreContext)
glMultMatrixf(Matrices[ETS_WORLD].pointer());
}
break;
case ETS_PROJECTION:
{
if (!useCoreContext)
glMatrixMode(GL_PROJECTION);
if (!useCoreContext)
glLoadMatrixf(mat.pointer());
if (!useCoreContext)
glMatrixMode(GL_PROJECTION);
if (!useCoreContext)
glLoadMatrixf(mat.pointer());
}
break;
case ETS_COUNT:
@@ -1063,9 +1075,9 @@ void COpenGLDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matri
if (MultiTextureExtension)
extGlActiveTexture(GL_TEXTURE0_ARB + i);
if (!useCoreContext)
glMatrixMode(GL_TEXTURE);
if (!isRTT && mat.isIdentity() && !useCoreContext)
if (!useCoreContext)
glMatrixMode(GL_TEXTURE);
if (!isRTT && mat.isIdentity() && !useCoreContext)
glLoadIdentity();
else
{
@@ -1074,8 +1086,8 @@ void COpenGLDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matri
getGLTextureMatrix(glmat, mat * TextureFlipMatrix);
else
getGLTextureMatrix(glmat, mat);
if (!useCoreContext)
glLoadMatrixf(glmat);
if (!useCoreContext)
glLoadMatrixf(glmat);
}
break;
}
@@ -1846,8 +1858,8 @@ void COpenGLDriver::draw2DVertexPrimitiveList(const void* vertices, u32 vertexCo
if (!primitiveCount || !vertexCount)
return;
if (useCoreContext)
return;
if (useCoreContext)
return;
if (!checkPrimitiveCount(primitiveCount))
return;
@@ -2526,23 +2538,23 @@ bool COpenGLDriver::setActiveTexture(u32 stage, const video::ITexture* texture)
if (!texture)
{
if (!useCoreContext)
glDisable(GL_TEXTURE_2D);
if (!useCoreContext)
glDisable(GL_TEXTURE_2D);
return true;
}
else
{
if (texture->getDriverType() != EDT_OPENGL)
{
if (!useCoreContext)
glDisable(GL_TEXTURE_2D);
if (!useCoreContext)
glDisable(GL_TEXTURE_2D);
CurrentTexture.set(stage, 0);
os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR);
return false;
}
if (!useCoreContext)
glEnable(GL_TEXTURE_2D);
if (!useCoreContext)
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,
static_cast<const COpenGLTexture*>(texture)->getOpenGLTextureName());
}
@@ -2658,20 +2670,20 @@ void COpenGLDriver::setRenderStates3DMode()
{
// Reset Texture Stages
glDisable(GL_BLEND);
if (!useCoreContext)
glDisable(GL_ALPHA_TEST);
if (!useCoreContext)
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// switch back the matrices
if (!useCoreContext)
glMatrixMode(GL_MODELVIEW);
if (!useCoreContext)
glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer());
if (!useCoreContext)
glMatrixMode(GL_MODELVIEW);
if (!useCoreContext)
glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer());
if (!useCoreContext)
glMatrixMode(GL_PROJECTION);
if (!useCoreContext)
glLoadMatrixf(Matrices[ETS_PROJECTION].pointer());
if (!useCoreContext)
glMatrixMode(GL_PROJECTION);
if (!useCoreContext)
glLoadMatrixf(Matrices[ETS_PROJECTION].pointer());
ResetRenderStates = true;
#ifdef GL_EXT_clip_volume_hint
@@ -2838,27 +2850,27 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
glDisable(GL_COLOR_MATERIAL);
break;
case ECM_DIFFUSE:
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
break;
case ECM_AMBIENT:
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
break;
case ECM_EMISSIVE:
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
break;
case ECM_SPECULAR:
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
break;
case ECM_DIFFUSE_AND_AMBIENT:
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
break;
}
if (material.ColorMaterial != ECM_NONE && !useCoreContext)
if (material.ColorMaterial != ECM_NONE && !useCoreContext)
glEnable(GL_COLOR_MATERIAL);
}
@@ -2879,8 +2891,8 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
color[1] = material.AmbientColor.getGreen() * inv;
color[2] = material.AmbientColor.getBlue() * inv;
color[3] = material.AmbientColor.getAlpha() * inv;
if (!useCoreContext)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
if (!useCoreContext)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
}
if ((material.ColorMaterial != video::ECM_DIFFUSE) &&
@@ -2890,8 +2902,8 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
color[1] = material.DiffuseColor.getGreen() * inv;
color[2] = material.DiffuseColor.getBlue() * inv;
color[3] = material.DiffuseColor.getAlpha() * inv;
if (!useCoreContext)
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
if (!useCoreContext)
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
}
if (material.ColorMaterial != video::ECM_EMISSIVE)
@@ -2900,8 +2912,8 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
color[1] = material.EmissiveColor.getGreen() * inv;
color[2] = material.EmissiveColor.getBlue() * inv;
color[3] = material.EmissiveColor.getAlpha() * inv;
if (!useCoreContext)
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color);
if (!useCoreContext)
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color);
}
}
@@ -2913,14 +2925,14 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
GLfloat color[4]={0.f,0.f,0.f,1.f};
const f32 inv = 1.0f / 255.0f;
if (!useCoreContext)
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.Shininess);
if (!useCoreContext)
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.Shininess);
// disable Specular colors if no shininess is set
if ((material.Shininess != 0.0f) &&
(material.ColorMaterial != video::ECM_SPECULAR))
{
#ifdef GL_EXT_separate_specular_color
if (FeatureAvailable[IRR_EXT_separate_specular_color] && !useCoreContext)
if (FeatureAvailable[IRR_EXT_separate_specular_color] && !useCoreContext)
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
#endif
color[0] = material.SpecularColor.getRed() * inv;
@@ -2929,11 +2941,11 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
color[3] = material.SpecularColor.getAlpha() * inv;
}
#ifdef GL_EXT_separate_specular_color
else if (FeatureAvailable[IRR_EXT_separate_specular_color] && !useCoreContext)
else if (FeatureAvailable[IRR_EXT_separate_specular_color] && !useCoreContext)
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
#endif
if (!useCoreContext)
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
if (!useCoreContext)
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
}
// Texture filter
@@ -2987,18 +2999,18 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
// shademode
if (resetAllRenderStates || (lastmaterial.GouraudShading != material.GouraudShading))
{
if (material.GouraudShading && !useCoreContext)
if (material.GouraudShading && !useCoreContext)
glShadeModel(GL_SMOOTH);
else if (!useCoreContext)
else if (!useCoreContext)
glShadeModel(GL_FLAT);
}
// lighting
if (resetAllRenderStates || (lastmaterial.Lighting != material.Lighting))
{
if (material.Lighting && !useCoreContext)
if (material.Lighting && !useCoreContext)
glEnable(GL_LIGHTING);
else if (!useCoreContext)
else if (!useCoreContext)
glDisable(GL_LIGHTING);
}
@@ -3079,18 +3091,18 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
// fog
if (resetAllRenderStates || lastmaterial.FogEnable != material.FogEnable)
{
if (material.FogEnable && !useCoreContext)
if (material.FogEnable && !useCoreContext)
glEnable(GL_FOG);
else if (!useCoreContext)
else if (!useCoreContext)
glDisable(GL_FOG);
}
// normalization
if (resetAllRenderStates || lastmaterial.NormalizeNormals != material.NormalizeNormals)
{
if (material.NormalizeNormals && !useCoreContext)
if (material.NormalizeNormals && !useCoreContext)
glEnable(GL_NORMALIZE);
else if (!useCoreContext)
else if (!useCoreContext)
glDisable(GL_NORMALIZE);
}
@@ -3470,9 +3482,11 @@ const wchar_t* COpenGLDriver::getName() const
//! deletes all dynamic lights there are
void COpenGLDriver::deleteAllDynamicLights()
{
if (!useCoreContext)
for (s32 i=0; i<MaxLights; ++i)
glDisable(GL_LIGHT0 + i);
if (!useCoreContext)
{
for (s32 i=0; i<MaxLights; ++i)
glDisable(GL_LIGHT0 + i);
}
RequestedLights.clear();
@@ -3645,8 +3659,8 @@ u32 COpenGLDriver::getMaximalDynamicLightAmount() const
void COpenGLDriver::setAmbientLight(const SColorf& color)
{
GLfloat data[4] = {color.r, color.g, color.b, color.a};
if (!useCoreContext)
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, data);
if (!useCoreContext)
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, data);
}
@@ -3877,42 +3891,42 @@ void COpenGLDriver::setFog(SColor c, E_FOG_TYPE fogType, f32 start,
{
CNullDriver::setFog(c, fogType, start, end, density, pixelFog, rangeFog);
if (!useCoreContext)
glFogf(GL_FOG_MODE, GLfloat((fogType==EFT_FOG_LINEAR)? GL_LINEAR : (fogType==EFT_FOG_EXP)?GL_EXP:GL_EXP2));
if (!useCoreContext)
glFogf(GL_FOG_MODE, GLfloat((fogType==EFT_FOG_LINEAR)? GL_LINEAR : (fogType==EFT_FOG_EXP)?GL_EXP:GL_EXP2));
#ifdef GL_EXT_fog_coord
if (FeatureAvailable[IRR_EXT_fog_coord] && !useCoreContext)
if (FeatureAvailable[IRR_EXT_fog_coord] && !useCoreContext)
glFogi(GL_FOG_COORDINATE_SOURCE, GL_FRAGMENT_DEPTH);
#endif
#ifdef GL_NV_fog_distance
if (FeatureAvailable[IRR_NV_fog_distance])
{
if (rangeFog && !useCoreContext)
if (rangeFog && !useCoreContext)
glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
else if (!useCoreContext)
else if (!useCoreContext)
glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
}
#endif
if (fogType==EFT_FOG_LINEAR)
{
if (!useCoreContext)
glFogf(GL_FOG_START, start);
if (!useCoreContext)
glFogf(GL_FOG_END, end);
if (!useCoreContext)
glFogf(GL_FOG_START, start);
if (!useCoreContext)
glFogf(GL_FOG_END, end);
}
else if (!useCoreContext)
else if (!useCoreContext)
glFogf(GL_FOG_DENSITY, density);
if (pixelFog && !useCoreContext)
if (pixelFog && !useCoreContext)
glHint(GL_FOG_HINT, GL_NICEST);
else if (!useCoreContext)
else if (!useCoreContext)
glHint(GL_FOG_HINT, GL_FASTEST);
SColorf color(c);
GLfloat data[4] = {color.r, color.g, color.b, color.a};
if (!useCoreContext)
glFogfv(GL_FOG_COLOR, data);
if (!useCoreContext)
glFogfv(GL_FOG_COLOR, data);
}

View File

@@ -0,0 +1,291 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "COpenGLNormalMapRenderer.h"
#include "IGPUProgrammingServices.h"
#include "IShaderConstantSetCallBack.h"
#include "IVideoDriver.h"
#include "os.h"
#include "COpenGLDriver.h"
namespace irr
{
namespace video
{
// Irrlicht Engine OpenGL render path normal map vertex shader
// I guess it could be optimized a lot, because I wrote it in D3D ASM and
// transferred it 1:1 to OpenGL
const char OPENGL_NORMAL_MAP_VSH[] =
"!!ARBvp1.0\n"\
"#input\n"\
"# 0-3: transposed world matrix;\n"\
"#;12: Light01 position \n"\
"#;13: x,y,z: Light01 color; .w: 1/LightRadius^2 \n"\
"#;14: Light02 position \n"\
"#;15: x,y,z: Light02 color; .w: 1/LightRadius^2 \n"\
"\n"\
"ATTRIB InPos = vertex.position;\n"\
"ATTRIB InColor = vertex.color;\n"\
"ATTRIB InNormal = vertex.normal;\n"\
"ATTRIB InTexCoord = vertex.texcoord[0];\n"\
"ATTRIB InTangent = vertex.texcoord[1];\n"\
"ATTRIB InBinormal = vertex.texcoord[2];\n"\
"\n"\
"#output\n"\
"OUTPUT OutPos = result.position;\n"\
"OUTPUT OutLightColor1 = result.color.primary;\n"\
"OUTPUT OutLightColor2 = result.color.secondary;\n"\
"OUTPUT OutTexCoord = result.texcoord[0];\n"\
"OUTPUT OutLightVector1 = result.texcoord[1];\n"\
"OUTPUT OutLightVector2 = result.texcoord[2];\n"\
"\n"\
"PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.\n"\
"TEMP Temp;\n"\
"TEMP TempColor;\n"\
"TEMP TempLightVector1;\n"\
"TEMP TempLightVector2;\n"\
"TEMP TempTransLightV1;\n"\
"TEMP TempTransLightV2;\n"\
"\n"\
"# transform position to clip space \n"\
"DP4 OutPos.x, MVP[0], InPos;\n"\
"DP4 OutPos.y, MVP[1], InPos;\n"\
"DP4 Temp.z, MVP[2], InPos;\n"\
"DP4 OutPos.w, MVP[3], InPos;\n"\
"MOV OutPos.z, Temp.z;\n"\
"MOV result.fogcoord.x, Temp.z;\n"\
"\n"\
"# vertex - lightpositions \n"\
"SUB TempLightVector1, program.local[12], InPos; \n"\
"SUB TempLightVector2, program.local[14], InPos; \n"\
"\n"\
"# transform the light vector 1 with U, V, W \n"\
"DP3 TempTransLightV1.x, InTangent, TempLightVector1; \n"\
"DP3 TempTransLightV1.y, InBinormal, TempLightVector1; \n"\
"DP3 TempTransLightV1.z, InNormal, TempLightVector1; \n"\
"\n"\
"# transform the light vector 2 with U, V, W \n"\
"DP3 TempTransLightV2.x, InTangent, TempLightVector2; \n"\
"DP3 TempTransLightV2.y, InBinormal, TempLightVector2; \n"\
"DP3 TempTransLightV2.z, InNormal, TempLightVector2; \n"\
"\n"\
"# normalize light vector 1 \n"\
"DP3 TempTransLightV1.w, TempTransLightV1, TempTransLightV1; \n"\
"RSQ TempTransLightV1.w, TempTransLightV1.w; \n"\
"MUL TempTransLightV1, TempTransLightV1, TempTransLightV1.w;\n"\
"\n"\
"# normalize light vector 2 \n"\
"DP3 TempTransLightV2.w, TempTransLightV2, TempTransLightV2; \n"\
"RSQ TempTransLightV2.w, TempTransLightV2.w; \n"\
"MUL TempTransLightV2, TempTransLightV2, TempTransLightV2.w;\n"\
"\n"\
"\n"\
"# move light vectors out\n"\
"MAD OutLightVector1, TempTransLightV1, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
"MAD OutLightVector2, TempTransLightV2, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
"\n"\
"# calculate attenuation of light 1\n"\
"MOV TempLightVector1.w, {0,0,0,0}; \n"\
"DP3 TempLightVector1.x, TempLightVector1, TempLightVector1; \n"\
"MUL TempLightVector1.x, TempLightVector1.x, program.local[13].w; \n"\
"RSQ TempLightVector1, TempLightVector1.x; \n"\
"MUL OutLightColor1, TempLightVector1, program.local[13]; # resulting light color = lightcolor * attenuation \n"\
"\n"\
"# calculate attenuation of light 2\n"\
"MOV TempLightVector2.w, {0,0,0,0}; \n"\
"DP3 TempLightVector2.x, TempLightVector2, TempLightVector2; \n"\
"MUL TempLightVector2.x, TempLightVector2.x, program.local[15].w; \n"\
"RSQ TempLightVector2, TempLightVector2.x; \n"\
"MUL OutLightColor2, TempLightVector2, program.local[15]; # resulting light color = lightcolor * attenuation \n"\
"\n"\
"# move out texture coordinates and original alpha value\n"\
"MOV OutTexCoord, InTexCoord; \n"\
"MOV OutLightColor1.w, InColor.w; \n"\
"\n"\
"END\n";
// Irrlicht Engine OpenGL render path normal map pixel shader
// I guess it could be optimized a bit, because I wrote it in D3D ASM and
// transfered it 1:1 to OpenGL
const char OPENGL_NORMAL_MAP_PSH[] =
"!!ARBfp1.0\n"\
"#_IRR_FOG_MODE_\n"\
"\n"\
"#Input\n"\
"ATTRIB inTexCoord = fragment.texcoord[0]; \n"\
"ATTRIB light1Vector = fragment.texcoord[1]; \n"\
"ATTRIB light2Vector = fragment.texcoord[2]; \n"\
"ATTRIB light1Color = fragment.color.primary; \n"\
"ATTRIB light2Color = fragment.color.secondary; \n"\
"\n"\
"#Output\n"\
"OUTPUT outColor = result.color;\n"\
"TEMP temp;\n"\
"TEMP temp2;\n"\
"TEMP colorMapColor;\n"\
"TEMP normalMapColor;\n"\
"\n"\
"# fetch color and normal map; \n"\
"TXP colorMapColor, inTexCoord, texture[0], 2D; \n"\
"TXP normalMapColor, inTexCoord, texture[1], 2D; \n"\
"\n"\
"# calculate color of light1; \n"\
"MAD normalMapColor, normalMapColor, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
"MAD temp, light1Vector, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
"DP3_SAT temp, normalMapColor, temp; \n"\
"MUL temp, light1Color, temp; \n"\
"\n"\
"# calculate color of light2; \n"\
"MAD temp2, light2Vector, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
"DP3_SAT temp2, normalMapColor, temp2; \n"\
"MAD temp, light2Color, temp2, temp; \n"\
"\n"\
"# luminance * base color; \n"\
"MUL outColor, temp, colorMapColor; \n"\
"MOV outColor.a, light1Color.a; #write interpolated vertex alpha value\n"\
"\n"\
"END\n";
//! Constructor
COpenGLNormalMapRenderer::COpenGLNormalMapRenderer(video::COpenGLDriver* driver,
s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial)
: COpenGLShaderMaterialRenderer(driver, 0, baseMaterial), CompiledShaders(true)
{
#ifdef _DEBUG
setDebugName("COpenGLNormalMapRenderer");
#endif
// set this as callback. We could have done this in
// the initialization list, but some compilers don't like it.
CallBack = this;
// basically, this thing simply compiles the hardcoded shaders if the
// hardware is able to do them, otherwise it maps to the base material
if (!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) ||
!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
{
// this hardware is not able to do shaders. Fall back to
// base material.
outMaterialTypeNr = driver->addMaterialRenderer(this);
return;
}
// check if already compiled normal map shaders are there.
video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_NORMAL_MAP_SOLID);
if (renderer)
{
// use the already compiled shaders
video::COpenGLNormalMapRenderer* nmr = reinterpret_cast<video::COpenGLNormalMapRenderer*>(renderer);
CompiledShaders = false;
VertexShader = nmr->VertexShader;
PixelShader = nmr->PixelShader;
outMaterialTypeNr = driver->addMaterialRenderer(this);
}
else
{
// compile shaders on our own
init(outMaterialTypeNr, OPENGL_NORMAL_MAP_VSH, OPENGL_NORMAL_MAP_PSH, EVT_TANGENTS);
}
// fallback if compilation has failed
if (-1==outMaterialTypeNr)
outMaterialTypeNr = driver->addMaterialRenderer(this);
}
//! Destructor
COpenGLNormalMapRenderer::~COpenGLNormalMapRenderer()
{
if (CallBack == this)
CallBack = 0;
if (!CompiledShaders)
{
// prevent this from deleting shaders we did not create
VertexShader = 0;
PixelShader.clear();
}
}
//! Returns the render capability of the material.
s32 COpenGLNormalMapRenderer::getRenderCapability() const
{
if (Driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) &&
Driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
return 0;
return 1;
}
//! Called by the engine when the vertex and/or pixel shader constants for an
//! material renderer should be set.
void COpenGLNormalMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
// set transposed world matrix
const core::matrix4& tWorld = driver->getTransform(video::ETS_WORLD).getTransposed();
services->setVertexShaderConstant(tWorld.pointer(), 0, 4);
// set transposed worldViewProj matrix
core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
core::matrix4 tr(worldViewProj.getTransposed());
services->setVertexShaderConstant(tr.pointer(), 8, 4);
// here we fetch the fixed function lights from the driver
// and set them as constants
u32 cnt = driver->getDynamicLightCount();
// Load the inverse world matrix.
core::matrix4 invWorldMat;
driver->getTransform(video::ETS_WORLD).getInverse(invWorldMat);
for (u32 i=0; i<2; ++i)
{
video::SLight light;
if (i<cnt)
light = driver->getDynamicLight(i);
else
{
light.DiffuseColor.set(0,0,0); // make light dark
light.Radius = 1.0f;
}
light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation
// Transform the light by the inverse world matrix to get it into object space.
invWorldMat.transformVect(light.Position);
services->setVertexShaderConstant(
reinterpret_cast<const f32*>(&light.Position), 12+(i*2), 1);
services->setVertexShaderConstant(
reinterpret_cast<const f32*>(&light.DiffuseColor), 13+(i*2), 1);
}
}
} // end namespace video
} // end namespace irr
#endif

View File

@@ -0,0 +1,49 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_OPENGL_NORMAL_MAP_RENDERER_H_INCLUDED__
#define __C_OPENGL_NORMAL_MAP_RENDERER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "COpenGLShaderMaterialRenderer.h"
#include "IShaderConstantSetCallBack.h"
namespace irr
{
namespace video
{
//! Class for rendering normal maps with OpenGL
class COpenGLNormalMapRenderer : public COpenGLShaderMaterialRenderer, public IShaderConstantSetCallBack
{
public:
//! Constructor
COpenGLNormalMapRenderer(video::COpenGLDriver* driver,
s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial);
//! Destructor
~COpenGLNormalMapRenderer();
//! Called by the engine when the vertex and/or pixel shader constants for an
//! material renderer should be set.
virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);
//! Returns the render capability of the material.
virtual s32 getRenderCapability() const;
protected:
bool CompiledShaders;
};
} // end namespace video
} // end namespace irr
#endif
#endif

View File

@@ -114,10 +114,12 @@ CBillboardTextSceneNode::CBillboardTextSceneNode(ISceneNode* parent, ISceneManag
{
Font = (gui::IGUIFontBitmap*)font;
Font->grab();
u32 texture_count = Font->addLazyLoadCharacters(text);
_IRR_DEBUG_BREAK_IF(texture_count==0);
// mesh with one buffer per texture
Mesh = new SMesh();
for (u32 i=0; i<Font->getSpriteBank()->getTextureCount(); ++i)
for (u32 i=0; i<texture_count; ++i)
{
SMeshBuffer *mb = new SMeshBuffer();
mb->Material = Material;

View File

@@ -400,13 +400,13 @@ namespace UserConfigParams
"Enable multitouch support.") );
PARAM_PREFIX FloatUserConfigParam m_multitouch_deadzone_center
PARAM_DEFAULT( FloatUserConfigParam(0.15f, "multitouch_deadzone_center",
PARAM_DEFAULT( FloatUserConfigParam(0.1f, "multitouch_deadzone_center",
&m_multitouch_group,
"A parameter in range [0, 0.5] that determines the zone that is "
"considered as centered in steering button."));
PARAM_PREFIX FloatUserConfigParam m_multitouch_deadzone_edge
PARAM_DEFAULT( FloatUserConfigParam(0.15f, "multitouch_deadzone_edge",
PARAM_DEFAULT( FloatUserConfigParam(0.25f, "multitouch_deadzone_edge",
&m_multitouch_group,
"A parameter in range [0, 0.5] that determines the zone that is "
"considered as max value in steering button."));

View File

@@ -29,8 +29,6 @@ class FaceTTF;
class DigitFace : public FontWithFace
{
private:
virtual bool supportLazyLoadChar() const OVERRIDE { return false; }
// ------------------------------------------------------------------------
virtual unsigned int getGlyphPageSize() const OVERRIDE { return 256; }
// ------------------------------------------------------------------------
virtual float getScalingFactorOne() const OVERRIDE { return 0.7f; }
@@ -45,6 +43,8 @@ public:
virtual void init() OVERRIDE;
// ------------------------------------------------------------------------
virtual void reset() OVERRIDE;
// ------------------------------------------------------------------------
virtual bool supportLazyLoadChar() const OVERRIDE { return false; }
}; // DigitFace

View File

@@ -92,39 +92,6 @@ protected:
/** Used in top side bearing calculation. */
int m_glyph_max_height;
// ------------------------------------------------------------------------
/** Check characters to see if they are loaded in font, if not load them.
* For font that doesn't need lazy loading, nothing will be done.
* \param in_ptr Characters to check.
* \param first_load If true, it will ignore \ref supportLazyLoadChar,
* which is called in \ref reset. */
void insertCharacters(const wchar_t* in_ptr, bool first_load = false)
{
if (!supportLazyLoadChar() && !first_load) return;
for (const wchar_t* p = in_ptr; *p; ++p)
{
if (*p == L'\r' || *p == L'\n' || *p < (wchar_t)32)
continue;
if (!loadedChar(*p))
{
loadGlyphInfo(*p);
if (supportChar(*p))
addLazyLoadChar(*p);
else if (m_fallback_font != NULL)
{
if (!m_fallback_font->loadedChar(*p))
{
m_fallback_font->loadGlyphInfo(*p);
if (m_fallback_font->supportChar(*p))
m_fallback_font->addLazyLoadChar(*p);
}
}
}
}
}
// ------------------------------------------------------------------------
void updateCharactersList();
// ------------------------------------------------------------------------
/** Set the fallback font for this font, so if some character is missing in
* this font, it will use that fallback font to try rendering it.
@@ -239,8 +206,6 @@ private:
// ------------------------------------------------------------------------
void loadGlyphInfo(wchar_t c);
// ------------------------------------------------------------------------
void createNewGlyphPage();
// ------------------------------------------------------------------------
/** Add a character into \ref m_new_char_holder for lazy loading later. */
void addLazyLoadChar(wchar_t c) { m_new_char_holder.insert(c); }
// ------------------------------------------------------------------------
@@ -248,9 +213,6 @@ private:
// ------------------------------------------------------------------------
void setDPI();
// ------------------------------------------------------------------------
/** Override it if sub-class should not do lazy loading characters. */
virtual bool supportLazyLoadChar() const { return true; }
// ------------------------------------------------------------------------
/** Defined by sub-class about the texture size of glyph page, it should be
* a power of two. */
virtual unsigned int getGlyphPageSize() const = 0;
@@ -304,6 +266,44 @@ public:
// ------------------------------------------------------------------------
/** Return the dpi of this face. */
unsigned int getDPI() const { return m_face_dpi; }
// ------------------------------------------------------------------------
/** Override it if sub-class should not do lazy loading characters. */
virtual bool supportLazyLoadChar() const { return true; }
// ------------------------------------------------------------------------
/** Check characters to see if they are loaded in font, if not load them.
* For font that doesn't need lazy loading, nothing will be done.
* \param in_ptr Characters to check.
* \param first_load If true, it will ignore \ref supportLazyLoadChar,
* which is called in \ref reset. */
void insertCharacters(const wchar_t* in_ptr, bool first_load = false)
{
if (!supportLazyLoadChar() && !first_load) return;
for (const wchar_t* p = in_ptr; *p; ++p)
{
if (*p == L'\r' || *p == L'\n' || *p < (wchar_t)32)
continue;
if (!loadedChar(*p))
{
loadGlyphInfo(*p);
if (supportChar(*p))
addLazyLoadChar(*p);
else if (m_fallback_font != NULL)
{
if (!m_fallback_font->loadedChar(*p))
{
m_fallback_font->loadGlyphInfo(*p);
if (m_fallback_font->supportChar(*p))
m_fallback_font->addLazyLoadChar(*p);
}
}
}
}
}
// ------------------------------------------------------------------------
void updateCharactersList();
// ------------------------------------------------------------------------
void createNewGlyphPage();
}; // FontWithFace

View File

@@ -50,8 +50,9 @@ void DrawCalls::clearLists()
{
ListBlendTransparent::getInstance()->clear();
ListAdditiveTransparent::getInstance()->clear();
ListGhostKart::getInstance()->clear();
ListGhostKartTangents::getInstance()->clear();
ListTranslucentStandard::getInstance()->clear();
ListTranslucentTangents::getInstance()->clear();
ListTranslucent2TCoords::getInstance()->clear();
ListBlendTransparentFog::getInstance()->clear();
ListAdditiveTransparentFog::getInstance()->clear();
ListDisplacement::getInstance()->clear();
@@ -175,10 +176,12 @@ void DrawCalls::handleSTKCommon(scene::ISceneNode *Node,
custom_alpha = y > 128.0f ? 0.5f : 0.35f;
}
for (GLMesh *mesh : node->TransparentMesh[TM_GHOST_KART])
pushVector(ListGhostKart::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix, custom_alpha);
for (GLMesh *mesh : node->TransparentMesh[TM_GHOST_KART_TANGENTS])
pushVector(ListGhostKartTangents::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix, custom_alpha);
for (GLMesh *mesh : node->TransparentMesh[TM_TRANSLUCENT_STD])
pushVector(ListTranslucentStandard::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix, custom_alpha);
for (GLMesh *mesh : node->TransparentMesh[TM_TRANSLUCENT_TAN])
pushVector(ListTranslucentTangents::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix, custom_alpha);
for (GLMesh *mesh : node->TransparentMesh[TM_TRANSLUCENT_2TC])
pushVector(ListTranslucent2TCoords::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix, custom_alpha);
for (GLMesh *mesh : node->TransparentMesh[TM_DISPLACEMENT])
pushVector(ListDisplacement::getInstance(), mesh, Node->getAbsoluteTransformation());

View File

@@ -250,11 +250,15 @@ void AbstractGeometryPasses::renderTransparent(const DrawCalls& draw_calls,
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
renderTransparenPass<Shaders::TransparentShader, video::EVT_STANDARD, 3, 2, 1>(
TexUnits(RenderGeometry::TexUnit(0, true)),
ListGhostKart::getInstance());
ListTranslucentStandard::getInstance());
renderTransparenPass<Shaders::TransparentShader, video::EVT_TANGENTS, 3, 2, 1>(
TexUnits(RenderGeometry::TexUnit(0, true)),
ListGhostKartTangents::getInstance());
ListTranslucentTangents::getInstance());
renderTransparenPass<Shaders::TransparentShader, video::EVT_2TCOORDS, 3, 2, 1>(
TexUnits(RenderGeometry::TexUnit(0, true)),
ListTranslucent2TCoords::getInstance());
glDepthMask(GL_FALSE);
glDisable(GL_CULL_FACE);

View File

@@ -2196,9 +2196,11 @@ scene::ISceneNode *IrrDriver::addLight(const core::vector3df &pos,
}
else
{
return m_scene_manager
scene::ILightSceneNode* light = m_scene_manager
->addLightSceneNode(m_scene_manager->getRootSceneNode(),
pos, video::SColorf(1.0f, r, g, b));
light->setRadius(radius);
return light;
}
} // addLight

View File

@@ -17,6 +17,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "graphics/camera.hpp"
#include "graphics/central_settings.hpp"
#include "graphics/irr_driver.hpp"
#include "graphics/lod_node.hpp"
#include "graphics/material_manager.hpp"
@@ -253,6 +254,14 @@ void LODNode::OnRegisterSceneNode()
m_previous_visibility = (shown ? WAS_SHOWN : WAS_HIDDEN);
m_last_tick = now;
if (!CVS->isGLSL())
{
for (core::list<ISceneNode*>::Iterator it = Children.begin();
it != Children.end(); it++)
{
(*it)->updateAbsolutePosition();
}
}
scene::ISceneNode::OnRegisterSceneNode();
}

View File

@@ -427,9 +427,18 @@ int ParticleEmitter::getCreationRate()
*/
void ParticleEmitter::setPosition(const Vec3 &pos)
{
m_node->setPosition(pos.toIrrVector());
m_node->setPosition(pos.toIrrVector());
} // setPosition
//-----------------------------------------------------------------------------
/** Sets the rotation of the particle emitter.
* \param pos The rotation for the particle emitter.
*/
void ParticleEmitter::setRotation(const Vec3 &rot)
{
m_node->setRotation(rot.toIrrVector());
} // setRotation
//-----------------------------------------------------------------------------
void ParticleEmitter::clearParticles()
@@ -512,14 +521,6 @@ void ParticleEmitter::setParticleType(const ParticleKind* type)
m_node->setMaterialTexture(0, material->getTexture());
mat0.ZWriteEnable = !material->isTransparent(); // disable z-buffer writes if material is transparent
// fallback for old render engine
if (material->getShaderType() == Material::SHADERTYPE_ADDITIVE)
mat0.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
else if (material->getShaderType() == Material::SHADERTYPE_ALPHA_BLEND)
mat0.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
else if (material->getShaderType() == Material::SHADERTYPE_ALPHA_TEST)
mat0.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
}
else
{

View File

@@ -94,6 +94,7 @@ public:
int getCreationRate();
void setPosition(const Vec3 &pos);
void setRotation(const Vec3 &rot);
const ParticleKind* getParticlesInfo() const { return m_particle_type; }

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@@ -170,9 +170,9 @@ void STKAnimatedMesh::updateNoGL()
else if (mesh.m_render_info != NULL && mesh.m_render_info->isTransparent())
{
if (mesh.VAOType == video::EVT_TANGENTS)
TransparentMesh[TM_GHOST_KART_TANGENTS].push_back(&mesh);
TransparentMesh[TM_TRANSLUCENT_TAN].push_back(&mesh);
else
TransparentMesh[TM_GHOST_KART].push_back(&mesh);
TransparentMesh[TM_TRANSLUCENT_STD].push_back(&mesh);
}
else
{

View File

@@ -57,7 +57,12 @@ TransparentMaterial getTransparentMaterialFromType(video::E_MATERIAL_TYPE type,
Material* material)
{
if (type == Shaders::getShader(ES_DISPLACE))
return TM_DISPLACEMENT;
{
if (CVS->isDefferedEnabled())
return TM_DISPLACEMENT;
else
return TM_TRANSLUCENT_2TC;
}
if (material->getShaderType() == Material::SHADERTYPE_ADDITIVE)
return TM_ADDITIVE;
return TM_DEFAULT;

View File

@@ -37,8 +37,9 @@ enum TransparentMaterial
TM_DEFAULT,
TM_ADDITIVE,
TM_DISPLACEMENT,
TM_GHOST_KART,
TM_GHOST_KART_TANGENTS,
TM_TRANSLUCENT_STD,
TM_TRANSLUCENT_TAN,
TM_TRANSLUCENT_2TC,
TM_COUNT
}; // TransparentMaterial
@@ -169,13 +170,19 @@ class ListAdditiveTransparent : public MiscList<ListAdditiveTransparent,
{};
// ----------------------------------------------------------------------------
class ListGhostKart : public MiscList<ListGhostKart,
class ListTranslucentStandard : public MiscList<ListTranslucentStandard,
GLMesh *, core::matrix4,
core::matrix4, float>
{};
// ----------------------------------------------------------------------------
class ListGhostKartTangents : public MiscList<ListGhostKartTangents,
class ListTranslucentTangents : public MiscList<ListTranslucentTangents,
GLMesh *, core::matrix4,
core::matrix4, float>
{};
// ----------------------------------------------------------------------------
class ListTranslucent2TCoords : public MiscList<ListTranslucent2TCoords,
GLMesh *, core::matrix4,
core::matrix4, float>
{};

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@@ -209,9 +209,9 @@ void STKMeshSceneNode::updateNoGL()
{
assert(!immediate_draw);
if (mesh.VAOType == video::EVT_TANGENTS)
TransparentMesh[TM_GHOST_KART_TANGENTS].push_back(&mesh);
TransparentMesh[TM_TRANSLUCENT_TAN].push_back(&mesh);
else
TransparentMesh[TM_GHOST_KART].push_back(&mesh);
TransparentMesh[TM_TRANSLUCENT_STD].push_back(&mesh);
}
else if (rnd->isTransparent())
{

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@@ -125,5 +125,33 @@ u32 ScalableFont::getSpriteNoFromChar(const wchar_t *c) const
return area.spriteno;
} // getSpriteNoFromChar
// ------------------------------------------------------------------------
u32 ScalableFont::addLazyLoadCharacters(const wchar_t *c)
{
IGUISpriteBank* sp = m_face->getSpriteBank();
u32 tex_count = sp->getTextureCount();
if (!m_face->supportLazyLoadChar()) return tex_count;
m_face->insertCharacters(c);
m_face->updateCharactersList();
// Make sure text of billboard wasn't located in the last texture
for (const wchar_t p = *c; *c; c++)
{
const core::array<SGUISprite>& s = sp->getSprites();
const FontWithFace::FontArea& area =
m_face->getAreaFromCharacter(p, NULL/*fallback_font*/);
u32 cur_tex_no = s[area.spriteno].Frames[0].textureNumber;
if (cur_tex_no == (tex_count -1))
{
m_face->createNewGlyphPage();
return tex_count;
}
}
return tex_count -1;
} // addLazyLoadCharacters
} // end namespace gui
} // end namespace irr

View File

@@ -86,6 +86,8 @@ public:
/** returns the sprite number from a given character */
virtual u32 getSpriteNoFromChar(const wchar_t *c) const;
// ------------------------------------------------------------------------
virtual u32 addLazyLoadCharacters(const wchar_t *s);
// ------------------------------------------------------------------------
// Below is not used:
/** set an Pixel Offset on Drawing ( scale position on width ) */
virtual void setKerningWidth (s32 kerning) {}

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@@ -104,7 +104,7 @@ CGUIEditBox::~CGUIEditBox()
if (Operator)
Operator->drop();
#ifdef _IRR_COMPILE_WITH_X11_
#ifdef _IRR_COMPILE_WITH_X11_DEVICE_
CIrrDeviceLinux* dl = dynamic_cast<CIrrDeviceLinux*>(irr_driver->getDevice());
dl->setIMEEnable(false);
#endif
@@ -248,12 +248,12 @@ bool CGUIEditBox::OnEvent(const SEvent& event)
MouseMarking = false;
setTextMarkers(0,0);
}
#ifdef _IRR_COMPILE_WITH_X11_
#ifdef _IRR_COMPILE_WITH_X11_DEVICE_
CIrrDeviceLinux* dl = dynamic_cast<CIrrDeviceLinux*>(irr_driver->getDevice());
dl->setIMEEnable(false);
#endif
}
#ifdef _IRR_COMPILE_WITH_X11_
#ifdef _IRR_COMPILE_WITH_X11_DEVICE_
else if (event.GUIEvent.EventType == EGET_ELEMENT_FOCUSED)
{
CIrrDeviceLinux* dl = dynamic_cast<CIrrDeviceLinux*>(irr_driver->getDevice());
@@ -872,7 +872,7 @@ bool CGUIEditBox::processIMEEvent(const SEvent& event)
}
#endif
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_)
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_)
//! calculate the position of input composition window
core::position2di CGUIEditBox::calculateICPos()
{
@@ -1609,7 +1609,7 @@ void CGUIEditBox::calculateScrollPos()
VScrollPos = 0;
// todo: adjust scrollbar
#if defined(_IRR_COMPILE_WITH_X11_)
#if defined(_IRR_COMPILE_WITH_X11_DEVICE_)
CIrrDeviceLinux* dl = dynamic_cast<CIrrDeviceLinux*>(irr_driver->getDevice());
if (dl)
{

View File

@@ -140,7 +140,7 @@ using namespace gui;
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_)
bool processIMEEvent(const SEvent& event);
#endif
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_)
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_)
//! calculates the input composition position
core::position2di calculateICPos();
#endif

View File

@@ -182,7 +182,6 @@ void MultitouchDevice::updateDeviceState(unsigned int event_id)
button->event_id = 0;
button->axis_x = 0.0f;
button->axis_y = 0.0f;
update_controls = true;
}
}
else
@@ -211,10 +210,11 @@ void MultitouchDevice::updateDeviceState(unsigned int event_id)
update_controls = true;
}
}
else if (prev_button_state != button->pressed)
{
update_controls = true;
}
}
if (prev_button_state != button->pressed)
{
update_controls = true;
}
if (update_controls)
@@ -225,6 +225,21 @@ void MultitouchDevice::updateDeviceState(unsigned int event_id)
}
} // updateDeviceState
// ----------------------------------------------------------------------------
/** Helper function that returns a steering factor for steering button.
* \param value The axis value from 0 to 1.
*/
float MultitouchDevice::getSteeringFactor(float value)
{
if (m_deadzone_edge + m_deadzone_center >= 1.0f)
return 1.0f;
assert(m_deadzone_edge + m_deadzone_center != 1.0f);
return std::min((value - m_deadzone_center) / (1.0f - m_deadzone_edge -
m_deadzone_center), 1.0f);
}
// ----------------------------------------------------------------------------
/** Sends proper action for player controller depending on the button type
* and state.
@@ -255,18 +270,14 @@ void MultitouchDevice::handleControls(MultitouchButton* button)
if (button->type == MultitouchButtonType::BUTTON_STEERING)
{
assert(m_deadzone_edge != 1.0f);
if (button->axis_y < -m_deadzone_center)
{
float factor = std::min(std::abs(button->axis_y) / (1 -
m_deadzone_edge), 1.0f);
float factor = getSteeringFactor(std::abs(button->axis_y));
controller->action(PA_ACCEL, factor * Input::MAX_VALUE);
}
else if (button->axis_y > m_deadzone_center)
{
float factor = std::min(std::abs(button->axis_y) / (1 -
m_deadzone_edge), 1.0f);
float factor = getSteeringFactor(std::abs(button->axis_y));
controller->action(PA_BRAKE, factor * Input::MAX_VALUE);
}
else
@@ -277,14 +288,12 @@ void MultitouchDevice::handleControls(MultitouchButton* button)
if (button->axis_x < -m_deadzone_center)
{
float factor = std::min(std::abs(button->axis_x) / (1 -
m_deadzone_edge), 1.0f);
float factor = getSteeringFactor(std::abs(button->axis_x));
controller->action(PA_STEER_LEFT, factor * Input::MAX_VALUE);
}
else if (button->axis_x > m_deadzone_center)
{
float factor = std::min(std::abs(button->axis_x) / (1 -
m_deadzone_edge), 1.0f);
float factor = getSteeringFactor(std::abs(button->axis_x));
controller->action(PA_STEER_RIGHT, factor * Input::MAX_VALUE);
}
else

View File

@@ -77,6 +77,8 @@ private:
/** The parameter that is used for steering button and determines dead area
* at the edge of button */
float m_deadzone_edge;
float getSteeringFactor(float value);
public:
/** The array that contains data for all multitouch input events */

View File

@@ -25,6 +25,8 @@
#include "config/user_config.hpp"
#include "graphics/camera.hpp"
#include "graphics/irr_driver.hpp"
#include "graphics/particle_emitter.hpp"
#include "graphics/particle_kind.hpp"
#include "input/input_manager.hpp"
#include "items/attachment.hpp"
#include "items/item.hpp"
@@ -39,6 +41,7 @@
#include "network/race_event_manager.hpp"
#include "race/history.hpp"
#include "states_screens/race_gui_base.hpp"
#include "tracks/track.hpp"
#include "utils/constants.hpp"
#include "utils/log.hpp"
#include "utils/translation.hpp"
@@ -52,7 +55,7 @@
*/
LocalPlayerController::LocalPlayerController(AbstractKart *kart,
StateManager::ActivePlayer *player)
: PlayerController(kart)
: PlayerController(kart), m_sky_particles_emitter(NULL)
{
m_player = player;
if(player)
@@ -67,6 +70,25 @@ LocalPlayerController::LocalPlayerController(AbstractKart *kart,
m_ugh_sound = SFXManager::get()->createSoundSource("ugh");
m_grab_sound = SFXManager::get()->createSoundSource("grab_collectable");
m_full_sound = SFXManager::get()->createSoundSource("energy_bar_full");
// Attach Particle System
Track *track = World::getWorld()->getTrack();
if (UserConfigParams::m_weather_effects &&
track->getSkyParticles() != NULL)
{
track->getSkyParticles()->setBoxSizeXZ(150.0f, 150.0f);
m_sky_particles_emitter =
new ParticleEmitter(track->getSkyParticles(),
core::vector3df(0.0f, 30.0f, 100.0f),
m_kart->getNode(),
true);
// FIXME: in multiplayer mode, this will result in several instances
// of the heightmap being calculated and kept in memory
m_sky_particles_emitter->addHeightMapAffector(track);
}
} // LocalPlayerController
//-----------------------------------------------------------------------------
@@ -79,6 +101,8 @@ LocalPlayerController::~LocalPlayerController()
m_ugh_sound ->deleteSFX();
m_grab_sound->deleteSFX();
m_full_sound->deleteSFX();
if (m_sky_particles_emitter)
delete m_sky_particles_emitter;
} // ~LocalPlayerController
//-----------------------------------------------------------------------------
@@ -174,11 +198,23 @@ void LocalPlayerController::update(float dt)
m_kart->getSpeed() < -UserConfigParams::m_reverse_look_threshold))
{
camera->setMode(Camera::CM_REVERSE);
if (m_sky_particles_emitter)
{
m_sky_particles_emitter->setPosition(Vec3(0, 30, -100));
m_sky_particles_emitter->setRotation(Vec3(0, 180, 0));
}
}
else
{
if (camera->getMode() == Camera::CM_REVERSE)
{
camera->setMode(Camera::CM_NORMAL);
if (m_sky_particles_emitter)
{
m_sky_particles_emitter->setPosition(Vec3(0, 30, 100));
m_sky_particles_emitter->setRotation(Vec3(0, 0, 0));
}
}
}
}

View File

@@ -24,7 +24,7 @@
#include "karts/controller/player_controller.hpp"
class AbstractKart;
class Player;
class ParticleEmitter;
class SFXBase;
/** PlayerKart manages control events from the player and moves
@@ -41,6 +41,7 @@ private:
bool m_sound_schedule;
ParticleEmitter* m_sky_particles_emitter;
/** The index of the camera attached to the kart for this controller. The
* camera object is managed in the Camera class, so no need to free it. */

View File

@@ -33,7 +33,6 @@
#include "graphics/irr_driver.hpp"
#include "graphics/material_manager.hpp"
#include "graphics/particle_emitter.hpp"
#include "graphics/particle_kind.hpp"
#include "graphics/particle_kind_manager.hpp"
#include "graphics/render_info.hpp"
#include "graphics/shadow.hpp"
@@ -137,7 +136,6 @@ Kart::Kart (const std::string& ident, unsigned int world_kart_id,
m_controller = NULL;
m_saved_controller = NULL;
m_flying = false;
m_sky_particles_emitter= NULL;
m_stars_effect = NULL;
m_is_jumping = false;
m_min_nitro_time = 0.0f;
@@ -261,7 +259,6 @@ Kart::~Kart()
if(m_previous_terrain_sound) m_previous_terrain_sound->deleteSFX();
if(m_collision_particles) delete m_collision_particles;
if(m_slipstream) delete m_slipstream;
if(m_sky_particles_emitter) delete m_sky_particles_emitter;
if(m_attachment) delete m_attachment;
if(m_stars_effect) delete m_stars_effect;
@@ -2536,28 +2533,6 @@ void Kart::loadData(RaceManager::KartType type, bool is_animated_model)
m_attachment = new Attachment(this);
createPhysics();
// Attach Particle System
Track *track = World::getWorld()->getTrack();
if (type == RaceManager::KT_PLAYER &&
UserConfigParams::m_weather_effects &&
track->getSkyParticles() != NULL)
{
track->getSkyParticles()->setBoxSizeXZ(150.0f, 150.0f);
m_sky_particles_emitter =
new ParticleEmitter(track->getSkyParticles(),
core::vector3df(0.0f, 30.0f, 100.0f),
getNode(),
true);
// FIXME: in multiplayer mode, this will result in several instances
// of the heightmap being calculated and kept in memory
m_sky_particles_emitter->addHeightMapAffector(track);
}
Vec3 position(0, getKartHeight()*0.35f, -getKartLength()*0.35f);
m_slipstream = new SlipStream(this);
if (m_kart_properties->getSkidEnabled())
@@ -2833,7 +2808,7 @@ void Kart::updateGraphics(float dt, const Vec3& offset_xyz,
{
const bool emergency = getKartAnimation() != NULL;
m_shadow->update(isOnGround() && !emergency,
m_terrain_info->getHoT() - getXYZ().getY()
getTrans().inverse()(m_terrain_info->getHitPoint()).getY()
- m_skidding->getGraphicalJumpOffset()
- m_graphical_y_offset
- m_kart_model->getLowestPoint());

View File

@@ -178,8 +178,6 @@ protected:
/** The shadow of a kart. */
Shadow *m_shadow;
ParticleEmitter *m_sky_particles_emitter;
/** All particle effects. */
KartGFX *m_kart_gfx;

View File

@@ -53,7 +53,8 @@ KartGFX::KartGFX(const AbstractKart *kart)
// Create nitro light
core::vector3df location(0.0f, 0.5f, -0.5f*length - 0.05f);
m_nitro_light = irr_driver->addLight(location, /*force*/ 0.4f,
/*radius*/5.0f, 0.0f, 0.4f, 1.0f,
/*radius*/CVS->isGLSL() ? 5.0f : 1.0f,
0.0f, 0.4f, 1.0f,
false, node);
m_nitro_light->setVisible(false);
#ifdef DEBUG
@@ -65,7 +66,8 @@ KartGFX::KartGFX(const AbstractKart *kart)
// For the first skidding level
m_skidding_light_1 =
irr_driver->addLight(core::vector3df(0.0f, 0.1f, -0.5f*length - 0.05f),
/* force */ 0.3f, /* radius */ 3.0f,
/* force */ 0.3f,
/*radius*/CVS->isGLSL() ? 3.0f : 1.0f,
1.0f, 0.6f, 0.0f, false, node);
m_skidding_light_1->setVisible(false);
m_skidding_light_1->setName( ("skidding emitter 1 (" + m_kart->getIdent()
@@ -74,7 +76,8 @@ KartGFX::KartGFX(const AbstractKart *kart)
// For the second skidding level
m_skidding_light_2 =
irr_driver->addLight(core::vector3df(0.0f, 0.1f, -0.5f*length - 0.05f),
/* force */0.4f, /*radius*/ 4.0f,
/* force */0.4f,
/*radius*/CVS->isGLSL() ? 4.0f : 1.0f,
1.0f, 0.0f, 0.0f, false, node);
m_skidding_light_2->setVisible(false);
m_skidding_light_2->setName( ("skidding emitter 2 (" + m_kart->getIdent()