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

This commit is contained in:
hiker
2014-05-24 10:06:50 +10:00
13 changed files with 484 additions and 504 deletions

View File

@@ -0,0 +1,35 @@
<?xml version="1.0"?>
<!-- For sky particles, the size of the box is ignored -->
<particles emitter="box" box_x="10.0" box_y="0.5" box_z="10.0">
<spreading angle="3" />
<velocity x="-0.00"
y="-0.002"
z="-0.00" />
<material file="gfx_leaf_a.png" clampu="Y" clampv="Y" />
<!-- Amount of particles emitted per second -->
<rate min="2"
max="5" />
<!-- Minimal and maximal lifetime of a particle, in milliseconds. -->
<lifetime min="30000"
max="30000" />
<!-- Size of the particles -->
<size min="0.40"
max="0.60" />
<color min="40 40 255"
max="255 255 255" />
<!-- How much time in milliseconds before the particle is fully faded out -->
<fadeout time="100" />
<wind speed="0.16"
flips="Y" />
</particles>

View File

@@ -2,34 +2,22 @@
<materials>
<material name="banana.png"/>
<material name="gift-box.png"/>
<material name="gift-loop.png" sphere="Y"/>
<material name="gold.png" light="Y" smooth-reflection="Y"/>
<material name="silver.png" light="Y" smooth-reflection="Y"/>
<material name="bronze.png" light="Y" smooth-reflection="Y"/>
<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" compositing="additive" light="N" disable-z-write="Y" />
<material name="stk_mod_nitroLogo.png" shader="additive" disable-z-write="Y" />
<material name="traffic_light_green.jpg" light="N"/>
<material name="traffic_light_yellow.jpg" light="N"/>
<material name="traffic_light_red.jpg" light="N"/>
<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" compositing="blend" disable-z-write="Y"/>
<material name="bubblegum_shield_nolok.png" compositing="blend" disable-z-write="Y"/>
<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" light="N" zipper="Y"/>
<material name="zipper_collect.png" light="N" zipper="Y"/>
<material name="bowling-icon.png" transparency="Y" light="N"/>
<material name="bubblegum-icon.png" transparency="Y" light="N"/>
<material name="cake-icon.png" transparency="Y" light="N" />
<material name="anchor-icon.png" clampU="Y" clampV="Y" transparency="Y" light="N" ignore="Y"/>
<material name="plunger-icon.png" transparency="Y" light="N"/>
<material name="parachute-icon.png" clampU="Y" clampV="Y" ignore="Y"/>
<material name="anchor-attach-icon.png" clampU="Y" clampV="Y" transparency="Y" light="N" ignore="Y"/>
<material name="parachute-attach-icon.png" clampU="Y" clampV="Y" ignore="Y"/>
<material name="bomb-attach-icon.png" clampU="Y" clampV="Y" ignore="Y"/>
<material name="balldimpleddark.jpg"/>
<material name="zipper.png" shader="unlit" zipper="Y"/>
</materials>

View File

@@ -29,6 +29,6 @@ void main(void)
vec4 color = texture(Albedo, uv);
if (color.a < 0.5) discard;
vec3 LightFactor = scattering + getLightFactor(1.);
vec3 LightFactor = (scattering * 0.3) + getLightFactor(1.);
FragColor = vec4(color.xyz * LightFactor, 1.);
}

View File

@@ -273,7 +273,7 @@ bool CIrrDeviceLinux::switchToFullscreen(bool reset)
{
if (bestMode==-1 && modes[i]->hdisplay >= Width && modes[i]->vdisplay >= Height)
{
float pixels_per_second = modes[i]->dotclock * 1000.0;
float pixels_per_second = modes[i]->dotclock * 1000.0;
float pixels_per_frame = modes[i]->htotal * modes[i]->vtotal;
refresh_rate = pixels_per_second / pixels_per_frame;
bestMode = i;
@@ -282,15 +282,15 @@ bool CIrrDeviceLinux::switchToFullscreen(bool reset)
modes[i]->hdisplay == modes[bestMode]->hdisplay &&
modes[i]->vdisplay == modes[bestMode]->vdisplay)
{
float pixels_per_second = modes[i]->dotclock * 1000.0;
float pixels_per_second = modes[i]->dotclock * 1000.0;
float pixels_per_frame = modes[i]->htotal * modes[i]->vtotal;
float refresh_rate_tmp = pixels_per_second / pixels_per_frame;
if (refresh_rate_tmp > refresh_rate)
{
refresh_rate = refresh_rate_tmp;
bestMode = i;
}
}
}
else if (bestMode!=-1 &&
modes[i]->hdisplay >= Width &&
@@ -298,7 +298,7 @@ bool CIrrDeviceLinux::switchToFullscreen(bool reset)
modes[i]->hdisplay <= modes[bestMode]->hdisplay &&
modes[i]->vdisplay <= modes[bestMode]->vdisplay)
{
float pixels_per_second = modes[i]->dotclock * 1000.0;
float pixels_per_second = modes[i]->dotclock * 1000.0;
float pixels_per_frame = modes[i]->htotal * modes[i]->vtotal;
refresh_rate = pixels_per_second / pixels_per_frame;
bestMode = i;
@@ -746,8 +746,21 @@ bool CIrrDeviceLinux::createWindow()
if (!CreationParams.WindowId)
{
Atom *list;
Atom type;
int form;
unsigned long remain, len;
Atom WMCheck = XInternAtom(display, "_NET_SUPPORTING_WM_CHECK", false);
Status s = XGetWindowProperty(display, DefaultRootWindow(display),
WMCheck, 0L, 1L, False, XA_WINDOW,
&type, &form, &len, &remain,
(unsigned char **)&list);
bool netWM = (s == Success) && len;
attributes.override_redirect = !netWM && CreationParams.Fullscreen;
// create new Window
attributes.override_redirect = false;
window = XCreateWindow(display,
RootWindow(display, visual->screen),
0, 0, Width, Height, 0, visual->depth,
@@ -762,31 +775,45 @@ bool CIrrDeviceLinux::createWindow()
if (CreationParams.Fullscreen)
{
// Workaround for Gnome which sometimes creates window smaller than display
XSizeHints *hints = XAllocSizeHints();
hints->flags=PMinSize;
hints->min_width=Width;
hints->min_height=Height;
XSetWMNormalHints(display, window, hints);
XFree(hints);
if (netWM)
{
// Workaround for Gnome which sometimes creates window smaller than display
XSizeHints *hints = XAllocSizeHints();
hints->flags=PMinSize;
hints->min_width=Width;
hints->min_height=Height;
XSetWMNormalHints(display, window, hints);
XFree(hints);
// Set the fullscreen mode via the window manager. This allows alt-tabing, volume hot keys & others.
// Get the needed atom from there freedesktop names
Atom WMStateAtom = XInternAtom(display, "_NET_WM_STATE", true);
Atom WMFullscreenAtom = XInternAtom(display, "_NET_WM_STATE_FULLSCREEN", true);
// Set the fullscreen property
XChangeProperty(display, window, WMStateAtom, XA_ATOM, 32, PropModeReplace, reinterpret_cast<unsigned char *>(& WMFullscreenAtom), 1);
// Notify the root window
XEvent xev = {0}; // The event should be filled with zeros before setting its attributes
xev.type = ClientMessage;
xev.xclient.window = window;
xev.xclient.message_type = WMStateAtom;
xev.xclient.format = 32;
xev.xclient.data.l[0] = 1;
xev.xclient.data.l[1] = WMFullscreenAtom;
XSendEvent(display, DefaultRootWindow(display), false, SubstructureRedirectMask | SubstructureNotifyMask, &xev);
// Set the fullscreen mode via the window manager. This allows alt-tabing, volume hot keys & others.
// Get the needed atom from there freedesktop names
Atom WMStateAtom = XInternAtom(display, "_NET_WM_STATE", true);
Atom WMFullscreenAtom = XInternAtom(display, "_NET_WM_STATE_FULLSCREEN", true);
// Set the fullscreen property
XChangeProperty(display, window, WMStateAtom, XA_ATOM, 32, PropModeReplace, reinterpret_cast<unsigned char *>(& WMFullscreenAtom), 1);
// Notify the root window
XEvent xev = {0}; // The event should be filled with zeros before setting its attributes
xev.type = ClientMessage;
xev.xclient.window = window;
xev.xclient.message_type = WMStateAtom;
xev.xclient.format = 32;
xev.xclient.data.l[0] = 1;
xev.xclient.data.l[1] = WMFullscreenAtom;
XSendEvent(display, DefaultRootWindow(display), false, SubstructureRedirectMask | SubstructureNotifyMask, &xev);
}
else
{
XSetInputFocus(display, window, RevertToParent, CurrentTime);
int grabKb = XGrabKeyboard(display, window, True, GrabModeAsync,
GrabModeAsync, CurrentTime);
IrrPrintXGrabError(grabKb, "XGrabKeyboard");
int grabPointer = XGrabPointer(display, window, True, ButtonPressMask,
GrabModeAsync, GrabModeAsync, window, None, CurrentTime);
IrrPrintXGrabError(grabPointer, "XGrabPointer");
XWarpPointer(display, None, window, 0, 0, 0, 0, 0, 0);
}
}
}
else

View File

@@ -233,7 +233,7 @@ private:
RES_CHANGE_CANCEL} m_resolution_changing;
public:
GLuint SkyboxCubeMap, FakeSkybox;
GLuint SkyboxCubeMap;
/** A simple class to store video resolutions. */
class VideoMode
{

View File

@@ -54,6 +54,7 @@ const unsigned int VCLAMP = 2;
*/
Material::Material(const XMLNode *node, int index, bool deprecated)
{
m_shader_type = SHADERTYPE_SOLID;
m_deprecated = deprecated;
node->get("name", &m_texname);
@@ -73,26 +74,20 @@ Material::Material(const XMLNode *node, int index, bool deprecated)
node->get("clampv", &b); if (b) m_clamp_tex |= VCLAMP; //blender 2.4 style
node->get("clampV", &b); if (b) m_clamp_tex |= VCLAMP; //blender 2.5 style
node->get("transparency", &m_alpha_testing );
node->get("lightmap", &m_lightmap );
node->get("additive-lightmap",&m_additive_lightmap );
std::string s;
node->get("adjust-image", &s );
if(s=="premultiply")
m_adjust_image = ADJ_PREMUL;
else if (s=="divide")
m_adjust_image = ADJ_DIV;
else if (s=="" || s=="none")
m_adjust_image = ADJ_NONE;
else
Log::warn("material",
"Incorrect adjust-image specification: '%s' - ignored.",
s.c_str());
node->get("alpha", &m_alpha_blending );
node->get("light", &m_lighting );
//node->get("adjust-image", &s );
//if(s=="premultiply")
// m_adjust_image = ADJ_PREMUL;
//else if (s=="divide")
// m_adjust_image = ADJ_DIV;
//else if (s=="" || s=="none")
// m_adjust_image = ADJ_NONE;
//else
// Log::warn("material",
// "Incorrect adjust-image specification: '%s' - ignored.",
// s.c_str());
node->get("smooth-reflection",&m_smooth_reflection_shader);
node->get("high-adhesion", &m_high_tire_adhesion);
node->get("reset", &m_drive_reset );
@@ -135,7 +130,6 @@ Material::Material(const XMLNode *node, int index, bool deprecated)
node->get("surface", &m_surface );
node->get("ignore", &m_ignore );
node->get("additive", &m_add );
node->get("max-speed", &m_max_speed_fraction);
node->get("slowdown-time", &m_slowdown_time );
node->get("backface-culling", &m_backface_culling );
@@ -160,152 +154,203 @@ Material::Material(const XMLNode *node, int index, bool deprecated)
}
s="";
node->get("graphical-effect", &s);
if (s == "water")
s = "";
if (node->get("shader", &s))
{
// For backwards compatibility only, eventually remove
m_water_splash = true;
}
else if (s == "bubble")
{
m_graphical_effect = GE_BUBBLE;
}
else if (s == "grass")
{
m_graphical_effect = GE_GRASS;
m_grass_speed = 1.5f;
m_grass_amplitude = 0.25f;
node->get("grass-speed", &m_grass_speed);
node->get("grass-amplitude", &m_grass_amplitude);
}
else if (s == "water_shader")
{
m_graphical_effect = GE_WATER_SHADER;
node->get("water-shader-speed-1", &m_water_shader_speed_1);
node->get("water-shader-speed-2", &m_water_shader_speed_2);
}
else if (s == "normal_map")
{
m_graphical_effect = GE_NORMAL_MAP;
node->get("normal-map", &m_normal_map_tex);
node->get("normal-light-map", &m_normal_map_shader_lightmap);
// TODO: add support for parallax and height maps?
/*
else if (node->get("normal-heightmap", &m_normal_map_tex))
if (s == "solid")
{
m_is_heightmap = true;
m_normal_map = true;
m_shader_type = SHADERTYPE_SOLID;
}
else if (node->get("parallax-map", &m_normal_map_tex))
else if (s == "unlit")
{
m_parallax_map = true;
m_parallax_height = 0.2f;
node->get("parallax-height", &m_parallax_height);
m_shader_type = SHADERTYPE_SOLID_UNLIT;
}
else if (node->get("parallax-heightmap", &m_normal_map_tex))
else if (s == "additive")
{
m_is_heightmap = true;
m_parallax_map = true;
m_parallax_height = 0.2f;
node->get("parallax-height", &m_parallax_height);
m_shader_type = SHADERTYPE_ADDITIVE;
}
*/
}
else if (s == "spheremap")
{
m_graphical_effect = GE_SPHERE_MAP;
}
else if (s == "skybox")
{
m_graphical_effect = GE_SKYBOX;
}
else if (s == "splatting")
{
m_graphical_effect = GE_SPLATTING;
node->get("splatting-texture-1", &m_splatting_texture_1);
node->get("splatting-texture-2", &m_splatting_texture_2);
node->get("splatting-texture-3", &m_splatting_texture_3);
node->get("splatting-texture-4", &m_splatting_texture_4);
}
else if (s == "caustics")
{
m_graphical_effect = GE_CAUSTICS;
}
else if (s == "none")
{
}
else if (s != "")
{
Log::warn("material",
"Invalid graphical effect specification: '%s' - ignored.",
s.c_str());
}
else
{
m_graphical_effect = GE_NONE;
}
// BACKWARDS COMPATIBILITY, remove eventually
bool use_normal_map = false;
node->get("use-normal-map", &use_normal_map);
if (use_normal_map)
{
if (node->get("normal-map", &m_normal_map_tex))
else if (s == "alphatest")
{
m_graphical_effect = GE_NORMAL_MAP;
m_shader_type = SHADERTYPE_ALPHA_TEST;
}
else if (s == "alphablend")
{
m_shader_type = SHADERTYPE_ALPHA_BLEND;
}
else if (s == "spheremap")
{
m_shader_type = SHADERTYPE_SPHERE_MAP;
}
else if (s == "water_shader")
{
m_shader_type = SHADERTYPE_WATER;
node->get("water-shader-speed-1", &m_water_shader_speed_1);
node->get("water-shader-speed-2", &m_water_shader_speed_2);
}
else if (s == "grass")
{
m_shader_type = SHADERTYPE_VEGETATION;
m_grass_speed = 1.5f;
m_grass_amplitude = 0.25f;
node->get("grass-speed", &m_grass_speed);
node->get("grass-amplitude", &m_grass_amplitude);
}
else if (s == "splatting")
{
m_shader_type = SHADERTYPE_SPLATTING;
node->get("splatting-texture-1", &m_splatting_texture_1);
node->get("splatting-texture-2", &m_splatting_texture_2);
node->get("splatting-texture-3", &m_splatting_texture_3);
node->get("splatting-texture-4", &m_splatting_texture_4);
}
else if (s == "bubble")
{
m_shader_type = SHADERTYPE_BUBBLE;
}
else
{
Log::warn("material",
"Could not find normal map image in materials.xml");
Log::warn("Material", "Unknown shader type <%s> for <%s>", s.c_str(), m_texname.c_str());
}
}
else
{
// BACKWARS COMPATIBILITY, EVENTUALLY REMOVE
bool b = false;
node->get("additive", &b);
if (b)
m_shader_type = SHADERTYPE_ADDITIVE;
b = false;
node->get("transparency", &b);
if (b)
m_shader_type = SHADERTYPE_ALPHA_TEST;
//node->get("lightmap", &m_lightmap);
b = false;
node->get("alpha", &b);
if (b)
m_shader_type = SHADERTYPE_ALPHA_BLEND;
b = true;
node->get("light", &b);
if (!b)
m_shader_type = SHADERTYPE_SOLID_UNLIT;
b = false;
node->get("smooth-reflection", &b);
if (b)
m_shader_type = SHADERTYPE_SPHERE_MAP;
if (node->get("compositing", &s))
{
if (s == "blend") m_shader_type = SHADERTYPE_ALPHA_BLEND;
else if (s == "test") m_shader_type = SHADERTYPE_ALPHA_TEST;
else if (s == "additive") m_shader_type = SHADERTYPE_ADDITIVE;
else if (s == "coverage") m_shader_type = SHADERTYPE_ALPHA_TEST;
else if (s != "none")
Log::warn("material", "Unknown compositing mode '%s'", s.c_str());
}
node->get("normal-light-map", &m_normal_map_shader_lightmap);
s = "";
node->get("graphical-effect", &s);
if (s == "water")
{
m_water_splash = true;
}
else if (s == "bubble")
{
m_shader_type = SHADERTYPE_BUBBLE;
}
else if (s == "grass")
{
m_shader_type = SHADERTYPE_VEGETATION;
m_grass_speed = 1.5f;
m_grass_amplitude = 0.25f;
node->get("grass-speed", &m_grass_speed);
node->get("grass-amplitude", &m_grass_amplitude);
}
else if (s == "water_shader")
{
m_shader_type = SHADERTYPE_WATER;
node->get("water-shader-speed-1", &m_water_shader_speed_1);
node->get("water-shader-speed-2", &m_water_shader_speed_2);
}
else if (s == "normal_map")
{
m_shader_type = SHADERTYPE_SOLID;
node->get("normal-map", &m_normal_map_tex);
}
else if (s == "spheremap")
{
m_shader_type = SHADERTYPE_SPHERE_MAP;
}
else if (s == "splatting")
{
m_shader_type = SHADERTYPE_SPLATTING;
node->get("splatting-texture-1", &m_splatting_texture_1);
node->get("splatting-texture-2", &m_splatting_texture_2);
node->get("splatting-texture-3", &m_splatting_texture_3);
node->get("splatting-texture-4", &m_splatting_texture_4);
}
else if (s == "none")
{
}
else if (s != "")
{
Log::warn("material",
"Invalid graphical effect specification: '%s' - ignored.",
s.c_str());
}
else
{
m_shader_type = SHADERTYPE_SOLID;
}
bool use_normal_map = false;
node->get("use-normal-map", &use_normal_map);
if (use_normal_map)
{
if (node->get("normal-map", &m_normal_map_tex))
{
//m_graphical_effect = GE_NORMAL_MAP;
}
else
{
Log::warn("material",
"Could not find normal map image in materials.xml");
}
}
bool sphere_map = false;
node->get("sphere", &sphere_map);
if (sphere_map)
{
m_shader_type = SHADERTYPE_SPHERE_MAP;
}
bool water_shader = false;
node->get("water-shader", &water_shader);
if (water_shader)
{
m_shader_type = SHADERTYPE_WATER;
node->get("water-shader-speed-1", &m_water_shader_speed_1);
node->get("water-shader-speed-2", &m_water_shader_speed_2);
}
// ---- End backwards compatibility
}
// BACKWARDS COMPATIBILITY, remove eventually
bool sphere_map = false;
node->get("sphere", &sphere_map );
if (sphere_map)
if (m_disable_z_write && m_shader_type != SHADERTYPE_ALPHA_BLEND && m_shader_type != SHADERTYPE_ADDITIVE)
{
m_graphical_effect = GE_SPHERE_MAP;
}
if (node->get("compositing", &s))
{
if (s == "blend") m_alpha_blending = true;
else if (s == "test") m_alpha_testing = true;
else if (s == "additive") m_add = true;
// backwards compatibility only, no longer supported
else if (s == "coverage") m_alpha_testing = true;
else if (s != "none")
Log::warn("material", "Unknown compositing mode '%s'",
s.c_str());
}
if (m_disable_z_write && !m_alpha_blending && !m_add)
{
Log::warn("material", "Disabling writes to z buffer only makes sense when compositing is blending or additive (for %s)", m_texname.c_str());
Log::debug("material", "Disabling writes to z buffer only makes sense when compositing is blending or additive (for %s)", m_texname.c_str());
m_disable_z_write = false;
}
bool water_shader = false;
node->get("water-shader", &water_shader);
if (water_shader)
{
// BACKWARDS COMPATIBILITY, eventually remove
m_graphical_effect = GE_WATER_SHADER;
node->get("water-shader-speed-1", &m_water_shader_speed_1);
node->get("water-shader-speed-2", &m_water_shader_speed_2);
}
// Terrain-specifc sound effect
const unsigned int children_count = node->getNumNodes();
for (unsigned int i=0; i<children_count; i++)
@@ -376,14 +421,10 @@ void Material::init(unsigned int index)
{
m_index = index;
m_clamp_tex = 0;
m_alpha_testing = false;
m_lightmap = false;
m_additive_lightmap = false;
m_adjust_image = ADJ_NONE;
m_alpha_blending = false;
m_lighting = true;
m_shader_type = SHADERTYPE_SOLID;
//m_lightmap = false;
//m_adjust_image = ADJ_NONE;
m_backface_culling = true;
m_smooth_reflection_shader = false;
m_high_tire_adhesion = false;
m_below_surface = false;
m_falling_effect = false;
@@ -391,7 +432,6 @@ void Material::init(unsigned int index)
m_ignore = false;
m_drive_reset = false;
m_collision_reaction = NORMAL;
m_add = false;
m_disable_z_write = false;
m_water_shader_speed_1 = 6.6667f;
m_water_shader_speed_2 = 4.0f;
@@ -403,7 +443,6 @@ void Material::init(unsigned int index)
m_sfx_max_speed = 30;
m_sfx_min_pitch = 1.0f;
m_sfx_max_pitch = 1.0f;
m_graphical_effect = GE_NONE;
m_zipper = false;
m_zipper_duration = -1.0f;
m_zipper_fade_out_time = -1.0f;
@@ -411,8 +450,6 @@ void Material::init(unsigned int index)
m_zipper_speed_gain = -1.0f;
m_zipper_engine_force = -1.0f;
m_zipper_min_speed = -1.0f;
m_parallax_map = false;
m_is_heightmap = false;
m_water_splash = false;
m_is_jump_texture = false;
m_has_gravity = false;
@@ -438,8 +475,8 @@ void Material::install(bool is_full_path, bool complain_if_not_found)
else
{
m_texture = irr_driver->getTexture(full_path,
isPreMul(),
isPreDiv(),
false, //isPreMul(),
false, //isPreDiv(),
complain_if_not_found);
}
@@ -659,36 +696,35 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
}
int modes = 0;
if (!m_lighting && irr_driver->isGLSL() && !m_alpha_blending && !m_add)
if (m_shader_type == SHADERTYPE_SOLID_UNLIT)
{
m->MaterialType = irr_driver->getShader(ES_OBJECT_UNLIT);
modes++;
m->AmbientColor = video::SColor(255, 255, 255, 255);
m->DiffuseColor = video::SColor(255, 255, 255, 255);
m->EmissiveColor = video::SColor(255, 255, 255, 255);
m->SpecularColor = video::SColor(255, 255, 255, 255);
}
if (m_alpha_testing)
if (m_shader_type == SHADERTYPE_ALPHA_TEST)
{
m->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
modes++;
}
if (m_alpha_blending)
{
//m->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// EMT_TRANSPARENT_ALPHA_CHANNEL does include vertex color alpha into
if (m_shader_type == SHADERTYPE_ALPHA_BLEND)
{
// EMT_TRANSPARENT_ALPHA_CHANNEL doesn't include vertex color alpha into
// account, which messes up fading in/out effects. So we use the more
// customizable EMT_ONETEXTURE_BLEND instead.
m->MaterialType = video::EMT_ONETEXTURE_BLEND ;
m->MaterialType = video::EMT_ONETEXTURE_BLEND;
m->MaterialTypeParam =
pack_textureBlendFunc(video::EBF_SRC_ALPHA,
video::EBF_ONE_MINUS_SRC_ALPHA,
video::EMFN_MODULATE_1X,
video::EAS_TEXTURE | video::EAS_VERTEX_COLOR);
modes++;
}
if (m_smooth_reflection_shader)
if (m_shader_type == SHADERTYPE_SPHERE_MAP)
{
if (irr_driver->isGLSL())
{
@@ -697,58 +733,17 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
else
{
m->MaterialType = video::EMT_SPHERE_MAP;
// sphere map + alpha blending is a supported combination so in
// this case don't increase mode count
if (m_alpha_blending)
{
m->BlendOperation = video::EBO_ADD;
}
else
{
modes++;
}
}
}
if (m_graphical_effect == GE_SPHERE_MAP)
{
if (irr_driver->isGLSL())
{
m->MaterialType = irr_driver->getShader(ES_SPHERE_MAP);
}
else
{
m->MaterialType = video::EMT_SPHERE_MAP;
// sphere map + alpha blending is a supported combination so in
// this case don't increase mode count
if (m_alpha_blending)
{
m->BlendOperation = video::EBO_ADD;
}
else
{
modes++;
}
}
}
if (m_lightmap)
{
m->MaterialType = video::EMT_LIGHTMAP;
modes++;
}
if (m_additive_lightmap)
{
m->MaterialType = video::EMT_LIGHTMAP_ADD;
modes++;
}
//if (m_lightmap)
//{
// m->MaterialType = video::EMT_LIGHTMAP;
//}
if (m_add)
if (m_shader_type == SHADERTYPE_ADDITIVE)
{
//m->MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
// EMT_TRANSPARENT_ADD_COLOR does include vertex color alpha into
// EMT_TRANSPARENT_ADD_COLOR doesn't include vertex color alpha into
// account, which messes up fading in/out effects. So we use the
// more customizable EMT_ONETEXTURE_BLEND instead
m->MaterialType = video::EMT_ONETEXTURE_BLEND ;
@@ -757,39 +752,39 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
video::EMFN_MODULATE_1X,
video::EAS_TEXTURE |
video::EAS_VERTEX_COLOR);
modes++;
}
if (m_graphical_effect == GE_NORMAL_MAP)
if (m_shader_type == SHADERTYPE_SOLID && m_normal_map_tex.size() > 0)
{
IVideoDriver* video_driver = irr_driver->getVideoDriver();
if (irr_driver->isGLSL())
{
if (mb->getVertexType() != video::EVT_TANGENTS)
Log::error("material", "Requiring normal map without tangent enabled mesh");
ITexture* tex = irr_driver->getTexture(m_normal_map_tex);
if (m_is_heightmap)
{
video_driver->makeNormalMapTexture( tex );
Log::warn("material", "Requiring normal map without tangent enabled mesh for <%s>",
m_texname.c_str());
}
m->setTexture(1, tex);
bool with_lightmap = false;
if (m_normal_map_shader_lightmap.size() > 0)
else
{
ITexture* lm_tex = irr_driver->getTexture(m_normal_map_shader_lightmap);
m->setTexture(2, lm_tex);
with_lightmap = true;
ITexture* tex = irr_driver->getTexture(m_normal_map_tex);
m->setTexture(1, tex);
bool with_lightmap = false;
//if (m_normal_map_shader_lightmap.size() > 0)
//{
// ITexture* lm_tex = irr_driver->getTexture(m_normal_map_shader_lightmap);
// m->setTexture(2, lm_tex);
// with_lightmap = true;
//}
// Material and shaders
m->MaterialType = irr_driver->getShader(
with_lightmap ? ES_NORMAL_MAP_LIGHTMAP : ES_NORMAL_MAP);
m->Lighting = false;
m->ZWriteEnable = true;
}
// Material and shaders
m->MaterialType = irr_driver->getShader(
with_lightmap ? ES_NORMAL_MAP_LIGHTMAP : ES_NORMAL_MAP );
m->Lighting = false;
m->ZWriteEnable = true;
modes++;
}
else
{
@@ -797,29 +792,30 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
m->setTexture(1, NULL);
}
}
if (m_parallax_map)
{
video::ITexture* tex = irr_driver->getTexture(m_normal_map_tex);
if (m_is_heightmap)
{
irr_driver->getVideoDriver()->makeNormalMapTexture( tex );
}
m->setTexture(1, tex);
m->MaterialType = video::EMT_PARALLAX_MAP_SOLID;
m->MaterialTypeParam = m_parallax_height;
m->SpecularColor.set(0,0,0,0);
modes++;
}
//if (m_parallax_map)
//{
// video::ITexture* tex = irr_driver->getTexture(m_normal_map_tex);
// if (m_is_heightmap)
// {
// irr_driver->getVideoDriver()->makeNormalMapTexture( tex );
// }
// m->setTexture(1, tex);
// m->MaterialType = video::EMT_PARALLAX_MAP_SOLID;
// m->MaterialTypeParam = m_parallax_height;
// m->SpecularColor.set(0,0,0,0);
// modes++;
//}
if(m_graphical_effect == GE_SKYBOX && irr_driver->isGLSL())
{
ITexture* tex = irr_driver->getTexture("cloud_mask.png");
m->setTexture(1, tex);
//if(m_graphical_effect == GE_SKYBOX && irr_driver->isGLSL())
//{
// ITexture* tex = irr_driver->getTexture("cloud_mask.png");
// m->setTexture(1, tex);
//
//
// m->MaterialType = irr_driver->getShader(ES_SKYBOX);
//}
m->MaterialType = irr_driver->getShader(ES_SKYBOX);
}
if (m_graphical_effect == GE_SPLATTING)
if (m_shader_type == SHADERTYPE_SPLATTING)
{
if (irr_driver->supportsSplatting())
{
@@ -846,12 +842,12 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
// Material and shaders
m->MaterialType = irr_driver->getShader(ES_SPLATTING);
}
else
{
m->MaterialType = video::EMT_SOLID;
}
}
else
{
m->MaterialType = video::EMT_SOLID;
}
}
// Modify lightmap materials so that vertex colors are taken into account.
@@ -866,7 +862,7 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
m->SpecularColor = video::SColor(255, 255, 255, 255);
}
if (m_graphical_effect == GE_BUBBLE && mb != NULL)
if (m_shader_type == SHADERTYPE_BUBBLE && mb != NULL)
{
if (irr_driver->isGLSL())
{
@@ -876,18 +872,11 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
m->MaterialType = irr_driver->getShader(ES_BUBBLES);
m->BlendOperation = video::EBO_ADD;
// alpha blending and bubble shading can work together so when both are enabled
// don't increment the 'modes' counter to not get the 'too many modes' warning
if (!m_alpha_blending)
{
modes++;
}
}
}
if (m_graphical_effect == GE_WATER_SHADER)
if (m_shader_type == SHADERTYPE_WATER)
{
if (irr_driver->isGLSL())
{
@@ -901,10 +890,9 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
m->MaterialType = irr_driver->getShader(ES_WATER);
}
modes++;
}
if (m_graphical_effect == GE_GRASS)
if (m_shader_type == SHADERTYPE_VEGETATION)
{
if (UserConfigParams::m_weather_effects &&
irr_driver->isGLSL())
@@ -916,22 +904,20 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
setAmplitude(m_grass_amplitude);
// Material and shaders
if (m_alpha_testing)
{
//if (m_alpha_testing)
//{
m->MaterialType = irr_driver->getShader(ES_GRASS_REF);
}
else {
m->MaterialType = irr_driver->getShader(ES_GRASS);
m->BlendOperation = video::EBO_ADD;
}
//}
//else
//{
// m->MaterialType = irr_driver->getShader(ES_GRASS);
// m->BlendOperation = video::EBO_ADD;
//}
}
else
{
m->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
}
}
if (modes > 1)
{
std::cerr << "[Material::setMaterialProperties] More than one main "
"mode set for " << m_texname.c_str() << "\n";
}
if (m_disable_z_write)
@@ -939,15 +925,6 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
m->ZWriteEnable = false;
}
if (!m_lighting)
{
//m->setFlag( video::EMF_LIGHTING, false );
m->AmbientColor = video::SColor(255, 255, 255, 255);
m->DiffuseColor = video::SColor(255, 255, 255, 255);
m->EmissiveColor = video::SColor(255, 255, 255, 255);
m->SpecularColor = video::SColor(255, 255, 255, 255);
}
#ifdef DEBUG
if(UserConfigParams::m_rendering_debug)
{
@@ -1024,7 +1001,7 @@ void Material::adjustForFog(scene::ISceneNode* parent, video::SMaterial *m,
// to disable fog in the new pipeline, we slightly abuse the steps :
// moving an object into the transparent pass will make it rendered
// above fog and thus unaffected by it
if (use_fog && !m_fog && !m_alpha_blending && !m_add)
if (use_fog && !m_fog && m_shader_type != SHADERTYPE_ALPHA_BLEND && m_shader_type != SHADERTYPE_ADDITIVE)
{
m->ZWriteEnable = true;
m->MaterialType = video::EMT_ONETEXTURE_BLEND;

View File

@@ -46,17 +46,21 @@ class ParticleKind;
class Material : public NoCopy
{
public:
enum GraphicalEffect {GE_NONE,
/** Effect where the UV texture is moved in a wave pattern */
GE_BUBBLE,
/** Effect that makes grass wave as in the wind */
GE_GRASS,
GE_WATER_SHADER,
GE_SPHERE_MAP,
GE_SPLATTING,
GE_SKYBOX,
GE_NORMAL_MAP,
GE_CAUSTICS};
enum ShaderType
{
SHADERTYPE_SOLID,
SHADERTYPE_ALPHA_TEST,
SHADERTYPE_ALPHA_BLEND,
SHADERTYPE_ADDITIVE,
SHADERTYPE_SOLID_UNLIT,
/** Effect where the UV texture is moved in a wave pattern */
SHADERTYPE_BUBBLE,
/** Effect that makes grass wave as in the wind */
SHADERTYPE_VEGETATION,
SHADERTYPE_WATER,
SHADERTYPE_SPHERE_MAP,
SHADERTYPE_SPLATTING
};
enum ParticleConditions
{
@@ -82,7 +86,9 @@ private:
/** Name of a special sfx to play when a kart is on this terrain, or
* "" if no special sfx exists. */
std::string m_sfx_name;
GraphicalEffect m_graphical_effect;
ShaderType m_shader_type;
/** Set if being on this surface means being under some other mesh.
* This is used to simulate that a kart is in water: the ground under
* the water is marked as 'm_below_surface', which will then trigger a raycast
@@ -117,11 +123,11 @@ private:
bool m_has_gravity;
/** Speed of the 'main' wave in the water shader. Only used if
m_graphical_effect == WATER_SHADER */
m_shader_type == SHDERTYPE_WATER */
float m_water_shader_speed_1;
/** Speed of the 'secondary' waves in the water shader. Only used if
m_graphical_effect == WATER_SHADER */
m_shader_type == SHADERTYPE_WATER */
float m_water_shader_speed_2;
/** If a kart is rescued when crashing into this surface. */
@@ -130,13 +136,13 @@ private:
/** Particles to show on touch */
std::string m_collision_particles;
/** If m_shader_type == SHADERTYPE_VEGETATION */
float m_grass_speed;
float m_grass_amplitude;
/** If the property should be ignored in the physics. Example would be
* plants that a kart can just drive through. */
bool m_ignore;
bool m_add;
bool m_fog;
@@ -144,21 +150,10 @@ private:
/** For normal maps */
std::string m_normal_map_tex;
std::string m_normal_map_shader_lightmap;
//bool m_normal_map_uv2; //!< Whether to use a second UV layer for normal map
bool m_is_heightmap;
bool m_parallax_map;
float m_parallax_height;
/** Texture clamp bitmask */
unsigned int m_clamp_tex;
bool m_lighting;
bool m_smooth_reflection_shader;
bool m_alpha_testing;
bool m_alpha_blending;
/** True if backface culliing should be enabled. */
bool m_backface_culling;
@@ -167,18 +162,21 @@ private:
/** Some textures need to be pre-multiplied, some divided to give
* the intended effect. */
enum {ADJ_NONE, ADJ_PREMUL, ADJ_DIV}
m_adjust_image;
/** True if (blending) lightmapping is enabled for this material. */
bool m_lightmap;
/** True if (additive) lightmapping is enabled for this material. */
bool m_additive_lightmap;
//enum {ADJ_NONE, ADJ_PREMUL, ADJ_DIV}
// m_adjust_image;
/** True if lightmapping is enabled for this material. */
//bool m_lightmap;
/** True if the material shouldn't be "slippy" at an angle */
bool m_high_tire_adhesion;
/** How much the top speed is reduced per second. */
float m_slowdown_time;
/** Maximum speed at which no more slow down occurs. */
float m_max_speed_fraction;
/** Minimum speed on this terrain. This is used for zippers on a ramp to
* guarantee the right jump distance. A negative value indicates no
* minimum speed. */
@@ -211,7 +209,7 @@ private:
float m_zipper_fade_out_time;
/** Additional engine force. */
float m_zipper_engine_force;
std::string m_mask;
/** If m_splatting is true, indicates the first splatting texture */
@@ -249,7 +247,6 @@ public:
bool isIgnore () const { return m_ignore; }
/** Returns true if this material is a zipper. */
bool isZipper () const { return m_zipper; }
bool isSphereMap () const { return m_graphical_effect == GE_SPHERE_MAP; }
/** Returns if this material should trigger a rescue if a kart
* is driving on it. */
bool isDriveReset () const { return m_drive_reset; }
@@ -264,14 +261,19 @@ public:
getTexFname () const { return m_texname; }
int getIndex () const { return m_index; }
bool isTransparent () const { return m_alpha_testing || m_alpha_blending || m_add; }
bool isTransparent () const
{
return m_shader_type == SHADERTYPE_ADDITIVE ||
m_shader_type == SHADERTYPE_ALPHA_BLEND ||
m_shader_type == SHADERTYPE_ALPHA_TEST;
}
// ------------------------------------------------------------------------
/** Returns true if this materials need pre-multiply of alpha. */
bool isPreMul() const {return m_adjust_image==ADJ_PREMUL; }
//bool isPreMul() const {return m_adjust_image==ADJ_PREMUL; }
// ------------------------------------------------------------------------
/** Returns true if this materials need pre-division of alpha. */
bool isPreDiv() const {return m_adjust_image==ADJ_DIV; }
//bool isPreDiv() const {return m_adjust_image==ADJ_DIV; }
// ------------------------------------------------------------------------
/** Returns the fraction of maximum speed on this material. */
float getMaxSpeedFraction() const { return m_max_speed_fraction; }
@@ -281,9 +283,6 @@ public:
* karts. So a short time will slowdown a kart much faster. */
float getSlowDownTime() const { return m_slowdown_time; }
// ------------------------------------------------------------------------
/** Returns true if this material should have smoke effect. */
//bool hasSmoke () const { return m_graphical_effect==GE_SMOKE;}
// ------------------------------------------------------------------------
/** Returns true if this material is under some other mesh and therefore
* requires another raycast to find the surface it is under (used for
* gfx, e.g. driving under water to find where the water splash should
@@ -341,14 +340,11 @@ public:
* on lower speeds. A negative value indicates no minimum speed. */
float getZipperMinSpeed() const { return m_zipper_min_speed; }
// ------------------------------------------------------------------------
bool isNormalMap() const { return m_graphical_effect == GE_NORMAL_MAP; }
ShaderType getShaderType() const { return m_shader_type; }
// ------------------------------------------------------------------------
void onMadeVisible(scene::IMeshBuffer* who);
void onHidden(scene::IMeshBuffer* who);
void isInitiallyHidden(scene::IMeshBuffer* who);
/** For particle system : specify if the particle should be additively blended
*/
bool isAlphaAdditive() const { return !m_alpha_blending; }
} ;

View File

@@ -453,7 +453,10 @@ void ParticleEmitter::setParticleType(const ParticleKind* type)
m_node = irr_driver->addParticleNode();
if (m_is_glsl)
static_cast<ParticleSystemProxy *>(m_node)->setAlphaAdditive(type->getMaterial()->isAlphaAdditive());
{
bool additive = (type->getMaterial()->getShaderType() == Material::SHADERTYPE_ADDITIVE);
static_cast<ParticleSystemProxy *>(m_node)->setAlphaAdditive(additive);
}
}
if (m_parent != NULL)

View File

@@ -313,7 +313,8 @@ void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, std::vector
}
PROFILER_PUSH_CPU_MARKER("- Skybox", 0xFF, 0x00, 0xFF);
renderSkybox(camnode);
if (!SkyboxTextures.empty())
renderSkybox(camnode);
PROFILER_POP_CPU_MARKER();
PROFILER_PUSH_CPU_MARKER("- Glow", 0xFF, 0xFF, 0x00);
@@ -493,17 +494,44 @@ void IrrDriver::renderSolidFirstPass()
glUseProgram(MeshShader::ObjectPass1Shader::Program);
for (unsigned i = 0; i < GroupedFPSM<FPSM_DEFAULT>::MeshSet.size(); ++i)
{
drawObjectPass1(*GroupedFPSM<FPSM_DEFAULT>::MeshSet[i], GroupedFPSM<FPSM_DEFAULT>::MVPSet[i], GroupedFPSM<FPSM_DEFAULT>::TIMVSet[i]);
const GLMesh &mesh = *GroupedFPSM<FPSM_DEFAULT>::MeshSet[i];
if (mesh.textures[0])
{
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
}
else
{
setTexture(0, 0, GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, false);
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
draw<MeshShader::ObjectPass1Shader>(mesh, mesh.vao_first_pass, GroupedFPSM<FPSM_DEFAULT>::MVPSet[i], GroupedFPSM<FPSM_DEFAULT>::TIMVSet[i], 0);
if (!mesh.textures[0])
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
}
glUseProgram(MeshShader::ObjectRefPass1Shader::Program);
for (unsigned i = 0; i < GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet.size(); ++i)
{
drawObjectRefPass1(*GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MVPSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::TIMVSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet[i]->TextureMatrix);
const GLMesh &mesh = *GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet[i];
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
draw<MeshShader::ObjectRefPass1Shader>(mesh, mesh.vao_first_pass, GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MVPSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::TIMVSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet[i]->TextureMatrix, 0);
}
glUseProgram(MeshShader::NormalMapShader::Program);
for (unsigned i = 0; i < GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet.size(); ++i)
{
drawNormalPass(*GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet[i], GroupedFPSM<FPSM_NORMAL_MAP>::MVPSet[i], GroupedFPSM<FPSM_NORMAL_MAP>::TIMVSet[i]);
const GLMesh &mesh = *GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet[i];
assert(mesh.textures[1]);
compressTexture(mesh.textures[1], false);
setTexture(0, getTextureGLuint(mesh.textures[1]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
compressTexture(mesh.textures[0], true);
setTexture(1, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
draw<MeshShader::NormalMapShader>(mesh, mesh.vao_first_pass, GroupedFPSM<FPSM_NORMAL_MAP>::MVPSet[i], GroupedFPSM<FPSM_NORMAL_MAP>::TIMVSet[i], 0, 1);
}
}
}
@@ -1375,20 +1403,6 @@ void IrrDriver::generateSkyboxCubemap()
void IrrDriver::renderSkybox(const scene::ICameraSceneNode *camera)
{
if (SkyboxTextures.empty() && FakeSkybox)
{
glGenTextures(1, &FakeSkybox);
unsigned w = 1, h = 1;
char *rgba[6];
for (unsigned i = 0; i < 6; i++)
rgba[i] = new char[w * h * 4];
for (unsigned i = 0; i < 6; i++)
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_COMPRESSED_SRGB_ALPHA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, 0);
return;
}
if (!SkyboxCubeMap)
generateSkyboxCubemap();
glBindVertexArray(MeshShader::SkyboxShader::cubevao);

View File

@@ -213,56 +213,6 @@ core::vector3df getWind()
return m_speed * vector3df(1., 0., 0.) * cos(time);
}
void drawObjectPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView)
{
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
if (mesh.textures[0])
{
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
}
else
{
setTexture(0, 0, GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, false);
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
MeshShader::ObjectPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, 0);
assert(mesh.vao_first_pass);
glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0);
if (!mesh.textures[0])
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
}
void drawObjectRefPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, const core::matrix4 &TextureMatrix)
{
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::ObjectRefPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, TextureMatrix, 0);
assert(mesh.vao_first_pass);
glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, core::vector3df windDir)
{
irr_driver->IncreaseObjectCount();
@@ -280,26 +230,6 @@ void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectio
glDrawElements(ptype, count, itype, 0);
}
void drawNormalPass(const GLMesh &mesh, const core::matrix4 & ModelMatrix, const core::matrix4 &InverseModelMatrix)
{
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
assert(mesh.textures[1]);
compressTexture(mesh.textures[1], false);
setTexture(0, getTextureGLuint(mesh.textures[1]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
compressTexture(mesh.textures[0], true);
setTexture(1, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::NormalMapShader::setUniforms(ModelMatrix, InverseModelMatrix, 0, 1);
assert(mesh.vao_first_pass);
glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawSphereMap(const GLMesh &mesh, const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix)
{
irr_driver->IncreaseObjectCount();

View File

@@ -89,9 +89,22 @@ std::vector<core::matrix4> GroupedFPSM<T>::MVPSet;
template<enum GeometricMaterial T>
std::vector<core::matrix4> GroupedFPSM<T>::TIMVSet;
void drawObjectPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView);
void drawNormalPass(const GLMesh &mesh, const core::matrix4 & ModelMatrix, const core::matrix4 &InverseModelMatrix);
void drawObjectRefPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, const core::matrix4 &TextureMatrix);
template<typename Shader, typename...uniforms>
void draw(const GLMesh &mesh, GLuint vao, uniforms... Args)
{
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
Shader::setUniforms(Args...);
assert(vao);
glBindVertexArray(vao);
glDrawElements(ptype, count, itype, 0);
}
void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, core::vector3df windDir);
// Pass 2 shader (ie shaders that outputs final color)

View File

@@ -197,18 +197,9 @@ void STKMeshSceneNode::drawSolidPass1(const GLMesh &mesh, GeometricMaterial type
windDir = getWind();
switch (type)
{
case FPSM_NORMAL_MAP:
drawNormalPass(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
break;
case FPSM_ALPHA_REF_TEXTURE:
drawObjectRefPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView, mesh.TextureMatrix);
break;
case FPSM_GRASS:
drawGrassPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView, windDir);
break;
case FPSM_DEFAULT:
drawObjectPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
break;
default:
assert(0 && "wrong geometric material");
}

View File

@@ -175,6 +175,12 @@ void RegisterScreen::doRegister()
{
m_info_widget->setText(_("Email has to be between 4 and 50 characters long!"), false);
}
else if ( email.find(L"@")== -1 || email.find(L".")== -1 ||
(email.findLast(L'.') - email.findLast(L'@') <= 2 ) ||
email.findLast(L'@')==0 )
{
m_info_widget->setText(_("Email is invalid!"), false);
}
else
{
m_info_widget->setDefaultColor();