Changeset 528
- Timestamp:
- 04/27/08 13:53:44 (9 months ago)
- Files:
-
- trunk/run/data/shaders/model.pixel.glsl (modified) (2 diffs)
- trunk/run/data/shaders/model.vertex.glsl (modified) (2 diffs)
- trunk/run/data/shaders/terrain.pixel.glsl (modified) (1 diff)
- trunk/src/defend/game/hud/MiniMap.d (modified) (2 diffs)
- trunk/src/defend/objects/SceneNode.d (modified) (2 diffs)
- trunk/src/defend/terrain/Terrain.d (modified) (3 diffs)
- trunk/src/gen/rend/IndexBuffer.d (modified) (1 diff)
- trunk/src/gen/rend/PrimitiveType.d (modified) (1 diff)
- trunk/src/gen/rend/VertexArray.d (modified) (1 diff)
- trunk/src/gen/rend/VertexFormat.d (modified) (1 diff)
- trunk/src/gen/rend/opengl/sdl/Window.d (modified) (1 diff)
Legend:
- Unmodified
- Added
- Removed
- Modified
- Copied
- Moved
trunk/run/data/shaders/model.pixel.glsl
r513 r528 1 #include shadowmap.glsl 2 1 3 uniform sampler2D diffuseTexture; 2 4 uniform sampler2D lightTexture; 5 uniform sampler2D shadow; 3 6 4 7 uniform vec3 color; 8 9 varying vec4 lightSpacePos; 5 10 6 11 void main() … … 9 14 vec4 light = texture2D(lightTexture, vec2(gl_TexCoord[1])); 10 15 11 gl_FragColor = vec4(tex.rgb * tex.a + color * (1 - tex.a), 1.0) * gl_Color * (light * 2) ;16 gl_FragColor = vec4(tex.rgb * tex.a + color * (1 - tex.a), 1.0) * gl_Color * (light * 2) * shadowMap(shadow, lightSpacePos); 12 17 } trunk/run/data/shaders/model.vertex.glsl
r518 r528 3 3 #define LIGHT_DIFFUSE vec4(1.0, 1.0, 1.0, 1.0) 4 4 5 uniform mat4 lightTransform; 6 5 7 uniform vec3 mapPos; 6 8 uniform vec3 mapSize; 9 10 varying vec4 lightSpacePos; 7 11 8 12 void main(void) … … 21 25 vec3 diffuse = (max(dot(normal, light), 0.0) * LIGHT_DIFFUSE).rgb; 22 26 gl_FrontColor = vec4(diffuse + ambient, 1.0); 27 28 29 lightSpacePos = lightTransform * gl_Vertex; 23 30 } trunk/run/data/shaders/terrain.pixel.glsl
r521 r528 23 23 c3 *= a.b * inverse; 24 24 25 gl_FragColor = (c1 + c2 + c3) * (l * 2) ; //* shadowMap(shadow, lightSpacePos);25 gl_FragColor = (c1 + c2 + c3) * (l * 2) * shadowMap(shadow, lightSpacePos); 26 26 } trunk/src/defend/game/hud/MiniMap.d
r520 r528 73 73 { 74 74 // shadow map test 75 /*texture = renderer.createTexture(vec2i(width, height), ImageFormat.A);75 texture = renderer.createTexture(vec2i(width, height), ImageFormat.A); 76 76 77 77 auto camera = new StaticCamera(vec3(-50, 150, -59), vec3(-0.9, -1.57, 0), … … 79 79 80 80 sceneGraph.addCamera("shadow", camera, vec3(0), texture, true); 81 //sceneGraph.addCamera("shadow", sceneGraph.getCamera("main").core, vec3(0), texture, false); */81 //sceneGraph.addCamera("shadow", sceneGraph.getCamera("main").core, vec3(0), texture, false); 82 82 83 texture = renderer.createTexture(vec2i(width, height), ImageFormat.RGB);84 renderTerrain();83 //texture = renderer.createTexture(vec2i(width, height), ImageFormat.RGB); 84 //renderTerrain(); 85 85 86 86 sprite = new Sprite(texture, Rect(0, 0, width - 1, height - 1), true); trunk/src/defend/objects/SceneNode.d
r520 r528 104 104 override void render() 105 105 { 106 auto shadow = sceneGraph.getCamera("shadow"); 107 assert(shadow.core !is null); 108 106 109 renderer.setRenderState(RenderState.BackfaceCulling, true); 107 110 … … 115 118 shader.setUniform("diffuseTexture", 0); 116 119 shader.setUniform("lightTexture", 1); 120 shader.setUniform("lightTransform", shadow.core.projection * shadow.core.modelview); 121 shader.setUniform("shadow", 2); 122 117 123 renderer.setTexture(1, terrain.lightmapTexture); 124 renderer.setTexture(2, shadow.texture); 118 125 119 126 mesh.render(); trunk/src/defend/terrain/Terrain.d
r520 r528 379 379 renderer.setRenderState(RenderState.BackfaceCulling, true); 380 380 381 //auto shadow = sceneGraph.getCamera("shadow");382 //assert(shadow.core !is null);381 auto shadow = sceneGraph.getCamera("shadow"); 382 assert(shadow.core !is null); 383 383 384 384 renderer.setShader(shader); … … 389 389 renderer.setTexture(3, diffuseMaps[2]); 390 390 renderer.setTexture(4, lightmapTexture); 391 //renderer.setTexture(5, shadow.texture);391 renderer.setTexture(5, shadow.texture); 392 392 393 393 shader.setUniform("alpha", 0); … … 396 396 shader.setUniform("texture3", 3); 397 397 shader.setUniform("lightmap", 4); 398 //shader.setUniform("shadow", 5);399 400 //shader.setUniform("lightTransform", shadow.core.projection * shadow.core.modelview);398 shader.setUniform("shadow", 5); 399 400 shader.setUniform("lightTransform", shadow.core.projection * shadow.core.modelview); 401 401 402 402 foreach(patch; patches) trunk/src/gen/rend/IndexBuffer.d
r465 r528 1 module gen.rend erer.IndexBuffer;1 module gen.rend.IndexBuffer; 2 2 3 3 /** trunk/src/gen/rend/PrimitiveType.d
r465 r528 1 module gen.rend erer.PrimitiveType;1 module gen.rend.PrimitiveType; 2 2 3 3 /** trunk/src/gen/rend/VertexArray.d
r476 r528 1 module gen.rend erer.VertexArray;1 module gen.rend.VertexArray; 2 2 3 3 enum VertexArrayUsage // Names and descriptions from deadlock trunk/src/gen/rend/VertexFormat.d
r465 r528 1 module gen.rend erer.VertexFormat;1 module gen.rend.VertexFormat; 2 2 3 3 /** trunk/src/gen/rend/opengl/sdl/Window.d
r527 r528 9 9 import gen.math.Vector; 10 10 import gen.rend.Window; 11 12 11 13 12 final class SDLWindow : Window
