Changeset 536
- Timestamp:
- 05/08/08 16:43:35 (8 months ago)
- Files:
-
- trunk/run/data/shaders/model-pixel.glsl (modified) (1 diff)
- 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) (1 diff)
- trunk/src/defend/terrain/Terrain.d (modified) (3 diffs)
- trunk/src/gen/util/Config.d (modified) (1 diff)
Legend:
- Unmodified
- Added
- Removed
- Modified
- Copied
- Moved
trunk/run/data/shaders/model-pixel.glsl
r535 r536 20 20 gl_FragColor *= shadowMap(shadow, lightSpacePos); 21 21 #else 22 gl_FragColor *= gl_Color ;22 gl_FragColor *= gl_Color * 2; 23 23 #endif 24 25 gl_FragColor = vec4(tex.rgb, 1.0); 24 26 } trunk/run/data/shaders/model-vertex.glsl
r535 r536 4 4 5 5 uniform mat4 lightTransform; 6 uniform mat4 fuckThisShit;6 uniform mat4 modelTransform; 7 7 8 8 uniform vec3 mapPos; … … 19 19 20 20 #ifdef SHADOWMAPPING 21 lightSpacePos = lightTransform * ( fuckThisShit* gl_Vertex);21 lightSpacePos = lightTransform * (modelTransform * gl_Vertex); 22 22 #else 23 23 // Lighting trunk/run/data/shaders/terrain-pixel.glsl
r535 r536 27 27 c1 *= a.r * inverse; 28 28 c2 *= a.g * inverse; 29 c3 *= a.b * inverse; 29 c3 *= a.b * inverse; 30 30 31 31 //gl_FragColor = vec4(shadowMap(shadow, lightSpacePos)); trunk/src/defend/game/hud/MiniMap.d
r532 r536 73 73 { 74 74 // shadow map test 75 auto fb = renderer.createFramebuffer(vec2i(width, height), ImageFormat.A); 76 texture = fb.texture; 75 if(defendConfig("graphics").integer("shadowmapping") || true * false) 76 { 77 auto fb = renderer.createFramebuffer(vec2i(width, height), ImageFormat.A); 78 texture = fb.texture; 79 80 auto camera = new StaticCamera(vec3(-20, 40, -39), vec3(-0.9, -1.57, 0), 81 mat4.projection(width / height, 70, 50, 200)); 77 82 78 auto camera = new StaticCamera(vec3(-20, 40, -39), vec3(-0.9, -1.57, 0), 79 mat4.projection(width / height, 70, 50, 200)); 83 //auto camera = new StaticCamera(vec3(-50, 150, -59), vec3(-0.9, -1.57, 0), 84 // mat4.projection(width / height, 70, 50, 300)); 85 86 sceneGraph.addCamera("shadow", camera, vec3(0), fb, true); 87 } 80 88 81 //auto camera = new StaticCamera(vec3(-50, 150, -59), vec3(-0.9, -1.57, 0), 82 // mat4.projection(width / height, 70, 50, 300)); 89 return; 83 90 84 sceneGraph.addCamera("shadow", camera, vec3(0), fb, true); 85 86 //sceneGraph.addCamera("shadow", sceneGraph.getCamera("main").core, vec3(0), fb, true); 87 88 //texture = renderer.createTexture(vec2i(width, height), ImageFormat.RGB); 89 //renderTerrain(); 91 if(!texture) 92 { 93 texture = renderer.createTexture(vec2i(width, height), ImageFormat.RGB); 94 renderTerrain(); 95 } 90 96 91 97 sprite = new Sprite(texture, Rect(0, 0, width - 1, height - 1), true); … … 97 103 ~this() 98 104 { 99 delete sprite;100 delete texture;105 //delete sprite; 106 //delete texture; 101 107 } 102 108 103 109 void render() 104 110 { 105 assert(texture !is null);106 assert(sprite !is null);111 //assert(texture !is null); 112 //assert(sprite !is null); 107 113 108 sprite.render(position);114 //sprite.render(position); 109 115 } 110 116 trunk/src/defend/objects/SceneNode.d
r535 r536 128 128 shader.setUniform("shadow", 2); 129 129 shader.setUniform("lightTransform", shadow.core.projection * shadow.core.modelview); 130 shader.setUniform(" fuckThisShit", absoluteModelview);130 shader.setUniform("modelTransform", absoluteModelview); 131 131 132 132 renderer.setTexture(2, shadow.framebuffer.texture); 133 133 } 134 134 135 renderer.setTexture(0, texture); 135 136 renderer.setTexture(1, terrain.lightmapTexture); 136 137 } trunk/src/defend/terrain/Terrain.d
r535 r536 383 383 renderer.setRenderState(RenderState.BackfaceCulling, true); 384 384 385 auto shadow = sceneGraph.getCamera("shadow");386 assert(shadow.core !is null);387 388 385 renderer.setShader(shader); 389 386 … … 393 390 renderer.setTexture(3, diffuseMaps[2]); 394 391 renderer.setTexture(4, lightmapTexture); 395 renderer.setTexture(5, shadow.framebuffer.texture);396 392 397 393 shader.setUniform("alpha", 0); … … 400 396 shader.setUniform("texture3", 3); 401 397 shader.setUniform("lightmap", 4); 402 shader.setUniform("shadow", 5); 403 404 shader.setUniform("lightTransform", shadow.core.projection * shadow.core.modelview); 398 399 if(defendConfig("graphics").integer("shadowmapping")) 400 { 401 auto shadow = sceneGraph.getCamera("shadow"); 402 assert(shadow.core !is null); 403 404 renderer.setTexture(5, shadow.framebuffer.texture); 405 shader.setUniform("shadow", 5); 406 407 shader.setUniform("lightTransform", shadow.core.projection * shadow.core.modelview); 408 } 405 409 406 410 foreach(patch; patches) trunk/src/gen/util/Config.d
r535 r536 361 361 362 362 token.type = TokenType.NewLine; 363 return token; 364 365 case '@': 366 nc; 367 368 token.type = TokenType.Section; 363 369 return token; 364 370
