Changeset 538
- Timestamp:
- 05/15/08 14:32:57 (8 months ago)
- Files:
-
- trunk/run/config.ini (deleted)
- trunk/run/data/models/house/model.mtl (modified) (1 diff)
- trunk/run/data/shaders/model-pixel.glsl (modified) (1 diff)
- trunk/run/data/shaders/shadowmap.glsl (modified) (1 diff)
- trunk/run/defend.cfg (added)
- trunk/src/defend/objects/SceneNode.d (modified) (1 diff)
- trunk/src/defend/terrain/Terrain.d (modified) (3 diffs)
Legend:
- Unmodified
- Added
- Removed
- Modified
- Copied
- Moved
trunk/run/data/models/house/model.mtl
r535 r538 8 8 Ks 0.100000 0.100000 0.100000 9 9 d 0.996078 10 map_Kd model .png10 map_Kd model2.png 11 11 # End trunk/run/data/shaders/model-pixel.glsl
r537 r538 19 19 gl_FragColor = vec4(tex.rgb * tex.a + color * (1 - tex.a), 1.0) * (light * 2); 20 20 21 #ifdef SHADOWMAPPING21 /*#ifdef SHADOWMAPPING 22 22 gl_FragColor *= shadowMap(shadow, lightSpacePos); 23 23 #else 24 24 gl_FragColor *= gl_Color; 25 #endif 25 #endif*/ 26 26 } trunk/run/data/shaders/shadowmap.glsl
r537 r538 20 20 21 21 #if SHADOWMAPPING_SAMPLES > 0 22 val += shadowMapSingle(sampler, shadowMapCoord + vec2(-o1 +0.0001,-o1), lightDistance);22 val += shadowMapSingle(sampler, shadowMapCoord + vec2(-o1 + 0.0001, -o1), lightDistance); 23 23 #endif 24 24 25 25 #if SHADOWMAPPING_SAMPLES > 1 26 val += shadowMapSingle(sampler, shadowMapCoord + vec2( o1,-o1+0.0001), lightDistance);26 val += shadowMapSingle(sampler, shadowMapCoord + vec2(o1, -o1 + 0.0001), lightDistance); 27 27 #endif 28 28 29 29 #if SHADOWMAPPING_SAMPLES > 2 30 val += shadowMapSingle(sampler, shadowMapCoord + vec2( o1-0.0001, o1), lightDistance);30 val += shadowMapSingle(sampler, shadowMapCoord + vec2(o1 - 0.0001, o1), lightDistance); 31 31 #endif 32 32 33 33 #if SHADOWMAPPING_SAMPLES > 3 34 val += shadowMapSingle(sampler, shadowMapCoord + vec2(-o1, o1 -0.0001), lightDistance);34 val += shadowMapSingle(sampler, shadowMapCoord + vec2(-o1, o1 - 0.0001), lightDistance); 35 35 #endif 36 36 37 37 #if SHADOWMAPPING_SAMPLES > 4 38 val += shadowMapSingle(sampler, shadowMapCoord + vec2(-o2, -o2+0.0001), lightDistance);38 val += shadowMapSingle(sampler, shadowMapCoord + vec2(-o2, -o2 + 0.0001), lightDistance); 39 39 #endif 40 40 41 41 #if SHADOWMAPPING_SAMPLES > 5 42 val += shadowMapSingle(sampler, shadowMapCoord + vec2( o2+0.0001,-o2), lightDistance);42 val += shadowMapSingle(sampler, shadowMapCoord + vec2(o2 + 0.0001, -o2), lightDistance); 43 43 #endif 44 44 45 45 #if SHADOWMAPPING_SAMPLES > 6 46 val += shadowMapSingle(sampler, shadowMapCoord + vec2( o2, o2-0.0001), lightDistance);46 val += shadowMapSingle(sampler, shadowMapCoord + vec2(o2, o2 - 0.0001), lightDistance); 47 47 #endif 48 48 49 49 #if SHADOWMAPPING_SAMPLES > 7 50 val += shadowMapSingle(sampler, shadowMapCoord + vec2(-o2 -0.0001, o2), lightDistance);50 val += shadowMapSingle(sampler, shadowMapCoord + vec2(-o2 - 0.0001, o2), lightDistance); 51 51 #endif 52 52 trunk/src/defend/objects/SceneNode.d
r537 r538 111 111 112 112 if(!sceneGraph.cameraData.shadowMap) 113 { 113 { 114 114 renderer.setShader(shader); 115 115 shader.setUniform("color", parent.color); trunk/src/defend/terrain/Terrain.d
r537 r538 19 19 import gen.scene.CullNode; 20 20 import gen.util.Log; 21 import gen.util.Config; 21 22 import gen.util.Memory; 22 23 import gen.util.Profiler; … … 439 440 void renderOrthogonal() // for mini map 440 441 { 441 renderer.setShader(shader); 442 442 // need to disable shadowmapping here.. this is kind of a hack :P 443 auto define = cast(bool)("SHADOWMAPPING" in Shader.defines); 444 if(define) Shader.defines.remove("SHADOWMAPPING"); 445 446 scope(exit) 447 if(define) Shader.defines["SHADOWMAPPING"] = "1"; 448 449 auto localShader = renderer.createShader(new Config("data/shaders/terrain.cfg")); 450 scope(exit) delete localShader; 451 452 renderer.setShader(localShader); 453 443 454 renderer.setTexture(0, alphaMap); 444 455 renderer.setTexture(1, diffuseMaps[0]); … … 447 458 renderer.setTexture(4, lightmapTexture); 448 459 449 shader.setUniform("alpha", 0);450 shader.setUniform("texture1", 1);451 shader.setUniform("texture2", 2);452 shader.setUniform("texture3", 3);453 shader.setUniform("lightmap", 4);454 460 localShader.setUniform("alpha", 0); 461 localShader.setUniform("texture1", 1); 462 localShader.setUniform("texture2", 2); 463 localShader.setUniform("texture3", 3); 464 localShader.setUniform("lightmap", 4); 465 455 466 foreach(patch; patches) 456 467 patch.render(); 457 468 458 469 renderer.setShader(null); 459 470
