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Irrlicht New
Commits
898697a8
Commit
898697a8
authored
Apr 22, 2024
by
Chen Bill
Committed by
GitHub
Apr 22, 2024
Browse files
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remove warning c4828 in source (#2)
parent
97503bbd
Changes
4
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4 changed files
with
16 additions
and
16 deletions
+16
-16
source/Irrlicht/CD3D8NormalMapRenderer.cpp
source/Irrlicht/CD3D8NormalMapRenderer.cpp
+4
-4
source/Irrlicht/CD3D8ParallaxMapRenderer.cpp
source/Irrlicht/CD3D8ParallaxMapRenderer.cpp
+4
-4
source/Irrlicht/CD3D9NormalMapRenderer.cpp
source/Irrlicht/CD3D9NormalMapRenderer.cpp
+4
-4
source/Irrlicht/CD3D9ParallaxMapRenderer.cpp
source/Irrlicht/CD3D9ParallaxMapRenderer.cpp
+4
-4
No files found.
source/Irrlicht/CD3D8NormalMapRenderer.cpp
View file @
898697a8
...
@@ -24,9 +24,9 @@ namespace video
...
@@ -24,9 +24,9 @@ namespace video
"; c0-3: Transposed world matrix
\n
"
\
"; c0-3: Transposed world matrix
\n
"
\
"; c8-11: Transposed worldViewProj matrix (Projection * View * World)
\n
"
\
"; c8-11: Transposed worldViewProj matrix (Projection * View * World)
\n
"
\
"; c12: Light01 position
\n
"
\
"; c12: Light01 position
\n
"
\
"; c13: x,y,z: Light01 color; .w: 1/LightRadius
\n
"
\
"; c13: x,y,z: Light01 color; .w: 1/LightRadius
²
\n
"
\
"; c14: Light02 position
\n
"
\
"; c14: Light02 position
\n
"
\
"; c15: x,y,z: Light02 color; .w: 1/LightRadius
\n
"
\
"; c15: x,y,z: Light02 color; .w: 1/LightRadius
²
\n
"
\
"
\n
"
\
"
\n
"
\
"; v0 - position
\n
"
\
"; v0 - position
\n
"
\
"; v1 - normal
\n
"
\
"; v1 - normal
\n
"
\
...
@@ -65,13 +65,13 @@ namespace video
...
@@ -65,13 +65,13 @@ namespace video
"mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1
\n
"
\
"mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1
\n
"
\
"
\n
"
\
"
\n
"
\
" ; calculate attenuation of light 1
\n
"
\
" ; calculate attenuation of light 1
\n
"
\
"dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x
+ r2.y + r2.z
\n
"
\
"dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x
² + r2.y² + r2.z²
\n
"
\
"mul r2.x, r2.x, c13.w ; r2.x * attenutation
\n
"
\
"mul r2.x, r2.x, c13.w ; r2.x * attenutation
\n
"
\
"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation
\n
"
\
"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation
\n
"
\
"
\n
"
\
"
\n
"
\
" ; calculate attenuation of light 2
\n
"
\
" ; calculate attenuation of light 2
\n
"
\
"dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x
+ r3.y + r3.z
\n
"
\
"dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x
² + r3.y² + r3.z²
\n
"
\
"mul r3.x, r3.x, c15.w ; r2.x * attenutation
\n
"
\
"mul r3.x, r3.x, c15.w ; r2.x * attenutation
\n
"
\
"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation
\n
"
\
"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation
\n
"
\
...
...
source/Irrlicht/CD3D8ParallaxMapRenderer.cpp
View file @
898697a8
...
@@ -24,9 +24,9 @@ namespace video
...
@@ -24,9 +24,9 @@ namespace video
"; c4: Eye position
\n
"
\
"; c4: Eye position
\n
"
\
"; c8-11: Transposed worldViewProj matrix (Projection * View * World)
\n
"
\
"; c8-11: Transposed worldViewProj matrix (Projection * View * World)
\n
"
\
"; c12: Light01 position
\n
"
\
"; c12: Light01 position
\n
"
\
"; c13: x,y,z: Light01 color; .w: 1/LightRadius
\n
"
\
"; c13: x,y,z: Light01 color; .w: 1/LightRadius
²
\n
"
\
"; c14: Light02 position
\n
"
\
"; c14: Light02 position
\n
"
\
"; c15: x,y,z: Light02 color; .w: 1/LightRadius
\n
"
\
"; c15: x,y,z: Light02 color; .w: 1/LightRadius
²
\n
"
\
"vs.1.1
\n
"
\
"vs.1.1
\n
"
\
"; v0 ; position
\n
"
\
"; v0 ; position
\n
"
\
"; v1 ; normal
\n
"
\
"; v1 ; normal
\n
"
\
...
@@ -78,13 +78,13 @@ namespace video
...
@@ -78,13 +78,13 @@ namespace video
"mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector from -1..1 into 0..1
\n
"
\
"mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector from -1..1 into 0..1
\n
"
\
"
\n
"
\
"
\n
"
\
" ; calculate attenuation of light 1
\n
"
\
" ; calculate attenuation of light 1
\n
"
\
"dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x
+ r2.y + r2.z
\n
"
\
"dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x
² + r2.y² + r2.z²
\n
"
\
"mul r2.x, r2.x, c13.w ; r2.x * attenutation
\n
"
\
"mul r2.x, r2.x, c13.w ; r2.x * attenutation
\n
"
\
"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation
\n
"
\
"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation
\n
"
\
"
\n
"
\
"
\n
"
\
" ; calculate attenuation of light 2
\n
"
\
" ; calculate attenuation of light 2
\n
"
\
"dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x
+ r3.y + r3.z
\n
"
\
"dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x
² + r3.y² + r3.z²
\n
"
\
"mul r3.x, r3.x, c15.w ; r2.x * attenutation
\n
"
\
"mul r3.x, r3.x, c15.w ; r2.x * attenutation
\n
"
\
"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation
\n
"
\
"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation
\n
"
\
...
...
source/Irrlicht/CD3D9NormalMapRenderer.cpp
View file @
898697a8
...
@@ -24,9 +24,9 @@ namespace video
...
@@ -24,9 +24,9 @@ namespace video
"; c0-3: Transposed world matrix
\n
"
\
"; c0-3: Transposed world matrix
\n
"
\
"; c8-11: Transposed worldViewProj matrix (Projection * View * World)
\n
"
\
"; c8-11: Transposed worldViewProj matrix (Projection * View * World)
\n
"
\
"; c12: Light01 position
\n
"
\
"; c12: Light01 position
\n
"
\
"; c13: x,y,z: Light01 color; .w: 1/LightRadius
\n
"
\
"; c13: x,y,z: Light01 color; .w: 1/LightRadius
²
\n
"
\
"; c14: Light02 position
\n
"
\
"; c14: Light02 position
\n
"
\
"; c15: x,y,z: Light02 color; .w: 1/LightRadius
\n
"
\
"; c15: x,y,z: Light02 color; .w: 1/LightRadius
²
\n
"
\
"vs.1.1
\n
"
\
"vs.1.1
\n
"
\
"dcl_position v0 ; position
\n
"
\
"dcl_position v0 ; position
\n
"
\
"dcl_normal v1 ; normal
\n
"
\
"dcl_normal v1 ; normal
\n
"
\
...
@@ -65,13 +65,13 @@ namespace video
...
@@ -65,13 +65,13 @@ namespace video
"mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1
\n
"
\
"mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1
\n
"
\
"
\n
"
\
"
\n
"
\
" ; calculate attenuation of light 1
\n
"
\
" ; calculate attenuation of light 1
\n
"
\
"dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x
+ r2.y + r2.z
\n
"
\
"dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x
² + r2.y² + r2.z²
\n
"
\
"mul r2.x, r2.x, c13.w ; r2.x * attenutation
\n
"
\
"mul r2.x, r2.x, c13.w ; r2.x * attenutation
\n
"
\
"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation
\n
"
\
"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation
\n
"
\
"
\n
"
\
"
\n
"
\
" ; calculate attenuation of light 2
\n
"
\
" ; calculate attenuation of light 2
\n
"
\
"dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x
+ r3.y + r3.z
\n
"
\
"dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x
² + r3.y² + r3.z²
\n
"
\
"mul r3.x, r3.x, c15.w ; r2.x * attenutation
\n
"
\
"mul r3.x, r3.x, c15.w ; r2.x * attenutation
\n
"
\
"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation
\n
"
\
"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation
\n
"
\
...
...
source/Irrlicht/CD3D9ParallaxMapRenderer.cpp
View file @
898697a8
...
@@ -30,9 +30,9 @@ namespace video
...
@@ -30,9 +30,9 @@ namespace video
"; c4: Eye position
\n
"
\
"; c4: Eye position
\n
"
\
"; c8-11: Transposed worldViewProj matrix (Projection * View * World)
\n
"
\
"; c8-11: Transposed worldViewProj matrix (Projection * View * World)
\n
"
\
"; c12: Light01 position
\n
"
\
"; c12: Light01 position
\n
"
\
"; c13: x,y,z: Light01 color; .w: 1/LightRadius
\n
"
\
"; c13: x,y,z: Light01 color; .w: 1/LightRadius
²
\n
"
\
"; c14: Light02 position
\n
"
\
"; c14: Light02 position
\n
"
\
"; c15: x,y,z: Light02 color; .w: 1/LightRadius
\n
"
\
"; c15: x,y,z: Light02 color; .w: 1/LightRadius
²
\n
"
\
"vs.1.1
\n
"
\
"vs.1.1
\n
"
\
"dcl_position v0 ; position
\n
"
\
"dcl_position v0 ; position
\n
"
\
"dcl_normal v1 ; normal
\n
"
\
"dcl_normal v1 ; normal
\n
"
\
...
@@ -84,13 +84,13 @@ namespace video
...
@@ -84,13 +84,13 @@ namespace video
"mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector from -1..1 into 0..1
\n
"
\
"mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector from -1..1 into 0..1
\n
"
\
"
\n
"
\
"
\n
"
\
" ; calculate attenuation of light 1
\n
"
\
" ; calculate attenuation of light 1
\n
"
\
"dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x
+ r2.y + r2.z
\n
"
\
"dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x
² + r2.y² + r2.z²
\n
"
\
"mul r2.x, r2.x, c13.w ; r2.x * attenutation
\n
"
\
"mul r2.x, r2.x, c13.w ; r2.x * attenutation
\n
"
\
"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation
\n
"
\
"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation
\n
"
\
"
\n
"
\
"
\n
"
\
" ; calculate attenuation of light 2
\n
"
\
" ; calculate attenuation of light 2
\n
"
\
"dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x
+ r3.y + r3.z
\n
"
\
"dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x
² + r3.y² + r3.z²
\n
"
\
"mul r3.x, r3.x, c15.w ; r2.x * attenutation
\n
"
\
"mul r3.x, r3.x, c15.w ; r2.x * attenutation
\n
"
\
"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation
\n
"
\
"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation
\n
"
\
...
...
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