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Irrlicht
Commits
83ca3e34
Commit
83ca3e34
authored
Oct 18, 2018
by
DailyShana
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parent
ff1fd43e
Changes
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6 changed files
with
20 additions
and
18 deletions
+20
-18
include/IrrCompileConfig.h
include/IrrCompileConfig.h
+3
-1
include/Keycodes.h
include/Keycodes.h
+1
-1
src/CD3D8NormalMapRenderer.cpp
src/CD3D8NormalMapRenderer.cpp
+4
-4
src/CD3D8ParallaxMapRenderer.cpp
src/CD3D8ParallaxMapRenderer.cpp
+4
-4
src/CD3D9NormalMapRenderer.cpp
src/CD3D9NormalMapRenderer.cpp
+4
-4
src/CD3D9ParallaxMapRenderer.cpp
src/CD3D9ParallaxMapRenderer.cpp
+4
-4
No files found.
include/IrrCompileConfig.h
View file @
83ca3e34
...
...
@@ -233,7 +233,9 @@ you will not be able to use anything provided by the GUI Environment, including
disable this feature, the engine behave as before (ansi). This is currently only supported
for Windows based systems. You also have to set #define UNICODE for this to compile.
*/
//#define _IRR_WCHAR_FILESYSTEM
#if defined(_IRR_WINDOWS_) && (defined(_UNICODE) || defined(UNICODE))
#define _IRR_WCHAR_FILESYSTEM
#endif
#ifdef NO_IRR_WCHAR_FILESYSTEM
#undef _IRR_WCHAR_FILESYSTEM
#endif
...
...
include/Keycodes.h
View file @
83ca3e34
...
...
@@ -89,7 +89,7 @@ namespace irr
KEY_KEY_X
=
0x58
,
// X key
KEY_KEY_Y
=
0x59
,
// Y key
KEY_KEY_Z
=
0x5A
,
// Z key
KEY_LWIN
=
0x5B
,
// Left Windows key (Microsoft
Natural
keyboard)
KEY_LWIN
=
0x5B
,
// Left Windows key (Microsoft
® Natural®
keyboard)
KEY_RWIN
=
0x5C
,
// Right Windows key (Natural keyboard)
KEY_APPS
=
0x5D
,
// Applications key (Natural keyboard)
KEY_SLEEP
=
0x5F
,
// Computer Sleep key
...
...
src/CD3D8NormalMapRenderer.cpp
View file @
83ca3e34
...
...
@@ -24,9 +24,9 @@ namespace video
"; c0-3: Transposed world matrix
\n
"
\
"; c8-11: Transposed worldViewProj matrix (Projection * View * World)
\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
"
\
"; c15: x,y,z: Light02 color; .w: 1/LightRadius
\n
"
\
"; c15: x,y,z: Light02 color; .w: 1/LightRadius
²
\n
"
\
"
\n
"
\
"; v0 - position
\n
"
\
"; v1 - normal
\n
"
\
...
...
@@ -65,13 +65,13 @@ namespace video
"mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1
\n
"
\
"
\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
"
\
"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation
\n
"
\
"
\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
"
\
"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation
\n
"
\
...
...
src/CD3D8ParallaxMapRenderer.cpp
View file @
83ca3e34
...
...
@@ -24,9 +24,9 @@ namespace video
"; c4: Eye position
\n
"
\
"; c8-11: Transposed worldViewProj matrix (Projection * View * World)
\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
"
\
"; 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
"
\
"; v0 ; position
\n
"
\
"; v1 ; normal
\n
"
\
...
...
@@ -78,13 +78,13 @@ namespace video
"mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector from -1..1 into 0..1
\n
"
\
"
\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
"
\
"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation
\n
"
\
"
\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
"
\
"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation
\n
"
\
...
...
src/CD3D9NormalMapRenderer.cpp
View file @
83ca3e34
...
...
@@ -24,9 +24,9 @@ namespace video
"; c0-3: Transposed world matrix
\n
"
\
"; c8-11: Transposed worldViewProj matrix (Projection * View * World)
\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
"
\
"; 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
"
\
"dcl_position v0 ; position
\n
"
\
"dcl_normal v1 ; normal
\n
"
\
...
...
@@ -65,13 +65,13 @@ namespace video
"mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1
\n
"
\
"
\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
"
\
"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation
\n
"
\
"
\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
"
\
"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation
\n
"
\
...
...
src/CD3D9ParallaxMapRenderer.cpp
View file @
83ca3e34
...
...
@@ -30,9 +30,9 @@ namespace video
"; c4: Eye position
\n
"
\
"; c8-11: Transposed worldViewProj matrix (Projection * View * World)
\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
"
\
"; 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
"
\
"dcl_position v0 ; position
\n
"
\
"dcl_normal v1 ; normal
\n
"
\
...
...
@@ -84,13 +84,13 @@ namespace video
"mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector from -1..1 into 0..1
\n
"
\
"
\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
"
\
"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation
\n
"
\
"
\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
"
\
"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)
\n
"
\
"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation
\n
"
\
...
...
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