Commit 83ca3e34 authored by DailyShana's avatar DailyShana

wide character

parent ff1fd43e
...@@ -233,7 +233,9 @@ you will not be able to use anything provided by the GUI Environment, including ...@@ -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 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. 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 #ifdef NO_IRR_WCHAR_FILESYSTEM
#undef _IRR_WCHAR_FILESYSTEM #undef _IRR_WCHAR_FILESYSTEM
#endif #endif
......
...@@ -89,7 +89,7 @@ namespace irr ...@@ -89,7 +89,7 @@ namespace irr
KEY_KEY_X = 0x58, // X key KEY_KEY_X = 0x58, // X key
KEY_KEY_Y = 0x59, // Y key KEY_KEY_Y = 0x59, // Y key
KEY_KEY_Z = 0x5A, // Z 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_RWIN = 0x5C, // Right Windows key (Natural keyboard)
KEY_APPS = 0x5D, // Applications key (Natural keyboard) KEY_APPS = 0x5D, // Applications key (Natural keyboard)
KEY_SLEEP = 0x5F, // Computer Sleep key KEY_SLEEP = 0x5F, // Computer Sleep key
......
...@@ -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/LightRadius² \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/LightRadius² \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.x² + 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.x² + 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"\
......
...@@ -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/LightRadius² \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/LightRadius² \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.x² + 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.x² + 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"\
......
...@@ -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/LightRadius² \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/LightRadius² \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.x² + 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.x² + 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"\
......
...@@ -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/LightRadius² \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/LightRadius² \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.x² + 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.x² + 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"\
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment