add more demos
parent
0a87150932
commit
7f5f6e7a58
4
MAKE.bat
4
MAKE.bat
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@ -555,7 +555,7 @@ set rc=0
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if "%1"=="nov4k" set "v4k=no" && goto loop
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if "%1"=="nodemos" set "demos=no" && goto loop
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if "%1"=="demos" set "demos=yes" && set "hello=no" && goto loop
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if "%1"=="extras" set "extras=yes" && set "demos=yes" && set "hello=no" && goto loop
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if "%1"=="extras" set "extras=yes" && set "hello=no" && goto loop
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if "%1"=="noeditor" set "editor=no" && goto loop
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if "%1"=="hello" set "hello=yes" && goto loop
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if "%1"=="editor" set "editor=yes" && set "hello=no"&& goto loop
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@ -768,8 +768,10 @@ if "!demos!"=="yes" (
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!echo! 00-ui && !cc! !o! 00-ui.exe demos\00-ui.c !import! !args! || set rc=1
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!echo! 01-sprite && !cc! !o! 01-sprite.exe demos\01-sprite.c !import! !args! || set rc=1
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!echo! 02-ddraw && !cc! !o! 02-ddraw.exe demos\02-ddraw.c !import! !args! || set rc=1
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!echo! 02-frustum && !cc! !o! 02-frustum.exe demos\02-frustum.c !import! !args! || set rc=1
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!echo! 03-anims && !cc! !o! 03-anims.exe demos\03-anims.c !import! !args! || set rc=1
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!echo! 04-actor && !cc! !o! 04-actor.exe demos\04-actor.c !import! !args! || set rc=1
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!echo! 04-lod && !cc! !o! 04-lod.exe demos\04-lod.c !import! !args! || set rc=1
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!echo! 05-scene && !cc! !o! 05-scene.exe demos\05-scene.c !import! !args! || set rc=1
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!echo! 06-controller && !cc! !o! 06-controller.exe demos\06-controller.c !import! !args! || set rc=1
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!echo! 07-network && !cc! !o! 07-network.exe demos\07-network.c !import! !args! || set rc=1
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@ -339063,10 +339063,6 @@ void network_rpc_send(unsigned id, const char *cmdline) {
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#line 1 "v4k_shaders.c"
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static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n"
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"// #version 140 // inverse() requires v140\n"
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"// FILELINE\n"
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"\n"
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"\n"
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"// uniform mat4 view = mat4(1.0);\n"
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"uniform vec3 lightPos = vec3(1.0);\n"
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"uniform float doTexture = 1.;\n"
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@ -339674,31 +339670,32 @@ static const char *const vs_323444143_16_332_model = "//" FILELINE "\n"
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" if(!SKINNED) {\n"
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" objPos = att_position;\n"
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" v_normal = att_normal;\n"
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" } else {\n"
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" mat3x4 m = vsBoneMatrix[int(att_indexes.x)] * att_weights.x;\n"
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" m += vsBoneMatrix[int(att_indexes.y)] * att_weights.y;\n"
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" m += vsBoneMatrix[int(att_indexes.z)] * att_weights.z;\n"
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" m += vsBoneMatrix[int(att_indexes.w)] * att_weights.w;\n"
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" objPos = vec4(att_position, 1.0) * m;\n"
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" \n"
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" // blendshapes\n"
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" // objPos += evaluate_blend_shape(int(att_vertexindex));\n"
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" \n"
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" v_normal = vec4(att_normal, 0.0) * m;\n"
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" //@todo: tangents\n"
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" }\n"
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" } else {\n"
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" mat3x4 m = vsBoneMatrix[int(att_indexes.x)] * att_weights.x;\n"
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" m += vsBoneMatrix[int(att_indexes.y)] * att_weights.y;\n"
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" m += vsBoneMatrix[int(att_indexes.z)] * att_weights.z;\n"
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" m += vsBoneMatrix[int(att_indexes.w)] * att_weights.w;\n"
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" objPos = vec4(att_position, 1.0) * m;\n"
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" \n"
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" // vec3 tangent = att_tangent.xyz;\n"
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" // vec3 bitangent = cross(att_normal, att_tangent.xyz) * att_tangent.w;\n"
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" // blendshapes\n"
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" // objPos += evaluate_blend_shape(int(att_vertexindex));\n"
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" \n"
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" v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.))); // normal to world/model space\n"
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" v_normal = normalize(v_normal);\n"
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" v_position = att_position;\n"
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" v_texcoord = att_texcoord;\n"
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" v_color = att_color;\n"
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" gl_Position = VP * att_instanced_matrix * vec4( objPos, 1.0 );\n"
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" do_shadow();\n"
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" }\n";
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" v_normal = vec4(att_normal, 0.0) * m;\n"
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" //@todo: tangents\n"
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" }\n"
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" \n"
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" // vec3 tangent = att_tangent.xyz;\n"
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" // vec3 bitangent = cross(att_normal, att_tangent.xyz) * att_tangent.w;\n"
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" \n"
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" v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.))); // normal to world/model space\n"
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" v_normal = normalize(v_normal);\n"
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" v_position = att_position;\n"
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" v_texcoord = att_texcoord;\n"
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" v_color = att_color;\n"
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" gl_Position = VP * att_instanced_matrix * vec4( objPos, 1.0 );\n"
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" do_shadow();\n"
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"}\n"
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"\n";
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static const char *const vs_324_24_sprite = "//" FILELINE "\n"
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"uniform mat4 u_mvp;\n"
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@ -1,7 +1,3 @@
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// #version 140 // inverse() requires v140
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// FILELINE
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// uniform mat4 view = mat4(1.0);
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uniform vec3 lightPos = vec3(1.0);
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uniform float doTexture = 1.;
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@ -87,28 +87,28 @@ void main() {
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if(!SKINNED) {
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objPos = att_position;
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v_normal = att_normal;
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} else {
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mat3x4 m = vsBoneMatrix[int(att_indexes.x)] * att_weights.x;
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m += vsBoneMatrix[int(att_indexes.y)] * att_weights.y;
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m += vsBoneMatrix[int(att_indexes.z)] * att_weights.z;
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m += vsBoneMatrix[int(att_indexes.w)] * att_weights.w;
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objPos = vec4(att_position, 1.0) * m;
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// blendshapes
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// objPos += evaluate_blend_shape(int(att_vertexindex));
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v_normal = vec4(att_normal, 0.0) * m;
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//@todo: tangents
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}
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} else {
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mat3x4 m = vsBoneMatrix[int(att_indexes.x)] * att_weights.x;
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m += vsBoneMatrix[int(att_indexes.y)] * att_weights.y;
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m += vsBoneMatrix[int(att_indexes.z)] * att_weights.z;
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m += vsBoneMatrix[int(att_indexes.w)] * att_weights.w;
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objPos = vec4(att_position, 1.0) * m;
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// vec3 tangent = att_tangent.xyz;
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// vec3 bitangent = cross(att_normal, att_tangent.xyz) * att_tangent.w;
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// blendshapes
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// objPos += evaluate_blend_shape(int(att_vertexindex));
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v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.))); // normal to world/model space
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v_normal = normalize(v_normal);
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v_position = att_position;
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v_texcoord = att_texcoord;
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v_color = att_color;
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gl_Position = VP * att_instanced_matrix * vec4( objPos, 1.0 );
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do_shadow();
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}
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v_normal = vec4(att_normal, 0.0) * m;
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//@todo: tangents
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}
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// vec3 tangent = att_tangent.xyz;
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// vec3 bitangent = cross(att_normal, att_tangent.xyz) * att_tangent.w;
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v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.))); // normal to world/model space
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v_normal = normalize(v_normal);
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v_position = att_position;
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v_texcoord = att_texcoord;
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v_color = att_color;
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gl_Position = VP * att_instanced_matrix * vec4( objPos, 1.0 );
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do_shadow();
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}
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@ -1,8 +1,4 @@
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static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n"
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"// #version 140 // inverse() requires v140\n"
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"// FILELINE\n"
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"\n"
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"\n"
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"// uniform mat4 view = mat4(1.0);\n"
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"uniform vec3 lightPos = vec3(1.0);\n"
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"uniform float doTexture = 1.;\n"
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@ -610,31 +606,32 @@ static const char *const vs_323444143_16_332_model = "//" FILELINE "\n"
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" if(!SKINNED) {\n"
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" objPos = att_position;\n"
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" v_normal = att_normal;\n"
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" } else {\n"
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" mat3x4 m = vsBoneMatrix[int(att_indexes.x)] * att_weights.x;\n"
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" m += vsBoneMatrix[int(att_indexes.y)] * att_weights.y;\n"
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" m += vsBoneMatrix[int(att_indexes.z)] * att_weights.z;\n"
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" m += vsBoneMatrix[int(att_indexes.w)] * att_weights.w;\n"
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" objPos = vec4(att_position, 1.0) * m;\n"
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" \n"
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" // blendshapes\n"
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" // objPos += evaluate_blend_shape(int(att_vertexindex));\n"
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" \n"
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" v_normal = vec4(att_normal, 0.0) * m;\n"
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" //@todo: tangents\n"
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" }\n"
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" } else {\n"
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" mat3x4 m = vsBoneMatrix[int(att_indexes.x)] * att_weights.x;\n"
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" m += vsBoneMatrix[int(att_indexes.y)] * att_weights.y;\n"
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" m += vsBoneMatrix[int(att_indexes.z)] * att_weights.z;\n"
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" m += vsBoneMatrix[int(att_indexes.w)] * att_weights.w;\n"
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" objPos = vec4(att_position, 1.0) * m;\n"
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" \n"
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" // vec3 tangent = att_tangent.xyz;\n"
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" // vec3 bitangent = cross(att_normal, att_tangent.xyz) * att_tangent.w;\n"
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" // blendshapes\n"
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" // objPos += evaluate_blend_shape(int(att_vertexindex));\n"
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" \n"
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" v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.))); // normal to world/model space\n"
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" v_normal = normalize(v_normal);\n"
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" v_position = att_position;\n"
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" v_texcoord = att_texcoord;\n"
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" v_color = att_color;\n"
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" gl_Position = VP * att_instanced_matrix * vec4( objPos, 1.0 );\n"
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" do_shadow();\n"
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" }\n";
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" v_normal = vec4(att_normal, 0.0) * m;\n"
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" //@todo: tangents\n"
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" }\n"
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" \n"
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" // vec3 tangent = att_tangent.xyz;\n"
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" // vec3 bitangent = cross(att_normal, att_tangent.xyz) * att_tangent.w;\n"
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" \n"
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" v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.))); // normal to world/model space\n"
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" v_normal = normalize(v_normal);\n"
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" v_position = att_position;\n"
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" v_texcoord = att_texcoord;\n"
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" v_color = att_color;\n"
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" gl_Position = VP * att_instanced_matrix * vec4( objPos, 1.0 );\n"
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" do_shadow();\n"
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"}\n"
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"\n";
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static const char *const vs_324_24_sprite = "//" FILELINE "\n"
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"uniform mat4 u_mvp;\n"
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51
engine/v4k.c
51
engine/v4k.c
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@ -10138,10 +10138,6 @@ void network_rpc_send(unsigned id, const char *cmdline) {
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#line 1 "v4k_shaders.c"
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static const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n"
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"// #version 140 // inverse() requires v140\n"
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"// FILELINE\n"
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"\n"
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"\n"
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"// uniform mat4 view = mat4(1.0);\n"
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"uniform vec3 lightPos = vec3(1.0);\n"
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"uniform float doTexture = 1.;\n"
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@ -10749,31 +10745,32 @@ static const char *const vs_323444143_16_332_model = "//" FILELINE "\n"
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" if(!SKINNED) {\n"
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" objPos = att_position;\n"
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" v_normal = att_normal;\n"
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" } else {\n"
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" mat3x4 m = vsBoneMatrix[int(att_indexes.x)] * att_weights.x;\n"
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" m += vsBoneMatrix[int(att_indexes.y)] * att_weights.y;\n"
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" m += vsBoneMatrix[int(att_indexes.z)] * att_weights.z;\n"
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" m += vsBoneMatrix[int(att_indexes.w)] * att_weights.w;\n"
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" objPos = vec4(att_position, 1.0) * m;\n"
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" \n"
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" // blendshapes\n"
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" // objPos += evaluate_blend_shape(int(att_vertexindex));\n"
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" \n"
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" v_normal = vec4(att_normal, 0.0) * m;\n"
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" //@todo: tangents\n"
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" }\n"
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" } else {\n"
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" mat3x4 m = vsBoneMatrix[int(att_indexes.x)] * att_weights.x;\n"
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" m += vsBoneMatrix[int(att_indexes.y)] * att_weights.y;\n"
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" m += vsBoneMatrix[int(att_indexes.z)] * att_weights.z;\n"
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" m += vsBoneMatrix[int(att_indexes.w)] * att_weights.w;\n"
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" objPos = vec4(att_position, 1.0) * m;\n"
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" \n"
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" // vec3 tangent = att_tangent.xyz;\n"
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" // vec3 bitangent = cross(att_normal, att_tangent.xyz) * att_tangent.w;\n"
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" // blendshapes\n"
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" // objPos += evaluate_blend_shape(int(att_vertexindex));\n"
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" \n"
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" v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.))); // normal to world/model space\n"
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" v_normal = normalize(v_normal);\n"
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" v_position = att_position;\n"
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" v_texcoord = att_texcoord;\n"
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" v_color = att_color;\n"
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" gl_Position = VP * att_instanced_matrix * vec4( objPos, 1.0 );\n"
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" do_shadow();\n"
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" }\n";
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" v_normal = vec4(att_normal, 0.0) * m;\n"
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" //@todo: tangents\n"
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" }\n"
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" \n"
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" // vec3 tangent = att_tangent.xyz;\n"
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" // vec3 bitangent = cross(att_normal, att_tangent.xyz) * att_tangent.w;\n"
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" \n"
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" v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.))); // normal to world/model space\n"
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" v_normal = normalize(v_normal);\n"
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" v_position = att_position;\n"
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" v_texcoord = att_texcoord;\n"
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" v_color = att_color;\n"
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" gl_Position = VP * att_instanced_matrix * vec4( objPos, 1.0 );\n"
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" do_shadow();\n"
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"}\n"
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"\n";
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static const char *const vs_324_24_sprite = "//" FILELINE "\n"
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"uniform mat4 u_mvp;\n"
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@ -596,7 +596,7 @@ details > summary::-webkit-details-marker {
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|Version: | 2023.7 |
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|:--------------|:------------|
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|Branch: | main |
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|Commit: | 22 |
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|Commit: | 24 |
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<!--| Documentation last modified | { {LAST_MODIFIED} } |-->
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# [V·4·K 2023.7 ](https://dev.v4.games/zaklaus/v4k)
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