Added readme note.

This commit is contained in:
Lubos Lenco 2016-04-29 11:11:45 +02:00
parent 60dce4b8e9
commit da8d2521dc
10 changed files with 29 additions and 35 deletions

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@ -1,2 +1,8 @@
cyclesgame
==============
Note: The engine is still in development and will not work yet.
Once ready, a single download SDK will be provided, as well as steps to
setup project using git.
![](preview.jpg)

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@ -194,7 +194,7 @@ class RigidBody extends Trait {
}
else {
body.ptr.applyImpulse(BtVector3.create(impulse.x, impulse.y, impulse.z).value,
BtVector3.create(pos.x, pos.y, pos.z).value);
BtVector3.create(pos.x, pos.y, pos.z).value);
}
}

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@ -492,8 +492,6 @@ def make_bind_target(stage, node_group, node, target_index=1, constant_index=2,
targetId = targetNode.inputs[0].default_value + cb_postfix + postfix
print(targetNode.bl_idname)
stage.params.append(targetId)
stage.params.append(node.inputs[constant_index].default_value)

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@ -7,10 +7,16 @@ precision highp float;
uniform sampler2D tex;
uniform sampler2D gbuffer0;
uniform sampler2D gbuffer1;
uniform vec3 eye;
//#ifdef (_LensFlare || _Fog)
#ifdef _Fog
uniform vec3 eye;
#endif
#ifdef _LensFlare
uniform vec3 light;
uniform mat4 VP;
#endif
in vec2 texCoord;

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@ -19,15 +19,18 @@
"links": [
{
"id": "eye",
"link": "_cameraPosition"
"link": "_cameraPosition",
"ifdef": ["_LensFlare"]
},
{
"id": "light",
"link": "_lightPosition"
"link": "_lightPosition",
"ifdef": ["_LensFlare"]
},
{
"id": "VP",
"link": "_viewProjectionMatrix"
"link": "_viewProjectionMatrix",
"ifdef": ["_LensFlare"]
}
],
"texture_params": [],

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@ -17,18 +17,10 @@
}
],
"links": [
{
"id": "M",
"link": "_modelMatrix"
},
{
"id": "NM",
"link": "_normalMatrix"
},
{
"id": "V",
"link": "_viewMatrix"
},
{
"id": "MV",
"link": "_modelViewMatrix"
@ -41,18 +33,10 @@
"id": "LMVP",
"link": "_lightModelViewProjectionMatrix"
},
{
"id": "light",
"link": "_lightPosition"
},
{
"id": "eye",
"link": "_cameraPosition"
},
{
"id": "skinBones",
"link": "_skinBones",
"ifdef": "_Skinning"
"ifdef": ["_Skinning"]
}
],
"vertex_shader": "deferred.vert.glsl",
@ -82,7 +66,7 @@
{
"id": "skinBones",
"link": "_skinBones",
"ifdef": "_Skinning"
"ifdef": ["_Skinning"]
}
],
"vertex_shader": "shadowmap.vert.glsl",

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@ -27,15 +27,11 @@ in vec4 weight;
in vec3 off;
#endif
uniform mat4 M;
uniform mat4 NM;
uniform mat4 V;
uniform mat4 MV;
uniform mat4 P;
uniform mat4 LMVP;
uniform vec4 albedo_color;
uniform vec3 light;
uniform vec3 eye;
#ifdef _Skinning
uniform float skinBones[50 * 12];
#endif
@ -46,8 +42,6 @@ out vec2 texCoord;
#endif
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NMTex
out mat3 TBN;
#else

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@ -48,7 +48,7 @@
{
"id": "skinBones",
"link": "_skinBones",
"ifdef": "_Skinning"
"ifdef": ["_Skinning"]
},
{
"id": "senvmapIrradiance",
@ -90,7 +90,7 @@
{
"id": "skinBones",
"link": "_skinBones",
"ifdef": "_Skinning"
"ifdef": ["_Skinning"]
}
],
"vertex_shader": "shadowmap.vert.glsl",

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@ -154,8 +154,11 @@ def parse_shader(sres, c, con, defs, lines, parse_attributes):
if 'ifdef' in l:
valid_link = False
for d in defs:
if d == l['ifdef']:
valid_link = True
for link_def in l['ifdef']:
if d == link_def:
valid_link = True
break
if valid_link:
break
if valid_link:
tu.link = l['link']