restructure
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parent
08d2c96590
commit
2c4198fbc6
5 changed files with 13 additions and 1 deletions
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@ -4,6 +4,16 @@ project(assaultfish)
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include(GNUInstallDirs)
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set(CMAKE_INSTALL_RPATH "${CMAKE_INSTALL_FULL_LIBDIR}")
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set(CMAKE_INSTALL_RPATH_USE_LINK_PATH TRUE)
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macro(install_target name)
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install(
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TARGETS ${name}
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ARCHIVE DESTINATION ${CMAKE_INSTALL_LIBDIR}
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LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR}
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RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR}
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)
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endmacro()
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add_subdirectory(external/glad)
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add_subdirectory(net)
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@ -12,3 +12,5 @@ target_include_directories(gbnet PRIVATE ${ZLIB_INCLUDE_DIRS})
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target_link_options(gbnet PRIVATE ${ZLIB_LDFLAGS_OTHER})
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target_link_directories(gbnet PRIVATE ${ZLIB_LIBRARY_DIRS})
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target_link_libraries(gbnet PRIVATE ${ZLIB_LIBRARIES})
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install_target(gbnet)
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19
engine/resource/shadow.fs
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19
engine/resource/shadow.fs
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@ -0,0 +1,19 @@
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#version 110
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uniform sampler2DShadow texture;
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varying vec4 shadow;
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varying vec4 color;
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uniform float solid_color;
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uniform sampler2D texture_in;
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void main (void){
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vec4 c;
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if(solid_color > 0.5){
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c = color;
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}else{
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c = texture2D(texture_in, gl_TexCoord[1].st);
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}
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gl_FragColor = (shadow + (gl_Color - shadow) * shadow2DProj(texture, gl_TexCoord[0])) * c;
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}
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28
engine/resource/shadow.vs
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28
engine/resource/shadow.vs
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@ -0,0 +1,28 @@
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#version 110
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varying vec4 shadow;
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varying vec4 color;
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void main(void){
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vec3 position = vec3(gl_ModelViewMatrix * gl_Vertex);
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vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
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vec3 light = normalize(gl_LightSource[0].position.xyz - position);
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float diffuse = dot(light, normal);
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color = gl_Color;
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gl_FrontColor = gl_LightSource[0].ambient;
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shadow = gl_FrontColor;
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if (diffuse > 0.0){
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vec3 view = normalize(position);
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vec3 halfway = normalize(light - view);
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float specular = pow(max(dot(normal, halfway), 0.0), gl_FrontMaterial.shininess);
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vec4 temp = gl_LightSource[0].diffuse * diffuse;
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shadow += temp * 0.2;
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gl_FrontColor += temp + gl_FrontLightProduct[0].specular * specular;
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}
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_ModelViewMatrix * gl_Vertex;
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gl_TexCoord[1] = gl_MultiTexCoord0;
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gl_Position = ftransform();
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}
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