소스 검색

Tweaked default shaders, re-enabled UITextInput calculating word wrap on setText, added debug printout to polyimport

Ivan Safrin 12 년 전
부모
커밋
ecd40648f2

BIN
Assets/Default asset pack/default.pak


+ 1 - 1
Assets/Default asset pack/default/DefaultShader.frag

@@ -115,7 +115,7 @@ void main()
 	fogFactor = clamp(fogFactor, 0.0, 1.0);
 
 	color = mix(gl_Fog.color, color, fogFactor );   
-	color.a = diffuse_color.a * texColor.a;	
+	color.a = vertexColor.a * texColor.a;	
 	gl_FragColor = color;
 
 }

+ 1 - 1
Assets/Default asset pack/default/DefaultShaderNoTexture.frag

@@ -115,7 +115,7 @@ void main()
 	fogFactor = clamp(fogFactor, 0.0, 1.0);
 
 	color = mix(gl_Fog.color, color, fogFactor );    
-	color.a = diffuse_color.a;	
+	color.a = vertexColor.a;	
 	gl_FragColor = color;
 
 }

+ 19 - 1
Assets/Default asset pack/default/LightCube.frag

@@ -1,9 +1,27 @@
 uniform samplerCube lightCube;
 varying vec4 vertexColor;
 varying vec3 normal;
+uniform vec4 ambient_color;
 
 void main()
 {
     vec4 texColor = textureCube(lightCube, normal);
-    gl_FragColor = texColor*vertexColor;
+
+    vec4 color = vec4(1.0,1.0,1.0,1.0) + ambient_color; 	           
+    color = clamp((color*vertexColor*texColor), 0.0, 1.0);  
+
+    // fog
+	const float LOG2 = 1.442695;
+	float z = gl_FragCoord.z / gl_FragCoord.w;
+	float fogFactor = exp2( -gl_Fog.density * 
+				   gl_Fog.density * 
+				   z * 
+				   z * 
+				   LOG2 );
+
+	fogFactor = clamp(fogFactor, 0.0, 1.0);
+	color = mix(gl_Fog.color, color, fogFactor );   
+
+	color.a = vertexColor.a * texColor.a;    
+    gl_FragColor = color;
 }

+ 1 - 1
Modules/Contents/UI/Source/PolyUITextInput.cpp

@@ -859,7 +859,7 @@ void UITextInput::setText(String text, bool sendChangeEvent) {
 		clearSelection();
 		changedText(0, lines.size()-1, false);
 //		wordWrapLines.clear();
-//		doMultilineResize();
+		doMultilineResize();
 		applyBlockOverrides();
 	}
 }

+ 1 - 1
Tools/Contents/polyimport/Source/polyimport.cpp

@@ -28,7 +28,7 @@ void addToMesh(Polycode::Mesh *tmesh, const struct aiScene *sc, const struct aiN
 
 	for (; n < nd->mNumMeshes; ++n) {
 		const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
-		printf("Importing mesh:%s\n", mesh->mName.data);
+		printf("Importing mesh:%s (%d vertices) (%d faces) \n", mesh->mName.data, mesh->mNumVertices, mesh->mNumFaces);
 
 		//apply_material(sc->mMaterials[mesh->mMaterialIndex]);