JME is kind of an evolutionary dead end, so we're going to move all the JME

code into the Bang project directly so as to confine the dependencies on JME
libraries to the only thing that will ever need them.


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@1035 ed5b42cb-e716-0410-a449-f6a68f950b19
This commit is contained in:
Michael Bayne
2010-10-22 16:50:32 +00:00
parent bc7fd397fb
commit 64fe2ea656
79 changed files with 5 additions and 14465 deletions
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//
// $Id: ImageCache.java 158 2007-02-24 00:38:17Z mdb $
//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/nenya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
/** The diffuse texture map. */
uniform sampler2D diffuseMap;
/** The emissive texture map. */
#ifdef EMISSIVE_MAPPED
uniform sampler2D emissiveMap;
#endif
/** The amount of fog. */
#ifdef FOG
varying float fogAlpha;
#endif
/**
* Fragment shader for skinned meshes.
*/
void main ()
{
// start with the diffuse color
vec4 fragColor = texture2D(diffuseMap, gl_TexCoord[0].st);
// modulate by the light color
#ifdef EMISSIVE_MAPPED
fragColor *= (gl_Color + vec4(texture2D(emissiveMap, gl_TexCoord[0].st).rgb, 0.0));
#else
fragColor *= gl_Color;
#endif
// blend between the computed color and the fog color
#ifdef FOG
gl_FragColor = mix(gl_Fog.color, fragColor, fogAlpha);
#else
gl_FragColor = fragColor;
#endif
}
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//
// $Id: ImageCache.java 158 2007-02-24 00:38:17Z mdb $
//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/nenya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
/** The bone transforms. */
uniform mat4 boneTransforms[MAX_BONE_COUNT];
/** The bone indices. */
attribute vec4 boneIndices;
/** The bone weights. */
attribute vec4 boneWeights;
/** The amount of fog. */
#ifdef FOG
varying float fogAlpha;
#endif
/**
* Vertex shader for skinned meshes.
*/
void main ()
{
vec4 normal4 = vec4(gl_Normal, 0.0);
// add up the vertex as transformed by each bone and scaled by each weight
vec4 modelVertex = vec4(0.0, 0.0, 0.0, 0.0);
vec4 modelNormal = vec4(0.0, 0.0, 0.0, 0.0);
for (int ii = 0; ii < 4; ii++) {
mat4 boneTransform = boneTransforms[int(boneIndices[ii])];
modelVertex += boneTransform * gl_Vertex * boneWeights[ii];
modelNormal += boneTransform * normal4 * boneWeights[ii];
}
// apply the standard transformation
gl_Position = gl_ModelViewProjectionMatrix * modelVertex;
// transform the vertex and normal into eye space
vec3 eyeVertex = vec3(gl_ModelViewMatrix * modelVertex);
vec3 eyeNormal = normalize(vec3(gl_ModelViewMatrixInverseTranspose * modelNormal));
// set gl_FrontColor based on vertex, normal and light parameters
SET_FRONT_COLOR
// set the varying texture coordinates
SET_TEX_COORDS
// set the fog alpha based on the eye space vertex
SET_FOG_ALPHA
}