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forked from 0ad/0ad

# Added command-line launching of mods.

Run with "-mod=official" for the default behaviour (same as specifying
nothing), and with "-mod=official -mod=antigravity -mod=starwars" to
load multiple mods (with the later-mentioned ones having a higher
priority than the earlier ones).
Added "_test.minimal" mod which can be used instead of "official" - it
provides just enough for the actor viewer to run, plus one unit skin.
Added test script for the COLLADA converter, which converts the models
and creates some actors in a "_test.collada" mod. Then the actor viewer
can be run with _test.minimal + _test.collada, to see if it's working
correctly.

This was SVN commit r4690.
This commit is contained in:
Ykkrosh 2006-12-09 15:47:12 +00:00
parent cbafd43eea
commit 207d54e825
40 changed files with 1024 additions and 29 deletions

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binaries/data/mods/_test.minimal/art/textures/skins/male.dds (Stored with Git LFS) Normal file

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uniform vec3 ambient;
uniform vec3 sunDir;
uniform vec3 sunColor;
vec3 lighting(vec3 normal)
{
vec3 color = ambient;
float d = max(0.0, -dot(normal, sunDir));
color += d * sunColor;
return color;
}

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vec4 InstancingPosition(vec4 position);
void main()
{
vec4 worldPos = InstancingPosition(gl_Vertex);
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * worldPos;
}

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Program>
<Shaders>
<Shader type="VERTEX_SHADER">shaders/instancing.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/instancing_base.vs</Shader>
</Shaders>
</Program>

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// 3x4 part of the model-to-world matrix
attribute vec4 Instancing1;
attribute vec4 Instancing2;
attribute vec4 Instancing3;
// Calculate a normal that has been transformed for instancing
vec3 InstancingNormal(vec3 normal)
{
vec3 tmp;
tmp.x = dot(vec3(Instancing1), normal);
tmp.y = dot(vec3(Instancing2), normal);
tmp.z = dot(vec3(Instancing3), normal);
return tmp;
}
// Calculate position, transformed for instancing
vec4 InstancingPosition(vec4 position)
{
vec3 tmp;
tmp.x = dot(Instancing1, position);
tmp.y = dot(Instancing2, position);
tmp.z = dot(Instancing3, position);
return vec4(tmp, 1.0);
}

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vec3 lighting(vec3 normal);
vec3 InstancingNormal(vec3 normal);
vec4 InstancingPosition(vec4 position);
void main()
{
vec3 normal = InstancingNormal(gl_Normal);
vec4 worldPos = InstancingPosition(gl_Vertex);
gl_FrontColor = vec4(lighting(normal),1.0) * gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * worldPos;
}

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Program>
<Shaders>
<Shader type="VERTEX_SHADER">shaders/instancing_light.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/instancing_base.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/globallight.vs</Shader>
</Shaders>
</Program>

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vec3 lighting(vec3 normal);
vec3 InstancingNormal(vec3 normal);
vec4 InstancingPosition(vec4 position);
vec4 postouv1(vec4 pos);
void main()
{
vec3 normal = InstancingNormal(gl_Normal);
vec4 worldPos = InstancingPosition(gl_Vertex);
gl_FrontColor = vec4(lighting(normal),1.0) * gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = postouv1(worldPos);
gl_Position = gl_ModelViewProjectionMatrix * worldPos;
}

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Program>
<Shaders>
<Shader type="VERTEX_SHADER">shaders/instancing_lightp.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/instancing_base.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/globallight.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/postouv1.vs</Shader>
</Shaders>
</Program>

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vec4 InstancingPosition(vec4 position);
vec4 postouv1(vec4 pos);
void main()
{
vec4 worldPos = InstancingPosition(gl_Vertex);
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = postouv1(worldPos);
gl_Position = gl_ModelViewProjectionMatrix * worldPos;
}

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@ -0,0 +1,9 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Program>
<Shaders>
<Shader type="VERTEX_SHADER">shaders/instancingp.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/instancing_base.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/postouv1.vs</Shader>
</Shaders>
</Program>

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@ -0,0 +1,8 @@
vec3 lighting(vec3 normal);
void main()
{
gl_FrontColor = vec4(lighting(gl_Normal),1.0) * gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}

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@ -0,0 +1,8 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Program>
<Shaders>
<Shader type="VERTEX_SHADER">shaders/model_light.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/globallight.vs</Shader>
</Shaders>
</Program>

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@ -0,0 +1,10 @@
vec3 lighting(vec3 normal);
vec4 postouv1(vec4 pos);
void main()
{
gl_FrontColor = vec4(lighting(gl_Normal),1.0) * gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = postouv1(gl_Vertex);
gl_Position = ftransform();
}

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@ -0,0 +1,9 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Program>
<Shaders>
<Shader type="VERTEX_SHADER">shaders/model_lightp.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/globallight.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/postouv1.vs</Shader>
</Shaders>
</Program>

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@ -0,0 +1,14 @@
uniform vec4 TextureMatrix1;
uniform vec4 TextureMatrix2;
uniform vec4 TextureMatrix3;
vec4 postouv1(vec4 pos)
{
vec3 tmp;
tmp.x = dot(TextureMatrix1, pos);
tmp.y = dot(TextureMatrix2, pos);
tmp.z = dot(TextureMatrix3, pos);
return vec4(tmp, 1.0);
}

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@ -0,0 +1,65 @@
uniform vec3 ambient;
uniform vec3 sunDir;
uniform vec3 sunColor;
uniform vec3 cameraPos;
uniform sampler2D normalMap;
uniform sampler2D reflectionMap;
uniform sampler2D refractionMap;
uniform float shininess; // Blinn-Phong specular strength
uniform float specularStrength; // Scaling for specular reflection (specular color is (this,this,this))
uniform float waviness; // "Wildness" of the reflections and refractions; choose based on texture
uniform vec3 tint; // Tint for refraction (used to simulate particles in water)
uniform float murkiness; // Amount of tint to blend in with the refracted colour
uniform float fullDepth; // Depth at which to use full murkiness (shallower water will be clearer)
uniform vec3 reflectionTint; // Tint for reflection (used for really muddy water)
uniform float reflectionTintStrength; // Strength of reflection tint (how much of it to mix in)
varying vec3 worldPos;
varying float w;
varying float waterDepth;
varying float losMod;
void main()
{
vec3 n, l, h, v; // Normal, light vector, half-vector and view vector (vector to eye)
float ndotl, ndoth, ndotv;
float fresnel;
float myMurkiness; // Murkiness and tint at this pixel (tweaked based on lighting and depth)
float t; // Temporary variable
vec2 reflCoords, refrCoords;
vec3 reflColor, refrColor, specular;
n = normalize(texture2D(normalMap, gl_TexCoord[0].st).xzy - vec3(0.5, 0.5, 0.5));
l = -sunDir;
v = normalize(cameraPos - worldPos);
h = normalize(l + v);
ndotl = dot(n, l);
ndoth = dot(n, h);
ndotv = dot(n, v);
myMurkiness = murkiness * min(waterDepth / fullDepth, 1.0);
fresnel = pow(1.0 - ndotv, 0.8); // A rather random Fresnel approximation
refrCoords = 0.5 * (gl_TexCoord[2].xy / gl_TexCoord[2].w) + 0.5; // Unbias texture coords
refrCoords -= 0.8 * waviness * n.xz / w; // Refractions can be slightly less wavy
reflCoords = 0.5 * (gl_TexCoord[1].xy / gl_TexCoord[1].w) + 0.5; // Unbias texture coords
reflCoords += waviness * n.xz / w;
reflColor = mix(texture2D(reflectionMap, reflCoords).rgb, sunColor * reflectionTint,
reflectionTintStrength);
refrColor = (0.5 + 0.5*ndotl) * mix(texture2D(refractionMap, refrCoords).rgb, sunColor * tint,
myMurkiness);
specular = pow(max(0.0, ndoth), shininess) * sunColor * specularStrength;
gl_FragColor.rgb = mix(refrColor + 0.3*specular, reflColor + specular, fresnel) * losMod;
// Make alpha vary based on both depth (so it blends with the shore) and view angle (make it
// become opaque faster at lower view angles so we can't look "underneath" the water plane)
t = 18.0 * max(0.0, 0.7 - v.y);
gl_FragColor.a = 0.15 * waterDepth * (1.2 + t + fresnel);
}

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@ -0,0 +1,23 @@
uniform mat4 reflectionMatrix;
uniform mat4 refractionMatrix;
uniform vec4 translation;
attribute float vertexDepth;
attribute float losMultiplier;
varying vec3 worldPos;
varying float w;
varying float waterDepth;
varying float losMod;
void main()
{
worldPos = gl_Vertex.xyz;
waterDepth = vertexDepth;
losMod = losMultiplier;
gl_TexCoord[0] = gl_MultiTexCoord0 + translation;
gl_TexCoord[1] = reflectionMatrix * gl_Vertex; // projective texturing
gl_TexCoord[2] = reflectionMatrix * gl_Vertex;
w = gl_TexCoord[1].w;
gl_Position = ftransform();
}

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@ -0,0 +1,8 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Program>
<Shaders>
<Shader type="VERTEX_SHADER">shaders/water_high.vs</Shader>
<Shader type="FRAGMENT_SHADER">shaders/water_high.fs</Shader>
</Shaders>
</Program>

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@ -0,0 +1,2 @@
@cd ..\..\..\binaries\system
@pyrogenesis_dbg.exe -editor -actorviewer -mod=_test.minimal -mod=_test.collada

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@ -0,0 +1,68 @@
from ctypes import *
import sys
import os
import xml.etree.ElementTree as ET
binaries = '../../../binaries'
dll_filename = {
'posix': './libCollada_dbg.so',
'nt': 'Collada.dll',
}[os.name]
library = cdll.LoadLibrary('%s/system/%s' % (binaries, dll_filename))
def log(severity, message):
print '[%s] %s' % (('INFO', 'WARNING', 'ERROR')[severity], message)
clog = CFUNCTYPE(None, c_int, c_char_p)(log)
# (the CFUNCTYPE must not be GC'd, so try to keep a reference)
library.set_logger(clog)
def convert_dae_to_pmd(filename):
output = []
def cb(str, len):
output.append(string_at(str, len))
cbtype = CFUNCTYPE(None, POINTER(c_char), c_uint)
status = library.convert_dae_to_pmd(filename, cbtype(cb))
assert(status == 0)
return ''.join(output)
def clean_dir(path):
# Remove all files first
try:
for f in os.listdir(path):
os.remove(path+'/'+f)
os.rmdir(path)
except OSError:
pass # (ignore errors if files are in use)
# Make sure the directory exists
try:
os.makedirs(path)
except OSError:
pass # (ignore errors if it already exists)
################################
test_data = binaries + '/data/tests/collada'
test_mod = binaries + '/data/mods/_test.collada'
clean_dir(test_mod + '/art/meshes')
clean_dir(test_mod + '/art/actors')
for test_file in ['cube', 'jav2']:
input_filename = '%s/%s.dae' % (test_data, test_file)
output_filename = '%s/art/meshes/%s.pmd' % (test_mod, test_file)
input = open(input_filename).read()
output = convert_dae_to_pmd(input)
open(output_filename, 'wb').write(output)
actor = ET.Element('actor', version='1')
group = ET.SubElement(actor, 'group')
variant = ET.SubElement(group, 'variant', frequency='100', name='Base')
ET.SubElement(variant, 'mesh').text = test_file+'.pmd'
ET.SubElement(variant, 'texture').text = 'male.dds'
open('%s/art/actors/%s.xml' % (test_mod, test_file), 'w').write(ET.tostring(actor))

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@ -135,27 +135,8 @@ static void ProcessCommandLineArgs(const CmdLineArgs& args)
if (args.Has("listfiles"))
trace_enable(true);
std::vector<CStr> mods = args.GetMultiple("mod");
for (size_t i = 0; i < mods.size(); ++i)
{
const char* mod_name = mods[i];
char path[PATH_MAX];
snprintf(path, ARRAY_SIZE(path), "mods/%s", mod_name);
path[PATH_MAX-1] = '\0';
// note: default is 0. we should set this higher in case the
// mod file mtimes are actually older than the official
// version (*could* happen), otherwise the mod might not
// actually override as intended.
//
// HACK: since this is the only place where mods are added,
// we can get away with just setting it to 1.
// otherwise, add a static counter.
uint pri = 1;
(void)vfs_mount("", path, VFS_MOUNT_RECURSIVE|VFS_MOUNT_ARCHIVES|VFS_MOUNT_WATCH, pri);
}
if (args.Has("novbo"))
g_ConfigDB.CreateValue(CFG_COMMAND, "novbo")->m_String="true";
g_ConfigDB.CreateValue(CFG_COMMAND, "novbo")->m_String = "true";
if (args.Has("profile"))
g_ConfigDB.CreateValue(CFG_COMMAND, "profile")->m_String = args.Get("profile");

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@ -552,7 +552,7 @@ static void InitScripting()
}
static void InitVfs(const char* argv0)
static void InitVfs(const CmdLineArgs& args)
{
TIMER("InitVfs");
@ -568,7 +568,7 @@ static void InitVfs(const char* argv0)
// rationale for data/ being root: untrusted scripts must not be
// allowed to overwrite critical game (or worse, OS) files.
// the VFS prevents any accesses to files above this directory.
(void)file_set_root_dir(argv0, "../data");
(void)file_set_root_dir(args.GetArg0(), "../data");
vfs_init();
@ -585,13 +585,28 @@ static void InitVfs(const char* argv0)
// [hot: 16ms]
vfs_mount("cache/", "cache", VFS_MOUNT_RECURSIVE|VFS_MOUNT_ARCHIVES|VFS_MOUNT_ARCHIVABLE);
// --- this belongs in a LoadMod function
// [hot: 150ms]
vfs_mount("", "mods/official", VFS_MOUNT_RECURSIVE|VFS_MOUNT_ARCHIVES|VFS_MOUNT_WATCH|VFS_MOUNT_ARCHIVABLE);
// ---
std::vector<CStr> mods = args.GetMultiple("mod");
if (mods.empty())
mods.push_back("official");
// TODO: once people can load multiple mods, set the top one to be the write target
vfs_set_write_target("mods/official");
for (size_t i = 0; i < mods.size(); ++i)
{
CStr path = "mods/" + mods[i];
uint priority = (uint)i;
uint flags = VFS_MOUNT_RECURSIVE|VFS_MOUNT_ARCHIVES|VFS_MOUNT_WATCH;
// TODO: currently only archive 'official' - probably ought to archive
// all mods instead?
if (mods[i] == "official")
flags |= VFS_MOUNT_ARCHIVABLE;
// [hot: 150ms for mods/official]
(void)vfs_mount("", path, flags, priority);
}
// set the top (last) mod to be the write target
CStr top_mod_path = "mods/" + mods.back(); // (mods is never empty)
vfs_set_write_target(top_mod_path);
// don't try vfs_display yet: SDL_Init hasn't yet redirected stdout
}
@ -893,7 +908,7 @@ void Init(const CmdLineArgs& args, uint flags)
// and will mess up the error reporting if anything
// crashes before the working directory is set.
MICROLOG(L"init vfs");
InitVfs(args.GetArg0().c_str());
InitVfs(args);
// This must come after VFS init, which sets the current directory
// (required for finding our output log files).