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https://gitlab.com/OpenMW/openmw.git
synced 2025-01-27 12:35:46 +00:00
remove native GLESv* support, as it never worked; make things less complicated as result, fixed lighting.glsl to work with gl2es thanks to ptitSeb
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1e600de44e
commit
4890ecd357
@ -613,8 +613,7 @@ fi
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SUFFIX=""
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fi
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add_runtime_dlls "$(pwd)/bin/lib"{EGL,GLESv2}${SUFFIX}.dll \
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"$(pwd)/bin/Qt5"{Core,Gui,Network,OpenGL,Widgets}${SUFFIX}.dll
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add_runtime_dlls "$(pwd)/bin/Qt5"{Core,Gui,Network,OpenGL,Widgets}${SUFFIX}.dll
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add_qt_platform_dlls "$(pwd)/plugins/platforms/qwindows${SUFFIX}.dll"
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echo Done.
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@ -135,6 +135,8 @@ if (WIN32)
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endif()
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# Dependencies
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find_package(OpenGL REQUIRED)
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if (USE_QT)
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message(STATUS "Using Qt${DESIRED_QT_VERSION}")
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@ -182,12 +184,6 @@ if (NOT WIN32 AND BUILD_WIZARD) # windows users can just run the morrowind insta
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set(OPENMW_USE_UNSHIELD TRUE)
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endif()
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option(OPENGL_ES "enable opengl es support" FALSE )
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if (OPENGL_ES)
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add_definitions(-DOPENGL_ES)
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endif(OPENGL_ES)
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# Fix for not visible pthreads functions for linker with glibc 2.15
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if (UNIX AND NOT APPLE)
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find_package (Threads)
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@ -503,13 +503,11 @@ void Water::createSimpleWaterStateSet(osg::Node* node, float alpha)
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// use a shader to render the simple water, ensuring that fog is applied per pixel as required.
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// this could be removed if a more detailed water mesh, using some sort of paging solution, is implemented.
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#if !defined(OPENGL_ES) && !defined(ANDROID)
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Resource::SceneManager* sceneManager = mResourceSystem->getSceneManager();
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bool oldValue = sceneManager->getForceShaders();
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sceneManager->setForceShaders(true);
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sceneManager->recreateShaders(node);
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sceneManager->setForceShaders(oldValue);
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#endif
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}
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void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, Refraction* refraction)
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@ -1,94 +0,0 @@
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#-------------------------------------------------------------------
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# This file is part of the CMake build system for OGRE
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# (Object-oriented Graphics Rendering Engine)
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# For the latest info, see https://www.ogre3d.org/
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#
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# The contents of this file are placed in the public domain. Feel
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# free to make use of it in any way you like.
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#-------------------------------------------------------------------
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# - Try to find OpenGLES
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# Once done this will define
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#
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# OPENGLES_FOUND - system has OpenGLES
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# OPENGLES_INCLUDE_DIR - the GL include directory
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# OPENGLES_LIBRARIES - Link these to use OpenGLES
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IF (WIN32)
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IF (CYGWIN)
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FIND_PATH(OPENGLES_INCLUDE_DIR GLES/gl.h )
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FIND_LIBRARY(OPENGLES_gl_LIBRARY libgles_cm )
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ELSE (CYGWIN)
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IF(BORLAND)
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SET (OPENGLES_gl_LIBRARY import32 CACHE STRING "OpenGL ES 1.x library for win32")
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ELSE(BORLAND)
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#MS compiler - todo - fix the following line:
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SET (OPENGLES_gl_LIBRARY ${OGRE_SOURCE_DIR}/Dependencies/lib/release/libgles_cm.lib CACHE STRING "OpenGL ES 1.x library for win32")
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ENDIF(BORLAND)
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ENDIF (CYGWIN)
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ELSE (WIN32)
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IF (APPLE)
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#create_search_paths(/Developer/Platforms)
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#findpkg_framework(OpenGLES)
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#set(OPENGLES_gl_LIBRARY "-framework OpenGLES")
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ELSE(APPLE)
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FIND_PATH(OPENGLES_INCLUDE_DIR GLES/gl.h
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/opt/vc/include
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/opt/graphics/OpenGL/include
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/usr/openwin/share/include
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/usr/X11R6/include
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/usr/include
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)
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FIND_LIBRARY(OPENGLES_gl_LIBRARY
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NAMES GLES_CM GLESv1_CM
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PATHS /opt/vc/lib
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/opt/graphics/OpenGL/lib
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/usr/openwin/lib
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/usr/shlib /usr/X11R6/lib
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/usr/lib
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)
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# On Unix OpenGL most certainly always requires X11.
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# Feel free to tighten up these conditions if you don't
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# think this is always true.
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#IF (OPENGLES_gl_LIBRARY)
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# IF(NOT X11_FOUND)
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# INCLUDE(FindX11)
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# ENDIF(NOT X11_FOUND)
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# IF (X11_FOUND)
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# SET (OPENGLES_LIBRARIES ${X11_LIBRARIES})
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# ENDIF (X11_FOUND)
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#ENDIF (OPENGLES_gl_LIBRARY)
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ENDIF(APPLE)
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ENDIF (WIN32)
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SET( OPENGLES_FOUND "NO" )
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IF(OPENGLES_gl_LIBRARY)
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SET( OPENGLES_LIBRARIES ${OPENGLES_gl_LIBRARY} ${OPENGLES_LIBRARIES})
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SET( OPENGLES_FOUND "YES" )
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ENDIF(OPENGLES_gl_LIBRARY)
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MARK_AS_ADVANCED(
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OPENGLES_INCLUDE_DIR
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OPENGLES_gl_LIBRARY
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)
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INCLUDE(FindPackageHandleStandardArgs)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(OPENGLES REQUIRED_VARS OPENGLES_LIBRARIES OPENGLES_INCLUDE_DIR)
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@ -26,12 +26,6 @@ else (GIT_CHECKOUT)
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configure_resource_file(${VERSION_IN_FILE} ${VERSION_FILE_PATH_BASE} ${VERSION_FILE_PATH_RELATIVE})
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endif (GIT_CHECKOUT)
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if (OPENGL_ES)
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find_package(OpenGLES REQUIRED)
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else()
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find_package(OpenGL REQUIRED)
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endif()
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# source files
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add_component_dir (settings
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@ -191,12 +185,6 @@ include_directories(${Bullet_INCLUDE_DIRS} ${CMAKE_CURRENT_BINARY_DIR})
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add_library(components STATIC ${COMPONENT_FILES} ${MOC_SRCS} ${ESM_UI_HDR})
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if (OPENGL_ES)
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set(GL_LIB ${OPENGLES_gl_LIBRARY})
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else()
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set(GL_LIB ${OPENGL_gl_LIBRARY})
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endif()
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target_link_libraries(components
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${Boost_SYSTEM_LIBRARY}
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${Boost_FILESYSTEM_LIBRARY}
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@ -213,8 +201,7 @@ target_link_libraries(components
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${OSGANIMATION_LIBRARIES}
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${Bullet_LIBRARIES}
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${SDL2_LIBRARIES}
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# For MyGUI platform
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${GL_LIB}
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${OPENGL_gl_LIBRARY}
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${MyGUI_LIBRARIES}
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)
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@ -91,7 +91,7 @@ void GraphicsWindowSDL2::init()
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SDL_Window *oldWin = SDL_GL_GetCurrentWindow();
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SDL_GLContext oldCtx = SDL_GL_GetCurrentContext();
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#if defined(OPENGL_ES) || defined(ANDROID)
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#if defined(ANDROID)
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int major = 1;
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int minor = 1;
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char *ver = getenv("OPENMW_GLES_VERSION");
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@ -47,8 +47,8 @@ vec3 getSpecular(vec3 viewNormal, vec3 viewDirection, float shininess, vec3 matS
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{
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vec3 lightDir = normalize(gl_LightSource[0].position.xyz);
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float NdotL = max(dot(viewNormal, lightDir), 0.0);
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if (NdotL < 0)
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return vec3(0,0,0);
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if (NdotL < 0.0)
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return vec3(0.,0.,0.);
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vec3 halfVec = normalize(lightDir - viewDirection);
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return pow(max(dot(viewNormal, halfVec), 0.0), 128) * gl_LightSource[0].specular.xyz * matSpec;
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return pow(max(dot(viewNormal, halfVec), 0.0), 128.) * gl_LightSource[0].specular.xyz * matSpec;
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}
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