From 8a3ec14bc616e897f3bbf22c2e6992ae752c6460 Mon Sep 17 00:00:00 2001 From: scrawl Date: Wed, 25 Nov 2015 19:22:48 +0100 Subject: [PATCH] Revert "Merge remote-tracking branch 'sandstranger/opengles'" This reverts commit cc9cab6fd1531a8df6e44ea34c5843c7e9070ad5, reversing changes made to da856eed9512aa202f93b955552f6f7d8ca7ecd2. --- CMakeLists.txt | 44 ++-- apps/openmw/CMakeLists.txt | 34 +-- apps/openmw/android_main.c | 1 + apps/openmw/main.cpp | 2 +- apps/openmw/mwrender/localmap.cpp | 5 - apps/openmw/mwrender/sky.cpp | 5 - apps/openmw/mwrender/water.cpp | 11 +- cmake/FindOpenGLES.cmake | 94 -------- cmake/FindOpenGLES2.cmake | 170 -------------- components/CMakeLists.txt | 103 ++++----- .../myguiplatform/myguirendermanager.cpp | 4 - components/sdlutil/sdlcursormanager.cpp | 3 - files/shaders/CMakeLists.txt | 20 +- files/shaders/watergles_fragment.glsl | 209 ------------------ files/shaders/watergles_vertex.glsl | 24 -- 15 files changed, 70 insertions(+), 659 deletions(-) delete mode 100644 cmake/FindOpenGLES.cmake delete mode 100644 cmake/FindOpenGLES2.cmake delete mode 100644 files/shaders/watergles_fragment.glsl delete mode 100644 files/shaders/watergles_vertex.glsl diff --git a/CMakeLists.txt b/CMakeLists.txt index ec14d59163..d038936d3d 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -47,20 +47,8 @@ include(OpenMWMacros) if (ANDROID) set(CMAKE_FIND_ROOT_PATH ${OPENMW_DEPENDENCIES_DIR} "${CMAKE_FIND_ROOT_PATH}") - set(OSG_PLUGINS_DIR ${OSG_PLUGINS_DIR}) - add_definitions (-DOSG_PLUGINS_DIR) - set(OPENGLES TRUE CACHE BOOL "enable opengl es support for android" FORCE) endif (ANDROID) -option(OPENGLES "enable opengl es support" FALSE ) - -if (OPENGLES) - INCLUDE(cmake/FindOpenGLES.cmake) - INCLUDE(cmake/FindOpenGLES2.cmake) - add_definitions (-DOPENGLES) - INCLUDE_DIRECTORIES(${OPENGLES_INCLUDE_DIR}) -endif (OPENGLES) - # doxygen main page configure_file ("${OpenMW_SOURCE_DIR}/docs/mainpage.hpp.cmake" "${OpenMW_BINARY_DIR}/docs/mainpage.hpp") @@ -157,21 +145,21 @@ if (WIN32) endif() # Dependencies -if (NOT ANDROID) - set(DESIRED_QT_VERSION 4 CACHE STRING "The QT version OpenMW should use (4 or 5)") - message(STATUS "Using Qt${DESIRED_QT_VERSION}") - if (DESIRED_QT_VERSION MATCHES 4) - find_package(Qt4 REQUIRED COMPONENTS QtCore QtGui QtNetwork QtOpenGL) - else() - find_package(Qt5Widgets REQUIRED) - find_package(Qt5Core REQUIRED) - find_package(Qt5Network REQUIRED) - find_package(Qt5OpenGL REQUIRED) - # Instruct CMake to run moc automatically when needed. - #set(CMAKE_AUTOMOC ON) - endif() +set(DESIRED_QT_VERSION 4 CACHE STRING "The QT version OpenMW should use (4 or 5)") +message(STATUS "Using Qt${DESIRED_QT_VERSION}") + +if (DESIRED_QT_VERSION MATCHES 4) + find_package(Qt4 REQUIRED COMPONENTS QtCore QtGui QtNetwork QtOpenGL) +else() + find_package(Qt5Widgets REQUIRED) + find_package(Qt5Core REQUIRED) + find_package(Qt5Network REQUIRED) + find_package(Qt5OpenGL REQUIRED) + # Instruct CMake to run moc automatically when needed. + #set(CMAKE_AUTOMOC ON) endif() + # Fix for not visible pthreads functions for linker with glibc 2.15 if (UNIX AND NOT APPLE) find_package (Threads) @@ -201,11 +189,7 @@ IF(BOOST_STATIC) set(Boost_USE_STATIC_LIBS ON) endif() -if (NOT ANDROID) - find_package(OpenSceneGraph 3.2.0 REQUIRED osgDB osgViewer osgText osgGA osgAnimation osgParticle osgQt osgUtil osgFX) -else() - find_package(OpenSceneGraph 3.2.0 REQUIRED osgDB osgViewer osgText osgGA osgAnimation osgParticle osgUtil osgFX) -endif() +find_package(OpenSceneGraph 3.2.0 REQUIRED osgDB osgViewer osgText osgGA osgAnimation osgParticle osgQt osgUtil osgFX) include_directories(${OPENSCENEGRAPH_INCLUDE_DIRS}) if(OSG_STATIC) diff --git a/apps/openmw/CMakeLists.txt b/apps/openmw/CMakeLists.txt index 1f0fe71ab9..59a523023f 100644 --- a/apps/openmw/CMakeLists.txt +++ b/apps/openmw/CMakeLists.txt @@ -134,50 +134,18 @@ target_link_libraries(openmw ) if (ANDROID) - set (OSG_PLUGINS - -Wl,--whole-archive - ${OSG_PLUGINS_DIR}/libosgdb_dds.a - ${OSG_PLUGINS_DIR}/libosgdb_bmp.a - ${OSG_PLUGINS_DIR}/libosgdb_tga.a - ${OSG_PLUGINS_DIR}/libosgdb_gif.a - ${OSG_PLUGINS_DIR}/libosgdb_jpeg.a - ${OSG_PLUGINS_DIR}/libosgdb_png.a - -Wl,--no-whole-archive - ) target_link_libraries(openmw EGL android log dl MyGUIEngineStatic + cpufeatures BulletCollision LinearMath - z - osg - osgDB - osgAnimation - osgText - osgUtil - osgShadow - ${OPENSCENEGRAPH_LIBRARIES} - ${OSG_PLUGINS} - ${Boost_SYSTEM_LIBRARY} - ${Boost_THREAD_LIBRARY} - ${Boost_FILESYSTEM_LIBRARY} - ${Boost_PROGRAM_OPTIONS_LIBRARY} - jpeg - gif - png ) endif (ANDROID) -if (OPENGLES) - target_link_libraries(openmw - ${OPENGLES_gl_LIBRARY} - ${OPENGLES2_gl_LIBRARY} - ) -endif (OPENGLES) - if (USE_SYSTEM_TINYXML) target_link_libraries(openmw ${TINYXML_LIBRARIES}) endif() diff --git a/apps/openmw/android_main.c b/apps/openmw/android_main.c index 8cd69e8f01..47b77a8b38 100644 --- a/apps/openmw/android_main.c +++ b/apps/openmw/android_main.c @@ -1,3 +1,4 @@ +#include "../../SDL_internal.h" #ifdef __ANDROID__ #include "SDL_main.h" diff --git a/apps/openmw/main.cpp b/apps/openmw/main.cpp index c3f0f8688e..17ef46246a 100644 --- a/apps/openmw/main.cpp +++ b/apps/openmw/main.cpp @@ -23,7 +23,7 @@ #endif -#if (defined(__APPLE__) || (defined(__linux) && !defined(ANDROID)) || (defined(__unix) && !defined(ANDROID)) || defined(__posix)) +#if (defined(__APPLE__) || defined(__linux) || defined(__unix) || defined(__posix)) #define USE_CRASH_CATCHER 1 #else #define USE_CRASH_CATCHER 0 diff --git a/apps/openmw/mwrender/localmap.cpp b/apps/openmw/mwrender/localmap.cpp index 077d215127..14ec770e84 100644 --- a/apps/openmw/mwrender/localmap.cpp +++ b/apps/openmw/mwrender/localmap.cpp @@ -24,11 +24,6 @@ #include "vismask.hpp" -#ifdef OPENGLES - #include -#endif - - namespace { diff --git a/apps/openmw/mwrender/sky.cpp b/apps/openmw/mwrender/sky.cpp index 7572d7e92f..66253f70d5 100644 --- a/apps/openmw/mwrender/sky.cpp +++ b/apps/openmw/mwrender/sky.cpp @@ -45,11 +45,6 @@ #include "vismask.hpp" #include "renderbin.hpp" -#ifdef OPENGLES - #include -#endif - - namespace { diff --git a/apps/openmw/mwrender/water.cpp b/apps/openmw/mwrender/water.cpp index 5a9bc664a9..ca099991ea 100644 --- a/apps/openmw/mwrender/water.cpp +++ b/apps/openmw/mwrender/water.cpp @@ -40,10 +40,6 @@ #include "ripplesimulation.hpp" #include "renderbin.hpp" -#ifdef OPENGLES -#include -#endif - namespace { @@ -579,13 +575,10 @@ void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, R // use a define map to conditionally compile the shader std::map defineMap; defineMap.insert(std::make_pair(std::string("@refraction_enabled"), std::string(refraction ? "1" : "0"))); -#ifdef OPENGLES - osg::ref_ptr vertexShader (readShader(osg::Shader::VERTEX, mResourcePath + "/shaders/watergles_vertex.glsl", defineMap)); - osg::ref_ptr fragmentShader (readShader(osg::Shader::FRAGMENT, mResourcePath + "/shaders/watergles_fragment.glsl", defineMap)); -#else + osg::ref_ptr vertexShader (readShader(osg::Shader::VERTEX, mResourcePath + "/shaders/water_vertex.glsl", defineMap)); osg::ref_ptr fragmentShader (readShader(osg::Shader::FRAGMENT, mResourcePath + "/shaders/water_fragment.glsl", defineMap)); -#endif + osg::ref_ptr normalMap (new osg::Texture2D(readPngImage(mResourcePath + "/shaders/water_nm.png"))); normalMap->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT); normalMap->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT); diff --git a/cmake/FindOpenGLES.cmake b/cmake/FindOpenGLES.cmake deleted file mode 100644 index 7ee2c07f18..0000000000 --- a/cmake/FindOpenGLES.cmake +++ /dev/null @@ -1,94 +0,0 @@ -#------------------------------------------------------------------- -# This file is part of the CMake build system for OGRE -# (Object-oriented Graphics Rendering Engine) -# For the latest info, see http://www.ogre3d.org/ -# -# The contents of this file are placed in the public domain. Feel -# free to make use of it in any way you like. -#------------------------------------------------------------------- - -# - Try to find OpenGLES -# Once done this will define -# -# OPENGLES_FOUND - system has OpenGLES -# OPENGLES_INCLUDE_DIR - the GL include directory -# OPENGLES_LIBRARIES - Link these to use OpenGLES - -IF (WIN32) - IF (CYGWIN) - - FIND_PATH(OPENGLES_INCLUDE_DIR GLES/gl.h ) - - FIND_LIBRARY(OPENGLES_gl_LIBRARY libgles_cm ) - - ELSE (CYGWIN) - - IF(BORLAND) - SET (OPENGLES_gl_LIBRARY import32 CACHE STRING "OpenGL ES 1.x library for win32") - ELSE(BORLAND) - #MS compiler - todo - fix the following line: - SET (OPENGLES_gl_LIBRARY ${OGRE_SOURCE_DIR}/Dependencies/lib/release/libgles_cm.lib CACHE STRING "OpenGL ES 1.x library for win32") - ENDIF(BORLAND) - - ENDIF (CYGWIN) - -ELSE (WIN32) - - IF (APPLE) - - #create_search_paths(/Developer/Platforms) - #findpkg_framework(OpenGLES) - #set(OPENGLES_gl_LIBRARY "-framework OpenGLES") - - ELSE(APPLE) - - FIND_PATH(OPENGLES_INCLUDE_DIR GLES/gl.h - /opt/vc/include - /opt/graphics/OpenGL/include - /usr/openwin/share/include - /usr/X11R6/include - /usr/include - ) - - FIND_LIBRARY(OPENGLES_gl_LIBRARY - NAMES GLES_CM GLESv1_CM - PATHS /opt/vc/lib - /opt/graphics/OpenGL/lib - /usr/openwin/lib - /usr/shlib /usr/X11R6/lib - /usr/lib - ) - - # On Unix OpenGL most certainly always requires X11. - # Feel free to tighten up these conditions if you don't - # think this is always true. - - #IF (OPENGLES_gl_LIBRARY) - # IF(NOT X11_FOUND) - # INCLUDE(FindX11) - # ENDIF(NOT X11_FOUND) - # IF (X11_FOUND) - # SET (OPENGLES_LIBRARIES ${X11_LIBRARIES}) - # ENDIF (X11_FOUND) - #ENDIF (OPENGLES_gl_LIBRARY) - - ENDIF(APPLE) -ENDIF (WIN32) - -SET( OPENGLES_FOUND "NO" ) -IF(OPENGLES_gl_LIBRARY) - - SET( OPENGLES_LIBRARIES ${OPENGLES_gl_LIBRARY} ${OPENGLES_LIBRARIES}) - - SET( OPENGLES_FOUND "YES" ) - -ENDIF(OPENGLES_gl_LIBRARY) - -MARK_AS_ADVANCED( - OPENGLES_INCLUDE_DIR - OPENGLES_gl_LIBRARY -) - -INCLUDE(FindPackageHandleStandardArgs) - -FIND_PACKAGE_HANDLE_STANDARD_ARGS(OPENGLES REQUIRED_VARS OPENGLES_LIBRARIES OPENGLES_INCLUDE_DIR) diff --git a/cmake/FindOpenGLES2.cmake b/cmake/FindOpenGLES2.cmake deleted file mode 100644 index 136e7618be..0000000000 --- a/cmake/FindOpenGLES2.cmake +++ /dev/null @@ -1,170 +0,0 @@ -#------------------------------------------------------------------- -# This file is part of the CMake build system for OGRE -# (Object-oriented Graphics Rendering Engine) -# For the latest info, see http://www.ogre3d.org/ -# -# The contents of this file are placed in the public domain. Feel -# free to make use of it in any way you like. -#------------------------------------------------------------------- - -# - Try to find OpenGLES and EGL -# If using ARM Mali emulation you can specify the parent directory that contains the bin and include directories by -# setting the MALI_SDK_ROOT variable in the environment. -# -# For AMD emulation use the AMD_SDK_ROOT variable -# -# Once done this will define -# -# OPENGLES2_FOUND - system has OpenGLES -# OPENGLES2_INCLUDE_DIR - the GL include directory -# OPENGLES2_LIBRARIES - Link these to use OpenGLES -# -# EGL_FOUND - system has EGL -# EGL_INCLUDE_DIR - the EGL include directory -# EGL_LIBRARIES - Link these to use EGL - -#include(FindPkgMacros) - -IF (WIN32) - IF (CYGWIN) - - FIND_PATH(OPENGLES2_INCLUDE_DIR GLES2/gl2.h ) - - FIND_LIBRARY(OPENGLES2_gl_LIBRARY libGLESv2 ) - - ELSE (CYGWIN) - - IF(BORLAND) - SET (OPENGLES2_gl_LIBRARY import32 CACHE STRING "OpenGL ES 2.x library for win32") - ELSE(BORLAND) - #getenv_path(AMD_SDK_ROOT) - #getenv_path(MALI_SDK_ROOT) - - SET(POWERVR_SDK_PATH "C:/Imagination/PowerVR/GraphicsSDK/SDK_3.1/Builds") - FIND_PATH(OPENGLES2_INCLUDE_DIR GLES2/gl2.h - ${ENV_AMD_SDK_ROOT}/include - ${ENV_MALI_SDK_ROOT}/include - ${POWERVR_SDK_PATH}/Include - "C:/Imagination Technologies/PowerVR Insider SDK/OGLES2_WINDOWS_X86EMULATION_2.10/Builds/OGLES2/Include" - ) - - FIND_PATH(EGL_INCLUDE_DIR EGL/egl.h - ${ENV_AMD_SDK_ROOT}/include - ${ENV_MALI_SDK_ROOT}/include - ${POWERVR_SDK_PATH}/Include - "C:/Imagination Technologies/PowerVR Insider SDK/OGLES2_WINDOWS_X86EMULATION_2.10/Builds/OGLES2/Include" - ) - - FIND_LIBRARY(OPENGLES2_gl_LIBRARY - NAMES libGLESv2 - PATHS ${ENV_AMD_SDK_ROOT}/x86 - ${ENV_MALI_SDK_ROOT}/bin - ${POWERVR_SDK_PATH}/Windows/x86_32/Lib - "C:/Imagination Technologies/PowerVR Insider SDK/OGLES2_WINDOWS_X86EMULATION_2.10/Builds/OGLES2/WindowsX86/Lib" - ) - - FIND_LIBRARY(EGL_egl_LIBRARY - NAMES libEGL - PATHS ${ENV_AMD_SDK_ROOT}/x86 - ${ENV_MALI_SDK_ROOT}/bin - ${POWERVR_SDK_PATH}/Windows/x86_32/Lib - "C:/Imagination Technologies/PowerVR Insider SDK/OGLES2_WINDOWS_X86EMULATION_2.10/Builds/OGLES2/WindowsX86/Lib" - ) - ENDIF(BORLAND) - - ENDIF (CYGWIN) - -ELSE (WIN32) - - IF (APPLE) - - #create_search_paths(/Developer/Platforms) - #findpkg_framework(OpenGLES2) - #set(OPENGLES2_gl_LIBRARY "-framework OpenGLES") - - ELSE(APPLE) - #getenv_path(AMD_SDK_ROOT) - #getenv_path(MALI_SDK_ROOT) - - FIND_PATH(OPENGLES2_INCLUDE_DIR GLES2/gl2.h - ${ENV_AMD_SDK_ROOT}/include - ${ENV_MALI_SDK_ROOT}/include - /opt/Imagination/PowerVR/GraphicsSDK/SDK_3.1/Builds/Include - /opt/vc/include - /usr/openwin/share/include - /opt/graphics/OpenGL/include /usr/X11R6/include - /usr/include - ) - - FIND_LIBRARY(OPENGLES2_gl_LIBRARY - NAMES GLESv2 - PATHS ${ENV_AMD_SDK_ROOT}/x86 - ${ENV_MALI_SDK_ROOT}/bin - /opt/Imagination/PowerVR/GraphicsSDK/SDK_3.1/Builds/Linux/x86_32/Lib - /opt/vc/lib - /opt/graphics/OpenGL/lib - /usr/openwin/lib - /usr/shlib /usr/X11R6/lib - /usr/lib - ) - - FIND_PATH(EGL_INCLUDE_DIR EGL/egl.h - ${ENV_AMD_SDK_ROOT}/include - ${ENV_MALI_SDK_ROOT}/include - /opt/Imagination/PowerVR/GraphicsSDK/SDK_3.1/Builds/Include - /opt/vc/include - /usr/openwin/share/include - /opt/graphics/OpenGL/include /usr/X11R6/include - /usr/include - ) - - FIND_LIBRARY(EGL_egl_LIBRARY - NAMES EGL - PATHS ${ENV_AMD_SDK_ROOT}/x86 - ${ENV_MALI_SDK_ROOT}/bin - /opt/Imagination/PowerVR/GraphicsSDK/SDK_3.1/Builds/Linux/x86_32/Lib - /opt/vc/lib - /opt/graphics/OpenGL/lib - /usr/openwin/lib - /usr/shlib /usr/X11R6/lib - /usr/lib - ) - - # On Unix OpenGL most certainly always requires X11. - # Feel free to tighten up these conditions if you don't - # think this is always true. - # It's not true on OSX. - - #IF (OPENGLES2_gl_LIBRARY) - # IF(NOT X11_FOUND) - # INCLUDE(FindX11) - # ENDIF(NOT X11_FOUND) - # IF (X11_FOUND) - # IF (NOT APPLE) - # SET (OPENGLES2_LIBRARIES ${X11_LIBRARIES}) - # ENDIF (NOT APPLE) - # ENDIF (X11_FOUND) - #ENDIF (OPENGLES2_gl_LIBRARY) - - ENDIF(APPLE) -ENDIF (WIN32) - -SET( OPENGLES2_FOUND "YES" ) -IF(OPENGLES2_gl_LIBRARY AND EGL_egl_LIBRARY) - - SET( OPENGLES2_LIBRARIES ${OPENGLES2_gl_LIBRARY} ${OPENGLES2_LIBRARIES}) - SET( EGL_LIBRARIES ${EGL_egl_LIBRARY} ${EGL_LIBRARIES}) - SET( OPENGLES2_FOUND "YES" ) - -ENDIF(OPENGLES2_gl_LIBRARY AND EGL_egl_LIBRARY) - -MARK_AS_ADVANCED( - OPENGLES2_INCLUDE_DIR - OPENGLES2_gl_LIBRARY - EGL_INCLUDE_DIR - EGL_egl_LIBRARY -) - -INCLUDE(FindPackageHandleStandardArgs) - -FIND_PACKAGE_HANDLE_STANDARD_ARGS(OPENGLES2 REQUIRED_VARS OPENGLES2_LIBRARIES OPENGLES2_INCLUDE_DIR) diff --git a/components/CMakeLists.txt b/components/CMakeLists.txt index 7bfbf6d935..c80e27e4d8 100644 --- a/components/CMakeLists.txt +++ b/components/CMakeLists.txt @@ -20,9 +20,8 @@ else (GIT_CHECKOUT) configure_file(${VERSION_IN_FILE} ${VERSION_FILE}) endif (GIT_CHECKOUT) -if (NOT ANDROID) - find_package(OpenGL REQUIRED) -endif() +find_package(OpenGL REQUIRED) + # source files add_component_dir (settings @@ -138,31 +137,31 @@ add_component_dir (version set (ESM_UI ${CMAKE_SOURCE_DIR}/files/ui/contentselector.ui ) -if (NOT ANDROID) - add_component_qt_dir (contentselector - model/modelitem model/esmfile - model/naturalsort model/contentmodel - model/loadordererror - view/combobox view/contentselector - ) - add_component_qt_dir (config - gamesettings - launchersettings - settingsbase - ) +add_component_qt_dir (contentselector + model/modelitem model/esmfile + model/naturalsort model/contentmodel + model/loadordererror + view/combobox view/contentselector + ) +add_component_qt_dir (config + gamesettings + launchersettings + settingsbase + ) - add_component_qt_dir (process - processinvoker - ) - if (DESIRED_QT_VERSION MATCHES 4) - include(${QT_USE_FILE}) - QT4_WRAP_UI(ESM_UI_HDR ${ESM_UI}) - QT4_WRAP_CPP(MOC_SRCS ${COMPONENT_MOC_FILES}) - else() - QT5_WRAP_UI(ESM_UI_HDR ${ESM_UI}) - QT5_WRAP_CPP(MOC_SRCS ${COMPONENT_MOC_FILES}) - endif() +add_component_qt_dir (process + processinvoker +) + +if (DESIRED_QT_VERSION MATCHES 4) + include(${QT_USE_FILE}) + QT4_WRAP_UI(ESM_UI_HDR ${ESM_UI}) + QT4_WRAP_CPP(MOC_SRCS ${COMPONENT_MOC_FILES}) +else() + QT5_WRAP_UI(ESM_UI_HDR ${ESM_UI}) + QT5_WRAP_CPP(MOC_SRCS ${COMPONENT_MOC_FILES}) endif() + if (CMAKE_COMPILER_IS_GNUCXX OR CMAKE_CXX_COMPILER_ID MATCHES "Clang") if("${CMAKE_SYSTEM_PROCESSOR}" STREQUAL "x86_64" AND NOT APPLE) add_definitions(-fPIC) @@ -173,46 +172,32 @@ include_directories(${BULLET_INCLUDE_DIRS} ${CMAKE_CURRENT_BINARY_DIR}) add_library(components STATIC ${COMPONENT_FILES} ${MOC_SRCS} ${ESM_UI_HDR}) -if (NOT ANDROID) - target_link_libraries(components - ${Boost_SYSTEM_LIBRARY} - ${Boost_FILESYSTEM_LIBRARY} - ${Boost_THREAD_LIBRARY} - ${Boost_PROGRAM_OPTIONS_LIBRARY} - ${OPENSCENEGRAPH_LIBRARIES} - ${BULLET_LIBRARIES} - ${SDL2_LIBRARY} - # For MyGUI platform - ${OPENGL_gl_LIBRARY} - ${MYGUI_LIBRARIES} - ) -else() - target_link_libraries(components - ${Boost_SYSTEM_LIBRARY} - ${Boost_FILESYSTEM_LIBRARY} - ${Boost_THREAD_LIBRARY} - ${Boost_PROGRAM_OPTIONS_LIBRARY} - ${OPENSCENEGRAPH_LIBRARIES} - ${BULLET_LIBRARIES} - ${SDL2_LIBRARY} - ${MYGUI_LIBRARIES} - ) -endif() +target_link_libraries(components + ${Boost_SYSTEM_LIBRARY} + ${Boost_FILESYSTEM_LIBRARY} + ${Boost_THREAD_LIBRARY} + ${Boost_PROGRAM_OPTIONS_LIBRARY} + ${OPENSCENEGRAPH_LIBRARIES} + ${BULLET_LIBRARIES} + ${SDL2_LIBRARY} + # For MyGUI platform + ${OPENGL_gl_LIBRARY} + ${MYGUI_LIBRARIES} +) if (WIN32) target_link_libraries(components ${Boost_LOCALE_LIBRARY}) endif() -if (NOT ANDROID) - if (DESIRED_QT_VERSION MATCHES 4) - target_link_libraries(components - ${QT_QTCORE_LIBRARY} - ${QT_QTGUI_LIBRARY}) - else() - qt5_use_modules(components Widgets Core) - endif() +if (DESIRED_QT_VERSION MATCHES 4) + target_link_libraries(components + ${QT_QTCORE_LIBRARY} + ${QT_QTGUI_LIBRARY}) +else() + qt5_use_modules(components Widgets Core) endif() + if (GIT_CHECKOUT) add_dependencies (components git-version) endif (GIT_CHECKOUT) diff --git a/components/myguiplatform/myguirendermanager.cpp b/components/myguiplatform/myguirendermanager.cpp index 5fb3054a61..5bd56dc8f4 100644 --- a/components/myguiplatform/myguirendermanager.cpp +++ b/components/myguiplatform/myguirendermanager.cpp @@ -17,10 +17,6 @@ #include #include "myguitexture.hpp" - -#ifdef OPENGLES - #include -#endif #define MYGUI_PLATFORM_LOG_SECTION "Platform" #define MYGUI_PLATFORM_LOG(level, text) MYGUI_LOGGING(MYGUI_PLATFORM_LOG_SECTION, level, text) diff --git a/components/sdlutil/sdlcursormanager.cpp b/components/sdlutil/sdlcursormanager.cpp index 23f01f3a7b..e1a67aff81 100644 --- a/components/sdlutil/sdlcursormanager.cpp +++ b/components/sdlutil/sdlcursormanager.cpp @@ -217,9 +217,6 @@ namespace SDLUtil void SDLCursorManager::_createCursorFromResource(const std::string& name, int rotDegrees, osg::Image* image, Uint8 size_x, Uint8 size_y, Uint8 hotspot_x, Uint8 hotspot_y) { - #ifdef ANDROID - return; - #endif if (mCursorMap.find(name) != mCursorMap.end()) return; diff --git a/files/shaders/CMakeLists.txt b/files/shaders/CMakeLists.txt index da25502755..fc4706c1f6 100644 --- a/files/shaders/CMakeLists.txt +++ b/files/shaders/CMakeLists.txt @@ -1,17 +1,11 @@ # Copy resource files into the build directory set(SDIR ${CMAKE_CURRENT_SOURCE_DIR}) set(DDIR ${OpenMW_BINARY_DIR}/resources/shaders) -if (OPENGLES) - set(SHADER_FILES - watergles_vertex.glsl - watergles_fragment.glsl - water_nm.png - ) -else() - set(SHADER_FILES - water_vertex.glsl - water_fragment.glsl - water_nm.png - ) -endif() + +set(SHADER_FILES + water_vertex.glsl + water_fragment.glsl + water_nm.png +) + copy_all_files(${CMAKE_CURRENT_SOURCE_DIR} ${DDIR} "${SHADER_FILES}") diff --git a/files/shaders/watergles_fragment.glsl b/files/shaders/watergles_fragment.glsl deleted file mode 100644 index e3f756087b..0000000000 --- a/files/shaders/watergles_fragment.glsl +++ /dev/null @@ -1,209 +0,0 @@ -#version 100 -precision mediump float; -precision mediump int; - -struct osg_LightSourceParameters { - mediump vec4 ambient; - mediump vec4 diffuse; - mediump vec4 specular; - mediump vec4 position; - mediump vec4 halfVector; - mediump vec3 spotDirection; - mediump float spotExponent; - mediump float spotCutoff; - mediump float spotCosCutoff; - mediump float constantAttenuation; - mediump float linearAttenuation; - mediump float quadraticAttenuation; - }; -uniform osg_LightSourceParameters osg_LightSource[1]; - -#define REFRACTION @refraction_enabled - -// Inspired by Blender GLSL Water by martinsh ( http://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html ) - -// tweakables -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- - -const float VISIBILITY = 1200.0; // how far you can look through water - -const float BIG_WAVES_X = 0.1; // strength of big waves -const float BIG_WAVES_Y = 0.1; - -const float MID_WAVES_X = 0.1; // strength of middle sized waves -const float MID_WAVES_Y = 0.1; - -const float SMALL_WAVES_X = 0.1; // strength of small waves -const float SMALL_WAVES_Y = 0.1; - -const float WAVE_CHOPPYNESS = 0.05; // wave choppyness -const float WAVE_SCALE = 75.0; // overall wave scale - -const float BUMP = 0.5; // overall water surface bumpiness -const float REFL_BUMP = 0.10; // reflection distortion amount -const float REFR_BUMP = 0.07; // refraction distortion amount - -const float SCATTER_AMOUNT = 0.3; // amount of sunlight scattering -const vec3 SCATTER_COLOUR = vec3(0.0,1.0,0.95); // colour of sunlight scattering - -const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68); //sunlight extinction - -const float SPEC_HARDNESS = 256.0; // specular highlights hardness - -const vec2 WIND_DIR = vec2(0.5, -0.8); -const float WIND_SPEED = 0.2; - -const vec3 WATER_COLOR = vec3(0.090195, 0.115685, 0.12745); - -// -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- - - -float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta) -{ - float c = abs(dot(Incoming, Normal)); - float g = eta * eta - 1.0 + c * c; - float result; - - if(g > 0.0) { - g = sqrt(g); - float A =(g - c)/(g + c); - float B =(c *(g + c)- 1.0)/(c *(g - c)+ 1.0); - result = 0.5 * A * A *(1.0 + B * B); - } - else - result = 1.0; - - return result; -} - -varying vec3 screenCoordsPassthrough; -varying vec4 position; -varying float depthPassthrough; - -uniform sampler2D normalMap; - -uniform sampler2D reflectionMap; -#if REFRACTION -uniform sampler2D refractionMap; -uniform sampler2D refractionDepthMap; -#endif - -uniform float osg_SimulationTime; - -uniform float near; -uniform float far; -uniform vec3 nodePosition; - -void main(void) -{ - vec3 worldPos = position.xyz + nodePosition.xyz; - vec2 UV = worldPos.xy / (8192.0*5.0) * 3.0; - UV.y *= -1.0; - - float shadow = 1.0; - - vec2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z; - screenCoords.y = (1.0-screenCoords.y); - - vec2 nCoord = vec2(0.0,0.0); - - #define waterTimer osg_SimulationTime - - nCoord = UV * (WAVE_SCALE * 0.05) + WIND_DIR * waterTimer * (WIND_SPEED*0.04); - vec3 normal0 = 2.0 * texture2D(normalMap, nCoord + vec2(-waterTimer*0.015,-waterTimer*0.005)).rgb - 1.0; - nCoord = UV * (WAVE_SCALE * 0.1) + WIND_DIR * waterTimer * (WIND_SPEED*0.08)-(normal0.xy/normal0.zz)*WAVE_CHOPPYNESS; - vec3 normal1 = 2.0 * texture2D(normalMap, nCoord + vec2(+waterTimer*0.020,+waterTimer*0.015)).rgb - 1.0; - - nCoord = UV * (WAVE_SCALE * 0.25) + WIND_DIR * waterTimer * (WIND_SPEED*0.07)-(normal1.xy/normal1.zz)*WAVE_CHOPPYNESS; - vec3 normal2 = 2.0 * texture2D(normalMap, nCoord + vec2(-waterTimer*0.04,-waterTimer*0.03)).rgb - 1.0; - nCoord = UV * (WAVE_SCALE * 0.5) + WIND_DIR * waterTimer * (WIND_SPEED*0.09)-(normal2.xy/normal2.z)*WAVE_CHOPPYNESS; - vec3 normal3 = 2.0 * texture2D(normalMap, nCoord + vec2(+waterTimer*0.03,+waterTimer*0.04)).rgb - 1.0; - - nCoord = UV * (WAVE_SCALE* 1.0) + WIND_DIR * waterTimer * (WIND_SPEED*0.4)-(normal3.xy/normal3.zz)*WAVE_CHOPPYNESS; - vec3 normal4 = 2.0 * texture2D(normalMap, nCoord + vec2(-waterTimer*0.02,+waterTimer*0.1)).rgb - 1.0; - nCoord = UV * (WAVE_SCALE * 2.0) + WIND_DIR * waterTimer * (WIND_SPEED*0.7)-(normal4.xy/normal4.zz)*WAVE_CHOPPYNESS; - vec3 normal5 = 2.0 * texture2D(normalMap, nCoord + vec2(+waterTimer*0.1,-waterTimer*0.06)).rgb - 1.0; - - - - vec3 normal = (normal0 * BIG_WAVES_X + normal1 * BIG_WAVES_Y + - normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y + - normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y); - - normal = normalize(vec3(normal.x * BUMP, normal.y * BUMP, normal.z)); - - normal = vec3(-normal.x, -normal.y, normal.z); - - // normal for sunlight scattering - vec3 lNormal = (normal0 * BIG_WAVES_X*0.5 + normal1 * BIG_WAVES_Y*0.5 + - normal2 * MID_WAVES_X*0.2 + normal3 * MID_WAVES_Y*0.2 + - normal4 * SMALL_WAVES_X*0.1 + normal5 * SMALL_WAVES_Y*0.1).xyz; - lNormal = normalize(vec3(lNormal.x * BUMP, lNormal.y * BUMP, lNormal.z)); - lNormal = vec3(-lNormal.x, -lNormal.y, lNormal.z); - - - vec3 lVec = normalize((gl_ModelViewMatrixInverse * vec4(osg_LightSource[0].position.xyz, 0.0)).xyz); - - vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0)).xyz; - vec3 vVec = normalize(position.xyz - cameraPos.xyz); - - float isUnderwater = (cameraPos.z > 0.0) ? 0.0 : 1.0; - - // sunlight scattering - vec3 pNormal = vec3(0.0,0.0,1.0); - vec3 lR = reflect(lVec, lNormal); - vec3 llR = reflect(lVec, pNormal); - - float sunHeight = lVec.z; - float sunFade = length(gl_LightModel.ambient.xyz); - - float s = clamp(dot(lR, vVec)*2.0-1.2, 0.0, 1.0); - float lightScatter = shadow * clamp(dot(lVec,lNormal)*0.7+0.3, 0.0, 1.0) * s * SCATTER_AMOUNT * sunFade * clamp(1.0-exp(-sunHeight), 0.0, 1.0); - vec3 scatterColour = mix(vec3(SCATTER_COLOUR)*vec3(1.0,0.4,0.0), SCATTER_COLOUR, clamp(1.0-exp(-sunHeight*SUN_EXT), 0.0, 1.0)); - - // fresnel - float ior = (cameraPos.z>0.0)?(1.333/1.0):(1.0/1.333); //air to water; water to air - float fresnel = fresnel_dielectric(vVec, normal, ior); - - fresnel = clamp(fresnel, 0.0, 1.0); - - // reflection - vec3 reflection = texture2D(reflectionMap, screenCoords+(normal.xy*REFL_BUMP)).rgb; - - // refraction -#if REFRACTION - vec3 refraction = texture2D(refractionMap, screenCoords-(normal.xy*REFR_BUMP)).rgb; - - // brighten up the refraction underwater - refraction = (cameraPos.z < 0.0) ? clamp(refraction * 1.5, 0.0, 1.0) : refraction; -#endif - - // specular - vec3 R = reflect(vVec, normal); - float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS) * shadow; - - vec3 waterColor = WATER_COLOR; - waterColor = waterColor * length(gl_LightModel.ambient.xyz); -#if REFRACTION - float refractionDepth = texture2D(refractionDepthMap, screenCoords-(normal.xy*REFR_BUMP)).x; - float z_n = 2.0 * refractionDepth - 1.0; - refractionDepth = 2.0 * near * far / (far + near - z_n * (far - near)); - - float waterDepth = refractionDepth - depthPassthrough; - - if (cameraPos.z > 0.0) - refraction = mix(refraction, waterColor, clamp(waterDepth/VISIBILITY, 0.0, 1.0)); - - gl_FragData[0].xyz = mix( mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * osg_LightSource[0].specular.xyz; -#else - gl_FragData[0].xyz = mix(reflection, waterColor, (1.0-fresnel)*0.5) + specular * osg_LightSource[0].specular.xyz; -#endif - - // fog - float fogValue = clamp((depthPassthrough - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0); - gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue); - -#if REFRACTION - gl_FragData[0].w = 1.0; -#else - gl_FragData[0].w = clamp(fresnel*2.0 + specular, 0.0, 1.0); -#endif -} diff --git a/files/shaders/watergles_vertex.glsl b/files/shaders/watergles_vertex.glsl deleted file mode 100644 index 71cc9718b8..0000000000 --- a/files/shaders/watergles_vertex.glsl +++ /dev/null @@ -1,24 +0,0 @@ -#version 100 -precision mediump float; -precision mediump int; - -varying vec3 screenCoordsPassthrough; -varying vec4 position; -varying float depthPassthrough; - -void main(void) -{ - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - - mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0, - 0.0, -0.5, 0.0, 0.0, - 0.0, 0.0, 0.5, 0.0, - 0.5, 0.5, 0.5, 1.0); - - vec4 texcoordProj = ((scalemat) * ( gl_Position)); - screenCoordsPassthrough = vec3(texcoordProj.x, texcoordProj.y, texcoordProj.w); - - position = gl_Vertex; - - depthPassthrough = gl_Position.z; -}