aboutsummaryrefslogtreecommitdiff
path: root/src/filesys.h
blob: 8bf43c3faf3de62a6eeb861216890f904659c373 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
/*
Minetest-c55
Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program 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 General Public License for more details.

You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#ifndef FILESYS_HEADER
#define FILESYS_HEADER

#include <string>
#include <vector>
#include "exceptions.h"

#ifdef _WIN32 // WINDOWS
#define DIR_DELIM "\\"
#define DIR_DELIM_C '\\'
#else // POSIX
#define DIR_DELIM "/"
#define DIR_DELIM_C '/'
#endif

namespace fs
{

struct DirListNode
{
	std::string name;
	bool dir;
};

std::vector<DirListNode> GetDirListing(std::string path);

// Returns true if already exists
bool CreateDir(std::string path);

// Create all directories on the given path that don't already exist.
bool CreateAllDirs(std::string path);

bool PathExists(std::string path);

// Only pass full paths to this one. True on success.
// NOTE: The WIN32 version returns always true.
bool RecursiveDelete(std::string path);

// Only pass full paths to this one. True on success.
bool RecursiveDeleteContent(std::string path);

}//fs

#endif

l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP)); float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP)); float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP)); float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y)); float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP)); float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP)); float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP)); float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y)); float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl); float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0); use_normalmap = true; } vec4 base = texture2D(baseTexture, uv).rgba; #ifdef ENABLE_BUMPMAPPING if (use_normalmap) { vec3 L = normalize(lightVec); vec3 E = normalize(eyeVec); float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5); float diffuse = dot(E,bump.xyz); /* Mathematic optimization * Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; * This optimization save 2 multiplications (orig: 4 multiplications + 3 additions * end: 2 multiplications + 3 additions) */ color = (0.05 + diffuse + 0.2 * specular) * base.rgb; } else { color = base.rgb; } #else color = base.rgb; #endif #if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE float alpha = gl_Color.a; vec4 col = vec4(color.rgb, alpha); col *= gl_Color; if(fogDistance != 0.0){ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); alpha = mix(alpha, 0.0, d); } gl_FragColor = vec4(col.rgb, alpha); #else vec4 col = vec4(color.rgb, base.a); col *= gl_Color; if(fogDistance != 0.0){ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, d); } gl_FragColor = vec4(col.rgb, base.a); #endif }