This might make the rendering a bit quicker, since the whole texture
environment setup that we do every frame is no longer required --
instead only the shader is bound and a few variables uploaded. However,
this was not the main motivation behind this change.
It also simplifies the code a bit. The texture environment setup is
replaced by GLSL code generation. Another small benefit is that for
texture units in material scripts that do not use an actual texture
image no hardware TIU is being used. This reduces the number of hardware
TIUs required for rendering the Clonk from 3 to 2.
The main benefit of this change, however, is that material specific
and clonk specific color variations can be applied correctly. This mainly
concerns ClrModulation and MOD2 drawing. Before, the ClrModulation was
mixed with the material color, which could lead to incorrect results
depending on what the texture units were doing. Now it is being applied
by the shader after all texture units in the material scripts have been
processed.
Another motivation of this change is to implement support for custom
shaders, which is already foreseen by OGRE material scripts. The
specification has only to be implemented. With this change in place,
both custom shaders and "fixed" processing can share the same code in
the engine, since both end up using a shader for the mesh rendering.
The shader currently works only for directional lights, but should be
easy to extend to also support point lights.
In no-gravity situations, SimFlight would enter an endless
loop when trying to project an unmoving object, waiting for
a collision that would never happen.
Similarly, in negative gravity, SimFlight would continue
calculating objects that left the top boundary of the land-
scape, only aborting the simulation once the coordinates
underflowed to values below the landscape.
C4AulParse::Host is now only used for local variables and named functions.
Global directexec functions have neither, so they won't need a scripthost
at all anymore.
The missing break meant that the freshly created copy of the proplist would
get overwritten by the original, which was thankfully caught and announced
with "internal error: constant proplist has the wrong parent".
Thanks to Zapper for the testcase.
This allows compiling and linking with it without pulling in whole
C4Game. This is useful for the mape map editor.
The only place where C4Game was used in C4Material.cpp was in
CrossMapMaterials where the name of the earth material is read from
Game.C4S. The code has been changed such that the earth material name is
now a parameter to the CrossMaterialMap function.