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Merge branch 'osx-yosemite' of ssh://github.com/skyjake/Doomsday-Engi…
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…ne into packageloader
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skyjake committed Jul 8, 2014
2 parents b6ba109 + 6c15822 commit 022157f
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Showing 30 changed files with 353 additions and 309 deletions.
4 changes: 2 additions & 2 deletions doomsday/client/client.pro
Expand Up @@ -831,8 +831,8 @@ macx {
doPostLink("rm -rf $$FW_DIR")
doPostLink("mkdir $$FW_DIR")
!deng_nosdl {
doPostLink("cp -fRp $${SDL_FRAMEWORK_DIR}/SDL2.framework $$FW_DIR")
!deng_nosdlmixer: doPostLink("cp -fRp $${SDL_FRAMEWORK_DIR}/SDL2_mixer.framework $$FW_DIR")
doPostLink("cp -fRp $${SDL2_FRAMEWORK_DIR}/SDL2.framework $$FW_DIR")
!deng_nosdlmixer: doPostLink("cp -fRp $${SDL2_FRAMEWORK_DIR}/SDL2_mixer.framework $$FW_DIR")
}
deng_fmod {
# Bundle the FMOD shared library under Frameworks.
Expand Down
@@ -1,89 +1,87 @@
group fx {
# Bloom is a specialized additive blur that only applies to bright pixels
# (given a configurable threshold for brightness).
group bloom {
common = "
uniform highp mat4 uMvpMatrix;
uniform highp vec4 uColor;
uniform highp vec4 uWindow;
# Bloom is a specialized additive blur that only applies to bright pixels
# (given a configurable threshold for brightness).
group fx.bloom {
common = "
uniform highp mat4 uMvpMatrix;
uniform highp vec4 uColor;
uniform highp vec4 uWindow;

attribute highp vec4 aVertex;
attribute highp vec2 aUV;
attribute highp vec4 aVertex;
attribute highp vec2 aUV;

varying highp vec2 vUV;

void main(void) {
gl_Position = uMvpMatrix * aVertex;
vUV = uWindow.xy + aUV * uWindow.zw;
}"

shader horizontal {
vertex $= fx.bloom.common
fragment = "
uniform sampler2D uTex;
uniform highp float uIntensity;
uniform highp float uThreshold;
uniform highp vec2 uBlurStep;

varying highp vec2 vUV;

void main(void) {
gl_Position = uMvpMatrix * aVertex;
vUV = uWindow.xy + aUV * uWindow.zw;
}"

shader horizontal {
vertex $= fx.bloom.common
fragment = "
uniform sampler2D uTex;
uniform highp float uIntensity;
uniform highp float uThreshold;
uniform highp vec2 uBlurStep;
highp vec4 sum = vec4(0.0);

varying highp vec2 vUV;
sum += texture2D(uTex, vec2(vUV.s - 7.0 * uBlurStep.s, vUV.t)) * 0.0249;
sum += texture2D(uTex, vec2(vUV.s - 6.0 * uBlurStep.s, vUV.t)) * 0.0367;
sum += texture2D(uTex, vec2(vUV.s - 5.0 * uBlurStep.s, vUV.t)) * 0.0498;
sum += texture2D(uTex, vec2(vUV.s - 4.0 * uBlurStep.s, vUV.t)) * 0.0660;
sum += texture2D(uTex, vec2(vUV.s - 3.0 * uBlurStep.s, vUV.t)) * 0.0803;
sum += texture2D(uTex, vec2(vUV.s - 2.0 * uBlurStep.s, vUV.t)) * 0.0915;
sum += texture2D(uTex, vec2(vUV.s - uBlurStep.s, vUV.t)) * 0.0996;
sum += texture2D(uTex, vUV) * 0.1027;
sum += texture2D(uTex, vec2(vUV.s + uBlurStep.s, vUV.t)) * 0.0996;
sum += texture2D(uTex, vec2(vUV.s + 2.0 * uBlurStep.s, vUV.t)) * 0.0915;
sum += texture2D(uTex, vec2(vUV.s + 3.0 * uBlurStep.s, vUV.t)) * 0.0803;
sum += texture2D(uTex, vec2(vUV.s + 4.0 * uBlurStep.s, vUV.t)) * 0.0660;
sum += texture2D(uTex, vec2(vUV.s + 5.0 * uBlurStep.s, vUV.t)) * 0.0498;
sum += texture2D(uTex, vec2(vUV.s + 6.0 * uBlurStep.s, vUV.t)) * 0.0367;
sum += texture2D(uTex, vec2(vUV.s + 7.0 * uBlurStep.s, vUV.t)) * 0.0249;

void main(void) {
highp vec4 sum = vec4(0.0);

sum += texture2D(uTex, vec2(vUV.s - 7.0 * uBlurStep.s, vUV.t)) * 0.0249;
sum += texture2D(uTex, vec2(vUV.s - 6.0 * uBlurStep.s, vUV.t)) * 0.0367;
sum += texture2D(uTex, vec2(vUV.s - 5.0 * uBlurStep.s, vUV.t)) * 0.0498;
sum += texture2D(uTex, vec2(vUV.s - 4.0 * uBlurStep.s, vUV.t)) * 0.0660;
sum += texture2D(uTex, vec2(vUV.s - 3.0 * uBlurStep.s, vUV.t)) * 0.0803;
sum += texture2D(uTex, vec2(vUV.s - 2.0 * uBlurStep.s, vUV.t)) * 0.0915;
sum += texture2D(uTex, vec2(vUV.s - uBlurStep.s, vUV.t)) * 0.0996;
sum += texture2D(uTex, vUV) * 0.1027;
sum += texture2D(uTex, vec2(vUV.s + uBlurStep.s, vUV.t)) * 0.0996;
sum += texture2D(uTex, vec2(vUV.s + 2.0 * uBlurStep.s, vUV.t)) * 0.0915;
sum += texture2D(uTex, vec2(vUV.s + 3.0 * uBlurStep.s, vUV.t)) * 0.0803;
sum += texture2D(uTex, vec2(vUV.s + 4.0 * uBlurStep.s, vUV.t)) * 0.0660;
sum += texture2D(uTex, vec2(vUV.s + 5.0 * uBlurStep.s, vUV.t)) * 0.0498;
sum += texture2D(uTex, vec2(vUV.s + 6.0 * uBlurStep.s, vUV.t)) * 0.0367;
sum += texture2D(uTex, vec2(vUV.s + 7.0 * uBlurStep.s, vUV.t)) * 0.0249;
// Apply a threshold that gets rid of dark, non-luminous pixels.
highp float intens = max(sum.r, max(sum.g, sum.b));

intens = (intens - uThreshold) * uIntensity;

// Apply a threshold that gets rid of dark, non-luminous pixels.
highp float intens = max(sum.r, max(sum.g, sum.b));

intens = (intens - uThreshold) * uIntensity;
gl_FragColor = vec4(vec3(intens) * normalize(sum.rgb + 0.2), 1.0);
}"
}

shader vertical {
vertex $= fx.bloom.common
fragment = "
uniform sampler2D uTex;
uniform highp vec2 uBlurStep;

gl_FragColor = vec4(vec3(intens) * normalize(sum.rgb + 0.2), 1.0);
}"
}

shader vertical {
vertex $= fx.bloom.common
fragment = "
uniform sampler2D uTex;
uniform highp vec2 uBlurStep;
varying highp vec2 vUV;

varying highp vec2 vUV;
void main(void) {
highp vec4 sum = vec4(0.0);

void main(void) {
highp vec4 sum = vec4(0.0);

sum += texture2D(uTex, vec2(vUV.s, vUV.t - 7.0 * uBlurStep.t)) * 0.0249;
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 6.0 * uBlurStep.t)) * 0.0367;
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 5.0 * uBlurStep.t)) * 0.0498;
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 4.0 * uBlurStep.t)) * 0.0660;
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 3.0 * uBlurStep.t)) * 0.0803;
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 2.0 * uBlurStep.t)) * 0.0915;
sum += texture2D(uTex, vec2(vUV.s, vUV.t - uBlurStep.t )) * 0.0996;
sum += texture2D(uTex, vUV) * 0.1027;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + uBlurStep.t )) * 0.0996;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 2.0 * uBlurStep.t)) * 0.0915;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 3.0 * uBlurStep.t)) * 0.0803;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 4.0 * uBlurStep.t)) * 0.0660;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 5.0 * uBlurStep.t)) * 0.0498;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 6.0 * uBlurStep.t)) * 0.0367;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 7.0 * uBlurStep.t)) * 0.0249;
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 7.0 * uBlurStep.t)) * 0.0249;
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 6.0 * uBlurStep.t)) * 0.0367;
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 5.0 * uBlurStep.t)) * 0.0498;
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 4.0 * uBlurStep.t)) * 0.0660;
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 3.0 * uBlurStep.t)) * 0.0803;
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 2.0 * uBlurStep.t)) * 0.0915;
sum += texture2D(uTex, vec2(vUV.s, vUV.t - uBlurStep.t )) * 0.0996;
sum += texture2D(uTex, vUV) * 0.1027;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + uBlurStep.t )) * 0.0996;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 2.0 * uBlurStep.t)) * 0.0915;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 3.0 * uBlurStep.t)) * 0.0803;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 4.0 * uBlurStep.t)) * 0.0660;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 5.0 * uBlurStep.t)) * 0.0498;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 6.0 * uBlurStep.t)) * 0.0367;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 7.0 * uBlurStep.t)) * 0.0249;

gl_FragColor = sum;
}"
}
gl_FragColor = sum;
}"
}
}
Expand Up @@ -42,7 +42,7 @@ group {

script {
# Define mappings for native font styles and weights.
import App
import App, DisplayMode
App.addFontMapping("Helvetica Neue", {
['regular', 25]: 'HelveticaNeue-Light',
['regular', 50]: 'HelveticaNeue',
Expand All @@ -63,14 +63,14 @@ group {

font default {
family: Helvetica Neue
size: 16pt
size $: gui.scale('16pt', DisplayMode.DPI_FACTOR)
weight: normal
style: normal
}

font monospace inherits default {
family: Menlo
size: 13pt
size $: gui.scale('13pt', DisplayMode.DPI_FACTOR)
}
}

Expand Down
@@ -1,5 +1,7 @@
# Images for the default UI style

script { import DisplayMode }

group window {
image background { path = "graphics/background.jpg" }
image borderglow { path = "graphics/borderglow.png" }
Expand All @@ -10,7 +12,13 @@ group window {
group logo {
image px128 { path = "graphics/deng-logo-128.png" }
image px256 { path = "graphics/deng-logo-256.png" }
image px512 { path = "graphics/deng-logo-512.png" }

# With HiDPI displays use the 2x versions of the logo.
group {
condition: DisplayMode.DPI_FACTOR == 2
image px128 { path = "graphics/deng-logo-256.png" }
image px256 { path = "graphics/deng-logo-512.png" }
}

group game {
image libdoom { path = "graphics/game-libdoom.png" }
Expand All @@ -33,6 +41,10 @@ image updater { path = "graphics/updater.png" }

group toggle {
image onoff { path = "graphics/toggle-onoff.png" }
group {
condition: DisplayMode.DPI_FACTOR == 2
image onoff { path = "graphics/toggle-onoff@2x.png"}
}
}

group progress {
Expand Down
@@ -1,7 +1,8 @@
# Length rules for the default UI style

script {
UNIT = 4.0
import DisplayMode
UNIT = 4.0 * DisplayMode.DPI_FACTOR
}

rule unit { constant $= UNIT }
Expand Down
4 changes: 4 additions & 0 deletions doomsday/client/res/macx/Info.plist
Expand Up @@ -18,5 +18,9 @@
<string>????</string>
<key>CFBundleVersion</key>
<string>1.15</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
<key>NSHighResolutionCapable</key>
<string>True</string>
</dict>
</plist>

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