forked from Onek8/LNXSDK
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| Author | SHA1 | Date | |
|---|---|---|---|
| cbbcd053fb | |||
| 160f6bdadf | |||
| 50ad462318 | |||
| 1239145da4 | |||
| 102941b5d2 | |||
| defff993a0 | |||
| e408151295 | |||
| 22159c9f37 | |||
| 9a2779982d | |||
| 2fc7e9880a | |||
| 7e1ac5fa5c | |||
| b2395f30fc | |||
| f4b0bf1e93 | |||
| 31a6a9d7ec | |||
| 7b2f21c499 | |||
| 17c31b4a4b | |||
| 013c8653ff | |||
| bd8b49a416 | |||
| 9d83c318b6 | |||
| cb19c9b5b4 | |||
| f4fe822ef6 | |||
| 6689fbc734 | |||
| 91b6c203e9 | |||
| 2c30554504 | |||
| 37c8779d12 | |||
| 6b704ff469 | |||
| 2a3bff5a18 | |||
| 91482071b8 | |||
| 38151eb233 | |||
| 78ea055aea | |||
| db2482dbe2 | |||
| 5ae6a9e698 | |||
| 6db83e559b | |||
| e7ec872747 | |||
| 31226a3871 | |||
| 9be3240d6c |
@ -142,6 +142,8 @@ class Image implements Canvas implements Resource {
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return 5;
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case A16:
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return 7;
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case R32UI:
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return 8;
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default:
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return 1; // Grey8
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}
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@ -234,6 +234,8 @@ class Image implements Canvas implements Resource {
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return 5;
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case A16:
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return 7;
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case R32UI:
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return 8;
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default:
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return 1; // Grey8
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}
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@ -23,6 +23,7 @@ extern class Krom {
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static function setRenderTarget(stage: kha.graphics4.TextureUnit, renderTarget: Dynamic): Void;
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static function setTextureDepth(unit: kha.graphics4.TextureUnit, texture: Dynamic): Void;
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static function setImageTexture(stage: kha.graphics4.TextureUnit, texture: Dynamic): Void;
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static function setImageRenderTarget(stage: kha.graphics4.TextureUnit, renderTarget: Dynamic): Void;
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static function setTextureParameters(texunit: kha.graphics4.TextureUnit, uAddressing: Int, vAddressing: Int, minificationFilter: Int,
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magnificationFilter: Int, mipmapFilter: Int): Void;
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static function setTexture3DParameters(texunit: kha.graphics4.TextureUnit, uAddressing: Int, vAddressing: Int, wAddressing: Int, minificationFilter: Int,
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@ -114,6 +115,7 @@ extern class Krom {
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static function windowWidth(id: Int): Int;
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static function windowHeight(id: Int): Int;
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static function setWindowTitle(id: Int, title: String): Void;
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static function windowSetForeground(id: Int): Void;
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static function screenDpi(): Int;
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static function systemId(): String;
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static function requestShutdown(): Void;
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@ -158,4 +160,45 @@ extern class Krom {
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static function getConstantLocationCompute(shader: Dynamic, name: String): Dynamic;
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static function getTextureUnitCompute(shader: Dynamic, name: String): Dynamic;
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static function compute(x: Int, y: Int, z: Int): Void;
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static function webviewCreate(options: Dynamic): Int;
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static function webviewLoadHTML(id: Int, html: String): Void;
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static function webviewLoadURL(id: Int, url: String): Void;
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static function webviewEvalJS(id: Int, js: String): Void;
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static function webviewEvalJSAsync(id: Int, js: String, callback: String->Void): Void;
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static function webviewShow(id: Int): Void;
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static function webviewHide(id: Int): Void;
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static function webviewDestroy(id: Int): Void;
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static function webviewResize(id: Int, width: Int, height: Int): Void;
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static function webviewMove(id: Int, x: Int, y: Int): Void;
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static function webviewSetBounds(id: Int, x: Int, y: Int, width: Int, height: Int): Void;
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static function webviewGetX(id: Int): Int;
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static function webviewGetY(id: Int): Int;
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static function webviewGetWidth(id: Int): Int;
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static function webviewGetHeight(id: Int): Int;
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static function webviewSetTransparent(id: Int, transparent: Bool): Void;
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static function webviewSetClickThrough(id: Int, enabled: Bool): Void;
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static function webviewSetTitle(id: Int, title: String): Void;
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static function webviewSend(id: Int, message: String): Void;
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static function webviewSetOnMessage(id: Int, callback: String->Void): Void;
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static function webviewSetOnLoad(id: Int, callback: Void->Void): Void;
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static function webviewSetOnError(id: Int, callback: String->Void): Void;
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static function webviewSetOnClose(id: Int, callback: Void->Void): Void;
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static function webviewCount(): Int;
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static function webviewIsValid(id: Int): Bool;
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static function webviewSetActiveDOM(id: Int): Void;
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static function webviewGetActiveDOM(): Int;
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static function webviewGoBack(id: Int): Void;
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static function webviewGoForward(id: Int): Void;
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static function webviewReload(id: Int): Void;
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static function webviewCanGoBack(id: Int): Bool;
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static function webviewCanGoForward(id: Int): Bool;
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static function webviewGetURL(id: Int): String;
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static function webviewGetPageTitle(id: Int): String;
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static function webviewMinimize(id: Int): Void;
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static function webviewMaximize(id: Int): Void;
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static function webviewRestore(id: Int): Void;
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static function webviewSetFullscreen(id: Int, fullscreen: Bool): Void;
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static function webviewIsFullscreen(id: Int): Bool;
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static function webviewEnableDevTools(id: Int, enabled: Bool): Void;
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static function webviewSetContextMenu(id: Int, enabled: Bool): Void;
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}
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@ -75,6 +75,8 @@ class Image implements Canvas implements Resource {
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return 5;
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case A16:
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return 7;
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case R32UI:
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return 8;
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default:
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return 1; // Grey8
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}
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@ -200,6 +202,7 @@ class Image implements Canvas implements Resource {
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case RGBA64: 8;
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case A32: 4;
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case A16: 2;
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case R32UI: 4;
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default: 4;
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}
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}
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@ -30,15 +30,15 @@ class LoaderImpl {
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}
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public static function loadSoundFromDescription(desc: Dynamic, done: kha.Sound->Void, failed: AssetError->Void) {
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var sound = Krom.loadSound(desc.files[0]);
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if (sound == null) {
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var sound = new kha.krom.Sound(desc.files[0]);
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if (sound.uncompressedData == null) {
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failed({
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url: desc.files.join(","),
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error: "Could not load sound(s)",
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});
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}
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else {
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done(new kha.krom.Sound(Bytes.ofData(sound)));
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done(sound);
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}
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}
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@ -106,7 +106,7 @@ class Compute {
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public static function setSampledDepthTexture(unit: TextureUnit, texture: Image) {
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if (texture == null)
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return;
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Krom.setSampledDepthTextureCompute(unit, texture);
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Krom.setSampledDepthTextureCompute(unit, texture.renderTarget_);
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}
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public static function setSampledCubeMap(unit: TextureUnit, cubeMap: CubeMap) {
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@ -118,7 +118,7 @@ class Compute {
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public static function setSampledDepthCubeMap(unit: TextureUnit, cubeMap: CubeMap) {
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if (cubeMap == null)
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return;
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Krom.setSampledDepthTextureCompute(unit, cubeMap);
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Krom.setSampledDepthTextureCompute(unit, cubeMap.renderTarget_);
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}
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public static function setTextureParameters(unit: TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,
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@ -9,14 +9,7 @@ class ShaderStorageBuffer {
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public function new(indexCount: Int, type: VertexData) {
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myCount = indexCount;
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data = new Array<Int>();
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data[myCount - 1] = 0;
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init(indexCount, type);
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}
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function init(indexCount: Int, type: VertexData) {
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myCount = indexCount;
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data = new Array<Int>();
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data[myCount - 1] = 0;
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if (myCount > 0) data[myCount - 1] = 0;
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}
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public function delete(): Void {}
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@ -122,7 +122,12 @@ class Graphics implements kha.graphics4.Graphics {
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public function setImageTexture(unit: kha.graphics4.TextureUnit, texture: kha.Image): Void {
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if (texture == null)
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return;
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Krom.setImageTexture(unit, texture.texture_);
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if (texture.texture_ != null) {
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Krom.setImageTexture(unit, texture.texture_);
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}
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else if (texture.renderTarget_ != null) {
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Krom.setImageRenderTarget(unit, texture.renderTarget_);
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}
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}
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public function setTextureParameters(texunit: kha.graphics4.TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,
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@ -2,24 +2,28 @@ package kha.krom;
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import haxe.io.Bytes;
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using StringTools;
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class Sound extends kha.Sound {
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public function new(bytes: Bytes) {
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public function new(filename: String) {
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super();
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var count = Std.int(bytes.length / 4);
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uncompressedData = new kha.arrays.Float32Array(count);
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for (i in 0...count) {
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uncompressedData[i] = bytes.getFloat(i * 4);
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}
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var sound = Krom.loadSound(filename);
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if (sound != null) {
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var bytes = Bytes.ofData(sound.buffer);
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var count = Std.int(bytes.length / 4);
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uncompressedData = new kha.arrays.Float32Array(count);
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for (i in 0...count) {
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uncompressedData[i] = bytes.getFloat(i * 4);
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}
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compressedData = null;
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this.sampleRate = sound.sampleRate;
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this.channels = sound.channels;
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this.length = sound.length;
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}
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}
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override public function uncompress(done: Void->Void): Void {
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done();
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}
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override public function unload(): Void {
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super.unload();
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}
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}
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@ -821,8 +821,19 @@ int kinc_g4_max_bound_textures(void) {
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return units;
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}
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static int getUnitStage(kinc_g4_texture_unit_t unit) {
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for (int i = 0; i < KINC_G4_SHADER_TYPE_COUNT; ++i) {
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if (unit.stages[i] >= 0) {
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return unit.stages[i];
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}
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}
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return -1;
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}
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static void setTextureAddressingInternal(GLenum target, kinc_g4_texture_unit_t unit, kinc_g4_texture_direction_t dir, kinc_g4_texture_addressing_t addressing) {
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glActiveTexture(GL_TEXTURE0 + unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
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int stage = getUnitStage(unit);
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if (stage < 0) return;
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glActiveTexture(GL_TEXTURE0 + stage);
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GLenum texDir;
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switch (dir) {
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case KINC_G4_TEXTURE_DIRECTION_U:
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@ -841,39 +852,39 @@ static void setTextureAddressingInternal(GLenum target, kinc_g4_texture_unit_t u
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case KINC_G4_TEXTURE_ADDRESSING_CLAMP:
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glTexParameteri(target, texDir, GL_CLAMP_TO_EDGE);
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if (dir == KINC_G4_TEXTURE_DIRECTION_U) {
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texModesU[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_CLAMP_TO_EDGE;
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texModesU[stage] = GL_CLAMP_TO_EDGE;
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}
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else {
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texModesV[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_CLAMP_TO_EDGE;
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texModesV[stage] = GL_CLAMP_TO_EDGE;
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}
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break;
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case KINC_G4_TEXTURE_ADDRESSING_REPEAT:
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glTexParameteri(target, texDir, GL_REPEAT);
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if (dir == KINC_G4_TEXTURE_DIRECTION_U) {
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texModesU[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_REPEAT;
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texModesU[stage] = GL_REPEAT;
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}
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else {
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texModesV[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_REPEAT;
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texModesV[stage] = GL_REPEAT;
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}
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break;
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case KINC_G4_TEXTURE_ADDRESSING_BORDER:
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// unsupported
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glTexParameteri(target, texDir, GL_CLAMP_TO_EDGE);
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if (dir == KINC_G4_TEXTURE_DIRECTION_U) {
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texModesU[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_CLAMP_TO_EDGE;
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texModesU[stage] = GL_CLAMP_TO_EDGE;
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}
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else {
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texModesV[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_CLAMP_TO_EDGE;
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texModesV[stage] = GL_CLAMP_TO_EDGE;
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}
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break;
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case KINC_G4_TEXTURE_ADDRESSING_MIRROR:
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// unsupported
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glTexParameteri(target, texDir, GL_REPEAT);
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if (dir == KINC_G4_TEXTURE_DIRECTION_U) {
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texModesU[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_REPEAT;
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texModesU[stage] = GL_REPEAT;
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}
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else {
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texModesV[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_REPEAT;
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texModesV[stage] = GL_REPEAT;
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}
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break;
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}
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@ -881,11 +892,15 @@ static void setTextureAddressingInternal(GLenum target, kinc_g4_texture_unit_t u
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}
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int Kinc_G4_Internal_TextureAddressingU(kinc_g4_texture_unit_t unit) {
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return texModesU[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]];
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int stage = getUnitStage(unit);
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if (stage < 0) return GL_CLAMP_TO_EDGE;
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return texModesU[stage];
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}
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int Kinc_G4_Internal_TextureAddressingV(kinc_g4_texture_unit_t unit) {
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return texModesV[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]];
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int stage = getUnitStage(unit);
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if (stage < 0) return GL_CLAMP_TO_EDGE;
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return texModesV[stage];
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}
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void kinc_g4_set_texture_addressing(kinc_g4_texture_unit_t unit, kinc_g4_texture_direction_t dir, kinc_g4_texture_addressing_t addressing) {
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@ -899,7 +914,9 @@ void kinc_g4_set_texture3d_addressing(kinc_g4_texture_unit_t unit, kinc_g4_textu
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}
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static void setTextureMagnificationFilterInternal(GLenum target, kinc_g4_texture_unit_t texunit, kinc_g4_texture_filter_t filter) {
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glActiveTexture(GL_TEXTURE0 + texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
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int stage = getUnitStage(texunit);
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if (stage < 0) return;
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glActiveTexture(GL_TEXTURE0 + stage);
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glCheckErrors();
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switch (filter) {
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case KINC_G4_TEXTURE_FILTER_POINT:
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@ -964,26 +981,34 @@ static void setMinMipFilters(GLenum target, int unit) {
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}
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void kinc_g4_set_texture_minification_filter(kinc_g4_texture_unit_t texunit, kinc_g4_texture_filter_t filter) {
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minFilters[texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = filter;
|
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setMinMipFilters(GL_TEXTURE_2D, texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
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int stage = getUnitStage(texunit);
|
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if (stage < 0) return;
|
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minFilters[stage] = filter;
|
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setMinMipFilters(GL_TEXTURE_2D, stage);
|
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}
|
||||
|
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void kinc_g4_set_texture3d_minification_filter(kinc_g4_texture_unit_t texunit, kinc_g4_texture_filter_t filter) {
|
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minFilters[texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = filter;
|
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int stage = getUnitStage(texunit);
|
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if (stage < 0) return;
|
||||
minFilters[stage] = filter;
|
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#ifndef KINC_OPENGL_ES
|
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setMinMipFilters(GL_TEXTURE_3D, texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
|
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setMinMipFilters(GL_TEXTURE_3D, stage);
|
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#endif
|
||||
}
|
||||
|
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void kinc_g4_set_texture_mipmap_filter(kinc_g4_texture_unit_t texunit, kinc_g4_mipmap_filter_t filter) {
|
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mipFilters[texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = filter;
|
||||
setMinMipFilters(GL_TEXTURE_2D, texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
|
||||
int stage = getUnitStage(texunit);
|
||||
if (stage < 0) return;
|
||||
mipFilters[stage] = filter;
|
||||
setMinMipFilters(GL_TEXTURE_2D, stage);
|
||||
}
|
||||
|
||||
void kinc_g4_set_texture3d_mipmap_filter(kinc_g4_texture_unit_t texunit, kinc_g4_mipmap_filter_t filter) {
|
||||
mipFilters[texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = filter;
|
||||
int stage = getUnitStage(texunit);
|
||||
if (stage < 0) return;
|
||||
mipFilters[stage] = filter;
|
||||
#ifndef KINC_OPENGL_ES
|
||||
setMinMipFilters(GL_TEXTURE_3D, texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
|
||||
setMinMipFilters(GL_TEXTURE_3D, stage);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
@ -190,6 +190,17 @@ void kinc_g4_set_compute_shader(kinc_g4_compute_shader *shader) {
|
||||
#endif
|
||||
}
|
||||
|
||||
void kinc_g4_set_image_render_target(kinc_g4_texture_unit_t unit, kinc_g4_render_target_t *render_target) {
|
||||
#if defined(KINC_WINDOWS) || (defined(KINC_LINUX) && defined(GL_VERSION_4_4))
|
||||
for (int i = 0; i < KINC_G4_SHADER_TYPE_COUNT; ++i) {
|
||||
if (unit.stages[i] >= 0) {
|
||||
glBindImageTexture(unit.stages[i], render_target->impl._texture, 0, GL_FALSE, 0, GL_READ_WRITE, convertInternalRTFormat((kinc_g4_render_target_format_t)render_target->impl.format));
|
||||
}
|
||||
}
|
||||
glCheckErrors();
|
||||
#endif
|
||||
}
|
||||
|
||||
void kinc_g4_compute(int x, int y, int z) {
|
||||
#ifdef HAS_COMPUTE
|
||||
glDispatchCompute(x, y, z);
|
||||
|
||||
@ -360,17 +360,23 @@ void kinc_g4_render_target_destroy(kinc_g4_render_target_t *renderTarget) {
|
||||
}
|
||||
|
||||
void kinc_g4_render_target_use_color_as_texture(kinc_g4_render_target_t *renderTarget, kinc_g4_texture_unit_t unit) {
|
||||
glActiveTexture(GL_TEXTURE0 + unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
|
||||
glCheckErrors();
|
||||
glBindTexture(renderTarget->isCubeMap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D, renderTarget->impl._texture);
|
||||
glCheckErrors();
|
||||
for (int i = 0; i < KINC_G4_SHADER_TYPE_COUNT; ++i) {
|
||||
if (unit.stages[i] >= 0) {
|
||||
glActiveTexture(GL_TEXTURE0 + unit.stages[i]);
|
||||
glBindTexture(renderTarget->isCubeMap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D, renderTarget->impl._texture);
|
||||
glCheckErrors();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void kinc_g4_render_target_use_depth_as_texture(kinc_g4_render_target_t *renderTarget, kinc_g4_texture_unit_t unit) {
|
||||
glActiveTexture(GL_TEXTURE0 + unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
|
||||
glCheckErrors();
|
||||
glBindTexture(renderTarget->isCubeMap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D, renderTarget->impl._depthTexture);
|
||||
glCheckErrors();
|
||||
for (int i = 0; i < KINC_G4_SHADER_TYPE_COUNT; ++i) {
|
||||
if (unit.stages[i] >= 0) {
|
||||
glActiveTexture(GL_TEXTURE0 + unit.stages[i]);
|
||||
glBindTexture(renderTarget->isCubeMap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D, renderTarget->impl._depthTexture);
|
||||
glCheckErrors();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void kinc_g4_render_target_set_depth_stencil_from(kinc_g4_render_target_t *renderTarget, kinc_g4_render_target_t *source) {
|
||||
|
||||
@ -99,6 +99,8 @@ static int convertFormat(kinc_image_format_t format) {
|
||||
case KINC_IMAGE_FORMAT_A16:
|
||||
case KINC_IMAGE_FORMAT_GREY8:
|
||||
return GL_RED;
|
||||
case KINC_IMAGE_FORMAT_R32UI:
|
||||
return GL_RED_INTEGER;
|
||||
}
|
||||
}
|
||||
|
||||
@ -132,6 +134,8 @@ static int convertInternalFormat(kinc_image_format_t format) {
|
||||
#else
|
||||
return GL_R8;
|
||||
#endif
|
||||
case KINC_IMAGE_FORMAT_R32UI:
|
||||
return GL_R32UI;
|
||||
}
|
||||
}
|
||||
|
||||
@ -145,6 +149,8 @@ static int convertType(kinc_image_format_t format) {
|
||||
case KINC_IMAGE_FORMAT_RGBA32:
|
||||
default:
|
||||
return GL_UNSIGNED_BYTE;
|
||||
case KINC_IMAGE_FORMAT_R32UI:
|
||||
return GL_UNSIGNED_INT;
|
||||
}
|
||||
}
|
||||
|
||||
@ -483,7 +489,7 @@ void kinc_g4_texture_init3d(kinc_g4_texture_t *texture, int width, int height, i
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glCheckErrors();
|
||||
|
||||
glTexImage3D(GL_TEXTURE_3D, 0, convertInternalFormat(format), width, height, depth, 0, convertFormat(format), GL_UNSIGNED_BYTE, NULL);
|
||||
glTexImage3D(GL_TEXTURE_3D, 0, convertInternalFormat(format), width, height, depth, 0, convertFormat(format), convertType(format), NULL);
|
||||
glCheckErrors();
|
||||
#endif
|
||||
}
|
||||
@ -523,8 +529,8 @@ void Kinc_G4_Internal_TextureSet(kinc_g4_texture_t *texture, kinc_g4_texture_uni
|
||||
#else
|
||||
glBindTexture(target, texture->impl.texture);
|
||||
glCheckErrors();
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, Kinc_G4_Internal_TextureAddressingU(unit));
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, Kinc_G4_Internal_TextureAddressingV(unit));
|
||||
glTexParameteri(target, GL_TEXTURE_WRAP_S, Kinc_G4_Internal_TextureAddressingU(unit));
|
||||
glTexParameteri(target, GL_TEXTURE_WRAP_T, Kinc_G4_Internal_TextureAddressingV(unit));
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -532,7 +538,7 @@ void Kinc_G4_Internal_TextureImageSet(kinc_g4_texture_t *texture, kinc_g4_textur
|
||||
#if defined(KINC_WINDOWS) || (defined(KINC_LINUX) && defined(GL_VERSION_4_4))
|
||||
for (int i = 0; i < KINC_G4_SHADER_TYPE_COUNT; ++i) {
|
||||
if (unit.stages[i] >= 0) {
|
||||
glBindImageTexture(unit.stages[i], texture->impl.texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, convertInternalFormat(texture->format));
|
||||
glBindImageTexture(unit.stages[i], texture->impl.texture, 0, GL_FALSE, 0, GL_READ_WRITE, convertInternalFormat(texture->format));
|
||||
}
|
||||
}
|
||||
glCheckErrors();
|
||||
|
||||
@ -392,6 +392,11 @@ void kinc_window_hide(int window_index) {
|
||||
UpdateWindow(windows[window_index].handle);
|
||||
}
|
||||
|
||||
void kinc_window_set_foreground(int window_index) {
|
||||
SetForegroundWindow(windows[window_index].handle);
|
||||
SetFocus(windows[window_index].handle);
|
||||
}
|
||||
|
||||
void kinc_window_set_title(int window_index, const char *title) {
|
||||
wchar_t buffer[1024];
|
||||
MultiByteToWideChar(CP_UTF8, 0, title, -1, buffer, 1024);
|
||||
|
||||
@ -376,6 +376,8 @@ KINC_FUNC void kinc_g4_set_texture(kinc_g4_texture_unit_t unit, struct kinc_g4_t
|
||||
/// <param name="texture">The texture to assign to the unit</param>
|
||||
KINC_FUNC void kinc_g4_set_image_texture(kinc_g4_texture_unit_t unit, struct kinc_g4_texture *texture);
|
||||
|
||||
KINC_FUNC void kinc_g4_set_image_render_target(kinc_g4_texture_unit_t unit, struct kinc_g4_render_target *render_target);
|
||||
|
||||
KINC_FUNC bool kinc_g4_init_occlusion_query(unsigned *occlusionQuery);
|
||||
|
||||
KINC_FUNC void kinc_g4_delete_occlusion_query(unsigned occlusionQuery);
|
||||
|
||||
@ -30,7 +30,8 @@ typedef enum kinc_image_format {
|
||||
KINC_IMAGE_FORMAT_RGBA64,
|
||||
KINC_IMAGE_FORMAT_A32,
|
||||
KINC_IMAGE_FORMAT_BGRA32,
|
||||
KINC_IMAGE_FORMAT_A16
|
||||
KINC_IMAGE_FORMAT_A16,
|
||||
KINC_IMAGE_FORMAT_R32UI
|
||||
} kinc_image_format_t;
|
||||
|
||||
typedef struct kinc_image {
|
||||
@ -608,6 +609,8 @@ int kinc_image_format_sizeof(kinc_image_format_t format) {
|
||||
return 1;
|
||||
case KINC_IMAGE_FORMAT_RGB24:
|
||||
return 3;
|
||||
case KINC_IMAGE_FORMAT_R32UI:
|
||||
return 4;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
@ -139,6 +139,11 @@ KINC_FUNC void kinc_window_show(int window);
|
||||
/// </summary>
|
||||
KINC_FUNC void kinc_window_hide(int window);
|
||||
|
||||
/// <summary>
|
||||
/// Brings a window to the foreground and sets focus to it.
|
||||
/// </summary>
|
||||
KINC_FUNC void kinc_window_set_foreground(int window);
|
||||
|
||||
/// <summary>
|
||||
/// Sets the title of a window.
|
||||
/// </summary>
|
||||
|
||||
Binary file not shown.
@ -68,7 +68,7 @@ class Sound implements Resource {
|
||||
var soundBytes = output.getBytes();
|
||||
var count = Std.int(soundBytes.length / 4);
|
||||
if (header.channel == 1) {
|
||||
length = count / kha.audio2.Audio.samplesPerSecond; // header.sampleRate;
|
||||
length = count / header.sampleRate;
|
||||
uncompressedData = new kha.arrays.Float32Array(count * 2);
|
||||
for (i in 0...count) {
|
||||
uncompressedData[i * 2 + 0] = soundBytes.getFloat(i * 4);
|
||||
@ -76,7 +76,7 @@ class Sound implements Resource {
|
||||
}
|
||||
}
|
||||
else {
|
||||
length = count / 2 / kha.audio2.Audio.samplesPerSecond; // header.sampleRate;
|
||||
length = count / 2 / header.sampleRate;
|
||||
uncompressedData = new kha.arrays.Float32Array(count);
|
||||
for (i in 0...count) {
|
||||
uncompressedData[i] = soundBytes.getFloat(i * 4);
|
||||
|
||||
7
Kha/Sources/kha/compute/Access.hx
Normal file
7
Kha/Sources/kha/compute/Access.hx
Normal file
@ -0,0 +1,7 @@
|
||||
package kha.compute;
|
||||
|
||||
enum abstract Access(Int) to Int {
|
||||
var Read = 0;
|
||||
var Write = 1;
|
||||
var ReadWrite = 2;
|
||||
}
|
||||
41
Kha/Sources/kha/compute/Compute.hx
Normal file
41
Kha/Sources/kha/compute/Compute.hx
Normal file
@ -0,0 +1,41 @@
|
||||
package kha.compute;
|
||||
|
||||
import kha.arrays.Float32Array;
|
||||
import kha.Image;
|
||||
import kha.FastFloat;
|
||||
import kha.math.FastMatrix3;
|
||||
import kha.math.FastMatrix4;
|
||||
import kha.math.FastVector2;
|
||||
import kha.math.FastVector3;
|
||||
import kha.math.FastVector4;
|
||||
import kha.graphics4.CubeMap;
|
||||
import kha.graphics4.TextureAddressing;
|
||||
import kha.graphics4.TextureFilter;
|
||||
import kha.graphics4.MipMapFilter;
|
||||
|
||||
extern class Compute {
|
||||
public static function setBool(location: ConstantLocation, value: Bool): Void;
|
||||
public static function setInt(location: ConstantLocation, value: Int): Void;
|
||||
public static function setFloat(location: ConstantLocation, value: FastFloat): Void;
|
||||
public static function setFloat2(location: ConstantLocation, value1: FastFloat, value2: FastFloat): Void;
|
||||
public static function setFloat3(location: ConstantLocation, value1: FastFloat, value2: FastFloat, value3: FastFloat): Void;
|
||||
public static function setFloat4(location: ConstantLocation, value1: FastFloat, value2: FastFloat, value3: FastFloat, value4: FastFloat): Void;
|
||||
public static function setFloats(location: ConstantLocation, values: Float32Array): Void;
|
||||
public static function setVector2(location: ConstantLocation, value: FastVector2): Void;
|
||||
public static function setVector3(location: ConstantLocation, value: FastVector3): Void;
|
||||
public static function setVector4(location: ConstantLocation, value: FastVector4): Void;
|
||||
public static function setMatrix(location: ConstantLocation, value: FastMatrix4): Void;
|
||||
public static function setMatrix3(location: ConstantLocation, value: FastMatrix3): Void;
|
||||
public static function setBuffer(buffer: ShaderStorageBuffer, index: Int): Void;
|
||||
public static function setTexture(unit: TextureUnit, texture: Image, access: Access): Void;
|
||||
public static function setSampledTexture(unit: TextureUnit, texture: Image): Void;
|
||||
public static function setSampledDepthTexture(unit: TextureUnit, texture: Image): Void;
|
||||
public static function setSampledCubeMap(unit: TextureUnit, cubeMap: CubeMap): Void;
|
||||
public static function setSampledDepthCubeMap(unit: TextureUnit, cubeMap: CubeMap): Void;
|
||||
public static function setTextureParameters(unit: TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,
|
||||
minificationFilter: TextureFilter, magnificationFilter: TextureFilter, mipmapFilter: MipMapFilter): Void;
|
||||
public static function setTexture3DParameters(unit: TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,
|
||||
wAddressing: TextureAddressing, minificationFilter: TextureFilter, magnificationFilter: TextureFilter, mipmapFilter: MipMapFilter): Void;
|
||||
public static function setShader(shader: Shader): Void;
|
||||
public static function compute(x: Int, y: Int, z: Int): Void;
|
||||
}
|
||||
3
Kha/Sources/kha/compute/ConstantLocation.hx
Normal file
3
Kha/Sources/kha/compute/ConstantLocation.hx
Normal file
@ -0,0 +1,3 @@
|
||||
package kha.compute;
|
||||
|
||||
interface ConstantLocation {}
|
||||
10
Kha/Sources/kha/compute/Shader.hx
Normal file
10
Kha/Sources/kha/compute/Shader.hx
Normal file
@ -0,0 +1,10 @@
|
||||
package kha.compute;
|
||||
|
||||
import kha.Blob;
|
||||
|
||||
extern class Shader {
|
||||
public function new(sources: Array<Blob>, files: Array<String>);
|
||||
public function delete(): Void;
|
||||
public function getConstantLocation(name: String): ConstantLocation;
|
||||
public function getTextureUnit(name: String): TextureUnit;
|
||||
}
|
||||
12
Kha/Sources/kha/compute/ShaderStorageBuffer.hx
Normal file
12
Kha/Sources/kha/compute/ShaderStorageBuffer.hx
Normal file
@ -0,0 +1,12 @@
|
||||
package kha.compute;
|
||||
|
||||
import kha.graphics4.VertexData;
|
||||
|
||||
extern class ShaderStorageBuffer {
|
||||
public function new(indexCount: Int, type: VertexData);
|
||||
public function delete(): Void;
|
||||
public function lock(): Array<Int>;
|
||||
public function unlock(): Void;
|
||||
public function set(): Void;
|
||||
public function count(): Int;
|
||||
}
|
||||
3
Kha/Sources/kha/compute/TextureUnit.hx
Normal file
3
Kha/Sources/kha/compute/TextureUnit.hx
Normal file
@ -0,0 +1,3 @@
|
||||
package kha.compute;
|
||||
|
||||
interface TextureUnit {}
|
||||
@ -8,4 +8,5 @@ enum abstract TextureFormat(Int) to Int {
|
||||
var RGBA64 = 4; // Half floats
|
||||
var A32 = 5; // Float
|
||||
var A16 = 6; // Half float
|
||||
var R32UI = 7; // Unsigned 32-bit integer
|
||||
}
|
||||
|
||||
Binary file not shown.
BIN
Krom/Krom.exe
BIN
Krom/Krom.exe
Binary file not shown.
Binary file not shown.
@ -379,7 +379,7 @@ void main() {
|
||||
|
||||
#ifdef _SSGI
|
||||
vec3 ssgiColor = textureLod(ssgitex, texCoord, 0.0).rgb;
|
||||
fragColor.rgb += ssgiColor * albedo;
|
||||
fragColor.rgb += ssgiColor * basecolor;
|
||||
#endif
|
||||
|
||||
#ifdef _EmissionShadeless
|
||||
|
||||
@ -28,10 +28,12 @@ in vec2 texCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
const float GOLDEN_ANGLE = 2.39996323;
|
||||
const int RAY_STEPS = 12;
|
||||
const int RAY_STEPS = 6;
|
||||
const int BINARY_STEPS = 3;
|
||||
|
||||
vec2 getProjectedCoord(const vec3 viewPos) {
|
||||
vec4 projectedCoord = P * vec4(viewPos, 1.0);
|
||||
if (projectedCoord.w <= 0.0) return vec2(-1e5);
|
||||
projectedCoord.xy /= projectedCoord.w;
|
||||
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
|
||||
#ifdef _InvY
|
||||
@ -40,16 +42,12 @@ vec2 getProjectedCoord(const vec3 viewPos) {
|
||||
return projectedCoord.xy;
|
||||
}
|
||||
|
||||
vec3 cosineSampleHemisphere(vec3 n, vec2 rand) {
|
||||
float phi = PI * 2.0 * rand.x;
|
||||
float cosTheta = sqrt(1.0 - rand.y);
|
||||
float sinTheta = sqrt(rand.y);
|
||||
|
||||
vec3 h = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
|
||||
|
||||
vec3 tangent, bitangent;
|
||||
float linearZ(const float depth) {
|
||||
return -P[3].z / (depth + P[2].z);
|
||||
}
|
||||
|
||||
void buildTBN(vec3 n, out vec3 tangent, out vec3 bitangent) {
|
||||
vec3 absN = abs(n);
|
||||
|
||||
if (absN.x <= absN.y && absN.x <= absN.z) {
|
||||
tangent = normalize(cross(n, vec3(1.0, 0.0, 0.0)));
|
||||
} else if (absN.y <= absN.z) {
|
||||
@ -58,46 +56,70 @@ vec3 cosineSampleHemisphere(vec3 n, vec2 rand) {
|
||||
tangent = normalize(cross(n, vec3(0.0, 0.0, 1.0)));
|
||||
}
|
||||
bitangent = cross(n, tangent);
|
||||
|
||||
}
|
||||
|
||||
vec3 sampleHemisphere(vec3 n, vec3 tangent, vec3 bitangent, float phi, float cosTheta) {
|
||||
float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
|
||||
vec3 h = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
|
||||
return normalize(tangent * h.x + bitangent * h.y + n * h.z);
|
||||
}
|
||||
|
||||
vec3 traceRay(vec3 origin, vec3 dir, float maxDist, float minDist) {
|
||||
vec3 traceRay(vec3 origin, vec3 dir, float maxDist, float minDist, float jitter) {
|
||||
float stepSize = maxDist / float(RAY_STEPS);
|
||||
vec3 pos = origin + dir * minDist;
|
||||
float rayDist = minDist + stepSize * (jitter - 1.0);
|
||||
vec3 pos = origin + dir * rayDist;
|
||||
|
||||
float prevDepthDiff = 0.0;
|
||||
float hadValidPrev = 0.0;
|
||||
bool hasPrev = false;
|
||||
|
||||
for (int i = 1; i <= RAY_STEPS; i++) {
|
||||
for (int i = 0; i < RAY_STEPS; i++) {
|
||||
pos += dir * stepSize;
|
||||
rayDist += stepSize;
|
||||
vec2 uv = getProjectedCoord(pos);
|
||||
if (uv.x < -100.0) return vec3(-1.0);
|
||||
uv = clamp(uv, vec2(0.001), vec2(0.999));
|
||||
|
||||
vec2 sampleUV = clamp(uv, vec2(0.001), vec2(0.999));
|
||||
|
||||
float sampleDepth = textureLod(gbufferD, sampleUV, 0.0).r * 2.0 - 1.0;
|
||||
float sampleDepth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
|
||||
if (sampleDepth == 1.0) {
|
||||
hadValidPrev = 0.0;
|
||||
hasPrev = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
float depthDiff = pos.z - linearZ(sampleDepth);
|
||||
float thickness = maxDist * 0.075 + rayDist * 0.125;
|
||||
|
||||
vec3 sampleViewPos = getPosView2(invP, sampleDepth, sampleUV);
|
||||
float depthDiff = pos.z - sampleViewPos.z;
|
||||
float rayDist = length(pos - origin);
|
||||
float thickness = 0.15 + rayDist * 0.25;
|
||||
bool crossed = hasPrev && (prevDepthDiff > 0.0) && (depthDiff <= 0.0);
|
||||
bool withinThickness = (depthDiff <= 0.0) && (-depthDiff < thickness);
|
||||
|
||||
float crossed = hadValidPrev * step(0.0, prevDepthDiff) * step(depthDiff, 0.0);
|
||||
float withinThickness = step(abs(depthDiff), thickness);
|
||||
|
||||
if (crossed > 0.5 || withinThickness > 0.5) {
|
||||
float distWeight = 1.0 - (rayDist / maxDist);
|
||||
distWeight = max(0.0, distWeight * distWeight);
|
||||
if (crossed || withinThickness) {
|
||||
vec3 bPos = pos;
|
||||
vec3 bDir = dir * stepSize;
|
||||
for (int j = 0; j < BINARY_STEPS; j++) {
|
||||
bDir *= 0.5;
|
||||
bPos -= bDir;
|
||||
vec2 bUV = getProjectedCoord(bPos);
|
||||
bUV = clamp(bUV, vec2(0.001), vec2(0.999));
|
||||
float bDepth = textureLod(gbufferD, bUV, 0.0).r * 2.0 - 1.0;
|
||||
if (bDepth == 1.0) {
|
||||
bPos += bDir;
|
||||
continue;
|
||||
}
|
||||
if (bPos.z - linearZ(bDepth) > 0.0) bPos += bDir;
|
||||
}
|
||||
|
||||
return vec3(sampleUV, distWeight);
|
||||
vec2 bestUV = getProjectedCoord(bPos);
|
||||
if (bestUV.x < -100.0) return vec3(-1.0);
|
||||
bestUV = clamp(bestUV, vec2(0.001), vec2(0.999));
|
||||
|
||||
float hitDist = length(bPos - origin);
|
||||
float distWeight = max(0.0, 1.0 - (hitDist / maxDist));
|
||||
distWeight *= distWeight;
|
||||
|
||||
return vec3(bestUV, distWeight);
|
||||
}
|
||||
|
||||
prevDepthDiff = depthDiff;
|
||||
hadValidPrev = 1.0;
|
||||
hasPrev = true;
|
||||
}
|
||||
|
||||
return vec3(-1.0);
|
||||
@ -111,77 +133,77 @@ void main() {
|
||||
}
|
||||
|
||||
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
|
||||
vec2 enc = g0.rg;
|
||||
vec3 n;
|
||||
n.z = 1.0 - abs(enc.x) - abs(enc.y);
|
||||
n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
|
||||
n = normalize(n);
|
||||
vec3 n = getNor(g0.rg);
|
||||
vec3 basecolor = textureLod(gbuffer1, texCoord, 0.0).rgb;
|
||||
|
||||
vec3 viewNormal = V3 * n;
|
||||
vec3 viewPos = getPosView2(invP, depth, texCoord);
|
||||
|
||||
#ifdef _CPostprocess
|
||||
float radius = PPComp12.y;
|
||||
float strength = PPComp12.x;
|
||||
float radius = PPComp12.y * 2.0;
|
||||
float strength = PPComp12.x * 0.5;
|
||||
#else
|
||||
float radius = ssgiRadius;
|
||||
float strength = ssgiStrength;
|
||||
float radius = ssgiRadius * 2.0;
|
||||
float strength = ssgiStrength * 0.5;
|
||||
#endif
|
||||
|
||||
float noise = fract(52.9829189 * fract(0.06711056 * texCoord.x * 1000.0 + 0.00583715 * texCoord.y * 1000.0));
|
||||
radius = min(radius, max(-viewPos.z / P[1].y, 0.05));
|
||||
|
||||
float noise = fract(52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y));
|
||||
|
||||
vec3 gi = vec3(0.0);
|
||||
int validSamples = 0;
|
||||
float missWeight = 0.0;
|
||||
|
||||
// min distance to avoid self shadowing artiffacts
|
||||
float minDist = radius * 0.05;
|
||||
|
||||
vec3 tangent, bitangent;
|
||||
buildTBN(viewNormal, tangent, bitangent);
|
||||
|
||||
for (int i = 0; i < ssgiSamples; i++) {
|
||||
float fi = float(i) + noise;
|
||||
vec2 rand = vec2(
|
||||
fract(fi * 0.7548776662 + noise),
|
||||
fract(fi * 0.5698402909 + noise * 1.5)
|
||||
);
|
||||
float phi = float(i) * GOLDEN_ANGLE + noise * PI2;
|
||||
float cosTheta = sqrt(max(0.0, 1.0 - (float(i) + 0.5) / float(ssgiSamples)));
|
||||
float jitter = fract(noise + float(i) * 0.618034);
|
||||
|
||||
vec3 rayDir = cosineSampleHemisphere(viewNormal, rand);
|
||||
vec3 hitResult = traceRay(viewPos, rayDir, radius, minDist);
|
||||
vec3 rayDir = sampleHemisphere(viewNormal, tangent, bitangent, phi, cosTheta);
|
||||
vec3 hitResult = traceRay(viewPos, rayDir, radius, minDist, jitter);
|
||||
|
||||
if (hitResult.x < 0.0) continue;
|
||||
if (hitResult.x < 0.0) {
|
||||
missWeight += 1.0;
|
||||
continue;
|
||||
}
|
||||
|
||||
vec2 hitUV = hitResult.xy;
|
||||
float distWeight = hitResult.z;
|
||||
|
||||
vec3 hitAlbedo = textureLod(gbuffer1, hitUV, 1.0).rgb;
|
||||
vec3 hitN = getNor(textureLod(gbuffer0, hitUV, 0.0).rg);
|
||||
float emitterCos = max(0.0, dot(V3 * hitN, -rayDir));
|
||||
if (emitterCos <= 0.0) {
|
||||
missWeight += 1.0;
|
||||
continue;
|
||||
}
|
||||
|
||||
vec3 hitAlbedo = textureLod(gbuffer1, hitUV, 0.0).rgb;
|
||||
|
||||
#ifdef _Sun
|
||||
vec4 hitG0 = textureLod(gbuffer0, hitUV, 0.0);
|
||||
vec2 hitEnc = hitG0.rg;
|
||||
vec3 hitN;
|
||||
hitN.z = 1.0 - abs(hitEnc.x) - abs(hitEnc.y);
|
||||
hitN.xy = hitN.z >= 0.0 ? hitEnc.xy : octahedronWrap(hitEnc.xy);
|
||||
hitN = normalize(hitN);
|
||||
float hitNdotL = max(0.0, dot(hitN, sunDir));
|
||||
vec3 hitRadiance = hitAlbedo * sunCol * hitNdotL;
|
||||
vec3 hitRadiance = hitAlbedo * (sunCol * hitNdotL + vec3(0.4));
|
||||
#else
|
||||
vec3 hitRadiance = hitAlbedo * 0.5;
|
||||
vec3 hitRadiance = hitAlbedo * 0.4;
|
||||
#endif
|
||||
|
||||
#ifdef _EmissionShaded
|
||||
hitRadiance += textureLod(gbufferEmission, hitUV, 0.0).rgb;
|
||||
#endif
|
||||
|
||||
gi += hitRadiance * distWeight;
|
||||
validSamples++;
|
||||
gi += hitRadiance * (distWeight * emitterCos);
|
||||
}
|
||||
|
||||
if (validSamples > 0) {
|
||||
gi /= float(validSamples);
|
||||
}
|
||||
|
||||
gi *= strength;
|
||||
gi += basecolor * 0.1 * missWeight;
|
||||
gi *= 2.0 * strength / float(ssgiSamples);
|
||||
|
||||
#ifdef _EmissionShaded
|
||||
gi += textureLod(gbufferEmission, texCoord, 0.0).rgb * 0.3;
|
||||
gi += textureLod(gbufferEmission, texCoord, 0.0).rgb * 0.3;
|
||||
#endif
|
||||
|
||||
fragColor = vec4(min(gi, vec3(2.0)), 1.0);
|
||||
|
||||
@ -110,7 +110,7 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
||||
float diam = max(voxelSize0, dist * coneCoefficient);
|
||||
float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
|
||||
float clipmap_index = floor(lod);
|
||||
float clipmap_blend = fract(lod);
|
||||
float clipmap_blend = smoothstep(0.0, 1.0, fract(lod));
|
||||
vec3 p0 = start_pos + dir * dist;
|
||||
|
||||
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution);
|
||||
@ -121,11 +121,17 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
||||
continue;
|
||||
}
|
||||
|
||||
// Edge fade: blend toward coarser clipmap near boundaries
|
||||
vec3 edgeDist = min(samplePos, 1.0 - samplePos);
|
||||
float minEdgeDist = min(min(edgeDist.x, edgeDist.y), edgeDist.z);
|
||||
float edgeBlend = 1.0 - smoothstep(0.0, 0.1, minEdgeDist);
|
||||
float totalBlend = max(clipmap_blend, edgeBlend);
|
||||
|
||||
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, precomputed_direction, face_offset, direction_weight);
|
||||
|
||||
if(clipmap_blend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
|
||||
if(totalBlend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
|
||||
vec4 mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, precomputed_direction, face_offset, direction_weight);
|
||||
mipSample = mix(mipSample, mipSampleNext, clipmap_blend);
|
||||
mipSample = mix(mipSample, mipSampleNext, totalBlend);
|
||||
}
|
||||
|
||||
sampleCol += (1.0 - sampleCol.a) * mipSample;
|
||||
@ -148,9 +154,8 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
||||
vec4 traceDiffuse(const vec3 origin, const vec3 normal, const sampler3D voxels, const float clipmaps[voxelgiClipmapCount * 10]) {
|
||||
float sum = 0.0;
|
||||
vec4 amount = vec4(0.0);
|
||||
mat3 TBN = makeTangentBasis(normal);
|
||||
for (int i = 0; i < DIFFUSE_CONE_COUNT; ++i) {
|
||||
vec3 coneDir = TBN * DIFFUSE_CONE_DIRECTIONS[i];
|
||||
vec3 coneDir = DIFFUSE_CONE_DIRECTIONS[i];
|
||||
const float cosTheta = dot(normal, coneDir);
|
||||
if (cosTheta <= 0)
|
||||
continue;
|
||||
@ -159,7 +164,7 @@ vec4 traceDiffuse(const vec3 origin, const vec3 normal, const sampler3D voxels,
|
||||
sum += cosTheta;
|
||||
}
|
||||
|
||||
amount /= sum;
|
||||
amount /= max(sum, 0.0001);
|
||||
amount.rgb = max(amount.rgb, vec3(0.0));
|
||||
amount.a = clamp(amount.a, 0.0, 1.0);
|
||||
|
||||
@ -215,10 +220,10 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
|
||||
float diam = max(voxelSize0, dist * coneCoefficient);
|
||||
float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
|
||||
float clipmap_index = floor(lod);
|
||||
float clipmap_blend = fract(lod);
|
||||
float clipmap_blend = smoothstep(0.0, 1.0, fract(lod));
|
||||
vec3 p0 = start_pos + dir * dist;
|
||||
|
||||
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution.x);
|
||||
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution);
|
||||
samplePos = samplePos * 0.5 + 0.5;
|
||||
|
||||
if ((any(notEqual(clamp(samplePos, 0.0, 1.0), samplePos)))) {
|
||||
@ -226,11 +231,17 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
|
||||
continue;
|
||||
}
|
||||
|
||||
// Edge fade: blend toward coarser clipmap near boundaries
|
||||
vec3 edgeDist = min(samplePos, 1.0 - samplePos);
|
||||
float minEdgeDist = min(min(edgeDist.x, edgeDist.y), edgeDist.z);
|
||||
float edgeBlend = 1.0 - smoothstep(0.0, 0.1, minEdgeDist);
|
||||
float totalBlend = max(clipmap_blend, edgeBlend);
|
||||
|
||||
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, precomputed_direction, face_offset, direction_weight);
|
||||
|
||||
if(clipmap_blend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
|
||||
if(totalBlend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
|
||||
float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, precomputed_direction, face_offset, direction_weight);
|
||||
mipSample = mix(mipSample, mipSampleNext, clipmap_blend);
|
||||
mipSample = mix(mipSample, mipSampleNext, totalBlend);
|
||||
}
|
||||
|
||||
sampleCol += (1.0 - sampleCol) * mipSample;
|
||||
@ -254,7 +265,7 @@ float traceAO(const vec3 origin, const vec3 normal, const sampler3D voxels, cons
|
||||
amount += traceConeAO(voxels, origin, normal, coneDir, precomputed_direction, DIFFUSE_CONE_APERTURE, 1.0, clipmaps) * cosTheta;
|
||||
sum += cosTheta;
|
||||
}
|
||||
amount /= sum;
|
||||
amount /= max(sum, 0.0001);
|
||||
amount = clamp(amount, 0.0, 1.0);
|
||||
return amount * voxelgiOcc;
|
||||
}
|
||||
@ -284,7 +295,7 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
||||
float diam = max(voxelSize0, dist * coneCoefficient);
|
||||
float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
|
||||
float clipmap_index = floor(lod);
|
||||
float clipmap_blend = fract(lod);
|
||||
float clipmap_blend = smoothstep(0.0, 1.0, fract(lod));
|
||||
vec3 p0 = start_pos + dir * dist;
|
||||
|
||||
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution);
|
||||
@ -295,19 +306,25 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
||||
continue;
|
||||
}
|
||||
|
||||
// Edge fade: blend toward coarser clipmap near boundaries
|
||||
vec3 edgeDist = min(samplePos, 1.0 - samplePos);
|
||||
float minEdgeDist = min(min(edgeDist.x, edgeDist.y), edgeDist.z);
|
||||
float edgeBlend = 1.0 - smoothstep(0.0, 0.1, minEdgeDist);
|
||||
float totalBlend = max(clipmap_blend, edgeBlend);
|
||||
|
||||
#ifdef _VoxelAOvar
|
||||
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, 0, face_offset, direction_weight);
|
||||
#else
|
||||
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, 0, face_offset, direction_weight).a;
|
||||
#endif
|
||||
|
||||
if(clipmap_blend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
|
||||
if(totalBlend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
|
||||
#ifdef _VoxelAOvar
|
||||
float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, 0, face_offset, direction_weight);
|
||||
#else
|
||||
float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, 0, face_offset, direction_weight).a;
|
||||
#endif
|
||||
mipSample = mix(mipSample, mipSampleNext, clipmap_blend);
|
||||
mipSample = mix(mipSample, mipSampleNext, totalBlend);
|
||||
}
|
||||
|
||||
sampleCol += (1.0 - sampleCol) * mipSample;
|
||||
|
||||
@ -24,42 +24,25 @@ const int DIFFUSE_CONE_COUNT = 16;
|
||||
|
||||
const float SHADOW_CONE_APERTURE = radians(15.0);
|
||||
|
||||
const float DIFFUSE_CONE_APERTURE = 0.872665;
|
||||
const float DIFFUSE_CONE_APERTURE = 1.0;
|
||||
|
||||
mat3 makeTangentBasis(const vec3 normal) {
|
||||
// Create a tangent basis from normal vector
|
||||
vec3 tangent;
|
||||
vec3 bitangent;
|
||||
|
||||
// Compute tangent (Frisvad's method)
|
||||
if (abs(normal.z) < 0.999) {
|
||||
tangent = normalize(cross(vec3(0, 1, 0), normal));
|
||||
} else {
|
||||
tangent = normalize(cross(normal, vec3(1, 0, 0)));
|
||||
}
|
||||
bitangent = cross(normal, tangent);
|
||||
|
||||
return mat3(tangent, bitangent, normal);
|
||||
}
|
||||
|
||||
// 16 optimized cone directions for hemisphere sampling (Z-up, normalized)
|
||||
const vec3 DIFFUSE_CONE_DIRECTIONS[16] = vec3[](
|
||||
vec3(0.707107, 0.000000, 0.707107), // Front
|
||||
vec3(-0.707107, 0.000000, 0.707107), // Back
|
||||
vec3(0.000000, 0.707107, 0.707107), // Right
|
||||
vec3(0.000000, -0.707107, 0.707107), // Left
|
||||
vec3(0.500000, 0.500000, 0.707107), // Front-right
|
||||
vec3(-0.500000, 0.500000, 0.707107), // Back-right
|
||||
vec3(0.500000, -0.500000, 0.707107), // Front-left
|
||||
vec3(-0.500000, -0.500000, 0.707107),// Back-left
|
||||
vec3(0.353553, 0.000000, 0.935414), // Narrow front
|
||||
vec3(-0.353553, 0.000000, 0.935414), // Narrow back
|
||||
vec3(0.000000, 0.353553, 0.935414), // Narrow right
|
||||
vec3(0.000000, -0.353553, 0.935414), // Narrow left
|
||||
vec3(0.270598, 0.270598, 0.923880), // Narrow front-right
|
||||
vec3(-0.270598, 0.270598, 0.923880), // Narrow back-right
|
||||
vec3(0.270598, -0.270598, 0.923880), // Narrow front-left
|
||||
vec3(-0.270598, -0.270598, 0.923880) // Narrow back-left
|
||||
vec3( 0.3480, 0.0000, 0.9375),
|
||||
vec3(-0.4299, 0.3938, 0.8125),
|
||||
vec3( 0.0635, -0.7234, 0.6875),
|
||||
vec3( 0.5031, 0.6561, 0.5625),
|
||||
vec3(-0.8855, -0.1566, 0.4375),
|
||||
vec3( 0.8015, -0.5098, 0.3125),
|
||||
vec3(-0.2550, 0.9486, 0.1875),
|
||||
vec3(-0.4600, -0.8857, 0.0625),
|
||||
vec3( 0.9375, 0.3424, -0.0625),
|
||||
vec3(-0.9080, 0.3748, -0.1875),
|
||||
vec3( 0.4026, -0.8604, -0.3125),
|
||||
vec3( 0.2691, 0.8580, -0.4375),
|
||||
vec3(-0.7154, -0.4146, -0.5625),
|
||||
vec3( 0.7092, -0.1559, -0.6875),
|
||||
vec3(-0.3353, 0.4769, -0.8125),
|
||||
vec3(-0.0447, -0.3451, -0.9375)
|
||||
);
|
||||
|
||||
// TO DO - Disabled momentarily instead of changing formulas
|
||||
|
||||
@ -1,11 +1,11 @@
|
||||
/* Various sky functions
|
||||
* =====================
|
||||
*
|
||||
* Nishita model is based on https://github.com/wwwtyro/glsl-atmosphere (Unlicense License)
|
||||
* Single scattering model is based on https://github.com/wwwtyro/glsl-atmosphere (Unlicense License)
|
||||
*
|
||||
* Changes to the original implementation:
|
||||
* - r and pSun parameters of nishita_atmosphere() are already normalized
|
||||
* - Some original parameters of nishita_atmosphere() are replaced with pre-defined values
|
||||
* - r and pSun parameters of single_scatter_atmosphere() are already normalized
|
||||
* - Some original parameters of single_scatter_atmosphere() are replaced with pre-defined values
|
||||
* - Implemented air, dust and ozone density node parameters (see Blender source)
|
||||
* - Replaced the inner integral calculation with a LUT lookup
|
||||
*
|
||||
@ -22,8 +22,8 @@
|
||||
|
||||
#include "std/math.glsl"
|
||||
|
||||
uniform sampler2D nishitaLUT;
|
||||
uniform vec2 nishitaDensity;
|
||||
uniform sampler2D singleScatterLUT;
|
||||
uniform vec2 skyDensity;
|
||||
|
||||
#ifndef PI
|
||||
#define PI 3.141592
|
||||
@ -32,33 +32,33 @@ uniform vec2 nishitaDensity;
|
||||
#define HALF_PI 1.570796
|
||||
#endif
|
||||
|
||||
#define nishita_iSteps 16
|
||||
#define single_scatter_iSteps 16
|
||||
|
||||
// These values are taken from Cycles code if they
|
||||
// exist there, otherwise they are taken from the example
|
||||
// in the glsl-atmosphere repo
|
||||
#define nishita_sun_intensity 22.0
|
||||
#define nishita_atmo_radius 6420e3
|
||||
#define nishita_rayleigh_scale 8e3
|
||||
#define nishita_rayleigh_coeff vec3(5.5e-6, 13.0e-6, 22.4e-6)
|
||||
#define nishita_mie_scale 1.2e3
|
||||
#define nishita_mie_coeff 2e-5
|
||||
#define nishita_mie_dir 0.76 // Aerosols anisotropy ("direction")
|
||||
#define nishita_mie_dir_sq 0.5776 // Squared aerosols anisotropy
|
||||
#define single_scatter_sun_intensity 22.0
|
||||
#define single_scatter_atmo_radius 6420e3
|
||||
#define single_scatter_rayleigh_scale 8e3
|
||||
#define single_scatter_rayleigh_coeff vec3(5.5e-6, 13.0e-6, 22.4e-6)
|
||||
#define single_scatter_mie_scale 1.2e3
|
||||
#define single_scatter_mie_coeff 2e-5
|
||||
#define single_scatter_mie_dir 0.76 // Aerosols anisotropy ("direction")
|
||||
#define single_scatter_mie_dir_sq 0.5776 // Squared aerosols anisotropy
|
||||
|
||||
// Values from [Hill: 60]
|
||||
#define sun_limb_darkening_col vec3(0.397, 0.503, 0.652)
|
||||
|
||||
vec3 nishita_lookupLUT(const float height, const float sunTheta) {
|
||||
vec3 single_scatter_lookupLUT(const float height, const float sunTheta) {
|
||||
vec2 coords = vec2(
|
||||
sqrt(height * (1 / nishita_atmo_radius)),
|
||||
sqrt(height * (1 / single_scatter_atmo_radius)),
|
||||
0.5 + 0.5 * sign(sunTheta - HALF_PI) * sqrt(abs(sunTheta * (1 / HALF_PI) - 1))
|
||||
);
|
||||
return textureLod(nishitaLUT, coords, 0.0).rgb;
|
||||
return textureLod(singleScatterLUT, coords, 0.0).rgb;
|
||||
}
|
||||
|
||||
/* See raySphereIntersection() in leenkx/Sources/renderpath/Nishita.hx */
|
||||
vec2 nishita_rsi(const vec3 r0, const vec3 rd, const float sr) {
|
||||
/* See raySphereIntersection() in leenkx/Sources/renderpath/Sky.hx */
|
||||
vec2 single_scatter_rsi(const vec3 r0, const vec3 rd, const float sr) {
|
||||
float a = dot(rd, rd);
|
||||
float b = 2.0 * dot(rd, r0);
|
||||
float c = dot(r0, r0) - (sr * sr);
|
||||
@ -74,12 +74,12 @@ vec2 nishita_rsi(const vec3 r0, const vec3 rd, const float sr) {
|
||||
* pSun: normalized sun direction
|
||||
* rPlanet: planet radius
|
||||
*/
|
||||
vec3 nishita_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const float rPlanet) {
|
||||
vec3 single_scatter_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const float rPlanet) {
|
||||
// Calculate the step size of the primary ray
|
||||
vec2 p = nishita_rsi(r0, r, nishita_atmo_radius);
|
||||
vec2 p = single_scatter_rsi(r0, r, single_scatter_atmo_radius);
|
||||
if (p.x > p.y) return vec3(0.0);
|
||||
p.y = min(p.y, nishita_rsi(r0, r, rPlanet).x);
|
||||
float iStepSize = (p.y - p.x) / float(nishita_iSteps);
|
||||
p.y = min(p.y, single_scatter_rsi(r0, r, rPlanet).x);
|
||||
float iStepSize = (p.y - p.x) / float(single_scatter_iSteps);
|
||||
|
||||
// Primary ray time
|
||||
float iTime = 0.0;
|
||||
@ -96,18 +96,18 @@ vec3 nishita_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const floa
|
||||
float mu = dot(r, pSun);
|
||||
float mumu = mu * mu;
|
||||
float pRlh = 3.0 / (16.0 * PI) * (1.0 + mumu);
|
||||
float pMie = 3.0 / (8.0 * PI) * ((1.0 - nishita_mie_dir_sq) * (mumu + 1.0)) / (pow(1.0 + nishita_mie_dir_sq - 2.0 * mu * nishita_mie_dir, 1.5) * (2.0 + nishita_mie_dir_sq));
|
||||
float pMie = 3.0 / (8.0 * PI) * ((1.0 - single_scatter_mie_dir_sq) * (mumu + 1.0)) / (pow(1.0 + single_scatter_mie_dir_sq - 2.0 * mu * single_scatter_mie_dir, 1.5) * (2.0 + single_scatter_mie_dir_sq));
|
||||
|
||||
// Sample the primary ray
|
||||
for (int i = 0; i < nishita_iSteps; i++) {
|
||||
for (int i = 0; i < single_scatter_iSteps; i++) {
|
||||
|
||||
// Calculate the primary ray sample position and height
|
||||
vec3 iPos = r0 + r * (iTime + iStepSize * 0.5);
|
||||
float iHeight = length(iPos) - rPlanet;
|
||||
|
||||
// Calculate the optical depth of the Rayleigh and Mie scattering for this step
|
||||
float odStepRlh = exp(-iHeight / nishita_rayleigh_scale) * nishitaDensity.x * iStepSize;
|
||||
float odStepMie = exp(-iHeight / nishita_mie_scale) * nishitaDensity.y * iStepSize;
|
||||
float odStepRlh = exp(-iHeight / single_scatter_rayleigh_scale) * skyDensity.x * iStepSize;
|
||||
float odStepMie = exp(-iHeight / single_scatter_mie_scale) * skyDensity.y * iStepSize;
|
||||
|
||||
// Accumulate optical depth
|
||||
iOdRlh += odStepRlh;
|
||||
@ -116,12 +116,12 @@ vec3 nishita_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const floa
|
||||
// Idea behind this: "Rotate" everything by iPos (-> iPos is the new zenith) and then all calculations for the
|
||||
// inner integral only depend on the sample height (iHeight) and sunTheta (angle between sun and new zenith).
|
||||
float sunTheta = safe_acos(dot(normalize(iPos), normalize(pSun)));
|
||||
vec3 jAttn = nishita_lookupLUT(iHeight, sunTheta);
|
||||
vec3 jAttn = single_scatter_lookupLUT(iHeight, sunTheta);
|
||||
|
||||
// Calculate attenuation
|
||||
vec3 iAttn = exp(-(
|
||||
nishita_mie_coeff * iOdMie
|
||||
+ nishita_rayleigh_coeff * iOdRlh
|
||||
single_scatter_mie_coeff * iOdMie
|
||||
+ single_scatter_rayleigh_coeff * iOdRlh
|
||||
// + 0 for ozone
|
||||
));
|
||||
vec3 attn = iAttn * jAttn;
|
||||
@ -136,7 +136,7 @@ vec3 nishita_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const floa
|
||||
iTime += iStepSize;
|
||||
}
|
||||
|
||||
return nishita_sun_intensity * (pRlh * nishita_rayleigh_coeff * totalRlh + pMie * nishita_mie_coeff * totalMie);
|
||||
return single_scatter_sun_intensity * (pRlh * single_scatter_rayleigh_coeff * totalRlh + pMie * single_scatter_mie_coeff * totalMie);
|
||||
}
|
||||
|
||||
vec3 sun_disk(const vec3 n, const vec3 light_dir, const float disk_size, const float intensity) {
|
||||
@ -149,7 +149,83 @@ vec3 sun_disk(const vec3 n, const vec3 light_dir, const float disk_size, const f
|
||||
float mu = sqrt(invDist * invDist);
|
||||
vec3 limb_darkening = 1.0 - (1.0 - pow(vec3(mu), sun_limb_darkening_col));
|
||||
|
||||
return 1 + (1.0 - step(1.0, dist)) * nishita_sun_intensity * intensity * limb_darkening;
|
||||
return 1 + (1.0 - step(1.0, dist)) * single_scatter_sun_intensity * intensity * limb_darkening;
|
||||
}
|
||||
|
||||
uniform sampler2D multiScatterLUT;
|
||||
uniform vec4 multiScatterParams; // x=elevation, y=rotation, z=angular_diameter, w=intensity
|
||||
uniform vec4 multiScatterSunBottom; // xyz=sun_bottom, w=earth_intersection_angle
|
||||
uniform vec3 multiScatterSunTop;
|
||||
|
||||
// XYZ to sRGB/Rec.709 conversion (D65 white point)
|
||||
vec3 xyz_to_rgb(vec3 xyz) {
|
||||
return vec3(
|
||||
3.2406 * xyz.x - 1.5372 * xyz.y - 0.4986 * xyz.z,
|
||||
-0.9689 * xyz.x + 1.8758 * xyz.y + 0.0415 * xyz.z,
|
||||
0.0557 * xyz.x - 0.2040 * xyz.y + 1.0570 * xyz.z
|
||||
);
|
||||
}
|
||||
|
||||
float sky_elevation_to_v(float elevation) {
|
||||
float abs_el = abs(elevation);
|
||||
float l = sign(elevation) * sqrt(abs_el / 1.5707963);
|
||||
float v = (l + 1.0) * 0.5;
|
||||
return clamp(v, 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec3 multi_scatter_sample_lut(vec3 dir, float sun_rotation) {
|
||||
float azimuth = atan(dir.x, dir.y);
|
||||
float elevation = asin(clamp(dir.z, -1.0, 1.0));
|
||||
|
||||
azimuth -= sun_rotation;
|
||||
float u = fract(azimuth / (2.0 * PI));
|
||||
float v = sky_elevation_to_v(elevation);
|
||||
|
||||
return textureLod(multiScatterLUT, vec2(u, v), 0.0).rgb;
|
||||
}
|
||||
|
||||
vec3 multi_scatter_sun_disc(vec3 dir, vec3 sun_dir, float angular_diameter, float intensity) {
|
||||
float half_diameter = max(angular_diameter * 0.5, 0.0005);
|
||||
float dist = distance(dir, sun_dir) / half_diameter;
|
||||
float edge = smoothstep(1.0, 0.95, dist);
|
||||
if (edge <= 0.0) return vec3(0.0);
|
||||
|
||||
float horizon = multiScatterSunBottom.w;
|
||||
float dir_elev = asin(clamp(dir.z, -1.0, 1.0));
|
||||
float horizon_fade = smoothstep(horizon - half_diameter * 0.1, horizon + half_diameter * 0.1, dir_elev);
|
||||
edge *= horizon_fade;
|
||||
if (edge <= 0.0) return vec3(0.0);
|
||||
|
||||
float invDist = 1.0 - dist;
|
||||
float mu = sqrt(invDist * invDist);
|
||||
vec3 limb_darkening = 1.0 - (1.0 - pow(vec3(mu), sun_limb_darkening_col));
|
||||
|
||||
float sun_elev = multiScatterParams.x;
|
||||
float t = clamp((dir_elev - (sun_elev - half_diameter)) / (2.0 * half_diameter), 0.0, 1.0);
|
||||
vec3 sun_color = mix(multiScatterSunBottom.rgb, multiScatterSunTop, t) * intensity * limb_darkening;
|
||||
|
||||
return xyz_to_rgb(sun_color) * edge;
|
||||
}
|
||||
|
||||
vec3 multi_scatter_atmosphere(vec3 dir) {
|
||||
float sun_elevation = multiScatterParams.x;
|
||||
float sun_rotation = multiScatterParams.y;
|
||||
float angular_diameter = multiScatterParams.z;
|
||||
float sun_intensity = multiScatterParams.w;
|
||||
|
||||
vec3 xyz = multi_scatter_sample_lut(dir, sun_rotation);
|
||||
vec3 radiance = xyz_to_rgb(xyz);
|
||||
|
||||
if (sun_intensity > 0.0) {
|
||||
vec3 computed_sun_dir = vec3(
|
||||
sin(sun_rotation) * cos(sun_elevation),
|
||||
cos(sun_rotation) * cos(sun_elevation),
|
||||
sin(sun_elevation)
|
||||
);
|
||||
radiance += multi_scatter_sun_disc(dir, computed_sun_dir, angular_diameter, sun_intensity);
|
||||
}
|
||||
|
||||
return radiance;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@ -1,136 +0,0 @@
|
||||
#version 450
|
||||
|
||||
layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
|
||||
|
||||
#include "compiled.inc"
|
||||
#include "std/math.glsl"
|
||||
#include "std/gbuffer.glsl"
|
||||
#include "std/imageatomic.glsl"
|
||||
#ifdef _VoxelShadow
|
||||
#include "std/conetrace.glsl"
|
||||
#endif
|
||||
|
||||
uniform vec3 lightPos;
|
||||
uniform vec3 lightColor;
|
||||
uniform int lightType;
|
||||
uniform vec3 lightDir;
|
||||
uniform vec2 spotData;
|
||||
#ifdef _ShadowMap
|
||||
uniform int lightShadow;
|
||||
uniform vec2 lightProj;
|
||||
uniform float shadowsBias;
|
||||
uniform mat4 LVP;
|
||||
#ifdef _ShadowMapAtlas
|
||||
uniform int index;
|
||||
uniform vec4 pointLightDataArray[maxLightsCluster * 6];
|
||||
#endif
|
||||
#endif
|
||||
|
||||
uniform float clipmaps[voxelgiClipmapCount * 10];
|
||||
uniform int clipmapLevel;
|
||||
|
||||
uniform layout(r32ui) uimage3D voxelsLight;
|
||||
|
||||
#ifdef _ShadowMap
|
||||
uniform sampler2DShadow shadowMap;
|
||||
uniform sampler2D shadowMapTransparent;
|
||||
uniform sampler2DShadow shadowMapSpot;
|
||||
#ifdef _ShadowMapAtlas
|
||||
uniform sampler2DShadow shadowMapPoint;
|
||||
#else
|
||||
uniform samplerCubeShadow shadowMapPoint;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMapAtlas
|
||||
// https://www.khronos.org/registry/OpenGL/specs/gl/glspec20.pdf // p:168
|
||||
// https://www.gamedev.net/forums/topic/687535-implementing-a-cube-map-lookup-function/5337472/
|
||||
vec2 sampleCube(vec3 dir, out int faceIndex) {
|
||||
vec3 dirAbs = abs(dir);
|
||||
float ma;
|
||||
vec2 uv;
|
||||
if(dirAbs.z >= dirAbs.x && dirAbs.z >= dirAbs.y) {
|
||||
faceIndex = dir.z < 0.0 ? 5 : 4;
|
||||
ma = 0.5 / dirAbs.z;
|
||||
uv = vec2(dir.z < 0.0 ? -dir.x : dir.x, -dir.y);
|
||||
}
|
||||
else if(dirAbs.y >= dirAbs.x) {
|
||||
faceIndex = dir.y < 0.0 ? 3 : 2;
|
||||
ma = 0.5 / dirAbs.y;
|
||||
uv = vec2(dir.x, dir.y < 0.0 ? -dir.z : dir.z);
|
||||
}
|
||||
else {
|
||||
faceIndex = dir.x < 0.0 ? 1 : 0;
|
||||
ma = 0.5 / dirAbs.x;
|
||||
uv = vec2(dir.x < 0.0 ? dir.z : -dir.z, -dir.y);
|
||||
}
|
||||
// downscale uv a little to hide seams
|
||||
// transform coordinates from clip space to texture space
|
||||
#ifndef _FlipY
|
||||
return uv * 0.9976 * ma + 0.5;
|
||||
#else
|
||||
#ifdef HLSL
|
||||
return uv * 0.9976 * ma + 0.5;
|
||||
#else
|
||||
return vec2(uv.x * ma, uv.y * -ma) * 0.9976 + 0.5;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
float lpToDepth(vec3 lp, const vec2 lightProj) {
|
||||
lp = abs(lp);
|
||||
float zcomp = max(lp.x, max(lp.y, lp.z));
|
||||
zcomp = lightProj.x - lightProj.y / zcomp;
|
||||
return zcomp * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
void main() {
|
||||
int res = voxelgiResolution.x;
|
||||
ivec3 dst = ivec3(gl_GlobalInvocationID.xyz);
|
||||
|
||||
vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
|
||||
wposition = wposition * 2.0 - 1.0;
|
||||
wposition *= float(clipmaps[int(clipmapLevel * 10)]);
|
||||
wposition *= voxelgiResolution.x;
|
||||
wposition += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
|
||||
|
||||
float visibility;
|
||||
vec3 lp = lightPos - wposition;
|
||||
vec3 l;
|
||||
if (lightType == 0) { l = lightDir; visibility = 1.0; }
|
||||
else { l = normalize(lp); visibility = attenuate(distance(wposition, lightPos)); }
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (lightShadow == 1) {
|
||||
vec4 lightPosition = LVP * vec4(wposition, 1.0);
|
||||
vec3 lPos = lightPosition.xyz / lightPosition.w;
|
||||
visibility *= texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).r;
|
||||
}
|
||||
else if (lightShadow == 2) {
|
||||
vec4 lightPosition = LVP * vec4(wposition, 1.0);
|
||||
vec3 lPos = lightPosition.xyz / lightPosition.w;
|
||||
visibility *= texture(shadowMapSpot, vec3(lPos.xy, lPos.z - shadowsBias)).r;
|
||||
}
|
||||
else if (lightShadow == 3) {
|
||||
#ifdef _ShadowMapAtlas
|
||||
int faceIndex = 0;
|
||||
const int lightIndex = index * 6;
|
||||
const vec2 uv = sampleCube(-l, faceIndex);
|
||||
vec4 pointLightTile = pointLightDataArray[lightIndex + faceIndex]; // x: tile X offset, y: tile Y offset, z: tile size relative to atlas
|
||||
vec2 uvtiled = pointLightTile.z * uv + pointLightTile.xy;
|
||||
#ifdef _FlipY
|
||||
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
|
||||
#endif
|
||||
visibility *= texture(shadowMapPoint, vec3(uvtiled, lpToDepth(lp, lightProj) - shadowsBias)).r;
|
||||
#else
|
||||
visibility *= texture(shadowMapPoint, vec4(-l, lpToDepth(lp, lightProj) - shadowsBias)).r;
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
vec3 light = visibility * lightColor;
|
||||
imageAtomicAdd(voxelsLight, dst, uint(light.r * 255));
|
||||
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x), uint(light.g * 255));
|
||||
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x * 2), uint(light.b * 255));
|
||||
}
|
||||
@ -43,7 +43,6 @@ uniform mat4 LVP;
|
||||
#endif
|
||||
uniform sampler3D voxelsSampler;
|
||||
uniform layout(r32ui) uimage3D voxels;
|
||||
uniform layout(r32ui) uimage3D voxelsLight;
|
||||
uniform layout(rgba8) image3D voxelsB;
|
||||
uniform layout(rgba8) image3D voxelsOut;
|
||||
uniform layout(r8) image3D SDF;
|
||||
@ -75,21 +74,13 @@ void main() {
|
||||
#endif
|
||||
|
||||
#ifdef _VoxelGI
|
||||
vec3 light = vec3(0.0);
|
||||
light.r = float(imageLoad(voxelsLight, ivec3(gl_GlobalInvocationID.xyz)).r) / 255;
|
||||
light.g = float(imageLoad(voxelsLight, ivec3(gl_GlobalInvocationID.xyz) + ivec3(0, 0, voxelgiResolution.x)).r) / 255;
|
||||
light.b = float(imageLoad(voxelsLight, ivec3(gl_GlobalInvocationID.xyz) + ivec3(0, 0, voxelgiResolution.x * 2)).r) / 255;
|
||||
light /= 3;
|
||||
vec4 aniso_colors[6];
|
||||
#else
|
||||
float aniso_colors[6];
|
||||
#endif
|
||||
|
||||
for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
|
||||
{
|
||||
#ifdef _VoxelGI
|
||||
vec4 aniso_colors[6];
|
||||
#else
|
||||
float aniso_colors[6];
|
||||
#endif
|
||||
|
||||
ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
|
||||
src.x += i * res;
|
||||
ivec3 dst = src;
|
||||
@ -103,30 +94,37 @@ void main() {
|
||||
|
||||
if (i < 6) {
|
||||
#ifdef _VoxelGI
|
||||
uint count = imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 15)).r;
|
||||
if (count > 0) {
|
||||
vec4 basecol = vec4(0.0);
|
||||
basecol.r = float(imageLoad(voxels, src)) / 255;
|
||||
basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
|
||||
basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
|
||||
basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255;
|
||||
basecol /= 4;
|
||||
basecol /= count;
|
||||
vec3 emission = vec3(0.0);
|
||||
emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255;
|
||||
emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255;
|
||||
emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255;
|
||||
emission /= 3;
|
||||
emission /= count;
|
||||
vec3 N = vec3(0.0);
|
||||
N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255;
|
||||
N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
|
||||
N /= 2;
|
||||
N /= count;
|
||||
vec3 wnormal = decode_oct(N.rg * 2 - 1);
|
||||
vec3 envl = vec3(0.0);
|
||||
envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
|
||||
envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255;
|
||||
envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255;
|
||||
envl /= 3;
|
||||
envl /= count;
|
||||
#ifdef _HOSEK
|
||||
envl *= 100;
|
||||
#endif
|
||||
vec3 light = vec3(0.0);
|
||||
light.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 12))) / 255;
|
||||
light.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 13))) / 255;
|
||||
light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 255;
|
||||
light /= count;
|
||||
|
||||
//clipmap to world
|
||||
vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
|
||||
@ -140,6 +138,7 @@ void main() {
|
||||
vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
|
||||
radiance.rgb *= light.rgb + indirect.rgb;
|
||||
radiance.rgb += emission.rgb;
|
||||
}
|
||||
|
||||
#else
|
||||
opac = float(imageLoad(voxels, src)) / 255;
|
||||
|
||||
@ -88,58 +88,103 @@ vec4 rayCast(vec3 dir) {
|
||||
}
|
||||
#endif //SSR
|
||||
|
||||
vec3 sampleWaterNormals(vec2 hitXY, float speed, out vec2 tcnor0, out vec2 tcnor1) {
|
||||
tcnor0 = hitXY / 3.0;
|
||||
vec3 n0 = textureLod(sdetail, tcnor0 + vec2(speed / 60.0, speed / 120.0), 0.0).rgb;
|
||||
tcnor1 = hitXY / 6.0 + n0.xy / 20.0;
|
||||
vec3 n1 = textureLod(sbase, tcnor1 + vec2(speed / 40.0, speed / 80.0), 0.0).rgb;
|
||||
return normalize(n0 + n1 - 1.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
float gdepth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
||||
if (gdepth == 1.0) {
|
||||
fragColor = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
// Eye below water
|
||||
if (eye.z < waterLevel) {
|
||||
fragColor = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
// Displace surface
|
||||
vec3 vray = normalize(viewRay);
|
||||
vec3 p = getPos(eye, eyeLook, vray, gdepth, cameraProj);
|
||||
float speed = time * 2.0 * waterSpeed;
|
||||
p.z += sin(p.x * 10.0 / waterDisplace + speed) * cos(p.y * 10.0 / waterDisplace + speed) / 50.0 * waterDisplace;
|
||||
bool isSky = (gdepth == 1.0);
|
||||
|
||||
// Ray-plane intersection with water surface (z = waterLevel)
|
||||
float denom = dot(vray, vec3(0.0, 0.0, 1.0));
|
||||
float tWater = (waterLevel - eye.z) / denom;
|
||||
bool hasWaterHit = (abs(denom) > 0.0001) && (tWater > 0.0);
|
||||
|
||||
if (eye.z < waterLevel) {
|
||||
vec2 tc = texCoord;
|
||||
float fogFactor;
|
||||
|
||||
if (hasWaterHit && denom > 0.0) {
|
||||
// Looking up at water surface - apply normal distortion
|
||||
vec3 hit = eye + tWater * vray;
|
||||
vec2 tc0, tc1;
|
||||
vec3 n2 = sampleWaterNormals(hit.xy * waterFreq, speed, tc0, tc1);
|
||||
tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
|
||||
fogFactor = clamp(tWater * waterDensity, 0.0, 0.95);
|
||||
} else {
|
||||
// Looking forward/down - distort via water surface above fragment
|
||||
vec3 p = getPos(eye, eyeLook, vray, gdepth, cameraProj);
|
||||
vec2 wxy = isSky ? (eye.xy + vray.xy * 50.0) : p.xy;
|
||||
vec2 tc0, tc1;
|
||||
vec3 n2 = sampleWaterNormals(wxy * waterFreq, speed, tc0, tc1);
|
||||
tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
|
||||
float waterDist = isSky ? 50.0 : length(p - eye);
|
||||
fogFactor = clamp(waterDist * waterDensity, 0.0, 0.95);
|
||||
}
|
||||
|
||||
vec3 refracted = textureLod(tex, tc, 0.0).rgb;
|
||||
fragColor.rgb = mix(refracted, waterColor, fogFactor);
|
||||
fragColor.a = 1.0;
|
||||
return;
|
||||
}
|
||||
|
||||
// Above water
|
||||
if (p.z > waterLevel) {
|
||||
if (!hasWaterHit || denom >= 0.0) {
|
||||
fragColor = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
if (isSky) tWater = min(tWater, 100.0); // Clamp to prevent aliasing at horizon
|
||||
vec3 p = isSky ? (eye + tWater * vray) : getPos(eye, eyeLook, vray, gdepth, cameraProj);
|
||||
|
||||
float horizonFactor = clamp(1.0 - tWater / 60.0, 0.0, 1.0);
|
||||
if (!isSky && p.z > waterLevel) {
|
||||
fragColor = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Displace surface
|
||||
p.z += (sin(p.x * 10.0 / waterDisplace + speed) * cos(p.y * 10.0 / waterDisplace + speed)
|
||||
+ sin(p.x * 20.0 / waterDisplace + speed * 1.3) * cos(p.y * 20.0 / waterDisplace + speed * 1.3) * 0.5)
|
||||
/ 50.0 * waterDisplace;
|
||||
|
||||
// Hit plane to determine uvs
|
||||
vec3 v = normalize(eye - p.xyz);
|
||||
float t = -(dot(eye, vec3(0.0, 0.0, 1.0)) - waterLevel) / dot(v, vec3(0.0, 0.0, 1.0));
|
||||
vec3 v = normalize(eye - p);
|
||||
float t = (waterLevel - eye.z) / dot(v, vec3(0.0, 0.0, 1.0));
|
||||
vec3 hit = eye + t * v;
|
||||
hit.xy *= waterFreq;
|
||||
hit.z += waterLevel;
|
||||
|
||||
// Sample normal maps
|
||||
vec2 tcnor0 = hit.xy / 3.0;
|
||||
vec3 n0 = textureLod(sdetail, tcnor0 + vec2(speed / 60.0, speed / 120.0), 0.0).rgb;
|
||||
vec2 tcnor0, tcnor1;
|
||||
vec3 n2 = sampleWaterNormals(hit.xy * waterFreq, speed, tcnor0, tcnor1);
|
||||
|
||||
vec2 tcnor1 = hit.xy / 6.0 + n0.xy / 20.0;
|
||||
vec3 n1 = textureLod(sbase, tcnor1 + vec2(speed / 40.0, speed / 80.0), 0.0).rgb;
|
||||
vec3 n2 = normalize(((n1 + n0) / 2.0) * 2.0 - 1.0);
|
||||
|
||||
float ddepth = textureLod(gbufferD, texCoord + (n2.xy * n2.z) / 40.0, 0.0).r * 2.0 - 1.0;
|
||||
vec3 p2 = getPos(eye, eyeLook, vray, ddepth, cameraProj);
|
||||
vec2 tc = p2.z > waterLevel ? texCoord : texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
|
||||
// Refraction
|
||||
vec2 tc;
|
||||
if (isSky) {
|
||||
tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
|
||||
} else {
|
||||
float ddepth = textureLod(gbufferD, texCoord + (n2.xy * n2.z) / 40.0, 0.0).r * 2.0 - 1.0;
|
||||
vec3 p2 = getPos(eye, eyeLook, vray, ddepth, cameraProj);
|
||||
tc = p2.z > waterLevel ? texCoord : texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
|
||||
}
|
||||
|
||||
// Light
|
||||
float fresnel = 1.0 - max(dot(n2, v), 0.0);
|
||||
fresnel = pow(fresnel, 30.0) * 0.45;
|
||||
fresnel = 0.02 + 0.98 * pow(fresnel, 5.0);
|
||||
vec3 r = reflect(-v, n2);
|
||||
#ifdef _Rad
|
||||
vec3 reflectedEnv = textureLod(senvmapRadiance, envMapEquirect(r), 0).rgb;
|
||||
vec3 reflectedEnv = textureLod(senvmapRadiance, envMapEquirect(r), 0).rgb;
|
||||
#else
|
||||
const vec3 reflectedEnv = vec3(0.5);
|
||||
#endif
|
||||
vec3 refracted = textureLod(tex, tc, 0.0).rgb;
|
||||
|
||||
|
||||
#ifdef _SSR
|
||||
float roughness = 0.1;//unpackFloat(g0.b).y;
|
||||
//if (roughness == 1.0) { fragColor.rgb = vec3(0.0); return; }
|
||||
@ -147,8 +192,8 @@ void main() {
|
||||
float spec = 0.9;//fract(textureLod(gbuffer1, texCoord, 0.0).a);
|
||||
//if (spec == 0.0) { fragColor.rgb = vec3(0.0); return; }
|
||||
|
||||
vec3 viewNormal = n2;
|
||||
vec3 viewPos = getPosView(viewRay, gdepth, cameraProj);
|
||||
vec3 viewNormal = V3 * n2;
|
||||
vec3 viewPos = isSky ? vec3(0.0) : getPosView(viewRay, gdepth, cameraProj);
|
||||
vec3 reflected = reflect(normalize(viewPos), viewNormal);
|
||||
hitCoord = viewPos;
|
||||
|
||||
@ -158,7 +203,6 @@ void main() {
|
||||
vec3 dir = reflected * (1.0 - rand(texCoord) * ssrJitter * roughness) * 2.0;
|
||||
#endif
|
||||
|
||||
// * max(ssrMinRayStep, -viewPos.z)
|
||||
vec4 coords = rayCast(dir);
|
||||
|
||||
vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
|
||||
@ -177,20 +221,32 @@ void main() {
|
||||
#else
|
||||
fragColor.rgb = mix(refracted, reflectedEnv, waterReflect * fresnel);
|
||||
#endif
|
||||
fragColor.rgb *= waterColor;
|
||||
fragColor.rgb += clamp(pow(max(dot(r, ld), 0.0), 200.0) * (200.0 + 8.0) / (PI * 8.0), 0.0, 2.0);
|
||||
fragColor.rgb *= 1.0 - (clamp(-(p.z - waterLevel) * waterDensity, 0.0, 0.9));
|
||||
fragColor.a = clamp(abs(p.z - waterLevel) * 5.0, 0.0, 1.0);
|
||||
// Water color tint - blend rather than multiply to preserve brightness
|
||||
float colorMix = isSky ? 0.7 : 0.5;
|
||||
fragColor.rgb = mix(fragColor.rgb, fragColor.rgb * waterColor, colorMix * horizonFactor);
|
||||
// Blinn-Phong specular using half-vector, faded at horizon
|
||||
vec3 h = normalize(v + ld);
|
||||
float specAmount = pow(max(dot(n2, h), 0.0), 200.0) * (200.0 + 8.0) / (PI * 8.0);
|
||||
fragColor.rgb += specAmount * (isSky ? 0.3 : 1.0) * horizonFactor;
|
||||
// Depth fog - blend toward waterColor with depth, faded at horizon
|
||||
float depthFog = clamp(-(p.z - waterLevel) * waterDensity, 0.0, 0.9);
|
||||
fragColor.rgb = mix(fragColor.rgb, waterColor, depthFog * horizonFactor);
|
||||
// Alpha fades smoothly at horizon instead of hard cut
|
||||
fragColor.a = isSky ? horizonFactor : clamp(abs(p.z - waterLevel) * 5.0, 0.0, 1.0);
|
||||
|
||||
// Foam
|
||||
float fd = abs(p.z - waterLevel);
|
||||
// Foam - based on actual geometry depth below water surface
|
||||
float fd = isSky ? 1.0 : abs(p.z - waterLevel);
|
||||
if (fd < 0.1) {
|
||||
// Based on foam by Owen Deery
|
||||
// http://fire-face.com/personal/water
|
||||
vec3 foamMask0 = textureLod(sfoam, tcnor0 * 10, 0.0).rgb;
|
||||
vec3 foamMask1 = textureLod(sfoam, tcnor1 * 11, 0.0).rgb;
|
||||
vec3 foam = vec3(1.0) - foamMask0.rrr - foamMask1.bbb;
|
||||
float fac = 1.0 - (fd * (1.0 / 0.1));
|
||||
fragColor.rgb = mix(fragColor.rgb, clamp(foam, 0.0, 1.0), clamp(fac, 0.0, 1.0));
|
||||
// Distance-based LOD blurs foam at range to reduce noise
|
||||
float foamLod = clamp(tWater / 15.0, 0.0, 5.0);
|
||||
vec2 foamUV0 = tcnor0 * 3.0 + vec2(speed / 30.0, speed / 50.0);
|
||||
vec2 foamUV1 = tcnor1 * 4.0 + vec2(-speed / 35.0, speed / 45.0);
|
||||
vec3 foamMask0 = textureLod(sfoam, foamUV0, foamLod).rgb;
|
||||
vec3 foamMask1 = textureLod(sfoam, foamUV1, foamLod).rgb;
|
||||
float foamStrength = clamp(1.0 - foamMask0.r * 0.5 - foamMask1.b * 0.5, 0.0, 1.0);
|
||||
float fac = (1.0 - (fd * (1.0 / 0.1))) * horizonFactor;
|
||||
fragColor.rgb = mix(fragColor.rgb, mix(fragColor.rgb, waterColor + 0.2, foamStrength), clamp(fac, 0.0, 1.0) * 0.5);
|
||||
}
|
||||
}
|
||||
|
||||
@ -55,6 +55,8 @@ class Geometry {
|
||||
// Skinned
|
||||
#if lnx_skin
|
||||
public var skeletonTransformsI: Array<Mat4> = null;
|
||||
public var actions: Map<String, Array<iron.data.SceneFormat.TObj>> = new Map();
|
||||
public var mats: Map<String, Array<Mat4>> = new Map();
|
||||
#end
|
||||
|
||||
public function new(data: MeshData, indices: Array<Uint32Array>, materialIndices: Array<Int>, usage: Usage = null) {
|
||||
|
||||
@ -348,7 +348,13 @@ typedef TWorldData = {
|
||||
@:optional public var turbidity: Null<FastFloat>;
|
||||
@:optional public var ground_albedo: Null<FastFloat>;
|
||||
@:optional public var envmap: String;
|
||||
@:optional public var nishita_density: Float32Array; // Rayleigh, Mie, ozone
|
||||
@:optional public var sky_density: Float32Array; // Air, dust/aerosol, ozone density
|
||||
@:optional public var sky_sun_elevation: Null<FastFloat>;
|
||||
@:optional public var sky_sun_rotation: Null<FastFloat>;
|
||||
@:optional public var sky_sun_size: Null<FastFloat>;
|
||||
@:optional public var sky_sun_intensity: Null<FastFloat>;
|
||||
@:optional public var sky_altitude: Null<FastFloat>;
|
||||
@:optional public var sky_sun_disc: Null<Int>; // 0 or 1
|
||||
}
|
||||
|
||||
#if js
|
||||
|
||||
@ -318,9 +318,9 @@ class MeshObject extends Object {
|
||||
if (scontext.pipeState != lastPipeline) {
|
||||
g.setPipeline(scontext.pipeState);
|
||||
lastPipeline = scontext.pipeState;
|
||||
// Uniforms.setContextConstants(g, scontext, bindParams);
|
||||
Uniforms.setContextConstants(g, scontext, bindParams);
|
||||
}
|
||||
Uniforms.setContextConstants(g, scontext, bindParams); //
|
||||
//Uniforms.setContextConstants(g, scontext, bindParams); //
|
||||
Uniforms.setObjectConstants(g, scontext, this);
|
||||
if (materialContexts.length > mi) {
|
||||
Uniforms.setMaterialConstants(g, scontext, materialContexts[mi]);
|
||||
|
||||
@ -394,7 +394,7 @@ class ParticleSystemCPU {
|
||||
if (physics.hasScaleRamp && physics.rampPositions.length > 1) {
|
||||
var normalizedAge: FastFloat = physics.age / physics.lifetime;
|
||||
var scaleMultiplier: FastFloat = interpolateRampValue(normalizedAge, physics.rampPositions, physics.rampColors);
|
||||
var finalScale: FastFloat = scale * (particleScale * (1 - physics.scaleRampSizeFactor) + scaleMultiplier * physics.scaleRampSizeFactor);
|
||||
var finalScale: FastFloat = 1 + (scaleMultiplier - 1) * physics.scaleRampSizeFactor;
|
||||
particle.transform.scale.setFrom(physics.baseScale.clone().mult(finalScale));
|
||||
}
|
||||
|
||||
|
||||
@ -8,7 +8,7 @@ class AlertNode extends LogicNode {
|
||||
|
||||
override function run(from: Int) {
|
||||
|
||||
#if kha_html5
|
||||
#if js
|
||||
js.Browser.window.alert(inputs[1].get());
|
||||
#end
|
||||
|
||||
|
||||
@ -2,19 +2,31 @@ package leenkx.logicnode;
|
||||
|
||||
class ConfirmNode extends LogicNode {
|
||||
|
||||
var result: Dynamic;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
|
||||
#if kha_html5
|
||||
var answer: Bool = js.Browser.window.confirm(inputs[1].get());
|
||||
if(answer)
|
||||
return runOutput(0);
|
||||
else
|
||||
return runOutput(1);
|
||||
#if js
|
||||
result = js.Browser.window.confirm(inputs[1].get());
|
||||
if (Reflect.field(result, "loaded") != null) {
|
||||
tree.notifyOnUpdate(poll);
|
||||
} else {
|
||||
if (result) runOutput(0);
|
||||
else runOutput(1);
|
||||
}
|
||||
#end
|
||||
}
|
||||
|
||||
function poll() {
|
||||
#if js
|
||||
if (result.loaded) {
|
||||
tree.removeUpdate(poll);
|
||||
if (result.data) runOutput(0);
|
||||
else runOutput(1);
|
||||
}
|
||||
#end
|
||||
}
|
||||
}
|
||||
|
||||
@ -11,12 +11,11 @@ class GetElementPropertyNode extends LogicNode {
|
||||
override function get(from: Int): Dynamic {
|
||||
return switch (from) {
|
||||
case 0:
|
||||
var object: Dynamic = inputs[0].get();
|
||||
var property = inputs[1].get();
|
||||
|
||||
value = Reflect.field(object, property);
|
||||
|
||||
//value = object.getAttribute(property.toString());
|
||||
#if js
|
||||
var element: Dynamic = inputs[0].get();
|
||||
var property = inputs[1].get();
|
||||
value = Reflect.field(element, property);
|
||||
#end
|
||||
default: throw "Unreachable";
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,27 +0,0 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.math.Vec4;
|
||||
|
||||
class GetHosekWilkiePropertiesNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
|
||||
var world = iron.Scene.active.world.raw;
|
||||
|
||||
return switch (from) {
|
||||
case 0:
|
||||
world.turbidity;
|
||||
case 1:
|
||||
world.ground_albedo;
|
||||
case 2:
|
||||
new Vec4(world.sun_direction[0], world.sun_direction[1], world.sun_direction[2]);
|
||||
default:
|
||||
null;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
@ -1,29 +0,0 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.math.Vec4;
|
||||
|
||||
class GetNishitaPropertiesNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
|
||||
var world = iron.Scene.active.world.raw;
|
||||
|
||||
return switch (from) {
|
||||
case 0:
|
||||
world.nishita_density[0];
|
||||
case 1:
|
||||
world.nishita_density[1];
|
||||
case 2:
|
||||
world.nishita_density[2];
|
||||
case 3:
|
||||
new Vec4(world.sun_direction[0], world.sun_direction[1], world.sun_direction[2]);
|
||||
default:
|
||||
null;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
15
leenkx/Sources/leenkx/logicnode/GetWorldColorNode.hx
Normal file
15
leenkx/Sources/leenkx/logicnode/GetWorldColorNode.hx
Normal file
@ -0,0 +1,15 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.math.Vec4;
|
||||
|
||||
class GetWorldColorNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
var col = iron.Scene.active.world.raw.background_color;
|
||||
return new Vec4(((col >> 16) & 0xff) / 255, ((col >> 8) & 0xff) / 255, (col & 0xff) / 255, 1.0);
|
||||
}
|
||||
}
|
||||
50
leenkx/Sources/leenkx/logicnode/GetWorldSkyNode.hx
Normal file
50
leenkx/Sources/leenkx/logicnode/GetWorldSkyNode.hx
Normal file
@ -0,0 +1,50 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.math.Vec4;
|
||||
|
||||
class GetWorldSkyNode extends LogicNode {
|
||||
|
||||
public var property0:String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
var world = iron.Scene.active.world.raw;
|
||||
|
||||
if (property0 == 'hosek') {
|
||||
return switch (from) {
|
||||
case 0: world.turbidity != null ? world.turbidity : 1.0;
|
||||
case 1: world.ground_albedo != null ? world.ground_albedo : 0.0;
|
||||
case 2: world.sun_direction != null ? new Vec4(world.sun_direction[0], world.sun_direction[1], world.sun_direction[2]) : new Vec4(0, 0, 1);
|
||||
default: null;
|
||||
}
|
||||
}
|
||||
else if (property0 == 'single') {
|
||||
return switch (from) {
|
||||
case 0: world.sky_density != null ? world.sky_density[0] : 1.0;
|
||||
case 1: world.sky_density != null ? world.sky_density[1] : 1.0;
|
||||
case 2: world.sky_density != null ? world.sky_density[2] : 1.0;
|
||||
case 3: world.sky_altitude != null ? world.sky_altitude : 0.0;
|
||||
case 4: world.sun_direction != null ? new Vec4(world.sun_direction[0], world.sun_direction[1], world.sun_direction[2]) : new Vec4(0, 0, 1);
|
||||
default: null;
|
||||
}
|
||||
}
|
||||
else { // multi
|
||||
return switch (from) {
|
||||
case 0: world.sky_density != null ? world.sky_density[0] : 1.0;
|
||||
case 1: world.sky_density != null ? world.sky_density[1] : 1.0;
|
||||
case 2: world.sky_density != null ? world.sky_density[2] : 1.0;
|
||||
case 3: world.sky_sun_elevation != null ? world.sky_sun_elevation : 0.0;
|
||||
case 4: world.sky_sun_rotation != null ? world.sky_sun_rotation : 0.0;
|
||||
case 5: world.sky_sun_size != null ? world.sky_sun_size : 0.545;
|
||||
case 6: world.sky_sun_intensity != null ? world.sky_sun_intensity : 1.0;
|
||||
case 7: world.sky_altitude != null ? world.sky_altitude : 0.0;
|
||||
case 8: world.sky_sun_disc != null ? world.sky_sun_disc : 1;
|
||||
case 9: world.sun_direction != null ? new Vec4(world.sun_direction[0], world.sun_direction[1], world.sun_direction[2]) : new Vec4(0, 0, 1);
|
||||
default: null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
17
leenkx/Sources/leenkx/logicnode/GetWorldTextureNode.hx
Normal file
17
leenkx/Sources/leenkx/logicnode/GetWorldTextureNode.hx
Normal file
@ -0,0 +1,17 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class GetWorldTextureNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
var world = iron.Scene.active.world;
|
||||
return switch (from) {
|
||||
case 0: world.probe != null ? world.probe.raw.strength : 1.0;
|
||||
case 1: world.raw.envmap != null ? world.raw.envmap : '';
|
||||
default: null;
|
||||
}
|
||||
}
|
||||
}
|
||||
16
leenkx/Sources/leenkx/logicnode/KromCopyToClipboardNode.hx
Normal file
16
leenkx/Sources/leenkx/logicnode/KromCopyToClipboardNode.hx
Normal file
@ -0,0 +1,16 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class KromCopyToClipboardNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
var text: String = inputs[1].get();
|
||||
js.Syntax.code("Krom.copyToClipboard({0})", text);
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
15
leenkx/Sources/leenkx/logicnode/KromDelayIdleSleepNode.hx
Normal file
15
leenkx/Sources/leenkx/logicnode/KromDelayIdleSleepNode.hx
Normal file
@ -0,0 +1,15 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class KromDelayIdleSleepNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
js.Syntax.code("Krom.delayIdleSleep()");
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
16
leenkx/Sources/leenkx/logicnode/KromDeleteFileNode.hx
Normal file
16
leenkx/Sources/leenkx/logicnode/KromDeleteFileNode.hx
Normal file
@ -0,0 +1,16 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class KromDeleteFileNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
var path: String = inputs[1].get();
|
||||
js.Syntax.code("Krom.deleteFile({0})", path);
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
17
leenkx/Sources/leenkx/logicnode/KromFileExistsNode.hx
Normal file
17
leenkx/Sources/leenkx/logicnode/KromFileExistsNode.hx
Normal file
@ -0,0 +1,17 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class KromFileExistsNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
#if kha_krom
|
||||
var path: String = inputs[0].get();
|
||||
return js.Syntax.code("Krom.fileExists({0})", path);
|
||||
#else
|
||||
return false;
|
||||
#end
|
||||
}
|
||||
}
|
||||
16
leenkx/Sources/leenkx/logicnode/KromGetArgCountNode.hx
Normal file
16
leenkx/Sources/leenkx/logicnode/KromGetArgCountNode.hx
Normal file
@ -0,0 +1,16 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class KromGetArgCountNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
#if kha_krom
|
||||
return Krom.getArgCount();
|
||||
#else
|
||||
return 0;
|
||||
#end
|
||||
}
|
||||
}
|
||||
17
leenkx/Sources/leenkx/logicnode/KromGetArgNode.hx
Normal file
17
leenkx/Sources/leenkx/logicnode/KromGetArgNode.hx
Normal file
@ -0,0 +1,17 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class KromGetArgNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
#if kha_krom
|
||||
var index: Int = inputs[0].get();
|
||||
return Krom.getArg(index);
|
||||
#else
|
||||
return "";
|
||||
#end
|
||||
}
|
||||
}
|
||||
16
leenkx/Sources/leenkx/logicnode/KromGetFilesLocationNode.hx
Normal file
16
leenkx/Sources/leenkx/logicnode/KromGetFilesLocationNode.hx
Normal file
@ -0,0 +1,16 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class KromGetFilesLocationNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
#if kha_krom
|
||||
return Krom.getFilesLocation();
|
||||
#else
|
||||
return "";
|
||||
#end
|
||||
}
|
||||
}
|
||||
16
leenkx/Sources/leenkx/logicnode/KromSavePathNode.hx
Normal file
16
leenkx/Sources/leenkx/logicnode/KromSavePathNode.hx
Normal file
@ -0,0 +1,16 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class KromSavePathNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
#if kha_krom
|
||||
return Krom.savePath();
|
||||
#else
|
||||
return "";
|
||||
#end
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,16 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class KromSetApplicationNameNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
var name: String = inputs[1].get();
|
||||
js.Syntax.code("Krom.setApplicationName({0})", name);
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
16
leenkx/Sources/leenkx/logicnode/KromShowKeyboardNode.hx
Normal file
16
leenkx/Sources/leenkx/logicnode/KromShowKeyboardNode.hx
Normal file
@ -0,0 +1,16 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class KromShowKeyboardNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
var show: Bool = inputs[1].get();
|
||||
js.Syntax.code("Krom.showKeyboard({0})", show);
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
28
leenkx/Sources/leenkx/logicnode/KromSysCommandNode.hx
Normal file
28
leenkx/Sources/leenkx/logicnode/KromSysCommandNode.hx
Normal file
@ -0,0 +1,28 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class KromSysCommandNode extends LogicNode {
|
||||
|
||||
var exitCode: Int = 0;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
var cmd: String = inputs[1].get();
|
||||
var args: Dynamic = inputs[2].get();
|
||||
if (args != null) {
|
||||
exitCode = Krom.sysCommand(cmd, args);
|
||||
} else {
|
||||
exitCode = Krom.sysCommand(cmd);
|
||||
}
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
if (from == 1) return exitCode;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
@ -20,6 +20,7 @@ class LeenkxSendMessageNode extends LogicNode {
|
||||
}
|
||||
|
||||
override function run(from:Int) {
|
||||
#if js
|
||||
var connection = inputs[1].get();
|
||||
if (connection == null) return;
|
||||
var api: String = inputs[2].get();
|
||||
@ -348,6 +349,7 @@ class LeenkxSendMessageNode extends LogicNode {
|
||||
return;
|
||||
}
|
||||
}
|
||||
#end
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -13,7 +13,7 @@ class LoadUrlNode extends LogicNode {
|
||||
override function run(from: Int) {
|
||||
//System.loadUrl(inputs[1].get());
|
||||
|
||||
#if kha_html5
|
||||
#if js
|
||||
if (inputs[2].get()){
|
||||
var window = inputs[3].get() ? js.Browser.window.open(inputs[1].get(), "_blank", "width="+inputs[4].get()+",height="+inputs[5].get()+",left="+inputs[6].get()+",top="+inputs[7].get())
|
||||
: js.Browser.window.open(inputs[1].get(), "_blank");
|
||||
|
||||
@ -1,193 +0,0 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.object.Animation;
|
||||
import iron.object.Object;
|
||||
import iron.Scene;
|
||||
import kha.arrays.Float32Array;
|
||||
import iron.object.ObjectAnimation;
|
||||
|
||||
class PlayActionFromNode extends LogicNode {
|
||||
|
||||
var animation: Animation;
|
||||
var startFrame: Int;
|
||||
var endFrame: Int = -1;
|
||||
var loop: Bool;
|
||||
var reverse: Bool;
|
||||
var action: String;
|
||||
var actionR: String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
tree.notifyOnUpdate(update);
|
||||
}
|
||||
|
||||
function update() {
|
||||
if (animation != null && action == animation.action) {
|
||||
if (animation.currentFrame() == endFrame-1) {
|
||||
if (loop) animation.setFrame(startFrame);
|
||||
else {
|
||||
if (!animation.paused) {
|
||||
animation.pause();
|
||||
runOutput(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
var object: Object = inputs[1].get();
|
||||
action = inputs[2].get();
|
||||
startFrame = inputs[3].get();
|
||||
endFrame = inputs[4].get();
|
||||
var blendTime: Float = inputs[5].get();
|
||||
var speed: Float = inputs[6].get();
|
||||
loop = inputs[7].get();
|
||||
reverse = inputs[8].get();
|
||||
|
||||
if (object == null) return;
|
||||
animation = object.animation;
|
||||
if (animation == null) animation = object.getParentArmature(object.name);
|
||||
|
||||
if (reverse){
|
||||
var isnew = true;
|
||||
actionR = action+'Reverse';
|
||||
|
||||
if (animation.isSkinned){
|
||||
for(a in animation.armature.actions)
|
||||
if (a.name == actionR) isnew = false;
|
||||
|
||||
if (isnew){
|
||||
for(a in animation.armature.actions)
|
||||
if(a.name == action){
|
||||
var bones = [];
|
||||
var cn = [];
|
||||
for(bone in a.bones){
|
||||
var v = bone.anim.tracks[0];
|
||||
var len: Int = v.values.length;
|
||||
var val = new Float32Array(len);
|
||||
var l = Std.int(len/16);
|
||||
for(i in 0...l)
|
||||
for(j in 0...16){
|
||||
val[i*16+j] = v.values[(l-i)*16+j-16];
|
||||
}
|
||||
|
||||
if (bone.children != null){
|
||||
var cdn = [];
|
||||
for (child in bone.children)
|
||||
cdn.push(child.name);
|
||||
cn.push(cdn);
|
||||
} else cn.push(null);
|
||||
|
||||
var a: iron.data.SceneFormat.TObj = {
|
||||
type : bone.type,
|
||||
name : bone.name,
|
||||
transform : {
|
||||
//target : null,
|
||||
values : bone.transform.values
|
||||
},
|
||||
anim : {
|
||||
tracks : [{
|
||||
target : v.target,
|
||||
frames : v.frames,
|
||||
values : val,
|
||||
ref_values : null
|
||||
}]//,
|
||||
//begin : null,
|
||||
//end : null,
|
||||
//has_delta : null,
|
||||
//marker_frames : null,
|
||||
//marker_names : null
|
||||
},
|
||||
children : bone.children,
|
||||
data_ref : null
|
||||
}
|
||||
|
||||
if (bone.parent != null){
|
||||
a.parent = bone.parent;
|
||||
}
|
||||
|
||||
bones.push(a);
|
||||
}
|
||||
|
||||
for (i in 0...bones.length){
|
||||
var cd = [];
|
||||
if (cn[i] != null)
|
||||
for (name in cn[i])
|
||||
for (bone in bones)
|
||||
if (bone.name == name)
|
||||
cd.push(bone);
|
||||
bones[i].children = cd;
|
||||
}
|
||||
|
||||
for (i in 0...bones.length){
|
||||
if (bones[i].parent != null)
|
||||
for (bone in bones)
|
||||
if (bone.name == bones[i].parent.name)
|
||||
bones[i].parent = bone;
|
||||
|
||||
}
|
||||
|
||||
animation.armature.actions.push({
|
||||
name: actionR,
|
||||
bones: bones,
|
||||
mats: null});
|
||||
|
||||
var mats: Array<iron.math.Mat4> = [];
|
||||
for (bone in a.bones) mats.push(iron.math.Mat4.fromFloat32Array(bone.transform.values));
|
||||
|
||||
var castBoneAnim = cast(animation, iron.object.BoneAnimation);
|
||||
castBoneAnim.data.geom.actions.set(actionR, bones);
|
||||
castBoneAnim.data.geom.mats.set(actionR, mats);
|
||||
|
||||
for(o in iron.Scene.active.raw.objects)
|
||||
if (o.name == object.name) o.bone_actions.push('action_'+o.bone_actions[0].split('_')[1]+'_'+actionR);
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
var oaction = null;
|
||||
var tracks: Array<iron.data.SceneFormat.TTrack> = [];
|
||||
|
||||
var oactions = cast(animation, ObjectAnimation).oactions;
|
||||
|
||||
for (a in oactions)
|
||||
if (a != null && a.objects[0].name == actionR) isnew = false;
|
||||
|
||||
if (isnew){
|
||||
for (a in oactions){
|
||||
if (a != null && a.objects[0].name == action){
|
||||
oaction = a.objects[0];
|
||||
for(b in a.objects[0].anim.tracks){
|
||||
var val: Array<Float> = [];
|
||||
for(c in b.values) val.unshift(c);
|
||||
var vali = new Float32Array(val.length);
|
||||
for(i in 0...val.length) vali[i] = val[i];
|
||||
tracks.push({target: b.target, frames: b.frames, values: vali});
|
||||
}
|
||||
|
||||
oactions.push({
|
||||
objects: [{name: actionR,
|
||||
anim: {begin: oaction.anim.begin, end: oaction.anim.end, tracks: tracks},
|
||||
type: 'object',
|
||||
data_ref: '',
|
||||
transform: null}]});
|
||||
|
||||
for(o in iron.Scene.active.raw.objects)
|
||||
if (o.name == object.name) o.object_actions.push('action_'+actionR);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
animation.play(reverse ? actionR : action, function() {
|
||||
runOutput(1);
|
||||
}, blendTime, speed, loop);
|
||||
animation.update(startFrame * Scene.active.raw.frame_time);
|
||||
|
||||
runOutput(0);
|
||||
|
||||
}
|
||||
}
|
||||
@ -3,18 +3,32 @@ package leenkx.logicnode;
|
||||
class PromptNode extends LogicNode {
|
||||
|
||||
var input: String = null;
|
||||
var result: Dynamic;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_html5
|
||||
input = js.Browser.window.prompt(inputs[1].get(), inputs[2].get());
|
||||
|
||||
runOutput(0);
|
||||
#if js
|
||||
result = js.Browser.window.prompt(inputs[1].get(), inputs[2].get());
|
||||
if (Reflect.field(result, "loaded") != null) {
|
||||
tree.notifyOnUpdate(poll);
|
||||
} else {
|
||||
input = result;
|
||||
runOutput(0);
|
||||
}
|
||||
#end
|
||||
}
|
||||
|
||||
function poll() {
|
||||
#if js
|
||||
if (result.loaded) {
|
||||
tree.removeUpdate(poll);
|
||||
input = result.data;
|
||||
runOutput(0);
|
||||
}
|
||||
#end
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
|
||||
@ -40,12 +40,14 @@ class RenderElementNode extends LogicNode {
|
||||
tarElem.prepend(element);
|
||||
runOutput(0);
|
||||
case "innerHTML":
|
||||
var tarElem = js.Browser.document.querySelector(selector);
|
||||
tarElem.innerHTML = element.innerHTML;
|
||||
var html: String = inputs[2].get();
|
||||
if (html == null) { return; }
|
||||
element.innerHTML = html;
|
||||
runOutput(0);
|
||||
case "innerText":
|
||||
var tarElem = js.Browser.document.querySelector(selector);
|
||||
tarElem.innerText = element.innerText;
|
||||
var html: String = inputs[2].get();
|
||||
if (html == null){ return; }
|
||||
element.innerText = html;
|
||||
runOutput(0);
|
||||
case "insertAdjacentHTML":
|
||||
var tarElem = js.Browser.document.querySelector(selector);
|
||||
|
||||
@ -12,28 +12,7 @@ class RunJavascriptNode extends LogicNode {
|
||||
#if js
|
||||
var script = inputs[1].get();
|
||||
js.Syntax.code('(1, eval)({0})', script.toString());
|
||||
|
||||
var promise:Dynamic = null;//js.Syntax.code('(1, eval)({0})', script.toString());
|
||||
if (promise != null) {
|
||||
promise.then(
|
||||
function(_) {
|
||||
//if(leenkx.network.Leenkx.data.get(element) != 'undefined'){return}
|
||||
haxe.Timer.delay(function () {
|
||||
//promiseResult(element,html);
|
||||
return;
|
||||
}, 100);
|
||||
return;
|
||||
}).then(null, function(error) {
|
||||
trace("JS SYNTAX ERROR:" + error.toString());
|
||||
haxe.Timer.delay(function () {
|
||||
//promiseResult(element,html);
|
||||
return;
|
||||
}, 100);
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
runOutput(0);
|
||||
runOutput(0);
|
||||
#end
|
||||
|
||||
}
|
||||
|
||||
@ -10,6 +10,7 @@ class SetFirstPersonControllerNode extends LogicNode {
|
||||
}
|
||||
|
||||
override function run(from: Int): Void {
|
||||
#if lnx_physics
|
||||
// Control de las var de FirstPersonController...
|
||||
// Control FirstPersonController var
|
||||
|
||||
@ -60,6 +61,7 @@ class SetFirstPersonControllerNode extends LogicNode {
|
||||
// Alert the user if they do not have the trait assigning to the object.
|
||||
trace("ERROR: The object '" + object.name + "' does not have the FirstPersonController script assigning(assign it from (Object->add trait->bundle)).");
|
||||
}
|
||||
#end
|
||||
|
||||
runOutput(0);
|
||||
}
|
||||
|
||||
@ -1,41 +0,0 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import leenkx.renderpath.HosekWilkie;
|
||||
import iron.math.Vec4;
|
||||
|
||||
class SetHosekWilkiePropertiesNode extends LogicNode {
|
||||
|
||||
public var property0:String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
|
||||
var world = iron.Scene.active.world;
|
||||
|
||||
if(property0 == 'Turbidity/Ground Albedo'){
|
||||
world.raw.turbidity = inputs[1].get();
|
||||
world.raw.ground_albedo = inputs[2].get();
|
||||
}
|
||||
|
||||
if(property0 == 'Turbidity')
|
||||
world.raw.turbidity = inputs[1].get();
|
||||
|
||||
if(property0 == 'Ground Albedo')
|
||||
world.raw.ground_albedo = inputs[1].get();
|
||||
|
||||
if(property0 == 'Sun Direction'){
|
||||
var vec:Vec4 = inputs[1].get();
|
||||
world.raw.sun_direction[0] = vec.x;
|
||||
world.raw.sun_direction[1] = vec.y;
|
||||
world.raw.sun_direction[2] = vec.z;
|
||||
}
|
||||
|
||||
HosekWilkie.recompute(world);
|
||||
|
||||
runOutput(0);
|
||||
|
||||
}
|
||||
}
|
||||
@ -1,45 +0,0 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import leenkx.renderpath.Nishita;
|
||||
import iron.math.Vec4;
|
||||
|
||||
class SetNishitaPropertiesNode extends LogicNode {
|
||||
|
||||
public var property0:String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
|
||||
var world = iron.Scene.active.world;
|
||||
|
||||
if(property0 == 'Density'){
|
||||
world.raw.nishita_density[0] = inputs[1].get();
|
||||
world.raw.nishita_density[1] = inputs[2].get();
|
||||
world.raw.nishita_density[2] = inputs[3].get();
|
||||
}
|
||||
|
||||
if(property0 == 'Air')
|
||||
world.raw.nishita_density[0] = inputs[1].get();
|
||||
|
||||
if(property0 == 'Dust')
|
||||
world.raw.nishita_density[1] = inputs[1].get();
|
||||
|
||||
if(property0 == 'Ozone')
|
||||
world.raw.nishita_density[2] = inputs[1].get();
|
||||
|
||||
if(property0 == 'Sun Direction'){
|
||||
var vec:Vec4 = inputs[1].get();
|
||||
world.raw.sun_direction[0] = vec.x;
|
||||
world.raw.sun_direction[1] = vec.y;
|
||||
world.raw.sun_direction[2] = vec.z;
|
||||
}
|
||||
|
||||
Nishita.recompute(world);
|
||||
|
||||
runOutput(0);
|
||||
|
||||
}
|
||||
}
|
||||
@ -10,6 +10,7 @@ class SetOverheadPersonControllerNode extends LogicNode {
|
||||
}
|
||||
|
||||
override function run(from: Int): Void {
|
||||
#if lnx_physics
|
||||
// Control de las var de OverheadPersonController...
|
||||
// Control OverheadPersonController var
|
||||
|
||||
@ -58,6 +59,7 @@ class SetOverheadPersonControllerNode extends LogicNode {
|
||||
// Alert the user if they do not have the trait assigning to the object..
|
||||
trace("ERROR: The object '" + objectTrait.name + "' does not have the OverheadPersonController script assigning(assign it from (Object->add trait->bundle)).");
|
||||
}
|
||||
#end
|
||||
|
||||
runOutput(0);
|
||||
}
|
||||
|
||||
23
leenkx/Sources/leenkx/logicnode/SetWorldColorNode.hx
Normal file
23
leenkx/Sources/leenkx/logicnode/SetWorldColorNode.hx
Normal file
@ -0,0 +1,23 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.math.Vec4;
|
||||
|
||||
class SetWorldColorNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
var world = iron.Scene.active.world;
|
||||
var raw = world.raw;
|
||||
|
||||
var vec:Vec4 = inputs[1].get();
|
||||
var r = Std.int(Math.max(0, Math.min(1, vec.x)) * 255);
|
||||
var g = Std.int(Math.max(0, Math.min(1, vec.y)) * 255);
|
||||
var b = Std.int(Math.max(0, Math.min(1, vec.z)) * 255);
|
||||
raw.background_color = (r << 16) | (g << 8) | b;
|
||||
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
63
leenkx/Sources/leenkx/logicnode/SetWorldSkyNode.hx
Normal file
63
leenkx/Sources/leenkx/logicnode/SetWorldSkyNode.hx
Normal file
@ -0,0 +1,63 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import leenkx.renderpath.Sky;
|
||||
import leenkx.renderpath.HosekWilkie;
|
||||
import iron.math.Vec4;
|
||||
|
||||
class SetWorldSkyNode extends LogicNode {
|
||||
|
||||
public var property0:String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
var world = iron.Scene.active.world;
|
||||
var raw = world.raw;
|
||||
|
||||
if (property0 == 'hosek') {
|
||||
raw.turbidity = inputs[1].get();
|
||||
raw.ground_albedo = inputs[2].get();
|
||||
var vec:Vec4 = inputs[3].get();
|
||||
if (raw.sun_direction == null) raw.sun_direction = new kha.arrays.Float32Array(3);
|
||||
raw.sun_direction[0] = vec.x;
|
||||
raw.sun_direction[1] = vec.y;
|
||||
raw.sun_direction[2] = vec.z;
|
||||
HosekWilkie.recompute(world);
|
||||
}
|
||||
else if (property0 == 'single') {
|
||||
if (raw.sky_density == null) raw.sky_density = new kha.arrays.Float32Array(3);
|
||||
raw.sky_density[0] = inputs[1].get();
|
||||
raw.sky_density[1] = inputs[2].get();
|
||||
raw.sky_density[2] = inputs[3].get();
|
||||
raw.sky_altitude = inputs[4].get();
|
||||
var vec:Vec4 = inputs[5].get();
|
||||
if (raw.sun_direction == null) raw.sun_direction = new kha.arrays.Float32Array(3);
|
||||
raw.sun_direction[0] = vec.x;
|
||||
raw.sun_direction[1] = vec.y;
|
||||
raw.sun_direction[2] = vec.z;
|
||||
Sky.recomputeSingleScatter(world);
|
||||
}
|
||||
else if (property0 == 'multi') {
|
||||
if (raw.sky_density == null) raw.sky_density = new kha.arrays.Float32Array(3);
|
||||
raw.sky_density[0] = inputs[1].get();
|
||||
raw.sky_density[1] = inputs[2].get();
|
||||
raw.sky_density[2] = inputs[3].get();
|
||||
raw.sky_sun_elevation = inputs[4].get();
|
||||
raw.sky_sun_rotation = inputs[5].get();
|
||||
raw.sky_sun_size = inputs[6].get();
|
||||
raw.sky_sun_intensity = inputs[7].get();
|
||||
raw.sky_altitude = inputs[8].get();
|
||||
raw.sky_sun_disc = inputs[9].get() ? 1 : 0;
|
||||
var vec:Vec4 = inputs[10].get();
|
||||
if (raw.sun_direction == null) raw.sun_direction = new kha.arrays.Float32Array(3);
|
||||
raw.sun_direction[0] = vec.x;
|
||||
raw.sun_direction[1] = vec.y;
|
||||
raw.sun_direction[2] = vec.z;
|
||||
Sky.recomputeMultiScatter(world);
|
||||
}
|
||||
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
25
leenkx/Sources/leenkx/logicnode/SetWorldTextureNode.hx
Normal file
25
leenkx/Sources/leenkx/logicnode/SetWorldTextureNode.hx
Normal file
@ -0,0 +1,25 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class SetWorldTextureNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
var world = iron.Scene.active.world;
|
||||
var raw = world.raw;
|
||||
|
||||
if (world.probe != null) {
|
||||
world.probe.raw.strength = inputs[1].get();
|
||||
}
|
||||
|
||||
var envmap:String = inputs[2].get();
|
||||
if (envmap != null && envmap != '' && envmap != raw.envmap) {
|
||||
raw.envmap = envmap;
|
||||
world.loadEnvmap(function(w) {});
|
||||
}
|
||||
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
16
leenkx/Sources/leenkx/logicnode/WebviewCountNode.hx
Normal file
16
leenkx/Sources/leenkx/logicnode/WebviewCountNode.hx
Normal file
@ -0,0 +1,16 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewCountNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
#if kha_krom
|
||||
return Krom.webviewCount();
|
||||
#else
|
||||
return 0;
|
||||
#end
|
||||
}
|
||||
}
|
||||
50
leenkx/Sources/leenkx/logicnode/WebviewCreateNode.hx
Normal file
50
leenkx/Sources/leenkx/logicnode/WebviewCreateNode.hx
Normal file
@ -0,0 +1,50 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewCreateNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
var parentWindow: Int = (property0 == "embedded") ? 0 : -1;
|
||||
var x: Int = inputs[1].get();
|
||||
var y: Int = inputs[2].get();
|
||||
var width: Int = inputs[3].get();
|
||||
var height: Int = inputs[4].get();
|
||||
var transparent: Bool = inputs[5].get();
|
||||
var title: String = inputs[6].get();
|
||||
var html: String = inputs[7].get();
|
||||
var url: String = inputs[8].get();
|
||||
var show: Bool = inputs[9].get();
|
||||
|
||||
#if kha_krom
|
||||
var options: Dynamic = {
|
||||
parentWindow: parentWindow,
|
||||
x: x,
|
||||
y: y,
|
||||
width: width,
|
||||
height: height,
|
||||
transparent: transparent,
|
||||
title: title
|
||||
};
|
||||
var id: Int = Krom.webviewCreate(options);
|
||||
if (html != null && html != "") Krom.webviewLoadHTML(id, html);
|
||||
if (url != null && url != "") Krom.webviewLoadURL(id, url);
|
||||
if (show) Krom.webviewShow(id);
|
||||
#else
|
||||
var id: Int = -1;
|
||||
#end
|
||||
|
||||
this.id = id;
|
||||
runOutput(0);
|
||||
}
|
||||
|
||||
var id: Int = -1;
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
return id;
|
||||
}
|
||||
}
|
||||
31
leenkx/Sources/leenkx/logicnode/WebviewDOMNode.hx
Normal file
31
leenkx/Sources/leenkx/logicnode/WebviewDOMNode.hx
Normal file
@ -0,0 +1,31 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewDOMNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
if (property0 == "set") {
|
||||
var id: Int = inputs[1].get();
|
||||
Krom.webviewSetActiveDOM(id);
|
||||
}
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
#if kha_krom
|
||||
if (property0 == "get") {
|
||||
return Krom.webviewGetActiveDOM();
|
||||
}
|
||||
#else
|
||||
return -1;
|
||||
#end
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
16
leenkx/Sources/leenkx/logicnode/WebviewDestroyNode.hx
Normal file
16
leenkx/Sources/leenkx/logicnode/WebviewDestroyNode.hx
Normal file
@ -0,0 +1,16 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewDestroyNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
var id: Int = inputs[1].get();
|
||||
Krom.webviewDestroy(id);
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
24
leenkx/Sources/leenkx/logicnode/WebviewDevSettingsNode.hx
Normal file
24
leenkx/Sources/leenkx/logicnode/WebviewDevSettingsNode.hx
Normal file
@ -0,0 +1,24 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewDevSettingsNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
var id: Int = inputs[1].get();
|
||||
var enabled: Bool = inputs[2].get();
|
||||
if (property0 == "devtools") {
|
||||
Krom.webviewEnableDevTools(id, enabled);
|
||||
}
|
||||
else {
|
||||
Krom.webviewSetContextMenu(id, enabled);
|
||||
}
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
17
leenkx/Sources/leenkx/logicnode/WebviewEvalJSNode.hx
Normal file
17
leenkx/Sources/leenkx/logicnode/WebviewEvalJSNode.hx
Normal file
@ -0,0 +1,17 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewEvalJSNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
var id: Int = inputs[1].get();
|
||||
var jsCode: String = inputs[2].get();
|
||||
Krom.webviewEvalJS(id, jsCode);
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
31
leenkx/Sources/leenkx/logicnode/WebviewFullscreenNode.hx
Normal file
31
leenkx/Sources/leenkx/logicnode/WebviewFullscreenNode.hx
Normal file
@ -0,0 +1,31 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewFullscreenNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
if (property0 == "set") {
|
||||
var id: Int = inputs[1].get();
|
||||
var fullscreen: Bool = inputs[2].get();
|
||||
Krom.webviewSetFullscreen(id, fullscreen);
|
||||
}
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
#if kha_krom
|
||||
if (property0 == "get") {
|
||||
var id: Int = inputs[0].get();
|
||||
return Krom.webviewIsFullscreen(id);
|
||||
}
|
||||
#end
|
||||
return false;
|
||||
}
|
||||
}
|
||||
26
leenkx/Sources/leenkx/logicnode/WebviewGetDimensionsNode.hx
Normal file
26
leenkx/Sources/leenkx/logicnode/WebviewGetDimensionsNode.hx
Normal file
@ -0,0 +1,26 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewGetDimensionsNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
#if kha_krom
|
||||
var id: Int = inputs[0].get();
|
||||
if (property0 == "position") {
|
||||
if (from == 0) return Krom.webviewGetX(id);
|
||||
else return Krom.webviewGetY(id);
|
||||
}
|
||||
else {
|
||||
if (from == 0) return Krom.webviewGetWidth(id);
|
||||
else return Krom.webviewGetHeight(id);
|
||||
}
|
||||
#else
|
||||
return 0;
|
||||
#end
|
||||
}
|
||||
}
|
||||
17
leenkx/Sources/leenkx/logicnode/WebviewIsValidNode.hx
Normal file
17
leenkx/Sources/leenkx/logicnode/WebviewIsValidNode.hx
Normal file
@ -0,0 +1,17 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewIsValidNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
#if kha_krom
|
||||
var id: Int = inputs[0].get();
|
||||
return Krom.webviewIsValid(id);
|
||||
#else
|
||||
return false;
|
||||
#end
|
||||
}
|
||||
}
|
||||
25
leenkx/Sources/leenkx/logicnode/WebviewLoadNode.hx
Normal file
25
leenkx/Sources/leenkx/logicnode/WebviewLoadNode.hx
Normal file
@ -0,0 +1,25 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewLoadNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
var id: Int = inputs[1].get();
|
||||
if (property0 == "html") {
|
||||
var html: String = inputs[2].get();
|
||||
Krom.webviewLoadHTML(id, html);
|
||||
}
|
||||
else {
|
||||
var url: String = inputs[2].get();
|
||||
Krom.webviewLoadURL(id, url);
|
||||
}
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
22
leenkx/Sources/leenkx/logicnode/WebviewNavigationNode.hx
Normal file
22
leenkx/Sources/leenkx/logicnode/WebviewNavigationNode.hx
Normal file
@ -0,0 +1,22 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewNavigationNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
var id: Int = inputs[1].get();
|
||||
switch (property0) {
|
||||
case "go_back": Krom.webviewGoBack(id);
|
||||
case "go_forward": Krom.webviewGoForward(id);
|
||||
case "reload": Krom.webviewReload(id);
|
||||
}
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,20 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewNavigationStateNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
#if kha_krom
|
||||
var id: Int = inputs[0].get();
|
||||
if (property0 == "can_go_back") return Krom.webviewCanGoBack(id);
|
||||
else return Krom.webviewCanGoForward(id);
|
||||
#else
|
||||
return false;
|
||||
#end
|
||||
}
|
||||
}
|
||||
46
leenkx/Sources/leenkx/logicnode/WebviewOnEventNode.hx
Normal file
46
leenkx/Sources/leenkx/logicnode/WebviewOnEventNode.hx
Normal file
@ -0,0 +1,46 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewOnEventNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
|
||||
var message: String = "";
|
||||
var error: String = "";
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
var id: Int = inputs[0].get();
|
||||
var self = this;
|
||||
switch (property0) {
|
||||
case "message":
|
||||
Krom.webviewSetOnMessage(id, function(msg) { self.onEvent(msg); });
|
||||
case "load":
|
||||
Krom.webviewSetOnLoad(id, function() { self.onEvent(null); });
|
||||
case "error":
|
||||
Krom.webviewSetOnError(id, function(err) { self.onEvent(err); });
|
||||
case "close":
|
||||
Krom.webviewSetOnClose(id, function() { self.onEvent(null); });
|
||||
}
|
||||
#end
|
||||
}
|
||||
|
||||
function onEvent(data: String) {
|
||||
if (data != null) {
|
||||
if (property0 == "message") this.message = data;
|
||||
else if (property0 == "error") this.error = data;
|
||||
}
|
||||
runOutput(0);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
if (from == 1) {
|
||||
if (property0 == "message") return message;
|
||||
if (property0 == "error") return error;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
20
leenkx/Sources/leenkx/logicnode/WebviewPageInfoNode.hx
Normal file
20
leenkx/Sources/leenkx/logicnode/WebviewPageInfoNode.hx
Normal file
@ -0,0 +1,20 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewPageInfoNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
#if kha_krom
|
||||
var id: Int = inputs[0].get();
|
||||
if (property0 == "url") return Krom.webviewGetURL(id);
|
||||
else return Krom.webviewGetPageTitle(id);
|
||||
#else
|
||||
return "";
|
||||
#end
|
||||
}
|
||||
}
|
||||
17
leenkx/Sources/leenkx/logicnode/WebviewSendNode.hx
Normal file
17
leenkx/Sources/leenkx/logicnode/WebviewSendNode.hx
Normal file
@ -0,0 +1,17 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewSendNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
var id: Int = inputs[1].get();
|
||||
var message: String = inputs[2].get();
|
||||
Krom.webviewSend(id, message);
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
33
leenkx/Sources/leenkx/logicnode/WebviewSetDimensionsNode.hx
Normal file
33
leenkx/Sources/leenkx/logicnode/WebviewSetDimensionsNode.hx
Normal file
@ -0,0 +1,33 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewSetDimensionsNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
var id: Int = inputs[1].get();
|
||||
switch (property0) {
|
||||
case "resize":
|
||||
var width: Int = inputs[2].get();
|
||||
var height: Int = inputs[3].get();
|
||||
Krom.webviewResize(id, width, height);
|
||||
case "move":
|
||||
var x: Int = inputs[2].get();
|
||||
var y: Int = inputs[3].get();
|
||||
Krom.webviewMove(id, x, y);
|
||||
case "set_bounds":
|
||||
var x: Int = inputs[2].get();
|
||||
var y: Int = inputs[3].get();
|
||||
var width: Int = inputs[4].get();
|
||||
var height: Int = inputs[5].get();
|
||||
Krom.webviewSetBounds(id, x, y, width, height);
|
||||
}
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
28
leenkx/Sources/leenkx/logicnode/WebviewSetPropertyNode.hx
Normal file
28
leenkx/Sources/leenkx/logicnode/WebviewSetPropertyNode.hx
Normal file
@ -0,0 +1,28 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewSetPropertyNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
var id: Int = inputs[1].get();
|
||||
switch (property0) {
|
||||
case "transparent":
|
||||
var value: Bool = inputs[2].get();
|
||||
Krom.webviewSetTransparent(id, value);
|
||||
case "click_through":
|
||||
var value: Bool = inputs[2].get();
|
||||
Krom.webviewSetClickThrough(id, value);
|
||||
case "title":
|
||||
var value: String = inputs[2].get();
|
||||
Krom.webviewSetTitle(id, value);
|
||||
}
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
23
leenkx/Sources/leenkx/logicnode/WebviewVisibilityNode.hx
Normal file
23
leenkx/Sources/leenkx/logicnode/WebviewVisibilityNode.hx
Normal file
@ -0,0 +1,23 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewVisibilityNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
var id: Int = inputs[1].get();
|
||||
if (property0 == "show") {
|
||||
Krom.webviewShow(id);
|
||||
}
|
||||
else {
|
||||
Krom.webviewHide(id);
|
||||
}
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
22
leenkx/Sources/leenkx/logicnode/WebviewWindowActionsNode.hx
Normal file
22
leenkx/Sources/leenkx/logicnode/WebviewWindowActionsNode.hx
Normal file
@ -0,0 +1,22 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class WebviewWindowActionsNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if kha_krom
|
||||
var id: Int = inputs[1].get();
|
||||
switch (property0) {
|
||||
case "minimize": Krom.webviewMinimize(id);
|
||||
case "maximize": Krom.webviewMaximize(id);
|
||||
case "restore": Krom.webviewRestore(id);
|
||||
}
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
@ -18,7 +18,7 @@ class Uniforms {
|
||||
iron.object.Uniforms.externalTextureLinks = [textureLink];
|
||||
iron.object.Uniforms.externalVec2Links = [vec2Link];
|
||||
iron.object.Uniforms.externalVec3Links = [vec3Link];
|
||||
iron.object.Uniforms.externalVec4Links = [];
|
||||
iron.object.Uniforms.externalVec4Links = [vec4Link];
|
||||
iron.object.Uniforms.externalFloatLinks = [floatLink];
|
||||
iron.object.Uniforms.externalFloatsLinks = [floatsLink];
|
||||
iron.object.Uniforms.externalIntLinks = [intLink];
|
||||
@ -26,9 +26,13 @@ class Uniforms {
|
||||
|
||||
public static function textureLink(object: Object, mat: MaterialData, link: String): Null<kha.Image> {
|
||||
switch (link) {
|
||||
case "_nishitaLUT": {
|
||||
if (leenkx.renderpath.Nishita.data == null) leenkx.renderpath.Nishita.recompute(Scene.active.world);
|
||||
return leenkx.renderpath.Nishita.data.lut;
|
||||
case "_singleScatterLUT": {
|
||||
if (leenkx.renderpath.Sky.singleScatterData == null) leenkx.renderpath.Sky.recomputeSingleScatter(Scene.active.world);
|
||||
return leenkx.renderpath.Sky.singleScatterData.lut;
|
||||
}
|
||||
case "_multiScatterLUT": {
|
||||
if (leenkx.renderpath.Sky.multiScatterData == null) leenkx.renderpath.Sky.recomputeMultiScatter(Scene.active.world);
|
||||
return leenkx.renderpath.Sky.multiScatterData.lut;
|
||||
}
|
||||
#if lnx_ltc
|
||||
case "_ltcMat": {
|
||||
@ -169,6 +173,17 @@ class Uniforms {
|
||||
}
|
||||
}
|
||||
#end
|
||||
case "_multiScatterSunTop": {
|
||||
if (leenkx.renderpath.Sky.multiScatterData == null) {
|
||||
leenkx.renderpath.Sky.recomputeMultiScatter(Scene.active.world);
|
||||
}
|
||||
if (leenkx.renderpath.Sky.multiScatterData != null) {
|
||||
v = iron.object.Uniforms.helpVec;
|
||||
v.x = leenkx.renderpath.Sky.multiScatterData.sunTop.x;
|
||||
v.y = leenkx.renderpath.Sky.multiScatterData.sunTop.y;
|
||||
v.z = leenkx.renderpath.Sky.multiScatterData.sunTop.z;
|
||||
}
|
||||
}
|
||||
}
|
||||
return v;
|
||||
}
|
||||
@ -176,13 +191,13 @@ class Uniforms {
|
||||
public static function vec2Link(object: Object, mat: MaterialData, link: String): Null<iron.math.Vec4> {
|
||||
var v: Vec4 = null;
|
||||
switch (link) {
|
||||
case "_nishitaDensity": {
|
||||
case "_skyDensity": {
|
||||
var w = Scene.active.world;
|
||||
if (w != null) {
|
||||
v = iron.object.Uniforms.helpVec;
|
||||
// We only need Rayleigh and Mie density in the sky shader -> Vec2
|
||||
v.x = w.raw.nishita_density[0];
|
||||
v.y = w.raw.nishita_density[1];
|
||||
v.x = w.raw.sky_density[0];
|
||||
v.y = w.raw.sky_density[1];
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -190,6 +205,35 @@ class Uniforms {
|
||||
return v;
|
||||
}
|
||||
|
||||
public static function vec4Link(object: Object, mat: MaterialData, link: String): Null<iron.math.Vec4> {
|
||||
var v: Vec4 = null;
|
||||
switch (link) {
|
||||
case "_multiScatterParams": {
|
||||
var w = Scene.active.world;
|
||||
if (w != null && w.raw.sky_sun_elevation != null) {
|
||||
v = iron.object.Uniforms.helpVec;
|
||||
v.x = w.raw.sky_sun_elevation;
|
||||
v.y = w.raw.sky_sun_rotation != null ? w.raw.sky_sun_rotation : 0.0;
|
||||
v.z = w.raw.sky_sun_size != null ? w.raw.sky_sun_size : 0.545;
|
||||
v.w = w.raw.sky_sun_intensity != null ? w.raw.sky_sun_intensity : 1.0;
|
||||
}
|
||||
}
|
||||
case "_multiScatterSunBottom": {
|
||||
if (leenkx.renderpath.Sky.multiScatterData == null) {
|
||||
leenkx.renderpath.Sky.recomputeMultiScatter(Scene.active.world);
|
||||
}
|
||||
if (leenkx.renderpath.Sky.multiScatterData != null) {
|
||||
v = iron.object.Uniforms.helpVec;
|
||||
v.x = leenkx.renderpath.Sky.multiScatterData.sunBottom.x;
|
||||
v.y = leenkx.renderpath.Sky.multiScatterData.sunBottom.y;
|
||||
v.z = leenkx.renderpath.Sky.multiScatterData.sunBottom.z;
|
||||
v.w = leenkx.renderpath.Sky.multiScatterData.earthIntersectionAngle;
|
||||
}
|
||||
}
|
||||
}
|
||||
return v;
|
||||
}
|
||||
|
||||
public static function floatLink(object: Object, mat: MaterialData, link: String): Null<kha.FastFloat> {
|
||||
switch (link) {
|
||||
#if rp_dynres
|
||||
|
||||
@ -62,22 +62,25 @@ abstract class Downsampler {
|
||||
|
||||
private class DownsamplerFragment extends Downsampler {
|
||||
|
||||
var rtName: String;
|
||||
|
||||
public function new(path: RenderPath, shaderPassHandle: String, rtName: String, maxNumMips: Int) {
|
||||
super(path, shaderPassHandle, maxNumMips);
|
||||
this.rtName = rtName;
|
||||
path.loadShader(shaderPassHandle);
|
||||
}
|
||||
|
||||
var prevScale = 1.0;
|
||||
for (i in 0...maxNumMips) {
|
||||
function ensureMipTarget(i: Int): RenderTarget {
|
||||
if (mipmaps[i] == null) {
|
||||
var t = new RenderTargetRaw();
|
||||
t.name = rtName + "_mip_" + i;
|
||||
t.width = 0;
|
||||
t.height = 0;
|
||||
t.scale = (prevScale *= 0.5);
|
||||
t.scale = Math.pow(0.5, i + 1);
|
||||
t.format = Inc.getHdrFormat();
|
||||
|
||||
mipmaps[i] = path.createRenderTarget(t);
|
||||
}
|
||||
|
||||
path.loadShader(shaderPassHandle);
|
||||
return mipmaps[i];
|
||||
}
|
||||
|
||||
public function dispatch(srcImageName: String, numMips: Int = 0) {
|
||||
@ -95,9 +98,10 @@ private class DownsamplerFragment extends Downsampler {
|
||||
Downsampler.numMipLevels = numMips;
|
||||
for (i in 0...numMips) {
|
||||
Downsampler.currentMipLevel = i;
|
||||
path.setTarget(mipmaps[i].raw.name);
|
||||
var mip = ensureMipTarget(i);
|
||||
path.setTarget(mip.raw.name);
|
||||
path.clearTarget();
|
||||
path.bindTarget(i == 0 ? srcImageName : mipmaps[i - 1].raw.name, "tex");
|
||||
path.bindTarget(i == 0 ? srcImageName : ensureMipTarget(i - 1).raw.name, "tex");
|
||||
path.drawShader(shaderPassHandle);
|
||||
}
|
||||
}
|
||||
|
||||
@ -2,6 +2,7 @@ package leenkx.renderpath;
|
||||
|
||||
import iron.RenderPath;
|
||||
import iron.object.LightObject;
|
||||
import iron.object.Clipmap;
|
||||
|
||||
import leenkx.math.Helper;
|
||||
import kha.arrays.Float32Array;
|
||||
@ -22,6 +23,7 @@ class Inc {
|
||||
#end
|
||||
|
||||
#if (rp_voxels != "Off")
|
||||
static var voxelClipmapsArray:Float32Array = null;
|
||||
static var voxel_sh0:kha.graphics4.ComputeShader = null;
|
||||
static var voxel_sh1:kha.graphics4.ComputeShader = null;
|
||||
static var voxel_ta0:kha.graphics4.TextureUnit;
|
||||
@ -37,7 +39,6 @@ class Inc {
|
||||
#if (rp_voxels == "Voxel GI")
|
||||
static var voxel_td1:kha.graphics4.TextureUnit;
|
||||
static var voxel_te1:kha.graphics4.TextureUnit;
|
||||
static var voxel_tf1:kha.graphics4.TextureUnit;
|
||||
static var voxel_cc1:kha.graphics4.ConstantLocation;
|
||||
#else
|
||||
#if lnx_voxelgi_shadows
|
||||
@ -92,31 +93,6 @@ class Inc {
|
||||
static var voxel_cc4:kha.graphics4.ConstantLocation;
|
||||
static var voxel_cd4:kha.graphics4.ConstantLocation;
|
||||
|
||||
static var voxel_sh5:kha.graphics4.ComputeShader = null;
|
||||
static var voxel_ta5:kha.graphics4.TextureUnit;
|
||||
static var voxel_te5:kha.graphics4.TextureUnit;
|
||||
static var voxel_tf5:kha.graphics4.TextureUnit;
|
||||
static var voxel_tg5:kha.graphics4.TextureUnit;
|
||||
static var voxel_ca5:kha.graphics4.ConstantLocation;
|
||||
static var voxel_cb5:kha.graphics4.ConstantLocation;
|
||||
static var voxel_cc5:kha.graphics4.ConstantLocation;
|
||||
static var voxel_cd5:kha.graphics4.ConstantLocation;
|
||||
static var voxel_ce5:kha.graphics4.ConstantLocation;
|
||||
static var voxel_cf5:kha.graphics4.ConstantLocation;
|
||||
static var voxel_cg5:kha.graphics4.ConstantLocation;
|
||||
#if rp_shadowmap
|
||||
static var voxel_tb5:kha.graphics4.TextureUnit;
|
||||
static var voxel_tc5:kha.graphics4.TextureUnit;
|
||||
static var voxel_td5:kha.graphics4.TextureUnit;
|
||||
static var voxel_ch5:kha.graphics4.ConstantLocation;
|
||||
static var voxel_ci5:kha.graphics4.ConstantLocation;
|
||||
static var voxel_cj5:kha.graphics4.ConstantLocation;
|
||||
static var voxel_ck5:kha.graphics4.ConstantLocation;
|
||||
#if lnx_shadowmap_atlas
|
||||
static var voxel_cl5:kha.graphics4.ConstantLocation;
|
||||
static var voxel_cm5:kha.graphics4.ConstantLocation;
|
||||
#end
|
||||
#end
|
||||
#end //rp_voxels == "Voxel GI"
|
||||
#end //rp_voxels != "Off"
|
||||
|
||||
@ -617,9 +593,6 @@ class Inc {
|
||||
// Init voxels
|
||||
#if (rp_voxels != 'Off')
|
||||
initGI();
|
||||
#if (rp_voxels == "Voxel GI")
|
||||
initGI("voxelsLight");
|
||||
#end
|
||||
#end
|
||||
#end // lnx_config
|
||||
}
|
||||
@ -740,12 +713,6 @@ class Inc {
|
||||
t.height = res * Main.voxelgiClipmapCount;
|
||||
t.depth = res;
|
||||
}
|
||||
else if (t.name == "voxelsLight") {
|
||||
t.format = "R32UI";
|
||||
t.width = res;
|
||||
t.height = res * Main.voxelgiClipmapCount;
|
||||
t.depth = res * 3; // Store R, G, B in separate z-slices
|
||||
}
|
||||
else if (t.name == "voxelsOut" || t.name == "voxelsOutB") {
|
||||
#if (rp_voxels == "Voxel AO")
|
||||
t.format = "R8";
|
||||
@ -877,8 +844,7 @@ class Inc {
|
||||
|
||||
#if (rp_voxels == "Voxel GI")
|
||||
voxel_td1 = voxel_sh1.getTextureUnit("voxelsSampler");
|
||||
voxel_te1 = voxel_sh1.getTextureUnit("voxelsLight");
|
||||
voxel_tf1 = voxel_sh1.getTextureUnit("SDF");
|
||||
voxel_te1 = voxel_sh1.getTextureUnit("SDF");
|
||||
voxel_cc1 = voxel_sh1.getConstantLocation("envmapStrength");
|
||||
#else
|
||||
#if lnx_voxelgi_shadows
|
||||
@ -951,38 +917,27 @@ class Inc {
|
||||
voxel_cc4 = voxel_sh4.getConstantLocation("eye");
|
||||
voxel_cd4 = voxel_sh4.getConstantLocation("postprocess_resolution");
|
||||
}
|
||||
if (voxel_sh5 == null)
|
||||
{
|
||||
voxel_sh5 = path.getComputeShader("voxel_light");
|
||||
voxel_ta5 = voxel_sh5.getTextureUnit("voxelsLight");
|
||||
voxel_te5 = voxel_sh5.getTextureUnit("voxels");
|
||||
voxel_tf5 = voxel_sh5.getTextureUnit("voxelsSampler");
|
||||
voxel_tg5 = voxel_sh5.getTextureUnit("voxelsSDFSampler");
|
||||
#end
|
||||
}
|
||||
|
||||
voxel_ca5 = voxel_sh5.getConstantLocation("clipmaps");
|
||||
voxel_cb5 = voxel_sh5.getConstantLocation("clipmapLevel");
|
||||
|
||||
voxel_cc5 = voxel_sh5.getConstantLocation("lightPos");
|
||||
voxel_cd5 = voxel_sh5.getConstantLocation("lightColor");
|
||||
voxel_ce5 = voxel_sh5.getConstantLocation("lightType");
|
||||
voxel_cf5 = voxel_sh5.getConstantLocation("lightDir");
|
||||
voxel_cg5 = voxel_sh5.getConstantLocation("spotData");
|
||||
#if rp_shadowmap
|
||||
voxel_tb5 = voxel_sh5.getTextureUnit("shadowMap");
|
||||
voxel_tc5 = voxel_sh5.getTextureUnit("shadowMapSpot");
|
||||
voxel_td5 = voxel_sh5.getTextureUnit("shadowMapPoint");
|
||||
|
||||
voxel_ch5 = voxel_sh5.getConstantLocation("lightShadow");
|
||||
voxel_ci5 = voxel_sh5.getConstantLocation("lightProj");
|
||||
voxel_cj5 = voxel_sh5.getConstantLocation("LVP");
|
||||
voxel_ck5 = voxel_sh5.getConstantLocation("shadowsBias");
|
||||
#if lnx_shadowmap_atlas
|
||||
voxel_cl5 = voxel_sh5.getConstantLocation("index");
|
||||
voxel_cm5 = voxel_sh5.getConstantLocation("pointLightDataArray");
|
||||
#end
|
||||
#end
|
||||
public static function fillVoxelClipmapsArray(clipmaps: Array<Clipmap>): Float32Array {
|
||||
if (voxelClipmapsArray == null || voxelClipmapsArray.length != Main.voxelgiClipmapCount * 10) {
|
||||
voxelClipmapsArray = new Float32Array(Main.voxelgiClipmapCount * 10);
|
||||
}
|
||||
#end
|
||||
var fa = voxelClipmapsArray;
|
||||
for (i in 0...Main.voxelgiClipmapCount) {
|
||||
fa[i * 10] = clipmaps[i].voxelSize;
|
||||
fa[i * 10 + 1] = clipmaps[i].extents.x;
|
||||
fa[i * 10 + 2] = clipmaps[i].extents.y;
|
||||
fa[i * 10 + 3] = clipmaps[i].extents.z;
|
||||
fa[i * 10 + 4] = clipmaps[i].center.x;
|
||||
fa[i * 10 + 5] = clipmaps[i].center.y;
|
||||
fa[i * 10 + 6] = clipmaps[i].center.z;
|
||||
fa[i * 10 + 7] = clipmaps[i].offset_prev.x;
|
||||
fa[i * 10 + 8] = clipmaps[i].offset_prev.y;
|
||||
fa[i * 10 + 9] = clipmaps[i].offset_prev.z;
|
||||
}
|
||||
return fa;
|
||||
}
|
||||
|
||||
public static function computeVoxelsOffsetPrev(g: kha.graphics4.Graphics) {
|
||||
@ -996,19 +951,7 @@ class Inc {
|
||||
g.setImageTexture(voxel_ta0, rts.get("voxelsOut").image);
|
||||
g.setImageTexture(voxel_tb0, rts.get("voxelsOutB").image);
|
||||
|
||||
var fa:Float32Array = new Float32Array(Main.voxelgiClipmapCount * 10);
|
||||
for (i in 0...Main.voxelgiClipmapCount) {
|
||||
fa[i * 10] = clipmaps[i].voxelSize;
|
||||
fa[i * 10 + 1] = clipmaps[i].extents.x;
|
||||
fa[i * 10 + 2] = clipmaps[i].extents.y;
|
||||
fa[i * 10 + 3] = clipmaps[i].extents.z;
|
||||
fa[i * 10 + 4] = clipmaps[i].center.x;
|
||||
fa[i * 10 + 5] = clipmaps[i].center.y;
|
||||
fa[i * 10 + 6] = clipmaps[i].center.z;
|
||||
fa[i * 10 + 7] = clipmaps[i].offset_prev.x;
|
||||
fa[i * 10 + 8] = clipmaps[i].offset_prev.y;
|
||||
fa[i * 10 + 9] = clipmaps[i].offset_prev.z;
|
||||
}
|
||||
var fa = fillVoxelClipmapsArray(clipmaps);
|
||||
|
||||
g.setFloats(voxel_ca0, fa);
|
||||
|
||||
@ -1029,7 +972,6 @@ class Inc {
|
||||
if (rts.get("voxelsOut") == null) initGI("voxelsOut");
|
||||
if (rts.get("voxelsOutB") == null) initGI("voxelsOutB");
|
||||
#if (rp_voxels == "Voxel GI")
|
||||
if (rts.get("voxelsLight") == null) initGI("voxelsLight");
|
||||
if (rts.get("voxelsSDF") == null) initGI("voxelsSDF");
|
||||
#elseif lnx_voxelgi_shadows
|
||||
if (rts.get("voxelsSDF") == null) initGI("voxelsSDF");
|
||||
@ -1045,8 +987,7 @@ class Inc {
|
||||
g.setImageTexture(voxel_tc1, rts.get("voxelsOut").image);
|
||||
#if (rp_voxels == "Voxel GI")
|
||||
g.setTexture(voxel_td1, rts.get("voxelsOutB").image);
|
||||
g.setImageTexture(voxel_te1, rts.get("voxelsLight").image);
|
||||
g.setImageTexture(voxel_tf1, rts.get("voxelsSDF").image);
|
||||
g.setImageTexture(voxel_te1, rts.get("voxelsSDF").image);
|
||||
g.setFloat(voxel_cc1, iron.Scene.active.world == null ? 0.0 : iron.Scene.active.world.probe.raw.strength);
|
||||
#else
|
||||
#if lnx_voxelgi_shadows
|
||||
@ -1054,19 +995,7 @@ class Inc {
|
||||
#end
|
||||
#end
|
||||
|
||||
var fa:Float32Array = new Float32Array(Main.voxelgiClipmapCount * 10);
|
||||
for (i in 0...Main.voxelgiClipmapCount) {
|
||||
fa[i * 10] = clipmaps[i].voxelSize;
|
||||
fa[i * 10 + 1] = clipmaps[i].extents.x;
|
||||
fa[i * 10 + 2] = clipmaps[i].extents.y;
|
||||
fa[i * 10 + 3] = clipmaps[i].extents.z;
|
||||
fa[i * 10 + 4] = clipmaps[i].center.x;
|
||||
fa[i * 10 + 5] = clipmaps[i].center.y;
|
||||
fa[i * 10 + 6] = clipmaps[i].center.z;
|
||||
fa[i * 10 + 7] = clipmaps[i].offset_prev.x;
|
||||
fa[i * 10 + 8] = clipmaps[i].offset_prev.y;
|
||||
fa[i * 10 + 9] = clipmaps[i].offset_prev.z;
|
||||
}
|
||||
var fa = fillVoxelClipmapsArray(clipmaps);
|
||||
|
||||
g.setFloats(voxel_ca1, fa);
|
||||
|
||||
@ -1084,6 +1013,8 @@ class Inc {
|
||||
var clipmaps = iron.RenderPath.clipmaps;
|
||||
var clipmap = clipmaps[iron.RenderPath.clipmapLevel];
|
||||
|
||||
if (rts.get("voxelsSDF") == null || rts.get("voxelsSDFtmp") == null) return;
|
||||
|
||||
var read_sdf = "voxelsSDF";
|
||||
var write_sdf = "voxelsSDFtmp";
|
||||
|
||||
@ -1095,19 +1026,7 @@ class Inc {
|
||||
g.setImageTexture(voxel_ta2, rts.get(read_sdf).image);
|
||||
g.setImageTexture(voxel_tb2, rts.get(write_sdf).image);
|
||||
|
||||
var fa:Float32Array = new Float32Array(Main.voxelgiClipmapCount * 10);
|
||||
for (i in 0...Main.voxelgiClipmapCount) {
|
||||
fa[i * 10] = clipmaps[i].voxelSize;
|
||||
fa[i * 10 + 1] = clipmaps[i].extents.x;
|
||||
fa[i * 10 + 2] = clipmaps[i].extents.y;
|
||||
fa[i * 10 + 3] = clipmaps[i].extents.z;
|
||||
fa[i * 10 + 4] = clipmaps[i].center.x;
|
||||
fa[i * 10 + 5] = clipmaps[i].center.y;
|
||||
fa[i * 10 + 6] = clipmaps[i].center.z;
|
||||
fa[i * 10 + 7] = clipmaps[i].offset_prev.x;
|
||||
fa[i * 10 + 8] = clipmaps[i].offset_prev.y;
|
||||
fa[i * 10 + 9] = clipmaps[i].offset_prev.z;
|
||||
}
|
||||
var fa = fillVoxelClipmapsArray(clipmaps);
|
||||
|
||||
g.setFloats(voxel_ca2, fa);
|
||||
|
||||
@ -1124,6 +1043,18 @@ class Inc {
|
||||
write_sdf = write_sdf == "voxelsSDF" ? "voxelsSDFtmp" : "voxelsSDF";
|
||||
}
|
||||
}
|
||||
|
||||
// If passcount is odd, result is in voxelsSDFtmp but consumers read voxelsSDF
|
||||
if (passcount % 2 != 0) {
|
||||
g.setComputeShader(voxel_sh2);
|
||||
g.setImageTexture(voxel_ta2, rts.get("voxelsSDFtmp").image);
|
||||
g.setImageTexture(voxel_tb2, rts.get("voxelsSDF").image);
|
||||
fillVoxelClipmapsArray(clipmaps);
|
||||
g.setFloats(voxel_ca2, voxelClipmapsArray);
|
||||
g.setInt(voxel_cb2, iron.RenderPath.clipmapLevel);
|
||||
g.setFloat(voxel_cc2, 1.0);
|
||||
g.compute(Std.int(res / 8), Std.int(res / 8), Std.int(res / 8));
|
||||
}
|
||||
}
|
||||
#end
|
||||
|
||||
@ -1153,19 +1084,7 @@ class Inc {
|
||||
g.setTexture(voxel_th3, iron.Scene.active.world.probe.radiance);
|
||||
#end
|
||||
|
||||
var fa:Float32Array = new Float32Array(Main.voxelgiClipmapCount * 10);
|
||||
for (i in 0...Main.voxelgiClipmapCount) {
|
||||
fa[i * 10] = clipmaps[i].voxelSize;
|
||||
fa[i * 10 + 1] = clipmaps[i].extents.x;
|
||||
fa[i * 10 + 2] = clipmaps[i].extents.y;
|
||||
fa[i * 10 + 3] = clipmaps[i].extents.z;
|
||||
fa[i * 10 + 4] = clipmaps[i].center.x;
|
||||
fa[i * 10 + 5] = clipmaps[i].center.y;
|
||||
fa[i * 10 + 6] = clipmaps[i].center.z;
|
||||
fa[i * 10 + 7] = clipmaps[i].offset_prev.x;
|
||||
fa[i * 10 + 8] = clipmaps[i].offset_prev.y;
|
||||
fa[i * 10 + 9] = clipmaps[i].offset_prev.z;
|
||||
}
|
||||
var fa = fillVoxelClipmapsArray(clipmaps);
|
||||
|
||||
g.setFloats(voxel_ca3, fa);
|
||||
|
||||
@ -1248,19 +1167,7 @@ class Inc {
|
||||
g.setTexture(voxel_th3, iron.Scene.active.world.probe.radiance);
|
||||
#end
|
||||
|
||||
var fa:Float32Array = new Float32Array(Main.voxelgiClipmapCount * 10);
|
||||
for (i in 0...Main.voxelgiClipmapCount) {
|
||||
fa[i * 10] = clipmaps[i].voxelSize;
|
||||
fa[i * 10 + 1] = clipmaps[i].extents.x;
|
||||
fa[i * 10 + 2] = clipmaps[i].extents.y;
|
||||
fa[i * 10 + 3] = clipmaps[i].extents.z;
|
||||
fa[i * 10 + 4] = clipmaps[i].center.x;
|
||||
fa[i * 10 + 5] = clipmaps[i].center.y;
|
||||
fa[i * 10 + 6] = clipmaps[i].center.z;
|
||||
fa[i * 10 + 7] = clipmaps[i].offset_prev.x;
|
||||
fa[i * 10 + 8] = clipmaps[i].offset_prev.y;
|
||||
fa[i * 10 + 9] = clipmaps[i].offset_prev.z;
|
||||
}
|
||||
var fa = fillVoxelClipmapsArray(clipmaps);
|
||||
|
||||
g.setFloats(voxel_ca3, fa);
|
||||
|
||||
@ -1338,19 +1245,7 @@ class Inc {
|
||||
g.setTexture(voxel_tf4, rts.get("gbuffer2").image);
|
||||
#end
|
||||
|
||||
var fa:Float32Array = new Float32Array(Main.voxelgiClipmapCount * 10);
|
||||
for (i in 0...Main.voxelgiClipmapCount) {
|
||||
fa[i * 10] = clipmaps[i].voxelSize;
|
||||
fa[i * 10 + 1] = clipmaps[i].extents.x;
|
||||
fa[i * 10 + 2] = clipmaps[i].extents.y;
|
||||
fa[i * 10 + 3] = clipmaps[i].extents.z;
|
||||
fa[i * 10 + 4] = clipmaps[i].center.x;
|
||||
fa[i * 10 + 5] = clipmaps[i].center.y;
|
||||
fa[i * 10 + 6] = clipmaps[i].center.z;
|
||||
fa[i * 10 + 7] = clipmaps[i].offset_prev.x;
|
||||
fa[i * 10 + 8] = clipmaps[i].offset_prev.y;
|
||||
fa[i * 10 + 9] = clipmaps[i].offset_prev.z;
|
||||
}
|
||||
var fa = fillVoxelClipmapsArray(clipmaps);
|
||||
|
||||
g.setFloats(voxel_ca4, fa);
|
||||
|
||||
@ -1385,147 +1280,6 @@ class Inc {
|
||||
}
|
||||
|
||||
#if (rp_voxels == "Voxel GI")
|
||||
public static function computeVoxelsLight(g: kha.graphics4.Graphics) {
|
||||
var rts = path.renderTargets;
|
||||
var res = iron.RenderPath.getVoxelRes();
|
||||
var camera = iron.Scene.active.camera;
|
||||
var clipmaps = iron.RenderPath.clipmaps;
|
||||
var clipmap = clipmaps[iron.RenderPath.clipmapLevel];
|
||||
var lights = iron.Scene.active.lights;
|
||||
|
||||
var lightIndex = 0;
|
||||
for (i in 0...lights.length) {
|
||||
var l = lights[i];
|
||||
if (!l.visible) continue;
|
||||
path.light = l;
|
||||
|
||||
g.setComputeShader(voxel_sh5);
|
||||
|
||||
g.setImageTexture(voxel_ta5, rts.get("voxelsLight").image);
|
||||
g.setImageTexture(voxel_te5, rts.get("voxels").image);
|
||||
g.setTexture(voxel_tf5, rts.get("voxelsOut").image);
|
||||
g.setTexture(voxel_tg5, rts.get("voxelsSDF").image);
|
||||
|
||||
var fa:Float32Array = new Float32Array(Main.voxelgiClipmapCount * 10);
|
||||
for (i in 0...Main.voxelgiClipmapCount) {
|
||||
fa[i * 10] = clipmaps[i].voxelSize;
|
||||
fa[i * 10 + 1] = clipmaps[i].extents.x;
|
||||
fa[i * 10 + 2] = clipmaps[i].extents.y;
|
||||
fa[i * 10 + 3] = clipmaps[i].extents.z;
|
||||
fa[i * 10 + 4] = clipmaps[i].center.x;
|
||||
fa[i * 10 + 5] = clipmaps[i].center.y;
|
||||
fa[i * 10 + 6] = clipmaps[i].center.z;
|
||||
fa[i * 10 + 7] = clipmaps[i].offset_prev.x;
|
||||
fa[i * 10 + 8] = clipmaps[i].offset_prev.y;
|
||||
fa[i * 10 + 9] = clipmaps[i].offset_prev.z;
|
||||
}
|
||||
|
||||
g.setFloats(voxel_ca5, fa);
|
||||
|
||||
g.setInt(voxel_cb5, iron.RenderPath.clipmapLevel);
|
||||
|
||||
#if rp_shadowmap
|
||||
if (l.data.raw.type == "sun") {
|
||||
#if lnx_shadowmap_atlas
|
||||
#if lnx_shadowmap_atlas_single_map
|
||||
g.setTexture(voxel_tb5, rts.get("shadowMapAtlas").image);
|
||||
#else
|
||||
g.setTexture(voxel_tb5, rts.get("shadowMapAtlasSun").image);
|
||||
#end
|
||||
#else
|
||||
g.setTexture(voxel_tb5, rts.get("shadowMap").image);
|
||||
#end
|
||||
g.setInt(voxel_ch5, 1); // lightShadow
|
||||
}
|
||||
else if (l.data.raw.type == "spot" || l.data.raw.type == "area") {
|
||||
#if lnx_shadowmap_atlas
|
||||
#if lnx_shadowmap_atlas_single_map
|
||||
g.setTexture(voxel_tc5, rts.get("shadowMapAtlas").image);
|
||||
#else
|
||||
g.setTexture(voxel_tc5, rts.get("shadowMapAtlasSpot").image);
|
||||
#end
|
||||
#else
|
||||
g.setTexture(voxel_tc5, rts.get("shadowMapSpot[" + lightIndex + "]").image);
|
||||
#end
|
||||
g.setInt(voxel_ch5, 2);
|
||||
}
|
||||
else {
|
||||
#if lnx_shadowmap_atlas
|
||||
#if lnx_shadowmap_atlas_single_map
|
||||
g.setTexture(voxel_td5, rts.get("shadowMapAtlas").image);
|
||||
#else
|
||||
g.setTexture(voxel_td5, rts.get("shadowMapAtlasPoint").image);
|
||||
g.setInt(voxel_cl5, i);
|
||||
g.setFloats(voxel_cm5, iron.object.LightObject.pointLightsData);
|
||||
#end
|
||||
#else
|
||||
g.setCubeMap(voxel_td5, rts.get("shadowMapPoint[" + lightIndex + "]").cubeMap);
|
||||
#end
|
||||
g.setInt(voxel_ch5, 3);
|
||||
}
|
||||
|
||||
// lightProj
|
||||
var near = l.data.raw.near_plane;
|
||||
var far = l.data.raw.far_plane;
|
||||
var a:kha.FastFloat = far + near;
|
||||
var b:kha.FastFloat = far - near;
|
||||
var f2:kha.FastFloat = 2.0;
|
||||
var c:kha.FastFloat = f2 * far * near;
|
||||
var vx:kha.FastFloat = a / b;
|
||||
var vy:kha.FastFloat = c / b;
|
||||
g.setFloat2(voxel_ci5, vx, vy);
|
||||
// LVP
|
||||
m.setFrom(l.VP);
|
||||
m.multmat(iron.object.Uniforms.biasMat);
|
||||
#if lnx_shadowmap_atlas
|
||||
if (l.data.raw.type == "sun")
|
||||
{
|
||||
// tile matrix
|
||||
m.setIdentity();
|
||||
// scale [0-1] coords to [0-tilescale]
|
||||
m._00 = l.tileScale[0];
|
||||
m._11 = l.tileScale[0];
|
||||
// offset coordinate start from [0, 0] to [tile-start-x, tile-start-y]
|
||||
m._30 = l.tileOffsetX[0];
|
||||
m._31 = l.tileOffsetY[0];
|
||||
m.multmat(m);
|
||||
#if (!kha_opengl)
|
||||
m.setIdentity();
|
||||
m._11 = -1.0;
|
||||
m._31 = 1.0;
|
||||
m.multmat(m);
|
||||
#end
|
||||
}
|
||||
#end
|
||||
g.setMatrix(voxel_cj5, m.self);
|
||||
// shadowsBias
|
||||
g.setFloat(voxel_ck5, l.data.raw.shadows_bias);
|
||||
#end // rp_shadowmap
|
||||
|
||||
// lightPos
|
||||
g.setFloat3(voxel_cc5, l.transform.worldx(), l.transform.worldy(), l.transform.worldz());
|
||||
// lightCol
|
||||
var f = l.data.raw.strength;
|
||||
g.setFloat3(voxel_cd5, l.data.raw.color[0] * f, l.data.raw.color[1] * f, l.data.raw.color[2] * f);
|
||||
// lightType
|
||||
g.setInt(voxel_ce5, iron.data.LightData.typeToInt(l.data.raw.type));
|
||||
// lightDir
|
||||
var v = l.look();
|
||||
g.setFloat3(voxel_cf5, v.x, v.y, v.z);
|
||||
// spotData
|
||||
if (l.data.raw.type == "spot") {
|
||||
var vx = l.data.raw.spot_size;
|
||||
var vy = vx - l.data.raw.spot_blend;
|
||||
g.setFloat2(voxel_cg5, vx, vy);
|
||||
}
|
||||
|
||||
g.compute(Std.int(res / 8), Std.int(res / 8), Std.int(res / 8));
|
||||
|
||||
if (!iron.object.LightObject.discardLightCulled(l)) {
|
||||
lightIndex++;
|
||||
}
|
||||
}
|
||||
}
|
||||
#end // GI
|
||||
#end // Voxels
|
||||
}
|
||||
@ -1881,7 +1635,8 @@ class ShadowMapTile {
|
||||
if (size < oldTile.size) {
|
||||
oldTile.forEachTileLinked(function(lTile) {
|
||||
var childTile = findFreeChildTile(lTile, size);
|
||||
tilesFound.push(childTile);
|
||||
if (childTile != null)
|
||||
tilesFound.push(childTile);
|
||||
});
|
||||
}
|
||||
// reuse parent tiles
|
||||
@ -1910,6 +1665,7 @@ class ShadowMapTile {
|
||||
while (size < childrenTile.size) {
|
||||
childrenTile = childrenTile.tiles[0];
|
||||
}
|
||||
if (childrenTile.light != null) return null;
|
||||
return childrenTile;
|
||||
}
|
||||
|
||||
|
||||
@ -1,231 +0,0 @@
|
||||
package leenkx.renderpath;
|
||||
|
||||
import kha.FastFloat;
|
||||
import kha.arrays.Float32Array;
|
||||
import kha.graphics4.TextureFormat;
|
||||
import kha.graphics4.Usage;
|
||||
|
||||
import iron.data.WorldData;
|
||||
import iron.math.Vec2;
|
||||
import iron.math.Vec3;
|
||||
|
||||
import leenkx.math.Helper;
|
||||
|
||||
/**
|
||||
Utility class to control the Nishita sky model.
|
||||
**/
|
||||
class Nishita {
|
||||
|
||||
public static var data: NishitaData = null;
|
||||
|
||||
/**
|
||||
Recomputes the nishita lookup table after the density settings changed.
|
||||
Do not call this method on every frame (it's slow)!
|
||||
**/
|
||||
public static function recompute(world: WorldData) {
|
||||
if (world == null || world.raw.nishita_density == null) return;
|
||||
if (data == null) data = new NishitaData();
|
||||
|
||||
var density = world.raw.nishita_density;
|
||||
data.computeLUT(new Vec3(density[0], density[1], density[2]));
|
||||
}
|
||||
|
||||
/** Sets the sky's density parameters and calls `recompute()` afterwards. **/
|
||||
public static function setDensity(world: WorldData, densityAir: FastFloat, densityDust: FastFloat, densityOzone: FastFloat) {
|
||||
if (world == null) return;
|
||||
|
||||
if (world.raw.nishita_density == null) world.raw.nishita_density = new Float32Array(3);
|
||||
var density = world.raw.nishita_density;
|
||||
density[0] = Helper.clamp(densityAir, 0, 10);
|
||||
density[1] = Helper.clamp(densityDust, 0, 10);
|
||||
density[2] = Helper.clamp(densityOzone, 0, 10);
|
||||
|
||||
recompute(world);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
This class holds the precalculated result of the inner scattering integral
|
||||
of the Nishita sky model. The outer integral is calculated in
|
||||
[`leenkx/Shaders/std/sky.glsl`](https://github.com/leenkx3d/leenkx/blob/master/Shaders/std/sky.glsl).
|
||||
|
||||
@see `leenkx.renderpath.Nishita`
|
||||
**/
|
||||
class NishitaData {
|
||||
|
||||
public var lut: kha.Image;
|
||||
|
||||
/**
|
||||
The amount of individual sample heights stored in the LUT (and the width
|
||||
of the LUT image).
|
||||
**/
|
||||
public static var lutHeightSteps = 128;
|
||||
/**
|
||||
The amount of individual sun angle steps stored in the LUT (and the
|
||||
height of the LUT image).
|
||||
**/
|
||||
public static var lutAngleSteps = 128;
|
||||
|
||||
/**
|
||||
Amount of steps for calculating the inner scattering integral. Heigher
|
||||
values are more precise but take longer to compute.
|
||||
**/
|
||||
public static var jSteps = 8;
|
||||
|
||||
/** Radius of the atmosphere in kilometers. **/
|
||||
public static var radiusAtmo = 6420.0;
|
||||
/**
|
||||
Radius of the planet in kilometers. The default value is the earth radius as
|
||||
defined in Cycles.
|
||||
**/
|
||||
public static var radiusPlanet = 6360.0;
|
||||
|
||||
/** Rayleigh scattering coefficient. **/
|
||||
public static var rayleighCoeff = new Vec3(5.5e-6, 13.0e-6, 22.4e-6);
|
||||
/** Rayleigh scattering scale parameter. **/
|
||||
public static var rayleighScale = 8e3;
|
||||
|
||||
/** Mie scattering coefficient. **/
|
||||
public static var mieCoeff = 2e-5;
|
||||
/** Mie scattering scale parameter. **/
|
||||
public static var mieScale = 1.2e3;
|
||||
|
||||
/** Ozone scattering coefficient. **/
|
||||
// The ozone absorption coefficients are taken from Cycles code.
|
||||
// Because Cycles calculates 21 wavelengths, we use the coefficients
|
||||
// which are closest to the RGB wavelengths (645nm, 510nm, 440nm).
|
||||
// Precalculating values by simulating Blender's spec_to_xyz() function
|
||||
// to include all 21 wavelengths gave unrealistic results.
|
||||
public static var ozoneCoeff = new Vec3(1.59051840791988e-6, 0.00000096707041180970, 0.00000007309568762914);
|
||||
|
||||
public function new() {}
|
||||
|
||||
/** Approximates the density of ozone for a given sample height. **/
|
||||
function getOzoneDensity(height: FastFloat): FastFloat {
|
||||
// Values are taken from Cycles code
|
||||
if (height < 10000.0 || height >= 40000.0) {
|
||||
return 0.0;
|
||||
}
|
||||
if (height < 25000.0) {
|
||||
return (height - 10000.0) / 15000.0;
|
||||
}
|
||||
return -((height - 40000.0) / 15000.0);
|
||||
}
|
||||
|
||||
/**
|
||||
Ray-sphere intersection test that assumes the sphere is centered at the
|
||||
origin. There is no intersection when result.x > result.y. Otherwise
|
||||
this function returns the distances to the two intersection points,
|
||||
which might be equal.
|
||||
**/
|
||||
function raySphereIntersection(rayOrigin: Vec3, rayDirection: Vec3, sphereRadius: Float): Vec2 {
|
||||
// Algorithm is described here: https://en.wikipedia.org/wiki/Line%E2%80%93sphere_intersection
|
||||
var a = rayDirection.dot(rayDirection);
|
||||
var b = 2.0 * rayDirection.dot(rayOrigin);
|
||||
var c = rayOrigin.dot(rayOrigin) - (sphereRadius * sphereRadius);
|
||||
var d = (b * b) - 4.0 * a * c;
|
||||
|
||||
// Ray does not intersect the sphere
|
||||
if (d < 0.0) return new Vec2(1e5, -1e5);
|
||||
|
||||
return new Vec2(
|
||||
(-b - Math.sqrt(d)) / (2.0 * a),
|
||||
(-b + Math.sqrt(d)) / (2.0 * a)
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
Computes the LUT texture for the given density values.
|
||||
@param density 3D vector of air density, dust density, ozone density
|
||||
**/
|
||||
public function computeLUT(density: Vec3) {
|
||||
var imageData = new haxe.io.Float32Array(lutHeightSteps * lutAngleSteps * 4);
|
||||
|
||||
for (x in 0...lutHeightSteps) {
|
||||
var height = (x / (lutHeightSteps - 1));
|
||||
|
||||
// Use quadratic height for better horizon precision
|
||||
height *= height;
|
||||
height *= radiusAtmo * 1000; // Denormalize height
|
||||
|
||||
for (y in 0...lutAngleSteps) {
|
||||
var sunTheta = y / (lutAngleSteps - 1) * 2 - 1;
|
||||
|
||||
// Improve horizon precision
|
||||
// See https://sebh.github.io/publications/egsr2020.pdf (5.3)
|
||||
sunTheta = Helper.sign(sunTheta) * sunTheta * sunTheta;
|
||||
sunTheta = sunTheta * Math.PI / 2 + Math.PI / 2; // Denormalize
|
||||
|
||||
var jODepth = sampleSecondaryRay(height, sunTheta, density);
|
||||
|
||||
var pixelIndex = (x + y * lutHeightSteps) * 4;
|
||||
imageData[pixelIndex + 0] = jODepth.x;
|
||||
imageData[pixelIndex + 1] = jODepth.y;
|
||||
imageData[pixelIndex + 2] = jODepth.z;
|
||||
imageData[pixelIndex + 3] = 1.0; // Unused
|
||||
}
|
||||
}
|
||||
|
||||
lut = kha.Image.fromBytes(imageData.view.buffer, lutHeightSteps, lutAngleSteps, TextureFormat.RGBA128, Usage.StaticUsage);
|
||||
}
|
||||
|
||||
/**
|
||||
Calculates the integral for the secondary ray.
|
||||
**/
|
||||
public function sampleSecondaryRay(height: FastFloat, sunTheta: FastFloat, density: Vec3): Vec3 {
|
||||
var radiusPlanetMeters = radiusPlanet * 1000;
|
||||
|
||||
// Reconstruct values from the shader
|
||||
var iPos = new Vec3(0, 0, height + radiusPlanetMeters);
|
||||
var pSun = new Vec3(0.0, Math.sin(sunTheta), Math.cos(sunTheta)).normalize();
|
||||
|
||||
var jTime: FastFloat = 0.0;
|
||||
// We compute the ray-sphere intersection in km to allow larger
|
||||
// atmosphere radii (radius is squared inside raySphereIntersection())
|
||||
var jStepSize: FastFloat = raySphereIntersection(iPos.clone().mult(0.001), pSun, radiusAtmo).y / jSteps;
|
||||
jStepSize *= 1000; // convert back to m
|
||||
|
||||
// Optical depth accumulators for the secondary ray (Rayleigh, Mie, ozone)
|
||||
var jODepth = new Vec3();
|
||||
|
||||
for (i in 0...jSteps) {
|
||||
|
||||
// Calculate the secondary ray sample position and height
|
||||
var jPos = iPos.clone().add(pSun.clone().mult(jTime + jStepSize * 0.5));
|
||||
var jHeight = jPos.length() - radiusPlanetMeters;
|
||||
|
||||
// Accumulate optical depth
|
||||
var optDepthRayleigh = Math.exp(-jHeight / rayleighScale) * density.x;
|
||||
var optDepthMie = Math.exp(-jHeight / mieScale) * density.y;
|
||||
var optDepthOzone = getOzoneDensity(jHeight) * density.z;
|
||||
jODepth.addf(optDepthRayleigh, optDepthMie, optDepthOzone);
|
||||
|
||||
jTime += jStepSize;
|
||||
}
|
||||
|
||||
jODepth.mult(jStepSize);
|
||||
|
||||
// Precalculate a part of the secondary attenuation.
|
||||
// For one variable (e.g. x) in the vector, the formula is as follows:
|
||||
//
|
||||
// attn.x = exp(-(coeffX * (firstOpticalDepth.x + secondOpticalDepth.x)))
|
||||
//
|
||||
// We can split that up via:
|
||||
//
|
||||
// attn.x = exp(-(coeffX * firstOpticalDepth.x + coeffX * secondOpticalDepth.x))
|
||||
// = exp(-(coeffX * firstOpticalDepth.x)) * exp(-(coeffX * secondOpticalDepth.x))
|
||||
//
|
||||
// The first factor of the resulting multiplication is calculated in the
|
||||
// shader, but we can already precalculate the second one. As a side
|
||||
// effect this keeps the range of the LUT values small because we don't
|
||||
// store the optical depth but the attenuation.
|
||||
var jAttenuation = new Vec3();
|
||||
var mie = mieCoeff * jODepth.y;
|
||||
jAttenuation.addf(mie, mie, mie);
|
||||
jAttenuation.add(rayleighCoeff.clone().mult(jODepth.x));
|
||||
jAttenuation.add(ozoneCoeff.clone().mult(jODepth.z));
|
||||
jAttenuation.exp(jAttenuation.mult(-1));
|
||||
|
||||
return jAttenuation;
|
||||
}
|
||||
}
|
||||
@ -415,9 +415,8 @@ class RenderPathDeferred {
|
||||
t.width = 0;
|
||||
t.height = 0;
|
||||
t.displayp = Inc.getDisplayp();
|
||||
t.format = Inc.getHdrFormat();
|
||||
t.format = "RGBA64";
|
||||
t.scale = Inc.getSuperSampling();
|
||||
t.depth_buffer = "main";
|
||||
path.createRenderTarget(t);
|
||||
}
|
||||
#end
|
||||
@ -676,7 +675,10 @@ class RenderPathDeferred {
|
||||
if (leenkx.data.Config.raw.rp_gi != false)
|
||||
{
|
||||
var path = RenderPath.active;
|
||||
// TODO: investigate currentTarget
|
||||
#if rp_probes
|
||||
if (!path.isProbe) {
|
||||
#end
|
||||
// TODO: investigate currentTarget
|
||||
var g = path.frameG;
|
||||
|
||||
Inc.computeVoxelsBegin(g);
|
||||
@ -717,11 +719,11 @@ class RenderPathDeferred {
|
||||
|
||||
Inc.computeVoxelsTemporal(g);
|
||||
|
||||
#if (rp_voxels == "Voxel GI")
|
||||
Inc.computeVoxelsLight(g);
|
||||
#if (lnx_voxelgi_shadows || (rp_voxels == "Voxel GI"))
|
||||
Inc.computeVoxelsSDF(g);
|
||||
#end
|
||||
|
||||
|
||||
if (iron.RenderPath.res_pre_clear == true) {
|
||||
iron.RenderPath.res_pre_clear = false;
|
||||
#if (rp_voxels == "Voxel GI")
|
||||
@ -732,6 +734,9 @@ class RenderPathDeferred {
|
||||
#end
|
||||
}
|
||||
}
|
||||
#if rp_probes
|
||||
}
|
||||
#end
|
||||
#end
|
||||
// ---
|
||||
// Deferred light
|
||||
@ -779,16 +784,25 @@ class RenderPathDeferred {
|
||||
#if (rp_voxels != "Off")
|
||||
if (leenkx.data.Config.raw.rp_gi != false)
|
||||
{
|
||||
#if rp_probes
|
||||
if (!path.isProbe) {
|
||||
#end
|
||||
var g = path.frameG;
|
||||
#if (lnx_config && (rp_voxels == "Voxel AO"))
|
||||
voxelao_pass = true;
|
||||
#end
|
||||
#if (rp_voxels == "Voxel AO")
|
||||
Inc.resolveAO(g);
|
||||
path.bindTarget("voxels_ao", "voxels_ao");
|
||||
#else
|
||||
Inc.resolveDiffuse(g);
|
||||
Inc.resolveSpecular(g);
|
||||
#end
|
||||
#if rp_probes
|
||||
}
|
||||
#end
|
||||
#if (rp_voxels == "Voxel AO")
|
||||
path.bindTarget("voxels_ao", "voxels_ao");
|
||||
#else
|
||||
path.bindTarget("voxels_diffuse", "voxels_diffuse");
|
||||
path.bindTarget("voxels_specular", "voxels_specular");
|
||||
#end
|
||||
@ -841,18 +855,6 @@ class RenderPathDeferred {
|
||||
}
|
||||
#end
|
||||
|
||||
#if rp_water
|
||||
{
|
||||
path.setTarget("buf");
|
||||
path.bindTarget("tex", "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
path.setTarget("tex");
|
||||
path.bindTarget("_main", "gbufferD");
|
||||
path.bindTarget("buf", "tex");
|
||||
path.drawShader("shader_datas/water_pass/water_pass");
|
||||
}
|
||||
#end
|
||||
|
||||
#if (!kha_opengl)
|
||||
path.setDepthFrom("tex", "gbuffer0"); // Re-bind depth
|
||||
#end
|
||||
@ -879,6 +881,20 @@ class RenderPathDeferred {
|
||||
}
|
||||
#end
|
||||
|
||||
#if rp_water
|
||||
{
|
||||
path.setDepthFrom("tex", "gbuffer1");
|
||||
path.setTarget("buf");
|
||||
path.bindTarget("tex", "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
path.setTarget("tex");
|
||||
path.bindTarget("_main", "gbufferD");
|
||||
path.bindTarget("buf", "tex");
|
||||
path.drawShader("shader_datas/water_pass/water_pass");
|
||||
path.setDepthFrom("tex", "gbuffer0");
|
||||
}
|
||||
#end
|
||||
|
||||
#if rp_ssr
|
||||
{
|
||||
if (leenkx.data.Config.raw.rp_ssr != false) {
|
||||
@ -951,20 +967,34 @@ class RenderPathDeferred {
|
||||
{
|
||||
if (leenkx.data.Config.raw.rp_ssrefr != false)
|
||||
{
|
||||
//#if (!kha_opengl)
|
||||
//path.setDepthFrom("gbuffer0", "gbuffer1"); // Unbind depth so we can read it
|
||||
//path.depthToRenderTarget.set("main", path.renderTargets.get("tex"));
|
||||
//#end
|
||||
|
||||
//save depth
|
||||
path.setTarget("gbufferD1");
|
||||
path.bindTarget("_main", "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
|
||||
//#if (!kha_opengl)
|
||||
//path.setDepthFrom("gbuffer0", "tex"); // Re-bind depth
|
||||
//path.depthToRenderTarget.set("main", path.renderTargets.get("gbuffer0"));
|
||||
//#end
|
||||
|
||||
//save background color
|
||||
path.setTarget("refr");
|
||||
path.bindTarget("tex", "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
|
||||
path.setTarget("gbuffer0", ["tex", "gbuffer_refraction",
|
||||
#if rp_gbuffer2 "gbuffer1", #end
|
||||
#if rp_gbuffer_emission "buf", #end
|
||||
]);
|
||||
path.setTarget("gbuffer0", ["gbuffer1", "gbuffer_refraction"]);
|
||||
|
||||
#if (rp_voxels != "Off")
|
||||
path.bindTarget("voxelsOut", "voxels");
|
||||
#if (rp_voxels == "Voxel GI" || lnx_voxelgi_shadows)
|
||||
path.bindTarget("voxelsSDF", "voxelsSDF");
|
||||
#end
|
||||
#end
|
||||
|
||||
#if rp_shadowmap
|
||||
{
|
||||
@ -976,13 +1006,6 @@ class RenderPathDeferred {
|
||||
}
|
||||
#end
|
||||
|
||||
#if (rp_voxels != "Off")
|
||||
path.bindTarget("voxelsOut", "voxels");
|
||||
#if (rp_voxels == "Voxel GI" || lnx_voxelgi_shadows)
|
||||
path.bindTarget("voxelsSDF", "voxelsSDF");
|
||||
#end
|
||||
#end
|
||||
|
||||
#if rp_ssrs
|
||||
path.bindTarget("_main", "gbufferD");
|
||||
#end
|
||||
@ -990,18 +1013,18 @@ class RenderPathDeferred {
|
||||
path.drawMeshes("refraction");
|
||||
|
||||
path.setTarget("buf");
|
||||
path.bindTarget("tex", "tex"); // scene with refractive objects
|
||||
path.bindTarget("refr", "tex1"); // background without refractive objects
|
||||
path.bindTarget("_main", "gbufferD");
|
||||
path.bindTarget("tex", "tex");
|
||||
path.bindTarget("gbufferD1", "gbufferD1");
|
||||
path.bindTarget("gbuffer0", "gbuffer0");
|
||||
path.bindTarget("refr", "tex1");
|
||||
path.bindTarget("_main", "gbufferD");
|
||||
path.bindTarget("gbuffer_refraction", "gbuffer_refraction");
|
||||
|
||||
path.drawShader("shader_datas/ssrefr_pass/ssrefr_pass");
|
||||
|
||||
path.setTarget("tex");
|
||||
path.bindTarget("buf", "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
path.setTarget("tex");
|
||||
path.bindTarget("buf", "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
}
|
||||
}
|
||||
#end
|
||||
@ -1101,7 +1124,7 @@ class RenderPathDeferred {
|
||||
RenderPathCreator.finalTarget = path.currentTarget;
|
||||
|
||||
var target = "";
|
||||
#if ((rp_antialiasing == "Off") || (rp_antialiasing == "FXAA") || (!rp_render_to_texture))
|
||||
#if (!rp_fsr1 && ((rp_antialiasing == "Off") || (rp_antialiasing == "FXAA") || (!rp_render_to_texture)))
|
||||
{
|
||||
target = framebuffer;
|
||||
}
|
||||
@ -1163,7 +1186,15 @@ class RenderPathDeferred {
|
||||
path.drawShader("shader_datas/smaa_blend_weight/smaa_blend_weight");
|
||||
|
||||
#if (rp_antialiasing == "TAA")
|
||||
#if rp_fsr1
|
||||
path.setTarget("bufa");
|
||||
#else
|
||||
path.isProbe ? path.setTarget(framebuffer) : path.setTarget("bufa");
|
||||
#end
|
||||
#elseif (rp_supersampling == 4)
|
||||
path.setTarget("bufa");
|
||||
#elseif rp_fsr1
|
||||
path.setTarget("bufa");
|
||||
#else
|
||||
path.setTarget(framebuffer);
|
||||
#end
|
||||
@ -1176,17 +1207,36 @@ class RenderPathDeferred {
|
||||
#end
|
||||
path.drawShader("shader_datas/smaa_neighborhood_blend/smaa_neighborhood_blend");
|
||||
|
||||
#if ((rp_supersampling == 4) || rp_fsr1)
|
||||
#if (rp_antialiasing == "SMAA")
|
||||
path.setTarget("buf");
|
||||
path.bindTarget("bufa", "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
#end
|
||||
#end
|
||||
|
||||
#if (rp_antialiasing == "TAA")
|
||||
{
|
||||
if (!path.isProbe) { // No last frame for probe
|
||||
path.setTarget(framebuffer);
|
||||
// Write TAA blend to bufb to avoid read-write hazard on taa
|
||||
path.setTarget("bufb");
|
||||
path.bindTarget("bufa", "tex");
|
||||
path.bindTarget("taa", "tex2");
|
||||
path.bindTarget("gbuffer2", "sveloc");
|
||||
path.drawShader("shader_datas/taa_pass/taa_pass");
|
||||
|
||||
// Save blended result as history for next frame
|
||||
path.setTarget("taa");
|
||||
path.bindTarget("bufa", "tex");
|
||||
path.bindTarget("bufb", "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
|
||||
// Output to framebuffer
|
||||
#if rp_fsr1
|
||||
path.setTarget("buf");
|
||||
#else
|
||||
path.setTarget(framebuffer);
|
||||
#end
|
||||
path.bindTarget("bufb", "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
}
|
||||
}
|
||||
@ -1197,9 +1247,9 @@ class RenderPathDeferred {
|
||||
#if rp_fsr1
|
||||
{
|
||||
path.setTarget("bufa");
|
||||
path.bindTarget(framebuffer != "" ? framebuffer : "buf", "tex");
|
||||
path.bindTarget("buf", "tex");
|
||||
path.drawShader("shader_datas/fsr1_easu_pass/fsr1_easu_pass");
|
||||
path.setTarget(framebuffer != "" ? framebuffer : "buf");
|
||||
path.setTarget(framebuffer);
|
||||
path.bindTarget("bufa", "tex");
|
||||
path.drawShader("shader_datas/fsr1_rcas_pass/fsr1_rcas_pass");
|
||||
}
|
||||
@ -1210,7 +1260,7 @@ class RenderPathDeferred {
|
||||
var finalTarget = "";
|
||||
path.setTarget(finalTarget);
|
||||
path.bindTarget(framebuffer, "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
path.drawShader("shader_datas/supersample_resolve/supersample_resolve");
|
||||
}
|
||||
#end
|
||||
|
||||
|
||||
@ -147,7 +147,7 @@ class RenderPathForward {
|
||||
t.width = 0;
|
||||
t.height = 0;
|
||||
t.displayp = Inc.getDisplayp();
|
||||
t.format = "DEPTH24";
|
||||
t.format = "R32";
|
||||
t.scale = Inc.getSuperSampling();
|
||||
path.createRenderTarget(t);
|
||||
|
||||
@ -420,8 +420,13 @@ class RenderPathForward {
|
||||
if (leenkx.data.Config.raw.rp_gi != false)
|
||||
{
|
||||
var path = RenderPath.active;
|
||||
#if rp_probes
|
||||
if (!path.isProbe) {
|
||||
#end
|
||||
|
||||
Inc.computeVoxelsBegin();
|
||||
var g = path.frameG;
|
||||
|
||||
Inc.computeVoxelsBegin(g);
|
||||
|
||||
if (iron.RenderPath.pre_clear == true)
|
||||
{
|
||||
@ -437,7 +442,7 @@ class RenderPathForward {
|
||||
else
|
||||
{
|
||||
path.clearImage("voxels", 0x00000000);
|
||||
Inc.computeVoxelsOffsetPrev();
|
||||
Inc.computeVoxelsOffsetPrev(g);
|
||||
}
|
||||
|
||||
path.setTarget("");
|
||||
@ -446,16 +451,27 @@ class RenderPathForward {
|
||||
|
||||
path.bindTarget("voxels", "voxels");
|
||||
|
||||
Inc.computeVoxelsTemporal();
|
||||
|
||||
#if (rp_voxels == "Voxel GI")
|
||||
Inc.computeVoxelsLight();
|
||||
#if rp_shadowmap
|
||||
{
|
||||
#if lnx_shadowmap_atlas
|
||||
Inc.bindShadowMapAtlas();
|
||||
#else
|
||||
Inc.bindShadowMap();
|
||||
#end
|
||||
}
|
||||
#end
|
||||
|
||||
path.drawMeshes("voxel");
|
||||
|
||||
Inc.computeVoxelsTemporal(g);
|
||||
|
||||
#if (lnx_voxelgi_shadows || (rp_voxels == "Voxel GI"))
|
||||
Inc.computeVoxelsSDF();
|
||||
Inc.computeVoxelsSDF(g);
|
||||
#end
|
||||
}
|
||||
#if rp_probes
|
||||
}
|
||||
#end
|
||||
#end
|
||||
|
||||
RenderPathCreator.setTargetMeshes();
|
||||
@ -473,7 +489,7 @@ class RenderPathForward {
|
||||
#if (rp_ssrefr || lnx_voxelgi_refract)
|
||||
{
|
||||
path.setTarget("gbuffer_refraction");
|
||||
path.clearTarget(0xffff00ff);
|
||||
path.clearTarget(0xffffff00);
|
||||
}
|
||||
#end
|
||||
|
||||
@ -544,11 +560,21 @@ class RenderPathForward {
|
||||
{
|
||||
if (leenkx.data.Config.raw.rp_ssrefr != false)
|
||||
{
|
||||
#if (!kha_opengl)
|
||||
path.setDepthFrom("lbuffer0", "bufa"); // Unbind depth so we can read it
|
||||
path.depthToRenderTarget.set("main", path.renderTargets.get("buf"));
|
||||
#end
|
||||
|
||||
//save depth
|
||||
path.setTarget("gbufferD1");
|
||||
path.bindTarget("_main", "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
|
||||
#if (!kha_opengl)
|
||||
path.setDepthFrom("lbuffer0", "buf"); // Re-bind depth
|
||||
path.depthToRenderTarget.set("main", path.renderTargets.get("lbuffer0"));
|
||||
#end
|
||||
|
||||
//save background color
|
||||
path.setTarget("refr");
|
||||
path.bindTarget("lbuffer0", "tex");
|
||||
@ -579,18 +605,17 @@ class RenderPathForward {
|
||||
|
||||
path.drawMeshes("refraction");
|
||||
|
||||
path.setTarget("bufa");
|
||||
path.setTarget("lbuffer0");
|
||||
|
||||
path.bindTarget("lbuffer0", "tex");
|
||||
path.bindTarget("refr", "tex1");
|
||||
path.bindTarget("_main", "gbufferD");
|
||||
path.bindTarget("gbufferD1", "gbufferD1");
|
||||
path.bindTarget("lbuffer1", "gbuffer0");
|
||||
path.bindTarget("lbuffer0", "gbuffer1");
|
||||
path.bindTarget("gbuffer_refraction", "gbuffer_refraction");
|
||||
|
||||
path.drawShader("shader_datas/ssrefr_pass/ssrefr_pass");
|
||||
path.setTarget("lbuffer0");
|
||||
path.bindTarget("bufa", "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
}
|
||||
}
|
||||
#end
|
||||
@ -630,53 +655,6 @@ class RenderPathForward {
|
||||
}
|
||||
#end
|
||||
|
||||
#if rp_ssrefr
|
||||
{
|
||||
if (leenkx.data.Config.raw.rp_ssrefr != false)
|
||||
{
|
||||
path.setTarget("gbufferD1");
|
||||
path.bindTarget("_main", "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
|
||||
path.setTarget("refr");
|
||||
path.bindTarget("lbuffer0", "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
|
||||
path.setTarget("lbuffer0", ["lbuffer1", "gbuffer_refraction"]);
|
||||
|
||||
#if rp_shadowmap
|
||||
{
|
||||
#if lnx_shadowmap_atlas
|
||||
Inc.bindShadowMapAtlas();
|
||||
#else
|
||||
Inc.bindShadowMap();
|
||||
#end
|
||||
}
|
||||
#end
|
||||
|
||||
#if (rp_voxels != "Off")
|
||||
path.bindTarget("voxelsOut", "voxels");
|
||||
path.bindTarget("voxelsSDF", "voxelsSDF");
|
||||
#end
|
||||
|
||||
path.drawMeshes("refraction");
|
||||
|
||||
path.setTarget("bufa");
|
||||
path.bindTarget("lbuffer0", "tex");
|
||||
path.bindTarget("refr", "tex1");
|
||||
path.bindTarget("_main", "gbufferD");
|
||||
path.bindTarget("gbufferD1", "gbufferD1");
|
||||
path.bindTarget("lbuffer1", "gbuffer0");
|
||||
path.bindTarget("gbuffer_refraction", "gbuffer_refraction");
|
||||
|
||||
path.drawShader("shader_datas/ssrefr_pass/ssrefr_pass");
|
||||
path.setTarget("lbuffer0");
|
||||
path.bindTarget("bufa", "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
}
|
||||
}
|
||||
#end
|
||||
|
||||
#if rp_bloom
|
||||
{
|
||||
inline Inc.drawBloom("lbuffer0", bloomDownsampler, bloomUpsampler);
|
||||
@ -718,8 +696,10 @@ class RenderPathForward {
|
||||
|
||||
#if rp_water
|
||||
{
|
||||
#if (!kha_opengl)
|
||||
path.setDepthFrom("lbuffer0", "bufa"); // Unbind depth so we can read it
|
||||
path.depthToRenderTarget.set("main", path.renderTargets.get("buf"));
|
||||
#end
|
||||
|
||||
path.setTarget("bufa");
|
||||
path.bindTarget("lbuffer0", "tex");
|
||||
@ -730,8 +710,10 @@ class RenderPathForward {
|
||||
path.bindTarget("bufa", "tex");
|
||||
path.drawShader("shader_datas/water_pass/water_pass");
|
||||
|
||||
#if (!kha_opengl)
|
||||
path.setDepthFrom("lbuffer0", "buf"); // Re-bind depth
|
||||
path.depthToRenderTarget.set("main", path.renderTargets.get("lbuffer0"));
|
||||
#end
|
||||
}
|
||||
#end
|
||||
|
||||
@ -794,10 +776,20 @@ class RenderPathForward {
|
||||
path.bindTarget("bufa", "edgesTex");
|
||||
path.drawShader("shader_datas/smaa_blend_weight/smaa_blend_weight");
|
||||
|
||||
#if (rp_supersampling == 4)
|
||||
path.setTarget("bufa");
|
||||
#else
|
||||
path.setTarget(framebuffer);
|
||||
#end
|
||||
path.bindTarget("buf", "colorTex");
|
||||
path.bindTarget("bufb", "blendTex");
|
||||
path.drawShader("shader_datas/smaa_neighborhood_blend/smaa_neighborhood_blend");
|
||||
|
||||
#if (rp_supersampling == 4)
|
||||
path.setTarget("buf");
|
||||
path.bindTarget("bufa", "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
#end
|
||||
}
|
||||
#end
|
||||
|
||||
@ -805,17 +797,16 @@ class RenderPathForward {
|
||||
{
|
||||
// FSR1 RCAS sharpening pass applied after AA, expects sRGB [0-1] input
|
||||
#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA"))
|
||||
#if (rp_supersampling == 4)
|
||||
var fsrSource = "buf";
|
||||
var fsrDest = "buf";
|
||||
#else
|
||||
// SMAA outputs to framebuffer which needs an intermediate buffer
|
||||
path.setTarget("bufb");
|
||||
path.bindTarget(framebuffer != "" ? framebuffer : "buf", "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
var fsrSource = "bufb";
|
||||
var fsrDest = "";
|
||||
#end
|
||||
// SMAA outputs to framebuffer which needs an intermediate buffer
|
||||
path.setTarget("bufb");
|
||||
path.bindTarget(framebuffer != "" ? framebuffer : "buf", "tex");
|
||||
path.drawShader("shader_datas/copy_pass/copy_pass");
|
||||
var fsrSource = "bufb";
|
||||
#if (rp_supersampling == 4)
|
||||
var fsrDest = "buf";
|
||||
#else
|
||||
var fsrDest = "";
|
||||
#end
|
||||
#else
|
||||
#if (rp_supersampling == 4)
|
||||
var fsrSource = "buf";
|
||||
|
||||
938
leenkx/Sources/leenkx/renderpath/Sky.hx
Normal file
938
leenkx/Sources/leenkx/renderpath/Sky.hx
Normal file
@ -0,0 +1,938 @@
|
||||
package leenkx.renderpath;
|
||||
|
||||
import kha.FastFloat;
|
||||
import kha.arrays.Float32Array;
|
||||
import kha.graphics4.TextureFormat;
|
||||
import kha.graphics4.Usage;
|
||||
|
||||
import iron.data.WorldData;
|
||||
import iron.math.Vec3;
|
||||
|
||||
import leenkx.math.Helper;
|
||||
|
||||
/**
|
||||
Utility class to control the sky models (single and multiple scattering).
|
||||
**/
|
||||
class Sky {
|
||||
|
||||
public static var singleScatterData: SingleScatteringData = null;
|
||||
public static var multiScatterData: MultipleScatteringData = null;
|
||||
// Recomputes the single scattering lookup table after the density settings changed.
|
||||
|
||||
static var registered = false;
|
||||
static inline function register() {
|
||||
registered = true;
|
||||
iron.App.notifyOnUpdate(update);
|
||||
iron.App.notifyOnReset(function() {
|
||||
iron.App.notifyOnUpdate(update);
|
||||
});
|
||||
}
|
||||
|
||||
static var multiPrevData: haxe.io.Float32Array = null;
|
||||
static var multiNewData: haxe.io.Float32Array = null;
|
||||
static var multiBlendData: haxe.io.Float32Array = null;
|
||||
static var multiBlend: Float = 1.0; // 0 = old data, 1 = new data
|
||||
static var multiBlendStartTime: Float = 0.0;
|
||||
|
||||
static var recomputeStartTime: Float = 0.0;
|
||||
static var singlePending: { density: Vec3, data: haxe.io.Float32Array, row: Int } = null;
|
||||
static var multiPending: {
|
||||
sunElevation: Float, sunSize: Float, altitude: Float, sunDisc: Bool, density: Vec3,
|
||||
data: haxe.io.Float32Array, row: Int, transRow: Int, phase: Int,
|
||||
sdx: Float, sdy: Float, sdz: Float, roz: Float
|
||||
} = null;
|
||||
|
||||
// incremental sky recompute where larger values do less work per frame
|
||||
public static var recomputTime: Float = 0.3;
|
||||
|
||||
|
||||
public static function recomputeSingleScatter(world: WorldData) {
|
||||
if (!registered) register();
|
||||
if (world == null || world.raw.sky_density == null) return;
|
||||
if (singleScatterData == null) singleScatterData = new SingleScatteringData();
|
||||
|
||||
var density = world.raw.sky_density;
|
||||
var densityVec = new Vec3(density[0], density[1], density[2]);
|
||||
|
||||
if (!singleScatterData.needsRecompute(densityVec)) return;
|
||||
|
||||
if (singlePending != null) return;
|
||||
|
||||
if (singleScatterData.lut == null) {
|
||||
singleScatterData.computeLUT(densityVec);
|
||||
} else {
|
||||
recomputeStartTime = haxe.Timer.stamp();
|
||||
singlePending = {
|
||||
density: densityVec,
|
||||
data: new haxe.io.Float32Array(SingleScatteringData.lutHeightSteps * SingleScatteringData.lutAngleSteps * 4),
|
||||
row: 0
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Sets the sky's density parameters and calls `recomputeSingleScatter()` afterwards.
|
||||
public static function setDensity(world: WorldData, densityAir: FastFloat, densityDust: FastFloat, densityOzone: FastFloat) {
|
||||
if (world == null) return;
|
||||
|
||||
if (world.raw.sky_density == null) world.raw.sky_density = new Float32Array(3);
|
||||
var density = world.raw.sky_density;
|
||||
density[0] = Helper.clamp(densityAir, 0, 10);
|
||||
density[1] = Helper.clamp(densityDust, 0, 10);
|
||||
density[2] = Helper.clamp(densityOzone, 0, 10);
|
||||
|
||||
recomputeSingleScatter(world);
|
||||
}
|
||||
|
||||
public static function recomputeMultiScatter(world: WorldData) {
|
||||
if (!registered) register();
|
||||
if (world == null) return;
|
||||
var raw = world.raw;
|
||||
if (raw.sky_density == null) return;
|
||||
|
||||
if (multiScatterData == null) multiScatterData = new MultipleScatteringData();
|
||||
|
||||
var density = raw.sky_density;
|
||||
var densityVec = new Vec3(density[0], density[1], density[2]);
|
||||
var sunElevation:FastFloat = raw.sky_sun_elevation != null ? raw.sky_sun_elevation : cast 0.0;
|
||||
var sunRotation:FastFloat = raw.sky_sun_rotation != null ? raw.sky_sun_rotation : cast 0.0;
|
||||
var sunSize:FastFloat = raw.sky_sun_size != null ? raw.sky_sun_size : cast 0.545;
|
||||
var sunIntensity:FastFloat = raw.sky_sun_intensity != null ? raw.sky_sun_intensity : cast 1.0;
|
||||
var altitude:FastFloat = raw.sky_altitude != null ? raw.sky_altitude : cast 0.0;
|
||||
var sunDisc = raw.sky_sun_disc != null ? raw.sky_sun_disc : 1;
|
||||
|
||||
if (!multiScatterData.needsRecompute(densityVec, sunElevation, altitude, sunSize, sunDisc != 0)) return;
|
||||
|
||||
if (multiPending != null) return;
|
||||
|
||||
if (multiScatterData.lut == null) {
|
||||
multiScatterData.compute(sunElevation, sunRotation, sunSize, sunIntensity,
|
||||
altitude, sunDisc != 0, densityVec);
|
||||
} else {
|
||||
recomputeStartTime = haxe.Timer.stamp();
|
||||
multiScatterData.setDensities(densityVec);
|
||||
var needTrans = multiScatterData.needsTransmittance(densityVec);
|
||||
var altKm = Math.max(1.0, Math.min(99999.0, altitude)) / 1000.0;
|
||||
var sunZenithCosAngle = Math.cos(Math.PI / 2.0 - sunElevation);
|
||||
var sdy = Math.sqrt(1.0 - sunZenithCosAngle * sunZenithCosAngle);
|
||||
var sdz = sunZenithCosAngle;
|
||||
var sdx = 0.0;
|
||||
var roz = MultipleScatteringData.EARTH_RADIUS + altKm;
|
||||
|
||||
multiPending = {
|
||||
sunElevation: sunElevation, sunSize: sunSize, altitude: altitude,
|
||||
sunDisc: sunDisc != 0, density: densityVec,
|
||||
data: new haxe.io.Float32Array(MultipleScatteringData.lutWidth * MultipleScatteringData.lutHeight * 4),
|
||||
row: 0, transRow: 0, phase: needTrans ? 0 : 1,
|
||||
sdx: sdx, sdy: sdy, sdz: sdz, roz: roz
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
public static function setMultiScatterParams(world: WorldData, sunElevation: FastFloat, sunRotation: FastFloat,
|
||||
sunSize: FastFloat, sunIntensity: FastFloat, altitude: FastFloat, sunDisc: Bool,
|
||||
densityAir: FastFloat, densityDust: FastFloat, densityOzone: FastFloat) {
|
||||
if (world == null) return;
|
||||
|
||||
if (world.raw.sky_density == null) world.raw.sky_density = new Float32Array(3);
|
||||
var density = world.raw.sky_density;
|
||||
density[0] = Helper.clamp(densityAir, 0, 10);
|
||||
density[1] = Helper.clamp(densityDust, 0, 10);
|
||||
density[2] = Helper.clamp(densityOzone, 0, 10);
|
||||
|
||||
world.raw.sky_sun_elevation = sunElevation;
|
||||
world.raw.sky_sun_rotation = sunRotation;
|
||||
world.raw.sky_sun_size = sunSize;
|
||||
world.raw.sky_sun_intensity = sunIntensity;
|
||||
world.raw.sky_altitude = altitude;
|
||||
world.raw.sky_sun_disc = sunDisc ? 1 : 0;
|
||||
|
||||
recomputeMultiScatter(world);
|
||||
}
|
||||
|
||||
// CPU LUT blending for smooth transition during expensive recomputation
|
||||
|
||||
public static function update() {
|
||||
if (multiBlend < 1.0 && multiPrevData != null && multiNewData != null) {
|
||||
multiBlend = Math.min(1.0, (haxe.Timer.stamp() - multiBlendStartTime) / recomputTime);
|
||||
var lutSize = MultipleScatteringData.lutWidth * MultipleScatteringData.lutHeight * 4;
|
||||
if (multiBlendData == null || multiBlendData.length != lutSize) {
|
||||
multiBlendData = new haxe.io.Float32Array(lutSize);
|
||||
}
|
||||
for (i in 0...lutSize) {
|
||||
multiBlendData[i] = multiPrevData[i] * (1.0 - multiBlend) + multiNewData[i] * multiBlend;
|
||||
}
|
||||
multiScatterData.applyLUTData(multiBlendData);
|
||||
if (multiBlend >= 1.0) {
|
||||
multiPrevData = null;
|
||||
multiNewData = null;
|
||||
multiBlendData = null;
|
||||
}
|
||||
}
|
||||
|
||||
if (singlePending == null && multiPending == null) return;
|
||||
var elapsed = haxe.Timer.stamp() - recomputeStartTime;
|
||||
var fraction = Math.min(1.0, elapsed / recomputTime);
|
||||
|
||||
if (singlePending != null) {
|
||||
var targetRow = Math.ceil(SingleScatteringData.lutHeightSteps * fraction);
|
||||
while (singlePending.row < targetRow) {
|
||||
singleScatterData.computeLUTRow(singlePending.density, singlePending.row, singlePending.data);
|
||||
singlePending.row++;
|
||||
}
|
||||
if (singlePending.row >= SingleScatteringData.lutHeightSteps) {
|
||||
singleScatterData.applyLUTData(singlePending.data);
|
||||
singleScatterData.setLastDensity(singlePending.density);
|
||||
singlePending = null;
|
||||
}
|
||||
}
|
||||
|
||||
if (multiPending != null) {
|
||||
if (multiPending.phase == 0) {
|
||||
var targetTrans = Math.ceil(MultipleScatteringData.transmittanceResY * fraction);
|
||||
while (multiPending.transRow < targetTrans) {
|
||||
multiScatterData.precomputeTransmittanceRow(multiPending.transRow);
|
||||
multiPending.transRow++;
|
||||
}
|
||||
if (multiPending.transRow >= MultipleScatteringData.transmittanceResY) {
|
||||
multiScatterData.finishTransmittance(multiPending.density);
|
||||
multiPending.phase = 1;
|
||||
}
|
||||
}
|
||||
if (multiPending.phase == 1) {
|
||||
var targetRow = Math.ceil(MultipleScatteringData.lutHeight * fraction);
|
||||
while (multiPending.row < targetRow) {
|
||||
multiScatterData.computeLUTRow(
|
||||
multiPending.sdx, multiPending.sdy, multiPending.sdz, multiPending.roz,
|
||||
multiPending.row, multiPending.data
|
||||
);
|
||||
multiPending.row++;
|
||||
}
|
||||
if (multiPending.row >= MultipleScatteringData.lutHeight) {
|
||||
// old LUT data for blending and use current blended data if a blend is in progress
|
||||
if (multiBlend < 1.0 && multiBlendData != null) {
|
||||
multiPrevData = multiBlendData;
|
||||
} else {
|
||||
multiPrevData = multiScatterData.lastLUTData;
|
||||
}
|
||||
multiNewData = multiPending.data;
|
||||
multiScatterData.lastLUTData = multiPending.data;
|
||||
multiScatterData.lastElevation = multiPending.sunElevation;
|
||||
multiScatterData.lastAltitude = multiPending.altitude;
|
||||
multiScatterData.lastSunSize = multiPending.sunSize;
|
||||
multiScatterData.lastSunDisc = multiPending.sunDisc;
|
||||
multiScatterData.setSunData(
|
||||
multiPending.sunElevation, multiPending.sunSize,
|
||||
multiPending.altitude, multiPending.sunDisc
|
||||
);
|
||||
// blend if we have old data, otherwise apply directly
|
||||
if (multiPrevData != null) {
|
||||
multiBlend = 0.0;
|
||||
multiBlendStartTime = haxe.Timer.stamp();
|
||||
} else {
|
||||
multiScatterData.applyLUTData(multiPending.data);
|
||||
}
|
||||
multiPending = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
This class holds the precalculated result of the inner scattering integral
|
||||
of the single scattering sky model. The outer integral is calculated in
|
||||
[`leenkx/Shaders/std/sky.glsl`](https://github.com/leenkx3d/leenkx/blob/master/Shaders/std/sky.glsl).
|
||||
|
||||
@see `leenkx.renderpath.Sky`
|
||||
**/
|
||||
class SingleScatteringData {
|
||||
|
||||
public var lut: kha.Image;
|
||||
|
||||
var lastDensity: Vec3 = null;
|
||||
/**
|
||||
The amount of individual sample heights stored in the LUT (and the width
|
||||
of the LUT image).
|
||||
**/
|
||||
public static var lutHeightSteps = 128;
|
||||
/**
|
||||
The amount of individual sun angle steps stored in the LUT (and the
|
||||
height of the LUT image).
|
||||
**/
|
||||
public static var lutAngleSteps = 128;
|
||||
|
||||
/**
|
||||
Amount of steps for calculating the inner scattering integral. Heigher
|
||||
values are more precise but take longer to compute.
|
||||
**/
|
||||
public static var jSteps = 8;
|
||||
|
||||
/** Radius of the atmosphere in kilometers. **/
|
||||
public static var radiusAtmo = 6420.0;
|
||||
/**
|
||||
Radius of the planet in kilometers. The default value is the earth radius as
|
||||
defined in Cycles.
|
||||
**/
|
||||
public static var radiusPlanet = 6360.0;
|
||||
|
||||
/** Rayleigh scattering coefficient. **/
|
||||
public static var rayleighCoeff = new Vec3(5.5e-6, 13.0e-6, 22.4e-6);
|
||||
/** Rayleigh scattering scale parameter. **/
|
||||
public static var rayleighScale = 8e3;
|
||||
|
||||
/** Mie scattering coefficient. **/
|
||||
public static var mieCoeff = 2e-5;
|
||||
/** Mie scattering scale parameter. **/
|
||||
public static var mieScale = 1.2e3;
|
||||
|
||||
/** Ozone scattering coefficient. **/
|
||||
// The ozone absorption coefficients are taken from Cycles code.
|
||||
// Because Cycles calculates 21 wavelengths, we use the coefficients
|
||||
// which are closest to the RGB wavelengths (645nm, 510nm, 440nm).
|
||||
// Precalculating values by simulating Blender's spec_to_xyz() function
|
||||
// to include all 21 wavelengths gave unrealistic results.
|
||||
public static var ozoneCoeff = new Vec3(1.59051840791988e-6, 0.00000096707041180970, 0.00000007309568762914);
|
||||
|
||||
// salar versions of coefficients
|
||||
static inline var rx = 5.5e-6;
|
||||
static inline var ry = 13.0e-6;
|
||||
static inline var rz = 22.4e-6;
|
||||
static inline var ox = 1.59051840791988e-6;
|
||||
static inline var oy = 0.00000096707041180970;
|
||||
static inline var oz = 0.00000007309568762914;
|
||||
|
||||
public function new() {}
|
||||
|
||||
/** Approximates the density of ozone for a given sample height. **/
|
||||
|
||||
static inline function getOzoneDensity(height: FastFloat): FastFloat {
|
||||
// Values are taken from Cycles code
|
||||
if (height < 10000.0 || height >= 40000.0) return 0.0;
|
||||
if (height < 25000.0) return (height - 10000.0) / 15000.0;
|
||||
return -((height - 40000.0) / 15000.0);
|
||||
}
|
||||
|
||||
/**
|
||||
Computes the LUT data for the given density values (thread-safe).
|
||||
Uses scalar math — zero allocations in the inner loop.
|
||||
@param density 3D vector of air density, dust density, ozone density
|
||||
@return Float32Array of RGBA128 pixel data
|
||||
**/
|
||||
public function computeLUTData(density: Vec3): haxe.io.Float32Array {
|
||||
var imageData = new haxe.io.Float32Array(lutHeightSteps * lutAngleSteps * 4);
|
||||
for (x in 0...lutHeightSteps) {
|
||||
computeLUTRow(density, x, imageData);
|
||||
}
|
||||
return imageData;
|
||||
}
|
||||
|
||||
// computes a single height row of the LUT for incremental recompute
|
||||
public function computeLUTRow(density: Vec3, x: Int, imageData: haxe.io.Float32Array) {
|
||||
var radiusPlanetMeters = radiusPlanet * 1000;
|
||||
var dAir = density.x;
|
||||
var dDust = density.y;
|
||||
var dOzone = density.z;
|
||||
var invRayleigh = 1.0 / rayleighScale;
|
||||
var invMie = 1.0 / mieScale;
|
||||
var invJ = 1.0 / jSteps;
|
||||
|
||||
// Use quadratic height for better horizon precision
|
||||
var height = (x / (lutHeightSteps - 1));
|
||||
height *= height;
|
||||
height *= radiusAtmo * 1000; // Denormalize height
|
||||
var iz = height + radiusPlanetMeters;
|
||||
|
||||
for (y in 0...lutAngleSteps) {
|
||||
var sunTheta = y / (lutAngleSteps - 1) * 2 - 1;
|
||||
|
||||
// Improve horizon precision
|
||||
// See https://sebh.github.io/publications/egsr2020.pdf (5.3)
|
||||
sunTheta = Helper.sign(sunTheta) * sunTheta * sunTheta;
|
||||
sunTheta = sunTheta * Math.PI / 2 + Math.PI / 2; // Denormalize
|
||||
|
||||
var sy = Math.sin(sunTheta);
|
||||
var sz = Math.cos(sunTheta);
|
||||
|
||||
var ozKm = iz * 0.001;
|
||||
var b = 2.0 * sz * ozKm;
|
||||
var c = ozKm * ozKm - radiusAtmo * radiusAtmo;
|
||||
var disc = b * b - 4.0 * c;
|
||||
var jStepSize: FastFloat;
|
||||
if (disc < 0.0) {
|
||||
jStepSize = 1e5 * invJ * 1000;
|
||||
} else {
|
||||
var sqd = Math.sqrt(disc);
|
||||
jStepSize = ((-b + sqd) * 0.5) / jSteps * 1000;
|
||||
}
|
||||
|
||||
var odRay = 0.0;
|
||||
var odMie = 0.0;
|
||||
var odOzone = 0.0;
|
||||
var jTime = 0.0;
|
||||
|
||||
for (i in 0...jSteps) {
|
||||
var t = jTime + jStepSize * 0.5;
|
||||
var jy = sy * t;
|
||||
var jz = iz + sz * t;
|
||||
var jHeight = Math.sqrt(jy * jy + jz * jz) - radiusPlanetMeters;
|
||||
|
||||
odRay += Math.exp(-jHeight * invRayleigh) * dAir;
|
||||
odMie += Math.exp(-jHeight * invMie) * dDust;
|
||||
odOzone += getOzoneDensity(jHeight) * dOzone;
|
||||
|
||||
jTime += jStepSize;
|
||||
}
|
||||
|
||||
odRay *= jStepSize;
|
||||
odMie *= jStepSize;
|
||||
odOzone *= jStepSize;
|
||||
|
||||
var mie = mieCoeff * odMie;
|
||||
var pixelIndex = (x + y * lutHeightSteps) * 4;
|
||||
imageData[pixelIndex + 0] = Math.exp(-(rx * odRay + mie + ox * odOzone));
|
||||
imageData[pixelIndex + 1] = Math.exp(-(ry * odRay + mie + oy * odOzone));
|
||||
imageData[pixelIndex + 2] = Math.exp(-(rz * odRay + mie + oz * odOzone));
|
||||
imageData[pixelIndex + 3] = 1.0; // Unused
|
||||
}
|
||||
}
|
||||
|
||||
// creates the LUT image from precomputed data called on main
|
||||
public function applyLUTData(imageData: haxe.io.Float32Array) {
|
||||
lut = kha.Image.fromBytes(imageData.view.buffer, lutHeightSteps, lutAngleSteps, TextureFormat.RGBA128, Usage.StaticUsage);
|
||||
}
|
||||
|
||||
public function needsRecompute(density: Vec3): Bool {
|
||||
return lut == null || lastDensity == null ||
|
||||
lastDensity.x != density.x || lastDensity.y != density.y || lastDensity.z != density.z;
|
||||
}
|
||||
|
||||
public function setLastDensity(density: Vec3) {
|
||||
lastDensity = new Vec3(density.x, density.y, density.z);
|
||||
}
|
||||
|
||||
public function computeLUT(density: Vec3) {
|
||||
applyLUTData(computeLUTData(density));
|
||||
lastDensity = new Vec3(density.x, density.y, density.z);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
This class precomputes the full sky radiance LUT
|
||||
Unlike the single scattering model matching Blenders implementation.
|
||||
**/
|
||||
|
||||
class MultipleScatteringData {
|
||||
|
||||
public var lut: kha.Image;
|
||||
|
||||
public var sunBottom: Vec3;
|
||||
public var sunTop: Vec3;
|
||||
public var earthIntersectionAngle: FastFloat;
|
||||
|
||||
public static var lutWidth = 128;
|
||||
public static var lutHeight = 64;
|
||||
|
||||
static var transmittanceResX = 128;
|
||||
public static var transmittanceResY = 32;
|
||||
var transmittanceLUT: haxe.io.Float32Array;
|
||||
var transmittanceValid = false;
|
||||
var transmittanceDensity: Vec3 = null;
|
||||
|
||||
public var lastElevation: Float = 0;
|
||||
public var lastAltitude: Float = 0;
|
||||
public var lastSunSize: Float = 0;
|
||||
public var lastSunDisc: Bool = false;
|
||||
public var lastLUTData: haxe.io.Float32Array = null;
|
||||
|
||||
static var transmittanceSteps = 32;
|
||||
static var inScatteringSteps = 32;
|
||||
|
||||
// Atmosphere constants sky_multiple_scattering.cpp
|
||||
public static var EARTH_RADIUS = 6371.0;
|
||||
static var ATMOSPHERE_THICKNESS = 100.0;
|
||||
static var ATMOSPHERE_RADIUS = 6471.0; // EARTH_RADIUS + ATMOSPHERE_THICKNESS
|
||||
|
||||
static var PHASE_ISOTROPIC = 1.0 / (4.0 * Math.PI);
|
||||
static var RAYLEIGH_PHASE_SCALE = (3.0 / 16.0) * (1.0 / Math.PI);
|
||||
static var G = 0.8;
|
||||
static var SQR_G = 0.64;
|
||||
|
||||
static var GROUND_ALBEDO: Array<Float> = [0.3, 0.3, 0.3, 0.3];
|
||||
|
||||
// Spectral data sampled at 630, 560, 490, 430 nm
|
||||
static var SUN_SPECTRAL_IRRADIANCE: Array<Float> = [1.679, 1.828, 1.986, 1.307];
|
||||
static var MOLECULAR_SCATTERING_COEFFICIENT_BASE: Array<Float> = [6.605e-3, 1.067e-2, 1.842e-2, 3.156e-2];
|
||||
static var OZONE_ABSORPTION_CROSS_SECTION: Array<Float> = [3.472e-25, 3.914e-25, 1.349e-25, 11.03e-27];
|
||||
static var OZONE_MEAN_DOBSON = 334.5;
|
||||
static var AEROSOL_ABSORPTION_CROSS_SECTION: Array<Float> = [2.8722e-24, 4.6168e-24, 7.9706e-24, 1.3578e-23];
|
||||
static var AEROSOL_SCATTERING_CROSS_SECTION: Array<Float> = [1.5908e-22, 1.7711e-22, 2.0942e-22, 2.4033e-22];
|
||||
static var AEROSOL_BASE_DENSITY = 1.3681e20;
|
||||
static var AEROSOL_BACKGROUND_DENSITY = 2e6;
|
||||
static var AEROSOL_HEIGHT_SCALE = 0.73;
|
||||
|
||||
static var SPECTRAL_XYZ: Array<Array<Float>> = [
|
||||
[53.386917738564668023, 22.981337506691024754, 0.0],
|
||||
[43.904844466369358263, 71.347795700053393866, 0.102506867965741307],
|
||||
[1.6137278251608962005, 18.422960591455485011, 31.742921188390805758],
|
||||
[20.762668673810577145, 2.3614213523314368527, 110.48009643252140334]
|
||||
];
|
||||
|
||||
var airDensity: Float = 1.0;
|
||||
var aerosolDensity: Float = 1.0;
|
||||
var ozoneDensity: Float = 1.0;
|
||||
|
||||
// avoid allocations in hot loops
|
||||
static var scratch0: Array<Float> = [0, 0, 0, 0];
|
||||
static var scratch1: Array<Float> = [0, 0, 0, 0];
|
||||
static var scratch2: Array<Float> = [0, 0, 0, 0];
|
||||
static var scratch3: Array<Float> = [0, 0, 0, 0];
|
||||
static var scratch4: Array<Float> = [0, 0, 0, 0];
|
||||
static var scratch5: Array<Float> = [0, 0, 0, 0];
|
||||
|
||||
public function new() {
|
||||
sunBottom = new Vec3();
|
||||
sunTop = new Vec3();
|
||||
earthIntersectionAngle = 0.0;
|
||||
transmittanceLUT = new haxe.io.Float32Array(transmittanceResY * transmittanceResX * 4);
|
||||
}
|
||||
|
||||
static inline function add4(a: Array<Float>, b: Array<Float>, out: Array<Float>) {
|
||||
out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; out[2] = a[2] + b[2]; out[3] = a[3] + b[3];
|
||||
}
|
||||
static inline function scale4(a: Array<Float>, s: Float, out: Array<Float>) {
|
||||
out[0] = a[0] * s; out[1] = a[1] * s; out[2] = a[2] * s; out[3] = a[3] * s;
|
||||
}
|
||||
// Atmospheric functions
|
||||
function getMolecularScatteringCoefficient(h: Float, out: Array<Float>) {
|
||||
var f = Math.exp(-0.07771971 * Math.pow(h, 1.16364243));
|
||||
out[0] = MOLECULAR_SCATTERING_COEFFICIENT_BASE[0] * f;
|
||||
out[1] = MOLECULAR_SCATTERING_COEFFICIENT_BASE[1] * f;
|
||||
out[2] = MOLECULAR_SCATTERING_COEFFICIENT_BASE[2] * f;
|
||||
out[3] = MOLECULAR_SCATTERING_COEFFICIENT_BASE[3] * f;
|
||||
}
|
||||
|
||||
function getMolecularAbsorptionCoefficient(h: Float, out: Array<Float>) {
|
||||
var logH = Math.log(Math.max(h, 1e-4));
|
||||
var density = 3.78547397e20 * Math.exp(-(logH - 3.22261) * (logH - 3.22261) * 5.55555555 - logH);
|
||||
out[0] = OZONE_ABSORPTION_CROSS_SECTION[0] * OZONE_MEAN_DOBSON * density;
|
||||
out[1] = OZONE_ABSORPTION_CROSS_SECTION[1] * OZONE_MEAN_DOBSON * density;
|
||||
out[2] = OZONE_ABSORPTION_CROSS_SECTION[2] * OZONE_MEAN_DOBSON * density;
|
||||
out[3] = OZONE_ABSORPTION_CROSS_SECTION[3] * OZONE_MEAN_DOBSON * density;
|
||||
}
|
||||
|
||||
static inline function getAerosolDensity(h: Float): Float {
|
||||
return AEROSOL_BASE_DENSITY * (Math.exp(-h / AEROSOL_HEIGHT_SCALE) + AEROSOL_BACKGROUND_DENSITY / AEROSOL_BASE_DENSITY);
|
||||
}
|
||||
|
||||
function getAtmosphereCollisionCoefficients(h: Float) {
|
||||
var localAerosolDensity = getAerosolDensity(h) * aerosolDensity;
|
||||
scale4(AEROSOL_ABSORPTION_CROSS_SECTION, localAerosolDensity, scratch0);
|
||||
scale4(AEROSOL_SCATTERING_CROSS_SECTION, localAerosolDensity, scratch1);
|
||||
getMolecularAbsorptionCoefficient(h, scratch2);
|
||||
scale4(scratch2, ozoneDensity, scratch2);
|
||||
getMolecularScatteringCoefficient(h, scratch3);
|
||||
scale4(scratch3, airDensity, scratch3);
|
||||
}
|
||||
|
||||
static inline function molecularPhaseFunction(cosTheta: Float): Float {
|
||||
return RAYLEIGH_PHASE_SCALE * (1.0 + cosTheta * cosTheta);
|
||||
}
|
||||
|
||||
static inline function aerosolPhaseFunction(cosTheta: Float): Float {
|
||||
var den = 1.0 + SQR_G + 2.0 * G * cosTheta;
|
||||
return PHASE_ISOTROPIC * (1.0 - SQR_G) / (den * Math.sqrt(den));
|
||||
}
|
||||
|
||||
// nearest positive intersection distance, or -1 if no intersection
|
||||
static inline function raySphereIntersectScalar(px: Float, py: Float, pz: Float,
|
||||
dx: Float, dy: Float, dz: Float, radius: Float): Float {
|
||||
var b = px * dx + py * dy + pz * dz;
|
||||
var c = px * px + py * py + pz * pz - radius * radius;
|
||||
if (c > 0.0 && b > 0.0) return -1.0;
|
||||
var d = b * b - c;
|
||||
if (d < 0.0) return -1.0;
|
||||
if (d >= b * b) return -b + Math.sqrt(d);
|
||||
return -b - Math.sqrt(d);
|
||||
}
|
||||
|
||||
static inline function spectralToXYZScalars(l0: Float, l1: Float, l2: Float, l3: Float): Vec3 {
|
||||
return new Vec3(
|
||||
SPECTRAL_XYZ[0][0] * l0 + SPECTRAL_XYZ[1][0] * l1 + SPECTRAL_XYZ[2][0] * l2 + SPECTRAL_XYZ[3][0] * l3,
|
||||
SPECTRAL_XYZ[0][1] * l0 + SPECTRAL_XYZ[1][1] * l1 + SPECTRAL_XYZ[2][1] * l2 + SPECTRAL_XYZ[3][1] * l3,
|
||||
SPECTRAL_XYZ[0][2] * l0 + SPECTRAL_XYZ[1][2] * l1 + SPECTRAL_XYZ[2][2] * l2 + SPECTRAL_XYZ[3][2] * l3
|
||||
);
|
||||
}
|
||||
|
||||
// XYZ directly into imageData avoiding Vec3 allocation in loops
|
||||
static inline function spectralToXYZ(l0: Float, l1: Float, l2: Float, l3: Float,
|
||||
imageData: haxe.io.Float32Array, pixelIndex: Int) {
|
||||
imageData[pixelIndex + 0] = SPECTRAL_XYZ[0][0] * l0 + SPECTRAL_XYZ[1][0] * l1 + SPECTRAL_XYZ[2][0] * l2 + SPECTRAL_XYZ[3][0] * l3;
|
||||
imageData[pixelIndex + 1] = SPECTRAL_XYZ[0][1] * l0 + SPECTRAL_XYZ[1][1] * l1 + SPECTRAL_XYZ[2][1] * l2 + SPECTRAL_XYZ[3][1] * l3;
|
||||
imageData[pixelIndex + 2] = SPECTRAL_XYZ[0][2] * l0 + SPECTRAL_XYZ[1][2] * l1 + SPECTRAL_XYZ[2][2] * l2 + SPECTRAL_XYZ[3][2] * l3;
|
||||
imageData[pixelIndex + 3] = 1.0;
|
||||
}
|
||||
|
||||
function getTransmittance(cosTheta: Float, normalizedAltitude: Float, out: Array<Float>) {
|
||||
var sy = Math.sqrt(1.0 - cosTheta * cosTheta);
|
||||
var sz = cosTheta;
|
||||
var distToCenter = EARTH_RADIUS + (ATMOSPHERE_RADIUS - EARTH_RADIUS) * normalizedAltitude;
|
||||
var tD = raySphereIntersectScalar(0, 0, distToCenter, 0, sy, sz, ATMOSPHERE_RADIUS);
|
||||
var tStep = tD / transmittanceSteps;
|
||||
|
||||
// Accumulate in local scalars (out may alias scratch0 which gets clobbered)
|
||||
var acc0 = 0.0, acc1 = 0.0, acc2 = 0.0, acc3 = 0.0;
|
||||
for (step in 0...transmittanceSteps) {
|
||||
var t = (step + 0.5) * tStep;
|
||||
var xtY = sy * t;
|
||||
var xtZ = distToCenter + sz * t;
|
||||
var altitude = Math.max(Math.sqrt(xtY * xtY + xtZ * xtZ) - EARTH_RADIUS, 0.0);
|
||||
getAtmosphereCollisionCoefficients(altitude);
|
||||
// extinction = aerosolAbs + aerosolSca + molAbs + molSca
|
||||
add4(scratch0, scratch1, scratch4);
|
||||
add4(scratch2, scratch3, scratch5);
|
||||
add4(scratch4, scratch5, scratch4);
|
||||
// result += extinction * tStep
|
||||
acc0 += scratch4[0] * tStep;
|
||||
acc1 += scratch4[1] * tStep;
|
||||
acc2 += scratch4[2] * tStep;
|
||||
acc3 += scratch4[3] * tStep;
|
||||
}
|
||||
out[0] = Math.exp(-acc0);
|
||||
out[1] = Math.exp(-acc1);
|
||||
out[2] = Math.exp(-acc2);
|
||||
out[3] = Math.exp(-acc3);
|
||||
}
|
||||
|
||||
function precomputeTransmittanceLUT() {
|
||||
var d = new Vec3(airDensity, aerosolDensity, ozoneDensity);
|
||||
if (!needsTransmittance(d)) return;
|
||||
for (y in 0...transmittanceResY) {
|
||||
precomputeTransmittanceRow(y);
|
||||
}
|
||||
finishTransmittance(d);
|
||||
}
|
||||
|
||||
public function needsTransmittance(density: Vec3): Bool {
|
||||
return !(transmittanceValid && transmittanceDensity != null &&
|
||||
transmittanceDensity.x == density.x &&
|
||||
transmittanceDensity.y == density.y &&
|
||||
transmittanceDensity.z == density.z);
|
||||
}
|
||||
|
||||
public function setDensities(density: Vec3) {
|
||||
airDensity = density.x;
|
||||
aerosolDensity = density.y;
|
||||
ozoneDensity = density.z;
|
||||
}
|
||||
|
||||
public function precomputeTransmittanceRow(y: Int) {
|
||||
for (x in 0...transmittanceResX) {
|
||||
var u = x / (transmittanceResX - 1);
|
||||
var v = y / (transmittanceResY - 1);
|
||||
getTransmittance(u * 2.0 - 1.0, v, scratch0);
|
||||
var idx = (y * transmittanceResX + x) * 4;
|
||||
transmittanceLUT[idx] = scratch0[0];
|
||||
transmittanceLUT[idx + 1] = scratch0[1];
|
||||
transmittanceLUT[idx + 2] = scratch0[2];
|
||||
transmittanceLUT[idx + 3] = scratch0[3];
|
||||
}
|
||||
}
|
||||
|
||||
public function finishTransmittance(density: Vec3) {
|
||||
transmittanceValid = true;
|
||||
if (transmittanceDensity == null) transmittanceDensity = new Vec3();
|
||||
transmittanceDensity.x = density.x;
|
||||
transmittanceDensity.y = density.y;
|
||||
transmittanceDensity.z = density.z;
|
||||
}
|
||||
|
||||
function lookupTransmittance(cosTheta: Float, normalizedAltitude: Float, out: Array<Float>) {
|
||||
var u = Math.max(0.0, Math.min(1.0, cosTheta * 0.5 + 0.5));
|
||||
var v = Math.max(0.0, Math.min(1.0, normalizedAltitude));
|
||||
var fx = u * (transmittanceResX - 1);
|
||||
var fy = v * (transmittanceResY - 1);
|
||||
var x1 = Std.int(fx);
|
||||
var y1 = Std.int(fy);
|
||||
var x2 = Std.int(Math.min(x1 + 1, transmittanceResX - 1));
|
||||
var y2 = Std.int(Math.min(y1 + 1, transmittanceResY - 1));
|
||||
var dxF = fx - x1;
|
||||
var dyF = fy - y1;
|
||||
|
||||
var idx00 = (y1 * transmittanceResX + x1) * 4;
|
||||
var idx01 = (y1 * transmittanceResX + x2) * 4;
|
||||
var idx10 = (y2 * transmittanceResX + x1) * 4;
|
||||
var idx11 = (y2 * transmittanceResX + x2) * 4;
|
||||
|
||||
// Bilinear interpolation directly into out — no scratch arrays needed
|
||||
for (w in 0...4) {
|
||||
var b = transmittanceLUT[idx00 + w] + dxF * (transmittanceLUT[idx01 + w] - transmittanceLUT[idx00 + w]);
|
||||
var t = transmittanceLUT[idx10 + w] + dxF * (transmittanceLUT[idx11 + w] - transmittanceLUT[idx10 + w]);
|
||||
out[w] = b + dyF * (t - b);
|
||||
}
|
||||
}
|
||||
|
||||
function lookupTransmittanceAtGround(cosTheta: Float, out: Array<Float>) {
|
||||
var u = Math.max(0.0, Math.min(1.0, cosTheta * 0.5 + 0.5));
|
||||
var fx = u * (transmittanceResX - 1);
|
||||
var x1 = Std.int(fx);
|
||||
var x2 = Std.int(Math.min(x1 + 1, transmittanceResX - 1));
|
||||
var dxF = fx - x1;
|
||||
var idx0 = (0 * transmittanceResX + x1) * 4;
|
||||
var idx1 = (0 * transmittanceResX + x2) * 4;
|
||||
for (w in 0...4) {
|
||||
out[w] = transmittanceLUT[idx0 + w] + dxF * (transmittanceLUT[idx1 + w] - transmittanceLUT[idx0 + w]);
|
||||
}
|
||||
}
|
||||
|
||||
function lookupTransmittanceToSun(normalizedAltitude: Float, out: Array<Float>) {
|
||||
var v = Math.max(0.0, Math.min(1.0, normalizedAltitude));
|
||||
var fy = v * (transmittanceResY - 1);
|
||||
var y1 = Std.int(fy);
|
||||
var y2 = Std.int(Math.min(y1 + 1, transmittanceResY - 1));
|
||||
var dyF = fy - y1;
|
||||
var x = transmittanceResX - 1;
|
||||
var idx0 = (y1 * transmittanceResX + x) * 4;
|
||||
var idx1 = (y2 * transmittanceResX + x) * 4;
|
||||
for (w in 0...4) {
|
||||
out[w] = transmittanceLUT[idx0 + w] + dyF * (transmittanceLUT[idx1 + w] - transmittanceLUT[idx0 + w]);
|
||||
}
|
||||
}
|
||||
|
||||
function lookupMultiscattering(cosTheta: Float, normalizedHeight: Float, d: Float, out: Array<Float>) {
|
||||
var omega = 2.0 * Math.PI * (1.0 - Math.sqrt(Math.max(0.0, 1.0 - (EARTH_RADIUS / d) * (EARTH_RADIUS / d))));
|
||||
lookupTransmittanceAtGround(cosTheta, scratch0); // tToGround
|
||||
lookupTransmittanceToSun(0.0, scratch1); // tSun0
|
||||
lookupTransmittanceToSun(normalizedHeight, scratch2); // tSunH
|
||||
// tGroundToSample = tSun0 / tSunH
|
||||
scratch3[0] = scratch1[0] / scratch2[0]; scratch3[1] = scratch1[1] / scratch2[1];
|
||||
scratch3[2] = scratch1[2] / scratch2[2]; scratch3[3] = scratch1[3] / scratch2[3];
|
||||
// lGround = GROUND_ALBEDO/PI * tToGround * tGroundToSample * cosTheta * PHASE_ISOTROPIC * omega
|
||||
var groundScale = (1.0 / Math.PI) * cosTheta * PHASE_ISOTROPIC * omega;
|
||||
for (w in 0...4) {
|
||||
out[w] = GROUND_ALBEDO[w] * scratch0[w] * scratch3[w] * groundScale;
|
||||
}
|
||||
// lMs = [0.217, 0.347, 0.594, 1.0] * 0.02 * msFactor
|
||||
var msFactor = 0.02 / (1.0 + 5.0 * Math.exp(-17.92 * cosTheta));
|
||||
out[0] += 0.217 * msFactor;
|
||||
out[1] += 0.347 * msFactor;
|
||||
out[2] += 0.594 * msFactor;
|
||||
out[3] += 1.0 * msFactor;
|
||||
}
|
||||
|
||||
// Scalar inscattering — sunDir and rayDir as scalars, uses scratch arrays
|
||||
function getInscatteringScalars(
|
||||
sdx: Float, sdy: Float, sdz: Float, // sun dir
|
||||
ox: Float, oy: Float, oz: Float, // ray origin
|
||||
dx: Float, dy: Float, dz: Float, // ray dir (normalized)
|
||||
tD: Float, out: Array<Float>) {
|
||||
|
||||
// cosTheta = -rayDir . sunDir
|
||||
var cosTheta = -(dx * sdx + dy * sdy + dz * sdz);
|
||||
var molPhase = molecularPhaseFunction(cosTheta);
|
||||
var aerPhase = aerosolPhaseFunction(cosTheta);
|
||||
var dt = tD / inScatteringSteps;
|
||||
|
||||
out[0] = 0; out[1] = 0; out[2] = 0; out[3] = 0;
|
||||
// transmittance = [1,1,1,1]
|
||||
var tr0 = 1.0, tr1 = 1.0, tr2 = 1.0, tr3 = 1.0;
|
||||
// Accumulate inscattering in local scalars (out may alias scratch arrays)
|
||||
var li0 = 0.0, li1 = 0.0, li2 = 0.0, li3 = 0.0;
|
||||
|
||||
for (i in 0...inScatteringSteps) {
|
||||
var t = (i + 0.5) * dt;
|
||||
// xT = rayOrigin + rayDir * t
|
||||
var xtx = ox + dx * t;
|
||||
var xty = oy + dy * t;
|
||||
var xtz = oz + dz * t;
|
||||
var distToCenter = Math.sqrt(xtx * xtx + xty * xty + xtz * xtz);
|
||||
var altitude = Math.max(distToCenter - EARTH_RADIUS, 0.0);
|
||||
var normalizedAltitude = altitude / ATMOSPHERE_THICKNESS;
|
||||
// zenithDir = xT / distToCenter
|
||||
var invDist = 1.0 / distToCenter;
|
||||
var zdx = xtx * invDist, zdy = xty * invDist, zdz = xtz * invDist;
|
||||
var sampleCosTheta = zdx * sdx + zdy * sdy + zdz * sdz;
|
||||
|
||||
getAtmosphereCollisionCoefficients(altitude);
|
||||
// extinction = aerosolAbs + aerosolSca + molAbs + molSca
|
||||
add4(scratch0, scratch1, scratch4);
|
||||
add4(scratch2, scratch3, scratch5);
|
||||
add4(scratch4, scratch5, scratch4); // extinction in scratch4
|
||||
|
||||
// Save molSca (scratch3) and aerSca (scratch1) before lookups clobber scratch arrays
|
||||
var molSca0 = scratch3[0], molSca1 = scratch3[1], molSca2 = scratch3[2], molSca3 = scratch3[3];
|
||||
var aerSca0 = scratch1[0], aerSca1 = scratch1[1], aerSca2 = scratch1[2], aerSca3 = scratch1[3];
|
||||
|
||||
lookupTransmittance(sampleCosTheta, normalizedAltitude, scratch5); // tToSun
|
||||
lookupMultiscattering(sampleCosTheta, normalizedAltitude, distToCenter, scratch1); // ms
|
||||
|
||||
// stepTransmittance = exp(-extinction * dt)
|
||||
var st0 = Math.exp(-scratch4[0] * dt);
|
||||
var st1 = Math.exp(-scratch4[1] * dt);
|
||||
var st2 = Math.exp(-scratch4[2] * dt);
|
||||
var st3 = Math.exp(-scratch4[3] * dt);
|
||||
|
||||
// S = SUN_SPECTRAL_IRRADIANCE * (molSca * (molPhase * tToSun + ms) + aerSca * (aerPhase * tToSun + ms))
|
||||
var s0 = SUN_SPECTRAL_IRRADIANCE[0] * (molSca0 * (molPhase * scratch5[0] + scratch1[0]) + aerSca0 * (aerPhase * scratch5[0] + scratch1[0]));
|
||||
var s1 = SUN_SPECTRAL_IRRADIANCE[1] * (molSca1 * (molPhase * scratch5[1] + scratch1[1]) + aerSca1 * (aerPhase * scratch5[1] + scratch1[1]));
|
||||
var s2 = SUN_SPECTRAL_IRRADIANCE[2] * (molSca2 * (molPhase * scratch5[2] + scratch1[2]) + aerSca2 * (aerPhase * scratch5[2] + scratch1[2]));
|
||||
var s3 = SUN_SPECTRAL_IRRADIANCE[3] * (molSca3 * (molPhase * scratch5[3] + scratch1[3]) + aerSca3 * (aerPhase * scratch5[3] + scratch1[3]));
|
||||
|
||||
// sInt[w] = (s[w] - s[w]*st[w]) / max(ext[w], 1e-7)
|
||||
var ce0 = scratch4[0] < 1e-7 ? 1e-7 : scratch4[0];
|
||||
var ce1 = scratch4[1] < 1e-7 ? 1e-7 : scratch4[1];
|
||||
var ce2 = scratch4[2] < 1e-7 ? 1e-7 : scratch4[2];
|
||||
var ce3 = scratch4[3] < 1e-7 ? 1e-7 : scratch4[3];
|
||||
|
||||
var si0 = (s0 - s0 * st0) / ce0;
|
||||
var si1 = (s1 - s1 * st1) / ce1;
|
||||
var si2 = (s2 - s2 * st2) / ce2;
|
||||
var si3 = (s3 - s3 * st3) / ce3;
|
||||
|
||||
// lInscattering += transmittance * sInt
|
||||
li0 += tr0 * si0;
|
||||
li1 += tr1 * si1;
|
||||
li2 += tr2 * si2;
|
||||
li3 += tr3 * si3;
|
||||
|
||||
// transmittance *= stepTransmittance
|
||||
tr0 *= st0; tr1 *= st1; tr2 *= st2; tr3 *= st3;
|
||||
}
|
||||
|
||||
out[0] = li0; out[1] = li1; out[2] = li2; out[3] = li3;
|
||||
}
|
||||
|
||||
function computeEarthAngle(altitude: Float): Float {
|
||||
return Math.PI / 2.0 - Math.asin(EARTH_RADIUS / (EARTH_RADIUS + altitude / 1000.0));
|
||||
}
|
||||
|
||||
function precomputeSun(sunElevation: Float, angularDiameter: Float, altitude: Float): { bottom: Vec3, top: Vec3 } {
|
||||
var halfAngular = Math.max(angularDiameter, 0.001) / 2.0;
|
||||
var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(halfAngular));
|
||||
var normalizedAltitude = altitude / ATMOSPHERE_THICKNESS;
|
||||
|
||||
function getSunXYZ(elevation: Float): Vec3 {
|
||||
var sunZenithCosAngle = Math.cos(Math.PI / 2.0 - elevation);
|
||||
getTransmittance(sunZenithCosAngle, normalizedAltitude, scratch0);
|
||||
return spectralToXYZScalars(
|
||||
SUN_SPECTRAL_IRRADIANCE[0] * scratch0[0] / solidAngle,
|
||||
SUN_SPECTRAL_IRRADIANCE[1] * scratch0[1] / solidAngle,
|
||||
SUN_SPECTRAL_IRRADIANCE[2] * scratch0[2] / solidAngle,
|
||||
SUN_SPECTRAL_IRRADIANCE[3] * scratch0[3] / solidAngle
|
||||
);
|
||||
}
|
||||
|
||||
var bottom = getSunXYZ(sunElevation - halfAngular);
|
||||
var top = getSunXYZ(sunElevation + halfAngular);
|
||||
return { bottom: bottom, top: top };
|
||||
}
|
||||
|
||||
// single row of the main LUT for incremental recompute
|
||||
public function computeLUTRow(sdx: Float, sdy: Float, sdz: Float, roz: Float,
|
||||
y: Int, imageData: haxe.io.Float32Array) {
|
||||
|
||||
var uvY = (y + 0.5) / lutHeight;
|
||||
var l = uvY * 2.0 - 1.0;
|
||||
var elevation = (l < 0 ? -1.0 : 1.0) * l * l * Math.PI / 2.0;
|
||||
var cosEl = Math.cos(elevation);
|
||||
var sinEl = Math.sin(elevation);
|
||||
|
||||
for (x in 0...lutWidth) {
|
||||
var uvX = (x + 0.5) / lutWidth;
|
||||
var azimuth = 2.0 * Math.PI * uvX;
|
||||
|
||||
var dx = Math.sin(azimuth) * cosEl;
|
||||
var dy = Math.cos(azimuth) * cosEl;
|
||||
var dz = sinEl;
|
||||
|
||||
var atmosDist = raySphereIntersectScalar(0, 0, roz, dx, dy, dz, ATMOSPHERE_RADIUS);
|
||||
var groundDist = -1.0;
|
||||
if (dz < 0.0) {
|
||||
groundDist = raySphereIntersectScalar(0, 0, roz, dx, dy, dz, EARTH_RADIUS);
|
||||
}
|
||||
var tD = (groundDist < 0.0) ? atmosDist : groundDist;
|
||||
|
||||
getInscatteringScalars(sdx, sdy, sdz, 0, 0, roz, dx, dy, dz, tD, scratch0);
|
||||
var pixelIndex = (x + y * lutWidth) * 4;
|
||||
spectralToXYZ(scratch0[0], scratch0[1], scratch0[2], scratch0[3], imageData, pixelIndex);
|
||||
}
|
||||
}
|
||||
|
||||
// Sets sun disc data without creating a GPU texture.
|
||||
public function setSunData(sunElevation: Float, sunSize: Float, altitude: Float, sunDisc: Bool) {
|
||||
var altKm = Math.max(1.0, Math.min(99999.0, altitude)) / 1000.0;
|
||||
earthIntersectionAngle = computeEarthAngle(altitude);
|
||||
if (sunDisc) {
|
||||
var sunData = precomputeSun(sunElevation, sunSize, altKm);
|
||||
sunBottom = sunData.bottom;
|
||||
sunTop = sunData.top;
|
||||
} else {
|
||||
sunBottom = new Vec3();
|
||||
sunTop = new Vec3();
|
||||
}
|
||||
}
|
||||
|
||||
public function computeData(sunElevation: Float, sunRotation: Float, sunSize: Float,
|
||||
sunIntensity: Float, altitude: Float, sunDisc: Bool, density: Vec3): { data: haxe.io.Float32Array, sunBottom: Vec3, sunTop: Vec3, earthAngle: FastFloat } {
|
||||
|
||||
airDensity = density.x;
|
||||
aerosolDensity = density.y;
|
||||
ozoneDensity = density.z;
|
||||
|
||||
precomputeTransmittanceLUT();
|
||||
|
||||
var altKm = Math.max(1.0, Math.min(99999.0, altitude)) / 1000.0;
|
||||
var sunZenithCosAngle = Math.cos(Math.PI / 2.0 - sunElevation);
|
||||
var sdy = Math.sqrt(1.0 - sunZenithCosAngle * sunZenithCosAngle);
|
||||
var sdz = sunZenithCosAngle;
|
||||
var sdx = 0.0;
|
||||
var roz = EARTH_RADIUS + altKm;
|
||||
|
||||
var earthAngle = computeEarthAngle(altitude);
|
||||
|
||||
var imageData = new haxe.io.Float32Array(lutWidth * lutHeight * 4);
|
||||
|
||||
for (y in 0...lutHeight) {
|
||||
computeLUTRow(sdx, sdy, sdz, roz, y, imageData);
|
||||
}
|
||||
|
||||
var bottom = new Vec3();
|
||||
var top = new Vec3();
|
||||
if (sunDisc) {
|
||||
var sunData = precomputeSun(sunElevation, sunSize, altKm);
|
||||
bottom = sunData.bottom;
|
||||
top = sunData.top;
|
||||
}
|
||||
|
||||
return { data: imageData, sunBottom: bottom, sunTop: top, earthAngle: earthAngle };
|
||||
}
|
||||
|
||||
public function applyData(result: { data: haxe.io.Float32Array, sunBottom: Vec3, sunTop: Vec3, earthAngle: FastFloat }) {
|
||||
lut = kha.Image.fromBytes(result.data.view.buffer, lutWidth, lutHeight, TextureFormat.RGBA128, Usage.StaticUsage);
|
||||
sunBottom = result.sunBottom;
|
||||
sunTop = result.sunTop;
|
||||
earthIntersectionAngle = result.earthAngle;
|
||||
}
|
||||
|
||||
// LUT data for blending
|
||||
public function applyLUTData(imageData: haxe.io.Float32Array) {
|
||||
lut = kha.Image.fromBytes(imageData.view.buffer, lutWidth, lutHeight, TextureFormat.RGBA128, Usage.DynamicUsage);
|
||||
}
|
||||
|
||||
public function needsRecompute(density: Vec3, sunElevation: Float, altitude: Float, sunSize: Float, sunDisc: Bool): Bool {
|
||||
return lut == null || needsTransmittance(density) ||
|
||||
sunElevation != lastElevation || altitude != lastAltitude ||
|
||||
sunSize != lastSunSize || sunDisc != lastSunDisc;
|
||||
}
|
||||
|
||||
public function compute(sunElevation: Float, sunRotation: Float, sunSize: Float,
|
||||
sunIntensity: Float, altitude: Float, sunDisc: Bool, density: Vec3) {
|
||||
|
||||
var result = computeData(sunElevation, sunRotation, sunSize, sunIntensity, altitude, sunDisc, density);
|
||||
applyData(result);
|
||||
lastLUTData = result.data;
|
||||
lastElevation = sunElevation;
|
||||
lastAltitude = altitude;
|
||||
lastSunSize = sunSize;
|
||||
lastSunDisc = sunDisc;
|
||||
}
|
||||
}
|
||||
@ -48,6 +48,21 @@ class Starter {
|
||||
mode: windowMode, windowFeatures: windowFeatures}, framebuffer: {samplesPerPixel: c.window_msaa, verticalSync: c.window_vsync}}, function(window: kha.Window) {
|
||||
|
||||
iron.App.init(function() {
|
||||
// TODO: Currently breaks after a second
|
||||
// TODO: Figure out why full width and height need a math operation like /2 or -1
|
||||
//#if (lnx_webview && kha_krom)
|
||||
//var wvOptions: Dynamic = {
|
||||
// parentWindow: 0,
|
||||
// x: 0,
|
||||
// y: 0,
|
||||
// width: c.window_w - 1,
|
||||
// height: c.window_h - 1,
|
||||
// transparent: true,
|
||||
// title: Main.projectName
|
||||
//};
|
||||
//var wvId: Int = Krom.webviewCreate(wvOptions);
|
||||
//Krom.webviewShow(wvId);
|
||||
//#end
|
||||
#if lnx_loadscreen
|
||||
function load(g: kha.graphics2.Graphics) {
|
||||
if (iron.Scene.active != null && iron.Scene.active.ready) iron.App.removeRender2D(load);
|
||||
@ -101,6 +116,15 @@ class Starter {
|
||||
kha.Assets.loadBlobFromPath(name, function(b: kha.Blob) {
|
||||
js.Syntax.code("(1,eval)({0})", b.toString());
|
||||
#if kha_krom
|
||||
#if lnx_jolt_mt
|
||||
js.Syntax.code("Jolt({print:function(s){iron.log(s);},instantiateWasm:function(imports,successCallback) {
|
||||
var wasmbin = Krom.loadBlob('jolt.mt.wasm.wasm');
|
||||
var module = new WebAssembly.Module(wasmbin);
|
||||
var inst = new WebAssembly.Instance(module,imports);
|
||||
successCallback(inst,module);
|
||||
return inst.exports;
|
||||
}}).then(function(m){ Jolt=m; tasks--; start();})");
|
||||
#else
|
||||
js.Syntax.code("Jolt({print:function(s){iron.log(s);},instantiateWasm:function(imports,successCallback) {
|
||||
var wasmbin = Krom.loadBlob('jolt.wasm.wasm');
|
||||
var module = new WebAssembly.Module(wasmbin);
|
||||
@ -108,6 +132,7 @@ class Starter {
|
||||
successCallback(inst);
|
||||
return inst.exports;
|
||||
}}).then(function(m){ Jolt=m; tasks--; start();})");
|
||||
#end
|
||||
#else
|
||||
js.Syntax.code("Jolt({print:function(s){iron.log(s);},locateFile:function(f){return 'jolt.wasm.wasm';}}).then(function(m){ Jolt=m; tasks--; start();})");
|
||||
#end
|
||||
@ -147,8 +172,12 @@ class Starter {
|
||||
|
||||
#if (js && lnx_jolt)
|
||||
tasks++;
|
||||
#if lnx_jolt_mt
|
||||
loadLibJolt("jolt.mt.wasm.js");
|
||||
#else
|
||||
loadLibJolt("jolt.wasm.js");
|
||||
#end
|
||||
#end
|
||||
|
||||
#if (js && lnx_navigation)
|
||||
tasks++;
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user