VOX_PATCH_2 + VOX_5

This commit is contained in:
2026-07-16 23:49:44 -07:00
parent f4b0bf1e93
commit b2395f30fc
34 changed files with 353 additions and 560 deletions

View File

@ -142,6 +142,8 @@ class Image implements Canvas implements Resource {
return 5;
case A16:
return 7;
case R32UI:
return 8;
default:
return 1; // Grey8
}

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@ -234,6 +234,8 @@ class Image implements Canvas implements Resource {
return 5;
case A16:
return 7;
case R32UI:
return 8;
default:
return 1; // Grey8
}

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@ -23,6 +23,7 @@ extern class Krom {
static function setRenderTarget(stage: kha.graphics4.TextureUnit, renderTarget: Dynamic): Void;
static function setTextureDepth(unit: kha.graphics4.TextureUnit, texture: Dynamic): Void;
static function setImageTexture(stage: kha.graphics4.TextureUnit, texture: Dynamic): Void;
static function setImageRenderTarget(stage: kha.graphics4.TextureUnit, renderTarget: Dynamic): Void;
static function setTextureParameters(texunit: kha.graphics4.TextureUnit, uAddressing: Int, vAddressing: Int, minificationFilter: Int,
magnificationFilter: Int, mipmapFilter: Int): Void;
static function setTexture3DParameters(texunit: kha.graphics4.TextureUnit, uAddressing: Int, vAddressing: Int, wAddressing: Int, minificationFilter: Int,

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@ -75,6 +75,8 @@ class Image implements Canvas implements Resource {
return 5;
case A16:
return 7;
case R32UI:
return 8;
default:
return 1; // Grey8
}
@ -200,6 +202,7 @@ class Image implements Canvas implements Resource {
case RGBA64: 8;
case A32: 4;
case A16: 2;
case R32UI: 4;
default: 4;
}
}

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@ -106,7 +106,7 @@ class Compute {
public static function setSampledDepthTexture(unit: TextureUnit, texture: Image) {
if (texture == null)
return;
Krom.setSampledDepthTextureCompute(unit, texture);
Krom.setSampledDepthTextureCompute(unit, texture.renderTarget_);
}
public static function setSampledCubeMap(unit: TextureUnit, cubeMap: CubeMap) {
@ -118,7 +118,7 @@ class Compute {
public static function setSampledDepthCubeMap(unit: TextureUnit, cubeMap: CubeMap) {
if (cubeMap == null)
return;
Krom.setSampledDepthTextureCompute(unit, cubeMap);
Krom.setSampledDepthTextureCompute(unit, cubeMap.renderTarget_);
}
public static function setTextureParameters(unit: TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,

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@ -9,14 +9,7 @@ class ShaderStorageBuffer {
public function new(indexCount: Int, type: VertexData) {
myCount = indexCount;
data = new Array<Int>();
data[myCount - 1] = 0;
init(indexCount, type);
}
function init(indexCount: Int, type: VertexData) {
myCount = indexCount;
data = new Array<Int>();
data[myCount - 1] = 0;
if (myCount > 0) data[myCount - 1] = 0;
}
public function delete(): Void {}

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@ -122,7 +122,12 @@ class Graphics implements kha.graphics4.Graphics {
public function setImageTexture(unit: kha.graphics4.TextureUnit, texture: kha.Image): Void {
if (texture == null)
return;
Krom.setImageTexture(unit, texture.texture_);
if (texture.texture_ != null) {
Krom.setImageTexture(unit, texture.texture_);
}
else if (texture.renderTarget_ != null) {
Krom.setImageRenderTarget(unit, texture.renderTarget_);
}
}
public function setTextureParameters(texunit: kha.graphics4.TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,

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@ -821,8 +821,19 @@ int kinc_g4_max_bound_textures(void) {
return units;
}
static int getUnitStage(kinc_g4_texture_unit_t unit) {
for (int i = 0; i < KINC_G4_SHADER_TYPE_COUNT; ++i) {
if (unit.stages[i] >= 0) {
return unit.stages[i];
}
}
return -1;
}
static void setTextureAddressingInternal(GLenum target, kinc_g4_texture_unit_t unit, kinc_g4_texture_direction_t dir, kinc_g4_texture_addressing_t addressing) {
glActiveTexture(GL_TEXTURE0 + unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
int stage = getUnitStage(unit);
if (stage < 0) return;
glActiveTexture(GL_TEXTURE0 + stage);
GLenum texDir;
switch (dir) {
case KINC_G4_TEXTURE_DIRECTION_U:
@ -841,39 +852,39 @@ static void setTextureAddressingInternal(GLenum target, kinc_g4_texture_unit_t u
case KINC_G4_TEXTURE_ADDRESSING_CLAMP:
glTexParameteri(target, texDir, GL_CLAMP_TO_EDGE);
if (dir == KINC_G4_TEXTURE_DIRECTION_U) {
texModesU[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_CLAMP_TO_EDGE;
texModesU[stage] = GL_CLAMP_TO_EDGE;
}
else {
texModesV[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_CLAMP_TO_EDGE;
texModesV[stage] = GL_CLAMP_TO_EDGE;
}
break;
case KINC_G4_TEXTURE_ADDRESSING_REPEAT:
glTexParameteri(target, texDir, GL_REPEAT);
if (dir == KINC_G4_TEXTURE_DIRECTION_U) {
texModesU[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_REPEAT;
texModesU[stage] = GL_REPEAT;
}
else {
texModesV[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_REPEAT;
texModesV[stage] = GL_REPEAT;
}
break;
case KINC_G4_TEXTURE_ADDRESSING_BORDER:
// unsupported
glTexParameteri(target, texDir, GL_CLAMP_TO_EDGE);
if (dir == KINC_G4_TEXTURE_DIRECTION_U) {
texModesU[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_CLAMP_TO_EDGE;
texModesU[stage] = GL_CLAMP_TO_EDGE;
}
else {
texModesV[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_CLAMP_TO_EDGE;
texModesV[stage] = GL_CLAMP_TO_EDGE;
}
break;
case KINC_G4_TEXTURE_ADDRESSING_MIRROR:
// unsupported
glTexParameteri(target, texDir, GL_REPEAT);
if (dir == KINC_G4_TEXTURE_DIRECTION_U) {
texModesU[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_REPEAT;
texModesU[stage] = GL_REPEAT;
}
else {
texModesV[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_REPEAT;
texModesV[stage] = GL_REPEAT;
}
break;
}
@ -881,11 +892,15 @@ static void setTextureAddressingInternal(GLenum target, kinc_g4_texture_unit_t u
}
int Kinc_G4_Internal_TextureAddressingU(kinc_g4_texture_unit_t unit) {
return texModesU[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]];
int stage = getUnitStage(unit);
if (stage < 0) return GL_CLAMP_TO_EDGE;
return texModesU[stage];
}
int Kinc_G4_Internal_TextureAddressingV(kinc_g4_texture_unit_t unit) {
return texModesV[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]];
int stage = getUnitStage(unit);
if (stage < 0) return GL_CLAMP_TO_EDGE;
return texModesV[stage];
}
void kinc_g4_set_texture_addressing(kinc_g4_texture_unit_t unit, kinc_g4_texture_direction_t dir, kinc_g4_texture_addressing_t addressing) {
@ -899,7 +914,9 @@ void kinc_g4_set_texture3d_addressing(kinc_g4_texture_unit_t unit, kinc_g4_textu
}
static void setTextureMagnificationFilterInternal(GLenum target, kinc_g4_texture_unit_t texunit, kinc_g4_texture_filter_t filter) {
glActiveTexture(GL_TEXTURE0 + texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
int stage = getUnitStage(texunit);
if (stage < 0) return;
glActiveTexture(GL_TEXTURE0 + stage);
glCheckErrors();
switch (filter) {
case KINC_G4_TEXTURE_FILTER_POINT:
@ -964,26 +981,34 @@ static void setMinMipFilters(GLenum target, int unit) {
}
void kinc_g4_set_texture_minification_filter(kinc_g4_texture_unit_t texunit, kinc_g4_texture_filter_t filter) {
minFilters[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;
minFilters[stage] = filter;
setMinMipFilters(GL_TEXTURE_2D, stage);
}
void kinc_g4_set_texture3d_minification_filter(kinc_g4_texture_unit_t texunit, kinc_g4_texture_filter_t filter) {
minFilters[texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = filter;
int stage = getUnitStage(texunit);
if (stage < 0) return;
minFilters[stage] = filter;
#ifndef KINC_OPENGL_ES
setMinMipFilters(GL_TEXTURE_3D, texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
setMinMipFilters(GL_TEXTURE_3D, stage);
#endif
}
void kinc_g4_set_texture_mipmap_filter(kinc_g4_texture_unit_t texunit, kinc_g4_mipmap_filter_t filter) {
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
}

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@ -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);

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@ -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) {

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@ -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();

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@ -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);

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@ -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);

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@ -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;
}

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@ -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>

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@ -0,0 +1,7 @@
package kha.compute;
enum abstract Access(Int) to Int {
var Read = 0;
var Write = 1;
var ReadWrite = 2;
}

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@ -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;
}

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@ -0,0 +1,3 @@
package kha.compute;
interface ConstantLocation {}

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@ -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;
}

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@ -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;
}

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@ -0,0 +1,3 @@
package kha.compute;
interface TextureUnit {}

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@ -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
}

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@ -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;

View File

@ -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

View File

@ -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));
}

View File

@ -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;

View File

@ -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]);

View File

@ -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);
}
}

View File

@ -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 (j in 0...Main.voxelgiClipmapCount) {
fa[j * 10] = clipmaps[j].voxelSize;
fa[j * 10 + 1] = clipmaps[j].extents.x;
fa[j * 10 + 2] = clipmaps[j].extents.y;
fa[j * 10 + 3] = clipmaps[j].extents.z;
fa[j * 10 + 4] = clipmaps[j].center.x;
fa[j * 10 + 5] = clipmaps[j].center.y;
fa[j * 10 + 6] = clipmaps[j].center.z;
fa[j * 10 + 7] = clipmaps[j].offset_prev.x;
fa[j * 10 + 8] = clipmaps[j].offset_prev.y;
fa[j * 10 + 9] = clipmaps[j].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 (j in 0...Main.voxelgiClipmapCount) {
fa[j * 10] = clipmaps[j].voxelSize;
fa[j * 10 + 1] = clipmaps[j].extents.x;
fa[j * 10 + 2] = clipmaps[j].extents.y;
fa[j * 10 + 3] = clipmaps[j].extents.z;
fa[j * 10 + 4] = clipmaps[j].center.x;
fa[j * 10 + 5] = clipmaps[j].center.y;
fa[j * 10 + 6] = clipmaps[j].center.z;
fa[j * 10 + 7] = clipmaps[j].offset_prev.x;
fa[j * 10 + 8] = clipmaps[j].offset_prev.y;
fa[j * 10 + 9] = clipmaps[j].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;
}

View File

@ -675,7 +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);
@ -716,11 +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")
@ -731,6 +734,9 @@ class RenderPathDeferred {
#end
}
}
#if rp_probes
}
#end
#end
// ---
// Deferred light
@ -778,16 +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
@ -997,15 +1012,19 @@ class RenderPathDeferred {
path.drawMeshes("refraction");
path.setTarget("tex");
path.bindTarget("refr", "tex");
path.setTarget("buf");
path.bindTarget("tex", "tex");
path.bindTarget("gbufferD1", "gbufferD1");
path.bindTarget("gbuffer0", "gbuffer0");
path.bindTarget("gbuffer1", "tex1");
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");
}
}
#end

View File

@ -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("");
@ -458,16 +463,15 @@ class RenderPathForward {
path.drawMeshes("voxel");
Inc.computeVoxelsTemporal();
#if (rp_voxels == "Voxel GI")
Inc.computeVoxelsLight();
#end
Inc.computeVoxelsTemporal(g);
#if (lnx_voxelgi_shadows || (rp_voxels == "Voxel GI"))
Inc.computeVoxelsSDF();
Inc.computeVoxelsSDF(g);
#end
}
#if rp_probes
}
#end
#end
RenderPathCreator.setTargetMeshes();

View File

@ -141,7 +141,6 @@ def add_world_defs():
if voxelgi:
assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_resolve_diffuse/voxel_resolve_diffuse.comp.glsl')
assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_resolve_specular/voxel_resolve_specular.comp.glsl')
assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_light/voxel_light.comp.glsl')
wrd.world_defs += '_VoxelGI'
if rpdat.lnx_voxelgi_refract:
wrd.world_defs += '_VoxelRefract'

View File

@ -379,6 +379,7 @@ def parse_sky_hosekwilkie(node: bpy.types.ShaderNodeTexSky, state: ParserState)
# Radiance
if rpdat.lnx_radiance and rpdat.lnx_irradiance and not mobile_mat:
wrd.world_defs += '_Rad'
assets.add_khafile_def("lnx_radiance")
hosek_path = 'leenkx/Assets/hosek/'
sdk_path = lnx.utils.get_sdk_path()
# Use fake maps for now
@ -556,6 +557,7 @@ def parse_tex_environment(node: bpy.types.ShaderNodeTexEnvironment, out_socket:
# Append radiance define
if rpdat.lnx_irradiance and rpdat.lnx_radiance and not mobile_mat:
wrd.world_defs += '_Rad'
assets.add_khafile_def("lnx_radiance")
return 'texture(envmap, envMapEquirect(pos)).rgb * envmapStrength'