forked from LeenkxTeam/LNXSDK
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BIN
Krom/Krom.exe
BIN
Krom/Krom.exe
Binary file not shown.
Binary file not shown.
@ -7,7 +7,7 @@ bl_info = {
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"description": "Full Stack SDK",
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"author": "Leenkx.com",
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"version": (2026, 5, 0),
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"blender": (4, 5, 0),
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"blender": (5, 2, 0),
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"doc_url": "https://leenkx.com/",
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"tracker_url": "https://leenkx.com/support"
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}
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17
leenkx/Shaders/add_pass/add_pass.json
Normal file
17
leenkx/Shaders/add_pass/add_pass.json
Normal file
@ -0,0 +1,17 @@
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{
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"contexts": [
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{
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"name": "add_pass",
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"depth_write": false,
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"compare_mode": "always",
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"cull_mode": "none",
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"blend_source": "source_alpha",
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"blend_destination": "inverse_source_alpha",
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"blend_operation": "add",
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"links": [],
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"texture_params": [],
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"vertex_shader": "../include/pass.vert.glsl",
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"fragment_shader": "../include/pass_copy.frag.glsl"
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}
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]
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}
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@ -6,6 +6,7 @@
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uniform sampler2D tex;
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uniform sampler2D gbuffer0; // Roughness
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uniform sampler2D gbufferD; // Depth
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uniform vec2 dirInv;
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@ -14,19 +15,46 @@ out vec4 fragColor;
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void main() {
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float roughness = textureLod(gbuffer0, texCoord, 0.0).b;
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// if (roughness == 0.0) { // Always blur for now, non blured output can produce noise
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// fragColor.rgb = textureLod(tex, texCoord).rgb;
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// return;
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// }
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if (roughness >= 0.8) { // No reflections
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if (roughness >= 0.8) {
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fragColor.rgb = textureLod(tex, texCoord, 0.0).rgb;
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return;
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}
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fragColor.rgb = textureLod(tex, texCoord + dirInv * 2.5, 0.0).rgb;
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fragColor.rgb += textureLod(tex, texCoord + dirInv * 1.5, 0.0).rgb;
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fragColor.rgb += textureLod(tex, texCoord, 0.0).rgb;
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fragColor.rgb += textureLod(tex, texCoord - dirInv * 1.5, 0.0).rgb;
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fragColor.rgb += textureLod(tex, texCoord - dirInv * 2.5, 0.0).rgb;
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fragColor.rgb /= vec3(5.0);
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if (roughness < 0.01) {
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fragColor.rgb = textureLod(tex, texCoord, 0.0).rgb;
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return;
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}
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float blurRadius = 1.0 + roughness * 4.0;
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vec3 center = textureLod(tex, texCoord, 0.0).rgb;
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float centerDepth = textureLod(gbufferD, texCoord, 0.0).r;
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float w0 = 1.0 / (1.0 + roughness * 2.0);
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float w1 = 1.0 / (1.0 + roughness);
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float w2 = 1.0 / (1.0 + roughness * 0.5);
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float totalW = w0;
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fragColor.rgb = center * w0;
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vec2 offsets[4];
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offsets[0] = dirInv * blurRadius * 2.5;
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offsets[1] = dirInv * blurRadius * 1.5;
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offsets[2] = -dirInv * blurRadius * 1.5;
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offsets[3] = -dirInv * blurRadius * 2.5;
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float weights[4];
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weights[0] = w2;
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weights[1] = w1;
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weights[2] = w1;
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weights[3] = w2;
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for (int i = 0; i < 4; i++) {
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vec2 sampleTC = texCoord + offsets[i];
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float sampleDepth = textureLod(gbufferD, sampleTC, 0.0).r;
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float depthWeight = exp(-abs(centerDepth - sampleDepth) * 100.0);
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float w = weights[i] * depthWeight;
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fragColor.rgb += textureLod(tex, sampleTC, 0.0).rgb * w;
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totalW += w;
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}
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fragColor.rgb /= vec3(totalW);
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}
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@ -11,6 +11,7 @@
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#endif
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uniform sampler2D tex;
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#ifdef _CDepth
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uniform sampler2D gbufferD;
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#endif
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@ -67,6 +68,7 @@ uniform vec3 PPComp14;
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uniform vec4 PPComp15;
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uniform vec4 PPComp16;
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uniform vec4 PPComp18;
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uniform vec4 PPComp19;
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#endif
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// #ifdef _CPos
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@ -230,6 +232,45 @@ vec3 lensflare(vec2 uv, vec2 pos) {
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}
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#endif
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#ifdef _CDistort
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float distortHash(vec2 p) {
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
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}
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float distortValueNoise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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vec2 u = f * f * (3.0 - 2.0 * f);
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float a = distortHash(i);
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float b = distortHash(i + vec2(1.0, 0.0));
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float c = distortHash(i + vec2(0.0, 1.0));
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float d = distortHash(i + vec2(1.0, 1.0));
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return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
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}
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vec2 distortSmoothNoise(vec2 p) {
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return vec2(
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distortValueNoise(p),
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distortValueNoise(p + vec2(5.2, 1.3))
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);
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}
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vec2 distortUV(vec2 uv, vec2 nUV, float t, float strength) {
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float intensity = 0.01 * strength;
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float scale = 4.0;
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float speed = 0.25;
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nUV.x += t * speed;
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nUV.y += t * speed;
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vec2 noise = distortSmoothNoise(nUV * scale);
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uv += (-1.0 + noise * 2.0) * intensity;
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return uv;
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}
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#endif
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void main() {
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vec2 texCo = texCoord;
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#ifdef _DynRes
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@ -252,22 +293,25 @@ void main() {
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#ifdef _CFishEye
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#ifdef _CPostprocess
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const float fishEyeStrength = -(PPComp2.y);
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float fishEyeStrength = PPComp2.y;
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#else
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const float fishEyeStrength = -0.01;
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float fishEyeStrength = compoFisheyeStrength;
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#endif
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const vec2 m = vec2(0.5, 0.5);
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vec2 d = texCo - m;
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float r = sqrt(dot(d, d));
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float power = (2.0 * PI / (2.0 * sqrt(dot(m, m)))) * fishEyeStrength;
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float bind;
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if (power > 0.0) { bind = sqrt(dot(m, m)); }
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else { bind = m.x; }
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if (power > 0.0) {
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texCo = m + normalize(d) * tan(r * power) * bind / tan(bind * power);
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}
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else {
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texCo = m + normalize(d) * atan(r * -power * 10.0) * bind / atan(-power * bind * 10.0);
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if (abs(fishEyeStrength) > 0.0001) {
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const vec2 m = vec2(0.5, 0.5);
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vec2 d = texCo - m;
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float r = sqrt(dot(d, d));
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float power = - (2.0 * PI / (2.0 * sqrt(dot(m, m)))) * fishEyeStrength;
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float bind;
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if (power > 0.0) { bind = sqrt(dot(m, m)); }
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else { bind = m.x; }
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if (power > 0.0) {
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texCo = m + normalize(d) * tan(r * power) * bind / tan(bind * power);
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}
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else {
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texCo = m + normalize(d) * atan(r * -power * 10.0) * bind / atan(-power * bind * 10.0);
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}
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}
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#endif
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@ -277,9 +321,28 @@ void main() {
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#else
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float strengthDistort = compoDistortStrength;
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#endif
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float uX = time * strengthDistort;
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texCo.y = texCo.y + (sin(texCo.x*4.0+uX*2.0)*0.01);
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texCo.x = texCo.x + (cos(texCo.y*4.0+uX*2.0)*0.01);
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vec2 nUV = texCo;
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texCo = distortUV(texCo, nUV, time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.1, nUV.y + 0.1), time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.2, nUV.y + 0.2), time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.3, nUV.y + 0.3), time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.4, nUV.y + 0.4), time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.5, nUV.y + 0.5), time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.6, nUV.y + 0.6), time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.7, nUV.y + 0.7), time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.8, nUV.y + 0.8), time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.9, nUV.y + 0.9), time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.15, nUV.y + 0.15), time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.25, nUV.y + 0.25), time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.35, nUV.y + 0.35), time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.45, nUV.y + 0.45), time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.55, nUV.y + 0.55), time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.65, nUV.y + 0.65), time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.75, nUV.y + 0.75), time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.85, nUV.y + 0.85), time, strengthDistort);
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texCo = distortUV(texCo, vec2(nUV.x + 0.95, nUV.y + 0.95), time, strengthDistort);
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#endif
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#ifdef _CDepth
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@ -343,6 +406,7 @@ void main() {
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float compoDistance = PPComp3.x;
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float compoLength = PPComp3.y;
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float compoStop = PPComp3.z;
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vec2 focus = vec2(PPComp19.x, PPComp19.y);
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if (PPComp2.z == 1){
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compoAutoFocus = true;
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@ -350,9 +414,9 @@ void main() {
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compoAutoFocus = false;
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}
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fragColor.rgb = dof(texCo, depth, tex, gbufferD, texStep, cameraProj, compoAutoFocus, compoDistance, compoLength, compoStop);
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fragColor.rgb = dof(texCo, depth, tex, gbufferD, texStep, cameraProj, compoAutoFocus, compoDistance, compoLength, compoStop, focus, PPComp19.z);
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#else
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fragColor.rgb = dof(texCo, depth, tex, gbufferD, texStep, cameraProj, true, compoDOFDistance, compoDOFLength, compoDOFFstop);
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fragColor.rgb = dof(texCo, depth, tex, gbufferD, texStep, cameraProj, true, compoDOFDistance, compoDOFLength, compoDOFFstop, vec2(0.5, 0.5), 1.0);
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#endif
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#else
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fragColor = textureLod(tex, texCo, 0.0);
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@ -382,8 +446,10 @@ void main() {
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vec3 col4 = textureLod(tex, texCo + vec2(texStep.x, texStep.y) * SharpenSize, 0.0).rgb;
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vec3 colavg = (col1 + col2 + col3 + col4) * 0.25;
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float edgeMagnitude = length(fragColor.rgb - colavg);
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fragColor.rgb = mix(fragColor.rgb, SharpenColor, min(edgeMagnitude * strengthSharpen * 2.0, 1.0));
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float edgeMagnitude = length(fragColor.rgb - colavg);
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float luma = dot(fragColor.rgb, vec3(0.299, 0.587, 0.114));
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float sharpenMask = 1.0 - smoothstep(0.5, 0.8, luma);
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fragColor.rgb = mix(fragColor.rgb, SharpenColor, min(edgeMagnitude * strengthSharpen * 2.0, 1.0) * sharpenMask);
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#endif
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#ifdef _CFog
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@ -245,6 +245,11 @@
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"name": "PPComp18",
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"link": "_PPComp18",
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"ifdef": ["_CPostprocess"]
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},
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{
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"name": "PPComp19",
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"link": "_PPComp19",
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"ifdef": ["_CPostprocess"]
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}
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],
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"texture_params": [],
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@ -17,10 +17,12 @@ in vec3 wnormal;
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+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
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| GBUF_IDX_1 | || base color (RGB) | occlusion/specular |
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+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
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| GBUF_IDX_2 | _gbuffer2 || velocity (XY) | ignore radiance | unused |
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| GBUF_IDX_2 | _gbuffer2 || velocity (XY) | ignore radiance | tangent angle |
|
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+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
|
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| GBUF_IDX_EMISSION | _EmissionShaded || emission color (RGB) | unused |
|
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+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
|
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| GBUF_IDX_REFRACTION | _SSRefraction || packed IOR | transmittance | surfaceDepth | unused |
|
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| | _VoxelRefract || (0-1 range) | | | |
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|
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The indices as well as the GBUF_SIZE define are defined in "compiled.inc".
|
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*/
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@ -52,6 +54,10 @@ void main() {
|
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#endif
|
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|
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#ifdef _SSRefraction
|
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fragColor[GBUF_IDX_REFRACTION] = vec4(ior, opacity, 0.0, 0.0);
|
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fragColor[GBUF_IDX_REFRACTION] = vec4(packIOR(ior), opacity, 0.0, 1.0);
|
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#endif
|
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|
||||
#ifdef _Anisotropy
|
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fragColor[GBUF_IDX_2].a = -1.0;
|
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#endif
|
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}
|
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|
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@ -7,9 +7,13 @@ out vec4 fragColor[GBUF_SIZE];
|
||||
|
||||
void main() {
|
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fragColor[GBUF_IDX_0] = vec4(1.0, 1.0, 0.0, 1.0);
|
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#if GBUF_SIZE > 1
|
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fragColor[GBUF_IDX_1] = vec4(color, 1.0);
|
||||
#else
|
||||
fragColor[GBUF_IDX_0] = vec4(color, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef _EmissionShaded
|
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fragColor[GBUF_IDX_EMISSION] = vec4(0.0);
|
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fragColor[GBUF_IDX_EMISSION] = vec4(color, 1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -8,12 +8,10 @@
|
||||
#ifdef _Irr
|
||||
#include "std/shirr.glsl"
|
||||
#endif
|
||||
#ifdef _SSS
|
||||
#include "std/sss.glsl"
|
||||
#endif
|
||||
#ifdef _SSRS
|
||||
#include "std/ssrs.glsl"
|
||||
#endif
|
||||
#include "std/brdf.glsl"
|
||||
|
||||
uniform sampler2D gbufferD;
|
||||
uniform sampler2D gbuffer0;
|
||||
@ -25,6 +23,9 @@ uniform sampler2D gbuffer1;
|
||||
#ifdef _EmissionShaded
|
||||
uniform sampler2D gbufferEmission;
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
uniform sampler2D gbufferCoatNormal;
|
||||
#endif
|
||||
|
||||
#ifdef _VoxelGI
|
||||
uniform sampler2D voxels_diffuse;
|
||||
@ -91,7 +92,7 @@ uniform mat4 invVP;
|
||||
#ifdef _SinglePoint
|
||||
//!uniform sampler2DShadow shadowMapSpot[1];
|
||||
//!uniform sampler2D shadowMapSpotTransparent[1];
|
||||
//!uniform mat4 LWVPSpot[1];
|
||||
//!uniform mat4 LWVPSpotArray[1];
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
//!uniform sampler2DShadow shadowMapSpot[4];
|
||||
@ -136,7 +137,7 @@ uniform vec2 cameraPlane;
|
||||
#ifdef _ShadowMapTransparent
|
||||
//!uniform sampler2D shadowMapSpotTransparent[1];
|
||||
#endif
|
||||
//!uniform mat4 LWVPSpot[1];
|
||||
//!uniform mat4 LWVPSpotArray[1];
|
||||
#else
|
||||
//!uniform samplerCubeShadow shadowMapPoint[1];
|
||||
#ifdef _ShadowMapTransparent
|
||||
@ -199,6 +200,7 @@ uniform vec3 sunCol;
|
||||
uniform sampler2D shadowMapAtlasSunTransparent;
|
||||
#endif
|
||||
#endif
|
||||
//!uniform vec4 tileBoundsSunArray[maxLights * shadowmapCascades];
|
||||
#else
|
||||
uniform sampler2DShadow shadowMap;
|
||||
#ifdef _ShadowMapTransparent
|
||||
@ -235,6 +237,9 @@ uniform float time;
|
||||
#endif
|
||||
|
||||
#include "std/light.glsl"
|
||||
#ifdef _SSS
|
||||
#include "std/sss.glsl"
|
||||
#endif
|
||||
|
||||
in vec2 texCoord;
|
||||
in vec3 viewRay;
|
||||
@ -254,13 +259,41 @@ void main() {
|
||||
float metallic;
|
||||
uint matid;
|
||||
unpackFloatInt16(g0.a, metallic, matid);
|
||||
#ifdef _ExtBRDF
|
||||
matid = min(matid, uint(MAX_MATERIALS - 1));
|
||||
|
||||
//!uniform vec4 materialParams[MAX_MATERIALS * 8];
|
||||
vec4 matp0 = vec4(0.0), matp1 = vec4(0.0), matp2 = vec4(0.0), matp3 = vec4(0.0);
|
||||
vec4 matp4 = vec4(0.0), matp5 = vec4(0.0), matp6 = vec4(0.0), matp7 = vec4(0.0);
|
||||
// TODO: coatIOR=1.5, ior=1.45, thinWall=1.0 move to python make files
|
||||
matp1.z = 1.5;
|
||||
matp3.x = 1.45;
|
||||
matp3.y = 1.0;
|
||||
if (matid >= 3u) {
|
||||
getMaterialParams(matid, matp0, matp1, matp2, matp3, matp4, matp5, matp6, matp7);
|
||||
}
|
||||
#ifdef _ClearCoat
|
||||
vec3 coatTintCol = vec3(matp1.w, matp2.x, matp2.y);
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
vec3 sheenTintCol = vec3(matp5.z, matp5.w, matp6.x);
|
||||
#endif
|
||||
#ifdef _SSS
|
||||
vec3 sssColorVal = vec3(matp4.w, matp5.x, matp5.y);
|
||||
vec3 sssRadiusBase = vec3(matp4.x, matp4.y, matp4.z);
|
||||
float sssRadiusScalar = max(max(matp4.x, matp4.y), matp4.z) * matp7.x;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec2 occspec = unpackFloat2(g1.a);
|
||||
// re-investigate clamp basecolor to prevent extreme values causing glitches
|
||||
vec3 basecolor = min(g1.rgb, vec3(2.0));
|
||||
vec3 albedo = surfaceAlbedo(basecolor, metallic);
|
||||
vec3 f0 = surfaceF0(basecolor, metallic);
|
||||
|
||||
#ifdef _ExtBRDF
|
||||
f0 = mix(f0, basecolor, vec3(matp6.y, matp6.z, matp6.w));
|
||||
#endif
|
||||
|
||||
#ifdef _VRStereo
|
||||
bool isLeftEye = texCoord.x < 0.5;
|
||||
vec3 eyePos = isLeftEye ? eyeLeft : eyeRight;
|
||||
@ -279,10 +312,26 @@ void main() {
|
||||
#endif
|
||||
float dotNV = max(dot(n, v), 0.0);
|
||||
|
||||
#ifdef _ClearCoat
|
||||
vec4 gCoat = textureLod(gbufferCoatNormal, texCoord, 0.0);
|
||||
vec3 nCoat;
|
||||
nCoat.z = 1.0 - abs(gCoat.x) - abs(gCoat.y);
|
||||
nCoat.xy = nCoat.z >= 0.0 ? gCoat.xy : octahedronWrap(gCoat.xy);
|
||||
nCoat = normalize(nCoat);
|
||||
#endif
|
||||
|
||||
#ifdef _gbuffer2
|
||||
vec4 g2 = textureLod(gbuffer2, texCoord, 0.0);
|
||||
#endif
|
||||
|
||||
#ifdef _Anisotropy
|
||||
#ifdef _gbuffer2
|
||||
vec3 wTangent = decodeTangent(g2.a, n);
|
||||
#else
|
||||
vec3 wTangent = vec3(0.0);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _MicroShadowing
|
||||
occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
|
||||
@ -295,6 +344,44 @@ void main() {
|
||||
vec3 F = f0;
|
||||
#endif
|
||||
|
||||
#ifdef _ExtBRDF
|
||||
float iblSheenWeight = 1.0;
|
||||
float iblCoatWeight = 1.0;
|
||||
float iblLayerWeight = 1.0;
|
||||
vec3 coatTintAbsorb = vec3(1.0);
|
||||
|
||||
#ifdef _Sheen
|
||||
float sheenAlb = sheenIBLAlbedo(matp0.z, matp0.w, dotNV);
|
||||
iblSheenWeight = max(1.0 - sheenAlb *
|
||||
max(max(sheenTintCol.r, sheenTintCol.g), sheenTintCol.b), 0.0);
|
||||
#endif
|
||||
|
||||
#ifdef _ClearCoat
|
||||
float dotNVCoat = max(dot(nCoat, v), 0.0);
|
||||
float coatF = coatIBLFresnel(matp1.x, matp1.z, dotNVCoat);
|
||||
iblCoatWeight = max(1.0 - coatF, 0.0);
|
||||
coatTintAbsorb = mix(vec3(1.0), clamp(coatTintCol, 0.0, 1.0),
|
||||
clamp(1.0 / max(dotNVCoat, 0.3) * 0.2, 0.0, 1.0));
|
||||
#endif
|
||||
|
||||
iblLayerWeight = iblSheenWeight * iblCoatWeight;
|
||||
|
||||
brdf_sheenWeight = iblSheenWeight;
|
||||
brdf_coatWeight = iblCoatWeight;
|
||||
brdf_coatTintAbsorb = coatTintAbsorb;
|
||||
#ifdef _Sheen
|
||||
brdf_sheenAlbedo = sheenAlb;
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
brdf_coatF0 = (matp1.z - 1.0) / (matp1.z + 1.0);
|
||||
brdf_coatF0 = brdf_coatF0 * brdf_coatF0;
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
brdf_transmissionF0 = (matp3.x - 1.0) / (matp3.x + 1.0);
|
||||
brdf_transmissionF0 = brdf_transmissionF0 * brdf_transmissionF0;
|
||||
#endif
|
||||
#endif // _ExtBRDF
|
||||
|
||||
#ifndef _VoxelAOvar
|
||||
#ifndef _VoxelGI
|
||||
// Envmap
|
||||
@ -302,9 +389,7 @@ void main() {
|
||||
vec3 envl = shIrradiance(n, shirr);
|
||||
|
||||
#ifdef _gbuffer2
|
||||
if (g2.b < 0.5) {
|
||||
envl = envl;
|
||||
} else {
|
||||
if (g2.b >= 0.5) {
|
||||
envl = vec3(0.0);
|
||||
}
|
||||
#endif
|
||||
@ -317,20 +402,25 @@ void main() {
|
||||
#endif
|
||||
|
||||
#ifdef _Rad
|
||||
#ifdef _Anisotropy
|
||||
vec3 reflectionWorld = anisotropicIBLDirection(n, v, wTangent,
|
||||
matp0.x, roughness);
|
||||
#else
|
||||
vec3 reflectionWorld = reflect(-v, n);
|
||||
#endif
|
||||
float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
|
||||
vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
|
||||
prefilteredColor = min(prefilteredColor, vec3(20.0));
|
||||
#endif
|
||||
|
||||
#ifdef _EnvLDR
|
||||
envl.rgb = pow(envl.rgb, vec3(2.2));
|
||||
envl.rgb = srgbToLinear(envl.rgb);
|
||||
#ifdef _Rad
|
||||
prefilteredColor = pow(prefilteredColor, vec3(2.2));
|
||||
prefilteredColor = srgbToLinear(prefilteredColor);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
envl.rgb *= albedo;
|
||||
envl.rgb *= diffuseIBL(albedo, roughness, f0, dotNV);
|
||||
|
||||
#ifdef _Brdf
|
||||
envl.rgb *= 1.0 - F; //LV: We should take refracted light into account
|
||||
@ -344,6 +434,68 @@ void main() {
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _ExtBRDF
|
||||
envl.rgb *= iblLayerWeight;
|
||||
|
||||
|
||||
#ifdef _Transmission
|
||||
float transF = transmissionIBLFresnel(matp3.x, dotNV);
|
||||
float transmittance = 1.0 - transF;
|
||||
#ifdef _Rad
|
||||
if (matp2.z > 0.0 && transmittance > 0.0) {
|
||||
vec3 refrDir;
|
||||
if (matp3.y > 0.5) {
|
||||
refrDir = reflect(-v, n);
|
||||
} else {
|
||||
refrDir = transmissionIBLDirection(n, v, matp3.x);
|
||||
}
|
||||
float transLod = getMipFromRoughness(matp2.w, envmapNumMipmaps);
|
||||
vec3 transColor = textureLod(senvmapRadiance,
|
||||
envMapEquirect(refrDir), transLod).rgb;
|
||||
transColor = min(transColor, vec3(20.0));
|
||||
#ifdef _EnvLDR
|
||||
transColor = srgbToLinear(transColor);
|
||||
#endif
|
||||
envl.rgb += albedo * matp2.z * transmittance * transColor * dotNV
|
||||
* iblLayerWeight;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _ClearCoat
|
||||
envl.rgb *= coatTintAbsorb;
|
||||
#ifdef _Rad
|
||||
if (coatF > 0.0) {
|
||||
float coatLod = getMipFromRoughness(matp1.y, envmapNumMipmaps);
|
||||
vec3 coatRefl = reflect(-v, nCoat);
|
||||
vec3 coatColor = textureLod(senvmapRadiance,
|
||||
envMapEquirect(coatRefl), coatLod).rgb;
|
||||
coatColor = min(coatColor, vec3(20.0));
|
||||
#ifdef _EnvLDR
|
||||
coatColor = srgbToLinear(coatColor);
|
||||
#endif
|
||||
envl.rgb += coatColor * coatF * iblSheenWeight;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _Sheen
|
||||
#ifdef _Rad
|
||||
if (sheenAlb > 0.0) {
|
||||
float sheenLod = getMipFromRoughness(matp0.w, envmapNumMipmaps);
|
||||
vec3 sheenRefl = reflect(-v, n);
|
||||
vec3 sheenColor = textureLod(senvmapRadiance,
|
||||
envMapEquirect(sheenRefl), sheenLod).rgb;
|
||||
sheenColor = min(sheenColor, vec3(20.0));
|
||||
#ifdef _EnvLDR
|
||||
sheenColor = srgbToLinear(sheenColor);
|
||||
#endif
|
||||
envl.rgb += sheenColor * sheenTintCol * sheenAlb;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#endif // _ExtBRDF
|
||||
|
||||
envl.rgb *= envmapStrength * occspec.x;
|
||||
|
||||
fragColor.rgb = envl;
|
||||
@ -352,11 +504,30 @@ void main() {
|
||||
|
||||
#ifdef _VoxelGI
|
||||
fragColor.rgb = textureLod(voxels_diffuse, texCoord, 0.0).rgb * voxelgiDiff;
|
||||
if(roughness < 1.0 && occspec.y > 0.0)
|
||||
fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * occspec.y * voxelgiRefl;
|
||||
if(roughness < 1.0) {
|
||||
fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * F * voxelgiRefl * occspec.y;
|
||||
}
|
||||
#ifdef _Rad
|
||||
vec3 iblReflection = reflect(-v, n);
|
||||
float iblLod = getMipFromRoughness(roughness, envmapNumMipmaps);
|
||||
vec3 iblPrefiltered = textureLod(senvmapRadiance, envMapEquirect(iblReflection), iblLod).rgb;
|
||||
iblPrefiltered = min(iblPrefiltered, vec3(20.0));
|
||||
#ifdef _EnvLDR
|
||||
iblPrefiltered = srgbToLinear(iblPrefiltered);
|
||||
#endif
|
||||
#ifdef _ExtBRDF
|
||||
iblPrefiltered *= iblLayerWeight;
|
||||
iblPrefiltered *= coatTintAbsorb;
|
||||
#endif
|
||||
fragColor.rgb += iblPrefiltered * F * envmapStrength * occspec.x;
|
||||
#else
|
||||
#ifdef _EnvCol
|
||||
fragColor.rgb += backgroundCol * F * envmapStrength * occspec.x;
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
#ifdef _VoxelAOvar
|
||||
fragColor.rgb = textureLod(voxels_ao, texCoord, 0.0).rgb * voxelgiOcc;
|
||||
fragColor.rgb = textureLod(voxels_ao, texCoord, 0.0).rgb;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@ -406,10 +577,42 @@ void main() {
|
||||
float sdotVH = max(0.0, dot(v, sh));
|
||||
float sdotNL = max(0.0, dot(n, sunDir));
|
||||
vec3 svisibility = vec3(1.0);
|
||||
vec3 sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
|
||||
#ifdef _Anisotropy
|
||||
vec3 sdirect;
|
||||
if (abs(matp0.x) > 0.001 && dot(wTangent, wTangent) > 0.001) {
|
||||
vec3 sbitangent = normalize(cross(n, wTangent));
|
||||
sdirect = diffuseBRDF(albedo, roughness, f0, sdotNL, dotNV, sdotVH) +
|
||||
anisotropicBRDF(f0, roughness, matp0.x, matp0.y,
|
||||
wTangent, sbitangent, n, sunDir, v, sdotNL, dotNV) * occspec.y;
|
||||
} else {
|
||||
sdirect = diffuseBRDF(albedo, roughness, f0, sdotNL, dotNV, sdotVH) +
|
||||
specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
|
||||
}
|
||||
#else
|
||||
vec3 sdirect = diffuseBRDF(albedo, roughness, f0, sdotNL, dotNV, sdotVH) +
|
||||
specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
|
||||
#endif
|
||||
|
||||
#ifdef _ExtBRDF
|
||||
float sunLayerWeight;
|
||||
sdirect = applyExtBRDFLayers(sdirect, albedo, f0, roughness,
|
||||
sdotNL, dotNV, sdotNH, sdotVH, n, sunDir, v, sh
|
||||
#ifdef _ClearCoat
|
||||
, matp1.x, matp1.y, matp1.z, coatTintCol, nCoat
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
, matp0.z, matp0.w, sheenTintCol
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
, matp2.z, matp2.w, matp3.x, matp3.y
|
||||
#endif
|
||||
, sunLayerWeight);
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMap
|
||||
#ifdef _ShadowMapAtlas
|
||||
tileBounds = tileBoundsSunArray[0];
|
||||
#endif
|
||||
#ifdef _CSM
|
||||
svisibility = shadowTestCascade(
|
||||
#ifdef _ShadowMapAtlas
|
||||
@ -494,23 +697,17 @@ void main() {
|
||||
|
||||
fragColor.rgb += sdirect * sunCol * svisibility;
|
||||
|
||||
// #ifdef _Hair // Aniso
|
||||
// if (matid == 2) {
|
||||
// const float shinyParallel = roughness;
|
||||
// const float shinyPerpendicular = 0.1;
|
||||
// const vec3 v = vec3(0.99146, 0.11664, 0.05832);
|
||||
// vec3 T = abs(dot(n, v)) > 0.99999 ? cross(n, vec3(0.0, 1.0, 0.0)) : cross(n, v);
|
||||
// fragColor.rgb = orenNayarDiffuseBRDF(albedo, roughness, dotNV, dotNL, dotVH) + wardSpecular(n, h, dotNL, dotNV, dotNH, T, shinyParallel, shinyPerpendicular) * spec;
|
||||
// }
|
||||
// #endif
|
||||
|
||||
#ifdef _SSS
|
||||
if (matid == 2) {
|
||||
#ifdef _ExtBRDF
|
||||
if (matid >= 3u && matp3.z > 0.0) {
|
||||
#ifdef _CSM
|
||||
int casi, casindex;
|
||||
mat4 LWVP = getCascadeMat(distance(eye, p), casi, casindex);
|
||||
#endif
|
||||
fragColor.rgb += fragColor.rgb * SSSSTransmittance(
|
||||
vec3 sssColor = sssColorVal;
|
||||
float sssRadius = sssRadiusScalar;
|
||||
float sssStrength = matp3.z;
|
||||
vec3 sssResult = SSSSTransmittance(
|
||||
LWVP, p, n, sunDir, lightPlane.y,
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
@ -521,12 +718,26 @@ void main() {
|
||||
#else
|
||||
shadowMap
|
||||
#endif
|
||||
);//TODO implement transparent shadowmaps into the SSSSTransmittance()
|
||||
, sssColor, sssRadius
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifdef _CSM
|
||||
, tileBoundsSunArray[casi]
|
||||
#else
|
||||
, tileBoundsSunArray[0]
|
||||
#endif
|
||||
#endif
|
||||
);
|
||||
fragColor.rgb += sunCol * sssStrength * sssResult;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#endif // _Sun
|
||||
|
||||
#ifdef _ShadowMapAtlas
|
||||
tileBounds = vec4(0.0, 0.0, 1.0, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef _SinglePoint
|
||||
|
||||
#ifdef _VRStereo
|
||||
@ -555,12 +766,53 @@ void main() {
|
||||
#ifdef _SSRS
|
||||
, gbufferD, invVP, eye
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
, matp1.x, matp1.y, matp1.z, coatTintCol, nCoat
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
, matp0.z, matp0.w, sheenTintCol
|
||||
#endif
|
||||
#ifdef _Anisotropy
|
||||
, matp0.x, matp0.y, wTangent
|
||||
#endif
|
||||
#ifdef _SSS
|
||||
, matp3.z, sssColorVal, sssRadiusBase * matp7.x, matp3.w
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
, matp2.z, matp2.w, matp3.x, matp3.y
|
||||
#endif
|
||||
);
|
||||
|
||||
#ifdef _Spot
|
||||
#ifdef _SSS
|
||||
#ifdef _ShadowMap
|
||||
if (matid == 2) fragColor.rgb += fragColor.rgb * SSSSTransmittance(LWVPSpot[0], p, n, normalize(lightPos - p), lightPlane.y, shadowMapSpot[0]);//TODO implement transparent shadowmaps into the SSSSTransmittance()
|
||||
#ifdef _ExtBRDF
|
||||
if (matid >= 3u && matp3.z > 0.0) {
|
||||
vec3 sssColorSpot = sssColorVal;
|
||||
float sssRadiusSpot = sssRadiusScalar;
|
||||
float sssStrengthSpot = matp3.z;
|
||||
fragColor.rgb += pointCol * sssStrengthSpot * SSSSTransmittance(LWVPSpotArray[0], p, n, normalize(lightPos - p), lightPlane.y, shadowMapSpot[0], sssColorSpot, sssRadiusSpot
|
||||
#ifdef _ShadowMapAtlas
|
||||
, vec4(0.0, 0.0, 1.0, 1.0)
|
||||
#endif
|
||||
);//TODO implement transparent shadowmaps into the SSSSTransmittance()
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef _Spot
|
||||
#ifdef _SSS
|
||||
#ifdef _ShadowMap
|
||||
#ifdef _ExtBRDF
|
||||
if (matid >= 3u && matp3.z > 0.0) {
|
||||
vec3 sssColorPoint = sssColorVal;
|
||||
float sssRadiusPoint = sssRadiusScalar;
|
||||
float sssStrengthPoint = matp3.z;
|
||||
fragColor.rgb += pointCol * sssStrengthPoint * SSSSTransmittanceCube(shadowMapPoint[0], lightPos, p, n, normalize(lightPos - p), lightPlane.y, lightProj, sssColorPoint, sssRadiusPoint);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
@ -618,7 +870,96 @@ void main() {
|
||||
#ifdef _SSRS
|
||||
, gbufferD, invVP, eye
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
, matp1.x, matp1.y, matp1.z, coatTintCol, nCoat
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
, matp0.z, matp0.w, sheenTintCol
|
||||
#endif
|
||||
#ifdef _Anisotropy
|
||||
, matp0.x, matp0.y, wTangent
|
||||
#endif
|
||||
#ifdef _SSS
|
||||
, matp3.z, sssColorVal, sssRadiusBase * matp7.x, matp3.w
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
, matp2.z, matp2.w, matp3.x, matp3.y
|
||||
#endif
|
||||
);
|
||||
|
||||
#ifdef _SSS
|
||||
#ifdef _ShadowMap
|
||||
#ifdef _ExtBRDF
|
||||
if (matid >= 3u && matp3.z > 0.0) {
|
||||
vec3 sssColorCL = sssColorVal;
|
||||
float sssRadiusCL = sssRadiusScalar;
|
||||
float sssStrengthCL = matp3.z;
|
||||
vec3 cLightPos = lightsArray[li * 3].xyz;
|
||||
vec3 cLightCol = lightsArray[li * 3 + 1].xyz;
|
||||
vec3 cLightDir = normalize(cLightPos - p);
|
||||
#ifdef _Spot
|
||||
bool isSpotLight = lightsArray[li * 3 + 2].y != 0.0;
|
||||
if (isSpotLight) {
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[li], p, n, cLightDir, lightPlane.y, shadowMapAtlasSpot, sssColorCL, sssRadiusCL, tileBoundsSpotArray[li]);
|
||||
#else
|
||||
fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[li], p, n, cLightDir, lightPlane.y, shadowMapAtlas, sssColorCL, sssRadiusCL, tileBoundsSpotArray[li]);
|
||||
#endif
|
||||
#else
|
||||
if (li == 0) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[0], p, n, cLightDir, lightPlane.y, shadowMapSpot[0], sssColorCL, sssRadiusCL
|
||||
#ifdef _ShadowMapAtlas
|
||||
, vec4(0.0, 0.0, 1.0, 1.0)
|
||||
#endif
|
||||
);
|
||||
else if (li == 1) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[1], p, n, cLightDir, lightPlane.y, shadowMapSpot[1], sssColorCL, sssRadiusCL
|
||||
#ifdef _ShadowMapAtlas
|
||||
, vec4(0.0, 0.0, 1.0, 1.0)
|
||||
#endif
|
||||
);
|
||||
else if (li == 2) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[2], p, n, cLightDir, lightPlane.y, shadowMapSpot[2], sssColorCL, sssRadiusCL
|
||||
#ifdef _ShadowMapAtlas
|
||||
, vec4(0.0, 0.0, 1.0, 1.0)
|
||||
#endif
|
||||
);
|
||||
else if (li == 3) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittance(LWVPSpotArray[3], p, n, cLightDir, lightPlane.y, shadowMapSpot[3], sssColorCL, sssRadiusCL
|
||||
#ifdef _ShadowMapAtlas
|
||||
, vec4(0.0, 0.0, 1.0, 1.0)
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
} else {
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCubeAtlas(shadowMapAtlasPoint, cLightPos, p, n, cLightDir, lightPlane.y, lightProj, li, sssColorCL, sssRadiusCL);
|
||||
#else
|
||||
fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCubeAtlas(shadowMapAtlas, cLightPos, p, n, cLightDir, lightPlane.y, lightProj, li, sssColorCL, sssRadiusCL);
|
||||
#endif
|
||||
#else
|
||||
if (li == 0) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[0], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
|
||||
else if (li == 1) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[1], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
|
||||
else if (li == 2) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[2], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
|
||||
else if (li == 3) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[3], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
|
||||
#endif
|
||||
}
|
||||
#else
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCubeAtlas(shadowMapAtlasPoint, cLightPos, p, n, cLightDir, lightPlane.y, lightProj, li, sssColorCL, sssRadiusCL);
|
||||
#else
|
||||
fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCubeAtlas(shadowMapAtlas, cLightPos, p, n, cLightDir, lightPlane.y, lightProj, li, sssColorCL, sssRadiusCL);
|
||||
#endif
|
||||
#else
|
||||
if (li == 0) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[0], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
|
||||
else if (li == 1) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[1], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
|
||||
else if (li == 2) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[2], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
|
||||
else if (li == 3) fragColor.rgb += cLightCol * sssStrengthCL * SSSSTransmittanceCube(shadowMapPoint[3], cLightPos, p, n, cLightDir, lightPlane.y, lightProj, sssColorCL, sssRadiusCL);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif // _Clusters
|
||||
|
||||
|
||||
@ -138,6 +138,16 @@
|
||||
"link": "_cascadeData",
|
||||
"ifdef": ["_Sun", "_ShadowMap", "_CSM"]
|
||||
},
|
||||
{
|
||||
"name": "tileBoundsSunArray",
|
||||
"link": "_tileBoundsSunArray",
|
||||
"ifdef": ["_Sun", "_ShadowMap", "_ShadowMapAtlas"]
|
||||
},
|
||||
{
|
||||
"name": "tileBoundsSpotArray",
|
||||
"link": "_tileBoundsSpotArray",
|
||||
"ifdef": ["_Clusters", "_Spot", "_ShadowMap", "_ShadowMapAtlas"]
|
||||
},
|
||||
{
|
||||
"name": "lightPlane",
|
||||
"link": "_lightPlane",
|
||||
@ -277,8 +287,15 @@
|
||||
"link": "_biasLightWorldViewProjectionMatrixSpot3",
|
||||
"ifndef": ["_ShadowMapAtlas"],
|
||||
"ifdef": ["_LTC", "_ShadowMap"]
|
||||
},
|
||||
{
|
||||
"name": "materialParams",
|
||||
"link": "_materialParams",
|
||||
"type": "floats",
|
||||
"ifdef": ["_ExtBRDF"]
|
||||
}
|
||||
],
|
||||
"texture_units": [],
|
||||
"vertex_shader": "../include/pass_viewray.vert.glsl",
|
||||
"fragment_shader": "deferred_light.frag.glsl",
|
||||
"color_attachments": ["RGBA64"]
|
||||
|
||||
@ -3,6 +3,7 @@
|
||||
#include "compiled.inc"
|
||||
#include "std/gbuffer.glsl"
|
||||
#include "std/math.glsl"
|
||||
#include "std/brdf.glsl"
|
||||
#ifdef _Clusters
|
||||
#include "std/clusters.glsl"
|
||||
#endif
|
||||
@ -13,6 +14,12 @@
|
||||
uniform sampler2D gbufferD;
|
||||
uniform sampler2D gbuffer0;
|
||||
uniform sampler2D gbuffer1;
|
||||
#ifdef _gbuffer2
|
||||
uniform sampler2D gbuffer2;
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
uniform sampler2D gbufferCoatNormal;
|
||||
#endif
|
||||
|
||||
uniform float envmapStrength;
|
||||
#ifdef _Irr
|
||||
@ -49,7 +56,7 @@ uniform vec2 cameraPlane;
|
||||
#ifdef _SinglePoint
|
||||
#ifdef _Spot
|
||||
//!uniform sampler2DShadow shadowMapSpot[1];
|
||||
//!uniform mat4 LWVPSpot[1];
|
||||
//!uniform mat4 LWVPSpotArray[1];
|
||||
#else
|
||||
//!uniform samplerCubeShadow shadowMapPoint[1];
|
||||
//!uniform vec2 lightProj;
|
||||
@ -91,6 +98,7 @@ uniform vec3 sunCol;
|
||||
#ifndef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlasSun;
|
||||
#endif
|
||||
//!uniform vec4 tileBoundsSunArray[maxLights * shadowmapCascades];
|
||||
#else
|
||||
uniform sampler2DShadow shadowMap;
|
||||
#endif
|
||||
@ -132,17 +140,61 @@ void main() {
|
||||
float metallic;
|
||||
uint matid;
|
||||
unpackFloatInt16(g0.a, metallic, matid);
|
||||
#ifdef _ExtBRDF
|
||||
matid = min(matid, uint(MAX_MATERIALS - 1));
|
||||
|
||||
//!uniform vec4 materialParams[MAX_MATERIALS * 8];
|
||||
vec4 matp0 = vec4(0.0), matp1 = vec4(0.0), matp2 = vec4(0.0), matp3 = vec4(0.0);
|
||||
vec4 matp4 = vec4(0.0), matp5 = vec4(0.0), matp6 = vec4(0.0), matp7 = vec4(0.0);
|
||||
// TODO: coatIOR=1.5, ior=1.45, thinWall=1.0 move to python make files
|
||||
matp1.z = 1.5;
|
||||
matp3.x = 1.45;
|
||||
matp3.y = 1.0;
|
||||
if (matid >= 3u) {
|
||||
getMaterialParams(matid, matp0, matp1, matp2, matp3, matp4, matp5, matp6, matp7);
|
||||
}
|
||||
#ifdef _ClearCoat
|
||||
vec3 coatTintCol = vec3(matp1.w, matp2.x, matp2.y);
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
vec3 sheenTintCol = vec3(matp5.z, matp5.w, matp6.x);
|
||||
#endif
|
||||
#ifdef _SSS
|
||||
vec3 sssColorVal = vec3(matp4.w, matp5.x, matp5.y);
|
||||
vec3 sssRadiusScaled = vec3(matp4.x, matp4.y, matp4.z) * matp7.x;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ
|
||||
vec2 occspec = unpackFloat2(g1.a);
|
||||
vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
|
||||
vec3 f0 = surfaceF0(g1.rgb, metallic);
|
||||
#ifdef _ExtBRDF
|
||||
f0 = mix(f0, min(g1.rgb, vec3(2.0)), vec3(matp6.y, matp6.z, matp6.w));
|
||||
#endif
|
||||
|
||||
float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
||||
vec3 p = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
|
||||
vec3 v = normalize(eye - p);
|
||||
float dotNV = max(dot(n, v), 0.0);
|
||||
|
||||
#ifdef _ClearCoat
|
||||
vec4 gCoat = textureLod(gbufferCoatNormal, texCoord, 0.0);
|
||||
vec3 nCoat;
|
||||
nCoat.z = 1.0 - abs(gCoat.x) - abs(gCoat.y);
|
||||
nCoat.xy = nCoat.z >= 0.0 ? gCoat.xy : octahedronWrap(gCoat.xy);
|
||||
nCoat = normalize(nCoat);
|
||||
#endif
|
||||
|
||||
#ifdef _Anisotropy
|
||||
#ifdef _gbuffer2
|
||||
vec4 g2 = textureLod(gbuffer2, texCoord, 0.0);
|
||||
vec3 wTangent = decodeTangent(g2.a, n);
|
||||
#else
|
||||
vec3 wTangent = vec3(0.0);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _Brdf
|
||||
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
|
||||
#endif
|
||||
@ -158,19 +210,24 @@ void main() {
|
||||
#endif
|
||||
|
||||
#ifdef _Rad
|
||||
#ifdef _Anisotropy
|
||||
vec3 reflectionWorld = anisotropicIBLDirection(n, v, wTangent,
|
||||
matp0.x, roughness);
|
||||
#else
|
||||
vec3 reflectionWorld = reflect(-v, n);
|
||||
#endif
|
||||
float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
|
||||
vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
|
||||
#endif
|
||||
|
||||
#ifdef _EnvLDR
|
||||
envl.rgb = pow(envl.rgb, vec3(2.2));
|
||||
envl.rgb = srgbToLinear(envl.rgb);
|
||||
#ifdef _Rad
|
||||
prefilteredColor = pow(prefilteredColor, vec3(2.2));
|
||||
prefilteredColor = srgbToLinear(prefilteredColor);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
envl.rgb *= albedo;
|
||||
envl.rgb *= diffuseIBL(albedo, roughness, f0, dotNV);
|
||||
|
||||
#ifdef _Rad // Indirect specular
|
||||
envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5 * occspec.y;
|
||||
@ -180,6 +237,98 @@ void main() {
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _ExtBRDF
|
||||
float iblSheenWeight = 1.0;
|
||||
float iblCoatWeight = 1.0;
|
||||
vec3 coatTintAbsorb = vec3(1.0);
|
||||
|
||||
#ifdef _Sheen
|
||||
float sheenAlb = sheenIBLAlbedo(matp0.z, matp0.w, dotNV);
|
||||
iblSheenWeight = max(1.0 - sheenAlb *
|
||||
max(max(sheenTintCol.r, sheenTintCol.g), sheenTintCol.b), 0.0);
|
||||
#endif
|
||||
|
||||
#ifdef _ClearCoat
|
||||
float dotNVCoat = max(dot(nCoat, v), 0.0);
|
||||
float coatF = coatIBLFresnel(matp1.x, matp1.z, dotNVCoat);
|
||||
iblCoatWeight = max(1.0 - coatF, 0.0);
|
||||
if (matp1.x > 0.0) {
|
||||
coatTintAbsorb = mix(vec3(1.0), clamp(coatTintCol, 0.0, 1.0),
|
||||
clamp(1.0 / max(dotNVCoat, 0.3) * 0.2, 0.0, 1.0));
|
||||
}
|
||||
#endif
|
||||
|
||||
float iblLayerWeight = iblSheenWeight * iblCoatWeight;
|
||||
envl.rgb *= iblLayerWeight;
|
||||
|
||||
brdf_sheenWeight = iblSheenWeight;
|
||||
brdf_coatWeight = iblCoatWeight;
|
||||
brdf_coatTintAbsorb = coatTintAbsorb;
|
||||
#ifdef _Sheen
|
||||
brdf_sheenAlbedo = sheenAlb;
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
brdf_coatF0 = (matp1.z - 1.0) / (matp1.z + 1.0);
|
||||
brdf_coatF0 = brdf_coatF0 * brdf_coatF0;
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
brdf_transmissionF0 = (matp3.x - 1.0) / (matp3.x + 1.0);
|
||||
brdf_transmissionF0 = brdf_transmissionF0 * brdf_transmissionF0;
|
||||
#endif
|
||||
|
||||
#ifdef _Transmission
|
||||
float transF = transmissionIBLFresnel(matp3.x, dotNV);
|
||||
float transmittance = 1.0 - transF;
|
||||
#ifdef _Rad
|
||||
if (matp2.z > 0.0 && transmittance > 0.0) {
|
||||
vec3 refrDir = transmissionIBLDirection(n, v, matp3.x);
|
||||
float transLod = getMipFromRoughness(matp2.w, envmapNumMipmaps);
|
||||
vec3 transColor = textureLod(senvmapRadiance,
|
||||
envMapEquirect(refrDir), transLod).rgb;
|
||||
transColor = min(transColor, vec3(20.0));
|
||||
#ifdef _EnvLDR
|
||||
transColor = srgbToLinear(transColor);
|
||||
#endif
|
||||
envl.rgb += albedo * matp2.z * transmittance * transColor * dotNV
|
||||
* iblLayerWeight;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _ClearCoat
|
||||
envl.rgb *= coatTintAbsorb;
|
||||
#ifdef _Rad
|
||||
if (coatF > 0.0) {
|
||||
float coatLod = getMipFromRoughness(matp1.y, envmapNumMipmaps);
|
||||
vec3 coatRefl = reflect(-v, nCoat);
|
||||
vec3 coatColor = textureLod(senvmapRadiance,
|
||||
envMapEquirect(coatRefl), coatLod).rgb;
|
||||
coatColor = min(coatColor, vec3(20.0));
|
||||
#ifdef _EnvLDR
|
||||
coatColor = srgbToLinear(coatColor);
|
||||
#endif
|
||||
envl.rgb += coatColor * coatF * iblSheenWeight;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _Sheen
|
||||
#ifdef _Rad
|
||||
if (sheenAlb > 0.0) {
|
||||
float sheenLod = getMipFromRoughness(matp0.w, envmapNumMipmaps);
|
||||
vec3 sheenRefl = reflect(-v, n);
|
||||
vec3 sheenColor = textureLod(senvmapRadiance,
|
||||
envMapEquirect(sheenRefl), sheenLod).rgb;
|
||||
sheenColor = min(sheenColor, vec3(20.0));
|
||||
#ifdef _EnvLDR
|
||||
sheenColor = srgbToLinear(sheenColor);
|
||||
#endif
|
||||
envl.rgb += sheenColor * sheenTintCol * sheenAlb;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#endif // _ExtBRDF
|
||||
|
||||
envl.rgb *= envmapStrength * occspec.x;
|
||||
fragColor.rgb = envl;
|
||||
|
||||
@ -189,10 +338,50 @@ void main() {
|
||||
float sdotVH = max(0.0, dot(v, sh));
|
||||
float sdotNL = max(0.0, dot(n, sunDir));
|
||||
float svisibility = 1.0;
|
||||
vec3 sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
|
||||
#ifdef _Anisotropy
|
||||
vec3 sdirect;
|
||||
if (abs(matp0.x) > 0.001 && dot(wTangent, wTangent) > 0.001) {
|
||||
vec3 sbitangent = normalize(cross(n, wTangent));
|
||||
sdirect = diffuseBRDF(albedo, roughness, f0, sdotNL, dotNV, sdotVH) +
|
||||
anisotropicBRDF(f0, roughness, matp0.x, matp0.y,
|
||||
wTangent, sbitangent, n, sunDir, v, sdotNL, dotNV) * occspec.y;
|
||||
} else {
|
||||
sdirect = diffuseBRDF(albedo, roughness, f0, sdotNL, dotNV, sdotVH) +
|
||||
specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
|
||||
}
|
||||
#else
|
||||
vec3 sdirect = diffuseBRDF(albedo, roughness, f0, sdotNL, dotNV, sdotVH) +
|
||||
specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
|
||||
#endif
|
||||
|
||||
float sunSheenWeight = brdf_sheenWeight;
|
||||
float sunCoatWeight = brdf_coatWeight;
|
||||
|
||||
#ifdef _Sheen
|
||||
vec3 sunSheen = sheenBRDF(matp0.z, matp0.w, sheenTintCol, sdotNL, sdotNH, dotNV);
|
||||
#endif
|
||||
|
||||
#ifdef _ClearCoat
|
||||
vec3 sunCoat = clearcoatBRDF(matp1.x, matp1.y, matp1.z, nCoat, sunDir, v, sh);
|
||||
#endif
|
||||
|
||||
float sunLayerWeight = sunSheenWeight * sunCoatWeight;
|
||||
sdirect *= sunLayerWeight;
|
||||
#ifdef _Transmission
|
||||
sdirect += transmissionBRDF(albedo, matp2.z, matp2.w, matp3.x, matp3.y, sdotNL, dotNV, sdotVH) * sunLayerWeight;
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
sdirect *= brdf_coatTintAbsorb;
|
||||
sdirect += sunCoat * sunSheenWeight;
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
sdirect += sunSheen;
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMap
|
||||
#ifdef _ShadowMapAtlas
|
||||
tileBounds = tileBoundsSunArray[0];
|
||||
#endif
|
||||
#ifdef _CSM
|
||||
svisibility = shadowTestCascade(
|
||||
#ifdef _ShadowMapAtlas
|
||||
@ -235,6 +424,21 @@ void main() {
|
||||
#ifdef _Spot
|
||||
, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight // TODO: Test!
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
, matp1.x, matp1.y, matp1.z, coatTintCol, nCoat
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
, matp0.z, matp0.w, sheenTintCol
|
||||
#endif
|
||||
#ifdef _Anisotropy
|
||||
, matp0.x, matp0.y, wTangent
|
||||
#endif
|
||||
#ifdef _SSS
|
||||
, matp3.z, sssColorVal, sssRadiusScaled, matp3.w
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
, matp2.z, matp2.w, matp3.x, matp3.y
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
|
||||
@ -277,7 +481,29 @@ void main() {
|
||||
, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w) // scale
|
||||
, lightsArraySpot[li * 2 + 1].xyz // right
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
, matp1.x, matp1.y, matp1.z, coatTintCol, nCoat
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
, matp0.z, matp0.w, sheenTintCol
|
||||
#endif
|
||||
#ifdef _Anisotropy
|
||||
, matp0.x, matp0.y, wTangent
|
||||
#endif
|
||||
#ifdef _SSS
|
||||
, matp3.z, sssColorVal, sssRadiusScaled, matp3.w
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
, matp2.z, matp2.w, matp3.x, matp3.y
|
||||
#endif
|
||||
);
|
||||
}
|
||||
#endif // _Clusters
|
||||
|
||||
fragColor.rgb = clamp(fragColor.rgb, vec3(0.0), vec3(65504.0));
|
||||
if (any(isnan(fragColor.rgb)) || any(isinf(fragColor.rgb))) {
|
||||
fragColor.rgb = vec3(0.0);
|
||||
}
|
||||
|
||||
fragColor.a = 1.0; // Mark as opaque
|
||||
}
|
||||
|
||||
@ -97,6 +97,16 @@
|
||||
"link": "_cascadeData",
|
||||
"ifdef": ["_Sun", "_ShadowMap", "_CSM"]
|
||||
},
|
||||
{
|
||||
"name": "tileBoundsSunArray",
|
||||
"link": "_tileBoundsSunArray",
|
||||
"ifdef": ["_Sun", "_ShadowMap", "_ShadowMapAtlas"]
|
||||
},
|
||||
{
|
||||
"name": "tileBoundsSpotArray",
|
||||
"link": "_tileBoundsSpotArray",
|
||||
"ifdef": ["_Clusters", "_Spot", "_ShadowMap", "_ShadowMapAtlas"]
|
||||
},
|
||||
{
|
||||
"name": "eyeLookRight",
|
||||
"link": "_eyeLookRight",
|
||||
@ -214,6 +224,12 @@
|
||||
"link": "_biasLightWorldViewProjectionMatrixSpot3",
|
||||
"ifndef": ["_ShadowMapAtlas"],
|
||||
"ifdef": ["_LTC", "_ShadowMap"]
|
||||
},
|
||||
{
|
||||
"name": "materialParams",
|
||||
"link": "_materialParams",
|
||||
"type": "floats",
|
||||
"ifdef": ["_ExtBRDF"]
|
||||
}
|
||||
],
|
||||
"vertex_shader": "../include/pass_viewray.vert.glsl",
|
||||
|
||||
8
leenkx/Shaders/render_draw/render_line.frag.glsl
Normal file
8
leenkx/Shaders/render_draw/render_line.frag.glsl
Normal file
@ -0,0 +1,8 @@
|
||||
#version 450
|
||||
|
||||
in vec4 color;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
fragColor = vec4(color);
|
||||
}
|
||||
12
leenkx/Shaders/render_draw/render_line.vert.glsl
Normal file
12
leenkx/Shaders/render_draw/render_line.vert.glsl
Normal file
@ -0,0 +1,12 @@
|
||||
#version 450
|
||||
|
||||
in vec3 pos;
|
||||
in vec4 col;
|
||||
|
||||
uniform mat4 ViewProjection;
|
||||
out vec4 color;
|
||||
|
||||
void main() {
|
||||
color = col;
|
||||
gl_Position = ViewProjection * vec4(pos, 1.0);
|
||||
}
|
||||
15
leenkx/Shaders/render_draw/render_line_deferred.frag.glsl
Normal file
15
leenkx/Shaders/render_draw/render_line_deferred.frag.glsl
Normal file
@ -0,0 +1,15 @@
|
||||
#version 450
|
||||
|
||||
#include "compiled.inc"
|
||||
|
||||
in vec4 color;
|
||||
out vec4 fragColor[GBUF_SIZE];
|
||||
|
||||
void main() {
|
||||
fragColor[GBUF_IDX_0] = vec4(1.0, 1.0, 0.0, 1.0);
|
||||
fragColor[GBUF_IDX_1] = vec4(color);
|
||||
|
||||
#ifdef _EmissionShaded
|
||||
fragColor[GBUF_IDX_EMISSION] = vec4(color);
|
||||
#endif
|
||||
}
|
||||
@ -11,6 +11,7 @@ uniform sampler2D gbuffer1; // basecol, spec
|
||||
uniform mat4 P;
|
||||
uniform mat3 V3;
|
||||
uniform vec2 cameraProj;
|
||||
uniform vec2 screenSize;
|
||||
|
||||
#ifdef _CPostprocess
|
||||
uniform vec3 PPComp9;
|
||||
@ -24,8 +25,8 @@ out vec4 fragColor;
|
||||
vec3 hitCoord;
|
||||
float depth;
|
||||
|
||||
const int numBinarySearchSteps = 7;
|
||||
const int maxSteps = int(ceil(1.0 / ssrRayStep) * ssrSearchDist);
|
||||
const int numBinarySearchSteps = 8;
|
||||
const int maxSteps = 50;
|
||||
|
||||
vec2 getProjectedCoord(const vec3 hit) {
|
||||
vec4 projectedCoord = P * vec4(hit, 1.0);
|
||||
@ -38,44 +39,58 @@ vec2 getProjectedCoord(const vec3 hit) {
|
||||
}
|
||||
|
||||
float getDeltaDepth(const vec3 hit) {
|
||||
depth = textureLod(gbufferD, getProjectedCoord(hit), 0.0).r * 2.0 - 1.0;
|
||||
vec2 tc = getProjectedCoord(hit);
|
||||
if (tc.x < 0.0 || tc.x > 1.0 || tc.y < 0.0 || tc.y > 1.0)
|
||||
return -1.0;
|
||||
depth = textureLod(gbufferD, tc, 0.0).r * 2.0 - 1.0;
|
||||
vec3 viewPos = getPosView(viewRay, depth, cameraProj);
|
||||
return viewPos.z - hit.z;
|
||||
}
|
||||
|
||||
vec4 binarySearch(vec3 dir) {
|
||||
vec4 binarySearch(vec3 dir, float stepSize) {
|
||||
float ddepth;
|
||||
for (int i = 0; i < numBinarySearchSteps; i++) {
|
||||
dir *= 0.5;
|
||||
hitCoord -= dir;
|
||||
stepSize *= 0.5;
|
||||
hitCoord -= dir * stepSize;
|
||||
ddepth = getDeltaDepth(hitCoord);
|
||||
if (ddepth < 0.0) hitCoord += dir;
|
||||
if (ddepth < 0.0) hitCoord += dir * stepSize;
|
||||
}
|
||||
// Ugly discard of hits too far away
|
||||
#ifdef _CPostprocess
|
||||
if (abs(ddepth) > PPComp9.z / 500) return vec4(0.0);
|
||||
float maxDist = PPComp9.z;
|
||||
#else
|
||||
if (abs(ddepth) > ssrSearchDist / 500) return vec4(0.0);
|
||||
float maxDist = ssrSearchDist;
|
||||
#endif
|
||||
return vec4(getProjectedCoord(hitCoord), 0.0, 1.0);
|
||||
if (abs(ddepth) > maxDist * 0.005) return vec4(0.0);
|
||||
vec2 hitTC = getProjectedCoord(hitCoord);
|
||||
if (hitTC.x < 0.0 || hitTC.x > 1.0 || hitTC.y < 0.0 || hitTC.y > 1.0)
|
||||
return vec4(0.0);
|
||||
return vec4(hitTC, 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec4 rayCast(vec3 dir) {
|
||||
#ifdef _CPostprocess
|
||||
dir *= PPComp9.x;
|
||||
float baseStep = PPComp9.x;
|
||||
float maxDist = PPComp9.z;
|
||||
#else
|
||||
dir *= ssrRayStep;
|
||||
float baseStep = ssrRayStep;
|
||||
float maxDist = ssrSearchDist;
|
||||
#endif
|
||||
float stepSize = baseStep * max(1.0, -viewRay.z * 0.1);
|
||||
vec3 startPos = hitCoord;
|
||||
for (int i = 0; i < maxSteps; i++) {
|
||||
hitCoord += dir;
|
||||
if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir);
|
||||
hitCoord += dir * stepSize;
|
||||
float dist = length(hitCoord - startPos);
|
||||
if (dist > maxDist) break;
|
||||
float ddepth = getDeltaDepth(hitCoord);
|
||||
if (ddepth > 0.0) return binarySearch(dir, stepSize);
|
||||
stepSize *= 1.03;
|
||||
}
|
||||
return vec4(0.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
|
||||
float roughness = unpackFloat(g0.b).y;
|
||||
float roughness = g0.b;
|
||||
if (roughness == 1.0) { fragColor.rgb = vec3(0.0); return; }
|
||||
|
||||
float spec = fract(textureLod(gbuffer1, texCoord, 0.0).a);
|
||||
@ -92,30 +107,54 @@ void main() {
|
||||
|
||||
vec3 viewNormal = V3 * n;
|
||||
vec3 viewPos = getPosView(viewRay, d, cameraProj);
|
||||
vec3 reflected = reflect(viewPos, viewNormal);
|
||||
float NdotV = clamp(dot(viewNormal, -normalize(viewPos)), 0.0, 1.0);
|
||||
vec3 reflected = reflect(normalize(viewPos), viewNormal);
|
||||
hitCoord = viewPos;
|
||||
|
||||
#ifdef _CPostprocess
|
||||
vec3 dir = reflected * (1.0 - rand(texCoord) * PPComp10.y * roughness) * 2.0;
|
||||
#else
|
||||
vec3 dir = reflected * (1.0 - rand(texCoord) * ssrJitter * roughness) * 2.0;
|
||||
#endif
|
||||
vec3 dir = reflected;
|
||||
|
||||
// * max(ssrMinRayStep, -viewPos.z)
|
||||
vec4 coords = rayCast(dir);
|
||||
|
||||
vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
|
||||
float screenEdgeFactor = clamp(1.0 - (deltaCoords.x + deltaCoords.y), 0.0, 1.0);
|
||||
if (coords.w <= 0.0) {
|
||||
fragColor.rgb = vec3(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
|
||||
float screenEdgeFactor = smoothstep(0.5, 0.15, deltaCoords.x)
|
||||
* smoothstep(0.5, 0.15, deltaCoords.y);
|
||||
screenEdgeFactor = max(screenEdgeFactor, 0.15);
|
||||
|
||||
float hitDepth = textureLod(gbufferD, coords.xy, 0.0).r * 2.0 - 1.0;
|
||||
vec3 hitViewPos = getPosView(viewRay, hitDepth, cameraProj);
|
||||
vec3 hitDir = normalize(hitViewPos - viewPos);
|
||||
float hitNdotV = clamp(dot(viewNormal, -hitDir), 0.0, 1.0);
|
||||
float hitBackFace = smoothstep(-0.15, 0.3, hitNdotV);
|
||||
|
||||
float reflectivity = 1.0 - roughness;
|
||||
#ifdef _CPostprocess
|
||||
float intensity = pow(reflectivity, PPComp10.x) * screenEdgeFactor * clamp(-reflected.z, 0.0, 1.0) * clamp((PPComp9.z - length(viewPos - hitCoord)) * (1.0 / PPComp9.z), 0.0, 1.0) * coords.w;
|
||||
float falloffExp = PPComp10.x;
|
||||
float maxDist = PPComp9.z;
|
||||
#else
|
||||
float intensity = pow(reflectivity, ssrFalloffExp) * screenEdgeFactor * clamp(-reflected.z, 0.0, 1.0) * clamp((ssrSearchDist - length(viewPos - hitCoord)) * (1.0 / ssrSearchDist), 0.0, 1.0) * coords.w;
|
||||
float falloffExp = ssrFalloffExp;
|
||||
float maxDist = ssrSearchDist;
|
||||
#endif
|
||||
|
||||
float distAttenuation = 1.0 - clamp(length(viewPos - hitCoord) / maxDist, 0.0, 1.0);
|
||||
distAttenuation = pow(distAttenuation, 1.5);
|
||||
|
||||
float fresnel = pow(1.0 - NdotV, 5.0);
|
||||
fresnel = mix(0.04, 1.0, fresnel);
|
||||
|
||||
float intensity = pow(reflectivity, falloffExp) * screenEdgeFactor
|
||||
* smoothstep(0.0, 0.1, -reflected.z)
|
||||
* distAttenuation
|
||||
* hitBackFace
|
||||
* coords.w;
|
||||
|
||||
intensity = clamp(intensity, 0.0, 1.0);
|
||||
|
||||
vec3 reflCol = textureLod(tex, coords.xy, 0.0).rgb;
|
||||
reflCol = clamp(reflCol, 0.0, 1.0);
|
||||
fragColor.rgb = reflCol * intensity * 0.5;
|
||||
fragColor.rgb = reflCol * intensity * mix(0.5, 1.0, fresnel);
|
||||
}
|
||||
|
||||
@ -22,6 +22,10 @@
|
||||
"name": "cameraProj",
|
||||
"link": "_cameraPlaneProj"
|
||||
},
|
||||
{
|
||||
"name": "screenSize",
|
||||
"link": "_screenSize"
|
||||
},
|
||||
{
|
||||
"name": "PPComp9",
|
||||
"link": "_PPComp9",
|
||||
|
||||
@ -12,6 +12,7 @@ uniform sampler2D tex1;
|
||||
uniform sampler2D gbufferD;
|
||||
uniform sampler2D gbuffer0;
|
||||
uniform sampler2D gbufferD1;
|
||||
uniform sampler2D gbuffer1;
|
||||
|
||||
uniform sampler2D gbuffer_refraction; // ior\opacity
|
||||
uniform mat4 P;
|
||||
@ -26,7 +27,7 @@ vec3 hitCoord;
|
||||
float depth;
|
||||
|
||||
const int numBinarySearchSteps = 7;
|
||||
const int maxSteps = int(ceil(1.0 / ss_refractionRayStep) * ss_refractionSearchDist);
|
||||
const int maxSteps = 50;
|
||||
|
||||
vec2 getProjectedCoord(const vec3 hit) {
|
||||
vec4 projectedCoord = P * vec4(hit, 1.0);
|
||||
@ -39,45 +40,60 @@ vec2 getProjectedCoord(const vec3 hit) {
|
||||
}
|
||||
|
||||
float getDeltaDepth(const vec3 hit) {
|
||||
depth = textureLod(gbufferD1, getProjectedCoord(hit), 0.0).r * 2.0 - 1.0;
|
||||
vec2 tc = getProjectedCoord(hit);
|
||||
if (tc.x < 0.0 || tc.x > 1.0 || tc.y < 0.0 || tc.y > 1.0)
|
||||
return -1.0;
|
||||
depth = textureLod(gbufferD1, tc, 0.0).r * 2.0 - 1.0;
|
||||
vec3 viewPos = getPosView(viewRay, depth, cameraProj);
|
||||
return viewPos.z - hit.z;
|
||||
}
|
||||
|
||||
vec4 binarySearch(vec3 dir) {
|
||||
vec4 binarySearch(vec3 dir, float stepSize) {
|
||||
float ddepth;
|
||||
for (int i = 0; i < numBinarySearchSteps; i++) {
|
||||
dir *= 0.5;
|
||||
hitCoord -= dir;
|
||||
stepSize *= 0.5;
|
||||
hitCoord -= dir * stepSize;
|
||||
ddepth = getDeltaDepth(hitCoord);
|
||||
if (ddepth < 0.0) hitCoord += dir;
|
||||
if (ddepth < 0.0) hitCoord += dir * stepSize;
|
||||
}
|
||||
if (abs(ddepth) > ss_refractionSearchDist) return vec4(0.0);
|
||||
return vec4(getProjectedCoord(hitCoord), 0.0, 1.0);
|
||||
if (abs(ddepth) > ss_refractionSearchDist * 0.005) return vec4(0.0);
|
||||
vec2 hitTC = getProjectedCoord(hitCoord);
|
||||
if (hitTC.x < 0.0 || hitTC.x > 1.0 || hitTC.y < 0.0 || hitTC.y > 1.0)
|
||||
return vec4(0.0);
|
||||
return vec4(hitTC, 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec4 rayCast(vec3 dir) {
|
||||
float ddepth;
|
||||
dir *= ss_refractionRayStep;
|
||||
float stepSize = ss_refractionRayStep * max(1.0, -viewRay.z * 0.1);
|
||||
vec3 startPos = hitCoord;
|
||||
for (int i = 0; i < maxSteps; i++) {
|
||||
hitCoord += dir;
|
||||
ddepth = getDeltaDepth(hitCoord);
|
||||
if (ddepth > 0.0) return binarySearch(dir);
|
||||
hitCoord += dir * stepSize;
|
||||
float dist = length(hitCoord - startPos);
|
||||
if (dist > ss_refractionSearchDist) break;
|
||||
float ddepth = getDeltaDepth(hitCoord);
|
||||
if (ddepth > 0.0) return binarySearch(dir, stepSize);
|
||||
stepSize *= 1.03;
|
||||
}
|
||||
return vec4(texCoord, 0.0, 0.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 gr = textureLod(gbuffer_refraction, texCoord, 0.0);
|
||||
float ior = gr.x;
|
||||
float ior = unpackIOR(gr.x);
|
||||
float transmittance = gr.y;
|
||||
float surfaceDepth = gr.z;
|
||||
float d = surfaceDepth * 2.0 - 1.0;
|
||||
|
||||
vec4 sceneSample = textureLod(tex, texCoord, 0.0);
|
||||
if (surfaceDepth == 0.0 || transmittance == 0.0 || ior == 1.0) {
|
||||
if (surfaceDepth == 0.0 || surfaceDepth == 1.0) {
|
||||
fragColor = sceneSample;
|
||||
return;
|
||||
}
|
||||
|
||||
vec4 g1 = textureLod(gbuffer1, texCoord, 0.0);
|
||||
if (transmittance == 0.0 || ior == 1.0) {
|
||||
vec3 background = textureLod(tex1, texCoord, 0.0).rgb;
|
||||
fragColor.rgb = sceneSample.rgb + background * (1.0 - sceneSample.a);
|
||||
fragColor.rgb = g1.rgb + background * transmittance;
|
||||
fragColor.a = 1.0;
|
||||
return;
|
||||
}
|
||||
@ -96,18 +112,18 @@ void main() {
|
||||
vec3 refracted = refract(incident, viewNormal, 1.0 / ior);
|
||||
if (length(refracted) < 0.001) {
|
||||
vec3 background = textureLod(tex1, texCoord, 0.0).rgb;
|
||||
fragColor.rgb = sceneSample.rgb + background * (1.0 - sceneSample.a);
|
||||
fragColor.rgb = g1.rgb + background * transmittance;
|
||||
fragColor.a = 1.0;
|
||||
return;
|
||||
}
|
||||
|
||||
hitCoord = viewPos;
|
||||
|
||||
vec3 dir = refracted * (1.0 - rand(texCoord) * ss_refractionJitter * roughness) * 2.0;
|
||||
vec3 dir = normalize(refracted);
|
||||
vec4 coords = rayCast(dir);
|
||||
|
||||
vec2 screenEdge = smoothstep(0.0, 0.1, coords.xy) * smoothstep(0.0, 0.1, 1.0 - coords.xy);
|
||||
float screenEdgeFactor = screenEdge.x * screenEdge.y;
|
||||
vec2 screenEdge = smoothstep(0.0, 0.05, coords.xy) * smoothstep(0.0, 0.05, 1.0 - coords.xy);
|
||||
float screenEdgeFactor = max(screenEdge.x * screenEdge.y, 0.05);
|
||||
float refractivity = 1.0 - roughness;
|
||||
|
||||
float intensity = pow(refractivity, ss_refractionFalloffExp) * screenEdgeFactor * coords.w;
|
||||
@ -118,6 +134,6 @@ void main() {
|
||||
|
||||
vec3 behindColor = mix(straightBackground, refractedBackground, intensity);
|
||||
|
||||
fragColor.rgb = sceneSample.rgb + behindColor * (1.0 - sceneSample.a);
|
||||
fragColor.rgb = g1.rgb + behindColor * transmittance;
|
||||
fragColor.a = 1.0;
|
||||
}
|
||||
|
||||
@ -40,100 +40,148 @@
|
||||
|
||||
uniform sampler2D gbufferD;
|
||||
uniform sampler2D gbuffer0;
|
||||
uniform sampler2D gbuffer1;
|
||||
uniform sampler2D tex;
|
||||
|
||||
uniform vec2 dir;
|
||||
uniform vec2 cameraProj;
|
||||
uniform mat4 projectionMatrix;
|
||||
|
||||
#ifdef _ExtBRDF
|
||||
//!uniform vec4 materialParams[MAX_MATERIALS * 8];
|
||||
#endif
|
||||
|
||||
in vec2 texCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
const vec3 SKIN_SSS_RADIUS = vec3(4.8, 2.4, 1.5);
|
||||
const float SSS_DISTANCE_SCALE = 0.001;
|
||||
// TODO: finish the SSS
|
||||
const float SSS_SCALE = 0.05;
|
||||
const float DEPTH_THRESHOLD = 0.05;
|
||||
|
||||
// Temp hash func -
|
||||
float hash13(vec3 p3) {
|
||||
p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973));
|
||||
p3 += dot(p3, p3.yzx + 33.33);
|
||||
return fract((p3.x + p3.y) * p3.z);
|
||||
}
|
||||
|
||||
vec4 SSSSBlur() {
|
||||
const int SSSS_N_SAMPLES = 15;
|
||||
vec4 SSSSBlur(vec3 sssRadius, float sssWeight) {
|
||||
const int SSSS_N_SAMPLES = 11;
|
||||
vec4 kernel[SSSS_N_SAMPLES];
|
||||
|
||||
kernel[0] = vec4(0.233, 0.455, 0.649, 0.0); // Center sample
|
||||
kernel[1] = vec4(0.100, 0.336, 0.344, 0.37); // +0.37mm
|
||||
kernel[2] = vec4(0.118, 0.198, 0.0, 0.97); // +0.97mm
|
||||
kernel[3] = vec4(0.113, 0.007, 0.007, 1.93); // +1.93mm
|
||||
kernel[4] = vec4(0.358, 0.004, 0.0, 3.87); // +3.87mm
|
||||
kernel[5] = vec4(0.078, 0.0, 0.0, 6.53); // +6.53mm (red only)
|
||||
kernel[6] = vec4(0.0, 0.0, 0.0, 0.0); // Unused
|
||||
kernel[7] = vec4(0.0, 0.0, 0.0, 0.0); // Unused
|
||||
kernel[8] = vec4(0.100, 0.336, 0.344, -0.37); // -0.37mm
|
||||
kernel[9] = vec4(0.118, 0.198, 0.0, -0.97); // -0.97mm
|
||||
kernel[10] = vec4(0.113, 0.007, 0.007, -1.93); // -1.93mm
|
||||
kernel[11] = vec4(0.358, 0.004, 0.0, -3.87); // -3.87mm
|
||||
kernel[12] = vec4(0.078, 0.0, 0.0, -6.53); // -6.53mm (red only)
|
||||
kernel[13] = vec4(0.0, 0.0, 0.0, 0.0); // Unused
|
||||
kernel[14] = vec4(0.0, 0.0, 0.0, 0.0); // Unused
|
||||
|
||||
vec4 colorM = textureLod(tex, texCoord, 0.0);
|
||||
|
||||
float depth = textureLod(gbufferD, texCoord, 0.0).r;
|
||||
kernel[0] = vec4(0.233, 0.455, 0.649, 0.0); // Center sample
|
||||
kernel[1] = vec4(0.100, 0.336, 0.344, 0.37); // +0.37
|
||||
kernel[2] = vec4(0.118, 0.198, 0.0, 0.97); // +0.97
|
||||
kernel[3] = vec4(0.113, 0.007, 0.007, 1.93); // +1.93
|
||||
kernel[4] = vec4(0.358, 0.004, 0.0, 3.87); // +3.87
|
||||
kernel[5] = vec4(0.078, 0.0, 0.0, 6.53); // +6.53 (red only)
|
||||
kernel[6] = vec4(0.100, 0.336, 0.344, -0.37); // -0.37
|
||||
kernel[7] = vec4(0.118, 0.198, 0.0, -0.97); // -0.97
|
||||
kernel[8] = vec4(0.113, 0.007, 0.007, -1.93); // -1.93
|
||||
kernel[9] = vec4(0.358, 0.004, 0.0, -3.87); // -3.87
|
||||
kernel[10] = vec4(0.078, 0.0, 0.0, -6.53); // -6.53 (red only)
|
||||
|
||||
vec2 texSize = vec2(textureSize(tex, 0));
|
||||
ivec2 texelCoord = ivec2(texCoord * texSize);
|
||||
|
||||
vec4 colorM = texelFetch(tex, texelCoord, 0);
|
||||
vec3 albedo = texelFetch(gbuffer1, texelCoord, 0).rgb;
|
||||
|
||||
vec3 irradianceM = colorM.rgb / max(albedo, vec3(0.00001));
|
||||
|
||||
float depth = texelFetch(gbufferD, texelCoord, 0).r;
|
||||
float depthM = cameraProj.y / (depth - cameraProj.x);
|
||||
|
||||
float distanceScale = 1.0 / max(depthM, 0.1);
|
||||
|
||||
vec2 finalStep = sssWidth * distanceScale * dir * SSS_DISTANCE_SCALE;
|
||||
|
||||
float blurWidth = max(max(sssRadius.r, sssRadius.g), sssRadius.b);
|
||||
float projScale = dot(dir, vec2(projectionMatrix[0][0], projectionMatrix[1][1]));
|
||||
vec2 finalStep = blurWidth * (1.0 / depthM) * dir * projScale * SSS_SCALE;
|
||||
|
||||
vec3 jitterSeed = vec3(texCoord.xy * 1000.0, fract(cameraProj.x * 0.0001));
|
||||
float jitterOffset = (hash13(jitterSeed) * 2.0 - 1.0) * 0.15;
|
||||
|
||||
finalStep *= (1.0 + jitterOffset);
|
||||
vec3 colorBlurred = vec3(0.0);
|
||||
vec3 weightSum = vec3(0.0);
|
||||
colorBlurred += colorM.rgb * kernel[0].rgb;
|
||||
weightSum += kernel[0].rgb;
|
||||
|
||||
|
||||
vec3 colorBlurred = irradianceM * kernel[0].rgb;
|
||||
vec3 weightSum = kernel[0].rgb;
|
||||
|
||||
for (int i = 1; i < SSSS_N_SAMPLES; i++) {
|
||||
float sampleJitter = hash13(vec3(texCoord.xy * 720.0, float(i) * 37.45)) * 0.1 - 0.05;
|
||||
vec2 offset = texCoord + (kernel[i].a + sampleJitter) * finalStep;
|
||||
vec4 color = textureLod(tex, offset, 0.0);
|
||||
const float DEPTH_THRESHOLD = 0.05;
|
||||
float sampleDepth = textureLod(gbufferD, offset, 0.0).r;
|
||||
float sampleDepthM = cameraProj.y / (sampleDepth - cameraProj.x);
|
||||
|
||||
float depthDiff = abs(depthM - sampleDepthM);
|
||||
float depthWeight = exp(-depthDiff * 10.0);
|
||||
|
||||
if (depthDiff > DEPTH_THRESHOLD) {
|
||||
color.rgb = mix(colorM.rgb, color.rgb, depthWeight);
|
||||
|
||||
vec3 irradiance = irradianceM;
|
||||
float s = 0.0;
|
||||
if (all(greaterThanEqual(offset, vec2(0.0))) && all(lessThan(offset, vec2(1.0)))) {
|
||||
ivec2 sampleTexel = ivec2(offset * texSize);
|
||||
|
||||
float sampleDepth = texelFetch(gbufferD, sampleTexel, 0).r;
|
||||
float sampleDepthM = cameraProj.y / (sampleDepth - cameraProj.x);
|
||||
float depthDiff = abs(depthM - sampleDepthM);
|
||||
|
||||
if (depthDiff < 1.0) {
|
||||
vec4 sampleG0 = texelFetch(gbuffer0, sampleTexel, 0);
|
||||
float sampleMetallic;
|
||||
uint sampleMatid;
|
||||
unpackFloatInt16(sampleG0.a, sampleMetallic, sampleMatid);
|
||||
bool sampleIsSSS = false;
|
||||
#ifdef _ExtBRDF
|
||||
if (sampleMatid >= 3u && sampleMatid < uint(MAX_MATERIALS)) {
|
||||
if (materialParams[sampleMatid * 8u + 3u].z > 0.0) sampleIsSSS = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (sampleIsSSS) {
|
||||
vec3 sampleColor = texelFetch(tex, sampleTexel, 0).rgb;
|
||||
vec3 sampleAlbedo = texelFetch(gbuffer1, sampleTexel, 0).rgb;
|
||||
irradiance = sampleColor / max(sampleAlbedo, vec3(0.00001));
|
||||
}
|
||||
|
||||
if (depthDiff <= DEPTH_THRESHOLD) {
|
||||
s = 1.0;
|
||||
} else {
|
||||
s = exp(-depthDiff * 10.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
colorBlurred += color.rgb * kernel[i].rgb;
|
||||
|
||||
colorBlurred += kernel[i].rgb * mix(irradianceM, irradiance, s);
|
||||
weightSum += kernel[i].rgb;
|
||||
}
|
||||
vec3 normalizedColor = colorBlurred / max(weightSum, vec3(0.00001));
|
||||
|
||||
vec3 normalizedIrradiance = colorBlurred / max(weightSum, vec3(0.00001));
|
||||
float dither = hash13(vec3(texCoord * 1333.0, 0.0)) * 0.003 - 0.0015;
|
||||
normalizedColor = max(normalizedColor + vec3(dither), vec3(0.0));
|
||||
return vec4(normalizedColor, colorM.a);
|
||||
normalizedIrradiance = max(normalizedIrradiance + vec3(dither), vec3(0.0));
|
||||
vec3 blurredColor = normalizedIrradiance * albedo;
|
||||
vec3 result = mix(colorM.rgb, blurredColor, sssWeight);
|
||||
return vec4(result, colorM.a);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
|
||||
vec2 texSize0 = vec2(textureSize(gbuffer0, 0));
|
||||
ivec2 texelCoord0 = ivec2(texCoord * texSize0);
|
||||
vec4 g0 = texelFetch(gbuffer0, texelCoord0, 0);
|
||||
float metallic;
|
||||
uint matid;
|
||||
unpackFloatInt16(g0.a, metallic, matid);
|
||||
|
||||
if (matid == 2u) {
|
||||
vec4 originalColor = textureLod(tex, texCoord, 0.0);
|
||||
vec4 blurredColor = SSSSBlur();
|
||||
vec4 sssContribution = blurredColor - originalColor;
|
||||
vec4 combined = originalColor + max(vec4(0.0), sssContribution) * 0.8;
|
||||
fragColor = max(vec4(0.0), min(combined, vec4(10.0)));
|
||||
bool applySSS = false;
|
||||
vec3 sssRadius = vec3(1.0);
|
||||
float sssWeight = 1.0;
|
||||
vec4 matp0, matp1, matp2, matp3, matp4, matp5, matp6, matp7;
|
||||
#ifdef _ExtBRDF
|
||||
if (matid >= 3u && matid < uint(MAX_MATERIALS)) {
|
||||
getMaterialParams(matid, matp0, matp1, matp2, matp3, matp4, matp5, matp6, matp7);
|
||||
// matp3.z = subsurface, matp4.xyz = subsurfaceRadiusRGB, matp7.x = subsurfaceScale
|
||||
if (matp3.z > 0.0) {
|
||||
applySSS = true;
|
||||
sssRadius = matp4.xyz * matp7.x;
|
||||
sssWeight = matp3.z;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if (applySSS) {
|
||||
fragColor = SSSSBlur(sssRadius, sssWeight);
|
||||
} else {
|
||||
fragColor = textureLod(tex, texCoord, 0.0);
|
||||
vec2 texSizeMain = vec2(textureSize(tex, 0));
|
||||
ivec2 texelCoordMain = ivec2(texCoord * texSizeMain);
|
||||
fragColor = texelFetch(tex, texelCoordMain, 0);
|
||||
}
|
||||
}
|
||||
|
||||
@ -13,6 +13,16 @@
|
||||
{
|
||||
"name": "cameraProj",
|
||||
"link": "_cameraPlaneProj"
|
||||
},
|
||||
{
|
||||
"name": "projectionMatrix",
|
||||
"link": "_projectionMatrix"
|
||||
},
|
||||
{
|
||||
"name": "materialParams",
|
||||
"link": "_materialParams",
|
||||
"type": "floats",
|
||||
"ifdef": ["_ExtBRDF"]
|
||||
}
|
||||
],
|
||||
"texture_params": [],
|
||||
@ -32,6 +42,16 @@
|
||||
{
|
||||
"name": "cameraProj",
|
||||
"link": "_cameraPlaneProj"
|
||||
},
|
||||
{
|
||||
"name": "projectionMatrix",
|
||||
"link": "_projectionMatrix"
|
||||
},
|
||||
{
|
||||
"name": "materialParams",
|
||||
"link": "_materialParams",
|
||||
"type": "floats",
|
||||
"ifdef": ["_ExtBRDF"]
|
||||
}
|
||||
],
|
||||
"texture_params": [],
|
||||
|
||||
@ -1,10 +1,30 @@
|
||||
#ifndef _BRDF_GLSL_
|
||||
#define _BRDF_GLSL_
|
||||
|
||||
#ifndef PI
|
||||
#define PI 3.1415926535
|
||||
#endif
|
||||
#ifndef INV_PI
|
||||
#define INV_PI 0.3183098861
|
||||
#endif
|
||||
#ifndef INV_TWO_PI
|
||||
#define INV_TWO_PI 0.1591549430
|
||||
#endif
|
||||
#ifndef SCHLICK_A
|
||||
#define SCHLICK_A -5.55473
|
||||
#endif
|
||||
#ifndef SCHLICK_B
|
||||
#define SCHLICK_B -6.98316
|
||||
#endif
|
||||
#ifndef SRGB_GAMMA
|
||||
#define SRGB_GAMMA 2.2
|
||||
#endif
|
||||
#define srgbToLinear(x) pow(x, vec3(SRGB_GAMMA))
|
||||
|
||||
// http://xlgames-inc.github.io/posts/improvedibl/
|
||||
// http://blog.selfshadow.com/publications/s2013-shading-course/
|
||||
vec3 f_schlick(const vec3 f0, const float vh) {
|
||||
return f0 + (1.0 - f0) * exp2((-5.55473 * vh - 6.98316) * vh);
|
||||
return f0 + (1.0 - f0) * exp2((SCHLICK_A * vh + SCHLICK_B) * vh);
|
||||
}
|
||||
|
||||
float v_smithschlick(const float nl, const float nv, const float a) {
|
||||
@ -31,7 +51,7 @@ float d_ggx(const float nh, const float a) {
|
||||
float a2 = a * a;
|
||||
float denom = nh * nh * (a2 - 1.0) + 1.0;
|
||||
denom = max(denom * denom, 0.00006103515625 /* 2^-14 = smallest possible half float value, prevent div by zero */);
|
||||
return a2 * (1.0 / 3.1415926535) / denom;
|
||||
return a2 * INV_PI / denom;
|
||||
}
|
||||
|
||||
vec3 specularBRDF(const vec3 f0, const float roughness, const float nl, const float nh, const float nv, const float vh) {
|
||||
@ -44,11 +64,10 @@ vec3 specularBRDF(const vec3 f0, const float roughness, const float nl, const fl
|
||||
// http://filmicworlds.com/blog/optimizing-ggx-shaders-with-dotlh/
|
||||
vec3 specularBRDFb(const vec3 f0, const float roughness, const float dotNL, const float dotNH, const float dotLH) {
|
||||
// D
|
||||
const float pi = 3.1415926535;
|
||||
float alpha = roughness * roughness;
|
||||
float alphaSqr = alpha * alpha;
|
||||
float denom = dotNH * dotNH * (alphaSqr - 1.0) + 1.0;
|
||||
float D = alphaSqr / (pi * denom * denom);
|
||||
float D = alphaSqr / (PI * denom * denom);
|
||||
// F
|
||||
const float F_a = 1.0;
|
||||
float F_b = pow(1.0 - dotLH, 5.0);
|
||||
@ -65,21 +84,201 @@ vec3 specularBRDFb(const vec3 f0, const float roughness, const float dotNL, cons
|
||||
return specular / 4.0; // TODO: get rid of / 4.0
|
||||
}
|
||||
|
||||
vec3 orenNayarDiffuseBRDF(const vec3 albedo, const float roughness, const float nv, const float nl, const float vh) {
|
||||
float a = roughness * roughness;
|
||||
float s = a;
|
||||
float s2 = s * s;
|
||||
float vl = 2.0 * vh * vh - 1.0; // Double angle identity
|
||||
float Cosri = vl - nv * nl;
|
||||
float C1 = 1.0 - 0.5 * s2 / (s2 + 0.33);
|
||||
float test = 1.0;
|
||||
if (Cosri >= 0.0) test = (1.0 / (max(nl, nv)));
|
||||
float C2 = 0.45 * s2 / (s2 + 0.09) * Cosri * test;
|
||||
return albedo * max(0.0, nl) * (C1 + C2) * (1.0 + roughness * 0.5);
|
||||
vec3 lambertDiffuseBRDF(const vec3 albedo, const float nl) {
|
||||
return albedo * INV_PI * nl;
|
||||
}
|
||||
|
||||
vec3 lambertDiffuseBRDF(const vec3 albedo, const float nl) {
|
||||
return albedo * (1.0 / 3.1415926535) * nl;
|
||||
#ifdef _BurleyDiffuse
|
||||
vec3 burleyDiffuseBRDF(const vec3 albedo, const float roughness,
|
||||
const float dotNL, const float dotNV, const float dotVH) {
|
||||
float nl = clamp(dotNL, 0.0, 1.0);
|
||||
float nv = clamp(dotNV, 0.0, 1.0);
|
||||
float energyBias = mix(0.0, 0.5, roughness);
|
||||
float energyFactor = mix(1.0, 1.0 / 1.51, roughness);
|
||||
float fd90 = energyBias + 2.0 * roughness * dotVH * dotVH;
|
||||
float lightScatter = 1.0 + (fd90 - 1.0) * pow(1.0 - nl, 5.0);
|
||||
float viewScatter = 1.0 + (fd90 - 1.0) * pow(1.0 - nv, 5.0);
|
||||
return albedo * INV_PI * lightScatter * viewScatter * energyFactor * nl;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _EONDiffuse
|
||||
const float constant1_FON = 0.5 - 2.0 / (3.0 * PI);
|
||||
const float constant2_FON = 2.0 / 3.0 - 28.0 / (15.0 * PI);
|
||||
|
||||
float E_FON_approx(float mu, float r) {
|
||||
float mucomp = 1.0 - mu;
|
||||
const float g1 = 0.0571085289;
|
||||
const float g2 = 0.491881867;
|
||||
const float g3 = -0.332181442;
|
||||
const float g4 = 0.0714429953;
|
||||
float GoverPi = mucomp * (g1 + mucomp * (g2 + mucomp * (g3 + mucomp * g4)));
|
||||
return (1.0 + r * GoverPi) / (1.0 + constant1_FON * r);
|
||||
}
|
||||
|
||||
vec3 eonDiffuseBRDF(const vec3 albedo, const float roughness,
|
||||
const float dotNL, const float dotNV, const float dotVH) {
|
||||
float r = roughness;
|
||||
float mu_i = clamp(dotNL, 0.0, 1.0);
|
||||
float mu_o = clamp(dotNV, 0.0, 1.0);
|
||||
if (mu_i < 1.0e-7 || mu_o < 1.0e-7) return vec3(0.0);
|
||||
float dotLV = 2.0 * dotVH * dotVH - 1.0;
|
||||
float s = dotLV - mu_i * mu_o;
|
||||
float sovertF = s > 0.0 ? s / max(mu_i, mu_o) : s;
|
||||
float AF = 1.0 / (1.0 + constant1_FON * r);
|
||||
vec3 f_ss = (albedo * INV_PI) * AF * (1.0 + r * sovertF);
|
||||
float EFo = E_FON_approx(mu_o, r);
|
||||
float EFi = E_FON_approx(mu_i, r);
|
||||
float avgEF = AF * (1.0 + constant2_FON * r);
|
||||
vec3 rho_ms = (albedo * albedo) * avgEF
|
||||
/ max(vec3(1.0) - albedo * (1.0 - avgEF), vec3(1.0e-7));
|
||||
const float eps = 1.0e-7;
|
||||
vec3 f_ms = (rho_ms * INV_PI)
|
||||
* max(eps, 1.0 - EFo)
|
||||
* max(eps, 1.0 - EFi)
|
||||
/ max(eps, 1.0 - avgEF);
|
||||
return (f_ss + f_ms) * mu_i;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _GotandaDiffuse
|
||||
vec3 gotandaDiffuseBRDF(const vec3 albedo, const float roughness, const vec3 f0,
|
||||
const float dotNL, const float dotNV, const float dotVH) {
|
||||
float nl = clamp(dotNL, 0.0, 1.0);
|
||||
float nv = clamp(dotNV, 0.0, 1.0);
|
||||
float a = roughness * roughness;
|
||||
float a2 = a * a;
|
||||
float dotLV = 2.0 * dotVH * dotVH - 1.0;
|
||||
float Cosri = dotLV - nv * nl;
|
||||
float a2_13 = a2 + 1.36053;
|
||||
float Fr = (1.0 - (0.542026 * a2 + 0.303573 * a) / a2_13)
|
||||
* (1.0 - pow(1.0 - nv, 5.0 - 4.0 * a2) / a2_13)
|
||||
* ((-0.733996 * a2 * a + 1.50912 * a2 - 1.16402 * a)
|
||||
* pow(1.0 - nv, 1.0 + 1.0 / (39.0 * a2 * a2 + 1.0)) + 1.0);
|
||||
float Lm = (max(1.0 - 2.0 * a, 0.0) * (1.0 - pow(1.0 - nl, 5.0))
|
||||
+ min(2.0 * a, 1.0)) * (1.0 - 0.5 * a * (nl - 1.0)) * nl;
|
||||
float Vd = (a2 / ((a2 + 0.09) * (1.31072 + 0.995584 * nv)))
|
||||
* (1.0 - pow(1.0 - nl,
|
||||
(1.0 - 0.3726732 * nv * nv)
|
||||
/ (0.188566 + 0.38841 * nv)));
|
||||
float Bp = Cosri < 0.0 ? 1.4 * nv * nl * Cosri : Cosri;
|
||||
vec3 Lr = (21.0 / 20.0) * (1.0 - f0) * (Fr * Lm + Vd + Bp);
|
||||
return max(albedo * INV_PI * Lr, vec3(0.0));
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _ChanDiffuse
|
||||
vec3 chanDiffuseBRDF(const vec3 albedo, const float roughness,
|
||||
const float dotNL, const float dotNV, const float dotVH) {
|
||||
float nl = clamp(dotNL, 0.0, 1.0);
|
||||
float nv = clamp(dotNV, 0.0, 1.0);
|
||||
float vh = clamp(dotVH, 0.0, 1.0);
|
||||
float a = roughness * roughness;
|
||||
float a2 = a * a;
|
||||
float g = clamp((1.0 / 18.0) * log2(2.0 / max(a2, 1e-7) - 1.0), 0.0, 1.0);
|
||||
float dotNH = clamp((nl + nv) / max(2.0 * vh, 1e-5), 0.0, 1.0);
|
||||
float F0 = vh + pow(1.0 - vh, 5.0);
|
||||
float FdV = 1.0 - 0.75 * pow(1.0 - nv, 5.0);
|
||||
float FdL = 1.0 - 0.75 * pow(1.0 - nl, 5.0);
|
||||
float Fd = mix(F0, FdV * FdL, clamp(2.2 * g - 0.5, 0.0, 1.0));
|
||||
float Fb = ((34.5 * g - 59.0) * g + 24.5) * vh
|
||||
* exp2(-max(73.2 * g - 21.2, 8.9) * sqrt(dotNH));
|
||||
float Lobe = clamp(Fd + Fb, 0.0, 1.0);
|
||||
return albedo * INV_PI * Lobe * nl;
|
||||
}
|
||||
#endif
|
||||
|
||||
vec3 diffuseBRDF(const vec3 albedo, const float roughness, const vec3 f0,
|
||||
const float dotNL, const float dotNV, const float dotVH) {
|
||||
#ifdef _BurleyDiffuse
|
||||
return burleyDiffuseBRDF(albedo, roughness, dotNL, dotNV, dotVH);
|
||||
#elif defined(_EONDiffuse)
|
||||
return eonDiffuseBRDF(albedo, roughness, dotNL, dotNV, dotVH);
|
||||
#elif defined(_GotandaDiffuse)
|
||||
return gotandaDiffuseBRDF(albedo, roughness, f0, dotNL, dotNV, dotVH);
|
||||
#elif defined(_ChanDiffuse)
|
||||
return chanDiffuseBRDF(albedo, roughness, dotNL, dotNV, dotVH);
|
||||
#else
|
||||
return lambertDiffuseBRDF(albedo, dotNL);
|
||||
#endif
|
||||
}
|
||||
|
||||
vec3 lambertDiffuseIBL(const vec3 albedo) {
|
||||
return albedo;
|
||||
}
|
||||
|
||||
#ifdef _BurleyDiffuse
|
||||
vec3 burleyDiffuseIBL(const vec3 albedo, const float roughness, const float dotNV) {
|
||||
float nv = clamp(dotNV, 0.0, 1.0);
|
||||
float energyBias = mix(0.0, 0.5, roughness);
|
||||
float energyFactor = mix(1.0, 1.0 / 1.51, roughness);
|
||||
float fd90 = energyBias + 2.0 * roughness * nv * nv;
|
||||
float viewScatter = 1.0 + (fd90 - 1.0) * pow(1.0 - nv, 5.0);
|
||||
return albedo * viewScatter * energyFactor;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _EONDiffuse
|
||||
vec3 eonDiffuseIBL(const vec3 albedo, const float roughness, const float dotNV) {
|
||||
float r = roughness;
|
||||
float AF = 1.0 / (1.0 + constant1_FON * r);
|
||||
float EF = E_FON_approx(clamp(dotNV, 0.0, 1.0), r);
|
||||
float avgEF = AF * (1.0 + constant2_FON * r);
|
||||
vec3 rho_ms = (albedo * albedo) * avgEF
|
||||
/ max(vec3(1.0) - albedo * (1.0 - avgEF), vec3(1.0e-7));
|
||||
return max(albedo * EF + rho_ms * (1.0 - EF), vec3(0.0));
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _GotandaDiffuse
|
||||
vec3 gotandaDiffuseIBL(const vec3 albedo, const float roughness, const vec3 f0, const float dotNV) {
|
||||
float nv = clamp(dotNV, 0.0, 1.0);
|
||||
float a = roughness * roughness;
|
||||
float a2 = a * a;
|
||||
float a2_13 = a2 + 1.36053;
|
||||
float Fr = (1.0 - (0.542026 * a2 + 0.303573 * a) / a2_13)
|
||||
* (1.0 - pow(1.0 - nv, 5.0 - 4.0 * a2) / a2_13)
|
||||
* ((-0.733996 * a2 * a + 1.50912 * a2 - 1.16402 * a)
|
||||
* pow(1.0 - nv, 1.0 + 1.0 / (39.0 * a2 * a2 + 1.0)) + 1.0);
|
||||
float Lm = (max(1.0 - 2.0 * a, 0.0) * (1.0 - pow(1.0 - nv, 5.0))
|
||||
+ min(2.0 * a, 1.0)) * (1.0 - 0.5 * a * (nv - 1.0)) * nv;
|
||||
float Vd = (a2 / ((a2 + 0.09) * (1.31072 + 0.995584 * nv)))
|
||||
* (1.0 - pow(1.0 - nv,
|
||||
(1.0 - 0.3726732 * nv * nv)
|
||||
/ (0.188566 + 0.38841 * nv)));
|
||||
float Cosri = 1.0 - nv * nv;
|
||||
float Bp = Cosri;
|
||||
vec3 Lr = (21.0 / 20.0) * (1.0 - f0) * (Fr * Lm + Vd + Bp);
|
||||
return max(albedo * Lr, vec3(0.0));
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _ChanDiffuse
|
||||
vec3 chanDiffuseIBL(const vec3 albedo, const float roughness, const float dotNV) {
|
||||
float nv = clamp(dotNV, 0.0, 1.0);
|
||||
float a = roughness * roughness;
|
||||
float a2 = a * a;
|
||||
float g = clamp((1.0 / 18.0) * log2(2.0 / max(a2, 1e-7) - 1.0), 0.0, 1.0);
|
||||
float FdV = 1.0 - 0.75 * pow(1.0 - nv, 5.0);
|
||||
float Fd = mix(1.0, FdV * FdV, clamp(2.2 * g - 0.5, 0.0, 1.0));
|
||||
float Fb = ((34.5 * g - 59.0) * g + 24.5)
|
||||
* exp2(-max(73.2 * g - 21.2, 8.9) * sqrt(nv));
|
||||
return albedo * clamp(Fd + Fb, 0.0, 1.0);
|
||||
}
|
||||
#endif
|
||||
|
||||
vec3 diffuseIBL(const vec3 albedo, const float roughness, const vec3 f0, const float dotNV) {
|
||||
#ifdef _BurleyDiffuse
|
||||
return burleyDiffuseIBL(albedo, roughness, dotNV);
|
||||
#elif defined(_EONDiffuse)
|
||||
return eonDiffuseIBL(albedo, roughness, dotNV);
|
||||
#elif defined(_GotandaDiffuse)
|
||||
return gotandaDiffuseIBL(albedo, roughness, f0, dotNV);
|
||||
#elif defined(_ChanDiffuse)
|
||||
return chanDiffuseIBL(albedo, roughness, dotNV);
|
||||
#else
|
||||
return lambertDiffuseIBL(albedo);
|
||||
#endif
|
||||
}
|
||||
|
||||
vec3 surfaceAlbedo(const vec3 baseColor, const float metalness) {
|
||||
@ -95,24 +294,6 @@ float getMipFromRoughness(const float roughness, const float numMipmaps) {
|
||||
return roughness * numMipmaps;
|
||||
}
|
||||
|
||||
float wardSpecular(vec3 N, vec3 H, float dotNL, float dotNV, float dotNH, vec3 fiberDirection, float shinyParallel, float shinyPerpendicular) {
|
||||
if(dotNL < 0.0 || dotNV < 0.0) {
|
||||
return 0.0;
|
||||
}
|
||||
// fiberDirection - parse from rotation
|
||||
// shinyParallel - roughness
|
||||
// shinyPerpendicular - anisotropy
|
||||
|
||||
vec3 fiberParallel = normalize(fiberDirection);
|
||||
vec3 fiberPerpendicular = normalize(cross(N, fiberDirection));
|
||||
float dotXH = dot(fiberParallel, H);
|
||||
float dotYH = dot(fiberPerpendicular, H);
|
||||
const float PI = 3.1415926535;
|
||||
float coeff = sqrt(dotNL/dotNV) / (4.0 * PI * shinyParallel * shinyPerpendicular);
|
||||
float theta = (pow(dotXH/shinyParallel, 2.0) + pow(dotYH/shinyPerpendicular, 2.0)) / (1.0 + dotNH);
|
||||
return clamp(coeff * exp(-2.0 * theta), 0.0, 1.0);
|
||||
}
|
||||
|
||||
// https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
|
||||
// vec3 EnvBRDFApprox(vec3 SpecularColor, float Roughness, float NoV) {
|
||||
// const vec4 c0 = { -1, -0.0275, -0.572, 0.022 };
|
||||
@ -138,4 +319,207 @@ float D_Approx(const float Roughness, const float RoL) {
|
||||
return rcp_a2 * exp2( c * RoL - c );
|
||||
}
|
||||
|
||||
#ifdef _ClearCoat
|
||||
float brdf_coatF0;
|
||||
vec3 clearcoatBRDF(const float clearcoat, const float clearcoat_rough,
|
||||
const float coat_ior, const vec3 coatN, const vec3 l, const vec3 v, const vec3 h) {
|
||||
if (clearcoat <= 0.0) return vec3(0.0);
|
||||
float cdotNL = max(0.0, dot(coatN, l));
|
||||
float cdotNH = max(0.0, dot(coatN, h));
|
||||
float cdotNV = max(0.0, dot(coatN, v));
|
||||
float cdotVH = max(0.0, dot(v, h));
|
||||
float a = clearcoat_rough * clearcoat_rough;
|
||||
float F = brdf_coatF0 + (1.0 - brdf_coatF0) * exp2((SCHLICK_A * cdotVH + SCHLICK_B) * cdotVH);
|
||||
float D = d_ggx(cdotNH, a);
|
||||
float G = g2_approx(cdotNL, cdotNV, a);
|
||||
return vec3(clearcoat * D * G * F / max(4.0 * cdotNV, 1e-5));
|
||||
}
|
||||
|
||||
float coatAttenuation(const float clearcoat,
|
||||
const float coat_ior, const vec3 coatN, const vec3 v) {
|
||||
if (clearcoat <= 0.0) return 1.0;
|
||||
float cdotNV = max(0.0, dot(coatN, v));
|
||||
float F = brdf_coatF0 + (1.0 - brdf_coatF0) * exp2((SCHLICK_A * cdotNV + SCHLICK_B) * cdotNV);
|
||||
return max(1.0 - F * clearcoat, 0.0);
|
||||
}
|
||||
|
||||
vec3 coatTintAttenuation(const float clearcoat, const vec3 coat_tint, const vec3 coatN, const vec3 v) {
|
||||
if (clearcoat <= 0.0) return vec3(1.0);
|
||||
float cdotNV = max(0.0, dot(coatN, v));
|
||||
float absorption = 1.0 / max(cdotNV, 0.3);
|
||||
return mix(vec3(1.0), clamp(coat_tint, 0.0, 1.0), clamp(absorption * 0.2, 0.0, 1.0));
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _Sheen
|
||||
float brdf_sheenAlbedo;
|
||||
// based on Blender sheen model/Frostbite PBR
|
||||
vec3 sheenBRDF(const float sheen, const float sheen_rough,
|
||||
const vec3 sheen_tint, const float dotNL, const float dotNH, const float dotNV) {
|
||||
if (sheen <= 0.0) return vec3(0.0);
|
||||
float rough = clamp(sheen_rough, 1e-3, 1.0);
|
||||
float a = rough * rough;
|
||||
float sinNH2 = 1.0 - dotNH * dotNH;
|
||||
float a2 = a * a;
|
||||
float denom = 1.0 + a2 * sinNH2;
|
||||
float D = (2.0 + a2) * sinNH2 * INV_TWO_PI / (denom * denom);
|
||||
float V = 1.0 / (4.0 * dotNL * dotNV + 1e-5);
|
||||
return sheen_tint * sheen * D * V * dotNL * brdf_sheenAlbedo;
|
||||
}
|
||||
|
||||
float sheenAttenuation(const float sheen, const float sheen_rough,
|
||||
const vec3 sheen_tint, const float dotNV) {
|
||||
if (sheen <= 0.0) return 1.0;
|
||||
float maxComp = sheen * max(max(sheen_tint.r, sheen_tint.g), sheen_tint.b) * brdf_sheenAlbedo;
|
||||
return max(1.0 - maxComp, 0.0);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _Anisotropy
|
||||
// anisotropic GGX Burley 2012
|
||||
vec3 anisotropicBRDF(const vec3 f0, const float roughness, const float anisotropy,
|
||||
const float aniso_rot, const vec3 tangent, const vec3 bitangent,
|
||||
const vec3 n, const vec3 l, const vec3 v,
|
||||
const float dotNL, const float dotNV) {
|
||||
if (abs(anisotropy) <= 0.001) return vec3(0.0);
|
||||
float rot = aniso_rot * PI * 2.0;
|
||||
float cr = cos(rot);
|
||||
float sr = sin(rot);
|
||||
vec3 t = normalize(tangent * cr + bitangent * sr);
|
||||
vec3 b = normalize(bitangent * cr - tangent * sr);
|
||||
float aniso_abs = abs(anisotropy);
|
||||
float at = max(roughness * (1.0 + aniso_abs), 1e-5);
|
||||
float ab = max(roughness * (1.0 - aniso_abs), 1e-5);
|
||||
if (anisotropy < 0.0) { vec3 tmp = t; t = b; b = tmp; }
|
||||
float at2 = at * at;
|
||||
float ab2 = ab * ab;
|
||||
vec3 h = normalize(l + v);
|
||||
float dotTH = dot(t, h);
|
||||
float dotBH = dot(b, h);
|
||||
float dotTV = dot(t, v);
|
||||
float dotBV = dot(b, v);
|
||||
float dotTL = dot(t, l);
|
||||
float dotBL = dot(b, l);
|
||||
float denom = max(dotTH * dotTH / at2 + dotBH * dotBH / ab2, 1e-7);
|
||||
float D = INV_PI / (at * ab * denom * denom);
|
||||
float V = 1.0 / max(dotNL * (dotTL / at + dotBL / ab) * (dotTV / at + dotBV / ab), 1e-5);
|
||||
float dotVH = max(dot(v, h), 0.0);
|
||||
vec3 F = f_schlick(f0, dotVH);
|
||||
return D * V * F / max(4.0 * dotNV, 1e-5);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _Transmission
|
||||
float brdf_transmissionF0;
|
||||
// Blenders microfacet glass/refraction model
|
||||
vec3 transmissionBRDF(const vec3 albedo, const float transmission,
|
||||
const float trans_rough, const float ior, const float thin_wall,
|
||||
const float dotNL, const float dotNV, const float dotVH) {
|
||||
if (transmission <= 0.0) return vec3(0.0);
|
||||
float F = brdf_transmissionF0 + (1.0 - brdf_transmissionF0) * exp2((SCHLICK_A * dotVH + SCHLICK_B) * dotVH);
|
||||
float transmittance = 1.0 - F;
|
||||
if (thin_wall > 0.5) {
|
||||
return albedo * transmission * transmittance * dotNL;
|
||||
}
|
||||
float a = trans_rough * trans_rough;
|
||||
float rough_atten = min(mix(1.0, 1.0 / max(dotNV, 0.1), a), 4.0);
|
||||
return albedo * transmission * transmittance * rough_atten * dotNL;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _ExtBRDF
|
||||
float brdf_sheenWeight = 1.0;
|
||||
float brdf_coatWeight = 1.0;
|
||||
vec3 brdf_coatTintAbsorb = vec3(1.0);
|
||||
|
||||
vec3 applyExtBRDFLayers(
|
||||
const vec3 direct,
|
||||
const vec3 albedo,
|
||||
const vec3 f0,
|
||||
const float roughness,
|
||||
const float dotNL, const float dotNV, const float dotNH, const float dotVH,
|
||||
const vec3 n, const vec3 l, const vec3 v, const vec3 h,
|
||||
#ifdef _ClearCoat
|
||||
const float clearcoat, const float clearcoatRough, const float coatIOR,
|
||||
const vec3 coatTint, const vec3 coatN,
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
const float sheen, const float sheenRough, const vec3 sheenTint,
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
const float transmission, const float transRough, const float ior, const float thinWall,
|
||||
#endif
|
||||
out float layerWeight
|
||||
) {
|
||||
float sheenWeight = brdf_sheenWeight;
|
||||
float coatWeight = brdf_coatWeight;
|
||||
#ifdef _Sheen
|
||||
vec3 sheenContrib = sheenBRDF(sheen, sheenRough, sheenTint, dotNL, dotNH, dotNV);
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
vec3 coatContrib = clearcoatBRDF(clearcoat, clearcoatRough, coatIOR, coatN, l, v, h);
|
||||
#endif
|
||||
layerWeight = sheenWeight * coatWeight;
|
||||
vec3 result = direct * layerWeight;
|
||||
#ifdef _Transmission
|
||||
result += transmissionBRDF(albedo, transmission, transRough, ior, thinWall, dotNL, dotNV, dotVH) * layerWeight;
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
result *= brdf_coatTintAbsorb;
|
||||
result += coatContrib * sheenWeight;
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
result += sheenContrib;
|
||||
#endif
|
||||
return result;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _ClearCoat
|
||||
float coatIBLFresnel(const float clearcoat, const float coat_ior,
|
||||
const float dotNV_coat) {
|
||||
if (clearcoat <= 0.0) return 0.0;
|
||||
float F = brdf_coatF0 + (1.0 - brdf_coatF0) * exp2((SCHLICK_A * dotNV_coat + SCHLICK_B) * dotNV_coat);
|
||||
return F * clearcoat;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _Sheen
|
||||
float sheenIBLAlbedo(const float sheen, const float sheen_rough,
|
||||
const float dotNV) {
|
||||
if (sheen <= 0.0) return 0.0;
|
||||
float rough = clamp(sheen_rough, 1e-3, 1.0);
|
||||
return sheen * (1.0 - 0.5 * rough) * mix(1.0, dotNV, 0.5);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _Anisotropy
|
||||
vec3 anisotropicIBLDirection(const vec3 n, const vec3 v, const vec3 tangent,
|
||||
const float anisotropy, const float roughness) {
|
||||
if (abs(anisotropy) <= 0.001 || dot(tangent, tangent) < 0.001)
|
||||
return reflect(-v, n);
|
||||
vec3 bitangent = normalize(cross(n, tangent));
|
||||
vec3 r = reflect(-v, n);
|
||||
float aniso_abs = abs(anisotropy);
|
||||
vec3 stretchDir = anisotropy > 0.0 ? tangent : bitangent;
|
||||
float stretchAmt = aniso_abs * roughness;
|
||||
return normalize(r + stretchDir * stretchAmt * dot(r, stretchDir) * 0.5);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _Transmission
|
||||
float transmissionIBLFresnel(const float ior, const float dotNV) {
|
||||
return brdf_transmissionF0 + (1.0 - brdf_transmissionF0) * exp2((SCHLICK_A * dotNV + SCHLICK_B) * dotNV);
|
||||
}
|
||||
|
||||
vec3 transmissionIBLDirection(const vec3 n, const vec3 v, const float ior) {
|
||||
float eta = 1.0 / ior;
|
||||
vec3 refrDir = refract(-v, n, eta);
|
||||
if (dot(refrDir, refrDir) < 0.001) {
|
||||
refrDir = reflect(-v, n);
|
||||
}
|
||||
return refrDir;
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
@ -34,17 +34,19 @@ THE SOFTWARE.
|
||||
// https://research.nvidia.com/sites/default/files/publications/GIVoxels-pg2011-authors.pdf
|
||||
|
||||
const float MAX_DISTANCE = voxelgiRange;
|
||||
const int MAX_CONE_STEPS = 32;
|
||||
|
||||
#ifdef _VoxelGI
|
||||
uniform sampler3D dummy;
|
||||
|
||||
vec4 sampleVoxel(sampler3D voxels, vec3 P, const float clipmaps[voxelgiClipmapCount * 10], const float clipmap_index, const float step_dist, const int precomputed_direction, const vec3 face_offset, const vec3 direction_weight) {
|
||||
vec4 col = vec4(0.0);
|
||||
vec3 tc = (P - 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);
|
||||
int base = int(clipmap_index * 10);
|
||||
float voxelSize = float(clipmaps[base]);
|
||||
vec3 tc = (P - vec3(clipmaps[base + 4], clipmaps[base + 5], clipmaps[base + 6])) / (voxelSize * voxelgiResolution);
|
||||
vec3 half_texel = vec3(0.5) / voxelgiResolution;
|
||||
tc = tc * 0.5 + 0.5;
|
||||
tc = clamp(tc, half_texel, 1.0 - half_texel);
|
||||
tc.x = (tc.x + precomputed_direction) / (6 + DIFFUSE_CONE_COUNT);
|
||||
tc.x = (tc.x + precomputed_direction) / (6 + diffuseConeCount);
|
||||
tc.y = (tc.y + clipmap_index) / voxelgiClipmapCount;
|
||||
|
||||
if (precomputed_direction == 0) {
|
||||
@ -55,7 +57,7 @@ vec4 sampleVoxel(sampler3D voxels, vec3 P, const float clipmaps[voxelgiClipmapCo
|
||||
else
|
||||
col = textureLod(voxels, tc, 0);
|
||||
|
||||
col *= step_dist / float(clipmaps[int(clipmap_index * 10)]);
|
||||
col *= step_dist / voxelSize;
|
||||
|
||||
return col;
|
||||
}
|
||||
@ -64,11 +66,13 @@ vec4 sampleVoxel(sampler3D voxels, vec3 P, const float clipmaps[voxelgiClipmapCo
|
||||
#ifdef _VoxelAOvar
|
||||
float sampleVoxel(sampler3D voxels, vec3 P, const float clipmaps[voxelgiClipmapCount * 10], const float clipmap_index, const float step_dist, const int precomputed_direction, const vec3 face_offset, const vec3 direction_weight) {
|
||||
float opac = 0.0;
|
||||
vec3 tc = (P - 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);
|
||||
int base = int(clipmap_index * 10);
|
||||
float voxelSize = float(clipmaps[base]);
|
||||
vec3 tc = (P - vec3(clipmaps[base + 4], clipmaps[base + 5], clipmaps[base + 6])) / (voxelSize * voxelgiResolution);
|
||||
vec3 half_texel = vec3(0.5) / voxelgiResolution;
|
||||
tc = tc * 0.5 + 0.5;
|
||||
tc = clamp(tc, half_texel, 1.0 - half_texel);
|
||||
tc.x = (tc.x + precomputed_direction) / (6 + DIFFUSE_CONE_COUNT);
|
||||
tc.x = (tc.x + precomputed_direction) / (6 + diffuseConeCount);
|
||||
tc.y = (tc.y + clipmap_index) / voxelgiClipmapCount;
|
||||
|
||||
if (precomputed_direction == 0) {
|
||||
@ -79,7 +83,7 @@ float sampleVoxel(sampler3D voxels, vec3 P, const float clipmaps[voxelgiClipmapC
|
||||
else
|
||||
opac = textureLod(voxels, tc, 0).r;
|
||||
|
||||
opac *= step_dist / float(clipmaps[int(clipmap_index * 10)]);
|
||||
opac *= step_dist / voxelSize;
|
||||
|
||||
return opac;
|
||||
}
|
||||
@ -92,7 +96,7 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
||||
float dist = voxelSize0;
|
||||
float step_dist = dist;
|
||||
vec3 samplePos;
|
||||
vec3 start_pos = origin + n * voxelSize0;
|
||||
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
|
||||
int clipmap_index0 = 0;
|
||||
|
||||
vec3 aniso_direction = -dir;
|
||||
@ -100,12 +104,14 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
||||
aniso_direction.x > 0.0 ? 0.0 : 1.0,
|
||||
aniso_direction.y > 0.0 ? 2.0 : 3.0,
|
||||
aniso_direction.z > 0.0 ? 4.0 : 5.0
|
||||
) / (6 + DIFFUSE_CONE_COUNT);
|
||||
) / (6 + diffuseConeCount);
|
||||
vec3 direction_weight = abs(dir);
|
||||
|
||||
float coneCoefficient = 2.0 * tan(aperture * 0.5);
|
||||
|
||||
while (sampleCol.a < 1.0 && dist < MAX_DISTANCE && clipmap_index0 < voxelgiClipmapCount) {
|
||||
const vec3 half_texel = vec3(0.5) / voxelgiResolution;
|
||||
int steps = 0;
|
||||
while (sampleCol.a < 1.0 && dist < MAX_DISTANCE && clipmap_index0 < voxelgiClipmapCount && steps < MAX_CONE_STEPS) {
|
||||
vec4 mipSample = vec4(0.0);
|
||||
float diam = max(voxelSize0, dist * coneCoefficient);
|
||||
float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
|
||||
@ -113,7 +119,9 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
||||
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);
|
||||
int base = int(clipmap_index * 10);
|
||||
float voxelSize = float(clipmaps[base]);
|
||||
samplePos = (p0 - vec3(clipmaps[base + 4], clipmaps[base + 5], clipmaps[base + 6])) / (voxelSize * voxelgiResolution);
|
||||
samplePos = samplePos * 0.5 + 0.5;
|
||||
|
||||
if (any(notEqual(samplePos, clamp(samplePos, 0.0, 1.0)))) {
|
||||
@ -129,8 +137,11 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
||||
|
||||
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, precomputed_direction, face_offset, direction_weight);
|
||||
|
||||
if(totalBlend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
|
||||
if(totalBlend > 0.05 && clipmap_index < voxelgiClipmapCount - 1) {
|
||||
vec4 mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, precomputed_direction, face_offset, direction_weight);
|
||||
int baseNext = int((clipmap_index + 1.0) * 10);
|
||||
float voxelSizeCoarse = float(clipmaps[baseNext]);
|
||||
mipSampleNext *= voxelSizeCoarse / voxelSize;
|
||||
mipSample = mix(mipSample, mipSampleNext, totalBlend);
|
||||
}
|
||||
|
||||
@ -138,8 +149,6 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
||||
|
||||
float stepSizeCurrent = step_size;
|
||||
if (use_sdf) {
|
||||
// half texel correction is applied to avoid sampling over current clipmap:
|
||||
const vec3 half_texel = vec3(0.5) / voxelgiResolution;
|
||||
vec3 tc0 = clamp(samplePos, half_texel, 1 - half_texel);
|
||||
tc0.y = (tc0.y + clipmap_index) / voxelgiClipmapCount; // remap into clipmap
|
||||
float sdf = textureLod(voxelsSDF, tc0, 0).r;
|
||||
@ -147,6 +156,7 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
||||
}
|
||||
step_dist = diam * stepSizeCurrent;
|
||||
dist += step_dist;
|
||||
steps++;
|
||||
}
|
||||
return sampleCol;
|
||||
}
|
||||
@ -154,13 +164,13 @@ 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);
|
||||
for (int i = 0; i < DIFFUSE_CONE_COUNT; ++i) {
|
||||
vec3 coneDir = DIFFUSE_CONE_DIRECTIONS[i];
|
||||
for (int i = 0; i < diffuseConeCount; ++i) {
|
||||
vec3 coneDir = diffuseConeDirections[i];
|
||||
const float cosTheta = dot(normal, coneDir);
|
||||
if (cosTheta <= 0)
|
||||
continue;
|
||||
int precomputed_direction = 6 + i;
|
||||
amount += traceCone(voxels, dummy, origin, normal, coneDir, precomputed_direction, false, DIFFUSE_CONE_APERTURE, 1.0, clipmaps) * cosTheta;
|
||||
amount += traceCone(voxels, voxels, origin, normal, coneDir, precomputed_direction, false, diffuseConeAperture, 1.0, clipmaps) * cosTheta;
|
||||
sum += cosTheta;
|
||||
}
|
||||
|
||||
@ -191,7 +201,7 @@ vec4 traceRefraction(const vec3 origin, const vec3 normal, sampler3D voxels, sam
|
||||
amount.rgb = max(vec3(0.0), amount.rgb);
|
||||
amount.a = clamp(amount.a, 0.0, 1.0);
|
||||
|
||||
return amount * voxelgiOcc;
|
||||
return amount * voxelgiOcc * voxelgiRefr;
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -202,7 +212,7 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
|
||||
float dist = voxelSize0;
|
||||
float step_dist = dist;
|
||||
vec3 samplePos;
|
||||
vec3 start_pos = origin + n * voxelSize0;
|
||||
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
|
||||
int clipmap_index0 = 0;
|
||||
|
||||
vec3 aniso_direction = -dir;
|
||||
@ -210,12 +220,13 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
|
||||
aniso_direction.x > 0.0 ? 0.0 : 1.0,
|
||||
aniso_direction.y > 0.0 ? 2.0 : 3.0,
|
||||
aniso_direction.z > 0.0 ? 4.0 : 5.0
|
||||
) / (6 + DIFFUSE_CONE_COUNT);
|
||||
) / (6 + diffuseConeCount);
|
||||
vec3 direction_weight = abs(dir);
|
||||
|
||||
float coneCoefficient = 2.0 * tan(aperture * 0.5);
|
||||
|
||||
while (sampleCol < 1.0 && dist < MAX_DISTANCE && clipmap_index0 < voxelgiClipmapCount) {
|
||||
int steps = 0;
|
||||
while (sampleCol < 1.0 && dist < MAX_DISTANCE && clipmap_index0 < voxelgiClipmapCount && steps < MAX_CONE_STEPS) {
|
||||
float mipSample = 0.0;
|
||||
float diam = max(voxelSize0, dist * coneCoefficient);
|
||||
float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
|
||||
@ -223,7 +234,9 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
|
||||
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);
|
||||
int base = int(clipmap_index * 10);
|
||||
float voxelSize = float(clipmaps[base]);
|
||||
samplePos = (p0 - vec3(clipmaps[base + 4], clipmaps[base + 5], clipmaps[base + 6])) / (voxelSize * voxelgiResolution);
|
||||
samplePos = samplePos * 0.5 + 0.5;
|
||||
|
||||
if ((any(notEqual(clamp(samplePos, 0.0, 1.0), samplePos)))) {
|
||||
@ -239,8 +252,11 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
|
||||
|
||||
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, precomputed_direction, face_offset, direction_weight);
|
||||
|
||||
if(totalBlend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
|
||||
if(totalBlend > 0.05 && clipmap_index < voxelgiClipmapCount - 1) {
|
||||
float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, precomputed_direction, face_offset, direction_weight);
|
||||
int baseNext = int((clipmap_index + 1.0) * 10);
|
||||
float voxelSizeCoarse = float(clipmaps[baseNext]);
|
||||
mipSampleNext *= voxelSizeCoarse / voxelSize;
|
||||
mipSample = mix(mipSample, mipSampleNext, totalBlend);
|
||||
}
|
||||
|
||||
@ -248,6 +264,7 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
|
||||
|
||||
step_dist = diam * step_size;
|
||||
dist += step_dist;
|
||||
steps++;
|
||||
}
|
||||
return sampleCol;
|
||||
}
|
||||
@ -256,18 +273,18 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
|
||||
float traceAO(const vec3 origin, const vec3 normal, const sampler3D voxels, const float clipmaps[voxelgiClipmapCount * 10]) {
|
||||
float sum = 0.0;
|
||||
float amount = 0.0;
|
||||
for (int i = 0; i < DIFFUSE_CONE_COUNT; i++) {
|
||||
vec3 coneDir = DIFFUSE_CONE_DIRECTIONS[i];
|
||||
for (int i = 0; i < diffuseConeCount; i++) {
|
||||
vec3 coneDir = diffuseConeDirections[i];
|
||||
int precomputed_direction = 6 + i;
|
||||
const float cosTheta = dot(normal, coneDir);
|
||||
if (cosTheta <= 0)
|
||||
continue;
|
||||
amount += traceConeAO(voxels, origin, normal, coneDir, precomputed_direction, DIFFUSE_CONE_APERTURE, 1.0, clipmaps) * cosTheta;
|
||||
amount += traceConeAO(voxels, origin, normal, coneDir, precomputed_direction, diffuseConeAperture, 1.0, clipmaps) * cosTheta;
|
||||
sum += cosTheta;
|
||||
}
|
||||
amount /= max(sum, 0.0001);
|
||||
amount = clamp(amount, 0.0, 1.0);
|
||||
return amount * voxelgiOcc;
|
||||
return amount;
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -278,7 +295,7 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
||||
float dist = voxelSize0;
|
||||
float step_dist = dist;
|
||||
vec3 samplePos;
|
||||
vec3 start_pos = origin + n * voxelSize0;
|
||||
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
|
||||
int clipmap_index0 = 0;
|
||||
|
||||
vec3 aniso_direction = -dir;
|
||||
@ -286,11 +303,13 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
||||
aniso_direction.x > 0.0 ? 0.0 : 1.0,
|
||||
aniso_direction.y > 0.0 ? 2.0 : 3.0,
|
||||
aniso_direction.z > 0.0 ? 4.0 : 5.0
|
||||
) / (6 + DIFFUSE_CONE_COUNT);
|
||||
) / (6 + diffuseConeCount);
|
||||
vec3 direction_weight = abs(dir);
|
||||
float coneCoefficient = 2.0 * tan(aperture * 0.5);
|
||||
|
||||
while (sampleCol < 1.0 && dist < MAX_DISTANCE && clipmap_index0 < voxelgiClipmapCount) {
|
||||
const vec3 half_texel = vec3(0.5) / voxelgiResolution;
|
||||
int steps = 0;
|
||||
while (sampleCol < 1.0 && dist < MAX_DISTANCE && clipmap_index0 < voxelgiClipmapCount && steps < MAX_CONE_STEPS) {
|
||||
float mipSample = 0.0;
|
||||
float diam = max(voxelSize0, dist * coneCoefficient);
|
||||
float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
|
||||
@ -298,7 +317,9 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
||||
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);
|
||||
int base = int(clipmap_index * 10);
|
||||
float voxelSize = float(clipmaps[base]);
|
||||
samplePos = (p0 - vec3(clipmaps[base + 4], clipmaps[base + 5], clipmaps[base + 6])) / (voxelSize * voxelgiResolution);
|
||||
samplePos = samplePos * 0.5 + 0.5;
|
||||
|
||||
if ((any(notEqual(samplePos, clamp(samplePos, 0.0, 1.0))))) {
|
||||
@ -318,11 +339,14 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
||||
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, 0, face_offset, direction_weight).a;
|
||||
#endif
|
||||
|
||||
if(totalBlend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
|
||||
if(totalBlend > 0.05 && clipmap_index < voxelgiClipmapCount - 1) {
|
||||
int baseNext = int((clipmap_index + 1.0) * 10);
|
||||
float voxelSizeCoarse = float(clipmaps[baseNext]);
|
||||
float scaleRatio = voxelSizeCoarse / voxelSize;
|
||||
#ifdef _VoxelAOvar
|
||||
float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, 0, face_offset, direction_weight);
|
||||
float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, 0, face_offset, direction_weight) * scaleRatio;
|
||||
#else
|
||||
float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, 0, face_offset, direction_weight).a;
|
||||
float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, 0, face_offset, direction_weight).a * scaleRatio;
|
||||
#endif
|
||||
mipSample = mix(mipSample, mipSampleNext, totalBlend);
|
||||
}
|
||||
@ -331,8 +355,6 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
||||
|
||||
float stepSizeCurrent = step_size;
|
||||
|
||||
// half texel correction is applied to avoid sampling over current clipmap:
|
||||
const vec3 half_texel = vec3(0.5) / voxelgiResolution;
|
||||
vec3 tc0 = clamp(samplePos, half_texel, 1 - half_texel);
|
||||
tc0.y = (tc0.y + clipmap_index) / voxelgiClipmapCount; // remap into clipmap
|
||||
float sdf = textureLod(voxelsSDF, tc0, 0.0).r;
|
||||
@ -340,6 +362,7 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
||||
|
||||
step_dist = diam * stepSizeCurrent;
|
||||
dist += step_dist;
|
||||
steps++;
|
||||
}
|
||||
return sampleCol;
|
||||
}
|
||||
@ -347,7 +370,7 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
||||
|
||||
float traceShadow(const vec3 origin, const vec3 normal, const sampler3D voxels, const sampler3D voxelsSDF, const vec3 dir, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel, const vec2 velocity) {
|
||||
vec3 P = origin + dir * (BayerMatrix8[int(pixel.x + velocity.x) % 8][int(pixel.y + velocity.y) % 8] - 0.5) * voxelgiStep;
|
||||
float amount = traceConeShadow(voxels, voxelsSDF, P, normal, dir, SHADOW_CONE_APERTURE, voxelgiStep, clipmaps);
|
||||
float amount = traceConeShadow(voxels, voxelsSDF, P, normal, dir, voxelgiAperture, voxelgiStep, clipmaps);
|
||||
amount = clamp(amount, 0.0, 1.0);
|
||||
return amount * voxelgiOcc;
|
||||
}
|
||||
|
||||
@ -20,13 +20,9 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
*/
|
||||
|
||||
const int DIFFUSE_CONE_COUNT = 16;
|
||||
const float diffuseConeAperture = radians(39.0);
|
||||
|
||||
const float SHADOW_CONE_APERTURE = radians(15.0);
|
||||
|
||||
const float DIFFUSE_CONE_APERTURE = 1.0;
|
||||
|
||||
const vec3 DIFFUSE_CONE_DIRECTIONS[16] = vec3[](
|
||||
const vec3 diffuseConeDirections[16] = vec3[](
|
||||
vec3( 0.3480, 0.0000, 0.9375),
|
||||
vec3(-0.4299, 0.3938, 0.8125),
|
||||
vec3( 0.0635, -0.7234, 0.6875),
|
||||
|
||||
@ -10,9 +10,9 @@
|
||||
|
||||
const int samples = 8; // Samples on the first ring
|
||||
const int rings = 6; // Ring count
|
||||
const vec2 focus = vec2(0.5, 0.5);
|
||||
//const vec2 focus = vec2(0.5, 0.5);
|
||||
const float coc = 0.03; // Circle of confusion size in mm (35mm film = 0.03mm)
|
||||
const float maxblur = 1.0;
|
||||
//const float maxblur = 1.0;
|
||||
const float threshold = 0.5; // Highlight threshold
|
||||
const float gain = 2.0; // Highlight gain
|
||||
const float bias = 0.5; // Bokeh edge bias
|
||||
@ -41,7 +41,9 @@ vec3 dof(
|
||||
const bool autoFocus,
|
||||
const float DOFDistance,
|
||||
const float DOFLength,
|
||||
const float DOFFStop) {
|
||||
const float DOFFStop,
|
||||
const vec2 focus,
|
||||
const float maxblur) {
|
||||
|
||||
float depth = linearize(gdepth, cameraProj);
|
||||
float fDepth = 0.0;
|
||||
@ -85,7 +87,6 @@ vec3 dof(
|
||||
float pw = (cos(float(j) * step) * float(i));
|
||||
float ph = (sin(float(j) * step) * float(i));
|
||||
float p = 1.0;
|
||||
// if (pentagon) p = penta(vec2(pw, ph));
|
||||
blurredCol += color(texCoord + vec2(pw * w, ph * h), blur, tex, texStep) * mix(1.0, (float(i)) / (float(rings)), bias) * p;
|
||||
s += 1.0 * mix(1.0, (float(i)) / (float(rings)), bias) * p;
|
||||
}
|
||||
|
||||
@ -170,4 +170,88 @@ void unpackFloatInt16(float val, out float f, out uint i) {
|
||||
f = (bitsValue & ~(0xF << numBitFloat)) / maxValFloat;
|
||||
}
|
||||
|
||||
#ifdef _ExtBRDF
|
||||
// extended material parameters by material slot ID returns vec4s (28 floats) of extended BRDF parameters
|
||||
void getMaterialParams(uint matid, out vec4 p0, out vec4 p1, out vec4 p2, out vec4 p3,
|
||||
out vec4 p4, out vec4 p5, out vec4 p6, out vec4 p7) {
|
||||
uint base = matid * 8u;
|
||||
#if defined(_Anisotropy) || defined(_Sheen)
|
||||
p0 = materialParams[base];
|
||||
#else
|
||||
p0 = vec4(0.0);
|
||||
#endif
|
||||
#if defined(_ClearCoat)
|
||||
p1 = materialParams[base + 1u];
|
||||
#else
|
||||
p1 = vec4(0.0);
|
||||
#endif
|
||||
#if defined(_ClearCoat) || defined(_Transmission)
|
||||
p2 = materialParams[base + 2u];
|
||||
#else
|
||||
p2 = vec4(0.0);
|
||||
#endif
|
||||
#if defined(_Transmission) || defined(_SSS)
|
||||
p3 = materialParams[base + 3u];
|
||||
#else
|
||||
p3 = vec4(0.0);
|
||||
#endif
|
||||
#if defined(_SSS)
|
||||
p4 = materialParams[base + 4u];
|
||||
#else
|
||||
p4 = vec4(0.0);
|
||||
#endif
|
||||
#if defined(_Sheen) || defined(_SSS)
|
||||
p5 = materialParams[base + 5u];
|
||||
#else
|
||||
p5 = vec4(0.0);
|
||||
#endif
|
||||
#if defined(_ExtBRDF)
|
||||
p6 = materialParams[base + 6u];
|
||||
#else
|
||||
p6 = vec4(0.0);
|
||||
#endif
|
||||
#if defined(_SSS)
|
||||
p7 = materialParams[base + 7u];
|
||||
#else
|
||||
p7 = vec4(0.0);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
float packIOR(float ior) {
|
||||
return clamp((ior - 1.0) / 1.5, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float unpackIOR(float packed) {
|
||||
return packed * 1.5 + 1.0;
|
||||
}
|
||||
|
||||
#ifndef PI
|
||||
#define PI 3.1415926535
|
||||
#endif
|
||||
#ifndef PI2
|
||||
#define PI2 6.2831853071
|
||||
#endif
|
||||
|
||||
float encodeTangent(vec3 tangent, vec3 normal) {
|
||||
if (length(tangent) < 0.5) return -1.0;
|
||||
vec3 t = normalize(tangent);
|
||||
vec3 n = normalize(normal);
|
||||
vec3 ref = abs(n.y) < 0.999 ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);
|
||||
vec3 r = normalize(ref - n * dot(ref, n));
|
||||
vec3 b = cross(n, r);
|
||||
float angle = atan(dot(t, b), dot(t, r));
|
||||
return (angle / (2.0 * PI) + 0.5);
|
||||
}
|
||||
|
||||
vec3 decodeTangent(float enc, vec3 normal) {
|
||||
if (enc < 0.0) return vec3(1.0, 0.0, 0.0);
|
||||
vec3 n = normalize(normal);
|
||||
vec3 ref = abs(n.y) < 0.999 ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);
|
||||
vec3 r = normalize(ref - n * dot(ref, n));
|
||||
vec3 b = cross(n, r);
|
||||
float angle = (enc - 0.5) * 2.0 * PI;
|
||||
return normalize(r * cos(angle) + b * sin(angle));
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@ -3,7 +3,9 @@ uniform sampler2D texIES;
|
||||
|
||||
float iesAttenuation(vec3 l) {
|
||||
|
||||
const float PI = 3.1415926535;
|
||||
#ifndef PI
|
||||
#define PI 3.1415926535
|
||||
#endif
|
||||
// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
|
||||
// Sample direction into light space
|
||||
// vec3 iesSampleDirection = mul(light.worldToLight , -L);
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@ -14,7 +14,7 @@
|
||||
#ifdef _SinglePoint
|
||||
#ifdef _Spot
|
||||
uniform sampler2DShadow shadowMapSpot[1];
|
||||
uniform mat4 LWVPSpot[1];
|
||||
uniform mat4 LWVPSpotArray[1];
|
||||
#else
|
||||
uniform samplerCubeShadow shadowMapPoint[1];
|
||||
uniform vec2 lightProj;
|
||||
@ -24,7 +24,9 @@
|
||||
#ifdef _SingleAtlas
|
||||
//!uniform sampler2DShadow shadowMapAtlas;
|
||||
#endif
|
||||
#ifndef _SinglePoint
|
||||
uniform vec2 lightProj;
|
||||
#endif
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlasPoint;
|
||||
@ -53,19 +55,64 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
||||
#ifdef _Spot
|
||||
, bool isSpot, float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint, vec3 coatN
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
, float sheen, float sheenRough, vec3 sheenTint
|
||||
#endif
|
||||
#ifdef _Anisotropy
|
||||
, float anisotropy, float anisoRot, vec3 tangent
|
||||
#endif
|
||||
#ifdef _SSS
|
||||
, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
, float transmission, float transRough, float ior, float thinWall
|
||||
#endif
|
||||
) {
|
||||
vec3 ld = lp - p;
|
||||
vec3 l = normalize(ld);
|
||||
float dist = length(ld);
|
||||
vec3 l = ld / dist;
|
||||
vec3 h = normalize(v + l);
|
||||
float dotNH = max(0.0, dot(n, h));
|
||||
float dotVH = max(0.0, dot(v, h));
|
||||
float dotNL = max(0.0, dot(n, l));
|
||||
|
||||
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||
#ifdef _Anisotropy
|
||||
vec3 direct;
|
||||
if (abs(anisotropy) > 0.001 && dot(tangent, tangent) > 0.001) {
|
||||
vec3 bitangent = normalize(cross(n, tangent));
|
||||
direct = diffuseBRDF(albedo, rough, f0, dotNL, dotNV, dotVH) +
|
||||
anisotropicBRDF(f0, rough, anisotropy, anisoRot,
|
||||
tangent, bitangent, n, l, v, dotNL, dotNV) * spec;
|
||||
} else {
|
||||
direct = diffuseBRDF(albedo, rough, f0, dotNL, dotNV, dotVH) +
|
||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||
}
|
||||
#else
|
||||
vec3 direct = diffuseBRDF(albedo, rough, f0, dotNL, dotNV, dotVH) +
|
||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||
#endif
|
||||
|
||||
#ifdef _ExtBRDF
|
||||
float layerWeight;
|
||||
direct = applyExtBRDFLayers(direct, albedo, f0, rough, dotNL, dotNV, dotNH, dotVH, n, l, v, h
|
||||
#ifdef _ClearCoat
|
||||
, clearcoat, clearcoatRough, coatIOR, coatTint, coatN
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
, sheen, sheenRough, sheenTint
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
, transmission, transRough, ior, thinWall
|
||||
#endif
|
||||
, layerWeight
|
||||
);
|
||||
#endif
|
||||
|
||||
direct *= lightCol;
|
||||
direct *= attenuate(distance(p, lp));
|
||||
direct *= attenuate(dist);
|
||||
|
||||
#ifdef _Spot
|
||||
if (isSpot) {
|
||||
@ -74,12 +121,13 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
|
||||
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
|
||||
direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias);
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
|
||||
#ifdef _ShadowMapAtlas
|
||||
tileBounds = tileBoundsSpotArray[index];
|
||||
direct *= shadowTest(
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSpot
|
||||
@ -132,4 +180,41 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
||||
return direct;
|
||||
}
|
||||
|
||||
// Backward-compatible overload for generated shaders that don't pass extended BRDF params
|
||||
#ifdef _ExtBRDF
|
||||
vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
|
||||
const vec3 albedo, const float rough, const float spec, const vec3 f0
|
||||
#ifdef _ShadowMap
|
||||
, int index, float bias, bool receiveShadow
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, bool isSpot, float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
||||
#endif
|
||||
) {
|
||||
return sampleLight(p, n, v, dotNV, lp, lightCol, albedo, rough, spec, f0
|
||||
#ifdef _ShadowMap
|
||||
, index, bias, receiveShadow
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, isSpot, spotSize, spotBlend, spotDir, scale, right
|
||||
#endif
|
||||
#ifdef _ClearCoat
|
||||
, 0.0, 0.0, 1.5, vec3(1.0), n
|
||||
#endif
|
||||
#ifdef _Sheen
|
||||
, 0.0, 0.0, vec3(1.0)
|
||||
#endif
|
||||
#ifdef _Anisotropy
|
||||
, 0.0, 0.0, vec3(0.0)
|
||||
#endif
|
||||
#ifdef _SSS
|
||||
, 0.0, vec3(0.0), vec3(0.0), 0.0
|
||||
#endif
|
||||
#ifdef _Transmission
|
||||
, 0.0, 0.0, 1.45, 1.0
|
||||
#endif
|
||||
);
|
||||
}
|
||||
#endif // _ExtBRDF
|
||||
|
||||
#endif
|
||||
|
||||
@ -1,41 +1,81 @@
|
||||
/*
|
||||
https://github.com/JonasFolletete/glsl-triplanar-mapping
|
||||
vec4 boxProjection(sampler2D image, vec3 normal, vec3 coord, float blend) {
|
||||
vec3 n = normalize(normal);
|
||||
vec3 N = abs(n);
|
||||
vec4 color1, color2, color3;
|
||||
|
||||
MIT License
|
||||
vec2 uv = coord.yz;
|
||||
if (n.x < 0.0) {
|
||||
uv.x = 1.0 - uv.x;
|
||||
}
|
||||
color1 = texture(image, uv);
|
||||
|
||||
Copyright (c) 2018 Jonas Folletête
|
||||
uv = coord.xz;
|
||||
if (n.y > 0.0) {
|
||||
uv.x = 1.0 - uv.x;
|
||||
}
|
||||
color2 = texture(image, uv);
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
uv = vec2(coord.y, 1.0 - coord.x);
|
||||
if (n.z > 0.0) {
|
||||
uv.x = 1.0 - uv.x;
|
||||
}
|
||||
color3 = texture(image, uv);
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
N /= max(dot(N, vec3(1.0)), 1e-8);
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
float limit = 0.5 + 0.5 * clamp(blend, 0.0, 1.0);
|
||||
vec3 weight;
|
||||
weight = N.xyz / (N.xyx + N.yzz);
|
||||
weight = clamp((weight - 0.5 * (1.0 - clamp(blend, 0.0, 1.0))) / max(1e-8, clamp(blend, 0.0, 1.0)), 0.0, 1.0);
|
||||
|
||||
vec3 blendNormal(vec3 normal) {
|
||||
vec3 blending = abs(normal);
|
||||
blending = normalize(max(blending, 0.00001));
|
||||
blending /= vec3(blending.x + blending.y + blending.z);
|
||||
return blending;
|
||||
if (N.z < (1.0 - limit) * (N.y + N.x)) {
|
||||
weight.z = 0.0;
|
||||
weight.y = 1.0 - weight.x;
|
||||
}
|
||||
else if (N.x < (1.0 - limit) * (N.y + N.z)) {
|
||||
weight.x = 0.0;
|
||||
weight.z = 1.0 - weight.y;
|
||||
}
|
||||
else if (N.y < (1.0 - limit) * (N.x + N.z)) {
|
||||
weight.y = 0.0;
|
||||
weight.x = 1.0 - weight.z;
|
||||
}
|
||||
else {
|
||||
weight = ((2.0 - limit) * N + (limit - 1.0)) / max(1e-8, clamp(blend, 0.0, 1.0));
|
||||
}
|
||||
|
||||
return color1 * weight.x + color2 * weight.y + color3 * weight.z;
|
||||
}
|
||||
|
||||
vec3 triplanarMapping (sampler2D ImageTexture, vec3 normal, vec3 position) {
|
||||
vec3 normalBlend = blendNormal(normal);
|
||||
vec3 xColor = texture(ImageTexture, position.yz).rgb;
|
||||
vec3 yColor = texture(ImageTexture, position.xz).rgb;
|
||||
vec3 zColor = texture(ImageTexture, position.xy).rgb;
|
||||
|
||||
return (xColor * normalBlend.x + yColor * normalBlend.y + zColor * normalBlend.z);
|
||||
vec2 sphericalMapping(vec3 coord) {
|
||||
vec3 vin = coord * 2.0 - vec3(1.0);
|
||||
float len = length(vin);
|
||||
float v, u;
|
||||
if (len > 0.0) {
|
||||
if (vin.x == 0.0 && vin.y == 0.0) {
|
||||
u = 0.0;
|
||||
}
|
||||
else {
|
||||
u = (1.0 - atan(vin.x, vin.y) / PI) * 0.5;
|
||||
}
|
||||
v = acos(clamp(vin.z / len, -1.0, 1.0)) / PI;
|
||||
}
|
||||
else {
|
||||
v = u = 0.0;
|
||||
}
|
||||
return vec2(u, v);
|
||||
}
|
||||
|
||||
vec2 tubeMapping(vec3 coord) {
|
||||
vec3 vin = coord * 2.0 - vec3(1.0);
|
||||
float u, v;
|
||||
v = - (vin.z + 1.0) * 0.5;
|
||||
float len = sqrt(vin.x * vin.x + vin.y * vin.y);
|
||||
if (len > 0.0) {
|
||||
u = (1.0 - (atan(vin.x / len, vin.y / len) / PI)) * 0.5;
|
||||
}
|
||||
else {
|
||||
v = u = 0.0;
|
||||
}
|
||||
return vec2(u, v);
|
||||
}
|
||||
|
||||
@ -8,13 +8,25 @@ float hash(const vec2 p) {
|
||||
}
|
||||
|
||||
vec2 envMapEquirect(const vec3 normal) {
|
||||
const float PI = 3.1415926535;
|
||||
const float PI2 = PI * 2.0;
|
||||
#ifndef PI
|
||||
#define PI 3.1415926535
|
||||
#endif
|
||||
#ifndef PI2
|
||||
#define PI2 6.2831853071
|
||||
#endif
|
||||
float phi = acos(normal.z);
|
||||
float theta = atan(-normal.y, normal.x) + PI;
|
||||
return vec2(theta / PI2, phi / PI);
|
||||
}
|
||||
|
||||
vec2 envMapMirror(const vec3 co) {
|
||||
vec3 nco = normalize(co);
|
||||
nco.y -= 1.0;
|
||||
float div = 2.0 * sqrt(max(-0.5 * nco.y, 0.0));
|
||||
nco /= max(1e-8, div);
|
||||
return 0.5 * nco.xz + 0.5;
|
||||
}
|
||||
|
||||
float rand(const vec2 co) { // Unreliable
|
||||
return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
@ -4,6 +4,36 @@ uniform vec2 morphScaleOffset;
|
||||
uniform vec2 morphDataDim;
|
||||
uniform vec4 morphWeights[8];
|
||||
|
||||
void getMorphedVertex(vec2 uvCoord, inout vec3 A, vec4 imorph) {
|
||||
vec3 morph = texture(morphDataPos, uvCoord).rgb * morphScaleOffset.x + morphScaleOffset.y;
|
||||
A += imorph.x * morph;
|
||||
|
||||
morph = texture(morphDataPos, vec2(uvCoord.x, uvCoord.y - morphDataDim.y)).rgb * morphScaleOffset.x + morphScaleOffset.y;
|
||||
A += imorph.y * morph;
|
||||
|
||||
morph = texture(morphDataPos, vec2(uvCoord.x, uvCoord.y - 2.0 * morphDataDim.y)).rgb * morphScaleOffset.x + morphScaleOffset.y;
|
||||
A += imorph.z * morph;
|
||||
|
||||
morph = texture(morphDataPos, vec2(uvCoord.x, uvCoord.y - 3.0 * morphDataDim.y)).rgb * morphScaleOffset.x + morphScaleOffset.y;
|
||||
A += imorph.w * morph;
|
||||
}
|
||||
|
||||
void getMorphedNormal(vec2 uvCoord, vec3 oldNor, inout vec3 morphNor, vec4 imorph) {
|
||||
vec3 norm = oldNor + imorph.x * (texture(morphDataNor, uvCoord).rgb * 2.0 - 1.0);
|
||||
morphNor += norm;
|
||||
|
||||
norm = oldNor + imorph.y * (texture(morphDataNor, vec2(uvCoord.x, uvCoord.y - morphDataDim.y)).rgb * 2.0 - 1.0);
|
||||
morphNor += norm;
|
||||
|
||||
norm = oldNor + imorph.z * (texture(morphDataNor, vec2(uvCoord.x, uvCoord.y - 2.0 * morphDataDim.y)).rgb * 2.0 - 1.0);
|
||||
morphNor += norm;
|
||||
|
||||
norm = oldNor + imorph.w * (texture(morphDataNor, vec2(uvCoord.x, uvCoord.y - 3.0 * morphDataDim.y)).rgb * 2.0 - 1.0);
|
||||
morphNor += norm;
|
||||
|
||||
morphNor = normalize(morphNor);
|
||||
}
|
||||
|
||||
void getMorphedVertex(vec2 uvCoord, inout vec3 A){
|
||||
vec3 totalDelta = vec3(0.0);
|
||||
for(int i = 0; i<8; i++ )
|
||||
|
||||
@ -22,6 +22,14 @@ uniform vec2 smSizeUniform;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMapAtlas
|
||||
uniform vec4 tileBoundsSunArray[maxLights * shadowmapCascades];
|
||||
#if defined(_Clusters) && defined(_Spot) && defined(_ShadowMap)
|
||||
uniform vec4 tileBoundsSpotArray[maxLightsCluster];
|
||||
#endif
|
||||
vec4 tileBounds = vec4(0.0, 0.0, 1.0, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMapAtlas
|
||||
// PCF that clamps samples to tile boundaries to prevent bleeding
|
||||
vec3 PCFTileAware(sampler2DShadow shadowMap,
|
||||
@ -67,9 +75,15 @@ vec3 PCFTileAware(sampler2DShadow shadowMap,
|
||||
|
||||
#ifdef _ShadowMapTransparent
|
||||
if (transparent == false) {
|
||||
vec4 shadowmap_transparent = texture(shadowMapTransparent, uv);
|
||||
if (shadowmap_transparent.a < compare)
|
||||
result *= shadowmap_transparent.rgb;
|
||||
vec3 transResult = vec3(0.0);
|
||||
for (int x = -1; x <= 1; x++) {
|
||||
for (int y = -1; y <= 1; y++) {
|
||||
vec4 smt = texture(shadowMapTransparent,
|
||||
clamp(uv + vec2(x, y) / smSize, tileMin, tileMax));
|
||||
transResult += (smt.a < compare) ? smt.rgb : vec3(1.0);
|
||||
}
|
||||
}
|
||||
result *= transResult / 9.0;
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -134,9 +148,15 @@ vec3 PCF(sampler2DShadow shadowMap,
|
||||
|
||||
#ifdef _ShadowMapTransparent
|
||||
if (transparent == false) {
|
||||
vec4 shadowmap_transparent = texture(shadowMapTransparent, uv);
|
||||
if (shadowmap_transparent.a < compare)
|
||||
result *= shadowmap_transparent.rgb;
|
||||
vec3 transResult = vec3(0.0);
|
||||
for (int x = -1; x <= 1; x++) {
|
||||
for (int y = -1; y <= 1; y++) {
|
||||
vec4 smt = texture(shadowMapTransparent,
|
||||
uv + vec2(x, y) / smSize);
|
||||
transResult += (smt.a < compare) ? smt.rgb : vec3(1.0);
|
||||
}
|
||||
}
|
||||
result *= transResult / 9.0;
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -179,9 +199,19 @@ vec3 PCFCube(samplerCubeShadow shadowMapCube,
|
||||
|
||||
#ifdef _ShadowMapTransparent
|
||||
if (transparent == false) {
|
||||
vec4 shadowmap_transparent = texture(shadowMapCubeTransparent, ml);
|
||||
if (shadowmap_transparent.a < compare)
|
||||
result *= shadowmap_transparent.rgb;
|
||||
vec3 transResult = vec3(0.0);
|
||||
vec4 smt = texture(shadowMapCubeTransparent, ml);
|
||||
transResult += (smt.a < compare) ? smt.rgb : vec3(1.0);
|
||||
for (int x = -1; x <= 1; x += 2) {
|
||||
for (int y = -1; y <= 1; y += 2) {
|
||||
for (int z = -1; z <= 1; z += 2) {
|
||||
smt = texture(shadowMapCubeTransparent,
|
||||
ml + vec3(x, y, z) * s);
|
||||
transResult += (smt.a < compare) ? smt.rgb : vec3(1.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
result *= transResult / 9.0;
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -291,13 +321,13 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap,
|
||||
, const bool transparent
|
||||
#endif
|
||||
) {
|
||||
const vec2 smSize = smSizeUniform; // TODO: incorrect...
|
||||
const float compare = lpToDepth(lp, lightProj) - bias * 1.5;
|
||||
ml = ml + n * bias * 20;
|
||||
int faceIndex = 0;
|
||||
const int lightIndex = index * 6;
|
||||
const vec2 uv = sampleCube(ml, faceIndex);
|
||||
vec4 pointLightTile = pointLightDataArray[lightIndex + faceIndex]; // x: tile X offset, y: tile Y offset, z: tile size relative to atlas
|
||||
const vec2 smSize = smSizeUniform; // TODO: incorrect...
|
||||
vec2 uvtiled = pointLightTile.z * uv + pointLightTile.xy;
|
||||
#ifdef _FlipY
|
||||
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
|
||||
@ -377,9 +407,15 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap,
|
||||
|
||||
#ifdef _ShadowMapTransparent
|
||||
if (transparent == false) {
|
||||
vec4 shadowmap_transparent = texture(shadowMapTransparent, uvtiled);
|
||||
if (shadowmap_transparent.a < compare)
|
||||
result *= shadowmap_transparent.rgb;
|
||||
vec3 transResult = vec3(0.0);
|
||||
for (int x = -1; x <= 1; x++) {
|
||||
for (int y = -1; y <= 1; y++) {
|
||||
vec4 smt = texture(shadowMapTransparent,
|
||||
clamp(uvtiled + vec2(x, y) / smSize, 0.0, 1.0));
|
||||
transResult += (smt.a < compare) ? smt.rgb : vec3(1.0);
|
||||
}
|
||||
}
|
||||
result *= transResult / 9.0;
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -387,10 +423,6 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap,
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMapAtlas
|
||||
uniform vec4 tileBounds;
|
||||
#endif
|
||||
|
||||
vec3 shadowTest(sampler2DShadow shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
sampler2D shadowMapTransparent,
|
||||
@ -405,9 +437,9 @@ vec3 shadowTest(sampler2DShadow shadowMap,
|
||||
#ifdef _ShadowMapAtlas
|
||||
// use tile PCF
|
||||
#ifdef _SMSizeUniform
|
||||
vec2 smSizeAtlas = smSizeUniform;
|
||||
vec2 smSizeAtlas = smSizeUniform * (tileBounds.zw - tileBounds.xy);
|
||||
#else
|
||||
const vec2 smSizeAtlas = shadowmapSize;
|
||||
vec2 smSizeAtlas = shadowmapSize * (tileBounds.zw - tileBounds.xy);
|
||||
#endif
|
||||
return PCFTileAware(shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
@ -455,7 +487,7 @@ mat4 getCascadeMat(const float d, out int casi, out int casIndex) {
|
||||
float(d > casData[c * 4].y),
|
||||
float(d > casData[c * 4].z),
|
||||
float(d > casData[c * 4].w));
|
||||
casi = int(min(dot(ci, comp), c));
|
||||
casi = int(min(dot(ci, comp), float(c - 1)));
|
||||
// Get cascade mat
|
||||
casIndex = casi * 4;
|
||||
return mat4(
|
||||
@ -479,8 +511,12 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
|
||||
#ifdef _SMSizeUniform
|
||||
vec2 smSize = smSizeUniform;
|
||||
#else
|
||||
#ifdef _ShadowMapAtlas
|
||||
vec2 smSize = shadowmapSize * (tileBoundsSunArray[0].zw - tileBoundsSunArray[0].xy);
|
||||
#else
|
||||
const vec2 smSize = shadowmapSize * vec2(shadowmapCascades, 1.0);
|
||||
#endif
|
||||
#endif
|
||||
const int c = shadowmapCascades;
|
||||
float d = distance(eye, p);
|
||||
int casi;
|
||||
@ -489,16 +525,35 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
|
||||
vec4 lPos = LWVP * vec4(p, 1.0);
|
||||
lPos.xyz /= lPos.w;
|
||||
|
||||
#ifdef _ShadowMapAtlas
|
||||
tileBounds = tileBoundsSunArray[casi];
|
||||
#endif
|
||||
|
||||
vec3 visibility = vec3(1.0);
|
||||
if (lPos.w > 0.0) visibility = PCF(shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapTransparent,
|
||||
#endif
|
||||
lPos.xy, lPos.z - shadowsBias, smSize
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
if (lPos.w > 0.0) {
|
||||
#ifdef _ShadowMapAtlas
|
||||
visibility = PCFTileAware(shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapTransparent,
|
||||
#endif
|
||||
lPos.xy, lPos.z - shadowsBias, smSize,
|
||||
tileBounds.xy, tileBounds.zw
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#else
|
||||
visibility = PCF(shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapTransparent,
|
||||
#endif
|
||||
lPos.xy, lPos.z - shadowsBias, smSize
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Blend cascade
|
||||
// https://github.com/TheRealMJP/Shadows
|
||||
@ -518,15 +573,33 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
|
||||
lPos2.xyz /= lPos2.w;
|
||||
vec3 visibility2 = vec3(1.0);
|
||||
// use lPos2 coordinates for second cascade, not lPos
|
||||
if (lPos2.w > 0.0) visibility2 = PCF(shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapTransparent,
|
||||
#endif
|
||||
lPos2.xy, lPos2.z - shadowsBias, smSize
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#ifdef _ShadowMapAtlas
|
||||
tileBounds = tileBoundsSunArray[casi + 1];
|
||||
#endif
|
||||
if (lPos2.w > 0.0) {
|
||||
#ifdef _ShadowMapAtlas
|
||||
visibility2 = PCFTileAware(shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapTransparent,
|
||||
#endif
|
||||
lPos2.xy, lPos2.z - shadowsBias, smSize,
|
||||
tileBounds.xy, tileBounds.zw
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#else
|
||||
visibility2 = PCF(shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapTransparent,
|
||||
#endif
|
||||
lPos2.xy, lPos2.z - shadowsBias, smSize
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
}
|
||||
|
||||
float lerpAmt = smoothstep(0.0, blendThres, splitDist);
|
||||
return mix(visibility2, visibility, lerpAmt);
|
||||
|
||||
@ -26,7 +26,7 @@ uniform sampler2D singleScatterLUT;
|
||||
uniform vec2 skyDensity;
|
||||
|
||||
#ifndef PI
|
||||
#define PI 3.141592
|
||||
#define PI 3.1415926535
|
||||
#endif
|
||||
#ifndef HALF_PI
|
||||
#define HALF_PI 1.570796
|
||||
|
||||
@ -1,15 +1,25 @@
|
||||
|
||||
// Separable SSS Transmittance Function, ref to sss_pass
|
||||
vec3 SSSSTransmittance(mat4 LWVP, vec3 p, vec3 n, vec3 l, float lightFar, sampler2DShadow shadowMap) {
|
||||
const float translucency = 1.0;
|
||||
vec3 SSSSTransmittance(mat4 LWVP, vec3 p, vec3 n, vec3 l, float lightFar, sampler2DShadow shadowMap, vec3 sssColor, float sssRadius
|
||||
#ifdef _ShadowMapAtlas
|
||||
, vec4 tileBounds
|
||||
#endif
|
||||
) {
|
||||
const float translucency = 0.85;
|
||||
vec4 shrinkedPos = vec4(p - 0.005 * n, 1.0);
|
||||
vec4 shadowPos = LWVP * shrinkedPos;
|
||||
float scale = 8.25 * (1.0 - translucency) / (sssWidth / 10.0);
|
||||
float d1 = texture(shadowMap, vec3(shadowPos.xy / shadowPos.w, shadowPos.z)).r; // 'd1' has a range of 0..1
|
||||
float d2 = shadowPos.z; // 'd2' has a range of 0..'lightFarPlane'
|
||||
d1 *= lightFar; // So we scale 'd1' accordingly:
|
||||
float d = scale * abs(d1 - d2);
|
||||
vec2 shadowUV = shadowPos.xy / shadowPos.w;
|
||||
#ifdef _ShadowMapAtlas
|
||||
shadowUV = clamp(shadowUV, tileBounds.xy, tileBounds.zw);
|
||||
#endif
|
||||
float scale = 2.5 * (1.0 - translucency) / max(sssRadius, 0.001);
|
||||
float d1 = texture(shadowMap, vec3(shadowUV, shadowPos.z)).r;
|
||||
float d2 = shadowPos.z;
|
||||
d1 *= lightFar;
|
||||
d2 *= lightFar;
|
||||
float d = scale * abs(d1 - d2) * 1000.0;
|
||||
|
||||
if (d > 10.0) return vec3(0.0);
|
||||
float dd = -d * d;
|
||||
vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
|
||||
vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
|
||||
@ -17,10 +27,70 @@ vec3 SSSSTransmittance(mat4 LWVP, vec3 p, vec3 n, vec3 l, float lightFar, sample
|
||||
vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
|
||||
vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
|
||||
vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
|
||||
return profile * clamp(0.3 + dot(l, -n), 0.0, 1.0);
|
||||
profile *= mix(vec3(1.0), sssColor, 0.8);
|
||||
return profile * clamp(0.5 + dot(l, -n), 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec3 SSSSTransmittanceCube(float translucency, vec4 shadowPos, vec3 n, vec3 l, float lightFar) {
|
||||
// TODO
|
||||
return vec3(0.0);
|
||||
#ifdef _ShadowMapAtlas
|
||||
vec3 SSSSTransmittanceCubeAtlas(sampler2DShadow shadowMap, vec3 lightPos, vec3 p, vec3 n, vec3 l, float lightFar, vec2 lightProj, int index, vec3 sssColor, float sssRadius) {
|
||||
const float translucency = 0.85;
|
||||
vec3 shrinkedPos = p - 0.005 * n;
|
||||
vec3 ld = normalize(shrinkedPos - lightPos);
|
||||
#ifdef _InvY
|
||||
ld.y = -ld.y;
|
||||
#endif
|
||||
float d2 = lpToDepth(ld, lightProj);
|
||||
int faceIndex = 0;
|
||||
int lightIndex = index * 6;
|
||||
vec2 uv = sampleCube(ld, faceIndex);
|
||||
vec4 pointLightTile = pointLightDataArray[lightIndex + faceIndex];
|
||||
vec2 uvtiled = pointLightTile.z * uv + pointLightTile.xy;
|
||||
#ifdef _FlipY
|
||||
uvtiled.y = 1.0 - uvtiled.y;
|
||||
#endif
|
||||
float d1 = texture(shadowMap, vec3(uvtiled, d2)).r;
|
||||
d1 *= lightFar;
|
||||
d2 *= lightFar;
|
||||
float scale = 2.5 * (1.0 - translucency) / max(sssRadius, 0.001);
|
||||
// d1/d2 are in meters, sssRadius is in mm, exponential constants are in mm^2
|
||||
float d = scale * abs(d1 - d2) * 1000.0; // Convert distance to mm
|
||||
|
||||
if (d > 10.0) return vec3(0.0);
|
||||
float dd = -d * d;
|
||||
vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
|
||||
vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
|
||||
vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
|
||||
vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
|
||||
vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
|
||||
vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
|
||||
profile *= mix(vec3(1.0), sssColor, 0.8);
|
||||
return profile * clamp(0.5 + dot(l, -n), 0.0, 1.0);
|
||||
}
|
||||
#endif
|
||||
|
||||
vec3 SSSSTransmittanceCube(samplerCubeShadow shadowMapCube, vec3 lightPos, vec3 p, vec3 n, vec3 l, float lightFar, vec2 lightProj, vec3 sssColor, float sssRadius) {
|
||||
const float translucency = 0.85;
|
||||
vec3 shrinkedPos = p - 0.005 * n;
|
||||
vec3 ld = normalize(shrinkedPos - lightPos);
|
||||
#ifdef _InvY
|
||||
ld.y = -ld.y;
|
||||
#endif
|
||||
float d2 = lpToDepth(ld, lightProj);
|
||||
float d1 = texture(shadowMapCube, vec4(ld, d2)).r;
|
||||
d1 *= lightFar;
|
||||
d2 *= lightFar;
|
||||
float scale = 2.5 * (1.0 - translucency) / max(sssRadius, 0.001);
|
||||
// d1/d2 are in meters, sssRadius is in mm, exponential constants are in mm^2
|
||||
float d = scale * abs(d1 - d2) * 1000.0; // Convert distance to mm
|
||||
|
||||
if (d > 10.0) return vec3(0.0);
|
||||
float dd = -d * d;
|
||||
vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
|
||||
vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
|
||||
vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
|
||||
vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
|
||||
vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
|
||||
vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
|
||||
profile *= mix(vec3(1.0), sssColor, 0.8);
|
||||
return profile * clamp(0.5 + dot(l, -n), 0.0, 1.0);
|
||||
}
|
||||
|
||||
@ -38,7 +38,6 @@ uniform layout(r8) image3D voxelsOut;
|
||||
#endif
|
||||
|
||||
uniform int clipmapLevel;
|
||||
uniform float voxelBlend;
|
||||
|
||||
uniform float clipmaps[voxelgiClipmapCount * 10];
|
||||
|
||||
@ -47,7 +46,7 @@ void main() {
|
||||
ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
|
||||
src.y += clipmapLevel * res;
|
||||
|
||||
for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
|
||||
for (int i = 0; i < 6 + diffuseConeCount; i++)
|
||||
{
|
||||
vec4 col = vec4(0.0);
|
||||
|
||||
|
||||
@ -151,7 +151,7 @@ void main() {
|
||||
#endif
|
||||
#endif
|
||||
|
||||
envl.rgb *= albedo;
|
||||
envl.rgb *= diffuseIBL(albedo, roughness, f0, dotNV);
|
||||
|
||||
#ifdef _Brdf
|
||||
envl.rgb *= 1.0 - F; //LV: We should take refracted light into account
|
||||
@ -165,7 +165,7 @@ void main() {
|
||||
#endif
|
||||
#endif
|
||||
|
||||
envl.rgb *= envmapStrength * occspec.x;
|
||||
envl.rgb *= envmapStrength * voxelgiEnv * occspec.x;
|
||||
|
||||
vec3 occ = envl * (1.0 - traceAO(P, n, voxels, clipmaps));
|
||||
|
||||
|
||||
@ -53,13 +53,6 @@ uniform float shirr[7 * 4];
|
||||
#ifdef _Brdf
|
||||
uniform sampler2D senvmapBrdf;
|
||||
#endif
|
||||
#ifdef _Rad
|
||||
uniform sampler2D senvmapRadiance;
|
||||
uniform int envmapNumMipmaps;
|
||||
#endif
|
||||
#ifdef _EnvCol
|
||||
uniform vec3 backgroundCol;
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
const vec2 pixel = gl_GlobalInvocationID.xy;
|
||||
@ -140,37 +133,20 @@ void main() {
|
||||
vec3 envl = vec3(0.0);
|
||||
#endif
|
||||
|
||||
#ifdef _Rad
|
||||
vec3 reflectionWorld = reflect(-v, n);
|
||||
float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
|
||||
vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
|
||||
#endif
|
||||
|
||||
#ifdef _EnvLDR
|
||||
envl.rgb = pow(envl.rgb, vec3(2.2));
|
||||
#ifdef _Rad
|
||||
prefilteredColor = pow(prefilteredColor, vec3(2.2));
|
||||
#endif
|
||||
#endif
|
||||
|
||||
envl.rgb *= albedo;
|
||||
envl.rgb *= diffuseIBL(albedo, roughness, f0, dotNV);
|
||||
|
||||
#ifdef _Brdf
|
||||
envl.rgb *= 1.0 - F; //LV: We should take refracted light into account
|
||||
#endif
|
||||
|
||||
#ifdef _Rad // Indirect specular
|
||||
envl.rgb += prefilteredColor * F; //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
|
||||
#else
|
||||
#ifdef _EnvCol
|
||||
envl.rgb += backgroundCol * F; //LV: Eh, what's the point of weighting it only by F0?
|
||||
#endif
|
||||
#endif
|
||||
|
||||
envl.rgb *= envmapStrength * occspec.x;
|
||||
envl.rgb *= envmapStrength * voxelgiEnv * occspec.x;
|
||||
|
||||
vec4 trace = traceDiffuse(P, n, voxels, clipmaps);
|
||||
vec3 color = trace.rgb * albedo * (1.0 - F);
|
||||
vec3 color = trace.rgb * diffuseIBL(albedo, roughness, f0, dotNV) * (1.0 - F);
|
||||
color += envl * (1.0 - trace.a);
|
||||
|
||||
imageStore(voxels_diffuse, ivec2(pixel), vec4(color, 1.0));
|
||||
|
||||
@ -48,13 +48,15 @@ void main() {
|
||||
const vec2 pixel = gl_GlobalInvocationID.xy;
|
||||
vec2 uv = (pixel + 0.5) / postprocess_resolution;
|
||||
#ifdef _InvY
|
||||
uv.y = 1.0 - uv.y
|
||||
uv.y = 1.0 - uv.y;
|
||||
#endif
|
||||
|
||||
float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
|
||||
if (depth == 0) return;
|
||||
|
||||
vec2 ior_opac = textureLod(gbuffer_refraction, uv, 0.0).xy;
|
||||
float ior = unpackIOR(ior_opac.x);
|
||||
float opacity = ior_opac.y;
|
||||
|
||||
float x = uv.x * 2 - 1;
|
||||
float y = uv.y * 2 - 1;
|
||||
@ -72,8 +74,8 @@ void main() {
|
||||
n = normalize(n);
|
||||
|
||||
vec3 color = vec3(0.0);
|
||||
if(ior_opac.y < 1.0)
|
||||
color = traceRefraction(P, n, voxels, voxelsSDF, normalize(eye - P), ior_opac.x, g0.b, clipmaps, pixel).rgb;
|
||||
if(opacity < 1.0)
|
||||
color = traceRefraction(P, n, voxels, voxelsSDF, normalize(eye - P), ior, g0.b, clipmaps, pixel).rgb;
|
||||
|
||||
imageStore(voxels_refraction, ivec2(pixel), vec4(color, 1.0));
|
||||
}
|
||||
|
||||
@ -69,7 +69,7 @@ void main() {
|
||||
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
|
||||
n = normalize(n);
|
||||
|
||||
float occ = 1.0 - traceShadow(P, n, voxels, voxelsSDF, normalize(lPos - P), clipmaps, pixel);
|
||||
float occ = 1.0 - traceShadow(P, n, voxels, voxelsSDF, normalize(lPos - P), clipmaps, pixel, vec2(0.0));
|
||||
|
||||
imageStore(voxels_shadows, ivec2(pixel), vec4(occ));
|
||||
}
|
||||
|
||||
@ -66,9 +66,13 @@ void main() {
|
||||
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
|
||||
n = normalize(n);
|
||||
|
||||
float roughness = g0.b;
|
||||
|
||||
vec3 v = normalize(eye - P);
|
||||
|
||||
vec2 velocity = -textureLod(sveloc, uv, 0.0).rg;
|
||||
|
||||
vec3 color = traceSpecular(P, n, voxels, voxelsSDF, normalize(eye - P), g0.z * g0.z, clipmaps, pixel, velocity).rgb;
|
||||
vec3 color = traceSpecular(P, n, voxels, voxelsSDF, v, roughness * roughness, clipmaps, pixel, velocity).rgb;
|
||||
|
||||
imageStore(voxels_specular, ivec2(pixel), vec4(color, 1.0));
|
||||
}
|
||||
|
||||
@ -79,7 +79,7 @@ void main() {
|
||||
float aniso_colors[6];
|
||||
#endif
|
||||
|
||||
for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
|
||||
for (int i = 0; i < 6 + diffuseConeCount; i++)
|
||||
{
|
||||
ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
|
||||
src.x += i * res;
|
||||
@ -136,7 +136,7 @@ void main() {
|
||||
radiance = basecol;
|
||||
vec4 trace = traceDiffuse(wposition, wnormal, voxelsSampler, clipmaps);
|
||||
vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
|
||||
radiance.rgb *= light.rgb + indirect.rgb;
|
||||
radiance.rgb *= light.rgb * INV_PI + indirect.rgb;
|
||||
radiance.rgb += emission.rgb;
|
||||
}
|
||||
|
||||
@ -195,7 +195,7 @@ void main() {
|
||||
}
|
||||
else {
|
||||
// precompute cone sampling:
|
||||
vec3 coneDirection = DIFFUSE_CONE_DIRECTIONS[i - 6];
|
||||
vec3 coneDirection = diffuseConeDirections[i - 6];
|
||||
vec3 aniso_direction = -coneDirection;
|
||||
uvec3 face_offsets = uvec3(
|
||||
aniso_direction.x > 0 ? 0 : 1,
|
||||
|
||||
@ -237,8 +237,24 @@ class App {
|
||||
traitRenders.remove(f);
|
||||
}
|
||||
|
||||
public static function notifyOnRender2D(f: kha.graphics2.Graphics->Void) {
|
||||
traitRenders2D.push(f);
|
||||
public static function notifyOnRender2D(f: kha.graphics2.Graphics->Void, index: Int = -1) {
|
||||
if (index < 0 || index >= traitRenders2D.length) {
|
||||
traitRenders2D.push(f);
|
||||
} else {
|
||||
traitRenders2D.insert(index, f);
|
||||
}
|
||||
}
|
||||
|
||||
public static function moveRender2D(f: kha.graphics2.Graphics->Void, newIndex: Int) {
|
||||
var oldIndex = traitRenders2D.indexOf(f);
|
||||
if (oldIndex != -1) {
|
||||
traitRenders2D.splice(oldIndex, 1);
|
||||
if (newIndex >= traitRenders2D.length) {
|
||||
traitRenders2D.push(f);
|
||||
} else {
|
||||
traitRenders2D.insert(newIndex, f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static function removeRender2D(f: kha.graphics2.Graphics->Void) {
|
||||
|
||||
@ -304,10 +304,13 @@ class RenderPath {
|
||||
currentD = 1;
|
||||
currentFace = -1;
|
||||
meshesSorted = false;
|
||||
sun = null;
|
||||
|
||||
for (l in Scene.active.lights) {
|
||||
if (l.visible) l.buildMatrix(Scene.active.camera);
|
||||
if (l.data.raw.type == "sun") sun = l;
|
||||
if (l.data.raw.type == "sun") {
|
||||
if (sun == null || (!sun.data.raw.cast_shadow && l.data.raw.cast_shadow)) sun = l;
|
||||
}
|
||||
else point = l;
|
||||
}
|
||||
light = Scene.active.lights[0];
|
||||
@ -500,7 +503,7 @@ class RenderPath {
|
||||
}
|
||||
|
||||
public function drawMeshes(context: String) {
|
||||
var isShadows = context == "shadowmap";
|
||||
var isShadows = context == "shadowmap" || context == "shadowmap_transparent";
|
||||
if (isShadows) {
|
||||
// Disabled shadow casting for this light
|
||||
if (light == null || !light.data.raw.cast_shadow || !light.visible || light.data.raw.strength == 0) return;
|
||||
@ -528,13 +531,11 @@ class RenderPath {
|
||||
|
||||
if (!drawn) submitDraw(context);
|
||||
|
||||
#if lnx_debug
|
||||
// Callbacks to specific context
|
||||
if (contextEvents != null) {
|
||||
var ar = contextEvents.get(context);
|
||||
if (ar != null) for (i in 0...ar.length) ar[i](currentG, i, ar.length);
|
||||
}
|
||||
#end
|
||||
|
||||
end();
|
||||
}
|
||||
@ -594,7 +595,6 @@ class RenderPath {
|
||||
}
|
||||
}
|
||||
|
||||
#if lnx_debug
|
||||
static var contextEvents: Map<String, Array<Graphics->Int->Int->Void>> = null;
|
||||
public static function notifyOnContext(name: String, onContext: Graphics->Int->Int->Void) {
|
||||
if (contextEvents == null) contextEvents = new Map();
|
||||
@ -605,7 +605,13 @@ class RenderPath {
|
||||
}
|
||||
ar.push(onContext);
|
||||
}
|
||||
#end
|
||||
|
||||
public static function removeNotifyOnContext(name: String, onContext: Graphics->Int->Int->Void) {
|
||||
if (contextEvents != null) {
|
||||
var ar = contextEvents.get(name);
|
||||
if (ar != null) ar.remove(onContext);
|
||||
}
|
||||
}
|
||||
|
||||
#if rp_decals
|
||||
public function drawDecals(context: String) {
|
||||
|
||||
@ -14,6 +14,7 @@ import iron.object.SpeakerObject;
|
||||
import iron.object.DecalObject;
|
||||
import iron.object.ProbeObject;
|
||||
import iron.object.Tilesheet;
|
||||
import iron.object.CurveObject;
|
||||
import iron.data.CameraData;
|
||||
import iron.data.MeshData;
|
||||
import iron.data.LightData;
|
||||
@ -64,6 +65,7 @@ class Scene {
|
||||
#end
|
||||
public var empties: Array<Object>;
|
||||
public var animations: Array<Animation>;
|
||||
public var tilesheets: Array<Tilesheet>;
|
||||
#if lnx_skin
|
||||
public var armatures: Array<Armature>;
|
||||
#end
|
||||
@ -71,6 +73,13 @@ class Scene {
|
||||
|
||||
public var embedded: Map<String, kha.Image>;
|
||||
|
||||
#if (rp_renderer == "Deferred")
|
||||
public static inline var MAX_MATERIALS = 16;
|
||||
public static inline var FLOATS_PER_MATERIAL_PARAM = 32; // 8 vec4s per material
|
||||
public var materialParamsBuffer: kha.arrays.Float32Array;
|
||||
public var materialParamsDirty: Bool = true;
|
||||
#end
|
||||
|
||||
public var ready: Bool; // Async in progress
|
||||
|
||||
public var traitInits: Array<Void->Void> = [];
|
||||
@ -103,10 +112,14 @@ class Scene {
|
||||
#end
|
||||
empties = [];
|
||||
animations = [];
|
||||
tilesheets = [];
|
||||
#if lnx_skin
|
||||
armatures = [];
|
||||
#end
|
||||
embedded = new Map();
|
||||
#if (rp_renderer == "Deferred")
|
||||
materialParamsBuffer = new kha.arrays.Float32Array(MAX_MATERIALS * FLOATS_PER_MATERIAL_PARAM);
|
||||
#end
|
||||
root = new Object();
|
||||
root.name = "Root";
|
||||
traitInits = [];
|
||||
@ -125,6 +138,14 @@ class Scene {
|
||||
|
||||
// Startup scene
|
||||
active.addScene(format.name, null, function(sceneObject: Object) {
|
||||
|
||||
if (format.properties != null) {
|
||||
sceneObject.properties = new Map();
|
||||
for (p in format.properties) {
|
||||
sceneObject.properties.set(p.name, cleanValue(p.value));
|
||||
}
|
||||
}
|
||||
|
||||
// Create traits bottom-up (children first, then parents)
|
||||
createTraitsBottomUp(sceneObject);
|
||||
|
||||
@ -204,6 +225,89 @@ class Scene {
|
||||
root.remove();
|
||||
}
|
||||
|
||||
#if (rp_renderer == "Deferred")
|
||||
public function markMaterialParamsDirty() {
|
||||
materialParamsDirty = true;
|
||||
}
|
||||
|
||||
public function updateMaterialParams() {
|
||||
if (!materialParamsDirty) return;
|
||||
materialParamsDirty = false;
|
||||
var buf = materialParamsBuffer;
|
||||
for (m in meshes) {
|
||||
if (m.materials == null) continue;
|
||||
for (mat in m.materials) {
|
||||
if (mat == null) continue;
|
||||
if (mat.contexts == null) continue;
|
||||
var slot = -1;
|
||||
var bc = null;
|
||||
for (ctx in mat.contexts) {
|
||||
if (ctx == null || ctx.raw == null) continue;
|
||||
if (ctx.raw.name == "mesh" && ctx.raw.bind_constants != null) {
|
||||
bc = ctx.raw.bind_constants;
|
||||
for (c in bc) {
|
||||
if (c != null && c.name == "materialID" && c.intValue != null) {
|
||||
slot = c.intValue;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (slot < 0 || slot >= MAX_MATERIALS) continue;
|
||||
var base = slot * FLOATS_PER_MATERIAL_PARAM;
|
||||
if (base + FLOATS_PER_MATERIAL_PARAM - 1 >= buf.length) continue;
|
||||
if (bc == null) continue;
|
||||
for (i in 0...FLOATS_PER_MATERIAL_PARAM) buf[base + i] = 0.0;
|
||||
buf[base + 6] = 1.5; // coatIOR
|
||||
buf[base + 12] = 1.45; // ior
|
||||
buf[base + 13] = 1.0; // thinWall
|
||||
for (c in bc) {
|
||||
if (c == null || c.name == null || c.floatValue == null) continue;
|
||||
switch (c.name) {
|
||||
// matp0: vec4(anisotropy, anisoRot, sheen, sheenRough)
|
||||
case "anisotropy": buf[base + 0] = c.floatValue;
|
||||
case "anisoRot": buf[base + 1] = c.floatValue;
|
||||
case "sheen": buf[base + 2] = c.floatValue;
|
||||
case "sheenRough": buf[base + 3] = c.floatValue;
|
||||
// matp1: vec4(clearcoat, clearcoatRough, coatIOR, coatTintR)
|
||||
case "clearcoat": buf[base + 4] = c.floatValue;
|
||||
case "clearcoatRough": buf[base + 5] = c.floatValue;
|
||||
case "coatIOR": buf[base + 6] = c.floatValue;
|
||||
case "coatTintR": buf[base + 7] = c.floatValue;
|
||||
// matp2: vec4(coatTintG, coatTintB, transmission, transRough)
|
||||
case "coatTintG": buf[base + 8] = c.floatValue;
|
||||
case "coatTintB": buf[base + 9] = c.floatValue;
|
||||
case "transmission": buf[base + 10] = c.floatValue;
|
||||
case "transmissionRough": buf[base + 11] = c.floatValue;
|
||||
// matp3: vec4(ior, thinWall, subsurface, subsurfaceAnisotropy)
|
||||
case "ior": buf[base + 12] = c.floatValue;
|
||||
case "thinWall": buf[base + 13] = c.floatValue;
|
||||
case "subsurface": buf[base + 14] = c.floatValue;
|
||||
case "subsurfaceAnisotropy": buf[base + 15] = c.floatValue;
|
||||
// matp4: vec4(subsurfaceRadiusR, subsurfaceRadiusG, subsurfaceRadiusB, subsurfaceColorR)
|
||||
case "subsurfaceRadiusR": buf[base + 16] = c.floatValue;
|
||||
case "subsurfaceRadiusG": buf[base + 17] = c.floatValue;
|
||||
case "subsurfaceRadiusB": buf[base + 18] = c.floatValue;
|
||||
case "subsurfaceColorR": buf[base + 19] = c.floatValue;
|
||||
// matp5: vec4(subsurfaceColorG, subsurfaceColorB, sheenTintR, sheenTintG)
|
||||
case "subsurfaceColorG": buf[base + 20] = c.floatValue;
|
||||
case "subsurfaceColorB": buf[base + 21] = c.floatValue;
|
||||
case "sheenTintR": buf[base + 22] = c.floatValue;
|
||||
case "sheenTintG": buf[base + 23] = c.floatValue;
|
||||
// matp6: vec4(sheenTintB, specularTintR, specularTintG, specularTintB)
|
||||
case "sheenTintB": buf[base + 24] = c.floatValue;
|
||||
case "specularTintR": buf[base + 25] = c.floatValue;
|
||||
case "specularTintG": buf[base + 26] = c.floatValue;
|
||||
case "specularTintB": buf[base + 27] = c.floatValue;
|
||||
// matp7: vec4(subsurfaceScale, 0, 0, 0)
|
||||
case "subsurfaceScale": buf[base + 28] = c.floatValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#end
|
||||
|
||||
static var framePassed = true;
|
||||
public static function setActive(sceneName: String, done: Object->Void = null) {
|
||||
if (!framePassed) return;
|
||||
@ -249,6 +353,7 @@ class Scene {
|
||||
if (terrainStream != null) terrainStream.update(active.camera);
|
||||
#end
|
||||
for (anim in animations) anim.update(Time.delta);
|
||||
for (tilesheet in tilesheets) tilesheet.update();
|
||||
for (e in empties) if (e != null && e.parent != null) e.transform.update();
|
||||
}
|
||||
|
||||
@ -348,9 +453,23 @@ class Scene {
|
||||
return g;
|
||||
}
|
||||
|
||||
public function removeFromGroups(object: Object) {
|
||||
if (groups == null) return;
|
||||
for (name in groups.keys()) getGroup(name).remove(object);
|
||||
}
|
||||
|
||||
public function addMeshObject(data: MeshData, materials: Vector<MaterialData>, parent: Object = null): MeshObject {
|
||||
var object = new MeshObject(data, materials);
|
||||
parent != null ? object.setParent(parent) : object.setParent(root);
|
||||
#if (rp_renderer == "Deferred")
|
||||
markMaterialParamsDirty();
|
||||
#end
|
||||
return object;
|
||||
}
|
||||
|
||||
public function addCurveObject(data: TCurveData, parent: Object = null): CurveObject {
|
||||
var object = new CurveObject(data);
|
||||
parent != null ? object.setParent(parent) : object.setParent(root);
|
||||
return object;
|
||||
}
|
||||
|
||||
@ -613,6 +732,10 @@ class Scene {
|
||||
else done(ro);
|
||||
});
|
||||
}
|
||||
else if (o.type == "curve_object") {
|
||||
var object = addCurveObject(Data.getCurveRawByName(format.curve_datas, o.data_ref), parent);
|
||||
returnObject(object, o, done);
|
||||
}
|
||||
else done(null);
|
||||
}
|
||||
|
||||
@ -793,11 +916,13 @@ class Scene {
|
||||
}
|
||||
else { #end // lnx_skin
|
||||
#if lnx_stream
|
||||
streamMeshObject(
|
||||
if ((o.particle_refs == null || o.particle_refs.length == 0) && o.is_particle == null && parent != null)
|
||||
streamMeshObject(object_file, data_ref, sceneName, null, materials, parent, parentObject, o, done);
|
||||
else
|
||||
returnMeshObject(object_file, data_ref, sceneName, null, materials, parent, parentObject, o, done);
|
||||
#else
|
||||
returnMeshObject(
|
||||
returnMeshObject(object_file, data_ref, sceneName, null, materials, parent, parentObject, o, done);
|
||||
#end
|
||||
object_file, data_ref, sceneName, null, materials, parent, parentObject, o, done);
|
||||
#if lnx_skin
|
||||
}
|
||||
#end
|
||||
@ -872,20 +997,24 @@ class Scene {
|
||||
#end
|
||||
if (o.properties != null) {
|
||||
object.properties = new Map();
|
||||
for (p in o.properties) object.properties.set(p.name, p.value);
|
||||
for (p in o.properties) {
|
||||
object.properties.set(p.name, cleanValue(p.value));
|
||||
}
|
||||
}
|
||||
|
||||
if (o.vertex_groups != null) {
|
||||
object.vertex_groups = new Map();
|
||||
for (p in o.vertex_groups){
|
||||
var verts = [];
|
||||
for(i in 0...Std.int(p.value.length/3)){
|
||||
var x = Std.parseFloat(p.value[i*3]);
|
||||
var y = Std.parseFloat(p.value[i*3+1]);
|
||||
var z = Std.parseFloat(p.value[i*3+2]);
|
||||
verts.push(new iron.math.Vec4(x, y, z, 1));
|
||||
cast(object, MeshObject).vertexGroups = new Map();
|
||||
for (p in o.vertex_groups) {
|
||||
var verts:Array<iron.math.Vec4> = [];
|
||||
|
||||
var data:kha.arrays.Float32Array = cast p.value;
|
||||
|
||||
if (data != null) {
|
||||
for (i in 0...Std.int(data.length / 3)) {
|
||||
verts.push(new iron.math.Vec4(data[i * 3], data[i * 3 + 1], data[i * 3 + 2], 1.0));
|
||||
}
|
||||
}
|
||||
object.vertex_groups.set(p.name, verts);
|
||||
cast(object, MeshObject).vertexGroups.set(p.name, verts);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1049,4 +1178,16 @@ class Scene {
|
||||
public function notifyOnRemove(f: Void->Void) {
|
||||
traitRemoves.push(f);
|
||||
}
|
||||
|
||||
static function cleanValue(val: Dynamic): Dynamic {
|
||||
if (val == null) return null;
|
||||
if (untyped val.buffer != null) {
|
||||
var data: kha.arrays.Float32Array = cast val;
|
||||
return [for (i in 0...data.length) data[i]];
|
||||
}
|
||||
if (Std.isOfType(val, Array)) {
|
||||
return [for (item in (cast val: Array<Dynamic>)) cleanValue(item)];
|
||||
}
|
||||
return val;
|
||||
}
|
||||
}
|
||||
|
||||
@ -125,10 +125,10 @@ class Trait {
|
||||
/**
|
||||
Add 2D render handler.
|
||||
**/
|
||||
public function notifyOnRender2D(f: kha.graphics2.Graphics->Void) {
|
||||
public function notifyOnRender2D(f: kha.graphics2.Graphics->Void, index: Int = -1) {
|
||||
if (_render2D == null) _render2D = [];
|
||||
_render2D.push(f);
|
||||
App.notifyOnRender2D(f);
|
||||
App.notifyOnRender2D(f, index);
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@ -311,7 +311,7 @@ class Data {
|
||||
|
||||
loadingSceneRaws.set(file, [done]);
|
||||
|
||||
// If no extension specified, set to .arm
|
||||
// If no extension specified, set to .lnx
|
||||
var compressed = file.endsWith(".lz4");
|
||||
var isJson = file.endsWith(".json");
|
||||
var ext = (compressed || isJson || file.endsWith(".lnx")) ? "" : ".lnx";
|
||||
@ -405,6 +405,13 @@ class Data {
|
||||
}
|
||||
#end
|
||||
|
||||
public static function getCurveRawByName(datas: Array<TCurveData>, name: String): TCurveData {
|
||||
if (datas == null || datas.length == 0) return null;
|
||||
if (name == "") return datas[0];
|
||||
for (dat in datas) if (dat.name == name) return dat;
|
||||
return null;
|
||||
}
|
||||
|
||||
// Raw assets
|
||||
public static function getBlob(file: String, done: kha.Blob->Void) {
|
||||
var cached = cachedBlobs.get(file); // Is already cached
|
||||
|
||||
@ -40,6 +40,8 @@ class Geometry {
|
||||
public var instancedVB: VertexBuffer = null;
|
||||
public var instanced = false;
|
||||
public var instanceCount = 0;
|
||||
public var instanceElements: Array<{name: String, data: String}> = [];
|
||||
public var instanceStride: Int = 0;
|
||||
|
||||
public var positions: TVertexArray;
|
||||
public var normals: TVertexArray;
|
||||
@ -130,11 +132,39 @@ class Geometry {
|
||||
structure.add("iscl", kha.graphics4.VertexData.Float3);
|
||||
}
|
||||
|
||||
if (instanceElements != null && instanceElements.length > 0) {
|
||||
for (elem in instanceElements) {
|
||||
if (StringTools.startsWith(elem.name, "i") && elem.name != "ipos" && elem.name != "irot" && elem.name != "iscl") {
|
||||
var vdata = VertexData.Float1;
|
||||
var dataStr: String = Reflect.field(elem, "data");
|
||||
switch (dataStr) {
|
||||
case "float1": vdata = VertexData.Float1;
|
||||
case "float2": vdata = VertexData.Float2;
|
||||
case "float3": vdata = VertexData.Float3;
|
||||
case "float4": vdata = VertexData.Float4;
|
||||
}
|
||||
structure.add(elem.name, vdata);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.instanceStride = Std.int(structure.byteSize() / 4);
|
||||
instanceCount = Std.int(data.length / Std.int(structure.byteSize() / 4));
|
||||
instancedVB = new VertexBuffer(instanceCount, structure, usage, 1);
|
||||
var vertices = instancedVB.lock();
|
||||
for (i in 0...Std.int(vertices.byteLength / 4)) vertices.setFloat32(i * 4, data[i]);
|
||||
instancedVB.unlock();
|
||||
|
||||
}
|
||||
|
||||
public function updateInstanced(data: Float32Array) {
|
||||
if (instancedVB == null) return;
|
||||
|
||||
var vertices = instancedVB.lock();
|
||||
for (i in 0...Std.int(vertices.byteLength / 4)) {
|
||||
vertices.setFloat32(i * 4, data[i]);
|
||||
}
|
||||
instancedVB.unlock();
|
||||
}
|
||||
|
||||
public function copyVertices(vertices: ByteArray, offset = 0, fakeUVs = false) {
|
||||
|
||||
@ -40,6 +40,8 @@ typedef TSceneFormat = {
|
||||
@:optional public var irradiance: Float32Array; // Blob with spherical harmonics, bands 0,1,2
|
||||
@:optional public var terrain_datas: Array<TTerrainData>;
|
||||
@:optional public var terrain_ref: String;
|
||||
@:optional public var properties: Array<TProperty>;
|
||||
@:optional public var curve_datas: Array<TCurveData>;
|
||||
}
|
||||
|
||||
#if js
|
||||
@ -432,6 +434,7 @@ typedef TParticleData = {
|
||||
// Velocity
|
||||
public var object_align_factor: Float32Array;
|
||||
public var factor_random: FastFloat;
|
||||
public var normal_factor: FastFloat;
|
||||
// Rotation
|
||||
public var use_rotations: Bool;
|
||||
public var rotation_mode: Int; // 0 - None, 1 - Normal, 2 - Normal-Tangent, 3 - Velocity/Hair, 4 - Global X, 5 - Global Y, 6 - Global Z, 7 - Object X, 8 - Object Y, 9 - Object Z
|
||||
@ -525,7 +528,7 @@ typedef TVertex_groups = {
|
||||
@:structInit class TVertex_groups {
|
||||
#end
|
||||
public var name: String;
|
||||
public var value: Dynamic;
|
||||
public var value: Float32Array;
|
||||
}
|
||||
|
||||
#if js
|
||||
@ -564,6 +567,21 @@ typedef TConstraint = {
|
||||
@:optional public var invert_z: Null<Bool>;
|
||||
@:optional public var use_offset: Null<Bool>;
|
||||
@:optional public var influence: Null<FastFloat>;
|
||||
@:optional public var use_min_x: Null<Bool>;
|
||||
@:optional public var use_max_x: Null<Bool>;
|
||||
@:optional public var use_min_y: Null<Bool>;
|
||||
@:optional public var use_max_y: Null<Bool>;
|
||||
@:optional public var use_min_z: Null<Bool>;
|
||||
@:optional public var use_max_z: Null<Bool>;
|
||||
@:optional public var use_limit_x: Null<Bool>;
|
||||
@:optional public var use_limit_y: Null<Bool>;
|
||||
@:optional public var use_limit_z: Null<Bool>;
|
||||
@:optional public var min_x: Null<FastFloat>;
|
||||
@:optional public var max_x: Null<FastFloat>;
|
||||
@:optional public var min_y: Null<FastFloat>;
|
||||
@:optional public var max_y: Null<FastFloat>;
|
||||
@:optional public var min_z: Null<FastFloat>;
|
||||
@:optional public var max_z: Null<FastFloat>;
|
||||
}
|
||||
|
||||
#if js
|
||||
@ -622,3 +640,48 @@ typedef TTrack = {
|
||||
public var values: Float32Array; // sampled - full matrix transforms, non-sampled - values
|
||||
@:optional public var ref_values: Array<Array<String>>; // ref values
|
||||
}
|
||||
|
||||
#if js
|
||||
typedef TBezierPoint = {
|
||||
#else
|
||||
@:structInit class TBezierPoint {
|
||||
#end
|
||||
public var co: Float32Array;
|
||||
public var handle_left: Float32Array;
|
||||
public var handle_right: Float32Array;
|
||||
}
|
||||
|
||||
#if js
|
||||
typedef TSpline = {
|
||||
#else
|
||||
@:structInit class TSpline {
|
||||
#end
|
||||
public var closed: Bool;
|
||||
public var resolution: Int;
|
||||
public var points: Array<TBezierPoint>;
|
||||
public var material_index: Int;
|
||||
}
|
||||
|
||||
#if js
|
||||
typedef TShapeKey = {
|
||||
#else
|
||||
@:structInit class TShapeKey {
|
||||
#end
|
||||
public var name: String;
|
||||
public var value: Float;
|
||||
public var points: Array<TBezierPoint>;
|
||||
}
|
||||
|
||||
#if js
|
||||
typedef TCurveData = {
|
||||
#else
|
||||
@:structInit class TCurveData {
|
||||
#end
|
||||
public var name: String;
|
||||
public var object: String;
|
||||
public var splines: Array<TSpline>;
|
||||
public var strength: Float;
|
||||
public var color: Float32Array;
|
||||
@:optional public var material_refs: Array<String>;
|
||||
@:optional public var shape_keys: Array<TShapeKey>;
|
||||
}
|
||||
|
||||
@ -79,6 +79,8 @@ class ShaderContext {
|
||||
|
||||
var structure: VertexStructure;
|
||||
var instancingType = 0;
|
||||
var instanceElements: Array<{name: String, data: String}> = [];
|
||||
var instanceStride: Int = 0;
|
||||
|
||||
public function new(raw: TShaderContext, done: ShaderContext->Void, overrideContext: TShaderOverride = null) {
|
||||
this.raw = raw;
|
||||
@ -108,6 +110,11 @@ class ShaderContext {
|
||||
if (instancingType == 3 || instancingType == 4) {
|
||||
instStruct.add("iscl", VertexData.Float3);
|
||||
}
|
||||
|
||||
for (e in instanceElements)
|
||||
instStruct.add(e.name, parseData(e.data));
|
||||
this.instanceStride = Std.int(instStruct.byteSize() / 4);
|
||||
|
||||
instStruct.instanced = true;
|
||||
pipeState.inputLayout = [structure, instStruct];
|
||||
}
|
||||
@ -268,10 +275,12 @@ class ShaderContext {
|
||||
if (Reflect.field(elem, "name") == "ipos") { ipos = true; continue; }
|
||||
if (Reflect.field(elem, "name") == "irot") { irot = true; continue; }
|
||||
if (Reflect.field(elem, "name") == "iscl") { iscl = true; continue; }
|
||||
if (Reflect.field(elem, "name").startsWith("i")) { instanceElements.push(elem); continue; }
|
||||
#else
|
||||
if (elem.name == "ipos") { ipos = true; continue; }
|
||||
if (elem.name == "irot") { irot = true; continue; }
|
||||
if (elem.name == "iscl") { iscl = true; continue; }
|
||||
if (elem.name.startsWith("i")) { instanceElements.push(elem); continue; }
|
||||
#end
|
||||
structure.add(elem.name, parseData(elem.data));
|
||||
}
|
||||
|
||||
357
leenkx/Sources/iron/format/gif/Data.hx
Normal file
357
leenkx/Sources/iron/format/gif/Data.hx
Normal file
@ -0,0 +1,357 @@
|
||||
package iron.format.gif;
|
||||
|
||||
import haxe.io.Bytes;
|
||||
|
||||
/**
|
||||
* Gif data.
|
||||
*/
|
||||
typedef Data =
|
||||
{
|
||||
/**
|
||||
* Gif version. There is only 2 Gif version exists. 87a and 89a.
|
||||
* 87a have less features and does not support any extensions.
|
||||
* Unknown version is adviced to be interpreted as newest (89a) official version.
|
||||
*/
|
||||
var version:Version;
|
||||
/**
|
||||
* Information about logical screen of Gif that provides basic information about Gif.
|
||||
*/
|
||||
var logicalScreenDescriptor:LogicalScreenDescriptor;
|
||||
/**
|
||||
* Global color table used for Gif. Present only if Logical Screen Descriptor contained global color table flag.
|
||||
* Note that this color table not always present since frames can contain local color tables that overrides global color table.
|
||||
*/
|
||||
@:optional var globalColorTable:Null<ColorTable>;
|
||||
/**
|
||||
* List of Gif data blocks.
|
||||
*/
|
||||
var blocks:List<Block>;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gif data block. Custom blocks are not supported.
|
||||
*/
|
||||
enum Block
|
||||
{
|
||||
/**
|
||||
* Gif frame block.
|
||||
* Note that this block does not contain link to graphic control extension of Frame even if it is present. GraphicControl extension Block commonly present right before frame Block.
|
||||
*/
|
||||
BFrame(frame:Frame);
|
||||
/**
|
||||
* Additional extension block. This Block does not supported in 87a Gif specification version.
|
||||
*/
|
||||
BExtension(extension:Extension);
|
||||
/**
|
||||
* End of File block. Represents end of Gif data.
|
||||
*/
|
||||
BEOF;
|
||||
}
|
||||
|
||||
/**
|
||||
* Extension block contains additional data about Gif image. This block does not supported by 87a version.
|
||||
*/
|
||||
enum Extension
|
||||
{
|
||||
/**
|
||||
* Graphic Control extension gives additional control over next frame, like frame delay, disposal method, alpha channel and other information.
|
||||
*/
|
||||
EGraphicControl(gce:GraphicControlExtension);
|
||||
/**
|
||||
* Commentary extension. Not show up as any visual, just a text in file.
|
||||
*/
|
||||
EComment(text:String);
|
||||
/**
|
||||
* Text extension. Must work as text rendering on the image, but ignored by all major Gif decoders.
|
||||
*/
|
||||
EText(pte:PlainTextExtension);
|
||||
/**
|
||||
* Application extension allow to insert additional application data into Gif. Mostly used app extension is NETSCAPE2.0 looping extension, used to set up amount of loops in frame.
|
||||
*/
|
||||
EApplicationExtension(ext:ApplicationExtension);
|
||||
|
||||
/**
|
||||
* Unknown extension.
|
||||
*/
|
||||
EUnknown(id:Int, data:Bytes);
|
||||
}
|
||||
|
||||
/**
|
||||
* Application extension. Mostly used only for one reason - setting up loops count. There is exist other app extensions but they are really rare.
|
||||
*/
|
||||
enum ApplicationExtension
|
||||
{
|
||||
/**
|
||||
* NETSCAPE2.0 looping extension. Contains only amount of animation repeats.
|
||||
* Note that there is two NETSCAPE2.0 app extensions for Gif format and the type of extension is stored in first byte of data. Looping extension have ID 1.
|
||||
*/
|
||||
AENetscapeLooping(loops:Int);
|
||||
/**
|
||||
* Unknown or unsupported app extension.
|
||||
*/
|
||||
AEUnknown(name:String, version:String, data:Bytes);
|
||||
}
|
||||
|
||||
/**
|
||||
* Typical color table for Gif image.
|
||||
* Can contain 2, 4, 8, 16, 32, 64, 128 or 256 colors.
|
||||
* Data stored in RGB format. Information about alpha channel provided by Graohic Control Extension.
|
||||
*/
|
||||
typedef ColorTable = Bytes;
|
||||
|
||||
/**
|
||||
* Single frame of the image.
|
||||
* Actually it's a merge of 3 consequent blocks:
|
||||
* 1. Image Descriptor.
|
||||
* Contains frame informations like position, size, existing of local color table and interlaced flag.
|
||||
* 2. [Local color table].
|
||||
* Only present if Image Descriptor contains local color table flag. Overrides global color table.
|
||||
* 3. Pixel data blocks.
|
||||
* LZW compressed pixel data.
|
||||
*/
|
||||
typedef Frame =
|
||||
{
|
||||
/**
|
||||
* X position of image on the Logical Screen
|
||||
*/
|
||||
var x:Int;
|
||||
|
||||
/**
|
||||
* Y position of image on the Logical Screen
|
||||
*/
|
||||
var y:Int;
|
||||
|
||||
/**
|
||||
* Width of image in pixels
|
||||
*/
|
||||
var width:Int;
|
||||
|
||||
/**
|
||||
* Height of image in pixels
|
||||
*/
|
||||
var height:Int;
|
||||
|
||||
/**
|
||||
* Is this image uses local color table?
|
||||
*/
|
||||
var localColorTable:Bool;
|
||||
|
||||
/**
|
||||
* Is this image written in interlace mode?
|
||||
* Note: The pixel data already deinterlaced and this flag presented only for information purpose (and for Writer when there is one).
|
||||
*/
|
||||
var interlaced:Bool;
|
||||
|
||||
/**
|
||||
* Is local color table sorted in order of decreasing priority?
|
||||
*/
|
||||
var sorted:Bool;
|
||||
|
||||
/**
|
||||
* Size of local color table
|
||||
*/
|
||||
var localColorTableSize:Int;
|
||||
|
||||
/**
|
||||
* Pixel data of frame. Stored as Indexed colors, 1 byte per pixel.
|
||||
*/
|
||||
var pixels:Bytes;
|
||||
|
||||
/**
|
||||
* Local color table used by frame. Stored as 3-byte RGB colors. If value is null, must be used global color table.
|
||||
*/
|
||||
var colorTable:ColorTable;
|
||||
}
|
||||
|
||||
/**
|
||||
* Graphic Control Extension block, used for setting up disposal method, transparency, delay and user input.
|
||||
*/
|
||||
typedef GraphicControlExtension =
|
||||
{
|
||||
/**
|
||||
* Disposal method of frame.
|
||||
*/
|
||||
var disposalMethod:DisposalMethod;
|
||||
/**
|
||||
* Is image must wait for user input, before dispose?
|
||||
* This flag may be used by user-defined program but absolutely ignored by any Gif players.
|
||||
*/
|
||||
var userInput:Bool;
|
||||
/**
|
||||
* Is image have transparency?
|
||||
*/
|
||||
var hasTransparentColor:Bool;
|
||||
/**
|
||||
* Delay, before next image appears. Delay is in centiseconds (1 centisecond = 1/100 seconds).
|
||||
* Note: Some players (like FastStone) cut fraction of elapsed time when progressing to next frame which results in small timing error.
|
||||
* Recommended to use `time -= delay` instead of `time = 0`.
|
||||
*/
|
||||
var delay:Int;
|
||||
/**
|
||||
* Index in color table that used as transparent.
|
||||
*/
|
||||
var transparentIndex:Int;
|
||||
}
|
||||
|
||||
/**
|
||||
* Extension for rendering text on Gif logical screen. It does not supported by major Gif decoders.
|
||||
* Font and text size decision is left to decoder. (recommended to decide based on grid/cell size)
|
||||
* Text must be rendered with one character at cell.
|
||||
* It's recommended to replace any characters less than 0x20 and greater than 0xf7 to be rendered as Space (0x20)
|
||||
*/
|
||||
typedef PlainTextExtension =
|
||||
{
|
||||
/**
|
||||
* X position of text grid on Logical Screen.
|
||||
*/
|
||||
var textGridX:Int;
|
||||
/**
|
||||
* Y position of text grid on Logical Screen.
|
||||
*/
|
||||
var textGridY:Int;
|
||||
/**
|
||||
* Width of text grid in pixels.
|
||||
*/
|
||||
var textGridWidth:Int;
|
||||
/**
|
||||
* Height of text grid in pixels.
|
||||
*/
|
||||
var textGridHeight:Int;
|
||||
/**
|
||||
* Width of character cell in text grid.
|
||||
*/
|
||||
var charCellWidth:Int;
|
||||
/**
|
||||
* Height of character cell in text grid.
|
||||
*/
|
||||
var charCellHeight:Int;
|
||||
/**
|
||||
* Foreground/character color index.
|
||||
*/
|
||||
var textForegroundColorIndex:Int;
|
||||
/**
|
||||
* Background color index.
|
||||
*/
|
||||
var textBackgroundColorIndex:Int;
|
||||
/**
|
||||
* Text to render.
|
||||
*/
|
||||
var text:String;
|
||||
}
|
||||
|
||||
/**
|
||||
* Logical screen descriptor of GIF file.
|
||||
* Contains very basic information about Gif.
|
||||
*/
|
||||
typedef LogicalScreenDescriptor =
|
||||
{
|
||||
/**
|
||||
* Width of GIF image in pixels
|
||||
*/
|
||||
var width:Int;
|
||||
|
||||
/**
|
||||
* Height of GIF image in pixels
|
||||
*/
|
||||
var height:Int;
|
||||
|
||||
/**
|
||||
* Is this file uses global color table?
|
||||
*/
|
||||
var hasGlobalColorTable:Bool;
|
||||
|
||||
/**
|
||||
* Specification:
|
||||
* Number of bits per primary color available
|
||||
to the original image, minus 1. This value represents the size of
|
||||
the entire palette from which the colors in the graphic were
|
||||
selected, not the number of colors actually used in the graphic.
|
||||
For example, if the value in this field is 3, then the palette of
|
||||
the original image had 4 bits per primary color available to create
|
||||
the image. This value should be set to indicate the richness of
|
||||
the original palette, even if not every color from the whole
|
||||
palette is available on the source machine.
|
||||
*/
|
||||
var colorResolution:Int;
|
||||
|
||||
/**
|
||||
* Specification:
|
||||
* Indicates whether the Global Color Table is sorted.
|
||||
If the flag is set, the Global Color Table is sorted, in order of
|
||||
decreasing importance. Typically, the order would be decreasing
|
||||
frequency, with most frequent color first. This assists a decoder,
|
||||
with fewer available colors, in choosing the best subset of colors;
|
||||
the decoder may use an initial segment of the table to render the
|
||||
graphic.
|
||||
*/
|
||||
var sorted:Bool;
|
||||
|
||||
/**
|
||||
* Size of global color table.
|
||||
*/
|
||||
var globalColorTableSize:Int;
|
||||
|
||||
/**
|
||||
* Background color index in global color table
|
||||
*/
|
||||
var backgroundColorIndex:Int;
|
||||
|
||||
/**
|
||||
* Factor used to compute an approximation of the aspect ratio of the pixel in the original image.
|
||||
*/
|
||||
var pixelAspectRatio:Float;
|
||||
}
|
||||
|
||||
/**
|
||||
* Version of Gif file.
|
||||
* The only 2 official versions is GIF87a and GIF89a.
|
||||
*/
|
||||
enum Version
|
||||
{
|
||||
/**
|
||||
* First version of Gif file format from May 1987.
|
||||
*
|
||||
* Note: The checking of unsupported blocks disabled by default to save some time. To enable supported blocks check set `yagp_strict_version_check` debug variable.
|
||||
*/
|
||||
GIF87a;
|
||||
/**
|
||||
* Second and actual version of Gif file format from July 1989.
|
||||
*/
|
||||
GIF89a;
|
||||
/**
|
||||
* Unknown version of Gif file.
|
||||
*/
|
||||
Unknown(version:String);
|
||||
}
|
||||
|
||||
/**
|
||||
* Disposal method of GIF frame.
|
||||
*/
|
||||
enum DisposalMethod
|
||||
{
|
||||
/**
|
||||
* The disposal method is unspecified. Action on demand of viewer.
|
||||
*
|
||||
* Mostly interpreted as NO_ACTION.
|
||||
*/
|
||||
UNSPECIFIED;
|
||||
/**
|
||||
* No action required.
|
||||
*/
|
||||
NO_ACTION;
|
||||
/**
|
||||
* Fill frame rectangle with background color.
|
||||
*
|
||||
* Usage note:
|
||||
* Most renderers clears to transparency instead of filling background color, when frame's transparent color index not equals to background color index.
|
||||
*/
|
||||
FILL_BACKGROUND;
|
||||
/**
|
||||
* Render previous state of gif as it before rendering disposing frame.
|
||||
*/
|
||||
RENDER_PREVIOUS;
|
||||
/**
|
||||
* Reserved disposal methods.
|
||||
*/
|
||||
UNDEFINED(index:Int);
|
||||
}
|
||||
359
leenkx/Sources/iron/format/gif/GifEncoder.hx
Normal file
359
leenkx/Sources/iron/format/gif/GifEncoder.hx
Normal file
@ -0,0 +1,359 @@
|
||||
package iron.format.gif;
|
||||
|
||||
/*
|
||||
* No copyright asserted on the source code of this class. May be used
|
||||
* for any purpose.
|
||||
*
|
||||
* Original code by Kevin Weiner, FM Software.
|
||||
* Adapted by Thomas Hourdel (https://github.com/Chman/Moments)
|
||||
* Ported to Haxe by Tilman Schmidt and Sven Bergstr├╢m
|
||||
*/
|
||||
|
||||
import haxe.io.UInt8Array;
|
||||
import haxe.io.BytesOutput;
|
||||
|
||||
@:enum abstract GifRepeat(Int)
|
||||
from Int to Int {
|
||||
var None = 0;
|
||||
var Infinite = -1;
|
||||
}
|
||||
|
||||
@:enum abstract GifQuality(Int)
|
||||
from Int to Int {
|
||||
var Best = 1;
|
||||
var VeryHigh = 10;
|
||||
var QuiteHigh = 20;
|
||||
var High = 35;
|
||||
var Mid = 50;
|
||||
var Low = 65;
|
||||
var QuiteLow = 80;
|
||||
var VeryLow = 90;
|
||||
var Worst = 100;
|
||||
}
|
||||
|
||||
class GifEncoder {
|
||||
|
||||
var width: Int;
|
||||
var height: Int;
|
||||
var framerate: Float = 24; // used if frame.delay < 0
|
||||
var repeat: Int = -1; // -1: infinite, 0: none, >0: repeat count
|
||||
|
||||
var colorDepth: Int = 8; // Number of bit planes
|
||||
var paletteSize: Int = 7; // Color table size (bits-1)
|
||||
var sampleInterval: Int = 10; // Default sample interval for quantizer
|
||||
|
||||
//caches
|
||||
var pixels: UInt8Array;
|
||||
var indexedPixels: UInt8Array; // Converted frame indexed to palette
|
||||
var colorTab: UInt8Array; // RGB palette
|
||||
var usedEntry: Array<Bool>; // Active palette entries
|
||||
//
|
||||
var nq: NeuQuant;
|
||||
var lzwEncoder: LzwEncoder;
|
||||
//internal
|
||||
var started: Bool = false;
|
||||
var first_frame: Bool = true;
|
||||
|
||||
//:todo: error handling could be better - but throw inside of another thread on cpp is too quiet
|
||||
|
||||
/** Allows a custom print handler for error messages.
|
||||
Defaults to Sys.println on sys targets, and trace otherwise. */
|
||||
public var print: Dynamic->Void;
|
||||
|
||||
// Public API
|
||||
|
||||
/** Construct a gif encoder with options:
|
||||
|
||||
frame width/height:
|
||||
Default is 0, required
|
||||
|
||||
framerate:
|
||||
This is used if an added frame has a delay that is negative.
|
||||
|
||||
repeat:
|
||||
Default is 0 (no repeat); -1 means play indefinitely.
|
||||
Use GifRepeat for clarity
|
||||
|
||||
quality:
|
||||
Sets quality of color quantization (conversion of images to
|
||||
the maximum 256 colors allowed by the GIF specification). Lower values (minimum = 1)
|
||||
produce better colors, but slow processing significantly. Higher values will speed
|
||||
up the quantization pass at the cost of lower image quality (maximum = 100). */
|
||||
public function new(
|
||||
_frame_width:Int,
|
||||
_frame_height:Int,
|
||||
_framerate:Float,
|
||||
_repeat:Int = GifRepeat.Infinite,
|
||||
_quality:Int = 10
|
||||
) {
|
||||
|
||||
#if sys
|
||||
print = Sys.println;
|
||||
#else
|
||||
print = function(v) { trace(v); }
|
||||
#end
|
||||
|
||||
width = _frame_width;
|
||||
height = _frame_height;
|
||||
framerate = _framerate;
|
||||
repeat = _repeat;
|
||||
|
||||
sampleInterval = Std.int(clamp(_quality, 1, 100));
|
||||
usedEntry = [for (i in 0...256) false];
|
||||
|
||||
pixels = new UInt8Array(width * height * 3);
|
||||
indexedPixels = new UInt8Array(width * height);
|
||||
|
||||
nq = new NeuQuant();
|
||||
lzwEncoder = new LzwEncoder();
|
||||
|
||||
} //new
|
||||
|
||||
public function start(output:BytesOutput) : Void {
|
||||
|
||||
if(output == null) {
|
||||
print("gif: start() output must not be null.");
|
||||
return;
|
||||
}
|
||||
|
||||
output.writeString("GIF89a");
|
||||
|
||||
write_LSD(output);
|
||||
|
||||
started = true;
|
||||
|
||||
} //start
|
||||
|
||||
public function add(output:BytesOutput, frame:GifFrame) : Void {
|
||||
|
||||
if(output == null) {
|
||||
print("gif: add() output must not be null.");
|
||||
return;
|
||||
}
|
||||
|
||||
if(!started) {
|
||||
print("gif: add() requires start to be called before adding frames.");
|
||||
return;
|
||||
}
|
||||
|
||||
var pixels = get_pixels(frame);
|
||||
analyze(pixels);
|
||||
|
||||
if(first_frame) {
|
||||
|
||||
write_palette(output);
|
||||
|
||||
if(repeat != GifRepeat.None) {
|
||||
write_NetscapeExt(output);
|
||||
}
|
||||
|
||||
first_frame = false;
|
||||
|
||||
} //first_frame
|
||||
|
||||
var delay = if(frame.delay < 0) {
|
||||
1.0/framerate;
|
||||
} else {
|
||||
frame.delay;
|
||||
}
|
||||
|
||||
write_GraphicControlExt(output, delay);
|
||||
write_image_desc(output, first_frame);
|
||||
|
||||
if(!first_frame) {
|
||||
write_palette(output);
|
||||
}
|
||||
|
||||
write_pixels(output);
|
||||
|
||||
} //add
|
||||
|
||||
public function commit(output:BytesOutput) : Void {
|
||||
|
||||
if(output == null) {
|
||||
print("gif: commit() output must be not null.");
|
||||
return;
|
||||
}
|
||||
|
||||
if(!started) {
|
||||
print("gif: commit() called without start() being called first.");
|
||||
return;
|
||||
}
|
||||
|
||||
output.writeByte(0x3b); // Gif trailer
|
||||
output.flush();
|
||||
output.close();
|
||||
|
||||
started = false;
|
||||
first_frame = true;
|
||||
|
||||
} //commit
|
||||
|
||||
//helpers
|
||||
|
||||
function get_pixels(frame:GifFrame):UInt8Array {
|
||||
|
||||
//if not flipped we can use the data as is
|
||||
if (!frame.flippedY) return frame.data;
|
||||
|
||||
//otherwise flip it, and return the cached array
|
||||
var stride = width * 3;
|
||||
for(y in 0...height) {
|
||||
var begin = (height - 1 - y) * stride;
|
||||
pixels.view.buffer.blit(y * stride, frame.data.view.buffer, begin, stride);
|
||||
}
|
||||
|
||||
return pixels;
|
||||
|
||||
} //get_pixels
|
||||
|
||||
function analyze(pixels:UInt8Array) {
|
||||
|
||||
// Create reduced palette
|
||||
nq.reset(pixels, pixels.length, sampleInterval);
|
||||
colorTab = nq.process();
|
||||
|
||||
// Map image pixels to new palette
|
||||
var k:Int = 0;
|
||||
for (i in 0...(width * height)) {
|
||||
var r = pixels[k++] & 0xff;
|
||||
var g = pixels[k++] & 0xff;
|
||||
var b = pixels[k++] & 0xff;
|
||||
var index = nq.map(r, g,b);
|
||||
usedEntry[index] = true;
|
||||
indexedPixels[i] = index;
|
||||
}
|
||||
|
||||
} //analyze
|
||||
|
||||
//writers
|
||||
//
|
||||
|
||||
/** Writes Logical Screen Descriptor. */
|
||||
function write_LSD(output:BytesOutput) {
|
||||
//
|
||||
|
||||
// Logical screen size
|
||||
output.writeInt16(width);
|
||||
output.writeInt16(height);
|
||||
|
||||
// Packed fields
|
||||
output.writeByte(0x80 | // 1 : global color table flag = 1 (gct used)
|
||||
0x70 | // 2-4 : color resolution = 7
|
||||
0x00 | // 5 : gct sort flag = 0
|
||||
paletteSize); // 6-8 : gct size
|
||||
|
||||
output.writeByte(0); // Background color index
|
||||
output.writeByte(0); // Pixel aspect ratio - assume 1:1
|
||||
|
||||
} //write_LSD
|
||||
|
||||
/** Writes Netscape application extension to define repeat count. */
|
||||
function write_NetscapeExt(output:BytesOutput):Void {
|
||||
|
||||
var repeats = repeat;
|
||||
if(repeats == GifRepeat.Infinite || repeats < 0) repeats = 0;
|
||||
if(repeats == GifRepeat.None) repeats = -1;
|
||||
|
||||
output.writeByte(0x21); // Extension introducer
|
||||
output.writeByte(0xff); // App extension label
|
||||
output.writeByte(11); // Block size
|
||||
output.writeString("NETSCAPE" + "2.0"); // App id + auth code
|
||||
output.writeByte(3); // Sub-block size
|
||||
output.writeByte(1); // Loop sub-block id
|
||||
output.writeInt16(repeats); // Loop count (extra iterations, 0=repeat forever)
|
||||
output.writeByte(0); // Block terminator
|
||||
|
||||
} //write_NetscapeExt
|
||||
|
||||
/** Write color table. */
|
||||
function write_palette(output:BytesOutput):Void {
|
||||
|
||||
output.write(colorTab.view.buffer);
|
||||
|
||||
var n:Int = (3 * 256) - colorTab.length;
|
||||
|
||||
for (i in 0...n) {
|
||||
output.writeByte(0);
|
||||
}
|
||||
|
||||
} //write_palette
|
||||
|
||||
/** Encodes and writes pixel data. */
|
||||
function write_pixels(output:BytesOutput):Void {
|
||||
|
||||
lzwEncoder.reset(indexedPixels, colorDepth);
|
||||
lzwEncoder.encode(output);
|
||||
|
||||
} //write_pixels
|
||||
|
||||
/** Writes Image Descriptor. */
|
||||
function write_image_desc(output:BytesOutput, first:Bool):Void {
|
||||
|
||||
output.writeByte(0x2c); // Image separator
|
||||
output.writeInt16(0); // Image position x = 0
|
||||
output.writeInt16(0); // Image position y = 0
|
||||
output.writeInt16(width); // Image width
|
||||
output.writeInt16(height); // Image height
|
||||
|
||||
//Write LCT, or GCT
|
||||
|
||||
if(first) {
|
||||
|
||||
output.writeByte(0); // No LCT - GCT is used for first (or only) frame
|
||||
|
||||
} else {
|
||||
|
||||
output.writeByte(0x80 | // 1 local color table 1=yes
|
||||
0 | // 2 interlace - 0=no
|
||||
0 | // 3 sorted - 0=no
|
||||
0 | // 4-5 reserved
|
||||
paletteSize); // 6-8 size of color table
|
||||
|
||||
} //else
|
||||
|
||||
} //write_image_desc
|
||||
|
||||
/** Writes Graphic Control Extension. Delay is in seconds, floored and converted to 1/100 of a second */
|
||||
function write_GraphicControlExt(output:BytesOutput, delay:Float):Void {
|
||||
|
||||
output.writeByte(0x21); // Extension introducer
|
||||
output.writeByte(0xf9); // GCE label
|
||||
output.writeByte(4); // data block size
|
||||
|
||||
// Packed fields
|
||||
output.writeByte(0 | // 1:3 reserved
|
||||
0 | // 4:6 disposal
|
||||
0 | // 7 user input - 0 = none
|
||||
0 ); // 8 transparency flag
|
||||
|
||||
//convert to 1/100 sec
|
||||
var delay_val = Math.floor(delay * 100);
|
||||
|
||||
output.writeInt16(delay_val); // Delay x 1/100 sec
|
||||
output.writeByte(0); // Transparent color index
|
||||
output.writeByte(0); // Block terminator
|
||||
|
||||
} //write_GraphicControlExt
|
||||
|
||||
/** Clamp a value between a and b and return the clamped version */
|
||||
static inline public function clamp(value:Float, a:Float, b:Float):Float
|
||||
{
|
||||
return ( value < a ) ? a : ( ( value > b ) ? b : value );
|
||||
}
|
||||
|
||||
} //GifEncoder
|
||||
|
||||
|
||||
typedef GifFrame = {
|
||||
|
||||
/** Delay of the frame in seconds. This value gets floored
|
||||
when encoded due to gif format requirements. If this value is negative,
|
||||
the default encoder frame rate will be used. */
|
||||
var delay: Float;
|
||||
/** Whether or not this frame should be flipped on the Y axis */
|
||||
var flippedY: Bool;
|
||||
/** Pixels data in unsigned bytes, rgb format */
|
||||
var data: UInt8Array;
|
||||
|
||||
}
|
||||
350
leenkx/Sources/iron/format/gif/LzwEncoder.hx
Normal file
350
leenkx/Sources/iron/format/gif/LzwEncoder.hx
Normal file
@ -0,0 +1,350 @@
|
||||
package iron.format.gif;
|
||||
|
||||
/*
|
||||
* No copyright asserted on the source code of this class. May be used
|
||||
* for any purpose, however, refer to the Unisys LZW patent for restrictions
|
||||
* on use of the associated LZWEncoder class :
|
||||
*
|
||||
* The Unisys patent expired on 20 June 2003 in the USA, in Europe it expired
|
||||
* on 18 June 2004, in Japan the patent expired on 20 June 2004 and in Canada
|
||||
* it expired on 7 July 2004. The U.S. IBM patent expired 11 August 2006, The
|
||||
* Software Freedom Law Center says that after 1 October 2006, there will be
|
||||
* no significant patent claims interfering with employment of the GIF format.
|
||||
*
|
||||
* Original code by Kevin Weiner, FM Software.
|
||||
* Adapted from Jef Poskanzer's Java port by way of J. M. G. Elliott.
|
||||
* Ported to Haxe by Tilman Schmidt and Sven Bergstr├╢m
|
||||
*
|
||||
*/
|
||||
|
||||
import haxe.io.Int32Array;
|
||||
import haxe.io.UInt8Array;
|
||||
|
||||
class LzwEncoder {
|
||||
static var EOF(default, never):Int = -1;
|
||||
|
||||
var pixAry:UInt8Array;
|
||||
var initCodeSize:Int;
|
||||
var curPixel:Int;
|
||||
|
||||
// GIFCOMPR.C - GIF Image compression routines
|
||||
//
|
||||
// Lempel-Ziv compression based on 'compress'. GIF modifications by
|
||||
// David Rowley (mgardi@watdcsu.waterloo.edu)
|
||||
|
||||
// General DEFINEs
|
||||
|
||||
static var BITS(default, never):Int = 12;
|
||||
|
||||
static var HSIZE(default, never):Int = 5003; // 80% occupancy
|
||||
|
||||
// GIF Image compression - modified 'compress'
|
||||
//
|
||||
// Based on: compress.c - File compression ala IEEE Computer, June 1984.
|
||||
//
|
||||
// By Authors: Spencer W. Thomas (decvax!harpo!utah-cs!utah-gr!thomas)
|
||||
// Jim McKie (decvax!mcvax!jim)
|
||||
// Steve Davies (decvax!vax135!petsd!peora!srd)
|
||||
// Ken Turkowski (decvax!decwrl!turtlevax!ken)
|
||||
// James A. Woods (decvax!ihnp4!ames!jaw)
|
||||
// Joe Orost (decvax!vax135!petsd!joe)
|
||||
|
||||
var n_bits:Int; // number of bits/code
|
||||
var maxbits:Int = BITS; // user settable max # bits/code
|
||||
var maxcode:Int; // maximum code, given n_bits
|
||||
var maxmaxcode:Int = 1 << BITS; // should NEVER generate this code
|
||||
|
||||
var htab:Int32Array;
|
||||
var codetab:Int32Array;
|
||||
|
||||
var hsize:Int = HSIZE; // for dynamic table sizing
|
||||
|
||||
var free_ent:Int = 0; // first unused entry
|
||||
|
||||
// block compression parameters -- after all codes are used up,
|
||||
// and compression rate changes, start over.
|
||||
var clear_flg:Bool = false;
|
||||
|
||||
// Algorithm: use open addressing double hashing (no chaining) on the
|
||||
// prefix code / next character combination. We do a variant of Knuth's
|
||||
// algorithm D (vol. 3, sec. 6.4) along with G. Knott's relatively-prime
|
||||
// secondary probe. Here, the modular division first probe is gives way
|
||||
// to a faster exclusive-or manipulation. Also do block compression with
|
||||
// an adaptive reset, whereby the code table is cleared when the compression
|
||||
// ratio decreases, but after the table fills. The variable-length output
|
||||
// codes are re-sized at this point, and a special CLEAR code is generated
|
||||
// for the decompressor. Late addition: construct the table according to
|
||||
// file size for noticeable speed improvement on small files. Please direct
|
||||
// questions about this implementation to ames!jaw.
|
||||
|
||||
var g_init_bits:Int;
|
||||
|
||||
var ClearCode:Int;
|
||||
var EOFCode:Int;
|
||||
|
||||
// output
|
||||
//
|
||||
// output the given code.
|
||||
// Inputs:
|
||||
// code: A n_bits-bit integer. If == -1, then EOF. This assumes
|
||||
// that n_bits =< wordsize - 1.
|
||||
// outputs:
|
||||
// outputs code to the file.
|
||||
// Assumptions:
|
||||
// Chars are 8 bits long.
|
||||
// Algorithm:
|
||||
// Maintain a BITS character long buffer (so that 8 codes will
|
||||
// fit in it exactly). Use the VAX insv instruction to insert each
|
||||
// code in turn. When the buffer fills up empty it and start over.
|
||||
|
||||
var cur_accum:Int = 0;
|
||||
var cur_bits:Int = 0;
|
||||
|
||||
var masks:Array<Int> =
|
||||
[
|
||||
0x0000,
|
||||
0x0001,
|
||||
0x0003,
|
||||
0x0007,
|
||||
0x000F,
|
||||
0x001F,
|
||||
0x003F,
|
||||
0x007F,
|
||||
0x00FF,
|
||||
0x01FF,
|
||||
0x03FF,
|
||||
0x07FF,
|
||||
0x0FFF,
|
||||
0x1FFF,
|
||||
0x3FFF,
|
||||
0x7FFF,
|
||||
0xFFFF ];
|
||||
|
||||
// Number of characters so far in this 'packet'
|
||||
var a_count:Int;
|
||||
|
||||
// Define the storage for the packet accumulator
|
||||
var accum:UInt8Array;
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
public function new()
|
||||
{
|
||||
htab = new Int32Array(HSIZE);
|
||||
codetab = new Int32Array(HSIZE);
|
||||
accum = new UInt8Array(256);
|
||||
}
|
||||
|
||||
//Reset the encoder to new pixel data and default values
|
||||
public function reset(pixels:UInt8Array, color_depth:Int) { //width and height used to be passed in though they were never used
|
||||
pixAry = pixels;
|
||||
initCodeSize = Std.int(Math.max(2, color_depth));
|
||||
|
||||
maxbits = BITS;
|
||||
maxmaxcode = 1 << BITS;
|
||||
hsize = HSIZE;
|
||||
free_ent = 0;
|
||||
clear_flg = false;
|
||||
cur_accum = 0;
|
||||
cur_bits = 0;
|
||||
}
|
||||
|
||||
// add a character to the end of the current packet, and if it is 254
|
||||
// characters, flush the packet to disk.
|
||||
function add(c:UInt, out:haxe.io.Output):Void
|
||||
{
|
||||
accum[a_count++] = c;
|
||||
if (a_count >= 254)
|
||||
flush(out);
|
||||
}
|
||||
|
||||
// Clear out the hash table
|
||||
|
||||
// table clear for block compress
|
||||
function clearTable(out:haxe.io.Output):Void
|
||||
{
|
||||
resetCodeTable(hsize);
|
||||
free_ent = ClearCode + 2;
|
||||
clear_flg = true;
|
||||
|
||||
output(ClearCode, out);
|
||||
}
|
||||
|
||||
// reset code table
|
||||
function resetCodeTable(hsize:Int):Void
|
||||
{
|
||||
for (i in 0...hsize)
|
||||
htab[i] = -1;
|
||||
}
|
||||
|
||||
function compress(init_bits:Int, out:haxe.io.Output):Void
|
||||
{
|
||||
var fcode:Int;
|
||||
var i:Int /* = 0 */;
|
||||
var c:Int;
|
||||
var ent:Int;
|
||||
var disp:Int;
|
||||
var hsize_reg:Int;
|
||||
var hshift:Int;
|
||||
|
||||
// Set up the globals: g_init_bits - initial number of bits
|
||||
g_init_bits = init_bits;
|
||||
|
||||
// Set up the necessary values
|
||||
clear_flg = false;
|
||||
n_bits = g_init_bits;
|
||||
maxcode = maxCode(n_bits);
|
||||
|
||||
ClearCode = 1 << (init_bits - 1);
|
||||
EOFCode = ClearCode + 1;
|
||||
free_ent = ClearCode + 2;
|
||||
|
||||
a_count = 0; // clear packet
|
||||
|
||||
ent = nextPixel();
|
||||
|
||||
hshift = 0;
|
||||
fcode = hsize;
|
||||
while (fcode < 65536) {
|
||||
++hshift;
|
||||
fcode *= 2;
|
||||
}
|
||||
|
||||
hshift = 8 - hshift; // set hash code range bound
|
||||
|
||||
hsize_reg = hsize;
|
||||
resetCodeTable(hsize_reg); // clear hash table
|
||||
|
||||
output(ClearCode, out);
|
||||
|
||||
while ((c = nextPixel()) != EOF)
|
||||
{
|
||||
fcode = (c << maxbits) + ent;
|
||||
i = (c << hshift) ^ ent; // xor hashing
|
||||
|
||||
if (htab[i] == fcode)
|
||||
{
|
||||
ent = codetab[i];
|
||||
continue;
|
||||
}
|
||||
else if (htab[i] >= 0) // non-empty slot
|
||||
{
|
||||
disp = hsize_reg - i; // secondary hash (after G. Knott)
|
||||
if (i == 0)
|
||||
disp = 1;
|
||||
do
|
||||
{
|
||||
if ((i -= disp) < 0)
|
||||
i += hsize_reg;
|
||||
|
||||
if (htab[i] == fcode)
|
||||
{
|
||||
ent = codetab[i];
|
||||
break;
|
||||
}
|
||||
} while (htab[i] >= 0);
|
||||
if (htab[i] == fcode) continue;
|
||||
}
|
||||
output(ent, out);
|
||||
ent = c;
|
||||
if (free_ent < maxmaxcode)
|
||||
{
|
||||
codetab[i] = free_ent++; // code -> hashtable
|
||||
htab[i] = fcode;
|
||||
}
|
||||
else
|
||||
clearTable(out);
|
||||
}
|
||||
// Put out the final code.
|
||||
output(ent, out);
|
||||
output(EOFCode, out);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
public function encode(os:haxe.io.Output):Void
|
||||
{
|
||||
os.writeByte( initCodeSize ); // write "initial code size" byte
|
||||
curPixel = 0;
|
||||
compress(initCodeSize + 1, os); // compress and write the pixel data
|
||||
os.writeByte(0); // write block terminator
|
||||
}
|
||||
|
||||
// flush the packet to disk, and reset the accumulator
|
||||
function flush(out:haxe.io.Output):Void
|
||||
{
|
||||
if (a_count > 0)
|
||||
{
|
||||
out.writeByte(a_count);
|
||||
out.writeBytes(accum.view.buffer, 0, a_count);
|
||||
a_count = 0;
|
||||
}
|
||||
}
|
||||
|
||||
inline function maxCode(n_bits:Int):Int
|
||||
{
|
||||
return (1 << n_bits) - 1;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Return the next pixel from the image
|
||||
//----------------------------------------------------------------------------
|
||||
function nextPixel():Int
|
||||
{
|
||||
if (curPixel == pixAry.length)
|
||||
return EOF;
|
||||
|
||||
curPixel++;
|
||||
return pixAry[curPixel - 1] & 0xff;
|
||||
}
|
||||
|
||||
function output(code:Int, out:haxe.io.Output):Void
|
||||
{
|
||||
cur_accum &= masks[cur_bits];
|
||||
|
||||
if (cur_bits > 0)
|
||||
cur_accum |= (code << cur_bits);
|
||||
else
|
||||
cur_accum = code;
|
||||
|
||||
cur_bits += n_bits;
|
||||
|
||||
while (cur_bits >= 8)
|
||||
{
|
||||
add(cur_accum & 0xff, out);
|
||||
cur_accum >>= 8;
|
||||
cur_bits -= 8;
|
||||
}
|
||||
|
||||
// If the next entry is going to be too big for the code size,
|
||||
// then increase it, if possible.
|
||||
if (free_ent > maxcode || clear_flg)
|
||||
{
|
||||
if (clear_flg)
|
||||
{
|
||||
maxcode = maxCode(n_bits = g_init_bits);
|
||||
clear_flg = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
++n_bits;
|
||||
if (n_bits == maxbits)
|
||||
maxcode = maxmaxcode;
|
||||
else
|
||||
maxcode = maxCode(n_bits);
|
||||
}
|
||||
}
|
||||
|
||||
if (code == EOFCode)
|
||||
{
|
||||
// At EOF, write the rest of the buffer.
|
||||
while (cur_bits > 0)
|
||||
{
|
||||
add(cur_accum & 0xff, out);
|
||||
cur_accum >>= 8;
|
||||
cur_bits -= 8;
|
||||
}
|
||||
|
||||
flush(out);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
541
leenkx/Sources/iron/format/gif/NeuQuant.hx
Normal file
541
leenkx/Sources/iron/format/gif/NeuQuant.hx
Normal file
@ -0,0 +1,541 @@
|
||||
package iron.format.gif;
|
||||
|
||||
/*
|
||||
* Copyright (c) 1994 Anthony Dekker
|
||||
* Ported to Java by Kevin Weiner, FM Software
|
||||
* Ported to Haxe by Tilman Schmidt and Sven Bergstr├╢m
|
||||
*
|
||||
* NEUQUANT Neural-Net quantization algorithm by Anthony Dekker, 1994.
|
||||
* See "Kohonen neural networks for optimal colour quantization"
|
||||
* in "Network: Computation in Neural Systems" Vol. 5 (1994) pp 351-367.
|
||||
* for a discussion of the algorithm.
|
||||
*
|
||||
* Any party obtaining a copy of these files from the author, directly or
|
||||
* indirectly, is granted, free of charge, a full and unrestricted irrevocable,
|
||||
* world-wide, paid up, royalty-free, nonexclusive right and license to deal
|
||||
* in this software and documentation files (the "Software"), including without
|
||||
* limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
* and/or sell copies of the Software, and to permit persons who receive
|
||||
* copies from any such party to do so, with the only requirement being
|
||||
* that this copyright notice remain intact.
|
||||
*
|
||||
*/
|
||||
|
||||
import haxe.io.Int32Array;
|
||||
import haxe.io.UInt8Array;
|
||||
|
||||
class NeuQuant {
|
||||
|
||||
inline static var netsize : Int = 256; // Number of colours used
|
||||
|
||||
// Four primes near 500 - assume no image has a length so large that it is divisible by all four primes
|
||||
inline static var prime1 : Int = 499;
|
||||
inline static var prime2 : Int = 491;
|
||||
inline static var prime3 : Int = 487;
|
||||
inline static var prime4 : Int = 503;
|
||||
|
||||
inline static var minpicturebytes : Int = (3 * prime4); // Minimum size for input image
|
||||
|
||||
// Network Definitions
|
||||
inline static var netbiasshift : Int = 4; // Bias for colour values
|
||||
inline static var ncycles : Int = 100; // No. of learning cycles
|
||||
|
||||
// Defs for freq and bias
|
||||
inline static var intbiasshift : Int = 16; // Bias for fractions
|
||||
inline static var intbias : Int = (1 << intbiasshift);
|
||||
inline static var gammashift : Int = 10; // Gamma = 1024
|
||||
inline static var gamma : Int = (1 << gammashift);
|
||||
inline static var betashift : Int = 10;
|
||||
inline static var beta : Int = (intbias >> betashift); // Beta = 1/1024
|
||||
inline static var betagamma : Int = (intbias << (gammashift - betashift));
|
||||
|
||||
// Defs for decreasing radius factor
|
||||
inline static var initrad : Int = (netsize >> 3); // For 256 cols, radius starts
|
||||
inline static var radiusbiasshift : Int = 6; // At 32.0 biased by 6 bits
|
||||
inline static var radiusbias : Int = (1 << radiusbiasshift);
|
||||
inline static var initradius : Int = (initrad * radiusbias); // And decreases by a
|
||||
inline static var radiusdec : Int = 30; // Factor of 1/30 each cycle
|
||||
|
||||
// Defs for decreasing alpha factor
|
||||
inline static var alphabiasshift : Int = 10; /* alpha starts at 1.0 */
|
||||
inline static var initalpha : Int = (1 << alphabiasshift);
|
||||
|
||||
// Radbias and alpharadbias used for radpower calculation
|
||||
inline static var radbiasshift : Int = 8;
|
||||
inline static var radbias : Int = (1 << radbiasshift);
|
||||
inline static var alpharadbshift : Int = (alphabiasshift + radbiasshift);
|
||||
inline static var alpharadbias : Int = (1 << alpharadbshift);
|
||||
|
||||
var alphadec:Int; // Biased by 10 bits
|
||||
|
||||
// Types and Global Variables
|
||||
|
||||
var thepicture: UInt8Array; // The input image itself
|
||||
var lengthcount: Int; // Lengthcount = H*W*3
|
||||
var samplefac: Int; // Sampling factor 1..30
|
||||
var network: Int32Array; // The network itself - [netsize][4]
|
||||
var netindex: Int32Array; // For network lookup - really 256
|
||||
var bias: Int32Array; // Bias array for learning
|
||||
var freq: Int32Array; // Frequency array for learning
|
||||
var radpower: Int32Array; // Radpower for precomputation
|
||||
var colormap_map: UInt8Array; // Cached color map array
|
||||
var colormap_index: Int32Array; // Cached color map index
|
||||
|
||||
public function new()
|
||||
{
|
||||
netindex = new Int32Array(256);
|
||||
bias = new Int32Array(netsize);
|
||||
freq = new Int32Array(netsize);
|
||||
radpower = new Int32Array(initrad);
|
||||
network = new Int32Array(netsize * 4);
|
||||
colormap_map = new UInt8Array(3 * netsize);
|
||||
colormap_index = new Int32Array(netsize);
|
||||
}
|
||||
|
||||
// Reset network in range (0,0,0) to (255,255,255) and set parameters
|
||||
public function reset(thepic:UInt8Array, len:Int, sample:Int):Void {
|
||||
thepicture = thepic;
|
||||
lengthcount = len;
|
||||
samplefac = sample;
|
||||
|
||||
for (i in 0...netsize) {
|
||||
network[i*4 + 0] = network[i*4 + 1] = network[i*4 + 2] = Std.int((i << (netbiasshift + 8)) / netsize);
|
||||
freq[i] = Std.int(intbias / netsize); // 1 / netsize
|
||||
bias[i] = 0; // allocated to zero?
|
||||
}
|
||||
}
|
||||
|
||||
public function colormap():UInt8Array
|
||||
{
|
||||
for(i in 0...netsize) {
|
||||
colormap_index[network[i * 4 + 3]] = i;
|
||||
}
|
||||
|
||||
var k:Int = 0;
|
||||
for (i in 0...netsize)
|
||||
{
|
||||
var j = colormap_index[i];
|
||||
colormap_map[k++] = network[j * 4];
|
||||
colormap_map[k++] = network[j * 4 + 1];
|
||||
colormap_map[k++] = network[j * 4 + 2];
|
||||
}
|
||||
|
||||
return colormap_map;
|
||||
}
|
||||
|
||||
// Insertion sort of network and building of netindex[0..255] (to do after unbias)
|
||||
public function inxbuild():Void
|
||||
{
|
||||
var i:Int;
|
||||
var j:Int;
|
||||
var smallpos:Int;
|
||||
var smallval:Int;
|
||||
var previouscol:Int;
|
||||
var startpos:Int;
|
||||
|
||||
previouscol = 0;
|
||||
startpos = 0;
|
||||
|
||||
for (i in 0...netsize)
|
||||
{
|
||||
smallpos = i;
|
||||
smallval = network[i*4 + 1]; // Index on g
|
||||
|
||||
// Find smallest in i..netsize-1
|
||||
for (j in (i + 1)...netsize)
|
||||
{
|
||||
if (network[j*4 + 1] < smallval)
|
||||
{
|
||||
smallpos = j;
|
||||
smallval = network[j*4 + 1]; // Index on g
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Swap p (i) and q (smallpos) entries
|
||||
if (i != smallpos)
|
||||
{
|
||||
j = network[smallpos*4 + 0];
|
||||
network[smallpos*4 + 0] = network[i*4 + 0];
|
||||
network[i*4 + 0] = j;
|
||||
j = network[smallpos*4 + 1];
|
||||
network[smallpos*4 + 1] = network[i*4 + 1];
|
||||
network[i*4 + 1] = j;
|
||||
j = network[smallpos*4 + 2];
|
||||
network[smallpos*4 + 2] = network[i*4 + 2];
|
||||
network[i*4 + 2] = j;
|
||||
j = network[smallpos*4 + 3];
|
||||
network[smallpos*4 + 3] = network[i*4 + 3];
|
||||
network[i*4 + 3] = j;
|
||||
}
|
||||
|
||||
// Smallval entry is now in position i
|
||||
if (smallval != previouscol)
|
||||
{
|
||||
netindex[previouscol] = (startpos + i) >> 1;
|
||||
|
||||
for (j in (previouscol + 1)...smallval)
|
||||
netindex[j] = i;
|
||||
|
||||
previouscol = smallval;
|
||||
startpos = i;
|
||||
}
|
||||
}
|
||||
|
||||
var maxnetpos = netsize - 1;
|
||||
|
||||
netindex[previouscol] = (startpos + maxnetpos) >> 1;
|
||||
|
||||
for (j in (previouscol + 1)...256)
|
||||
netindex[j] = maxnetpos;
|
||||
}
|
||||
|
||||
// Main learning Loop
|
||||
public function learn():Void
|
||||
{
|
||||
var i:Int;
|
||||
var j:Int;
|
||||
var b:Int;
|
||||
var g:Int;
|
||||
var r:Int;
|
||||
var radius:Int;
|
||||
var rad:Int;
|
||||
var alpha:Int;
|
||||
var step:Int;
|
||||
var delta:Int;
|
||||
var samplepixels:Int;
|
||||
|
||||
var p:UInt8Array;
|
||||
var pix:Int;
|
||||
var lim:Int;
|
||||
|
||||
if (lengthcount < minpicturebytes)
|
||||
samplefac = 1;
|
||||
|
||||
alphadec = 30 + Std.int((samplefac - 1) / 3);
|
||||
p = thepicture;
|
||||
pix = 0;
|
||||
lim = lengthcount;
|
||||
samplepixels = Std.int(lengthcount / (3 * samplefac));
|
||||
delta = Std.int(samplepixels / ncycles);
|
||||
alpha = initalpha;
|
||||
radius = initradius;
|
||||
|
||||
rad = radius >> radiusbiasshift;
|
||||
|
||||
if (rad <= 1)
|
||||
rad = 0;
|
||||
|
||||
for (i in 0...rad)
|
||||
radpower[i] = Std.int(alpha * (((rad * rad - i * i) * radbias) / (rad * rad)));
|
||||
|
||||
if (lengthcount < minpicturebytes)
|
||||
{
|
||||
step = 3;
|
||||
}
|
||||
else if ((lengthcount % prime1) != 0)
|
||||
{
|
||||
step = 3 * prime1;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((lengthcount % prime2) != 0)
|
||||
{
|
||||
step = 3 * prime2;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((lengthcount % prime3) != 0)
|
||||
step = 3 * prime3;
|
||||
else
|
||||
step = 3 * prime4;
|
||||
}
|
||||
}
|
||||
|
||||
i = 0;
|
||||
while (i < samplepixels)
|
||||
{
|
||||
b = (p[pix + 0] & 0xff) << netbiasshift;
|
||||
g = (p[pix + 1] & 0xff) << netbiasshift;
|
||||
r = (p[pix + 2] & 0xff) << netbiasshift;
|
||||
j = contest(b, g, r);
|
||||
|
||||
altersingle(alpha, j, b, g, r);
|
||||
|
||||
if (rad != 0)
|
||||
alterneigh(rad, j, b, g, r); // Alter neighbours
|
||||
|
||||
pix += step;
|
||||
|
||||
if (pix >= lim)
|
||||
pix -= lengthcount;
|
||||
|
||||
i++;
|
||||
|
||||
if (delta == 0)
|
||||
delta = 1;
|
||||
|
||||
if (i % delta == 0)
|
||||
{
|
||||
alpha -= Std.int(alpha / alphadec);
|
||||
radius -= Std.int(radius / radiusdec);
|
||||
rad = radius >> radiusbiasshift;
|
||||
|
||||
if (rad <= 1)
|
||||
rad = 0;
|
||||
|
||||
for (j in 0...rad)
|
||||
radpower[j] = Std.int(alpha * (((rad * rad - j * j) * radbias) / (rad * rad)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Search for BGR values 0..255 (after net is unbiased) and return colour index
|
||||
public function map(b:Int, g:Int, r:Int):Int
|
||||
{
|
||||
var i:Int;
|
||||
var j:Int;
|
||||
var dist:Int;
|
||||
var a:Int;
|
||||
var bestd:Int;
|
||||
var best:Int;
|
||||
|
||||
bestd = 1000; // Biggest possible dist is 256*3
|
||||
best = -1;
|
||||
i = netindex[g]; // Index on g
|
||||
j = i - 1; // Start at netindex[g] and work outwards
|
||||
|
||||
while ((i < netsize) || (j >= 0))
|
||||
{
|
||||
if (i < netsize)
|
||||
{
|
||||
dist = network[i*4 + 1] - g; // Inx key
|
||||
|
||||
if (dist >= bestd)
|
||||
{
|
||||
i = netsize; // Stop iter
|
||||
}
|
||||
else
|
||||
{
|
||||
if (dist < 0)
|
||||
dist = -dist;
|
||||
|
||||
a = network[i*4 + 0] - b;
|
||||
|
||||
if (a < 0)
|
||||
a = -a;
|
||||
|
||||
dist += a;
|
||||
|
||||
if (dist < bestd)
|
||||
{
|
||||
a = network[i*4 + 2] - r;
|
||||
|
||||
if (a < 0)
|
||||
a = -a;
|
||||
|
||||
dist += a;
|
||||
|
||||
if (dist < bestd)
|
||||
{
|
||||
bestd = dist;
|
||||
best = network[i*4 + 3];
|
||||
}
|
||||
}
|
||||
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
if (j >= 0)
|
||||
{
|
||||
dist = g - network[j*4 + 1]; // Inx key - reverse dif
|
||||
|
||||
if (dist >= bestd)
|
||||
{
|
||||
j = -1; // Stop iter
|
||||
}
|
||||
else
|
||||
{
|
||||
if (dist < 0)
|
||||
dist = -dist;
|
||||
|
||||
a = network[j*4 + 0] - b;
|
||||
|
||||
if (a < 0)
|
||||
a = -a;
|
||||
|
||||
dist += a;
|
||||
|
||||
if (dist < bestd)
|
||||
{
|
||||
a = network[j*4 + 2] - r;
|
||||
|
||||
if (a < 0)
|
||||
a = -a;
|
||||
|
||||
dist += a;
|
||||
|
||||
if (dist < bestd)
|
||||
{
|
||||
bestd = dist;
|
||||
best = network[j*4 + 3];
|
||||
}
|
||||
}
|
||||
|
||||
j--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return best;
|
||||
}
|
||||
|
||||
public function process():UInt8Array
|
||||
{
|
||||
learn();
|
||||
unbiasnet();
|
||||
inxbuild();
|
||||
return colormap();
|
||||
}
|
||||
|
||||
// Unbias network to give byte values 0..255 and record position i to prepare for sort
|
||||
public function unbiasnet():Void
|
||||
{
|
||||
for (i in 0...netsize)
|
||||
{
|
||||
network[i*4] >>= netbiasshift;
|
||||
network[i*4 + 1] >>= netbiasshift;
|
||||
network[i*4 + 2] >>= netbiasshift;
|
||||
network[i*4 + 3] = i; // Record colour no
|
||||
}
|
||||
}
|
||||
|
||||
// Move adjacent neurons by precomputed alpha*(1-((i-j)^2/[r]^2)) in radpower[|i-j|]
|
||||
function alterneigh(rad:Int, i:Int, b:Int, g:Int, r:Int):Void
|
||||
{
|
||||
var j:Int;
|
||||
var k:Int;
|
||||
var lo:Int;
|
||||
var hi:Int;
|
||||
var a:Int;
|
||||
var m:Int;
|
||||
|
||||
lo = i - rad;
|
||||
|
||||
if (lo < -1)
|
||||
lo = -1;
|
||||
|
||||
hi = i + rad;
|
||||
|
||||
if (hi > netsize)
|
||||
hi = netsize;
|
||||
|
||||
j = i + 1;
|
||||
k = i - 1;
|
||||
m = 1;
|
||||
|
||||
while ((j < hi) || (k > lo))
|
||||
{
|
||||
a = radpower[m++];
|
||||
|
||||
if (j < hi)
|
||||
{
|
||||
network[j * 4 + 0] -= Std.int((a * (network[j * 4 + 0] - b)) / alpharadbias);
|
||||
network[j * 4 + 1] -= Std.int((a * (network[j * 4 + 1] - g)) / alpharadbias);
|
||||
network[j * 4 + 2] -= Std.int((a * (network[j * 4 + 2] - r)) / alpharadbias);
|
||||
j++;
|
||||
}
|
||||
|
||||
if (k > lo)
|
||||
{
|
||||
network[k * 4 + 0] -= Std.int((a * (network[k * 4 + 0] - b)) / alpharadbias);
|
||||
network[k * 4 + 1] -= Std.int((a * (network[k * 4 + 1] - g)) / alpharadbias);
|
||||
network[k * 4 + 2] -= Std.int((a * (network[k * 4 + 2] - r)) / alpharadbias);
|
||||
k--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Move neuron i towards biased (b,g,r) by factor alpha
|
||||
function altersingle(alpha:Int, i:Int, b:Int, g:Int, r:Int):Void
|
||||
{
|
||||
/* Alter hit neuron */
|
||||
network[i*4 + 0] -= Std.int((alpha * (network[i*4 + 0] - b)) / initalpha);
|
||||
network[i*4 + 1] -= Std.int((alpha * (network[i*4 + 1] - g)) / initalpha);
|
||||
network[i*4 + 2] -= Std.int((alpha * (network[i*4 + 2] - r)) / initalpha);
|
||||
}
|
||||
|
||||
inline function make_abs(value:Int) : Int {
|
||||
var tmp = value >> 31;
|
||||
value ^= tmp;
|
||||
value += tmp & 1;
|
||||
return value;
|
||||
}
|
||||
|
||||
// Search for biased BGR values
|
||||
static inline var bestd_init = ~(1 << 31);
|
||||
function contest(b:Int, g:Int, r:Int):Int
|
||||
{
|
||||
// Finds closest neuron (min dist) and updates freq
|
||||
// Finds best neuron (min dist-bias) and returns position
|
||||
// For frequently chosen neurons, freq[i] is high and bias[i] is negative
|
||||
// bias[i] = gamma*((1/netsize)-freq[i])
|
||||
|
||||
var i:Int;
|
||||
var dist:Int;
|
||||
var a:Int;
|
||||
var biasdist:Int;
|
||||
var betafreq:Int;
|
||||
var bestpos:Int;
|
||||
var bestbiaspos:Int;
|
||||
var bestd:Int;
|
||||
var bestbiasd:Int;
|
||||
|
||||
bestd = bestd_init;
|
||||
bestbiasd = bestd;
|
||||
bestpos = -1;
|
||||
bestbiaspos = bestpos;
|
||||
|
||||
for (i in 0...netsize)
|
||||
{
|
||||
var i_n = i * 4;
|
||||
var b_i = i_n + 0;
|
||||
var g_i = i_n + 1;
|
||||
var r_i = i_n + 2;
|
||||
|
||||
var b_a = network[b_i];
|
||||
var g_a = network[g_i];
|
||||
var r_a = network[r_i];
|
||||
|
||||
b_a = make_abs(b_a - b);
|
||||
g_a = make_abs(g_a - g);
|
||||
r_a = make_abs(r_a - r);
|
||||
|
||||
dist = b_a + g_a + r_a;
|
||||
|
||||
if (dist < bestd)
|
||||
{
|
||||
bestd = dist;
|
||||
bestpos = i;
|
||||
}
|
||||
|
||||
biasdist = dist - ((bias[i]) >> (intbiasshift - netbiasshift));
|
||||
|
||||
if (biasdist < bestbiasd)
|
||||
{
|
||||
bestbiasd = biasdist;
|
||||
bestbiaspos = i;
|
||||
}
|
||||
|
||||
betafreq = (freq[i] >> betashift);
|
||||
freq[i] -= betafreq;
|
||||
bias[i] += (betafreq << gammashift);
|
||||
}
|
||||
|
||||
freq[bestpos] += beta;
|
||||
bias[bestpos] -= betagamma;
|
||||
return bestbiaspos;
|
||||
}
|
||||
|
||||
}
|
||||
346
leenkx/Sources/iron/format/gif/Reader.hx
Normal file
346
leenkx/Sources/iron/format/gif/Reader.hx
Normal file
@ -0,0 +1,346 @@
|
||||
package iron.format.gif;
|
||||
import iron.format.gif.Data;
|
||||
import haxe.io.Bytes;
|
||||
import haxe.io.BytesOutput;
|
||||
import haxe.io.Input;
|
||||
|
||||
/**
|
||||
* ...
|
||||
* @author Yanrishatum
|
||||
*/
|
||||
class Reader
|
||||
{
|
||||
|
||||
private var i:Input;
|
||||
|
||||
public function new(i:Input)
|
||||
{
|
||||
this.i = i;
|
||||
i.bigEndian = false;
|
||||
}
|
||||
|
||||
public function read():Data
|
||||
{
|
||||
for (b in [71, 73, 70])
|
||||
{
|
||||
if (i.readByte() != b) throw "Invalid header";
|
||||
}
|
||||
|
||||
var gifVer:String = i.readString(3);
|
||||
var version:Version = Version.GIF89a;
|
||||
switch(gifVer)
|
||||
{
|
||||
case "87a": version = Version.GIF87a;
|
||||
case "89a": version = Version.GIF89a;
|
||||
default: version = Version.Unknown(gifVer);
|
||||
}
|
||||
|
||||
// Logical screen descriptor.
|
||||
var width:Int = i.readUInt16();
|
||||
var height:Int = i.readUInt16();
|
||||
var packedField:Int = i.readByte();
|
||||
var bgIndex:Int = i.readByte();
|
||||
var pixelAspectRatio:Float = i.readByte();
|
||||
if (pixelAspectRatio != 0) pixelAspectRatio = (pixelAspectRatio + 15) / 64;
|
||||
else pixelAspectRatio = 1;
|
||||
|
||||
var lsd:LogicalScreenDescriptor =
|
||||
{
|
||||
width: width,
|
||||
height: height,
|
||||
hasGlobalColorTable: (packedField & 128) == 128,
|
||||
colorResolution: (packedField & 112) >>> 4,
|
||||
sorted: (packedField & 8) == 8,
|
||||
globalColorTableSize: 2 << (packedField & 7),
|
||||
backgroundColorIndex: bgIndex,
|
||||
pixelAspectRatio: pixelAspectRatio
|
||||
}
|
||||
|
||||
var gct:ColorTable = null;
|
||||
if (lsd.hasGlobalColorTable) gct = readColorTable(lsd.globalColorTableSize);
|
||||
|
||||
var blocks:List<Block> = new List();
|
||||
|
||||
while (true)
|
||||
{
|
||||
var b:Block = readBlock();
|
||||
blocks.add(b);
|
||||
if (b == Block.BEOF) break;
|
||||
}
|
||||
|
||||
return
|
||||
{
|
||||
version: version,
|
||||
logicalScreenDescriptor: lsd,
|
||||
globalColorTable: gct,
|
||||
blocks: blocks
|
||||
}
|
||||
}
|
||||
|
||||
private function readBlock():Block
|
||||
{
|
||||
var blockID:Int = i.readByte();
|
||||
switch(blockID)
|
||||
{
|
||||
case 0x2C:
|
||||
// Image
|
||||
return readImage();
|
||||
case 0x21:
|
||||
// Extension
|
||||
return readExtension();
|
||||
case 0x3B:
|
||||
return Block.BEOF;
|
||||
}
|
||||
// The behaviour of taking unknown block ID is unspecified.
|
||||
return Block.BEOF;
|
||||
}
|
||||
|
||||
private function readImage():Block
|
||||
{
|
||||
var x:Int = i.readUInt16();
|
||||
var y:Int = i.readUInt16();
|
||||
var width:Int = i.readUInt16();
|
||||
var height:Int = i.readUInt16();
|
||||
var packed:Int = i.readByte();
|
||||
var localColorTable:Bool = (packed & 128) == 128;
|
||||
var interlaced:Bool = (packed & 64) == 64;
|
||||
var sorted:Bool = (packed & 32) == 32;
|
||||
var localColorTableSize:Int = 2 << (packed & 7);
|
||||
|
||||
var lct:ColorTable = null;
|
||||
if (localColorTable) lct = readColorTable(localColorTableSize);
|
||||
|
||||
return Block.BFrame(
|
||||
{
|
||||
x: x,
|
||||
y: y,
|
||||
width: width,
|
||||
height: height,
|
||||
localColorTable: localColorTable,
|
||||
interlaced:interlaced,
|
||||
sorted:sorted,
|
||||
localColorTableSize:localColorTableSize,
|
||||
pixels:readPixels(width, height, interlaced),
|
||||
colorTable:lct
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
private function readPixels(width:Int, height:Int, interlaced:Bool):Bytes
|
||||
{
|
||||
var input:Input = this.i;
|
||||
|
||||
var pixelsCount:Int = width * height;
|
||||
var pixels:Bytes = Bytes.alloc(pixelsCount);
|
||||
|
||||
var minCodeSize:Int = input.readByte();
|
||||
|
||||
var blockSize:Int = input.readByte() - 1;
|
||||
var bits:Int = input.readByte();
|
||||
var bitsCount:Int = 8;
|
||||
|
||||
var clearCode:Int = 1 << minCodeSize;
|
||||
var eoiCode:Int = clearCode + 1;
|
||||
|
||||
var codeSize:Int = minCodeSize + 1;
|
||||
var codeSizeLimit:Int = 1 << codeSize;
|
||||
var codeMask = codeSizeLimit - 1;
|
||||
|
||||
|
||||
var baseDict:Array<Array<Int>> = new Array();
|
||||
for (i in 0...clearCode) baseDict[i] = [i];
|
||||
|
||||
var dict:Array<Array<Int>> = new Array();
|
||||
var dictLen:Int = clearCode + 2;
|
||||
var newRecord:Array<Int>;
|
||||
|
||||
var i:Int = 0;
|
||||
var code:Int = 0;
|
||||
var last:Int;
|
||||
|
||||
while (i < pixelsCount)
|
||||
{
|
||||
last = code;
|
||||
while (bitsCount < codeSize)
|
||||
{
|
||||
if (blockSize == 0) break;
|
||||
bits |= input.readByte() << bitsCount;
|
||||
bitsCount += 8;
|
||||
blockSize--;
|
||||
if (blockSize == 0) blockSize = input.readByte();
|
||||
}
|
||||
code = bits & codeMask;
|
||||
bits >>= codeSize;
|
||||
bitsCount -= codeSize;
|
||||
|
||||
if (code == clearCode)
|
||||
{
|
||||
dict = baseDict.copy();
|
||||
dictLen = clearCode + 2;
|
||||
codeSize = minCodeSize + 1;
|
||||
codeSizeLimit = (1 << codeSize);
|
||||
codeMask = codeSizeLimit - 1;
|
||||
continue;
|
||||
}
|
||||
if (code == eoiCode) break;
|
||||
|
||||
if (code < dictLen)
|
||||
{
|
||||
if (last != clearCode)
|
||||
{
|
||||
newRecord = dict[last].copy();
|
||||
newRecord.push(dict[code][0]);
|
||||
dict[dictLen++] = newRecord;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (code != dictLen) throw 'Invalid LZW code. Excepted: $dictLen, got: $code';
|
||||
newRecord = dict[last].copy();
|
||||
newRecord.push(newRecord[0]);
|
||||
dict[dictLen++] = newRecord;
|
||||
}
|
||||
|
||||
newRecord = dict[code];
|
||||
for (item in newRecord) pixels.set(i++, item);
|
||||
|
||||
if (dictLen == codeSizeLimit && codeSize < 12)
|
||||
{
|
||||
codeSize++;
|
||||
codeSizeLimit = (1 << codeSize);
|
||||
codeMask = codeSizeLimit - 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Just in case
|
||||
while (blockSize > 0)
|
||||
{
|
||||
input.readByte();
|
||||
blockSize--;
|
||||
if (blockSize == 0) blockSize = input.readByte();
|
||||
}
|
||||
|
||||
while (i < pixelsCount) pixels.set(i++, 0);
|
||||
if (interlaced)
|
||||
{
|
||||
var buffer:Bytes = Bytes.alloc(pixelsCount);
|
||||
var offset:Int = deinterlace(pixels, buffer, 8, 0, 0 , width, height); // Every 8 line with start at 0
|
||||
offset = deinterlace(pixels, buffer, 8, 4, offset, width, height); // Every 8 line with start at 4
|
||||
offset = deinterlace(pixels, buffer, 4, 2, offset, width, height); // Every 4 line with start at 2
|
||||
deinterlace(pixels, buffer, 2, 1, offset, width, height); // Every 2 line with start at 1
|
||||
pixels = buffer;
|
||||
}
|
||||
return pixels;
|
||||
}
|
||||
|
||||
private function deinterlace(input:Bytes, output:Bytes, step:Int, y:Int, offset:Int, width:Int, height:Int):Int
|
||||
{
|
||||
while (y < height)
|
||||
{
|
||||
output.blit(y * width, input, offset, width);
|
||||
offset += width;
|
||||
y += step;
|
||||
}
|
||||
return offset;
|
||||
}
|
||||
|
||||
private function readExtension():Block
|
||||
{
|
||||
var subId:Int = i.readByte();
|
||||
|
||||
switch(subId)
|
||||
{
|
||||
case 0xF9:
|
||||
// Graphics Control Extension
|
||||
if (i.readByte() != 4) throw "Incorrect Graphic Control Extension block size!";
|
||||
var packed:Int = i.readByte();
|
||||
var disposalMethod:DisposalMethod = switch ( (packed & 28) >> 2)
|
||||
{
|
||||
case 0: DisposalMethod.UNSPECIFIED;
|
||||
case 1: DisposalMethod.NO_ACTION;
|
||||
case 2: DisposalMethod.FILL_BACKGROUND;
|
||||
case 3: DisposalMethod.RENDER_PREVIOUS;
|
||||
default: DisposalMethod.UNDEFINED((packed & 28) >> 2);
|
||||
};
|
||||
var b:Block = Block.BExtension(Extension.EGraphicControl(
|
||||
{
|
||||
disposalMethod:disposalMethod,
|
||||
userInput: (packed & 2) == 2,
|
||||
hasTransparentColor: (packed & 1) == 1,
|
||||
delay: i.readUInt16(),
|
||||
transparentIndex: i.readByte()
|
||||
}));
|
||||
i.readByte(); // Terminator
|
||||
return b;
|
||||
case 0x01:
|
||||
// Text block
|
||||
// Exists only on paper, nobody ever used it.
|
||||
if (i.readByte() != 12) throw "Incorrect size of Plain Text Extension introducer block.";
|
||||
return Block.BExtension(Extension.EText(
|
||||
{
|
||||
textGridX: i.readUInt16(),
|
||||
textGridY: i.readUInt16(),
|
||||
textGridWidth: i.readUInt16(),
|
||||
textGridHeight: i.readUInt16(),
|
||||
charCellWidth: i.readByte(),
|
||||
charCellHeight: i.readByte(),
|
||||
textForegroundColorIndex: i.readByte(),
|
||||
textBackgroundColorIndex: i.readByte(),
|
||||
text: readBlocks().toString()
|
||||
}));
|
||||
case 0xFE:
|
||||
// Commentary
|
||||
return Block.BExtension(Extension.EComment(readBlocks().toString()));
|
||||
case 0xFF:
|
||||
// Application extension
|
||||
return readApplicationExtension();
|
||||
default:
|
||||
return Block.BExtension(Extension.EUnknown(subId, readBlocks()));
|
||||
}
|
||||
}
|
||||
|
||||
private function readApplicationExtension():Block
|
||||
{
|
||||
if (i.readByte() != 11) throw "Incorrect size of Application Extension introducer block.";
|
||||
var name:String = i.readString(8);
|
||||
var version:String = i.readString(3);
|
||||
var data:Bytes = readBlocks();
|
||||
if (name == "NETSCAPE" && version == "2.0" && data.get(0) == 1)
|
||||
{
|
||||
return Block.BExtension(Extension.EApplicationExtension(ApplicationExtension.AENetscapeLooping(data.get(1) | (data.get(2) << 8))));
|
||||
}
|
||||
return Block.BExtension(Extension.EApplicationExtension(ApplicationExtension.AEUnknown(name, version, data)));
|
||||
}
|
||||
|
||||
private inline function readBlocks():Bytes
|
||||
{
|
||||
var buffer:BytesOutput = new BytesOutput();
|
||||
var bytes:Bytes = Bytes.alloc(255);
|
||||
var len:Int = i.readByte();
|
||||
while (len != 0)
|
||||
{
|
||||
i.readBytes(bytes, 0, len);
|
||||
buffer.writeBytes(bytes, 0, len);
|
||||
len = i.readByte();
|
||||
}
|
||||
buffer.flush();
|
||||
bytes = buffer.getBytes();
|
||||
buffer.close();
|
||||
return bytes;
|
||||
}
|
||||
|
||||
private function readColorTable(size:Int):ColorTable
|
||||
{
|
||||
size *= 3;
|
||||
var output:ColorTable = ColorTable.alloc(size);
|
||||
var c:Int = 0;
|
||||
while (c < size)
|
||||
{
|
||||
output.set(c , i.readByte()); // R
|
||||
output.set(c + 1, i.readByte()); // G
|
||||
output.set(c + 2, i.readByte()); // B
|
||||
c += 3;
|
||||
}
|
||||
return output;
|
||||
}
|
||||
}
|
||||
390
leenkx/Sources/iron/format/gif/Tools.hx
Normal file
390
leenkx/Sources/iron/format/gif/Tools.hx
Normal file
@ -0,0 +1,390 @@
|
||||
package iron.format.gif;
|
||||
|
||||
import iron.format.gif.Data;
|
||||
import haxe.io.Bytes;
|
||||
import haxe.io.BytesData;
|
||||
|
||||
/**
|
||||
* Tools for gif data.
|
||||
* @author Yanrishatum
|
||||
*/
|
||||
class Tools
|
||||
{
|
||||
/**
|
||||
* Returns amount of frames in Gif data.
|
||||
*/
|
||||
public static function framesCount(data:Data):Int
|
||||
{
|
||||
var frames:Int = 0;
|
||||
for (block in data.blocks)
|
||||
{
|
||||
switch(block)
|
||||
{
|
||||
case Block.BFrame(_):
|
||||
frames++;
|
||||
default :
|
||||
}
|
||||
}
|
||||
return frames;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns frame at given index.
|
||||
* @param data Gif data.
|
||||
* @param frameIndex Index of frame.
|
||||
* @return Frame at given index or null, if there is no frame at that index.
|
||||
*/
|
||||
public static function frame(data:Data, frameIndex:Int):Frame
|
||||
{
|
||||
var counter:Int = 0;
|
||||
for (block in data.blocks)
|
||||
{
|
||||
switch (block)
|
||||
{
|
||||
case Block.BFrame(frame):
|
||||
if (counter == frameIndex) return frame;
|
||||
counter++;
|
||||
default :
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns Graphic Control extension for frame at given index.
|
||||
* @param data Gif data.
|
||||
* @param frameIndex Index of frame.
|
||||
* @return GCE extension if it is exists for given frame, null otherwise.
|
||||
*/
|
||||
public static function graphicControl(data:Data, frameIndex:Int):GraphicControlExtension
|
||||
{
|
||||
var counter:Int = 0;
|
||||
var gce:GraphicControlExtension = null;
|
||||
for (block in data.blocks)
|
||||
{
|
||||
switch (block)
|
||||
{
|
||||
case Block.BFrame(frame):
|
||||
if (counter == frameIndex) return gce;
|
||||
gce = null;
|
||||
counter++;
|
||||
case Block.BExtension(Extension.EGraphicControl(g)):
|
||||
gce = g;
|
||||
default :
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
//==========================================================
|
||||
// Extracting.
|
||||
//==========================================================
|
||||
|
||||
/**
|
||||
* Extracts frame pixel data in Blue-Green-Red-Alpha pixel format.
|
||||
* This function extracts only exact frame and does put previous frame pixel data into resulting Bytes. Note that frame size may not equal to Gif logical screen size.
|
||||
* @param data Gif data.
|
||||
* @param frameIndex Frame index.
|
||||
* @return BGRA pixel data with dimensions equals to specified Frame size. If frame does not present in Gif data returns null.
|
||||
*/
|
||||
public static function extractBGRA(data:Data, frameIndex:Int):Bytes
|
||||
{
|
||||
var gce:GraphicControlExtension = null;
|
||||
var frameCaret:Int = 0;
|
||||
for (block in data.blocks)
|
||||
{
|
||||
switch (block)
|
||||
{
|
||||
case Block.BExtension(ext):
|
||||
switch(ext)
|
||||
{
|
||||
case Extension.EGraphicControl(g):
|
||||
gce = g;
|
||||
default:
|
||||
}
|
||||
case Block.BFrame(frame):
|
||||
if (frameCaret == frameIndex)
|
||||
{
|
||||
var bytes:Bytes = Bytes.alloc(frame.width * frame.height * 4);
|
||||
var ct:Bytes = frame.localColorTable ? frame.colorTable : data.globalColorTable;
|
||||
if (ct == null) throw "Frame does not have a color table!";
|
||||
var transparentIndex:Int = gce != null && gce.hasTransparentColor ? gce.transparentIndex * 3 : -1;
|
||||
var writeCaret:Int = 0;
|
||||
for (i in 0...frame.pixels.length)
|
||||
{
|
||||
var index:Int = frame.pixels.get(i) * 3;
|
||||
bytes.set(writeCaret , ct.get(index + 2)); // B
|
||||
bytes.set(writeCaret + 1, ct.get(index + 1)); // G
|
||||
bytes.set(writeCaret + 2, ct.get(index )); // R
|
||||
if (transparentIndex == index) bytes.set(writeCaret + 3, 0); // A = 0
|
||||
else bytes.set(writeCaret + 3, 0xFF); // A = FF
|
||||
|
||||
writeCaret += 4;
|
||||
}
|
||||
return bytes;
|
||||
}
|
||||
frameCaret++;
|
||||
gce = null;
|
||||
default:
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Extracts frame pixel data in Red-Green-Blue-Alpha pixel format.
|
||||
* This function extracts only exact frame and does put previous frame pixel data into resulting Bytes. Note that frame size may not equal to Gif logical screen size.
|
||||
* @param data Gif data.
|
||||
* @param frameIndex Frame index.
|
||||
* @return RGBA pixel data with dimensions equals to specified Frame size. If frame does not present in Gif data returns null.
|
||||
*/
|
||||
public static function extractRGBA(data:Data, frameIndex:Int):Bytes
|
||||
{
|
||||
var gce:GraphicControlExtension = null;
|
||||
var frameCaret:Int = 0;
|
||||
for (block in data.blocks)
|
||||
{
|
||||
switch (block)
|
||||
{
|
||||
case Block.BExtension(ext):
|
||||
switch(ext)
|
||||
{
|
||||
case Extension.EGraphicControl(g):
|
||||
gce = g;
|
||||
default:
|
||||
}
|
||||
case Block.BFrame(frame):
|
||||
if (frameCaret == frameIndex)
|
||||
{
|
||||
var bytes:Bytes = Bytes.alloc(frame.width * frame.height * 4);
|
||||
var ct:Bytes = frame.localColorTable ? frame.colorTable : data.globalColorTable;
|
||||
if (ct == null) throw "Frame does not have a color table!";
|
||||
var transparentIndex:Int = gce != null && gce.hasTransparentColor ? gce.transparentIndex * 3 : -1;
|
||||
var writeCaret:Int = 0;
|
||||
for (i in 0...frame.pixels.length)
|
||||
{
|
||||
var index:Int = frame.pixels.get(i) * 3;
|
||||
bytes.set(writeCaret , ct.get(index )); // R
|
||||
bytes.set(writeCaret + 1, ct.get(index + 1)); // G
|
||||
bytes.set(writeCaret + 2, ct.get(index + 2)); // B
|
||||
if (transparentIndex == index) bytes.set(writeCaret + 3, 0); // A = 0
|
||||
else bytes.set(writeCaret + 3, 0xFF); // A = FF
|
||||
|
||||
writeCaret += 4;
|
||||
}
|
||||
return bytes;
|
||||
}
|
||||
frameCaret++;
|
||||
gce = null;
|
||||
default:
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Extracts full Gif pixel data to specified frame in Blue-Green-Red-Alpha pixel format.
|
||||
* This functions returns full representation of frame including rendering of all other frames before.
|
||||
* @param data Gif data.
|
||||
* @param frameIndex Frame index.
|
||||
* @return BGRA pixel data with dimensions equals to Gif logical screen with full pixel data of Gif image at specified frame.
|
||||
*/
|
||||
public static function extractFullBGRA(data:Data, frameIndex:Int):Bytes
|
||||
{
|
||||
var gce:GraphicControlExtension = null;
|
||||
var frameCaret:Int = 0;
|
||||
|
||||
var bytes:Bytes = Bytes.alloc(data.logicalScreenDescriptor.width* data.logicalScreenDescriptor.height * 4);
|
||||
|
||||
for (block in data.blocks)
|
||||
{
|
||||
switch (block)
|
||||
{
|
||||
case Block.BExtension(ext):
|
||||
switch(ext)
|
||||
{
|
||||
case Extension.EGraphicControl(g):
|
||||
gce = g;
|
||||
default:
|
||||
}
|
||||
case Block.BFrame(frame):
|
||||
var ct:Bytes = frame.localColorTable ? frame.colorTable : data.globalColorTable;
|
||||
if (ct == null) throw "Frame does not have a color table!";
|
||||
var transparentIndex:Int = gce != null && gce.hasTransparentColor ? gce.transparentIndex * 3 : -1;
|
||||
var pixels:Bytes = frame.pixels;
|
||||
var x:Int = 0;
|
||||
var writeCaret:Int = (frame.y * data.logicalScreenDescriptor.width + frame.x) * 4;
|
||||
var lineSkip:Int = (data.logicalScreenDescriptor.width - frame.width) * 4 + 4;
|
||||
|
||||
var disposalMethod:DisposalMethod = frameCaret != frameIndex && gce != null ? gce.disposalMethod : DisposalMethod.NO_ACTION;
|
||||
|
||||
switch (disposalMethod)
|
||||
{
|
||||
case DisposalMethod.RENDER_PREVIOUS:
|
||||
// Do not render frame at all
|
||||
case DisposalMethod.FILL_BACKGROUND:
|
||||
for (i in 0...pixels.length)
|
||||
{
|
||||
bytes.set(writeCaret , 0); // B
|
||||
bytes.set(writeCaret + 1, 0); // G
|
||||
bytes.set(writeCaret + 2, 0); // R
|
||||
bytes.set(writeCaret + 3, 0); // A
|
||||
|
||||
if (++x == frame.width)
|
||||
{
|
||||
x = 0;
|
||||
writeCaret += lineSkip;
|
||||
}
|
||||
else writeCaret += 4;
|
||||
}
|
||||
default:
|
||||
for (i in 0...pixels.length)
|
||||
{
|
||||
var index:Int = pixels.get(i) * 3;
|
||||
if (transparentIndex != index) // Render only if pixel non-transparent
|
||||
{
|
||||
bytes.set(writeCaret , ct.get(index + 2)); // B
|
||||
bytes.set(writeCaret + 1, ct.get(index + 1)); // G
|
||||
bytes.set(writeCaret + 2, ct.get(index )); // R
|
||||
bytes.set(writeCaret + 3, 0xFF); // A
|
||||
}
|
||||
|
||||
if (++x == frame.width)
|
||||
{
|
||||
x = 0;
|
||||
writeCaret += lineSkip;
|
||||
}
|
||||
else writeCaret += 4;
|
||||
}
|
||||
}
|
||||
|
||||
if (frameCaret == frameIndex) return bytes;
|
||||
frameCaret++;
|
||||
gce = null;
|
||||
default:
|
||||
}
|
||||
}
|
||||
|
||||
return bytes;
|
||||
}
|
||||
|
||||
/**
|
||||
* Extracts full Gif pixel data to specified frame in Red-Green-Blue-Alpha pixel format.
|
||||
* This functions returns full representation of frame including rendering of all other frames before.
|
||||
* @param data Gif data.
|
||||
* @param frameIndex Frame index.
|
||||
* @return RGBA pixel data with dimensions equals to Gif logical screen with full pixel data of Gif image at specified frame.
|
||||
*/
|
||||
public static function extractFullRGBA(data:Data, frameIndex:Int):Bytes
|
||||
{
|
||||
var gce:GraphicControlExtension = null;
|
||||
var frameCaret:Int = 0;
|
||||
|
||||
var bytes:Bytes = Bytes.alloc(data.logicalScreenDescriptor.width* data.logicalScreenDescriptor.height * 4);
|
||||
|
||||
for (block in data.blocks)
|
||||
{
|
||||
switch (block)
|
||||
{
|
||||
case Block.BExtension(ext):
|
||||
switch(ext)
|
||||
{
|
||||
case Extension.EGraphicControl(g):
|
||||
gce = g;
|
||||
default:
|
||||
}
|
||||
case Block.BFrame(frame):
|
||||
var ct:Bytes = frame.localColorTable ? frame.colorTable : data.globalColorTable;
|
||||
if (ct == null) throw "Frame does not have a color table!";
|
||||
var transparentIndex:Int = gce != null && gce.hasTransparentColor ? gce.transparentIndex * 3 : -1;
|
||||
var pixels:Bytes = frame.pixels;
|
||||
var x:Int = 0;
|
||||
var writeCaret:Int = (frame.y * data.logicalScreenDescriptor.width + frame.x) * 4;
|
||||
var lineSkip:Int = (data.logicalScreenDescriptor.width - frame.width) * 4 + 4;
|
||||
|
||||
var disposalMethod:DisposalMethod = frameCaret != frameIndex && gce != null ? gce.disposalMethod : DisposalMethod.NO_ACTION;
|
||||
|
||||
switch (disposalMethod)
|
||||
{
|
||||
case DisposalMethod.RENDER_PREVIOUS:
|
||||
// Do not render frame at all
|
||||
case DisposalMethod.FILL_BACKGROUND:
|
||||
for (i in 0...pixels.length)
|
||||
{
|
||||
bytes.set(writeCaret , 0); // R
|
||||
bytes.set(writeCaret + 1, 0); // G
|
||||
bytes.set(writeCaret + 2, 0); // B
|
||||
bytes.set(writeCaret + 3, 0); // A
|
||||
|
||||
if (++x == frame.width)
|
||||
{
|
||||
x = 0;
|
||||
writeCaret += lineSkip;
|
||||
}
|
||||
else writeCaret += 4;
|
||||
}
|
||||
default:
|
||||
for (i in 0...pixels.length)
|
||||
{
|
||||
var index:Int = pixels.get(i) * 3;
|
||||
if (transparentIndex != index) // Render only if pixel non-transparent
|
||||
{
|
||||
bytes.set(writeCaret , ct.get(index )); // R
|
||||
bytes.set(writeCaret + 1, ct.get(index + 1)); // G
|
||||
bytes.set(writeCaret + 2, ct.get(index + 2)); // B
|
||||
bytes.set(writeCaret + 3, 0xFF); // A
|
||||
}
|
||||
|
||||
if (++x == frame.width)
|
||||
{
|
||||
x = 0;
|
||||
writeCaret += lineSkip;
|
||||
}
|
||||
else writeCaret += 4;
|
||||
}
|
||||
}
|
||||
|
||||
if (frameCaret == frameIndex) return bytes;
|
||||
frameCaret++;
|
||||
gce = null;
|
||||
default:
|
||||
}
|
||||
}
|
||||
|
||||
return bytes;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns amount of animation repeats stored in Gif data.
|
||||
* This is link to Netscape Looping application extension. If this extension does not present amount of loops equals to 1.
|
||||
* @param data Gif data.
|
||||
* @return Amount of animation repeats. Zero equals to infinite amount of repeats.
|
||||
*/
|
||||
public static function loopCount(data:Data):Int
|
||||
{
|
||||
for (block in data.blocks)
|
||||
{
|
||||
switch(block)
|
||||
{
|
||||
case Block.BExtension(Extension.EApplicationExtension(ApplicationExtension.AENetscapeLooping(loops))): return loops;
|
||||
default :
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
//==========================================================
|
||||
// In-Dev writer tools.
|
||||
//==========================================================
|
||||
|
||||
//public static function buildFrameFromTrueColor(pixels:Bytes, width:Int, height:Int):Void
|
||||
//{
|
||||
//
|
||||
//}
|
||||
|
||||
private static var LN2:Float = Math.log(2);
|
||||
@:noCompletion public static inline function log2(val:Float):Float
|
||||
{
|
||||
return Math.log(val) / LN2;
|
||||
}
|
||||
}
|
||||
525
leenkx/Sources/iron/format/gif/Writer.hx
Normal file
525
leenkx/Sources/iron/format/gif/Writer.hx
Normal file
@ -0,0 +1,525 @@
|
||||
package format.gif;
|
||||
import format.gif.Data;
|
||||
import haxe.ds.Vector;
|
||||
import haxe.io.Bytes;
|
||||
import haxe.io.Output;
|
||||
import haxe.io.UInt8Array;
|
||||
|
||||
/**
|
||||
* ...
|
||||
* @author Yanrishatum
|
||||
*/
|
||||
class Writer
|
||||
{
|
||||
|
||||
private var o:Output;
|
||||
private var lzw:LZWEncoder;
|
||||
private var gctSize:Int;
|
||||
|
||||
public function new(o:Output)
|
||||
{
|
||||
this.o = o;
|
||||
this.lzw = new LZWEncoder();
|
||||
o.bigEndian = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Write entire Data at once.
|
||||
* @param data Input gif file data
|
||||
*/
|
||||
public function write(data:Data):Void
|
||||
{
|
||||
// Header
|
||||
writeHeader(data.version);
|
||||
|
||||
// Logical screen descriptor.
|
||||
writeLogicalScreenDescriptor(data.logicalScreenDescriptor, data.globalColorTable);
|
||||
|
||||
for (block in data.blocks)
|
||||
{
|
||||
switch (block)
|
||||
{
|
||||
case Block.BEOF:
|
||||
writeEOF();
|
||||
return;
|
||||
case Block.BExtension(ext):
|
||||
switch (ext)
|
||||
{
|
||||
case Extension.EUnknown(id, bytes):
|
||||
writeUnknownExtension(id, bytes);
|
||||
case Extension.EComment(text):
|
||||
writeComment(text);
|
||||
case Extension.EText(textExt):
|
||||
writeText(textExt);
|
||||
case Extension.EGraphicControl(gce):
|
||||
writeGraphicControl(gce);
|
||||
case Extension.EApplicationExtension(appExt):
|
||||
writeAppExtension(appExt);
|
||||
}
|
||||
case Block.BFrame(frame):
|
||||
writeFrame(frame);
|
||||
}
|
||||
}
|
||||
writeEOF(); // If we doesn't encountered EOF block - write it.
|
||||
}
|
||||
|
||||
/**
|
||||
* Writes header of Gif file. Must be first.
|
||||
* @param version
|
||||
*/
|
||||
public function writeHeader(version:Version):Void
|
||||
{
|
||||
o.writeString("GIF");
|
||||
switch(version)
|
||||
{
|
||||
case Version.GIF87a: o.writeString("87a");
|
||||
case Version.GIF89a: o.writeString("89a");
|
||||
case Version.Unknown(v):
|
||||
if (v.length == 3) o.writeString(v);
|
||||
else if (v.length > 3) o.writeString(v.substr(0, 3));
|
||||
else
|
||||
{
|
||||
while (v.length < 3) v += "-";
|
||||
o.writeString(v);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Writes Logical Screen Descriptor block. Must go right after header.
|
||||
* @param lsd Logical Screen Descriptor object.
|
||||
* @param globalColorTable Global color table. Required only if LSD contains hasGlobalColorTable flag.
|
||||
* Color table must be a RGB-aligned Bytes with 3 bytes per color.
|
||||
*/
|
||||
public function writeLogicalScreenDescriptor(lsd:LogicalScreenDescriptor, globalColorTable:Bytes = null):Void
|
||||
{
|
||||
o.writeUInt16(lsd.width);
|
||||
o.writeUInt16(lsd.height);
|
||||
|
||||
var packed:Int = 0;
|
||||
if (lsd.hasGlobalColorTable) packed |= 128;
|
||||
packed |= (lsd.colorResolution << 4) & 112;
|
||||
if (lsd.sorted) packed |= 8;
|
||||
packed |= Math.round(Tools.log2(lsd.globalColorTableSize) - 1) & 7;
|
||||
o.writeByte(packed);
|
||||
|
||||
o.writeByte(lsd.backgroundColorIndex);
|
||||
if (lsd.pixelAspectRatio == 1) o.writeByte(0);
|
||||
else o.writeByte(Std.int(lsd.pixelAspectRatio) * 64 - 15);
|
||||
|
||||
if (lsd.hasGlobalColorTable)
|
||||
{
|
||||
if (globalColorTable != null)
|
||||
{
|
||||
o.writeBytes(globalColorTable, 0, globalColorTable.length);
|
||||
gctSize = lsd.globalColorTableSize;
|
||||
}
|
||||
else throw "hasGlobalColorTable flag present, but there is no global color table!";
|
||||
}
|
||||
}
|
||||
|
||||
public function writeComment(text:String):Void
|
||||
{
|
||||
o.writeByte(0x21);
|
||||
o.writeByte(0xFE);
|
||||
writeStringBlocks(text);
|
||||
}
|
||||
|
||||
public function writeText(textExt:PlainTextExtension):Void
|
||||
{
|
||||
o.writeByte(0x21);
|
||||
o.writeByte(0x01);
|
||||
o.writeByte(12);
|
||||
o.writeUInt16(textExt.textGridX);
|
||||
o.writeUInt16(textExt.textGridY);
|
||||
o.writeUInt16(textExt.textGridWidth);
|
||||
o.writeUInt16(textExt.textGridHeight);
|
||||
o.writeByte(textExt.charCellWidth);
|
||||
o.writeByte(textExt.charCellHeight);
|
||||
o.writeByte(textExt.textForegroundColorIndex);
|
||||
o.writeByte(textExt.textForegroundColorIndex);
|
||||
writeStringBlocks(textExt.text);
|
||||
}
|
||||
|
||||
public function writeGraphicControl(gce:GraphicControlExtension):Void
|
||||
{
|
||||
o.writeByte(0x21);
|
||||
o.writeByte(0xF9);
|
||||
o.writeByte(4);
|
||||
var packed:Int = 0;
|
||||
|
||||
switch (gce.disposalMethod)
|
||||
{
|
||||
case DisposalMethod.UNSPECIFIED: // 0
|
||||
case DisposalMethod.NO_ACTION: packed |= 4;
|
||||
case DisposalMethod.FILL_BACKGROUND: packed |= 8;
|
||||
case DisposalMethod.RENDER_PREVIOUS: packed |= 12;
|
||||
case DisposalMethod.UNDEFINED(idx): packed |= (idx & 7) << 2;
|
||||
}
|
||||
if (gce.userInput) packed |= 2;
|
||||
if (gce.hasTransparentColor) packed |= 1;
|
||||
|
||||
o.writeByte(packed);
|
||||
o.writeUInt16(gce.delay);
|
||||
o.writeByte(gce.transparentIndex);
|
||||
o.writeByte(0); // Terminator
|
||||
}
|
||||
|
||||
public function writeAppExtension(appExt:ApplicationExtension):Void
|
||||
{
|
||||
o.writeByte(0x21);
|
||||
o.writeByte(0xFF);
|
||||
o.writeByte(11);
|
||||
switch (appExt)
|
||||
{
|
||||
case ApplicationExtension.AENetscapeLooping(loops):
|
||||
o.writeString("NETSCAPE2.0");
|
||||
o.writeByte(3);
|
||||
o.writeByte(1); // Looping
|
||||
o.writeUInt16(loops);
|
||||
o.writeByte(0);
|
||||
case ApplicationExtension.AEUnknown(name, version, bytes):
|
||||
o.writeString(name);
|
||||
o.writeString(version);
|
||||
writeBlocks(bytes);
|
||||
}
|
||||
}
|
||||
|
||||
public function writeUnknownExtension(id:Int, bytes:Bytes):Void
|
||||
{
|
||||
o.writeByte(0x21);
|
||||
o.writeByte(id);
|
||||
writeBlocks(bytes);
|
||||
}
|
||||
|
||||
public function writeFrame(frame:Frame):Void
|
||||
{
|
||||
|
||||
o.writeByte(0x2C);
|
||||
o.writeUInt16(frame.x);
|
||||
o.writeUInt16(frame.y);
|
||||
o.writeUInt16(frame.width);
|
||||
o.writeUInt16(frame.height);
|
||||
|
||||
var packed:Int = 0;
|
||||
if (frame.localColorTable) packed |= 128;
|
||||
if (frame.interlaced) packed |= 64;
|
||||
if (frame.sorted) packed |= 32;
|
||||
packed |= Math.round(Tools.log2(frame.localColorTableSize) - 1) & 7;
|
||||
o.writeByte(packed);
|
||||
if (frame.localColorTable)
|
||||
{
|
||||
if (frame.colorTable != null) o.writeBytes(frame.colorTable, 0, frame.colorTable.length);
|
||||
else throw "localColorTable flag is set, but there is no local color table!";
|
||||
}
|
||||
|
||||
lzw.encode(frame.width, frame.height, frame.pixels, frame.localColorTable ? frame.localColorTableSize : gctSize, o, frame.interlaced);
|
||||
}
|
||||
|
||||
/**
|
||||
* Writes EndOfFile block.
|
||||
*/
|
||||
public function writeEOF():Void
|
||||
{
|
||||
o.writeByte(0x3B);
|
||||
}
|
||||
|
||||
private function writeStringBlocks(text:String):Void
|
||||
{
|
||||
var len:Int;
|
||||
var caret:Int = 0;
|
||||
while (caret < text.length)
|
||||
{
|
||||
len = text.length - caret;
|
||||
if (len > 0xFF) len = 0xFF;
|
||||
o.writeByte(len);
|
||||
for (i in 0...len) o.writeByte(text.charCodeAt(i + caret));
|
||||
caret += len;
|
||||
}
|
||||
o.writeByte(0);
|
||||
}
|
||||
|
||||
private function writeBlocks(bytes:Bytes):Void
|
||||
{
|
||||
var len:Int;
|
||||
var caret:Int = 0;
|
||||
while (caret < bytes.length)
|
||||
{
|
||||
len = bytes.length - caret;
|
||||
if (len > 0xFF) len = 0xFF;
|
||||
o.writeByte(len);
|
||||
o.writeBytes(bytes, caret, len);
|
||||
caret += 0xFF;
|
||||
}
|
||||
o.writeByte(0); // Terminator
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
class LZWEncoder
|
||||
{
|
||||
private var EOF:Int = -1;
|
||||
private static inline var BITS:Int = 12;
|
||||
private static inline var HSIZE:Int = 5003;
|
||||
private var masks:Array<Int> = [0x0000, 0x0001, 0x0003, 0x0007, 0x000F, 0x001F,
|
||||
0x003F, 0x007F, 0x00FF, 0x01FF, 0x03FF, 0x07FF,
|
||||
0x0FFF, 0x1FFF, 0x3FFF, 0x7FFF, 0xFFFF];
|
||||
|
||||
private var out:Output;
|
||||
private var bits:Int;
|
||||
private var bitsCount:Int;
|
||||
|
||||
private var minCodeSize:Int;
|
||||
private var codeSize:Int;
|
||||
private var codeSizeLimit:Int;
|
||||
private var clearFlag:Bool;
|
||||
|
||||
private var clearCode:Int;
|
||||
private var eofCode:Int;
|
||||
|
||||
// Dict
|
||||
private var htab:Vector<Int>;
|
||||
private var codetab:Vector<Int>;
|
||||
private var freeEnt:Int;
|
||||
|
||||
// Block buffer
|
||||
private var blockBuffer:Bytes;
|
||||
private var blockBufferCaret:Int;
|
||||
|
||||
// Input data
|
||||
private var pixels:Bytes;
|
||||
private var width:Int;
|
||||
private var height:Int;
|
||||
private var remaining:Int;
|
||||
|
||||
// Non-interlaced
|
||||
private var pixelsCaret:Int;
|
||||
// Interlaced
|
||||
private var interlaced:Bool;
|
||||
private var pixelsX:Int;
|
||||
private var pixelsY:Int;
|
||||
private var interlacingStage:Int;
|
||||
private var interlacingStep:Int;
|
||||
|
||||
public function new()
|
||||
{
|
||||
blockBuffer = Bytes.alloc(256);
|
||||
}
|
||||
|
||||
public function encode(width:Int, height:Int, pixels:Bytes, colorsCount:Int, out:Output, interlaced:Bool):Void
|
||||
{
|
||||
minCodeSize = Math.round(Tools.log2(colorsCount));
|
||||
|
||||
this.pixels = pixels;
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.out = out;
|
||||
|
||||
htab = new Vector(HSIZE);
|
||||
codetab = new Vector(HSIZE);
|
||||
|
||||
blockBufferCaret = 0;
|
||||
bits = 0;
|
||||
bitsCount = 0;
|
||||
|
||||
clearCode = 1 << minCodeSize;
|
||||
eofCode = clearCode + 1;
|
||||
freeEnt = clearCode + 2;
|
||||
|
||||
out.writeByte(minCodeSize);
|
||||
remaining = width * height;
|
||||
|
||||
this.interlaced = interlaced;
|
||||
if (interlaced)
|
||||
{
|
||||
pixelsX = 0;
|
||||
pixelsY = 0;
|
||||
interlacingStage = 0;
|
||||
interlacingStep = 8;
|
||||
}
|
||||
else pixelsCaret = 0;
|
||||
|
||||
compress();
|
||||
out.writeByte(0);
|
||||
}
|
||||
|
||||
private function char_out(c:Int):Void
|
||||
{
|
||||
blockBuffer.set(blockBufferCaret++, c);
|
||||
if (blockBufferCaret >= 254) flush_char();
|
||||
}
|
||||
|
||||
private function cl_block():Void
|
||||
{
|
||||
cl_hash(HSIZE);
|
||||
freeEnt = clearCode + 2;
|
||||
clearFlag = true;
|
||||
output(clearCode);
|
||||
}
|
||||
|
||||
private function cl_hash(hsize:Int):Void
|
||||
{
|
||||
for (i in 0...hsize) htab[i] = -1;
|
||||
}
|
||||
|
||||
private function compress():Void
|
||||
{
|
||||
var disp:Int;
|
||||
var i:Int;
|
||||
|
||||
clearFlag = false;
|
||||
codeSize = minCodeSize + 1;
|
||||
codeSizeLimit = MAXCODE(codeSize);
|
||||
|
||||
var ent:Int = nextPixel();
|
||||
|
||||
var hshift:Int = 0;
|
||||
var fcode:Int = HSIZE;
|
||||
while (fcode < 65536)
|
||||
{
|
||||
++hshift;
|
||||
fcode *= 2;
|
||||
}
|
||||
hshift = 8 - hshift;
|
||||
var hsize_reg:Int = HSIZE;
|
||||
cl_hash(hsize_reg);
|
||||
|
||||
output(clearCode);
|
||||
|
||||
var c:Int;
|
||||
while ((c = nextPixel()) != EOF)
|
||||
{
|
||||
fcode = (c << BITS) + ent;
|
||||
i = (c << hshift) ^ ent;
|
||||
if (htab[i] == fcode)
|
||||
{
|
||||
ent = codetab[i];
|
||||
continue;
|
||||
}
|
||||
else if (htab[i] >= 0)
|
||||
{
|
||||
disp = hsize_reg - i;
|
||||
if (i == 0) disp = 1;
|
||||
var skip:Bool = false;
|
||||
do
|
||||
{
|
||||
if ((i -= disp) < 0) i += hsize_reg;
|
||||
if (htab[i] == fcode)
|
||||
{
|
||||
ent = codetab[i];
|
||||
skip = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
while (htab[i] >= 0);
|
||||
if (skip) continue;
|
||||
}
|
||||
|
||||
output(ent);
|
||||
ent = c;
|
||||
if (freeEnt < (1 << BITS))
|
||||
{
|
||||
codetab[i] = freeEnt++;
|
||||
htab[i] = fcode;
|
||||
}
|
||||
else
|
||||
{
|
||||
cl_block();
|
||||
}
|
||||
}
|
||||
|
||||
output(ent);
|
||||
output(eofCode);
|
||||
}
|
||||
|
||||
private function flush_char():Void
|
||||
{
|
||||
if (blockBufferCaret > 0)
|
||||
{
|
||||
out.writeByte(blockBufferCaret);
|
||||
out.writeBytes(blockBuffer, 0, blockBufferCaret);
|
||||
blockBufferCaret = 0;
|
||||
}
|
||||
}
|
||||
|
||||
private inline function MAXCODE(n_bits:Int):Int
|
||||
{
|
||||
return (1 << n_bits) - 1;
|
||||
}
|
||||
|
||||
private function nextPixel():Int
|
||||
{
|
||||
if (remaining == 0) return EOF;
|
||||
remaining--;
|
||||
if (interlaced)
|
||||
{
|
||||
if (++pixelsX == width)
|
||||
{
|
||||
pixelsX = 0;
|
||||
pixelsY += interlacingStep;
|
||||
if (pixelsY >= height)
|
||||
{
|
||||
switch (interlacingStage)
|
||||
{
|
||||
// first: Every 8 line with start at 0
|
||||
case 0: pixelsY = 4; // Every 8 line with start at 4
|
||||
case 1: pixelsY = 2; interlacingStep = 4; // Every 4 line with start at 2
|
||||
case 2: pixelsY = 1; interlacingStep = 2; // Every 2 line with start at 1
|
||||
default: return -1; // EOF
|
||||
}
|
||||
interlacingStage++;
|
||||
}
|
||||
}
|
||||
return pixels.get(pixelsY * width + pixelsX);
|
||||
}
|
||||
else
|
||||
{
|
||||
return pixels.get(pixelsCaret++);
|
||||
}
|
||||
}
|
||||
|
||||
private function output(code:Int):Void
|
||||
{
|
||||
bits &= masks[bitsCount];
|
||||
|
||||
if (bitsCount > 0) bits |= (code << bitsCount);
|
||||
else bits = code;
|
||||
|
||||
bitsCount += codeSize;
|
||||
|
||||
while (bitsCount >= 8)
|
||||
{
|
||||
char_out(bits & 0xFF);
|
||||
bits >>= 8;
|
||||
bitsCount -= 8;
|
||||
}
|
||||
|
||||
if (freeEnt > codeSizeLimit || clearFlag)
|
||||
{
|
||||
if (clearFlag)
|
||||
{
|
||||
codeSizeLimit = MAXCODE(codeSize = minCodeSize + 1);
|
||||
clearFlag = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
codeSize++;
|
||||
if (codeSize == BITS) codeSizeLimit = 1 << BITS;
|
||||
else codeSizeLimit = MAXCODE(codeSize);
|
||||
}
|
||||
}
|
||||
|
||||
if (code == eofCode)
|
||||
{
|
||||
while (bitsCount > 0)
|
||||
{
|
||||
char_out(bits & 0xFF);
|
||||
bits >>= 8;
|
||||
bitsCount -= 8;
|
||||
}
|
||||
flush_char();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
37
leenkx/Sources/iron/format/jpg/Data.hx
Normal file
37
leenkx/Sources/iron/format/jpg/Data.hx
Normal file
@ -0,0 +1,37 @@
|
||||
/*
|
||||
* format - Haxe File Formats
|
||||
*
|
||||
* JPG File Format
|
||||
* Copyright (C) 2007-2009 Trevor McCauley, Baluta Cristian (hx port) & Robert Sköld (format conversion)
|
||||
*
|
||||
* Copyright (c) 2009, The Haxe Project Contributors
|
||||
* All rights reserved.
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
*
|
||||
* - Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* - Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE HAXE PROJECT CONTRIBUTORS "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE HAXE PROJECT CONTRIBUTORS BE LIABLE FOR
|
||||
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
|
||||
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
|
||||
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
|
||||
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
|
||||
* DAMAGE.
|
||||
*/
|
||||
package iron.format.jpg;
|
||||
|
||||
typedef Data = {
|
||||
var width : Int;
|
||||
var height : Int;
|
||||
var quality : Float;
|
||||
var pixels : haxe.io.Bytes;
|
||||
}
|
||||
657
leenkx/Sources/iron/format/jpg/Writer.hx
Normal file
657
leenkx/Sources/iron/format/jpg/Writer.hx
Normal file
@ -0,0 +1,657 @@
|
||||
package iron.format.jpg;
|
||||
|
||||
class Writer {
|
||||
var ZigZag: Array<Int>;
|
||||
|
||||
// Static table initialization
|
||||
function initZigZag() {
|
||||
ZigZag = [
|
||||
0, 1, 5, 6,14,15,27,28,
|
||||
2, 4, 7,13,16,26,29,42,
|
||||
3, 8,12,17,25,30,41,43,
|
||||
9,11,18,24,31,40,44,53,
|
||||
10,19,23,32,39,45,52,54,
|
||||
20,22,33,38,46,51,55,60,
|
||||
21,34,37,47,50,56,59,61,
|
||||
35,36,48,49,57,58,62,63
|
||||
];
|
||||
}
|
||||
|
||||
var YTable: Array<Int>;
|
||||
var UVTable: Array<Int>;
|
||||
var fdtbl_Y: Array<Float>;
|
||||
var fdtbl_UV: Array<Float>;
|
||||
|
||||
function initQuantTables(sf: Int) {
|
||||
var YQT: Array<Int> = [
|
||||
16, 11, 10, 16, 24, 40, 51, 61,
|
||||
12, 12, 14, 19, 26, 58, 60, 55,
|
||||
14, 13, 16, 24, 40, 57, 69, 56,
|
||||
14, 17, 22, 29, 51, 87, 80, 62,
|
||||
18, 22, 37, 56, 68,109,103, 77,
|
||||
24, 35, 55, 64, 81,104,113, 92,
|
||||
49, 64, 78, 87,103,121,120,101,
|
||||
72, 92, 95, 98,112,100,103, 99
|
||||
];
|
||||
for (i in 0...64) {
|
||||
var t: Int = Math.floor( (YQT[i] * sf + 50) / 100 );
|
||||
if( t < 1 ) t = 1;
|
||||
else if( t > 255 ) t = 255;
|
||||
YTable[ ZigZag[i] ] = t;
|
||||
}
|
||||
var UVQT: Array<Int> = [
|
||||
17, 18, 24, 47, 99, 99, 99, 99,
|
||||
18, 21, 26, 66, 99, 99, 99, 99,
|
||||
24, 26, 56, 99, 99, 99, 99, 99,
|
||||
47, 66, 99, 99, 99, 99, 99, 99,
|
||||
99, 99, 99, 99, 99, 99, 99, 99,
|
||||
99, 99, 99, 99, 99, 99, 99, 99,
|
||||
99, 99, 99, 99, 99, 99, 99, 99,
|
||||
99, 99, 99, 99, 99, 99, 99, 99
|
||||
];
|
||||
for( j in 0...64 ) {
|
||||
var u: Int = Math.floor( (UVQT[j] * sf + 50) / 100 );
|
||||
if( u < 1 ) u = 1;
|
||||
else if( u > 255 ) u = 255;
|
||||
UVTable[ ZigZag[j] ] = u;
|
||||
}
|
||||
var aasf: Array<Float> = [
|
||||
1.0, 1.387039845, 1.306562965, 1.175875602,
|
||||
1.0, 0.785694958, 0.541196100, 0.275899379
|
||||
];
|
||||
var k = 0;
|
||||
for( row in 0...8 ) {
|
||||
for( col in 0...8 ) {
|
||||
fdtbl_Y[k] = (1.0 / (YTable [ZigZag[k]] * aasf[row] * aasf[col] * 8.0));
|
||||
fdtbl_UV[k] = (1.0 / (UVTable[ZigZag[k]] * aasf[row] * aasf[col] * 8.0));
|
||||
k++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var std_dc_luminance_nrcodes: Array<Int>;
|
||||
var std_dc_luminance_values: haxe.io.Bytes;
|
||||
var std_ac_luminance_nrcodes: Array<Int>;
|
||||
var std_ac_luminance_values: haxe.io.Bytes;
|
||||
|
||||
function initLuminance() {
|
||||
std_dc_luminance_nrcodes = [0,0,1,5,1,1,1,1,1,1,0,0,0,0,0,0,0];
|
||||
std_dc_luminance_values = strIntsToBytes( '0,1,2,3,4,5,6,7,8,9,10,11' );
|
||||
std_ac_luminance_nrcodes = [0,0,2,1,3,3,2,4,3,5,5,4,4,0,0,1,0x7d];
|
||||
std_ac_luminance_values = strIntsToBytes(
|
||||
'0x01,0x02,0x03,0x00,0x04,0x11,0x05,0x12,' +
|
||||
'0x21,0x31,0x41,0x06,0x13,0x51,0x61,0x07,' +
|
||||
'0x22,0x71,0x14,0x32,0x81,0x91,0xa1,0x08,' +
|
||||
'0x23,0x42,0xb1,0xc1,0x15,0x52,0xd1,0xf0,' +
|
||||
'0x24,0x33,0x62,0x72,0x82,0x09,0x0a,0x16,' +
|
||||
'0x17,0x18,0x19,0x1a,0x25,0x26,0x27,0x28,' +
|
||||
'0x29,0x2a,0x34,0x35,0x36,0x37,0x38,0x39,' +
|
||||
'0x3a,0x43,0x44,0x45,0x46,0x47,0x48,0x49,' +
|
||||
'0x4a,0x53,0x54,0x55,0x56,0x57,0x58,0x59,' +
|
||||
'0x5a,0x63,0x64,0x65,0x66,0x67,0x68,0x69,' +
|
||||
'0x6a,0x73,0x74,0x75,0x76,0x77,0x78,0x79,' +
|
||||
'0x7a,0x83,0x84,0x85,0x86,0x87,0x88,0x89,' +
|
||||
'0x8a,0x92,0x93,0x94,0x95,0x96,0x97,0x98,' +
|
||||
'0x99,0x9a,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,' +
|
||||
'0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,0xb5,0xb6,' +
|
||||
'0xb7,0xb8,0xb9,0xba,0xc2,0xc3,0xc4,0xc5,' +
|
||||
'0xc6,0xc7,0xc8,0xc9,0xca,0xd2,0xd3,0xd4,' +
|
||||
'0xd5,0xd6,0xd7,0xd8,0xd9,0xda,0xe1,0xe2,' +
|
||||
'0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,0xea,' +
|
||||
'0xf1,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,' +
|
||||
'0xf9,0xfa'
|
||||
);
|
||||
}
|
||||
|
||||
function strIntsToBytes( s: String ) {
|
||||
var len = s.length;
|
||||
var b = new haxe.io.BytesBuffer();
|
||||
var val = 0;
|
||||
var i = 0;
|
||||
for( j in 0...len ) {
|
||||
if( s.charAt( j ) == ',' ) {
|
||||
val = Std.parseInt( s.substr(i, j - i) );
|
||||
b.addByte( val );
|
||||
i = j + 1;
|
||||
}
|
||||
}
|
||||
if( i < len ) {
|
||||
val = Std.parseInt( s.substr(i) );
|
||||
b.addByte( val );
|
||||
}
|
||||
return b.getBytes();
|
||||
}
|
||||
|
||||
var std_dc_chrominance_nrcodes: Array<Int>;
|
||||
var std_dc_chrominance_values: haxe.io.Bytes;
|
||||
var std_ac_chrominance_nrcodes: Array<Int>;
|
||||
var std_ac_chrominance_values: haxe.io.Bytes;
|
||||
|
||||
function initChrominance() {
|
||||
std_dc_chrominance_nrcodes = [0,0,3,1,1,1,1,1,1,1,1,1,0,0,0,0,0];
|
||||
std_dc_chrominance_values = strIntsToBytes( '0,1,2,3,4,5,6,7,8,9,10,11' );
|
||||
std_ac_chrominance_nrcodes = [0,0,2,1,2,4,4,3,4,7,5,4,4,0,1,2,0x77];
|
||||
std_ac_chrominance_values = strIntsToBytes(
|
||||
'0x00,0x01,0x02,0x03,0x11,0x04,0x05,0x21,' +
|
||||
'0x31,0x06,0x12,0x41,0x51,0x07,0x61,0x71,' +
|
||||
'0x13,0x22,0x32,0x81,0x08,0x14,0x42,0x91,' +
|
||||
'0xa1,0xb1,0xc1,0x09,0x23,0x33,0x52,0xf0,' +
|
||||
'0x15,0x62,0x72,0xd1,0x0a,0x16,0x24,0x34,' +
|
||||
'0xe1,0x25,0xf1,0x17,0x18,0x19,0x1a,0x26,' +
|
||||
'0x27,0x28,0x29,0x2a,0x35,0x36,0x37,0x38,' +
|
||||
'0x39,0x3a,0x43,0x44,0x45,0x46,0x47,0x48,' +
|
||||
'0x49,0x4a,0x53,0x54,0x55,0x56,0x57,0x58,' +
|
||||
'0x59,0x5a,0x63,0x64,0x65,0x66,0x67,0x68,' +
|
||||
'0x69,0x6a,0x73,0x74,0x75,0x76,0x77,0x78,' +
|
||||
'0x79,0x7a,0x82,0x83,0x84,0x85,0x86,0x87,' +
|
||||
'0x88,0x89,0x8a,0x92,0x93,0x94,0x95,0x96,' +
|
||||
'0x97,0x98,0x99,0x9a,0xa2,0xa3,0xa4,0xa5,' +
|
||||
'0xa6,0xa7,0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,' +
|
||||
'0xb5,0xb6,0xb7,0xb8,0xb9,0xba,0xc2,0xc3,' +
|
||||
'0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xd2,' +
|
||||
'0xd3,0xd4,0xd5,0xd6,0xd7,0xd8,0xd9,0xda,' +
|
||||
'0xe2,0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,' +
|
||||
'0xea,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,' +
|
||||
'0xf9,0xfa'
|
||||
);
|
||||
}
|
||||
|
||||
var YDC_HT: Map<Int,BitString>;
|
||||
var UVDC_HT: Map<Int,BitString>;
|
||||
var YAC_HT: Map<Int,BitString>;
|
||||
var UVAC_HT: Map<Int,BitString>;
|
||||
|
||||
// Función para crear la tabla Huffman (Helper)
|
||||
function computeHuffmanTbl(nrcodes: Array<Int>, std_table: haxe.io.Bytes): Map<Int,BitString> {
|
||||
var codevalue = 0;
|
||||
var pos_in_table = 0;
|
||||
var HT: Map<Int,BitString> = new Map();
|
||||
for( k in 1...17 ) {
|
||||
var end = nrcodes[k];
|
||||
for( j in 0...end ) {
|
||||
var idx: Int = std_table.get( pos_in_table );
|
||||
HT.set( idx, new BitString( k, codevalue ) );
|
||||
pos_in_table++;
|
||||
codevalue++;
|
||||
}
|
||||
codevalue *= 2;
|
||||
}
|
||||
return HT;
|
||||
}
|
||||
|
||||
function initHuffmanTbl() {
|
||||
YDC_HT = computeHuffmanTbl(std_dc_luminance_nrcodes, std_dc_luminance_values);
|
||||
UVDC_HT = computeHuffmanTbl(std_dc_chrominance_nrcodes, std_dc_chrominance_values);
|
||||
|
||||
YAC_HT = computeHuffmanTbl(std_ac_luminance_nrcodes, std_ac_luminance_values);
|
||||
UVAC_HT = computeHuffmanTbl(std_ac_chrominance_nrcodes, std_ac_chrominance_values);
|
||||
|
||||
// CORRECCIÓN DE TABLAS: Asegurar la existencia de EOB (0x00) y ZRL (0xF0)
|
||||
// Esto es necesario para evitar fallos si el 'computeHuffmanTbl' no incluye estos valores por algún motivo.
|
||||
if (YAC_HT.get(0x00) == null) YAC_HT.set(0x00, new BitString(4, 0x00));
|
||||
if (UVAC_HT.get(0x00) == null) UVAC_HT.set(0x00, new BitString(4, 0x00));
|
||||
if (YAC_HT.get(0xF0) == null) YAC_HT.set(0xF0, new BitString(11, 0x1E));
|
||||
if (UVAC_HT.get(0xF0) == null) UVAC_HT.set(0xF0, new BitString(11, 0x1E));
|
||||
}
|
||||
|
||||
var bitcode: Map<Int,BitString>;
|
||||
var category: Map<Int,Int>;
|
||||
|
||||
function initCategoryNumber() {
|
||||
var nrlower = 1;
|
||||
var nrupper = 2;
|
||||
var idx: Int;
|
||||
for (cat in 1...16) {
|
||||
//Positive numbers
|
||||
for( nr in nrlower...nrupper ) {
|
||||
idx = 32767 + nr;
|
||||
category.set( idx, cat );
|
||||
bitcode.set( idx, new BitString( cat, nr ) );
|
||||
}
|
||||
//Negative numbers
|
||||
var nrneg: Int = -(nrupper - 1);
|
||||
while( nrneg <= -nrlower ) {
|
||||
idx = 32767 + nrneg;
|
||||
category.set( idx, cat );
|
||||
bitcode.set( idx, new BitString( cat, nrupper - 1 + nrneg ) );
|
||||
nrneg++;
|
||||
}
|
||||
nrlower <<= 1;
|
||||
nrupper <<= 1;
|
||||
}
|
||||
}
|
||||
|
||||
// IO functions
|
||||
var byteout: haxe.io.Output;
|
||||
var bytenew: Int;
|
||||
var bytepos: Int;
|
||||
|
||||
function writeBits(bs: BitString) {
|
||||
// Se confía en que bs no es nulo gracias al clamping y las correcciones de tablas.
|
||||
var value: Int = bs.val;
|
||||
var posval: Int = bs.len - 1;
|
||||
while( posval >= 0 ) {
|
||||
if( (value & (1 << posval)) != 0 ) {
|
||||
bytenew |= (1 << bytepos);
|
||||
}
|
||||
posval--;
|
||||
bytepos--;
|
||||
if( bytepos < 0 ) {
|
||||
if( bytenew == 0xFF ) {
|
||||
b(0xFF);
|
||||
b(0);
|
||||
}
|
||||
else {
|
||||
b(bytenew);
|
||||
}
|
||||
bytepos = 7;
|
||||
bytenew = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function writeWord( val: Int ) {
|
||||
b( (val >> 8) & 0xFF );
|
||||
b( val & 0xFF );
|
||||
}
|
||||
|
||||
// DCT & quantization core
|
||||
|
||||
function fDCTQuant(data: Array<Float>, fdtbl: Array<Float>): Array<Float> {
|
||||
/* Pass 1: process rows. */
|
||||
var dataOff = 0;
|
||||
for (i in 0...8) {
|
||||
var tmp0: Float = data[dataOff + 0] + data[dataOff + 7];
|
||||
var tmp7: Float = data[dataOff + 0] - data[dataOff + 7];
|
||||
var tmp1: Float = data[dataOff + 1] + data[dataOff + 6];
|
||||
var tmp6: Float = data[dataOff + 1] - data[dataOff + 6];
|
||||
var tmp2: Float = data[dataOff + 2] + data[dataOff + 5];
|
||||
var tmp5: Float = data[dataOff + 2] - data[dataOff + 5];
|
||||
var tmp3: Float = data[dataOff + 3] + data[dataOff + 4];
|
||||
var tmp4: Float = data[dataOff + 3] - data[dataOff + 4];
|
||||
|
||||
/* Even part */
|
||||
var tmp10: Float = tmp0 + tmp3; /* phase 2 */
|
||||
var tmp13: Float = tmp0 - tmp3;
|
||||
var tmp11: Float = tmp1 + tmp2;
|
||||
var tmp12: Float = tmp1 - tmp2;
|
||||
|
||||
data[dataOff + 0] = tmp10 + tmp11; /* phase 3 */
|
||||
data[dataOff + 4] = tmp10 - tmp11;
|
||||
|
||||
var z1: Float = (tmp12 + tmp13) * 0.707106781; /* c4 */
|
||||
data[dataOff + 2] = tmp13 + z1; /* phase 5 */
|
||||
data[dataOff + 6] = tmp13 - z1;
|
||||
|
||||
/* Odd part */
|
||||
tmp10 = tmp4 + tmp5; /* phase 2 */
|
||||
tmp11 = tmp5 + tmp6;
|
||||
tmp12 = tmp6 + tmp7;
|
||||
|
||||
/* The rotator is modified from fig 4-8 to avoid extra negations. */
|
||||
var z5: Float = (tmp10 - tmp12) * 0.382683433; /* c6 */
|
||||
var z2: Float = 0.541196100 * tmp10 + z5; /* c2-c6 */
|
||||
var z4: Float = 1.306562965 * tmp12 + z5; /* c2+c6 */
|
||||
var z3: Float = tmp11 * 0.707106781; /* c4 */
|
||||
|
||||
var z11: Float = tmp7 + z3; /* phase 5 */
|
||||
var z13: Float = tmp7 - z3;
|
||||
|
||||
data[dataOff + 5] = z13 + z2; /* phase 6 */
|
||||
data[dataOff + 3] = z13 - z2;
|
||||
data[dataOff + 1] = z11 + z4;
|
||||
data[dataOff + 7] = z11 - z4;
|
||||
|
||||
dataOff += 8; /* advance pointer to next row */
|
||||
}
|
||||
|
||||
/* Pass 2: process columns. */
|
||||
dataOff = 0;
|
||||
for (j in 0...8) {
|
||||
var tmp0p2: Float = data[dataOff+ 0] + data[dataOff+56];
|
||||
var tmp7p2: Float = data[dataOff+ 0] - data[dataOff+56];
|
||||
var tmp1p2: Float = data[dataOff+ 8] + data[dataOff+48];
|
||||
var tmp6p2: Float = data[dataOff+ 8] - data[dataOff+48];
|
||||
var tmp2p2: Float = data[dataOff+16] + data[dataOff+40];
|
||||
var tmp5p2: Float = data[dataOff+16] - data[dataOff+40];
|
||||
var tmp3p2: Float = data[dataOff+24] + data[dataOff+32];
|
||||
var tmp4p2: Float = data[dataOff+24] - data[dataOff+32];
|
||||
|
||||
/* Even part */
|
||||
var tmp10p2: Float = tmp0p2 + tmp3p2; /* phase 2 */
|
||||
var tmp13p2: Float = tmp0p2 - tmp3p2;
|
||||
var tmp11p2: Float = tmp1p2 + tmp2p2;
|
||||
var tmp12p2: Float = tmp1p2 - tmp2p2;
|
||||
|
||||
data[dataOff+ 0] = tmp10p2 + tmp11p2; /* phase 3 */
|
||||
data[dataOff+32] = tmp10p2 - tmp11p2;
|
||||
|
||||
var z1p2: Float = (tmp12p2 + tmp13p2) * 0.707106781; /* c4 */
|
||||
data[dataOff+16] = tmp13p2 + z1p2; /* phase 5 */
|
||||
data[dataOff+48] = tmp13p2 - z1p2;
|
||||
|
||||
/* Odd part */
|
||||
tmp10p2 = tmp4p2 + tmp5p2; /* phase 2 */
|
||||
tmp11p2 = tmp5p2 + tmp6p2;
|
||||
tmp12p2 = tmp6p2 + tmp7p2;
|
||||
|
||||
/* The rotator is modified from fig 4-8 to avoid extra negations. */
|
||||
var z5p2: Float = (tmp10p2 - tmp12p2) * 0.382683433; /* c6 */
|
||||
var z2p2: Float = 0.541196100 * tmp10p2 + z5p2; /* c2-c6 */
|
||||
var z4p2: Float = 1.306562965 * tmp12p2 + z5p2; /* c2+c6 */
|
||||
var z3p2: Float= tmp11p2 * 0.707106781; /* c4 */
|
||||
|
||||
var z11p2: Float = tmp7p2 + z3p2; /* phase 5 */
|
||||
var z13p2: Float = tmp7p2 - z3p2;
|
||||
|
||||
data[dataOff+40] = z13p2 + z2p2; /* phase 6 */
|
||||
data[dataOff+24] = z13p2 - z2p2;
|
||||
data[dataOff+ 8] = z11p2 + z4p2;
|
||||
data[dataOff+56] = z11p2 - z4p2;
|
||||
|
||||
dataOff++; /* advance pointer to next column */
|
||||
}
|
||||
|
||||
// Quantize/descale the coefficients
|
||||
for (k in 0...64) {
|
||||
// Apply the quantization and scaling factor & Round to nearest integer
|
||||
data[k] = Math.round(data[k] * fdtbl[k]);
|
||||
}
|
||||
return data;
|
||||
}
|
||||
|
||||
// Chunk writing
|
||||
|
||||
inline function b(v) {
|
||||
byteout.writeByte(v);
|
||||
}
|
||||
|
||||
function writeAPP0() {
|
||||
b(0xFF); b(0xE0); //<- marker 0xFFE0
|
||||
b(0); b(16); //<- length
|
||||
b("J".code); // J
|
||||
b("F".code);
|
||||
b("I".code);
|
||||
b("F".code);
|
||||
b(0);
|
||||
b(1); // versionhi
|
||||
b(1); // versionlo
|
||||
b(0); // xyunits
|
||||
b(0); b(1); // xdensity
|
||||
b(0); b(1); // ydensity
|
||||
b(0); // thumbnwidth
|
||||
b(0); // thumbnheight
|
||||
}
|
||||
function writeDQT() {
|
||||
b(0xFF); b(0xDB); //<- marker 0xFFDB
|
||||
b(0); b(132); //<- length
|
||||
b(0);
|
||||
for( j in 0...64 )
|
||||
b(YTable[j]);
|
||||
b(1);
|
||||
for( j in 0...64 )
|
||||
b(UVTable[j]);
|
||||
}
|
||||
function writeSOF0(width: Int, height: Int) {
|
||||
b(0xFF); b(0xC0); //<- marker 0xFFC0
|
||||
b(0); b(17); //<- length, truecolor YUV JPG
|
||||
b(8); // precision
|
||||
b( (height>>8) & 0xFF );
|
||||
b( height & 0xFF );
|
||||
b( (width>>8) & 0xFF );
|
||||
b( width & 0xFF );
|
||||
b(3); // nrofcomponents
|
||||
b(1); // IdY
|
||||
b(0x11); // HVY
|
||||
b(0); // QTY
|
||||
b(2); // IdU
|
||||
b(0x11); // HVU
|
||||
b(1); // QTU
|
||||
b(3); // IdV
|
||||
b(0x11); // HVV
|
||||
b(1); // QTV
|
||||
}
|
||||
|
||||
function writeDHT() {
|
||||
b(0xFF); b(0xC4); //<- marker 0xFFC4
|
||||
b(0x01); b(0xA2); //<- length
|
||||
b(0); // HTYDCinfo
|
||||
for( j in 1...17 )
|
||||
b(std_dc_luminance_nrcodes[j]);
|
||||
byteout.write(std_dc_luminance_values);
|
||||
|
||||
b(0x10); // HTYACinfo
|
||||
for( j in 1...17 )
|
||||
b(std_ac_luminance_nrcodes[j]);
|
||||
byteout.write(std_ac_luminance_values);
|
||||
|
||||
b(1); // HTUDCinfo
|
||||
for( j in 1...17 )
|
||||
b(std_dc_chrominance_nrcodes[j]);
|
||||
byteout.write(std_dc_chrominance_values);
|
||||
|
||||
b(0x11); // HTUACinfo
|
||||
for( j in 1...17 )
|
||||
b(std_ac_chrominance_nrcodes[j]);
|
||||
byteout.write(std_ac_chrominance_values);
|
||||
}
|
||||
|
||||
function writeSOS() {
|
||||
b(0xFF); b(0xDA); //<- marker 0xFFDA
|
||||
b(0); b(12); //<- length
|
||||
b(3); // nrofcomponents
|
||||
b(1); // IdY
|
||||
b(0); // HTY
|
||||
b(2); // IdU
|
||||
b(0x11); // HTU
|
||||
b(3); // IdV
|
||||
b(0x11); // HTV
|
||||
b(0); // Ss
|
||||
b(0x3F); // Se
|
||||
b(0); // Bf
|
||||
}
|
||||
|
||||
// Core processing
|
||||
var DU: Array<Float>;
|
||||
|
||||
function processDU(CDU: Array<Float>, fdtbl: Array<Float>, DC: Float, HTDC: Map<Int,BitString>, HTAC: Map<Int,BitString>): Float {
|
||||
var EOB: BitString = HTAC.get( 0x00 );
|
||||
var M16zeroes: BitString = HTAC.get( 0xF0 );
|
||||
|
||||
var DU_DCT: Array<Float> = fDCTQuant(CDU, fdtbl);
|
||||
//ZigZag reorder
|
||||
for (i in 0...64) {
|
||||
DU[ ZigZag[i] ] = DU_DCT[i];
|
||||
}
|
||||
var idx: Int;
|
||||
var Diff = Std.int( DU[0] - DC );
|
||||
DC = DU[0];
|
||||
|
||||
// CORRECCIÓN DE RANGO: Clamping de la diferencia DC (previene accesos a `category` fuera de rango)
|
||||
if (Diff > 16383) Diff = 16383;
|
||||
if (Diff < -16383) Diff = -16383;
|
||||
|
||||
//Encode DC
|
||||
if( Diff == 0 ) {
|
||||
writeBits( HTDC.get(0) );
|
||||
} else {
|
||||
idx = 32767 + Diff;
|
||||
writeBits(HTDC.get( category.get( idx ) ));
|
||||
writeBits( bitcode.get( idx ) );
|
||||
}
|
||||
|
||||
//Encode ACs
|
||||
var end0pos = 63;
|
||||
while( (end0pos > 0) && ( DU[end0pos] == 0.0 ) ) end0pos--;
|
||||
|
||||
//end0pos = first element in reverse order !=0
|
||||
if ( end0pos == 0 ) {
|
||||
writeBits(EOB);
|
||||
return DC;
|
||||
}
|
||||
var i = 1;
|
||||
while ( i <= end0pos ) {
|
||||
var startpos = i;
|
||||
while( ( DU[i] == 0.0 ) && ( i <= end0pos ) ) i++;
|
||||
|
||||
// Chequeo de seguridad si 'i' saltó más allá
|
||||
if (i > end0pos) break;
|
||||
|
||||
var nrzeroes: Int = i - startpos;
|
||||
if ( nrzeroes >= 16 ) {
|
||||
for( nrmarker in 0...(nrzeroes >> 4) ) writeBits(M16zeroes);
|
||||
nrzeroes &= 0xF;
|
||||
}
|
||||
|
||||
// CORRECCIÓN DE RANGO: Clamping del coeficiente AC
|
||||
var du_val = Std.int( DU[i] );
|
||||
if (du_val > 16383) du_val = 16383;
|
||||
if (du_val < -16383) du_val = -16383;
|
||||
|
||||
// LÓGICA DE SALTO: Si el clamping forzó el valor a 0, saltamos.
|
||||
if (du_val == 0) {
|
||||
i++;
|
||||
continue;
|
||||
}
|
||||
|
||||
idx = 32767 + du_val;
|
||||
|
||||
var cat = category.get( idx );
|
||||
// Si 'cat' es nulo, significa que el valor de 'du_val' está fuera del rango -16383..16383, lo cual el clamping debería haber prevenido.
|
||||
var index_ac = nrzeroes * 16 + cat;
|
||||
|
||||
writeBits( HTAC.get( index_ac ) );
|
||||
writeBits( bitcode.get( idx ) );
|
||||
i++;
|
||||
}
|
||||
if( end0pos != 63 ) writeBits(EOB);
|
||||
return DC;
|
||||
}
|
||||
|
||||
var YDU: Array<Float>;
|
||||
var UDU: Array<Float>;
|
||||
var VDU: Array<Float>;
|
||||
|
||||
function RGB2YUV(img: haxe.io.Bytes, width : Int, xpos: Int, ypos: Int) {
|
||||
var pos = 0;
|
||||
for( y in 0...8 ) {
|
||||
var offset = ((y + ypos) * width + xpos) << 2;
|
||||
for( x in 0...8 ) {
|
||||
offset++; // skip alpha
|
||||
var R = img.get(offset++);
|
||||
var G = img.get(offset++);
|
||||
var B = img.get(offset++);
|
||||
YDU[pos] = ((( 0.29900) * R + ( 0.58700) * G + ( 0.11400) * B)) -128;
|
||||
UDU[pos] = (((-0.16874) * R + (-0.33126) * G + ( 0.50000) * B));
|
||||
VDU[pos] = ((( 0.50000) * R + (-0.41869) * G + (-0.08131) * B));
|
||||
pos++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public function new( out : haxe.io.Output ) {
|
||||
//begin : lines added to initialize variables
|
||||
YTable = new Array<Int>();
|
||||
UVTable = new Array<Int>();
|
||||
fdtbl_Y = new Array<Float>();
|
||||
fdtbl_UV = new Array<Float>();
|
||||
for (i in 0...64) {
|
||||
YTable.push(0); UVTable.push(0);
|
||||
fdtbl_Y.push(0.0); fdtbl_UV.push(0.0);
|
||||
}
|
||||
|
||||
bitcode = new Map();
|
||||
category = new Map();
|
||||
byteout = out;
|
||||
bytenew = 0;
|
||||
bytepos = 7;
|
||||
|
||||
YDC_HT = new Map();
|
||||
UVDC_HT = new Map();
|
||||
YAC_HT = new Map();
|
||||
UVAC_HT = new Map();
|
||||
|
||||
YDU = new Array<Float>();
|
||||
UDU = new Array<Float>();
|
||||
VDU = new Array<Float>();
|
||||
DU = new Array<Float>();
|
||||
for (i in 0...64) {
|
||||
YDU.push(0.0); UDU.push(0.0); VDU.push(0.0); DU.push(0.0);
|
||||
}
|
||||
initZigZag();
|
||||
initLuminance();
|
||||
initChrominance();
|
||||
//end : lines added to initialize variables
|
||||
|
||||
// Create tables
|
||||
initHuffmanTbl();
|
||||
initCategoryNumber();
|
||||
}
|
||||
|
||||
public function write( image : Data ) {
|
||||
// init quality table
|
||||
var quality = image.quality;
|
||||
if( quality <= 0 ) quality = 1;
|
||||
if( quality > 100 ) quality = 100;
|
||||
var sf =
|
||||
if( quality < 50 ) Std.int( 5000 / quality )
|
||||
else Std.int( 200 - quality * 2 );
|
||||
initQuantTables(sf);
|
||||
|
||||
// Initialize bit writer
|
||||
bytenew = 0;
|
||||
bytepos = 7;
|
||||
|
||||
var width = image.width;
|
||||
var height = image.height;
|
||||
// Add JPEG headers
|
||||
writeWord(0xFFD8); // SOI
|
||||
writeAPP0();
|
||||
writeDQT();
|
||||
writeSOF0( width, height );
|
||||
writeDHT();
|
||||
writeSOS();
|
||||
|
||||
// Encode 8x8 macroblocks
|
||||
var DCY = 0.0;
|
||||
var DCU = 0.0;
|
||||
var DCV = 0.0;
|
||||
bytenew = 0;
|
||||
bytepos = 7;
|
||||
var ypos = 0;
|
||||
while( ypos < height ) {
|
||||
var xpos = 0;
|
||||
while( xpos < width ) {
|
||||
|
||||
// CORRECCIÓN CRÍTICA DE ESTADO: Limpieza de arreglos para evitar arrastre de valores (lo que el 'trace' estaba enmascarando)
|
||||
// Se asegura que los buffers sean cero antes de llenarlos con RGB2YUV si no se llenan completamente.
|
||||
for (k in 0...64) { YDU[k] = 0.0; UDU[k] = 0.0; VDU[k] = 0.0; }
|
||||
|
||||
RGB2YUV(image.pixels, width, xpos, ypos);
|
||||
DCY = processDU(YDU, fdtbl_Y, DCY, YDC_HT, YAC_HT);
|
||||
DCU = processDU(UDU, fdtbl_UV, DCU, UVDC_HT, UVAC_HT);
|
||||
DCV = processDU(VDU, fdtbl_UV, DCV, UVDC_HT, UVAC_HT);
|
||||
xpos += 8;
|
||||
}
|
||||
ypos += 8;
|
||||
}
|
||||
|
||||
// Do the bit alignment of the EOI marker
|
||||
if( bytepos >= 0 ) {
|
||||
var fillbits = new BitString( bytepos + 1, ( 1 << (bytepos + 1) ) - 1 );
|
||||
writeBits(fillbits);
|
||||
}
|
||||
|
||||
writeWord(0xFFD9); //EOI
|
||||
}
|
||||
}
|
||||
|
||||
private class BitString {
|
||||
public var len: Int;
|
||||
public var val: Int;
|
||||
|
||||
public function new( l: Int, v: Int ) {
|
||||
len = l;
|
||||
val = v;
|
||||
}
|
||||
}
|
||||
651
leenkx/Sources/iron/format/jpg/WriterOriginal.hx
Normal file
651
leenkx/Sources/iron/format/jpg/WriterOriginal.hx
Normal file
@ -0,0 +1,651 @@
|
||||
/*
|
||||
* format - Haxe File Formats
|
||||
*
|
||||
* JPG File Format
|
||||
* Copyright (C) 2007-2009 Thibault Imbert, AS3-to-Haxe by Michel Oster
|
||||
*
|
||||
* Copyright (c) 2009, The Haxe Project Contributors
|
||||
* All rights reserved.
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
*
|
||||
* - Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* - Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE HAXE PROJECT CONTRIBUTORS "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE HAXE PROJECT CONTRIBUTORS BE LIABLE FOR
|
||||
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
|
||||
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
|
||||
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
|
||||
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
|
||||
* DAMAGE.
|
||||
*/
|
||||
package iron.format.jpg;
|
||||
|
||||
class Writer {
|
||||
var ZigZag: Array<Int>;
|
||||
|
||||
// Static table initialization
|
||||
function initZigZag() {
|
||||
ZigZag = [
|
||||
0, 1, 5, 6,14,15,27,28,
|
||||
2, 4, 7,13,16,26,29,42,
|
||||
3, 8,12,17,25,30,41,43,
|
||||
9,11,18,24,31,40,44,53,
|
||||
10,19,23,32,39,45,52,54,
|
||||
20,22,33,38,46,51,55,60,
|
||||
21,34,37,47,50,56,59,61,
|
||||
35,36,48,49,57,58,62,63
|
||||
];
|
||||
}
|
||||
|
||||
var YTable: Array<Int>; // = new Array(64);
|
||||
var UVTable: Array<Int>; // = new Array(64);
|
||||
var fdtbl_Y: Array<Float>; // = new Array(64);
|
||||
var fdtbl_UV: Array<Float>; // = new Array(64);
|
||||
|
||||
function initQuantTables(sf: Int) {
|
||||
var YQT: Array<Int> = [
|
||||
16, 11, 10, 16, 24, 40, 51, 61,
|
||||
12, 12, 14, 19, 26, 58, 60, 55,
|
||||
14, 13, 16, 24, 40, 57, 69, 56,
|
||||
14, 17, 22, 29, 51, 87, 80, 62,
|
||||
18, 22, 37, 56, 68,109,103, 77,
|
||||
24, 35, 55, 64, 81,104,113, 92,
|
||||
49, 64, 78, 87,103,121,120,101,
|
||||
72, 92, 95, 98,112,100,103, 99
|
||||
];
|
||||
for (i in 0...64) {
|
||||
var t: Int = Math.floor( (YQT[i] * sf + 50) / 100 );
|
||||
if( t < 1 ) t = 1;
|
||||
else if( t > 255 ) t = 255;
|
||||
YTable[ ZigZag[i] ] = t;
|
||||
}
|
||||
var UVQT: Array<Int> = [
|
||||
17, 18, 24, 47, 99, 99, 99, 99,
|
||||
18, 21, 26, 66, 99, 99, 99, 99,
|
||||
24, 26, 56, 99, 99, 99, 99, 99,
|
||||
47, 66, 99, 99, 99, 99, 99, 99,
|
||||
99, 99, 99, 99, 99, 99, 99, 99,
|
||||
99, 99, 99, 99, 99, 99, 99, 99,
|
||||
99, 99, 99, 99, 99, 99, 99, 99,
|
||||
99, 99, 99, 99, 99, 99, 99, 99
|
||||
];
|
||||
for( j in 0...64 ) {
|
||||
var u: Int = Math.floor( (UVQT[j] * sf + 50) / 100 );
|
||||
if( u < 1 ) u = 1;
|
||||
else if( u > 255 ) u = 255;
|
||||
UVTable[ ZigZag[j] ] = u;
|
||||
}
|
||||
var aasf: Array<Float> = [
|
||||
1.0, 1.387039845, 1.306562965, 1.175875602,
|
||||
1.0, 0.785694958, 0.541196100, 0.275899379
|
||||
];
|
||||
var k = 0;
|
||||
for( row in 0...8 ) {
|
||||
for( col in 0...8 ) {
|
||||
fdtbl_Y[k] = (1.0 / (YTable [ZigZag[k]] * aasf[row] * aasf[col] * 8.0));
|
||||
fdtbl_UV[k] = (1.0 / (UVTable[ZigZag[k]] * aasf[row] * aasf[col] * 8.0));
|
||||
k++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var std_dc_luminance_nrcodes: Array<Int>;
|
||||
var std_dc_luminance_values: haxe.io.Bytes;
|
||||
var std_ac_luminance_nrcodes: Array<Int>;
|
||||
var std_ac_luminance_values: haxe.io.Bytes;
|
||||
|
||||
function initLuminance() {
|
||||
std_dc_luminance_nrcodes = [0,0,1,5,1,1,1,1,1,1,0,0,0,0,0,0,0];
|
||||
std_dc_luminance_values = strIntsToBytes( '0,1,2,3,4,5,6,7,8,9,10,11' );
|
||||
std_ac_luminance_nrcodes = [0,0,2,1,3,3,2,4,3,5,5,4,4,0,0,1,0x7d];
|
||||
std_ac_luminance_values = strIntsToBytes(
|
||||
'0x01,0x02,0x03,0x00,0x04,0x11,0x05,0x12,' +
|
||||
'0x21,0x31,0x41,0x06,0x13,0x51,0x61,0x07,' +
|
||||
'0x22,0x71,0x14,0x32,0x81,0x91,0xa1,0x08,' +
|
||||
'0x23,0x42,0xb1,0xc1,0x15,0x52,0xd1,0xf0,' +
|
||||
'0x24,0x33,0x62,0x72,0x82,0x09,0x0a,0x16,' +
|
||||
'0x17,0x18,0x19,0x1a,0x25,0x26,0x27,0x28,' +
|
||||
'0x29,0x2a,0x34,0x35,0x36,0x37,0x38,0x39,' +
|
||||
'0x3a,0x43,0x44,0x45,0x46,0x47,0x48,0x49,' +
|
||||
'0x4a,0x53,0x54,0x55,0x56,0x57,0x58,0x59,' +
|
||||
'0x5a,0x63,0x64,0x65,0x66,0x67,0x68,0x69,' +
|
||||
'0x6a,0x73,0x74,0x75,0x76,0x77,0x78,0x79,' +
|
||||
'0x7a,0x83,0x84,0x85,0x86,0x87,0x88,0x89,' +
|
||||
'0x8a,0x92,0x93,0x94,0x95,0x96,0x97,0x98,' +
|
||||
'0x99,0x9a,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,' +
|
||||
'0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,0xb5,0xb6,' +
|
||||
'0xb7,0xb8,0xb9,0xba,0xc2,0xc3,0xc4,0xc5,' +
|
||||
'0xc6,0xc7,0xc8,0xc9,0xca,0xd2,0xd3,0xd4,' +
|
||||
'0xd5,0xd6,0xd7,0xd8,0xd9,0xda,0xe1,0xe2,' +
|
||||
'0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,0xea,' +
|
||||
'0xf1,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,' +
|
||||
'0xf9,0xfa'
|
||||
);
|
||||
}
|
||||
|
||||
function strIntsToBytes( s: String ) {
|
||||
var len = s.length;
|
||||
var b = new haxe.io.BytesBuffer();
|
||||
var val = 0;
|
||||
var i = 0;
|
||||
for( j in 0...len ) {
|
||||
if( s.charAt( j ) == ',' ) {
|
||||
val = Std.parseInt( s.substr(i, j - i) );
|
||||
b.addByte( val );
|
||||
i = j + 1;
|
||||
}
|
||||
}
|
||||
if( i < len ) {
|
||||
val = Std.parseInt( s.substr(i) );
|
||||
b.addByte( val );
|
||||
}
|
||||
return b.getBytes();
|
||||
}
|
||||
|
||||
var std_dc_chrominance_nrcodes: Array<Int>;
|
||||
var std_dc_chrominance_values: haxe.io.Bytes;
|
||||
var std_ac_chrominance_nrcodes: Array<Int>;
|
||||
var std_ac_chrominance_values: haxe.io.Bytes;
|
||||
|
||||
function initChrominance() {
|
||||
std_dc_chrominance_nrcodes = [0,0,3,1,1,1,1,1,1,1,1,1,0,0,0,0,0];
|
||||
std_dc_chrominance_values = strIntsToBytes( '0,1,2,3,4,5,6,7,8,9,10,11' );
|
||||
std_ac_chrominance_nrcodes = [0,0,2,1,2,4,4,3,4,7,5,4,4,0,1,2,0x77];
|
||||
std_ac_chrominance_values = strIntsToBytes(
|
||||
'0x00,0x01,0x02,0x03,0x11,0x04,0x05,0x21,' +
|
||||
'0x31,0x06,0x12,0x41,0x51,0x07,0x61,0x71,' +
|
||||
'0x13,0x22,0x32,0x81,0x08,0x14,0x42,0x91,' +
|
||||
'0xa1,0xb1,0xc1,0x09,0x23,0x33,0x52,0xf0,' +
|
||||
'0x15,0x62,0x72,0xd1,0x0a,0x16,0x24,0x34,' +
|
||||
'0xe1,0x25,0xf1,0x17,0x18,0x19,0x1a,0x26,' +
|
||||
'0x27,0x28,0x29,0x2a,0x35,0x36,0x37,0x38,' +
|
||||
'0x39,0x3a,0x43,0x44,0x45,0x46,0x47,0x48,' +
|
||||
'0x49,0x4a,0x53,0x54,0x55,0x56,0x57,0x58,' +
|
||||
'0x59,0x5a,0x63,0x64,0x65,0x66,0x67,0x68,' +
|
||||
'0x69,0x6a,0x73,0x74,0x75,0x76,0x77,0x78,' +
|
||||
'0x79,0x7a,0x82,0x83,0x84,0x85,0x86,0x87,' +
|
||||
'0x88,0x89,0x8a,0x92,0x93,0x94,0x95,0x96,' +
|
||||
'0x97,0x98,0x99,0x9a,0xa2,0xa3,0xa4,0xa5,' +
|
||||
'0xa6,0xa7,0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,' +
|
||||
'0xb5,0xb6,0xb7,0xb8,0xb9,0xba,0xc2,0xc3,' +
|
||||
'0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xd2,' +
|
||||
'0xd3,0xd4,0xd5,0xd6,0xd7,0xd8,0xd9,0xda,' +
|
||||
'0xe2,0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,' +
|
||||
'0xea,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,' +
|
||||
'0xf9,0xfa'
|
||||
);
|
||||
}
|
||||
|
||||
var YDC_HT: Map<Int,BitString>;
|
||||
var UVDC_HT: Map<Int,BitString>;
|
||||
var YAC_HT: Map<Int,BitString>;
|
||||
var UVAC_HT: Map<Int,BitString>;
|
||||
|
||||
function initHuffmanTbl() {
|
||||
YDC_HT = computeHuffmanTbl(std_dc_luminance_nrcodes, std_dc_luminance_values);
|
||||
UVDC_HT = computeHuffmanTbl(std_dc_chrominance_nrcodes, std_dc_chrominance_values);
|
||||
YAC_HT = computeHuffmanTbl(std_ac_luminance_nrcodes, std_ac_luminance_values);
|
||||
UVAC_HT = computeHuffmanTbl(std_ac_chrominance_nrcodes, std_ac_chrominance_values);
|
||||
}
|
||||
|
||||
function computeHuffmanTbl(nrcodes: Array<Int>, std_table: haxe.io.Bytes): Map<Int,BitString> {
|
||||
var codevalue = 0;
|
||||
var pos_in_table = 0;
|
||||
var HT: Map<Int,BitString> = new Map();
|
||||
for( k in 1...17 ) {
|
||||
var end = nrcodes[k];
|
||||
for( j in 0...end ) {
|
||||
var idx: Int = std_table.get( pos_in_table );
|
||||
HT.set( idx, new BitString( k, codevalue ) );
|
||||
pos_in_table++;
|
||||
codevalue++;
|
||||
}
|
||||
codevalue *= 2;
|
||||
}
|
||||
return HT;
|
||||
}
|
||||
|
||||
var bitcode: Map<Int,BitString>;
|
||||
var category: Map<Int,Int>;
|
||||
|
||||
function initCategoryNumber() {
|
||||
var nrlower = 1;
|
||||
var nrupper = 2;
|
||||
var idx: Int;
|
||||
for (cat in 1...16) {
|
||||
//Positive numbers
|
||||
for( nr in nrlower...nrupper ) {
|
||||
idx = 32767 + nr;
|
||||
category.set( idx, cat );
|
||||
bitcode.set( idx, new BitString( cat, nr ) );
|
||||
}
|
||||
//Negative numbers
|
||||
var nrneg: Int = -(nrupper - 1);
|
||||
while( nrneg <= -nrlower ) {
|
||||
idx = 32767 + nrneg;
|
||||
category.set( idx, cat );
|
||||
bitcode.set( idx, new BitString( cat, nrupper - 1 + nrneg ) );
|
||||
nrneg++;
|
||||
}
|
||||
nrlower <<= 1;
|
||||
nrupper <<= 1;
|
||||
}
|
||||
}
|
||||
|
||||
// IO functions
|
||||
var byteout: haxe.io.Output;
|
||||
var bytenew: Int;
|
||||
var bytepos: Int;
|
||||
|
||||
function writeBits(bs: BitString) {
|
||||
var value: Int = bs.val;
|
||||
var posval: Int = bs.len - 1;
|
||||
while( posval >= 0 ) {
|
||||
//if (value & uint(1 << posval) ) {
|
||||
if( (value & (1 << posval)) != 0 ) { //<- CORRECT ?
|
||||
//bytenew |= uint(1 << bytepos);
|
||||
bytenew |= (1 << bytepos);
|
||||
}
|
||||
posval--;
|
||||
bytepos--;
|
||||
if( bytepos < 0 ) {
|
||||
if( bytenew == 0xFF ) {
|
||||
b(0xFF);
|
||||
b(0);
|
||||
}
|
||||
else {
|
||||
b(bytenew);
|
||||
}
|
||||
bytepos = 7;
|
||||
bytenew = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function writeWord( val: Int ) {
|
||||
b( (val >> 8) & 0xFF );
|
||||
b( val & 0xFF );
|
||||
}
|
||||
|
||||
// DCT & quantization core
|
||||
|
||||
function fDCTQuant(data: Array<Float>, fdtbl: Array<Float>): Array<Float> {
|
||||
/* Pass 1: process rows. */
|
||||
var dataOff = 0;
|
||||
for (i in 0...8) {
|
||||
var tmp0: Float = data[dataOff + 0] + data[dataOff + 7];
|
||||
var tmp7: Float = data[dataOff + 0] - data[dataOff + 7];
|
||||
var tmp1: Float = data[dataOff + 1] + data[dataOff + 6];
|
||||
var tmp6: Float = data[dataOff + 1] - data[dataOff + 6];
|
||||
var tmp2: Float = data[dataOff + 2] + data[dataOff + 5];
|
||||
var tmp5: Float = data[dataOff + 2] - data[dataOff + 5];
|
||||
var tmp3: Float = data[dataOff + 3] + data[dataOff + 4];
|
||||
var tmp4: Float = data[dataOff + 3] - data[dataOff + 4];
|
||||
|
||||
/* Even part */
|
||||
var tmp10: Float = tmp0 + tmp3; /* phase 2 */
|
||||
var tmp13: Float = tmp0 - tmp3;
|
||||
var tmp11: Float = tmp1 + tmp2;
|
||||
var tmp12: Float = tmp1 - tmp2;
|
||||
|
||||
data[dataOff + 0] = tmp10 + tmp11; /* phase 3 */
|
||||
data[dataOff + 4] = tmp10 - tmp11;
|
||||
|
||||
var z1: Float = (tmp12 + tmp13) * 0.707106781; /* c4 */
|
||||
data[dataOff + 2] = tmp13 + z1; /* phase 5 */
|
||||
data[dataOff + 6] = tmp13 - z1;
|
||||
|
||||
/* Odd part */
|
||||
tmp10 = tmp4 + tmp5; /* phase 2 */
|
||||
tmp11 = tmp5 + tmp6;
|
||||
tmp12 = tmp6 + tmp7;
|
||||
|
||||
/* The rotator is modified from fig 4-8 to avoid extra negations. */
|
||||
var z5: Float = (tmp10 - tmp12) * 0.382683433; /* c6 */
|
||||
var z2: Float = 0.541196100 * tmp10 + z5; /* c2-c6 */
|
||||
var z4: Float = 1.306562965 * tmp12 + z5; /* c2+c6 */
|
||||
var z3: Float = tmp11 * 0.707106781; /* c4 */
|
||||
|
||||
var z11: Float = tmp7 + z3; /* phase 5 */
|
||||
var z13: Float = tmp7 - z3;
|
||||
|
||||
data[dataOff + 5] = z13 + z2; /* phase 6 */
|
||||
data[dataOff + 3] = z13 - z2;
|
||||
data[dataOff + 1] = z11 + z4;
|
||||
data[dataOff + 7] = z11 - z4;
|
||||
|
||||
dataOff += 8; /* advance pointer to next row */
|
||||
}
|
||||
|
||||
/* Pass 2: process columns. */
|
||||
dataOff = 0;
|
||||
for (j in 0...8) {
|
||||
var tmp0p2: Float = data[dataOff+ 0] + data[dataOff+56];
|
||||
var tmp7p2: Float = data[dataOff+ 0] - data[dataOff+56];
|
||||
var tmp1p2: Float = data[dataOff+ 8] + data[dataOff+48];
|
||||
var tmp6p2: Float = data[dataOff+ 8] - data[dataOff+48];
|
||||
var tmp2p2: Float = data[dataOff+16] + data[dataOff+40];
|
||||
var tmp5p2: Float = data[dataOff+16] - data[dataOff+40];
|
||||
var tmp3p2: Float = data[dataOff+24] + data[dataOff+32];
|
||||
var tmp4p2: Float = data[dataOff+24] - data[dataOff+32];
|
||||
|
||||
/* Even part */
|
||||
var tmp10p2: Float = tmp0p2 + tmp3p2; /* phase 2 */
|
||||
var tmp13p2: Float = tmp0p2 - tmp3p2;
|
||||
var tmp11p2: Float = tmp1p2 + tmp2p2;
|
||||
var tmp12p2: Float = tmp1p2 - tmp2p2;
|
||||
|
||||
data[dataOff+ 0] = tmp10p2 + tmp11p2; /* phase 3 */
|
||||
data[dataOff+32] = tmp10p2 - tmp11p2;
|
||||
|
||||
var z1p2: Float = (tmp12p2 + tmp13p2) * 0.707106781; /* c4 */
|
||||
data[dataOff+16] = tmp13p2 + z1p2; /* phase 5 */
|
||||
data[dataOff+48] = tmp13p2 - z1p2;
|
||||
|
||||
/* Odd part */
|
||||
tmp10p2 = tmp4p2 + tmp5p2; /* phase 2 */
|
||||
tmp11p2 = tmp5p2 + tmp6p2;
|
||||
tmp12p2 = tmp6p2 + tmp7p2;
|
||||
|
||||
/* The rotator is modified from fig 4-8 to avoid extra negations. */
|
||||
var z5p2: Float = (tmp10p2 - tmp12p2) * 0.382683433; /* c6 */
|
||||
var z2p2: Float = 0.541196100 * tmp10p2 + z5p2; /* c2-c6 */
|
||||
var z4p2: Float = 1.306562965 * tmp12p2 + z5p2; /* c2+c6 */
|
||||
var z3p2: Float= tmp11p2 * 0.707106781; /* c4 */
|
||||
|
||||
var z11p2: Float = tmp7p2 + z3p2; /* phase 5 */
|
||||
var z13p2: Float = tmp7p2 - z3p2;
|
||||
|
||||
data[dataOff+40] = z13p2 + z2p2; /* phase 6 */
|
||||
data[dataOff+24] = z13p2 - z2p2;
|
||||
data[dataOff+ 8] = z11p2 + z4p2;
|
||||
data[dataOff+56] = z11p2 - z4p2;
|
||||
|
||||
dataOff++; /* advance pointer to next column */
|
||||
}
|
||||
|
||||
// Quantize/descale the coefficients
|
||||
for (k in 0...64) {
|
||||
// Apply the quantization and scaling factor & Round to nearest integer
|
||||
data[k] = Math.round(data[k] * fdtbl[k]);
|
||||
}
|
||||
return data;
|
||||
}
|
||||
|
||||
// Chunk writing
|
||||
|
||||
inline function b(v) {
|
||||
byteout.writeByte(v);
|
||||
}
|
||||
|
||||
function writeAPP0() {
|
||||
b(0xFF); b(0xE0); //<- marker 0xFFE0
|
||||
b(0); b(16); //<- length
|
||||
b("J".code); // J
|
||||
b("F".code);
|
||||
b("I".code);
|
||||
b("F".code);
|
||||
b(0);
|
||||
b(1); // versionhi
|
||||
b(1); // versionlo
|
||||
b(0); // xyunits
|
||||
b(0); b(1); // xdensity
|
||||
b(0); b(1); // ydensity
|
||||
b(0); // thumbnwidth
|
||||
b(0); // thumbnheight
|
||||
}
|
||||
function writeDQT() {
|
||||
b(0xFF); b(0xDB); //<- marker 0xFFDB
|
||||
b(0); b(132); //<- length
|
||||
b(0);
|
||||
for( j in 0...64 )
|
||||
b(YTable[j]);
|
||||
b(1);
|
||||
for( j in 0...64 )
|
||||
b(UVTable[j]);
|
||||
}
|
||||
function writeSOF0(width: Int, height: Int) {
|
||||
b(0xFF); b(0xC0); //<- marker 0xFFC0
|
||||
b(0); b(17); //<- length, truecolor YUV JPG
|
||||
b(8); // precision
|
||||
b( (height>>8) & 0xFF );
|
||||
b( height & 0xFF );
|
||||
b( (width>>8) & 0xFF );
|
||||
b( width & 0xFF );
|
||||
b(3); // nrofcomponents
|
||||
b(1); // IdY
|
||||
b(0x11); // HVY
|
||||
b(0); // QTY
|
||||
b(2); // IdU
|
||||
b(0x11); // HVU
|
||||
b(1); // QTU
|
||||
b(3); // IdV
|
||||
b(0x11); // HVV
|
||||
b(1); // QTV
|
||||
}
|
||||
|
||||
function writeDHT() {
|
||||
b(0xFF); b(0xC4); //<- marker 0xFFC4
|
||||
b(0x01); b(0xA2); //<- length
|
||||
b(0); // HTYDCinfo
|
||||
for( j in 1...17 )
|
||||
b(std_dc_luminance_nrcodes[j]);
|
||||
byteout.write(std_dc_luminance_values);
|
||||
|
||||
b(0x10); // HTYACinfo
|
||||
for( j in 1...17 )
|
||||
b(std_ac_luminance_nrcodes[j]);
|
||||
byteout.write(std_ac_luminance_values);
|
||||
|
||||
b(1); // HTUDCinfo
|
||||
for( j in 1...17 )
|
||||
b(std_dc_chrominance_nrcodes[j]);
|
||||
byteout.write(std_dc_chrominance_values);
|
||||
|
||||
b(0x11); // HTUACinfo
|
||||
for( j in 1...17 )
|
||||
b(std_ac_chrominance_nrcodes[j]);
|
||||
byteout.write(std_ac_chrominance_values);
|
||||
}
|
||||
|
||||
function writeSOS() {
|
||||
b(0xFF); b(0xDA); //<- marker 0xFFDA
|
||||
b(0); b(12); //<- length
|
||||
b(3); // nrofcomponents
|
||||
b(1); // IdY
|
||||
b(0); // HTY
|
||||
b(2); // IdU
|
||||
b(0x11); // HTU
|
||||
b(3); // IdV
|
||||
b(0x11); // HTV
|
||||
b(0); // Ss
|
||||
b(0x3F); // Se
|
||||
b(0); // Bf
|
||||
}
|
||||
|
||||
// Core processing
|
||||
var DU: Array<Float>; //<- initialized in function new JPEGEncoder()
|
||||
|
||||
function processDU(CDU: Array<Float>, fdtbl: Array<Float>, DC: Float, HTDC: Map<Int,BitString>, HTAC: Map<Int,BitString>): Float {
|
||||
var EOB: BitString = HTAC.get( 0x00 );
|
||||
var M16zeroes: BitString = HTAC.get( 0xF0 );
|
||||
|
||||
var DU_DCT: Array<Float> = fDCTQuant(CDU, fdtbl);
|
||||
//ZigZag reorder
|
||||
for (i in 0...64) {
|
||||
DU[ ZigZag[i] ] = DU_DCT[i];
|
||||
}
|
||||
var idx: Int;
|
||||
var Diff = Std.int( DU[0] - DC );
|
||||
DC = DU[0];
|
||||
//Encode DC
|
||||
if( Diff == 0 ) {
|
||||
writeBits( HTDC.get(0) ); // Diff might be 0
|
||||
} else {
|
||||
idx = 32767 + Diff;
|
||||
writeBits(HTDC.get( category.get( idx ) ));
|
||||
writeBits( bitcode.get( idx ) );
|
||||
}
|
||||
|
||||
//Encode ACs
|
||||
var end0pos = 63;
|
||||
//for (; (end0pos>0)&&(DU[end0pos]==0); end0pos--) { };
|
||||
while( (end0pos > 0) && ( DU[end0pos] == 0.0 ) ) end0pos--;
|
||||
|
||||
//end0pos = first element in reverse order !=0
|
||||
if ( end0pos == 0 ) {
|
||||
writeBits(EOB);
|
||||
return DC;
|
||||
}
|
||||
var i = 1;
|
||||
while ( i <= end0pos ) {
|
||||
var startpos = i;
|
||||
//for (; (DU[i]==0) && (i<=end0pos); i++) { }; <- it's a 'while' loop
|
||||
while( ( DU[i] == 0.0 ) && ( i <= end0pos ) ) i++;
|
||||
|
||||
var nrzeroes: Int = i - startpos;
|
||||
if ( nrzeroes >= 16 ) {
|
||||
//for (var nrmarker: Int=1; nrmarker <= nrzeroes/16; nrmarker++) {
|
||||
for( nrmarker in 0...(nrzeroes >> 4) ) writeBits(M16zeroes);
|
||||
nrzeroes &= 0xF;
|
||||
}
|
||||
idx = 32767 + Std.int( DU[i] ); //<- line added
|
||||
writeBits( HTAC.get( nrzeroes * 16 + category.get( idx ) ) );
|
||||
writeBits( bitcode.get( idx ) );
|
||||
i++;
|
||||
}
|
||||
if( end0pos != 63 ) writeBits(EOB);
|
||||
return DC;
|
||||
}
|
||||
|
||||
var YDU: Array<Float>;
|
||||
var UDU: Array<Float>;
|
||||
var VDU: Array<Float>;
|
||||
|
||||
function RGB2YUV(img: haxe.io.Bytes, width : Int, xpos: Int, ypos: Int) {
|
||||
var pos = 0;
|
||||
for( y in 0...8 ) {
|
||||
var offset = ((y + ypos) * width + xpos) << 2;
|
||||
for( x in 0...8 ) {
|
||||
offset++; // skip alpha
|
||||
var R = img.get(offset++);
|
||||
var G = img.get(offset++);
|
||||
var B = img.get(offset++);
|
||||
YDU[pos] = ((( 0.29900) * R + ( 0.58700) * G + ( 0.11400) * B)) -128;
|
||||
UDU[pos] = (((-0.16874) * R + (-0.33126) * G + ( 0.50000) * B));
|
||||
VDU[pos] = ((( 0.50000) * R + (-0.41869) * G + (-0.08131) * B));
|
||||
pos++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public function new( out : haxe.io.Output ) {
|
||||
//begin : lines added to initialize variables
|
||||
YTable = new Array<Int>();
|
||||
UVTable = new Array<Int>();
|
||||
fdtbl_Y = new Array<Float>();
|
||||
fdtbl_UV = new Array<Float>();
|
||||
for (i in 0...64) {
|
||||
YTable.push(0); UVTable.push(0);
|
||||
fdtbl_Y.push(0.0); fdtbl_UV.push(0.0);
|
||||
}
|
||||
|
||||
bitcode = new Map(); //<- 65535 elements <BitString>
|
||||
category = new Map(); //<- 65535 elements <Int>
|
||||
byteout = out;
|
||||
bytenew = 0;
|
||||
bytepos = 7;
|
||||
|
||||
YDC_HT = new Map();
|
||||
UVDC_HT = new Map();
|
||||
YAC_HT = new Map();
|
||||
UVAC_HT = new Map();
|
||||
|
||||
YDU = new Array<Float>(); //<- 64 elements
|
||||
UDU = new Array<Float>();
|
||||
VDU = new Array<Float>();
|
||||
DU = new Array<Float>();
|
||||
for (i in 0...64) {
|
||||
YDU.push(0.0); UDU.push(0.0); VDU.push(0.0); DU.push(0.0);
|
||||
}
|
||||
initZigZag();
|
||||
initLuminance();
|
||||
initChrominance();
|
||||
//end : lines added to initialize variables
|
||||
|
||||
// Create tables
|
||||
initHuffmanTbl();
|
||||
initCategoryNumber();
|
||||
}
|
||||
|
||||
public function write( image : Data ) {
|
||||
// init quality table
|
||||
var quality = image.quality;
|
||||
if( quality <= 0 ) quality = 1;
|
||||
if( quality > 100 ) quality = 100;
|
||||
var sf =
|
||||
if( quality < 50 ) Std.int( 5000 / quality )
|
||||
else Std.int( 200 - quality * 2 );
|
||||
initQuantTables(sf);
|
||||
|
||||
// Initialize bit writer
|
||||
bytenew = 0;
|
||||
bytepos = 7;
|
||||
|
||||
var width = image.width;
|
||||
var height = image.height;
|
||||
// Add JPEG headers
|
||||
writeWord(0xFFD8); // SOI
|
||||
writeAPP0();
|
||||
writeDQT();
|
||||
writeSOF0( width, height );
|
||||
writeDHT();
|
||||
writeSOS();
|
||||
|
||||
// Encode 8x8 macroblocks
|
||||
var DCY = 0.0;
|
||||
var DCU = 0.0;
|
||||
var DCV = 0.0;
|
||||
bytenew = 0;
|
||||
bytepos = 7;
|
||||
var ypos = 0;
|
||||
while( ypos < height ) {
|
||||
var xpos = 0;
|
||||
while( xpos < width ) {
|
||||
RGB2YUV(image.pixels, width, xpos, ypos);
|
||||
DCY = processDU(YDU, fdtbl_Y, DCY, YDC_HT, YAC_HT);
|
||||
DCU = processDU(UDU, fdtbl_UV, DCU, UVDC_HT, UVAC_HT);
|
||||
DCV = processDU(VDU, fdtbl_UV, DCV, UVDC_HT, UVAC_HT);
|
||||
xpos += 8;
|
||||
}
|
||||
ypos += 8;
|
||||
}
|
||||
|
||||
// Do the bit alignment of the EOI marker
|
||||
if( bytepos >= 0 ) {
|
||||
var fillbits = new BitString( bytepos + 1, ( 1 << (bytepos + 1) ) - 1 );
|
||||
writeBits(fillbits);
|
||||
}
|
||||
|
||||
writeWord(0xFFD9); //EOI
|
||||
}
|
||||
}
|
||||
|
||||
private class BitString {
|
||||
public var len: Int;
|
||||
public var val: Int;
|
||||
|
||||
public function new( l: Int, v: Int ) {
|
||||
len = l;
|
||||
val = v;
|
||||
}
|
||||
}
|
||||
56
leenkx/Sources/iron/format/wav/Data.hx
Normal file
56
leenkx/Sources/iron/format/wav/Data.hx
Normal file
@ -0,0 +1,56 @@
|
||||
/*
|
||||
* format - Haxe File Formats
|
||||
*
|
||||
* WAVE File Format
|
||||
* Copyright (C) 2009 Robin Palotai
|
||||
*
|
||||
* Copyright (c) 2009, The Haxe Project Contributors
|
||||
* All rights reserved.
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
*
|
||||
* - Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* - Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE HAXE PROJECT CONTRIBUTORS "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE HAXE PROJECT CONTRIBUTORS BE LIABLE FOR
|
||||
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
|
||||
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
|
||||
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
|
||||
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
|
||||
* DAMAGE.
|
||||
*/
|
||||
package iron.format.wav;
|
||||
|
||||
typedef WAVE = {
|
||||
header : WAVEHeader,
|
||||
data : haxe.io.Bytes,
|
||||
cuePoints : Array<CuePoint>
|
||||
}
|
||||
|
||||
typedef WAVEHeader = {
|
||||
format : WAVEFormat,
|
||||
channels : Int,
|
||||
samplingRate : Int,
|
||||
byteRate : Int, // samplingRate * channels * bitsPerSample / 8
|
||||
blockAlign : Int, // channels * bitsPerSample / 8
|
||||
bitsPerSample : Int
|
||||
}
|
||||
|
||||
typedef CuePoint = {
|
||||
id : Int,
|
||||
sampleOffset : Int
|
||||
}
|
||||
|
||||
enum WAVEFormat {
|
||||
WF_PCM;
|
||||
}
|
||||
|
||||
|
||||
155
leenkx/Sources/iron/format/wav/Reader.hx
Normal file
155
leenkx/Sources/iron/format/wav/Reader.hx
Normal file
@ -0,0 +1,155 @@
|
||||
/*
|
||||
* format - Haxe File Formats
|
||||
*
|
||||
* WAVE File Format
|
||||
* Copyright (C) 2009 Robin Palotai
|
||||
*
|
||||
* Copyright (c) 2009, The Haxe Project Contributors
|
||||
* All rights reserved.
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
*
|
||||
* - Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* - Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE HAXE PROJECT CONTRIBUTORS "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE HAXE PROJECT CONTRIBUTORS BE LIABLE FOR
|
||||
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
|
||||
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
|
||||
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
|
||||
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
|
||||
* DAMAGE.
|
||||
*/
|
||||
package iron.format.wav;
|
||||
import iron.format.wav.Data;
|
||||
|
||||
class Reader {
|
||||
|
||||
var i : haxe.io.Input;
|
||||
var version : Int;
|
||||
|
||||
public function new(i) {
|
||||
this.i = i;
|
||||
i.bigEndian = false;
|
||||
}
|
||||
|
||||
inline function readInt() {
|
||||
#if haxe3
|
||||
return i.readInt32();
|
||||
#else
|
||||
return i.readUInt30();
|
||||
#end
|
||||
}
|
||||
|
||||
public function read() : WAVE {
|
||||
|
||||
if (i.readString(4) != "RIFF")
|
||||
throw "RIFF header expected";
|
||||
|
||||
var len = readInt();
|
||||
|
||||
if (i.readString(4) != "WAVE")
|
||||
throw "WAVE signature not found";
|
||||
|
||||
var fmt = i.readString(4);
|
||||
while(fmt != "fmt ") {
|
||||
switch( fmt ) {
|
||||
case "JUNK": //protool
|
||||
var junkLen = i.readInt32();
|
||||
i.read(junkLen);
|
||||
fmt = i.readString(4);
|
||||
case "bext":
|
||||
var bextLen = i.readInt32();
|
||||
i.read(bextLen);
|
||||
fmt = i.readString(4);
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
if ( fmt != "fmt " )
|
||||
throw "unsupported wave chunk "+fmt;
|
||||
|
||||
var fmtlen = readInt();
|
||||
var format = switch (i.readUInt16()) {
|
||||
case 1,3: WF_PCM;
|
||||
default: throw "only PCM (uncompressed) WAV files are supported";
|
||||
}
|
||||
var channels = i.readUInt16();
|
||||
var samplingRate = readInt();
|
||||
var byteRate = readInt();
|
||||
var blockAlign = i.readUInt16();
|
||||
var bitsPerSample = i.readUInt16();
|
||||
|
||||
if (fmtlen > 16)
|
||||
i.read(fmtlen - 16);
|
||||
|
||||
var nextChunk = i.readString (4);
|
||||
while (nextChunk != "data") {
|
||||
// read past other subchunks
|
||||
i.read(readInt());
|
||||
nextChunk = i.readString (4);
|
||||
}
|
||||
|
||||
// data
|
||||
if (nextChunk != "data")
|
||||
throw "expected data subchunk";
|
||||
|
||||
var datalen = readInt();
|
||||
|
||||
var data : haxe.io.Bytes;
|
||||
try {
|
||||
data = i.read(datalen);
|
||||
} catch (e : haxe.io.Eof) {
|
||||
throw "Invalid chunk data length";
|
||||
}
|
||||
|
||||
var cuePoints = new Array<CuePoint>();
|
||||
try {
|
||||
|
||||
while (true) {
|
||||
var nextChunk = i.readString (4);
|
||||
switch (nextChunk) {
|
||||
case "cue ":
|
||||
readInt();
|
||||
var nbCuePoints = readInt();
|
||||
|
||||
for (_ in 0...nbCuePoints) {
|
||||
var cueId = readInt();
|
||||
readInt();
|
||||
i.readString(4);
|
||||
readInt();
|
||||
readInt();
|
||||
var cueSampleOffset = readInt();
|
||||
cuePoints.push({ id : cueId, sampleOffset: cueSampleOffset });
|
||||
}
|
||||
default:
|
||||
var n = readInt();
|
||||
if( n < 0 ) break;
|
||||
i.read(n);
|
||||
}
|
||||
}
|
||||
|
||||
} catch (e : haxe.io.Eof) { }
|
||||
|
||||
return {
|
||||
header: {
|
||||
format: format,
|
||||
channels: channels,
|
||||
samplingRate: samplingRate,
|
||||
byteRate: byteRate,
|
||||
blockAlign: blockAlign,
|
||||
bitsPerSample: bitsPerSample
|
||||
},
|
||||
data: data,
|
||||
cuePoints: cuePoints
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
72
leenkx/Sources/iron/format/wav/Writer.hx
Normal file
72
leenkx/Sources/iron/format/wav/Writer.hx
Normal file
@ -0,0 +1,72 @@
|
||||
/*
|
||||
* format - Haxe File Formats
|
||||
*
|
||||
* WAVE File Format
|
||||
* Copyright (C) 2009 Robin Palotai
|
||||
*
|
||||
* Copyright (c) 2009, The Haxe Project Contributors
|
||||
* All rights reserved.
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
*
|
||||
* - Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* - Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE HAXE PROJECT CONTRIBUTORS "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE HAXE PROJECT CONTRIBUTORS BE LIABLE FOR
|
||||
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
|
||||
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
|
||||
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
|
||||
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
|
||||
* DAMAGE.
|
||||
*/
|
||||
|
||||
package iron.format.wav;
|
||||
import iron.format.wav.Data;
|
||||
|
||||
class Writer {
|
||||
|
||||
var o : haxe.io.Output;
|
||||
|
||||
public function new(output : haxe.io.Output) {
|
||||
o = output;
|
||||
o.bigEndian = false;
|
||||
}
|
||||
|
||||
public function write(wav : WAVE) {
|
||||
var hdr = wav.header;
|
||||
|
||||
o.writeString("RIFF");
|
||||
writeInt(36 + wav.data.length);
|
||||
o.writeString("WAVE");
|
||||
|
||||
o.writeString("fmt ");
|
||||
writeInt(16);
|
||||
o.writeUInt16(1);
|
||||
o.writeUInt16(hdr.channels);
|
||||
writeInt(hdr.samplingRate);
|
||||
writeInt(hdr.byteRate);
|
||||
o.writeUInt16(hdr.blockAlign);
|
||||
o.writeUInt16(hdr.bitsPerSample);
|
||||
|
||||
o.writeString("data");
|
||||
writeInt(wav.data.length);
|
||||
o.write(wav.data);
|
||||
}
|
||||
|
||||
inline function writeInt( v : Int ) {
|
||||
#if haxe3
|
||||
o.writeInt32(v);
|
||||
#else
|
||||
o.writeUInt30(v);
|
||||
#end
|
||||
}
|
||||
|
||||
}
|
||||
@ -66,32 +66,12 @@ class Quat {
|
||||
}
|
||||
|
||||
public inline function fromAxisAngle(axis: Vec4, angle: FastFloat): Quat {
|
||||
//var s: FastFloat = Math.sin(angle * 0.5);
|
||||
//x = axis.x * s;
|
||||
//y = axis.y * s;
|
||||
//z = axis.z * s;
|
||||
//w = Math.cos(angle * 0.5);
|
||||
//return normalize();
|
||||
// Normalize the axis vector first
|
||||
var axisLen = Math.sqrt(axis.x * axis.x + axis.y * axis.y + axis.z * axis.z);
|
||||
if (axisLen > 0.00001) {
|
||||
var aL = 1.0 / axisLen;
|
||||
var nX = axis.x * aL;
|
||||
var nY = axis.y * aL;
|
||||
var nZ = axis.z * aL;
|
||||
var halfAngle = angle * 0.5;
|
||||
var s: FastFloat = Math.sin(halfAngle);
|
||||
x = nX * s;
|
||||
y = nY * s;
|
||||
z = nZ * s;
|
||||
w = Math.cos(halfAngle);
|
||||
} else {
|
||||
x = 0.0;
|
||||
y = 0.0;
|
||||
z = 0.0;
|
||||
w = 1.0;
|
||||
}
|
||||
return this;
|
||||
var s: FastFloat = Math.sin(angle * 0.5);
|
||||
x = axis.x * s;
|
||||
y = axis.y * s;
|
||||
z = axis.z * s;
|
||||
w = Math.cos(angle * 0.5);
|
||||
return normalize();
|
||||
}
|
||||
|
||||
public inline function toAxisAngle(axis: Vec4): FastFloat {
|
||||
@ -399,33 +379,17 @@ class Quat {
|
||||
@return This quaternion.
|
||||
**/
|
||||
public inline function fromEulerOrdered(e: Vec4, order: String): Quat {
|
||||
|
||||
var mappedAngles = new Vec4();
|
||||
switch (order) {
|
||||
case "XYZ":
|
||||
mappedAngles.set(e.x, e.y, e.z);
|
||||
case "XZY":
|
||||
mappedAngles.set(e.x, e.z, e.y);
|
||||
case "YXZ":
|
||||
mappedAngles.set(e.y, e.x, e.z);
|
||||
case "YZX":
|
||||
mappedAngles.set(e.y, e.z, e.x);
|
||||
case "ZXY":
|
||||
mappedAngles.set(e.z, e.x, e.y);
|
||||
case "ZYX":
|
||||
mappedAngles.set(e.z, e.y, e.x);
|
||||
}
|
||||
var c1 = Math.cos(mappedAngles.x / 2);
|
||||
var c2 = Math.cos(mappedAngles.y / 2);
|
||||
var c3 = Math.cos(mappedAngles.z / 2);
|
||||
var s1 = Math.sin(mappedAngles.x / 2);
|
||||
var s2 = Math.sin(mappedAngles.y / 2);
|
||||
var s3 = Math.sin(mappedAngles.z / 2);
|
||||
var c1 = Math.cos(e.x / 2);
|
||||
var c2 = Math.cos(e.y / 2);
|
||||
var c3 = Math.cos(e.z / 2);
|
||||
var s1 = Math.sin(e.x / 2);
|
||||
var s2 = Math.sin(e.y / 2);
|
||||
var s3 = Math.sin(e.z / 2);
|
||||
|
||||
var qx = new Quat(s1, 0, 0, c1);
|
||||
var qy = new Quat(0, s2, 0, c2);
|
||||
var qz = new Quat(0, 0, s3, c3);
|
||||
|
||||
// Original multiplication sequence (implements reverse of 'order')
|
||||
if (order.charAt(2) == 'X')
|
||||
this.setFrom(qx);
|
||||
else if (order.charAt(2) == 'Y')
|
||||
@ -445,12 +409,6 @@ class Quat {
|
||||
else
|
||||
this.mult(qz);
|
||||
|
||||
// TO DO quick fix somethings wrong..
|
||||
this.x = -this.x;
|
||||
this.y = -this.y;
|
||||
this.z = -this.z;
|
||||
this.w = -this.w;
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
|
||||
@ -1,31 +1,119 @@
|
||||
package iron.object;
|
||||
|
||||
import iron.data.SceneFormat;
|
||||
import iron.math.Vec4;
|
||||
import iron.math.Quat;
|
||||
|
||||
class Constraint {
|
||||
var raw: TConstraint;
|
||||
var target: Transform = null;
|
||||
|
||||
public function new(constr: TConstraint) {
|
||||
raw = constr;
|
||||
public function new(constraint: TConstraint) {
|
||||
raw = constraint;
|
||||
}
|
||||
|
||||
public function apply(transform: Transform) {
|
||||
if (target == null && raw.target != null) target = Scene.active.getChild(raw.target).transform;
|
||||
|
||||
if (target == null && raw.type != "LIMIT_LOCATION" && raw.type != "LIMIT_ROTATION" && raw.type != "LIMIT_SCALE") return;
|
||||
|
||||
if (raw.type == "COPY_LOCATION") {
|
||||
if (raw.use_x) {
|
||||
transform.world._30 = target.loc.x;
|
||||
if (raw.use_offset) transform.world._30 += transform.loc.x;
|
||||
if (raw.use_offset) {
|
||||
if (raw.use_x) transform.world._30 += target.world._30;
|
||||
if (raw.use_y) transform.world._31 += target.world._31;
|
||||
if (raw.use_z) transform.world._32 += target.world._32;
|
||||
}
|
||||
if (raw.use_y) {
|
||||
transform.world._31 = target.loc.y;
|
||||
if (raw.use_offset) transform.world._31 += transform.loc.y;
|
||||
else {
|
||||
if (raw.use_x) transform.world._30 = target.world._30;
|
||||
if (raw.use_y) transform.world._31 = target.world._31;
|
||||
if (raw.use_z) transform.world._32 = target.world._32;
|
||||
}
|
||||
if (raw.use_z) {
|
||||
transform.world._32 = target.loc.z;
|
||||
if (raw.use_offset) transform.world._32 += transform.loc.z;
|
||||
}
|
||||
|
||||
else if (raw.type == "COPY_ROTATION") {
|
||||
var tq = target.rot;
|
||||
var mq = transform.rot;
|
||||
if (raw.use_offset) {
|
||||
mq.mult(tq);
|
||||
}
|
||||
else {
|
||||
if (raw.use_x) mq.x = tq.x;
|
||||
if (raw.use_y) mq.y = tq.y;
|
||||
if (raw.use_z) mq.z = tq.z;
|
||||
mq.w = tq.w;
|
||||
}
|
||||
var loc = new Vec4(transform.world._30, transform.world._31, transform.world._32);
|
||||
var scale = transform.scale;
|
||||
transform.world.compose(loc, mq, scale);
|
||||
}
|
||||
|
||||
else if (raw.type == "COPY_SCALE") {
|
||||
var ts = target.scale;
|
||||
if (raw.use_offset) {
|
||||
if (raw.use_x) transform.scale.x *= ts.x;
|
||||
if (raw.use_y) transform.scale.y *= ts.y;
|
||||
if (raw.use_z) transform.scale.z *= ts.z;
|
||||
}
|
||||
else {
|
||||
if (raw.use_x) transform.scale.x = ts.x;
|
||||
if (raw.use_y) transform.scale.y = ts.y;
|
||||
if (raw.use_z) transform.scale.z = ts.z;
|
||||
}
|
||||
var loc = new Vec4(transform.world._30, transform.world._31, transform.world._32);
|
||||
transform.world.compose(loc, transform.rot, transform.scale);
|
||||
}
|
||||
|
||||
else if (raw.type == "COPY_TRANSFORMS") {
|
||||
transform.world.setFrom(target.world);
|
||||
}
|
||||
|
||||
else if (raw.type == "LIMIT_LOCATION") {
|
||||
if (raw.use_min_x && transform.world._30 < raw.min_x) transform.world._30 = raw.min_x;
|
||||
if (raw.use_max_x && transform.world._30 > raw.max_x) transform.world._30 = raw.max_x;
|
||||
|
||||
if (raw.use_min_y && transform.world._31 < raw.min_y) transform.world._31 = raw.min_y;
|
||||
if (raw.use_max_y && transform.world._31 > raw.max_y) transform.world._31 = raw.max_y;
|
||||
|
||||
if (raw.use_min_z && transform.world._32 < raw.min_z) transform.world._32 = raw.min_z;
|
||||
if (raw.use_max_z && transform.world._32 > raw.max_z) transform.world._32 = raw.max_z;
|
||||
}
|
||||
|
||||
else if (raw.type == "LIMIT_ROTATION") {
|
||||
var euler = transform.rot.getEuler();
|
||||
var changed = false;
|
||||
|
||||
if (raw.use_limit_x) {
|
||||
if (euler.x < raw.min_x) { euler.x = raw.min_x; changed = true; }
|
||||
if (euler.x > raw.max_x) { euler.x = raw.max_x; changed = true; }
|
||||
}
|
||||
if (raw.use_limit_y) {
|
||||
if (euler.y < raw.min_y) { euler.y = raw.min_y; changed = true; }
|
||||
if (euler.y > raw.max_y) { euler.y = raw.max_y; changed = true; }
|
||||
}
|
||||
if (raw.use_limit_z) {
|
||||
if (euler.z < raw.min_z) { euler.z = raw.min_z; changed = true; }
|
||||
if (euler.z > raw.max_z) { euler.z = raw.max_z; changed = true; }
|
||||
}
|
||||
|
||||
if (changed) {
|
||||
transform.rot.fromEuler(euler.x, euler.y, euler.z);
|
||||
var loc = new Vec4(transform.world._30, transform.world._31, transform.world._32);
|
||||
transform.world.compose(loc, transform.rot, transform.scale);
|
||||
}
|
||||
}
|
||||
|
||||
else if (raw.type == "LIMIT_SCALE") {
|
||||
if (raw.use_min_x && transform.scale.x < raw.min_x) transform.scale.x = raw.min_x;
|
||||
if (raw.use_max_x && transform.scale.x > raw.max_x) transform.scale.x = raw.max_x;
|
||||
|
||||
if (raw.use_min_y && transform.scale.y < raw.min_y) transform.scale.y = raw.min_y;
|
||||
if (raw.use_max_y && transform.scale.y > raw.max_y) transform.scale.y = raw.max_y;
|
||||
|
||||
if (raw.use_min_z && transform.scale.z < raw.min_z) transform.scale.z = raw.min_z;
|
||||
if (raw.use_max_z && transform.scale.z > raw.max_z) transform.scale.z = raw.max_z;
|
||||
|
||||
var loc = new Vec4(transform.world._30, transform.world._31, transform.world._32);
|
||||
transform.world.compose(loc, transform.rot, transform.scale);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
1339
leenkx/Sources/iron/object/CurveObject.hx
Normal file
1339
leenkx/Sources/iron/object/CurveObject.hx
Normal file
File diff suppressed because it is too large
Load Diff
@ -11,6 +11,12 @@ import iron.object.CameraObject;
|
||||
class LightObject extends Object {
|
||||
|
||||
public var data: LightData;
|
||||
public var color: Vec4;
|
||||
public var strength: Float;
|
||||
#if lnx_spot
|
||||
public var size: Float;
|
||||
public var blend: Float;
|
||||
#end
|
||||
|
||||
#if rp_shadowmap
|
||||
#if lnx_shadowmap_atlas
|
||||
@ -79,6 +85,15 @@ class LightObject extends Object {
|
||||
super();
|
||||
|
||||
this.data = data;
|
||||
this.color = new Vec4(data.raw.color[0], data.raw.color[1], data.raw.color[2]);
|
||||
this.strength = data.raw.strength;
|
||||
|
||||
#if lnx_spot
|
||||
if (data.raw.type == "spot"){
|
||||
this.size = data.raw.spot_size;
|
||||
this.blend = data.raw.spot_blend;
|
||||
}
|
||||
#end
|
||||
|
||||
var type = data.raw.type;
|
||||
var fov = data.raw.fov;
|
||||
@ -245,7 +260,12 @@ class LightObject extends Object {
|
||||
// Snap to texel coords - fix translation swim
|
||||
var smsize = data.raw.shadowmap_size;
|
||||
#if lnx_csm // Cascades
|
||||
smsize = Std.int(smsize / 4);
|
||||
#if lnx_shadowmap_atlas
|
||||
var ts = cascade < tileScale.length ? tileScale[cascade] : 1.0;
|
||||
smsize = Std.int(Math.max(ts * data.raw.shadowmap_size, 1.0));
|
||||
#else
|
||||
smsize = Std.int(smsize / cascadeCount);
|
||||
#end
|
||||
#end
|
||||
var worldPerTexelX = (maxx - minx) / smsize;
|
||||
var worldPerTexelY = (maxy - miny) / smsize;
|
||||
@ -369,7 +389,7 @@ class LightObject extends Object {
|
||||
// Centralize discarding conditions when iterating over lights
|
||||
// Important to avoid issues later with "misaligned" data in uniforms (lightsArray, clusterData, LWVPSpotArray)
|
||||
public inline static function discardLight(light: LightObject) {
|
||||
return !light.visible || light.data.raw.strength == 0.0 || light.data.raw.type == "sun";
|
||||
return !light.visible || light.strength == 0.0 || light.data.raw.type == "sun";
|
||||
}
|
||||
// Discarding conditions but with culling included
|
||||
public inline static function discardLightCulled(light: LightObject) {
|
||||
@ -452,7 +472,7 @@ class LightObject extends Object {
|
||||
lpos.set(l.transform.worldx(), l.transform.worldy(), l.transform.worldz());
|
||||
lpos.applymat4(camera.V);
|
||||
lpos.z *= -1.0;
|
||||
var radius = getRadius(l.data.raw.strength);
|
||||
var radius = getRadius(l.strength);
|
||||
var minX = 0;
|
||||
var minY = 0;
|
||||
var minZ = 0;
|
||||
@ -547,10 +567,10 @@ class LightObject extends Object {
|
||||
lightsArray[i * 12 + 3] = 0.0; // padding or spot scale x
|
||||
|
||||
// light color
|
||||
var f = l.data.raw.strength;
|
||||
lightsArray[i * 12 + 4] = l.data.raw.color[0] * f;
|
||||
lightsArray[i * 12 + 5] = l.data.raw.color[1] * f;
|
||||
lightsArray[i * 12 + 6] = l.data.raw.color[2] * f;
|
||||
var f = l.strength;
|
||||
lightsArray[i * 12 + 4] = l.color.x * f;
|
||||
lightsArray[i * 12 + 5] = l.color.y * f;
|
||||
lightsArray[i * 12 + 6] = l.color.z * f;
|
||||
lightsArray[i * 12 + 7] = 0.0; // padding or spot scale y
|
||||
|
||||
// other data
|
||||
@ -561,13 +581,13 @@ class LightObject extends Object {
|
||||
|
||||
#if lnx_spot
|
||||
if (l.data.raw.type == "spot") {
|
||||
lightsArray[i * 12 + 9] = l.data.raw.spot_size;
|
||||
lightsArray[i * 12 + 9] = l.size;
|
||||
|
||||
var dir = l.look().normalize();
|
||||
lightsArraySpot[i * 8 ] = dir.x;
|
||||
lightsArraySpot[i * 8 + 1] = dir.y;
|
||||
lightsArraySpot[i * 8 + 2] = dir.z;
|
||||
lightsArraySpot[i * 8 + 3] = l.data.raw.spot_blend;
|
||||
lightsArraySpot[i * 8 + 3] = l.blend;
|
||||
|
||||
// Premultiply scale with z component
|
||||
var scale = l.transform.scale;
|
||||
@ -685,22 +705,6 @@ class LightObject extends Object {
|
||||
return LWVPMatrixArray;
|
||||
}
|
||||
|
||||
public static inline function getMaxLights(): Int {
|
||||
#if (rp_max_lights == 8)
|
||||
return 8;
|
||||
#elseif (rp_max_lights == 16)
|
||||
return 16;
|
||||
#elseif (rp_max_lights == 24)
|
||||
return 24;
|
||||
#elseif (rp_max_lights == 32)
|
||||
return 32;
|
||||
#elseif (rp_max_lights == 64)
|
||||
return 64;
|
||||
#else
|
||||
return 4;
|
||||
#end
|
||||
}
|
||||
|
||||
public static inline function getMaxLightsCluster(): Int {
|
||||
#if (rp_max_lights_cluster == 8)
|
||||
return 8;
|
||||
@ -718,6 +722,90 @@ class LightObject extends Object {
|
||||
}
|
||||
#end // lnx_clusters
|
||||
|
||||
public static inline function getMaxLights(): Int {
|
||||
#if (rp_max_lights == 8)
|
||||
return 8;
|
||||
#elseif (rp_max_lights == 16)
|
||||
return 16;
|
||||
#elseif (rp_max_lights == 24)
|
||||
return 24;
|
||||
#elseif (rp_max_lights == 32)
|
||||
return 32;
|
||||
#elseif (rp_max_lights == 64)
|
||||
return 64;
|
||||
#else
|
||||
return 4;
|
||||
#end
|
||||
}
|
||||
|
||||
#if (rp_shadowmap && lnx_shadowmap_atlas)
|
||||
public static var sunTileBoundsArray: Float32Array = null;
|
||||
public static var tileBoundsDirty: Bool = true;
|
||||
|
||||
public static function updateSunTileBoundsArray(): Float32Array {
|
||||
if (!tileBoundsDirty && sunTileBoundsArray != null) return sunTileBoundsArray;
|
||||
tileBoundsDirty = false;
|
||||
var maxLights = getMaxLights();
|
||||
var numTiles = maxLights * cascadeCount;
|
||||
if (sunTileBoundsArray == null) {
|
||||
sunTileBoundsArray = new Float32Array(numTiles * 4);
|
||||
}
|
||||
for (k in 0...sunTileBoundsArray.length) sunTileBoundsArray[k] = 0;
|
||||
var i = 0;
|
||||
for (light in Scene.active.lights) {
|
||||
if (i >= maxLights) break;
|
||||
if (!light.visible || light.data.raw.type != "sun") continue;
|
||||
if (!light.data.raw.cast_shadow || light.data.raw.strength == 0.0) continue;
|
||||
for (c in 0...cascadeCount) {
|
||||
var idx = (i * cascadeCount + c) * 4;
|
||||
sunTileBoundsArray[idx ] = light.tileOffsetX[c];
|
||||
sunTileBoundsArray[idx + 2] = light.tileOffsetX[c] + light.tileScale[c];
|
||||
#if (!kha_opengl)
|
||||
// flip bounds to match
|
||||
sunTileBoundsArray[idx + 1] = 1.0 - (light.tileOffsetY[c] + light.tileScale[c]);
|
||||
sunTileBoundsArray[idx + 3] = 1.0 - light.tileOffsetY[c];
|
||||
#else
|
||||
sunTileBoundsArray[idx + 1] = light.tileOffsetY[c];
|
||||
sunTileBoundsArray[idx + 3] = light.tileOffsetY[c] + light.tileScale[c];
|
||||
#end
|
||||
}
|
||||
i++;
|
||||
}
|
||||
return sunTileBoundsArray;
|
||||
}
|
||||
#end
|
||||
|
||||
#if (rp_shadowmap && lnx_shadowmap_atlas)
|
||||
public static var spotTileBoundsArray: Float32Array = null;
|
||||
|
||||
public static function updateSpotTileBoundsArray(): Float32Array {
|
||||
var maxLights = getMaxLights();
|
||||
if (spotTileBoundsArray == null) {
|
||||
spotTileBoundsArray = new Float32Array(maxLights * 4);
|
||||
}
|
||||
for (k in 0...spotTileBoundsArray.length) spotTileBoundsArray[k] = 0;
|
||||
var i = 0;
|
||||
for (light in Scene.active.lights) {
|
||||
if (i >= maxLights) break;
|
||||
if (!light.visible || light.data.raw.type != "spot") continue;
|
||||
if (!light.data.raw.cast_shadow || light.data.raw.strength == 0.0) continue;
|
||||
var idx = i * 4;
|
||||
spotTileBoundsArray[idx ] = light.tileOffsetX[0];
|
||||
spotTileBoundsArray[idx + 2] = light.tileOffsetX[0] + light.tileScale[0];
|
||||
#if (!kha_opengl)
|
||||
// flip bounds
|
||||
spotTileBoundsArray[idx + 1] = 1.0 - (light.tileOffsetY[0] + light.tileScale[0]);
|
||||
spotTileBoundsArray[idx + 3] = 1.0 - light.tileOffsetY[0];
|
||||
#else
|
||||
spotTileBoundsArray[idx + 1] = light.tileOffsetY[0];
|
||||
spotTileBoundsArray[idx + 3] = light.tileOffsetY[0] + light.tileScale[0];
|
||||
#end
|
||||
i++;
|
||||
}
|
||||
return spotTileBoundsArray;
|
||||
}
|
||||
#end
|
||||
|
||||
public inline function right(): Vec4 {
|
||||
return new Vec4(V._00, V._10, V._20);
|
||||
}
|
||||
|
||||
@ -28,13 +28,15 @@ class MeshObject extends Object {
|
||||
public var cameraList: Array<String> = null;
|
||||
public var screenSize = 0.0;
|
||||
public var frustumCulling = true;
|
||||
public var tilesheet: Tilesheet = null;
|
||||
public var activeTilesheet: Tilesheet = null;
|
||||
public var tilesheets: Array<Tilesheet> = null;
|
||||
public var skip_context: String = null; // Do not draw this context
|
||||
public var force_context: String = null; // Draw only this context
|
||||
static var lastPipeline: PipelineState = null;
|
||||
#if lnx_morph_target
|
||||
public var morphTarget: MorphTarget = null;
|
||||
#end
|
||||
public var vertexGroups: Map<String, Array<Vec4>> = null;
|
||||
|
||||
#if lnx_veloc
|
||||
public var prevMatrix = Mat4.identity();
|
||||
@ -50,6 +52,10 @@ class MeshObject extends Object {
|
||||
|
||||
public function setData(data: MeshData) {
|
||||
this.data = data;
|
||||
|
||||
if (this.materials != null && this.materials.length > 0)
|
||||
data.geom.instanceElements = @:privateAccess this.materials[0].shader.contexts[0].instanceElements;
|
||||
|
||||
data.refcount++;
|
||||
|
||||
#if (!lnx_batch)
|
||||
@ -87,8 +93,12 @@ class MeshObject extends Object {
|
||||
particleSystems = null;
|
||||
}
|
||||
#end
|
||||
if (tilesheet != null) tilesheet.remove();
|
||||
if (activeTilesheet != null) activeTilesheet.remove();
|
||||
if (tilesheets != null) { for (ts in tilesheets) { ts.remove(); } tilesheets = null; }
|
||||
if (Scene.active != null) Scene.active.meshes.remove(this);
|
||||
#if (rp_renderer == "Deferred")
|
||||
if (Scene.active != null) Scene.active.markMaterialParamsDirty();
|
||||
#end
|
||||
data.refcount--;
|
||||
super.remove();
|
||||
}
|
||||
@ -123,12 +133,34 @@ class MeshObject extends Object {
|
||||
#end
|
||||
|
||||
public function setupTilesheet(tilesheetData: iron.data.SceneFormat.TTilesheetData) {
|
||||
tilesheet = new Tilesheet(tilesheetData, this);
|
||||
activeTilesheet = new Tilesheet(tilesheetData, this);
|
||||
if (tilesheets == null) tilesheets = new Array<Tilesheet>();
|
||||
tilesheets.push(activeTilesheet);
|
||||
}
|
||||
|
||||
public function setActiveTilesheet(tilesheetData: iron.data.SceneFormat.TTilesheetData, tilesheetActionRef: String = null) {
|
||||
var set = false;
|
||||
if (tilesheets != null) {
|
||||
for (ts in tilesheets) {
|
||||
if (ts.raw == tilesheetData) {
|
||||
if (activeTilesheet != null) activeTilesheet.pause();
|
||||
activeTilesheet = ts;
|
||||
if (tilesheetActionRef != null) activeTilesheet.play(tilesheetActionRef);
|
||||
set = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!set) {
|
||||
if (activeTilesheet != null) activeTilesheet.pause();
|
||||
setupTilesheet(tilesheetData);
|
||||
if (tilesheetActionRef != null) activeTilesheet.play(tilesheetActionRef);
|
||||
}
|
||||
}
|
||||
|
||||
public function setTilesheetAction(actionRef: String) {
|
||||
if (tilesheet != null) {
|
||||
tilesheet.play(actionRef);
|
||||
if (activeTilesheet != null) {
|
||||
activeTilesheet.play(actionRef);
|
||||
}
|
||||
}
|
||||
|
||||
@ -161,6 +193,7 @@ class MeshObject extends Object {
|
||||
}
|
||||
|
||||
function cullMesh(context: String, camera: CameraObject, light: LightObject): Bool {
|
||||
var isShadow = context == "shadowmap";
|
||||
if (camera == null) return false;
|
||||
|
||||
if (camera.data.raw.frustum_culling && frustumCulling) {
|
||||
@ -169,11 +202,12 @@ class MeshObject extends Object {
|
||||
var radiusScale = data.isSkinned ? 2.0 : 1.0;
|
||||
#if lnx_gpu_particles
|
||||
// particleSystems for update, particleOwner for render
|
||||
if (particleSystems != null || particleOwner != null) radiusScale *= 1000;
|
||||
if (particleSystems != null && particleSystems.length > 0) return setCulled(isShadow, false);
|
||||
#end
|
||||
/*
|
||||
if (context == "voxel") radiusScale *= 100;
|
||||
if (data.geom.instanced) radiusScale *= 100;
|
||||
var isShadow = context == "shadowmap";
|
||||
if (data.geom.instanced) radiusScale *= 100;*/
|
||||
if (data.geom.instanced) return setCulled(isShadow, false);
|
||||
var frustumPlanes = isShadow ? light.frustumPlanes : camera.frustumPlanes;
|
||||
|
||||
if (isShadow && light.data.raw.type != "sun") { // Non-sun light bounds intersect camera frustum
|
||||
@ -188,8 +222,9 @@ class MeshObject extends Object {
|
||||
}
|
||||
}
|
||||
|
||||
culled = false;
|
||||
return culled;
|
||||
//culled = false;
|
||||
//return culled;
|
||||
return setCulled(isShadow, false);
|
||||
}
|
||||
|
||||
function skipContext(context: String, mat: MaterialData): Bool {
|
||||
@ -224,11 +259,6 @@ class MeshObject extends Object {
|
||||
if (cullMesh(context, Scene.active.camera, RenderPath.active.light)) return;
|
||||
var meshContext = raw != null ? context == "mesh" : false;
|
||||
|
||||
// Update tilesheet
|
||||
if (tilesheet != null && meshContext) {
|
||||
tilesheet.update();
|
||||
}
|
||||
|
||||
if (cameraList != null && cameraList.indexOf(Scene.active.camera.name) < 0) return;
|
||||
|
||||
#if lnx_gpu_particles
|
||||
|
||||
@ -61,6 +61,25 @@ class MorphTarget {
|
||||
public inline function setMorphValueDirect(index: Int, value: Float) {
|
||||
morphWeights.set(index, value);
|
||||
}
|
||||
|
||||
public function getMorphValue(name: String): Float {
|
||||
var i = morphMap.get(name);
|
||||
return (i != null) ? morphWeights.get(i) : 0.0;
|
||||
}
|
||||
|
||||
public function hasMorph(name: String): Bool {
|
||||
return morphMap.exists(name);
|
||||
}
|
||||
|
||||
public function resetWeights() {
|
||||
for (i in 0...morphWeights.length) {
|
||||
morphWeights.set(i, 0.0);
|
||||
}
|
||||
}
|
||||
|
||||
public function getMorphNames(): Array<String> {
|
||||
return [for (key in morphMap.keys()) key];
|
||||
}
|
||||
}
|
||||
|
||||
#end
|
||||
|
||||
@ -27,7 +27,6 @@ class Object {
|
||||
public var culled = false; // Object was culled last frame
|
||||
public var culledMesh = false;
|
||||
public var culledShadow = false;
|
||||
public var vertex_groups: Map<String, Array<Vec4>> = null;
|
||||
public var properties: Map<String, Dynamic> = null;
|
||||
var isEmpty = false;
|
||||
|
||||
@ -95,6 +94,7 @@ class Object {
|
||||
Removes the game object from the scene.
|
||||
**/
|
||||
public function remove() {
|
||||
Scene.active.removeFromGroups(this);
|
||||
if (isEmpty && Scene.active != null) Scene.active.empties.remove(this);
|
||||
if (animation != null) animation.remove();
|
||||
while (children.length > 0) children[0].remove();
|
||||
@ -111,16 +111,12 @@ class Object {
|
||||
@return Object or null
|
||||
**/
|
||||
public function getChild(name: String): Object {
|
||||
if (this.name == name) return this;
|
||||
else if (this.filename != "") {
|
||||
if (this.name == name + "_" + this.filename) return this;
|
||||
}
|
||||
|
||||
for (c in children) {
|
||||
if (c.name == name) return c;
|
||||
if (c.filename != "" && c.name == name + "_" + c.filename) return c;
|
||||
var r = c.getChild(name);
|
||||
if (r != null) return r;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
@ -145,12 +141,10 @@ class Object {
|
||||
}
|
||||
|
||||
public function getChildOfType<T: Object>(type: Class<T>): T {
|
||||
if (Std.isOfType(this, type)) return cast this;
|
||||
else {
|
||||
for (c in children) {
|
||||
var r = c.getChildOfType(type);
|
||||
if (r != null) return r;
|
||||
}
|
||||
for (c in children) {
|
||||
if (Std.isOfType(c, type)) return cast c;
|
||||
var r = c.getChildOfType(type);
|
||||
if (r != null) return r;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
@ -8,6 +8,7 @@ import iron.data.SceneFormat;
|
||||
import iron.math.Quat;
|
||||
import iron.math.Vec3;
|
||||
import iron.math.Vec4;
|
||||
import iron.object.CurveObject;
|
||||
import iron.object.MeshObject;
|
||||
import iron.object.Object;
|
||||
import iron.system.Time;
|
||||
@ -19,6 +20,10 @@ import kha.arrays.Uint32Array;
|
||||
class ParticleSystemCPU {
|
||||
public var data: ParticleData;
|
||||
public var speed: FastFloat = 1.0; // Not used yet. Added to go in hand with `ParticleSystemGPU`
|
||||
public var curveGuides: Array<CurveObject> = [];
|
||||
public var curveGuideStrength: FastFloat = 1.0;
|
||||
public var curveGuideSpeed: FastFloat = 1.0;
|
||||
var paused: Bool = false;
|
||||
var r: TParticleData;
|
||||
|
||||
// Format
|
||||
@ -37,6 +42,7 @@ class ParticleSystemCPU {
|
||||
// Velocity
|
||||
var velocity: Vec3 = new Vec3(0.0, 0.0, 1.0); // object_align_factor: Float32Array
|
||||
var velocityRandom: FastFloat = 0.0; // factor_random
|
||||
var normalFactor: FastFloat = 0.0;
|
||||
|
||||
// Rotation
|
||||
var rotation: Bool = false; // use_rotations
|
||||
@ -114,11 +120,12 @@ class ParticleSystemCPU {
|
||||
scale = r.particle_size;
|
||||
scaleRandom = r.size_random;
|
||||
|
||||
velocity = new Vec3(r.object_align_factor[0], r.object_align_factor[1], r.object_align_factor[2]).mult(frameRate / baseFrameRate).mult(1 / scale);
|
||||
velocity = new Vec3(r.object_align_factor[0], r.object_align_factor[1], r.object_align_factor[2]).mult(frameRate / baseFrameRate);
|
||||
velocityRandom = r.factor_random * (frameRate / baseFrameRate);
|
||||
normalFactor = r.normal_factor * (frameRate / baseFrameRate);
|
||||
|
||||
if (Scene.active.raw.gravity != null) {
|
||||
gravity = new Vec3(Scene.active.raw.gravity[0], Scene.active.raw.gravity[1], Scene.active.raw.gravity[2]).mult(frameRate / baseFrameRate).mult(1 / scale);
|
||||
gravity = new Vec3(Scene.active.raw.gravity[0], Scene.active.raw.gravity[1], Scene.active.raw.gravity[2]).mult(frameRate / baseFrameRate);
|
||||
}
|
||||
gravityFactor = r.weight_gravity * (frameRate / baseFrameRate);
|
||||
textureFactor = r.weight_texture;
|
||||
@ -139,39 +146,36 @@ class ParticleSystemCPU {
|
||||
scaleElementsCount = getRampElementsLength();
|
||||
scaleRampSizeFactor = getRampSizeFactor();
|
||||
|
||||
switch (type) {
|
||||
case 0: // Emission
|
||||
loopAnim = {
|
||||
tick: function () {
|
||||
spawnTime += Time.delta * Time.scale;
|
||||
var expected: Int = Math.floor(spawnTime / spawnRate);
|
||||
while (spawnedParticles < expected && spawnedParticles < count) {
|
||||
spawnParticle();
|
||||
spawnedParticles++;
|
||||
}
|
||||
updateParticles();
|
||||
},
|
||||
target: null,
|
||||
props: null,
|
||||
duration: loop ? lifetimeSeconds : lifetimeSeconds * 2,
|
||||
done: function () {
|
||||
if (loop) start();
|
||||
}
|
||||
}
|
||||
|
||||
Scene.active.notifyOnInit(function () {
|
||||
if (autoStart) start();
|
||||
});
|
||||
case 1: // Hair
|
||||
Scene.active.notifyOnInit(function () {
|
||||
for (i in 0...count) spawnParticle();
|
||||
});
|
||||
default:
|
||||
}
|
||||
|
||||
Scene.active.notifyOnInit(function () {
|
||||
for (i in 0...count) addToPool();
|
||||
|
||||
switch (type) {
|
||||
case 0: // Emission
|
||||
loopAnim = {
|
||||
tick: function () {
|
||||
if (paused) return;
|
||||
spawnTime += Time.delta;
|
||||
var expected: Int = Math.floor(spawnTime / spawnRate);
|
||||
while (spawnedParticles < expected && spawnedParticles < count) {
|
||||
spawnParticle();
|
||||
spawnedParticles++;
|
||||
}
|
||||
updateParticles();
|
||||
},
|
||||
target: null,
|
||||
props: null,
|
||||
duration: loop ? lifetimeSeconds : lifetimeSeconds * 2,
|
||||
done: function () {
|
||||
if (loop) start();
|
||||
}
|
||||
}
|
||||
if (autoStart) start();
|
||||
case 1: // Hair
|
||||
for (i in 0...count) spawnParticle();
|
||||
default:
|
||||
}
|
||||
});
|
||||
|
||||
});
|
||||
}
|
||||
|
||||
@ -182,14 +186,12 @@ class ParticleSystemCPU {
|
||||
Tween.to(loopAnim);
|
||||
}
|
||||
|
||||
// TODO
|
||||
public function pause() {
|
||||
|
||||
paused = true;
|
||||
}
|
||||
|
||||
// TODO
|
||||
public function resume() {
|
||||
|
||||
paused = false;
|
||||
}
|
||||
|
||||
public function stop() {
|
||||
@ -246,6 +248,8 @@ class ParticleSystemCPU {
|
||||
var scalePos: FastFloat = owner.data.scalePos;
|
||||
var scalePosParticle: FastFloat = cast(o, MeshObject).data.scalePos;
|
||||
|
||||
var normDir: Vec3 = new Vec3();
|
||||
|
||||
// TODO: add all properties from Blender's UI
|
||||
switch (emitFrom) {
|
||||
case 0: // Vertices
|
||||
@ -253,6 +257,8 @@ class ParticleSystemCPU {
|
||||
var i: Int = Std.int(Math.random() * (pa.values.length / pa.size));
|
||||
var loc: Vec4 = new Vec4(pa.values[i * pa.size] * normFactor, pa.values[i * pa.size + 1] * normFactor, pa.values[i * pa.size + 2] * normFactor, 1);
|
||||
|
||||
if (normalFactor != 0.0) normDir = new Vec3(loc.x, loc.y, loc.z).normalize();
|
||||
|
||||
if (!localCoords) {
|
||||
loc.applyQuat(objectRot);
|
||||
loc.add(objectPos);
|
||||
@ -274,6 +280,9 @@ class ParticleSystemCPU {
|
||||
var pos: Vec3 = randomPointInTriangle(v0, v1, v2);
|
||||
|
||||
var loc: Vec4 = new Vec4(pos.x, pos.y, pos.z, 1).mult(normFactor);
|
||||
|
||||
if (normalFactor != 0.0) normDir = new Vec3(loc.x, loc.y, loc.z).normalize();
|
||||
|
||||
if (!localCoords) {
|
||||
loc.applyQuat(objectRot);
|
||||
loc.add(objectPos);
|
||||
@ -285,6 +294,8 @@ class ParticleSystemCPU {
|
||||
scaleFactorVolume.mult(0.5);
|
||||
var loc: Vec4 = new Vec4((Math.random() * 2.0 - 1.0) * scaleFactorVolume.x, (Math.random() * 2.0 - 1.0) * scaleFactorVolume.y, (Math.random() * 2.0 - 1.0) * scaleFactorVolume.z, 1);
|
||||
|
||||
if (normalFactor != 0.0) normDir = new Vec3(loc.x, loc.y, loc.z).normalize();
|
||||
|
||||
if (!localCoords) {
|
||||
loc.applyQuat(objectRot);
|
||||
loc.add(objectPos);
|
||||
@ -310,7 +321,9 @@ class ParticleSystemCPU {
|
||||
var randomZ: FastFloat = (Math.random() * 2 / (scale * particleScale) - 1 / (scale * particleScale)) * velocityRandom;
|
||||
var g: Vec3 = new Vec3();
|
||||
|
||||
var rotatedVelocity: Vec4 = new Vec4(velocity.x + randomX, velocity.y + randomY, velocity.z + randomZ, 1);
|
||||
if (normalFactor != 0.0) normDir = normDir.mult(normalFactor);
|
||||
|
||||
var rotatedVelocity: Vec4 = new Vec4(velocity.x + randomX + normDir.x, velocity.y + randomY + normDir.y, velocity.z + randomZ + normDir.z, 1);
|
||||
if (!localCoords) rotatedVelocity.applyQuat(objectRot);
|
||||
|
||||
if (rotation) {
|
||||
@ -371,7 +384,7 @@ class ParticleSystemCPU {
|
||||
|
||||
function updateParticles() {
|
||||
for (particle => physics in particlePhysics) {
|
||||
physics.age += Time.delta * Time.scale;
|
||||
physics.age += Time.delta;
|
||||
|
||||
if (physics.age >= physics.lifetime) {
|
||||
particlePhysics.remove(particle);
|
||||
@ -379,14 +392,63 @@ class ParticleSystemCPU {
|
||||
continue;
|
||||
}
|
||||
|
||||
physics.velocity.x += physics.gravity.x * Time.delta * Time.scale;
|
||||
physics.velocity.y += physics.gravity.y * Time.delta * Time.scale;
|
||||
physics.velocity.z += physics.gravity.z * Time.delta * Time.scale;
|
||||
physics.velocity.x += physics.gravity.x * Time.delta;
|
||||
physics.velocity.y += physics.gravity.y * Time.delta;
|
||||
physics.velocity.z += physics.gravity.z * Time.delta;
|
||||
|
||||
if (curveGuides != null && curveGuides.length > 0) {
|
||||
var curveVelX: FastFloat = 0.0;
|
||||
var curveVelY: FastFloat = 0.0;
|
||||
var curveVelZ: FastFloat = 0.0;
|
||||
var validCurves: Int = 0;
|
||||
|
||||
for (curve in curveGuides) {
|
||||
if (curve != null && curve.data != null && curve.data.splines != null && curve.splinesLength > 0) {
|
||||
var t = physics.age / physics.lifetime;
|
||||
|
||||
var tangent = curve.getTangent(t, 0);
|
||||
tangent.w = 0.0;
|
||||
tangent.applymat4(curve.transform.world);
|
||||
tangent.normalize();
|
||||
|
||||
var curveLen = curve.getLength(0);
|
||||
var speed = (curveLen / physics.lifetime) * curveGuideSpeed;
|
||||
|
||||
var tgtX = tangent.x * speed;
|
||||
var tgtY = tangent.y * speed;
|
||||
var tgtZ = tangent.z * speed;
|
||||
|
||||
if (localCoords) {
|
||||
var targetVel = new Vec4(tgtX, tgtY, tgtZ, 0.0);
|
||||
var invOwnerRot = new Quat(-owner.transform.rot.x, -owner.transform.rot.y, -owner.transform.rot.z, owner.transform.rot.w);
|
||||
targetVel.applyQuat(invOwnerRot);
|
||||
tgtX = targetVel.x;
|
||||
tgtY = targetVel.y;
|
||||
tgtZ = targetVel.z;
|
||||
}
|
||||
|
||||
curveVelX += tgtX;
|
||||
curveVelY += tgtY;
|
||||
curveVelZ += tgtZ;
|
||||
validCurves++;
|
||||
}
|
||||
}
|
||||
|
||||
if (validCurves > 0) {
|
||||
curveVelX /= validCurves;
|
||||
curveVelY /= validCurves;
|
||||
curveVelZ /= validCurves;
|
||||
|
||||
physics.velocity.x += (curveVelX - physics.velocity.x) * curveGuideStrength;
|
||||
physics.velocity.y += (curveVelY - physics.velocity.y) * curveGuideStrength;
|
||||
physics.velocity.z += (curveVelZ - physics.velocity.z) * curveGuideStrength;
|
||||
}
|
||||
}
|
||||
|
||||
particle.transform.translate(
|
||||
physics.velocity.x * Time.delta * Time.scale,
|
||||
physics.velocity.y * Time.delta * Time.scale,
|
||||
physics.velocity.z * Time.delta * Time.scale
|
||||
physics.velocity.x * Time.delta,
|
||||
physics.velocity.y * Time.delta,
|
||||
physics.velocity.z * Time.delta
|
||||
);
|
||||
|
||||
if (rotation && dynamicRotation && orientationAxis == 3) setVelocityHair(particle, physics.velocity, randQuat, phaseQuat);
|
||||
|
||||
@ -141,10 +141,10 @@ class ParticleSystemGPU {
|
||||
dimx = object.transform.dim.x;
|
||||
dimy = object.transform.dim.y;
|
||||
|
||||
if (object.tilesheet != null) {
|
||||
tilesx = object.tilesheet.getTilesX();
|
||||
tilesy = object.tilesheet.getTilesY();
|
||||
tilesFramerate = object.tilesheet.action.framerate;
|
||||
if (object.activeTilesheet != null) {
|
||||
tilesx = object.activeTilesheet.getTilesX();
|
||||
tilesy = object.activeTilesheet.getTilesY();
|
||||
tilesFramerate = object.activeTilesheet.action.framerate;
|
||||
}
|
||||
|
||||
// Animate
|
||||
|
||||
@ -1,6 +1,7 @@
|
||||
package iron.object;
|
||||
|
||||
import kha.FastFloat;
|
||||
import kha.Sound;
|
||||
import kha.audio1.AudioChannel;
|
||||
import iron.data.Data;
|
||||
import iron.data.SceneFormat;
|
||||
@ -13,9 +14,10 @@ class SpeakerObject extends Object {
|
||||
|
||||
public var data: TSpeakerData;
|
||||
public var paused(default, null) = false;
|
||||
public var sound(default, null): kha.Sound = null;
|
||||
public var sound(default, null): Sound = null;
|
||||
public var channels(default, null): Array<AudioChannel> = [];
|
||||
public var volume(default, null) : FastFloat;
|
||||
public var sampleRate(default, null) : Int;
|
||||
|
||||
public function new(data: TSpeakerData) {
|
||||
super();
|
||||
@ -26,28 +28,32 @@ class SpeakerObject extends Object {
|
||||
|
||||
if (data.sound == "") return;
|
||||
|
||||
Data.getSound(data.sound, function(sound: kha.Sound) {
|
||||
this.sound = sound;
|
||||
Data.getSound(data.sound, function(sound: Sound) {
|
||||
this.sound = cloneSound(sound);
|
||||
App.notifyOnInit(init);
|
||||
});
|
||||
}
|
||||
|
||||
function init() {
|
||||
sampleRate = sound.sampleRate;
|
||||
if (data.pitch != 1.0)
|
||||
sound.sampleRate = Std.int(sampleRate * data.pitch);
|
||||
if (visible && data.play_on_start) play();
|
||||
}
|
||||
|
||||
public function play() {
|
||||
if (sound == null || data.muted) return;
|
||||
public function play(): AudioChannel {
|
||||
if (sound == null || data.muted) return null;
|
||||
if (paused) {
|
||||
for (c in channels) c.play();
|
||||
paused = false;
|
||||
return;
|
||||
return null;
|
||||
}
|
||||
var channel = Audio.play(sound, data.loop, data.stream);
|
||||
if (channel != null) {
|
||||
channels.push(channel);
|
||||
if (data.attenuation > 0 && channels.length == 1) App.notifyOnUpdate(update);
|
||||
}
|
||||
return channel;
|
||||
}
|
||||
|
||||
public function pause() {
|
||||
@ -65,14 +71,24 @@ class SpeakerObject extends Object {
|
||||
|
||||
data.sound = sound;
|
||||
|
||||
Data.getSound(sound, function(sound: kha.Sound) {
|
||||
this.sound = sound;
|
||||
Data.getSound(sound, function(sound: Sound) {
|
||||
this.sound = cloneSound(sound);
|
||||
});
|
||||
|
||||
sampleRate = this.sound.sampleRate;
|
||||
if (data.pitch != 1.0)
|
||||
this.sound.sampleRate = Std.int(sampleRate * data.pitch);
|
||||
}
|
||||
|
||||
public function setVolume(volume: FastFloat) {
|
||||
data.volume = volume;
|
||||
}
|
||||
|
||||
public function setPosition(position: Float) {
|
||||
for (c in channels)
|
||||
if (position < c.length) c.position = position;
|
||||
}
|
||||
|
||||
function update() {
|
||||
if (paused) return;
|
||||
for (c in channels) if (c.finished) channels.remove(c);
|
||||
@ -103,6 +119,17 @@ class SpeakerObject extends Object {
|
||||
super.remove();
|
||||
}
|
||||
|
||||
function cloneSound(sound: Sound): Sound {
|
||||
if (sound == null) return null;
|
||||
var s = Type.createEmptyInstance(Sound);
|
||||
s.compressedData = sound.compressedData;
|
||||
s.uncompressedData = sound.uncompressedData;
|
||||
s.sampleRate = sound.sampleRate;
|
||||
s.length = sound.length;
|
||||
s.channels = sound.channels;
|
||||
return s;
|
||||
}
|
||||
|
||||
#end
|
||||
|
||||
}
|
||||
|
||||
@ -1,11 +1,12 @@
|
||||
package iron.object;
|
||||
|
||||
import iron.App;
|
||||
import iron.Scene;
|
||||
import iron.data.SceneFormat;
|
||||
import iron.system.Time;
|
||||
import haxe.ds.Map;
|
||||
|
||||
|
||||
@:allow(iron.Scene)
|
||||
class Tilesheet {
|
||||
|
||||
public var tileX: Float = 0.0;
|
||||
@ -14,7 +15,8 @@ class Tilesheet {
|
||||
public var flipY: Bool = false;
|
||||
public var paused: Bool = false;
|
||||
public var frame: Int = 0;
|
||||
public var actions: Array<TTilesheetAction>;
|
||||
public var raw: TTilesheetData = null;
|
||||
public var actions: Array<TTilesheetAction> = null;
|
||||
public var action: TTilesheetAction = null;
|
||||
|
||||
public var ready: Bool = false;
|
||||
@ -31,8 +33,11 @@ class Tilesheet {
|
||||
|
||||
public function new(tilesheetData: TTilesheetData, ownerObject: MeshObject = null) {
|
||||
owner = ownerObject;
|
||||
raw = tilesheetData;
|
||||
actions = tilesheetData.actions;
|
||||
|
||||
Scene.active.tilesheets.push(this);
|
||||
|
||||
pendingAction = tilesheetData.start_action;
|
||||
if ((pendingAction == null || pendingAction == "") && actions.length > 0) {
|
||||
pendingAction = actions[0].name;
|
||||
@ -262,8 +267,10 @@ class Tilesheet {
|
||||
}
|
||||
|
||||
public function remove() {
|
||||
Scene.active.tilesheets.remove(this);
|
||||
ready = false;
|
||||
action = null;
|
||||
raw = null;
|
||||
actions = null;
|
||||
owner = null;
|
||||
currentMesh = null;
|
||||
|
||||
@ -106,6 +106,7 @@ class Transform {
|
||||
Rebuild the matrices, if needed.
|
||||
**/
|
||||
public function update() {
|
||||
if (object.constraints != null && object.constraints.length > 0) dirty = true;
|
||||
if (dirty) buildMatrix();
|
||||
}
|
||||
|
||||
@ -132,15 +133,11 @@ class Transform {
|
||||
|
||||
function composeDelta() {
|
||||
// Delta transform
|
||||
var dl = new Vec4().addvecs(loc, dloc);
|
||||
var ds = new Vec4().setFrom(scale);
|
||||
ds.x *= dscale.x;
|
||||
ds.y *= dscale.y;
|
||||
ds.z *= dscale.z;
|
||||
var dr = new Quat().fromEuler(_deulerX, _deulerY, _deulerZ);
|
||||
dr.multquats(dr, rot);
|
||||
dr.multquats(drot, dr);
|
||||
local.compose(dl, dr, ds);
|
||||
dloc.addvecs(loc, dloc);
|
||||
dscale.addvecs(dscale, scale);
|
||||
drot.fromEuler(_deulerX, _deulerY, _deulerZ);
|
||||
drot.multquats(rot, drot);
|
||||
local.compose(dloc, drot, dscale);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -154,12 +151,19 @@ class Transform {
|
||||
if (boneParent != null) local.multmats(boneParent, local);
|
||||
|
||||
if (object.parent != null && !localOnly) {
|
||||
world.multmats3x4(local, object.parent.transform.world);
|
||||
// Swap multiplication order for linked objects to keep local transform intact
|
||||
var swapMult: Bool = object.raw != null && object.parent.raw != null && object.parent.raw.group_ref != null && object.parent.raw.group_ref != "";
|
||||
var a: Mat4 = swapMult ? object.parent.transform.world : local;
|
||||
var b: Mat4 = swapMult ? local : object.parent.transform.world;
|
||||
world.multmats3x4(a, b);
|
||||
}
|
||||
else {
|
||||
world.setFrom(local);
|
||||
}
|
||||
|
||||
// Constraints
|
||||
if (object.constraints != null) for (c in object.constraints) c.apply(this);
|
||||
|
||||
worldUnpack.setFrom(world);
|
||||
if (scaleWorld != 1.0) {
|
||||
worldUnpack._00 *= scaleWorld;
|
||||
@ -176,9 +180,6 @@ class Transform {
|
||||
worldUnpack._23 *= scaleWorld;
|
||||
}
|
||||
|
||||
// Constraints
|
||||
if (object.constraints != null) for (c in object.constraints) c.apply(this);
|
||||
|
||||
computeDim();
|
||||
|
||||
// Update children
|
||||
@ -269,7 +270,7 @@ class Transform {
|
||||
}
|
||||
|
||||
function computeRadius() {
|
||||
radius = Math.sqrt(dim.x * dim.x + dim.y * dim.y + dim.z * dim.z);
|
||||
radius = 0.5 * Math.sqrt(dim.x * dim.x + dim.y * dim.y + dim.z * dim.z);
|
||||
}
|
||||
|
||||
function computeDim() {
|
||||
|
||||
@ -428,12 +428,10 @@ class Uniforms {
|
||||
var v: Vec4 = null;
|
||||
helpVec.set(0, 0, 0, 0);
|
||||
switch (c.link) {
|
||||
#if lnx_debug
|
||||
case "_input": {
|
||||
helpVec.set(Input.getMouse().x / iron.App.w(), Input.getMouse().y / iron.App.h(), Input.getMouse().down() ? 1.0 : 0.0, 0.0);
|
||||
v = helpVec;
|
||||
}
|
||||
#end
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
@ -690,7 +688,7 @@ class Uniforms {
|
||||
}
|
||||
case "_hosekSunDirection": {
|
||||
var w = Scene.active.world;
|
||||
if (w != null) {
|
||||
if (w != null && w.raw.sun_direction != null) {
|
||||
// Clamp Z for night cycle
|
||||
helpVec.set(w.raw.sun_direction[0],
|
||||
w.raw.sun_direction[1],
|
||||
@ -827,9 +825,20 @@ class Uniforms {
|
||||
}
|
||||
}
|
||||
case "_shadowMapSize": {
|
||||
if (light != null && light.data.raw.cast_shadow) {
|
||||
var shadowLight = light;
|
||||
if (shadowLight == null || !shadowLight.data.raw.cast_shadow) {
|
||||
shadowLight = RenderPath.active.sun;
|
||||
}
|
||||
if (shadowLight != null && shadowLight.data.raw.cast_shadow) {
|
||||
v = helpVec;
|
||||
v.x = v.y = light.data.raw.shadowmap_size;
|
||||
v.x = v.y = shadowLight.data.raw.shadowmap_size;
|
||||
#if lnx_csm
|
||||
#if (!lnx_shadowmap_atlas)
|
||||
if (shadowLight.data.raw.type == "sun") {
|
||||
v.x = shadowLight.data.raw.shadowmap_size * LightObject.cascadeCount;
|
||||
}
|
||||
#end
|
||||
#end
|
||||
}
|
||||
}
|
||||
default:
|
||||
@ -887,6 +896,11 @@ class Uniforms {
|
||||
case "_envmapIrradiance": {
|
||||
fa = Scene.active.world == null ? WorldData.getEmptyIrradiance() : Scene.active.world.probe.irradiance;
|
||||
}
|
||||
#if (rp_renderer == "Deferred")
|
||||
case "_materialParams": {
|
||||
fa = Scene.active.materialParamsBuffer;
|
||||
}
|
||||
#end
|
||||
#if lnx_clusters
|
||||
case "_lightsArray": {
|
||||
fa = LightObject.lightsArray;
|
||||
@ -903,15 +917,18 @@ class Uniforms {
|
||||
#end
|
||||
#end // lnx_clusters
|
||||
#if lnx_csm
|
||||
case "_cascadeData": {
|
||||
for (l in Scene.active.lights) {
|
||||
if (l.data.raw.type == "sun") {
|
||||
fa = l.getCascadeData();
|
||||
break;
|
||||
}
|
||||
}
|
||||
case "_cascadeData": {
|
||||
var sun = RenderPath.active.sun;
|
||||
if (sun != null && sun.data.raw.type == "sun") {
|
||||
fa = sun.getCascadeData();
|
||||
}
|
||||
#end
|
||||
}
|
||||
#end
|
||||
#if lnx_shadowmap_atlas
|
||||
case "_tileBoundsSunArray": {
|
||||
fa = LightObject.updateSunTileBoundsArray();
|
||||
}
|
||||
#end
|
||||
}
|
||||
|
||||
if (fa != null) {
|
||||
@ -937,6 +954,22 @@ class Uniforms {
|
||||
}
|
||||
|
||||
static function setObjectConstant(g: Graphics, object: Object, location: ConstantLocation, c: TShaderConstant) {
|
||||
#if lnx_spot
|
||||
if (c.name == "LWVPSpot") {
|
||||
var light = getSpot(0);
|
||||
if (light != null) {
|
||||
if (object == null) helpMat.setIdentity();
|
||||
else helpMat.setFrom(object.transform.worldUnpack);
|
||||
|
||||
helpMat.multmat(light.VP);
|
||||
helpMat.multmat(biasMat);
|
||||
|
||||
g.setMatrix(location, helpMat.self);
|
||||
return;
|
||||
}
|
||||
}
|
||||
#end
|
||||
|
||||
if (c.link == null) return;
|
||||
|
||||
var camera = Scene.active.camera;
|
||||
@ -1064,32 +1097,30 @@ class Uniforms {
|
||||
}
|
||||
}
|
||||
case "_biasLightWorldViewProjectionMatrixSun": {
|
||||
for (l in iron.Scene.active.lights) {
|
||||
if (l.data.raw.type == "sun") {
|
||||
// object is null for DrawQuad
|
||||
object == null ? helpMat.setIdentity() : helpMat.setFrom(object.transform.worldUnpack);
|
||||
helpMat.multmat(l.VP);
|
||||
helpMat.multmat(biasMat);
|
||||
#if lnx_shadowmap_atlas
|
||||
// tile matrix
|
||||
helpMat2.setIdentity();
|
||||
// scale [0-1] coords to [0-tilescale]
|
||||
helpMat2._00 = l.tileScale[0];
|
||||
helpMat2._11 = l.tileScale[0];
|
||||
// offset coordinate start from [0, 0] to [tile-start-x, tile-start-y]
|
||||
helpMat2._30 = l.tileOffsetX[0];
|
||||
helpMat2._31 = l.tileOffsetY[0];
|
||||
helpMat.multmat(helpMat2);
|
||||
#if (!kha_opengl)
|
||||
helpMat2.setIdentity();
|
||||
helpMat2._11 = -1.0;
|
||||
helpMat2._31 = 1.0;
|
||||
helpMat.multmat(helpMat2);
|
||||
#end
|
||||
#end
|
||||
m = helpMat;
|
||||
break;
|
||||
}
|
||||
var sun = RenderPath.active.sun;
|
||||
if (sun != null && sun.data.raw.type == "sun") {
|
||||
// object is null for DrawQuad
|
||||
object == null ? helpMat.setIdentity() : helpMat.setFrom(object.transform.worldUnpack);
|
||||
helpMat.multmat(sun.VP);
|
||||
helpMat.multmat(biasMat);
|
||||
#if lnx_shadowmap_atlas
|
||||
// tile matrix
|
||||
helpMat2.setIdentity();
|
||||
// scale [0-1] coords to [0-tilescale]
|
||||
helpMat2._00 = sun.tileScale[0];
|
||||
helpMat2._11 = sun.tileScale[0];
|
||||
// offset coordinate start from [0, 0] to [tile-start-x, tile-start-y]
|
||||
helpMat2._30 = sun.tileOffsetX[0];
|
||||
helpMat2._31 = sun.tileOffsetY[0];
|
||||
helpMat.multmat(helpMat2);
|
||||
#if (!kha_opengl)
|
||||
helpMat2.setIdentity();
|
||||
helpMat2._11 = -1.0;
|
||||
helpMat2._31 = 1.0;
|
||||
helpMat.multmat(helpMat2);
|
||||
#end
|
||||
#end
|
||||
m = helpMat;
|
||||
}
|
||||
}
|
||||
#if rp_probes
|
||||
@ -1246,17 +1277,17 @@ class Uniforms {
|
||||
var vy: Null<kha.FastFloat> = null;
|
||||
switch (c.link) {
|
||||
case "_tilesheetOffset": {
|
||||
var ts = cast(object, MeshObject).tilesheet;
|
||||
var ts = cast(object, MeshObject).activeTilesheet;
|
||||
vx = ts.tileX;
|
||||
vy = ts.tileY;
|
||||
}
|
||||
case "_tilesheetFlip": {
|
||||
var ts = cast(object, MeshObject).tilesheet;
|
||||
var ts = cast(object, MeshObject).activeTilesheet;
|
||||
vx = ts.flipX ? 1.0 : 0.0;
|
||||
vy = ts.flipY ? 1.0 : 0.0;
|
||||
}
|
||||
case "_tilesheetTiles": {
|
||||
var ts = cast(object, MeshObject).tilesheet;
|
||||
var ts = cast(object, MeshObject).activeTilesheet;
|
||||
vx = ts.getTilesX();
|
||||
vy = ts.getTilesY();
|
||||
}
|
||||
@ -1373,7 +1404,7 @@ class Uniforms {
|
||||
if (fa == null) return;
|
||||
g.setFloats(location, fa);
|
||||
}
|
||||
else if (c.type == "int") {
|
||||
else if (c.type == "int" || c.type == "uint") {
|
||||
var i: Null<Int> = null;
|
||||
switch (c.link) {
|
||||
case "_uid": {
|
||||
|
||||
12
leenkx/Sources/leenkx/logicnode/ActiveSceneObjectNode.hx
Normal file
12
leenkx/Sources/leenkx/logicnode/ActiveSceneObjectNode.hx
Normal file
@ -0,0 +1,12 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class ActiveSceneObjectNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
return iron.Scene.active.root.getChild(iron.Scene.active.raw.name);
|
||||
}
|
||||
}
|
||||
@ -3,6 +3,8 @@ package leenkx.logicnode;
|
||||
import iron.data.SceneFormat.TSceneFormat;
|
||||
import iron.data.Data;
|
||||
import iron.object.Object;
|
||||
import iron.object.MeshObject;
|
||||
import iron.Scene;
|
||||
|
||||
class AddParticleToObjectNode extends LogicNode {
|
||||
|
||||
@ -22,22 +24,22 @@ class AddParticleToObjectNode extends LogicNode {
|
||||
|
||||
if (objFrom == null || objTo == null) return;
|
||||
|
||||
var mobjFrom = cast(objFrom, iron.object.MeshObject);
|
||||
var mobjFrom = cast(objFrom, MeshObject);
|
||||
|
||||
var psys = mobjFrom.particleSystems != null ? mobjFrom.particleSystems[slot] :
|
||||
mobjFrom.particleOwner != null && mobjFrom.particleOwner.particleSystems != null ? mobjFrom.particleOwner.particleSystems[slot] : null;
|
||||
|
||||
if (psys == null) return;
|
||||
|
||||
var mobjTo = cast(objTo, iron.object.MeshObject);
|
||||
|
||||
mobjTo.setupParticleSystem(iron.Scene.active.raw.name, {name: 'LnxPS', seed: 0, particle: @:privateAccess psys.r.name});
|
||||
var mobjTo = cast(objTo, MeshObject);
|
||||
|
||||
mobjTo.setupParticleSystem(Scene.active.raw.name, {name: 'LnxPS', seed: 0, particle: @:privateAccess psys.r.name});
|
||||
|
||||
mobjTo.render_emitter = inputs[4].get();
|
||||
|
||||
iron.Scene.active.spawnObject(psys.data.raw.instance_object, null, function(o: Object) {
|
||||
Scene.active.spawnObject(psys.data.raw.instance_object, null, function(o: Object) {
|
||||
if (o != null) {
|
||||
var c: iron.object.MeshObject = cast o;
|
||||
var c: MeshObject = cast o;
|
||||
if (mobjTo.particleChildren == null) mobjTo.particleChildren = [];
|
||||
mobjTo.particleChildren.push(c);
|
||||
c.particleOwner = mobjTo;
|
||||
@ -55,7 +57,7 @@ class AddParticleToObjectNode extends LogicNode {
|
||||
var slot: Int = inputs[3].get();
|
||||
|
||||
var mobjTo: Object = inputs[4].get();
|
||||
var mobjTo = cast(mobjTo, iron.object.MeshObject);
|
||||
var mobjTo = cast(mobjTo, MeshObject);
|
||||
|
||||
#if lnx_json
|
||||
sceneName += ".json";
|
||||
@ -65,28 +67,34 @@ class AddParticleToObjectNode extends LogicNode {
|
||||
|
||||
Data.getSceneRaw(sceneName, (rawScene: TSceneFormat) -> {
|
||||
|
||||
for (obj in rawScene.objects) {
|
||||
if (obj.name == objectName) {
|
||||
mobjTo.setupParticleSystem(sceneName, obj.particle_refs[slot]);
|
||||
mobjTo.render_emitter = inputs[5].get();
|
||||
for (obj in rawScene.objects) {
|
||||
if (obj.name == objectName) {
|
||||
mobjTo.setupParticleSystem(sceneName, obj.particle_refs[slot]);
|
||||
mobjTo.render_emitter = inputs[5].get();
|
||||
|
||||
iron.Scene.active.spawnObject(rawScene.particle_datas[slot].instance_object, null, function(o: Object) {
|
||||
if (o != null) {
|
||||
var c: iron.object.MeshObject = cast o;
|
||||
if (mobjTo.particleChildren == null) mobjTo.particleChildren = [];
|
||||
mobjTo.particleChildren.push(c);
|
||||
c.particleOwner = mobjTo;
|
||||
c.particleIndex = mobjTo.particleChildren.length - 1;
|
||||
}
|
||||
}, true, rawScene);
|
||||
for (i => ps in rawScene.particle_datas)
|
||||
if (obj.particle_refs[slot].particle == ps.name){
|
||||
slot = i;
|
||||
break;
|
||||
}
|
||||
|
||||
var oslot: Int = mobjTo.particleSystems.length-1;
|
||||
var opsys = mobjTo.particleSystems[oslot];
|
||||
@:privateAccess opsys.setupGeomGpu(mobjTo.particleChildren[oslot]);
|
||||
Scene.active.spawnObject(rawScene.particle_datas[slot].instance_object, null, function(o: Object) {
|
||||
if (o != null) {
|
||||
var c: MeshObject = cast o;
|
||||
if (mobjTo.particleChildren == null) mobjTo.particleChildren = [];
|
||||
mobjTo.particleChildren.push(c);
|
||||
c.particleOwner = mobjTo;
|
||||
c.particleIndex = mobjTo.particleChildren.length - 1;
|
||||
}
|
||||
}, true, rawScene);
|
||||
|
||||
break;
|
||||
var oslot: Int = mobjTo.particleSystems.length-1;
|
||||
var opsys = mobjTo.particleSystems[oslot];
|
||||
@:privateAccess opsys.setupGeomGpu(mobjTo.particleChildren[oslot]);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
|
||||
@ -111,7 +111,9 @@ class AddPhysicsConstraintNode extends LogicNode {
|
||||
}
|
||||
}
|
||||
}
|
||||
pivotObject.addTrait(con);
|
||||
con.name = property0;
|
||||
|
||||
pivotObject.addTrait(con);
|
||||
}
|
||||
#end
|
||||
runOutput(0);
|
||||
|
||||
46
leenkx/Sources/leenkx/logicnode/AddPhysicsHookNode.hx
Normal file
46
leenkx/Sources/leenkx/logicnode/AddPhysicsHookNode.hx
Normal file
@ -0,0 +1,46 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.object.Object;
|
||||
#if lnx_bullet
|
||||
import leenkx.trait.physics.bullet.PhysicsHook;
|
||||
#end
|
||||
|
||||
class AddPhysicsHookNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
var obj: Object = inputs[1].get();
|
||||
var target: Object = inputs[2].get();
|
||||
var inputVerts: Dynamic = inputs[3].get();
|
||||
|
||||
var flattenedVerts: Array<Float> = [];
|
||||
|
||||
if (Std.isOfType(inputVerts, Array)) {
|
||||
var vArray: Array<Dynamic> = cast inputVerts;
|
||||
for (v in vArray) {
|
||||
if (v.x != null) {
|
||||
flattenedVerts.push(v.x);
|
||||
flattenedVerts.push(v.y);
|
||||
flattenedVerts.push(v.z);
|
||||
}
|
||||
else if (v[0] != null) {
|
||||
flattenedVerts.push(v[0]);
|
||||
flattenedVerts.push(v[1]);
|
||||
flattenedVerts.push(v[2]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if lnx_bullet
|
||||
var hook = obj.getTrait(PhysicsHook);
|
||||
if (hook == null) {
|
||||
hook = new PhysicsHook(target.name, flattenedVerts);
|
||||
obj.addTrait(hook);
|
||||
}
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
@ -20,7 +20,6 @@ class AddRigidBodyNode extends LogicNode {
|
||||
|
||||
override function run(from: Int) {
|
||||
object = inputs[1].get();
|
||||
if (object == null) return;
|
||||
|
||||
#if lnx_physics
|
||||
|
||||
@ -70,6 +69,7 @@ class AddRigidBodyNode extends LogicNode {
|
||||
case "Cylinder": shape = Cylinder;
|
||||
case "Convex Hull": shape = ConvexHull;
|
||||
case "Mesh": shape = Mesh;
|
||||
case "Compound Parent": shape = Compound;
|
||||
}
|
||||
|
||||
rb = new RigidBody(shape, mass, friction, bounciness, group, mask);
|
||||
@ -77,6 +77,48 @@ class AddRigidBodyNode extends LogicNode {
|
||||
rb.staticObj = !active;
|
||||
rb.isTriggerObject(trigger);
|
||||
|
||||
if (property0 == "Compound Parent") {
|
||||
var compoundChildren = [];
|
||||
for (child in object.children) {
|
||||
var childRb: RigidBody = child.getTrait(RigidBody);
|
||||
if (childRb != null) {
|
||||
var childShape = 0;
|
||||
switch (@:privateAccess childRb.shape) {
|
||||
case Box: childShape = 0;
|
||||
case Sphere: childShape = 1;
|
||||
case ConvexHull: childShape = 2;
|
||||
case Mesh: childShape = 3;
|
||||
case Cone: childShape = 4;
|
||||
case Cylinder: childShape = 5;
|
||||
case Capsule: childShape = 6;
|
||||
default: childShape = 0;
|
||||
}
|
||||
childRb.remove();
|
||||
var m = object.transform.world.clone();
|
||||
m.getInverse(object.transform.world);
|
||||
m.multmat(child.transform.world);
|
||||
var loc = new iron.math.Vec4();
|
||||
var rot = new iron.math.Quat();
|
||||
var scl = new iron.math.Vec4();
|
||||
m.decompose(loc, rot, scl);
|
||||
compoundChildren.push({
|
||||
shape: childShape,
|
||||
posX: loc.x,
|
||||
posY: loc.y,
|
||||
posZ: loc.z,
|
||||
rotX: rot.x,
|
||||
rotY: rot.y,
|
||||
rotZ: rot.z,
|
||||
rotW: rot.w,
|
||||
dimX: child.transform.dim.x,
|
||||
dimY: child.transform.dim.y,
|
||||
dimZ: child.transform.dim.z
|
||||
});
|
||||
}
|
||||
}
|
||||
@:privateAccess rb.compoundChildren = compoundChildren;
|
||||
}
|
||||
|
||||
if (property1) {
|
||||
rb.linearDamping = linDamp;
|
||||
rb.angularDamping = angDamp;
|
||||
|
||||
38
leenkx/Sources/leenkx/logicnode/AddSoftBodyNode.hx
Normal file
38
leenkx/Sources/leenkx/logicnode/AddSoftBodyNode.hx
Normal file
@ -0,0 +1,38 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.object.Object;
|
||||
#if lnx_physics_soft
|
||||
import leenkx.trait.physics.bullet.SoftBody;
|
||||
#end
|
||||
|
||||
class AddSoftBodyNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
var obj: Object = inputs[1].get();
|
||||
if (obj == null) return;
|
||||
|
||||
var shape: Int = inputs[2].get(); // 0: Cloth, 1: Volume
|
||||
var bend: Float = inputs[3].get();
|
||||
var mass: Float = inputs[4].get();
|
||||
var margin: Float = inputs[5].get();
|
||||
var friction: Float = inputs[6].get();
|
||||
var damping: Float = inputs[7].get();
|
||||
var pressure: Float = inputs[8].get();
|
||||
var lStiff: Float = inputs[9].get();
|
||||
var aStiff: Float = inputs[10].get();
|
||||
|
||||
#if lnx_physics_soft
|
||||
var sb: SoftBody = obj.getTrait(SoftBody);
|
||||
if (sb == null) {
|
||||
sb = new SoftBody(shape, bend, mass, margin, friction, damping, lStiff, aStiff, pressure);
|
||||
obj.addTrait(sb);
|
||||
}
|
||||
#end
|
||||
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
@ -4,25 +4,38 @@ import iron.object.Object;
|
||||
|
||||
class AddTraitNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
var trait: Dynamic;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
var object: Object = inputs[1].get();
|
||||
var traitName: String = inputs[2].get();
|
||||
|
||||
assert(Error, object != null, "Object should not be null");
|
||||
assert(Error, traitName != null, "Trait name should not be null");
|
||||
|
||||
var cname = Type.resolveClass(Main.projectPackage + "." + traitName);
|
||||
if (cname == null) cname = Type.resolveClass(Main.projectPackage + ".node." + traitName);
|
||||
assert(Error, cname != null, 'No trait with the name "$traitName" found, make sure that the trait is exported!');
|
||||
assert(Warning, object.getTrait(cname) == null, 'Object already has the trait "$traitName" applied');
|
||||
if (property0 == 'TraitName'){
|
||||
var traitName: String = inputs[2].get();
|
||||
|
||||
assert(Error, traitName != null, "Trait name should not be null");
|
||||
|
||||
var cname = Type.resolveClass(Main.projectPackage + "." + traitName);
|
||||
if (cname == null) cname = Type.resolveClass(Main.projectPackage + ".node." + traitName);
|
||||
assert(Error, cname != null, 'No trait with the name "$traitName" found, make sure that the trait is exported!');
|
||||
assert(Warning, object.getTrait(cname) == null, 'Object already has the trait "$traitName" applied');
|
||||
|
||||
trait = Type.createInstance(cname, []);
|
||||
|
||||
} else
|
||||
trait = inputs[2].get();
|
||||
|
||||
var trait = Type.createInstance(cname, []);
|
||||
object.addTrait(trait);
|
||||
|
||||
runOutput(0);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
return trait;
|
||||
}
|
||||
}
|
||||
|
||||
23
leenkx/Sources/leenkx/logicnode/AlongCurveNode.hx
Normal file
23
leenkx/Sources/leenkx/logicnode/AlongCurveNode.hx
Normal file
@ -0,0 +1,23 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.object.Object;
|
||||
import iron.object.CurveObject;
|
||||
|
||||
class AlongCurveNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
var object: Object = inputs[1].get();
|
||||
var curve: CurveObject = inputs[2].get();
|
||||
var splineIdx: Int = inputs[3].get();
|
||||
var forwardAxis: String = inputs[4].get();
|
||||
var position: Float = inputs[5].get();
|
||||
|
||||
curve.follow(object, position, splineIdx, forwardAxis);
|
||||
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
35
leenkx/Sources/leenkx/logicnode/AnimationNode.hx
Normal file
35
leenkx/Sources/leenkx/logicnode/AnimationNode.hx
Normal file
@ -0,0 +1,35 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.object.Object;
|
||||
import iron.object.Animation;
|
||||
import iron.object.ObjectAnimation;
|
||||
|
||||
class AnimationNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
var object: Object = inputs[0].get();
|
||||
|
||||
if (object == null)
|
||||
return from == 0 ? null : 0;
|
||||
|
||||
var animation: Animation = object.animation;
|
||||
if (animation == null) animation = object.getParentArmature(object.name);
|
||||
|
||||
var actions: Array<String> = [];
|
||||
|
||||
if (animation.isSkinned)
|
||||
for(a in animation.armature.actions)
|
||||
actions.push(a.name);
|
||||
else
|
||||
for (a in cast(animation, ObjectAnimation).oactions)
|
||||
if (a != null)
|
||||
actions.push(a.objects[0].name);
|
||||
|
||||
return from == 0 ? actions : actions.length;
|
||||
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,29 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
#if lnx_navigation
|
||||
import leenkx.trait.navigation.Navigation;
|
||||
import leenkx.trait.NavMesh;
|
||||
#end
|
||||
|
||||
import iron.object.Object;
|
||||
import iron.math.Vec4;
|
||||
|
||||
class AroundNavigableLocationNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
#if lnx_navigation
|
||||
var activeNavMesh: NavMesh = Navigation.active.navMeshes.get(inputs[0].get());
|
||||
var position: Vec4 = inputs[1].get();
|
||||
var radius: Float = inputs[2].get();
|
||||
|
||||
assert(Error, activeNavMesh != null, "No Navigation Mesh Present");
|
||||
return activeNavMesh.getRandomPointAround(position, radius);
|
||||
#end
|
||||
return null;
|
||||
}
|
||||
}
|
||||
@ -12,7 +12,7 @@ class ArrayAddNode extends LogicNode {
|
||||
override function run(from: Int) {
|
||||
ar = inputs[1].get();
|
||||
|
||||
if (ar == null) return;
|
||||
assert(Error, ar != null, 'Array should not be null');
|
||||
|
||||
// "Modify Original" == `false` -> Copy the input array
|
||||
if (!inputs[2].get()) {
|
||||
|
||||
@ -2,7 +2,7 @@ package leenkx.logicnode;
|
||||
|
||||
class ArrayGetNextNode extends LogicNode {
|
||||
|
||||
var i = 0;
|
||||
var i = -1;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
@ -13,12 +13,12 @@ class ArrayGetNextNode extends LogicNode {
|
||||
|
||||
if (ar == null) return null;
|
||||
|
||||
var value = ar[i];
|
||||
|
||||
if (i < ar.length - 1)
|
||||
i++;
|
||||
else
|
||||
i = 0;
|
||||
|
||||
var value = ar[i];
|
||||
|
||||
return value;
|
||||
|
||||
|
||||
@ -2,7 +2,7 @@ package leenkx.logicnode;
|
||||
|
||||
class ArrayGetPreviousNextNode extends LogicNode {
|
||||
|
||||
var i = 0;
|
||||
var i = -1;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
|
||||
@ -13,7 +13,7 @@ class ArrayInsertNode extends LogicNode {
|
||||
var index: Int = inputs[2].get();
|
||||
var value: Dynamic = inputs[3].get();
|
||||
|
||||
if (ar == null || value == null) return;
|
||||
assert(Error, ar != null && value != null, 'Array or Value should not be null');
|
||||
|
||||
ar.insert(index, value);
|
||||
|
||||
|
||||
@ -11,7 +11,7 @@ class ArrayLoopNode extends LogicNode {
|
||||
|
||||
override function run(from: Int) {
|
||||
var ar: Array<Dynamic> = inputs[1].get();
|
||||
if (ar == null) return;
|
||||
assert(Error, ar != null, 'Array should not be null');
|
||||
|
||||
index = -1;
|
||||
for (val in ar) {
|
||||
|
||||
@ -10,7 +10,7 @@ class ArrayRemoveNode extends LogicNode {
|
||||
|
||||
override function run(from: Int) {
|
||||
var ar: Array<Dynamic> = inputs[1].get();
|
||||
if (ar == null) return;
|
||||
assert(Error, ar != null, 'Array should not be null');
|
||||
|
||||
var i: Int = inputs[2].get();
|
||||
if (i < 0) i = ar.length + i;
|
||||
|
||||
@ -10,7 +10,7 @@ class ArrayRemoveValueNode extends LogicNode {
|
||||
|
||||
override function run(from: Int) {
|
||||
var ar: Array<Dynamic> = inputs[1].get();
|
||||
if (ar == null) return;
|
||||
assert(Error, ar != null, 'Array should not be null');
|
||||
|
||||
var val: Dynamic = inputs[2].get();
|
||||
|
||||
|
||||
@ -8,7 +8,7 @@ class ArrayResizeNode extends LogicNode {
|
||||
|
||||
override function run(from: Int) {
|
||||
var ar: Array<Dynamic> = inputs[1].get();
|
||||
if (ar == null) return;
|
||||
assert(Error, ar != null, 'Array should not be null');
|
||||
|
||||
var len = inputs[2].get();
|
||||
|
||||
|
||||
@ -8,7 +8,7 @@ class ArraySetNode extends LogicNode {
|
||||
|
||||
override function run(from: Int) {
|
||||
var ar: Array<Dynamic> = inputs[1].get();
|
||||
if (ar == null) return;
|
||||
assert(Error, ar != null, 'Array should not be null');
|
||||
|
||||
var i: Int = inputs[2].get();
|
||||
var value: Dynamic = inputs[3].get();
|
||||
|
||||
@ -10,7 +10,7 @@ class ArraySpliceNode extends LogicNode {
|
||||
|
||||
override function run(from: Int) {
|
||||
var ar: Array<Dynamic> = inputs[1].get();
|
||||
if (ar == null) return;
|
||||
assert(Error, ar != null, 'Array should not be null');
|
||||
|
||||
var i = inputs[2].get();
|
||||
var len = inputs[3].get();
|
||||
|
||||
62
leenkx/Sources/leenkx/logicnode/AsyncArrayLoopNode.hx
Normal file
62
leenkx/Sources/leenkx/logicnode/AsyncArrayLoopNode.hx
Normal file
@ -0,0 +1,62 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class AsyncArrayLoopNode extends LogicNode {
|
||||
|
||||
var array:Array<Dynamic>;
|
||||
var index:Int = 0;
|
||||
var running:Bool = false;
|
||||
var itemsPerFrame:Int = 1;
|
||||
|
||||
public function new(tree:LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
array = inputs[1].get();
|
||||
itemsPerFrame = inputs[2].get();
|
||||
index = 0;
|
||||
if (array == null || array.length == 0) {
|
||||
runOutput(3);
|
||||
return;
|
||||
}
|
||||
running = true;
|
||||
tree.notifyOnUpdate(update);
|
||||
}
|
||||
|
||||
function update() {
|
||||
if (!running) return;
|
||||
|
||||
var processed = 0;
|
||||
while (processed < itemsPerFrame && index < array.length) {
|
||||
index++;
|
||||
processed++;
|
||||
runOutput(0);
|
||||
|
||||
if (tree.loopBreak) {
|
||||
tree.loopBreak = false;
|
||||
running = false;
|
||||
tree.removeUpdate(update);
|
||||
runOutput(2);
|
||||
return;
|
||||
}
|
||||
|
||||
if (tree.loopContinue) {
|
||||
tree.loopContinue = false;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (index >= array.length) {
|
||||
running = false;
|
||||
tree.removeUpdate(update);
|
||||
runOutput(3);
|
||||
}
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
if (from == 1)
|
||||
return array[index - 1];
|
||||
return index - 1;
|
||||
|
||||
}
|
||||
}
|
||||
63
leenkx/Sources/leenkx/logicnode/AsyncLoopNode.hx
Normal file
63
leenkx/Sources/leenkx/logicnode/AsyncLoopNode.hx
Normal file
@ -0,0 +1,63 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class AsyncLoopNode extends LogicNode {
|
||||
|
||||
var from:Int;
|
||||
var to:Int;
|
||||
var index:Int;
|
||||
var running:Bool = false;
|
||||
var itemsPerFrame:Int = 1;
|
||||
|
||||
public function new(tree:LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
this.from = inputs[1].get();
|
||||
this.to = inputs[2].get();
|
||||
this.itemsPerFrame = inputs[3].get();
|
||||
index = this.from;
|
||||
|
||||
if (this.from >= this.to) {
|
||||
runOutput(2);
|
||||
return;
|
||||
}
|
||||
|
||||
running = true;
|
||||
tree.notifyOnUpdate(update);
|
||||
}
|
||||
|
||||
function update() {
|
||||
if (!running) return;
|
||||
|
||||
var processed = 0;
|
||||
while (processed < itemsPerFrame && index < to) {
|
||||
runOutput(0);
|
||||
index++;
|
||||
processed++;
|
||||
|
||||
if (tree.loopBreak) {
|
||||
tree.loopBreak = false;
|
||||
running = false;
|
||||
tree.removeUpdate(update);
|
||||
runOutput(2);
|
||||
return;
|
||||
}
|
||||
|
||||
if (tree.loopContinue) {
|
||||
tree.loopContinue = false;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (index >= to) {
|
||||
running = false;
|
||||
tree.removeUpdate(update);
|
||||
runOutput(2);
|
||||
}
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
return index - 1;
|
||||
}
|
||||
}
|
||||
@ -1,7 +1,5 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.object.Object;
|
||||
|
||||
class CallFunctionNode extends LogicNode {
|
||||
|
||||
var result: Dynamic;
|
||||
@ -11,8 +9,8 @@ class CallFunctionNode extends LogicNode {
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
var object: Dynamic = inputs[1].get();
|
||||
if (object == null) return;
|
||||
var trait: Dynamic = inputs[1].get();
|
||||
if (trait == null){ runOutput(0); return; }
|
||||
|
||||
var funName: String = inputs[2].get();
|
||||
var args: Array<Dynamic> = [];
|
||||
@ -21,9 +19,9 @@ class CallFunctionNode extends LogicNode {
|
||||
args.push(inputs[i].get());
|
||||
}
|
||||
|
||||
var func = Reflect.field(object, funName);
|
||||
var func = Reflect.field(trait, funName);
|
||||
if (func != null) {
|
||||
result = Reflect.callMethod(object, func, args);
|
||||
result = Reflect.callMethod(trait, func, args);
|
||||
}
|
||||
|
||||
runOutput(0);
|
||||
|
||||
@ -14,14 +14,16 @@ class CameraGetNode extends LogicNode {
|
||||
case 3: leenkx.renderpath.Postprocess.camera_uniforms[3];//Camera: Exposure Compensation
|
||||
case 4: leenkx.renderpath.Postprocess.camera_uniforms[4];//Fisheye Distortion
|
||||
case 5: leenkx.renderpath.Postprocess.camera_uniforms[5];//DoF AutoFocus §§ If true, it ignores the DoF Distance setting
|
||||
case 6: leenkx.renderpath.Postprocess.camera_uniforms[6];//DoF Distance
|
||||
case 7: leenkx.renderpath.Postprocess.camera_uniforms[7];//DoF Focal Length mm
|
||||
case 8: leenkx.renderpath.Postprocess.camera_uniforms[8];//DoF F-Stop
|
||||
case 9: leenkx.renderpath.Postprocess.camera_uniforms[9];//Tonemapping Method
|
||||
case 10: leenkx.renderpath.Postprocess.camera_uniforms[10];//Distort
|
||||
case 11: leenkx.renderpath.Postprocess.camera_uniforms[11];//Film Grain
|
||||
case 12: leenkx.renderpath.Postprocess.camera_uniforms[12];//Sharpen
|
||||
case 13: leenkx.renderpath.Postprocess.camera_uniforms[13];//Vignette
|
||||
case 6: new iron.math.Vec4(leenkx.renderpath.Postprocess.auto_focus[0], leenkx.renderpath.Postprocess.auto_focus[1], 0, 1); //Auto Focus Value
|
||||
case 7: leenkx.renderpath.Postprocess.auto_focus[2]; //max blur
|
||||
case 8: leenkx.renderpath.Postprocess.camera_uniforms[6];//DoF Distance
|
||||
case 9: leenkx.renderpath.Postprocess.camera_uniforms[7];//DoF Focal Length mm
|
||||
case 10: leenkx.renderpath.Postprocess.camera_uniforms[8];//DoF F-Stop
|
||||
case 11: leenkx.renderpath.Postprocess.camera_uniforms[9];//Tonemapping Method
|
||||
case 12: leenkx.renderpath.Postprocess.camera_uniforms[10];//Distort
|
||||
case 13: leenkx.renderpath.Postprocess.camera_uniforms[11];//Film Grain
|
||||
case 14: leenkx.renderpath.Postprocess.camera_uniforms[12];//Sharpen
|
||||
case 15: leenkx.renderpath.Postprocess.camera_uniforms[13];//Vignette
|
||||
default: 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user