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300 Commits

Author SHA1 Message Date
394ab38a80 patch 2026-02-27 00:54:58 -08:00
cc95912a7e Next patch 2026-02-24 23:46:31 -08:00
85a44b930d Node patch 2026-02-24 23:04:47 -08:00
cd3090817a Next patch 2026-02-24 21:30:00 -08:00
d45c632dcd Patch_2 2026-02-24 17:35:26 -08:00
1c3c30e6ce Patch_2 2026-02-24 11:44:01 -08:00
c9839c9be6 Merge pull request 'Patch_2' (#2) from e2002e_0 into main
Reviewed-on: #2
2026-02-24 18:54:11 +00:00
6a17251520 merge upstream 2026-02-24 07:40:25 +00:00
0adcafd697 Patch_1 2026-02-21 22:17:44 -08:00
423807c62f merge upstream 2026-02-21 22:47:25 +00:00
5598161b40 Upload files to "Krom" 2026-02-21 08:05:08 +00:00
e6ac30e57f Delete Krom/Krom.exe 2026-02-21 08:04:28 +00:00
5d1132b24c merge upstream 2026-02-21 07:52:44 +00:00
232ae3e7bc Upload files to "Krom" 2026-02-21 07:50:44 +00:00
a861665c98 Delete Krom/Krom.exe 2026-02-21 07:49:27 +00:00
4852a40848 Delete Krom/Krom 2026-02-21 07:49:09 +00:00
a00f3506ed Update leenkx/blender/lnx/material/cycles_nodes/nodes_vector.py 2026-01-05 07:14:08 +00:00
9aa01e6436 Update leenkx/blender/lnx/material/cycles_nodes/nodes_texture.py 2026-01-05 07:13:51 +00:00
18c564048f Update leenkx/blender/lnx/material/cycles_nodes/nodes_shader.py 2026-01-05 07:13:24 +00:00
da19096658 Update leenkx/blender/lnx/material/cycles_nodes/nodes_converter.py 2026-01-05 07:12:32 +00:00
06343dcca1 Update leenkx/blender/lnx/material/cycles_nodes/nodes_input.py 2026-01-05 07:11:59 +00:00
4375087d3a Update leenkx/blender/lnx/material/cycles_nodes/nodes_vector.py 2025-12-15 02:04:50 +00:00
825f783cbe Update leenkx/blender/lnx/material/cycles_nodes/nodes_texture.py 2025-12-15 02:04:30 +00:00
2f9a24753e Update leenkx/blender/lnx/material/cycles_nodes/nodes_shader.py 2025-12-15 02:04:10 +00:00
07efcaffdb Update leenkx/blender/lnx/material/cycles_nodes/nodes_input.py 2025-12-15 02:03:51 +00:00
a6bef6b35a Update leenkx/blender/lnx/material/cycles_nodes/nodes_color.py 2025-12-15 02:03:07 +00:00
b88f471f0f Update leenkx/blender/lnx/material/cycles_nodes/nodes_converter.py 2025-12-15 02:02:20 +00:00
7e31a73d28 Update leenkx/blender/lnx/lightmapper/utility/encoding.py 2025-12-14 20:30:49 +00:00
7fa4be0b07 Update leenkx/blender/lnx/lightmapper/utility/gui/Viewport.py 2025-12-14 20:29:53 +00:00
d5f3f05ab6 merge upstream 2025-11-14 17:48:37 +00:00
3bee97a560 Update leenkx/blender/lnx/material/cycles.py 2025-11-14 17:41:39 +00:00
4f4f28d62f Merge pull request 'main' (#111) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#111
2025-11-06 16:32:50 +00:00
7076fb6b7e Update leenkx/blender/lnx/material/cycles.py 2025-11-06 16:29:46 +00:00
b72a22b5e9 Update leenkx/blender/lnx/props_ui.py 2025-11-06 16:17:18 +00:00
b265ab863c Update leenkx/blender/lnx/props.py 2025-11-06 16:13:39 +00:00
f5fa754e17 merge upstream 2025-10-03 22:16:29 +00:00
48f5575e4e Update leenkx/Sources/leenkx/logicnode/OnContactNode.hx 2025-10-03 07:56:12 +00:00
f2c4be6336 Update leenkx/Sources/leenkx/logicnode/HasContactNode.hx 2025-10-03 07:55:46 +00:00
2ddc938db8 Update leenkx/Sources/leenkx/logicnode/AnyContactNode.hx 2025-10-03 07:55:14 +00:00
5eb735ada2 Update leenkx/Sources/leenkx/trait/physics/bullet/PhysicsWorld.hx 2025-10-03 07:52:01 +00:00
9894cc20f2 Update leenkx/Sources/leenkx/trait/physics/PhysicsWorld.hx 2025-10-03 07:51:32 +00:00
dbe6d0829a Add leenkx/Sources/leenkx/trait/physics/PhysicsCache.hx 2025-10-03 07:51:07 +00:00
6f383e2ab2 Update leenkx/Sources/leenkx/trait/physics/PhysicsWorld.hx 2025-10-03 05:38:54 +00:00
5c2d29d7ce Update leenkx/Sources/leenkx/trait/physics/bullet/PhysicsWorld.hx 2025-10-03 05:37:50 +00:00
28579e14d7 Update leenkx/Sources/leenkx/logicnode/AnyContactNode.hx 2025-10-03 05:37:06 +00:00
2ec6f43cc5 Update leenkx/Sources/leenkx/logicnode/OnContactNode.hx 2025-10-03 05:36:14 +00:00
027021815a Update leenkx/Sources/leenkx/logicnode/HasContactNode.hx 2025-10-03 05:35:48 +00:00
b9b387803f Add leenkx/blender/lnx/logicnode/physics/LN_any_contact.py 2025-10-03 05:06:23 +00:00
e05d9d0237 Update leenkx/Sources/leenkx/logicnode/HasContactNode.hx 2025-10-03 05:04:48 +00:00
c908e6cad2 Update leenkx/Sources/leenkx/logicnode/OnContactNode.hx 2025-10-03 05:04:18 +00:00
506a0a0245 Add leenkx/Sources/leenkx/logicnode/AnyContactNode.hx 2025-10-03 05:03:29 +00:00
5cf33724e4 Update leenkx/Sources/leenkx/trait/physics/bullet/PhysicsWorld.hx 2025-10-03 05:02:28 +00:00
ac5aa3d19c Merge pull request 'Hashlink fix' (#110) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#110
2025-10-03 03:21:56 +00:00
0c534ee632 Update leenkx/Sources/iron/object/ParticleSystem.hx 2025-10-01 01:42:51 +00:00
69a2bb1e7e merge upstream 2025-09-30 06:02:59 +00:00
e3e7855d26 Merge pull request 'main' (#109) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#109
2025-09-30 05:59:23 +00:00
f7917974f8 Update leenkx/Sources/iron/object/ObjectAnimation.hx 2025-09-30 05:52:44 +00:00
fa2d8f05d5 Update leenkx/Sources/iron/object/ObjectAnimation.hx 2025-09-30 05:35:50 +00:00
5b86f32b51 merge upstream 2025-09-29 22:41:09 +00:00
73fcb55acc Update leenkx/blender/lnx/props_traits.py 2025-09-29 05:28:13 +00:00
c24baa3364 Update leenkx/blender/lnx/props_traits_props.py 2025-09-29 05:27:43 +00:00
4517c4863f Merge pull request 'Downward support to 2.8 LTS!!' (#108) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#108
2025-09-28 20:02:58 +00:00
1299306e09 Update leenkx.py 2025-09-28 20:01:00 +00:00
f97d8fd846 Blender 2.8 - 4.5 Support 2025-09-28 12:44:04 -07:00
8f8d4b1376 Update leenkx/blender/lnx/props_traits.py 2025-09-28 00:09:57 +00:00
a926fa8dbb Update leenkx/blender/lnx/nodes_logic.py 2025-09-27 03:03:08 +00:00
6c3efa6c83 Update leenkx/blender/lnx/props_ui.py 2025-09-24 01:54:38 +00:00
21afad6d09 Update leenkx/blender/lnx/exporter.py 2025-09-24 01:53:43 +00:00
04c6983a09 Update leenkx/Sources/iron/data/SceneFormat.hx 2025-09-24 01:52:47 +00:00
45966ef0bb Update leenkx/blender/lnx/props.py 2025-09-24 01:51:11 +00:00
a72edc6203 Update leenkx/Sources/iron/object/ParticleSystem.hx 2025-09-24 01:50:03 +00:00
6af1ef2df1 Update leenkx/blender/lnx/props_ui.py 2025-09-24 01:33:47 +00:00
46e3047877 Update leenkx/blender/lnx/props.py 2025-09-23 19:57:53 +00:00
de74af215a Merge pull request 'main' (#107) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#107
2025-09-23 17:54:11 +00:00
b6e96553c2 Update leenkx/blender/lnx/lightmapper/utility/build.py 2025-09-19 22:52:01 +00:00
58e009f709 Terrain Generation fix 2025-09-19 21:17:58 +00:00
e88f101ca6 t3du - Particle info random 2025-09-19 19:40:49 +00:00
d28d59b9e6 t3du - Particle info random 2025-09-19 19:38:12 +00:00
a4398c7279 t3du - Particle info random 2025-09-19 19:31:45 +00:00
abedfd799e t3du - Fix World Errors 2025-09-19 19:28:54 +00:00
4520422f6b t3du - Fix World Errors 2025-09-19 19:27:02 +00:00
88418c06c3 t3du - Fix World Errors 2025-09-19 19:25:30 +00:00
aedc2783ab t3du - Labels for finding nodes 2025-09-19 19:22:45 +00:00
1505414c4c t3du - Labels for finding nodes 2025-09-19 19:19:25 +00:00
fa818602c4 t3du - Labels for finding nodes 2025-09-19 19:18:05 +00:00
79dc458671 t3du - Labels for finding nodes 2025-09-19 19:15:41 +00:00
8e635fb1e9 t3du - Labels for finding nodes 2025-09-19 19:11:47 +00:00
4c2e6ab26a t3du - Probabilistic Index Node 2025-09-19 19:09:18 +00:00
2371e3777e t3du - Probabilistic Index Node 2025-09-19 19:08:03 +00:00
b458b77e5c moisesjpelaez - Include external blend files on build 2025-09-19 19:04:43 +00:00
9b76f8cca9 moisesjpelaez - Include external blend files on build 2025-09-19 19:03:22 +00:00
5f2acb209e moisesjpelaez - Include external blend files on build 2025-09-19 19:00:50 +00:00
6fc446e7a9 moisesjpelaez - General Fixes 2025-09-19 18:54:44 +00:00
71e57026e1 moisesjpelaez - General Fixes 2025-09-19 18:53:25 +00:00
5288a98440 moisesjpelaez - General Fixes 2025-09-19 18:49:09 +00:00
35e346be39 moisesjpelaez - General Fixes 2025-09-19 18:39:54 +00:00
843ef0b058 moisesjpelaez - General Fixes 2025-09-19 18:39:14 +00:00
177890bf39 moisesjpelaez - General Fixes 2025-09-19 18:37:01 +00:00
9ac37e6dc7 moisesjpelaez - General Fixes 2025-09-19 18:34:42 +00:00
e697437778 moisesjpelaez - General Fixes 2025-09-19 18:33:44 +00:00
c94fc0fd97 moisesjpelaez - General Fixes 2025-09-19 18:29:52 +00:00
cd0a6f6788 Update leenkx/Sources/iron/data/SceneFormat.hx 2025-09-19 18:28:19 +00:00
4400e0e9c8 moisesjpelaez - General Fixes 2025-09-19 18:27:22 +00:00
20cf07cfc3 moisesjpelaez - General Fixes 2025-09-19 18:25:54 +00:00
1939f19c05 moisesjpelaez - General Fixes 2025-09-19 18:24:19 +00:00
0d2b152ccb moisesjpelaez - General Fixes 2025-09-19 18:15:23 +00:00
7f58e0fc85 moisesjpelaez - General Fixes 2025-09-19 18:13:00 +00:00
0e4a6575c7 moisesjpelaez - General Material Updates 2025-09-19 18:09:04 +00:00
024676f43a moisesjpelaez - General Material Updates 2025-09-19 17:43:54 +00:00
8fe758862c moisesjpelaez - General Material Updates 2025-09-19 17:35:59 +00:00
1f3d1b47ae moisesjpelaez - General Material Updates 2025-09-19 17:34:27 +00:00
f659a3c2be moisesjpelaez - General Material Updates 2025-09-19 17:32:38 +00:00
6eeb9017d4 moisesjpelaez - General Material Updates 2025-09-19 17:30:42 +00:00
afe89c3834 Update leenkx/Sources/iron/data/ShaderData.hx 2025-09-19 17:27:14 +00:00
8b695f72bb moisesjpelaez - General Material Updates 2025-09-19 17:25:03 +00:00
3d99fa60c0 moisesjpelaez - General Material Updates 2025-09-19 17:23:42 +00:00
43be7729ba moisesjpelaez - Tween var 2025-09-19 17:17:41 +00:00
de0b1075c2 moisesjpelaez - Time Fix 2025-09-19 17:13:16 +00:00
c7aba23fa4 t3du - Fix DOF condition 2025-09-19 17:08:21 +00:00
881f3267cc t3du - Fix DOF condition 2025-09-19 17:06:10 +00:00
19b79d61c7 ObiNoWanKenobi - FirstPersonController Changes 2025-09-19 17:03:20 +00:00
fcbab54a0c moisesjpelaez - General Fixes 2025-09-19 16:57:49 +00:00
8fd05d5514 Update leenkx/Sources/leenkx/renderpath/RenderPathForward.hx 2025-08-28 19:21:48 +00:00
ad4013ed75 Update leenkx/Sources/leenkx/renderpath/RenderPathForward.hx 2025-08-28 19:11:31 +00:00
590e6219d5 merge upstream 2025-08-14 23:01:45 +00:00
8ac567b57b Merge pull request 'Update leenkx/Shaders/std/conetrace.glsl' (#104) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#104
2025-08-14 23:01:04 +00:00
43b7ae7060 Update leenkx/Shaders/std/conetrace.glsl 2025-08-14 22:58:57 +00:00
662981fa03 Update leenkx/blender/lnx/material/make_mesh.py 2025-08-14 22:46:53 +00:00
a3866fb604 merge upstream 2025-08-14 21:32:32 +00:00
29e9e71a6a Merge pull request 'main' (#103) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#103
2025-08-14 21:29:54 +00:00
bfb85b0a3b Update leenkx/Sources/iron/Scene.hx 2025-08-14 20:29:28 +00:00
ef99b800e0 Update leenkx/Sources/iron/App.hx 2025-08-14 20:27:20 +00:00
7cca955fc5 Update leenkx/Sources/iron/App.hx 2025-08-14 20:26:33 +00:00
7e7bbd5eae merge upstream 2025-08-14 20:24:23 +00:00
c31b2a18ad Update leenkx/blender/lnx/logicnode/draw/LN_draw_string.py 2025-08-14 19:03:28 +00:00
fb47bf2564 Update leenkx/blender/lnx/logicnode/draw/LN_draw_Text_Area_string.py 2025-08-14 19:01:59 +00:00
7ae6750620 Update leenkx/blender/lnx/logicnode/camera/LN_set_camera_start_end.py 2025-08-14 19:00:58 +00:00
5b87010f76 Update leenkx/Sources/leenkx/trait/internal/DebugConsole.hx 2025-08-14 18:58:52 +00:00
97e952fc15 Update leenkx/Sources/leenkx/logicnode/DrawStringNode.hx 2025-08-14 18:57:13 +00:00
b440539d65 Merge pull request 'main' (#102) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#102
2025-07-23 17:34:02 +00:00
fbf63e4f17 Update leenkx/Shaders/std/brdf.glsl 2025-07-22 23:33:21 +00:00
a318e08072 Update leenkx/Shaders/sss_pass/sss_pass.frag.glsl 2025-07-22 23:20:35 +00:00
7ae458a9dd merge upstream 2025-07-22 23:06:30 +00:00
60a9db6459 Update api/api.hxml 2025-07-22 21:54:56 +00:00
3b5a93c92a Update leenkx/Sources/leenkx/trait/PhysicsBreak.hx 2025-07-22 21:51:25 +00:00
4af990796e t3du - Add TSceneFormat as Trait property type 2025-07-21 23:27:34 +00:00
9fb4916c3c t3du - Add TSceneFormat as Trait property type 2025-07-21 23:24:30 +00:00
f61d5833bb Update leenkx/blender/lnx/exporter.py 2025-07-21 23:15:59 +00:00
40b52be713 t3du - Add TSceneFormat as Trait property type 2025-07-21 23:12:43 +00:00
07d8422f22 Merge pull request 'Update leenkx/Sources/iron/system/Time.hx' (#101) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#101
2025-07-19 20:23:46 +00:00
7179d42b27 Update leenkx/Sources/iron/system/Time.hx 2025-07-19 20:07:08 +00:00
9984615f8c merge upstream 2025-07-17 17:23:34 +00:00
99a5d7d445 Merge pull request 'Update leenkx/Sources/leenkx/logicnode/SetObjectDelayedLocationNode.hx' (#100) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#100
2025-07-17 15:58:08 +00:00
5e0acd3d5d Update leenkx/Sources/leenkx/logicnode/SetObjectDelayedLocationNode.hx 2025-07-16 22:18:14 +00:00
0430e06acd merge upstream 2025-07-16 05:57:15 +00:00
f4077e461b Merge pull request 'Tangazo - Once Node + Set Object Delayed Location Node [ Additional Clean Handler ]' (#99) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#99
2025-07-16 05:23:34 +00:00
28943f1522 Add leenkx/Sources/leenkx/logicnode/SetObjectDelayedLocationNode.hx 2025-07-16 05:15:59 +00:00
df4feac132 Add leenkx/blender/lnx/logicnode/object/LN_set_object_delayed_location.py 2025-07-16 05:14:28 +00:00
82412dbf81 Add leenkx/Sources/leenkx/logicnode/OnceNode.hx 2025-07-15 22:07:02 +00:00
6afc209db7 Add leenkx/blender/lnx/logicnode/logic/LN_once.py 2025-07-15 22:06:11 +00:00
e9aae53be9 t3du - Fix attribute error rp_gi 2025-07-15 19:05:14 +00:00
a65675ef75 Update leenkx/blender/lnx/handlers.py 2025-07-15 17:57:38 +00:00
8f073c5ae1 merge upstream 2025-07-15 17:56:41 +00:00
08d08e42d9 Merge pull request 'improved mouse look node and added missing rigid body settings in Properties > physics > leenkx Props' (#98) from wuaieyo/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#98
2025-07-15 02:59:53 +00:00
a1ee335c68 removed the translation daping and rotation dampign because they would override the alreayd existedt under Dynamics panel 2025-07-13 04:23:51 +02:00
de6bf8a08a added last needed important rigid body settings in the blender RB leenkx settings for game engine ? like min max velocity,damping and lock translation and rotationboolean settings 2025-07-11 19:21:01 +02:00
9622f35b73 Update leenkx/Shaders/std/brdf.glsl 2025-07-10 09:10:43 +00:00
da666e6d23 Update leenkx/blender/lnx/material/cycles_nodes/nodes_shader.py 2025-07-10 09:03:26 +00:00
6ff7804ec1 Update leenkx/Shaders/ssrefr_pass/ssrefr_pass.json 2025-07-10 09:01:58 +00:00
0265ef5b64 Update leenkx/Shaders/ssrefr_pass/ssrefr_pass.frag.glsl 2025-07-10 09:01:28 +00:00
53c5000975 Update leenkx/Shaders/ssrefr_pass/ssrefr_pass.frag.glsl 2025-07-10 09:00:12 +00:00
7647231696 Update leenkx/Shaders/ssrefr_pass/ssrefr_pass.frag.glsl 2025-07-10 08:59:53 +00:00
1e583a795d Update leenkx/blender/lnx/props_renderpath.py 2025-07-10 05:10:54 +00:00
da25d8c313 Update leenkx/Shaders/voxel_resolve_diffuse/voxel_resolve_diffuse.comp.glsl 2025-07-10 01:16:02 +00:00
70695b3b31 Update leenkx/Shaders/deferred_light/deferred_light.frag.glsl 2025-07-10 01:14:03 +00:00
858537d54c revert 2998a5585e
revert Update leenkx/Shaders/ssao_pass/ssao_pass.frag.glsl
2025-07-10 00:58:53 +00:00
2998a5585e Update leenkx/Shaders/ssao_pass/ssao_pass.frag.glsl 2025-07-10 00:57:07 +00:00
c35c59e6a9 Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl 2025-07-10 00:10:46 +00:00
15ac833f2c Update leenkx/Shaders/std/constants.glsl 2025-07-10 00:09:21 +00:00
8077f00ada Update leenkx/blender/lnx/props_renderpath.py 2025-07-09 23:53:56 +00:00
b9848cd2dc revert e922cc38e6
revert Update leenkx/Shaders/std/shadows.glsl
2025-07-09 23:20:46 +00:00
58140ad583 Update leenkx/Shaders/std/shadows.glsl 2025-07-09 23:18:52 +00:00
e922cc38e6 Update leenkx/Shaders/std/shadows.glsl 2025-07-09 23:17:55 +00:00
9e2b601445 revert 0439dde4a8
revert Update leenkx/Shaders/deferred_light/deferred_light.frag.glsl
2025-07-09 23:16:54 +00:00
0439dde4a8 Update leenkx/Shaders/deferred_light/deferred_light.frag.glsl 2025-07-09 23:15:54 +00:00
57f0e937d0 fixed properties numbering, comments and LNXfactor to LNXFloat 2025-07-08 22:48:16 +02:00
e234c8615c merge upstream 2025-07-08 20:01:27 +00:00
2e7ccb5151 merge upstream 2025-07-06 17:41:02 +00:00
e594518e57 Merge pull request 'main' (#96) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#96
2025-07-06 17:29:11 +00:00
a41be0f436 Update leenkx/blender/lnx/material/cycles_nodes/nodes_input.py 2025-07-06 17:23:04 +00:00
1306033b36 Update leenkx/Sources/leenkx/logicnode/SetParticleDataNode.hx 2025-07-05 22:03:54 +00:00
eee0011cdd Update leenkx/Sources/leenkx/logicnode/GetWorldOrientationNode.hx 2025-07-05 21:52:57 +00:00
315ac0bd16 Update lib/aura/Sources/aura/dsp/panner/StereoPanner.hx 2025-07-05 21:49:10 +00:00
f289e6f89c merge upstream 2025-07-03 07:46:23 +00:00
b89ebfd9c6 Update leenkx/blender/lnx/material/make_refract.py 2025-07-03 04:34:04 +00:00
a142b248ef merge upstream 2025-07-03 04:30:45 +00:00
700d236bf1 Merge pull request 'main' (#94) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#94
2025-07-03 04:12:51 +00:00
f228eab8d3 Add leenkx/Sources/leenkx/logicnode/SetAudioPositionNode.hx 2025-07-03 03:55:23 +00:00
863d884b76 Add leenkx/Sources/leenkx/logicnode/GetAudioPositionNode.hx 2025-07-03 03:54:54 +00:00
34e0f5a282 Add leenkx/blender/lnx/logicnode/custom/LN_set_audio_position.py 2025-07-03 03:53:59 +00:00
45e2e52008 Add leenkx/blender/lnx/logicnode/custom/LN_get_audio_position.py 2025-07-03 03:52:39 +00:00
444a215e63 made default resolution adaptive sensiticity because makes more sense, removed other things since no difference and dunno 2025-07-03 05:27:24 +02:00
fb2d2a1a7c Add leenkx/Sources/leenkx/logicnode/SetPositionSpeakerNode.hx 2025-07-03 01:23:13 +00:00
f88c04abea Add leenkx/Sources/leenkx/logicnode/GetPositionSpeakerNode.hx 2025-07-03 01:22:44 +00:00
6fdd4b3f70 Add leenkx/blender/lnx/logicnode/sound/LN_get_position_speaker.py 2025-07-03 01:21:37 +00:00
a389c27d75 Add leenkx/blender/lnx/logicnode/sound/LN_set_position_speaker.py 2025-07-03 01:20:22 +00:00
1909c3da9f Update leenkx/blender/lnx/material/cycles.py 2025-07-02 15:29:05 +00:00
1c648b0433 merge upstream 2025-07-02 05:19:56 +00:00
5824bd91aa Merge pull request 't3du [ Repe ] - VR Code' (#93) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#93
2025-07-02 05:19:25 +00:00
43fe559eef t3du - Restore VR code 2025-07-02 05:16:53 +00:00
12c09545ce t3du - Restore VR code 2025-07-02 05:15:34 +00:00
0e60951ec9 t3du - Restore VR code 2025-07-02 05:14:05 +00:00
ccb8b358d3 t3du - Restore VR code 2025-07-02 05:11:23 +00:00
3103a976a6 merge upstream 2025-06-30 21:02:24 +00:00
1a8586777b Merge pull request 'main' (#91) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#91
2025-06-30 21:01:50 +00:00
3721c774a1 Update leenkx/blender/lnx/material/node_meta.py 2025-06-30 20:59:56 +00:00
a58fba408d Update leenkx/blender/lnx/material/cycles.py 2025-06-30 20:58:56 +00:00
82fa7bcfe3 merge upstream 2025-06-30 20:40:44 +00:00
268fba6cd5 Merge pull request 'main' (#90) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#90
2025-06-30 20:39:41 +00:00
4ab14ce6c8 merge upstream 2025-06-30 20:39:14 +00:00
9023e8d1da Merge pull request 'added Mouse Look node for FSP style movement of object like camera...' (#89) from wuaieyo/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#89
2025-06-30 20:37:10 +00:00
b58c7a9632 Update leenkx/blender/lnx/material/cycles.py 2025-06-30 20:33:04 +00:00
99b70622f5 Update leenkx/blender/lnx/material/node_meta.py 2025-06-30 20:31:50 +00:00
647b73b746 added Mouse Look node for FSP style movement of object like camera... 2025-06-30 06:35:06 +02:00
935c30ec08 Merge pull request 'main' (#88) from wuaieyo/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#88
2025-06-27 22:39:32 +00:00
0b0d597f89 merge upstream 2025-06-27 22:31:19 +00:00
d5878afb30 Merge pull request 't3du [ Repe ] + Moisesjpelaez Fixes' (#87) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#87
2025-06-27 22:28:35 +00:00
96b55a1a56 t3du - Add SetLightShadowNode for controlling light shadows 2025-06-27 18:03:37 +00:00
91b3072305 t3du - Add SetLightShadowNode for controlling light shadows 2025-06-27 17:57:26 +00:00
1d0b338d92 t3du - Particle export: add support for linked particle info 2025-06-27 17:52:19 +00:00
8e83c0d0d0 moisesjpelaez - Fix linked particle's render object vertex shader export 2025-06-27 17:49:35 +00:00
927baec4df t3du - Show world name in debug console 2025-06-27 17:46:36 +00:00
f5c9e70d1a 1. added local rotation so that if the source object is child then it would still align to the target object. 2. removed rotation output socket since is not really needed. 2025-06-26 03:05:11 +02:00
709e0ed9cb merge upstream 2025-06-24 18:45:57 +00:00
0423a735fc Update leenkx/Sources/leenkx/logicnode/PlayAnimationTreeNode.hx 2025-06-24 18:43:30 +00:00
7bcf985023 merge upstream 2025-06-24 18:24:23 +00:00
bd413917fc Merge pull request 'main' (#84) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#84
2025-06-24 18:18:27 +00:00
852377f60d merge upstream 2025-06-24 18:07:23 +00:00
e17e9a8e35 Merge pull request 'added new set look at rotation node' (#83) from wuaieyo/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#83
2025-06-24 18:06:48 +00:00
4055c979a1 add new Set Look At Rotation Node for making logic nodes great again 2025-06-24 19:47:03 +02:00
06b003ecdb revert 14cf5cebed
revert add new node called Set Look at Rotation
2025-06-24 17:38:18 +00:00
fd7f215bb2 .gitattributes 2025-06-24 17:31:59 +00:00
6a1df9ec46 merge upstream 2025-06-24 17:31:29 +00:00
deccac3c46 Merge pull request '.gitignore' (#81) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#81
2025-06-24 17:21:28 +00:00
432b0210b2 .gitignore 2025-06-24 17:13:27 +00:00
14cf5cebed add new node called Set Look at Rotation 2025-06-24 18:39:16 +02:00
d23232205b merge upstream 2025-06-22 21:38:20 +00:00
2307e1504f Merge pull request 't3du [ Repe ] - Fix particle export' (#78) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#78
2025-06-22 20:25:21 +00:00
1ebfecb644 Update leenkx/blender/lnx/exporter.py 2025-06-22 20:13:33 +00:00
175b575b23 Update leenkx/blender/lnx/exporter.py 2025-06-22 20:12:43 +00:00
63943a9cbf Merge pull request 'Remove pycache folders' (#77) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#77
2025-06-20 20:51:03 +00:00
224d9be76f Remove cache folders 2025-06-20 13:47:02 -07:00
62d3c8757b Update leenkx/blender/lnx/exporter.py 2025-06-20 16:06:08 +00:00
3785f93573 Merge pull request 'main' (#75) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#75
2025-06-20 15:59:18 +00:00
ffb276745f Update leenkx/blender/lnx/exporter.py 2025-06-20 15:55:56 +00:00
d1c9258da5 Update leenkx/blender/lnx/exporter.py 2025-06-20 15:55:29 +00:00
3e0cd2be35 Update leenkx/blender/lnx/props_traits.py 2025-06-20 15:50:09 +00:00
1fd1973470 Update leenkx/blender/lnx/material/make_mesh.py 2025-06-18 17:12:53 +00:00
a01c72ef76 Merge pull request 'Update leenkx/blender/lnx/exporter.py' (#74) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#74
2025-06-17 16:38:21 +00:00
4b01a562c9 Update leenkx/blender/lnx/exporter.py 2025-06-16 02:34:28 +00:00
88c7c5b99e merge upstream 2025-06-13 15:18:22 +00:00
6972d9abc4 Merge pull request 't3du [ Repe ] - Camera Render Filter' (#73) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#73
2025-06-13 15:14:13 +00:00
63c6b9d98b t3du - Camera Render Filter 2025-06-12 22:38:30 +00:00
313d24bbc8 t3du - Camera Render Filter 2025-06-12 22:35:21 +00:00
6d2812306d t3du - Camera Render Filter 2025-06-12 22:23:33 +00:00
e84d6ada84 t3du - Camera Render Filter 2025-06-12 22:21:24 +00:00
5057f2b946 t3du - Camera Render Filter 2025-06-12 22:16:22 +00:00
2715fe3398 t3du - Camera Render Filter 2025-06-12 22:14:08 +00:00
7cb8b8a2d2 t3du - Camera Render Filter 2025-06-12 22:11:59 +00:00
cd606009e0 t3du - Camera Render Filter 2025-06-12 22:10:19 +00:00
965162b101 t3du - Camera Render Filter 2025-06-12 22:08:21 +00:00
c61a57bfb3 t3du - Camera Render Filter 2025-06-12 22:07:16 +00:00
2434ad07f2 merge upstream 2025-06-10 20:28:46 +00:00
cdc425fbcb Update leenkx/Sources/leenkx/logicnode/GetWorldNode.hx 2025-06-10 20:26:59 +00:00
846bb28c86 Merge pull request 't3du [ Repe ] - World Nodes | Resolution PP | Texture Filtering' (#71) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#71
2025-06-10 20:23:04 +00:00
7fabd77ef8 t3du - Resolution post process 2025-06-10 20:12:18 +00:00
fb1a5c88bf t3du - Resolution post process 2025-06-10 20:11:05 +00:00
e05c83a8bb t3du - Resolution post process 2025-06-10 20:08:54 +00:00
ee4f62e881 t3du - Resolution post process 2025-06-10 20:06:49 +00:00
59f8dff22f t3du - Resolution post process 2025-06-10 20:04:37 +00:00
5572226ac5 t3du - Resolution post process 2025-06-10 20:02:59 +00:00
d04874e0b3 t3du - Set / Get World Nodes 2025-06-10 18:55:35 +00:00
ef8b3a99ab t3du - Set / Get World Nodes 2025-06-10 18:52:53 +00:00
1d3254a237 t3du - Set / Get World Nodes 2025-06-10 18:52:26 +00:00
188af4a50f t3du - Set / Get World Nodes 2025-06-10 18:47:00 +00:00
c45baaf396 t3du - Set / Get World Nodes 2025-06-10 18:44:30 +00:00
4b1da08819 t3du - Set / Get World Nodes 2025-06-10 18:42:12 +00:00
aeb353fb20 t3du - Set / Get World Nodes 2025-06-10 18:40:21 +00:00
65961b1593 t3du - Set / Get World Nodes 2025-06-10 18:38:25 +00:00
1c472155e2 t3du - Add material texture filter node 2025-06-10 18:34:09 +00:00
4238f0b2a0 t3du - Add material texture filter node 2025-06-10 18:32:15 +00:00
b40aadf76c t3du - Add material texture filter node 2025-06-10 18:30:27 +00:00
00493bed9c merge upstream 2025-06-07 21:35:02 +00:00
7277987335 Merge pull request 't3du [ Repe ] - Particle Export Option + Dof reference changes' (#68) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#68
2025-06-07 21:15:56 +00:00
a48ec4d034 t3du - Fix DoF references and small changes 2025-06-07 21:12:31 +00:00
7f0153f816 t3du - Fix DoF references and small changes 2025-06-07 21:07:45 +00:00
40d893e139 t3du - Fix DoF references and small changes 2025-06-07 21:06:35 +00:00
9b9289d27d t3du - Fix DoF references and small changes 2025-06-07 20:42:31 +00:00
8786798edd t3du - Fix DoF references and small changes 2025-06-07 20:39:01 +00:00
fa425a98a5 t3du - Add export option for particles 2025-06-07 20:35:01 +00:00
939 changed files with 15666 additions and 4149 deletions

2
.gitattributes vendored Normal file
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@ -0,0 +1,2 @@
*.hdr binary
blender/lnx/props.py ident

5
.gitignore vendored Normal file
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@ -0,0 +1,5 @@
__pycache__/
*.pyc
*.DS_Store
**/workspace.xml
**/vcs.xml

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@ -227,7 +227,7 @@ class SystemImpl {
}
static inline var maxGamepads: Int = 4;
static var frame: Framebuffer;
public static var frame: Framebuffer;
static var keyboard: Keyboard = null;
static var mouse: kha.input.Mouse;
static var surface: Surface;
@ -388,7 +388,8 @@ class SystemImpl {
{
alpha: false,
antialias: options.framebuffer.samplesPerPixel > 1,
stencil: true
stencil: true,
xrCompatible: true
}); // preserveDrawingBuffer: true } ); Warning: preserveDrawingBuffer can cause huge performance issues on mobile browsers
SystemImpl.gl.pixelStorei(GL.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
@ -417,7 +418,8 @@ class SystemImpl {
{
alpha: false,
antialias: options.framebuffer.samplesPerPixel > 1,
stencil: true
stencil: true,
xrCompatible: true
}); // preserveDrawingBuffer: true } ); WARNING: preserveDrawingBuffer causes huge performance issues (on mobile browser)!
SystemImpl.gl.pixelStorei(GL.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
SystemImpl.gl.getExtension("OES_texture_float");
@ -547,6 +549,12 @@ class SystemImpl {
];
function animate(timestamp) {
if (untyped Browser.window._khaSkipWindowRender == true) {
if (requestAnimationFrame != null)
requestAnimationFrame(animate);
return;
}
if (requestAnimationFrame == null)
Browser.window.setTimeout(animate, 1000.0 / 60.0);
else

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@ -157,4 +157,5 @@ extern class Krom {
static function getConstantLocationCompute(shader: Dynamic, name: String): Dynamic;
static function getTextureUnitCompute(shader: Dynamic, name: String): Dynamic;
static function compute(x: Int, y: Int, z: Int): Void;
static function viewportSetCamera(posX: Float, posY: Float, posZ: Float, rotX: Float, rotY: Float, rotZ: Float, rotW: Float): Void;
}

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@ -2,10 +2,12 @@
-cp ../Kha/Backends/Krom
-cp ../leenkx/Sources
-cp ../iron/Sources
-cp ../lib/aura/Sources
-cp ../lib/haxebullet/Sources
-cp ../lib/haxerecast/Sources
-cp ../lib/zui/Sources
--macro include('iron', true, null, ['../iron/Sources'])
--macro include('aura', true, null, ['../lib/aura/Sources'])
--macro include('haxebullet', true, null, ['../lib/haxebullet/Sources'])
--macro include('haxerecast', true, null, ['../lib/haxerecast/Sources'])
--macro include('leenkx', true, ['leenkx.network'], ['../leenkx/Sources','../iron/Sources'])

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@ -24,7 +24,7 @@ import textwrap
import threading
import traceback
import typing
from typing import Callable, Optional
from typing import Callable, Optional, List
import webbrowser
import bpy
@ -33,6 +33,12 @@ from bpy.props import *
from bpy.types import Operator, AddonPreferences
if bpy.app.version < (2, 90, 0):
ListType = List
else:
ListType = list
class SDKSource(IntEnum):
PREFS = 0
LOCAL = 1
@ -73,9 +79,10 @@ def detect_sdk_path():
area = win.screen.areas[0]
area_type = area.type
area.type = "INFO"
with bpy.context.temp_override(window=win, screen=win.screen, area=area):
bpy.ops.info.select_all(action='SELECT')
bpy.ops.info.report_copy()
if bpy.app.version >= (2, 92, 0):
with bpy.context.temp_override(window=win, screen=win.screen, area=area):
bpy.ops.info.select_all(action='SELECT')
bpy.ops.info.report_copy()
area.type = area_type
clipboard = bpy.context.window_manager.clipboard
@ -85,6 +92,7 @@ def detect_sdk_path():
if match:
addon_prefs.sdk_path = os.path.dirname(match[-1])
def get_link_web_server(self):
return self.get('link_web_server', 'http://localhost/')
@ -558,7 +566,7 @@ def remove_readonly(func, path, excinfo):
func(path)
def run_proc(cmd: list[str], done: Optional[Callable[[bool], None]] = None):
def run_proc(cmd: ListType[str], done: Optional[Callable[[bool], None]] = None):
def fn(p, done):
p.wait()
if done is not None:
@ -840,7 +848,13 @@ def update_leenkx_py(sdk_path: str, force_relink=False):
else:
raise err
else:
lnx_module_file.unlink(missing_ok=True)
if bpy.app.version < (2, 92, 0):
try:
lnx_module_file.unlink()
except FileNotFoundError:
pass
else:
lnx_module_file.unlink(missing_ok=True)
shutil.copy(Path(sdk_path) / 'leenkx.py', lnx_module_file)

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@ -14,7 +14,7 @@ out vec4 fragColor;
vec2 barrelDistortion(vec2 coord, float amt) {
vec2 cc = coord - 0.5;
float dist = dot(cc, cc);
return coord + cc * dist * amt;
return coord - cc * dist * amt;
}
float sat(float value)
{
@ -56,8 +56,6 @@ void main() {
if (CAType == 1) {
float reci_num_iter_f = 1.0 / float(num_iter);
vec2 resolution = vec2(1,1);
vec2 uv = (texCoord.xy/resolution.xy);
vec4 sumcol = vec4(0.0);
vec4 sumw = vec4(0.0);
for (int i=0; i < num_iter; ++i)
@ -65,19 +63,21 @@ void main() {
float t = float(i) * reci_num_iter_f;
vec4 w = spectrum_offset(t);
sumw += w;
sumcol += w * texture(tex, barrelDistortion(uv, 0.6 * max_distort * t));
vec2 distortedUV = barrelDistortion(texCoord, 0.6 * max_distort * t);
sumcol += w * texture(tex, distortedUV);
}
if (on == 1) fragColor = sumcol / sumw; else fragColor = texture(tex, texCoord);
}
// Simple
// inward sampling to avoid edge artifacts
else {
vec3 col = vec3(0.0);
col.x = texture(tex, texCoord + ((vec2(0.0, 1.0) * max_distort) / vec2(1000.0))).x;
col.y = texture(tex, texCoord + ((vec2(-0.85, -0.5) * max_distort) / vec2(1000.0))).y;
col.z = texture(tex, texCoord + ((vec2(0.85, -0.5) * max_distort) / vec2(1000.0))).z;
if (on == 1) fragColor = vec4(col.x, col.y, col.z, fragColor.w);
vec2 toCenter = (vec2(0.5) - texCoord) * max_distort / 500.0;
col.x = texture(tex, texCoord + toCenter * 0.0).x;
col.y = texture(tex, texCoord + toCenter * 0.5).y;
col.z = texture(tex, texCoord + toCenter * 1.0).z;
if (on == 1) fragColor = vec4(col.x, col.y, col.z, 1.0);
else fragColor = texture(tex, texCoord);
}
}

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@ -144,7 +144,7 @@ float ConvertEV100ToExposure(float EV100) {
return 1/0.8 * exp2(-EV100);
}
float ComputeEV(float avgLuminance) {
const float sqAperture = PPComp1[0].x * PPComp1.x;
const float sqAperture = PPComp1.x * PPComp1.x;
const float shutterTime = 1.0 / PPComp1.y;
const float ISO = PPComp1.z;
const float EC = PPComp2.x;
@ -357,6 +357,12 @@ void main() {
#else
fragColor = textureLod(tex, texCo, 0.0);
#endif
// TODO: re-investigate white artifacts
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);
}
#endif

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@ -57,10 +57,10 @@ uniform vec3 backgroundCol;
#ifdef _SSAO
uniform sampler2D ssaotex;
#else
#ifdef _SSGI
uniform sampler2D ssaotex;
#endif
#ifdef _SSGI
uniform sampler2D ssgitex;
#endif
#ifdef _SSS
@ -102,8 +102,23 @@ uniform mat4 invVP;
#endif
uniform vec2 cameraProj;
#ifdef _VRStereo
uniform vec3 eye; // center camera position
uniform vec3 eyeLook; // center camera look
uniform vec3 eyeLeft;
uniform vec3 eyeRight;
uniform vec3 eyeLookLeft;
uniform vec3 eyeLookRight;
uniform mat4 invVPLeft;
uniform mat4 invVPRight;
#ifdef _SinglePoint
uniform vec3 pointPosLeft;
uniform vec3 pointPosRight;
#endif
#else
uniform vec3 eye;
uniform vec3 eyeLook;
#endif
#ifdef _Clusters
uniform vec4 lightsArray[maxLights * 3];
@ -200,7 +215,9 @@ uniform vec3 sunCol;
#endif
#ifdef _SinglePoint // Fast path for single light
#ifndef _VRStereo
uniform vec3 pointPos;
#endif
uniform vec3 pointCol;
#ifdef _ShadowMap
uniform float pointBias;
@ -225,6 +242,8 @@ out vec4 fragColor;
void main() {
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid
vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ
float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
vec3 n;
n.z = 1.0 - abs(g0.x) - abs(g0.y);
@ -236,14 +255,28 @@ void main() {
uint matid;
unpackFloatInt16(g0.a, metallic, matid);
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);
float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
// 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 _VRStereo
bool isLeftEye = texCoord.x < 0.5;
vec3 eyePos = isLeftEye ? eyeLeft : eyeRight;
mat4 invVP_eye = isLeftEye ? invVPLeft : invVPRight;
vec2 eyeTexCoord = vec2(
isLeftEye ? texCoord.x * 2.0 : (texCoord.x - 0.5) * 2.0,
texCoord.y
);
vec3 p = getPos2(invVP_eye, depth, eyeTexCoord);
vec3 v = normalize(eyePos - p);
#else
vec3 p = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
vec3 v = normalize(eye - p);
#endif
float dotNV = max(dot(n, v), 0.0);
#ifdef _gbuffer2
@ -287,6 +320,7 @@ void main() {
vec3 reflectionWorld = reflect(-v, n);
float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
prefilteredColor = min(prefilteredColor, vec3(20.0));
#endif
#ifdef _EnvLDR
@ -319,7 +353,7 @@ 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 * F * voxelgiRefl;
fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * occspec.y * voxelgiRefl;
#else
#ifdef _VoxelAOvar
fragColor.rgb = textureLod(voxels_ao, texCoord, 0.0).rgb * voxelgiOcc;
@ -340,15 +374,12 @@ void main() {
// fragColor.rgb = texture(ssaotex, texCoord).rrr;
#ifdef _SSAO
// #ifdef _RTGI
// fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).rgb;
// #else
fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r;
// #endif
#else
#ifdef _SSGI
fragColor.rgb += textureLod(ssaotex, texCoord, 0.0).rgb;
#endif
#ifdef _SSGI
vec3 ssgiColor = textureLod(ssgitex, texCoord, 0.0).rgb;
fragColor.rgb += ssgiColor * albedo;
#endif
#ifdef _EmissionShadeless
@ -381,62 +412,62 @@ void main() {
#ifdef _ShadowMap
#ifdef _CSM
svisibility = shadowTestCascade(
#ifdef _ShadowMapAtlas
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasSun, shadowMapAtlasSunTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasSun
#else
shadowMapAtlas
#endif
#endif
#else
#ifdef _ShadowMapTransparent
shadowMap, shadowMapTransparent
#else
shadowMap
#endif
#endif
, eye, p + n * shadowsBias * 10, shadowsBias
#ifdef _ShadowMapTransparent
, false
#endif
);
#ifdef _ShadowMapAtlas
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasSun, shadowMapAtlasSunTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasSun
#else
shadowMapAtlas
#endif
#endif
#else
#ifdef _ShadowMapTransparent
shadowMap, shadowMapTransparent
#else
shadowMap
#endif
#endif
, eye, p + n * shadowsBias * 2, shadowsBias
#ifdef _ShadowMapTransparent
, false
#endif
);
#else
vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0);
vec4 lPos = LWVP * vec4(p + n * shadowsBias * 2, 1.0);
if (lPos.w > 0.0) {
svisibility = shadowTest(
#ifdef _ShadowMapAtlas
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasSun, shadowMapAtlasSunTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasSun
#else
shadowMapAtlas
#endif
#endif
#else
#ifdef _ShadowMapTransparent
shadowMap, shadowMapTransparent
#else
shadowMap
#endif
#endif
, lPos.xyz / lPos.w, shadowsBias
#ifdef _ShadowMapTransparent
, false
#endif
);
#ifdef _ShadowMapAtlas
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasSun, shadowMapAtlasSunTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasSun
#else
shadowMapAtlas
#endif
#endif
#else
#ifdef _ShadowMapTransparent
shadowMap, shadowMapTransparent
#else
shadowMap
#endif
#endif
, lPos.xyz / lPos.w, shadowsBias
#ifdef _ShadowMapTransparent
, false
#endif
);
}
#endif
#endif
@ -498,8 +529,14 @@ void main() {
#ifdef _SinglePoint
#ifdef _VRStereo
vec3 lightPos = pointPosLeft;
#else
vec3 lightPos = pointPos;
#endif
fragColor.rgb += sampleLight(
p, n, v, dotNV, pointPos, pointCol, albedo, roughness, occspec.y, f0
p, n, v, dotNV, lightPos, pointCol, albedo, roughness, occspec.y, f0
#ifdef _ShadowMap
, 0, pointBias, true
#ifdef _ShadowMapTransparent
@ -522,7 +559,9 @@ void main() {
#ifdef _Spot
#ifdef _SSS
if (matid == 2) fragColor.rgb += fragColor.rgb * SSSSTransmittance(LWVPSpot[0], p, n, normalize(pointPos - p), lightPlane.y, shadowMapSpot[0]);//TODO implement transparent shadowmaps into the SSSSTransmittance()
#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()
#endif
#endif
#endif
@ -582,5 +621,11 @@ void main() {
);
}
#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
}

View File

@ -20,6 +20,36 @@
"name": "eyeLook",
"link": "_cameraLook"
},
{
"name": "eyeLeft",
"link": "_eyeLeft",
"ifdef": ["_VRStereo"]
},
{
"name": "eyeRight",
"link": "_eyeRight",
"ifdef": ["_VRStereo"]
},
{
"name": "eyeLookLeft",
"link": "_eyeLookLeft",
"ifdef": ["_VRStereo"]
},
{
"name": "eyeLookRight",
"link": "_eyeLookRight",
"ifdef": ["_VRStereo"]
},
{
"name": "invVPLeft",
"link": "_inverseViewProjectionMatrixLeft",
"ifdef": ["_VRStereo"]
},
{
"name": "invVPRight",
"link": "_inverseViewProjectionMatrixRight",
"ifdef": ["_VRStereo"]
},
{
"name": "clipmaps",
"link": "_clipmaps",
@ -176,8 +206,19 @@
{
"name": "pointPos",
"link": "_pointPosition",
"ifndef": ["_VRStereo"],
"ifdef": ["_SinglePoint"]
},
{
"name": "pointPosLeft",
"link": "_pointPositionLeft",
"ifdef": ["_VRStereo", "_SinglePoint"]
},
{
"name": "pointPosRight",
"link": "_pointPositionRight",
"ifdef": ["_VRStereo", "_SinglePoint"]
},
{
"name": "pointCol",
"link": "_pointColor",

View File

@ -97,6 +97,31 @@
"link": "_cascadeData",
"ifdef": ["_Sun", "_ShadowMap", "_CSM"]
},
{
"name": "eyeLookRight",
"link": "_eyeLookRight",
"ifdef": ["_VRStereo"]
},
{
"name": "invVPLeft",
"link": "_inverseViewProjectionMatrixLeft",
"ifdef": ["_VRStereo"]
},
{
"name": "invVPRight",
"link": "_inverseViewProjectionMatrixRight",
"ifdef": ["_VRStereo"]
},
{
"name": "invVP",
"link": "_viewProjectionMatrix",
"ifdef": ["_SSRS"]
},
{
"name": "smSizeUniform",
"link": "_shadowMapSize",
"ifdef": ["_SMSizeUniform"]
},
{
"name": "lightPlane",
"link": "_lightPlane",
@ -108,8 +133,6 @@
"ifdef": ["_SSRS"]
},
{
"name": "smSizeUniform",
"link": "_shadowMapSize",
"ifdef": ["_SMSizeUniform"]
},
{
@ -120,8 +143,19 @@
{
"name": "pointPos",
"link": "_pointPosition",
"ifndef": ["_VRStereo"],
"ifdef": ["_SinglePoint"]
},
{
"name": "pointPosLeft",
"link": "_pointPositionLeft",
"ifdef": ["_VRStereo", "_SinglePoint"]
},
{
"name": "pointPosRight",
"link": "_pointPositionRight",
"ifdef": ["_VRStereo", "_SinglePoint"]
},
{
"name": "pointCol",
"link": "_pointColor",

View File

@ -0,0 +1,9 @@
https://gpuopen.com/manuals/fidelityfx_sdk/license/
Copyright © 2024 Advanced Micro Devices, Inc.
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 :
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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.

View File

@ -0,0 +1,157 @@
#version 450
// AMD FidelityFX Super Resolution 1.0.2 - EASU (Edge Adaptive Spatial Upsampling)
#include "compiled.inc"
uniform sampler2D tex;
uniform vec2 screenSize;
in vec2 texCoord;
out vec4 fragColor;
// Helper functions from AMD ffx_a.h
float APrxLoRcpF1(float a) {
return uintBitsToFloat(uint(0x7ef07ebb) - floatBitsToUint(a));
}
float AMax3F1(float x, float y, float z) {
return max(x, max(y, z));
}
float AMin3F1(float x, float y, float z) {
return min(x, min(y, z));
}
// Attempt to use textureGather for efficiency when available
#if __VERSION__ >= 400
void FsrEasuTap(
inout vec3 aC,
inout float aW,
vec2 off,
vec2 dir,
vec2 len,
float lob,
float clp,
vec3 c
) {
vec2 v = off * dir;
float d2 = v.x + v.y;
d2 = clamp(d2 * APrxLoRcpF1(max(abs(v.x), abs(v.y))), 0.0, 1.0);
d2 = d2 * d2;
d2 = d2 * len.x + len.y;
float wB = 2.0 / 5.0 * d2 - 1.0;
float wA = lob * d2 - 1.0;
wB *= wB;
wA *= wA;
float w = 25.0 / 16.0 * wA * wB;
w = min(w, clp);
w = max(w, 0.0);
aC += c * w;
aW += w;
}
vec3 FsrEasuF(vec2 ip) {
vec2 inputSize = textureSize(tex, 0);
vec2 inputRcp = 1.0 / inputSize;
// Position in input pixels
vec2 pp = ip * inputSize - 0.5;
vec2 fp = floor(pp);
pp -= fp;
// 12-tap kernel
// b c
// e f g h
// i j k l
// n o
ivec2 sp = ivec2(fp);
vec3 b = texelFetch(tex, sp + ivec2(0, -1), 0).rgb;
vec3 c = texelFetch(tex, sp + ivec2(1, -1), 0).rgb;
vec3 e = texelFetch(tex, sp + ivec2(-1, 0), 0).rgb;
vec3 f = texelFetch(tex, sp + ivec2(0, 0), 0).rgb;
vec3 g = texelFetch(tex, sp + ivec2(1, 0), 0).rgb;
vec3 h = texelFetch(tex, sp + ivec2(2, 0), 0).rgb;
vec3 i = texelFetch(tex, sp + ivec2(-1, 1), 0).rgb;
vec3 j = texelFetch(tex, sp + ivec2(0, 1), 0).rgb;
vec3 k = texelFetch(tex, sp + ivec2(1, 1), 0).rgb;
vec3 l = texelFetch(tex, sp + ivec2(2, 1), 0).rgb;
vec3 n = texelFetch(tex, sp + ivec2(0, 2), 0).rgb;
vec3 o = texelFetch(tex, sp + ivec2(1, 2), 0).rgb;
// Luma for edge detection (using green channel approximation)
float bL = b.g + 0.5 * (b.r + b.b);
float cL = c.g + 0.5 * (c.r + c.b);
float eL = e.g + 0.5 * (e.r + e.b);
float fL = f.g + 0.5 * (f.r + f.b);
float gL = g.g + 0.5 * (g.r + g.b);
float hL = h.g + 0.5 * (h.r + h.b);
float iL = i.g + 0.5 * (i.r + i.b);
float jL = j.g + 0.5 * (j.r + j.b);
float kL = k.g + 0.5 * (k.r + k.b);
float lL = l.g + 0.5 * (l.r + l.b);
float nL = n.g + 0.5 * (n.r + n.b);
float oL = o.g + 0.5 * (o.r + o.b);
// Gradient detection
float dirX = (cL - bL) + (gL - fL) + (kL - jL) + (oL - nL);
float dirY = (eL - iL) + (fL - jL) + (gL - kL) + (hL - lL);
// Normalize direction
float dirR = APrxLoRcpF1(max(abs(dirX), abs(dirY)));
dirX *= dirR;
dirY *= dirR;
// Calculate stretch based on edge direction
float len = length(vec2(dirX, dirY));
len = len * 0.5;
len *= len;
float stretch = (dirX * dirX + dirY * dirY) * APrxLoRcpF1(max(abs(dirX), abs(dirY)));
vec2 len2 = vec2(1.0 + (stretch - 1.0) * len, 1.0 - 0.5 * len);
float lob = 0.5 + (0.25 - 0.04 - 0.5) * len;
float clp = APrxLoRcpF1(lob);
// Accumulate samples
vec3 aC = vec3(0.0);
float aW = 0.0;
vec2 dir = vec2(dirX, dirY);
FsrEasuTap(aC, aW, vec2(0.0, -1.0) - pp, dir, len2, lob, clp, b);
FsrEasuTap(aC, aW, vec2(1.0, -1.0) - pp, dir, len2, lob, clp, c);
FsrEasuTap(aC, aW, vec2(-1.0, 0.0) - pp, dir, len2, lob, clp, e);
FsrEasuTap(aC, aW, vec2(0.0, 0.0) - pp, dir, len2, lob, clp, f);
FsrEasuTap(aC, aW, vec2(1.0, 0.0) - pp, dir, len2, lob, clp, g);
FsrEasuTap(aC, aW, vec2(2.0, 0.0) - pp, dir, len2, lob, clp, h);
FsrEasuTap(aC, aW, vec2(-1.0, 1.0) - pp, dir, len2, lob, clp, i);
FsrEasuTap(aC, aW, vec2(0.0, 1.0) - pp, dir, len2, lob, clp, j);
FsrEasuTap(aC, aW, vec2(1.0, 1.0) - pp, dir, len2, lob, clp, k);
FsrEasuTap(aC, aW, vec2(2.0, 1.0) - pp, dir, len2, lob, clp, l);
FsrEasuTap(aC, aW, vec2(0.0, 2.0) - pp, dir, len2, lob, clp, n);
FsrEasuTap(aC, aW, vec2(1.0, 2.0) - pp, dir, len2, lob, clp, o);
// Normalize
vec3 pix = aC / aW;
// Clamp to neighborhood min/max to prevent ringing
vec3 mn = min(min(min(f, g), j), k);
vec3 mx = max(max(max(f, g), j), k);
pix = clamp(pix, mn, mx);
return pix;
}
#else
// Fallback for older GLSL - simple bilinear
vec3 FsrEasuF(vec2 ip) {
return texture(tex, ip).rgb;
}
#endif
void main() {
vec3 col = FsrEasuF(texCoord);
fragColor = vec4(col, 1.0);
}

View File

@ -0,0 +1,19 @@
{
"contexts": [
{
"name": "fsr1_easu_pass",
"depth_write": false,
"compare_mode": "always",
"cull_mode": "none",
"links": [
{
"name": "screenSize",
"link": "_screenSize"
}
],
"texture_params": [],
"vertex_shader": "../include/pass.vert.glsl",
"fragment_shader": "fsr1_easu_pass.frag.glsl"
}
]
}

View File

@ -0,0 +1,9 @@
https://gpuopen.com/manuals/fidelityfx_sdk/license/
Copyright © 2024 Advanced Micro Devices, Inc.
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 :
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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.

View File

@ -0,0 +1,116 @@
#version 450
// AMD FidelityFX Super Resolution 1.0.2 - RCAS (Robust Contrast Adaptive Sharpening)
#include "compiled.inc"
uniform sampler2D tex;
// Sharpness in "stops": 0.0 = maximum sharpness, higher = less sharp
// Converted to linear via exp2(-sharpness)
#ifdef _FSR1_Ultra_Quality
const float SHARPNESS_STOPS = 0.0;
#elif defined(_FSR1_Balanced)
const float SHARPNESS_STOPS = 1.0;
#elif defined(_FSR1_Performance)
const float SHARPNESS_STOPS = 2.0;
#elif defined(_FSR1_Custom)
uniform vec4 PPComp15;
#define SHARPNESS_STOPS (PPComp15.x * 2.0)
#else
const float SHARPNESS_STOPS = 0.5; // Quality (default)
#endif
// FSR RCAS limit - prevents unnatural sharpening artifacts
#define FSR_RCAS_LIMIT (0.25 - (1.0 / 16.0))
in vec2 texCoord;
out vec4 fragColor;
// AMD helper functions from ffx_a.h
float AMin3F1(float x, float y, float z) { return min(x, min(y, z)); }
float AMax3F1(float x, float y, float z) { return max(x, max(y, z)); }
// High precision reciprocal (required for limiters per AMD docs)
// Added epsilon to prevent division by zero in dark areas
float ARcpF1(float a) {
return 1.0 / max(a, 1e-8);
}
// Medium precision reciprocal approximation (from AMD ffx_a.h)
// Only used for noise detection and final resolve
float APrxMedRcpF1(float a) {
return uintBitsToFloat(uint(0x7ef19fff) - floatBitsToUint(a));
}
void main() {
// Get texture size and texel offset
vec2 texSize = vec2(textureSize(tex, 0));
vec2 texelSize = 1.0 / texSize;
// Algorithm uses minimal 3x3 pixel neighborhood
// b
// d e f
// h
// Clamp inputs to [0,1] - FSR expects sRGB normalized input
vec3 b = clamp(texture(tex, texCoord + vec2(0.0, -texelSize.y)).rgb, 0.0, 1.0);
vec3 d = clamp(texture(tex, texCoord + vec2(-texelSize.x, 0.0)).rgb, 0.0, 1.0);
vec4 ee = texture(tex, texCoord);
vec3 e = clamp(ee.rgb, 0.0, 1.0);
vec3 f = clamp(texture(tex, texCoord + vec2(texelSize.x, 0.0)).rgb, 0.0, 1.0);
vec3 h = clamp(texture(tex, texCoord + vec2(0.0, texelSize.y)).rgb, 0.0, 1.0);
// Luma times 2 (AMD's luma calculation: B*0.5 + R*0.5 + G)
float bL = b.b * 0.5 + (b.r * 0.5 + b.g);
float dL = d.b * 0.5 + (d.r * 0.5 + d.g);
float eL = e.b * 0.5 + (e.r * 0.5 + e.g);
float fL = f.b * 0.5 + (f.r * 0.5 + f.g);
float hL = h.b * 0.5 + (h.r * 0.5 + h.g);
// Noise detection (official AMD algorithm with safety for flat areas)
float nz = 0.25 * bL + 0.25 * dL + 0.25 * fL + 0.25 * hL - eL;
float range = AMax3F1(AMax3F1(bL, dL, eL), fL, hL) - AMin3F1(AMin3F1(bL, dL, eL), fL, hL);
// Use safe division instead of APrxMedRcpF1 for range to avoid NaN in flat areas
nz = clamp(abs(nz) / max(range, 1e-5), 0.0, 1.0);
nz = -0.5 * nz + 1.0;
// Min and max of ring (per channel)
float mn4R = min(AMin3F1(b.r, d.r, f.r), h.r);
float mn4G = min(AMin3F1(b.g, d.g, f.g), h.g);
float mn4B = min(AMin3F1(b.b, d.b, f.b), h.b);
float mx4R = max(AMax3F1(b.r, d.r, f.r), h.r);
float mx4G = max(AMax3F1(b.g, d.g, f.g), h.g);
float mx4B = max(AMax3F1(b.b, d.b, f.b), h.b);
// Immediate constants for peak range
vec2 peakC = vec2(1.0, -4.0);
// Limiters - these need HIGH PRECISION reciprocals (per AMD docs)
float hitMinR = min(mn4R, e.r) * ARcpF1(4.0 * mx4R);
float hitMinG = min(mn4G, e.g) * ARcpF1(4.0 * mx4G);
float hitMinB = min(mn4B, e.b) * ARcpF1(4.0 * mx4B);
float hitMaxR = (peakC.x - max(mx4R, e.r)) * ARcpF1(4.0 * mn4R + peakC.y);
float hitMaxG = (peakC.x - max(mx4G, e.g)) * ARcpF1(4.0 * mn4G + peakC.y);
float hitMaxB = (peakC.x - max(mx4B, e.b)) * ARcpF1(4.0 * mn4B + peakC.y);
float lobeR = max(-hitMinR, hitMaxR);
float lobeG = max(-hitMinG, hitMaxG);
float lobeB = max(-hitMinB, hitMaxB);
// Apply sharpness (convert from stops to linear)
float sharpness = exp2(-SHARPNESS_STOPS);
float lobe = max(-FSR_RCAS_LIMIT, min(AMax3F1(lobeR, lobeG, lobeB), 0.0)) * sharpness;
// Apply noise removal
lobe *= nz;
// Resolve using safe reciprocal to avoid any edge case issues
float denom = 4.0 * lobe + 1.0;
float rcpL = 1.0 / max(denom, 0.25); // denom should be in [0.25, 1.0] range
vec3 pix;
pix.r = (lobe * b.r + lobe * d.r + lobe * h.r + lobe * f.r + e.r) * rcpL;
pix.g = (lobe * b.g + lobe * d.g + lobe * h.g + lobe * f.g + e.g) * rcpL;
pix.b = (lobe * b.b + lobe * d.b + lobe * h.b + lobe * f.b + e.b) * rcpL;
// Ensure output is clamped to valid range
fragColor = vec4(clamp(pix, 0.0, 1.0), ee.a);
}

View File

@ -0,0 +1,24 @@
{
"contexts": [
{
"name": "fsr1_rcas_pass",
"depth_write": false,
"compare_mode": "always",
"cull_mode": "none",
"links": [
{
"name": "screenSize",
"link": "_screenSize"
},
{
"name": "PPComp15",
"link": "_PPComp15",
"ifdef": ["_FSR1_Custom"]
}
],
"texture_params": [],
"vertex_shader": "../include/pass.vert.glsl",
"fragment_shader": "fsr1_rcas_pass.frag.glsl"
}
]
}

View File

@ -8,6 +8,7 @@ uniform sampler2D gbufferD;
uniform sampler2D gbuffer0;
uniform sampler2D gbuffer1;
uniform mat4 invVP;
uniform mat4 invW;
uniform vec3 probep;
uniform vec3 eye;
@ -25,19 +26,27 @@ void main() {
float roughness = g0.b;
if (roughness > 0.95) {
fragColor.rgb = vec3(0.0);
fragColor = vec4(0.0);
return;
}
float spec = fract(textureLod(gbuffer1, texCoord, 0.0).a);
if (spec == 0.0) {
fragColor.rgb = vec3(0.0);
fragColor = vec4(0.0);
return;
}
float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
vec3 wp = getPos2(invVP, depth, texCoord);
vec3 localPos = (invW * vec4(wp, 1.0)).xyz;
// return if surface is inside probe volume bounds
if (abs(localPos.x) > 1.0 || abs(localPos.y) > 1.0 || abs(localPos.z) > 1.0) {
fragColor = vec4(0.0);
return;
}
vec2 enc = g0.rg;
vec3 n;
n.z = 1.0 - abs(enc.x) - abs(enc.y);
@ -50,5 +59,5 @@ void main() {
r.y = -r.y;
#endif
float intensity = clamp((1.0 - roughness) * dot(wp - probep, n), 0.0, 1.0);
fragColor.rgb = texture(probeTex, r).rgb * intensity;
fragColor = vec4(texture(probeTex, r).rgb * intensity, 1.0);
}

View File

@ -20,6 +20,10 @@
"name": "invVP",
"link": "_inverseViewProjectionMatrix"
},
{
"name": "invW",
"link": "_inverseWorldMatrix"
},
{
"name": "probep",
"link": "_probePosition"

View File

@ -25,13 +25,13 @@ void main() {
float roughness = g0.b;
if (roughness > 0.95) {
fragColor.rgb = vec3(0.0);
fragColor = vec4(0.0);
return;
}
float spec = fract(textureLod(gbuffer1, texCoord, 0.0).a);
if (spec == 0.0) {
fragColor.rgb = vec3(0.0);
fragColor = vec4(0.0);
return;
}
@ -50,5 +50,5 @@ void main() {
n = normalize(n);
float intensity = clamp((1.0 - roughness) * dot(n, proben), 0.0, 1.0);
fragColor.rgb = texture(probeTex, tc).rgb * intensity;
fragColor = vec4(texture(probeTex, tc).rgb * intensity, 1.0);
}

View File

@ -5,42 +5,56 @@
uniform sampler2D tex;
uniform sampler2D gbuffer0;
uniform sampler2D gbufferD;
uniform vec2 dirInv; // texStep
in vec2 texCoord;
out float fragColor;
out vec3 fragColor;
const float blurWeights[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
// const float blurWeights[10] = float[] (0.132572, 0.125472, 0.106373, 0.08078, 0.05495, 0.033482, 0.018275, 0.008934, 0.003912, 0.001535);
const float discardThreshold = 0.95;
float doBlur(const float blurWeight, const int pos, const vec3 nor, const vec2 texCoord) {
const float posadd = pos + 0.5;
vec3 nor2 = getNor(textureLod(gbuffer0, texCoord + pos * dirInv, 0.0).rg);
float influenceFactor = step(discardThreshold, dot(nor2, nor));
float col = textureLod(tex, texCoord + posadd * dirInv, 0.0).r;
fragColor += col * blurWeight * influenceFactor;
float weight = blurWeight * influenceFactor;
nor2 = getNor(textureLod(gbuffer0, texCoord - pos * dirInv, 0.0).rg);
influenceFactor = step(discardThreshold, dot(nor2, nor));
col = textureLod(tex, texCoord - posadd * dirInv, 0.0).r;
fragColor += col * blurWeight * influenceFactor;
weight += blurWeight * influenceFactor;
return weight;
}
const int KERNEL_SIZE = 13;
const float blurWeights[13] = float[](0.1, 0.09, 0.08, 0.07, 0.06, 0.05, 0.04, 0.03, 0.025, 0.02, 0.015, 0.01, 0.005);
void main() {
vec3 nor = getNor(textureLod(gbuffer0, texCoord, 0.0).rg);
vec3 centerNor = getNor(textureLod(gbuffer0, texCoord, 0.0).rg);
float centerDepth = textureLod(gbufferD, texCoord, 0.0).r;
fragColor = textureLod(tex, texCoord, 0.0).r * blurWeights[0];
float weight = blurWeights[0];
for (int i = 1; i < 5; i++) {
weight += doBlur(blurWeights[i], i, nor, texCoord);
// skip sky pixels
if (centerDepth == 1.0) {
fragColor = vec3(0.0);
return;
}
fragColor = textureLod(tex, texCoord, 0.0).rgb * blurWeights[0];
float totalWeight = blurWeights[0];
for (int i = 1; i < KERNEL_SIZE; i++) {
vec2 offset = float(i) * dirInv;
vec2 uvPos = texCoord + offset;
vec3 norPos = getNor(textureLod(gbuffer0, uvPos, 0.0).rg);
float depthPos = textureLod(gbufferD, uvPos, 0.0).r;
float normalWeight = max(0.0, dot(norPos, centerNor));
normalWeight = pow(normalWeight, 8.0); // Softer normal falloff for better blending
float depthWeight = 1.0 - smoothstep(0.0, 0.02, abs(depthPos - centerDepth));
float w = blurWeights[i] * normalWeight * depthWeight;
fragColor += textureLod(tex, uvPos, 0.0).rgb * w;
totalWeight += w;
vec2 uvNeg = texCoord - offset;
vec3 norNeg = getNor(textureLod(gbuffer0, uvNeg, 0.0).rg);
float depthNeg = textureLod(gbufferD, uvNeg, 0.0).r;
normalWeight = max(0.0, dot(norNeg, centerNor));
normalWeight = pow(normalWeight, 8.0);
depthWeight = 1.0 - smoothstep(0.0, 0.02, abs(depthNeg - centerDepth));
w = blurWeights[i] * normalWeight * depthWeight;
fragColor += textureLod(tex, uvNeg, 0.0).rgb * w;
totalWeight += w;
}
fragColor = fragColor / weight;
fragColor /= totalWeight;
}

View File

@ -1,25 +1,8 @@
#version 450
#include "compiled.inc"
#include "std/gbuffer.glsl"
#include "std/brdf.glsl"
#include "std/math.glsl"
#ifdef _Clusters
#include "std/clusters.glsl"
#endif
#ifdef _ShadowMap
#include "std/shadows.glsl"
#endif
#ifdef _LTC
#include "std/ltc.glsl"
#endif
#ifdef _LightIES
#include "std/ies.glsl"
#endif
#ifdef _Spot
#include "std/light_common.glsl"
#endif
#include "std/constants.glsl"
#include "std/gbuffer.glsl"
uniform sampler2D gbuffer0;
uniform sampler2D gbuffer1;
@ -27,480 +10,179 @@ uniform sampler2D gbufferD;
#ifdef _EmissionShaded
uniform sampler2D gbufferEmission;
#endif
uniform sampler2D sveloc;
uniform vec2 cameraProj;
uniform vec3 eye;
uniform vec3 eyeLook;
uniform vec2 screenSize;
uniform mat4 invVP;
in vec2 texCoord;
in vec3 viewRay;
out vec3 fragColor;
float metallic;
uint matid;
#ifdef _SMSizeUniform
//!uniform vec2 smSizeUniform;
#endif
#ifdef _Clusters
uniform vec4 lightsArray[maxLights * 3];
#ifdef _Spot
uniform vec4 lightsArraySpot[maxLights * 2];
#endif
uniform sampler2D clustersData;
uniform vec2 cameraPlane;
#endif
#ifdef _SinglePoint // Fast path for single light
uniform vec3 pointPos;
uniform vec3 pointCol;
#ifdef _ShadowMap
uniform float pointBias;
#endif
#ifdef _Spot
uniform vec3 spotDir;
uniform vec3 spotRight;
uniform vec4 spotData;
#endif
#endif
#ifdef _CPostprocess
uniform vec3 PPComp12;
#endif
#ifdef _ShadowMap
#ifdef _SinglePoint
#ifdef _Spot
#ifndef _LTC
uniform sampler2DShadow shadowMapSpot[1];
uniform sampler2D shadowMapSpotTransparent[1];
uniform mat4 LWVPSpot[1];
#endif
#else
uniform samplerCubeShadow shadowMapPoint[1];
uniform samplerCube shadowMapPointTransparent[1];
uniform vec2 lightProj;
#endif
#endif
#ifdef _Clusters
#ifdef _SingleAtlas
uniform sampler2DShadow shadowMapAtlas;
uniform sampler2D shadowMapAtlasTransparent;
#endif
uniform vec2 lightProj;
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
uniform sampler2DShadow shadowMapAtlasPoint;
uniform sampler2D shadowMapAtlasPointTransparent;
//!uniform vec4 pointLightDataArray[maxLightsCluster * 6];
#else
uniform samplerCubeShadow shadowMapPoint[4];
uniform samplerCube shadowMapPointTransparent[4];
#endif
#endif
#ifdef _Spot
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
uniform sampler2DShadow shadowMapAtlasSpot;
uniform sampler2D shadowMapAtlasSpotTransparent;
#endif
#else
uniform sampler2DShadow shadowMapSpot[4];
uniform sampler2D shadowMapSpotTransparent[4];
#endif
uniform mat4 LWVPSpotArray[maxLightsCluster];
#endif
#endif
#endif
#ifdef _LTC
uniform vec3 lightArea0;
uniform vec3 lightArea1;
uniform vec3 lightArea2;
uniform vec3 lightArea3;
uniform sampler2D sltcMat;
uniform sampler2D sltcMag;
#ifdef _ShadowMap
#ifndef _Spot
#ifdef _SinglePoint
uniform sampler2DShadow shadowMapSpot[1];
uniform sampler2D shadowMapSpotTransparent[1];
uniform mat4 LWVPSpot[1];
#endif
#ifdef _Clusters
uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
uniform mat4 LWVPSpotArray[maxLightsCluster];
#endif
#endif
#endif
#endif
uniform mat4 P;
uniform mat4 invP;
uniform mat3 V3;
#ifdef _Sun
uniform vec3 sunDir;
uniform vec3 sunCol;
#ifdef _ShadowMap
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
uniform sampler2DShadow shadowMapAtlasSun;
uniform sampler2D shadowMapAtlasSunTransparent;
#endif
#else
uniform sampler2DShadow shadowMap;
uniform sampler2D shadowMapTransparent;
#endif
uniform float shadowsBias;
#ifdef _CSM
//!uniform vec4 casData[shadowmapCascades * 4 + 4];
#else
uniform mat4 LWVP;
#endif
#endif // _ShadowMap
#endif
vec3 sampleLight(const vec3 p, const vec3 n, const vec3 lp, const vec3 lightCol
#ifdef _ShadowMap
, int index, float bias, bool receiveShadow, bool transparent
#endif
#ifdef _Spot
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
#endif
) {
vec3 ld = lp - p;
vec3 l = normalize(ld);
vec3 visibility = lightCol;
visibility *= attenuate(distance(p, lp));
#ifdef _LTC
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
visibility *= shadowTest(shadowMapSpot[0],
shadowMapSpotTransparent[0],
lPos.xyz / lPos.w, bias, transparent);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
if (index == 0) visibility *= shadowTest(shadowMapSpot[0],
shadowMapSpotTransparent[0],
lPos.xyz / lPos.w, bias, transparent);
else if (index == 1) visibility *= shadowTest(shadowMapSpot[1],
shadowMapSpotTransparent[1],
, lPos.xyz / lPos.w, bias, transparent);
else if (index == 2) visibility *= shadowTest(shadowMapSpot[2],
shadowMapSpotTransparent[2],
lPos.xyz / lPos.w, bias, transparent);
else if (index == 3) visibility *= shadowTest(shadowMapSpot[3],
shadowMapSpotTransparent[3],
lPos.xyz / lPos.w, bias, transparent);
#endif
}
#endif
return visibility;
#endif
#ifdef _Spot
if (isSpot) {
visibility *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
visibility *= shadowTest(shadowMapSpot[0],
shadowMapSpotTransparent[0],
lPos.xyz / lPos.w, bias, transparent);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
#ifdef _ShadowMapAtlas
visibility *= shadowTest(
#ifndef _SingleAtlas
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
, lPos.xyz / lPos.w, bias, transparent
);
#else
if (index == 0) visibility *= shadowTest(shadowMapSpot[0],
shadowMapSpotTransparent[0],
lPos.xyz / lPos.w, bias, transparent);
else if (index == 1) visibility *= shadowTest(shadowMapSpot[1],
shadowMapSpotTransparent[1],
lPos.xyz / lPos.w, bias, transparent);
else if (index == 2) visibility *= shadowTest(shadowMapSpot[2],
shadowMapSpotTransparent[2],
lPos.xyz / lPos.w, bias, transparent);
else if (index == 3) visibility *= shadowTest(shadowMapSpot[3],
shadowMapSpotTransparent[3],
lPos.xyz / lPos.w, bias, transparent);
#endif
#endif
}
#endif
return visibility;
}
#endif
#ifdef _LightIES
visibility *= iesAttenuation(-l);
#endif
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
#ifndef _Spot
visibility *= PCFCube(shadowMapPoint[0],
shadowMapPointTransparent[0],
ld, -l, bias, lightProj, n, transparent);
#endif
#endif
#ifdef _Clusters
#ifdef _ShadowMapAtlas
visibility *= PCFFakeCube(
#ifndef _SingleAtlas
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
, ld, -l, bias, lightProj, n, index, transparent
);
#else
if (index == 0) visibility *= PCFCube(shadowMapPoint[0],
shadowMapPointTransparent[0],
ld, -l, bias, lightProj, n, transparent);
else if (index == 1) visibility *= PCFCube(shadowMapPoint[1],
shadowMapPointTransparent[1],
ld, -l, bias, lightProj, n, transparent);
else if (index == 2) visibility *= PCFCube(shadowMapPoint[2],
shadowMapPointTransparent[2],
ld, -l, bias, lightProj, n, transparent);
else if (index == 3) visibility *= PCFCube(shadowMapPoint[3],
shadowMapPointTransparent[3],
ld, -l, bias, lightProj, n, transparent);
#endif
#endif
}
#endif
return visibility;
}
vec3 getVisibility(vec3 p, vec3 n, float depth, vec2 uv) {
vec3 visibility = vec3(0.0);
#ifdef _Sun
#ifdef _ShadowMap
#ifdef _CSM
visibility = shadowTestCascade(
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
shadowMapAtlasSun, shadowMapAtlasSunTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
shadowMap, shadowMapTransparent
#endif
, eye, p + n * shadowsBias * 10, shadowsBias, false
);
#else
vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0);
if (lPos.w > 0.0) {
visibility = shadowTest(
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
shadowMapAtlasSun, shadowMapAtlasSunTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
shadowMap, shadowMapTransparent
#endif
, lPos.xyz / lPos.w, shadowsBias, false
);
}
#endif
#endif
#ifdef _CPostprocess
uniform vec3 PPComp12;
#endif
#ifdef _SinglePoint
visibility += sampleLight(
p, n, pointPos, pointCol
#ifdef _ShadowMap
, 0, pointBias, true, false
#endif
#ifdef _Spot
, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight
#endif
);
#endif
in vec2 texCoord;
out vec4 fragColor;
#ifdef _Clusters
float viewz = linearize(depth, cameraProj);
int clusterI = getClusterI(uv, viewz, cameraPlane);
int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255);
#ifdef HLSL
viewz += textureLod(clustersData, vec2(0.0), 0.0).r * 1e-9; // TODO: krafix bug, needs to generate sampler
#endif
#ifdef _Spot
int numSpots = int(texelFetch(clustersData, ivec2(clusterI, 1 + maxLightsCluster), 0).r * 255);
int numPoints = numLights - numSpots;
#endif
for (int i = 0; i < min(numLights, maxLightsCluster); i++) {
int li = int(texelFetch(clustersData, ivec2(clusterI, i + 1), 0).r * 255);
visibility += sampleLight(
p,
n,
lightsArray[li * 3].xyz, // lp
lightsArray[li * 3 + 1].xyz // lightCol
#ifdef _ShadowMap
// light index, shadow bias, cast_shadows
, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, false
#endif
#ifdef _Spot
, lightsArray[li * 3 + 2].y != 0.0
, lightsArray[li * 3 + 2].y // spot size (cutoff)
, lightsArraySpot[li * 2].w // spot blend (exponent)
, lightsArraySpot[li * 2].xyz // spotDir
, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w) // scale
, lightsArraySpot[li * 2 + 1].xyz // right
#endif
);
}
#endif // _Clusters
return visibility;
}
vec3 getWorldPos(vec2 uv, float depth) {
vec4 pos = invVP * vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
return pos.xyz / pos.w;
}
vec3 getNormal(vec2 uv) {
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
vec2 enc = g0.rg;
vec3 n;
n.z = 1.0 - abs(enc.x) - abs(enc.y);
n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
return normalize(n);
}
vec3 calculateIndirectLight(vec2 uv, vec3 pos, vec3 normal, float depth) {
// Simplified visibility - replace with your full visibility function if needed
vec3 sampleColor = textureLod(gbuffer1, uv, 0.0).rgb * getVisibility(pos, normal, depth, uv);
#ifdef _EmissionShadeless
if (matid == 1) { // pure emissive material, color stored in basecol
sampleColor += textureLod(gbuffer1, uv, 0.0).rgb;
}
#endif
#ifdef _EmissionShaded
#ifdef _EmissionShadeless
else {
#endif
vec3 sampleEmission = textureLod(gbufferEmission, uv, 0.0).rgb;
sampleColor += sampleEmission; // Emission should be added directly
#ifdef _EmissionShadeless
}
#endif
#endif
return sampleColor;
}
// Improved sampling parameters
const float GOLDEN_ANGLE = 2.39996323;
const float MAX_DEPTH_DIFFERENCE = 0.9; // More conservative depth threshold
const float SAMPLE_BIAS = 0.01; // Small offset to avoid self-occlusion
const int RAY_STEPS = 12;
vec2 getProjectedCoord(const vec3 viewPos) {
vec4 projectedCoord = P * vec4(viewPos, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
#ifdef _InvY
projectedCoord.y = 1.0 - projectedCoord.y;
#endif
return projectedCoord.xy;
}
vec3 cosineSampleHemisphere(vec3 n, vec2 rand) {
float phi = PI * 2.0 * rand.x;
float cosTheta = sqrt(1.0 - rand.y);
float sinTheta = sqrt(rand.y);
vec3 h = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
vec3 tangent, bitangent;
vec3 absN = abs(n);
if (absN.x <= absN.y && absN.x <= absN.z) {
tangent = normalize(cross(n, vec3(1.0, 0.0, 0.0)));
} else if (absN.y <= absN.z) {
tangent = normalize(cross(n, vec3(0.0, 1.0, 0.0)));
} else {
tangent = normalize(cross(n, vec3(0.0, 0.0, 1.0)));
}
bitangent = cross(n, tangent);
return normalize(tangent * h.x + bitangent * h.y + n * h.z);
}
vec3 traceRay(vec3 origin, vec3 dir, float maxDist, float minDist) {
float stepSize = maxDist / float(RAY_STEPS);
vec3 pos = origin + dir * minDist;
float prevDepthDiff = 0.0;
float hadValidPrev = 0.0;
for (int i = 1; i <= RAY_STEPS; i++) {
pos += dir * stepSize;
vec2 uv = getProjectedCoord(pos);
vec2 sampleUV = clamp(uv, vec2(0.001), vec2(0.999));
float sampleDepth = textureLod(gbufferD, sampleUV, 0.0).r * 2.0 - 1.0;
if (sampleDepth == 1.0) {
hadValidPrev = 0.0;
continue;
}
vec3 sampleViewPos = getPosView2(invP, sampleDepth, sampleUV);
float depthDiff = pos.z - sampleViewPos.z;
float rayDist = length(pos - origin);
float thickness = 0.15 + rayDist * 0.25;
float crossed = hadValidPrev * step(0.0, prevDepthDiff) * step(depthDiff, 0.0);
float withinThickness = step(abs(depthDiff), thickness);
if (crossed > 0.5 || withinThickness > 0.5) {
float distWeight = 1.0 - (rayDist / maxDist);
distWeight = max(0.0, distWeight * distWeight);
return vec3(sampleUV, distWeight);
}
prevDepthDiff = depthDiff;
hadValidPrev = 1.0;
}
return vec3(-1.0);
}
void main() {
float depth = textureLod(gbufferD, texCoord, 0.0).r;
if (depth >= 1.0) {
fragColor = vec3(0.0);
return;
}
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid
unpackFloatInt16(g0.a, metallic, matid);
vec2 velocity = -textureLod(sveloc, texCoord, 0.0).rg;
vec3 n;
n.z = 1.0 - abs(g0.x) - abs(g0.y);
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
n = normalize(n);
vec3 pos = getWorldPos(texCoord, depth);
vec3 normal = getNormal(texCoord);
vec3 centerColor = textureLod(gbuffer1, texCoord, 0.0).rgb;
float radius = ssaoRadius;
vec3 gi = vec3(0.0);
float totalWeight = 0.0;
float angle = fract(sin(dot(texCoord, vec2(12.9898, 78.233))) * 100.0);
for (int i = 0; i < ssgiSamples; i++) {
// Use quasi-random sequence for better coverage
float r = sqrt((float(i) + 0.5) / float(ssgiSamples)) * radius;
float a = (float(i) * GOLDEN_ANGLE) + angle;
vec2 offset = vec2(cos(a), sin(a)) * r * radius;
vec2 sampleUV = clamp(texCoord + offset * (BayerMatrix8[int(gl_FragCoord.x + velocity.x) % 8][int(gl_FragCoord.y + velocity.y) % 8] - 0.5) / screenSize, vec2(0.001), vec2(0.999));
float sampleDepth = textureLod(gbufferD, sampleUV, 0.0).r;
if (sampleDepth >= 1.0) continue;
vec3 samplePos = getWorldPos(sampleUV, sampleDepth);
vec3 sampleNormal = getNormal(sampleUV);
// Apply small bias to sample position to avoid self-occlusion
samplePos += sampleNormal * SAMPLE_BIAS;
vec3 dir = pos - samplePos;
float dist = length(dir);
if (abs(pos.z - samplePos.z) > MAX_DEPTH_DIFFERENCE) continue;;
vec3 sampleColor = calculateIndirectLight(sampleUV, samplePos, sampleNormal, sampleDepth);
float weight = 1.0 / (1.0 + dist * dist * 2.0) * max(dot(sampleNormal, n), 0.0);
gi += sampleColor * weight;
totalWeight += weight;
float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
if (depth == 1.0) {
fragColor = vec4(0.0, 0.0, 0.0, 1.0);
return;
}
// Normalize and apply intensity
if (totalWeight > 0.0) {
gi /= totalWeight;
#ifdef _CPostprocess
gi *= PPComp12.x;
#else
gi *= ssaoStrength;
#endif
}
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
vec2 enc = g0.rg;
vec3 n;
n.z = 1.0 - abs(enc.x) - abs(enc.y);
n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
n = normalize(n);
#ifdef _EmissionShadeless
if (matid == 1) { // pure emissive material, color stored in basecol
gi += textureLod(gbuffer1, texCoord, 0.0).rgb;
}
vec3 viewNormal = V3 * n;
vec3 viewPos = getPosView2(invP, depth, texCoord);
#ifdef _CPostprocess
float radius = PPComp12.y;
float strength = PPComp12.x;
#else
float radius = ssgiRadius;
float strength = ssgiStrength;
#endif
float noise = fract(52.9829189 * fract(0.06711056 * texCoord.x * 1000.0 + 0.00583715 * texCoord.y * 1000.0));
vec3 gi = vec3(0.0);
int validSamples = 0;
// min distance to avoid self shadowing artiffacts
float minDist = radius * 0.05;
for (int i = 0; i < ssgiSamples; i++) {
float fi = float(i) + noise;
vec2 rand = vec2(
fract(fi * 0.7548776662 + noise),
fract(fi * 0.5698402909 + noise * 1.5)
);
vec3 rayDir = cosineSampleHemisphere(viewNormal, rand);
vec3 hitResult = traceRay(viewPos, rayDir, radius, minDist);
if (hitResult.x < 0.0) continue;
vec2 hitUV = hitResult.xy;
float distWeight = hitResult.z;
vec3 hitAlbedo = textureLod(gbuffer1, hitUV, 1.0).rgb;
#ifdef _Sun
vec4 hitG0 = textureLod(gbuffer0, hitUV, 0.0);
vec2 hitEnc = hitG0.rg;
vec3 hitN;
hitN.z = 1.0 - abs(hitEnc.x) - abs(hitEnc.y);
hitN.xy = hitN.z >= 0.0 ? hitEnc.xy : octahedronWrap(hitEnc.xy);
hitN = normalize(hitN);
float hitNdotL = max(0.0, dot(hitN, sunDir));
vec3 hitRadiance = hitAlbedo * sunCol * hitNdotL;
#else
vec3 hitRadiance = hitAlbedo * 0.5;
#endif
#ifdef _EmissionShaded
hitRadiance += textureLod(gbufferEmission, hitUV, 0.0).rgb;
#endif
gi += hitRadiance * distWeight;
validSamples++;
}
if (validSamples > 0) {
gi /= float(validSamples);
}
gi *= strength;
#ifdef _EmissionShaded
#ifdef _EmissionShadeless
else {
#endif
gi += textureLod(gbufferEmission, texCoord, 0.0).rgb;
#ifdef _EmissionShadeless
}
#endif
gi += textureLod(gbufferEmission, texCoord, 0.0).rgb * 0.3;
#endif
fragColor = gi / (gi + vec3(1.0)); // Reinhard tone mapping
fragColor = vec4(min(gi, vec3(2.0)), 1.0);
}

View File

@ -6,60 +6,18 @@
"compare_mode": "always",
"cull_mode": "none",
"links": [
{
"name": "invVP",
"link": "_inverseViewProjectionMatrix"
},
{
"name": "P",
"link": "_projectionMatrix"
},
{
"name": "invP",
"link": "_inverseProjectionMatrix"
},
{
"name": "V3",
"link": "_viewMatrix3"
},
{
"name": "eye",
"link": "_cameraPosition"
},
{
"name": "eyeLook",
"link": "_cameraLook"
},
{
"name": "cameraProj",
"link": "_cameraPlaneProj"
},
{
"name": "screenSize",
"link": "_screenSize"
},
{
"name": "PPComp12",
"link": "_PPComp12",
"ifdef": ["_CPostprocess"]
},
{
"name": "lightsArraySpot",
"link": "_lightsArraySpot",
"ifdef": ["_Clusters", "_Spot"]
},
{
"name": "lightsArray",
"link": "_lightsArray",
"ifdef": ["_Clusters"]
},
{
"name": "clustersData",
"link": "_clustersData",
"ifdef": ["_Clusters"]
},
{
"name": "cameraPlane",
"link": "_cameraPlane",
"ifdef": ["_Clusters"]
},
{
"name": "sunDir",
"link": "_sunDirection",
@ -71,128 +29,13 @@
"ifdef": ["_Sun"]
},
{
"name": "shadowsBias",
"link": "_sunShadowsBias",
"ifdef": ["_Sun", "_ShadowMap"]
},
{
"name": "LWVP",
"link": "_biasLightWorldViewProjectionMatrixSun",
"ifndef": ["_CSM"],
"ifdef": ["_Sun", "_ShadowMap"]
},
{
"name": "casData",
"link": "_cascadeData",
"ifdef": ["_Sun", "_ShadowMap", "_CSM"]
},
{
"name": "lightArea0",
"link": "_lightArea0",
"ifdef": ["_LTC"]
},
{
"name": "lightArea1",
"link": "_lightArea1",
"ifdef": ["_LTC"]
},
{
"name": "lightArea2",
"link": "_lightArea2",
"ifdef": ["_LTC"]
},
{
"name": "lightArea3",
"link": "_lightArea3",
"ifdef": ["_LTC"]
},
{
"name": "sltcMat",
"link": "_ltcMat",
"ifdef": ["_LTC"]
},
{
"name": "sltcMag",
"link": "_ltcMag",
"ifdef": ["_LTC"]
},
{
"name": "smSizeUniform",
"link": "_shadowMapSize",
"ifdef": ["_SMSizeUniform"]
},
{
"name": "lightProj",
"link": "_lightPlaneProj",
"ifdef": ["_ShadowMap"]
},
{
"name": "pointPos",
"link": "_pointPosition",
"ifdef": ["_SinglePoint"]
},
{
"name": "pointCol",
"link": "_pointColor",
"ifdef": ["_SinglePoint"]
},
{
"name": "pointBias",
"link": "_pointShadowsBias",
"ifdef": ["_SinglePoint", "_ShadowMap"]
},
{
"name": "spotDir",
"link": "_spotDirection",
"ifdef": ["_SinglePoint", "_Spot"]
},
{
"name": "spotData",
"link": "_spotData",
"ifdef": ["_SinglePoint", "_Spot"]
},
{
"name": "spotRight",
"link": "_spotRight",
"ifdef": ["_SinglePoint", "_Spot"]
},
{
"name": "LWVPSpotArray",
"link": "_biasLightWorldViewProjectionMatrixSpotArray",
"ifdef": ["_Clusters", "_ShadowMap", "_Spot"]
},
{
"name": "pointLightDataArray",
"link": "_pointLightsAtlasArray",
"ifdef": ["_Clusters", "_ShadowMap", "_ShadowMapAtlas"]
},
{
"name": "LWVPSpot[0]",
"link": "_biasLightWorldViewProjectionMatrixSpot0",
"ifndef": ["_ShadowMapAtlas"],
"ifdef": ["_LTC", "_ShadowMap"]
},
{
"name": "LWVPSpot[1]",
"link": "_biasLightWorldViewProjectionMatrixSpot1",
"ifndef": ["_ShadowMapAtlas"],
"ifdef": ["_LTC", "_ShadowMap"]
},
{
"name": "LWVPSpot[2]",
"link": "_biasLightWorldViewProjectionMatrixSpot2",
"ifndef": ["_ShadowMapAtlas"],
"ifdef": ["_LTC", "_ShadowMap"]
},
{
"name": "LWVPSpot[3]",
"link": "_biasLightWorldViewProjectionMatrixSpot3",
"ifndef": ["_ShadowMapAtlas"],
"ifdef": ["_LTC", "_ShadowMap"]
"name": "PPComp12",
"link": "_PPComp12",
"ifdef": ["_CPostprocess"]
}
],
"texture_params": [],
"vertex_shader": "../include/pass_viewray.vert.glsl",
"vertex_shader": "../include/pass.vert.glsl",
"fragment_shader": "ssgi_pass.frag.glsl"
}
]

View File

@ -64,20 +64,26 @@ vec4 rayCast(vec3 dir) {
ddepth = getDeltaDepth(hitCoord);
if (ddepth > 0.0) return binarySearch(dir);
}
return vec4(getProjectedCoord(hitCoord), 0.0, 1.0);
return vec4(texCoord, 0.0, 0.0);
}
void main() {
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
float roughness = g0.z;
vec4 gr = textureLod(gbuffer_refraction, texCoord, 0.0);
float ior = gr.x;
float opac = gr.y;
float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
if (d == 0.0 || d == 1.0 || opac == 1.0 || ior == 1.0) {
fragColor.rgb = textureLod(tex1, texCoord, 0.0).rgb;
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) {
vec3 background = textureLod(tex1, texCoord, 0.0).rgb;
fragColor.rgb = sceneSample.rgb + background * (1.0 - sceneSample.a);
fragColor.a = 1.0;
return;
}
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
float roughness = g0.z;
vec2 enc = g0.rg;
vec3 n;
n.z = 1.0 - abs(enc.x) - abs(enc.y);
@ -86,21 +92,32 @@ void main() {
vec3 viewNormal = V3 * n;
vec3 viewPos = getPosView(viewRay, d, cameraProj);
vec3 refracted = refract(viewPos, viewNormal, 1.0 / ior);
vec3 incident = normalize(viewPos);
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.a = 1.0;
return;
}
hitCoord = viewPos;
vec3 dir = refracted * (1.0 - rand(texCoord) * ss_refractionJitter * roughness) * 2.0;
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);
vec2 screenEdge = smoothstep(0.0, 0.1, coords.xy) * smoothstep(0.0, 0.1, 1.0 - coords.xy);
float screenEdgeFactor = screenEdge.x * screenEdge.y;
float refractivity = 1.0 - roughness;
float intensity = pow(refractivity, ss_refractionFalloffExp) * screenEdgeFactor * \
clamp(-refracted.z, 0.0, 1.0) * clamp((length(viewPos - hitCoord)), 0.0, 1.0) * coords.w;
float intensity = pow(refractivity, ss_refractionFalloffExp) * screenEdgeFactor * coords.w;
intensity = clamp(intensity, 0.0, 1.0);
vec3 refractionCol = textureLod(tex1, coords.xy, 0.0).rgb;
refractionCol *= intensity;
vec3 color = textureLod(tex, texCoord.xy, 0.0).rgb;
fragColor.rgb = mix(refractionCol, color, opac);
vec3 refractedBackground = textureLod(tex1, coords.xy, 0.0).rgb;
vec3 straightBackground = textureLod(tex1, texCoord, 0.0).rgb;
vec3 behindColor = mix(straightBackground, refractedBackground, intensity);
fragColor.rgb = sceneSample.rgb + behindColor * (1.0 - sceneSample.a);
fragColor.a = 1.0;
}

View File

@ -5,6 +5,9 @@
"depth_write": false,
"compare_mode": "always",
"cull_mode": "none",
"blend_source": "blend_one",
"blend_destination": "blend_zero",
"blend_operation": "add",
"links": [
{
"name": "P",

View File

@ -36,6 +36,7 @@
#version 450
#include "compiled.inc"
#include "std/gbuffer.glsl"
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0;
@ -47,69 +48,92 @@ uniform vec2 cameraProj;
in vec2 texCoord;
out vec4 fragColor;
const float SSSS_FOVY = 108.0;
const vec3 SKIN_SSS_RADIUS = vec3(4.8, 2.4, 1.5);
const float SSS_DISTANCE_SCALE = 0.001;
// 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);
}
// Separable SSS Reflectance
// const float sssWidth = 0.005;
vec4 SSSSBlur() {
// Quality = 0
const int SSSS_N_SAMPLES = 11;
vec4 kernel[SSSS_N_SAMPLES];
kernel[0] = vec4(0.560479, 0.669086, 0.784728, 0);
kernel[1] = vec4(0.00471691, 0.000184771, 5.07566e-005, -2);
kernel[2] = vec4(0.0192831, 0.00282018, 0.00084214, -1.28);
kernel[3] = vec4(0.03639, 0.0130999, 0.00643685, -0.72);
kernel[4] = vec4(0.0821904, 0.0358608, 0.0209261, -0.32);
kernel[5] = vec4(0.0771802, 0.113491, 0.0793803, -0.08);
kernel[6] = vec4(0.0771802, 0.113491, 0.0793803, 0.08);
kernel[7] = vec4(0.0821904, 0.0358608, 0.0209261, 0.32);
kernel[8] = vec4(0.03639, 0.0130999, 0.00643685, 0.72);
kernel[9] = vec4(0.0192831, 0.00282018, 0.00084214, 1.28);
kernel[10] = vec4(0.00471691, 0.000184771, 5.07565e-005, 2);
const int SSSS_N_SAMPLES = 15;
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);
// Fetch linear depth of current pixel
float depth = textureLod(gbufferD, texCoord, 0.0).r;
float depthM = cameraProj.y / (depth - cameraProj.x);
// Calculate the sssWidth scale (1.0 for a unit plane sitting on the projection window)
float distanceToProjectionWindow = 1.0 / tan(0.5 * radians(SSSS_FOVY));
float scale = distanceToProjectionWindow / depthM;
float distanceScale = 1.0 / max(depthM, 0.1);
vec2 finalStep = sssWidth * distanceScale * dir * SSS_DISTANCE_SCALE;
// Calculate the final step to fetch the surrounding pixels
vec2 finalStep = sssWidth * scale * dir;
finalStep *= 1.0;//SSSS_STREGTH_SOURCE; // Modulate it using the alpha channel.
finalStep *= 1.0 / 3.0; // Divide by 3 as the kernels range from -3 to 3.
finalStep *= 0.05; //
// Accumulate the center sample:
vec4 colorBlurred = colorM;
colorBlurred.rgb *= kernel[0].rgb;
// Accumulate the other samples
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;
for (int i = 1; i < SSSS_N_SAMPLES; i++) {
// Fetch color and depth for current sample
vec2 offset = texCoord + kernel[i].a * finalStep;
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);
//#if SSSS_FOLLOW_SURFACE == 1
// If the difference in depth is huge, we lerp color back to "colorM":
//float depth = textureLod(tex, offset, 0.0).r;
//float s = clamp(300.0f * distanceToProjectionWindow * sssWidth * abs(depthM - depth),0.0,1.0);
//color.rgb = mix(color.rgb, colorM.rgb, s);
//#endif
// Accumulate
colorBlurred.rgb += kernel[i].rgb * color.rgb;
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);
}
colorBlurred += color.rgb * kernel[i].rgb;
weightSum += kernel[i].rgb;
}
return colorBlurred;
vec3 normalizedColor = 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);
}
void main() {
if (textureLod(gbuffer0, texCoord, 0.0).a == 8192.0) {
fragColor = clamp(SSSSBlur(), 0.0, 1.0);
}
else {
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
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)));
} else {
fragColor = textureLod(tex, texCoord, 0.0);
}
}

View File

@ -36,7 +36,8 @@ float d_ggx(const float nh, const float a) {
vec3 specularBRDF(const vec3 f0, const float roughness, const float nl, const float nh, const float nv, const float vh) {
float a = roughness * roughness;
return d_ggx(nh, a) * g2_approx(nl, nv, a) * f_schlick(f0, vh) / max(4.0 * nv, 1e-5); //NdotL cancels out later
vec3 result = d_ggx(nh, a) * g2_approx(nl, nv, a) * f_schlick(f0, vh) / max(4.0 * nv, 1e-5); //NdotL cancels out later
return min(result, vec3(200.0));
}
// John Hable - Optimizing GGX Shaders

View File

@ -97,9 +97,9 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
vec3 aniso_direction = -dir;
vec3 face_offset = vec3(
aniso_direction.x > 0.0 ? 0 : 1,
aniso_direction.y > 0.0 ? 2 : 3,
aniso_direction.z > 0.0 ? 4 : 5
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);
vec3 direction_weight = abs(dir);
@ -202,9 +202,9 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
vec3 aniso_direction = -dir;
vec3 face_offset = vec3(
aniso_direction.x > 0.0 ? 0 : 1,
aniso_direction.y > 0.0 ? 2 : 3,
aniso_direction.z > 0.0 ? 4 : 5
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);
vec3 direction_weight = abs(dir);
@ -272,9 +272,9 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
vec3 aniso_direction = -dir;
vec3 face_offset = vec3(
aniso_direction.x > 0.0 ? 0 : 1,
aniso_direction.y > 0.0 ? 2 : 3,
aniso_direction.z > 0.0 ? 4 : 5
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);
vec3 direction_weight = abs(dir);
float coneCoefficient = 2.0 * tan(aperture * 0.5);

View File

@ -24,37 +24,44 @@ const int DIFFUSE_CONE_COUNT = 16;
const float SHADOW_CONE_APERTURE = radians(15.0);
const float DIFFUSE_CONE_APERTURE = radians(50.0);
const float DIFFUSE_CONE_APERTURE = 0.872665;
const vec3 DIFFUSE_CONE_DIRECTIONS[DIFFUSE_CONE_COUNT] = vec3[](
vec3(0.0, 0.0, 1.0), // center
mat3 makeTangentBasis(const vec3 normal) {
// Create a tangent basis from normal vector
vec3 tangent;
vec3 bitangent;
vec3(0.0, 0.5, 0.866),
vec3(0.5, 0.0, 0.866),
vec3(0.0, -0.5, 0.866),
vec3(-0.5, 0.0, 0.866),
// Compute tangent (Frisvad's method)
if (abs(normal.z) < 0.999) {
tangent = normalize(cross(vec3(0, 1, 0), normal));
} else {
tangent = normalize(cross(normal, vec3(1, 0, 0)));
}
bitangent = cross(normal, tangent);
vec3(0.353, 0.353, 0.866),
vec3(0.353, -0.353, 0.866),
vec3(-0.353, -0.353, 0.866),
vec3(-0.353, 0.353, 0.866),
vec3(0.707, 0.0, 0.707),
vec3(0.0, 0.707, 0.707),
vec3(-0.707, 0.0, 0.707),
vec3(0.0, -0.707, 0.707),
vec3(0.5, 0.5, 0.707),
vec3(-0.5, 0.5, 0.707),
vec3(-0.5, -0.5, 0.707)
);
mat3 makeTangentBasis(vec3 normal) {
vec3 tangent = normalize(abs(normal.y) < 0.999 ? cross(normal, vec3(0, 1, 0)) : cross(normal, vec3(1, 0, 0)));
vec3 bitangent = cross(normal, tangent);
return mat3(tangent, bitangent, normal);
}
// 16 optimized cone directions for hemisphere sampling (Z-up, normalized)
const vec3 DIFFUSE_CONE_DIRECTIONS[16] = vec3[](
vec3(0.707107, 0.000000, 0.707107), // Front
vec3(-0.707107, 0.000000, 0.707107), // Back
vec3(0.000000, 0.707107, 0.707107), // Right
vec3(0.000000, -0.707107, 0.707107), // Left
vec3(0.500000, 0.500000, 0.707107), // Front-right
vec3(-0.500000, 0.500000, 0.707107), // Back-right
vec3(0.500000, -0.500000, 0.707107), // Front-left
vec3(-0.500000, -0.500000, 0.707107),// Back-left
vec3(0.353553, 0.000000, 0.935414), // Narrow front
vec3(-0.353553, 0.000000, 0.935414), // Narrow back
vec3(0.000000, 0.353553, 0.935414), // Narrow right
vec3(0.000000, -0.353553, 0.935414), // Narrow left
vec3(0.270598, 0.270598, 0.923880), // Narrow front-right
vec3(-0.270598, 0.270598, 0.923880), // Narrow back-right
vec3(0.270598, -0.270598, 0.923880), // Narrow front-left
vec3(-0.270598, -0.270598, 0.923880) // Narrow back-left
);
// TO DO - Disabled momentarily instead of changing formulas
const float off_BayerMatrix8[8][8] =
{

View File

@ -8,10 +8,10 @@
// const float compoDOFLength = 160.0; // Focal length in mm 18-200
// const float compoDOFFstop = 128.0; // F-stop value
const int samples = 6; // Samples on the first ring
const int samples = 8; // Samples on the first ring
const int rings = 6; // Ring count
const vec2 focus = vec2(0.5, 0.5);
const float coc = 0.11; // Circle of confusion size in mm (35mm film = 0.03mm)
const float coc = 0.03; // Circle of confusion size in mm (35mm film = 0.03mm)
const float maxblur = 1.0;
const float threshold = 0.5; // Highlight threshold
const float gain = 2.0; // Highlight gain
@ -55,21 +55,26 @@ vec3 dof(
float f = DOFLength; // Focal length in mm
float d = fDepth * 1000.0; // Focal plane in mm
float o = depth * 1000.0; // Depth in mm
float a = (o * f) / (o - f);
float b = (d * f) / (d - f);
float c = (d - f) / (d * DOFFStop * coc);
float a = (o > f) ? (o * f) / (o - f) : 0.0;
float b = (d > f) ? (d * f) / (d - f) : 0.0;
float sensorSize = max(DOFFStop, 10.0);
float c = (d - f) / (d * sensorSize * coc);
float blur = abs(a - b) * c;
blur = clamp(blur, 0.0, 1.0);
vec2 noise = rand2(texCoord) * namount * blur;
float w = (texStep.x) * blur * maxblur + noise.x;
float h = (texStep.y) * blur * maxblur + noise.y;
vec3 col = vec3(0.0);
if (blur < 0.05) {
col = textureLod(tex, texCoord, 0.0).rgb;
}
else {
col = textureLod(tex, texCoord, 0.0).rgb;
vec3 sharpCol = textureLod(tex, texCoord, 0.0).rgb;
vec3 col = sharpCol;
float blurThreshold = 0.02;
float blurRange = 0.06;
if (blur > blurThreshold) {
float blurAmount = smoothstep(blurThreshold, blurThreshold + blurRange, blur);
vec3 blurredCol = sharpCol;
float s = 1.0;
int ringsamples;
@ -81,11 +86,12 @@ vec3 dof(
float ph = (sin(float(j) * step) * float(i));
float p = 1.0;
// if (pentagon) p = penta(vec2(pw, ph));
col += color(texCoord + vec2(pw * w, ph * h), blur, tex, texStep) * mix(1.0, (float(i)) / (float(rings)), bias) * p;
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;
}
}
col /= s;
blurredCol /= s;
col = mix(sharpCol, blurredCol, blurAmount);
}
return col;
}

View File

@ -1,11 +1,11 @@
#ifndef _GBUFFER_GLSL_
#define _GBUFFER_GLSL_
vec2 octahedronWrap(const vec2 v) {
vec2 octahedronWrap(vec2 v) {
return (1.0 - abs(v.yx)) * (vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0));
}
vec3 getNor(const vec2 enc) {
vec3 getNor(vec2 enc) {
vec3 n;
n.z = 1.0 - abs(enc.x) - abs(enc.y);
n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
@ -13,13 +13,13 @@ vec3 getNor(const vec2 enc) {
return n;
}
vec3 getPosView(const vec3 viewRay, const float depth, const vec2 cameraProj) {
vec3 getPosView(vec3 viewRay, float depth, vec2 cameraProj) {
float linearDepth = cameraProj.y / (cameraProj.x - depth);
//float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x);
return viewRay * linearDepth;
}
vec3 getPos(const vec3 eye, const vec3 eyeLook, const vec3 viewRay, const float depth, const vec2 cameraProj) {
vec3 getPos(vec3 eye, vec3 eyeLook, vec3 viewRay, float depth, vec2 cameraProj) {
// eyeLook, viewRay should be normalized
float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x);
float viewZDist = dot(eyeLook, viewRay);
@ -27,7 +27,7 @@ vec3 getPos(const vec3 eye, const vec3 eyeLook, const vec3 viewRay, const float
return wposition;
}
vec3 getPosNoEye(const vec3 eyeLook, const vec3 viewRay, const float depth, const vec2 cameraProj) {
vec3 getPosNoEye(vec3 eyeLook, vec3 viewRay, float depth, vec2 cameraProj) {
// eyeLook, viewRay should be normalized
float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x);
float viewZDist = dot(eyeLook, viewRay);
@ -36,10 +36,10 @@ vec3 getPosNoEye(const vec3 eyeLook, const vec3 viewRay, const float depth, cons
}
#if defined(HLSL) || defined(METAL)
vec3 getPos2(const mat4 invVP, const float depth, vec2 coord) {
vec3 getPos2(mat4 invVP, float depth, vec2 coord) {
coord.y = 1.0 - coord.y;
#else
vec3 getPos2(const mat4 invVP, const float depth, const vec2 coord) {
vec3 getPos2(mat4 invVP, float depth, vec2 coord) {
#endif
vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0);
pos = invVP * pos;
@ -48,10 +48,10 @@ vec3 getPos2(const mat4 invVP, const float depth, const vec2 coord) {
}
#if defined(HLSL) || defined(METAL)
vec3 getPosView2(const mat4 invP, const float depth, vec2 coord) {
vec3 getPosView2(mat4 invP, float depth, vec2 coord) {
coord.y = 1.0 - coord.y;
#else
vec3 getPosView2(const mat4 invP, const float depth, const vec2 coord) {
vec3 getPosView2(mat4 invP, float depth, vec2 coord) {
#endif
vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0);
pos = invP * pos;
@ -60,10 +60,10 @@ vec3 getPosView2(const mat4 invP, const float depth, const vec2 coord) {
}
#if defined(HLSL) || defined(METAL)
vec3 getPos2NoEye(const vec3 eye, const mat4 invVP, const float depth, vec2 coord) {
vec3 getPos2NoEye(vec3 eye, mat4 invVP, float depth, vec2 coord) {
coord.y = 1.0 - coord.y;
#else
vec3 getPos2NoEye(const vec3 eye, const mat4 invVP, const float depth, const vec2 coord) {
vec3 getPos2NoEye(vec3 eye, mat4 invVP, float depth, vec2 coord) {
#endif
vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0);
pos = invVP * pos;
@ -71,24 +71,24 @@ vec3 getPos2NoEye(const vec3 eye, const mat4 invVP, const float depth, const vec
return pos.xyz - eye;
}
float packFloat(const float f1, const float f2) {
float packFloat(float f1, float f2) {
return floor(f1 * 100.0) + min(f2, 1.0 - 1.0 / 100.0);
}
vec2 unpackFloat(const float f) {
vec2 unpackFloat(float f) {
return vec2(floor(f) / 100.0, fract(f));
}
float packFloat2(const float f1, const float f2) {
float packFloat2(float f1, float f2) {
// Higher f1 = less precise f2
return floor(f1 * 255.0) + min(f2, 1.0 - 1.0 / 100.0);
}
vec2 unpackFloat2(const float f) {
vec2 unpackFloat2(float f) {
return vec2(floor(f) / 255.0, fract(f));
}
vec4 encodeRGBM(const vec3 rgb) {
vec4 encodeRGBM(vec3 rgb) {
const float maxRange = 6.0;
float maxRGB = max(rgb.x, max(rgb.g, rgb.b));
float m = maxRGB / maxRange;
@ -96,7 +96,7 @@ vec4 encodeRGBM(const vec3 rgb) {
return vec4(rgb / (m * maxRange), m);
}
vec3 decodeRGBM(const vec4 rgbm) {
vec3 decodeRGBM(vec4 rgbm) {
const float maxRange = 6.0;
return rgbm.rgb * rgbm.a * maxRange;
}
@ -150,7 +150,7 @@ vec3 decNor(uint val) {
/**
Packs a float in [0, 1] and an integer in [0..15] into a single 16 bit float value.
**/
float packFloatInt16(const float f, const uint i) {
float packFloatInt16(float f, uint i) {
const uint numBitFloat = 12;
const float maxValFloat = float((1 << numBitFloat) - 1);
@ -160,7 +160,7 @@ float packFloatInt16(const float f, const uint i) {
return float(bitsInt | bitsFloat);
}
void unpackFloatInt16(const float val, out float f, out uint i) {
void unpackFloatInt16(float val, out float f, out uint i) {
const uint numBitFloat = 12;
const float maxValFloat = float((1 << numBitFloat) - 1);

View File

@ -158,7 +158,7 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
#endif
direct *= attenuate(distance(p, lp));
direct *= lightCol;
direct *= min(lightCol, vec3(100.0));
#ifdef _MicroShadowing
direct *= clamp(dotNL + 2.0 * occ * occ - 1.0, 0.0, 1.0);
@ -181,55 +181,55 @@ 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 = LWVPSpot[0] * vec4(p + n * bias * 2, 1.0);
direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 10, 1.0);
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 2, 1.0);
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[1],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[1],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[2],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[2],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[3],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[3],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
}
#endif
@ -243,76 +243,76 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 2, 1.0);
direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 2, 1.0);
#ifdef _ShadowMapAtlas
direct *= shadowTest(
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasSpot
#else
shadowMapAtlas
#endif
#endif
, lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasSpot
#else
shadowMapAtlas
#endif
#endif
, lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#else
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[1],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[1],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[2],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[2],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[3],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[3],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#endif
}
@ -330,74 +330,74 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
#ifdef _SinglePoint
#ifndef _Spot
direct *= PCFCube(shadowMapPoint[0],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[0],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[0],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#endif
#ifdef _Clusters
#ifdef _ShadowMapAtlas
direct *= PCFFakeCube(
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasPoint
#else
shadowMapAtlas
#endif
#endif
, ld, -l, bias, lightProj, n, index
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasPoint
#else
shadowMapAtlas
#endif
#endif
, ld, -l, bias, lightProj, n, index
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#else
if (index == 0) direct *= PCFCube(shadowMapPoint[0],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[0],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
if (index == 0) direct *= PCFCube(shadowMapPoint[0],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[0],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 1) direct *= PCFCube(shadowMapPoint[1],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[1],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[1],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 2) direct *= PCFCube(shadowMapPoint[2],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[2],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[2],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 3) direct *= PCFCube(shadowMapPoint[3],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[3],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[3],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#endif
}
@ -445,61 +445,62 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
#endif
direct *= attenuate(distance(p, lp));
direct *= lightCol;
// CRITICAL: Clamp light color to prevent extreme HDR values causing white sphere artifacts
direct *= min(lightCol, vec3(100.0));
#ifdef _LTC
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 2, 1.0);
direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 10, 1.0);
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 2, 1.0);
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[1],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[1],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[2],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[2],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[3],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[3],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
}
#endif
@ -513,76 +514,76 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 2, 1.0);
direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 2, 1.0);
#ifdef _ShadowMapAtlas
direct *= shadowTest(
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasSpot
#else
shadowMapAtlas
#endif
#endif
, lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasSpot
#else
shadowMapAtlas
#endif
#endif
, lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#else
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[1],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[1],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[2],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[2],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[3],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[3],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#endif
}
@ -600,74 +601,74 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
#ifdef _SinglePoint
#ifndef _Spot
direct *= PCFCube(shadowMapPoint[0],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[0],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[0],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#endif
#ifdef _Clusters
#ifdef _ShadowMapAtlas
direct *= PCFFakeCube(
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasPoint
#else
shadowMapAtlas
#endif
#endif
, ld, -l, bias, lightProj, n, index
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasPoint
#else
shadowMapAtlas
#endif
#endif
, ld, -l, bias, lightProj, n, index
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#else
if (index == 0) direct *= PCFCube(shadowMapPoint[0],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[0],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
if (index == 0) direct *= PCFCube(shadowMapPoint[0],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[0],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 1) direct *= PCFCube(shadowMapPoint[1],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[1],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[1],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 2) direct *= PCFCube(shadowMapPoint[2],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[2],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[2],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 3) direct *= PCFCube(shadowMapPoint[3],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[3],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[3],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#endif
}

View File

@ -5,6 +5,7 @@ uniform vec2 morphDataDim;
uniform vec4 morphWeights[8];
void getMorphedVertex(vec2 uvCoord, inout vec3 A){
vec3 totalDelta = vec3(0.0);
for(int i = 0; i<8; i++ )
{
vec4 tempCoordY = vec4( uvCoord.y - (i * 4) * morphDataDim.y,
@ -13,21 +14,28 @@ void getMorphedVertex(vec2 uvCoord, inout vec3 A){
uvCoord.y - (i * 4 + 3) * morphDataDim.y);
vec3 morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.x)).rgb * morphScaleOffset.x + morphScaleOffset.y;
A += morphWeights[i].x * morph;
totalDelta += morphWeights[i].x * morph;
morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.y)).rgb * morphScaleOffset.x + morphScaleOffset.y;
A += morphWeights[i].y * morph;
totalDelta += morphWeights[i].y * morph;
morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.z)).rgb * morphScaleOffset.x + morphScaleOffset.y;
A += morphWeights[i].z * morph;
totalDelta += morphWeights[i].z * morph;
morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.w)).rgb * morphScaleOffset.x + morphScaleOffset.y;
A += morphWeights[i].w * morph;
totalDelta += morphWeights[i].w * morph;
}
//float deltaLength = length(totalDelta);
//if (deltaLength > 5.0) {
// clamp corrupted data
//totalDelta = normalize(totalDelta) * 5.0;
//}
A += totalDelta;
}
void getMorphedNormal(vec2 uvCoord, vec3 oldNor, inout vec3 morphNor){
vec3 normalDelta = vec3(0.0);
for(int i = 0; i<8; i++ )
{
vec4 tempCoordY = vec4( uvCoord.y - (i * 4) * morphDataDim.y,
@ -35,19 +43,11 @@ void getMorphedNormal(vec2 uvCoord, vec3 oldNor, inout vec3 morphNor){
uvCoord.y - (i * 4 + 2) * morphDataDim.y,
uvCoord.y - (i * 4 + 3) * morphDataDim.y);
vec3 norm = oldNor + morphWeights[i].x * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.x)).rgb * 2.0 - 1.0);
morphNor += norm;
norm = oldNor + morphWeights[i].y * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.y)).rgb * 2.0 - 1.0);
morphNor += norm;
norm = oldNor + morphWeights[i].z * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.z)).rgb * 2.0 - 1.0);
morphNor += norm;
norm = oldNor + morphWeights[i].w * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.w)).rgb * 2.0 - 1.0);
morphNor += norm;
normalDelta += morphWeights[i].x * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.x)).rgb * 2.0 - 1.0);
normalDelta += morphWeights[i].y * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.y)).rgb * 2.0 - 1.0);
normalDelta += morphWeights[i].z * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.z)).rgb * 2.0 - 1.0);
normalDelta += morphWeights[i].w * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.w)).rgb * 2.0 - 1.0);
}
morphNor = normalize(morphNor);
morphNor = normalize(oldNor + normalDelta);
}

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@ -0,0 +1 @@
<EFBFBD><EFBFBD>shader_datas<EFBFBD><EFBFBD><EFBFBD>name<EFBFBD>copy_pass<EFBFBD>contexts<EFBFBD><EFBFBD><EFBFBD>name<EFBFBD>copy_pass<EFBFBD>constants<EFBFBD><EFBFBD>texture_units<EFBFBD><EFBFBD><EFBFBD>name<EFBFBD>tex<EFBFBD>vertex_elements<EFBFBD><EFBFBD><EFBFBD>data<EFBFBD>float2<EFBFBD>name<EFBFBD>pos<EFBFBD>vertex_shader<EFBFBD>pass.vert<72>fragment_shader<65>pass_copy.frag<61>depth_write¬compare_mode<64>always<79>cull_mode<64>none<6E><65>name<6D>compositor_pass<73>contexts<74><73><EFBFBD>name<6D>compositor_pass<73>constants<74><73>texture_units<74><73><EFBFBD>name<6D>tex<65>vertex_elements<74><73><EFBFBD>data<74>float2<74>name<6D>pos<6F>vertex_shader<65>compositor_pass.vert<72>fragment_shader<65>compositor_pass.frag<61>depth_write¬compare_mode<64>always<79>cull_mode<64>none<6E><65>name<6D>deferred_light<68>contexts<74><73><EFBFBD>name<6D>deferred_light<68>constants<74><73><EFBFBD>type<70>mat4<74>name<6D>invVP<56>link<6E>_inverseViewProjectionMatrix<69><78>type<70>vec3<63>name<6D>eye<79>link<6E>_cameraPosition<6F><6E>type<70>float<61>name<6D>envmapStrength<74>link<6E>_envmapStrength<74><68>type<70>floats<74>name<6D>shirr<72>link<6E>_envmapIrradiance<63><65>type<70>int<6E>name<6D>envmapNumMipmaps<70>link<6E>_envmapNumMipmaps<70><73>type<70>vec2<63>name<6D>cameraProj<6F>link<6E>_cameraPlaneProj<6F><6A>type<70>vec3<63>name<6D>eyeLook<6F>link<6E>_cameraLook<6F><6B>type<70>vec2<63>name<6D>lightProj<6F>link<6E>_lightPlaneProj<6F><6A>type<70>vec3<63>name<6D>pointPos<6F>link<6E>_pointPosition<6F><6E>type<70>vec3<63>name<6D>pointCol<6F>link<6E>_pointColor<6F><72>type<70>float<61>name<6D>pointBias<61>link<6E>_pointShadowsBias<61>texture_units<74><73><EFBFBD>name<6D>gbufferD<72><44>name<6D>gbuffer0<72><30>name<6D>gbuffer1<72><31>name<6D>senvmapBrdf<64>link<6E>$brdf.png<6E><67>name<6D>senvmapRadiance<63>link<6E>_envmapRadiance<63><65>name<6D>shadowMapPoint[0]<5D>vertex_elements<74><73><EFBFBD>data<74>float2<74>name<6D>pos<6F>vertex_shader<65>pass_viewray.vert<72>fragment_shader<65>deferred_light.frag<61>color_attachments<74><73>RGBA64<36>depth_write¬compare_mode<64>always<79>cull_mode<64>none<6E><65>name<6D>water_pass<73>contexts<74><73><EFBFBD>name<6D>water_pass<73>constants<74><73><EFBFBD>type<70>mat4<74>name<6D>invVP<56><50>type<70>vec3<63>name<6D>eye<79>link<6E>_cameraPosition<6F><6E>type<70>float<61>name<6D>time<6D>link<6E>_time<6D><65>type<70>float<61>name<6D>holoOverallStrength<74><68>type<70>vec2<63>name<6D>cameraProj<6F>link<6E>_cameraPlaneProj<6F><6A>type<70>vec3<63>name<6D>eyeLook<6F>link<6E>_cameraLook<6F><6B>type<70>vec3<63>name<6D>ld<6C>link<6E>_lightDirection<6F>texture_units<74><73><EFBFBD>name<6D>tex<65><78>name<6D>gbufferD<72><44>name<6D>gbuffer0<72>vertex_elements<74><73><EFBFBD>data<74>float2<74>name<6D>pos<6F>vertex_shader<65>pass_viewray.vert<72>fragment_shader<65>water_pass.frag<61>depth_write¬compare_mode<64>always<79>cull_mode<64>none<6E>blend_source<63>source_alpha<68>blend_destination<6F>inverse_source_alpha<68>blend_operation<6F>add<64>alpha_blend_source<63>blend_one<6E>alpha_blend_destination<6F>blend_one<6E>alpha_blend_operation<6F>add<64><64>contexts<74><73><EFBFBD>name<6D>World_World<6C>depth_write¬compare_mode<64>less<73>cull_mode<64>clockwise<73>vertex_elements<74><73><EFBFBD>name<6D>pos<6F>data<74>float3<74><33>name<6D>nor<6F>data<74>float3<74>color_attachments<74><73>_HDR<44>texture_units<74><73>constants<74><73><EFBFBD>name<6D>SMVP<56>type<70>mat4<74>link<6E>_skydomeMatrix<69>vertex_shader<65>World_World.vert<72>fragment_shader<65>World_World.frag<61>name<6D>World_World

View File

@ -23,6 +23,59 @@ uniform vec2 smSizeUniform;
#endif
#ifdef _ShadowMapAtlas
// PCF that clamps samples to tile boundaries to prevent bleeding
vec3 PCFTileAware(sampler2DShadow shadowMap,
#ifdef _ShadowMapTransparent
sampler2D shadowMapTransparent,
#endif
const vec2 uv, const float compare, const vec2 smSize,
const vec2 tileMin, const vec2 tileMax
#ifdef _ShadowMapTransparent
, const bool transparent
#endif
) {
vec3 result = vec3(0.0);
vec2 offset;
offset = vec2(-1.0, -1.0) / smSize;
result.x = texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
offset = vec2(-1.0, 0.0) / smSize;
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
offset = vec2(-1.0, 1.0) / smSize;
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
offset = vec2(0.0, -1.0) / smSize;
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
result.x += texture(shadowMap, vec3(uv, compare));
offset = vec2(0.0, 1.0) / smSize;
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
offset = vec2(1.0, -1.0) / smSize;
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
offset = vec2(1.0, 0.0) / smSize;
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
offset = vec2(1.0, 1.0) / smSize;
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
result = result.xxx / 9.0;
#ifdef _ShadowMapTransparent
if (transparent == false) {
vec4 shadowmap_transparent = texture(shadowMapTransparent, uv);
if (shadowmap_transparent.a < compare)
result *= shadowmap_transparent.rgb;
}
#endif
return result;
}
// https://www.khronos.org/registry/OpenGL/specs/gl/glspec20.pdf // p:168
// https://www.gamedev.net/forums/topic/687535-implementing-a-cube-map-lookup-function/5337472/
vec2 sampleCube(vec3 dir, out int faceIndex) {
@ -251,28 +304,69 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap,
#endif
if (any(lessThan(uvtiled, vec2(0.0))) || any(greaterThan(uvtiled, vec2(1.0)))) {
return vec3(1.0); // Or handle edge cases differently
return vec3(1.0);
}
vec3 result = vec3(0.0);
// In PCFFakeCube(), modify the sampling pattern to be more robust:
const vec2 offsets[9] = vec2[](
vec2(0, 0),
vec2(1, 0), vec2(-1, 0), vec2(0, 1), vec2(0, -1),
vec2(1, 1), vec2(-1, 1), vec2(1, -1), vec2(-1, -1)
);
result.x += texture(shadowMap, vec3(uvtiled, compare));
// soft shadowing
int newFaceIndex = 0;
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(-1.0, 0.0) / smSize)));
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
#ifdef _FlipY
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
#endif
result.x += texture(shadowMap, vec3(uvtiled, compare));
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(0.0, -1.0) / smSize)));
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
#ifdef _FlipY
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
#endif
result.x += texture(shadowMap, vec3(uvtiled, compare));
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(-1.0, -1.0) / smSize)));
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
#ifdef _FlipY
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
#endif
result.x += texture(shadowMap, vec3(uvtiled, compare));
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(0.0, 1.0) / smSize)));
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
#ifdef _FlipY
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
#endif
result.x += texture(shadowMap, vec3(uvtiled, compare));
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(1.0, -1.0) / smSize)));
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
#ifdef _FlipY
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
#endif
result.x += texture(shadowMap, vec3(uvtiled, compare));
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(1.0, 0.0) / smSize)));
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
#ifdef _FlipY
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
#endif
result.x += texture(shadowMap, vec3(uvtiled, compare));
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(1.0, 1.0) / smSize)));
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
#ifdef _FlipY
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
#endif
result.x += texture(shadowMap, vec3(uvtiled, compare));
for (int i = 0; i < 9; i++) {
vec2 sampleUV = uv + offsets[i] / smSize;
int newFaceIndex;
vec2 transformedUV = transformOffsetedUV(faceIndex, newFaceIndex, sampleUV);
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
uvtiled = pointLightTile.z * transformedUV + pointLightTile.xy;
#ifdef _FlipY
uvtiled.y = 1.0 - uvtiled.y;
#endif
result.x += texture(shadowMap, vec3(uvtiled, compare));
}
result = result.xxx / 9.0;
pointLightTile = pointLightDataArray[lightIndex + faceIndex]; // x: tile X offset, y: tile Y offset, z: tile size relative to atlas
@ -293,30 +387,55 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap,
}
#endif
#ifdef _ShadowMapAtlas
uniform vec4 tileBounds;
#endif
vec3 shadowTest(sampler2DShadow shadowMap,
#ifdef _ShadowMapTransparent
sampler2D shadowMapTransparent,
#endif
const vec3 lPos, const float shadowsBias
#ifdef _ShadowMapTransparent
, const bool transparent
#endif
) {
#ifdef _ShadowMapTransparent
sampler2D shadowMapTransparent,
#endif
const vec3 lPos, const float shadowsBias
#ifdef _ShadowMapTransparent
, const bool transparent
#endif
) {
if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return vec3(1.0);
#ifdef _ShadowMapAtlas
// use tile PCF
#ifdef _SMSizeUniform
vec2 smSizeAtlas = smSizeUniform;
#else
const vec2 smSizeAtlas = shadowmapSize;
#endif
return PCFTileAware(shadowMap,
#ifdef _ShadowMapTransparent
shadowMapTransparent,
#endif
lPos.xy, lPos.z - shadowsBias, smSizeAtlas,
tileBounds.xy, tileBounds.zw
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#else
// use PCF for non-atlas shadows
#ifdef _SMSizeUniform
vec2 smSize = smSizeUniform;
#else
const vec2 smSize = shadowmapSize;
#endif
if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return vec3(1.0);
return PCF(shadowMap,
#ifdef _ShadowMapTransparent
shadowMapTransparent,
#endif
lPos.xy, lPos.z - shadowsBias, smSize
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapTransparent,
#endif
lPos.xy, lPos.z - shadowsBias, smSize
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
}
#ifdef _CSM
@ -349,14 +468,14 @@ mat4 getCascadeMat(const float d, out int casi, out int casIndex) {
}
vec3 shadowTestCascade(sampler2DShadow shadowMap,
#ifdef _ShadowMapTransparent
sampler2D shadowMapTransparent,
#endif
const vec3 eye, const vec3 p, const float shadowsBias
#ifdef _ShadowMapTransparent
, const bool transparent
#endif
) {
#ifdef _ShadowMapTransparent
sampler2D shadowMapTransparent,
#endif
const vec3 eye, const vec3 p, const float shadowsBias
#ifdef _ShadowMapTransparent
, const bool transparent
#endif
) {
#ifdef _SMSizeUniform
vec2 smSize = smSizeUniform;
#else
@ -372,14 +491,14 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
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
);
#ifdef _ShadowMapTransparent
shadowMapTransparent,
#endif
lPos.xy, lPos.z - shadowsBias, smSize
#ifdef _ShadowMapTransparent
, transparent
#endif
);
// Blend cascade
// https://github.com/TheRealMJP/Shadows
@ -398,15 +517,16 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
vec4 lPos2 = LWVP2 * vec4(p, 1.0);
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
lPos.xy, lPos.z - shadowsBias, smSize
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#ifdef _ShadowMapTransparent
shadowMapTransparent,
#endif
lPos2.xy, lPos2.z - shadowsBias, smSize
#ifdef _ShadowMapTransparent
, transparent
#endif
);
float lerpAmt = smoothstep(0.0, blendThres, splitDist);
return mix(visibility2, visibility, lerpAmt);

View File

@ -0,0 +1,56 @@
/*
Copyright (c) 2024 Turánszki János
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:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
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.
*/
const int DIFFUSE_CONE_COUNT = 16;
const float DIFFUSE_CONE_APERTURE = radians(45.0);
const vec3 DIFFUSE_CONE_DIRECTIONS[16] = {
vec3(0.0000, 0.0000, 1.0000), // Central direction
vec3(0.3827, 0.0000, 0.9239), // Ring 1
vec3(-0.3827, 0.0000, 0.9239),
vec3(0.0000, 0.3827, 0.9239),
vec3(0.0000, -0.3827, 0.9239),
vec3(0.2706, 0.2706, 0.9239), // Ring 2
vec3(-0.2706, 0.2706, 0.9239),
vec3(0.2706, -0.2706, 0.9239),
vec3(-0.2706, -0.2706, 0.9239),
vec3(0.1802, 0.3604, 0.9239), // Ring 3
vec3(-0.1802, 0.3604, 0.9239),
vec3(0.1802, -0.3604, 0.9239),
vec3(-0.1802, -0.3604, 0.9239),
vec3(0.3604, 0.1802, 0.9239),
vec3(-0.3604, 0.1802, 0.9239),
vec3(0.3604, -0.1802, 0.9239)
};
const float BayerMatrix8[8][8] =
{
{ 1.0 / 65.0, 49.0 / 65.0, 13.0 / 65.0, 61.0 / 65.0, 4.0 / 65.0, 52.0 / 65.0, 16.0 / 65.0, 64.0 / 65.0 },
{ 33.0 / 65.0, 17.0 / 65.0, 45.0 / 65.0, 29.0 / 65.0, 36.0 / 65.0, 20.0 / 65.0, 48.0 / 65.0, 32.0 / 65.0 },
{ 9.0 / 65.0, 57.0 / 65.0, 5.0 / 65.0, 53.0 / 65.0, 12.0 / 65.0, 60.0 / 65.0, 8.0 / 65.0, 56.0 / 65.0 },
{ 41.0 / 65.0, 25.0 / 65.0, 37.0 / 65.0, 21.0 / 65.0, 44.0 / 65.0, 28.0 / 65.0, 40.0 / 65.0, 24.0 / 65.0 },
{ 3.0 / 65.0, 51.0 / 65.0, 15.0 / 65.0, 63.0 / 65.0, 2.0 / 65.0, 50.0 / 65.0, 14.0 / 65.0, 62.0 / 65.0 },
{ 35.0 / 65.0, 19.0 / 65.0, 47.0 / 65.0, 31.0 / 65.0, 34.0 / 65.0, 18.0 / 65.0, 46.0 / 65.0, 30.0 / 65.0 },
{ 11.0 / 65.0, 59.0 / 65.0, 7.0 / 65.0, 55.0 / 65.0, 10.0 / 65.0, 58.0 / 65.0, 6.0 / 65.0, 54.0 / 65.0 },
{ 43.0 / 65.0, 27.0 / 65.0, 39.0 / 65.0, 23.0 / 65.0, 42.0 / 65.0, 26.0 / 65.0, 38.0 / 65.0, 22.0 / 65.0 }
};

View File

@ -13,32 +13,80 @@ out vec4 fragColor;
const float SMAA_REPROJECTION_WEIGHT_SCALE = 30.0;
// TODO: Move to a utility
bool isInvalidValue(float v) {
return (v != v) || (v > 65000.0) || (v < -65000.0);
}
bool hasInvalidValues(vec3 v) {
return isInvalidValue(v.x) || isInvalidValue(v.y) || isInvalidValue(v.z);
}
void main() {
vec4 current = textureLod(tex, texCoord, 0.0);
current.rgb = clamp(current.rgb, vec3(0.0), vec3(10.0));
current.a = clamp(current.a, 0.0, 1.0);
if (hasInvalidValues(current.rgb)) {
current = vec4(0.0, 0.0, 0.0, 1.0);
}
#ifdef _Veloc
// Velocity is assumed to be calculated for motion blur, so we need to inverse it for reprojection
vec2 velocity = -textureLod(sveloc, texCoord, 0.0).rg;
velocity = clamp(velocity, vec2(-1.0), vec2(1.0));
if (isInvalidValue(velocity.x) || isInvalidValue(velocity.y)) {
velocity = vec2(0.0);
}
#ifdef _InvY
velocity.y = -velocity.y;
#endif
// Reproject current coordinates and fetch previous pixel
vec4 previous = textureLod(tex2, texCoord + velocity, 0.0);
vec2 prevCoord = texCoord + velocity;
prevCoord = clamp(prevCoord, vec2(0.0), vec2(1.0));
vec4 previous = textureLod(tex2, prevCoord, 0.0);
previous.rgb = clamp(previous.rgb, vec3(0.0), vec3(10.0));
previous.a = clamp(previous.a, 0.0, 1.0);
if (hasInvalidValues(previous.rgb)) {
previous = current; // Fallback to current frame if previous is corrupted
}
// Attenuate the previous pixel if the velocity is different
#ifdef _SMAA
float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0;
float currentAlpha = clamp(current.a, 0.0, 1.0);
float previousAlpha = clamp(previous.a, 0.0, 1.0);
float delta = abs(currentAlpha * currentAlpha - previousAlpha * previousAlpha) / 5.0;
delta = clamp(delta, 0.0, 1.0); // Ensure delta is in valid range
#else
const float delta = 0.0;
#endif
float weight = 0.5 * clamp(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE, 0.0, 1.0);
float weight = 0.5 * clamp(1.0 - sqrt(max(delta, 0.0)) * SMAA_REPROJECTION_WEIGHT_SCALE, 0.0, 1.0);
// Blend the pixels according to the calculated weight:
fragColor = vec4(mix(current.rgb, previous.rgb, weight), 1.0);
vec3 blended = mix(current.rgb, previous.rgb, weight);
blended = clamp(blended, vec3(0.0), vec3(10.0));
if (hasInvalidValues(blended)) {
blended = current.rgb;
}
fragColor = vec4(blended, 1.0);
#else
vec4 previous = textureLod(tex2, texCoord, 0.0);
fragColor = vec4(mix(current.rgb, previous.rgb, 0.5), 1.0);
previous.rgb = clamp(previous.rgb, vec3(0.0), vec3(10.0));
if (hasInvalidValues(previous.rgb)) {
previous.rgb = current.rgb;
}
vec3 blended = mix(current.rgb, previous.rgb, 0.5);
blended = clamp(blended, vec3(0.0), vec3(10.0));
if (hasInvalidValues(blended)) {
blended = current.rgb;
}
fragColor = vec4(blended, 1.0);
#endif
}

View File

@ -106,8 +106,11 @@ void main() {
#ifdef _Brdf
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
vec3 F = f0 * envBRDF.x + envBRDF.y;
#else
vec3 F = f0;
#endif
// Envmap
#ifdef _Irr
vec4 shPacked[7];

View File

@ -0,0 +1,79 @@
/*
Copyright (c) 2024 Turánszki János
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:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
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.
*/
#version 450
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#include "compiled.inc"
#include "std/math.glsl"
#include "std/gbuffer.glsl"
#include "std/imageatomic.glsl"
#include "std/conetrace.glsl"
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0;
uniform sampler3D voxels;
uniform sampler3D voxelsSDF;
uniform sampler2D gbuffer_refraction;
uniform layout(rgba8) image2D voxels_refraction;
uniform float clipmaps[voxelgiClipmapCount * 10];
uniform mat4 InvVP;
uniform vec2 cameraProj;
uniform vec3 eye;
uniform vec3 eyeLook;
uniform vec2 postprocess_resolution;
void main() {
const vec2 pixel = gl_GlobalInvocationID.xy;
vec2 uv = (pixel + 0.5) / postprocess_resolution;
#ifdef _InvY
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 x = uv.x * 2 - 1;
float y = uv.y * 2 - 1;
vec4 v = vec4(x, y, 1.0, 1.0);
v = vec4(InvVP * v);
v.xyz /= v.w;
vec3 viewRay = v.xyz - eye;
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
vec3 n;
n.z = 1.0 - abs(g0.x) - abs(g0.y);
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
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;
imageStore(voxels_refraction, ivec2(pixel), vec4(color, 1.0));
}

View File

@ -0,0 +1,75 @@
/*
Copyright (c) 2024 Turánszki János
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:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
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.
*/
#version 450
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#include "compiled.inc"
#include "std/math.glsl"
#include "std/gbuffer.glsl"
#include "std/imageatomic.glsl"
#include "std/conetrace.glsl"
uniform sampler3D voxels;
uniform sampler3D voxelsSDF;
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0;
uniform layout(r16) image2D voxels_shadows;
uniform float clipmaps[voxelgiClipmapCount * 10];
uniform mat4 InvVP;
uniform vec2 cameraProj;
uniform vec3 eye;
uniform vec3 eyeLook;
uniform vec2 postprocess_resolution;
uniform vec3 lPos;
void main() {
const vec2 pixel = gl_GlobalInvocationID.xy;
vec2 uv = (pixel + 0.5) / postprocess_resolution;
#ifdef _InvY
uv.y = 1.0 - uv.y;
#endif
float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
if (depth == 0) return;
float x = uv.x * 2 - 1;
float y = uv.y * 2 - 1;
vec4 v = vec4(x, y, 1.0, 1.0);
v = vec4(InvVP * v);
v.xyz /= v.w;
vec3 viewRay = v.xyz - eye;
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
vec3 n;
n.z = 1.0 - abs(g0.x) - abs(g0.y);
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);
imageStore(voxels_shadows, ivec2(pixel), vec4(occ));
}

View File

@ -74,8 +74,9 @@ void main() {
#endif
#endif
mat3 TBN = mat3(1.0);
int nor_count = 0;
vec3 avgNormal = vec3(0.0);
mat3 TBN = mat3(0.0);
for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
{
@ -116,10 +117,18 @@ void main() {
N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
N /= count;
N = decode_oct(N.rg * 2.0 - 1.0);
avgNormal += N;
if (abs(N.x) > 0)
avgNormal.x += N.x;
if (abs(N.y) > 0)
avgNormal.y += N.y;
if (abs(N.z) > 0)
avgNormal.z += N.z;
if (i == 5)
TBN = makeTangentBasis(normalize(avgNormal));
{
avgNormal = normalize(avgNormal);
TBN = makeTangentBasis(avgNormal);
}
vec3 envl = vec3(0.0);
envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
@ -245,4 +254,4 @@ void main() {
imageStore(SDF, dst_sdf, vec4(sdf));
#endif
#endif
}
}

View File

@ -75,17 +75,16 @@ vec4 binarySearch(vec3 dir) {
}
vec4 rayCast(vec3 dir) {
float ddepth;
dir *= ss_refractionRayStep;
for (int i = 0; i < maxSteps; i++) {
hitCoord += dir;
ddepth = getDeltaDepth(hitCoord);
if (ddepth > 0.0)
return binarySearch(dir);
}
// No hit — fallback to projecting the ray to UV space
vec2 fallbackUV = getProjectedCoord(hitCoord);
return vec4(fallbackUV, 0.0, 0.5); // We set .w lower to indicate fallback
#ifdef _CPostprocess
dir *= PPComp9.x;
#else
dir *= ssrRayStep;
#endif
for (int i = 0; i < maxSteps; i++) {
hitCoord += dir;
if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir);
}
return vec4(0.0);
}
#endif //SSR

View File

@ -53,7 +53,38 @@ class App {
static function update() {
if (Scene.active == null || !Scene.active.ready) return;
// VR is handling it so we prevent double updates
// TODO: avoid js.Syntax
#if (kha_webgl && lnx_vr)
var vrActive = false;
js.Syntax.code("
if (typeof kha !== 'undefined' && kha.vr && kha.vr.VrInterface) {
const vr = kha.vr.VrInterface.instance;
if (vr && vr.IsPresenting && vr.IsPresenting()) {
{0} = true;
}
}
", vrActive);
if (vrActive) return;
#end
iron.system.Time.update();
if (lastw == -1) {
lastw = App.w();
lasth = App.h();
}
if (lastw != App.w() || lasth != App.h()) {
if (onResize != null) onResize();
else {
if (Scene.active != null && Scene.active.camera != null) {
Scene.active.camera.buildProjection();
}
}
}
lastw = App.w();
lasth = App.h();
if (pauseUpdates) return;
#if lnx_debug
@ -98,22 +129,6 @@ class App {
for (cb in endFrameCallbacks) cb();
updateTime = kha.Scheduler.realTime() - startTime;
#end
// Rebuild projection on window resize
if (lastw == -1) {
lastw = App.w();
lasth = App.h();
}
if (lastw != App.w() || lasth != App.h()) {
if (onResize != null) onResize();
else {
if (Scene.active != null && Scene.active.camera != null) {
Scene.active.camera.buildProjection();
}
}
}
lastw = App.w();
lasth = App.h();
}
static function render(frames: Array<kha.Framebuffer>) {
@ -138,6 +153,21 @@ class App {
traitInits.splice(0, traitInits.length);
}
// skip for XR callback to handle rendering
// TODO: avoid js Syntax
#if (kha_webgl && lnx_vr)
var vrActive = false;
js.Syntax.code("
if (typeof kha !== 'undefined' && kha.vr && kha.vr.VrInterface) {
const vr = kha.vr.VrInterface.instance;
if (vr && vr.IsPresenting && vr.IsPresenting()) {
{0} = true;
}
}
", vrActive);
if (!vrActive) {
#end
Scene.active.renderFrame(frame.g4);
for (f in traitRenders) {
@ -146,6 +176,10 @@ class App {
render2D(frame);
#if (kha_webgl && lnx_vr)
}
#end
#if lnx_debug
renderPathTime = kha.Scheduler.realTime() - startTime;
#end

View File

@ -18,10 +18,44 @@ import iron.object.LightObject;
import iron.object.MeshObject;
import iron.object.Uniforms;
import iron.object.Clipmap;
#if lnx_vr
import iron.math.Vec4;
import iron.math.Mat4;
import iron.math.Quat;
#end
class RenderPath {
public static var active: RenderPath;
#if lnx_vr
static var vrSimulateMode: Bool = false;
static var vrCameraOffsetSet:Bool = false;
static var vrCameraOffset:Vec4 = new Vec4();
static var wasVRPresenting:Bool = false;
public static var vrCalibrationPosition:Vec4 = null;
public static var vrCalibrationRotation:iron.math.Quat = null;
public static var vrCalibrationSaved:Bool = false;
public static var vrCenterCameraWorld:Mat4 = null;
static var vrOriginalSuperSample:Float = -1.0;
public static inline function isVRPresenting(): Bool {
#if (kha_webgl && lnx_vr)
return kha.vr.VrInterface.instance != null && kha.vr.VrInterface.instance.IsPresenting();
#else
return false;
#end
}
public static inline function isVRSimulateMode(): Bool {
return vrSimulateMode;
}
// TODO: done remove safely
public static inline function debugLog(msg: String, once: Bool = true): Void {
return;
}
#end
public var frameScissor = false;
public var frameScissorX = 0;
@ -43,9 +77,15 @@ class RenderPath {
public var isProbe = false;
public var currentG: Graphics = null;
public var frameG: Graphics;
#if lnx_vr
var beginCalled = false;
var scissorSet = false;
var viewportScaled = false;
var renderToXRFramebuffer = false;
#end
public var drawOrder = DrawOrder.Distance;
public var paused = false;
public var ready(get, null): Bool;
public var ready(get, never): Bool;
function get_ready(): Bool { return loading == 0; }
public var commands: Void->Void = null;
public var setupDepthTexture: Void->Void = null;
@ -123,9 +163,93 @@ class RenderPath {
public function renderFrame(g: Graphics) {
if (!ready || paused || iron.App.w() == 0 || iron.App.h() == 0) return;
if (lastW > 0 && (lastW != iron.App.w() || lastH != iron.App.h())) resize();
lastW = iron.App.w();
lastH = iron.App.h();
var appW = iron.App.w();
var appH = iron.App.h();
// use native XR framebuffer dimensions
#if (kha_webgl && lnx_vr)
if (kha.vr.VrInterface.instance != null) {
var vr = kha.vr.VrInterface.instance;
var isPresenting = vr != null && vr.IsPresenting();
// save/restore camera position between modes
if (!wasVRPresenting && isPresenting) {
if (Scene.active != null && Scene.active.camera != null) {
if (vrCalibrationPosition == null) vrCalibrationPosition = new Vec4();
if (vrCalibrationRotation == null) vrCalibrationRotation = new Quat();
vrCalibrationPosition.setFrom(Scene.active.camera.transform.loc);
vrCalibrationRotation.setFrom(Scene.active.camera.transform.rot);
vrCalibrationSaved = true;
}
// save original super sampling for later
vrOriginalSuperSample = leenkx.renderpath.Inc.superSample;
// compositeToXR function handles blitting to VR framebuffer
var xrVr: kha.js.vr.VrInterface = cast vr;
if (xrVr.xrGLLayer != null) {
var vrWidth = untyped xrVr.xrGLLayer.framebufferWidth;
var vrHeight = untyped xrVr.xrGLLayer.framebufferHeight;
}
}
else if (wasVRPresenting && !isPresenting) {
// reset VR frame time before anything else
#if (kha_webgl && lnx_vr)
iron.system.Time.vrFrameTime = -1.0;
#end
if (vrCalibrationSaved && Scene.active != null && Scene.active.camera != null) {
Scene.active.camera.transform.loc.setFrom(vrCalibrationPosition);
Scene.active.camera.transform.rot.setFrom(vrCalibrationRotation);
Scene.active.camera.buildMatrix();
Scene.active.camera.buildProjection();
}
// restore original super sampling from simulate mode
if (vrOriginalSuperSample >= 0.0) {
leenkx.renderpath.Inc.superSample = vrOriginalSuperSample;
for (rt in renderTargets) {
if (rt.raw.width == 0 && rt.raw.scale != null) {
rt.raw.scale = vrOriginalSuperSample;
}
}
resize();
vrOriginalSuperSample = -1.0;
}
// reset offset for next session
vrCameraOffsetSet = false;
vrCameraOffset = null;
}
wasVRPresenting = isPresenting;
if (isPresenting) {
// TODO: re-investigate using super sampling to avoid pixelation in simulate mode while giving max quality in headset
if (vrOriginalSuperSample >= 0.0 && leenkx.renderpath.Inc.superSample != 4.0) {
leenkx.renderpath.Inc.superSample = 4.0;
for (rt in renderTargets) {
if (rt.raw.width == 0 && rt.raw.scale != null) {
rt.raw.scale = 4.0;
}
}
resize();
}
var xrVr: kha.js.vr.VrInterface = cast vr;
if (xrVr.xrGLLayer != null) {
appW = xrVr.xrGLLayer.framebufferWidth;
appH = xrVr.xrGLLayer.framebufferHeight;
}
}
}
#end
if (lastW > 0 && (lastW != appW || lastH != appH)) resize();
lastW = appW;
lastH = appH;
frameTime = Time.time() - lastFrameTime;
lastFrameTime = Time.time();
@ -191,7 +315,9 @@ class RenderPath {
}
light = Scene.active.lights[0];
commands();
if (commands != null) {
commands();
}
if (!isProbe) frame++;
}
@ -207,13 +333,13 @@ class RenderPath {
begin(frameG, Scene.active.camera.currentFace);
}
else { // Screen, planar probe
currentW = iron.App.w();
currentH = iron.App.h();
currentW = kha.System.windowWidth();
currentH = kha.System.windowHeight();
if (frameScissor) setFrameScissor();
begin(frameG);
if (!isProbe) {
setCurrentViewport(iron.App.w(), iron.App.h());
setCurrentScissor(iron.App.w(), iron.App.h());
setCurrentViewport(kha.System.windowWidth(), kha.System.windowHeight());
setCurrentScissor(kha.System.windowWidth(), kha.System.windowHeight());
}
}
}
@ -258,16 +384,42 @@ class RenderPath {
if (currentG != null) end();
currentG = g;
additionalTargets = additionalRenderTargets;
face >= 0 ? g.beginFace(face) : g.begin(additionalRenderTargets);
// we still bind but skip begin() when explicitly rendering to XR framebuffer (renderToXRFramebuffer flag)
#if lnx_vr
if (!renderToXRFramebuffer) {
face >= 0 ? g.beginFace(face) : g.begin(additionalRenderTargets);
beginCalled = true;
} else {
// XR framebuffer is already bound by VrInterface so we dont rebind
beginCalled = false;
}
#else
face >= 0 ? g.beginFace(face) : g.begin(additionalRenderTargets);
#end
}
inline function end() {
if (currentG == null) return;
if (scissorSet) {
currentG.disableScissor();
scissorSet = false;
}
#if lnx_vr
if (beginCalled) {
currentG.end();
beginCalled = false;
}
// persist for rendering both eyes
if (!isVRPresenting()) {
currentG = null;
additionalTargets = null;
}
#else
currentG.end();
currentG = null;
#end
bindParams = null;
}
@ -331,14 +483,17 @@ class RenderPath {
});
}
public static function sortMeshesShader(meshes: Array<MeshObject>) {
public static function sortMeshesIndex(meshes: Array<MeshObject>) {
meshes.sort(function(a, b): Int {
#if rp_depth_texture
var depthDiff = boolToInt(a.depthRead) - boolToInt(b.depthRead);
if (depthDiff != 0) return depthDiff;
#end
return a.materials[0].name >= b.materials[0].name ? 1 : -1;
if (a.data.sortingIndex != b.data.sortingIndex) {
return a.data.sortingIndex > b.data.sortingIndex ? 1 : -1;
}
return a.data.name >= b.data.name ? 1 : -1;
});
}
@ -399,7 +554,7 @@ class RenderPath {
#if lnx_batch
sortMeshesDistance(Scene.active.meshBatch.nonBatched);
#else
drawOrder == DrawOrder.Shader ? sortMeshesShader(meshes) : sortMeshesDistance(meshes);
drawOrder == DrawOrder.Index ? sortMeshesIndex(meshes) : sortMeshesDistance(meshes);
#end
meshesSorted = true;
}
@ -518,12 +673,208 @@ class RenderPath {
return Reflect.field(kha.Shaders, handle + "_comp");
}
#if (kha_krom && lnx_vr)
public function drawStereo(drawMeshes: Int->Void) {
for (eye in 0...2) {
Krom.vrBeginRender(eye);
drawMeshes(eye);
Krom.vrEndRender(eye);
#if lnx_vr
// blits to each eyes viewport in the XR framebuffer.
public function compositeToXR(sourceTarget: String) {
#if (kha_webgl && lnx_vr)
var vr: kha.js.vr.VrInterface = cast kha.vr.VrInterface.instance;
if (vr == null || vr._glContext == null || vr.xrGLLayer == null) {
return;
}
var gl: js.html.webgl.WebGL2RenderingContext = cast vr._glContext;
var source = renderTargets.get(sourceTarget);
if (source == null) {
return;
}
var sourceFB: js.html.webgl.Framebuffer = untyped source.image.g4.renderTargetFrameBuffer;
if (sourceFB == null) {
return;
}
// trace('Framebuffer OK');
renderToXRFramebuffer = true;
gl.bindFramebuffer(js.html.webgl.WebGL2RenderingContext.DRAW_FRAMEBUFFER, vr.xrGLLayer.framebuffer);
gl.bindFramebuffer(js.html.webgl.WebGL2RenderingContext.READ_FRAMEBUFFER, sourceFB);
var readStatus = gl.checkFramebufferStatus(js.html.webgl.WebGL2RenderingContext.READ_FRAMEBUFFER);
var drawStatus = gl.checkFramebufferStatus(js.html.webgl.WebGL2RenderingContext.DRAW_FRAMEBUFFER);
if (readStatus != js.html.webgl.WebGL2RenderingContext.FRAMEBUFFER_COMPLETE ||
drawStatus != js.html.webgl.WebGL2RenderingContext.FRAMEBUFFER_COMPLETE) {
return;
}
var halfWidth = Std.int(source.image.width / 2);
var fullHeight = source.image.height;
if (vr._leftViewport != null) {
var vp = vr._leftViewport;
gl.blitFramebuffer(
0, 0, halfWidth, fullHeight,
vp.x, vp.y, vp.x + vp.width, vp.y + vp.height,
js.html.webgl.WebGL2RenderingContext.COLOR_BUFFER_BIT,
js.html.webgl.WebGL2RenderingContext.LINEAR
);
}
if (vr._rightViewport != null) {
var vp = vr._rightViewport;
gl.blitFramebuffer(
halfWidth, 0, source.image.width, fullHeight,
vp.x, vp.y, vp.x + vp.width, vp.y + vp.height,
js.html.webgl.WebGL2RenderingContext.COLOR_BUFFER_BIT,
js.html.webgl.WebGL2RenderingContext.LINEAR
);
}
gl.bindFramebuffer(js.html.webgl.WebGL2RenderingContext.FRAMEBUFFER, null);
renderToXRFramebuffer = false;
#end
}
#end
#if lnx_vr
public function drawStereo(drawMeshes: Void->Void) {
vrSimulateMode = false;
if (currentG == null && frameG != null) {
currentG = frameG;
}
var appw = iron.App.w();
var apph = iron.App.h();
var g = currentG;
// get render target dimensions not App.w/h gbuffer is scaled in simulate mode with supersampling
var gbuffer0 = renderTargets.get("gbuffer0");
var actualWidth = (gbuffer0 != null && gbuffer0.image != null) ? gbuffer0.image.width : appw;
var actualHeight = (gbuffer0 != null && gbuffer0.image != null) ? gbuffer0.image.height : apph;
var actualHalfWidth = Std.int(actualWidth / 2);
var vrFBWidth = actualWidth;
var vrFBHeight = actualHeight;
var vrHalfWidth = actualHalfWidth;
var isVRPresenting = false;
vrSimulateMode = false;
var vr:Dynamic = null;
var vrExists = false;
#if (kha_webgl && lnx_vr)
if (kha.vr.VrInterface.instance != null) {
vr = kha.vr.VrInterface.instance;
vrExists = true;
}
#end
if (vrExists && vr != null && vr.IsPresenting()) {
vrSimulateMode = false;
isVRPresenting = true;
// get framebuffer dimensions from XR layer
#if (kha_webgl && lnx_vr)
var xrVr: kha.js.vr.VrInterface = cast vr;
if (xrVr.xrGLLayer != null) {
vrFBWidth = untyped xrVr.xrGLLayer.framebufferWidth;
vrFBHeight = untyped xrVr.xrGLLayer.framebufferHeight;
vrHalfWidth = Std.int(vrFBWidth / 2);
}
#end
if (Scene.active == null || Scene.active.camera == null) {
return;
}
#if (kha_webgl && lnx_vr)
if (vrCenterCameraWorld == null) vrCenterCameraWorld = Mat4.identity();
vrCenterCameraWorld.setFrom(Scene.active.camera.transform.world);
#end
// LEFT EYE
// HMD center for room scale position tracking
#if (kha_webgl && lnx_vr)
var xrVr: kha.js.vr.VrInterface = cast vr;
if (xrVr.currentViewerPose != null) {
var viewerTransform = untyped xrVr.currentViewerPose.transform;
if (viewerTransform != null && viewerTransform.position != null) {
// VR present calibration is used to position objects in world space not the camera
var pos = viewerTransform.position;
// camera follows headset directly in local floor space
Scene.active.camera.transform.loc.set(pos.x, pos.y, pos.z);
if (viewerTransform.orientation != null) {
Scene.active.camera.transform.rot.set(
viewerTransform.orientation.x,
viewerTransform.orientation.y,
viewerTransform.orientation.z,
viewerTransform.orientation.w
);
}
Scene.active.camera.transform.buildMatrix();
}
}
iron.system.VRController.updatePoses();
#end
Scene.active.camera.V.self = vr.GetViewMatrix(0);
Scene.active.camera.P.self = vr.GetProjectionMatrix(0);
Scene.active.camera.VP.setFrom(Scene.active.camera.P);
Scene.active.camera.VP.multmat(Scene.active.camera.V);
Scene.active.camera.buildMatrix(); // update frustum for culling
var renderWidth = actualWidth;
var renderHeight = actualHeight;
var renderHalfWidth = actualHalfWidth;
// left half of render target
g.viewport(0, 0, renderHalfWidth, renderHeight);
g.scissor(0, 0, renderHalfWidth, renderHeight);
drawMeshes();
// RIGHT EYE
Scene.active.camera.V.self = vr.GetViewMatrix(1);
Scene.active.camera.P.self = vr.GetProjectionMatrix(1);
Scene.active.camera.VP.setFrom(Scene.active.camera.P);
Scene.active.camera.VP.multmat(Scene.active.camera.V);
Scene.active.camera.buildMatrix();
// right half of render target
g.viewport(renderHalfWidth, 0, renderHalfWidth, renderHeight);
g.scissor(renderHalfWidth, 0, renderHalfWidth, renderHeight);
drawMeshes();
// restore for post-processing
g.disableScissor();
g.viewport(0, 0, renderWidth, renderHeight);
}
else { // Simulate
vrSimulateMode = true;
var ipd_offset = 0.032 * 35.0;
#if (kha_webgl && lnx_vr)
if (vrCenterCameraWorld == null) vrCenterCameraWorld = Mat4.identity();
vrCenterCameraWorld.setFrom(Scene.active.camera.transform.world);
#end
Scene.active.camera.buildProjection(actualHalfWidth / actualHeight);
Scene.active.camera.transform.move(Scene.active.camera.right(), -ipd_offset);
Scene.active.camera.buildMatrix();
g.viewport(0, 0, actualHalfWidth, actualHeight);
g.scissor(0, 0, actualHalfWidth, actualHeight);
drawMeshes();
begin(g, additionalTargets);
Scene.active.camera.transform.move(Scene.active.camera.right(), ipd_offset * 2.0);
Scene.active.camera.buildMatrix();
g.viewport(actualHalfWidth, 0, actualHalfWidth, actualHeight);
g.scissor(actualHalfWidth, 0, actualHalfWidth, actualHeight);
drawMeshes();
Scene.active.camera.transform.move(Scene.active.camera.right(), -ipd_offset);
Scene.active.camera.buildMatrix();
g.disableScissor();
g.viewport(0, 0, actualWidth, actualHeight);
}
}
#end
@ -882,6 +1233,6 @@ class CachedShaderContext {
@:enum abstract DrawOrder(Int) from Int {
var Distance = 0; // Early-z
var Shader = 1; // Less state changes
var Index = 1; // Less state changes
// var Mix = 2; // Distance buckets sorted by shader
}

View File

@ -783,6 +783,11 @@ class Scene {
if (o.tilesheet_ref != null) {
cast(object, MeshObject).setupTilesheet(sceneName, o.tilesheet_ref, o.tilesheet_action_ref);
}
if (o.camera_list != null){
cast(object, MeshObject).cameraList = o.camera_list;
}
returnObject(object, o, done);
});
}
@ -882,8 +887,12 @@ class Scene {
var ptype: String = t.props[i * 3 + 1];
var pval: Dynamic = t.props[i * 3 + 2];
if (StringTools.endsWith(ptype, "Object") && pval != "") {
if (StringTools.endsWith(ptype, "Object") && pval != "" && pval != null) {
Reflect.setProperty(traitInst, pname, Scene.active.getChild(pval));
} else if (ptype == "TSceneFormat" && pval != "") {
Data.getSceneRaw(pval, function (r: TSceneFormat) {
Reflect.setProperty(traitInst, pname, r);
});
}
else {
switch (ptype) {
@ -945,7 +954,14 @@ class Scene {
static function createTraitClassInstance(traitName: String, args: Array<Dynamic>): Dynamic {
var cname = Type.resolveClass(traitName);
if (cname == null) return null;
return Type.createInstance(cname, args);
var trait:Dynamic;
try {
trait = Type.createInstance(cname, args);
} catch(e) {
trace("Error creating trait: " + traitName + " - " + e);
trait = null;
}
return trait;
}
function loadEmbeddedData(datas: Array<String>, done: Void->Void) {

View File

@ -37,7 +37,9 @@ class Armature {
}
public function getAction(name: String): TAction {
for (a in actions) if (a.name == name) return a;
for (a in actions) {
if (a.name == name) return a;
}
return null;
}

View File

@ -9,6 +9,7 @@ import iron.data.SceneFormat;
class MeshData {
public var name: String;
public var sortingIndex: Int;
public var raw: TMeshData;
public var format: TSceneFormat;
public var geom: Geometry;
@ -23,7 +24,8 @@ class MeshData {
public function new(raw: TMeshData, done: MeshData->Void) {
this.raw = raw;
this.name = raw.name;
this.sortingIndex = raw.sorting_index;
if (raw.scale_pos != null) scalePos = raw.scale_pos;
if (raw.scale_tex != null) scaleTex = raw.scale_tex;

View File

@ -49,6 +49,7 @@ typedef TMeshData = {
@:structInit class TMeshData {
#end
public var name: String;
public var sorting_index: Int;
public var vertex_arrays: Array<TVertexArray>;
public var index_arrays: Array<TIndexArray>;
@:optional public var dynamic_usage: Null<Bool>;
@ -222,6 +223,7 @@ typedef TShaderData = {
@:structInit class TShaderData {
#end
public var name: String;
public var next_pass: String;
public var contexts: Array<TShaderContext>;
}
@ -393,6 +395,7 @@ typedef TParticleData = {
public var name: String;
public var type: Int; // 0 - Emitter, Hair
public var auto_start: Bool;
public var dynamic_emitter: Bool;
public var is_unique: Bool;
public var loop: Bool;
public var count: Int;
@ -441,6 +444,7 @@ typedef TObj = {
@:optional public var traits: Array<TTrait>;
@:optional public var properties: Array<TProperty>;
@:optional public var vertex_groups: Array<TVertex_groups>;
@:optional public var camera_list: Array<String>;
@:optional public var constraints: Array<TConstraint>;
@:optional public var dimensions: Float32Array; // Geometry objects
@:optional public var object_actions: Array<String>;

View File

@ -22,6 +22,7 @@ using StringTools;
class ShaderData {
public var name: String;
public var nextPass: String;
public var raw: TShaderData;
public var contexts: Array<ShaderContext> = [];
@ -33,6 +34,7 @@ class ShaderData {
public function new(raw: TShaderData, done: ShaderData->Void, overrideContext: TShaderOverride = null) {
this.raw = raw;
this.name = raw.name;
this.nextPass = raw.next_pass;
for (c in raw.contexts) contexts.push(null);
var contextsLoaded = 0;

View File

@ -141,6 +141,7 @@ class Animation {
sampler.cacheSet = false;
sampler.trackEnd = false;
if (anim == null || anim.tracks == null || anim.tracks.length == 0) return;
var track = anim.tracks[0];
if (frameIndex == -1) {
@ -442,7 +443,12 @@ class ActionSampler {
*/
public inline function setObjectAction(actionData: TObj) {
this.actionData = [actionData];
this.totalFrames = actionData.anim.tracks[0].frames.length;
if (actionData != null && actionData.anim != null && actionData.anim.tracks != null && actionData.anim.tracks.length > 0) {
this.totalFrames = actionData.anim.tracks[0].frames.length;
}
else {
this.totalFrames = 0;
}
actionDataInit = true;
}

View File

@ -108,9 +108,11 @@ class BoneAnimation extends Animation {
object.transform.rot.set(0, 0, 0, 1);
object.transform.buildMatrix();
var refs = mo.parent.raw.bone_actions;
if (refs != null && refs.length > 0) {
Data.getSceneRaw(refs[0], function(action: TSceneFormat) { play(action.name); });
if (mo.parent != null && mo.parent.raw != null && mo.parent.raw.bone_actions != null) {
var refs = mo.parent.raw.bone_actions;
if (refs.length > 0) {
Data.getSceneRaw(refs[0], function(action: TSceneFormat) { play(action.name); });
}
}
}
if (armatureObject.raw.relative_bone_constraints) relativeBoneConstraints = true;
@ -183,8 +185,10 @@ class BoneAnimation extends Animation {
}
function setAction(action: String) {
if (armature == null) return;
armature.initMats();
var a = armature.getAction(action);
if (a == null) return;
skeletonBones = a.bones;
skeletonMats = a.mats;
if(! rootMotionCacheInit) skeletonMats.push(Mat4.identity());
@ -193,8 +197,11 @@ class BoneAnimation extends Animation {
}
function getAction(action: String): Array<TObj> {
if (armature == null) return null;
armature.initMats();
return armature.getAction(action).bones;
var a = armature.getAction(action);
if (a == null) return null;
return a.bones;
}
function multParent(i: Int, fasts: Array<Mat4>, bones: Array<TObj>, mats: Array<Mat4>) {
@ -225,9 +232,9 @@ class BoneAnimation extends Animation {
}
override public function play(action = "", onComplete: Void->Void = null, blendTime = 0.2, speed = 1.0, loop = true) {
super.play(action, onComplete, blendTime, speed, loop);
if (action != "") {
setAction(action);
super.play(action, onComplete, blendTime, speed, loop);
var tempAnimParam = new ActionSampler(action);
registerAction("tempAction", tempAnimParam);
updateAnimation = function(mats){
@ -239,6 +246,10 @@ class BoneAnimation extends Animation {
override public function update(delta: FastFloat) {
this.delta = delta;
if (!isSkinned && skeletonBones == null) setAction(armature.actions[0].name);
// TODO: double check skip culling for skinned meshes if they need animation updates for bounds
// if (object != null && !object.visible) return;
if (object != null && (!object.visible || object.culled)) return;
if (skeletonBones == null || skeletonBones.length == 0) return;
@ -248,7 +259,6 @@ class BoneAnimation extends Animation {
super.update(delta);
if(updateAnimation != null) {
updateAnimation(skeletonMats);
}
@ -401,6 +411,7 @@ class BoneAnimation extends Animation {
}
var bones = sampler.getBoneAction();
if (bones == null) return;
for(b in bones){
if (b.anim != null) {
updateTrack(b.anim, sampler);
@ -410,13 +421,14 @@ class BoneAnimation extends Animation {
}
public function sampleAction(sampler: ActionSampler, actionMats: Array<Mat4>) {
if(! sampler.actionDataInit) {
var bones = getAction(sampler.action);
sampler.setBoneAction(bones);
}
var bones = sampler.getBoneAction();
if (bones == null) return;
actionMats[skeletonBones.length].setIdentity();
var rootMotionEnabled = sampler.rootMotionPos || sampler.rootMotionRot;
for (i in 0...bones.length) {
@ -427,7 +439,6 @@ class BoneAnimation extends Animation {
updateAnimSampled(bones[i].anim, actionMats[i], sampler);
}
}
}
function updateAnimSampled(anim: TAnimation, mm: Mat4, sampler: ActionSampler) {
@ -588,6 +599,9 @@ class BoneAnimation extends Animation {
public override function getTotalFrames(sampler: ActionSampler): Int {
var bones = getAction(sampler.action);
if (bones == null){
return 0;
}
var track = bones[0].anim.tracks[0];
return Std.int(track.frames[track.frames.length - 1] - track.frames[0]);
}
@ -1048,9 +1062,9 @@ class BoneAnimation extends Animation {
var rootLen = root.bone_length * rootMat.getScale().x;
// Get distance form root to goal
var goalLen = Math.abs(Vec4.distance(rootMat.getLoc(), goal));
var goalLen: FastFloat = Math.abs(Vec4.distance(rootMat.getLoc(), goal));
var totalLength = effectorLen + rootLen;
var totalLength: FastFloat = effectorLen + rootLen;
// Get tip location of effector bone
var effectorTipPos = new Vec4().setFrom(effectorMat.look()).normalize();
@ -1070,7 +1084,7 @@ class BoneAnimation extends Animation {
// Get unit vector of effector bone
var vectorEffector = new Vec4().setFrom(effectorMat.look()).normalize();
// Get dot product of vectors
var dot = new Vec4().setFrom(vectorRootEffector).dot(vectorRoot);
// Calmp between -1 and 1

View File

@ -30,12 +30,23 @@ class CameraObject extends Object {
static var sphereCenter = new Vec4();
static var vcenter = new Vec4();
static var vup = new Vec4();
#if lnx_vr
var helpMat = Mat4.identity();
public var leftV = Mat4.identity();
public var rightV = Mat4.identity();
#end
public function new(data: CameraData) {
super();
this.data = data;
// dont just auto initialize VR button - headset trait controls VR
// #if lnx_vr
// iron.system.VR.initButton();
// #end
buildProjection();
V = Mat4.identity();
@ -75,7 +86,14 @@ class CameraObject extends Object {
projectionJitter();
#end
// matrices are set by VR system so avoid rebuilding transforms unless its in preview/not presenting
#if (kha_webgl && lnx_vr)
if (@:privateAccess !RenderPath.isVRPresenting()) {
buildMatrix();
}
#else
buildMatrix();
#end
RenderPath.active.renderFrame(g);
@ -117,6 +135,26 @@ class CameraObject extends Object {
V.getInverse(transform.world);
VP.multmats(P, V);
#if lnx_vr
var vr = kha.vr.VrInterface.instance;
if (vr != null && vr.IsPresenting()) {
leftV.setFrom(V);
helpMat.self = vr.GetViewMatrix(0);
leftV.multmat(helpMat);
rightV.setFrom(V);
helpMat.self = vr.GetViewMatrix(1);
rightV.multmat(helpMat);
}
else {
leftV.setFrom(V);
}
VP.multmats(P, leftV);
#else
VP.multmats(P, V);
#end
if (data.raw.frustum_culling) {
buildViewFrustum(VP, frustumPlanes);
}

View File

@ -59,6 +59,9 @@ class LightObject extends Object {
public static var clustersData: kha.Image = null;
static var lpos = new Vec4();
public static var LWVPMatrixArray: Float32Array = null;
#if lnx_vr
static var originalLightPositions: Float32Array = null;
#end
#end // lnx_clusters
public var V: Mat4 = Mat4.identity();
@ -155,8 +158,13 @@ class LightObject extends Object {
}
public function setCascade(camera: CameraObject, cascade: Int) {
m.setFrom(camera.V);
#if lnx_vr
m.setFrom(camera.leftV);
#else
m.setFrom(camera.V);
#end
#if lnx_csm
if (camSlicedP == null) {
camSlicedP = [];
@ -514,7 +522,7 @@ class LightObject extends Object {
updateLightsArray(); // TODO: only update on light change
}
static function updateLightsArray() {
public static function updateLightsArray() {
if (lightsArray == null) { // vec4x3 - 1: pos, a, color, b, 2: dir, c
lightsArray = new Float32Array(maxLights * 4 * 3);
#if lnx_spot
@ -573,6 +581,49 @@ class LightObject extends Object {
}
}
// VR deferred stereo we save original light positions before adjusting for per-eye rendering
#if lnx_vr
public static function saveOriginalLightPositions() {
if (lightsArray == null) return;
if (originalLightPositions == null) {
originalLightPositions = new Float32Array(lightsArray.length);
}
for (i in 0...lightsArray.length) {
originalLightPositions[i] = lightsArray[i];
}
}
// negative for left eye, positive for right eye
public static function adjustLightPositionsForVREye(offsetX: Float, rightVec: Vec4) {
if (lightsArray == null) return;
var lights = Scene.active.lights;
var n = lights.length > maxLights ? maxLights : lights.length;
var i = 0;
for (l in lights) {
if (discardLightCulled(l)) continue;
if (i >= n) break;
lightsArray[i * 12 ] = originalLightPositions[i * 12 ] + rightVec.x * offsetX;
lightsArray[i * 12 + 1] = originalLightPositions[i * 12 + 1] + rightVec.y * offsetX;
lightsArray[i * 12 + 2] = originalLightPositions[i * 12 + 2] + rightVec.z * offsetX;
i++;
}
}
public static function restoreOriginalLightPositions() {
if (lightsArray == null || originalLightPositions == null) return;
for (i in 0...lightsArray.length) {
lightsArray[i] = originalLightPositions[i];
}
}
#end
public static function updateLWVPMatrixArray(object: Object, type: String) {
if (LWVPMatrixArray == null) {
LWVPMatrixArray = new Float32Array(maxLightsCluster * 16);
@ -624,8 +675,8 @@ class LightObject extends Object {
LWVPMatrixArray[i * 16 + 13] = m._31;
LWVPMatrixArray[i * 16 + 14] = m._32;
LWVPMatrixArray[i * 16 + 15] = m._33;
i++; // only increment in light type
}
i++;
}
return LWVPMatrixArray;
}

View File

@ -24,6 +24,7 @@ class MeshObject extends Object {
public var render_emitter = true;
#end
public var cameraDistance: Float;
public var cameraList: Array<String> = null;
public var screenSize = 0.0;
public var frustumCulling = true;
public var activeTilesheet: Tilesheet = null;
@ -235,6 +236,8 @@ class MeshObject extends Object {
if (cullMesh(context, Scene.active.camera, RenderPath.active.light)) return;
var meshContext = raw != null ? context == "mesh" : false;
if (cameraList != null && cameraList.indexOf(Scene.active.camera.name) < 0) return;
#if lnx_particles
if (raw != null && raw.is_particle && particleOwner == null) return; // Instancing not yet set-up by particle system owner
if (particleSystems != null && meshContext) {
@ -245,6 +248,7 @@ class MeshObject extends Object {
Scene.active.spawnObject(psys.data.raw.instance_object, null, function(o: Object) {
if (o != null) {
var c: MeshObject = cast o;
c.cameraList = this.cameraList;
particleChildren.push(c);
c.particleOwner = this;
c.particleIndex = particleChildren.length - 1;
@ -298,6 +302,10 @@ class MeshObject extends Object {
// Render mesh
var ldata = lod.data;
// Next pass rendering first (inverse order)
renderNextPass(g, context, bindParams, lod);
for (i in 0...ldata.geom.indexBuffers.length) {
var mi = ldata.geom.materialIndices[i];
@ -401,4 +409,85 @@ class MeshObject extends Object {
}
}
}
function renderNextPass(g: Graphics, context: String, bindParams: Array<String>, lod: MeshObject) {
var ldata = lod.data;
for (i in 0...ldata.geom.indexBuffers.length) {
var mi = ldata.geom.materialIndices[i];
if (mi >= materials.length) continue;
var currentMaterial: MaterialData = materials[mi];
if (currentMaterial == null || currentMaterial.shader == null) continue;
var nextPassName: String = currentMaterial.shader.nextPass;
if (nextPassName == null || nextPassName == "") continue;
var nextMaterial: MaterialData = null;
for (mat in materials) {
// First try exact match
if (mat.name == nextPassName) {
nextMaterial = mat;
break;
}
// If no exact match, try to match base name for linked materials
if (mat.name.indexOf("_") > 0 && mat.name.substr(mat.name.length - 6) == ".blend") {
var baseName = mat.name.substring(0, mat.name.indexOf("_"));
if (baseName == nextPassName) {
nextMaterial = mat;
break;
}
}
}
if (nextMaterial == null) continue;
var nextMaterialContext: MaterialContext = null;
var nextShaderContext: ShaderContext = null;
for (j in 0...nextMaterial.raw.contexts.length) {
if (nextMaterial.raw.contexts[j].name.substr(0, context.length) == context) {
nextMaterialContext = nextMaterial.contexts[j];
nextShaderContext = nextMaterial.shader.getContext(context);
break;
}
}
if (nextShaderContext == null) continue;
if (skipContext(context, nextMaterial)) continue;
var elems = nextShaderContext.raw.vertex_elements;
// Uniforms
if (nextShaderContext.pipeState != lastPipeline) {
g.setPipeline(nextShaderContext.pipeState);
lastPipeline = nextShaderContext.pipeState;
}
Uniforms.setContextConstants(g, nextShaderContext, bindParams);
Uniforms.setObjectConstants(g, nextShaderContext, this);
Uniforms.setMaterialConstants(g, nextShaderContext, nextMaterialContext);
// VB / IB
#if lnx_deinterleaved
g.setVertexBuffers(ldata.geom.get(elems));
#else
if (ldata.geom.instancedVB != null) {
g.setVertexBuffers([ldata.geom.get(elems), ldata.geom.instancedVB]);
}
else {
g.setVertexBuffer(ldata.geom.get(elems));
}
#end
g.setIndexBuffer(ldata.geom.indexBuffers[i]);
// Draw next pass for this specific geometry section
if (ldata.geom.instanced) {
g.drawIndexedVerticesInstanced(ldata.geom.instanceCount, ldata.geom.start, ldata.geom.count);
}
else {
g.drawIndexedVertices(ldata.geom.start, ldata.geom.count);
}
}
}
}

View File

@ -20,6 +20,13 @@ class MorphTarget {
public var morphDataPos: Image;
public var morphDataNor: Image;
public var morphMap: Map<String, Int> = null;
public var isDirty: Bool = true;
var previousWeights: Float32Array;
var changeThreshold: FastFloat = 0.001; // skip smaller
var pendingUpdates: Map<Int, Float> = null;
var batchUpdateEnabled: Bool = true;
var lastFlushFrame: Int = 0;
public function new(data: TMorphTarget) {
initWeights(data.morph_target_defaults);
@ -42,6 +49,14 @@ class MorphTarget {
morphMap.set(name, i);
i++;
}
previousWeights = new Float32Array(morphWeights.length);
for (i in 0...morphWeights.length) {
previousWeights.set(i, morphWeights.get(i));
}
// batch system
pendingUpdates = new Map<Int, Float>();
}
inline function initWeights(defaults: Float32Array) {
@ -54,9 +69,96 @@ class MorphTarget {
public function setMorphValue(name: String, value: Float) {
var i = morphMap.get(name);
if (i != null) {
morphWeights.set(i, value);
if (batchUpdateEnabled) {
pendingUpdates.set(i, value);
} else {
setMorphValueDirect(i, value);
}
}
}
// faster indexed access
public inline function setMorphValueDirect(index: Int, value: Float) {
var current = morphWeights.get(index);
// allow explicit zero values to reset
if (value == 0.0 && current != 0.0) {
morphWeights.set(index, value);
isDirty = true;
return;
}
var delta = value - current;
if (delta < -changeThreshold || delta > changeThreshold) {
morphWeights.set(index, value);
isDirty = true;
}
}
// flush pending batch
public function flushBatchedUpdates() {
if (pendingUpdates.keys().hasNext()) {
var anyChanged = false;
var hasZeros = false;
for (index in pendingUpdates.keys()) {
var value = pendingUpdates.get(index);
if (value == null) continue;
if (value == 0.0) hasZeros = true;
var current = morphWeights.get(index);
var delta = value - current;
if (value == 0.0 && current != 0.0) {
try{
morphWeights.set(index, cast value);
}catch(e){
trace("ERROR: " + e);
}
anyChanged = true;
}
else if (delta < -changeThreshold || delta > changeThreshold) {
morphWeights.set(index, cast value);
anyChanged = true;
}
}
pendingUpdates.clear();
if (anyChanged || hasZeros) {
isDirty = true;
}
}
}
public inline function markClean() {
isDirty = false;
for (i in 0...morphWeights.length) {
previousWeights.set(i, morphWeights.get(i));
}
}
public inline function markDirty() {
isDirty = true;
}
// toggle batch mode
public inline function setBatchMode(enabled: Bool) {
if (!enabled && batchUpdateEnabled) {
flushBatchedUpdates();
}
batchUpdateEnabled = enabled;
}
public function resetAllWeights() {
for (i in 0...morphWeights.length) {
morphWeights.set(i, 0.0);
}
pendingUpdates.clear();
isDirty = true;
}
}
#end

View File

@ -210,8 +210,12 @@ class Object {
}
#if lnx_skin
public function getBoneAnimation(armatureUid): BoneAnimation {
for (a in Scene.active.animations) if (a.armature != null && a.armature.uid == armatureUid) return cast a;
public function getBoneAnimation(armatureUid: Int): BoneAnimation {
for (a in Scene.active.animations) {
if (a.armature != null && a.armature.uid == armatureUid) {
return cast a;
}
}
return null;
}
#else

View File

@ -24,6 +24,9 @@ class ObjectAnimation extends Animation {
public var transformMap: Map<String, FastFloat>;
var defaultSampler: ActionSampler = null;
static inline var DEFAULT_SAMPLER_ID = "__object_default_action__";
public static var trackNames: Array<String> = [ "xloc", "yloc", "zloc",
"xrot", "yrot", "zrot",
"qwrot", "qxrot", "qyrot", "qzrot",
@ -39,7 +42,6 @@ class ObjectAnimation extends Animation {
isSkinned = false;
super();
}
function getAction(action: String): TObj {
for (a in oactions) if (a != null && a.objects[0].name == action) return a.objects[0];
return null;
@ -47,10 +49,29 @@ class ObjectAnimation extends Animation {
override public function play(action = "", onComplete: Void->Void = null, blendTime = 0.0, speed = 1.0, loop = true) {
super.play(action, onComplete, blendTime, speed, loop);
if (this.action == "" && oactions[0] != null) this.action = oactions[0].objects[0].name;
if (this.action == "" && oactions != null && oactions[0] != null){
this.action = oactions[0].objects[0].name;
}
oaction = getAction(this.action);
if (oaction != null) {
isSampled = oaction.sampled != null && oaction.sampled;
if (defaultSampler != null) {
deRegisterAction(DEFAULT_SAMPLER_ID);
}
var callbacks = onComplete != null ? [onComplete] : null;
defaultSampler = new ActionSampler(this.action, speed, loop, false, callbacks);
registerAction(DEFAULT_SAMPLER_ID, defaultSampler);
if (paused) defaultSampler.paused = true;
updateAnimation = function(map: Map<String, FastFloat>) {
sampleAction(defaultSampler, map);
};
}
else {
if (defaultSampler != null) {
deRegisterAction(DEFAULT_SAMPLER_ID);
defaultSampler = null;
}
updateAnimation = null;
}
}
@ -61,12 +82,13 @@ class ObjectAnimation extends Animation {
Animation.beginProfile();
#end
if(transformMap == null) transformMap = new Map();
if (transformMap == null) transformMap = new Map();
transformMap = initTransformMap();
super.update(delta);
if (defaultSampler != null) defaultSampler.paused = paused;
if (paused) return;
if(updateAnimation == null) return;
if (updateAnimation == null) return;
if (!isSkinned) updateObjectAnimation();
#if lnx_debug
@ -75,7 +97,9 @@ class ObjectAnimation extends Animation {
}
public override function getTotalFrames(sampler: ActionSampler): Int {
var track = getAction(sampler.action).anim.tracks[0];
var action = getAction(sampler.action);
if (action == null || action.anim == null || action.anim.tracks == null || action.anim.tracks.length == 0) return 0;
var track = action.anim.tracks[0];
return Std.int(track.frames[track.frames.length - 1] - track.frames[0]);
}

View File

@ -8,6 +8,8 @@ import kha.arrays.Float32Array;
import iron.data.Data;
import iron.data.ParticleData;
import iron.data.SceneFormat;
import iron.data.Geometry;
import iron.data.MeshData;
import iron.system.Time;
import iron.math.Mat4;
import iron.math.Quat;
@ -17,6 +19,7 @@ import iron.math.Vec4;
class ParticleSystem {
public var data: ParticleData;
public var speed = 1.0;
public var dynamicEmitter: Bool = true;
var currentSpeed = 0.0;
var particles: Array<Particle>;
var ready: Bool;
@ -52,6 +55,12 @@ class ParticleSystem {
var random = 0.0;
var tmpV4 = new Vec4();
var instancedData: Float32Array = null;
var lastSpawnedCount: Int = 0;
var hasUniqueGeom: Bool = false;
public function new(sceneName: String, pref: TParticleReference) {
seed = pref.seed;
currentSpeed = speed;
@ -62,6 +71,12 @@ class ParticleSystem {
Data.getParticle(sceneName, pref.particle, function(b: ParticleData) {
data = b;
r = data.raw;
var dyn: Null<Bool> = r.dynamic_emitter;
var dynValue: Bool = true;
if (dyn != null) {
dynValue = dyn;
}
dynamicEmitter = dynValue;
if (Scene.active.raw.gravity != null) {
gx = Scene.active.raw.gravity[0] * r.weight_gravity;
gy = Scene.active.raw.gravity[1] * r.weight_gravity;
@ -98,6 +113,8 @@ class ParticleSystem {
lap = 0;
lapTime = 0;
speed = currentSpeed;
lastSpawnedCount = 0;
instancedData = null;
}
public function pause() {
@ -130,8 +147,13 @@ class ParticleSystem {
// Copy owner world transform but discard scale
owner.transform.world.decompose(ownerLoc, ownerRot, ownerScl);
object.transform.loc = ownerLoc;
object.transform.rot = ownerRot;
if (dynamicEmitter) {
object.transform.loc.x = 0; object.transform.loc.y = 0; object.transform.loc.z = 0;
object.transform.rot = new Quat();
} else {
object.transform.loc = ownerLoc;
object.transform.rot = ownerRot;
}
// Set particle size per particle system
object.transform.scale = new Vec4(r.particle_size, r.particle_size, r.particle_size, 1);
@ -158,13 +180,18 @@ class ParticleSystem {
if (lap > prevLap && !r.loop) {
end();
}
if (lap > prevLap && r.loop) {
lastSpawnedCount = 0;
}
updateGpu(object, owner);
}
public function getData(): Mat4 {
var hair = r.type == 1;
m._00 = animtime;
// Store loop flag in the sign: positive -> loop, negative -> no loop
m._00 = r.loop ? animtime : -animtime;
m._01 = hair ? 1 / particles.length : spawnRate;
m._02 = hair ? 1 : lifetime;
m._03 = particles.length;
@ -187,17 +214,26 @@ class ParticleSystem {
return r.size_random;
}
public function getRandom(): FastFloat {
public inline function getRandom(): FastFloat {
return random;
}
public function getSize(): FastFloat {
public inline function getSize(): FastFloat {
return r.particle_size;
}
function updateGpu(object: MeshObject, owner: MeshObject) {
if (!object.data.geom.instanced) setupGeomGpu(object, owner);
// GPU particles transform is attached to owner object
if (dynamicEmitter) {
if (!hasUniqueGeom) ensureUniqueGeom(object);
var needSetup = instancedData == null || object.data.geom.instancedVB == null;
if (needSetup) setupGeomGpuDynamic(object, owner);
updateSpawnedInstances(object, owner);
}
else {
if (!hasUniqueGeom) ensureUniqueGeom(object);
if (!object.data.geom.instanced) setupGeomGpu(object, owner);
}
// GPU particles transform is attached to owner object in static mode
}
function setupGeomGpu(object: MeshObject, owner: MeshObject) {
@ -258,18 +294,134 @@ class ParticleSystem {
object.data.geom.setupInstanced(instancedData, 1, Usage.StaticUsage);
}
function fhash(n: Int): Float {
var s = n + 1.0;
s *= 9301.0 % s;
s = (s * 9301.0 + 49297.0) % 233280.0;
return s / 233280.0;
// allocate instanced VB once for this object
function setupGeomGpuDynamic(object: MeshObject, owner: MeshObject) {
if (instancedData == null) instancedData = new Float32Array(particles.length * 3);
lastSpawnedCount = 0;
// Create instanced VB once if missing (seed with our instancedData)
if (object.data.geom.instancedVB == null) {
object.data.geom.setupInstanced(instancedData, 1, Usage.DynamicUsage);
}
}
function ensureUniqueGeom(object: MeshObject) {
if (hasUniqueGeom) return;
var newData: MeshData = null;
new MeshData(object.data.raw, function(dat: MeshData) {
dat.scalePos = object.data.scalePos;
dat.scaleTex = object.data.scaleTex;
dat.format = object.data.format;
newData = dat;
});
if (newData != null) object.setData(newData);
hasUniqueGeom = true;
}
function updateSpawnedInstances(object: MeshObject, owner: MeshObject) {
if (instancedData == null) return;
var targetCount = count;
if (targetCount > particles.length) targetCount = particles.length;
if (targetCount <= lastSpawnedCount) return;
var normFactor = 1 / 32767;
var scalePosOwner = owner.data.scalePos;
var scalePosParticle = object.data.scalePos;
var particleSize = r.particle_size;
var base = 1.0 / (particleSize * scalePosParticle);
switch (r.emit_from) {
case 0: // Vert
var pa = owner.data.geom.positions;
var osx = owner.transform.scale.x;
var osy = owner.transform.scale.y;
var osz = owner.transform.scale.z;
var pCount = Std.int(pa.values.length / pa.size);
for (idx in lastSpawnedCount...targetCount) {
var j = Std.int(fhash(idx) * pCount);
var lx = pa.values[j * pa.size ] * normFactor * scalePosOwner * osx;
var ly = pa.values[j * pa.size + 1] * normFactor * scalePosOwner * osy;
var lz = pa.values[j * pa.size + 2] * normFactor * scalePosOwner * osz;
tmpV4.x = lx; tmpV4.y = ly; tmpV4.z = lz; tmpV4.w = 1;
tmpV4.applyQuat(ownerRot);
var o = idx * 3;
instancedData.set(o , (tmpV4.x + ownerLoc.x) * base);
instancedData.set(o + 1, (tmpV4.y + ownerLoc.y) * base);
instancedData.set(o + 2, (tmpV4.z + ownerLoc.z) * base);
}
case 1: // Face
var positions = owner.data.geom.positions.values;
var osx1 = owner.transform.scale.x;
var osy1 = owner.transform.scale.y;
var osz1 = owner.transform.scale.z;
for (idx in lastSpawnedCount...targetCount) {
var ia = owner.data.geom.indices[Std.random(owner.data.geom.indices.length)];
var faceIndex = Std.random(Std.int(ia.length / 3));
var i0 = ia[faceIndex * 3 + 0];
var i1 = ia[faceIndex * 3 + 1];
var i2 = ia[faceIndex * 3 + 2];
var v0x = positions[i0 * 4 ], v0y = positions[i0 * 4 + 1], v0z = positions[i0 * 4 + 2];
var v1x = positions[i1 * 4 ], v1y = positions[i1 * 4 + 1], v1z = positions[i1 * 4 + 2];
var v2x = positions[i2 * 4 ], v2y = positions[i2 * 4 + 1], v2z = positions[i2 * 4 + 2];
var rx = Math.random(); var ry = Math.random(); if (rx + ry > 1) { rx = 1 - rx; ry = 1 - ry; }
var pxs = v0x + rx * (v1x - v0x) + ry * (v2x - v0x);
var pys = v0y + rx * (v1y - v0y) + ry * (v2y - v0y);
var pzs = v0z + rx * (v1z - v0z) + ry * (v2z - v0z);
var px = pxs * normFactor * scalePosOwner * osx1;
var py = pys * normFactor * scalePosOwner * osy1;
var pz = pzs * normFactor * scalePosOwner * osz1;
tmpV4.x = px; tmpV4.y = py; tmpV4.z = pz; tmpV4.w = 1;
tmpV4.applyQuat(ownerRot);
var o1 = idx * 3;
instancedData.set(o1 , (tmpV4.x + ownerLoc.x) * base);
instancedData.set(o1 + 1, (tmpV4.y + ownerLoc.y) * base);
instancedData.set(o1 + 2, (tmpV4.z + ownerLoc.z) * base);
}
case 2: // Volume
var dim = object.transform.dim;
for (idx in lastSpawnedCount...targetCount) {
tmpV4.x = (Math.random() * 2.0 - 1.0) * (dim.x * 0.5);
tmpV4.y = (Math.random() * 2.0 - 1.0) * (dim.y * 0.5);
tmpV4.z = (Math.random() * 2.0 - 1.0) * (dim.z * 0.5);
tmpV4.w = 1;
tmpV4.applyQuat(ownerRot);
var o2 = idx * 3;
instancedData.set(o2 , (tmpV4.x + ownerLoc.x) * base);
instancedData.set(o2 + 1, (tmpV4.y + ownerLoc.y) * base);
instancedData.set(o2 + 2, (tmpV4.z + ownerLoc.z) * base);
}
}
// Upload full active range [0..targetCount) to this object's instanced VB
var geom = object.data.geom;
if (geom.instancedVB == null) {
geom.setupInstanced(instancedData, 1, Usage.DynamicUsage);
}
var vb = geom.instancedVB.lock();
var totalFloats = targetCount * 3; // xyz per instance
var i = 0;
while (i < totalFloats) {
vb.setFloat32(i * 4, instancedData[i]);
i++;
}
geom.instancedVB.unlock();
geom.instanceCount = targetCount;
lastSpawnedCount = targetCount;
}
inline function fhash(n: Int): Float {
var s = n + 1.0;
s *= 9301.0 % s;
s = (s * 9301.0 + 49297.0) % 233280.0;
return s / 233280.0;
}
public function remove() {}
/**
Generates a random point in the triangle with vertex positions abc.
Please note that the given position vectors are changed in-place by this
function and can be considered garbage afterwards, so make sure to clone
them first if needed.

View File

@ -7,16 +7,20 @@ import kha.graphics4.TextureFilter;
import kha.graphics4.MipMapFilter;
import kha.arrays.Float32Array;
import iron.math.Vec4;
import iron.math.Mat4;
import iron.math.Quat;
import iron.math.Mat3;
import iron.math.Mat4;
import iron.data.WorldData;
import iron.data.MaterialData;
import iron.data.ShaderData;
import iron.data.SceneFormat;
import iron.data.WorldData;
import iron.data.SceneFormat.TShaderConstant;
import iron.data.SceneFormat.TBindConstant;
import iron.object.Transform;
import iron.object.LightObject;
import iron.Scene;
import iron.RenderPath;
import iron.system.Input;
import iron.system.Time;
import iron.RenderPath;
using StringTools;
// Structure for setting shader uniforms
@ -38,6 +42,7 @@ class Uniforms {
public static var helpMat = Mat4.identity();
public static var helpMat2 = Mat4.identity();
public static var helpMat3 = Mat3.identity();
public static var helpMat4 = Mat4.identity();
public static var helpVec = new Vec4();
public static var helpVec2 = new Vec4();
public static var helpQuat = new Quat(); // Keep at identity
@ -47,6 +52,10 @@ class Uniforms {
public static var externalVec4Links: Array<Object->MaterialData->String->Vec4> = null;
public static var externalVec3Links: Array<Object->MaterialData->String->Vec4> = null;
public static var externalVec2Links: Array<Object->MaterialData->String->Vec4> = null;
public static var eyeLeftCallCount = 0;
public static var lastFrameChecked = -1;
public static var externalFloatLinks: Array<Object->MaterialData->String->Null<kha.FastFloat>> = null;
public static var externalFloatsLinks: Array<Object->MaterialData->String->Float32Array> = null;
public static var externalIntLinks: Array<Object->MaterialData->String->Null<Int>> = null;
@ -59,6 +68,10 @@ class Uniforms {
public static var defaultFilter = TextureFilter.LinearFilter;
#end
#if lnx_morph_target
public static var forceUploadMorphWeights: Bool = false;
#end
public static function setContextConstants(g: Graphics, context: ShaderContext, bindParams: Array<String>) {
if (context.raw.constants != null) {
for (i in 0...context.raw.constants.length) {
@ -290,6 +303,89 @@ class Uniforms {
helpMat.getInverse(helpMat);
m = helpMat;
}
#if lnx_vr
case "_inverseViewProjectionMatrixLeft": {
var vr = kha.vr.VrInterface.instance;
if (vr != null && vr.IsPresenting()) {
var leftView = vr.GetViewMatrix(0);
var leftProj = vr.GetProjectionMatrix(0);
helpMat._00 = leftView._00; helpMat._01 = leftView._01; helpMat._02 = leftView._02; helpMat._03 = leftView._03;
helpMat._10 = leftView._10; helpMat._11 = leftView._11; helpMat._12 = leftView._12; helpMat._13 = leftView._13;
helpMat._20 = leftView._20; helpMat._21 = leftView._21; helpMat._22 = leftView._22; helpMat._23 = leftView._23;
helpMat._30 = leftView._30; helpMat._31 = leftView._31; helpMat._32 = leftView._32; helpMat._33 = leftView._33;
helpMat2._00 = leftProj._00; helpMat2._01 = leftProj._01; helpMat2._02 = leftProj._02; helpMat2._03 = leftProj._03;
helpMat2._10 = leftProj._10; helpMat2._11 = leftProj._11; helpMat2._12 = leftProj._12; helpMat2._13 = leftProj._13;
helpMat2._20 = leftProj._20; helpMat2._21 = leftProj._21; helpMat2._22 = leftProj._22; helpMat2._23 = leftProj._23;
helpMat2._30 = leftProj._30; helpMat2._31 = leftProj._31; helpMat2._32 = leftProj._32; helpMat2._33 = leftProj._33;
helpMat.multmat(helpMat2);
helpMat.getInverse(helpMat);
} else if (iron.RenderPath.isVRSimulateMode()) {
var ipd_offset = 0.032 * 35.0; // Match eye offset
var rightVec = camera.rightWorld();
var eyeLeftX = camera.transform.worldx() - rightVec.x * ipd_offset;
var eyeLeftY = camera.transform.worldy() - rightVec.y * ipd_offset;
var eyeLeftZ = camera.transform.worldz() - rightVec.z * ipd_offset;
helpMat.setFrom(camera.transform.world);
helpMat._30 = eyeLeftX;
helpMat._31 = eyeLeftY;
helpMat._32 = eyeLeftZ;
helpMat.getInverse(helpMat); // Now it's a view matrix
helpMat.multmat(camera.P);
helpMat.getInverse(helpMat);
} else {
helpMat.setFrom(camera.V);
helpMat.multmat(camera.P);
helpMat.getInverse(helpMat);
}
m = helpMat;
}
case "_inverseViewProjectionMatrixRight": {
var vr = kha.vr.VrInterface.instance;
if (vr != null && vr.IsPresenting()) {
var rightView = vr.GetViewMatrix(1);
var rightProj = vr.GetProjectionMatrix(1);
// kha.math.FastMatrix4 to iron.math.Mat4
helpMat2._00 = rightView._00; helpMat2._01 = rightView._01; helpMat2._02 = rightView._02; helpMat2._03 = rightView._03;
helpMat2._10 = rightView._10; helpMat2._11 = rightView._11; helpMat2._12 = rightView._12; helpMat2._13 = rightView._13;
helpMat2._20 = rightView._20; helpMat2._21 = rightView._21; helpMat2._22 = rightView._22; helpMat2._23 = rightView._23;
helpMat2._30 = rightView._30; helpMat2._31 = rightView._31; helpMat2._32 = rightView._32; helpMat2._33 = rightView._33;
helpMat4._00 = rightProj._00; helpMat4._01 = rightProj._01; helpMat4._02 = rightProj._02; helpMat4._03 = rightProj._03;
helpMat4._10 = rightProj._10; helpMat4._11 = rightProj._11; helpMat4._12 = rightProj._12; helpMat4._13 = rightProj._13;
helpMat4._20 = rightProj._20; helpMat4._21 = rightProj._21; helpMat4._22 = rightProj._22; helpMat4._23 = rightProj._23;
helpMat4._30 = rightProj._30; helpMat4._31 = rightProj._31; helpMat4._32 = rightProj._32; helpMat4._33 = rightProj._33;
helpMat2.multmat(helpMat4);
helpMat2.getInverse(helpMat2);
m = helpMat2;
} else if (iron.RenderPath.isVRSimulateMode()) {
var ipd_offset = 0.032 * 35.0;
var rightVec = camera.rightWorld();
// calculate right eye position in world space
var eyeRightX = camera.transform.worldx() + rightVec.x * ipd_offset;
var eyeRightY = camera.transform.worldy() + rightVec.y * ipd_offset;
var eyeRightZ = camera.transform.worldz() + rightVec.z * ipd_offset;
helpMat2.setFrom(camera.transform.world);
helpMat2._30 = eyeRightX;
helpMat2._31 = eyeRightY;
helpMat2._32 = eyeRightZ;
helpMat2.getInverse(helpMat2);
helpMat2.multmat(camera.P);
helpMat2.getInverse(helpMat2);
m = helpMat2;
} else {
// fallback to center camera
helpMat2.setFrom(camera.V);
helpMat2.multmat(camera.P);
helpMat2.getInverse(helpMat2);
m = helpMat2;
}
}
#end
case "_viewProjectionMatrix": {
#if lnx_centerworld
m = vmat(camera.V);
@ -402,6 +498,28 @@ class Uniforms {
v = helpVec;
}
}
#if lnx_vr
case "_pointPositionLeft": {
var point = RenderPath.active.point;
if (point != null) {
var lightWorldX = point.transform.worldx();
var lightWorldY = point.transform.worldy();
var lightWorldZ = point.transform.worldz();
helpVec.set(lightWorldX, lightWorldY, lightWorldZ);
v = helpVec;
}
}
case "_pointPositionRight": {
var point = RenderPath.active.point;
if (point != null) {
var lightWorldX = point.transform.worldx();
var lightWorldY = point.transform.worldy();
var lightWorldZ = point.transform.worldz();
helpVec.set(lightWorldX, lightWorldY, lightWorldZ);
v = helpVec;
}
}
#end
#if lnx_spot
case "_spotDirection": {
var point = RenderPath.active.point;
@ -488,6 +606,84 @@ class Uniforms {
helpVec = camera.rightWorld().normalize();
v = helpVec;
}
#if lnx_vr
case "_eyeLeft": {
var currentFrame = iron.RenderPath.active.frame;
if (currentFrame != lastFrameChecked) {
eyeLeftCallCount = 0;
lastFrameChecked = currentFrame;
}
eyeLeftCallCount++;
var vr = kha.vr.VrInterface.instance;
if (vr != null && vr.IsPresenting()) {
var leftViewMatrix = vr.GetViewMatrix(0);
var invLeft = leftViewMatrix.inverse();
helpVec.set(invLeft._30, invLeft._31, invLeft._32);
// trace("eyeLeft: " + helpVec.x + ", " + helpVec.y + ", " + helpVec.z);
} else if (iron.RenderPath.isVRSimulateMode()) {
var ipd_offset = 0.032 * 35.0;
var rightVec = camera.rightWorld();
var centerX = camera.transform.worldx();
var centerY = camera.transform.worldy();
var centerZ = camera.transform.worldz();
helpVec.set(
centerX - rightVec.x * ipd_offset,
centerY - rightVec.y * ipd_offset,
centerZ - rightVec.z * ipd_offset
);
} else {
helpVec.set(camera.transform.worldx(), camera.transform.worldy(), camera.transform.worldz());
}
v = helpVec;
}
case "_eyeRight": {
var vr = kha.vr.VrInterface.instance;
if (vr != null && vr.IsPresenting()) {
var rightViewMatrix = vr.GetViewMatrix(1);
var invRight = rightViewMatrix.inverse();
helpVec.set(invRight._30, invRight._31, invRight._32);
} else if (iron.RenderPath.isVRSimulateMode()) {
var ipd_offset = 0.032 * 35.0;
var rightVec = camera.rightWorld();
var centerX = camera.transform.worldx();
var centerY = camera.transform.worldy();
var centerZ = camera.transform.worldz();
helpVec.set(
centerX + rightVec.x * ipd_offset,
centerY + rightVec.y * ipd_offset,
centerZ + rightVec.z * ipd_offset
);
} else {
helpVec.set(camera.transform.worldx(), camera.transform.worldy(), camera.transform.worldz());
}
v = helpVec;
}
case "_eyeLookLeft": {
var vr = kha.vr.VrInterface.instance;
if (vr != null && vr.IsPresenting()) {
var leftViewMatrix = vr.GetViewMatrix(0);
var invLeft = leftViewMatrix.inverse();
helpVec.set(-invLeft._20, -invLeft._21, -invLeft._22);
helpVec.normalize();
} else {
helpVec = camera.lookWorld().normalize();
}
v = helpVec;
}
case "_eyeLookRight": {
var vr = kha.vr.VrInterface.instance;
if (vr != null && vr.IsPresenting()) {
var rightViewMatrix = vr.GetViewMatrix(1);
var invRight = rightViewMatrix.inverse();
helpVec.set(-invRight._20, -invRight._21, -invRight._22);
helpVec.normalize();
} else {
helpVec = camera.lookWorld().normalize();
}
v = helpVec;
}
#end
case "_backgroundCol": {
if (camera.data.raw.clear_color != null) helpVec.set(camera.data.raw.clear_color[0], camera.data.raw.clear_color[1], camera.data.raw.clear_color[2]);
v = helpVec;
@ -1165,7 +1361,19 @@ class Uniforms {
#end // lnx_clusters
#if lnx_morph_target
case "_morphWeights": {
fa = cast(object, MeshObject).morphTarget.morphWeights;
var morphTarget = cast(object, MeshObject).morphTarget;
morphTarget.flushBatchedUpdates();
if (forceUploadMorphWeights) {
fa = morphTarget.morphWeights;
}
else {
if (morphTarget.isDirty) {
fa = morphTarget.morphWeights;
}
else {
return;
}
}
}
#end
}
@ -1179,6 +1387,12 @@ class Uniforms {
if (fa == null) return;
g.setFloats(location, fa);
#if lnx_morph_target
if (c.link == "_morphWeights") {
cast(object, MeshObject).morphTarget.markClean();
}
#end
}
else if (c.type == "int") {
var i: Null<Int> = null;
@ -1207,6 +1421,7 @@ class Uniforms {
if (materialContext.raw.bind_constants != null) {
for (i in 0...materialContext.raw.bind_constants.length) {
var matc = materialContext.raw.bind_constants[i];
if (matc == null) continue;
var pos = -1;
for (i in 0...context.raw.constants.length) {
if (context.raw.constants[i].name == matc.name) {

View File

@ -3,6 +3,14 @@ package iron.system;
class Time {
public static var scale = 1.0;
// TODO: VR Frame Time Override - used to sync physics with VR headset refresh rate
#if lnx_vr
public static var vrFrameTime: Float = -1.0; // VR frame time in seconds (-1 = not in VR)
static var lastVRFrameTime: Float = 0.0;
static var vrFrameCount: Int = 0;
static var normalModeLogged: Bool = false;
#end
static var frequency: Null<Int> = null;
static function initFrequency() {
frequency = kha.Display.primary != null ? kha.Display.primary.frequency : 60;
@ -14,7 +22,7 @@ class Time {
return 1 / frequency;
}
static var _fixedStep: Null<Float>;
static var _fixedStep: Null<Float> = 1/60;
public static var fixedStep(get, never): Float;
static function get_fixedStep(): Float {
return _fixedStep;
@ -39,14 +47,32 @@ class Time {
}
public static inline function time(): Float {
return kha.Scheduler.time();
return kha.Scheduler.time() * scale;
}
public static inline function realTime(): Float {
return kha.Scheduler.realTime();
return kha.Scheduler.realTime() * scale;
}
public static function update() {
#if lnx_vr
// TODO: use VR frame time when in VR present mode to sync physics with headset refresh
if (vrFrameTime >= 0.0) {
if (lastVRFrameTime > 0.0) {
_delta = vrFrameTime - lastVRFrameTime;
} else {
_delta = 1.0 / 90.0; // Default to 90Hz for first VR frame
}
lastVRFrameTime = vrFrameTime;
return;
} else {
if (!normalModeLogged) {
normalModeLogged = true;
}
}
#end
_delta = realTime() - lastTime;
lastTime = realTime();
}

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@ -94,34 +94,34 @@ class Tween {
// Way too much Reflect trickery..
var ps = Reflect.fields(a.props);
for (i in 0...ps.length) {
var p = ps[i];
for (j in 0...ps.length) {
var p = ps[j];
var k = a._time / a.duration;
if (k > 1) k = 1;
if (a._comps[i] == 1) {
var fromVal: Float = a._x[i];
if (a._comps[j] == 1) {
var fromVal: Float = a._x[j];
var toVal: Float = Reflect.getProperty(a.props, p);
var val: Float = fromVal + (toVal - fromVal) * eases[a.ease](k);
Reflect.setProperty(a.target, p, val);
}
else { // _comps[i] == 4
else { // _comps[j] == 4
var obj = Reflect.getProperty(a.props, p);
var toX: Float = Reflect.getProperty(obj, "x");
var toY: Float = Reflect.getProperty(obj, "y");
var toZ: Float = Reflect.getProperty(obj, "z");
var toW: Float = Reflect.getProperty(obj, "w");
if (a._normalize[i]) {
var qdot = (a._x[i] * toX) + (a._y[i] * toY) + (a._z[i] * toZ) + (a._w[i] * toW);
if (a._normalize[j]) {
var qdot = (a._x[j] * toX) + (a._y[j] * toY) + (a._z[j] * toZ) + (a._w[j] * toW);
if (qdot < 0.0) {
toX = -toX; toY = -toY; toZ = -toZ; toW = -toW;
}
}
var x: Float = a._x[i] + (toX - a._x[i]) * eases[a.ease](k);
var y: Float = a._y[i] + (toY - a._y[i]) * eases[a.ease](k);
var z: Float = a._z[i] + (toZ - a._z[i]) * eases[a.ease](k);
var w: Float = a._w[i] + (toW - a._w[i]) * eases[a.ease](k);
if (a._normalize[i]) {
var x: Float = a._x[j] + (toX - a._x[j]) * eases[a.ease](k);
var y: Float = a._y[j] + (toY - a._y[j]) * eases[a.ease](k);
var z: Float = a._z[j] + (toZ - a._z[j]) * eases[a.ease](k);
var w: Float = a._w[j] + (toW - a._w[j]) * eases[a.ease](k);
if (a._normalize[j]) {
var l = Math.sqrt(x * x + y * y + z * z + w * w);
if (l > 0.0) {
l = 1.0 / l;

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@ -0,0 +1,52 @@
package iron.system;
import iron.math.Mat4;
#if lnx_vr
class VR {
static var undistortionMatrix: Mat4 = null;
public function new() {}
public static function getUndistortionMatrix(): Mat4 {
if (undistortionMatrix == null) {
undistortionMatrix = Mat4.identity();
}
return undistortionMatrix;
}
public static function getMaxRadiusSq(): Float {
return 0.0;
}
public static function initButton() {
function vrDownListener(index: Int, x: Float, y: Float) {
var vr = kha.vr.VrInterface.instance;
if (vr == null || !vr.IsVrEnabled() || vr.IsPresenting()) return;
var w: Float = iron.App.w();
var h: Float = iron.App.h();
if (x < w - 150 || y < h - 150) return;
vr.onVRRequestPresent();
}
function vrRender2D(g: kha.graphics2.Graphics) {
var vr = kha.vr.VrInterface.instance;
if (vr == null || !vr.IsVrEnabled() || vr.IsPresenting()) return;
var w: Float = iron.App.w();
var h: Float = iron.App.h();
g.color = 0xffff0000;
g.fillRect(w - 150, h - 150, 140, 140);
}
kha.input.Mouse.get().notify(vrDownListener, null, null, null);
iron.App.notifyOnRender2D(vrRender2D);
var vr = kha.vr.VrInterface.instance; // Straight to VR (Oculus Carmel)
if (vr != null && vr.IsVrEnabled()) {
vr.onVRRequestPresent();
}
}
}
#end

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@ -0,0 +1,138 @@
package iron.system;
#if lnx_vr
import iron.math.Vec4;
import iron.math.Quat;
class VRController {
public static var leftHandPosition: Vec4 = new Vec4();
public static var leftHandRotation: Quat = new Quat();
public static var rightHandPosition: Vec4 = new Vec4();
public static var rightHandRotation: Quat = new Quat();
public static var leftHandActive: Bool = false;
public static var rightHandActive: Bool = false;
public static var leftThumbstickX: Float = 0.0;
public static var leftThumbstickY: Float = 0.0;
public static var rightThumbstickX: Float = 0.0;
public static var rightThumbstickY: Float = 0.0;
public static var leftTrigger: Float = 0.0;
public static var rightTrigger: Float = 0.0;
public static var leftGrip: Float = 0.0;
public static var rightGrip: Float = 0.0;
public static var leftButtonX: Bool = false;
public static var leftButtonY: Bool = false;
public static var rightButtonA: Bool = false;
public static var rightButtonB: Bool = false;
public static var debugLog:Bool = false;
public static function enableDebug() {
debugLog = true;
}
public static function disableDebug() {
debugLog = false;
}
public static function updatePoses() {
var vr: kha.js.vr.VrInterface = cast kha.vr.VrInterface.instance;
if (vr == null || !vr.IsPresenting()) {
if (debugLog) trace("[VRController] Not presenting or VR null");
leftHandActive = false;
rightHandActive = false;
return;
}
untyped window._vrControllerFrame = (untyped window._vrControllerFrame || 0) + 1;
leftHandActive = false;
rightHandActive = false;
leftButtonX = false;
leftButtonY = false;
rightButtonA = false;
rightButtonB = false;
var refSpace = untyped vr.xrRefSpace;
if (vr.currentInputSources == null || vr.currentFrame == null || refSpace == null) {
return;
}
var inputSources = vr.currentInputSources;
var frame = vr.currentFrame;
var sourceCount:Int = untyped inputSources.length;
for (i in 0...sourceCount) {
var inputSource = untyped inputSources[i];
if (inputSource == null) continue;
var handedness = untyped inputSource.handedness; // "left", "right", or "none"
var gripSpace = untyped inputSource.gripSpace;
var targetRaySpace = untyped inputSource.targetRaySpace;
// use targetRaySpace first laser/pointer and fall back to gripSpace
var space = (targetRaySpace != null) ? targetRaySpace : gripSpace;
if (space == null) {
continue;
}
var pose = untyped frame.getPose(space, refSpace);
if (pose == null || pose.transform == null) {
continue;
}
var transform = pose.transform;
var pos = transform.position;
var orient = transform.orientation;
if (handedness == "left") {
leftHandPosition.set(pos.x, pos.y, pos.z);
leftHandRotation.set(orient.x, orient.y, orient.z, orient.w);
leftHandActive = true;
var gamepad = untyped inputSource.gamepad;
if (gamepad != null) {
// [0]=thumbstickX [1]=thumbstickY [2]=touchpadX [3]=touchpadY
if (gamepad.axes != null && gamepad.axes.length >= 2) {
leftThumbstickX = gamepad.axes[0];
leftThumbstickY = gamepad.axes[1];
}
// [0]=trigger [1]=grip [4]=X [5]=Y
if (gamepad.buttons != null) {
if (gamepad.buttons.length > 0) leftTrigger = gamepad.buttons[0].value;
if (gamepad.buttons.length > 1) leftGrip = gamepad.buttons[1].value;
if (gamepad.buttons.length > 4) leftButtonX = gamepad.buttons[4].pressed;
if (gamepad.buttons.length > 5) leftButtonY = gamepad.buttons[5].pressed;
}
}
}
else if (handedness == "right") {
rightHandPosition.set(pos.x, pos.y, pos.z);
rightHandRotation.set(orient.x, orient.y, orient.z, orient.w);
rightHandActive = true;
var gamepad = untyped inputSource.gamepad;
if (gamepad != null) {
if (gamepad.axes != null && gamepad.axes.length >= 2) {
rightThumbstickX = gamepad.axes[0];
rightThumbstickY = gamepad.axes[1];
}
if (gamepad.buttons != null) {
if (gamepad.buttons.length > 0) rightTrigger = gamepad.buttons[0].value;
if (gamepad.buttons.length > 1) rightGrip = gamepad.buttons[1].value;
if (gamepad.buttons.length > 4) rightButtonA = gamepad.buttons[4].pressed;
if (gamepad.buttons.length > 5) rightButtonB = gamepad.buttons[5].pressed;
}
}
}
}
}
}
#end

View File

@ -44,6 +44,7 @@ typedef TConfig = {
@:optional var rp_supersample: Null<Float>;
@:optional var rp_shadowmap_cube: Null<Int>; // size
@:optional var rp_shadowmap_cascade: Null<Int>; // size for single cascade
@:optional var rp_ssao: Null<Bool>;
@:optional var rp_ssgi: Null<Bool>;
@:optional var rp_ssr: Null<Bool>;
@:optional var rp_ssrefr: Null<Bool>;

View File

@ -2,13 +2,16 @@ package leenkx.logicnode;
import iron.object.Object;
#if lnx_bullet
import leenkx.trait.physics.PhysicsConstraint;
import leenkx.trait.physics.bullet.PhysicsConstraint.ConstraintType;
#elseif lnx_oimo
// TODO
#if lnx_physics
import leenkx.trait.physics.PhysicsConstraint;
#if lnx_bullet
import leenkx.trait.physics.bullet.PhysicsConstraint.ConstraintType;
#elseif lnx_jolt
import leenkx.trait.physics.jolt.PhysicsConstraint.ConstraintType;
#else
import leenkx.trait.physics.oimo.PhysicsConstraint.ConstraintType;
#end
#end
class AddPhysicsConstraintNode extends LogicNode {
public var property0: String;//Type
@ -27,7 +30,7 @@ class AddPhysicsConstraintNode extends LogicNode {
if (pivotObject == null || rb1 == null || rb2 == null) return;
#if lnx_bullet
#if lnx_physics
var disableCollisions: Bool = inputs[4].get();
var breakable: Bool = inputs[5].get();
@ -110,8 +113,6 @@ class AddPhysicsConstraintNode extends LogicNode {
}
pivotObject.addTrait(con);
}
#elseif lnx_oimo
// TODO
#end
runOutput(0);
}

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@ -0,0 +1,48 @@
package leenkx.logicnode;
import iron.object.Object;
#if lnx_physics
import leenkx.trait.physics.PhysicsCache;
import leenkx.trait.physics.RigidBody;
#end
class AnyContactNode extends LogicNode {
public var property0: String;
var lastContact = false;
public function new(tree: LogicTree) {
super(tree);
tree.notifyOnUpdate(update);
}
function update() {
var object1: Object = inputs[0].get();
if (object1 == null) object1 = tree.object;
if (object1 == null) return;
var contact = false;
#if lnx_physics
var rb1 = PhysicsCache.getCachedRigidBody(object1);
if (rb1 != null) {
var rbs = PhysicsCache.getCachedContacts(rb1);
contact = (rbs != null && rbs.length > 0);
}
#end
var shouldTrigger = false;
switch (property0) {
case "begin":
shouldTrigger = contact && !lastContact;
case "overlap":
shouldTrigger = contact;
case "end":
shouldTrigger = !contact && lastContact;
}
lastContact = contact;
if (shouldTrigger) runOutput(0);
}
}

View File

@ -37,86 +37,90 @@ class CreateLeenkxNode extends LogicNode {
function onEvent() {
#if js
var window:haxe.DynamicAccess<Dynamic> = untyped js.Browser.window;
var lxCxNew = window.get('lxNew');
var lnxjs:Dynamic = js.Lib.global;
var lnxCxNew = lnxjs.lnxNew;
if (lnxCxNew == null) {
trace("ERROR: lnxNew not available");
return;
}
var lxCn:Dynamic = lxCxNew(net_Url);
lxCn.on("connections", function(c) {
leenkx.network.Leenkx.data.set(net_Url, c + 1);
leenkx.network.Leenkx.connections[net_Url].onconnections();
});
lxCn.on("message", function(address,message) {
leenkx.network.Leenkx.data.set(net_Url, message);
leenkx.network.Leenkx.id.set(net_Url, address);
leenkx.network.Leenkx.connections[net_Url].onmessage();
});
lxCn.on("seen", function(address) {
leenkx.network.Leenkx.id.set(net_Url, address);
leenkx.network.Leenkx.connections[net_Url].onseen();
});
lxCn.on("left", function(address) {
leenkx.network.Leenkx.id.set(net_Url, address);
leenkx.network.Leenkx.connections[net_Url].onleft();
});
lxCn.on("server", function(address) {
leenkx.network.Leenkx.id.set(net_Url, address);
leenkx.network.Leenkx.connections[net_Url].onserver();
});
lxCn.on("ping", function(address) {
leenkx.network.Leenkx.id.set(net_Url, address);
leenkx.network.Leenkx.connections[net_Url].onping();
});
lxCn.on("timeout", function(address) {
leenkx.network.Leenkx.id.set(net_Url, address);
leenkx.network.Leenkx.connections[net_Url].ontimeout();
});
lxCn.on("rpc", function(address, call, args, nonce) {
leenkx.network.Leenkx.data.set(net_Url, call);
leenkx.network.Leenkx.id.set(net_Url, address);
call(args);
leenkx.network.Leenkx.connections[net_Url].onrpc();
});
lxCn.on("rpc-response", function(address, nonce, response) {
leenkx.network.Leenkx.id.set(net_Url, address);
leenkx.network.Leenkx.connections[net_Url].onrpcresponse();
});
lxCn.on("wireleft", function(wirecount, wire) {
leenkx.network.Leenkx.data.set(net_Url, wirecount);
leenkx.network.Leenkx.id.set(net_Url, wire.peerId);
leenkx.network.Leenkx.connections[net_Url].onwireleft();
});
lxCn.on("wireseen", function(wirecount, wire) {
leenkx.network.Leenkx.data.set(net_Url, wirecount);
leenkx.network.Leenkx.id.set(net_Url, wire.peerId);
leenkx.network.Leenkx.connections[net_Url].onwireseen();
});
lxCn.on("torrent", function(identifier, torrent) {
leenkx.network.Leenkx.data.set(net_Url, torrent);
leenkx.network.Leenkx.id.set(net_Url, identifier);
leenkx.network.Leenkx.connections[net_Url].ontorrent();
});
lxCn.on("tracker", function(identifier) {
leenkx.network.Leenkx.id.set(net_Url, identifier);
leenkx.network.Leenkx.connections[net_Url].ontracker();
});
lxCn.on("announce", function(identifier) {
leenkx.network.Leenkx.id.set(net_Url, identifier);
leenkx.network.Leenkx.connections[net_Url].onannounce();
});
window.set("lx_" + net_Url, lxCn);
Leenkx.connections[net_Url].client = lxCn;
var script = '
window.addEventListener("beforeunload", function (e) {
leenkx.network.Leenkx.connections.h["' + net_Url + '"].client.destroy();
delete e["returnValue"];
});
';
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
#end
var lnxCn:Dynamic = lnxCxNew(net_Url);
lnxCn.on("connections", function(c) {
leenkx.network.Leenkx.data.set(net_Url, c + 1);
leenkx.network.Leenkx.connections[net_Url].onconnections();
});
lnxCn.on("message", function(address, message) {
leenkx.network.Leenkx.data.set(net_Url, message);
leenkx.network.Leenkx.id.set(net_Url, address);
leenkx.network.Leenkx.connections[net_Url].onmessage();
});
lnxCn.on("seen", function(address) {
leenkx.network.Leenkx.id.set(net_Url, address);
leenkx.network.Leenkx.connections[net_Url].onseen();
});
lnxCn.on("left", function(address) {
leenkx.network.Leenkx.id.set(net_Url, address);
leenkx.network.Leenkx.connections[net_Url].onleft();
});
lnxCn.on("server", function(address) {
leenkx.network.Leenkx.id.set(net_Url, address);
leenkx.network.Leenkx.connections[net_Url].onserver();
});
lnxCn.on("ping", function(address) {
leenkx.network.Leenkx.id.set(net_Url, address);
leenkx.network.Leenkx.connections[net_Url].onping();
});
lnxCn.on("timeout", function(address) {
leenkx.network.Leenkx.id.set(net_Url, address);
leenkx.network.Leenkx.connections[net_Url].ontimeout();
});
lnxCn.on("rpc", function(address, call, args, nonce) {
leenkx.network.Leenkx.data.set(net_Url, call);
leenkx.network.Leenkx.id.set(net_Url, address);
call(args);
leenkx.network.Leenkx.connections[net_Url].onrpc();
});
lnxCn.on("rpc-response", function(address, nonce, response) {
leenkx.network.Leenkx.id.set(net_Url, address);
leenkx.network.Leenkx.connections[net_Url].onrpcresponse();
});
lnxCn.on("wireleft", function(wirecount, wire) {
leenkx.network.Leenkx.data.set(net_Url, wirecount);
leenkx.network.Leenkx.id.set(net_Url, wire.peerId);
leenkx.network.Leenkx.connections[net_Url].onwireleft();
});
lnxCn.on("wireseen", function(wirecount, wire) {
leenkx.network.Leenkx.data.set(net_Url, wirecount);
leenkx.network.Leenkx.id.set(net_Url, wire.peerId);
leenkx.network.Leenkx.connections[net_Url].onwireseen();
});
lnxCn.on("torrent", function(identifier, torrent) {
leenkx.network.Leenkx.data.set(net_Url, torrent);
leenkx.network.Leenkx.id.set(net_Url, identifier);
leenkx.network.Leenkx.connections[net_Url].ontorrent();
});
lnxCn.on("tracker", function(identifier) {
leenkx.network.Leenkx.id.set(net_Url, identifier);
leenkx.network.Leenkx.connections[net_Url].ontracker();
});
lnxCn.on("announce", function(identifier) {
leenkx.network.Leenkx.id.set(net_Url, identifier);
leenkx.network.Leenkx.connections[net_Url].onannounce();
});
Reflect.setField(lnxjs, "lnx_" + net_Url, lnxCn);
Leenkx.connections[net_Url].client = lnxCn;
var script = 'globalThis.addEventListener("beforeunload", function (e) {
leenkx.network.Leenkx.connections.h["' + net_Url + '"].client.destroy();
delete e["returnValue"];
});';
js.Syntax.code('(1, eval)({0})', script);
runOutput(0);
#end
}

View File

@ -62,7 +62,7 @@ class DrawStringNode extends LogicNode {
override function get(from: Int): Dynamic {
return from == 1 ? RenderToTexture.g.font.height(RenderToTexture.g.fontSize) : RenderToTexture.g.font.width(RenderToTexture.g.fontSize, string);
return from == 1 ? RenderToTexture.g.font.width(RenderToTexture.g.fontSize, string) : RenderToTexture.g.font.height(RenderToTexture.g.fontSize);
}
}

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@ -0,0 +1,17 @@
package leenkx.logicnode;
import aura.Aura;
import aura.Types;
class GetAudioPositionNode extends LogicNode {
public function new(tree: LogicTree) {
super(tree);
}
override function get(from: Int): Dynamic {
var audio = inputs[0].get();
if (audio == null || audio.channel == null) return 0.0;
return audio.channel.floatPosition / audio.channel.sampleRate;
}
}

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@ -0,0 +1,19 @@
package leenkx.logicnode;
import iron.object.MeshObject;
import iron.object.CameraObject;
class GetCameraRenderFilterNode extends LogicNode {
public function new(tree: LogicTree) {
super(tree);
}
override function get(from: Int): Dynamic {
var mo: MeshObject = cast inputs[0].get();
if (mo == null) return null;
return mo.cameraList;
}
}

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@ -0,0 +1,33 @@
package leenkx.logicnode;
#if lnx_audio
import iron.object.SpeakerObject;
import kha.audio1.AudioChannel;
#end
class GetPositionSpeakerNode extends LogicNode {
public function new(tree: LogicTree) {
super(tree);
}
override function get(from: Int): Dynamic {
#if lnx_audio
var object: SpeakerObject = cast(inputs[0].get(), SpeakerObject);
if (object == null || object.sound == null) return 0.0;
if (object.channels.length == 0) return 0.0;
var channel = object.channels[0];
var position = 0.0;
if (channel != null) {
position = @:privateAccess channel.get_position();
}
return position;
#else
return 0.0;
#end
}
}

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@ -1,26 +1,12 @@
package leenkx.logicnode;
import iron.object.Object;
import iron.math.Vec4;
class GetWorldNode extends LogicNode {
public var property0: String;
public function new(tree: LogicTree) {
super(tree);
}
override function get(from: Int): Dynamic {
var object: Object = inputs[0].get();
if (object == null) return null;
return switch (property0) {
case "Right": object.transform.world.right();
case "Look": object.transform.world.look();
case "Up": object.transform.world.up();
default: null;
}
return iron.Scene.active.raw.world_ref;
}
}
}

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@ -0,0 +1,26 @@
package leenkx.logicnode;
import iron.object.Object;
import iron.math.Vec4;
class GetWorldOrientationNode extends LogicNode {
public var property0: String;
public function new(tree: LogicTree) {
super(tree);
}
override function get(from: Int): Dynamic {
var object: Object = inputs[0].get();
if (object == null) return null;
return switch (property0) {
case "Right": object.transform.world.right();
case "Look": object.transform.world.look();
case "Up": object.transform.world.up();
default: null;
}
}
}

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@ -1,7 +1,10 @@
package leenkx.logicnode;
import iron.object.Object;
#if lnx_physics
import leenkx.trait.physics.PhysicsCache;
import leenkx.trait.physics.RigidBody;
#end
class HasContactNode extends LogicNode {
@ -15,12 +18,15 @@ class HasContactNode extends LogicNode {
if (object1 == null || object2 == null) return false;
#if lnx_physics
var physics = leenkx.trait.physics.PhysicsWorld.active;
var rb2 = object2.getTrait(RigidBody);
var rbs = physics.getContacts(object1.getTrait(RigidBody));
if (rbs != null) for (rb in rbs) if (rb == rb2) return true;
#end
#if lnx_physics
var rb1 = PhysicsCache.getCachedRigidBody(object1);
var rb2 = PhysicsCache.getCachedRigidBody(object2);
if (rb1 != null && rb2 != null) {
var rbs = PhysicsCache.getCachedContacts(rb1);
return PhysicsCache.hasContactWith(rbs, rb2);
}
#end
return false;
}
}

View File

@ -32,10 +32,15 @@ class LeenkxCloseConnectionNode extends LogicNode {
} else {
var script = '
try{
leenkx.network.Leenkx.connections.h["1008"].client.torrent._peers[p].conn._pc.close();
leenkx.network.Leenkx.connections.h["1008"].client.torrent._peers[p].conn.destroy();
leenkx.network.Leenkx.id.set("1008",p);
leenkx.network.Leenkx.connections.h["1008"].onclose();
var lnxConn = leenkx.network.Leenkx.connections.h["' + connection._url + '"];
if (lnxConn && lnxConn.client && lnxConn.client.torrent && lnxConn.client.torrent._peers) {
for (var p in lnxConn.client.torrent._peers) {
lnxConn.client.torrent._peers[p].conn._pc.close();
lnxConn.client.torrent._peers[p].conn.destroy();
leenkx.network.Leenkx.id.set("' + connection._url + '", p);
lnxConn.onclose();
}
}
}catch(error){
console.log("Error: " + error);
}

View File

@ -40,7 +40,7 @@ class LeenkxEventNode extends LogicNode {
default: throw "Failed to set client event type.";
}
} else if (property0 == "host") {
#if sys
#if (sys || kha_krom)
var net_Domain = inputs[0].get();
var net_Port = inputs[1].get();
net_Url = "ws://" + net_Domain + ":" + Std.string(net_Port);
@ -53,7 +53,7 @@ class LeenkxEventNode extends LogicNode {
}
#end
} else if (property0 == "securehost"){
#if sys
#if (sys || kha_krom)
var net_Domain = inputs[0].get();
var net_Port = inputs[1].get();
net_Url = "wss://" + net_Domain + ":" + Std.string(net_Port);

View File

@ -27,9 +27,9 @@ class LeenkxSendMessageNode extends LogicNode {
try {
if(inputs[5].get() == true){
var script = 'for (p in lx_' + connection._url +'.torrent._peers){
var script = 'for (p in lnx_' + connection._url +'.torrent._peers){
try{
lx_' + connection._url +'.torrent._peers[p].conn.send(`'+ api + message + '`);
lnx_' + connection._url +'.torrent._peers[p].conn.send(`'+ api + message + '`);
}catch(error){
console.log("Error: " + error);
}
@ -37,7 +37,7 @@ class LeenkxSendMessageNode extends LogicNode {
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
} else {
var script = 'lx_' + connection._url +'.send(`' + inputs[4].get() + '`, `'+ api + message + '` );';
var script = 'lnx_' + connection._url +'.send(`' + inputs[4].get() + '`, `'+ api + message + '` );';
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
}
@ -58,9 +58,9 @@ class LeenkxSendMessageNode extends LogicNode {
try {
connection.buffer = buffer;
if(inputs[5].get() == true){
var script = 'for (p in lx_' + connection._url +'.torrent._peers){
var script = 'for (p in lnx_' + connection._url +'.torrent._peers){
try{
lx_' + connection._url +'.torrent._peers[p].conn.send(leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );
lnx_' + connection._url +'.torrent._peers[p].conn.send(leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );
}catch(error){
console.log("Error: " + error);
}
@ -68,7 +68,7 @@ class LeenkxSendMessageNode extends LogicNode {
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
} else {
var script = 'lx_' + connection._url +'.send("' + inputs[4].get() + '",leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );';
var script = 'lnx_' + connection._url +'.send("' + inputs[4].get() + '",leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );';
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
}
@ -77,15 +77,15 @@ class LeenkxSendMessageNode extends LogicNode {
}
}
} else {
var window:haxe.DynamicAccess<Dynamic> = untyped js.Browser.window;
var lxCn = window.get('lx_' + connection._url);
if(inputs[5].get() == true){
lxCn.send(api+message);
}else{
lxCn.send(inputs[4].get(), api+message);
}
runOutput(0);
return;
if(inputs[5].get() == true){
var script = 'lnx_' + connection._url + '.send(`' + api + message + '`);';
js.Syntax.code('(1, eval)({0})', script);
}else{
var script = 'lnx_' + connection._url + '.send(`' + inputs[4].get() + '`, `' + api + message + '`);';
js.Syntax.code('(1, eval)({0})', script);
}
runOutput(0);
return;
}
case "vector":
if(property0 == "client"){
@ -103,9 +103,9 @@ class LeenkxSendMessageNode extends LogicNode {
try {
connection.buffer = buffer;
if(inputs[5].get() == true){
var script = 'for (p in lx_' + connection._url +'.torrent._peers){
var script = 'for (p in lnx_' + connection._url +'.torrent._peers){
try{
lx_' + connection._url +'.torrent._peers[p].conn.send("' + api + message + '");
lnx_' + connection._url +'.torrent._peers[p].conn.send("' + api + message + '");
}catch(error){
console.log("Error: " + error);
}
@ -113,7 +113,7 @@ class LeenkxSendMessageNode extends LogicNode {
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
} else {
var script = 'lx_' + connection._url +'.send("' + inputs[4].get() + '",leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );';
var script = 'lnx_' + connection._url +'.send("' + inputs[4].get() + '",leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );';
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
}
@ -121,12 +121,12 @@ class LeenkxSendMessageNode extends LogicNode {
trace("Error: " + error);
}
} else {
var window:haxe.DynamicAccess<Dynamic> = untyped js.Browser.window;
var lxCn = window.get('lx_' + connection._url);
if(inputs[5].get() == true){
lxCn.send(api+message);
var script = 'lnx_' + connection._url + '.send(`' + api + message + '`);';
js.Syntax.code('(1, eval)({0})', script);
}else{
lxCn.send(inputs[4].get(), api+message);
var script = 'lnx_' + connection._url + '.send(`' + inputs[4].get() + '`, `' + api + message + '`);';
js.Syntax.code('(1, eval)({0})', script);
}
runOutput(0);
return;
@ -143,9 +143,9 @@ class LeenkxSendMessageNode extends LogicNode {
try {
connection.buffer = buffer;
if(inputs[5].get() == true){
var script = 'for (p in lx_' + connection._url +'.torrent._peers){
var script = 'for (p in lnx_' + connection._url +'.torrent._peers){
try{
lx_' + connection._url +'.torrent._peers[p].conn.send(leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );
lnx_' + connection._url +'.torrent._peers[p].conn.send(leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );
}catch(error){
console.log("Error: " + error);
}
@ -153,7 +153,7 @@ class LeenkxSendMessageNode extends LogicNode {
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
} else {
var script = 'lx_' + connection._url +'.send("' + inputs[4].get() + '",leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );';
var script = 'lnx_' + connection._url +'.send("' + inputs[4].get() + '",leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );';
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
}
@ -161,12 +161,12 @@ class LeenkxSendMessageNode extends LogicNode {
trace("Error: " + error);
}
} else {
var window:haxe.DynamicAccess<Dynamic> = untyped js.Browser.window;
var lxCn = window.get('lx_' + connection._url);
if(inputs[5].get() == true){
lxCn.send(api+message);
var script = 'lnx_' + connection._url + '.send(`' + api + message + '`);';
js.Syntax.code('(1, eval)({0})', script);
}else{
lxCn.send(inputs[4].get(), api+message);
var script = 'lnx_' + connection._url + '.send(`' + inputs[4].get() + '`, `' + api + message + '`);';
js.Syntax.code('(1, eval)({0})', script);
}
runOutput(0);
return;
@ -183,9 +183,9 @@ class LeenkxSendMessageNode extends LogicNode {
try {
connection.buffer = buffer;
if(inputs[5].get() == true){
var script = 'for (p in lx_' + connection._url +'.torrent._peers){
var script = 'for (p in lnx_' + connection._url +'.torrent._peers){
try{
lx_' + connection._url +'.torrent._peers[p].conn.send(leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );
lnx_' + connection._url +'.torrent._peers[p].conn.send(leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );
}catch(error){
console.log("Error: " + error);
}
@ -193,7 +193,7 @@ class LeenkxSendMessageNode extends LogicNode {
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
} else {
var script = 'lx_' + connection._url +'.send("' + inputs[4].get() + '",leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );';
var script = 'lnx_' + connection._url +'.send("' + inputs[4].get() + '",leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );';
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
}
@ -201,12 +201,12 @@ class LeenkxSendMessageNode extends LogicNode {
trace("Error: " + error);
}
} else {
var window:haxe.DynamicAccess<Dynamic> = untyped js.Browser.window;
var lxCn = window.get('lx_' + connection._url);
if(inputs[5].get() == true){
lxCn.send(api+message);
var script = 'lnx_' + connection._url + '.send(`' + api + message + '`);';
js.Syntax.code('(1, eval)({0})', script);
}else{
lxCn.send(inputs[4].get(), api+message);
var script = 'lnx_' + connection._url + '.send(`' + inputs[4].get() + '`, `' + api + message + '`);';
js.Syntax.code('(1, eval)({0})', script);
}
runOutput(0);
return;
@ -225,9 +225,9 @@ class LeenkxSendMessageNode extends LogicNode {
try {
connection.buffer = buffer;
if(inputs[5].get() == true){
var script = 'for (p in lx_' + connection._url +'.torrent._peers){
var script = 'for (p in lnx_' + connection._url +'.torrent._peers){
try{
lx_' + connection._url +'.torrent._peers[p].conn.send(leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );
lnx_' + connection._url +'.torrent._peers[p].conn.send(leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );
}catch(error){
console.log("Error: " + error);
}
@ -235,7 +235,7 @@ class LeenkxSendMessageNode extends LogicNode {
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
} else {
var script = 'lx_' + connection._url +'.send("' + inputs[4].get() + '",leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );';
var script = 'lnx_' + connection._url +'.send("' + inputs[4].get() + '",leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );';
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
}
@ -243,12 +243,12 @@ class LeenkxSendMessageNode extends LogicNode {
trace("Error: " + error);
}
} else {
var window:haxe.DynamicAccess<Dynamic> = untyped js.Browser.window;
var lxCn = window.get('lx_' + connection._url);
if(inputs[5].get() == true){
lxCn.send(api+message);
var script = 'lnx_' + connection._url + '.send(`' + api + message + '`);';
js.Syntax.code('(1, eval)({0})', script);
}else{
lxCn.send(inputs[4].get(), api+message);
var script = 'lnx_' + connection._url + '.send(`' + inputs[4].get() + '`, `' + api + message + '`);';
js.Syntax.code('(1, eval)({0})', script);
}
runOutput(0);
return;
@ -283,10 +283,10 @@ class LeenkxSendMessageNode extends LogicNode {
connection.buffer = buffer;
if(inputs[5].get() == true){
var script = 'for (p in lx_' + connection._url +'.torrent._peers){
var script = 'for (p in lnx_' + connection._url +'.torrent._peers){
try{
//console.log("Mine: " + lx_8001.torrent.discovery.peerId + " || Incomming: " + p);
lx_' + connection._url +'.torrent._peers[p].conn.send(leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );
lnx_' + connection._url +'.torrent._peers[p].conn.send(leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );
}catch(error){
console.log("Error: " + error);
}
@ -294,8 +294,8 @@ class LeenkxSendMessageNode extends LogicNode {
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
} else {
//var script = 'lx_' + connection._url +'.send("' + inputs[4].get() + '",leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );';
var script = 'lx_' + connection._url +'.send(leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );';
//var script = 'lnx_' + connection._url +'.send("' + inputs[4].get() + '",leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );';
var script = 'lnx_' + connection._url +'.send(leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );';
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
}
@ -319,9 +319,9 @@ class LeenkxSendMessageNode extends LogicNode {
try {
connection.buffer = buffer;
if(inputs[5].get() == true){
var script = 'for (p in lx_' + connection._url +'.torrent._peers){
var script = 'for (p in lnx_' + connection._url +'.torrent._peers){
try{
lx_' + connection._url +'.torrent._peers[p].conn.send(leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );
lnx_' + connection._url +'.torrent._peers[p].conn.send(leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );
}catch(error){
console.log("Error: " + error);
}
@ -329,7 +329,7 @@ class LeenkxSendMessageNode extends LogicNode {
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
} else {
var script = 'lx_' + connection._url +'.send("' + inputs[4].get() + '",leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );';
var script = 'lnx_' + connection._url +'.send("' + inputs[4].get() + '",leenkx.network.Leenkx.connections.h["'+ connection._url +'"].buffer );';
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
}
@ -337,12 +337,12 @@ class LeenkxSendMessageNode extends LogicNode {
trace("Error: " + error);
}
} else {
var window:haxe.DynamicAccess<Dynamic> = untyped js.Browser.window;
var lxCn = window.get('lx_' + connection._url);
if(inputs[5].get() == true){
lxCn.send(api+message);
var script = 'lnx_' + connection._url + '.send(`' + api + message + '`);';
js.Syntax.code('(1, eval)({0})', script);
}else{
lxCn.send(inputs[4].get(), api+message);
var script = 'lnx_' + connection._url + '.send(`' + inputs[4].get() + '`, `' + api + message + '`);';
js.Syntax.code('(1, eval)({0})', script);
}
runOutput(0);
return;
@ -360,9 +360,9 @@ class LeenkxSendMessageNode extends LogicNode {
try {
if(inputs[5].get() == true){
var script = 'for (p in lx_' + connection._url +'.torrent._peers){
var script = 'for (p in lnx_' + connection._url +'.torrent._peers){
try{
lx_' + connection._url +'.torrent._peers[p].conn.send("' + api + message + '");
lnx_' + connection._url +'.torrent._peers[p].conn.send("' + api + message + '");
}catch(error){
console.log("Error: " + error);
}
@ -370,7 +370,7 @@ class LeenkxSendMessageNode extends LogicNode {
js.Syntax.code('(1, eval)({0})', script.toString());
runOutput(0);
} else {
var script = 'for (p in lx_' + connection._url +'.torrent._peers){
var script = 'for (p in lnx_' + connection._url +'.torrent._peers){
try{
lx_' + connection._url +'.torrent._peers[' + inputs[4].get() + '].conn.send("' + api + message + '");

View File

@ -0,0 +1,233 @@
package leenkx.logicnode;
import iron.math.Vec4;
import iron.system.Input;
import iron.object.Object;
import kha.System;
import kha.FastFloat;
/**
* MouseLookNode - FPS-style mouse look camera controller
*
* This node provides smooth, resolution-independent mouse look functionality for
* first-person perspective controls. It supports separate body and head objects,
* allowing for realistic FPS camera movement where the body rotates horizontally
* and the head/camera rotates vertically.
*
* Key Features:
* - Resolution-adaptive scaling for consistent feel across different screen sizes
* - Configurable axis orientations (X, Y, Z as front)
* - Optional mouse cursor locking and hiding
* - Invertible X/Y axes
* - Rotation capping/limiting for both horizontal and vertical movement
* - Smoothing support for smoother camera movement
* - Physics integration with automatic rigid body synchronization
* - Support for both local and world space head rotation
*/
class MouseLookNode extends LogicNode {
// Configuration properties (set from Blender node interface)
public var property0: String; // Front axis: "X", "Y", or "Z"
public var property1: Bool; // Hide Locked: auto-lock mouse cursor
public var property2: Bool; // Invert X: invert horizontal mouse movement
public var property3: Bool; // Invert Y: invert vertical mouse movement
public var property4: Bool; // Cap Left/Right: limit horizontal rotation
public var property5: Bool; // Cap Up/Down: limit vertical rotation
public var property6: Bool; // Head Local Space: use local space for head rotation
// Smoothing state variables - maintain previous frame values for interpolation
var smoothX: Float = 0.0; // Smoothed horizontal mouse delta
var smoothY: Float = 0.0; // Smoothed vertical mouse delta
// Rotation limits (in radians)
var maxHorizontal: Float = Math.PI; // Maximum horizontal rotation (180 degrees)
var maxVertical: Float = Math.PI / 2; // Maximum vertical rotation (90 degrees)
// Current rotation tracking for capping calculations
var currentHorizontal: Float = 0.0; // Accumulated horizontal rotation
var currentVertical: Float = 0.0; // Accumulated vertical rotation
// Resolution scaling reference - base resolution for consistent sensitivity
var baseResolutionWidth: Float = 1920.0;
// Sensitivity scaling constants
static inline var BASE_SCALE: Float = 1500.0; // Base sensitivity scale factor
static var RADIAN_SCALING_FACTOR: Float = Math.PI * 50.0 / 180.0; // Degrees to radians conversion with sensitivity scaling
public function new(tree: LogicTree) {
super(tree);
}
/**
* Main execution function called every frame when the node is active
*
* Input connections:
* [0] - Action trigger (not used in current implementation)
* [1] - Body Object: the main object that rotates horizontally
* [2] - Head Object: optional object that rotates vertically (typically camera)
* [3] - Sensitivity: mouse sensitivity multiplier
* [4] - Smoothing: movement smoothing factor (0.0 = no smoothing, 0.99 = maximum smoothing)
*/
override function run(from: Int) {
// Get input values from connected nodes
var bodyObject: Object = inputs[1].get();
var headObject: Object = inputs[2].get();
var sensitivity: FastFloat = inputs[3].get();
var smoothing: FastFloat = inputs[4].get();
// Early exit if no body object is provided
if (bodyObject == null) {
runOutput(0);
return;
}
// Get mouse input state
var mouse = Input.getMouse();
// Handle automatic mouse cursor locking for FPS controls
if (property1) {
if (mouse.started() && !mouse.locked) {
mouse.lock(); // Center and hide cursor, enable unlimited movement
}
}
// Only process mouse look when cursor is locked or mouse button is held
// This prevents unwanted camera movement when UI elements are being used
if (!mouse.locked && !mouse.down()) {
runOutput(0);
return;
}
// Get raw mouse movement delta (pixels moved since last frame)
var deltaX: Float = mouse.movementX;
var deltaY: Float = mouse.movementY;
// Apply axis inversion if configured
if (property2) deltaX = -deltaX; // Invert horizontal movement
if (property3) deltaY = -deltaY; // Invert vertical movement
// Calculate resolution-adaptive scaling to maintain consistent sensitivity
// across different screen resolutions. Higher resolutions will have proportionally
// higher scaling to compensate for increased pixel density.
var resolutionMultiplier: Float = System.windowWidth() / baseResolutionWidth;
// Apply movement smoothing if enabled
// This creates a weighted average between current and previous movement values
// to reduce jittery camera movement, especially useful for low framerates
if (smoothing > 0.0) {
var smoothingFactor: Float = Math.min(smoothing, 0.99); // Cap smoothing to prevent complete freeze
smoothX = smoothX * smoothingFactor + deltaX * (1.0 - smoothingFactor);
smoothY = smoothY * smoothingFactor + deltaY * (1.0 - smoothingFactor);
deltaX = smoothX;
deltaY = smoothY;
}
// Define rotation axes based on the configured front axis
// These determine which 3D axes are used for horizontal and vertical rotation
var horizontalAxis = new Vec4(); // Axis for left/right body rotation
var verticalAxis = new Vec4(); // Axis for up/down head rotation
switch (property0) {
case "X": // X-axis forward (e.g., for side-scrolling or specific orientations)
horizontalAxis.set(0, 0, 1); // Z-axis for horizontal rotation
verticalAxis.set(0, 1, 0); // Y-axis for vertical rotation
case "Y": // Y-axis forward (most common for 3D games)
#if lnx_yaxisup
// Y-up coordinate system (Blender default)
horizontalAxis.set(0, 0, 1); // Z-axis for horizontal rotation
verticalAxis.set(1, 0, 0); // X-axis for vertical rotation
#else
// Z-up coordinate system
horizontalAxis.set(0, 0, 1); // Z-axis for horizontal rotation
verticalAxis.set(1, 0, 0); // X-axis for vertical rotation
#end
case "Z": // Z-axis forward (top-down or specific orientations)
horizontalAxis.set(0, 1, 0); // Y-axis for horizontal rotation
verticalAxis.set(1, 0, 0); // X-axis for vertical rotation
}
// Calculate final sensitivity scaling combining base scale and resolution adaptation
var finalScale: Float = BASE_SCALE * resolutionMultiplier;
// Apply user-defined sensitivity multiplier
deltaX *= sensitivity;
deltaY *= sensitivity;
// Convert pixel movement to rotation angles (radians)
// Negative values ensure natural movement direction (moving mouse right rotates right)
var horizontalRotation: Float = (-deltaX / finalScale) * RADIAN_SCALING_FACTOR;
var verticalRotation: Float = (-deltaY / finalScale) * RADIAN_SCALING_FACTOR;
// Apply horizontal rotation capping if enabled
// This prevents the character from rotating beyond specified limits
if (property4) {
currentHorizontal += horizontalRotation;
// Clamp rotation to maximum horizontal range and adjust current frame rotation
if (currentHorizontal > maxHorizontal) {
horizontalRotation -= (currentHorizontal - maxHorizontal);
currentHorizontal = maxHorizontal;
} else if (currentHorizontal < -maxHorizontal) {
horizontalRotation -= (currentHorizontal + maxHorizontal);
currentHorizontal = -maxHorizontal;
}
}
// Apply vertical rotation capping if enabled
// This prevents looking too far up or down (like human neck limitations)
if (property5) {
currentVertical += verticalRotation;
// Clamp rotation to maximum vertical range and adjust current frame rotation
if (currentVertical > maxVertical) {
verticalRotation -= (currentVertical - maxVertical);
currentVertical = maxVertical;
} else if (currentVertical < -maxVertical) {
verticalRotation -= (currentVertical + maxVertical);
currentVertical = -maxVertical;
}
}
// Apply horizontal rotation to body object (character turning left/right)
if (horizontalRotation != 0.0) {
bodyObject.transform.rotate(horizontalAxis, horizontalRotation);
// Synchronize physics rigid body if present
// This ensures physics simulation stays in sync with visual transform
#if lnx_physics
var rigidBody = bodyObject.getTrait(leenkx.trait.physics.RigidBody);
if (rigidBody != null) rigidBody.syncTransform();
#end
}
// Apply vertical rotation to head object (camera looking up/down)
if (headObject != null && verticalRotation != 0.0) {
if (property6) {
// Local space rotation - recommended when head is a child of body
// This prevents gimbal lock and rotation inheritance issues
headObject.transform.rotate(verticalAxis, verticalRotation);
} else {
// World space rotation - uses head object's current right vector
// More accurate for independent head objects but can cause issues with parenting
var headVerticalAxis = headObject.transform.world.right();
headObject.transform.rotate(headVerticalAxis, verticalRotation);
}
// Synchronize head physics rigid body if present
#if lnx_physics
var headRigidBody = headObject.getTrait(leenkx.trait.physics.RigidBody);
if (headRigidBody != null) headRigidBody.syncTransform();
#end
} else if (headObject == null && verticalRotation != 0.0) {
// Fallback: if no separate head object, apply vertical rotation to body
// This creates a simpler single-object camera control
bodyObject.transform.rotate(verticalAxis, verticalRotation);
// Synchronize body physics rigid body
#if lnx_physics
var rigidBody = bodyObject.getTrait(leenkx.trait.physics.RigidBody);
if (rigidBody != null) rigidBody.syncTransform();
#end
}
// Continue to next connected node in the logic tree
runOutput(0);
}
}

View File

@ -16,7 +16,7 @@ class NetworkCloseConnectionNode extends LogicNode {
if(property1 == "client") {
var connection = cast(inputs[1].get(), leenkx.network.WebSocket);
if (connection == null) return;
#if sys
#if (sys || kha_krom)
try{
var net_Url = connection._protocol + "://" + connection._host + ":" + connection._port;
connection.close();
@ -44,7 +44,7 @@ class NetworkCloseConnectionNode extends LogicNode {
}
#end
} else if(property1 == "securehost"){
#if sys
#if (sys || kha_krom)
var connection = cast(inputs[1].get(), leenkx.network.WebSocketSecureServer<leenkx.network.Connect.HostHandler>);
if (connection == null) return;
var net_Url = "wss://" + @:privateAccess connection._host + ":" + @:privateAccess connection._port;
@ -56,7 +56,7 @@ class NetworkCloseConnectionNode extends LogicNode {
}
#end
} else {
#if sys
#if (sys || kha_krom)
var connection = cast(inputs[1].get(), leenkx.network.WebSocketServer<leenkx.network.Connect.HostHandler>);
if (connection == null) return;
var net_Url = "ws://" + @:privateAccess connection._host + ":" + @:privateAccess connection._port;

View File

@ -28,7 +28,7 @@ class NetworkEventNode extends LogicNode {
default: throw "Failed to set client event type.";
}
} else if (property0 == "host") {
#if sys
#if (sys || kha_krom)
var net_Domain = inputs[0].get();
var net_Port = inputs[1].get();
net_Url = "ws://" + net_Domain + ":" + Std.string(net_Port);
@ -41,7 +41,7 @@ class NetworkEventNode extends LogicNode {
}
#end
} else if (property0 == "securehost"){
#if sys
#if (sys || kha_krom)
var net_Domain = inputs[0].get();
var net_Port = inputs[1].get();
net_Url = "wss://" + net_Domain + ":" + Std.string(net_Port);

View File

@ -11,7 +11,7 @@ class NetworkHostCloseClientNode extends LogicNode {
}
override function run(from:Int) {
#if sys
#if (sys || kha_krom)
if(property0 == false){
var connection = cast(inputs[1].get(), leenkx.network.WebSocketServer<HostHandler>);
if (connection == null) return;

View File

@ -12,7 +12,7 @@ class NetworkHostGetIpNode extends LogicNode {
}
override function run(from:Int) {
#if sys
#if (sys || kha_krom)
if(property0 == false){
var connection = cast(inputs[1].get(), leenkx.network.WebSocketServer<HostHandler>);
if (connection == null) return;

View File

@ -12,7 +12,7 @@ class NetworkHostNode extends LogicNode {
}
override function run(from:Int) {
#if sys
#if (sys || kha_krom)
if(property0 == false) {
final net_Object: Object = tree.object;
var net_Domain: String = inputs[1].get();
@ -49,7 +49,7 @@ class NetworkHostNode extends LogicNode {
#end
}
#if sys
#if (sys || kha_krom)
override function get(from: Int): Dynamic {
if(property0 == false) {
return switch (from) {

View File

@ -85,10 +85,6 @@ class NetworkHttpRequestNode extends LogicNode {
} catch( e : Dynamic ) {
trace("Could not complete request: " + e);
}
callbackType = 0;
runOutput(0);
}
override function get(from: Int): Dynamic {

View File

@ -19,7 +19,7 @@ class NetworkOpenConnectionNode extends LogicNode {
var connection = cast(inputs[1].get(), leenkx.network.WebSocket);
if (connection == null) return;
var object = tree.object;
#if sys
#if (sys || kha_krom)
net_Url = connection._protocol + "://" + connection._host + ":" + connection._port;
Client.connections[net_Url] = null;
var client = new leenkx.network.Connect.Client(net_Url, object);
@ -94,7 +94,7 @@ class NetworkOpenConnectionNode extends LogicNode {
#end
runOutput(0);
} else if (property0 == "securehost"){
#if sys
#if (sys || kha_krom)
var connection = cast(inputs[1].get(), leenkx.network.WebSocketSecureServer<leenkx.network.Connect.HostHandler>);
if (connection == null) return;
net_Url = "wss://" + @:privateAccess connection._host + ":" + @:privateAccess connection._port;
@ -108,7 +108,7 @@ class NetworkOpenConnectionNode extends LogicNode {
runOutput(0);
#end
} else {
#if sys
#if (sys || kha_krom)
var connection = cast(inputs[1].get(), leenkx.network.WebSocketServer<leenkx.network.Connect.HostHandler>);
if (connection == null) return;
net_Url = "ws://" + @:privateAccess connection._host + ":" + @:privateAccess connection._port;
@ -126,7 +126,7 @@ class NetworkOpenConnectionNode extends LogicNode {
override function get(from: Int): Dynamic {
return switch (property0) {
#if sys
#if (sys || kha_krom)
case "host": Host.connections[net_Url];
case "securehost": SecureHost.connections[net_Url];
#end

View File

@ -38,7 +38,7 @@ class NetworkSendMessageNode extends LogicNode {
trace("Error: " + error);
}
}
#if sys
#if (sys || kha_krom)
else if(inputs[5].get() == true){
if(property0 == "securehost"){
var connection = cast(inputs[1].get(), leenkx.network.WebSocketSecureServer<SecureHostHandler>);
@ -127,7 +127,7 @@ class NetworkSendMessageNode extends LogicNode {
trace("Error: " + error);
}
}
#if sys
#if (sys || kha_krom)
else if(inputs[5].get() == true){
if(property0 == "securehost"){
var connection = cast(inputs[1].get(), leenkx.network.WebSocketSecureServer<SecureHostHandler>);
@ -233,7 +233,7 @@ class NetworkSendMessageNode extends LogicNode {
trace("Error: " + error);
}
}
#if sys
#if (sys || kha_krom)
else if(inputs[5].get() == true){
if(property0 == "securehost"){
var connection = cast(inputs[1].get(), leenkx.network.WebSocketSecureServer<SecureHostHandler>);
@ -327,7 +327,7 @@ class NetworkSendMessageNode extends LogicNode {
trace("Error: " + error);
}
}
#if sys
#if (sys || kha_krom)
else if(inputs[5].get() == true){
if(property0 == "securehost"){
var connection = cast(inputs[1].get(), leenkx.network.WebSocketSecureServer<SecureHostHandler>);
@ -423,7 +423,7 @@ class NetworkSendMessageNode extends LogicNode {
trace("Error: " + error);
}
}
#if sys
#if (sys || kha_krom)
else if(inputs[5].get() == true){
if(property0 == "securehost"){
var connection = cast(inputs[1].get(), leenkx.network.WebSocketSecureServer<SecureHostHandler>);
@ -541,7 +541,7 @@ class NetworkSendMessageNode extends LogicNode {
trace("Error: " + error);
}
}
#if sys
#if (sys || kha_krom)
else if(inputs[5].get() == true){
if(property0 == "securehost"){
var connection = cast(inputs[1].get(), leenkx.network.WebSocketSecureServer<SecureHostHandler>);
@ -702,7 +702,7 @@ class NetworkSendMessageNode extends LogicNode {
trace("Error: " + error);
}
}
#if sys
#if (sys || kha_krom)
else if(inputs[5].get() == true){
if(property0 == "securehost"){
var connection = cast(inputs[1].get(), leenkx.network.WebSocketSecureServer<SecureHostHandler>);

View File

@ -1,7 +1,11 @@
package leenkx.logicnode;
import iron.object.Object;
#if lnx_physics
import leenkx.trait.physics.PhysicsCache;
import leenkx.trait.physics.RigidBody;
#end
class OnContactNode extends LogicNode {
@ -23,22 +27,15 @@ class OnContactNode extends LogicNode {
var contact = false;
#if lnx_physics
var physics = leenkx.trait.physics.PhysicsWorld.active;
var rb1 = object1.getTrait(RigidBody);
if (rb1 != null) {
var rbs = physics.getContacts(rb1);
if (rbs != null) {
var rb2 = object2.getTrait(RigidBody);
for (rb in rbs) {
if (rb == rb2) {
contact = true;
break;
}
}
#if lnx_physics
var rb1 = PhysicsCache.getCachedRigidBody(object1);
var rb2 = PhysicsCache.getCachedRigidBody(object2);
if (rb1 != null && rb2 != null) {
var rbs = PhysicsCache.getCachedContacts(rb1);
contact = PhysicsCache.hasContactWith(rbs, rb2);
}
}
#end
#end
var b = false;
switch (property0) {

View File

@ -0,0 +1,23 @@
package leenkx.logicnode;
class OnceNode extends LogicNode {
var triggered:Bool = false;
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
if(from == 1){
triggered = false;
return;
}
if (!triggered) {
triggered = true;
runOutput(0);
}
}
}

View File

@ -9,19 +9,38 @@ import iron.Scene;
class PlayAnimationTreeNode extends LogicNode {
var object: Object;
var action: Dynamic;
var init: Bool = false;
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
var object: Object = inputs[1].get();
var action: Dynamic = inputs[2].get();
object = inputs[1].get();
action = inputs[2].get();
assert(Error, object != null, "The object input not be null");
init = true;
tree.notifyOnUpdate(playAnim);
// TO DO: Investigate AnimAction get and PlayAnimationTree notifiers
}
function playAnim() {
if (init = false) return;
init = false;
tree.removeUpdate(playAnim);
var animation = object.animation;
if(animation == null) {
#if lnx_skin
animation = object.getBoneAnimation(object.uid);
if (animation == null) {
tree.notifyOnUpdate(playAnim);
init = true;
return;
}
cast(animation, BoneAnimation).setAnimationLoop(function f(mats) {
action(mats);
});
@ -32,7 +51,6 @@ class PlayAnimationTreeNode extends LogicNode {
action(mats);
});
}
runOutput(0);
}
}

View File

@ -0,0 +1,41 @@
package leenkx.logicnode;
class ProbabilisticIndexNode extends LogicNode {
public function new(tree: LogicTree) {
super(tree);
}
override function get(from: Int): Dynamic {
var probs: Array<Float> = [];
var probs_acum: Array<Float> = [];
var sum: Float = 0;
for (p in 0...inputs.length){
probs.push(inputs[p].get());
sum += probs[p];
}
if (sum > 1){
for (p in 0...probs.length)
probs[p] /= sum;
}
sum = 0;
for (p in 0...probs.length){
sum += probs[p];
probs_acum.push(sum);
}
var rand: Float = Math.random();
for (p in 0...probs.length){
if (p == 0 && rand <= probs_acum[p]) return p;
else if (0 < p && p < probs.length-1 && probs_acum[p-1] < rand && rand <= probs_acum[p]) return p;
else if (p == probs.length-1 && probs_acum[p-1] < rand) return p;
}
return null;
}
}

View File

@ -0,0 +1,16 @@
package leenkx.logicnode;
class ResolutionGetNode extends LogicNode {
public function new(tree:LogicTree) {
super(tree);
}
override function get(from:Int):Dynamic {
return switch (from) {
case 0: leenkx.renderpath.Postprocess.resolution_uniforms[0];
case 1: leenkx.renderpath.Postprocess.resolution_uniforms[1];
default: 0;
}
}
}

View File

@ -0,0 +1,33 @@
package leenkx.logicnode;
import kha.graphics4.TextureFilter;
class ResolutionSetNode extends LogicNode {
public function new(tree:LogicTree) {
super(tree);
}
override function run(from:Int) {
var size: Int = inputs[1].get();
var filter: Int = inputs[2].get();
#if rp_resolution_filter
if (filter == 0)
iron.object.Uniforms.defaultFilter = TextureFilter.LinearFilter;
else
iron.object.Uniforms.defaultFilter = TextureFilter.PointFilter;
leenkx.renderpath.Postprocess.resolution_uniforms[0] = size;
leenkx.renderpath.Postprocess.resolution_uniforms[1] = filter;
var npath = leenkx.renderpath.RenderPathCreator.get();
var world = iron.Scene.active.raw.world_ref;
npath.loadShader("shader_datas/World_" + world + "/World_" + world);
iron.RenderPath.setActive(npath);
#end
runOutput(0);
}
}

View File

@ -0,0 +1,23 @@
package leenkx.logicnode;
import aura.Aura;
import aura.Types;
class SetAudioPositionNode extends LogicNode {
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
var audio = inputs[1].get();
if (audio == null) return;
var positionInSeconds:Float = inputs[2].get();
if (positionInSeconds < 0.0) positionInSeconds = 0.0;
audio.channel.floatPosition = positionInSeconds * audio.channel.sampleRate;
runOutput(0);
}
}

View File

@ -0,0 +1,38 @@
package leenkx.logicnode;
import iron.object.MeshObject;
import iron.object.CameraObject;
class SetCameraRenderFilterNode extends LogicNode {
public var property0: String;
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
var mo: MeshObject = cast inputs[1].get();
var camera: CameraObject = inputs[2].get();
assert(Error, Std.isOfType(camera, CameraObject), "Camera must be a camera object!");
if (camera == null || mo == null) return;
if (property0 == 'Add'){
if (mo.cameraList == null || mo.cameraList.indexOf(camera.name) == -1){
if (mo.cameraList == null) mo.cameraList = [];
mo.cameraList.push(camera.name);
}
}
else{
if (mo.cameraList != null){
mo.cameraList.remove(camera.name);
if (mo.cameraList.length == 0)
mo.cameraList = null;
}
}
runOutput(0);
}
}

View File

@ -0,0 +1,21 @@
package leenkx.logicnode;
import iron.object.LightObject;
class SetLightShadowNode extends LogicNode {
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
var light: LightObject = inputs[1].get();
var shadow: Bool = inputs[2].get();
if (light == null) return;
light.data.raw.cast_shadow = shadow;
runOutput(0);
}
}

View File

@ -0,0 +1,206 @@
package leenkx.logicnode;
import iron.math.Vec4;
import iron.math.Quat;
import iron.math.Mat4;
import iron.object.Object;
class SetLookAtRotationNode extends LogicNode {
public var property0: String; // Axis to align
public var property1: String; // Use vector for target (true/false)
public var property2: String; // Use vector for source (true/false)
public var property3: String; // Damping value (backward compatibility, now input socket)
public var property4: String; // Disable rotation on aligning axis (true/false)
public var property5: String; // Use local space (true/false)
// Store the calculated rotation for output
var calculatedRotation: Quat = null;
// Store the previous rotation for smooth interpolation
var previousRotation: Quat = null;
public function new(tree: LogicTree) {
super(tree);
previousRotation = new Quat();
}
override function run(from: Int): Void {
// Determine if we're using a vector or an object as source
var useSourceVector: Bool = property2 == "true";
var objectToUse: Object = null;
var objectLoc: Vec4 = null;
if (useSourceVector) {
// Use tree.object as the object to rotate
objectToUse = tree.object;
if (objectToUse == null) {
runOutput(0);
return;
}
// Get the source location directly
objectLoc = inputs[1].get();
if (objectLoc == null) {
runOutput(0);
return;
}
} else {
// Get the source object (or fallback to tree.object)
objectToUse = (inputs.length > 1 && inputs[1] != null) ? inputs[1].get() : tree.object;
if (objectToUse == null) {
runOutput(0);
return;
}
// Get source object's WORLD position (important for child objects)
objectLoc = new Vec4(objectToUse.transform.worldx(), objectToUse.transform.worldy(), objectToUse.transform.worldz());
}
// Determine if we're using a vector or an object as target
var useTargetVector: Bool = property1 == "true";
var targetLoc: Vec4 = null;
if (useTargetVector) {
// Get the target location directly
targetLoc = inputs[2].get();
if (targetLoc == null) {
runOutput(0);
return;
}
} else {
// Get the target object
var targetObject: Object = inputs[2].get();
if (targetObject == null) {
runOutput(0);
return;
}
// Get target object's WORLD position (important for child objects)
targetLoc = new Vec4(targetObject.transform.worldx(), targetObject.transform.worldy(), targetObject.transform.worldz());
}
// Calculate direction to target
var direction = new Vec4(
targetLoc.x - objectLoc.x,
targetLoc.y - objectLoc.y,
targetLoc.z - objectLoc.z
);
direction.normalize();
// Calculate target rotation based on selected axis
calculatedRotation = new Quat();
switch (property0) {
case "X":
calculatedRotation.fromTo(new Vec4(1, 0, 0), direction);
case "-X":
calculatedRotation.fromTo(new Vec4(-1, 0, 0), direction);
case "Y":
calculatedRotation.fromTo(new Vec4(0, 1, 0), direction);
case "-Y":
calculatedRotation.fromTo(new Vec4(0, -1, 0), direction);
case "Z":
calculatedRotation.fromTo(new Vec4(0, 0, 1), direction);
case "-Z":
calculatedRotation.fromTo(new Vec4(0, 0, -1), direction);
}
// If disable rotation on aligning axis is enabled, constrain the target rotation
if (property4 == "true") {
// Apply constraint to the target rotation BEFORE damping to avoid jiggling
var eulerAngles = calculatedRotation.toEulerOrdered("XYZ");
// Set the rotation around the selected axis to 0
switch (property0) {
case "X", "-X":
eulerAngles.x = 0.0;
case "Y", "-Y":
eulerAngles.y = 0.0;
case "Z", "-Z":
eulerAngles.z = 0.0;
}
// Convert back to quaternion
calculatedRotation.fromEulerOrdered(eulerAngles, "XYZ");
}
// Convert world rotation to local rotation if local space is enabled and object has a parent
var targetRotation = new Quat();
if (property5 == "true" && objectToUse.parent != null) {
// Get parent's world rotation
var parentWorldLoc = new Vec4();
var parentWorldRot = new Quat();
var parentWorldScale = new Vec4();
objectToUse.parent.transform.world.decompose(parentWorldLoc, parentWorldRot, parentWorldScale);
// Convert world rotation to local space by removing parent's rotation influence
// local_rotation = inverse(parent_world_rotation) * world_rotation
var invParentRot = new Quat().setFrom(parentWorldRot);
invParentRot.x = -invParentRot.x;
invParentRot.y = -invParentRot.y;
invParentRot.z = -invParentRot.z;
targetRotation.multquats(invParentRot, calculatedRotation);
} else {
// No local space conversion needed, use world rotation directly
targetRotation.setFrom(calculatedRotation);
}
// Apply rotation with damping
var dampingValue: Float = 0.0;
// Try to get damping from input socket first (index 3), fallback to property
if (inputs.length > 3 && inputs[3] != null) {
var dampingInput: Dynamic = inputs[3].get();
if (dampingInput != null) {
dampingValue = dampingInput;
}
} else {
// Fallback to property for backward compatibility
dampingValue = Std.parseFloat(property3);
}
if (dampingValue > 0.0) {
// Create a fixed interpolation rate that never reaches exactly 1.0
// Higher damping = slower rotation (smaller step)
var step = Math.max(0.001, (1.0 - dampingValue) * 0.2); // 0.001 to 0.2 range
// Get current local rotation as quaternion
var currentLocalRot = new Quat().setFrom(objectToUse.transform.rot);
// Calculate the difference between current and target rotation
var diffQuat = new Quat();
// q1 * inverse(q2) gives the rotation from q2 to q1
var invCurrent = new Quat().setFrom(currentLocalRot);
invCurrent.x = -invCurrent.x;
invCurrent.y = -invCurrent.y;
invCurrent.z = -invCurrent.z;
diffQuat.multquats(targetRotation, invCurrent);
// Convert to axis-angle representation
var axis = new Vec4();
var angle = diffQuat.toAxisAngle(axis);
// Apply only a portion of this rotation (step)
var partialAngle = angle * step;
// Create partial rotation quaternion
var partialRot = new Quat().fromAxisAngle(axis, partialAngle);
// Apply this partial rotation to current local rotation
var newLocalRot = new Quat();
newLocalRot.multquats(partialRot, currentLocalRot);
// Apply the new local rotation
objectToUse.transform.rot.setFrom(newLocalRot);
} else {
// No damping, apply instant rotation
objectToUse.transform.rot.setFrom(targetRotation);
}
objectToUse.transform.buildMatrix();
runOutput(0);
}
// No output sockets needed - this node only performs actions
}

View File

@ -0,0 +1,55 @@
package leenkx.logicnode;
import iron.object.MeshObject;
import iron.data.MaterialData;
class SetMaterialTextureFilterNode extends LogicNode {
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
var object: MeshObject = inputs[1].get();
var mat: MaterialData = inputs[2].get();
var slot: Int = inputs[3].get();
var name: String = inputs[4].get();
var filter: Int = inputs[5].get();
if (object == null) return;
if (slot >= object.materials.length) return;
var mo = cast(object, iron.object.MeshObject);
for (i => node in mo.materials[slot].contexts[0].raw.bind_textures)
if (node.name == name){
var moImgt = mo.materials[slot].contexts[0].raw.bind_textures[i];
switch(filter){
case 0: //Linear
moImgt.min_filter = null;
moImgt.mag_filter = null;
moImgt.mipmap_filter = null;
moImgt.generate_mipmaps = null;
case 1: //Closest
moImgt.min_filter = 'point';
moImgt.mag_filter = 'point';
moImgt.mipmap_filter = null;
moImgt.generate_mipmaps = null;
case 2: //Cubic
moImgt.min_filter = null;
moImgt.mag_filter = null;
moImgt.mipmap_filter = 'linear';
moImgt.generate_mipmaps = true;
case 3: //Smart
moImgt.min_filter = 'anisotropic';
moImgt.mag_filter = null;
moImgt.mipmap_filter = 'linear';
moImgt.generate_mipmaps = true;
}
break;
}
runOutput(0);
}
}

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