Compare commits
62 Commits
7b5a72036a
...
main
| Author | SHA1 | Date | |
|---|---|---|---|
| 7aeebf2008 | |||
| 0b4184ccc2 | |||
| ddc12e8607 | |||
| 6ad647ae56 | |||
| b77aca926a | |||
| c2bb20f905 | |||
| 14c6a7be03 | |||
| 85d63e8413 | |||
| 78452aaf67 | |||
| 1f72636350 | |||
| 62433ce86a | |||
| 2be36398f7 | |||
| 2675138ddc | |||
| 572665e8e6 | |||
| 0839f39dfa | |||
| 57cf4955a1 | |||
| c52ae2e4f1 | |||
| 48141f23c5 | |||
| cbbcd053fb | |||
| a57923860e | |||
| 160f6bdadf | |||
| 50ad462318 | |||
| 1239145da4 | |||
| 102941b5d2 | |||
| defff993a0 | |||
| e408151295 | |||
| 22159c9f37 | |||
| 9a2779982d | |||
| 2fc7e9880a | |||
| 7e1ac5fa5c | |||
| b2395f30fc | |||
| f4b0bf1e93 | |||
| 31a6a9d7ec | |||
| 7b2f21c499 | |||
| 17c31b4a4b | |||
| 013c8653ff | |||
| bd8b49a416 | |||
| 9d83c318b6 | |||
| cb19c9b5b4 | |||
| f4fe822ef6 | |||
| 6689fbc734 | |||
| 91b6c203e9 | |||
| 2c30554504 | |||
| 37c8779d12 | |||
| 6b704ff469 | |||
| 2a3bff5a18 | |||
| 91482071b8 | |||
| 38151eb233 | |||
| 78ea055aea | |||
| db2482dbe2 | |||
| 5ae6a9e698 | |||
| 6db83e559b | |||
| e7ec872747 | |||
| 31226a3871 | |||
| 9be3240d6c | |||
| 96134404a2 | |||
| 3aac63d255 | |||
| a8d6095204 | |||
| 960095d0d5 | |||
| 2b221338ae | |||
| 7ef0d59cfc | |||
| da1d893342 |
@ -142,6 +142,8 @@ class Image implements Canvas implements Resource {
|
|||||||
return 5;
|
return 5;
|
||||||
case A16:
|
case A16:
|
||||||
return 7;
|
return 7;
|
||||||
|
case R32UI:
|
||||||
|
return 8;
|
||||||
default:
|
default:
|
||||||
return 1; // Grey8
|
return 1; // Grey8
|
||||||
}
|
}
|
||||||
|
|||||||
@ -266,7 +266,7 @@ class Graphics implements kha.graphics4.Graphics {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public function beginFace(face: Int): Void {
|
public function beginFace(face: Int): Void {
|
||||||
kinc_graphics_render_to_face(cast(target, CubeMap)._renderTarget, face);
|
kinc_graphics_render_to_face((target is CubeMap) ? cast(target, CubeMap)._renderTarget : cast(target, Image)._renderTarget, face);
|
||||||
}
|
}
|
||||||
|
|
||||||
public function beginEye(eye: Int): Void {}
|
public function beginEye(eye: Int): Void {}
|
||||||
|
|||||||
@ -234,6 +234,8 @@ class Image implements Canvas implements Resource {
|
|||||||
return 5;
|
return 5;
|
||||||
case A16:
|
case A16:
|
||||||
return 7;
|
return 7;
|
||||||
|
case R32UI:
|
||||||
|
return 8;
|
||||||
default:
|
default:
|
||||||
return 1; // Grey8
|
return 1; // Grey8
|
||||||
}
|
}
|
||||||
|
|||||||
@ -23,6 +23,7 @@ extern class Krom {
|
|||||||
static function setRenderTarget(stage: kha.graphics4.TextureUnit, renderTarget: Dynamic): Void;
|
static function setRenderTarget(stage: kha.graphics4.TextureUnit, renderTarget: Dynamic): Void;
|
||||||
static function setTextureDepth(unit: kha.graphics4.TextureUnit, texture: Dynamic): Void;
|
static function setTextureDepth(unit: kha.graphics4.TextureUnit, texture: Dynamic): Void;
|
||||||
static function setImageTexture(stage: kha.graphics4.TextureUnit, texture: Dynamic): Void;
|
static function setImageTexture(stage: kha.graphics4.TextureUnit, texture: Dynamic): Void;
|
||||||
|
static function setImageRenderTarget(stage: kha.graphics4.TextureUnit, renderTarget: Dynamic): Void;
|
||||||
static function setTextureParameters(texunit: kha.graphics4.TextureUnit, uAddressing: Int, vAddressing: Int, minificationFilter: Int,
|
static function setTextureParameters(texunit: kha.graphics4.TextureUnit, uAddressing: Int, vAddressing: Int, minificationFilter: Int,
|
||||||
magnificationFilter: Int, mipmapFilter: Int): Void;
|
magnificationFilter: Int, mipmapFilter: Int): Void;
|
||||||
static function setTexture3DParameters(texunit: kha.graphics4.TextureUnit, uAddressing: Int, vAddressing: Int, wAddressing: Int, minificationFilter: Int,
|
static function setTexture3DParameters(texunit: kha.graphics4.TextureUnit, uAddressing: Int, vAddressing: Int, wAddressing: Int, minificationFilter: Int,
|
||||||
@ -114,6 +115,7 @@ extern class Krom {
|
|||||||
static function windowWidth(id: Int): Int;
|
static function windowWidth(id: Int): Int;
|
||||||
static function windowHeight(id: Int): Int;
|
static function windowHeight(id: Int): Int;
|
||||||
static function setWindowTitle(id: Int, title: String): Void;
|
static function setWindowTitle(id: Int, title: String): Void;
|
||||||
|
static function windowSetForeground(id: Int): Void;
|
||||||
static function screenDpi(): Int;
|
static function screenDpi(): Int;
|
||||||
static function systemId(): String;
|
static function systemId(): String;
|
||||||
static function requestShutdown(): Void;
|
static function requestShutdown(): Void;
|
||||||
@ -158,4 +160,45 @@ extern class Krom {
|
|||||||
static function getConstantLocationCompute(shader: Dynamic, name: String): Dynamic;
|
static function getConstantLocationCompute(shader: Dynamic, name: String): Dynamic;
|
||||||
static function getTextureUnitCompute(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 compute(x: Int, y: Int, z: Int): Void;
|
||||||
|
static function webviewCreate(options: Dynamic): Int;
|
||||||
|
static function webviewLoadHTML(id: Int, html: String): Void;
|
||||||
|
static function webviewLoadURL(id: Int, url: String): Void;
|
||||||
|
static function webviewEvalJS(id: Int, js: String): Void;
|
||||||
|
static function webviewEvalJSAsync(id: Int, js: String, callback: String->Void): Void;
|
||||||
|
static function webviewShow(id: Int): Void;
|
||||||
|
static function webviewHide(id: Int): Void;
|
||||||
|
static function webviewDestroy(id: Int): Void;
|
||||||
|
static function webviewResize(id: Int, width: Int, height: Int): Void;
|
||||||
|
static function webviewMove(id: Int, x: Int, y: Int): Void;
|
||||||
|
static function webviewSetBounds(id: Int, x: Int, y: Int, width: Int, height: Int): Void;
|
||||||
|
static function webviewGetX(id: Int): Int;
|
||||||
|
static function webviewGetY(id: Int): Int;
|
||||||
|
static function webviewGetWidth(id: Int): Int;
|
||||||
|
static function webviewGetHeight(id: Int): Int;
|
||||||
|
static function webviewSetTransparent(id: Int, transparent: Bool): Void;
|
||||||
|
static function webviewSetClickThrough(id: Int, enabled: Bool): Void;
|
||||||
|
static function webviewSetTitle(id: Int, title: String): Void;
|
||||||
|
static function webviewSend(id: Int, message: String): Void;
|
||||||
|
static function webviewSetOnMessage(id: Int, callback: String->Void): Void;
|
||||||
|
static function webviewSetOnLoad(id: Int, callback: Void->Void): Void;
|
||||||
|
static function webviewSetOnError(id: Int, callback: String->Void): Void;
|
||||||
|
static function webviewSetOnClose(id: Int, callback: Void->Void): Void;
|
||||||
|
static function webviewCount(): Int;
|
||||||
|
static function webviewIsValid(id: Int): Bool;
|
||||||
|
static function webviewSetActiveDOM(id: Int): Void;
|
||||||
|
static function webviewGetActiveDOM(): Int;
|
||||||
|
static function webviewGoBack(id: Int): Void;
|
||||||
|
static function webviewGoForward(id: Int): Void;
|
||||||
|
static function webviewReload(id: Int): Void;
|
||||||
|
static function webviewCanGoBack(id: Int): Bool;
|
||||||
|
static function webviewCanGoForward(id: Int): Bool;
|
||||||
|
static function webviewGetURL(id: Int): String;
|
||||||
|
static function webviewGetPageTitle(id: Int): String;
|
||||||
|
static function webviewMinimize(id: Int): Void;
|
||||||
|
static function webviewMaximize(id: Int): Void;
|
||||||
|
static function webviewRestore(id: Int): Void;
|
||||||
|
static function webviewSetFullscreen(id: Int, fullscreen: Bool): Void;
|
||||||
|
static function webviewIsFullscreen(id: Int): Bool;
|
||||||
|
static function webviewEnableDevTools(id: Int, enabled: Bool): Void;
|
||||||
|
static function webviewSetContextMenu(id: Int, enabled: Bool): Void;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -75,6 +75,8 @@ class Image implements Canvas implements Resource {
|
|||||||
return 5;
|
return 5;
|
||||||
case A16:
|
case A16:
|
||||||
return 7;
|
return 7;
|
||||||
|
case R32UI:
|
||||||
|
return 8;
|
||||||
default:
|
default:
|
||||||
return 1; // Grey8
|
return 1; // Grey8
|
||||||
}
|
}
|
||||||
@ -200,6 +202,7 @@ class Image implements Canvas implements Resource {
|
|||||||
case RGBA64: 8;
|
case RGBA64: 8;
|
||||||
case A32: 4;
|
case A32: 4;
|
||||||
case A16: 2;
|
case A16: 2;
|
||||||
|
case R32UI: 4;
|
||||||
default: 4;
|
default: 4;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -30,15 +30,15 @@ class LoaderImpl {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public static function loadSoundFromDescription(desc: Dynamic, done: kha.Sound->Void, failed: AssetError->Void) {
|
public static function loadSoundFromDescription(desc: Dynamic, done: kha.Sound->Void, failed: AssetError->Void) {
|
||||||
var sound = Krom.loadSound(desc.files[0]);
|
var sound = new kha.krom.Sound(desc.files[0]);
|
||||||
if (sound == null) {
|
if (sound.uncompressedData == null) {
|
||||||
failed({
|
failed({
|
||||||
url: desc.files.join(","),
|
url: desc.files.join(","),
|
||||||
error: "Could not load sound(s)",
|
error: "Could not load sound(s)",
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
done(new kha.krom.Sound(Bytes.ofData(sound)));
|
done(sound);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -106,7 +106,7 @@ class Compute {
|
|||||||
public static function setSampledDepthTexture(unit: TextureUnit, texture: Image) {
|
public static function setSampledDepthTexture(unit: TextureUnit, texture: Image) {
|
||||||
if (texture == null)
|
if (texture == null)
|
||||||
return;
|
return;
|
||||||
Krom.setSampledDepthTextureCompute(unit, texture);
|
Krom.setSampledDepthTextureCompute(unit, texture.renderTarget_);
|
||||||
}
|
}
|
||||||
|
|
||||||
public static function setSampledCubeMap(unit: TextureUnit, cubeMap: CubeMap) {
|
public static function setSampledCubeMap(unit: TextureUnit, cubeMap: CubeMap) {
|
||||||
@ -118,7 +118,7 @@ class Compute {
|
|||||||
public static function setSampledDepthCubeMap(unit: TextureUnit, cubeMap: CubeMap) {
|
public static function setSampledDepthCubeMap(unit: TextureUnit, cubeMap: CubeMap) {
|
||||||
if (cubeMap == null)
|
if (cubeMap == null)
|
||||||
return;
|
return;
|
||||||
Krom.setSampledDepthTextureCompute(unit, cubeMap);
|
Krom.setSampledDepthTextureCompute(unit, cubeMap.renderTarget_);
|
||||||
}
|
}
|
||||||
|
|
||||||
public static function setTextureParameters(unit: TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,
|
public static function setTextureParameters(unit: TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,
|
||||||
|
|||||||
@ -9,14 +9,7 @@ class ShaderStorageBuffer {
|
|||||||
public function new(indexCount: Int, type: VertexData) {
|
public function new(indexCount: Int, type: VertexData) {
|
||||||
myCount = indexCount;
|
myCount = indexCount;
|
||||||
data = new Array<Int>();
|
data = new Array<Int>();
|
||||||
data[myCount - 1] = 0;
|
if (myCount > 0) data[myCount - 1] = 0;
|
||||||
init(indexCount, type);
|
|
||||||
}
|
|
||||||
|
|
||||||
function init(indexCount: Int, type: VertexData) {
|
|
||||||
myCount = indexCount;
|
|
||||||
data = new Array<Int>();
|
|
||||||
data[myCount - 1] = 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public function delete(): Void {}
|
public function delete(): Void {}
|
||||||
|
|||||||
@ -4,19 +4,22 @@ import haxe.io.Bytes;
|
|||||||
import kha.Blob;
|
import kha.Blob;
|
||||||
|
|
||||||
class ComputeShader {
|
class ComputeShader {
|
||||||
public function new(sources: Array<Blob>, files: Array<String>) {
|
public var shader_: Dynamic;
|
||||||
|
|
||||||
|
public function new(sources: Array<Blob>, files: Array<String>) {
|
||||||
|
shader_ = Krom.createShaderCompute(sources[0].toBytes().getData());
|
||||||
}
|
}
|
||||||
|
|
||||||
public function delete(): Void {
|
public function delete(): Void {
|
||||||
|
Krom.deleteShaderCompute(shader_);
|
||||||
|
shader_ = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
public function getConstantLocation(name: String): ConstantLocation {
|
public function getConstantLocation(name: String): ConstantLocation {
|
||||||
return null;
|
return Krom.getConstantLocationCompute(shader_, name);
|
||||||
}
|
}
|
||||||
|
|
||||||
public function getTextureUnit(name: String): TextureUnit {
|
public function getTextureUnit(name: String): TextureUnit {
|
||||||
return null;
|
return Krom.getTextureUnitCompute(shader_, name);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -122,7 +122,12 @@ class Graphics implements kha.graphics4.Graphics {
|
|||||||
public function setImageTexture(unit: kha.graphics4.TextureUnit, texture: kha.Image): Void {
|
public function setImageTexture(unit: kha.graphics4.TextureUnit, texture: kha.Image): Void {
|
||||||
if (texture == null)
|
if (texture == null)
|
||||||
return;
|
return;
|
||||||
Krom.setImageTexture(unit, texture.texture_);
|
if (texture.texture_ != null) {
|
||||||
|
Krom.setImageTexture(unit, texture.texture_);
|
||||||
|
}
|
||||||
|
else if (texture.renderTarget_ != null) {
|
||||||
|
Krom.setImageRenderTarget(unit, texture.renderTarget_);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public function setTextureParameters(texunit: kha.graphics4.TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,
|
public function setTextureParameters(texunit: kha.graphics4.TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,
|
||||||
@ -261,10 +266,10 @@ class Graphics implements kha.graphics4.Graphics {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public function setComputeShader(shader: ComputeShader) {
|
public function setComputeShader(shader: ComputeShader) {
|
||||||
|
Krom.setShaderCompute(shader.shader_);
|
||||||
}
|
}
|
||||||
|
|
||||||
public function compute(x: Int, y: Int, z: Int) {
|
public function compute(x: Int, y: Int, z: Int) {
|
||||||
|
Krom.compute(x, y, z);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -2,24 +2,28 @@ package kha.krom;
|
|||||||
|
|
||||||
import haxe.io.Bytes;
|
import haxe.io.Bytes;
|
||||||
|
|
||||||
|
using StringTools;
|
||||||
|
|
||||||
class Sound extends kha.Sound {
|
class Sound extends kha.Sound {
|
||||||
public function new(bytes: Bytes) {
|
public function new(filename: String) {
|
||||||
super();
|
super();
|
||||||
|
|
||||||
var count = Std.int(bytes.length / 4);
|
var sound = Krom.loadSound(filename);
|
||||||
uncompressedData = new kha.arrays.Float32Array(count);
|
if (sound != null) {
|
||||||
for (i in 0...count) {
|
var bytes = Bytes.ofData(sound.buffer);
|
||||||
uncompressedData[i] = bytes.getFloat(i * 4);
|
var count = Std.int(bytes.length / 4);
|
||||||
}
|
uncompressedData = new kha.arrays.Float32Array(count);
|
||||||
|
for (i in 0...count) {
|
||||||
|
uncompressedData[i] = bytes.getFloat(i * 4);
|
||||||
|
}
|
||||||
|
|
||||||
compressedData = null;
|
this.sampleRate = sound.sampleRate;
|
||||||
|
this.channels = sound.channels;
|
||||||
|
this.length = sound.length;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
override public function uncompress(done: Void->Void): Void {
|
override public function uncompress(done: Void->Void): Void {
|
||||||
done();
|
done();
|
||||||
}
|
}
|
||||||
|
|
||||||
override public function unload(): Void {
|
|
||||||
super.unload();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -821,8 +821,19 @@ int kinc_g4_max_bound_textures(void) {
|
|||||||
return units;
|
return units;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static int getUnitStage(kinc_g4_texture_unit_t unit) {
|
||||||
|
for (int i = 0; i < KINC_G4_SHADER_TYPE_COUNT; ++i) {
|
||||||
|
if (unit.stages[i] >= 0) {
|
||||||
|
return unit.stages[i];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
static void setTextureAddressingInternal(GLenum target, kinc_g4_texture_unit_t unit, kinc_g4_texture_direction_t dir, kinc_g4_texture_addressing_t addressing) {
|
static void setTextureAddressingInternal(GLenum target, kinc_g4_texture_unit_t unit, kinc_g4_texture_direction_t dir, kinc_g4_texture_addressing_t addressing) {
|
||||||
glActiveTexture(GL_TEXTURE0 + unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
|
int stage = getUnitStage(unit);
|
||||||
|
if (stage < 0) return;
|
||||||
|
glActiveTexture(GL_TEXTURE0 + stage);
|
||||||
GLenum texDir;
|
GLenum texDir;
|
||||||
switch (dir) {
|
switch (dir) {
|
||||||
case KINC_G4_TEXTURE_DIRECTION_U:
|
case KINC_G4_TEXTURE_DIRECTION_U:
|
||||||
@ -841,39 +852,39 @@ static void setTextureAddressingInternal(GLenum target, kinc_g4_texture_unit_t u
|
|||||||
case KINC_G4_TEXTURE_ADDRESSING_CLAMP:
|
case KINC_G4_TEXTURE_ADDRESSING_CLAMP:
|
||||||
glTexParameteri(target, texDir, GL_CLAMP_TO_EDGE);
|
glTexParameteri(target, texDir, GL_CLAMP_TO_EDGE);
|
||||||
if (dir == KINC_G4_TEXTURE_DIRECTION_U) {
|
if (dir == KINC_G4_TEXTURE_DIRECTION_U) {
|
||||||
texModesU[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_CLAMP_TO_EDGE;
|
texModesU[stage] = GL_CLAMP_TO_EDGE;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
texModesV[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_CLAMP_TO_EDGE;
|
texModesV[stage] = GL_CLAMP_TO_EDGE;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case KINC_G4_TEXTURE_ADDRESSING_REPEAT:
|
case KINC_G4_TEXTURE_ADDRESSING_REPEAT:
|
||||||
glTexParameteri(target, texDir, GL_REPEAT);
|
glTexParameteri(target, texDir, GL_REPEAT);
|
||||||
if (dir == KINC_G4_TEXTURE_DIRECTION_U) {
|
if (dir == KINC_G4_TEXTURE_DIRECTION_U) {
|
||||||
texModesU[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_REPEAT;
|
texModesU[stage] = GL_REPEAT;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
texModesV[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_REPEAT;
|
texModesV[stage] = GL_REPEAT;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case KINC_G4_TEXTURE_ADDRESSING_BORDER:
|
case KINC_G4_TEXTURE_ADDRESSING_BORDER:
|
||||||
// unsupported
|
// unsupported
|
||||||
glTexParameteri(target, texDir, GL_CLAMP_TO_EDGE);
|
glTexParameteri(target, texDir, GL_CLAMP_TO_EDGE);
|
||||||
if (dir == KINC_G4_TEXTURE_DIRECTION_U) {
|
if (dir == KINC_G4_TEXTURE_DIRECTION_U) {
|
||||||
texModesU[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_CLAMP_TO_EDGE;
|
texModesU[stage] = GL_CLAMP_TO_EDGE;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
texModesV[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_CLAMP_TO_EDGE;
|
texModesV[stage] = GL_CLAMP_TO_EDGE;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case KINC_G4_TEXTURE_ADDRESSING_MIRROR:
|
case KINC_G4_TEXTURE_ADDRESSING_MIRROR:
|
||||||
// unsupported
|
// unsupported
|
||||||
glTexParameteri(target, texDir, GL_REPEAT);
|
glTexParameteri(target, texDir, GL_REPEAT);
|
||||||
if (dir == KINC_G4_TEXTURE_DIRECTION_U) {
|
if (dir == KINC_G4_TEXTURE_DIRECTION_U) {
|
||||||
texModesU[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_REPEAT;
|
texModesU[stage] = GL_REPEAT;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
texModesV[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = GL_REPEAT;
|
texModesV[stage] = GL_REPEAT;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -881,11 +892,15 @@ static void setTextureAddressingInternal(GLenum target, kinc_g4_texture_unit_t u
|
|||||||
}
|
}
|
||||||
|
|
||||||
int Kinc_G4_Internal_TextureAddressingU(kinc_g4_texture_unit_t unit) {
|
int Kinc_G4_Internal_TextureAddressingU(kinc_g4_texture_unit_t unit) {
|
||||||
return texModesU[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]];
|
int stage = getUnitStage(unit);
|
||||||
|
if (stage < 0) return GL_CLAMP_TO_EDGE;
|
||||||
|
return texModesU[stage];
|
||||||
}
|
}
|
||||||
|
|
||||||
int Kinc_G4_Internal_TextureAddressingV(kinc_g4_texture_unit_t unit) {
|
int Kinc_G4_Internal_TextureAddressingV(kinc_g4_texture_unit_t unit) {
|
||||||
return texModesV[unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]];
|
int stage = getUnitStage(unit);
|
||||||
|
if (stage < 0) return GL_CLAMP_TO_EDGE;
|
||||||
|
return texModesV[stage];
|
||||||
}
|
}
|
||||||
|
|
||||||
void kinc_g4_set_texture_addressing(kinc_g4_texture_unit_t unit, kinc_g4_texture_direction_t dir, kinc_g4_texture_addressing_t addressing) {
|
void kinc_g4_set_texture_addressing(kinc_g4_texture_unit_t unit, kinc_g4_texture_direction_t dir, kinc_g4_texture_addressing_t addressing) {
|
||||||
@ -899,7 +914,9 @@ void kinc_g4_set_texture3d_addressing(kinc_g4_texture_unit_t unit, kinc_g4_textu
|
|||||||
}
|
}
|
||||||
|
|
||||||
static void setTextureMagnificationFilterInternal(GLenum target, kinc_g4_texture_unit_t texunit, kinc_g4_texture_filter_t filter) {
|
static void setTextureMagnificationFilterInternal(GLenum target, kinc_g4_texture_unit_t texunit, kinc_g4_texture_filter_t filter) {
|
||||||
glActiveTexture(GL_TEXTURE0 + texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
|
int stage = getUnitStage(texunit);
|
||||||
|
if (stage < 0) return;
|
||||||
|
glActiveTexture(GL_TEXTURE0 + stage);
|
||||||
glCheckErrors();
|
glCheckErrors();
|
||||||
switch (filter) {
|
switch (filter) {
|
||||||
case KINC_G4_TEXTURE_FILTER_POINT:
|
case KINC_G4_TEXTURE_FILTER_POINT:
|
||||||
@ -964,26 +981,34 @@ static void setMinMipFilters(GLenum target, int unit) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void kinc_g4_set_texture_minification_filter(kinc_g4_texture_unit_t texunit, kinc_g4_texture_filter_t filter) {
|
void kinc_g4_set_texture_minification_filter(kinc_g4_texture_unit_t texunit, kinc_g4_texture_filter_t filter) {
|
||||||
minFilters[texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = filter;
|
int stage = getUnitStage(texunit);
|
||||||
setMinMipFilters(GL_TEXTURE_2D, texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
|
if (stage < 0) return;
|
||||||
|
minFilters[stage] = filter;
|
||||||
|
setMinMipFilters(GL_TEXTURE_2D, stage);
|
||||||
}
|
}
|
||||||
|
|
||||||
void kinc_g4_set_texture3d_minification_filter(kinc_g4_texture_unit_t texunit, kinc_g4_texture_filter_t filter) {
|
void kinc_g4_set_texture3d_minification_filter(kinc_g4_texture_unit_t texunit, kinc_g4_texture_filter_t filter) {
|
||||||
minFilters[texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = filter;
|
int stage = getUnitStage(texunit);
|
||||||
|
if (stage < 0) return;
|
||||||
|
minFilters[stage] = filter;
|
||||||
#ifndef KINC_OPENGL_ES
|
#ifndef KINC_OPENGL_ES
|
||||||
setMinMipFilters(GL_TEXTURE_3D, texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
|
setMinMipFilters(GL_TEXTURE_3D, stage);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
void kinc_g4_set_texture_mipmap_filter(kinc_g4_texture_unit_t texunit, kinc_g4_mipmap_filter_t filter) {
|
void kinc_g4_set_texture_mipmap_filter(kinc_g4_texture_unit_t texunit, kinc_g4_mipmap_filter_t filter) {
|
||||||
mipFilters[texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = filter;
|
int stage = getUnitStage(texunit);
|
||||||
setMinMipFilters(GL_TEXTURE_2D, texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
|
if (stage < 0) return;
|
||||||
|
mipFilters[stage] = filter;
|
||||||
|
setMinMipFilters(GL_TEXTURE_2D, stage);
|
||||||
}
|
}
|
||||||
|
|
||||||
void kinc_g4_set_texture3d_mipmap_filter(kinc_g4_texture_unit_t texunit, kinc_g4_mipmap_filter_t filter) {
|
void kinc_g4_set_texture3d_mipmap_filter(kinc_g4_texture_unit_t texunit, kinc_g4_mipmap_filter_t filter) {
|
||||||
mipFilters[texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]] = filter;
|
int stage = getUnitStage(texunit);
|
||||||
|
if (stage < 0) return;
|
||||||
|
mipFilters[stage] = filter;
|
||||||
#ifndef KINC_OPENGL_ES
|
#ifndef KINC_OPENGL_ES
|
||||||
setMinMipFilters(GL_TEXTURE_3D, texunit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
|
setMinMipFilters(GL_TEXTURE_3D, stage);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -190,6 +190,17 @@ void kinc_g4_set_compute_shader(kinc_g4_compute_shader *shader) {
|
|||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void kinc_g4_set_image_render_target(kinc_g4_texture_unit_t unit, kinc_g4_render_target_t *render_target) {
|
||||||
|
#if defined(KINC_WINDOWS) || (defined(KINC_LINUX) && defined(GL_VERSION_4_4))
|
||||||
|
for (int i = 0; i < KINC_G4_SHADER_TYPE_COUNT; ++i) {
|
||||||
|
if (unit.stages[i] >= 0) {
|
||||||
|
glBindImageTexture(unit.stages[i], render_target->impl._texture, 0, GL_FALSE, 0, GL_READ_WRITE, convertInternalRTFormat((kinc_g4_render_target_format_t)render_target->impl.format));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
glCheckErrors();
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
void kinc_g4_compute(int x, int y, int z) {
|
void kinc_g4_compute(int x, int y, int z) {
|
||||||
#ifdef HAS_COMPUTE
|
#ifdef HAS_COMPUTE
|
||||||
glDispatchCompute(x, y, z);
|
glDispatchCompute(x, y, z);
|
||||||
|
|||||||
@ -360,17 +360,23 @@ void kinc_g4_render_target_destroy(kinc_g4_render_target_t *renderTarget) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void kinc_g4_render_target_use_color_as_texture(kinc_g4_render_target_t *renderTarget, kinc_g4_texture_unit_t unit) {
|
void kinc_g4_render_target_use_color_as_texture(kinc_g4_render_target_t *renderTarget, kinc_g4_texture_unit_t unit) {
|
||||||
glActiveTexture(GL_TEXTURE0 + unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
|
for (int i = 0; i < KINC_G4_SHADER_TYPE_COUNT; ++i) {
|
||||||
glCheckErrors();
|
if (unit.stages[i] >= 0) {
|
||||||
glBindTexture(renderTarget->isCubeMap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D, renderTarget->impl._texture);
|
glActiveTexture(GL_TEXTURE0 + unit.stages[i]);
|
||||||
glCheckErrors();
|
glBindTexture(renderTarget->isCubeMap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D, renderTarget->impl._texture);
|
||||||
|
glCheckErrors();
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void kinc_g4_render_target_use_depth_as_texture(kinc_g4_render_target_t *renderTarget, kinc_g4_texture_unit_t unit) {
|
void kinc_g4_render_target_use_depth_as_texture(kinc_g4_render_target_t *renderTarget, kinc_g4_texture_unit_t unit) {
|
||||||
glActiveTexture(GL_TEXTURE0 + unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT]);
|
for (int i = 0; i < KINC_G4_SHADER_TYPE_COUNT; ++i) {
|
||||||
glCheckErrors();
|
if (unit.stages[i] >= 0) {
|
||||||
glBindTexture(renderTarget->isCubeMap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D, renderTarget->impl._depthTexture);
|
glActiveTexture(GL_TEXTURE0 + unit.stages[i]);
|
||||||
glCheckErrors();
|
glBindTexture(renderTarget->isCubeMap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D, renderTarget->impl._depthTexture);
|
||||||
|
glCheckErrors();
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void kinc_g4_render_target_set_depth_stencil_from(kinc_g4_render_target_t *renderTarget, kinc_g4_render_target_t *source) {
|
void kinc_g4_render_target_set_depth_stencil_from(kinc_g4_render_target_t *renderTarget, kinc_g4_render_target_t *source) {
|
||||||
|
|||||||
@ -99,6 +99,8 @@ static int convertFormat(kinc_image_format_t format) {
|
|||||||
case KINC_IMAGE_FORMAT_A16:
|
case KINC_IMAGE_FORMAT_A16:
|
||||||
case KINC_IMAGE_FORMAT_GREY8:
|
case KINC_IMAGE_FORMAT_GREY8:
|
||||||
return GL_RED;
|
return GL_RED;
|
||||||
|
case KINC_IMAGE_FORMAT_R32UI:
|
||||||
|
return GL_RED_INTEGER;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -132,6 +134,8 @@ static int convertInternalFormat(kinc_image_format_t format) {
|
|||||||
#else
|
#else
|
||||||
return GL_R8;
|
return GL_R8;
|
||||||
#endif
|
#endif
|
||||||
|
case KINC_IMAGE_FORMAT_R32UI:
|
||||||
|
return GL_R32UI;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -145,6 +149,8 @@ static int convertType(kinc_image_format_t format) {
|
|||||||
case KINC_IMAGE_FORMAT_RGBA32:
|
case KINC_IMAGE_FORMAT_RGBA32:
|
||||||
default:
|
default:
|
||||||
return GL_UNSIGNED_BYTE;
|
return GL_UNSIGNED_BYTE;
|
||||||
|
case KINC_IMAGE_FORMAT_R32UI:
|
||||||
|
return GL_UNSIGNED_INT;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -483,7 +489,7 @@ void kinc_g4_texture_init3d(kinc_g4_texture_t *texture, int width, int height, i
|
|||||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
glCheckErrors();
|
glCheckErrors();
|
||||||
|
|
||||||
glTexImage3D(GL_TEXTURE_3D, 0, convertInternalFormat(format), width, height, depth, 0, convertFormat(format), GL_UNSIGNED_BYTE, NULL);
|
glTexImage3D(GL_TEXTURE_3D, 0, convertInternalFormat(format), width, height, depth, 0, convertFormat(format), convertType(format), NULL);
|
||||||
glCheckErrors();
|
glCheckErrors();
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
@ -523,8 +529,8 @@ void Kinc_G4_Internal_TextureSet(kinc_g4_texture_t *texture, kinc_g4_texture_uni
|
|||||||
#else
|
#else
|
||||||
glBindTexture(target, texture->impl.texture);
|
glBindTexture(target, texture->impl.texture);
|
||||||
glCheckErrors();
|
glCheckErrors();
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, Kinc_G4_Internal_TextureAddressingU(unit));
|
glTexParameteri(target, GL_TEXTURE_WRAP_S, Kinc_G4_Internal_TextureAddressingU(unit));
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, Kinc_G4_Internal_TextureAddressingV(unit));
|
glTexParameteri(target, GL_TEXTURE_WRAP_T, Kinc_G4_Internal_TextureAddressingV(unit));
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -532,7 +538,7 @@ void Kinc_G4_Internal_TextureImageSet(kinc_g4_texture_t *texture, kinc_g4_textur
|
|||||||
#if defined(KINC_WINDOWS) || (defined(KINC_LINUX) && defined(GL_VERSION_4_4))
|
#if defined(KINC_WINDOWS) || (defined(KINC_LINUX) && defined(GL_VERSION_4_4))
|
||||||
for (int i = 0; i < KINC_G4_SHADER_TYPE_COUNT; ++i) {
|
for (int i = 0; i < KINC_G4_SHADER_TYPE_COUNT; ++i) {
|
||||||
if (unit.stages[i] >= 0) {
|
if (unit.stages[i] >= 0) {
|
||||||
glBindImageTexture(unit.stages[i], texture->impl.texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, convertInternalFormat(texture->format));
|
glBindImageTexture(unit.stages[i], texture->impl.texture, 0, GL_FALSE, 0, GL_READ_WRITE, convertInternalFormat(texture->format));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
glCheckErrors();
|
glCheckErrors();
|
||||||
|
|||||||
@ -392,6 +392,11 @@ void kinc_window_hide(int window_index) {
|
|||||||
UpdateWindow(windows[window_index].handle);
|
UpdateWindow(windows[window_index].handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void kinc_window_set_foreground(int window_index) {
|
||||||
|
SetForegroundWindow(windows[window_index].handle);
|
||||||
|
SetFocus(windows[window_index].handle);
|
||||||
|
}
|
||||||
|
|
||||||
void kinc_window_set_title(int window_index, const char *title) {
|
void kinc_window_set_title(int window_index, const char *title) {
|
||||||
wchar_t buffer[1024];
|
wchar_t buffer[1024];
|
||||||
MultiByteToWideChar(CP_UTF8, 0, title, -1, buffer, 1024);
|
MultiByteToWideChar(CP_UTF8, 0, title, -1, buffer, 1024);
|
||||||
|
|||||||
@ -376,6 +376,8 @@ KINC_FUNC void kinc_g4_set_texture(kinc_g4_texture_unit_t unit, struct kinc_g4_t
|
|||||||
/// <param name="texture">The texture to assign to the unit</param>
|
/// <param name="texture">The texture to assign to the unit</param>
|
||||||
KINC_FUNC void kinc_g4_set_image_texture(kinc_g4_texture_unit_t unit, struct kinc_g4_texture *texture);
|
KINC_FUNC void kinc_g4_set_image_texture(kinc_g4_texture_unit_t unit, struct kinc_g4_texture *texture);
|
||||||
|
|
||||||
|
KINC_FUNC void kinc_g4_set_image_render_target(kinc_g4_texture_unit_t unit, struct kinc_g4_render_target *render_target);
|
||||||
|
|
||||||
KINC_FUNC bool kinc_g4_init_occlusion_query(unsigned *occlusionQuery);
|
KINC_FUNC bool kinc_g4_init_occlusion_query(unsigned *occlusionQuery);
|
||||||
|
|
||||||
KINC_FUNC void kinc_g4_delete_occlusion_query(unsigned occlusionQuery);
|
KINC_FUNC void kinc_g4_delete_occlusion_query(unsigned occlusionQuery);
|
||||||
|
|||||||
@ -30,7 +30,8 @@ typedef enum kinc_image_format {
|
|||||||
KINC_IMAGE_FORMAT_RGBA64,
|
KINC_IMAGE_FORMAT_RGBA64,
|
||||||
KINC_IMAGE_FORMAT_A32,
|
KINC_IMAGE_FORMAT_A32,
|
||||||
KINC_IMAGE_FORMAT_BGRA32,
|
KINC_IMAGE_FORMAT_BGRA32,
|
||||||
KINC_IMAGE_FORMAT_A16
|
KINC_IMAGE_FORMAT_A16,
|
||||||
|
KINC_IMAGE_FORMAT_R32UI
|
||||||
} kinc_image_format_t;
|
} kinc_image_format_t;
|
||||||
|
|
||||||
typedef struct kinc_image {
|
typedef struct kinc_image {
|
||||||
@ -608,6 +609,8 @@ int kinc_image_format_sizeof(kinc_image_format_t format) {
|
|||||||
return 1;
|
return 1;
|
||||||
case KINC_IMAGE_FORMAT_RGB24:
|
case KINC_IMAGE_FORMAT_RGB24:
|
||||||
return 3;
|
return 3;
|
||||||
|
case KINC_IMAGE_FORMAT_R32UI:
|
||||||
|
return 4;
|
||||||
}
|
}
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -139,6 +139,11 @@ KINC_FUNC void kinc_window_show(int window);
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
KINC_FUNC void kinc_window_hide(int window);
|
KINC_FUNC void kinc_window_hide(int window);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Brings a window to the foreground and sets focus to it.
|
||||||
|
/// </summary>
|
||||||
|
KINC_FUNC void kinc_window_set_foreground(int window);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Sets the title of a window.
|
/// Sets the title of a window.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 417 KiB After Width: | Height: | Size: 281 KiB |
|
Before Width: | Height: | Size: 417 KiB After Width: | Height: | Size: 281 KiB |
|
Before Width: | Height: | Size: 417 KiB After Width: | Height: | Size: 281 KiB |
|
Before Width: | Height: | Size: 417 KiB After Width: | Height: | Size: 281 KiB |
|
Before Width: | Height: | Size: 417 KiB After Width: | Height: | Size: 281 KiB |
|
Before Width: | Height: | Size: 417 KiB After Width: | Height: | Size: 281 KiB |
|
Before Width: | Height: | Size: 417 KiB After Width: | Height: | Size: 281 KiB |
@ -68,7 +68,7 @@ class Sound implements Resource {
|
|||||||
var soundBytes = output.getBytes();
|
var soundBytes = output.getBytes();
|
||||||
var count = Std.int(soundBytes.length / 4);
|
var count = Std.int(soundBytes.length / 4);
|
||||||
if (header.channel == 1) {
|
if (header.channel == 1) {
|
||||||
length = count / kha.audio2.Audio.samplesPerSecond; // header.sampleRate;
|
length = count / header.sampleRate;
|
||||||
uncompressedData = new kha.arrays.Float32Array(count * 2);
|
uncompressedData = new kha.arrays.Float32Array(count * 2);
|
||||||
for (i in 0...count) {
|
for (i in 0...count) {
|
||||||
uncompressedData[i * 2 + 0] = soundBytes.getFloat(i * 4);
|
uncompressedData[i * 2 + 0] = soundBytes.getFloat(i * 4);
|
||||||
@ -76,7 +76,7 @@ class Sound implements Resource {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
length = count / 2 / kha.audio2.Audio.samplesPerSecond; // header.sampleRate;
|
length = count / 2 / header.sampleRate;
|
||||||
uncompressedData = new kha.arrays.Float32Array(count);
|
uncompressedData = new kha.arrays.Float32Array(count);
|
||||||
for (i in 0...count) {
|
for (i in 0...count) {
|
||||||
uncompressedData[i] = soundBytes.getFloat(i * 4);
|
uncompressedData[i] = soundBytes.getFloat(i * 4);
|
||||||
|
|||||||
7
Kha/Sources/kha/compute/Access.hx
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
package kha.compute;
|
||||||
|
|
||||||
|
enum abstract Access(Int) to Int {
|
||||||
|
var Read = 0;
|
||||||
|
var Write = 1;
|
||||||
|
var ReadWrite = 2;
|
||||||
|
}
|
||||||
41
Kha/Sources/kha/compute/Compute.hx
Normal file
@ -0,0 +1,41 @@
|
|||||||
|
package kha.compute;
|
||||||
|
|
||||||
|
import kha.arrays.Float32Array;
|
||||||
|
import kha.Image;
|
||||||
|
import kha.FastFloat;
|
||||||
|
import kha.math.FastMatrix3;
|
||||||
|
import kha.math.FastMatrix4;
|
||||||
|
import kha.math.FastVector2;
|
||||||
|
import kha.math.FastVector3;
|
||||||
|
import kha.math.FastVector4;
|
||||||
|
import kha.graphics4.CubeMap;
|
||||||
|
import kha.graphics4.TextureAddressing;
|
||||||
|
import kha.graphics4.TextureFilter;
|
||||||
|
import kha.graphics4.MipMapFilter;
|
||||||
|
|
||||||
|
extern class Compute {
|
||||||
|
public static function setBool(location: ConstantLocation, value: Bool): Void;
|
||||||
|
public static function setInt(location: ConstantLocation, value: Int): Void;
|
||||||
|
public static function setFloat(location: ConstantLocation, value: FastFloat): Void;
|
||||||
|
public static function setFloat2(location: ConstantLocation, value1: FastFloat, value2: FastFloat): Void;
|
||||||
|
public static function setFloat3(location: ConstantLocation, value1: FastFloat, value2: FastFloat, value3: FastFloat): Void;
|
||||||
|
public static function setFloat4(location: ConstantLocation, value1: FastFloat, value2: FastFloat, value3: FastFloat, value4: FastFloat): Void;
|
||||||
|
public static function setFloats(location: ConstantLocation, values: Float32Array): Void;
|
||||||
|
public static function setVector2(location: ConstantLocation, value: FastVector2): Void;
|
||||||
|
public static function setVector3(location: ConstantLocation, value: FastVector3): Void;
|
||||||
|
public static function setVector4(location: ConstantLocation, value: FastVector4): Void;
|
||||||
|
public static function setMatrix(location: ConstantLocation, value: FastMatrix4): Void;
|
||||||
|
public static function setMatrix3(location: ConstantLocation, value: FastMatrix3): Void;
|
||||||
|
public static function setBuffer(buffer: ShaderStorageBuffer, index: Int): Void;
|
||||||
|
public static function setTexture(unit: TextureUnit, texture: Image, access: Access): Void;
|
||||||
|
public static function setSampledTexture(unit: TextureUnit, texture: Image): Void;
|
||||||
|
public static function setSampledDepthTexture(unit: TextureUnit, texture: Image): Void;
|
||||||
|
public static function setSampledCubeMap(unit: TextureUnit, cubeMap: CubeMap): Void;
|
||||||
|
public static function setSampledDepthCubeMap(unit: TextureUnit, cubeMap: CubeMap): Void;
|
||||||
|
public static function setTextureParameters(unit: TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,
|
||||||
|
minificationFilter: TextureFilter, magnificationFilter: TextureFilter, mipmapFilter: MipMapFilter): Void;
|
||||||
|
public static function setTexture3DParameters(unit: TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,
|
||||||
|
wAddressing: TextureAddressing, minificationFilter: TextureFilter, magnificationFilter: TextureFilter, mipmapFilter: MipMapFilter): Void;
|
||||||
|
public static function setShader(shader: Shader): Void;
|
||||||
|
public static function compute(x: Int, y: Int, z: Int): Void;
|
||||||
|
}
|
||||||
3
Kha/Sources/kha/compute/ConstantLocation.hx
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
package kha.compute;
|
||||||
|
|
||||||
|
interface ConstantLocation {}
|
||||||
10
Kha/Sources/kha/compute/Shader.hx
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
package kha.compute;
|
||||||
|
|
||||||
|
import kha.Blob;
|
||||||
|
|
||||||
|
extern class Shader {
|
||||||
|
public function new(sources: Array<Blob>, files: Array<String>);
|
||||||
|
public function delete(): Void;
|
||||||
|
public function getConstantLocation(name: String): ConstantLocation;
|
||||||
|
public function getTextureUnit(name: String): TextureUnit;
|
||||||
|
}
|
||||||
12
Kha/Sources/kha/compute/ShaderStorageBuffer.hx
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
package kha.compute;
|
||||||
|
|
||||||
|
import kha.graphics4.VertexData;
|
||||||
|
|
||||||
|
extern class ShaderStorageBuffer {
|
||||||
|
public function new(indexCount: Int, type: VertexData);
|
||||||
|
public function delete(): Void;
|
||||||
|
public function lock(): Array<Int>;
|
||||||
|
public function unlock(): Void;
|
||||||
|
public function set(): Void;
|
||||||
|
public function count(): Int;
|
||||||
|
}
|
||||||
3
Kha/Sources/kha/compute/TextureUnit.hx
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
package kha.compute;
|
||||||
|
|
||||||
|
interface TextureUnit {}
|
||||||
@ -8,4 +8,5 @@ enum abstract TextureFormat(Int) to Int {
|
|||||||
var RGBA64 = 4; // Half floats
|
var RGBA64 = 4; // Half floats
|
||||||
var A32 = 5; // Float
|
var A32 = 5; // Float
|
||||||
var A16 = 6; // Half float
|
var A16 = 6; // Half float
|
||||||
|
var R32UI = 7; // Unsigned 32-bit integer
|
||||||
}
|
}
|
||||||
|
|||||||
BIN
Krom/Krom.app/Contents/MacOS/Krom_x64
Executable file
BIN
Krom/Krom.app/Contents/Resources/AppIcon.png
Normal file
|
After Width: | Height: | Size: 96 KiB |
BIN
Krom/Krom.exe
@ -7,7 +7,7 @@ bl_info = {
|
|||||||
"description": "Full Stack SDK",
|
"description": "Full Stack SDK",
|
||||||
"author": "Leenkx.com",
|
"author": "Leenkx.com",
|
||||||
"version": (2026, 5, 0),
|
"version": (2026, 5, 0),
|
||||||
"blender": (4, 5, 0),
|
"blender": (5, 2, 0),
|
||||||
"doc_url": "https://leenkx.com/",
|
"doc_url": "https://leenkx.com/",
|
||||||
"tracker_url": "https://leenkx.com/support"
|
"tracker_url": "https://leenkx.com/support"
|
||||||
}
|
}
|
||||||
|
|||||||
@ -21,6 +21,8 @@ in vec3 wnormal;
|
|||||||
+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
|
+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
|
||||||
| GBUF_IDX_EMISSION | _EmissionShaded || emission color (RGB) | unused |
|
| GBUF_IDX_EMISSION | _EmissionShaded || emission color (RGB) | unused |
|
||||||
+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
|
+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
|
||||||
|
| GBUF_IDX_3 | _Anisotropy || world tangent (XYZ) | unused |
|
||||||
|
+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
|
||||||
|
|
||||||
The indices as well as the GBUF_SIZE define are defined in "compiled.inc".
|
The indices as well as the GBUF_SIZE define are defined in "compiled.inc".
|
||||||
*/
|
*/
|
||||||
@ -54,4 +56,8 @@ void main() {
|
|||||||
#ifdef _SSRefraction
|
#ifdef _SSRefraction
|
||||||
fragColor[GBUF_IDX_REFRACTION] = vec4(ior, opacity, 0.0, 0.0);
|
fragColor[GBUF_IDX_REFRACTION] = vec4(ior, opacity, 0.0, 0.0);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
fragColor[GBUF_IDX_3] = vec4(0.0, 0.0, 0.0, 0.0);
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|||||||
@ -14,6 +14,7 @@
|
|||||||
#ifdef _SSRS
|
#ifdef _SSRS
|
||||||
#include "std/ssrs.glsl"
|
#include "std/ssrs.glsl"
|
||||||
#endif
|
#endif
|
||||||
|
#include "std/brdf.glsl"
|
||||||
|
|
||||||
uniform sampler2D gbufferD;
|
uniform sampler2D gbufferD;
|
||||||
uniform sampler2D gbuffer0;
|
uniform sampler2D gbuffer0;
|
||||||
@ -22,6 +23,9 @@ uniform sampler2D gbuffer1;
|
|||||||
#ifdef _gbuffer2
|
#ifdef _gbuffer2
|
||||||
uniform sampler2D gbuffer2;
|
uniform sampler2D gbuffer2;
|
||||||
#endif
|
#endif
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
uniform sampler2D gbuffer3;
|
||||||
|
#endif
|
||||||
#ifdef _EmissionShaded
|
#ifdef _EmissionShaded
|
||||||
uniform sampler2D gbufferEmission;
|
uniform sampler2D gbufferEmission;
|
||||||
#endif
|
#endif
|
||||||
@ -254,6 +258,13 @@ void main() {
|
|||||||
float metallic;
|
float metallic;
|
||||||
uint matid;
|
uint matid;
|
||||||
unpackFloatInt16(g0.a, metallic, matid);
|
unpackFloatInt16(g0.a, metallic, matid);
|
||||||
|
#ifdef _ExtBRDF
|
||||||
|
matid = min(matid, uint(MAX_MATERIALS - 1));
|
||||||
|
|
||||||
|
//!uniform vec4 materialParams[MAX_MATERIALS * 8];
|
||||||
|
vec4 matp0, matp1, matp2, matp3, matp4, matp5, matp6;
|
||||||
|
getMaterialParams(matid, matp0, matp1, matp2, matp3, matp4, matp5, matp6);
|
||||||
|
#endif
|
||||||
|
|
||||||
vec2 occspec = unpackFloat2(g1.a);
|
vec2 occspec = unpackFloat2(g1.a);
|
||||||
// re-investigate clamp basecolor to prevent extreme values causing glitches
|
// re-investigate clamp basecolor to prevent extreme values causing glitches
|
||||||
@ -283,6 +294,11 @@ void main() {
|
|||||||
vec4 g2 = textureLod(gbuffer2, texCoord, 0.0);
|
vec4 g2 = textureLod(gbuffer2, texCoord, 0.0);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
vec4 g3 = textureLod(gbuffer3, texCoord, 0.0);
|
||||||
|
vec3 wTangent = length(g3.xyz) > 0.0 ? normalize(g3.xyz) : vec3(1.0, 0.0, 0.0);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
#ifdef _MicroShadowing
|
#ifdef _MicroShadowing
|
||||||
occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
|
occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
|
||||||
@ -379,7 +395,7 @@ void main() {
|
|||||||
|
|
||||||
#ifdef _SSGI
|
#ifdef _SSGI
|
||||||
vec3 ssgiColor = textureLod(ssgitex, texCoord, 0.0).rgb;
|
vec3 ssgiColor = textureLod(ssgitex, texCoord, 0.0).rgb;
|
||||||
fragColor.rgb += ssgiColor * albedo;
|
fragColor.rgb += ssgiColor * basecolor;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef _EmissionShadeless
|
#ifdef _EmissionShadeless
|
||||||
@ -406,8 +422,50 @@ void main() {
|
|||||||
float sdotVH = max(0.0, dot(v, sh));
|
float sdotVH = max(0.0, dot(v, sh));
|
||||||
float sdotNL = max(0.0, dot(n, sunDir));
|
float sdotNL = max(0.0, dot(n, sunDir));
|
||||||
vec3 svisibility = vec3(1.0);
|
vec3 svisibility = vec3(1.0);
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
vec3 sdirect;
|
||||||
|
if (abs(matp0.x) > 0.001) {
|
||||||
|
vec3 sbitangent = normalize(cross(n, wTangent));
|
||||||
|
sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
|
||||||
|
anisotropicBRDF(f0, roughness, matp0.x, matp0.y,
|
||||||
|
wTangent, sbitangent, n, sunDir, v, sdotNL, dotNV) * occspec.y;
|
||||||
|
} else {
|
||||||
|
sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
|
||||||
|
specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
|
||||||
|
}
|
||||||
|
#else
|
||||||
vec3 sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
|
vec3 sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
|
||||||
specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
|
specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float sunSheenWeight = 1.0;
|
||||||
|
float sunCoatWeight = 1.0;
|
||||||
|
|
||||||
|
#ifdef _Sheen
|
||||||
|
vec3 sunSheen = sheenBRDF(matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x), sdotNL, sdotNH, dotNV);
|
||||||
|
sunSheenWeight = sheenAttenuation(matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x), dotNV);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
vec3 sunCoat = clearcoatBRDF(matp1.x, matp1.y, matp1.z, sdotNL, sdotNH, dotNV, sdotVH);
|
||||||
|
sunCoatWeight = coatAttenuation(matp1.x, matp1.z, dotNV);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float sunLayerWeight = sunSheenWeight * sunCoatWeight;
|
||||||
|
sdirect *= sunLayerWeight;
|
||||||
|
#ifdef _Subsurface
|
||||||
|
sdirect += subsurfaceBRDF(albedo, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.z, matp3.w, sdotNL) * sunLayerWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
sdirect += transmissionBRDF(albedo, matp2.z, matp2.w, matp3.x, matp3.y, sdotNL, dotNV, sdotVH) * sunLayerWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
sdirect *= coatTintAttenuation(matp1.x, vec3(matp1.w, matp2.x, matp2.y), dotNV);
|
||||||
|
sdirect += sunCoat * sunSheenWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
sdirect += sunSheen;
|
||||||
|
#endif
|
||||||
|
|
||||||
#ifdef _ShadowMap
|
#ifdef _ShadowMap
|
||||||
#ifdef _CSM
|
#ifdef _CSM
|
||||||
@ -555,6 +613,21 @@ void main() {
|
|||||||
#ifdef _SSRS
|
#ifdef _SSRS
|
||||||
, gbufferD, invVP, eye
|
, gbufferD, invVP, eye
|
||||||
#endif
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
, matp1.x, matp1.y, matp1.z, vec3(matp1.w, matp2.x, matp2.y)
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
, matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x)
|
||||||
|
#endif
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
, matp0.x, matp0.y, wTangent
|
||||||
|
#endif
|
||||||
|
#ifdef _Subsurface
|
||||||
|
, matp3.z, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.w
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
, matp2.z, matp2.w, matp3.x, matp3.y
|
||||||
|
#endif
|
||||||
);
|
);
|
||||||
|
|
||||||
#ifdef _Spot
|
#ifdef _Spot
|
||||||
@ -618,6 +691,21 @@ void main() {
|
|||||||
#ifdef _SSRS
|
#ifdef _SSRS
|
||||||
, gbufferD, invVP, eye
|
, gbufferD, invVP, eye
|
||||||
#endif
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
, matp1.x, matp1.y, matp1.z, vec3(matp1.w, matp2.x, matp2.y)
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
, matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x)
|
||||||
|
#endif
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
, matp0.x, matp0.y, wTangent
|
||||||
|
#endif
|
||||||
|
#ifdef _Subsurface
|
||||||
|
, matp3.z, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.w
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
, matp2.z, matp2.w, matp3.x, matp3.y
|
||||||
|
#endif
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
#endif // _Clusters
|
#endif // _Clusters
|
||||||
|
|||||||
@ -277,6 +277,11 @@
|
|||||||
"link": "_biasLightWorldViewProjectionMatrixSpot3",
|
"link": "_biasLightWorldViewProjectionMatrixSpot3",
|
||||||
"ifndef": ["_ShadowMapAtlas"],
|
"ifndef": ["_ShadowMapAtlas"],
|
||||||
"ifdef": ["_LTC", "_ShadowMap"]
|
"ifdef": ["_LTC", "_ShadowMap"]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "materialParams",
|
||||||
|
"link": "_materialParams",
|
||||||
|
"type": "floats"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"vertex_shader": "../include/pass_viewray.vert.glsl",
|
"vertex_shader": "../include/pass_viewray.vert.glsl",
|
||||||
|
|||||||
@ -3,6 +3,7 @@
|
|||||||
#include "compiled.inc"
|
#include "compiled.inc"
|
||||||
#include "std/gbuffer.glsl"
|
#include "std/gbuffer.glsl"
|
||||||
#include "std/math.glsl"
|
#include "std/math.glsl"
|
||||||
|
#include "std/brdf.glsl"
|
||||||
#ifdef _Clusters
|
#ifdef _Clusters
|
||||||
#include "std/clusters.glsl"
|
#include "std/clusters.glsl"
|
||||||
#endif
|
#endif
|
||||||
@ -13,6 +14,9 @@
|
|||||||
uniform sampler2D gbufferD;
|
uniform sampler2D gbufferD;
|
||||||
uniform sampler2D gbuffer0;
|
uniform sampler2D gbuffer0;
|
||||||
uniform sampler2D gbuffer1;
|
uniform sampler2D gbuffer1;
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
uniform sampler2D gbuffer3;
|
||||||
|
#endif
|
||||||
|
|
||||||
uniform float envmapStrength;
|
uniform float envmapStrength;
|
||||||
#ifdef _Irr
|
#ifdef _Irr
|
||||||
@ -132,6 +136,13 @@ void main() {
|
|||||||
float metallic;
|
float metallic;
|
||||||
uint matid;
|
uint matid;
|
||||||
unpackFloatInt16(g0.a, metallic, matid);
|
unpackFloatInt16(g0.a, metallic, matid);
|
||||||
|
#ifdef _ExtBRDF
|
||||||
|
matid = min(matid, uint(MAX_MATERIALS - 1));
|
||||||
|
|
||||||
|
//!uniform vec4 materialParams[MAX_MATERIALS * 8];
|
||||||
|
vec4 matp0, matp1, matp2, matp3, matp4, matp5, matp6;
|
||||||
|
getMaterialParams(matid, matp0, matp1, matp2, matp3, matp4, matp5, matp6);
|
||||||
|
#endif
|
||||||
|
|
||||||
vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ
|
vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ
|
||||||
vec2 occspec = unpackFloat2(g1.a);
|
vec2 occspec = unpackFloat2(g1.a);
|
||||||
@ -143,6 +154,11 @@ void main() {
|
|||||||
vec3 v = normalize(eye - p);
|
vec3 v = normalize(eye - p);
|
||||||
float dotNV = max(dot(n, v), 0.0);
|
float dotNV = max(dot(n, v), 0.0);
|
||||||
|
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
vec4 g3 = textureLod(gbuffer3, texCoord, 0.0);
|
||||||
|
vec3 wTangent = length(g3.xyz) > 0.0 ? normalize(g3.xyz) : vec3(1.0, 0.0, 0.0);
|
||||||
|
#endif
|
||||||
|
|
||||||
#ifdef _Brdf
|
#ifdef _Brdf
|
||||||
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
|
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
|
||||||
#endif
|
#endif
|
||||||
@ -189,8 +205,50 @@ void main() {
|
|||||||
float sdotVH = max(0.0, dot(v, sh));
|
float sdotVH = max(0.0, dot(v, sh));
|
||||||
float sdotNL = max(0.0, dot(n, sunDir));
|
float sdotNL = max(0.0, dot(n, sunDir));
|
||||||
float svisibility = 1.0;
|
float svisibility = 1.0;
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
vec3 sdirect;
|
||||||
|
if (abs(matp0.x) > 0.001) {
|
||||||
|
vec3 sbitangent = normalize(cross(n, wTangent));
|
||||||
|
sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
|
||||||
|
anisotropicBRDF(f0, roughness, matp0.x, matp0.y,
|
||||||
|
wTangent, sbitangent, n, sunDir, v, sdotNL, dotNV) * occspec.y;
|
||||||
|
} else {
|
||||||
|
sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
|
||||||
|
specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
|
||||||
|
}
|
||||||
|
#else
|
||||||
vec3 sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
|
vec3 sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
|
||||||
specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
|
specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float sunSheenWeight = 1.0;
|
||||||
|
float sunCoatWeight = 1.0;
|
||||||
|
|
||||||
|
#ifdef _Sheen
|
||||||
|
vec3 sunSheen = sheenBRDF(matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x), sdotNL, sdotNH, dotNV);
|
||||||
|
sunSheenWeight = sheenAttenuation(matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x), dotNV);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
vec3 sunCoat = clearcoatBRDF(matp1.x, matp1.y, matp1.z, sdotNL, sdotNH, dotNV, sdotVH);
|
||||||
|
sunCoatWeight = coatAttenuation(matp1.x, matp1.z, dotNV);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float sunLayerWeight = sunSheenWeight * sunCoatWeight;
|
||||||
|
sdirect *= sunLayerWeight;
|
||||||
|
#ifdef _Subsurface
|
||||||
|
sdirect += subsurfaceBRDF(albedo, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.z, matp3.w, sdotNL) * sunLayerWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
sdirect += transmissionBRDF(albedo, matp2.z, matp2.w, matp3.x, matp3.y, sdotNL, dotNV, sdotVH) * sunLayerWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
sdirect *= coatTintAttenuation(matp1.x, vec3(matp1.w, matp2.x, matp2.y), dotNV);
|
||||||
|
sdirect += sunCoat * sunSheenWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
sdirect += sunSheen;
|
||||||
|
#endif
|
||||||
|
|
||||||
#ifdef _ShadowMap
|
#ifdef _ShadowMap
|
||||||
#ifdef _CSM
|
#ifdef _CSM
|
||||||
@ -235,6 +293,21 @@ void main() {
|
|||||||
#ifdef _Spot
|
#ifdef _Spot
|
||||||
, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight // TODO: Test!
|
, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight // TODO: Test!
|
||||||
#endif
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
, matp1.x, matp1.y, matp1.z, vec3(matp1.w, matp2.x, matp2.y)
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
, matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x)
|
||||||
|
#endif
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
, matp0.x, matp0.y, wTangent
|
||||||
|
#endif
|
||||||
|
#ifdef _Subsurface
|
||||||
|
, matp3.z, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.w
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
, matp2.z, matp2.w, matp3.x, matp3.y
|
||||||
|
#endif
|
||||||
);
|
);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
@ -277,6 +350,21 @@ void main() {
|
|||||||
, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w) // scale
|
, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w) // scale
|
||||||
, lightsArraySpot[li * 2 + 1].xyz // right
|
, lightsArraySpot[li * 2 + 1].xyz // right
|
||||||
#endif
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
, matp1.x, matp1.y, matp1.z, vec3(matp1.w, matp2.x, matp2.y)
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
, matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x)
|
||||||
|
#endif
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
, matp0.x, matp0.y, wTangent
|
||||||
|
#endif
|
||||||
|
#ifdef _Subsurface
|
||||||
|
, matp3.z, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.w
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
, matp2.z, matp2.w, matp3.x, matp3.y
|
||||||
|
#endif
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
#endif // _Clusters
|
#endif // _Clusters
|
||||||
|
|||||||
@ -214,6 +214,11 @@
|
|||||||
"link": "_biasLightWorldViewProjectionMatrixSpot3",
|
"link": "_biasLightWorldViewProjectionMatrixSpot3",
|
||||||
"ifndef": ["_ShadowMapAtlas"],
|
"ifndef": ["_ShadowMapAtlas"],
|
||||||
"ifdef": ["_LTC", "_ShadowMap"]
|
"ifdef": ["_LTC", "_ShadowMap"]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "materialParams",
|
||||||
|
"link": "_materialParams",
|
||||||
|
"type": "floats"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"vertex_shader": "../include/pass_viewray.vert.glsl",
|
"vertex_shader": "../include/pass_viewray.vert.glsl",
|
||||||
|
|||||||
@ -28,10 +28,12 @@ in vec2 texCoord;
|
|||||||
out vec4 fragColor;
|
out vec4 fragColor;
|
||||||
|
|
||||||
const float GOLDEN_ANGLE = 2.39996323;
|
const float GOLDEN_ANGLE = 2.39996323;
|
||||||
const int RAY_STEPS = 12;
|
const int RAY_STEPS = 6;
|
||||||
|
const int BINARY_STEPS = 3;
|
||||||
|
|
||||||
vec2 getProjectedCoord(const vec3 viewPos) {
|
vec2 getProjectedCoord(const vec3 viewPos) {
|
||||||
vec4 projectedCoord = P * vec4(viewPos, 1.0);
|
vec4 projectedCoord = P * vec4(viewPos, 1.0);
|
||||||
|
if (projectedCoord.w <= 0.0) return vec2(-1e5);
|
||||||
projectedCoord.xy /= projectedCoord.w;
|
projectedCoord.xy /= projectedCoord.w;
|
||||||
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
|
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
|
||||||
#ifdef _InvY
|
#ifdef _InvY
|
||||||
@ -40,16 +42,12 @@ vec2 getProjectedCoord(const vec3 viewPos) {
|
|||||||
return projectedCoord.xy;
|
return projectedCoord.xy;
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 cosineSampleHemisphere(vec3 n, vec2 rand) {
|
float linearZ(const float depth) {
|
||||||
float phi = PI * 2.0 * rand.x;
|
return -P[3].z / (depth + P[2].z);
|
||||||
float cosTheta = sqrt(1.0 - rand.y);
|
}
|
||||||
float sinTheta = sqrt(rand.y);
|
|
||||||
|
|
||||||
vec3 h = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
|
void buildTBN(vec3 n, out vec3 tangent, out vec3 bitangent) {
|
||||||
|
|
||||||
vec3 tangent, bitangent;
|
|
||||||
vec3 absN = abs(n);
|
vec3 absN = abs(n);
|
||||||
|
|
||||||
if (absN.x <= absN.y && absN.x <= absN.z) {
|
if (absN.x <= absN.y && absN.x <= absN.z) {
|
||||||
tangent = normalize(cross(n, vec3(1.0, 0.0, 0.0)));
|
tangent = normalize(cross(n, vec3(1.0, 0.0, 0.0)));
|
||||||
} else if (absN.y <= absN.z) {
|
} else if (absN.y <= absN.z) {
|
||||||
@ -58,46 +56,70 @@ vec3 cosineSampleHemisphere(vec3 n, vec2 rand) {
|
|||||||
tangent = normalize(cross(n, vec3(0.0, 0.0, 1.0)));
|
tangent = normalize(cross(n, vec3(0.0, 0.0, 1.0)));
|
||||||
}
|
}
|
||||||
bitangent = cross(n, tangent);
|
bitangent = cross(n, tangent);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 sampleHemisphere(vec3 n, vec3 tangent, vec3 bitangent, float phi, float cosTheta) {
|
||||||
|
float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
|
||||||
|
vec3 h = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
|
||||||
return normalize(tangent * h.x + bitangent * h.y + n * h.z);
|
return normalize(tangent * h.x + bitangent * h.y + n * h.z);
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 traceRay(vec3 origin, vec3 dir, float maxDist, float minDist) {
|
vec3 traceRay(vec3 origin, vec3 dir, float maxDist, float minDist, float jitter) {
|
||||||
float stepSize = maxDist / float(RAY_STEPS);
|
float stepSize = maxDist / float(RAY_STEPS);
|
||||||
vec3 pos = origin + dir * minDist;
|
float rayDist = minDist + stepSize * (jitter - 1.0);
|
||||||
|
vec3 pos = origin + dir * rayDist;
|
||||||
|
|
||||||
float prevDepthDiff = 0.0;
|
float prevDepthDiff = 0.0;
|
||||||
float hadValidPrev = 0.0;
|
bool hasPrev = false;
|
||||||
|
|
||||||
for (int i = 1; i <= RAY_STEPS; i++) {
|
for (int i = 0; i < RAY_STEPS; i++) {
|
||||||
pos += dir * stepSize;
|
pos += dir * stepSize;
|
||||||
|
rayDist += stepSize;
|
||||||
vec2 uv = getProjectedCoord(pos);
|
vec2 uv = getProjectedCoord(pos);
|
||||||
|
if (uv.x < -100.0) return vec3(-1.0);
|
||||||
|
uv = clamp(uv, vec2(0.001), vec2(0.999));
|
||||||
|
|
||||||
vec2 sampleUV = clamp(uv, vec2(0.001), vec2(0.999));
|
float sampleDepth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
|
||||||
|
|
||||||
float sampleDepth = textureLod(gbufferD, sampleUV, 0.0).r * 2.0 - 1.0;
|
|
||||||
if (sampleDepth == 1.0) {
|
if (sampleDepth == 1.0) {
|
||||||
hadValidPrev = 0.0;
|
hasPrev = false;
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 sampleViewPos = getPosView2(invP, sampleDepth, sampleUV);
|
float depthDiff = pos.z - linearZ(sampleDepth);
|
||||||
float depthDiff = pos.z - sampleViewPos.z;
|
float thickness = maxDist * 0.075 + rayDist * 0.125;
|
||||||
float rayDist = length(pos - origin);
|
|
||||||
float thickness = 0.15 + rayDist * 0.25;
|
|
||||||
|
|
||||||
float crossed = hadValidPrev * step(0.0, prevDepthDiff) * step(depthDiff, 0.0);
|
bool crossed = hasPrev && (prevDepthDiff > 0.0) && (depthDiff <= 0.0);
|
||||||
float withinThickness = step(abs(depthDiff), thickness);
|
bool withinThickness = (depthDiff <= 0.0) && (-depthDiff < thickness);
|
||||||
|
|
||||||
if (crossed > 0.5 || withinThickness > 0.5) {
|
if (crossed || withinThickness) {
|
||||||
float distWeight = 1.0 - (rayDist / maxDist);
|
vec3 bPos = pos;
|
||||||
distWeight = max(0.0, distWeight * distWeight);
|
vec3 bDir = dir * stepSize;
|
||||||
|
for (int j = 0; j < BINARY_STEPS; j++) {
|
||||||
|
bDir *= 0.5;
|
||||||
|
bPos -= bDir;
|
||||||
|
vec2 bUV = getProjectedCoord(bPos);
|
||||||
|
bUV = clamp(bUV, vec2(0.001), vec2(0.999));
|
||||||
|
float bDepth = textureLod(gbufferD, bUV, 0.0).r * 2.0 - 1.0;
|
||||||
|
if (bDepth == 1.0) {
|
||||||
|
bPos += bDir;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if (bPos.z - linearZ(bDepth) > 0.0) bPos += bDir;
|
||||||
|
}
|
||||||
|
|
||||||
return vec3(sampleUV, distWeight);
|
vec2 bestUV = getProjectedCoord(bPos);
|
||||||
|
if (bestUV.x < -100.0) return vec3(-1.0);
|
||||||
|
bestUV = clamp(bestUV, vec2(0.001), vec2(0.999));
|
||||||
|
|
||||||
|
float hitDist = length(bPos - origin);
|
||||||
|
float distWeight = max(0.0, 1.0 - (hitDist / maxDist));
|
||||||
|
distWeight *= distWeight;
|
||||||
|
|
||||||
|
return vec3(bestUV, distWeight);
|
||||||
}
|
}
|
||||||
|
|
||||||
prevDepthDiff = depthDiff;
|
prevDepthDiff = depthDiff;
|
||||||
hadValidPrev = 1.0;
|
hasPrev = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
return vec3(-1.0);
|
return vec3(-1.0);
|
||||||
@ -111,77 +133,77 @@ void main() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
|
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
|
||||||
vec2 enc = g0.rg;
|
vec3 n = getNor(g0.rg);
|
||||||
vec3 n;
|
vec3 basecolor = textureLod(gbuffer1, texCoord, 0.0).rgb;
|
||||||
n.z = 1.0 - abs(enc.x) - abs(enc.y);
|
|
||||||
n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
|
|
||||||
n = normalize(n);
|
|
||||||
|
|
||||||
vec3 viewNormal = V3 * n;
|
vec3 viewNormal = V3 * n;
|
||||||
vec3 viewPos = getPosView2(invP, depth, texCoord);
|
vec3 viewPos = getPosView2(invP, depth, texCoord);
|
||||||
|
|
||||||
#ifdef _CPostprocess
|
#ifdef _CPostprocess
|
||||||
float radius = PPComp12.y;
|
float radius = PPComp12.y * 2.0;
|
||||||
float strength = PPComp12.x;
|
float strength = PPComp12.x * 0.5;
|
||||||
#else
|
#else
|
||||||
float radius = ssgiRadius;
|
float radius = ssgiRadius * 2.0;
|
||||||
float strength = ssgiStrength;
|
float strength = ssgiStrength * 0.5;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
float noise = fract(52.9829189 * fract(0.06711056 * texCoord.x * 1000.0 + 0.00583715 * texCoord.y * 1000.0));
|
radius = min(radius, max(-viewPos.z / P[1].y, 0.05));
|
||||||
|
|
||||||
|
float noise = fract(52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y));
|
||||||
|
|
||||||
vec3 gi = vec3(0.0);
|
vec3 gi = vec3(0.0);
|
||||||
int validSamples = 0;
|
float missWeight = 0.0;
|
||||||
|
|
||||||
// min distance to avoid self shadowing artiffacts
|
// min distance to avoid self shadowing artiffacts
|
||||||
float minDist = radius * 0.05;
|
float minDist = radius * 0.05;
|
||||||
|
|
||||||
|
vec3 tangent, bitangent;
|
||||||
|
buildTBN(viewNormal, tangent, bitangent);
|
||||||
|
|
||||||
for (int i = 0; i < ssgiSamples; i++) {
|
for (int i = 0; i < ssgiSamples; i++) {
|
||||||
float fi = float(i) + noise;
|
float phi = float(i) * GOLDEN_ANGLE + noise * PI2;
|
||||||
vec2 rand = vec2(
|
float cosTheta = sqrt(max(0.0, 1.0 - (float(i) + 0.5) / float(ssgiSamples)));
|
||||||
fract(fi * 0.7548776662 + noise),
|
float jitter = fract(noise + float(i) * 0.618034);
|
||||||
fract(fi * 0.5698402909 + noise * 1.5)
|
|
||||||
);
|
|
||||||
|
|
||||||
vec3 rayDir = cosineSampleHemisphere(viewNormal, rand);
|
vec3 rayDir = sampleHemisphere(viewNormal, tangent, bitangent, phi, cosTheta);
|
||||||
vec3 hitResult = traceRay(viewPos, rayDir, radius, minDist);
|
vec3 hitResult = traceRay(viewPos, rayDir, radius, minDist, jitter);
|
||||||
|
|
||||||
if (hitResult.x < 0.0) continue;
|
if (hitResult.x < 0.0) {
|
||||||
|
missWeight += 1.0;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
vec2 hitUV = hitResult.xy;
|
vec2 hitUV = hitResult.xy;
|
||||||
float distWeight = hitResult.z;
|
float distWeight = hitResult.z;
|
||||||
|
|
||||||
vec3 hitAlbedo = textureLod(gbuffer1, hitUV, 1.0).rgb;
|
vec3 hitN = getNor(textureLod(gbuffer0, hitUV, 0.0).rg);
|
||||||
|
float emitterCos = max(0.0, dot(V3 * hitN, -rayDir));
|
||||||
|
if (emitterCos <= 0.0) {
|
||||||
|
missWeight += 1.0;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 hitAlbedo = textureLod(gbuffer1, hitUV, 0.0).rgb;
|
||||||
|
|
||||||
#ifdef _Sun
|
#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));
|
float hitNdotL = max(0.0, dot(hitN, sunDir));
|
||||||
vec3 hitRadiance = hitAlbedo * sunCol * hitNdotL;
|
vec3 hitRadiance = hitAlbedo * (sunCol * hitNdotL + vec3(0.4));
|
||||||
#else
|
#else
|
||||||
vec3 hitRadiance = hitAlbedo * 0.5;
|
vec3 hitRadiance = hitAlbedo * 0.4;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef _EmissionShaded
|
#ifdef _EmissionShaded
|
||||||
hitRadiance += textureLod(gbufferEmission, hitUV, 0.0).rgb;
|
hitRadiance += textureLod(gbufferEmission, hitUV, 0.0).rgb;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
gi += hitRadiance * distWeight;
|
gi += hitRadiance * (distWeight * emitterCos);
|
||||||
validSamples++;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (validSamples > 0) {
|
gi += basecolor * 0.1 * missWeight;
|
||||||
gi /= float(validSamples);
|
gi *= 2.0 * strength / float(ssgiSamples);
|
||||||
}
|
|
||||||
|
|
||||||
gi *= strength;
|
|
||||||
|
|
||||||
#ifdef _EmissionShaded
|
#ifdef _EmissionShaded
|
||||||
gi += textureLod(gbufferEmission, texCoord, 0.0).rgb * 0.3;
|
gi += textureLod(gbufferEmission, texCoord, 0.0).rgb * 0.3;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
fragColor = vec4(min(gi, vec3(2.0)), 1.0);
|
fragColor = vec4(min(gi, vec3(2.0)), 1.0);
|
||||||
|
|||||||
@ -138,4 +138,137 @@ float D_Approx(const float Roughness, const float RoL) {
|
|||||||
return rcp_a2 * exp2( c * RoL - c );
|
return rcp_a2 * exp2( c * RoL - c );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
vec3 clearcoatBRDF(const float clearcoat, const float clearcoat_rough,
|
||||||
|
const float coat_ior,
|
||||||
|
const float dotNL, const float dotNH, const float dotNV, const float dotVH) {
|
||||||
|
if (clearcoat <= 0.0) return vec3(0.0);
|
||||||
|
float a = clearcoat_rough * clearcoat_rough;
|
||||||
|
// F0 from Fresnel equation for dielectric
|
||||||
|
float ccF0 = (coat_ior - 1.0) / (coat_ior + 1.0);
|
||||||
|
ccF0 = ccF0 * ccF0;
|
||||||
|
float F = ccF0 + (1.0 - ccF0) * pow(1.0 - dotVH, 5.0);
|
||||||
|
float D = d_ggx(dotNH, a);
|
||||||
|
float G = g2_approx(dotNL, dotNV, a);
|
||||||
|
return vec3(clearcoat * D * G * F / max(4.0 * dotNV, 1e-5));
|
||||||
|
}
|
||||||
|
|
||||||
|
float coatAttenuation(const float clearcoat,
|
||||||
|
const float coat_ior, const float dotNV) {
|
||||||
|
if (clearcoat <= 0.0) return 1.0;
|
||||||
|
float ccF0 = (coat_ior - 1.0) / (coat_ior + 1.0);
|
||||||
|
ccF0 = ccF0 * ccF0;
|
||||||
|
// Schlick with pow(.,5) - cheaper than exp2
|
||||||
|
float F = ccF0 + (1.0 - ccF0) * pow(1.0 - dotNV, 5.0);
|
||||||
|
return max(1.0 - F * clearcoat, 0.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 coatTintAttenuation(const float clearcoat, const vec3 coat_tint, const float dotNV) {
|
||||||
|
if (clearcoat <= 0.0) return vec3(1.0);
|
||||||
|
float absorption = 1.0 / max(dotNV, 0.3);
|
||||||
|
return mix(vec3(1.0), coat_tint, clamp(absorption * 0.2, 0.0, 1.0));
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef _Sheen
|
||||||
|
// based on Blender sheen model/Frostbite PBR
|
||||||
|
vec3 sheenBRDF(const float sheen, const float sheen_rough,
|
||||||
|
const vec3 sheen_tint, const float dotNL, const float dotNH, const float dotNV) {
|
||||||
|
if (sheen <= 0.0) return vec3(0.0);
|
||||||
|
float rough = clamp(sheen_rough, 1e-3, 1.0);
|
||||||
|
float a = rough * rough;
|
||||||
|
float sinNH2 = 1.0 - dotNH * dotNH;
|
||||||
|
float a2 = a * a;
|
||||||
|
float D = (2.0 + a2) * sinNH2 / (2.0 * 3.1415926535 * pow(1.0 + a2 * sinNH2, 2.0));
|
||||||
|
float V = 1.0 / (4.0 * dotNL * dotNV + 1e-5);
|
||||||
|
float sheenAlbedo = (1.0 - 0.5 * rough) * mix(1.0, dotNV, 0.5);
|
||||||
|
return sheen_tint * sheen * D * V * dotNL * sheenAlbedo;
|
||||||
|
}
|
||||||
|
|
||||||
|
float sheenAttenuation(const float sheen, const float sheen_rough,
|
||||||
|
const vec3 sheen_tint, const float dotNV) {
|
||||||
|
if (sheen <= 0.0) return 1.0;
|
||||||
|
float rough = clamp(sheen_rough, 1e-3, 1.0);
|
||||||
|
float sheenAlbedo = (1.0 - 0.5 * rough) * mix(1.0, dotNV, 0.5);
|
||||||
|
float maxComp = sheen * max(max(sheen_tint.r, sheen_tint.g), sheen_tint.b) * sheenAlbedo;
|
||||||
|
return max(1.0 - maxComp, 0.0);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
// anisotropic GGX Burley 2012
|
||||||
|
vec3 anisotropicBRDF(const vec3 f0, const float roughness, const float anisotropy,
|
||||||
|
const float aniso_rot, const vec3 tangent, const vec3 bitangent,
|
||||||
|
const vec3 n, const vec3 l, const vec3 v,
|
||||||
|
const float dotNL, const float dotNV) {
|
||||||
|
if (abs(anisotropy) <= 0.001) return vec3(0.0);
|
||||||
|
float rot = aniso_rot * 3.1415926535 * 2.0;
|
||||||
|
float cr = cos(rot);
|
||||||
|
float sr = sin(rot);
|
||||||
|
vec3 t = normalize(tangent * cr + bitangent * sr);
|
||||||
|
vec3 b = normalize(bitangent * cr - tangent * sr);
|
||||||
|
float aniso_abs = abs(anisotropy);
|
||||||
|
float at = max(roughness * (1.0 + aniso_abs), 1e-5);
|
||||||
|
float ab = max(roughness * (1.0 - aniso_abs), 1e-5);
|
||||||
|
if (anisotropy < 0.0) { vec3 tmp = t; t = b; b = tmp; }
|
||||||
|
float at2 = at * at;
|
||||||
|
float ab2 = ab * ab;
|
||||||
|
vec3 h = normalize(l + v);
|
||||||
|
float dotTH = dot(t, h);
|
||||||
|
float dotBH = dot(b, h);
|
||||||
|
float dotTV = dot(t, v);
|
||||||
|
float dotBV = dot(b, v);
|
||||||
|
float dotTL = dot(t, l);
|
||||||
|
float dotBL = dot(b, l);
|
||||||
|
float denom = max(dotTH * dotTH / at2 + dotBH * dotBH / ab2, 1e-7);
|
||||||
|
float D = 1.0 / (3.1415926535 * at * ab * denom * denom);
|
||||||
|
float V = 1.0 / max(dotNL * (dotTL / at + dotBL / ab) * (dotTV / at + dotBV / ab), 1e-5);
|
||||||
|
float dotVH = max(dot(v, h), 0.0);
|
||||||
|
vec3 F = f_schlick(f0, dotVH);
|
||||||
|
return D * V * F / max(4.0 * dotNV, 1e-5);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef _Subsurface
|
||||||
|
// Blenders bssrdf_burley implementation
|
||||||
|
vec3 subsurfaceBRDF(const vec3 albedo, const vec3 sss_color,
|
||||||
|
const vec3 sss_radius, const float subsurface, const float sss_anisotropy,
|
||||||
|
const float dotNL) {
|
||||||
|
if (subsurface <= 0.0) return vec3(0.0);
|
||||||
|
vec3 mfp = sss_radius * (0.25 / 3.1415926535);
|
||||||
|
vec3 A = clamp(albedo, 0.0, 1.0);
|
||||||
|
vec3 d = 1.9 - A + 3.5 * (A - 0.8) * (A - 0.8);
|
||||||
|
d = mfp / max(d, 1e-5);
|
||||||
|
float aniso = clamp(sss_anisotropy, 0.0, 0.9);
|
||||||
|
float scatter = subsurface * (1.0 / 3.1415926535);
|
||||||
|
vec3 sssDiffuse = sss_color * scatter * dotNL;
|
||||||
|
float backScatter = max(0.0, 1.0 - dotNL) * (1.0 - aniso) * 0.5;
|
||||||
|
vec3 sssBack = sss_color * subsurface * backScatter;
|
||||||
|
float dist = max(0.0, 1.0 - dotNL);
|
||||||
|
vec3 rcp_d = 1.0 / max(d, vec3(1e-5));
|
||||||
|
vec3 x = vec3(dist) * rcp_d;
|
||||||
|
vec3 extinction = 1.0 / (1.0 + x + 0.5 * x * x);
|
||||||
|
return sssDiffuse * extinction + sssBack * (vec3(1.0) - extinction);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef _Transmission
|
||||||
|
// Blenders microfacet glass/refraction model
|
||||||
|
vec3 transmissionBRDF(const vec3 albedo, const float transmission,
|
||||||
|
const float trans_rough, const float ior, const float thin_wall,
|
||||||
|
const float dotNL, const float dotNV, const float dotVH) {
|
||||||
|
if (transmission <= 0.0) return vec3(0.0);
|
||||||
|
float F0 = (ior - 1.0) / (ior + 1.0);
|
||||||
|
F0 = F0 * F0;
|
||||||
|
float F = F0 + (1.0 - F0) * pow(1.0 - dotVH, 5.0);
|
||||||
|
float transmittance = 1.0 - F;
|
||||||
|
if (thin_wall > 0.5) {
|
||||||
|
return albedo * transmission * transmittance * dotNL;
|
||||||
|
}
|
||||||
|
float a = trans_rough * trans_rough;
|
||||||
|
float rough_atten = mix(1.0, 1.0 / max(dotNV, 0.1), a);
|
||||||
|
return albedo * transmission * transmittance * rough_atten * dotNL;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@ -110,7 +110,7 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
|||||||
float diam = max(voxelSize0, dist * coneCoefficient);
|
float diam = max(voxelSize0, dist * coneCoefficient);
|
||||||
float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
|
float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
|
||||||
float clipmap_index = floor(lod);
|
float clipmap_index = floor(lod);
|
||||||
float clipmap_blend = fract(lod);
|
float clipmap_blend = smoothstep(0.0, 1.0, fract(lod));
|
||||||
vec3 p0 = start_pos + dir * dist;
|
vec3 p0 = start_pos + dir * dist;
|
||||||
|
|
||||||
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution);
|
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution);
|
||||||
@ -121,11 +121,17 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Edge fade: blend toward coarser clipmap near boundaries
|
||||||
|
vec3 edgeDist = min(samplePos, 1.0 - samplePos);
|
||||||
|
float minEdgeDist = min(min(edgeDist.x, edgeDist.y), edgeDist.z);
|
||||||
|
float edgeBlend = 1.0 - smoothstep(0.0, 0.1, minEdgeDist);
|
||||||
|
float totalBlend = max(clipmap_blend, edgeBlend);
|
||||||
|
|
||||||
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, precomputed_direction, face_offset, direction_weight);
|
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, precomputed_direction, face_offset, direction_weight);
|
||||||
|
|
||||||
if(clipmap_blend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
|
if(totalBlend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
|
||||||
vec4 mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, precomputed_direction, face_offset, direction_weight);
|
vec4 mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, precomputed_direction, face_offset, direction_weight);
|
||||||
mipSample = mix(mipSample, mipSampleNext, clipmap_blend);
|
mipSample = mix(mipSample, mipSampleNext, totalBlend);
|
||||||
}
|
}
|
||||||
|
|
||||||
sampleCol += (1.0 - sampleCol.a) * mipSample;
|
sampleCol += (1.0 - sampleCol.a) * mipSample;
|
||||||
@ -148,9 +154,8 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
|||||||
vec4 traceDiffuse(const vec3 origin, const vec3 normal, const sampler3D voxels, const float clipmaps[voxelgiClipmapCount * 10]) {
|
vec4 traceDiffuse(const vec3 origin, const vec3 normal, const sampler3D voxels, const float clipmaps[voxelgiClipmapCount * 10]) {
|
||||||
float sum = 0.0;
|
float sum = 0.0;
|
||||||
vec4 amount = vec4(0.0);
|
vec4 amount = vec4(0.0);
|
||||||
mat3 TBN = makeTangentBasis(normal);
|
|
||||||
for (int i = 0; i < DIFFUSE_CONE_COUNT; ++i) {
|
for (int i = 0; i < DIFFUSE_CONE_COUNT; ++i) {
|
||||||
vec3 coneDir = TBN * DIFFUSE_CONE_DIRECTIONS[i];
|
vec3 coneDir = DIFFUSE_CONE_DIRECTIONS[i];
|
||||||
const float cosTheta = dot(normal, coneDir);
|
const float cosTheta = dot(normal, coneDir);
|
||||||
if (cosTheta <= 0)
|
if (cosTheta <= 0)
|
||||||
continue;
|
continue;
|
||||||
@ -159,7 +164,7 @@ vec4 traceDiffuse(const vec3 origin, const vec3 normal, const sampler3D voxels,
|
|||||||
sum += cosTheta;
|
sum += cosTheta;
|
||||||
}
|
}
|
||||||
|
|
||||||
amount /= sum;
|
amount /= max(sum, 0.0001);
|
||||||
amount.rgb = max(amount.rgb, vec3(0.0));
|
amount.rgb = max(amount.rgb, vec3(0.0));
|
||||||
amount.a = clamp(amount.a, 0.0, 1.0);
|
amount.a = clamp(amount.a, 0.0, 1.0);
|
||||||
|
|
||||||
@ -215,10 +220,10 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
|
|||||||
float diam = max(voxelSize0, dist * coneCoefficient);
|
float diam = max(voxelSize0, dist * coneCoefficient);
|
||||||
float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
|
float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
|
||||||
float clipmap_index = floor(lod);
|
float clipmap_index = floor(lod);
|
||||||
float clipmap_blend = fract(lod);
|
float clipmap_blend = smoothstep(0.0, 1.0, fract(lod));
|
||||||
vec3 p0 = start_pos + dir * dist;
|
vec3 p0 = start_pos + dir * dist;
|
||||||
|
|
||||||
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution.x);
|
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution);
|
||||||
samplePos = samplePos * 0.5 + 0.5;
|
samplePos = samplePos * 0.5 + 0.5;
|
||||||
|
|
||||||
if ((any(notEqual(clamp(samplePos, 0.0, 1.0), samplePos)))) {
|
if ((any(notEqual(clamp(samplePos, 0.0, 1.0), samplePos)))) {
|
||||||
@ -226,11 +231,17 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Edge fade: blend toward coarser clipmap near boundaries
|
||||||
|
vec3 edgeDist = min(samplePos, 1.0 - samplePos);
|
||||||
|
float minEdgeDist = min(min(edgeDist.x, edgeDist.y), edgeDist.z);
|
||||||
|
float edgeBlend = 1.0 - smoothstep(0.0, 0.1, minEdgeDist);
|
||||||
|
float totalBlend = max(clipmap_blend, edgeBlend);
|
||||||
|
|
||||||
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, precomputed_direction, face_offset, direction_weight);
|
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, precomputed_direction, face_offset, direction_weight);
|
||||||
|
|
||||||
if(clipmap_blend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
|
if(totalBlend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
|
||||||
float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, precomputed_direction, face_offset, direction_weight);
|
float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, precomputed_direction, face_offset, direction_weight);
|
||||||
mipSample = mix(mipSample, mipSampleNext, clipmap_blend);
|
mipSample = mix(mipSample, mipSampleNext, totalBlend);
|
||||||
}
|
}
|
||||||
|
|
||||||
sampleCol += (1.0 - sampleCol) * mipSample;
|
sampleCol += (1.0 - sampleCol) * mipSample;
|
||||||
@ -254,7 +265,7 @@ float traceAO(const vec3 origin, const vec3 normal, const sampler3D voxels, cons
|
|||||||
amount += traceConeAO(voxels, origin, normal, coneDir, precomputed_direction, DIFFUSE_CONE_APERTURE, 1.0, clipmaps) * cosTheta;
|
amount += traceConeAO(voxels, origin, normal, coneDir, precomputed_direction, DIFFUSE_CONE_APERTURE, 1.0, clipmaps) * cosTheta;
|
||||||
sum += cosTheta;
|
sum += cosTheta;
|
||||||
}
|
}
|
||||||
amount /= sum;
|
amount /= max(sum, 0.0001);
|
||||||
amount = clamp(amount, 0.0, 1.0);
|
amount = clamp(amount, 0.0, 1.0);
|
||||||
return amount * voxelgiOcc;
|
return amount * voxelgiOcc;
|
||||||
}
|
}
|
||||||
@ -284,7 +295,7 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
|||||||
float diam = max(voxelSize0, dist * coneCoefficient);
|
float diam = max(voxelSize0, dist * coneCoefficient);
|
||||||
float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
|
float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
|
||||||
float clipmap_index = floor(lod);
|
float clipmap_index = floor(lod);
|
||||||
float clipmap_blend = fract(lod);
|
float clipmap_blend = smoothstep(0.0, 1.0, fract(lod));
|
||||||
vec3 p0 = start_pos + dir * dist;
|
vec3 p0 = start_pos + dir * dist;
|
||||||
|
|
||||||
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution);
|
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution);
|
||||||
@ -295,19 +306,25 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Edge fade: blend toward coarser clipmap near boundaries
|
||||||
|
vec3 edgeDist = min(samplePos, 1.0 - samplePos);
|
||||||
|
float minEdgeDist = min(min(edgeDist.x, edgeDist.y), edgeDist.z);
|
||||||
|
float edgeBlend = 1.0 - smoothstep(0.0, 0.1, minEdgeDist);
|
||||||
|
float totalBlend = max(clipmap_blend, edgeBlend);
|
||||||
|
|
||||||
#ifdef _VoxelAOvar
|
#ifdef _VoxelAOvar
|
||||||
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, 0, face_offset, direction_weight);
|
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, 0, face_offset, direction_weight);
|
||||||
#else
|
#else
|
||||||
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, 0, face_offset, direction_weight).a;
|
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, 0, face_offset, direction_weight).a;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
if(clipmap_blend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
|
if(totalBlend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
|
||||||
#ifdef _VoxelAOvar
|
#ifdef _VoxelAOvar
|
||||||
float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, 0, face_offset, direction_weight);
|
float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, 0, face_offset, direction_weight);
|
||||||
#else
|
#else
|
||||||
float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, 0, face_offset, direction_weight).a;
|
float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, 0, face_offset, direction_weight).a;
|
||||||
#endif
|
#endif
|
||||||
mipSample = mix(mipSample, mipSampleNext, clipmap_blend);
|
mipSample = mix(mipSample, mipSampleNext, totalBlend);
|
||||||
}
|
}
|
||||||
|
|
||||||
sampleCol += (1.0 - sampleCol) * mipSample;
|
sampleCol += (1.0 - sampleCol) * mipSample;
|
||||||
|
|||||||
@ -24,42 +24,25 @@ const int DIFFUSE_CONE_COUNT = 16;
|
|||||||
|
|
||||||
const float SHADOW_CONE_APERTURE = radians(15.0);
|
const float SHADOW_CONE_APERTURE = radians(15.0);
|
||||||
|
|
||||||
const float DIFFUSE_CONE_APERTURE = 0.872665;
|
const float DIFFUSE_CONE_APERTURE = 1.0;
|
||||||
|
|
||||||
mat3 makeTangentBasis(const vec3 normal) {
|
|
||||||
// Create a tangent basis from normal vector
|
|
||||||
vec3 tangent;
|
|
||||||
vec3 bitangent;
|
|
||||||
|
|
||||||
// Compute tangent (Frisvad's method)
|
|
||||||
if (abs(normal.z) < 0.999) {
|
|
||||||
tangent = normalize(cross(vec3(0, 1, 0), normal));
|
|
||||||
} else {
|
|
||||||
tangent = normalize(cross(normal, vec3(1, 0, 0)));
|
|
||||||
}
|
|
||||||
bitangent = cross(normal, tangent);
|
|
||||||
|
|
||||||
return mat3(tangent, bitangent, normal);
|
|
||||||
}
|
|
||||||
|
|
||||||
// 16 optimized cone directions for hemisphere sampling (Z-up, normalized)
|
|
||||||
const vec3 DIFFUSE_CONE_DIRECTIONS[16] = vec3[](
|
const vec3 DIFFUSE_CONE_DIRECTIONS[16] = vec3[](
|
||||||
vec3(0.707107, 0.000000, 0.707107), // Front
|
vec3( 0.3480, 0.0000, 0.9375),
|
||||||
vec3(-0.707107, 0.000000, 0.707107), // Back
|
vec3(-0.4299, 0.3938, 0.8125),
|
||||||
vec3(0.000000, 0.707107, 0.707107), // Right
|
vec3( 0.0635, -0.7234, 0.6875),
|
||||||
vec3(0.000000, -0.707107, 0.707107), // Left
|
vec3( 0.5031, 0.6561, 0.5625),
|
||||||
vec3(0.500000, 0.500000, 0.707107), // Front-right
|
vec3(-0.8855, -0.1566, 0.4375),
|
||||||
vec3(-0.500000, 0.500000, 0.707107), // Back-right
|
vec3( 0.8015, -0.5098, 0.3125),
|
||||||
vec3(0.500000, -0.500000, 0.707107), // Front-left
|
vec3(-0.2550, 0.9486, 0.1875),
|
||||||
vec3(-0.500000, -0.500000, 0.707107),// Back-left
|
vec3(-0.4600, -0.8857, 0.0625),
|
||||||
vec3(0.353553, 0.000000, 0.935414), // Narrow front
|
vec3( 0.9375, 0.3424, -0.0625),
|
||||||
vec3(-0.353553, 0.000000, 0.935414), // Narrow back
|
vec3(-0.9080, 0.3748, -0.1875),
|
||||||
vec3(0.000000, 0.353553, 0.935414), // Narrow right
|
vec3( 0.4026, -0.8604, -0.3125),
|
||||||
vec3(0.000000, -0.353553, 0.935414), // Narrow left
|
vec3( 0.2691, 0.8580, -0.4375),
|
||||||
vec3(0.270598, 0.270598, 0.923880), // Narrow front-right
|
vec3(-0.7154, -0.4146, -0.5625),
|
||||||
vec3(-0.270598, 0.270598, 0.923880), // Narrow back-right
|
vec3( 0.7092, -0.1559, -0.6875),
|
||||||
vec3(0.270598, -0.270598, 0.923880), // Narrow front-left
|
vec3(-0.3353, 0.4769, -0.8125),
|
||||||
vec3(-0.270598, -0.270598, 0.923880) // Narrow back-left
|
vec3(-0.0447, -0.3451, -0.9375)
|
||||||
);
|
);
|
||||||
|
|
||||||
// TO DO - Disabled momentarily instead of changing formulas
|
// TO DO - Disabled momentarily instead of changing formulas
|
||||||
|
|||||||
@ -170,4 +170,19 @@ void unpackFloatInt16(float val, out float f, out uint i) {
|
|||||||
f = (bitsValue & ~(0xF << numBitFloat)) / maxValFloat;
|
f = (bitsValue & ~(0xF << numBitFloat)) / maxValFloat;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#ifdef _ExtBRDF
|
||||||
|
// extended material parameters by material slot ID returns vec4s (28 floats) of extended BRDF parameters
|
||||||
|
void getMaterialParams(uint matid, out vec4 p0, out vec4 p1, out vec4 p2, out vec4 p3,
|
||||||
|
out vec4 p4, out vec4 p5, out vec4 p6) {
|
||||||
|
uint base = matid * 8u;
|
||||||
|
p0 = materialParams[base];
|
||||||
|
p1 = materialParams[base + 1u];
|
||||||
|
p2 = materialParams[base + 2u];
|
||||||
|
p3 = materialParams[base + 3u];
|
||||||
|
p4 = materialParams[base + 4u];
|
||||||
|
p5 = materialParams[base + 5u];
|
||||||
|
p6 = materialParams[base + 6u];
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@ -131,6 +131,21 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
|||||||
#ifdef _SSRS
|
#ifdef _SSRS
|
||||||
, sampler2D gbufferD, mat4 invVP, vec3 eye
|
, sampler2D gbufferD, mat4 invVP, vec3 eye
|
||||||
#endif
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
, float sheen, float sheenRough, vec3 sheenTint
|
||||||
|
#endif
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
, float anisotropy, float anisoRot, vec3 tangent
|
||||||
|
#endif
|
||||||
|
#ifdef _Subsurface
|
||||||
|
, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
, float transmission, float transRough, float ior, float thinWall
|
||||||
|
#endif
|
||||||
) {
|
) {
|
||||||
vec3 ld = lp - p;
|
vec3 ld = lp - p;
|
||||||
vec3 l = normalize(ld);
|
vec3 l = normalize(ld);
|
||||||
@ -153,9 +168,49 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
|||||||
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
|
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
|
||||||
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
|
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
|
||||||
#else
|
#else
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
vec3 direct;
|
||||||
|
if (abs(anisotropy) > 0.001) {
|
||||||
|
vec3 bitangent = normalize(cross(n, tangent));
|
||||||
|
direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||||
|
anisotropicBRDF(f0, rough, anisotropy, anisoRot,
|
||||||
|
tangent, bitangent, n, l, v, dotNL, dotNV) * spec;
|
||||||
|
} else {
|
||||||
|
direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||||
|
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||||
|
}
|
||||||
|
#else
|
||||||
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
|
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||||
#endif
|
#endif
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// before attenuate/shadow so everything is properly shadowed in one pass
|
||||||
|
float sheenWeight = 1.0;
|
||||||
|
float coatWeight = 1.0;
|
||||||
|
#ifdef _Sheen
|
||||||
|
vec3 sheenContrib = sheenBRDF(sheen, sheenRough, sheenTint, dotNL, dotNH, dotNV);
|
||||||
|
sheenWeight = sheenAttenuation(sheen, sheenRough, sheenTint, dotNV);
|
||||||
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
vec3 coatContrib = clearcoatBRDF(clearcoat, clearcoatRough, coatIOR, dotNL, dotNH, dotNV, dotVH);
|
||||||
|
coatWeight = coatAttenuation(clearcoat, coatIOR, dotNV);
|
||||||
|
#endif
|
||||||
|
float layerWeight = sheenWeight * coatWeight;
|
||||||
|
direct *= layerWeight;
|
||||||
|
#ifdef _Subsurface
|
||||||
|
direct += subsurfaceBRDF(albedo, sssColor, sssRadius, subsurface, sssAnisotropy, dotNL) * layerWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
direct += transmissionBRDF(albedo, transmission, transRough, ior, thinWall, dotNL, dotNV, dotVH) * layerWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
direct *= coatTintAttenuation(clearcoat, coatTint, dotNV);
|
||||||
|
direct += coatContrib * sheenWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
direct += sheenContrib;
|
||||||
|
#endif
|
||||||
|
|
||||||
direct *= attenuate(distance(p, lp));
|
direct *= attenuate(distance(p, lp));
|
||||||
direct *= min(lightCol, vec3(100.0));
|
direct *= min(lightCol, vec3(100.0));
|
||||||
@ -418,6 +473,21 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
|
|||||||
#ifdef _Spot
|
#ifdef _Spot
|
||||||
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
||||||
#endif
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
, float sheen, float sheenRough, vec3 sheenTint
|
||||||
|
#endif
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
, float anisotropy, float anisoRot, vec3 tangent
|
||||||
|
#endif
|
||||||
|
#ifdef _Subsurface
|
||||||
|
, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
, float transmission, float transRough, float ior, float thinWall
|
||||||
|
#endif
|
||||||
) {
|
) {
|
||||||
vec3 ld = lp - p;
|
vec3 ld = lp - p;
|
||||||
vec3 l = normalize(ld);
|
vec3 l = normalize(ld);
|
||||||
@ -444,6 +514,32 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
|
|||||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
float sheenWeight = 1.0;
|
||||||
|
float coatWeight = 1.0;
|
||||||
|
#ifdef _Sheen
|
||||||
|
vec3 sheenContrib = sheenBRDF(sheen, sheenRough, sheenTint, dotNL, dotNH, dotNV);
|
||||||
|
sheenWeight = sheenAttenuation(sheen, sheenRough, sheenTint, dotNV);
|
||||||
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
vec3 coatContrib = clearcoatBRDF(clearcoat, clearcoatRough, coatIOR, dotNL, dotNH, dotNV, dotVH);
|
||||||
|
coatWeight = coatAttenuation(clearcoat, coatIOR, dotNV);
|
||||||
|
#endif
|
||||||
|
float layerWeight = sheenWeight * coatWeight;
|
||||||
|
direct *= layerWeight;
|
||||||
|
#ifdef _Subsurface
|
||||||
|
direct += subsurfaceBRDF(albedo, sssColor, sssRadius, subsurface, sssAnisotropy, dotNL) * layerWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
direct += transmissionBRDF(albedo, transmission, transRough, ior, thinWall, dotNL, dotNV, dotVH) * layerWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
direct *= coatTintAttenuation(clearcoat, coatTint, dotNV);
|
||||||
|
direct += coatContrib * sheenWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
direct += sheenContrib;
|
||||||
|
#endif
|
||||||
|
|
||||||
direct *= attenuate(distance(p, lp));
|
direct *= attenuate(distance(p, lp));
|
||||||
// CRITICAL: Clamp light color to prevent extreme HDR values causing white sphere artifacts
|
// CRITICAL: Clamp light color to prevent extreme HDR values causing white sphere artifacts
|
||||||
direct *= min(lightCol, vec3(100.0));
|
direct *= min(lightCol, vec3(100.0));
|
||||||
|
|||||||
@ -53,6 +53,21 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
|||||||
#ifdef _Spot
|
#ifdef _Spot
|
||||||
, bool isSpot, float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
, bool isSpot, float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
||||||
#endif
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
, float sheen, float sheenRough, vec3 sheenTint
|
||||||
|
#endif
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
, float anisotropy, float anisoRot, vec3 tangent
|
||||||
|
#endif
|
||||||
|
#ifdef _Subsurface
|
||||||
|
, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
, float transmission, float transRough, float ior, float thinWall
|
||||||
|
#endif
|
||||||
) {
|
) {
|
||||||
vec3 ld = lp - p;
|
vec3 ld = lp - p;
|
||||||
vec3 l = normalize(ld);
|
vec3 l = normalize(ld);
|
||||||
@ -61,8 +76,47 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
|||||||
float dotVH = max(0.0, dot(v, h));
|
float dotVH = max(0.0, dot(v, h));
|
||||||
float dotNL = max(0.0, dot(n, l));
|
float dotNL = max(0.0, dot(n, l));
|
||||||
|
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
vec3 direct;
|
||||||
|
if (abs(anisotropy) > 0.001) {
|
||||||
|
vec3 bitangent = normalize(cross(n, tangent));
|
||||||
|
direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||||
|
anisotropicBRDF(f0, rough, anisotropy, anisoRot,
|
||||||
|
tangent, bitangent, n, l, v, dotNL, dotNV) * spec;
|
||||||
|
} else {
|
||||||
|
direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||||
|
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||||
|
}
|
||||||
|
#else
|
||||||
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
|
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float sheenWeight = 1.0;
|
||||||
|
float coatWeight = 1.0;
|
||||||
|
#ifdef _Sheen
|
||||||
|
vec3 sheenContrib = sheenBRDF(sheen, sheenRough, sheenTint, dotNL, dotNH, dotNV);
|
||||||
|
sheenWeight = sheenAttenuation(sheen, sheenRough, sheenTint, dotNV);
|
||||||
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
vec3 coatContrib = clearcoatBRDF(clearcoat, clearcoatRough, coatIOR, dotNL, dotNH, dotNV, dotVH);
|
||||||
|
coatWeight = coatAttenuation(clearcoat, coatIOR, dotNV);
|
||||||
|
#endif
|
||||||
|
float layerWeight = sheenWeight * coatWeight;
|
||||||
|
direct *= layerWeight;
|
||||||
|
#ifdef _Subsurface
|
||||||
|
direct += subsurfaceBRDF(albedo, sssColor, sssRadius, subsurface, sssAnisotropy, dotNL) * layerWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
direct += transmissionBRDF(albedo, transmission, transRough, ior, thinWall, dotNL, dotNV, dotVH) * layerWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
direct *= coatTintAttenuation(clearcoat, coatTint, dotNV);
|
||||||
|
direct += coatContrib * sheenWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
direct += sheenContrib;
|
||||||
|
#endif
|
||||||
|
|
||||||
direct *= lightCol;
|
direct *= lightCol;
|
||||||
direct *= attenuate(distance(p, lp));
|
direct *= attenuate(distance(p, lp));
|
||||||
|
|||||||
@ -1,11 +1,11 @@
|
|||||||
/* Various sky functions
|
/* Various sky functions
|
||||||
* =====================
|
* =====================
|
||||||
*
|
*
|
||||||
* Nishita model is based on https://github.com/wwwtyro/glsl-atmosphere (Unlicense License)
|
* Single scattering model is based on https://github.com/wwwtyro/glsl-atmosphere (Unlicense License)
|
||||||
*
|
*
|
||||||
* Changes to the original implementation:
|
* Changes to the original implementation:
|
||||||
* - r and pSun parameters of nishita_atmosphere() are already normalized
|
* - r and pSun parameters of single_scatter_atmosphere() are already normalized
|
||||||
* - Some original parameters of nishita_atmosphere() are replaced with pre-defined values
|
* - Some original parameters of single_scatter_atmosphere() are replaced with pre-defined values
|
||||||
* - Implemented air, dust and ozone density node parameters (see Blender source)
|
* - Implemented air, dust and ozone density node parameters (see Blender source)
|
||||||
* - Replaced the inner integral calculation with a LUT lookup
|
* - Replaced the inner integral calculation with a LUT lookup
|
||||||
*
|
*
|
||||||
@ -22,8 +22,8 @@
|
|||||||
|
|
||||||
#include "std/math.glsl"
|
#include "std/math.glsl"
|
||||||
|
|
||||||
uniform sampler2D nishitaLUT;
|
uniform sampler2D singleScatterLUT;
|
||||||
uniform vec2 nishitaDensity;
|
uniform vec2 skyDensity;
|
||||||
|
|
||||||
#ifndef PI
|
#ifndef PI
|
||||||
#define PI 3.141592
|
#define PI 3.141592
|
||||||
@ -32,33 +32,33 @@ uniform vec2 nishitaDensity;
|
|||||||
#define HALF_PI 1.570796
|
#define HALF_PI 1.570796
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#define nishita_iSteps 16
|
#define single_scatter_iSteps 16
|
||||||
|
|
||||||
// These values are taken from Cycles code if they
|
// These values are taken from Cycles code if they
|
||||||
// exist there, otherwise they are taken from the example
|
// exist there, otherwise they are taken from the example
|
||||||
// in the glsl-atmosphere repo
|
// in the glsl-atmosphere repo
|
||||||
#define nishita_sun_intensity 22.0
|
#define single_scatter_sun_intensity 22.0
|
||||||
#define nishita_atmo_radius 6420e3
|
#define single_scatter_atmo_radius 6420e3
|
||||||
#define nishita_rayleigh_scale 8e3
|
#define single_scatter_rayleigh_scale 8e3
|
||||||
#define nishita_rayleigh_coeff vec3(5.5e-6, 13.0e-6, 22.4e-6)
|
#define single_scatter_rayleigh_coeff vec3(5.5e-6, 13.0e-6, 22.4e-6)
|
||||||
#define nishita_mie_scale 1.2e3
|
#define single_scatter_mie_scale 1.2e3
|
||||||
#define nishita_mie_coeff 2e-5
|
#define single_scatter_mie_coeff 2e-5
|
||||||
#define nishita_mie_dir 0.76 // Aerosols anisotropy ("direction")
|
#define single_scatter_mie_dir 0.76 // Aerosols anisotropy ("direction")
|
||||||
#define nishita_mie_dir_sq 0.5776 // Squared aerosols anisotropy
|
#define single_scatter_mie_dir_sq 0.5776 // Squared aerosols anisotropy
|
||||||
|
|
||||||
// Values from [Hill: 60]
|
// Values from [Hill: 60]
|
||||||
#define sun_limb_darkening_col vec3(0.397, 0.503, 0.652)
|
#define sun_limb_darkening_col vec3(0.397, 0.503, 0.652)
|
||||||
|
|
||||||
vec3 nishita_lookupLUT(const float height, const float sunTheta) {
|
vec3 single_scatter_lookupLUT(const float height, const float sunTheta) {
|
||||||
vec2 coords = vec2(
|
vec2 coords = vec2(
|
||||||
sqrt(height * (1 / nishita_atmo_radius)),
|
sqrt(height * (1 / single_scatter_atmo_radius)),
|
||||||
0.5 + 0.5 * sign(sunTheta - HALF_PI) * sqrt(abs(sunTheta * (1 / HALF_PI) - 1))
|
0.5 + 0.5 * sign(sunTheta - HALF_PI) * sqrt(abs(sunTheta * (1 / HALF_PI) - 1))
|
||||||
);
|
);
|
||||||
return textureLod(nishitaLUT, coords, 0.0).rgb;
|
return textureLod(singleScatterLUT, coords, 0.0).rgb;
|
||||||
}
|
}
|
||||||
|
|
||||||
/* See raySphereIntersection() in leenkx/Sources/renderpath/Nishita.hx */
|
/* See raySphereIntersection() in leenkx/Sources/renderpath/Sky.hx */
|
||||||
vec2 nishita_rsi(const vec3 r0, const vec3 rd, const float sr) {
|
vec2 single_scatter_rsi(const vec3 r0, const vec3 rd, const float sr) {
|
||||||
float a = dot(rd, rd);
|
float a = dot(rd, rd);
|
||||||
float b = 2.0 * dot(rd, r0);
|
float b = 2.0 * dot(rd, r0);
|
||||||
float c = dot(r0, r0) - (sr * sr);
|
float c = dot(r0, r0) - (sr * sr);
|
||||||
@ -74,12 +74,12 @@ vec2 nishita_rsi(const vec3 r0, const vec3 rd, const float sr) {
|
|||||||
* pSun: normalized sun direction
|
* pSun: normalized sun direction
|
||||||
* rPlanet: planet radius
|
* rPlanet: planet radius
|
||||||
*/
|
*/
|
||||||
vec3 nishita_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const float rPlanet) {
|
vec3 single_scatter_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const float rPlanet) {
|
||||||
// Calculate the step size of the primary ray
|
// Calculate the step size of the primary ray
|
||||||
vec2 p = nishita_rsi(r0, r, nishita_atmo_radius);
|
vec2 p = single_scatter_rsi(r0, r, single_scatter_atmo_radius);
|
||||||
if (p.x > p.y) return vec3(0.0);
|
if (p.x > p.y) return vec3(0.0);
|
||||||
p.y = min(p.y, nishita_rsi(r0, r, rPlanet).x);
|
p.y = min(p.y, single_scatter_rsi(r0, r, rPlanet).x);
|
||||||
float iStepSize = (p.y - p.x) / float(nishita_iSteps);
|
float iStepSize = (p.y - p.x) / float(single_scatter_iSteps);
|
||||||
|
|
||||||
// Primary ray time
|
// Primary ray time
|
||||||
float iTime = 0.0;
|
float iTime = 0.0;
|
||||||
@ -96,18 +96,18 @@ vec3 nishita_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const floa
|
|||||||
float mu = dot(r, pSun);
|
float mu = dot(r, pSun);
|
||||||
float mumu = mu * mu;
|
float mumu = mu * mu;
|
||||||
float pRlh = 3.0 / (16.0 * PI) * (1.0 + mumu);
|
float pRlh = 3.0 / (16.0 * PI) * (1.0 + mumu);
|
||||||
float pMie = 3.0 / (8.0 * PI) * ((1.0 - nishita_mie_dir_sq) * (mumu + 1.0)) / (pow(1.0 + nishita_mie_dir_sq - 2.0 * mu * nishita_mie_dir, 1.5) * (2.0 + nishita_mie_dir_sq));
|
float pMie = 3.0 / (8.0 * PI) * ((1.0 - single_scatter_mie_dir_sq) * (mumu + 1.0)) / (pow(1.0 + single_scatter_mie_dir_sq - 2.0 * mu * single_scatter_mie_dir, 1.5) * (2.0 + single_scatter_mie_dir_sq));
|
||||||
|
|
||||||
// Sample the primary ray
|
// Sample the primary ray
|
||||||
for (int i = 0; i < nishita_iSteps; i++) {
|
for (int i = 0; i < single_scatter_iSteps; i++) {
|
||||||
|
|
||||||
// Calculate the primary ray sample position and height
|
// Calculate the primary ray sample position and height
|
||||||
vec3 iPos = r0 + r * (iTime + iStepSize * 0.5);
|
vec3 iPos = r0 + r * (iTime + iStepSize * 0.5);
|
||||||
float iHeight = length(iPos) - rPlanet;
|
float iHeight = length(iPos) - rPlanet;
|
||||||
|
|
||||||
// Calculate the optical depth of the Rayleigh and Mie scattering for this step
|
// Calculate the optical depth of the Rayleigh and Mie scattering for this step
|
||||||
float odStepRlh = exp(-iHeight / nishita_rayleigh_scale) * nishitaDensity.x * iStepSize;
|
float odStepRlh = exp(-iHeight / single_scatter_rayleigh_scale) * skyDensity.x * iStepSize;
|
||||||
float odStepMie = exp(-iHeight / nishita_mie_scale) * nishitaDensity.y * iStepSize;
|
float odStepMie = exp(-iHeight / single_scatter_mie_scale) * skyDensity.y * iStepSize;
|
||||||
|
|
||||||
// Accumulate optical depth
|
// Accumulate optical depth
|
||||||
iOdRlh += odStepRlh;
|
iOdRlh += odStepRlh;
|
||||||
@ -116,12 +116,12 @@ vec3 nishita_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const floa
|
|||||||
// Idea behind this: "Rotate" everything by iPos (-> iPos is the new zenith) and then all calculations for the
|
// Idea behind this: "Rotate" everything by iPos (-> iPos is the new zenith) and then all calculations for the
|
||||||
// inner integral only depend on the sample height (iHeight) and sunTheta (angle between sun and new zenith).
|
// inner integral only depend on the sample height (iHeight) and sunTheta (angle between sun and new zenith).
|
||||||
float sunTheta = safe_acos(dot(normalize(iPos), normalize(pSun)));
|
float sunTheta = safe_acos(dot(normalize(iPos), normalize(pSun)));
|
||||||
vec3 jAttn = nishita_lookupLUT(iHeight, sunTheta);
|
vec3 jAttn = single_scatter_lookupLUT(iHeight, sunTheta);
|
||||||
|
|
||||||
// Calculate attenuation
|
// Calculate attenuation
|
||||||
vec3 iAttn = exp(-(
|
vec3 iAttn = exp(-(
|
||||||
nishita_mie_coeff * iOdMie
|
single_scatter_mie_coeff * iOdMie
|
||||||
+ nishita_rayleigh_coeff * iOdRlh
|
+ single_scatter_rayleigh_coeff * iOdRlh
|
||||||
// + 0 for ozone
|
// + 0 for ozone
|
||||||
));
|
));
|
||||||
vec3 attn = iAttn * jAttn;
|
vec3 attn = iAttn * jAttn;
|
||||||
@ -136,7 +136,7 @@ vec3 nishita_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const floa
|
|||||||
iTime += iStepSize;
|
iTime += iStepSize;
|
||||||
}
|
}
|
||||||
|
|
||||||
return nishita_sun_intensity * (pRlh * nishita_rayleigh_coeff * totalRlh + pMie * nishita_mie_coeff * totalMie);
|
return single_scatter_sun_intensity * (pRlh * single_scatter_rayleigh_coeff * totalRlh + pMie * single_scatter_mie_coeff * totalMie);
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 sun_disk(const vec3 n, const vec3 light_dir, const float disk_size, const float intensity) {
|
vec3 sun_disk(const vec3 n, const vec3 light_dir, const float disk_size, const float intensity) {
|
||||||
@ -149,7 +149,83 @@ vec3 sun_disk(const vec3 n, const vec3 light_dir, const float disk_size, const f
|
|||||||
float mu = sqrt(invDist * invDist);
|
float mu = sqrt(invDist * invDist);
|
||||||
vec3 limb_darkening = 1.0 - (1.0 - pow(vec3(mu), sun_limb_darkening_col));
|
vec3 limb_darkening = 1.0 - (1.0 - pow(vec3(mu), sun_limb_darkening_col));
|
||||||
|
|
||||||
return 1 + (1.0 - step(1.0, dist)) * nishita_sun_intensity * intensity * limb_darkening;
|
return 1 + (1.0 - step(1.0, dist)) * single_scatter_sun_intensity * intensity * limb_darkening;
|
||||||
|
}
|
||||||
|
|
||||||
|
uniform sampler2D multiScatterLUT;
|
||||||
|
uniform vec4 multiScatterParams; // x=elevation, y=rotation, z=angular_diameter, w=intensity
|
||||||
|
uniform vec4 multiScatterSunBottom; // xyz=sun_bottom, w=earth_intersection_angle
|
||||||
|
uniform vec3 multiScatterSunTop;
|
||||||
|
|
||||||
|
// XYZ to sRGB/Rec.709 conversion (D65 white point)
|
||||||
|
vec3 xyz_to_rgb(vec3 xyz) {
|
||||||
|
return vec3(
|
||||||
|
3.2406 * xyz.x - 1.5372 * xyz.y - 0.4986 * xyz.z,
|
||||||
|
-0.9689 * xyz.x + 1.8758 * xyz.y + 0.0415 * xyz.z,
|
||||||
|
0.0557 * xyz.x - 0.2040 * xyz.y + 1.0570 * xyz.z
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
float sky_elevation_to_v(float elevation) {
|
||||||
|
float abs_el = abs(elevation);
|
||||||
|
float l = sign(elevation) * sqrt(abs_el / 1.5707963);
|
||||||
|
float v = (l + 1.0) * 0.5;
|
||||||
|
return clamp(v, 0.0, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 multi_scatter_sample_lut(vec3 dir, float sun_rotation) {
|
||||||
|
float azimuth = atan(dir.x, dir.y);
|
||||||
|
float elevation = asin(clamp(dir.z, -1.0, 1.0));
|
||||||
|
|
||||||
|
azimuth -= sun_rotation;
|
||||||
|
float u = fract(azimuth / (2.0 * PI));
|
||||||
|
float v = sky_elevation_to_v(elevation);
|
||||||
|
|
||||||
|
return textureLod(multiScatterLUT, vec2(u, v), 0.0).rgb;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 multi_scatter_sun_disc(vec3 dir, vec3 sun_dir, float angular_diameter, float intensity) {
|
||||||
|
float half_diameter = max(angular_diameter * 0.5, 0.0005);
|
||||||
|
float dist = distance(dir, sun_dir) / half_diameter;
|
||||||
|
float edge = smoothstep(1.0, 0.95, dist);
|
||||||
|
if (edge <= 0.0) return vec3(0.0);
|
||||||
|
|
||||||
|
float horizon = multiScatterSunBottom.w;
|
||||||
|
float dir_elev = asin(clamp(dir.z, -1.0, 1.0));
|
||||||
|
float horizon_fade = smoothstep(horizon - half_diameter * 0.1, horizon + half_diameter * 0.1, dir_elev);
|
||||||
|
edge *= horizon_fade;
|
||||||
|
if (edge <= 0.0) return vec3(0.0);
|
||||||
|
|
||||||
|
float invDist = 1.0 - dist;
|
||||||
|
float mu = sqrt(invDist * invDist);
|
||||||
|
vec3 limb_darkening = 1.0 - (1.0 - pow(vec3(mu), sun_limb_darkening_col));
|
||||||
|
|
||||||
|
float sun_elev = multiScatterParams.x;
|
||||||
|
float t = clamp((dir_elev - (sun_elev - half_diameter)) / (2.0 * half_diameter), 0.0, 1.0);
|
||||||
|
vec3 sun_color = mix(multiScatterSunBottom.rgb, multiScatterSunTop, t) * intensity * limb_darkening;
|
||||||
|
|
||||||
|
return xyz_to_rgb(sun_color) * edge;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 multi_scatter_atmosphere(vec3 dir) {
|
||||||
|
float sun_elevation = multiScatterParams.x;
|
||||||
|
float sun_rotation = multiScatterParams.y;
|
||||||
|
float angular_diameter = multiScatterParams.z;
|
||||||
|
float sun_intensity = multiScatterParams.w;
|
||||||
|
|
||||||
|
vec3 xyz = multi_scatter_sample_lut(dir, sun_rotation);
|
||||||
|
vec3 radiance = xyz_to_rgb(xyz);
|
||||||
|
|
||||||
|
if (sun_intensity > 0.0) {
|
||||||
|
vec3 computed_sun_dir = vec3(
|
||||||
|
sin(sun_rotation) * cos(sun_elevation),
|
||||||
|
cos(sun_rotation) * cos(sun_elevation),
|
||||||
|
sin(sun_elevation)
|
||||||
|
);
|
||||||
|
radiance += multi_scatter_sun_disc(dir, computed_sun_dir, angular_diameter, sun_intensity);
|
||||||
|
}
|
||||||
|
|
||||||
|
return radiance;
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@ -1,136 +0,0 @@
|
|||||||
#version 450
|
|
||||||
|
|
||||||
layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
|
|
||||||
|
|
||||||
#include "compiled.inc"
|
|
||||||
#include "std/math.glsl"
|
|
||||||
#include "std/gbuffer.glsl"
|
|
||||||
#include "std/imageatomic.glsl"
|
|
||||||
#ifdef _VoxelShadow
|
|
||||||
#include "std/conetrace.glsl"
|
|
||||||
#endif
|
|
||||||
|
|
||||||
uniform vec3 lightPos;
|
|
||||||
uniform vec3 lightColor;
|
|
||||||
uniform int lightType;
|
|
||||||
uniform vec3 lightDir;
|
|
||||||
uniform vec2 spotData;
|
|
||||||
#ifdef _ShadowMap
|
|
||||||
uniform int lightShadow;
|
|
||||||
uniform vec2 lightProj;
|
|
||||||
uniform float shadowsBias;
|
|
||||||
uniform mat4 LVP;
|
|
||||||
#ifdef _ShadowMapAtlas
|
|
||||||
uniform int index;
|
|
||||||
uniform vec4 pointLightDataArray[maxLightsCluster * 6];
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
|
|
||||||
uniform float clipmaps[voxelgiClipmapCount * 10];
|
|
||||||
uniform int clipmapLevel;
|
|
||||||
|
|
||||||
uniform layout(r32ui) uimage3D voxelsLight;
|
|
||||||
|
|
||||||
#ifdef _ShadowMap
|
|
||||||
uniform sampler2DShadow shadowMap;
|
|
||||||
uniform sampler2D shadowMapTransparent;
|
|
||||||
uniform sampler2DShadow shadowMapSpot;
|
|
||||||
#ifdef _ShadowMapAtlas
|
|
||||||
uniform sampler2DShadow shadowMapPoint;
|
|
||||||
#else
|
|
||||||
uniform samplerCubeShadow shadowMapPoint;
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifdef _ShadowMapAtlas
|
|
||||||
// https://www.khronos.org/registry/OpenGL/specs/gl/glspec20.pdf // p:168
|
|
||||||
// https://www.gamedev.net/forums/topic/687535-implementing-a-cube-map-lookup-function/5337472/
|
|
||||||
vec2 sampleCube(vec3 dir, out int faceIndex) {
|
|
||||||
vec3 dirAbs = abs(dir);
|
|
||||||
float ma;
|
|
||||||
vec2 uv;
|
|
||||||
if(dirAbs.z >= dirAbs.x && dirAbs.z >= dirAbs.y) {
|
|
||||||
faceIndex = dir.z < 0.0 ? 5 : 4;
|
|
||||||
ma = 0.5 / dirAbs.z;
|
|
||||||
uv = vec2(dir.z < 0.0 ? -dir.x : dir.x, -dir.y);
|
|
||||||
}
|
|
||||||
else if(dirAbs.y >= dirAbs.x) {
|
|
||||||
faceIndex = dir.y < 0.0 ? 3 : 2;
|
|
||||||
ma = 0.5 / dirAbs.y;
|
|
||||||
uv = vec2(dir.x, dir.y < 0.0 ? -dir.z : dir.z);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
faceIndex = dir.x < 0.0 ? 1 : 0;
|
|
||||||
ma = 0.5 / dirAbs.x;
|
|
||||||
uv = vec2(dir.x < 0.0 ? dir.z : -dir.z, -dir.y);
|
|
||||||
}
|
|
||||||
// downscale uv a little to hide seams
|
|
||||||
// transform coordinates from clip space to texture space
|
|
||||||
#ifndef _FlipY
|
|
||||||
return uv * 0.9976 * ma + 0.5;
|
|
||||||
#else
|
|
||||||
#ifdef HLSL
|
|
||||||
return uv * 0.9976 * ma + 0.5;
|
|
||||||
#else
|
|
||||||
return vec2(uv.x * ma, uv.y * -ma) * 0.9976 + 0.5;
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
float lpToDepth(vec3 lp, const vec2 lightProj) {
|
|
||||||
lp = abs(lp);
|
|
||||||
float zcomp = max(lp.x, max(lp.y, lp.z));
|
|
||||||
zcomp = lightProj.x - lightProj.y / zcomp;
|
|
||||||
return zcomp * 0.5 + 0.5;
|
|
||||||
}
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
int res = voxelgiResolution.x;
|
|
||||||
ivec3 dst = ivec3(gl_GlobalInvocationID.xyz);
|
|
||||||
|
|
||||||
vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
|
|
||||||
wposition = wposition * 2.0 - 1.0;
|
|
||||||
wposition *= float(clipmaps[int(clipmapLevel * 10)]);
|
|
||||||
wposition *= voxelgiResolution.x;
|
|
||||||
wposition += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
|
|
||||||
|
|
||||||
float visibility;
|
|
||||||
vec3 lp = lightPos - wposition;
|
|
||||||
vec3 l;
|
|
||||||
if (lightType == 0) { l = lightDir; visibility = 1.0; }
|
|
||||||
else { l = normalize(lp); visibility = attenuate(distance(wposition, lightPos)); }
|
|
||||||
|
|
||||||
#ifdef _ShadowMap
|
|
||||||
if (lightShadow == 1) {
|
|
||||||
vec4 lightPosition = LVP * vec4(wposition, 1.0);
|
|
||||||
vec3 lPos = lightPosition.xyz / lightPosition.w;
|
|
||||||
visibility *= texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).r;
|
|
||||||
}
|
|
||||||
else if (lightShadow == 2) {
|
|
||||||
vec4 lightPosition = LVP * vec4(wposition, 1.0);
|
|
||||||
vec3 lPos = lightPosition.xyz / lightPosition.w;
|
|
||||||
visibility *= texture(shadowMapSpot, vec3(lPos.xy, lPos.z - shadowsBias)).r;
|
|
||||||
}
|
|
||||||
else if (lightShadow == 3) {
|
|
||||||
#ifdef _ShadowMapAtlas
|
|
||||||
int faceIndex = 0;
|
|
||||||
const int lightIndex = index * 6;
|
|
||||||
const vec2 uv = sampleCube(-l, faceIndex);
|
|
||||||
vec4 pointLightTile = pointLightDataArray[lightIndex + faceIndex]; // x: tile X offset, y: tile Y offset, z: tile size relative to atlas
|
|
||||||
vec2 uvtiled = pointLightTile.z * uv + pointLightTile.xy;
|
|
||||||
#ifdef _FlipY
|
|
||||||
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
|
|
||||||
#endif
|
|
||||||
visibility *= texture(shadowMapPoint, vec3(uvtiled, lpToDepth(lp, lightProj) - shadowsBias)).r;
|
|
||||||
#else
|
|
||||||
visibility *= texture(shadowMapPoint, vec4(-l, lpToDepth(lp, lightProj) - shadowsBias)).r;
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
vec3 light = visibility * lightColor;
|
|
||||||
imageAtomicAdd(voxelsLight, dst, uint(light.r * 255));
|
|
||||||
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x), uint(light.g * 255));
|
|
||||||
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x * 2), uint(light.b * 255));
|
|
||||||
}
|
|
||||||
@ -43,7 +43,6 @@ uniform mat4 LVP;
|
|||||||
#endif
|
#endif
|
||||||
uniform sampler3D voxelsSampler;
|
uniform sampler3D voxelsSampler;
|
||||||
uniform layout(r32ui) uimage3D voxels;
|
uniform layout(r32ui) uimage3D voxels;
|
||||||
uniform layout(r32ui) uimage3D voxelsLight;
|
|
||||||
uniform layout(rgba8) image3D voxelsB;
|
uniform layout(rgba8) image3D voxelsB;
|
||||||
uniform layout(rgba8) image3D voxelsOut;
|
uniform layout(rgba8) image3D voxelsOut;
|
||||||
uniform layout(r8) image3D SDF;
|
uniform layout(r8) image3D SDF;
|
||||||
@ -75,21 +74,13 @@ void main() {
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef _VoxelGI
|
#ifdef _VoxelGI
|
||||||
vec3 light = vec3(0.0);
|
vec4 aniso_colors[6];
|
||||||
light.r = float(imageLoad(voxelsLight, ivec3(gl_GlobalInvocationID.xyz)).r) / 255;
|
#else
|
||||||
light.g = float(imageLoad(voxelsLight, ivec3(gl_GlobalInvocationID.xyz) + ivec3(0, 0, voxelgiResolution.x)).r) / 255;
|
float aniso_colors[6];
|
||||||
light.b = float(imageLoad(voxelsLight, ivec3(gl_GlobalInvocationID.xyz) + ivec3(0, 0, voxelgiResolution.x * 2)).r) / 255;
|
|
||||||
light /= 3;
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
|
for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
|
||||||
{
|
{
|
||||||
#ifdef _VoxelGI
|
|
||||||
vec4 aniso_colors[6];
|
|
||||||
#else
|
|
||||||
float aniso_colors[6];
|
|
||||||
#endif
|
|
||||||
|
|
||||||
ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
|
ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
|
||||||
src.x += i * res;
|
src.x += i * res;
|
||||||
ivec3 dst = src;
|
ivec3 dst = src;
|
||||||
@ -103,30 +94,37 @@ void main() {
|
|||||||
|
|
||||||
if (i < 6) {
|
if (i < 6) {
|
||||||
#ifdef _VoxelGI
|
#ifdef _VoxelGI
|
||||||
|
uint count = imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 15)).r;
|
||||||
|
if (count > 0) {
|
||||||
vec4 basecol = vec4(0.0);
|
vec4 basecol = vec4(0.0);
|
||||||
basecol.r = float(imageLoad(voxels, src)) / 255;
|
basecol.r = float(imageLoad(voxels, src)) / 255;
|
||||||
basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
|
basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
|
||||||
basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
|
basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
|
||||||
basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255;
|
basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255;
|
||||||
basecol /= 4;
|
basecol /= count;
|
||||||
vec3 emission = vec3(0.0);
|
vec3 emission = vec3(0.0);
|
||||||
emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255;
|
emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255;
|
||||||
emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255;
|
emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255;
|
||||||
emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255;
|
emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255;
|
||||||
emission /= 3;
|
emission /= count;
|
||||||
vec3 N = vec3(0.0);
|
vec3 N = vec3(0.0);
|
||||||
N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255;
|
N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255;
|
||||||
N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
|
N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
|
||||||
N /= 2;
|
N /= count;
|
||||||
vec3 wnormal = decode_oct(N.rg * 2 - 1);
|
vec3 wnormal = decode_oct(N.rg * 2 - 1);
|
||||||
vec3 envl = vec3(0.0);
|
vec3 envl = vec3(0.0);
|
||||||
envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
|
envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
|
||||||
envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255;
|
envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255;
|
||||||
envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255;
|
envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255;
|
||||||
envl /= 3;
|
envl /= count;
|
||||||
#ifdef _HOSEK
|
#ifdef _HOSEK
|
||||||
envl *= 100;
|
envl *= 100;
|
||||||
#endif
|
#endif
|
||||||
|
vec3 light = vec3(0.0);
|
||||||
|
light.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 12))) / 255;
|
||||||
|
light.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 13))) / 255;
|
||||||
|
light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 255;
|
||||||
|
light /= count;
|
||||||
|
|
||||||
//clipmap to world
|
//clipmap to world
|
||||||
vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
|
vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
|
||||||
@ -140,6 +138,7 @@ void main() {
|
|||||||
vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
|
vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
|
||||||
radiance.rgb *= light.rgb + indirect.rgb;
|
radiance.rgb *= light.rgb + indirect.rgb;
|
||||||
radiance.rgb += emission.rgb;
|
radiance.rgb += emission.rgb;
|
||||||
|
}
|
||||||
|
|
||||||
#else
|
#else
|
||||||
opac = float(imageLoad(voxels, src)) / 255;
|
opac = float(imageLoad(voxels, src)) / 255;
|
||||||
|
|||||||
@ -88,53 +88,98 @@ vec4 rayCast(vec3 dir) {
|
|||||||
}
|
}
|
||||||
#endif //SSR
|
#endif //SSR
|
||||||
|
|
||||||
|
vec3 sampleWaterNormals(vec2 hitXY, float speed, out vec2 tcnor0, out vec2 tcnor1) {
|
||||||
|
tcnor0 = hitXY / 3.0;
|
||||||
|
vec3 n0 = textureLod(sdetail, tcnor0 + vec2(speed / 60.0, speed / 120.0), 0.0).rgb;
|
||||||
|
tcnor1 = hitXY / 6.0 + n0.xy / 20.0;
|
||||||
|
vec3 n1 = textureLod(sbase, tcnor1 + vec2(speed / 40.0, speed / 80.0), 0.0).rgb;
|
||||||
|
return normalize(n0 + n1 - 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
float gdepth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
float gdepth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
||||||
if (gdepth == 1.0) {
|
|
||||||
fragColor = vec4(0.0);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
// Eye below water
|
|
||||||
if (eye.z < waterLevel) {
|
|
||||||
fragColor = vec4(0.0);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
// Displace surface
|
|
||||||
vec3 vray = normalize(viewRay);
|
vec3 vray = normalize(viewRay);
|
||||||
vec3 p = getPos(eye, eyeLook, vray, gdepth, cameraProj);
|
|
||||||
float speed = time * 2.0 * waterSpeed;
|
float speed = time * 2.0 * waterSpeed;
|
||||||
p.z += sin(p.x * 10.0 / waterDisplace + speed) * cos(p.y * 10.0 / waterDisplace + speed) / 50.0 * waterDisplace;
|
bool isSky = (gdepth == 1.0);
|
||||||
|
|
||||||
|
// Ray-plane intersection with water surface (z = waterLevel)
|
||||||
|
float denom = dot(vray, vec3(0.0, 0.0, 1.0));
|
||||||
|
float tWater = (waterLevel - eye.z) / denom;
|
||||||
|
bool hasWaterHit = (abs(denom) > 0.0001) && (tWater > 0.0);
|
||||||
|
|
||||||
|
if (eye.z < waterLevel) {
|
||||||
|
vec2 tc = texCoord;
|
||||||
|
float fogFactor;
|
||||||
|
|
||||||
|
if (hasWaterHit && denom > 0.0) {
|
||||||
|
// Looking up at water surface - apply normal distortion
|
||||||
|
vec3 hit = eye + tWater * vray;
|
||||||
|
vec2 tc0, tc1;
|
||||||
|
vec3 n2 = sampleWaterNormals(hit.xy * waterFreq, speed, tc0, tc1);
|
||||||
|
tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
|
||||||
|
fogFactor = clamp(tWater * waterDensity, 0.0, 0.95);
|
||||||
|
} else {
|
||||||
|
// Looking forward/down - distort via water surface above fragment
|
||||||
|
vec3 p = getPos(eye, eyeLook, vray, gdepth, cameraProj);
|
||||||
|
vec2 wxy = isSky ? (eye.xy + vray.xy * 50.0) : p.xy;
|
||||||
|
vec2 tc0, tc1;
|
||||||
|
vec3 n2 = sampleWaterNormals(wxy * waterFreq, speed, tc0, tc1);
|
||||||
|
tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
|
||||||
|
float waterDist = isSky ? 50.0 : length(p - eye);
|
||||||
|
fogFactor = clamp(waterDist * waterDensity, 0.0, 0.95);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 refracted = textureLod(tex, tc, 0.0).rgb;
|
||||||
|
fragColor.rgb = mix(refracted, waterColor, fogFactor);
|
||||||
|
fragColor.a = 1.0;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
// Above water
|
// Above water
|
||||||
if (p.z > waterLevel) {
|
if (!hasWaterHit || denom >= 0.0) {
|
||||||
fragColor = vec4(0.0);
|
fragColor = vec4(0.0);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (isSky) tWater = min(tWater, 100.0); // Clamp to prevent aliasing at horizon
|
||||||
|
vec3 p = isSky ? (eye + tWater * vray) : getPos(eye, eyeLook, vray, gdepth, cameraProj);
|
||||||
|
|
||||||
|
float horizonFactor = clamp(1.0 - tWater / 60.0, 0.0, 1.0);
|
||||||
|
if (!isSky && p.z > waterLevel) {
|
||||||
|
fragColor = vec4(0.0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Displace surface
|
||||||
|
p.z += (sin(p.x * 10.0 / waterDisplace + speed) * cos(p.y * 10.0 / waterDisplace + speed)
|
||||||
|
+ sin(p.x * 20.0 / waterDisplace + speed * 1.3) * cos(p.y * 20.0 / waterDisplace + speed * 1.3) * 0.5)
|
||||||
|
/ 50.0 * waterDisplace;
|
||||||
|
|
||||||
// Hit plane to determine uvs
|
// Hit plane to determine uvs
|
||||||
vec3 v = normalize(eye - p.xyz);
|
vec3 v = normalize(eye - p);
|
||||||
float t = -(dot(eye, vec3(0.0, 0.0, 1.0)) - waterLevel) / dot(v, vec3(0.0, 0.0, 1.0));
|
float t = (waterLevel - eye.z) / dot(v, vec3(0.0, 0.0, 1.0));
|
||||||
vec3 hit = eye + t * v;
|
vec3 hit = eye + t * v;
|
||||||
hit.xy *= waterFreq;
|
|
||||||
hit.z += waterLevel;
|
|
||||||
|
|
||||||
// Sample normal maps
|
// Sample normal maps
|
||||||
vec2 tcnor0 = hit.xy / 3.0;
|
vec2 tcnor0, tcnor1;
|
||||||
vec3 n0 = textureLod(sdetail, tcnor0 + vec2(speed / 60.0, speed / 120.0), 0.0).rgb;
|
vec3 n2 = sampleWaterNormals(hit.xy * waterFreq, speed, tcnor0, tcnor1);
|
||||||
|
|
||||||
vec2 tcnor1 = hit.xy / 6.0 + n0.xy / 20.0;
|
// Refraction
|
||||||
vec3 n1 = textureLod(sbase, tcnor1 + vec2(speed / 40.0, speed / 80.0), 0.0).rgb;
|
vec2 tc;
|
||||||
vec3 n2 = normalize(((n1 + n0) / 2.0) * 2.0 - 1.0);
|
if (isSky) {
|
||||||
|
tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
|
||||||
float ddepth = textureLod(gbufferD, texCoord + (n2.xy * n2.z) / 40.0, 0.0).r * 2.0 - 1.0;
|
} else {
|
||||||
vec3 p2 = getPos(eye, eyeLook, vray, ddepth, cameraProj);
|
float ddepth = textureLod(gbufferD, texCoord + (n2.xy * n2.z) / 40.0, 0.0).r * 2.0 - 1.0;
|
||||||
vec2 tc = p2.z > waterLevel ? texCoord : texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
|
vec3 p2 = getPos(eye, eyeLook, vray, ddepth, cameraProj);
|
||||||
|
tc = p2.z > waterLevel ? texCoord : texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
|
||||||
|
}
|
||||||
|
|
||||||
// Light
|
// Light
|
||||||
float fresnel = 1.0 - max(dot(n2, v), 0.0);
|
float fresnel = 1.0 - max(dot(n2, v), 0.0);
|
||||||
fresnel = pow(fresnel, 30.0) * 0.45;
|
fresnel = 0.02 + 0.98 * pow(fresnel, 5.0);
|
||||||
vec3 r = reflect(-v, n2);
|
vec3 r = reflect(-v, n2);
|
||||||
#ifdef _Rad
|
#ifdef _Rad
|
||||||
vec3 reflectedEnv = textureLod(senvmapRadiance, envMapEquirect(r), 0).rgb;
|
vec3 reflectedEnv = textureLod(senvmapRadiance, envMapEquirect(r), 0).rgb;
|
||||||
#else
|
#else
|
||||||
const vec3 reflectedEnv = vec3(0.5);
|
const vec3 reflectedEnv = vec3(0.5);
|
||||||
#endif
|
#endif
|
||||||
@ -147,8 +192,8 @@ void main() {
|
|||||||
float spec = 0.9;//fract(textureLod(gbuffer1, texCoord, 0.0).a);
|
float spec = 0.9;//fract(textureLod(gbuffer1, texCoord, 0.0).a);
|
||||||
//if (spec == 0.0) { fragColor.rgb = vec3(0.0); return; }
|
//if (spec == 0.0) { fragColor.rgb = vec3(0.0); return; }
|
||||||
|
|
||||||
vec3 viewNormal = n2;
|
vec3 viewNormal = V3 * n2;
|
||||||
vec3 viewPos = getPosView(viewRay, gdepth, cameraProj);
|
vec3 viewPos = isSky ? vec3(0.0) : getPosView(viewRay, gdepth, cameraProj);
|
||||||
vec3 reflected = reflect(normalize(viewPos), viewNormal);
|
vec3 reflected = reflect(normalize(viewPos), viewNormal);
|
||||||
hitCoord = viewPos;
|
hitCoord = viewPos;
|
||||||
|
|
||||||
@ -158,7 +203,6 @@ void main() {
|
|||||||
vec3 dir = reflected * (1.0 - rand(texCoord) * ssrJitter * roughness) * 2.0;
|
vec3 dir = reflected * (1.0 - rand(texCoord) * ssrJitter * roughness) * 2.0;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// * max(ssrMinRayStep, -viewPos.z)
|
|
||||||
vec4 coords = rayCast(dir);
|
vec4 coords = rayCast(dir);
|
||||||
|
|
||||||
vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
|
vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
|
||||||
@ -177,20 +221,32 @@ void main() {
|
|||||||
#else
|
#else
|
||||||
fragColor.rgb = mix(refracted, reflectedEnv, waterReflect * fresnel);
|
fragColor.rgb = mix(refracted, reflectedEnv, waterReflect * fresnel);
|
||||||
#endif
|
#endif
|
||||||
fragColor.rgb *= waterColor;
|
// Water color tint - blend rather than multiply to preserve brightness
|
||||||
fragColor.rgb += clamp(pow(max(dot(r, ld), 0.0), 200.0) * (200.0 + 8.0) / (PI * 8.0), 0.0, 2.0);
|
float colorMix = isSky ? 0.7 : 0.5;
|
||||||
fragColor.rgb *= 1.0 - (clamp(-(p.z - waterLevel) * waterDensity, 0.0, 0.9));
|
fragColor.rgb = mix(fragColor.rgb, fragColor.rgb * waterColor, colorMix * horizonFactor);
|
||||||
fragColor.a = clamp(abs(p.z - waterLevel) * 5.0, 0.0, 1.0);
|
// Blinn-Phong specular using half-vector, faded at horizon
|
||||||
|
vec3 h = normalize(v + ld);
|
||||||
|
float specAmount = pow(max(dot(n2, h), 0.0), 200.0) * (200.0 + 8.0) / (PI * 8.0);
|
||||||
|
fragColor.rgb += specAmount * (isSky ? 0.3 : 1.0) * horizonFactor;
|
||||||
|
// Depth fog - blend toward waterColor with depth, faded at horizon
|
||||||
|
float depthFog = clamp(-(p.z - waterLevel) * waterDensity, 0.0, 0.9);
|
||||||
|
fragColor.rgb = mix(fragColor.rgb, waterColor, depthFog * horizonFactor);
|
||||||
|
// Alpha fades smoothly at horizon instead of hard cut
|
||||||
|
fragColor.a = isSky ? horizonFactor : clamp(abs(p.z - waterLevel) * 5.0, 0.0, 1.0);
|
||||||
|
|
||||||
// Foam
|
// Foam - based on actual geometry depth below water surface
|
||||||
float fd = abs(p.z - waterLevel);
|
float fd = isSky ? 1.0 : abs(p.z - waterLevel);
|
||||||
if (fd < 0.1) {
|
if (fd < 0.1) {
|
||||||
// Based on foam by Owen Deery
|
// Based on foam by Owen Deery
|
||||||
// http://fire-face.com/personal/water
|
// http://fire-face.com/personal/water
|
||||||
vec3 foamMask0 = textureLod(sfoam, tcnor0 * 10, 0.0).rgb;
|
// Distance-based LOD blurs foam at range to reduce noise
|
||||||
vec3 foamMask1 = textureLod(sfoam, tcnor1 * 11, 0.0).rgb;
|
float foamLod = clamp(tWater / 15.0, 0.0, 5.0);
|
||||||
vec3 foam = vec3(1.0) - foamMask0.rrr - foamMask1.bbb;
|
vec2 foamUV0 = tcnor0 * 3.0 + vec2(speed / 30.0, speed / 50.0);
|
||||||
float fac = 1.0 - (fd * (1.0 / 0.1));
|
vec2 foamUV1 = tcnor1 * 4.0 + vec2(-speed / 35.0, speed / 45.0);
|
||||||
fragColor.rgb = mix(fragColor.rgb, clamp(foam, 0.0, 1.0), clamp(fac, 0.0, 1.0));
|
vec3 foamMask0 = textureLod(sfoam, foamUV0, foamLod).rgb;
|
||||||
|
vec3 foamMask1 = textureLod(sfoam, foamUV1, foamLod).rgb;
|
||||||
|
float foamStrength = clamp(1.0 - foamMask0.r * 0.5 - foamMask1.b * 0.5, 0.0, 1.0);
|
||||||
|
float fac = (1.0 - (fd * (1.0 / 0.1))) * horizonFactor;
|
||||||
|
fragColor.rgb = mix(fragColor.rgb, mix(fragColor.rgb, waterColor + 0.2, foamStrength), clamp(fac, 0.0, 1.0) * 0.5);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -672,7 +672,7 @@ class RenderPath {
|
|||||||
}
|
}
|
||||||
|
|
||||||
#if (rp_voxels != "Off")
|
#if (rp_voxels != "Off")
|
||||||
public function getComputeShader(handle: String): kha.compute.Shader {
|
public function getComputeShader(handle: String): kha.graphics4.ComputeShader {
|
||||||
return Reflect.field(kha.Shaders, handle + "_comp");
|
return Reflect.field(kha.Shaders, handle + "_comp");
|
||||||
}
|
}
|
||||||
#end
|
#end
|
||||||
|
|||||||
@ -71,6 +71,11 @@ class Scene {
|
|||||||
|
|
||||||
public var embedded: Map<String, kha.Image>;
|
public var embedded: Map<String, kha.Image>;
|
||||||
|
|
||||||
|
#if (rp_renderer == "Deferred")
|
||||||
|
public var materialParamsBuffer: kha.arrays.Float32Array;
|
||||||
|
public var materialParamsDirty: Bool = true;
|
||||||
|
#end
|
||||||
|
|
||||||
public var ready: Bool; // Async in progress
|
public var ready: Bool; // Async in progress
|
||||||
|
|
||||||
public var traitInits: Array<Void->Void> = [];
|
public var traitInits: Array<Void->Void> = [];
|
||||||
@ -107,6 +112,9 @@ class Scene {
|
|||||||
armatures = [];
|
armatures = [];
|
||||||
#end
|
#end
|
||||||
embedded = new Map();
|
embedded = new Map();
|
||||||
|
#if (rp_renderer == "Deferred")
|
||||||
|
materialParamsBuffer = new kha.arrays.Float32Array(512);
|
||||||
|
#end
|
||||||
root = new Object();
|
root = new Object();
|
||||||
root.name = "Root";
|
root.name = "Root";
|
||||||
traitInits = [];
|
traitInits = [];
|
||||||
@ -204,6 +212,77 @@ class Scene {
|
|||||||
root.remove();
|
root.remove();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#if (rp_renderer == "Deferred")
|
||||||
|
public function updateMaterialParams() {
|
||||||
|
if (!materialParamsDirty) return;
|
||||||
|
materialParamsDirty = false;
|
||||||
|
var buf = materialParamsBuffer;
|
||||||
|
for (i in 0...buf.length) buf[i] = 0.0;
|
||||||
|
for (m in meshes) {
|
||||||
|
if (m.materials == null) continue;
|
||||||
|
for (mat in m.materials) {
|
||||||
|
if (mat == null) continue;
|
||||||
|
if (mat.contexts == null) continue;
|
||||||
|
var slot = -1;
|
||||||
|
var bc = null;
|
||||||
|
for (ctx in mat.contexts) {
|
||||||
|
if (ctx == null || ctx.raw == null) continue;
|
||||||
|
if (ctx.raw.name == "mesh" && ctx.raw.bind_constants != null) {
|
||||||
|
bc = ctx.raw.bind_constants;
|
||||||
|
for (c in bc) {
|
||||||
|
if (c != null && c.name == "materialID" && c.intValue != null) {
|
||||||
|
slot = c.intValue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (slot <= 0 || slot >= 16) continue;
|
||||||
|
var base = slot * 32;
|
||||||
|
if (base + 31 >= buf.length) continue;
|
||||||
|
if (bc == null) continue;
|
||||||
|
for (c in bc) {
|
||||||
|
if (c == null || c.name == null) continue;
|
||||||
|
switch (c.name) {
|
||||||
|
// matp0: vec4(anisotropy, anisoRot, sheen, sheenRough)
|
||||||
|
case "anisotropy": buf[base + 0] = c.floatValue;
|
||||||
|
case "anisoRot": buf[base + 1] = c.floatValue;
|
||||||
|
case "sheen": buf[base + 2] = c.floatValue;
|
||||||
|
case "sheenRough": buf[base + 3] = c.floatValue;
|
||||||
|
// matp1: vec4(clearcoat, clearcoatRough, coatIOR, coatTintR)
|
||||||
|
case "clearcoat": buf[base + 4] = c.floatValue;
|
||||||
|
case "clearcoatRough": buf[base + 5] = c.floatValue;
|
||||||
|
case "coatIOR": buf[base + 6] = c.floatValue;
|
||||||
|
case "coatTintR": buf[base + 7] = c.floatValue;
|
||||||
|
// matp2: vec4(coatTintG, coatTintB, transmission, transRough)
|
||||||
|
case "coatTintG": buf[base + 8] = c.floatValue;
|
||||||
|
case "coatTintB": buf[base + 9] = c.floatValue;
|
||||||
|
case "transmission": buf[base + 10] = c.floatValue;
|
||||||
|
case "transmissionRough": buf[base + 11] = c.floatValue;
|
||||||
|
// matp3: vec4(ior, thinWall, subsurface, subsurfaceAnisotropy)
|
||||||
|
case "ior": buf[base + 12] = c.floatValue;
|
||||||
|
case "thinWall": buf[base + 13] = c.floatValue;
|
||||||
|
case "subsurface": buf[base + 14] = c.floatValue;
|
||||||
|
case "subsurfaceAnisotropy": buf[base + 15] = c.floatValue;
|
||||||
|
// matp4: vec4(subsurfaceRadiusR, subsurfaceRadiusG, subsurfaceRadiusB, subsurfaceColorR)
|
||||||
|
case "subsurfaceRadiusR": buf[base + 16] = c.floatValue;
|
||||||
|
case "subsurfaceRadiusG": buf[base + 17] = c.floatValue;
|
||||||
|
case "subsurfaceRadiusB": buf[base + 18] = c.floatValue;
|
||||||
|
case "subsurfaceColorR": buf[base + 19] = c.floatValue;
|
||||||
|
// matp5: vec4(subsurfaceColorG, subsurfaceColorB, sheenTintR, sheenTintG)
|
||||||
|
case "subsurfaceColorG": buf[base + 20] = c.floatValue;
|
||||||
|
case "subsurfaceColorB": buf[base + 21] = c.floatValue;
|
||||||
|
case "sheenTintR": buf[base + 22] = c.floatValue;
|
||||||
|
case "sheenTintG": buf[base + 23] = c.floatValue;
|
||||||
|
// matp6: vec4(sheenTintB, 0, 0, 0)
|
||||||
|
case "sheenTintB": buf[base + 24] = c.floatValue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#end
|
||||||
|
|
||||||
static var framePassed = true;
|
static var framePassed = true;
|
||||||
public static function setActive(sceneName: String, done: Object->Void = null) {
|
public static function setActive(sceneName: String, done: Object->Void = null) {
|
||||||
if (!framePassed) return;
|
if (!framePassed) return;
|
||||||
@ -351,6 +430,9 @@ class Scene {
|
|||||||
public function addMeshObject(data: MeshData, materials: Vector<MaterialData>, parent: Object = null): MeshObject {
|
public function addMeshObject(data: MeshData, materials: Vector<MaterialData>, parent: Object = null): MeshObject {
|
||||||
var object = new MeshObject(data, materials);
|
var object = new MeshObject(data, materials);
|
||||||
parent != null ? object.setParent(parent) : object.setParent(root);
|
parent != null ? object.setParent(parent) : object.setParent(root);
|
||||||
|
#if (rp_renderer == "Deferred")
|
||||||
|
materialParamsDirty = true;
|
||||||
|
#end
|
||||||
return object;
|
return object;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -55,6 +55,8 @@ class Geometry {
|
|||||||
// Skinned
|
// Skinned
|
||||||
#if lnx_skin
|
#if lnx_skin
|
||||||
public var skeletonTransformsI: Array<Mat4> = null;
|
public var skeletonTransformsI: Array<Mat4> = null;
|
||||||
|
public var actions: Map<String, Array<iron.data.SceneFormat.TObj>> = new Map();
|
||||||
|
public var mats: Map<String, Array<Mat4>> = new Map();
|
||||||
#end
|
#end
|
||||||
|
|
||||||
public function new(data: MeshData, indices: Array<Uint32Array>, materialIndices: Array<Int>, usage: Usage = null) {
|
public function new(data: MeshData, indices: Array<Uint32Array>, materialIndices: Array<Int>, usage: Usage = null) {
|
||||||
|
|||||||
@ -348,7 +348,13 @@ typedef TWorldData = {
|
|||||||
@:optional public var turbidity: Null<FastFloat>;
|
@:optional public var turbidity: Null<FastFloat>;
|
||||||
@:optional public var ground_albedo: Null<FastFloat>;
|
@:optional public var ground_albedo: Null<FastFloat>;
|
||||||
@:optional public var envmap: String;
|
@:optional public var envmap: String;
|
||||||
@:optional public var nishita_density: Float32Array; // Rayleigh, Mie, ozone
|
@:optional public var sky_density: Float32Array; // Air, dust/aerosol, ozone density
|
||||||
|
@:optional public var sky_sun_elevation: Null<FastFloat>;
|
||||||
|
@:optional public var sky_sun_rotation: Null<FastFloat>;
|
||||||
|
@:optional public var sky_sun_size: Null<FastFloat>;
|
||||||
|
@:optional public var sky_sun_intensity: Null<FastFloat>;
|
||||||
|
@:optional public var sky_altitude: Null<FastFloat>;
|
||||||
|
@:optional public var sky_sun_disc: Null<Int>; // 0 or 1
|
||||||
}
|
}
|
||||||
|
|
||||||
#if js
|
#if js
|
||||||
|
|||||||
@ -89,6 +89,9 @@ class MeshObject extends Object {
|
|||||||
#end
|
#end
|
||||||
if (tilesheet != null) tilesheet.remove();
|
if (tilesheet != null) tilesheet.remove();
|
||||||
if (Scene.active != null) Scene.active.meshes.remove(this);
|
if (Scene.active != null) Scene.active.meshes.remove(this);
|
||||||
|
#if (rp_renderer == "Deferred")
|
||||||
|
if (Scene.active != null) Scene.active.materialParamsDirty = true;
|
||||||
|
#end
|
||||||
data.refcount--;
|
data.refcount--;
|
||||||
super.remove();
|
super.remove();
|
||||||
}
|
}
|
||||||
@ -318,9 +321,9 @@ class MeshObject extends Object {
|
|||||||
if (scontext.pipeState != lastPipeline) {
|
if (scontext.pipeState != lastPipeline) {
|
||||||
g.setPipeline(scontext.pipeState);
|
g.setPipeline(scontext.pipeState);
|
||||||
lastPipeline = scontext.pipeState;
|
lastPipeline = scontext.pipeState;
|
||||||
// Uniforms.setContextConstants(g, scontext, bindParams);
|
Uniforms.setContextConstants(g, scontext, bindParams);
|
||||||
}
|
}
|
||||||
Uniforms.setContextConstants(g, scontext, bindParams); //
|
//Uniforms.setContextConstants(g, scontext, bindParams); //
|
||||||
Uniforms.setObjectConstants(g, scontext, this);
|
Uniforms.setObjectConstants(g, scontext, this);
|
||||||
if (materialContexts.length > mi) {
|
if (materialContexts.length > mi) {
|
||||||
Uniforms.setMaterialConstants(g, scontext, materialContexts[mi]);
|
Uniforms.setMaterialConstants(g, scontext, materialContexts[mi]);
|
||||||
|
|||||||
@ -394,7 +394,7 @@ class ParticleSystemCPU {
|
|||||||
if (physics.hasScaleRamp && physics.rampPositions.length > 1) {
|
if (physics.hasScaleRamp && physics.rampPositions.length > 1) {
|
||||||
var normalizedAge: FastFloat = physics.age / physics.lifetime;
|
var normalizedAge: FastFloat = physics.age / physics.lifetime;
|
||||||
var scaleMultiplier: FastFloat = interpolateRampValue(normalizedAge, physics.rampPositions, physics.rampColors);
|
var scaleMultiplier: FastFloat = interpolateRampValue(normalizedAge, physics.rampPositions, physics.rampColors);
|
||||||
var finalScale: FastFloat = scale * (particleScale * (1 - physics.scaleRampSizeFactor) + scaleMultiplier * physics.scaleRampSizeFactor);
|
var finalScale: FastFloat = 1 + (scaleMultiplier - 1) * physics.scaleRampSizeFactor;
|
||||||
particle.transform.scale.setFrom(physics.baseScale.clone().mult(finalScale));
|
particle.transform.scale.setFrom(physics.baseScale.clone().mult(finalScale));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -887,6 +887,9 @@ class Uniforms {
|
|||||||
case "_envmapIrradiance": {
|
case "_envmapIrradiance": {
|
||||||
fa = Scene.active.world == null ? WorldData.getEmptyIrradiance() : Scene.active.world.probe.irradiance;
|
fa = Scene.active.world == null ? WorldData.getEmptyIrradiance() : Scene.active.world.probe.irradiance;
|
||||||
}
|
}
|
||||||
|
case "_materialParams": {
|
||||||
|
fa = Scene.active.materialParamsBuffer;
|
||||||
|
}
|
||||||
#if lnx_clusters
|
#if lnx_clusters
|
||||||
case "_lightsArray": {
|
case "_lightsArray": {
|
||||||
fa = LightObject.lightsArray;
|
fa = LightObject.lightsArray;
|
||||||
|
|||||||
@ -8,7 +8,7 @@ class AlertNode extends LogicNode {
|
|||||||
|
|
||||||
override function run(from: Int) {
|
override function run(from: Int) {
|
||||||
|
|
||||||
#if kha_html5
|
#if js
|
||||||
js.Browser.window.alert(inputs[1].get());
|
js.Browser.window.alert(inputs[1].get());
|
||||||
#end
|
#end
|
||||||
|
|
||||||
|
|||||||
@ -2,19 +2,31 @@ package leenkx.logicnode;
|
|||||||
|
|
||||||
class ConfirmNode extends LogicNode {
|
class ConfirmNode extends LogicNode {
|
||||||
|
|
||||||
|
var result: Dynamic;
|
||||||
|
|
||||||
public function new(tree: LogicTree) {
|
public function new(tree: LogicTree) {
|
||||||
super(tree);
|
super(tree);
|
||||||
}
|
}
|
||||||
|
|
||||||
override function run(from: Int) {
|
override function run(from: Int) {
|
||||||
|
#if js
|
||||||
#if kha_html5
|
result = js.Browser.window.confirm(inputs[1].get());
|
||||||
var answer: Bool = js.Browser.window.confirm(inputs[1].get());
|
if (Reflect.field(result, "loaded") != null) {
|
||||||
if(answer)
|
tree.notifyOnUpdate(poll);
|
||||||
return runOutput(0);
|
} else {
|
||||||
else
|
if (result) runOutput(0);
|
||||||
return runOutput(1);
|
else runOutput(1);
|
||||||
|
}
|
||||||
#end
|
#end
|
||||||
|
}
|
||||||
|
|
||||||
|
function poll() {
|
||||||
|
#if js
|
||||||
|
if (result.loaded) {
|
||||||
|
tree.removeUpdate(poll);
|
||||||
|
if (result.data) runOutput(0);
|
||||||
|
else runOutput(1);
|
||||||
|
}
|
||||||
|
#end
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -11,12 +11,11 @@ class GetElementPropertyNode extends LogicNode {
|
|||||||
override function get(from: Int): Dynamic {
|
override function get(from: Int): Dynamic {
|
||||||
return switch (from) {
|
return switch (from) {
|
||||||
case 0:
|
case 0:
|
||||||
var object: Dynamic = inputs[0].get();
|
#if js
|
||||||
var property = inputs[1].get();
|
var element: Dynamic = inputs[0].get();
|
||||||
|
var property = inputs[1].get();
|
||||||
value = Reflect.field(object, property);
|
value = Reflect.field(element, property);
|
||||||
|
#end
|
||||||
//value = object.getAttribute(property.toString());
|
|
||||||
default: throw "Unreachable";
|
default: throw "Unreachable";
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,27 +0,0 @@
|
|||||||
package leenkx.logicnode;
|
|
||||||
|
|
||||||
import iron.math.Vec4;
|
|
||||||
|
|
||||||
class GetHosekWilkiePropertiesNode extends LogicNode {
|
|
||||||
|
|
||||||
public function new(tree: LogicTree) {
|
|
||||||
super(tree);
|
|
||||||
}
|
|
||||||
|
|
||||||
override function get(from: Int): Dynamic {
|
|
||||||
|
|
||||||
var world = iron.Scene.active.world.raw;
|
|
||||||
|
|
||||||
return switch (from) {
|
|
||||||
case 0:
|
|
||||||
world.turbidity;
|
|
||||||
case 1:
|
|
||||||
world.ground_albedo;
|
|
||||||
case 2:
|
|
||||||
new Vec4(world.sun_direction[0], world.sun_direction[1], world.sun_direction[2]);
|
|
||||||
default:
|
|
||||||
null;
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -1,29 +0,0 @@
|
|||||||
package leenkx.logicnode;
|
|
||||||
|
|
||||||
import iron.math.Vec4;
|
|
||||||
|
|
||||||
class GetNishitaPropertiesNode extends LogicNode {
|
|
||||||
|
|
||||||
public function new(tree: LogicTree) {
|
|
||||||
super(tree);
|
|
||||||
}
|
|
||||||
|
|
||||||
override function get(from: Int): Dynamic {
|
|
||||||
|
|
||||||
var world = iron.Scene.active.world.raw;
|
|
||||||
|
|
||||||
return switch (from) {
|
|
||||||
case 0:
|
|
||||||
world.nishita_density[0];
|
|
||||||
case 1:
|
|
||||||
world.nishita_density[1];
|
|
||||||
case 2:
|
|
||||||
world.nishita_density[2];
|
|
||||||
case 3:
|
|
||||||
new Vec4(world.sun_direction[0], world.sun_direction[1], world.sun_direction[2]);
|
|
||||||
default:
|
|
||||||
null;
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
15
leenkx/Sources/leenkx/logicnode/GetWorldColorNode.hx
Normal file
@ -0,0 +1,15 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
import iron.math.Vec4;
|
||||||
|
|
||||||
|
class GetWorldColorNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function get(from: Int): Dynamic {
|
||||||
|
var col = iron.Scene.active.world.raw.background_color;
|
||||||
|
return new Vec4(((col >> 16) & 0xff) / 255, ((col >> 8) & 0xff) / 255, (col & 0xff) / 255, 1.0);
|
||||||
|
}
|
||||||
|
}
|
||||||
50
leenkx/Sources/leenkx/logicnode/GetWorldSkyNode.hx
Normal file
@ -0,0 +1,50 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
import iron.math.Vec4;
|
||||||
|
|
||||||
|
class GetWorldSkyNode extends LogicNode {
|
||||||
|
|
||||||
|
public var property0:String;
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function get(from: Int): Dynamic {
|
||||||
|
var world = iron.Scene.active.world.raw;
|
||||||
|
|
||||||
|
if (property0 == 'hosek') {
|
||||||
|
return switch (from) {
|
||||||
|
case 0: world.turbidity != null ? world.turbidity : 1.0;
|
||||||
|
case 1: world.ground_albedo != null ? world.ground_albedo : 0.0;
|
||||||
|
case 2: world.sun_direction != null ? new Vec4(world.sun_direction[0], world.sun_direction[1], world.sun_direction[2]) : new Vec4(0, 0, 1);
|
||||||
|
default: null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (property0 == 'single') {
|
||||||
|
return switch (from) {
|
||||||
|
case 0: world.sky_density != null ? world.sky_density[0] : 1.0;
|
||||||
|
case 1: world.sky_density != null ? world.sky_density[1] : 1.0;
|
||||||
|
case 2: world.sky_density != null ? world.sky_density[2] : 1.0;
|
||||||
|
case 3: world.sky_altitude != null ? world.sky_altitude : 0.0;
|
||||||
|
case 4: world.sun_direction != null ? new Vec4(world.sun_direction[0], world.sun_direction[1], world.sun_direction[2]) : new Vec4(0, 0, 1);
|
||||||
|
default: null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else { // multi
|
||||||
|
return switch (from) {
|
||||||
|
case 0: world.sky_density != null ? world.sky_density[0] : 1.0;
|
||||||
|
case 1: world.sky_density != null ? world.sky_density[1] : 1.0;
|
||||||
|
case 2: world.sky_density != null ? world.sky_density[2] : 1.0;
|
||||||
|
case 3: world.sky_sun_elevation != null ? world.sky_sun_elevation : 0.0;
|
||||||
|
case 4: world.sky_sun_rotation != null ? world.sky_sun_rotation : 0.0;
|
||||||
|
case 5: world.sky_sun_size != null ? world.sky_sun_size : 0.545;
|
||||||
|
case 6: world.sky_sun_intensity != null ? world.sky_sun_intensity : 1.0;
|
||||||
|
case 7: world.sky_altitude != null ? world.sky_altitude : 0.0;
|
||||||
|
case 8: world.sky_sun_disc != null ? world.sky_sun_disc : 1;
|
||||||
|
case 9: world.sun_direction != null ? new Vec4(world.sun_direction[0], world.sun_direction[1], world.sun_direction[2]) : new Vec4(0, 0, 1);
|
||||||
|
default: null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
17
leenkx/Sources/leenkx/logicnode/GetWorldTextureNode.hx
Normal file
@ -0,0 +1,17 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
class GetWorldTextureNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function get(from: Int): Dynamic {
|
||||||
|
var world = iron.Scene.active.world;
|
||||||
|
return switch (from) {
|
||||||
|
case 0: world.probe != null ? world.probe.raw.strength : 1.0;
|
||||||
|
case 1: world.raw.envmap != null ? world.raw.envmap : '';
|
||||||
|
default: null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
16
leenkx/Sources/leenkx/logicnode/KromCopyToClipboardNode.hx
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
class KromCopyToClipboardNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function run(from: Int) {
|
||||||
|
#if kha_krom
|
||||||
|
var text: String = inputs[1].get();
|
||||||
|
js.Syntax.code("Krom.copyToClipboard({0})", text);
|
||||||
|
#end
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
15
leenkx/Sources/leenkx/logicnode/KromDelayIdleSleepNode.hx
Normal file
@ -0,0 +1,15 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
class KromDelayIdleSleepNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function run(from: Int) {
|
||||||
|
#if kha_krom
|
||||||
|
js.Syntax.code("Krom.delayIdleSleep()");
|
||||||
|
#end
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
16
leenkx/Sources/leenkx/logicnode/KromDeleteFileNode.hx
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
class KromDeleteFileNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function run(from: Int) {
|
||||||
|
#if kha_krom
|
||||||
|
var path: String = inputs[1].get();
|
||||||
|
js.Syntax.code("Krom.deleteFile({0})", path);
|
||||||
|
#end
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
17
leenkx/Sources/leenkx/logicnode/KromFileExistsNode.hx
Normal file
@ -0,0 +1,17 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
class KromFileExistsNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function get(from: Int): Dynamic {
|
||||||
|
#if kha_krom
|
||||||
|
var path: String = inputs[0].get();
|
||||||
|
return js.Syntax.code("Krom.fileExists({0})", path);
|
||||||
|
#else
|
||||||
|
return false;
|
||||||
|
#end
|
||||||
|
}
|
||||||
|
}
|
||||||
16
leenkx/Sources/leenkx/logicnode/KromGetArgCountNode.hx
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
class KromGetArgCountNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function get(from: Int): Dynamic {
|
||||||
|
#if kha_krom
|
||||||
|
return Krom.getArgCount();
|
||||||
|
#else
|
||||||
|
return 0;
|
||||||
|
#end
|
||||||
|
}
|
||||||
|
}
|
||||||
17
leenkx/Sources/leenkx/logicnode/KromGetArgNode.hx
Normal file
@ -0,0 +1,17 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
class KromGetArgNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function get(from: Int): Dynamic {
|
||||||
|
#if kha_krom
|
||||||
|
var index: Int = inputs[0].get();
|
||||||
|
return Krom.getArg(index);
|
||||||
|
#else
|
||||||
|
return "";
|
||||||
|
#end
|
||||||
|
}
|
||||||
|
}
|
||||||
16
leenkx/Sources/leenkx/logicnode/KromGetFilesLocationNode.hx
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
class KromGetFilesLocationNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function get(from: Int): Dynamic {
|
||||||
|
#if kha_krom
|
||||||
|
return Krom.getFilesLocation();
|
||||||
|
#else
|
||||||
|
return "";
|
||||||
|
#end
|
||||||
|
}
|
||||||
|
}
|
||||||
16
leenkx/Sources/leenkx/logicnode/KromSavePathNode.hx
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
class KromSavePathNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function get(from: Int): Dynamic {
|
||||||
|
#if kha_krom
|
||||||
|
return Krom.savePath();
|
||||||
|
#else
|
||||||
|
return "";
|
||||||
|
#end
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,16 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
class KromSetApplicationNameNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function run(from: Int) {
|
||||||
|
#if kha_krom
|
||||||
|
var name: String = inputs[1].get();
|
||||||
|
js.Syntax.code("Krom.setApplicationName({0})", name);
|
||||||
|
#end
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
16
leenkx/Sources/leenkx/logicnode/KromShowKeyboardNode.hx
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
class KromShowKeyboardNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function run(from: Int) {
|
||||||
|
#if kha_krom
|
||||||
|
var show: Bool = inputs[1].get();
|
||||||
|
js.Syntax.code("Krom.showKeyboard({0})", show);
|
||||||
|
#end
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
28
leenkx/Sources/leenkx/logicnode/KromSysCommandNode.hx
Normal file
@ -0,0 +1,28 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
class KromSysCommandNode extends LogicNode {
|
||||||
|
|
||||||
|
var exitCode: Int = 0;
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function run(from: Int) {
|
||||||
|
#if kha_krom
|
||||||
|
var cmd: String = inputs[1].get();
|
||||||
|
var args: Dynamic = inputs[2].get();
|
||||||
|
if (args != null) {
|
||||||
|
exitCode = Krom.sysCommand(cmd, args);
|
||||||
|
} else {
|
||||||
|
exitCode = Krom.sysCommand(cmd);
|
||||||
|
}
|
||||||
|
#end
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function get(from: Int): Dynamic {
|
||||||
|
if (from == 1) return exitCode;
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -20,6 +20,7 @@ class LeenkxSendMessageNode extends LogicNode {
|
|||||||
}
|
}
|
||||||
|
|
||||||
override function run(from:Int) {
|
override function run(from:Int) {
|
||||||
|
#if js
|
||||||
var connection = inputs[1].get();
|
var connection = inputs[1].get();
|
||||||
if (connection == null) return;
|
if (connection == null) return;
|
||||||
var api: String = inputs[2].get();
|
var api: String = inputs[2].get();
|
||||||
@ -348,6 +349,7 @@ class LeenkxSendMessageNode extends LogicNode {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
#end
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -13,7 +13,7 @@ class LoadUrlNode extends LogicNode {
|
|||||||
override function run(from: Int) {
|
override function run(from: Int) {
|
||||||
//System.loadUrl(inputs[1].get());
|
//System.loadUrl(inputs[1].get());
|
||||||
|
|
||||||
#if kha_html5
|
#if js
|
||||||
if (inputs[2].get()){
|
if (inputs[2].get()){
|
||||||
var window = inputs[3].get() ? js.Browser.window.open(inputs[1].get(), "_blank", "width="+inputs[4].get()+",height="+inputs[5].get()+",left="+inputs[6].get()+",top="+inputs[7].get())
|
var window = inputs[3].get() ? js.Browser.window.open(inputs[1].get(), "_blank", "width="+inputs[4].get()+",height="+inputs[5].get()+",left="+inputs[6].get()+",top="+inputs[7].get())
|
||||||
: js.Browser.window.open(inputs[1].get(), "_blank");
|
: js.Browser.window.open(inputs[1].get(), "_blank");
|
||||||
|
|||||||
@ -1,193 +0,0 @@
|
|||||||
package leenkx.logicnode;
|
|
||||||
|
|
||||||
import iron.object.Animation;
|
|
||||||
import iron.object.Object;
|
|
||||||
import iron.Scene;
|
|
||||||
import kha.arrays.Float32Array;
|
|
||||||
import iron.object.ObjectAnimation;
|
|
||||||
|
|
||||||
class PlayActionFromNode extends LogicNode {
|
|
||||||
|
|
||||||
var animation: Animation;
|
|
||||||
var startFrame: Int;
|
|
||||||
var endFrame: Int = -1;
|
|
||||||
var loop: Bool;
|
|
||||||
var reverse: Bool;
|
|
||||||
var action: String;
|
|
||||||
var actionR: String;
|
|
||||||
|
|
||||||
public function new(tree: LogicTree) {
|
|
||||||
super(tree);
|
|
||||||
tree.notifyOnUpdate(update);
|
|
||||||
}
|
|
||||||
|
|
||||||
function update() {
|
|
||||||
if (animation != null && action == animation.action) {
|
|
||||||
if (animation.currentFrame() == endFrame-1) {
|
|
||||||
if (loop) animation.setFrame(startFrame);
|
|
||||||
else {
|
|
||||||
if (!animation.paused) {
|
|
||||||
animation.pause();
|
|
||||||
runOutput(1);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
override function run(from: Int) {
|
|
||||||
var object: Object = inputs[1].get();
|
|
||||||
action = inputs[2].get();
|
|
||||||
startFrame = inputs[3].get();
|
|
||||||
endFrame = inputs[4].get();
|
|
||||||
var blendTime: Float = inputs[5].get();
|
|
||||||
var speed: Float = inputs[6].get();
|
|
||||||
loop = inputs[7].get();
|
|
||||||
reverse = inputs[8].get();
|
|
||||||
|
|
||||||
if (object == null) return;
|
|
||||||
animation = object.animation;
|
|
||||||
if (animation == null) animation = object.getParentArmature(object.name);
|
|
||||||
|
|
||||||
if (reverse){
|
|
||||||
var isnew = true;
|
|
||||||
actionR = action+'Reverse';
|
|
||||||
|
|
||||||
if (animation.isSkinned){
|
|
||||||
for(a in animation.armature.actions)
|
|
||||||
if (a.name == actionR) isnew = false;
|
|
||||||
|
|
||||||
if (isnew){
|
|
||||||
for(a in animation.armature.actions)
|
|
||||||
if(a.name == action){
|
|
||||||
var bones = [];
|
|
||||||
var cn = [];
|
|
||||||
for(bone in a.bones){
|
|
||||||
var v = bone.anim.tracks[0];
|
|
||||||
var len: Int = v.values.length;
|
|
||||||
var val = new Float32Array(len);
|
|
||||||
var l = Std.int(len/16);
|
|
||||||
for(i in 0...l)
|
|
||||||
for(j in 0...16){
|
|
||||||
val[i*16+j] = v.values[(l-i)*16+j-16];
|
|
||||||
}
|
|
||||||
|
|
||||||
if (bone.children != null){
|
|
||||||
var cdn = [];
|
|
||||||
for (child in bone.children)
|
|
||||||
cdn.push(child.name);
|
|
||||||
cn.push(cdn);
|
|
||||||
} else cn.push(null);
|
|
||||||
|
|
||||||
var a: iron.data.SceneFormat.TObj = {
|
|
||||||
type : bone.type,
|
|
||||||
name : bone.name,
|
|
||||||
transform : {
|
|
||||||
//target : null,
|
|
||||||
values : bone.transform.values
|
|
||||||
},
|
|
||||||
anim : {
|
|
||||||
tracks : [{
|
|
||||||
target : v.target,
|
|
||||||
frames : v.frames,
|
|
||||||
values : val,
|
|
||||||
ref_values : null
|
|
||||||
}]//,
|
|
||||||
//begin : null,
|
|
||||||
//end : null,
|
|
||||||
//has_delta : null,
|
|
||||||
//marker_frames : null,
|
|
||||||
//marker_names : null
|
|
||||||
},
|
|
||||||
children : bone.children,
|
|
||||||
data_ref : null
|
|
||||||
}
|
|
||||||
|
|
||||||
if (bone.parent != null){
|
|
||||||
a.parent = bone.parent;
|
|
||||||
}
|
|
||||||
|
|
||||||
bones.push(a);
|
|
||||||
}
|
|
||||||
|
|
||||||
for (i in 0...bones.length){
|
|
||||||
var cd = [];
|
|
||||||
if (cn[i] != null)
|
|
||||||
for (name in cn[i])
|
|
||||||
for (bone in bones)
|
|
||||||
if (bone.name == name)
|
|
||||||
cd.push(bone);
|
|
||||||
bones[i].children = cd;
|
|
||||||
}
|
|
||||||
|
|
||||||
for (i in 0...bones.length){
|
|
||||||
if (bones[i].parent != null)
|
|
||||||
for (bone in bones)
|
|
||||||
if (bone.name == bones[i].parent.name)
|
|
||||||
bones[i].parent = bone;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
animation.armature.actions.push({
|
|
||||||
name: actionR,
|
|
||||||
bones: bones,
|
|
||||||
mats: null});
|
|
||||||
|
|
||||||
var mats: Array<iron.math.Mat4> = [];
|
|
||||||
for (bone in a.bones) mats.push(iron.math.Mat4.fromFloat32Array(bone.transform.values));
|
|
||||||
|
|
||||||
var castBoneAnim = cast(animation, iron.object.BoneAnimation);
|
|
||||||
castBoneAnim.data.geom.actions.set(actionR, bones);
|
|
||||||
castBoneAnim.data.geom.mats.set(actionR, mats);
|
|
||||||
|
|
||||||
for(o in iron.Scene.active.raw.objects)
|
|
||||||
if (o.name == object.name) o.bone_actions.push('action_'+o.bone_actions[0].split('_')[1]+'_'+actionR);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
|
|
||||||
var oaction = null;
|
|
||||||
var tracks: Array<iron.data.SceneFormat.TTrack> = [];
|
|
||||||
|
|
||||||
var oactions = cast(animation, ObjectAnimation).oactions;
|
|
||||||
|
|
||||||
for (a in oactions)
|
|
||||||
if (a != null && a.objects[0].name == actionR) isnew = false;
|
|
||||||
|
|
||||||
if (isnew){
|
|
||||||
for (a in oactions){
|
|
||||||
if (a != null && a.objects[0].name == action){
|
|
||||||
oaction = a.objects[0];
|
|
||||||
for(b in a.objects[0].anim.tracks){
|
|
||||||
var val: Array<Float> = [];
|
|
||||||
for(c in b.values) val.unshift(c);
|
|
||||||
var vali = new Float32Array(val.length);
|
|
||||||
for(i in 0...val.length) vali[i] = val[i];
|
|
||||||
tracks.push({target: b.target, frames: b.frames, values: vali});
|
|
||||||
}
|
|
||||||
|
|
||||||
oactions.push({
|
|
||||||
objects: [{name: actionR,
|
|
||||||
anim: {begin: oaction.anim.begin, end: oaction.anim.end, tracks: tracks},
|
|
||||||
type: 'object',
|
|
||||||
data_ref: '',
|
|
||||||
transform: null}]});
|
|
||||||
|
|
||||||
for(o in iron.Scene.active.raw.objects)
|
|
||||||
if (o.name == object.name) o.object_actions.push('action_'+actionR);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
animation.play(reverse ? actionR : action, function() {
|
|
||||||
runOutput(1);
|
|
||||||
}, blendTime, speed, loop);
|
|
||||||
animation.update(startFrame * Scene.active.raw.frame_time);
|
|
||||||
|
|
||||||
runOutput(0);
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -3,18 +3,32 @@ package leenkx.logicnode;
|
|||||||
class PromptNode extends LogicNode {
|
class PromptNode extends LogicNode {
|
||||||
|
|
||||||
var input: String = null;
|
var input: String = null;
|
||||||
|
var result: Dynamic;
|
||||||
|
|
||||||
public function new(tree: LogicTree) {
|
public function new(tree: LogicTree) {
|
||||||
super(tree);
|
super(tree);
|
||||||
}
|
}
|
||||||
|
|
||||||
override function run(from: Int) {
|
override function run(from: Int) {
|
||||||
#if kha_html5
|
#if js
|
||||||
input = js.Browser.window.prompt(inputs[1].get(), inputs[2].get());
|
result = js.Browser.window.prompt(inputs[1].get(), inputs[2].get());
|
||||||
|
if (Reflect.field(result, "loaded") != null) {
|
||||||
runOutput(0);
|
tree.notifyOnUpdate(poll);
|
||||||
|
} else {
|
||||||
|
input = result;
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
#end
|
#end
|
||||||
|
}
|
||||||
|
|
||||||
|
function poll() {
|
||||||
|
#if js
|
||||||
|
if (result.loaded) {
|
||||||
|
tree.removeUpdate(poll);
|
||||||
|
input = result.data;
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
|
#end
|
||||||
}
|
}
|
||||||
|
|
||||||
override function get(from: Int): Dynamic {
|
override function get(from: Int): Dynamic {
|
||||||
|
|||||||
@ -40,12 +40,14 @@ class RenderElementNode extends LogicNode {
|
|||||||
tarElem.prepend(element);
|
tarElem.prepend(element);
|
||||||
runOutput(0);
|
runOutput(0);
|
||||||
case "innerHTML":
|
case "innerHTML":
|
||||||
var tarElem = js.Browser.document.querySelector(selector);
|
var html: String = inputs[2].get();
|
||||||
tarElem.innerHTML = element.innerHTML;
|
if (html == null) { return; }
|
||||||
|
element.innerHTML = html;
|
||||||
runOutput(0);
|
runOutput(0);
|
||||||
case "innerText":
|
case "innerText":
|
||||||
var tarElem = js.Browser.document.querySelector(selector);
|
var html: String = inputs[2].get();
|
||||||
tarElem.innerText = element.innerText;
|
if (html == null){ return; }
|
||||||
|
element.innerText = html;
|
||||||
runOutput(0);
|
runOutput(0);
|
||||||
case "insertAdjacentHTML":
|
case "insertAdjacentHTML":
|
||||||
var tarElem = js.Browser.document.querySelector(selector);
|
var tarElem = js.Browser.document.querySelector(selector);
|
||||||
|
|||||||
@ -12,28 +12,7 @@ class RunJavascriptNode extends LogicNode {
|
|||||||
#if js
|
#if js
|
||||||
var script = inputs[1].get();
|
var script = inputs[1].get();
|
||||||
js.Syntax.code('(1, eval)({0})', script.toString());
|
js.Syntax.code('(1, eval)({0})', script.toString());
|
||||||
|
runOutput(0);
|
||||||
var promise:Dynamic = null;//js.Syntax.code('(1, eval)({0})', script.toString());
|
|
||||||
if (promise != null) {
|
|
||||||
promise.then(
|
|
||||||
function(_) {
|
|
||||||
//if(leenkx.network.Leenkx.data.get(element) != 'undefined'){return}
|
|
||||||
haxe.Timer.delay(function () {
|
|
||||||
//promiseResult(element,html);
|
|
||||||
return;
|
|
||||||
}, 100);
|
|
||||||
return;
|
|
||||||
}).then(null, function(error) {
|
|
||||||
trace("JS SYNTAX ERROR:" + error.toString());
|
|
||||||
haxe.Timer.delay(function () {
|
|
||||||
//promiseResult(element,html);
|
|
||||||
return;
|
|
||||||
}, 100);
|
|
||||||
}
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
runOutput(0);
|
|
||||||
#end
|
#end
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -10,6 +10,7 @@ class SetFirstPersonControllerNode extends LogicNode {
|
|||||||
}
|
}
|
||||||
|
|
||||||
override function run(from: Int): Void {
|
override function run(from: Int): Void {
|
||||||
|
#if lnx_physics
|
||||||
// Control de las var de FirstPersonController...
|
// Control de las var de FirstPersonController...
|
||||||
// Control FirstPersonController var
|
// Control FirstPersonController var
|
||||||
|
|
||||||
@ -60,6 +61,7 @@ class SetFirstPersonControllerNode extends LogicNode {
|
|||||||
// Alert the user if they do not have the trait assigning to the object.
|
// Alert the user if they do not have the trait assigning to the object.
|
||||||
trace("ERROR: The object '" + object.name + "' does not have the FirstPersonController script assigning(assign it from (Object->add trait->bundle)).");
|
trace("ERROR: The object '" + object.name + "' does not have the FirstPersonController script assigning(assign it from (Object->add trait->bundle)).");
|
||||||
}
|
}
|
||||||
|
#end
|
||||||
|
|
||||||
runOutput(0);
|
runOutput(0);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,41 +0,0 @@
|
|||||||
package leenkx.logicnode;
|
|
||||||
|
|
||||||
import leenkx.renderpath.HosekWilkie;
|
|
||||||
import iron.math.Vec4;
|
|
||||||
|
|
||||||
class SetHosekWilkiePropertiesNode extends LogicNode {
|
|
||||||
|
|
||||||
public var property0:String;
|
|
||||||
|
|
||||||
public function new(tree: LogicTree) {
|
|
||||||
super(tree);
|
|
||||||
}
|
|
||||||
|
|
||||||
override function run(from: Int) {
|
|
||||||
|
|
||||||
var world = iron.Scene.active.world;
|
|
||||||
|
|
||||||
if(property0 == 'Turbidity/Ground Albedo'){
|
|
||||||
world.raw.turbidity = inputs[1].get();
|
|
||||||
world.raw.ground_albedo = inputs[2].get();
|
|
||||||
}
|
|
||||||
|
|
||||||
if(property0 == 'Turbidity')
|
|
||||||
world.raw.turbidity = inputs[1].get();
|
|
||||||
|
|
||||||
if(property0 == 'Ground Albedo')
|
|
||||||
world.raw.ground_albedo = inputs[1].get();
|
|
||||||
|
|
||||||
if(property0 == 'Sun Direction'){
|
|
||||||
var vec:Vec4 = inputs[1].get();
|
|
||||||
world.raw.sun_direction[0] = vec.x;
|
|
||||||
world.raw.sun_direction[1] = vec.y;
|
|
||||||
world.raw.sun_direction[2] = vec.z;
|
|
||||||
}
|
|
||||||
|
|
||||||
HosekWilkie.recompute(world);
|
|
||||||
|
|
||||||
runOutput(0);
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -1,45 +0,0 @@
|
|||||||
package leenkx.logicnode;
|
|
||||||
|
|
||||||
import leenkx.renderpath.Nishita;
|
|
||||||
import iron.math.Vec4;
|
|
||||||
|
|
||||||
class SetNishitaPropertiesNode extends LogicNode {
|
|
||||||
|
|
||||||
public var property0:String;
|
|
||||||
|
|
||||||
public function new(tree: LogicTree) {
|
|
||||||
super(tree);
|
|
||||||
}
|
|
||||||
|
|
||||||
override function run(from: Int) {
|
|
||||||
|
|
||||||
var world = iron.Scene.active.world;
|
|
||||||
|
|
||||||
if(property0 == 'Density'){
|
|
||||||
world.raw.nishita_density[0] = inputs[1].get();
|
|
||||||
world.raw.nishita_density[1] = inputs[2].get();
|
|
||||||
world.raw.nishita_density[2] = inputs[3].get();
|
|
||||||
}
|
|
||||||
|
|
||||||
if(property0 == 'Air')
|
|
||||||
world.raw.nishita_density[0] = inputs[1].get();
|
|
||||||
|
|
||||||
if(property0 == 'Dust')
|
|
||||||
world.raw.nishita_density[1] = inputs[1].get();
|
|
||||||
|
|
||||||
if(property0 == 'Ozone')
|
|
||||||
world.raw.nishita_density[2] = inputs[1].get();
|
|
||||||
|
|
||||||
if(property0 == 'Sun Direction'){
|
|
||||||
var vec:Vec4 = inputs[1].get();
|
|
||||||
world.raw.sun_direction[0] = vec.x;
|
|
||||||
world.raw.sun_direction[1] = vec.y;
|
|
||||||
world.raw.sun_direction[2] = vec.z;
|
|
||||||
}
|
|
||||||
|
|
||||||
Nishita.recompute(world);
|
|
||||||
|
|
||||||
runOutput(0);
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -10,6 +10,7 @@ class SetOverheadPersonControllerNode extends LogicNode {
|
|||||||
}
|
}
|
||||||
|
|
||||||
override function run(from: Int): Void {
|
override function run(from: Int): Void {
|
||||||
|
#if lnx_physics
|
||||||
// Control de las var de OverheadPersonController...
|
// Control de las var de OverheadPersonController...
|
||||||
// Control OverheadPersonController var
|
// Control OverheadPersonController var
|
||||||
|
|
||||||
@ -58,6 +59,7 @@ class SetOverheadPersonControllerNode extends LogicNode {
|
|||||||
// Alert the user if they do not have the trait assigning to the object..
|
// Alert the user if they do not have the trait assigning to the object..
|
||||||
trace("ERROR: The object '" + objectTrait.name + "' does not have the OverheadPersonController script assigning(assign it from (Object->add trait->bundle)).");
|
trace("ERROR: The object '" + objectTrait.name + "' does not have the OverheadPersonController script assigning(assign it from (Object->add trait->bundle)).");
|
||||||
}
|
}
|
||||||
|
#end
|
||||||
|
|
||||||
runOutput(0);
|
runOutput(0);
|
||||||
}
|
}
|
||||||
|
|||||||
23
leenkx/Sources/leenkx/logicnode/SetWorldColorNode.hx
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
import iron.math.Vec4;
|
||||||
|
|
||||||
|
class SetWorldColorNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function run(from: Int) {
|
||||||
|
var world = iron.Scene.active.world;
|
||||||
|
var raw = world.raw;
|
||||||
|
|
||||||
|
var vec:Vec4 = inputs[1].get();
|
||||||
|
var r = Std.int(Math.max(0, Math.min(1, vec.x)) * 255);
|
||||||
|
var g = Std.int(Math.max(0, Math.min(1, vec.y)) * 255);
|
||||||
|
var b = Std.int(Math.max(0, Math.min(1, vec.z)) * 255);
|
||||||
|
raw.background_color = (r << 16) | (g << 8) | b;
|
||||||
|
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
63
leenkx/Sources/leenkx/logicnode/SetWorldSkyNode.hx
Normal file
@ -0,0 +1,63 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
import leenkx.renderpath.Sky;
|
||||||
|
import leenkx.renderpath.HosekWilkie;
|
||||||
|
import iron.math.Vec4;
|
||||||
|
|
||||||
|
class SetWorldSkyNode extends LogicNode {
|
||||||
|
|
||||||
|
public var property0:String;
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function run(from: Int) {
|
||||||
|
var world = iron.Scene.active.world;
|
||||||
|
var raw = world.raw;
|
||||||
|
|
||||||
|
if (property0 == 'hosek') {
|
||||||
|
raw.turbidity = inputs[1].get();
|
||||||
|
raw.ground_albedo = inputs[2].get();
|
||||||
|
var vec:Vec4 = inputs[3].get();
|
||||||
|
if (raw.sun_direction == null) raw.sun_direction = new kha.arrays.Float32Array(3);
|
||||||
|
raw.sun_direction[0] = vec.x;
|
||||||
|
raw.sun_direction[1] = vec.y;
|
||||||
|
raw.sun_direction[2] = vec.z;
|
||||||
|
HosekWilkie.recompute(world);
|
||||||
|
}
|
||||||
|
else if (property0 == 'single') {
|
||||||
|
if (raw.sky_density == null) raw.sky_density = new kha.arrays.Float32Array(3);
|
||||||
|
raw.sky_density[0] = inputs[1].get();
|
||||||
|
raw.sky_density[1] = inputs[2].get();
|
||||||
|
raw.sky_density[2] = inputs[3].get();
|
||||||
|
raw.sky_altitude = inputs[4].get();
|
||||||
|
var vec:Vec4 = inputs[5].get();
|
||||||
|
if (raw.sun_direction == null) raw.sun_direction = new kha.arrays.Float32Array(3);
|
||||||
|
raw.sun_direction[0] = vec.x;
|
||||||
|
raw.sun_direction[1] = vec.y;
|
||||||
|
raw.sun_direction[2] = vec.z;
|
||||||
|
Sky.recomputeSingleScatter(world);
|
||||||
|
}
|
||||||
|
else if (property0 == 'multi') {
|
||||||
|
if (raw.sky_density == null) raw.sky_density = new kha.arrays.Float32Array(3);
|
||||||
|
raw.sky_density[0] = inputs[1].get();
|
||||||
|
raw.sky_density[1] = inputs[2].get();
|
||||||
|
raw.sky_density[2] = inputs[3].get();
|
||||||
|
raw.sky_sun_elevation = inputs[4].get();
|
||||||
|
raw.sky_sun_rotation = inputs[5].get();
|
||||||
|
raw.sky_sun_size = inputs[6].get();
|
||||||
|
raw.sky_sun_intensity = inputs[7].get();
|
||||||
|
raw.sky_altitude = inputs[8].get();
|
||||||
|
raw.sky_sun_disc = inputs[9].get() ? 1 : 0;
|
||||||
|
var vec:Vec4 = inputs[10].get();
|
||||||
|
if (raw.sun_direction == null) raw.sun_direction = new kha.arrays.Float32Array(3);
|
||||||
|
raw.sun_direction[0] = vec.x;
|
||||||
|
raw.sun_direction[1] = vec.y;
|
||||||
|
raw.sun_direction[2] = vec.z;
|
||||||
|
Sky.recomputeMultiScatter(world);
|
||||||
|
}
|
||||||
|
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
25
leenkx/Sources/leenkx/logicnode/SetWorldTextureNode.hx
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
class SetWorldTextureNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function run(from: Int) {
|
||||||
|
var world = iron.Scene.active.world;
|
||||||
|
var raw = world.raw;
|
||||||
|
|
||||||
|
if (world.probe != null) {
|
||||||
|
world.probe.raw.strength = inputs[1].get();
|
||||||
|
}
|
||||||
|
|
||||||
|
var envmap:String = inputs[2].get();
|
||||||
|
if (envmap != null && envmap != '' && envmap != raw.envmap) {
|
||||||
|
raw.envmap = envmap;
|
||||||
|
world.loadEnvmap(function(w) {});
|
||||||
|
}
|
||||||
|
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
16
leenkx/Sources/leenkx/logicnode/WebviewCountNode.hx
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
class WebviewCountNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function get(from: Int): Dynamic {
|
||||||
|
#if kha_krom
|
||||||
|
return Krom.webviewCount();
|
||||||
|
#else
|
||||||
|
return 0;
|
||||||
|
#end
|
||||||
|
}
|
||||||
|
}
|
||||||
50
leenkx/Sources/leenkx/logicnode/WebviewCreateNode.hx
Normal file
@ -0,0 +1,50 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
class WebviewCreateNode extends LogicNode {
|
||||||
|
|
||||||
|
public var property0: String;
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function run(from: Int) {
|
||||||
|
var parentWindow: Int = (property0 == "embedded") ? 0 : -1;
|
||||||
|
var x: Int = inputs[1].get();
|
||||||
|
var y: Int = inputs[2].get();
|
||||||
|
var width: Int = inputs[3].get();
|
||||||
|
var height: Int = inputs[4].get();
|
||||||
|
var transparent: Bool = inputs[5].get();
|
||||||
|
var title: String = inputs[6].get();
|
||||||
|
var html: String = inputs[7].get();
|
||||||
|
var url: String = inputs[8].get();
|
||||||
|
var show: Bool = inputs[9].get();
|
||||||
|
|
||||||
|
#if kha_krom
|
||||||
|
var options: Dynamic = {
|
||||||
|
parentWindow: parentWindow,
|
||||||
|
x: x,
|
||||||
|
y: y,
|
||||||
|
width: width,
|
||||||
|
height: height,
|
||||||
|
transparent: transparent,
|
||||||
|
title: title
|
||||||
|
};
|
||||||
|
var id: Int = Krom.webviewCreate(options);
|
||||||
|
if (html != null && html != "") Krom.webviewLoadHTML(id, html);
|
||||||
|
if (url != null && url != "") Krom.webviewLoadURL(id, url);
|
||||||
|
if (show) Krom.webviewShow(id);
|
||||||
|
#else
|
||||||
|
var id: Int = -1;
|
||||||
|
#end
|
||||||
|
|
||||||
|
this.id = id;
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
var id: Int = -1;
|
||||||
|
|
||||||
|
override function get(from: Int): Dynamic {
|
||||||
|
return id;
|
||||||
|
}
|
||||||
|
}
|
||||||