Compare commits

277 Commits

Author SHA1 Message Date
590e6219d5 merge upstream 2025-08-14 23:01:45 +00:00
8ac567b57b Merge pull request 'Update leenkx/Shaders/std/conetrace.glsl' (#104) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#104
2025-08-14 23:01:04 +00:00
43b7ae7060 Update leenkx/Shaders/std/conetrace.glsl 2025-08-14 22:58:57 +00:00
662981fa03 Update leenkx/blender/lnx/material/make_mesh.py 2025-08-14 22:46:53 +00:00
a3866fb604 merge upstream 2025-08-14 21:32:32 +00:00
29e9e71a6a Merge pull request 'main' (#103) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#103
2025-08-14 21:29:54 +00:00
bfb85b0a3b Update leenkx/Sources/iron/Scene.hx 2025-08-14 20:29:28 +00:00
ef99b800e0 Update leenkx/Sources/iron/App.hx 2025-08-14 20:27:20 +00:00
7cca955fc5 Update leenkx/Sources/iron/App.hx 2025-08-14 20:26:33 +00:00
7e7bbd5eae merge upstream 2025-08-14 20:24:23 +00:00
c31b2a18ad Update leenkx/blender/lnx/logicnode/draw/LN_draw_string.py 2025-08-14 19:03:28 +00:00
fb47bf2564 Update leenkx/blender/lnx/logicnode/draw/LN_draw_Text_Area_string.py 2025-08-14 19:01:59 +00:00
7ae6750620 Update leenkx/blender/lnx/logicnode/camera/LN_set_camera_start_end.py 2025-08-14 19:00:58 +00:00
5b87010f76 Update leenkx/Sources/leenkx/trait/internal/DebugConsole.hx 2025-08-14 18:58:52 +00:00
97e952fc15 Update leenkx/Sources/leenkx/logicnode/DrawStringNode.hx 2025-08-14 18:57:13 +00:00
b440539d65 Merge pull request 'main' (#102) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#102
2025-07-23 17:34:02 +00:00
fbf63e4f17 Update leenkx/Shaders/std/brdf.glsl 2025-07-22 23:33:21 +00:00
a318e08072 Update leenkx/Shaders/sss_pass/sss_pass.frag.glsl 2025-07-22 23:20:35 +00:00
7ae458a9dd merge upstream 2025-07-22 23:06:30 +00:00
60a9db6459 Update api/api.hxml 2025-07-22 21:54:56 +00:00
3b5a93c92a Update leenkx/Sources/leenkx/trait/PhysicsBreak.hx 2025-07-22 21:51:25 +00:00
4af990796e t3du - Add TSceneFormat as Trait property type 2025-07-21 23:27:34 +00:00
9fb4916c3c t3du - Add TSceneFormat as Trait property type 2025-07-21 23:24:30 +00:00
f61d5833bb Update leenkx/blender/lnx/exporter.py 2025-07-21 23:15:59 +00:00
40b52be713 t3du - Add TSceneFormat as Trait property type 2025-07-21 23:12:43 +00:00
07d8422f22 Merge pull request 'Update leenkx/Sources/iron/system/Time.hx' (#101) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#101
2025-07-19 20:23:46 +00:00
7179d42b27 Update leenkx/Sources/iron/system/Time.hx 2025-07-19 20:07:08 +00:00
9984615f8c merge upstream 2025-07-17 17:23:34 +00:00
99a5d7d445 Merge pull request 'Update leenkx/Sources/leenkx/logicnode/SetObjectDelayedLocationNode.hx' (#100) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#100
2025-07-17 15:58:08 +00:00
5e0acd3d5d Update leenkx/Sources/leenkx/logicnode/SetObjectDelayedLocationNode.hx 2025-07-16 22:18:14 +00:00
0430e06acd merge upstream 2025-07-16 05:57:15 +00:00
f4077e461b Merge pull request 'Tangazo - Once Node + Set Object Delayed Location Node [ Additional Clean Handler ]' (#99) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#99
2025-07-16 05:23:34 +00:00
28943f1522 Add leenkx/Sources/leenkx/logicnode/SetObjectDelayedLocationNode.hx 2025-07-16 05:15:59 +00:00
df4feac132 Add leenkx/blender/lnx/logicnode/object/LN_set_object_delayed_location.py 2025-07-16 05:14:28 +00:00
82412dbf81 Add leenkx/Sources/leenkx/logicnode/OnceNode.hx 2025-07-15 22:07:02 +00:00
6afc209db7 Add leenkx/blender/lnx/logicnode/logic/LN_once.py 2025-07-15 22:06:11 +00:00
e9aae53be9 t3du - Fix attribute error rp_gi 2025-07-15 19:05:14 +00:00
a65675ef75 Update leenkx/blender/lnx/handlers.py 2025-07-15 17:57:38 +00:00
8f073c5ae1 merge upstream 2025-07-15 17:56:41 +00:00
08d08e42d9 Merge pull request 'improved mouse look node and added missing rigid body settings in Properties > physics > leenkx Props' (#98) from wuaieyo/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#98
2025-07-15 02:59:53 +00:00
a1ee335c68 removed the translation daping and rotation dampign because they would override the alreayd existedt under Dynamics panel 2025-07-13 04:23:51 +02:00
de6bf8a08a added last needed important rigid body settings in the blender RB leenkx settings for game engine ? like min max velocity,damping and lock translation and rotationboolean settings 2025-07-11 19:21:01 +02:00
9622f35b73 Update leenkx/Shaders/std/brdf.glsl 2025-07-10 09:10:43 +00:00
da666e6d23 Update leenkx/blender/lnx/material/cycles_nodes/nodes_shader.py 2025-07-10 09:03:26 +00:00
6ff7804ec1 Update leenkx/Shaders/ssrefr_pass/ssrefr_pass.json 2025-07-10 09:01:58 +00:00
0265ef5b64 Update leenkx/Shaders/ssrefr_pass/ssrefr_pass.frag.glsl 2025-07-10 09:01:28 +00:00
53c5000975 Update leenkx/Shaders/ssrefr_pass/ssrefr_pass.frag.glsl 2025-07-10 09:00:12 +00:00
7647231696 Update leenkx/Shaders/ssrefr_pass/ssrefr_pass.frag.glsl 2025-07-10 08:59:53 +00:00
1e583a795d Update leenkx/blender/lnx/props_renderpath.py 2025-07-10 05:10:54 +00:00
da25d8c313 Update leenkx/Shaders/voxel_resolve_diffuse/voxel_resolve_diffuse.comp.glsl 2025-07-10 01:16:02 +00:00
70695b3b31 Update leenkx/Shaders/deferred_light/deferred_light.frag.glsl 2025-07-10 01:14:03 +00:00
858537d54c revert 2998a5585e
revert Update leenkx/Shaders/ssao_pass/ssao_pass.frag.glsl
2025-07-10 00:58:53 +00:00
2998a5585e Update leenkx/Shaders/ssao_pass/ssao_pass.frag.glsl 2025-07-10 00:57:07 +00:00
c35c59e6a9 Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl 2025-07-10 00:10:46 +00:00
15ac833f2c Update leenkx/Shaders/std/constants.glsl 2025-07-10 00:09:21 +00:00
8077f00ada Update leenkx/blender/lnx/props_renderpath.py 2025-07-09 23:53:56 +00:00
b9848cd2dc revert e922cc38e6
revert Update leenkx/Shaders/std/shadows.glsl
2025-07-09 23:20:46 +00:00
58140ad583 Update leenkx/Shaders/std/shadows.glsl 2025-07-09 23:18:52 +00:00
e922cc38e6 Update leenkx/Shaders/std/shadows.glsl 2025-07-09 23:17:55 +00:00
9e2b601445 revert 0439dde4a8
revert Update leenkx/Shaders/deferred_light/deferred_light.frag.glsl
2025-07-09 23:16:54 +00:00
0439dde4a8 Update leenkx/Shaders/deferred_light/deferred_light.frag.glsl 2025-07-09 23:15:54 +00:00
57f0e937d0 fixed properties numbering, comments and LNXfactor to LNXFloat 2025-07-08 22:48:16 +02:00
e234c8615c merge upstream 2025-07-08 20:01:27 +00:00
2e7ccb5151 merge upstream 2025-07-06 17:41:02 +00:00
e594518e57 Merge pull request 'main' (#96) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#96
2025-07-06 17:29:11 +00:00
a41be0f436 Update leenkx/blender/lnx/material/cycles_nodes/nodes_input.py 2025-07-06 17:23:04 +00:00
1306033b36 Update leenkx/Sources/leenkx/logicnode/SetParticleDataNode.hx 2025-07-05 22:03:54 +00:00
eee0011cdd Update leenkx/Sources/leenkx/logicnode/GetWorldOrientationNode.hx 2025-07-05 21:52:57 +00:00
315ac0bd16 Update lib/aura/Sources/aura/dsp/panner/StereoPanner.hx 2025-07-05 21:49:10 +00:00
f289e6f89c merge upstream 2025-07-03 07:46:23 +00:00
b89ebfd9c6 Update leenkx/blender/lnx/material/make_refract.py 2025-07-03 04:34:04 +00:00
a142b248ef merge upstream 2025-07-03 04:30:45 +00:00
700d236bf1 Merge pull request 'main' (#94) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#94
2025-07-03 04:12:51 +00:00
f228eab8d3 Add leenkx/Sources/leenkx/logicnode/SetAudioPositionNode.hx 2025-07-03 03:55:23 +00:00
863d884b76 Add leenkx/Sources/leenkx/logicnode/GetAudioPositionNode.hx 2025-07-03 03:54:54 +00:00
34e0f5a282 Add leenkx/blender/lnx/logicnode/custom/LN_set_audio_position.py 2025-07-03 03:53:59 +00:00
45e2e52008 Add leenkx/blender/lnx/logicnode/custom/LN_get_audio_position.py 2025-07-03 03:52:39 +00:00
444a215e63 made default resolution adaptive sensiticity because makes more sense, removed other things since no difference and dunno 2025-07-03 05:27:24 +02:00
fb2d2a1a7c Add leenkx/Sources/leenkx/logicnode/SetPositionSpeakerNode.hx 2025-07-03 01:23:13 +00:00
f88c04abea Add leenkx/Sources/leenkx/logicnode/GetPositionSpeakerNode.hx 2025-07-03 01:22:44 +00:00
6fdd4b3f70 Add leenkx/blender/lnx/logicnode/sound/LN_get_position_speaker.py 2025-07-03 01:21:37 +00:00
a389c27d75 Add leenkx/blender/lnx/logicnode/sound/LN_set_position_speaker.py 2025-07-03 01:20:22 +00:00
1909c3da9f Update leenkx/blender/lnx/material/cycles.py 2025-07-02 15:29:05 +00:00
1c648b0433 merge upstream 2025-07-02 05:19:56 +00:00
5824bd91aa Merge pull request 't3du [ Repe ] - VR Code' (#93) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#93
2025-07-02 05:19:25 +00:00
43fe559eef t3du - Restore VR code 2025-07-02 05:16:53 +00:00
12c09545ce t3du - Restore VR code 2025-07-02 05:15:34 +00:00
0e60951ec9 t3du - Restore VR code 2025-07-02 05:14:05 +00:00
ccb8b358d3 t3du - Restore VR code 2025-07-02 05:11:23 +00:00
3103a976a6 merge upstream 2025-06-30 21:02:24 +00:00
1a8586777b Merge pull request 'main' (#91) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#91
2025-06-30 21:01:50 +00:00
3721c774a1 Update leenkx/blender/lnx/material/node_meta.py 2025-06-30 20:59:56 +00:00
a58fba408d Update leenkx/blender/lnx/material/cycles.py 2025-06-30 20:58:56 +00:00
82fa7bcfe3 merge upstream 2025-06-30 20:40:44 +00:00
268fba6cd5 Merge pull request 'main' (#90) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#90
2025-06-30 20:39:41 +00:00
4ab14ce6c8 merge upstream 2025-06-30 20:39:14 +00:00
9023e8d1da Merge pull request 'added Mouse Look node for FSP style movement of object like camera...' (#89) from wuaieyo/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#89
2025-06-30 20:37:10 +00:00
b58c7a9632 Update leenkx/blender/lnx/material/cycles.py 2025-06-30 20:33:04 +00:00
99b70622f5 Update leenkx/blender/lnx/material/node_meta.py 2025-06-30 20:31:50 +00:00
647b73b746 added Mouse Look node for FSP style movement of object like camera... 2025-06-30 06:35:06 +02:00
935c30ec08 Merge pull request 'main' (#88) from wuaieyo/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#88
2025-06-27 22:39:32 +00:00
0b0d597f89 merge upstream 2025-06-27 22:31:19 +00:00
d5878afb30 Merge pull request 't3du [ Repe ] + Moisesjpelaez Fixes' (#87) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#87
2025-06-27 22:28:35 +00:00
96b55a1a56 t3du - Add SetLightShadowNode for controlling light shadows 2025-06-27 18:03:37 +00:00
91b3072305 t3du - Add SetLightShadowNode for controlling light shadows 2025-06-27 17:57:26 +00:00
1d0b338d92 t3du - Particle export: add support for linked particle info 2025-06-27 17:52:19 +00:00
8e83c0d0d0 moisesjpelaez - Fix linked particle's render object vertex shader export 2025-06-27 17:49:35 +00:00
927baec4df t3du - Show world name in debug console 2025-06-27 17:46:36 +00:00
f5c9e70d1a 1. added local rotation so that if the source object is child then it would still align to the target object. 2. removed rotation output socket since is not really needed. 2025-06-26 03:05:11 +02:00
709e0ed9cb merge upstream 2025-06-24 18:45:57 +00:00
0423a735fc Update leenkx/Sources/leenkx/logicnode/PlayAnimationTreeNode.hx 2025-06-24 18:43:30 +00:00
7bcf985023 merge upstream 2025-06-24 18:24:23 +00:00
bd413917fc Merge pull request 'main' (#84) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#84
2025-06-24 18:18:27 +00:00
852377f60d merge upstream 2025-06-24 18:07:23 +00:00
e17e9a8e35 Merge pull request 'added new set look at rotation node' (#83) from wuaieyo/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#83
2025-06-24 18:06:48 +00:00
4055c979a1 add new Set Look At Rotation Node for making logic nodes great again 2025-06-24 19:47:03 +02:00
06b003ecdb revert 14cf5cebed
revert add new node called Set Look at Rotation
2025-06-24 17:38:18 +00:00
fd7f215bb2 .gitattributes 2025-06-24 17:31:59 +00:00
6a1df9ec46 merge upstream 2025-06-24 17:31:29 +00:00
deccac3c46 Merge pull request '.gitignore' (#81) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#81
2025-06-24 17:21:28 +00:00
432b0210b2 .gitignore 2025-06-24 17:13:27 +00:00
14cf5cebed add new node called Set Look at Rotation 2025-06-24 18:39:16 +02:00
d23232205b merge upstream 2025-06-22 21:38:20 +00:00
2307e1504f Merge pull request 't3du [ Repe ] - Fix particle export' (#78) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#78
2025-06-22 20:25:21 +00:00
1ebfecb644 Update leenkx/blender/lnx/exporter.py 2025-06-22 20:13:33 +00:00
175b575b23 Update leenkx/blender/lnx/exporter.py 2025-06-22 20:12:43 +00:00
63943a9cbf Merge pull request 'Remove pycache folders' (#77) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#77
2025-06-20 20:51:03 +00:00
224d9be76f Remove cache folders 2025-06-20 13:47:02 -07:00
62d3c8757b Update leenkx/blender/lnx/exporter.py 2025-06-20 16:06:08 +00:00
3785f93573 Merge pull request 'main' (#75) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#75
2025-06-20 15:59:18 +00:00
ffb276745f Update leenkx/blender/lnx/exporter.py 2025-06-20 15:55:56 +00:00
d1c9258da5 Update leenkx/blender/lnx/exporter.py 2025-06-20 15:55:29 +00:00
3e0cd2be35 Update leenkx/blender/lnx/props_traits.py 2025-06-20 15:50:09 +00:00
1fd1973470 Update leenkx/blender/lnx/material/make_mesh.py 2025-06-18 17:12:53 +00:00
a01c72ef76 Merge pull request 'Update leenkx/blender/lnx/exporter.py' (#74) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#74
2025-06-17 16:38:21 +00:00
4b01a562c9 Update leenkx/blender/lnx/exporter.py 2025-06-16 02:34:28 +00:00
88c7c5b99e merge upstream 2025-06-13 15:18:22 +00:00
6972d9abc4 Merge pull request 't3du [ Repe ] - Camera Render Filter' (#73) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#73
2025-06-13 15:14:13 +00:00
63c6b9d98b t3du - Camera Render Filter 2025-06-12 22:38:30 +00:00
313d24bbc8 t3du - Camera Render Filter 2025-06-12 22:35:21 +00:00
6d2812306d t3du - Camera Render Filter 2025-06-12 22:23:33 +00:00
e84d6ada84 t3du - Camera Render Filter 2025-06-12 22:21:24 +00:00
5057f2b946 t3du - Camera Render Filter 2025-06-12 22:16:22 +00:00
2715fe3398 t3du - Camera Render Filter 2025-06-12 22:14:08 +00:00
7cb8b8a2d2 t3du - Camera Render Filter 2025-06-12 22:11:59 +00:00
cd606009e0 t3du - Camera Render Filter 2025-06-12 22:10:19 +00:00
965162b101 t3du - Camera Render Filter 2025-06-12 22:08:21 +00:00
c61a57bfb3 t3du - Camera Render Filter 2025-06-12 22:07:16 +00:00
2434ad07f2 merge upstream 2025-06-10 20:28:46 +00:00
cdc425fbcb Update leenkx/Sources/leenkx/logicnode/GetWorldNode.hx 2025-06-10 20:26:59 +00:00
846bb28c86 Merge pull request 't3du [ Repe ] - World Nodes | Resolution PP | Texture Filtering' (#71) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#71
2025-06-10 20:23:04 +00:00
00493bed9c merge upstream 2025-06-07 21:35:02 +00:00
7b17633c28 Update leenkx/blender/lnx/material/make_cluster.py 2025-06-07 19:47:12 +00:00
1ef805eb0b Update leenkx/blender/lnx/material/make_mesh.py 2025-06-06 20:01:29 +00:00
cb7b041fea merge upstream 2025-06-06 19:44:32 +00:00
a0e8e1a1a6 merge upstream 2025-06-05 17:49:54 +00:00
846c3b2c11 Update leenkx/blender/lnx/material/make_mesh.py 2025-06-03 16:18:05 +00:00
b5af208766 Update leenkx/Shaders/std/shadows.glsl 2025-06-03 03:09:32 +00:00
63565052e3 Disable BayerMatrix momentaraily 2025-06-02 20:37:45 +00:00
38eb66a0b5 Update leenkx/blender/lnx/material/make_cluster.py 2025-06-02 20:35:28 +00:00
908efdd554 Update leenkx/blender/lnx/material/make_mesh.py 2025-06-02 20:33:49 +00:00
e014484d27 merge upstream 2025-06-02 20:16:04 +00:00
872433cafb Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl 2025-06-01 03:42:22 +00:00
74bbb6ca87 Update leenkx/Shaders/voxel_sdf_jumpflood/voxel_sdf_jumpflood.comp.glsl 2025-06-01 03:41:14 +00:00
cbbd6fe495 Update leenkx/Shaders/voxel_offsetprev/voxel_offsetprev.comp.glsl 2025-06-01 03:40:37 +00:00
45a48acf8a Update leenkx/Sources/leenkx/renderpath/Inc.hx 2025-06-01 03:39:35 +00:00
c769b3ca26 merge upstream 2025-05-30 21:46:34 +00:00
c4378be891 Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl 2025-05-30 19:19:33 +00:00
6ad615a961 Update leenkx/Shaders/std/constants.glsl 2025-05-30 19:18:06 +00:00
1e4510ba56 Update leenkx/Shaders/std/conetrace.glsl 2025-05-30 19:16:59 +00:00
a2714bf101 merge upstream 2025-05-30 19:10:59 +00:00
5639234eb9 Update leenkx/Shaders/std/light.glsl 2025-05-29 21:22:25 +00:00
1591ccdae5 Update leenkx/Shaders/deferred_light/deferred_light.json 2025-05-29 16:56:38 +00:00
9cb5232187 Update leenkx/Shaders/deferred_light/deferred_light.frag.glsl 2025-05-29 16:53:10 +00:00
6b25d8c8ad revert 13ca31f480
revert Update leenkx/Sources/leenkx/renderpath/Inc.hx
2025-05-28 01:36:04 +00:00
13ca31f480 Update leenkx/Sources/leenkx/renderpath/Inc.hx 2025-05-28 01:28:14 +00:00
d102e59040 Update leenkx/blender/lnx/material/make_voxel.py 2025-05-27 18:53:36 +00:00
df0e24c307 Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl 2025-05-27 18:42:41 +00:00
2df86850f8 Update leenkx/Shaders/std/constants.glsl 2025-05-27 17:51:56 +00:00
02ff259860 Update leenkx/blender/lnx/material/make_finalize.py 2025-05-27 17:23:03 +00:00
2e6de515ef Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl 2025-05-26 23:29:54 +00:00
41b840212c Update leenkx/blender/lnx/props_ui.py 2025-05-26 23:25:50 +00:00
429e6d6768 Update leenkx/Shaders/std/constants.glsl 2025-05-22 19:30:19 +00:00
2d8bfbf181 Update leenkx/Sources/leenkx/renderpath/RenderPathForward.hx 2025-05-22 03:07:01 +00:00
1ad7e0eaf4 Update leenkx/Sources/leenkx/renderpath/RenderPathDeferred.hx 2025-05-22 03:03:50 +00:00
ae72401657 Update leenkx/Sources/leenkx/renderpath/Inc.hx 2025-05-22 02:57:45 +00:00
58b9000305 Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl 2025-05-22 02:27:46 +00:00
0cc86c41b8 Update leenkx/Shaders/voxel_resolve_specular/voxel_resolve_specular.comp.glsl 2025-05-22 02:25:46 +00:00
25f8c5f64c Update leenkx/Shaders/voxel_resolve_ao/voxel_resolve_ao.comp.glsl 2025-05-22 02:24:58 +00:00
109544cea9 Update leenkx/Shaders/std/light.glsl 2025-05-22 02:20:28 +00:00
4c92c4bcc9 Update leenkx/Shaders/std/conetrace.glsl 2025-05-22 02:16:35 +00:00
3433afb1c3 Update leenkx/Shaders/ssrefr_pass/ssrefr_pass.frag.glsl 2025-05-22 02:14:06 +00:00
e22b522059 Update leenkx/Shaders/deferred_light/deferred_light.frag.glsl 2025-05-22 02:10:45 +00:00
200af34740 Update leenkx/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl 2025-05-22 02:07:44 +00:00
6d7b0078b4 Update leenkx/blender/lnx/props_renderpath.py 2025-05-21 23:26:42 +00:00
fa501cb09b Update leenkx/blender/lnx/write_data.py 2025-05-21 23:18:53 +00:00
62a4bbb714 Update leenkx/blender/lnx/props_ui.py 2025-05-21 23:14:37 +00:00
eab3e3b30c Update leenkx/blender/lnx/props_renderpath.py 2025-05-21 23:07:11 +00:00
3be7528a6c Update leenkx/blender/lnx/material/make_voxel.py 2025-05-21 22:58:06 +00:00
c9dd46c5e3 Update leenkx/blender/lnx/material/make_shader.py 2025-05-21 22:56:05 +00:00
99806b8069 revert e98bfb125d
revert Update leenkx/blender/lnx/material/make_shader.py
2025-05-21 22:51:16 +00:00
e98bfb125d Update leenkx/blender/lnx/material/make_shader.py 2025-05-21 22:47:03 +00:00
c4c0e2beaa Delete leenkx/blender/lnx/material/make_refraction_buffer.py 2025-05-21 22:43:18 +00:00
36cbc934ba Update leenkx/blender/lnx/material/make_finalize.py 2025-05-21 22:42:11 +00:00
210d5ea532 Update leenkx/blender/lnx/material/make_finalize.py 2025-05-21 22:39:52 +00:00
dab9a38424 Update leenkx/blender/lnx/material/make_mesh.py 2025-05-21 22:37:15 +00:00
b7bbe40348 Update leenkx/blender/lnx/material/make_cluster.py 2025-05-21 22:33:01 +00:00
8b084156ff Update leenkx/blender/lnx/make_world.py 2025-05-21 22:29:40 +00:00
538c364f33 Update leenkx/blender/lnx/make_renderpath.py 2025-05-21 22:26:58 +00:00
09eee93ac9 Update leenkx/Sources/iron/object/Uniforms.hx 2025-05-21 16:25:58 +00:00
8b5a77c001 Update leenkx/Sources/leenkx/renderpath/RenderPathForward.hx 2025-05-21 16:23:20 +00:00
436b7fac02 Update leenkx/Sources/leenkx/renderpath/RenderPathDeferred.hx 2025-05-21 16:21:05 +00:00
9ef9f5a637 Update leenkx/Sources/leenkx/renderpath/Inc.hx 2025-05-21 16:15:50 +00:00
b8ca4be56a Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl 2025-05-21 16:08:14 +00:00
29e4993f06 Update leenkx/Shaders/voxel_sdf_jumpflood/voxel_sdf_jumpflood.comp.glsl 2025-05-21 16:05:53 +00:00
4134352688 Update leenkx/Shaders/voxel_resolve_specular/voxel_resolve_specular.comp.glsl 2025-05-21 02:10:21 +00:00
25cf758a33 Update leenkx/Shaders/voxel_resolve_diffuse/voxel_resolve_diffuse.comp.glsl 2025-05-21 02:08:50 +00:00
23af038a16 Update leenkx/Shaders/voxel_resolve_ao/voxel_resolve_ao.comp.glsl 2025-05-21 02:07:21 +00:00
7f7878aaa6 Update leenkx/Shaders/voxel_offsetprev/voxel_offsetprev.comp.glsl 2025-05-21 02:05:33 +00:00
d7e076fb56 Add leenkx/Shaders/voxel_light/voxel_light.comp.glsl 2025-05-21 02:02:05 +00:00
dab915b60d Delete leenkx/Shaders/voxel_light.comp.glsl 2025-05-21 02:01:43 +00:00
74389ba76a Add leenkx/Shaders/voxel_light.comp.glsl 2025-05-21 02:01:35 +00:00
bd5afc797d Update leenkx/Shaders/std/shadows.glsl 2025-05-21 01:05:37 +00:00
27b4ec42a8 Update leenkx/Shaders/std/light.glsl 2025-05-21 01:04:30 +00:00
ab7edaa9e3 Update leenkx/Shaders/std/constants.glsl 2025-05-21 01:02:56 +00:00
27540ac7e9 Update leenkx/Shaders/std/conetrace.glsl 2025-05-21 01:01:47 +00:00
a5b512f20b Update leenkx/Shaders/ssrefr_pass/ssrefr_pass.frag.glsl 2025-05-21 00:55:14 +00:00
f8d0e67f33 Update leenkx/Shaders/ssr_pass/ssr_pass.frag.glsl 2025-05-21 00:51:33 +00:00
915118617d Update leenkx/Shaders/ssgi_pass/ssgi_pass.json 2025-05-21 00:50:45 +00:00
ea69511e67 Update leenkx/Shaders/ssgi_pass/ssgi_pass.frag.glsl 2025-05-21 00:47:22 +00:00
3926a7f83e Update leenkx/Shaders/deferred_light/deferred_light.json 2025-05-21 00:42:00 +00:00
0eafd14ae2 Update leenkx/Shaders/deferred_light/deferred_light.frag.glsl 2025-05-21 00:40:56 +00:00
08614512d7 Update leenkx/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl 2025-05-21 00:19:31 +00:00
08261a9335 Update leenkx/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl 2025-05-21 00:16:55 +00:00
ce3c1cea6a Delete leenkx/Shaders/voxel_resolve_shadows/voxel_resolve_shadows.comp.glsl 2025-05-21 00:00:40 +00:00
392d12a816 Delete leenkx/Shaders/voxel_resolve_refraction/voxel_resolve_refraction.comp.glsl 2025-05-21 00:00:32 +00:00
6b423038d4 Delete leenkx/Shaders/voxel_light/voxel_light.comp.glsl 2025-05-21 00:00:02 +00:00
76628fc010 Add leenkx/Shaders/std/aabb.glsl 2025-05-20 23:57:25 +00:00
99f687b10c Update leenkx/Shaders/std/constants.glsl 2025-05-20 23:55:32 +00:00
316441b954 merge upstream 2025-05-20 20:00:31 +00:00
9bf83bc49f Update leenkx/blender/lnx/material/make_mesh.py 2025-04-18 22:52:53 +00:00
d88e1f0f42 Update leenkx/blender/lnx/material/make_cluster.py 2025-04-18 22:52:03 +00:00
96f4e29778 Update leenkx/blender/lnx/material/make_mesh.py 2025-04-12 08:49:04 +00:00
1d705d2ca2 Update leenkx/blender/lnx/material/make_cluster.py 2025-04-12 08:48:33 +00:00
0979cd976f Update leenkx/blender/lnx/write_data.py 2025-04-11 22:20:24 +00:00
db6d786ee4 merge upstream 2025-04-11 22:06:01 +00:00
106e36e30d merge upstream 2025-04-10 17:16:12 +00:00
2bb296028f merge upstream 2025-04-09 17:30:27 +00:00
25d7ba3e72 merge upstream 2025-04-08 06:33:53 +00:00
bf7b4416ec Update leenkx/blender/lnx/make_renderpath.py 2025-04-07 17:29:09 +00:00
a2d03cfe6e Update leenkx/Shaders/std/light.glsl 2025-04-07 17:26:00 +00:00
95f0ecfc54 Update leenkx/Sources/leenkx/system/Starter.hx 2025-04-07 17:07:52 +00:00
07f59224fc Update leenkx/blender/lnx/write_data.py 2025-04-07 16:50:46 +00:00
02259985be Update leenkx/blender/lnx/props.py 2025-04-07 16:46:33 +00:00
6b8585c81a Update leenkx/blender/lnx/props_renderpath.py 2025-04-07 16:43:01 +00:00
5d78eabf94 Update leenkx/blender/lnx/material/cycles_nodes/nodes_texture.py 2025-04-07 16:39:49 +00:00
41c1459c4e Update leenkx/blender/lnx/material/make_voxel.py 2025-04-07 16:34:12 +00:00
304a497565 Update leenkx/blender/lnx/make_renderpath.py 2025-04-07 16:27:25 +00:00
9fa399371a Update leenkx/blender/lnx/material/make_mesh.py 2025-04-07 16:25:06 +00:00
4625fdb6b2 Update leenkx/blender/lnx/material/make_cluster.py 2025-04-07 16:13:16 +00:00
79553927aa Update leenkx/Shaders/water_pass/water_pass.frag.glsl 2025-04-07 16:06:53 +00:00
86661c1012 Update leenkx/Shaders/voxel_light/voxel_light.comp.glsl 2025-04-07 16:04:17 +00:00
03967c7a2b Update leenkx/Sources/leenkx/system/Starter.hx 2025-04-07 15:50:41 +00:00
61fd48a12f Update leenkx/Shaders/ssr_pass/ssr_pass.frag.glsl 2025-04-07 15:47:22 +00:00
519039b8b6 Update leenkx/Shaders/std/light.glsl 2025-04-07 15:45:04 +00:00
5244b1b3e8 Update leenkx/Sources/leenkx/renderpath/RenderPathForward.hx 2025-04-07 15:41:41 +00:00
7ae3bbe496 Update leenkx/Sources/leenkx/renderpath/RenderPathDeferred.hx 2025-04-07 15:39:38 +00:00
001be2f8da Update leenkx/Sources/leenkx/renderpath/Inc.hx 2025-04-07 15:35:22 +00:00
6a25b3c5d7 Update leenkx/Shaders/deferred_light/deferred_light.frag.glsl 2025-04-07 15:28:46 +00:00
8d4ac7251a Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl 2025-04-07 15:22:49 +00:00
ae63b252c6 Update leenkx/Shaders/voxel_sdf_jumpflood/voxel_sdf_jumpflood.comp.glsl 2025-04-07 15:19:03 +00:00
ee73823206 Update leenkx/Shaders/voxel_resolve_specular/voxel_resolve_specular.comp.glsl 2025-04-07 15:17:43 +00:00
af2850e20c Update leenkx/Shaders/voxel_resolve_diffuse/voxel_resolve_diffuse.comp.glsl 2025-04-07 14:49:37 +00:00
bc4a31d415 Update leenkx/Shaders/voxel_resolve_ao/voxel_resolve_ao.comp.glsl 2025-04-07 14:47:58 +00:00
5303ad3ac6 Update leenkx/Shaders/ssrefr_pass/ssrefr_pass.frag.glsl 2025-04-07 14:44:14 +00:00
5153cff790 Update leenkx/Shaders/std/shadows.glsl 2025-04-07 14:41:53 +00:00
abe17870ce Update leenkx/Shaders/std/conetrace.glsl 2025-04-07 14:38:30 +00:00
805 changed files with 5762 additions and 2188 deletions

2
.gitattributes vendored Normal file
View File

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

3
.gitignore vendored Normal file
View File

@ -0,0 +1,3 @@
__pycache__/
*.pyc
*.DS_Store

0
Krom/Krom Normal file → Executable file
View File

View File

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

View File

@ -29,10 +29,11 @@ uniform sampler2D gbuffer1;
#ifdef _VoxelGI
uniform sampler2D voxels_diffuse;
uniform sampler2D voxels_specular;
#endif
#else
#ifdef _VoxelAOvar
uniform sampler2D voxels_ao;
#endif
#endif
#ifdef _VoxelShadow
uniform sampler3D voxels;
uniform sampler3D voxelsSDF;
@ -56,6 +57,10 @@ uniform vec3 backgroundCol;
#ifdef _SSAO
uniform sampler2D ssaotex;
#else
#ifdef _SSGI
uniform sampler2D ssaotex;
#endif
#endif
#ifdef _SSS
@ -113,11 +118,15 @@ uniform vec2 cameraPlane;
#ifdef _SinglePoint
#ifdef _Spot
//!uniform sampler2DShadow shadowMapSpot[1];
#ifdef _ShadowMapTransparent
//!uniform sampler2D shadowMapSpotTransparent[1];
#endif
//!uniform mat4 LWVPSpot[1];
#else
//!uniform samplerCubeShadow shadowMapPoint[1];
#ifdef _ShadowMapTransparent
//!uniform samplerCube shadowMapPointTransparent[1];
#endif
//!uniform vec2 lightProj;
#endif
#endif
@ -125,30 +134,40 @@ uniform vec2 cameraPlane;
#ifdef _ShadowMapAtlas
#ifdef _SingleAtlas
uniform sampler2DShadow shadowMapAtlas;
#ifdef _ShadowMapTransparent
uniform sampler2D shadowMapAtlasTransparent;
#endif
#endif
#endif
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
//!uniform sampler2DShadow shadowMapAtlasPoint;
#ifdef _ShadowMapTransparent
//!uniform sampler2D shadowMapAtlasPointTransparent;
#endif
//!uniform vec4 pointLightDataArray[4];
#endif
//!uniform vec4 pointLightDataArray[maxLightsCluster * 6];
#else
//!uniform samplerCubeShadow shadowMapPoint[4];
#ifdef _ShadowMapTransparent
//!uniform samplerCube shadowMapPointTransparent[4];
#endif
#endif
//!uniform vec2 lightProj;
#ifdef _Spot
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
//!uniform sampler2DShadow shadowMapAtlasSpot;
#ifdef _ShadowMapTransparent
//!uniform sampler2D shadowMapAtlasSpotTransparent;
#endif
#endif
#else
//!uniform sampler2DShadow shadowMapSpot[4];
#ifdef _ShadowMapTransparent
//!uniform sampler2D shadowMapSpotTransparent[4];
#endif
#endif
//!uniform mat4 LWVPSpotArray[maxLightsCluster];
#endif
#endif
@ -161,12 +180,16 @@ uniform vec3 sunCol;
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
uniform sampler2DShadow shadowMapAtlasSun;
#ifdef _ShadowMapTransparent
uniform sampler2D shadowMapAtlasSunTransparent;
#endif
#endif
#else
uniform sampler2DShadow shadowMap;
#ifdef _ShadowMapTransparent
uniform sampler2D shadowMapTransparent;
#endif
#endif
uniform float shadowsBias;
#ifdef _CSM
//!uniform vec4 casData[shadowmapCascades * 4 + 4];
@ -227,17 +250,22 @@ void main() {
vec4 g2 = textureLod(gbuffer2, texCoord, 0.0);
#endif
#ifdef _MicroShadowing
occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
#endif
#ifdef _Brdf
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
vec3 F = f0 * envBRDF.x + envBRDF.y;
#else
vec3 F = f0;
#endif
#ifndef _VoxelAOvar
#ifndef _VoxelGI
// Envmap
#ifdef _Irr
vec3 envl = shIrradiance(n, shirr);
#ifdef _gbuffer2
@ -271,33 +299,33 @@ void main() {
envl.rgb *= albedo;
#ifdef _Brdf
envl.rgb *= 1.0 - (f0 * envBRDF.x + envBRDF.y); //LV: We should take refracted light into account
envl.rgb *= 1.0 - F; //LV: We should take refracted light into account
#endif
#ifdef _Rad // Indirect specular
envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y); //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
envl.rgb += prefilteredColor * F; //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
#else
#ifdef _EnvCol
envl.rgb += backgroundCol * (f0 * envBRDF.x + envBRDF.y); //LV: Eh, what's the point of weighting it only by F0?
envl.rgb += backgroundCol * F; //LV: Eh, what's the point of weighting it only by F0?
#endif
#endif
envl.rgb *= envmapStrength * occspec.x;
#ifdef _VoxelGI
vec4 indirect_diffuse = textureLod(voxels_diffuse, texCoord, 0.0);
fragColor.rgb = (indirect_diffuse.rgb * albedo + envl.rgb * (1.0 - indirect_diffuse.a)) * voxelgiDiff;
if(roughness < 1.0 && occspec.y > 0.0)
fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * occspec.y * voxelgiRefl;
#endif
#ifdef _VoxelAOvar
envl.rgb *= textureLod(voxels_ao, texCoord, 0.0).r;
#endif
#ifndef _VoxelGI
fragColor.rgb = envl;
#endif
#endif
#ifdef _VoxelGI
fragColor.rgb = textureLod(voxels_diffuse, texCoord, 0.0).rgb * voxelgiDiff;
if(roughness < 1.0 && occspec.y > 0.0)
fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * occspec.y * voxelgiRefl;
#else
#ifdef _VoxelAOvar
fragColor.rgb = textureLod(voxels_ao, texCoord, 0.0).rgb * voxelgiOcc;
#endif
#endif
// Show voxels
// vec3 origin = vec3(texCoord * 2.0 - 1.0, 0.99);
// vec3 direction = vec3(0.0, 0.0, -1.0);
@ -317,6 +345,10 @@ void main() {
// #else
fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r;
// #endif
#else
#ifdef _SSGI
fragColor.rgb += textureLod(ssaotex, texCoord, 0.0).rgb;
#endif
#endif
#ifdef _EmissionShadeless
@ -349,40 +381,70 @@ void main() {
#ifdef _ShadowMap
#ifdef _CSM
svisibility = shadowTestCascade(
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
shadowMapAtlasSun, shadowMapAtlasSunTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
shadowMap, shadowMapTransparent
#endif
, eye, p + n * shadowsBias * 10, shadowsBias, false
);
#ifdef _ShadowMapAtlas
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasSun, shadowMapAtlasSunTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasSun
#else
shadowMapAtlas
#endif
#endif
#else
#ifdef _ShadowMapTransparent
shadowMap, shadowMapTransparent
#else
shadowMap
#endif
#endif
, eye, p + n * shadowsBias * 10, shadowsBias
#ifdef _ShadowMapTransparent
, false
#endif
);
#else
vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0);
if (lPos.w > 0.0) {
svisibility = shadowTest(
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
shadowMapAtlasSun, shadowMapAtlasSunTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
shadowMap, shadowMapTransparent
#endif
, lPos.xyz / lPos.w, shadowsBias, false
);
#ifdef _ShadowMapAtlas
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasSun, shadowMapAtlasSunTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasSun
#else
shadowMapAtlas
#endif
#endif
#else
#ifdef _ShadowMapTransparent
shadowMap, shadowMapTransparent
#else
shadowMap
#endif
#endif
, lPos.xyz / lPos.w, shadowsBias
#ifdef _ShadowMapTransparent
, false
#endif
);
}
#endif
#endif
#ifdef _VoxelShadow
svisibility *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy).r) * voxelgiShad;
svisibility *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy, -g2.rg).r) * voxelgiShad;
#endif
#ifdef _SSRS
// vec2 coords = getProjectedCoord(hitCoord);
// vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
@ -439,13 +501,16 @@ void main() {
fragColor.rgb += sampleLight(
p, n, v, dotNV, pointPos, pointCol, albedo, roughness, occspec.y, f0
#ifdef _ShadowMap
, 0, pointBias, true, false
, 0, pointBias, true
#ifdef _ShadowMapTransparent
, false
#endif
#endif
#ifdef _Spot
, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight
#endif
#ifdef _VoxelShadow
, voxels, voxelsSDF, clipmaps
, voxels, voxelsSDF, clipmaps, -g2.rg
#endif
#ifdef _MicroShadowing
, occspec.x
@ -492,7 +557,10 @@ void main() {
f0
#ifdef _ShadowMap
// light index, shadow bias, cast_shadows
, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, false
, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0
#ifdef _ShadowMapTransparent
, false
#endif
#endif
#ifdef _Spot
, lightsArray[li * 3 + 2].y != 0.0
@ -503,7 +571,7 @@ void main() {
, lightsArraySpot[li * 2 + 1].xyz // right
#endif
#ifdef _VoxelShadow
, voxels, voxelsSDF, clipmaps
, voxels, voxelsSDF, clipmaps, -g2.rg
#endif
#ifdef _MicroShadowing
, occspec.x
@ -514,14 +582,5 @@ void main() {
);
}
#endif // _Clusters
/*
#ifdef _VoxelRefract
if(opac < 1.0) {
vec3 refraction = traceRefraction(p, n, voxels, v, ior, roughness, eye) * voxelgiRefr;
fragColor.rgb = mix(refraction, fragColor.rgb, opac);
}
#endif
*/
fragColor.a = 1.0; // Mark as opaque
}

View File

@ -1,107 +1,506 @@
#version 450
#include "compiled.inc"
#include "std/math.glsl"
#include "std/gbuffer.glsl"
#include "std/brdf.glsl"
#include "std/math.glsl"
#ifdef _Clusters
#include "std/clusters.glsl"
#endif
#ifdef _ShadowMap
#include "std/shadows.glsl"
#endif
#ifdef _LTC
#include "std/ltc.glsl"
#endif
#ifdef _LightIES
#include "std/ies.glsl"
#endif
#ifdef _Spot
#include "std/light_common.glsl"
#endif
#include "std/constants.glsl"
uniform sampler2D gbuffer0;
uniform sampler2D gbuffer1;
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0; // Normal
// #ifdef _RTGI
// uniform sampler2D gbuffer1; // Basecol
// #endif
uniform mat4 P;
uniform mat3 V3;
#ifdef _EmissionShaded
uniform sampler2D gbufferEmission;
#endif
uniform sampler2D sveloc;
uniform vec2 cameraProj;
uniform vec3 eye;
uniform vec3 eyeLook;
uniform vec2 screenSize;
uniform mat4 invVP;
const float angleMix = 0.5f;
#ifdef _SSGICone9
const float strength = 2.0 * (1.0 / ssgiStrength);
#else
const float strength = 2.0 * (1.0 / ssgiStrength) * 1.8;
in vec2 texCoord;
in vec3 viewRay;
out vec3 fragColor;
float metallic;
uint matid;
#ifdef _SMSizeUniform
//!uniform vec2 smSizeUniform;
#endif
in vec3 viewRay;
in vec2 texCoord;
out float fragColor;
vec3 hitCoord;
vec2 coord;
float depth;
// #ifdef _RTGI
// vec3 col = vec3(0.0);
// #endif
vec3 vpos;
vec2 getProjectedCoord(vec3 hitCoord) {
vec4 projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
#ifdef _InvY
projectedCoord.y = 1.0 - projectedCoord.y;
#ifdef _Clusters
uniform vec4 lightsArray[maxLights * 3];
#ifdef _Spot
uniform vec4 lightsArraySpot[maxLights * 2];
#endif
return projectedCoord.xy;
}
uniform sampler2D clustersData;
uniform vec2 cameraPlane;
#endif
float getDeltaDepth(vec3 hitCoord) {
coord = getProjectedCoord(hitCoord);
depth = textureLod(gbufferD, coord, 0.0).r * 2.0 - 1.0;
vec3 p = getPosView(viewRay, depth, cameraProj);
return p.z - hitCoord.z;
}
#ifdef _SinglePoint // Fast path for single light
uniform vec3 pointPos;
uniform vec3 pointCol;
#ifdef _ShadowMap
uniform float pointBias;
#endif
#ifdef _Spot
uniform vec3 spotDir;
uniform vec3 spotRight;
uniform vec4 spotData;
#endif
#endif
void rayCast(vec3 dir) {
hitCoord = vpos;
dir *= ssgiRayStep * 2;
float dist = 0.15;
for (int i = 0; i < ssgiMaxSteps; i++) {
hitCoord += dir;
float delta = getDeltaDepth(hitCoord);
if (delta > 0.0 && delta < 0.2) {
dist = distance(vpos, hitCoord);
break;
#ifdef _CPostprocess
uniform vec3 PPComp12;
#endif
#ifdef _ShadowMap
#ifdef _SinglePoint
#ifdef _Spot
#ifndef _LTC
uniform sampler2DShadow shadowMapSpot[1];
uniform sampler2D shadowMapSpotTransparent[1];
uniform mat4 LWVPSpot[1];
#endif
#else
uniform samplerCubeShadow shadowMapPoint[1];
uniform samplerCube shadowMapPointTransparent[1];
uniform vec2 lightProj;
#endif
#endif
#ifdef _Clusters
#ifdef _SingleAtlas
uniform sampler2DShadow shadowMapAtlas;
uniform sampler2D shadowMapAtlasTransparent;
#endif
uniform vec2 lightProj;
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
uniform sampler2DShadow shadowMapAtlasPoint;
uniform sampler2D shadowMapAtlasPointTransparent;
//!uniform vec4 pointLightDataArray[maxLightsCluster * 6];
#else
uniform samplerCubeShadow shadowMapPoint[4];
uniform samplerCube shadowMapPointTransparent[4];
#endif
#endif
#ifdef _Spot
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
uniform sampler2DShadow shadowMapAtlasSpot;
uniform sampler2D shadowMapAtlasSpotTransparent;
#endif
#else
uniform sampler2DShadow shadowMapSpot[4];
uniform sampler2D shadowMapSpotTransparent[4];
#endif
uniform mat4 LWVPSpotArray[maxLightsCluster];
#endif
#endif
#endif
#ifdef _LTC
uniform vec3 lightArea0;
uniform vec3 lightArea1;
uniform vec3 lightArea2;
uniform vec3 lightArea3;
uniform sampler2D sltcMat;
uniform sampler2D sltcMag;
#ifdef _ShadowMap
#ifndef _Spot
#ifdef _SinglePoint
uniform sampler2DShadow shadowMapSpot[1];
uniform sampler2D shadowMapSpotTransparent[1];
uniform mat4 LWVPSpot[1];
#endif
#ifdef _Clusters
uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
uniform mat4 LWVPSpotArray[maxLightsCluster];
#endif
#endif
#endif
#endif
#ifdef _Sun
uniform vec3 sunDir;
uniform vec3 sunCol;
#ifdef _ShadowMap
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
uniform sampler2DShadow shadowMapAtlasSun;
uniform sampler2D shadowMapAtlasSunTransparent;
#endif
#else
uniform sampler2DShadow shadowMap;
uniform sampler2D shadowMapTransparent;
#endif
uniform float shadowsBias;
#ifdef _CSM
//!uniform vec4 casData[shadowmapCascades * 4 + 4];
#else
uniform mat4 LWVP;
#endif
#endif // _ShadowMap
#endif
vec3 sampleLight(const vec3 p, const vec3 n, const vec3 lp, const vec3 lightCol
#ifdef _ShadowMap
, int index, float bias, bool receiveShadow, bool transparent
#endif
#ifdef _Spot
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
#endif
) {
vec3 ld = lp - p;
vec3 l = normalize(ld);
vec3 visibility = lightCol;
visibility *= attenuate(distance(p, lp));
#ifdef _LTC
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
visibility *= shadowTest(shadowMapSpot[0],
shadowMapSpotTransparent[0],
lPos.xyz / lPos.w, bias, transparent);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
if (index == 0) visibility *= shadowTest(shadowMapSpot[0],
shadowMapSpotTransparent[0],
lPos.xyz / lPos.w, bias, transparent);
else if (index == 1) visibility *= shadowTest(shadowMapSpot[1],
shadowMapSpotTransparent[1],
, lPos.xyz / lPos.w, bias, transparent);
else if (index == 2) visibility *= shadowTest(shadowMapSpot[2],
shadowMapSpotTransparent[2],
lPos.xyz / lPos.w, bias, transparent);
else if (index == 3) visibility *= shadowTest(shadowMapSpot[3],
shadowMapSpotTransparent[3],
lPos.xyz / lPos.w, bias, transparent);
#endif
}
#endif
return visibility;
#endif
#ifdef _Spot
if (isSpot) {
visibility *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
visibility *= shadowTest(shadowMapSpot[0],
shadowMapSpotTransparent[0],
lPos.xyz / lPos.w, bias, transparent);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
#ifdef _ShadowMapAtlas
visibility *= shadowTest(
#ifndef _SingleAtlas
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
, lPos.xyz / lPos.w, bias, transparent
);
#else
if (index == 0) visibility *= shadowTest(shadowMapSpot[0],
shadowMapSpotTransparent[0],
lPos.xyz / lPos.w, bias, transparent);
else if (index == 1) visibility *= shadowTest(shadowMapSpot[1],
shadowMapSpotTransparent[1],
lPos.xyz / lPos.w, bias, transparent);
else if (index == 2) visibility *= shadowTest(shadowMapSpot[2],
shadowMapSpotTransparent[2],
lPos.xyz / lPos.w, bias, transparent);
else if (index == 3) visibility *= shadowTest(shadowMapSpot[3],
shadowMapSpotTransparent[3],
lPos.xyz / lPos.w, bias, transparent);
#endif
#endif
}
#endif
return visibility;
}
fragColor += dist;
// #ifdef _RTGI
// col += textureLod(gbuffer1, coord, 0.0).rgb * ((ssgiRayStep * ssgiMaxSteps) - dist);
// #endif
#endif
#ifdef _LightIES
visibility *= iesAttenuation(-l);
#endif
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
#ifndef _Spot
visibility *= PCFCube(shadowMapPoint[0],
shadowMapPointTransparent[0],
ld, -l, bias, lightProj, n, transparent);
#endif
#endif
#ifdef _Clusters
#ifdef _ShadowMapAtlas
visibility *= PCFFakeCube(
#ifndef _SingleAtlas
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
, ld, -l, bias, lightProj, n, index, transparent
);
#else
if (index == 0) visibility *= PCFCube(shadowMapPoint[0],
shadowMapPointTransparent[0],
ld, -l, bias, lightProj, n, transparent);
else if (index == 1) visibility *= PCFCube(shadowMapPoint[1],
shadowMapPointTransparent[1],
ld, -l, bias, lightProj, n, transparent);
else if (index == 2) visibility *= PCFCube(shadowMapPoint[2],
shadowMapPointTransparent[2],
ld, -l, bias, lightProj, n, transparent);
else if (index == 3) visibility *= PCFCube(shadowMapPoint[3],
shadowMapPointTransparent[3],
ld, -l, bias, lightProj, n, transparent);
#endif
#endif
}
#endif
return visibility;
}
vec3 tangent(const vec3 n) {
vec3 t1 = cross(n, vec3(0, 0, 1));
vec3 t2 = cross(n, vec3(0, 1, 0));
if (length(t1) > length(t2)) return normalize(t1);
else return normalize(t2);
vec3 getVisibility(vec3 p, vec3 n, float depth, vec2 uv) {
vec3 visibility = vec3(0.0);
#ifdef _Sun
#ifdef _ShadowMap
#ifdef _CSM
visibility = shadowTestCascade(
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
shadowMapAtlasSun, shadowMapAtlasSunTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
shadowMap, shadowMapTransparent
#endif
, eye, p + n * shadowsBias * 10, shadowsBias, false
);
#else
vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0);
if (lPos.w > 0.0) {
visibility = shadowTest(
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
shadowMapAtlasSun, shadowMapAtlasSunTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
shadowMap, shadowMapTransparent
#endif
, lPos.xyz / lPos.w, shadowsBias, false
);
}
#endif
#endif
#endif
#ifdef _SinglePoint
visibility += sampleLight(
p, n, pointPos, pointCol
#ifdef _ShadowMap
, 0, pointBias, true, false
#endif
#ifdef _Spot
, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight
#endif
);
#endif
#ifdef _Clusters
float viewz = linearize(depth, cameraProj);
int clusterI = getClusterI(uv, viewz, cameraPlane);
int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255);
#ifdef HLSL
viewz += textureLod(clustersData, vec2(0.0), 0.0).r * 1e-9; // TODO: krafix bug, needs to generate sampler
#endif
#ifdef _Spot
int numSpots = int(texelFetch(clustersData, ivec2(clusterI, 1 + maxLightsCluster), 0).r * 255);
int numPoints = numLights - numSpots;
#endif
for (int i = 0; i < min(numLights, maxLightsCluster); i++) {
int li = int(texelFetch(clustersData, ivec2(clusterI, i + 1), 0).r * 255);
visibility += sampleLight(
p,
n,
lightsArray[li * 3].xyz, // lp
lightsArray[li * 3 + 1].xyz // lightCol
#ifdef _ShadowMap
// light index, shadow bias, cast_shadows
, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, false
#endif
#ifdef _Spot
, lightsArray[li * 3 + 2].y != 0.0
, lightsArray[li * 3 + 2].y // spot size (cutoff)
, lightsArraySpot[li * 2].w // spot blend (exponent)
, lightsArraySpot[li * 2].xyz // spotDir
, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w) // scale
, lightsArraySpot[li * 2 + 1].xyz // right
#endif
);
}
#endif // _Clusters
return visibility;
}
vec3 getWorldPos(vec2 uv, float depth) {
vec4 pos = invVP * vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
return pos.xyz / pos.w;
}
vec3 getNormal(vec2 uv) {
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
vec2 enc = g0.rg;
vec3 n;
n.z = 1.0 - abs(enc.x) - abs(enc.y);
n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
return normalize(n);
}
vec3 calculateIndirectLight(vec2 uv, vec3 pos, vec3 normal, float depth) {
// Simplified visibility - replace with your full visibility function if needed
vec3 sampleColor = textureLod(gbuffer1, uv, 0.0).rgb * getVisibility(pos, normal, depth, uv);
#ifdef _EmissionShadeless
if (matid == 1) { // pure emissive material, color stored in basecol
sampleColor += textureLod(gbuffer1, uv, 0.0).rgb;
}
#endif
#ifdef _EmissionShaded
#ifdef _EmissionShadeless
else {
#endif
vec3 sampleEmission = textureLod(gbufferEmission, uv, 0.0).rgb;
sampleColor += sampleEmission; // Emission should be added directly
#ifdef _EmissionShadeless
}
#endif
#endif
return sampleColor;
}
// Improved sampling parameters
const float GOLDEN_ANGLE = 2.39996323;
const float MAX_DEPTH_DIFFERENCE = 0.9; // More conservative depth threshold
const float SAMPLE_BIAS = 0.01; // Small offset to avoid self-occlusion
void main() {
fragColor = 0;
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
float depth = textureLod(gbufferD, texCoord, 0.0).r;
if (depth >= 1.0) {
fragColor = vec3(0.0);
return;
}
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid
unpackFloatInt16(g0.a, metallic, matid);
vec2 velocity = -textureLod(sveloc, texCoord, 0.0).rg;
vec2 enc = g0.rg;
vec3 n;
n.z = 1.0 - abs(enc.x) - abs(enc.y);
n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
n = normalize(V3 * n);
n.z = 1.0 - abs(g0.x) - abs(g0.y);
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
n = normalize(n);
vpos = getPosView(viewRay, d, cameraProj);
vec3 pos = getWorldPos(texCoord, depth);
vec3 normal = getNormal(texCoord);
vec3 centerColor = textureLod(gbuffer1, texCoord, 0.0).rgb;
rayCast(n);
vec3 o1 = normalize(tangent(n));
vec3 o2 = (cross(o1, n));
vec3 c1 = 0.5f * (o1 + o2);
vec3 c2 = 0.5f * (o1 - o2);
rayCast(mix(n, o1, angleMix));
rayCast(mix(n, o2, angleMix));
rayCast(mix(n, -c1, angleMix));
rayCast(mix(n, -c2, angleMix));
float radius = ssaoRadius;
#ifdef _SSGICone9
rayCast(mix(n, -o1, angleMix));
rayCast(mix(n, -o2, angleMix));
rayCast(mix(n, c1, angleMix));
rayCast(mix(n, c2, angleMix));
vec3 gi = vec3(0.0);
float totalWeight = 0.0;
float angle = fract(sin(dot(texCoord, vec2(12.9898, 78.233))) * 100.0);
for (int i = 0; i < ssgiSamples; i++) {
// Use quasi-random sequence for better coverage
float r = sqrt((float(i) + 0.5) / float(ssgiSamples)) * radius;
float a = (float(i) * GOLDEN_ANGLE) + angle;
vec2 offset = vec2(cos(a), sin(a)) * r * radius;
vec2 sampleUV = clamp(texCoord + offset * (BayerMatrix8[int(gl_FragCoord.x + velocity.x) % 8][int(gl_FragCoord.y + velocity.y) % 8] - 0.5) / screenSize, vec2(0.001), vec2(0.999));
float sampleDepth = textureLod(gbufferD, sampleUV, 0.0).r;
if (sampleDepth >= 1.0) continue;
vec3 samplePos = getWorldPos(sampleUV, sampleDepth);
vec3 sampleNormal = getNormal(sampleUV);
// Apply small bias to sample position to avoid self-occlusion
samplePos += sampleNormal * SAMPLE_BIAS;
vec3 dir = pos - samplePos;
float dist = length(dir);
if (abs(pos.z - samplePos.z) > MAX_DEPTH_DIFFERENCE) continue;;
vec3 sampleColor = calculateIndirectLight(sampleUV, samplePos, sampleNormal, sampleDepth);
float weight = 1.0 / (1.0 + dist * dist * 2.0) * max(dot(sampleNormal, n), 0.0);
gi += sampleColor * weight;
totalWeight += weight;
}
// Normalize and apply intensity
if (totalWeight > 0.0) {
gi /= totalWeight;
#ifdef _CPostprocess
gi *= PPComp12.x;
#else
gi *= ssaoStrength;
#endif
}
#ifdef _EmissionShadeless
if (matid == 1) { // pure emissive material, color stored in basecol
gi += textureLod(gbuffer1, texCoord, 0.0).rgb;
}
#endif
#ifdef _EmissionShaded
#ifdef _EmissionShadeless
else {
#endif
gi += textureLod(gbufferEmission, texCoord, 0.0).rgb;
#ifdef _EmissionShadeless
}
#endif
#endif
fragColor = gi / (gi + vec3(1.0)); // Reinhard tone mapping
}

View File

@ -6,6 +6,10 @@
"compare_mode": "always",
"cull_mode": "none",
"links": [
{
"name": "invVP",
"link": "_inverseViewProjectionMatrix"
},
{
"name": "P",
"link": "_projectionMatrix"
@ -15,16 +19,180 @@
"link": "_viewMatrix3"
},
{
"name": "invP",
"link": "_inverseProjectionMatrix"
"name": "eye",
"link": "_cameraPosition"
},
{
"name": "eyeLook",
"link": "_cameraLook"
},
{
"name": "cameraProj",
"link": "_cameraPlaneProj"
},
{
"name": "screenSize",
"link": "_screenSize"
},
{
"name": "PPComp12",
"link": "_PPComp12",
"ifdef": ["_CPostprocess"]
},
{
"name": "lightsArraySpot",
"link": "_lightsArraySpot",
"ifdef": ["_Clusters", "_Spot"]
},
{
"name": "lightsArray",
"link": "_lightsArray",
"ifdef": ["_Clusters"]
},
{
"name": "clustersData",
"link": "_clustersData",
"ifdef": ["_Clusters"]
},
{
"name": "cameraPlane",
"link": "_cameraPlane",
"ifdef": ["_Clusters"]
},
{
"name": "sunDir",
"link": "_sunDirection",
"ifdef": ["_Sun"]
},
{
"name": "sunCol",
"link": "_sunColor",
"ifdef": ["_Sun"]
},
{
"name": "shadowsBias",
"link": "_sunShadowsBias",
"ifdef": ["_Sun", "_ShadowMap"]
},
{
"name": "LWVP",
"link": "_biasLightWorldViewProjectionMatrixSun",
"ifndef": ["_CSM"],
"ifdef": ["_Sun", "_ShadowMap"]
},
{
"name": "casData",
"link": "_cascadeData",
"ifdef": ["_Sun", "_ShadowMap", "_CSM"]
},
{
"name": "lightArea0",
"link": "_lightArea0",
"ifdef": ["_LTC"]
},
{
"name": "lightArea1",
"link": "_lightArea1",
"ifdef": ["_LTC"]
},
{
"name": "lightArea2",
"link": "_lightArea2",
"ifdef": ["_LTC"]
},
{
"name": "lightArea3",
"link": "_lightArea3",
"ifdef": ["_LTC"]
},
{
"name": "sltcMat",
"link": "_ltcMat",
"ifdef": ["_LTC"]
},
{
"name": "sltcMag",
"link": "_ltcMag",
"ifdef": ["_LTC"]
},
{
"name": "smSizeUniform",
"link": "_shadowMapSize",
"ifdef": ["_SMSizeUniform"]
},
{
"name": "lightProj",
"link": "_lightPlaneProj",
"ifdef": ["_ShadowMap"]
},
{
"name": "pointPos",
"link": "_pointPosition",
"ifdef": ["_SinglePoint"]
},
{
"name": "pointCol",
"link": "_pointColor",
"ifdef": ["_SinglePoint"]
},
{
"name": "pointBias",
"link": "_pointShadowsBias",
"ifdef": ["_SinglePoint", "_ShadowMap"]
},
{
"name": "spotDir",
"link": "_spotDirection",
"ifdef": ["_SinglePoint", "_Spot"]
},
{
"name": "spotData",
"link": "_spotData",
"ifdef": ["_SinglePoint", "_Spot"]
},
{
"name": "spotRight",
"link": "_spotRight",
"ifdef": ["_SinglePoint", "_Spot"]
},
{
"name": "LWVPSpotArray",
"link": "_biasLightWorldViewProjectionMatrixSpotArray",
"ifdef": ["_Clusters", "_ShadowMap", "_Spot"]
},
{
"name": "pointLightDataArray",
"link": "_pointLightsAtlasArray",
"ifdef": ["_Clusters", "_ShadowMap", "_ShadowMapAtlas"]
},
{
"name": "LWVPSpot[0]",
"link": "_biasLightWorldViewProjectionMatrixSpot0",
"ifndef": ["_ShadowMapAtlas"],
"ifdef": ["_LTC", "_ShadowMap"]
},
{
"name": "LWVPSpot[1]",
"link": "_biasLightWorldViewProjectionMatrixSpot1",
"ifndef": ["_ShadowMapAtlas"],
"ifdef": ["_LTC", "_ShadowMap"]
},
{
"name": "LWVPSpot[2]",
"link": "_biasLightWorldViewProjectionMatrixSpot2",
"ifndef": ["_ShadowMapAtlas"],
"ifdef": ["_LTC", "_ShadowMap"]
},
{
"name": "LWVPSpot[3]",
"link": "_biasLightWorldViewProjectionMatrixSpot3",
"ifndef": ["_ShadowMapAtlas"],
"ifdef": ["_LTC", "_ShadowMap"]
}
],
"texture_params": [],
"vertex_shader": "../include/pass_viewray2.vert.glsl",
"vertex_shader": "../include/pass_viewray.vert.glsl",
"fragment_shader": "ssgi_pass.frag.glsl"
}
]

View File

@ -72,10 +72,11 @@ void main() {
float roughness = g0.z;
vec4 gr = textureLod(gbuffer_refraction, texCoord, 0.0);
float ior = gr.x;
float opac = gr.y;
float opac = 1.0 - gr.y;
float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
if (d == 0.0 || d == 1.0 || opac == 1.0 || ior == 1.0) {
fragColor.rgb = textureLod(tex1, texCoord, 0.0).rgb;
fragColor.a = opac;
return;
}
vec2 enc = g0.rg;
@ -98,9 +99,12 @@ void main() {
clamp(-refracted.z, 0.0, 1.0) * clamp((length(viewPos - hitCoord)), 0.0, 1.0) * coords.w;
intensity = clamp(intensity, 0.0, 1.0);
vec3 refractionCol = textureLod(tex1, coords.xy, 0.0).rgb;
refractionCol *= intensity;
vec3 color = textureLod(tex, texCoord.xy, 0.0).rgb;
vec4 refractionCol = textureLod(tex1, coords.xy, 0.0).rgba;
refractionCol.a = opac;
//refractionCol *= intensity;
vec4 color = textureLod(tex, texCoord.xy, 0.0).rgba;
color.a = opac;
fragColor.rgb = mix(refractionCol, color, opac);
fragColor.rgba = mix(refractionCol, color, opac);
fragColor.a = opac;
}

View File

@ -5,6 +5,12 @@
"depth_write": false,
"compare_mode": "always",
"cull_mode": "none",
"blend_source": "source_alpha",
"blend_destination": "inverse_source_alpha",
"blend_operation": "add",
"alpha_blend_source": "blend_one",
"alpha_blend_destination": "blend_one",
"alpha_blend_operation": "add",
"links": [
{
"name": "P",

View File

@ -1,6 +1,7 @@
//
// Copyright (C) 2012 Jorge Jimenez (jorge@iryoku.com)
// Copyright (C) 2012 Diego Gutierrez (diegog@unizar.es)
// Copyright (C) 2025 Onek8 (info@leenkx.com)
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
@ -33,6 +34,14 @@
// policies, either expressed or implied, of the copyright holders.
//
// TODO:
// Add real sss radius
// Add real sss scale
// Move temp hash, reorganize shader utility functions
// Add compiler flag for quality presets or with samples parameter
// Clean up + Document comment
#version 450
#include "compiled.inc"
@ -49,67 +58,93 @@ out vec4 fragColor;
const float SSSS_FOVY = 108.0;
// Separable SSS Reflectance
// const float sssWidth = 0.005;
// Temp hash func -
float hash13(vec3 p3) {
p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973));
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
vec4 SSSSBlur() {
// Quality = 0
const int SSSS_N_SAMPLES = 11;
vec4 kernel[SSSS_N_SAMPLES];
kernel[0] = vec4(0.560479, 0.669086, 0.784728, 0);
kernel[1] = vec4(0.00471691, 0.000184771, 5.07566e-005, -2);
kernel[2] = vec4(0.0192831, 0.00282018, 0.00084214, -1.28);
kernel[3] = vec4(0.03639, 0.0130999, 0.00643685, -0.72);
kernel[4] = vec4(0.0821904, 0.0358608, 0.0209261, -0.32);
kernel[5] = vec4(0.0771802, 0.113491, 0.0793803, -0.08);
kernel[6] = vec4(0.0771802, 0.113491, 0.0793803, 0.08);
kernel[7] = vec4(0.0821904, 0.0358608, 0.0209261, 0.32);
kernel[8] = vec4(0.03639, 0.0130999, 0.00643685, 0.72);
kernel[9] = vec4(0.0192831, 0.00282018, 0.00084214, 1.28);
kernel[10] = vec4(0.00471691, 0.000184771, 5.07565e-005, 2);
const int SSSS_N_SAMPLES = 15;
vec4 kernel[SSSS_N_SAMPLES];
// color neutral kernel weights to prevent color shifting
kernel[0] = vec4(0.2, 0.2, 0.2, 0.0);
kernel[1] = vec4(0.12, 0.12, 0.12, 0.2);
kernel[2] = vec4(0.09, 0.09, 0.09, 0.4);
kernel[3] = vec4(0.06, 0.06, 0.06, 0.8);
kernel[4] = vec4(0.04, 0.04, 0.04, 1.2);
kernel[5] = vec4(0.025, 0.025, 0.025, 1.6);
kernel[6] = vec4(0.015, 0.015, 0.015, 2.0);
kernel[7] = vec4(0.005, 0.005, 0.005, 2.5);
kernel[8] = vec4(0.12, 0.12, 0.12, -0.2);
kernel[9] = vec4(0.09, 0.09, 0.09, -0.4);
kernel[10] = vec4(0.06, 0.06, 0.06, -0.8);
kernel[11] = vec4(0.04, 0.04, 0.04, -1.2);
kernel[12] = vec4(0.025, 0.025, 0.025, -1.6);
kernel[13] = vec4(0.015, 0.015, 0.015, -2.0);
kernel[14] = vec4(0.005, 0.005, 0.005, -2.5);
vec4 colorM = textureLod(tex, texCoord, 0.0);
// Fetch linear depth of current pixel
float depth = textureLod(gbufferD, texCoord, 0.0).r;
float depthM = cameraProj.y / (depth - cameraProj.x);
// Calculate the sssWidth scale (1.0 for a unit plane sitting on the projection window)
float distanceToProjectionWindow = 1.0 / tan(0.5 * radians(SSSS_FOVY));
float scale = distanceToProjectionWindow / depthM;
// Calculate the final step to fetch the surrounding pixels
vec2 finalStep = sssWidth * scale * dir;
finalStep *= 1.0;//SSSS_STREGTH_SOURCE; // Modulate it using the alpha channel.
finalStep *= 1.0 / 3.0; // Divide by 3 as the kernels range from -3 to 3.
finalStep *= 0.05; //
// Accumulate the center sample:
vec4 colorBlurred = colorM;
colorBlurred.rgb *= kernel[0].rgb;
// Accumulate the other samples
vec3 jitterSeed = vec3(texCoord.xy * 1000.0, fract(cameraProj.x * 0.0001));
float jitterOffset = (hash13(jitterSeed) * 2.0 - 1.0) * 0.15; // 15% jitteR
finalStep *= (1.0 + jitterOffset);
finalStep *= 0.05;
vec3 colorBlurred = vec3(0.0);
vec3 weightSum = vec3(0.0);
colorBlurred += colorM.rgb * kernel[0].rgb;
weightSum += kernel[0].rgb;
// Accumulate the other samples with per-pixel jittering to reduce banding
for (int i = 1; i < SSSS_N_SAMPLES; i++) {
// Fetch color and depth for current sample
vec2 offset = texCoord + kernel[i].a * finalStep;
float sampleJitter = hash13(vec3(texCoord.xy * 720.0, float(i) * 37.45)) * 0.1 - 0.05;
vec2 offset = texCoord + (kernel[i].a + sampleJitter) * finalStep;
vec4 color = textureLod(tex, offset, 0.0);
//#if SSSS_FOLLOW_SURFACE == 1
// If the difference in depth is huge, we lerp color back to "colorM":
//float depth = textureLod(tex, offset, 0.0).r;
//float s = clamp(300.0f * distanceToProjectionWindow * sssWidth * abs(depthM - depth),0.0,1.0);
//color.rgb = mix(color.rgb, colorM.rgb, s);
//#endif
// Accumulate
colorBlurred.rgb += kernel[i].rgb * color.rgb;
// ADJUST FOR SURFACE FOLLOWING
// 0.0 = disabled (maximum SSS but with bleeding), 1.0 = fully enabled (prevents bleeding but might reduce SSS effect)
const float SURFACE_FOLLOWING_STRENGTH = 0.15; // Reduced to preserve more SSS effect
if (SURFACE_FOLLOWING_STRENGTH > 0.0) {
float sampleDepth = textureLod(gbufferD, offset, 0.0).r;
float depthScale = 5.0;
float depthDiff = abs(depth - sampleDepth) * depthScale;
if (depthDiff > 0.3) {
float blendFactor = clamp(depthDiff - 0.3, 0.0, 1.0) * SURFACE_FOLLOWING_STRENGTH;
color.rgb = mix(color.rgb, colorM.rgb, blendFactor);
}
}
colorBlurred += color.rgb * kernel[i].rgb;
weightSum += kernel[i].rgb;
}
return colorBlurred;
vec3 normalizedColor = colorBlurred / max(weightSum, vec3(0.00001));
float dither = hash13(vec3(texCoord * 1333.0, 0.0)) * 0.003 - 0.0015;
return vec4(normalizedColor + vec3(dither), colorM.a);
}
void main() {
if (textureLod(gbuffer0, texCoord, 0.0).a == 8192.0) {
fragColor = clamp(SSSSBlur(), 0.0, 1.0);
}
else {
vec4 originalColor = textureLod(tex, texCoord, 0.0);
vec4 blurredColor = SSSSBlur();
vec4 finalColor = mix(blurredColor, originalColor, 0.15);
fragColor = clamp(finalColor, 0.0, 1.0);
} else {
fragColor = textureLod(tex, texCoord, 0.0);
}
}

View File

@ -0,0 +1,18 @@
#ifndef _AABB_GLSL
#define _AABB_GLSL
bool IntersectAABB(vec3[2] a, vec3[2] b) {
const float EPSILON = 0.001; // Small tolerance to prevent false negatives
if (abs(a[0].x - b[0].x) > (a[1].x + b[1].x + EPSILON)) return false;
if (abs(a[0].y - b[0].y) > (a[1].y + b[1].y + EPSILON)) return false;
if (abs(a[0].z - b[0].z) > (a[1].z + b[1].z + EPSILON)) return false;
return true;
}
void AABBfromMinMax(inout vec3[2] aabb, vec3 _min, vec3 _max)
{
aabb[0] = (_min + _max) * 0.5f;
aabb[1] = abs(_max - aabb[0]);
}
#endif

View File

@ -22,7 +22,7 @@ THE SOFTWARE.
#ifndef _CONETRACE_GLSL_
#define _CONETRACE_GLSL_
#include "std/voxels_constants.glsl"
#include "std/constants.glsl"
// References
// https://github.com/Friduric/voxel-cone-tracing
@ -92,14 +92,14 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
float dist = voxelSize0;
float step_dist = dist;
vec3 samplePos;
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
vec3 start_pos = origin + n * voxelSize0;
int clipmap_index0 = 0;
vec3 aniso_direction = -dir;
vec3 face_offset = vec3(
aniso_direction.x > 0.0 ? 0 : 1,
aniso_direction.y > 0.0 ? 2 : 3,
aniso_direction.z > 0.0 ? 4 : 5
aniso_direction.x > 0.0 ? 0.0 : 1.0,
aniso_direction.y > 0.0 ? 2.0 : 3.0,
aniso_direction.z > 0.0 ? 4.0 : 5.0
) / (6 + DIFFUSE_CONE_COUNT);
vec3 direction_weight = abs(dir);
@ -125,7 +125,7 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
if(clipmap_blend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
vec4 mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, precomputed_direction, face_offset, direction_weight);
mipSample = mix(mipSample, mipSampleNext, smoothstep(0.0, 1.0, clipmap_blend));
mipSample = mix(mipSample, mipSampleNext, clipmap_blend);
}
sampleCol += (1.0 - sampleCol.a) * mipSample;
@ -148,8 +148,9 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
vec4 traceDiffuse(const vec3 origin, const vec3 normal, const sampler3D voxels, const float clipmaps[voxelgiClipmapCount * 10]) {
float sum = 0.0;
vec4 amount = vec4(0.0);
mat3 TBN = makeTangentBasis(normal);
for (int i = 0; i < DIFFUSE_CONE_COUNT; ++i) {
vec3 coneDir = DIFFUSE_CONE_DIRECTIONS[i];
vec3 coneDir = TBN * DIFFUSE_CONE_DIRECTIONS[i];
const float cosTheta = dot(normal, coneDir);
if (cosTheta <= 0)
continue;
@ -166,7 +167,7 @@ vec4 traceDiffuse(const vec3 origin, const vec3 normal, const sampler3D voxels,
}
vec4 traceSpecular(const vec3 origin, const vec3 normal, const sampler3D voxels, const sampler3D voxelsSDF, const vec3 viewDir, const float roughness, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel, const vec2 velocity) {
vec3 specularDir = reflect(-viewDir, normal);
vec3 specularDir = reflect(normalize(-viewDir), normal);
vec3 P = origin + specularDir * ((BayerMatrix8[int(pixel.x + velocity.x) % 8][int(pixel.y + velocity.y) % 8] - 0.5)) * voxelgiStep;
vec4 amount = traceCone(voxels, voxelsSDF, P, normal, specularDir, 0, true, roughness, voxelgiStep, clipmaps);
@ -176,9 +177,9 @@ vec4 traceSpecular(const vec3 origin, const vec3 normal, const sampler3D voxels,
return amount * voxelgiOcc;
}
vec4 traceRefraction(const vec3 origin, const vec3 normal, sampler3D voxels, sampler3D voxelsSDF, const vec3 viewDir, const float ior, const float roughness, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel, const vec2 velocity) {
const float transmittance = 1.0;
vec3 refractionDir = refract(-viewDir, normal, 1.0 / ior);
vec4 traceRefraction(const vec3 origin, const vec3 normal, sampler3D voxels, sampler3D voxelsSDF, const vec3 viewDir, const float ior, const float roughness, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel, const vec2 velocity, const float opacity) {
const float transmittance = 1.0 - opacity;
vec3 refractionDir = refract(normalize(-viewDir), normal, 1.0 / ior);
vec3 P = origin + refractionDir * (BayerMatrix8[int(pixel.x + velocity.x) % 8][int(pixel.y + velocity.y) % 8] - 0.5) * voxelgiStep;
vec4 amount = transmittance * traceCone(voxels, voxelsSDF, P, normal, refractionDir, 0, true, roughness, voxelgiStep, clipmaps);
@ -196,14 +197,14 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
float dist = voxelSize0;
float step_dist = dist;
vec3 samplePos;
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
vec3 start_pos = origin + n * voxelSize0;
int clipmap_index0 = 0;
vec3 aniso_direction = -dir;
vec3 face_offset = vec3(
aniso_direction.x > 0.0 ? 0 : 1,
aniso_direction.y > 0.0 ? 2 : 3,
aniso_direction.z > 0.0 ? 4 : 5
aniso_direction.x > 0.0 ? 0.0 : 1.0,
aniso_direction.y > 0.0 ? 2.0 : 3.0,
aniso_direction.z > 0.0 ? 4.0 : 5.0
) / (6 + DIFFUSE_CONE_COUNT);
vec3 direction_weight = abs(dir);
@ -259,7 +260,6 @@ float traceAO(const vec3 origin, const vec3 normal, const sampler3D voxels, cons
}
#endif
#ifdef _VoxelShadow
float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 origin, const vec3 n, const vec3 dir, const float aperture, const float step_size, const float clipmaps[voxelgiClipmapCount * 10]) {
float sampleCol = 0.0;
@ -267,14 +267,14 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
float dist = voxelSize0;
float step_dist = dist;
vec3 samplePos;
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
vec3 start_pos = origin + n * voxelSize0;
int clipmap_index0 = 0;
vec3 aniso_direction = -dir;
vec3 face_offset = vec3(
aniso_direction.x > 0.0 ? 0 : 1,
aniso_direction.y > 0.0 ? 2 : 3,
aniso_direction.z > 0.0 ? 4 : 5
aniso_direction.x > 0.0 ? 0.0 : 1.0,
aniso_direction.y > 0.0 ? 2.0 : 3.0,
aniso_direction.z > 0.0 ? 4.0 : 5.0
) / (6 + DIFFUSE_CONE_COUNT);
vec3 direction_weight = abs(dir);
float coneCoefficient = 2.0 * tan(aperture * 0.5);
@ -287,7 +287,7 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
float clipmap_blend = fract(lod);
vec3 p0 = start_pos + dir * dist;
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution.x);
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution);
samplePos = samplePos * 0.5 + 0.5;
if ((any(notEqual(samplePos, clamp(samplePos, 0.0, 1.0))))) {
@ -328,9 +328,9 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
}
float traceShadow(const vec3 origin, const vec3 normal, const sampler3D voxels, const sampler3D voxelsSDF, const vec3 dir, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel) {
vec3 P = origin + dir * (BayerMatrix8[int(pixel.x) % 8][int(pixel.y) % 8] - 0.5) * voxelgiStep;
float amount = traceConeShadow(voxels, voxelsSDF, P, normal, dir, DIFFUSE_CONE_APERTURE, voxelgiStep, clipmaps);
float traceShadow(const vec3 origin, const vec3 normal, const sampler3D voxels, const sampler3D voxelsSDF, const vec3 dir, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel, const vec2 velocity) {
vec3 P = origin + dir * (BayerMatrix8[int(pixel.x + velocity.x) % 8][int(pixel.y + velocity.y) % 8] - 0.5) * voxelgiStep;
float amount = traceConeShadow(voxels, voxelsSDF, P, normal, dir, SHADOW_CONE_APERTURE, voxelgiStep, clipmaps);
amount = clamp(amount, 0.0, 1.0);
return amount * voxelgiOcc;
}

View File

@ -21,29 +21,49 @@ THE SOFTWARE.
*/
const int DIFFUSE_CONE_COUNT = 16;
const float DIFFUSE_CONE_APERTURE = radians(45.0);
const vec3 DIFFUSE_CONE_DIRECTIONS[16] = {
vec3(0.0000, 0.0000, 1.0000), // Central direction
vec3(0.3827, 0.0000, 0.9239), // Ring 1
vec3(-0.3827, 0.0000, 0.9239),
vec3(0.0000, 0.3827, 0.9239),
vec3(0.0000, -0.3827, 0.9239),
vec3(0.2706, 0.2706, 0.9239), // Ring 2
vec3(-0.2706, 0.2706, 0.9239),
vec3(0.2706, -0.2706, 0.9239),
vec3(-0.2706, -0.2706, 0.9239),
vec3(0.1802, 0.3604, 0.9239), // Ring 3
vec3(-0.1802, 0.3604, 0.9239),
vec3(0.1802, -0.3604, 0.9239),
vec3(-0.1802, -0.3604, 0.9239),
vec3(0.3604, 0.1802, 0.9239),
vec3(-0.3604, 0.1802, 0.9239),
vec3(0.3604, -0.1802, 0.9239)
};
const float SHADOW_CONE_APERTURE = radians(15.0);
const float DIFFUSE_CONE_APERTURE = 0.872665; // 50 degrees in radians
const float BayerMatrix8[8][8] =
mat3 makeTangentBasis(const vec3 normal) {
// Create a tangent basis from normal vector
vec3 tangent;
vec3 bitangent;
// Compute tangent (Frisvad's method)
if (abs(normal.z) < 0.999) {
tangent = normalize(cross(vec3(0, 1, 0), normal));
} else {
tangent = normalize(cross(normal, vec3(1, 0, 0)));
}
bitangent = cross(normal, tangent);
return mat3(tangent, bitangent, normal);
}
// 16 optimized cone directions for hemisphere sampling (Z-up, normalized)
const vec3 DIFFUSE_CONE_DIRECTIONS[16] = vec3[](
vec3(0.707107, 0.000000, 0.707107), // Front
vec3(-0.707107, 0.000000, 0.707107), // Back
vec3(0.000000, 0.707107, 0.707107), // Right
vec3(0.000000, -0.707107, 0.707107), // Left
vec3(0.500000, 0.500000, 0.707107), // Front-right
vec3(-0.500000, 0.500000, 0.707107), // Back-right
vec3(0.500000, -0.500000, 0.707107), // Front-left
vec3(-0.500000, -0.500000, 0.707107),// Back-left
vec3(0.353553, 0.000000, 0.935414), // Narrow front
vec3(-0.353553, 0.000000, 0.935414), // Narrow back
vec3(0.000000, 0.353553, 0.935414), // Narrow right
vec3(0.000000, -0.353553, 0.935414), // Narrow left
vec3(0.270598, 0.270598, 0.923880), // Narrow front-right
vec3(-0.270598, 0.270598, 0.923880), // Narrow back-right
vec3(0.270598, -0.270598, 0.923880), // Narrow front-left
vec3(-0.270598, -0.270598, 0.923880) // Narrow back-left
);
// TO DO - Disabled momentarily instead of changing formulas
const float off_BayerMatrix8[8][8] =
{
{ 1.0 / 65.0, 49.0 / 65.0, 13.0 / 65.0, 61.0 / 65.0, 4.0 / 65.0, 52.0 / 65.0, 16.0 / 65.0, 64.0 / 65.0 },
{ 33.0 / 65.0, 17.0 / 65.0, 45.0 / 65.0, 29.0 / 65.0, 36.0 / 65.0, 20.0 / 65.0, 48.0 / 65.0, 32.0 / 65.0 },
@ -54,3 +74,15 @@ const float BayerMatrix8[8][8] =
{ 11.0 / 65.0, 59.0 / 65.0, 7.0 / 65.0, 55.0 / 65.0, 10.0 / 65.0, 58.0 / 65.0, 6.0 / 65.0, 54.0 / 65.0 },
{ 43.0 / 65.0, 27.0 / 65.0, 39.0 / 65.0, 23.0 / 65.0, 42.0 / 65.0, 26.0 / 65.0, 38.0 / 65.0, 22.0 / 65.0 }
};
const float BayerMatrix8[8][8] =
{
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 }
};

View File

@ -1,239 +1,679 @@
#ifndef _LIGHT_GLSL_
#define _LIGHT_GLSL_
#include "compiled.inc"
#include "std/brdf.glsl"
#include "std/math.glsl"
#ifdef _ShadowMap
#include "std/shadows.glsl"
#endif
#ifdef _VoxelShadow
#include "std/conetrace.glsl"
//!uniform sampler2D voxels_shadows;
#endif
#ifdef _LTC
#include "std/ltc.glsl"
#endif
#ifdef _LightIES
#include "std/ies.glsl"
#endif
#ifdef _SSRS
#include "std/ssrs.glsl"
#endif
#ifdef _Spot
#include "std/light_common.glsl"
#endif
#ifdef _ShadowMap
#ifdef _SinglePoint
#ifdef _Spot
#ifndef _LTC
uniform sampler2DShadow shadowMapSpot[1];
uniform sampler2D shadowMapSpotTransparent[1];
uniform mat4 LWVPSpot[1];
#endif
#else
uniform samplerCubeShadow shadowMapPoint[1];
uniform samplerCube shadowMapPointTransparent[1];
uniform vec2 lightProj;
#endif
#endif
#ifdef _Clusters
#ifdef _SingleAtlas
//!uniform sampler2DShadow shadowMapAtlas;
//!uniform sampler2D shadowMapAtlasTransparent;
#endif
uniform vec2 lightProj;
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
uniform sampler2DShadow shadowMapAtlasPoint;
uniform sampler2D shadowMapAtlasPointTransparent;
#endif
#else
uniform samplerCubeShadow shadowMapPoint[4];
uniform samplerCube shadowMapPointTransparent[4];
#endif
#ifdef _Spot
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
uniform sampler2DShadow shadowMapAtlasSpot;
uniform sampler2D shadowMapAtlasSpotTransparent;
#endif
#else
uniform sampler2DShadow shadowMapSpot[4];
uniform sampler2D shadowMapSpotTransparent[4];
#endif
uniform mat4 LWVPSpotArray[maxLightsCluster];
#endif
#endif
#endif
#ifdef _LTC
uniform vec3 lightArea0;
uniform vec3 lightArea1;
uniform vec3 lightArea2;
uniform vec3 lightArea3;
uniform sampler2D sltcMat;
uniform sampler2D sltcMag;
#ifdef _ShadowMap
#ifndef _Spot
#ifdef _SinglePoint
uniform sampler2DShadow shadowMapSpot[1];
uniform sampler2D shadowMapSpotTransparent[1];
uniform mat4 LWVPSpot[1];
#endif
#ifdef _Clusters
uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
uniform sampler2D shadowMapSpotTransparent[maxLightsCluster];
uniform mat4 LWVPSpotArray[maxLightsCluster];
#endif
#endif
#endif
#endif
vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
const vec3 albedo, const float rough, const float spec, const vec3 f0
#ifdef _ShadowMap
, int index, float bias, bool receiveShadow, bool transparent
#endif
#ifdef _Spot
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
#endif
#ifdef _VoxelShadow
, sampler3D voxels, sampler3D voxelsSDF, float clipmaps[10 * voxelgiClipmapCount]
#endif
#ifdef _MicroShadowing
, float occ
#endif
#ifdef _SSRS
, sampler2D gbufferD, mat4 invVP, vec3 eye
#endif
) {
vec3 ld = lp - p;
vec3 l = normalize(ld);
vec3 h = normalize(v + l);
float dotNH = max(0.0, dot(n, h));
float dotVH = max(0.0, dot(v, h));
float dotNL = max(0.0, dot(n, l));
#ifdef _LTC
float theta = acos(dotNV);
vec2 tuv = vec2(rough, theta / (0.5 * PI));
tuv = tuv * LUT_SCALE + LUT_BIAS;
vec4 t = textureLod(sltcMat, tuv, 0.0);
mat3 invM = mat3(
vec3(1.0, 0.0, t.y),
vec3(0.0, t.z, 0.0),
vec3(t.w, 0.0, t.x));
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
#else
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
#endif
direct *= attenuate(distance(p, lp));
direct *= lightCol;
#ifdef _MicroShadowing
direct *= clamp(dotNL + 2.0 * occ * occ - 1.0, 0.0, 1.0);
#endif
#ifdef _SSRS
direct *= traceShadowSS(l, p, gbufferD, invVP, eye);
#endif
#ifdef _VoxelShadow
direct *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, l, clipmaps, gl_FragCoord.xy).r) * voxelgiShad;
#endif
#ifdef _LTC
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
if (index == 0) direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
else if (index == 1) direct *= shadowTest(shadowMapSpot[1], shadowMapSpotTransparent[1], lPos.xyz / lPos.w, bias, transparent);
else if (index == 2) direct *= shadowTest(shadowMapSpot[2], shadowMapSpotTransparent[2], lPos.xyz / lPos.w, bias, transparent);
else if (index == 3) direct *= shadowTest(shadowMapSpot[3], shadowMapSpotTransparent[3], lPos.xyz / lPos.w, bias, transparent);
#endif
}
#endif
return direct;
#endif
#ifdef _Spot
if (isSpot) {
direct *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
#ifdef _ShadowMapAtlas
direct *= shadowTest(
#ifndef _SingleAtlas
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
, lPos.xyz / lPos.w, bias, transparent
);
#else
if (index == 0) direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
else if (index == 1) direct *= shadowTest(shadowMapSpot[1], shadowMapSpotTransparent[1], lPos.xyz / lPos.w, bias, transparent);
else if (index == 2) direct *= shadowTest(shadowMapSpot[2], shadowMapSpotTransparent[2], lPos.xyz / lPos.w, bias, transparent);
else if (index == 3) direct *= shadowTest(shadowMapSpot[3], shadowMapSpotTransparent[3], lPos.xyz / lPos.w, bias, transparent);
#endif
#endif
}
#endif
return direct;
}
#endif
#ifdef _LightIES
direct *= iesAttenuation(-l);
#endif
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
#ifndef _Spot
direct *= PCFCube(shadowMapPoint[0], shadowMapPointTransparent[0], ld, -l, bias, lightProj, n, transparent);
#endif
#endif
#ifdef _Clusters
#ifdef _ShadowMapAtlas
direct *= PCFFakeCube(
#ifndef _SingleAtlas
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
, ld, -l, bias, lightProj, n, index, transparent
);
#else
if (index == 0) direct *= PCFCube(shadowMapPoint[0], shadowMapPointTransparent[0], ld, -l, bias, lightProj, n, transparent);
else if (index == 1) direct *= PCFCube(shadowMapPoint[1], shadowMapPointTransparent[1], ld, -l, bias, lightProj, n, transparent);
else if (index == 2) direct *= PCFCube(shadowMapPoint[2], shadowMapPointTransparent[2], ld, -l, bias, lightProj, n, transparent);
else if (index == 3) direct *= PCFCube(shadowMapPoint[3], shadowMapPointTransparent[3], ld, -l, bias, lightProj, n, transparent);
#endif
#endif
}
#endif
return direct;
}
#endif
#ifndef _LIGHT_GLSL_
#define _LIGHT_GLSL_
#include "compiled.inc"
#include "std/brdf.glsl"
#include "std/math.glsl"
#ifdef _ShadowMap
#include "std/shadows.glsl"
#endif
#ifdef _VoxelShadow
#include "std/conetrace.glsl"
#endif
#ifdef _LTC
#include "std/ltc.glsl"
#endif
#ifdef _LightIES
#include "std/ies.glsl"
#endif
#ifdef _SSRS
#include "std/ssrs.glsl"
#endif
#ifdef _Spot
#include "std/light_common.glsl"
#endif
#ifdef _VoxelShadow
#include "std/conetrace.glsl"
#endif
#ifdef _ShadowMap
#ifdef _SinglePoint
#ifdef _Spot
#ifndef _LTC
uniform sampler2DShadow shadowMapSpot[1];
#ifdef _ShadowMapTransparent
uniform sampler2D shadowMapSpotTransparent[1];
#endif
uniform mat4 LWVPSpotArray[1];
#endif
#else
uniform samplerCubeShadow shadowMapPoint[1];
#ifdef _ShadowMapTransparent
uniform samplerCube shadowMapPointTransparent[1];
#endif
uniform vec2 lightProj;
#endif
#endif
#ifdef _Clusters
#ifdef _SingleAtlas
//!uniform sampler2DShadow shadowMapAtlas;
#ifdef _ShadowMapTransparent
//!uniform sampler2D shadowMapAtlasTransparent;
#endif
#endif
uniform vec2 lightProj;
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
uniform sampler2DShadow shadowMapAtlasPoint;
#ifdef _ShadowMapTransparent
uniform sampler2D shadowMapAtlasPointTransparent;
#endif
#endif
#else
uniform samplerCubeShadow shadowMapPoint[4];
#ifdef _ShadowMapTransparent
uniform samplerCube shadowMapPointTransparent[4];
#endif
#endif
#ifdef _Spot
#ifdef _ShadowMapAtlas
#ifndef _SingleAtlas
uniform sampler2DShadow shadowMapAtlasSpot;
#ifdef _ShadowMapTransparent
uniform sampler2D shadowMapAtlasSpotTransparent;
#endif
#endif
#else
uniform sampler2DShadow shadowMapSpot[4];
#ifdef _ShadowMapTransparent
uniform sampler2D shadowMapSpotTransparent[4];
#endif
#endif
uniform mat4 LWVPSpotArray[maxLightsCluster];
#endif
#endif
#endif
#ifdef _LTC
uniform vec3 lightArea0;
uniform vec3 lightArea1;
uniform vec3 lightArea2;
uniform vec3 lightArea3;
uniform sampler2D sltcMat;
uniform sampler2D sltcMag;
#ifdef _ShadowMap
#ifndef _Spot
#ifdef _SinglePoint
uniform sampler2DShadow shadowMapSpot[1];
#ifdef _ShadowMapTransparent
uniform sampler2D shadowMapSpotTransparent[1];
#endif
uniform mat4 LWVPSpotArray[1];
#endif
#ifdef _Clusters
uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
#ifdef _ShadowMapTransparent
uniform sampler2D shadowMapSpotTransparent[maxLightsCluster];
#endif
uniform mat4 LWVPSpotArray[maxLightsCluster];
#endif
#endif
#endif
#endif
vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
const vec3 albedo, const float rough, const float spec, const vec3 f0
#ifdef _ShadowMap
, int index, float bias, bool receiveShadow
#ifdef _ShadowMapTransparent
, bool transparent
#endif
#endif
#ifdef _Spot
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
#endif
#ifdef _VoxelShadow
, sampler3D voxels, sampler3D voxelsSDF, float clipmaps[10 * voxelgiClipmapCount], vec2 velocity
#endif
#ifdef _MicroShadowing
, float occ
#endif
#ifdef _SSRS
, sampler2D gbufferD, mat4 invVP, vec3 eye
#endif
) {
vec3 ld = lp - p;
vec3 l = normalize(ld);
vec3 h = normalize(v + l);
float dotNH = max(0.0, dot(n, h));
float dotVH = max(0.0, dot(v, h));
float dotNL = max(0.0, dot(n, l));
#ifdef _LTC
float theta = acos(dotNV);
vec2 tuv = vec2(rough, theta / (0.5 * PI));
tuv = tuv * LUT_SCALE + LUT_BIAS;
vec4 t = textureLod(sltcMat, tuv, 0.0);
mat3 invM = mat3(
vec3(1.0, 0.0, t.y),
vec3(0.0, t.z, 0.0),
vec3(t.w, 0.0, t.x));
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
#else
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
#endif
direct *= attenuate(distance(p, lp));
direct *= lightCol;
#ifdef _MicroShadowing
direct *= clamp(dotNL + 2.0 * occ * occ - 1.0, 0.0, 1.0);
#endif
#ifdef _SSRS
direct *= traceShadowSS(l, p, gbufferD, invVP, eye);
#endif
#ifdef _VoxelShadow
vec3 lightDir = l;
#ifdef _Spot
if (isSpot)
lightDir = spotDir;
#endif
direct *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, lightDir, clipmaps, gl_FragCoord.xy, velocity).r) * voxelgiShad;
#endif
#ifdef _LTC
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 10, 1.0);
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[1],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[2],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[3],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
}
#endif
return direct;
#endif
#ifdef _Spot
if (isSpot) {
direct *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
#ifdef _ShadowMapAtlas
direct *= shadowTest(
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasSpot
#else
shadowMapAtlas
#endif
#endif
, lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#else
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[1],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[2],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[3],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#endif
}
#endif
return direct;
}
#endif
#ifdef _LightIES
direct *= iesAttenuation(-l);
#endif
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
#ifndef _Spot
direct *= PCFCube(shadowMapPoint[0],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[0],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#endif
#ifdef _Clusters
#ifdef _ShadowMapAtlas
direct *= PCFFakeCube(
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasPoint
#else
shadowMapAtlas
#endif
#endif
, ld, -l, bias, lightProj, n, index
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#else
if (index == 0) direct *= PCFCube(shadowMapPoint[0],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[0],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 1) direct *= PCFCube(shadowMapPoint[1],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[1],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 2) direct *= PCFCube(shadowMapPoint[2],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[2],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 3) direct *= PCFCube(shadowMapPoint[3],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[3],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#endif
}
#endif
return direct;
}
#ifdef _VoxelGI
vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
const vec3 albedo, const float rough, const float spec, const vec3 f0
#ifdef _ShadowMap
, int index, float bias, bool receiveShadow
#ifdef _ShadowMapTransparent
, bool transparent
#endif
#endif
#ifdef _Spot
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
#endif
) {
vec3 ld = lp - p;
vec3 l = normalize(ld);
vec3 h = normalize(v + l);
float dotNH = max(0.0, dot(n, h));
float dotVH = max(0.0, dot(v, h));
float dotNL = max(0.0, dot(n, l));
#ifdef _LTC
float theta = acos(dotNV);
vec2 tuv = vec2(rough, theta / (0.5 * PI));
tuv = tuv * LUT_SCALE + LUT_BIAS;
vec4 t = textureLod(sltcMat, tuv, 0.0);
mat3 invM = mat3(
vec3(1.0, 0.0, t.y),
vec3(0.0, t.z, 0.0),
vec3(t.w, 0.0, t.x));
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
#else
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
#endif
direct *= attenuate(distance(p, lp));
direct *= lightCol;
#ifdef _LTC
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 10, 1.0);
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[1],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[2],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[3],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
}
#endif
return direct;
#endif
#ifdef _Spot
if (isSpot) {
direct *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
#ifdef _ShadowMapAtlas
direct *= shadowTest(
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasSpot
#else
shadowMapAtlas
#endif
#endif
, lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#else
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[1],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[2],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[3],
#endif
lPos.xyz / lPos.w, bias
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#endif
}
#endif
return direct;
}
#endif
#ifdef _LightIES
direct *= iesAttenuation(-l);
#endif
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
#ifndef _Spot
direct *= PCFCube(shadowMapPoint[0],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[0],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#endif
#ifdef _Clusters
#ifdef _ShadowMapAtlas
direct *= PCFFakeCube(
#ifdef _ShadowMapTransparent
#ifndef _SingleAtlas
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
#else
shadowMapAtlas, shadowMapAtlasTransparent
#endif
#else
#ifndef _SingleAtlas
shadowMapAtlasPoint
#else
shadowMapAtlas
#endif
#endif
, ld, -l, bias, lightProj, n, index
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#else
if (index == 0) direct *= PCFCube(shadowMapPoint[0],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[0],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 1) direct *= PCFCube(shadowMapPoint[1],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[1],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 2) direct *= PCFCube(shadowMapPoint[2],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[2],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
else if (index == 3) direct *= PCFCube(shadowMapPoint[3],
#ifdef _ShadowMapTransparent
shadowMapPointTransparent[3],
#endif
ld, -l, bias, lightProj, n
#ifdef _ShadowMapTransparent
, transparent
#endif
);
#endif
#endif
}
#endif
return direct;
}
#endif
#endif

View File

@ -58,7 +58,15 @@ vec2 sampleCube(vec3 dir, out int faceIndex) {
}
#endif
vec3 PCF(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec2 uv, const float compare, const vec2 smSize, const bool transparent) {
vec3 PCF(sampler2DShadow shadowMap,
#ifdef _ShadowMapTransparent
sampler2D shadowMapTransparent,
#endif
const vec2 uv, const float compare, const vec2 smSize
#ifdef _ShadowMapTransparent
, const bool transparent
#endif
) {
vec3 result = vec3(0.0);
result.x = texture(shadowMap, vec3(uv + (vec2(-1.0, -1.0) / smSize), compare));
result.x += texture(shadowMap, vec3(uv + (vec2(-1.0, 0.0) / smSize), compare));
@ -71,11 +79,13 @@ vec3 PCF(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec2 u
result.x += texture(shadowMap, vec3(uv + (vec2(1.0, 1.0) / smSize), compare));
result = result.xxx / 9.0;
#ifdef _ShadowMapTransparent
if (transparent == false) {
vec4 shadowmap_transparent = texture(shadowMapTransparent, uv);
if (shadowmap_transparent.a < compare)
result *= shadowmap_transparent.rgb;
}
#endif
return result;
}
@ -87,41 +97,15 @@ float lpToDepth(vec3 lp, const vec2 lightProj) {
return zcomp * 0.5 + 0.5;
}
#ifndef _ShadowMapAtlas
vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTransparent, vec3 lp, vec3 ml, float bias, vec2 lightProj, vec3 n, const bool transparent) {
const float s = shadowmapCubePcfSize;
float compare = lpToDepth(lp, lightProj) - bias * 1.5;
ml = ml + n * bias * 20;
#ifdef _InvY
ml.y = -ml.y;
#endif
float shadowFactor = 0.0;
shadowFactor = texture(shadowMapCube, vec4(ml, compare));
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(s, s, s), compare));
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(-s, s, s), compare));
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(s, -s, s), compare));
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(s, s, -s), compare));
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(-s, -s, s), compare));
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(s, -s, -s), compare));
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(-s, s, -s), compare));
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(-s, -s, -s), compare));
shadowFactor /= 9.0;
vec3 result = vec3(shadowFactor);
if (transparent == false) {
vec4 shadowmap_transparent = texture(shadowMapCubeTransparent, ml);
if (shadowmap_transparent.a < compare)
result *= shadowmap_transparent.rgb;
}
return result;
}
#endif
#ifdef _ShadowMapAtlas
vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTransparent, const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n, const bool transparent) {
vec3 PCFCube(samplerCubeShadow shadowMapCube,
#ifdef _ShadowMapTransparent
samplerCube shadowMapCubeTransparent,
#endif
const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n
#ifdef _ShadowMapTransparent
, const bool transparent
#endif
) {
const float s = shadowmapCubePcfSize; // TODO: incorrect...
float compare = lpToDepth(lp, lightProj) - bias * 1.5;
ml = ml + n * bias * 20;
@ -140,16 +124,18 @@ vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTranspare
result.x += texture(shadowMapCube, vec4(ml + vec3(-s, -s, -s), compare));
result = result.xxx / 9.0;
#ifdef _ShadowMapTransparent
if (transparent == false) {
vec4 shadowmap_transparent = texture(shadowMapCubeTransparent, ml);
if (shadowmap_transparent.a < compare)
result *= shadowmap_transparent.rgb;
}
#endif
return result;
}
#ifdef _ShadowMapAtlas
// transform "out-of-bounds" coordinates to the correct face/coordinate system
// https://www.khronos.org/opengl/wiki/File:CubeMapAxes.png
vec2 transformOffsetedUV(const int faceIndex, out int newFaceIndex, vec2 uv) {
@ -243,21 +229,31 @@ vec2 transformOffsetedUV(const int faceIndex, out int newFaceIndex, vec2 uv) {
return uv;
}
vec3 PCFFakeCube(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n, const int index, const bool transparent) {
vec3 PCFFakeCube(sampler2DShadow shadowMap,
#ifdef _ShadowMapTransparent
sampler2D shadowMapTransparent,
#endif
const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n, const int index
#ifdef _ShadowMapTransparent
, const bool transparent
#endif
) {
const vec2 smSize = smSizeUniform; // TODO: incorrect...
const float compare = lpToDepth(lp, lightProj) - bias * 1.5;
ml = ml + n * bias * 20;
int faceIndex = 0;
const int lightIndex = index * 6;
const vec2 uv = sampleCube(ml, faceIndex);
vec4 pointLightTile = pointLightDataArray[lightIndex + faceIndex]; // x: tile X offset, y: tile Y offset, z: tile size relative to atlas
vec2 uvtiled = pointLightTile.z * uv + pointLightTile.xy;
#ifdef _FlipY
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
#endif
if (any(lessThan(uvtiled, vec2(0.0))) || any(greaterThan(uvtiled, vec2(1.0)))) {
return vec3(1.0); // Handle edge cases by returning full light
}
vec3 result = vec3(0.0);
result.x += texture(shadowMap, vec3(uvtiled, compare));
// soft shadowing
@ -270,14 +266,6 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, cons
#endif
result.x += texture(shadowMap, vec3(uvtiled, compare));
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(-1.0, 1.0) / smSize)));
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
#ifdef _FlipY
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
#endif
result.x += texture(shadowMap, vec3(uvtiled, compare));
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(0.0, -1.0) / smSize)));
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
@ -334,30 +322,47 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, cons
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
#endif
#ifdef _ShadowMapTransparent
if (transparent == false) {
vec4 shadowmap_transparent = texture(shadowMapTransparent, uvtiled);
if (shadowmap_transparent.a < compare)
result *= shadowmap_transparent.rgb;
}
#endif
return result;
}
#endif
vec3 shadowTest(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec3 lPos, const float shadowsBias, const bool transparent) {
vec3 shadowTest(sampler2DShadow shadowMap,
#ifdef _ShadowMapTransparent
sampler2D shadowMapTransparent,
#endif
const vec3 lPos, const float shadowsBias
#ifdef _ShadowMapTransparent
, const bool transparent
#endif
) {
#ifdef _SMSizeUniform
vec2 smSize = smSizeUniform;
#else
const vec2 smSize = shadowmapSize;
#endif
if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return vec3(1.0);
return PCF(shadowMap, shadowMapTransparent, lPos.xy, lPos.z - shadowsBias, smSize, transparent);
return PCF(shadowMap,
#ifdef _ShadowMapTransparent
shadowMapTransparent,
#endif
lPos.xy, lPos.z - shadowsBias, smSize
#ifdef _ShadowMapTransparent
, transparent
#endif
);
}
#ifdef _CSM
mat4 getCascadeMat(const float d, out int casi, out int casIndex) {
const int c = shadowmapCascades;
// Get cascade index
// TODO: use bounding box slice selection instead of sphere
const vec4 ci = vec4(float(c > 0), float(c > 1), float(c > 2), float(c > 3));
@ -373,21 +378,26 @@ mat4 getCascadeMat(const float d, out int casi, out int casIndex) {
float(d > casData[c * 4].z),
float(d > casData[c * 4].w));
casi = int(min(dot(ci, comp), c));
// Get cascade mat
casIndex = casi * 4;
return mat4(
casData[casIndex ],
casData[casIndex + 1],
casData[casIndex + 2],
casData[casIndex + 3]);
// if (casIndex == 0) return mat4(casData[0], casData[1], casData[2], casData[3]);
// ..
}
vec3 shadowTestCascade(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec3 eye, const vec3 p, const float shadowsBias, const bool transparent) {
vec3 shadowTestCascade(sampler2DShadow shadowMap,
#ifdef _ShadowMapTransparent
sampler2D shadowMapTransparent,
#endif
const vec3 eye, const vec3 p, const float shadowsBias
#ifdef _ShadowMapTransparent
, const bool transparent
#endif
) {
#ifdef _SMSizeUniform
vec2 smSize = smSizeUniform;
#else
@ -395,16 +405,22 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap, sampler2D shadowMapTransparent
#endif
const int c = shadowmapCascades;
float d = distance(eye, p);
int casi;
int casIndex;
mat4 LWVP = getCascadeMat(d, casi, casIndex);
vec4 lPos = LWVP * vec4(p, 1.0);
lPos.xyz /= lPos.w;
vec3 visibility = vec3(1.0);
if (lPos.w > 0.0) visibility = PCF(shadowMap, shadowMapTransparent, lPos.xy, lPos.z - shadowsBias, smSize, transparent);
if (lPos.w > 0.0) visibility = PCF(shadowMap,
#ifdef _ShadowMapTransparent
shadowMapTransparent,
#endif
lPos.xy, lPos.z - shadowsBias, smSize
#ifdef _ShadowMapTransparent
, transparent
#endif
);
// Blend cascade
// https://github.com/TheRealMJP/Shadows
@ -423,13 +439,20 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap, sampler2D shadowMapTransparent
vec4 lPos2 = LWVP2 * vec4(p, 1.0);
lPos2.xyz /= lPos2.w;
vec3 visibility2 = vec3(1.0);
if (lPos2.w > 0.0) visibility2 = PCF(shadowMap, shadowMapTransparent, lPos2.xy, lPos2.z - shadowsBias, smSize, transparent);
if (lPos2.w > 0.0) visibility2 = PCF(shadowMap,
#ifdef _ShadowMapTransparent
shadowMapTransparent,
#endif
lPos.xy, lPos.z - shadowsBias, smSize
#ifdef _ShadowMapTransparent
, transparent
#endif
);
float lerpAmt = smoothstep(0.0, blendThres, splitDist);
return mix(visibility2, visibility, lerpAmt);
}
return visibility;
// Visualize cascades
// if (ci == 0) albedo.rgb = vec3(1.0, 0.0, 0.0);
// if (ci == 4) albedo.rgb = vec3(0.0, 1.0, 0.0);
@ -437,4 +460,4 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap, sampler2D shadowMapTransparent
// if (ci == 12) albedo.rgb = vec3(1.0, 1.0, 0.0);
}
#endif
#endif
#endif

View File

@ -33,6 +33,7 @@ uniform layout(r32ui) uimage3D voxelsLight;
#ifdef _ShadowMap
uniform sampler2DShadow shadowMap;
uniform sampler2D shadowMapTransparent;
uniform sampler2DShadow shadowMapSpot;
#ifdef _ShadowMapAtlas
uniform sampler2DShadow shadowMapPoint;
@ -86,30 +87,28 @@ float lpToDepth(vec3 lp, const vec2 lightProj) {
void main() {
int res = voxelgiResolution.x;
ivec3 dst = ivec3(gl_GlobalInvocationID.xyz);
dst.y += clipmapLevel * res;
vec3 P = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution;
P = P * 2.0 - 1.0;
P *= clipmaps[int(clipmapLevel * 10)];
P *= voxelgiResolution;
P += vec3(clipmaps[int(clipmapLevel * 10 + 4)], clipmaps[int(clipmapLevel * 10 + 5)], clipmaps[int(clipmapLevel * 10 + 6)]);
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]);
vec3 visibility;
vec3 lp = lightPos - P;
float visibility;
vec3 lp = lightPos -wposition;
vec3 l;
if (lightType == 0) { l = lightDir; visibility = vec3(1.0); }
else { l = normalize(lp); visibility = vec3(attenuate(distance(P, lightPos))); }
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(P, 1.0);
vec4 lightPosition = LVP * vec4(wposition, 1.0);
vec3 lPos = lightPosition.xyz / lightPosition.w;
visibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).rrr;
visibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).r;
}
else if (lightShadow == 2) {
vec4 lightPosition = LVP * vec4(P, 1.0);
vec4 lightPosition = LVP * vec4(wposition, 1.0);
vec3 lPos = lightPosition.xyz / lightPosition.w;
visibility *= texture(shadowMapSpot, vec3(lPos.xy, lPos.z - shadowsBias)).r;
}
@ -130,9 +129,7 @@ void main() {
}
#endif
vec3 light = visibility * lightColor;
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, 0), 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));
imageAtomicAdd(voxelsLight, dst, uint(visibility * lightColor.r * 255));
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x), uint(visibility * lightColor.g * 255));
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x * 2), uint(visibility * lightColor.b * 255));
}

View File

@ -27,14 +27,14 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
#include "std/math.glsl"
#include "std/gbuffer.glsl"
#include "std/imageatomic.glsl"
#include "std/voxels_constants.glsl"
#include "std/constants.glsl"
#ifdef _VoxelGI
uniform layout(rgba8) image3D voxelsB;
uniform layout(rgba8) image3D voxelsOut;
#else
uniform layout(r16) image3D voxelsB;
uniform layout(r16) image3D voxelsOut;
uniform layout(r8) image3D voxelsB;
uniform layout(r8) image3D voxelsOut;
#endif
uniform int clipmapLevel;

View File

@ -29,19 +29,38 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#include "std/gbuffer.glsl"
#include "std/imageatomic.glsl"
#include "std/conetrace.glsl"
#include "std/brdf.glsl"
#include "std/shirr.glsl"
uniform sampler3D voxels;
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0;
uniform layout(r8) image2D voxels_ao;
uniform layout(rgba8) image2D voxels_ao;
uniform float clipmaps[voxelgiClipmapCount * 10];
uniform mat4 InvVP;
uniform vec2 cameraProj;
uniform vec3 eye;
uniform vec3 eyeLook;
uniform vec2 postprocess_resolution;
uniform sampler2D gbuffer1;
#ifdef _gbuffer2
uniform sampler2D gbuffer2;
#endif
uniform float envmapStrength;
#ifdef _Irr
uniform float shirr[7 * 4];
#endif
#ifdef _Brdf
uniform sampler2D senvmapBrdf;
#endif
#ifdef _Rad
uniform sampler2D senvmapRadiance;
uniform int envmapNumMipmaps;
#endif
#ifdef _EnvCol
uniform vec3 backgroundCol;
#endif
void main() {
const vec2 pixel = gl_GlobalInvocationID.xy;
vec2 uv = (pixel + 0.5) / postprocess_resolution;
@ -54,12 +73,11 @@ void main() {
float x = uv.x * 2 - 1;
float y = uv.y * 2 - 1;
vec4 v = vec4(x, y, 1.0, 1.0);
v = vec4(InvVP * v);
v.xyz /= v.w;
vec3 viewRay = v.xyz - eye;
vec4 clipPos = vec4(x, y, depth, 1.0);
vec4 worldPos = InvVP * clipPos;
vec3 P = worldPos.xyz / worldPos.w;
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
vec3 v = normalize(eye - P);
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
vec3 n;
@ -67,7 +85,89 @@ void main() {
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
n = normalize(n);
float occ = 1.0 - traceAO(P, n, voxels, clipmaps);
float roughness = g0.b;
float metallic;
uint matid;
unpackFloatInt16(g0.a, metallic, matid);
imageStore(voxels_ao, ivec2(pixel), vec4(occ));
vec4 g1 = textureLod(gbuffer1, uv, 0.0); // Basecolor.rgb, spec/occ
vec2 occspec = unpackFloat2(g1.a);
vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
vec3 f0 = surfaceF0(g1.rgb, metallic);
float dotNV = max(dot(n, v), 0.0);
#ifdef _gbuffer2
vec4 g2 = textureLod(gbuffer2, uv, 0.0);
#endif
#ifdef _MicroShadowing
occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
#endif
#ifdef _Brdf
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
vec3 F = f0 * envBRDF.x + envBRDF.y;
#endif
// Envmap
#ifdef _Irr
vec4 shPacked[7];
for (int i = 0; i < 7; i++) {
int base = i * 4;
shPacked[i] = vec4(
shirr[base],
shirr[base + 1],
shirr[base + 2],
shirr[base + 3]
);
}
vec3 envl = shIrradiance(n, shPacked);
#ifdef _gbuffer2
if (g2.b < 0.5) {
envl = envl;
} else {
envl = vec3(0.0);
}
#endif
#ifdef _EnvTex
envl /= PI;
#endif
#else
vec3 envl = vec3(0.0);
#endif
#ifdef _Rad
vec3 reflectionWorld = reflect(-v, n);
float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
#endif
#ifdef _EnvLDR
envl.rgb = pow(envl.rgb, vec3(2.2));
#ifdef _Rad
prefilteredColor = pow(prefilteredColor, vec3(2.2));
#endif
#endif
envl.rgb *= albedo;
#ifdef _Brdf
envl.rgb *= 1.0 - F; //LV: We should take refracted light into account
#endif
#ifdef _Rad // Indirect specular
envl.rgb += prefilteredColor * F; //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
#else
#ifdef _EnvCol
envl.rgb += backgroundCol * F; //LV: Eh, what's the point of weighting it only by F0?
#endif
#endif
envl.rgb *= envmapStrength * occspec.x;
vec3 occ = envl * (1.0 - traceAO(P, n, voxels, clipmaps));
imageStore(voxels_ao, ivec2(pixel), vec4(occ, 1.0));
}

View File

@ -29,6 +29,8 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#include "std/gbuffer.glsl"
#include "std/imageatomic.glsl"
#include "std/conetrace.glsl"
#include "std/brdf.glsl"
#include "std/shirr.glsl"
uniform sampler3D voxels;
uniform sampler2D gbufferD;
@ -37,29 +39,44 @@ uniform layout(rgba8) image2D voxels_diffuse;
uniform float clipmaps[voxelgiClipmapCount * 10];
uniform mat4 InvVP;
uniform vec2 cameraProj;
uniform vec3 eye;
uniform vec3 eyeLook;
uniform vec2 postprocess_resolution;
uniform sampler2D gbuffer1;
#ifdef _gbuffer2
uniform sampler2D gbuffer2;
#endif
uniform float envmapStrength;
#ifdef _Irr
uniform float shirr[7 * 4];
#endif
#ifdef _Brdf
uniform sampler2D senvmapBrdf;
#endif
#ifdef _Rad
uniform sampler2D senvmapRadiance;
uniform int envmapNumMipmaps;
#endif
#ifdef _EnvCol
uniform vec3 backgroundCol;
#endif
void main() {
const vec2 pixel = gl_GlobalInvocationID.xy;
vec2 uv = (pixel + 0.5) / postprocess_resolution;
#ifdef _InvY
uv.y = 1.0 - uv.y
uv.y = 1.0 - uv.y;
#endif
float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
if (depth == 0) return;
if (depth == 0.0) return;
float x = uv.x * 2 - 1;
float y = uv.y * 2 - 1;
vec4 v = vec4(x, y, 1.0, 1.0);
v = vec4(InvVP * v);
v.xyz /= v.w;
vec3 viewRay = v.xyz - eye;
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
vec4 clipPos = vec4(x, y, depth, 1.0);
vec4 worldPos = InvVP * clipPos;
vec3 P = worldPos.xyz / worldPos.w;
vec3 v = normalize(eye - P);
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
vec3 n;
@ -67,7 +84,94 @@ void main() {
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
n = normalize(n);
vec4 color = traceDiffuse(P, n, voxels, clipmaps);
float roughness = g0.b;
float metallic;
uint matid;
unpackFloatInt16(g0.a, metallic, matid);
imageStore(voxels_diffuse, ivec2(pixel), color);
vec4 g1 = textureLod(gbuffer1, uv, 0.0); // Basecolor.rgb, spec/occ
vec2 occspec = unpackFloat2(g1.a);
vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
vec3 f0 = surfaceF0(g1.rgb, metallic);
float dotNV = max(dot(n, v), 0.0);
#ifdef _gbuffer2
vec4 g2 = textureLod(gbuffer2, uv, 0.0);
#endif
#ifdef _MicroShadowing
occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
#endif
#ifdef _Brdf
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
vec3 F = f0 * envBRDF.x + envBRDF.y;
#else
vec3 F = f0;
#endif
// Envmap
#ifdef _Irr
vec4 shPacked[7];
for (int i = 0; i < 7; i++) {
int base = i * 4;
shPacked[i] = vec4(
shirr[base],
shirr[base + 1],
shirr[base + 2],
shirr[base + 3]
);
}
vec3 envl = shIrradiance(n, shPacked);
#ifdef _gbuffer2
if (g2.b < 0.5) {
envl = envl;
} else {
envl = vec3(0.0);
}
#endif
#ifdef _EnvTex
envl /= PI;
#endif
#else
vec3 envl = vec3(0.0);
#endif
#ifdef _Rad
vec3 reflectionWorld = reflect(-v, n);
float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
#endif
#ifdef _EnvLDR
envl.rgb = pow(envl.rgb, vec3(2.2));
#ifdef _Rad
prefilteredColor = pow(prefilteredColor, vec3(2.2));
#endif
#endif
envl.rgb *= albedo;
#ifdef _Brdf
envl.rgb *= 1.0 - F; //LV: We should take refracted light into account
#endif
#ifdef _Rad // Indirect specular
envl.rgb += prefilteredColor * F; //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
#else
#ifdef _EnvCol
envl.rgb += backgroundCol * F; //LV: Eh, what's the point of weighting it only by F0?
#endif
#endif
envl.rgb *= envmapStrength * occspec.x;
vec4 trace = traceDiffuse(P, n, voxels, clipmaps);
vec3 color = trace.rgb * albedo * (1.0 - F);
color += envl * (1.0 - trace.a);
imageStore(voxels_diffuse, ivec2(pixel), vec4(color, 1.0));
}

View File

@ -1,79 +0,0 @@
/*
Copyright (c) 2024 Turánszki János
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#version 450
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#include "compiled.inc"
#include "std/math.glsl"
#include "std/gbuffer.glsl"
#include "std/imageatomic.glsl"
#include "std/conetrace.glsl"
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0;
uniform sampler3D voxels;
uniform sampler3D voxelsSDF;
uniform sampler2D gbuffer_refraction;
uniform layout(rgba8) image2D voxels_refraction;
uniform float clipmaps[voxelgiClipmapCount * 10];
uniform mat4 InvVP;
uniform vec2 cameraProj;
uniform vec3 eye;
uniform vec3 eyeLook;
uniform vec2 postprocess_resolution;
void main() {
const vec2 pixel = gl_GlobalInvocationID.xy;
vec2 uv = (pixel + 0.5) / postprocess_resolution;
#ifdef _InvY
uv.y = 1.0 - uv.y
#endif
float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
if (depth == 0) return;
vec2 ior_opac = textureLod(gbuffer_refraction, uv, 0.0).xy;
float x = uv.x * 2 - 1;
float y = uv.y * 2 - 1;
vec4 v = vec4(x, y, 1.0, 1.0);
v = vec4(InvVP * v);
v.xyz /= v.w;
vec3 viewRay = v.xyz - eye;
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
vec3 n;
n.z = 1.0 - abs(g0.x) - abs(g0.y);
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
n = normalize(n);
vec3 color = vec3(0.0);
if(ior_opac.y < 1.0)
color = traceRefraction(P, n, voxels, voxelsSDF, normalize(eye - P), ior_opac.x, g0.b, clipmaps, pixel).rgb;
imageStore(voxels_refraction, ivec2(pixel), vec4(color, 1.0));
}

View File

@ -1,75 +0,0 @@
/*
Copyright (c) 2024 Turánszki János
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#version 450
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#include "compiled.inc"
#include "std/math.glsl"
#include "std/gbuffer.glsl"
#include "std/imageatomic.glsl"
#include "std/conetrace.glsl"
uniform sampler3D voxels;
uniform sampler3D voxelsSDF;
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0;
uniform layout(r16) image2D voxels_shadows;
uniform float clipmaps[voxelgiClipmapCount * 10];
uniform mat4 InvVP;
uniform vec2 cameraProj;
uniform vec3 eye;
uniform vec3 eyeLook;
uniform vec2 postprocess_resolution;
uniform vec3 lPos;
void main() {
const vec2 pixel = gl_GlobalInvocationID.xy;
vec2 uv = (pixel + 0.5) / postprocess_resolution;
#ifdef _InvY
uv.y = 1.0 - uv.y;
#endif
float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
if (depth == 0) return;
float x = uv.x * 2 - 1;
float y = uv.y * 2 - 1;
vec4 v = vec4(x, y, 1.0, 1.0);
v = vec4(InvVP * v);
v.xyz /= v.w;
vec3 viewRay = v.xyz - eye;
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
vec3 n;
n.z = 1.0 - abs(g0.x) - abs(g0.y);
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
n = normalize(n);
float occ = 1.0 - traceShadow(P, n, voxels, voxelsSDF, normalize(lPos - P), clipmaps, pixel);
imageStore(voxels_shadows, ivec2(pixel), vec4(occ));
}

View File

@ -29,6 +29,7 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#include "std/gbuffer.glsl"
#include "std/imageatomic.glsl"
#include "std/conetrace.glsl"
#include "std/brdf.glsl"
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0;
@ -38,9 +39,7 @@ uniform layout(rgba8) image2D voxels_specular;
uniform float clipmaps[voxelgiClipmapCount * 10];
uniform mat4 InvVP;
uniform vec2 cameraProj;
uniform vec3 eye;
uniform vec3 eyeLook;
uniform vec2 postprocess_resolution;
uniform sampler2D sveloc;
@ -56,12 +55,10 @@ void main() {
float x = uv.x * 2 - 1;
float y = uv.y * 2 - 1;
vec4 v = vec4(x, y, 1.0, 1.0);
v = vec4(InvVP * v);
v.xyz /= v.w;
vec4 clipPos = vec4(x, y, depth, 1.0);
vec4 worldPos = InvVP * clipPos;
vec3 P = worldPos.xyz / worldPos.w;
vec3 viewRay = v.xyz - eye;
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
vec3 n;
@ -71,7 +68,7 @@ void main() {
vec2 velocity = -textureLod(sveloc, uv, 0.0).rg;
vec3 color = traceSpecular(P, n, voxels, voxelsSDF, normalize(eye - P), g0.z, clipmaps, pixel, velocity).rgb;
vec3 color = traceSpecular(P, n, voxels, voxelsSDF, normalize(eye - P), g0.z * g0.z, clipmaps, pixel, velocity).rgb;
imageStore(voxels_specular, ivec2(pixel), vec4(color, 1.0));
}

View File

@ -23,8 +23,8 @@ THE SOFTWARE.
#include "compiled.inc"
uniform layout(r16) image3D input_sdf;
uniform layout(r16) image3D output_sdf;
uniform layout(r8) image3D input_sdf;
uniform layout(r8) image3D output_sdf;
uniform float jump_size;
uniform int clipmapLevel;

View File

@ -46,15 +46,15 @@ uniform layout(r32ui) uimage3D voxels;
uniform layout(r32ui) uimage3D voxelsLight;
uniform layout(rgba8) image3D voxelsB;
uniform layout(rgba8) image3D voxelsOut;
uniform layout(r16) image3D SDF;
uniform layout(r8) image3D SDF;
#else
#ifdef _VoxelAOvar
#ifdef _VoxelShadow
uniform layout(r16) image3D SDF;
uniform layout(r8) image3D SDF;
#endif
uniform layout(r32ui) uimage3D voxels;
uniform layout(r16) image3D voxelsB;
uniform layout(r16) image3D voxelsOut;
uniform layout(r8) image3D voxelsB;
uniform layout(r8) image3D voxelsOut;
#endif
#endif
@ -74,14 +74,9 @@ void main() {
#endif
#endif
ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
#ifdef _VoxelGI
vec3 light = vec3(0.0);
light.r = float(imageLoad(voxelsLight, src)) / 255;
light.g = float(imageLoad(voxelsLight, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
light.b = float(imageLoad(voxelsLight, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
light /= 3;
#endif
int nor_count = 0;
vec3 avgNormal = vec3(0.0);
mat3 TBN = mat3(0.0);
for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
{
@ -91,7 +86,7 @@ void main() {
float aniso_colors[6];
#endif
src = ivec3(gl_GlobalInvocationID.xyz);
ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
src.x += i * res;
ivec3 dst = src;
dst.y += clipmapLevel * res;
@ -104,44 +99,67 @@ void main() {
if (i < 6) {
#ifdef _VoxelGI
vec4 basecol = vec4(0.0);
basecol.r = float(imageLoad(voxels, src)) / 255;
basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255;
basecol /= 4;
vec3 emission = vec3(0.0);
emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255;
emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255;
emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255;
emission /= 3;
vec3 N = vec3(0.0);
N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255;
N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
N /= 2;
vec3 wnormal = decode_oct(N.rg * 2 - 1);
vec3 envl = vec3(0.0);
envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255;
envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255;
envl /= 3;
envl *= 100;
int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 15)));
if (count > 0) {
vec4 basecol = vec4(0.0);
basecol.r = float(imageLoad(voxels, src)) / 255;
basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255;
basecol /= count;
vec3 emission = vec3(0.0);
emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255;
emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255;
emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255;
emission /= count;
vec3 N = vec3(0.0);
N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255;
N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
N /= count;
N = decode_oct(N.rg * 2.0 - 1.0);
//clipmap to world
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]);
if (abs(N.x) > 0)
avgNormal.x += N.x;
if (abs(N.y) > 0)
avgNormal.y += N.y;
if (abs(N.z) > 0)
avgNormal.z += N.z;
if (i == 5)
{
avgNormal = normalize(avgNormal);
TBN = makeTangentBasis(avgNormal);
}
radiance = basecol;
vec4 trace = traceDiffuse(wposition, wnormal, voxelsSampler, clipmaps);
vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
radiance.rgb *= light + indirect;
radiance.rgb += emission.rgb;
vec3 envl = vec3(0.0);
envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255;
envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255;
envl /= count;
vec3 light = vec3(0.0);
light.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 12))) / 255;
light.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 13))) / 255;
light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 255;
light /= count;
//clipmap to world
vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
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]);
radiance = basecol;
vec4 trace = traceDiffuse(wposition, N, voxelsSampler, clipmaps);
vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
radiance.rgb *= light + indirect;
radiance.rgb += emission.rgb;
}
#else
opac = float(imageLoad(voxels, src)) / 255;
int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x)));
if (count > 0) {
opac = float(imageLoad(voxels, src)) / 255;
opac /= count;
}
#endif
#ifdef _VoxelGI
@ -195,7 +213,7 @@ void main() {
}
else {
// precompute cone sampling:
vec3 coneDirection = DIFFUSE_CONE_DIRECTIONS[i - 6];
vec3 coneDirection = TBN * DIFFUSE_CONE_DIRECTIONS[i - 6];
vec3 aniso_direction = -coneDirection;
uvec3 face_offsets = uvec3(
aniso_direction.x > 0 ? 0 : 1,
@ -236,4 +254,4 @@ void main() {
imageStore(SDF, dst_sdf, vec4(sdf));
#endif
#endif
}
}

View File

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

View File

@ -54,6 +54,22 @@ class App {
if (Scene.active == null || !Scene.active.ready) return;
iron.system.Time.update();
if (lastw == -1) {
lastw = App.w();
lasth = App.h();
}
if (lastw != App.w() || lasth != App.h()) {
if (onResize != null) onResize();
else {
if (Scene.active != null && Scene.active.camera != null) {
Scene.active.camera.buildProjection();
}
}
}
lastw = App.w();
lasth = App.h();
if (pauseUpdates) return;
#if lnx_debug
@ -98,22 +114,6 @@ class App {
for (cb in endFrameCallbacks) cb();
updateTime = kha.Scheduler.realTime() - startTime;
#end
// Rebuild projection on window resize
if (lastw == -1) {
lastw = App.w();
lasth = App.h();
}
if (lastw != App.w() || lasth != App.h()) {
if (onResize != null) onResize();
else {
if (Scene.active != null && Scene.active.camera != null) {
Scene.active.camera.buildProjection();
}
}
}
lastw = App.w();
lasth = App.h();
}
static function render(frames: Array<kha.Framebuffer>) {

View File

@ -518,12 +518,44 @@ class RenderPath {
return Reflect.field(kha.Shaders, handle + "_comp");
}
#if (kha_krom && lnx_vr)
public function drawStereo(drawMeshes: Int->Void) {
for (eye in 0...2) {
Krom.vrBeginRender(eye);
drawMeshes(eye);
Krom.vrEndRender(eye);
#if lnx_vr
public function drawStereo(drawMeshes: Void->Void) {
var vr = kha.vr.VrInterface.instance;
var appw = iron.App.w();
var apph = iron.App.h();
var halfw = Std.int(appw / 2);
var g = currentG;
if (vr != null && vr.IsPresenting()) {
// Left eye
Scene.active.camera.V.setFrom(Scene.active.camera.leftV);
Scene.active.camera.P.self = vr.GetProjectionMatrix(0);
g.viewport(0, 0, halfw, apph);
drawMeshes();
// Right eye
begin(g, additionalTargets);
Scene.active.camera.V.setFrom(Scene.active.camera.rightV);
Scene.active.camera.P.self = vr.GetProjectionMatrix(1);
g.viewport(halfw, 0, halfw, apph);
drawMeshes();
}
else { // Simulate
Scene.active.camera.buildProjection(halfw / apph);
// Left eye
g.viewport(0, 0, halfw, apph);
drawMeshes();
// Right eye
begin(g, additionalTargets);
Scene.active.camera.transform.move(Scene.active.camera.right(), 0.032);
Scene.active.camera.buildMatrix();
g.viewport(halfw, 0, halfw, apph);
drawMeshes();
Scene.active.camera.transform.move(Scene.active.camera.right(), -0.032);
Scene.active.camera.buildMatrix();
}
}
#end

View File

@ -783,6 +783,11 @@ class Scene {
if (o.tilesheet_ref != null) {
cast(object, MeshObject).setupTilesheet(sceneName, o.tilesheet_ref, o.tilesheet_action_ref);
}
if (o.camera_list != null){
cast(object, MeshObject).cameraList = o.camera_list;
}
returnObject(object, o, done);
});
}
@ -882,8 +887,12 @@ class Scene {
var ptype: String = t.props[i * 3 + 1];
var pval: Dynamic = t.props[i * 3 + 2];
if (StringTools.endsWith(ptype, "Object") && pval != "") {
if (StringTools.endsWith(ptype, "Object") && pval != "" && pval != null) {
Reflect.setProperty(traitInst, pname, Scene.active.getChild(pval));
} else if (ptype == "TSceneFormat" && pval != "") {
Data.getSceneRaw(pval, function (r: TSceneFormat) {
Reflect.setProperty(traitInst, pname, r);
});
}
else {
switch (ptype) {

View File

@ -441,6 +441,7 @@ typedef TObj = {
@:optional public var traits: Array<TTrait>;
@:optional public var properties: Array<TProperty>;
@:optional public var vertex_groups: Array<TVertex_groups>;
@:optional public var camera_list: Array<String>;
@:optional public var constraints: Array<TConstraint>;
@:optional public var dimensions: Float32Array; // Geometry objects
@:optional public var object_actions: Array<String>;

View File

@ -30,12 +30,22 @@ class CameraObject extends Object {
static var sphereCenter = new Vec4();
static var vcenter = new Vec4();
static var vup = new Vec4();
#if lnx_vr
var helpMat = Mat4.identity();
public var leftV = Mat4.identity();
public var rightV = Mat4.identity();
#end
public function new(data: CameraData) {
super();
this.data = data;
#if lnx_vr
iron.system.VR.initButton();
#end
buildProjection();
V = Mat4.identity();
@ -117,6 +127,26 @@ class CameraObject extends Object {
V.getInverse(transform.world);
VP.multmats(P, V);
#if lnx_vr
var vr = kha.vr.VrInterface.instance;
if (vr != null && vr.IsPresenting()) {
leftV.setFrom(V);
helpMat.self = vr.GetViewMatrix(0);
leftV.multmat(helpMat);
rightV.setFrom(V);
helpMat.self = vr.GetViewMatrix(1);
rightV.multmat(helpMat);
}
else {
leftV.setFrom(V);
}
VP.multmats(P, leftV);
#else
VP.multmats(P, V);
#end
if (data.raw.frustum_culling) {
buildViewFrustum(VP, frustumPlanes);
}

View File

@ -155,8 +155,13 @@ class LightObject extends Object {
}
public function setCascade(camera: CameraObject, cascade: Int) {
m.setFrom(camera.V);
#if lnx_vr
m.setFrom(camera.leftV);
#else
m.setFrom(camera.V);
#end
#if lnx_csm
if (camSlicedP == null) {
camSlicedP = [];

View File

@ -24,6 +24,7 @@ class MeshObject extends Object {
public var render_emitter = true;
#end
public var cameraDistance: Float;
public var cameraList: Array<String> = null;
public var screenSize = 0.0;
public var frustumCulling = true;
public var activeTilesheet: Tilesheet = null;
@ -235,6 +236,8 @@ class MeshObject extends Object {
if (cullMesh(context, Scene.active.camera, RenderPath.active.light)) return;
var meshContext = raw != null ? context == "mesh" : false;
if (cameraList != null && cameraList.indexOf(Scene.active.camera.name) < 0) return;
#if lnx_particles
if (raw != null && raw.is_particle && particleOwner == null) return; // Instancing not yet set-up by particle system owner
if (particleSystems != null && meshContext) {
@ -245,6 +248,7 @@ class MeshObject extends Object {
Scene.active.spawnObject(psys.data.raw.instance_object, null, function(o: Object) {
if (o != null) {
var c: MeshObject = cast o;
c.cameraList = this.cameraList;
particleChildren.push(c);
c.particleOwner = this;
c.particleIndex = particleChildren.length - 1;

View File

@ -181,11 +181,15 @@ class Uniforms {
// Multiple voxel volumes, always set params
g.setImageTexture(context.textureUnits[j], rt.image); // image2D/3D
if (rt.raw.name.startsWith("voxels_")) {
g.setTextureParameters(context.textureUnits[j], TextureAddressing.Clamp, TextureAddressing.Clamp, TextureFilter.LinearFilter, TextureFilter.LinearFilter, MipMapFilter.NoMipFilter);
g.setTextureParameters(context.textureUnits[j], TextureAddressing.Clamp, TextureAddressing.Clamp, TextureFilter.LinearFilter, TextureFilter.LinearFilter, MipMapFilter.LinearMipFilter);
}
else if (rt.raw.name.startsWith("voxelsSDF"))
{
g.setTexture3DParameters(context.textureUnits[j], TextureAddressing.Clamp, TextureAddressing.Clamp, TextureAddressing.Clamp, TextureFilter.PointFilter, TextureFilter.PointFilter, MipMapFilter.NoMipFilter);
}
else if (rt.raw.name.startsWith("voxels"))
{
g.setTexture3DParameters(context.textureUnits[j], TextureAddressing.Clamp, TextureAddressing.Clamp, TextureAddressing.Clamp, TextureFilter.LinearFilter, TextureFilter.LinearFilter, MipMapFilter.NoMipFilter);
g.setTexture3DParameters(context.textureUnits[j], TextureAddressing.Clamp, TextureAddressing.Clamp, TextureAddressing.Clamp, TextureFilter.LinearFilter, TextureFilter.LinearFilter, MipMapFilter.PointMipFilter);
}
else
{

View File

@ -14,7 +14,7 @@ class Time {
return 1 / frequency;
}
static var _fixedStep: Null<Float>;
static var _fixedStep: Null<Float> = 1/60;
public static var fixedStep(get, never): Float;
static function get_fixedStep(): Float {
return _fixedStep;

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -7,7 +7,6 @@ class GetWorldNode extends LogicNode {
}
override function get(from: Int): Dynamic {
trace(iron.Scene.active.world);
return iron.Scene.active.raw.world_ref;
}
}

View File

@ -3,7 +3,7 @@ package leenkx.logicnode;
import iron.object.Object;
import iron.math.Vec4;
class GetWorldNode extends LogicNode {
class GetWorldOrientationNode extends LogicNode {
public var property0: String;

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -0,0 +1,74 @@
package leenkx.logicnode;
import iron.object.Object;
import iron.math.Vec4;
import iron.math.Mat4;
import iron.system.Time;
class SetObjectDelayedLocationNode extends LogicNode {
public var use_local_space: Bool = false;
private var initialOffset: Vec4 = null;
private var targetPos: Vec4 = new Vec4();
private var currentPos: Vec4 = new Vec4();
private var deltaVec: Vec4 = new Vec4();
private var tempVec: Vec4 = new Vec4();
private var lastParent: Object = null;
private var invParentMatrix: Mat4 = null;
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
var follower: Object = inputs[1].get();
var target: Object = inputs[2].get();
var delay: Float = inputs[3].get();
if (follower == null || target == null) return runOutput(0);
if (initialOffset == null) {
initialOffset = new Vec4();
var followerPos = follower.transform.world.getLoc();
var targetPos = target.transform.world.getLoc();
initialOffset.setFrom(followerPos);
initialOffset.sub(targetPos);
}
targetPos.setFrom(target.transform.world.getLoc());
currentPos.setFrom(follower.transform.world.getLoc());
tempVec.setFrom(targetPos).add(initialOffset);
deltaVec.setFrom(tempVec).sub(currentPos);
if (deltaVec.length() < 0.001 && delay < 0.01) {
runOutput(0);
return;
}
if (delay == 0.0) {
currentPos.setFrom(tempVec);
} else {
var smoothFactor = Math.exp(-Time.delta / Math.max(0.0001, delay));
currentPos.x = tempVec.x + (currentPos.x - tempVec.x) * smoothFactor;
currentPos.y = tempVec.y + (currentPos.y - tempVec.y) * smoothFactor;
currentPos.z = tempVec.z + (currentPos.z - tempVec.z) * smoothFactor;
}
if (use_local_space && follower.parent != null) {
if (follower.parent != lastParent || invParentMatrix == null) {
lastParent = follower.parent;
invParentMatrix = Mat4.identity();
invParentMatrix.getInverse(follower.parent.transform.world);
}
tempVec.setFrom(currentPos);
tempVec.applymat(invParentMatrix);
follower.transform.loc.set(tempVec.x, tempVec.y, tempVec.z);
} else {
follower.transform.loc.set(currentPos.x, currentPos.y, currentPos.z);
}
follower.transform.buildMatrix();
runOutput(0);
}
}

View File

@ -55,9 +55,9 @@ class SetParticleDataNode extends LogicNode {
@:privateAccess psys.aligny = vel.y;
@:privateAccess psys.alignz = vel.z;
case 'Velocity Random':
psys.r.factor_random = inputs[3].get();
@:privateAccess psys.r.factor_random = inputs[3].get();
case 'Weight Gravity':
psys.r.weight_gravity = inputs[3].get();
@:privateAccess psys.r.weight_gravity = inputs[3].get();
if (iron.Scene.active.raw.gravity != null) {
@:privateAccess psys.gx = iron.Scene.active.raw.gravity[0] * @:privateAccess psys.r.weight_gravity;
@:privateAccess psys.gy = iron.Scene.active.raw.gravity[1] * @:privateAccess psys.r.weight_gravity;

View File

@ -0,0 +1,39 @@
package leenkx.logicnode;
#if lnx_audio
import iron.object.SpeakerObject;
import kha.audio1.AudioChannel;
import iron.system.Audio;
#end
class SetPositionSpeakerNode extends LogicNode {
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
#if lnx_audio
var object: SpeakerObject = cast(inputs[1].get(), SpeakerObject);
if (object == null || object.sound == null) return;
var positionInSeconds:Float = inputs[2].get();
if (positionInSeconds < 0) positionInSeconds = 0;
var volume = object.data.volume;
var loop = object.data.loop;
var stream = object.data.stream;
object.stop();
var channel = Audio.play(object.sound, loop, stream);
if (channel != null) {
object.channels.push(channel);
channel.volume = volume;
@:privateAccess channel.set_position(positionInSeconds);
}
#end
runOutput(0);
}
}

View File

@ -34,10 +34,10 @@ class Inc {
#if (rp_voxels == "Voxel GI")
static var voxel_td1:kha.compute.TextureUnit;
static var voxel_te1:kha.compute.TextureUnit;
static var voxel_tf1:kha.compute.TextureUnit;
static var voxel_cc1:kha.compute.ConstantLocation;
#else
#if lnx_voxelgi_shadows
static var voxel_tf1:kha.compute.TextureUnit;
static var voxel_te1:kha.compute.TextureUnit;
#end
#end
#if (lnx_voxelgi_shadows || rp_voxels == "Voxel GI")
@ -53,12 +53,28 @@ class Inc {
static var voxel_tb3:kha.compute.TextureUnit;
static var voxel_tc3:kha.compute.TextureUnit;
static var voxel_td3:kha.compute.TextureUnit;
static var voxel_te3:kha.compute.TextureUnit;
static var voxel_tf3:kha.compute.TextureUnit;
#if lnx_brdf
static var voxel_tg3:kha.compute.TextureUnit;
#end
#if lnx_radiance
static var voxel_th3:kha.compute.TextureUnit;
#end
static var voxel_ca3:kha.compute.ConstantLocation;
static var voxel_cb3:kha.compute.ConstantLocation;
static var voxel_cc3:kha.compute.ConstantLocation;
static var voxel_cd3:kha.compute.ConstantLocation;
static var voxel_ce3:kha.compute.ConstantLocation;
#if lnx_irradiance
static var voxel_cf3:kha.compute.ConstantLocation;
#end
#if lnx_radiance
static var voxel_cg3:kha.compute.ConstantLocation;
#end
#if lnx_envcol
static var voxel_ch3:kha.compute.ConstantLocation;
#end
#if (rp_voxels == "Voxel GI")
static var voxel_sh4:kha.compute.Shader = null;
static var voxel_ta4:kha.compute.TextureUnit;
@ -71,33 +87,6 @@ class Inc {
static var voxel_cb4:kha.compute.ConstantLocation;
static var voxel_cc4:kha.compute.ConstantLocation;
static var voxel_cd4:kha.compute.ConstantLocation;
static var voxel_ce4:kha.compute.ConstantLocation;
static var voxel_cf4:kha.compute.ConstantLocation;
#end
#if (rp_voxels == "Voxel GI")
static var voxel_sh5:kha.compute.Shader = null;
static var voxel_ta5:kha.compute.TextureUnit;
static var voxel_ca5:kha.compute.ConstantLocation;
static var voxel_cb5:kha.compute.ConstantLocation;
static var voxel_cc5:kha.compute.ConstantLocation;
static var voxel_cd5:kha.compute.ConstantLocation;
static var voxel_ce5:kha.compute.ConstantLocation;
static var voxel_cf5:kha.compute.ConstantLocation;
static var voxel_cg5:kha.compute.ConstantLocation;
#if rp_shadowmap
static var voxel_tb5:kha.compute.TextureUnit;
static var voxel_tc5:kha.compute.TextureUnit;
static var voxel_td5:kha.compute.TextureUnit;
static var voxel_ch5:kha.compute.ConstantLocation;
static var voxel_ci5:kha.compute.ConstantLocation;
static var voxel_cj5:kha.compute.ConstantLocation;
static var voxel_ck5:kha.compute.ConstantLocation;
static var voxel_cl5:kha.compute.ConstantLocation;
static var voxel_cm5:kha.compute.ConstantLocation;
#if lnx_shadowmap_atlas
static var m2 = iron.math.Mat4.identity();
#end
#end
#end
#end //rp_voxels
@ -163,9 +152,11 @@ class Inc {
for (atlas in ShadowMapAtlas.shadowMapAtlases) {
path.bindTarget(atlas.target, atlas.target);
}
#if rp_shadowmap_transparent
for (atlas in ShadowMapAtlas.shadowMapAtlasesTransparent) {
path.bindTarget(atlas.target, atlas.target);
}
#end
}
static function getShadowMapAtlas(atlas:ShadowMapAtlas, transparent: Bool):String {
@ -206,24 +197,30 @@ class Inc {
for (atlas in ShadowMapAtlas.shadowMapAtlases) {
atlas.rejectedLights = [];
}
#if rp_shadowmap_transparent
for (atlas in ShadowMapAtlas.shadowMapAtlasesTransparent) {
atlas.rejectedLights = [];
}
#end
#end
for (light in iron.Scene.active.lights) {
if (!light.lightInAtlas && !light.culledLight && light.visible && light.shadowMapScale > 0.0
&& light.data.raw.strength > 0.0 && light.data.raw.cast_shadow) {
ShadowMapAtlas.addLight(light, false);
}
#if rp_shadowmap_transparent
if (!light.lightInAtlasTransparent && !light.culledLight && light.visible && light.shadowMapScale > 0.0
&& light.data.raw.strength > 0.0 && light.data.raw.cast_shadow) {
ShadowMapAtlas.addLight(light, true);
}
#end
}
// update point light data before rendering
updatePointLightAtlasData(true);
updatePointLightAtlasData(false);
#if rp_shadowmap_transparent
updatePointLightAtlasData(true);
#end
for (atlas in ShadowMapAtlas.shadowMapAtlases) {
var tilesToRemove = [];
@ -301,6 +298,7 @@ class Inc {
path.endStream();
}
#if rp_shadowmap_transparent
for (atlas in ShadowMapAtlas.shadowMapAtlasesTransparent) {
var tilesToRemove = [];
#if lnx_shadowmap_atlas_lod
@ -395,10 +393,8 @@ class Inc {
tile.freeTile();
}
}
#if lnx_debug
endShadowsLogicProfile();
#end
#end // rp_shadowmap
#end
}
#else
public static function bindShadowMap() {
@ -501,6 +497,7 @@ class Inc {
else if (l.data.raw.type == "spot" || l.data.raw.type == "area") spotIndex++;
}
#if rp_shadowmap_transparent
pointIndex = 0;
spotIndex = 0;
for (l in iron.Scene.active.lights) {
@ -522,6 +519,7 @@ class Inc {
if (l.data.raw.type == "point") pointIndex++;
else if (l.data.raw.type == "spot" || l.data.raw.type == "area") spotIndex++;
}
#end
#end // rp_shadowmap
}
#end
@ -589,7 +587,7 @@ class Inc {
t.width = 0;
t.height = 0;
t.displayp = getDisplayp();
t.format = "R32";
t.format = "R16";
t.scale = getSuperSampling();
t.depth_buffer = "main";
path.createRenderTarget(t);
@ -615,10 +613,14 @@ class Inc {
#end
#if (rp_voxels != "Off")
{
path.bindTarget("voxelsOut", "voxels");
path.bindTarget("voxelsSDF", "voxelsSDF");
}
path.bindTarget("voxelsOut", "voxels");
#if (rp_voxels == "Voxel GI" || lnx_voxelgi_shadows)
path.bindTarget("voxelsSDF", "voxelsSDF");
#end
#end
#if rp_ssrs
path.bindTarget("_main", "gbufferD");
#end
path.drawMeshes("translucent");
@ -679,12 +681,11 @@ class Inc {
t.width = 0;
t.height = 0;
t.displayp = getDisplayp();
//t.scale = Inc.getSuperSampling();
t.format = t.name == "voxels_ao" ? "R8" : "RGBA32";
t.format = "RGBA32";
}
else {
if (t.name == "voxelsSDF" || t.name == "voxelsSDFtmp") {
t.format = "R16";
t.format = "R8";
t.width = res;
t.height = res * Main.voxelgiClipmapCount;
t.depth = res;
@ -693,16 +694,16 @@ class Inc {
#if (rp_voxels == "Voxel AO")
{
if (t.name == "voxelsOut" || t.name == "voxelsOutB") {
t.format = "R16";
t.format = "R8";
t.width = res * (6 + 16);
t.height = res * Main.voxelgiClipmapCount;
t.depth = res;
}
else {
t.format = "R32";
t.format = "R32UI";
t.width = res * 6;
t.height = res;
t.depth = res;
t.depth = res * 2;
}
}
#else
@ -713,17 +714,11 @@ class Inc {
t.height = res * Main.voxelgiClipmapCount;
t.depth = res;
}
else if (t.name == "voxelsLight") {
t.format = "R32";
t.width = res;
t.height = res;
t.depth = res * 3;
}
else {
t.format = "R32";
t.format = "R32UI";
t.width = res * 6;
t.height = res;
t.depth = res * 12;
t.depth = res * 16;
}
}
#end
@ -835,14 +830,15 @@ class Inc {
voxel_ca1 = voxel_sh1.getConstantLocation("clipmaps");
voxel_cb1 = voxel_sh1.getConstantLocation("clipmapLevel");
voxel_cc1 = voxel_sh1.getConstantLocation("envmapStrength");
#if (rp_voxels == "Voxel GI")
voxel_td1 = voxel_sh1.getTextureUnit("voxelsSampler");
voxel_te1 = voxel_sh1.getTextureUnit("voxelsLight");
voxel_tf1 = voxel_sh1.getTextureUnit("SDF");
voxel_te1 = voxel_sh1.getTextureUnit("SDF");
voxel_cc1 = voxel_sh1.getConstantLocation("envmapStrength");
#else
#if lnx_voxelgi_shadows
voxel_tf1 = voxel_sh1.getTextureUnit("SDF");
voxel_te1 = voxel_sh1.getTextureUnit("SDF");
#end
#end
}
@ -873,12 +869,28 @@ class Inc {
#else
voxel_td3 = voxel_sh3.getTextureUnit("voxels_diffuse");
#end
voxel_ca3 = voxel_sh3.getConstantLocation("clipmaps");
voxel_te3 = voxel_sh3.getTextureUnit("gbuffer1");
voxel_tf3 = voxel_sh3.getTextureUnit("gbuffer2");
#if lnx_brdf
voxel_tg3 = voxel_sh3.getTextureUnit("senvmapBrdf");
#end
#if lnx_radiance
voxel_th3 = voxel_sh3.getTextureUnit("senvmapRadiance");
#end
voxel_ca3 = voxel_sh3.getConstantLocation("clipmaps");
voxel_cb3 = voxel_sh3.getConstantLocation("InvVP");
voxel_cc3 = voxel_sh3.getConstantLocation("cameraProj");
voxel_cd3 = voxel_sh3.getConstantLocation("eye");
voxel_ce3 = voxel_sh3.getConstantLocation("eyeLook");
voxel_cf3 = voxel_sh3.getConstantLocation("postprocess_resolution");
voxel_cc3 = voxel_sh3.getConstantLocation("eye");
voxel_cd3 = voxel_sh3.getConstantLocation("postprocess_resolution");
voxel_ce3 = voxel_sh3.getConstantLocation("envmapStrength");
#if lnx_irradiance
voxel_cf3 = voxel_sh3.getConstantLocation("shirr");
#end
#if lnx_radiance
voxel_cg3 = voxel_sh3.getConstantLocation("envmapNumMipmaps");
#end
#if lnx_envcol
voxel_ch3 = voxel_sh3.getConstantLocation("backgroundCol");
#end
}
#if (rp_voxels == "Voxel GI")
if (voxel_sh4 == null)
@ -892,40 +904,8 @@ class Inc {
voxel_tf4 = voxel_sh4.getTextureUnit("sveloc");
voxel_ca4 = voxel_sh4.getConstantLocation("clipmaps");
voxel_cb4 = voxel_sh4.getConstantLocation("InvVP");
voxel_cc4 = voxel_sh4.getConstantLocation("cameraProj");
voxel_cd4 = voxel_sh4.getConstantLocation("eye");
voxel_ce4 = voxel_sh4.getConstantLocation("eyeLook");
voxel_cf4 = voxel_sh4.getConstantLocation("postprocess_resolution");
}
#end
#if (rp_voxels == "Voxel GI")
if (voxel_sh5 == null)
{
voxel_sh5 = path.getComputeShader("voxel_light");
voxel_ta5 = voxel_sh5.getTextureUnit("voxelsLight");
voxel_ca5 = voxel_sh5.getConstantLocation("clipmaps");
voxel_cb5 = voxel_sh5.getConstantLocation("clipmapLevel");
voxel_cc5 = voxel_sh5.getConstantLocation("lightPos");
voxel_cd5 = voxel_sh5.getConstantLocation("lightColor");
voxel_ce5 = voxel_sh5.getConstantLocation("lightType");
voxel_cf5 = voxel_sh5.getConstantLocation("lightDir");
voxel_cg5 = voxel_sh5.getConstantLocation("spotData");
#if rp_shadowmap
voxel_tb5 = voxel_sh5.getTextureUnit("shadowMap");
voxel_tc5 = voxel_sh5.getTextureUnit("shadowMapSpot");
voxel_td5 = voxel_sh5.getTextureUnit("shadowMapPoint");
voxel_ch5 = voxel_sh5.getConstantLocation("lightShadow");
voxel_ci5 = voxel_sh5.getConstantLocation("lightProj");
voxel_cj5 = voxel_sh5.getConstantLocation("LVP");
voxel_ck5 = voxel_sh5.getConstantLocation("shadowsBias");
#if lnx_shadowmap_atlas
voxel_cl5 = voxel_sh5.getConstantLocation("index");
voxel_cm5 = voxel_sh5.getConstantLocation("pointLightDataArray");
#end
#end
voxel_cc4 = voxel_sh4.getConstantLocation("eye");
voxel_cd4 = voxel_sh4.getConstantLocation("postprocess_resolution");
}
#end
}
@ -976,11 +956,11 @@ class Inc {
kha.compute.Compute.setTexture(voxel_tc1, rts.get("voxelsOut").image, kha.compute.Access.Write);
#if (rp_voxels == "Voxel GI")
kha.compute.Compute.setSampledTexture(voxel_td1, rts.get("voxelsOutB").image);
kha.compute.Compute.setTexture(voxel_te1, rts.get("voxelsLight").image, kha.compute.Access.Read);
kha.compute.Compute.setTexture(voxel_tf1, rts.get("voxelsSDF").image, kha.compute.Access.Write);
kha.compute.Compute.setTexture(voxel_te1, rts.get("voxelsSDF").image, kha.compute.Access.Write);
kha.compute.Compute.setFloat(voxel_cc1, iron.Scene.active.world == null ? 0.0 : iron.Scene.active.world.probe.raw.strength);
#else
#if lnx_voxelgi_shadows
kha.compute.Compute.setTexture(voxel_tf1, rts.get("voxelsSDF").image, kha.compute.Access.Write);
kha.compute.Compute.setTexture(voxel_te1, rts.get("voxelsSDF").image, kha.compute.Access.Write);
#end
#end
@ -1002,6 +982,8 @@ class Inc {
kha.compute.Compute.setInt(voxel_cb1, iron.RenderPath.clipmapLevel);
kha.compute.Compute.setFloat(voxel_cc1, iron.Scene.active.world == null ? 0.0 : iron.Scene.active.world.probe.raw.strength);
kha.compute.Compute.compute(Std.int(res / 8), Std.int(res / 8), Std.int(res / 8));
}
@ -1054,6 +1036,7 @@ class Inc {
}
}
#end
#if (rp_voxels == "Voxel AO")
public static function resolveAO() {
var rts = path.renderTargets;
@ -1066,13 +1049,20 @@ class Inc {
kha.compute.Compute.setSampledTexture(voxel_ta3, rts.get("voxelsOut").image);
kha.compute.Compute.setSampledTexture(voxel_tb3, rts.get("half").image);
#if lnx_deferred
kha.compute.Compute.setSampledTexture(voxel_tc3, rts.get("gbuffer0").image);
#else
kha.compute.Compute.setSampledTexture(voxel_tc3, rts.get("lbuffer1").image);
#end
kha.compute.Compute.setTexture(voxel_td3, rts.get("voxels_ao").image, kha.compute.Access.Write);
kha.compute.Compute.setSampledTexture(voxel_te3, rts.get("gbuffer1").image);
#if rp_gbuffer2
kha.compute.Compute.setSampledTexture(voxel_tf3, rts.get("gbuffer2").image);
#end
#if lnx_brdf
kha.compute.Compute.setSampledTexture(voxel_tg3, iron.Scene.active.embedded.get("brdf.png"));
#end
#if lnx_radiance
kha.compute.Compute.setSampledTexture(voxel_th3, iron.Scene.active.world.probe.radiance);
#end
var fa:Float32Array = new Float32Array(Main.voxelgiClipmapCount * 10);
for (i in 0...Main.voxelgiClipmapCount) {
fa[i * 10] = clipmaps[i].voxelSize;
@ -1099,18 +1089,7 @@ class Inc {
kha.compute.Compute.setMatrix(voxel_cb3, m.self);
var near = camera.data.raw.near_plane;
var far = camera.data.raw.far_plane;
var v = new iron.math.Vec2();
v.x = far / (far - near);
v.y = (-far * near) / (far - near);
kha.compute.Compute.setFloat2(voxel_cc3, v.x, v.y);
kha.compute.Compute.setFloat3(voxel_cd3, camera.transform.worldx(), camera.transform.worldy(), camera.transform.worldz());
var eyeLook = camera.lookWorld().normalize();
kha.compute.Compute.setFloat3(voxel_ce3, eyeLook.x, eyeLook.y, eyeLook.z);
kha.compute.Compute.setFloat3(voxel_cc3, camera.transform.worldx(), camera.transform.worldy(), camera.transform.worldz());
var width = iron.App.w();
var height = iron.App.h();
@ -1125,7 +1104,32 @@ class Inc {
width = Std.int(dp * Inc.getSuperSampling());
}
}
kha.compute.Compute.setFloat2(voxel_cf3, width, height);
kha.compute.Compute.setFloat2(voxel_cd3, width, height);
kha.compute.Compute.setFloat(voxel_ce3, iron.Scene.active.world == null ? 0.0 : iron.Scene.active.world.probe.raw.strength);
#if lnx_irradiance
var irradiance = iron.Scene.active.world == null ?
iron.data.WorldData.getEmptyIrradiance() :
iron.Scene.active.world.probe.irradiance;
kha.compute.Compute.setFloats(voxel_cf3, irradiance);
#end
#if lnx_radiance
kha.compute.Compute.setFloat(voxel_cg3, iron.Scene.active.world != null ? iron.Scene.active.world.probe.raw.radiance_mipmaps + 1 - 2 : 1);
#end
#if lnx_envcol
var x: kha.FastFloat = 0.0;
var y: kha.FastFloat = 0.0;
var z: kha.FastFloat = 0.0;
if (camera.data.raw.clear_color != null) {
x = camera.data.raw.clear_color[0];
y = camera.data.raw.clear_color[1];
z = camera.data.raw.clear_color[2];
}
kha.compute.Compute.setFloat3(voxel_ch3, x, y, z);
#end
kha.compute.Compute.compute(Std.int((width + 7) / 8), Std.int((height + 7) / 8), 1);
}
@ -1141,12 +1145,18 @@ class Inc {
kha.compute.Compute.setSampledTexture(voxel_ta3, rts.get("voxelsOut").image);
kha.compute.Compute.setSampledTexture(voxel_tb3, rts.get("half").image);
#if lnx_deferred
kha.compute.Compute.setSampledTexture(voxel_tc3, rts.get("gbuffer0").image);
#else
kha.compute.Compute.setSampledTexture(voxel_tc3, rts.get("lbuffer1").image);
#end
kha.compute.Compute.setTexture(voxel_td3, rts.get("voxels_diffuse").image, kha.compute.Access.Write);
kha.compute.Compute.setSampledTexture(voxel_te3, rts.get("gbuffer1").image);
#if rp_gbuffer2
kha.compute.Compute.setSampledTexture(voxel_tf3, rts.get("gbuffer2").image);
#end
#if lnx_brdf
kha.compute.Compute.setSampledTexture(voxel_tg3, iron.Scene.active.embedded.get("brdf.png"));
#end
#if lnx_radiance
kha.compute.Compute.setSampledTexture(voxel_th3, iron.Scene.active.world.probe.radiance);
#end
var fa:Float32Array = new Float32Array(Main.voxelgiClipmapCount * 10);
for (i in 0...Main.voxelgiClipmapCount) {
@ -1174,18 +1184,7 @@ class Inc {
kha.compute.Compute.setMatrix(voxel_cb3, m.self);
var near = camera.data.raw.near_plane;
var far = camera.data.raw.far_plane;
var v = new iron.math.Vec2();
v.x = far / (far - near);
v.y = (-far * near) / (far - near);
kha.compute.Compute.setFloat2(voxel_cc3, v.x, v.y);
kha.compute.Compute.setFloat3(voxel_cd3, camera.transform.worldx(), camera.transform.worldy(), camera.transform.worldz());
var eyeLook = camera.lookWorld().normalize();
kha.compute.Compute.setFloat3(voxel_ce3, eyeLook.x, eyeLook.y, eyeLook.z);
kha.compute.Compute.setFloat3(voxel_cc3, camera.transform.worldx(), camera.transform.worldy(), camera.transform.worldz());
var width = iron.App.w();
var height = iron.App.h();
@ -1200,7 +1199,32 @@ class Inc {
width = Std.int(dp * Inc.getSuperSampling());
}
}
kha.compute.Compute.setFloat2(voxel_cf3, width, height);
kha.compute.Compute.setFloat2(voxel_cd3, width, height);
kha.compute.Compute.setFloat(voxel_ce3, iron.Scene.active.world == null ? 0.0 : iron.Scene.active.world.probe.raw.strength);
#if lnx_irradiance
var irradiance = iron.Scene.active.world == null ?
iron.data.WorldData.getEmptyIrradiance() :
iron.Scene.active.world.probe.irradiance;
kha.compute.Compute.setFloats(voxel_cf3, irradiance);
#end
#if lnx_radiance
kha.compute.Compute.setFloat(voxel_cg3, iron.Scene.active.world != null ? iron.Scene.active.world.probe.raw.radiance_mipmaps + 1 - 2 : 1);
#end
#if lnx_envcol
var x: kha.FastFloat = 0.0;
var y: kha.FastFloat = 0.0;
var z: kha.FastFloat = 0.0;
if (camera.data.raw.clear_color != null) {
x = camera.data.raw.clear_color[0];
y = camera.data.raw.clear_color[1];
z = camera.data.raw.clear_color[2];
}
kha.compute.Compute.setFloat3(voxel_ch3, x, y, z);
#end
kha.compute.Compute.compute(Std.int((width + 7) / 8), Std.int((height + 7) / 8), 1);
}
@ -1216,15 +1240,12 @@ class Inc {
kha.compute.Compute.setSampledTexture(voxel_ta4, rts.get("voxelsOut").image);
kha.compute.Compute.setSampledTexture(voxel_tb4, rts.get("half").image);
#if lnx_deferred
kha.compute.Compute.setSampledTexture(voxel_tc4, rts.get("gbuffer0").image);
#else
kha.compute.Compute.setSampledTexture(voxel_tc4, rts.get("lbuffer1").image);
#end
kha.compute.Compute.setSampledTexture(voxel_td4, rts.get("voxelsSDF").image);
kha.compute.Compute.setTexture(voxel_te4, rts.get("voxels_specular").image, kha.compute.Access.Write);
//kha.compute.Compute.setSampledTexture(voxel_tf4, rts.get("gbuffer2").image);
#if rp_gbuffer2
kha.compute.Compute.setSampledTexture(voxel_tf4, rts.get("gbuffer2").image);
#end
var fa:Float32Array = new Float32Array(Main.voxelgiClipmapCount * 10);
for (i in 0...Main.voxelgiClipmapCount) {
@ -1252,18 +1273,7 @@ class Inc {
kha.compute.Compute.setMatrix(voxel_cb4, m.self);
var near = camera.data.raw.near_plane;
var far = camera.data.raw.far_plane;
var v = new iron.math.Vec2();
v.x = far / (far - near);
v.y = (-far * near) / (far - near);
kha.compute.Compute.setFloat2(voxel_cc4, v.x, v.y);
kha.compute.Compute.setFloat3(voxel_cd4, camera.transform.worldx(), camera.transform.worldy(), camera.transform.worldz());
var eyeLook = camera.lookWorld().normalize();
kha.compute.Compute.setFloat3(voxel_ce4, eyeLook.x, eyeLook.y, eyeLook.z);
kha.compute.Compute.setFloat3(voxel_cc4, camera.transform.worldx(), camera.transform.worldy(), camera.transform.worldz());
var width = iron.App.w();
var height = iron.App.h();
@ -1278,146 +1288,10 @@ class Inc {
width = Std.int(dp * Inc.getSuperSampling());
}
}
kha.compute.Compute.setFloat2(voxel_cf4, width, height);
kha.compute.Compute.setFloat2(voxel_cd4, width, height);
kha.compute.Compute.compute(Std.int((width + 7) / 8), Std.int((height + 7) / 8), 1);
}
public static function computeVoxelsLight() {
var rts = path.renderTargets;
var res = iron.RenderPath.getVoxelRes();
var camera = iron.Scene.active.camera;
var clipmaps = iron.RenderPath.clipmaps;
var clipmap = clipmaps[iron.RenderPath.clipmapLevel];
var lights = iron.Scene.active.lights;
pointIndex = spotIndex = 0;
for (i in 0...lights.length) {
var l = lights[i];
if (!l.visible) continue;
path.light = l;
kha.compute.Compute.setShader(voxel_sh5);
kha.compute.Compute.setTexture(voxel_ta5, rts.get("voxelsLight").image, kha.compute.Access.Write);
var fa:Float32Array = new Float32Array(Main.voxelgiClipmapCount * 10);
for (i in 0...Main.voxelgiClipmapCount) {
fa[i * 10] = clipmaps[i].voxelSize;
fa[i * 10 + 1] = clipmaps[i].extents.x;
fa[i * 10 + 2] = clipmaps[i].extents.y;
fa[i * 10 + 3] = clipmaps[i].extents.z;
fa[i * 10 + 4] = clipmaps[i].center.x;
fa[i * 10 + 5] = clipmaps[i].center.y;
fa[i * 10 + 6] = clipmaps[i].center.z;
fa[i * 10 + 7] = clipmaps[i].offset_prev.x;
fa[i * 10 + 8] = clipmaps[i].offset_prev.y;
fa[i * 10 + 9] = clipmaps[i].offset_prev.z;
}
kha.compute.Compute.setFloats(voxel_ca5, fa);
kha.compute.Compute.setInt(voxel_cb5, iron.RenderPath.clipmapLevel);
#if rp_shadowmap
if (l.data.raw.type == "sun") {
#if lnx_shadowmap_atlas
#if lnx_shadowmap_atlas_single_map
kha.compute.Compute.setSampledTexture(voxel_tb5, rts.get("shadowMapAtlas").image);
#else
kha.compute.Compute.setSampledTexture(voxel_tb5, rts.get("shadowMapAtlasSun").image);
#end
#else
kha.compute.Compute.setSampledTexture(voxel_tb5, rts.get("shadowMap").image);
#end
kha.compute.Compute.setInt(voxel_ch5, 1); // lightShadow
}
else if (l.data.raw.type == "spot" || l.data.raw.type == "area") {
#if lnx_shadowmap_atlas
#if lnx_shadowmap_atlas_single_map
kha.compute.Compute.setSampledTexture(voxel_tc5, rts.get("shadowMapAtlas").image);
#else
kha.compute.Compute.setSampledTexture(voxel_tc5, rts.get("shadowMapAtlasSpot").image);
#end
#else
kha.compute.Compute.setSampledTexture(voxel_tc5, rts.get("shadowMapSpot[" + spotIndex + "]").image);
spotIndex++;
#end
kha.compute.Compute.setInt(voxel_ch5, 2);
}
else {
#if lnx_shadowmap_atlas
#if lnx_shadowmap_atlas_single_map
kha.compute.Compute.setSampledTexture(voxel_td5, rts.get("shadowMapAtlas").image);
#else
kha.compute.Compute.setSampledTexture(voxel_td5, rts.get("shadowMapAtlasPoint").image);
kha.compute.Compute.setInt(voxel_cl5, i);
kha.compute.Compute.setFloats(voxel_cm5, iron.object.LightObject.pointLightsData);
#end
#else
kha.compute.Compute.setSampledCubeMap(voxel_td5, rts.get("shadowMapPoint[" + pointIndex + "]").cubeMap);
pointIndex++;
#end
kha.compute.Compute.setInt(voxel_ch5, 3);
}
// lightProj
var near = l.data.raw.near_plane;
var far = l.data.raw.far_plane;
var a:kha.FastFloat = far + near;
var b:kha.FastFloat = far - near;
var f2:kha.FastFloat = 2.0;
var c:kha.FastFloat = f2 * far * near;
var vx:kha.FastFloat = a / b;
var vy:kha.FastFloat = c / b;
kha.compute.Compute.setFloat2(voxel_ci5, vx, vy);
// LVP
m.setFrom(l.VP);
m.multmat(iron.object.Uniforms.biasMat);
#if lnx_shadowmap_atlas
if (l.data.raw.type == "sun")
{
// tile matrix
m.setIdentity();
// scale [0-1] coords to [0-tilescale]
m2._00 = l.tileScale[0];
m2._11 = l.tileScale[0];
// offset coordinate start from [0, 0] to [tile-start-x, tile-start-y]
m2._30 = l.tileOffsetX[0];
m2._31 = l.tileOffsetY[0];
m.multmat(m2);
#if (!kha_opengl)
m2.setIdentity();
m2._11 = -1.0;
m2._31 = 1.0;
m.multmat(m2);
#end
}
#end
kha.compute.Compute.setMatrix(voxel_cj5, m.self);
// shadowsBias
kha.compute.Compute.setFloat(voxel_ck5, l.data.raw.shadows_bias);
#end // rp_shadowmap
// lightPos
kha.compute.Compute.setFloat3(voxel_cc5, l.transform.worldx(), l.transform.worldy(), l.transform.worldz());
// lightCol
var f = l.data.raw.strength;
kha.compute.Compute.setFloat3(voxel_cd5, l.data.raw.color[0] * f, l.data.raw.color[1] * f, l.data.raw.color[2] * f);
// lightType
kha.compute.Compute.setInt(voxel_ce5, iron.data.LightData.typeToInt(l.data.raw.type));
// lightDir
var v = l.look();
kha.compute.Compute.setFloat3(voxel_cf5, v.x, v.y, v.z);
// spotData
if (l.data.raw.type == "spot") {
var vx = l.data.raw.spot_size;
var vy = vx - l.data.raw.spot_blend;
kha.compute.Compute.setFloat2(voxel_cg5, vx, vy);
}
kha.compute.Compute.compute(Std.int(res / 8), Std.int(res / 8), Std.int(res / 8));
}
}
#end // GI
#end // Voxels
}

View File

@ -15,6 +15,11 @@ class RenderPathDeferred {
static var bloomUpsampler: Upsampler;
#end
#if (rp_ssgi == "SSGI")
static var ssgitex = "singleb";
static var ssgitexb = "singleb";
#end
public static inline function setTargetMeshes() {
//Always keep the order of render targets the same as defined in compiled.inc
path.setTarget("gbuffer0", [
@ -57,12 +62,11 @@ class RenderPathDeferred {
Inc.initGI("voxels");
Inc.initGI("voxelsOut");
Inc.initGI("voxelsOutB");
#if (lnx_voxelgi_shadows || rp_voxels == "Voxel GI")
#if (rp_voxels == "Voxel GI" || lnx_voxelgi_shadows)
Inc.initGI("voxelsSDF");
Inc.initGI("voxelsSDFtmp");
#end
#if (rp_voxels == "Voxel GI")
Inc.initGI("voxelsLight");
Inc.initGI("voxels_diffuse");
Inc.initGI("voxels_specular");
#else
@ -195,24 +199,94 @@ class RenderPathDeferred {
path.loadShader("shader_datas/blur_edge_pass/blur_edge_pass_x");
path.loadShader("shader_datas/blur_edge_pass/blur_edge_pass_y");
}
#elseif (rp_ssgi == "SSGI")
{
path.loadShader("shader_datas/ssgi_pass/ssgi_pass");
path.loadShader("shader_datas/blur_edge_pass/blur_edge_pass_x");
path.loadShader("shader_datas/blur_edge_pass/blur_edge_pass_y");
}
#end
#if ((rp_ssgi != "Off") || rp_volumetriclight)
#if (rp_ssgi != "Off")
{
var t = new RenderTargetRaw();
t.name = "singlea";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
#if (rp_ssgi == "SSGI")
t.format = "RGBA32";
#else
t.format = "R8";
#end
t.scale = Inc.getSuperSampling();
#if rp_ssgi_half
t.scale *= 0.5;
#end
path.createRenderTarget(t);
var t = new RenderTargetRaw();
t.name = "singleb";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
#if (rp_ssgi == "SSGI")
t.format = "RGBA32";
#else
t.format = "R8";
#end
t.scale = Inc.getSuperSampling();
#if rp_ssgi_half
t.scale *= 0.5;
#end
path.createRenderTarget(t);
}
#end
#if rp_volumetriclight
{
var t = new RenderTargetRaw();
t.name = "volumetrica";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
t.format = "R8";
t.scale = Inc.getSuperSampling();
#if rp_ssgi_half // Do we keep this ?
t.scale *= 0.5;
#end
path.createRenderTarget(t);
var t = new RenderTargetRaw();
t.name = "volumetricb";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
t.format = "R8";
t.scale = Inc.getSuperSampling();
#if rp_ssgi_half
t.scale *= 0.5;
#end
path.createRenderTarget(t);
}
#end
#if rp_volumetriclight
{
var t = new RenderTargetRaw();
t.name = "volumetrica";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
t.format = "R8";
t.scale = Inc.getSuperSampling();
#if rp_ssgi_half // Do we keep this ?
t.scale *= 0.5;
#end
path.createRenderTarget(t);
var t = new RenderTargetRaw();
t.name = "singleb";
t.name = "volumetricb";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
@ -368,7 +442,7 @@ class RenderPathDeferred {
t.scale = Inc.getSuperSampling();
path.createRenderTarget(t);
// holds background depth
// holds background color
var t = new RenderTargetRaw();
t.name = "refr";
t.width = 0;
@ -461,7 +535,7 @@ class RenderPathDeferred {
#if (rp_ssrefr || lnx_voxelgi_refract)
{
path.setTarget("gbuffer_refraction"); // Only clear gbuffer0
path.setTarget("gbuffer_refraction");
path.clearTarget(0xffffff00);
}
#end
@ -517,30 +591,16 @@ class RenderPathDeferred {
path.drawShader("shader_datas/downsample_depth/downsample_depth");
#end
#if ((rp_ssgi == "RTGI") || (rp_ssgi == "RTAO"))
{
if (leenkx.data.Config.raw.rp_ssgi != false) {
path.setTarget("singlea");
#if rp_ssgi_half
path.bindTarget("half", "gbufferD");
#else
path.bindTarget("_main", "gbufferD");
#end
path.bindTarget("gbuffer0", "gbuffer0");
path.drawShader("shader_datas/ssgi_pass/ssgi_pass");
#if (rp_shadowmap)
// atlasing is exclusive for now
#if lnx_shadowmap_atlas
Inc.drawShadowMapAtlas();
#else
Inc.drawShadowMap();
#end
#end
path.setTarget("singleb");
path.bindTarget("singlea", "tex");
path.bindTarget("gbuffer0", "gbuffer0");
path.drawShader("shader_datas/blur_edge_pass/blur_edge_pass_x");
path.setTarget("singlea");
path.bindTarget("singleb", "tex");
path.bindTarget("gbuffer0", "gbuffer0");
path.drawShader("shader_datas/blur_edge_pass/blur_edge_pass_y");
}
}
#elseif (rp_ssgi == "SSAO")
#if (rp_ssgi == "SSAO")
{
if (leenkx.data.Config.raw.rp_ssgi != false) {
path.setTarget("singlea");
@ -559,15 +619,43 @@ class RenderPathDeferred {
path.drawShader("shader_datas/blur_edge_pass/blur_edge_pass_y");
}
}
#end
#elseif (rp_ssgi == "SSGI")
{
if (leenkx.data.Config.raw.rp_ssgi != false) {
path.setTarget("singlea");
path.bindTarget("_main", "gbufferD");
path.bindTarget("gbuffer0", "gbuffer0");
path.bindTarget("gbuffer1", "gbuffer1");
#if rp_gbuffer_emission
{
path.bindTarget("gbuffer_emission", "gbufferEmission");
}
#end
#if rp_gbuffer2
path.bindTarget("gbuffer2", "sveloc");
#end
#if rp_shadowmap
{
#if lnx_shadowmap_atlas
Inc.bindShadowMapAtlas();
#else
Inc.bindShadowMap();
#end
}
#end
#if (rp_shadowmap)
// atlasing is exclusive for now
#if lnx_shadowmap_atlas
Inc.drawShadowMapAtlas();
#else
Inc.drawShadowMap();
#end
path.drawShader("shader_datas/ssgi_pass/ssgi_pass");
path.setTarget("singleb");
path.bindTarget("singlea", "tex");
path.bindTarget("gbuffer0", "gbuffer0");
path.drawShader("shader_datas/blur_edge_pass/blur_edge_pass_x");
path.setTarget("singlea");
path.bindTarget("singleb", "tex");
path.bindTarget("gbuffer0", "gbuffer0");
path.drawShader("shader_datas/blur_edge_pass/blur_edge_pass_y");
}
}
#end
// Voxels
@ -580,9 +668,6 @@ class RenderPathDeferred {
if (iron.RenderPath.pre_clear == true)
{
#if (rp_voxels == "Voxel GI")
path.clearImage("voxelsLight", 0x00000000);
#end
path.clearImage("voxels", 0x00000000);
path.clearImage("voxelsOut", 0x00000000);
path.clearImage("voxelsOutB", 0x00000000);
@ -594,26 +679,30 @@ class RenderPathDeferred {
}
else
{
#if (rp_voxels == "Voxel GI")
path.clearImage("voxelsLight", 0x00000000);
#end
path.clearImage("voxels", 0x00000000);
Inc.computeVoxelsOffsetPrev();
}
path.setTarget("");
path.bindTarget("voxels", "voxels");
#if rp_shadowmap
{
#if lnx_shadowmap_atlas
Inc.bindShadowMapAtlas();
#else
Inc.bindShadowMap();
#end
}
#end
var res = iron.RenderPath.getVoxelRes();
path.setViewport(res, res);
path.bindTarget("voxels", "voxels");
path.drawMeshes("voxel");
#if (rp_voxels == "Voxel GI")
Inc.computeVoxelsLight();
#end
Inc.computeVoxelsTemporal();
#if (lnx_voxelgi_shadows || rp_voxels == "Voxel GI")
#if (rp_voxels == "Voxel GI")
Inc.computeVoxelsSDF();
#end
@ -628,7 +717,6 @@ class RenderPathDeferred {
}
}
#end
// ---
// Deferred light
// ---
@ -760,15 +848,9 @@ class RenderPathDeferred {
}
#end
#if (rp_translucency && !rp_ssrefr)
{
Inc.drawTranslucency("tex");
}
#end
#if rp_volumetriclight
{
path.setTarget("singlea");
path.setTarget("volumetrica");
path.bindTarget("_main", "gbufferD");
#if lnx_shadowmap_atlas
Inc.bindShadowMapAtlas();
@ -777,85 +859,16 @@ class RenderPathDeferred {
#end
path.drawShader("shader_datas/volumetric_light/volumetric_light");
path.setTarget("singleb");
path.bindTarget("singlea", "tex");
path.setTarget("volumetricb");
path.bindTarget("volumetrica", "tex");
path.drawShader("shader_datas/blur_bilat_pass/blur_bilat_pass_x");
path.setTarget("tex");
path.bindTarget("singleb", "tex");
path.bindTarget("volumetricb", "tex");
path.drawShader("shader_datas/blur_bilat_blend_pass/blur_bilat_blend_pass_y");
}
#end
#if rp_bloom
{
inline Inc.drawBloom("tex", bloomDownsampler, bloomUpsampler);
}
#end
#if rp_sss
{
#if (!kha_opengl)
path.setDepthFrom("tex", "gbuffer1"); // Unbind depth so we can read it
#end
path.setTarget("buf");
path.bindTarget("tex", "tex");
path.bindTarget("_main", "gbufferD");
path.bindTarget("gbuffer0", "gbuffer0");
path.drawShader("shader_datas/sss_pass/sss_pass_x");
path.setTarget("tex");
path.bindTarget("buf", "tex");
path.bindTarget("_main", "gbufferD");
path.bindTarget("gbuffer0", "gbuffer0");
path.drawShader("shader_datas/sss_pass/sss_pass_y");
#if (!kha_opengl)
path.setDepthFrom("tex", "gbuffer0");
#end
}
#end
#if rp_ssrefr
{
if (leenkx.data.Config.raw.rp_ssrefr != false)
{
//save depth
path.setTarget("gbufferD1");
path.bindTarget("_main", "tex");
path.drawShader("shader_datas/copy_pass/copy_pass");
//save background color
path.setTarget("refr");
path.bindTarget("tex", "tex");
path.drawShader("shader_datas/copy_pass/copy_pass");
path.setTarget("gbuffer0", ["tex", "gbuffer_refraction"]);
#if (rp_voxels != "Off")
{
path.bindTarget("voxelsOut", "voxels");
path.bindTarget("voxelsSDF", "voxelsSDF");
path.bindTarget("gbuffer2", "sveloc");
}
#end
path.drawMeshes("refraction");
path.setTarget("tex");
path.bindTarget("tex", "tex");
path.bindTarget("refr", "tex1");
path.bindTarget("_main", "gbufferD");
path.bindTarget("gbufferD1", "gbufferD1");
path.bindTarget("gbuffer0", "gbuffer0");
path.bindTarget("gbuffer_refraction", "gbuffer_refraction");
path.drawShader("shader_datas/ssrefr_pass/ssrefr_pass");
}
}
#end
#if rp_ssr
{
if (leenkx.data.Config.raw.rp_ssr != false) {
@ -900,6 +913,88 @@ class RenderPathDeferred {
}
#end
#if rp_sss
{
#if (!kha_opengl)
path.setDepthFrom("tex", "gbuffer1"); // Unbind depth so we can read it
#end
path.setTarget("buf");
path.bindTarget("tex", "tex");
path.bindTarget("_main", "gbufferD");
path.bindTarget("gbuffer0", "gbuffer0");
path.drawShader("shader_datas/sss_pass/sss_pass_x");
path.setTarget("tex");
path.bindTarget("buf", "tex");
path.bindTarget("_main", "gbufferD");
path.bindTarget("gbuffer0", "gbuffer0");
path.drawShader("shader_datas/sss_pass/sss_pass_y");
#if (!kha_opengl)
path.setDepthFrom("tex", "gbuffer0");
#end
}
#end
#if (rp_translucency && !rp_ssrefr)
{
Inc.drawTranslucency("tex");
}
#end
#if rp_ssrefr
{
if (leenkx.data.Config.raw.rp_ssrefr != false)
{
//save depth
path.setTarget("gbufferD1");
path.bindTarget("_main", "tex");
path.drawShader("shader_datas/copy_pass/copy_pass");
//save background color
path.setTarget("refr");
path.bindTarget("tex", "tex");
path.drawShader("shader_datas/copy_pass/copy_pass");
path.setTarget("gbuffer0", ["tex", "gbuffer_refraction"]);
#if rp_shadowmap
{
#if lnx_shadowmap_atlas
Inc.bindShadowMapAtlas();
#else
Inc.bindShadowMap();
#end
}
#end
#if (rp_voxels != "Off")
path.bindTarget("voxelsOut", "voxels");
#if (rp_voxels == "Voxel GI" || lnx_voxelgi_shadows)
path.bindTarget("voxelsSDF", "voxelsSDF");
#end
#end
#if rp_ssrs
path.bindTarget("_main", "gbufferD");
#end
path.drawMeshes("refraction");
path.setTarget("tex");
path.bindTarget("tex", "tex");
path.bindTarget("refr", "tex1");
path.bindTarget("_main", "gbufferD");
path.bindTarget("gbufferD1", "gbufferD1");
path.bindTarget("gbuffer0", "gbuffer0");
path.bindTarget("gbuffer_refraction", "gbuffer_refraction");
path.drawShader("shader_datas/ssrefr_pass/ssrefr_pass");
}
}
#end
#if ((rp_motionblur == "Camera") || (rp_motionblur == "Object"))
{
if (leenkx.data.Config.raw.rp_motionblur != false) {
@ -964,6 +1059,12 @@ class RenderPathDeferred {
}
#end
#if rp_bloom
{
inline Inc.drawBloom("tex", bloomDownsampler, bloomUpsampler);
}
#end
#if (rp_supersampling == 4)
var framebuffer = "buf";
#else

View File

@ -142,16 +142,17 @@ class RenderPathForward {
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
t.format = "R32";
t.format = "DEPTH24";
t.scale = Inc.getSuperSampling();
path.createRenderTarget(t);
//holds colors before refractive meshes are drawn
var t = new RenderTargetRaw();
t.name = "refr";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
t.format = "RGBA64";
t.format = Inc.getHdrFormat();
t.scale = Inc.getSuperSampling();
path.createRenderTarget(t);
}
@ -200,17 +201,10 @@ class RenderPathForward {
Inc.initGI("voxels");
Inc.initGI("voxelsOut");
Inc.initGI("voxelsOutB");
#if (lnx_voxelgi_shadows || (rp_voxels == "Voxel GI"))
#if (rp_voxels == "Voxel GI" || lnx_voxelgi_shadows)
Inc.initGI("voxelsSDF");
Inc.initGI("voxelsSDFtmp");
#end
#if (rp_voxels == "Voxel GI")
Inc.initGI("voxelsLight");
Inc.initGI("voxels_diffuse");
Inc.initGI("voxels_specular");
#else
Inc.initGI("voxels_ao");
#end
iron.RenderPath.clipmaps = new Array<Clipmap>();
for (i in 0...Main.voxelgiClipmapCount) {
var clipmap = new iron.object.Clipmap();
@ -257,18 +251,25 @@ class RenderPathForward {
#end
#end
#if rp_volumetriclight
#if (rp_volumetriclight || rp_ssgi != "Off")
{
#if (rp_volumetriclight)
path.loadShader("shader_datas/volumetric_light/volumetric_light");
path.loadShader("shader_datas/blur_bilat_pass/blur_bilat_pass_x");
path.loadShader("shader_datas/blur_bilat_blend_pass/blur_bilat_blend_pass_y");
#end
var t = new RenderTargetRaw();
t.name = "singlea";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
#if (rp_ssgi == "SSGI")
t.format = "RGBA32";
#else
t.format = "R8";
#end
t.scale = Inc.getSuperSampling();
path.createRenderTarget(t);
@ -277,7 +278,11 @@ class RenderPathForward {
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
#if (rp_ssgi == "SSGI")
t.format = "RGBA32";
#else
t.format = "R8";
#end
t.scale = Inc.getSuperSampling();
path.createRenderTarget(t);
}
@ -374,9 +379,6 @@ class RenderPathForward {
if (iron.RenderPath.pre_clear == true)
{
#if (rp_voxels == "Voxel GI")
path.clearImage("voxelsLight", 0x00000000);
#end
path.clearImage("voxels", 0x00000000);
path.clearImage("voxelsOut", 0x00000000);
path.clearImage("voxelsOutB", 0x00000000);
@ -388,9 +390,6 @@ class RenderPathForward {
}
else
{
#if (rp_voxels == "Voxel GI")
path.clearImage("voxelsLight", 0x00000000);
#end
path.clearImage("voxels", 0x00000000);
Inc.computeVoxelsOffsetPrev();
}
@ -400,27 +399,12 @@ class RenderPathForward {
path.setViewport(res, res);
path.bindTarget("voxels", "voxels");
path.drawMeshes("voxel");
#if (rp_voxels == "Voxel GI")
Inc.computeVoxelsLight();
#end
Inc.computeVoxelsTemporal();
#if (lnx_voxelgi_shadows || (rp_voxels == "Voxel GI"))
Inc.computeVoxelsSDF();
#end
if (iron.RenderPath.res_pre_clear == true)
{
iron.RenderPath.res_pre_clear = false;
#if (rp_voxels == "Voxel GI")
path.clearImage("voxels_diffuse", 0x00000000);
path.clearImage("voxels_specular", 0x00000000);
#else
path.clearImage("voxels_ao", 0x00000000);
#end
}
}
#end
@ -439,7 +423,7 @@ class RenderPathForward {
#if (rp_ssrefr || lnx_voxelgi_refract)
{
path.setTarget("gbuffer_refraction"); // Only clear gbuffer0
path.clearTarget(0xff000000);
path.clearTarget(0xffffff00);
}
#end
@ -449,13 +433,6 @@ class RenderPathForward {
}
#end
#if rp_ssrefr
{
path.setTarget("gbuffer_refraction");
path.clearTarget(0xffffff00);
}
#end
RenderPathCreator.setTargetMeshes();
#if rp_shadowmap
@ -472,19 +449,12 @@ class RenderPathForward {
#if (rp_voxels != "Off")
if (leenkx.data.Config.raw.rp_gi != false)
{
#if (rp_voxels == "Voxel AO")
Inc.resolveAO();
path.bindTarget("voxels_ao", "voxels_ao");
#else
Inc.resolveDiffuse();
Inc.resolveSpecular();
path.bindTarget("voxels_diffuse", "voxels_diffuse");
path.bindTarget("voxels_specular", "voxels_specular");
#end
#if lnx_voxelgi_shadows
#if (rp_voxels != "Off")
path.bindTarget("voxelsOut", "voxels");
#if (rp_voxels == "Voxel GI" || lnx_voxelgi_shadows)
path.bindTarget("voxelsSDF", "voxelsSDF");
#end
#end
}
#end
@ -522,14 +492,31 @@ class RenderPathForward {
path.setTarget("lbuffer0", ["lbuffer1", "gbuffer_refraction"]);
#if rp_shadowmap
{
#if lnx_shadowmap_atlas
Inc.bindShadowMapAtlas();
#else
Inc.bindShadowMap();
#end
}
#end
#if (rp_voxels != "Off")
path.bindTarget("voxelsOut", "voxels");
#if (rp_voxels == "Voxel GI" || lnx_voxelgi_shadows)
path.bindTarget("voxelsSDF", "voxelsSDF");
#end
#end
#if rp_ssrs
path.bindTarget("_main", "gbufferD");
#end
path.drawMeshes("refraction");
path.setTarget("lbuffer0");
path.bindTarget("lbuffer0", "tex");
path.bindTarget("refr", "tex1");
path.bindTarget("_main", "gbufferD");
@ -577,6 +564,50 @@ class RenderPathForward {
}
#end
#if rp_ssrefr
{
if (leenkx.data.Config.raw.rp_ssrefr != false)
{
path.setTarget("gbufferD1");
path.bindTarget("_main", "tex");
path.drawShader("shader_datas/copy_pass/copy_pass");
path.setTarget("refr");
path.bindTarget("lbuffer0", "tex");
path.drawShader("shader_datas/copy_pass/copy_pass");
path.setTarget("lbuffer0", ["lbuffer1", "gbuffer_refraction"]);
#if rp_shadowmap
{
#if lnx_shadowmap_atlas
Inc.bindShadowMapAtlas();
#else
Inc.bindShadowMap();
#end
}
#end
#if (rp_voxels != "Off")
path.bindTarget("voxelsOut", "voxels");
path.bindTarget("voxelsSDF", "voxelsSDF");
#end
path.drawMeshes("refraction");
path.setTarget("lbuffer0");
path.bindTarget("lbuffer0", "tex");
path.bindTarget("refr", "tex1");
path.bindTarget("_main", "gbufferD");
path.bindTarget("gbufferD1", "gbufferD1");
path.bindTarget("lbuffer1", "gbuffer0");
path.bindTarget("gbuffer_refraction", "gbuffer_refraction");
path.drawShader("shader_datas/ssrefr_pass/ssrefr_pass");
}
}
#end
#if rp_bloom
{
inline Inc.drawBloom("lbuffer0", bloomDownsampler, bloomUpsampler);

View File

@ -41,7 +41,11 @@ class Starter {
try {
#end
kha.System.start({title: Main.projectName, width: c.window_w, height: c.window_h, window: {mode: windowMode, windowFeatures: windowFeatures}, framebuffer: {samplesPerPixel: c.window_msaa, verticalSync: c.window_vsync}}, function(window: kha.Window) {
kha.System.start({title: Main.projectName, width: c.window_w, height: c.window_h, window: {
#if lnx_render_viewport
visible: false,
#end
mode: windowMode, windowFeatures: windowFeatures}, framebuffer: {samplesPerPixel: c.window_msaa, verticalSync: c.window_vsync}}, function(window: kha.Window) {
iron.App.init(function() {
#if lnx_loadscreen

View File

@ -73,7 +73,17 @@ class PhysicsBreak extends Trait {
collisionMargin: 0.04,
linearDeactivationThreshold: 0.0,
angularDeactivationThrshold: 0.0,
deactivationTime: 0.0
deactivationTime: 0.0,
linearVelocityMin: 0.0,
linearVelocityMax: 0.0,
angularVelocityMin: 0.0,
angularVelocityMax: 0.0,
lockTranslationX: false,
lockTranslationY: false,
lockTranslationZ: false,
lockRotationX: false,
lockRotationY: false,
lockRotationZ: false
};
o.addTrait(new RigidBody(Shape.ConvexHull, ud.mass, ud.friction, 0, 1, params));
if (cast(o, MeshObject).data.geom.positions.values.length < 600) {

View File

@ -280,7 +280,11 @@ class DebugConsole extends Trait {
function drawObjectNameInList(object: iron.object.Object, selected: Bool) {
var _y = ui._y;
ui.text(object.uid+'_'+object.name);
if (object.parent.name == 'Root' && object.raw == null)
ui.text(object.uid+'_'+object.name+' ('+iron.Scene.active.raw.world_ref+')');
else
ui.text(object.uid+'_'+object.name);
if (object == iron.Scene.active.camera) {
var tagWidth = 100;

View File

@ -36,6 +36,18 @@ class RigidBody extends iron.Trait {
var useDeactivation: Bool;
var deactivationParams: Array<Float>;
var ccd = false; // Continuous collision detection
// New velocity limiting properties
var linearVelocityMin: Float;
var linearVelocityMax: Float;
var angularVelocityMin: Float;
var angularVelocityMax: Float;
// New lock properties
var lockTranslationX: Bool;
var lockTranslationY: Bool;
var lockTranslationZ: Bool;
var lockRotationX: Bool;
var lockRotationY: Bool;
var lockRotationZ: Bool;
public var group = 1;
public var mask = 1;
var trigger = false;
@ -120,7 +132,17 @@ class RigidBody extends iron.Trait {
collisionMargin: 0.0,
linearDeactivationThreshold: 0.0,
angularDeactivationThrshold: 0.0,
deactivationTime: 0.0
deactivationTime: 0.0,
linearVelocityMin: 0.0,
linearVelocityMax: 0.0,
angularVelocityMin: 0.0,
angularVelocityMax: 0.0,
lockTranslationX: false,
lockTranslationY: false,
lockTranslationZ: false,
lockRotationX: false,
lockRotationY: false,
lockRotationZ: false
};
if (flags == null) flags = {
@ -139,6 +161,18 @@ class RigidBody extends iron.Trait {
this.angularFactors = [params.angularFactorsX, params.angularFactorsY, params.angularFactorsZ];
this.collisionMargin = params.collisionMargin;
this.deactivationParams = [params.linearDeactivationThreshold, params.angularDeactivationThrshold, params.deactivationTime];
// New velocity limiting properties
this.linearVelocityMin = params.linearVelocityMin;
this.linearVelocityMax = params.linearVelocityMax;
this.angularVelocityMin = params.angularVelocityMin;
this.angularVelocityMax = params.angularVelocityMax;
// New lock properties
this.lockTranslationX = params.lockTranslationX;
this.lockTranslationY = params.lockTranslationY;
this.lockTranslationZ = params.lockTranslationZ;
this.lockRotationX = params.lockRotationX;
this.lockRotationY = params.lockRotationY;
this.lockRotationZ = params.lockRotationZ;
this.animated = flags.animated;
this.trigger = flags.trigger;
this.ccd = flags.ccd;
@ -291,11 +325,25 @@ class RigidBody extends iron.Trait {
}
if (linearFactors != null) {
setLinearFactor(linearFactors[0], linearFactors[1], linearFactors[2]);
// Apply lock properties by overriding factors
var lx = linearFactors[0];
var ly = linearFactors[1];
var lz = linearFactors[2];
if (lockTranslationX) lx = 0.0;
if (lockTranslationY) ly = 0.0;
if (lockTranslationZ) lz = 0.0;
setLinearFactor(lx, ly, lz);
}
if (angularFactors != null) {
setAngularFactor(angularFactors[0], angularFactors[1], angularFactors[2]);
// Apply lock properties by overriding factors
var ax = angularFactors[0];
var ay = angularFactors[1];
var az = angularFactors[2];
if (lockRotationX) ax = 0.0;
if (lockRotationY) ay = 0.0;
if (lockRotationZ) az = 0.0;
setAngularFactor(ax, ay, az);
}
if (trigger) bodyColl.setCollisionFlags(bodyColl.getCollisionFlags() | CF_NO_CONTACT_RESPONSE);
@ -411,6 +459,55 @@ class RigidBody extends iron.Trait {
var rbs = physics.getContacts(this);
if (rbs != null) for (rb in rbs) for (f in onContact) f(rb);
}
// Apply velocity limiting if enabled
if (!animated && !staticObj) {
applyVelocityLimits();
}
}
function applyVelocityLimits() {
if (!ready) return;
// Check linear velocity limits
if (linearVelocityMin > 0.0 || linearVelocityMax > 0.0) {
var velocity = getLinearVelocity();
var speed = velocity.length();
if (linearVelocityMin > 0.0 && speed < linearVelocityMin) {
// Increase velocity to minimum
if (speed > 0.0) {
velocity.normalize();
velocity.mult(linearVelocityMin);
setLinearVelocity(velocity.x, velocity.y, velocity.z);
}
} else if (linearVelocityMax > 0.0 && speed > linearVelocityMax) {
// Clamp velocity to maximum
velocity.normalize();
velocity.mult(linearVelocityMax);
setLinearVelocity(velocity.x, velocity.y, velocity.z);
}
}
// Check angular velocity limits
if (angularVelocityMin > 0.0 || angularVelocityMax > 0.0) {
var angularVel = getAngularVelocity();
var angularSpeed = angularVel.length();
if (angularVelocityMin > 0.0 && angularSpeed < angularVelocityMin) {
// Increase angular velocity to minimum
if (angularSpeed > 0.0) {
angularVel.normalize();
angularVel.mult(angularVelocityMin);
setAngularVelocity(angularVel.x, angularVel.y, angularVel.z);
}
} else if (angularVelocityMax > 0.0 && angularSpeed > angularVelocityMax) {
// Clamp angular velocity to maximum
angularVel.normalize();
angularVel.mult(angularVelocityMax);
setAngularVelocity(angularVel.x, angularVel.y, angularVel.z);
}
}
}
public function disableCollision() {
@ -745,6 +842,16 @@ typedef RigidBodyParams = {
var linearDeactivationThreshold: Float;
var angularDeactivationThrshold: Float;
var deactivationTime: Float;
var linearVelocityMin: Float;
var linearVelocityMax: Float;
var angularVelocityMin: Float;
var angularVelocityMax: Float;
var lockTranslationX: Bool;
var lockTranslationY: Bool;
var lockTranslationZ: Bool;
var lockRotationX: Bool;
var lockRotationY: Bool;
var lockRotationZ: Bool;
}
typedef RigidBodyFlags = {

View File

@ -151,7 +151,7 @@ class LeenkxExporter:
self.default_part_material_objects = []
self.material_to_lnx_object_dict = {}
# Stores the link between a blender object and its
# corresponding export data (arm object)
# corresponding export data (lnx object)
self.object_to_lnx_object_dict: Dict[bpy.types.Object, Dict] = {}
self.bone_tracks = []
@ -540,8 +540,16 @@ class LeenkxExporter:
o['material_refs'].append(lnx.utils.asset_name(material))
def export_particle_system_ref(self, psys: bpy.types.ParticleSystem, out_object):
if psys.settings.instance_object is None or psys.settings.render_type != 'OBJECT' or not psys.settings.instance_object.lnx_export or not bpy.data.objects[out_object['name']].modifiers[psys.name].show_render:
if psys.settings.instance_object is None or psys.settings.render_type != 'OBJECT' or not psys.settings.instance_object.lnx_export:
return
for obj in bpy.data.objects:
if obj.name == out_object['name']:
for mod in obj.modifiers:
if mod.type == 'PARTICLE_SYSTEM':
if mod.particle_system.name == psys.name:
if not mod.show_render:
return
self.particle_system_array[psys.settings] = {"structName": psys.settings.name}
pref = {
@ -630,7 +638,10 @@ class LeenkxExporter:
continue
for slot in bobject.material_slots:
if slot.material is None or slot.material.library is not None:
if slot.material is None:
continue
if slot.material.library is not None:
slot.material.lnx_particle_flag = True
continue
if slot.material.name.endswith(variant_suffix):
continue
@ -835,6 +846,13 @@ class LeenkxExporter:
}
out_object['vertex_groups'].append(out_vertex_groups)
if len(bobject.lnx_camera_list) > 0:
out_camera_list = []
for camera in bobject.lnx_camera_list:
if camera.lnx_camera_object_ptr != None:
out_camera_list.append(camera.lnx_camera_object_ptr.name)
if len(out_camera_list) > 0:
out_object['camera_list'] = out_camera_list
if len(bobject.lnx_propertylist) > 0:
out_object['properties'] = []
@ -910,8 +928,12 @@ class LeenkxExporter:
out_object['particle_refs'] = []
out_object['render_emitter'] = bobject.show_instancer_for_render
for i in range(num_psys):
if bobject.modifiers[bobject.particle_systems[i].name].show_render:
self.export_particle_system_ref(bobject.particle_systems[i], out_object)
for obj in bpy.data.objects:
for mod in obj.modifiers:
if mod.type == 'PARTICLE_SYSTEM':
if mod.particle_system.name == bobject.particle_systems[i].name:
if mod.show_render:
self.export_particle_system_ref(bobject.particle_systems[i], out_object)
aabb = bobject.data.lnx_aabb
if aabb[0] == 0 and aabb[1] == 0 and aabb[2] == 0:
@ -2282,12 +2304,12 @@ class LeenkxExporter:
self.output['particle_datas'] = []
for particleRef in self.particle_system_array.items():
padd = False;
for obj in self.output['objects']:
if 'particle_refs' in obj:
for pref in obj['particle_refs']:
if pref['particle'] == particleRef[1]["structName"]:
if bpy.data.objects[obj['name']].modifiers[pref['name']].show_render == True:
padd = True;
for obj in bpy.data.objects:
for mod in obj.modifiers:
if mod.type == 'PARTICLE_SYSTEM':
if mod.particle_system.settings.name == particleRef[1]["structName"]:
if mod.show_render:
padd = True
if not padd:
continue;
psettings = particleRef[0]
@ -2821,6 +2843,18 @@ class LeenkxExporter:
body_params['linearDeactivationThreshold'] = deact_lv
body_params['angularDeactivationThrshold'] = deact_av
body_params['deactivationTime'] = deact_time
# New velocity limit properties
body_params['linearVelocityMin'] = bobject.lnx_rb_linear_velocity_min
body_params['linearVelocityMax'] = bobject.lnx_rb_linear_velocity_max
body_params['angularVelocityMin'] = bobject.lnx_rb_angular_velocity_min
body_params['angularVelocityMax'] = bobject.lnx_rb_angular_velocity_max
# New lock properties
body_params['lockTranslationX'] = bobject.lnx_rb_lock_translation_x
body_params['lockTranslationY'] = bobject.lnx_rb_lock_translation_y
body_params['lockTranslationZ'] = bobject.lnx_rb_lock_translation_z
body_params['lockRotationX'] = bobject.lnx_rb_lock_rotation_x
body_params['lockRotationY'] = bobject.lnx_rb_lock_rotation_y
body_params['lockRotationZ'] = bobject.lnx_rb_lock_rotation_z
body_flags = {}
body_flags['animated'] = rb.kinematic
body_flags['trigger'] = bobject.lnx_rb_trigger
@ -2981,7 +3015,10 @@ class LeenkxExporter:
# mesh = obj.data
# for face in mesh.faces:
# face.v.reverse()
# bpy.ops.export_scene.obj(override, use_selection=True, filepath=nav_filepath, check_existing=False, use_normals=False, use_uvs=False, use_materials=False)
# if bpy.app.version[0] >= 4:
# bpy.ops.wm.obj_export(override, use_selection=True, filepath=nav_filepath, check_existing=False, use_normals=False, use_uvs=False, use_materials=False)
# else:
# bpy.ops.export_scene.obj(override, use_selection=True, filepath=nav_filepath, check_existing=False, use_normals=False, use_uvs=False, use_materials=False)
# bobject.scale.y *= -1
armature = bobject.find_armature()
apply_modifiers = not armature
@ -3020,6 +3057,8 @@ class LeenkxExporter:
if trait_prop.type.endswith("Object"):
value = lnx.utils.asset_name(trait_prop.value_object)
elif trait_prop.type == "TSceneFormat":
value = lnx.utils.asset_name(trait_prop.value_scene)
else:
value = trait_prop.get_value()

View File

@ -2,7 +2,10 @@ import importlib
import os
import queue
import sys
import threading
import time
import types
from typing import Dict, Tuple, Callable, Set
import bpy
from bpy.app.handlers import persistent
@ -30,6 +33,10 @@ if lnx.is_reload(__name__):
else:
lnx.enable_reload(__name__)
# Module-level storage for active threads (eliminates re-queuing overhead)
_active_threads: Dict[threading.Thread, Callable] = {}
_last_poll_time = 0.0
_consecutive_empty_polls = 0
@persistent
def on_depsgraph_update_post(self):
@ -135,35 +142,113 @@ def always() -> float:
def poll_threads() -> float:
"""Polls the thread callback queue and if a thread has finished, it
is joined with the main thread and the corresponding callback is
executed in the main thread.
"""
Improved thread polling with:
- No re-queuing overhead
- Batch processing of completed threads
- Adaptive timing based on activity
- Better memory management
- Simplified logic flow
"""
global _last_poll_time, _consecutive_empty_polls
current_time = time.time()
# Process all new threads from queue at once (batch processing)
new_threads_added = 0
try:
thread, callback = make.thread_callback_queue.get(block=False)
while True:
thread, callback = make.thread_callback_queue.get(block=False)
_active_threads[thread] = callback
new_threads_added += 1
except queue.Empty:
pass
# Early return if no active threads
if not _active_threads:
_consecutive_empty_polls += 1
# Adaptive timing: longer intervals when consistently empty
if _consecutive_empty_polls > 10:
return 0.5 # Back off when no activity
return 0.25
if thread.is_alive():
try:
make.thread_callback_queue.put((thread, callback), block=False)
except queue.Full:
return 0.5
return 0.1
# Reset empty poll counter when we have active threads
_consecutive_empty_polls = 0
# Find completed threads (single pass, no re-queuing)
completed_threads = []
for thread in list(_active_threads.keys()):
if not thread.is_alive():
completed_threads.append(thread)
# Batch process all completed threads
if completed_threads:
_process_completed_threads(completed_threads)
# Adaptive timing based on activity level
active_count = len(_active_threads)
if active_count == 0:
return 0.25
elif active_count <= 3:
return 0.05 # Medium frequency for low activity
else:
return 0.01 # High frequency for high activity
def _process_completed_threads(completed_threads: list) -> None:
"""Process a batch of completed threads with robust error handling."""
for thread in completed_threads:
callback = _active_threads.pop(thread) # Remove from tracking
try:
thread.join()
thread.join() # Should be instant since thread is dead
callback()
except Exception as e:
# If there is an exception, we can no longer return the time to
# the next call to this polling function, so to keep it running
# we re-register it and then raise the original exception.
try:
bpy.app.timers.unregister(poll_threads)
except ValueError:
pass
bpy.app.timers.register(poll_threads, first_interval=0.01, persistent=True)
# Quickly check if another thread has finished
return 0.01
# Robust error recovery
_handle_callback_error(e)
continue # Continue processing other threads
# Explicit cleanup for better memory management
del thread, callback
def _handle_callback_error(exception: Exception) -> None:
"""Centralized error handling with better recovery."""
try:
# Try to unregister existing timer
bpy.app.timers.unregister(poll_threads)
except ValueError:
pass # Timer wasn't registered, that's fine
# Re-register timer with slightly longer interval for stability
bpy.app.timers.register(poll_threads, first_interval=0.1, persistent=True)
# Re-raise the original exception after ensuring timer continuity
raise exception
def cleanup_polling_system() -> None:
"""Optional cleanup function for proper shutdown."""
global _active_threads, _consecutive_empty_polls
# Wait for remaining threads to complete (with timeout)
for thread in list(_active_threads.keys()):
if thread.is_alive():
thread.join(timeout=1.0) # 1 second timeout
# Clear tracking structures
_active_threads.clear()
_consecutive_empty_polls = 0
# Unregister timer
try:
bpy.app.timers.unregister(poll_threads)
except ValueError:
pass
def get_polling_stats() -> dict:
"""Get statistics about the polling system for monitoring."""
return {
'active_threads': len(_active_threads),
'consecutive_empty_polls': _consecutive_empty_polls,
'thread_ids': [t.ident for t in _active_threads.keys()]
}
loaded_py_libraries: dict[str, types.ModuleType] = {}

Some files were not shown because too many files have changed in this diff Show More