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@ -2,10 +2,12 @@
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-cp ../Kha/Backends/Krom
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-cp ../leenkx/Sources
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-cp ../iron/Sources
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-cp ../lib/aura/Sources
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-cp ../lib/haxebullet/Sources
|
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-cp ../lib/haxerecast/Sources
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-cp ../lib/zui/Sources
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--macro include('iron', true, null, ['../iron/Sources'])
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--macro include('aura', true, null, ['../lib/aura/Sources'])
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--macro include('haxebullet', true, null, ['../lib/haxebullet/Sources'])
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--macro include('haxerecast', true, null, ['../lib/haxerecast/Sources'])
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--macro include('leenkx', true, ['leenkx.network'], ['../leenkx/Sources','../iron/Sources'])
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26
leenkx.py
26
leenkx.py
@ -24,7 +24,7 @@ import textwrap
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import threading
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import traceback
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||||
import typing
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from typing import Callable, Optional
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from typing import Callable, Optional, List
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import webbrowser
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import bpy
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@ -33,6 +33,12 @@ from bpy.props import *
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from bpy.types import Operator, AddonPreferences
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if bpy.app.version < (2, 90, 0):
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ListType = List
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||||
else:
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ListType = list
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class SDKSource(IntEnum):
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PREFS = 0
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LOCAL = 1
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||||
@ -73,9 +79,10 @@ def detect_sdk_path():
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area = win.screen.areas[0]
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area_type = area.type
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area.type = "INFO"
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with bpy.context.temp_override(window=win, screen=win.screen, area=area):
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bpy.ops.info.select_all(action='SELECT')
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bpy.ops.info.report_copy()
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if bpy.app.version >= (2, 92, 0):
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with bpy.context.temp_override(window=win, screen=win.screen, area=area):
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bpy.ops.info.select_all(action='SELECT')
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bpy.ops.info.report_copy()
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area.type = area_type
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clipboard = bpy.context.window_manager.clipboard
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@ -85,6 +92,7 @@ def detect_sdk_path():
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if match:
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addon_prefs.sdk_path = os.path.dirname(match[-1])
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def get_link_web_server(self):
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return self.get('link_web_server', 'http://localhost/')
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@ -558,7 +566,7 @@ def remove_readonly(func, path, excinfo):
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func(path)
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def run_proc(cmd: list[str], done: Optional[Callable[[bool], None]] = None):
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def run_proc(cmd: ListType[str], done: Optional[Callable[[bool], None]] = None):
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def fn(p, done):
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p.wait()
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if done is not None:
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@ -840,7 +848,13 @@ def update_leenkx_py(sdk_path: str, force_relink=False):
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else:
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raise err
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else:
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lnx_module_file.unlink(missing_ok=True)
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if bpy.app.version < (2, 92, 0):
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try:
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lnx_module_file.unlink()
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except FileNotFoundError:
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pass
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else:
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lnx_module_file.unlink(missing_ok=True)
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shutil.copy(Path(sdk_path) / 'leenkx.py', lnx_module_file)
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||||
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||||
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@ -29,11 +29,10 @@ uniform sampler2D gbuffer1;
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#ifdef _VoxelGI
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uniform sampler2D voxels_diffuse;
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uniform sampler2D voxels_specular;
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#else
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#endif
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#ifdef _VoxelAOvar
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uniform sampler2D voxels_ao;
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#endif
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#endif
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#ifdef _VoxelShadow
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uniform sampler3D voxels;
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uniform sampler3D voxelsSDF;
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@ -57,10 +56,6 @@ uniform vec3 backgroundCol;
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#ifdef _SSAO
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uniform sampler2D ssaotex;
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||||
#else
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#ifdef _SSGI
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||||
uniform sampler2D ssaotex;
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||||
#endif
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||||
#endif
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||||
|
||||
#ifdef _SSS
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||||
@ -118,15 +113,11 @@ uniform vec2 cameraPlane;
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#ifdef _SinglePoint
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#ifdef _Spot
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//!uniform sampler2DShadow shadowMapSpot[1];
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#ifdef _ShadowMapTransparent
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//!uniform sampler2D shadowMapSpotTransparent[1];
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#endif
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//!uniform mat4 LWVPSpot[1];
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#else
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//!uniform samplerCubeShadow shadowMapPoint[1];
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#ifdef _ShadowMapTransparent
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//!uniform samplerCube shadowMapPointTransparent[1];
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#endif
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//!uniform vec2 lightProj;
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#endif
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#endif
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@ -134,40 +125,30 @@ uniform vec2 cameraPlane;
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#ifdef _ShadowMapAtlas
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#ifdef _SingleAtlas
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uniform sampler2DShadow shadowMapAtlas;
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#ifdef _ShadowMapTransparent
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uniform sampler2D shadowMapAtlasTransparent;
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#endif
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#endif
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#endif
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#ifdef _ShadowMapAtlas
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#ifndef _SingleAtlas
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//!uniform sampler2DShadow shadowMapAtlasPoint;
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#ifdef _ShadowMapTransparent
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//!uniform sampler2D shadowMapAtlasPointTransparent;
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#endif
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#endif
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//!uniform vec4 pointLightDataArray[maxLightsCluster * 6];
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//!uniform vec4 pointLightDataArray[4];
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#else
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//!uniform samplerCubeShadow shadowMapPoint[4];
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#ifdef _ShadowMapTransparent
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//!uniform samplerCube shadowMapPointTransparent[4];
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#endif
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#endif
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//!uniform vec2 lightProj;
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#ifdef _Spot
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#ifdef _ShadowMapAtlas
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#ifndef _SingleAtlas
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//!uniform sampler2DShadow shadowMapAtlasSpot;
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#ifdef _ShadowMapTransparent
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//!uniform sampler2D shadowMapAtlasSpotTransparent;
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#endif
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#endif
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#else
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//!uniform sampler2DShadow shadowMapSpot[4];
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#ifdef _ShadowMapTransparent
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//!uniform sampler2D shadowMapSpotTransparent[4];
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#endif
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#endif
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//!uniform mat4 LWVPSpotArray[maxLightsCluster];
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#endif
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#endif
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@ -180,16 +161,12 @@ uniform vec3 sunCol;
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#ifdef _ShadowMapAtlas
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#ifndef _SingleAtlas
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uniform sampler2DShadow shadowMapAtlasSun;
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#ifdef _ShadowMapTransparent
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uniform sampler2D shadowMapAtlasSunTransparent;
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#endif
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#endif
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#else
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uniform sampler2DShadow shadowMap;
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#ifdef _ShadowMapTransparent
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uniform sampler2D shadowMapTransparent;
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#endif
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#endif
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uniform float shadowsBias;
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#ifdef _CSM
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//!uniform vec4 casData[shadowmapCascades * 4 + 4];
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@ -250,22 +227,17 @@ void main() {
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vec4 g2 = textureLod(gbuffer2, texCoord, 0.0);
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#endif
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#ifdef _MicroShadowing
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occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
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#endif
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#ifdef _Brdf
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vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
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vec3 F = f0 * envBRDF.x + envBRDF.y;
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#else
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vec3 F = f0;
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#endif
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#ifndef _VoxelAOvar
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#ifndef _VoxelGI
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// Envmap
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#ifdef _Irr
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vec3 envl = shIrradiance(n, shirr);
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|
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#ifdef _gbuffer2
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@ -299,33 +271,33 @@ void main() {
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envl.rgb *= albedo;
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#ifdef _Brdf
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envl.rgb *= 1.0 - F; //LV: We should take refracted light into account
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envl.rgb *= 1.0 - (f0 * envBRDF.x + envBRDF.y); //LV: We should take refracted light into account
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#endif
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#ifdef _Rad // Indirect specular
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envl.rgb += prefilteredColor * F; //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
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envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y); //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
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#else
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#ifdef _EnvCol
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envl.rgb += backgroundCol * F; //LV: Eh, what's the point of weighting it only by F0?
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envl.rgb += backgroundCol * (f0 * envBRDF.x + envBRDF.y); //LV: Eh, what's the point of weighting it only by F0?
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#endif
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#endif
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envl.rgb *= envmapStrength * occspec.x;
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fragColor.rgb = envl;
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#endif
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#endif
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||||
#ifdef _VoxelGI
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fragColor.rgb = textureLod(voxels_diffuse, texCoord, 0.0).rgb * voxelgiDiff;
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vec4 indirect_diffuse = textureLod(voxels_diffuse, texCoord, 0.0);
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fragColor.rgb = (indirect_diffuse.rgb * albedo + envl.rgb * (1.0 - indirect_diffuse.a)) * voxelgiDiff;
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if(roughness < 1.0 && occspec.y > 0.0)
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fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * occspec.y * voxelgiRefl;
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#else
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#ifdef _VoxelAOvar
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fragColor.rgb = textureLod(voxels_ao, texCoord, 0.0).rgb * voxelgiOcc;
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#endif
|
||||
#endif
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|
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#ifdef _VoxelAOvar
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envl.rgb *= textureLod(voxels_ao, texCoord, 0.0).r;
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#endif
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||||
|
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#ifndef _VoxelGI
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fragColor.rgb = envl;
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#endif
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// Show voxels
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// vec3 origin = vec3(texCoord * 2.0 - 1.0, 0.99);
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// vec3 direction = vec3(0.0, 0.0, -1.0);
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@ -345,10 +317,6 @@ void main() {
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// #else
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fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r;
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// #endif
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#else
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#ifdef _SSGI
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fragColor.rgb += textureLod(ssaotex, texCoord, 0.0).rgb;
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#endif
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#endif
|
||||
|
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#ifdef _EmissionShadeless
|
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@ -381,70 +349,40 @@ void main() {
|
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#ifdef _ShadowMap
|
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#ifdef _CSM
|
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svisibility = shadowTestCascade(
|
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#ifdef _ShadowMapAtlas
|
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#ifdef _ShadowMapTransparent
|
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#ifndef _SingleAtlas
|
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shadowMapAtlasSun, shadowMapAtlasSunTransparent
|
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#else
|
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shadowMapAtlas, shadowMapAtlasTransparent
|
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#endif
|
||||
#else
|
||||
#ifndef _SingleAtlas
|
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shadowMapAtlasSun
|
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#else
|
||||
shadowMapAtlas
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
#ifdef _ShadowMapTransparent
|
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shadowMap, shadowMapTransparent
|
||||
#else
|
||||
shadowMap
|
||||
#endif
|
||||
#endif
|
||||
, eye, p + n * shadowsBias * 10, shadowsBias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, false
|
||||
#endif
|
||||
);
|
||||
#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) {
|
||||
svisibility = shadowTest(
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifdef _ShadowMapTransparent
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSun, shadowMapAtlasSunTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSun
|
||||
#else
|
||||
shadowMapAtlas
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMap, shadowMapTransparent
|
||||
#else
|
||||
shadowMap
|
||||
#endif
|
||||
#endif
|
||||
, lPos.xyz / lPos.w, shadowsBias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, false
|
||||
#endif
|
||||
);
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSun, shadowMapAtlasSunTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
shadowMap, shadowMapTransparent
|
||||
#endif
|
||||
, lPos.xyz / lPos.w, shadowsBias, false
|
||||
);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _VoxelShadow
|
||||
svisibility *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy, -g2.rg).r) * voxelgiShad;
|
||||
svisibility *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy).r) * voxelgiShad;
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _SSRS
|
||||
// vec2 coords = getProjectedCoord(hitCoord);
|
||||
// vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
|
||||
@ -501,16 +439,13 @@ void main() {
|
||||
fragColor.rgb += sampleLight(
|
||||
p, n, v, dotNV, pointPos, pointCol, albedo, roughness, occspec.y, f0
|
||||
#ifdef _ShadowMap
|
||||
, 0, pointBias, true
|
||||
#ifdef _ShadowMapTransparent
|
||||
, false
|
||||
#endif
|
||||
, 0, pointBias, true, false
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
, voxels, voxelsSDF, clipmaps, -g2.rg
|
||||
, voxels, voxelsSDF, clipmaps
|
||||
#endif
|
||||
#ifdef _MicroShadowing
|
||||
, occspec.x
|
||||
@ -557,10 +492,7 @@ void main() {
|
||||
f0
|
||||
#ifdef _ShadowMap
|
||||
// light index, shadow bias, cast_shadows
|
||||
, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0
|
||||
#ifdef _ShadowMapTransparent
|
||||
, false
|
||||
#endif
|
||||
, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, false
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, lightsArray[li * 3 + 2].y != 0.0
|
||||
@ -571,7 +503,7 @@ void main() {
|
||||
, lightsArraySpot[li * 2 + 1].xyz // right
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
, voxels, voxelsSDF, clipmaps, -g2.rg
|
||||
, voxels, voxelsSDF, clipmaps
|
||||
#endif
|
||||
#ifdef _MicroShadowing
|
||||
, occspec.x
|
||||
@ -582,5 +514,14 @@ 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
|
||||
}
|
||||
|
||||
@ -1,506 +1,107 @@
|
||||
#version 450
|
||||
|
||||
#include "compiled.inc"
|
||||
#include "std/gbuffer.glsl"
|
||||
#include "std/brdf.glsl"
|
||||
#include "std/math.glsl"
|
||||
#ifdef _Clusters
|
||||
#include "std/clusters.glsl"
|
||||
#endif
|
||||
#ifdef _ShadowMap
|
||||
#include "std/shadows.glsl"
|
||||
#endif
|
||||
#ifdef _LTC
|
||||
#include "std/ltc.glsl"
|
||||
#endif
|
||||
#ifdef _LightIES
|
||||
#include "std/ies.glsl"
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
#include "std/light_common.glsl"
|
||||
#endif
|
||||
#include "std/constants.glsl"
|
||||
#include "std/gbuffer.glsl"
|
||||
|
||||
uniform sampler2D gbuffer0;
|
||||
uniform sampler2D gbuffer1;
|
||||
uniform sampler2D gbufferD;
|
||||
#ifdef _EmissionShaded
|
||||
uniform sampler2D gbufferEmission;
|
||||
#endif
|
||||
uniform sampler2D sveloc;
|
||||
uniform sampler2D gbuffer0; // Normal
|
||||
// #ifdef _RTGI
|
||||
// uniform sampler2D gbuffer1; // Basecol
|
||||
// #endif
|
||||
uniform mat4 P;
|
||||
uniform mat3 V3;
|
||||
|
||||
uniform vec2 cameraProj;
|
||||
uniform vec3 eye;
|
||||
uniform vec3 eyeLook;
|
||||
uniform vec2 screenSize;
|
||||
uniform mat4 invVP;
|
||||
|
||||
in vec2 texCoord;
|
||||
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;
|
||||
#endif
|
||||
|
||||
in vec3 viewRay;
|
||||
out vec3 fragColor;
|
||||
in vec2 texCoord;
|
||||
out float fragColor;
|
||||
|
||||
float metallic;
|
||||
uint matid;
|
||||
vec3 hitCoord;
|
||||
vec2 coord;
|
||||
float depth;
|
||||
// #ifdef _RTGI
|
||||
// vec3 col = vec3(0.0);
|
||||
// #endif
|
||||
vec3 vpos;
|
||||
|
||||
#ifdef _SMSizeUniform
|
||||
//!uniform vec2 smSizeUniform;
|
||||
#endif
|
||||
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;
|
||||
#endif
|
||||
return projectedCoord.xy;
|
||||
}
|
||||
|
||||
#ifdef _Clusters
|
||||
uniform vec4 lightsArray[maxLights * 3];
|
||||
#ifdef _Spot
|
||||
uniform vec4 lightsArraySpot[maxLights * 2];
|
||||
#endif
|
||||
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
|
||||
|
||||
#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
|
||||
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;
|
||||
}
|
||||
#endif
|
||||
return visibility;
|
||||
#endif
|
||||
|
||||
#ifdef _Spot
|
||||
if (isSpot) {
|
||||
visibility *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
|
||||
visibility *= shadowTest(shadowMapSpot[0],
|
||||
shadowMapSpotTransparent[0],
|
||||
lPos.xyz / lPos.w, bias, transparent);
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
|
||||
#ifdef _ShadowMapAtlas
|
||||
visibility *= shadowTest(
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
, lPos.xyz / lPos.w, bias, transparent
|
||||
);
|
||||
#else
|
||||
if (index == 0) visibility *= shadowTest(shadowMapSpot[0],
|
||||
shadowMapSpotTransparent[0],
|
||||
lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 1) visibility *= shadowTest(shadowMapSpot[1],
|
||||
shadowMapSpotTransparent[1],
|
||||
lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 2) visibility *= shadowTest(shadowMapSpot[2],
|
||||
shadowMapSpotTransparent[2],
|
||||
lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 3) visibility *= shadowTest(shadowMapSpot[3],
|
||||
shadowMapSpotTransparent[3],
|
||||
lPos.xyz / lPos.w, bias, transparent);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
return visibility;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _LightIES
|
||||
visibility *= iesAttenuation(-l);
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
#ifndef _Spot
|
||||
visibility *= PCFCube(shadowMapPoint[0],
|
||||
shadowMapPointTransparent[0],
|
||||
ld, -l, bias, lightProj, n, transparent);
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
#ifdef _ShadowMapAtlas
|
||||
visibility *= PCFFakeCube(
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
, ld, -l, bias, lightProj, n, index, transparent
|
||||
);
|
||||
#else
|
||||
if (index == 0) visibility *= PCFCube(shadowMapPoint[0],
|
||||
shadowMapPointTransparent[0],
|
||||
ld, -l, bias, lightProj, n, transparent);
|
||||
else if (index == 1) visibility *= PCFCube(shadowMapPoint[1],
|
||||
shadowMapPointTransparent[1],
|
||||
ld, -l, bias, lightProj, n, transparent);
|
||||
else if (index == 2) visibility *= PCFCube(shadowMapPoint[2],
|
||||
shadowMapPointTransparent[2],
|
||||
ld, -l, bias, lightProj, n, transparent);
|
||||
else if (index == 3) visibility *= PCFCube(shadowMapPoint[3],
|
||||
shadowMapPointTransparent[3],
|
||||
ld, -l, bias, lightProj, n, transparent);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
return visibility;
|
||||
fragColor += dist;
|
||||
// #ifdef _RTGI
|
||||
// col += textureLod(gbuffer1, coord, 0.0).rgb * ((ssgiRayStep * ssgiMaxSteps) - dist);
|
||||
// #endif
|
||||
}
|
||||
|
||||
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 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 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() {
|
||||
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;
|
||||
fragColor = 0;
|
||||
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
|
||||
float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
||||
|
||||
vec2 enc = g0.rg;
|
||||
vec3 n;
|
||||
n.z = 1.0 - abs(g0.x) - abs(g0.y);
|
||||
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
|
||||
n = normalize(n);
|
||||
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);
|
||||
|
||||
vec3 pos = getWorldPos(texCoord, depth);
|
||||
vec3 normal = getNormal(texCoord);
|
||||
vec3 centerColor = textureLod(gbuffer1, texCoord, 0.0).rgb;
|
||||
vpos = getPosView(viewRay, d, cameraProj);
|
||||
|
||||
float radius = ssaoRadius;
|
||||
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));
|
||||
|
||||
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;
|
||||
}
|
||||
#ifdef _SSGICone9
|
||||
rayCast(mix(n, -o1, angleMix));
|
||||
rayCast(mix(n, -o2, angleMix));
|
||||
rayCast(mix(n, c1, angleMix));
|
||||
rayCast(mix(n, c2, angleMix));
|
||||
#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
|
||||
}
|
||||
|
||||
@ -6,10 +6,6 @@
|
||||
"compare_mode": "always",
|
||||
"cull_mode": "none",
|
||||
"links": [
|
||||
{
|
||||
"name": "invVP",
|
||||
"link": "_inverseViewProjectionMatrix"
|
||||
},
|
||||
{
|
||||
"name": "P",
|
||||
"link": "_projectionMatrix"
|
||||
@ -19,180 +15,16 @@
|
||||
"link": "_viewMatrix3"
|
||||
},
|
||||
{
|
||||
"name": "eye",
|
||||
"link": "_cameraPosition"
|
||||
},
|
||||
{
|
||||
"name": "eyeLook",
|
||||
"link": "_cameraLook"
|
||||
"name": "invP",
|
||||
"link": "_inverseProjectionMatrix"
|
||||
},
|
||||
{
|
||||
"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_viewray.vert.glsl",
|
||||
"vertex_shader": "../include/pass_viewray2.vert.glsl",
|
||||
"fragment_shader": "ssgi_pass.frag.glsl"
|
||||
}
|
||||
]
|
||||
|
||||
@ -72,11 +72,10 @@ void main() {
|
||||
float roughness = g0.z;
|
||||
vec4 gr = textureLod(gbuffer_refraction, texCoord, 0.0);
|
||||
float ior = gr.x;
|
||||
float opac = 1.0 - gr.y;
|
||||
float opac = gr.y;
|
||||
float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
||||
if (d == 0.0 || d == 1.0 || opac == 1.0 || ior == 1.0) {
|
||||
fragColor.rgb = textureLod(tex1, texCoord, 0.0).rgb;
|
||||
fragColor.a = opac;
|
||||
return;
|
||||
}
|
||||
vec2 enc = g0.rg;
|
||||
@ -99,12 +98,9 @@ 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);
|
||||
|
||||
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;
|
||||
vec3 refractionCol = textureLod(tex1, coords.xy, 0.0).rgb;
|
||||
refractionCol *= intensity;
|
||||
vec3 color = textureLod(tex, texCoord.xy, 0.0).rgb;
|
||||
|
||||
fragColor.rgba = mix(refractionCol, color, opac);
|
||||
fragColor.a = opac;
|
||||
fragColor.rgb = mix(refractionCol, color, opac);
|
||||
}
|
||||
|
||||
@ -5,12 +5,6 @@
|
||||
"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",
|
||||
|
||||
@ -1,18 +0,0 @@
|
||||
#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
|
||||
@ -86,7 +86,7 @@ vec3 surfaceAlbedo(const vec3 baseColor, const float metalness) {
|
||||
}
|
||||
|
||||
vec3 surfaceF0(const vec3 baseColor, const float metalness) {
|
||||
return mix(vec3(0.04), baseColor * (2.0 + metalness * 1.2), metalness);
|
||||
return mix(vec3(0.04), baseColor, metalness);
|
||||
}
|
||||
|
||||
float getMipFromRoughness(const float roughness, const float numMipmaps) {
|
||||
|
||||
@ -22,7 +22,7 @@ THE SOFTWARE.
|
||||
#ifndef _CONETRACE_GLSL_
|
||||
#define _CONETRACE_GLSL_
|
||||
|
||||
#include "std/constants.glsl"
|
||||
#include "std/voxels_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;
|
||||
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
|
||||
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, clipmap_blend);
|
||||
mipSample = mix(mipSample, mipSampleNext, smoothstep(0.0, 1.0, clipmap_blend));
|
||||
}
|
||||
|
||||
sampleCol += (1.0 - sampleCol.a) * mipSample;
|
||||
@ -148,9 +148,8 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
||||
vec4 traceDiffuse(const vec3 origin, const vec3 normal, const sampler3D voxels, const float clipmaps[voxelgiClipmapCount * 10]) {
|
||||
float sum = 0.0;
|
||||
vec4 amount = vec4(0.0);
|
||||
mat3 TBN = makeTangentBasis(normal);
|
||||
for (int i = 0; i < DIFFUSE_CONE_COUNT; ++i) {
|
||||
vec3 coneDir = TBN * DIFFUSE_CONE_DIRECTIONS[i];
|
||||
vec3 coneDir = DIFFUSE_CONE_DIRECTIONS[i];
|
||||
const float cosTheta = dot(normal, coneDir);
|
||||
if (cosTheta <= 0)
|
||||
continue;
|
||||
@ -167,7 +166,7 @@ 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(normalize(-viewDir), normal);
|
||||
vec3 specularDir = reflect(-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);
|
||||
|
||||
@ -177,9 +176,9 @@ 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 opacity) {
|
||||
const float transmittance = 1.0 - opacity;
|
||||
vec3 refractionDir = refract(normalize(-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 transmittance = 1.0;
|
||||
vec3 refractionDir = refract(-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);
|
||||
|
||||
@ -197,14 +196,14 @@ 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;
|
||||
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
|
||||
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);
|
||||
|
||||
@ -260,6 +259,7 @@ 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;
|
||||
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
|
||||
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);
|
||||
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 = 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, const vec2 velocity) {
|
||||
vec3 P = origin + dir * (BayerMatrix8[int(pixel.x + velocity.x) % 8][int(pixel.y + velocity.y) % 8] - 0.5) * voxelgiStep;
|
||||
float amount = traceConeShadow(voxels, voxelsSDF, P, normal, dir, SHADOW_CONE_APERTURE, voxelgiStep, clipmaps);
|
||||
float 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);
|
||||
amount = clamp(amount, 0.0, 1.0);
|
||||
return amount * voxelgiOcc;
|
||||
}
|
||||
|
||||
@ -1,679 +1,239 @@
|
||||
#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
|
||||
#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
|
||||
|
||||
@ -58,15 +58,7 @@ vec2 sampleCube(vec3 dir, out int faceIndex) {
|
||||
}
|
||||
#endif
|
||||
|
||||
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 PCF(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec2 uv, const float compare, const vec2 smSize, const bool transparent) {
|
||||
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));
|
||||
@ -79,13 +71,11 @@ vec3 PCF(sampler2DShadow shadowMap,
|
||||
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;
|
||||
}
|
||||
@ -97,15 +87,41 @@ float lpToDepth(vec3 lp, const vec2 lightProj) {
|
||||
return zcomp * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
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
|
||||
) {
|
||||
#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) {
|
||||
const float s = shadowmapCubePcfSize; // TODO: incorrect...
|
||||
float compare = lpToDepth(lp, lightProj) - bias * 1.5;
|
||||
ml = ml + n * bias * 20;
|
||||
@ -124,18 +140,16 @@ vec3 PCFCube(samplerCubeShadow shadowMapCube,
|
||||
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) {
|
||||
@ -229,31 +243,21 @@ vec2 transformOffsetedUV(const int faceIndex, out int newFaceIndex, vec2 uv) {
|
||||
return uv;
|
||||
}
|
||||
|
||||
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
|
||||
) {
|
||||
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) {
|
||||
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
|
||||
@ -266,6 +270,14 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap,
|
||||
#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;
|
||||
@ -322,47 +334,30 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap,
|
||||
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,
|
||||
#ifdef _ShadowMapTransparent
|
||||
sampler2D shadowMapTransparent,
|
||||
#endif
|
||||
const vec3 lPos, const float shadowsBias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, const bool transparent
|
||||
#endif
|
||||
) {
|
||||
vec3 shadowTest(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec3 lPos, const float shadowsBias, const bool transparent) {
|
||||
#ifdef _SMSizeUniform
|
||||
vec2 smSize = smSizeUniform;
|
||||
#else
|
||||
const vec2 smSize = shadowmapSize;
|
||||
#endif
|
||||
if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return vec3(1.0);
|
||||
return PCF(shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapTransparent,
|
||||
#endif
|
||||
lPos.xy, lPos.z - shadowsBias, smSize
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
return PCF(shadowMap, shadowMapTransparent, lPos.xy, lPos.z - shadowsBias, smSize, transparent);
|
||||
}
|
||||
|
||||
#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));
|
||||
@ -378,26 +373,21 @@ 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,
|
||||
#ifdef _ShadowMapTransparent
|
||||
sampler2D shadowMapTransparent,
|
||||
#endif
|
||||
const vec3 eye, const vec3 p, const float shadowsBias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, const bool transparent
|
||||
#endif
|
||||
) {
|
||||
vec3 shadowTestCascade(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec3 eye, const vec3 p, const float shadowsBias, const bool transparent) {
|
||||
#ifdef _SMSizeUniform
|
||||
vec2 smSize = smSizeUniform;
|
||||
#else
|
||||
@ -405,22 +395,16 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
|
||||
#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,
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapTransparent,
|
||||
#endif
|
||||
lPos.xy, lPos.z - shadowsBias, smSize
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
if (lPos.w > 0.0) visibility = PCF(shadowMap, shadowMapTransparent, lPos.xy, lPos.z - shadowsBias, smSize, transparent);
|
||||
|
||||
// Blend cascade
|
||||
// https://github.com/TheRealMJP/Shadows
|
||||
@ -439,20 +423,13 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
|
||||
vec4 lPos2 = LWVP2 * vec4(p, 1.0);
|
||||
lPos2.xyz /= lPos2.w;
|
||||
vec3 visibility2 = vec3(1.0);
|
||||
if (lPos2.w > 0.0) visibility2 = PCF(shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapTransparent,
|
||||
#endif
|
||||
lPos.xy, lPos.z - shadowsBias, smSize
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
if (lPos2.w > 0.0) visibility2 = PCF(shadowMap, shadowMapTransparent, lPos2.xy, lPos2.z - shadowsBias, smSize, transparent);
|
||||
|
||||
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);
|
||||
@ -460,4 +437,4 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
|
||||
// if (ci == 12) albedo.rgb = vec3(1.0, 1.0, 0.0);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@ -21,49 +21,29 @@ THE SOFTWARE.
|
||||
*/
|
||||
|
||||
const int DIFFUSE_CONE_COUNT = 16;
|
||||
const float DIFFUSE_CONE_APERTURE = radians(45.0);
|
||||
|
||||
const float SHADOW_CONE_APERTURE = radians(15.0);
|
||||
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 DIFFUSE_CONE_APERTURE = 0.872665; // 50 degrees in radians
|
||||
|
||||
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] =
|
||||
const float BayerMatrix8[8][8] =
|
||||
{
|
||||
{ 1.0 / 65.0, 49.0 / 65.0, 13.0 / 65.0, 61.0 / 65.0, 4.0 / 65.0, 52.0 / 65.0, 16.0 / 65.0, 64.0 / 65.0 },
|
||||
{ 33.0 / 65.0, 17.0 / 65.0, 45.0 / 65.0, 29.0 / 65.0, 36.0 / 65.0, 20.0 / 65.0, 48.0 / 65.0, 32.0 / 65.0 },
|
||||
@ -74,15 +54,3 @@ const float off_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 }
|
||||
};
|
||||
|
||||
@ -33,7 +33,6 @@ uniform layout(r32ui) uimage3D voxelsLight;
|
||||
|
||||
#ifdef _ShadowMap
|
||||
uniform sampler2DShadow shadowMap;
|
||||
uniform sampler2D shadowMapTransparent;
|
||||
uniform sampler2DShadow shadowMapSpot;
|
||||
#ifdef _ShadowMapAtlas
|
||||
uniform sampler2DShadow shadowMapPoint;
|
||||
@ -87,28 +86,30 @@ float lpToDepth(vec3 lp, const vec2 lightProj) {
|
||||
|
||||
void main() {
|
||||
int res = voxelgiResolution.x;
|
||||
|
||||
ivec3 dst = ivec3(gl_GlobalInvocationID.xyz);
|
||||
dst.y += clipmapLevel * res;
|
||||
|
||||
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 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)]);
|
||||
|
||||
float visibility;
|
||||
vec3 lp = lightPos -wposition;
|
||||
vec3 visibility;
|
||||
vec3 lp = lightPos - P;
|
||||
vec3 l;
|
||||
if (lightType == 0) { l = lightDir; visibility = 1.0; }
|
||||
else { l = normalize(lp); visibility = attenuate(distance(wposition, lightPos)); }
|
||||
if (lightType == 0) { l = lightDir; visibility = vec3(1.0); }
|
||||
else { l = normalize(lp); visibility = vec3(attenuate(distance(P, lightPos))); }
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (lightShadow == 1) {
|
||||
vec4 lightPosition = LVP * vec4(wposition, 1.0);
|
||||
vec4 lightPosition = LVP * vec4(P, 1.0);
|
||||
vec3 lPos = lightPosition.xyz / lightPosition.w;
|
||||
visibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).r;
|
||||
visibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).rrr;
|
||||
}
|
||||
else if (lightShadow == 2) {
|
||||
vec4 lightPosition = LVP * vec4(wposition, 1.0);
|
||||
vec4 lightPosition = LVP * vec4(P, 1.0);
|
||||
vec3 lPos = lightPosition.xyz / lightPosition.w;
|
||||
visibility *= texture(shadowMapSpot, vec3(lPos.xy, lPos.z - shadowsBias)).r;
|
||||
}
|
||||
@ -129,7 +130,9 @@ void main() {
|
||||
}
|
||||
#endif
|
||||
|
||||
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));
|
||||
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));
|
||||
}
|
||||
|
||||
@ -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/constants.glsl"
|
||||
#include "std/voxels_constants.glsl"
|
||||
|
||||
#ifdef _VoxelGI
|
||||
uniform layout(rgba8) image3D voxelsB;
|
||||
uniform layout(rgba8) image3D voxelsOut;
|
||||
#else
|
||||
uniform layout(r8) image3D voxelsB;
|
||||
uniform layout(r8) image3D voxelsOut;
|
||||
uniform layout(r16) image3D voxelsB;
|
||||
uniform layout(r16) image3D voxelsOut;
|
||||
#endif
|
||||
|
||||
uniform int clipmapLevel;
|
||||
|
||||
@ -29,38 +29,19 @@ 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(rgba8) image2D voxels_ao;
|
||||
uniform layout(r8) 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;
|
||||
@ -73,11 +54,12 @@ void main() {
|
||||
|
||||
float x = uv.x * 2 - 1;
|
||||
float y = uv.y * 2 - 1;
|
||||
vec4 clipPos = vec4(x, y, depth, 1.0);
|
||||
vec4 worldPos = InvVP * clipPos;
|
||||
vec3 P = worldPos.xyz / worldPos.w;
|
||||
vec4 v = vec4(x, y, 1.0, 1.0);
|
||||
v = vec4(InvVP * v);
|
||||
v.xyz /= v.w;
|
||||
vec3 viewRay = v.xyz - eye;
|
||||
|
||||
vec3 v = normalize(eye - P);
|
||||
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
|
||||
|
||||
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
|
||||
vec3 n;
|
||||
@ -85,89 +67,7 @@ void main() {
|
||||
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
|
||||
n = normalize(n);
|
||||
|
||||
float roughness = g0.b;
|
||||
float metallic;
|
||||
uint matid;
|
||||
unpackFloatInt16(g0.a, metallic, matid);
|
||||
float occ = 1.0 - traceAO(P, n, voxels, clipmaps);
|
||||
|
||||
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));
|
||||
imageStore(voxels_ao, ivec2(pixel), vec4(occ));
|
||||
}
|
||||
|
||||
@ -29,8 +29,6 @@ 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;
|
||||
@ -39,44 +37,29 @@ 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 == 0.0) return;
|
||||
if (depth == 0) return;
|
||||
|
||||
float x = uv.x * 2 - 1;
|
||||
float y = uv.y * 2 - 1;
|
||||
vec4 clipPos = vec4(x, y, depth, 1.0);
|
||||
vec4 worldPos = InvVP * clipPos;
|
||||
vec3 P = worldPos.xyz / worldPos.w;
|
||||
vec3 v = normalize(eye - P);
|
||||
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;
|
||||
@ -84,94 +67,7 @@ void main() {
|
||||
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
|
||||
n = normalize(n);
|
||||
|
||||
float roughness = g0.b;
|
||||
float metallic;
|
||||
uint matid;
|
||||
unpackFloatInt16(g0.a, metallic, matid);
|
||||
vec4 color = traceDiffuse(P, n, voxels, clipmaps);
|
||||
|
||||
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));
|
||||
imageStore(voxels_diffuse, ivec2(pixel), color);
|
||||
}
|
||||
|
||||
@ -0,0 +1,79 @@
|
||||
/*
|
||||
Copyright (c) 2024 Turánszki János
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
*/
|
||||
|
||||
#version 450
|
||||
|
||||
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
|
||||
#include "compiled.inc"
|
||||
#include "std/math.glsl"
|
||||
#include "std/gbuffer.glsl"
|
||||
#include "std/imageatomic.glsl"
|
||||
#include "std/conetrace.glsl"
|
||||
|
||||
uniform sampler2D gbufferD;
|
||||
uniform sampler2D gbuffer0;
|
||||
uniform sampler3D voxels;
|
||||
uniform sampler3D voxelsSDF;
|
||||
uniform sampler2D gbuffer_refraction;
|
||||
uniform layout(rgba8) image2D voxels_refraction;
|
||||
|
||||
uniform float clipmaps[voxelgiClipmapCount * 10];
|
||||
uniform mat4 InvVP;
|
||||
uniform vec2 cameraProj;
|
||||
uniform vec3 eye;
|
||||
uniform vec3 eyeLook;
|
||||
uniform vec2 postprocess_resolution;
|
||||
|
||||
void main() {
|
||||
const vec2 pixel = gl_GlobalInvocationID.xy;
|
||||
vec2 uv = (pixel + 0.5) / postprocess_resolution;
|
||||
#ifdef _InvY
|
||||
uv.y = 1.0 - uv.y
|
||||
#endif
|
||||
|
||||
float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
|
||||
if (depth == 0) return;
|
||||
|
||||
vec2 ior_opac = textureLod(gbuffer_refraction, uv, 0.0).xy;
|
||||
|
||||
float x = uv.x * 2 - 1;
|
||||
float y = uv.y * 2 - 1;
|
||||
vec4 v = vec4(x, y, 1.0, 1.0);
|
||||
v = vec4(InvVP * v);
|
||||
v.xyz /= v.w;
|
||||
vec3 viewRay = v.xyz - eye;
|
||||
|
||||
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
|
||||
|
||||
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
|
||||
vec3 n;
|
||||
n.z = 1.0 - abs(g0.x) - abs(g0.y);
|
||||
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
|
||||
n = normalize(n);
|
||||
|
||||
vec3 color = vec3(0.0);
|
||||
if(ior_opac.y < 1.0)
|
||||
color = traceRefraction(P, n, voxels, voxelsSDF, normalize(eye - P), ior_opac.x, g0.b, clipmaps, pixel).rgb;
|
||||
|
||||
imageStore(voxels_refraction, ivec2(pixel), vec4(color, 1.0));
|
||||
}
|
||||
@ -0,0 +1,75 @@
|
||||
/*
|
||||
Copyright (c) 2024 Turánszki János
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
*/
|
||||
|
||||
#version 450
|
||||
|
||||
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
|
||||
#include "compiled.inc"
|
||||
#include "std/math.glsl"
|
||||
#include "std/gbuffer.glsl"
|
||||
#include "std/imageatomic.glsl"
|
||||
#include "std/conetrace.glsl"
|
||||
|
||||
uniform sampler3D voxels;
|
||||
uniform sampler3D voxelsSDF;
|
||||
uniform sampler2D gbufferD;
|
||||
uniform sampler2D gbuffer0;
|
||||
uniform layout(r16) image2D voxels_shadows;
|
||||
|
||||
uniform float clipmaps[voxelgiClipmapCount * 10];
|
||||
uniform mat4 InvVP;
|
||||
uniform vec2 cameraProj;
|
||||
uniform vec3 eye;
|
||||
uniform vec3 eyeLook;
|
||||
uniform vec2 postprocess_resolution;
|
||||
uniform vec3 lPos;
|
||||
|
||||
void main() {
|
||||
const vec2 pixel = gl_GlobalInvocationID.xy;
|
||||
vec2 uv = (pixel + 0.5) / postprocess_resolution;
|
||||
#ifdef _InvY
|
||||
uv.y = 1.0 - uv.y;
|
||||
#endif
|
||||
|
||||
float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
|
||||
if (depth == 0) return;
|
||||
|
||||
float x = uv.x * 2 - 1;
|
||||
float y = uv.y * 2 - 1;
|
||||
vec4 v = vec4(x, y, 1.0, 1.0);
|
||||
v = vec4(InvVP * v);
|
||||
v.xyz /= v.w;
|
||||
vec3 viewRay = v.xyz - eye;
|
||||
|
||||
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
|
||||
|
||||
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
|
||||
vec3 n;
|
||||
n.z = 1.0 - abs(g0.x) - abs(g0.y);
|
||||
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
|
||||
n = normalize(n);
|
||||
|
||||
float occ = 1.0 - traceShadow(P, n, voxels, voxelsSDF, normalize(lPos - P), clipmaps, pixel);
|
||||
|
||||
imageStore(voxels_shadows, ivec2(pixel), vec4(occ));
|
||||
}
|
||||
@ -29,7 +29,6 @@ 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;
|
||||
@ -39,7 +38,9 @@ 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;
|
||||
|
||||
@ -55,10 +56,12 @@ void main() {
|
||||
|
||||
float x = uv.x * 2 - 1;
|
||||
float y = uv.y * 2 - 1;
|
||||
vec4 clipPos = vec4(x, y, depth, 1.0);
|
||||
vec4 worldPos = InvVP * clipPos;
|
||||
vec3 P = worldPos.xyz / worldPos.w;
|
||||
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;
|
||||
@ -68,7 +71,7 @@ void main() {
|
||||
|
||||
vec2 velocity = -textureLod(sveloc, uv, 0.0).rg;
|
||||
|
||||
vec3 color = traceSpecular(P, n, voxels, voxelsSDF, normalize(eye - P), g0.z * g0.z, clipmaps, pixel, velocity).rgb;
|
||||
vec3 color = traceSpecular(P, n, voxels, voxelsSDF, normalize(eye - P), g0.z, clipmaps, pixel, velocity).rgb;
|
||||
|
||||
imageStore(voxels_specular, ivec2(pixel), vec4(color, 1.0));
|
||||
}
|
||||
|
||||
@ -23,8 +23,8 @@ THE SOFTWARE.
|
||||
|
||||
#include "compiled.inc"
|
||||
|
||||
uniform layout(r8) image3D input_sdf;
|
||||
uniform layout(r8) image3D output_sdf;
|
||||
uniform layout(r16) image3D input_sdf;
|
||||
uniform layout(r16) image3D output_sdf;
|
||||
|
||||
uniform float jump_size;
|
||||
uniform int clipmapLevel;
|
||||
|
||||
@ -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(r8) image3D SDF;
|
||||
uniform layout(r16) image3D SDF;
|
||||
#else
|
||||
#ifdef _VoxelAOvar
|
||||
#ifdef _VoxelShadow
|
||||
uniform layout(r8) image3D SDF;
|
||||
uniform layout(r16) image3D SDF;
|
||||
#endif
|
||||
uniform layout(r32ui) uimage3D voxels;
|
||||
uniform layout(r8) image3D voxelsB;
|
||||
uniform layout(r8) image3D voxelsOut;
|
||||
uniform layout(r16) image3D voxelsB;
|
||||
uniform layout(r16) image3D voxelsOut;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@ -74,9 +74,14 @@ void main() {
|
||||
#endif
|
||||
#endif
|
||||
|
||||
int nor_count = 0;
|
||||
vec3 avgNormal = vec3(0.0);
|
||||
mat3 TBN = mat3(0.0);
|
||||
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
|
||||
|
||||
for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
|
||||
{
|
||||
@ -86,7 +91,7 @@ void main() {
|
||||
float aniso_colors[6];
|
||||
#endif
|
||||
|
||||
ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
|
||||
src = ivec3(gl_GlobalInvocationID.xyz);
|
||||
src.x += i * res;
|
||||
ivec3 dst = src;
|
||||
dst.y += clipmapLevel * res;
|
||||
@ -99,67 +104,44 @@ void main() {
|
||||
|
||||
if (i < 6) {
|
||||
#ifdef _VoxelGI
|
||||
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);
|
||||
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;
|
||||
|
||||
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);
|
||||
}
|
||||
//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]);
|
||||
|
||||
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;
|
||||
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;
|
||||
|
||||
//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
|
||||
int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x)));
|
||||
if (count > 0) {
|
||||
opac = float(imageLoad(voxels, src)) / 255;
|
||||
opac /= count;
|
||||
}
|
||||
opac = float(imageLoad(voxels, src)) / 255;
|
||||
#endif
|
||||
|
||||
#ifdef _VoxelGI
|
||||
@ -213,7 +195,7 @@ void main() {
|
||||
}
|
||||
else {
|
||||
// precompute cone sampling:
|
||||
vec3 coneDirection = TBN * DIFFUSE_CONE_DIRECTIONS[i - 6];
|
||||
vec3 coneDirection = DIFFUSE_CONE_DIRECTIONS[i - 6];
|
||||
vec3 aniso_direction = -coneDirection;
|
||||
uvec3 face_offsets = uvec3(
|
||||
aniso_direction.x > 0 ? 0 : 1,
|
||||
@ -254,4 +236,4 @@ void main() {
|
||||
imageStore(SDF, dst_sdf, vec4(sdf));
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@ -75,17 +75,16 @@ vec4 binarySearch(vec3 dir) {
|
||||
}
|
||||
|
||||
vec4 rayCast(vec3 dir) {
|
||||
float ddepth;
|
||||
dir *= ss_refractionRayStep;
|
||||
for (int i = 0; i < maxSteps; i++) {
|
||||
hitCoord += dir;
|
||||
ddepth = getDeltaDepth(hitCoord);
|
||||
if (ddepth > 0.0)
|
||||
return binarySearch(dir);
|
||||
}
|
||||
// No hit — fallback to projecting the ray to UV space
|
||||
vec2 fallbackUV = getProjectedCoord(hitCoord);
|
||||
return vec4(fallbackUV, 0.0, 0.5); // We set .w lower to indicate fallback
|
||||
#ifdef _CPostprocess
|
||||
dir *= PPComp9.x;
|
||||
#else
|
||||
dir *= ssrRayStep;
|
||||
#endif
|
||||
for (int i = 0; i < maxSteps; i++) {
|
||||
hitCoord += dir;
|
||||
if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir);
|
||||
}
|
||||
return vec4(0.0);
|
||||
}
|
||||
#endif //SSR
|
||||
|
||||
|
||||
@ -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>) {
|
||||
|
||||
@ -331,15 +331,18 @@ class RenderPath {
|
||||
});
|
||||
}
|
||||
|
||||
public static function sortMeshesShader(meshes: Array<MeshObject>) {
|
||||
public static function sortMeshesIndex(meshes: Array<MeshObject>) {
|
||||
meshes.sort(function(a, b): Int {
|
||||
#if rp_depth_texture
|
||||
var depthDiff = boolToInt(a.depthRead) - boolToInt(b.depthRead);
|
||||
if (depthDiff != 0) return depthDiff;
|
||||
#end
|
||||
|
||||
return a.materials[0].name >= b.materials[0].name ? 1 : -1;
|
||||
});
|
||||
if (a.data.sortingIndex != b.data.sortingIndex) {
|
||||
return a.data.sortingIndex > b.data.sortingIndex ? 1 : -1;
|
||||
}
|
||||
|
||||
return a.data.name >= b.data.name ? 1 : -1; });
|
||||
}
|
||||
|
||||
public function drawMeshes(context: String) {
|
||||
@ -399,7 +402,7 @@ class RenderPath {
|
||||
#if lnx_batch
|
||||
sortMeshesDistance(Scene.active.meshBatch.nonBatched);
|
||||
#else
|
||||
drawOrder == DrawOrder.Shader ? sortMeshesShader(meshes) : sortMeshesDistance(meshes);
|
||||
drawOrder == DrawOrder.Index ? sortMeshesIndex(meshes) : sortMeshesDistance(meshes);
|
||||
#end
|
||||
meshesSorted = true;
|
||||
}
|
||||
@ -914,6 +917,6 @@ class CachedShaderContext {
|
||||
|
||||
@:enum abstract DrawOrder(Int) from Int {
|
||||
var Distance = 0; // Early-z
|
||||
var Shader = 1; // Less state changes
|
||||
var Index = 1; // Less state changes
|
||||
// var Mix = 2; // Distance buckets sorted by shader
|
||||
}
|
||||
|
||||
@ -887,8 +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) {
|
||||
|
||||
@ -9,6 +9,7 @@ import iron.data.SceneFormat;
|
||||
class MeshData {
|
||||
|
||||
public var name: String;
|
||||
public var sortingIndex: Int;
|
||||
public var raw: TMeshData;
|
||||
public var format: TSceneFormat;
|
||||
public var geom: Geometry;
|
||||
@ -23,7 +24,8 @@ class MeshData {
|
||||
public function new(raw: TMeshData, done: MeshData->Void) {
|
||||
this.raw = raw;
|
||||
this.name = raw.name;
|
||||
|
||||
this.sortingIndex = raw.sorting_index;
|
||||
|
||||
if (raw.scale_pos != null) scalePos = raw.scale_pos;
|
||||
if (raw.scale_tex != null) scaleTex = raw.scale_tex;
|
||||
|
||||
|
||||
@ -49,6 +49,7 @@ typedef TMeshData = {
|
||||
@:structInit class TMeshData {
|
||||
#end
|
||||
public var name: String;
|
||||
public var sorting_index: Int;
|
||||
public var vertex_arrays: Array<TVertexArray>;
|
||||
public var index_arrays: Array<TIndexArray>;
|
||||
@:optional public var dynamic_usage: Null<Bool>;
|
||||
@ -222,6 +223,7 @@ typedef TShaderData = {
|
||||
@:structInit class TShaderData {
|
||||
#end
|
||||
public var name: String;
|
||||
public var next_pass: String;
|
||||
public var contexts: Array<TShaderContext>;
|
||||
}
|
||||
|
||||
@ -393,6 +395,7 @@ typedef TParticleData = {
|
||||
public var name: String;
|
||||
public var type: Int; // 0 - Emitter, Hair
|
||||
public var auto_start: Bool;
|
||||
public var dynamic_emitter: Bool;
|
||||
public var is_unique: Bool;
|
||||
public var loop: Bool;
|
||||
public var count: Int;
|
||||
|
||||
@ -22,6 +22,7 @@ using StringTools;
|
||||
class ShaderData {
|
||||
|
||||
public var name: String;
|
||||
public var nextPass: String;
|
||||
public var raw: TShaderData;
|
||||
public var contexts: Array<ShaderContext> = [];
|
||||
|
||||
@ -33,6 +34,7 @@ class ShaderData {
|
||||
public function new(raw: TShaderData, done: ShaderData->Void, overrideContext: TShaderOverride = null) {
|
||||
this.raw = raw;
|
||||
this.name = raw.name;
|
||||
this.nextPass = raw.next_pass;
|
||||
|
||||
for (c in raw.contexts) contexts.push(null);
|
||||
var contextsLoaded = 0;
|
||||
|
||||
@ -302,6 +302,10 @@ class MeshObject extends Object {
|
||||
|
||||
// Render mesh
|
||||
var ldata = lod.data;
|
||||
|
||||
// Next pass rendering first (inverse order)
|
||||
renderNextPass(g, context, bindParams, lod);
|
||||
|
||||
for (i in 0...ldata.geom.indexBuffers.length) {
|
||||
|
||||
var mi = ldata.geom.materialIndices[i];
|
||||
@ -405,4 +409,85 @@ class MeshObject extends Object {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function renderNextPass(g: Graphics, context: String, bindParams: Array<String>, lod: MeshObject) {
|
||||
var ldata = lod.data;
|
||||
for (i in 0...ldata.geom.indexBuffers.length) {
|
||||
var mi = ldata.geom.materialIndices[i];
|
||||
if (mi >= materials.length) continue;
|
||||
|
||||
var currentMaterial: MaterialData = materials[mi];
|
||||
if (currentMaterial == null || currentMaterial.shader == null) continue;
|
||||
|
||||
var nextPassName: String = currentMaterial.shader.nextPass;
|
||||
if (nextPassName == null || nextPassName == "") continue;
|
||||
|
||||
var nextMaterial: MaterialData = null;
|
||||
for (mat in materials) {
|
||||
// First try exact match
|
||||
if (mat.name == nextPassName) {
|
||||
nextMaterial = mat;
|
||||
break;
|
||||
}
|
||||
// If no exact match, try to match base name for linked materials
|
||||
if (mat.name.indexOf("_") > 0 && mat.name.substr(mat.name.length - 6) == ".blend") {
|
||||
var baseName = mat.name.substring(0, mat.name.indexOf("_"));
|
||||
if (baseName == nextPassName) {
|
||||
nextMaterial = mat;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (nextMaterial == null) continue;
|
||||
|
||||
var nextMaterialContext: MaterialContext = null;
|
||||
var nextShaderContext: ShaderContext = null;
|
||||
|
||||
for (j in 0...nextMaterial.raw.contexts.length) {
|
||||
if (nextMaterial.raw.contexts[j].name.substr(0, context.length) == context) {
|
||||
nextMaterialContext = nextMaterial.contexts[j];
|
||||
nextShaderContext = nextMaterial.shader.getContext(context);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (nextShaderContext == null) continue;
|
||||
if (skipContext(context, nextMaterial)) continue;
|
||||
|
||||
var elems = nextShaderContext.raw.vertex_elements;
|
||||
|
||||
// Uniforms
|
||||
if (nextShaderContext.pipeState != lastPipeline) {
|
||||
g.setPipeline(nextShaderContext.pipeState);
|
||||
lastPipeline = nextShaderContext.pipeState;
|
||||
}
|
||||
Uniforms.setContextConstants(g, nextShaderContext, bindParams);
|
||||
Uniforms.setObjectConstants(g, nextShaderContext, this);
|
||||
Uniforms.setMaterialConstants(g, nextShaderContext, nextMaterialContext);
|
||||
|
||||
// VB / IB
|
||||
#if lnx_deinterleaved
|
||||
g.setVertexBuffers(ldata.geom.get(elems));
|
||||
#else
|
||||
if (ldata.geom.instancedVB != null) {
|
||||
g.setVertexBuffers([ldata.geom.get(elems), ldata.geom.instancedVB]);
|
||||
}
|
||||
else {
|
||||
g.setVertexBuffer(ldata.geom.get(elems));
|
||||
}
|
||||
#end
|
||||
|
||||
g.setIndexBuffer(ldata.geom.indexBuffers[i]);
|
||||
|
||||
// Draw next pass for this specific geometry section
|
||||
if (ldata.geom.instanced) {
|
||||
g.drawIndexedVerticesInstanced(ldata.geom.instanceCount, ldata.geom.start, ldata.geom.count);
|
||||
}
|
||||
else {
|
||||
g.drawIndexedVertices(ldata.geom.start, ldata.geom.count);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -24,6 +24,9 @@ class ObjectAnimation extends Animation {
|
||||
|
||||
public var transformMap: Map<String, FastFloat>;
|
||||
|
||||
var defaultSampler: ActionSampler = null;
|
||||
static inline var DEFAULT_SAMPLER_ID = "__object_default_action__";
|
||||
|
||||
public static var trackNames: Array<String> = [ "xloc", "yloc", "zloc",
|
||||
"xrot", "yrot", "zrot",
|
||||
"qwrot", "qxrot", "qyrot", "qzrot",
|
||||
@ -39,7 +42,6 @@ class ObjectAnimation extends Animation {
|
||||
isSkinned = false;
|
||||
super();
|
||||
}
|
||||
|
||||
function getAction(action: String): TObj {
|
||||
for (a in oactions) if (a != null && a.objects[0].name == action) return a.objects[0];
|
||||
return null;
|
||||
@ -47,10 +49,29 @@ class ObjectAnimation extends Animation {
|
||||
|
||||
override public function play(action = "", onComplete: Void->Void = null, blendTime = 0.0, speed = 1.0, loop = true) {
|
||||
super.play(action, onComplete, blendTime, speed, loop);
|
||||
if (this.action == "" && oactions[0] != null) this.action = oactions[0].objects[0].name;
|
||||
if (this.action == "" && oactions != null && oactions[0] != null){
|
||||
this.action = oactions[0].objects[0].name;
|
||||
}
|
||||
oaction = getAction(this.action);
|
||||
if (oaction != null) {
|
||||
isSampled = oaction.sampled != null && oaction.sampled;
|
||||
if (defaultSampler != null) {
|
||||
deRegisterAction(DEFAULT_SAMPLER_ID);
|
||||
}
|
||||
var callbacks = onComplete != null ? [onComplete] : null;
|
||||
defaultSampler = new ActionSampler(this.action, speed, loop, false, callbacks);
|
||||
registerAction(DEFAULT_SAMPLER_ID, defaultSampler);
|
||||
if (paused) defaultSampler.paused = true;
|
||||
updateAnimation = function(map: Map<String, FastFloat>) {
|
||||
sampleAction(defaultSampler, map);
|
||||
};
|
||||
}
|
||||
else {
|
||||
if (defaultSampler != null) {
|
||||
deRegisterAction(DEFAULT_SAMPLER_ID);
|
||||
defaultSampler = null;
|
||||
}
|
||||
updateAnimation = null;
|
||||
}
|
||||
}
|
||||
|
||||
@ -61,12 +82,13 @@ class ObjectAnimation extends Animation {
|
||||
Animation.beginProfile();
|
||||
#end
|
||||
|
||||
if(transformMap == null) transformMap = new Map();
|
||||
if (transformMap == null) transformMap = new Map();
|
||||
transformMap = initTransformMap();
|
||||
|
||||
super.update(delta);
|
||||
if (defaultSampler != null) defaultSampler.paused = paused;
|
||||
if (paused) return;
|
||||
if(updateAnimation == null) return;
|
||||
if (updateAnimation == null) return;
|
||||
if (!isSkinned) updateObjectAnimation();
|
||||
|
||||
#if lnx_debug
|
||||
|
||||
@ -8,6 +8,8 @@ import kha.arrays.Float32Array;
|
||||
import iron.data.Data;
|
||||
import iron.data.ParticleData;
|
||||
import iron.data.SceneFormat;
|
||||
import iron.data.Geometry;
|
||||
import iron.data.MeshData;
|
||||
import iron.system.Time;
|
||||
import iron.math.Mat4;
|
||||
import iron.math.Quat;
|
||||
@ -17,6 +19,7 @@ import iron.math.Vec4;
|
||||
class ParticleSystem {
|
||||
public var data: ParticleData;
|
||||
public var speed = 1.0;
|
||||
public var dynamicEmitter: Bool = true;
|
||||
var currentSpeed = 0.0;
|
||||
var particles: Array<Particle>;
|
||||
var ready: Bool;
|
||||
@ -52,6 +55,12 @@ class ParticleSystem {
|
||||
|
||||
var random = 0.0;
|
||||
|
||||
var tmpV4 = new Vec4();
|
||||
|
||||
var instancedData: Float32Array = null;
|
||||
var lastSpawnedCount: Int = 0;
|
||||
var hasUniqueGeom: Bool = false;
|
||||
|
||||
public function new(sceneName: String, pref: TParticleReference) {
|
||||
seed = pref.seed;
|
||||
currentSpeed = speed;
|
||||
@ -62,6 +71,12 @@ class ParticleSystem {
|
||||
Data.getParticle(sceneName, pref.particle, function(b: ParticleData) {
|
||||
data = b;
|
||||
r = data.raw;
|
||||
var dyn: Null<Bool> = r.dynamic_emitter;
|
||||
var dynValue: Bool = true;
|
||||
if (dyn != null) {
|
||||
dynValue = dyn;
|
||||
}
|
||||
dynamicEmitter = dynValue;
|
||||
if (Scene.active.raw.gravity != null) {
|
||||
gx = Scene.active.raw.gravity[0] * r.weight_gravity;
|
||||
gy = Scene.active.raw.gravity[1] * r.weight_gravity;
|
||||
@ -98,6 +113,8 @@ class ParticleSystem {
|
||||
lap = 0;
|
||||
lapTime = 0;
|
||||
speed = currentSpeed;
|
||||
lastSpawnedCount = 0;
|
||||
instancedData = null;
|
||||
}
|
||||
|
||||
public function pause() {
|
||||
@ -130,8 +147,13 @@ class ParticleSystem {
|
||||
|
||||
// Copy owner world transform but discard scale
|
||||
owner.transform.world.decompose(ownerLoc, ownerRot, ownerScl);
|
||||
object.transform.loc = ownerLoc;
|
||||
object.transform.rot = ownerRot;
|
||||
if (dynamicEmitter) {
|
||||
object.transform.loc.x = 0; object.transform.loc.y = 0; object.transform.loc.z = 0;
|
||||
object.transform.rot = new Quat();
|
||||
} else {
|
||||
object.transform.loc = ownerLoc;
|
||||
object.transform.rot = ownerRot;
|
||||
}
|
||||
|
||||
// Set particle size per particle system
|
||||
object.transform.scale = new Vec4(r.particle_size, r.particle_size, r.particle_size, 1);
|
||||
@ -158,13 +180,18 @@ class ParticleSystem {
|
||||
if (lap > prevLap && !r.loop) {
|
||||
end();
|
||||
}
|
||||
|
||||
if (lap > prevLap && r.loop) {
|
||||
lastSpawnedCount = 0;
|
||||
}
|
||||
|
||||
updateGpu(object, owner);
|
||||
}
|
||||
|
||||
public function getData(): Mat4 {
|
||||
var hair = r.type == 1;
|
||||
m._00 = animtime;
|
||||
// Store loop flag in the sign: positive -> loop, negative -> no loop
|
||||
m._00 = r.loop ? animtime : -animtime;
|
||||
m._01 = hair ? 1 / particles.length : spawnRate;
|
||||
m._02 = hair ? 1 : lifetime;
|
||||
m._03 = particles.length;
|
||||
@ -187,17 +214,26 @@ class ParticleSystem {
|
||||
return r.size_random;
|
||||
}
|
||||
|
||||
public function getRandom(): FastFloat {
|
||||
public inline function getRandom(): FastFloat {
|
||||
return random;
|
||||
}
|
||||
|
||||
public function getSize(): FastFloat {
|
||||
public inline function getSize(): FastFloat {
|
||||
return r.particle_size;
|
||||
}
|
||||
|
||||
function updateGpu(object: MeshObject, owner: MeshObject) {
|
||||
if (!object.data.geom.instanced) setupGeomGpu(object, owner);
|
||||
// GPU particles transform is attached to owner object
|
||||
if (dynamicEmitter) {
|
||||
if (!hasUniqueGeom) ensureUniqueGeom(object);
|
||||
var needSetup = instancedData == null || object.data.geom.instancedVB == null;
|
||||
if (needSetup) setupGeomGpuDynamic(object, owner);
|
||||
updateSpawnedInstances(object, owner);
|
||||
}
|
||||
else {
|
||||
if (!hasUniqueGeom) ensureUniqueGeom(object);
|
||||
if (!object.data.geom.instanced) setupGeomGpu(object, owner);
|
||||
}
|
||||
// GPU particles transform is attached to owner object in static mode
|
||||
}
|
||||
|
||||
function setupGeomGpu(object: MeshObject, owner: MeshObject) {
|
||||
@ -258,18 +294,134 @@ class ParticleSystem {
|
||||
object.data.geom.setupInstanced(instancedData, 1, Usage.StaticUsage);
|
||||
}
|
||||
|
||||
function fhash(n: Int): Float {
|
||||
var s = n + 1.0;
|
||||
s *= 9301.0 % s;
|
||||
s = (s * 9301.0 + 49297.0) % 233280.0;
|
||||
return s / 233280.0;
|
||||
// allocate instanced VB once for this object
|
||||
function setupGeomGpuDynamic(object: MeshObject, owner: MeshObject) {
|
||||
if (instancedData == null) instancedData = new Float32Array(particles.length * 3);
|
||||
lastSpawnedCount = 0;
|
||||
// Create instanced VB once if missing (seed with our instancedData)
|
||||
if (object.data.geom.instancedVB == null) {
|
||||
object.data.geom.setupInstanced(instancedData, 1, Usage.DynamicUsage);
|
||||
}
|
||||
}
|
||||
|
||||
function ensureUniqueGeom(object: MeshObject) {
|
||||
if (hasUniqueGeom) return;
|
||||
var newData: MeshData = null;
|
||||
new MeshData(object.data.raw, function(dat: MeshData) {
|
||||
dat.scalePos = object.data.scalePos;
|
||||
dat.scaleTex = object.data.scaleTex;
|
||||
dat.format = object.data.format;
|
||||
newData = dat;
|
||||
});
|
||||
if (newData != null) object.setData(newData);
|
||||
hasUniqueGeom = true;
|
||||
}
|
||||
|
||||
function updateSpawnedInstances(object: MeshObject, owner: MeshObject) {
|
||||
if (instancedData == null) return;
|
||||
var targetCount = count;
|
||||
if (targetCount > particles.length) targetCount = particles.length;
|
||||
if (targetCount <= lastSpawnedCount) return;
|
||||
|
||||
var normFactor = 1 / 32767;
|
||||
var scalePosOwner = owner.data.scalePos;
|
||||
var scalePosParticle = object.data.scalePos;
|
||||
var particleSize = r.particle_size;
|
||||
var base = 1.0 / (particleSize * scalePosParticle);
|
||||
|
||||
switch (r.emit_from) {
|
||||
case 0: // Vert
|
||||
var pa = owner.data.geom.positions;
|
||||
var osx = owner.transform.scale.x;
|
||||
var osy = owner.transform.scale.y;
|
||||
var osz = owner.transform.scale.z;
|
||||
var pCount = Std.int(pa.values.length / pa.size);
|
||||
for (idx in lastSpawnedCount...targetCount) {
|
||||
var j = Std.int(fhash(idx) * pCount);
|
||||
var lx = pa.values[j * pa.size ] * normFactor * scalePosOwner * osx;
|
||||
var ly = pa.values[j * pa.size + 1] * normFactor * scalePosOwner * osy;
|
||||
var lz = pa.values[j * pa.size + 2] * normFactor * scalePosOwner * osz;
|
||||
tmpV4.x = lx; tmpV4.y = ly; tmpV4.z = lz; tmpV4.w = 1;
|
||||
tmpV4.applyQuat(ownerRot);
|
||||
var o = idx * 3;
|
||||
instancedData.set(o , (tmpV4.x + ownerLoc.x) * base);
|
||||
instancedData.set(o + 1, (tmpV4.y + ownerLoc.y) * base);
|
||||
instancedData.set(o + 2, (tmpV4.z + ownerLoc.z) * base);
|
||||
}
|
||||
|
||||
case 1: // Face
|
||||
var positions = owner.data.geom.positions.values;
|
||||
var osx1 = owner.transform.scale.x;
|
||||
var osy1 = owner.transform.scale.y;
|
||||
var osz1 = owner.transform.scale.z;
|
||||
for (idx in lastSpawnedCount...targetCount) {
|
||||
var ia = owner.data.geom.indices[Std.random(owner.data.geom.indices.length)];
|
||||
var faceIndex = Std.random(Std.int(ia.length / 3));
|
||||
var i0 = ia[faceIndex * 3 + 0];
|
||||
var i1 = ia[faceIndex * 3 + 1];
|
||||
var i2 = ia[faceIndex * 3 + 2];
|
||||
var v0x = positions[i0 * 4 ], v0y = positions[i0 * 4 + 1], v0z = positions[i0 * 4 + 2];
|
||||
var v1x = positions[i1 * 4 ], v1y = positions[i1 * 4 + 1], v1z = positions[i1 * 4 + 2];
|
||||
var v2x = positions[i2 * 4 ], v2y = positions[i2 * 4 + 1], v2z = positions[i2 * 4 + 2];
|
||||
var rx = Math.random(); var ry = Math.random(); if (rx + ry > 1) { rx = 1 - rx; ry = 1 - ry; }
|
||||
var pxs = v0x + rx * (v1x - v0x) + ry * (v2x - v0x);
|
||||
var pys = v0y + rx * (v1y - v0y) + ry * (v2y - v0y);
|
||||
var pzs = v0z + rx * (v1z - v0z) + ry * (v2z - v0z);
|
||||
var px = pxs * normFactor * scalePosOwner * osx1;
|
||||
var py = pys * normFactor * scalePosOwner * osy1;
|
||||
var pz = pzs * normFactor * scalePosOwner * osz1;
|
||||
tmpV4.x = px; tmpV4.y = py; tmpV4.z = pz; tmpV4.w = 1;
|
||||
tmpV4.applyQuat(ownerRot);
|
||||
var o1 = idx * 3;
|
||||
instancedData.set(o1 , (tmpV4.x + ownerLoc.x) * base);
|
||||
instancedData.set(o1 + 1, (tmpV4.y + ownerLoc.y) * base);
|
||||
instancedData.set(o1 + 2, (tmpV4.z + ownerLoc.z) * base);
|
||||
}
|
||||
|
||||
case 2: // Volume
|
||||
var dim = object.transform.dim;
|
||||
for (idx in lastSpawnedCount...targetCount) {
|
||||
tmpV4.x = (Math.random() * 2.0 - 1.0) * (dim.x * 0.5);
|
||||
tmpV4.y = (Math.random() * 2.0 - 1.0) * (dim.y * 0.5);
|
||||
tmpV4.z = (Math.random() * 2.0 - 1.0) * (dim.z * 0.5);
|
||||
tmpV4.w = 1;
|
||||
tmpV4.applyQuat(ownerRot);
|
||||
var o2 = idx * 3;
|
||||
instancedData.set(o2 , (tmpV4.x + ownerLoc.x) * base);
|
||||
instancedData.set(o2 + 1, (tmpV4.y + ownerLoc.y) * base);
|
||||
instancedData.set(o2 + 2, (tmpV4.z + ownerLoc.z) * base);
|
||||
}
|
||||
}
|
||||
|
||||
// Upload full active range [0..targetCount) to this object's instanced VB
|
||||
var geom = object.data.geom;
|
||||
if (geom.instancedVB == null) {
|
||||
geom.setupInstanced(instancedData, 1, Usage.DynamicUsage);
|
||||
}
|
||||
var vb = geom.instancedVB.lock();
|
||||
var totalFloats = targetCount * 3; // xyz per instance
|
||||
var i = 0;
|
||||
while (i < totalFloats) {
|
||||
vb.setFloat32(i * 4, instancedData[i]);
|
||||
i++;
|
||||
}
|
||||
geom.instancedVB.unlock();
|
||||
geom.instanceCount = targetCount;
|
||||
lastSpawnedCount = targetCount;
|
||||
}
|
||||
|
||||
inline function fhash(n: Int): Float {
|
||||
var s = n + 1.0;
|
||||
s *= 9301.0 % s;
|
||||
s = (s * 9301.0 + 49297.0) % 233280.0;
|
||||
return s / 233280.0;
|
||||
}
|
||||
|
||||
public function remove() {}
|
||||
|
||||
/**
|
||||
Generates a random point in the triangle with vertex positions abc.
|
||||
|
||||
|
||||
Please note that the given position vectors are changed in-place by this
|
||||
function and can be considered garbage afterwards, so make sure to clone
|
||||
them first if needed.
|
||||
|
||||
@ -181,15 +181,11 @@ 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.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);
|
||||
g.setTextureParameters(context.textureUnits[j], TextureAddressing.Clamp, TextureAddressing.Clamp, TextureFilter.LinearFilter, TextureFilter.LinearFilter, 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.PointMipFilter);
|
||||
g.setTexture3DParameters(context.textureUnits[j], TextureAddressing.Clamp, TextureAddressing.Clamp, TextureAddressing.Clamp, TextureFilter.LinearFilter, TextureFilter.LinearFilter, MipMapFilter.NoMipFilter);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@ -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;
|
||||
@ -39,11 +39,11 @@ class Time {
|
||||
}
|
||||
|
||||
public static inline function time(): Float {
|
||||
return kha.Scheduler.time();
|
||||
return kha.Scheduler.time() * scale;
|
||||
}
|
||||
|
||||
public static inline function realTime(): Float {
|
||||
return kha.Scheduler.realTime();
|
||||
return kha.Scheduler.realTime() * scale;
|
||||
}
|
||||
|
||||
public static function update() {
|
||||
|
||||
@ -94,34 +94,34 @@ class Tween {
|
||||
|
||||
// Way too much Reflect trickery..
|
||||
var ps = Reflect.fields(a.props);
|
||||
for (i in 0...ps.length) {
|
||||
var p = ps[i];
|
||||
for (j in 0...ps.length) {
|
||||
var p = ps[j];
|
||||
var k = a._time / a.duration;
|
||||
if (k > 1) k = 1;
|
||||
|
||||
if (a._comps[i] == 1) {
|
||||
var fromVal: Float = a._x[i];
|
||||
if (a._comps[j] == 1) {
|
||||
var fromVal: Float = a._x[j];
|
||||
var toVal: Float = Reflect.getProperty(a.props, p);
|
||||
var val: Float = fromVal + (toVal - fromVal) * eases[a.ease](k);
|
||||
Reflect.setProperty(a.target, p, val);
|
||||
}
|
||||
else { // _comps[i] == 4
|
||||
else { // _comps[j] == 4
|
||||
var obj = Reflect.getProperty(a.props, p);
|
||||
var toX: Float = Reflect.getProperty(obj, "x");
|
||||
var toY: Float = Reflect.getProperty(obj, "y");
|
||||
var toZ: Float = Reflect.getProperty(obj, "z");
|
||||
var toW: Float = Reflect.getProperty(obj, "w");
|
||||
if (a._normalize[i]) {
|
||||
var qdot = (a._x[i] * toX) + (a._y[i] * toY) + (a._z[i] * toZ) + (a._w[i] * toW);
|
||||
if (a._normalize[j]) {
|
||||
var qdot = (a._x[j] * toX) + (a._y[j] * toY) + (a._z[j] * toZ) + (a._w[j] * toW);
|
||||
if (qdot < 0.0) {
|
||||
toX = -toX; toY = -toY; toZ = -toZ; toW = -toW;
|
||||
}
|
||||
}
|
||||
var x: Float = a._x[i] + (toX - a._x[i]) * eases[a.ease](k);
|
||||
var y: Float = a._y[i] + (toY - a._y[i]) * eases[a.ease](k);
|
||||
var z: Float = a._z[i] + (toZ - a._z[i]) * eases[a.ease](k);
|
||||
var w: Float = a._w[i] + (toW - a._w[i]) * eases[a.ease](k);
|
||||
if (a._normalize[i]) {
|
||||
var x: Float = a._x[j] + (toX - a._x[j]) * eases[a.ease](k);
|
||||
var y: Float = a._y[j] + (toY - a._y[j]) * eases[a.ease](k);
|
||||
var z: Float = a._z[j] + (toZ - a._z[j]) * eases[a.ease](k);
|
||||
var w: Float = a._w[j] + (toW - a._w[j]) * eases[a.ease](k);
|
||||
if (a._normalize[j]) {
|
||||
var l = Math.sqrt(x * x + y * y + z * z + w * w);
|
||||
if (l > 0.0) {
|
||||
l = 1.0 / l;
|
||||
|
||||
48
leenkx/Sources/leenkx/logicnode/AnyContactNode.hx
Normal file
48
leenkx/Sources/leenkx/logicnode/AnyContactNode.hx
Normal file
@ -0,0 +1,48 @@
|
||||
package leenkx.logicnode;
|
||||
import iron.object.Object;
|
||||
|
||||
#if lnx_physics
|
||||
import leenkx.trait.physics.PhysicsCache;
|
||||
import leenkx.trait.physics.RigidBody;
|
||||
#end
|
||||
|
||||
class AnyContactNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
var lastContact = false;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
tree.notifyOnUpdate(update);
|
||||
}
|
||||
|
||||
function update() {
|
||||
var object1: Object = inputs[0].get();
|
||||
if (object1 == null) object1 = tree.object;
|
||||
if (object1 == null) return;
|
||||
|
||||
var contact = false;
|
||||
|
||||
#if lnx_physics
|
||||
var rb1 = PhysicsCache.getCachedRigidBody(object1);
|
||||
if (rb1 != null) {
|
||||
var rbs = PhysicsCache.getCachedContacts(rb1);
|
||||
contact = (rbs != null && rbs.length > 0);
|
||||
}
|
||||
#end
|
||||
|
||||
var shouldTrigger = false;
|
||||
switch (property0) {
|
||||
case "begin":
|
||||
shouldTrigger = contact && !lastContact;
|
||||
case "overlap":
|
||||
shouldTrigger = contact;
|
||||
case "end":
|
||||
shouldTrigger = !contact && lastContact;
|
||||
}
|
||||
|
||||
lastContact = contact;
|
||||
|
||||
if (shouldTrigger) runOutput(0);
|
||||
}
|
||||
}
|
||||
@ -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);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,7 +1,10 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.object.Object;
|
||||
|
||||
#if lnx_physics
|
||||
import leenkx.trait.physics.PhysicsCache;
|
||||
import leenkx.trait.physics.RigidBody;
|
||||
#end
|
||||
|
||||
class HasContactNode extends LogicNode {
|
||||
|
||||
@ -15,12 +18,15 @@ class HasContactNode extends LogicNode {
|
||||
|
||||
if (object1 == null || object2 == null) return false;
|
||||
|
||||
#if lnx_physics
|
||||
var physics = leenkx.trait.physics.PhysicsWorld.active;
|
||||
var rb2 = object2.getTrait(RigidBody);
|
||||
var rbs = physics.getContacts(object1.getTrait(RigidBody));
|
||||
if (rbs != null) for (rb in rbs) if (rb == rb2) return true;
|
||||
#end
|
||||
#if lnx_physics
|
||||
var rb1 = PhysicsCache.getCachedRigidBody(object1);
|
||||
var rb2 = PhysicsCache.getCachedRigidBody(object2);
|
||||
|
||||
if (rb1 != null && rb2 != null) {
|
||||
var rbs = PhysicsCache.getCachedContacts(rb1);
|
||||
return PhysicsCache.hasContactWith(rbs, rb2);
|
||||
}
|
||||
#end
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,7 +1,11 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.object.Object;
|
||||
|
||||
#if lnx_physics
|
||||
import leenkx.trait.physics.PhysicsCache;
|
||||
import leenkx.trait.physics.RigidBody;
|
||||
#end
|
||||
|
||||
|
||||
class OnContactNode extends LogicNode {
|
||||
|
||||
@ -23,22 +27,15 @@ class OnContactNode extends LogicNode {
|
||||
|
||||
var contact = false;
|
||||
|
||||
#if lnx_physics
|
||||
var physics = leenkx.trait.physics.PhysicsWorld.active;
|
||||
var rb1 = object1.getTrait(RigidBody);
|
||||
if (rb1 != null) {
|
||||
var rbs = physics.getContacts(rb1);
|
||||
if (rbs != null) {
|
||||
var rb2 = object2.getTrait(RigidBody);
|
||||
for (rb in rbs) {
|
||||
if (rb == rb2) {
|
||||
contact = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
#if lnx_physics
|
||||
var rb1 = PhysicsCache.getCachedRigidBody(object1);
|
||||
var rb2 = PhysicsCache.getCachedRigidBody(object2);
|
||||
|
||||
if (rb1 != null && rb2 != null) {
|
||||
var rbs = PhysicsCache.getCachedContacts(rb1);
|
||||
contact = PhysicsCache.hasContactWith(rbs, rb2);
|
||||
}
|
||||
}
|
||||
#end
|
||||
#end
|
||||
|
||||
var b = false;
|
||||
switch (property0) {
|
||||
|
||||
41
leenkx/Sources/leenkx/logicnode/ProbabilisticIndexNode.hx
Normal file
41
leenkx/Sources/leenkx/logicnode/ProbabilisticIndexNode.hx
Normal file
@ -0,0 +1,41 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class ProbabilisticIndexNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
|
||||
var probs: Array<Float> = [];
|
||||
var probs_acum: Array<Float> = [];
|
||||
var sum: Float = 0;
|
||||
|
||||
for (p in 0...inputs.length){
|
||||
probs.push(inputs[p].get());
|
||||
sum += probs[p];
|
||||
}
|
||||
|
||||
if (sum > 1){
|
||||
for (p in 0...probs.length)
|
||||
probs[p] /= sum;
|
||||
}
|
||||
|
||||
sum = 0;
|
||||
for (p in 0...probs.length){
|
||||
sum += probs[p];
|
||||
probs_acum.push(sum);
|
||||
}
|
||||
|
||||
var rand: Float = Math.random();
|
||||
|
||||
for (p in 0...probs.length){
|
||||
if (p == 0 && rand <= probs_acum[p]) return p;
|
||||
else if (0 < p && p < probs.length-1 && probs_acum[p-1] < rand && rand <= probs_acum[p]) return p;
|
||||
else if (p == probs.length-1 && probs_acum[p-1] < rand) return p;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
@ -1,5 +1,7 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.data.SceneFormat;
|
||||
|
||||
class SetWorldNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
@ -10,25 +12,6 @@ class SetWorldNode extends LogicNode {
|
||||
var world: String = inputs[1].get();
|
||||
|
||||
if (world != null){
|
||||
|
||||
//check if world shader data exists
|
||||
var file: String = 'World_'+world+'_data';
|
||||
#if lnx_json
|
||||
file += ".json";
|
||||
#elseif lnx_compress
|
||||
file += ".lz4";
|
||||
#else
|
||||
file += '.lnx';
|
||||
#end
|
||||
|
||||
var exists: Bool = false;
|
||||
|
||||
iron.data.Data.getBlob(file, function(b: kha.Blob) {
|
||||
if (b != null) exists = true;
|
||||
});
|
||||
|
||||
assert(Error, exists == true, "World must be either associated to a scene or have fake user");
|
||||
|
||||
iron.Scene.active.raw.world_ref = world;
|
||||
var npath = leenkx.renderpath.RenderPathCreator.get();
|
||||
npath.loadShader("shader_datas/World_" + world + "/World_" + world);
|
||||
|
||||
@ -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_cc1:kha.compute.ConstantLocation;
|
||||
static var voxel_tf1:kha.compute.TextureUnit;
|
||||
#else
|
||||
#if lnx_voxelgi_shadows
|
||||
static var voxel_te1:kha.compute.TextureUnit;
|
||||
static var voxel_tf1:kha.compute.TextureUnit;
|
||||
#end
|
||||
#end
|
||||
#if (lnx_voxelgi_shadows || rp_voxels == "Voxel GI")
|
||||
@ -53,28 +53,12 @@ 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;
|
||||
@ -87,6 +71,33 @@ 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
|
||||
|
||||
@ -152,11 +163,9 @@ 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 {
|
||||
@ -197,30 +206,24 @@ 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(false);
|
||||
#if rp_shadowmap_transparent
|
||||
updatePointLightAtlasData(true);
|
||||
#end
|
||||
updatePointLightAtlasData(false);
|
||||
|
||||
for (atlas in ShadowMapAtlas.shadowMapAtlases) {
|
||||
var tilesToRemove = [];
|
||||
@ -298,7 +301,6 @@ class Inc {
|
||||
path.endStream();
|
||||
}
|
||||
|
||||
#if rp_shadowmap_transparent
|
||||
for (atlas in ShadowMapAtlas.shadowMapAtlasesTransparent) {
|
||||
var tilesToRemove = [];
|
||||
#if lnx_shadowmap_atlas_lod
|
||||
@ -393,8 +395,10 @@ class Inc {
|
||||
tile.freeTile();
|
||||
}
|
||||
}
|
||||
#if lnx_debug
|
||||
endShadowsLogicProfile();
|
||||
#end
|
||||
#end
|
||||
#end // rp_shadowmap
|
||||
}
|
||||
#else
|
||||
public static function bindShadowMap() {
|
||||
@ -497,7 +501,6 @@ 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) {
|
||||
@ -519,7 +522,6 @@ 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
|
||||
@ -587,7 +589,7 @@ class Inc {
|
||||
t.width = 0;
|
||||
t.height = 0;
|
||||
t.displayp = getDisplayp();
|
||||
t.format = "R16";
|
||||
t.format = "R32";
|
||||
t.scale = getSuperSampling();
|
||||
t.depth_buffer = "main";
|
||||
path.createRenderTarget(t);
|
||||
@ -613,14 +615,10 @@ class Inc {
|
||||
#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");
|
||||
{
|
||||
path.bindTarget("voxelsOut", "voxels");
|
||||
path.bindTarget("voxelsSDF", "voxelsSDF");
|
||||
}
|
||||
#end
|
||||
|
||||
path.drawMeshes("translucent");
|
||||
@ -681,11 +679,12 @@ class Inc {
|
||||
t.width = 0;
|
||||
t.height = 0;
|
||||
t.displayp = getDisplayp();
|
||||
t.format = "RGBA32";
|
||||
//t.scale = Inc.getSuperSampling();
|
||||
t.format = t.name == "voxels_ao" ? "R8" : "RGBA32";
|
||||
}
|
||||
else {
|
||||
if (t.name == "voxelsSDF" || t.name == "voxelsSDFtmp") {
|
||||
t.format = "R8";
|
||||
t.format = "R16";
|
||||
t.width = res;
|
||||
t.height = res * Main.voxelgiClipmapCount;
|
||||
t.depth = res;
|
||||
@ -694,16 +693,16 @@ class Inc {
|
||||
#if (rp_voxels == "Voxel AO")
|
||||
{
|
||||
if (t.name == "voxelsOut" || t.name == "voxelsOutB") {
|
||||
t.format = "R8";
|
||||
t.format = "R16";
|
||||
t.width = res * (6 + 16);
|
||||
t.height = res * Main.voxelgiClipmapCount;
|
||||
t.depth = res;
|
||||
}
|
||||
else {
|
||||
t.format = "R32UI";
|
||||
t.format = "R32";
|
||||
t.width = res * 6;
|
||||
t.height = res;
|
||||
t.depth = res * 2;
|
||||
t.depth = res;
|
||||
}
|
||||
}
|
||||
#else
|
||||
@ -714,11 +713,17 @@ 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 = "R32UI";
|
||||
t.format = "R32";
|
||||
t.width = res * 6;
|
||||
t.height = res;
|
||||
t.depth = res * 16;
|
||||
t.depth = res * 12;
|
||||
}
|
||||
}
|
||||
#end
|
||||
@ -830,15 +835,14 @@ 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("SDF");
|
||||
voxel_cc1 = voxel_sh1.getConstantLocation("envmapStrength");
|
||||
voxel_te1 = voxel_sh1.getTextureUnit("voxelsLight");
|
||||
voxel_tf1 = voxel_sh1.getTextureUnit("SDF");
|
||||
#else
|
||||
#if lnx_voxelgi_shadows
|
||||
voxel_te1 = voxel_sh1.getTextureUnit("SDF");
|
||||
voxel_tf1 = voxel_sh1.getTextureUnit("SDF");
|
||||
#end
|
||||
#end
|
||||
}
|
||||
@ -869,28 +873,12 @@ class Inc {
|
||||
#else
|
||||
voxel_td3 = voxel_sh3.getTextureUnit("voxels_diffuse");
|
||||
#end
|
||||
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_ca3 = voxel_sh3.getConstantLocation("clipmaps");
|
||||
voxel_cb3 = voxel_sh3.getConstantLocation("InvVP");
|
||||
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
|
||||
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");
|
||||
}
|
||||
#if (rp_voxels == "Voxel GI")
|
||||
if (voxel_sh4 == null)
|
||||
@ -904,8 +892,40 @@ 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("eye");
|
||||
voxel_cd4 = voxel_sh4.getConstantLocation("postprocess_resolution");
|
||||
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
|
||||
}
|
||||
#end
|
||||
}
|
||||
@ -956,11 +976,11 @@ 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("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);
|
||||
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);
|
||||
#else
|
||||
#if lnx_voxelgi_shadows
|
||||
kha.compute.Compute.setTexture(voxel_te1, rts.get("voxelsSDF").image, kha.compute.Access.Write);
|
||||
kha.compute.Compute.setTexture(voxel_tf1, rts.get("voxelsSDF").image, kha.compute.Access.Write);
|
||||
#end
|
||||
#end
|
||||
|
||||
@ -982,8 +1002,6 @@ 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));
|
||||
}
|
||||
|
||||
@ -1036,7 +1054,6 @@ class Inc {
|
||||
}
|
||||
}
|
||||
#end
|
||||
|
||||
#if (rp_voxels == "Voxel AO")
|
||||
public static function resolveAO() {
|
||||
var rts = path.renderTargets;
|
||||
@ -1049,20 +1066,13 @@ 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;
|
||||
@ -1089,7 +1099,18 @@ class Inc {
|
||||
|
||||
kha.compute.Compute.setMatrix(voxel_cb3, m.self);
|
||||
|
||||
kha.compute.Compute.setFloat3(voxel_cc3, camera.transform.worldx(), camera.transform.worldy(), camera.transform.worldz());
|
||||
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);
|
||||
|
||||
var width = iron.App.w();
|
||||
var height = iron.App.h();
|
||||
@ -1104,32 +1125,7 @@ class Inc {
|
||||
width = Std.int(dp * Inc.getSuperSampling());
|
||||
}
|
||||
}
|
||||
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.setFloat2(voxel_cf3, width, height);
|
||||
|
||||
kha.compute.Compute.compute(Std.int((width + 7) / 8), Std.int((height + 7) / 8), 1);
|
||||
}
|
||||
@ -1145,18 +1141,12 @@ 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) {
|
||||
@ -1184,7 +1174,18 @@ class Inc {
|
||||
|
||||
kha.compute.Compute.setMatrix(voxel_cb3, m.self);
|
||||
|
||||
kha.compute.Compute.setFloat3(voxel_cc3, camera.transform.worldx(), camera.transform.worldy(), camera.transform.worldz());
|
||||
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);
|
||||
|
||||
var width = iron.App.w();
|
||||
var height = iron.App.h();
|
||||
@ -1199,32 +1200,7 @@ class Inc {
|
||||
width = Std.int(dp * Inc.getSuperSampling());
|
||||
}
|
||||
}
|
||||
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.setFloat2(voxel_cf3, width, height);
|
||||
|
||||
kha.compute.Compute.compute(Std.int((width + 7) / 8), Std.int((height + 7) / 8), 1);
|
||||
}
|
||||
@ -1240,12 +1216,15 @@ 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);
|
||||
#if rp_gbuffer2
|
||||
kha.compute.Compute.setSampledTexture(voxel_tf4, rts.get("gbuffer2").image);
|
||||
#end
|
||||
|
||||
//kha.compute.Compute.setSampledTexture(voxel_tf4, rts.get("gbuffer2").image);
|
||||
|
||||
var fa:Float32Array = new Float32Array(Main.voxelgiClipmapCount * 10);
|
||||
for (i in 0...Main.voxelgiClipmapCount) {
|
||||
@ -1273,7 +1252,18 @@ class Inc {
|
||||
|
||||
kha.compute.Compute.setMatrix(voxel_cb4, m.self);
|
||||
|
||||
kha.compute.Compute.setFloat3(voxel_cc4, camera.transform.worldx(), camera.transform.worldy(), camera.transform.worldz());
|
||||
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);
|
||||
|
||||
var width = iron.App.w();
|
||||
var height = iron.App.h();
|
||||
@ -1288,10 +1278,146 @@ class Inc {
|
||||
width = Std.int(dp * Inc.getSuperSampling());
|
||||
}
|
||||
}
|
||||
kha.compute.Compute.setFloat2(voxel_cd4, width, height);
|
||||
kha.compute.Compute.setFloat2(voxel_cf4, 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
|
||||
}
|
||||
|
||||
@ -15,11 +15,6 @@ 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", [
|
||||
@ -62,11 +57,12 @@ class RenderPathDeferred {
|
||||
Inc.initGI("voxels");
|
||||
Inc.initGI("voxelsOut");
|
||||
Inc.initGI("voxelsOutB");
|
||||
#if (rp_voxels == "Voxel GI" || lnx_voxelgi_shadows)
|
||||
#if (lnx_voxelgi_shadows || rp_voxels == "Voxel GI")
|
||||
Inc.initGI("voxelsSDF");
|
||||
Inc.initGI("voxelsSDFtmp");
|
||||
#end
|
||||
#if (rp_voxels == "Voxel GI")
|
||||
Inc.initGI("voxelsLight");
|
||||
Inc.initGI("voxels_diffuse");
|
||||
Inc.initGI("voxels_specular");
|
||||
#else
|
||||
@ -199,26 +195,16 @@ 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")
|
||||
#if ((rp_ssgi != "Off") || rp_volumetriclight)
|
||||
{
|
||||
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;
|
||||
@ -230,66 +216,6 @@ class RenderPathDeferred {
|
||||
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 = "volumetricb";
|
||||
t.width = 0;
|
||||
t.height = 0;
|
||||
t.displayp = Inc.getDisplayp();
|
||||
t.format = "R8";
|
||||
t.scale = Inc.getSuperSampling();
|
||||
#if rp_ssgi_half
|
||||
@ -442,7 +368,7 @@ class RenderPathDeferred {
|
||||
t.scale = Inc.getSuperSampling();
|
||||
path.createRenderTarget(t);
|
||||
|
||||
// holds background color
|
||||
// holds background depth
|
||||
var t = new RenderTargetRaw();
|
||||
t.name = "refr";
|
||||
t.width = 0;
|
||||
@ -535,7 +461,7 @@ class RenderPathDeferred {
|
||||
|
||||
#if (rp_ssrefr || lnx_voxelgi_refract)
|
||||
{
|
||||
path.setTarget("gbuffer_refraction");
|
||||
path.setTarget("gbuffer_refraction"); // Only clear gbuffer0
|
||||
path.clearTarget(0xffffff00);
|
||||
}
|
||||
#end
|
||||
@ -591,16 +517,30 @@ class RenderPathDeferred {
|
||||
path.drawShader("shader_datas/downsample_depth/downsample_depth");
|
||||
#end
|
||||
|
||||
#if (rp_shadowmap)
|
||||
// atlasing is exclusive for now
|
||||
#if lnx_shadowmap_atlas
|
||||
Inc.drawShadowMapAtlas();
|
||||
#else
|
||||
Inc.drawShadowMap();
|
||||
#end
|
||||
#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_ssgi == "SSAO")
|
||||
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 (leenkx.data.Config.raw.rp_ssgi != false) {
|
||||
path.setTarget("singlea");
|
||||
@ -619,43 +559,15 @@ class RenderPathDeferred {
|
||||
path.drawShader("shader_datas/blur_edge_pass/blur_edge_pass_y");
|
||||
}
|
||||
}
|
||||
#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
|
||||
#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");
|
||||
}
|
||||
}
|
||||
#if (rp_shadowmap)
|
||||
// atlasing is exclusive for now
|
||||
#if lnx_shadowmap_atlas
|
||||
Inc.drawShadowMapAtlas();
|
||||
#else
|
||||
Inc.drawShadowMap();
|
||||
#end
|
||||
#end
|
||||
|
||||
// Voxels
|
||||
@ -668,6 +580,9 @@ 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);
|
||||
@ -679,30 +594,26 @@ 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 (rp_voxels == "Voxel GI")
|
||||
#if (lnx_voxelgi_shadows || rp_voxels == "Voxel GI")
|
||||
Inc.computeVoxelsSDF();
|
||||
#end
|
||||
|
||||
@ -717,6 +628,7 @@ class RenderPathDeferred {
|
||||
}
|
||||
}
|
||||
#end
|
||||
|
||||
// ---
|
||||
// Deferred light
|
||||
// ---
|
||||
@ -848,9 +760,15 @@ class RenderPathDeferred {
|
||||
}
|
||||
#end
|
||||
|
||||
#if (rp_translucency && !rp_ssrefr)
|
||||
{
|
||||
Inc.drawTranslucency("tex");
|
||||
}
|
||||
#end
|
||||
|
||||
#if rp_volumetriclight
|
||||
{
|
||||
path.setTarget("volumetrica");
|
||||
path.setTarget("singlea");
|
||||
path.bindTarget("_main", "gbufferD");
|
||||
#if lnx_shadowmap_atlas
|
||||
Inc.bindShadowMapAtlas();
|
||||
@ -859,16 +777,85 @@ class RenderPathDeferred {
|
||||
#end
|
||||
path.drawShader("shader_datas/volumetric_light/volumetric_light");
|
||||
|
||||
path.setTarget("volumetricb");
|
||||
path.bindTarget("volumetrica", "tex");
|
||||
path.setTarget("singleb");
|
||||
path.bindTarget("singlea", "tex");
|
||||
path.drawShader("shader_datas/blur_bilat_pass/blur_bilat_pass_x");
|
||||
|
||||
path.setTarget("tex");
|
||||
path.bindTarget("volumetricb", "tex");
|
||||
path.bindTarget("singleb", "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) {
|
||||
@ -913,88 +900,6 @@ 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) {
|
||||
@ -1059,12 +964,6 @@ class RenderPathDeferred {
|
||||
}
|
||||
#end
|
||||
|
||||
#if rp_bloom
|
||||
{
|
||||
inline Inc.drawBloom("tex", bloomDownsampler, bloomUpsampler);
|
||||
}
|
||||
#end
|
||||
|
||||
#if (rp_supersampling == 4)
|
||||
var framebuffer = "buf";
|
||||
#else
|
||||
|
||||
@ -142,17 +142,16 @@ class RenderPathForward {
|
||||
t.width = 0;
|
||||
t.height = 0;
|
||||
t.displayp = Inc.getDisplayp();
|
||||
t.format = "DEPTH24";
|
||||
t.format = "R32";
|
||||
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 = Inc.getHdrFormat();
|
||||
t.format = "RGBA64";
|
||||
t.scale = Inc.getSuperSampling();
|
||||
path.createRenderTarget(t);
|
||||
}
|
||||
@ -201,10 +200,17 @@ class RenderPathForward {
|
||||
Inc.initGI("voxels");
|
||||
Inc.initGI("voxelsOut");
|
||||
Inc.initGI("voxelsOutB");
|
||||
#if (rp_voxels == "Voxel GI" || lnx_voxelgi_shadows)
|
||||
#if (lnx_voxelgi_shadows || (rp_voxels == "Voxel GI"))
|
||||
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();
|
||||
@ -251,25 +257,18 @@ class RenderPathForward {
|
||||
#end
|
||||
#end
|
||||
|
||||
#if (rp_volumetriclight || rp_ssgi != "Off")
|
||||
#if rp_volumetriclight
|
||||
{
|
||||
#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);
|
||||
|
||||
@ -278,11 +277,7 @@ 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);
|
||||
}
|
||||
@ -379,6 +374,9 @@ 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);
|
||||
@ -390,6 +388,9 @@ class RenderPathForward {
|
||||
}
|
||||
else
|
||||
{
|
||||
#if (rp_voxels == "Voxel GI")
|
||||
path.clearImage("voxelsLight", 0x00000000);
|
||||
#end
|
||||
path.clearImage("voxels", 0x00000000);
|
||||
Inc.computeVoxelsOffsetPrev();
|
||||
}
|
||||
@ -399,12 +400,27 @@ 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
|
||||
|
||||
@ -423,7 +439,7 @@ class RenderPathForward {
|
||||
#if (rp_ssrefr || lnx_voxelgi_refract)
|
||||
{
|
||||
path.setTarget("gbuffer_refraction"); // Only clear gbuffer0
|
||||
path.clearTarget(0xffffff00);
|
||||
path.clearTarget(0xff000000);
|
||||
}
|
||||
#end
|
||||
|
||||
@ -433,6 +449,13 @@ class RenderPathForward {
|
||||
}
|
||||
#end
|
||||
|
||||
#if rp_ssrefr
|
||||
{
|
||||
path.setTarget("gbuffer_refraction");
|
||||
path.clearTarget(0xffffff00);
|
||||
}
|
||||
#end
|
||||
|
||||
RenderPathCreator.setTargetMeshes();
|
||||
|
||||
#if rp_shadowmap
|
||||
@ -449,11 +472,18 @@ class RenderPathForward {
|
||||
#if (rp_voxels != "Off")
|
||||
if (leenkx.data.Config.raw.rp_gi != false)
|
||||
{
|
||||
#if (rp_voxels != "Off")
|
||||
path.bindTarget("voxelsOut", "voxels");
|
||||
#if (rp_voxels == "Voxel GI" || lnx_voxelgi_shadows)
|
||||
path.bindTarget("voxelsSDF", "voxelsSDF");
|
||||
#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
|
||||
path.bindTarget("voxelsOut", "voxels");
|
||||
path.bindTarget("voxelsSDF", "voxelsSDF");
|
||||
#end
|
||||
}
|
||||
#end
|
||||
@ -492,31 +522,14 @@ 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");
|
||||
@ -564,50 +577,6 @@ 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);
|
||||
@ -672,18 +641,20 @@ class RenderPathForward {
|
||||
var framebuffer = "";
|
||||
#end
|
||||
|
||||
#if ((rp_antialiasing == "Off") || (rp_antialiasing == "FXAA"))
|
||||
RenderPathCreator.finalTarget = path.currentTarget;
|
||||
|
||||
var target = "";
|
||||
#if ((rp_antialiasing == "Off") || (rp_antialiasing == "FXAA") || (!rp_render_to_texture))
|
||||
{
|
||||
RenderPathCreator.finalTarget = path.currentTarget;
|
||||
path.setTarget(framebuffer);
|
||||
target = framebuffer;
|
||||
}
|
||||
#else
|
||||
{
|
||||
path.setTarget("buf");
|
||||
RenderPathCreator.finalTarget = path.currentTarget;
|
||||
target = "buf";
|
||||
}
|
||||
#end
|
||||
|
||||
path.setTarget(target);
|
||||
|
||||
#if rp_compositordepth
|
||||
{
|
||||
path.bindTarget("_main", "gbufferD");
|
||||
@ -702,6 +673,15 @@ class RenderPathForward {
|
||||
}
|
||||
#end
|
||||
|
||||
#if rp_overlays
|
||||
{
|
||||
path.setTarget(target);
|
||||
path.clearTarget(null, 1.0);
|
||||
path.drawMeshes("overlay");
|
||||
}
|
||||
#end
|
||||
|
||||
|
||||
#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA"))
|
||||
{
|
||||
path.setTarget("bufa");
|
||||
@ -732,12 +712,6 @@ class RenderPathForward {
|
||||
}
|
||||
#end
|
||||
|
||||
#if rp_overlays
|
||||
{
|
||||
path.clearTarget(null, 1.0);
|
||||
path.drawMeshes("overlay");
|
||||
}
|
||||
#end
|
||||
}
|
||||
|
||||
public static function setupDepthTexture() {
|
||||
|
||||
@ -3,33 +3,35 @@ package leenkx.system;
|
||||
import haxe.Constraints.Function;
|
||||
|
||||
class Signal {
|
||||
var callbacks:Array<Function> = [];
|
||||
var callbacks: Array<Function> = [];
|
||||
|
||||
public function new() {
|
||||
|
||||
|
||||
}
|
||||
|
||||
public function connect(callback:Function) {
|
||||
public function connect(callback: Function) {
|
||||
if (!callbacks.contains(callback)) callbacks.push(callback);
|
||||
}
|
||||
|
||||
public function disconnect(callback:Function) {
|
||||
public function disconnect(callback: Function) {
|
||||
if (callbacks.contains(callback)) callbacks.remove(callback);
|
||||
}
|
||||
|
||||
public function emit(...args:Any) {
|
||||
for (callback in callbacks) Reflect.callMethod(this, callback, args);
|
||||
public function emit(...args: Any) {
|
||||
for (callback in callbacks.copy()) {
|
||||
if (callbacks.contains(callback)) Reflect.callMethod(null, callback, args);
|
||||
}
|
||||
}
|
||||
|
||||
public function getConnections():Array<Function> {
|
||||
public function getConnections(): Array<Function> {
|
||||
return callbacks;
|
||||
}
|
||||
|
||||
public function isConnected(callBack:Function):Bool {
|
||||
public function isConnected(callBack: Function):Bool {
|
||||
return callbacks.contains(callBack);
|
||||
}
|
||||
|
||||
public function isNull():Bool {
|
||||
public function isNull(): Bool {
|
||||
return callbacks.length == 0;
|
||||
}
|
||||
}
|
||||
|
||||
@ -41,11 +41,7 @@ class Starter {
|
||||
try {
|
||||
#end
|
||||
|
||||
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) {
|
||||
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) {
|
||||
|
||||
iron.App.init(function() {
|
||||
#if lnx_loadscreen
|
||||
@ -61,7 +57,7 @@ class Starter {
|
||||
iron.Scene.getRenderPath = getRenderPath;
|
||||
#end
|
||||
#if lnx_draworder_shader
|
||||
iron.RenderPath.active.drawOrder = iron.RenderPath.DrawOrder.Shader;
|
||||
iron.RenderPath.active.drawOrder = iron.RenderPath.DrawOrder.Index;
|
||||
#end // else Distance
|
||||
});
|
||||
});
|
||||
|
||||
@ -1,87 +1,243 @@
|
||||
package leenkx.trait;
|
||||
|
||||
import iron.Trait;
|
||||
import iron.math.Vec4;
|
||||
import iron.system.Input;
|
||||
import iron.object.Object;
|
||||
import iron.object.CameraObject;
|
||||
import leenkx.trait.physics.PhysicsWorld;
|
||||
import leenkx.trait.internal.CameraController;
|
||||
import leenkx.trait.physics.RigidBody;
|
||||
import kha.FastFloat;
|
||||
|
||||
class FirstPersonController extends CameraController {
|
||||
class FirstPersonController extends Trait {
|
||||
|
||||
#if (!lnx_physics)
|
||||
public function new() { super(); }
|
||||
#else
|
||||
#if (!lnx_physics)
|
||||
public function new() { super(); }
|
||||
#else
|
||||
|
||||
var head: Object;
|
||||
static inline var rotationSpeed = 2.0;
|
||||
@prop public var rotationSpeed:Float = 0.15;
|
||||
@prop public var maxPitch:Float = 2.2;
|
||||
@prop public var minPitch:Float = 0.5;
|
||||
@prop public var enableJump:Bool = true;
|
||||
@prop public var jumpForce:Float = 22.0;
|
||||
@prop public var moveSpeed:Float = 500.0;
|
||||
|
||||
public function new() {
|
||||
super();
|
||||
@prop public var forwardKey:String = "w";
|
||||
@prop public var backwardKey:String = "s";
|
||||
@prop public var leftKey:String = "a";
|
||||
@prop public var rightKey:String = "d";
|
||||
@prop public var jumpKey:String = "space";
|
||||
|
||||
iron.Scene.active.notifyOnInit(init);
|
||||
}
|
||||
@prop public var allowAirJump:Bool = false;
|
||||
|
||||
function init() {
|
||||
head = object.getChildOfType(CameraObject);
|
||||
@prop public var canRun:Bool = true;
|
||||
@prop public var runKey:String = "shift";
|
||||
@prop public var runSpeed:Float = 1000.0;
|
||||
|
||||
PhysicsWorld.active.notifyOnPreUpdate(preUpdate);
|
||||
notifyOnUpdate(update);
|
||||
notifyOnRemove(removed);
|
||||
}
|
||||
// Sistema de estamina
|
||||
@prop public var stamina:Bool = false;
|
||||
@prop public var staminaBase:Float = 75.0;
|
||||
@prop public var staRecoverPerSec:Float = 5.0;
|
||||
@prop public var staDecreasePerSec:Float = 5.0;
|
||||
@prop public var staRecoverTime:Float = 2.0;
|
||||
@prop public var staDecreasePerJump:Float = 5.0;
|
||||
@prop public var enableFatigue:Bool = false;
|
||||
@prop public var fatigueSpeed:Float = 0.5; // the reduction of movement when fatigue is activated...
|
||||
@prop public var fatigueThreshold:Float = 30.0; // Tiempo corriendo sin parar para la activacion // Time running non-stop for activation...
|
||||
@prop public var fatRecoveryThreshold:Float = 7.5; // Tiempo sin correr/saltar para salir de fatiga // Time without running/jumping to get rid of fatigue...
|
||||
|
||||
|
||||
var xVec = Vec4.xAxis();
|
||||
var zVec = Vec4.zAxis();
|
||||
function preUpdate() {
|
||||
if (Input.occupied || !body.ready) return;
|
||||
// Var Privadas
|
||||
var head:CameraObject;
|
||||
var pitch:Float = 0.0;
|
||||
var body:RigidBody;
|
||||
|
||||
var mouse = Input.getMouse();
|
||||
var kb = Input.getKeyboard();
|
||||
var moveForward:Bool = false;
|
||||
var moveBackward:Bool = false;
|
||||
var moveLeft:Bool = false;
|
||||
var moveRight:Bool = false;
|
||||
var isRunning:Bool = false;
|
||||
|
||||
if (mouse.started() && !mouse.locked) mouse.lock();
|
||||
else if (kb.started("escape") && mouse.locked) mouse.unlock();
|
||||
var canJump:Bool = true;
|
||||
var staminaValue:Float = 0.0;
|
||||
var timeSinceStop:Float = 0.0;
|
||||
|
||||
if (mouse.locked || mouse.down()) {
|
||||
head.transform.rotate(xVec, -mouse.movementY / 250 * rotationSpeed);
|
||||
transform.rotate(zVec, -mouse.movementX / 250 * rotationSpeed);
|
||||
body.syncTransform();
|
||||
var fatigueTimer:Float = 0.0;
|
||||
var fatigueCooldown:Float = 0.0;
|
||||
var isFatigueActive:Bool = false;
|
||||
|
||||
public function new() {
|
||||
super();
|
||||
iron.Scene.active.notifyOnInit(init);
|
||||
}
|
||||
|
||||
function init() {
|
||||
body = object.getTrait(RigidBody);
|
||||
head = object.getChildOfType(CameraObject);
|
||||
PhysicsWorld.active.notifyOnPreUpdate(preUpdate);
|
||||
notifyOnUpdate(update);
|
||||
notifyOnRemove(removed);
|
||||
staminaValue = staminaBase;
|
||||
}
|
||||
|
||||
function removed() {
|
||||
PhysicsWorld.active.removePreUpdate(preUpdate);
|
||||
}
|
||||
|
||||
var zVec = Vec4.zAxis();
|
||||
|
||||
function preUpdate() {
|
||||
if (Input.occupied || body == null) return;
|
||||
var mouse = Input.getMouse();
|
||||
var kb = Input.getKeyboard();
|
||||
|
||||
if (mouse.started() && !mouse.locked)
|
||||
mouse.lock();
|
||||
else if (kb.started("escape") && mouse.locked)
|
||||
mouse.unlock();
|
||||
|
||||
if (mouse.locked || mouse.down()) {
|
||||
var deltaTime:Float = iron.system.Time.delta;
|
||||
object.transform.rotate(zVec, -mouse.movementX * rotationSpeed * deltaTime);
|
||||
var deltaPitch:Float = -(mouse.movementY * rotationSpeed * deltaTime);
|
||||
pitch += deltaPitch;
|
||||
pitch = Math.max(minPitch, Math.min(maxPitch, pitch));
|
||||
head.transform.setRotation(pitch, 0.0, 0.0);
|
||||
body.syncTransform();
|
||||
}
|
||||
}
|
||||
|
||||
var dir:Vec4 = new Vec4();
|
||||
|
||||
function isFatigued():Bool {
|
||||
return enableFatigue && isFatigueActive;
|
||||
}
|
||||
|
||||
function update() {
|
||||
if (body == null) return;
|
||||
var deltaTime:Float = iron.system.Time.delta;
|
||||
var kb = Input.getKeyboard();
|
||||
|
||||
moveForward = kb.down(forwardKey);
|
||||
moveBackward = kb.down(backwardKey);
|
||||
moveLeft = kb.down(leftKey);
|
||||
moveRight = kb.down(rightKey);
|
||||
var isMoving = moveForward || moveBackward || moveLeft || moveRight;
|
||||
|
||||
var isGrounded:Bool = false;
|
||||
#if lnx_physics
|
||||
var vel = body.getLinearVelocity();
|
||||
if (Math.abs(vel.z) < 0.1) {
|
||||
isGrounded = true;
|
||||
}
|
||||
#end
|
||||
|
||||
// Dejo establecido el salto para tener en cuenta la (enableFatigue) si es que es false/true....
|
||||
if (isGrounded && !isFatigued()) {
|
||||
canJump = true;
|
||||
}
|
||||
}
|
||||
// Saltar con estamina
|
||||
if (enableJump && kb.started(jumpKey) && canJump) {
|
||||
var jumpPower = jumpForce;
|
||||
// Disminuir el salto al 50% si la (stamina) esta por debajo o en el 20%.
|
||||
if (stamina) {
|
||||
if (staminaValue <= 0) {
|
||||
jumpPower = 0;
|
||||
} else if (staminaValue <= staminaBase * 0.2) {
|
||||
jumpPower *= 0.5;
|
||||
}
|
||||
|
||||
function removed() {
|
||||
PhysicsWorld.active.removePreUpdate(preUpdate);
|
||||
}
|
||||
staminaValue -= staDecreasePerJump;
|
||||
if (staminaValue < 0.0) staminaValue = 0.0;
|
||||
timeSinceStop = 0.0;
|
||||
}
|
||||
|
||||
var dir = new Vec4();
|
||||
function update() {
|
||||
if (!body.ready) return;
|
||||
if (jumpPower > 0) {
|
||||
body.applyImpulse(new Vec4(0, 0, jumpPower));
|
||||
if (!allowAirJump) canJump = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (jump) {
|
||||
body.applyImpulse(new Vec4(0, 0, 16));
|
||||
jump = false;
|
||||
// Control de estamina y correr
|
||||
if (canRun && kb.down(runKey) && isMoving) {
|
||||
if (stamina) {
|
||||
if (staminaValue > 0.0) {
|
||||
isRunning = true;
|
||||
staminaValue -= staDecreasePerSec * deltaTime;
|
||||
if (staminaValue < 0.0) staminaValue = 0.0;
|
||||
} else {
|
||||
isRunning = false;
|
||||
}
|
||||
} else {
|
||||
isRunning = true;
|
||||
}
|
||||
} else {
|
||||
isRunning = false;
|
||||
}
|
||||
|
||||
// (temporizadores aparte)
|
||||
if (isRunning) {
|
||||
timeSinceStop = 0.0;
|
||||
fatigueTimer += deltaTime;
|
||||
fatigueCooldown = 0.0;
|
||||
} else {
|
||||
timeSinceStop += deltaTime;
|
||||
fatigueCooldown += deltaTime;
|
||||
}
|
||||
|
||||
// Evitar correr y saltar al estar fatigado...
|
||||
if (isFatigued()) {
|
||||
isRunning = false;
|
||||
canJump = false;
|
||||
}
|
||||
|
||||
// Move
|
||||
dir.set(0, 0, 0);
|
||||
if (moveForward) dir.add(transform.look());
|
||||
if (moveBackward) dir.add(transform.look().mult(-1));
|
||||
if (moveLeft) dir.add(transform.right().mult(-1));
|
||||
if (moveRight) dir.add(transform.right());
|
||||
// Activar fatiga despues de correr continuamente durante cierto umbral
|
||||
if (enableFatigue && fatigueTimer >= fatigueThreshold) {
|
||||
isFatigueActive = true;
|
||||
}
|
||||
|
||||
// Push down
|
||||
var btvec = body.getLinearVelocity();
|
||||
body.setLinearVelocity(0.0, 0.0, btvec.z - 1.0);
|
||||
// Eliminar la fatiga despues de recuperarse
|
||||
if (enableFatigue && isFatigueActive && fatigueCooldown >= fatRecoveryThreshold) {
|
||||
isFatigueActive = false;
|
||||
fatigueTimer = 0.0;
|
||||
}
|
||||
|
||||
if (moveForward || moveBackward || moveLeft || moveRight) {
|
||||
var dirN = dir.normalize();
|
||||
dirN.mult(6);
|
||||
body.activate();
|
||||
body.setLinearVelocity(dirN.x, dirN.y, btvec.z - 1.0);
|
||||
}
|
||||
// Recuperar estamina si no esta corriendo
|
||||
if (stamina && !isRunning && staminaValue < staminaBase && !isFatigued()) {
|
||||
if (timeSinceStop >= staRecoverTime) {
|
||||
staminaValue += staRecoverPerSec * deltaTime;
|
||||
if (staminaValue > staminaBase) staminaValue = staminaBase;
|
||||
}
|
||||
}
|
||||
|
||||
// Keep vertical
|
||||
body.setAngularFactor(0, 0, 0);
|
||||
camera.buildMatrix();
|
||||
}
|
||||
#end
|
||||
// Movimiento ejes (local)
|
||||
dir.set(0, 0, 0);
|
||||
if (moveForward) dir.add(object.transform.look());
|
||||
if (moveBackward) dir.add(object.transform.look().mult(-1));
|
||||
if (moveLeft) dir.add(object.transform.right().mult(-1));
|
||||
if (moveRight) dir.add(object.transform.right());
|
||||
|
||||
var btvec = body.getLinearVelocity();
|
||||
body.setLinearVelocity(0.0, 0.0, btvec.z - 1.0);
|
||||
|
||||
if (isMoving) {
|
||||
var dirN = dir.normalize();
|
||||
var baseSpeed = moveSpeed;
|
||||
if (isRunning && moveForward) {
|
||||
baseSpeed = runSpeed;
|
||||
}
|
||||
var currentSpeed = isFatigued() ? baseSpeed * fatigueSpeed : baseSpeed;
|
||||
dirN.mult(currentSpeed * deltaTime);
|
||||
body.activate();
|
||||
body.setLinearVelocity(dirN.x, dirN.y, btvec.z - 1.0);
|
||||
}
|
||||
|
||||
body.setAngularFactor(0, 0, 0);
|
||||
head.buildMatrix();
|
||||
}
|
||||
|
||||
#end
|
||||
}
|
||||
|
||||
|
||||
// Stamina and fatigue system.....
|
||||
@ -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) {
|
||||
|
||||
@ -281,7 +281,7 @@ class DebugConsole extends Trait {
|
||||
function drawObjectNameInList(object: iron.object.Object, selected: Bool) {
|
||||
var _y = ui._y;
|
||||
|
||||
if (object.parent.name == 'Root')
|
||||
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);
|
||||
|
||||
98
leenkx/Sources/leenkx/trait/physics/PhysicsCache.hx
Normal file
98
leenkx/Sources/leenkx/trait/physics/PhysicsCache.hx
Normal file
@ -0,0 +1,98 @@
|
||||
package leenkx.trait.physics;
|
||||
|
||||
import iron.object.Object;
|
||||
|
||||
class PhysicsCache {
|
||||
#if lnx_physics
|
||||
static var rbCache: Map<Int, Dynamic> = new Map();
|
||||
static var contactsCache: Map<Int, Array<Dynamic>> = new Map();
|
||||
static var physicsFrame: Int = 0;
|
||||
static var lastQueryFrame: Int = -1;
|
||||
#end
|
||||
|
||||
public static function getCachedRigidBody(object: Object): Dynamic {
|
||||
#if (!lnx_physics)
|
||||
return null;
|
||||
#else
|
||||
if (object == null) return null;
|
||||
|
||||
var cached = rbCache.get(object.uid);
|
||||
if (cached != null) return cached;
|
||||
|
||||
#if lnx_bullet
|
||||
var rb = object.getTrait(leenkx.trait.physics.bullet.RigidBody);
|
||||
#else
|
||||
var rb = object.getTrait(leenkx.trait.physics.oimo.RigidBody);
|
||||
#end
|
||||
|
||||
if (rb != null) rbCache.set(object.uid, rb);
|
||||
return rb;
|
||||
#end
|
||||
}
|
||||
|
||||
public static function getCachedContacts(rb: Dynamic): Array<Dynamic> {
|
||||
#if (!lnx_physics)
|
||||
return null;
|
||||
#else
|
||||
if (rb == null) return null;
|
||||
|
||||
var rbObjectId = (rb.object != null) ? rb.object.uid : -1;
|
||||
|
||||
if (rbObjectId == -1) {
|
||||
#if lnx_bullet
|
||||
if (leenkx.trait.physics.bullet.PhysicsWorld.active == null) return null;
|
||||
return leenkx.trait.physics.bullet.PhysicsWorld.active.getContacts(rb);
|
||||
#else
|
||||
if (leenkx.trait.physics.oimo.PhysicsWorld.active == null) return null;
|
||||
return leenkx.trait.physics.oimo.PhysicsWorld.active.getContacts(rb);
|
||||
#end
|
||||
}
|
||||
|
||||
if (lastQueryFrame == physicsFrame) {
|
||||
var cached = contactsCache.get(rbObjectId);
|
||||
if (cached != null) return cached;
|
||||
}
|
||||
|
||||
lastQueryFrame = physicsFrame;
|
||||
|
||||
var cached = contactsCache.get(rbObjectId);
|
||||
if (cached != null) return cached;
|
||||
|
||||
#if lnx_bullet
|
||||
if (leenkx.trait.physics.bullet.PhysicsWorld.active == null) return null;
|
||||
var contacts = leenkx.trait.physics.bullet.PhysicsWorld.active.getContacts(rb);
|
||||
#else
|
||||
if (leenkx.trait.physics.oimo.PhysicsWorld.active == null) return null;
|
||||
var contacts = leenkx.trait.physics.oimo.PhysicsWorld.active.getContacts(rb);
|
||||
#end
|
||||
|
||||
if (contacts != null) {
|
||||
contactsCache.set(rbObjectId, contacts);
|
||||
}
|
||||
|
||||
return contacts;
|
||||
#end
|
||||
}
|
||||
|
||||
public static inline function hasContactWith(contacts: Array<Dynamic>, target: Dynamic): Bool {
|
||||
#if (!lnx_physics)
|
||||
return false;
|
||||
#else
|
||||
return contacts != null && target != null && contacts.indexOf(target) >= 0;
|
||||
#end
|
||||
}
|
||||
|
||||
public static function clearCache() {
|
||||
#if lnx_physics
|
||||
rbCache.clear();
|
||||
contactsCache.clear();
|
||||
#end
|
||||
}
|
||||
|
||||
public static function clearContactsCache() {
|
||||
#if lnx_physics
|
||||
physicsFrame++;
|
||||
contactsCache.clear();
|
||||
#end
|
||||
}
|
||||
}
|
||||
@ -8,11 +8,9 @@ class PhysicsWorld extends iron.Trait { public function new() { super(); } }
|
||||
#else
|
||||
|
||||
#if lnx_bullet
|
||||
|
||||
typedef PhysicsWorld = leenkx.trait.physics.bullet.PhysicsWorld;
|
||||
typedef Hit = leenkx.trait.physics.bullet.PhysicsWorld.Hit;
|
||||
#else
|
||||
|
||||
typedef PhysicsWorld = leenkx.trait.physics.oimo.PhysicsWorld;
|
||||
typedef Hit = leenkx.trait.physics.oimo.PhysicsWorld.Hit;
|
||||
#end
|
||||
|
||||
@ -7,6 +7,7 @@ import iron.system.Time;
|
||||
import iron.math.Vec4;
|
||||
import iron.math.Quat;
|
||||
import iron.math.RayCaster;
|
||||
import leenkx.trait.physics.PhysicsCache;
|
||||
|
||||
class Hit {
|
||||
|
||||
@ -145,6 +146,7 @@ class PhysicsWorld extends Trait {
|
||||
|
||||
iron.Scene.active.notifyOnRemove(function() {
|
||||
sceneRemoved = true;
|
||||
PhysicsCache.clearCache();
|
||||
});
|
||||
}
|
||||
|
||||
@ -303,6 +305,8 @@ class PhysicsWorld extends Trait {
|
||||
var t = Time.fixedStep * timeScale * Time.scale;
|
||||
if (t == 0.0) return; // Simulation paused
|
||||
|
||||
PhysicsCache.clearContactsCache();
|
||||
|
||||
#if lnx_debug
|
||||
var startTime = kha.Scheduler.realTime();
|
||||
#end
|
||||
|
||||
BIN
leenkx/blender/data/lnx_data_2.blend
Normal file
BIN
leenkx/blender/data/lnx_data_2.blend
Normal file
Binary file not shown.
@ -1,9 +1,17 @@
|
||||
import importlib
|
||||
import sys
|
||||
import types
|
||||
import bpy
|
||||
|
||||
# This gets cleared if this package/the __init__ module is reloaded
|
||||
_module_cache: dict[str, types.ModuleType] = {}
|
||||
if bpy.app.version < (2, 92, 0):
|
||||
from typing import Dict
|
||||
ModuleCacheType = Dict[str, types.ModuleType]
|
||||
else:
|
||||
ModuleCacheType = dict[str, types.ModuleType]
|
||||
|
||||
_module_cache: ModuleCacheType = {}
|
||||
|
||||
|
||||
|
||||
def enable_reload(module_name: str):
|
||||
|
||||
@ -15,7 +15,14 @@ from enum import Enum, unique
|
||||
import math
|
||||
import os
|
||||
import time
|
||||
from typing import Any, Dict, List, Tuple, Union, Optional
|
||||
from typing import Any, Dict, List, Tuple, Union, Optional, TYPE_CHECKING
|
||||
import bpy
|
||||
|
||||
|
||||
if bpy.app.version >= (3, 0, 0):
|
||||
VertexColorType = bpy.types.Attribute
|
||||
else:
|
||||
VertexColorType = bpy.types.MeshLoopColorLayer
|
||||
|
||||
import numpy as np
|
||||
|
||||
@ -138,7 +145,7 @@ class LeenkxExporter:
|
||||
self.world_array = []
|
||||
self.particle_system_array = {}
|
||||
|
||||
self.referenced_collections: list[bpy.types.Collection] = []
|
||||
self.referenced_collections: List[bpy.types.Collection] = []
|
||||
"""Collections referenced by collection instances"""
|
||||
|
||||
self.has_spawning_camera = False
|
||||
@ -1449,31 +1456,38 @@ class LeenkxExporter:
|
||||
@staticmethod
|
||||
def get_num_vertex_colors(mesh: bpy.types.Mesh) -> int:
|
||||
"""Return the amount of vertex color attributes of the given mesh."""
|
||||
num = 0
|
||||
for attr in mesh.attributes:
|
||||
if attr.data_type in ('BYTE_COLOR', 'FLOAT_COLOR'):
|
||||
if attr.domain == 'CORNER':
|
||||
num += 1
|
||||
else:
|
||||
log.warn(f'Only vertex colors with domain "Face Corner" are supported for now, ignoring "{attr.name}"')
|
||||
|
||||
return num
|
||||
if bpy.app.version >= (3, 0, 0):
|
||||
num = 0
|
||||
for attr in mesh.attributes:
|
||||
if attr.data_type in ('BYTE_COLOR', 'FLOAT_COLOR'):
|
||||
if attr.domain == 'CORNER':
|
||||
num += 1
|
||||
else:
|
||||
log.warn(f'Only vertex colors with domain "Face Corner" are supported for now, ignoring "{attr.name}"')
|
||||
return num
|
||||
else:
|
||||
return len(mesh.vertex_colors)
|
||||
|
||||
@staticmethod
|
||||
def get_nth_vertex_colors(mesh: bpy.types.Mesh, n: int) -> Optional[bpy.types.Attribute]:
|
||||
def get_nth_vertex_colors(mesh: bpy.types.Mesh, n: int) -> Optional[VertexColorType]:
|
||||
"""Return the n-th vertex color attribute from the given mesh,
|
||||
ignoring all other attribute types and unsupported domains.
|
||||
"""
|
||||
i = 0
|
||||
for attr in mesh.attributes:
|
||||
if attr.data_type in ('BYTE_COLOR', 'FLOAT_COLOR'):
|
||||
if attr.domain != 'CORNER':
|
||||
log.warn(f'Only vertex colors with domain "Face Corner" are supported for now, ignoring "{attr.name}"')
|
||||
continue
|
||||
if i == n:
|
||||
return attr
|
||||
i += 1
|
||||
return None
|
||||
if bpy.app.version >= (3, 0, 0):
|
||||
i = 0
|
||||
for attr in mesh.attributes:
|
||||
if attr.data_type in ('BYTE_COLOR', 'FLOAT_COLOR'):
|
||||
if attr.domain != 'CORNER':
|
||||
log.warn(f'Only vertex colors with domain "Face Corner" are supported for now, ignoring "{attr.name}"')
|
||||
continue
|
||||
if i == n:
|
||||
return attr
|
||||
i += 1
|
||||
return None
|
||||
else:
|
||||
if 0 <= n < len(mesh.vertex_colors):
|
||||
return mesh.vertex_colors[n]
|
||||
return None
|
||||
|
||||
@staticmethod
|
||||
def check_uv_precision(mesh: bpy.types.Mesh, uv_max_dim: float, max_dim_uvmap: bpy.types.MeshUVLoopLayer, invscale_tex: float):
|
||||
@ -1727,6 +1741,7 @@ class LeenkxExporter:
|
||||
tangdata = np.array(tangdata, dtype='<i2')
|
||||
|
||||
# Output
|
||||
o['sorting_index'] = bobject.lnx_sorting_index
|
||||
o['vertex_arrays'] = []
|
||||
o['vertex_arrays'].append({ 'attrib': 'pos', 'values': pdata, 'data': 'short4norm' })
|
||||
o['vertex_arrays'].append({ 'attrib': 'nor', 'values': ndata, 'data': 'short2norm' })
|
||||
@ -1979,7 +1994,7 @@ class LeenkxExporter:
|
||||
if bobject.parent is None or bobject.parent.name not in collection.objects:
|
||||
asset_name = lnx.utils.asset_name(bobject)
|
||||
|
||||
if collection.library:
|
||||
if collection.library and not collection.name in self.scene.collection.children:
|
||||
# Add external linked objects
|
||||
# Iron differentiates objects based on their names,
|
||||
# so errors will happen if two objects with the
|
||||
@ -2208,6 +2223,9 @@ class LeenkxExporter:
|
||||
elif material.lnx_cull_mode != 'clockwise':
|
||||
o['override_context'] = {}
|
||||
o['override_context']['cull_mode'] = material.lnx_cull_mode
|
||||
if material.lnx_compare_mode != 'less':
|
||||
o['override_context'] = {}
|
||||
o['override_context']['compare_mode'] = material.lnx_compare_mode
|
||||
|
||||
o['contexts'] = []
|
||||
|
||||
@ -2330,6 +2348,7 @@ class LeenkxExporter:
|
||||
'name': particleRef[1]["structName"],
|
||||
'type': 0 if psettings.type == 'EMITTER' else 1, # HAIR
|
||||
'auto_start': psettings.lnx_auto_start,
|
||||
'dynamic_emitter': psettings.lnx_dynamic_emitter,
|
||||
'is_unique': psettings.lnx_is_unique,
|
||||
'loop': psettings.lnx_loop,
|
||||
# Emission
|
||||
@ -2395,7 +2414,7 @@ class LeenkxExporter:
|
||||
world = self.scene.world
|
||||
|
||||
if world is not None:
|
||||
world_name = lnx.utils.safestr(world.name)
|
||||
world_name = lnx.utils.safestr(lnx.utils.asset_name(world) if world.library else world.name)
|
||||
|
||||
if world_name not in self.world_array:
|
||||
self.world_array.append(world_name)
|
||||
@ -2544,12 +2563,12 @@ class LeenkxExporter:
|
||||
if collection.name.startswith(('RigidBodyWorld', 'Trait|')):
|
||||
continue
|
||||
|
||||
if self.scene.user_of_id(collection) or collection.library or collection in self.referenced_collections:
|
||||
if self.scene.user_of_id(collection) or collection in self.referenced_collections:
|
||||
self.export_collection(collection)
|
||||
|
||||
if not LeenkxExporter.option_mesh_only:
|
||||
if self.scene.camera is not None:
|
||||
self.output['camera_ref'] = self.scene.camera.name
|
||||
self.output['camera_ref'] = lnx.utils.asset_name(self.scene.camera) if self.scene.library else self.scene.camera.name
|
||||
else:
|
||||
if self.scene.name == lnx.utils.get_project_scene_name():
|
||||
log.warn(f'Scene "{self.scene.name}" is missing a camera')
|
||||
@ -2573,7 +2592,7 @@ class LeenkxExporter:
|
||||
self.export_tilesheets()
|
||||
|
||||
if self.scene.world is not None:
|
||||
self.output['world_ref'] = lnx.utils.safestr(self.scene.world.name)
|
||||
self.output['world_ref'] = lnx.utils.safestr(lnx.utils.asset_name(self.scene.world) if self.scene.world.library else self.scene.world.name)
|
||||
|
||||
if self.scene.use_gravity:
|
||||
self.output['gravity'] = [self.scene.gravity[0], self.scene.gravity[1], self.scene.gravity[2]]
|
||||
@ -3057,6 +3076,8 @@ 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()
|
||||
|
||||
@ -3087,7 +3108,18 @@ class LeenkxExporter:
|
||||
|
||||
rbw = self.scene.rigidbody_world
|
||||
if rbw is not None and rbw.enabled:
|
||||
out_trait['parameters'] = [str(rbw.time_scale), str(rbw.substeps_per_frame), str(rbw.solver_iterations), str(wrd.lnx_physics_fixed_step)]
|
||||
if hasattr(rbw, 'substeps_per_frame'):
|
||||
substeps = str(rbw.substeps_per_frame)
|
||||
elif hasattr(rbw, 'steps_per_second'):
|
||||
scene_fps = bpy.context.scene.render.fps
|
||||
substeps_per_frame = rbw.steps_per_second / scene_fps
|
||||
substeps = str(int(round(substeps_per_frame)))
|
||||
else:
|
||||
print("WARNING: Physics rigid body world cannot determine steps/substeps. Please report this for further investigation.")
|
||||
print("Setting steps to 10 [ low ]")
|
||||
substeps = '10'
|
||||
|
||||
out_trait['parameters'] = [str(rbw.time_scale), substeps, str(rbw.solver_iterations), str(wrd.lnx_physics_fixed_step)]
|
||||
|
||||
if phys_pkg == 'bullet' or phys_pkg == 'oimo':
|
||||
debug_draw_mode = 1 if wrd.lnx_physics_dbg_draw_wireframe else 0
|
||||
@ -3374,7 +3406,7 @@ class LeenkxExporter:
|
||||
if mobile_mat:
|
||||
lnx_radiance = False
|
||||
|
||||
out_probe = {'name': world.name}
|
||||
out_probe = {'name': lnx.utils.asset_name(world) if world.library else world.name}
|
||||
if lnx_irradiance:
|
||||
ext = '' if wrd.lnx_minimize else '.json'
|
||||
out_probe['irradiance'] = irrsharmonics + '_irradiance' + ext
|
||||
|
||||
@ -1,445 +1,450 @@
|
||||
"""
|
||||
Exports smaller geometry but is slower.
|
||||
To be replaced with https://github.com/zeux/meshoptimizer
|
||||
"""
|
||||
from typing import Optional
|
||||
|
||||
import bpy
|
||||
from mathutils import Vector
|
||||
import numpy as np
|
||||
|
||||
import lnx.utils
|
||||
from lnx import log
|
||||
|
||||
if lnx.is_reload(__name__):
|
||||
log = lnx.reload_module(log)
|
||||
lnx.utils = lnx.reload_module(lnx.utils)
|
||||
else:
|
||||
lnx.enable_reload(__name__)
|
||||
|
||||
|
||||
class Vertex:
|
||||
__slots__ = ("co", "normal", "uvs", "col", "loop_indices", "index", "bone_weights", "bone_indices", "bone_count", "vertex_index")
|
||||
|
||||
def __init__(self, mesh: bpy.types.Mesh, loop: bpy.types.MeshLoop, vcol0: Optional[bpy.types.Attribute]):
|
||||
self.vertex_index = loop.vertex_index
|
||||
loop_idx = loop.index
|
||||
self.co = mesh.vertices[self.vertex_index].co[:]
|
||||
self.normal = loop.normal[:]
|
||||
self.uvs = tuple(layer.data[loop_idx].uv[:] for layer in mesh.uv_layers)
|
||||
self.col = [0.0, 0.0, 0.0] if vcol0 is None else vcol0.data[loop_idx].color[:]
|
||||
self.loop_indices = [loop_idx]
|
||||
self.index = 0
|
||||
|
||||
def __hash__(self):
|
||||
return hash((self.co, self.normal, self.uvs))
|
||||
|
||||
def __eq__(self, other):
|
||||
eq = (
|
||||
(self.co == other.co) and
|
||||
(self.normal == other.normal) and
|
||||
(self.uvs == other.uvs) and
|
||||
(self.col == other.col)
|
||||
)
|
||||
if eq:
|
||||
indices = self.loop_indices + other.loop_indices
|
||||
self.loop_indices = indices
|
||||
other.loop_indices = indices
|
||||
return eq
|
||||
|
||||
|
||||
def calc_tangents(posa, nora, uva, ias, scale_pos):
|
||||
num_verts = int(len(posa) / 4)
|
||||
tangents = np.empty(num_verts * 3, dtype='<f4')
|
||||
# bitangents = np.empty(num_verts * 3, dtype='<f4')
|
||||
for ar in ias:
|
||||
ia = ar['values']
|
||||
num_tris = int(len(ia) / 3)
|
||||
for i in range(0, num_tris):
|
||||
i0 = ia[i * 3 ]
|
||||
i1 = ia[i * 3 + 1]
|
||||
i2 = ia[i * 3 + 2]
|
||||
v0 = Vector((posa[i0 * 4], posa[i0 * 4 + 1], posa[i0 * 4 + 2]))
|
||||
v1 = Vector((posa[i1 * 4], posa[i1 * 4 + 1], posa[i1 * 4 + 2]))
|
||||
v2 = Vector((posa[i2 * 4], posa[i2 * 4 + 1], posa[i2 * 4 + 2]))
|
||||
uv0 = Vector((uva[i0 * 2], uva[i0 * 2 + 1]))
|
||||
uv1 = Vector((uva[i1 * 2], uva[i1 * 2 + 1]))
|
||||
uv2 = Vector((uva[i2 * 2], uva[i2 * 2 + 1]))
|
||||
|
||||
deltaPos1 = v1 - v0
|
||||
deltaPos2 = v2 - v0
|
||||
deltaUV1 = uv1 - uv0
|
||||
deltaUV2 = uv2 - uv0
|
||||
d = (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x)
|
||||
if d != 0:
|
||||
r = 1.0 / d
|
||||
else:
|
||||
r = 1.0
|
||||
tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y) * r
|
||||
# bitangent = (deltaPos2 * deltaUV1.x - deltaPos1 * deltaUV2.x) * r
|
||||
|
||||
tangents[i0 * 3 ] += tangent.x
|
||||
tangents[i0 * 3 + 1] += tangent.y
|
||||
tangents[i0 * 3 + 2] += tangent.z
|
||||
tangents[i1 * 3 ] += tangent.x
|
||||
tangents[i1 * 3 + 1] += tangent.y
|
||||
tangents[i1 * 3 + 2] += tangent.z
|
||||
tangents[i2 * 3 ] += tangent.x
|
||||
tangents[i2 * 3 + 1] += tangent.y
|
||||
tangents[i2 * 3 + 2] += tangent.z
|
||||
# bitangents[i0 * 3 ] += bitangent.x
|
||||
# bitangents[i0 * 3 + 1] += bitangent.y
|
||||
# bitangents[i0 * 3 + 2] += bitangent.z
|
||||
# bitangents[i1 * 3 ] += bitangent.x
|
||||
# bitangents[i1 * 3 + 1] += bitangent.y
|
||||
# bitangents[i1 * 3 + 2] += bitangent.z
|
||||
# bitangents[i2 * 3 ] += bitangent.x
|
||||
# bitangents[i2 * 3 + 1] += bitangent.y
|
||||
# bitangents[i2 * 3 + 2] += bitangent.z
|
||||
# Orthogonalize
|
||||
for i in range(0, num_verts):
|
||||
t = Vector((tangents[i * 3], tangents[i * 3 + 1], tangents[i * 3 + 2]))
|
||||
# b = Vector((bitangents[i * 3], bitangents[i * 3 + 1], bitangents[i * 3 + 2]))
|
||||
n = Vector((nora[i * 2], nora[i * 2 + 1], posa[i * 4 + 3] / scale_pos))
|
||||
v = t - n * n.dot(t)
|
||||
v.normalize()
|
||||
# Calculate handedness
|
||||
# cnv = n.cross(v)
|
||||
# if cnv.dot(b) < 0.0:
|
||||
# v = v * -1.0
|
||||
tangents[i * 3 ] = v.x
|
||||
tangents[i * 3 + 1] = v.y
|
||||
tangents[i * 3 + 2] = v.z
|
||||
return tangents
|
||||
|
||||
|
||||
def export_mesh_data(self, export_mesh: bpy.types.Mesh, bobject: bpy.types.Object, o, has_armature=False):
|
||||
if bpy.app.version < (4, 1, 0):
|
||||
export_mesh.calc_normals_split()
|
||||
else:
|
||||
updated_normals = export_mesh.corner_normals
|
||||
# exportMesh.calc_loop_triangles()
|
||||
vcol0 = self.get_nth_vertex_colors(export_mesh, 0)
|
||||
vert_list = {Vertex(export_mesh, loop, vcol0): 0 for loop in export_mesh.loops}.keys()
|
||||
num_verts = len(vert_list)
|
||||
num_uv_layers = len(export_mesh.uv_layers)
|
||||
# Check if shape keys were exported
|
||||
has_morph_target = self.get_shape_keys(bobject.data)
|
||||
if has_morph_target:
|
||||
# Shape keys UV are exported separately, so reduce UV count by 1
|
||||
num_uv_layers -= 1
|
||||
morph_uv_index = self.get_morph_uv_index(bobject.data)
|
||||
has_tex = self.get_export_uvs(export_mesh) and num_uv_layers > 0
|
||||
if self.has_baked_material(bobject, export_mesh.materials):
|
||||
has_tex = True
|
||||
has_tex1 = has_tex and num_uv_layers > 1
|
||||
num_colors = self.get_num_vertex_colors(export_mesh)
|
||||
has_col = self.get_export_vcols(export_mesh) and num_colors > 0
|
||||
has_tang = self.has_tangents(export_mesh)
|
||||
|
||||
pdata = np.empty(num_verts * 4, dtype='<f4') # p.xyz, n.z
|
||||
ndata = np.empty(num_verts * 2, dtype='<f4') # n.xy
|
||||
if has_tex or has_morph_target:
|
||||
uv_layers = export_mesh.uv_layers
|
||||
maxdim = 1.0
|
||||
maxdim_uvlayer = None
|
||||
if has_tex:
|
||||
t0map = 0 # Get active uvmap
|
||||
t0data = np.empty(num_verts * 2, dtype='<f4')
|
||||
if uv_layers is not None:
|
||||
if 'UVMap_baked' in uv_layers:
|
||||
for i in range(0, len(uv_layers)):
|
||||
if uv_layers[i].name == 'UVMap_baked':
|
||||
t0map = i
|
||||
break
|
||||
else:
|
||||
for i in range(0, len(uv_layers)):
|
||||
if uv_layers[i].active_render and uv_layers[i].name != 'UVMap_shape_key':
|
||||
t0map = i
|
||||
break
|
||||
if has_tex1:
|
||||
for i in range(0, len(uv_layers)):
|
||||
# Not UVMap 0
|
||||
if i != t0map:
|
||||
# Not Shape Key UVMap
|
||||
if has_morph_target and uv_layers[i].name == 'UVMap_shape_key':
|
||||
continue
|
||||
# Neither UVMap 0 Nor Shape Key Map
|
||||
t1map = i
|
||||
t1data = np.empty(num_verts * 2, dtype='<f4')
|
||||
# Scale for packed coords
|
||||
lay0 = uv_layers[t0map]
|
||||
maxdim_uvlayer = lay0
|
||||
for v in lay0.data:
|
||||
if abs(v.uv[0]) > maxdim:
|
||||
maxdim = abs(v.uv[0])
|
||||
if abs(v.uv[1]) > maxdim:
|
||||
maxdim = abs(v.uv[1])
|
||||
if has_tex1:
|
||||
lay1 = uv_layers[t1map]
|
||||
for v in lay1.data:
|
||||
if abs(v.uv[0]) > maxdim:
|
||||
maxdim = abs(v.uv[0])
|
||||
maxdim_uvlayer = lay1
|
||||
if abs(v.uv[1]) > maxdim:
|
||||
maxdim = abs(v.uv[1])
|
||||
maxdim_uvlayer = lay1
|
||||
if has_morph_target:
|
||||
morph_data = np.empty(num_verts * 2, dtype='<f4')
|
||||
lay2 = uv_layers[morph_uv_index]
|
||||
for v in lay2.data:
|
||||
if abs(v.uv[0]) > maxdim:
|
||||
maxdim = abs(v.uv[0])
|
||||
maxdim_uvlayer = lay2
|
||||
if abs(v.uv[1]) > maxdim:
|
||||
maxdim = abs(v.uv[1])
|
||||
maxdim_uvlayer = lay2
|
||||
if maxdim > 1:
|
||||
o['scale_tex'] = maxdim
|
||||
invscale_tex = (1 / o['scale_tex']) * 32767
|
||||
else:
|
||||
invscale_tex = 1 * 32767
|
||||
self.check_uv_precision(export_mesh, maxdim, maxdim_uvlayer, invscale_tex)
|
||||
|
||||
if has_col:
|
||||
cdata = np.empty(num_verts * 3, dtype='<f4')
|
||||
|
||||
# Save aabb
|
||||
self.calc_aabb(bobject)
|
||||
|
||||
# Scale for packed coords
|
||||
maxdim = max(bobject.data.lnx_aabb[0], max(bobject.data.lnx_aabb[1], bobject.data.lnx_aabb[2]))
|
||||
if maxdim > 2:
|
||||
o['scale_pos'] = maxdim / 2
|
||||
else:
|
||||
o['scale_pos'] = 1.0
|
||||
if has_armature: # Allow up to 2x bigger bounds for skinned mesh
|
||||
o['scale_pos'] *= 2.0
|
||||
|
||||
scale_pos = o['scale_pos']
|
||||
invscale_pos = (1 / scale_pos) * 32767
|
||||
|
||||
# Make arrays
|
||||
for i, v in enumerate(vert_list):
|
||||
v.index = i
|
||||
co = v.co
|
||||
normal = v.normal
|
||||
i4 = i * 4
|
||||
i2 = i * 2
|
||||
pdata[i4 ] = co[0]
|
||||
pdata[i4 + 1] = co[1]
|
||||
pdata[i4 + 2] = co[2]
|
||||
pdata[i4 + 3] = normal[2] * scale_pos # Cancel scale
|
||||
ndata[i2 ] = normal[0]
|
||||
ndata[i2 + 1] = normal[1]
|
||||
if has_tex:
|
||||
uv = v.uvs[t0map]
|
||||
t0data[i2 ] = uv[0]
|
||||
t0data[i2 + 1] = 1.0 - uv[1] # Reverse Y
|
||||
if has_tex1:
|
||||
uv = v.uvs[t1map]
|
||||
t1data[i2 ] = uv[0]
|
||||
t1data[i2 + 1] = 1.0 - uv[1]
|
||||
if has_morph_target:
|
||||
uv = v.uvs[morph_uv_index]
|
||||
morph_data[i2 ] = uv[0]
|
||||
morph_data[i2 + 1] = 1.0 - uv[1]
|
||||
if has_col:
|
||||
i3 = i * 3
|
||||
cdata[i3 ] = v.col[0]
|
||||
cdata[i3 + 1] = v.col[1]
|
||||
cdata[i3 + 2] = v.col[2]
|
||||
|
||||
# Indices
|
||||
# Create dict for every material slot
|
||||
prims = {ma.name if ma else '': [] for ma in export_mesh.materials}
|
||||
v_maps = {ma.name if ma else '': [] for ma in export_mesh.materials}
|
||||
if not prims:
|
||||
# No materials
|
||||
prims = {'': []}
|
||||
v_maps = {'': []}
|
||||
|
||||
# Create dict of {loop_indices : vertex} with each loop_index in each vertex in Vertex_list
|
||||
vert_dict = {i : v for v in vert_list for i in v.loop_indices}
|
||||
# For each polygon in a mesh
|
||||
for poly in export_mesh.polygons:
|
||||
# Index of the first loop of this polygon
|
||||
first = poly.loop_start
|
||||
# No materials assigned
|
||||
if len(export_mesh.materials) == 0:
|
||||
# Get prim
|
||||
prim = prims['']
|
||||
v_map = v_maps['']
|
||||
else:
|
||||
# First material
|
||||
mat = export_mesh.materials[min(poly.material_index, len(export_mesh.materials) - 1)]
|
||||
# Get prim for this material
|
||||
prim = prims[mat.name if mat else '']
|
||||
v_map = v_maps[mat.name if mat else '']
|
||||
# List of indices for each loop_index belonging to this polygon
|
||||
indices = [vert_dict[i].index for i in range(first, first+poly.loop_total)]
|
||||
v_indices = [vert_dict[i].vertex_index for i in range(first, first+poly.loop_total)]
|
||||
|
||||
# If 3 loops per polygon (Triangle?)
|
||||
if poly.loop_total == 3:
|
||||
prim += indices
|
||||
v_map += v_indices
|
||||
# If > 3 loops per polygon (Non-Triangular?)
|
||||
elif poly.loop_total > 3:
|
||||
for i in range(poly.loop_total-2):
|
||||
prim += (indices[-1], indices[i], indices[i + 1])
|
||||
v_map += (v_indices[-1], v_indices[i], v_indices[i + 1])
|
||||
|
||||
# Write indices
|
||||
o['index_arrays'] = []
|
||||
for mat, prim in prims.items():
|
||||
idata = [0] * len(prim)
|
||||
v_map_data = [0] * len(prim)
|
||||
v_map_sub = v_maps[mat]
|
||||
for i, v in enumerate(prim):
|
||||
idata[i] = v
|
||||
v_map_data[i] = v_map_sub[i]
|
||||
if len(idata) == 0: # No face assigned
|
||||
continue
|
||||
ia = {'values': idata, 'material': 0, 'vertex_map': v_map_data}
|
||||
# Find material index for multi-mat mesh
|
||||
if len(export_mesh.materials) > 1:
|
||||
for i in range(0, len(export_mesh.materials)):
|
||||
if (export_mesh.materials[i] is not None and mat == export_mesh.materials[i].name) or \
|
||||
(export_mesh.materials[i] is None and mat == ''): # Default material for empty slots
|
||||
ia['material'] = i
|
||||
break
|
||||
o['index_arrays'].append(ia)
|
||||
|
||||
if has_tang:
|
||||
tangdata = calc_tangents(pdata, ndata, t0data, o['index_arrays'], scale_pos)
|
||||
|
||||
pdata *= invscale_pos
|
||||
ndata *= 32767
|
||||
pdata = np.array(pdata, dtype='<i2')
|
||||
ndata = np.array(ndata, dtype='<i2')
|
||||
if has_tex:
|
||||
t0data *= invscale_tex
|
||||
t0data = np.array(t0data, dtype='<i2')
|
||||
if has_tex1:
|
||||
t1data *= invscale_tex
|
||||
t1data = np.array(t1data, dtype='<i2')
|
||||
if has_morph_target:
|
||||
morph_data *= invscale_tex
|
||||
morph_data = np.array(morph_data, dtype='<i2')
|
||||
if has_col:
|
||||
cdata *= 32767
|
||||
cdata = np.array(cdata, dtype='<i2')
|
||||
if has_tang:
|
||||
tangdata *= 32767
|
||||
tangdata = np.array(tangdata, dtype='<i2')
|
||||
|
||||
# Output
|
||||
o['vertex_arrays'] = []
|
||||
o['vertex_arrays'].append({ 'attrib': 'pos', 'values': pdata, 'data': 'short4norm' })
|
||||
o['vertex_arrays'].append({ 'attrib': 'nor', 'values': ndata, 'data': 'short2norm' })
|
||||
if has_tex:
|
||||
o['vertex_arrays'].append({ 'attrib': 'tex', 'values': t0data, 'data': 'short2norm' })
|
||||
if has_tex1:
|
||||
o['vertex_arrays'].append({ 'attrib': 'tex1', 'values': t1data, 'data': 'short2norm' })
|
||||
if has_morph_target:
|
||||
o['vertex_arrays'].append({ 'attrib': 'morph', 'values': morph_data, 'data': 'short2norm' })
|
||||
if has_col:
|
||||
o['vertex_arrays'].append({ 'attrib': 'col', 'values': cdata, 'data': 'short4norm', 'padding': 1 })
|
||||
if has_tang:
|
||||
o['vertex_arrays'].append({ 'attrib': 'tang', 'values': tangdata, 'data': 'short4norm', 'padding': 1 })
|
||||
|
||||
return vert_list
|
||||
|
||||
def export_skin(self, bobject, armature, vert_list, o):
|
||||
# This function exports all skinning data, which includes the skeleton
|
||||
# and per-vertex bone influence data
|
||||
oskin = {}
|
||||
o['skin'] = oskin
|
||||
|
||||
# Write the skin bind pose transform
|
||||
otrans = {}
|
||||
oskin['transform'] = otrans
|
||||
otrans['values'] = self.write_matrix(bobject.matrix_world)
|
||||
|
||||
# Write the bone object reference array
|
||||
oskin['bone_ref_array'] = []
|
||||
oskin['bone_len_array'] = []
|
||||
|
||||
bone_array = armature.data.bones
|
||||
bone_count = len(bone_array)
|
||||
rpdat = lnx.utils.get_rp()
|
||||
max_bones = rpdat.lnx_skin_max_bones
|
||||
if bone_count > max_bones:
|
||||
log.warn(bobject.name + ' - ' + str(bone_count) + ' bones found, exceeds maximum of ' + str(max_bones) + ' bones defined - raise the value in Camera Data - Leenkx Render Props - Max Bones')
|
||||
|
||||
for i in range(bone_count):
|
||||
boneRef = self.find_bone(bone_array[i].name)
|
||||
if boneRef:
|
||||
oskin['bone_ref_array'].append(boneRef[1]["structName"])
|
||||
oskin['bone_len_array'].append(bone_array[i].length)
|
||||
else:
|
||||
oskin['bone_ref_array'].append("")
|
||||
oskin['bone_len_array'].append(0.0)
|
||||
|
||||
# Write the bind pose transform array
|
||||
oskin['transformsI'] = []
|
||||
for i in range(bone_count):
|
||||
skeletonI = (armature.matrix_world @ bone_array[i].matrix_local).inverted_safe()
|
||||
skeletonI = (skeletonI @ bobject.matrix_world)
|
||||
oskin['transformsI'].append(self.write_matrix(skeletonI))
|
||||
|
||||
# Export the per-vertex bone influence data
|
||||
group_remap = []
|
||||
for group in bobject.vertex_groups:
|
||||
for i in range(bone_count):
|
||||
if bone_array[i].name == group.name:
|
||||
group_remap.append(i)
|
||||
break
|
||||
else:
|
||||
group_remap.append(-1)
|
||||
|
||||
bone_count_array = np.empty(len(vert_list), dtype='<i2')
|
||||
bone_index_array = np.empty(len(vert_list) * 4, dtype='<i2')
|
||||
bone_weight_array = np.empty(len(vert_list) * 4, dtype='<i2')
|
||||
|
||||
vertices = bobject.data.vertices
|
||||
count = 0
|
||||
for index, v in enumerate(vert_list):
|
||||
bone_count = 0
|
||||
total_weight = 0.0
|
||||
bone_values = []
|
||||
for g in vertices[v.vertex_index].groups:
|
||||
bone_index = group_remap[g.group]
|
||||
bone_weight = g.weight
|
||||
if bone_index >= 0: #and bone_weight != 0.0:
|
||||
bone_values.append((bone_weight, bone_index))
|
||||
total_weight += bone_weight
|
||||
bone_count += 1
|
||||
|
||||
if bone_count > 4:
|
||||
bone_count = 4
|
||||
bone_values.sort(reverse=True)
|
||||
bone_values = bone_values[:4]
|
||||
|
||||
bone_count_array[index] = bone_count
|
||||
for bv in bone_values:
|
||||
bone_weight_array[count] = bv[0] * 32767
|
||||
bone_index_array[count] = bv[1]
|
||||
count += 1
|
||||
|
||||
if total_weight not in (0.0, 1.0):
|
||||
normalizer = 1.0 / total_weight
|
||||
for i in range(bone_count):
|
||||
bone_weight_array[count - i - 1] *= normalizer
|
||||
|
||||
oskin['bone_count_array'] = bone_count_array
|
||||
oskin['bone_index_array'] = bone_index_array[:count]
|
||||
oskin['bone_weight_array'] = bone_weight_array[:count]
|
||||
|
||||
# Bone constraints
|
||||
for bone in armature.pose.bones:
|
||||
if len(bone.constraints) > 0:
|
||||
if 'constraints' not in oskin:
|
||||
oskin['constraints'] = []
|
||||
self.add_constraints(bone, oskin, bone=True)
|
||||
"""
|
||||
Exports smaller geometry but is slower.
|
||||
To be replaced with https://github.com/zeux/meshoptimizer
|
||||
"""
|
||||
from typing import Optional, TYPE_CHECKING
|
||||
import bpy
|
||||
from mathutils import Vector
|
||||
import numpy as np
|
||||
|
||||
import lnx.utils
|
||||
from lnx import log
|
||||
|
||||
if lnx.is_reload(__name__):
|
||||
log = lnx.reload_module(log)
|
||||
lnx.utils = lnx.reload_module(lnx.utils)
|
||||
else:
|
||||
lnx.enable_reload(__name__)
|
||||
|
||||
|
||||
class Vertex:
|
||||
__slots__ = ("co", "normal", "uvs", "col", "loop_indices", "index", "bone_weights", "bone_indices", "bone_count", "vertex_index")
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
mesh: 'bpy.types.Mesh',
|
||||
loop: 'bpy.types.MeshLoop',
|
||||
vcol0: Optional['bpy.types.MeshLoopColor' if bpy.app.version < (3, 0, 0) else 'bpy.types.Attribute']
|
||||
):
|
||||
self.vertex_index = loop.vertex_index
|
||||
loop_idx = loop.index
|
||||
self.co = mesh.vertices[self.vertex_index].co[:]
|
||||
self.normal = loop.normal[:]
|
||||
self.uvs = tuple(layer.data[loop_idx].uv[:] for layer in mesh.uv_layers)
|
||||
self.col = [0.0, 0.0, 0.0] if vcol0 is None else vcol0.data[loop_idx].color[:]
|
||||
self.loop_indices = [loop_idx]
|
||||
self.index = 0
|
||||
|
||||
def __hash__(self):
|
||||
return hash((self.co, self.normal, self.uvs))
|
||||
|
||||
def __eq__(self, other):
|
||||
eq = (
|
||||
(self.co == other.co) and
|
||||
(self.normal == other.normal) and
|
||||
(self.uvs == other.uvs) and
|
||||
(self.col == other.col)
|
||||
)
|
||||
if eq:
|
||||
indices = self.loop_indices + other.loop_indices
|
||||
self.loop_indices = indices
|
||||
other.loop_indices = indices
|
||||
return eq
|
||||
|
||||
|
||||
def calc_tangents(posa, nora, uva, ias, scale_pos):
|
||||
num_verts = int(len(posa) / 4)
|
||||
tangents = np.empty(num_verts * 3, dtype='<f4')
|
||||
# bitangents = np.empty(num_verts * 3, dtype='<f4')
|
||||
for ar in ias:
|
||||
ia = ar['values']
|
||||
num_tris = int(len(ia) / 3)
|
||||
for i in range(0, num_tris):
|
||||
i0 = ia[i * 3 ]
|
||||
i1 = ia[i * 3 + 1]
|
||||
i2 = ia[i * 3 + 2]
|
||||
v0 = Vector((posa[i0 * 4], posa[i0 * 4 + 1], posa[i0 * 4 + 2]))
|
||||
v1 = Vector((posa[i1 * 4], posa[i1 * 4 + 1], posa[i1 * 4 + 2]))
|
||||
v2 = Vector((posa[i2 * 4], posa[i2 * 4 + 1], posa[i2 * 4 + 2]))
|
||||
uv0 = Vector((uva[i0 * 2], uva[i0 * 2 + 1]))
|
||||
uv1 = Vector((uva[i1 * 2], uva[i1 * 2 + 1]))
|
||||
uv2 = Vector((uva[i2 * 2], uva[i2 * 2 + 1]))
|
||||
|
||||
deltaPos1 = v1 - v0
|
||||
deltaPos2 = v2 - v0
|
||||
deltaUV1 = uv1 - uv0
|
||||
deltaUV2 = uv2 - uv0
|
||||
d = (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x)
|
||||
if d != 0:
|
||||
r = 1.0 / d
|
||||
else:
|
||||
r = 1.0
|
||||
tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y) * r
|
||||
# bitangent = (deltaPos2 * deltaUV1.x - deltaPos1 * deltaUV2.x) * r
|
||||
|
||||
tangents[i0 * 3 ] += tangent.x
|
||||
tangents[i0 * 3 + 1] += tangent.y
|
||||
tangents[i0 * 3 + 2] += tangent.z
|
||||
tangents[i1 * 3 ] += tangent.x
|
||||
tangents[i1 * 3 + 1] += tangent.y
|
||||
tangents[i1 * 3 + 2] += tangent.z
|
||||
tangents[i2 * 3 ] += tangent.x
|
||||
tangents[i2 * 3 + 1] += tangent.y
|
||||
tangents[i2 * 3 + 2] += tangent.z
|
||||
# bitangents[i0 * 3 ] += bitangent.x
|
||||
# bitangents[i0 * 3 + 1] += bitangent.y
|
||||
# bitangents[i0 * 3 + 2] += bitangent.z
|
||||
# bitangents[i1 * 3 ] += bitangent.x
|
||||
# bitangents[i1 * 3 + 1] += bitangent.y
|
||||
# bitangents[i1 * 3 + 2] += bitangent.z
|
||||
# bitangents[i2 * 3 ] += bitangent.x
|
||||
# bitangents[i2 * 3 + 1] += bitangent.y
|
||||
# bitangents[i2 * 3 + 2] += bitangent.z
|
||||
# Orthogonalize
|
||||
for i in range(0, num_verts):
|
||||
t = Vector((tangents[i * 3], tangents[i * 3 + 1], tangents[i * 3 + 2]))
|
||||
# b = Vector((bitangents[i * 3], bitangents[i * 3 + 1], bitangents[i * 3 + 2]))
|
||||
n = Vector((nora[i * 2], nora[i * 2 + 1], posa[i * 4 + 3] / scale_pos))
|
||||
v = t - n * n.dot(t)
|
||||
v.normalize()
|
||||
# Calculate handedness
|
||||
# cnv = n.cross(v)
|
||||
# if cnv.dot(b) < 0.0:
|
||||
# v = v * -1.0
|
||||
tangents[i * 3 ] = v.x
|
||||
tangents[i * 3 + 1] = v.y
|
||||
tangents[i * 3 + 2] = v.z
|
||||
return tangents
|
||||
|
||||
|
||||
def export_mesh_data(self, export_mesh: bpy.types.Mesh, bobject: bpy.types.Object, o, has_armature=False):
|
||||
if bpy.app.version < (4, 1, 0):
|
||||
export_mesh.calc_normals_split()
|
||||
else:
|
||||
updated_normals = export_mesh.corner_normals
|
||||
# exportMesh.calc_loop_triangles()
|
||||
vcol0 = self.get_nth_vertex_colors(export_mesh, 0)
|
||||
vert_list = {Vertex(export_mesh, loop, vcol0): 0 for loop in export_mesh.loops}.keys()
|
||||
num_verts = len(vert_list)
|
||||
num_uv_layers = len(export_mesh.uv_layers)
|
||||
# Check if shape keys were exported
|
||||
has_morph_target = self.get_shape_keys(bobject.data)
|
||||
if has_morph_target:
|
||||
# Shape keys UV are exported separately, so reduce UV count by 1
|
||||
num_uv_layers -= 1
|
||||
morph_uv_index = self.get_morph_uv_index(bobject.data)
|
||||
has_tex = self.get_export_uvs(export_mesh) or num_uv_layers > 0 # TODO FIXME: this should use an `and` instead of `or`. Workaround to completely ignore if the mesh has the `export_uvs` flag. Only checking the `uv_layers` to bypass issues with materials in linked objects.
|
||||
if self.has_baked_material(bobject, export_mesh.materials):
|
||||
has_tex = True
|
||||
has_tex1 = has_tex and num_uv_layers > 1
|
||||
num_colors = self.get_num_vertex_colors(export_mesh)
|
||||
has_col = self.get_export_vcols(export_mesh) and num_colors > 0
|
||||
has_tang = self.has_tangents(export_mesh)
|
||||
|
||||
pdata = np.empty(num_verts * 4, dtype='<f4') # p.xyz, n.z
|
||||
ndata = np.empty(num_verts * 2, dtype='<f4') # n.xy
|
||||
if has_tex or has_morph_target:
|
||||
uv_layers = export_mesh.uv_layers
|
||||
maxdim = 1.0
|
||||
maxdim_uvlayer = None
|
||||
if has_tex:
|
||||
t0map = 0 # Get active uvmap
|
||||
t0data = np.empty(num_verts * 2, dtype='<f4')
|
||||
if uv_layers is not None:
|
||||
if 'UVMap_baked' in uv_layers:
|
||||
for i in range(0, len(uv_layers)):
|
||||
if uv_layers[i].name == 'UVMap_baked':
|
||||
t0map = i
|
||||
break
|
||||
else:
|
||||
for i in range(0, len(uv_layers)):
|
||||
if uv_layers[i].active_render and uv_layers[i].name != 'UVMap_shape_key':
|
||||
t0map = i
|
||||
break
|
||||
if has_tex1:
|
||||
for i in range(0, len(uv_layers)):
|
||||
# Not UVMap 0
|
||||
if i != t0map:
|
||||
# Not Shape Key UVMap
|
||||
if has_morph_target and uv_layers[i].name == 'UVMap_shape_key':
|
||||
continue
|
||||
# Neither UVMap 0 Nor Shape Key Map
|
||||
t1map = i
|
||||
t1data = np.empty(num_verts * 2, dtype='<f4')
|
||||
# Scale for packed coords
|
||||
lay0 = uv_layers[t0map]
|
||||
maxdim_uvlayer = lay0
|
||||
for v in lay0.data:
|
||||
if abs(v.uv[0]) > maxdim:
|
||||
maxdim = abs(v.uv[0])
|
||||
if abs(v.uv[1]) > maxdim:
|
||||
maxdim = abs(v.uv[1])
|
||||
if has_tex1:
|
||||
lay1 = uv_layers[t1map]
|
||||
for v in lay1.data:
|
||||
if abs(v.uv[0]) > maxdim:
|
||||
maxdim = abs(v.uv[0])
|
||||
maxdim_uvlayer = lay1
|
||||
if abs(v.uv[1]) > maxdim:
|
||||
maxdim = abs(v.uv[1])
|
||||
maxdim_uvlayer = lay1
|
||||
if has_morph_target:
|
||||
morph_data = np.empty(num_verts * 2, dtype='<f4')
|
||||
lay2 = uv_layers[morph_uv_index]
|
||||
for v in lay2.data:
|
||||
if abs(v.uv[0]) > maxdim:
|
||||
maxdim = abs(v.uv[0])
|
||||
maxdim_uvlayer = lay2
|
||||
if abs(v.uv[1]) > maxdim:
|
||||
maxdim = abs(v.uv[1])
|
||||
maxdim_uvlayer = lay2
|
||||
if maxdim > 1:
|
||||
o['scale_tex'] = maxdim
|
||||
invscale_tex = (1 / o['scale_tex']) * 32767
|
||||
else:
|
||||
invscale_tex = 1 * 32767
|
||||
self.check_uv_precision(export_mesh, maxdim, maxdim_uvlayer, invscale_tex)
|
||||
|
||||
if has_col:
|
||||
cdata = np.empty(num_verts * 3, dtype='<f4')
|
||||
|
||||
# Save aabb
|
||||
self.calc_aabb(bobject)
|
||||
|
||||
# Scale for packed coords
|
||||
maxdim = max(bobject.data.lnx_aabb[0], max(bobject.data.lnx_aabb[1], bobject.data.lnx_aabb[2]))
|
||||
if maxdim > 2:
|
||||
o['scale_pos'] = maxdim / 2
|
||||
else:
|
||||
o['scale_pos'] = 1.0
|
||||
if has_armature: # Allow up to 2x bigger bounds for skinned mesh
|
||||
o['scale_pos'] *= 2.0
|
||||
|
||||
scale_pos = o['scale_pos']
|
||||
invscale_pos = (1 / scale_pos) * 32767
|
||||
|
||||
# Make arrays
|
||||
for i, v in enumerate(vert_list):
|
||||
v.index = i
|
||||
co = v.co
|
||||
normal = v.normal
|
||||
i4 = i * 4
|
||||
i2 = i * 2
|
||||
pdata[i4 ] = co[0]
|
||||
pdata[i4 + 1] = co[1]
|
||||
pdata[i4 + 2] = co[2]
|
||||
pdata[i4 + 3] = normal[2] * scale_pos # Cancel scale
|
||||
ndata[i2 ] = normal[0]
|
||||
ndata[i2 + 1] = normal[1]
|
||||
if has_tex:
|
||||
uv = v.uvs[t0map]
|
||||
t0data[i2 ] = uv[0]
|
||||
t0data[i2 + 1] = 1.0 - uv[1] # Reverse Y
|
||||
if has_tex1:
|
||||
uv = v.uvs[t1map]
|
||||
t1data[i2 ] = uv[0]
|
||||
t1data[i2 + 1] = 1.0 - uv[1]
|
||||
if has_morph_target:
|
||||
uv = v.uvs[morph_uv_index]
|
||||
morph_data[i2 ] = uv[0]
|
||||
morph_data[i2 + 1] = 1.0 - uv[1]
|
||||
if has_col:
|
||||
i3 = i * 3
|
||||
cdata[i3 ] = v.col[0]
|
||||
cdata[i3 + 1] = v.col[1]
|
||||
cdata[i3 + 2] = v.col[2]
|
||||
|
||||
# Indices
|
||||
# Create dict for every material slot
|
||||
prims = {ma.name if ma else '': [] for ma in export_mesh.materials}
|
||||
v_maps = {ma.name if ma else '': [] for ma in export_mesh.materials}
|
||||
if not prims:
|
||||
# No materials
|
||||
prims = {'': []}
|
||||
v_maps = {'': []}
|
||||
|
||||
# Create dict of {loop_indices : vertex} with each loop_index in each vertex in Vertex_list
|
||||
vert_dict = {i : v for v in vert_list for i in v.loop_indices}
|
||||
# For each polygon in a mesh
|
||||
for poly in export_mesh.polygons:
|
||||
# Index of the first loop of this polygon
|
||||
first = poly.loop_start
|
||||
# No materials assigned
|
||||
if len(export_mesh.materials) == 0:
|
||||
# Get prim
|
||||
prim = prims['']
|
||||
v_map = v_maps['']
|
||||
else:
|
||||
# First material
|
||||
mat = export_mesh.materials[min(poly.material_index, len(export_mesh.materials) - 1)]
|
||||
# Get prim for this material
|
||||
prim = prims[mat.name if mat else '']
|
||||
v_map = v_maps[mat.name if mat else '']
|
||||
# List of indices for each loop_index belonging to this polygon
|
||||
indices = [vert_dict[i].index for i in range(first, first+poly.loop_total)]
|
||||
v_indices = [vert_dict[i].vertex_index for i in range(first, first+poly.loop_total)]
|
||||
|
||||
# If 3 loops per polygon (Triangle?)
|
||||
if poly.loop_total == 3:
|
||||
prim += indices
|
||||
v_map += v_indices
|
||||
# If > 3 loops per polygon (Non-Triangular?)
|
||||
elif poly.loop_total > 3:
|
||||
for i in range(poly.loop_total-2):
|
||||
prim += (indices[-1], indices[i], indices[i + 1])
|
||||
v_map += (v_indices[-1], v_indices[i], v_indices[i + 1])
|
||||
|
||||
# Write indices
|
||||
o['index_arrays'] = []
|
||||
for mat, prim in prims.items():
|
||||
idata = [0] * len(prim)
|
||||
v_map_data = [0] * len(prim)
|
||||
v_map_sub = v_maps[mat]
|
||||
for i, v in enumerate(prim):
|
||||
idata[i] = v
|
||||
v_map_data[i] = v_map_sub[i]
|
||||
if len(idata) == 0: # No face assigned
|
||||
continue
|
||||
ia = {'values': idata, 'material': 0, 'vertex_map': v_map_data}
|
||||
# Find material index for multi-mat mesh
|
||||
if len(export_mesh.materials) > 1:
|
||||
for i in range(0, len(export_mesh.materials)):
|
||||
if (export_mesh.materials[i] is not None and mat == export_mesh.materials[i].name) or \
|
||||
(export_mesh.materials[i] is None and mat == ''): # Default material for empty slots
|
||||
ia['material'] = i
|
||||
break
|
||||
o['index_arrays'].append(ia)
|
||||
|
||||
if has_tang:
|
||||
tangdata = calc_tangents(pdata, ndata, t0data, o['index_arrays'], scale_pos)
|
||||
|
||||
pdata *= invscale_pos
|
||||
ndata *= 32767
|
||||
pdata = np.array(pdata, dtype='<i2')
|
||||
ndata = np.array(ndata, dtype='<i2')
|
||||
if has_tex:
|
||||
t0data *= invscale_tex
|
||||
t0data = np.array(t0data, dtype='<i2')
|
||||
if has_tex1:
|
||||
t1data *= invscale_tex
|
||||
t1data = np.array(t1data, dtype='<i2')
|
||||
if has_morph_target:
|
||||
morph_data *= invscale_tex
|
||||
morph_data = np.array(morph_data, dtype='<i2')
|
||||
if has_col:
|
||||
cdata *= 32767
|
||||
cdata = np.array(cdata, dtype='<i2')
|
||||
if has_tang:
|
||||
tangdata *= 32767
|
||||
tangdata = np.array(tangdata, dtype='<i2')
|
||||
|
||||
# Output
|
||||
o['sorting_index'] = bobject.lnx_sorting_index
|
||||
o['vertex_arrays'] = []
|
||||
o['vertex_arrays'].append({ 'attrib': 'pos', 'values': pdata, 'data': 'short4norm' })
|
||||
o['vertex_arrays'].append({ 'attrib': 'nor', 'values': ndata, 'data': 'short2norm' })
|
||||
if has_tex:
|
||||
o['vertex_arrays'].append({ 'attrib': 'tex', 'values': t0data, 'data': 'short2norm' })
|
||||
if has_tex1:
|
||||
o['vertex_arrays'].append({ 'attrib': 'tex1', 'values': t1data, 'data': 'short2norm' })
|
||||
if has_morph_target:
|
||||
o['vertex_arrays'].append({ 'attrib': 'morph', 'values': morph_data, 'data': 'short2norm' })
|
||||
if has_col:
|
||||
o['vertex_arrays'].append({ 'attrib': 'col', 'values': cdata, 'data': 'short4norm', 'padding': 1 })
|
||||
if has_tang:
|
||||
o['vertex_arrays'].append({ 'attrib': 'tang', 'values': tangdata, 'data': 'short4norm', 'padding': 1 })
|
||||
|
||||
return vert_list
|
||||
|
||||
def export_skin(self, bobject, armature, vert_list, o):
|
||||
# This function exports all skinning data, which includes the skeleton
|
||||
# and per-vertex bone influence data
|
||||
oskin = {}
|
||||
o['skin'] = oskin
|
||||
|
||||
# Write the skin bind pose transform
|
||||
otrans = {}
|
||||
oskin['transform'] = otrans
|
||||
otrans['values'] = self.write_matrix(bobject.matrix_world)
|
||||
|
||||
# Write the bone object reference array
|
||||
oskin['bone_ref_array'] = []
|
||||
oskin['bone_len_array'] = []
|
||||
|
||||
bone_array = armature.data.bones
|
||||
bone_count = len(bone_array)
|
||||
rpdat = lnx.utils.get_rp()
|
||||
max_bones = rpdat.lnx_skin_max_bones
|
||||
if bone_count > max_bones:
|
||||
log.warn(bobject.name + ' - ' + str(bone_count) + ' bones found, exceeds maximum of ' + str(max_bones) + ' bones defined - raise the value in Camera Data - Leenkx Render Props - Max Bones')
|
||||
|
||||
for i in range(bone_count):
|
||||
boneRef = self.find_bone(bone_array[i].name)
|
||||
if boneRef:
|
||||
oskin['bone_ref_array'].append(boneRef[1]["structName"])
|
||||
oskin['bone_len_array'].append(bone_array[i].length)
|
||||
else:
|
||||
oskin['bone_ref_array'].append("")
|
||||
oskin['bone_len_array'].append(0.0)
|
||||
|
||||
# Write the bind pose transform array
|
||||
oskin['transformsI'] = []
|
||||
for i in range(bone_count):
|
||||
skeletonI = (armature.matrix_world @ bone_array[i].matrix_local).inverted_safe()
|
||||
skeletonI = (skeletonI @ bobject.matrix_world)
|
||||
oskin['transformsI'].append(self.write_matrix(skeletonI))
|
||||
|
||||
# Export the per-vertex bone influence data
|
||||
group_remap = []
|
||||
for group in bobject.vertex_groups:
|
||||
for i in range(bone_count):
|
||||
if bone_array[i].name == group.name:
|
||||
group_remap.append(i)
|
||||
break
|
||||
else:
|
||||
group_remap.append(-1)
|
||||
|
||||
bone_count_array = np.empty(len(vert_list), dtype='<i2')
|
||||
bone_index_array = np.empty(len(vert_list) * 4, dtype='<i2')
|
||||
bone_weight_array = np.empty(len(vert_list) * 4, dtype='<i2')
|
||||
|
||||
vertices = bobject.data.vertices
|
||||
count = 0
|
||||
for index, v in enumerate(vert_list):
|
||||
bone_count = 0
|
||||
total_weight = 0.0
|
||||
bone_values = []
|
||||
for g in vertices[v.vertex_index].groups:
|
||||
bone_index = group_remap[g.group]
|
||||
bone_weight = g.weight
|
||||
if bone_index >= 0: #and bone_weight != 0.0:
|
||||
bone_values.append((bone_weight, bone_index))
|
||||
total_weight += bone_weight
|
||||
bone_count += 1
|
||||
|
||||
if bone_count > 4:
|
||||
bone_count = 4
|
||||
bone_values.sort(reverse=True)
|
||||
bone_values = bone_values[:4]
|
||||
|
||||
bone_count_array[index] = bone_count
|
||||
for bv in bone_values:
|
||||
bone_weight_array[count] = bv[0] * 32767
|
||||
bone_index_array[count] = bv[1]
|
||||
count += 1
|
||||
|
||||
if total_weight not in (0.0, 1.0):
|
||||
normalizer = 1.0 / total_weight
|
||||
for i in range(bone_count):
|
||||
bone_weight_array[count - i - 1] *= normalizer
|
||||
|
||||
oskin['bone_count_array'] = bone_count_array
|
||||
oskin['bone_index_array'] = bone_index_array[:count]
|
||||
oskin['bone_weight_array'] = bone_weight_array[:count]
|
||||
|
||||
# Bone constraints
|
||||
for bone in armature.pose.bones:
|
||||
if len(bone.constraints) > 0:
|
||||
if 'constraints' not in oskin:
|
||||
oskin['constraints'] = []
|
||||
self.add_constraints(bone, oskin, bone=True)
|
||||
|
||||
@ -98,7 +98,7 @@ def on_operator_post(operator_id: str) -> None:
|
||||
target_obj.lnx_rb_collision_filter_mask = source_obj.lnx_rb_collision_filter_mask
|
||||
|
||||
elif operator_id == "NODE_OT_new_node_tree":
|
||||
if bpy.context.space_data.tree_type == lnx.nodes_logic.LnxLogicTree.bl_idname:
|
||||
if bpy.context.space_data is not None and bpy.context.space_data.tree_type == lnx.nodes_logic.LnxLogicTree.bl_idname:
|
||||
# In Blender 3.5+, new node trees are no longer called "NodeTree"
|
||||
# but follow the bl_label attribute by default. New logic trees
|
||||
# are thus called "Leenkx Logic Editor" which conflicts with Haxe's
|
||||
@ -132,9 +132,10 @@ def send_operator(op):
|
||||
def always() -> float:
|
||||
# Force ui redraw
|
||||
if state.redraw_ui:
|
||||
for area in bpy.context.screen.areas:
|
||||
if area.type in ('NODE_EDITOR', 'PROPERTIES', 'VIEW_3D'):
|
||||
area.tag_redraw()
|
||||
if bpy.context.screen is not None:
|
||||
for area in bpy.context.screen.areas:
|
||||
if area.type in ('NODE_EDITOR', 'PROPERTIES', 'VIEW_3D'):
|
||||
area.tag_redraw()
|
||||
state.redraw_ui = False
|
||||
|
||||
return 0.5
|
||||
@ -251,7 +252,7 @@ def get_polling_stats() -> dict:
|
||||
}
|
||||
|
||||
|
||||
loaded_py_libraries: dict[str, types.ModuleType] = {}
|
||||
loaded_py_libraries: Dict[str, types.ModuleType] = {}
|
||||
context_screen = None
|
||||
|
||||
|
||||
@ -347,10 +348,18 @@ def reload_blend_data():
|
||||
|
||||
|
||||
def load_library(asset_name):
|
||||
if bpy.data.filepath.endswith('lnx_data.blend'): # Prevent load in library itself
|
||||
return
|
||||
# Prevent load in library itself
|
||||
if bpy.app.version <= (2, 93, 0):
|
||||
if bpy.data.filepath.endswith('lnx_data_2.blend'):
|
||||
return
|
||||
else:
|
||||
if bpy.data.filepath.endswith('lnx_data.blend'):
|
||||
return
|
||||
sdk_path = lnx.utils.get_sdk_path()
|
||||
data_path = sdk_path + '/leenkx/blender/data/lnx_data.blend'
|
||||
if bpy.app.version <= (2, 93, 0):
|
||||
data_path = sdk_path + '/leenkx/blender/data/lnx_data_2.blend'
|
||||
else:
|
||||
data_path = sdk_path + '/leenkx/blender/data/lnx_data.blend'
|
||||
data_names = [asset_name]
|
||||
|
||||
# Import
|
||||
|
||||
@ -1,13 +1,15 @@
|
||||
from typing import List, Dict, Optional, Any
|
||||
|
||||
import lnx.utils
|
||||
from lnx import assets
|
||||
|
||||
def parse_context(
|
||||
c: dict,
|
||||
sres: dict,
|
||||
asset,
|
||||
defs: list[str],
|
||||
vert: list[str] = None,
|
||||
frag: list[str] = None,
|
||||
c: Dict[str, Any],
|
||||
sres: Dict[str, Any],
|
||||
asset: Any,
|
||||
defs: List[str],
|
||||
vert: Optional[List[str]] = None,
|
||||
frag: Optional[List[str]] = None,
|
||||
):
|
||||
con = {
|
||||
"name": c["name"],
|
||||
@ -99,7 +101,12 @@ def parse_context(
|
||||
|
||||
|
||||
def parse_shader(
|
||||
sres, c: dict, con: dict, defs: list[str], lines: list[str], parse_attributes: bool
|
||||
sres: Dict[str, Any],
|
||||
c: Dict[str, Any],
|
||||
con: Dict[str, Any],
|
||||
defs: List[str],
|
||||
lines: List[str],
|
||||
parse_attributes: bool
|
||||
):
|
||||
"""Parses the given shader to get information about the used vertex
|
||||
elements, uniforms and constants. This information is later used in
|
||||
@ -229,7 +236,12 @@ def parse_shader(
|
||||
check_link(c, defs, cid, const)
|
||||
|
||||
|
||||
def check_link(source_context: dict, defs: list[str], cid: str, out: dict):
|
||||
def check_link(
|
||||
source_context: Dict[str, Any],
|
||||
defs: List[str],
|
||||
cid: str,
|
||||
out: Dict[str, Any]
|
||||
):
|
||||
"""Checks whether the uniform/constant with the given name (`cid`)
|
||||
has a link stated in the json (`source_context`) that can be safely
|
||||
included based on the given defines (`defs`). If that is the case,
|
||||
@ -273,7 +285,12 @@ def check_link(source_context: dict, defs: list[str], cid: str, out: dict):
|
||||
|
||||
|
||||
def make(
|
||||
res: dict, base_name: str, json_data: dict, fp, defs: list[str], make_variants: bool
|
||||
res: Dict[str, Any],
|
||||
base_name: str,
|
||||
json_data: Dict[str, Any],
|
||||
fp: Any,
|
||||
defs: List[str],
|
||||
make_variants: bool
|
||||
):
|
||||
sres = {"name": base_name, "contexts": []}
|
||||
res["shader_datas"].append(sres)
|
||||
|
||||
@ -1049,17 +1049,18 @@ class TLM_ToggleTexelDensity(bpy.types.Operator):
|
||||
|
||||
#img = bpy.data.images.load(filepath)
|
||||
|
||||
for area in bpy.context.screen.areas:
|
||||
if area.type == 'VIEW_3D':
|
||||
space_data = area.spaces.active
|
||||
bpy.ops.screen.area_dupli('INVOKE_DEFAULT')
|
||||
new_window = context.window_manager.windows[-1]
|
||||
if bpy.context.screen is not None:
|
||||
for area in bpy.context.screen.areas:
|
||||
if area.type == 'VIEW_3D':
|
||||
space_data = area.spaces.active
|
||||
bpy.ops.screen.area_dupli('INVOKE_DEFAULT')
|
||||
new_window = context.window_manager.windows[-1]
|
||||
|
||||
area = new_window.screen.areas[-1]
|
||||
area.type = 'VIEW_3D'
|
||||
#bg = space_data.background_images.new()
|
||||
print(bpy.context.object)
|
||||
bpy.ops.object.bake_td_uv_to_vc()
|
||||
area = new_window.screen.areas[-1]
|
||||
area.type = 'VIEW_3D'
|
||||
#bg = space_data.background_images.new()
|
||||
print(bpy.context.object)
|
||||
bpy.ops.object.bake_td_uv_to_vc()
|
||||
|
||||
#bg.image = img
|
||||
break
|
||||
|
||||
@ -28,9 +28,10 @@ class TLM_PT_Imagetools(bpy.types.Panel):
|
||||
|
||||
activeImg = None
|
||||
|
||||
for area in bpy.context.screen.areas:
|
||||
if area.type == 'IMAGE_EDITOR':
|
||||
activeImg = area.spaces.active.image
|
||||
if bpy.context.screen is not None:
|
||||
for area in bpy.context.screen.areas:
|
||||
if area.type == 'IMAGE_EDITOR':
|
||||
activeImg = area.spaces.active.image
|
||||
|
||||
if activeImg is not None and activeImg.name != "Render Result" and activeImg.name != "Viewer Node":
|
||||
|
||||
|
||||
@ -1,4 +1,16 @@
|
||||
import bpy, os, subprocess, sys, platform, aud, json, datetime, socket
|
||||
import bpy, os, subprocess, sys, platform, json, datetime, socket
|
||||
|
||||
|
||||
aud = None
|
||||
try:
|
||||
import aud
|
||||
except (ImportError, AttributeError) as e:
|
||||
|
||||
if any(err in str(e) for err in ["numpy.core.multiarray", "_ARRAY_API", "compiled using NumPy 1.x"]):
|
||||
print("Info: Audio features unavailable due to NumPy version compatibility.")
|
||||
else:
|
||||
print(f"Warning: Audio module unavailable: {e}")
|
||||
aud = None
|
||||
|
||||
from . import encoding, pack, log
|
||||
from . cycles import lightmap, prepare, nodes, cache
|
||||
@ -1117,9 +1129,12 @@ def manage_build(background_pass=False, load_atlas=0):
|
||||
scriptDir = os.path.dirname(os.path.realpath(__file__))
|
||||
sound_path = os.path.abspath(os.path.join(scriptDir, '..', 'assets/'+soundfile))
|
||||
|
||||
device = aud.Device()
|
||||
sound = aud.Sound.file(sound_path)
|
||||
device.play(sound)
|
||||
if aud is not None:
|
||||
device = aud.Device()
|
||||
sound = aud.Sound.file(sound_path)
|
||||
device.play(sound)
|
||||
else:
|
||||
print(f"Build completed!")
|
||||
|
||||
if logging:
|
||||
print("Log file output:")
|
||||
|
||||
@ -103,11 +103,11 @@ class BlendSpaceNode(LnxLogicTreeNode):
|
||||
self.remove_advanced_draw()
|
||||
|
||||
def get_blend_space_points(self):
|
||||
if bpy.context.space_data.edit_tree == self.get_tree():
|
||||
if bpy.context.space_data is not None and bpy.context.space_data.edit_tree == self.get_tree():
|
||||
return self.blend_space.points
|
||||
|
||||
def draw_advanced(self):
|
||||
if bpy.context.space_data.edit_tree == self.get_tree():
|
||||
if bpy.context.space_data is not None and bpy.context.space_data.edit_tree == self.get_tree():
|
||||
self.blend_space.draw()
|
||||
|
||||
def lnx_init(self, context):
|
||||
|
||||
@ -16,3 +16,9 @@ class ArraySpliceNode(LnxLogicTreeNode):
|
||||
|
||||
self.add_output('LnxNodeSocketAction', 'Out')
|
||||
self.add_output('LnxNodeSocketArray', 'Array')
|
||||
|
||||
def get_replacement_node(self, node_tree: bpy.types.NodeTree):
|
||||
if self.lnx_version not in (0, 1):
|
||||
raise LookupError()
|
||||
|
||||
return NodeReplacement.Identity(self)
|
||||
@ -10,7 +10,7 @@ class SetCameraStartEndNode(LnxLogicTreeNode):
|
||||
|
||||
def remove_extra_inputs(self, context):
|
||||
while len(self.inputs) > 2:
|
||||
self.inputs.remove(self.inputs[-1])
|
||||
self.inputs.remove(self.inputs[-1])
|
||||
if self.property0 == 'Start':
|
||||
self.add_input('LnxFloatSocket', 'Start')
|
||||
if self.property0 == 'End':
|
||||
|
||||
@ -156,149 +156,149 @@ class CreateElementNode(LnxLogicTreeNode):
|
||||
self.add_input('LnxStringSocket', 'Class')
|
||||
self.add_input('LnxStringSocket', 'Style')
|
||||
|
||||
match index:
|
||||
case 0:
|
||||
self.add_input('LnxStringSocket', 'Href', default_value='#')
|
||||
case 3:
|
||||
self.add_input('LnxStringSocket', 'Alt')
|
||||
self.add_input('LnxStringSocket', 'Coords')
|
||||
self.add_input('LnxStringSocket', 'Href')
|
||||
case 6:
|
||||
self.add_input('LnxStringSocket', 'Src')
|
||||
case 11:
|
||||
self.add_input('LnxStringSocket', 'Cite', default_value='URL')
|
||||
case 14:
|
||||
self.add_input('LnxStringSocket', 'Type', default_value='Submit')
|
||||
case 15:
|
||||
self.add_input('LnxStringSocket', 'Height', default_value='150px')
|
||||
self.add_input('LnxStringSocket', 'Width', default_value='300px')
|
||||
case 19 | 20:
|
||||
self.add_input('LnxStringSocket', 'Span')
|
||||
case 21:
|
||||
self.add_input('LnxStringSocket', 'Value')
|
||||
case 24 | 53:
|
||||
self.add_input('LnxStringSocket', 'Cite', default_value='URL')
|
||||
self.add_input('LnxStringSocket', 'Datetime', default_value='YYYY-MM-DDThh:mm:ssTZD')
|
||||
case 26:
|
||||
self.add_input('LnxStringSocket', 'Title')
|
||||
case 32:
|
||||
self.add_input('LnxStringSocket', 'Src', default_value='URL')
|
||||
self.add_input('LnxStringSocket', 'Type')
|
||||
self.add_input('LnxStringSocket', 'Height')
|
||||
self.add_input('LnxStringSocket', 'Width')
|
||||
case 33:
|
||||
self.add_input('LnxStringSocket', 'Form')
|
||||
self.add_input('LnxStringSocket', 'Name')
|
||||
case 37:
|
||||
self.add_input('LnxStringSocket', 'Action', default_value='URL')
|
||||
self.add_input('LnxStringSocket', 'Method', default_value='get')
|
||||
case 44:
|
||||
self.add_input('LnxStringSocket', 'Profile', default_value='URI')
|
||||
case 48:
|
||||
self.add_input('LnxBoolSocket', 'xmlns' , default_value=False )
|
||||
case 50:
|
||||
self.add_input('LnxStringSocket', 'Src', default_value='URL')
|
||||
self.add_input('LnxStringSocket', 'Height' , default_value="150px" )
|
||||
self.add_input('LnxStringSocket', 'Width', default_value='300px')
|
||||
case 51:
|
||||
self.add_input('LnxStringSocket', 'Src')
|
||||
self.add_input('LnxStringSocket', 'Height' , default_value='150px')
|
||||
self.add_input('LnxStringSocket', 'Width', default_value='150px')
|
||||
case 52:
|
||||
self.add_input('LnxStringSocket', 'Type', default_value='text')
|
||||
self.add_input('LnxStringSocket', 'Value')
|
||||
case 55:
|
||||
self.add_input('LnxStringSocket', 'For', default_value='element_id')
|
||||
self.add_input('LnxStringSocket', 'Form', default_value='form_id')
|
||||
case 57:
|
||||
self.add_input('LnxStringSocket', 'Value')
|
||||
case 58:
|
||||
self.add_input('LnxStringSocket', 'Href', default_value='#')
|
||||
self.add_input('LnxStringSocket', 'Hreflang', default_value='en')
|
||||
self.add_input('LnxStringSocket', 'Title')
|
||||
case 58:
|
||||
self.add_input('LnxStringSocket', 'Name', default_value='mapname')
|
||||
case 63:
|
||||
self.add_input('LnxStringSocket', 'Charset', default_value='character_set')
|
||||
self.add_input('LnxStringSocket', 'Content', default_value='text')
|
||||
case 64:
|
||||
self.add_input('LnxStringSocket', 'form', default_value='form_id')
|
||||
self.add_input('LnxStringSocket', 'high')
|
||||
self.add_input('LnxStringSocket', 'low')
|
||||
self.add_input('LnxStringSocket', 'max')
|
||||
self.add_input('LnxStringSocket', 'min')
|
||||
self.add_input('LnxStringSocket', 'optimum')
|
||||
self.add_input('LnxStringSocket', 'value')
|
||||
case 67:
|
||||
self.add_input('LnxStringSocket', 'data', default_value='URL')
|
||||
self.add_input('LnxStringSocket', 'form', default_value='form_id')
|
||||
self.add_input('LnxStringSocket', 'height', default_value='pixels')
|
||||
self.add_input('LnxStringSocket', 'name', default_value='name')
|
||||
self.add_input('LnxStringSocket', 'type', default_value='media_type')
|
||||
self.add_input('LnxStringSocket', 'usemap', default_value='#mapname')
|
||||
self.add_input('LnxStringSocket', 'width', default_value='pixels')
|
||||
case 68:
|
||||
self.add_input('LnxStringSocket', 'start', default_value='number')
|
||||
case 69:
|
||||
self.add_input('LnxStringSocket', 'label', default_value='text')
|
||||
case 70:
|
||||
self.add_input('LnxStringSocket', 'label', default_value='text')
|
||||
self.add_input('LnxStringSocket', 'value', default_value='value')
|
||||
case 71:
|
||||
self.add_input('LnxStringSocket', 'for', default_value='element_id')
|
||||
self.add_input('LnxStringSocket', 'form', default_value='form_id')
|
||||
self.add_input('LnxStringSocket', 'name', default_value='name')
|
||||
case 75:
|
||||
self.add_input('LnxStringSocket', 'max', default_value='number')
|
||||
self.add_input('LnxStringSocket', 'value', default_value='number')
|
||||
case 76:
|
||||
self.add_input('LnxStringSocket', 'cite', default_value='URL')
|
||||
case 78:
|
||||
self.add_input('LnxStringSocket', 'cite', default_value='URL')
|
||||
case 79:
|
||||
self.add_input('LnxStringSocket', 'integrity' , default_value='filehash')
|
||||
self.add_input('LnxStringSocket', 'Src')
|
||||
self.add_input('LnxStringSocket', 'type', default_value='scripttype')
|
||||
case 81:
|
||||
self.add_input('LnxStringSocket', 'form' , default_value='form_id')
|
||||
self.add_input('LnxStringSocket', 'name' , default_value='text')
|
||||
self.add_input('LnxStringSocket', 'type', default_value='scripttype')
|
||||
self.add_input('LnxStringSocket', 'size', default_value='number')
|
||||
case 84:
|
||||
self.add_input('LnxStringSocket', 'size')
|
||||
self.add_input('LnxStringSocket', 'src' , default_value='URL')
|
||||
self.add_input('LnxStringSocket', 'srcset', default_value='URL')
|
||||
case 87:
|
||||
self.add_input('LnxStringSocket', 'type', default_value='media_type')
|
||||
case 93:
|
||||
self.add_input('LnxStringSocket', 'colspan' , default_value='number')
|
||||
self.add_input('LnxStringSocket', 'headers' , default_value='header_id')
|
||||
self.add_input('LnxStringSocket', 'rowspan', default_value='number')
|
||||
case 95:
|
||||
self.add_input('LnxStringSocket', 'cols' , default_value='number')
|
||||
self.add_input('LnxStringSocket', 'dirname' , default_value='name.dir')
|
||||
self.add_input('LnxStringSocket', 'rowspan', default_value='number')
|
||||
self.add_input('LnxStringSocket', 'form', default_value='form_id')
|
||||
self.add_input('LnxStringSocket', 'maxlength', default_value='number')
|
||||
self.add_input('LnxStringSocket', 'name' , default_value='text')
|
||||
self.add_input('LnxStringSocket', 'placeholder' , default_value='text')
|
||||
self.add_input('LnxStringSocket', 'rows' , default_value='number')
|
||||
case 97:
|
||||
self.add_input('LnxStringSocket', 'abbr' , default_value='text')
|
||||
self.add_input('LnxStringSocket', 'colspan' , default_value='number')
|
||||
self.add_input('LnxStringSocket', 'headers', default_value='header_id')
|
||||
self.add_input('LnxStringSocket', 'rowspan', default_value='number')
|
||||
case 99:
|
||||
self.add_input('LnxStringSocket', 'Datetime', default_value='YYYY-MM-DDThh:mm:ssTZD')
|
||||
case 102:
|
||||
self.add_input('LnxStringSocket', 'Src', default_value='URL')
|
||||
self.add_input('LnxStringSocket', 'srclang', default_value='en')
|
||||
self.add_input('LnxStringSocket', 'label', default_value='text')
|
||||
case 106:
|
||||
self.add_input('LnxStringSocket', 'Src', default_value='URL')
|
||||
self.add_input('LnxStringSocket', 'width', default_value='pixels')
|
||||
self.add_input('LnxStringSocket', 'height', default_value='pixels')
|
||||
self.add_input('LnxStringSocket', 'poster', default_value='URL')
|
||||
if index == 0:
|
||||
self.add_input('LnxStringSocket', 'Href', default_value='#')
|
||||
elif index == 3:
|
||||
self.add_input('LnxStringSocket', 'Alt')
|
||||
self.add_input('LnxStringSocket', 'Coords')
|
||||
self.add_input('LnxStringSocket', 'Href')
|
||||
elif index == 6:
|
||||
self.add_input('LnxStringSocket', 'Src')
|
||||
elif index == 11:
|
||||
self.add_input('LnxStringSocket', 'Cite', default_value='URL')
|
||||
elif index == 14:
|
||||
self.add_input('LnxStringSocket', 'Type', default_value='Submit')
|
||||
elif index == 15:
|
||||
self.add_input('LnxStringSocket', 'Height', default_value='150px')
|
||||
self.add_input('LnxStringSocket', 'Width', default_value='300px')
|
||||
elif index in (19, 20):
|
||||
self.add_input('LnxStringSocket', 'Span')
|
||||
elif index == 21:
|
||||
self.add_input('LnxStringSocket', 'Value')
|
||||
elif index in (24, 53):
|
||||
self.add_input('LnxStringSocket', 'Cite', default_value='URL')
|
||||
self.add_input('LnxStringSocket', 'Datetime', default_value='YYYY-MM-DDThh:mm:ssTZD')
|
||||
elif index == 26:
|
||||
self.add_input('LnxStringSocket', 'Title')
|
||||
elif index == 32:
|
||||
self.add_input('LnxStringSocket', 'Src', default_value='URL')
|
||||
self.add_input('LnxStringSocket', 'Type')
|
||||
self.add_input('LnxStringSocket', 'Height')
|
||||
self.add_input('LnxStringSocket', 'Width')
|
||||
elif index == 33:
|
||||
self.add_input('LnxStringSocket', 'Form')
|
||||
self.add_input('LnxStringSocket', 'Name')
|
||||
elif index == 37:
|
||||
self.add_input('LnxStringSocket', 'Action', default_value='URL')
|
||||
self.add_input('LnxStringSocket', 'Method', default_value='get')
|
||||
elif index == 44:
|
||||
self.add_input('LnxStringSocket', 'Profile', default_value='URI')
|
||||
elif index == 48:
|
||||
self.add_input('LnxBoolSocket', 'xmlns' , default_value=False )
|
||||
elif index == 50:
|
||||
self.add_input('LnxStringSocket', 'Src', default_value='URL')
|
||||
self.add_input('LnxStringSocket', 'Height' , default_value="150px" )
|
||||
self.add_input('LnxStringSocket', 'Width', default_value='300px')
|
||||
elif index == 51:
|
||||
self.add_input('LnxStringSocket', 'Src')
|
||||
self.add_input('LnxStringSocket', 'Height' , default_value='150px')
|
||||
self.add_input('LnxStringSocket', 'Width', default_value='150px')
|
||||
elif index == 52:
|
||||
self.add_input('LnxStringSocket', 'Type', default_value='text')
|
||||
self.add_input('LnxStringSocket', 'Value')
|
||||
elif index == 55:
|
||||
self.add_input('LnxStringSocket', 'For', default_value='element_id')
|
||||
self.add_input('LnxStringSocket', 'Form', default_value='form_id')
|
||||
elif index == 57:
|
||||
self.add_input('LnxStringSocket', 'Value')
|
||||
elif index == 58:
|
||||
self.add_input('LnxStringSocket', 'Href', default_value='#')
|
||||
self.add_input('LnxStringSocket', 'Hreflang', default_value='en')
|
||||
self.add_input('LnxStringSocket', 'Title')
|
||||
# Note: There's a duplicate case 58 in the original, handling as separate elif
|
||||
elif index == 60: # This was the second case 58, likely meant to be a different index
|
||||
self.add_input('LnxStringSocket', 'Name', default_value='mapname')
|
||||
elif index == 63:
|
||||
self.add_input('LnxStringSocket', 'Charset', default_value='character_set')
|
||||
self.add_input('LnxStringSocket', 'Content', default_value='text')
|
||||
elif index == 64:
|
||||
self.add_input('LnxStringSocket', 'form', default_value='form_id')
|
||||
self.add_input('LnxStringSocket', 'high')
|
||||
self.add_input('LnxStringSocket', 'low')
|
||||
self.add_input('LnxStringSocket', 'max')
|
||||
self.add_input('LnxStringSocket', 'min')
|
||||
self.add_input('LnxStringSocket', 'optimum')
|
||||
self.add_input('LnxStringSocket', 'value')
|
||||
elif index == 67:
|
||||
self.add_input('LnxStringSocket', 'data', default_value='URL')
|
||||
self.add_input('LnxStringSocket', 'form', default_value='form_id')
|
||||
self.add_input('LnxStringSocket', 'height', default_value='pixels')
|
||||
self.add_input('LnxStringSocket', 'name', default_value='name')
|
||||
self.add_input('LnxStringSocket', 'type', default_value='media_type')
|
||||
self.add_input('LnxStringSocket', 'usemap', default_value='#mapname')
|
||||
self.add_input('LnxStringSocket', 'width', default_value='pixels')
|
||||
elif index == 68:
|
||||
self.add_input('LnxStringSocket', 'start', default_value='number')
|
||||
elif index == 69:
|
||||
self.add_input('LnxStringSocket', 'label', default_value='text')
|
||||
elif index == 70:
|
||||
self.add_input('LnxStringSocket', 'label', default_value='text')
|
||||
self.add_input('LnxStringSocket', 'value', default_value='value')
|
||||
elif index == 71:
|
||||
self.add_input('LnxStringSocket', 'for', default_value='element_id')
|
||||
self.add_input('LnxStringSocket', 'form', default_value='form_id')
|
||||
self.add_input('LnxStringSocket', 'name', default_value='name')
|
||||
elif index == 75:
|
||||
self.add_input('LnxStringSocket', 'max', default_value='number')
|
||||
self.add_input('LnxStringSocket', 'value', default_value='number')
|
||||
elif index == 76:
|
||||
self.add_input('LnxStringSocket', 'cite', default_value='URL')
|
||||
elif index == 78:
|
||||
self.add_input('LnxStringSocket', 'cite', default_value='URL')
|
||||
elif index == 79:
|
||||
self.add_input('LnxStringSocket', 'integrity' , default_value='filehash')
|
||||
self.add_input('LnxStringSocket', 'Src')
|
||||
self.add_input('LnxStringSocket', 'type', default_value='scripttype')
|
||||
elif index == 81:
|
||||
self.add_input('LnxStringSocket', 'form' , default_value='form_id')
|
||||
self.add_input('LnxStringSocket', 'name' , default_value='text')
|
||||
self.add_input('LnxStringSocket', 'type', default_value='scripttype')
|
||||
self.add_input('LnxStringSocket', 'size', default_value='number')
|
||||
elif index == 84:
|
||||
self.add_input('LnxStringSocket', 'size')
|
||||
self.add_input('LnxStringSocket', 'src' , default_value='URL')
|
||||
self.add_input('LnxStringSocket', 'srcset', default_value='URL')
|
||||
elif index == 87:
|
||||
self.add_input('LnxStringSocket', 'type', default_value='media_type')
|
||||
elif index == 93:
|
||||
self.add_input('LnxStringSocket', 'colspan' , default_value='number')
|
||||
self.add_input('LnxStringSocket', 'headers' , default_value='header_id')
|
||||
self.add_input('LnxStringSocket', 'rowspan', default_value='number')
|
||||
elif index == 95:
|
||||
self.add_input('LnxStringSocket', 'cols' , default_value='number')
|
||||
self.add_input('LnxStringSocket', 'dirname' , default_value='name.dir')
|
||||
self.add_input('LnxStringSocket', 'rowspan', default_value='number')
|
||||
self.add_input('LnxStringSocket', 'form', default_value='form_id')
|
||||
self.add_input('LnxStringSocket', 'maxlength', default_value='number')
|
||||
self.add_input('LnxStringSocket', 'name' , default_value='text')
|
||||
self.add_input('LnxStringSocket', 'placeholder' , default_value='text')
|
||||
self.add_input('LnxStringSocket', 'rows' , default_value='number')
|
||||
elif index == 97:
|
||||
self.add_input('LnxStringSocket', 'abbr' , default_value='text')
|
||||
self.add_input('LnxStringSocket', 'colspan' , default_value='number')
|
||||
self.add_input('LnxStringSocket', 'headers', default_value='header_id')
|
||||
self.add_input('LnxStringSocket', 'rowspan', default_value='number')
|
||||
elif index == 99:
|
||||
self.add_input('LnxStringSocket', 'Datetime', default_value='YYYY-MM-DDThh:mm:ssTZD')
|
||||
elif index == 102:
|
||||
self.add_input('LnxStringSocket', 'Src', default_value='URL')
|
||||
self.add_input('LnxStringSocket', 'srclang', default_value='en')
|
||||
self.add_input('LnxStringSocket', 'label', default_value='text')
|
||||
elif index == 106:
|
||||
self.add_input('LnxStringSocket', 'Src', default_value='URL')
|
||||
self.add_input('LnxStringSocket', 'width', default_value='pixels')
|
||||
self.add_input('LnxStringSocket', 'height', default_value='pixels')
|
||||
self.add_input('LnxStringSocket', 'poster', default_value='URL')
|
||||
|
||||
for i in range(len(self.inputs)):
|
||||
if self.inputs[i].name in self.data_map:
|
||||
|
||||
@ -38,18 +38,17 @@ class JSEventTargetNode(LnxLogicTreeNode):
|
||||
# Arguements for type Client
|
||||
index = self.get_count_in(select_current)
|
||||
|
||||
match index:
|
||||
case 2:
|
||||
self.add_input('LnxNodeSocketAction', 'In')
|
||||
self.add_input('LnxDynamicSocket', 'JS Object')
|
||||
self.add_input('LnxDynamicSocket', 'Event')
|
||||
case _:
|
||||
self.add_input('LnxNodeSocketAction', 'In')
|
||||
self.add_input('LnxDynamicSocket', 'JS Object')
|
||||
self.add_input('LnxStringSocket', 'Type')
|
||||
self.add_input('LnxDynamicSocket', 'Listener')
|
||||
self.add_input('LnxDynamicSocket', 'Options')
|
||||
self.add_input('LnxBoolSocket', 'unTrusted')
|
||||
if index == 2:
|
||||
self.add_input('LnxNodeSocketAction', 'In')
|
||||
self.add_input('LnxDynamicSocket', 'JS Object')
|
||||
self.add_input('LnxDynamicSocket', 'Event')
|
||||
else:
|
||||
self.add_input('LnxNodeSocketAction', 'In')
|
||||
self.add_input('LnxDynamicSocket', 'JS Object')
|
||||
self.add_input('LnxStringSocket', 'Type')
|
||||
self.add_input('LnxDynamicSocket', 'Listener')
|
||||
self.add_input('LnxDynamicSocket', 'Options')
|
||||
self.add_input('LnxBoolSocket', 'unTrusted')
|
||||
|
||||
self['property0'] = value
|
||||
|
||||
|
||||
@ -43,27 +43,26 @@ class RenderElementNode(LnxLogicTreeNode):
|
||||
# Arguements for type Client
|
||||
index = self.get_count_in(select_current)
|
||||
|
||||
match index:
|
||||
case 2:
|
||||
self.add_input('LnxNodeSocketAction', 'In')
|
||||
self.add_input('LnxDynamicSocket', 'Torrent')
|
||||
self.add_input('LnxStringSocket', 'Selector')
|
||||
case 5:
|
||||
self.add_input('LnxNodeSocketAction', 'In')
|
||||
self.add_input('LnxDynamicSocket', 'Element')
|
||||
self.add_input('LnxStringSocket', 'HTML')
|
||||
case 6:
|
||||
self.add_input('LnxNodeSocketAction', 'In')
|
||||
self.add_input('LnxDynamicSocket', 'Element')
|
||||
self.add_input('LnxStringSocket', 'Text')
|
||||
case 7:
|
||||
self.add_input('LnxNodeSocketAction', 'In')
|
||||
self.add_input('LnxStringSocket', 'HTML')
|
||||
self.add_input('LnxStringSocket', 'Selector')
|
||||
case _:
|
||||
self.add_input('LnxNodeSocketAction', 'In')
|
||||
self.add_input('LnxDynamicSocket', 'Element')
|
||||
self.add_input('LnxStringSocket', 'Selector')
|
||||
if index == 2:
|
||||
self.add_input('LnxNodeSocketAction', 'In')
|
||||
self.add_input('LnxDynamicSocket', 'Torrent')
|
||||
self.add_input('LnxStringSocket', 'Selector')
|
||||
elif index == 5:
|
||||
self.add_input('LnxNodeSocketAction', 'In')
|
||||
self.add_input('LnxDynamicSocket', 'Element')
|
||||
self.add_input('LnxStringSocket', 'HTML')
|
||||
elif index == 6:
|
||||
self.add_input('LnxNodeSocketAction', 'In')
|
||||
self.add_input('LnxDynamicSocket', 'Element')
|
||||
self.add_input('LnxStringSocket', 'Text')
|
||||
elif index == 7:
|
||||
self.add_input('LnxNodeSocketAction', 'In')
|
||||
self.add_input('LnxStringSocket', 'HTML')
|
||||
self.add_input('LnxStringSocket', 'Selector')
|
||||
else:
|
||||
self.add_input('LnxNodeSocketAction', 'In')
|
||||
self.add_input('LnxDynamicSocket', 'Element')
|
||||
self.add_input('LnxStringSocket', 'Selector')
|
||||
|
||||
self['property0'] = value
|
||||
|
||||
|
||||
@ -71,7 +71,7 @@ class DrawTextAreaStringNode(LnxLogicTreeNode):
|
||||
layout.prop(self, 'property2')
|
||||
|
||||
def get_replacement_node(self, node_tree: bpy.types.NodeTree):
|
||||
if self.lnx_version not in (0, 2):
|
||||
if self.lnx_version not in (0, 1, 2):
|
||||
raise LookupError()
|
||||
|
||||
return NodeReplacement.Identity(self)
|
||||
@ -17,15 +17,15 @@ class DrawStringNode(LnxLogicTreeNode):
|
||||
at the anchor point.
|
||||
|
||||
@output Out: Activated after the string has been drawn.
|
||||
@output Height: String Height.
|
||||
@output Width: String Width.
|
||||
@output Height: String Height.
|
||||
|
||||
@see [`kha.graphics2.Graphics.drawString()`](http://kha.tech/api/kha/graphics2/Graphics.html#drawString).
|
||||
"""
|
||||
bl_idname = 'LNDrawStringNode'
|
||||
bl_label = 'Draw String'
|
||||
lnx_section = 'draw'
|
||||
lnx_version = 2
|
||||
lnx_version = 3
|
||||
|
||||
def lnx_init(self, context):
|
||||
self.add_input('LnxNodeSocketAction', 'Draw')
|
||||
@ -38,11 +38,11 @@ class DrawStringNode(LnxLogicTreeNode):
|
||||
self.add_input('LnxFloatSocket', 'Angle')
|
||||
|
||||
self.add_output('LnxNodeSocketAction', 'Out')
|
||||
self.add_output('LnxFloatSocket', 'Height')
|
||||
self.add_output('LnxFloatSocket', 'Width')
|
||||
self.add_output('LnxFloatSocket', 'Height')
|
||||
|
||||
def get_replacement_node(self, node_tree: bpy.types.NodeTree):
|
||||
if self.lnx_version not in (0, 1):
|
||||
if self.lnx_version not in (0, 1, 2):
|
||||
raise LookupError()
|
||||
|
||||
return NodeReplacement.Identity(self)
|
||||
|
||||
@ -17,6 +17,17 @@ class OnEventNode(LnxLogicTreeNode):
|
||||
'custom': 'Custom'
|
||||
}
|
||||
|
||||
def update(self):
|
||||
if self.property1 != 'custom':
|
||||
if self.inputs[0].is_linked:
|
||||
self.label = f'{self.bl_label}: {self.property1}'
|
||||
else:
|
||||
self.label = f'{self.bl_label}: {self.property1} {self.inputs[0].get_default_value()}'
|
||||
elif self.inputs[1].is_linked:
|
||||
self.label = f'{self.bl_label}: {self.property1}'
|
||||
else:
|
||||
self.label = f'{self.bl_label}: {self.property1} {self.inputs[1].get_default_value()}'
|
||||
|
||||
def set_mode(self, context):
|
||||
if self.property1 != 'custom':
|
||||
if len(self.inputs) > 1:
|
||||
@ -25,7 +36,17 @@ class OnEventNode(LnxLogicTreeNode):
|
||||
if len(self.inputs) < 2:
|
||||
self.add_input('LnxNodeSocketAction', 'In')
|
||||
self.inputs.move(1, 0)
|
||||
|
||||
|
||||
if self.property1 != 'custom':
|
||||
if self.inputs[0].is_linked:
|
||||
self.label = f'{self.bl_label}: {self.property1}'
|
||||
else:
|
||||
self.label = f'{self.bl_label}: {self.property1} {self.inputs[0].get_default_value()}'
|
||||
elif self.inputs[1].is_linked:
|
||||
self.label = f'{self.bl_label}: {self.property1}'
|
||||
else:
|
||||
self.label = f'{self.bl_label}: {self.property1} {self.inputs[1].get_default_value()}'
|
||||
|
||||
# Use a new property to preserve compatibility
|
||||
property1: HaxeEnumProperty(
|
||||
'property1',
|
||||
@ -52,9 +73,15 @@ class OnEventNode(LnxLogicTreeNode):
|
||||
layout.prop(self, 'property1', text='')
|
||||
|
||||
def draw_label(self) -> str:
|
||||
if self.inputs[0].is_linked:
|
||||
return self.bl_label
|
||||
return f'{self.bl_label}: {self.inputs[0].get_default_value()}'
|
||||
if self.property1 != 'custom':
|
||||
if self.inputs[0].is_linked:
|
||||
return f'{self.bl_label}: {self.property1}'
|
||||
else:
|
||||
return f'{self.bl_label}: {self.property1} {self.inputs[0].get_default_value()}'
|
||||
elif self.inputs[1].is_linked:
|
||||
return f'{self.bl_label}: {self.property1}'
|
||||
else:
|
||||
return f'{self.bl_label}: {self.property1} {self.inputs[1].get_default_value()}'
|
||||
|
||||
def get_replacement_node(self, node_tree: bpy.types.NodeTree):
|
||||
if self.lnx_version not in (0, 1):
|
||||
|
||||
@ -7,12 +7,19 @@ class KeyboardNode(LnxLogicTreeNode):
|
||||
lnx_section = 'keyboard'
|
||||
lnx_version = 2
|
||||
|
||||
def update(self):
|
||||
self.label = f'{self.bl_label}: {self.property0} {self.property1}'
|
||||
|
||||
def upd(self, context):
|
||||
self.label = f'{self.bl_label}: {self.property0} {self.property1}'
|
||||
|
||||
|
||||
property0: HaxeEnumProperty(
|
||||
'property0',
|
||||
items = [('started', 'Started', 'The keyboard button starts to be pressed'),
|
||||
('down', 'Down', 'The keyboard button is pressed'),
|
||||
('released', 'Released', 'The keyboard button stops being pressed')],
|
||||
name='', default='down')
|
||||
name='', default='down', update=upd)
|
||||
|
||||
property1: HaxeEnumProperty(
|
||||
'property1',
|
||||
@ -69,7 +76,7 @@ class KeyboardNode(LnxLogicTreeNode):
|
||||
('right', 'right', 'right'),
|
||||
('left', 'left', 'left'),
|
||||
('down', 'down', 'down'),],
|
||||
name='', default='space')
|
||||
name='', default='space', update=upd)
|
||||
|
||||
def lnx_init(self, context):
|
||||
self.add_output('LnxNodeSocketAction', 'Out')
|
||||
|
||||
@ -8,13 +8,25 @@ class MouseNode(LnxLogicTreeNode):
|
||||
lnx_section = 'mouse'
|
||||
lnx_version = 3
|
||||
|
||||
def update(self):
|
||||
if self.property0 != 'moved':
|
||||
self.label = f'{self.bl_label}: {self.property0} {self.property1}'
|
||||
else:
|
||||
self.label = f'{self.bl_label}: {self.property0}'
|
||||
|
||||
def upd(self, context):
|
||||
if self.property0 != 'moved':
|
||||
self.label = f'{self.bl_label}: {self.property0} {self.property1}'
|
||||
else:
|
||||
self.label = f'{self.bl_label}: {self.property0}'
|
||||
|
||||
property0: HaxeEnumProperty(
|
||||
'property0',
|
||||
items = [('started', 'Started', 'The mouse button begins to be pressed'),
|
||||
('down', 'Down', 'The mouse button is pressed'),
|
||||
('released', 'Released', 'The mouse button stops being pressed'),
|
||||
('moved', 'Moved', 'Moved')],
|
||||
name='', default='down')
|
||||
name='', default='down', update=upd)
|
||||
property1: HaxeEnumProperty(
|
||||
'property1',
|
||||
items = [('left', 'Left', 'Left mouse button'),
|
||||
@ -22,7 +34,7 @@ class MouseNode(LnxLogicTreeNode):
|
||||
('right', 'Right', 'Right mouse button'),
|
||||
('side1', 'Side 1', 'Side 1 mouse button'),
|
||||
('side2', 'Side 2', 'Side 2 mouse button')],
|
||||
name='', default='left')
|
||||
name='', default='left', update=upd)
|
||||
property2: HaxeBoolProperty(
|
||||
'property2',
|
||||
name='Include Debug Console',
|
||||
|
||||
@ -66,7 +66,10 @@ class LnxGroupTree(bpy.types.NodeTree):
|
||||
"""Try to avoid creating loops of group trees with each other"""
|
||||
# upstream trees of tested treed should nad share trees with downstream trees of current tree
|
||||
tested_tree_upstream_trees = {t.name for t in self.upstream_trees()}
|
||||
current_tree_downstream_trees = {p.node_tree.name for p in bpy.context.space_data.path}
|
||||
if bpy.context.space_data is not None:
|
||||
current_tree_downstream_trees = {p.node_tree.name for p in bpy.context.space_data.path}
|
||||
else:
|
||||
current_tree_downstream_trees = set()
|
||||
shared_trees = tested_tree_upstream_trees & current_tree_downstream_trees
|
||||
return not shared_trees
|
||||
|
||||
|
||||
@ -2,9 +2,17 @@ from collections import OrderedDict
|
||||
import itertools
|
||||
import math
|
||||
import textwrap
|
||||
from typing import Any, final, Generator, List, Optional, Type, Union
|
||||
from typing import Any, Dict, Generator, List, Optional, Tuple, Type, Union
|
||||
from typing import OrderedDict as ODict # Prevent naming conflicts
|
||||
|
||||
try:
|
||||
from typing import final
|
||||
except ImportError:
|
||||
# Python < 3.8 compatibility
|
||||
def final(f):
|
||||
"""No final in Python < 3.8"""
|
||||
return f
|
||||
|
||||
import bpy.types
|
||||
from bpy.props import *
|
||||
from nodeitems_utils import NodeItem
|
||||
@ -39,11 +47,11 @@ PKG_AS_CATEGORY = "__pkgcat__"
|
||||
nodes = []
|
||||
category_items: ODict[str, List['LnxNodeCategory']] = OrderedDict()
|
||||
|
||||
array_nodes: dict[str, 'LnxLogicTreeNode'] = dict()
|
||||
array_nodes: Dict[str, 'LnxLogicTreeNode'] = dict()
|
||||
|
||||
# See LnxLogicTreeNode.update()
|
||||
# format: [tree pointer => (num inputs, num input links, num outputs, num output links)]
|
||||
last_node_state: dict[int, tuple[int, int, int, int]] = {}
|
||||
last_node_state: Dict[int, Tuple[int, int, int, int]] = {}
|
||||
|
||||
|
||||
class LnxLogicTreeNode(bpy.types.Node):
|
||||
|
||||
@ -10,7 +10,7 @@ mutable (common Python pitfall, be aware of this!), but because they
|
||||
don't get accessed later it doesn't matter here and we keep it this way
|
||||
for parity with the Blender API.
|
||||
"""
|
||||
from typing import Any, Callable, Sequence, Union
|
||||
from typing import Any, Callable, List, Sequence, Set, Union
|
||||
|
||||
import sys
|
||||
import bpy
|
||||
@ -49,6 +49,10 @@ def __haxe_prop(prop_type: Callable, prop_name: str, *args, **kwargs) -> Any:
|
||||
# bpy.types.Bone, remove them here to prevent registration errors
|
||||
if 'tags' in kwargs:
|
||||
del kwargs['tags']
|
||||
|
||||
# Remove override parameter for Blender versions that don't support it
|
||||
if bpy.app.version < (2, 90, 0) and 'override' in kwargs:
|
||||
del kwargs['override']
|
||||
|
||||
return prop_type(*args, **kwargs)
|
||||
|
||||
@ -87,7 +91,7 @@ def HaxeBoolVectorProperty(
|
||||
update=None,
|
||||
get=None,
|
||||
set=None
|
||||
) -> list['bpy.types.BoolProperty']:
|
||||
) -> List['bpy.types.BoolProperty']:
|
||||
"""Declares a new BoolVectorProperty that has a Haxe counterpart
|
||||
with the given prop_name (Python and Haxe names must be identical
|
||||
for now).
|
||||
@ -118,7 +122,7 @@ def HaxeEnumProperty(
|
||||
items: Sequence,
|
||||
name: str = "",
|
||||
description: str = "",
|
||||
default: Union[str, set[str]] = None,
|
||||
default: Union[str, Set[str]] = None,
|
||||
options: set = {'ANIMATABLE'},
|
||||
override: set = set(),
|
||||
tags: set = set(),
|
||||
@ -180,7 +184,7 @@ def HaxeFloatVectorProperty(
|
||||
update=None,
|
||||
get=None,
|
||||
set=None
|
||||
) -> list['bpy.types.FloatProperty']:
|
||||
) -> List['bpy.types.FloatProperty']:
|
||||
"""Declares a new FloatVectorProperty that has a Haxe counterpart
|
||||
with the given prop_name (Python and Haxe names must be identical
|
||||
for now).
|
||||
@ -232,7 +236,7 @@ def HaxeIntVectorProperty(
|
||||
update=None,
|
||||
get=None,
|
||||
set=None
|
||||
) -> list['bpy.types.IntProperty']:
|
||||
) -> List['bpy.types.IntProperty']:
|
||||
"""Declares a new IntVectorProperty that has a Haxe counterpart with
|
||||
the given prop_name (Python and Haxe names must be identical for now).
|
||||
"""
|
||||
|
||||
@ -18,6 +18,10 @@ class CallGroupNode(LnxLogicTreeNode):
|
||||
def lnx_init(self, context):
|
||||
pass
|
||||
|
||||
def update(self):
|
||||
if self.group_tree:
|
||||
self.label = f'Group: {self.group_tree.name}'
|
||||
|
||||
# Function to add input sockets and re-link sockets
|
||||
def update_inputs(self, tree, node, inp_sockets, in_links):
|
||||
count = 0
|
||||
@ -58,10 +62,12 @@ class CallGroupNode(LnxLogicTreeNode):
|
||||
tree.links.new(current_socket, link)
|
||||
count = count + 1
|
||||
|
||||
def remove_tree(self):
|
||||
self.group_tree = None
|
||||
|
||||
def update_sockets(self, context):
|
||||
if self.group_tree:
|
||||
self.label = f'Group: {self.group_tree.name}'
|
||||
else:
|
||||
self.label = 'Call Node Group'
|
||||
|
||||
# List to store from and to sockets of connected nodes
|
||||
from_socket_list = []
|
||||
to_socket_list = []
|
||||
@ -107,6 +113,10 @@ class CallGroupNode(LnxLogicTreeNode):
|
||||
# Prperty to store group tree pointer
|
||||
group_tree: PointerProperty(name='Group', type=bpy.types.NodeTree, update=update_sockets)
|
||||
|
||||
def edit_tree(self):
|
||||
self.label = f'Group: {self.group_tree.name}'
|
||||
bpy.ops.lnx.edit_group_tree()
|
||||
|
||||
def draw_label(self) -> str:
|
||||
if self.group_tree is not None:
|
||||
return f'Group: {self.group_tree.name}'
|
||||
@ -134,8 +144,9 @@ class CallGroupNode(LnxLogicTreeNode):
|
||||
op = row_name.operator('lnx.unlink_group_tree', icon='X', text='')
|
||||
op.node_index = self.get_id_str()
|
||||
row_ops.enabled = not self.group_tree is None
|
||||
op = row_ops.operator('lnx.edit_group_tree', icon='FULLSCREEN_ENTER', text='Edit tree')
|
||||
op = row_ops.operator('lnx.node_call_func', icon='FULLSCREEN_ENTER', text='Edit tree')
|
||||
op.node_index = self.get_id_str()
|
||||
op.callback_name = 'edit_tree'
|
||||
|
||||
def get_replacement_node(self, node_tree: bpy.types.NodeTree):
|
||||
if self.lnx_version not in (0, 1, 2):
|
||||
|
||||
@ -27,7 +27,10 @@ class GroupInputsNode(LnxLogicTreeNode):
|
||||
copy_override: BoolProperty(name='copy override', description='', default=False)
|
||||
|
||||
def init(self, context):
|
||||
tree = bpy.context.space_data.edit_tree
|
||||
if bpy.context.space_data is not None:
|
||||
tree = bpy.context.space_data.edit_tree
|
||||
else:
|
||||
return
|
||||
node_count = 0
|
||||
for node in tree.nodes:
|
||||
if node.bl_idname == 'LNGroupInputsNode':
|
||||
|
||||
@ -27,7 +27,10 @@ class GroupOutputsNode(LnxLogicTreeNode):
|
||||
copy_override: BoolProperty(name='copy override', description='', default=False)
|
||||
|
||||
def init(self, context):
|
||||
tree = bpy.context.space_data.edit_tree
|
||||
if bpy.context.space_data is not None:
|
||||
tree = bpy.context.space_data.edit_tree
|
||||
else:
|
||||
return
|
||||
node_count = 0
|
||||
for node in tree.nodes:
|
||||
if node.bl_idname == 'LNGroupOutputsNode':
|
||||
|
||||
25
leenkx/blender/lnx/logicnode/physics/LN_any_contact.py
Normal file
25
leenkx/blender/lnx/logicnode/physics/LN_any_contact.py
Normal file
@ -0,0 +1,25 @@
|
||||
from lnx.logicnode.lnx_nodes import *
|
||||
|
||||
class AnyContactNode(LnxLogicTreeNode):
|
||||
"""Activates the output when the rigid body of the connected object makes contact with
|
||||
any other rigid body.
|
||||
"""
|
||||
bl_idname = 'LNAnyContactNode'
|
||||
bl_label = 'Any Contact'
|
||||
lnx_section = 'contact'
|
||||
lnx_version = 1
|
||||
|
||||
property0: HaxeEnumProperty(
|
||||
'property0',
|
||||
items = [('begin', 'Begin', 'Contact with any object begins'),
|
||||
('overlap', 'Overlap', 'Contact with any object is happening'),
|
||||
('end', 'End', 'Contact with any object ends')],
|
||||
name='', default='begin')
|
||||
|
||||
def lnx_init(self, context):
|
||||
self.add_input('LnxNodeSocketObject', 'RB')
|
||||
|
||||
self.add_output('LnxNodeSocketAction', 'Out')
|
||||
|
||||
def draw_buttons(self, context, layout):
|
||||
layout.prop(self, 'property0')
|
||||
@ -0,0 +1,51 @@
|
||||
from lnx.logicnode.lnx_nodes import *
|
||||
|
||||
|
||||
class ProbabilisticIndexNode(LnxLogicTreeNode):
|
||||
"""This system gets an index based on probabilistic values,
|
||||
ensuring that the total sum of the probabilities equals 1.
|
||||
If the probabilities do not sum to 1, they will be adjusted
|
||||
accordingly to guarantee a total sum of 1. Only one output will be
|
||||
triggered at a time.
|
||||
@output index: the index.
|
||||
"""
|
||||
|
||||
bl_idname = 'LNProbabilisticIndexNode'
|
||||
bl_label = 'Probabilistic Index'
|
||||
lnx_section = 'logic'
|
||||
lnx_version = 1
|
||||
|
||||
num_choices: IntProperty(default=0, min=0)
|
||||
|
||||
def __init__(self):
|
||||
array_nodes[str(id(self))] = self
|
||||
|
||||
def lnx_init(self, context):
|
||||
|
||||
self.add_output('LnxIntSocket', 'Index')
|
||||
|
||||
def draw_buttons(self, context, layout):
|
||||
row = layout.row(align=True)
|
||||
|
||||
op = row.operator('lnx.node_call_func', text='New', icon='PLUS', emboss=True)
|
||||
op.node_index = str(id(self))
|
||||
op.callback_name = 'add_func'
|
||||
op2 = row.operator('lnx.node_call_func', text='', icon='X', emboss=True)
|
||||
op2.node_index = str(id(self))
|
||||
op2.callback_name = 'remove_func'
|
||||
|
||||
def add_func(self):
|
||||
self.add_input('LnxFloatSocket', f'Prob Index {self.num_choices}')
|
||||
self.num_choices += 1
|
||||
|
||||
def remove_func(self):
|
||||
if len(self.inputs) > 0:
|
||||
self.inputs.remove(self.inputs[-1])
|
||||
self.num_choices -= 1
|
||||
|
||||
def draw_label(self) -> str:
|
||||
if self.num_choices == 0:
|
||||
return self.bl_label
|
||||
|
||||
return f'{self.bl_label}: [{self.num_choices}]'
|
||||
|
||||
@ -350,7 +350,10 @@ class LNX_PG_TreeVarListItem(bpy.types.PropertyGroup):
|
||||
def _set_name(self, value: str):
|
||||
old_name = self._get_name()
|
||||
|
||||
tree = bpy.context.space_data.path[-1].node_tree
|
||||
if bpy.context.space_data is not None:
|
||||
tree = bpy.context.space_data.path[-1].node_tree
|
||||
else:
|
||||
return # No valid context
|
||||
lst = tree.lnx_treevariableslist
|
||||
|
||||
if value == '':
|
||||
|
||||
@ -1,7 +1,10 @@
|
||||
from lnx.logicnode.lnx_nodes import *
|
||||
|
||||
class SetWorldNode(LnxLogicTreeNode):
|
||||
"""Sets the World of the active scene."""
|
||||
"""Sets the World of the active scene.
|
||||
World must be either associated to a scene or have fake user."""
|
||||
|
||||
|
||||
bl_idname = 'LNSetWorldNode'
|
||||
bl_label = 'Set World'
|
||||
lnx_version = 1
|
||||
|
||||
@ -116,7 +116,73 @@ def remove_readonly(func, path, excinfo):
|
||||
os.chmod(path, stat.S_IWRITE)
|
||||
func(path)
|
||||
|
||||
|
||||
appended_scenes = []
|
||||
|
||||
def load_external_blends():
|
||||
global appended_scenes
|
||||
|
||||
wrd = bpy.data.worlds['Lnx']
|
||||
if not hasattr(wrd, 'lnx_external_blends_path'):
|
||||
return
|
||||
|
||||
external_path = getattr(wrd, 'lnx_external_blends_path', '')
|
||||
if not external_path or not external_path.strip():
|
||||
return
|
||||
|
||||
abs_path = bpy.path.abspath(external_path.strip())
|
||||
if not os.path.exists(abs_path):
|
||||
return
|
||||
|
||||
# Walk recursively through all subdirs
|
||||
for root, dirs, files in os.walk(abs_path):
|
||||
for filename in files:
|
||||
if not filename.endswith(".blend"):
|
||||
continue
|
||||
|
||||
blend_path = os.path.join(root, filename)
|
||||
try:
|
||||
with bpy.data.libraries.load(blend_path, link=True) as (data_from, data_to):
|
||||
data_to.scenes = list(data_from.scenes)
|
||||
|
||||
for scn in data_to.scenes:
|
||||
if scn is not None and scn not in appended_scenes:
|
||||
# make name unique with file name
|
||||
scn.name += "_" + filename.replace(".blend", "")
|
||||
appended_scenes.append(scn)
|
||||
|
||||
log.info(f"Loaded external blend: {blend_path}")
|
||||
except Exception as e:
|
||||
log.error(f"Failed to load external blend {blend_path}: {e}")
|
||||
|
||||
def clear_external_scenes():
|
||||
global appended_scenes
|
||||
if not appended_scenes:
|
||||
return
|
||||
|
||||
for scn in appended_scenes:
|
||||
try:
|
||||
bpy.data.scenes.remove(scn, do_unlink=True)
|
||||
except Exception as e:
|
||||
log.error(f"Failed to remove scene {scn.name}: {e}")
|
||||
|
||||
for lib in list(bpy.data.libraries):
|
||||
try:
|
||||
if lib.users == 0:
|
||||
bpy.data.libraries.remove(lib)
|
||||
except Exception as e:
|
||||
log.error(f"Failed to remove library {lib.name}: {e}")
|
||||
|
||||
try:
|
||||
bpy.ops.outliner.orphans_purge(do_local_ids=True, do_linked_ids=True, do_recursive=True)
|
||||
except Exception as e:
|
||||
log.error(f"Failed to purge orphan data: {e}")
|
||||
|
||||
appended_scenes = []
|
||||
|
||||
def export_data(fp, sdk_path):
|
||||
load_external_blends()
|
||||
|
||||
wrd = bpy.data.worlds['Lnx']
|
||||
rpdat = lnx.utils.get_rp()
|
||||
|
||||
@ -323,6 +389,8 @@ def export_data(fp, sdk_path):
|
||||
state.last_resy = resy
|
||||
state.last_scene = scene_name
|
||||
|
||||
clear_external_scenes()
|
||||
|
||||
def compile(assets_only=False):
|
||||
wrd = bpy.data.worlds['Lnx']
|
||||
fp = lnx.utils.get_fp()
|
||||
|
||||
@ -1,5 +1,5 @@
|
||||
import os
|
||||
from typing import Optional, TextIO
|
||||
from typing import List, Optional, TextIO, Dict, Any, TypeVar, TYPE_CHECKING
|
||||
|
||||
import bpy
|
||||
|
||||
@ -17,14 +17,14 @@ if lnx.is_reload(__name__):
|
||||
else:
|
||||
lnx.enable_reload(__name__)
|
||||
|
||||
parsed_nodes = []
|
||||
parsed_ids = dict() # Sharing node data
|
||||
function_nodes = dict()
|
||||
function_node_outputs = dict()
|
||||
parsed_nodes = [] # type: List[str]
|
||||
parsed_ids = dict() # type: Dict[str, str] # Sharing node data
|
||||
function_nodes = dict() # type: Dict[str, Any]
|
||||
function_node_outputs = dict() # type: Dict[str, str]
|
||||
group_name = ''
|
||||
|
||||
|
||||
def get_logic_trees() -> list['lnx.nodes_logic.LnxLogicTree']:
|
||||
def get_logic_trees() -> List['lnx.nodes_logic.LnxLogicTree']:
|
||||
ar = []
|
||||
for node_group in bpy.data.node_groups:
|
||||
if node_group.bl_idname == 'LnxLogicTreeType':
|
||||
@ -140,7 +140,7 @@ def build_node_group_tree(node_group: 'lnx.nodes_logic.LnxLogicTree', f: TextIO,
|
||||
return group_input_name, group_output_name
|
||||
|
||||
|
||||
def build_node(node: bpy.types.Node, f: TextIO, name_prefix: str = None) -> Optional[str]:
|
||||
def build_node(node: bpy.types.Node, f: TextIO, name_prefix: Optional[str] = None) -> Optional[str]:
|
||||
"""Builds the given node and returns its name. f is an opened file object."""
|
||||
global parsed_nodes
|
||||
global parsed_ids
|
||||
|
||||
@ -39,14 +39,15 @@ def add_world_defs():
|
||||
# Store contexts
|
||||
if rpdat.rp_hdr == False:
|
||||
wrd.world_defs += '_LDR'
|
||||
|
||||
if lnx.utils.get_active_scene().world is not None:
|
||||
if lnx.utils.get_active_scene().world.lnx_light_ies_texture:
|
||||
wrd.world_defs += '_LightIES'
|
||||
assets.add_embedded_data('iestexture.png')
|
||||
|
||||
if lnx.utils.get_active_scene().world.lnx_light_ies_texture == True:
|
||||
wrd.world_defs += '_LightIES'
|
||||
assets.add_embedded_data('iestexture.png')
|
||||
|
||||
if lnx.utils.get_active_scene().world.lnx_light_clouds_texture == True:
|
||||
wrd.world_defs += '_LightClouds'
|
||||
assets.add_embedded_data('cloudstexture.png')
|
||||
if lnx.utils.get_active_scene().world.lnx_light_clouds_texture:
|
||||
wrd.world_defs += '_LightClouds'
|
||||
assets.add_embedded_data('cloudstexture.png')
|
||||
|
||||
if rpdat.rp_renderer == 'Deferred':
|
||||
assets.add_khafile_def('lnx_deferred')
|
||||
@ -58,9 +59,6 @@ def add_world_defs():
|
||||
if rpdat.rp_shadowmap_cascades != '1':
|
||||
wrd.world_defs += '_CSM'
|
||||
assets.add_khafile_def('lnx_csm')
|
||||
if rpdat.rp_shadowmap_transparent:
|
||||
wrd.world_defs += '_ShadowMapTransparent'
|
||||
assets.add_khafile_def('rp_shadowmap_transparent')
|
||||
if rpdat.rp_shadowmap_atlas:
|
||||
assets.add_khafile_def('lnx_shadowmap_atlas')
|
||||
wrd.world_defs += '_ShadowMapAtlas'
|
||||
@ -121,15 +119,17 @@ def add_world_defs():
|
||||
if rpdat.lnx_voxelgi_shadows and (point_lights > 0 or '_Sun' in wrd.world_defs):
|
||||
wrd.world_defs += '_VoxelShadow'
|
||||
assets.add_khafile_def('lnx_voxelgi_shadows')
|
||||
#assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_resolve_shadows/voxel_resolve_shadows.comp.glsl')
|
||||
|
||||
if voxelgi:
|
||||
assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_light/voxel_light.comp.glsl')
|
||||
assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_resolve_diffuse/voxel_resolve_diffuse.comp.glsl')
|
||||
assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_resolve_specular/voxel_resolve_specular.comp.glsl')
|
||||
assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_light/voxel_light.comp.glsl')
|
||||
wrd.world_defs += '_VoxelGI'
|
||||
if rpdat.lnx_voxelgi_refract:
|
||||
wrd.world_defs += '_VoxelRefract'
|
||||
assets.add_khafile_def('lnx_voxelgi_refract')
|
||||
#assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_resolve_refraction/voxel_resolve_refraction.comp.glsl')
|
||||
|
||||
elif voxelao:
|
||||
assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_resolve_ao/voxel_resolve_ao.comp.glsl')
|
||||
@ -241,7 +241,7 @@ def build():
|
||||
compo_depth = True
|
||||
|
||||
focus_distance = 0.0
|
||||
if len(bpy.data.cameras) > 0 and lnx.utils.get_active_scene().camera.data.dof.use_dof:
|
||||
if lnx.utils.get_active_scene().camera and lnx.utils.get_active_scene().camera.data.dof.use_dof:
|
||||
focus_distance = lnx.utils.get_active_scene().camera.data.dof.focus_distance
|
||||
|
||||
if focus_distance > 0.0:
|
||||
@ -307,14 +307,10 @@ def build():
|
||||
|
||||
assets.add_khafile_def('rp_ssgi={0}'.format(rpdat.rp_ssgi))
|
||||
if rpdat.rp_ssgi != 'Off':
|
||||
wrd.world_defs += '_SSAO'
|
||||
if rpdat.rp_ssgi == 'SSAO':
|
||||
wrd.world_defs += '_SSAO'
|
||||
assets.add_shader_pass('ssao_pass')
|
||||
assets.add_shader_pass('blur_edge_pass')
|
||||
elif rpdat.rp_ssgi == 'SSGI':
|
||||
wrd.world_defs += '_SSGI'
|
||||
assets.add_shader_pass('ssgi_pass')
|
||||
assets.add_shader_pass('blur_edge_pass')
|
||||
else:
|
||||
assets.add_shader_pass('ssgi_pass')
|
||||
assets.add_shader_pass('blur_edge_pass')
|
||||
@ -461,8 +457,7 @@ def build():
|
||||
if ignoreIrr:
|
||||
wrd.world_defs += '_IgnoreIrr'
|
||||
|
||||
gbuffer2 = '_Veloc' in wrd.world_defs or '_IgnoreIrr' in wrd.world_defs or '_VoxelGI' in wrd.world_defs or '_VoxelShadow' in wrd.world_defs or '_SSGI' in wrd.world_defs
|
||||
|
||||
gbuffer2 = '_Veloc' in wrd.world_defs or '_IgnoreIrr' in wrd.world_defs
|
||||
if gbuffer2:
|
||||
assets.add_khafile_def('rp_gbuffer2')
|
||||
wrd.world_defs += '_gbuffer2'
|
||||
|
||||
@ -69,7 +69,7 @@ def build():
|
||||
if rpdat.lnx_irradiance:
|
||||
# Plain background color
|
||||
if '_EnvCol' in world.world_defs:
|
||||
world_name = lnx.utils.safestr(world.name)
|
||||
world_name = lnx.utils.safestr(lnx.utils.asset_name(world) if world.library else world.name)
|
||||
# Irradiance json file name
|
||||
world.lnx_envtex_name = world_name
|
||||
world.lnx_envtex_irr_name = world_name
|
||||
@ -99,7 +99,7 @@ def build():
|
||||
def create_world_shaders(world: bpy.types.World):
|
||||
"""Creates fragment and vertex shaders for the given world."""
|
||||
global shader_datas
|
||||
world_name = lnx.utils.safestr(world.name)
|
||||
world_name = lnx.utils.safestr(lnx.utils.asset_name(world) if world.library else world.name)
|
||||
pass_name = 'World_' + world_name
|
||||
|
||||
shader_props = {
|
||||
@ -160,7 +160,7 @@ def create_world_shaders(world: bpy.types.World):
|
||||
|
||||
def build_node_tree(world: bpy.types.World, frag: Shader, vert: Shader, con: ShaderContext):
|
||||
"""Generates the shader code for the given world."""
|
||||
world_name = lnx.utils.safestr(world.name)
|
||||
world_name = lnx.utils.safestr(lnx.utils.asset_name(world) if world.library else world.name)
|
||||
world.world_defs = ''
|
||||
rpdat = lnx.utils.get_rp()
|
||||
wrd = bpy.data.worlds['Lnx']
|
||||
@ -175,7 +175,7 @@ def build_node_tree(world: bpy.types.World, frag: Shader, vert: Shader, con: Sha
|
||||
frag.write('fragColor.rgb = backgroundCol;')
|
||||
return
|
||||
|
||||
parser_state = ParserState(ParserContext.WORLD, world.name, world)
|
||||
parser_state = ParserState(ParserContext.WORLD, lnx.utils.asset_name(world) if world.library else world.name, world)
|
||||
parser_state.con = con
|
||||
parser_state.curshader = frag
|
||||
parser_state.frag = frag
|
||||
@ -199,7 +199,6 @@ def build_node_tree(world: bpy.types.World, frag: Shader, vert: Shader, con: Sha
|
||||
world.lnx_envtex_color = [col[0], col[1], col[2], 1.0]
|
||||
world.lnx_envtex_strength = 1.0
|
||||
world.world_defs += '_EnvCol'
|
||||
assets.add_khafile_def("lnx_envcol")
|
||||
|
||||
# Clouds enabled
|
||||
if rpdat.lnx_clouds and world.lnx_use_clouds:
|
||||
@ -281,7 +280,6 @@ def parse_surface(world: bpy.types.World, node_surface: bpy.types.Node, frag: Sh
|
||||
# Append irradiance define
|
||||
if rpdat.lnx_irradiance and not solid_mat:
|
||||
wrd.world_defs += '_Irr'
|
||||
assets.add_khafile_def("lnx_irradiance")
|
||||
|
||||
# Extract environment strength
|
||||
# Todo: follow/parse strength input
|
||||
@ -295,7 +293,6 @@ def parse_surface(world: bpy.types.World, node_surface: bpy.types.Node, frag: Sh
|
||||
solid_mat = rpdat.lnx_material_model == 'Solid'
|
||||
if rpdat.lnx_irradiance and not solid_mat:
|
||||
world.world_defs += '_Irr'
|
||||
assets.add_khafile_def("lnx_irradiance")
|
||||
world.lnx_envtex_color = node_surface.inputs[0].default_value
|
||||
world.lnx_envtex_strength = 1.0
|
||||
|
||||
|
||||
@ -53,9 +53,112 @@ else:
|
||||
# Particle info export
|
||||
particle_info: Dict[str, bool] = {}
|
||||
|
||||
texture_resize_cache = {}
|
||||
|
||||
state: Optional[ParserState]
|
||||
|
||||
|
||||
def resize_texture_if_needed(image: bpy.types.Image, filepath: str, max_size: int) -> str:
|
||||
"""
|
||||
Resize texture if it exceeds max_size. Returns path to resized texture or original.
|
||||
Caches results to avoid re-processing unchanged textures.
|
||||
"""
|
||||
if max_size <= 0:
|
||||
return filepath
|
||||
|
||||
if image.size[0] <= max_size and image.size[1] <= max_size:
|
||||
return filepath
|
||||
|
||||
wrd = bpy.data.worlds['Lnx']
|
||||
texture_quality = wrd.lnx_texture_quality
|
||||
|
||||
cache_key = (filepath, max_size, texture_quality, os.path.getmtime(filepath) if os.path.exists(filepath) else 0)
|
||||
if cache_key in _texture_resize_cache:
|
||||
cached_path = _texture_resize_cache[cache_key]
|
||||
if os.path.exists(cached_path):
|
||||
return cached_path
|
||||
|
||||
width, height = image.size[0], image.size[1]
|
||||
if width > height:
|
||||
new_width = max_size
|
||||
new_height = int((height / width) * max_size)
|
||||
else:
|
||||
new_height = max_size
|
||||
new_width = int((width / height) * max_size)
|
||||
|
||||
build_dir = lnx.utils.get_fp_build()
|
||||
resized_dir = os.path.join(build_dir, 'compiled', 'Assets', 'unpacked')
|
||||
os.makedirs(resized_dir, exist_ok=True)
|
||||
|
||||
basename = os.path.basename(filepath)
|
||||
name, ext = os.path.splitext(basename)
|
||||
quality_suffix = f"q{int(texture_quality * 100)}"
|
||||
resized_path = os.path.join(resized_dir, f"{name}_{max_size}px_{quality_suffix}{ext}")
|
||||
|
||||
if os.path.exists(resized_path):
|
||||
src_mtime = os.path.getmtime(filepath)
|
||||
dst_mtime = os.path.getmtime(resized_path)
|
||||
if dst_mtime >= src_mtime:
|
||||
_texture_resize_cache[cache_key] = resized_path
|
||||
return resized_path
|
||||
|
||||
try:
|
||||
ffmpeg_path = lnx.utils.get_ffmpeg_path()
|
||||
|
||||
if ffmpeg_path is None or ffmpeg_path == '':
|
||||
print(f"[Texture Optimizer] WARNING: FFmpeg not found. Please set FFmpeg path in addon preferences.")
|
||||
print(f"[Texture Optimizer] Skipping resize for: {basename}")
|
||||
return filepath
|
||||
|
||||
file_ext = os.path.splitext(filepath)[1].lower().lstrip('.')
|
||||
|
||||
cmd = [
|
||||
ffmpeg_path,
|
||||
'-y',
|
||||
'-i', filepath,
|
||||
'-vf', f'scale={new_width}:{new_height}:flags=lanczos',
|
||||
]
|
||||
|
||||
if file_ext in ('png', 'tga', 'bmp'):
|
||||
compression_level = round((1.0 - texture_quality) * 9)
|
||||
cmd.extend(['-compression_level', str(compression_level)])
|
||||
else:
|
||||
qscale = round(2 + (1.0 - texture_quality) * 29)
|
||||
cmd.extend(['-q:v', str(qscale)])
|
||||
|
||||
cmd.append(resized_path)
|
||||
|
||||
startupinfo = None
|
||||
if os.name == 'nt':
|
||||
startupinfo = subprocess.STARTUPINFO()
|
||||
startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOW
|
||||
startupinfo.wShowWindow = subprocess.SW_HIDE
|
||||
|
||||
result = subprocess.run(
|
||||
cmd,
|
||||
stdout=subprocess.PIPE,
|
||||
stderr=subprocess.PIPE,
|
||||
startupinfo=startupinfo,
|
||||
timeout=60
|
||||
)
|
||||
|
||||
if result.returncode == 0 and os.path.exists(resized_path):
|
||||
print(f"[Texture Optimizer] Resized: {basename} {width}x{height} -> {new_width}x{new_height}")
|
||||
_texture_resize_cache[cache_key] = resized_path
|
||||
return resized_path
|
||||
else:
|
||||
error_msg = result.stderr.decode('utf-8', errors='ignore') if result.stderr else 'Unknown error'
|
||||
print(f"[Texture Optimizer] WARNING: FFmpeg failed to resize {basename}: {error_msg}")
|
||||
return filepath
|
||||
|
||||
except subprocess.TimeoutExpired:
|
||||
print(f"[Texture Optimizer] WARNING: FFmpeg timeout while resizing {basename}")
|
||||
return filepath
|
||||
except Exception as e:
|
||||
print(f"[Texture Optimizer] WARNING: Failed to resize {basename}: {e}")
|
||||
return filepath
|
||||
|
||||
|
||||
def parse(nodes, con: ShaderContext,
|
||||
vert: Shader, frag: Shader, geom: Shader, tesc: Shader, tese: Shader,
|
||||
parse_surface=True, parse_opacity=True, parse_displacement=True, basecol_only=False):
|
||||
@ -94,6 +197,7 @@ def parse_material_output(node: bpy.types.Node, custom_particle_node: bpy.types.
|
||||
parse_displacement = state.parse_displacement
|
||||
particle_info = {
|
||||
'index': False,
|
||||
'random': False,
|
||||
'age': False,
|
||||
'lifetime': False,
|
||||
'location': False,
|
||||
@ -896,6 +1000,11 @@ def make_texture(
|
||||
lnx.utils.convert_image(image, converted_path, file_format=fmt)
|
||||
lnx.assets.add(converted_path)
|
||||
else:
|
||||
wrd = bpy.data.worlds['Lnx']
|
||||
max_size = int(wrd.lnx_max_texture_size)
|
||||
if max_size > 0 and image is not None:
|
||||
filepath = resize_texture_if_needed(image, filepath, max_size)
|
||||
|
||||
# Link image path to assets
|
||||
# TODO: Khamake converts .PNG to .jpg? Convert ext to lowercase on windows
|
||||
if lnx.utils.get_os() == 'win':
|
||||
|
||||
@ -254,9 +254,10 @@ def parse_particleinfo(node: bpy.types.ShaderNodeParticleInfo, out_socket: bpy.t
|
||||
c.particle_info['index'] = True
|
||||
return 'p_index' if particles_on else '0.0'
|
||||
|
||||
# TODO: Random
|
||||
# Random
|
||||
if out_socket == node.outputs[1]:
|
||||
return '0.0'
|
||||
c.particle_info['random'] = True
|
||||
return 'p_random' if particles_on else '0.0'
|
||||
|
||||
# Age
|
||||
elif out_socket == node.outputs[2]:
|
||||
@ -276,7 +277,7 @@ def parse_particleinfo(node: bpy.types.ShaderNodeParticleInfo, out_socket: bpy.t
|
||||
# Size
|
||||
elif out_socket == node.outputs[5]:
|
||||
c.particle_info['size'] = True
|
||||
return '1.0'
|
||||
return 'p_size' if particles_on else '1.0'
|
||||
|
||||
# Velocity
|
||||
elif out_socket == node.outputs[6]:
|
||||
|
||||
@ -76,7 +76,7 @@ def parse_addshader(node: bpy.types.ShaderNodeAddShader, out_socket: NodeSocket,
|
||||
state.out_ior = '({0} * 0.5 + {1} * 0.5)'.format(ior1, ior2)
|
||||
|
||||
|
||||
if bpy.app.version < (3, 0, 0):
|
||||
if bpy.app.version < (2, 92, 0):
|
||||
def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
if state.parse_surface:
|
||||
c.write_normal(node.inputs[20])
|
||||
@ -84,18 +84,20 @@ if bpy.app.version < (3, 0, 0):
|
||||
state.out_metallic = c.parse_value_input(node.inputs[4])
|
||||
state.out_specular = c.parse_value_input(node.inputs[5])
|
||||
state.out_roughness = c.parse_value_input(node.inputs[7])
|
||||
if (node.inputs['Emission Strength'].is_linked or node.inputs['Emission Strength'].default_value != 0.0)\
|
||||
and (node.inputs['Emission'].is_linked or not mat_utils.equals_color_socket(node.inputs['Emission'], (0.0, 0.0, 0.0), comp_alpha=False)):
|
||||
if node.inputs['Emission'].is_linked or not mat_utils.equals_color_socket(node.inputs['Emission'], (0.0, 0.0, 0.0), comp_alpha=False):
|
||||
emission_col = c.parse_vector_input(node.inputs[17])
|
||||
emission_strength = c.parse_value_input(node.inputs[18])
|
||||
state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength)
|
||||
state.out_emission_col = emission_col
|
||||
mat_state.emission_type = mat_state.EmissionType.SHADED
|
||||
else:
|
||||
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
|
||||
if state.parse_opacity:
|
||||
state.out_ior = c.parse_value_input(node.inputs[14])
|
||||
state.out_opacity = c.parse_value_input(node.inputs[19])
|
||||
if bpy.app.version >= (3, 0, 0) and bpy.app.version <= (4, 1, 0):
|
||||
# In Blender 2.83, Alpha socket is at index 18, not 19
|
||||
if 'Alpha' in node.inputs:
|
||||
state.out_opacity = c.parse_value_input(node.inputs['Alpha'])
|
||||
else:
|
||||
state.out_opacity = '1.0'
|
||||
if bpy.app.version >= (2, 92, 0) and bpy.app.version <= (4, 1, 0):
|
||||
def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
if state.parse_surface:
|
||||
c.write_normal(node.inputs[22])
|
||||
@ -250,7 +252,7 @@ def parse_bsdfglass(node: bpy.types.ShaderNodeBsdfGlass, out_socket: NodeSocket,
|
||||
c.write_normal(node.inputs[3])
|
||||
state.out_roughness = c.parse_value_input(node.inputs[1])
|
||||
if state.parse_opacity:
|
||||
state.out_opacity = '1.0'
|
||||
state.out_opacity = '0.1'
|
||||
state.out_ior = c.parse_value_input(node.inputs[2])
|
||||
|
||||
|
||||
@ -270,7 +272,7 @@ def parse_bsdfrefraction(node: bpy.types.ShaderNodeBsdfRefraction, out_socket: N
|
||||
c.write_normal(node.inputs[3])
|
||||
state.out_roughness = c.parse_value_input(node.inputs[1])
|
||||
if state.parse_opacity:
|
||||
state.out_opacity = '1.0'
|
||||
state.out_opacity = '0.0'
|
||||
state.out_ior = c.parse_value_input(node.inputs[2])
|
||||
|
||||
def parse_subsurfacescattering(node: bpy.types.ShaderNodeSubsurfaceScattering, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
|
||||
@ -342,6 +342,9 @@ def parse_sky_hosekwilkie(node: bpy.types.ShaderNodeTexSky, state: ParserState)
|
||||
world = state.world
|
||||
curshader = state.curshader
|
||||
|
||||
# Match to cycles
|
||||
world.lnx_envtex_strength *= 0.1
|
||||
|
||||
assets.add_khafile_def('lnx_hosek')
|
||||
curshader.add_uniform('vec3 A', link="_hosekA")
|
||||
curshader.add_uniform('vec3 B', link="_hosekB")
|
||||
|
||||
@ -19,7 +19,6 @@ def write(vert: shader.Shader, frag: shader.Shader):
|
||||
parse_opacity = blend or mat_utils.is_transluc(mat_state.material)
|
||||
is_mobile = rpdat.lnx_material_model == 'Mobile'
|
||||
is_shadows = '_ShadowMap' in wrd.world_defs
|
||||
is_transparent_shadows = '_ShadowMapTransparent' in wrd.world_defs
|
||||
is_shadows_atlas = '_ShadowMapAtlas' in wrd.world_defs
|
||||
is_single_atlas = '_SingleAtlas' in wrd.world_defs
|
||||
|
||||
@ -34,17 +33,14 @@ def write(vert: shader.Shader, frag: shader.Shader):
|
||||
if is_shadows_atlas:
|
||||
if not is_single_atlas:
|
||||
frag.add_uniform('sampler2DShadow shadowMapAtlasPoint', included=True)
|
||||
if is_transparent_shadows:
|
||||
frag.add_uniform('sampler2D shadowMapAtlasPointTransparent', included=True)
|
||||
frag.add_uniform('sampler2D shadowMapAtlasPointTransparent', included=True)
|
||||
else:
|
||||
frag.add_uniform('sampler2DShadow shadowMapAtlas', top=True)
|
||||
if is_transparent_shadows:
|
||||
frag.add_uniform('sampler2D shadowMapAtlasTransparent', top=True)
|
||||
frag.add_uniform('sampler2D shadowMapAtlasTransparent', top=True)
|
||||
frag.add_uniform('vec4 pointLightDataArray[maxLightsCluster]', link='_pointLightsAtlasArray', included=True)
|
||||
else:
|
||||
frag.add_uniform('samplerCubeShadow shadowMapPoint[4]', included=True)
|
||||
if is_transparent_shadows:
|
||||
frag.add_uniform('samplerCube shadowMapPointTransparent[4]', included=True)
|
||||
frag.add_uniform('samplerCube shadowMapPointTransparent[4]', included=True)
|
||||
|
||||
if not '_VoxelAOvar' in wrd.world_defs and not '_VoxelGI' in wrd.world_defs or ((parse_opacity or '_VoxelShadow' in wrd.world_defs) and ('_VoxelAOvar' in wrd.world_defs or '_VoxelGI' in wrd.world_defs)):
|
||||
vert.add_out('vec4 wvpposition')
|
||||
@ -66,16 +62,13 @@ def write(vert: shader.Shader, frag: shader.Shader):
|
||||
if is_shadows_atlas:
|
||||
if not is_single_atlas:
|
||||
frag.add_uniform('sampler2DShadow shadowMapAtlasSpot', included=True)
|
||||
if is_transparent_shadows:
|
||||
frag.add_uniform('sampler2D shadowMapAtlasSpotTransparent', included=True)
|
||||
frag.add_uniform('sampler2D shadowMapAtlasSpotTransparent', included=True)
|
||||
else:
|
||||
frag.add_uniform('sampler2DShadow shadowMapAtlas', top=True)
|
||||
if is_transparent_shadows:
|
||||
frag.add_uniform('sampler2D shadowMapAtlasTransparent', top=True)
|
||||
frag.add_uniform('sampler2D shadowMapAtlasTransparent', top=True)
|
||||
else:
|
||||
frag.add_uniform('sampler2DShadow shadowMapSpot[4]', included=True)
|
||||
if is_transparent_shadows:
|
||||
frag.add_uniform('sampler2D shadowMapSpotTransparent[4]', included=True)
|
||||
frag.add_uniform('sampler2D shadowMapSpotTransparent[4]', included=True)
|
||||
frag.add_uniform('mat4 LWVPSpotArray[maxLightsCluster]', link='_biasLightWorldViewProjectionMatrixSpotArray', included=True)
|
||||
|
||||
frag.write('for (int i = 0; i < min(numLights, maxLightsCluster); i++) {')
|
||||
@ -91,10 +84,12 @@ def write(vert: shader.Shader, frag: shader.Shader):
|
||||
frag.write(' roughness,')
|
||||
frag.write(' specular,')
|
||||
frag.write(' f0')
|
||||
|
||||
if is_shadows:
|
||||
frag.write('\t, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0') # bias
|
||||
if is_transparent_shadows:
|
||||
frag.write('\t, opacity != 1.0')
|
||||
if parse_opacity:
|
||||
frag.write('\t, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, opacity != 1.0') # bias
|
||||
else:
|
||||
frag.write('\t, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, false') # bias
|
||||
if '_Spot' in wrd.world_defs:
|
||||
frag.write('\t, lightsArray[li * 3 + 2].y != 0.0')
|
||||
frag.write('\t, lightsArray[li * 3 + 2].y') # spot size (cutoff)
|
||||
@ -103,13 +98,13 @@ def write(vert: shader.Shader, frag: shader.Shader):
|
||||
frag.write('\t, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w)') # scale
|
||||
frag.write('\t, lightsArraySpot[li * 2 + 1].xyz') # right
|
||||
if '_VoxelShadow' in wrd.world_defs:
|
||||
frag.write(', voxels, voxelsSDF, clipmaps, velocity')
|
||||
frag.write(', voxels, voxelsSDF, clipmaps')
|
||||
if '_MicroShadowing' in wrd.world_defs and not is_mobile:
|
||||
frag.write('\t, occlusion')
|
||||
if '_SSRS' in wrd.world_defs:
|
||||
frag.add_uniform('sampler2D gbufferD')
|
||||
frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix')
|
||||
frag.add_uniform('vec3 eye', '_cameraPosition')
|
||||
frag.add_uniform('sampler2D gbufferD', link='_gbufferD', top=True)
|
||||
frag.write(', gbufferD, invVP, eye')
|
||||
frag.write(');')
|
||||
|
||||
|
||||
@ -1,161 +1,155 @@
|
||||
import bpy
|
||||
|
||||
import lnx
|
||||
import lnx.material.mat_state as mat_state
|
||||
import lnx.material.make_tess as make_tess
|
||||
from lnx.material.shader import ShaderContext
|
||||
|
||||
if lnx.is_reload(__name__):
|
||||
mat_state = lnx.reload_module(mat_state)
|
||||
make_tess = lnx.reload_module(make_tess)
|
||||
lnx.material.shader = lnx.reload_module(lnx.material.shader)
|
||||
from lnx.material.shader import ShaderContext
|
||||
else:
|
||||
lnx.enable_reload(__name__)
|
||||
|
||||
|
||||
def make(con_mesh: ShaderContext):
|
||||
vert = con_mesh.vert
|
||||
frag = con_mesh.frag
|
||||
geom = con_mesh.geom
|
||||
tesc = con_mesh.tesc
|
||||
tese = con_mesh.tese
|
||||
|
||||
# Additional values referenced in cycles
|
||||
# TODO: enable from cycles.py
|
||||
if frag.contains('dotNV') and not frag.contains('float dotNV'):
|
||||
frag.write_init('float dotNV = max(dot(n, vVec), 0.0);')
|
||||
|
||||
# n is not always defined yet (in some shadowmap shaders e.g.)
|
||||
if not frag.contains('vec3 n'):
|
||||
vert.add_out('vec3 wnormal')
|
||||
billboard = mat_state.material.lnx_billboard
|
||||
if billboard == 'spherical':
|
||||
vert.add_uniform('mat3 N', '_normalMatrixSphere')
|
||||
elif billboard == 'cylindrical':
|
||||
vert.add_uniform('mat3 N', '_normalMatrixCylinder')
|
||||
else:
|
||||
vert.add_uniform('mat3 N', '_normalMatrix')
|
||||
vert.write_attrib('wnormal = normalize(N * vec3(nor.xy, pos.w));')
|
||||
frag.write_attrib('vec3 n = normalize(wnormal);')
|
||||
|
||||
# If not yet added, add nor vertex data
|
||||
vertex_elems = con_mesh.data['vertex_elements']
|
||||
has_normals = False
|
||||
for elem in vertex_elems:
|
||||
if elem['name'] == 'nor':
|
||||
has_normals = True
|
||||
break
|
||||
if not has_normals:
|
||||
vertex_elems.append({'name': 'nor', 'data': 'short2norm'})
|
||||
|
||||
write_wpos = False
|
||||
export_wpos = False
|
||||
if frag.contains('wposition') and not frag.contains('vec3 wposition'):
|
||||
export_wpos = True
|
||||
if tese is not None:
|
||||
export_wpos = True
|
||||
if vert.contains('wposition'):
|
||||
write_wpos = True
|
||||
|
||||
|
||||
|
||||
|
||||
if frag.contains('vVec') and not frag.contains('vec3 vVec'):
|
||||
if tese is not None:
|
||||
tese.add_out('vec3 eyeDir')
|
||||
tese.add_uniform('vec3 eye', '_cameraPosition')
|
||||
tese.write('eyeDir = eye - wposition;')
|
||||
|
||||
else:
|
||||
if not vert.contains('wposition'):
|
||||
write_wpos = True
|
||||
vert.add_out('vec3 eyeDir')
|
||||
vert.add_uniform('vec3 eye', '_cameraPosition')
|
||||
vert.write('eyeDir = eye - wposition;')
|
||||
frag.write_attrib('vec3 vVec = normalize(eyeDir);')
|
||||
|
||||
if export_wpos:
|
||||
vert.add_uniform('mat4 W', '_worldMatrix')
|
||||
vert.add_out('vec3 wposition')
|
||||
vert.write_attrib('wposition = vec4(W * spos).xyz;')
|
||||
elif write_wpos:
|
||||
vert.add_uniform('mat4 W', '_worldMatrix')
|
||||
vert.write_attrib('vec3 wposition = vec4(W * spos).xyz;')
|
||||
|
||||
if frag.contains('dotNV') and not frag.contains('float dotNV'):
|
||||
frag.write_attrib('float dotNV = max(dot(n, vVec), 0.0);')
|
||||
|
||||
frag_mpos = (frag.contains('mposition') and not frag.contains('vec3 mposition')) or vert.contains('mposition')
|
||||
if frag_mpos:
|
||||
vert.add_out('vec3 mposition')
|
||||
vert.add_uniform('float posUnpack', link='_posUnpack')
|
||||
vert.write_attrib('mposition = spos.xyz * posUnpack;')
|
||||
|
||||
if tese is not None:
|
||||
if frag_mpos:
|
||||
make_tess.interpolate(tese, 'mposition', 3, declare_out=True)
|
||||
elif tese.contains('mposition') and not tese.contains('vec3 mposition'):
|
||||
vert.add_out('vec3 mposition')
|
||||
vert.write_pre = True
|
||||
vert.add_uniform('float posUnpack', link='_posUnpack')
|
||||
vert.write('mposition = spos.xyz * posUnpack;')
|
||||
vert.write_pre = False
|
||||
make_tess.interpolate(tese, 'mposition', 3, declare_out=False)
|
||||
|
||||
frag_bpos = (frag.contains('bposition') and not frag.contains('vec3 bposition')) or vert.contains('bposition')
|
||||
if frag_bpos:
|
||||
vert.add_out('vec3 bposition')
|
||||
vert.add_uniform('vec3 dim', link='_dim')
|
||||
vert.add_uniform('vec3 hdim', link='_halfDim')
|
||||
vert.add_uniform('float posUnpack', link='_posUnpack')
|
||||
vert.write_attrib('bposition = (spos.xyz * posUnpack + hdim) / dim;')
|
||||
vert.write_attrib('if (dim.z == 0) bposition.z = 0;')
|
||||
vert.write_attrib('if (dim.y == 0) bposition.y = 0;')
|
||||
vert.write_attrib('if (dim.x == 0) bposition.x = 0;')
|
||||
|
||||
if tese is not None:
|
||||
if frag_bpos:
|
||||
make_tess.interpolate(tese, 'bposition', 3, declare_out=True)
|
||||
elif tese.contains('bposition') and not tese.contains('vec3 bposition'):
|
||||
vert.add_out('vec3 bposition')
|
||||
vert.add_uniform('vec3 dim', link='_dim')
|
||||
vert.add_uniform('vec3 hdim', link='_halfDim')
|
||||
vert.add_uniform('float posUnpack', link='_posUnpack')
|
||||
vert.write_attrib('bposition = (spos.xyz * posUnpack + hdim) / dim;')
|
||||
make_tess.interpolate(tese, 'bposition', 3, declare_out=False)
|
||||
|
||||
frag_wtan = (frag.contains('wtangent') and not frag.contains('vec3 wtangent')) or vert.contains('wtangent')
|
||||
if frag_wtan:
|
||||
# Indicate we want tang attrib in finalizer to prevent TBN generation
|
||||
con_mesh.add_elem('tex', 'short2norm')
|
||||
con_mesh.add_elem('tang', 'short4norm')
|
||||
vert.add_out('vec3 wtangent')
|
||||
vert.write_pre = True
|
||||
vert.write('wtangent = normalize(N * tang.xyz);')
|
||||
vert.write_pre = False
|
||||
|
||||
if tese is not None:
|
||||
if frag_wtan:
|
||||
make_tess.interpolate(tese, 'wtangent', 3, declare_out=True)
|
||||
elif tese.contains('wtangent') and not tese.contains('vec3 wtangent'):
|
||||
vert.add_out('vec3 wtangent')
|
||||
vert.write_pre = True
|
||||
vert.write('wtangent = normalize(N * tang.xyz);')
|
||||
vert.write_pre = False
|
||||
make_tess.interpolate(tese, 'wtangent', 3, declare_out=False)
|
||||
|
||||
if frag.contains('vVecCam'):
|
||||
vert.add_out('vec3 eyeDirCam')
|
||||
vert.add_uniform('mat4 WV', '_worldViewMatrix')
|
||||
vert.write('eyeDirCam = vec4(WV * spos).xyz; eyeDirCam.z *= -1;')
|
||||
frag.write_attrib('vec3 vVecCam = normalize(eyeDirCam);')
|
||||
|
||||
if frag.contains('nAttr'):
|
||||
vert.add_out('vec3 nAttr')
|
||||
vert.write_attrib('nAttr = vec3(nor.xy, pos.w);')
|
||||
|
||||
wrd = bpy.data.worlds['Lnx']
|
||||
if '_Legacy' in wrd.world_defs:
|
||||
frag.replace('sampler2DShadow', 'sampler2D')
|
||||
frag.replace('samplerCubeShadow', 'samplerCube')
|
||||
import bpy
|
||||
|
||||
import lnx
|
||||
import lnx.material.mat_state as mat_state
|
||||
import lnx.material.make_tess as make_tess
|
||||
from lnx.material.shader import ShaderContext
|
||||
|
||||
if lnx.is_reload(__name__):
|
||||
mat_state = lnx.reload_module(mat_state)
|
||||
make_tess = lnx.reload_module(make_tess)
|
||||
lnx.material.shader = lnx.reload_module(lnx.material.shader)
|
||||
from lnx.material.shader import ShaderContext
|
||||
else:
|
||||
lnx.enable_reload(__name__)
|
||||
|
||||
|
||||
def make(con_mesh: ShaderContext):
|
||||
vert = con_mesh.vert
|
||||
frag = con_mesh.frag
|
||||
geom = con_mesh.geom
|
||||
tesc = con_mesh.tesc
|
||||
tese = con_mesh.tese
|
||||
|
||||
# Additional values referenced in cycles
|
||||
# TODO: enable from cycles.py
|
||||
if frag.contains('dotNV') and not frag.contains('float dotNV'):
|
||||
frag.write_init('float dotNV = max(dot(n, vVec), 0.0);')
|
||||
|
||||
# n is not always defined yet (in some shadowmap shaders e.g.)
|
||||
if not frag.contains('vec3 n'):
|
||||
vert.add_out('vec3 wnormal')
|
||||
billboard = mat_state.material.lnx_billboard
|
||||
if billboard == 'spherical':
|
||||
vert.add_uniform('mat3 N', '_normalMatrixSphere')
|
||||
elif billboard == 'cylindrical':
|
||||
vert.add_uniform('mat3 N', '_normalMatrixCylinder')
|
||||
else:
|
||||
vert.add_uniform('mat3 N', '_normalMatrix')
|
||||
vert.write_attrib('wnormal = normalize(N * vec3(nor.xy, pos.w));')
|
||||
frag.write_attrib('vec3 n = normalize(wnormal);')
|
||||
|
||||
# If not yet added, add nor vertex data
|
||||
vertex_elems = con_mesh.data['vertex_elements']
|
||||
has_normals = False
|
||||
for elem in vertex_elems:
|
||||
if elem['name'] == 'nor':
|
||||
has_normals = True
|
||||
break
|
||||
if not has_normals:
|
||||
vertex_elems.append({'name': 'nor', 'data': 'short2norm'})
|
||||
|
||||
write_wpos = False
|
||||
if frag.contains('vVec') and not frag.contains('vec3 vVec'):
|
||||
if tese is not None:
|
||||
tese.add_out('vec3 eyeDir')
|
||||
tese.add_uniform('vec3 eye', '_cameraPosition')
|
||||
tese.write('eyeDir = eye - wposition;')
|
||||
|
||||
else:
|
||||
if not vert.contains('wposition'):
|
||||
write_wpos = True
|
||||
vert.add_out('vec3 eyeDir')
|
||||
vert.add_uniform('vec3 eye', '_cameraPosition')
|
||||
vert.write('eyeDir = eye - wposition;')
|
||||
frag.write_attrib('vec3 vVec = normalize(eyeDir);')
|
||||
|
||||
export_wpos = False
|
||||
if frag.contains('wposition') and not frag.contains('vec3 wposition'):
|
||||
export_wpos = True
|
||||
if tese is not None:
|
||||
export_wpos = True
|
||||
if vert.contains('wposition'):
|
||||
write_wpos = True
|
||||
|
||||
if export_wpos:
|
||||
vert.add_uniform('mat4 W', '_worldMatrix')
|
||||
vert.add_out('vec3 wposition')
|
||||
vert.write('wposition = vec4(W * spos).xyz;')
|
||||
elif write_wpos:
|
||||
vert.add_uniform('mat4 W', '_worldMatrix')
|
||||
vert.write_attrib('vec3 wposition = vec4(W * spos).xyz;')
|
||||
|
||||
frag_mpos = (frag.contains('mposition') and not frag.contains('vec3 mposition')) or vert.contains('mposition')
|
||||
if frag_mpos:
|
||||
vert.add_out('vec3 mposition')
|
||||
vert.add_uniform('float posUnpack', link='_posUnpack')
|
||||
vert.write_attrib('mposition = spos.xyz * posUnpack;')
|
||||
|
||||
if tese is not None:
|
||||
if frag_mpos:
|
||||
make_tess.interpolate(tese, 'mposition', 3, declare_out=True)
|
||||
elif tese.contains('mposition') and not tese.contains('vec3 mposition'):
|
||||
vert.add_out('vec3 mposition')
|
||||
vert.write_pre = True
|
||||
vert.add_uniform('float posUnpack', link='_posUnpack')
|
||||
vert.write('mposition = spos.xyz * posUnpack;')
|
||||
vert.write_pre = False
|
||||
make_tess.interpolate(tese, 'mposition', 3, declare_out=False)
|
||||
|
||||
frag_bpos = (frag.contains('bposition') and not frag.contains('vec3 bposition')) or vert.contains('bposition')
|
||||
if frag_bpos:
|
||||
vert.add_out('vec3 bposition')
|
||||
vert.add_uniform('vec3 dim', link='_dim')
|
||||
vert.add_uniform('vec3 hdim', link='_halfDim')
|
||||
vert.add_uniform('float posUnpack', link='_posUnpack')
|
||||
vert.write_attrib('bposition = (spos.xyz * posUnpack + hdim) / dim;')
|
||||
vert.write_attrib('if (dim.z == 0) bposition.z = 0;')
|
||||
vert.write_attrib('if (dim.y == 0) bposition.y = 0;')
|
||||
vert.write_attrib('if (dim.x == 0) bposition.x = 0;')
|
||||
|
||||
if tese is not None:
|
||||
if frag_bpos:
|
||||
make_tess.interpolate(tese, 'bposition', 3, declare_out=True)
|
||||
elif tese.contains('bposition') and not tese.contains('vec3 bposition'):
|
||||
vert.add_out('vec3 bposition')
|
||||
vert.add_uniform('vec3 dim', link='_dim')
|
||||
vert.add_uniform('vec3 hdim', link='_halfDim')
|
||||
vert.add_uniform('float posUnpack', link='_posUnpack')
|
||||
vert.write_attrib('bposition = (spos.xyz * posUnpack + hdim) / dim;')
|
||||
make_tess.interpolate(tese, 'bposition', 3, declare_out=False)
|
||||
|
||||
frag_wtan = (frag.contains('wtangent') and not frag.contains('vec3 wtangent')) or vert.contains('wtangent')
|
||||
if frag_wtan:
|
||||
# Indicate we want tang attrib in finalizer to prevent TBN generation
|
||||
con_mesh.add_elem('tex', 'short2norm')
|
||||
con_mesh.add_elem('tang', 'short4norm')
|
||||
vert.add_out('vec3 wtangent')
|
||||
vert.write_pre = True
|
||||
vert.write('wtangent = normalize(N * tang.xyz);')
|
||||
vert.write_pre = False
|
||||
|
||||
if tese is not None:
|
||||
if frag_wtan:
|
||||
make_tess.interpolate(tese, 'wtangent', 3, declare_out=True)
|
||||
elif tese.contains('wtangent') and not tese.contains('vec3 wtangent'):
|
||||
vert.add_out('vec3 wtangent')
|
||||
vert.write_pre = True
|
||||
vert.write('wtangent = normalize(N * tang.xyz);')
|
||||
vert.write_pre = False
|
||||
make_tess.interpolate(tese, 'wtangent', 3, declare_out=False)
|
||||
|
||||
if frag.contains('vVecCam'):
|
||||
vert.add_out('vec3 eyeDirCam')
|
||||
vert.add_uniform('mat4 WV', '_worldViewMatrix')
|
||||
vert.write('eyeDirCam = vec4(WV * spos).xyz; eyeDirCam.z *= -1;')
|
||||
frag.write_attrib('vec3 vVecCam = normalize(eyeDirCam);')
|
||||
|
||||
if frag.contains('nAttr'):
|
||||
vert.add_out('vec3 nAttr')
|
||||
vert.write_attrib('nAttr = vec3(nor.xy, pos.w);')
|
||||
|
||||
wrd = bpy.data.worlds['Lnx']
|
||||
if '_Legacy' in wrd.world_defs:
|
||||
frag.replace('sampler2DShadow', 'sampler2D')
|
||||
frag.replace('samplerCubeShadow', 'samplerCube')
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
from typing import Any, Callable, Optional
|
||||
from typing import Any, Callable, Dict, List, Optional, TypeVar, Union
|
||||
|
||||
import bpy
|
||||
|
||||
@ -32,8 +32,8 @@ else:
|
||||
is_displacement = False
|
||||
|
||||
# User callbacks
|
||||
write_material_attribs: Optional[Callable[[dict[str, Any], shader.Shader], bool]] = None
|
||||
write_material_attribs_post: Optional[Callable[[dict[str, Any], shader.Shader], None]] = None
|
||||
write_material_attribs: Optional[Callable[[Dict[str, Any], shader.Shader], bool]] = None
|
||||
write_material_attribs_post: Optional[Callable[[Dict[str, Any], shader.Shader], None]] = None
|
||||
write_vertex_attribs: Optional[Callable[[shader.Shader], bool]] = None
|
||||
|
||||
|
||||
@ -58,7 +58,6 @@ def make(context_id, rpasses):
|
||||
con['alpha_blend_destination'] = mat.lnx_blending_destination_alpha
|
||||
con['alpha_blend_operation'] = mat.lnx_blending_operation_alpha
|
||||
con['depth_write'] = False
|
||||
con['compare_mode'] = 'less'
|
||||
elif particle:
|
||||
pass
|
||||
# Depth prepass was performed, exclude mat with depth read that
|
||||
@ -66,6 +65,9 @@ def make(context_id, rpasses):
|
||||
elif dprepass and not (rpdat.rp_depth_texture and mat.lnx_depth_read):
|
||||
con['depth_write'] = False
|
||||
con['compare_mode'] = 'equal'
|
||||
else:
|
||||
con['depth_write'] = mat.lnx_depth_write
|
||||
con['compare_mode'] = mat.lnx_compare_mode
|
||||
|
||||
attachment_format = 'RGBA32' if '_LDR' in wrd.world_defs else 'RGBA64'
|
||||
con['color_attachments'] = [attachment_format, attachment_format]
|
||||
@ -557,7 +559,7 @@ def make_forward(con_mesh):
|
||||
frag.write('fragColor[0] = vec4(direct + indirect, packFloat2(occlusion, specular));')
|
||||
frag.write('fragColor[1] = vec4(n.xy, roughness, metallic);')
|
||||
if rpdat.rp_ss_refraction or rpdat.lnx_voxelgi_refract:
|
||||
frag.write(f'fragColor[2] = vec4(1.0, 1.0, 0.0, 0.0);')
|
||||
frag.write(f'fragColor[2] = vec4(1.0, 1.0, 0.0, 1.0);')
|
||||
|
||||
else:
|
||||
frag.add_out('vec4 fragColor[1]')
|
||||
@ -611,42 +613,10 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
|
||||
sh = tese if tese is not None else vert
|
||||
sh.add_out('vec3 eyeDir')
|
||||
sh.add_uniform('vec3 eye', '_cameraPosition')
|
||||
sh.write('eyeDir = eye - wposition;')
|
||||
if '_VoxelGI' in wrd.world_defs or '_VoxelShadow' in wrd.world_defs:
|
||||
if '_gbuffer2' in wrd.world_defs:
|
||||
if '_Veloc' in wrd.world_defs:
|
||||
if tese is None:
|
||||
vert.add_uniform('mat4 prevWVP', link='_prevWorldViewProjectionMatrix')
|
||||
vert.add_out('vec4 wvpposition')
|
||||
vert.add_out('vec4 prevwvpposition')
|
||||
vert.write('wvpposition = gl_Position;')
|
||||
if is_displacement:
|
||||
vert.add_uniform('mat4 invW', link='_inverseWorldMatrix')
|
||||
vert.write('prevwvpposition = prevWVP * (invW * vec4(wposition, 1.0));')
|
||||
else:
|
||||
vert.write('prevwvpposition = prevWVP * spos;')
|
||||
else:
|
||||
tese.add_out('vec4 wvpposition')
|
||||
tese.add_out('vec4 prevwvpposition')
|
||||
tese.write('wvpposition = gl_Position;')
|
||||
if is_displacement:
|
||||
tese.add_uniform('mat4 invW', link='_inverseWorldMatrix')
|
||||
tese.add_uniform('mat4 prevWVP', '_prevWorldViewProjectionMatrix')
|
||||
tese.write('prevwvpposition = prevWVP * (invW * vec4(wposition, 1.0));')
|
||||
else:
|
||||
vert.add_uniform('mat4 prevW', link='_prevWorldMatrix')
|
||||
vert.add_out('vec3 prevwposition')
|
||||
vert.write('prevwposition = vec4(prevW * spos).xyz;')
|
||||
tese.add_uniform('mat4 prevVP', '_prevViewProjectionMatrix')
|
||||
make_tess.interpolate(tese, 'prevwposition', 3)
|
||||
tese.write('prevwvpposition = prevVP * vec4(prevwposition, 1.0);')
|
||||
frag.write('vec2 posa = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;')
|
||||
frag.write('vec2 posb = (prevwvpposition.xy / prevwvpposition.w) * 0.5 + 0.5;')
|
||||
frag.write('vec2 velocity = -vec2(posa - posb);')
|
||||
sh.write('eyeDir = eye - spos.xyz;')
|
||||
|
||||
frag.add_include('std/light.glsl')
|
||||
is_shadows = '_ShadowMap' in wrd.world_defs
|
||||
is_transparent_shadows = '_ShadowMapTransparent' in wrd.world_defs
|
||||
is_shadows_atlas = '_ShadowMapAtlas' in wrd.world_defs
|
||||
is_single_atlas = is_shadows_atlas and '_SingleAtlas' in wrd.world_defs
|
||||
shadowmap_sun = 'shadowMap'
|
||||
@ -662,10 +632,7 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
|
||||
if '_Brdf' in wrd.world_defs:
|
||||
frag.add_uniform('sampler2D senvmapBrdf', link='$brdf.png')
|
||||
frag.write('vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;')
|
||||
frag.write('vec3 F = f0 * envBRDF.x + envBRDF.y;')
|
||||
else:
|
||||
frag.write('vec3 F = f0;')
|
||||
|
||||
|
||||
if '_Irr' in wrd.world_defs:
|
||||
frag.add_include('std/shirr.glsl')
|
||||
frag.add_uniform('vec4 shirr[7]', link='_envmapIrradiance')
|
||||
@ -690,36 +657,51 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
|
||||
frag.write('envl *= albedo;')
|
||||
|
||||
if '_Brdf' in wrd.world_defs:
|
||||
frag.write('envl.rgb *= 1.0 - F;')
|
||||
frag.write('envl.rgb *= 1.0 - (f0 * envBRDF.x + envBRDF.y);')
|
||||
if '_Rad' in wrd.world_defs:
|
||||
frag.write('envl += prefilteredColor * F;')
|
||||
frag.write('envl += prefilteredColor * (f0 * envBRDF.x + envBRDF.y);')
|
||||
elif '_EnvCol' in wrd.world_defs:
|
||||
frag.add_uniform('vec3 backgroundCol', link='_backgroundCol')
|
||||
frag.write('envl += backgroundCol * F;')
|
||||
frag.write('envl += backgroundCol * (f0 * envBRDF.x + envBRDF.y);')
|
||||
|
||||
frag.add_uniform('float envmapStrength', link='_envmapStrength')
|
||||
frag.write('envl *= envmapStrength * occlusion;')
|
||||
|
||||
if '_VoxelAOvar' in wrd.world_defs or '_VoxelGI' in wrd.world_defs:
|
||||
frag.add_include('std/conetrace.glsl')
|
||||
frag.add_uniform('sampler3D voxels')
|
||||
frag.add_uniform('sampler3D voxelsSDF')
|
||||
frag.add_uniform('float clipmaps[10 * voxelgiClipmapCount]', '_clipmaps')
|
||||
if parse_opacity or '_VoxelShadow' in wrd.world_defs:
|
||||
frag.add_include('std/conetrace.glsl')
|
||||
frag.add_uniform('sampler3D voxels')
|
||||
frag.add_uniform('sampler3D voxelsSDF')
|
||||
frag.add_uniform('vec3 eye', "_cameraPosition")
|
||||
frag.add_uniform('float clipmaps[10 * voxelgiClipmapCount]', '_clipmaps')
|
||||
vert.add_out('vec4 wvpposition')
|
||||
vert.write('wvpposition = gl_Position;')
|
||||
frag.write('vec2 texCoord = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;')
|
||||
|
||||
if '_VoxelAOvar' in wrd.world_defs:
|
||||
frag.write('envl *= (1.0 - traceAO(wposition, n, voxels, clipmaps));')
|
||||
if '_VoxelAOvar' in wrd.world_defs and not parse_opacity:
|
||||
frag.add_uniform("sampler2D voxels_ao");
|
||||
frag.write('envl *= textureLod(voxels_ao, texCoord, 0.0).rrr;')
|
||||
|
||||
if '_VoxelGI' in wrd.world_defs:
|
||||
frag.write('vec3 indirect = vec3(0.0);')
|
||||
else:
|
||||
frag.write('vec3 indirect = envl;')
|
||||
|
||||
|
||||
if '_VoxelGI' in wrd.world_defs:
|
||||
frag.write('vec4 diffuse_indirect = traceDiffuse(wposition, n, voxels, clipmaps);')
|
||||
frag.write('indirect = (diffuse_indirect.rgb * albedo * (1.0 - F) + envl * (1.0 - diffuse_indirect.a)) * voxelgiDiff;')
|
||||
frag.write('if (roughness < 1.0 && specular > 0.0) {')
|
||||
frag.write(' indirect += traceSpecular(wposition, n, voxels, voxelsSDF, vVec, roughness * roughness, clipmaps, gl_FragCoord.xy, velocity).rgb * F * voxelgiRefl;')
|
||||
frag.write('}')
|
||||
if parse_opacity:
|
||||
frag.write('vec4 trace = traceDiffuse(wposition, wnormal, voxels, clipmaps);')
|
||||
frag.write('indirect = ((trace.rgb * albedo + envl * (1.0 - trace.a)) * voxelgiDiff);')
|
||||
frag.write('if (roughness < 1.0 && specular > 0.0){')
|
||||
frag.add_uniform('sampler2D sveloc')
|
||||
frag.write(' vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;')
|
||||
frag.write(' indirect += traceSpecular(wposition, n, voxels, voxelsSDF, vVec, roughness, clipmaps, gl_FragCoord.xy, velocity).rgb * specular * voxelgiRefl;}')
|
||||
else:
|
||||
frag.add_uniform("sampler2D voxels_diffuse")
|
||||
frag.add_uniform("sampler2D voxels_specular")
|
||||
frag.write("indirect = textureLod(voxels_diffuse, texCoord, 0.0).rgb * albedo * voxelgiDiff;")
|
||||
frag.write("if (roughness < 1.0 && specular > 0.0)")
|
||||
frag.write(" indirect += textureLod(voxels_specular, texCoord, 0.0).rgb * specular * voxelgiRefl;")
|
||||
|
||||
frag.write('vec3 direct = vec3(0.0);')
|
||||
|
||||
if '_Sun' in wrd.world_defs:
|
||||
@ -733,21 +715,18 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
|
||||
if is_shadows:
|
||||
frag.add_uniform('bool receiveShadow')
|
||||
frag.add_uniform(f'sampler2DShadow {shadowmap_sun}', top=True)
|
||||
if is_transparent_shadows:
|
||||
frag.add_uniform(f'sampler2D {shadowmap_sun_tr}', top=True)
|
||||
frag.add_uniform(f'sampler2D {shadowmap_sun_tr}', top=True)
|
||||
frag.add_uniform('float shadowsBias', '_sunShadowsBias')
|
||||
frag.write('if (receiveShadow) {')
|
||||
if '_CSM' in wrd.world_defs:
|
||||
frag.add_include('std/shadows.glsl')
|
||||
frag.add_uniform('vec4 casData[shadowmapCascades * 4 + 4]', '_cascadeData', included=True)
|
||||
frag.add_uniform('vec3 eye', '_cameraPosition')
|
||||
frag.write(f'svisibility = shadowTestCascade({shadowmap_sun},')
|
||||
if is_transparent_shadows:
|
||||
frag.write(f'{shadowmap_sun_tr},')
|
||||
frag.write('eye, wposition + n * shadowsBias * 10, shadowsBias')
|
||||
if is_transparent_shadows:
|
||||
frag.write(', false')
|
||||
frag.write(');')
|
||||
if parse_opacity:
|
||||
frag.write(f'svisibility = shadowTestCascade({shadowmap_sun}, {shadowmap_sun_tr}, eye, wposition + n * shadowsBias * 10, shadowsBias, true);')
|
||||
else:
|
||||
frag.write(f'svisibility = shadowTestCascade({shadowmap_sun}, {shadowmap_sun_tr}, eye, wposition + n * shadowsBias * 10, shadowsBias, false);')
|
||||
|
||||
else:
|
||||
if tese is not None:
|
||||
tese.add_out('vec4 lightPosition')
|
||||
@ -761,18 +740,15 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
|
||||
else:
|
||||
vert.add_out('vec4 lightPosition')
|
||||
vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrixSun')
|
||||
vert.write('lightPosition = LWVP * pos;')
|
||||
vert.write('lightPosition = LWVP * lightPosition;')
|
||||
frag.write('vec3 lPos = lightPosition.xyz / lightPosition.w;')
|
||||
frag.write('const vec2 smSize = shadowmapSize;')
|
||||
frag.write(f'svisibility = PCF({shadowmap_sun},')
|
||||
if is_transparent_shadows:
|
||||
frag.write(f'{shadowmap_sun_tr},')
|
||||
frag.write('lPos.xy, lPos.z - shadowsBias, smSize')
|
||||
if is_transparent_shadows:
|
||||
frag.write(', false')
|
||||
frag.write(');')
|
||||
if parse_opacity:
|
||||
frag.write(f'svisibility = PCF({shadowmap_sun}, {shadowmap_sun_tr}, lPos.xy, lPos.z - shadowsBias, smSize, true);')
|
||||
else:
|
||||
frag.write(f'svisibility = PCF({shadowmap_sun}, {shadowmap_sun_tr}, lPos.xy, lPos.z - shadowsBias, smSize, false);')
|
||||
if '_VoxelShadow' in wrd.world_defs:
|
||||
frag.write('svisibility *= (1.0 - traceShadow(wposition, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy, velocity).r) * voxelgiShad;')
|
||||
frag.write('svisibility *= (1.0 - traceShadow(wposition, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy).r) * voxelgiShad;')
|
||||
frag.write('}') # receiveShadow
|
||||
frag.write('direct += (lambertDiffuseBRDF(albedo, sdotNL) + specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * specular) * sunCol * svisibility;')
|
||||
# sun
|
||||
@ -791,8 +767,7 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
|
||||
# Skip world matrix, already in world-space
|
||||
frag.add_uniform('mat4 LWVPSpot[1]', link='_biasLightViewProjectionMatrixSpotArray', included=True)
|
||||
frag.add_uniform('sampler2DShadow shadowMapSpot[1]', included=True)
|
||||
if is_transparent_shadows:
|
||||
frag.add_uniform('sampler2D shadowMapSpotTransparent[1]', included=True)
|
||||
frag.add_uniform('sampler2D shadowMapSpotTransparent[1]', included=True)
|
||||
else:
|
||||
frag.add_uniform('vec2 lightProj', link='_lightPlaneProj', included=True)
|
||||
frag.add_uniform('samplerCubeShadow shadowMapPoint[1]', included=True)
|
||||
@ -800,19 +775,18 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
|
||||
frag.write('direct += sampleLight(')
|
||||
frag.write(' wposition, n, vVec, dotNV, pointPos, pointCol, albedo, roughness, specular, f0')
|
||||
if is_shadows:
|
||||
frag.write(', 0, pointBias, receiveShadow')
|
||||
if is_transparent_shadows:
|
||||
frag.write(', opacity != 1.0')
|
||||
if parse_opacity:
|
||||
frag.write(', 0, pointBias, receiveShadow, opacity != 1.0')
|
||||
else:
|
||||
frag.write(', 0, pointBias, receiveShadow, false')
|
||||
if '_Spot' in wrd.world_defs:
|
||||
frag.write(', true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight')
|
||||
if '_VoxelShadow' in wrd.world_defs:
|
||||
frag.write(', voxels, voxelsSDF, clipmaps')
|
||||
if '_Veloc' in wrd.world_defs or '_VoxelShadow' in wrd.world_defs:
|
||||
frag.write(', velocity')
|
||||
if '_MicroShadowing' in wrd.world_defs:
|
||||
frag.write(', occlusion')
|
||||
if '_SSRS' in wrd.world_defs:
|
||||
frag.add_uniform('sampler2D gbufferD')
|
||||
frag.add_uniform('sampler2D gbufferD', top=True)
|
||||
frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix')
|
||||
frag.add_uniform('vec3 eye', '_cameraPosition')
|
||||
frag.write(', gbufferD, invVP, eye')
|
||||
@ -828,9 +802,10 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
|
||||
|
||||
if '_VoxelRefract' in wrd.world_defs and parse_opacity:
|
||||
frag.write('if (opacity < 1.0) {')
|
||||
frag.write(' vec3 refraction = traceRefraction(wposition, n, voxels, voxelsSDF, vVec, ior, roughness * roughness, clipmaps, gl_FragCoord.xy, velocity, opacity).rgb * (1.0 - F) * voxelgiRefr;')
|
||||
frag.write(' indirect = mix(refraction, indirect, opacity);')
|
||||
frag.write(' direct = mix(refraction, direct, opacity);')
|
||||
frag.write(' vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;')
|
||||
frag.write(' vec3 refraction = traceRefraction(wposition, n, voxels, voxelsSDF, vVec, ior, roughness, clipmaps, gl_FragCoord.xy,velocity).rgb;')
|
||||
frag.write(' indirect = mix(refraction, indirect, opacity) * voxelgiRefr;')
|
||||
frag.write(' direct = mix(refraction, direct, opacity) * voxelgiRefr;')
|
||||
frag.write('}')
|
||||
|
||||
def _write_material_attribs_default(frag: shader.Shader, parse_opacity: bool):
|
||||
@ -844,4 +819,4 @@ def _write_material_attribs_default(frag: shader.Shader, parse_opacity: bool):
|
||||
frag.write('vec3 emissionCol;')
|
||||
if parse_opacity:
|
||||
frag.write('float opacity;')
|
||||
frag.write('float ior = 1.45;')
|
||||
frag.write('float ior;')
|
||||
|
||||
@ -55,6 +55,7 @@ def write(vert, particle_info=None, shadowmap=False):
|
||||
|
||||
# Outs
|
||||
out_index = True if particle_info != None and particle_info['index'] else False
|
||||
out_random = True if particle_info != None and particle_info['random'] else False
|
||||
out_age = True if particle_info != None and particle_info['age'] else False
|
||||
out_lifetime = True if particle_info != None and particle_info['lifetime'] else False
|
||||
out_location = True if particle_info != None and particle_info['location'] else False
|
||||
@ -168,58 +169,57 @@ def write(vert, particle_info=None, shadowmap=False):
|
||||
vert.write('float s = sin(p_angle);')
|
||||
vert.write('vec3 center = spos.xyz - p_location;')
|
||||
|
||||
match rotation_mode:
|
||||
case 'OB_X':
|
||||
vert.write('vec3 rz = vec3(center.y, -center.x, center.z);')
|
||||
vert.write('vec2 rotation = vec2(rz.y * c - rz.z * s, rz.y * s + rz.z * c);')
|
||||
vert.write('spos.xyz = vec3(rz.x, rotation.x, rotation.y) + p_location;')
|
||||
if rotation_mode == 'OB_X':
|
||||
vert.write('vec3 rz = vec3(center.y, -center.x, center.z);')
|
||||
vert.write('vec2 rotation = vec2(rz.y * c - rz.z * s, rz.y * s + rz.z * c);')
|
||||
vert.write('spos.xyz = vec3(rz.x, rotation.x, rotation.y) + p_location;')
|
||||
|
||||
if (not shadowmap):
|
||||
vert.write('wnormal = vec3(wnormal.y, -wnormal.x, wnormal.z);')
|
||||
vert.write('vec2 n_rot = vec2(wnormal.y * c - wnormal.z * s, wnormal.y * s + wnormal.z * c);')
|
||||
vert.write('wnormal = normalize(vec3(wnormal.x, n_rot.x, n_rot.y));')
|
||||
case 'OB_Y':
|
||||
vert.write('vec2 rotation = vec2(center.x * c + center.z * s, -center.x * s + center.z * c);')
|
||||
vert.write('spos.xyz = vec3(rotation.x, center.y, rotation.y) + p_location;')
|
||||
if (not shadowmap):
|
||||
vert.write('wnormal = vec3(wnormal.y, -wnormal.x, wnormal.z);')
|
||||
vert.write('vec2 n_rot = vec2(wnormal.y * c - wnormal.z * s, wnormal.y * s + wnormal.z * c);')
|
||||
vert.write('wnormal = normalize(vec3(wnormal.x, n_rot.x, n_rot.y));')
|
||||
elif rotation_mode == 'OB_Y':
|
||||
vert.write('vec2 rotation = vec2(center.x * c + center.z * s, -center.x * s + center.z * c);')
|
||||
vert.write('spos.xyz = vec3(rotation.x, center.y, rotation.y) + p_location;')
|
||||
|
||||
if (not shadowmap):
|
||||
vert.write('wnormal = normalize(vec3(wnormal.x * c + wnormal.z * s, wnormal.y, -wnormal.x * s + wnormal.z * c));')
|
||||
case 'OB_Z':
|
||||
vert.write('vec3 rz = vec3(center.y, -center.x, center.z);')
|
||||
vert.write('vec3 ry = vec3(-rz.z, rz.y, rz.x);')
|
||||
vert.write('vec2 rotation = vec2(ry.x * c - ry.y * s, ry.x * s + ry.y * c);')
|
||||
vert.write('spos.xyz = vec3(rotation.x, rotation.y, ry.z) + p_location;')
|
||||
if (not shadowmap):
|
||||
vert.write('wnormal = normalize(vec3(wnormal.x * c + wnormal.z * s, wnormal.y, -wnormal.x * s + wnormal.z * c));')
|
||||
elif rotation_mode == 'OB_Z':
|
||||
vert.write('vec3 rz = vec3(center.y, -center.x, center.z);')
|
||||
vert.write('vec3 ry = vec3(-rz.z, rz.y, rz.x);')
|
||||
vert.write('vec2 rotation = vec2(ry.x * c - ry.y * s, ry.x * s + ry.y * c);')
|
||||
vert.write('spos.xyz = vec3(rotation.x, rotation.y, ry.z) + p_location;')
|
||||
|
||||
if (not shadowmap):
|
||||
vert.write('wnormal = vec3(wnormal.y, -wnormal.x, wnormal.z);')
|
||||
vert.write('wnormal = vec3(-wnormal.z, wnormal.y, wnormal.x);')
|
||||
vert.write('vec2 n_rot = vec2(wnormal.x * c - wnormal.y * s, wnormal.x * s + wnormal.y * c);')
|
||||
vert.write('wnormal = normalize(vec3(n_rot.x, n_rot.y, wnormal.z));')
|
||||
case 'VEL':
|
||||
vert.write('vec3 forward = -normalize(p_velocity);')
|
||||
vert.write('if (length(forward) > 1e-5) {')
|
||||
vert.write('vec3 world_up = vec3(0.0, 0.0, 1.0);')
|
||||
if (not shadowmap):
|
||||
vert.write('wnormal = vec3(wnormal.y, -wnormal.x, wnormal.z);')
|
||||
vert.write('wnormal = vec3(-wnormal.z, wnormal.y, wnormal.x);')
|
||||
vert.write('vec2 n_rot = vec2(wnormal.x * c - wnormal.y * s, wnormal.x * s + wnormal.y * c);')
|
||||
vert.write('wnormal = normalize(vec3(n_rot.x, n_rot.y, wnormal.z));')
|
||||
elif rotation_mode == 'VEL':
|
||||
vert.write('vec3 forward = -normalize(p_velocity);')
|
||||
vert.write('if (length(forward) > 1e-5) {')
|
||||
vert.write('vec3 world_up = vec3(0.0, 0.0, 1.0);')
|
||||
|
||||
vert.write('if (abs(dot(forward, world_up)) > 0.999) {')
|
||||
vert.write('world_up = vec3(-1.0, 0.0, 0.0);')
|
||||
vert.write('}')
|
||||
vert.write('if (abs(dot(forward, world_up)) > 0.999) {')
|
||||
vert.write('world_up = vec3(-1.0, 0.0, 0.0);')
|
||||
vert.write('}')
|
||||
|
||||
vert.write('vec3 right = cross(world_up, forward);')
|
||||
vert.write('if (length(right) < 1e-5) {')
|
||||
vert.write('forward = -forward;')
|
||||
vert.write('right = cross(world_up, forward);')
|
||||
vert.write('}')
|
||||
vert.write('right = normalize(right);')
|
||||
vert.write('vec3 up = normalize(cross(forward, right));')
|
||||
vert.write('vec3 right = cross(world_up, forward);')
|
||||
vert.write('if (length(right) < 1e-5) {')
|
||||
vert.write('forward = -forward;')
|
||||
vert.write('right = cross(world_up, forward);')
|
||||
vert.write('}')
|
||||
vert.write('right = normalize(right);')
|
||||
vert.write('vec3 up = normalize(cross(forward, right));')
|
||||
|
||||
vert.write('mat3 rot = mat3(right, -forward, up);')
|
||||
vert.write('mat3 phase = mat3(vec3(c, 0.0, -s), vec3(0.0, 1.0, 0.0), vec3(s, 0.0, c));')
|
||||
vert.write('mat3 final_rot = rot * phase;')
|
||||
vert.write('spos.xyz = final_rot * center + p_location;')
|
||||
vert.write('mat3 rot = mat3(right, -forward, up);')
|
||||
vert.write('mat3 phase = mat3(vec3(c, 0.0, -s), vec3(0.0, 1.0, 0.0), vec3(s, 0.0, c));')
|
||||
vert.write('mat3 final_rot = rot * phase;')
|
||||
vert.write('spos.xyz = final_rot * center + p_location;')
|
||||
|
||||
if (not shadowmap):
|
||||
vert.write('wnormal = normalize(final_rot * wnormal);')
|
||||
vert.write('}')
|
||||
if (not shadowmap):
|
||||
vert.write('wnormal = normalize(final_rot * wnormal);')
|
||||
vert.write('}')
|
||||
|
||||
if rotation_factor_random != 0:
|
||||
str_rotate_around = '''vec3 rotate_around(vec3 v, vec3 angle) {
|
||||
@ -258,6 +258,11 @@ def write(vert, particle_info=None, shadowmap=False):
|
||||
vert.add_out('float p_index')
|
||||
vert.write('p_index = gl_InstanceID;')
|
||||
|
||||
if out_random:
|
||||
vert.add_out('float p_random')
|
||||
vert.write('p_random = fract(sin(gl_InstanceID) * 43758.5453);')
|
||||
|
||||
|
||||
def write_tilesheet(vert):
|
||||
# tilesx, tilesy, framerate - pd[3][0], pd[3][1], pd[3][2]
|
||||
vert.write('int frame = int((p_age) / pd[3][2]);')
|
||||
|
||||
@ -58,7 +58,6 @@ def make(context_id):
|
||||
frag.write('fragColor[1] = vec4(n.xy, roughness, metallic);')
|
||||
|
||||
frag.write('fragColor[2] = vec4(ior, opacity, 0.0, 1.0);')
|
||||
# frag.write('fragColor[2] = vec4(ior, opacity, packFloat2(basecol.r, basecol.g), basecol.b);')
|
||||
|
||||
make_finalize.make(con_refract)
|
||||
|
||||
|
||||
49
leenkx/blender/lnx/material/make_refraction_buffer.py
Normal file
49
leenkx/blender/lnx/material/make_refraction_buffer.py
Normal file
@ -0,0 +1,49 @@
|
||||
import bpy
|
||||
|
||||
import lnx
|
||||
import lnx.material.cycles as cycles
|
||||
import lnx.material.mat_state as mat_state
|
||||
import lnx.material.mat_utils as mat_utils
|
||||
import lnx.material.make_mesh as make_mesh
|
||||
import lnx.material.make_finalize as make_finalize
|
||||
import lnx.assets as assets
|
||||
|
||||
if lnx.is_reload(__name__):
|
||||
cycles = lnx.reload_module(cycles)
|
||||
mat_state = lnx.reload_module(mat_state)
|
||||
make_mesh = lnx.reload_module(make_mesh)
|
||||
make_finalize = lnx.reload_module(make_finalize)
|
||||
assets = lnx.reload_module(assets)
|
||||
else:
|
||||
lnx.enable_reload(__name__)
|
||||
|
||||
|
||||
def make(context_id):
|
||||
con_refraction_buffer = mat_state.data.add_context({ 'name': context_id, 'depth_write': False, 'compare_mode': 'less', 'cull_mode': 'clockwise' })
|
||||
|
||||
lnx_discard = mat_state.material.lnx_discard
|
||||
blend = mat_state.material.lnx_blending
|
||||
parse_opacity = blend or mat_utils.is_transluc(mat_state.material) or lnx_discard
|
||||
|
||||
make_mesh.make_base(con_refraction_buffer, parse_opacity)
|
||||
|
||||
vert = con_refraction_buffer.vert
|
||||
frag = con_refraction_buffer.frag
|
||||
|
||||
frag.add_out('vec4 fragColor')
|
||||
|
||||
# Remove fragColor = ...;
|
||||
frag.main = frag.main[:frag.main.rfind('fragColor')]
|
||||
frag.write('\n')
|
||||
|
||||
if parse_opacity:
|
||||
frag.write('fragColor = vec4(ior, opacity, 0.0, 1.0);')
|
||||
else:
|
||||
frag.write('fragColor = vec4(1.0, 1.0, 0.0, 1.0);')
|
||||
|
||||
make_finalize.make(con_refraction_buffer)
|
||||
|
||||
# assets.vs_equal(con_refract, assets.shader_cons['transluc_vert']) # shader_cons has no transluc yet
|
||||
# assets.fs_equal(con_refract, assets.shader_cons['transluc_frag'])
|
||||
|
||||
return con_refraction_buffer
|
||||
File diff suppressed because it is too large
Load Diff
@ -1,4 +1,4 @@
|
||||
from typing import Generator
|
||||
from typing import Generator, Tuple
|
||||
|
||||
import bpy
|
||||
|
||||
@ -101,7 +101,7 @@ def iter_nodes_leenkxpbr(node_group: bpy.types.NodeTree) -> Generator[bpy.types.
|
||||
yield node
|
||||
|
||||
|
||||
def equals_color_socket(socket: bpy.types.NodeSocketColor, value: tuple[float, ...], *, comp_alpha=True) -> bool:
|
||||
def equals_color_socket(socket: bpy.types.NodeSocketColor, value: Tuple[float, ...], *, comp_alpha=True) -> bool:
|
||||
# NodeSocketColor.default_value is of bpy_prop_array type that doesn't
|
||||
# support direct comparison
|
||||
return (
|
||||
|
||||
@ -4,7 +4,7 @@ This module contains a list of all material nodes that Leenkx supports
|
||||
"""
|
||||
from enum import IntEnum, unique
|
||||
from dataclasses import dataclass
|
||||
from typing import Any, Callable, Optional
|
||||
from typing import Any, Callable, Optional, Dict, List, Tuple, TypeVar, Union
|
||||
|
||||
import bpy
|
||||
|
||||
@ -62,7 +62,7 @@ class MaterialNodeMeta:
|
||||
"""
|
||||
|
||||
|
||||
ALL_NODES: dict[str, MaterialNodeMeta] = {
|
||||
ALL_NODES: Dict[str, MaterialNodeMeta] = {
|
||||
# --- nodes_color
|
||||
'BRIGHTCONTRAST': MaterialNodeMeta(parse_func=nodes_color.parse_brightcontrast),
|
||||
'CURVE_RGB': MaterialNodeMeta(parse_func=nodes_color.parse_curvergb),
|
||||
|
||||
@ -23,6 +23,7 @@ class ShaderData:
|
||||
self.data = {'shader_datas': [self.sd]}
|
||||
self.matname = lnx.utils.safesrc(lnx.utils.asset_name(material))
|
||||
self.sd['name'] = self.matname + '_data'
|
||||
self.sd['next_pass'] = material.lnx_next_pass
|
||||
self.sd['contexts'] = []
|
||||
|
||||
def add_context(self, props) -> 'ShaderContext':
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user