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2
.gitattributes
vendored
Normal file
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*.hdr binary
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blender/lnx/props.py ident
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3
.gitignore
vendored
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__pycache__/
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*.pyc
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*.DS_Store
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/*
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* Platform-specific and custom entropy polling functions
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*
|
||||
* Copyright (C) 2006-2016, ARM Limited, All Rights Reserved
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License"); you may
|
||||
* not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
|
||||
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*
|
||||
* This file is part of mbed TLS (https://tls.mbed.org)
|
||||
*/
|
||||
|
||||
#if !defined(MBEDTLS_CONFIG_FILE)
|
||||
#include "mbedtls/config.h"
|
||||
#else
|
||||
#include MBEDTLS_CONFIG_FILE
|
||||
#endif
|
||||
|
||||
#if defined(MBEDTLS_ENTROPY_C)
|
||||
|
||||
#include "mbedtls/entropy.h"
|
||||
#include "mbedtls/entropy_poll.h"
|
||||
|
||||
#if defined(MBEDTLS_TIMING_C)
|
||||
#include <string.h>
|
||||
#include "mbedtls/timing.h"
|
||||
#endif
|
||||
#if defined(MBEDTLS_HAVEGE_C)
|
||||
#include "mbedtls/havege.h"
|
||||
#endif
|
||||
#if defined(MBEDTLS_ENTROPY_NV_SEED)
|
||||
#include "mbedtls/platform.h"
|
||||
#endif
|
||||
|
||||
#if !defined(MBEDTLS_NO_PLATFORM_ENTROPY)
|
||||
|
||||
#if !defined(unix) && !defined(__unix__) && !defined(__unix) && \
|
||||
!defined(__APPLE__) && !defined(_WIN32)
|
||||
#error "Platform entropy sources only work on Unix and Windows, see MBEDTLS_NO_PLATFORM_ENTROPY in config.h"
|
||||
#endif
|
||||
|
||||
#if defined(_WIN32) && !defined(EFIX64) && !defined(EFI32)
|
||||
|
||||
#if !defined(_WIN32_WINNT)
|
||||
#define _WIN32_WINNT 0x0400
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#include <wincrypt.h>
|
||||
|
||||
int mbedtls_platform_entropy_poll( void *data, unsigned char *output, size_t len,
|
||||
size_t *olen )
|
||||
{
|
||||
HCRYPTPROV provider;
|
||||
((void) data);
|
||||
*olen = 0;
|
||||
|
||||
if( CryptAcquireContext( &provider, NULL, NULL,
|
||||
PROV_RSA_FULL, CRYPT_VERIFYCONTEXT ) == FALSE )
|
||||
{
|
||||
return( MBEDTLS_ERR_ENTROPY_SOURCE_FAILED );
|
||||
}
|
||||
|
||||
if( CryptGenRandom( provider, (DWORD) len, output ) == FALSE )
|
||||
{
|
||||
CryptReleaseContext( provider, 0 );
|
||||
return( MBEDTLS_ERR_ENTROPY_SOURCE_FAILED );
|
||||
}
|
||||
|
||||
CryptReleaseContext( provider, 0 );
|
||||
*olen = len;
|
||||
|
||||
return( 0 );
|
||||
}
|
||||
#else /* _WIN32 && !EFIX64 && !EFI32 */
|
||||
|
||||
/*
|
||||
* Test for Linux getrandom() support.
|
||||
* Since there is no wrapper in the libc yet, use the generic syscall wrapper
|
||||
* available in GNU libc and compatible libc's (eg uClibc).
|
||||
*/
|
||||
#if defined(__linux__) && defined(__GLIBC__)
|
||||
#include <unistd.h>
|
||||
#include <sys/syscall.h>
|
||||
#if defined(SYS_getrandom)
|
||||
#define HAVE_GETRANDOM
|
||||
|
||||
static int getrandom_wrapper( void *buf, size_t buflen, unsigned int flags )
|
||||
{
|
||||
/* MemSan cannot understand that the syscall writes to the buffer */
|
||||
#if defined(__has_feature)
|
||||
#if __has_feature(memory_sanitizer)
|
||||
memset( buf, 0, buflen );
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return( syscall( SYS_getrandom, buf, buflen, flags ) );
|
||||
}
|
||||
|
||||
#include <sys/utsname.h>
|
||||
/* Check if version is at least 3.17.0 */
|
||||
static int check_version_3_17_plus( void )
|
||||
{
|
||||
int minor;
|
||||
struct utsname un;
|
||||
const char *ver;
|
||||
|
||||
/* Get version information */
|
||||
uname(&un);
|
||||
ver = un.release;
|
||||
|
||||
/* Check major version; assume a single digit */
|
||||
if( ver[0] < '3' || ver[0] > '9' || ver [1] != '.' )
|
||||
return( -1 );
|
||||
|
||||
if( ver[0] - '0' > 3 )
|
||||
return( 0 );
|
||||
|
||||
/* Ok, so now we know major == 3, check minor.
|
||||
* Assume 1 or 2 digits. */
|
||||
if( ver[2] < '0' || ver[2] > '9' )
|
||||
return( -1 );
|
||||
|
||||
minor = ver[2] - '0';
|
||||
|
||||
if( ver[3] >= '0' && ver[3] <= '9' )
|
||||
minor = 10 * minor + ver[3] - '0';
|
||||
else if( ver [3] != '.' )
|
||||
return( -1 );
|
||||
|
||||
if( minor < 17 )
|
||||
return( -1 );
|
||||
|
||||
return( 0 );
|
||||
}
|
||||
static int has_getrandom = -1;
|
||||
#endif /* SYS_getrandom */
|
||||
#endif /* __linux__ */
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
int mbedtls_platform_entropy_poll( void *data,
|
||||
unsigned char *output, size_t len, size_t *olen )
|
||||
{
|
||||
FILE *file;
|
||||
size_t read_len;
|
||||
((void) data);
|
||||
|
||||
#if defined(HAVE_GETRANDOM)
|
||||
if( has_getrandom == -1 )
|
||||
has_getrandom = ( check_version_3_17_plus() == 0 );
|
||||
|
||||
if( has_getrandom )
|
||||
{
|
||||
int ret;
|
||||
|
||||
if( ( ret = getrandom_wrapper( output, len, 0 ) ) < 0 )
|
||||
return( MBEDTLS_ERR_ENTROPY_SOURCE_FAILED );
|
||||
|
||||
*olen = ret;
|
||||
return( 0 );
|
||||
}
|
||||
#endif /* HAVE_GETRANDOM */
|
||||
|
||||
*olen = 0;
|
||||
|
||||
file = fopen( "/dev/urandom", "rb" );
|
||||
if( file == NULL )
|
||||
return( MBEDTLS_ERR_ENTROPY_SOURCE_FAILED );
|
||||
|
||||
read_len = fread( output, 1, len, file );
|
||||
if( read_len != len )
|
||||
{
|
||||
fclose( file );
|
||||
return( MBEDTLS_ERR_ENTROPY_SOURCE_FAILED );
|
||||
}
|
||||
|
||||
fclose( file );
|
||||
*olen = len;
|
||||
|
||||
return( 0 );
|
||||
}
|
||||
#endif /* _WIN32 && !EFIX64 && !EFI32 */
|
||||
#endif /* !MBEDTLS_NO_PLATFORM_ENTROPY */
|
||||
|
||||
#if defined(MBEDTLS_TEST_NULL_ENTROPY)
|
||||
int mbedtls_null_entropy_poll( void *data,
|
||||
unsigned char *output, size_t len, size_t *olen )
|
||||
{
|
||||
((void) data);
|
||||
((void) output);
|
||||
*olen = 0;
|
||||
|
||||
if( len < sizeof(unsigned char) )
|
||||
return( 0 );
|
||||
|
||||
*olen = sizeof(unsigned char);
|
||||
|
||||
return( 0 );
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(MBEDTLS_TIMING_C)
|
||||
int mbedtls_hardclock_poll( void *data,
|
||||
unsigned char *output, size_t len, size_t *olen )
|
||||
{
|
||||
unsigned long timer = mbedtls_timing_hardclock();
|
||||
((void) data);
|
||||
*olen = 0;
|
||||
|
||||
if( len < sizeof(unsigned long) )
|
||||
return( 0 );
|
||||
|
||||
memcpy( output, &timer, sizeof(unsigned long) );
|
||||
*olen = sizeof(unsigned long);
|
||||
|
||||
return( 0 );
|
||||
}
|
||||
#endif /* MBEDTLS_TIMING_C */
|
||||
|
||||
#if defined(MBEDTLS_HAVEGE_C)
|
||||
int mbedtls_havege_poll( void *data,
|
||||
unsigned char *output, size_t len, size_t *olen )
|
||||
{
|
||||
mbedtls_havege_state *hs = (mbedtls_havege_state *) data;
|
||||
*olen = 0;
|
||||
|
||||
if( mbedtls_havege_random( hs, output, len ) != 0 )
|
||||
return( MBEDTLS_ERR_ENTROPY_SOURCE_FAILED );
|
||||
|
||||
*olen = len;
|
||||
|
||||
return( 0 );
|
||||
}
|
||||
#endif /* MBEDTLS_HAVEGE_C */
|
||||
|
||||
#if defined(MBEDTLS_ENTROPY_NV_SEED)
|
||||
int mbedtls_nv_seed_poll( void *data,
|
||||
unsigned char *output, size_t len, size_t *olen )
|
||||
{
|
||||
unsigned char buf[MBEDTLS_ENTROPY_BLOCK_SIZE];
|
||||
size_t use_len = MBEDTLS_ENTROPY_BLOCK_SIZE;
|
||||
((void) data);
|
||||
|
||||
memset( buf, 0, MBEDTLS_ENTROPY_BLOCK_SIZE );
|
||||
|
||||
if( mbedtls_nv_seed_read( buf, MBEDTLS_ENTROPY_BLOCK_SIZE ) < 0 )
|
||||
return( MBEDTLS_ERR_ENTROPY_SOURCE_FAILED );
|
||||
|
||||
if( len < use_len )
|
||||
use_len = len;
|
||||
|
||||
memcpy( output, buf, use_len );
|
||||
*olen = use_len;
|
||||
|
||||
return( 0 );
|
||||
}
|
||||
#endif /* MBEDTLS_ENTROPY_NV_SEED */
|
||||
|
||||
#endif /* MBEDTLS_ENTROPY_C */
|
||||
/*
|
||||
* Platform-specific and custom entropy polling functions
|
||||
*
|
||||
* Copyright (C) 2006-2016, ARM Limited, All Rights Reserved
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License"); you may
|
||||
* not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
|
||||
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*
|
||||
* This file is part of mbed TLS (https://tls.mbed.org)
|
||||
*/
|
||||
#define _GNU_SOURCE
|
||||
#if !defined(MBEDTLS_CONFIG_FILE)
|
||||
#include "mbedtls/config.h"
|
||||
#else
|
||||
#include MBEDTLS_CONFIG_FILE
|
||||
#endif
|
||||
|
||||
#if defined(MBEDTLS_ENTROPY_C)
|
||||
|
||||
#include "mbedtls/entropy.h"
|
||||
#include "mbedtls/entropy_poll.h"
|
||||
|
||||
#if defined(MBEDTLS_TIMING_C)
|
||||
#include <string.h>
|
||||
#include "mbedtls/timing.h"
|
||||
#endif
|
||||
#if defined(MBEDTLS_HAVEGE_C)
|
||||
#include "mbedtls/havege.h"
|
||||
#endif
|
||||
#if defined(MBEDTLS_ENTROPY_NV_SEED)
|
||||
#include "mbedtls/platform.h"
|
||||
#endif
|
||||
|
||||
#if !defined(MBEDTLS_NO_PLATFORM_ENTROPY)
|
||||
|
||||
#if !defined(unix) && !defined(__unix__) && !defined(__unix) && \
|
||||
!defined(__APPLE__) && !defined(_WIN32)
|
||||
#error "Platform entropy sources only work on Unix and Windows, see MBEDTLS_NO_PLATFORM_ENTROPY in config.h"
|
||||
#endif
|
||||
|
||||
#if defined(_WIN32) && !defined(EFIX64) && !defined(EFI32)
|
||||
|
||||
#if !defined(_WIN32_WINNT)
|
||||
#define _WIN32_WINNT 0x0400
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#include <wincrypt.h>
|
||||
|
||||
int mbedtls_platform_entropy_poll( void *data, unsigned char *output, size_t len,
|
||||
size_t *olen )
|
||||
{
|
||||
HCRYPTPROV provider;
|
||||
((void) data);
|
||||
*olen = 0;
|
||||
|
||||
if( CryptAcquireContext( &provider, NULL, NULL,
|
||||
PROV_RSA_FULL, CRYPT_VERIFYCONTEXT ) == FALSE )
|
||||
{
|
||||
return( MBEDTLS_ERR_ENTROPY_SOURCE_FAILED );
|
||||
}
|
||||
|
||||
if( CryptGenRandom( provider, (DWORD) len, output ) == FALSE )
|
||||
{
|
||||
CryptReleaseContext( provider, 0 );
|
||||
return( MBEDTLS_ERR_ENTROPY_SOURCE_FAILED );
|
||||
}
|
||||
|
||||
CryptReleaseContext( provider, 0 );
|
||||
*olen = len;
|
||||
|
||||
return( 0 );
|
||||
}
|
||||
#else /* _WIN32 && !EFIX64 && !EFI32 */
|
||||
|
||||
/*
|
||||
* Test for Linux getrandom() support.
|
||||
* Since there is no wrapper in the libc yet, use the generic syscall wrapper
|
||||
* available in GNU libc and compatible libc's (eg uClibc).
|
||||
*/
|
||||
#if defined(__linux__) && defined(__GLIBC__)
|
||||
#include <unistd.h>
|
||||
#include <sys/syscall.h>
|
||||
#if defined(SYS_getrandom)
|
||||
#define HAVE_GETRANDOM
|
||||
|
||||
static int getrandom_wrapper( void *buf, size_t buflen, unsigned int flags )
|
||||
{
|
||||
/* MemSan cannot understand that the syscall writes to the buffer */
|
||||
#if defined(__has_feature)
|
||||
#if __has_feature(memory_sanitizer)
|
||||
memset( buf, 0, buflen );
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return( syscall( SYS_getrandom, buf, buflen, flags ) );
|
||||
}
|
||||
|
||||
#include <sys/utsname.h>
|
||||
/* Check if version is at least 3.17.0 */
|
||||
static int check_version_3_17_plus( void )
|
||||
{
|
||||
int minor;
|
||||
struct utsname un;
|
||||
const char *ver;
|
||||
|
||||
/* Get version information */
|
||||
uname(&un);
|
||||
ver = un.release;
|
||||
|
||||
/* Check major version; assume a single digit */
|
||||
if( ver[0] < '3' || ver[0] > '9' || ver [1] != '.' )
|
||||
return( -1 );
|
||||
|
||||
if( ver[0] - '0' > 3 )
|
||||
return( 0 );
|
||||
|
||||
/* Ok, so now we know major == 3, check minor.
|
||||
* Assume 1 or 2 digits. */
|
||||
if( ver[2] < '0' || ver[2] > '9' )
|
||||
return( -1 );
|
||||
|
||||
minor = ver[2] - '0';
|
||||
|
||||
if( ver[3] >= '0' && ver[3] <= '9' )
|
||||
minor = 10 * minor + ver[3] - '0';
|
||||
else if( ver [3] != '.' )
|
||||
return( -1 );
|
||||
|
||||
if( minor < 17 )
|
||||
return( -1 );
|
||||
|
||||
return( 0 );
|
||||
}
|
||||
static int has_getrandom = -1;
|
||||
#endif /* SYS_getrandom */
|
||||
#endif /* __linux__ */
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
int mbedtls_platform_entropy_poll( void *data,
|
||||
unsigned char *output, size_t len, size_t *olen )
|
||||
{
|
||||
FILE *file;
|
||||
size_t read_len;
|
||||
((void) data);
|
||||
|
||||
#if defined(HAVE_GETRANDOM)
|
||||
if( has_getrandom == -1 )
|
||||
has_getrandom = ( check_version_3_17_plus() == 0 );
|
||||
|
||||
if( has_getrandom )
|
||||
{
|
||||
int ret;
|
||||
|
||||
if( ( ret = getrandom_wrapper( output, len, 0 ) ) < 0 )
|
||||
return( MBEDTLS_ERR_ENTROPY_SOURCE_FAILED );
|
||||
|
||||
*olen = ret;
|
||||
return( 0 );
|
||||
}
|
||||
#endif /* HAVE_GETRANDOM */
|
||||
|
||||
*olen = 0;
|
||||
|
||||
file = fopen( "/dev/urandom", "rb" );
|
||||
if( file == NULL )
|
||||
return( MBEDTLS_ERR_ENTROPY_SOURCE_FAILED );
|
||||
|
||||
read_len = fread( output, 1, len, file );
|
||||
if( read_len != len )
|
||||
{
|
||||
fclose( file );
|
||||
return( MBEDTLS_ERR_ENTROPY_SOURCE_FAILED );
|
||||
}
|
||||
|
||||
fclose( file );
|
||||
*olen = len;
|
||||
|
||||
return( 0 );
|
||||
}
|
||||
#endif /* _WIN32 && !EFIX64 && !EFI32 */
|
||||
#endif /* !MBEDTLS_NO_PLATFORM_ENTROPY */
|
||||
|
||||
#if defined(MBEDTLS_TEST_NULL_ENTROPY)
|
||||
int mbedtls_null_entropy_poll( void *data,
|
||||
unsigned char *output, size_t len, size_t *olen )
|
||||
{
|
||||
((void) data);
|
||||
((void) output);
|
||||
*olen = 0;
|
||||
|
||||
if( len < sizeof(unsigned char) )
|
||||
return( 0 );
|
||||
|
||||
*olen = sizeof(unsigned char);
|
||||
|
||||
return( 0 );
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(MBEDTLS_TIMING_C)
|
||||
int mbedtls_hardclock_poll( void *data,
|
||||
unsigned char *output, size_t len, size_t *olen )
|
||||
{
|
||||
unsigned long timer = mbedtls_timing_hardclock();
|
||||
((void) data);
|
||||
*olen = 0;
|
||||
|
||||
if( len < sizeof(unsigned long) )
|
||||
return( 0 );
|
||||
|
||||
memcpy( output, &timer, sizeof(unsigned long) );
|
||||
*olen = sizeof(unsigned long);
|
||||
|
||||
return( 0 );
|
||||
}
|
||||
#endif /* MBEDTLS_TIMING_C */
|
||||
|
||||
#if defined(MBEDTLS_HAVEGE_C)
|
||||
int mbedtls_havege_poll( void *data,
|
||||
unsigned char *output, size_t len, size_t *olen )
|
||||
{
|
||||
mbedtls_havege_state *hs = (mbedtls_havege_state *) data;
|
||||
*olen = 0;
|
||||
|
||||
if( mbedtls_havege_random( hs, output, len ) != 0 )
|
||||
return( MBEDTLS_ERR_ENTROPY_SOURCE_FAILED );
|
||||
|
||||
*olen = len;
|
||||
|
||||
return( 0 );
|
||||
}
|
||||
#endif /* MBEDTLS_HAVEGE_C */
|
||||
|
||||
#if defined(MBEDTLS_ENTROPY_NV_SEED)
|
||||
int mbedtls_nv_seed_poll( void *data,
|
||||
unsigned char *output, size_t len, size_t *olen )
|
||||
{
|
||||
unsigned char buf[MBEDTLS_ENTROPY_BLOCK_SIZE];
|
||||
size_t use_len = MBEDTLS_ENTROPY_BLOCK_SIZE;
|
||||
((void) data);
|
||||
|
||||
memset( buf, 0, MBEDTLS_ENTROPY_BLOCK_SIZE );
|
||||
|
||||
if( mbedtls_nv_seed_read( buf, MBEDTLS_ENTROPY_BLOCK_SIZE ) < 0 )
|
||||
return( MBEDTLS_ERR_ENTROPY_SOURCE_FAILED );
|
||||
|
||||
if( len < use_len )
|
||||
use_len = len;
|
||||
|
||||
memcpy( output, buf, use_len );
|
||||
*olen = use_len;
|
||||
|
||||
return( 0 );
|
||||
}
|
||||
#endif /* MBEDTLS_ENTROPY_NV_SEED */
|
||||
|
||||
#endif /* MBEDTLS_ENTROPY_C */
|
||||
|
@ -9,6 +9,7 @@ if (platform == Platform.OSX) project.addDefine('KORE_DEBUGDIR="osx-hl"');
|
||||
if (platform == Platform.iOS) project.addDefine('KORE_DEBUGDIR="ios-hl"');
|
||||
if (platform !== Platform.Windows || audio !== AudioApi.DirectSound) {
|
||||
project.addDefine('KORE_MULTITHREADED_AUDIO');
|
||||
project.addDefine('KINC_MULTITHREADED_AUDIO');
|
||||
}
|
||||
|
||||
project.addDefine('KORE');
|
||||
|
@ -1,31 +1,70 @@
|
||||
package kha.graphics4;
|
||||
|
||||
import kha.Blob;
|
||||
|
||||
class FragmentShader {
|
||||
public var _shader: Pointer;
|
||||
|
||||
public function new(sources: Array<Blob>, files: Array<String>) {
|
||||
initShader(sources[0]);
|
||||
}
|
||||
|
||||
function initShader(source: Blob): Void {
|
||||
_shader = kinc_create_fragmentshader(source.bytes.getData(), source.bytes.getData().length);
|
||||
}
|
||||
|
||||
public static function fromSource(source: String): FragmentShader {
|
||||
var sh = new FragmentShader(null, null);
|
||||
sh._shader = kinc_fragmentshader_from_source(StringHelper.convert(source));
|
||||
return sh;
|
||||
}
|
||||
|
||||
public function delete(): Void {}
|
||||
|
||||
@:hlNative("std", "kinc_create_fragmentshader") static function kinc_create_fragmentshader(data: hl.Bytes, length: Int): Pointer {
|
||||
return null;
|
||||
}
|
||||
|
||||
@:hlNative("std", "kinc_fragmentshader_from_source") static function kinc_fragmentshader_from_source(source: hl.Bytes): Pointer {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
package kha.graphics4;
|
||||
using StringTools;
|
||||
import kha.Blob;
|
||||
|
||||
class FragmentShader {
|
||||
public var _shader: Pointer;
|
||||
|
||||
public function new(sources: Array<Blob>, files: Array<String>) {
|
||||
//initShader(sources[0]);
|
||||
var shaderBlob: Blob = null;
|
||||
var shaderFile: String = null;
|
||||
|
||||
#if kha_opengl
|
||||
final expectedExtension = ".glsl";
|
||||
#elseif kha_direct3d11
|
||||
final expectedExtension = ".d3d11";
|
||||
#elseif kha_direct3d12
|
||||
final expectedExtension = ".d3d12";
|
||||
#elseif kha_metal
|
||||
final expectedExtension = ".metal";
|
||||
#elseif kha_vulkan
|
||||
final expectedExtension = ".spirv";
|
||||
#else
|
||||
final expectedExtension = ".glsl";
|
||||
#end
|
||||
|
||||
if (sources != null && files != null) {
|
||||
for (i in 0...files.length) {
|
||||
if (files[i].endsWith(expectedExtension)) {
|
||||
shaderBlob = sources[i];
|
||||
shaderFile = files[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (shaderBlob == null && sources != null && sources.length > 0) {
|
||||
trace('Warning: Could not find shader with extension ${expectedExtension}. Falling back to sources[0]: ${files != null && files.length > 0 ? files[0] : "Unknown"}');
|
||||
shaderBlob = sources[0];
|
||||
}
|
||||
|
||||
if (shaderBlob != null) {
|
||||
initShader(shaderBlob);
|
||||
} else {
|
||||
trace('Error: No suitable fragment shader source found!');
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function initShader(source: Blob): Void {
|
||||
//_shader = kinc_create_fragmentshader(source.bytes.getData(), source.bytes.getData().length);
|
||||
_shader = kinc_create_fragmentshader(source.bytes.getData(), source.length); // Use source.length here
|
||||
}
|
||||
|
||||
public static function fromSource(source: String): FragmentShader {
|
||||
var sh = new FragmentShader(null, null);
|
||||
sh._shader = kinc_fragmentshader_from_source(StringHelper.convert(source));
|
||||
return sh;
|
||||
}
|
||||
|
||||
public function delete(): Void {}
|
||||
|
||||
@:hlNative("std", "kinc_create_fragmentshader") static function kinc_create_fragmentshader(data: hl.Bytes, length: Int): Pointer {
|
||||
return null;
|
||||
}
|
||||
|
||||
@:hlNative("std", "kinc_fragmentshader_from_source") static function kinc_fragmentshader_from_source(source: hl.Bytes): Pointer {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
@ -1,179 +1,38 @@
|
||||
#include <kinc/compute/compute.h>
|
||||
#include <kinc/graphics4/compute.h>
|
||||
#include <kinc/graphics4/texture.h>
|
||||
|
||||
#include <hl.h>
|
||||
|
||||
vbyte *hl_kinc_compute_create_shader(vbyte *data, int length) {
|
||||
kinc_compute_shader_t *shader = (kinc_compute_shader_t *)malloc(sizeof(kinc_compute_shader_t));
|
||||
kinc_compute_shader_init(shader, data, length);
|
||||
kinc_g4_compute_shader *shader = (kinc_g4_compute_shader *)malloc(sizeof(kinc_g4_compute_shader));
|
||||
kinc_g4_compute_shader_init(shader, data, length);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
void hl_kinc_compute_delete_shader(vbyte *shader) {
|
||||
kinc_compute_shader_t *sh = (kinc_compute_shader_t *)shader;
|
||||
kinc_compute_shader_destroy(sh);
|
||||
kinc_g4_compute_shader *sh = (kinc_g4_compute_shader *)shader;
|
||||
kinc_g4_compute_shader_destroy(sh);
|
||||
free(sh);
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_compute_get_constantlocation(vbyte *shader, vbyte *name) {
|
||||
kinc_compute_shader_t *sh = (kinc_compute_shader_t *)shader;
|
||||
kinc_compute_constant_location_t *location = (kinc_compute_constant_location_t *)malloc(sizeof(kinc_compute_constant_location_t));
|
||||
*location = kinc_compute_shader_get_constant_location(sh, (char *)name), sizeof(kinc_compute_constant_location_t);
|
||||
kinc_g4_compute_shader *sh = (kinc_g4_compute_shader *)shader;
|
||||
kinc_g4_constant_location_t *location = (kinc_g4_constant_location_t *)malloc(sizeof(kinc_g4_constant_location_t));
|
||||
*location = kinc_g4_compute_shader_get_constant_location(sh, (char *)name);
|
||||
return (vbyte *)location;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_compute_get_textureunit(vbyte *shader, vbyte *name) {
|
||||
kinc_compute_shader_t *sh = (kinc_compute_shader_t *)shader;
|
||||
kinc_compute_texture_unit_t *unit = (kinc_compute_texture_unit_t *)malloc(sizeof(kinc_compute_texture_unit_t));
|
||||
*unit = kinc_compute_shader_get_texture_unit(sh, (char *)name), sizeof(kinc_compute_texture_unit_t);
|
||||
kinc_g4_compute_shader *sh = (kinc_g4_compute_shader *)shader;
|
||||
kinc_g4_texture_unit_t *unit = (kinc_g4_texture_unit_t *)malloc(sizeof(kinc_g4_texture_unit_t));
|
||||
*unit = kinc_g4_compute_shader_get_texture_unit(sh, (char *)name);
|
||||
return (vbyte *)unit;
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_bool(vbyte *location, bool value) {
|
||||
kinc_compute_constant_location_t *loc = (kinc_compute_constant_location_t *)location;
|
||||
kinc_compute_set_bool(*loc, value);
|
||||
void hl_kinc_set_compute_shader(vbyte *shader) {
|
||||
kinc_g4_set_compute_shader((kinc_g4_compute_shader *)shader);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_int(vbyte *location, int value) {
|
||||
kinc_compute_constant_location_t *loc = (kinc_compute_constant_location_t *)location;
|
||||
kinc_compute_set_int(*loc, value);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_float(vbyte *location, float value) {
|
||||
kinc_compute_constant_location_t *loc = (kinc_compute_constant_location_t *)location;
|
||||
kinc_compute_set_float(*loc, value);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_float2(vbyte *location, float value1, float value2) {
|
||||
kinc_compute_constant_location_t *loc = (kinc_compute_constant_location_t *)location;
|
||||
kinc_compute_set_float2(*loc, value1, value2);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_float3(vbyte *location, float value1, float value2, float value3) {
|
||||
kinc_compute_constant_location_t *loc = (kinc_compute_constant_location_t *)location;
|
||||
kinc_compute_set_float3(*loc, value1, value2, value3);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_float4(vbyte *location, float value1, float value2, float value3, float value4) {
|
||||
kinc_compute_constant_location_t *loc = (kinc_compute_constant_location_t *)location;
|
||||
kinc_compute_set_float4(*loc, value1, value2, value3, value4);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_floats(vbyte *location, vbyte *values, int count) {
|
||||
kinc_compute_constant_location_t *loc = (kinc_compute_constant_location_t *)location;
|
||||
kinc_compute_set_floats(*loc, (float *)values, count);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_matrix(vbyte *location, float _00, float _10, float _20, float _30, float _01, float _11, float _21, float _31, float _02, float _12,
|
||||
float _22, float _32, float _03, float _13, float _23, float _33) {
|
||||
kinc_compute_constant_location_t *loc = (kinc_compute_constant_location_t *)location;
|
||||
kinc_matrix4x4_t value;
|
||||
kinc_matrix4x4_set(&value, 0, 0, _00);
|
||||
kinc_matrix4x4_set(&value, 0, 1, _01);
|
||||
kinc_matrix4x4_set(&value, 0, 2, _02);
|
||||
kinc_matrix4x4_set(&value, 0, 3, _03);
|
||||
kinc_matrix4x4_set(&value, 1, 0, _10);
|
||||
kinc_matrix4x4_set(&value, 1, 1, _11);
|
||||
kinc_matrix4x4_set(&value, 1, 2, _12);
|
||||
kinc_matrix4x4_set(&value, 1, 3, _13);
|
||||
kinc_matrix4x4_set(&value, 2, 0, _20);
|
||||
kinc_matrix4x4_set(&value, 2, 1, _21);
|
||||
kinc_matrix4x4_set(&value, 2, 2, _22);
|
||||
kinc_matrix4x4_set(&value, 2, 3, _23);
|
||||
kinc_matrix4x4_set(&value, 3, 0, _30);
|
||||
kinc_matrix4x4_set(&value, 3, 1, _31);
|
||||
kinc_matrix4x4_set(&value, 3, 2, _32);
|
||||
kinc_matrix4x4_set(&value, 3, 3, _33);
|
||||
kinc_compute_set_matrix4(*loc, &value);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_matrix3(vbyte *location, float _00, float _10, float _20, float _01, float _11, float _21, float _02, float _12, float _22) {
|
||||
kinc_compute_constant_location_t *loc = (kinc_compute_constant_location_t *)location;
|
||||
kinc_matrix3x3_t value;
|
||||
kinc_matrix3x3_set(&value, 0, 0, _00);
|
||||
kinc_matrix3x3_set(&value, 0, 1, _01);
|
||||
kinc_matrix3x3_set(&value, 0, 2, _02);
|
||||
kinc_matrix3x3_set(&value, 1, 0, _10);
|
||||
kinc_matrix3x3_set(&value, 1, 1, _11);
|
||||
kinc_matrix3x3_set(&value, 1, 2, _12);
|
||||
kinc_matrix3x3_set(&value, 2, 0, _20);
|
||||
kinc_matrix3x3_set(&value, 2, 1, _21);
|
||||
kinc_matrix3x3_set(&value, 2, 2, _22);
|
||||
kinc_compute_set_matrix3(*loc, &value);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_texture(vbyte *unit, vbyte *texture, int access) {
|
||||
kinc_compute_texture_unit_t *u = (kinc_compute_texture_unit_t *)unit;
|
||||
kinc_g4_texture_t *tex = (kinc_g4_texture_t *)texture;
|
||||
kinc_compute_set_texture(*u, tex, (kinc_compute_access_t)access);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_target(vbyte *unit, vbyte *renderTarget, int access) {
|
||||
kinc_compute_texture_unit_t *u = (kinc_compute_texture_unit_t *)unit;
|
||||
kinc_g4_render_target_t *rt = (kinc_g4_render_target_t *)renderTarget;
|
||||
kinc_compute_set_render_target(*u, rt, (kinc_compute_access_t)access);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_sampled_texture(vbyte *unit, vbyte *texture) {
|
||||
kinc_compute_texture_unit_t *u = (kinc_compute_texture_unit_t *)unit;
|
||||
kinc_g4_texture_t *tex = (kinc_g4_texture_t *)texture;
|
||||
kinc_compute_set_sampled_texture(*u, tex);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_sampled_target(vbyte *unit, vbyte *renderTarget) {
|
||||
kinc_compute_texture_unit_t *u = (kinc_compute_texture_unit_t *)unit;
|
||||
kinc_g4_render_target_t *rt = (kinc_g4_render_target_t *)renderTarget;
|
||||
kinc_compute_set_sampled_render_target(*u, rt);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_sampled_depth_target(vbyte *unit, vbyte *renderTarget) {
|
||||
kinc_compute_texture_unit_t *u = (kinc_compute_texture_unit_t *)unit;
|
||||
kinc_g4_render_target_t *rt = (kinc_g4_render_target_t *)renderTarget;
|
||||
kinc_compute_set_sampled_depth_from_render_target(*u, rt);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_sampled_cubemap_texture(vbyte *unit, vbyte *texture) {
|
||||
kinc_compute_texture_unit_t *u = (kinc_compute_texture_unit_t *)unit;
|
||||
kinc_g4_texture_t *tex = (kinc_g4_texture_t *)texture;
|
||||
kinc_compute_set_sampled_texture(*u, tex);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_sampled_cubemap_target(vbyte *unit, vbyte *renderTarget) {
|
||||
kinc_compute_texture_unit_t *u = (kinc_compute_texture_unit_t *)unit;
|
||||
kinc_g4_render_target_t *rt = (kinc_g4_render_target_t *)renderTarget;
|
||||
kinc_compute_set_sampled_render_target(*u, rt);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_sampled_cubemap_depth_target(vbyte *unit, vbyte *renderTarget) {
|
||||
kinc_compute_texture_unit_t *u = (kinc_compute_texture_unit_t *)unit;
|
||||
kinc_g4_render_target_t *rt = (kinc_g4_render_target_t *)renderTarget;
|
||||
kinc_compute_set_sampled_depth_from_render_target(*u, rt);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_texture_parameters(vbyte *unit, int uAddressing, int vAddressing, int minificationFilter, int magnificationFilter, int mipmapFilter) {
|
||||
kinc_compute_texture_unit_t *u = (kinc_compute_texture_unit_t *)unit;
|
||||
kinc_compute_set_texture_addressing(*u, KINC_G4_TEXTURE_DIRECTION_U, (kinc_g4_texture_addressing_t)uAddressing);
|
||||
kinc_compute_set_texture_addressing(*u, KINC_G4_TEXTURE_DIRECTION_V, (kinc_g4_texture_addressing_t)vAddressing);
|
||||
kinc_compute_set_texture_minification_filter(*u, (kinc_g4_texture_filter_t)minificationFilter);
|
||||
kinc_compute_set_texture_magnification_filter(*u, (kinc_g4_texture_filter_t)magnificationFilter);
|
||||
kinc_compute_set_texture_mipmap_filter(*u, (kinc_g4_mipmap_filter_t)mipmapFilter);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_texture3d_parameters(vbyte *unit, int uAddressing, int vAddressing, int wAddressing, int minificationFilter, int magnificationFilter,
|
||||
int mipmapFilter) {
|
||||
kinc_compute_texture_unit_t *u = (kinc_compute_texture_unit_t *)unit;
|
||||
kinc_compute_set_texture3d_addressing(*u, KINC_G4_TEXTURE_DIRECTION_U, (kinc_g4_texture_addressing_t)uAddressing);
|
||||
kinc_compute_set_texture3d_addressing(*u, KINC_G4_TEXTURE_DIRECTION_V, (kinc_g4_texture_addressing_t)vAddressing);
|
||||
kinc_compute_set_texture3d_addressing(*u, KINC_G4_TEXTURE_DIRECTION_W, (kinc_g4_texture_addressing_t)wAddressing);
|
||||
kinc_compute_set_texture3d_minification_filter(*u, (kinc_g4_texture_filter_t)minificationFilter);
|
||||
kinc_compute_set_texture3d_magnification_filter(*u, (kinc_g4_texture_filter_t)magnificationFilter);
|
||||
kinc_compute_set_texture3d_mipmap_filter(*u, (kinc_g4_mipmap_filter_t)mipmapFilter);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_set_shader(vbyte *shader) {
|
||||
kinc_compute_set_shader((kinc_compute_shader_t *)shader);
|
||||
}
|
||||
|
||||
void hl_kinc_compute_compute(int x, int y, int z) {
|
||||
kinc_compute(x, y, z);
|
||||
void hl_kinc_compute(int x, int y, int z) {
|
||||
kinc_g4_compute(x, y, z);
|
||||
}
|
||||
|
@ -1,127 +1,129 @@
|
||||
#include <kinc/audio2/audio.h>
|
||||
#include <kinc/graphics4/graphics.h>
|
||||
#include <kinc/io/filereader.h>
|
||||
#include <kinc/log.h>
|
||||
#include <kinc/system.h>
|
||||
#include <kinc/window.h>
|
||||
|
||||
#include <hl.h>
|
||||
|
||||
void frame();
|
||||
|
||||
static bool visible = true;
|
||||
static bool paused = false;
|
||||
|
||||
typedef void (*FN_AUDIO_CALL_CALLBACK)(int);
|
||||
typedef float (*FN_AUDIO_READ_SAMPLE)(void);
|
||||
|
||||
void (*audioCallCallback)(int);
|
||||
float (*audioReadSample)(void);
|
||||
|
||||
static void update(void *data) {
|
||||
if (paused) {
|
||||
return;
|
||||
}
|
||||
|
||||
kinc_a2_update();
|
||||
|
||||
int windowCount = kinc_count_windows();
|
||||
|
||||
for (int windowIndex = 0; windowIndex < windowCount; ++windowIndex) {
|
||||
if (visible) {
|
||||
kinc_g4_begin(windowIndex);
|
||||
frame();
|
||||
kinc_g4_end(windowIndex);
|
||||
}
|
||||
}
|
||||
|
||||
if (!kinc_g4_swap_buffers()) {
|
||||
kinc_log(KINC_LOG_LEVEL_ERROR, "Graphics context lost.");
|
||||
}
|
||||
}
|
||||
|
||||
static bool mixThreadregistered = false;
|
||||
|
||||
static void mix(kinc_a2_buffer_t *buffer, int samples) {
|
||||
#ifdef KORE_MULTITHREADED_AUDIO
|
||||
if (!mixThreadregistered) {
|
||||
vdynamic *ret;
|
||||
hl_register_thread(&ret);
|
||||
mixThreadregistered = true;
|
||||
}
|
||||
hl_blocking(true);
|
||||
#endif
|
||||
|
||||
audioCallCallback(samples);
|
||||
|
||||
for (int i = 0; i < samples; ++i) {
|
||||
float value = audioReadSample();
|
||||
*(float *)&buffer->data[buffer->write_location] = value;
|
||||
buffer->write_location += 4;
|
||||
if (buffer->write_location >= buffer->data_size) {
|
||||
buffer->write_location = 0;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef KORE_MULTITHREADED_AUDIO
|
||||
hl_blocking(false);
|
||||
#endif
|
||||
}
|
||||
|
||||
void hl_init_kore(vbyte *title, int width, int height, int samplesPerPixel, bool vSync, int windowMode, int windowFeatures) {
|
||||
kinc_log(KINC_LOG_LEVEL_INFO, "Starting KincHL");
|
||||
|
||||
kinc_window_options_t win;
|
||||
kinc_window_options_set_defaults(&win);
|
||||
win.title = (char *)title;
|
||||
win.width = width;
|
||||
win.height = height;
|
||||
win.x = -1;
|
||||
win.y = -1;
|
||||
win.mode = (kinc_window_mode_t)windowMode;
|
||||
win.window_features = windowFeatures;
|
||||
kinc_framebuffer_options_t frame;
|
||||
kinc_framebuffer_options_set_defaults(&frame);
|
||||
frame.vertical_sync = vSync;
|
||||
frame.samples_per_pixel = samplesPerPixel;
|
||||
kinc_init((char *)title, width, height, &win, &frame);
|
||||
|
||||
kinc_set_update_callback(update, NULL);
|
||||
}
|
||||
|
||||
void hl_kinc_init_audio(vclosure *callCallback, vclosure *readSample, int *outSamplesPerSecond) {
|
||||
audioCallCallback = *((FN_AUDIO_CALL_CALLBACK *)(&callCallback->fun));
|
||||
audioReadSample = *((FN_AUDIO_READ_SAMPLE *)(&readSample->fun));
|
||||
kinc_a2_set_callback(mix);
|
||||
kinc_a2_init();
|
||||
*outSamplesPerSecond = kinc_a2_samples_per_second;
|
||||
}
|
||||
|
||||
void hl_run_kore(void) {
|
||||
kinc_start();
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_file_contents(vbyte *name, int *size) {
|
||||
int len;
|
||||
int p = 0;
|
||||
vbyte *content;
|
||||
kinc_file_reader_t file;
|
||||
if (!kinc_file_reader_open(&file, (char *)name, KINC_FILE_TYPE_ASSET)) {
|
||||
return NULL;
|
||||
}
|
||||
hl_blocking(true);
|
||||
len = (int)kinc_file_reader_size(&file);
|
||||
if (size) {
|
||||
*size = len;
|
||||
}
|
||||
hl_blocking(false);
|
||||
content = (vbyte *)hl_gc_alloc_noptr(size ? len : len + 1);
|
||||
hl_blocking(true);
|
||||
if (!size) {
|
||||
content[len] = 0; // final 0 for UTF8
|
||||
}
|
||||
kinc_file_reader_read(&file, content, len);
|
||||
kinc_file_reader_close(&file);
|
||||
hl_blocking(false);
|
||||
return content;
|
||||
}
|
||||
#include <kinc/audio2/audio.h>
|
||||
#include <kinc/graphics4/graphics.h>
|
||||
#include <kinc/io/filereader.h>
|
||||
#include <kinc/log.h>
|
||||
#include <kinc/system.h>
|
||||
#include <kinc/window.h>
|
||||
|
||||
#include <hl.h>
|
||||
|
||||
void frame();
|
||||
|
||||
static bool visible = true;
|
||||
static bool paused = false;
|
||||
|
||||
typedef void (*FN_AUDIO_CALL_CALLBACK)(int);
|
||||
typedef float (*FN_AUDIO_READ_SAMPLE)(void);
|
||||
|
||||
void (*audioCallCallback)(int);
|
||||
float (*audioReadSample)(void);
|
||||
|
||||
static void update(void *data) {
|
||||
if (paused) {
|
||||
return;
|
||||
}
|
||||
|
||||
kinc_a2_update();
|
||||
|
||||
int windowCount = kinc_count_windows();
|
||||
|
||||
for (int windowIndex = 0; windowIndex < windowCount; ++windowIndex) {
|
||||
if (visible) {
|
||||
kinc_g4_begin(windowIndex);
|
||||
frame();
|
||||
kinc_g4_end(windowIndex);
|
||||
}
|
||||
}
|
||||
|
||||
if (!kinc_g4_swap_buffers()) {
|
||||
kinc_log(KINC_LOG_LEVEL_ERROR, "Graphics context lost.");
|
||||
}
|
||||
}
|
||||
|
||||
static bool mixThreadregistered = false;
|
||||
|
||||
static void mix(kinc_a2_buffer_t *buffer, uint32_t samples, void *userdata) {
|
||||
#ifdef KINC_MULTITHREADED_AUDIO
|
||||
if (!mixThreadregistered) {
|
||||
vdynamic *ret;
|
||||
hl_register_thread(&ret);
|
||||
mixThreadregistered = true;
|
||||
}
|
||||
hl_blocking(true);
|
||||
#endif
|
||||
|
||||
audioCallCallback(samples);
|
||||
|
||||
for (uint32_t i = 0; i < samples; i += 2) {
|
||||
float left_value = audioReadSample();
|
||||
float right_value = audioReadSample();
|
||||
*(float *)&buffer->channels[0][buffer->write_location] = left_value;
|
||||
*(float *)&buffer->channels[1][buffer->write_location] = right_value;
|
||||
buffer->write_location += 1;
|
||||
if (buffer->write_location >= buffer->data_size) {
|
||||
buffer->write_location = 0;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef KINC_MULTITHREADED_AUDIO
|
||||
hl_blocking(false);
|
||||
#endif
|
||||
}
|
||||
|
||||
void hl_init_kore(vbyte *title, int width, int height, int samplesPerPixel, bool vSync, int windowMode, int windowFeatures) {
|
||||
kinc_log(KINC_LOG_LEVEL_INFO, "Starting KincHL");
|
||||
|
||||
kinc_window_options_t win;
|
||||
kinc_window_options_set_defaults(&win);
|
||||
win.title = (char *)title;
|
||||
win.width = width;
|
||||
win.height = height;
|
||||
win.x = -1;
|
||||
win.y = -1;
|
||||
win.mode = (kinc_window_mode_t)windowMode;
|
||||
win.window_features = windowFeatures;
|
||||
kinc_framebuffer_options_t frame;
|
||||
kinc_framebuffer_options_set_defaults(&frame);
|
||||
frame.vertical_sync = vSync;
|
||||
frame.samples_per_pixel = samplesPerPixel;
|
||||
kinc_init((char *)title, width, height, &win, &frame);
|
||||
|
||||
kinc_set_update_callback(update, NULL);
|
||||
}
|
||||
|
||||
void hl_kinc_init_audio(vclosure *callCallback, vclosure *readSample, int *outSamplesPerSecond) {
|
||||
audioCallCallback = *((FN_AUDIO_CALL_CALLBACK *)(&callCallback->fun));
|
||||
audioReadSample = *((FN_AUDIO_READ_SAMPLE *)(&readSample->fun));
|
||||
kinc_a2_init();
|
||||
kinc_a2_set_callback(mix, NULL);
|
||||
*outSamplesPerSecond = kinc_a2_samples_per_second();
|
||||
}
|
||||
|
||||
void hl_run_kore(void) {
|
||||
kinc_start();
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_file_contents(vbyte *name, int *size) {
|
||||
int len;
|
||||
int p = 0;
|
||||
vbyte *content;
|
||||
kinc_file_reader_t file;
|
||||
if (!kinc_file_reader_open(&file, (char *)name, KINC_FILE_TYPE_ASSET)) {
|
||||
return NULL;
|
||||
}
|
||||
hl_blocking(true);
|
||||
len = (int)kinc_file_reader_size(&file);
|
||||
if (size) {
|
||||
*size = len;
|
||||
}
|
||||
hl_blocking(false);
|
||||
content = (vbyte *)hl_gc_alloc_noptr(size ? len : len + 1);
|
||||
hl_blocking(true);
|
||||
if (!size) {
|
||||
content[len] = 0; // final 0 for UTF8
|
||||
}
|
||||
kinc_file_reader_read(&file, content, len);
|
||||
kinc_file_reader_close(&file);
|
||||
hl_blocking(false);
|
||||
return content;
|
||||
}
|
||||
|
@ -1,265 +1,265 @@
|
||||
#include <kinc/graphics4/graphics.h>
|
||||
#include <kinc/graphics4/pipeline.h>
|
||||
#include <kinc/graphics4/shader.h>
|
||||
#include <kinc/graphics4/vertexstructure.h>
|
||||
|
||||
#include <hl.h>
|
||||
|
||||
static kinc_g4_compare_mode_t convertCompareMode(int mode) {
|
||||
switch (mode) {
|
||||
case 0:
|
||||
return KINC_G4_COMPARE_ALWAYS;
|
||||
case 1:
|
||||
return KINC_G4_COMPARE_NEVER;
|
||||
case 2:
|
||||
return KINC_G4_COMPARE_EQUAL;
|
||||
case 3:
|
||||
return KINC_G4_COMPARE_NOT_EQUAL;
|
||||
case 4:
|
||||
return KINC_G4_COMPARE_LESS;
|
||||
case 5:
|
||||
return KINC_G4_COMPARE_LESS_EQUAL;
|
||||
case 6:
|
||||
return KINC_G4_COMPARE_GREATER;
|
||||
case 7:
|
||||
default:
|
||||
return KINC_G4_COMPARE_GREATER_EQUAL;
|
||||
}
|
||||
}
|
||||
|
||||
static kinc_g4_stencil_action_t convertStencilAction(int action) {
|
||||
switch (action) {
|
||||
case 0:
|
||||
return KINC_G4_STENCIL_KEEP;
|
||||
case 1:
|
||||
return KINC_G4_STENCIL_ZERO;
|
||||
case 2:
|
||||
return KINC_G4_STENCIL_REPLACE;
|
||||
case 3:
|
||||
return KINC_G4_STENCIL_INCREMENT;
|
||||
case 4:
|
||||
return KINC_G4_STENCIL_INCREMENT_WRAP;
|
||||
case 5:
|
||||
return KINC_G4_STENCIL_DECREMENT;
|
||||
case 6:
|
||||
return KINC_G4_STENCIL_DECREMENT_WRAP;
|
||||
case 7:
|
||||
default:
|
||||
return KINC_G4_STENCIL_INVERT;
|
||||
}
|
||||
}
|
||||
|
||||
static kinc_g4_render_target_format_t convertColorAttachment(int format) {
|
||||
switch (format) {
|
||||
case 0:
|
||||
return KINC_G4_RENDER_TARGET_FORMAT_32BIT;
|
||||
case 1:
|
||||
return KINC_G4_RENDER_TARGET_FORMAT_8BIT_RED;
|
||||
case 2:
|
||||
return KINC_G4_RENDER_TARGET_FORMAT_128BIT_FLOAT;
|
||||
case 3:
|
||||
return KINC_G4_RENDER_TARGET_FORMAT_16BIT_DEPTH;
|
||||
case 4:
|
||||
return KINC_G4_RENDER_TARGET_FORMAT_64BIT_FLOAT;
|
||||
case 5:
|
||||
return KINC_G4_RENDER_TARGET_FORMAT_32BIT_RED_FLOAT;
|
||||
case 6:
|
||||
default:
|
||||
return KINC_G4_RENDER_TARGET_FORMAT_16BIT_RED_FLOAT;
|
||||
}
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_create_vertexshader(vbyte *data, int length) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init(shader, data, length, KINC_G4_SHADER_TYPE_VERTEX);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_create_fragmentshader(vbyte *data, int length) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init(shader, data, length, KINC_G4_SHADER_TYPE_FRAGMENT);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_create_geometryshader(vbyte *data, int length) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init(shader, data, length, KINC_G4_SHADER_TYPE_GEOMETRY);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_create_tesscontrolshader(vbyte *data, int length) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init(shader, data, length, KINC_G4_SHADER_TYPE_TESSELLATION_CONTROL);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_create_tessevalshader(vbyte *data, int length) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init(shader, data, length, KINC_G4_SHADER_TYPE_TESSELLATION_EVALUATION);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_vertexshader_from_source(vbyte *source) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init_from_source(shader, (char *)source, KINC_G4_SHADER_TYPE_VERTEX);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_fragmentshader_from_source(vbyte *source) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init_from_source(shader, (char *)source, KINC_G4_SHADER_TYPE_FRAGMENT);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_geometryshader_from_source(vbyte *source) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init_from_source(shader, (char *)source, KINC_G4_SHADER_TYPE_GEOMETRY);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_tesscontrolshader_from_source(vbyte *source) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init_from_source(shader, (char *)source, KINC_G4_SHADER_TYPE_TESSELLATION_CONTROL);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_tessevalshader_from_source(vbyte *source) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init_from_source(shader, (char *)source, KINC_G4_SHADER_TYPE_TESSELLATION_EVALUATION);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_create_pipeline() {
|
||||
kinc_g4_pipeline_t *pipeline = (kinc_g4_pipeline_t *)malloc(sizeof(kinc_g4_pipeline_t));
|
||||
kinc_g4_pipeline_init(pipeline);
|
||||
return (vbyte *)pipeline;
|
||||
}
|
||||
|
||||
void hl_kinc_delete_pipeline(vbyte *pipeline) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_pipeline_destroy(pipe);
|
||||
free(pipe);
|
||||
}
|
||||
|
||||
void hl_kinc_pipeline_set_vertex_shader(vbyte *pipeline, vbyte *shader) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_shader_t *sh = (kinc_g4_shader_t *)shader;
|
||||
pipe->vertex_shader = sh;
|
||||
}
|
||||
|
||||
void hl_kinc_pipeline_set_fragment_shader(vbyte *pipeline, vbyte *shader) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_shader_t *sh = (kinc_g4_shader_t *)shader;
|
||||
pipe->fragment_shader = sh;
|
||||
}
|
||||
|
||||
void hl_kinc_pipeline_set_geometry_shader(vbyte *pipeline, vbyte *shader) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_shader_t *sh = (kinc_g4_shader_t *)shader;
|
||||
pipe->geometry_shader = sh;
|
||||
}
|
||||
|
||||
void hl_kinc_pipeline_set_tesscontrol_shader(vbyte *pipeline, vbyte *shader) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_shader_t *sh = (kinc_g4_shader_t *)shader;
|
||||
pipe->tessellation_control_shader = sh;
|
||||
}
|
||||
|
||||
void hl_kinc_pipeline_set_tesseval_shader(vbyte *pipeline, vbyte *shader) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_shader_t *sh = (kinc_g4_shader_t *)shader;
|
||||
pipe->tessellation_evaluation_shader = sh;
|
||||
}
|
||||
|
||||
void hl_kinc_pipeline_compile(vbyte *pipeline, vbyte *structure0, vbyte *structure1, vbyte *structure2, vbyte *structure3) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
pipe->input_layout[0] = (kinc_g4_vertex_structure_t *)structure0;
|
||||
pipe->input_layout[1] = (kinc_g4_vertex_structure_t *)structure1;
|
||||
pipe->input_layout[2] = (kinc_g4_vertex_structure_t *)structure2;
|
||||
pipe->input_layout[3] = (kinc_g4_vertex_structure_t *)structure3;
|
||||
pipe->input_layout[4] = NULL;
|
||||
kinc_g4_pipeline_compile(pipe);
|
||||
}
|
||||
|
||||
void hl_kinc_pipeline_set_states(vbyte *pipeline, int cullMode, int depthMode, int stencilFrontMode, int stencilFrontBothPass, int stencilFrontDepthFail,
|
||||
int stencilFrontFail, int stencilBackMode, int stencilBackBothPass, int stencilBackDepthFail, int stencilBackFail,
|
||||
int blendSource, int blendDestination, int alphaBlendSource, int alphaBlendDestination, bool depthWrite,
|
||||
int stencilReferenceValue, int stencilReadMask, int stencilWriteMask, bool colorWriteMaskRed, bool colorWriteMaskGreen,
|
||||
bool colorWriteMaskBlue, bool colorWriteMaskAlpha, int colorAttachmentCount, int colorAttachment0, int colorAttachment1,
|
||||
int colorAttachment2, int colorAttachment3, int colorAttachment4, int colorAttachment5, int colorAttachment6,
|
||||
int colorAttachment7, int depthAttachmentBits, int stencilAttachmentBits, bool conservativeRasterization) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
|
||||
switch (cullMode) {
|
||||
case 0:
|
||||
pipe->cull_mode = KINC_G4_CULL_CLOCKWISE;
|
||||
break;
|
||||
case 1:
|
||||
pipe->cull_mode = KINC_G4_CULL_COUNTER_CLOCKWISE;
|
||||
break;
|
||||
case 2:
|
||||
pipe->cull_mode = KINC_G4_CULL_NOTHING;
|
||||
break;
|
||||
}
|
||||
|
||||
pipe->depth_mode = convertCompareMode(depthMode);
|
||||
pipe->depth_write = depthWrite;
|
||||
|
||||
pipe->stencil_front_mode = convertCompareMode(stencilFrontMode);
|
||||
pipe->stencil_front_both_pass = convertStencilAction(stencilFrontBothPass);
|
||||
pipe->stencil_front_depth_fail = convertStencilAction(stencilFrontDepthFail);
|
||||
pipe->stencil_front_fail = convertStencilAction(stencilFrontFail);
|
||||
|
||||
pipe->stencil_back_mode = convertCompareMode(stencilBackMode);
|
||||
pipe->stencil_back_both_pass = convertStencilAction(stencilBackBothPass);
|
||||
pipe->stencil_back_depth_fail = convertStencilAction(stencilBackDepthFail);
|
||||
pipe->stencil_back_fail = convertStencilAction(stencilBackFail);
|
||||
|
||||
pipe->stencil_reference_value = stencilReferenceValue;
|
||||
pipe->stencil_read_mask = stencilReadMask;
|
||||
pipe->stencil_write_mask = stencilWriteMask;
|
||||
|
||||
pipe->blend_source = (kinc_g4_blending_factor_t)blendSource;
|
||||
pipe->blend_destination = (kinc_g4_blending_factor_t)blendDestination;
|
||||
pipe->alpha_blend_source = (kinc_g4_blending_factor_t)alphaBlendSource;
|
||||
pipe->alpha_blend_destination = (kinc_g4_blending_factor_t)alphaBlendDestination;
|
||||
|
||||
pipe->color_write_mask_red[0] = colorWriteMaskRed;
|
||||
pipe->color_write_mask_green[0] = colorWriteMaskGreen;
|
||||
pipe->color_write_mask_blue[0] = colorWriteMaskBlue;
|
||||
pipe->color_write_mask_alpha[0] = colorWriteMaskAlpha;
|
||||
|
||||
pipe->color_attachment_count = colorAttachmentCount;
|
||||
pipe->color_attachment[0] = convertColorAttachment(colorAttachment0);
|
||||
pipe->color_attachment[1] = convertColorAttachment(colorAttachment1);
|
||||
pipe->color_attachment[2] = convertColorAttachment(colorAttachment2);
|
||||
pipe->color_attachment[3] = convertColorAttachment(colorAttachment3);
|
||||
pipe->color_attachment[4] = convertColorAttachment(colorAttachment4);
|
||||
pipe->color_attachment[5] = convertColorAttachment(colorAttachment5);
|
||||
pipe->color_attachment[6] = convertColorAttachment(colorAttachment6);
|
||||
pipe->color_attachment[7] = convertColorAttachment(colorAttachment7);
|
||||
|
||||
pipe->depth_attachment_bits = depthAttachmentBits;
|
||||
pipe->stencil_attachment_bits = stencilAttachmentBits;
|
||||
|
||||
pipe->conservative_rasterization = conservativeRasterization;
|
||||
}
|
||||
|
||||
void hl_kinc_pipeline_set(vbyte *pipeline) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_set_pipeline(pipe);
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_pipeline_get_constantlocation(vbyte *pipeline, vbyte *name) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_constant_location_t *location = (kinc_g4_constant_location_t *)malloc(sizeof(kinc_g4_constant_location_t));
|
||||
*location = kinc_g4_pipeline_get_constant_location(pipe, (char *)name);
|
||||
return (vbyte *)location;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_pipeline_get_textureunit(vbyte *pipeline, vbyte *name) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_texture_unit_t *unit = (kinc_g4_texture_unit_t *)malloc(sizeof(kinc_g4_texture_unit_t));
|
||||
*unit = kinc_g4_pipeline_get_texture_unit(pipe, (char *)name);
|
||||
return (vbyte *)unit;
|
||||
}
|
||||
#include <kinc/graphics4/graphics.h>
|
||||
#include <kinc/graphics4/pipeline.h>
|
||||
#include <kinc/graphics4/shader.h>
|
||||
#include <kinc/graphics4/vertexstructure.h>
|
||||
|
||||
#include <hl.h>
|
||||
|
||||
static kinc_g4_compare_mode_t convertCompareMode(int mode) {
|
||||
switch (mode) {
|
||||
case 0:
|
||||
return KINC_G4_COMPARE_ALWAYS;
|
||||
case 1:
|
||||
return KINC_G4_COMPARE_NEVER;
|
||||
case 2:
|
||||
return KINC_G4_COMPARE_EQUAL;
|
||||
case 3:
|
||||
return KINC_G4_COMPARE_NOT_EQUAL;
|
||||
case 4:
|
||||
return KINC_G4_COMPARE_LESS;
|
||||
case 5:
|
||||
return KINC_G4_COMPARE_LESS_EQUAL;
|
||||
case 6:
|
||||
return KINC_G4_COMPARE_GREATER;
|
||||
case 7:
|
||||
default:
|
||||
return KINC_G4_COMPARE_GREATER_EQUAL;
|
||||
}
|
||||
}
|
||||
|
||||
static kinc_g4_stencil_action_t convertStencilAction(int action) {
|
||||
switch (action) {
|
||||
case 0:
|
||||
return KINC_G4_STENCIL_KEEP;
|
||||
case 1:
|
||||
return KINC_G4_STENCIL_ZERO;
|
||||
case 2:
|
||||
return KINC_G4_STENCIL_REPLACE;
|
||||
case 3:
|
||||
return KINC_G4_STENCIL_INCREMENT;
|
||||
case 4:
|
||||
return KINC_G4_STENCIL_INCREMENT_WRAP;
|
||||
case 5:
|
||||
return KINC_G4_STENCIL_DECREMENT;
|
||||
case 6:
|
||||
return KINC_G4_STENCIL_DECREMENT_WRAP;
|
||||
case 7:
|
||||
default:
|
||||
return KINC_G4_STENCIL_INVERT;
|
||||
}
|
||||
}
|
||||
|
||||
static kinc_g4_render_target_format_t convertColorAttachment(int format) {
|
||||
switch (format) {
|
||||
case 0:
|
||||
return KINC_G4_RENDER_TARGET_FORMAT_32BIT;
|
||||
case 1:
|
||||
return KINC_G4_RENDER_TARGET_FORMAT_8BIT_RED;
|
||||
case 2:
|
||||
return KINC_G4_RENDER_TARGET_FORMAT_128BIT_FLOAT;
|
||||
case 3:
|
||||
return KINC_G4_RENDER_TARGET_FORMAT_16BIT_DEPTH;
|
||||
case 4:
|
||||
return KINC_G4_RENDER_TARGET_FORMAT_64BIT_FLOAT;
|
||||
case 5:
|
||||
return KINC_G4_RENDER_TARGET_FORMAT_32BIT_RED_FLOAT;
|
||||
case 6:
|
||||
default:
|
||||
return KINC_G4_RENDER_TARGET_FORMAT_16BIT_RED_FLOAT;
|
||||
}
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_create_vertexshader(vbyte *data, int length) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init(shader, data, length, KINC_G4_SHADER_TYPE_VERTEX);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_create_fragmentshader(vbyte *data, int length) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init(shader, data, length, KINC_G4_SHADER_TYPE_FRAGMENT);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_create_geometryshader(vbyte *data, int length) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init(shader, data, length, KINC_G4_SHADER_TYPE_GEOMETRY);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_create_tesscontrolshader(vbyte *data, int length) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init(shader, data, length, KINC_G4_SHADER_TYPE_TESSELLATION_CONTROL);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_create_tessevalshader(vbyte *data, int length) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init(shader, data, length, KINC_G4_SHADER_TYPE_TESSELLATION_EVALUATION);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_vertexshader_from_source(vbyte *source) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init_from_source(shader, (char *)source, KINC_G4_SHADER_TYPE_VERTEX);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_fragmentshader_from_source(vbyte *source) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init_from_source(shader, (char *)source, KINC_G4_SHADER_TYPE_FRAGMENT);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_geometryshader_from_source(vbyte *source) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init_from_source(shader, (char *)source, KINC_G4_SHADER_TYPE_GEOMETRY);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_tesscontrolshader_from_source(vbyte *source) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init_from_source(shader, (char *)source, KINC_G4_SHADER_TYPE_TESSELLATION_CONTROL);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_tessevalshader_from_source(vbyte *source) {
|
||||
kinc_g4_shader_t *shader = (kinc_g4_shader_t *)malloc(sizeof(kinc_g4_shader_t));
|
||||
kinc_g4_shader_init_from_source(shader, (char *)source, KINC_G4_SHADER_TYPE_TESSELLATION_EVALUATION);
|
||||
return (vbyte *)shader;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_create_pipeline() {
|
||||
kinc_g4_pipeline_t *pipeline = (kinc_g4_pipeline_t *)malloc(sizeof(kinc_g4_pipeline_t));
|
||||
kinc_g4_pipeline_init(pipeline);
|
||||
return (vbyte *)pipeline;
|
||||
}
|
||||
|
||||
void hl_kinc_delete_pipeline(vbyte *pipeline) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_pipeline_destroy(pipe);
|
||||
free(pipe);
|
||||
}
|
||||
|
||||
void hl_kinc_pipeline_set_vertex_shader(vbyte *pipeline, vbyte *shader) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_shader_t *sh = (kinc_g4_shader_t *)shader;
|
||||
pipe->vertex_shader = sh;
|
||||
}
|
||||
|
||||
void hl_kinc_pipeline_set_fragment_shader(vbyte *pipeline, vbyte *shader) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_shader_t *sh = (kinc_g4_shader_t *)shader;
|
||||
pipe->fragment_shader = sh;
|
||||
}
|
||||
|
||||
void hl_kinc_pipeline_set_geometry_shader(vbyte *pipeline, vbyte *shader) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_shader_t *sh = (kinc_g4_shader_t *)shader;
|
||||
pipe->geometry_shader = sh;
|
||||
}
|
||||
|
||||
void hl_kinc_pipeline_set_tesscontrol_shader(vbyte *pipeline, vbyte *shader) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_shader_t *sh = (kinc_g4_shader_t *)shader;
|
||||
pipe->tessellation_control_shader = sh;
|
||||
}
|
||||
|
||||
void hl_kinc_pipeline_set_tesseval_shader(vbyte *pipeline, vbyte *shader) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_shader_t *sh = (kinc_g4_shader_t *)shader;
|
||||
pipe->tessellation_evaluation_shader = sh;
|
||||
}
|
||||
|
||||
void hl_kinc_pipeline_compile(vbyte *pipeline, vbyte *structure0, vbyte *structure1, vbyte *structure2, vbyte *structure3) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
pipe->input_layout[0] = (kinc_g4_vertex_structure_t *)structure0;
|
||||
pipe->input_layout[1] = (kinc_g4_vertex_structure_t *)structure1;
|
||||
pipe->input_layout[2] = (kinc_g4_vertex_structure_t *)structure2;
|
||||
pipe->input_layout[3] = (kinc_g4_vertex_structure_t *)structure3;
|
||||
pipe->input_layout[4] = NULL;
|
||||
kinc_g4_pipeline_compile(pipe);
|
||||
}
|
||||
|
||||
void hl_kinc_pipeline_set_states(vbyte *pipeline, int cullMode, int depthMode, int stencilFrontMode, int stencilFrontBothPass, int stencilFrontDepthFail,
|
||||
int stencilFrontFail, int stencilBackMode, int stencilBackBothPass, int stencilBackDepthFail, int stencilBackFail,
|
||||
int blendSource, int blendDestination, int alphaBlendSource, int alphaBlendDestination, bool depthWrite,
|
||||
int stencilReferenceValue, int stencilReadMask, int stencilWriteMask, bool colorWriteMaskRed, bool colorWriteMaskGreen,
|
||||
bool colorWriteMaskBlue, bool colorWriteMaskAlpha, int colorAttachmentCount, int colorAttachment0, int colorAttachment1,
|
||||
int colorAttachment2, int colorAttachment3, int colorAttachment4, int colorAttachment5, int colorAttachment6,
|
||||
int colorAttachment7, int depthAttachmentBits, int stencilAttachmentBits, bool conservativeRasterization) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
|
||||
switch (cullMode) {
|
||||
case 0:
|
||||
pipe->cull_mode = KINC_G4_CULL_CLOCKWISE;
|
||||
break;
|
||||
case 1:
|
||||
pipe->cull_mode = KINC_G4_CULL_COUNTER_CLOCKWISE;
|
||||
break;
|
||||
case 2:
|
||||
pipe->cull_mode = KINC_G4_CULL_NOTHING;
|
||||
break;
|
||||
}
|
||||
|
||||
pipe->depth_mode = convertCompareMode(depthMode);
|
||||
pipe->depth_write = depthWrite;
|
||||
|
||||
pipe->stencil_front_mode = convertCompareMode(stencilFrontMode);
|
||||
pipe->stencil_front_both_pass = convertStencilAction(stencilFrontBothPass);
|
||||
pipe->stencil_front_depth_fail = convertStencilAction(stencilFrontDepthFail);
|
||||
pipe->stencil_front_fail = convertStencilAction(stencilFrontFail);
|
||||
|
||||
pipe->stencil_back_mode = convertCompareMode(stencilBackMode);
|
||||
pipe->stencil_back_both_pass = convertStencilAction(stencilBackBothPass);
|
||||
pipe->stencil_back_depth_fail = convertStencilAction(stencilBackDepthFail);
|
||||
pipe->stencil_back_fail = convertStencilAction(stencilBackFail);
|
||||
|
||||
pipe->stencil_reference_value = stencilReferenceValue;
|
||||
pipe->stencil_read_mask = stencilReadMask;
|
||||
pipe->stencil_write_mask = stencilWriteMask;
|
||||
|
||||
pipe->blend_source = (kinc_g4_blending_factor_t)blendSource;
|
||||
pipe->blend_destination = (kinc_g4_blending_factor_t)blendDestination;
|
||||
pipe->alpha_blend_source = (kinc_g4_blending_factor_t)alphaBlendSource;
|
||||
pipe->alpha_blend_destination = (kinc_g4_blending_factor_t)alphaBlendDestination;
|
||||
|
||||
pipe->color_write_mask_red[0] = colorWriteMaskRed;
|
||||
pipe->color_write_mask_green[0] = colorWriteMaskGreen;
|
||||
pipe->color_write_mask_blue[0] = colorWriteMaskBlue;
|
||||
pipe->color_write_mask_alpha[0] = colorWriteMaskAlpha;
|
||||
|
||||
pipe->color_attachment_count = colorAttachmentCount;
|
||||
pipe->color_attachment[0] = convertColorAttachment(colorAttachment0);
|
||||
pipe->color_attachment[1] = convertColorAttachment(colorAttachment1);
|
||||
pipe->color_attachment[2] = convertColorAttachment(colorAttachment2);
|
||||
pipe->color_attachment[3] = convertColorAttachment(colorAttachment3);
|
||||
pipe->color_attachment[4] = convertColorAttachment(colorAttachment4);
|
||||
pipe->color_attachment[5] = convertColorAttachment(colorAttachment5);
|
||||
pipe->color_attachment[6] = convertColorAttachment(colorAttachment6);
|
||||
pipe->color_attachment[7] = convertColorAttachment(colorAttachment7);
|
||||
|
||||
pipe->depth_attachment_bits = depthAttachmentBits;
|
||||
pipe->stencil_attachment_bits = stencilAttachmentBits;
|
||||
|
||||
pipe->conservative_rasterization = conservativeRasterization;
|
||||
}
|
||||
|
||||
void hl_kinc_pipeline_set(vbyte *pipeline) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_set_pipeline(pipe);
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_pipeline_get_constantlocation(vbyte *pipeline, vbyte *name) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_constant_location_t *location = (kinc_g4_constant_location_t *)malloc(sizeof(kinc_g4_constant_location_t));
|
||||
*location = kinc_g4_pipeline_get_constant_location(pipe, (char *)name);
|
||||
return (vbyte *)location;
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_pipeline_get_textureunit(vbyte *pipeline, vbyte *name) {
|
||||
kinc_g4_pipeline_t *pipe = (kinc_g4_pipeline_t *)pipeline;
|
||||
kinc_g4_texture_unit_t *unit = (kinc_g4_texture_unit_t *)malloc(sizeof(kinc_g4_texture_unit_t));
|
||||
*unit = kinc_g4_pipeline_get_texture_unit(pipe, (char *)name);
|
||||
return (vbyte *)unit;
|
||||
}
|
@ -1,201 +1,201 @@
|
||||
#include <kinc/input/acceleration.h>
|
||||
#include <kinc/input/gamepad.h>
|
||||
#include <kinc/input/keyboard.h>
|
||||
#include <kinc/input/mouse.h>
|
||||
#include <kinc/input/pen.h>
|
||||
#include <kinc/input/rotation.h>
|
||||
#include <kinc/input/surface.h>
|
||||
#include <kinc/log.h>
|
||||
#include <kinc/system.h>
|
||||
#include <kinc/video.h>
|
||||
#include <kinc/window.h>
|
||||
|
||||
#include <hl.h>
|
||||
|
||||
void hl_kinc_log(vbyte *v) {
|
||||
kinc_log(KINC_LOG_LEVEL_INFO, (char *)v);
|
||||
}
|
||||
|
||||
double hl_kinc_get_time(void) {
|
||||
return kinc_time();
|
||||
}
|
||||
|
||||
int hl_kinc_get_window_width(int window) {
|
||||
return kinc_window_width(window);
|
||||
}
|
||||
|
||||
int hl_kinc_get_window_height(int window) {
|
||||
return kinc_window_height(window);
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_get_system_id(void) {
|
||||
return (vbyte *)kinc_system_id();
|
||||
}
|
||||
|
||||
void hl_kinc_vibrate(int ms) {
|
||||
kinc_vibrate(ms);
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_get_language(void) {
|
||||
return (vbyte *)kinc_language();
|
||||
}
|
||||
|
||||
void hl_kinc_request_shutdown(void) {
|
||||
kinc_stop();
|
||||
}
|
||||
|
||||
void hl_kinc_mouse_lock(int windowId) {
|
||||
kinc_mouse_lock(windowId);
|
||||
}
|
||||
|
||||
void hl_kinc_mouse_unlock(void) {
|
||||
kinc_mouse_unlock();
|
||||
}
|
||||
|
||||
bool hl_kinc_can_lock_mouse(void) {
|
||||
return kinc_mouse_can_lock();
|
||||
}
|
||||
|
||||
bool hl_kinc_is_mouse_locked(void) {
|
||||
return kinc_mouse_is_locked();
|
||||
}
|
||||
|
||||
void hl_kinc_show_mouse(bool show) {
|
||||
if (show) {
|
||||
kinc_mouse_show();
|
||||
}
|
||||
else {
|
||||
kinc_mouse_hide();
|
||||
}
|
||||
}
|
||||
|
||||
bool hl_kinc_system_is_fullscreen(void) {
|
||||
return false; // kinc_is_fullscreen();
|
||||
}
|
||||
|
||||
void hl_kinc_system_request_fullscreen(void) {
|
||||
// kinc_change_resolution(display_width(), display_height(), true);
|
||||
}
|
||||
|
||||
void hl_kinc_system_exit_fullscreen(int previousWidth, int previousHeight) {
|
||||
// kinc_change_resolution(previousWidth, previousHeight, false);
|
||||
}
|
||||
|
||||
void hl_kinc_system_change_resolution(int width, int height) {
|
||||
// kinc_change_resolution(width, height, false);
|
||||
}
|
||||
|
||||
void hl_kinc_system_set_keepscreenon(bool on) {
|
||||
kinc_set_keep_screen_on(on);
|
||||
}
|
||||
|
||||
void hl_kinc_system_load_url(vbyte *url) {
|
||||
kinc_load_url((char *)url);
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_get_gamepad_id(int index) {
|
||||
return (vbyte*)kinc_gamepad_product_name(index);
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_get_gamepad_vendor(int index) {
|
||||
return (vbyte*)kinc_gamepad_vendor(index);
|
||||
}
|
||||
|
||||
bool hl_kinc_gamepad_connected(int index) {
|
||||
return kinc_gamepad_connected(index);
|
||||
}
|
||||
|
||||
typedef void (*FN_KEY_DOWN)(int, void *);
|
||||
typedef void (*FN_KEY_UP)(int, void *);
|
||||
typedef void (*FN_KEY_PRESS)(unsigned int, void *);
|
||||
|
||||
void hl_kinc_register_keyboard(vclosure *keyDown, vclosure *keyUp, vclosure *keyPress) {
|
||||
kinc_keyboard_set_key_down_callback(*((FN_KEY_DOWN *)(&keyDown->fun)), NULL);
|
||||
kinc_keyboard_set_key_up_callback(*((FN_KEY_UP *)(&keyUp->fun)), NULL);
|
||||
kinc_keyboard_set_key_press_callback(*((FN_KEY_PRESS *)(&keyPress->fun)), NULL);
|
||||
}
|
||||
|
||||
typedef void (*FN_MOUSE_DOWN)(int, int, int, int, void *);
|
||||
typedef void (*FN_MOUSE_UP)(int, int, int, int, void *);
|
||||
typedef void (*FN_MOUSE_MOVE)(int, int, int, int, int, void *);
|
||||
typedef void (*FN_MOUSE_WHEEL)(int, int, void *);
|
||||
|
||||
void hl_kinc_register_mouse(vclosure *mouseDown, vclosure *mouseUp, vclosure *mouseMove, vclosure *mouseWheel) {
|
||||
kinc_mouse_set_press_callback(*((FN_MOUSE_DOWN *)(&mouseDown->fun)), NULL);
|
||||
kinc_mouse_set_release_callback(*((FN_MOUSE_UP *)(&mouseUp->fun)), NULL);
|
||||
kinc_mouse_set_move_callback(*((FN_MOUSE_MOVE *)(&mouseMove->fun)), NULL);
|
||||
kinc_mouse_set_scroll_callback(*((FN_MOUSE_WHEEL *)(&mouseWheel->fun)), NULL);
|
||||
}
|
||||
|
||||
typedef void (*FN_PEN_DOWN)(int, int, int, float);
|
||||
typedef void (*FN_PEN_UP)(int, int, int, float);
|
||||
typedef void (*FN_PEN_MOVE)(int, int, int, float);
|
||||
|
||||
void hl_kinc_register_pen(vclosure *penDown, vclosure *penUp, vclosure *penMove) {
|
||||
kinc_pen_set_press_callback(*((FN_PEN_DOWN *)(&penDown->fun)));
|
||||
kinc_pen_set_release_callback(*((FN_PEN_UP *)(&penUp->fun)));
|
||||
kinc_pen_set_move_callback(*((FN_PEN_MOVE *)(&penMove->fun)));
|
||||
}
|
||||
|
||||
typedef void (*FN_GAMEPAD_AXIS)(int, int, float);
|
||||
typedef void (*FN_GAMEPAD_BUTTON)(int, int, float);
|
||||
|
||||
void hl_kinc_register_gamepad(vclosure *gamepadAxis, vclosure *gamepadButton) {
|
||||
kinc_gamepad_set_axis_callback(*((FN_GAMEPAD_AXIS *)(&gamepadAxis->fun)));
|
||||
kinc_gamepad_set_button_callback(*((FN_GAMEPAD_BUTTON *)(&gamepadButton->fun)));
|
||||
}
|
||||
|
||||
typedef void (*FN_TOUCH_START)(int, int, int);
|
||||
typedef void (*FN_TOUCH_END)(int, int, int);
|
||||
typedef void (*FN_TOUCH_MOVE)(int, int, int);
|
||||
|
||||
void hl_kinc_register_surface(vclosure *touchStart, vclosure *touchEnd, vclosure *touchMove) {
|
||||
kinc_surface_set_touch_start_callback(*((FN_TOUCH_START *)(&touchStart->fun)));
|
||||
kinc_surface_set_touch_end_callback(*((FN_TOUCH_END *)(&touchEnd->fun)));
|
||||
kinc_surface_set_move_callback(*((FN_TOUCH_MOVE *)(&touchMove->fun)));
|
||||
}
|
||||
|
||||
typedef void (*FN_SENSOR_ACCELEROMETER)(float, float, float);
|
||||
typedef void (*FN_SENSOR_GYROSCOPE)(float, float, float);
|
||||
|
||||
void hl_kinc_register_sensor(vclosure *accelerometerChanged, vclosure *gyroscopeChanged) {
|
||||
kinc_acceleration_set_callback(*((FN_SENSOR_ACCELEROMETER *)(&accelerometerChanged->fun)));
|
||||
kinc_rotation_set_callback(*((FN_SENSOR_GYROSCOPE *)(&gyroscopeChanged->fun)));
|
||||
}
|
||||
|
||||
// typedef void(*FN_CB_ORIENTATION)(int);
|
||||
typedef void (*FN_CB_FOREGROUND)(void *);
|
||||
typedef void (*FN_CB_RESUME)(void *);
|
||||
typedef void (*FN_CB_PAUSE)(void *);
|
||||
typedef void (*FN_CB_BACKGROUND)(void *);
|
||||
typedef void (*FN_CB_SHUTDOWN)(void *);
|
||||
|
||||
void hl_kinc_register_callbacks(vclosure *foreground, vclosure *resume, vclosure *pause, vclosure *background, vclosure *shutdown) {
|
||||
// kinc_set_orientation_callback(orientation);
|
||||
kinc_set_foreground_callback(*((FN_CB_FOREGROUND *)(&foreground->fun)), NULL);
|
||||
kinc_set_resume_callback(*((FN_CB_RESUME *)(&resume->fun)), NULL);
|
||||
kinc_set_pause_callback(*((FN_CB_PAUSE *)(&pause->fun)), NULL);
|
||||
kinc_set_background_callback(*((FN_CB_BACKGROUND *)(&background->fun)), NULL);
|
||||
kinc_set_shutdown_callback(*((FN_CB_SHUTDOWN *)(&shutdown->fun)), NULL);
|
||||
}
|
||||
|
||||
typedef void (*FN_CB_DROPFILES)(wchar_t *);
|
||||
|
||||
void hl_kinc_register_dropfiles(vclosure *dropFiles) {
|
||||
// todo: string convert
|
||||
// kinc_set_drop_files_callback(*((FN_CB_DROPFILES*)(&dropFiles->fun)));
|
||||
}
|
||||
|
||||
typedef char *(*FN_CB_COPY)(void *);
|
||||
typedef char *(*FN_CB_CUT)(void *);
|
||||
typedef void (*FN_CB_PASTE)(char *, void *);
|
||||
|
||||
void hl_kinc_register_copycutpaste(vclosure *copy, vclosure *cut, vclosure *paste) {
|
||||
kinc_set_copy_callback(*((FN_CB_COPY *)(©->fun)), NULL);
|
||||
kinc_set_cut_callback(*((FN_CB_CUT *)(&cut->fun)), NULL);
|
||||
kinc_set_paste_callback(*((FN_CB_PASTE *)(&paste->fun)), NULL);
|
||||
}
|
||||
|
||||
const char *hl_kinc_video_format(void) {
|
||||
return kinc_video_formats()[0];
|
||||
}
|
||||
#include <kinc/input/acceleration.h>
|
||||
#include <kinc/input/gamepad.h>
|
||||
#include <kinc/input/keyboard.h>
|
||||
#include <kinc/input/mouse.h>
|
||||
#include <kinc/input/pen.h>
|
||||
#include <kinc/input/rotation.h>
|
||||
#include <kinc/input/surface.h>
|
||||
#include <kinc/log.h>
|
||||
#include <kinc/system.h>
|
||||
#include <kinc/video.h>
|
||||
#include <kinc/window.h>
|
||||
|
||||
#include <hl.h>
|
||||
|
||||
void hl_kinc_log(vbyte *v) {
|
||||
kinc_log(KINC_LOG_LEVEL_INFO, (char *)v);
|
||||
}
|
||||
|
||||
double hl_kinc_get_time(void) {
|
||||
return kinc_time();
|
||||
}
|
||||
|
||||
int hl_kinc_get_window_width(int window) {
|
||||
return kinc_window_width(window);
|
||||
}
|
||||
|
||||
int hl_kinc_get_window_height(int window) {
|
||||
return kinc_window_height(window);
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_get_system_id(void) {
|
||||
return (vbyte *)kinc_system_id();
|
||||
}
|
||||
|
||||
void hl_kinc_vibrate(int ms) {
|
||||
kinc_vibrate(ms);
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_get_language(void) {
|
||||
return (vbyte *)kinc_language();
|
||||
}
|
||||
|
||||
void hl_kinc_request_shutdown(void) {
|
||||
kinc_stop();
|
||||
}
|
||||
|
||||
void hl_kinc_mouse_lock(int windowId) {
|
||||
kinc_mouse_lock(windowId);
|
||||
}
|
||||
|
||||
void hl_kinc_mouse_unlock(void) {
|
||||
kinc_mouse_unlock();
|
||||
}
|
||||
|
||||
bool hl_kinc_can_lock_mouse(void) {
|
||||
return kinc_mouse_can_lock();
|
||||
}
|
||||
|
||||
bool hl_kinc_is_mouse_locked(void) {
|
||||
return kinc_mouse_is_locked();
|
||||
}
|
||||
|
||||
void hl_kinc_show_mouse(bool show) {
|
||||
if (show) {
|
||||
kinc_mouse_show();
|
||||
}
|
||||
else {
|
||||
kinc_mouse_hide();
|
||||
}
|
||||
}
|
||||
|
||||
bool hl_kinc_system_is_fullscreen(void) {
|
||||
return false; // kinc_is_fullscreen();
|
||||
}
|
||||
|
||||
void hl_kinc_system_request_fullscreen(void) {
|
||||
// kinc_change_resolution(display_width(), display_height(), true);
|
||||
}
|
||||
|
||||
void hl_kinc_system_exit_fullscreen(int previousWidth, int previousHeight) {
|
||||
// kinc_change_resolution(previousWidth, previousHeight, false);
|
||||
}
|
||||
|
||||
void hl_kinc_system_change_resolution(int width, int height) {
|
||||
// kinc_change_resolution(width, height, false);
|
||||
}
|
||||
|
||||
void hl_kinc_system_set_keepscreenon(bool on) {
|
||||
kinc_set_keep_screen_on(on);
|
||||
}
|
||||
|
||||
void hl_kinc_system_load_url(vbyte *url) {
|
||||
kinc_load_url((char *)url);
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_get_gamepad_id(int index) {
|
||||
return (vbyte *)kinc_gamepad_product_name(index);
|
||||
}
|
||||
|
||||
vbyte *hl_kinc_get_gamepad_vendor(int index) {
|
||||
return (vbyte *)kinc_gamepad_vendor(index);
|
||||
}
|
||||
|
||||
bool hl_kinc_gamepad_connected(int index) {
|
||||
return kinc_gamepad_connected(index);
|
||||
}
|
||||
|
||||
typedef void (*FN_KEY_DOWN)(int, void *);
|
||||
typedef void (*FN_KEY_UP)(int, void *);
|
||||
typedef void (*FN_KEY_PRESS)(unsigned int, void *);
|
||||
|
||||
void hl_kinc_register_keyboard(vclosure *keyDown, vclosure *keyUp, vclosure *keyPress) {
|
||||
kinc_keyboard_set_key_down_callback(*((FN_KEY_DOWN *)(&keyDown->fun)), NULL);
|
||||
kinc_keyboard_set_key_up_callback(*((FN_KEY_UP *)(&keyUp->fun)), NULL);
|
||||
kinc_keyboard_set_key_press_callback(*((FN_KEY_PRESS *)(&keyPress->fun)), NULL);
|
||||
}
|
||||
|
||||
typedef void (*FN_MOUSE_DOWN)(int, int, int, int, void *);
|
||||
typedef void (*FN_MOUSE_UP)(int, int, int, int, void *);
|
||||
typedef void (*FN_MOUSE_MOVE)(int, int, int, int, int, void *);
|
||||
typedef void (*FN_MOUSE_WHEEL)(int, int, void *);
|
||||
|
||||
void hl_kinc_register_mouse(vclosure *mouseDown, vclosure *mouseUp, vclosure *mouseMove, vclosure *mouseWheel) {
|
||||
kinc_mouse_set_press_callback(*((FN_MOUSE_DOWN *)(&mouseDown->fun)), NULL);
|
||||
kinc_mouse_set_release_callback(*((FN_MOUSE_UP *)(&mouseUp->fun)), NULL);
|
||||
kinc_mouse_set_move_callback(*((FN_MOUSE_MOVE *)(&mouseMove->fun)), NULL);
|
||||
kinc_mouse_set_scroll_callback(*((FN_MOUSE_WHEEL *)(&mouseWheel->fun)), NULL);
|
||||
}
|
||||
|
||||
typedef void (*FN_PEN_DOWN)(int, int, int, float);
|
||||
typedef void (*FN_PEN_UP)(int, int, int, float);
|
||||
typedef void (*FN_PEN_MOVE)(int, int, int, float);
|
||||
|
||||
void hl_kinc_register_pen(vclosure *penDown, vclosure *penUp, vclosure *penMove) {
|
||||
kinc_pen_set_press_callback(*((FN_PEN_DOWN *)(&penDown->fun)));
|
||||
kinc_pen_set_release_callback(*((FN_PEN_UP *)(&penUp->fun)));
|
||||
kinc_pen_set_move_callback(*((FN_PEN_MOVE *)(&penMove->fun)));
|
||||
}
|
||||
|
||||
typedef void (*FN_GAMEPAD_AXIS)(int, int, float, void *);
|
||||
typedef void (*FN_GAMEPAD_BUTTON)(int, int, float, void *);
|
||||
|
||||
void hl_kinc_register_gamepad(vclosure *gamepadAxis, vclosure *gamepadButton) {
|
||||
kinc_gamepad_set_axis_callback(*((FN_GAMEPAD_AXIS *)(&gamepadAxis->fun)), NULL);
|
||||
kinc_gamepad_set_button_callback(*((FN_GAMEPAD_BUTTON *)(&gamepadButton->fun)), NULL);
|
||||
}
|
||||
|
||||
typedef void (*FN_TOUCH_START)(int, int, int);
|
||||
typedef void (*FN_TOUCH_END)(int, int, int);
|
||||
typedef void (*FN_TOUCH_MOVE)(int, int, int);
|
||||
|
||||
void hl_kinc_register_surface(vclosure *touchStart, vclosure *touchEnd, vclosure *touchMove) {
|
||||
kinc_surface_set_touch_start_callback(*((FN_TOUCH_START *)(&touchStart->fun)));
|
||||
kinc_surface_set_touch_end_callback(*((FN_TOUCH_END *)(&touchEnd->fun)));
|
||||
kinc_surface_set_move_callback(*((FN_TOUCH_MOVE *)(&touchMove->fun)));
|
||||
}
|
||||
|
||||
typedef void (*FN_SENSOR_ACCELEROMETER)(float, float, float);
|
||||
typedef void (*FN_SENSOR_GYROSCOPE)(float, float, float);
|
||||
|
||||
void hl_kinc_register_sensor(vclosure *accelerometerChanged, vclosure *gyroscopeChanged) {
|
||||
kinc_acceleration_set_callback(*((FN_SENSOR_ACCELEROMETER *)(&accelerometerChanged->fun)));
|
||||
kinc_rotation_set_callback(*((FN_SENSOR_GYROSCOPE *)(&gyroscopeChanged->fun)));
|
||||
}
|
||||
|
||||
// typedef void(*FN_CB_ORIENTATION)(int);
|
||||
typedef void (*FN_CB_FOREGROUND)(void *);
|
||||
typedef void (*FN_CB_RESUME)(void *);
|
||||
typedef void (*FN_CB_PAUSE)(void *);
|
||||
typedef void (*FN_CB_BACKGROUND)(void *);
|
||||
typedef void (*FN_CB_SHUTDOWN)(void *);
|
||||
|
||||
void hl_kinc_register_callbacks(vclosure *foreground, vclosure *resume, vclosure *pause, vclosure *background, vclosure *shutdown) {
|
||||
// kinc_set_orientation_callback(orientation);
|
||||
kinc_set_foreground_callback(*((FN_CB_FOREGROUND *)(&foreground->fun)), NULL);
|
||||
kinc_set_resume_callback(*((FN_CB_RESUME *)(&resume->fun)), NULL);
|
||||
kinc_set_pause_callback(*((FN_CB_PAUSE *)(&pause->fun)), NULL);
|
||||
kinc_set_background_callback(*((FN_CB_BACKGROUND *)(&background->fun)), NULL);
|
||||
kinc_set_shutdown_callback(*((FN_CB_SHUTDOWN *)(&shutdown->fun)), NULL);
|
||||
}
|
||||
|
||||
typedef void (*FN_CB_DROPFILES)(wchar_t *);
|
||||
|
||||
void hl_kinc_register_dropfiles(vclosure *dropFiles) {
|
||||
// todo: string convert
|
||||
// kinc_set_drop_files_callback(*((FN_CB_DROPFILES*)(&dropFiles->fun)));
|
||||
}
|
||||
|
||||
typedef char *(*FN_CB_COPY)(void *);
|
||||
typedef char *(*FN_CB_CUT)(void *);
|
||||
typedef void (*FN_CB_PASTE)(char *, void *);
|
||||
|
||||
void hl_kinc_register_copycutpaste(vclosure *copy, vclosure *cut, vclosure *paste) {
|
||||
kinc_set_copy_callback(*((FN_CB_COPY *)(©->fun)), NULL);
|
||||
kinc_set_cut_callback(*((FN_CB_CUT *)(&cut->fun)), NULL);
|
||||
kinc_set_paste_callback(*((FN_CB_PASTE *)(&paste->fun)), NULL);
|
||||
}
|
||||
|
||||
const char *hl_kinc_video_format(void) {
|
||||
return kinc_video_formats()[0];
|
||||
}
|
||||
|
@ -80,6 +80,7 @@ extern class Krom {
|
||||
static function unloadImage(image: kha.Image): Void;
|
||||
static function loadSound(file: String): Dynamic;
|
||||
static function writeAudioBuffer(buffer: js.lib.ArrayBuffer, samples: Int): Void;
|
||||
static function getSamplesPerSecond(): Int;
|
||||
static function loadBlob(file: String): js.lib.ArrayBuffer;
|
||||
|
||||
static function init(title: String, width: Int, height: Int, samplesPerPixel: Int, vSync: Bool, windowMode: Int, windowFeatures: Int, kromApi: Int): Void;
|
||||
@ -115,6 +116,7 @@ extern class Krom {
|
||||
static function screenDpi(): Int;
|
||||
static function systemId(): String;
|
||||
static function requestShutdown(): Void;
|
||||
static function displayFrequency(): Int;
|
||||
static function displayCount(): Int;
|
||||
static function displayWidth(index: Int): Int;
|
||||
static function displayHeight(index: Int): Int;
|
||||
|
@ -79,7 +79,7 @@ class Display {
|
||||
public var frequency(get, never): Int;
|
||||
|
||||
function get_frequency(): Int {
|
||||
return 60;
|
||||
return Krom.displayFrequency();
|
||||
}
|
||||
|
||||
public var pixelsPerInch(get, never): Int;
|
||||
|
@ -1,343 +1,344 @@
|
||||
package kha;
|
||||
|
||||
import kha.graphics4.TextureFormat;
|
||||
import kha.input.Gamepad;
|
||||
import kha.input.Keyboard;
|
||||
import kha.input.Mouse;
|
||||
import kha.input.MouseImpl;
|
||||
import kha.input.Pen;
|
||||
import kha.input.Surface;
|
||||
import kha.System;
|
||||
import haxe.ds.Vector;
|
||||
|
||||
class SystemImpl {
|
||||
static var start: Float;
|
||||
static var framebuffer: Framebuffer;
|
||||
static var keyboard: Keyboard;
|
||||
static var mouse: Mouse;
|
||||
static var pen: Pen;
|
||||
static var maxGamepads: Int = 4;
|
||||
static var gamepads: Array<Gamepad>;
|
||||
static var mouseLockListeners: Array<Void->Void> = [];
|
||||
|
||||
static function renderCallback(): Void {
|
||||
Scheduler.executeFrame();
|
||||
System.render([framebuffer]);
|
||||
}
|
||||
|
||||
static function dropFilesCallback(filePath: String): Void {
|
||||
System.dropFiles(filePath);
|
||||
}
|
||||
|
||||
static function copyCallback(): String {
|
||||
if (System.copyListener != null) {
|
||||
return System.copyListener();
|
||||
}
|
||||
else {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
static function cutCallback(): String {
|
||||
if (System.cutListener != null) {
|
||||
return System.cutListener();
|
||||
}
|
||||
else {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
static function pasteCallback(data: String): Void {
|
||||
if (System.pasteListener != null) {
|
||||
System.pasteListener(data);
|
||||
}
|
||||
}
|
||||
|
||||
static function foregroundCallback(): Void {
|
||||
System.foreground();
|
||||
}
|
||||
|
||||
static function resumeCallback(): Void {
|
||||
System.resume();
|
||||
}
|
||||
|
||||
static function pauseCallback(): Void {
|
||||
System.pause();
|
||||
}
|
||||
|
||||
static function backgroundCallback(): Void {
|
||||
System.background();
|
||||
}
|
||||
|
||||
static function shutdownCallback(): Void {
|
||||
System.shutdown();
|
||||
}
|
||||
|
||||
static function keyboardDownCallback(code: Int): Void {
|
||||
keyboard.sendDownEvent(cast code);
|
||||
}
|
||||
|
||||
static function keyboardUpCallback(code: Int): Void {
|
||||
keyboard.sendUpEvent(cast code);
|
||||
}
|
||||
|
||||
static function keyboardPressCallback(charCode: Int): Void {
|
||||
keyboard.sendPressEvent(String.fromCharCode(charCode));
|
||||
}
|
||||
|
||||
static function mouseDownCallback(button: Int, x: Int, y: Int): Void {
|
||||
mouse.sendDownEvent(0, button, x, y);
|
||||
}
|
||||
|
||||
static function mouseUpCallback(button: Int, x: Int, y: Int): Void {
|
||||
mouse.sendUpEvent(0, button, x, y);
|
||||
}
|
||||
|
||||
static function mouseMoveCallback(x: Int, y: Int, mx: Int, my: Int): Void {
|
||||
mouse.sendMoveEvent(0, x, y, mx, my);
|
||||
}
|
||||
|
||||
static function mouseWheelCallback(delta: Int): Void {
|
||||
mouse.sendWheelEvent(0, delta);
|
||||
}
|
||||
|
||||
static function penDownCallback(x: Int, y: Int, pressure: Float): Void {
|
||||
pen.sendDownEvent(0, x, y, pressure);
|
||||
}
|
||||
|
||||
static function penUpCallback(x: Int, y: Int, pressure: Float): Void {
|
||||
pen.sendUpEvent(0, x, y, pressure);
|
||||
}
|
||||
|
||||
static function penMoveCallback(x: Int, y: Int, pressure: Float): Void {
|
||||
pen.sendMoveEvent(0, x, y, pressure);
|
||||
}
|
||||
|
||||
static function gamepadAxisCallback(gamepad: Int, axis: Int, value: Float): Void {
|
||||
gamepads[gamepad].sendAxisEvent(axis, value);
|
||||
}
|
||||
|
||||
static function gamepadButtonCallback(gamepad: Int, button: Int, value: Float): Void {
|
||||
gamepads[gamepad].sendButtonEvent(button, value);
|
||||
}
|
||||
|
||||
static function audioCallback(samples: Int): Void {
|
||||
kha.audio2.Audio._callCallback(samples);
|
||||
var buffer = @:privateAccess kha.audio2.Audio.buffer;
|
||||
Krom.writeAudioBuffer(buffer.data.buffer, samples);
|
||||
}
|
||||
|
||||
public static function init(options: SystemOptions, callback: Window->Void): Void {
|
||||
Krom.init(options.title, options.width, options.height, options.framebuffer.samplesPerPixel, options.framebuffer.verticalSync,
|
||||
cast options.window.mode, options.window.windowFeatures, Krom.KROM_API);
|
||||
|
||||
start = Krom.getTime();
|
||||
|
||||
haxe.Log.trace = function(v: Dynamic, ?infos: haxe.PosInfos) {
|
||||
var message = haxe.Log.formatOutput(v, infos);
|
||||
Krom.log(message);
|
||||
};
|
||||
|
||||
new Window(0);
|
||||
Scheduler.init();
|
||||
Shaders.init();
|
||||
|
||||
var g4 = new kha.krom.Graphics();
|
||||
framebuffer = new Framebuffer(0, null, null, g4);
|
||||
framebuffer.init(new kha.graphics2.Graphics1(framebuffer), new kha.graphics4.Graphics2(framebuffer), g4);
|
||||
Krom.setCallback(renderCallback);
|
||||
Krom.setDropFilesCallback(dropFilesCallback);
|
||||
Krom.setCutCopyPasteCallback(cutCallback, copyCallback, pasteCallback);
|
||||
Krom.setApplicationStateCallback(foregroundCallback, resumeCallback, pauseCallback, backgroundCallback, shutdownCallback);
|
||||
|
||||
keyboard = new Keyboard();
|
||||
mouse = new MouseImpl();
|
||||
pen = new Pen();
|
||||
gamepads = new Array<Gamepad>();
|
||||
for (i in 0...maxGamepads) {
|
||||
gamepads[i] = new Gamepad(i);
|
||||
}
|
||||
|
||||
Krom.setKeyboardDownCallback(keyboardDownCallback);
|
||||
Krom.setKeyboardUpCallback(keyboardUpCallback);
|
||||
Krom.setKeyboardPressCallback(keyboardPressCallback);
|
||||
Krom.setMouseDownCallback(mouseDownCallback);
|
||||
Krom.setMouseUpCallback(mouseUpCallback);
|
||||
Krom.setMouseMoveCallback(mouseMoveCallback);
|
||||
Krom.setMouseWheelCallback(mouseWheelCallback);
|
||||
Krom.setPenDownCallback(penDownCallback);
|
||||
Krom.setPenUpCallback(penUpCallback);
|
||||
Krom.setPenMoveCallback(penMoveCallback);
|
||||
Krom.setGamepadAxisCallback(gamepadAxisCallback);
|
||||
Krom.setGamepadButtonCallback(gamepadButtonCallback);
|
||||
|
||||
kha.audio2.Audio._init();
|
||||
kha.audio1.Audio._init();
|
||||
Krom.setAudioCallback(audioCallback);
|
||||
|
||||
Scheduler.start();
|
||||
|
||||
callback(Window.get(0));
|
||||
}
|
||||
|
||||
public static function initEx(title: String, options: Array<WindowOptions>, windowCallback: Int->Void, callback: Void->Void): Void {}
|
||||
|
||||
static function translateWindowMode(value: Null<WindowMode>): Int {
|
||||
if (value == null) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
return switch (value) {
|
||||
case Windowed: 0;
|
||||
case Fullscreen: 1;
|
||||
case ExclusiveFullscreen: 2;
|
||||
}
|
||||
}
|
||||
|
||||
public static function getScreenRotation(): ScreenRotation {
|
||||
return ScreenRotation.RotationNone;
|
||||
}
|
||||
|
||||
public static function getTime(): Float {
|
||||
return Krom.getTime() - start;
|
||||
}
|
||||
|
||||
public static function getVsync(): Bool {
|
||||
return true;
|
||||
}
|
||||
|
||||
public static function getRefreshRate(): Int {
|
||||
return 60;
|
||||
}
|
||||
|
||||
public static function getSystemId(): String {
|
||||
return Krom.systemId();
|
||||
}
|
||||
|
||||
public static function vibrate(ms: Int): Void {
|
||||
// TODO: Implement
|
||||
}
|
||||
|
||||
public static function getLanguage(): String {
|
||||
return "en"; // TODO: Implement
|
||||
}
|
||||
|
||||
public static function requestShutdown(): Bool {
|
||||
Krom.requestShutdown();
|
||||
return true;
|
||||
}
|
||||
|
||||
public static function getMouse(num: Int): Mouse {
|
||||
return mouse;
|
||||
}
|
||||
|
||||
public static function getPen(num: Int): Pen {
|
||||
return pen;
|
||||
}
|
||||
|
||||
public static function getKeyboard(num: Int): Keyboard {
|
||||
return keyboard;
|
||||
}
|
||||
|
||||
public static function lockMouse(): Void {
|
||||
if (!isMouseLocked()) {
|
||||
Krom.lockMouse();
|
||||
for (listener in mouseLockListeners) {
|
||||
listener();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static function unlockMouse(): Void {
|
||||
if (isMouseLocked()) {
|
||||
Krom.unlockMouse();
|
||||
for (listener in mouseLockListeners) {
|
||||
listener();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static function canLockMouse(): Bool {
|
||||
return Krom.canLockMouse();
|
||||
}
|
||||
|
||||
public static function isMouseLocked(): Bool {
|
||||
return Krom.isMouseLocked();
|
||||
}
|
||||
|
||||
public static function notifyOfMouseLockChange(func: Void->Void, error: Void->Void): Void {
|
||||
if (canLockMouse() && func != null) {
|
||||
mouseLockListeners.push(func);
|
||||
}
|
||||
}
|
||||
|
||||
public static function removeFromMouseLockChange(func: Void->Void, error: Void->Void): Void {
|
||||
if (canLockMouse() && func != null) {
|
||||
mouseLockListeners.remove(func);
|
||||
}
|
||||
}
|
||||
|
||||
public static function hideSystemCursor(): Void {
|
||||
Krom.showMouse(false);
|
||||
}
|
||||
|
||||
public static function showSystemCursor(): Void {
|
||||
Krom.showMouse(true);
|
||||
}
|
||||
|
||||
static function unload(): Void {}
|
||||
|
||||
public static function canSwitchFullscreen(): Bool {
|
||||
return false;
|
||||
}
|
||||
|
||||
public static function isFullscreen(): Bool {
|
||||
return false;
|
||||
}
|
||||
|
||||
public static function requestFullscreen(): Void {}
|
||||
|
||||
public static function exitFullscreen(): Void {}
|
||||
|
||||
public static function notifyOfFullscreenChange(func: Void->Void, error: Void->Void): Void {}
|
||||
|
||||
public static function removeFromFullscreenChange(func: Void->Void, error: Void->Void): Void {}
|
||||
|
||||
public static function changeResolution(width: Int, height: Int): Void {}
|
||||
|
||||
public static function setKeepScreenOn(on: Bool): Void {}
|
||||
|
||||
public static function loadUrl(url: String): Void {}
|
||||
|
||||
public static function getGamepadId(index: Int): String {
|
||||
return "unknown";
|
||||
}
|
||||
|
||||
public static function getGamepadVendor(index: Int): String {
|
||||
return "unknown";
|
||||
}
|
||||
|
||||
public static function setGamepadRumble(index: Int, leftAmount: Float, rightAmount: Float): Void {}
|
||||
|
||||
public static function safeZone(): Float {
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
public static function login(): Void {}
|
||||
|
||||
public static function automaticSafeZone(): Bool {
|
||||
return true;
|
||||
}
|
||||
|
||||
public static function setSafeZone(value: Float): Void {}
|
||||
|
||||
public static function unlockAchievement(id: Int): Void {}
|
||||
|
||||
public static function waitingForLogin(): Bool {
|
||||
return false;
|
||||
}
|
||||
|
||||
public static function disallowUserChange(): Void {}
|
||||
|
||||
public static function allowUserChange(): Void {}
|
||||
}
|
||||
package kha;
|
||||
|
||||
import kha.graphics4.TextureFormat;
|
||||
import kha.input.Gamepad;
|
||||
import kha.input.Keyboard;
|
||||
import kha.input.Mouse;
|
||||
import kha.input.MouseImpl;
|
||||
import kha.input.Pen;
|
||||
import kha.input.Surface;
|
||||
import kha.System;
|
||||
import haxe.ds.Vector;
|
||||
|
||||
class SystemImpl {
|
||||
static var start: Float;
|
||||
static var framebuffer: Framebuffer;
|
||||
static var keyboard: Keyboard;
|
||||
static var mouse: Mouse;
|
||||
static var pen: Pen;
|
||||
static var maxGamepads: Int = 4;
|
||||
static var gamepads: Array<Gamepad>;
|
||||
static var mouseLockListeners: Array<Void->Void> = [];
|
||||
|
||||
static function renderCallback(): Void {
|
||||
Scheduler.executeFrame();
|
||||
System.render([framebuffer]);
|
||||
}
|
||||
|
||||
static function dropFilesCallback(filePath: String): Void {
|
||||
System.dropFiles(filePath);
|
||||
}
|
||||
|
||||
static function copyCallback(): String {
|
||||
if (System.copyListener != null) {
|
||||
return System.copyListener();
|
||||
}
|
||||
else {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
static function cutCallback(): String {
|
||||
if (System.cutListener != null) {
|
||||
return System.cutListener();
|
||||
}
|
||||
else {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
static function pasteCallback(data: String): Void {
|
||||
if (System.pasteListener != null) {
|
||||
System.pasteListener(data);
|
||||
}
|
||||
}
|
||||
|
||||
static function foregroundCallback(): Void {
|
||||
System.foreground();
|
||||
}
|
||||
|
||||
static function resumeCallback(): Void {
|
||||
System.resume();
|
||||
}
|
||||
|
||||
static function pauseCallback(): Void {
|
||||
System.pause();
|
||||
}
|
||||
|
||||
static function backgroundCallback(): Void {
|
||||
System.background();
|
||||
}
|
||||
|
||||
static function shutdownCallback(): Void {
|
||||
System.shutdown();
|
||||
}
|
||||
|
||||
static function keyboardDownCallback(code: Int): Void {
|
||||
keyboard.sendDownEvent(cast code);
|
||||
}
|
||||
|
||||
static function keyboardUpCallback(code: Int): Void {
|
||||
keyboard.sendUpEvent(cast code);
|
||||
}
|
||||
|
||||
static function keyboardPressCallback(charCode: Int): Void {
|
||||
keyboard.sendPressEvent(String.fromCharCode(charCode));
|
||||
}
|
||||
|
||||
static function mouseDownCallback(button: Int, x: Int, y: Int): Void {
|
||||
mouse.sendDownEvent(0, button, x, y);
|
||||
}
|
||||
|
||||
static function mouseUpCallback(button: Int, x: Int, y: Int): Void {
|
||||
mouse.sendUpEvent(0, button, x, y);
|
||||
}
|
||||
|
||||
static function mouseMoveCallback(x: Int, y: Int, mx: Int, my: Int): Void {
|
||||
mouse.sendMoveEvent(0, x, y, mx, my);
|
||||
}
|
||||
|
||||
static function mouseWheelCallback(delta: Int): Void {
|
||||
mouse.sendWheelEvent(0, delta);
|
||||
}
|
||||
|
||||
static function penDownCallback(x: Int, y: Int, pressure: Float): Void {
|
||||
pen.sendDownEvent(0, x, y, pressure);
|
||||
}
|
||||
|
||||
static function penUpCallback(x: Int, y: Int, pressure: Float): Void {
|
||||
pen.sendUpEvent(0, x, y, pressure);
|
||||
}
|
||||
|
||||
static function penMoveCallback(x: Int, y: Int, pressure: Float): Void {
|
||||
pen.sendMoveEvent(0, x, y, pressure);
|
||||
}
|
||||
|
||||
static function gamepadAxisCallback(gamepad: Int, axis: Int, value: Float): Void {
|
||||
gamepads[gamepad].sendAxisEvent(axis, value);
|
||||
}
|
||||
|
||||
static function gamepadButtonCallback(gamepad: Int, button: Int, value: Float): Void {
|
||||
gamepads[gamepad].sendButtonEvent(button, value);
|
||||
}
|
||||
|
||||
static function audioCallback(samples: Int): Void {
|
||||
kha.audio2.Audio._callCallback(samples);
|
||||
var buffer = @:privateAccess kha.audio2.Audio.buffer;
|
||||
Krom.writeAudioBuffer(buffer.data.buffer, samples);
|
||||
}
|
||||
|
||||
public static function init(options: SystemOptions, callback: Window->Void): Void {
|
||||
Krom.init(options.title, options.width, options.height, options.framebuffer.samplesPerPixel, options.framebuffer.verticalSync,
|
||||
cast options.window.mode, options.window.windowFeatures, Krom.KROM_API);
|
||||
|
||||
start = Krom.getTime();
|
||||
|
||||
haxe.Log.trace = function(v: Dynamic, ?infos: haxe.PosInfos) {
|
||||
var message = haxe.Log.formatOutput(v, infos);
|
||||
Krom.log(message);
|
||||
};
|
||||
|
||||
new Window(0);
|
||||
Scheduler.init();
|
||||
Shaders.init();
|
||||
|
||||
var g4 = new kha.krom.Graphics();
|
||||
framebuffer = new Framebuffer(0, null, null, g4);
|
||||
framebuffer.init(new kha.graphics2.Graphics1(framebuffer), new kha.graphics4.Graphics2(framebuffer), g4);
|
||||
Krom.setCallback(renderCallback);
|
||||
Krom.setDropFilesCallback(dropFilesCallback);
|
||||
Krom.setCutCopyPasteCallback(cutCallback, copyCallback, pasteCallback);
|
||||
Krom.setApplicationStateCallback(foregroundCallback, resumeCallback, pauseCallback, backgroundCallback, shutdownCallback);
|
||||
|
||||
keyboard = new Keyboard();
|
||||
mouse = new MouseImpl();
|
||||
pen = new Pen();
|
||||
gamepads = new Array<Gamepad>();
|
||||
for (i in 0...maxGamepads) {
|
||||
gamepads[i] = new Gamepad(i);
|
||||
}
|
||||
|
||||
Krom.setKeyboardDownCallback(keyboardDownCallback);
|
||||
Krom.setKeyboardUpCallback(keyboardUpCallback);
|
||||
Krom.setKeyboardPressCallback(keyboardPressCallback);
|
||||
Krom.setMouseDownCallback(mouseDownCallback);
|
||||
Krom.setMouseUpCallback(mouseUpCallback);
|
||||
Krom.setMouseMoveCallback(mouseMoveCallback);
|
||||
Krom.setMouseWheelCallback(mouseWheelCallback);
|
||||
Krom.setPenDownCallback(penDownCallback);
|
||||
Krom.setPenUpCallback(penUpCallback);
|
||||
Krom.setPenMoveCallback(penMoveCallback);
|
||||
Krom.setGamepadAxisCallback(gamepadAxisCallback);
|
||||
Krom.setGamepadButtonCallback(gamepadButtonCallback);
|
||||
|
||||
kha.audio2.Audio.samplesPerSecond = Krom.getSamplesPerSecond();
|
||||
kha.audio1.Audio._init();
|
||||
kha.audio2.Audio._init();
|
||||
Krom.setAudioCallback(audioCallback);
|
||||
|
||||
Scheduler.start();
|
||||
|
||||
callback(Window.get(0));
|
||||
}
|
||||
|
||||
public static function initEx(title: String, options: Array<WindowOptions>, windowCallback: Int->Void, callback: Void->Void): Void {}
|
||||
|
||||
static function translateWindowMode(value: Null<WindowMode>): Int {
|
||||
if (value == null) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
return switch (value) {
|
||||
case Windowed: 0;
|
||||
case Fullscreen: 1;
|
||||
case ExclusiveFullscreen: 2;
|
||||
}
|
||||
}
|
||||
|
||||
public static function getScreenRotation(): ScreenRotation {
|
||||
return ScreenRotation.RotationNone;
|
||||
}
|
||||
|
||||
public static function getTime(): Float {
|
||||
return Krom.getTime() - start;
|
||||
}
|
||||
|
||||
public static function getVsync(): Bool {
|
||||
return true;
|
||||
}
|
||||
|
||||
public static function getRefreshRate(): Int {
|
||||
return Krom.displayFrequency();
|
||||
}
|
||||
|
||||
public static function getSystemId(): String {
|
||||
return Krom.systemId();
|
||||
}
|
||||
|
||||
public static function vibrate(ms: Int): Void {
|
||||
// TODO: Implement
|
||||
}
|
||||
|
||||
public static function getLanguage(): String {
|
||||
return "en"; // TODO: Implement
|
||||
}
|
||||
|
||||
public static function requestShutdown(): Bool {
|
||||
Krom.requestShutdown();
|
||||
return true;
|
||||
}
|
||||
|
||||
public static function getMouse(num: Int): Mouse {
|
||||
return mouse;
|
||||
}
|
||||
|
||||
public static function getPen(num: Int): Pen {
|
||||
return pen;
|
||||
}
|
||||
|
||||
public static function getKeyboard(num: Int): Keyboard {
|
||||
return keyboard;
|
||||
}
|
||||
|
||||
public static function lockMouse(): Void {
|
||||
if (!isMouseLocked()) {
|
||||
Krom.lockMouse();
|
||||
for (listener in mouseLockListeners) {
|
||||
listener();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static function unlockMouse(): Void {
|
||||
if (isMouseLocked()) {
|
||||
Krom.unlockMouse();
|
||||
for (listener in mouseLockListeners) {
|
||||
listener();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static function canLockMouse(): Bool {
|
||||
return Krom.canLockMouse();
|
||||
}
|
||||
|
||||
public static function isMouseLocked(): Bool {
|
||||
return Krom.isMouseLocked();
|
||||
}
|
||||
|
||||
public static function notifyOfMouseLockChange(func: Void->Void, error: Void->Void): Void {
|
||||
if (canLockMouse() && func != null) {
|
||||
mouseLockListeners.push(func);
|
||||
}
|
||||
}
|
||||
|
||||
public static function removeFromMouseLockChange(func: Void->Void, error: Void->Void): Void {
|
||||
if (canLockMouse() && func != null) {
|
||||
mouseLockListeners.remove(func);
|
||||
}
|
||||
}
|
||||
|
||||
public static function hideSystemCursor(): Void {
|
||||
Krom.showMouse(false);
|
||||
}
|
||||
|
||||
public static function showSystemCursor(): Void {
|
||||
Krom.showMouse(true);
|
||||
}
|
||||
|
||||
static function unload(): Void {}
|
||||
|
||||
public static function canSwitchFullscreen(): Bool {
|
||||
return false;
|
||||
}
|
||||
|
||||
public static function isFullscreen(): Bool {
|
||||
return false;
|
||||
}
|
||||
|
||||
public static function requestFullscreen(): Void {}
|
||||
|
||||
public static function exitFullscreen(): Void {}
|
||||
|
||||
public static function notifyOfFullscreenChange(func: Void->Void, error: Void->Void): Void {}
|
||||
|
||||
public static function removeFromFullscreenChange(func: Void->Void, error: Void->Void): Void {}
|
||||
|
||||
public static function changeResolution(width: Int, height: Int): Void {}
|
||||
|
||||
public static function setKeepScreenOn(on: Bool): Void {}
|
||||
|
||||
public static function loadUrl(url: String): Void {}
|
||||
|
||||
public static function getGamepadId(index: Int): String {
|
||||
return "unknown";
|
||||
}
|
||||
|
||||
public static function getGamepadVendor(index: Int): String {
|
||||
return "unknown";
|
||||
}
|
||||
|
||||
public static function setGamepadRumble(index: Int, leftAmount: Float, rightAmount: Float): Void {}
|
||||
|
||||
public static function safeZone(): Float {
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
public static function login(): Void {}
|
||||
|
||||
public static function automaticSafeZone(): Bool {
|
||||
return true;
|
||||
}
|
||||
|
||||
public static function setSafeZone(value: Float): Void {}
|
||||
|
||||
public static function unlockAchievement(id: Int): Void {}
|
||||
|
||||
public static function waitingForLogin(): Bool {
|
||||
return false;
|
||||
}
|
||||
|
||||
public static function disallowUserChange(): Void {}
|
||||
|
||||
public static function allowUserChange(): Void {}
|
||||
}
|
||||
|
@ -1,57 +1,56 @@
|
||||
package kha.audio2;
|
||||
|
||||
import kha.Sound;
|
||||
import kha.internal.IntBox;
|
||||
|
||||
class Audio {
|
||||
public static var disableGcInteractions = false;
|
||||
static var intBox: IntBox = new IntBox(0);
|
||||
static var buffer: Buffer;
|
||||
|
||||
public static function _init() {
|
||||
var bufferSize = 1024 * 2;
|
||||
buffer = new Buffer(bufferSize * 4, 2, 44100);
|
||||
Audio.samplesPerSecond = 44100;
|
||||
}
|
||||
|
||||
public static function _callCallback(samples: Int): Void {
|
||||
if (buffer == null)
|
||||
return;
|
||||
if (audioCallback != null) {
|
||||
intBox.value = samples;
|
||||
audioCallback(intBox, buffer);
|
||||
}
|
||||
else {
|
||||
for (i in 0...samples) {
|
||||
buffer.data.set(buffer.writeLocation, 0);
|
||||
buffer.writeLocation += 1;
|
||||
if (buffer.writeLocation >= buffer.size) {
|
||||
buffer.writeLocation = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static function _readSample(): Float {
|
||||
if (buffer == null)
|
||||
return 0;
|
||||
var value = buffer.data.get(buffer.readLocation);
|
||||
buffer.readLocation += 1;
|
||||
if (buffer.readLocation >= buffer.size) {
|
||||
buffer.readLocation = 0;
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
public static var samplesPerSecond: Int;
|
||||
|
||||
public static var audioCallback: IntBox->Buffer->Void;
|
||||
|
||||
public static function play(sound: Sound, loop: Bool = false): kha.audio1.AudioChannel {
|
||||
return null;
|
||||
}
|
||||
|
||||
public static function stream(sound: Sound, loop: Bool = false): kha.audio1.AudioChannel {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
package kha.audio2;
|
||||
|
||||
import kha.Sound;
|
||||
import kha.internal.IntBox;
|
||||
|
||||
class Audio {
|
||||
public static var disableGcInteractions = false;
|
||||
static var intBox: IntBox = new IntBox(0);
|
||||
static var buffer: Buffer;
|
||||
|
||||
public static function _init() {
|
||||
var bufferSize = 1024 * 2;
|
||||
buffer = new Buffer(bufferSize * 4, 2, samplesPerSecond);
|
||||
}
|
||||
|
||||
public static function _callCallback(samples: Int): Void {
|
||||
if (buffer == null)
|
||||
return;
|
||||
if (audioCallback != null) {
|
||||
intBox.value = samples;
|
||||
audioCallback(intBox, buffer);
|
||||
}
|
||||
else {
|
||||
for (i in 0...samples) {
|
||||
buffer.data.set(buffer.writeLocation, 0);
|
||||
buffer.writeLocation += 1;
|
||||
if (buffer.writeLocation >= buffer.size) {
|
||||
buffer.writeLocation = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static function _readSample(): FastFloat {
|
||||
if (buffer == null)
|
||||
return 0;
|
||||
var value = buffer.data.get(buffer.readLocation);
|
||||
++buffer.readLocation;
|
||||
if (buffer.readLocation >= buffer.size) {
|
||||
buffer.readLocation = 0;
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
public static var samplesPerSecond: Int;
|
||||
|
||||
public static var audioCallback: IntBox->Buffer->Void;
|
||||
|
||||
public static function play(sound: Sound, loop: Bool = false): kha.audio1.AudioChannel {
|
||||
return null;
|
||||
}
|
||||
|
||||
public static function stream(sound: Sound, loop: Bool = false): kha.audio1.AudioChannel {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
@ -59,7 +59,7 @@ class Graphics implements kha.graphics4.Graphics {
|
||||
}
|
||||
|
||||
public function refreshRate(): Int {
|
||||
return 60;
|
||||
return Krom.displayFrequency();
|
||||
}
|
||||
|
||||
public function clear(?color: Color, ?depth: Float, ?stencil: Int): Void {
|
||||
|
@ -34,22 +34,46 @@ void copySample(void *buffer) {
|
||||
}
|
||||
|
||||
int playback_callback(snd_pcm_sframes_t nframes) {
|
||||
int err = 0;
|
||||
if (kinc_a2_internal_callback(&a2_buffer, nframes)) {
|
||||
int ni = 0;
|
||||
while (ni < nframes) {
|
||||
int i = 0;
|
||||
for (; ni < nframes && i < 4096 * 2; ++i, ++ni) {
|
||||
copySample(&buf[i * 2]);
|
||||
}
|
||||
int err2;
|
||||
if ((err2 = snd_pcm_writei(playback_handle, buf, i)) < 0) {
|
||||
fprintf(stderr, "write failed (%s)\n", snd_strerror(err2));
|
||||
}
|
||||
err += err2;
|
||||
}
|
||||
}
|
||||
return err;
|
||||
int err = 0;
|
||||
if (kinc_a2_internal_callback(&a2_buffer, nframes)) {
|
||||
int ni = 0;
|
||||
while (ni < nframes) {
|
||||
int i = 0;
|
||||
for (; ni < nframes && i < 4096; ++i, ++ni) {
|
||||
copySample(&buf[i * 2]);
|
||||
}
|
||||
int err2 = snd_pcm_writei(playback_handle, buf, i);
|
||||
if (err2 < 0) {
|
||||
fprintf(stderr, "ALSA write failed in playback_callback: %s\n", snd_strerror(err2));
|
||||
return err2;
|
||||
}
|
||||
if (err2 < i) {
|
||||
fprintf(stderr, "ALSA short write in playback_callback: wrote %d of %d frames\n", err2, i);
|
||||
}
|
||||
}
|
||||
err = nframes;
|
||||
}
|
||||
else {
|
||||
// Write silence data to prevent recovery
|
||||
if (nframes > 4096) {
|
||||
fprintf(stderr, "Warning: ALSA requested %ld frames for silence, exceeding local buffer size %d. Clamping.\n", nframes, 4096);
|
||||
nframes = 4096;
|
||||
}
|
||||
memset(buf, 0, nframes * 4);
|
||||
|
||||
int err2 = snd_pcm_writei(playback_handle, buf, nframes);
|
||||
|
||||
if (err2 < 0) {
|
||||
fprintf(stderr, "ALSA silence write failed in playback_callback: %s\n", snd_strerror(err2));
|
||||
err = err2;
|
||||
} else {
|
||||
if (err2 < nframes) {
|
||||
fprintf(stderr, "ALSA short silence write in playback_callback: wrote %d of %d frames\n", err2, (int)nframes);
|
||||
}
|
||||
err = err2;
|
||||
}
|
||||
}
|
||||
return err;
|
||||
}
|
||||
|
||||
bool tryToRecover(snd_pcm_t *handle, int errorCode) {
|
||||
|
@ -140,4 +140,4 @@ void kinc_internal_gamepad_trigger_button(int gamepad, int button, float value)
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#endif
|
Before Width: | Height: | Size: 417 KiB After Width: | Height: | Size: 281 KiB |
Before Width: | Height: | Size: 417 KiB After Width: | Height: | Size: 281 KiB |
Before Width: | Height: | Size: 417 KiB After Width: | Height: | Size: 281 KiB |
Before Width: | Height: | Size: 417 KiB After Width: | Height: | Size: 281 KiB |
Before Width: | Height: | Size: 417 KiB After Width: | Height: | Size: 281 KiB |
Before Width: | Height: | Size: 417 KiB After Width: | Height: | Size: 281 KiB |
BIN
Krom/Krom.exe
BIN
Krom/Krom_opengl.exe
Normal file
14
README.md
@ -6,22 +6,12 @@ Welcome to Leenkx!
|
||||
|
||||
|
||||
<br>
|
||||
- <a style="color:#2AE0E0;" class="text primary primary-text" href="https://leenkx.com/files/LeenkxSDK3_RC.zip">LeenkxSDKV3.6 lts</a>
|
||||
<br>
|
||||
- <a style="color:#2AE0E0;" class="text primary primary-text" href="https://leenkx.com/files/lx/Leenkx.js">Leenkx.js</a>
|
||||
<br>
|
||||
- Run your own private p2p torrent socket changing Leenkx javascript file directly in /lnxsdk/lib/leenkx_tools/lxjs/Leenkx.js or by configuring the OPTS map in the create Leenkx node.
|
||||
- Run your own private p2p torrent socket changing Leenkx javascript file directly in /lnxsdk/lib/leenkx_tools/lnxjs/Leenkx.js or by configuring the OPTS map in the create Leenkx node.
|
||||
<br>
|
||||
- All works are open source ZLIB / MIT and any compatible licence that guarantee the softwares freedom from my additions to the previous maintainers
|
||||
<br>
|
||||
- LxJS Works as a standalone library
|
||||
- LNXJS Works as a standalone library
|
||||
<br>
|
||||
- The SDK is not ready for production, use for educational purposes. Help the team by reaching out at Leenkx.com!
|
||||
<br>
|
||||
- This build is based on QuantumCoder's whole new core animation system packed with new features! Timmodrians Aura library is also built into this build when audio is enabled!
|
||||
<br>
|
||||
- The SDK is still undergoing many changes so working on large projects is not recommended.
|
||||
<br>
|
||||
- Special thanks to all contributors from the following projects!
|
||||
<br>
|
||||
* https://github.com/armory3d/armory/graphs/contributors<br>
|
||||
|
@ -310,9 +310,9 @@ class LeenkxAddonPreferences(AddonPreferences):
|
||||
layout.label(text="Welcome to Leenkx!")
|
||||
|
||||
# Compare version Blender and Leenkx (major, minor)
|
||||
if bpy.app.version[0] != 3 or bpy.app.version[1] != 6:
|
||||
if bpy.app.version[:2] not in [(4, 4), (4, 2), (3, 6), (3, 3)]:
|
||||
box = layout.box().column()
|
||||
box.label(text="Warning: For Leenkx to work correctly, you need Blender 3.6 LTS.")
|
||||
box.label(text="Warning: For Leenkx to work correctly, use a Blender LTS version")
|
||||
|
||||
layout.prop(self, "sdk_path")
|
||||
sdk_path = get_sdk_path(context)
|
||||
@ -914,7 +914,10 @@ def restart_leenkx(context):
|
||||
|
||||
@persistent
|
||||
def on_load_post(context):
|
||||
restart_leenkx(bpy.context) # context is None, use bpy.context instead
|
||||
if bpy.context is not None:
|
||||
restart_leenkx(bpy.context) # context is None, use bpy.context instead
|
||||
else:
|
||||
bpy.app.timers.register(lambda: restart_leenkx(bpy.context), first_interval=0.1)
|
||||
|
||||
|
||||
def on_register_post():
|
||||
|
@ -3,6 +3,10 @@
|
||||
|
||||
#include "compiled.inc"
|
||||
|
||||
#ifdef _CPostprocess
|
||||
uniform vec4 PPComp17;
|
||||
#endif
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform vec2 dir;
|
||||
uniform vec2 screenSize;
|
||||
@ -45,6 +49,12 @@ void main() {
|
||||
res += factor * col;
|
||||
}
|
||||
|
||||
#ifdef _CPostprocess
|
||||
vec3 AirColor = vec3(PPComp17.x, PPComp17.y, PPComp17.z);
|
||||
#else
|
||||
vec3 AirColor = volumAirColor;
|
||||
#endif
|
||||
|
||||
res /= sumfactor;
|
||||
fragColor = vec4(volumAirColor * res, 1.0);
|
||||
fragColor = vec4(AirColor * res, 1.0);
|
||||
}
|
||||
|
@ -19,6 +19,11 @@
|
||||
{
|
||||
"name": "screenSize",
|
||||
"link": "_screenSize"
|
||||
},
|
||||
{
|
||||
"name": "PPComp17",
|
||||
"link": "_PPComp17",
|
||||
"ifdef": ["_CPostprocess"]
|
||||
}
|
||||
],
|
||||
"texture_params": [],
|
||||
|
@ -5,7 +5,7 @@
|
||||
uniform sampler2D tex;
|
||||
|
||||
#ifdef _CPostprocess
|
||||
uniform vec3 PPComp13;
|
||||
uniform vec4 PPComp13;
|
||||
#endif
|
||||
|
||||
in vec2 texCoord;
|
||||
@ -43,13 +43,17 @@ void main() {
|
||||
#ifdef _CPostprocess
|
||||
float max_distort = PPComp13.x;
|
||||
int num_iter = int(PPComp13.y);
|
||||
int CAType = int(PPComp13.z);
|
||||
int on = int(PPComp13.w);
|
||||
#else
|
||||
float max_distort = compoChromaticStrength;
|
||||
int num_iter = compoChromaticSamples;
|
||||
int CAType = compoChromaticType;
|
||||
int on = 1;
|
||||
#endif
|
||||
|
||||
// Spectral
|
||||
if (compoChromaticType == 1) {
|
||||
if (CAType == 1) {
|
||||
float reci_num_iter_f = 1.0 / float(num_iter);
|
||||
|
||||
vec2 resolution = vec2(1,1);
|
||||
@ -64,7 +68,7 @@ void main() {
|
||||
sumcol += w * texture(tex, barrelDistortion(uv, 0.6 * max_distort * t));
|
||||
}
|
||||
|
||||
fragColor = sumcol / sumw;
|
||||
if (on == 1) fragColor = sumcol / sumw; else fragColor = texture(tex, texCoord);
|
||||
}
|
||||
|
||||
// Simple
|
||||
@ -73,6 +77,7 @@ void main() {
|
||||
col.x = texture(tex, texCoord + ((vec2(0.0, 1.0) * max_distort) / vec2(1000.0))).x;
|
||||
col.y = texture(tex, texCoord + ((vec2(-0.85, -0.5) * max_distort) / vec2(1000.0))).y;
|
||||
col.z = texture(tex, texCoord + ((vec2(0.85, -0.5) * max_distort) / vec2(1000.0))).z;
|
||||
fragColor = vec4(col.x, col.y, col.z, fragColor.w);
|
||||
if (on == 1) fragColor = vec4(col.x, col.y, col.z, fragColor.w);
|
||||
else fragColor = texture(tex, texCoord);
|
||||
}
|
||||
}
|
||||
|
@ -62,8 +62,11 @@ uniform vec3 PPComp5;
|
||||
uniform vec3 PPComp6;
|
||||
uniform vec3 PPComp7;
|
||||
uniform vec3 PPComp8;
|
||||
uniform vec3 PPComp11;
|
||||
uniform vec3 PPComp14;
|
||||
uniform vec4 PPComp15;
|
||||
uniform vec4 PPComp16;
|
||||
uniform vec4 PPComp18;
|
||||
#endif
|
||||
|
||||
// #ifdef _CPos
|
||||
@ -106,6 +109,16 @@ in vec2 texCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
#ifdef _CFog
|
||||
#ifdef _CPostprocess
|
||||
vec3 FogColor = vec3(PPComp18.x, PPComp18.y, PPComp18.z);
|
||||
float FogAmountA = PPComp18.w;
|
||||
float FogAmountB = PPComp11.z;
|
||||
#else
|
||||
vec3 FogColor = compoFogColor;
|
||||
float FogAmountA = compoFogAmountA;
|
||||
float FogAmountB = compoFogAmountB;
|
||||
#endif
|
||||
|
||||
// const vec3 compoFogColor = vec3(0.5, 0.6, 0.7);
|
||||
// const float compoFogAmountA = 1.0; // b = 0.01
|
||||
// const float compoFogAmountB = 1.0; // c = 0.1
|
||||
@ -118,8 +131,8 @@ out vec4 fragColor;
|
||||
// }
|
||||
vec3 applyFog(vec3 rgb, float distance) {
|
||||
// float fogAmount = 1.0 - exp(-distance * compoFogAmountA);
|
||||
float fogAmount = 1.0 - exp(-distance * (compoFogAmountA / 100));
|
||||
return mix(rgb, compoFogColor, fogAmount);
|
||||
float fogAmount = 1.0 - exp(-distance * (FogAmountA / 100));
|
||||
return mix(rgb, FogColor, fogAmount);
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -131,7 +144,7 @@ float ConvertEV100ToExposure(float EV100) {
|
||||
return 1/0.8 * exp2(-EV100);
|
||||
}
|
||||
float ComputeEV(float avgLuminance) {
|
||||
const float sqAperture = PPComp1[0].x * PPComp1.x;
|
||||
const float sqAperture = PPComp1.x * PPComp1.x;
|
||||
const float shutterTime = 1.0 / PPComp1.y;
|
||||
const float ISO = PPComp1.z;
|
||||
const float EC = PPComp2.x;
|
||||
@ -349,16 +362,22 @@ void main() {
|
||||
|
||||
#ifdef _CSharpen
|
||||
#ifdef _CPostprocess
|
||||
float strengthSharpen = PPComp14.y;
|
||||
float strengthSharpen = PPComp14.y;
|
||||
vec3 SharpenColor = vec3(PPComp16.x, PPComp16.y, PPComp16.z);
|
||||
float SharpenSize = PPComp16.w;
|
||||
#else
|
||||
float strengthSharpen = compoSharpenStrength;
|
||||
vec3 SharpenColor = compoSharpenColor;
|
||||
float SharpenSize = compoSharpenSize;
|
||||
#endif
|
||||
vec3 col1 = textureLod(tex, texCo + vec2(-texStep.x, -texStep.y) * 1.5, 0.0).rgb;
|
||||
vec3 col2 = textureLod(tex, texCo + vec2(texStep.x, -texStep.y) * 1.5, 0.0).rgb;
|
||||
vec3 col3 = textureLod(tex, texCo + vec2(-texStep.x, texStep.y) * 1.5, 0.0).rgb;
|
||||
vec3 col4 = textureLod(tex, texCo + vec2(texStep.x, texStep.y) * 1.5, 0.0).rgb;
|
||||
vec3 col1 = textureLod(tex, texCo + vec2(-texStep.x, -texStep.y) * SharpenSize, 0.0).rgb;
|
||||
vec3 col2 = textureLod(tex, texCo + vec2(texStep.x, -texStep.y) * SharpenSize, 0.0).rgb;
|
||||
vec3 col3 = textureLod(tex, texCo + vec2(-texStep.x, texStep.y) * SharpenSize, 0.0).rgb;
|
||||
vec3 col4 = textureLod(tex, texCo + vec2(texStep.x, texStep.y) * SharpenSize, 0.0).rgb;
|
||||
vec3 colavg = (col1 + col2 + col3 + col4) * 0.25;
|
||||
fragColor.rgb += (fragColor.rgb - colavg) * strengthSharpen;
|
||||
|
||||
float edgeMagnitude = length(fragColor.rgb - colavg);
|
||||
fragColor.rgb = mix(fragColor.rgb, SharpenColor, min(edgeMagnitude * strengthSharpen * 2.0, 1.0));
|
||||
#endif
|
||||
|
||||
#ifdef _CFog
|
||||
@ -407,7 +426,11 @@ void main() {
|
||||
#endif
|
||||
|
||||
#ifdef _CExposure
|
||||
fragColor.rgb += fragColor.rgb * compoExposureStrength;
|
||||
#ifdef _CPostprocess
|
||||
fragColor.rgb+=fragColor.rgb*PPComp8.x;
|
||||
#else
|
||||
fragColor.rgb+= fragColor.rgb*compoExposureStrength;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _CPostprocess
|
||||
@ -415,8 +438,13 @@ void main() {
|
||||
#endif
|
||||
|
||||
#ifdef _AutoExposure
|
||||
#ifdef _CPostprocess
|
||||
float AEStrength = PPComp8.y;
|
||||
#else
|
||||
float AEStrength = autoExposureStrength;
|
||||
#endif
|
||||
float expo = 2.0 - clamp(length(textureLod(histogram, vec2(0.5, 0.5), 0).rgb), 0.0, 1.0);
|
||||
fragColor.rgb *= pow(expo, autoExposureStrength * 2.0);
|
||||
fragColor.rgb *= pow(expo, AEStrength * 2.0);
|
||||
#endif
|
||||
|
||||
// Clamp color to get rid of INF values that don't work for the tone mapping below
|
||||
@ -475,10 +503,12 @@ fragColor.rgb = min(fragColor.rgb, 65504 * 0.5);
|
||||
} else {
|
||||
fragColor.rgb = mix(midLumColor, maxLumColor, luminance);
|
||||
}
|
||||
|
||||
} else {
|
||||
fragColor.rgb = vec3(0,1,0); //ERROR
|
||||
}
|
||||
} else if (PPComp4.x == 9){
|
||||
fragColor.rgb = tonemapAgXSimple(fragColor.rgb);
|
||||
fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); // To gamma
|
||||
} else if (PPComp4.x == 10){
|
||||
fragColor.rgb = tonemapAgXFull(fragColor.rgb);
|
||||
} //else { fragColor.rgb = vec3(0,1,0); //ERROR}
|
||||
#endif
|
||||
|
||||
#else
|
||||
@ -498,6 +528,13 @@ fragColor.rgb = min(fragColor.rgb, 65504 * 0.5);
|
||||
fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); // To gamma
|
||||
fragColor.rgb = clamp(fragColor.rgb, 0.0, 2.2);
|
||||
#endif
|
||||
#ifdef _CToneAgXSimple
|
||||
fragColor.rgb = tonemapAgXSimple(fragColor.rgb);
|
||||
fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); // To gamma
|
||||
#endif
|
||||
#ifdef _CToneAgXFull
|
||||
fragColor.rgb = tonemapAgXFull(fragColor.rgb);
|
||||
#endif
|
||||
#ifdef _CToneNone
|
||||
fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); // To gamma
|
||||
#endif
|
||||
@ -614,4 +651,37 @@ fragColor.rgb = min(fragColor.rgb, 65504 * 0.5);
|
||||
#ifdef _CLUT
|
||||
fragColor = LUTlookup(fragColor, lutTexture);
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _CDitheringBlueNoise
|
||||
const float ditherStrength = ditherStrengthValue / 255.0;
|
||||
float noise = ditherBlueNoiseStyle(gl_FragCoord.xy);
|
||||
float noiseOffset = (noise - 0.5) * ditherStrength;
|
||||
fragColor.rgb += noiseOffset;
|
||||
#endif
|
||||
|
||||
#ifdef _CDitheringWhiteNoise
|
||||
const float ditherStrength = ditherStrengthValue / 255.0;
|
||||
float noise = ditherWhiteNoise(gl_FragCoord.xy);
|
||||
float noiseOffset = (noise - 0.5) * ditherStrength;
|
||||
fragColor.rgb += noiseOffset;
|
||||
#endif
|
||||
|
||||
#ifdef _CDitheringOrderedBayer4x4
|
||||
const float ditherStrength = ditherStrengthValue / 255.0;
|
||||
float noise = ditherOrderedBayer4x4(ivec2(gl_FragCoord.xy));
|
||||
float noiseOffset = (noise - 0.5) * ditherStrength;
|
||||
fragColor.rgb += noiseOffset;
|
||||
#endif
|
||||
|
||||
#ifdef _CDitheringOrderedBayer8x8
|
||||
const float ditherStrength = ditherStrengthValue / 255.0;
|
||||
float noise = ditherOrderedBayer8x8(ivec2(gl_FragCoord.xy));
|
||||
float noiseOffset = (noise - 0.5) * ditherStrength;
|
||||
fragColor.rgb += noiseOffset;
|
||||
#endif
|
||||
|
||||
//fragColor.rgb = clamp(fragColor.rgb, 0.0, 1.0);
|
||||
|
||||
|
||||
}
|
||||
|
@ -235,6 +235,16 @@
|
||||
"name": "PPComp15",
|
||||
"link": "_PPComp15",
|
||||
"ifdef": ["_CPostprocess"]
|
||||
},
|
||||
{
|
||||
"name": "PPComp16",
|
||||
"link": "_PPComp16",
|
||||
"ifdef": ["_CPostprocess"]
|
||||
},
|
||||
{
|
||||
"name": "PPComp18",
|
||||
"link": "_PPComp18",
|
||||
"ifdef": ["_CPostprocess"]
|
||||
}
|
||||
],
|
||||
"texture_params": [],
|
||||
|
@ -29,10 +29,11 @@ uniform sampler2D gbuffer1;
|
||||
#ifdef _VoxelGI
|
||||
uniform sampler2D voxels_diffuse;
|
||||
uniform sampler2D voxels_specular;
|
||||
#endif
|
||||
#else
|
||||
#ifdef _VoxelAOvar
|
||||
uniform sampler2D voxels_ao;
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
uniform sampler3D voxels;
|
||||
uniform sampler3D voxelsSDF;
|
||||
@ -56,6 +57,10 @@ uniform vec3 backgroundCol;
|
||||
|
||||
#ifdef _SSAO
|
||||
uniform sampler2D ssaotex;
|
||||
#else
|
||||
#ifdef _SSGI
|
||||
uniform sampler2D ssaotex;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _SSS
|
||||
@ -113,11 +118,15 @@ uniform vec2 cameraPlane;
|
||||
#ifdef _SinglePoint
|
||||
#ifdef _Spot
|
||||
//!uniform sampler2DShadow shadowMapSpot[1];
|
||||
#ifdef _ShadowMapTransparent
|
||||
//!uniform sampler2D shadowMapSpotTransparent[1];
|
||||
#endif
|
||||
//!uniform mat4 LWVPSpot[1];
|
||||
#else
|
||||
//!uniform samplerCubeShadow shadowMapPoint[1];
|
||||
#ifdef _ShadowMapTransparent
|
||||
//!uniform samplerCube shadowMapPointTransparent[1];
|
||||
#endif
|
||||
//!uniform vec2 lightProj;
|
||||
#endif
|
||||
#endif
|
||||
@ -125,30 +134,40 @@ uniform vec2 cameraPlane;
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifdef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlas;
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapAtlasTransparent;
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
//!uniform sampler2DShadow shadowMapAtlasPoint;
|
||||
#ifdef _ShadowMapTransparent
|
||||
//!uniform sampler2D shadowMapAtlasPointTransparent;
|
||||
#endif
|
||||
//!uniform vec4 pointLightDataArray[4];
|
||||
#endif
|
||||
//!uniform vec4 pointLightDataArray[maxLightsCluster * 6];
|
||||
#else
|
||||
//!uniform samplerCubeShadow shadowMapPoint[4];
|
||||
#ifdef _ShadowMapTransparent
|
||||
//!uniform samplerCube shadowMapPointTransparent[4];
|
||||
#endif
|
||||
#endif
|
||||
//!uniform vec2 lightProj;
|
||||
#ifdef _Spot
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
//!uniform sampler2DShadow shadowMapAtlasSpot;
|
||||
#ifdef _ShadowMapTransparent
|
||||
//!uniform sampler2D shadowMapAtlasSpotTransparent;
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
//!uniform sampler2DShadow shadowMapSpot[4];
|
||||
#ifdef _ShadowMapTransparent
|
||||
//!uniform sampler2D shadowMapSpotTransparent[4];
|
||||
#endif
|
||||
#endif
|
||||
//!uniform mat4 LWVPSpotArray[maxLightsCluster];
|
||||
#endif
|
||||
#endif
|
||||
@ -161,12 +180,16 @@ uniform vec3 sunCol;
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlasSun;
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapAtlasSunTransparent;
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
uniform sampler2DShadow shadowMap;
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapTransparent;
|
||||
#endif
|
||||
#endif
|
||||
uniform float shadowsBias;
|
||||
#ifdef _CSM
|
||||
//!uniform vec4 casData[shadowmapCascades * 4 + 4];
|
||||
@ -227,17 +250,22 @@ void main() {
|
||||
vec4 g2 = textureLod(gbuffer2, texCoord, 0.0);
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _MicroShadowing
|
||||
occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
|
||||
#endif
|
||||
|
||||
#ifdef _Brdf
|
||||
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
|
||||
vec3 F = f0 * envBRDF.x + envBRDF.y;
|
||||
#else
|
||||
vec3 F = f0;
|
||||
#endif
|
||||
|
||||
#ifndef _VoxelAOvar
|
||||
#ifndef _VoxelGI
|
||||
// Envmap
|
||||
#ifdef _Irr
|
||||
|
||||
vec3 envl = shIrradiance(n, shirr);
|
||||
|
||||
#ifdef _gbuffer2
|
||||
@ -271,33 +299,33 @@ void main() {
|
||||
envl.rgb *= albedo;
|
||||
|
||||
#ifdef _Brdf
|
||||
envl.rgb *= 1.0 - (f0 * envBRDF.x + envBRDF.y); //LV: We should take refracted light into account
|
||||
envl.rgb *= 1.0 - F; //LV: We should take refracted light into account
|
||||
#endif
|
||||
|
||||
#ifdef _Rad // Indirect specular
|
||||
envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y); //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
|
||||
envl.rgb += prefilteredColor * F; //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
|
||||
#else
|
||||
#ifdef _EnvCol
|
||||
envl.rgb += backgroundCol * (f0 * envBRDF.x + envBRDF.y); //LV: Eh, what's the point of weighting it only by F0?
|
||||
envl.rgb += backgroundCol * F; //LV: Eh, what's the point of weighting it only by F0?
|
||||
#endif
|
||||
#endif
|
||||
|
||||
envl.rgb *= envmapStrength * occspec.x;
|
||||
|
||||
#ifdef _VoxelGI
|
||||
vec4 indirect_diffuse = textureLod(voxels_diffuse, texCoord, 0.0);
|
||||
fragColor.rgb = (indirect_diffuse.rgb * albedo + envl.rgb * (1.0 - indirect_diffuse.a)) * voxelgiDiff;
|
||||
if(roughness < 1.0 && occspec.y > 0.0)
|
||||
fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * occspec.y * voxelgiRefl;
|
||||
#endif
|
||||
|
||||
#ifdef _VoxelAOvar
|
||||
envl.rgb *= textureLod(voxels_ao, texCoord, 0.0).r;
|
||||
#endif
|
||||
|
||||
#ifndef _VoxelGI
|
||||
fragColor.rgb = envl;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _VoxelGI
|
||||
fragColor.rgb = textureLod(voxels_diffuse, texCoord, 0.0).rgb * voxelgiDiff;
|
||||
if(roughness < 1.0 && occspec.y > 0.0)
|
||||
fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * occspec.y * voxelgiRefl;
|
||||
#else
|
||||
#ifdef _VoxelAOvar
|
||||
fragColor.rgb = textureLod(voxels_ao, texCoord, 0.0).rgb * voxelgiOcc;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Show voxels
|
||||
// vec3 origin = vec3(texCoord * 2.0 - 1.0, 0.99);
|
||||
// vec3 direction = vec3(0.0, 0.0, -1.0);
|
||||
@ -317,6 +345,10 @@ void main() {
|
||||
// #else
|
||||
fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r;
|
||||
// #endif
|
||||
#else
|
||||
#ifdef _SSGI
|
||||
fragColor.rgb += textureLod(ssaotex, texCoord, 0.0).rgb;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _EmissionShadeless
|
||||
@ -349,40 +381,70 @@ void main() {
|
||||
#ifdef _ShadowMap
|
||||
#ifdef _CSM
|
||||
svisibility = shadowTestCascade(
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSun, shadowMapAtlasSunTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
shadowMap, shadowMapTransparent
|
||||
#endif
|
||||
, eye, p + n * shadowsBias * 10, shadowsBias, false
|
||||
);
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifdef _ShadowMapTransparent
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSun, shadowMapAtlasSunTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSun
|
||||
#else
|
||||
shadowMapAtlas
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMap, shadowMapTransparent
|
||||
#else
|
||||
shadowMap
|
||||
#endif
|
||||
#endif
|
||||
, eye, p + n * shadowsBias * 10, shadowsBias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, false
|
||||
#endif
|
||||
);
|
||||
#else
|
||||
vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0);
|
||||
if (lPos.w > 0.0) {
|
||||
svisibility = shadowTest(
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSun, shadowMapAtlasSunTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
shadowMap, shadowMapTransparent
|
||||
#endif
|
||||
, lPos.xyz / lPos.w, shadowsBias, false
|
||||
);
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifdef _ShadowMapTransparent
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSun, shadowMapAtlasSunTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSun
|
||||
#else
|
||||
shadowMapAtlas
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMap, shadowMapTransparent
|
||||
#else
|
||||
shadowMap
|
||||
#endif
|
||||
#endif
|
||||
, lPos.xyz / lPos.w, shadowsBias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, false
|
||||
#endif
|
||||
);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _VoxelShadow
|
||||
svisibility *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy).r) * voxelgiShad;
|
||||
svisibility *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy, -g2.rg).r) * voxelgiShad;
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _SSRS
|
||||
// vec2 coords = getProjectedCoord(hitCoord);
|
||||
// vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
|
||||
@ -439,13 +501,16 @@ void main() {
|
||||
fragColor.rgb += sampleLight(
|
||||
p, n, v, dotNV, pointPos, pointCol, albedo, roughness, occspec.y, f0
|
||||
#ifdef _ShadowMap
|
||||
, 0, pointBias, true, false
|
||||
, 0, pointBias, true
|
||||
#ifdef _ShadowMapTransparent
|
||||
, false
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
, voxels, voxelsSDF, clipmaps
|
||||
, voxels, voxelsSDF, clipmaps, -g2.rg
|
||||
#endif
|
||||
#ifdef _MicroShadowing
|
||||
, occspec.x
|
||||
@ -492,7 +557,10 @@ void main() {
|
||||
f0
|
||||
#ifdef _ShadowMap
|
||||
// light index, shadow bias, cast_shadows
|
||||
, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, false
|
||||
, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0
|
||||
#ifdef _ShadowMapTransparent
|
||||
, false
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, lightsArray[li * 3 + 2].y != 0.0
|
||||
@ -503,7 +571,7 @@ void main() {
|
||||
, lightsArraySpot[li * 2 + 1].xyz // right
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
, voxels, voxelsSDF, clipmaps
|
||||
, voxels, voxelsSDF, clipmaps, -g2.rg
|
||||
#endif
|
||||
#ifdef _MicroShadowing
|
||||
, occspec.x
|
||||
@ -514,14 +582,5 @@ void main() {
|
||||
);
|
||||
}
|
||||
#endif // _Clusters
|
||||
|
||||
/*
|
||||
#ifdef _VoxelRefract
|
||||
if(opac < 1.0) {
|
||||
vec3 refraction = traceRefraction(p, n, voxels, v, ior, roughness, eye) * voxelgiRefr;
|
||||
fragColor.rgb = mix(refraction, fragColor.rgb, opac);
|
||||
}
|
||||
#endif
|
||||
*/
|
||||
fragColor.a = 1.0; // Mark as opaque
|
||||
}
|
||||
|
@ -2,13 +2,22 @@
|
||||
|
||||
#include "compiled.inc"
|
||||
|
||||
#ifdef _CPostprocess
|
||||
uniform vec3 PPComp8;
|
||||
#endif
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
in vec2 texCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
fragColor.a = 0.01 * autoExposureSpeed;
|
||||
#ifdef _CPostprocess
|
||||
fragColor.a = 0.01 * PPComp8.z;
|
||||
#else
|
||||
fragColor.a = 0.01 * autoExposureSpeed;
|
||||
#endif
|
||||
|
||||
fragColor.rgb = textureLod(tex, vec2(0.5, 0.5), 0.0).rgb +
|
||||
textureLod(tex, vec2(0.2, 0.2), 0.0).rgb +
|
||||
textureLod(tex, vec2(0.8, 0.2), 0.0).rgb +
|
||||
|
@ -8,7 +8,13 @@
|
||||
"blend_source": "source_alpha",
|
||||
"blend_destination": "inverse_source_alpha",
|
||||
"blend_operation": "add",
|
||||
"links": [],
|
||||
"links": [
|
||||
{
|
||||
"name": "PPComp8",
|
||||
"link": "_PPComp8",
|
||||
"ifdef": ["_CPostprocess"]
|
||||
}
|
||||
],
|
||||
"texture_params": [],
|
||||
"vertex_shader": "../include/pass.vert.glsl",
|
||||
"fragment_shader": "histogram_pass.frag.glsl"
|
||||
|
@ -1,107 +1,506 @@
|
||||
#version 450
|
||||
|
||||
#include "compiled.inc"
|
||||
#include "std/math.glsl"
|
||||
#include "std/gbuffer.glsl"
|
||||
#include "std/brdf.glsl"
|
||||
#include "std/math.glsl"
|
||||
#ifdef _Clusters
|
||||
#include "std/clusters.glsl"
|
||||
#endif
|
||||
#ifdef _ShadowMap
|
||||
#include "std/shadows.glsl"
|
||||
#endif
|
||||
#ifdef _LTC
|
||||
#include "std/ltc.glsl"
|
||||
#endif
|
||||
#ifdef _LightIES
|
||||
#include "std/ies.glsl"
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
#include "std/light_common.glsl"
|
||||
#endif
|
||||
#include "std/constants.glsl"
|
||||
|
||||
uniform sampler2D gbuffer0;
|
||||
uniform sampler2D gbuffer1;
|
||||
uniform sampler2D gbufferD;
|
||||
uniform sampler2D gbuffer0; // Normal
|
||||
// #ifdef _RTGI
|
||||
// uniform sampler2D gbuffer1; // Basecol
|
||||
// #endif
|
||||
uniform mat4 P;
|
||||
uniform mat3 V3;
|
||||
|
||||
#ifdef _EmissionShaded
|
||||
uniform sampler2D gbufferEmission;
|
||||
#endif
|
||||
uniform sampler2D sveloc;
|
||||
uniform vec2 cameraProj;
|
||||
uniform vec3 eye;
|
||||
uniform vec3 eyeLook;
|
||||
uniform vec2 screenSize;
|
||||
uniform mat4 invVP;
|
||||
|
||||
const float angleMix = 0.5f;
|
||||
#ifdef _SSGICone9
|
||||
const float strength = 2.0 * (1.0 / ssgiStrength);
|
||||
#else
|
||||
const float strength = 2.0 * (1.0 / ssgiStrength) * 1.8;
|
||||
in vec2 texCoord;
|
||||
in vec3 viewRay;
|
||||
out vec3 fragColor;
|
||||
|
||||
float metallic;
|
||||
uint matid;
|
||||
|
||||
#ifdef _SMSizeUniform
|
||||
//!uniform vec2 smSizeUniform;
|
||||
#endif
|
||||
|
||||
in vec3 viewRay;
|
||||
in vec2 texCoord;
|
||||
out float fragColor;
|
||||
|
||||
vec3 hitCoord;
|
||||
vec2 coord;
|
||||
float depth;
|
||||
// #ifdef _RTGI
|
||||
// vec3 col = vec3(0.0);
|
||||
// #endif
|
||||
vec3 vpos;
|
||||
|
||||
vec2 getProjectedCoord(vec3 hitCoord) {
|
||||
vec4 projectedCoord = P * vec4(hitCoord, 1.0);
|
||||
projectedCoord.xy /= projectedCoord.w;
|
||||
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
|
||||
#ifdef _InvY
|
||||
projectedCoord.y = 1.0 - projectedCoord.y;
|
||||
#ifdef _Clusters
|
||||
uniform vec4 lightsArray[maxLights * 3];
|
||||
#ifdef _Spot
|
||||
uniform vec4 lightsArraySpot[maxLights * 2];
|
||||
#endif
|
||||
return projectedCoord.xy;
|
||||
}
|
||||
uniform sampler2D clustersData;
|
||||
uniform vec2 cameraPlane;
|
||||
#endif
|
||||
|
||||
float getDeltaDepth(vec3 hitCoord) {
|
||||
coord = getProjectedCoord(hitCoord);
|
||||
depth = textureLod(gbufferD, coord, 0.0).r * 2.0 - 1.0;
|
||||
vec3 p = getPosView(viewRay, depth, cameraProj);
|
||||
return p.z - hitCoord.z;
|
||||
}
|
||||
#ifdef _SinglePoint // Fast path for single light
|
||||
uniform vec3 pointPos;
|
||||
uniform vec3 pointCol;
|
||||
#ifdef _ShadowMap
|
||||
uniform float pointBias;
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
uniform vec3 spotDir;
|
||||
uniform vec3 spotRight;
|
||||
uniform vec4 spotData;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
void rayCast(vec3 dir) {
|
||||
hitCoord = vpos;
|
||||
dir *= ssgiRayStep * 2;
|
||||
float dist = 0.15;
|
||||
for (int i = 0; i < ssgiMaxSteps; i++) {
|
||||
hitCoord += dir;
|
||||
float delta = getDeltaDepth(hitCoord);
|
||||
if (delta > 0.0 && delta < 0.2) {
|
||||
dist = distance(vpos, hitCoord);
|
||||
break;
|
||||
#ifdef _CPostprocess
|
||||
uniform vec3 PPComp12;
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMap
|
||||
#ifdef _SinglePoint
|
||||
#ifdef _Spot
|
||||
#ifndef _LTC
|
||||
uniform sampler2DShadow shadowMapSpot[1];
|
||||
uniform sampler2D shadowMapSpotTransparent[1];
|
||||
uniform mat4 LWVPSpot[1];
|
||||
#endif
|
||||
#else
|
||||
uniform samplerCubeShadow shadowMapPoint[1];
|
||||
uniform samplerCube shadowMapPointTransparent[1];
|
||||
uniform vec2 lightProj;
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
#ifdef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlas;
|
||||
uniform sampler2D shadowMapAtlasTransparent;
|
||||
#endif
|
||||
uniform vec2 lightProj;
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlasPoint;
|
||||
uniform sampler2D shadowMapAtlasPointTransparent;
|
||||
//!uniform vec4 pointLightDataArray[maxLightsCluster * 6];
|
||||
#else
|
||||
uniform samplerCubeShadow shadowMapPoint[4];
|
||||
uniform samplerCube shadowMapPointTransparent[4];
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlasSpot;
|
||||
uniform sampler2D shadowMapAtlasSpotTransparent;
|
||||
#endif
|
||||
#else
|
||||
uniform sampler2DShadow shadowMapSpot[4];
|
||||
uniform sampler2D shadowMapSpotTransparent[4];
|
||||
#endif
|
||||
uniform mat4 LWVPSpotArray[maxLightsCluster];
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _LTC
|
||||
uniform vec3 lightArea0;
|
||||
uniform vec3 lightArea1;
|
||||
uniform vec3 lightArea2;
|
||||
uniform vec3 lightArea3;
|
||||
uniform sampler2D sltcMat;
|
||||
uniform sampler2D sltcMag;
|
||||
#ifdef _ShadowMap
|
||||
#ifndef _Spot
|
||||
#ifdef _SinglePoint
|
||||
uniform sampler2DShadow shadowMapSpot[1];
|
||||
uniform sampler2D shadowMapSpotTransparent[1];
|
||||
uniform mat4 LWVPSpot[1];
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
|
||||
uniform mat4 LWVPSpotArray[maxLightsCluster];
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _Sun
|
||||
uniform vec3 sunDir;
|
||||
uniform vec3 sunCol;
|
||||
#ifdef _ShadowMap
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlasSun;
|
||||
uniform sampler2D shadowMapAtlasSunTransparent;
|
||||
#endif
|
||||
#else
|
||||
uniform sampler2DShadow shadowMap;
|
||||
uniform sampler2D shadowMapTransparent;
|
||||
#endif
|
||||
uniform float shadowsBias;
|
||||
#ifdef _CSM
|
||||
//!uniform vec4 casData[shadowmapCascades * 4 + 4];
|
||||
#else
|
||||
uniform mat4 LWVP;
|
||||
#endif
|
||||
#endif // _ShadowMap
|
||||
#endif
|
||||
|
||||
vec3 sampleLight(const vec3 p, const vec3 n, const vec3 lp, const vec3 lightCol
|
||||
#ifdef _ShadowMap
|
||||
, int index, float bias, bool receiveShadow, bool transparent
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
||||
#endif
|
||||
) {
|
||||
|
||||
vec3 ld = lp - p;
|
||||
vec3 l = normalize(ld);
|
||||
|
||||
vec3 visibility = lightCol;
|
||||
visibility *= attenuate(distance(p, lp));
|
||||
|
||||
#ifdef _LTC
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
|
||||
visibility *= shadowTest(shadowMapSpot[0],
|
||||
shadowMapSpotTransparent[0],
|
||||
lPos.xyz / lPos.w, bias, transparent);
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
|
||||
if (index == 0) visibility *= shadowTest(shadowMapSpot[0],
|
||||
shadowMapSpotTransparent[0],
|
||||
lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 1) visibility *= shadowTest(shadowMapSpot[1],
|
||||
shadowMapSpotTransparent[1],
|
||||
, lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 2) visibility *= shadowTest(shadowMapSpot[2],
|
||||
shadowMapSpotTransparent[2],
|
||||
lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 3) visibility *= shadowTest(shadowMapSpot[3],
|
||||
shadowMapSpotTransparent[3],
|
||||
lPos.xyz / lPos.w, bias, transparent);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
return visibility;
|
||||
#endif
|
||||
|
||||
#ifdef _Spot
|
||||
if (isSpot) {
|
||||
visibility *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
|
||||
visibility *= shadowTest(shadowMapSpot[0],
|
||||
shadowMapSpotTransparent[0],
|
||||
lPos.xyz / lPos.w, bias, transparent);
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
|
||||
#ifdef _ShadowMapAtlas
|
||||
visibility *= shadowTest(
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
, lPos.xyz / lPos.w, bias, transparent
|
||||
);
|
||||
#else
|
||||
if (index == 0) visibility *= shadowTest(shadowMapSpot[0],
|
||||
shadowMapSpotTransparent[0],
|
||||
lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 1) visibility *= shadowTest(shadowMapSpot[1],
|
||||
shadowMapSpotTransparent[1],
|
||||
lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 2) visibility *= shadowTest(shadowMapSpot[2],
|
||||
shadowMapSpotTransparent[2],
|
||||
lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 3) visibility *= shadowTest(shadowMapSpot[3],
|
||||
shadowMapSpotTransparent[3],
|
||||
lPos.xyz / lPos.w, bias, transparent);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
return visibility;
|
||||
}
|
||||
fragColor += dist;
|
||||
// #ifdef _RTGI
|
||||
// col += textureLod(gbuffer1, coord, 0.0).rgb * ((ssgiRayStep * ssgiMaxSteps) - dist);
|
||||
// #endif
|
||||
#endif
|
||||
|
||||
#ifdef _LightIES
|
||||
visibility *= iesAttenuation(-l);
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
#ifndef _Spot
|
||||
visibility *= PCFCube(shadowMapPoint[0],
|
||||
shadowMapPointTransparent[0],
|
||||
ld, -l, bias, lightProj, n, transparent);
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
#ifdef _ShadowMapAtlas
|
||||
visibility *= PCFFakeCube(
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
, ld, -l, bias, lightProj, n, index, transparent
|
||||
);
|
||||
#else
|
||||
if (index == 0) visibility *= PCFCube(shadowMapPoint[0],
|
||||
shadowMapPointTransparent[0],
|
||||
ld, -l, bias, lightProj, n, transparent);
|
||||
else if (index == 1) visibility *= PCFCube(shadowMapPoint[1],
|
||||
shadowMapPointTransparent[1],
|
||||
ld, -l, bias, lightProj, n, transparent);
|
||||
else if (index == 2) visibility *= PCFCube(shadowMapPoint[2],
|
||||
shadowMapPointTransparent[2],
|
||||
ld, -l, bias, lightProj, n, transparent);
|
||||
else if (index == 3) visibility *= PCFCube(shadowMapPoint[3],
|
||||
shadowMapPointTransparent[3],
|
||||
ld, -l, bias, lightProj, n, transparent);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
return visibility;
|
||||
}
|
||||
|
||||
vec3 tangent(const vec3 n) {
|
||||
vec3 t1 = cross(n, vec3(0, 0, 1));
|
||||
vec3 t2 = cross(n, vec3(0, 1, 0));
|
||||
if (length(t1) > length(t2)) return normalize(t1);
|
||||
else return normalize(t2);
|
||||
vec3 getVisibility(vec3 p, vec3 n, float depth, vec2 uv) {
|
||||
vec3 visibility = vec3(0.0);
|
||||
#ifdef _Sun
|
||||
#ifdef _ShadowMap
|
||||
#ifdef _CSM
|
||||
visibility = shadowTestCascade(
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSun, shadowMapAtlasSunTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
shadowMap, shadowMapTransparent
|
||||
#endif
|
||||
, eye, p + n * shadowsBias * 10, shadowsBias, false
|
||||
);
|
||||
#else
|
||||
vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0);
|
||||
if (lPos.w > 0.0) {
|
||||
visibility = shadowTest(
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSun, shadowMapAtlasSunTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
shadowMap, shadowMapTransparent
|
||||
#endif
|
||||
, lPos.xyz / lPos.w, shadowsBias, false
|
||||
);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _SinglePoint
|
||||
visibility += sampleLight(
|
||||
p, n, pointPos, pointCol
|
||||
#ifdef _ShadowMap
|
||||
, 0, pointBias, true, false
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
|
||||
#ifdef _Clusters
|
||||
float viewz = linearize(depth, cameraProj);
|
||||
int clusterI = getClusterI(uv, viewz, cameraPlane);
|
||||
int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255);
|
||||
|
||||
#ifdef HLSL
|
||||
viewz += textureLod(clustersData, vec2(0.0), 0.0).r * 1e-9; // TODO: krafix bug, needs to generate sampler
|
||||
#endif
|
||||
|
||||
#ifdef _Spot
|
||||
int numSpots = int(texelFetch(clustersData, ivec2(clusterI, 1 + maxLightsCluster), 0).r * 255);
|
||||
int numPoints = numLights - numSpots;
|
||||
#endif
|
||||
|
||||
for (int i = 0; i < min(numLights, maxLightsCluster); i++) {
|
||||
int li = int(texelFetch(clustersData, ivec2(clusterI, i + 1), 0).r * 255);
|
||||
visibility += sampleLight(
|
||||
p,
|
||||
n,
|
||||
lightsArray[li * 3].xyz, // lp
|
||||
lightsArray[li * 3 + 1].xyz // lightCol
|
||||
#ifdef _ShadowMap
|
||||
// light index, shadow bias, cast_shadows
|
||||
, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, false
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, lightsArray[li * 3 + 2].y != 0.0
|
||||
, lightsArray[li * 3 + 2].y // spot size (cutoff)
|
||||
, lightsArraySpot[li * 2].w // spot blend (exponent)
|
||||
, lightsArraySpot[li * 2].xyz // spotDir
|
||||
, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w) // scale
|
||||
, lightsArraySpot[li * 2 + 1].xyz // right
|
||||
#endif
|
||||
);
|
||||
}
|
||||
#endif // _Clusters
|
||||
return visibility;
|
||||
}
|
||||
|
||||
vec3 getWorldPos(vec2 uv, float depth) {
|
||||
vec4 pos = invVP * vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
|
||||
return pos.xyz / pos.w;
|
||||
}
|
||||
|
||||
vec3 getNormal(vec2 uv) {
|
||||
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
|
||||
vec2 enc = g0.rg;
|
||||
vec3 n;
|
||||
n.z = 1.0 - abs(enc.x) - abs(enc.y);
|
||||
n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
|
||||
return normalize(n);
|
||||
}
|
||||
|
||||
vec3 calculateIndirectLight(vec2 uv, vec3 pos, vec3 normal, float depth) {
|
||||
// Simplified visibility - replace with your full visibility function if needed
|
||||
vec3 sampleColor = textureLod(gbuffer1, uv, 0.0).rgb * getVisibility(pos, normal, depth, uv);
|
||||
|
||||
#ifdef _EmissionShadeless
|
||||
if (matid == 1) { // pure emissive material, color stored in basecol
|
||||
sampleColor += textureLod(gbuffer1, uv, 0.0).rgb;
|
||||
}
|
||||
#endif
|
||||
#ifdef _EmissionShaded
|
||||
#ifdef _EmissionShadeless
|
||||
else {
|
||||
#endif
|
||||
vec3 sampleEmission = textureLod(gbufferEmission, uv, 0.0).rgb;
|
||||
sampleColor += sampleEmission; // Emission should be added directly
|
||||
#ifdef _EmissionShadeless
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return sampleColor;
|
||||
}
|
||||
|
||||
// Improved sampling parameters
|
||||
const float GOLDEN_ANGLE = 2.39996323;
|
||||
const float MAX_DEPTH_DIFFERENCE = 0.9; // More conservative depth threshold
|
||||
const float SAMPLE_BIAS = 0.01; // Small offset to avoid self-occlusion
|
||||
|
||||
void main() {
|
||||
fragColor = 0;
|
||||
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
|
||||
float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
||||
float depth = textureLod(gbufferD, texCoord, 0.0).r;
|
||||
if (depth >= 1.0) {
|
||||
fragColor = vec3(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid
|
||||
unpackFloatInt16(g0.a, metallic, matid);
|
||||
|
||||
vec2 velocity = -textureLod(sveloc, texCoord, 0.0).rg;
|
||||
|
||||
vec2 enc = g0.rg;
|
||||
vec3 n;
|
||||
n.z = 1.0 - abs(enc.x) - abs(enc.y);
|
||||
n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
|
||||
n = normalize(V3 * n);
|
||||
n.z = 1.0 - abs(g0.x) - abs(g0.y);
|
||||
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
|
||||
n = normalize(n);
|
||||
|
||||
vpos = getPosView(viewRay, d, cameraProj);
|
||||
vec3 pos = getWorldPos(texCoord, depth);
|
||||
vec3 normal = getNormal(texCoord);
|
||||
vec3 centerColor = textureLod(gbuffer1, texCoord, 0.0).rgb;
|
||||
|
||||
rayCast(n);
|
||||
vec3 o1 = normalize(tangent(n));
|
||||
vec3 o2 = (cross(o1, n));
|
||||
vec3 c1 = 0.5f * (o1 + o2);
|
||||
vec3 c2 = 0.5f * (o1 - o2);
|
||||
rayCast(mix(n, o1, angleMix));
|
||||
rayCast(mix(n, o2, angleMix));
|
||||
rayCast(mix(n, -c1, angleMix));
|
||||
rayCast(mix(n, -c2, angleMix));
|
||||
float radius = ssaoRadius;
|
||||
|
||||
#ifdef _SSGICone9
|
||||
rayCast(mix(n, -o1, angleMix));
|
||||
rayCast(mix(n, -o2, angleMix));
|
||||
rayCast(mix(n, c1, angleMix));
|
||||
rayCast(mix(n, c2, angleMix));
|
||||
vec3 gi = vec3(0.0);
|
||||
float totalWeight = 0.0;
|
||||
float angle = fract(sin(dot(texCoord, vec2(12.9898, 78.233))) * 100.0);
|
||||
|
||||
for (int i = 0; i < ssgiSamples; i++) {
|
||||
// Use quasi-random sequence for better coverage
|
||||
float r = sqrt((float(i) + 0.5) / float(ssgiSamples)) * radius;
|
||||
float a = (float(i) * GOLDEN_ANGLE) + angle;
|
||||
|
||||
vec2 offset = vec2(cos(a), sin(a)) * r * radius;
|
||||
vec2 sampleUV = clamp(texCoord + offset * (BayerMatrix8[int(gl_FragCoord.x + velocity.x) % 8][int(gl_FragCoord.y + velocity.y) % 8] - 0.5) / screenSize, vec2(0.001), vec2(0.999));
|
||||
|
||||
float sampleDepth = textureLod(gbufferD, sampleUV, 0.0).r;
|
||||
if (sampleDepth >= 1.0) continue;
|
||||
|
||||
vec3 samplePos = getWorldPos(sampleUV, sampleDepth);
|
||||
vec3 sampleNormal = getNormal(sampleUV);
|
||||
|
||||
// Apply small bias to sample position to avoid self-occlusion
|
||||
samplePos += sampleNormal * SAMPLE_BIAS;
|
||||
|
||||
vec3 dir = pos - samplePos;
|
||||
float dist = length(dir);
|
||||
|
||||
if (abs(pos.z - samplePos.z) > MAX_DEPTH_DIFFERENCE) continue;;
|
||||
|
||||
vec3 sampleColor = calculateIndirectLight(sampleUV, samplePos, sampleNormal, sampleDepth);
|
||||
float weight = 1.0 / (1.0 + dist * dist * 2.0) * max(dot(sampleNormal, n), 0.0);
|
||||
|
||||
gi += sampleColor * weight;
|
||||
totalWeight += weight;
|
||||
}
|
||||
|
||||
// Normalize and apply intensity
|
||||
if (totalWeight > 0.0) {
|
||||
gi /= totalWeight;
|
||||
#ifdef _CPostprocess
|
||||
gi *= PPComp12.x;
|
||||
#else
|
||||
gi *= ssaoStrength;
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef _EmissionShadeless
|
||||
if (matid == 1) { // pure emissive material, color stored in basecol
|
||||
gi += textureLod(gbuffer1, texCoord, 0.0).rgb;
|
||||
}
|
||||
#endif
|
||||
#ifdef _EmissionShaded
|
||||
#ifdef _EmissionShadeless
|
||||
else {
|
||||
#endif
|
||||
gi += textureLod(gbufferEmission, texCoord, 0.0).rgb;
|
||||
#ifdef _EmissionShadeless
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
fragColor = gi / (gi + vec3(1.0)); // Reinhard tone mapping
|
||||
}
|
||||
|
@ -6,6 +6,10 @@
|
||||
"compare_mode": "always",
|
||||
"cull_mode": "none",
|
||||
"links": [
|
||||
{
|
||||
"name": "invVP",
|
||||
"link": "_inverseViewProjectionMatrix"
|
||||
},
|
||||
{
|
||||
"name": "P",
|
||||
"link": "_projectionMatrix"
|
||||
@ -15,16 +19,180 @@
|
||||
"link": "_viewMatrix3"
|
||||
},
|
||||
{
|
||||
"name": "invP",
|
||||
"link": "_inverseProjectionMatrix"
|
||||
"name": "eye",
|
||||
"link": "_cameraPosition"
|
||||
},
|
||||
{
|
||||
"name": "eyeLook",
|
||||
"link": "_cameraLook"
|
||||
},
|
||||
{
|
||||
"name": "cameraProj",
|
||||
"link": "_cameraPlaneProj"
|
||||
|
||||
},
|
||||
{
|
||||
"name": "screenSize",
|
||||
"link": "_screenSize"
|
||||
},
|
||||
{
|
||||
"name": "PPComp12",
|
||||
"link": "_PPComp12",
|
||||
"ifdef": ["_CPostprocess"]
|
||||
},
|
||||
{
|
||||
"name": "lightsArraySpot",
|
||||
"link": "_lightsArraySpot",
|
||||
"ifdef": ["_Clusters", "_Spot"]
|
||||
},
|
||||
{
|
||||
"name": "lightsArray",
|
||||
"link": "_lightsArray",
|
||||
"ifdef": ["_Clusters"]
|
||||
},
|
||||
{
|
||||
"name": "clustersData",
|
||||
"link": "_clustersData",
|
||||
"ifdef": ["_Clusters"]
|
||||
},
|
||||
{
|
||||
"name": "cameraPlane",
|
||||
"link": "_cameraPlane",
|
||||
"ifdef": ["_Clusters"]
|
||||
},
|
||||
{
|
||||
"name": "sunDir",
|
||||
"link": "_sunDirection",
|
||||
"ifdef": ["_Sun"]
|
||||
},
|
||||
{
|
||||
"name": "sunCol",
|
||||
"link": "_sunColor",
|
||||
"ifdef": ["_Sun"]
|
||||
},
|
||||
{
|
||||
"name": "shadowsBias",
|
||||
"link": "_sunShadowsBias",
|
||||
"ifdef": ["_Sun", "_ShadowMap"]
|
||||
},
|
||||
{
|
||||
"name": "LWVP",
|
||||
"link": "_biasLightWorldViewProjectionMatrixSun",
|
||||
"ifndef": ["_CSM"],
|
||||
"ifdef": ["_Sun", "_ShadowMap"]
|
||||
},
|
||||
{
|
||||
"name": "casData",
|
||||
"link": "_cascadeData",
|
||||
"ifdef": ["_Sun", "_ShadowMap", "_CSM"]
|
||||
},
|
||||
{
|
||||
"name": "lightArea0",
|
||||
"link": "_lightArea0",
|
||||
"ifdef": ["_LTC"]
|
||||
},
|
||||
{
|
||||
"name": "lightArea1",
|
||||
"link": "_lightArea1",
|
||||
"ifdef": ["_LTC"]
|
||||
},
|
||||
{
|
||||
"name": "lightArea2",
|
||||
"link": "_lightArea2",
|
||||
"ifdef": ["_LTC"]
|
||||
},
|
||||
{
|
||||
"name": "lightArea3",
|
||||
"link": "_lightArea3",
|
||||
"ifdef": ["_LTC"]
|
||||
},
|
||||
{
|
||||
"name": "sltcMat",
|
||||
"link": "_ltcMat",
|
||||
"ifdef": ["_LTC"]
|
||||
},
|
||||
{
|
||||
"name": "sltcMag",
|
||||
"link": "_ltcMag",
|
||||
"ifdef": ["_LTC"]
|
||||
},
|
||||
{
|
||||
"name": "smSizeUniform",
|
||||
"link": "_shadowMapSize",
|
||||
"ifdef": ["_SMSizeUniform"]
|
||||
},
|
||||
{
|
||||
"name": "lightProj",
|
||||
"link": "_lightPlaneProj",
|
||||
"ifdef": ["_ShadowMap"]
|
||||
},
|
||||
{
|
||||
"name": "pointPos",
|
||||
"link": "_pointPosition",
|
||||
"ifdef": ["_SinglePoint"]
|
||||
},
|
||||
{
|
||||
"name": "pointCol",
|
||||
"link": "_pointColor",
|
||||
"ifdef": ["_SinglePoint"]
|
||||
},
|
||||
{
|
||||
"name": "pointBias",
|
||||
"link": "_pointShadowsBias",
|
||||
"ifdef": ["_SinglePoint", "_ShadowMap"]
|
||||
},
|
||||
{
|
||||
"name": "spotDir",
|
||||
"link": "_spotDirection",
|
||||
"ifdef": ["_SinglePoint", "_Spot"]
|
||||
},
|
||||
{
|
||||
"name": "spotData",
|
||||
"link": "_spotData",
|
||||
"ifdef": ["_SinglePoint", "_Spot"]
|
||||
},
|
||||
{
|
||||
"name": "spotRight",
|
||||
"link": "_spotRight",
|
||||
"ifdef": ["_SinglePoint", "_Spot"]
|
||||
},
|
||||
{
|
||||
"name": "LWVPSpotArray",
|
||||
"link": "_biasLightWorldViewProjectionMatrixSpotArray",
|
||||
"ifdef": ["_Clusters", "_ShadowMap", "_Spot"]
|
||||
},
|
||||
{
|
||||
"name": "pointLightDataArray",
|
||||
"link": "_pointLightsAtlasArray",
|
||||
"ifdef": ["_Clusters", "_ShadowMap", "_ShadowMapAtlas"]
|
||||
},
|
||||
{
|
||||
"name": "LWVPSpot[0]",
|
||||
"link": "_biasLightWorldViewProjectionMatrixSpot0",
|
||||
"ifndef": ["_ShadowMapAtlas"],
|
||||
"ifdef": ["_LTC", "_ShadowMap"]
|
||||
},
|
||||
{
|
||||
"name": "LWVPSpot[1]",
|
||||
"link": "_biasLightWorldViewProjectionMatrixSpot1",
|
||||
"ifndef": ["_ShadowMapAtlas"],
|
||||
"ifdef": ["_LTC", "_ShadowMap"]
|
||||
},
|
||||
{
|
||||
"name": "LWVPSpot[2]",
|
||||
"link": "_biasLightWorldViewProjectionMatrixSpot2",
|
||||
"ifndef": ["_ShadowMapAtlas"],
|
||||
"ifdef": ["_LTC", "_ShadowMap"]
|
||||
},
|
||||
{
|
||||
"name": "LWVPSpot[3]",
|
||||
"link": "_biasLightWorldViewProjectionMatrixSpot3",
|
||||
"ifndef": ["_ShadowMapAtlas"],
|
||||
"ifdef": ["_LTC", "_ShadowMap"]
|
||||
}
|
||||
],
|
||||
"texture_params": [],
|
||||
"vertex_shader": "../include/pass_viewray2.vert.glsl",
|
||||
"vertex_shader": "../include/pass_viewray.vert.glsl",
|
||||
"fragment_shader": "ssgi_pass.frag.glsl"
|
||||
}
|
||||
]
|
||||
|
@ -72,10 +72,11 @@ void main() {
|
||||
float roughness = g0.z;
|
||||
vec4 gr = textureLod(gbuffer_refraction, texCoord, 0.0);
|
||||
float ior = gr.x;
|
||||
float opac = gr.y;
|
||||
float opac = 1.0 - gr.y;
|
||||
float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
||||
if (d == 0.0 || d == 1.0 || opac == 1.0 || ior == 1.0) {
|
||||
fragColor.rgb = textureLod(tex1, texCoord, 0.0).rgb;
|
||||
fragColor.a = opac;
|
||||
return;
|
||||
}
|
||||
vec2 enc = g0.rg;
|
||||
@ -86,7 +87,7 @@ void main() {
|
||||
|
||||
vec3 viewNormal = V3 * n;
|
||||
vec3 viewPos = getPosView(viewRay, d, cameraProj);
|
||||
vec3 refracted = refract(viewPos, viewNormal, 1.0 / ior);
|
||||
vec3 refracted = refract(normalize(viewPos), viewNormal, 1.0 / ior);
|
||||
hitCoord = viewPos;
|
||||
|
||||
vec3 dir = refracted * (1.0 - rand(texCoord) * ss_refractionJitter * roughness) * 2.0;
|
||||
@ -98,9 +99,12 @@ void main() {
|
||||
clamp(-refracted.z, 0.0, 1.0) * clamp((length(viewPos - hitCoord)), 0.0, 1.0) * coords.w;
|
||||
intensity = clamp(intensity, 0.0, 1.0);
|
||||
|
||||
vec3 refractionCol = textureLod(tex1, coords.xy, 0.0).rgb;
|
||||
refractionCol *= intensity;
|
||||
vec3 color = textureLod(tex, texCoord.xy, 0.0).rgb;
|
||||
vec4 refractionCol = textureLod(tex1, coords.xy, 0.0).rgba;
|
||||
refractionCol.a = opac;
|
||||
//refractionCol *= intensity;
|
||||
vec4 color = textureLod(tex, texCoord.xy, 0.0).rgba;
|
||||
color.a = opac;
|
||||
|
||||
fragColor.rgb = mix(refractionCol, color, opac);
|
||||
fragColor.rgba = mix(refractionCol, color, opac);
|
||||
fragColor.a = opac;
|
||||
}
|
||||
|
@ -5,6 +5,12 @@
|
||||
"depth_write": false,
|
||||
"compare_mode": "always",
|
||||
"cull_mode": "none",
|
||||
"blend_source": "source_alpha",
|
||||
"blend_destination": "inverse_source_alpha",
|
||||
"blend_operation": "add",
|
||||
"alpha_blend_source": "blend_one",
|
||||
"alpha_blend_destination": "blend_one",
|
||||
"alpha_blend_operation": "add",
|
||||
"links": [
|
||||
{
|
||||
"name": "P",
|
||||
|
@ -1,6 +1,7 @@
|
||||
//
|
||||
// Copyright (C) 2012 Jorge Jimenez (jorge@iryoku.com)
|
||||
// Copyright (C) 2012 Diego Gutierrez (diegog@unizar.es)
|
||||
// Copyright (C) 2025 Onek8 (info@leenkx.com)
|
||||
// All rights reserved.
|
||||
//
|
||||
// Redistribution and use in source and binary forms, with or without
|
||||
@ -33,6 +34,14 @@
|
||||
// policies, either expressed or implied, of the copyright holders.
|
||||
//
|
||||
|
||||
// TODO:
|
||||
// Add real sss radius
|
||||
// Add real sss scale
|
||||
// Move temp hash, reorganize shader utility functions
|
||||
// Add compiler flag for quality presets or with samples parameter
|
||||
// Clean up + Document comment
|
||||
|
||||
|
||||
#version 450
|
||||
|
||||
#include "compiled.inc"
|
||||
@ -49,67 +58,93 @@ out vec4 fragColor;
|
||||
|
||||
const float SSSS_FOVY = 108.0;
|
||||
|
||||
// Separable SSS Reflectance
|
||||
// const float sssWidth = 0.005;
|
||||
// Temp hash func -
|
||||
float hash13(vec3 p3) {
|
||||
p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973));
|
||||
p3 += dot(p3, p3.yzx + 33.33);
|
||||
return fract((p3.x + p3.y) * p3.z);
|
||||
}
|
||||
|
||||
vec4 SSSSBlur() {
|
||||
// Quality = 0
|
||||
const int SSSS_N_SAMPLES = 11;
|
||||
vec4 kernel[SSSS_N_SAMPLES];
|
||||
kernel[0] = vec4(0.560479, 0.669086, 0.784728, 0);
|
||||
kernel[1] = vec4(0.00471691, 0.000184771, 5.07566e-005, -2);
|
||||
kernel[2] = vec4(0.0192831, 0.00282018, 0.00084214, -1.28);
|
||||
kernel[3] = vec4(0.03639, 0.0130999, 0.00643685, -0.72);
|
||||
kernel[4] = vec4(0.0821904, 0.0358608, 0.0209261, -0.32);
|
||||
kernel[5] = vec4(0.0771802, 0.113491, 0.0793803, -0.08);
|
||||
kernel[6] = vec4(0.0771802, 0.113491, 0.0793803, 0.08);
|
||||
kernel[7] = vec4(0.0821904, 0.0358608, 0.0209261, 0.32);
|
||||
kernel[8] = vec4(0.03639, 0.0130999, 0.00643685, 0.72);
|
||||
kernel[9] = vec4(0.0192831, 0.00282018, 0.00084214, 1.28);
|
||||
kernel[10] = vec4(0.00471691, 0.000184771, 5.07565e-005, 2);
|
||||
const int SSSS_N_SAMPLES = 15;
|
||||
vec4 kernel[SSSS_N_SAMPLES];
|
||||
|
||||
// color neutral kernel weights to prevent color shifting
|
||||
kernel[0] = vec4(0.2, 0.2, 0.2, 0.0);
|
||||
kernel[1] = vec4(0.12, 0.12, 0.12, 0.2);
|
||||
kernel[2] = vec4(0.09, 0.09, 0.09, 0.4);
|
||||
kernel[3] = vec4(0.06, 0.06, 0.06, 0.8);
|
||||
kernel[4] = vec4(0.04, 0.04, 0.04, 1.2);
|
||||
kernel[5] = vec4(0.025, 0.025, 0.025, 1.6);
|
||||
kernel[6] = vec4(0.015, 0.015, 0.015, 2.0);
|
||||
kernel[7] = vec4(0.005, 0.005, 0.005, 2.5);
|
||||
kernel[8] = vec4(0.12, 0.12, 0.12, -0.2);
|
||||
kernel[9] = vec4(0.09, 0.09, 0.09, -0.4);
|
||||
kernel[10] = vec4(0.06, 0.06, 0.06, -0.8);
|
||||
kernel[11] = vec4(0.04, 0.04, 0.04, -1.2);
|
||||
kernel[12] = vec4(0.025, 0.025, 0.025, -1.6);
|
||||
kernel[13] = vec4(0.015, 0.015, 0.015, -2.0);
|
||||
kernel[14] = vec4(0.005, 0.005, 0.005, -2.5);
|
||||
|
||||
vec4 colorM = textureLod(tex, texCoord, 0.0);
|
||||
|
||||
// Fetch linear depth of current pixel
|
||||
float depth = textureLod(gbufferD, texCoord, 0.0).r;
|
||||
float depthM = cameraProj.y / (depth - cameraProj.x);
|
||||
|
||||
// Calculate the sssWidth scale (1.0 for a unit plane sitting on the projection window)
|
||||
float distanceToProjectionWindow = 1.0 / tan(0.5 * radians(SSSS_FOVY));
|
||||
float scale = distanceToProjectionWindow / depthM;
|
||||
|
||||
// Calculate the final step to fetch the surrounding pixels
|
||||
vec2 finalStep = sssWidth * scale * dir;
|
||||
finalStep *= 1.0;//SSSS_STREGTH_SOURCE; // Modulate it using the alpha channel.
|
||||
finalStep *= 1.0 / 3.0; // Divide by 3 as the kernels range from -3 to 3.
|
||||
finalStep *= 0.05; //
|
||||
|
||||
|
||||
// Accumulate the center sample:
|
||||
vec4 colorBlurred = colorM;
|
||||
colorBlurred.rgb *= kernel[0].rgb;
|
||||
|
||||
// Accumulate the other samples
|
||||
vec3 jitterSeed = vec3(texCoord.xy * 1000.0, fract(cameraProj.x * 0.0001));
|
||||
float jitterOffset = (hash13(jitterSeed) * 2.0 - 1.0) * 0.15; // 15% jitteR
|
||||
|
||||
finalStep *= (1.0 + jitterOffset);
|
||||
finalStep *= 0.05;
|
||||
vec3 colorBlurred = vec3(0.0);
|
||||
vec3 weightSum = vec3(0.0);
|
||||
colorBlurred += colorM.rgb * kernel[0].rgb;
|
||||
weightSum += kernel[0].rgb;
|
||||
|
||||
// Accumulate the other samples with per-pixel jittering to reduce banding
|
||||
for (int i = 1; i < SSSS_N_SAMPLES; i++) {
|
||||
// Fetch color and depth for current sample
|
||||
vec2 offset = texCoord + kernel[i].a * finalStep;
|
||||
float sampleJitter = hash13(vec3(texCoord.xy * 720.0, float(i) * 37.45)) * 0.1 - 0.05;
|
||||
|
||||
vec2 offset = texCoord + (kernel[i].a + sampleJitter) * finalStep;
|
||||
vec4 color = textureLod(tex, offset, 0.0);
|
||||
//#if SSSS_FOLLOW_SURFACE == 1
|
||||
// If the difference in depth is huge, we lerp color back to "colorM":
|
||||
//float depth = textureLod(tex, offset, 0.0).r;
|
||||
//float s = clamp(300.0f * distanceToProjectionWindow * sssWidth * abs(depthM - depth),0.0,1.0);
|
||||
//color.rgb = mix(color.rgb, colorM.rgb, s);
|
||||
//#endif
|
||||
// Accumulate
|
||||
colorBlurred.rgb += kernel[i].rgb * color.rgb;
|
||||
|
||||
// ADJUST FOR SURFACE FOLLOWING
|
||||
// 0.0 = disabled (maximum SSS but with bleeding), 1.0 = fully enabled (prevents bleeding but might reduce SSS effect)
|
||||
const float SURFACE_FOLLOWING_STRENGTH = 0.15; // Reduced to preserve more SSS effect
|
||||
|
||||
if (SURFACE_FOLLOWING_STRENGTH > 0.0) {
|
||||
float sampleDepth = textureLod(gbufferD, offset, 0.0).r;
|
||||
float depthScale = 5.0;
|
||||
float depthDiff = abs(depth - sampleDepth) * depthScale;
|
||||
if (depthDiff > 0.3) {
|
||||
float blendFactor = clamp(depthDiff - 0.3, 0.0, 1.0) * SURFACE_FOLLOWING_STRENGTH;
|
||||
color.rgb = mix(color.rgb, colorM.rgb, blendFactor);
|
||||
}
|
||||
}
|
||||
|
||||
colorBlurred += color.rgb * kernel[i].rgb;
|
||||
weightSum += kernel[i].rgb;
|
||||
}
|
||||
|
||||
return colorBlurred;
|
||||
vec3 normalizedColor = colorBlurred / max(weightSum, vec3(0.00001));
|
||||
float dither = hash13(vec3(texCoord * 1333.0, 0.0)) * 0.003 - 0.0015;
|
||||
return vec4(normalizedColor + vec3(dither), colorM.a);
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
if (textureLod(gbuffer0, texCoord, 0.0).a == 8192.0) {
|
||||
fragColor = clamp(SSSSBlur(), 0.0, 1.0);
|
||||
}
|
||||
else {
|
||||
vec4 originalColor = textureLod(tex, texCoord, 0.0);
|
||||
vec4 blurredColor = SSSSBlur();
|
||||
vec4 finalColor = mix(blurredColor, originalColor, 0.15);
|
||||
|
||||
fragColor = clamp(finalColor, 0.0, 1.0);
|
||||
} else {
|
||||
fragColor = textureLod(tex, texCoord, 0.0);
|
||||
}
|
||||
}
|
||||
|
18
leenkx/Shaders/std/aabb.glsl
Normal file
@ -0,0 +1,18 @@
|
||||
#ifndef _AABB_GLSL
|
||||
#define _AABB_GLSL
|
||||
|
||||
bool IntersectAABB(vec3[2] a, vec3[2] b) {
|
||||
const float EPSILON = 0.001; // Small tolerance to prevent false negatives
|
||||
if (abs(a[0].x - b[0].x) > (a[1].x + b[1].x + EPSILON)) return false;
|
||||
if (abs(a[0].y - b[0].y) > (a[1].y + b[1].y + EPSILON)) return false;
|
||||
if (abs(a[0].z - b[0].z) > (a[1].z + b[1].z + EPSILON)) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void AABBfromMinMax(inout vec3[2] aabb, vec3 _min, vec3 _max)
|
||||
{
|
||||
aabb[0] = (_min + _max) * 0.5f;
|
||||
aabb[1] = abs(_max - aabb[0]);
|
||||
}
|
||||
|
||||
#endif
|
@ -22,7 +22,7 @@ THE SOFTWARE.
|
||||
#ifndef _CONETRACE_GLSL_
|
||||
#define _CONETRACE_GLSL_
|
||||
|
||||
#include "std/voxels_constants.glsl"
|
||||
#include "std/constants.glsl"
|
||||
|
||||
// References
|
||||
// https://github.com/Friduric/voxel-cone-tracing
|
||||
@ -92,7 +92,7 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
||||
float dist = voxelSize0;
|
||||
float step_dist = dist;
|
||||
vec3 samplePos;
|
||||
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
|
||||
vec3 start_pos = origin + n * voxelSize0;
|
||||
int clipmap_index0 = 0;
|
||||
|
||||
vec3 aniso_direction = -dir;
|
||||
@ -125,7 +125,7 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
||||
|
||||
if(clipmap_blend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
|
||||
vec4 mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, precomputed_direction, face_offset, direction_weight);
|
||||
mipSample = mix(mipSample, mipSampleNext, smoothstep(0.0, 1.0, clipmap_blend));
|
||||
mipSample = mix(mipSample, mipSampleNext, clipmap_blend);
|
||||
}
|
||||
|
||||
sampleCol += (1.0 - sampleCol.a) * mipSample;
|
||||
@ -148,8 +148,9 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
||||
vec4 traceDiffuse(const vec3 origin, const vec3 normal, const sampler3D voxels, const float clipmaps[voxelgiClipmapCount * 10]) {
|
||||
float sum = 0.0;
|
||||
vec4 amount = vec4(0.0);
|
||||
mat3 TBN = makeTangentBasis(normal);
|
||||
for (int i = 0; i < DIFFUSE_CONE_COUNT; ++i) {
|
||||
vec3 coneDir = DIFFUSE_CONE_DIRECTIONS[i];
|
||||
vec3 coneDir = TBN * DIFFUSE_CONE_DIRECTIONS[i];
|
||||
const float cosTheta = dot(normal, coneDir);
|
||||
if (cosTheta <= 0)
|
||||
continue;
|
||||
@ -166,7 +167,7 @@ vec4 traceDiffuse(const vec3 origin, const vec3 normal, const sampler3D voxels,
|
||||
}
|
||||
|
||||
vec4 traceSpecular(const vec3 origin, const vec3 normal, const sampler3D voxels, const sampler3D voxelsSDF, const vec3 viewDir, const float roughness, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel, const vec2 velocity) {
|
||||
vec3 specularDir = reflect(-viewDir, normal);
|
||||
vec3 specularDir = reflect(normalize(-viewDir), normal);
|
||||
vec3 P = origin + specularDir * ((BayerMatrix8[int(pixel.x + velocity.x) % 8][int(pixel.y + velocity.y) % 8] - 0.5)) * voxelgiStep;
|
||||
vec4 amount = traceCone(voxels, voxelsSDF, P, normal, specularDir, 0, true, roughness, voxelgiStep, clipmaps);
|
||||
|
||||
@ -176,9 +177,9 @@ vec4 traceSpecular(const vec3 origin, const vec3 normal, const sampler3D voxels,
|
||||
return amount * voxelgiOcc;
|
||||
}
|
||||
|
||||
vec4 traceRefraction(const vec3 origin, const vec3 normal, sampler3D voxels, sampler3D voxelsSDF, const vec3 viewDir, const float ior, const float roughness, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel, const vec2 velocity) {
|
||||
const float transmittance = 1.0;
|
||||
vec3 refractionDir = refract(-viewDir, normal, 1.0 / ior);
|
||||
vec4 traceRefraction(const vec3 origin, const vec3 normal, sampler3D voxels, sampler3D voxelsSDF, const vec3 viewDir, const float ior, const float roughness, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel, const vec2 velocity, const float opacity) {
|
||||
const float transmittance = 1.0 - opacity;
|
||||
vec3 refractionDir = refract(normalize(-viewDir), normal, 1.0 / ior);
|
||||
vec3 P = origin + refractionDir * (BayerMatrix8[int(pixel.x + velocity.x) % 8][int(pixel.y + velocity.y) % 8] - 0.5) * voxelgiStep;
|
||||
vec4 amount = transmittance * traceCone(voxels, voxelsSDF, P, normal, refractionDir, 0, true, roughness, voxelgiStep, clipmaps);
|
||||
|
||||
@ -196,7 +197,7 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
|
||||
float dist = voxelSize0;
|
||||
float step_dist = dist;
|
||||
vec3 samplePos;
|
||||
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
|
||||
vec3 start_pos = origin + n * voxelSize0;
|
||||
int clipmap_index0 = 0;
|
||||
|
||||
vec3 aniso_direction = -dir;
|
||||
@ -259,7 +260,6 @@ float traceAO(const vec3 origin, const vec3 normal, const sampler3D voxels, cons
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _VoxelShadow
|
||||
float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 origin, const vec3 n, const vec3 dir, const float aperture, const float step_size, const float clipmaps[voxelgiClipmapCount * 10]) {
|
||||
float sampleCol = 0.0;
|
||||
@ -267,7 +267,7 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
||||
float dist = voxelSize0;
|
||||
float step_dist = dist;
|
||||
vec3 samplePos;
|
||||
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
|
||||
vec3 start_pos = origin + n * voxelSize0;
|
||||
int clipmap_index0 = 0;
|
||||
|
||||
vec3 aniso_direction = -dir;
|
||||
@ -287,7 +287,7 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
||||
float clipmap_blend = fract(lod);
|
||||
vec3 p0 = start_pos + dir * dist;
|
||||
|
||||
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution.x);
|
||||
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution);
|
||||
samplePos = samplePos * 0.5 + 0.5;
|
||||
|
||||
if ((any(notEqual(samplePos, clamp(samplePos, 0.0, 1.0))))) {
|
||||
@ -328,9 +328,9 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
||||
}
|
||||
|
||||
|
||||
float traceShadow(const vec3 origin, const vec3 normal, const sampler3D voxels, const sampler3D voxelsSDF, const vec3 dir, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel) {
|
||||
vec3 P = origin + dir * (BayerMatrix8[int(pixel.x) % 8][int(pixel.y) % 8] - 0.5) * voxelgiStep;
|
||||
float amount = traceConeShadow(voxels, voxelsSDF, P, normal, dir, DIFFUSE_CONE_APERTURE, voxelgiStep, clipmaps);
|
||||
float traceShadow(const vec3 origin, const vec3 normal, const sampler3D voxels, const sampler3D voxelsSDF, const vec3 dir, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel, const vec2 velocity) {
|
||||
vec3 P = origin + dir * (BayerMatrix8[int(pixel.x + velocity.x) % 8][int(pixel.y + velocity.y) % 8] - 0.5) * voxelgiStep;
|
||||
float amount = traceConeShadow(voxels, voxelsSDF, P, normal, dir, SHADOW_CONE_APERTURE, voxelgiStep, clipmaps);
|
||||
amount = clamp(amount, 0.0, 1.0);
|
||||
return amount * voxelgiOcc;
|
||||
}
|
||||
|
@ -21,29 +21,49 @@ THE SOFTWARE.
|
||||
*/
|
||||
|
||||
const int DIFFUSE_CONE_COUNT = 16;
|
||||
const float DIFFUSE_CONE_APERTURE = radians(45.0);
|
||||
|
||||
const vec3 DIFFUSE_CONE_DIRECTIONS[16] = {
|
||||
vec3(0.0000, 0.0000, 1.0000), // Central direction
|
||||
vec3(0.3827, 0.0000, 0.9239), // Ring 1
|
||||
vec3(-0.3827, 0.0000, 0.9239),
|
||||
vec3(0.0000, 0.3827, 0.9239),
|
||||
vec3(0.0000, -0.3827, 0.9239),
|
||||
vec3(0.2706, 0.2706, 0.9239), // Ring 2
|
||||
vec3(-0.2706, 0.2706, 0.9239),
|
||||
vec3(0.2706, -0.2706, 0.9239),
|
||||
vec3(-0.2706, -0.2706, 0.9239),
|
||||
vec3(0.1802, 0.3604, 0.9239), // Ring 3
|
||||
vec3(-0.1802, 0.3604, 0.9239),
|
||||
vec3(0.1802, -0.3604, 0.9239),
|
||||
vec3(-0.1802, -0.3604, 0.9239),
|
||||
vec3(0.3604, 0.1802, 0.9239),
|
||||
vec3(-0.3604, 0.1802, 0.9239),
|
||||
vec3(0.3604, -0.1802, 0.9239)
|
||||
};
|
||||
const float SHADOW_CONE_APERTURE = radians(15.0);
|
||||
|
||||
const float DIFFUSE_CONE_APERTURE = 0.872665; // 50 degrees in radians
|
||||
|
||||
const float BayerMatrix8[8][8] =
|
||||
mat3 makeTangentBasis(const vec3 normal) {
|
||||
// Create a tangent basis from normal vector
|
||||
vec3 tangent;
|
||||
vec3 bitangent;
|
||||
|
||||
// Compute tangent (Frisvad's method)
|
||||
if (abs(normal.z) < 0.999) {
|
||||
tangent = normalize(cross(vec3(0, 1, 0), normal));
|
||||
} else {
|
||||
tangent = normalize(cross(normal, vec3(1, 0, 0)));
|
||||
}
|
||||
bitangent = cross(normal, tangent);
|
||||
|
||||
return mat3(tangent, bitangent, normal);
|
||||
}
|
||||
|
||||
// 16 optimized cone directions for hemisphere sampling (Z-up, normalized)
|
||||
const vec3 DIFFUSE_CONE_DIRECTIONS[16] = vec3[](
|
||||
vec3(0.707107, 0.000000, 0.707107), // Front
|
||||
vec3(-0.707107, 0.000000, 0.707107), // Back
|
||||
vec3(0.000000, 0.707107, 0.707107), // Right
|
||||
vec3(0.000000, -0.707107, 0.707107), // Left
|
||||
vec3(0.500000, 0.500000, 0.707107), // Front-right
|
||||
vec3(-0.500000, 0.500000, 0.707107), // Back-right
|
||||
vec3(0.500000, -0.500000, 0.707107), // Front-left
|
||||
vec3(-0.500000, -0.500000, 0.707107),// Back-left
|
||||
vec3(0.353553, 0.000000, 0.935414), // Narrow front
|
||||
vec3(-0.353553, 0.000000, 0.935414), // Narrow back
|
||||
vec3(0.000000, 0.353553, 0.935414), // Narrow right
|
||||
vec3(0.000000, -0.353553, 0.935414), // Narrow left
|
||||
vec3(0.270598, 0.270598, 0.923880), // Narrow front-right
|
||||
vec3(-0.270598, 0.270598, 0.923880), // Narrow back-right
|
||||
vec3(0.270598, -0.270598, 0.923880), // Narrow front-left
|
||||
vec3(-0.270598, -0.270598, 0.923880) // Narrow back-left
|
||||
);
|
||||
|
||||
// TO DO - Disabled momentarily instead of changing formulas
|
||||
const float off_BayerMatrix8[8][8] =
|
||||
{
|
||||
{ 1.0 / 65.0, 49.0 / 65.0, 13.0 / 65.0, 61.0 / 65.0, 4.0 / 65.0, 52.0 / 65.0, 16.0 / 65.0, 64.0 / 65.0 },
|
||||
{ 33.0 / 65.0, 17.0 / 65.0, 45.0 / 65.0, 29.0 / 65.0, 36.0 / 65.0, 20.0 / 65.0, 48.0 / 65.0, 32.0 / 65.0 },
|
||||
@ -54,3 +74,15 @@ const float BayerMatrix8[8][8] =
|
||||
{ 11.0 / 65.0, 59.0 / 65.0, 7.0 / 65.0, 55.0 / 65.0, 10.0 / 65.0, 58.0 / 65.0, 6.0 / 65.0, 54.0 / 65.0 },
|
||||
{ 43.0 / 65.0, 27.0 / 65.0, 39.0 / 65.0, 23.0 / 65.0, 42.0 / 65.0, 26.0 / 65.0, 38.0 / 65.0, 22.0 / 65.0 }
|
||||
};
|
||||
const float BayerMatrix8[8][8] =
|
||||
{
|
||||
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
|
||||
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
|
||||
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
|
||||
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
|
||||
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
|
||||
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
|
||||
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
|
||||
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 }
|
||||
};
|
||||
|
@ -1,239 +1,679 @@
|
||||
#ifndef _LIGHT_GLSL_
|
||||
#define _LIGHT_GLSL_
|
||||
|
||||
#include "compiled.inc"
|
||||
#include "std/brdf.glsl"
|
||||
#include "std/math.glsl"
|
||||
#ifdef _ShadowMap
|
||||
#include "std/shadows.glsl"
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
#include "std/conetrace.glsl"
|
||||
//!uniform sampler2D voxels_shadows;
|
||||
#endif
|
||||
#ifdef _LTC
|
||||
#include "std/ltc.glsl"
|
||||
#endif
|
||||
#ifdef _LightIES
|
||||
#include "std/ies.glsl"
|
||||
#endif
|
||||
#ifdef _SSRS
|
||||
#include "std/ssrs.glsl"
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
#include "std/light_common.glsl"
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMap
|
||||
#ifdef _SinglePoint
|
||||
#ifdef _Spot
|
||||
#ifndef _LTC
|
||||
uniform sampler2DShadow shadowMapSpot[1];
|
||||
uniform sampler2D shadowMapSpotTransparent[1];
|
||||
uniform mat4 LWVPSpot[1];
|
||||
#endif
|
||||
#else
|
||||
uniform samplerCubeShadow shadowMapPoint[1];
|
||||
uniform samplerCube shadowMapPointTransparent[1];
|
||||
uniform vec2 lightProj;
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
#ifdef _SingleAtlas
|
||||
//!uniform sampler2DShadow shadowMapAtlas;
|
||||
//!uniform sampler2D shadowMapAtlasTransparent;
|
||||
#endif
|
||||
uniform vec2 lightProj;
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlasPoint;
|
||||
uniform sampler2D shadowMapAtlasPointTransparent;
|
||||
#endif
|
||||
#else
|
||||
uniform samplerCubeShadow shadowMapPoint[4];
|
||||
uniform samplerCube shadowMapPointTransparent[4];
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlasSpot;
|
||||
uniform sampler2D shadowMapAtlasSpotTransparent;
|
||||
#endif
|
||||
#else
|
||||
uniform sampler2DShadow shadowMapSpot[4];
|
||||
uniform sampler2D shadowMapSpotTransparent[4];
|
||||
#endif
|
||||
uniform mat4 LWVPSpotArray[maxLightsCluster];
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _LTC
|
||||
uniform vec3 lightArea0;
|
||||
uniform vec3 lightArea1;
|
||||
uniform vec3 lightArea2;
|
||||
uniform vec3 lightArea3;
|
||||
uniform sampler2D sltcMat;
|
||||
uniform sampler2D sltcMag;
|
||||
#ifdef _ShadowMap
|
||||
#ifndef _Spot
|
||||
#ifdef _SinglePoint
|
||||
uniform sampler2DShadow shadowMapSpot[1];
|
||||
uniform sampler2D shadowMapSpotTransparent[1];
|
||||
uniform mat4 LWVPSpot[1];
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
|
||||
uniform sampler2D shadowMapSpotTransparent[maxLightsCluster];
|
||||
uniform mat4 LWVPSpotArray[maxLightsCluster];
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
|
||||
const vec3 albedo, const float rough, const float spec, const vec3 f0
|
||||
#ifdef _ShadowMap
|
||||
, int index, float bias, bool receiveShadow, bool transparent
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
, sampler3D voxels, sampler3D voxelsSDF, float clipmaps[10 * voxelgiClipmapCount]
|
||||
#endif
|
||||
#ifdef _MicroShadowing
|
||||
, float occ
|
||||
#endif
|
||||
#ifdef _SSRS
|
||||
, sampler2D gbufferD, mat4 invVP, vec3 eye
|
||||
#endif
|
||||
) {
|
||||
vec3 ld = lp - p;
|
||||
vec3 l = normalize(ld);
|
||||
vec3 h = normalize(v + l);
|
||||
float dotNH = max(0.0, dot(n, h));
|
||||
float dotVH = max(0.0, dot(v, h));
|
||||
float dotNL = max(0.0, dot(n, l));
|
||||
|
||||
#ifdef _LTC
|
||||
float theta = acos(dotNV);
|
||||
vec2 tuv = vec2(rough, theta / (0.5 * PI));
|
||||
tuv = tuv * LUT_SCALE + LUT_BIAS;
|
||||
vec4 t = textureLod(sltcMat, tuv, 0.0);
|
||||
mat3 invM = mat3(
|
||||
vec3(1.0, 0.0, t.y),
|
||||
vec3(0.0, t.z, 0.0),
|
||||
vec3(t.w, 0.0, t.x));
|
||||
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
|
||||
ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
|
||||
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
|
||||
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
|
||||
#else
|
||||
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||
#endif
|
||||
|
||||
direct *= attenuate(distance(p, lp));
|
||||
direct *= lightCol;
|
||||
|
||||
#ifdef _MicroShadowing
|
||||
direct *= clamp(dotNL + 2.0 * occ * occ - 1.0, 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef _SSRS
|
||||
direct *= traceShadowSS(l, p, gbufferD, invVP, eye);
|
||||
#endif
|
||||
|
||||
#ifdef _VoxelShadow
|
||||
direct *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, l, clipmaps, gl_FragCoord.xy).r) * voxelgiShad;
|
||||
#endif
|
||||
|
||||
#ifdef _LTC
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
|
||||
direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
|
||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1], shadowMapSpotTransparent[1], lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2], shadowMapSpotTransparent[2], lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3], shadowMapSpotTransparent[3], lPos.xyz / lPos.w, bias, transparent);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
return direct;
|
||||
#endif
|
||||
|
||||
#ifdef _Spot
|
||||
if (isSpot) {
|
||||
direct *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
|
||||
direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
|
||||
#ifdef _ShadowMapAtlas
|
||||
direct *= shadowTest(
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
, lPos.xyz / lPos.w, bias, transparent
|
||||
);
|
||||
#else
|
||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1], shadowMapSpotTransparent[1], lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2], shadowMapSpotTransparent[2], lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3], shadowMapSpotTransparent[3], lPos.xyz / lPos.w, bias, transparent);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
return direct;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _LightIES
|
||||
direct *= iesAttenuation(-l);
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
#ifndef _Spot
|
||||
direct *= PCFCube(shadowMapPoint[0], shadowMapPointTransparent[0], ld, -l, bias, lightProj, n, transparent);
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
#ifdef _ShadowMapAtlas
|
||||
direct *= PCFFakeCube(
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
, ld, -l, bias, lightProj, n, index, transparent
|
||||
);
|
||||
#else
|
||||
if (index == 0) direct *= PCFCube(shadowMapPoint[0], shadowMapPointTransparent[0], ld, -l, bias, lightProj, n, transparent);
|
||||
else if (index == 1) direct *= PCFCube(shadowMapPoint[1], shadowMapPointTransparent[1], ld, -l, bias, lightProj, n, transparent);
|
||||
else if (index == 2) direct *= PCFCube(shadowMapPoint[2], shadowMapPointTransparent[2], ld, -l, bias, lightProj, n, transparent);
|
||||
else if (index == 3) direct *= PCFCube(shadowMapPoint[3], shadowMapPointTransparent[3], ld, -l, bias, lightProj, n, transparent);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
return direct;
|
||||
}
|
||||
|
||||
#endif
|
||||
#ifndef _LIGHT_GLSL_
|
||||
#define _LIGHT_GLSL_
|
||||
|
||||
#include "compiled.inc"
|
||||
#include "std/brdf.glsl"
|
||||
#include "std/math.glsl"
|
||||
#ifdef _ShadowMap
|
||||
#include "std/shadows.glsl"
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
#include "std/conetrace.glsl"
|
||||
#endif
|
||||
#ifdef _LTC
|
||||
#include "std/ltc.glsl"
|
||||
#endif
|
||||
#ifdef _LightIES
|
||||
#include "std/ies.glsl"
|
||||
#endif
|
||||
#ifdef _SSRS
|
||||
#include "std/ssrs.glsl"
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
#include "std/light_common.glsl"
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
#include "std/conetrace.glsl"
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMap
|
||||
#ifdef _SinglePoint
|
||||
#ifdef _Spot
|
||||
#ifndef _LTC
|
||||
uniform sampler2DShadow shadowMapSpot[1];
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapSpotTransparent[1];
|
||||
#endif
|
||||
uniform mat4 LWVPSpotArray[1];
|
||||
#endif
|
||||
#else
|
||||
uniform samplerCubeShadow shadowMapPoint[1];
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform samplerCube shadowMapPointTransparent[1];
|
||||
#endif
|
||||
uniform vec2 lightProj;
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
#ifdef _SingleAtlas
|
||||
//!uniform sampler2DShadow shadowMapAtlas;
|
||||
#ifdef _ShadowMapTransparent
|
||||
//!uniform sampler2D shadowMapAtlasTransparent;
|
||||
#endif
|
||||
#endif
|
||||
uniform vec2 lightProj;
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlasPoint;
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapAtlasPointTransparent;
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
uniform samplerCubeShadow shadowMapPoint[4];
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform samplerCube shadowMapPointTransparent[4];
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlasSpot;
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapAtlasSpotTransparent;
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
uniform sampler2DShadow shadowMapSpot[4];
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapSpotTransparent[4];
|
||||
#endif
|
||||
#endif
|
||||
uniform mat4 LWVPSpotArray[maxLightsCluster];
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _LTC
|
||||
uniform vec3 lightArea0;
|
||||
uniform vec3 lightArea1;
|
||||
uniform vec3 lightArea2;
|
||||
uniform vec3 lightArea3;
|
||||
uniform sampler2D sltcMat;
|
||||
uniform sampler2D sltcMag;
|
||||
#ifdef _ShadowMap
|
||||
#ifndef _Spot
|
||||
#ifdef _SinglePoint
|
||||
uniform sampler2DShadow shadowMapSpot[1];
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapSpotTransparent[1];
|
||||
#endif
|
||||
uniform mat4 LWVPSpotArray[1];
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapSpotTransparent[maxLightsCluster];
|
||||
#endif
|
||||
uniform mat4 LWVPSpotArray[maxLightsCluster];
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
|
||||
const vec3 albedo, const float rough, const float spec, const vec3 f0
|
||||
#ifdef _ShadowMap
|
||||
, int index, float bias, bool receiveShadow
|
||||
#ifdef _ShadowMapTransparent
|
||||
, bool transparent
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
, sampler3D voxels, sampler3D voxelsSDF, float clipmaps[10 * voxelgiClipmapCount], vec2 velocity
|
||||
#endif
|
||||
#ifdef _MicroShadowing
|
||||
, float occ
|
||||
#endif
|
||||
#ifdef _SSRS
|
||||
, sampler2D gbufferD, mat4 invVP, vec3 eye
|
||||
#endif
|
||||
) {
|
||||
vec3 ld = lp - p;
|
||||
vec3 l = normalize(ld);
|
||||
vec3 h = normalize(v + l);
|
||||
float dotNH = max(0.0, dot(n, h));
|
||||
float dotVH = max(0.0, dot(v, h));
|
||||
float dotNL = max(0.0, dot(n, l));
|
||||
|
||||
#ifdef _LTC
|
||||
float theta = acos(dotNV);
|
||||
vec2 tuv = vec2(rough, theta / (0.5 * PI));
|
||||
tuv = tuv * LUT_SCALE + LUT_BIAS;
|
||||
vec4 t = textureLod(sltcMat, tuv, 0.0);
|
||||
mat3 invM = mat3(
|
||||
vec3(1.0, 0.0, t.y),
|
||||
vec3(0.0, t.z, 0.0),
|
||||
vec3(t.w, 0.0, t.x));
|
||||
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
|
||||
ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
|
||||
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
|
||||
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
|
||||
#else
|
||||
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||
#endif
|
||||
|
||||
direct *= attenuate(distance(p, lp));
|
||||
direct *= lightCol;
|
||||
|
||||
#ifdef _MicroShadowing
|
||||
direct *= clamp(dotNL + 2.0 * occ * occ - 1.0, 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef _SSRS
|
||||
direct *= traceShadowSS(l, p, gbufferD, invVP, eye);
|
||||
#endif
|
||||
|
||||
#ifdef _VoxelShadow
|
||||
vec3 lightDir = l;
|
||||
#ifdef _Spot
|
||||
if (isSpot)
|
||||
lightDir = spotDir;
|
||||
#endif
|
||||
direct *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, lightDir, clipmaps, gl_FragCoord.xy, velocity).r) * voxelgiShad;
|
||||
#endif
|
||||
|
||||
#ifdef _LTC
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
|
||||
direct *= shadowTest(shadowMapSpot[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[0],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 10, 1.0);
|
||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[0],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[1],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[2],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[3],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
return direct;
|
||||
#endif
|
||||
|
||||
#ifdef _Spot
|
||||
if (isSpot) {
|
||||
direct *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
|
||||
direct *= shadowTest(shadowMapSpot[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[0],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
|
||||
#ifdef _ShadowMapAtlas
|
||||
direct *= shadowTest(
|
||||
#ifdef _ShadowMapTransparent
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSpot
|
||||
#else
|
||||
shadowMapAtlas
|
||||
#endif
|
||||
#endif
|
||||
, lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#else
|
||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[0],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[1],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[2],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[3],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
return direct;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _LightIES
|
||||
direct *= iesAttenuation(-l);
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
#ifndef _Spot
|
||||
direct *= PCFCube(shadowMapPoint[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[0],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
#ifdef _ShadowMapAtlas
|
||||
direct *= PCFFakeCube(
|
||||
#ifdef _ShadowMapTransparent
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasPoint
|
||||
#else
|
||||
shadowMapAtlas
|
||||
#endif
|
||||
#endif
|
||||
, ld, -l, bias, lightProj, n, index
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#else
|
||||
if (index == 0) direct *= PCFCube(shadowMapPoint[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[0],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 1) direct *= PCFCube(shadowMapPoint[1],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[1],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 2) direct *= PCFCube(shadowMapPoint[2],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[2],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 3) direct *= PCFCube(shadowMapPoint[3],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[3],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
return direct;
|
||||
}
|
||||
|
||||
#ifdef _VoxelGI
|
||||
vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
|
||||
const vec3 albedo, const float rough, const float spec, const vec3 f0
|
||||
#ifdef _ShadowMap
|
||||
, int index, float bias, bool receiveShadow
|
||||
#ifdef _ShadowMapTransparent
|
||||
, bool transparent
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
||||
#endif
|
||||
) {
|
||||
vec3 ld = lp - p;
|
||||
vec3 l = normalize(ld);
|
||||
vec3 h = normalize(v + l);
|
||||
float dotNH = max(0.0, dot(n, h));
|
||||
float dotVH = max(0.0, dot(v, h));
|
||||
float dotNL = max(0.0, dot(n, l));
|
||||
|
||||
#ifdef _LTC
|
||||
float theta = acos(dotNV);
|
||||
vec2 tuv = vec2(rough, theta / (0.5 * PI));
|
||||
tuv = tuv * LUT_SCALE + LUT_BIAS;
|
||||
vec4 t = textureLod(sltcMat, tuv, 0.0);
|
||||
mat3 invM = mat3(
|
||||
vec3(1.0, 0.0, t.y),
|
||||
vec3(0.0, t.z, 0.0),
|
||||
vec3(t.w, 0.0, t.x));
|
||||
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
|
||||
ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
|
||||
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
|
||||
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
|
||||
#else
|
||||
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||
#endif
|
||||
|
||||
direct *= attenuate(distance(p, lp));
|
||||
direct *= lightCol;
|
||||
|
||||
#ifdef _LTC
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
|
||||
direct *= shadowTest(shadowMapSpot[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[0],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 10, 1.0);
|
||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[0],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[1],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[2],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[3],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
return direct;
|
||||
#endif
|
||||
|
||||
#ifdef _Spot
|
||||
if (isSpot) {
|
||||
direct *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
|
||||
direct *= shadowTest(shadowMapSpot[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[0],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
|
||||
#ifdef _ShadowMapAtlas
|
||||
direct *= shadowTest(
|
||||
#ifdef _ShadowMapTransparent
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSpot
|
||||
#else
|
||||
shadowMapAtlas
|
||||
#endif
|
||||
#endif
|
||||
, lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#else
|
||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[0],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[1],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[2],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[3],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
return direct;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _LightIES
|
||||
direct *= iesAttenuation(-l);
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
#ifndef _Spot
|
||||
direct *= PCFCube(shadowMapPoint[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[0],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
#ifdef _ShadowMapAtlas
|
||||
direct *= PCFFakeCube(
|
||||
#ifdef _ShadowMapTransparent
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasPoint
|
||||
#else
|
||||
shadowMapAtlas
|
||||
#endif
|
||||
#endif
|
||||
, ld, -l, bias, lightProj, n, index
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#else
|
||||
if (index == 0) direct *= PCFCube(shadowMapPoint[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[0],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 1) direct *= PCFCube(shadowMapPoint[1],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[1],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 2) direct *= PCFCube(shadowMapPoint[2],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[2],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 3) direct *= PCFCube(shadowMapPoint[3],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[3],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
return direct;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
@ -58,7 +58,15 @@ vec2 sampleCube(vec3 dir, out int faceIndex) {
|
||||
}
|
||||
#endif
|
||||
|
||||
vec3 PCF(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec2 uv, const float compare, const vec2 smSize, const bool transparent) {
|
||||
vec3 PCF(sampler2DShadow shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
sampler2D shadowMapTransparent,
|
||||
#endif
|
||||
const vec2 uv, const float compare, const vec2 smSize
|
||||
#ifdef _ShadowMapTransparent
|
||||
, const bool transparent
|
||||
#endif
|
||||
) {
|
||||
vec3 result = vec3(0.0);
|
||||
result.x = texture(shadowMap, vec3(uv + (vec2(-1.0, -1.0) / smSize), compare));
|
||||
result.x += texture(shadowMap, vec3(uv + (vec2(-1.0, 0.0) / smSize), compare));
|
||||
@ -71,11 +79,13 @@ vec3 PCF(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec2 u
|
||||
result.x += texture(shadowMap, vec3(uv + (vec2(1.0, 1.0) / smSize), compare));
|
||||
result = result.xxx / 9.0;
|
||||
|
||||
#ifdef _ShadowMapTransparent
|
||||
if (transparent == false) {
|
||||
vec4 shadowmap_transparent = texture(shadowMapTransparent, uv);
|
||||
if (shadowmap_transparent.a < compare)
|
||||
result *= shadowmap_transparent.rgb;
|
||||
}
|
||||
#endif
|
||||
|
||||
return result;
|
||||
}
|
||||
@ -87,7 +97,15 @@ float lpToDepth(vec3 lp, const vec2 lightProj) {
|
||||
return zcomp * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTransparent, const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n, const bool transparent) {
|
||||
vec3 PCFCube(samplerCubeShadow shadowMapCube,
|
||||
#ifdef _ShadowMapTransparent
|
||||
samplerCube shadowMapCubeTransparent,
|
||||
#endif
|
||||
const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, const bool transparent
|
||||
#endif
|
||||
) {
|
||||
const float s = shadowmapCubePcfSize; // TODO: incorrect...
|
||||
float compare = lpToDepth(lp, lightProj) - bias * 1.5;
|
||||
ml = ml + n * bias * 20;
|
||||
@ -106,11 +124,13 @@ vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTranspare
|
||||
result.x += texture(shadowMapCube, vec4(ml + vec3(-s, -s, -s), compare));
|
||||
result = result.xxx / 9.0;
|
||||
|
||||
#ifdef _ShadowMapTransparent
|
||||
if (transparent == false) {
|
||||
vec4 shadowmap_transparent = texture(shadowMapCubeTransparent, ml);
|
||||
if (shadowmap_transparent.a < compare)
|
||||
result *= shadowmap_transparent.rgb;
|
||||
}
|
||||
#endif
|
||||
|
||||
return result;
|
||||
}
|
||||
@ -209,21 +229,31 @@ vec2 transformOffsetedUV(const int faceIndex, out int newFaceIndex, vec2 uv) {
|
||||
return uv;
|
||||
}
|
||||
|
||||
vec3 PCFFakeCube(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n, const int index, const bool transparent) {
|
||||
vec3 PCFFakeCube(sampler2DShadow shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
sampler2D shadowMapTransparent,
|
||||
#endif
|
||||
const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n, const int index
|
||||
#ifdef _ShadowMapTransparent
|
||||
, const bool transparent
|
||||
#endif
|
||||
) {
|
||||
const vec2 smSize = smSizeUniform; // TODO: incorrect...
|
||||
const float compare = lpToDepth(lp, lightProj) - bias * 1.5;
|
||||
ml = ml + n * bias * 20;
|
||||
|
||||
int faceIndex = 0;
|
||||
const int lightIndex = index * 6;
|
||||
const vec2 uv = sampleCube(ml, faceIndex);
|
||||
|
||||
vec4 pointLightTile = pointLightDataArray[lightIndex + faceIndex]; // x: tile X offset, y: tile Y offset, z: tile size relative to atlas
|
||||
vec2 uvtiled = pointLightTile.z * uv + pointLightTile.xy;
|
||||
#ifdef _FlipY
|
||||
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
|
||||
#endif
|
||||
|
||||
if (any(lessThan(uvtiled, vec2(0.0))) || any(greaterThan(uvtiled, vec2(1.0)))) {
|
||||
return vec3(1.0); // Handle edge cases by returning full light
|
||||
}
|
||||
|
||||
vec3 result = vec3(0.0);
|
||||
result.x += texture(shadowMap, vec3(uvtiled, compare));
|
||||
// soft shadowing
|
||||
@ -236,14 +266,6 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, cons
|
||||
#endif
|
||||
result.x += texture(shadowMap, vec3(uvtiled, compare));
|
||||
|
||||
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(-1.0, 1.0) / smSize)));
|
||||
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
|
||||
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
|
||||
#ifdef _FlipY
|
||||
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
|
||||
#endif
|
||||
result.x += texture(shadowMap, vec3(uvtiled, compare));
|
||||
|
||||
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(0.0, -1.0) / smSize)));
|
||||
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
|
||||
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
|
||||
@ -300,30 +322,47 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, cons
|
||||
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMapTransparent
|
||||
if (transparent == false) {
|
||||
vec4 shadowmap_transparent = texture(shadowMapTransparent, uvtiled);
|
||||
if (shadowmap_transparent.a < compare)
|
||||
result *= shadowmap_transparent.rgb;
|
||||
}
|
||||
#endif
|
||||
|
||||
return result;
|
||||
}
|
||||
#endif
|
||||
|
||||
vec3 shadowTest(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec3 lPos, const float shadowsBias, const bool transparent) {
|
||||
vec3 shadowTest(sampler2DShadow shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
sampler2D shadowMapTransparent,
|
||||
#endif
|
||||
const vec3 lPos, const float shadowsBias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, const bool transparent
|
||||
#endif
|
||||
) {
|
||||
#ifdef _SMSizeUniform
|
||||
vec2 smSize = smSizeUniform;
|
||||
#else
|
||||
const vec2 smSize = shadowmapSize;
|
||||
#endif
|
||||
if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return vec3(1.0);
|
||||
return PCF(shadowMap, shadowMapTransparent, lPos.xy, lPos.z - shadowsBias, smSize, transparent);
|
||||
return PCF(shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapTransparent,
|
||||
#endif
|
||||
lPos.xy, lPos.z - shadowsBias, smSize
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
}
|
||||
|
||||
#ifdef _CSM
|
||||
mat4 getCascadeMat(const float d, out int casi, out int casIndex) {
|
||||
const int c = shadowmapCascades;
|
||||
|
||||
// Get cascade index
|
||||
// TODO: use bounding box slice selection instead of sphere
|
||||
const vec4 ci = vec4(float(c > 0), float(c > 1), float(c > 2), float(c > 3));
|
||||
@ -339,21 +378,26 @@ mat4 getCascadeMat(const float d, out int casi, out int casIndex) {
|
||||
float(d > casData[c * 4].z),
|
||||
float(d > casData[c * 4].w));
|
||||
casi = int(min(dot(ci, comp), c));
|
||||
|
||||
// Get cascade mat
|
||||
casIndex = casi * 4;
|
||||
|
||||
return mat4(
|
||||
casData[casIndex ],
|
||||
casData[casIndex + 1],
|
||||
casData[casIndex + 2],
|
||||
casData[casIndex + 3]);
|
||||
|
||||
// if (casIndex == 0) return mat4(casData[0], casData[1], casData[2], casData[3]);
|
||||
// ..
|
||||
}
|
||||
|
||||
vec3 shadowTestCascade(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec3 eye, const vec3 p, const float shadowsBias, const bool transparent) {
|
||||
vec3 shadowTestCascade(sampler2DShadow shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
sampler2D shadowMapTransparent,
|
||||
#endif
|
||||
const vec3 eye, const vec3 p, const float shadowsBias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, const bool transparent
|
||||
#endif
|
||||
) {
|
||||
#ifdef _SMSizeUniform
|
||||
vec2 smSize = smSizeUniform;
|
||||
#else
|
||||
@ -361,16 +405,22 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap, sampler2D shadowMapTransparent
|
||||
#endif
|
||||
const int c = shadowmapCascades;
|
||||
float d = distance(eye, p);
|
||||
|
||||
int casi;
|
||||
int casIndex;
|
||||
mat4 LWVP = getCascadeMat(d, casi, casIndex);
|
||||
|
||||
vec4 lPos = LWVP * vec4(p, 1.0);
|
||||
lPos.xyz /= lPos.w;
|
||||
|
||||
vec3 visibility = vec3(1.0);
|
||||
if (lPos.w > 0.0) visibility = PCF(shadowMap, shadowMapTransparent, lPos.xy, lPos.z - shadowsBias, smSize, transparent);
|
||||
if (lPos.w > 0.0) visibility = PCF(shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapTransparent,
|
||||
#endif
|
||||
lPos.xy, lPos.z - shadowsBias, smSize
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
|
||||
// Blend cascade
|
||||
// https://github.com/TheRealMJP/Shadows
|
||||
@ -389,13 +439,20 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap, sampler2D shadowMapTransparent
|
||||
vec4 lPos2 = LWVP2 * vec4(p, 1.0);
|
||||
lPos2.xyz /= lPos2.w;
|
||||
vec3 visibility2 = vec3(1.0);
|
||||
if (lPos2.w > 0.0) visibility2 = PCF(shadowMap, shadowMapTransparent, lPos2.xy, lPos2.z - shadowsBias, smSize, transparent);
|
||||
if (lPos2.w > 0.0) visibility2 = PCF(shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapTransparent,
|
||||
#endif
|
||||
lPos.xy, lPos.z - shadowsBias, smSize
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
|
||||
float lerpAmt = smoothstep(0.0, blendThres, splitDist);
|
||||
return mix(visibility2, visibility, lerpAmt);
|
||||
}
|
||||
return visibility;
|
||||
|
||||
// Visualize cascades
|
||||
// if (ci == 0) albedo.rgb = vec3(1.0, 0.0, 0.0);
|
||||
// if (ci == 4) albedo.rgb = vec3(0.0, 1.0, 0.0);
|
||||
@ -403,4 +460,4 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap, sampler2D shadowMapTransparent
|
||||
// if (ci == 12) albedo.rgb = vec3(1.0, 1.0, 0.0);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
@ -1,4 +1,3 @@
|
||||
|
||||
vec3 uncharted2Tonemap(const vec3 x) {
|
||||
const float A = 0.15;
|
||||
const float B = 0.50;
|
||||
@ -12,6 +11,8 @@ vec3 uncharted2Tonemap(const vec3 x) {
|
||||
vec3 tonemapUncharted2(const vec3 color) {
|
||||
const float W = 11.2;
|
||||
const float exposureBias = 2.0;
|
||||
// TODO - Find out why black world value of 0.0,0.0,0.0 turns to white pixels
|
||||
if (dot(color, color) < 0.001) return vec3(0.001);
|
||||
vec3 curr = uncharted2Tonemap(exposureBias * color);
|
||||
vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
|
||||
return curr * whiteScale;
|
||||
@ -36,3 +37,106 @@ vec3 acesFilm(const vec3 x) {
|
||||
vec3 tonemapReinhard(const vec3 color) {
|
||||
return color / (color + vec3(1.0));
|
||||
}
|
||||
|
||||
// Blender AgX Implementation
|
||||
// Troy Sobotka https://github.com/sobotka/AgX
|
||||
|
||||
// AGX Simple
|
||||
vec3 tonemapAgXSimple(vec3 x) {
|
||||
// TODO CORRECT AND OPTIMIZE
|
||||
x = max(x, vec3(0.0));
|
||||
float exposure = 0.6;
|
||||
x *= exposure;
|
||||
const vec3 AgX_A = vec3(0.92, 0.92, 0.72);
|
||||
const vec3 AgX_B = vec3(0.24, 0.24, 0.36);
|
||||
const vec3 AgX_C = vec3(0.92, 0.92, 0.72);
|
||||
const vec3 AgX_D = vec3(0.24, 0.24, 0.36);
|
||||
const vec3 AgX_E = vec3(0.08, 0.08, 0.12);
|
||||
const vec3 AgX_F = vec3(0.0);
|
||||
vec3 result = (x * (AgX_A * x + AgX_B)) / (x * (AgX_C * x + AgX_D) + AgX_E) + AgX_F;
|
||||
float luma = dot(result, vec3(0.2126, 0.7152, 0.0722));
|
||||
result = mix(vec3(luma), result, 0.6);
|
||||
return clamp(result, vec3(0.0), vec3(1.0));
|
||||
}
|
||||
|
||||
// AGX Full Contrast Approx
|
||||
vec3 agxDefaultContrastApprox(vec3 x) {
|
||||
vec3 x2 = x * x;
|
||||
vec3 x4 = x2 * x2;
|
||||
return + 15.5 * x4 * x2
|
||||
- 40.14 * x4 * x
|
||||
+ 31.96 * x4
|
||||
- 6.868 * x2 * x
|
||||
+ 0.4298 * x2
|
||||
+ 0.1191 * x
|
||||
- 0.00232;
|
||||
}
|
||||
// AGX Full Look
|
||||
vec3 agxLook(vec3 x, float strength) {
|
||||
const vec3 slope = vec3(1.0);
|
||||
const vec3 power = vec3(1.35);
|
||||
const vec3 sat = vec3(1.4);
|
||||
vec3 lw = vec3(0.2126, 0.7152, 0.0722);
|
||||
float luma = dot(x, lw);
|
||||
return pow(x * slope, power) * sat - (pow(luma * slope, power) * (sat - 1.0));
|
||||
}
|
||||
|
||||
// AGX Full
|
||||
vec3 tonemapAgXFull(vec3 x) {
|
||||
// x *= 2.0 * (1.0/0.8); // Brightness scale to match Blender's default
|
||||
x = clamp(x, 0.0, 65504.0);
|
||||
x = log2(x + 1.0);
|
||||
x = agxDefaultContrastApprox(clamp(x * 0.5 - 10.5, -12.0, 12.0));
|
||||
x = mix(x, agxLook(x, 0.5), 0.5);
|
||||
x = clamp(x, 0.0, 1.0);
|
||||
return pow(x, vec3(1.0/2.2));
|
||||
}
|
||||
|
||||
|
||||
// Interleaved Gradient Noise (Pseudo-random, AKA Blue Noise style)
|
||||
// Based on http://momentsingraphics.de/BlueNoise.html
|
||||
float ditherBlueNoiseStyle(vec2 p) {
|
||||
return fract(sin(dot(p.xy, vec2(12.9898, 78.233))) * 43758.5453123);
|
||||
}
|
||||
|
||||
// White Noise Dithering
|
||||
float ditherWhiteNoise(vec2 p) {
|
||||
return fract(sin(dot(p, vec2(12.9898, 4.1414))) * 43758.5453);
|
||||
}
|
||||
|
||||
// Ordered Dithering (4x4 Bayer Matrix)
|
||||
float ditherOrderedBayer4x4(ivec2 p) {
|
||||
const float bayer[16] = float[16](
|
||||
0.0, 8.0, 2.0, 10.0,
|
||||
12.0, 4.0, 14.0, 6.0,
|
||||
3.0, 11.0, 1.0, 9.0,
|
||||
15.0, 7.0, 13.0, 5.0
|
||||
);
|
||||
int index = (p.x % 4) * 4 + (p.y % 4);
|
||||
return bayer[index] / 16.0;
|
||||
}
|
||||
|
||||
// Ordered Dithering (8x8 Bayer Matrix)
|
||||
float ditherOrderedBayer8x8(ivec2 p) {
|
||||
const float bayer8x8[64] = float[64](
|
||||
0.0, 32.0, 8.0, 40.0, 2.0, 34.0, 10.0, 42.0,
|
||||
48.0, 16.0, 56.0, 24.0, 50.0, 18.0, 58.0, 26.0,
|
||||
12.0, 44.0, 4.0, 36.0, 14.0, 46.0, 6.0, 38.0,
|
||||
60.0, 28.0, 52.0, 20.0, 62.0, 30.0, 54.0, 22.0,
|
||||
3.0, 35.0, 11.0, 43.0, 1.0, 33.0, 9.0, 41.0,
|
||||
51.0, 19.0, 59.0, 27.0, 49.0, 17.0, 57.0, 25.0,
|
||||
15.0, 47.0, 7.0, 39.0, 13.0, 45.0, 5.0, 37.0,
|
||||
63.0, 31.0, 55.0, 23.0, 61.0, 29.0, 53.0, 21.0
|
||||
);
|
||||
int index = (p.x % 8) * 8 + (p.y % 8);
|
||||
return bayer8x8[index] / 64.0;
|
||||
}
|
||||
|
||||
|
||||
//vec3 applyDither(vec3 color, vec2 screenCoord) {
|
||||
// float quantizationLevels = 255.0;
|
||||
// float noise = randomDither(screenCoord);
|
||||
// float noiseOffset = (noise - 0.5) / quantizationLevels;
|
||||
// vec3 ditheredColor = color + noiseOffset;
|
||||
// return clamp(ditheredColor, 0.0, 1.0);
|
||||
//}
|
||||
|
@ -11,6 +11,11 @@
|
||||
#include "std/light_common.glsl"
|
||||
#endif
|
||||
|
||||
#ifdef _CPostprocess
|
||||
uniform vec3 PPComp11;
|
||||
uniform vec4 PPComp17;
|
||||
#endif
|
||||
|
||||
uniform sampler2D gbufferD;
|
||||
uniform sampler2D snoise;
|
||||
|
||||
@ -87,7 +92,13 @@ out float fragColor;
|
||||
const float tScat = 0.08;
|
||||
const float tAbs = 0.0;
|
||||
const float tExt = tScat + tAbs;
|
||||
const float stepLen = 1.0 / volumSteps;
|
||||
#ifdef _CPostprocess
|
||||
float stepLen = 1.0 / int(PPComp11.y);
|
||||
float AirTurbidity = PPComp17.w;
|
||||
#else
|
||||
const float stepLen = 1.0 / volumSteps;
|
||||
float AirTurbidity = volumAirTurbidity;
|
||||
#endif
|
||||
const float lighting = 0.4;
|
||||
|
||||
void rayStep(inout vec3 curPos, inout float curOpticalDepth, inout float scatteredLightAmount, float stepLenWorld, vec3 viewVecNorm) {
|
||||
@ -162,5 +173,5 @@ void main() {
|
||||
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
|
||||
}
|
||||
|
||||
fragColor = scatteredLightAmount * volumAirTurbidity;
|
||||
fragColor = scatteredLightAmount * AirTurbidity;
|
||||
}
|
||||
|
@ -140,6 +140,16 @@
|
||||
"link": "_biasLightWorldViewProjectionMatrixSpot3",
|
||||
"ifndef": ["_ShadowMapAtlas"],
|
||||
"ifdef": ["_Spot", "_ShadowMap"]
|
||||
},
|
||||
{
|
||||
"name": "PPComp11",
|
||||
"link": "_PPComp11",
|
||||
"ifdef": ["_CPostprocess"]
|
||||
},
|
||||
{
|
||||
"name": "PPComp17",
|
||||
"link": "_PPComp17",
|
||||
"ifdef": ["_CPostprocess"]
|
||||
}
|
||||
],
|
||||
"texture_params": [],
|
||||
|
@ -33,6 +33,7 @@ uniform layout(r32ui) uimage3D voxelsLight;
|
||||
|
||||
#ifdef _ShadowMap
|
||||
uniform sampler2DShadow shadowMap;
|
||||
uniform sampler2D shadowMapTransparent;
|
||||
uniform sampler2DShadow shadowMapSpot;
|
||||
#ifdef _ShadowMapAtlas
|
||||
uniform sampler2DShadow shadowMapPoint;
|
||||
@ -86,30 +87,28 @@ float lpToDepth(vec3 lp, const vec2 lightProj) {
|
||||
|
||||
void main() {
|
||||
int res = voxelgiResolution.x;
|
||||
|
||||
ivec3 dst = ivec3(gl_GlobalInvocationID.xyz);
|
||||
dst.y += clipmapLevel * res;
|
||||
|
||||
vec3 P = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution;
|
||||
P = P * 2.0 - 1.0;
|
||||
P *= clipmaps[int(clipmapLevel * 10)];
|
||||
P *= voxelgiResolution;
|
||||
P += vec3(clipmaps[int(clipmapLevel * 10 + 4)], clipmaps[int(clipmapLevel * 10 + 5)], clipmaps[int(clipmapLevel * 10 + 6)]);
|
||||
vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
|
||||
wposition = wposition * 2.0 - 1.0;
|
||||
wposition *= float(clipmaps[int(clipmapLevel * 10)]);
|
||||
wposition *= voxelgiResolution.x;
|
||||
wposition += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
|
||||
|
||||
vec3 visibility;
|
||||
vec3 lp = lightPos - P;
|
||||
float visibility;
|
||||
vec3 lp = lightPos -wposition;
|
||||
vec3 l;
|
||||
if (lightType == 0) { l = lightDir; visibility = vec3(1.0); }
|
||||
else { l = normalize(lp); visibility = vec3(attenuate(distance(P, lightPos))); }
|
||||
if (lightType == 0) { l = lightDir; visibility = 1.0; }
|
||||
else { l = normalize(lp); visibility = attenuate(distance(wposition, lightPos)); }
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (lightShadow == 1) {
|
||||
vec4 lightPosition = LVP * vec4(P, 1.0);
|
||||
vec4 lightPosition = LVP * vec4(wposition, 1.0);
|
||||
vec3 lPos = lightPosition.xyz / lightPosition.w;
|
||||
visibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).rrr;
|
||||
visibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).r;
|
||||
}
|
||||
else if (lightShadow == 2) {
|
||||
vec4 lightPosition = LVP * vec4(P, 1.0);
|
||||
vec4 lightPosition = LVP * vec4(wposition, 1.0);
|
||||
vec3 lPos = lightPosition.xyz / lightPosition.w;
|
||||
visibility *= texture(shadowMapSpot, vec3(lPos.xy, lPos.z - shadowsBias)).r;
|
||||
}
|
||||
@ -130,9 +129,7 @@ void main() {
|
||||
}
|
||||
#endif
|
||||
|
||||
vec3 light = visibility * lightColor;
|
||||
|
||||
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, 0), uint(light.r * 255));
|
||||
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x), uint(light.g * 255));
|
||||
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x * 2), uint(light.b * 255));
|
||||
imageAtomicAdd(voxelsLight, dst, uint(visibility * lightColor.r * 255));
|
||||
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x), uint(visibility * lightColor.g * 255));
|
||||
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x * 2), uint(visibility * lightColor.b * 255));
|
||||
}
|
||||
|
@ -27,14 +27,14 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
|
||||
#include "std/math.glsl"
|
||||
#include "std/gbuffer.glsl"
|
||||
#include "std/imageatomic.glsl"
|
||||
#include "std/voxels_constants.glsl"
|
||||
#include "std/constants.glsl"
|
||||
|
||||
#ifdef _VoxelGI
|
||||
uniform layout(rgba8) image3D voxelsB;
|
||||
uniform layout(rgba8) image3D voxelsOut;
|
||||
#else
|
||||
uniform layout(r16) image3D voxelsB;
|
||||
uniform layout(r16) image3D voxelsOut;
|
||||
uniform layout(r8) image3D voxelsB;
|
||||
uniform layout(r8) image3D voxelsOut;
|
||||
#endif
|
||||
|
||||
uniform int clipmapLevel;
|
||||
|
@ -29,19 +29,38 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
#include "std/gbuffer.glsl"
|
||||
#include "std/imageatomic.glsl"
|
||||
#include "std/conetrace.glsl"
|
||||
#include "std/brdf.glsl"
|
||||
#include "std/shirr.glsl"
|
||||
|
||||
uniform sampler3D voxels;
|
||||
uniform sampler2D gbufferD;
|
||||
uniform sampler2D gbuffer0;
|
||||
uniform layout(r8) image2D voxels_ao;
|
||||
uniform layout(rgba8) image2D voxels_ao;
|
||||
|
||||
uniform float clipmaps[voxelgiClipmapCount * 10];
|
||||
uniform mat4 InvVP;
|
||||
uniform vec2 cameraProj;
|
||||
uniform vec3 eye;
|
||||
uniform vec3 eyeLook;
|
||||
uniform vec2 postprocess_resolution;
|
||||
|
||||
uniform sampler2D gbuffer1;
|
||||
#ifdef _gbuffer2
|
||||
uniform sampler2D gbuffer2;
|
||||
#endif
|
||||
uniform float envmapStrength;
|
||||
#ifdef _Irr
|
||||
uniform float shirr[7 * 4];
|
||||
#endif
|
||||
#ifdef _Brdf
|
||||
uniform sampler2D senvmapBrdf;
|
||||
#endif
|
||||
#ifdef _Rad
|
||||
uniform sampler2D senvmapRadiance;
|
||||
uniform int envmapNumMipmaps;
|
||||
#endif
|
||||
#ifdef _EnvCol
|
||||
uniform vec3 backgroundCol;
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
const vec2 pixel = gl_GlobalInvocationID.xy;
|
||||
vec2 uv = (pixel + 0.5) / postprocess_resolution;
|
||||
@ -54,12 +73,11 @@ void main() {
|
||||
|
||||
float x = uv.x * 2 - 1;
|
||||
float y = uv.y * 2 - 1;
|
||||
vec4 v = vec4(x, y, 1.0, 1.0);
|
||||
v = vec4(InvVP * v);
|
||||
v.xyz /= v.w;
|
||||
vec3 viewRay = v.xyz - eye;
|
||||
vec4 clipPos = vec4(x, y, depth, 1.0);
|
||||
vec4 worldPos = InvVP * clipPos;
|
||||
vec3 P = worldPos.xyz / worldPos.w;
|
||||
|
||||
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
|
||||
vec3 v = normalize(eye - P);
|
||||
|
||||
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
|
||||
vec3 n;
|
||||
@ -67,7 +85,89 @@ void main() {
|
||||
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
|
||||
n = normalize(n);
|
||||
|
||||
float occ = 1.0 - traceAO(P, n, voxels, clipmaps);
|
||||
float roughness = g0.b;
|
||||
float metallic;
|
||||
uint matid;
|
||||
unpackFloatInt16(g0.a, metallic, matid);
|
||||
|
||||
imageStore(voxels_ao, ivec2(pixel), vec4(occ));
|
||||
vec4 g1 = textureLod(gbuffer1, uv, 0.0); // Basecolor.rgb, spec/occ
|
||||
vec2 occspec = unpackFloat2(g1.a);
|
||||
vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
|
||||
vec3 f0 = surfaceF0(g1.rgb, metallic);
|
||||
float dotNV = max(dot(n, v), 0.0);
|
||||
|
||||
#ifdef _gbuffer2
|
||||
vec4 g2 = textureLod(gbuffer2, uv, 0.0);
|
||||
#endif
|
||||
|
||||
#ifdef _MicroShadowing
|
||||
occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
|
||||
#endif
|
||||
|
||||
#ifdef _Brdf
|
||||
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
|
||||
vec3 F = f0 * envBRDF.x + envBRDF.y;
|
||||
#endif
|
||||
|
||||
// Envmap
|
||||
#ifdef _Irr
|
||||
vec4 shPacked[7];
|
||||
for (int i = 0; i < 7; i++) {
|
||||
int base = i * 4;
|
||||
shPacked[i] = vec4(
|
||||
shirr[base],
|
||||
shirr[base + 1],
|
||||
shirr[base + 2],
|
||||
shirr[base + 3]
|
||||
);
|
||||
}
|
||||
vec3 envl = shIrradiance(n, shPacked);
|
||||
|
||||
#ifdef _gbuffer2
|
||||
if (g2.b < 0.5) {
|
||||
envl = envl;
|
||||
} else {
|
||||
envl = vec3(0.0);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _EnvTex
|
||||
envl /= PI;
|
||||
#endif
|
||||
#else
|
||||
vec3 envl = vec3(0.0);
|
||||
#endif
|
||||
|
||||
#ifdef _Rad
|
||||
vec3 reflectionWorld = reflect(-v, n);
|
||||
float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
|
||||
vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
|
||||
#endif
|
||||
|
||||
#ifdef _EnvLDR
|
||||
envl.rgb = pow(envl.rgb, vec3(2.2));
|
||||
#ifdef _Rad
|
||||
prefilteredColor = pow(prefilteredColor, vec3(2.2));
|
||||
#endif
|
||||
#endif
|
||||
|
||||
envl.rgb *= albedo;
|
||||
|
||||
#ifdef _Brdf
|
||||
envl.rgb *= 1.0 - F; //LV: We should take refracted light into account
|
||||
#endif
|
||||
|
||||
#ifdef _Rad // Indirect specular
|
||||
envl.rgb += prefilteredColor * F; //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
|
||||
#else
|
||||
#ifdef _EnvCol
|
||||
envl.rgb += backgroundCol * F; //LV: Eh, what's the point of weighting it only by F0?
|
||||
#endif
|
||||
#endif
|
||||
|
||||
envl.rgb *= envmapStrength * occspec.x;
|
||||
|
||||
vec3 occ = envl * (1.0 - traceAO(P, n, voxels, clipmaps));
|
||||
|
||||
imageStore(voxels_ao, ivec2(pixel), vec4(occ, 1.0));
|
||||
}
|
||||
|
@ -29,6 +29,8 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
#include "std/gbuffer.glsl"
|
||||
#include "std/imageatomic.glsl"
|
||||
#include "std/conetrace.glsl"
|
||||
#include "std/brdf.glsl"
|
||||
#include "std/shirr.glsl"
|
||||
|
||||
uniform sampler3D voxels;
|
||||
uniform sampler2D gbufferD;
|
||||
@ -37,29 +39,44 @@ uniform layout(rgba8) image2D voxels_diffuse;
|
||||
|
||||
uniform float clipmaps[voxelgiClipmapCount * 10];
|
||||
uniform mat4 InvVP;
|
||||
uniform vec2 cameraProj;
|
||||
uniform vec3 eye;
|
||||
uniform vec3 eyeLook;
|
||||
uniform vec2 postprocess_resolution;
|
||||
|
||||
uniform sampler2D gbuffer1;
|
||||
#ifdef _gbuffer2
|
||||
uniform sampler2D gbuffer2;
|
||||
#endif
|
||||
uniform float envmapStrength;
|
||||
#ifdef _Irr
|
||||
uniform float shirr[7 * 4];
|
||||
#endif
|
||||
#ifdef _Brdf
|
||||
uniform sampler2D senvmapBrdf;
|
||||
#endif
|
||||
#ifdef _Rad
|
||||
uniform sampler2D senvmapRadiance;
|
||||
uniform int envmapNumMipmaps;
|
||||
#endif
|
||||
#ifdef _EnvCol
|
||||
uniform vec3 backgroundCol;
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
const vec2 pixel = gl_GlobalInvocationID.xy;
|
||||
vec2 uv = (pixel + 0.5) / postprocess_resolution;
|
||||
#ifdef _InvY
|
||||
uv.y = 1.0 - uv.y
|
||||
uv.y = 1.0 - uv.y;
|
||||
#endif
|
||||
|
||||
float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
|
||||
if (depth == 0) return;
|
||||
if (depth == 0.0) return;
|
||||
|
||||
float x = uv.x * 2 - 1;
|
||||
float y = uv.y * 2 - 1;
|
||||
vec4 v = vec4(x, y, 1.0, 1.0);
|
||||
v = vec4(InvVP * v);
|
||||
v.xyz /= v.w;
|
||||
vec3 viewRay = v.xyz - eye;
|
||||
|
||||
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
|
||||
vec4 clipPos = vec4(x, y, depth, 1.0);
|
||||
vec4 worldPos = InvVP * clipPos;
|
||||
vec3 P = worldPos.xyz / worldPos.w;
|
||||
vec3 v = normalize(eye - P);
|
||||
|
||||
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
|
||||
vec3 n;
|
||||
@ -67,7 +84,94 @@ void main() {
|
||||
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
|
||||
n = normalize(n);
|
||||
|
||||
vec4 color = traceDiffuse(P, n, voxels, clipmaps);
|
||||
float roughness = g0.b;
|
||||
float metallic;
|
||||
uint matid;
|
||||
unpackFloatInt16(g0.a, metallic, matid);
|
||||
|
||||
imageStore(voxels_diffuse, ivec2(pixel), color);
|
||||
vec4 g1 = textureLod(gbuffer1, uv, 0.0); // Basecolor.rgb, spec/occ
|
||||
vec2 occspec = unpackFloat2(g1.a);
|
||||
vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
|
||||
vec3 f0 = surfaceF0(g1.rgb, metallic);
|
||||
float dotNV = max(dot(n, v), 0.0);
|
||||
|
||||
#ifdef _gbuffer2
|
||||
vec4 g2 = textureLod(gbuffer2, uv, 0.0);
|
||||
#endif
|
||||
|
||||
#ifdef _MicroShadowing
|
||||
occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
|
||||
#endif
|
||||
|
||||
#ifdef _Brdf
|
||||
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
|
||||
vec3 F = f0 * envBRDF.x + envBRDF.y;
|
||||
#else
|
||||
vec3 F = f0;
|
||||
#endif
|
||||
|
||||
|
||||
// Envmap
|
||||
#ifdef _Irr
|
||||
vec4 shPacked[7];
|
||||
for (int i = 0; i < 7; i++) {
|
||||
int base = i * 4;
|
||||
shPacked[i] = vec4(
|
||||
shirr[base],
|
||||
shirr[base + 1],
|
||||
shirr[base + 2],
|
||||
shirr[base + 3]
|
||||
);
|
||||
}
|
||||
vec3 envl = shIrradiance(n, shPacked);
|
||||
|
||||
#ifdef _gbuffer2
|
||||
if (g2.b < 0.5) {
|
||||
envl = envl;
|
||||
} else {
|
||||
envl = vec3(0.0);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _EnvTex
|
||||
envl /= PI;
|
||||
#endif
|
||||
#else
|
||||
vec3 envl = vec3(0.0);
|
||||
#endif
|
||||
|
||||
#ifdef _Rad
|
||||
vec3 reflectionWorld = reflect(-v, n);
|
||||
float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
|
||||
vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
|
||||
#endif
|
||||
|
||||
#ifdef _EnvLDR
|
||||
envl.rgb = pow(envl.rgb, vec3(2.2));
|
||||
#ifdef _Rad
|
||||
prefilteredColor = pow(prefilteredColor, vec3(2.2));
|
||||
#endif
|
||||
#endif
|
||||
|
||||
envl.rgb *= albedo;
|
||||
|
||||
#ifdef _Brdf
|
||||
envl.rgb *= 1.0 - F; //LV: We should take refracted light into account
|
||||
#endif
|
||||
|
||||
#ifdef _Rad // Indirect specular
|
||||
envl.rgb += prefilteredColor * F; //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
|
||||
#else
|
||||
#ifdef _EnvCol
|
||||
envl.rgb += backgroundCol * F; //LV: Eh, what's the point of weighting it only by F0?
|
||||
#endif
|
||||
#endif
|
||||
|
||||
envl.rgb *= envmapStrength * occspec.x;
|
||||
|
||||
vec4 trace = traceDiffuse(P, n, voxels, clipmaps);
|
||||
vec3 color = trace.rgb * albedo * (1.0 - F);
|
||||
color += envl * (1.0 - trace.a);
|
||||
|
||||
imageStore(voxels_diffuse, ivec2(pixel), vec4(color, 1.0));
|
||||
}
|
||||
|
@ -1,79 +0,0 @@
|
||||
/*
|
||||
Copyright (c) 2024 Turánszki János
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
*/
|
||||
|
||||
#version 450
|
||||
|
||||
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
|
||||
#include "compiled.inc"
|
||||
#include "std/math.glsl"
|
||||
#include "std/gbuffer.glsl"
|
||||
#include "std/imageatomic.glsl"
|
||||
#include "std/conetrace.glsl"
|
||||
|
||||
uniform sampler2D gbufferD;
|
||||
uniform sampler2D gbuffer0;
|
||||
uniform sampler3D voxels;
|
||||
uniform sampler3D voxelsSDF;
|
||||
uniform sampler2D gbuffer_refraction;
|
||||
uniform layout(rgba8) image2D voxels_refraction;
|
||||
|
||||
uniform float clipmaps[voxelgiClipmapCount * 10];
|
||||
uniform mat4 InvVP;
|
||||
uniform vec2 cameraProj;
|
||||
uniform vec3 eye;
|
||||
uniform vec3 eyeLook;
|
||||
uniform vec2 postprocess_resolution;
|
||||
|
||||
void main() {
|
||||
const vec2 pixel = gl_GlobalInvocationID.xy;
|
||||
vec2 uv = (pixel + 0.5) / postprocess_resolution;
|
||||
#ifdef _InvY
|
||||
uv.y = 1.0 - uv.y
|
||||
#endif
|
||||
|
||||
float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
|
||||
if (depth == 0) return;
|
||||
|
||||
vec2 ior_opac = textureLod(gbuffer_refraction, uv, 0.0).xy;
|
||||
|
||||
float x = uv.x * 2 - 1;
|
||||
float y = uv.y * 2 - 1;
|
||||
vec4 v = vec4(x, y, 1.0, 1.0);
|
||||
v = vec4(InvVP * v);
|
||||
v.xyz /= v.w;
|
||||
vec3 viewRay = v.xyz - eye;
|
||||
|
||||
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
|
||||
|
||||
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
|
||||
vec3 n;
|
||||
n.z = 1.0 - abs(g0.x) - abs(g0.y);
|
||||
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
|
||||
n = normalize(n);
|
||||
|
||||
vec3 color = vec3(0.0);
|
||||
if(ior_opac.y < 1.0)
|
||||
color = traceRefraction(P, n, voxels, voxelsSDF, normalize(eye - P), ior_opac.x, g0.b, clipmaps, pixel).rgb;
|
||||
|
||||
imageStore(voxels_refraction, ivec2(pixel), vec4(color, 1.0));
|
||||
}
|
@ -1,75 +0,0 @@
|
||||
/*
|
||||
Copyright (c) 2024 Turánszki János
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
*/
|
||||
|
||||
#version 450
|
||||
|
||||
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
|
||||
#include "compiled.inc"
|
||||
#include "std/math.glsl"
|
||||
#include "std/gbuffer.glsl"
|
||||
#include "std/imageatomic.glsl"
|
||||
#include "std/conetrace.glsl"
|
||||
|
||||
uniform sampler3D voxels;
|
||||
uniform sampler3D voxelsSDF;
|
||||
uniform sampler2D gbufferD;
|
||||
uniform sampler2D gbuffer0;
|
||||
uniform layout(r16) image2D voxels_shadows;
|
||||
|
||||
uniform float clipmaps[voxelgiClipmapCount * 10];
|
||||
uniform mat4 InvVP;
|
||||
uniform vec2 cameraProj;
|
||||
uniform vec3 eye;
|
||||
uniform vec3 eyeLook;
|
||||
uniform vec2 postprocess_resolution;
|
||||
uniform vec3 lPos;
|
||||
|
||||
void main() {
|
||||
const vec2 pixel = gl_GlobalInvocationID.xy;
|
||||
vec2 uv = (pixel + 0.5) / postprocess_resolution;
|
||||
#ifdef _InvY
|
||||
uv.y = 1.0 - uv.y;
|
||||
#endif
|
||||
|
||||
float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
|
||||
if (depth == 0) return;
|
||||
|
||||
float x = uv.x * 2 - 1;
|
||||
float y = uv.y * 2 - 1;
|
||||
vec4 v = vec4(x, y, 1.0, 1.0);
|
||||
v = vec4(InvVP * v);
|
||||
v.xyz /= v.w;
|
||||
vec3 viewRay = v.xyz - eye;
|
||||
|
||||
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
|
||||
|
||||
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
|
||||
vec3 n;
|
||||
n.z = 1.0 - abs(g0.x) - abs(g0.y);
|
||||
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
|
||||
n = normalize(n);
|
||||
|
||||
float occ = 1.0 - traceShadow(P, n, voxels, voxelsSDF, normalize(lPos - P), clipmaps, pixel);
|
||||
|
||||
imageStore(voxels_shadows, ivec2(pixel), vec4(occ));
|
||||
}
|
@ -29,6 +29,7 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
#include "std/gbuffer.glsl"
|
||||
#include "std/imageatomic.glsl"
|
||||
#include "std/conetrace.glsl"
|
||||
#include "std/brdf.glsl"
|
||||
|
||||
uniform sampler2D gbufferD;
|
||||
uniform sampler2D gbuffer0;
|
||||
@ -38,9 +39,7 @@ uniform layout(rgba8) image2D voxels_specular;
|
||||
|
||||
uniform float clipmaps[voxelgiClipmapCount * 10];
|
||||
uniform mat4 InvVP;
|
||||
uniform vec2 cameraProj;
|
||||
uniform vec3 eye;
|
||||
uniform vec3 eyeLook;
|
||||
uniform vec2 postprocess_resolution;
|
||||
uniform sampler2D sveloc;
|
||||
|
||||
@ -48,7 +47,7 @@ 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;
|
||||
@ -56,12 +55,10 @@ void main() {
|
||||
|
||||
float x = uv.x * 2 - 1;
|
||||
float y = uv.y * 2 - 1;
|
||||
vec4 v = vec4(x, y, 1.0, 1.0);
|
||||
v = vec4(InvVP * v);
|
||||
v.xyz /= v.w;
|
||||
vec4 clipPos = vec4(x, y, depth, 1.0);
|
||||
vec4 worldPos = InvVP * clipPos;
|
||||
vec3 P = worldPos.xyz / worldPos.w;
|
||||
|
||||
vec3 viewRay = v.xyz - eye;
|
||||
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
|
||||
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
|
||||
|
||||
vec3 n;
|
||||
@ -71,7 +68,7 @@ void main() {
|
||||
|
||||
vec2 velocity = -textureLod(sveloc, uv, 0.0).rg;
|
||||
|
||||
vec3 color = traceSpecular(P, n, voxels, voxelsSDF, normalize(eye - P), g0.z, clipmaps, pixel, velocity).rgb;
|
||||
vec3 color = traceSpecular(P, n, voxels, voxelsSDF, normalize(eye - P), g0.z * g0.z, clipmaps, pixel, velocity).rgb;
|
||||
|
||||
imageStore(voxels_specular, ivec2(pixel), vec4(color, 1.0));
|
||||
}
|
||||
|
@ -23,8 +23,8 @@ THE SOFTWARE.
|
||||
|
||||
#include "compiled.inc"
|
||||
|
||||
uniform layout(r16) image3D input_sdf;
|
||||
uniform layout(r16) image3D output_sdf;
|
||||
uniform layout(r8) image3D input_sdf;
|
||||
uniform layout(r8) image3D output_sdf;
|
||||
|
||||
uniform float jump_size;
|
||||
uniform int clipmapLevel;
|
||||
|
@ -46,15 +46,15 @@ uniform layout(r32ui) uimage3D voxels;
|
||||
uniform layout(r32ui) uimage3D voxelsLight;
|
||||
uniform layout(rgba8) image3D voxelsB;
|
||||
uniform layout(rgba8) image3D voxelsOut;
|
||||
uniform layout(r16) image3D SDF;
|
||||
uniform layout(r8) image3D SDF;
|
||||
#else
|
||||
#ifdef _VoxelAOvar
|
||||
#ifdef _VoxelShadow
|
||||
uniform layout(r16) image3D SDF;
|
||||
uniform layout(r8) image3D SDF;
|
||||
#endif
|
||||
uniform layout(r32ui) uimage3D voxels;
|
||||
uniform layout(r16) image3D voxelsB;
|
||||
uniform layout(r16) image3D voxelsOut;
|
||||
uniform layout(r8) image3D voxelsB;
|
||||
uniform layout(r8) image3D voxelsOut;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@ -74,14 +74,9 @@ void main() {
|
||||
#endif
|
||||
#endif
|
||||
|
||||
ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
|
||||
#ifdef _VoxelGI
|
||||
vec3 light = vec3(0.0);
|
||||
light.r = float(imageLoad(voxelsLight, src)) / 255;
|
||||
light.g = float(imageLoad(voxelsLight, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
|
||||
light.b = float(imageLoad(voxelsLight, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
|
||||
light /= 3;
|
||||
#endif
|
||||
int nor_count = 0;
|
||||
vec3 avgNormal = vec3(0.0);
|
||||
mat3 TBN = mat3(0.0);
|
||||
|
||||
for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
|
||||
{
|
||||
@ -91,7 +86,7 @@ void main() {
|
||||
float aniso_colors[6];
|
||||
#endif
|
||||
|
||||
src = ivec3(gl_GlobalInvocationID.xyz);
|
||||
ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
|
||||
src.x += i * res;
|
||||
ivec3 dst = src;
|
||||
dst.y += clipmapLevel * res;
|
||||
@ -104,44 +99,67 @@ void main() {
|
||||
|
||||
if (i < 6) {
|
||||
#ifdef _VoxelGI
|
||||
vec4 basecol = vec4(0.0);
|
||||
basecol.r = float(imageLoad(voxels, src)) / 255;
|
||||
basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
|
||||
basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
|
||||
basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255;
|
||||
basecol /= 4;
|
||||
vec3 emission = vec3(0.0);
|
||||
emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255;
|
||||
emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255;
|
||||
emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255;
|
||||
emission /= 3;
|
||||
vec3 N = vec3(0.0);
|
||||
N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255;
|
||||
N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
|
||||
N /= 2;
|
||||
vec3 wnormal = decode_oct(N.rg * 2 - 1);
|
||||
vec3 envl = vec3(0.0);
|
||||
envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
|
||||
envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255;
|
||||
envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255;
|
||||
envl /= 3;
|
||||
envl *= 100;
|
||||
int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 15)));
|
||||
if (count > 0) {
|
||||
vec4 basecol = vec4(0.0);
|
||||
basecol.r = float(imageLoad(voxels, src)) / 255;
|
||||
basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
|
||||
basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
|
||||
basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255;
|
||||
basecol /= count;
|
||||
vec3 emission = vec3(0.0);
|
||||
emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255;
|
||||
emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255;
|
||||
emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255;
|
||||
emission /= count;
|
||||
vec3 N = vec3(0.0);
|
||||
N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255;
|
||||
N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
|
||||
N /= count;
|
||||
N = decode_oct(N.rg * 2.0 - 1.0);
|
||||
|
||||
//clipmap to world
|
||||
vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
|
||||
wposition = wposition * 2.0 - 1.0;
|
||||
wposition *= float(clipmaps[int(clipmapLevel * 10)]);
|
||||
wposition *= voxelgiResolution.x;
|
||||
wposition += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
|
||||
if (abs(N.x) > 0)
|
||||
avgNormal.x += N.x;
|
||||
if (abs(N.y) > 0)
|
||||
avgNormal.y += N.y;
|
||||
if (abs(N.z) > 0)
|
||||
avgNormal.z += N.z;
|
||||
if (i == 5)
|
||||
{
|
||||
avgNormal = normalize(avgNormal);
|
||||
TBN = makeTangentBasis(avgNormal);
|
||||
}
|
||||
|
||||
radiance = basecol;
|
||||
vec4 trace = traceDiffuse(wposition, wnormal, voxelsSampler, clipmaps);
|
||||
vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
|
||||
radiance.rgb *= light + indirect;
|
||||
radiance.rgb += emission.rgb;
|
||||
vec3 envl = vec3(0.0);
|
||||
envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
|
||||
envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255;
|
||||
envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255;
|
||||
envl /= count;
|
||||
vec3 light = vec3(0.0);
|
||||
light.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 12))) / 255;
|
||||
light.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 13))) / 255;
|
||||
light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 255;
|
||||
light /= count;
|
||||
|
||||
//clipmap to world
|
||||
vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
|
||||
wposition = wposition * 2.0 - 1.0;
|
||||
wposition *= float(clipmaps[int(clipmapLevel * 10)]);
|
||||
wposition *= voxelgiResolution.x;
|
||||
wposition += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
|
||||
|
||||
radiance = basecol;
|
||||
vec4 trace = traceDiffuse(wposition, N, voxelsSampler, clipmaps);
|
||||
vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
|
||||
radiance.rgb *= light + indirect;
|
||||
radiance.rgb += emission.rgb;
|
||||
}
|
||||
#else
|
||||
opac = float(imageLoad(voxels, src)) / 255;
|
||||
int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x)));
|
||||
if (count > 0) {
|
||||
opac = float(imageLoad(voxels, src)) / 255;
|
||||
opac /= count;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _VoxelGI
|
||||
@ -195,7 +213,7 @@ void main() {
|
||||
}
|
||||
else {
|
||||
// precompute cone sampling:
|
||||
vec3 coneDirection = DIFFUSE_CONE_DIRECTIONS[i - 6];
|
||||
vec3 coneDirection = TBN * DIFFUSE_CONE_DIRECTIONS[i - 6];
|
||||
vec3 aniso_direction = -coneDirection;
|
||||
uvec3 face_offsets = uvec3(
|
||||
aniso_direction.x > 0 ? 0 : 1,
|
||||
@ -236,4 +254,4 @@ void main() {
|
||||
imageStore(SDF, dst_sdf, vec4(sdf));
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
}
|
@ -75,16 +75,17 @@ vec4 binarySearch(vec3 dir) {
|
||||
}
|
||||
|
||||
vec4 rayCast(vec3 dir) {
|
||||
#ifdef _CPostprocess
|
||||
dir *= PPComp9.x;
|
||||
#else
|
||||
dir *= ssrRayStep;
|
||||
#endif
|
||||
for (int i = 0; i < maxSteps; i++) {
|
||||
hitCoord += dir;
|
||||
if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir);
|
||||
}
|
||||
return vec4(0.0);
|
||||
float ddepth;
|
||||
dir *= ss_refractionRayStep;
|
||||
for (int i = 0; i < maxSteps; i++) {
|
||||
hitCoord += dir;
|
||||
ddepth = getDeltaDepth(hitCoord);
|
||||
if (ddepth > 0.0)
|
||||
return binarySearch(dir);
|
||||
}
|
||||
// No hit — fallback to projecting the ray to UV space
|
||||
vec2 fallbackUV = getProjectedCoord(hitCoord);
|
||||
return vec4(fallbackUV, 0.0, 0.5); // We set .w lower to indicate fallback
|
||||
}
|
||||
#endif //SSR
|
||||
|
||||
|
@ -12,6 +12,7 @@ class App {
|
||||
static var traitInits: Array<Void->Void> = [];
|
||||
static var traitUpdates: Array<Void->Void> = [];
|
||||
static var traitLateUpdates: Array<Void->Void> = [];
|
||||
static var traitFixedUpdates: Array<Void->Void> = [];
|
||||
static var traitRenders: Array<kha.graphics4.Graphics->Void> = [];
|
||||
static var traitRenders2D: Array<kha.graphics2.Graphics->Void> = [];
|
||||
public static var framebuffer: kha.Framebuffer;
|
||||
@ -23,6 +24,8 @@ class App {
|
||||
public static var renderPathTime: Float;
|
||||
public static var endFrameCallbacks: Array<Void->Void> = [];
|
||||
#end
|
||||
static var last = 0.0;
|
||||
static var time = 0.0;
|
||||
static var lastw = -1;
|
||||
static var lasth = -1;
|
||||
public static var onResize: Void->Void = null;
|
||||
@ -34,13 +37,14 @@ class App {
|
||||
function new(done: Void->Void) {
|
||||
done();
|
||||
kha.System.notifyOnFrames(render);
|
||||
kha.Scheduler.addTimeTask(update, 0, iron.system.Time.delta);
|
||||
kha.Scheduler.addTimeTask(update, 0, iron.system.Time.step);
|
||||
}
|
||||
|
||||
public static function reset() {
|
||||
traitInits = [];
|
||||
traitUpdates = [];
|
||||
traitLateUpdates = [];
|
||||
traitFixedUpdates = [];
|
||||
traitRenders = [];
|
||||
traitRenders2D = [];
|
||||
if (onResets != null) for (f in onResets) f();
|
||||
@ -48,6 +52,8 @@ class App {
|
||||
|
||||
static function update() {
|
||||
if (Scene.active == null || !Scene.active.ready) return;
|
||||
|
||||
iron.system.Time.update();
|
||||
if (pauseUpdates) return;
|
||||
|
||||
#if lnx_debug
|
||||
@ -56,6 +62,14 @@ class App {
|
||||
|
||||
Scene.active.updateFrame();
|
||||
|
||||
|
||||
time += iron.system.Time.delta;
|
||||
|
||||
while (time >= iron.system.Time.fixedStep) {
|
||||
for (f in traitFixedUpdates) f();
|
||||
time -= iron.system.Time.fixedStep;
|
||||
}
|
||||
|
||||
var i = 0;
|
||||
var l = traitUpdates.length;
|
||||
while (i < l) {
|
||||
@ -106,7 +120,7 @@ class App {
|
||||
var frame = frames[0];
|
||||
framebuffer = frame;
|
||||
|
||||
iron.system.Time.update();
|
||||
iron.system.Time.render();
|
||||
|
||||
if (Scene.active == null || !Scene.active.ready) {
|
||||
render2D(frame);
|
||||
@ -172,6 +186,14 @@ class App {
|
||||
traitLateUpdates.remove(f);
|
||||
}
|
||||
|
||||
public static function notifyOnFixedUpdate(f: Void->Void) {
|
||||
traitFixedUpdates.push(f);
|
||||
}
|
||||
|
||||
public static function removeFixedUpdate(f: Void->Void) {
|
||||
traitFixedUpdates.remove(f);
|
||||
}
|
||||
|
||||
public static function notifyOnRender(f: kha.graphics4.Graphics->Void) {
|
||||
traitRenders.push(f);
|
||||
}
|
||||
|
@ -518,12 +518,44 @@ class RenderPath {
|
||||
return Reflect.field(kha.Shaders, handle + "_comp");
|
||||
}
|
||||
|
||||
#if (kha_krom && lnx_vr)
|
||||
public function drawStereo(drawMeshes: Int->Void) {
|
||||
for (eye in 0...2) {
|
||||
Krom.vrBeginRender(eye);
|
||||
drawMeshes(eye);
|
||||
Krom.vrEndRender(eye);
|
||||
#if lnx_vr
|
||||
public function drawStereo(drawMeshes: Void->Void) {
|
||||
var vr = kha.vr.VrInterface.instance;
|
||||
var appw = iron.App.w();
|
||||
var apph = iron.App.h();
|
||||
var halfw = Std.int(appw / 2);
|
||||
var g = currentG;
|
||||
|
||||
if (vr != null && vr.IsPresenting()) {
|
||||
// Left eye
|
||||
Scene.active.camera.V.setFrom(Scene.active.camera.leftV);
|
||||
Scene.active.camera.P.self = vr.GetProjectionMatrix(0);
|
||||
g.viewport(0, 0, halfw, apph);
|
||||
drawMeshes();
|
||||
|
||||
// Right eye
|
||||
begin(g, additionalTargets);
|
||||
Scene.active.camera.V.setFrom(Scene.active.camera.rightV);
|
||||
Scene.active.camera.P.self = vr.GetProjectionMatrix(1);
|
||||
g.viewport(halfw, 0, halfw, apph);
|
||||
drawMeshes();
|
||||
}
|
||||
else { // Simulate
|
||||
Scene.active.camera.buildProjection(halfw / apph);
|
||||
|
||||
// Left eye
|
||||
g.viewport(0, 0, halfw, apph);
|
||||
drawMeshes();
|
||||
|
||||
// Right eye
|
||||
begin(g, additionalTargets);
|
||||
Scene.active.camera.transform.move(Scene.active.camera.right(), 0.032);
|
||||
Scene.active.camera.buildMatrix();
|
||||
g.viewport(halfw, 0, halfw, apph);
|
||||
drawMeshes();
|
||||
|
||||
Scene.active.camera.transform.move(Scene.active.camera.right(), -0.032);
|
||||
Scene.active.camera.buildMatrix();
|
||||
}
|
||||
}
|
||||
#end
|
||||
|
@ -775,6 +775,7 @@ class Scene {
|
||||
// Attach particle systems
|
||||
#if lnx_particles
|
||||
if (o.particle_refs != null) {
|
||||
cast(object, MeshObject).render_emitter = o.render_emitter;
|
||||
for (ref in o.particle_refs) cast(object, MeshObject).setupParticleSystem(sceneName, ref);
|
||||
}
|
||||
#end
|
||||
@ -782,6 +783,11 @@ class Scene {
|
||||
if (o.tilesheet_ref != null) {
|
||||
cast(object, MeshObject).setupTilesheet(sceneName, o.tilesheet_ref, o.tilesheet_action_ref);
|
||||
}
|
||||
|
||||
if (o.camera_list != null){
|
||||
cast(object, MeshObject).cameraList = o.camera_list;
|
||||
}
|
||||
|
||||
returnObject(object, o, done);
|
||||
});
|
||||
}
|
||||
@ -883,6 +889,10 @@ class Scene {
|
||||
|
||||
if (StringTools.endsWith(ptype, "Object") && pval != "") {
|
||||
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) {
|
||||
|
@ -16,6 +16,7 @@ class Trait {
|
||||
var _remove: Array<Void->Void> = null;
|
||||
var _update: Array<Void->Void> = null;
|
||||
var _lateUpdate: Array<Void->Void> = null;
|
||||
var _fixedUpdate: Array<Void->Void> = null;
|
||||
var _render: Array<kha.graphics4.Graphics->Void> = null;
|
||||
var _render2D: Array<kha.graphics2.Graphics->Void> = null;
|
||||
|
||||
@ -87,6 +88,23 @@ class Trait {
|
||||
App.removeLateUpdate(f);
|
||||
}
|
||||
|
||||
/**
|
||||
Add fixed game logic handler.
|
||||
**/
|
||||
public function notifyOnFixedUpdate(f: Void->Void) {
|
||||
if (_fixedUpdate == null) _fixedUpdate = [];
|
||||
_fixedUpdate.push(f);
|
||||
App.notifyOnFixedUpdate(f);
|
||||
}
|
||||
|
||||
/**
|
||||
Remove fixed game logic handler.
|
||||
**/
|
||||
public function removeFixedUpdate(f: Void->Void) {
|
||||
_fixedUpdate.remove(f);
|
||||
App.removeFixedUpdate(f);
|
||||
}
|
||||
|
||||
/**
|
||||
Add render handler.
|
||||
**/
|
||||
|
@ -392,6 +392,8 @@ typedef TParticleData = {
|
||||
#end
|
||||
public var name: String;
|
||||
public var type: Int; // 0 - Emitter, Hair
|
||||
public var auto_start: Bool;
|
||||
public var is_unique: Bool;
|
||||
public var loop: Bool;
|
||||
public var count: Int;
|
||||
public var frame_start: FastFloat;
|
||||
@ -439,6 +441,7 @@ typedef TObj = {
|
||||
@:optional public var traits: Array<TTrait>;
|
||||
@:optional public var properties: Array<TProperty>;
|
||||
@:optional public var vertex_groups: Array<TVertex_groups>;
|
||||
@:optional public var camera_list: Array<String>;
|
||||
@:optional public var constraints: Array<TConstraint>;
|
||||
@:optional public var dimensions: Float32Array; // Geometry objects
|
||||
@:optional public var object_actions: Array<String>;
|
||||
|
50
leenkx/Sources/iron/format/bmp/Data.hx
Normal file
@ -0,0 +1,50 @@
|
||||
/*
|
||||
* format - Haxe File Formats
|
||||
*
|
||||
* BMP File Format
|
||||
* Copyright (C) 2007-2009 Trevor McCauley, Baluta Cristian (hx port) & Robert Sköld (format conversion)
|
||||
*
|
||||
* Copyright (c) 2009, The Haxe Project Contributors
|
||||
* All rights reserved.
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
*
|
||||
* - Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* - Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE HAXE PROJECT CONTRIBUTORS "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE HAXE PROJECT CONTRIBUTORS BE LIABLE FOR
|
||||
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
|
||||
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
|
||||
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
|
||||
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
|
||||
* DAMAGE.
|
||||
*/
|
||||
package iron.format.bmp;
|
||||
|
||||
typedef Data = {
|
||||
var header : iron.format.bmp.Header;
|
||||
var pixels : haxe.io.Bytes;
|
||||
#if (haxe_ver < 4)
|
||||
var colorTable : Null<haxe.io.Bytes>;
|
||||
#else
|
||||
var ?colorTable : haxe.io.Bytes;
|
||||
#end
|
||||
}
|
||||
|
||||
typedef Header = {
|
||||
var width : Int; // real width (in pixels)
|
||||
var height : Int; // real height (in pixels)
|
||||
var paddedStride : Int; // number of bytes in a stride (including padding)
|
||||
var topToBottom : Bool; // whether the bitmap is stored top to bottom
|
||||
var bpp : Int; // bits per pixel
|
||||
var dataLength : Int; // equal to `paddedStride` * `height`
|
||||
var compression : Int; // which compression is being used, 0 for no compression
|
||||
}
|
122
leenkx/Sources/iron/format/bmp/Reader.hx
Normal file
@ -0,0 +1,122 @@
|
||||
/*
|
||||
* format - Haxe File Formats
|
||||
*
|
||||
* BMP File Format
|
||||
* Copyright (C) 2007-2009 Robert Sköld
|
||||
*
|
||||
* Copyright (c) 2009, The Haxe Project Contributors
|
||||
* All rights reserved.
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
*
|
||||
* - Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* - Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE HAXE PROJECT CONTRIBUTORS "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE HAXE PROJECT CONTRIBUTORS BE LIABLE FOR
|
||||
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
|
||||
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
|
||||
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
|
||||
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
|
||||
* DAMAGE.
|
||||
*/
|
||||
|
||||
package iron.format.bmp;
|
||||
|
||||
import iron.format.bmp.Data;
|
||||
|
||||
|
||||
class Reader {
|
||||
|
||||
var input : haxe.io.Input;
|
||||
|
||||
public function new( i ) {
|
||||
input = i;
|
||||
}
|
||||
|
||||
/**
|
||||
* Only supports uncompressed 24bpp bitmaps (the most common format).
|
||||
*
|
||||
* The returned bytes in `Data.pixels` will be in BGR order, and with padding (if present).
|
||||
*
|
||||
* @see https://msdn.microsoft.com/en-us/library/windows/desktop/dd318229(v=vs.85).aspx
|
||||
* @see https://en.wikipedia.org/wiki/BMP_file_format#Bitmap_file_header
|
||||
*/
|
||||
public function read() : format.bmp.Data {
|
||||
// Read Header
|
||||
for (b in ["B".code, "M".code]) {
|
||||
if (input.readByte() != b) throw "Invalid header";
|
||||
}
|
||||
|
||||
var fileSize = input.readInt32();
|
||||
input.readInt32(); // Reserved
|
||||
var offset = input.readInt32();
|
||||
|
||||
// Read InfoHeader
|
||||
var infoHeaderSize = input.readInt32(); // InfoHeader size
|
||||
if (infoHeaderSize != 40) {
|
||||
throw 'Info headers with size $infoHeaderSize not supported.';
|
||||
}
|
||||
var width = input.readInt32(); // Image width (actual, not padded)
|
||||
var height = input.readInt32(); // Image height
|
||||
var numPlanes = input.readInt16(); // Number of planes
|
||||
var bits = input.readInt16(); // Bits per pixel
|
||||
var compression = input.readInt32(); // Compression type
|
||||
var dataLength = input.readInt32(); // Image data size (includes padding!)
|
||||
input.readInt32(); // Horizontal resolution
|
||||
input.readInt32(); // Vertical resolution
|
||||
var colorsUsed = input.readInt32(); // Colors used (0 when uncompressed)
|
||||
input.readInt32(); // Important colors (0 when uncompressed)
|
||||
|
||||
// If there's no compression, the dataLength may be 0
|
||||
if ( compression == 0 && dataLength == 0 ) dataLength = fileSize - offset;
|
||||
|
||||
var bytesRead = 54; // total read above
|
||||
|
||||
var colorTable : haxe.io.Bytes = null;
|
||||
if ( bits <= 8 ) {
|
||||
if ( colorsUsed == 0 ) {
|
||||
colorsUsed = Tools.getNumColorsForBitDepth(bits);
|
||||
}
|
||||
var colorTableLength = 4 * colorsUsed;
|
||||
colorTable = haxe.io.Bytes.alloc( colorTableLength );
|
||||
input.readFullBytes( colorTable, 0, colorTableLength );
|
||||
bytesRead += colorTableLength;
|
||||
}
|
||||
|
||||
input.read( offset - bytesRead );
|
||||
|
||||
var p = haxe.io.Bytes.alloc( dataLength );
|
||||
|
||||
// Read Raster Data
|
||||
var paddedStride = Tools.computePaddedStride(width, bits);
|
||||
var topToBottom = false;
|
||||
if ( height < 0 ) { // if bitmap is stored top to bottom
|
||||
topToBottom = true;
|
||||
height = -height;
|
||||
}
|
||||
|
||||
input.readFullBytes(p, 0, dataLength);
|
||||
|
||||
return {
|
||||
header: {
|
||||
width: width,
|
||||
height: height,
|
||||
paddedStride: paddedStride,
|
||||
topToBottom: topToBottom,
|
||||
bpp: bits,
|
||||
dataLength: dataLength,
|
||||
compression: compression
|
||||
},
|
||||
pixels: p,
|
||||
colorTable: colorTable
|
||||
}
|
||||
}
|
||||
}
|
256
leenkx/Sources/iron/format/bmp/Tools.hx
Normal file
@ -0,0 +1,256 @@
|
||||
/*
|
||||
* format - Haxe File Formats
|
||||
*
|
||||
* BMP File Format
|
||||
* Copyright (C) 2007-2009 Trevor McCauley, Baluta Cristian (hx port) & Robert Sköld (format conversion)
|
||||
*
|
||||
* Copyright (c) 2009, The Haxe Project Contributors
|
||||
* All rights reserved.
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
*
|
||||
* - Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* - Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE HAXE PROJECT CONTRIBUTORS "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE HAXE PROJECT CONTRIBUTORS BE LIABLE FOR
|
||||
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
|
||||
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
|
||||
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
|
||||
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
|
||||
* DAMAGE.
|
||||
*/
|
||||
package iron.format.bmp;
|
||||
|
||||
|
||||
class Tools {
|
||||
|
||||
// a r g b
|
||||
static var ARGB_MAP(default, never):Array<Int> = [0, 1, 2, 3];
|
||||
static var BGRA_MAP(default, never):Array<Int> = [3, 2, 1, 0];
|
||||
|
||||
static var COLOR_SIZE(default, never):Int = 4;
|
||||
|
||||
/**
|
||||
Extract BMP pixel data (24bpp in BGR format) and expands it to BGRA, removing any padding in the process.
|
||||
**/
|
||||
inline static public function extractBGRA( bmp : iron.format.bmp.Data ) : haxe.io.Bytes {
|
||||
return _extract32(bmp, BGRA_MAP, 0xFF);
|
||||
}
|
||||
|
||||
/**
|
||||
Extract BMP pixel data (24bpp in BGR format) and converts it to ARGB.
|
||||
**/
|
||||
inline static public function extractARGB( bmp : iron.format.bmp.Data ) : haxe.io.Bytes {
|
||||
return _extract32(bmp, ARGB_MAP, 0xFF);
|
||||
}
|
||||
|
||||
/**
|
||||
Creates BMP data from bytes in BGRA format for each pixel.
|
||||
**/
|
||||
inline static public function buildFromBGRA( width : Int, height : Int, srcBytes : haxe.io.Bytes, topToBottom : Bool = false ) : Data {
|
||||
return _buildFrom32(width, height, srcBytes, BGRA_MAP, topToBottom);
|
||||
}
|
||||
|
||||
/**
|
||||
Creates BMP data from bytes in ARGB format for each pixel.
|
||||
**/
|
||||
inline static public function buildFromARGB( width : Int, height : Int, srcBytes : haxe.io.Bytes, topToBottom : Bool = false ) : Data {
|
||||
return _buildFrom32(width, height, srcBytes, ARGB_MAP, topToBottom);
|
||||
}
|
||||
|
||||
inline static public function computePaddedStride(width:Int, bpp:Int):Int {
|
||||
return ((((width * bpp) + 31) & ~31) >> 3);
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets number of colors for indexed palettes
|
||||
*/
|
||||
inline static public function getNumColorsForBitDepth(bpp:Int):Int {
|
||||
return switch (bpp) {
|
||||
case 1: 2;
|
||||
case 4: 16;
|
||||
case 8: 256;
|
||||
case 16: 65536;
|
||||
default: throw 'Unsupported bpp $bpp';
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// `channelMap` contains indices to map into ARGB (f.e. the mapping for ARGB is [0,1,2,3], while for BGRA is [3,2,1,0])
|
||||
static function _extract32( bmp : iron.format.bmp.Data, channelMap : Array<Int>, alpha : Int = 0xFF) : haxe.io.Bytes {
|
||||
var srcBytes = bmp.pixels;
|
||||
var dstLen = bmp.header.width * bmp.header.height * 4;
|
||||
var dstBytes = haxe.io.Bytes.alloc( dstLen );
|
||||
var srcPaddedStride = bmp.header.paddedStride;
|
||||
|
||||
var yDir = -1;
|
||||
var dstPos = 0;
|
||||
var srcPos = srcPaddedStride * (bmp.header.height - 1);
|
||||
|
||||
if ( bmp.header.topToBottom ) {
|
||||
yDir = 1;
|
||||
srcPos = 0;
|
||||
}
|
||||
|
||||
if ( bmp.header.bpp < 8 || bmp.header.bpp == 16 ) {
|
||||
throw 'bpp ${bmp.header.bpp} not supported';
|
||||
}
|
||||
|
||||
var colorTable:haxe.io.Bytes = null;
|
||||
if ( bmp.header.bpp <= 8 ) {
|
||||
var colorTableLength = getNumColorsForBitDepth(bmp.header.bpp);
|
||||
colorTable = haxe.io.Bytes.alloc(colorTableLength * COLOR_SIZE);
|
||||
var definedColorTableLength = Std.int( bmp.colorTable.length / COLOR_SIZE );
|
||||
for( i in 0...definedColorTableLength ) {
|
||||
var b = bmp.colorTable.get( i * COLOR_SIZE);
|
||||
var g = bmp.colorTable.get( i * COLOR_SIZE + 1);
|
||||
var r = bmp.colorTable.get( i * COLOR_SIZE + 2);
|
||||
|
||||
colorTable.set(i * COLOR_SIZE + channelMap[0], alpha);
|
||||
colorTable.set(i * COLOR_SIZE + channelMap[1], r);
|
||||
colorTable.set(i * COLOR_SIZE + channelMap[2], g);
|
||||
colorTable.set(i * COLOR_SIZE + channelMap[3], b);
|
||||
}
|
||||
// We want to have the table the full length in case indices outside the range are present
|
||||
colorTable.fill(definedColorTableLength, colorTableLength - definedColorTableLength, 0);
|
||||
for( i in definedColorTableLength...colorTableLength ) {
|
||||
colorTable.set(i * COLOR_SIZE + channelMap[0], alpha);
|
||||
}
|
||||
}
|
||||
|
||||
switch bmp.header.compression {
|
||||
case 0:
|
||||
while( dstPos < dstLen ) {
|
||||
for( i in 0...bmp.header.width ) {
|
||||
if (bmp.header.bpp == 8) {
|
||||
|
||||
var currentSrcPos = srcPos + i;
|
||||
var index = srcBytes.get(currentSrcPos);
|
||||
dstBytes.blit( dstPos, colorTable, index * COLOR_SIZE, COLOR_SIZE );
|
||||
|
||||
} else if (bmp.header.bpp == 24) {
|
||||
|
||||
var currentSrcPos = srcPos + i * 3;
|
||||
var b = srcBytes.get(currentSrcPos);
|
||||
var g = srcBytes.get(currentSrcPos + 1);
|
||||
var r = srcBytes.get(currentSrcPos + 2);
|
||||
|
||||
dstBytes.set(dstPos + channelMap[0], alpha);
|
||||
dstBytes.set(dstPos + channelMap[1], r);
|
||||
dstBytes.set(dstPos + channelMap[2], g);
|
||||
dstBytes.set(dstPos + channelMap[3], b);
|
||||
|
||||
} else if (bmp.header.bpp == 32) {
|
||||
|
||||
var currentSrcPos = srcPos + i * 4;
|
||||
var b = srcBytes.get(currentSrcPos);
|
||||
var g = srcBytes.get(currentSrcPos + 1);
|
||||
var r = srcBytes.get(currentSrcPos + 2);
|
||||
|
||||
dstBytes.set(dstPos + channelMap[0], alpha);
|
||||
dstBytes.set(dstPos + channelMap[1], r);
|
||||
dstBytes.set(dstPos + channelMap[2], g);
|
||||
dstBytes.set(dstPos + channelMap[3], b);
|
||||
|
||||
}
|
||||
dstPos += 4;
|
||||
}
|
||||
srcPos += yDir * srcPaddedStride;
|
||||
}
|
||||
case 1:
|
||||
srcPos = 0;
|
||||
var x = 0;
|
||||
var y = bmp.header.topToBottom ? 0 : bmp.header.height - 1;
|
||||
while( srcPos < bmp.header.dataLength ) {
|
||||
var count = srcBytes.get(srcPos++);
|
||||
var index = srcBytes.get(srcPos++);
|
||||
if ( count == 0 ) {
|
||||
if ( index == 0 ) {
|
||||
x = 0;
|
||||
y += yDir;
|
||||
} else if ( index == 1 ) {
|
||||
break;
|
||||
} else if ( index == 2 ) {
|
||||
x += srcBytes.get(srcPos++);
|
||||
y += srcBytes.get(srcPos++);
|
||||
} else {
|
||||
count = index;
|
||||
for( i in 0...count ) {
|
||||
index = srcBytes.get(srcPos++);
|
||||
dstBytes.blit( COLOR_SIZE * ((x+i) + y * bmp.header.width), colorTable, index * COLOR_SIZE, COLOR_SIZE );
|
||||
}
|
||||
if (srcPos % 2 != 0) srcPos++;
|
||||
x += count;
|
||||
}
|
||||
} else {
|
||||
for( i in 0...count ) {
|
||||
dstBytes.blit( COLOR_SIZE * ((x+i) + y * bmp.header.width), colorTable, index * COLOR_SIZE, COLOR_SIZE );
|
||||
}
|
||||
x += count;
|
||||
}
|
||||
}
|
||||
default:
|
||||
throw 'compression ${bmp.header.compression} not supported';
|
||||
}
|
||||
|
||||
return dstBytes;
|
||||
}
|
||||
|
||||
// `channelMap` contains indices to map into ARGB (f.e. the mapping for ARGB is [0,1,2,3], while for BGRA is [3,2,1,0])
|
||||
static function _buildFrom32( width : Int, height : Int, srcBytes : haxe.io.Bytes, channelMap : Array<Int>, topToBottom : Bool = false ) : Data {
|
||||
var bpp = 24;
|
||||
var paddedStride = computePaddedStride(width, bpp);
|
||||
var bytesBGR = haxe.io.Bytes.alloc(paddedStride * height);
|
||||
var topToBottom = topToBottom;
|
||||
var dataLength = bytesBGR.length;
|
||||
|
||||
var dstStride = width * 3;
|
||||
var srcLen = width * height * 4;
|
||||
var yDir = -1;
|
||||
var dstPos = dataLength - paddedStride;
|
||||
var srcPos = 0;
|
||||
|
||||
if ( topToBottom ) {
|
||||
yDir = 1;
|
||||
dstPos = 0;
|
||||
}
|
||||
|
||||
while( srcPos < srcLen ) {
|
||||
var i = dstPos;
|
||||
while( i < dstPos + dstStride ) {
|
||||
var r = srcBytes.get(srcPos + channelMap[1]);
|
||||
var g = srcBytes.get(srcPos + channelMap[2]);
|
||||
var b = srcBytes.get(srcPos + channelMap[3]);
|
||||
|
||||
bytesBGR.set(i++, b);
|
||||
bytesBGR.set(i++, g);
|
||||
bytesBGR.set(i++, r);
|
||||
|
||||
srcPos += 4;
|
||||
}
|
||||
dstPos += yDir * paddedStride;
|
||||
}
|
||||
|
||||
return {
|
||||
header: {
|
||||
width: width,
|
||||
height: height,
|
||||
paddedStride: paddedStride,
|
||||
topToBottom: topToBottom,
|
||||
bpp: bpp,
|
||||
dataLength: dataLength,
|
||||
compression: 0
|
||||
},
|
||||
pixels: bytesBGR,
|
||||
colorTable: null
|
||||
}
|
||||
}
|
||||
}
|
74
leenkx/Sources/iron/format/bmp/Writer.hx
Normal file
@ -0,0 +1,74 @@
|
||||
/*
|
||||
* format - Haxe File Formats
|
||||
*
|
||||
* BMP File Format
|
||||
* Copyright (C) 2007-2009 Robert Sköld
|
||||
*
|
||||
* Copyright (c) 2009, The Haxe Project Contributors
|
||||
* All rights reserved.
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
*
|
||||
* - Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* - Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE HAXE PROJECT CONTRIBUTORS "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE HAXE PROJECT CONTRIBUTORS BE LIABLE FOR
|
||||
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
|
||||
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
|
||||
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
|
||||
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
|
||||
* DAMAGE.
|
||||
*/
|
||||
|
||||
package iron.format.bmp;
|
||||
|
||||
import iron.format.bmp.Data;
|
||||
|
||||
|
||||
class Writer {
|
||||
|
||||
static var DATA_OFFSET : Int = 0x36;
|
||||
|
||||
var output : haxe.io.Output;
|
||||
|
||||
public function new(o) {
|
||||
output = o;
|
||||
}
|
||||
|
||||
/**
|
||||
* Specs: http://s223767089.online.de/en/file-format-bmp
|
||||
*/
|
||||
public function write( bmp : Data ) {
|
||||
// Write Header (14 bytes)
|
||||
output.writeString( "BM" ); // Signature
|
||||
output.writeInt32(bmp.pixels.length + DATA_OFFSET ); // FileSize
|
||||
output.writeInt32( 0 ); // Reserved
|
||||
output.writeInt32( DATA_OFFSET ); // Offset
|
||||
|
||||
// Write InfoHeader (40 bytes)
|
||||
output.writeInt32( 40 ); // InfoHeader size
|
||||
output.writeInt32( bmp.header.width ); // Image width
|
||||
var height = bmp.header.height;
|
||||
if (bmp.header.topToBottom) height = -height;
|
||||
output.writeInt32( height ); // Image height
|
||||
output.writeInt16( 1 ); // Number of planes
|
||||
output.writeInt16( 24 ); // Bits per pixel (24bit RGB)
|
||||
output.writeInt32( 0 ); // Compression type (no compression)
|
||||
output.writeInt32( bmp.header.dataLength ); // Image data size (0 when uncompressed)
|
||||
output.writeInt32( 0x2e30 ); // Horizontal resolution
|
||||
output.writeInt32( 0x2e30 ); // Vertical resolution
|
||||
output.writeInt32( 0 ); // Colors used (0 when uncompressed)
|
||||
output.writeInt32( 0 ); // Important colors (0 when uncompressed)
|
||||
|
||||
// Write Raster Data
|
||||
output.write(bmp.pixels);
|
||||
}
|
||||
}
|
@ -66,12 +66,32 @@ class Quat {
|
||||
}
|
||||
|
||||
public inline function fromAxisAngle(axis: Vec4, angle: FastFloat): Quat {
|
||||
var s: FastFloat = Math.sin(angle * 0.5);
|
||||
x = axis.x * s;
|
||||
y = axis.y * s;
|
||||
z = axis.z * s;
|
||||
w = Math.cos(angle * 0.5);
|
||||
return normalize();
|
||||
//var s: FastFloat = Math.sin(angle * 0.5);
|
||||
//x = axis.x * s;
|
||||
//y = axis.y * s;
|
||||
//z = axis.z * s;
|
||||
//w = Math.cos(angle * 0.5);
|
||||
//return normalize();
|
||||
// Normalize the axis vector first
|
||||
var axisLen = Math.sqrt(axis.x * axis.x + axis.y * axis.y + axis.z * axis.z);
|
||||
if (axisLen > 0.00001) {
|
||||
var aL = 1.0 / axisLen;
|
||||
var nX = axis.x * aL;
|
||||
var nY = axis.y * aL;
|
||||
var nZ = axis.z * aL;
|
||||
var halfAngle = angle * 0.5;
|
||||
var s: FastFloat = Math.sin(halfAngle);
|
||||
x = nX * s;
|
||||
y = nY * s;
|
||||
z = nZ * s;
|
||||
w = Math.cos(halfAngle);
|
||||
} else {
|
||||
x = 0.0;
|
||||
y = 0.0;
|
||||
z = 0.0;
|
||||
w = 1.0;
|
||||
}
|
||||
return this;
|
||||
}
|
||||
|
||||
public inline function toAxisAngle(axis: Vec4): FastFloat {
|
||||
@ -379,17 +399,33 @@ class Quat {
|
||||
@return This quaternion.
|
||||
**/
|
||||
public inline function fromEulerOrdered(e: Vec4, order: String): Quat {
|
||||
var c1 = Math.cos(e.x / 2);
|
||||
var c2 = Math.cos(e.y / 2);
|
||||
var c3 = Math.cos(e.z / 2);
|
||||
var s1 = Math.sin(e.x / 2);
|
||||
var s2 = Math.sin(e.y / 2);
|
||||
var s3 = Math.sin(e.z / 2);
|
||||
|
||||
|
||||
var mappedAngles = new Vec4();
|
||||
switch (order) {
|
||||
case "XYZ":
|
||||
mappedAngles.set(e.x, e.y, e.z);
|
||||
case "XZY":
|
||||
mappedAngles.set(e.x, e.z, e.y);
|
||||
case "YXZ":
|
||||
mappedAngles.set(e.y, e.x, e.z);
|
||||
case "YZX":
|
||||
mappedAngles.set(e.y, e.z, e.x);
|
||||
case "ZXY":
|
||||
mappedAngles.set(e.z, e.x, e.y);
|
||||
case "ZYX":
|
||||
mappedAngles.set(e.z, e.y, e.x);
|
||||
}
|
||||
var c1 = Math.cos(mappedAngles.x / 2);
|
||||
var c2 = Math.cos(mappedAngles.y / 2);
|
||||
var c3 = Math.cos(mappedAngles.z / 2);
|
||||
var s1 = Math.sin(mappedAngles.x / 2);
|
||||
var s2 = Math.sin(mappedAngles.y / 2);
|
||||
var s3 = Math.sin(mappedAngles.z / 2);
|
||||
var qx = new Quat(s1, 0, 0, c1);
|
||||
var qy = new Quat(0, s2, 0, c2);
|
||||
var qz = new Quat(0, 0, s3, c3);
|
||||
|
||||
// Original multiplication sequence (implements reverse of 'order')
|
||||
if (order.charAt(2) == 'X')
|
||||
this.setFrom(qx);
|
||||
else if (order.charAt(2) == 'Y')
|
||||
@ -409,6 +445,12 @@ class Quat {
|
||||
else
|
||||
this.mult(qz);
|
||||
|
||||
// TO DO quick fix somethings wrong..
|
||||
this.x = -this.x;
|
||||
this.y = -this.y;
|
||||
this.z = -this.z;
|
||||
this.w = -this.w;
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
|
@ -159,9 +159,17 @@ class Animation {
|
||||
if(markerEvents.get(sampler) != null){
|
||||
for (i in 0...anim.marker_frames.length) {
|
||||
if (frameIndex == anim.marker_frames[i]) {
|
||||
var marketAct = markerEvents.get(sampler);
|
||||
var ar = marketAct.get(anim.marker_names[i]);
|
||||
var markerAct = markerEvents.get(sampler);
|
||||
var ar = markerAct.get(anim.marker_names[i]);
|
||||
if (ar != null) for (f in ar) f();
|
||||
} else {
|
||||
for (j in 0...(frameIndex - lastFrameIndex)) {
|
||||
if (lastFrameIndex + j + 1 == anim.marker_frames[i]) {
|
||||
var markerAct = markerEvents.get(sampler);
|
||||
var ar = markerAct.get(anim.marker_names[i]);
|
||||
if (ar != null) for (f in ar) f();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
lastFrameIndex = frameIndex;
|
||||
@ -411,12 +419,23 @@ class ActionSampler {
|
||||
*/
|
||||
public inline function setBoneAction(actionData: Array<TObj>) {
|
||||
this.actionData = actionData;
|
||||
this.totalFrames = actionData[0].anim.tracks[0].frames.length;
|
||||
if(actionData[0].anim.root_motion_pos) this.rootMotionPos = true;
|
||||
if(actionData[0].anim.root_motion_rot) this.rootMotionRot = true;
|
||||
if (actionData != null && actionData.length > 0 && actionData[0] != null && actionData[0].anim != null) {
|
||||
if (actionData[0].anim.tracks != null && actionData[0].anim.tracks.length > 0) {
|
||||
this.totalFrames = actionData[0].anim.tracks[0].frames.length;
|
||||
}
|
||||
else {
|
||||
this.totalFrames = 0;
|
||||
}
|
||||
if(actionData[0].anim.root_motion_pos) this.rootMotionPos = true;
|
||||
if(actionData[0].anim.root_motion_rot) this.rootMotionRot = true;
|
||||
}
|
||||
else {
|
||||
this.totalFrames = 0;
|
||||
}
|
||||
actionDataInit = true;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Cache raw object data for object animation.
|
||||
* @param actionData Raw object data.
|
||||
|
@ -30,12 +30,22 @@ class CameraObject extends Object {
|
||||
static var sphereCenter = new Vec4();
|
||||
static var vcenter = new Vec4();
|
||||
static var vup = new Vec4();
|
||||
|
||||
|
||||
#if lnx_vr
|
||||
var helpMat = Mat4.identity();
|
||||
public var leftV = Mat4.identity();
|
||||
public var rightV = Mat4.identity();
|
||||
#end
|
||||
|
||||
public function new(data: CameraData) {
|
||||
super();
|
||||
|
||||
this.data = data;
|
||||
|
||||
#if lnx_vr
|
||||
iron.system.VR.initButton();
|
||||
#end
|
||||
|
||||
buildProjection();
|
||||
|
||||
V = Mat4.identity();
|
||||
@ -117,6 +127,26 @@ class CameraObject extends Object {
|
||||
V.getInverse(transform.world);
|
||||
VP.multmats(P, V);
|
||||
|
||||
|
||||
#if lnx_vr
|
||||
var vr = kha.vr.VrInterface.instance;
|
||||
if (vr != null && vr.IsPresenting()) {
|
||||
leftV.setFrom(V);
|
||||
helpMat.self = vr.GetViewMatrix(0);
|
||||
leftV.multmat(helpMat);
|
||||
|
||||
rightV.setFrom(V);
|
||||
helpMat.self = vr.GetViewMatrix(1);
|
||||
rightV.multmat(helpMat);
|
||||
}
|
||||
else {
|
||||
leftV.setFrom(V);
|
||||
}
|
||||
VP.multmats(P, leftV);
|
||||
#else
|
||||
VP.multmats(P, V);
|
||||
#end
|
||||
|
||||
if (data.raw.frustum_culling) {
|
||||
buildViewFrustum(VP, frustumPlanes);
|
||||
}
|
||||
|
@ -155,8 +155,13 @@ class LightObject extends Object {
|
||||
}
|
||||
|
||||
public function setCascade(camera: CameraObject, cascade: Int) {
|
||||
m.setFrom(camera.V);
|
||||
|
||||
#if lnx_vr
|
||||
m.setFrom(camera.leftV);
|
||||
#else
|
||||
m.setFrom(camera.V);
|
||||
#end
|
||||
|
||||
#if lnx_csm
|
||||
if (camSlicedP == null) {
|
||||
camSlicedP = [];
|
||||
|
@ -21,8 +21,10 @@ class MeshObject extends Object {
|
||||
public var particleChildren: Array<MeshObject> = null;
|
||||
public var particleOwner: MeshObject = null; // Particle object
|
||||
public var particleIndex = -1;
|
||||
public var render_emitter = true;
|
||||
#end
|
||||
public var cameraDistance: Float;
|
||||
public var cameraList: Array<String> = null;
|
||||
public var screenSize = 0.0;
|
||||
public var frustumCulling = true;
|
||||
public var activeTilesheet: Tilesheet = null;
|
||||
@ -234,6 +236,8 @@ class MeshObject extends Object {
|
||||
if (cullMesh(context, Scene.active.camera, RenderPath.active.light)) return;
|
||||
var meshContext = raw != null ? context == "mesh" : false;
|
||||
|
||||
if (cameraList != null && cameraList.indexOf(Scene.active.camera.name) < 0) return;
|
||||
|
||||
#if lnx_particles
|
||||
if (raw != null && raw.is_particle && particleOwner == null) return; // Instancing not yet set-up by particle system owner
|
||||
if (particleSystems != null && meshContext) {
|
||||
@ -244,6 +248,7 @@ class MeshObject extends Object {
|
||||
Scene.active.spawnObject(psys.data.raw.instance_object, null, function(o: Object) {
|
||||
if (o != null) {
|
||||
var c: MeshObject = cast o;
|
||||
c.cameraList = this.cameraList;
|
||||
particleChildren.push(c);
|
||||
c.particleOwner = this;
|
||||
c.particleIndex = particleChildren.length - 1;
|
||||
@ -255,11 +260,11 @@ class MeshObject extends Object {
|
||||
particleSystems[i].update(particleChildren[i], this);
|
||||
}
|
||||
}
|
||||
if (particleSystems != null && particleSystems.length > 0 && !raw.render_emitter) return;
|
||||
if (particleSystems != null && particleSystems.length > 0 && !render_emitter) return;
|
||||
if (particleSystems == null && cullMaterial(context)) return;
|
||||
#else
|
||||
if (cullMaterial(context)) return;
|
||||
#end
|
||||
|
||||
if (cullMaterial(context)) return;
|
||||
|
||||
// Get lod
|
||||
var mats = materials;
|
||||
var lod = this;
|
||||
|
@ -172,6 +172,10 @@ class Object {
|
||||
for (f in t._init) App.removeInit(f);
|
||||
t._init = null;
|
||||
}
|
||||
if (t._fixedUpdate != null) {
|
||||
for (f in t._fixedUpdate) App.removeFixedUpdate(f);
|
||||
t._fixedUpdate = null;
|
||||
}
|
||||
if (t._update != null) {
|
||||
for (f in t._update) App.removeUpdate(f);
|
||||
t._update = null;
|
||||
|
@ -2,6 +2,7 @@ package iron.object;
|
||||
|
||||
#if lnx_particles
|
||||
|
||||
import kha.FastFloat;
|
||||
import kha.graphics4.Usage;
|
||||
import kha.arrays.Float32Array;
|
||||
import iron.data.Data;
|
||||
@ -16,10 +17,12 @@ import iron.math.Vec4;
|
||||
class ParticleSystem {
|
||||
public var data: ParticleData;
|
||||
public var speed = 1.0;
|
||||
var currentSpeed = 0.0;
|
||||
var particles: Array<Particle>;
|
||||
var ready: Bool;
|
||||
var frameRate = 24;
|
||||
var lifetime = 0.0;
|
||||
var looptime = 0.0;
|
||||
var animtime = 0.0;
|
||||
var time = 0.0;
|
||||
var spawnRate = 0.0;
|
||||
@ -46,11 +49,16 @@ class ParticleSystem {
|
||||
var ownerLoc = new Vec4();
|
||||
var ownerRot = new Quat();
|
||||
var ownerScl = new Vec4();
|
||||
|
||||
var random = 0.0;
|
||||
|
||||
public function new(sceneName: String, pref: TParticleReference) {
|
||||
seed = pref.seed;
|
||||
currentSpeed = speed;
|
||||
speed = 0;
|
||||
particles = [];
|
||||
ready = false;
|
||||
|
||||
Data.getParticle(sceneName, pref.particle, function(b: ParticleData) {
|
||||
data = b;
|
||||
r = data.raw;
|
||||
@ -64,27 +72,61 @@ class ParticleSystem {
|
||||
gy = 0;
|
||||
gz = -9.81 * r.weight_gravity;
|
||||
}
|
||||
alignx = r.object_align_factor[0] / 2;
|
||||
aligny = r.object_align_factor[1] / 2;
|
||||
alignz = r.object_align_factor[2] / 2;
|
||||
alignx = r.object_align_factor[0];
|
||||
aligny = r.object_align_factor[1];
|
||||
alignz = r.object_align_factor[2];
|
||||
looptime = (r.frame_end - r.frame_start) / frameRate;
|
||||
lifetime = r.lifetime / frameRate;
|
||||
animtime = (r.frame_end - r.frame_start) / frameRate;
|
||||
animtime = r.loop ? looptime : looptime + lifetime;
|
||||
spawnRate = ((r.frame_end - r.frame_start) / r.count) / frameRate;
|
||||
for (i in 0...r.count) particles.push(new Particle(i));
|
||||
|
||||
for (i in 0...r.count) {
|
||||
particles.push(new Particle(i));
|
||||
}
|
||||
|
||||
ready = true;
|
||||
if (r.auto_start){
|
||||
start();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public function start() {
|
||||
if (r.is_unique) random = Math.random();
|
||||
lifetime = r.lifetime / frameRate;
|
||||
time = 0;
|
||||
lap = 0;
|
||||
lapTime = 0;
|
||||
speed = currentSpeed;
|
||||
}
|
||||
|
||||
public function pause() {
|
||||
lifetime = 0;
|
||||
speed = 0;
|
||||
}
|
||||
|
||||
public function resume() {
|
||||
lifetime = r.lifetime / frameRate;
|
||||
speed = currentSpeed;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// TODO: interrupt smoothly
|
||||
public function stop() {
|
||||
end();
|
||||
}
|
||||
|
||||
function end() {
|
||||
lifetime = 0;
|
||||
speed = 0;
|
||||
lap = 0;
|
||||
}
|
||||
|
||||
public function update(object: MeshObject, owner: MeshObject) {
|
||||
if (!ready || object == null || speed == 0.0) return;
|
||||
if (iron.App.pauseUpdates) return;
|
||||
|
||||
var prevLap = lap;
|
||||
|
||||
// Copy owner world transform but discard scale
|
||||
owner.transform.world.decompose(ownerLoc, ownerRot, ownerScl);
|
||||
@ -108,17 +150,21 @@ class ParticleSystem {
|
||||
}
|
||||
|
||||
// Animate
|
||||
time += Time.realDelta * speed;
|
||||
time += Time.renderDelta * speed; // realDelta to renderDelta
|
||||
lap = Std.int(time / animtime);
|
||||
lapTime = time - lap * animtime;
|
||||
count = Std.int(lapTime / spawnRate);
|
||||
|
||||
if (lap > prevLap && !r.loop) {
|
||||
end();
|
||||
}
|
||||
|
||||
updateGpu(object, owner);
|
||||
}
|
||||
|
||||
public function getData(): Mat4 {
|
||||
var hair = r.type == 1;
|
||||
m._00 = r.loop ? animtime : -animtime;
|
||||
m._00 = animtime;
|
||||
m._01 = hair ? 1 / particles.length : spawnRate;
|
||||
m._02 = hair ? 1 : lifetime;
|
||||
m._03 = particles.length;
|
||||
@ -126,9 +172,9 @@ class ParticleSystem {
|
||||
m._11 = hair ? 0 : aligny;
|
||||
m._12 = hair ? 0 : alignz;
|
||||
m._13 = hair ? 0 : r.factor_random;
|
||||
m._20 = hair ? 0 : gx * r.mass;
|
||||
m._21 = hair ? 0 : gy * r.mass;
|
||||
m._22 = hair ? 0 : gz * r.mass;
|
||||
m._20 = hair ? 0 : gx;
|
||||
m._21 = hair ? 0 : gy;
|
||||
m._22 = hair ? 0 : gz;
|
||||
m._23 = hair ? 0 : r.lifetime_random;
|
||||
m._30 = tilesx;
|
||||
m._31 = tilesy;
|
||||
@ -137,6 +183,18 @@ class ParticleSystem {
|
||||
return m;
|
||||
}
|
||||
|
||||
public function getSizeRandom(): FastFloat {
|
||||
return r.size_random;
|
||||
}
|
||||
|
||||
public function getRandom(): FastFloat {
|
||||
return random;
|
||||
}
|
||||
|
||||
public 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
|
||||
@ -236,9 +294,11 @@ class ParticleSystem {
|
||||
|
||||
class Particle {
|
||||
public var i: Int;
|
||||
|
||||
public var x = 0.0;
|
||||
public var y = 0.0;
|
||||
public var z = 0.0;
|
||||
|
||||
public var cameraDistance: Float;
|
||||
|
||||
public function new(i: Int) {
|
||||
|
@ -80,7 +80,7 @@ class Tilesheet {
|
||||
function update() {
|
||||
if (!ready || paused || action.start >= action.end) return;
|
||||
|
||||
time += Time.realDelta;
|
||||
time += Time.renderDelta;
|
||||
|
||||
var frameTime = 1 / raw.framerate;
|
||||
var framesToAdvance = 0;
|
||||
|
@ -181,11 +181,15 @@ class Uniforms {
|
||||
// Multiple voxel volumes, always set params
|
||||
g.setImageTexture(context.textureUnits[j], rt.image); // image2D/3D
|
||||
if (rt.raw.name.startsWith("voxels_")) {
|
||||
g.setTextureParameters(context.textureUnits[j], TextureAddressing.Clamp, TextureAddressing.Clamp, TextureFilter.LinearFilter, TextureFilter.LinearFilter, MipMapFilter.NoMipFilter);
|
||||
g.setTextureParameters(context.textureUnits[j], TextureAddressing.Clamp, TextureAddressing.Clamp, TextureFilter.LinearFilter, TextureFilter.LinearFilter, MipMapFilter.LinearMipFilter);
|
||||
}
|
||||
else if (rt.raw.name.startsWith("voxelsSDF"))
|
||||
{
|
||||
g.setTexture3DParameters(context.textureUnits[j], TextureAddressing.Clamp, TextureAddressing.Clamp, TextureAddressing.Clamp, TextureFilter.PointFilter, TextureFilter.PointFilter, MipMapFilter.NoMipFilter);
|
||||
}
|
||||
else if (rt.raw.name.startsWith("voxels"))
|
||||
{
|
||||
g.setTexture3DParameters(context.textureUnits[j], TextureAddressing.Clamp, TextureAddressing.Clamp, TextureAddressing.Clamp, TextureFilter.LinearFilter, TextureFilter.LinearFilter, MipMapFilter.NoMipFilter);
|
||||
g.setTexture3DParameters(context.textureUnits[j], TextureAddressing.Clamp, TextureAddressing.Clamp, TextureAddressing.Clamp, TextureFilter.LinearFilter, TextureFilter.LinearFilter, MipMapFilter.PointMipFilter);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -1109,6 +1113,26 @@ class Uniforms {
|
||||
case "_texUnpack": {
|
||||
f = texUnpack != null ? texUnpack : 1.0;
|
||||
}
|
||||
#if lnx_particles
|
||||
case "_particleSizeRandom": {
|
||||
var mo = cast(object, MeshObject);
|
||||
if (mo.particleOwner != null && mo.particleOwner.particleSystems != null) {
|
||||
f = mo.particleOwner.particleSystems[mo.particleIndex].getSizeRandom();
|
||||
}
|
||||
}
|
||||
case "_particleRandom": {
|
||||
var mo = cast(object, MeshObject);
|
||||
if (mo.particleOwner != null && mo.particleOwner.particleSystems != null) {
|
||||
f = mo.particleOwner.particleSystems[mo.particleIndex].getRandom();
|
||||
}
|
||||
}
|
||||
case "_particleSize": {
|
||||
var mo = cast(object, MeshObject);
|
||||
if (mo.particleOwner != null && mo.particleOwner.particleSystems != null) {
|
||||
f = mo.particleOwner.particleSystems[mo.particleIndex].getSize();
|
||||
}
|
||||
}
|
||||
#end
|
||||
}
|
||||
|
||||
if (f == null && externalFloatLinks != null) {
|
||||
|
@ -160,6 +160,7 @@ class LnxPack {
|
||||
case "anim": TAnimation;
|
||||
case "tracks": TTrack;
|
||||
case "morph_target": TMorphTarget;
|
||||
case "vertex_groups": TVertex_groups;
|
||||
case _: TSceneFormat;
|
||||
}
|
||||
}
|
||||
|
@ -1,37 +1,58 @@
|
||||
package iron.system;
|
||||
|
||||
class Time {
|
||||
|
||||
public static var scale = 1.0;
|
||||
|
||||
static var frequency: Null<Int> = null;
|
||||
static function initFrequency() {
|
||||
frequency = kha.Display.primary != null ? kha.Display.primary.frequency : 60;
|
||||
}
|
||||
|
||||
public static var step(get, never): Float;
|
||||
static function get_step(): Float {
|
||||
if (frequency == null) initFrequency();
|
||||
return 1 / frequency;
|
||||
}
|
||||
|
||||
public static var scale = 1.0;
|
||||
public static var delta(get, never): Float;
|
||||
static function get_delta(): Float {
|
||||
if (frequency == null) initFrequency();
|
||||
return (1 / frequency) * scale;
|
||||
|
||||
static var _fixedStep: Null<Float> = 1/60;
|
||||
public static var fixedStep(get, never): Float;
|
||||
static function get_fixedStep(): Float {
|
||||
return _fixedStep;
|
||||
}
|
||||
|
||||
public static function initFixedStep(value: Float = 1 / 60) {
|
||||
_fixedStep = value;
|
||||
}
|
||||
|
||||
static var last = 0.0;
|
||||
public static var realDelta = 0.0;
|
||||
static var lastTime = 0.0;
|
||||
static var _delta = 0.0;
|
||||
public static var delta(get, never): Float;
|
||||
static function get_delta(): Float {
|
||||
return _delta;
|
||||
}
|
||||
|
||||
static var lastRenderTime = 0.0;
|
||||
static var _renderDelta = 0.0;
|
||||
public static var renderDelta(get, never): Float;
|
||||
static function get_renderDelta(): Float {
|
||||
return _renderDelta;
|
||||
}
|
||||
|
||||
public static inline function time(): Float {
|
||||
return kha.Scheduler.time();
|
||||
}
|
||||
|
||||
public static inline function realTime(): Float {
|
||||
return kha.Scheduler.realTime();
|
||||
}
|
||||
|
||||
static var frequency: Null<Int> = null;
|
||||
|
||||
static function initFrequency() {
|
||||
frequency = kha.Display.primary != null ? kha.Display.primary.frequency : 60;
|
||||
public static function update() {
|
||||
_delta = realTime() - lastTime;
|
||||
lastTime = realTime();
|
||||
}
|
||||
|
||||
public static function update() {
|
||||
realDelta = realTime() - last;
|
||||
last = realTime();
|
||||
public static function render() {
|
||||
_renderDelta = realTime() - lastRenderTime;
|
||||
lastRenderTime = realTime();
|
||||
}
|
||||
}
|
||||
|
52
leenkx/Sources/iron/system/VR.hx
Normal file
@ -0,0 +1,52 @@
|
||||
package iron.system;
|
||||
|
||||
import iron.math.Mat4;
|
||||
|
||||
#if lnx_vr
|
||||
class VR {
|
||||
|
||||
static var undistortionMatrix: Mat4 = null;
|
||||
|
||||
public function new() {}
|
||||
|
||||
public static function getUndistortionMatrix(): Mat4 {
|
||||
if (undistortionMatrix == null) {
|
||||
undistortionMatrix = Mat4.identity();
|
||||
}
|
||||
|
||||
return undistortionMatrix;
|
||||
}
|
||||
|
||||
public static function getMaxRadiusSq(): Float {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
public static function initButton() {
|
||||
function vrDownListener(index: Int, x: Float, y: Float) {
|
||||
var vr = kha.vr.VrInterface.instance;
|
||||
if (vr == null || !vr.IsVrEnabled() || vr.IsPresenting()) return;
|
||||
var w: Float = iron.App.w();
|
||||
var h: Float = iron.App.h();
|
||||
if (x < w - 150 || y < h - 150) return;
|
||||
vr.onVRRequestPresent();
|
||||
}
|
||||
|
||||
function vrRender2D(g: kha.graphics2.Graphics) {
|
||||
var vr = kha.vr.VrInterface.instance;
|
||||
if (vr == null || !vr.IsVrEnabled() || vr.IsPresenting()) return;
|
||||
var w: Float = iron.App.w();
|
||||
var h: Float = iron.App.h();
|
||||
g.color = 0xffff0000;
|
||||
g.fillRect(w - 150, h - 150, 140, 140);
|
||||
}
|
||||
|
||||
kha.input.Mouse.get().notify(vrDownListener, null, null, null);
|
||||
iron.App.notifyOnRender2D(vrRender2D);
|
||||
|
||||
var vr = kha.vr.VrInterface.instance; // Straight to VR (Oculus Carmel)
|
||||
if (vr != null && vr.IsVrEnabled()) {
|
||||
vr.onVRRequestPresent();
|
||||
}
|
||||
}
|
||||
}
|
||||
#end
|
@ -20,6 +20,7 @@ class Config {
|
||||
var path = iron.data.Data.dataPath + "config.lnx";
|
||||
var bytes = haxe.io.Bytes.ofString(haxe.Json.stringify(raw));
|
||||
#if kha_krom
|
||||
if (iron.data.Data.dataPath == '') path = Krom.getFilesLocation() + "/config.lnx";
|
||||
Krom.fileSaveBytes(path, bytes.getData());
|
||||
#elseif kha_kore
|
||||
sys.io.File.saveBytes(path, bytes);
|
||||
@ -47,6 +48,7 @@ typedef TConfig = {
|
||||
@:optional var rp_ssr: Null<Bool>;
|
||||
@:optional var rp_ssrefr: Null<Bool>;
|
||||
@:optional var rp_bloom: Null<Bool>;
|
||||
@:optional var rp_chromatic_aberration: Null<Bool>;
|
||||
@:optional var rp_motionblur: Null<Bool>;
|
||||
@:optional var rp_gi: Null<Bool>; // voxelao
|
||||
@:optional var rp_dynres: Null<Bool>; // dynamic resolution scaling
|
||||
|
99
leenkx/Sources/leenkx/logicnode/AddParticleToObjectNode.hx
Normal file
@ -0,0 +1,99 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.data.SceneFormat.TSceneFormat;
|
||||
import iron.data.Data;
|
||||
import iron.object.Object;
|
||||
|
||||
class AddParticleToObjectNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if lnx_particles
|
||||
|
||||
if (property0 == 'Scene Active'){
|
||||
var objFrom: Object = inputs[1].get();
|
||||
var slot: Int = inputs[2].get();
|
||||
var objTo: Object = inputs[3].get();
|
||||
|
||||
if (objFrom == null || objTo == null) return;
|
||||
|
||||
var mobjFrom = cast(objFrom, iron.object.MeshObject);
|
||||
|
||||
var psys = mobjFrom.particleSystems != null ? mobjFrom.particleSystems[slot] :
|
||||
mobjFrom.particleOwner != null && mobjFrom.particleOwner.particleSystems != null ? mobjFrom.particleOwner.particleSystems[slot] : null;
|
||||
|
||||
if (psys == null) return;
|
||||
|
||||
var mobjTo = cast(objTo, iron.object.MeshObject);
|
||||
|
||||
mobjTo.setupParticleSystem(iron.Scene.active.raw.name, {name: 'LnxPS', seed: 0, particle: @:privateAccess psys.r.name});
|
||||
|
||||
mobjTo.render_emitter = inputs[4].get();
|
||||
|
||||
iron.Scene.active.spawnObject(psys.data.raw.instance_object, null, function(o: Object) {
|
||||
if (o != null) {
|
||||
var c: iron.object.MeshObject = cast o;
|
||||
if (mobjTo.particleChildren == null) mobjTo.particleChildren = [];
|
||||
mobjTo.particleChildren.push(c);
|
||||
c.particleOwner = mobjTo;
|
||||
c.particleIndex = mobjTo.particleChildren.length - 1;
|
||||
}
|
||||
});
|
||||
|
||||
var oslot: Int = mobjTo.particleSystems.length-1;
|
||||
var opsys = mobjTo.particleSystems[oslot];
|
||||
@:privateAccess opsys.setupGeomGpu(mobjTo.particleChildren[oslot], mobjTo);
|
||||
|
||||
} else {
|
||||
var sceneName: String = inputs[1].get();
|
||||
var objectName: String = inputs[2].get();
|
||||
var slot: Int = inputs[3].get();
|
||||
|
||||
var mobjTo: Object = inputs[4].get();
|
||||
var mobjTo = cast(mobjTo, iron.object.MeshObject);
|
||||
|
||||
#if lnx_json
|
||||
sceneName += ".json";
|
||||
#elseif lnx_compress
|
||||
sceneName += ".lz4";
|
||||
#end
|
||||
|
||||
Data.getSceneRaw(sceneName, (rawScene: TSceneFormat) -> {
|
||||
|
||||
for (obj in rawScene.objects) {
|
||||
if (obj.name == objectName) {
|
||||
mobjTo.setupParticleSystem(sceneName, obj.particle_refs[slot]);
|
||||
mobjTo.render_emitter = inputs[5].get();
|
||||
|
||||
iron.Scene.active.spawnObject(rawScene.particle_datas[slot].instance_object, null, function(o: Object) {
|
||||
if (o != null) {
|
||||
var c: iron.object.MeshObject = cast o;
|
||||
if (mobjTo.particleChildren == null) mobjTo.particleChildren = [];
|
||||
mobjTo.particleChildren.push(c);
|
||||
c.particleOwner = mobjTo;
|
||||
c.particleIndex = mobjTo.particleChildren.length - 1;
|
||||
}
|
||||
}, true, rawScene);
|
||||
|
||||
var oslot: Int = mobjTo.particleSystems.length-1;
|
||||
var opsys = mobjTo.particleSystems[oslot];
|
||||
@:privateAccess opsys.setupGeomGpu(mobjTo.particleChildren[oslot], mobjTo);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
#end
|
||||
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
@ -2,9 +2,11 @@ package leenkx.logicnode;
|
||||
|
||||
import iron.object.Object;
|
||||
|
||||
#if lnx_physics
|
||||
#if lnx_bullet
|
||||
import leenkx.trait.physics.PhysicsConstraint;
|
||||
import leenkx.trait.physics.bullet.PhysicsConstraint.ConstraintType;
|
||||
#elseif lnx_oimo
|
||||
// TODO
|
||||
#end
|
||||
|
||||
class AddPhysicsConstraintNode extends LogicNode {
|
||||
@ -25,7 +27,7 @@ class AddPhysicsConstraintNode extends LogicNode {
|
||||
|
||||
if (pivotObject == null || rb1 == null || rb2 == null) return;
|
||||
|
||||
#if lnx_physics
|
||||
#if lnx_bullet
|
||||
|
||||
var disableCollisions: Bool = inputs[4].get();
|
||||
var breakable: Bool = inputs[5].get();
|
||||
@ -108,6 +110,8 @@ class AddPhysicsConstraintNode extends LogicNode {
|
||||
}
|
||||
pivotObject.addTrait(con);
|
||||
}
|
||||
#elseif lnx_oimo
|
||||
// TODO
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
|
@ -4,7 +4,7 @@ import iron.object.Object;
|
||||
|
||||
#if lnx_physics
|
||||
import leenkx.trait.physics.RigidBody;
|
||||
import leenkx.trait.physics.bullet.RigidBody.Shape;
|
||||
import leenkx.trait.physics.RigidBody.Shape;
|
||||
#end
|
||||
|
||||
|
||||
|
@ -21,7 +21,7 @@ class ApplyForceNode extends LogicNode {
|
||||
|
||||
#if lnx_physics
|
||||
var rb: RigidBody = object.getTrait(RigidBody);
|
||||
|
||||
if (rb == null) return;
|
||||
!local ? rb.applyForce(force) : rb.applyForce(object.transform.worldVecToOrientation(force));
|
||||
#end
|
||||
|
||||
|
26
leenkx/Sources/leenkx/logicnode/ArrayIndexListNode.hx
Normal file
@ -0,0 +1,26 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class ArrayIndexListNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
var array: Array<Dynamic> = inputs[0].get();
|
||||
array = array.map(item -> Std.string(item));
|
||||
var value: Dynamic = inputs[1].get();
|
||||
var from: Int = 0;
|
||||
|
||||
var arrayList: Array<Int> = [];
|
||||
|
||||
var index: Int = array.indexOf(Std.string(value), from);
|
||||
|
||||
while(index != -1){
|
||||
arrayList.push(index);
|
||||
index = array.indexOf(Std.string(value), index+1);
|
||||
}
|
||||
|
||||
return arrayList;
|
||||
}
|
||||
}
|
@ -1,7 +1,7 @@
|
||||
package leenkx.logicnode;
|
||||
import aura.Aura;
|
||||
import aura.Types;
|
||||
import aura.types.HRTFData;
|
||||
import aura.types.HRTF;
|
||||
import aura.dsp.panner.HRTFPanner;
|
||||
|
||||
class AudioHRTFPannerNode extends LogicNode {
|
||||
|
16
leenkx/Sources/leenkx/logicnode/AutoExposureGetNode.hx
Normal file
@ -0,0 +1,16 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class AutoExposureGetNode extends LogicNode {
|
||||
|
||||
public function new(tree:LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from:Int):Dynamic {
|
||||
return switch (from) {
|
||||
case 0: leenkx.renderpath.Postprocess.auto_exposure_uniforms[0];
|
||||
case 1: leenkx.renderpath.Postprocess.auto_exposure_uniforms[1];
|
||||
default: 0.0;
|
||||
}
|
||||
}
|
||||
}
|
15
leenkx/Sources/leenkx/logicnode/AutoExposureSetNode.hx
Normal file
@ -0,0 +1,15 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class AutoExposureSetNode extends LogicNode {
|
||||
|
||||
public function new(tree:LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from:Int) {
|
||||
leenkx.renderpath.Postprocess.auto_exposure_uniforms[0] = inputs[1].get();
|
||||
leenkx.renderpath.Postprocess.auto_exposure_uniforms[1] = inputs[2].get();
|
||||
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
@ -1,26 +1,49 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class CameraSetNode extends LogicNode {
|
||||
|
||||
|
||||
public var property0: String;
|
||||
|
||||
public function new(tree:LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from:Int) {
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[0] = inputs[1].get();//Camera: F-Number
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[1] = inputs[2].get();//Camera: Shutter time
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[2] = inputs[3].get();//Camera: ISO
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[3] = inputs[4].get();//Camera: Exposure Compensation
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[4] = inputs[5].get();//Fisheye Distortion
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[5] = inputs[6].get();//DoF AutoFocus §§ If true, it ignores the DoF Distance setting
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[6] = inputs[7].get();//DoF Distance
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[7] = inputs[8].get();//DoF Focal Length mm
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[8] = inputs[9].get();//DoF F-Stop
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[9] = inputs[10].get();//Tonemapping Method
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[10] = inputs[11].get();//Distort
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[11] = inputs[12].get();//Film Grain
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[12] = inputs[13].get();//Sharpen
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[13] = inputs[14].get();//Vignette
|
||||
|
||||
switch (property0) {
|
||||
case 'F-stop':
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[0] = inputs[1].get();//Camera: F-Number
|
||||
case 'Shutter Time':
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[1] = inputs[1].get();//Camera: Shutter time
|
||||
case 'ISO':
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[2] = inputs[1].get();//Camera: ISO
|
||||
case 'Exposure Compensation':
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[3] = inputs[1].get();//Camera: Exposure Compensation
|
||||
case 'Fisheye Distortion':
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[4] = inputs[1].get();//Fisheye Distortion
|
||||
case 'Auto Focus':
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[5] = inputs[1].get();//DoF AutoFocus §§ If true, it ignores the DoF Distance setting
|
||||
case 'DoF Distance':
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[6] = inputs[1].get();//DoF Distance
|
||||
case 'DoF Length':
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[7] = inputs[1].get();//DoF Focal Length mm
|
||||
case 'DoF F-Stop':
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[8] = inputs[1].get();//DoF F-Stop
|
||||
case 'Tonemapping':
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[9] = inputs[1].get();//Tonemapping Method
|
||||
case 'Distort':
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[10] = inputs[1].get();//Distort
|
||||
case 'Film Grain':
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[11] = inputs[1].get();//Film Grain
|
||||
case 'Sharpen':
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[12] = inputs[1].get();//Sharpen
|
||||
case 'Vignette':
|
||||
leenkx.renderpath.Postprocess.camera_uniforms[13] = inputs[1].get();//Vignette
|
||||
case 'Exposure':
|
||||
leenkx.renderpath.Postprocess.exposure_uniforms[0] = inputs[1].get();//Exposure
|
||||
default:
|
||||
null;
|
||||
}
|
||||
|
||||
runOutput(0);
|
||||
}
|
||||
|
@ -10,6 +10,7 @@ class ChromaticAberrationGetNode extends LogicNode {
|
||||
return switch (from) {
|
||||
case 0: leenkx.renderpath.Postprocess.chromatic_aberration_uniforms[0];
|
||||
case 1: leenkx.renderpath.Postprocess.chromatic_aberration_uniforms[1];
|
||||
case 2: leenkx.renderpath.Postprocess.chromatic_aberration_uniforms[2];
|
||||
default: 0.0;
|
||||
}
|
||||
}
|
||||
|
@ -10,6 +10,7 @@ class ChromaticAberrationSetNode extends LogicNode {
|
||||
|
||||
leenkx.renderpath.Postprocess.chromatic_aberration_uniforms[0] = inputs[1].get();
|
||||
leenkx.renderpath.Postprocess.chromatic_aberration_uniforms[1] = inputs[2].get();
|
||||
leenkx.renderpath.Postprocess.chromatic_aberration_uniforms[2] = inputs[3].get();
|
||||
|
||||
runOutput(0);
|
||||
}
|
||||
|
@ -2,6 +2,9 @@ package leenkx.logicnode;
|
||||
|
||||
import iron.Scene;
|
||||
import iron.object.CameraObject;
|
||||
import iron.math.Vec4;
|
||||
import iron.math.Quat;
|
||||
import leenkx.math.Helper;
|
||||
|
||||
import leenkx.renderpath.RenderPathCreator;
|
||||
|
||||
@ -27,11 +30,19 @@ class DrawCameraTextureNode extends LogicNode {
|
||||
final c = inputs[2].get();
|
||||
assert(Error, Std.isOfType(c, CameraObject), "Camera must be a camera object!");
|
||||
cam = cast(c, CameraObject);
|
||||
rt = kha.Image.createRenderTarget(iron.App.w(), iron.App.h());
|
||||
rt = kha.Image.createRenderTarget(iron.App.w(), iron.App.h(),
|
||||
kha.graphics4.TextureFormat.RGBA32,
|
||||
kha.graphics4.DepthStencilFormat.NoDepthAndStencil);
|
||||
|
||||
assert(Error, mo.materials[matSlot].contexts[0].textures != null, 'Object "${mo.name}" has no diffuse texture to render to');
|
||||
mo.materials[matSlot].contexts[0].textures[0] = rt; // Override diffuse texture
|
||||
|
||||
final n = inputs[5].get();
|
||||
for (i => node in mo.materials[matSlot].contexts[0].raw.bind_textures){
|
||||
if (node.name == n){
|
||||
mo.materials[matSlot].contexts[0].textures[i] = rt; // Override diffuse texture
|
||||
break;
|
||||
}
|
||||
}
|
||||
tree.notifyOnRender(render);
|
||||
runOutput(0);
|
||||
|
||||
@ -48,8 +59,20 @@ class DrawCameraTextureNode extends LogicNode {
|
||||
iron.Scene.active.camera = cam;
|
||||
cam.renderTarget = rt;
|
||||
|
||||
#if kha_html5
|
||||
var q: Quat = new Quat();
|
||||
q.fromAxisAngle(new Vec4(0, 0, 1, 1), Helper.degToRad(180));
|
||||
cam.transform.rot.mult(q);
|
||||
cam.transform.buildMatrix();
|
||||
#end
|
||||
|
||||
cam.renderFrame(g);
|
||||
|
||||
#if kha_html5
|
||||
cam.transform.rot.mult(q);
|
||||
cam.transform.buildMatrix();
|
||||
#end
|
||||
|
||||
cam.renderTarget = oldRT;
|
||||
iron.Scene.active.camera = sceneCam;
|
||||
}
|
||||
|
@ -99,8 +99,6 @@ class DrawImageSequenceNode extends LogicNode {
|
||||
final colorVec = inputs[4].get();
|
||||
g.color = Color.fromFloats(colorVec.x, colorVec.y, colorVec.z, colorVec.w);
|
||||
|
||||
trace(currentImgIdx);
|
||||
|
||||
g.drawScaledImage(images[currentImgIdx], inputs[5].get(), inputs[6].get(), inputs[7].get(), inputs[8].get());
|
||||
}
|
||||
}
|
||||
|
59
leenkx/Sources/leenkx/logicnode/DrawSubImageNode.hx
Normal file
@ -0,0 +1,59 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.math.Vec4;
|
||||
import kha.Image;
|
||||
import kha.Color;
|
||||
import leenkx.renderpath.RenderToTexture;
|
||||
|
||||
class DrawSubImageNode extends LogicNode {
|
||||
var img: Image;
|
||||
var lastImgName = "";
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
RenderToTexture.ensure2DContext("DrawImageNode");
|
||||
|
||||
final imgName: String = inputs[1].get();
|
||||
final colorVec: Vec4 = inputs[2].get();
|
||||
final anchorH: Int = inputs[3].get();
|
||||
final anchorV: Int = inputs[4].get();
|
||||
final x: Float = inputs[5].get();
|
||||
final y: Float = inputs[6].get();
|
||||
final width: Float = inputs[7].get();
|
||||
final height: Float = inputs[8].get();
|
||||
final sx: Float = inputs[9].get();
|
||||
final sy: Float = inputs[10].get();
|
||||
final swidth: Float = inputs[11].get();
|
||||
final sheight: Float = inputs[12].get();
|
||||
final angle: Float = inputs[13].get();
|
||||
|
||||
final drawx = x - 0.5 * width * anchorH;
|
||||
final drawy = y - 0.5 * height * anchorV;
|
||||
final sdrawx = sx - 0.5 * swidth * anchorH;
|
||||
final sdrawy = sy - 0.5 * sheight * anchorV;
|
||||
|
||||
RenderToTexture.g.rotate(angle, x, y);
|
||||
|
||||
if (imgName != lastImgName) {
|
||||
// Load new image
|
||||
lastImgName = imgName;
|
||||
iron.data.Data.getImage(imgName, (image: Image) -> {
|
||||
img = image;
|
||||
});
|
||||
}
|
||||
|
||||
if (img == null) {
|
||||
runOutput(0);
|
||||
return;
|
||||
}
|
||||
|
||||
RenderToTexture.g.color = Color.fromFloats(colorVec.x, colorVec.y, colorVec.z, colorVec.w);
|
||||
RenderToTexture.g.drawScaledSubImage(img, sdrawx, sdrawy, swidth, sheight, drawx, drawy, width, height);
|
||||
RenderToTexture.g.rotate(-angle, x, y);
|
||||
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
17
leenkx/Sources/leenkx/logicnode/GetAudioPositionNode.hx
Normal file
@ -0,0 +1,17 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import aura.Aura;
|
||||
import aura.Types;
|
||||
|
||||
class GetAudioPositionNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
var audio = inputs[0].get();
|
||||
if (audio == null || audio.channel == null) return 0.0;
|
||||
return audio.channel.floatPosition / audio.channel.sampleRate;
|
||||
}
|
||||
}
|
@ -26,10 +26,9 @@ class GetBoneTransformNode extends LogicNode {
|
||||
// Get bone in armature
|
||||
var bone = anim.getBone(boneName);
|
||||
|
||||
//return anim.getAbsWorldMat(bone);
|
||||
return anim.getAbsMat(bone).clone().multmat(object.transform.world);
|
||||
//return anim.getAbsWorldMat(bone);
|
||||
|
||||
return anim.getAbsWorldMat(anim.skeletonMats, bone);
|
||||
//return anim.getAbsMat(bone).clone().multmat(object.transform.world);
|
||||
|
||||
#else
|
||||
return null;
|
||||
|
||||
|
19
leenkx/Sources/leenkx/logicnode/GetCameraRenderFilterNode.hx
Normal file
@ -0,0 +1,19 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.object.MeshObject;
|
||||
import iron.object.CameraObject;
|
||||
|
||||
class GetCameraRenderFilterNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
var mo: MeshObject = cast inputs[0].get();
|
||||
|
||||
if (mo == null) return null;
|
||||
|
||||
return mo.cameraList;
|
||||
}
|
||||
}
|
@ -8,7 +8,7 @@ class GetFPSNode extends LogicNode {
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
if (from == 0) {
|
||||
var fps = Math.round(1 / iron.system.Time.realDelta);
|
||||
var fps = Math.round(1 / iron.system.Time.renderDelta);
|
||||
if ((fps == Math.POSITIVE_INFINITY) || (fps == Math.NEGATIVE_INFINITY) || (Math.isNaN(fps))) {
|
||||
return 0;
|
||||
}
|
||||
|
72
leenkx/Sources/leenkx/logicnode/GetParticleDataNode.hx
Normal file
@ -0,0 +1,72 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.object.Object;
|
||||
|
||||
class GetParticleDataNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
var object: Object = inputs[0].get();
|
||||
var slot: Int = inputs[1].get();
|
||||
|
||||
if (object == null) return null;
|
||||
|
||||
#if lnx_particles
|
||||
|
||||
var mo = cast(object, iron.object.MeshObject);
|
||||
|
||||
var psys = mo.particleSystems != null ? mo.particleSystems[slot] :
|
||||
mo.particleOwner != null && mo.particleOwner.particleSystems != null ? mo.particleOwner.particleSystems[slot] : null;
|
||||
|
||||
if (psys == null) return null;
|
||||
|
||||
return switch (from) {
|
||||
case 0:
|
||||
@:privateAccess psys.r.name;
|
||||
case 1:
|
||||
@:privateAccess psys.r.particle_size;
|
||||
case 2:
|
||||
@:privateAccess psys.r.frame_start;
|
||||
case 3:
|
||||
@:privateAccess psys.r.frame_end;
|
||||
case 4:
|
||||
@:privateAccess psys.lifetime;
|
||||
case 5:
|
||||
@:privateAccess psys.r.lifetime;
|
||||
case 6:
|
||||
@:privateAccess psys.r.emit_from;
|
||||
case 7:
|
||||
@:privateAccess psys.r.auto_start;
|
||||
case 8:
|
||||
@:privateAccess psys.r.is_unique;
|
||||
case 9:
|
||||
@:privateAccess psys.r.loop;
|
||||
case 10:
|
||||
new iron.math.Vec3(@:privateAccess psys.alignx, @:privateAccess psys.aligny, @:privateAccess psys.alignz);
|
||||
case 11:
|
||||
@:privateAccess psys.r.factor_random;
|
||||
case 12:
|
||||
new iron.math.Vec3(@:privateAccess psys.gx, @:privateAccess psys.gy, @:privateAccess psys.gz);
|
||||
case 13:
|
||||
@:privateAccess psys.r.weight_gravity;
|
||||
case 14:
|
||||
psys.speed;
|
||||
case 15:
|
||||
@:privateAccess psys.time;
|
||||
case 16:
|
||||
@:privateAccess psys.lap;
|
||||
case 17:
|
||||
@:privateAccess psys.lapTime;
|
||||
case 18:
|
||||
@:privateAccess psys.count;
|
||||
default:
|
||||
null;
|
||||
}
|
||||
#end
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|