Compare commits

558 Commits

Author SHA1 Message Date
60a9db6459 Update api/api.hxml 2025-07-22 21:54:56 +00:00
3b5a93c92a Update leenkx/Sources/leenkx/trait/PhysicsBreak.hx 2025-07-22 21:51:25 +00:00
4af990796e t3du - Add TSceneFormat as Trait property type 2025-07-21 23:27:34 +00:00
9fb4916c3c t3du - Add TSceneFormat as Trait property type 2025-07-21 23:24:30 +00:00
f61d5833bb Update leenkx/blender/lnx/exporter.py 2025-07-21 23:15:59 +00:00
40b52be713 t3du - Add TSceneFormat as Trait property type 2025-07-21 23:12:43 +00:00
07d8422f22 Merge pull request 'Update leenkx/Sources/iron/system/Time.hx' (#101) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#101
2025-07-19 20:23:46 +00:00
7179d42b27 Update leenkx/Sources/iron/system/Time.hx 2025-07-19 20:07:08 +00:00
99a5d7d445 Merge pull request 'Update leenkx/Sources/leenkx/logicnode/SetObjectDelayedLocationNode.hx' (#100) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#100
2025-07-17 15:58:08 +00:00
5e0acd3d5d Update leenkx/Sources/leenkx/logicnode/SetObjectDelayedLocationNode.hx 2025-07-16 22:18:14 +00:00
f4077e461b Merge pull request 'Tangazo - Once Node + Set Object Delayed Location Node [ Additional Clean Handler ]' (#99) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#99
2025-07-16 05:23:34 +00:00
28943f1522 Add leenkx/Sources/leenkx/logicnode/SetObjectDelayedLocationNode.hx 2025-07-16 05:15:59 +00:00
df4feac132 Add leenkx/blender/lnx/logicnode/object/LN_set_object_delayed_location.py 2025-07-16 05:14:28 +00:00
82412dbf81 Add leenkx/Sources/leenkx/logicnode/OnceNode.hx 2025-07-15 22:07:02 +00:00
6afc209db7 Add leenkx/blender/lnx/logicnode/logic/LN_once.py 2025-07-15 22:06:11 +00:00
e9aae53be9 t3du - Fix attribute error rp_gi 2025-07-15 19:05:14 +00:00
a65675ef75 Update leenkx/blender/lnx/handlers.py 2025-07-15 17:57:38 +00:00
8f073c5ae1 merge upstream 2025-07-15 17:56:41 +00:00
08d08e42d9 Merge pull request 'improved mouse look node and added missing rigid body settings in Properties > physics > leenkx Props' (#98) from wuaieyo/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#98
2025-07-15 02:59:53 +00:00
a1ee335c68 removed the translation daping and rotation dampign because they would override the alreayd existedt under Dynamics panel 2025-07-13 04:23:51 +02:00
de6bf8a08a added last needed important rigid body settings in the blender RB leenkx settings for game engine ? like min max velocity,damping and lock translation and rotationboolean settings 2025-07-11 19:21:01 +02:00
b9848cd2dc revert e922cc38e6
revert Update leenkx/Shaders/std/shadows.glsl
2025-07-09 23:20:46 +00:00
e922cc38e6 Update leenkx/Shaders/std/shadows.glsl 2025-07-09 23:17:55 +00:00
57f0e937d0 fixed properties numbering, comments and LNXfactor to LNXFloat 2025-07-08 22:48:16 +02:00
e234c8615c merge upstream 2025-07-08 20:01:27 +00:00
e594518e57 Merge pull request 'main' (#96) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#96
2025-07-06 17:29:11 +00:00
a41be0f436 Update leenkx/blender/lnx/material/cycles_nodes/nodes_input.py 2025-07-06 17:23:04 +00:00
1306033b36 Update leenkx/Sources/leenkx/logicnode/SetParticleDataNode.hx 2025-07-05 22:03:54 +00:00
eee0011cdd Update leenkx/Sources/leenkx/logicnode/GetWorldOrientationNode.hx 2025-07-05 21:52:57 +00:00
315ac0bd16 Update lib/aura/Sources/aura/dsp/panner/StereoPanner.hx 2025-07-05 21:49:10 +00:00
f289e6f89c merge upstream 2025-07-03 07:46:23 +00:00
700d236bf1 Merge pull request 'main' (#94) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#94
2025-07-03 04:12:51 +00:00
f228eab8d3 Add leenkx/Sources/leenkx/logicnode/SetAudioPositionNode.hx 2025-07-03 03:55:23 +00:00
863d884b76 Add leenkx/Sources/leenkx/logicnode/GetAudioPositionNode.hx 2025-07-03 03:54:54 +00:00
34e0f5a282 Add leenkx/blender/lnx/logicnode/custom/LN_set_audio_position.py 2025-07-03 03:53:59 +00:00
45e2e52008 Add leenkx/blender/lnx/logicnode/custom/LN_get_audio_position.py 2025-07-03 03:52:39 +00:00
444a215e63 made default resolution adaptive sensiticity because makes more sense, removed other things since no difference and dunno 2025-07-03 05:27:24 +02:00
fb2d2a1a7c Add leenkx/Sources/leenkx/logicnode/SetPositionSpeakerNode.hx 2025-07-03 01:23:13 +00:00
f88c04abea Add leenkx/Sources/leenkx/logicnode/GetPositionSpeakerNode.hx 2025-07-03 01:22:44 +00:00
6fdd4b3f70 Add leenkx/blender/lnx/logicnode/sound/LN_get_position_speaker.py 2025-07-03 01:21:37 +00:00
a389c27d75 Add leenkx/blender/lnx/logicnode/sound/LN_set_position_speaker.py 2025-07-03 01:20:22 +00:00
1909c3da9f Update leenkx/blender/lnx/material/cycles.py 2025-07-02 15:29:05 +00:00
5824bd91aa Merge pull request 't3du [ Repe ] - VR Code' (#93) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#93
2025-07-02 05:19:25 +00:00
43fe559eef t3du - Restore VR code 2025-07-02 05:16:53 +00:00
12c09545ce t3du - Restore VR code 2025-07-02 05:15:34 +00:00
0e60951ec9 t3du - Restore VR code 2025-07-02 05:14:05 +00:00
ccb8b358d3 t3du - Restore VR code 2025-07-02 05:11:23 +00:00
1a8586777b Merge pull request 'main' (#91) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#91
2025-06-30 21:01:50 +00:00
3721c774a1 Update leenkx/blender/lnx/material/node_meta.py 2025-06-30 20:59:56 +00:00
a58fba408d Update leenkx/blender/lnx/material/cycles.py 2025-06-30 20:58:56 +00:00
268fba6cd5 Merge pull request 'main' (#90) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#90
2025-06-30 20:39:41 +00:00
4ab14ce6c8 merge upstream 2025-06-30 20:39:14 +00:00
9023e8d1da Merge pull request 'added Mouse Look node for FSP style movement of object like camera...' (#89) from wuaieyo/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#89
2025-06-30 20:37:10 +00:00
b58c7a9632 Update leenkx/blender/lnx/material/cycles.py 2025-06-30 20:33:04 +00:00
99b70622f5 Update leenkx/blender/lnx/material/node_meta.py 2025-06-30 20:31:50 +00:00
647b73b746 added Mouse Look node for FSP style movement of object like camera... 2025-06-30 06:35:06 +02:00
935c30ec08 Merge pull request 'main' (#88) from wuaieyo/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#88
2025-06-27 22:39:32 +00:00
0b0d597f89 merge upstream 2025-06-27 22:31:19 +00:00
d5878afb30 Merge pull request 't3du [ Repe ] + Moisesjpelaez Fixes' (#87) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#87
2025-06-27 22:28:35 +00:00
96b55a1a56 t3du - Add SetLightShadowNode for controlling light shadows 2025-06-27 18:03:37 +00:00
91b3072305 t3du - Add SetLightShadowNode for controlling light shadows 2025-06-27 17:57:26 +00:00
1d0b338d92 t3du - Particle export: add support for linked particle info 2025-06-27 17:52:19 +00:00
8e83c0d0d0 moisesjpelaez - Fix linked particle's render object vertex shader export 2025-06-27 17:49:35 +00:00
927baec4df t3du - Show world name in debug console 2025-06-27 17:46:36 +00:00
f5c9e70d1a 1. added local rotation so that if the source object is child then it would still align to the target object. 2. removed rotation output socket since is not really needed. 2025-06-26 03:05:11 +02:00
0423a735fc Update leenkx/Sources/leenkx/logicnode/PlayAnimationTreeNode.hx 2025-06-24 18:43:30 +00:00
bd413917fc Merge pull request 'main' (#84) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#84
2025-06-24 18:18:27 +00:00
852377f60d merge upstream 2025-06-24 18:07:23 +00:00
e17e9a8e35 Merge pull request 'added new set look at rotation node' (#83) from wuaieyo/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#83
2025-06-24 18:06:48 +00:00
4055c979a1 add new Set Look At Rotation Node for making logic nodes great again 2025-06-24 19:47:03 +02:00
06b003ecdb revert 14cf5cebed
revert add new node called Set Look at Rotation
2025-06-24 17:38:18 +00:00
fd7f215bb2 .gitattributes 2025-06-24 17:31:59 +00:00
6a1df9ec46 merge upstream 2025-06-24 17:31:29 +00:00
deccac3c46 Merge pull request '.gitignore' (#81) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#81
2025-06-24 17:21:28 +00:00
432b0210b2 .gitignore 2025-06-24 17:13:27 +00:00
14cf5cebed add new node called Set Look at Rotation 2025-06-24 18:39:16 +02:00
2307e1504f Merge pull request 't3du [ Repe ] - Fix particle export' (#78) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#78
2025-06-22 20:25:21 +00:00
1ebfecb644 Update leenkx/blender/lnx/exporter.py 2025-06-22 20:13:33 +00:00
175b575b23 Update leenkx/blender/lnx/exporter.py 2025-06-22 20:12:43 +00:00
63943a9cbf Merge pull request 'Remove pycache folders' (#77) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#77
2025-06-20 20:51:03 +00:00
224d9be76f Remove cache folders 2025-06-20 13:47:02 -07:00
62d3c8757b Update leenkx/blender/lnx/exporter.py 2025-06-20 16:06:08 +00:00
3785f93573 Merge pull request 'main' (#75) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#75
2025-06-20 15:59:18 +00:00
ffb276745f Update leenkx/blender/lnx/exporter.py 2025-06-20 15:55:56 +00:00
d1c9258da5 Update leenkx/blender/lnx/exporter.py 2025-06-20 15:55:29 +00:00
3e0cd2be35 Update leenkx/blender/lnx/props_traits.py 2025-06-20 15:50:09 +00:00
1fd1973470 Update leenkx/blender/lnx/material/make_mesh.py 2025-06-18 17:12:53 +00:00
a01c72ef76 Merge pull request 'Update leenkx/blender/lnx/exporter.py' (#74) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#74
2025-06-17 16:38:21 +00:00
4b01a562c9 Update leenkx/blender/lnx/exporter.py 2025-06-16 02:34:28 +00:00
6972d9abc4 Merge pull request 't3du [ Repe ] - Camera Render Filter' (#73) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#73
2025-06-13 15:14:13 +00:00
63c6b9d98b t3du - Camera Render Filter 2025-06-12 22:38:30 +00:00
313d24bbc8 t3du - Camera Render Filter 2025-06-12 22:35:21 +00:00
6d2812306d t3du - Camera Render Filter 2025-06-12 22:23:33 +00:00
e84d6ada84 t3du - Camera Render Filter 2025-06-12 22:21:24 +00:00
5057f2b946 t3du - Camera Render Filter 2025-06-12 22:16:22 +00:00
2715fe3398 t3du - Camera Render Filter 2025-06-12 22:14:08 +00:00
7cb8b8a2d2 t3du - Camera Render Filter 2025-06-12 22:11:59 +00:00
cd606009e0 t3du - Camera Render Filter 2025-06-12 22:10:19 +00:00
965162b101 t3du - Camera Render Filter 2025-06-12 22:08:21 +00:00
c61a57bfb3 t3du - Camera Render Filter 2025-06-12 22:07:16 +00:00
cdc425fbcb Update leenkx/Sources/leenkx/logicnode/GetWorldNode.hx 2025-06-10 20:26:59 +00:00
846bb28c86 Merge pull request 't3du [ Repe ] - World Nodes | Resolution PP | Texture Filtering' (#71) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#71
2025-06-10 20:23:04 +00:00
7fabd77ef8 t3du - Resolution post process 2025-06-10 20:12:18 +00:00
fb1a5c88bf t3du - Resolution post process 2025-06-10 20:11:05 +00:00
e05c83a8bb t3du - Resolution post process 2025-06-10 20:08:54 +00:00
ee4f62e881 t3du - Resolution post process 2025-06-10 20:06:49 +00:00
59f8dff22f t3du - Resolution post process 2025-06-10 20:04:37 +00:00
5572226ac5 t3du - Resolution post process 2025-06-10 20:02:59 +00:00
d04874e0b3 t3du - Set / Get World Nodes 2025-06-10 18:55:35 +00:00
ef8b3a99ab t3du - Set / Get World Nodes 2025-06-10 18:52:53 +00:00
1d3254a237 t3du - Set / Get World Nodes 2025-06-10 18:52:26 +00:00
188af4a50f t3du - Set / Get World Nodes 2025-06-10 18:47:00 +00:00
c45baaf396 t3du - Set / Get World Nodes 2025-06-10 18:44:30 +00:00
4b1da08819 t3du - Set / Get World Nodes 2025-06-10 18:42:12 +00:00
aeb353fb20 t3du - Set / Get World Nodes 2025-06-10 18:40:21 +00:00
65961b1593 t3du - Set / Get World Nodes 2025-06-10 18:38:25 +00:00
1c472155e2 t3du - Add material texture filter node 2025-06-10 18:34:09 +00:00
4238f0b2a0 t3du - Add material texture filter node 2025-06-10 18:32:15 +00:00
b40aadf76c t3du - Add material texture filter node 2025-06-10 18:30:27 +00:00
7277987335 Merge pull request 't3du [ Repe ] - Particle Export Option + Dof reference changes' (#68) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#68
2025-06-07 21:15:56 +00:00
a48ec4d034 t3du - Fix DoF references and small changes 2025-06-07 21:12:31 +00:00
7f0153f816 t3du - Fix DoF references and small changes 2025-06-07 21:07:45 +00:00
40d893e139 t3du - Fix DoF references and small changes 2025-06-07 21:06:35 +00:00
9b9289d27d t3du - Fix DoF references and small changes 2025-06-07 20:42:31 +00:00
8786798edd t3du - Fix DoF references and small changes 2025-06-07 20:39:01 +00:00
fa425a98a5 t3du - Add export option for particles 2025-06-07 20:35:01 +00:00
5165769088 Merge pull request 'main' (#67) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#67
2025-06-06 08:22:34 +00:00
feabf446db Update leenkx/Shaders/std/tonemap.glsl 2025-06-06 07:23:55 +00:00
e770120f7d Update leenkx/blender/lnx/write_data.py 2025-06-06 06:46:55 +00:00
7c1b1f2dd9 Merge pull request 't3du [ Repe ] + Moises - Tonemaps / Debugdrawer / Compositor Fixes' (#64) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#64
2025-06-05 17:41:28 +00:00
88a4f0e76a t3du - Clean Compositor 2025-06-05 17:20:09 +00:00
d9e613b3eb moisesjpelaez - Tonemap Fixes 2025-06-05 17:07:50 +00:00
a0c84dc807 moisesjpelaez - CA Fixes 2025-06-05 17:05:08 +00:00
5a92920b1f moisesjpelaez - Tonemap Fixes 2025-06-05 17:03:38 +00:00
30a624c857 Update leenkx/Sources/leenkx/trait/physics/bullet/PhysicsWorld.hx 2025-06-05 00:54:20 +00:00
8153d67eac Update leenkx/Sources/leenkx/trait/physics/bullet/DebugDrawHelper.hx 2025-06-05 00:52:55 +00:00
9963a42c76 Merge pull request 'Shader Fix + moisesjpelaez Aura Fix' (#62) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#62
2025-06-04 19:18:13 +00:00
885385d7cb Update lib/aura/Sources/aura/Time.hx 2025-06-04 19:14:36 +00:00
c433a7f09e Update lib/aura/Sources/aura/threading/Message.hx 2025-06-04 19:13:12 +00:00
c7e2c7d452 Update lib/aura/Sources/aura/dsp/panner/StereoPanner.hx 2025-06-04 19:11:55 +00:00
2a1235b3d8 Update lib/aura/Sources/aura/channels/Html5StreamChannel.hx 2025-06-04 19:10:07 +00:00
074962d158 Update leenkx/blender/lnx/material/cycles_nodes/nodes_shader.py 2025-06-04 19:02:57 +00:00
3ea0d7da9d Merge pull request 't3du [ Repe ] - Post process updates - New nodes - Physics - Chromatic AB' (#60) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#60
2025-06-02 20:07:26 +00:00
00b580a4fa Update leenkx/blender/lnx/logicnode/postprocess/LN_get_auto_exposure_settings.py 2025-06-02 20:06:50 +00:00
f779462f36 t3du - Post Process Updates 2025-06-02 19:51:11 +00:00
2c7343aa31 t3du - Post Process Updates 2025-06-02 19:47:15 +00:00
85912d84fb Add leenkx/blender/lnx/logicnode/postprocess/LN_set_volumetric_light_settings.py 2025-06-02 19:45:39 +00:00
ad0d750dd0 Add leenkx/blender/lnx/logicnode/postprocess/LN_set_volumetric_fog_settings.py 2025-06-02 19:43:52 +00:00
9914d53045 Add leenkx/blender/lnx/logicnode/postprocess/LN_set_sharpen_settings.py 2025-06-02 19:42:36 +00:00
9daf6c15ab Update leenkx/blender/lnx/logicnode/postprocess/LN_set_auto_exposure_settings.py 2025-06-02 19:40:33 +00:00
9ac3de67aa Update leenkx/blender/lnx/logicnode/postprocess/LN_get_volumetric_light_settings.py 2025-06-02 19:40:05 +00:00
fd02f6bca3 Add leenkx/blender/lnx/logicnode/LN_set_auto_exposure_settings.py 2025-06-02 19:39:13 +00:00
2cc0d3db3b Add leenkx/blender/lnx/logicnode/LN_get_volumetric_light_settings.py 2025-06-02 19:38:01 +00:00
fe730a65ee Add leenkx/blender/lnx/logicnode/postprocess/LN_get_volumetric_fog_settings.py 2025-06-02 19:35:27 +00:00
18ec9712fd Add leenkx/blender/lnx/logicnode/postprocess/LN_get_sharpen_settings.py 2025-06-02 19:25:19 +00:00
0d80f3fb6d Add leenkx/blender/lnx/logicnode/postprocess/LN_get_auto_exposure_settings.py 2025-06-02 19:21:53 +00:00
be06b222cb t3du - Post Process Updates 2025-06-02 19:14:54 +00:00
3f0984e227 Update leenkx/blender/lnx/props_ui.py 2025-06-02 19:13:12 +00:00
15a10ea3aa t3du - Post Process Updates 2025-06-02 19:12:33 +00:00
012abfeaf6 t3du - Post Process Updates 2025-06-02 19:11:02 +00:00
dd6cd16661 t3du - Post Process Updates 2025-06-02 19:01:21 +00:00
d8b37efe1b Add leenkx/Sources/leenkx/logicnode/VolumetricLightSetNode.hx 2025-06-02 18:57:18 +00:00
a40a035c03 Add leenkx/Sources/leenkx/logicnode/VolumetricLightGetNode.hx 2025-06-02 18:56:31 +00:00
a318758cbf Add leenkx/Sources/leenkx/logicnode/VolumetricFogSetNode.hx 2025-06-02 18:36:55 +00:00
7c13a25caf Add leenkx/Sources/leenkx/logicnode/VolumetricFogGetNode.hx 2025-06-02 18:36:11 +00:00
141567467f Add leenkx/Sources/leenkx/logicnode/SharpenSetNode.hx 2025-06-02 18:35:24 +00:00
047983a280 Add leenkx/Sources/leenkx/logicnode/SharpenGetNode.hx 2025-06-02 18:34:24 +00:00
48ad4322cf t3du - Post Process Updates 2025-06-02 18:33:21 +00:00
eaa34308d0 Add leenkx/Sources/leenkx/logicnode/AutoExposureSetNode.hx 2025-06-02 18:28:33 +00:00
741a12de78 Add leenkx/Sources/leenkx/logicnode/AutoExposureGetNode.hx 2025-06-02 18:27:31 +00:00
9749467cd7 t3du - Post Process Updates 2025-06-02 18:25:19 +00:00
91ae053346 t3du - Post Process Updates 2025-06-02 18:21:47 +00:00
b7b7edb5e2 t3du - Post Process Updates 2025-06-02 18:19:16 +00:00
dfa99fcb14 t3du - Post Process Updates 2025-06-02 18:18:36 +00:00
bc0bf41b91 t3du - Post Process Updates 2025-06-02 18:17:17 +00:00
535e69dcd0 t3du - Post Process Updates 2025-06-02 18:15:45 +00:00
2eaf83d89c t3du - Post Process Updates 2025-06-02 18:09:31 +00:00
6e62917819 t3du - Post Process Updates 2025-06-02 18:08:41 +00:00
03106eff02 t3du - Particle nodes Update 2025-06-02 18:01:58 +00:00
0c5d71ecd2 t3du - Particle nodes Update 2025-06-02 18:00:15 +00:00
d6a7b7e305 t3du - Particle nodes Update 2025-06-02 17:58:15 +00:00
3d91f2f1e7 t3du - Particle nodes Update 2025-06-02 17:54:31 +00:00
d76c295786 t3du - Krom path condition 2025-06-02 17:48:09 +00:00
79422337ae t3du - CA Updates 2025-06-02 17:35:46 +00:00
b0e624ef75 t3du - CA Updates 2025-06-02 17:34:59 +00:00
9d78aabf35 t3du - CA Updates 2025-06-02 17:33:15 +00:00
a3930d7761 t3du - CA Updates 2025-06-02 17:31:13 +00:00
c958113c94 Update leenkx/blender/lnx/logicnode/postprocess/LN_set_ca_settings.py 2025-06-02 17:27:27 +00:00
385c683fe3 t3du - CA Updates 2025-06-02 17:25:33 +00:00
1050337751 t3du - CA Updates 2025-06-02 17:20:59 +00:00
114bf7544a t3du - CA Updates 2025-06-02 17:14:44 +00:00
0199ee9877 t3du - CA Updates 2025-06-02 17:09:28 +00:00
6e02aeee53 t3du - CA Updates 2025-06-02 17:06:56 +00:00
6c3d71c4c9 t3du - CA Updates 2025-06-02 17:05:30 +00:00
78592b245f t3du - CA Updates 2025-06-02 17:04:55 +00:00
80d4422c90 t3du - CA Updates 2025-06-02 17:03:41 +00:00
32df55d636 t3du - CA Updates 2025-06-02 17:00:57 +00:00
eede86e278 Update leenkx/blender/lnx/props_ui.py 2025-06-02 16:47:43 +00:00
1b855f953f t3du - Ies Texture and Cloud Texture: improvements 2025-06-02 16:46:01 +00:00
59df400b0d t3du - Ies Texture and Cloud Texture: improvements 2025-06-02 16:44:08 +00:00
4af244e3e2 Merge pull request 'moisesjpelaez - Fix pausing and resuming updates' (#59) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#59
2025-06-02 16:35:35 +00:00
ae91f8801f moisesjpelaez - Fix pausing and resuming updates 2025-06-02 16:32:28 +00:00
7f5786d47c moisesjpelaez - Fix pausing and resuming updates 2025-06-02 16:24:22 +00:00
ea12d5b951 moisesjpelaez - Fix pausing and resuming updates 2025-06-02 16:21:25 +00:00
d37468a6ab Merge pull request 'moisesjpelaez - FixedUpdate - Physics Improvements - Private Fields' (#58) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#58
2025-06-02 16:01:44 +00:00
d0b3dc2ff8 moisesjpelaez - Physics Improvements 2025-06-02 07:24:53 +00:00
85bbc10d06 moisesjpelaez - Physics Improvements 2025-06-02 06:31:14 +00:00
2fca73aebd moisesjpelaez - Physics Improvements 2025-06-02 06:26:11 +00:00
8b187940ee moisesjpelaez - Physics Improvements 2025-06-02 06:22:23 +00:00
00369aa90b moisesjpelaez - Physics Improvements 2025-06-02 04:18:44 +00:00
26a10020ac moisesjpelaez - Physics Improvements 2025-06-02 04:12:58 +00:00
421463a642 moisesjpelaez - Physics Improvements 2025-06-02 04:11:02 +00:00
8d9f248d2f moisesjpelaez - Physics Improvements 2025-06-02 04:06:31 +00:00
ed72206a26 moisesjpelaez - Physics Improvements 2025-06-01 23:52:22 +00:00
6b7460dd4c moisesjpelaez - Add particles random size
* Revert
2025-06-01 23:46:05 +00:00
447af740be moisesjpelaez - Framerate and delta fixes 2025-06-01 23:33:30 +00:00
3ff6c32ac9 moisesjpelaez - Framerate and delta fixes 2025-06-01 23:31:49 +00:00
b752d70109 moisesjpelaez - Framerate and delta fixes 2025-06-01 23:29:57 +00:00
a6f83e2d37 moisesjpelaez - Framerate and delta fixes 2025-06-01 23:29:09 +00:00
016e223fb8 moisesjpelaez - Add fixedUpdate for Physics 2025-06-01 23:18:35 +00:00
502601e684 moisesjpelaez - Add fixedUpdate for Physics 2025-06-01 23:17:23 +00:00
29a4bb6803 moisesjpelaez - Add fixedUpdate for Physics 2025-06-01 23:14:43 +00:00
cfbe7c83cb moisesjpelaez - Add fixedUpdate for Physics 2025-06-01 23:09:47 +00:00
a6d9cb9201 moisesjpelaez - Physics Private Fields 2025-06-01 23:02:50 +00:00
32cdbd8c54 moisesjpelaez - Physics Private Fields 2025-06-01 22:57:47 +00:00
1a17b646e4 moisesjpelaez - Physics Private Fields 2025-06-01 22:56:48 +00:00
cdf79de36b moisesjpelaez - Physics Private Fields 2025-06-01 22:55:55 +00:00
2aa6be6496 moisesjpelaez - Physics Private Fields 2025-06-01 22:52:16 +00:00
25c391d244 moisesjpelaez - Physics Improvements 2025-06-01 22:17:30 +00:00
a3c2be4e79 moisesjpelaez - Physics Improvements 2025-06-01 22:16:29 +00:00
3413e10134 moisesjpelaez - Physics Improvements 2025-06-01 22:11:11 +00:00
fa91348428 moisesjpelaez - Physics Improvements 2025-06-01 21:58:58 +00:00
d40d3eb96e moisesjpelaez - Physics Improvements 2025-06-01 21:56:06 +00:00
16e019be26 moisesjpelaez - Physics Improvements 2025-06-01 21:53:31 +00:00
2e77f67683 moisesjpelaez - Physics Improvements 2025-06-01 21:51:09 +00:00
9824dc5a44 moisesjpelaez - General Fixes 2025-06-01 20:52:08 +00:00
1c20e03e0c Update leenkx/blender/lnx/material/cycles_nodes/nodes_converter.py 2025-05-31 06:07:19 +00:00
98f334c883 Merge pull request 'Update get_scene function call' (#57) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#57
2025-05-30 21:43:15 +00:00
8ac8a780e1 Update leenkx/blender/lnx/write_data.py 2025-05-30 21:38:01 +00:00
25e5700084 Update leenkx/blender/lnx/make_renderpath.py 2025-05-30 21:34:37 +00:00
28d60a652b Merge pull request 't3du [ Repe ] - New features + Fixes' (#56) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#56
2025-05-28 23:33:34 +00:00
778be03472 t3du - Fix scene exposure setting 2025-05-28 23:04:39 +00:00
fff8b5c29e t3du - Fix scene exposure setting 2025-05-28 23:02:14 +00:00
a70d0bd601 t3du - New Image nodes: Draw Sub Image and Write Image 2025-05-28 22:37:36 +00:00
8fc14ac793 t3du - New Image nodes: Draw Sub Image and Write Image 2025-05-28 22:35:28 +00:00
13add8f60b t3du - New Image nodes: Draw Sub Image and Write Image 2025-05-28 22:32:37 +00:00
2c1605c855 t3du - New Image nodes: Draw Sub Image and Write Image 2025-05-28 22:31:56 +00:00
3524676fcc t3du - New Image nodes: Draw Sub Image and Write Image 2025-05-28 22:30:42 +00:00
a577d57263 t3du - New Image nodes: Draw Sub Image and Write Image 2025-05-28 22:29:07 +00:00
58440bb347 t3du - New Image nodes: Draw Sub Image and Write Image 2025-05-28 22:26:33 +00:00
f3808c4251 t3du - New Image nodes: Draw Sub Image and Write Image 2025-05-28 22:24:50 +00:00
95c08e3424 t3du - Fix draw camera texture node 2025-05-28 22:15:48 +00:00
ce762b3cfa t3du - Fix draw camera texture node 2025-05-28 22:11:50 +00:00
15bcf4a374 t3du - Fix Desc 2025-05-28 22:08:06 +00:00
634aaa0b6a t3du - Fix Desc 2025-05-28 22:07:49 +00:00
69fc090f55 t3du - Conditional Shader Nodes 4.0 + 2025-05-28 21:44:06 +00:00
f42041ccb6 t3du - Delete Traces 2025-05-28 21:35:44 +00:00
a8787bd315 t3du - Delete Traces 2025-05-28 21:34:42 +00:00
b5e77aeef8 t3du - Add Brick Texture 2025-05-28 21:30:38 +00:00
f379685fdd t3du - Add Brick Texture 2025-05-28 21:25:25 +00:00
32ff286691 Merge pull request 't3du [ Repe ] - Lightmapper fix: update ShaderNodeMixRGB to ShaderNodeMix and 4. above support' (#55) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#55
2025-05-28 02:46:47 +00:00
38ab682978 Update leenkx/blender/lnx/lightmapper/utility/utility.py 2025-05-28 02:32:27 +00:00
8efe115698 Update leenkx/blender/lnx/lightmapper/utility/gui/Viewport.py 2025-05-28 02:21:24 +00:00
38f72101eb Update leenkx/blender/lnx/lightmapper/utility/cycles/prepare.py 2025-05-28 02:06:48 +00:00
f6d03b060c Update leenkx/blender/lnx/lightmapper/utility/cycles/nodes.py 2025-05-28 02:05:04 +00:00
f450c00ff1 Merge pull request 't3du (Repe) - New Particle Nodes!' (#54) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#54
2025-05-28 01:54:21 +00:00
751f960b82 Update leenkx/blender/lnx/logicnode/__init__.py 2025-05-22 22:06:41 +00:00
9558ded5c4 Update leenkx/Sources/iron/object/ParticleSystem.hx 2025-05-22 22:03:44 +00:00
8066756605 Update leenkx/Sources/iron/object/ParticleSystem.hx 2025-05-22 22:02:56 +00:00
ac2507e0ae Update leenkx/Sources/iron/object/MeshObject.hx 2025-05-22 22:00:56 +00:00
205d4ccc41 Update leenkx/Sources/iron/Scene.hx 2025-05-22 21:52:06 +00:00
7565818d0e Upload files to "leenkx/Sources/leenkx/logicnode" 2025-05-22 21:47:32 +00:00
fc093eca3e Upload files to "leenkx/Sources/leenkx/logicnode" 2025-05-22 21:46:21 +00:00
61b8f21037 Update leenkx/Sources/leenkx/logicnode/SetParticleSpeedNode.hx 2025-05-22 21:42:53 +00:00
d988ce8c99 Delete leenkx/blender/lnx/logicnode/animation/LN_set_particle_speed.py 2025-05-22 21:39:32 +00:00
727d82f268 Upload files to "leenkx/blender/lnx/logicnode/particle" 2025-05-22 21:39:10 +00:00
c3c89c320b Upload files to "leenkx/blender/lnx/logicnode/particle" 2025-05-22 21:36:22 +00:00
0b5bb877fb Add leenkx/blender/lnx/logicnode/particle/__init__.py 2025-05-22 21:35:22 +00:00
9d7613be8f Update Binaries 2025-05-18 22:12:06 +00:00
c989f3254f Delete Krom/Krom.exe 2025-05-18 22:00:02 +00:00
f8d76929ae Delete Krom/Krom_opengl.exe 2025-05-18 21:59:54 +00:00
a51c28b607 Delete Krom/Krom 2025-05-18 21:59:44 +00:00
9142371f88 Merge pull request 'Update shader data and custom particles' (#53) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#53
2025-05-17 08:45:06 +00:00
35f92341fa Update leenkx/blender/lnx/nodes_logic.py 2025-05-17 08:05:49 +00:00
a8d1eebdaf Merge branch 'main' into main 2025-05-17 03:21:14 +00:00
87922c9389 Upload files to "leenkx/blender/data" 2025-05-17 03:19:57 +00:00
38287f56b0 Delete leenkx/blender/data/lnx_data.blend 2025-05-17 03:18:52 +00:00
42ad5b01c1 Merge pull request 't3du - Fix NoiseTexture fac output for FBM and include params: detail and distortion' (#51) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#51
2025-05-13 20:57:19 +00:00
2b46d6ebca Update leenkx/blender/lnx/material/cycles_nodes/nodes_texture.py 2025-05-13 20:55:03 +00:00
953ad8391c Update leenkx/blender/lnx/material/cycles_nodes/nodes_texture.py 2025-05-13 20:51:26 +00:00
1458ecd84f Update leenkx/blender/lnx/material/cycles_functions.py 2025-05-13 20:49:49 +00:00
288b085d0c Merge pull request 'moisesjpelaez - Add particles random size' (#50) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#50
2025-05-13 20:03:56 +00:00
aa0b2b1b7e Update Kha/Backends/Krom/kha/audio2/Audio.hx 2025-05-13 19:53:49 +00:00
acede01167 Update Kha/Backends/Krom/kha/audio2/Audio.hx 2025-05-13 19:52:40 +00:00
92a2b0305e Update Kha/Backends/Krom/kha/SystemImpl.hx 2025-05-13 19:50:08 +00:00
4886953722 Update Kha/Backends/Krom/Krom.hx 2025-05-13 19:46:24 +00:00
601860b242 Update Kha/Sources/kha/Scheduler.hx 2025-05-13 19:41:30 +00:00
f00cef2e21 Update Kha/Sources/kha/Scheduler.hx 2025-05-13 19:40:30 +00:00
e733dca053 Update Kha/Backends/Krom/kha/krom/Graphics.hx 2025-05-13 19:37:45 +00:00
387be05826 Update Kha/Backends/Krom/kha/SystemImpl.hx 2025-05-13 19:35:50 +00:00
c5b21a9bb3 Update Kha/Backends/Krom/kha/Display.hx 2025-05-13 19:34:29 +00:00
5b2c7bfc84 Update Kha/Backends/Krom/Krom.hx 2025-05-13 19:33:41 +00:00
47d913ab64 moisesjpelaez - Add particles random size 2025-05-13 18:00:51 +00:00
878ce14254 moisesjpelaez - Add particles random size 2025-05-13 17:59:36 +00:00
9075931c51 moisesjpelaez - Add particles random size 2025-05-13 17:58:05 +00:00
39ab42f2da Merge pull request 'moisesjpelaez and T3du - Oimo Physics, Bloom condition, array index list, camera spawn fix' (#48) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#48
2025-05-13 16:59:59 +00:00
30cab4d79b Update leenkx/Sources/leenkx/trait/physics/bullet/DebugDrawHelper.hx 2025-05-13 16:55:45 +00:00
8ee2aaa70a Update leenkx/Sources/leenkx/trait/physics/bullet/DebugDrawHelper.hx 2025-05-12 07:39:22 +00:00
2f9694632d Update leenkx/Sources/leenkx/trait/physics/bullet/DebugDrawHelper.hx 2025-05-12 07:31:37 +00:00
7b8d73cd84 Update leenkx/Sources/leenkx/trait/physics/bullet/DebugDrawHelper.hx 2025-05-12 07:29:05 +00:00
3d8bd77c59 Update leenkx/Sources/leenkx/trait/physics/bullet/DebugDrawHelper.hx 2025-05-12 04:08:17 +00:00
290289f413 Update leenkx/Sources/leenkx/trait/physics/bullet/PhysicsWorld.hx 2025-05-11 20:37:34 +00:00
2732210fc9 moisesjpelaez - Oimo Physics 2025-05-11 19:46:28 +00:00
68900fb992 moisesjpelaez - Fix Bloom condition 2025-05-11 19:43:09 +00:00
ef724ae323 moisesjpelaez - Oimo Physics 2025-05-11 19:41:09 +00:00
6d4c1a680b moisesjpelaez - Oimo Physics 2025-05-11 19:37:04 +00:00
8aeaa0368e moisesjpelaez - Oimo Physics 2025-05-11 17:50:43 +00:00
7969286fdc moisesjpelaez - Oimo Physics 2025-05-11 17:49:43 +00:00
cde2bead97 moisesjpelaez - Oimo Physics 2025-05-11 17:47:56 +00:00
c42e4c09a8 moisesjpelaez - Oimo Physics 2025-05-11 17:46:49 +00:00
b8c8ccad9d moisesjpelaez - Oimo Physics 2025-05-11 17:46:28 +00:00
335f3541f1 moisesjpelaez - Oimo Physics 2025-05-11 17:44:49 +00:00
808dcef817 moisesjpelaez - Oimo Physics 2025-05-11 17:41:38 +00:00
6ac06cc504 moisesjpelaez - Oimo Physics 2025-05-11 17:40:38 +00:00
86de9617f3 moisesjpelaez - Oimo Physics 2025-05-11 17:39:01 +00:00
29761ec9e6 moisesjpelaez - Oimo Physics 2025-05-11 17:38:02 +00:00
ea7cf849b8 t3du - Add ArrayIndexListNode.hx 2025-05-11 17:14:38 +00:00
5d559734b9 t3du - Add LN_array_index_list.py 2025-05-11 17:13:05 +00:00
939346c896 moisesjpelaez - Fix camera spawn position in Blender 4.2.x 2025-05-11 17:03:13 +00:00
f2dcfc0ffa Merge pull request 'main' (#47) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#47
2025-05-10 16:32:31 +00:00
e78bd17d93 Update leenkx/blender/lnx/utils.py 2025-05-10 16:30:16 +00:00
f9a02f03cb Update leenkx.py 2025-05-10 16:27:51 +00:00
21a4ee0af7 Update leenkx.py 2025-05-10 16:25:06 +00:00
06319131fd Update leenkx/blender/lnx/handlers.py 2025-04-11 21:16:04 +00:00
c08e1d3835 Update leenkx/Sources/leenkx/trait/physics/bullet/PhysicsWorld.hx 2025-04-11 21:04:00 +00:00
27bd360317 Update lib/haxebullet/hl/bullet.cpp 2025-04-11 16:28:33 +00:00
82a53a868a Merge pull request 'Debug Raycast Drawing' (#45) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#45
2025-04-11 08:37:13 +00:00
94eaba7319 Update leenkx/Sources/leenkx/trait/physics/bullet/PhysicsWorld.hx 2025-04-11 08:22:17 +00:00
8d1c2c51bd Update leenkx/Sources/leenkx/trait/physics/bullet/PhysicsWorld.hx 2025-04-11 08:18:30 +00:00
07d98639f2 Update leenkx/Sources/leenkx/trait/physics/bullet/DebugDrawHelper.hx 2025-04-11 08:17:40 +00:00
1944fc97b8 Update leenkx/Sources/leenkx/trait/physics/bullet/PhysicsWorld.hx 2025-04-10 22:22:46 +00:00
d69e3438ff Update leenkx/Sources/leenkx/trait/physics/bullet/DebugDrawHelper.hx 2025-04-10 21:55:56 +00:00
62e52a7316 Update leenkx/Sources/leenkx/trait/physics/bullet/PhysicsWorld.hx 2025-04-10 21:45:24 +00:00
c4b48c2d87 Update leenkx/blender/lnx/exporter.py 2025-04-10 21:29:34 +00:00
96f69a7cfe Update leenkx/blender/lnx/props_ui.py 2025-04-10 21:23:53 +00:00
90950970f0 Update leenkx/blender/lnx/props.py 2025-04-10 21:21:21 +00:00
e71b0849b3 Merge pull request 'HashLeenkx Updates!' (#44) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#44
2025-04-10 15:56:16 +00:00
e079c94832 Update leenkx/blender/lnx/make.py 2025-04-10 15:54:53 +00:00
5572494f3d Upload files to "Kha/Kinc/Tools/freebsd_x64" 2025-04-10 11:02:33 +00:00
8f03927391 Delete Kha/Kinc/Tools/freebsd_x64/icon.png 2025-04-10 11:02:20 +00:00
6586d90177 Upload files to "Kha/Kinc/Tools/linux_arm" 2025-04-10 11:02:04 +00:00
952cee36a3 Delete Kha/Kinc/Tools/linux_arm/icon.png 2025-04-10 11:01:52 +00:00
35bfdf3715 Upload files to "Kha/Kinc/Tools/linux_arm64" 2025-04-10 11:01:37 +00:00
135aaa0669 Delete Kha/Kinc/Tools/linux_arm64/icon.png 2025-04-10 11:01:22 +00:00
c6b776a329 Upload files to "Kha/Kinc/Tools/macos" 2025-04-10 11:01:09 +00:00
67c7443985 Delete Kha/Kinc/Tools/macos/icon.png 2025-04-10 11:00:57 +00:00
42273470c3 Upload files to "Kha/Kinc/Tools/linux_x64" 2025-04-10 11:00:38 +00:00
4dfc6be702 Delete Kha/Kinc/Tools/linux_x64/icon.png 2025-04-10 11:00:25 +00:00
92e1abcfdc Upload files to "Kha/Kinc/Tools/windows_x64" 2025-04-10 11:00:11 +00:00
764eefeb06 Delete Kha/Kinc/Tools/windows_x64/icon.png 2025-04-10 10:59:52 +00:00
979dfc605d Update leenkx/blender/lnx/make.py 2025-04-10 10:12:22 +00:00
55fb300901 Update Kha/Backends/Kinc-HL/kha/graphics4/FragmentShader.hx 2025-04-10 08:47:21 +00:00
c59e6a66d4 merge upstream 2025-04-10 07:48:11 +00:00
659802b888 Update Kha/Backends/Kinc-HL/kha/graphics4/FragmentShader.hx 2025-04-10 07:36:58 +00:00
33f6fcaaaf Merge pull request 'HashLeenkx' (#43) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#43
2025-04-09 22:15:26 +00:00
d37b41b181 Update leenkx/Sources/iron/system/LnxPack.hx 2025-04-09 22:14:24 +00:00
70742b823f Update Kha/Backends/Kinc-HL/kinc-bridge/kinc.c.h 2025-04-09 22:09:15 +00:00
da8f9d23e4 Update lib/aura/Sources/aura/Aura.hx 2025-04-09 22:07:36 +00:00
ff886e6d46 Update Kha/Backends/Kinc-HL/kfile.js 2025-04-09 22:05:14 +00:00
70a603cf7a Update Kha/Backends/Kinc-HL/kinc-bridge/compute.c.h 2025-04-09 21:25:07 +00:00
bfc4c2644f Update leenkx/blender/lnx/props.py 2025-04-09 20:59:05 +00:00
f101124d24 Update leenkx/blender/lnx/utils.py 2025-04-09 20:44:54 +00:00
c6f672bd61 Update leenkx/blender/lnx/props.py 2025-04-09 20:35:42 +00:00
7f38b15fe7 Update leenkx/blender/lnx/make.py 2025-04-09 20:33:24 +00:00
5628493493 Merge pull request 'Transforms_and_Rotations' (#42) from Onek8/LNXSDK:Transforms_and_Rotations into main
Reviewed-on: LeenkxTeam/LNXSDK#42
2025-04-09 17:12:32 +00:00
f8a08a41b1 Update leenkx/Sources/iron/math/Quat.hx 2025-04-09 15:02:07 +00:00
2cd91f598c Update leenkx/blender/lnx/logicnode/lnx_sockets.py 2025-04-08 21:50:49 +00:00
a20d6b581c Update leenkx/blender/lnx/nodes_logic.py 2025-04-08 17:24:50 +00:00
e34ed0794f Update leenkx/Sources/leenkx/logicnode/RotationNode.hx 2025-04-08 17:20:50 +00:00
bdcf4c980b Update leenkx/blender/lnx/logicnode/lnx_sockets.py 2025-04-08 17:19:06 +00:00
30e5acf9bf Update leenkx/blender/lnx/make_renderpath.py 2025-04-07 21:20:53 +00:00
c3435b9533 Update leenkx/blender/lnx/write_data.py 2025-04-07 21:19:28 +00:00
8765e894f5 Update leenkx/blender/lnx/props_ui.py 2025-04-07 21:17:23 +00:00
2c5c8d0e4f Update leenkx/blender/lnx/props_renderpath.py 2025-04-07 21:16:29 +00:00
4805dd06a7 Update leenkx/Shaders/compositor_pass/compositor_pass.frag.glsl 2025-04-07 21:14:52 +00:00
2bc2ab43a1 Update leenkx/Shaders/std/tonemap.glsl 2025-04-07 21:12:11 +00:00
c798f122d0 Merge pull request 'Transforms and rotations math' (#41) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#41
2025-04-06 15:48:46 +00:00
d1edb1464e Update leenkx/Sources/iron/math/Quat.hx 2025-04-06 15:27:05 +00:00
ee8d3314b5 Update leenkx/Sources/leenkx/logicnode/TransformNode.hx 2025-04-06 15:25:39 +00:00
c6139282ed Update leenkx/blender/lnx/logicnode/lnx_sockets.py 2025-04-06 14:34:19 +00:00
559a3b8b39 Update leenkx/Sources/iron/math/Quat.hx 2025-04-06 14:30:52 +00:00
8d072ae481 Update leenkx/blender/lnx/logicnode/math/LN_rotation_math.py 2025-04-06 10:28:18 +00:00
293a612e9c Update leenkx/blender/lnx/logicnode/network/LN_network_event.py 2025-04-06 10:25:39 +00:00
8020599513 Update leenkx/blender/lnx/logicnode/native/LN_get_date_time.py 2025-04-06 10:25:01 +00:00
4fbc1aba7f Update leenkx/blender/lnx/logicnode/native/LN_call_haxe_static.py 2025-04-06 10:24:11 +00:00
1380585297 Update leenkx/blender/lnx/logicnode/miscellaneous/LN_group_output.py 2025-04-06 10:23:47 +00:00
beee036a3d Update leenkx/blender/lnx/logicnode/miscellaneous/LN_group_input.py 2025-04-06 10:23:01 +00:00
76b2ba8f80 Update leenkx/blender/lnx/logicnode/miscellaneous/LN_call_group.py 2025-04-06 10:22:41 +00:00
e7143cc740 Update leenkx/blender/lnx/logicnode/math/LN_vector_math.py 2025-04-06 10:22:15 +00:00
bd0886b1d7 Update leenkx/blender/lnx/logicnode/math/LN_quaternion_math.py 2025-04-06 10:20:29 +00:00
8eb8c0bd98 Update leenkx/blender/lnx/logicnode/math/LN_math_term.py 2025-04-06 10:19:19 +00:00
dd06e490a7 Update leenkx/blender/lnx/logicnode/math/LN_math_expression.py 2025-04-06 10:18:20 +00:00
5e4ac6dd0b Update leenkx/blender/lnx/logicnode/math/LN_math.py 2025-04-06 10:16:57 +00:00
be0a9149ad Update leenkx/blender/lnx/logicnode/math/LN_compare.py 2025-04-06 10:14:40 +00:00
7ab3398941 Update leenkx/blender/lnx/logicnode/map/LN_string_map.py 2025-04-06 10:14:02 +00:00
c10e988d2d Update leenkx/blender/lnx/logicnode/logic/LN_wait_for.py 2025-04-06 10:13:28 +00:00
caafeea2f1 Update leenkx/blender/lnx/logicnode/logic/LN_switch_output.py 2025-04-06 10:12:43 +00:00
2edee3fe68 Update leenkx/blender/lnx/logicnode/logic/LN_select.py 2025-04-06 10:11:19 +00:00
af147c9c63 Update leenkx/blender/lnx/logicnode/array/LN_array_remove_by_value.py 2025-04-06 10:10:23 +00:00
8e4c20647b Update leenkx/blender/lnx/lightmapper/utility/log.py 2025-04-06 10:09:42 +00:00
594cbeffbe Update leenkx/blender/lnx/logicnode/random/LN_random_output.py 2025-04-06 10:06:39 +00:00
e1d48e4289 Update leenkx/blender/lnx/logicnode/random/LN_probabilistic_output.py 2025-04-06 10:06:04 +00:00
7960ca94a6 Update leenkx/blender/lnx/logicnode/physics/LN_physics_constraint.py 2025-04-06 10:02:08 +00:00
72f14f59bf Update leenkx/blender/lnx/logicnode/physics/LN_add_physics_constraint.py 2025-04-06 10:01:08 +00:00
d994d040ef Update leenkx/blender/lnx/logicnode/network/LN_network_send_message.py 2025-04-06 09:54:19 +00:00
1e18795d29 Update leenkx/blender/lnx/logicnode/string/LN_concatenate_string.py 2025-04-06 09:40:14 +00:00
9557b82970 Update leenkx/blender/lnx/props_renderpath.py 2025-04-05 13:27:30 +00:00
88949c63c5 Update leenkx/Shaders/std/tonemap.glsl 2025-04-05 13:11:56 +00:00
7cab325397 Update leenkx/blender/lnx/props_renderpath.py 2025-04-05 13:10:44 +00:00
8792ef5cee Update leenkx/blender/lnx/props_renderpath.py 2025-04-05 10:54:48 +00:00
761b1832ad Update leenkx/Shaders/compositor_pass/compositor_pass.frag.glsl 2025-04-05 10:47:18 +00:00
074a51866f Update leenkx/blender/lnx/props_renderpath.py 2025-04-05 10:24:00 +00:00
c382460355 Update leenkx/blender/lnx/props_renderpath.py 2025-04-05 09:02:03 +00:00
4a3544b5d8 Update leenkx/Shaders/compositor_pass/compositor_pass.frag.glsl 2025-04-05 08:59:31 +00:00
7cebe8340f Update leenkx/blender/lnx/props_renderpath.py 2025-04-05 08:57:20 +00:00
ecaea8ad9d Merge pull request 'AgX color space' (#40) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#40
2025-04-05 08:27:30 +00:00
cae7963b21 Update leenkx/Shaders/compositor_pass/compositor_pass.frag.glsl 2025-04-05 08:25:54 +00:00
7a2976ced1 Update leenkx/blender/lnx/props_renderpath.py 2025-04-05 08:18:32 +00:00
aae64aa8f8 Update leenkx/Shaders/std/tonemap.glsl 2025-04-05 08:12:43 +00:00
ef25d15aed Merge pull request 'Update leenkx/Shaders/voxel_resolve_specular/voxel_resolve_specular.comp.glsl' (#35) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#35
2025-04-04 20:47:40 +00:00
01bcf029f9 Update leenkx/Shaders/voxel_resolve_specular/voxel_resolve_specular.comp.glsl 2025-04-04 20:42:41 +00:00
2b9baef712 Merge pull request 'Update' (#24) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#24
2025-04-03 20:57:15 +00:00
489057018e Update leenkx/blender/lnx/material/cycles_nodes/nodes_shader.py 2025-04-03 16:59:29 +00:00
501a064d25 Update leenkx/Shaders/voxel_resolve_specular/voxel_resolve_specular.comp.glsl 2025-04-03 16:20:12 +00:00
9478e4e957 Merge pull request 'Audio flag to prevent crashing when audio is disabled' (#22) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#22
2025-04-03 12:38:38 +00:00
32c6535f8a Update leenkx/Sources/leenkx/logicnode/StopSoundNode.hx 2025-04-03 12:36:33 +00:00
21c2abe67c Update leenkx/Sources/leenkx/logicnode/SetVolumeSoundNode.hx 2025-04-03 12:35:51 +00:00
2b1b56bc0a Update leenkx/Sources/leenkx/logicnode/SetSoundNode.hx 2025-04-03 12:35:02 +00:00
9e47c1db6d Update leenkx/Sources/leenkx/logicnode/PlaySoundRawNode.hx 2025-04-03 12:34:08 +00:00
6be977da7e Update leenkx/Sources/leenkx/logicnode/PlaySoundNode.hx 2025-04-03 12:30:45 +00:00
693fa36ee1 Update leenkx/Sources/leenkx/logicnode/PauseSoundNode.hx 2025-04-03 12:30:03 +00:00
6ec480930a Merge pull request 'More 4.4 updates' (#17) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#17
2025-04-03 10:06:05 +00:00
a627a52d46 Update leenkx/blender/lnx/logicnode/logic/LN_output_sequence.py 2025-04-03 10:04:43 +00:00
be63323c09 Update leenkx/blender/lnx/logicnode/logic/LN_merge.py 2025-04-03 10:04:15 +00:00
38595db46b Update leenkx/blender/lnx/logicnode/logic/LN_gate.py 2025-04-03 10:03:25 +00:00
48d28f6873 Update leenkx/blender/lnx/logicnode/logic/LN_function.py 2025-04-03 10:02:33 +00:00
eb033149a0 Update leenkx/blender/lnx/logicnode/logic/LN_case_index.py 2025-04-03 10:01:30 +00:00
db1c3bdf4c Update leenkx/blender/lnx/logicnode/logic/LN_call_function.py 2025-04-03 09:59:20 +00:00
2b16b565a8 Update leenkx/blender/lnx/logicnode/logic/LN_alternate_output.py 2025-04-03 09:57:33 +00:00
8c758bf51f Update leenkx/blender/lnx/logicnode/input/LN_on_swipe.py 2025-04-03 09:46:41 +00:00
1764081740 Update leenkx/blender/lnx/logicnode/draw/LN_draw_polygon.py 2025-04-03 09:45:19 +00:00
c90bde8719 Update leenkx/blender/lnx/logicnode/draw/LN_draw_camera.py 2025-04-03 09:44:34 +00:00
bfb11275df Update leenkx/blender/lnx/logicnode/custom/LN_touch_pad.py 2025-04-03 09:43:48 +00:00
3185f61f39 Update leenkx/blender/lnx/logicnode/custom/LN_set_element_data.py 2025-04-03 09:43:13 +00:00
fb00ca88ff Update leenkx/blender/lnx/logicnode/custom/LN_seed_torrent.py 2025-04-03 09:42:15 +00:00
78109cfee2 Update leenkx/blender/lnx/logicnode/custom/LN_leenkx_send_message.py 2025-04-03 09:41:20 +00:00
fa65c02e8a Update leenkx/blender/lnx/logicnode/custom/LN_leenkx_event.py 2025-04-03 09:37:54 +00:00
cb93ede7d7 Update leenkx/blender/lnx/logicnode/custom/LN_create_torrent.py 2025-04-03 09:37:04 +00:00
2a3f8db0bc Update leenkx/blender/lnx/logicnode/custom/LN_create_style.py 2025-04-03 09:36:23 +00:00
3ab9123000 Update leenkx/blender/lnx/logicnode/custom/LN_call_wasm.py 2025-04-03 09:34:57 +00:00
d6b4b6eeea Update leenkx/blender/lnx/logicnode/custom/LN_add_torrent.py 2025-04-03 09:34:21 +00:00
2f1e6783a4 Update leenkx/blender/lnx/logicnode/array/LN_array_vector.py 2025-04-03 09:33:39 +00:00
603a976adf Update leenkx/blender/lnx/logicnode/array/LN_array_string.py 2025-04-03 09:32:59 +00:00
1e0d32a88d Update leenkx/blender/lnx/logicnode/array/LN_array_object.py 2025-04-03 09:32:27 +00:00
82a7075308 Update leenkx/blender/lnx/logicnode/array/LN_array_integer.py 2025-04-03 09:31:30 +00:00
de8f7d08ed Update leenkx/blender/lnx/logicnode/array/LN_array_float.py 2025-04-03 09:30:57 +00:00
caf95e2611 Update leenkx/blender/lnx/logicnode/array/LN_array_color.py 2025-04-03 09:30:04 +00:00
b639f06aba Update leenkx/blender/lnx/logicnode/array/LN_array_boolean.py 2025-04-03 09:29:40 +00:00
de41800e1c Update leenkx/blender/lnx/logicnode/array/LN_array_add.py 2025-04-03 09:28:34 +00:00
d2746fb087 Update leenkx/blender/lnx/logicnode/array/LN_array.py 2025-04-03 09:27:55 +00:00
62d3e65796 Update leenkx/blender/lnx/logicnode/animation/LN_switch_action_multi.py 2025-04-03 09:27:03 +00:00
74473087b5 Update leenkx/blender/lnx/logicnode/animation/LN_one_shot_action_multi.py 2025-04-03 09:26:00 +00:00
392da64d1f Update leenkx/blender/lnx/logicnode/animation/LN_blend_space_gpu.py 2025-04-03 09:24:45 +00:00
30748390ca Update Kha/Kinc/Backends/System/Linux/Sources/kinc/backend/sound.c.h 2025-04-03 06:41:21 +00:00
f9d463ca1d Update leenkx/blender/lnx/exporter.py 2025-03-31 21:06:33 +00:00
b8771e9d81 Update leenkx/blender/lnx/props.py 2025-03-31 20:17:15 +00:00
1f52eed66c Update leenkx/blender/lnx/material/cycles_nodes/nodes_shader.py 2025-03-31 16:18:28 +00:00
e562b626cb Merge pull request 'main' (#10) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#10
2025-03-31 13:54:10 +00:00
ccb554ba16 Update leenkx/blender/lnx/utils.py 2025-03-31 13:51:58 +00:00
972775b432 Upload files to "Krom" 2025-03-31 11:28:16 +00:00
ee984c332e Update leenkx/Shaders/std/shadows.glsl 2025-03-31 10:07:41 +00:00
038e5123c9 Merge pull request 'Update leenkx/Sources/leenkx/logicnode/ApplyForceNode.hx' (#9) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#9
2025-03-28 18:13:48 +00:00
b5575e5a48 Update leenkx/Sources/leenkx/logicnode/ApplyForceNode.hx 2025-03-28 18:12:17 +00:00
76d79e6e18 Merge pull request 'Update leenkx/Sources/iron/object/Animation.hx' (#8) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#8
2025-03-27 21:22:55 +00:00
ca8fd0b357 Update leenkx/Sources/iron/object/Animation.hx 2025-03-27 21:20:54 +00:00
87fa82e3d3 Merge pull request 'main' (#6) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#6
2025-03-25 23:36:02 +00:00
9fa58d9d7c Update leenkx/blender/lnx/logicnode/lnx_sockets.py 2025-03-25 23:34:47 +00:00
864568d66b Update leenkx/blender/lnx/node_utils.py 2025-03-25 23:29:22 +00:00
f3e96546ae Update leenkx/blender/lnx/logicnode/lnx_sockets.py 2025-03-25 19:52:50 +00:00
fcc114aed3 Update leenkx.py 2025-03-25 19:26:40 +00:00
df33848bee Merge pull request 'Animation fixes' (#5) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#5
2025-03-24 16:30:58 +00:00
c17516a4e2 Update leenkx/blender/lnx/logicnode/animation/LN_blend_space_gpu.py 2025-03-24 16:28:49 +00:00
9b9acd5e15 Update leenkx/blender/lnx/logicnode/lnx_sockets.py 2025-03-24 16:27:16 +00:00
3b0eb0e075 Update leenkx/blender/lnx/logicnode/animation/LN_bone_ik.py 2025-03-24 16:25:00 +00:00
f5b3da3a15 Update leenkx/blender/lnx/logicnode/animation/LN_blend_action.py 2025-03-24 16:22:49 +00:00
b71275d0d5 Merge pull request 'Update leenkx/blender/lnx/make.py' (#4) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#4
2025-03-23 16:47:47 +00:00
6aeb9b0f22 Update leenkx/blender/lnx/make.py 2025-03-23 16:46:18 +00:00
609477737e Update leenkx/blender/lnx/make.py 2025-03-23 13:17:06 +00:00
a747f89438 Update leenkx/blender/lnx/props.py 2025-03-19 16:26:03 +00:00
0bd0c57a00 Update leenkx/blender/lnx/write_data.py 2025-03-19 16:24:04 +00:00
f3ab801928 Update leenkx/blender/lnx/write_data.py 2025-03-19 12:36:00 +00:00
9b821d4b8e Update leenkx/blender/lnx/props.py 2025-03-19 12:34:18 +00:00
f2a0dbe36c Update leenkx/Shaders/std/shadows.glsl 2025-03-17 20:31:43 +00:00
12e66d8cf1 Update leenkx/Sources/leenkx/trait/physics/bullet/PhysicsWorld.hx 2025-03-15 21:23:07 +00:00
4b6424b702 Update leenkx/Shaders/ssrefr_pass/ssrefr_pass.frag.glsl 2025-03-15 15:44:22 +00:00
e66e082cc7 Update leenkx/blender/lnx/material/make_cluster.py 2025-03-15 07:22:49 +00:00
42eff22cbb Update leenkx/Shaders/std/shadows.glsl 2025-03-14 19:59:02 +00:00
448898a634 Update leenkx/blender/lnx/write_data.py 2025-03-14 17:33:00 +00:00
15ec41b1f0 Update leenkx/blender/lnx/material/make_mesh.py 2025-03-14 11:04:03 +00:00
c5a7746c84 Update leenkx/Sources/leenkx/logicnode/SetBoneTransformNode.hx 2025-03-12 13:02:09 +00:00
51aa8ea1d4 Upload files to "leenkx/Sources/leenkx/logicnode" 2025-03-12 13:00:54 +00:00
ccdfc4246f Upload files to "leenkx/blender/lnx/logicnode/animation" 2025-03-12 13:00:13 +00:00
aead4c4903 Update leenkx/Sources/leenkx/logicnode/SetParentBoneNode.hx 2025-03-11 19:00:35 +00:00
d2f4c0e221 Update leenkx/blender/lnx/logicnode/animation/LN_set_parent_bone.py 2025-03-11 18:59:58 +00:00
887eeebe27 Update leenkx/Sources/leenkx/logicnode/PlayActionFromNode.hx.backup 2025-03-11 18:57:52 +00:00
83077e3f15 Update leenkx/Sources/leenkx/logicnode/TouchPadNode.hx.backup 2025-03-11 18:57:25 +00:00
f5c20c5a13 Update leenkx/Sources/leenkx/logicnode/AudioHRTFPannerNode.hx 2025-03-11 18:56:39 +00:00
4bd4995b6e Update leenkx/Sources/leenkx/logicnode/SetParentBoneNode.hx 2025-03-11 11:27:26 +00:00
381744e678 Update leenkx/blender/lnx/logicnode/animation/LN_set_parent_bone.py 2025-03-11 11:26:34 +00:00
34c15c29cd Update leenkx/blender/lnx/props_ui.py 2025-03-07 11:15:32 +00:00
0346e27657 Update leenkx/blender/lnx/props_ui.py 2025-03-07 11:14:50 +00:00
9087b9c98c Update leenkx/Sources/zui/Zui.hx 2025-03-07 11:05:17 +00:00
f2cbcc88a7 moisesjpelaez - Enable touch input from mobile browsers #3129 2025-03-07 11:03:28 +00:00
b8d9ea2aff Update leenkx/Sources/leenkx/logicnode/GetBoneTransformNode.hx 2025-02-08 21:19:41 +00:00
37a09d0a21 Update leenkx/blender/lnx/keymap.py 2025-02-08 17:29:46 +00:00
ed932e3fa4 Update leenkx/blender/lnx/material/cycles_nodes/nodes_shader.py 2025-02-06 17:13:41 +00:00
f00edd882f Update leenkx/blender/lnx/material/cycles_nodes/nodes_shader.py 2025-02-06 17:08:33 +00:00
f403955fcd Update leenkx/blender/lnx/utils.py 2025-02-05 23:03:31 +00:00
a562af9b60 Update Kha/Backends/Kinc-HL/kinc-bridge/shader.c.h 2025-02-01 17:09:05 +00:00
bdd9b0197f Update lib/aura/Backends/hl/aura/math/FFT.h 2025-02-01 16:02:29 +00:00
f200933375 Update lib/aura/Backends/hl/aura/aurahl.c 2025-02-01 14:18:03 +00:00
829ef5f269 Update Kha/Kinc/Sources/kinc/input/gamepad.h 2025-02-01 14:10:05 +00:00
0d73133f36 Update Kha/Backends/Kinc-HL/kinc-bridge/system.c.h 2025-02-01 14:08:47 +00:00
181b860360 Update Kha/Backends/Kinc-HL/kinc-bridge/kinc.c.h 2025-02-01 13:53:43 +00:00
20db9cc24d Update Kha/Backends/Kinc-HL/kinc-bridge/compute.c.h 2025-02-01 12:16:54 +00:00
c67b38ea1e Update Compute Shader 2025-01-31 20:35:00 +00:00
adb95eab1e Hashlink Voxels Fix 2025-01-31 20:05:18 +00:00
93addd1200 Update Kha/Backends/Kinc-HL/hl/include/mbedtls/library/entropy_poll.c 2025-01-31 20:00:32 +00:00
7f9a7c9b4a Update leenkx/blender/lnx/material/make_mesh.py 2025-01-31 12:37:04 +00:00
7433409cda Anti aliasing only working with TAA 2025-01-31 08:56:57 +00:00
2a6e05aff1 Update new repo node links 2025-01-31 07:17:39 +00:00
348d7bf343 Merge pull request 'More 4.3 + support' (#3) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#3
2025-01-30 13:43:29 +00:00
4c6df16aa7 Update leenkx/blender/lnx/write_data.py 2025-01-30 13:39:55 +00:00
8a7f5ee519 Update leenkx/blender/lnx/props_ui.py 2025-01-30 13:21:20 +00:00
1958342a74 Add leenkx/blender/lnx/logicnode/browser/LN_detect_mobile_browser.py 2025-01-29 08:11:04 +00:00
16e8e00783 Delete leenkx/blender/lnx/logicnode/native/LN_detect_mobile_browser.py 2025-01-29 08:10:15 +00:00
bcdcbfb106 Delete leenkx/blender/lnx/logicnode/native/LN_loadUrl.py 2025-01-29 08:09:43 +00:00
28afefbbf7 Add leenkx/blender/lnx/logicnode/browser/LN_loadUrl.py 2025-01-29 08:04:56 +00:00
3d2130e26a Delete leenkx/blender/lnx/logicnode/browser/LN_loadUrl.py 2025-01-27 11:58:52 +00:00
9761719dd5 Delete leenkx/blender/lnx/logicnode/browser/LN_detect_mobile_browser.py 2025-01-27 11:58:45 +00:00
b2a781c7c2 Update leenkx/blender/lnx/material/make_mesh.py 2025-01-24 11:45:21 +00:00
7121737297 Fix missing export 2025-01-24 11:41:47 +00:00
b0991a8928 Update README.md 2025-01-24 08:38:05 +00:00
b84fc93899 Update leenkx/blender/lnx/material/make_mesh.py 2025-01-24 08:03:17 +00:00
06c0c430a8 Update leenkx/blender/lnx/utils.py 2025-01-23 17:15:03 +00:00
0f0c67dc07 Update leenkx/blender/lnx/utils.py 2025-01-23 17:07:29 +00:00
3bb2d65faa Update leenkx.py 2025-01-23 17:05:07 +00:00
20e33afeac Merge pull request 'main' (#2) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#2
2025-01-23 16:09:12 +00:00
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/*
* 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)
*/
#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 */

View File

@ -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');

View File

@ -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;
}
}

View File

@ -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);
}

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@ -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;
}

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@ -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;
}

View File

@ -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 *)(&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 *)(&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];
}

View File

@ -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;

View File

@ -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;

View File

@ -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 {}
}

View File

@ -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;
}
}

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@ -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 {

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@ -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) {

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@ -140,4 +140,4 @@ void kinc_internal_gamepad_trigger_button(int gamepad, int button, float value)
#ifdef __cplusplus
}
#endif
#endif

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@ -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>

View File

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

View File

@ -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():

View File

@ -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);
}

View File

@ -19,6 +19,11 @@
{
"name": "screenSize",
"link": "_screenSize"
},
{
"name": "PPComp17",
"link": "_PPComp17",
"ifdef": ["_CPostprocess"]
}
],
"texture_params": [],

View File

@ -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);
}
}

View File

@ -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);
}

View File

@ -235,6 +235,16 @@
"name": "PPComp15",
"link": "_PPComp15",
"ifdef": ["_CPostprocess"]
},
{
"name": "PPComp16",
"link": "_PPComp16",
"ifdef": ["_CPostprocess"]
},
{
"name": "PPComp18",
"link": "_PPComp18",
"ifdef": ["_CPostprocess"]
}
],
"texture_params": [],

View File

@ -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 +

View File

@ -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"

View File

@ -86,7 +86,7 @@ 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;

View File

@ -87,6 +87,40 @@ float lpToDepth(vec3 lp, const vec2 lightProj) {
return zcomp * 0.5 + 0.5;
}
#ifndef _ShadowMapAtlas
vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTransparent, vec3 lp, vec3 ml, float bias, vec2 lightProj, vec3 n, const bool transparent) {
const float s = shadowmapCubePcfSize;
float compare = lpToDepth(lp, lightProj) - bias * 1.5;
ml = ml + n * bias * 20;
#ifdef _InvY
ml.y = -ml.y;
#endif
float shadowFactor = 0.0;
shadowFactor = texture(shadowMapCube, vec4(ml, compare));
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(s, s, s), compare));
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(-s, s, s), compare));
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(s, -s, s), compare));
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(s, s, -s), compare));
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(-s, -s, s), compare));
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(s, -s, -s), compare));
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(-s, s, -s), compare));
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(-s, -s, -s), compare));
shadowFactor /= 9.0;
vec3 result = vec3(shadowFactor);
if (transparent == false) {
vec4 shadowmap_transparent = texture(shadowMapCubeTransparent, ml);
if (shadowmap_transparent.a < compare)
result *= shadowmap_transparent.rgb;
}
return result;
}
#endif
#ifdef _ShadowMapAtlas
vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTransparent, const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n, const bool transparent) {
const float s = shadowmapCubePcfSize; // TODO: incorrect...
float compare = lpToDepth(lp, lightProj) - bias * 1.5;
@ -115,7 +149,7 @@ vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTranspare
return result;
}
#ifdef _ShadowMapAtlas
// transform "out-of-bounds" coordinates to the correct face/coordinate system
// https://www.khronos.org/opengl/wiki/File:CubeMapAxes.png
vec2 transformOffsetedUV(const int faceIndex, out int newFaceIndex, vec2 uv) {

View File

@ -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);
//}

View File

@ -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;
}

View File

@ -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": [],

View File

@ -48,7 +48,7 @@ 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;

View File

@ -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);
}

View File

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

View File

@ -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) {

View File

@ -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.
**/

View File

@ -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>;

View 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
}

View 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
}
}
}

View 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
}
}
}

View 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);
}
}

View File

@ -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;
}

View File

@ -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.

View File

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

View File

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

View File

@ -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;

View File

@ -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;

View File

@ -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) {

View File

@ -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;

View File

@ -1109,6 +1109,26 @@ 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) {

View File

@ -160,6 +160,7 @@ class LnxPack {
case "anim": TAnimation;
case "tracks": TTrack;
case "morph_target": TMorphTarget;
case "vertex_groups": TVertex_groups;
case _: TSceneFormat;
}
}

View File

@ -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();
}
}

View File

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

View File

@ -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

View 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);
}
}

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@ -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);
}

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@ -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

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@ -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

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@ -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;
}
}

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@ -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 {

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@ -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;
}
}
}

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@ -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);
}
}

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@ -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);
}

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@ -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;
}
}

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@ -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);
}

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@ -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;
}

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@ -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());
}
}

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@ -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);
}
}

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

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@ -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;

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

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@ -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;
}

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@ -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;
}
}

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@ -0,0 +1,38 @@
package leenkx.logicnode;
import iron.object.Object;
class GetParticleNode extends LogicNode {
public function new(tree: LogicTree) {
super(tree);
}
override function get(from: Int): Dynamic {
var object: Object = inputs[0].get();
if (object == null) return null;
#if lnx_particles
var mo = cast(object, iron.object.MeshObject);
switch (from) {
case 0:
var names: Array<String> = [];
if (mo.particleSystems != null)
for (psys in mo.particleSystems)
names.push(@:privateAccess psys.r.name);
return names;
case 1:
return mo.particleSystems != null ? mo.particleSystems.length : 0;
case 2:
return mo.render_emitter;
default:
null;
}
#end
return null;
}
}

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

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

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

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@ -1,7 +1,7 @@
package leenkx.logicnode;
#if lnx_physics
import leenkx.trait.physics.bullet.PhysicsWorld;
import leenkx.trait.physics.PhysicsWorld;
#end
import leenkx.trait.navigation.Navigation;
import iron.object.Object;

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

View File

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

View File

@ -1,7 +1,7 @@
package leenkx.logicnode;
#if lnx_audio
import iron.object.SpeakerObject;
#end
class PauseSoundNode extends LogicNode {
public function new(tree: LogicTree) {
@ -9,9 +9,11 @@ class PauseSoundNode extends LogicNode {
}
override function run(from: Int) {
#if lnx_audio
var object: SpeakerObject = cast(inputs[1].get(), SpeakerObject);
if (object == null) return;
object.pause();
#end
runOutput(0);
}
}

View File

@ -1,7 +1,7 @@
package leenkx.logicnode;
#if lnx_physics
import leenkx.trait.physics.bullet.PhysicsConstraint.ConstraintAxis;
import leenkx.trait.physics.PhysicsConstraint.ConstraintAxis;
#end
class PhysicsConstraintNode extends LogicNode {

View File

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

View File

@ -1,7 +1,7 @@
package leenkx.logicnode;
#if lnx_audio
import iron.object.SpeakerObject;
#end
class PlaySoundNode extends LogicNode {
public function new(tree: LogicTree) {
@ -9,9 +9,11 @@ class PlaySoundNode extends LogicNode {
}
override function run(from: Int) {
#if lnx_audio
var object: SpeakerObject = cast(inputs[1].get(), SpeakerObject);
if (object == null) return;
object.play();
#end
runOutput(0);
}
}

View File

@ -16,15 +16,16 @@ class PlaySoundRawNode extends LogicNode {
public var property5: Bool;
public var property6: String;
#if lnx_audio
var sound: kha.Sound = null;
var channel: kha.audio1.AudioChannel = null;
#end
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
#if lnx_audio
switch (from) {
case Play:
if (property6 == 'Sound' ? sound == null : true) {
@ -63,6 +64,10 @@ class PlaySoundRawNode extends LogicNode {
case UpdateVolume:
if (channel != null) channel.volume = inputs[4].get();
}
#end
#if !lnx_audio
runOutput(0);
#end
}
function onUpdate() {

View File

@ -18,7 +18,6 @@ class ProbabilisticOutputNode extends LogicNode {
}
if (sum > 1){
trace(sum);
for (p in 0...probs.length)
probs[p] /= sum;
}

View File

@ -0,0 +1,64 @@
package leenkx.logicnode;
import iron.object.Object;
class RemoveParticleFromObjectNode extends LogicNode {
public var property0: String;
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
#if lnx_particles
var object: Object = inputs[1].get();
if (object == null) return;
var mo = cast(object, iron.object.MeshObject);
if (mo.particleSystems == null) return;
if (property0 == 'All'){
mo.particleSystems = null;
for (c in mo.particleChildren) c.remove();
mo.particleChildren = null;
mo.particleOwner = null;
mo.render_emitter = true;
}
else {
var slot: Int = -1;
if (property0 == 'Name'){
var name: String = inputs[2].get();
for (i => psys in mo.particleSystems){
if (@:privateAccess psys.r.name == name){ slot = i; break; }
}
}
else slot = inputs[2].get();
if (mo.particleSystems.length > slot){
for (i in slot+1...mo.particleSystems.length){
var mi = cast(mo.particleChildren[i], iron.object.MeshObject);
mi.particleIndex = mi.particleIndex - 1;
}
mo.particleSystems.splice(slot, 1);
mo.particleChildren[slot].remove();
mo.particleChildren.splice(slot, 1);
}
if (slot == 0){
mo.particleSystems = null;
mo.particleChildren = null;
mo.particleOwner = null;
mo.render_emitter = true;
}
}
#end
runOutput(0);
}
}

View File

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

View File

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

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