forked from LeenkxTeam/LNXSDK
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2
.gitattributes
vendored
Normal file
2
.gitattributes
vendored
Normal file
@ -0,0 +1,2 @@
|
||||
*.hdr binary
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blender/lnx/props.py ident
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5
.gitignore
vendored
Normal file
5
.gitignore
vendored
Normal file
@ -0,0 +1,5 @@
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__pycache__/
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*.pyc
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*.DS_Store
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**/workspace.xml
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**/vcs.xml
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@ -227,7 +227,7 @@ class SystemImpl {
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}
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static inline var maxGamepads: Int = 4;
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static var frame: Framebuffer;
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public static var frame: Framebuffer;
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static var keyboard: Keyboard = null;
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static var mouse: kha.input.Mouse;
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static var surface: Surface;
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@ -388,7 +388,8 @@ class SystemImpl {
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{
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alpha: false,
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antialias: options.framebuffer.samplesPerPixel > 1,
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stencil: true
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stencil: true,
|
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xrCompatible: true
|
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}); // preserveDrawingBuffer: true } ); Warning: preserveDrawingBuffer can cause huge performance issues on mobile browsers
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SystemImpl.gl.pixelStorei(GL.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
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|
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@ -417,7 +418,8 @@ class SystemImpl {
|
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{
|
||||
alpha: false,
|
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antialias: options.framebuffer.samplesPerPixel > 1,
|
||||
stencil: true
|
||||
stencil: true,
|
||||
xrCompatible: true
|
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}); // preserveDrawingBuffer: true } ); WARNING: preserveDrawingBuffer causes huge performance issues (on mobile browser)!
|
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SystemImpl.gl.pixelStorei(GL.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
|
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SystemImpl.gl.getExtension("OES_texture_float");
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@ -547,6 +549,12 @@ class SystemImpl {
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];
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function animate(timestamp) {
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if (untyped Browser.window._khaSkipWindowRender == true) {
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if (requestAnimationFrame != null)
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requestAnimationFrame(animate);
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return;
|
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}
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|
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if (requestAnimationFrame == null)
|
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Browser.window.setTimeout(animate, 1000.0 / 60.0);
|
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else
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|
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -157,4 +157,5 @@ extern class Krom {
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static function getConstantLocationCompute(shader: Dynamic, name: String): Dynamic;
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static function getTextureUnitCompute(shader: Dynamic, name: String): Dynamic;
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static function compute(x: Int, y: Int, z: Int): Void;
|
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static function viewportSetCamera(posX: Float, posY: Float, posZ: Float, rotX: Float, rotY: Float, rotZ: Float, rotW: Float): Void;
|
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}
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|
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BIN
Krom/Krom.exe
BIN
Krom/Krom.exe
Binary file not shown.
@ -2,10 +2,12 @@
|
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-cp ../Kha/Backends/Krom
|
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-cp ../leenkx/Sources
|
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-cp ../iron/Sources
|
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-cp ../lib/aura/Sources
|
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-cp ../lib/haxebullet/Sources
|
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-cp ../lib/haxerecast/Sources
|
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-cp ../lib/zui/Sources
|
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--macro include('iron', true, null, ['../iron/Sources'])
|
||||
--macro include('aura', true, null, ['../lib/aura/Sources'])
|
||||
--macro include('haxebullet', true, null, ['../lib/haxebullet/Sources'])
|
||||
--macro include('haxerecast', true, null, ['../lib/haxerecast/Sources'])
|
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--macro include('leenkx', true, ['leenkx.network'], ['../leenkx/Sources','../iron/Sources'])
|
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@ -37,6 +39,8 @@
|
||||
-D lnx_skin
|
||||
-D lnx_morph_target
|
||||
-D lnx_particles
|
||||
-D lnx_cpu_particles
|
||||
-D lnx_gpu_particles
|
||||
-D sys_krom
|
||||
-D sys_g1
|
||||
-D sys_g2
|
||||
|
||||
44
leenkx.py
44
leenkx.py
@ -6,8 +6,8 @@ bl_info = {
|
||||
"location": "Properties -> Render -> Leenkx Player",
|
||||
"description": "Full Stack SDK",
|
||||
"author": "Leenkx.com",
|
||||
"version": (1, 0, 8),
|
||||
"blender": (4, 2, 1),
|
||||
"version": (2026, 5, 0),
|
||||
"blender": (4, 5, 0),
|
||||
"doc_url": "https://leenkx.com/",
|
||||
"tracker_url": "https://leenkx.com/support"
|
||||
}
|
||||
@ -24,7 +24,7 @@ import textwrap
|
||||
import threading
|
||||
import traceback
|
||||
import typing
|
||||
from typing import Callable, Optional
|
||||
from typing import Callable, Optional, List
|
||||
import webbrowser
|
||||
|
||||
import bpy
|
||||
@ -33,6 +33,12 @@ from bpy.props import *
|
||||
from bpy.types import Operator, AddonPreferences
|
||||
|
||||
|
||||
if bpy.app.version < (2, 90, 0):
|
||||
ListType = List
|
||||
else:
|
||||
ListType = list
|
||||
|
||||
|
||||
class SDKSource(IntEnum):
|
||||
PREFS = 0
|
||||
LOCAL = 1
|
||||
@ -73,9 +79,10 @@ def detect_sdk_path():
|
||||
area = win.screen.areas[0]
|
||||
area_type = area.type
|
||||
area.type = "INFO"
|
||||
with bpy.context.temp_override(window=win, screen=win.screen, area=area):
|
||||
bpy.ops.info.select_all(action='SELECT')
|
||||
bpy.ops.info.report_copy()
|
||||
if bpy.app.version >= (2, 92, 0):
|
||||
with bpy.context.temp_override(window=win, screen=win.screen, area=area):
|
||||
bpy.ops.info.select_all(action='SELECT')
|
||||
bpy.ops.info.report_copy()
|
||||
area.type = area_type
|
||||
clipboard = bpy.context.window_manager.clipboard
|
||||
|
||||
@ -85,6 +92,7 @@ def detect_sdk_path():
|
||||
if match:
|
||||
addon_prefs.sdk_path = os.path.dirname(match[-1])
|
||||
|
||||
|
||||
def get_link_web_server(self):
|
||||
return self.get('link_web_server', 'http://localhost/')
|
||||
|
||||
@ -310,7 +318,7 @@ class LeenkxAddonPreferences(AddonPreferences):
|
||||
layout.label(text="Welcome to Leenkx!")
|
||||
|
||||
# Compare version Blender and Leenkx (major, minor)
|
||||
if bpy.app.version[:2] not in [(4, 4), (4, 2), (3, 6), (3, 3)]:
|
||||
if bpy.app.version[:2] not in [(4, 5), (4, 4), (4, 2), (3, 6), (3, 3)]:
|
||||
box = layout.box().column()
|
||||
box.label(text="Warning: For Leenkx to work correctly, use a Blender LTS version")
|
||||
|
||||
@ -542,13 +550,13 @@ def apply_unix_permissions(sdk):
|
||||
os.path.join(sdk, "nodejs/node-osx"),
|
||||
os.path.join(sdk, "Krom/Krom.app/Contents/MacOS/Krom"),
|
||||
# Kha tools
|
||||
os.path.join(sdk, "Kha/Tools/macos/haxe"),
|
||||
os.path.join(sdk, "Kha/Tools/macos/lame"),
|
||||
os.path.join(sdk, "Kha/Tools/macos/oggenc"),
|
||||
os.path.join(sdk, "Kha/Tools/macos_x64/haxe"),
|
||||
os.path.join(sdk, "Kha/Tools/macos_x64/lame"),
|
||||
os.path.join(sdk, "Kha/Tools/macos_x64/oggenc"),
|
||||
# Kinc tools
|
||||
os.path.join(sdk, "Kha/Kinc/Tools/macos/kmake"),
|
||||
os.path.join(sdk, "Kha/Kinc/Tools/macos/kraffiti"),
|
||||
os.path.join(sdk, "Kha/Kinc/Tools/macos/krafix"),
|
||||
os.path.join(sdk, "Kha/Kinc/Tools/macos_x64/kmake"),
|
||||
os.path.join(sdk, "Kha/Kinc/Tools/macos_x64/kraffiti"),
|
||||
os.path.join(sdk, "Kha/Kinc/Tools/macos_x64/krafix"),
|
||||
]
|
||||
for path in paths:
|
||||
os.chmod(path, 0o777)
|
||||
@ -558,7 +566,7 @@ def remove_readonly(func, path, excinfo):
|
||||
func(path)
|
||||
|
||||
|
||||
def run_proc(cmd: list[str], done: Optional[Callable[[bool], None]] = None):
|
||||
def run_proc(cmd: ListType[str], done: Optional[Callable[[bool], None]] = None):
|
||||
def fn(p, done):
|
||||
p.wait()
|
||||
if done is not None:
|
||||
@ -840,7 +848,13 @@ def update_leenkx_py(sdk_path: str, force_relink=False):
|
||||
else:
|
||||
raise err
|
||||
else:
|
||||
lnx_module_file.unlink(missing_ok=True)
|
||||
if bpy.app.version < (2, 92, 0):
|
||||
try:
|
||||
lnx_module_file.unlink()
|
||||
except FileNotFoundError:
|
||||
pass
|
||||
else:
|
||||
lnx_module_file.unlink(missing_ok=True)
|
||||
shutil.copy(Path(sdk_path) / 'leenkx.py', lnx_module_file)
|
||||
|
||||
|
||||
|
||||
@ -14,7 +14,7 @@ out vec4 fragColor;
|
||||
vec2 barrelDistortion(vec2 coord, float amt) {
|
||||
vec2 cc = coord - 0.5;
|
||||
float dist = dot(cc, cc);
|
||||
return coord + cc * dist * amt;
|
||||
return coord - cc * dist * amt;
|
||||
}
|
||||
float sat(float value)
|
||||
{
|
||||
@ -56,8 +56,6 @@ void main() {
|
||||
if (CAType == 1) {
|
||||
float reci_num_iter_f = 1.0 / float(num_iter);
|
||||
|
||||
vec2 resolution = vec2(1,1);
|
||||
vec2 uv = (texCoord.xy/resolution.xy);
|
||||
vec4 sumcol = vec4(0.0);
|
||||
vec4 sumw = vec4(0.0);
|
||||
for (int i=0; i < num_iter; ++i)
|
||||
@ -65,19 +63,21 @@ void main() {
|
||||
float t = float(i) * reci_num_iter_f;
|
||||
vec4 w = spectrum_offset(t);
|
||||
sumw += w;
|
||||
sumcol += w * texture(tex, barrelDistortion(uv, 0.6 * max_distort * t));
|
||||
vec2 distortedUV = barrelDistortion(texCoord, 0.6 * max_distort * t);
|
||||
sumcol += w * texture(tex, distortedUV);
|
||||
}
|
||||
|
||||
if (on == 1) fragColor = sumcol / sumw; else fragColor = texture(tex, texCoord);
|
||||
}
|
||||
|
||||
// Simple
|
||||
// inward sampling to avoid edge artifacts
|
||||
else {
|
||||
vec3 col = vec3(0.0);
|
||||
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;
|
||||
if (on == 1) fragColor = vec4(col.x, col.y, col.z, fragColor.w);
|
||||
vec2 toCenter = (vec2(0.5) - texCoord) * max_distort / 500.0;
|
||||
col.x = texture(tex, texCoord + toCenter * 0.0).x;
|
||||
col.y = texture(tex, texCoord + toCenter * 0.5).y;
|
||||
col.z = texture(tex, texCoord + toCenter * 1.0).z;
|
||||
if (on == 1) fragColor = vec4(col.x, col.y, col.z, 1.0);
|
||||
else fragColor = texture(tex, texCoord);
|
||||
}
|
||||
}
|
||||
|
||||
@ -357,6 +357,12 @@ void main() {
|
||||
#else
|
||||
fragColor = textureLod(tex, texCo, 0.0);
|
||||
#endif
|
||||
|
||||
// TODO: re-investigate white artifacts
|
||||
fragColor.rgb = clamp(fragColor.rgb, vec3(0.0), vec3(65504.0));
|
||||
if (any(isnan(fragColor.rgb)) || any(isinf(fragColor.rgb))) {
|
||||
fragColor.rgb = vec3(0.0);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
@ -29,10 +29,11 @@ uniform sampler2D gbuffer1;
|
||||
#ifdef _VoxelGI
|
||||
uniform sampler2D voxels_diffuse;
|
||||
uniform sampler2D voxels_specular;
|
||||
#endif
|
||||
#else
|
||||
#ifdef _VoxelAOvar
|
||||
uniform sampler2D voxels_ao;
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
uniform sampler3D voxels;
|
||||
uniform sampler3D voxelsSDF;
|
||||
@ -58,6 +59,10 @@ uniform vec3 backgroundCol;
|
||||
uniform sampler2D ssaotex;
|
||||
#endif
|
||||
|
||||
#ifdef _SSGI
|
||||
uniform sampler2D ssgitex;
|
||||
#endif
|
||||
|
||||
#ifdef _SSS
|
||||
uniform vec2 lightPlane;
|
||||
#endif
|
||||
@ -97,8 +102,23 @@ uniform mat4 invVP;
|
||||
#endif
|
||||
|
||||
uniform vec2 cameraProj;
|
||||
#ifdef _VRStereo
|
||||
uniform vec3 eye; // center camera position
|
||||
uniform vec3 eyeLook; // center camera look
|
||||
uniform vec3 eyeLeft;
|
||||
uniform vec3 eyeRight;
|
||||
uniform vec3 eyeLookLeft;
|
||||
uniform vec3 eyeLookRight;
|
||||
uniform mat4 invVPLeft;
|
||||
uniform mat4 invVPRight;
|
||||
#ifdef _SinglePoint
|
||||
uniform vec3 pointPosLeft;
|
||||
uniform vec3 pointPosRight;
|
||||
#endif
|
||||
#else
|
||||
uniform vec3 eye;
|
||||
uniform vec3 eyeLook;
|
||||
#endif
|
||||
|
||||
#ifdef _Clusters
|
||||
uniform vec4 lightsArray[maxLights * 3];
|
||||
@ -113,11 +133,15 @@ uniform vec2 cameraPlane;
|
||||
#ifdef _SinglePoint
|
||||
#ifdef _Spot
|
||||
//!uniform sampler2DShadow shadowMapSpot[1];
|
||||
#ifdef _ShadowMapTransparent
|
||||
//!uniform sampler2D shadowMapSpotTransparent[1];
|
||||
#endif
|
||||
//!uniform mat4 LWVPSpot[1];
|
||||
#else
|
||||
//!uniform samplerCubeShadow shadowMapPoint[1];
|
||||
#ifdef _ShadowMapTransparent
|
||||
//!uniform samplerCube shadowMapPointTransparent[1];
|
||||
#endif
|
||||
//!uniform vec2 lightProj;
|
||||
#endif
|
||||
#endif
|
||||
@ -125,30 +149,40 @@ uniform vec2 cameraPlane;
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifdef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlas;
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapAtlasTransparent;
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
//!uniform sampler2DShadow shadowMapAtlasPoint;
|
||||
#ifdef _ShadowMapTransparent
|
||||
//!uniform sampler2D shadowMapAtlasPointTransparent;
|
||||
#endif
|
||||
//!uniform vec4 pointLightDataArray[4];
|
||||
#endif
|
||||
//!uniform vec4 pointLightDataArray[maxLightsCluster * 6];
|
||||
#else
|
||||
//!uniform samplerCubeShadow shadowMapPoint[4];
|
||||
#ifdef _ShadowMapTransparent
|
||||
//!uniform samplerCube shadowMapPointTransparent[4];
|
||||
#endif
|
||||
#endif
|
||||
//!uniform vec2 lightProj;
|
||||
#ifdef _Spot
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
//!uniform sampler2DShadow shadowMapAtlasSpot;
|
||||
#ifdef _ShadowMapTransparent
|
||||
//!uniform sampler2D shadowMapAtlasSpotTransparent;
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
//!uniform sampler2DShadow shadowMapSpot[4];
|
||||
#ifdef _ShadowMapTransparent
|
||||
//!uniform sampler2D shadowMapSpotTransparent[4];
|
||||
#endif
|
||||
#endif
|
||||
//!uniform mat4 LWVPSpotArray[maxLightsCluster];
|
||||
#endif
|
||||
#endif
|
||||
@ -161,12 +195,16 @@ uniform vec3 sunCol;
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlasSun;
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapAtlasSunTransparent;
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
uniform sampler2DShadow shadowMap;
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapTransparent;
|
||||
#endif
|
||||
#endif
|
||||
uniform float shadowsBias;
|
||||
#ifdef _CSM
|
||||
//!uniform vec4 casData[shadowmapCascades * 4 + 4];
|
||||
@ -177,7 +215,9 @@ uniform vec3 sunCol;
|
||||
#endif
|
||||
|
||||
#ifdef _SinglePoint // Fast path for single light
|
||||
#ifndef _VRStereo
|
||||
uniform vec3 pointPos;
|
||||
#endif
|
||||
uniform vec3 pointCol;
|
||||
#ifdef _ShadowMap
|
||||
uniform float pointBias;
|
||||
@ -202,6 +242,8 @@ out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid
|
||||
vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ
|
||||
float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
||||
|
||||
vec3 n;
|
||||
n.z = 1.0 - abs(g0.x) - abs(g0.y);
|
||||
@ -213,31 +255,50 @@ void main() {
|
||||
uint matid;
|
||||
unpackFloatInt16(g0.a, metallic, matid);
|
||||
|
||||
vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ
|
||||
vec2 occspec = unpackFloat2(g1.a);
|
||||
vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
|
||||
vec3 f0 = surfaceF0(g1.rgb, metallic);
|
||||
|
||||
float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
||||
// re-investigate clamp basecolor to prevent extreme values causing glitches
|
||||
vec3 basecolor = min(g1.rgb, vec3(2.0));
|
||||
vec3 albedo = surfaceAlbedo(basecolor, metallic);
|
||||
vec3 f0 = surfaceF0(basecolor, metallic);
|
||||
|
||||
#ifdef _VRStereo
|
||||
bool isLeftEye = texCoord.x < 0.5;
|
||||
vec3 eyePos = isLeftEye ? eyeLeft : eyeRight;
|
||||
mat4 invVP_eye = isLeftEye ? invVPLeft : invVPRight;
|
||||
|
||||
vec2 eyeTexCoord = vec2(
|
||||
isLeftEye ? texCoord.x * 2.0 : (texCoord.x - 0.5) * 2.0,
|
||||
texCoord.y
|
||||
);
|
||||
|
||||
vec3 p = getPos2(invVP_eye, depth, eyeTexCoord);
|
||||
vec3 v = normalize(eyePos - p);
|
||||
#else
|
||||
vec3 p = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
|
||||
vec3 v = normalize(eye - p);
|
||||
#endif
|
||||
float dotNV = max(dot(n, v), 0.0);
|
||||
|
||||
#ifdef _gbuffer2
|
||||
vec4 g2 = textureLod(gbuffer2, texCoord, 0.0);
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _MicroShadowing
|
||||
occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
|
||||
#endif
|
||||
|
||||
#ifdef _Brdf
|
||||
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
|
||||
vec3 F = f0 * envBRDF.x + envBRDF.y;
|
||||
#else
|
||||
vec3 F = f0;
|
||||
#endif
|
||||
|
||||
#ifndef _VoxelAOvar
|
||||
#ifndef _VoxelGI
|
||||
// Envmap
|
||||
#ifdef _Irr
|
||||
|
||||
vec3 envl = shIrradiance(n, shirr);
|
||||
|
||||
#ifdef _gbuffer2
|
||||
@ -259,6 +320,7 @@ void main() {
|
||||
vec3 reflectionWorld = reflect(-v, n);
|
||||
float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
|
||||
vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
|
||||
prefilteredColor = min(prefilteredColor, vec3(20.0));
|
||||
#endif
|
||||
|
||||
#ifdef _EnvLDR
|
||||
@ -271,33 +333,33 @@ void main() {
|
||||
envl.rgb *= albedo;
|
||||
|
||||
#ifdef _Brdf
|
||||
envl.rgb *= 1.0 - (f0 * envBRDF.x + envBRDF.y); //LV: We should take refracted light into account
|
||||
envl.rgb *= 1.0 - F; //LV: We should take refracted light into account
|
||||
#endif
|
||||
|
||||
#ifdef _Rad // Indirect specular
|
||||
envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y); //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
|
||||
envl.rgb += prefilteredColor * F; //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
|
||||
#else
|
||||
#ifdef _EnvCol
|
||||
envl.rgb += backgroundCol * (f0 * envBRDF.x + envBRDF.y); //LV: Eh, what's the point of weighting it only by F0?
|
||||
envl.rgb += backgroundCol * F; //LV: Eh, what's the point of weighting it only by F0?
|
||||
#endif
|
||||
#endif
|
||||
|
||||
envl.rgb *= envmapStrength * occspec.x;
|
||||
|
||||
#ifdef _VoxelGI
|
||||
vec4 indirect_diffuse = textureLod(voxels_diffuse, texCoord, 0.0);
|
||||
fragColor.rgb = (indirect_diffuse.rgb * albedo + envl.rgb * (1.0 - indirect_diffuse.a)) * voxelgiDiff;
|
||||
if(roughness < 1.0 && occspec.y > 0.0)
|
||||
fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * occspec.y * voxelgiRefl;
|
||||
#endif
|
||||
|
||||
#ifdef _VoxelAOvar
|
||||
envl.rgb *= textureLod(voxels_ao, texCoord, 0.0).r;
|
||||
#endif
|
||||
|
||||
#ifndef _VoxelGI
|
||||
fragColor.rgb = envl;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _VoxelGI
|
||||
fragColor.rgb = textureLod(voxels_diffuse, texCoord, 0.0).rgb * voxelgiDiff;
|
||||
if(roughness < 1.0 && occspec.y > 0.0)
|
||||
fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * occspec.y * voxelgiRefl;
|
||||
#else
|
||||
#ifdef _VoxelAOvar
|
||||
fragColor.rgb = textureLod(voxels_ao, texCoord, 0.0).rgb * voxelgiOcc;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Show voxels
|
||||
// vec3 origin = vec3(texCoord * 2.0 - 1.0, 0.99);
|
||||
// vec3 direction = vec3(0.0, 0.0, -1.0);
|
||||
@ -312,11 +374,12 @@ void main() {
|
||||
// fragColor.rgb = texture(ssaotex, texCoord).rrr;
|
||||
|
||||
#ifdef _SSAO
|
||||
// #ifdef _RTGI
|
||||
// fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).rgb;
|
||||
// #else
|
||||
fragColor.rgb *= textureLod(ssaotex, texCoord, 0.0).r;
|
||||
// #endif
|
||||
#endif
|
||||
|
||||
#ifdef _SSGI
|
||||
vec3 ssgiColor = textureLod(ssgitex, texCoord, 0.0).rgb;
|
||||
fragColor.rgb += ssgiColor * albedo;
|
||||
#endif
|
||||
|
||||
#ifdef _EmissionShadeless
|
||||
@ -350,39 +413,69 @@ void main() {
|
||||
#ifdef _CSM
|
||||
svisibility = shadowTestCascade(
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifdef _ShadowMapTransparent
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSun, shadowMapAtlasSunTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSun
|
||||
#else
|
||||
shadowMapAtlas
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
shadowMap, shadowMapTransparent
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMap, shadowMapTransparent
|
||||
#else
|
||||
shadowMap
|
||||
#endif
|
||||
#endif
|
||||
, eye, p + n * shadowsBias * 10, shadowsBias, false
|
||||
);
|
||||
, eye, p + n * shadowsBias * 2, shadowsBias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, false
|
||||
#endif
|
||||
);
|
||||
#else
|
||||
vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0);
|
||||
vec4 lPos = LWVP * vec4(p + n * shadowsBias * 2, 1.0);
|
||||
if (lPos.w > 0.0) {
|
||||
svisibility = shadowTest(
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifdef _ShadowMapTransparent
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSun, shadowMapAtlasSunTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSun
|
||||
#else
|
||||
shadowMapAtlas
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMap, shadowMapTransparent
|
||||
#else
|
||||
shadowMap
|
||||
#endif
|
||||
, lPos.xyz / lPos.w, shadowsBias, false
|
||||
);
|
||||
#endif
|
||||
, lPos.xyz / lPos.w, shadowsBias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, false
|
||||
#endif
|
||||
);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _VoxelShadow
|
||||
svisibility *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy).r) * voxelgiShad;
|
||||
svisibility *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy, -g2.rg).r) * voxelgiShad;
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _SSRS
|
||||
// vec2 coords = getProjectedCoord(hitCoord);
|
||||
// vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
|
||||
@ -436,16 +529,25 @@ void main() {
|
||||
|
||||
#ifdef _SinglePoint
|
||||
|
||||
#ifdef _VRStereo
|
||||
vec3 lightPos = pointPosLeft;
|
||||
#else
|
||||
vec3 lightPos = pointPos;
|
||||
#endif
|
||||
|
||||
fragColor.rgb += sampleLight(
|
||||
p, n, v, dotNV, pointPos, pointCol, albedo, roughness, occspec.y, f0
|
||||
p, n, v, dotNV, lightPos, pointCol, albedo, roughness, occspec.y, f0
|
||||
#ifdef _ShadowMap
|
||||
, 0, pointBias, true, false
|
||||
, 0, pointBias, true
|
||||
#ifdef _ShadowMapTransparent
|
||||
, false
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
, voxels, voxelsSDF, clipmaps
|
||||
, voxels, voxelsSDF, clipmaps, -g2.rg
|
||||
#endif
|
||||
#ifdef _MicroShadowing
|
||||
, occspec.x
|
||||
@ -457,7 +559,9 @@ void main() {
|
||||
|
||||
#ifdef _Spot
|
||||
#ifdef _SSS
|
||||
if (matid == 2) fragColor.rgb += fragColor.rgb * SSSSTransmittance(LWVPSpot[0], p, n, normalize(pointPos - p), lightPlane.y, shadowMapSpot[0]);//TODO implement transparent shadowmaps into the SSSSTransmittance()
|
||||
#ifdef _ShadowMap
|
||||
if (matid == 2) fragColor.rgb += fragColor.rgb * SSSSTransmittance(LWVPSpot[0], p, n, normalize(lightPos - p), lightPlane.y, shadowMapSpot[0]);//TODO implement transparent shadowmaps into the SSSSTransmittance()
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@ -492,7 +596,10 @@ void main() {
|
||||
f0
|
||||
#ifdef _ShadowMap
|
||||
// light index, shadow bias, cast_shadows
|
||||
, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, false
|
||||
, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0
|
||||
#ifdef _ShadowMapTransparent
|
||||
, false
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, lightsArray[li * 3 + 2].y != 0.0
|
||||
@ -503,7 +610,7 @@ void main() {
|
||||
, lightsArraySpot[li * 2 + 1].xyz // right
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
, voxels, voxelsSDF, clipmaps
|
||||
, voxels, voxelsSDF, clipmaps, -g2.rg
|
||||
#endif
|
||||
#ifdef _MicroShadowing
|
||||
, occspec.x
|
||||
@ -514,14 +621,11 @@ void main() {
|
||||
);
|
||||
}
|
||||
#endif // _Clusters
|
||||
|
||||
/*
|
||||
#ifdef _VoxelRefract
|
||||
if(opac < 1.0) {
|
||||
vec3 refraction = traceRefraction(p, n, voxels, v, ior, roughness, eye) * voxelgiRefr;
|
||||
fragColor.rgb = mix(refraction, fragColor.rgb, opac);
|
||||
}
|
||||
#endif
|
||||
*/
|
||||
|
||||
fragColor.rgb = clamp(fragColor.rgb, vec3(0.0), vec3(65504.0));
|
||||
if (any(isnan(fragColor.rgb)) || any(isinf(fragColor.rgb))) {
|
||||
fragColor.rgb = vec3(0.0);
|
||||
}
|
||||
|
||||
fragColor.a = 1.0; // Mark as opaque
|
||||
}
|
||||
|
||||
@ -20,6 +20,36 @@
|
||||
"name": "eyeLook",
|
||||
"link": "_cameraLook"
|
||||
},
|
||||
{
|
||||
"name": "eyeLeft",
|
||||
"link": "_eyeLeft",
|
||||
"ifdef": ["_VRStereo"]
|
||||
},
|
||||
{
|
||||
"name": "eyeRight",
|
||||
"link": "_eyeRight",
|
||||
"ifdef": ["_VRStereo"]
|
||||
},
|
||||
{
|
||||
"name": "eyeLookLeft",
|
||||
"link": "_eyeLookLeft",
|
||||
"ifdef": ["_VRStereo"]
|
||||
},
|
||||
{
|
||||
"name": "eyeLookRight",
|
||||
"link": "_eyeLookRight",
|
||||
"ifdef": ["_VRStereo"]
|
||||
},
|
||||
{
|
||||
"name": "invVPLeft",
|
||||
"link": "_inverseViewProjectionMatrixLeft",
|
||||
"ifdef": ["_VRStereo"]
|
||||
},
|
||||
{
|
||||
"name": "invVPRight",
|
||||
"link": "_inverseViewProjectionMatrixRight",
|
||||
"ifdef": ["_VRStereo"]
|
||||
},
|
||||
{
|
||||
"name": "clipmaps",
|
||||
"link": "_clipmaps",
|
||||
@ -176,8 +206,19 @@
|
||||
{
|
||||
"name": "pointPos",
|
||||
"link": "_pointPosition",
|
||||
"ifndef": ["_VRStereo"],
|
||||
"ifdef": ["_SinglePoint"]
|
||||
},
|
||||
{
|
||||
"name": "pointPosLeft",
|
||||
"link": "_pointPositionLeft",
|
||||
"ifdef": ["_VRStereo", "_SinglePoint"]
|
||||
},
|
||||
{
|
||||
"name": "pointPosRight",
|
||||
"link": "_pointPositionRight",
|
||||
"ifdef": ["_VRStereo", "_SinglePoint"]
|
||||
},
|
||||
{
|
||||
"name": "pointCol",
|
||||
"link": "_pointColor",
|
||||
|
||||
@ -97,6 +97,31 @@
|
||||
"link": "_cascadeData",
|
||||
"ifdef": ["_Sun", "_ShadowMap", "_CSM"]
|
||||
},
|
||||
{
|
||||
"name": "eyeLookRight",
|
||||
"link": "_eyeLookRight",
|
||||
"ifdef": ["_VRStereo"]
|
||||
},
|
||||
{
|
||||
"name": "invVPLeft",
|
||||
"link": "_inverseViewProjectionMatrixLeft",
|
||||
"ifdef": ["_VRStereo"]
|
||||
},
|
||||
{
|
||||
"name": "invVPRight",
|
||||
"link": "_inverseViewProjectionMatrixRight",
|
||||
"ifdef": ["_VRStereo"]
|
||||
},
|
||||
{
|
||||
"name": "invVP",
|
||||
"link": "_viewProjectionMatrix",
|
||||
"ifdef": ["_SSRS"]
|
||||
},
|
||||
{
|
||||
"name": "smSizeUniform",
|
||||
"link": "_shadowMapSize",
|
||||
"ifdef": ["_SMSizeUniform"]
|
||||
},
|
||||
{
|
||||
"name": "lightPlane",
|
||||
"link": "_lightPlane",
|
||||
@ -108,8 +133,6 @@
|
||||
"ifdef": ["_SSRS"]
|
||||
},
|
||||
{
|
||||
"name": "smSizeUniform",
|
||||
"link": "_shadowMapSize",
|
||||
"ifdef": ["_SMSizeUniform"]
|
||||
},
|
||||
{
|
||||
@ -120,8 +143,19 @@
|
||||
{
|
||||
"name": "pointPos",
|
||||
"link": "_pointPosition",
|
||||
"ifndef": ["_VRStereo"],
|
||||
"ifdef": ["_SinglePoint"]
|
||||
},
|
||||
{
|
||||
"name": "pointPosLeft",
|
||||
"link": "_pointPositionLeft",
|
||||
"ifdef": ["_VRStereo", "_SinglePoint"]
|
||||
},
|
||||
{
|
||||
"name": "pointPosRight",
|
||||
"link": "_pointPositionRight",
|
||||
"ifdef": ["_VRStereo", "_SinglePoint"]
|
||||
},
|
||||
{
|
||||
"name": "pointCol",
|
||||
"link": "_pointColor",
|
||||
|
||||
9
leenkx/Shaders/fsr1_easu_pass/LICENSE.txt
Normal file
9
leenkx/Shaders/fsr1_easu_pass/LICENSE.txt
Normal file
@ -0,0 +1,9 @@
|
||||
https://gpuopen.com/manuals/fidelityfx_sdk/license/
|
||||
|
||||
Copyright © 2024 Advanced Micro Devices, Inc.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files(the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and /or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions :
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
157
leenkx/Shaders/fsr1_easu_pass/fsr1_easu_pass.frag.glsl
Normal file
157
leenkx/Shaders/fsr1_easu_pass/fsr1_easu_pass.frag.glsl
Normal file
@ -0,0 +1,157 @@
|
||||
#version 450
|
||||
|
||||
// AMD FidelityFX Super Resolution 1.0.2 - EASU (Edge Adaptive Spatial Upsampling)
|
||||
|
||||
#include "compiled.inc"
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform vec2 screenSize;
|
||||
|
||||
in vec2 texCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
// Helper functions from AMD ffx_a.h
|
||||
float APrxLoRcpF1(float a) {
|
||||
return uintBitsToFloat(uint(0x7ef07ebb) - floatBitsToUint(a));
|
||||
}
|
||||
|
||||
float AMax3F1(float x, float y, float z) {
|
||||
return max(x, max(y, z));
|
||||
}
|
||||
|
||||
float AMin3F1(float x, float y, float z) {
|
||||
return min(x, min(y, z));
|
||||
}
|
||||
|
||||
// Attempt to use textureGather for efficiency when available
|
||||
#if __VERSION__ >= 400
|
||||
|
||||
void FsrEasuTap(
|
||||
inout vec3 aC,
|
||||
inout float aW,
|
||||
vec2 off,
|
||||
vec2 dir,
|
||||
vec2 len,
|
||||
float lob,
|
||||
float clp,
|
||||
vec3 c
|
||||
) {
|
||||
vec2 v = off * dir;
|
||||
float d2 = v.x + v.y;
|
||||
d2 = clamp(d2 * APrxLoRcpF1(max(abs(v.x), abs(v.y))), 0.0, 1.0);
|
||||
d2 = d2 * d2;
|
||||
d2 = d2 * len.x + len.y;
|
||||
float wB = 2.0 / 5.0 * d2 - 1.0;
|
||||
float wA = lob * d2 - 1.0;
|
||||
wB *= wB;
|
||||
wA *= wA;
|
||||
float w = 25.0 / 16.0 * wA * wB;
|
||||
w = min(w, clp);
|
||||
w = max(w, 0.0);
|
||||
aC += c * w;
|
||||
aW += w;
|
||||
}
|
||||
|
||||
vec3 FsrEasuF(vec2 ip) {
|
||||
vec2 inputSize = textureSize(tex, 0);
|
||||
vec2 inputRcp = 1.0 / inputSize;
|
||||
|
||||
// Position in input pixels
|
||||
vec2 pp = ip * inputSize - 0.5;
|
||||
vec2 fp = floor(pp);
|
||||
pp -= fp;
|
||||
|
||||
// 12-tap kernel
|
||||
// b c
|
||||
// e f g h
|
||||
// i j k l
|
||||
// n o
|
||||
ivec2 sp = ivec2(fp);
|
||||
|
||||
vec3 b = texelFetch(tex, sp + ivec2(0, -1), 0).rgb;
|
||||
vec3 c = texelFetch(tex, sp + ivec2(1, -1), 0).rgb;
|
||||
vec3 e = texelFetch(tex, sp + ivec2(-1, 0), 0).rgb;
|
||||
vec3 f = texelFetch(tex, sp + ivec2(0, 0), 0).rgb;
|
||||
vec3 g = texelFetch(tex, sp + ivec2(1, 0), 0).rgb;
|
||||
vec3 h = texelFetch(tex, sp + ivec2(2, 0), 0).rgb;
|
||||
vec3 i = texelFetch(tex, sp + ivec2(-1, 1), 0).rgb;
|
||||
vec3 j = texelFetch(tex, sp + ivec2(0, 1), 0).rgb;
|
||||
vec3 k = texelFetch(tex, sp + ivec2(1, 1), 0).rgb;
|
||||
vec3 l = texelFetch(tex, sp + ivec2(2, 1), 0).rgb;
|
||||
vec3 n = texelFetch(tex, sp + ivec2(0, 2), 0).rgb;
|
||||
vec3 o = texelFetch(tex, sp + ivec2(1, 2), 0).rgb;
|
||||
|
||||
// Luma for edge detection (using green channel approximation)
|
||||
float bL = b.g + 0.5 * (b.r + b.b);
|
||||
float cL = c.g + 0.5 * (c.r + c.b);
|
||||
float eL = e.g + 0.5 * (e.r + e.b);
|
||||
float fL = f.g + 0.5 * (f.r + f.b);
|
||||
float gL = g.g + 0.5 * (g.r + g.b);
|
||||
float hL = h.g + 0.5 * (h.r + h.b);
|
||||
float iL = i.g + 0.5 * (i.r + i.b);
|
||||
float jL = j.g + 0.5 * (j.r + j.b);
|
||||
float kL = k.g + 0.5 * (k.r + k.b);
|
||||
float lL = l.g + 0.5 * (l.r + l.b);
|
||||
float nL = n.g + 0.5 * (n.r + n.b);
|
||||
float oL = o.g + 0.5 * (o.r + o.b);
|
||||
|
||||
// Gradient detection
|
||||
float dirX = (cL - bL) + (gL - fL) + (kL - jL) + (oL - nL);
|
||||
float dirY = (eL - iL) + (fL - jL) + (gL - kL) + (hL - lL);
|
||||
|
||||
// Normalize direction
|
||||
float dirR = APrxLoRcpF1(max(abs(dirX), abs(dirY)));
|
||||
dirX *= dirR;
|
||||
dirY *= dirR;
|
||||
|
||||
// Calculate stretch based on edge direction
|
||||
float len = length(vec2(dirX, dirY));
|
||||
len = len * 0.5;
|
||||
len *= len;
|
||||
float stretch = (dirX * dirX + dirY * dirY) * APrxLoRcpF1(max(abs(dirX), abs(dirY)));
|
||||
vec2 len2 = vec2(1.0 + (stretch - 1.0) * len, 1.0 - 0.5 * len);
|
||||
float lob = 0.5 + (0.25 - 0.04 - 0.5) * len;
|
||||
float clp = APrxLoRcpF1(lob);
|
||||
|
||||
// Accumulate samples
|
||||
vec3 aC = vec3(0.0);
|
||||
float aW = 0.0;
|
||||
vec2 dir = vec2(dirX, dirY);
|
||||
|
||||
FsrEasuTap(aC, aW, vec2(0.0, -1.0) - pp, dir, len2, lob, clp, b);
|
||||
FsrEasuTap(aC, aW, vec2(1.0, -1.0) - pp, dir, len2, lob, clp, c);
|
||||
FsrEasuTap(aC, aW, vec2(-1.0, 0.0) - pp, dir, len2, lob, clp, e);
|
||||
FsrEasuTap(aC, aW, vec2(0.0, 0.0) - pp, dir, len2, lob, clp, f);
|
||||
FsrEasuTap(aC, aW, vec2(1.0, 0.0) - pp, dir, len2, lob, clp, g);
|
||||
FsrEasuTap(aC, aW, vec2(2.0, 0.0) - pp, dir, len2, lob, clp, h);
|
||||
FsrEasuTap(aC, aW, vec2(-1.0, 1.0) - pp, dir, len2, lob, clp, i);
|
||||
FsrEasuTap(aC, aW, vec2(0.0, 1.0) - pp, dir, len2, lob, clp, j);
|
||||
FsrEasuTap(aC, aW, vec2(1.0, 1.0) - pp, dir, len2, lob, clp, k);
|
||||
FsrEasuTap(aC, aW, vec2(2.0, 1.0) - pp, dir, len2, lob, clp, l);
|
||||
FsrEasuTap(aC, aW, vec2(0.0, 2.0) - pp, dir, len2, lob, clp, n);
|
||||
FsrEasuTap(aC, aW, vec2(1.0, 2.0) - pp, dir, len2, lob, clp, o);
|
||||
|
||||
// Normalize
|
||||
vec3 pix = aC / aW;
|
||||
|
||||
// Clamp to neighborhood min/max to prevent ringing
|
||||
vec3 mn = min(min(min(f, g), j), k);
|
||||
vec3 mx = max(max(max(f, g), j), k);
|
||||
pix = clamp(pix, mn, mx);
|
||||
|
||||
return pix;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
// Fallback for older GLSL - simple bilinear
|
||||
vec3 FsrEasuF(vec2 ip) {
|
||||
return texture(tex, ip).rgb;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
vec3 col = FsrEasuF(texCoord);
|
||||
fragColor = vec4(col, 1.0);
|
||||
}
|
||||
19
leenkx/Shaders/fsr1_easu_pass/fsr1_easu_pass.json
Normal file
19
leenkx/Shaders/fsr1_easu_pass/fsr1_easu_pass.json
Normal file
@ -0,0 +1,19 @@
|
||||
{
|
||||
"contexts": [
|
||||
{
|
||||
"name": "fsr1_easu_pass",
|
||||
"depth_write": false,
|
||||
"compare_mode": "always",
|
||||
"cull_mode": "none",
|
||||
"links": [
|
||||
{
|
||||
"name": "screenSize",
|
||||
"link": "_screenSize"
|
||||
}
|
||||
],
|
||||
"texture_params": [],
|
||||
"vertex_shader": "../include/pass.vert.glsl",
|
||||
"fragment_shader": "fsr1_easu_pass.frag.glsl"
|
||||
}
|
||||
]
|
||||
}
|
||||
9
leenkx/Shaders/fsr1_rcas_pass/LICENSE.txt
Normal file
9
leenkx/Shaders/fsr1_rcas_pass/LICENSE.txt
Normal file
@ -0,0 +1,9 @@
|
||||
https://gpuopen.com/manuals/fidelityfx_sdk/license/
|
||||
|
||||
Copyright © 2024 Advanced Micro Devices, Inc.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files(the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and /or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions :
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
116
leenkx/Shaders/fsr1_rcas_pass/fsr1_rcas_pass.frag.glsl
Normal file
116
leenkx/Shaders/fsr1_rcas_pass/fsr1_rcas_pass.frag.glsl
Normal file
@ -0,0 +1,116 @@
|
||||
#version 450
|
||||
|
||||
// AMD FidelityFX Super Resolution 1.0.2 - RCAS (Robust Contrast Adaptive Sharpening)
|
||||
|
||||
#include "compiled.inc"
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
// Sharpness in "stops": 0.0 = maximum sharpness, higher = less sharp
|
||||
// Converted to linear via exp2(-sharpness)
|
||||
#ifdef _FSR1_Ultra_Quality
|
||||
const float SHARPNESS_STOPS = 0.0;
|
||||
#elif defined(_FSR1_Balanced)
|
||||
const float SHARPNESS_STOPS = 1.0;
|
||||
#elif defined(_FSR1_Performance)
|
||||
const float SHARPNESS_STOPS = 2.0;
|
||||
#elif defined(_FSR1_Custom)
|
||||
uniform vec4 PPComp15;
|
||||
#define SHARPNESS_STOPS (PPComp15.x * 2.0)
|
||||
#else
|
||||
const float SHARPNESS_STOPS = 0.5; // Quality (default)
|
||||
#endif
|
||||
|
||||
// FSR RCAS limit - prevents unnatural sharpening artifacts
|
||||
#define FSR_RCAS_LIMIT (0.25 - (1.0 / 16.0))
|
||||
|
||||
in vec2 texCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
// AMD helper functions from ffx_a.h
|
||||
float AMin3F1(float x, float y, float z) { return min(x, min(y, z)); }
|
||||
float AMax3F1(float x, float y, float z) { return max(x, max(y, z)); }
|
||||
|
||||
// High precision reciprocal (required for limiters per AMD docs)
|
||||
// Added epsilon to prevent division by zero in dark areas
|
||||
float ARcpF1(float a) {
|
||||
return 1.0 / max(a, 1e-8);
|
||||
}
|
||||
|
||||
// Medium precision reciprocal approximation (from AMD ffx_a.h)
|
||||
// Only used for noise detection and final resolve
|
||||
float APrxMedRcpF1(float a) {
|
||||
return uintBitsToFloat(uint(0x7ef19fff) - floatBitsToUint(a));
|
||||
}
|
||||
|
||||
void main() {
|
||||
// Get texture size and texel offset
|
||||
vec2 texSize = vec2(textureSize(tex, 0));
|
||||
vec2 texelSize = 1.0 / texSize;
|
||||
|
||||
// Algorithm uses minimal 3x3 pixel neighborhood
|
||||
// b
|
||||
// d e f
|
||||
// h
|
||||
// Clamp inputs to [0,1] - FSR expects sRGB normalized input
|
||||
vec3 b = clamp(texture(tex, texCoord + vec2(0.0, -texelSize.y)).rgb, 0.0, 1.0);
|
||||
vec3 d = clamp(texture(tex, texCoord + vec2(-texelSize.x, 0.0)).rgb, 0.0, 1.0);
|
||||
vec4 ee = texture(tex, texCoord);
|
||||
vec3 e = clamp(ee.rgb, 0.0, 1.0);
|
||||
vec3 f = clamp(texture(tex, texCoord + vec2(texelSize.x, 0.0)).rgb, 0.0, 1.0);
|
||||
vec3 h = clamp(texture(tex, texCoord + vec2(0.0, texelSize.y)).rgb, 0.0, 1.0);
|
||||
|
||||
// Luma times 2 (AMD's luma calculation: B*0.5 + R*0.5 + G)
|
||||
float bL = b.b * 0.5 + (b.r * 0.5 + b.g);
|
||||
float dL = d.b * 0.5 + (d.r * 0.5 + d.g);
|
||||
float eL = e.b * 0.5 + (e.r * 0.5 + e.g);
|
||||
float fL = f.b * 0.5 + (f.r * 0.5 + f.g);
|
||||
float hL = h.b * 0.5 + (h.r * 0.5 + h.g);
|
||||
|
||||
// Noise detection (official AMD algorithm with safety for flat areas)
|
||||
float nz = 0.25 * bL + 0.25 * dL + 0.25 * fL + 0.25 * hL - eL;
|
||||
float range = AMax3F1(AMax3F1(bL, dL, eL), fL, hL) - AMin3F1(AMin3F1(bL, dL, eL), fL, hL);
|
||||
// Use safe division instead of APrxMedRcpF1 for range to avoid NaN in flat areas
|
||||
nz = clamp(abs(nz) / max(range, 1e-5), 0.0, 1.0);
|
||||
nz = -0.5 * nz + 1.0;
|
||||
|
||||
// Min and max of ring (per channel)
|
||||
float mn4R = min(AMin3F1(b.r, d.r, f.r), h.r);
|
||||
float mn4G = min(AMin3F1(b.g, d.g, f.g), h.g);
|
||||
float mn4B = min(AMin3F1(b.b, d.b, f.b), h.b);
|
||||
float mx4R = max(AMax3F1(b.r, d.r, f.r), h.r);
|
||||
float mx4G = max(AMax3F1(b.g, d.g, f.g), h.g);
|
||||
float mx4B = max(AMax3F1(b.b, d.b, f.b), h.b);
|
||||
|
||||
// Immediate constants for peak range
|
||||
vec2 peakC = vec2(1.0, -4.0);
|
||||
|
||||
// Limiters - these need HIGH PRECISION reciprocals (per AMD docs)
|
||||
float hitMinR = min(mn4R, e.r) * ARcpF1(4.0 * mx4R);
|
||||
float hitMinG = min(mn4G, e.g) * ARcpF1(4.0 * mx4G);
|
||||
float hitMinB = min(mn4B, e.b) * ARcpF1(4.0 * mx4B);
|
||||
float hitMaxR = (peakC.x - max(mx4R, e.r)) * ARcpF1(4.0 * mn4R + peakC.y);
|
||||
float hitMaxG = (peakC.x - max(mx4G, e.g)) * ARcpF1(4.0 * mn4G + peakC.y);
|
||||
float hitMaxB = (peakC.x - max(mx4B, e.b)) * ARcpF1(4.0 * mn4B + peakC.y);
|
||||
float lobeR = max(-hitMinR, hitMaxR);
|
||||
float lobeG = max(-hitMinG, hitMaxG);
|
||||
float lobeB = max(-hitMinB, hitMaxB);
|
||||
|
||||
// Apply sharpness (convert from stops to linear)
|
||||
float sharpness = exp2(-SHARPNESS_STOPS);
|
||||
float lobe = max(-FSR_RCAS_LIMIT, min(AMax3F1(lobeR, lobeG, lobeB), 0.0)) * sharpness;
|
||||
|
||||
// Apply noise removal
|
||||
lobe *= nz;
|
||||
|
||||
// Resolve using safe reciprocal to avoid any edge case issues
|
||||
float denom = 4.0 * lobe + 1.0;
|
||||
float rcpL = 1.0 / max(denom, 0.25); // denom should be in [0.25, 1.0] range
|
||||
vec3 pix;
|
||||
pix.r = (lobe * b.r + lobe * d.r + lobe * h.r + lobe * f.r + e.r) * rcpL;
|
||||
pix.g = (lobe * b.g + lobe * d.g + lobe * h.g + lobe * f.g + e.g) * rcpL;
|
||||
pix.b = (lobe * b.b + lobe * d.b + lobe * h.b + lobe * f.b + e.b) * rcpL;
|
||||
|
||||
// Ensure output is clamped to valid range
|
||||
fragColor = vec4(clamp(pix, 0.0, 1.0), ee.a);
|
||||
}
|
||||
24
leenkx/Shaders/fsr1_rcas_pass/fsr1_rcas_pass.json
Normal file
24
leenkx/Shaders/fsr1_rcas_pass/fsr1_rcas_pass.json
Normal file
@ -0,0 +1,24 @@
|
||||
{
|
||||
"contexts": [
|
||||
{
|
||||
"name": "fsr1_rcas_pass",
|
||||
"depth_write": false,
|
||||
"compare_mode": "always",
|
||||
"cull_mode": "none",
|
||||
"links": [
|
||||
{
|
||||
"name": "screenSize",
|
||||
"link": "_screenSize"
|
||||
},
|
||||
{
|
||||
"name": "PPComp15",
|
||||
"link": "_PPComp15",
|
||||
"ifdef": ["_FSR1_Custom"]
|
||||
}
|
||||
],
|
||||
"texture_params": [],
|
||||
"vertex_shader": "../include/pass.vert.glsl",
|
||||
"fragment_shader": "fsr1_rcas_pass.frag.glsl"
|
||||
}
|
||||
]
|
||||
}
|
||||
@ -8,6 +8,7 @@ uniform sampler2D gbufferD;
|
||||
uniform sampler2D gbuffer0;
|
||||
uniform sampler2D gbuffer1;
|
||||
uniform mat4 invVP;
|
||||
uniform mat4 invW;
|
||||
uniform vec3 probep;
|
||||
uniform vec3 eye;
|
||||
|
||||
@ -25,19 +26,27 @@ void main() {
|
||||
|
||||
float roughness = g0.b;
|
||||
if (roughness > 0.95) {
|
||||
fragColor.rgb = vec3(0.0);
|
||||
fragColor = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
float spec = fract(textureLod(gbuffer1, texCoord, 0.0).a);
|
||||
if (spec == 0.0) {
|
||||
fragColor.rgb = vec3(0.0);
|
||||
fragColor = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
||||
vec3 wp = getPos2(invVP, depth, texCoord);
|
||||
|
||||
vec3 localPos = (invW * vec4(wp, 1.0)).xyz;
|
||||
|
||||
// return if surface is inside probe volume bounds
|
||||
if (abs(localPos.x) > 1.0 || abs(localPos.y) > 1.0 || abs(localPos.z) > 1.0) {
|
||||
fragColor = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 enc = g0.rg;
|
||||
vec3 n;
|
||||
n.z = 1.0 - abs(enc.x) - abs(enc.y);
|
||||
@ -50,5 +59,5 @@ void main() {
|
||||
r.y = -r.y;
|
||||
#endif
|
||||
float intensity = clamp((1.0 - roughness) * dot(wp - probep, n), 0.0, 1.0);
|
||||
fragColor.rgb = texture(probeTex, r).rgb * intensity;
|
||||
fragColor = vec4(texture(probeTex, r).rgb * intensity, 1.0);
|
||||
}
|
||||
|
||||
@ -20,6 +20,10 @@
|
||||
"name": "invVP",
|
||||
"link": "_inverseViewProjectionMatrix"
|
||||
},
|
||||
{
|
||||
"name": "invW",
|
||||
"link": "_inverseWorldMatrix"
|
||||
},
|
||||
{
|
||||
"name": "probep",
|
||||
"link": "_probePosition"
|
||||
|
||||
@ -25,13 +25,13 @@ void main() {
|
||||
|
||||
float roughness = g0.b;
|
||||
if (roughness > 0.95) {
|
||||
fragColor.rgb = vec3(0.0);
|
||||
fragColor = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
float spec = fract(textureLod(gbuffer1, texCoord, 0.0).a);
|
||||
if (spec == 0.0) {
|
||||
fragColor.rgb = vec3(0.0);
|
||||
fragColor = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -50,5 +50,5 @@ void main() {
|
||||
n = normalize(n);
|
||||
|
||||
float intensity = clamp((1.0 - roughness) * dot(n, proben), 0.0, 1.0);
|
||||
fragColor.rgb = texture(probeTex, tc).rgb * intensity;
|
||||
fragColor = vec4(texture(probeTex, tc).rgb * intensity, 1.0);
|
||||
}
|
||||
|
||||
@ -5,42 +5,56 @@
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D gbuffer0;
|
||||
uniform sampler2D gbufferD;
|
||||
|
||||
uniform vec2 dirInv; // texStep
|
||||
|
||||
in vec2 texCoord;
|
||||
out float fragColor;
|
||||
out vec3 fragColor;
|
||||
|
||||
const float blurWeights[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
|
||||
// const float blurWeights[10] = float[] (0.132572, 0.125472, 0.106373, 0.08078, 0.05495, 0.033482, 0.018275, 0.008934, 0.003912, 0.001535);
|
||||
const float discardThreshold = 0.95;
|
||||
|
||||
float doBlur(const float blurWeight, const int pos, const vec3 nor, const vec2 texCoord) {
|
||||
const float posadd = pos + 0.5;
|
||||
|
||||
vec3 nor2 = getNor(textureLod(gbuffer0, texCoord + pos * dirInv, 0.0).rg);
|
||||
float influenceFactor = step(discardThreshold, dot(nor2, nor));
|
||||
float col = textureLod(tex, texCoord + posadd * dirInv, 0.0).r;
|
||||
fragColor += col * blurWeight * influenceFactor;
|
||||
float weight = blurWeight * influenceFactor;
|
||||
|
||||
nor2 = getNor(textureLod(gbuffer0, texCoord - pos * dirInv, 0.0).rg);
|
||||
influenceFactor = step(discardThreshold, dot(nor2, nor));
|
||||
col = textureLod(tex, texCoord - posadd * dirInv, 0.0).r;
|
||||
fragColor += col * blurWeight * influenceFactor;
|
||||
weight += blurWeight * influenceFactor;
|
||||
|
||||
return weight;
|
||||
}
|
||||
const int KERNEL_SIZE = 13;
|
||||
const float blurWeights[13] = float[](0.1, 0.09, 0.08, 0.07, 0.06, 0.05, 0.04, 0.03, 0.025, 0.02, 0.015, 0.01, 0.005);
|
||||
|
||||
void main() {
|
||||
vec3 nor = getNor(textureLod(gbuffer0, texCoord, 0.0).rg);
|
||||
vec3 centerNor = getNor(textureLod(gbuffer0, texCoord, 0.0).rg);
|
||||
float centerDepth = textureLod(gbufferD, texCoord, 0.0).r;
|
||||
|
||||
fragColor = textureLod(tex, texCoord, 0.0).r * blurWeights[0];
|
||||
float weight = blurWeights[0];
|
||||
for (int i = 1; i < 5; i++) {
|
||||
weight += doBlur(blurWeights[i], i, nor, texCoord);
|
||||
// skip sky pixels
|
||||
if (centerDepth == 1.0) {
|
||||
fragColor = vec3(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
fragColor = textureLod(tex, texCoord, 0.0).rgb * blurWeights[0];
|
||||
float totalWeight = blurWeights[0];
|
||||
|
||||
for (int i = 1; i < KERNEL_SIZE; i++) {
|
||||
vec2 offset = float(i) * dirInv;
|
||||
|
||||
vec2 uvPos = texCoord + offset;
|
||||
vec3 norPos = getNor(textureLod(gbuffer0, uvPos, 0.0).rg);
|
||||
float depthPos = textureLod(gbufferD, uvPos, 0.0).r;
|
||||
|
||||
float normalWeight = max(0.0, dot(norPos, centerNor));
|
||||
normalWeight = pow(normalWeight, 8.0); // Softer normal falloff for better blending
|
||||
float depthWeight = 1.0 - smoothstep(0.0, 0.02, abs(depthPos - centerDepth));
|
||||
float w = blurWeights[i] * normalWeight * depthWeight;
|
||||
|
||||
fragColor += textureLod(tex, uvPos, 0.0).rgb * w;
|
||||
totalWeight += w;
|
||||
|
||||
vec2 uvNeg = texCoord - offset;
|
||||
vec3 norNeg = getNor(textureLod(gbuffer0, uvNeg, 0.0).rg);
|
||||
float depthNeg = textureLod(gbufferD, uvNeg, 0.0).r;
|
||||
|
||||
normalWeight = max(0.0, dot(norNeg, centerNor));
|
||||
normalWeight = pow(normalWeight, 8.0);
|
||||
depthWeight = 1.0 - smoothstep(0.0, 0.02, abs(depthNeg - centerDepth));
|
||||
w = blurWeights[i] * normalWeight * depthWeight;
|
||||
|
||||
fragColor += textureLod(tex, uvNeg, 0.0).rgb * w;
|
||||
totalWeight += w;
|
||||
}
|
||||
|
||||
fragColor = fragColor / weight;
|
||||
fragColor /= totalWeight;
|
||||
}
|
||||
@ -4,37 +4,34 @@
|
||||
#include "std/math.glsl"
|
||||
#include "std/gbuffer.glsl"
|
||||
|
||||
uniform sampler2D gbuffer0;
|
||||
uniform sampler2D gbuffer1;
|
||||
uniform sampler2D gbufferD;
|
||||
uniform sampler2D gbuffer0; // Normal
|
||||
// #ifdef _RTGI
|
||||
// uniform sampler2D gbuffer1; // Basecol
|
||||
// #endif
|
||||
uniform mat4 P;
|
||||
uniform mat3 V3;
|
||||
|
||||
uniform vec2 cameraProj;
|
||||
|
||||
const float angleMix = 0.5f;
|
||||
#ifdef _SSGICone9
|
||||
const float strength = 2.0 * (1.0 / ssgiStrength);
|
||||
#else
|
||||
const float strength = 2.0 * (1.0 / ssgiStrength) * 1.8;
|
||||
#ifdef _EmissionShaded
|
||||
uniform sampler2D gbufferEmission;
|
||||
#endif
|
||||
|
||||
uniform mat4 P;
|
||||
uniform mat4 invP;
|
||||
uniform mat3 V3;
|
||||
|
||||
#ifdef _Sun
|
||||
uniform vec3 sunDir;
|
||||
uniform vec3 sunCol;
|
||||
#endif
|
||||
|
||||
#ifdef _CPostprocess
|
||||
uniform vec3 PPComp12;
|
||||
#endif
|
||||
|
||||
in vec3 viewRay;
|
||||
in vec2 texCoord;
|
||||
out float fragColor;
|
||||
out vec4 fragColor;
|
||||
|
||||
vec3 hitCoord;
|
||||
vec2 coord;
|
||||
float depth;
|
||||
// #ifdef _RTGI
|
||||
// vec3 col = vec3(0.0);
|
||||
// #endif
|
||||
vec3 vpos;
|
||||
const float GOLDEN_ANGLE = 2.39996323;
|
||||
const int RAY_STEPS = 12;
|
||||
|
||||
vec2 getProjectedCoord(vec3 hitCoord) {
|
||||
vec4 projectedCoord = P * vec4(hitCoord, 1.0);
|
||||
vec2 getProjectedCoord(const vec3 viewPos) {
|
||||
vec4 projectedCoord = P * vec4(viewPos, 1.0);
|
||||
projectedCoord.xy /= projectedCoord.w;
|
||||
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
|
||||
#ifdef _InvY
|
||||
@ -43,65 +40,149 @@ vec2 getProjectedCoord(vec3 hitCoord) {
|
||||
return projectedCoord.xy;
|
||||
}
|
||||
|
||||
float getDeltaDepth(vec3 hitCoord) {
|
||||
coord = getProjectedCoord(hitCoord);
|
||||
depth = textureLod(gbufferD, coord, 0.0).r * 2.0 - 1.0;
|
||||
vec3 p = getPosView(viewRay, depth, cameraProj);
|
||||
return p.z - hitCoord.z;
|
||||
}
|
||||
|
||||
void rayCast(vec3 dir) {
|
||||
hitCoord = vpos;
|
||||
dir *= ssgiRayStep * 2;
|
||||
float dist = 0.15;
|
||||
for (int i = 0; i < ssgiMaxSteps; i++) {
|
||||
hitCoord += dir;
|
||||
float delta = getDeltaDepth(hitCoord);
|
||||
if (delta > 0.0 && delta < 0.2) {
|
||||
dist = distance(vpos, hitCoord);
|
||||
break;
|
||||
}
|
||||
vec3 cosineSampleHemisphere(vec3 n, vec2 rand) {
|
||||
float phi = PI * 2.0 * rand.x;
|
||||
float cosTheta = sqrt(1.0 - rand.y);
|
||||
float sinTheta = sqrt(rand.y);
|
||||
|
||||
vec3 h = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
|
||||
|
||||
vec3 tangent, bitangent;
|
||||
vec3 absN = abs(n);
|
||||
|
||||
if (absN.x <= absN.y && absN.x <= absN.z) {
|
||||
tangent = normalize(cross(n, vec3(1.0, 0.0, 0.0)));
|
||||
} else if (absN.y <= absN.z) {
|
||||
tangent = normalize(cross(n, vec3(0.0, 1.0, 0.0)));
|
||||
} else {
|
||||
tangent = normalize(cross(n, vec3(0.0, 0.0, 1.0)));
|
||||
}
|
||||
fragColor += dist;
|
||||
// #ifdef _RTGI
|
||||
// col += textureLod(gbuffer1, coord, 0.0).rgb * ((ssgiRayStep * ssgiMaxSteps) - dist);
|
||||
// #endif
|
||||
bitangent = cross(n, tangent);
|
||||
|
||||
return normalize(tangent * h.x + bitangent * h.y + n * h.z);
|
||||
}
|
||||
|
||||
vec3 tangent(const vec3 n) {
|
||||
vec3 t1 = cross(n, vec3(0, 0, 1));
|
||||
vec3 t2 = cross(n, vec3(0, 1, 0));
|
||||
if (length(t1) > length(t2)) return normalize(t1);
|
||||
else return normalize(t2);
|
||||
vec3 traceRay(vec3 origin, vec3 dir, float maxDist, float minDist) {
|
||||
float stepSize = maxDist / float(RAY_STEPS);
|
||||
vec3 pos = origin + dir * minDist;
|
||||
|
||||
float prevDepthDiff = 0.0;
|
||||
float hadValidPrev = 0.0;
|
||||
|
||||
for (int i = 1; i <= RAY_STEPS; i++) {
|
||||
pos += dir * stepSize;
|
||||
vec2 uv = getProjectedCoord(pos);
|
||||
|
||||
vec2 sampleUV = clamp(uv, vec2(0.001), vec2(0.999));
|
||||
|
||||
float sampleDepth = textureLod(gbufferD, sampleUV, 0.0).r * 2.0 - 1.0;
|
||||
if (sampleDepth == 1.0) {
|
||||
hadValidPrev = 0.0;
|
||||
continue;
|
||||
}
|
||||
|
||||
vec3 sampleViewPos = getPosView2(invP, sampleDepth, sampleUV);
|
||||
float depthDiff = pos.z - sampleViewPos.z;
|
||||
float rayDist = length(pos - origin);
|
||||
float thickness = 0.15 + rayDist * 0.25;
|
||||
|
||||
float crossed = hadValidPrev * step(0.0, prevDepthDiff) * step(depthDiff, 0.0);
|
||||
float withinThickness = step(abs(depthDiff), thickness);
|
||||
|
||||
if (crossed > 0.5 || withinThickness > 0.5) {
|
||||
float distWeight = 1.0 - (rayDist / maxDist);
|
||||
distWeight = max(0.0, distWeight * distWeight);
|
||||
|
||||
return vec3(sampleUV, distWeight);
|
||||
}
|
||||
|
||||
prevDepthDiff = depthDiff;
|
||||
hadValidPrev = 1.0;
|
||||
}
|
||||
|
||||
return vec3(-1.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
fragColor = 0;
|
||||
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
|
||||
float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
||||
float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
||||
if (depth == 1.0) {
|
||||
fragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
|
||||
vec2 enc = g0.rg;
|
||||
vec3 n;
|
||||
n.z = 1.0 - abs(enc.x) - abs(enc.y);
|
||||
n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
|
||||
n = normalize(V3 * n);
|
||||
n = normalize(n);
|
||||
|
||||
vpos = getPosView(viewRay, d, cameraProj);
|
||||
vec3 viewNormal = V3 * n;
|
||||
vec3 viewPos = getPosView2(invP, depth, texCoord);
|
||||
|
||||
rayCast(n);
|
||||
vec3 o1 = normalize(tangent(n));
|
||||
vec3 o2 = (cross(o1, n));
|
||||
vec3 c1 = 0.5f * (o1 + o2);
|
||||
vec3 c2 = 0.5f * (o1 - o2);
|
||||
rayCast(mix(n, o1, angleMix));
|
||||
rayCast(mix(n, o2, angleMix));
|
||||
rayCast(mix(n, -c1, angleMix));
|
||||
rayCast(mix(n, -c2, angleMix));
|
||||
|
||||
#ifdef _SSGICone9
|
||||
rayCast(mix(n, -o1, angleMix));
|
||||
rayCast(mix(n, -o2, angleMix));
|
||||
rayCast(mix(n, c1, angleMix));
|
||||
rayCast(mix(n, c2, angleMix));
|
||||
#ifdef _CPostprocess
|
||||
float radius = PPComp12.y;
|
||||
float strength = PPComp12.x;
|
||||
#else
|
||||
float radius = ssgiRadius;
|
||||
float strength = ssgiStrength;
|
||||
#endif
|
||||
|
||||
float noise = fract(52.9829189 * fract(0.06711056 * texCoord.x * 1000.0 + 0.00583715 * texCoord.y * 1000.0));
|
||||
|
||||
vec3 gi = vec3(0.0);
|
||||
int validSamples = 0;
|
||||
|
||||
// min distance to avoid self shadowing artiffacts
|
||||
float minDist = radius * 0.05;
|
||||
|
||||
for (int i = 0; i < ssgiSamples; i++) {
|
||||
float fi = float(i) + noise;
|
||||
vec2 rand = vec2(
|
||||
fract(fi * 0.7548776662 + noise),
|
||||
fract(fi * 0.5698402909 + noise * 1.5)
|
||||
);
|
||||
|
||||
vec3 rayDir = cosineSampleHemisphere(viewNormal, rand);
|
||||
vec3 hitResult = traceRay(viewPos, rayDir, radius, minDist);
|
||||
|
||||
if (hitResult.x < 0.0) continue;
|
||||
|
||||
vec2 hitUV = hitResult.xy;
|
||||
float distWeight = hitResult.z;
|
||||
|
||||
vec3 hitAlbedo = textureLod(gbuffer1, hitUV, 1.0).rgb;
|
||||
|
||||
#ifdef _Sun
|
||||
vec4 hitG0 = textureLod(gbuffer0, hitUV, 0.0);
|
||||
vec2 hitEnc = hitG0.rg;
|
||||
vec3 hitN;
|
||||
hitN.z = 1.0 - abs(hitEnc.x) - abs(hitEnc.y);
|
||||
hitN.xy = hitN.z >= 0.0 ? hitEnc.xy : octahedronWrap(hitEnc.xy);
|
||||
hitN = normalize(hitN);
|
||||
float hitNdotL = max(0.0, dot(hitN, sunDir));
|
||||
vec3 hitRadiance = hitAlbedo * sunCol * hitNdotL;
|
||||
#else
|
||||
vec3 hitRadiance = hitAlbedo * 0.5;
|
||||
#endif
|
||||
|
||||
#ifdef _EmissionShaded
|
||||
hitRadiance += textureLod(gbufferEmission, hitUV, 0.0).rgb;
|
||||
#endif
|
||||
|
||||
gi += hitRadiance * distWeight;
|
||||
validSamples++;
|
||||
}
|
||||
|
||||
if (validSamples > 0) {
|
||||
gi /= float(validSamples);
|
||||
}
|
||||
|
||||
gi *= strength;
|
||||
|
||||
#ifdef _EmissionShaded
|
||||
gi += textureLod(gbufferEmission, texCoord, 0.0).rgb * 0.3;
|
||||
#endif
|
||||
|
||||
fragColor = vec4(min(gi, vec3(2.0)), 1.0);
|
||||
}
|
||||
|
||||
@ -10,21 +10,32 @@
|
||||
"name": "P",
|
||||
"link": "_projectionMatrix"
|
||||
},
|
||||
{
|
||||
"name": "V3",
|
||||
"link": "_viewMatrix3"
|
||||
},
|
||||
{
|
||||
"name": "invP",
|
||||
"link": "_inverseProjectionMatrix"
|
||||
},
|
||||
{
|
||||
"name": "cameraProj",
|
||||
"link": "_cameraPlaneProj"
|
||||
"name": "V3",
|
||||
"link": "_viewMatrix3"
|
||||
},
|
||||
{
|
||||
"name": "sunDir",
|
||||
"link": "_sunDirection",
|
||||
"ifdef": ["_Sun"]
|
||||
},
|
||||
{
|
||||
"name": "sunCol",
|
||||
"link": "_sunColor",
|
||||
"ifdef": ["_Sun"]
|
||||
},
|
||||
{
|
||||
"name": "PPComp12",
|
||||
"link": "_PPComp12",
|
||||
"ifdef": ["_CPostprocess"]
|
||||
}
|
||||
],
|
||||
"texture_params": [],
|
||||
"vertex_shader": "../include/pass_viewray2.vert.glsl",
|
||||
"vertex_shader": "../include/pass.vert.glsl",
|
||||
"fragment_shader": "ssgi_pass.frag.glsl"
|
||||
}
|
||||
]
|
||||
|
||||
@ -64,20 +64,26 @@ vec4 rayCast(vec3 dir) {
|
||||
ddepth = getDeltaDepth(hitCoord);
|
||||
if (ddepth > 0.0) return binarySearch(dir);
|
||||
}
|
||||
return vec4(texCoord, 0.0, 1.0);
|
||||
return vec4(texCoord, 0.0, 0.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
|
||||
float roughness = g0.z;
|
||||
vec4 gr = textureLod(gbuffer_refraction, texCoord, 0.0);
|
||||
float ior = gr.x;
|
||||
float opac = gr.y;
|
||||
float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
||||
if (d == 0.0 || d == 1.0 || opac == 1.0 || ior == 1.0) {
|
||||
fragColor.rgb = textureLod(tex1, texCoord, 0.0).rgb;
|
||||
float transmittance = gr.y;
|
||||
float surfaceDepth = gr.z;
|
||||
float d = surfaceDepth * 2.0 - 1.0;
|
||||
|
||||
vec4 sceneSample = textureLod(tex, texCoord, 0.0);
|
||||
if (surfaceDepth == 0.0 || transmittance == 0.0 || ior == 1.0) {
|
||||
vec3 background = textureLod(tex1, texCoord, 0.0).rgb;
|
||||
fragColor.rgb = sceneSample.rgb + background * (1.0 - sceneSample.a);
|
||||
fragColor.a = 1.0;
|
||||
return;
|
||||
}
|
||||
|
||||
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
|
||||
float roughness = g0.z;
|
||||
vec2 enc = g0.rg;
|
||||
vec3 n;
|
||||
n.z = 1.0 - abs(enc.x) - abs(enc.y);
|
||||
@ -86,21 +92,32 @@ void main() {
|
||||
|
||||
vec3 viewNormal = V3 * n;
|
||||
vec3 viewPos = getPosView(viewRay, d, cameraProj);
|
||||
vec3 refracted = refract(normalize(viewPos), viewNormal, 1.0 / ior);
|
||||
vec3 incident = normalize(viewPos);
|
||||
vec3 refracted = refract(incident, viewNormal, 1.0 / ior);
|
||||
if (length(refracted) < 0.001) {
|
||||
vec3 background = textureLod(tex1, texCoord, 0.0).rgb;
|
||||
fragColor.rgb = sceneSample.rgb + background * (1.0 - sceneSample.a);
|
||||
fragColor.a = 1.0;
|
||||
return;
|
||||
}
|
||||
|
||||
hitCoord = viewPos;
|
||||
|
||||
vec3 dir = refracted * (1.0 - rand(texCoord) * ss_refractionJitter * roughness) * 2.0;
|
||||
vec4 coords = rayCast(dir);
|
||||
vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
|
||||
float screenEdgeFactor = clamp(1.0 - (deltaCoords.x + deltaCoords.y), 0.0, 1.0);
|
||||
|
||||
vec2 screenEdge = smoothstep(0.0, 0.1, coords.xy) * smoothstep(0.0, 0.1, 1.0 - coords.xy);
|
||||
float screenEdgeFactor = screenEdge.x * screenEdge.y;
|
||||
float refractivity = 1.0 - roughness;
|
||||
float intensity = pow(refractivity, ss_refractionFalloffExp) * screenEdgeFactor * \
|
||||
clamp(-refracted.z, 0.0, 1.0) * clamp((length(viewPos - hitCoord)), 0.0, 1.0) * coords.w;
|
||||
|
||||
float intensity = pow(refractivity, ss_refractionFalloffExp) * screenEdgeFactor * coords.w;
|
||||
intensity = clamp(intensity, 0.0, 1.0);
|
||||
|
||||
vec3 refractionCol = textureLod(tex1, coords.xy, 0.0).rgb;
|
||||
refractionCol *= intensity;
|
||||
vec3 color = textureLod(tex, texCoord.xy, 0.0).rgb;
|
||||
|
||||
fragColor.rgb = mix(refractionCol, color, opac);
|
||||
vec3 refractedBackground = textureLod(tex1, coords.xy, 0.0).rgb;
|
||||
vec3 straightBackground = textureLod(tex1, texCoord, 0.0).rgb;
|
||||
|
||||
vec3 behindColor = mix(straightBackground, refractedBackground, intensity);
|
||||
|
||||
fragColor.rgb = sceneSample.rgb + behindColor * (1.0 - sceneSample.a);
|
||||
fragColor.a = 1.0;
|
||||
}
|
||||
|
||||
@ -5,6 +5,9 @@
|
||||
"depth_write": false,
|
||||
"compare_mode": "always",
|
||||
"cull_mode": "none",
|
||||
"blend_source": "blend_one",
|
||||
"blend_destination": "blend_zero",
|
||||
"blend_operation": "add",
|
||||
"links": [
|
||||
{
|
||||
"name": "P",
|
||||
|
||||
@ -36,6 +36,7 @@
|
||||
#version 450
|
||||
|
||||
#include "compiled.inc"
|
||||
#include "std/gbuffer.glsl"
|
||||
|
||||
uniform sampler2D gbufferD;
|
||||
uniform sampler2D gbuffer0;
|
||||
@ -47,69 +48,92 @@ uniform vec2 cameraProj;
|
||||
in vec2 texCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
const float SSSS_FOVY = 108.0;
|
||||
const vec3 SKIN_SSS_RADIUS = vec3(4.8, 2.4, 1.5);
|
||||
const float SSS_DISTANCE_SCALE = 0.001;
|
||||
|
||||
// Temp hash func -
|
||||
float hash13(vec3 p3) {
|
||||
p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973));
|
||||
p3 += dot(p3, p3.yzx + 33.33);
|
||||
return fract((p3.x + p3.y) * p3.z);
|
||||
}
|
||||
|
||||
// Separable SSS Reflectance
|
||||
// const float sssWidth = 0.005;
|
||||
vec4 SSSSBlur() {
|
||||
// Quality = 0
|
||||
const int SSSS_N_SAMPLES = 11;
|
||||
vec4 kernel[SSSS_N_SAMPLES];
|
||||
kernel[0] = vec4(0.560479, 0.669086, 0.784728, 0);
|
||||
kernel[1] = vec4(0.00471691, 0.000184771, 5.07566e-005, -2);
|
||||
kernel[2] = vec4(0.0192831, 0.00282018, 0.00084214, -1.28);
|
||||
kernel[3] = vec4(0.03639, 0.0130999, 0.00643685, -0.72);
|
||||
kernel[4] = vec4(0.0821904, 0.0358608, 0.0209261, -0.32);
|
||||
kernel[5] = vec4(0.0771802, 0.113491, 0.0793803, -0.08);
|
||||
kernel[6] = vec4(0.0771802, 0.113491, 0.0793803, 0.08);
|
||||
kernel[7] = vec4(0.0821904, 0.0358608, 0.0209261, 0.32);
|
||||
kernel[8] = vec4(0.03639, 0.0130999, 0.00643685, 0.72);
|
||||
kernel[9] = vec4(0.0192831, 0.00282018, 0.00084214, 1.28);
|
||||
kernel[10] = vec4(0.00471691, 0.000184771, 5.07565e-005, 2);
|
||||
const int SSSS_N_SAMPLES = 15;
|
||||
vec4 kernel[SSSS_N_SAMPLES];
|
||||
|
||||
kernel[0] = vec4(0.233, 0.455, 0.649, 0.0); // Center sample
|
||||
kernel[1] = vec4(0.100, 0.336, 0.344, 0.37); // +0.37mm
|
||||
kernel[2] = vec4(0.118, 0.198, 0.0, 0.97); // +0.97mm
|
||||
kernel[3] = vec4(0.113, 0.007, 0.007, 1.93); // +1.93mm
|
||||
kernel[4] = vec4(0.358, 0.004, 0.0, 3.87); // +3.87mm
|
||||
kernel[5] = vec4(0.078, 0.0, 0.0, 6.53); // +6.53mm (red only)
|
||||
kernel[6] = vec4(0.0, 0.0, 0.0, 0.0); // Unused
|
||||
kernel[7] = vec4(0.0, 0.0, 0.0, 0.0); // Unused
|
||||
kernel[8] = vec4(0.100, 0.336, 0.344, -0.37); // -0.37mm
|
||||
kernel[9] = vec4(0.118, 0.198, 0.0, -0.97); // -0.97mm
|
||||
kernel[10] = vec4(0.113, 0.007, 0.007, -1.93); // -1.93mm
|
||||
kernel[11] = vec4(0.358, 0.004, 0.0, -3.87); // -3.87mm
|
||||
kernel[12] = vec4(0.078, 0.0, 0.0, -6.53); // -6.53mm (red only)
|
||||
kernel[13] = vec4(0.0, 0.0, 0.0, 0.0); // Unused
|
||||
kernel[14] = vec4(0.0, 0.0, 0.0, 0.0); // Unused
|
||||
|
||||
vec4 colorM = textureLod(tex, texCoord, 0.0);
|
||||
|
||||
// Fetch linear depth of current pixel
|
||||
float depth = textureLod(gbufferD, texCoord, 0.0).r;
|
||||
float depthM = cameraProj.y / (depth - cameraProj.x);
|
||||
|
||||
// Calculate the sssWidth scale (1.0 for a unit plane sitting on the projection window)
|
||||
float distanceToProjectionWindow = 1.0 / tan(0.5 * radians(SSSS_FOVY));
|
||||
float scale = distanceToProjectionWindow / depthM;
|
||||
float distanceScale = 1.0 / max(depthM, 0.1);
|
||||
|
||||
vec2 finalStep = sssWidth * distanceScale * dir * SSS_DISTANCE_SCALE;
|
||||
|
||||
|
||||
// Calculate the final step to fetch the surrounding pixels
|
||||
vec2 finalStep = sssWidth * scale * dir;
|
||||
finalStep *= 1.0;//SSSS_STREGTH_SOURCE; // Modulate it using the alpha channel.
|
||||
finalStep *= 1.0 / 3.0; // Divide by 3 as the kernels range from -3 to 3.
|
||||
finalStep *= 0.05; //
|
||||
|
||||
// Accumulate the center sample:
|
||||
vec4 colorBlurred = colorM;
|
||||
colorBlurred.rgb *= kernel[0].rgb;
|
||||
|
||||
// Accumulate the other samples
|
||||
vec3 jitterSeed = vec3(texCoord.xy * 1000.0, fract(cameraProj.x * 0.0001));
|
||||
float jitterOffset = (hash13(jitterSeed) * 2.0 - 1.0) * 0.15;
|
||||
|
||||
finalStep *= (1.0 + jitterOffset);
|
||||
vec3 colorBlurred = vec3(0.0);
|
||||
vec3 weightSum = vec3(0.0);
|
||||
colorBlurred += colorM.rgb * kernel[0].rgb;
|
||||
weightSum += kernel[0].rgb;
|
||||
|
||||
for (int i = 1; i < SSSS_N_SAMPLES; i++) {
|
||||
// Fetch color and depth for current sample
|
||||
vec2 offset = texCoord + kernel[i].a * finalStep;
|
||||
float sampleJitter = hash13(vec3(texCoord.xy * 720.0, float(i) * 37.45)) * 0.1 - 0.05;
|
||||
vec2 offset = texCoord + (kernel[i].a + sampleJitter) * finalStep;
|
||||
vec4 color = textureLod(tex, offset, 0.0);
|
||||
//#if SSSS_FOLLOW_SURFACE == 1
|
||||
// If the difference in depth is huge, we lerp color back to "colorM":
|
||||
//float depth = textureLod(tex, offset, 0.0).r;
|
||||
//float s = clamp(300.0f * distanceToProjectionWindow * sssWidth * abs(depthM - depth),0.0,1.0);
|
||||
//color.rgb = mix(color.rgb, colorM.rgb, s);
|
||||
//#endif
|
||||
// Accumulate
|
||||
colorBlurred.rgb += kernel[i].rgb * color.rgb;
|
||||
const float DEPTH_THRESHOLD = 0.05;
|
||||
float sampleDepth = textureLod(gbufferD, offset, 0.0).r;
|
||||
float sampleDepthM = cameraProj.y / (sampleDepth - cameraProj.x);
|
||||
|
||||
float depthDiff = abs(depthM - sampleDepthM);
|
||||
float depthWeight = exp(-depthDiff * 10.0);
|
||||
|
||||
if (depthDiff > DEPTH_THRESHOLD) {
|
||||
color.rgb = mix(colorM.rgb, color.rgb, depthWeight);
|
||||
}
|
||||
|
||||
colorBlurred += color.rgb * kernel[i].rgb;
|
||||
weightSum += kernel[i].rgb;
|
||||
}
|
||||
|
||||
return colorBlurred;
|
||||
vec3 normalizedColor = colorBlurred / max(weightSum, vec3(0.00001));
|
||||
float dither = hash13(vec3(texCoord * 1333.0, 0.0)) * 0.003 - 0.0015;
|
||||
normalizedColor = max(normalizedColor + vec3(dither), vec3(0.0));
|
||||
return vec4(normalizedColor, colorM.a);
|
||||
}
|
||||
|
||||
void main() {
|
||||
if (textureLod(gbuffer0, texCoord, 0.0).a == 8192.0) {
|
||||
fragColor = clamp(SSSSBlur(), 0.0, 1.0);
|
||||
}
|
||||
else {
|
||||
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
|
||||
float metallic;
|
||||
uint matid;
|
||||
unpackFloatInt16(g0.a, metallic, matid);
|
||||
|
||||
if (matid == 2u) {
|
||||
vec4 originalColor = textureLod(tex, texCoord, 0.0);
|
||||
vec4 blurredColor = SSSSBlur();
|
||||
vec4 sssContribution = blurredColor - originalColor;
|
||||
vec4 combined = originalColor + max(vec4(0.0), sssContribution) * 0.8;
|
||||
fragColor = max(vec4(0.0), min(combined, vec4(10.0)));
|
||||
} else {
|
||||
fragColor = textureLod(tex, texCoord, 0.0);
|
||||
}
|
||||
}
|
||||
|
||||
18
leenkx/Shaders/std/aabb.glsl
Normal file
18
leenkx/Shaders/std/aabb.glsl
Normal file
@ -0,0 +1,18 @@
|
||||
#ifndef _AABB_GLSL
|
||||
#define _AABB_GLSL
|
||||
|
||||
bool IntersectAABB(vec3[2] a, vec3[2] b) {
|
||||
const float EPSILON = 0.001; // Small tolerance to prevent false negatives
|
||||
if (abs(a[0].x - b[0].x) > (a[1].x + b[1].x + EPSILON)) return false;
|
||||
if (abs(a[0].y - b[0].y) > (a[1].y + b[1].y + EPSILON)) return false;
|
||||
if (abs(a[0].z - b[0].z) > (a[1].z + b[1].z + EPSILON)) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void AABBfromMinMax(inout vec3[2] aabb, vec3 _min, vec3 _max)
|
||||
{
|
||||
aabb[0] = (_min + _max) * 0.5f;
|
||||
aabb[1] = abs(_max - aabb[0]);
|
||||
}
|
||||
|
||||
#endif
|
||||
@ -36,7 +36,8 @@ float d_ggx(const float nh, const float a) {
|
||||
|
||||
vec3 specularBRDF(const vec3 f0, const float roughness, const float nl, const float nh, const float nv, const float vh) {
|
||||
float a = roughness * roughness;
|
||||
return d_ggx(nh, a) * g2_approx(nl, nv, a) * f_schlick(f0, vh) / max(4.0 * nv, 1e-5); //NdotL cancels out later
|
||||
vec3 result = d_ggx(nh, a) * g2_approx(nl, nv, a) * f_schlick(f0, vh) / max(4.0 * nv, 1e-5); //NdotL cancels out later
|
||||
return result;
|
||||
}
|
||||
|
||||
// John Hable - Optimizing GGX Shaders
|
||||
@ -78,7 +79,7 @@ vec3 orenNayarDiffuseBRDF(const vec3 albedo, const float roughness, const float
|
||||
}
|
||||
|
||||
vec3 lambertDiffuseBRDF(const vec3 albedo, const float nl) {
|
||||
return albedo * nl;
|
||||
return albedo * (1.0 / 3.1415926535) * nl;
|
||||
}
|
||||
|
||||
vec3 surfaceAlbedo(const vec3 baseColor, const float metalness) {
|
||||
|
||||
@ -22,7 +22,7 @@ THE SOFTWARE.
|
||||
#ifndef _CONETRACE_GLSL_
|
||||
#define _CONETRACE_GLSL_
|
||||
|
||||
#include "std/voxels_constants.glsl"
|
||||
#include "std/constants.glsl"
|
||||
|
||||
// References
|
||||
// https://github.com/Friduric/voxel-cone-tracing
|
||||
@ -92,14 +92,14 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
||||
float dist = voxelSize0;
|
||||
float step_dist = dist;
|
||||
vec3 samplePos;
|
||||
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
|
||||
vec3 start_pos = origin + n * voxelSize0;
|
||||
int clipmap_index0 = 0;
|
||||
|
||||
vec3 aniso_direction = -dir;
|
||||
vec3 face_offset = vec3(
|
||||
aniso_direction.x > 0.0 ? 0 : 1,
|
||||
aniso_direction.y > 0.0 ? 2 : 3,
|
||||
aniso_direction.z > 0.0 ? 4 : 5
|
||||
aniso_direction.x > 0.0 ? 0.0 : 1.0,
|
||||
aniso_direction.y > 0.0 ? 2.0 : 3.0,
|
||||
aniso_direction.z > 0.0 ? 4.0 : 5.0
|
||||
) / (6 + DIFFUSE_CONE_COUNT);
|
||||
vec3 direction_weight = abs(dir);
|
||||
|
||||
@ -125,7 +125,7 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
||||
|
||||
if(clipmap_blend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
|
||||
vec4 mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, precomputed_direction, face_offset, direction_weight);
|
||||
mipSample = mix(mipSample, mipSampleNext, smoothstep(0.0, 1.0, clipmap_blend));
|
||||
mipSample = mix(mipSample, mipSampleNext, clipmap_blend);
|
||||
}
|
||||
|
||||
sampleCol += (1.0 - sampleCol.a) * mipSample;
|
||||
@ -148,8 +148,9 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
||||
vec4 traceDiffuse(const vec3 origin, const vec3 normal, const sampler3D voxels, const float clipmaps[voxelgiClipmapCount * 10]) {
|
||||
float sum = 0.0;
|
||||
vec4 amount = vec4(0.0);
|
||||
mat3 TBN = makeTangentBasis(normal);
|
||||
for (int i = 0; i < DIFFUSE_CONE_COUNT; ++i) {
|
||||
vec3 coneDir = DIFFUSE_CONE_DIRECTIONS[i];
|
||||
vec3 coneDir = TBN * DIFFUSE_CONE_DIRECTIONS[i];
|
||||
const float cosTheta = dot(normal, coneDir);
|
||||
if (cosTheta <= 0)
|
||||
continue;
|
||||
@ -166,7 +167,7 @@ vec4 traceDiffuse(const vec3 origin, const vec3 normal, const sampler3D voxels,
|
||||
}
|
||||
|
||||
vec4 traceSpecular(const vec3 origin, const vec3 normal, const sampler3D voxels, const sampler3D voxelsSDF, const vec3 viewDir, const float roughness, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel, const vec2 velocity) {
|
||||
vec3 specularDir = reflect(-viewDir, normal);
|
||||
vec3 specularDir = reflect(normalize(-viewDir), normal);
|
||||
vec3 P = origin + specularDir * ((BayerMatrix8[int(pixel.x + velocity.x) % 8][int(pixel.y + velocity.y) % 8] - 0.5)) * voxelgiStep;
|
||||
vec4 amount = traceCone(voxels, voxelsSDF, P, normal, specularDir, 0, true, roughness, voxelgiStep, clipmaps);
|
||||
|
||||
@ -176,9 +177,9 @@ vec4 traceSpecular(const vec3 origin, const vec3 normal, const sampler3D voxels,
|
||||
return amount * voxelgiOcc;
|
||||
}
|
||||
|
||||
vec4 traceRefraction(const vec3 origin, const vec3 normal, sampler3D voxels, sampler3D voxelsSDF, const vec3 viewDir, const float ior, const float roughness, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel, const vec2 velocity) {
|
||||
const float transmittance = 1.0;
|
||||
vec3 refractionDir = refract(-viewDir, normal, 1.0 / ior);
|
||||
vec4 traceRefraction(const vec3 origin, const vec3 normal, sampler3D voxels, sampler3D voxelsSDF, const vec3 viewDir, const float ior, const float roughness, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel, const vec2 velocity, const float opacity) {
|
||||
const float transmittance = 1.0 - opacity;
|
||||
vec3 refractionDir = refract(normalize(-viewDir), normal, 1.0 / ior);
|
||||
vec3 P = origin + refractionDir * (BayerMatrix8[int(pixel.x + velocity.x) % 8][int(pixel.y + velocity.y) % 8] - 0.5) * voxelgiStep;
|
||||
vec4 amount = transmittance * traceCone(voxels, voxelsSDF, P, normal, refractionDir, 0, true, roughness, voxelgiStep, clipmaps);
|
||||
|
||||
@ -196,14 +197,14 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
|
||||
float dist = voxelSize0;
|
||||
float step_dist = dist;
|
||||
vec3 samplePos;
|
||||
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
|
||||
vec3 start_pos = origin + n * voxelSize0;
|
||||
int clipmap_index0 = 0;
|
||||
|
||||
vec3 aniso_direction = -dir;
|
||||
vec3 face_offset = vec3(
|
||||
aniso_direction.x > 0.0 ? 0 : 1,
|
||||
aniso_direction.y > 0.0 ? 2 : 3,
|
||||
aniso_direction.z > 0.0 ? 4 : 5
|
||||
aniso_direction.x > 0.0 ? 0.0 : 1.0,
|
||||
aniso_direction.y > 0.0 ? 2.0 : 3.0,
|
||||
aniso_direction.z > 0.0 ? 4.0 : 5.0
|
||||
) / (6 + DIFFUSE_CONE_COUNT);
|
||||
vec3 direction_weight = abs(dir);
|
||||
|
||||
@ -259,7 +260,6 @@ float traceAO(const vec3 origin, const vec3 normal, const sampler3D voxels, cons
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _VoxelShadow
|
||||
float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 origin, const vec3 n, const vec3 dir, const float aperture, const float step_size, const float clipmaps[voxelgiClipmapCount * 10]) {
|
||||
float sampleCol = 0.0;
|
||||
@ -267,14 +267,14 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
||||
float dist = voxelSize0;
|
||||
float step_dist = dist;
|
||||
vec3 samplePos;
|
||||
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
|
||||
vec3 start_pos = origin + n * voxelSize0;
|
||||
int clipmap_index0 = 0;
|
||||
|
||||
vec3 aniso_direction = -dir;
|
||||
vec3 face_offset = vec3(
|
||||
aniso_direction.x > 0.0 ? 0 : 1,
|
||||
aniso_direction.y > 0.0 ? 2 : 3,
|
||||
aniso_direction.z > 0.0 ? 4 : 5
|
||||
aniso_direction.x > 0.0 ? 0.0 : 1.0,
|
||||
aniso_direction.y > 0.0 ? 2.0 : 3.0,
|
||||
aniso_direction.z > 0.0 ? 4.0 : 5.0
|
||||
) / (6 + DIFFUSE_CONE_COUNT);
|
||||
vec3 direction_weight = abs(dir);
|
||||
float coneCoefficient = 2.0 * tan(aperture * 0.5);
|
||||
@ -287,7 +287,7 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
||||
float clipmap_blend = fract(lod);
|
||||
vec3 p0 = start_pos + dir * dist;
|
||||
|
||||
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution.x);
|
||||
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution);
|
||||
samplePos = samplePos * 0.5 + 0.5;
|
||||
|
||||
if ((any(notEqual(samplePos, clamp(samplePos, 0.0, 1.0))))) {
|
||||
@ -328,9 +328,9 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
||||
}
|
||||
|
||||
|
||||
float traceShadow(const vec3 origin, const vec3 normal, const sampler3D voxels, const sampler3D voxelsSDF, const vec3 dir, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel) {
|
||||
vec3 P = origin + dir * (BayerMatrix8[int(pixel.x) % 8][int(pixel.y) % 8] - 0.5) * voxelgiStep;
|
||||
float amount = traceConeShadow(voxels, voxelsSDF, P, normal, dir, DIFFUSE_CONE_APERTURE, voxelgiStep, clipmaps);
|
||||
float traceShadow(const vec3 origin, const vec3 normal, const sampler3D voxels, const sampler3D voxelsSDF, const vec3 dir, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel, const vec2 velocity) {
|
||||
vec3 P = origin + dir * (BayerMatrix8[int(pixel.x + velocity.x) % 8][int(pixel.y + velocity.y) % 8] - 0.5) * voxelgiStep;
|
||||
float amount = traceConeShadow(voxels, voxelsSDF, P, normal, dir, SHADOW_CONE_APERTURE, voxelgiStep, clipmaps);
|
||||
amount = clamp(amount, 0.0, 1.0);
|
||||
return amount * voxelgiOcc;
|
||||
}
|
||||
|
||||
88
leenkx/Shaders/std/constants.glsl
Normal file
88
leenkx/Shaders/std/constants.glsl
Normal file
@ -0,0 +1,88 @@
|
||||
/*
|
||||
Copyright (c) 2024 Turánszki János
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
*/
|
||||
|
||||
const int DIFFUSE_CONE_COUNT = 16;
|
||||
|
||||
const float SHADOW_CONE_APERTURE = radians(15.0);
|
||||
|
||||
const float DIFFUSE_CONE_APERTURE = 0.872665;
|
||||
|
||||
mat3 makeTangentBasis(const vec3 normal) {
|
||||
// Create a tangent basis from normal vector
|
||||
vec3 tangent;
|
||||
vec3 bitangent;
|
||||
|
||||
// Compute tangent (Frisvad's method)
|
||||
if (abs(normal.z) < 0.999) {
|
||||
tangent = normalize(cross(vec3(0, 1, 0), normal));
|
||||
} else {
|
||||
tangent = normalize(cross(normal, vec3(1, 0, 0)));
|
||||
}
|
||||
bitangent = cross(normal, tangent);
|
||||
|
||||
return mat3(tangent, bitangent, normal);
|
||||
}
|
||||
|
||||
// 16 optimized cone directions for hemisphere sampling (Z-up, normalized)
|
||||
const vec3 DIFFUSE_CONE_DIRECTIONS[16] = vec3[](
|
||||
vec3(0.707107, 0.000000, 0.707107), // Front
|
||||
vec3(-0.707107, 0.000000, 0.707107), // Back
|
||||
vec3(0.000000, 0.707107, 0.707107), // Right
|
||||
vec3(0.000000, -0.707107, 0.707107), // Left
|
||||
vec3(0.500000, 0.500000, 0.707107), // Front-right
|
||||
vec3(-0.500000, 0.500000, 0.707107), // Back-right
|
||||
vec3(0.500000, -0.500000, 0.707107), // Front-left
|
||||
vec3(-0.500000, -0.500000, 0.707107),// Back-left
|
||||
vec3(0.353553, 0.000000, 0.935414), // Narrow front
|
||||
vec3(-0.353553, 0.000000, 0.935414), // Narrow back
|
||||
vec3(0.000000, 0.353553, 0.935414), // Narrow right
|
||||
vec3(0.000000, -0.353553, 0.935414), // Narrow left
|
||||
vec3(0.270598, 0.270598, 0.923880), // Narrow front-right
|
||||
vec3(-0.270598, 0.270598, 0.923880), // Narrow back-right
|
||||
vec3(0.270598, -0.270598, 0.923880), // Narrow front-left
|
||||
vec3(-0.270598, -0.270598, 0.923880) // Narrow back-left
|
||||
);
|
||||
|
||||
// TO DO - Disabled momentarily instead of changing formulas
|
||||
const float off_BayerMatrix8[8][8] =
|
||||
{
|
||||
{ 1.0 / 65.0, 49.0 / 65.0, 13.0 / 65.0, 61.0 / 65.0, 4.0 / 65.0, 52.0 / 65.0, 16.0 / 65.0, 64.0 / 65.0 },
|
||||
{ 33.0 / 65.0, 17.0 / 65.0, 45.0 / 65.0, 29.0 / 65.0, 36.0 / 65.0, 20.0 / 65.0, 48.0 / 65.0, 32.0 / 65.0 },
|
||||
{ 9.0 / 65.0, 57.0 / 65.0, 5.0 / 65.0, 53.0 / 65.0, 12.0 / 65.0, 60.0 / 65.0, 8.0 / 65.0, 56.0 / 65.0 },
|
||||
{ 41.0 / 65.0, 25.0 / 65.0, 37.0 / 65.0, 21.0 / 65.0, 44.0 / 65.0, 28.0 / 65.0, 40.0 / 65.0, 24.0 / 65.0 },
|
||||
{ 3.0 / 65.0, 51.0 / 65.0, 15.0 / 65.0, 63.0 / 65.0, 2.0 / 65.0, 50.0 / 65.0, 14.0 / 65.0, 62.0 / 65.0 },
|
||||
{ 35.0 / 65.0, 19.0 / 65.0, 47.0 / 65.0, 31.0 / 65.0, 34.0 / 65.0, 18.0 / 65.0, 46.0 / 65.0, 30.0 / 65.0 },
|
||||
{ 11.0 / 65.0, 59.0 / 65.0, 7.0 / 65.0, 55.0 / 65.0, 10.0 / 65.0, 58.0 / 65.0, 6.0 / 65.0, 54.0 / 65.0 },
|
||||
{ 43.0 / 65.0, 27.0 / 65.0, 39.0 / 65.0, 23.0 / 65.0, 42.0 / 65.0, 26.0 / 65.0, 38.0 / 65.0, 22.0 / 65.0 }
|
||||
};
|
||||
const float BayerMatrix8[8][8] =
|
||||
{
|
||||
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
|
||||
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
|
||||
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
|
||||
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
|
||||
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
|
||||
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
|
||||
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 },
|
||||
{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 }
|
||||
};
|
||||
|
||||
@ -8,10 +8,10 @@
|
||||
// const float compoDOFLength = 160.0; // Focal length in mm 18-200
|
||||
// const float compoDOFFstop = 128.0; // F-stop value
|
||||
|
||||
const int samples = 6; // Samples on the first ring
|
||||
const int samples = 8; // Samples on the first ring
|
||||
const int rings = 6; // Ring count
|
||||
const vec2 focus = vec2(0.5, 0.5);
|
||||
const float coc = 0.11; // Circle of confusion size in mm (35mm film = 0.03mm)
|
||||
const float coc = 0.03; // Circle of confusion size in mm (35mm film = 0.03mm)
|
||||
const float maxblur = 1.0;
|
||||
const float threshold = 0.5; // Highlight threshold
|
||||
const float gain = 2.0; // Highlight gain
|
||||
@ -55,21 +55,26 @@ vec3 dof(
|
||||
float f = DOFLength; // Focal length in mm
|
||||
float d = fDepth * 1000.0; // Focal plane in mm
|
||||
float o = depth * 1000.0; // Depth in mm
|
||||
float a = (o * f) / (o - f);
|
||||
float b = (d * f) / (d - f);
|
||||
float c = (d - f) / (d * DOFFStop * coc);
|
||||
float a = (o > f) ? (o * f) / (o - f) : 0.0;
|
||||
float b = (d > f) ? (d * f) / (d - f) : 0.0;
|
||||
float sensorSize = max(DOFFStop, 10.0);
|
||||
float c = (d - f) / (d * sensorSize * coc);
|
||||
|
||||
float blur = abs(a - b) * c;
|
||||
blur = clamp(blur, 0.0, 1.0);
|
||||
|
||||
vec2 noise = rand2(texCoord) * namount * blur;
|
||||
float w = (texStep.x) * blur * maxblur + noise.x;
|
||||
float h = (texStep.y) * blur * maxblur + noise.y;
|
||||
vec3 col = vec3(0.0);
|
||||
if (blur < 0.05) {
|
||||
col = textureLod(tex, texCoord, 0.0).rgb;
|
||||
}
|
||||
else {
|
||||
col = textureLod(tex, texCoord, 0.0).rgb;
|
||||
vec3 sharpCol = textureLod(tex, texCoord, 0.0).rgb;
|
||||
vec3 col = sharpCol;
|
||||
float blurThreshold = 0.02;
|
||||
float blurRange = 0.06;
|
||||
|
||||
if (blur > blurThreshold) {
|
||||
float blurAmount = smoothstep(blurThreshold, blurThreshold + blurRange, blur);
|
||||
|
||||
vec3 blurredCol = sharpCol;
|
||||
float s = 1.0;
|
||||
int ringsamples;
|
||||
|
||||
@ -81,11 +86,12 @@ vec3 dof(
|
||||
float ph = (sin(float(j) * step) * float(i));
|
||||
float p = 1.0;
|
||||
// if (pentagon) p = penta(vec2(pw, ph));
|
||||
col += color(texCoord + vec2(pw * w, ph * h), blur, tex, texStep) * mix(1.0, (float(i)) / (float(rings)), bias) * p;
|
||||
blurredCol += color(texCoord + vec2(pw * w, ph * h), blur, tex, texStep) * mix(1.0, (float(i)) / (float(rings)), bias) * p;
|
||||
s += 1.0 * mix(1.0, (float(i)) / (float(rings)), bias) * p;
|
||||
}
|
||||
}
|
||||
col /= s;
|
||||
blurredCol /= s;
|
||||
col = mix(sharpCol, blurredCol, blurAmount);
|
||||
}
|
||||
return col;
|
||||
}
|
||||
|
||||
@ -1,11 +1,11 @@
|
||||
#ifndef _GBUFFER_GLSL_
|
||||
#define _GBUFFER_GLSL_
|
||||
|
||||
vec2 octahedronWrap(const vec2 v) {
|
||||
vec2 octahedronWrap(vec2 v) {
|
||||
return (1.0 - abs(v.yx)) * (vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0));
|
||||
}
|
||||
|
||||
vec3 getNor(const vec2 enc) {
|
||||
vec3 getNor(vec2 enc) {
|
||||
vec3 n;
|
||||
n.z = 1.0 - abs(enc.x) - abs(enc.y);
|
||||
n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
|
||||
@ -13,13 +13,13 @@ vec3 getNor(const vec2 enc) {
|
||||
return n;
|
||||
}
|
||||
|
||||
vec3 getPosView(const vec3 viewRay, const float depth, const vec2 cameraProj) {
|
||||
vec3 getPosView(vec3 viewRay, float depth, vec2 cameraProj) {
|
||||
float linearDepth = cameraProj.y / (cameraProj.x - depth);
|
||||
//float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x);
|
||||
return viewRay * linearDepth;
|
||||
}
|
||||
|
||||
vec3 getPos(const vec3 eye, const vec3 eyeLook, const vec3 viewRay, const float depth, const vec2 cameraProj) {
|
||||
vec3 getPos(vec3 eye, vec3 eyeLook, vec3 viewRay, float depth, vec2 cameraProj) {
|
||||
// eyeLook, viewRay should be normalized
|
||||
float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x);
|
||||
float viewZDist = dot(eyeLook, viewRay);
|
||||
@ -27,7 +27,7 @@ vec3 getPos(const vec3 eye, const vec3 eyeLook, const vec3 viewRay, const float
|
||||
return wposition;
|
||||
}
|
||||
|
||||
vec3 getPosNoEye(const vec3 eyeLook, const vec3 viewRay, const float depth, const vec2 cameraProj) {
|
||||
vec3 getPosNoEye(vec3 eyeLook, vec3 viewRay, float depth, vec2 cameraProj) {
|
||||
// eyeLook, viewRay should be normalized
|
||||
float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x);
|
||||
float viewZDist = dot(eyeLook, viewRay);
|
||||
@ -36,10 +36,10 @@ vec3 getPosNoEye(const vec3 eyeLook, const vec3 viewRay, const float depth, cons
|
||||
}
|
||||
|
||||
#if defined(HLSL) || defined(METAL)
|
||||
vec3 getPos2(const mat4 invVP, const float depth, vec2 coord) {
|
||||
vec3 getPos2(mat4 invVP, float depth, vec2 coord) {
|
||||
coord.y = 1.0 - coord.y;
|
||||
#else
|
||||
vec3 getPos2(const mat4 invVP, const float depth, const vec2 coord) {
|
||||
vec3 getPos2(mat4 invVP, float depth, vec2 coord) {
|
||||
#endif
|
||||
vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0);
|
||||
pos = invVP * pos;
|
||||
@ -48,10 +48,10 @@ vec3 getPos2(const mat4 invVP, const float depth, const vec2 coord) {
|
||||
}
|
||||
|
||||
#if defined(HLSL) || defined(METAL)
|
||||
vec3 getPosView2(const mat4 invP, const float depth, vec2 coord) {
|
||||
vec3 getPosView2(mat4 invP, float depth, vec2 coord) {
|
||||
coord.y = 1.0 - coord.y;
|
||||
#else
|
||||
vec3 getPosView2(const mat4 invP, const float depth, const vec2 coord) {
|
||||
vec3 getPosView2(mat4 invP, float depth, vec2 coord) {
|
||||
#endif
|
||||
vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0);
|
||||
pos = invP * pos;
|
||||
@ -60,10 +60,10 @@ vec3 getPosView2(const mat4 invP, const float depth, const vec2 coord) {
|
||||
}
|
||||
|
||||
#if defined(HLSL) || defined(METAL)
|
||||
vec3 getPos2NoEye(const vec3 eye, const mat4 invVP, const float depth, vec2 coord) {
|
||||
vec3 getPos2NoEye(vec3 eye, mat4 invVP, float depth, vec2 coord) {
|
||||
coord.y = 1.0 - coord.y;
|
||||
#else
|
||||
vec3 getPos2NoEye(const vec3 eye, const mat4 invVP, const float depth, const vec2 coord) {
|
||||
vec3 getPos2NoEye(vec3 eye, mat4 invVP, float depth, vec2 coord) {
|
||||
#endif
|
||||
vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0);
|
||||
pos = invVP * pos;
|
||||
@ -71,24 +71,24 @@ vec3 getPos2NoEye(const vec3 eye, const mat4 invVP, const float depth, const vec
|
||||
return pos.xyz - eye;
|
||||
}
|
||||
|
||||
float packFloat(const float f1, const float f2) {
|
||||
float packFloat(float f1, float f2) {
|
||||
return floor(f1 * 100.0) + min(f2, 1.0 - 1.0 / 100.0);
|
||||
}
|
||||
|
||||
vec2 unpackFloat(const float f) {
|
||||
vec2 unpackFloat(float f) {
|
||||
return vec2(floor(f) / 100.0, fract(f));
|
||||
}
|
||||
|
||||
float packFloat2(const float f1, const float f2) {
|
||||
float packFloat2(float f1, float f2) {
|
||||
// Higher f1 = less precise f2
|
||||
return floor(f1 * 255.0) + min(f2, 1.0 - 1.0 / 100.0);
|
||||
}
|
||||
|
||||
vec2 unpackFloat2(const float f) {
|
||||
vec2 unpackFloat2(float f) {
|
||||
return vec2(floor(f) / 255.0, fract(f));
|
||||
}
|
||||
|
||||
vec4 encodeRGBM(const vec3 rgb) {
|
||||
vec4 encodeRGBM(vec3 rgb) {
|
||||
const float maxRange = 6.0;
|
||||
float maxRGB = max(rgb.x, max(rgb.g, rgb.b));
|
||||
float m = maxRGB / maxRange;
|
||||
@ -96,7 +96,7 @@ vec4 encodeRGBM(const vec3 rgb) {
|
||||
return vec4(rgb / (m * maxRange), m);
|
||||
}
|
||||
|
||||
vec3 decodeRGBM(const vec4 rgbm) {
|
||||
vec3 decodeRGBM(vec4 rgbm) {
|
||||
const float maxRange = 6.0;
|
||||
return rgbm.rgb * rgbm.a * maxRange;
|
||||
}
|
||||
@ -150,7 +150,7 @@ vec3 decNor(uint val) {
|
||||
/**
|
||||
Packs a float in [0, 1] and an integer in [0..15] into a single 16 bit float value.
|
||||
**/
|
||||
float packFloatInt16(const float f, const uint i) {
|
||||
float packFloatInt16(float f, uint i) {
|
||||
const uint numBitFloat = 12;
|
||||
const float maxValFloat = float((1 << numBitFloat) - 1);
|
||||
|
||||
@ -160,7 +160,7 @@ float packFloatInt16(const float f, const uint i) {
|
||||
return float(bitsInt | bitsFloat);
|
||||
}
|
||||
|
||||
void unpackFloatInt16(const float val, out float f, out uint i) {
|
||||
void unpackFloatInt16(float val, out float f, out uint i) {
|
||||
const uint numBitFloat = 12;
|
||||
const float maxValFloat = float((1 << numBitFloat) - 1);
|
||||
|
||||
|
||||
@ -1,239 +1,682 @@
|
||||
#ifndef _LIGHT_GLSL_
|
||||
#define _LIGHT_GLSL_
|
||||
|
||||
#include "compiled.inc"
|
||||
#include "std/brdf.glsl"
|
||||
#include "std/math.glsl"
|
||||
#ifdef _ShadowMap
|
||||
#include "std/shadows.glsl"
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
#include "std/conetrace.glsl"
|
||||
//!uniform sampler2D voxels_shadows;
|
||||
#endif
|
||||
#ifdef _LTC
|
||||
#include "std/ltc.glsl"
|
||||
#endif
|
||||
#ifdef _LightIES
|
||||
#include "std/ies.glsl"
|
||||
#endif
|
||||
#ifdef _SSRS
|
||||
#include "std/ssrs.glsl"
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
#include "std/light_common.glsl"
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMap
|
||||
#ifdef _SinglePoint
|
||||
#ifdef _Spot
|
||||
#ifndef _LTC
|
||||
uniform sampler2DShadow shadowMapSpot[1];
|
||||
uniform sampler2D shadowMapSpotTransparent[1];
|
||||
uniform mat4 LWVPSpot[1];
|
||||
#endif
|
||||
#else
|
||||
uniform samplerCubeShadow shadowMapPoint[1];
|
||||
uniform samplerCube shadowMapPointTransparent[1];
|
||||
uniform vec2 lightProj;
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
#ifdef _SingleAtlas
|
||||
//!uniform sampler2DShadow shadowMapAtlas;
|
||||
//!uniform sampler2D shadowMapAtlasTransparent;
|
||||
#endif
|
||||
uniform vec2 lightProj;
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlasPoint;
|
||||
uniform sampler2D shadowMapAtlasPointTransparent;
|
||||
#endif
|
||||
#else
|
||||
uniform samplerCubeShadow shadowMapPoint[4];
|
||||
uniform samplerCube shadowMapPointTransparent[4];
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlasSpot;
|
||||
uniform sampler2D shadowMapAtlasSpotTransparent;
|
||||
#endif
|
||||
#else
|
||||
uniform sampler2DShadow shadowMapSpot[4];
|
||||
uniform sampler2D shadowMapSpotTransparent[4];
|
||||
#endif
|
||||
uniform mat4 LWVPSpotArray[maxLightsCluster];
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _LTC
|
||||
uniform vec3 lightArea0;
|
||||
uniform vec3 lightArea1;
|
||||
uniform vec3 lightArea2;
|
||||
uniform vec3 lightArea3;
|
||||
uniform sampler2D sltcMat;
|
||||
uniform sampler2D sltcMag;
|
||||
#ifdef _ShadowMap
|
||||
#ifndef _Spot
|
||||
#ifdef _SinglePoint
|
||||
uniform sampler2DShadow shadowMapSpot[1];
|
||||
uniform sampler2D shadowMapSpotTransparent[1];
|
||||
uniform mat4 LWVPSpot[1];
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
|
||||
uniform sampler2D shadowMapSpotTransparent[maxLightsCluster];
|
||||
uniform mat4 LWVPSpotArray[maxLightsCluster];
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
|
||||
const vec3 albedo, const float rough, const float spec, const vec3 f0
|
||||
#ifdef _ShadowMap
|
||||
, int index, float bias, bool receiveShadow, bool transparent
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
, sampler3D voxels, sampler3D voxelsSDF, float clipmaps[10 * voxelgiClipmapCount]
|
||||
#endif
|
||||
#ifdef _MicroShadowing
|
||||
, float occ
|
||||
#endif
|
||||
#ifdef _SSRS
|
||||
, sampler2D gbufferD, mat4 invVP, vec3 eye
|
||||
#endif
|
||||
) {
|
||||
vec3 ld = lp - p;
|
||||
vec3 l = normalize(ld);
|
||||
vec3 h = normalize(v + l);
|
||||
float dotNH = max(0.0, dot(n, h));
|
||||
float dotVH = max(0.0, dot(v, h));
|
||||
float dotNL = max(0.0, dot(n, l));
|
||||
|
||||
#ifdef _LTC
|
||||
float theta = acos(dotNV);
|
||||
vec2 tuv = vec2(rough, theta / (0.5 * PI));
|
||||
tuv = tuv * LUT_SCALE + LUT_BIAS;
|
||||
vec4 t = textureLod(sltcMat, tuv, 0.0);
|
||||
mat3 invM = mat3(
|
||||
vec3(1.0, 0.0, t.y),
|
||||
vec3(0.0, t.z, 0.0),
|
||||
vec3(t.w, 0.0, t.x));
|
||||
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
|
||||
ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
|
||||
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
|
||||
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
|
||||
#else
|
||||
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||
#endif
|
||||
|
||||
direct *= attenuate(distance(p, lp));
|
||||
direct *= lightCol;
|
||||
|
||||
#ifdef _MicroShadowing
|
||||
direct *= clamp(dotNL + 2.0 * occ * occ - 1.0, 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef _SSRS
|
||||
direct *= traceShadowSS(l, p, gbufferD, invVP, eye);
|
||||
#endif
|
||||
|
||||
#ifdef _VoxelShadow
|
||||
direct *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, l, clipmaps, gl_FragCoord.xy).r) * voxelgiShad;
|
||||
#endif
|
||||
|
||||
#ifdef _LTC
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
|
||||
direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
|
||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1], shadowMapSpotTransparent[1], lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2], shadowMapSpotTransparent[2], lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3], shadowMapSpotTransparent[3], lPos.xyz / lPos.w, bias, transparent);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
return direct;
|
||||
#endif
|
||||
|
||||
#ifdef _Spot
|
||||
if (isSpot) {
|
||||
direct *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
|
||||
direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
|
||||
#ifdef _ShadowMapAtlas
|
||||
direct *= shadowTest(
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
, lPos.xyz / lPos.w, bias, transparent
|
||||
);
|
||||
#else
|
||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1], shadowMapSpotTransparent[1], lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2], shadowMapSpotTransparent[2], lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3], shadowMapSpotTransparent[3], lPos.xyz / lPos.w, bias, transparent);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
return direct;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _LightIES
|
||||
direct *= iesAttenuation(-l);
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
#ifndef _Spot
|
||||
direct *= PCFCube(shadowMapPoint[0], shadowMapPointTransparent[0], ld, -l, bias, lightProj, n, transparent);
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
#ifdef _ShadowMapAtlas
|
||||
direct *= PCFFakeCube(
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
, ld, -l, bias, lightProj, n, index, transparent
|
||||
);
|
||||
#else
|
||||
if (index == 0) direct *= PCFCube(shadowMapPoint[0], shadowMapPointTransparent[0], ld, -l, bias, lightProj, n, transparent);
|
||||
else if (index == 1) direct *= PCFCube(shadowMapPoint[1], shadowMapPointTransparent[1], ld, -l, bias, lightProj, n, transparent);
|
||||
else if (index == 2) direct *= PCFCube(shadowMapPoint[2], shadowMapPointTransparent[2], ld, -l, bias, lightProj, n, transparent);
|
||||
else if (index == 3) direct *= PCFCube(shadowMapPoint[3], shadowMapPointTransparent[3], ld, -l, bias, lightProj, n, transparent);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
return direct;
|
||||
}
|
||||
|
||||
#endif
|
||||
#ifndef _LIGHT_GLSL_
|
||||
#define _LIGHT_GLSL_
|
||||
|
||||
#include "compiled.inc"
|
||||
#include "std/brdf.glsl"
|
||||
#include "std/math.glsl"
|
||||
#ifdef _ShadowMap
|
||||
#include "std/shadows.glsl"
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
#include "std/conetrace.glsl"
|
||||
#endif
|
||||
#ifdef _LTC
|
||||
#include "std/ltc.glsl"
|
||||
#endif
|
||||
#ifdef _LightIES
|
||||
#include "std/ies.glsl"
|
||||
#endif
|
||||
#ifdef _SSRS
|
||||
#include "std/ssrs.glsl"
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
#include "std/light_common.glsl"
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
#include "std/conetrace.glsl"
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMap
|
||||
#ifdef _SinglePoint
|
||||
#ifdef _Spot
|
||||
#ifndef _LTC
|
||||
uniform sampler2DShadow shadowMapSpot[1];
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapSpotTransparent[1];
|
||||
#endif
|
||||
uniform mat4 LWVPSpotArray[1];
|
||||
#endif
|
||||
#else
|
||||
uniform samplerCubeShadow shadowMapPoint[1];
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform samplerCube shadowMapPointTransparent[1];
|
||||
#endif
|
||||
uniform vec2 lightProj;
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
#ifdef _SingleAtlas
|
||||
//!uniform sampler2DShadow shadowMapAtlas;
|
||||
#ifdef _ShadowMapTransparent
|
||||
//!uniform sampler2D shadowMapAtlasTransparent;
|
||||
#endif
|
||||
#endif
|
||||
uniform vec2 lightProj;
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlasPoint;
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapAtlasPointTransparent;
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
uniform samplerCubeShadow shadowMapPoint[4];
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform samplerCube shadowMapPointTransparent[4];
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
#ifdef _ShadowMapAtlas
|
||||
#ifndef _SingleAtlas
|
||||
uniform sampler2DShadow shadowMapAtlasSpot;
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapAtlasSpotTransparent;
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
uniform sampler2DShadow shadowMapSpot[4];
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapSpotTransparent[4];
|
||||
#endif
|
||||
#endif
|
||||
uniform mat4 LWVPSpotArray[maxLightsCluster];
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _LTC
|
||||
uniform vec3 lightArea0;
|
||||
uniform vec3 lightArea1;
|
||||
uniform vec3 lightArea2;
|
||||
uniform vec3 lightArea3;
|
||||
uniform sampler2D sltcMat;
|
||||
uniform sampler2D sltcMag;
|
||||
#ifdef _ShadowMap
|
||||
#ifndef _Spot
|
||||
#ifdef _SinglePoint
|
||||
uniform sampler2DShadow shadowMapSpot[1];
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapSpotTransparent[1];
|
||||
#endif
|
||||
uniform mat4 LWVPSpotArray[1];
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
|
||||
#ifdef _ShadowMapTransparent
|
||||
uniform sampler2D shadowMapSpotTransparent[maxLightsCluster];
|
||||
#endif
|
||||
uniform mat4 LWVPSpotArray[maxLightsCluster];
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
|
||||
const vec3 albedo, const float rough, const float spec, const vec3 f0
|
||||
#ifdef _ShadowMap
|
||||
, int index, float bias, bool receiveShadow
|
||||
#ifdef _ShadowMapTransparent
|
||||
, bool transparent
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
||||
#endif
|
||||
#ifdef _VoxelShadow
|
||||
, sampler3D voxels, sampler3D voxelsSDF, float clipmaps[10 * voxelgiClipmapCount], vec2 velocity
|
||||
#endif
|
||||
#ifdef _MicroShadowing
|
||||
, float occ
|
||||
#endif
|
||||
#ifdef _SSRS
|
||||
, sampler2D gbufferD, mat4 invVP, vec3 eye
|
||||
#endif
|
||||
) {
|
||||
vec3 ld = lp - p;
|
||||
vec3 l = normalize(ld);
|
||||
vec3 h = normalize(v + l);
|
||||
float dotNH = max(0.0, dot(n, h));
|
||||
float dotVH = max(0.0, dot(v, h));
|
||||
float dotNL = max(0.0, dot(n, l));
|
||||
|
||||
#ifdef _LTC
|
||||
float theta = acos(dotNV);
|
||||
vec2 tuv = vec2(rough, theta / (0.5 * PI));
|
||||
tuv = tuv * LUT_SCALE + LUT_BIAS;
|
||||
vec4 t = textureLod(sltcMat, tuv, 0.0);
|
||||
mat3 invM = mat3(
|
||||
vec3(1.0, 0.0, t.y),
|
||||
vec3(0.0, t.z, 0.0),
|
||||
vec3(t.w, 0.0, t.x));
|
||||
const float PI = 3.1415926535;
|
||||
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3) / PI;
|
||||
ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
|
||||
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3) / PI;
|
||||
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
|
||||
#else
|
||||
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||
#endif
|
||||
|
||||
direct *= attenuate(distance(p, lp));
|
||||
direct *= min(lightCol, vec3(100.0));
|
||||
|
||||
#ifdef _MicroShadowing
|
||||
direct *= clamp(dotNL + 2.0 * occ * occ - 1.0, 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef _SSRS
|
||||
direct *= traceShadowSS(l, p, gbufferD, invVP, eye);
|
||||
#endif
|
||||
|
||||
#ifdef _VoxelShadow
|
||||
vec3 lightDir = l;
|
||||
#ifdef _Spot
|
||||
if (isSpot)
|
||||
lightDir = spotDir;
|
||||
#endif
|
||||
direct *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, lightDir, clipmaps, gl_FragCoord.xy, velocity).r) * voxelgiShad;
|
||||
#endif
|
||||
|
||||
#ifdef _LTC
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
|
||||
direct *= shadowTest(shadowMapSpot[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[0],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 10, 1.0);
|
||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[0],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[1],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[2],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[3],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
return direct;
|
||||
#endif
|
||||
|
||||
#ifdef _Spot
|
||||
if (isSpot) {
|
||||
direct *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 2, 1.0);
|
||||
direct *= shadowTest(shadowMapSpot[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[0],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 2, 1.0);
|
||||
#ifdef _ShadowMapAtlas
|
||||
direct *= shadowTest(
|
||||
#ifdef _ShadowMapTransparent
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSpot
|
||||
#else
|
||||
shadowMapAtlas
|
||||
#endif
|
||||
#endif
|
||||
, lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#else
|
||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[0],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[1],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[2],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[3],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
return direct;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _LightIES
|
||||
direct *= iesAttenuation(-l);
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
#ifndef _Spot
|
||||
direct *= PCFCube(shadowMapPoint[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[0],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
#ifdef _ShadowMapAtlas
|
||||
direct *= PCFFakeCube(
|
||||
#ifdef _ShadowMapTransparent
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasPoint
|
||||
#else
|
||||
shadowMapAtlas
|
||||
#endif
|
||||
#endif
|
||||
, ld, -l, bias, lightProj, n, index
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#else
|
||||
if (index == 0) direct *= PCFCube(shadowMapPoint[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[0],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 1) direct *= PCFCube(shadowMapPoint[1],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[1],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 2) direct *= PCFCube(shadowMapPoint[2],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[2],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 3) direct *= PCFCube(shadowMapPoint[3],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[3],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
return direct;
|
||||
}
|
||||
|
||||
#ifdef _VoxelGI
|
||||
vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
|
||||
const vec3 albedo, const float rough, const float spec, const vec3 f0
|
||||
#ifdef _ShadowMap
|
||||
, int index, float bias, bool receiveShadow
|
||||
#ifdef _ShadowMapTransparent
|
||||
, bool transparent
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Spot
|
||||
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
||||
#endif
|
||||
) {
|
||||
vec3 ld = lp - p;
|
||||
vec3 l = normalize(ld);
|
||||
vec3 h = normalize(v + l);
|
||||
float dotNH = max(0.0, dot(n, h));
|
||||
float dotVH = max(0.0, dot(v, h));
|
||||
float dotNL = max(0.0, dot(n, l));
|
||||
|
||||
#ifdef _LTC
|
||||
float theta = acos(dotNV);
|
||||
vec2 tuv = vec2(rough, theta / (0.5 * PI));
|
||||
tuv = tuv * LUT_SCALE + LUT_BIAS;
|
||||
vec4 t = textureLod(sltcMat, tuv, 0.0);
|
||||
mat3 invM = mat3(
|
||||
vec3(1.0, 0.0, t.y),
|
||||
vec3(0.0, t.z, 0.0),
|
||||
vec3(t.w, 0.0, t.x));
|
||||
const float PI = 3.1415926535;
|
||||
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3) / PI;
|
||||
ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
|
||||
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3) / PI;
|
||||
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
|
||||
#else
|
||||
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||
#endif
|
||||
|
||||
direct *= attenuate(distance(p, lp));
|
||||
// CRITICAL: Clamp light color to prevent extreme HDR values causing white sphere artifacts
|
||||
direct *= min(lightCol, vec3(100.0));
|
||||
|
||||
#ifdef _LTC
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 2, 1.0);
|
||||
direct *= shadowTest(shadowMapSpot[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[0],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 2, 1.0);
|
||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[0],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[1],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[2],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[3],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
return direct;
|
||||
#endif
|
||||
|
||||
#ifdef _Spot
|
||||
if (isSpot) {
|
||||
direct *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 2, 1.0);
|
||||
direct *= shadowTest(shadowMapSpot[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[0],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 2, 1.0);
|
||||
#ifdef _ShadowMapAtlas
|
||||
direct *= shadowTest(
|
||||
#ifdef _ShadowMapTransparent
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasSpot
|
||||
#else
|
||||
shadowMapAtlas
|
||||
#endif
|
||||
#endif
|
||||
, lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#else
|
||||
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[0],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[1],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[2],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapSpotTransparent[3],
|
||||
#endif
|
||||
lPos.xyz / lPos.w, bias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
return direct;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _LightIES
|
||||
direct *= iesAttenuation(-l);
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
#ifndef _Spot
|
||||
direct *= PCFCube(shadowMapPoint[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[0],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
#ifdef _ShadowMapAtlas
|
||||
direct *= PCFFakeCube(
|
||||
#ifdef _ShadowMapTransparent
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
#else
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasPoint
|
||||
#else
|
||||
shadowMapAtlas
|
||||
#endif
|
||||
#endif
|
||||
, ld, -l, bias, lightProj, n, index
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#else
|
||||
if (index == 0) direct *= PCFCube(shadowMapPoint[0],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[0],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 1) direct *= PCFCube(shadowMapPoint[1],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[1],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 2) direct *= PCFCube(shadowMapPoint[2],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[2],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
else if (index == 3) direct *= PCFCube(shadowMapPoint[3],
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapPointTransparent[3],
|
||||
#endif
|
||||
ld, -l, bias, lightProj, n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
return direct;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@ -5,6 +5,7 @@ uniform vec2 morphDataDim;
|
||||
uniform vec4 morphWeights[8];
|
||||
|
||||
void getMorphedVertex(vec2 uvCoord, inout vec3 A){
|
||||
vec3 totalDelta = vec3(0.0);
|
||||
for(int i = 0; i<8; i++ )
|
||||
{
|
||||
vec4 tempCoordY = vec4( uvCoord.y - (i * 4) * morphDataDim.y,
|
||||
@ -13,21 +14,28 @@ void getMorphedVertex(vec2 uvCoord, inout vec3 A){
|
||||
uvCoord.y - (i * 4 + 3) * morphDataDim.y);
|
||||
|
||||
vec3 morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.x)).rgb * morphScaleOffset.x + morphScaleOffset.y;
|
||||
A += morphWeights[i].x * morph;
|
||||
totalDelta += morphWeights[i].x * morph;
|
||||
|
||||
morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.y)).rgb * morphScaleOffset.x + morphScaleOffset.y;
|
||||
A += morphWeights[i].y * morph;
|
||||
totalDelta += morphWeights[i].y * morph;
|
||||
|
||||
morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.z)).rgb * morphScaleOffset.x + morphScaleOffset.y;
|
||||
A += morphWeights[i].z * morph;
|
||||
totalDelta += morphWeights[i].z * morph;
|
||||
|
||||
morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.w)).rgb * morphScaleOffset.x + morphScaleOffset.y;
|
||||
A += morphWeights[i].w * morph;
|
||||
totalDelta += morphWeights[i].w * morph;
|
||||
}
|
||||
//float deltaLength = length(totalDelta);
|
||||
//if (deltaLength > 5.0) {
|
||||
// clamp corrupted data
|
||||
//totalDelta = normalize(totalDelta) * 5.0;
|
||||
//}
|
||||
A += totalDelta;
|
||||
}
|
||||
|
||||
void getMorphedNormal(vec2 uvCoord, vec3 oldNor, inout vec3 morphNor){
|
||||
|
||||
|
||||
vec3 normalDelta = vec3(0.0);
|
||||
for(int i = 0; i<8; i++ )
|
||||
{
|
||||
vec4 tempCoordY = vec4( uvCoord.y - (i * 4) * morphDataDim.y,
|
||||
@ -35,19 +43,11 @@ void getMorphedNormal(vec2 uvCoord, vec3 oldNor, inout vec3 morphNor){
|
||||
uvCoord.y - (i * 4 + 2) * morphDataDim.y,
|
||||
uvCoord.y - (i * 4 + 3) * morphDataDim.y);
|
||||
|
||||
vec3 norm = oldNor + morphWeights[i].x * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.x)).rgb * 2.0 - 1.0);
|
||||
morphNor += norm;
|
||||
|
||||
norm = oldNor + morphWeights[i].y * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.y)).rgb * 2.0 - 1.0);
|
||||
morphNor += norm;
|
||||
|
||||
norm = oldNor + morphWeights[i].z * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.z)).rgb * 2.0 - 1.0);
|
||||
morphNor += norm;
|
||||
|
||||
norm = oldNor + morphWeights[i].w * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.w)).rgb * 2.0 - 1.0);
|
||||
morphNor += norm;
|
||||
|
||||
normalDelta += morphWeights[i].x * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.x)).rgb * 2.0 - 1.0);
|
||||
normalDelta += morphWeights[i].y * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.y)).rgb * 2.0 - 1.0);
|
||||
normalDelta += morphWeights[i].z * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.z)).rgb * 2.0 - 1.0);
|
||||
normalDelta += morphWeights[i].w * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.w)).rgb * 2.0 - 1.0);
|
||||
}
|
||||
|
||||
morphNor = normalize(morphNor);
|
||||
|
||||
morphNor = normalize(oldNor + normalDelta);
|
||||
}
|
||||
1
leenkx/Shaders/std/shader_datas.lnx
Normal file
1
leenkx/Shaders/std/shader_datas.lnx
Normal file
@ -0,0 +1 @@
|
||||
<EFBFBD><EFBFBD>shader_datas<EFBFBD><EFBFBD><EFBFBD>name<EFBFBD>copy_pass<EFBFBD>contexts<EFBFBD><EFBFBD><EFBFBD>name<EFBFBD>copy_pass<EFBFBD>constants<EFBFBD><EFBFBD>texture_units<EFBFBD><EFBFBD><EFBFBD>name<EFBFBD>tex<EFBFBD>vertex_elements<EFBFBD><EFBFBD><EFBFBD>data<EFBFBD>float2<EFBFBD>name<EFBFBD>pos<EFBFBD>vertex_shader<EFBFBD>pass.vert<72>fragment_shader<65>pass_copy.frag<61>depth_write¬compare_mode<64>always<79>cull_mode<64>none<6E><65>name<6D>compositor_pass<73>contexts<74><73><EFBFBD>name<6D>compositor_pass<73>constants<74><73>texture_units<74><73><EFBFBD>name<6D>tex<65>vertex_elements<74><73><EFBFBD>data<74>float2<74>name<6D>pos<6F>vertex_shader<65>compositor_pass.vert<72>fragment_shader<65>compositor_pass.frag<61>depth_write¬compare_mode<64>always<79>cull_mode<64>none<6E><65>name<6D>deferred_light<68>contexts<74><73><EFBFBD>name<6D>deferred_light<68>constants<74><73><EFBFBD>type<70>mat4<74>name<6D>invVP<56>link<6E>_inverseViewProjectionMatrix<69><78>type<70>vec3<63>name<6D>eye<79>link<6E>_cameraPosition<6F><6E>type<70>float<61>name<6D>envmapStrength<74>link<6E>_envmapStrength<74><68>type<70>floats<74>name<6D>shirr<72>link<6E>_envmapIrradiance<63><65>type<70>int<6E>name<6D>envmapNumMipmaps<70>link<6E>_envmapNumMipmaps<70><73>type<70>vec2<63>name<6D>cameraProj<6F>link<6E>_cameraPlaneProj<6F><6A>type<70>vec3<63>name<6D>eyeLook<6F>link<6E>_cameraLook<6F><6B>type<70>vec2<63>name<6D>lightProj<6F>link<6E>_lightPlaneProj<6F><6A>type<70>vec3<63>name<6D>pointPos<6F>link<6E>_pointPosition<6F><6E>type<70>vec3<63>name<6D>pointCol<6F>link<6E>_pointColor<6F><72>type<70>float<61>name<6D>pointBias<61>link<6E>_pointShadowsBias<61>texture_units<74><73><EFBFBD>name<6D>gbufferD<72><44>name<6D>gbuffer0<72><30>name<6D>gbuffer1<72><31>name<6D>senvmapBrdf<64>link<6E>$brdf.png<6E><67>name<6D>senvmapRadiance<63>link<6E>_envmapRadiance<63><65>name<6D>shadowMapPoint[0]<5D>vertex_elements<74><73><EFBFBD>data<74>float2<74>name<6D>pos<6F>vertex_shader<65>pass_viewray.vert<72>fragment_shader<65>deferred_light.frag<61>color_attachments<74><73>RGBA64<36>depth_write¬compare_mode<64>always<79>cull_mode<64>none<6E><65>name<6D>water_pass<73>contexts<74><73><EFBFBD>name<6D>water_pass<73>constants<74><73><EFBFBD>type<70>mat4<74>name<6D>invVP<56><50>type<70>vec3<63>name<6D>eye<79>link<6E>_cameraPosition<6F><6E>type<70>float<61>name<6D>time<6D>link<6E>_time<6D><65>type<70>float<61>name<6D>holoOverallStrength<74><68>type<70>vec2<63>name<6D>cameraProj<6F>link<6E>_cameraPlaneProj<6F><6A>type<70>vec3<63>name<6D>eyeLook<6F>link<6E>_cameraLook<6F><6B>type<70>vec3<63>name<6D>ld<6C>link<6E>_lightDirection<6F>texture_units<74><73><EFBFBD>name<6D>tex<65><78>name<6D>gbufferD<72><44>name<6D>gbuffer0<72>vertex_elements<74><73><EFBFBD>data<74>float2<74>name<6D>pos<6F>vertex_shader<65>pass_viewray.vert<72>fragment_shader<65>water_pass.frag<61>depth_write¬compare_mode<64>always<79>cull_mode<64>none<6E>blend_source<63>source_alpha<68>blend_destination<6F>inverse_source_alpha<68>blend_operation<6F>add<64>alpha_blend_source<63>blend_one<6E>alpha_blend_destination<6F>blend_one<6E>alpha_blend_operation<6F>add<64><64>contexts<74><73><EFBFBD>name<6D>World_World<6C>depth_write¬compare_mode<64>less<73>cull_mode<64>clockwise<73>vertex_elements<74><73><EFBFBD>name<6D>pos<6F>data<74>float3<74><33>name<6D>nor<6F>data<74>float3<74>color_attachments<74><73>_HDR<44>texture_units<74><73>constants<74><73><EFBFBD>name<6D>SMVP<56>type<70>mat4<74>link<6E>_skydomeMatrix<69>vertex_shader<65>World_World.vert<72>fragment_shader<65>World_World.frag<61>name<6D>World_World
|
||||
@ -23,6 +23,59 @@ uniform vec2 smSizeUniform;
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMapAtlas
|
||||
// PCF that clamps samples to tile boundaries to prevent bleeding
|
||||
vec3 PCFTileAware(sampler2DShadow shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
sampler2D shadowMapTransparent,
|
||||
#endif
|
||||
const vec2 uv, const float compare, const vec2 smSize,
|
||||
const vec2 tileMin, const vec2 tileMax
|
||||
#ifdef _ShadowMapTransparent
|
||||
, const bool transparent
|
||||
#endif
|
||||
) {
|
||||
vec3 result = vec3(0.0);
|
||||
vec2 offset;
|
||||
|
||||
offset = vec2(-1.0, -1.0) / smSize;
|
||||
result.x = texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
|
||||
|
||||
offset = vec2(-1.0, 0.0) / smSize;
|
||||
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
|
||||
|
||||
offset = vec2(-1.0, 1.0) / smSize;
|
||||
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
|
||||
|
||||
offset = vec2(0.0, -1.0) / smSize;
|
||||
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
|
||||
|
||||
result.x += texture(shadowMap, vec3(uv, compare));
|
||||
|
||||
offset = vec2(0.0, 1.0) / smSize;
|
||||
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
|
||||
|
||||
offset = vec2(1.0, -1.0) / smSize;
|
||||
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
|
||||
|
||||
offset = vec2(1.0, 0.0) / smSize;
|
||||
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
|
||||
|
||||
offset = vec2(1.0, 1.0) / smSize;
|
||||
result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
|
||||
|
||||
result = result.xxx / 9.0;
|
||||
|
||||
#ifdef _ShadowMapTransparent
|
||||
if (transparent == false) {
|
||||
vec4 shadowmap_transparent = texture(shadowMapTransparent, uv);
|
||||
if (shadowmap_transparent.a < compare)
|
||||
result *= shadowmap_transparent.rgb;
|
||||
}
|
||||
#endif
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// https://www.khronos.org/registry/OpenGL/specs/gl/glspec20.pdf // p:168
|
||||
// https://www.gamedev.net/forums/topic/687535-implementing-a-cube-map-lookup-function/5337472/
|
||||
vec2 sampleCube(vec3 dir, out int faceIndex) {
|
||||
@ -58,7 +111,15 @@ vec2 sampleCube(vec3 dir, out int faceIndex) {
|
||||
}
|
||||
#endif
|
||||
|
||||
vec3 PCF(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec2 uv, const float compare, const vec2 smSize, const bool transparent) {
|
||||
vec3 PCF(sampler2DShadow shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
sampler2D shadowMapTransparent,
|
||||
#endif
|
||||
const vec2 uv, const float compare, const vec2 smSize
|
||||
#ifdef _ShadowMapTransparent
|
||||
, const bool transparent
|
||||
#endif
|
||||
) {
|
||||
vec3 result = vec3(0.0);
|
||||
result.x = texture(shadowMap, vec3(uv + (vec2(-1.0, -1.0) / smSize), compare));
|
||||
result.x += texture(shadowMap, vec3(uv + (vec2(-1.0, 0.0) / smSize), compare));
|
||||
@ -71,11 +132,13 @@ vec3 PCF(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec2 u
|
||||
result.x += texture(shadowMap, vec3(uv + (vec2(1.0, 1.0) / smSize), compare));
|
||||
result = result.xxx / 9.0;
|
||||
|
||||
#ifdef _ShadowMapTransparent
|
||||
if (transparent == false) {
|
||||
vec4 shadowmap_transparent = texture(shadowMapTransparent, uv);
|
||||
if (shadowmap_transparent.a < compare)
|
||||
result *= shadowmap_transparent.rgb;
|
||||
}
|
||||
#endif
|
||||
|
||||
return result;
|
||||
}
|
||||
@ -87,41 +150,15 @@ float lpToDepth(vec3 lp, const vec2 lightProj) {
|
||||
return zcomp * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
#ifndef _ShadowMapAtlas
|
||||
vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTransparent, vec3 lp, vec3 ml, float bias, vec2 lightProj, vec3 n, const bool transparent) {
|
||||
const float s = shadowmapCubePcfSize;
|
||||
float compare = lpToDepth(lp, lightProj) - bias * 1.5;
|
||||
ml = ml + n * bias * 20;
|
||||
#ifdef _InvY
|
||||
ml.y = -ml.y;
|
||||
#endif
|
||||
|
||||
float shadowFactor = 0.0;
|
||||
shadowFactor = texture(shadowMapCube, vec4(ml, compare));
|
||||
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(s, s, s), compare));
|
||||
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(-s, s, s), compare));
|
||||
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(s, -s, s), compare));
|
||||
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(s, s, -s), compare));
|
||||
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(-s, -s, s), compare));
|
||||
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(s, -s, -s), compare));
|
||||
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(-s, s, -s), compare));
|
||||
shadowFactor += texture(shadowMapCube, vec4(ml + vec3(-s, -s, -s), compare));
|
||||
shadowFactor /= 9.0;
|
||||
|
||||
vec3 result = vec3(shadowFactor);
|
||||
|
||||
if (transparent == false) {
|
||||
vec4 shadowmap_transparent = texture(shadowMapCubeTransparent, ml);
|
||||
if (shadowmap_transparent.a < compare)
|
||||
result *= shadowmap_transparent.rgb;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMapAtlas
|
||||
vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTransparent, const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n, const bool transparent) {
|
||||
vec3 PCFCube(samplerCubeShadow shadowMapCube,
|
||||
#ifdef _ShadowMapTransparent
|
||||
samplerCube shadowMapCubeTransparent,
|
||||
#endif
|
||||
const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n
|
||||
#ifdef _ShadowMapTransparent
|
||||
, const bool transparent
|
||||
#endif
|
||||
) {
|
||||
const float s = shadowmapCubePcfSize; // TODO: incorrect...
|
||||
float compare = lpToDepth(lp, lightProj) - bias * 1.5;
|
||||
ml = ml + n * bias * 20;
|
||||
@ -140,16 +177,18 @@ vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTranspare
|
||||
result.x += texture(shadowMapCube, vec4(ml + vec3(-s, -s, -s), compare));
|
||||
result = result.xxx / 9.0;
|
||||
|
||||
#ifdef _ShadowMapTransparent
|
||||
if (transparent == false) {
|
||||
vec4 shadowmap_transparent = texture(shadowMapCubeTransparent, ml);
|
||||
if (shadowmap_transparent.a < compare)
|
||||
result *= shadowmap_transparent.rgb;
|
||||
}
|
||||
#endif
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
#ifdef _ShadowMapAtlas
|
||||
// transform "out-of-bounds" coordinates to the correct face/coordinate system
|
||||
// https://www.khronos.org/opengl/wiki/File:CubeMapAxes.png
|
||||
vec2 transformOffsetedUV(const int faceIndex, out int newFaceIndex, vec2 uv) {
|
||||
@ -243,21 +282,31 @@ vec2 transformOffsetedUV(const int faceIndex, out int newFaceIndex, vec2 uv) {
|
||||
return uv;
|
||||
}
|
||||
|
||||
vec3 PCFFakeCube(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n, const int index, const bool transparent) {
|
||||
vec3 PCFFakeCube(sampler2DShadow shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
sampler2D shadowMapTransparent,
|
||||
#endif
|
||||
const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n, const int index
|
||||
#ifdef _ShadowMapTransparent
|
||||
, const bool transparent
|
||||
#endif
|
||||
) {
|
||||
const vec2 smSize = smSizeUniform; // TODO: incorrect...
|
||||
const float compare = lpToDepth(lp, lightProj) - bias * 1.5;
|
||||
ml = ml + n * bias * 20;
|
||||
|
||||
int faceIndex = 0;
|
||||
const int lightIndex = index * 6;
|
||||
const vec2 uv = sampleCube(ml, faceIndex);
|
||||
|
||||
vec4 pointLightTile = pointLightDataArray[lightIndex + faceIndex]; // x: tile X offset, y: tile Y offset, z: tile size relative to atlas
|
||||
vec2 uvtiled = pointLightTile.z * uv + pointLightTile.xy;
|
||||
#ifdef _FlipY
|
||||
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
|
||||
#endif
|
||||
|
||||
if (any(lessThan(uvtiled, vec2(0.0))) || any(greaterThan(uvtiled, vec2(1.0)))) {
|
||||
return vec3(1.0);
|
||||
}
|
||||
|
||||
vec3 result = vec3(0.0);
|
||||
result.x += texture(shadowMap, vec3(uvtiled, compare));
|
||||
// soft shadowing
|
||||
@ -270,14 +319,6 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, cons
|
||||
#endif
|
||||
result.x += texture(shadowMap, vec3(uvtiled, compare));
|
||||
|
||||
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(-1.0, 1.0) / smSize)));
|
||||
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
|
||||
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
|
||||
#ifdef _FlipY
|
||||
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
|
||||
#endif
|
||||
result.x += texture(shadowMap, vec3(uvtiled, compare));
|
||||
|
||||
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(0.0, -1.0) / smSize)));
|
||||
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
|
||||
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
|
||||
@ -334,30 +375,72 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, cons
|
||||
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMapTransparent
|
||||
if (transparent == false) {
|
||||
vec4 shadowmap_transparent = texture(shadowMapTransparent, uvtiled);
|
||||
if (shadowmap_transparent.a < compare)
|
||||
result *= shadowmap_transparent.rgb;
|
||||
}
|
||||
#endif
|
||||
|
||||
return result;
|
||||
}
|
||||
#endif
|
||||
|
||||
vec3 shadowTest(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec3 lPos, const float shadowsBias, const bool transparent) {
|
||||
#ifdef _ShadowMapAtlas
|
||||
uniform vec4 tileBounds;
|
||||
#endif
|
||||
|
||||
vec3 shadowTest(sampler2DShadow shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
sampler2D shadowMapTransparent,
|
||||
#endif
|
||||
const vec3 lPos, const float shadowsBias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, const bool transparent
|
||||
#endif
|
||||
) {
|
||||
if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return vec3(1.0);
|
||||
|
||||
#ifdef _ShadowMapAtlas
|
||||
// use tile PCF
|
||||
#ifdef _SMSizeUniform
|
||||
vec2 smSizeAtlas = smSizeUniform;
|
||||
#else
|
||||
const vec2 smSizeAtlas = shadowmapSize;
|
||||
#endif
|
||||
return PCFTileAware(shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapTransparent,
|
||||
#endif
|
||||
lPos.xy, lPos.z - shadowsBias, smSizeAtlas,
|
||||
tileBounds.xy, tileBounds.zw
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#else
|
||||
// use PCF for non-atlas shadows
|
||||
#ifdef _SMSizeUniform
|
||||
vec2 smSize = smSizeUniform;
|
||||
#else
|
||||
const vec2 smSize = shadowmapSize;
|
||||
#endif
|
||||
if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return vec3(1.0);
|
||||
return PCF(shadowMap, shadowMapTransparent, lPos.xy, lPos.z - shadowsBias, smSize, transparent);
|
||||
return PCF(shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapTransparent,
|
||||
#endif
|
||||
lPos.xy, lPos.z - shadowsBias, smSize
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef _CSM
|
||||
mat4 getCascadeMat(const float d, out int casi, out int casIndex) {
|
||||
const int c = shadowmapCascades;
|
||||
|
||||
// Get cascade index
|
||||
// TODO: use bounding box slice selection instead of sphere
|
||||
const vec4 ci = vec4(float(c > 0), float(c > 1), float(c > 2), float(c > 3));
|
||||
@ -373,21 +456,26 @@ mat4 getCascadeMat(const float d, out int casi, out int casIndex) {
|
||||
float(d > casData[c * 4].z),
|
||||
float(d > casData[c * 4].w));
|
||||
casi = int(min(dot(ci, comp), c));
|
||||
|
||||
// Get cascade mat
|
||||
casIndex = casi * 4;
|
||||
|
||||
return mat4(
|
||||
casData[casIndex ],
|
||||
casData[casIndex + 1],
|
||||
casData[casIndex + 2],
|
||||
casData[casIndex + 3]);
|
||||
|
||||
// if (casIndex == 0) return mat4(casData[0], casData[1], casData[2], casData[3]);
|
||||
// ..
|
||||
}
|
||||
|
||||
vec3 shadowTestCascade(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, const vec3 eye, const vec3 p, const float shadowsBias, const bool transparent) {
|
||||
vec3 shadowTestCascade(sampler2DShadow shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
sampler2D shadowMapTransparent,
|
||||
#endif
|
||||
const vec3 eye, const vec3 p, const float shadowsBias
|
||||
#ifdef _ShadowMapTransparent
|
||||
, const bool transparent
|
||||
#endif
|
||||
) {
|
||||
#ifdef _SMSizeUniform
|
||||
vec2 smSize = smSizeUniform;
|
||||
#else
|
||||
@ -395,16 +483,22 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap, sampler2D shadowMapTransparent
|
||||
#endif
|
||||
const int c = shadowmapCascades;
|
||||
float d = distance(eye, p);
|
||||
|
||||
int casi;
|
||||
int casIndex;
|
||||
mat4 LWVP = getCascadeMat(d, casi, casIndex);
|
||||
|
||||
vec4 lPos = LWVP * vec4(p, 1.0);
|
||||
lPos.xyz /= lPos.w;
|
||||
|
||||
vec3 visibility = vec3(1.0);
|
||||
if (lPos.w > 0.0) visibility = PCF(shadowMap, shadowMapTransparent, lPos.xy, lPos.z - shadowsBias, smSize, transparent);
|
||||
if (lPos.w > 0.0) visibility = PCF(shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapTransparent,
|
||||
#endif
|
||||
lPos.xy, lPos.z - shadowsBias, smSize
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
|
||||
// Blend cascade
|
||||
// https://github.com/TheRealMJP/Shadows
|
||||
@ -423,13 +517,21 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap, sampler2D shadowMapTransparent
|
||||
vec4 lPos2 = LWVP2 * vec4(p, 1.0);
|
||||
lPos2.xyz /= lPos2.w;
|
||||
vec3 visibility2 = vec3(1.0);
|
||||
if (lPos2.w > 0.0) visibility2 = PCF(shadowMap, shadowMapTransparent, lPos2.xy, lPos2.z - shadowsBias, smSize, transparent);
|
||||
// use lPos2 coordinates for second cascade, not lPos
|
||||
if (lPos2.w > 0.0) visibility2 = PCF(shadowMap,
|
||||
#ifdef _ShadowMapTransparent
|
||||
shadowMapTransparent,
|
||||
#endif
|
||||
lPos2.xy, lPos2.z - shadowsBias, smSize
|
||||
#ifdef _ShadowMapTransparent
|
||||
, transparent
|
||||
#endif
|
||||
);
|
||||
|
||||
float lerpAmt = smoothstep(0.0, blendThres, splitDist);
|
||||
return mix(visibility2, visibility, lerpAmt);
|
||||
}
|
||||
return visibility;
|
||||
|
||||
// Visualize cascades
|
||||
// if (ci == 0) albedo.rgb = vec3(1.0, 0.0, 0.0);
|
||||
// if (ci == 4) albedo.rgb = vec3(0.0, 1.0, 0.0);
|
||||
@ -437,4 +539,4 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap, sampler2D shadowMapTransparent
|
||||
// if (ci == 12) albedo.rgb = vec3(1.0, 1.0, 0.0);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
@ -13,32 +13,80 @@ out vec4 fragColor;
|
||||
|
||||
const float SMAA_REPROJECTION_WEIGHT_SCALE = 30.0;
|
||||
|
||||
// TODO: Move to a utility
|
||||
bool isInvalidValue(float v) {
|
||||
return (v != v) || (v > 65000.0) || (v < -65000.0);
|
||||
}
|
||||
|
||||
bool hasInvalidValues(vec3 v) {
|
||||
return isInvalidValue(v.x) || isInvalidValue(v.y) || isInvalidValue(v.z);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 current = textureLod(tex, texCoord, 0.0);
|
||||
|
||||
current.rgb = clamp(current.rgb, vec3(0.0), vec3(10.0));
|
||||
current.a = clamp(current.a, 0.0, 1.0);
|
||||
if (hasInvalidValues(current.rgb)) {
|
||||
current = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
#ifdef _Veloc
|
||||
// Velocity is assumed to be calculated for motion blur, so we need to inverse it for reprojection
|
||||
vec2 velocity = -textureLod(sveloc, texCoord, 0.0).rg;
|
||||
|
||||
velocity = clamp(velocity, vec2(-1.0), vec2(1.0));
|
||||
if (isInvalidValue(velocity.x) || isInvalidValue(velocity.y)) {
|
||||
velocity = vec2(0.0);
|
||||
}
|
||||
|
||||
#ifdef _InvY
|
||||
velocity.y = -velocity.y;
|
||||
#endif
|
||||
|
||||
// Reproject current coordinates and fetch previous pixel
|
||||
vec4 previous = textureLod(tex2, texCoord + velocity, 0.0);
|
||||
vec2 prevCoord = texCoord + velocity;
|
||||
prevCoord = clamp(prevCoord, vec2(0.0), vec2(1.0));
|
||||
vec4 previous = textureLod(tex2, prevCoord, 0.0);
|
||||
|
||||
previous.rgb = clamp(previous.rgb, vec3(0.0), vec3(10.0));
|
||||
previous.a = clamp(previous.a, 0.0, 1.0);
|
||||
if (hasInvalidValues(previous.rgb)) {
|
||||
previous = current; // Fallback to current frame if previous is corrupted
|
||||
}
|
||||
|
||||
// Attenuate the previous pixel if the velocity is different
|
||||
#ifdef _SMAA
|
||||
float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0;
|
||||
float currentAlpha = clamp(current.a, 0.0, 1.0);
|
||||
float previousAlpha = clamp(previous.a, 0.0, 1.0);
|
||||
float delta = abs(currentAlpha * currentAlpha - previousAlpha * previousAlpha) / 5.0;
|
||||
delta = clamp(delta, 0.0, 1.0); // Ensure delta is in valid range
|
||||
#else
|
||||
const float delta = 0.0;
|
||||
#endif
|
||||
float weight = 0.5 * clamp(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE, 0.0, 1.0);
|
||||
|
||||
float weight = 0.5 * clamp(1.0 - sqrt(max(delta, 0.0)) * SMAA_REPROJECTION_WEIGHT_SCALE, 0.0, 1.0);
|
||||
|
||||
// Blend the pixels according to the calculated weight:
|
||||
fragColor = vec4(mix(current.rgb, previous.rgb, weight), 1.0);
|
||||
vec3 blended = mix(current.rgb, previous.rgb, weight);
|
||||
blended = clamp(blended, vec3(0.0), vec3(10.0));
|
||||
if (hasInvalidValues(blended)) {
|
||||
blended = current.rgb;
|
||||
}
|
||||
|
||||
fragColor = vec4(blended, 1.0);
|
||||
#else
|
||||
vec4 previous = textureLod(tex2, texCoord, 0.0);
|
||||
fragColor = vec4(mix(current.rgb, previous.rgb, 0.5), 1.0);
|
||||
|
||||
previous.rgb = clamp(previous.rgb, vec3(0.0), vec3(10.0));
|
||||
if (hasInvalidValues(previous.rgb)) {
|
||||
previous.rgb = current.rgb;
|
||||
}
|
||||
|
||||
vec3 blended = mix(current.rgb, previous.rgb, 0.5);
|
||||
blended = clamp(blended, vec3(0.0), vec3(10.0));
|
||||
if (hasInvalidValues(blended)) {
|
||||
blended = current.rgb;
|
||||
}
|
||||
|
||||
fragColor = vec4(blended, 1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -33,6 +33,7 @@ uniform layout(r32ui) uimage3D voxelsLight;
|
||||
|
||||
#ifdef _ShadowMap
|
||||
uniform sampler2DShadow shadowMap;
|
||||
uniform sampler2D shadowMapTransparent;
|
||||
uniform sampler2DShadow shadowMapSpot;
|
||||
#ifdef _ShadowMapAtlas
|
||||
uniform sampler2DShadow shadowMapPoint;
|
||||
@ -86,30 +87,28 @@ float lpToDepth(vec3 lp, const vec2 lightProj) {
|
||||
|
||||
void main() {
|
||||
int res = voxelgiResolution.x;
|
||||
|
||||
ivec3 dst = ivec3(gl_GlobalInvocationID.xyz);
|
||||
dst.y += clipmapLevel * res;
|
||||
|
||||
vec3 P = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution;
|
||||
P = P * 2.0 - 1.0;
|
||||
P *= clipmaps[int(clipmapLevel * 10)];
|
||||
P *= voxelgiResolution;
|
||||
P += vec3(clipmaps[int(clipmapLevel * 10 + 4)], clipmaps[int(clipmapLevel * 10 + 5)], clipmaps[int(clipmapLevel * 10 + 6)]);
|
||||
vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
|
||||
wposition = wposition * 2.0 - 1.0;
|
||||
wposition *= float(clipmaps[int(clipmapLevel * 10)]);
|
||||
wposition *= voxelgiResolution.x;
|
||||
wposition += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
|
||||
|
||||
vec3 visibility;
|
||||
vec3 lp = lightPos - P;
|
||||
float visibility;
|
||||
vec3 lp = lightPos -wposition;
|
||||
vec3 l;
|
||||
if (lightType == 0) { l = lightDir; visibility = vec3(1.0); }
|
||||
else { l = normalize(lp); visibility = vec3(attenuate(distance(P, lightPos))); }
|
||||
if (lightType == 0) { l = lightDir; visibility = 1.0; }
|
||||
else { l = normalize(lp); visibility = attenuate(distance(wposition, lightPos)); }
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (lightShadow == 1) {
|
||||
vec4 lightPosition = LVP * vec4(P, 1.0);
|
||||
vec4 lightPosition = LVP * vec4(wposition, 1.0);
|
||||
vec3 lPos = lightPosition.xyz / lightPosition.w;
|
||||
visibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).rrr;
|
||||
visibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).r;
|
||||
}
|
||||
else if (lightShadow == 2) {
|
||||
vec4 lightPosition = LVP * vec4(P, 1.0);
|
||||
vec4 lightPosition = LVP * vec4(wposition, 1.0);
|
||||
vec3 lPos = lightPosition.xyz / lightPosition.w;
|
||||
visibility *= texture(shadowMapSpot, vec3(lPos.xy, lPos.z - shadowsBias)).r;
|
||||
}
|
||||
@ -130,9 +129,7 @@ void main() {
|
||||
}
|
||||
#endif
|
||||
|
||||
vec3 light = visibility * lightColor;
|
||||
|
||||
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, 0), uint(light.r * 255));
|
||||
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x), uint(light.g * 255));
|
||||
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x * 2), uint(light.b * 255));
|
||||
imageAtomicAdd(voxelsLight, dst, uint(visibility * lightColor.r * 255));
|
||||
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x), uint(visibility * lightColor.g * 255));
|
||||
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x * 2), uint(visibility * lightColor.b * 255));
|
||||
}
|
||||
|
||||
@ -27,14 +27,14 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
|
||||
#include "std/math.glsl"
|
||||
#include "std/gbuffer.glsl"
|
||||
#include "std/imageatomic.glsl"
|
||||
#include "std/voxels_constants.glsl"
|
||||
#include "std/constants.glsl"
|
||||
|
||||
#ifdef _VoxelGI
|
||||
uniform layout(rgba8) image3D voxelsB;
|
||||
uniform layout(rgba8) image3D voxelsOut;
|
||||
#else
|
||||
uniform layout(r16) image3D voxelsB;
|
||||
uniform layout(r16) image3D voxelsOut;
|
||||
uniform layout(r8) image3D voxelsB;
|
||||
uniform layout(r8) image3D voxelsOut;
|
||||
#endif
|
||||
|
||||
uniform int clipmapLevel;
|
||||
|
||||
@ -29,19 +29,38 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
#include "std/gbuffer.glsl"
|
||||
#include "std/imageatomic.glsl"
|
||||
#include "std/conetrace.glsl"
|
||||
#include "std/brdf.glsl"
|
||||
#include "std/shirr.glsl"
|
||||
|
||||
uniform sampler3D voxels;
|
||||
uniform sampler2D gbufferD;
|
||||
uniform sampler2D gbuffer0;
|
||||
uniform layout(r8) image2D voxels_ao;
|
||||
uniform layout(rgba8) image2D voxels_ao;
|
||||
|
||||
uniform float clipmaps[voxelgiClipmapCount * 10];
|
||||
uniform mat4 InvVP;
|
||||
uniform vec2 cameraProj;
|
||||
uniform vec3 eye;
|
||||
uniform vec3 eyeLook;
|
||||
uniform vec2 postprocess_resolution;
|
||||
|
||||
uniform sampler2D gbuffer1;
|
||||
#ifdef _gbuffer2
|
||||
uniform sampler2D gbuffer2;
|
||||
#endif
|
||||
uniform float envmapStrength;
|
||||
#ifdef _Irr
|
||||
uniform float shirr[7 * 4];
|
||||
#endif
|
||||
#ifdef _Brdf
|
||||
uniform sampler2D senvmapBrdf;
|
||||
#endif
|
||||
#ifdef _Rad
|
||||
uniform sampler2D senvmapRadiance;
|
||||
uniform int envmapNumMipmaps;
|
||||
#endif
|
||||
#ifdef _EnvCol
|
||||
uniform vec3 backgroundCol;
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
const vec2 pixel = gl_GlobalInvocationID.xy;
|
||||
vec2 uv = (pixel + 0.5) / postprocess_resolution;
|
||||
@ -54,12 +73,11 @@ void main() {
|
||||
|
||||
float x = uv.x * 2 - 1;
|
||||
float y = uv.y * 2 - 1;
|
||||
vec4 v = vec4(x, y, 1.0, 1.0);
|
||||
v = vec4(InvVP * v);
|
||||
v.xyz /= v.w;
|
||||
vec3 viewRay = v.xyz - eye;
|
||||
vec4 clipPos = vec4(x, y, depth, 1.0);
|
||||
vec4 worldPos = InvVP * clipPos;
|
||||
vec3 P = worldPos.xyz / worldPos.w;
|
||||
|
||||
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
|
||||
vec3 v = normalize(eye - P);
|
||||
|
||||
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
|
||||
vec3 n;
|
||||
@ -67,7 +85,89 @@ void main() {
|
||||
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
|
||||
n = normalize(n);
|
||||
|
||||
float occ = 1.0 - traceAO(P, n, voxels, clipmaps);
|
||||
float roughness = g0.b;
|
||||
float metallic;
|
||||
uint matid;
|
||||
unpackFloatInt16(g0.a, metallic, matid);
|
||||
|
||||
imageStore(voxels_ao, ivec2(pixel), vec4(occ));
|
||||
vec4 g1 = textureLod(gbuffer1, uv, 0.0); // Basecolor.rgb, spec/occ
|
||||
vec2 occspec = unpackFloat2(g1.a);
|
||||
vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
|
||||
vec3 f0 = surfaceF0(g1.rgb, metallic);
|
||||
float dotNV = max(dot(n, v), 0.0);
|
||||
|
||||
#ifdef _gbuffer2
|
||||
vec4 g2 = textureLod(gbuffer2, uv, 0.0);
|
||||
#endif
|
||||
|
||||
#ifdef _MicroShadowing
|
||||
occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
|
||||
#endif
|
||||
|
||||
#ifdef _Brdf
|
||||
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
|
||||
vec3 F = f0 * envBRDF.x + envBRDF.y;
|
||||
#endif
|
||||
|
||||
// Envmap
|
||||
#ifdef _Irr
|
||||
vec4 shPacked[7];
|
||||
for (int i = 0; i < 7; i++) {
|
||||
int base = i * 4;
|
||||
shPacked[i] = vec4(
|
||||
shirr[base],
|
||||
shirr[base + 1],
|
||||
shirr[base + 2],
|
||||
shirr[base + 3]
|
||||
);
|
||||
}
|
||||
vec3 envl = shIrradiance(n, shPacked);
|
||||
|
||||
#ifdef _gbuffer2
|
||||
if (g2.b < 0.5) {
|
||||
envl = envl;
|
||||
} else {
|
||||
envl = vec3(0.0);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _EnvTex
|
||||
envl /= PI;
|
||||
#endif
|
||||
#else
|
||||
vec3 envl = vec3(0.0);
|
||||
#endif
|
||||
|
||||
#ifdef _Rad
|
||||
vec3 reflectionWorld = reflect(-v, n);
|
||||
float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
|
||||
vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
|
||||
#endif
|
||||
|
||||
#ifdef _EnvLDR
|
||||
envl.rgb = pow(envl.rgb, vec3(2.2));
|
||||
#ifdef _Rad
|
||||
prefilteredColor = pow(prefilteredColor, vec3(2.2));
|
||||
#endif
|
||||
#endif
|
||||
|
||||
envl.rgb *= albedo;
|
||||
|
||||
#ifdef _Brdf
|
||||
envl.rgb *= 1.0 - F; //LV: We should take refracted light into account
|
||||
#endif
|
||||
|
||||
#ifdef _Rad // Indirect specular
|
||||
envl.rgb += prefilteredColor * F; //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
|
||||
#else
|
||||
#ifdef _EnvCol
|
||||
envl.rgb += backgroundCol * F; //LV: Eh, what's the point of weighting it only by F0?
|
||||
#endif
|
||||
#endif
|
||||
|
||||
envl.rgb *= envmapStrength * occspec.x;
|
||||
|
||||
vec3 occ = envl * (1.0 - traceAO(P, n, voxels, clipmaps));
|
||||
|
||||
imageStore(voxels_ao, ivec2(pixel), vec4(occ, 1.0));
|
||||
}
|
||||
|
||||
@ -29,6 +29,8 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
#include "std/gbuffer.glsl"
|
||||
#include "std/imageatomic.glsl"
|
||||
#include "std/conetrace.glsl"
|
||||
#include "std/brdf.glsl"
|
||||
#include "std/shirr.glsl"
|
||||
|
||||
uniform sampler3D voxels;
|
||||
uniform sampler2D gbufferD;
|
||||
@ -37,29 +39,44 @@ uniform layout(rgba8) image2D voxels_diffuse;
|
||||
|
||||
uniform float clipmaps[voxelgiClipmapCount * 10];
|
||||
uniform mat4 InvVP;
|
||||
uniform vec2 cameraProj;
|
||||
uniform vec3 eye;
|
||||
uniform vec3 eyeLook;
|
||||
uniform vec2 postprocess_resolution;
|
||||
|
||||
uniform sampler2D gbuffer1;
|
||||
#ifdef _gbuffer2
|
||||
uniform sampler2D gbuffer2;
|
||||
#endif
|
||||
uniform float envmapStrength;
|
||||
#ifdef _Irr
|
||||
uniform float shirr[7 * 4];
|
||||
#endif
|
||||
#ifdef _Brdf
|
||||
uniform sampler2D senvmapBrdf;
|
||||
#endif
|
||||
#ifdef _Rad
|
||||
uniform sampler2D senvmapRadiance;
|
||||
uniform int envmapNumMipmaps;
|
||||
#endif
|
||||
#ifdef _EnvCol
|
||||
uniform vec3 backgroundCol;
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
const vec2 pixel = gl_GlobalInvocationID.xy;
|
||||
vec2 uv = (pixel + 0.5) / postprocess_resolution;
|
||||
#ifdef _InvY
|
||||
uv.y = 1.0 - uv.y
|
||||
uv.y = 1.0 - uv.y;
|
||||
#endif
|
||||
|
||||
float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
|
||||
if (depth == 0) return;
|
||||
if (depth == 0.0) return;
|
||||
|
||||
float x = uv.x * 2 - 1;
|
||||
float y = uv.y * 2 - 1;
|
||||
vec4 v = vec4(x, y, 1.0, 1.0);
|
||||
v = vec4(InvVP * v);
|
||||
v.xyz /= v.w;
|
||||
vec3 viewRay = v.xyz - eye;
|
||||
|
||||
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
|
||||
vec4 clipPos = vec4(x, y, depth, 1.0);
|
||||
vec4 worldPos = InvVP * clipPos;
|
||||
vec3 P = worldPos.xyz / worldPos.w;
|
||||
vec3 v = normalize(eye - P);
|
||||
|
||||
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
|
||||
vec3 n;
|
||||
@ -67,7 +84,94 @@ void main() {
|
||||
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
|
||||
n = normalize(n);
|
||||
|
||||
vec4 color = traceDiffuse(P, n, voxels, clipmaps);
|
||||
float roughness = g0.b;
|
||||
float metallic;
|
||||
uint matid;
|
||||
unpackFloatInt16(g0.a, metallic, matid);
|
||||
|
||||
imageStore(voxels_diffuse, ivec2(pixel), color);
|
||||
vec4 g1 = textureLod(gbuffer1, uv, 0.0); // Basecolor.rgb, spec/occ
|
||||
vec2 occspec = unpackFloat2(g1.a);
|
||||
vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
|
||||
vec3 f0 = surfaceF0(g1.rgb, metallic);
|
||||
float dotNV = max(dot(n, v), 0.0);
|
||||
|
||||
#ifdef _gbuffer2
|
||||
vec4 g2 = textureLod(gbuffer2, uv, 0.0);
|
||||
#endif
|
||||
|
||||
#ifdef _MicroShadowing
|
||||
occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
|
||||
#endif
|
||||
|
||||
#ifdef _Brdf
|
||||
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
|
||||
vec3 F = f0 * envBRDF.x + envBRDF.y;
|
||||
#else
|
||||
vec3 F = f0;
|
||||
#endif
|
||||
|
||||
|
||||
// Envmap
|
||||
#ifdef _Irr
|
||||
vec4 shPacked[7];
|
||||
for (int i = 0; i < 7; i++) {
|
||||
int base = i * 4;
|
||||
shPacked[i] = vec4(
|
||||
shirr[base],
|
||||
shirr[base + 1],
|
||||
shirr[base + 2],
|
||||
shirr[base + 3]
|
||||
);
|
||||
}
|
||||
vec3 envl = shIrradiance(n, shPacked);
|
||||
|
||||
#ifdef _gbuffer2
|
||||
if (g2.b < 0.5) {
|
||||
envl = envl;
|
||||
} else {
|
||||
envl = vec3(0.0);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _EnvTex
|
||||
envl /= PI;
|
||||
#endif
|
||||
#else
|
||||
vec3 envl = vec3(0.0);
|
||||
#endif
|
||||
|
||||
#ifdef _Rad
|
||||
vec3 reflectionWorld = reflect(-v, n);
|
||||
float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
|
||||
vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
|
||||
#endif
|
||||
|
||||
#ifdef _EnvLDR
|
||||
envl.rgb = pow(envl.rgb, vec3(2.2));
|
||||
#ifdef _Rad
|
||||
prefilteredColor = pow(prefilteredColor, vec3(2.2));
|
||||
#endif
|
||||
#endif
|
||||
|
||||
envl.rgb *= albedo;
|
||||
|
||||
#ifdef _Brdf
|
||||
envl.rgb *= 1.0 - F; //LV: We should take refracted light into account
|
||||
#endif
|
||||
|
||||
#ifdef _Rad // Indirect specular
|
||||
envl.rgb += prefilteredColor * F; //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
|
||||
#else
|
||||
#ifdef _EnvCol
|
||||
envl.rgb += backgroundCol * F; //LV: Eh, what's the point of weighting it only by F0?
|
||||
#endif
|
||||
#endif
|
||||
|
||||
envl.rgb *= envmapStrength * occspec.x;
|
||||
|
||||
vec4 trace = traceDiffuse(P, n, voxels, clipmaps);
|
||||
vec3 color = trace.rgb * albedo * (1.0 - F);
|
||||
color += envl * (1.0 - trace.a);
|
||||
|
||||
imageStore(voxels_diffuse, ivec2(pixel), vec4(color, 1.0));
|
||||
}
|
||||
|
||||
@ -29,6 +29,7 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
#include "std/gbuffer.glsl"
|
||||
#include "std/imageatomic.glsl"
|
||||
#include "std/conetrace.glsl"
|
||||
#include "std/brdf.glsl"
|
||||
|
||||
uniform sampler2D gbufferD;
|
||||
uniform sampler2D gbuffer0;
|
||||
@ -38,9 +39,7 @@ uniform layout(rgba8) image2D voxels_specular;
|
||||
|
||||
uniform float clipmaps[voxelgiClipmapCount * 10];
|
||||
uniform mat4 InvVP;
|
||||
uniform vec2 cameraProj;
|
||||
uniform vec3 eye;
|
||||
uniform vec3 eyeLook;
|
||||
uniform vec2 postprocess_resolution;
|
||||
uniform sampler2D sveloc;
|
||||
|
||||
@ -56,12 +55,10 @@ void main() {
|
||||
|
||||
float x = uv.x * 2 - 1;
|
||||
float y = uv.y * 2 - 1;
|
||||
vec4 v = vec4(x, y, 1.0, 1.0);
|
||||
v = vec4(InvVP * v);
|
||||
v.xyz /= v.w;
|
||||
vec4 clipPos = vec4(x, y, depth, 1.0);
|
||||
vec4 worldPos = InvVP * clipPos;
|
||||
vec3 P = worldPos.xyz / worldPos.w;
|
||||
|
||||
vec3 viewRay = v.xyz - eye;
|
||||
vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
|
||||
vec4 g0 = textureLod(gbuffer0, uv, 0.0);
|
||||
|
||||
vec3 n;
|
||||
@ -71,7 +68,7 @@ void main() {
|
||||
|
||||
vec2 velocity = -textureLod(sveloc, uv, 0.0).rg;
|
||||
|
||||
vec3 color = traceSpecular(P, n, voxels, voxelsSDF, normalize(eye - P), g0.z, clipmaps, pixel, velocity).rgb;
|
||||
vec3 color = traceSpecular(P, n, voxels, voxelsSDF, normalize(eye - P), g0.z * g0.z, clipmaps, pixel, velocity).rgb;
|
||||
|
||||
imageStore(voxels_specular, ivec2(pixel), vec4(color, 1.0));
|
||||
}
|
||||
|
||||
@ -23,8 +23,8 @@ THE SOFTWARE.
|
||||
|
||||
#include "compiled.inc"
|
||||
|
||||
uniform layout(r16) image3D input_sdf;
|
||||
uniform layout(r16) image3D output_sdf;
|
||||
uniform layout(r8) image3D input_sdf;
|
||||
uniform layout(r8) image3D output_sdf;
|
||||
|
||||
uniform float jump_size;
|
||||
uniform int clipmapLevel;
|
||||
|
||||
@ -46,15 +46,15 @@ uniform layout(r32ui) uimage3D voxels;
|
||||
uniform layout(r32ui) uimage3D voxelsLight;
|
||||
uniform layout(rgba8) image3D voxelsB;
|
||||
uniform layout(rgba8) image3D voxelsOut;
|
||||
uniform layout(r16) image3D SDF;
|
||||
uniform layout(r8) image3D SDF;
|
||||
#else
|
||||
#ifdef _VoxelAOvar
|
||||
#ifdef _VoxelShadow
|
||||
uniform layout(r16) image3D SDF;
|
||||
uniform layout(r8) image3D SDF;
|
||||
#endif
|
||||
uniform layout(r32ui) uimage3D voxels;
|
||||
uniform layout(r16) image3D voxelsB;
|
||||
uniform layout(r16) image3D voxelsOut;
|
||||
uniform layout(r8) image3D voxelsB;
|
||||
uniform layout(r8) image3D voxelsOut;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@ -74,14 +74,9 @@ void main() {
|
||||
#endif
|
||||
#endif
|
||||
|
||||
ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
|
||||
#ifdef _VoxelGI
|
||||
vec3 light = vec3(0.0);
|
||||
light.r = float(imageLoad(voxelsLight, src)) / 255;
|
||||
light.g = float(imageLoad(voxelsLight, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
|
||||
light.b = float(imageLoad(voxelsLight, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
|
||||
light /= 3;
|
||||
#endif
|
||||
int nor_count = 0;
|
||||
vec3 avgNormal = vec3(0.0);
|
||||
mat3 TBN = mat3(0.0);
|
||||
|
||||
for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
|
||||
{
|
||||
@ -91,7 +86,7 @@ void main() {
|
||||
float aniso_colors[6];
|
||||
#endif
|
||||
|
||||
src = ivec3(gl_GlobalInvocationID.xyz);
|
||||
ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
|
||||
src.x += i * res;
|
||||
ivec3 dst = src;
|
||||
dst.y += clipmapLevel * res;
|
||||
@ -104,44 +99,67 @@ void main() {
|
||||
|
||||
if (i < 6) {
|
||||
#ifdef _VoxelGI
|
||||
vec4 basecol = vec4(0.0);
|
||||
basecol.r = float(imageLoad(voxels, src)) / 255;
|
||||
basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
|
||||
basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
|
||||
basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255;
|
||||
basecol /= 4;
|
||||
vec3 emission = vec3(0.0);
|
||||
emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255;
|
||||
emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255;
|
||||
emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255;
|
||||
emission /= 3;
|
||||
vec3 N = vec3(0.0);
|
||||
N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255;
|
||||
N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
|
||||
N /= 2;
|
||||
vec3 wnormal = decode_oct(N.rg * 2 - 1);
|
||||
vec3 envl = vec3(0.0);
|
||||
envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
|
||||
envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255;
|
||||
envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255;
|
||||
envl /= 3;
|
||||
envl *= 100;
|
||||
int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 15)));
|
||||
if (count > 0) {
|
||||
vec4 basecol = vec4(0.0);
|
||||
basecol.r = float(imageLoad(voxels, src)) / 255;
|
||||
basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
|
||||
basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
|
||||
basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255;
|
||||
basecol /= count;
|
||||
vec3 emission = vec3(0.0);
|
||||
emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255;
|
||||
emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255;
|
||||
emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255;
|
||||
emission /= count;
|
||||
vec3 N = vec3(0.0);
|
||||
N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255;
|
||||
N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
|
||||
N /= count;
|
||||
N = decode_oct(N.rg * 2.0 - 1.0);
|
||||
|
||||
//clipmap to world
|
||||
vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
|
||||
wposition = wposition * 2.0 - 1.0;
|
||||
wposition *= float(clipmaps[int(clipmapLevel * 10)]);
|
||||
wposition *= voxelgiResolution.x;
|
||||
wposition += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
|
||||
if (abs(N.x) > 0)
|
||||
avgNormal.x += N.x;
|
||||
if (abs(N.y) > 0)
|
||||
avgNormal.y += N.y;
|
||||
if (abs(N.z) > 0)
|
||||
avgNormal.z += N.z;
|
||||
if (i == 5)
|
||||
{
|
||||
avgNormal = normalize(avgNormal);
|
||||
TBN = makeTangentBasis(avgNormal);
|
||||
}
|
||||
|
||||
radiance = basecol;
|
||||
vec4 trace = traceDiffuse(wposition, wnormal, voxelsSampler, clipmaps);
|
||||
vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
|
||||
radiance.rgb *= light + indirect;
|
||||
radiance.rgb += emission.rgb;
|
||||
vec3 envl = vec3(0.0);
|
||||
envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
|
||||
envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255;
|
||||
envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255;
|
||||
envl /= count;
|
||||
vec3 light = vec3(0.0);
|
||||
light.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 12))) / 255;
|
||||
light.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 13))) / 255;
|
||||
light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 255;
|
||||
light /= count;
|
||||
|
||||
//clipmap to world
|
||||
vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
|
||||
wposition = wposition * 2.0 - 1.0;
|
||||
wposition *= float(clipmaps[int(clipmapLevel * 10)]);
|
||||
wposition *= voxelgiResolution.x;
|
||||
wposition += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
|
||||
|
||||
radiance = basecol;
|
||||
vec4 trace = traceDiffuse(wposition, N, voxelsSampler, clipmaps);
|
||||
vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
|
||||
radiance.rgb *= light + indirect;
|
||||
radiance.rgb += emission.rgb;
|
||||
}
|
||||
#else
|
||||
opac = float(imageLoad(voxels, src)) / 255;
|
||||
int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x)));
|
||||
if (count > 0) {
|
||||
opac = float(imageLoad(voxels, src)) / 255;
|
||||
opac /= count;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _VoxelGI
|
||||
@ -195,7 +213,7 @@ void main() {
|
||||
}
|
||||
else {
|
||||
// precompute cone sampling:
|
||||
vec3 coneDirection = DIFFUSE_CONE_DIRECTIONS[i - 6];
|
||||
vec3 coneDirection = TBN * DIFFUSE_CONE_DIRECTIONS[i - 6];
|
||||
vec3 aniso_direction = -coneDirection;
|
||||
uvec3 face_offsets = uvec3(
|
||||
aniso_direction.x > 0 ? 0 : 1,
|
||||
@ -236,4 +254,4 @@ void main() {
|
||||
imageStore(SDF, dst_sdf, vec4(sdf));
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@ -24,11 +24,11 @@ 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;
|
||||
public static var onResize: Void->Void = null; // TODO: deprecate this. Use leenkx.system.Signal 'resized' instead.
|
||||
public static var resized: leenkx.system.Signal = new leenkx.system.Signal(); // args: (w: Int, h: Int)
|
||||
|
||||
public static function init(done: Void->Void) {
|
||||
new App(done);
|
||||
@ -53,7 +53,39 @@ class App {
|
||||
static function update() {
|
||||
if (Scene.active == null || !Scene.active.ready) return;
|
||||
|
||||
// VR is handling it so we prevent double updates
|
||||
// TODO: avoid js.Syntax
|
||||
#if (kha_webgl && lnx_vr)
|
||||
var vrActive = false;
|
||||
js.Syntax.code("
|
||||
if (typeof kha !== 'undefined' && kha.vr && kha.vr.VrInterface) {
|
||||
const vr = kha.vr.VrInterface.instance;
|
||||
if (vr && vr.IsPresenting && vr.IsPresenting()) {
|
||||
{0} = true;
|
||||
}
|
||||
}
|
||||
", vrActive);
|
||||
if (vrActive) return;
|
||||
#end
|
||||
|
||||
iron.system.Time.update();
|
||||
|
||||
if (lastw == -1) {
|
||||
lastw = App.w();
|
||||
lasth = App.h();
|
||||
}
|
||||
if (lastw != App.w() || lasth != App.h()) {
|
||||
resized.emit(App.w(), App.h());
|
||||
if (onResize != null) onResize();
|
||||
else {
|
||||
if (Scene.active != null && Scene.active.camera != null) {
|
||||
Scene.active.camera.buildProjection();
|
||||
}
|
||||
}
|
||||
}
|
||||
lastw = App.w();
|
||||
lasth = App.h();
|
||||
|
||||
if (pauseUpdates) return;
|
||||
|
||||
#if lnx_debug
|
||||
@ -62,7 +94,6 @@ class App {
|
||||
|
||||
Scene.active.updateFrame();
|
||||
|
||||
|
||||
time += iron.system.Time.delta;
|
||||
|
||||
while (time >= iron.system.Time.fixedStep) {
|
||||
@ -70,16 +101,19 @@ class App {
|
||||
time -= iron.system.Time.fixedStep;
|
||||
}
|
||||
|
||||
@:privateAccess iron.system.Time._fixedStepInterpolation = time / iron.system.Time.fixedStep;
|
||||
|
||||
var i = 0;
|
||||
var l = traitUpdates.length;
|
||||
while (i < l) {
|
||||
if (traitInits.length > 0) {
|
||||
for (f in traitInits) {
|
||||
traitInits.length > 0 ? f() : break;
|
||||
}
|
||||
traitInits.splice(0, traitInits.length);
|
||||
while (traitInits.length > 0) {
|
||||
var f = traitInits.shift();
|
||||
if (f != null) f();
|
||||
}
|
||||
// Re-check bounds after processing inits (scene switch may have removed traits)
|
||||
if (i < traitUpdates.length) {
|
||||
traitUpdates[i]();
|
||||
}
|
||||
traitUpdates[i]();
|
||||
// Account for removed traits
|
||||
l <= traitUpdates.length ? i++ : l = traitUpdates.length;
|
||||
}
|
||||
@ -98,22 +132,6 @@ class App {
|
||||
for (cb in endFrameCallbacks) cb();
|
||||
updateTime = kha.Scheduler.realTime() - startTime;
|
||||
#end
|
||||
|
||||
// Rebuild projection on window resize
|
||||
if (lastw == -1) {
|
||||
lastw = App.w();
|
||||
lasth = App.h();
|
||||
}
|
||||
if (lastw != App.w() || lasth != App.h()) {
|
||||
if (onResize != null) onResize();
|
||||
else {
|
||||
if (Scene.active != null && Scene.active.camera != null) {
|
||||
Scene.active.camera.buildProjection();
|
||||
}
|
||||
}
|
||||
}
|
||||
lastw = App.w();
|
||||
lasth = App.h();
|
||||
}
|
||||
|
||||
static function render(frames: Array<kha.Framebuffer>) {
|
||||
@ -131,13 +149,26 @@ class App {
|
||||
startTime = kha.Scheduler.realTime();
|
||||
#end
|
||||
|
||||
if (traitInits.length > 0) {
|
||||
for (f in traitInits) {
|
||||
traitInits.length > 0 ? f() : break;
|
||||
}
|
||||
traitInits.splice(0, traitInits.length);
|
||||
while (traitInits.length > 0) {
|
||||
var f = traitInits.shift();
|
||||
if (f != null) f();
|
||||
}
|
||||
|
||||
// skip for XR callback to handle rendering
|
||||
// TODO: avoid js Syntax
|
||||
#if (kha_webgl && lnx_vr)
|
||||
var vrActive = false;
|
||||
js.Syntax.code("
|
||||
if (typeof kha !== 'undefined' && kha.vr && kha.vr.VrInterface) {
|
||||
const vr = kha.vr.VrInterface.instance;
|
||||
if (vr && vr.IsPresenting && vr.IsPresenting()) {
|
||||
{0} = true;
|
||||
}
|
||||
}
|
||||
", vrActive);
|
||||
|
||||
if (!vrActive) {
|
||||
#end
|
||||
Scene.active.renderFrame(frame.g4);
|
||||
|
||||
for (f in traitRenders) {
|
||||
@ -146,6 +177,10 @@ class App {
|
||||
|
||||
render2D(frame);
|
||||
|
||||
#if (kha_webgl && lnx_vr)
|
||||
}
|
||||
#end
|
||||
|
||||
#if lnx_debug
|
||||
renderPathTime = kha.Scheduler.realTime() - startTime;
|
||||
#end
|
||||
|
||||
@ -18,10 +18,43 @@ import iron.object.LightObject;
|
||||
import iron.object.MeshObject;
|
||||
import iron.object.Uniforms;
|
||||
import iron.object.Clipmap;
|
||||
#if lnx_vr
|
||||
import iron.math.Vec4;
|
||||
import iron.math.Mat4;
|
||||
import iron.math.Quat;
|
||||
#end
|
||||
|
||||
class RenderPath {
|
||||
|
||||
public static var active: RenderPath;
|
||||
#if lnx_vr
|
||||
static var vrSimulateMode: Bool = false;
|
||||
static var vrCameraOffsetSet:Bool = false;
|
||||
static var vrCameraOffset:Vec4 = new Vec4();
|
||||
static var wasVRPresenting:Bool = false;
|
||||
public static var vrCalibrationPosition:Vec4 = null;
|
||||
public static var vrCalibrationRotation:iron.math.Quat = null;
|
||||
public static var vrCalibrationSaved:Bool = false;
|
||||
|
||||
public static var vrCenterCameraWorld:Mat4 = null;
|
||||
|
||||
static var vrOriginalSuperSample:Float = -1.0;
|
||||
public static inline function isVRPresenting(): Bool {
|
||||
#if (kha_webgl && lnx_vr)
|
||||
return kha.vr.VrInterface.instance != null && kha.vr.VrInterface.instance.IsPresenting();
|
||||
#else
|
||||
return false;
|
||||
#end
|
||||
}
|
||||
|
||||
public static inline function isVRSimulateMode(): Bool {
|
||||
return vrSimulateMode;
|
||||
}
|
||||
|
||||
// TODO: done remove safely
|
||||
public static inline function debugLog(msg: String, once: Bool = true): Void {
|
||||
return;
|
||||
}
|
||||
#end
|
||||
|
||||
public var frameScissor = false;
|
||||
public var frameScissorX = 0;
|
||||
@ -43,9 +76,13 @@ class RenderPath {
|
||||
public var isProbe = false;
|
||||
public var currentG: Graphics = null;
|
||||
public var frameG: Graphics;
|
||||
#if lnx_vr
|
||||
var beginCalled = false;
|
||||
var renderToXRFramebuffer = false;
|
||||
#end
|
||||
public var drawOrder = DrawOrder.Distance;
|
||||
public var paused = false;
|
||||
public var ready(get, null): Bool;
|
||||
public var ready(get, never): Bool;
|
||||
function get_ready(): Bool { return loading == 0; }
|
||||
public var commands: Void->Void = null;
|
||||
public var setupDepthTexture: Void->Void = null;
|
||||
@ -123,9 +160,93 @@ class RenderPath {
|
||||
public function renderFrame(g: Graphics) {
|
||||
if (!ready || paused || iron.App.w() == 0 || iron.App.h() == 0) return;
|
||||
|
||||
if (lastW > 0 && (lastW != iron.App.w() || lastH != iron.App.h())) resize();
|
||||
lastW = iron.App.w();
|
||||
lastH = iron.App.h();
|
||||
var appW = iron.App.w();
|
||||
var appH = iron.App.h();
|
||||
|
||||
// use native XR framebuffer dimensions
|
||||
#if (kha_webgl && lnx_vr)
|
||||
if (kha.vr.VrInterface.instance != null) {
|
||||
var vr = kha.vr.VrInterface.instance;
|
||||
var isPresenting = vr != null && vr.IsPresenting();
|
||||
|
||||
// save/restore camera position between modes
|
||||
if (!wasVRPresenting && isPresenting) {
|
||||
if (Scene.active != null && Scene.active.camera != null) {
|
||||
if (vrCalibrationPosition == null) vrCalibrationPosition = new Vec4();
|
||||
if (vrCalibrationRotation == null) vrCalibrationRotation = new Quat();
|
||||
|
||||
vrCalibrationPosition.setFrom(Scene.active.camera.transform.loc);
|
||||
vrCalibrationRotation.setFrom(Scene.active.camera.transform.rot);
|
||||
vrCalibrationSaved = true;
|
||||
}
|
||||
|
||||
// save original super sampling for later
|
||||
vrOriginalSuperSample = leenkx.renderpath.Inc.superSample;
|
||||
|
||||
// compositeToXR function handles blitting to VR framebuffer
|
||||
|
||||
var xrVr: kha.js.vr.VrInterface = cast vr;
|
||||
if (xrVr.xrGLLayer != null) {
|
||||
var vrWidth = untyped xrVr.xrGLLayer.framebufferWidth;
|
||||
var vrHeight = untyped xrVr.xrGLLayer.framebufferHeight;
|
||||
}
|
||||
}
|
||||
else if (wasVRPresenting && !isPresenting) {
|
||||
// reset VR frame time before anything else
|
||||
#if (kha_webgl && lnx_vr)
|
||||
iron.system.Time.vrFrameTime = -1.0;
|
||||
#end
|
||||
|
||||
if (vrCalibrationSaved && Scene.active != null && Scene.active.camera != null) {
|
||||
Scene.active.camera.transform.loc.setFrom(vrCalibrationPosition);
|
||||
Scene.active.camera.transform.rot.setFrom(vrCalibrationRotation);
|
||||
Scene.active.camera.buildMatrix();
|
||||
Scene.active.camera.buildProjection();
|
||||
}
|
||||
|
||||
// restore original super sampling from simulate mode
|
||||
if (vrOriginalSuperSample >= 0.0) {
|
||||
leenkx.renderpath.Inc.superSample = vrOriginalSuperSample;
|
||||
|
||||
for (rt in renderTargets) {
|
||||
if (rt.raw.width == 0 && rt.raw.scale != null) {
|
||||
rt.raw.scale = vrOriginalSuperSample;
|
||||
}
|
||||
}
|
||||
resize();
|
||||
vrOriginalSuperSample = -1.0;
|
||||
}
|
||||
|
||||
// reset offset for next session
|
||||
vrCameraOffsetSet = false;
|
||||
vrCameraOffset = null;
|
||||
}
|
||||
wasVRPresenting = isPresenting;
|
||||
|
||||
if (isPresenting) {
|
||||
// TODO: re-investigate using super sampling to avoid pixelation in simulate mode while giving max quality in headset
|
||||
if (vrOriginalSuperSample >= 0.0 && leenkx.renderpath.Inc.superSample != 4.0) {
|
||||
leenkx.renderpath.Inc.superSample = 4.0;
|
||||
for (rt in renderTargets) {
|
||||
if (rt.raw.width == 0 && rt.raw.scale != null) {
|
||||
rt.raw.scale = 4.0;
|
||||
}
|
||||
}
|
||||
resize();
|
||||
}
|
||||
|
||||
var xrVr: kha.js.vr.VrInterface = cast vr;
|
||||
if (xrVr.xrGLLayer != null) {
|
||||
appW = xrVr.xrGLLayer.framebufferWidth;
|
||||
appH = xrVr.xrGLLayer.framebufferHeight;
|
||||
}
|
||||
}
|
||||
}
|
||||
#end
|
||||
|
||||
if (lastW > 0 && (lastW != appW || lastH != appH)) resize();
|
||||
lastW = appW;
|
||||
lastH = appH;
|
||||
|
||||
frameTime = Time.time() - lastFrameTime;
|
||||
lastFrameTime = Time.time();
|
||||
@ -191,7 +312,9 @@ class RenderPath {
|
||||
}
|
||||
light = Scene.active.lights[0];
|
||||
|
||||
commands();
|
||||
if (commands != null) {
|
||||
commands();
|
||||
}
|
||||
|
||||
if (!isProbe) frame++;
|
||||
}
|
||||
@ -207,13 +330,13 @@ class RenderPath {
|
||||
begin(frameG, Scene.active.camera.currentFace);
|
||||
}
|
||||
else { // Screen, planar probe
|
||||
currentW = iron.App.w();
|
||||
currentH = iron.App.h();
|
||||
currentW = kha.System.windowWidth();
|
||||
currentH = kha.System.windowHeight();
|
||||
if (frameScissor) setFrameScissor();
|
||||
begin(frameG);
|
||||
if (!isProbe) {
|
||||
setCurrentViewport(iron.App.w(), iron.App.h());
|
||||
setCurrentScissor(iron.App.w(), iron.App.h());
|
||||
setCurrentViewport(kha.System.windowWidth(), kha.System.windowHeight());
|
||||
setCurrentScissor(kha.System.windowWidth(), kha.System.windowHeight());
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -258,16 +381,42 @@ class RenderPath {
|
||||
if (currentG != null) end();
|
||||
currentG = g;
|
||||
additionalTargets = additionalRenderTargets;
|
||||
face >= 0 ? g.beginFace(face) : g.begin(additionalRenderTargets);
|
||||
|
||||
// we still bind but skip begin() when explicitly rendering to XR framebuffer (renderToXRFramebuffer flag)
|
||||
#if lnx_vr
|
||||
if (!renderToXRFramebuffer) {
|
||||
face >= 0 ? g.beginFace(face) : g.begin(additionalRenderTargets);
|
||||
beginCalled = true;
|
||||
} else {
|
||||
// XR framebuffer is already bound by VrInterface so we dont rebind
|
||||
beginCalled = false;
|
||||
}
|
||||
#else
|
||||
face >= 0 ? g.beginFace(face) : g.begin(additionalRenderTargets);
|
||||
#end
|
||||
}
|
||||
|
||||
inline function end() {
|
||||
if (currentG == null) return;
|
||||
if (scissorSet) {
|
||||
currentG.disableScissor();
|
||||
scissorSet = false;
|
||||
}
|
||||
|
||||
#if lnx_vr
|
||||
if (beginCalled) {
|
||||
currentG.end();
|
||||
beginCalled = false;
|
||||
}
|
||||
// persist for rendering both eyes
|
||||
if (!isVRPresenting()) {
|
||||
currentG = null;
|
||||
additionalTargets = null;
|
||||
}
|
||||
#else
|
||||
currentG.end();
|
||||
currentG = null;
|
||||
#end
|
||||
bindParams = null;
|
||||
}
|
||||
|
||||
@ -296,7 +445,9 @@ class RenderPath {
|
||||
public function clearTarget(colorFlag: Null<Int> = null, depthFlag: Null<Float> = null) {
|
||||
if (colorFlag == -1) { // -1 == 0xffffffff
|
||||
if (Scene.active.world != null) {
|
||||
colorFlag = Scene.active.world.raw.background_color;
|
||||
var col = Scene.active.world.raw.background_color;
|
||||
var strength = Scene.active.world.probe != null ? Scene.active.world.probe.raw.strength : 1.0;
|
||||
colorFlag = Color.fromFloats(((col >> 16) & 0xff) / 255 * strength, ((col >> 8) & 0xff) / 255 * strength, (col & 0xff) / 255 * strength);
|
||||
}
|
||||
else if (Scene.active.camera != null) {
|
||||
var cc = Scene.active.camera.data.raw.clear_color;
|
||||
@ -327,18 +478,24 @@ class RenderPath {
|
||||
if (depthDiff != 0) return depthDiff;
|
||||
#end
|
||||
|
||||
return a.cameraDistance >= b.cameraDistance ? 1 : -1;
|
||||
if (a.cameraDistance == b.cameraDistance) return 0;
|
||||
return a.cameraDistance > b.cameraDistance ? 1 : -1;
|
||||
});
|
||||
}
|
||||
|
||||
public static function sortMeshesShader(meshes: Array<MeshObject>) {
|
||||
public static function sortMeshesIndex(meshes: Array<MeshObject>) {
|
||||
meshes.sort(function(a, b): Int {
|
||||
#if rp_depth_texture
|
||||
var depthDiff = boolToInt(a.depthRead) - boolToInt(b.depthRead);
|
||||
if (depthDiff != 0) return depthDiff;
|
||||
#end
|
||||
|
||||
return a.materials[0].name >= b.materials[0].name ? 1 : -1;
|
||||
if (a.data.sortingIndex != b.data.sortingIndex) {
|
||||
return a.data.sortingIndex > b.data.sortingIndex ? 1 : -1;
|
||||
}
|
||||
|
||||
if (a.data.name == b.data.name) return 0;
|
||||
return a.data.name > b.data.name ? 1 : -1;
|
||||
});
|
||||
}
|
||||
|
||||
@ -399,7 +556,7 @@ class RenderPath {
|
||||
#if lnx_batch
|
||||
sortMeshesDistance(Scene.active.meshBatch.nonBatched);
|
||||
#else
|
||||
drawOrder == DrawOrder.Shader ? sortMeshesShader(meshes) : sortMeshesDistance(meshes);
|
||||
drawOrder == DrawOrder.Index ? sortMeshesIndex(meshes) : sortMeshesDistance(meshes);
|
||||
#end
|
||||
meshesSorted = true;
|
||||
}
|
||||
@ -514,16 +671,214 @@ class RenderPath {
|
||||
end();
|
||||
}
|
||||
|
||||
#if (rp_voxels != "Off")
|
||||
public function getComputeShader(handle: String): kha.compute.Shader {
|
||||
return Reflect.field(kha.Shaders, handle + "_comp");
|
||||
}
|
||||
#end
|
||||
|
||||
#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
|
||||
// blits to each eyes viewport in the XR framebuffer.
|
||||
public function compositeToXR(sourceTarget: String) {
|
||||
#if (kha_webgl && lnx_vr)
|
||||
|
||||
var vr: kha.js.vr.VrInterface = cast kha.vr.VrInterface.instance;
|
||||
if (vr == null || vr._glContext == null || vr.xrGLLayer == null) {
|
||||
return;
|
||||
}
|
||||
|
||||
var gl: js.html.webgl.WebGL2RenderingContext = cast vr._glContext;
|
||||
var source = renderTargets.get(sourceTarget);
|
||||
if (source == null) {
|
||||
return;
|
||||
}
|
||||
var sourceFB: js.html.webgl.Framebuffer = untyped source.image.g4.renderTargetFrameBuffer;
|
||||
if (sourceFB == null) {
|
||||
return;
|
||||
}
|
||||
// trace('Framebuffer OK');
|
||||
|
||||
renderToXRFramebuffer = true;
|
||||
gl.bindFramebuffer(js.html.webgl.WebGL2RenderingContext.DRAW_FRAMEBUFFER, vr.xrGLLayer.framebuffer);
|
||||
gl.bindFramebuffer(js.html.webgl.WebGL2RenderingContext.READ_FRAMEBUFFER, sourceFB);
|
||||
|
||||
var readStatus = gl.checkFramebufferStatus(js.html.webgl.WebGL2RenderingContext.READ_FRAMEBUFFER);
|
||||
var drawStatus = gl.checkFramebufferStatus(js.html.webgl.WebGL2RenderingContext.DRAW_FRAMEBUFFER);
|
||||
if (readStatus != js.html.webgl.WebGL2RenderingContext.FRAMEBUFFER_COMPLETE ||
|
||||
drawStatus != js.html.webgl.WebGL2RenderingContext.FRAMEBUFFER_COMPLETE) {
|
||||
return;
|
||||
}
|
||||
|
||||
var halfWidth = Std.int(source.image.width / 2);
|
||||
var fullHeight = source.image.height;
|
||||
|
||||
if (vr._leftViewport != null) {
|
||||
var vp = vr._leftViewport;
|
||||
gl.blitFramebuffer(
|
||||
0, 0, halfWidth, fullHeight,
|
||||
vp.x, vp.y, vp.x + vp.width, vp.y + vp.height,
|
||||
js.html.webgl.WebGL2RenderingContext.COLOR_BUFFER_BIT,
|
||||
js.html.webgl.WebGL2RenderingContext.LINEAR
|
||||
);
|
||||
}
|
||||
if (vr._rightViewport != null) {
|
||||
var vp = vr._rightViewport;
|
||||
gl.blitFramebuffer(
|
||||
halfWidth, 0, source.image.width, fullHeight,
|
||||
vp.x, vp.y, vp.x + vp.width, vp.y + vp.height,
|
||||
js.html.webgl.WebGL2RenderingContext.COLOR_BUFFER_BIT,
|
||||
js.html.webgl.WebGL2RenderingContext.LINEAR
|
||||
);
|
||||
}
|
||||
|
||||
gl.bindFramebuffer(js.html.webgl.WebGL2RenderingContext.FRAMEBUFFER, null);
|
||||
renderToXRFramebuffer = false;
|
||||
#end
|
||||
}
|
||||
#end
|
||||
#if lnx_vr
|
||||
public function drawStereo(drawMeshes: Void->Void) {
|
||||
vrSimulateMode = false;
|
||||
|
||||
if (currentG == null && frameG != null) {
|
||||
currentG = frameG;
|
||||
}
|
||||
|
||||
var appw = iron.App.w();
|
||||
var apph = iron.App.h();
|
||||
var g = currentG;
|
||||
|
||||
// get render target dimensions not App.w/h gbuffer is scaled in simulate mode with supersampling
|
||||
|
||||
var gbuffer0 = renderTargets.get("gbuffer0");
|
||||
var actualWidth = (gbuffer0 != null && gbuffer0.image != null) ? gbuffer0.image.width : appw;
|
||||
var actualHeight = (gbuffer0 != null && gbuffer0.image != null) ? gbuffer0.image.height : apph;
|
||||
var actualHalfWidth = Std.int(actualWidth / 2);
|
||||
|
||||
var vrFBWidth = actualWidth;
|
||||
var vrFBHeight = actualHeight;
|
||||
var vrHalfWidth = actualHalfWidth;
|
||||
var isVRPresenting = false;
|
||||
vrSimulateMode = false;
|
||||
|
||||
var vr:Dynamic = null;
|
||||
var vrExists = false;
|
||||
#if (kha_webgl && lnx_vr)
|
||||
if (kha.vr.VrInterface.instance != null) {
|
||||
vr = kha.vr.VrInterface.instance;
|
||||
vrExists = true;
|
||||
}
|
||||
#end
|
||||
|
||||
if (vrExists && vr != null && vr.IsPresenting()) {
|
||||
vrSimulateMode = false;
|
||||
isVRPresenting = true;
|
||||
|
||||
// get framebuffer dimensions from XR layer
|
||||
#if (kha_webgl && lnx_vr)
|
||||
var xrVr: kha.js.vr.VrInterface = cast vr;
|
||||
if (xrVr.xrGLLayer != null) {
|
||||
vrFBWidth = untyped xrVr.xrGLLayer.framebufferWidth;
|
||||
vrFBHeight = untyped xrVr.xrGLLayer.framebufferHeight;
|
||||
vrHalfWidth = Std.int(vrFBWidth / 2);
|
||||
}
|
||||
#end
|
||||
|
||||
if (Scene.active == null || Scene.active.camera == null) {
|
||||
return;
|
||||
}
|
||||
|
||||
#if (kha_webgl && lnx_vr)
|
||||
if (vrCenterCameraWorld == null) vrCenterCameraWorld = Mat4.identity();
|
||||
vrCenterCameraWorld.setFrom(Scene.active.camera.transform.world);
|
||||
#end
|
||||
|
||||
// LEFT EYE
|
||||
// HMD center for room scale position tracking
|
||||
#if (kha_webgl && lnx_vr)
|
||||
var xrVr: kha.js.vr.VrInterface = cast vr;
|
||||
if (xrVr.currentViewerPose != null) {
|
||||
var viewerTransform = untyped xrVr.currentViewerPose.transform;
|
||||
if (viewerTransform != null && viewerTransform.position != null) {
|
||||
// VR present calibration is used to position objects in world space not the camera
|
||||
var pos = viewerTransform.position;
|
||||
|
||||
// camera follows headset directly in local floor space
|
||||
Scene.active.camera.transform.loc.set(pos.x, pos.y, pos.z);
|
||||
|
||||
if (viewerTransform.orientation != null) {
|
||||
Scene.active.camera.transform.rot.set(
|
||||
viewerTransform.orientation.x,
|
||||
viewerTransform.orientation.y,
|
||||
viewerTransform.orientation.z,
|
||||
viewerTransform.orientation.w
|
||||
);
|
||||
}
|
||||
Scene.active.camera.transform.buildMatrix();
|
||||
}
|
||||
}
|
||||
iron.system.VRController.updatePoses();
|
||||
#end
|
||||
|
||||
Scene.active.camera.V.self = vr.GetViewMatrix(0);
|
||||
Scene.active.camera.P.self = vr.GetProjectionMatrix(0);
|
||||
Scene.active.camera.VP.setFrom(Scene.active.camera.P);
|
||||
Scene.active.camera.VP.multmat(Scene.active.camera.V);
|
||||
Scene.active.camera.buildMatrix(); // update frustum for culling
|
||||
|
||||
var renderWidth = actualWidth;
|
||||
var renderHeight = actualHeight;
|
||||
var renderHalfWidth = actualHalfWidth;
|
||||
|
||||
// left half of render target
|
||||
g.viewport(0, 0, renderHalfWidth, renderHeight);
|
||||
g.scissor(0, 0, renderHalfWidth, renderHeight);
|
||||
drawMeshes();
|
||||
|
||||
// RIGHT EYE
|
||||
Scene.active.camera.V.self = vr.GetViewMatrix(1);
|
||||
Scene.active.camera.P.self = vr.GetProjectionMatrix(1);
|
||||
Scene.active.camera.VP.setFrom(Scene.active.camera.P);
|
||||
Scene.active.camera.VP.multmat(Scene.active.camera.V);
|
||||
Scene.active.camera.buildMatrix();
|
||||
|
||||
// right half of render target
|
||||
g.viewport(renderHalfWidth, 0, renderHalfWidth, renderHeight);
|
||||
g.scissor(renderHalfWidth, 0, renderHalfWidth, renderHeight);
|
||||
drawMeshes();
|
||||
|
||||
// restore for post-processing
|
||||
g.disableScissor();
|
||||
g.viewport(0, 0, renderWidth, renderHeight);
|
||||
}
|
||||
else { // Simulate
|
||||
vrSimulateMode = true;
|
||||
var ipd_offset = 0.032 * 35.0;
|
||||
|
||||
#if (kha_webgl && lnx_vr)
|
||||
if (vrCenterCameraWorld == null) vrCenterCameraWorld = Mat4.identity();
|
||||
vrCenterCameraWorld.setFrom(Scene.active.camera.transform.world);
|
||||
#end
|
||||
|
||||
Scene.active.camera.buildProjection(actualHalfWidth / actualHeight);
|
||||
|
||||
Scene.active.camera.transform.move(Scene.active.camera.right(), -ipd_offset);
|
||||
Scene.active.camera.buildMatrix();
|
||||
g.viewport(0, 0, actualHalfWidth, actualHeight);
|
||||
g.scissor(0, 0, actualHalfWidth, actualHeight);
|
||||
drawMeshes();
|
||||
|
||||
begin(g, additionalTargets);
|
||||
Scene.active.camera.transform.move(Scene.active.camera.right(), ipd_offset * 2.0);
|
||||
Scene.active.camera.buildMatrix();
|
||||
g.viewport(actualHalfWidth, 0, actualHalfWidth, actualHeight);
|
||||
g.scissor(actualHalfWidth, 0, actualHalfWidth, actualHeight);
|
||||
drawMeshes();
|
||||
|
||||
Scene.active.camera.transform.move(Scene.active.camera.right(), -ipd_offset);
|
||||
Scene.active.camera.buildMatrix();
|
||||
g.disableScissor();
|
||||
g.viewport(0, 0, actualWidth, actualHeight);
|
||||
}
|
||||
}
|
||||
#end
|
||||
@ -880,8 +1235,8 @@ class CachedShaderContext {
|
||||
public function new() {}
|
||||
}
|
||||
|
||||
@:enum abstract DrawOrder(Int) from Int {
|
||||
enum abstract DrawOrder(Int) from Int {
|
||||
var Distance = 0; // Early-z
|
||||
var Shader = 1; // Less state changes
|
||||
var Index = 1; // Less state changes
|
||||
// var Mix = 2; // Distance buckets sorted by shader
|
||||
}
|
||||
|
||||
@ -64,7 +64,6 @@ class Scene {
|
||||
#end
|
||||
public var empties: Array<Object>;
|
||||
public var animations: Array<Animation>;
|
||||
public var tilesheets: Array<Tilesheet>;
|
||||
#if lnx_skin
|
||||
public var armatures: Array<Armature>;
|
||||
#end
|
||||
@ -78,6 +77,9 @@ class Scene {
|
||||
public var traitRemoves: Array<Void->Void> = [];
|
||||
|
||||
var initializing: Bool; // Is the scene in its initialization phase?
|
||||
var spawnDepth: Int = 0; // Nested spawn counter (defer trait creation while > 0)
|
||||
var spawning(get, never): Bool;
|
||||
inline function get_spawning(): Bool return spawnDepth > 0;
|
||||
|
||||
public function new() {
|
||||
uid = uidCounter++;
|
||||
@ -101,7 +103,6 @@ class Scene {
|
||||
#end
|
||||
empties = [];
|
||||
animations = [];
|
||||
tilesheets = [];
|
||||
#if lnx_skin
|
||||
armatures = [];
|
||||
#end
|
||||
@ -124,9 +125,8 @@ class Scene {
|
||||
|
||||
// Startup scene
|
||||
active.addScene(format.name, null, function(sceneObject: Object) {
|
||||
for (object in sceneObject.getChildren(true)) {
|
||||
createTraits(object.raw.traits, object);
|
||||
}
|
||||
// Create traits bottom-up (children first, then parents)
|
||||
createTraitsBottomUp(sceneObject);
|
||||
|
||||
#if lnx_terrain
|
||||
if (format.terrain_ref != null) {
|
||||
@ -141,17 +141,29 @@ class Scene {
|
||||
active.camera = active.getCamera(format.camera_ref);
|
||||
active.sceneParent = sceneObject;
|
||||
|
||||
active.ready = true;
|
||||
|
||||
for (f in active.traitInits) f();
|
||||
active.traitInits = [];
|
||||
|
||||
active.ready = true;
|
||||
active.initializing = false;
|
||||
done(sceneObject);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// Create traits in post-order (bottom-up): children's traits are created before parents.
|
||||
// This ensures that when a parent's notifyOnInit runs, children are already initialized.
|
||||
static function createTraitsBottomUp(object: Object) {
|
||||
// First, recursively process all children
|
||||
for (child in object.children) {
|
||||
createTraitsBottomUp(child);
|
||||
}
|
||||
// Then create traits for this object
|
||||
if (object.raw != null) {
|
||||
createTraits(object.raw.traits, object);
|
||||
}
|
||||
}
|
||||
|
||||
#if lnx_patch
|
||||
public static var getRenderPath: Void->RenderPath;
|
||||
public static function patch() {
|
||||
@ -212,6 +224,8 @@ class Scene {
|
||||
|
||||
Data.getSceneRaw(sceneName, function(format: TSceneFormat) {
|
||||
Scene.create(format, function(o: Object) {
|
||||
framePassed = true;
|
||||
|
||||
if (done != null) done(o);
|
||||
|
||||
#if (rp_background == "World")
|
||||
@ -242,10 +256,6 @@ class Scene {
|
||||
if (!ready || RenderPath.active == null) return;
|
||||
framePassed = true;
|
||||
|
||||
for (tilesheet in tilesheets) {
|
||||
tilesheet.update();
|
||||
}
|
||||
|
||||
// Render probes
|
||||
#if rp_probes
|
||||
var activeCamera = camera;
|
||||
@ -289,33 +299,39 @@ class Scene {
|
||||
return root.children.length > 0 ? root.children[0].getTrait(c) : null;
|
||||
}
|
||||
|
||||
// TODO: solve name referencing for linked objects
|
||||
public function getMesh(name: String): MeshObject {
|
||||
for (m in meshes) if (m.name == name) return m;
|
||||
return null;
|
||||
}
|
||||
|
||||
// TODO: solve name referencing for linked objects
|
||||
public function getLight(name: String): LightObject {
|
||||
for (l in lights) if (l.name == name) return l;
|
||||
return null;
|
||||
}
|
||||
|
||||
// TODO: solve name referencing for linked objects
|
||||
public function getCamera(name: String): CameraObject {
|
||||
for (c in cameras) if (c.name == name) return c;
|
||||
return null;
|
||||
}
|
||||
|
||||
#if lnx_audio
|
||||
// TODO: solve name referencing for linked objects
|
||||
public function getSpeaker(name: String): SpeakerObject {
|
||||
for (s in speakers) if (s.name == name) return s;
|
||||
return null;
|
||||
}
|
||||
#end
|
||||
|
||||
// TODO: solve name referencing for linked objects
|
||||
public function getEmpty(name: String): Object {
|
||||
for (e in empties) if (e.name == name) return e;
|
||||
return null;
|
||||
}
|
||||
|
||||
// TODO: solve name referencing for linked objects
|
||||
public function getGroup(name: String): Array<Object> {
|
||||
if (groups == null) groups = new Map();
|
||||
var g = groups.get(name);
|
||||
@ -391,6 +407,7 @@ class Scene {
|
||||
#end
|
||||
|
||||
var objectsCount = getObjectsCount(format.objects);
|
||||
spawnDepth++; // Defer trait creation until all objects are ready
|
||||
function traverseObjects(parent: Object, objects: Array<TObj>, parentObject: TObj, done: Void->Void) {
|
||||
if (objects == null) return;
|
||||
for (i in 0...objects.length) {
|
||||
@ -408,11 +425,16 @@ class Scene {
|
||||
}
|
||||
|
||||
if (format.objects == null || format.objects.length == 0) {
|
||||
spawnDepth--;
|
||||
createTraits(format.traits, parent); // Scene traits
|
||||
done(parent);
|
||||
}
|
||||
else {
|
||||
traverseObjects(parent, format.objects, null, function() { // Scene objects
|
||||
spawnDepth--;
|
||||
if (!initializing) {
|
||||
createTraitsBottomUp(parent);
|
||||
}
|
||||
createTraits(format.traits, parent); // Scene traits
|
||||
done(parent);
|
||||
});
|
||||
@ -426,7 +448,7 @@ class Scene {
|
||||
var result = objects.length;
|
||||
for (o in objects) {
|
||||
if (discardNoSpawn && o.spawn != null && o.spawn == false) continue; // Do not count children of non-spawned objects
|
||||
if (o.children != null) result += getObjectsCount(o.children);
|
||||
if (o.children != null) result += getObjectsCount(o.children, discardNoSpawn);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
@ -440,11 +462,16 @@ class Scene {
|
||||
@param srcRaw If not `null`, spawn the object from the given scene data instead of using the scene this function is called on. Useful to spawn objects from other scenes.
|
||||
**/
|
||||
public function spawnObject(name: String, parent: Null<Object>, done: Null<Object->Void>, spawnChildren = true, srcRaw: Null<TSceneFormat> = null) {
|
||||
spawnObjectInternal(name, parent, done, spawnChildren, srcRaw, true);
|
||||
}
|
||||
|
||||
function spawnObjectInternal(name: String, parent: Null<Object>, done: Null<Object->Void>, spawnChildren: Bool, srcRaw: Null<TSceneFormat>, createTraits: Bool) {
|
||||
if (srcRaw == null) srcRaw = raw;
|
||||
var objectsTraversed = 0;
|
||||
var obj = getRawObjectByName(srcRaw, name);
|
||||
var objectsCount = spawnChildren ? getObjectsCount([obj], false) : 1;
|
||||
var rootId = -1;
|
||||
spawnDepth++; // Defer trait creation until all objects are ready
|
||||
function spawnObjectTree(obj: TObj, parent: Object, parentObject: TObj, done: Object->Void) {
|
||||
createObject(obj, srcRaw, parent, parentObject, function(object: Object) {
|
||||
if (rootId == -1) {
|
||||
@ -453,20 +480,27 @@ class Scene {
|
||||
if (spawnChildren && obj.children != null) {
|
||||
for (child in obj.children) spawnObjectTree(child, object, obj, done);
|
||||
}
|
||||
if (++objectsTraversed == objectsCount && done != null) {
|
||||
if (++objectsTraversed == objectsCount) {
|
||||
// Retrieve the originally spawned object from the current
|
||||
// child object to ensure done() is called with the right
|
||||
// object
|
||||
while (object.uid != rootId) {
|
||||
object = object.parent;
|
||||
}
|
||||
done(object);
|
||||
// Create traits bottom-up after all objects are ready
|
||||
spawnDepth--;
|
||||
if (createTraits) {
|
||||
createTraitsBottomUp(object);
|
||||
}
|
||||
// Then call user callback
|
||||
if (done != null) done(object);
|
||||
}
|
||||
});
|
||||
}
|
||||
spawnObjectTree(obj, parent, null, done);
|
||||
}
|
||||
|
||||
// TODO: solve name referencing for linked objects
|
||||
public function parseObject(sceneName: String, objectName: String, parent: Object, done: Object->Void) {
|
||||
Data.getSceneRaw(sceneName, function(format: TSceneFormat) {
|
||||
var o: TObj = getRawObjectByName(format, objectName);
|
||||
@ -495,6 +529,10 @@ class Scene {
|
||||
static function traverseObjs(children: Array<TObj>, name: String): TObj {
|
||||
for (o in children) {
|
||||
if (o.name == name) return o;
|
||||
else if (o.filename != "") {
|
||||
var n: String = name + "_" + o.filename;
|
||||
if (o.name == n) return o;
|
||||
}
|
||||
if (o.children != null) {
|
||||
var res = traverseObjs(o.children, name);
|
||||
if (res != null) return res;
|
||||
@ -592,7 +630,7 @@ class Scene {
|
||||
else {
|
||||
for (object_ref in object_refs) {
|
||||
// Spawn top-level collection objects and their children
|
||||
spawnObject(object_ref, groupOwner, function(spawnedObject: Object) {
|
||||
spawnObjectInternal(object_ref, groupOwner, function(spawnedObject: Object) {
|
||||
// Apply collection/group instance offset to all
|
||||
// top-level parents of that group
|
||||
if (!isObjectInGroup(groupRef, spawnedObject.parent, format)) {
|
||||
@ -610,9 +648,10 @@ class Scene {
|
||||
}
|
||||
if (++spawned == object_refs.length) {
|
||||
groupOwner.transform.reset();
|
||||
groupOwner.transform.buildMatrix();
|
||||
done();
|
||||
}
|
||||
}, true, format);
|
||||
}, true, format, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -764,6 +803,7 @@ class Scene {
|
||||
#end
|
||||
}
|
||||
|
||||
// TODO: solve name referencing for linked objects
|
||||
public function returnMeshObject(object_file: String, data_ref: String, sceneName: String, armature: #if lnx_skin Armature #else Null<Int> #end, materials: Vector<MaterialData>, parent: Object, parentObject: TObj, o: TObj, done: Object->Void) {
|
||||
Data.getMesh(object_file, data_ref, function(mesh: MeshData) {
|
||||
var object = addMeshObject(mesh, materials, parent);
|
||||
@ -779,10 +819,15 @@ class Scene {
|
||||
for (ref in o.particle_refs) cast(object, MeshObject).setupParticleSystem(sceneName, ref);
|
||||
}
|
||||
#end
|
||||
// Attach tilesheet
|
||||
if (o.tilesheet_ref != null) {
|
||||
cast(object, MeshObject).setupTilesheet(sceneName, o.tilesheet_ref, o.tilesheet_action_ref);
|
||||
// Attach tilesheet from embedded object data
|
||||
if (o.tilesheet != null) {
|
||||
cast(object, MeshObject).setupTilesheet(o.tilesheet);
|
||||
}
|
||||
|
||||
if (o.camera_list != null){
|
||||
cast(object, MeshObject).cameraList = o.camera_list;
|
||||
}
|
||||
|
||||
returnObject(object, o, done);
|
||||
});
|
||||
}
|
||||
@ -815,6 +860,7 @@ class Scene {
|
||||
if (object != null) {
|
||||
object.raw = o;
|
||||
object.name = o.name;
|
||||
if (o.filename != null) object.filename = o.filename;
|
||||
if (o.visible != null) object.visible = o.visible;
|
||||
if (o.visible_mesh != null) object.visibleMesh = o.visible_mesh;
|
||||
if (o.visible_shadow != null) object.visibleShadow = o.visible_shadow;
|
||||
@ -843,9 +889,9 @@ class Scene {
|
||||
}
|
||||
}
|
||||
|
||||
// If the scene is still initializing, traits will be created later
|
||||
// If the scene is still initializing or spawning, traits will be created later
|
||||
// to ensure that object references for trait properties are valid
|
||||
if (!active.initializing) createTraits(o.traits, object);
|
||||
if (!active.initializing && !active.spawning) createTraits(o.traits, object);
|
||||
}
|
||||
done(object);
|
||||
}
|
||||
@ -877,12 +923,14 @@ class Scene {
|
||||
|
||||
// Set trait properties
|
||||
if (t.props != null) {
|
||||
var traitFields = Type.getInstanceFields(Type.getClass(traitInst));
|
||||
for (i in 0...Std.int(t.props.length / 3)) {
|
||||
var pname: String = t.props[i * 3];
|
||||
var ptype: String = t.props[i * 3 + 1];
|
||||
var pval: Dynamic = t.props[i * 3 + 2];
|
||||
if (traitFields.indexOf(pname) == -1) continue;
|
||||
|
||||
if (StringTools.endsWith(ptype, "Object") && pval != "") {
|
||||
if (StringTools.endsWith(ptype, "Object") && pval != "" && pval != null) {
|
||||
Reflect.setProperty(traitInst, pname, Scene.active.getChild(pval));
|
||||
}
|
||||
else {
|
||||
@ -945,7 +993,14 @@ class Scene {
|
||||
static function createTraitClassInstance(traitName: String, args: Array<Dynamic>): Dynamic {
|
||||
var cname = Type.resolveClass(traitName);
|
||||
if (cname == null) return null;
|
||||
return Type.createInstance(cname, args);
|
||||
var trait:Dynamic;
|
||||
try {
|
||||
trait = Type.createInstance(cname, args);
|
||||
} catch(e) {
|
||||
trace("Error creating trait: " + traitName + " - " + e);
|
||||
trait = null;
|
||||
}
|
||||
return trait;
|
||||
}
|
||||
|
||||
function loadEmbeddedData(datas: Array<String>, done: Void->Void) {
|
||||
|
||||
@ -14,9 +14,9 @@ class Trait {
|
||||
var _add: Array<Void->Void> = null;
|
||||
var _init: Array<Void->Void> = null;
|
||||
var _remove: Array<Void->Void> = null;
|
||||
var _fixedUpdate: 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;
|
||||
|
||||
|
||||
@ -37,7 +37,9 @@ class Armature {
|
||||
}
|
||||
|
||||
public function getAction(name: String): TAction {
|
||||
for (a in actions) if (a.name == name) return a;
|
||||
for (a in actions) {
|
||||
if (a.name == name) return a;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
@ -416,7 +416,7 @@ class Data {
|
||||
var loading = loadingBlobs.get(file); // Is already being loaded
|
||||
if (loading != null) {
|
||||
loading.push(done);
|
||||
return;
|
||||
//return;
|
||||
}
|
||||
|
||||
loadingBlobs.set(file, [done]); // Start loading
|
||||
|
||||
@ -9,6 +9,7 @@ import iron.data.SceneFormat;
|
||||
class MeshData {
|
||||
|
||||
public var name: String;
|
||||
public var sortingIndex: Int;
|
||||
public var raw: TMeshData;
|
||||
public var format: TSceneFormat;
|
||||
public var geom: Geometry;
|
||||
@ -23,7 +24,8 @@ class MeshData {
|
||||
public function new(raw: TMeshData, done: MeshData->Void) {
|
||||
this.raw = raw;
|
||||
this.name = raw.name;
|
||||
|
||||
this.sortingIndex = raw.sorting_index;
|
||||
|
||||
if (raw.scale_pos != null) scalePos = raw.scale_pos;
|
||||
if (raw.scale_tex != null) scaleTex = raw.scale_tex;
|
||||
|
||||
|
||||
@ -31,7 +31,6 @@ typedef TSceneFormat = {
|
||||
@:optional public var speaker_datas: Array<TSpeakerData>;
|
||||
@:optional public var world_datas: Array<TWorldData>;
|
||||
@:optional public var world_ref: String;
|
||||
@:optional public var tilesheet_datas: Array<TTilesheetData>;
|
||||
@:optional public var objects: Array<TObj>;
|
||||
@:optional public var groups: Array<TGroup>;
|
||||
@:optional public var gravity: Float32Array;
|
||||
@ -49,6 +48,7 @@ typedef TMeshData = {
|
||||
@:structInit class TMeshData {
|
||||
#end
|
||||
public var name: String;
|
||||
public var sorting_index: Int;
|
||||
public var vertex_arrays: Array<TVertexArray>;
|
||||
public var index_arrays: Array<TIndexArray>;
|
||||
@:optional public var dynamic_usage: Null<Bool>;
|
||||
@ -168,6 +168,7 @@ typedef TShaderOverride = {
|
||||
@:structInit class TShaderOverride {
|
||||
#end
|
||||
@:optional public var cull_mode: String;
|
||||
@:optional public var compare_mode: String;
|
||||
@:optional public var addressing: String;
|
||||
@:optional public var filter: String;
|
||||
@:optional public var shared_sampler: String;
|
||||
@ -222,6 +223,7 @@ typedef TShaderData = {
|
||||
@:structInit class TShaderData {
|
||||
#end
|
||||
public var name: String;
|
||||
public var next_pass: String;
|
||||
public var contexts: Array<TShaderContext>;
|
||||
}
|
||||
|
||||
@ -362,18 +364,6 @@ typedef TProbeData = {
|
||||
@:optional public var radiance_mipmaps: Null<Int>;
|
||||
}
|
||||
|
||||
#if js
|
||||
typedef TTilesheetData = {
|
||||
#else
|
||||
@:structInit class TTilesheetData {
|
||||
#end
|
||||
public var name: String;
|
||||
public var tilesx: Int;
|
||||
public var tilesy: Int;
|
||||
public var framerate: Int;
|
||||
public var actions: Array<TTilesheetAction>;
|
||||
}
|
||||
|
||||
#if js
|
||||
typedef TTilesheetAction = {
|
||||
#else
|
||||
@ -383,6 +373,31 @@ typedef TTilesheetAction = {
|
||||
public var start: Int;
|
||||
public var end: Int;
|
||||
public var loop: Bool;
|
||||
public var tilesx: Int;
|
||||
public var tilesy: Int;
|
||||
public var framerate: Int;
|
||||
@:optional public var mesh: String; // Optional mesh to swap to when playing this action
|
||||
@:optional public var events: Array<TTilesheetEvent>; // Optional events triggered on specific frames
|
||||
}
|
||||
|
||||
#if js
|
||||
typedef TTilesheetEvent = {
|
||||
#else
|
||||
@:structInit class TTilesheetEvent {
|
||||
#end
|
||||
public var name: String; // Event name
|
||||
public var frame: Int; // Frame number when event triggers
|
||||
}
|
||||
|
||||
#if js
|
||||
typedef TTilesheetData = {
|
||||
#else
|
||||
@:structInit class TTilesheetData {
|
||||
#end
|
||||
public var actions: Array<TTilesheetAction>;
|
||||
public var start_action: String;
|
||||
public var flipx: Bool;
|
||||
public var flipy: Bool;
|
||||
}
|
||||
|
||||
#if js
|
||||
@ -390,25 +405,47 @@ typedef TParticleData = {
|
||||
#else
|
||||
@:structInit class TParticleData {
|
||||
#end
|
||||
// Format
|
||||
public var fps: Int;
|
||||
public var name: String;
|
||||
public var type: Int; // 0 - Emitter, Hair
|
||||
// Lnx
|
||||
public var auto_start: Bool;
|
||||
public var dynamic_emitter: Bool;
|
||||
public var is_unique: Bool;
|
||||
public var local_coords: Bool;
|
||||
public var loop: Bool;
|
||||
// Emission
|
||||
public var count: Int;
|
||||
// public var hair_length: FastFloat; TODO
|
||||
public var frame_start: FastFloat;
|
||||
public var frame_end: FastFloat;
|
||||
public var lifetime: FastFloat;
|
||||
public var lifetime_random: FastFloat;
|
||||
public var emit_from: Int; // 0 - Vert, 1 - Face, 2 - Volume
|
||||
// Velocity
|
||||
public var object_align_factor: Float32Array;
|
||||
public var factor_random: FastFloat;
|
||||
// Rotation
|
||||
public var use_rotations: Bool;
|
||||
public var rotation_mode: Int; // 0 - None, 1 - Normal, 2 - Normal-Tangent, 3 - Velocity/Hair, 4 - Global X, 5 - Global Y, 6 - Global Z, 7 - Object X, 8 - Object Y, 9 - Object Z
|
||||
public var rotation_factor_random: Float;
|
||||
public var phase_factor: Float;
|
||||
public var phase_factor_random: Float;
|
||||
public var use_dynamic_rotation: Bool;
|
||||
// Physics
|
||||
public var physics_type: Int; // 0 - No, 1 - Newton
|
||||
public var mass: FastFloat;
|
||||
// Render
|
||||
public var particle_size: FastFloat; // Object scale
|
||||
public var size_random: FastFloat; // Random scale
|
||||
public var mass: FastFloat;
|
||||
public var show_emitter: Bool;
|
||||
public var instance_object: String; // Object reference
|
||||
// Field Weights
|
||||
public var weight_gravity: FastFloat;
|
||||
public var weight_texture: FastFloat;
|
||||
// Textures
|
||||
public var texture_slots: Dynamic;
|
||||
}
|
||||
|
||||
#if js
|
||||
@ -430,6 +467,7 @@ typedef TObj = {
|
||||
public var name: String;
|
||||
public var data_ref: String;
|
||||
public var transform: TTransform;
|
||||
@:optional public var filename: String; // For objects instanced from external files
|
||||
@:optional public var material_refs: Array<String>;
|
||||
@:optional public var particle_refs: Array<TParticleReference>;
|
||||
@:optional public var render_emitter: Bool;
|
||||
@ -441,6 +479,7 @@ 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>;
|
||||
@ -458,8 +497,7 @@ typedef TObj = {
|
||||
@:optional public var mobile: Null<Bool>;
|
||||
@:optional public var spawn: Null<Bool>; // Auto add object when creating scene
|
||||
@:optional public var local_only: Null<Bool>; // Apply parent matrix
|
||||
@:optional public var tilesheet_ref: String;
|
||||
@:optional public var tilesheet_action_ref: String;
|
||||
@:optional public var tilesheet: TTilesheetData; // Embedded tilesheet data
|
||||
@:optional public var sampled: Null<Bool>; // Object action
|
||||
@:optional public var is_ik_fk_only: Null<Bool>; // Bone IK or FK only
|
||||
@:optional public var bone_layers: Array<Bool>; // Bone Layer
|
||||
|
||||
@ -22,6 +22,7 @@ using StringTools;
|
||||
class ShaderData {
|
||||
|
||||
public var name: String;
|
||||
public var nextPass: String;
|
||||
public var raw: TShaderData;
|
||||
public var contexts: Array<ShaderContext> = [];
|
||||
|
||||
@ -33,6 +34,7 @@ class ShaderData {
|
||||
public function new(raw: TShaderData, done: ShaderData->Void, overrideContext: TShaderOverride = null) {
|
||||
this.raw = raw;
|
||||
this.name = raw.name;
|
||||
this.nextPass = raw.next_pass;
|
||||
|
||||
for (c in raw.contexts) contexts.push(null);
|
||||
var contextsLoaded = 0;
|
||||
@ -228,6 +230,9 @@ class ShaderContext {
|
||||
if (overrideContext.cull_mode != null) {
|
||||
pipeState.cullMode = getCullMode(overrideContext.cull_mode);
|
||||
}
|
||||
if (overrideContext.compare_mode != null) {
|
||||
pipeState.depthMode = getCompareMode(overrideContext.compare_mode);
|
||||
}
|
||||
}
|
||||
|
||||
pipeState.compile();
|
||||
|
||||
@ -117,7 +117,8 @@ class TerrainStream {
|
||||
vertex_arrays: [pos, nor, tex],
|
||||
index_arrays: [ind],
|
||||
scale_pos: scalePos,
|
||||
scale_tex: 1.0
|
||||
scale_tex: 1.0,
|
||||
sorting_index: 0
|
||||
};
|
||||
|
||||
new MeshData(rawmeshData, function(data: MeshData) {
|
||||
|
||||
@ -14,7 +14,7 @@ class Animation {
|
||||
|
||||
public var isSkinned: Bool;
|
||||
public var isSampled: Bool;
|
||||
public var action = "";
|
||||
@:isVar public var action(get, default) = "";
|
||||
#if lnx_skin
|
||||
public var armature: iron.data.Armature; // Bone
|
||||
#end
|
||||
@ -57,6 +57,10 @@ class Animation {
|
||||
play();
|
||||
}
|
||||
|
||||
function get_action(): String {
|
||||
return action;
|
||||
}
|
||||
|
||||
public function play(action = "", onComplete: Void->Void = null, blendTime = 0.0, speed = 1.0, loop = true) {
|
||||
if (blendTime > 0) {
|
||||
this.blendTime = blendTime;
|
||||
@ -98,7 +102,7 @@ class Animation {
|
||||
else {
|
||||
sampler.timeOld = sampler.time;
|
||||
sampler.offsetOld = sampler.offset;
|
||||
sampler.setTimeOnly(sampler.time + delta * sampler.speed);
|
||||
sampler.setTimeOnly(sampler.time + delta * sampler.speed * iron.system.Time.scale);
|
||||
updateActionTrack(sampler);
|
||||
}
|
||||
}
|
||||
@ -141,6 +145,7 @@ class Animation {
|
||||
sampler.cacheSet = false;
|
||||
sampler.trackEnd = false;
|
||||
|
||||
if (anim == null || anim.tracks == null || anim.tracks.length == 0) return;
|
||||
var track = anim.tracks[0];
|
||||
|
||||
if (frameIndex == -1) {
|
||||
@ -442,7 +447,12 @@ class ActionSampler {
|
||||
*/
|
||||
public inline function setObjectAction(actionData: TObj) {
|
||||
this.actionData = [actionData];
|
||||
this.totalFrames = actionData.anim.tracks[0].frames.length;
|
||||
if (actionData != null && actionData.anim != null && actionData.anim.tracks != null && actionData.anim.tracks.length > 0) {
|
||||
this.totalFrames = actionData.anim.tracks[0].frames.length;
|
||||
}
|
||||
else {
|
||||
this.totalFrames = 0;
|
||||
}
|
||||
actionDataInit = true;
|
||||
}
|
||||
|
||||
|
||||
@ -14,6 +14,8 @@ import iron.data.Armature;
|
||||
import iron.data.Data;
|
||||
import iron.math.Ray;
|
||||
|
||||
import StringTools;
|
||||
|
||||
class BoneAnimation extends Animation {
|
||||
|
||||
public static var skinMaxBones = 128;
|
||||
@ -84,6 +86,15 @@ class BoneAnimation extends Animation {
|
||||
}
|
||||
}
|
||||
|
||||
override function get_action(): String {
|
||||
var an: String = action; // an -> action name
|
||||
if (an != "" && object != null && object.filename != "") {
|
||||
var sufix = "_" + object.filename;
|
||||
if (an.indexOf(sufix) != -1) an = StringTools.replace(an, sufix, "");
|
||||
}
|
||||
return an;
|
||||
}
|
||||
|
||||
public function initMatsEmpty(): Array<Mat4> {
|
||||
|
||||
var mats = [];
|
||||
@ -108,9 +119,11 @@ class BoneAnimation extends Animation {
|
||||
object.transform.rot.set(0, 0, 0, 1);
|
||||
object.transform.buildMatrix();
|
||||
|
||||
var refs = mo.parent.raw.bone_actions;
|
||||
if (refs != null && refs.length > 0) {
|
||||
Data.getSceneRaw(refs[0], function(action: TSceneFormat) { play(action.name); });
|
||||
if (mo.parent != null && mo.parent.raw != null && mo.parent.raw.bone_actions != null) {
|
||||
var refs = mo.parent.raw.bone_actions;
|
||||
if (refs.length > 0) {
|
||||
Data.getSceneRaw(refs[0], function(action: TSceneFormat) { play(action.name); });
|
||||
}
|
||||
}
|
||||
}
|
||||
if (armatureObject.raw.relative_bone_constraints) relativeBoneConstraints = true;
|
||||
@ -133,7 +146,16 @@ class BoneAnimation extends Animation {
|
||||
if (ar != null) ar.remove(o);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function getName(n: String): String {
|
||||
var fn: String = n; // fn -> final name
|
||||
if (fn != "" && object != null && object.filename != "") {
|
||||
var sufix = "_" + object.filename;
|
||||
if (fn.indexOf(sufix) == -1) fn += sufix;
|
||||
}
|
||||
return fn;
|
||||
}
|
||||
|
||||
@:access(iron.object.Transform)
|
||||
function updateBoneChildren(bone: TObj, bm: Mat4) {
|
||||
var ar = boneChildren.get(bone.name);
|
||||
@ -183,8 +205,10 @@ class BoneAnimation extends Animation {
|
||||
}
|
||||
|
||||
function setAction(action: String) {
|
||||
if (armature == null) return;
|
||||
armature.initMats();
|
||||
var a = armature.getAction(action);
|
||||
if (a == null) return;
|
||||
skeletonBones = a.bones;
|
||||
skeletonMats = a.mats;
|
||||
if(! rootMotionCacheInit) skeletonMats.push(Mat4.identity());
|
||||
@ -193,8 +217,11 @@ class BoneAnimation extends Animation {
|
||||
}
|
||||
|
||||
function getAction(action: String): Array<TObj> {
|
||||
if (armature == null) return null;
|
||||
armature.initMats();
|
||||
return armature.getAction(action).bones;
|
||||
var a = armature.getAction(action);
|
||||
if (a == null) return null;
|
||||
return a.bones;
|
||||
}
|
||||
|
||||
function multParent(i: Int, fasts: Array<Mat4>, bones: Array<TObj>, mats: Array<Mat4>) {
|
||||
@ -225,10 +252,11 @@ class BoneAnimation extends Animation {
|
||||
}
|
||||
|
||||
override public function play(action = "", onComplete: Void->Void = null, blendTime = 0.2, speed = 1.0, loop = true) {
|
||||
super.play(action, onComplete, blendTime, speed, loop);
|
||||
if (action != "") {
|
||||
setAction(action);
|
||||
var tempAnimParam = new ActionSampler(action);
|
||||
var actionName: String = getName(action);
|
||||
if (actionName != "") {
|
||||
setAction(actionName);
|
||||
super.play(actionName, onComplete, blendTime, speed, loop);
|
||||
var tempAnimParam = new ActionSampler(actionName);
|
||||
registerAction("tempAction", tempAnimParam);
|
||||
updateAnimation = function(mats){
|
||||
sampleAction(tempAnimParam, mats);
|
||||
@ -239,6 +267,10 @@ class BoneAnimation extends Animation {
|
||||
override public function update(delta: FastFloat) {
|
||||
this.delta = delta;
|
||||
if (!isSkinned && skeletonBones == null) setAction(armature.actions[0].name);
|
||||
|
||||
// TODO: double check skip culling for skinned meshes if they need animation updates for bounds
|
||||
// if (object != null && !object.visible) return;
|
||||
|
||||
if (object != null && (!object.visible || object.culled)) return;
|
||||
if (skeletonBones == null || skeletonBones.length == 0) return;
|
||||
|
||||
@ -248,7 +280,6 @@ class BoneAnimation extends Animation {
|
||||
|
||||
super.update(delta);
|
||||
if(updateAnimation != null) {
|
||||
|
||||
updateAnimation(skeletonMats);
|
||||
}
|
||||
|
||||
@ -401,6 +432,7 @@ class BoneAnimation extends Animation {
|
||||
}
|
||||
|
||||
var bones = sampler.getBoneAction();
|
||||
if (bones == null) return;
|
||||
for(b in bones){
|
||||
if (b.anim != null) {
|
||||
updateTrack(b.anim, sampler);
|
||||
@ -410,13 +442,14 @@ class BoneAnimation extends Animation {
|
||||
}
|
||||
|
||||
public function sampleAction(sampler: ActionSampler, actionMats: Array<Mat4>) {
|
||||
|
||||
if(! sampler.actionDataInit) {
|
||||
var bones = getAction(sampler.action);
|
||||
sampler.setBoneAction(bones);
|
||||
}
|
||||
|
||||
var bones = sampler.getBoneAction();
|
||||
if (bones == null) return;
|
||||
|
||||
actionMats[skeletonBones.length].setIdentity();
|
||||
var rootMotionEnabled = sampler.rootMotionPos || sampler.rootMotionRot;
|
||||
for (i in 0...bones.length) {
|
||||
@ -427,7 +460,6 @@ class BoneAnimation extends Animation {
|
||||
updateAnimSampled(bones[i].anim, actionMats[i], sampler);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function updateAnimSampled(anim: TAnimation, mm: Mat4, sampler: ActionSampler) {
|
||||
@ -588,6 +620,9 @@ class BoneAnimation extends Animation {
|
||||
|
||||
public override function getTotalFrames(sampler: ActionSampler): Int {
|
||||
var bones = getAction(sampler.action);
|
||||
if (bones == null){
|
||||
return 0;
|
||||
}
|
||||
var track = bones[0].anim.tracks[0];
|
||||
return Std.int(track.frames[track.frames.length - 1] - track.frames[0]);
|
||||
}
|
||||
@ -1048,9 +1083,9 @@ class BoneAnimation extends Animation {
|
||||
var rootLen = root.bone_length * rootMat.getScale().x;
|
||||
|
||||
// Get distance form root to goal
|
||||
var goalLen = Math.abs(Vec4.distance(rootMat.getLoc(), goal));
|
||||
var goalLen: FastFloat = Math.abs(Vec4.distance(rootMat.getLoc(), goal));
|
||||
|
||||
var totalLength = effectorLen + rootLen;
|
||||
var totalLength: FastFloat = effectorLen + rootLen;
|
||||
|
||||
// Get tip location of effector bone
|
||||
var effectorTipPos = new Vec4().setFrom(effectorMat.look()).normalize();
|
||||
@ -1070,7 +1105,7 @@ class BoneAnimation extends Animation {
|
||||
|
||||
// Get unit vector of effector bone
|
||||
var vectorEffector = new Vec4().setFrom(effectorMat.look()).normalize();
|
||||
|
||||
|
||||
// Get dot product of vectors
|
||||
var dot = new Vec4().setFrom(vectorRootEffector).dot(vectorRoot);
|
||||
// Calmp between -1 and 1
|
||||
|
||||
@ -30,12 +30,23 @@ 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;
|
||||
|
||||
// dont just auto initialize VR button - headset trait controls VR
|
||||
// #if lnx_vr
|
||||
// iron.system.VR.initButton();
|
||||
// #end
|
||||
|
||||
buildProjection();
|
||||
|
||||
V = Mat4.identity();
|
||||
@ -75,7 +86,14 @@ class CameraObject extends Object {
|
||||
projectionJitter();
|
||||
#end
|
||||
|
||||
// matrices are set by VR system so avoid rebuilding transforms unless its in preview/not presenting
|
||||
#if (kha_webgl && lnx_vr)
|
||||
if (@:privateAccess !RenderPath.isVRPresenting()) {
|
||||
buildMatrix();
|
||||
}
|
||||
#else
|
||||
buildMatrix();
|
||||
#end
|
||||
|
||||
RenderPath.active.renderFrame(g);
|
||||
|
||||
@ -117,6 +135,26 @@ 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);
|
||||
}
|
||||
|
||||
@ -59,6 +59,9 @@ class LightObject extends Object {
|
||||
public static var clustersData: kha.Image = null;
|
||||
static var lpos = new Vec4();
|
||||
public static var LWVPMatrixArray: Float32Array = null;
|
||||
#if lnx_vr
|
||||
static var originalLightPositions: Float32Array = null;
|
||||
#end
|
||||
#end // lnx_clusters
|
||||
|
||||
public var V: Mat4 = Mat4.identity();
|
||||
@ -155,8 +158,13 @@ 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 = [];
|
||||
@ -362,8 +370,6 @@ class LightObject extends Object {
|
||||
}
|
||||
#end // lnx_csm
|
||||
|
||||
#if lnx_clusters
|
||||
|
||||
// Centralize discarding conditions when iterating over lights
|
||||
// Important to avoid issues later with "misaligned" data in uniforms (lightsArray, clusterData, LWVPSpotArray)
|
||||
public inline static function discardLight(light: LightObject) {
|
||||
@ -373,6 +379,8 @@ class LightObject extends Object {
|
||||
public inline static function discardLightCulled(light: LightObject) {
|
||||
return #if lnx_shadowmap_atlas light.culledLight || #end discardLight(light);
|
||||
}
|
||||
|
||||
#if lnx_clusters
|
||||
|
||||
#if (lnx_shadowmap_atlas && lnx_shadowmap_atlas_lod)
|
||||
// Arbitrary function to map from [0-16] to [1.0-0.0]
|
||||
@ -414,7 +422,8 @@ class LightObject extends Object {
|
||||
|
||||
#if lnx_spot // Point lamps first
|
||||
lights.sort(function(a, b): Int {
|
||||
return a.data.raw.type >= b.data.raw.type ? 1 : -1;
|
||||
if (a.data.raw.type == b.data.raw.type) return 0;
|
||||
return a.data.raw.type > b.data.raw.type ? 1 : -1;
|
||||
});
|
||||
#end
|
||||
|
||||
@ -486,6 +495,13 @@ class LightObject extends Object {
|
||||
continue;
|
||||
}
|
||||
#end
|
||||
if (minX < 0) minX = 0;
|
||||
if (maxX >= slicesX) maxX = slicesX - 1;
|
||||
if (minY < 0) minY = 0;
|
||||
if (maxY >= slicesY) maxY = slicesY - 1;
|
||||
if (minZ < 0) minZ = 0;
|
||||
if (maxZ >= slicesZ) maxZ = slicesZ - 1;
|
||||
|
||||
// Mark affected clusters
|
||||
for (z in minZ...maxZ + 1) {
|
||||
for (y in minY...maxY + 1) {
|
||||
@ -514,7 +530,7 @@ class LightObject extends Object {
|
||||
updateLightsArray(); // TODO: only update on light change
|
||||
}
|
||||
|
||||
static function updateLightsArray() {
|
||||
public static function updateLightsArray() {
|
||||
if (lightsArray == null) { // vec4x3 - 1: pos, a, color, b, 2: dir, c
|
||||
lightsArray = new Float32Array(maxLights * 4 * 3);
|
||||
#if lnx_spot
|
||||
@ -573,6 +589,49 @@ class LightObject extends Object {
|
||||
}
|
||||
}
|
||||
|
||||
// VR deferred stereo we save original light positions before adjusting for per-eye rendering
|
||||
#if lnx_vr
|
||||
public static function saveOriginalLightPositions() {
|
||||
if (lightsArray == null) return;
|
||||
|
||||
if (originalLightPositions == null) {
|
||||
originalLightPositions = new Float32Array(lightsArray.length);
|
||||
}
|
||||
|
||||
for (i in 0...lightsArray.length) {
|
||||
originalLightPositions[i] = lightsArray[i];
|
||||
}
|
||||
}
|
||||
|
||||
// negative for left eye, positive for right eye
|
||||
public static function adjustLightPositionsForVREye(offsetX: Float, rightVec: Vec4) {
|
||||
if (lightsArray == null) return;
|
||||
|
||||
var lights = Scene.active.lights;
|
||||
var n = lights.length > maxLights ? maxLights : lights.length;
|
||||
var i = 0;
|
||||
|
||||
for (l in lights) {
|
||||
if (discardLightCulled(l)) continue;
|
||||
if (i >= n) break;
|
||||
|
||||
lightsArray[i * 12 ] = originalLightPositions[i * 12 ] + rightVec.x * offsetX;
|
||||
lightsArray[i * 12 + 1] = originalLightPositions[i * 12 + 1] + rightVec.y * offsetX;
|
||||
lightsArray[i * 12 + 2] = originalLightPositions[i * 12 + 2] + rightVec.z * offsetX;
|
||||
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
public static function restoreOriginalLightPositions() {
|
||||
if (lightsArray == null || originalLightPositions == null) return;
|
||||
|
||||
for (i in 0...lightsArray.length) {
|
||||
lightsArray[i] = originalLightPositions[i];
|
||||
}
|
||||
}
|
||||
#end
|
||||
|
||||
public static function updateLWVPMatrixArray(object: Object, type: String) {
|
||||
if (LWVPMatrixArray == null) {
|
||||
LWVPMatrixArray = new Float32Array(maxLightsCluster * 16);
|
||||
@ -624,8 +683,8 @@ class LightObject extends Object {
|
||||
LWVPMatrixArray[i * 16 + 13] = m._31;
|
||||
LWVPMatrixArray[i * 16 + 14] = m._32;
|
||||
LWVPMatrixArray[i * 16 + 15] = m._33;
|
||||
i++; // only increment in light type
|
||||
}
|
||||
i++;
|
||||
}
|
||||
return LWVPMatrixArray;
|
||||
}
|
||||
|
||||
@ -18,16 +18,18 @@ class MeshObject extends Object {
|
||||
public var depthRead(default, null) = false;
|
||||
#if lnx_particles
|
||||
public var particleSystems: Array<ParticleSystem> = null; // Particle owner
|
||||
public var render_emitter = true;
|
||||
#end
|
||||
#if lnx_gpu_particles
|
||||
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;
|
||||
public var tilesheets: Array<Tilesheet> = null;
|
||||
public var tilesheet: Tilesheet = null;
|
||||
public var skip_context: String = null; // Do not draw this context
|
||||
public var force_context: String = null; // Draw only this context
|
||||
static var lastPipeline: PipelineState = null;
|
||||
@ -71,18 +73,22 @@ class MeshObject extends Object {
|
||||
#if lnx_batch
|
||||
Scene.active.meshBatch.removeMesh(this);
|
||||
#end
|
||||
#if lnx_particles
|
||||
#if lnx_gpu_particles
|
||||
if (particleChildren != null) {
|
||||
for (c in particleChildren) c.remove();
|
||||
particleChildren = null;
|
||||
}
|
||||
#end
|
||||
#if lnx_particles
|
||||
if (particleSystems != null) {
|
||||
for (psys in particleSystems) psys.remove();
|
||||
for (psys in particleSystems) {
|
||||
#if lnx_cpu_particles psys.stop(); #end
|
||||
psys.remove();
|
||||
}
|
||||
particleSystems = null;
|
||||
}
|
||||
#end
|
||||
if (activeTilesheet != null) activeTilesheet.remove();
|
||||
if (tilesheets != null) for (ts in tilesheets) { ts.remove(); }
|
||||
if (tilesheet != null) tilesheet.remove();
|
||||
if (Scene.active != null) Scene.active.meshes.remove(this);
|
||||
data.refcount--;
|
||||
super.remove();
|
||||
@ -112,35 +118,19 @@ class MeshObject extends Object {
|
||||
#if lnx_particles
|
||||
public function setupParticleSystem(sceneName: String, pref: TParticleReference) {
|
||||
if (particleSystems == null) particleSystems = [];
|
||||
var psys = new ParticleSystem(sceneName, pref);
|
||||
var psys = new ParticleSystem(sceneName, pref, this);
|
||||
particleSystems.push(psys);
|
||||
}
|
||||
#end
|
||||
|
||||
public function setupTilesheet(sceneName: String, tilesheet_ref: String, tilesheet_action_ref: String) {
|
||||
activeTilesheet = new Tilesheet(sceneName, tilesheet_ref, tilesheet_action_ref);
|
||||
if(tilesheets == null) tilesheets = new Array<Tilesheet>();
|
||||
tilesheets.push(activeTilesheet);
|
||||
public function setupTilesheet(tilesheetData: iron.data.SceneFormat.TTilesheetData) {
|
||||
tilesheet = new Tilesheet(tilesheetData, this);
|
||||
}
|
||||
|
||||
public function setActiveTilesheet(sceneName: String, tilesheet_ref: String, tilesheet_action_ref: String) {
|
||||
var set = false;
|
||||
// Check if tilesheet already created
|
||||
if (tilesheets != null) {
|
||||
for (ts in tilesheets) {
|
||||
if (ts.raw.name == tilesheet_ref) {
|
||||
activeTilesheet = ts;
|
||||
activeTilesheet.play(tilesheet_action_ref);
|
||||
set = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
public function setTilesheetAction(actionRef: String) {
|
||||
if (tilesheet != null) {
|
||||
tilesheet.play(actionRef);
|
||||
}
|
||||
// If not already created
|
||||
if (!set) {
|
||||
setupTilesheet(sceneName, tilesheet_ref, tilesheet_action_ref);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
inline function isLodMaterial(): Bool {
|
||||
@ -178,7 +168,7 @@ class MeshObject extends Object {
|
||||
// Scale radius for skinned mesh and particle system
|
||||
// TODO: define skin & particle bounds
|
||||
var radiusScale = data.isSkinned ? 2.0 : 1.0;
|
||||
#if lnx_particles
|
||||
#if lnx_gpu_particles
|
||||
// particleSystems for update, particleOwner for render
|
||||
if (particleSystems != null || particleOwner != null) radiusScale *= 1000;
|
||||
#end
|
||||
@ -235,7 +225,14 @@ class MeshObject extends Object {
|
||||
if (cullMesh(context, Scene.active.camera, RenderPath.active.light)) return;
|
||||
var meshContext = raw != null ? context == "mesh" : false;
|
||||
|
||||
#if lnx_particles
|
||||
// Update tilesheet
|
||||
if (tilesheet != null && meshContext) {
|
||||
tilesheet.update();
|
||||
}
|
||||
|
||||
if (cameraList != null && cameraList.indexOf(Scene.active.camera.name) < 0) return;
|
||||
|
||||
#if lnx_gpu_particles
|
||||
if (raw != null && raw.is_particle && particleOwner == null) return; // Instancing not yet set-up by particle system owner
|
||||
if (particleSystems != null && meshContext) {
|
||||
if (particleChildren == null) {
|
||||
@ -245,6 +242,7 @@ 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;
|
||||
@ -253,9 +251,11 @@ class MeshObject extends Object {
|
||||
}
|
||||
}
|
||||
for (i in 0...particleSystems.length) {
|
||||
particleSystems[i].update(particleChildren[i], this);
|
||||
particleSystems[i].update(particleChildren[i]);
|
||||
}
|
||||
}
|
||||
#end
|
||||
#if lnx_particles
|
||||
if (particleSystems != null && particleSystems.length > 0 && !render_emitter) return;
|
||||
if (particleSystems == null && cullMaterial(context)) return;
|
||||
#else
|
||||
@ -298,6 +298,10 @@ class MeshObject extends Object {
|
||||
|
||||
// Render mesh
|
||||
var ldata = lod.data;
|
||||
|
||||
// Next pass rendering first (inverse order)
|
||||
renderNextPass(g, context, bindParams, lod);
|
||||
|
||||
for (i in 0...ldata.geom.indexBuffers.length) {
|
||||
|
||||
var mi = ldata.geom.materialIndices[i];
|
||||
@ -401,4 +405,85 @@ class MeshObject extends Object {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function renderNextPass(g: Graphics, context: String, bindParams: Array<String>, lod: MeshObject) {
|
||||
var ldata = lod.data;
|
||||
for (i in 0...ldata.geom.indexBuffers.length) {
|
||||
var mi = ldata.geom.materialIndices[i];
|
||||
if (mi >= materials.length) continue;
|
||||
|
||||
var currentMaterial: MaterialData = materials[mi];
|
||||
if (currentMaterial == null || currentMaterial.shader == null) continue;
|
||||
|
||||
var nextPassName: String = currentMaterial.shader.nextPass;
|
||||
if (nextPassName == null || nextPassName == "") continue;
|
||||
|
||||
var nextMaterial: MaterialData = null;
|
||||
for (mat in materials) {
|
||||
// First try exact match
|
||||
if (mat.name == nextPassName) {
|
||||
nextMaterial = mat;
|
||||
break;
|
||||
}
|
||||
// If no exact match, try to match base name for linked materials
|
||||
if (mat.name.indexOf("_") > 0 && mat.name.substr(mat.name.length - 6) == ".blend") {
|
||||
var baseName = mat.name.substring(0, mat.name.indexOf("_"));
|
||||
if (baseName == nextPassName) {
|
||||
nextMaterial = mat;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (nextMaterial == null) continue;
|
||||
|
||||
var nextMaterialContext: MaterialContext = null;
|
||||
var nextShaderContext: ShaderContext = null;
|
||||
|
||||
for (j in 0...nextMaterial.raw.contexts.length) {
|
||||
if (nextMaterial.raw.contexts[j].name.substr(0, context.length) == context) {
|
||||
nextMaterialContext = nextMaterial.contexts[j];
|
||||
nextShaderContext = nextMaterial.shader.getContext(context);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (nextShaderContext == null) continue;
|
||||
if (skipContext(context, nextMaterial)) continue;
|
||||
|
||||
var elems = nextShaderContext.raw.vertex_elements;
|
||||
|
||||
// Uniforms
|
||||
if (nextShaderContext.pipeState != lastPipeline) {
|
||||
g.setPipeline(nextShaderContext.pipeState);
|
||||
lastPipeline = nextShaderContext.pipeState;
|
||||
}
|
||||
Uniforms.setContextConstants(g, nextShaderContext, bindParams);
|
||||
Uniforms.setObjectConstants(g, nextShaderContext, this);
|
||||
Uniforms.setMaterialConstants(g, nextShaderContext, nextMaterialContext);
|
||||
|
||||
// VB / IB
|
||||
#if lnx_deinterleaved
|
||||
g.setVertexBuffers(ldata.geom.get(elems));
|
||||
#else
|
||||
if (ldata.geom.instancedVB != null) {
|
||||
g.setVertexBuffers([ldata.geom.get(elems), ldata.geom.instancedVB]);
|
||||
}
|
||||
else {
|
||||
g.setVertexBuffer(ldata.geom.get(elems));
|
||||
}
|
||||
#end
|
||||
|
||||
g.setIndexBuffer(ldata.geom.indexBuffers[i]);
|
||||
|
||||
// Draw next pass for this specific geometry section
|
||||
if (ldata.geom.instanced) {
|
||||
g.drawIndexedVerticesInstanced(ldata.geom.instanceCount, ldata.geom.start, ldata.geom.count);
|
||||
}
|
||||
else {
|
||||
g.drawIndexedVertices(ldata.geom.start, ldata.geom.count);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -57,6 +57,10 @@ class MorphTarget {
|
||||
morphWeights.set(i, value);
|
||||
}
|
||||
}
|
||||
|
||||
public inline function setMorphValueDirect(index: Int, value: Float) {
|
||||
morphWeights.set(index, value);
|
||||
}
|
||||
}
|
||||
|
||||
#end
|
||||
|
||||
@ -11,6 +11,7 @@ class Object {
|
||||
public var raw: TObj = null;
|
||||
|
||||
public var name: String = "";
|
||||
public var filename: String = "";
|
||||
public var transform: Transform;
|
||||
public var constraints: Array<Constraint> = null;
|
||||
public var traits: Array<Trait> = [];
|
||||
@ -111,12 +112,15 @@ class Object {
|
||||
**/
|
||||
public function getChild(name: String): Object {
|
||||
if (this.name == name) return this;
|
||||
else {
|
||||
for (c in children) {
|
||||
var r = c.getChild(name);
|
||||
if (r != null) return r;
|
||||
}
|
||||
else if (this.filename != "") {
|
||||
if (this.name == name + "_" + this.filename) return this;
|
||||
}
|
||||
|
||||
for (c in children) {
|
||||
var r = c.getChild(name);
|
||||
if (r != null) return r;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
@ -209,15 +213,40 @@ class Object {
|
||||
return null;
|
||||
}
|
||||
|
||||
public function getTraitFromChildren<T: Trait>(c: Class<T>): T {
|
||||
var t: T = getTrait(c);
|
||||
if (t != null) return t;
|
||||
for (child in getChildren(true)) {
|
||||
t = child.getTraitFromChildren(c);
|
||||
if (t != null) return t;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
#if lnx_skin
|
||||
public function getBoneAnimation(armatureUid): BoneAnimation {
|
||||
for (a in Scene.active.animations) if (a.armature != null && a.armature.uid == armatureUid) return cast a;
|
||||
public function getBoneAnimation(armatureUid: Int): BoneAnimation {
|
||||
for (a in Scene.active.animations) {
|
||||
if (a.armature != null && a.armature.uid == armatureUid) {
|
||||
return cast a;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public function getParentArmature(name: String): BoneAnimation {
|
||||
for (a in Scene.active.animations) {
|
||||
if (a.armature != null && a.armature.name == name) return cast a;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
#else
|
||||
public function getBoneAnimation(armatureUid): Animation {
|
||||
return null;
|
||||
}
|
||||
|
||||
public function getParentArmature(name: String): Animation {
|
||||
return null;
|
||||
}
|
||||
#end
|
||||
|
||||
public function getObjectAnimation(): ObjectAnimation {
|
||||
@ -225,6 +254,15 @@ class Object {
|
||||
return null;
|
||||
}
|
||||
|
||||
public function getAnimation(): Null<Animation> {
|
||||
if (animation != null) return animation;
|
||||
for (c in getChildren(true)) {
|
||||
var a = c.getAnimation();
|
||||
if (a != null) return a;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public function setupAnimation(oactions: Array<TSceneFormat> = null) {
|
||||
// Parented to bone
|
||||
#if lnx_skin
|
||||
|
||||
@ -9,6 +9,7 @@ import iron.math.Vec4;
|
||||
import iron.math.Mat4;
|
||||
import iron.math.Quat;
|
||||
import iron.data.SceneFormat;
|
||||
import StringTools;
|
||||
|
||||
class ObjectAnimation extends Animation {
|
||||
|
||||
@ -24,6 +25,9 @@ class ObjectAnimation extends Animation {
|
||||
|
||||
public var transformMap: Map<String, FastFloat>;
|
||||
|
||||
var defaultSampler: ActionSampler = null;
|
||||
static inline var DEFAULT_SAMPLER_ID = "__object_default_action__";
|
||||
|
||||
public static var trackNames: Array<String> = [ "xloc", "yloc", "zloc",
|
||||
"xrot", "yrot", "zrot",
|
||||
"qwrot", "qxrot", "qyrot", "qzrot",
|
||||
@ -40,17 +44,46 @@ class ObjectAnimation extends Animation {
|
||||
super();
|
||||
}
|
||||
|
||||
override function get_action(): String {
|
||||
var an: String = action; // an -> action name
|
||||
if (an != "" && object != null && object.filename != "") {
|
||||
var sufix = "_" + object.filename;
|
||||
if (an.indexOf(sufix) != -1) an = StringTools.replace(an, sufix, "");
|
||||
}
|
||||
return an;
|
||||
}
|
||||
|
||||
function getAction(action: String): TObj {
|
||||
for (a in oactions) if (a != null && a.objects[0].name == action) return a.objects[0];
|
||||
return null;
|
||||
}
|
||||
|
||||
override public function play(action = "", onComplete: Void->Void = null, blendTime = 0.0, speed = 1.0, loop = true) {
|
||||
super.play(action, onComplete, blendTime, speed, loop);
|
||||
if (this.action == "" && oactions[0] != null) this.action = oactions[0].objects[0].name;
|
||||
var actionName: String = object != null && object.filename != "" ? action + "_" + object.filename : action;
|
||||
super.play(actionName, onComplete, blendTime, speed, loop);
|
||||
if (this.action == "" && oactions != null && oactions[0] != null){
|
||||
this.action = oactions[0].objects[0].name;
|
||||
}
|
||||
oaction = getAction(this.action);
|
||||
if (oaction != null) {
|
||||
isSampled = oaction.sampled != null && oaction.sampled;
|
||||
if (defaultSampler != null) {
|
||||
deRegisterAction(DEFAULT_SAMPLER_ID);
|
||||
}
|
||||
var callbacks = onComplete != null ? [onComplete] : null;
|
||||
defaultSampler = new ActionSampler(this.action, speed, loop, false, callbacks);
|
||||
registerAction(DEFAULT_SAMPLER_ID, defaultSampler);
|
||||
if (paused) defaultSampler.paused = true;
|
||||
updateAnimation = function(map: Map<String, FastFloat>) {
|
||||
sampleAction(defaultSampler, map);
|
||||
};
|
||||
}
|
||||
else {
|
||||
if (defaultSampler != null) {
|
||||
deRegisterAction(DEFAULT_SAMPLER_ID);
|
||||
defaultSampler = null;
|
||||
}
|
||||
updateAnimation = null;
|
||||
}
|
||||
}
|
||||
|
||||
@ -61,12 +94,13 @@ class ObjectAnimation extends Animation {
|
||||
Animation.beginProfile();
|
||||
#end
|
||||
|
||||
if(transformMap == null) transformMap = new Map();
|
||||
if (transformMap == null) transformMap = new Map();
|
||||
transformMap = initTransformMap();
|
||||
|
||||
super.update(delta);
|
||||
if (defaultSampler != null) defaultSampler.paused = paused;
|
||||
if (paused) return;
|
||||
if(updateAnimation == null) return;
|
||||
if (updateAnimation == null) return;
|
||||
if (!isSkinned) updateObjectAnimation();
|
||||
|
||||
#if lnx_debug
|
||||
@ -75,7 +109,9 @@ class ObjectAnimation extends Animation {
|
||||
}
|
||||
|
||||
public override function getTotalFrames(sampler: ActionSampler): Int {
|
||||
var track = getAction(sampler.action).anim.tracks[0];
|
||||
var action = getAction(sampler.action);
|
||||
if (action == null || action.anim == null || action.anim.tracks == null || action.anim.tracks.length == 0) return 0;
|
||||
var track = action.anim.tracks[0];
|
||||
return Std.int(track.frames[track.frames.length - 1] - track.frames[0]);
|
||||
}
|
||||
|
||||
|
||||
@ -1,309 +1,9 @@
|
||||
package iron.object;
|
||||
|
||||
#if lnx_particles
|
||||
|
||||
import kha.FastFloat;
|
||||
import kha.graphics4.Usage;
|
||||
import kha.arrays.Float32Array;
|
||||
import iron.data.Data;
|
||||
import iron.data.ParticleData;
|
||||
import iron.data.SceneFormat;
|
||||
import iron.system.Time;
|
||||
import iron.math.Mat4;
|
||||
import iron.math.Quat;
|
||||
import iron.math.Vec3;
|
||||
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;
|
||||
var seed = 0;
|
||||
|
||||
var r: TParticleData;
|
||||
var gx: Float;
|
||||
var gy: Float;
|
||||
var gz: Float;
|
||||
var alignx: Float;
|
||||
var aligny: Float;
|
||||
var alignz: Float;
|
||||
var dimx: Float;
|
||||
var dimy: Float;
|
||||
var tilesx: Int;
|
||||
var tilesy: Int;
|
||||
var tilesFramerate: Int;
|
||||
|
||||
var count = 0;
|
||||
var lap = 0;
|
||||
var lapTime = 0.0;
|
||||
var m = Mat4.identity();
|
||||
|
||||
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;
|
||||
if (Scene.active.raw.gravity != null) {
|
||||
gx = Scene.active.raw.gravity[0] * r.weight_gravity;
|
||||
gy = Scene.active.raw.gravity[1] * r.weight_gravity;
|
||||
gz = Scene.active.raw.gravity[2] * r.weight_gravity;
|
||||
}
|
||||
else {
|
||||
gx = 0;
|
||||
gy = 0;
|
||||
gz = -9.81 * r.weight_gravity;
|
||||
}
|
||||
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.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));
|
||||
}
|
||||
|
||||
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() {
|
||||
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);
|
||||
object.transform.loc = ownerLoc;
|
||||
object.transform.rot = ownerRot;
|
||||
|
||||
// Set particle size per particle system
|
||||
object.transform.scale = new Vec4(r.particle_size, r.particle_size, r.particle_size, 1);
|
||||
|
||||
object.transform.buildMatrix();
|
||||
owner.transform.buildMatrix();
|
||||
object.transform.dim.setFrom(owner.transform.dim);
|
||||
|
||||
dimx = object.transform.dim.x;
|
||||
dimy = object.transform.dim.y;
|
||||
|
||||
if (object.activeTilesheet != null) {
|
||||
tilesx = object.activeTilesheet.raw.tilesx;
|
||||
tilesy = object.activeTilesheet.raw.tilesy;
|
||||
tilesFramerate = object.activeTilesheet.raw.framerate;
|
||||
}
|
||||
|
||||
// Animate
|
||||
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 = animtime;
|
||||
m._01 = hair ? 1 / particles.length : spawnRate;
|
||||
m._02 = hair ? 1 : lifetime;
|
||||
m._03 = particles.length;
|
||||
m._10 = hair ? 0 : alignx;
|
||||
m._11 = hair ? 0 : aligny;
|
||||
m._12 = hair ? 0 : alignz;
|
||||
m._13 = hair ? 0 : r.factor_random;
|
||||
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;
|
||||
m._32 = 1 / tilesFramerate;
|
||||
m._33 = hair ? 1 : lapTime;
|
||||
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
|
||||
}
|
||||
|
||||
function setupGeomGpu(object: MeshObject, owner: MeshObject) {
|
||||
var instancedData = new Float32Array(particles.length * 3);
|
||||
var i = 0;
|
||||
|
||||
var normFactor = 1 / 32767; // pa.values are not normalized
|
||||
var scalePosOwner = owner.data.scalePos;
|
||||
var scalePosParticle = object.data.scalePos;
|
||||
var particleSize = r.particle_size;
|
||||
var scaleFactor = new Vec4().setFrom(owner.transform.scale);
|
||||
scaleFactor.mult(scalePosOwner / (particleSize * scalePosParticle));
|
||||
|
||||
switch (r.emit_from) {
|
||||
case 0: // Vert
|
||||
var pa = owner.data.geom.positions;
|
||||
|
||||
for (p in particles) {
|
||||
var j = Std.int(fhash(i) * (pa.values.length / pa.size));
|
||||
instancedData.set(i, pa.values[j * pa.size ] * normFactor * scaleFactor.x); i++;
|
||||
instancedData.set(i, pa.values[j * pa.size + 1] * normFactor * scaleFactor.y); i++;
|
||||
instancedData.set(i, pa.values[j * pa.size + 2] * normFactor * scaleFactor.z); i++;
|
||||
}
|
||||
|
||||
case 1: // Face
|
||||
var positions = owner.data.geom.positions.values;
|
||||
|
||||
for (p in particles) {
|
||||
// Choose random index array (there is one per material) and random face
|
||||
var ia = owner.data.geom.indices[Std.random(owner.data.geom.indices.length)];
|
||||
var faceIndex = Std.random(Std.int(ia.length / 3));
|
||||
|
||||
var i0 = ia[faceIndex * 3 + 0];
|
||||
var i1 = ia[faceIndex * 3 + 1];
|
||||
var i2 = ia[faceIndex * 3 + 2];
|
||||
|
||||
var v0 = new Vec3(positions[i0 * 4], positions[i0 * 4 + 1], positions[i0 * 4 + 2]);
|
||||
var v1 = new Vec3(positions[i1 * 4], positions[i1 * 4 + 1], positions[i1 * 4 + 2]);
|
||||
var v2 = new Vec3(positions[i2 * 4], positions[i2 * 4 + 1], positions[i2 * 4 + 2]);
|
||||
|
||||
var pos = randomPointInTriangle(v0, v1, v2);
|
||||
|
||||
instancedData.set(i, pos.x * normFactor * scaleFactor.x); i++;
|
||||
instancedData.set(i, pos.y * normFactor * scaleFactor.y); i++;
|
||||
instancedData.set(i, pos.z * normFactor * scaleFactor.z); i++;
|
||||
}
|
||||
|
||||
case 2: // Volume
|
||||
var scaleFactorVolume = new Vec4().setFrom(object.transform.dim);
|
||||
scaleFactorVolume.mult(0.5 / (particleSize * scalePosParticle));
|
||||
|
||||
for (p in particles) {
|
||||
instancedData.set(i, (Math.random() * 2.0 - 1.0) * scaleFactorVolume.x); i++;
|
||||
instancedData.set(i, (Math.random() * 2.0 - 1.0) * scaleFactorVolume.y); i++;
|
||||
instancedData.set(i, (Math.random() * 2.0 - 1.0) * scaleFactorVolume.z); i++;
|
||||
}
|
||||
}
|
||||
object.data.geom.setupInstanced(instancedData, 1, Usage.StaticUsage);
|
||||
}
|
||||
|
||||
function fhash(n: Int): Float {
|
||||
var s = n + 1.0;
|
||||
s *= 9301.0 % s;
|
||||
s = (s * 9301.0 + 49297.0) % 233280.0;
|
||||
return s / 233280.0;
|
||||
}
|
||||
|
||||
public function remove() {}
|
||||
|
||||
/**
|
||||
Generates a random point in the triangle with vertex positions abc.
|
||||
|
||||
Please note that the given position vectors are changed in-place by this
|
||||
function and can be considered garbage afterwards, so make sure to clone
|
||||
them first if needed.
|
||||
**/
|
||||
public static inline function randomPointInTriangle(a: Vec3, b: Vec3, c: Vec3): Vec3 {
|
||||
// Generate a random point in a square where (0, 0) <= (x, y) < (1, 1)
|
||||
var x = Math.random();
|
||||
var y = Math.random();
|
||||
|
||||
if (x + y > 1) {
|
||||
// We're in the upper right triangle in the square, mirror to lower left
|
||||
x = 1 - x;
|
||||
y = 1 - y;
|
||||
}
|
||||
|
||||
// Transform the point to the triangle abc
|
||||
var u = b.sub(a);
|
||||
var v = c.sub(a);
|
||||
return a.add(u.mult(x).add(v.mult(y)));
|
||||
}
|
||||
}
|
||||
|
||||
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) {
|
||||
this.i = i;
|
||||
}
|
||||
}
|
||||
|
||||
#if lnx_gpu_particles
|
||||
typedef ParticleSystem = ParticleSystemGPU;
|
||||
#elseif lnx_cpu_particles
|
||||
typedef ParticleSystem = ParticleSystemCPU;
|
||||
#else
|
||||
class ParticleSystem { public function new() { } }
|
||||
#end
|
||||
|
||||
551
leenkx/Sources/iron/object/ParticleSystemCPU.hx
Normal file
551
leenkx/Sources/iron/object/ParticleSystemCPU.hx
Normal file
@ -0,0 +1,551 @@
|
||||
package iron.object;
|
||||
|
||||
#if lnx_cpu_particles
|
||||
import iron.Scene;
|
||||
import iron.data.Data;
|
||||
import iron.data.ParticleData;
|
||||
import iron.data.SceneFormat;
|
||||
import iron.math.Quat;
|
||||
import iron.math.Vec3;
|
||||
import iron.math.Vec4;
|
||||
import iron.object.MeshObject;
|
||||
import iron.object.Object;
|
||||
import iron.system.Time;
|
||||
import iron.system.Tween;
|
||||
import kha.FastFloat;
|
||||
import kha.arrays.Int16Array;
|
||||
import kha.arrays.Uint32Array;
|
||||
|
||||
class ParticleSystemCPU {
|
||||
public var data: ParticleData;
|
||||
public var speed: FastFloat = 1.0; // Not used yet. Added to go in hand with `ParticleSystemGPU`
|
||||
var r: TParticleData;
|
||||
|
||||
// Format
|
||||
final baseFrameRate: FastFloat = 24.0;
|
||||
var frameRate: FastFloat = 24.0;
|
||||
var type: Int = 0; // type: 0 - Emission, 1 - Hair
|
||||
|
||||
// Emission
|
||||
var count: Int = 10; // count
|
||||
var frameStart: FastFloat = 1; // frame_start
|
||||
var frameEnd: FastFloat = 10.0; // frame_end
|
||||
var lifetime: FastFloat = 24.0; // lifetime
|
||||
var lifetimeRandom: FastFloat = 0.0; // lifetime_random
|
||||
var emitFrom: Int = 1; // emit_from: 0 - Vert, 1 - Face, 2 - Volume // TODO: fully integrate Blender's properties
|
||||
|
||||
// Velocity
|
||||
var velocity: Vec3 = new Vec3(0.0, 0.0, 1.0); // object_align_factor: Float32Array
|
||||
var velocityRandom: FastFloat = 0.0; // factor_random
|
||||
|
||||
// Rotation
|
||||
var rotation: Bool = false; // use_rotations
|
||||
var orientationAxis: Int = 0; // rotation_mode: 0 - None, 1 - Normal, 2 - Normal-Tangent, 3 - Velocity/Hair, 4 - Global X, 5 - Global Y, 6 - Global Z, 7 - Object X, 8 - Object Y, 9 - Object Z
|
||||
var rotationRandom: FastFloat = 0.0; // rotation_factor_random
|
||||
var phase: FastFloat = 0.0; // phase_factor
|
||||
var phaseRandom: FastFloat = 0.0; // phase_factor_random
|
||||
var dynamicRotation: Bool = false; // use_dynamic_rotation
|
||||
|
||||
// Render
|
||||
var instanceObject: String; // instance_object
|
||||
var scale: FastFloat = 1.0; // particle_size
|
||||
var scaleRandom: FastFloat = 0.0; // size_random
|
||||
|
||||
// Field weights
|
||||
var gravity: Vec3 = new Vec3(0, 0, -9.8);
|
||||
var gravityFactor: FastFloat = 1.0; // weight_gravity
|
||||
var textureFactor: FastFloat = 1.0; // weight_texture
|
||||
|
||||
// Textures
|
||||
var textureSlots: Map<String, Dynamic> = [];
|
||||
|
||||
// Lnx props
|
||||
var autoStart: Bool = true; // auto_start
|
||||
var localCoords: Bool = false; // local_coords
|
||||
var loop: Bool = false; // loop
|
||||
|
||||
// Internal logic
|
||||
var owner: MeshObject;
|
||||
var lifetimeSeconds: FastFloat = 0.0;
|
||||
var spawnRate: FastFloat = 0.0;
|
||||
var spawnFactor: Int = 1;
|
||||
var spawnedParticles: Int = 0;
|
||||
var particleScale: FastFloat = 1.0;
|
||||
var loopAnim: TAnim;
|
||||
var spawnTime: FastFloat = 0;
|
||||
|
||||
var randQuat: Quat;
|
||||
var phaseQuat: Quat;
|
||||
|
||||
// Tween scaling
|
||||
var scaleElementsCount: Int = 0;
|
||||
var scaleRampSizeFactor: FastFloat = 0;
|
||||
var rampPositions: Array<FastFloat> = [];
|
||||
var rampColors: Array<FastFloat> = [];
|
||||
|
||||
// Optimization
|
||||
var particlePool: Array<Object> = [];
|
||||
var particlePhysics: Map<Object, TParticlePhysics> = [];
|
||||
|
||||
public function new(sceneName: String, pref: TParticleReference, mo: MeshObject) {
|
||||
Data.getParticle(sceneName, pref.particle, function (b: ParticleData) {
|
||||
data = b;
|
||||
r = data.raw;
|
||||
owner = mo;
|
||||
|
||||
frameRate = r.fps;
|
||||
type = r.type;
|
||||
count = r.count;
|
||||
frameStart = r.frame_start;
|
||||
frameEnd = r.frame_end;
|
||||
lifetime = r.lifetime;
|
||||
lifetimeRandom = r.lifetime_random;
|
||||
emitFrom = r.emit_from;
|
||||
|
||||
rotation = r.use_rotations;
|
||||
orientationAxis = r.rotation_mode;
|
||||
rotationRandom = r.rotation_factor_random;
|
||||
phase = r.phase_factor;
|
||||
phaseRandom = r.phase_factor_random;
|
||||
dynamicRotation = r.use_dynamic_rotation;
|
||||
|
||||
instanceObject = r.instance_object;
|
||||
|
||||
scale = r.particle_size;
|
||||
scaleRandom = r.size_random;
|
||||
|
||||
velocity = new Vec3(r.object_align_factor[0], r.object_align_factor[1], r.object_align_factor[2]).mult(frameRate / baseFrameRate).mult(1 / scale);
|
||||
velocityRandom = r.factor_random * (frameRate / baseFrameRate);
|
||||
|
||||
if (Scene.active.raw.gravity != null) {
|
||||
gravity = new Vec3(Scene.active.raw.gravity[0], Scene.active.raw.gravity[1], Scene.active.raw.gravity[2]).mult(frameRate / baseFrameRate).mult(1 / scale);
|
||||
}
|
||||
gravityFactor = r.weight_gravity * (frameRate / baseFrameRate);
|
||||
textureFactor = r.weight_texture;
|
||||
|
||||
if (r.texture_slots != null) {
|
||||
for (slot in Reflect.fields(r.texture_slots)) {
|
||||
textureSlots[slot] = Reflect.field(r.texture_slots, slot);
|
||||
}
|
||||
}
|
||||
|
||||
autoStart = r.auto_start;
|
||||
localCoords = r.local_coords;
|
||||
loop = r.loop;
|
||||
|
||||
spawnRate = ((frameEnd - frameStart) / count) / frameRate;
|
||||
lifetimeSeconds = lifetime / frameRate;
|
||||
|
||||
scaleElementsCount = getRampElementsLength();
|
||||
scaleRampSizeFactor = getRampSizeFactor();
|
||||
|
||||
Scene.active.notifyOnInit(function () {
|
||||
var i: Int;
|
||||
for (i in 0...count) addToPool();
|
||||
});
|
||||
|
||||
switch (type) {
|
||||
case 0: // Emission
|
||||
loopAnim = {
|
||||
tick: function () {
|
||||
spawnTime += Time.delta * Time.scale;
|
||||
var expected: Int = Math.floor(spawnTime / spawnRate);
|
||||
while (spawnedParticles < expected && spawnedParticles < count) {
|
||||
spawnParticle();
|
||||
spawnedParticles++;
|
||||
}
|
||||
updateParticles();
|
||||
},
|
||||
target: null,
|
||||
props: null,
|
||||
duration: loop ? lifetimeSeconds : lifetimeSeconds * 2,
|
||||
done: function () {
|
||||
if (loop) start();
|
||||
}
|
||||
}
|
||||
case 1: // Hair
|
||||
Scene.active.notifyOnInit(function () {
|
||||
var i: Int;
|
||||
for (i in 0...count) spawnParticle();
|
||||
});
|
||||
default:
|
||||
}
|
||||
|
||||
Scene.active.notifyOnInit(function () {
|
||||
if (autoStart) start();
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
public function start() {
|
||||
if (type != 0) return;
|
||||
spawnTime = 0;
|
||||
spawnedParticles = 0;
|
||||
Tween.to(loopAnim);
|
||||
}
|
||||
|
||||
// TODO
|
||||
public function pause() {
|
||||
|
||||
}
|
||||
|
||||
// TODO
|
||||
public function resume() {
|
||||
|
||||
}
|
||||
|
||||
public function stop() {
|
||||
if (type != 0) return;
|
||||
spawnTime = 0;
|
||||
spawnedParticles = 0;
|
||||
Tween.stop(loopAnim);
|
||||
|
||||
for (particle => physics in particlePhysics) releaseParticle(particle);
|
||||
particlePhysics.clear();
|
||||
}
|
||||
|
||||
function addToPool() {
|
||||
Scene.active.spawnObject(instanceObject, localCoords ? owner : null, function (o: Object) {
|
||||
o.visible = false;
|
||||
particlePool.push(o);
|
||||
});
|
||||
}
|
||||
|
||||
function getFreeParticle(): Object {
|
||||
for (particle in particlePool) {
|
||||
if (!particle.visible) {
|
||||
particle.visible = true;
|
||||
return particle;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
function releaseParticle(o: Object) {
|
||||
o.visible = false;
|
||||
o.transform.loc = new Vec4();
|
||||
o.transform.rot = new Quat();
|
||||
o.transform.scale = new Vec4(1, 1, 1, 1);
|
||||
}
|
||||
|
||||
function spawnParticle() {
|
||||
var o: Object = getFreeParticle();
|
||||
if (o == null) {
|
||||
addToPool();
|
||||
o = getFreeParticle();
|
||||
}
|
||||
|
||||
owner.transform.buildMatrix();
|
||||
|
||||
var objectPos: Vec4 = new Vec4();
|
||||
var objectRot: Quat = new Quat();
|
||||
var objectScale: Vec4 = new Vec4();
|
||||
owner.transform.world.decompose(objectPos, objectRot, objectScale);
|
||||
|
||||
o.visible = true;
|
||||
|
||||
var normFactor: FastFloat = 1 / 32767;
|
||||
var scalePos: FastFloat = owner.data.scalePos;
|
||||
var scalePosParticle: FastFloat = cast(o, MeshObject).data.scalePos;
|
||||
|
||||
// TODO: add all properties from Blender's UI
|
||||
switch (emitFrom) {
|
||||
case 0: // Vertices
|
||||
var pa: TVertexArray = owner.data.geom.positions;
|
||||
var i: Int = Std.int(Math.random() * (pa.values.length / pa.size));
|
||||
var loc: Vec4 = new Vec4(pa.values[i * pa.size] * normFactor, pa.values[i * pa.size + 1] * normFactor, pa.values[i * pa.size + 2] * normFactor, 1);
|
||||
|
||||
if (!localCoords) {
|
||||
loc.applyQuat(objectRot);
|
||||
loc.add(objectPos);
|
||||
}
|
||||
o.transform.loc.setFrom(loc);
|
||||
case 1: // Faces
|
||||
var positions: Int16Array = owner.data.geom.positions.values;
|
||||
var ia: Uint32Array = owner.data.geom.indices[Std.random(owner.data.geom.indices.length)];
|
||||
var faceIndex: Int = Std.random(Std.int(ia.length / 3));
|
||||
|
||||
var i0 = ia[faceIndex * 3 + 0];
|
||||
var i1 = ia[faceIndex * 3 + 1];
|
||||
var i2 = ia[faceIndex * 3 + 2];
|
||||
|
||||
var v0: Vec3 = new Vec3(positions[i0 * 4], positions[i0 * 4 + 1], positions[i0 * 4 + 2]);
|
||||
var v1: Vec3 = new Vec3(positions[i1 * 4], positions[i1 * 4 + 1], positions[i1 * 4 + 2]);
|
||||
var v2: Vec3 = new Vec3(positions[i2 * 4], positions[i2 * 4 + 1], positions[i2 * 4 + 2]);
|
||||
|
||||
var pos: Vec3 = randomPointInTriangle(v0, v1, v2);
|
||||
|
||||
var loc: Vec4 = new Vec4(pos.x, pos.y, pos.z, 1).mult(normFactor);
|
||||
if (!localCoords) {
|
||||
loc.applyQuat(objectRot);
|
||||
loc.add(objectPos);
|
||||
}
|
||||
|
||||
o.transform.loc.setFrom(loc);
|
||||
case 2: // Volume
|
||||
var scaleFactorVolume: Vec4 = new Vec4().setFrom(owner.transform.dim);
|
||||
scaleFactorVolume.mult(0.5);
|
||||
var loc: Vec4 = new Vec4((Math.random() * 2.0 - 1.0) * scaleFactorVolume.x, (Math.random() * 2.0 - 1.0) * scaleFactorVolume.y, (Math.random() * 2.0 - 1.0) * scaleFactorVolume.z, 1);
|
||||
|
||||
if (!localCoords) {
|
||||
loc.applyQuat(objectRot);
|
||||
loc.add(objectPos);
|
||||
}
|
||||
o.transform.loc.setFrom(loc);
|
||||
}
|
||||
|
||||
particleScale = 1 - scaleRandom * Math.random();
|
||||
var localFactor: Vec3 = localCoords ? new Vec3(objectScale.x, objectScale.y, objectScale.z) : new Vec3(1, 1, 1);
|
||||
var sc: Vec4 = new Vec4(o.transform.scale.x / localFactor.x, o.transform.scale.y / localFactor.y, o.transform.scale.z / localFactor.z, 1.0).mult(scale).mult(particleScale);
|
||||
var randomLifetime: FastFloat = lifetimeSeconds * (1 - Math.random() * lifetimeRandom);
|
||||
|
||||
if (scaleElementsCount != 0) {
|
||||
rampPositions = getRampPositions();
|
||||
rampColors = getRampColors();
|
||||
} else {
|
||||
o.transform.scale.setFrom(sc);
|
||||
}
|
||||
o.transform.buildMatrix();
|
||||
|
||||
var randomX: FastFloat = (Math.random() * 2 / (scale * particleScale) - 1 / (scale * particleScale)) * velocityRandom;
|
||||
var randomY: FastFloat = (Math.random() * 2 / (scale * particleScale) - 1 / (scale * particleScale)) * velocityRandom;
|
||||
var randomZ: FastFloat = (Math.random() * 2 / (scale * particleScale) - 1 / (scale * particleScale)) * velocityRandom;
|
||||
var g: Vec3 = new Vec3();
|
||||
|
||||
var rotatedVelocity: Vec4 = new Vec4(velocity.x + randomX, velocity.y + randomY, velocity.z + randomZ, 1);
|
||||
if (!localCoords) rotatedVelocity.applyQuat(objectRot);
|
||||
|
||||
if (rotation) {
|
||||
// Rotation phase and randomness. Wrap values between -1 and 1.
|
||||
randQuat = new Quat().fromEuler((Math.random() * 2 - 1) * Math.PI * rotationRandom, (Math.random() * 2 - 1) * Math.PI * rotationRandom, (Math.random() * 2 - 1) * Math.PI * rotationRandom);
|
||||
var phaseRand: FastFloat = (Math.random() * 2 - 1) * phaseRandom;
|
||||
var phaseValue: FastFloat = phase + phaseRand;
|
||||
while (phaseValue > 1) phaseValue -= 2;
|
||||
while (phaseValue < -1) phaseValue += 2;
|
||||
var dirQuat: Quat = new Quat();
|
||||
phaseQuat = new Quat().fromEuler(0, phaseValue * Math.PI, 0);
|
||||
|
||||
switch (orientationAxis) {
|
||||
case 0: // None
|
||||
o.transform.rotate(new Vec4(0, 0, 1, 1), -Math.PI * 0.5);
|
||||
case 1: // Normal
|
||||
case 2: // Normal-Tangent
|
||||
case 3: // Velocity/Hair
|
||||
setVelocityHair(o, rotatedVelocity, randQuat, phaseQuat);
|
||||
case 4: // Global X
|
||||
o.transform.rot.fromEuler(0, 0, -Math.PI * 0.5).mult(phaseQuat).mult(randQuat);
|
||||
case 5: // Global Y
|
||||
o.transform.rot.fromEuler(0, 0, 0).mult(phaseQuat).mult(randQuat);
|
||||
case 6: // Global Z
|
||||
o.transform.rot.fromEuler(0, -Math.PI * 0.5, -Math.PI * 0.5).mult(phaseQuat).mult(randQuat);
|
||||
case 7: // Object X
|
||||
o.transform.rot.setFrom(objectRot);
|
||||
dirQuat.fromEuler(0, 0, -Math.PI * 0.5);
|
||||
o.transform.rot.mult(dirQuat).mult(phaseQuat).mult(randQuat);
|
||||
case 8: // Object Y
|
||||
o.transform.rot.setFrom(objectRot);
|
||||
o.transform.rot.mult(phaseQuat).mult(randQuat);
|
||||
case 9: // Object Z
|
||||
o.transform.rot.setFrom(objectRot);
|
||||
dirQuat.fromEuler(0, -Math.PI * 0.5, 0).mult(new Quat().fromEuler(0, 0, -Math.PI * 0.5));
|
||||
o.transform.rot.mult(dirQuat).mult(phaseQuat).mult(randQuat);
|
||||
default:
|
||||
}
|
||||
} else {
|
||||
o.transform.rotate(new Vec4(0, 0, 1, 1), -Math.PI * 0.5);
|
||||
}
|
||||
|
||||
var physics: TParticlePhysics = {
|
||||
velocity: rotatedVelocity.clone(),
|
||||
gravity: gravity.clone().mult(gravityFactor),
|
||||
lifetime: randomLifetime,
|
||||
age: 0.0,
|
||||
hasScaleRamp: scaleElementsCount != 0,
|
||||
baseScale: sc.clone(),
|
||||
rampPositions: rampPositions.copy(),
|
||||
rampColors: rampColors.copy(),
|
||||
scaleRampSizeFactor: scaleRampSizeFactor
|
||||
};
|
||||
|
||||
particlePhysics.set(o, physics);
|
||||
o.transform.buildMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
function setVelocityHair(object: Object, velocity: Vec4, randQuat: Quat, phaseQuat: Quat) {
|
||||
var dir: Vec4 = velocity.clone().normalize();
|
||||
var yaw: FastFloat = Math.atan2(-dir.x, dir.y);
|
||||
var pitch: FastFloat = Math.asin(dir.z);
|
||||
var targetRot: Quat = new Quat().fromEuler(pitch, 0, yaw);
|
||||
|
||||
targetRot.mult(randQuat);
|
||||
object.transform.rot.setFrom(targetRot.mult(phaseQuat));
|
||||
}
|
||||
|
||||
function updateParticles() {
|
||||
for (particle => physics in particlePhysics) {
|
||||
physics.age += Time.delta * Time.scale;
|
||||
|
||||
if (physics.age >= physics.lifetime) {
|
||||
particlePhysics.remove(particle);
|
||||
releaseParticle(particle);
|
||||
continue;
|
||||
}
|
||||
|
||||
physics.velocity.x += physics.gravity.x * Time.delta * Time.scale;
|
||||
physics.velocity.y += physics.gravity.y * Time.delta * Time.scale;
|
||||
physics.velocity.z += physics.gravity.z * Time.delta * Time.scale;
|
||||
|
||||
particle.transform.translate(
|
||||
physics.velocity.x * Time.delta * Time.scale,
|
||||
physics.velocity.y * Time.delta * Time.scale,
|
||||
physics.velocity.z * Time.delta * Time.scale
|
||||
);
|
||||
|
||||
if (rotation && dynamicRotation && orientationAxis == 3) setVelocityHair(particle, physics.velocity, randQuat, phaseQuat);
|
||||
|
||||
if (physics.hasScaleRamp && physics.rampPositions.length > 1) {
|
||||
var normalizedAge: FastFloat = physics.age / physics.lifetime;
|
||||
var scaleMultiplier: FastFloat = interpolateRampValue(normalizedAge, physics.rampPositions, physics.rampColors);
|
||||
var finalScale: FastFloat = scale * (particleScale * (1 - physics.scaleRampSizeFactor) + scaleMultiplier * physics.scaleRampSizeFactor);
|
||||
particle.transform.scale.setFrom(physics.baseScale.clone().mult(finalScale));
|
||||
}
|
||||
|
||||
particle.transform.buildMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
// Linear interpolation
|
||||
function interpolateRampValue(normalizedAge: FastFloat, positions: Array<FastFloat>, colors: Array<FastFloat>): FastFloat {
|
||||
if (positions.length == 0) return 1.0;
|
||||
if (normalizedAge <= positions[0]) return colors[0];
|
||||
if (normalizedAge >= positions[positions.length - 1]) return colors[colors.length - 1];
|
||||
|
||||
var i: Int;
|
||||
for (i in 0...(positions.length - 1)) {
|
||||
if (normalizedAge >= positions[i] && normalizedAge <= positions[i + 1]) {
|
||||
var t: FastFloat = (normalizedAge - positions[i]) / (positions[i + 1] - positions[i]);
|
||||
return colors[i] + t * (colors[i + 1] - colors[i]);
|
||||
}
|
||||
}
|
||||
|
||||
return colors[colors.length - 1];
|
||||
}
|
||||
|
||||
function getRampSizeFactor(): FastFloat {
|
||||
// Just using the first slot for now: 1 texture slot
|
||||
// TODO: use all available slots ?
|
||||
for (slot in textureSlots.keys()) {
|
||||
var s: Dynamic = textureSlots[slot];
|
||||
if (s != null && s.use_map_size) {
|
||||
var sizeFactor: FastFloat = s.size_factor;
|
||||
return sizeFactor * textureFactor;
|
||||
}
|
||||
}
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
function getRampElementsLength(): Int {
|
||||
for (slot in textureSlots.keys()) {
|
||||
var s: Dynamic = textureSlots[slot];
|
||||
if (s == null) continue;
|
||||
var tex: Dynamic = s.texture;
|
||||
if (tex == null) continue;
|
||||
if (tex.use_color_ramp) {
|
||||
var ramp: Dynamic = tex.color_ramp;
|
||||
if (ramp == null) continue;
|
||||
var elems: Dynamic = ramp.elements;
|
||||
if (elems == null) continue;
|
||||
return elems.length;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
function getRampPositions(): Array<FastFloat> {
|
||||
// Just using the first slot for now: 1 texture slot
|
||||
// TODO: use all available slots ?
|
||||
for (slot in textureSlots.keys()) {
|
||||
var s: Dynamic = textureSlots[slot];
|
||||
if (s == null) continue;
|
||||
var tex: Dynamic = s.texture;
|
||||
if (tex == null) continue;
|
||||
if (tex.use_color_ramp) {
|
||||
var ramp: Dynamic = tex.color_ramp;
|
||||
if (ramp == null) continue;
|
||||
var elems: Dynamic = ramp.elements;
|
||||
if (elems == null) continue;
|
||||
var positions: Array<FastFloat> = [];
|
||||
for (i in 0...elems.length) {
|
||||
positions.push(elems[i].position);
|
||||
}
|
||||
return positions;
|
||||
}
|
||||
}
|
||||
return [];
|
||||
}
|
||||
|
||||
function getRampColors(): Array<FastFloat> {
|
||||
// Just using the first slot for now: 1 texture slot
|
||||
// TODO: use all available slots ?
|
||||
for (slot in textureSlots.keys()) {
|
||||
var s: Dynamic = textureSlots[slot];
|
||||
if (s == null) continue;
|
||||
var tex: Dynamic = s.texture;
|
||||
if (tex == null) continue;
|
||||
if (tex.use_color_ramp) {
|
||||
var ramp: Dynamic = tex.color_ramp;
|
||||
if (ramp == null) continue;
|
||||
var elems: Dynamic = ramp.elements;
|
||||
if (elems == null) continue;
|
||||
var colors: Array<FastFloat> = [];
|
||||
for (i in 0...elems.length) {
|
||||
colors.push(elems[i].color.b); // Just need R, G or B for black and white images. Using B as it can be interpreted as V with HSV
|
||||
}
|
||||
return colors;
|
||||
}
|
||||
}
|
||||
return [];
|
||||
}
|
||||
|
||||
public function remove() {
|
||||
for (particle in particlePool) particle.remove();
|
||||
}
|
||||
|
||||
/**
|
||||
Generates a random point in the triangle with vertex positions abc.
|
||||
|
||||
Please note that the given position vectors are changed in-place by this
|
||||
function and can be considered garbage afterwards, so make sure to clone
|
||||
them first if needed.
|
||||
**/
|
||||
public static inline function randomPointInTriangle(a: Vec3, b: Vec3, c: Vec3): Vec3 {
|
||||
// Generate a random point in a square where (0, 0) <= (x, y) < (1, 1)
|
||||
var x = Math.random();
|
||||
var y = Math.random();
|
||||
|
||||
if (x + y > 1) {
|
||||
// We're in the upper right triangle in the square, mirror to lower left
|
||||
x = 1 - x;
|
||||
y = 1 - y;
|
||||
}
|
||||
|
||||
// Transform the point to the triangle abc
|
||||
var u = b.sub(a);
|
||||
var v = c.sub(a);
|
||||
return a.add(u.mult(x).add(v.mult(y)));
|
||||
}
|
||||
|
||||
typedef TParticlePhysics = {
|
||||
var velocity: Vec4;
|
||||
var gravity: Vec3;
|
||||
var lifetime: Float;
|
||||
var age: Float;
|
||||
var hasScaleRamp: Bool;
|
||||
var baseScale: Vec4;
|
||||
var rampPositions: Array<FastFloat>;
|
||||
var rampColors: Array<FastFloat>;
|
||||
var scaleRampSizeFactor: FastFloat;
|
||||
}
|
||||
}
|
||||
#end
|
||||
306
leenkx/Sources/iron/object/ParticleSystemGPU.hx
Normal file
306
leenkx/Sources/iron/object/ParticleSystemGPU.hx
Normal file
@ -0,0 +1,306 @@
|
||||
package iron.object;
|
||||
|
||||
#if lnx_gpu_particles
|
||||
import kha.FastFloat;
|
||||
import kha.graphics4.Usage;
|
||||
import kha.arrays.Float32Array;
|
||||
import iron.data.Data;
|
||||
import iron.data.ParticleData;
|
||||
import iron.data.SceneFormat;
|
||||
import iron.system.Time;
|
||||
import iron.math.Mat4;
|
||||
import iron.math.Quat;
|
||||
import iron.math.Vec3;
|
||||
import iron.math.Vec4;
|
||||
|
||||
class ParticleSystemGPU {
|
||||
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;
|
||||
var seed = 0;
|
||||
|
||||
var r: TParticleData;
|
||||
var gx: Float;
|
||||
var gy: Float;
|
||||
var gz: Float;
|
||||
var alignx: Float;
|
||||
var aligny: Float;
|
||||
var alignz: Float;
|
||||
var dimx: Float;
|
||||
var dimy: Float;
|
||||
var tilesx: Int;
|
||||
var tilesy: Int;
|
||||
var tilesFramerate: Int;
|
||||
|
||||
var count = 0;
|
||||
var lap = 0;
|
||||
var lapTime = 0.0;
|
||||
var m = Mat4.identity();
|
||||
|
||||
var owner: MeshObject;
|
||||
var ownerLoc = new Vec4();
|
||||
var ownerRot = new Quat();
|
||||
var ownerScl = new Vec4();
|
||||
|
||||
var random = 0.0;
|
||||
|
||||
public function new(sceneName: String, pref: TParticleReference, mo: MeshObject) {
|
||||
seed = pref.seed;
|
||||
currentSpeed = speed;
|
||||
speed = 0;
|
||||
particles = [];
|
||||
ready = false;
|
||||
|
||||
Data.getParticle(sceneName, pref.particle, function(b: ParticleData) {
|
||||
data = b;
|
||||
r = data.raw;
|
||||
owner = mo;
|
||||
|
||||
if (Scene.active.raw.gravity != null) {
|
||||
gx = Scene.active.raw.gravity[0] * r.weight_gravity;
|
||||
gy = Scene.active.raw.gravity[1] * r.weight_gravity;
|
||||
gz = Scene.active.raw.gravity[2] * r.weight_gravity;
|
||||
}
|
||||
else {
|
||||
gx = 0;
|
||||
gy = 0;
|
||||
gz = -9.81 * r.weight_gravity;
|
||||
}
|
||||
|
||||
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.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));
|
||||
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() {
|
||||
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) {
|
||||
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);
|
||||
object.transform.loc = ownerLoc;
|
||||
object.transform.rot = ownerRot;
|
||||
|
||||
// Set particle size per particle system
|
||||
object.transform.scale = new Vec4(r.particle_size, r.particle_size, r.particle_size, 1);
|
||||
|
||||
object.transform.buildMatrix();
|
||||
owner.transform.buildMatrix();
|
||||
object.transform.dim.setFrom(owner.transform.dim);
|
||||
|
||||
dimx = object.transform.dim.x;
|
||||
dimy = object.transform.dim.y;
|
||||
|
||||
if (object.tilesheet != null) {
|
||||
tilesx = object.tilesheet.getTilesX();
|
||||
tilesy = object.tilesheet.getTilesY();
|
||||
tilesFramerate = object.tilesheet.action.framerate;
|
||||
}
|
||||
|
||||
// Animate
|
||||
time += Time.renderDelta * speed;
|
||||
lap = Std.int(time / animtime);
|
||||
lapTime = time - lap * animtime;
|
||||
count = Std.int(lapTime / spawnRate);
|
||||
|
||||
if (lap > prevLap && !r.loop) {
|
||||
end();
|
||||
}
|
||||
|
||||
updateGpu(object);
|
||||
}
|
||||
|
||||
public function getData(): Mat4 {
|
||||
var hair = r.type == 1;
|
||||
m._00 = animtime;
|
||||
m._01 = hair ? 1 / particles.length : spawnRate;
|
||||
m._02 = hair ? 1 : lifetime;
|
||||
m._03 = particles.length;
|
||||
m._10 = hair ? 0 : alignx;
|
||||
m._11 = hair ? 0 : aligny;
|
||||
m._12 = hair ? 0 : alignz;
|
||||
m._13 = hair ? 0 : r.factor_random;
|
||||
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;
|
||||
m._32 = 1 / tilesFramerate;
|
||||
m._33 = hair ? 1 : lapTime;
|
||||
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) {
|
||||
if (!object.data.geom.instanced) setupGeomGpu(object);
|
||||
// GPU particles transform is attached to owner object
|
||||
}
|
||||
|
||||
function setupGeomGpu(object: MeshObject) {
|
||||
var instancedData = new Float32Array(particles.length * 3);
|
||||
var i = 0;
|
||||
|
||||
var normFactor = 1 / 32767; // pa.values are not normalized
|
||||
var scalePosOwner = owner.data.scalePos;
|
||||
var scalePosParticle = object.data.scalePos;
|
||||
var particleSize = r.particle_size;
|
||||
var scaleFactor = new Vec4().setFrom(owner.transform.scale);
|
||||
scaleFactor.mult(scalePosOwner / (particleSize * scalePosParticle));
|
||||
|
||||
switch (r.emit_from) {
|
||||
case 0: // Vert
|
||||
var pa = owner.data.geom.positions;
|
||||
|
||||
for (p in particles) {
|
||||
var j = Std.int(fhash(i) * (pa.values.length / pa.size));
|
||||
instancedData.set(i, pa.values[j * pa.size ] * normFactor * scaleFactor.x); i++;
|
||||
instancedData.set(i, pa.values[j * pa.size + 1] * normFactor * scaleFactor.y); i++;
|
||||
instancedData.set(i, pa.values[j * pa.size + 2] * normFactor * scaleFactor.z); i++;
|
||||
}
|
||||
|
||||
case 1: // Face
|
||||
var positions = owner.data.geom.positions.values;
|
||||
|
||||
for (p in particles) {
|
||||
// Choose random index array (there is one per material) and random face
|
||||
var ia = owner.data.geom.indices[Std.random(owner.data.geom.indices.length)];
|
||||
var faceIndex = Std.random(Std.int(ia.length / 3));
|
||||
|
||||
var i0 = ia[faceIndex * 3 + 0];
|
||||
var i1 = ia[faceIndex * 3 + 1];
|
||||
var i2 = ia[faceIndex * 3 + 2];
|
||||
|
||||
var v0 = new Vec3(positions[i0 * 4], positions[i0 * 4 + 1], positions[i0 * 4 + 2]);
|
||||
var v1 = new Vec3(positions[i1 * 4], positions[i1 * 4 + 1], positions[i1 * 4 + 2]);
|
||||
var v2 = new Vec3(positions[i2 * 4], positions[i2 * 4 + 1], positions[i2 * 4 + 2]);
|
||||
|
||||
var pos = randomPointInTriangle(v0, v1, v2);
|
||||
|
||||
instancedData.set(i, pos.x * normFactor * scaleFactor.x); i++;
|
||||
instancedData.set(i, pos.y * normFactor * scaleFactor.y); i++;
|
||||
instancedData.set(i, pos.z * normFactor * scaleFactor.z); i++;
|
||||
}
|
||||
|
||||
case 2: // Volume
|
||||
var scaleFactorVolume = new Vec4().setFrom(object.transform.dim);
|
||||
scaleFactorVolume.mult(0.5 / (particleSize * scalePosParticle));
|
||||
|
||||
for (p in particles) {
|
||||
instancedData.set(i, (Math.random() * 2.0 - 1.0) * scaleFactorVolume.x); i++;
|
||||
instancedData.set(i, (Math.random() * 2.0 - 1.0) * scaleFactorVolume.y); i++;
|
||||
instancedData.set(i, (Math.random() * 2.0 - 1.0) * scaleFactorVolume.z); i++;
|
||||
}
|
||||
}
|
||||
object.data.geom.setupInstanced(instancedData, 1, Usage.StaticUsage);
|
||||
}
|
||||
|
||||
function fhash(n: Int): Float {
|
||||
var s = n + 1.0;
|
||||
s *= 9301.0 % s;
|
||||
s = (s * 9301.0 + 49297.0) % 233280.0;
|
||||
return s / 233280.0;
|
||||
}
|
||||
|
||||
public function remove() {}
|
||||
|
||||
/**
|
||||
Generates a random point in the triangle with vertex positions abc.
|
||||
|
||||
Please note that the given position vectors are changed in-place by this
|
||||
function and can be considered garbage afterwards, so make sure to clone
|
||||
them first if needed.
|
||||
**/
|
||||
public static inline function randomPointInTriangle(a: Vec3, b: Vec3, c: Vec3): Vec3 {
|
||||
// Generate a random point in a square where (0, 0) <= (x, y) < (1, 1)
|
||||
var x = Math.random();
|
||||
var y = Math.random();
|
||||
|
||||
if (x + y > 1) {
|
||||
// We're in the upper right triangle in the square, mirror to lower left
|
||||
x = 1 - x;
|
||||
y = 1 - y;
|
||||
}
|
||||
|
||||
// Transform the point to the triangle abc
|
||||
var u = b.sub(a);
|
||||
var v = c.sub(a);
|
||||
return a.add(u.mult(x).add(v.mult(y)));
|
||||
}
|
||||
}
|
||||
|
||||
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) {
|
||||
this.i = i;
|
||||
}
|
||||
}
|
||||
#end
|
||||
@ -1,53 +1,258 @@
|
||||
package iron.object;
|
||||
|
||||
import iron.Scene;
|
||||
import iron.data.Data;
|
||||
import iron.App;
|
||||
import iron.data.SceneFormat;
|
||||
import iron.system.Time;
|
||||
import haxe.ds.Map;
|
||||
|
||||
|
||||
@:allow(iron.Scene)
|
||||
class Tilesheet {
|
||||
|
||||
public var tileX = 0.0; // Tile offset on tilesheet texture 0-1
|
||||
public var tileY = 0.0;
|
||||
|
||||
public var raw: TTilesheetData;
|
||||
public var tileX: Float = 0.0;
|
||||
public var tileY: Float = 0.0;
|
||||
public var flipX: Bool = false;
|
||||
public var flipY: Bool = false;
|
||||
public var paused: Bool = false;
|
||||
public var frame: Int = 0;
|
||||
public var actions: Array<TTilesheetAction>;
|
||||
public var action: TTilesheetAction = null;
|
||||
var ready: Bool;
|
||||
|
||||
public var paused = false;
|
||||
public var frame = 0;
|
||||
var time = 0.0;
|
||||
public var ready: Bool = false;
|
||||
var time: Float = 0.0;
|
||||
var onActionComplete: Void->Void = null;
|
||||
var onReady: Void->Void = null;
|
||||
var onEvent: String->Void = null; // Callback for tilesheet events
|
||||
var prevFrame: Int = -1; // Track previous frame to detect changes
|
||||
var owner: MeshObject = null;
|
||||
var currentMesh: MeshObject = null;
|
||||
var meshCache: Map<String, MeshObject> = new Map();
|
||||
var pendingAction: String = null;
|
||||
var pendingOnComplete: Void->Void = null;
|
||||
|
||||
public function new(sceneName: String, tilesheet_ref: String, tilesheet_action_ref: String) {
|
||||
ready = false;
|
||||
Data.getSceneRaw(sceneName, function(format: TSceneFormat) {
|
||||
for (ts in format.tilesheet_datas) {
|
||||
if (ts.name == tilesheet_ref) {
|
||||
raw = ts;
|
||||
Scene.active.tilesheets.push(this);
|
||||
play(tilesheet_action_ref);
|
||||
ready = true;
|
||||
break;
|
||||
public function new(tilesheetData: TTilesheetData, ownerObject: MeshObject = null) {
|
||||
owner = ownerObject;
|
||||
actions = tilesheetData.actions;
|
||||
|
||||
pendingAction = tilesheetData.start_action;
|
||||
if ((pendingAction == null || pendingAction == "") && actions.length > 0) {
|
||||
pendingAction = actions[0].name;
|
||||
}
|
||||
|
||||
flipX = tilesheetData.flipx;
|
||||
flipY = tilesheetData.flipy;
|
||||
|
||||
// If no actions need mesh swapping, ready immediately
|
||||
var hasMeshActions: Bool = false;
|
||||
for (a in actions) {
|
||||
if (a.mesh != null && a.mesh != "") {
|
||||
hasMeshActions = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!hasMeshActions) {
|
||||
ready = true;
|
||||
if (pendingAction != null) {
|
||||
playAction(pendingAction);
|
||||
pendingAction = null;
|
||||
}
|
||||
if (onReady != null) onReady();
|
||||
}
|
||||
}
|
||||
|
||||
public function update() {
|
||||
if (App.pauseUpdates) return;
|
||||
|
||||
if (!ready) {
|
||||
if (tryInitialize()) {
|
||||
ready = true;
|
||||
if (pendingAction != null) {
|
||||
playAction(pendingAction, pendingOnComplete);
|
||||
pendingAction = null;
|
||||
pendingOnComplete = null;
|
||||
}
|
||||
if (onReady != null) onReady();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (paused || action == null || action.start >= action.end) return;
|
||||
|
||||
time += Time.renderDelta;
|
||||
|
||||
var frameTime = 1 / action.framerate;
|
||||
var framesToAdvance = 0;
|
||||
|
||||
while (time >= frameTime) {
|
||||
time -= frameTime;
|
||||
framesToAdvance++;
|
||||
}
|
||||
|
||||
if (framesToAdvance > 0) {
|
||||
setFrame(frame + framesToAdvance);
|
||||
}
|
||||
}
|
||||
|
||||
function tryInitialize(): Bool {
|
||||
if (owner == null) return false;
|
||||
|
||||
// If no children, use the owner mesh itself
|
||||
if (owner.children == null || owner.children.length == 0) {
|
||||
if (owner.data != null && !meshCache.exists(owner.data.name)) {
|
||||
meshCache.set(owner.data.name, owner);
|
||||
// Also cache by object name for flexible lookup
|
||||
if (owner.name != owner.data.name) {
|
||||
meshCache.set(owner.name, owner);
|
||||
}
|
||||
}
|
||||
});
|
||||
} else {
|
||||
// Use child meshes for mesh swapping
|
||||
for (child in owner.children) {
|
||||
if (Std.isOfType(child, MeshObject)) {
|
||||
var meshChild = cast(child, MeshObject);
|
||||
if (meshChild.data != null && !meshCache.exists(meshChild.data.name)) {
|
||||
meshCache.set(meshChild.data.name, meshChild);
|
||||
meshChild.visible = false;
|
||||
// Also cache by object name for flexible lookup
|
||||
if (meshChild.name != meshChild.data.name) {
|
||||
meshCache.set(meshChild.name, meshChild);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (a in actions) {
|
||||
if (a.mesh != null && a.mesh != "" && !meshCache.exists(a.mesh)) {
|
||||
if (findMatchingMesh(a.mesh) == null) return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/** Find mesh by base name pattern (handles linked objects with different suffixes). */
|
||||
function findMatchingMesh(actionMeshName: String): MeshObject {
|
||||
var baseName = actionMeshName;
|
||||
|
||||
// Strip "Mesh" prefix if present
|
||||
if (StringTools.startsWith(baseName, "Mesh")) {
|
||||
baseName = baseName.substr(4);
|
||||
}
|
||||
|
||||
// Strip suffix after underscore (e.g., "_character.blend")
|
||||
var idx = baseName.indexOf("_");
|
||||
if (idx > 0) baseName = baseName.substr(0, idx);
|
||||
|
||||
for (meshName in meshCache.keys()) {
|
||||
if (meshName.indexOf(baseName) != -1) {
|
||||
var mesh = meshCache.get(meshName);
|
||||
meshCache.set(actionMeshName, mesh); // Cache alias
|
||||
return mesh;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public function play(action_ref: String, onActionComplete: Void->Void = null) {
|
||||
this.onActionComplete = onActionComplete;
|
||||
for (a in raw.actions) {
|
||||
if (actions == null) return;
|
||||
|
||||
if (!ready) {
|
||||
pendingAction = action_ref;
|
||||
pendingOnComplete = onActionComplete;
|
||||
return;
|
||||
}
|
||||
|
||||
playAction(action_ref, onActionComplete);
|
||||
}
|
||||
|
||||
public function notifyOnReady(callback: Void->Void) {
|
||||
onReady = callback;
|
||||
if (ready) onReady();
|
||||
}
|
||||
|
||||
public function notifyOnEvent(callback: String->Void) {
|
||||
onEvent = callback;
|
||||
}
|
||||
|
||||
function playAction(action_ref: String, onComplete: Void->Void = null) {
|
||||
if (action != null && action.name == action_ref) {
|
||||
paused = false;
|
||||
return;
|
||||
}
|
||||
|
||||
onActionComplete = onComplete;
|
||||
|
||||
for (a in actions) {
|
||||
if (a.name == action_ref) {
|
||||
action = a;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (action == null) return;
|
||||
|
||||
if (action.mesh != null && action.mesh != "") {
|
||||
var targetMesh = meshCache.get(action.mesh);
|
||||
if (targetMesh != null && targetMesh != currentMesh) {
|
||||
swapMesh(targetMesh);
|
||||
}
|
||||
}
|
||||
|
||||
prevFrame = -1; // Reset previous frame for new action
|
||||
setFrame(action.start);
|
||||
paused = false;
|
||||
time = 0.0;
|
||||
}
|
||||
|
||||
function swapMesh(meshObj: MeshObject) {
|
||||
if (owner == null || meshObj == null) return;
|
||||
currentMesh = meshObj;
|
||||
if (meshObj.data != null) owner.setData(meshObj.data);
|
||||
if (meshObj.materials != null) owner.materials = meshObj.materials;
|
||||
}
|
||||
|
||||
function setFrame(f: Int) {
|
||||
frame = f;
|
||||
|
||||
if (frame > action.end && action.start < action.end) {
|
||||
// Check for events on last frame before completing
|
||||
checkEvents(prevFrame, action.end);
|
||||
if (onActionComplete != null) onActionComplete();
|
||||
if (action.loop) {
|
||||
prevFrame = -1; // Reset for loop
|
||||
setFrame(action.start);
|
||||
} else {
|
||||
paused = true;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Check for events between previous frame and current frame
|
||||
checkEvents(prevFrame, frame);
|
||||
prevFrame = frame;
|
||||
|
||||
var tx = frame % action.tilesx;
|
||||
var ty = Std.int(frame / action.tilesx);
|
||||
tileX = tx / action.tilesx;
|
||||
tileY = ty / action.tilesy;
|
||||
}
|
||||
|
||||
/** Check and fire events for frames between fromFrame (exclusive) and toFrame (inclusive). */
|
||||
function checkEvents(fromFrame: Int, toFrame: Int) {
|
||||
if (onEvent == null || action == null || action.events == null) return;
|
||||
|
||||
// Convert to action-relative frame numbers
|
||||
var relativeFrom = fromFrame - action.start;
|
||||
var relativeTo = toFrame - action.start;
|
||||
|
||||
for (evt in action.events) {
|
||||
// Fire event if it falls in the range (fromFrame, toFrame]
|
||||
if (evt.frame > relativeFrom && evt.frame <= relativeTo) {
|
||||
onEvent(evt.name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public function pause() {
|
||||
paused = true;
|
||||
}
|
||||
@ -57,61 +262,33 @@ class Tilesheet {
|
||||
}
|
||||
|
||||
public function remove() {
|
||||
Scene.active.tilesheets.remove(this);
|
||||
ready = false;
|
||||
action = null;
|
||||
actions = null;
|
||||
owner = null;
|
||||
currentMesh = null;
|
||||
pendingAction = null;
|
||||
pendingOnComplete = null;
|
||||
onEvent = null;
|
||||
prevFrame = -1;
|
||||
meshCache.clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the frame of the current active tilesheet action. Automatically un-pauses action.
|
||||
* @param frame Frame offset with 0 as the first frame of the active action.
|
||||
**/
|
||||
public function setFrameOffset(frame: Int) {
|
||||
if (action == null) return;
|
||||
setFrame(action.start + frame);
|
||||
paused = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the current frame.
|
||||
* @return Frame offset with 0 as the first frame of the active action.
|
||||
*/
|
||||
public function getFrameOffset(): Int {
|
||||
return frame - action.start;
|
||||
return action != null ? frame - action.start : 0;
|
||||
}
|
||||
|
||||
function update() {
|
||||
if (!ready || paused || action.start >= action.end) return;
|
||||
|
||||
time += Time.renderDelta;
|
||||
|
||||
var frameTime = 1 / raw.framerate;
|
||||
var framesToAdvance = 0;
|
||||
|
||||
// Check how many animation frames passed during the last render frame
|
||||
// and catch up if required. The remaining `time` that couldn't fit in
|
||||
// another animation frame will be used in the next `update()`.
|
||||
while (time >= frameTime) {
|
||||
time -= frameTime;
|
||||
framesToAdvance++;
|
||||
}
|
||||
|
||||
if (framesToAdvance != 0) {
|
||||
setFrame(frame + framesToAdvance);
|
||||
}
|
||||
public function getTilesX(): Int {
|
||||
return action != null ? action.tilesx : 1;
|
||||
}
|
||||
|
||||
function setFrame(f: Int) {
|
||||
frame = f;
|
||||
|
||||
// Action end
|
||||
if (frame > action.end && action.start < action.end) {
|
||||
if (onActionComplete != null) onActionComplete();
|
||||
if (action.loop) setFrame(action.start);
|
||||
else paused = true;
|
||||
return;
|
||||
}
|
||||
|
||||
var tx = frame % raw.tilesx;
|
||||
var ty = Std.int(frame / raw.tilesx);
|
||||
tileX = tx * (1 / raw.tilesx);
|
||||
tileY = ty * (1 / raw.tilesy);
|
||||
public function getTilesY(): Int {
|
||||
return action != null ? action.tilesy : 1;
|
||||
}
|
||||
}
|
||||
|
||||
@ -286,7 +286,7 @@ class Transform {
|
||||
public function applyParentInverse() {
|
||||
var pt = object.parent.transform;
|
||||
pt.buildMatrix();
|
||||
temp.getInverse(pt.world);
|
||||
temp.getInverse(pt.local);
|
||||
this.local.multmat(temp);
|
||||
this.decompose();
|
||||
this.buildMatrix();
|
||||
@ -295,7 +295,7 @@ class Transform {
|
||||
public function applyParent() {
|
||||
var pt = object.parent.transform;
|
||||
pt.buildMatrix();
|
||||
this.local.multmat(pt.world);
|
||||
this.local.multmat(pt.local);
|
||||
this.decompose();
|
||||
this.buildMatrix();
|
||||
}
|
||||
|
||||
@ -7,16 +7,20 @@ import kha.graphics4.TextureFilter;
|
||||
import kha.graphics4.MipMapFilter;
|
||||
import kha.arrays.Float32Array;
|
||||
import iron.math.Vec4;
|
||||
import iron.math.Mat4;
|
||||
import iron.math.Quat;
|
||||
import iron.math.Mat3;
|
||||
import iron.math.Mat4;
|
||||
import iron.data.WorldData;
|
||||
import iron.data.MaterialData;
|
||||
import iron.data.ShaderData;
|
||||
import iron.data.SceneFormat;
|
||||
import iron.data.WorldData;
|
||||
import iron.data.SceneFormat.TShaderConstant;
|
||||
import iron.data.SceneFormat.TBindConstant;
|
||||
import iron.object.Transform;
|
||||
import iron.object.LightObject;
|
||||
import iron.Scene;
|
||||
import iron.RenderPath;
|
||||
import iron.system.Input;
|
||||
import iron.system.Time;
|
||||
import iron.RenderPath;
|
||||
using StringTools;
|
||||
|
||||
// Structure for setting shader uniforms
|
||||
@ -38,6 +42,7 @@ class Uniforms {
|
||||
public static var helpMat = Mat4.identity();
|
||||
public static var helpMat2 = Mat4.identity();
|
||||
public static var helpMat3 = Mat3.identity();
|
||||
public static var helpMat4 = Mat4.identity();
|
||||
public static var helpVec = new Vec4();
|
||||
public static var helpVec2 = new Vec4();
|
||||
public static var helpQuat = new Quat(); // Keep at identity
|
||||
@ -47,6 +52,10 @@ class Uniforms {
|
||||
public static var externalVec4Links: Array<Object->MaterialData->String->Vec4> = null;
|
||||
public static var externalVec3Links: Array<Object->MaterialData->String->Vec4> = null;
|
||||
public static var externalVec2Links: Array<Object->MaterialData->String->Vec4> = null;
|
||||
|
||||
public static var eyeLeftCallCount = 0;
|
||||
public static var lastFrameChecked = -1;
|
||||
|
||||
public static var externalFloatLinks: Array<Object->MaterialData->String->Null<kha.FastFloat>> = null;
|
||||
public static var externalFloatsLinks: Array<Object->MaterialData->String->Float32Array> = null;
|
||||
public static var externalIntLinks: Array<Object->MaterialData->String->Null<Int>> = null;
|
||||
@ -181,11 +190,15 @@ class Uniforms {
|
||||
// Multiple voxel volumes, always set params
|
||||
g.setImageTexture(context.textureUnits[j], rt.image); // image2D/3D
|
||||
if (rt.raw.name.startsWith("voxels_")) {
|
||||
g.setTextureParameters(context.textureUnits[j], TextureAddressing.Clamp, TextureAddressing.Clamp, TextureFilter.LinearFilter, TextureFilter.LinearFilter, MipMapFilter.NoMipFilter);
|
||||
g.setTextureParameters(context.textureUnits[j], TextureAddressing.Clamp, TextureAddressing.Clamp, TextureFilter.LinearFilter, TextureFilter.LinearFilter, MipMapFilter.LinearMipFilter);
|
||||
}
|
||||
else if (rt.raw.name.startsWith("voxelsSDF"))
|
||||
{
|
||||
g.setTexture3DParameters(context.textureUnits[j], TextureAddressing.Clamp, TextureAddressing.Clamp, TextureAddressing.Clamp, TextureFilter.PointFilter, TextureFilter.PointFilter, MipMapFilter.NoMipFilter);
|
||||
}
|
||||
else if (rt.raw.name.startsWith("voxels"))
|
||||
{
|
||||
g.setTexture3DParameters(context.textureUnits[j], TextureAddressing.Clamp, TextureAddressing.Clamp, TextureAddressing.Clamp, TextureFilter.LinearFilter, TextureFilter.LinearFilter, MipMapFilter.NoMipFilter);
|
||||
g.setTexture3DParameters(context.textureUnits[j], TextureAddressing.Clamp, TextureAddressing.Clamp, TextureAddressing.Clamp, TextureFilter.LinearFilter, TextureFilter.LinearFilter, MipMapFilter.PointMipFilter);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -286,6 +299,89 @@ class Uniforms {
|
||||
helpMat.getInverse(helpMat);
|
||||
m = helpMat;
|
||||
}
|
||||
#if lnx_vr
|
||||
case "_inverseViewProjectionMatrixLeft": {
|
||||
var vr = kha.vr.VrInterface.instance;
|
||||
if (vr != null && vr.IsPresenting()) {
|
||||
var leftView = vr.GetViewMatrix(0);
|
||||
var leftProj = vr.GetProjectionMatrix(0);
|
||||
helpMat._00 = leftView._00; helpMat._01 = leftView._01; helpMat._02 = leftView._02; helpMat._03 = leftView._03;
|
||||
helpMat._10 = leftView._10; helpMat._11 = leftView._11; helpMat._12 = leftView._12; helpMat._13 = leftView._13;
|
||||
helpMat._20 = leftView._20; helpMat._21 = leftView._21; helpMat._22 = leftView._22; helpMat._23 = leftView._23;
|
||||
helpMat._30 = leftView._30; helpMat._31 = leftView._31; helpMat._32 = leftView._32; helpMat._33 = leftView._33;
|
||||
helpMat2._00 = leftProj._00; helpMat2._01 = leftProj._01; helpMat2._02 = leftProj._02; helpMat2._03 = leftProj._03;
|
||||
helpMat2._10 = leftProj._10; helpMat2._11 = leftProj._11; helpMat2._12 = leftProj._12; helpMat2._13 = leftProj._13;
|
||||
helpMat2._20 = leftProj._20; helpMat2._21 = leftProj._21; helpMat2._22 = leftProj._22; helpMat2._23 = leftProj._23;
|
||||
helpMat2._30 = leftProj._30; helpMat2._31 = leftProj._31; helpMat2._32 = leftProj._32; helpMat2._33 = leftProj._33;
|
||||
helpMat.multmat(helpMat2);
|
||||
helpMat.getInverse(helpMat);
|
||||
} else if (iron.RenderPath.isVRSimulateMode()) {
|
||||
var ipd_offset = 0.032 * 35.0; // Match eye offset
|
||||
var rightVec = camera.rightWorld();
|
||||
|
||||
var eyeLeftX = camera.transform.worldx() - rightVec.x * ipd_offset;
|
||||
var eyeLeftY = camera.transform.worldy() - rightVec.y * ipd_offset;
|
||||
var eyeLeftZ = camera.transform.worldz() - rightVec.z * ipd_offset;
|
||||
|
||||
helpMat.setFrom(camera.transform.world);
|
||||
helpMat._30 = eyeLeftX;
|
||||
helpMat._31 = eyeLeftY;
|
||||
helpMat._32 = eyeLeftZ;
|
||||
helpMat.getInverse(helpMat); // Now it's a view matrix
|
||||
|
||||
helpMat.multmat(camera.P);
|
||||
helpMat.getInverse(helpMat);
|
||||
} else {
|
||||
helpMat.setFrom(camera.V);
|
||||
helpMat.multmat(camera.P);
|
||||
helpMat.getInverse(helpMat);
|
||||
}
|
||||
m = helpMat;
|
||||
}
|
||||
case "_inverseViewProjectionMatrixRight": {
|
||||
var vr = kha.vr.VrInterface.instance;
|
||||
if (vr != null && vr.IsPresenting()) {
|
||||
var rightView = vr.GetViewMatrix(1);
|
||||
var rightProj = vr.GetProjectionMatrix(1);
|
||||
// kha.math.FastMatrix4 to iron.math.Mat4
|
||||
helpMat2._00 = rightView._00; helpMat2._01 = rightView._01; helpMat2._02 = rightView._02; helpMat2._03 = rightView._03;
|
||||
helpMat2._10 = rightView._10; helpMat2._11 = rightView._11; helpMat2._12 = rightView._12; helpMat2._13 = rightView._13;
|
||||
helpMat2._20 = rightView._20; helpMat2._21 = rightView._21; helpMat2._22 = rightView._22; helpMat2._23 = rightView._23;
|
||||
helpMat2._30 = rightView._30; helpMat2._31 = rightView._31; helpMat2._32 = rightView._32; helpMat2._33 = rightView._33;
|
||||
helpMat4._00 = rightProj._00; helpMat4._01 = rightProj._01; helpMat4._02 = rightProj._02; helpMat4._03 = rightProj._03;
|
||||
helpMat4._10 = rightProj._10; helpMat4._11 = rightProj._11; helpMat4._12 = rightProj._12; helpMat4._13 = rightProj._13;
|
||||
helpMat4._20 = rightProj._20; helpMat4._21 = rightProj._21; helpMat4._22 = rightProj._22; helpMat4._23 = rightProj._23;
|
||||
helpMat4._30 = rightProj._30; helpMat4._31 = rightProj._31; helpMat4._32 = rightProj._32; helpMat4._33 = rightProj._33;
|
||||
helpMat2.multmat(helpMat4);
|
||||
helpMat2.getInverse(helpMat2);
|
||||
m = helpMat2;
|
||||
} else if (iron.RenderPath.isVRSimulateMode()) {
|
||||
var ipd_offset = 0.032 * 35.0;
|
||||
var rightVec = camera.rightWorld();
|
||||
|
||||
// calculate right eye position in world space
|
||||
var eyeRightX = camera.transform.worldx() + rightVec.x * ipd_offset;
|
||||
var eyeRightY = camera.transform.worldy() + rightVec.y * ipd_offset;
|
||||
var eyeRightZ = camera.transform.worldz() + rightVec.z * ipd_offset;
|
||||
|
||||
helpMat2.setFrom(camera.transform.world);
|
||||
helpMat2._30 = eyeRightX;
|
||||
helpMat2._31 = eyeRightY;
|
||||
helpMat2._32 = eyeRightZ;
|
||||
helpMat2.getInverse(helpMat2);
|
||||
|
||||
helpMat2.multmat(camera.P);
|
||||
helpMat2.getInverse(helpMat2);
|
||||
m = helpMat2;
|
||||
} else {
|
||||
// fallback to center camera
|
||||
helpMat2.setFrom(camera.V);
|
||||
helpMat2.multmat(camera.P);
|
||||
helpMat2.getInverse(helpMat2);
|
||||
m = helpMat2;
|
||||
}
|
||||
}
|
||||
#end
|
||||
case "_viewProjectionMatrix": {
|
||||
#if lnx_centerworld
|
||||
m = vmat(camera.V);
|
||||
@ -398,6 +494,28 @@ class Uniforms {
|
||||
v = helpVec;
|
||||
}
|
||||
}
|
||||
#if lnx_vr
|
||||
case "_pointPositionLeft": {
|
||||
var point = RenderPath.active.point;
|
||||
if (point != null) {
|
||||
var lightWorldX = point.transform.worldx();
|
||||
var lightWorldY = point.transform.worldy();
|
||||
var lightWorldZ = point.transform.worldz();
|
||||
helpVec.set(lightWorldX, lightWorldY, lightWorldZ);
|
||||
v = helpVec;
|
||||
}
|
||||
}
|
||||
case "_pointPositionRight": {
|
||||
var point = RenderPath.active.point;
|
||||
if (point != null) {
|
||||
var lightWorldX = point.transform.worldx();
|
||||
var lightWorldY = point.transform.worldy();
|
||||
var lightWorldZ = point.transform.worldz();
|
||||
helpVec.set(lightWorldX, lightWorldY, lightWorldZ);
|
||||
v = helpVec;
|
||||
}
|
||||
}
|
||||
#end
|
||||
#if lnx_spot
|
||||
case "_spotDirection": {
|
||||
var point = RenderPath.active.point;
|
||||
@ -484,8 +602,90 @@ class Uniforms {
|
||||
helpVec = camera.rightWorld().normalize();
|
||||
v = helpVec;
|
||||
}
|
||||
#if lnx_vr
|
||||
case "_eyeLeft": {
|
||||
var currentFrame = iron.RenderPath.active.frame;
|
||||
if (currentFrame != lastFrameChecked) {
|
||||
eyeLeftCallCount = 0;
|
||||
lastFrameChecked = currentFrame;
|
||||
}
|
||||
eyeLeftCallCount++;
|
||||
|
||||
var vr = kha.vr.VrInterface.instance;
|
||||
if (vr != null && vr.IsPresenting()) {
|
||||
var leftViewMatrix = vr.GetViewMatrix(0);
|
||||
var invLeft = leftViewMatrix.inverse();
|
||||
helpVec.set(invLeft._30, invLeft._31, invLeft._32);
|
||||
// trace("eyeLeft: " + helpVec.x + ", " + helpVec.y + ", " + helpVec.z);
|
||||
} else if (iron.RenderPath.isVRSimulateMode()) {
|
||||
var ipd_offset = 0.032 * 35.0;
|
||||
var rightVec = camera.rightWorld();
|
||||
var centerX = camera.transform.worldx();
|
||||
var centerY = camera.transform.worldy();
|
||||
var centerZ = camera.transform.worldz();
|
||||
helpVec.set(
|
||||
centerX - rightVec.x * ipd_offset,
|
||||
centerY - rightVec.y * ipd_offset,
|
||||
centerZ - rightVec.z * ipd_offset
|
||||
);
|
||||
} else {
|
||||
helpVec.set(camera.transform.worldx(), camera.transform.worldy(), camera.transform.worldz());
|
||||
}
|
||||
v = helpVec;
|
||||
}
|
||||
case "_eyeRight": {
|
||||
var vr = kha.vr.VrInterface.instance;
|
||||
if (vr != null && vr.IsPresenting()) {
|
||||
var rightViewMatrix = vr.GetViewMatrix(1);
|
||||
var invRight = rightViewMatrix.inverse();
|
||||
helpVec.set(invRight._30, invRight._31, invRight._32);
|
||||
} else if (iron.RenderPath.isVRSimulateMode()) {
|
||||
var ipd_offset = 0.032 * 35.0;
|
||||
var rightVec = camera.rightWorld();
|
||||
var centerX = camera.transform.worldx();
|
||||
var centerY = camera.transform.worldy();
|
||||
var centerZ = camera.transform.worldz();
|
||||
helpVec.set(
|
||||
centerX + rightVec.x * ipd_offset,
|
||||
centerY + rightVec.y * ipd_offset,
|
||||
centerZ + rightVec.z * ipd_offset
|
||||
);
|
||||
} else {
|
||||
helpVec.set(camera.transform.worldx(), camera.transform.worldy(), camera.transform.worldz());
|
||||
}
|
||||
v = helpVec;
|
||||
}
|
||||
case "_eyeLookLeft": {
|
||||
var vr = kha.vr.VrInterface.instance;
|
||||
if (vr != null && vr.IsPresenting()) {
|
||||
var leftViewMatrix = vr.GetViewMatrix(0);
|
||||
var invLeft = leftViewMatrix.inverse();
|
||||
helpVec.set(-invLeft._20, -invLeft._21, -invLeft._22);
|
||||
helpVec.normalize();
|
||||
} else {
|
||||
helpVec = camera.lookWorld().normalize();
|
||||
}
|
||||
v = helpVec;
|
||||
}
|
||||
case "_eyeLookRight": {
|
||||
var vr = kha.vr.VrInterface.instance;
|
||||
if (vr != null && vr.IsPresenting()) {
|
||||
var rightViewMatrix = vr.GetViewMatrix(1);
|
||||
var invRight = rightViewMatrix.inverse();
|
||||
helpVec.set(-invRight._20, -invRight._21, -invRight._22);
|
||||
helpVec.normalize();
|
||||
} else {
|
||||
helpVec = camera.lookWorld().normalize();
|
||||
}
|
||||
v = helpVec;
|
||||
}
|
||||
#end
|
||||
case "_backgroundCol": {
|
||||
if (camera.data.raw.clear_color != null) helpVec.set(camera.data.raw.clear_color[0], camera.data.raw.clear_color[1], camera.data.raw.clear_color[2]);
|
||||
if (Scene.active.world != null) {
|
||||
var col = Scene.active.world.raw.background_color;
|
||||
helpVec.set(((col >> 16) & 0xff) / 255, ((col >> 8) & 0xff) / 255, (col & 0xff) / 255);
|
||||
}
|
||||
else if (camera.data.raw.clear_color != null) helpVec.set(camera.data.raw.clear_color[0], camera.data.raw.clear_color[1], camera.data.raw.clear_color[2]);
|
||||
v = helpVec;
|
||||
}
|
||||
case "_hosekSunDirection": {
|
||||
@ -668,7 +868,8 @@ class Uniforms {
|
||||
f = iron.App.w() / iron.App.h();
|
||||
}
|
||||
case "_frameScale": {
|
||||
f = RenderPath.active.frameTime / Time.delta;
|
||||
var d = Time.delta;
|
||||
f = d > 0.0001 ? Math.min(RenderPath.active.frameTime / d, 2.0) : 1.0;
|
||||
}
|
||||
case "_fieldOfView": {
|
||||
f = camera.data.raw.fov;
|
||||
@ -898,7 +1099,7 @@ class Uniforms {
|
||||
m = helpMat;
|
||||
}
|
||||
#end
|
||||
#if lnx_particles
|
||||
#if lnx_gpu_particles
|
||||
case "_particleData": {
|
||||
var mo = cast(object, MeshObject);
|
||||
if (mo.particleOwner != null && mo.particleOwner.particleSystems != null) {
|
||||
@ -909,18 +1110,9 @@ class Uniforms {
|
||||
}
|
||||
|
||||
if (m == null) {
|
||||
#if lnx_spot
|
||||
if (c.link.startsWith("_biasLightWorldViewProjectionMatrixSpot")) {
|
||||
var light = getSpot(c.link.charCodeAt(c.link.length - 1) - "0".code);
|
||||
if (light != null) {
|
||||
object == null ? helpMat.setIdentity() : helpMat.setFrom(object.transform.worldUnpack);
|
||||
helpMat.multmat(light.VP);
|
||||
helpMat.multmat(biasMat);
|
||||
m = helpMat;
|
||||
}
|
||||
}
|
||||
#if (!lnx_clusters && lnx_spot)
|
||||
if (c.link.startsWith("_biasLightViewProjectionMatrixSpot")) {
|
||||
var light = getSpot(c.link.charCodeAt(c.link.length - 1) - "0".code);
|
||||
var light = getSpot(0);
|
||||
if (light != null) {
|
||||
helpMat.setFrom(light.VP);
|
||||
helpMat.multmat(biasMat);
|
||||
@ -1054,14 +1246,19 @@ class Uniforms {
|
||||
var vy: Null<kha.FastFloat> = null;
|
||||
switch (c.link) {
|
||||
case "_tilesheetOffset": {
|
||||
var ts = cast(object, MeshObject).activeTilesheet;
|
||||
var ts = cast(object, MeshObject).tilesheet;
|
||||
vx = ts.tileX;
|
||||
vy = ts.tileY;
|
||||
}
|
||||
case "_tilesheetFlip": {
|
||||
var ts = cast(object, MeshObject).tilesheet;
|
||||
vx = ts.flipX ? 1.0 : 0.0;
|
||||
vy = ts.flipY ? 1.0 : 0.0;
|
||||
}
|
||||
case "_tilesheetTiles": {
|
||||
var ts = cast(object, MeshObject).activeTilesheet;
|
||||
vx = ts.raw.tilesx;
|
||||
vy = ts.raw.tilesy;
|
||||
var ts = cast(object, MeshObject).tilesheet;
|
||||
vx = ts.getTilesX();
|
||||
vy = ts.getTilesY();
|
||||
}
|
||||
#if lnx_morph_target
|
||||
case "_morphScaleOffset": {
|
||||
@ -1109,7 +1306,7 @@ class Uniforms {
|
||||
case "_texUnpack": {
|
||||
f = texUnpack != null ? texUnpack : 1.0;
|
||||
}
|
||||
#if lnx_particles
|
||||
#if lnx_gpu_particles
|
||||
case "_particleSizeRandom": {
|
||||
var mo = cast(object, MeshObject);
|
||||
if (mo.particleOwner != null && mo.particleOwner.particleSystems != null) {
|
||||
@ -1164,16 +1361,16 @@ class Uniforms {
|
||||
fa = cast(object, MeshObject).morphTarget.morphWeights;
|
||||
}
|
||||
#end
|
||||
}
|
||||
}
|
||||
|
||||
if (fa == null && externalFloatsLinks != null) {
|
||||
for (fn in externalFloatsLinks) {
|
||||
fa = fn(object, currentMat(object), c.link);
|
||||
if (fa != null) break;
|
||||
}
|
||||
}
|
||||
if (fa == null && externalFloatsLinks != null) {
|
||||
for (fn in externalFloatsLinks) {
|
||||
fa = fn(object, currentMat(object), c.link);
|
||||
if (fa != null) break;
|
||||
}
|
||||
}
|
||||
|
||||
if (fa == null) return;
|
||||
if (fa == null) return;
|
||||
g.setFloats(location, fa);
|
||||
}
|
||||
else if (c.type == "int") {
|
||||
@ -1203,6 +1400,7 @@ class Uniforms {
|
||||
if (materialContext.raw.bind_constants != null) {
|
||||
for (i in 0...materialContext.raw.bind_constants.length) {
|
||||
var matc = materialContext.raw.bind_constants[i];
|
||||
if (matc == null) continue;
|
||||
var pos = -1;
|
||||
for (i in 0...context.raw.constants.length) {
|
||||
if (context.raw.constants[i].name == matc.name) {
|
||||
|
||||
@ -601,8 +601,10 @@ class Keyboard extends VirtualInput {
|
||||
|
||||
function downListener(code: KeyCode) {
|
||||
var s = keyCode(code);
|
||||
keysFrame.push(s);
|
||||
keysStarted.set(s, true);
|
||||
if (!keysDown.get(s)) {
|
||||
keysFrame.push(s);
|
||||
keysStarted.set(s, true);
|
||||
}
|
||||
keysDown.set(s, true);
|
||||
repeatTime = kha.Scheduler.time() + 0.4;
|
||||
|
||||
@ -618,8 +620,10 @@ class Keyboard extends VirtualInput {
|
||||
|
||||
function upListener(code: KeyCode) {
|
||||
var s = keyCode(code);
|
||||
keysFrame.push(s);
|
||||
keysReleased.set(s, true);
|
||||
if (keysDown.get(s)) {
|
||||
keysFrame.push(s);
|
||||
keysReleased.set(s, true);
|
||||
}
|
||||
keysDown.set(s, false);
|
||||
|
||||
#if kha_android_rmb
|
||||
@ -746,7 +750,11 @@ class Gamepad extends VirtualInput {
|
||||
}
|
||||
else if (axis == 1 || axis == 3) { // Y
|
||||
stick.lastY = stick.y;
|
||||
#if (kha_html5 || lnx_debug_html5)
|
||||
stick.y = -value;
|
||||
#else
|
||||
stick.y = value;
|
||||
#end
|
||||
stick.movementY = stick.y - stick.lastY;
|
||||
}
|
||||
stick.moved = true;
|
||||
@ -765,13 +773,12 @@ class Gamepad extends VirtualInput {
|
||||
}
|
||||
|
||||
class Sensor {
|
||||
|
||||
public var x = 0.0;
|
||||
public var y = 0.0;
|
||||
public var z = 0.0;
|
||||
|
||||
public function new() {
|
||||
kha.input.Sensor.get(kha.input.SensorType.Accelerometer).notify(listener);
|
||||
public function new(sensorType: kha.input.SensorType = kha.input.SensorType.Accelerometer) {
|
||||
kha.input.Sensor.get(sensorType).notify(listener);
|
||||
}
|
||||
|
||||
function listener(x: Float, y: Float, z: Float) {
|
||||
|
||||
@ -111,12 +111,18 @@ class LnxPack {
|
||||
#if js
|
||||
var out = {};
|
||||
#else
|
||||
var out = Type.createEmptyInstance(getClass(key, parentKey));
|
||||
var cls = getClass(key, parentKey);
|
||||
var out: Dynamic = cls != null ? Type.createEmptyInstance(cls) : {};
|
||||
var fields: Array<String> = cls != null ? Type.getInstanceFields(cls) : null;
|
||||
#end
|
||||
for (n in 0...length) {
|
||||
var k = Std.string(read(i));
|
||||
var raw = read(i);
|
||||
var k = Std.string(raw);
|
||||
var v = read(i, k, key);
|
||||
Reflect.setField(out, k, v);
|
||||
#if !js
|
||||
if (fields == null || fields.indexOf(k) != -1)
|
||||
#end
|
||||
Reflect.setField(out, k, v);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
@ -161,7 +167,9 @@ class LnxPack {
|
||||
case "tracks": TTrack;
|
||||
case "morph_target": TMorphTarget;
|
||||
case "vertex_groups": TVertex_groups;
|
||||
case _: TSceneFormat;
|
||||
case "tilesheet": TTilesheetData;
|
||||
case "events": TTilesheetEvent;
|
||||
case _: null;
|
||||
}
|
||||
}
|
||||
#end
|
||||
|
||||
@ -2,19 +2,19 @@ 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;
|
||||
}
|
||||
|
||||
static var _fixedStep: Null<Float>;
|
||||
|
||||
static var _fixedStep: Null<Float> = 1 / 60;
|
||||
public static var fixedStep(get, never): Float;
|
||||
static function get_fixedStep(): Float {
|
||||
return _fixedStep;
|
||||
@ -24,29 +24,61 @@ class Time {
|
||||
_fixedStep = value;
|
||||
}
|
||||
|
||||
static var _fixedStepInterpolation: Float = 0.0;
|
||||
public static var fixedStepInterpolation(get, never): Float;
|
||||
static function get_fixedStepInterpolation(): Float {
|
||||
return _fixedStepInterpolation;
|
||||
}
|
||||
|
||||
// TODO: VR Frame Time Override - used to sync physics with VR headset refresh rate
|
||||
#if lnx_vr
|
||||
public static var vrFrameTime: Float = -1.0; // VR frame time in seconds (-1 = not in VR)
|
||||
static var lastVRFrameTime: Float = 0.0;
|
||||
static var vrFrameCount: Int = 0;
|
||||
static var normalModeLogged: Bool = false;
|
||||
#end
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
public static function update() {
|
||||
#if lnx_vr
|
||||
// TODO: use VR frame time when in VR present mode to sync physics with VR headset refresh
|
||||
if (vrFrameTime >= 0.0) {
|
||||
if (lastVRFrameTime > 0.0) {
|
||||
_delta = vrFrameTime - lastVRFrameTime;
|
||||
} else {
|
||||
_delta = 1.0 / 90.0; // Default to 90Hz for first VR frame
|
||||
}
|
||||
lastVRFrameTime = vrFrameTime;
|
||||
|
||||
return;
|
||||
} else {
|
||||
if (!normalModeLogged) {
|
||||
normalModeLogged = true;
|
||||
}
|
||||
}
|
||||
#end
|
||||
|
||||
_delta = realTime() - lastTime;
|
||||
lastTime = realTime();
|
||||
}
|
||||
|
||||
@ -94,34 +94,34 @@ class Tween {
|
||||
|
||||
// Way too much Reflect trickery..
|
||||
var ps = Reflect.fields(a.props);
|
||||
for (i in 0...ps.length) {
|
||||
var p = ps[i];
|
||||
for (j in 0...ps.length) {
|
||||
var p = ps[j];
|
||||
var k = a._time / a.duration;
|
||||
if (k > 1) k = 1;
|
||||
|
||||
if (a._comps[i] == 1) {
|
||||
var fromVal: Float = a._x[i];
|
||||
if (a._comps[j] == 1) {
|
||||
var fromVal: Float = a._x[j];
|
||||
var toVal: Float = Reflect.getProperty(a.props, p);
|
||||
var val: Float = fromVal + (toVal - fromVal) * eases[a.ease](k);
|
||||
Reflect.setProperty(a.target, p, val);
|
||||
}
|
||||
else { // _comps[i] == 4
|
||||
else { // _comps[j] == 4
|
||||
var obj = Reflect.getProperty(a.props, p);
|
||||
var toX: Float = Reflect.getProperty(obj, "x");
|
||||
var toY: Float = Reflect.getProperty(obj, "y");
|
||||
var toZ: Float = Reflect.getProperty(obj, "z");
|
||||
var toW: Float = Reflect.getProperty(obj, "w");
|
||||
if (a._normalize[i]) {
|
||||
var qdot = (a._x[i] * toX) + (a._y[i] * toY) + (a._z[i] * toZ) + (a._w[i] * toW);
|
||||
if (a._normalize[j]) {
|
||||
var qdot = (a._x[j] * toX) + (a._y[j] * toY) + (a._z[j] * toZ) + (a._w[j] * toW);
|
||||
if (qdot < 0.0) {
|
||||
toX = -toX; toY = -toY; toZ = -toZ; toW = -toW;
|
||||
}
|
||||
}
|
||||
var x: Float = a._x[i] + (toX - a._x[i]) * eases[a.ease](k);
|
||||
var y: Float = a._y[i] + (toY - a._y[i]) * eases[a.ease](k);
|
||||
var z: Float = a._z[i] + (toZ - a._z[i]) * eases[a.ease](k);
|
||||
var w: Float = a._w[i] + (toW - a._w[i]) * eases[a.ease](k);
|
||||
if (a._normalize[i]) {
|
||||
var x: Float = a._x[j] + (toX - a._x[j]) * eases[a.ease](k);
|
||||
var y: Float = a._y[j] + (toY - a._y[j]) * eases[a.ease](k);
|
||||
var z: Float = a._z[j] + (toZ - a._z[j]) * eases[a.ease](k);
|
||||
var w: Float = a._w[j] + (toW - a._w[j]) * eases[a.ease](k);
|
||||
if (a._normalize[j]) {
|
||||
var l = Math.sqrt(x * x + y * y + z * z + w * w);
|
||||
if (l > 0.0) {
|
||||
l = 1.0 / l;
|
||||
@ -255,7 +255,7 @@ typedef TAnim = {
|
||||
@:optional var _normalize: Array<Bool>;
|
||||
}
|
||||
|
||||
@:enum abstract Ease(Int) from Int to Int {
|
||||
enum abstract Ease(Int) from Int to Int {
|
||||
var Linear = 0;
|
||||
var SineIn = 1;
|
||||
var SineOut = 2;
|
||||
|
||||
52
leenkx/Sources/iron/system/VR.hx
Normal file
52
leenkx/Sources/iron/system/VR.hx
Normal file
@ -0,0 +1,52 @@
|
||||
package iron.system;
|
||||
|
||||
import iron.math.Mat4;
|
||||
|
||||
#if lnx_vr
|
||||
class VR {
|
||||
|
||||
static var undistortionMatrix: Mat4 = null;
|
||||
|
||||
public function new() {}
|
||||
|
||||
public static function getUndistortionMatrix(): Mat4 {
|
||||
if (undistortionMatrix == null) {
|
||||
undistortionMatrix = Mat4.identity();
|
||||
}
|
||||
|
||||
return undistortionMatrix;
|
||||
}
|
||||
|
||||
public static function getMaxRadiusSq(): Float {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
public static function initButton() {
|
||||
function vrDownListener(index: Int, x: Float, y: Float) {
|
||||
var vr = kha.vr.VrInterface.instance;
|
||||
if (vr == null || !vr.IsVrEnabled() || vr.IsPresenting()) return;
|
||||
var w: Float = iron.App.w();
|
||||
var h: Float = iron.App.h();
|
||||
if (x < w - 150 || y < h - 150) return;
|
||||
vr.onVRRequestPresent();
|
||||
}
|
||||
|
||||
function vrRender2D(g: kha.graphics2.Graphics) {
|
||||
var vr = kha.vr.VrInterface.instance;
|
||||
if (vr == null || !vr.IsVrEnabled() || vr.IsPresenting()) return;
|
||||
var w: Float = iron.App.w();
|
||||
var h: Float = iron.App.h();
|
||||
g.color = 0xffff0000;
|
||||
g.fillRect(w - 150, h - 150, 140, 140);
|
||||
}
|
||||
|
||||
kha.input.Mouse.get().notify(vrDownListener, null, null, null);
|
||||
iron.App.notifyOnRender2D(vrRender2D);
|
||||
|
||||
var vr = kha.vr.VrInterface.instance; // Straight to VR (Oculus Carmel)
|
||||
if (vr != null && vr.IsVrEnabled()) {
|
||||
vr.onVRRequestPresent();
|
||||
}
|
||||
}
|
||||
}
|
||||
#end
|
||||
138
leenkx/Sources/iron/system/VRController.hx
Normal file
138
leenkx/Sources/iron/system/VRController.hx
Normal file
@ -0,0 +1,138 @@
|
||||
package iron.system;
|
||||
|
||||
#if lnx_vr
|
||||
import iron.math.Vec4;
|
||||
import iron.math.Quat;
|
||||
|
||||
class VRController {
|
||||
|
||||
public static var leftHandPosition: Vec4 = new Vec4();
|
||||
public static var leftHandRotation: Quat = new Quat();
|
||||
public static var rightHandPosition: Vec4 = new Vec4();
|
||||
public static var rightHandRotation: Quat = new Quat();
|
||||
|
||||
public static var leftHandActive: Bool = false;
|
||||
public static var rightHandActive: Bool = false;
|
||||
|
||||
public static var leftThumbstickX: Float = 0.0;
|
||||
public static var leftThumbstickY: Float = 0.0;
|
||||
public static var rightThumbstickX: Float = 0.0;
|
||||
public static var rightThumbstickY: Float = 0.0;
|
||||
|
||||
public static var leftTrigger: Float = 0.0;
|
||||
public static var rightTrigger: Float = 0.0;
|
||||
public static var leftGrip: Float = 0.0;
|
||||
public static var rightGrip: Float = 0.0;
|
||||
|
||||
public static var leftButtonX: Bool = false;
|
||||
public static var leftButtonY: Bool = false;
|
||||
public static var rightButtonA: Bool = false;
|
||||
public static var rightButtonB: Bool = false;
|
||||
|
||||
public static var debugLog:Bool = false;
|
||||
|
||||
public static function enableDebug() {
|
||||
debugLog = true;
|
||||
}
|
||||
|
||||
public static function disableDebug() {
|
||||
debugLog = false;
|
||||
}
|
||||
|
||||
public static function updatePoses() {
|
||||
var vr: kha.js.vr.VrInterface = cast kha.vr.VrInterface.instance;
|
||||
if (vr == null || !vr.IsPresenting()) {
|
||||
if (debugLog) trace("[VRController] Not presenting or VR null");
|
||||
leftHandActive = false;
|
||||
rightHandActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
untyped window._vrControllerFrame = (untyped window._vrControllerFrame || 0) + 1;
|
||||
|
||||
leftHandActive = false;
|
||||
rightHandActive = false;
|
||||
|
||||
leftButtonX = false;
|
||||
leftButtonY = false;
|
||||
rightButtonA = false;
|
||||
rightButtonB = false;
|
||||
|
||||
var refSpace = untyped vr.xrRefSpace;
|
||||
if (vr.currentInputSources == null || vr.currentFrame == null || refSpace == null) {
|
||||
return;
|
||||
}
|
||||
|
||||
var inputSources = vr.currentInputSources;
|
||||
var frame = vr.currentFrame;
|
||||
|
||||
var sourceCount:Int = untyped inputSources.length;
|
||||
|
||||
for (i in 0...sourceCount) {
|
||||
var inputSource = untyped inputSources[i];
|
||||
if (inputSource == null) continue;
|
||||
|
||||
var handedness = untyped inputSource.handedness; // "left", "right", or "none"
|
||||
|
||||
var gripSpace = untyped inputSource.gripSpace;
|
||||
var targetRaySpace = untyped inputSource.targetRaySpace;
|
||||
// use targetRaySpace first laser/pointer and fall back to gripSpace
|
||||
var space = (targetRaySpace != null) ? targetRaySpace : gripSpace;
|
||||
|
||||
if (space == null) {
|
||||
continue;
|
||||
}
|
||||
|
||||
var pose = untyped frame.getPose(space, refSpace);
|
||||
if (pose == null || pose.transform == null) {
|
||||
continue;
|
||||
}
|
||||
|
||||
var transform = pose.transform;
|
||||
var pos = transform.position;
|
||||
var orient = transform.orientation;
|
||||
|
||||
if (handedness == "left") {
|
||||
leftHandPosition.set(pos.x, pos.y, pos.z);
|
||||
leftHandRotation.set(orient.x, orient.y, orient.z, orient.w);
|
||||
leftHandActive = true;
|
||||
|
||||
var gamepad = untyped inputSource.gamepad;
|
||||
if (gamepad != null) {
|
||||
// [0]=thumbstickX [1]=thumbstickY [2]=touchpadX [3]=touchpadY
|
||||
if (gamepad.axes != null && gamepad.axes.length >= 2) {
|
||||
leftThumbstickX = gamepad.axes[0];
|
||||
leftThumbstickY = gamepad.axes[1];
|
||||
}
|
||||
// [0]=trigger [1]=grip [4]=X [5]=Y
|
||||
if (gamepad.buttons != null) {
|
||||
if (gamepad.buttons.length > 0) leftTrigger = gamepad.buttons[0].value;
|
||||
if (gamepad.buttons.length > 1) leftGrip = gamepad.buttons[1].value;
|
||||
if (gamepad.buttons.length > 4) leftButtonX = gamepad.buttons[4].pressed;
|
||||
if (gamepad.buttons.length > 5) leftButtonY = gamepad.buttons[5].pressed;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (handedness == "right") {
|
||||
rightHandPosition.set(pos.x, pos.y, pos.z);
|
||||
rightHandRotation.set(orient.x, orient.y, orient.z, orient.w);
|
||||
rightHandActive = true;
|
||||
|
||||
var gamepad = untyped inputSource.gamepad;
|
||||
if (gamepad != null) {
|
||||
if (gamepad.axes != null && gamepad.axes.length >= 2) {
|
||||
rightThumbstickX = gamepad.axes[0];
|
||||
rightThumbstickY = gamepad.axes[1];
|
||||
}
|
||||
if (gamepad.buttons != null) {
|
||||
if (gamepad.buttons.length > 0) rightTrigger = gamepad.buttons[0].value;
|
||||
if (gamepad.buttons.length > 1) rightGrip = gamepad.buttons[1].value;
|
||||
if (gamepad.buttons.length > 4) rightButtonA = gamepad.buttons[4].pressed;
|
||||
if (gamepad.buttons.length > 5) rightButtonB = gamepad.buttons[5].pressed;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#end
|
||||
@ -44,6 +44,7 @@ typedef TConfig = {
|
||||
@:optional var rp_supersample: Null<Float>;
|
||||
@:optional var rp_shadowmap_cube: Null<Int>; // size
|
||||
@:optional var rp_shadowmap_cascade: Null<Int>; // size for single cascade
|
||||
@:optional var rp_ssao: Null<Bool>;
|
||||
@:optional var rp_ssgi: Null<Bool>;
|
||||
@:optional var rp_ssr: Null<Bool>;
|
||||
@:optional var rp_ssrefr: Null<Bool>;
|
||||
|
||||
@ -13,7 +13,7 @@ class AddParticleToObjectNode extends LogicNode {
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if lnx_particles
|
||||
#if lnx_gpu_particles
|
||||
|
||||
if (property0 == 'Scene Active'){
|
||||
var objFrom: Object = inputs[1].get();
|
||||
@ -47,7 +47,7 @@ class AddParticleToObjectNode extends LogicNode {
|
||||
|
||||
var oslot: Int = mobjTo.particleSystems.length-1;
|
||||
var opsys = mobjTo.particleSystems[oslot];
|
||||
@:privateAccess opsys.setupGeomGpu(mobjTo.particleChildren[oslot], mobjTo);
|
||||
@:privateAccess opsys.setupGeomGpu(mobjTo.particleChildren[oslot]);
|
||||
|
||||
} else {
|
||||
var sceneName: String = inputs[1].get();
|
||||
@ -82,7 +82,7 @@ class AddParticleToObjectNode extends LogicNode {
|
||||
|
||||
var oslot: Int = mobjTo.particleSystems.length-1;
|
||||
var opsys = mobjTo.particleSystems[oslot];
|
||||
@:privateAccess opsys.setupGeomGpu(mobjTo.particleChildren[oslot], mobjTo);
|
||||
@:privateAccess opsys.setupGeomGpu(mobjTo.particleChildren[oslot]);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
@ -2,13 +2,17 @@ package leenkx.logicnode;
|
||||
|
||||
import iron.object.Object;
|
||||
|
||||
#if lnx_bullet
|
||||
import leenkx.trait.physics.PhysicsConstraint;
|
||||
import leenkx.trait.physics.bullet.PhysicsConstraint.ConstraintType;
|
||||
#elseif lnx_oimo
|
||||
// TODO
|
||||
#if lnx_physics
|
||||
import leenkx.trait.physics.PhysicsConstraint;
|
||||
import leenkx.trait.physics.PhysicsConstraint.ConstraintAxis;
|
||||
#if lnx_bullet
|
||||
import leenkx.trait.physics.bullet.PhysicsConstraint.ConstraintType;
|
||||
#elseif lnx_jolt
|
||||
import leenkx.trait.physics.jolt.PhysicsConstraint.ConstraintType;
|
||||
#else
|
||||
import leenkx.trait.physics.oimo.PhysicsConstraint.ConstraintType;
|
||||
#end
|
||||
#end
|
||||
|
||||
class AddPhysicsConstraintNode extends LogicNode {
|
||||
|
||||
public var property0: String;//Type
|
||||
@ -27,8 +31,7 @@ class AddPhysicsConstraintNode extends LogicNode {
|
||||
|
||||
if (pivotObject == null || rb1 == null || rb2 == null) return;
|
||||
|
||||
#if lnx_bullet
|
||||
|
||||
#if lnx_physics
|
||||
var disableCollisions: Bool = inputs[4].get();
|
||||
var breakable: Bool = inputs[5].get();
|
||||
var breakingThreshold: Float = inputs[6].get();
|
||||
@ -110,8 +113,6 @@ class AddPhysicsConstraintNode extends LogicNode {
|
||||
}
|
||||
pivotObject.addTrait(con);
|
||||
}
|
||||
#elseif lnx_oimo
|
||||
// TODO
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
|
||||
48
leenkx/Sources/leenkx/logicnode/AnyContactNode.hx
Normal file
48
leenkx/Sources/leenkx/logicnode/AnyContactNode.hx
Normal file
@ -0,0 +1,48 @@
|
||||
package leenkx.logicnode;
|
||||
import iron.object.Object;
|
||||
|
||||
#if lnx_physics
|
||||
import leenkx.trait.physics.PhysicsCache;
|
||||
import leenkx.trait.physics.RigidBody;
|
||||
#end
|
||||
|
||||
class AnyContactNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
var lastContact = false;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
tree.notifyOnUpdate(update);
|
||||
}
|
||||
|
||||
function update() {
|
||||
var object1: Object = inputs[0].get();
|
||||
if (object1 == null) object1 = tree.object;
|
||||
if (object1 == null) return;
|
||||
|
||||
var contact = false;
|
||||
|
||||
#if lnx_physics
|
||||
var rb1 = PhysicsCache.getCachedRigidBody(object1);
|
||||
if (rb1 != null) {
|
||||
var rbs = PhysicsCache.getCachedContacts(rb1);
|
||||
contact = (rbs != null && rbs.length > 0);
|
||||
}
|
||||
#end
|
||||
|
||||
var shouldTrigger = false;
|
||||
switch (property0) {
|
||||
case "begin":
|
||||
shouldTrigger = contact && !lastContact;
|
||||
case "overlap":
|
||||
shouldTrigger = contact;
|
||||
case "end":
|
||||
shouldTrigger = !contact && lastContact;
|
||||
}
|
||||
|
||||
lastContact = contact;
|
||||
|
||||
if (shouldTrigger) runOutput(0);
|
||||
}
|
||||
}
|
||||
@ -37,86 +37,90 @@ class CreateLeenkxNode extends LogicNode {
|
||||
|
||||
function onEvent() {
|
||||
#if js
|
||||
var window:haxe.DynamicAccess<Dynamic> = untyped js.Browser.window;
|
||||
var lxCxNew = window.get('lxNew');
|
||||
var lnxjs:Dynamic = js.Lib.global;
|
||||
var lnxCxNew = lnxjs.lnxNew;
|
||||
|
||||
if (lnxCxNew == null) {
|
||||
trace("ERROR: lnxNew not available");
|
||||
return;
|
||||
}
|
||||
|
||||
var lxCn:Dynamic = lxCxNew(net_Url);
|
||||
|
||||
lxCn.on("connections", function(c) {
|
||||
leenkx.network.Leenkx.data.set(net_Url, c + 1);
|
||||
leenkx.network.Leenkx.connections[net_Url].onconnections();
|
||||
});
|
||||
lxCn.on("message", function(address,message) {
|
||||
leenkx.network.Leenkx.data.set(net_Url, message);
|
||||
leenkx.network.Leenkx.id.set(net_Url, address);
|
||||
leenkx.network.Leenkx.connections[net_Url].onmessage();
|
||||
});
|
||||
lxCn.on("seen", function(address) {
|
||||
leenkx.network.Leenkx.id.set(net_Url, address);
|
||||
leenkx.network.Leenkx.connections[net_Url].onseen();
|
||||
});
|
||||
lxCn.on("left", function(address) {
|
||||
leenkx.network.Leenkx.id.set(net_Url, address);
|
||||
leenkx.network.Leenkx.connections[net_Url].onleft();
|
||||
});
|
||||
lxCn.on("server", function(address) {
|
||||
leenkx.network.Leenkx.id.set(net_Url, address);
|
||||
leenkx.network.Leenkx.connections[net_Url].onserver();
|
||||
});
|
||||
lxCn.on("ping", function(address) {
|
||||
leenkx.network.Leenkx.id.set(net_Url, address);
|
||||
leenkx.network.Leenkx.connections[net_Url].onping();
|
||||
});
|
||||
lxCn.on("timeout", function(address) {
|
||||
leenkx.network.Leenkx.id.set(net_Url, address);
|
||||
leenkx.network.Leenkx.connections[net_Url].ontimeout();
|
||||
});
|
||||
lxCn.on("rpc", function(address, call, args, nonce) {
|
||||
leenkx.network.Leenkx.data.set(net_Url, call);
|
||||
leenkx.network.Leenkx.id.set(net_Url, address);
|
||||
call(args);
|
||||
leenkx.network.Leenkx.connections[net_Url].onrpc();
|
||||
});
|
||||
lxCn.on("rpc-response", function(address, nonce, response) {
|
||||
leenkx.network.Leenkx.id.set(net_Url, address);
|
||||
leenkx.network.Leenkx.connections[net_Url].onrpcresponse();
|
||||
});
|
||||
lxCn.on("wireleft", function(wirecount, wire) {
|
||||
leenkx.network.Leenkx.data.set(net_Url, wirecount);
|
||||
leenkx.network.Leenkx.id.set(net_Url, wire.peerId);
|
||||
leenkx.network.Leenkx.connections[net_Url].onwireleft();
|
||||
});
|
||||
lxCn.on("wireseen", function(wirecount, wire) {
|
||||
leenkx.network.Leenkx.data.set(net_Url, wirecount);
|
||||
leenkx.network.Leenkx.id.set(net_Url, wire.peerId);
|
||||
leenkx.network.Leenkx.connections[net_Url].onwireseen();
|
||||
});
|
||||
lxCn.on("torrent", function(identifier, torrent) {
|
||||
leenkx.network.Leenkx.data.set(net_Url, torrent);
|
||||
leenkx.network.Leenkx.id.set(net_Url, identifier);
|
||||
leenkx.network.Leenkx.connections[net_Url].ontorrent();
|
||||
});
|
||||
|
||||
lxCn.on("tracker", function(identifier) {
|
||||
leenkx.network.Leenkx.id.set(net_Url, identifier);
|
||||
leenkx.network.Leenkx.connections[net_Url].ontracker();
|
||||
});
|
||||
|
||||
lxCn.on("announce", function(identifier) {
|
||||
leenkx.network.Leenkx.id.set(net_Url, identifier);
|
||||
leenkx.network.Leenkx.connections[net_Url].onannounce();
|
||||
});
|
||||
window.set("lx_" + net_Url, lxCn);
|
||||
Leenkx.connections[net_Url].client = lxCn;
|
||||
var script = '
|
||||
window.addEventListener("beforeunload", function (e) {
|
||||
leenkx.network.Leenkx.connections.h["' + net_Url + '"].client.destroy();
|
||||
delete e["returnValue"];
|
||||
});
|
||||
';
|
||||
js.Syntax.code('(1, eval)({0})', script.toString());
|
||||
runOutput(0);
|
||||
#end
|
||||
var lnxCn:Dynamic = lnxCxNew(net_Url);
|
||||
|
||||
lnxCn.on("connections", function(c) {
|
||||
leenkx.network.Leenkx.data.set(net_Url, c + 1);
|
||||
leenkx.network.Leenkx.connections[net_Url].onconnections();
|
||||
});
|
||||
lnxCn.on("message", function(address, message) {
|
||||
leenkx.network.Leenkx.data.set(net_Url, message);
|
||||
leenkx.network.Leenkx.id.set(net_Url, address);
|
||||
leenkx.network.Leenkx.connections[net_Url].onmessage();
|
||||
});
|
||||
lnxCn.on("seen", function(address) {
|
||||
leenkx.network.Leenkx.id.set(net_Url, address);
|
||||
leenkx.network.Leenkx.connections[net_Url].onseen();
|
||||
});
|
||||
lnxCn.on("left", function(address) {
|
||||
leenkx.network.Leenkx.id.set(net_Url, address);
|
||||
leenkx.network.Leenkx.connections[net_Url].onleft();
|
||||
});
|
||||
lnxCn.on("server", function(address) {
|
||||
leenkx.network.Leenkx.id.set(net_Url, address);
|
||||
leenkx.network.Leenkx.connections[net_Url].onserver();
|
||||
});
|
||||
lnxCn.on("ping", function(address) {
|
||||
leenkx.network.Leenkx.id.set(net_Url, address);
|
||||
leenkx.network.Leenkx.connections[net_Url].onping();
|
||||
});
|
||||
lnxCn.on("timeout", function(address) {
|
||||
leenkx.network.Leenkx.id.set(net_Url, address);
|
||||
leenkx.network.Leenkx.connections[net_Url].ontimeout();
|
||||
});
|
||||
lnxCn.on("rpc", function(address, call, args, nonce) {
|
||||
leenkx.network.Leenkx.data.set(net_Url, call);
|
||||
leenkx.network.Leenkx.id.set(net_Url, address);
|
||||
call(args);
|
||||
leenkx.network.Leenkx.connections[net_Url].onrpc();
|
||||
});
|
||||
lnxCn.on("rpc-response", function(address, nonce, response) {
|
||||
leenkx.network.Leenkx.id.set(net_Url, address);
|
||||
leenkx.network.Leenkx.connections[net_Url].onrpcresponse();
|
||||
});
|
||||
lnxCn.on("wireleft", function(wirecount, wire) {
|
||||
leenkx.network.Leenkx.data.set(net_Url, wirecount);
|
||||
leenkx.network.Leenkx.id.set(net_Url, wire.peerId);
|
||||
leenkx.network.Leenkx.connections[net_Url].onwireleft();
|
||||
});
|
||||
lnxCn.on("wireseen", function(wirecount, wire) {
|
||||
leenkx.network.Leenkx.data.set(net_Url, wirecount);
|
||||
leenkx.network.Leenkx.id.set(net_Url, wire.peerId);
|
||||
leenkx.network.Leenkx.connections[net_Url].onwireseen();
|
||||
});
|
||||
lnxCn.on("torrent", function(identifier, torrent) {
|
||||
leenkx.network.Leenkx.data.set(net_Url, torrent);
|
||||
leenkx.network.Leenkx.id.set(net_Url, identifier);
|
||||
leenkx.network.Leenkx.connections[net_Url].ontorrent();
|
||||
});
|
||||
lnxCn.on("tracker", function(identifier) {
|
||||
leenkx.network.Leenkx.id.set(net_Url, identifier);
|
||||
leenkx.network.Leenkx.connections[net_Url].ontracker();
|
||||
});
|
||||
lnxCn.on("announce", function(identifier) {
|
||||
leenkx.network.Leenkx.id.set(net_Url, identifier);
|
||||
leenkx.network.Leenkx.connections[net_Url].onannounce();
|
||||
});
|
||||
|
||||
Reflect.setField(lnxjs, "lnx_" + net_Url, lnxCn);
|
||||
Leenkx.connections[net_Url].client = lnxCn;
|
||||
|
||||
var script = 'globalThis.addEventListener("beforeunload", function (e) {
|
||||
leenkx.network.Leenkx.connections.h["' + net_Url + '"].client.destroy();
|
||||
delete e["returnValue"];
|
||||
});';
|
||||
js.Syntax.code('(1, eval)({0})', script);
|
||||
|
||||
runOutput(0);
|
||||
#end
|
||||
}
|
||||
|
||||
|
||||
|
||||
@ -31,7 +31,7 @@ class DrawImageNode extends LogicNode {
|
||||
|
||||
RenderToTexture.g.rotate(angle, x, y);
|
||||
|
||||
if (imgName != lastImgName) {
|
||||
if (imgName != lastImgName || img == null) {
|
||||
// Load new image
|
||||
lastImgName = imgName;
|
||||
iron.data.Data.getImage(imgName, (image: Image) -> {
|
||||
|
||||
107
leenkx/Sources/leenkx/logicnode/DrawImageRenderNode.hx
Normal file
107
leenkx/Sources/leenkx/logicnode/DrawImageRenderNode.hx
Normal file
@ -0,0 +1,107 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.math.Vec4;
|
||||
import kha.Image;
|
||||
import kha.Color;
|
||||
import leenkx.renderpath.RenderToTexture;
|
||||
|
||||
class DrawImageRenderNode extends LogicNode {
|
||||
var img: Image;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
|
||||
if (from == 1)
|
||||
tree.notifyOnRender(render);
|
||||
else {
|
||||
|
||||
RenderToTexture.ensure2DContext("DrawImageRenderNode");
|
||||
|
||||
final colorVec: Vec4 = inputs[3].get();
|
||||
final anchorH: Int = inputs[4].get();
|
||||
final anchorV: Int = inputs[5].get();
|
||||
final x: Float = inputs[6].get();
|
||||
final y: Float = inputs[7].get();
|
||||
final width: Float = inputs[8].get();
|
||||
final height: Float = inputs[9].get();
|
||||
final sx: Float = inputs[10].get();
|
||||
final sy: Float = inputs[11].get();
|
||||
final swidth: Float = inputs[12].get();
|
||||
final sheight: Float = inputs[13].get();
|
||||
final angle: Float = inputs[14].get();
|
||||
|
||||
final drawx = x - 0.5 * width * anchorH;
|
||||
final drawy = y - 0.5 * height * anchorV;
|
||||
|
||||
RenderToTexture.g.rotate(angle, x, y);
|
||||
|
||||
if (img != null){
|
||||
RenderToTexture.g.color = 0xff000000;
|
||||
RenderToTexture.g.fillRect(drawx, drawy, width, height);
|
||||
RenderToTexture.g.color = RenderToTexture.g.color = Color.fromFloats(colorVec.x, colorVec.y, colorVec.z, colorVec.w);
|
||||
RenderToTexture.g.drawScaledSubImage(img, sx, sy, swidth, sheight, drawx, drawy, width, height);
|
||||
}
|
||||
|
||||
RenderToTexture.g.rotate(-angle, x, y);
|
||||
|
||||
runOutput(0);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render(g: kha.graphics4.Graphics) {
|
||||
|
||||
var camera = inputs[2].get();
|
||||
|
||||
img = kha.Image.createRenderTarget(iron.App.w(), iron.App.h(),
|
||||
kha.graphics4.TextureFormat.RGBA32,
|
||||
kha.graphics4.DepthStencilFormat.NoDepthAndStencil);
|
||||
|
||||
final sceneCam = iron.Scene.active.camera;
|
||||
final oldRT = camera.renderTarget;
|
||||
|
||||
iron.Scene.active.camera = camera;
|
||||
camera.renderTarget = img;
|
||||
|
||||
camera.renderFrame(g);
|
||||
|
||||
img = camera.renderTarget;
|
||||
|
||||
if (inputs[15].get() || kha.Image.renderTargetsInvertedY()) {
|
||||
|
||||
img = kha.Image.createRenderTarget(iron.App.w(), iron.App.h(),
|
||||
kha.graphics4.TextureFormat.RGBA32,
|
||||
kha.graphics4.DepthStencilFormat.NoDepthAndStencil);
|
||||
|
||||
img.g2.begin(true, Color.Transparent);
|
||||
|
||||
img.g2.color = Color.White;
|
||||
|
||||
if (kha.Image.renderTargetsInvertedY()) {
|
||||
img.g2.drawScaledImage(camera.renderTarget, 0, iron.App.h(), iron.App.w(), -iron.App.h());
|
||||
} else {
|
||||
img.g2.drawImage(camera.renderTarget, 0, 0);
|
||||
}
|
||||
|
||||
if (inputs[15].get()) {
|
||||
for (f in @:privateAccess iron.App.traitRenders2D) {
|
||||
f(img.g2);
|
||||
}
|
||||
}
|
||||
|
||||
img.g2.end();
|
||||
|
||||
}
|
||||
|
||||
camera.renderTarget = oldRT;
|
||||
iron.Scene.active.camera = sceneCam;
|
||||
|
||||
tree.removeRender(render);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@ -62,7 +62,7 @@ class DrawStringNode extends LogicNode {
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
|
||||
return from == 1 ? RenderToTexture.g.font.height(RenderToTexture.g.fontSize) : RenderToTexture.g.font.width(RenderToTexture.g.fontSize, string);
|
||||
|
||||
return from == 1 ? RenderToTexture.g.font.width(RenderToTexture.g.fontSize, string) : RenderToTexture.g.font.height(RenderToTexture.g.fontSize);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -14,7 +14,7 @@ class DrawSubImageNode extends LogicNode {
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
RenderToTexture.ensure2DContext("DrawImageNode");
|
||||
RenderToTexture.ensure2DContext("DrawSubImageNode");
|
||||
|
||||
final imgName: String = inputs[1].get();
|
||||
final colorVec: Vec4 = inputs[2].get();
|
||||
@ -32,12 +32,10 @@ class DrawSubImageNode extends LogicNode {
|
||||
|
||||
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) {
|
||||
if (imgName != lastImgName || img == null) {
|
||||
// Load new image
|
||||
lastImgName = imgName;
|
||||
iron.data.Data.getImage(imgName, (image: Image) -> {
|
||||
@ -51,7 +49,7 @@ class DrawSubImageNode extends LogicNode {
|
||||
}
|
||||
|
||||
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.drawScaledSubImage(img, sx, sy, swidth, sheight, drawx, drawy, width, height);
|
||||
RenderToTexture.g.rotate(-angle, x, y);
|
||||
|
||||
runOutput(0);
|
||||
|
||||
71
leenkx/Sources/leenkx/logicnode/DrawToImageNode.hx
Normal file
71
leenkx/Sources/leenkx/logicnode/DrawToImageNode.hx
Normal file
@ -0,0 +1,71 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import kha.Color;
|
||||
import iron.math.Vec4;
|
||||
import leenkx.renderpath.RenderToTexture;
|
||||
|
||||
class DrawToImageNode extends LogicNode {
|
||||
|
||||
var img: kha.Image = null;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
var file: String = inputs[1].get();
|
||||
var colorVec: Vec4 = inputs[2].get();
|
||||
|
||||
img = kha.Image.createRenderTarget(inputs[3].get(), inputs[4].get(),
|
||||
kha.graphics4.TextureFormat.RGBA32,
|
||||
kha.graphics4.DepthStencilFormat.NoDepthAndStencil);
|
||||
|
||||
RenderToTexture.ensureEmptyRenderTarget("DrawToImageNode");
|
||||
img.g2.begin();
|
||||
RenderToTexture.g = img.g2;
|
||||
RenderToTexture.g.color = Color.fromFloats(colorVec.x, colorVec.y, colorVec.z, colorVec.w);
|
||||
RenderToTexture.g.fillRect(0, 0, img.width, img.height);
|
||||
runOutput(0);
|
||||
RenderToTexture.g = null;
|
||||
img.g2.end();
|
||||
|
||||
var pixels = img.getPixels();
|
||||
|
||||
var tx = inputs[5].get();
|
||||
var ty = inputs[6].get();
|
||||
var tw = inputs[7].get();
|
||||
var th = inputs[8].get();
|
||||
|
||||
var bo = new haxe.io.BytesOutput();
|
||||
var rgb = haxe.io.Bytes.alloc(tw * th * 4);
|
||||
for (j in ty...ty + th) {
|
||||
for (i in tx...tx + tw) {
|
||||
var l = j * img.width + i;
|
||||
var m = (j - ty) * tw + i - tx;
|
||||
|
||||
//ARGB 0xff
|
||||
rgb.set(m * 4 + 0, pixels.get(l * 4 + 3));
|
||||
rgb.set(m * 4 + 1, pixels.get(l * 4 + 0));
|
||||
rgb.set(m * 4 + 2, pixels.get(l * 4 + 1));
|
||||
rgb.set(m * 4 + 3, pixels.get(l * 4 + 2));
|
||||
}
|
||||
}
|
||||
|
||||
var imgwriter = new iron.format.bmp.Writer(bo);
|
||||
imgwriter.write(iron.format.bmp.Tools.buildFromARGB(tw, th, rgb));
|
||||
|
||||
#if kha_krom
|
||||
Krom.fileSaveBytes(Krom.getFilesLocation() + "/" + file, bo.getBytes().getData());
|
||||
|
||||
#elseif kha_html5
|
||||
var blob = new js.html.Blob([bo.getBytes().getData()], {type: "application"});
|
||||
var url = js.html.URL.createObjectURL(blob);
|
||||
var a = cast(js.Browser.document.createElement("a"), js.html.AnchorElement);
|
||||
a.href = url;
|
||||
a.download = file;
|
||||
a.click();
|
||||
js.html.URL.revokeObjectURL(url);
|
||||
#end
|
||||
}
|
||||
|
||||
}
|
||||
80
leenkx/Sources/leenkx/logicnode/DrawToScreenNode.hx
Normal file
80
leenkx/Sources/leenkx/logicnode/DrawToScreenNode.hx
Normal file
@ -0,0 +1,80 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.math.Vec4;
|
||||
import kha.Image;
|
||||
import kha.Color;
|
||||
import leenkx.renderpath.RenderToTexture;
|
||||
|
||||
class DrawToScreenNode extends LogicNode {
|
||||
var img: Image;
|
||||
var colorVec: Vec4;
|
||||
var anchorH: Int;
|
||||
var anchorV: Int;
|
||||
var x: Float;
|
||||
var y: Float;
|
||||
var width: Float;
|
||||
var height: Float;
|
||||
var sx: Float;
|
||||
var sy: Float;
|
||||
var swidth: Float;
|
||||
var sheight: Float;
|
||||
var angle: Float;
|
||||
|
||||
var drawx: Float;
|
||||
var drawy: Float;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
|
||||
if (from == 0){
|
||||
|
||||
if (img == null){
|
||||
runOutput(0);
|
||||
return;
|
||||
}
|
||||
|
||||
colorVec = inputs[4].get();
|
||||
anchorH = inputs[5].get();
|
||||
anchorV = inputs[6].get();
|
||||
x = inputs[7].get();
|
||||
y = inputs[8].get();
|
||||
width = inputs[9].get();
|
||||
height = inputs[10].get();
|
||||
sx = inputs[11].get();
|
||||
sy = inputs[12].get();
|
||||
swidth = inputs[13].get();
|
||||
sheight = inputs[14].get();
|
||||
angle = inputs[15].get();
|
||||
|
||||
drawx = x - 0.5 * width * anchorH;
|
||||
drawy = y - 0.5 * height * anchorV;
|
||||
|
||||
RenderToTexture.g.rotate(angle, x, y);
|
||||
RenderToTexture.g.color = Color.fromFloats(colorVec.x, colorVec.y, colorVec.z, colorVec.w);
|
||||
RenderToTexture.g.drawScaledSubImage(img, sx, sy, swidth, sheight, drawx, drawy, width, height);
|
||||
RenderToTexture.g.rotate(-angle, x, y);
|
||||
|
||||
runOutput(0);
|
||||
|
||||
} else {
|
||||
|
||||
if (img == null)
|
||||
img = kha.Image.createRenderTarget(inputs[2].get(), inputs[3].get(),
|
||||
kha.graphics4.TextureFormat.RGBA32,
|
||||
kha.graphics4.DepthStencilFormat.NoDepthAndStencil);
|
||||
|
||||
RenderToTexture.ensureEmptyRenderTarget("DrawToScreenNode");
|
||||
img.g2.begin(inputs[16].get(), Color.Transparent);
|
||||
RenderToTexture.g = img.g2;
|
||||
runOutput(1);
|
||||
RenderToTexture.g = null;
|
||||
img.g2.end();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
23
leenkx/Sources/leenkx/logicnode/EmitSignalNode.hx
Normal file
23
leenkx/Sources/leenkx/logicnode/EmitSignalNode.hx
Normal file
@ -0,0 +1,23 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import leenkx.system.Signal;
|
||||
|
||||
class EmitSignalNode extends LogicNode {
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
var signal: Signal = inputs[1].get();
|
||||
if (signal == null)
|
||||
return;
|
||||
|
||||
var args: Array<Any> = [];
|
||||
for (i in 2...inputs.length) {
|
||||
args.push(inputs[i].get());
|
||||
}
|
||||
|
||||
Reflect.callMethod(signal, Reflect.field(signal, "emit"), args);
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
17
leenkx/Sources/leenkx/logicnode/GetAudioPositionNode.hx
Normal file
17
leenkx/Sources/leenkx/logicnode/GetAudioPositionNode.hx
Normal file
@ -0,0 +1,17 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import aura.Aura;
|
||||
import aura.Types;
|
||||
|
||||
class GetAudioPositionNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
var audio = inputs[0].get();
|
||||
if (audio == null || audio.channel == null) return 0.0;
|
||||
return audio.channel.floatPosition / audio.channel.sampleRate;
|
||||
}
|
||||
}
|
||||
19
leenkx/Sources/leenkx/logicnode/GetCameraRenderFilterNode.hx
Normal file
19
leenkx/Sources/leenkx/logicnode/GetCameraRenderFilterNode.hx
Normal file
@ -0,0 +1,19 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.object.MeshObject;
|
||||
import iron.object.CameraObject;
|
||||
|
||||
class GetCameraRenderFilterNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
var mo: MeshObject = cast inputs[0].get();
|
||||
|
||||
if (mo == null) return null;
|
||||
|
||||
return mo.cameraList;
|
||||
}
|
||||
}
|
||||
96
leenkx/Sources/leenkx/logicnode/GetImageColorNode.hx
Normal file
96
leenkx/Sources/leenkx/logicnode/GetImageColorNode.hx
Normal file
@ -0,0 +1,96 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.math.Vec4;
|
||||
import kha.Color;
|
||||
import kha.Image;
|
||||
|
||||
class GetImageColorNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
var renderTarget: Image = null;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
renderTarget = Image.createRenderTarget(iron.App.w(), iron.App.h(), kha.graphics4.TextureFormat.RGBA32,
|
||||
kha.graphics4.DepthStencilFormat.NoDepthAndStencil);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
|
||||
var i: Int;
|
||||
var j: Int;
|
||||
|
||||
if (property0 == 'Image'){
|
||||
i = inputs[1].get();
|
||||
j = inputs[2].get();
|
||||
} else {
|
||||
i = inputs[0].get();
|
||||
j = inputs[1].get();
|
||||
}
|
||||
|
||||
if (i < 0 || j < 0) return null;
|
||||
|
||||
if (property0 != 'Image')
|
||||
if (i > renderTarget.width || j > renderTarget.height) return null;
|
||||
|
||||
renderTarget.g2.begin(true, Color.Transparent);
|
||||
|
||||
renderTarget.g2.color = Color.White;
|
||||
|
||||
if (property0 == 'Render' || property0 == 'Render&Render2D'){
|
||||
if (leenkx.renderpath.RenderPathCreator.finalTarget != null){
|
||||
var img: Image = iron.RenderPath.active.renderTargets.get("buf").image;
|
||||
renderTarget.g2.drawScaledImage(img, 0, 0, iron.App.w(), iron.App.h());
|
||||
}
|
||||
}
|
||||
|
||||
if (Image.renderTargetsInvertedY()){
|
||||
renderTarget.g2.scale(1, -1);
|
||||
renderTarget.g2.translate(0, renderTarget.height);
|
||||
}
|
||||
|
||||
if (property0 == 'Image'){
|
||||
var img: Image;
|
||||
iron.data.Data.getImage(inputs[0].get(), (image: Image) -> {
|
||||
img = image;
|
||||
});
|
||||
if (img == null || i > img.width || j > img.height){
|
||||
renderTarget.g2.end();
|
||||
return null;
|
||||
} else
|
||||
renderTarget.g2.drawScaledImage(img, 0, 0, img.width, img.height);
|
||||
}
|
||||
|
||||
if (property0.indexOf('2D') > 0)
|
||||
for (f in @:privateAccess iron.App.traitRenders2D)
|
||||
f(renderTarget.g2);
|
||||
|
||||
if (Image.renderTargetsInvertedY()){
|
||||
renderTarget.g2.scale(1, -1);
|
||||
renderTarget.g2.translate(0, renderTarget.height);
|
||||
}
|
||||
|
||||
renderTarget.g2.end();
|
||||
|
||||
var pixels = renderTarget.getPixels();
|
||||
|
||||
var k = j * renderTarget.width + i;
|
||||
|
||||
#if kha_krom
|
||||
var l = k;
|
||||
#elseif kha_html5
|
||||
var l = (renderTarget.height - j) * renderTarget.width + i;
|
||||
#end
|
||||
|
||||
var r = pixels.get(l * 4 + 0)/255;
|
||||
var g = pixels.get(l * 4 + 1)/255;
|
||||
var b = pixels.get(l * 4 + 2)/255;
|
||||
var a = pixels.get(l * 4 + 3)/255;
|
||||
|
||||
var v = new Vec4(r, g, b, a);
|
||||
|
||||
return v;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@ -14,7 +14,7 @@ class GetParticleDataNode extends LogicNode {
|
||||
|
||||
if (object == null) return null;
|
||||
|
||||
#if lnx_particles
|
||||
#if lnx_gpu_particles
|
||||
|
||||
var mo = cast(object, iron.object.MeshObject);
|
||||
|
||||
|
||||
@ -13,7 +13,7 @@ class GetParticleNode extends LogicNode {
|
||||
|
||||
if (object == null) return null;
|
||||
|
||||
#if lnx_particles
|
||||
#if lnx_gpu_particles
|
||||
|
||||
var mo = cast(object, iron.object.MeshObject);
|
||||
|
||||
|
||||
33
leenkx/Sources/leenkx/logicnode/GetPositionSpeakerNode.hx
Normal file
33
leenkx/Sources/leenkx/logicnode/GetPositionSpeakerNode.hx
Normal file
@ -0,0 +1,33 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
#if lnx_audio
|
||||
import iron.object.SpeakerObject;
|
||||
import kha.audio1.AudioChannel;
|
||||
#end
|
||||
|
||||
class GetPositionSpeakerNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
#if lnx_audio
|
||||
var object: SpeakerObject = cast(inputs[0].get(), SpeakerObject);
|
||||
if (object == null || object.sound == null) return 0.0;
|
||||
|
||||
if (object.channels.length == 0) return 0.0;
|
||||
|
||||
var channel = object.channels[0];
|
||||
|
||||
var position = 0.0;
|
||||
if (channel != null) {
|
||||
position = @:privateAccess channel.get_position();
|
||||
}
|
||||
|
||||
return position;
|
||||
#else
|
||||
return 0.0;
|
||||
#end
|
||||
}
|
||||
}
|
||||
21
leenkx/Sources/leenkx/logicnode/GetTilesheetFlipNode.hx
Normal file
21
leenkx/Sources/leenkx/logicnode/GetTilesheetFlipNode.hx
Normal file
@ -0,0 +1,21 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.object.MeshObject;
|
||||
|
||||
class GetTilesheetFlipNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
var object: MeshObject = inputs[0].get();
|
||||
|
||||
if (object == null) return null;
|
||||
if (object.tilesheet == null) return null;
|
||||
if (from == 0) return object.tilesheet.flipX;
|
||||
if (from == 1) return object.tilesheet.flipY;
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
@ -11,13 +11,13 @@ class GetTilesheetStateNode extends LogicNode {
|
||||
override function get(from: Int): Dynamic {
|
||||
var object: MeshObject = inputs[0].get();
|
||||
|
||||
if (object == null) return null;
|
||||
if (object == null || object.tilesheet == null) return null;
|
||||
|
||||
var tilesheet = object.activeTilesheet;
|
||||
var tilesheet = object.tilesheet;
|
||||
|
||||
return switch (from) {
|
||||
case 0: tilesheet.raw.name;
|
||||
case 1: tilesheet.action.name;
|
||||
case 0: object.name; // Return object name since tilesheet is embedded
|
||||
case 1: tilesheet.action != null ? tilesheet.action.name : null;
|
||||
case 2: tilesheet.getFrameOffset();
|
||||
case 3: tilesheet.frame;
|
||||
case 4: tilesheet.paused;
|
||||
|
||||
@ -3,7 +3,7 @@ package leenkx.logicnode;
|
||||
import iron.object.Object;
|
||||
import iron.math.Vec4;
|
||||
|
||||
class GetWorldNode extends LogicNode {
|
||||
class GetWorldOrientationNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
|
||||
|
||||
24
leenkx/Sources/leenkx/logicnode/GlobalSignalNode.hx
Normal file
24
leenkx/Sources/leenkx/logicnode/GlobalSignalNode.hx
Normal file
@ -0,0 +1,24 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import leenkx.system.Signal;
|
||||
|
||||
class GlobalSignalNode extends LogicNode {
|
||||
public static var signals: Map<String, Signal> = new Map<String, Signal>();
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Null<Signal> {
|
||||
var name: String = inputs[0].get();
|
||||
if (name == null || name == "")
|
||||
return null;
|
||||
|
||||
var signal: Signal = signals.get(name);
|
||||
if (signal == null) {
|
||||
signal = new Signal();
|
||||
signals.set(name, signal);
|
||||
}
|
||||
return signal;
|
||||
}
|
||||
}
|
||||
@ -1,7 +1,10 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.object.Object;
|
||||
|
||||
#if lnx_physics
|
||||
import leenkx.trait.physics.PhysicsCache;
|
||||
import leenkx.trait.physics.RigidBody;
|
||||
#end
|
||||
|
||||
class HasContactNode extends LogicNode {
|
||||
|
||||
@ -15,12 +18,15 @@ class HasContactNode extends LogicNode {
|
||||
|
||||
if (object1 == null || object2 == null) return false;
|
||||
|
||||
#if lnx_physics
|
||||
var physics = leenkx.trait.physics.PhysicsWorld.active;
|
||||
var rb2 = object2.getTrait(RigidBody);
|
||||
var rbs = physics.getContacts(object1.getTrait(RigidBody));
|
||||
if (rbs != null) for (rb in rbs) if (rb == rb2) return true;
|
||||
#end
|
||||
#if lnx_physics
|
||||
var rb1 = PhysicsCache.getCachedRigidBody(object1);
|
||||
var rb2 = PhysicsCache.getCachedRigidBody(object2);
|
||||
|
||||
if (rb1 != null && rb2 != null) {
|
||||
var rbs = PhysicsCache.getCachedContacts(rb1);
|
||||
return PhysicsCache.hasContactWith(rbs, rb2);
|
||||
}
|
||||
#end
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
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Reference in New Issue
Block a user