jax 0.0.0.1
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- data/.gitignore +12 -0
- data/.gitmodules +3 -0
- data/.rvmrc +7 -0
- data/Gemfile +4 -0
- data/README.rdoc +32 -0
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- data/src/jax/webgl/camera.js +526 -0
- data/src/jax/webgl/core.js +6 -0
- data/src/jax/webgl/core/buffer.js +161 -0
- data/src/jax/webgl/core/edge.js +6 -0
- data/src/jax/webgl/core/events.js +25 -0
- data/src/jax/webgl/core/face.js +8 -0
- data/src/jax/webgl/core/framebuffer.js +206 -0
- data/src/jax/webgl/material.js +375 -0
- data/src/jax/webgl/mesh.js +412 -0
- data/src/jax/webgl/scene.js +11 -0
- data/src/jax/webgl/scene/frustum.js +260 -0
- data/src/jax/webgl/scene/light_manager.js +112 -0
- data/src/jax/webgl/scene/light_source.js +248 -0
- data/src/jax/webgl/shader.js +282 -0
- data/src/jax/webgl/shader/delegator.js +13 -0
- data/src/jax/webgl/shader/delegator/attribute.js +53 -0
- data/src/jax/webgl/shader/delegator/uniform.js +71 -0
- data/src/jax/webgl/shader/manifest.js +64 -0
- data/src/jax/webgl/shader/program.js +140 -0
- data/src/jax/webgl/shader_chain.js +256 -0
- data/src/jax/webgl/texture.js +312 -0
- data/src/jax/webgl/world.js +119 -0
- data/vendor/ejs/.svn/all-wcprops +17 -0
- data/vendor/ejs/.svn/entries +114 -0
- data/vendor/ejs/.svn/text-base/Eratta.txt.svn-base +3 -0
- data/vendor/ejs/.svn/text-base/license.txt.svn-base +21 -0
- data/vendor/ejs/Eratta.txt +3 -0
- data/vendor/ejs/example/.svn/all-wcprops +29 -0
- data/vendor/ejs/example/.svn/entries +164 -0
- data/vendor/ejs/example/.svn/prop-base/ejs.gif.svn-base +5 -0
- data/vendor/ejs/example/.svn/text-base/demo.html.svn-base +54 -0
- data/vendor/ejs/example/.svn/text-base/ejs.gif.svn-base +0 -0
- data/vendor/ejs/example/.svn/text-base/example.css.svn-base +31 -0
- data/vendor/ejs/example/.svn/text-base/example.js.svn-base +88 -0
- data/vendor/ejs/example/demo.html +54 -0
- data/vendor/ejs/example/ejs.gif +0 -0
- data/vendor/ejs/example/example.css +31 -0
- data/vendor/ejs/example/example.js +88 -0
- data/vendor/ejs/lib/.svn/all-wcprops +11 -0
- data/vendor/ejs/lib/.svn/entries +62 -0
- data/vendor/ejs/lib/.svn/text-base/ejs_fulljslint.js.svn-base +3774 -0
- data/vendor/ejs/lib/ejs_fulljslint.js +3774 -0
- data/vendor/ejs/license.txt +21 -0
- data/vendor/ejs/script/.svn/all-wcprops +17 -0
- data/vendor/ejs/script/.svn/entries +96 -0
- data/vendor/ejs/script/.svn/prop-base/yuicompressor-2.2.4.jar.svn-base +5 -0
- data/vendor/ejs/script/.svn/text-base/production.bat.svn-base +4 -0
- data/vendor/ejs/script/.svn/text-base/yuicompressor-2.2.4.jar.svn-base +0 -0
- data/vendor/ejs/script/production.bat +4 -0
- data/vendor/ejs/script/yuicompressor-2.2.4.jar +0 -0
- data/vendor/ejs/src/.svn/all-wcprops +17 -0
- data/vendor/ejs/src/.svn/entries +96 -0
- data/vendor/ejs/src/.svn/text-base/ejs.js.svn-base +505 -0
- data/vendor/ejs/src/.svn/text-base/view.js.svn-base +200 -0
- data/vendor/ejs/src/ejs.js +505 -0
- data/vendor/ejs/src/view.js +200 -0
- data/vendor/ejs/test/.svn/all-wcprops +23 -0
- data/vendor/ejs/test/.svn/entries +139 -0
- data/vendor/ejs/test/.svn/text-base/index.html.svn-base +18 -0
- data/vendor/ejs/test/.svn/text-base/setup_test.html.svn-base +44 -0
- data/vendor/ejs/test/.svn/text-base/sidebar.html.svn-base +28 -0
- data/vendor/ejs/test/included/.svn/all-wcprops +23 -0
- data/vendor/ejs/test/included/.svn/entries +130 -0
- data/vendor/ejs/test/included/.svn/text-base/prototype.js.svn-base +4184 -0
- data/vendor/ejs/test/included/.svn/text-base/test.css.svn-base +44 -0
- data/vendor/ejs/test/included/.svn/text-base/unittest.js.svn-base +564 -0
- data/vendor/ejs/test/included/prototype.js +4184 -0
- data/vendor/ejs/test/included/test.css +44 -0
- data/vendor/ejs/test/included/unittest.js +564 -0
- data/vendor/ejs/test/index.html +18 -0
- data/vendor/ejs/test/setup_test.html +44 -0
- data/vendor/ejs/test/sidebar.html +28 -0
- data/vendor/ejs/test/templates/.svn/all-wcprops +11 -0
- data/vendor/ejs/test/templates/.svn/entries +62 -0
- data/vendor/ejs/test/templates/.svn/text-base/test.ejs.svn-base +3 -0
- data/vendor/ejs/test/templates/test.ejs +3 -0
- data/vendor/ejs/test/tests/.svn/all-wcprops +23 -0
- data/vendor/ejs/test/tests/.svn/entries +130 -0
- data/vendor/ejs/test/tests/.svn/text-base/rendering.js.svn-base +94 -0
- data/vendor/ejs/test/tests/.svn/text-base/templating.js.svn-base +43 -0
- data/vendor/ejs/test/tests/.svn/text-base/views.js.svn-base +100 -0
- data/vendor/ejs/test/tests/rendering.js +94 -0
- data/vendor/ejs/test/tests/templating.js +43 -0
- data/vendor/ejs/test/tests/views.js +100 -0
- data/vendor/glmatrix/benchmark/js/CanvasMatrix.js +722 -0
- data/vendor/glmatrix/benchmark/js/EWGL_math.js +742 -0
- data/vendor/glmatrix/benchmark/js/mjs.js +1230 -0
- data/vendor/glmatrix/benchmark/matrix_benchmark.html +419 -0
- data/vendor/glmatrix/glMatrix-min.js +32 -0
- data/vendor/glmatrix/glMatrix.js +1815 -0
- data/vendor/glmatrix/unit tests/glMatrix-test.js +74 -0
- data/vendor/glmatrix/unit tests/qunit.css +119 -0
- data/vendor/glmatrix/unit tests/qunit.js +1069 -0
- data/vendor/glmatrix/unit tests/test_glMatrix.html +21 -0
- data/vendor/yuicompressor-2.4.2.jar +0 -0
- metadata +748 -0
@@ -0,0 +1,34 @@
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1
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void main(inout vec4 ambient, inout vec4 diffuse, inout vec4 specular) {
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vec4 _ambient = vec4(0), _diffuse = vec4(0), _specular = vec4(0);
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vec3 nNormal = normalize(vNormal);
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if (LIGHTING_ENABLED) {
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if (LIGHT_TYPE == <%=Jax.DIRECTIONAL_LIGHT%>)
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DirectionalLight(nNormal, _ambient, _diffuse, _specular);
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else
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if (LIGHT_TYPE == <%=Jax.POINT_LIGHT%>)
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if (LIGHT_ATTENUATION_CONSTANT == 1.0 && LIGHT_ATTENUATION_LINEAR == 0.0 && LIGHT_ATTENUATION_QUADRATIC == 0.0)
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PointLightWithoutAttenuation(vSurfacePos, nNormal, _ambient, _diffuse, _specular);
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else
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PointLightWithAttenuation(vSurfacePos, nNormal, _ambient, _diffuse, _specular);
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else
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if (LIGHT_TYPE == <%=Jax.SPOT_LIGHT%>)
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SpotLight(vSurfacePos, nNormal, _ambient, _diffuse, _specular);
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else
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{ // error condition, output 100% red
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gl_FragColor = vec4(1,0,0,1);
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return;
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}
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} else {
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_ambient = vec4(1,1,1,1);
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_diffuse = _specular = vec4(0,0,0,0);
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}
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// is this correct??
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if (_ambient.a != 0.0) _ambient.a = 1.0;
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ambient *= _ambient;
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diffuse *= _diffuse;
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specular *= _specular;
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}
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Jax.Material.Lighting = Jax.Class.create(Jax.Material, {
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initialize: function($super) {
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$super({shader: "lighting"});
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},
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setUniforms: function($super, context, mesh, options, uniforms) {
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$super(context, mesh, options, uniforms);
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var light = context.world.lighting.getLight();
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uniforms.set({
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LIGHTING_ENABLED: context.world.lighting.isEnabled() && !(options.unlit),
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LIGHT_POSITION: light.getPosition(),
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LIGHT_DIRECTION: light.getDirection(),
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LIGHT_AMBIENT: light.getAmbientColor(),
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LIGHT_DIFFUSE: light.getDiffuseColor(),
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LIGHT_SPECULAR: light.getSpecularColor(),
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LIGHT_ATTENUATION_CONSTANT: light.getConstantAttenuation(),
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LIGHT_ATTENUATION_LINEAR: light.getLinearAttenuation(),
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LIGHT_ATTENUATION_QUADRATIC: light.getQuadraticAttenuation(),
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LIGHT_SPOT_EXPONENT: light.getSpotExponent(),
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LIGHT_SPOT_COS_CUTOFF: light.getSpotCosCutoff(),
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LIGHT_ENABLED: light.isEnabled(),
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LIGHT_TYPE: light.getType()
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});
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}
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});
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//= require "../functions/lights"
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uniform sampler2D NormalMap;
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shared uniform mat4 mvMatrix, pMatrix, vMatrix;
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shared uniform mat3 nMatrix;
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shared varying vec2 vTexCoords;
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varying vec3 vEyeDir;
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varying vec3 vLightDir;
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varying float vAttenuation;
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@@ -0,0 +1,26 @@
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1
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void main(inout vec4 ambient, inout vec4 diffuse, inout vec4 specular) {
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2
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// ambient was applied by the basic shader; applying it again will simply brighten some fragments
|
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// beyond their proper ambient value. So, we really need to apply the bump shader ONLY to diffuse+specular.
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if (PASS_TYPE == <%=Jax.Scene.AMBIENT_PASS%>) return;
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vec3 nLightDir = normalize(vLightDir);
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vec3 nEyeDir = normalize(vEyeDir);
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vec4 color = texture2D(NormalMap, vTexCoords);
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vec3 map = //nMatrix *
|
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normalize(color.xyz * 2.0 - 1.0);
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float litColor = max(dot(map, nLightDir), 0.0) * vAttenuation;
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// specular
|
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vec3 reflectDir = reflect(nLightDir, map);
|
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float spec = max(dot(nEyeDir, reflectDir), 0.0);
|
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spec = pow(spec, materialShininess);
|
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// Treat alpha in the normal map as a specular map; if it's unused it will be 1 and this
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// won't matter.
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spec *= color.a;
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23
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diffuse *= litColor;
|
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specular *= spec;
|
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}
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description: Maps a normal map (DOT3 bumpmap) to this material
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options:
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path: "/path/to/normal_map.png"
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flip_y: false
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scale_x: 1.0
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scale_y: 1.0
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generate_mipmap: true
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min_filter: GL_NEAREST
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mag_filter: GL_NEAREST
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mipmap_hint: GL_DONT_CARE
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format: GL_RGBA
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data_type: GL_UNSIGNED_BYTE
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wrap_s: GL_REPEAT
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wrap_t: GL_REPEAT
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premultiply_alpha: false
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colorspace_conversion: true
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Jax.Material.NormalMap = Jax.Class.create(Jax.Material, {
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initialize: function($super, map) {
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this.map = Jax.Material.Texture.normalizeTexture(map);
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$super({shader:"normal_map"});
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},
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|
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setUniforms: function($super, context, mesh, options, uniforms) {
|
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$super(context, mesh, options, uniforms);
|
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uniforms.texture('NormalMap', this.map, context);
|
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},
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setAttributes: function($super, context, mesh, options, attributes) {
|
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$super(context, mesh, options, attributes);
|
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attributes.set('VERTEX_TANGENT', mesh.getTangentBuffer());
|
15
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}
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});
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@@ -0,0 +1,57 @@
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shared attribute vec4 VERTEX_POSITION;
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shared attribute vec2 VERTEX_TEXCOORDS;
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shared attribute vec4 VERTEX_TANGENT;
|
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shared attribute vec3 VERTEX_NORMAL;
|
5
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+
|
6
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void main(void) {
|
7
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+
// ambient was applied by the basic shader; applying it again will simply brighten some fragments
|
8
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+
// beyond their proper ambient value. So, we really need to apply the bump shader ONLY to diffuse+specular.
|
9
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+
|
10
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if (PASS_TYPE == <%=Jax.Scene.AMBIENT_PASS%>) return;
|
11
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+
|
12
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vec3 ecPosition = vec3(mvMatrix * VERTEX_POSITION);
|
13
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+
|
14
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gl_Position = pMatrix * mvMatrix * VERTEX_POSITION;
|
15
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vTexCoords = VERTEX_TEXCOORDS;
|
16
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+
|
17
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vEyeDir = vec3(mvMatrix * VERTEX_POSITION);
|
18
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+
|
19
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vec3 n = normalize(nMatrix * VERTEX_NORMAL);
|
20
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vec3 t = normalize(nMatrix * VERTEX_TANGENT.xyz);
|
21
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vec3 b = cross(n, t) * VERTEX_TANGENT.w;
|
22
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+
|
23
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vec3 v, p;
|
24
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|
25
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vAttenuation = 1.0;
|
26
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|
27
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if (LIGHT_TYPE == <%=Jax.POINT_LIGHT%>)
|
28
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if (LIGHT_ATTENUATION_CONSTANT == 1.0 && LIGHT_ATTENUATION_LINEAR == 0.0 && LIGHT_ATTENUATION_QUADRATIC == 0.0) {
|
29
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+
// no change to attenuation, but we still need P
|
30
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+
p = vec3(ivMatrix * vec4(LIGHT_POSITION, 1.0)) - ecPosition;
|
31
|
+
}
|
32
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else {
|
33
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+
// attenuation calculation figures out P for us, so we may as well use it
|
34
|
+
vAttenuation = calcAttenuation(ecPosition, p);
|
35
|
+
}
|
36
|
+
else
|
37
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if (LIGHT_TYPE == <%=Jax.SPOT_LIGHT%>) {
|
38
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+
// attenuation calculation figures out P for us, so we may as well use it
|
39
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+
vAttenuation = calcAttenuation(ecPosition, p);
|
40
|
+
}
|
41
|
+
else
|
42
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+
{ // directional light -- all we need is P
|
43
|
+
p = vec3(vnMatrix * -normalize(LIGHT_DIRECTION));
|
44
|
+
}
|
45
|
+
|
46
|
+
|
47
|
+
|
48
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+
v.x = dot(p, t);
|
49
|
+
v.y = dot(p, b);
|
50
|
+
v.z = dot(p, n);
|
51
|
+
vLightDir = normalize(p);
|
52
|
+
|
53
|
+
v.x = dot(vEyeDir, t);
|
54
|
+
v.y = dot(vEyeDir, b);
|
55
|
+
v.z = dot(vEyeDir, n);
|
56
|
+
vEyeDir = normalize(v);
|
57
|
+
}
|
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|
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1
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//= require "../functions/depth_map"
|
2
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+
|
3
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void main(void) {
|
4
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/* because we do our own projection, we also have to do our own clipping */
|
5
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+
/* if vClip is less than 0, it's behind the near plane and can be dropped. */
|
6
|
+
if (vClip < 0.0) discard;
|
7
|
+
gl_FragColor = pack_depth(vPos.z);
|
8
|
+
}
|
@@ -0,0 +1,15 @@
|
|
1
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Jax.Material.DualParaboloid = Jax.Class.create(Jax.Material, {
|
2
|
+
initialize: function($super) {
|
3
|
+
$super({shader:"paraboloid-depthmap"});
|
4
|
+
},
|
5
|
+
|
6
|
+
setUniforms: function($super, context, mesh, options, uniforms) {
|
7
|
+
$super(context, mesh, options, uniforms);
|
8
|
+
|
9
|
+
uniforms.set({
|
10
|
+
DP_SHADOW_NEAR: 0.1, //c.world.lighting.getLight().getDPShadowNear() || 0.1;}},
|
11
|
+
DP_SHADOW_FAR: 500,//c.world.lighting.getLight().getDPShadowFar() || 500;}},
|
12
|
+
DP_DIRECTION: options && options.direction || 1
|
13
|
+
});
|
14
|
+
}
|
15
|
+
});
|
@@ -0,0 +1,26 @@
|
|
1
|
+
shared attribute vec4 VERTEX_POSITION;
|
2
|
+
|
3
|
+
void main(void) {
|
4
|
+
/*
|
5
|
+
we do our own projection to form the paraboloid, so we
|
6
|
+
can ignore the projection matrix entirely.
|
7
|
+
*/
|
8
|
+
vec4 pos = mvMatrix * VERTEX_POSITION;
|
9
|
+
|
10
|
+
pos = vec4(pos.xyz / pos.w, pos.w);
|
11
|
+
|
12
|
+
pos.z *= DP_DIRECTION;
|
13
|
+
|
14
|
+
float L = length(pos.xyz);
|
15
|
+
pos /= L;
|
16
|
+
vClip = pos.z;
|
17
|
+
|
18
|
+
pos.z += 1.0;
|
19
|
+
pos.x /= pos.z;
|
20
|
+
pos.y /= pos.z;
|
21
|
+
pos.z = (L - DP_SHADOW_NEAR) / (DP_SHADOW_FAR - DP_SHADOW_NEAR);
|
22
|
+
pos.w = 1.0;
|
23
|
+
|
24
|
+
vPos = pos;
|
25
|
+
gl_Position = pos;
|
26
|
+
}
|
@@ -0,0 +1,14 @@
|
|
1
|
+
shared uniform mat4 mMatrix;
|
2
|
+
|
3
|
+
uniform bool SHADOWMAP_ENABLED;
|
4
|
+
uniform sampler2D SHADOWMAP0, SHADOWMAP1;
|
5
|
+
uniform mat4 SHADOWMAP_MATRIX;
|
6
|
+
uniform bool SHADOWMAP_PCF_ENABLED;
|
7
|
+
uniform float DP_SHADOW_NEAR, DP_SHADOW_FAR;
|
8
|
+
|
9
|
+
varying vec4 vShadowCoord;
|
10
|
+
|
11
|
+
varying vec4 vDP0, vDP1;
|
12
|
+
//varying float vDPz, vDPDepth;
|
13
|
+
|
14
|
+
//= require "../functions/lights"
|
@@ -0,0 +1,66 @@
|
|
1
|
+
//= require "../functions/depth_map"
|
2
|
+
|
3
|
+
float dp_lookup() {
|
4
|
+
float map_depth, depth;
|
5
|
+
vec4 rgba_depth;
|
6
|
+
|
7
|
+
if (vDP0.w > 0.0) {
|
8
|
+
rgba_depth = texture2D(SHADOWMAP0, vDP0.xy);
|
9
|
+
depth = vDP1.w;//P0.z;
|
10
|
+
} else {
|
11
|
+
rgba_depth = texture2D(SHADOWMAP1, vDP1.xy);
|
12
|
+
depth = vDP1.w;//P1.z;
|
13
|
+
}
|
14
|
+
|
15
|
+
|
16
|
+
map_depth = unpack_depth(rgba_depth);
|
17
|
+
|
18
|
+
if (map_depth + 0.00005 < depth) return 0.0;
|
19
|
+
else return 1.0;
|
20
|
+
}
|
21
|
+
|
22
|
+
float pcf_lookup(float s, vec2 offset) {
|
23
|
+
/*
|
24
|
+
s is the projected depth of the current vShadowCoord relative to the shadow's camera. This represents
|
25
|
+
a *potentially* shadowed surface about to be drawn.
|
26
|
+
|
27
|
+
d is the actual depth stored within the SHADOWMAP texture (representing the visible surface).
|
28
|
+
|
29
|
+
if the surface to be drawn is further back than the light-visible surface, then the surface is
|
30
|
+
shadowed because it has a greater depth. Less-or-equal depth means it's either in front of, or it *is*
|
31
|
+
the light-visible surface.
|
32
|
+
*/
|
33
|
+
vec2 texcoord = (vShadowCoord.xy/vShadowCoord.w)+offset;
|
34
|
+
vec4 rgba_depth = texture2D(SHADOWMAP0, texcoord);
|
35
|
+
float d = unpack_depth(rgba_depth);
|
36
|
+
return (s - d > 0.00002) ? 0.0 : 1.0;
|
37
|
+
}
|
38
|
+
|
39
|
+
void main(inout vec4 ambient, inout vec4 diffuse, inout vec4 specular) {
|
40
|
+
//ambient = vec4(0);
|
41
|
+
if (PASS_TYPE == <%=Jax.Scene.AMBIENT_PASS%> || !SHADOWMAP_ENABLED) return;
|
42
|
+
float visibility = 1.0;
|
43
|
+
float s = vShadowCoord.z / vShadowCoord.w;
|
44
|
+
if (LIGHT_TYPE == <%=Jax.POINT_LIGHT%>) {
|
45
|
+
visibility = dp_lookup();
|
46
|
+
} else {
|
47
|
+
vec2 offset = vec2(0.0, 0.0);
|
48
|
+
if (!SHADOWMAP_PCF_ENABLED)
|
49
|
+
visibility = pcf_lookup(s, offset);
|
50
|
+
else {
|
51
|
+
// do PCF filtering
|
52
|
+
float dx, dy;
|
53
|
+
visibility = 0.0;
|
54
|
+
for (float dx = -1.5; dx <= 1.5; dx += 1.0)
|
55
|
+
for (float dy = -1.5; dy <= 1.5; dy += 1.0) {
|
56
|
+
offset.x = dx/2048.0;
|
57
|
+
offset.y = dy/2048.0;
|
58
|
+
visibility += pcf_lookup(s, offset);
|
59
|
+
}
|
60
|
+
visibility /= 16.0;
|
61
|
+
}
|
62
|
+
}
|
63
|
+
|
64
|
+
diffuse *= visibility;
|
65
|
+
specular *= visibility;
|
66
|
+
}
|
@@ -0,0 +1 @@
|
|
1
|
+
description: Adds support for shadows cast by light sources via shadow mapping
|
@@ -0,0 +1,26 @@
|
|
1
|
+
Jax.Material.ShadowMap = Jax.Class.create(Jax.Material, {
|
2
|
+
initialize: function($super) {
|
3
|
+
$super({shader:"shadow_map"});
|
4
|
+
},
|
5
|
+
|
6
|
+
setUniforms: function($super, context, mesh, options, uniforms) {
|
7
|
+
$super(context, mesh, options, uniforms);
|
8
|
+
|
9
|
+
uniforms.set({
|
10
|
+
DP_SHADOW_NEAR: 0.1, //c.world.lighting.getLight().getDPShadowNear() || 0.1;}},
|
11
|
+
DP_SHADOW_FAR: 500,//c.world.lighting.getLight().getDPShadowFar() || 500;}},
|
12
|
+
|
13
|
+
SHADOWMAP_PCF_ENABLED: false,
|
14
|
+
SHADOWMAP_MATRIX: context.world.lighting.getLight().getShadowMatrix(),
|
15
|
+
SHADOWMAP_ENABLED: context.world.lighting.getLight().isShadowMapEnabled()
|
16
|
+
});
|
17
|
+
|
18
|
+
var light = context.world.lighting.getLight(), front, back;
|
19
|
+
|
20
|
+
front = light.getShadowMapTextures(context)[0];
|
21
|
+
back = light.getShadowMapTextures(context)[1];
|
22
|
+
|
23
|
+
if (front) uniforms.texture('SHADOWMAP0', front, context);
|
24
|
+
if (back) uniforms.texture('SHADOWMAP1', back, context);
|
25
|
+
}
|
26
|
+
});
|
@@ -0,0 +1,46 @@
|
|
1
|
+
void main(void) {
|
2
|
+
if (PASS_TYPE == <%=Jax.Scene.AMBIENT_PASS%> || !SHADOWMAP_ENABLED) return;
|
3
|
+
|
4
|
+
vShadowCoord = SHADOWMAP_MATRIX * mMatrix * VERTEX_POSITION;
|
5
|
+
|
6
|
+
// if (LIGHT.type == <%=Jax.POINT_LIGHT%>) {
|
7
|
+
/* Perform dual-paraboloid shadow map calculations - for point lights only */
|
8
|
+
vec4 p = vShadowCoord;
|
9
|
+
vec3 pos = p.xyz / p.w;
|
10
|
+
|
11
|
+
float L = length(pos.xyz);
|
12
|
+
vDP0.xyz = pos / L;
|
13
|
+
vDP1.xyz = pos / L;
|
14
|
+
|
15
|
+
vDP0.w = pos.z;
|
16
|
+
//vDPz = pos.z;
|
17
|
+
|
18
|
+
vDP0.z = 1.0 + vDP0.z;
|
19
|
+
vDP0.x /= vDP0.z;
|
20
|
+
vDP0.y /= vDP0.z;
|
21
|
+
vDP0.z = (L - DP_SHADOW_NEAR) / (DP_SHADOW_FAR - DP_SHADOW_NEAR);
|
22
|
+
|
23
|
+
vDP0.x = 0.5 * vDP0.x + 0.5;
|
24
|
+
vDP0.y = 0.5 * vDP0.y + 0.5;
|
25
|
+
|
26
|
+
vDP1.z = 1.0 - vDP1.z;
|
27
|
+
vDP1.x /= vDP1.z;
|
28
|
+
vDP1.y /= vDP1.z;
|
29
|
+
vDP1.z = (L - DP_SHADOW_NEAR) / (DP_SHADOW_FAR - DP_SHADOW_NEAR);
|
30
|
+
|
31
|
+
vDP1.x = 0.5 * vDP1.x + 0.5;
|
32
|
+
vDP1.y = 0.5 * vDP1.y + 0.5;
|
33
|
+
|
34
|
+
float map_depth, depth;
|
35
|
+
vec4 rgba_depth;
|
36
|
+
|
37
|
+
if (vDP0.w > 0.0) {
|
38
|
+
//if (vDPz > 0.0) {
|
39
|
+
vDP1.w = vDP0.z;
|
40
|
+
//vDPDepth = vDP0.z;
|
41
|
+
} else {
|
42
|
+
vDP1.w = vDP1.z;
|
43
|
+
//vDPDepth = vDP1.z;
|
44
|
+
}
|
45
|
+
// }
|
46
|
+
}
|