mittsu 0.1.0

Sign up to get free protection for your applications and to get access to all the features.
Files changed (203) hide show
  1. checksums.yaml +7 -0
  2. data/.gitignore +10 -0
  3. data/.travis.yml +3 -0
  4. data/CODE_OF_CONDUCT.md +13 -0
  5. data/Gemfile +4 -0
  6. data/LICENSE.txt +21 -0
  7. data/README.md +39 -0
  8. data/Rakefile +7 -0
  9. data/bin/console +14 -0
  10. data/bin/setup +7 -0
  11. data/examples/01_-_Default1noCulling.png +0 -0
  12. data/examples/01_scene_example.rb +14 -0
  13. data/examples/02_box_mesh_example.rb +30 -0
  14. data/examples/02_sphere_mesh_example.rb +30 -0
  15. data/examples/03_complex_object_example.rb +52 -0
  16. data/examples/04_ambient_light_example.rb +33 -0
  17. data/examples/04_dir_light_example.rb +36 -0
  18. data/examples/04_hemi_light_example.rb +30 -0
  19. data/examples/04_point_light_example.rb +50 -0
  20. data/examples/04_spot_light_example.rb +44 -0
  21. data/examples/05_earth_example.rb +42 -0
  22. data/examples/05_earth_moon_example.rb +46 -0
  23. data/examples/05_texture_example.rb +32 -0
  24. data/examples/06_cube_texture_example.rb +36 -0
  25. data/examples/06_skybox_example.rb +60 -0
  26. data/examples/07_earth_normal_example.rb +36 -0
  27. data/examples/08_shadow_example.rb +87 -0
  28. data/examples/09_line_example.rb +52 -0
  29. data/examples/10_obj_loader_example.rb +68 -0
  30. data/examples/11_character_input_example.rb +18 -0
  31. data/examples/11_continuous_keyboard_input_example.rb +35 -0
  32. data/examples/11_keyboard_input_example.rb +43 -0
  33. data/examples/12_mouse_click_example.rb +38 -0
  34. data/examples/12_mouse_motion_example.rb +35 -0
  35. data/examples/12_mouse_scroll_example.rb +36 -0
  36. data/examples/12_orbit_zoom_example.rb +68 -0
  37. data/examples/13_joystick_example.rb +80 -0
  38. data/examples/cubemap/tron_bk.png +0 -0
  39. data/examples/cubemap/tron_dn.png +0 -0
  40. data/examples/cubemap/tron_ft.png +0 -0
  41. data/examples/cubemap/tron_lf.png +0 -0
  42. data/examples/cubemap/tron_rt.png +0 -0
  43. data/examples/cubemap/tron_up.png +0 -0
  44. data/examples/earth.png +0 -0
  45. data/examples/earth_normal.png +0 -0
  46. data/examples/example_helper.rb +2 -0
  47. data/examples/male-02-1noCulling.png +0 -0
  48. data/examples/male02.mtl +54 -0
  49. data/examples/male02.obj +13888 -0
  50. data/examples/moon.png +0 -0
  51. data/examples/orig_02_-_Defaul1noCulling.png +0 -0
  52. data/examples/texture.png +0 -0
  53. data/lib/mittsu.rb +15 -0
  54. data/lib/mittsu/cameras.rb +4 -0
  55. data/lib/mittsu/cameras/camera.rb +34 -0
  56. data/lib/mittsu/cameras/cube_camera.rb +74 -0
  57. data/lib/mittsu/cameras/orthographic_camera.rb +53 -0
  58. data/lib/mittsu/cameras/perspective_camera.rb +115 -0
  59. data/lib/mittsu/constants.rb +160 -0
  60. data/lib/mittsu/core.rb +10 -0
  61. data/lib/mittsu/core/buffer_attribute.rb +87 -0
  62. data/lib/mittsu/core/buffer_geometry.rb +694 -0
  63. data/lib/mittsu/core/clock.rb +44 -0
  64. data/lib/mittsu/core/dynamic_buffer_attribute.rb +16 -0
  65. data/lib/mittsu/core/event_dispatcher.rb +39 -0
  66. data/lib/mittsu/core/face3.rb +30 -0
  67. data/lib/mittsu/core/geometry.rb +596 -0
  68. data/lib/mittsu/core/hash_array.rb +36 -0
  69. data/lib/mittsu/core/hash_object.rb +19 -0
  70. data/lib/mittsu/core/object_3d.rb +421 -0
  71. data/lib/mittsu/core/raycaster.rb +78 -0
  72. data/lib/mittsu/extras.rb +3 -0
  73. data/lib/mittsu/extras/geometries.rb +2 -0
  74. data/lib/mittsu/extras/geometries/box_geometry.rb +108 -0
  75. data/lib/mittsu/extras/geometries/sphere_geometry.rb +88 -0
  76. data/lib/mittsu/extras/helpers.rb +1 -0
  77. data/lib/mittsu/extras/helpers/camera_helper.rb +155 -0
  78. data/lib/mittsu/extras/image.rb +3 -0
  79. data/lib/mittsu/extras/image_utils.rb +80 -0
  80. data/lib/mittsu/lights.rb +7 -0
  81. data/lib/mittsu/lights/ambient_light.rb +16 -0
  82. data/lib/mittsu/lights/area_light.rb +24 -0
  83. data/lib/mittsu/lights/directional_light.rb +131 -0
  84. data/lib/mittsu/lights/hemisphere_light.rb +29 -0
  85. data/lib/mittsu/lights/light.rb +21 -0
  86. data/lib/mittsu/lights/point_light.rb +27 -0
  87. data/lib/mittsu/lights/spot_light.rb +104 -0
  88. data/lib/mittsu/loaders.rb +7 -0
  89. data/lib/mittsu/loaders/cache.rb +53 -0
  90. data/lib/mittsu/loaders/file_loader.rb +22 -0
  91. data/lib/mittsu/loaders/image_loader.rb +32 -0
  92. data/lib/mittsu/loaders/loader.rb +212 -0
  93. data/lib/mittsu/loaders/loading_manager.rb +17 -0
  94. data/lib/mittsu/loaders/mtl_loader.rb +242 -0
  95. data/lib/mittsu/loaders/obj_mtl_loader.rb +225 -0
  96. data/lib/mittsu/materials.rb +7 -0
  97. data/lib/mittsu/materials/line_basic_material.rb +39 -0
  98. data/lib/mittsu/materials/material.rb +156 -0
  99. data/lib/mittsu/materials/mesh_basic_material.rb +122 -0
  100. data/lib/mittsu/materials/mesh_face_material.rb +30 -0
  101. data/lib/mittsu/materials/mesh_lambert_material.rb +126 -0
  102. data/lib/mittsu/materials/mesh_phong_material.rb +152 -0
  103. data/lib/mittsu/materials/shader_material.rb +108 -0
  104. data/lib/mittsu/math.rb +105 -0
  105. data/lib/mittsu/math/box2.rb +135 -0
  106. data/lib/mittsu/math/box3.rb +194 -0
  107. data/lib/mittsu/math/color.rb +252 -0
  108. data/lib/mittsu/math/color_keywords.rb +151 -0
  109. data/lib/mittsu/math/euler.rb +182 -0
  110. data/lib/mittsu/math/frustum.rb +106 -0
  111. data/lib/mittsu/math/line3.rb +76 -0
  112. data/lib/mittsu/math/matrix3.rb +163 -0
  113. data/lib/mittsu/math/matrix4.rb +581 -0
  114. data/lib/mittsu/math/plane.rb +128 -0
  115. data/lib/mittsu/math/quaternion.rb +309 -0
  116. data/lib/mittsu/math/ray.rb +292 -0
  117. data/lib/mittsu/math/sphere.rb +91 -0
  118. data/lib/mittsu/math/spline.rb +128 -0
  119. data/lib/mittsu/math/triangle.rb +121 -0
  120. data/lib/mittsu/math/vector2.rb +238 -0
  121. data/lib/mittsu/math/vector3.rb +491 -0
  122. data/lib/mittsu/math/vector4.rb +414 -0
  123. data/lib/mittsu/objects.rb +3 -0
  124. data/lib/mittsu/objects/group.rb +8 -0
  125. data/lib/mittsu/objects/line.rb +143 -0
  126. data/lib/mittsu/objects/mesh.rb +243 -0
  127. data/lib/mittsu/renderers.rb +1 -0
  128. data/lib/mittsu/renderers/glfw_window.rb +216 -0
  129. data/lib/mittsu/renderers/opengl/opengl_debug.rb +38 -0
  130. data/lib/mittsu/renderers/opengl/opengl_program.rb +402 -0
  131. data/lib/mittsu/renderers/opengl/opengl_shader.rb +58 -0
  132. data/lib/mittsu/renderers/opengl/opengl_state.rb +207 -0
  133. data/lib/mittsu/renderers/opengl/plugins/shadow_map_plugin.rb +416 -0
  134. data/lib/mittsu/renderers/opengl_render_target.rb +87 -0
  135. data/lib/mittsu/renderers/opengl_renderer.rb +3376 -0
  136. data/lib/mittsu/renderers/shaders/shader_chunk.rb +12 -0
  137. data/lib/mittsu/renderers/shaders/shader_chunk/alphamap_fragment.glsl +5 -0
  138. data/lib/mittsu/renderers/shaders/shader_chunk/alphamap_pars_fragment.glsl +5 -0
  139. data/lib/mittsu/renderers/shaders/shader_chunk/alphatest_fragment.glsl +5 -0
  140. data/lib/mittsu/renderers/shaders/shader_chunk/bumpmap_pars_fragment.glsl +40 -0
  141. data/lib/mittsu/renderers/shaders/shader_chunk/color_fragment.glsl +5 -0
  142. data/lib/mittsu/renderers/shaders/shader_chunk/color_pars_fragment.glsl +5 -0
  143. data/lib/mittsu/renderers/shaders/shader_chunk/color_pars_vertex.glsl +5 -0
  144. data/lib/mittsu/renderers/shaders/shader_chunk/color_vertex.glsl +5 -0
  145. data/lib/mittsu/renderers/shaders/shader_chunk/common.glsl +60 -0
  146. data/lib/mittsu/renderers/shaders/shader_chunk/default_vertex.glsl +15 -0
  147. data/lib/mittsu/renderers/shaders/shader_chunk/defaultnormal_vertex.glsl +21 -0
  148. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_fragment.glsl +62 -0
  149. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_pars_fragment.glsl +21 -0
  150. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_pars_vertex.glsl +7 -0
  151. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_vertex.glsl +17 -0
  152. data/lib/mittsu/renderers/shaders/shader_chunk/fog_fragment.glsl +26 -0
  153. data/lib/mittsu/renderers/shaders/shader_chunk/fog_pars_fragment.glsl +15 -0
  154. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_fragment.glsl +5 -0
  155. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_pars_fragment.glsl +6 -0
  156. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_pars_vertex.glsl +5 -0
  157. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_vertex.glsl +5 -0
  158. data/lib/mittsu/renderers/shaders/shader_chunk/lights_lambert_pars_vertex.glsl +43 -0
  159. data/lib/mittsu/renderers/shaders/shader_chunk/lights_lambert_vertex.glsl +196 -0
  160. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_fragment.glsl +243 -0
  161. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_pars_fragment.glsl +58 -0
  162. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_pars_vertex.glsl +5 -0
  163. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_vertex.glsl +5 -0
  164. data/lib/mittsu/renderers/shaders/shader_chunk/linear_to_gamma_fragment.glsl +2 -0
  165. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_fragment.glsl +5 -0
  166. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_pars_fragment.glsl +12 -0
  167. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_pars_vertex.glsl +11 -0
  168. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_vertex.glsl +15 -0
  169. data/lib/mittsu/renderers/shaders/shader_chunk/map_fragment.glsl +9 -0
  170. data/lib/mittsu/renderers/shaders/shader_chunk/map_pars_fragment.glsl +11 -0
  171. data/lib/mittsu/renderers/shaders/shader_chunk/map_pars_vertex.glsl +6 -0
  172. data/lib/mittsu/renderers/shaders/shader_chunk/map_particle_fragment.glsl +5 -0
  173. data/lib/mittsu/renderers/shaders/shader_chunk/map_particle_pars_fragment.glsl +6 -0
  174. data/lib/mittsu/renderers/shaders/shader_chunk/map_vertex.glsl +5 -0
  175. data/lib/mittsu/renderers/shaders/shader_chunk/morphnormal_vertex.glsl +12 -0
  176. data/lib/mittsu/renderers/shaders/shader_chunk/morphtarget_pars_vertex.glsl +13 -0
  177. data/lib/mittsu/renderers/shaders/shader_chunk/morphtarget_vertex.glsl +20 -0
  178. data/lib/mittsu/renderers/shaders/shader_chunk/normalmap_pars_fragment.glsl +27 -0
  179. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_fragment.glsl +217 -0
  180. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_pars_fragment.glsl +19 -0
  181. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_pars_vertex.glsl +6 -0
  182. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_vertex.glsl +9 -0
  183. data/lib/mittsu/renderers/shaders/shader_chunk/skinbase_vertex.glsl +8 -0
  184. data/lib/mittsu/renderers/shaders/shader_chunk/skinning_pars_vertex.glsl +47 -0
  185. data/lib/mittsu/renderers/shaders/shader_chunk/skinning_vertex.glsl +20 -0
  186. data/lib/mittsu/renderers/shaders/shader_chunk/skinnormal_vertex.glsl +20 -0
  187. data/lib/mittsu/renderers/shaders/shader_chunk/specularmap_fragment.glsl +12 -0
  188. data/lib/mittsu/renderers/shaders/shader_chunk/specularmap_pars_fragment.glsl +5 -0
  189. data/lib/mittsu/renderers/shaders/shader_chunk/worldpos_vertex.glsl +17 -0
  190. data/lib/mittsu/renderers/shaders/shader_lib.rb +420 -0
  191. data/lib/mittsu/renderers/shaders/uniforms_lib.rb +107 -0
  192. data/lib/mittsu/renderers/shaders/uniforms_utils.rb +31 -0
  193. data/lib/mittsu/scenes.rb +1 -0
  194. data/lib/mittsu/scenes/scene.rb +27 -0
  195. data/lib/mittsu/textures.rb +5 -0
  196. data/lib/mittsu/textures/compressed_texture.rb +30 -0
  197. data/lib/mittsu/textures/cube_texture.rb +19 -0
  198. data/lib/mittsu/textures/data_texture.rb +17 -0
  199. data/lib/mittsu/textures/texture.rb +92 -0
  200. data/lib/mittsu/textures/video_texture.rb +17 -0
  201. data/lib/mittsu/version.rb +4 -0
  202. data/mittsu.gemspec +31 -0
  203. metadata +357 -0
@@ -0,0 +1,12 @@
1
+ module Mittsu
2
+ ShaderChunk = {}.tap do |chunks|
3
+ Dir.new(File.join(__dir__, 'shader_chunk')).each do |file_name|
4
+ next unless file_name.end_with? '.glsl'
5
+ file_path = File.join(__dir__, 'shader_chunk', file_name)
6
+ chunk_name = File.basename(file_name, '.glsl')
7
+ chunk = File.read(file_path)
8
+ # chunk = "// #{chunk_name}\n#{chunk}"
9
+ chunks[chunk_name.to_sym] = chunk
10
+ end
11
+ end
12
+ end
@@ -0,0 +1,5 @@
1
+ #ifdef USE_ALPHAMAP
2
+
3
+ diffuseColor.a *= texture( alphaMap, vUv ).g;
4
+
5
+ #endif
@@ -0,0 +1,5 @@
1
+ #ifdef USE_ALPHAMAP
2
+
3
+ uniform sampler2D alphaMap;
4
+
5
+ #endif
@@ -0,0 +1,5 @@
1
+ #ifdef ALPHATEST
2
+
3
+ if ( diffuseColor.a < ALPHATEST ) discard;
4
+
5
+ #endif
@@ -0,0 +1,40 @@
1
+ #ifdef USE_BUMPMAP
2
+
3
+ uniform sampler2D bumpMap;
4
+ uniform float bumpScale;
5
+
6
+ // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
7
+ // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
8
+
9
+ // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
10
+
11
+ vec2 dHdxy_fwd() {
12
+
13
+ vec2 dSTdx = dFdx( vUv );
14
+ vec2 dSTdy = dFdy( vUv );
15
+
16
+ float Hll = bumpScale * texture( bumpMap, vUv ).x;
17
+ float dBx = bumpScale * texture( bumpMap, vUv + dSTdx ).x - Hll;
18
+ float dBy = bumpScale * texture( bumpMap, vUv + dSTdy ).x - Hll;
19
+
20
+ return vec2( dBx, dBy );
21
+
22
+ }
23
+
24
+ vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {
25
+
26
+ vec3 vSigmaX = dFdx( surf_pos );
27
+ vec3 vSigmaY = dFdy( surf_pos );
28
+ vec3 vN = surf_norm; // normalized
29
+
30
+ vec3 R1 = cross( vSigmaY, vN );
31
+ vec3 R2 = cross( vN, vSigmaX );
32
+
33
+ float fDet = dot( vSigmaX, R1 );
34
+
35
+ vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );
36
+ return normalize( abs( fDet ) * surf_norm - vGrad );
37
+
38
+ }
39
+
40
+ #endif
@@ -0,0 +1,5 @@
1
+ #ifdef USE_COLOR
2
+
3
+ diffuseColor.rgb *= vColor;
4
+
5
+ #endif
@@ -0,0 +1,5 @@
1
+ #ifdef USE_COLOR
2
+
3
+ in vec3 vColor;
4
+
5
+ #endif
@@ -0,0 +1,5 @@
1
+ #ifdef USE_COLOR
2
+
3
+ out vec3 vColor;
4
+
5
+ #endif
@@ -0,0 +1,5 @@
1
+ #ifdef USE_COLOR
2
+
3
+ vColor.xyz = inputToLinear( color.xyz );
4
+
5
+ #endif
@@ -0,0 +1,60 @@
1
+ #define PI 3.14159
2
+ #define PI2 6.28318
3
+ #define RECIPROCAL_PI2 0.15915494
4
+ #define LOG2 1.442695
5
+ #define EPSILON 1e-6
6
+
7
+ float square( in float a ) { return a*a; }
8
+ vec2 square( in vec2 a ) { return vec2( a.x*a.x, a.y*a.y ); }
9
+ vec3 square( in vec3 a ) { return vec3( a.x*a.x, a.y*a.y, a.z*a.z ); }
10
+ vec4 square( in vec4 a ) { return vec4( a.x*a.x, a.y*a.y, a.z*a.z, a.w*a.w ); }
11
+ float saturate( in float a ) { return clamp( a, 0.0, 1.0 ); }
12
+ vec2 saturate( in vec2 a ) { return clamp( a, 0.0, 1.0 ); }
13
+ vec3 saturate( in vec3 a ) { return clamp( a, 0.0, 1.0 ); }
14
+ vec4 saturate( in vec4 a ) { return clamp( a, 0.0, 1.0 ); }
15
+ float average( in float a ) { return a; }
16
+ float average( in vec2 a ) { return ( a.x + a.y) * 0.5; }
17
+ float average( in vec3 a ) { return ( a.x + a.y + a.z) / 3.0; }
18
+ float average( in vec4 a ) { return ( a.x + a.y + a.z + a.w) * 0.25; }
19
+ float whiteCompliment( in float a ) { return saturate( 1.0 - a ); }
20
+ vec2 whiteCompliment( in vec2 a ) { return saturate( vec2(1.0) - a ); }
21
+ vec3 whiteCompliment( in vec3 a ) { return saturate( vec3(1.0) - a ); }
22
+ vec4 whiteCompliment( in vec4 a ) { return saturate( vec4(1.0) - a ); }
23
+ vec3 transformDirection( in vec3 normal, in mat4 matrix ) {
24
+ return normalize( ( matrix * vec4( normal, 0.0 ) ).xyz );
25
+ }
26
+ // http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations
27
+ vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {
28
+ return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );
29
+ }
30
+ vec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal) {
31
+ float distance = dot( planeNormal, point-pointOnPlane );
32
+ return point - distance * planeNormal;
33
+ }
34
+ float sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {
35
+ return sign( dot( point - pointOnPlane, planeNormal ) );
36
+ }
37
+ vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {
38
+ return pointOnLine + lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) );
39
+ }
40
+ float calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {
41
+ if ( decayExponent > 0.0 ) {
42
+ return pow( saturate( 1.0 - lightDistance / cutoffDistance ), decayExponent );
43
+ }
44
+ return 1.0;
45
+ }
46
+
47
+ vec3 inputToLinear( in vec3 a ) {
48
+ #ifdef GAMMA_INPUT
49
+ return pow( a, vec3( float( GAMMA_FACTOR ) ) );
50
+ #else
51
+ return a;
52
+ #endif
53
+ }
54
+ vec3 linearToOutput( in vec3 a ) {
55
+ #ifdef GAMMA_OUTPUT
56
+ return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );
57
+ #else
58
+ return a;
59
+ #endif
60
+ }
@@ -0,0 +1,15 @@
1
+ #ifdef USE_SKINNING
2
+
3
+ vec4 mvPosition = modelViewMatrix * skinned;
4
+
5
+ #elif defined( USE_MORPHTARGETS )
6
+
7
+ vec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 );
8
+
9
+ #else
10
+
11
+ vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
12
+
13
+ #endif
14
+
15
+ gl_Position = projectionMatrix * mvPosition;
@@ -0,0 +1,21 @@
1
+ #ifdef USE_SKINNING
2
+
3
+ vec3 objectNormal = skinnedNormal.xyz;
4
+
5
+ #elif defined( USE_MORPHNORMALS )
6
+
7
+ vec3 objectNormal = morphedNormal;
8
+
9
+ #else
10
+
11
+ vec3 objectNormal = normal;
12
+
13
+ #endif
14
+
15
+ #ifdef FLIP_SIDED
16
+
17
+ objectNormal = -objectNormal;
18
+
19
+ #endif
20
+
21
+ vec3 transformedNormal = normalMatrix * objectNormal;
@@ -0,0 +1,62 @@
1
+ #ifdef USE_ENVMAP
2
+
3
+ #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
4
+
5
+ vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );
6
+
7
+ // Transforming Normal Vectors with the Inverse Transformation
8
+ vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
9
+
10
+ #ifdef ENVMAP_MODE_REFLECTION
11
+
12
+ vec3 reflectVec = reflect( cameraToVertex, worldNormal );
13
+
14
+ #else
15
+
16
+ vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );
17
+
18
+ #endif
19
+
20
+ #else
21
+
22
+ vec3 reflectVec = vReflect;
23
+
24
+ #endif
25
+
26
+ #ifdef DOUBLE_SIDED
27
+ float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );
28
+ #else
29
+ float flipNormal = 1.0;
30
+ #endif
31
+
32
+ #ifdef ENVMAP_TYPE_CUBE
33
+ vec4 envColor = texture( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );
34
+
35
+ #elif defined( ENVMAP_TYPE_EQUIREC )
36
+ vec2 sampleUV;
37
+ sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );
38
+ sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;
39
+ vec4 envColor = texture( envMap, sampleUV );
40
+
41
+ #elif defined( ENVMAP_TYPE_SPHERE )
42
+ vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));
43
+ vec4 envColor = texture( envMap, reflectView.xy * 0.5 + 0.5 );
44
+ #endif
45
+
46
+ envColor.xyz = inputToLinear( envColor.xyz );
47
+
48
+ #ifdef ENVMAP_BLENDING_MULTIPLY
49
+
50
+ outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );
51
+
52
+ #elif defined( ENVMAP_BLENDING_MIX )
53
+
54
+ outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );
55
+
56
+ #elif defined( ENVMAP_BLENDING_ADD )
57
+
58
+ outgoingLight += envColor.xyz * specularStrength * reflectivity;
59
+
60
+ #endif
61
+
62
+ #endif
@@ -0,0 +1,21 @@
1
+ #ifdef USE_ENVMAP
2
+
3
+ uniform float reflectivity;
4
+ #ifdef ENVMAP_TYPE_CUBE
5
+ uniform samplerCube envMap;
6
+ #else
7
+ uniform sampler2D envMap;
8
+ #endif
9
+ uniform float flipEnvMap;
10
+
11
+ #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
12
+
13
+ uniform float refractionRatio;
14
+
15
+ #else
16
+
17
+ in vec3 vReflect;
18
+
19
+ #endif
20
+
21
+ #endif
@@ -0,0 +1,7 @@
1
+ #if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )
2
+
3
+ out vec3 vReflect;
4
+
5
+ uniform float refractionRatio;
6
+
7
+ #endif
@@ -0,0 +1,17 @@
1
+ #if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )
2
+
3
+ vec3 worldNormal = transformDirection( objectNormal, modelMatrix );
4
+
5
+ vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );
6
+
7
+ #ifdef ENVMAP_MODE_REFLECTION
8
+
9
+ vReflect = reflect( cameraToVertex, worldNormal );
10
+
11
+ #else
12
+
13
+ vReflect = refract( cameraToVertex, worldNormal, refractionRatio );
14
+
15
+ #endif
16
+
17
+ #endif
@@ -0,0 +1,26 @@
1
+ #ifdef USE_FOG
2
+
3
+ #ifdef USE_LOGDEPTHBUF_EXT
4
+
5
+ float depth = gl_FragDepthEXT / gl_FragCoord.w;
6
+
7
+ #else
8
+
9
+ float depth = gl_FragCoord.z / gl_FragCoord.w;
10
+
11
+ #endif
12
+
13
+ #ifdef FOG_EXP2
14
+
15
+ float fogFactor = exp2( - square( fogDensity ) * square( depth ) * LOG2 );
16
+ fogFactor = whiteCompliment( fogFactor );
17
+
18
+ #else
19
+
20
+ float fogFactor = smoothstep( fogNear, fogFar, depth );
21
+
22
+ #endif
23
+
24
+ outgoingLight = mix( outgoingLight, fogColor, fogFactor );
25
+
26
+ #endif
@@ -0,0 +1,15 @@
1
+ #ifdef USE_FOG
2
+
3
+ uniform vec3 fogColor;
4
+
5
+ #ifdef FOG_EXP2
6
+
7
+ uniform float fogDensity;
8
+
9
+ #else
10
+
11
+ uniform float fogNear;
12
+ uniform float fogFar;
13
+ #endif
14
+
15
+ #endif
@@ -0,0 +1,5 @@
1
+ #ifdef USE_LIGHTMAP
2
+
3
+ outgoingLight *= diffuseColor.xyz * texture( lightMap, vUv2 ).xyz;
4
+
5
+ #endif
@@ -0,0 +1,6 @@
1
+ #ifdef USE_LIGHTMAP
2
+
3
+ in vec2 vUv2;
4
+ uniform sampler2D lightMap;
5
+
6
+ #endif
@@ -0,0 +1,5 @@
1
+ #ifdef USE_LIGHTMAP
2
+
3
+ out vec2 vUv2;
4
+
5
+ #endif
@@ -0,0 +1,5 @@
1
+ #ifdef USE_LIGHTMAP
2
+
3
+ vUv2 = uv2;
4
+
5
+ #endif
@@ -0,0 +1,43 @@
1
+ uniform vec3 ambientLightColor;
2
+
3
+ #if MAX_DIR_LIGHTS > 0
4
+
5
+ uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];
6
+ uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];
7
+
8
+ #endif
9
+
10
+ #if MAX_HEMI_LIGHTS > 0
11
+
12
+ uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];
13
+ uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];
14
+ uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];
15
+
16
+ #endif
17
+
18
+ #if MAX_POINT_LIGHTS > 0
19
+
20
+ uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];
21
+ uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];
22
+ uniform float pointLightDistance[ MAX_POINT_LIGHTS ];
23
+ uniform float pointLightDecay[ MAX_POINT_LIGHTS ];
24
+
25
+ #endif
26
+
27
+ #if MAX_SPOT_LIGHTS > 0
28
+
29
+ uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];
30
+ uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];
31
+ uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];
32
+ uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];
33
+ uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];
34
+ uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];
35
+ uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];
36
+
37
+ #endif
38
+
39
+ #ifdef WRAP_AROUND
40
+
41
+ uniform vec3 wrapRGB;
42
+
43
+ #endif
@@ -0,0 +1,196 @@
1
+ vLightFront = vec3( 0.0 );
2
+
3
+ #ifdef DOUBLE_SIDED
4
+
5
+ vLightBack = vec3( 0.0 );
6
+
7
+ #endif
8
+
9
+ transformedNormal = normalize( transformedNormal );
10
+
11
+ #if MAX_DIR_LIGHTS > 0
12
+
13
+ for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
14
+
15
+ vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );
16
+
17
+ float dotProduct = dot( transformedNormal, dirVector );
18
+ vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );
19
+
20
+ #ifdef DOUBLE_SIDED
21
+
22
+ vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );
23
+
24
+ #ifdef WRAP_AROUND
25
+
26
+ vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );
27
+
28
+ #endif
29
+
30
+ #endif
31
+
32
+ #ifdef WRAP_AROUND
33
+
34
+ vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );
35
+ directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );
36
+
37
+ #ifdef DOUBLE_SIDED
38
+
39
+ directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );
40
+
41
+ #endif
42
+
43
+ #endif
44
+
45
+ vLightFront += directionalLightColor[ i ] * directionalLightWeighting;
46
+
47
+ #ifdef DOUBLE_SIDED
48
+
49
+ vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;
50
+
51
+ #endif
52
+
53
+ }
54
+
55
+ #endif
56
+
57
+ #if MAX_POINT_LIGHTS > 0
58
+
59
+ for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
60
+
61
+ vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );
62
+ vec3 lVector = lPosition.xyz - mvPosition.xyz;
63
+
64
+ float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );
65
+
66
+ lVector = normalize( lVector );
67
+ float dotProduct = dot( transformedNormal, lVector );
68
+
69
+ vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );
70
+
71
+ #ifdef DOUBLE_SIDED
72
+
73
+ vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );
74
+
75
+ #ifdef WRAP_AROUND
76
+
77
+ vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );
78
+
79
+ #endif
80
+
81
+ #endif
82
+
83
+ #ifdef WRAP_AROUND
84
+
85
+ vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );
86
+ pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );
87
+
88
+ #ifdef DOUBLE_SIDED
89
+
90
+ pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );
91
+
92
+ #endif
93
+
94
+ #endif
95
+
96
+ vLightFront += pointLightColor[ i ] * pointLightWeighting * attenuation;
97
+
98
+ #ifdef DOUBLE_SIDED
99
+
100
+ vLightBack += pointLightColor[ i ] * pointLightWeightingBack * attenuation;
101
+
102
+ #endif
103
+
104
+ }
105
+
106
+ #endif
107
+
108
+ #if MAX_SPOT_LIGHTS > 0
109
+
110
+ for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {
111
+
112
+ vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );
113
+ vec3 lVector = lPosition.xyz - mvPosition.xyz;
114
+
115
+ float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );
116
+
117
+ if ( spotEffect > spotLightAngleCos[ i ] ) {
118
+
119
+ spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );
120
+
121
+ float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );
122
+
123
+ lVector = normalize( lVector );
124
+
125
+ float dotProduct = dot( transformedNormal, lVector );
126
+ vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );
127
+
128
+ #ifdef DOUBLE_SIDED
129
+
130
+ vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );
131
+
132
+ #ifdef WRAP_AROUND
133
+
134
+ vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );
135
+
136
+ #endif
137
+
138
+ #endif
139
+
140
+ #ifdef WRAP_AROUND
141
+
142
+ vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );
143
+ spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );
144
+
145
+ #ifdef DOUBLE_SIDED
146
+
147
+ spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );
148
+
149
+ #endif
150
+
151
+ #endif
152
+
153
+ vLightFront += spotLightColor[ i ] * spotLightWeighting * attenuation * spotEffect;
154
+
155
+ #ifdef DOUBLE_SIDED
156
+
157
+ vLightBack += spotLightColor[ i ] * spotLightWeightingBack * attenuation * spotEffect;
158
+
159
+ #endif
160
+
161
+ }
162
+
163
+ }
164
+
165
+ #endif
166
+
167
+ #if MAX_HEMI_LIGHTS > 0
168
+
169
+ for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
170
+
171
+ vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );
172
+
173
+ float dotProduct = dot( transformedNormal, lVector );
174
+
175
+ float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;
176
+ float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;
177
+
178
+ vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );
179
+
180
+ #ifdef DOUBLE_SIDED
181
+
182
+ vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );
183
+
184
+ #endif
185
+
186
+ }
187
+
188
+ #endif
189
+
190
+ vLightFront += ambientLightColor;
191
+
192
+ #ifdef DOUBLE_SIDED
193
+
194
+ vLightBack += ambientLightColor;
195
+
196
+ #endif