mittsu 0.1.1 → 0.1.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +4 -4
- data/Gemfile +2 -1
- data/README.md +1 -1
- data/lib/mittsu/cameras/orthographic_camera.rb +13 -0
- data/lib/mittsu/cameras/perspective_camera.rb +11 -0
- data/lib/mittsu/core/geometry.rb +12 -9
- data/lib/mittsu/core/object_3d.rb +33 -66
- data/lib/mittsu/lights/ambient_light.rb +8 -0
- data/lib/mittsu/lights/directional_light.rb +9 -0
- data/lib/mittsu/lights/hemisphere_light.rb +9 -0
- data/lib/mittsu/lights/point_light.rb +11 -0
- data/lib/mittsu/lights/spot_light.rb +13 -0
- data/lib/mittsu/loaders.rb +1 -0
- data/lib/mittsu/loaders/mtl_loader.rb +5 -12
- data/lib/mittsu/loaders/obj_loader.rb +212 -0
- data/lib/mittsu/loaders/obj_mtl_loader.rb +11 -207
- data/lib/mittsu/materials/material.rb +5 -2
- data/lib/mittsu/materials/mesh_basic_material.rb +0 -9
- data/lib/mittsu/math/color.rb +44 -104
- data/lib/mittsu/math/matrix3.rb +8 -1
- data/lib/mittsu/math/matrix4.rb +6 -0
- data/lib/mittsu/math/vector.rb +251 -0
- data/lib/mittsu/math/vector2.rb +14 -213
- data/lib/mittsu/math/vector3.rb +61 -351
- data/lib/mittsu/math/vector4.rb +45 -295
- data/lib/mittsu/objects/line.rb +12 -2
- data/lib/mittsu/objects/mesh.rb +18 -9
- data/lib/mittsu/renderers/glfw_window.rb +15 -13
- data/lib/mittsu/renderers/opengl/core/opengl_geometry.rb +253 -0
- data/lib/mittsu/renderers/opengl/core/opengl_object_3d.rb +131 -0
- data/lib/mittsu/renderers/opengl/lights/opengl_ambient_light.rb +26 -0
- data/lib/mittsu/renderers/opengl/lights/opengl_directional_light.rb +35 -0
- data/lib/mittsu/renderers/opengl/lights/opengl_hemisphere_light.rb +42 -0
- data/lib/mittsu/renderers/opengl/lights/opengl_light.rb +52 -0
- data/lib/mittsu/renderers/opengl/lights/opengl_point_light.rb +36 -0
- data/lib/mittsu/renderers/opengl/lights/opengl_spot_light.rb +47 -0
- data/lib/mittsu/renderers/opengl/materials/opengl_line_basic_material.rb +16 -0
- data/lib/mittsu/renderers/opengl/materials/opengl_material.rb +275 -0
- data/lib/mittsu/renderers/opengl/materials/opengl_mesh_basic_material.rb +69 -0
- data/lib/mittsu/renderers/opengl/materials/opengl_mesh_lambert_material.rb +29 -0
- data/lib/mittsu/renderers/opengl/materials/opengl_mesh_phong_material.rb +40 -0
- data/lib/mittsu/renderers/opengl/materials/opengl_shader_material.rb +11 -0
- data/lib/mittsu/renderers/opengl/objects/opengl_group.rb +8 -0
- data/lib/mittsu/renderers/opengl/objects/opengl_line.rb +54 -0
- data/lib/mittsu/renderers/opengl/objects/opengl_mesh.rb +77 -0
- data/lib/mittsu/renderers/opengl/opengl_buffer.rb +5 -0
- data/lib/mittsu/renderers/opengl/opengl_debug.rb +49 -7
- data/lib/mittsu/renderers/opengl/opengl_default_target.rb +54 -0
- data/lib/mittsu/renderers/opengl/opengl_geometry_group.rb +763 -0
- data/lib/mittsu/renderers/opengl/opengl_geometry_like.rb +130 -0
- data/lib/mittsu/renderers/opengl/opengl_helper.rb +161 -0
- data/lib/mittsu/renderers/opengl/opengl_implementations.rb +61 -0
- data/lib/mittsu/renderers/opengl/opengl_light_renderer.rb +43 -0
- data/lib/mittsu/renderers/opengl/opengl_mittsu_params.rb +53 -0
- data/lib/mittsu/renderers/opengl/opengl_program.rb +147 -296
- data/lib/mittsu/renderers/opengl/opengl_state.rb +3 -5
- data/lib/mittsu/renderers/opengl/plugins/shadow_map_plugin.rb +12 -10
- data/lib/mittsu/renderers/opengl/scenes/opengl_scene.rb +8 -0
- data/lib/mittsu/renderers/opengl/textures/opengl_compressed_texture.rb +21 -0
- data/lib/mittsu/renderers/opengl/textures/opengl_cube_texture.rb +75 -0
- data/lib/mittsu/renderers/opengl/textures/opengl_data_texture.rb +23 -0
- data/lib/mittsu/renderers/opengl/textures/opengl_texture.rb +111 -0
- data/lib/mittsu/renderers/opengl_render_target.rb +117 -2
- data/lib/mittsu/renderers/opengl_renderer.rb +653 -2978
- data/lib/mittsu/renderers/shaders/rbsl_loader.rb +166 -0
- data/lib/mittsu/renderers/shaders/shader_chunk.rb +6 -9
- data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_fragment.glsl +36 -37
- data/lib/mittsu/renderers/shaders/shader_lib.rb +26 -403
- data/lib/mittsu/renderers/shaders/shader_lib/basic/basic_fragment.rbsl +37 -0
- data/lib/mittsu/renderers/shaders/shader_lib/basic/basic_uniforms.rbslu +3 -0
- data/lib/mittsu/renderers/shaders/shader_lib/basic/basic_vertex.rbsl +33 -0
- data/lib/mittsu/renderers/shaders/shader_lib/cube/cube_fragment.rbsl +12 -0
- data/lib/mittsu/renderers/shaders/shader_lib/cube/cube_uniforms.rbslu +2 -0
- data/lib/mittsu/renderers/shaders/shader_lib/cube/cube_vertex.rbsl +12 -0
- data/lib/mittsu/renderers/shaders/shader_lib/depth_rgba/depth_rgba_fragment.rbsl +26 -0
- data/lib/mittsu/renderers/shaders/shader_lib/depth_rgba/depth_rgba_uniforms.rbslu +0 -0
- data/lib/mittsu/renderers/shaders/shader_lib/depth_rgba/depth_rgba_vertex.rbsl +12 -0
- data/lib/mittsu/renderers/shaders/shader_lib/lambert/lambert_fragment.rbsl +56 -0
- data/lib/mittsu/renderers/shaders/shader_lib/lambert/lambert_uniforms.rbslu +7 -0
- data/lib/mittsu/renderers/shaders/shader_lib/lambert/lambert_vertex.rbsl +37 -0
- data/lib/mittsu/renderers/shaders/shader_lib/phong/phong_fragment.rbsl +45 -0
- data/lib/mittsu/renderers/shaders/shader_lib/phong/phong_uniforms.rbslu +11 -0
- data/lib/mittsu/renderers/shaders/shader_lib/phong/phong_vertex.rbsl +43 -0
- data/lib/mittsu/renderers/shaders/shader_templates/fragment.glsl.erb +105 -0
- data/lib/mittsu/renderers/shaders/shader_templates/vertex.glsl.erb +143 -0
- data/lib/mittsu/renderers/shaders/uniforms_lib.rb +54 -55
- data/lib/mittsu/textures/texture.rb +5 -2
- data/lib/mittsu/version.rb +1 -1
- data/run_all_examples.sh +7 -0
- metadata +77 -28
- data/.ruby-version +0 -1
- data/lib/mittsu/core/hash_object.rb +0 -19
@@ -0,0 +1,166 @@
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module Mittsu
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module RBSLLoader
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UNIFORM_RGX = /uniform\s+(\S+)\s+(\w+)(|\s+\=\s+(.+));/
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COLOR_RGX = /color\(([^\)]*)\)/
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class << self
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def load_shader(shader, chunks)
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shader.lines.flat_map(&:chomp).map{ |line|
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if line =~ /(\s*)#include\s+(\w+)/
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indentation = $1
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chunk_name = $2.to_sym
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chunks[chunk_name].lines.map(&:chomp).map{ |l|
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"#{indentation}#{l}"
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}
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else
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line
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end
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}.join("\n") + "\n"
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end
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def extract_array_contents(str)
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/\[([^\]]+)\]/.match(str)[1]
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end
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def parse_int(str)
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str.to_i
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end
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(2..4).each do |n|
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define_method("parse_ivec#{n}") do |str|
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str =~ /ivec#{n}\(([^\)]+)\)/
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$1.split(',').map(&:strip).map(&:to_i).take(n)
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end
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end
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def parse_float(str)
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str.to_f
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end
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def parse_single_color(values)
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if values.length == 1
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values = values.map(&:to_i)
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else
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values = values.map(&:to_f)
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end
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Color.new(*values)
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end
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def parse_color(str)
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str =~ COLOR_RGX
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values = $1.split(',').map(&:strip)
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parse_single_color(values)
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end
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def parse_color_array(str)
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str = extract_array_contents(str)
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str.scan(COLOR_RGX).map{ |m|
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values = m.first.split(',').map(&:strip)
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parse_single_color(values)
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}
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end
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def parse_int_array(str)
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str = extract_array_contents(str)
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str.split(',').map(&:strip).map(&:to_i)
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end
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def parse_float_array(str)
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str = extract_array_contents(str)
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str.split(',').map(&:strip).map(&:to_f)
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end
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[Vector2, Vector3, Vector4].each do |vectorClass|
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define_method("parse_vec#{vectorClass::DIMENSIONS}") do |str|
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str =~ /vec#{vectorClass::DIMENSIONS}\(([^\)]+)\)/
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values = $1.split(',').map(&:strip).map(&:to_f).take(vectorClass::DIMENSIONS)
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vectorClass.new(*values)
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end
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end
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(2..4).each do |n|
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define_method("parse_ivec#{n}_array") do |str|
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str = extract_array_contents(str)
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str.scan(/ivec#{n}\(([^\)]+)\)/).map{ |m| m.first.split(',').map(&:strip).map(&:to_i).take(n) }
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end
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end
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[Vector2, Vector3, Vector4].each do |vectorClass|
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define_method("parse_vec#{vectorClass::DIMENSIONS}_array") do |str|
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str = extract_array_contents(str)
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str.scan(/vec#{vectorClass::DIMENSIONS}\(([^\)]+)\)/).map{ |m|
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values = m.first.split(',').map(&:strip).map(&:to_f).take(vectorClass::DIMENSIONS)
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vectorClass.new(*values)
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}
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end
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end
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[Matrix3, Matrix4].each do |matrixClass|
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define_method("parse_mat#{matrixClass::DIMENSIONS}") do |str|
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str =~ /mat#{matrixClass::DIMENSIONS}\(([^\)]+)\)/
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values = $1.split(',').map(&:strip).map(&:to_f).take(matrixClass::DIMENSIONS * matrixClass::DIMENSIONS)
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matrixClass.new().tap { |mat| mat.set(*values) }
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end
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end
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[Matrix3, Matrix4].each do |matrixClass|
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define_method("parse_mat#{matrixClass::DIMENSIONS}_array") do |str|
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str = extract_array_contents(str)
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str.scan(/mat#{matrixClass::DIMENSIONS}\(([^\)]+)\)/).map{ |m|
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values = m.first.split(',').map(&:strip).map(&:to_f).take(matrixClass::DIMENSIONS * matrixClass::DIMENSIONS)
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matrixClass.new().tap { |mat| mat.set(*values) }
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}
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end
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end
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def parse_texture(_str)
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nil
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end
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def parse_texture_array(_str)
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[]
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end
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def parse_uniform(uniform)
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uniform =~ UNIFORM_RGX
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type_str = $1
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type = type_str.to_sym
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is_array = type_str.end_with?('[]')
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name = $2
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value_str = $4
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value = is_array ? [] : nil
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if value_str && !value_str.empty?
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value = send("parse_#{type.to_s.gsub(/\[\]/, '_array')}".to_s, value_str)
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end
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[name, Uniform.new(type, value)]
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end
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def load_uniforms(uniforms, uniforms_lib)
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uniform_strings = nil;
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in_uniform = false
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uniforms.lines.map(&:strip).each_with_object({}) { |line, hash|
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if in_uniform
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uniform_strings << line
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if line.end_with?(';')
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in_uniform = false
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name, value = parse_uniform(uniform_strings.join(' '))
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hash[name] = value
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end
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elsif line =~ /#include\s+(\w+)/
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uniforms_lib[$1.to_sym].map { |(k, v)| hash[k] = v.clone }
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elsif line.start_with?('uniform')
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if line.end_with?(';')
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name, value = parse_uniform(line)
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hash[name] = value
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else
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in_uniform = true
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uniform_strings = [line]
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end
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end
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}
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end
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end
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end
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end
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module Mittsu
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ShaderChunk =
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# chunk = "// #{chunk_name}\n#{chunk}"
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chunks[chunk_name.to_sym] = chunk
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end
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ShaderChunk = Hash.new do |chunks, key|
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file_name = "#{key.to_s}.glsl"
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file_path = File.join(__dir__, 'shader_chunk', file_name)
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chunk = File.read(file_path)
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# chunk = "// #{chunk_name}\n#{chunk}"
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chunks[key] = chunk
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end
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end
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float fDepth;
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vec3 shadowColor = vec3( 1.0 );
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vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;
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<% parameters[:max_shadows].times do |i| %>
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vec3 shadowCoord = vShadowCoord[ <%= i %> ].xyz / vShadowCoord[ <%= i %> ].w;
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// if ( something && something ) breaks ATI OpenGL shader compiler
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// if ( all( something, something ) ) using this instead
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if ( frustumTest ) {
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shadowCoord.z += shadowBias[ i ];
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shadowCoord.z += shadowBias[ <%= i %> ];
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#if defined( SHADOWMAP_TYPE_PCF )
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for ( float y = -1.25; y <= 1.25; y += 1.25 )
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for ( float x = -1.25; x <= 1.25; x += 1.25 ) {
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vec4 rgbaDepth = texture( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );
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vec4 rgbaDepth = texture( shadowMap[ <%= i %> ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );
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// doesn't seem to produce any noticeable visual difference compared to simple texture lookup
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//vec4 rgbaDepth = textureProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );
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//vec4 rgbaDepth = textureProj( shadowMap[ <%= i %> ], vec4( vShadowCoord[ <%= i %> ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ <%= i %> ].w ) );
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float fDepth = unpackDepth( rgbaDepth );
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const float shadowDelta = 1.0 / 9.0;
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float xPixelOffset = 1.0 / shadowMapSize[ i ].x;
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float yPixelOffset = 1.0 / shadowMapSize[ i ].y;
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float xPixelOffset = 1.0 / shadowMapSize[ <%= i %> ].x;
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float yPixelOffset = 1.0 / shadowMapSize[ <%= i %> ].y;
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float dx0 = -1.25 * xPixelOffset;
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float dy0 = -1.25 * yPixelOffset;
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float dx1 = 1.25 * xPixelOffset;
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float dy1 = 1.25 * yPixelOffset;
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fDepth = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );
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fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx0, dy0 ) ) );
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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fDepth = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );
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fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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fDepth = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );
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fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx1, dy0 ) ) );
|
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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fDepth = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );
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+
fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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fDepth = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy ) );
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fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy ) );
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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fDepth = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );
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+
fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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fDepth = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );
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+
fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx0, dy1 ) ) );
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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fDepth = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );
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+
fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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fDepth = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );
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+
fDepth = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx1, dy1 ) ) );
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if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );
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+
shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ <%= i %> ] * shadow ) );
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#elif defined( SHADOWMAP_TYPE_PCF_SOFT )
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@@ -127,8 +126,8 @@
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float shadow = 0.0;
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float xPixelOffset = 1.0 / shadowMapSize[ i ].x;
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float yPixelOffset = 1.0 / shadowMapSize[ i ].y;
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+
float xPixelOffset = 1.0 / shadowMapSize[ <%= i %> ].x;
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float yPixelOffset = 1.0 / shadowMapSize[ <%= i %> ].y;
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float dx0 = -1.0 * xPixelOffset;
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float dy0 = -1.0 * yPixelOffset;
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@@ -138,15 +137,15 @@
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mat3 shadowKernel;
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mat3 depthKernel;
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depthKernel[0][0] = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );
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depthKernel[0][1] = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );
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depthKernel[0][2] = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );
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depthKernel[1][0] = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );
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depthKernel[1][1] = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy ) );
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depthKernel[1][2] = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );
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depthKernel[2][0] = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );
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-
depthKernel[2][1] = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );
|
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-
depthKernel[2][2] = unpackDepth( texture( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );
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+
depthKernel[0][0] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx0, dy0 ) ) );
|
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+
depthKernel[0][1] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );
|
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+
depthKernel[0][2] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx0, dy1 ) ) );
|
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+
depthKernel[1][0] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );
|
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+
depthKernel[1][1] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy ) );
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+
depthKernel[1][2] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );
|
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+
depthKernel[2][0] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx1, dy0 ) ) );
|
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+
depthKernel[2][1] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );
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+
depthKernel[2][2] = unpackDepth( texture( shadowMap[ <%= i %> ], shadowCoord.xy + vec2( dx1, dy1 ) ) );
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vec3 shadowZ = vec3( shadowCoord.z );
|
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shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));
|
@@ -158,7 +157,7 @@
|
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shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));
|
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shadowKernel[2] *= vec3(0.25);
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vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );
|
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+
vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[<%= i %>].xy );
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163
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shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );
|
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shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );
|
@@ -171,22 +170,22 @@
|
|
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|
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|
shadow = dot( shadowValues, vec4( 1.0 ) );
|
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|
|
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shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );
|
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+
shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ <%= i %> ] * shadow ) );
|
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#else
|
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vec4 rgbaDepth = texture( shadowMap[ i ], shadowCoord.xy );
|
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+
vec4 rgbaDepth = texture( shadowMap[ <%= i %> ], shadowCoord.xy );
|
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float fDepth = unpackDepth( rgbaDepth );
|
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|
|
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if ( fDepth < shadowCoord.z )
|
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|
|
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// spot with multiple shadows is darker
|
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|
|
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|
-
shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );
|
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|
+
shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ <%= i %> ] );
|
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185
|
|
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186
|
// spot with multiple shadows has the same color as single shadow spot
|
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187
|
|
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|
-
// shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );
|
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|
+
// shadowColor = min( shadowColor, vec3( shadowDarkness[ <%= i %> ] ) );
|
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189
|
|
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190
|
#endif
|
192
191
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|
@@ -197,17 +196,17 @@
|
|
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|
|
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197
|
#ifdef SHADOWMAP_CASCADE
|
199
198
|
|
200
|
-
if ( inFrustum && inFrustumCount == 1 ) outgoingLight *= frustumColors[ i ];
|
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|
+
if ( inFrustum && inFrustumCount == 1 ) outgoingLight *= frustumColors[ <%= i %> ];
|
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200
|
|
202
201
|
#else
|
203
202
|
|
204
|
-
if ( inFrustum ) outgoingLight *= frustumColors[ i ];
|
203
|
+
if ( inFrustum ) outgoingLight *= frustumColors[ <%= i %> ];
|
205
204
|
|
206
205
|
#endif
|
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|
|
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207
|
#endif
|
209
208
|
|
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|
-
|
209
|
+
<% end %>
|
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210
|
|
212
211
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// NOTE: I am unsure if this is correct in linear space. -bhouston, Dec 29, 2014
|
213
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|
shadowColor = inputToLinear( shadowColor );
|
@@ -1,6 +1,7 @@
|
|
1
1
|
require 'mittsu/renderers/shaders/uniforms_utils'
|
2
2
|
require 'mittsu/renderers/shaders/uniforms_lib'
|
3
3
|
require 'mittsu/renderers/shaders/shader_chunk'
|
4
|
+
require 'mittsu/renderers/shaders/rbsl_loader'
|
4
5
|
|
5
6
|
module Mittsu
|
6
7
|
class ShaderLib_Instance
|
@@ -10,411 +11,33 @@ module Mittsu
|
|
10
11
|
@vertex_shader = options.fetch(:vertex_shader)
|
11
12
|
@fragment_shader = options.fetch(:fragment_shader)
|
12
13
|
end
|
13
|
-
end
|
14
|
-
|
15
|
-
ShaderLib = {
|
16
|
-
basic: ShaderLib_Instance.new(
|
17
|
-
uniforms: UniformsUtils.merge([
|
18
|
-
UniformsLib[:common],
|
19
|
-
UniformsLib[:fog],
|
20
|
-
UniformsLib[:shadowmap]
|
21
|
-
]),
|
22
|
-
|
23
|
-
vertex_shader: [
|
24
|
-
ShaderChunk[:common],
|
25
|
-
ShaderChunk[:map_pars_vertex],
|
26
|
-
ShaderChunk[:lightmap_pars_vertex],
|
27
|
-
ShaderChunk[:envmap_pars_vertex],
|
28
|
-
ShaderChunk[:color_pars_vertex],
|
29
|
-
ShaderChunk[:morphtarget_pars_vertex],
|
30
|
-
ShaderChunk[:skinning_pars_vertex],
|
31
|
-
ShaderChunk[:shadowmap_pars_vertex],
|
32
|
-
ShaderChunk[:logdepthbuf_pars_vertex],
|
33
|
-
|
34
|
-
"void main() {",
|
35
|
-
|
36
|
-
ShaderChunk[:map_vertex],
|
37
|
-
ShaderChunk[:lightmap_vertex],
|
38
|
-
ShaderChunk[:color_vertex],
|
39
|
-
ShaderChunk[:skinbase_vertex],
|
40
|
-
|
41
|
-
" #ifdef USE_ENVMAP",
|
42
|
-
|
43
|
-
ShaderChunk[:morphnormal_vertex],
|
44
|
-
ShaderChunk[:skinnormal_vertex],
|
45
|
-
ShaderChunk[:defaultnormal_vertex],
|
46
|
-
|
47
|
-
" #endif",
|
48
|
-
|
49
|
-
ShaderChunk[:morphtarget_vertex],
|
50
|
-
ShaderChunk[:skin_vertex],
|
51
|
-
ShaderChunk[:default_vertex],
|
52
|
-
ShaderChunk[:logdepthbuf_vertex],
|
53
|
-
|
54
|
-
ShaderChunk[:worldpos_vertex],
|
55
|
-
ShaderChunk[:envmap_vertex],
|
56
|
-
ShaderChunk[:shadowmap_vertex],
|
57
|
-
|
58
|
-
"}"
|
59
|
-
|
60
|
-
].join("\n"),
|
61
|
-
|
62
|
-
fragment_shader: [
|
63
|
-
|
64
|
-
"uniform vec3 diffuse;",
|
65
|
-
"uniform float opacity;",
|
66
|
-
|
67
|
-
ShaderChunk[:common],
|
68
|
-
ShaderChunk[:color_pars_fragment],
|
69
|
-
ShaderChunk[:map_pars_fragment],
|
70
|
-
ShaderChunk[:alphamap_pars_fragment],
|
71
|
-
ShaderChunk[:lightmap_pars_fragment],
|
72
|
-
ShaderChunk[:envmap_pars_fragment],
|
73
|
-
ShaderChunk[:fog_pars_fragment],
|
74
|
-
ShaderChunk[:shadowmap_pars_fragment],
|
75
|
-
ShaderChunk[:specularmap_pars_fragment],
|
76
|
-
ShaderChunk[:logdepthbuf_pars_fragment],
|
77
|
-
|
78
|
-
"void main() {",
|
79
|
-
|
80
|
-
" vec3 outgoingLight = vec3( 0.0 );", # outgoing light does not have an alpha, the surface does
|
81
|
-
" vec4 diffuseColor = vec4( diffuse, opacity );",
|
82
|
-
|
83
|
-
ShaderChunk[:logdepthbuf_fragment],
|
84
|
-
ShaderChunk[:map_fragment],
|
85
|
-
ShaderChunk[:color_fragment],
|
86
|
-
ShaderChunk[:alphamap_fragment],
|
87
|
-
ShaderChunk[:alphatest_fragment],
|
88
|
-
ShaderChunk[:specularmap_fragment],
|
89
|
-
|
90
|
-
" outgoingLight = diffuseColor.rgb;", # simple shader
|
91
|
-
|
92
|
-
ShaderChunk[:lightmap_fragment], # TODO: Light map on an otherwise unlit surface doesn't make sense.
|
93
|
-
ShaderChunk[:envmap_fragment],
|
94
|
-
ShaderChunk[:shadowmap_fragment], # TODO: Shadows on an otherwise unlit surface doesn't make sense.
|
95
|
-
|
96
|
-
ShaderChunk[:linear_to_gamma_fragment],
|
97
|
-
|
98
|
-
ShaderChunk[:fog_fragment],
|
99
|
-
|
100
|
-
" fragColor = vec4( outgoingLight, diffuseColor.a );", # TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
|
101
|
-
|
102
|
-
"}"
|
103
|
-
|
104
|
-
].join("\n")
|
105
|
-
),
|
106
|
-
lambert: ShaderLib_Instance.new(
|
107
|
-
uniforms: UniformsUtils.merge([
|
108
|
-
UniformsLib[:common],
|
109
|
-
UniformsLib[:fog],
|
110
|
-
UniformsLib[:lights],
|
111
|
-
UniformsLib[:shadow_map],
|
112
|
-
{
|
113
|
-
'emissive' => Uniform.new(:c, Color.new(0x000000)),
|
114
|
-
'wrapRGB' => Uniform.new(:v3, Vector3.new(1.0, 1.0, 1.0))
|
115
|
-
}
|
116
|
-
]),
|
117
|
-
vertex_shader: [
|
118
|
-
'#define LAMBERT',
|
119
|
-
'out vec3 vLightFront;',
|
120
|
-
'#ifdef DOUBLE_SIDED',
|
121
|
-
' out vec3 vLightBack;',
|
122
|
-
'#endif',
|
123
|
-
ShaderChunk[:common],
|
124
|
-
ShaderChunk[:map_pars_vertex],
|
125
|
-
ShaderChunk[:lightmap_pars_vertex],
|
126
|
-
ShaderChunk[:envmap_pars_vertex],
|
127
|
-
ShaderChunk[:lights_lambert_pars_vertex],
|
128
|
-
ShaderChunk[:color_pars_vertex],
|
129
|
-
ShaderChunk[:morphtarget_pars_vertex],
|
130
|
-
ShaderChunk[:skinning_pars_vertex],
|
131
|
-
ShaderChunk[:shadowmap_pars_vertex],
|
132
|
-
ShaderChunk[:logdepthbuf_pars_vertex],
|
133
|
-
'void main() {',
|
134
|
-
|
135
|
-
ShaderChunk[:map_vertex],
|
136
|
-
ShaderChunk[:lightmap_vertex],
|
137
|
-
ShaderChunk[:color_vertex],
|
138
|
-
|
139
|
-
ShaderChunk[:morphnormal_vertex],
|
140
|
-
ShaderChunk[:skinbase_vertex],
|
141
|
-
ShaderChunk[:skinnormal_vertex],
|
142
|
-
ShaderChunk[:defaultnormal_vertex],
|
143
|
-
|
144
|
-
ShaderChunk[:morphtarget_vertex],
|
145
|
-
ShaderChunk[:skinning_vertex],
|
146
|
-
ShaderChunk[:default_vertex],
|
147
|
-
ShaderChunk[:logdepthbuf_vertex],
|
148
|
-
|
149
|
-
ShaderChunk[:worldpos_vertex],
|
150
|
-
ShaderChunk[:envmap_vertex],
|
151
|
-
ShaderChunk[:lights_lambert_vertex],
|
152
|
-
ShaderChunk[:shadowmap_vertex],
|
153
|
-
|
154
|
-
'}',
|
155
|
-
].join("\n"),
|
156
|
-
fragment_shader: [
|
157
|
-
'uniform vec3 diffuse;',
|
158
|
-
'uniform vec3 emissive;',
|
159
|
-
'uniform float opacity;',
|
160
|
-
|
161
|
-
'in vec3 vLightFront;',
|
162
|
-
|
163
|
-
'#ifdef DOUBLE_SIDED',
|
164
|
-
' in vec3 vLightBack;',
|
165
|
-
'#endif',
|
166
|
-
|
167
|
-
ShaderChunk[:common],
|
168
|
-
ShaderChunk[:color_pars_fragment],
|
169
|
-
ShaderChunk[:map_pars_fragment],
|
170
|
-
ShaderChunk[:alphamap_pars_fragment],
|
171
|
-
ShaderChunk[:lightmap_pars_fragment],
|
172
|
-
ShaderChunk[:envmap_pars_fragment],
|
173
|
-
ShaderChunk[:fog_pars_fragment],
|
174
|
-
ShaderChunk[:shadowmap_pars_fragment],
|
175
|
-
ShaderChunk[:specularmap_pars_fragment],
|
176
|
-
ShaderChunk[:logdepthbuf_pars_fragment],
|
177
|
-
|
178
|
-
'void main() {',
|
179
|
-
|
180
|
-
' vec3 outgoingLight = vec3( 0.0 );', # outgoing light does not have an alpha, the surface does
|
181
|
-
' vec4 diffuseColor = vec4( diffuse, opacity );',
|
182
|
-
|
183
|
-
ShaderChunk[:logdepthbuf_fragment],
|
184
|
-
ShaderChunk[:map_fragment],
|
185
|
-
ShaderChunk[:color_fragment],
|
186
|
-
ShaderChunk[:alphamap_fragment],
|
187
|
-
ShaderChunk[:alphatest_fragment],
|
188
|
-
ShaderChunk[:specularmap_fragment],
|
189
|
-
|
190
|
-
' #ifdef DOUBLE_SIDED',
|
191
|
-
|
192
|
-
#'float isFront = float( gl_FrontFacing );',
|
193
|
-
#'fragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;',
|
194
|
-
|
195
|
-
' if ( gl_FrontFacing )',
|
196
|
-
' outgoingLight += diffuseColor.rgb * vLightFront + emissive;',
|
197
|
-
' else',
|
198
|
-
' outgoingLight += diffuseColor.rgb * vLightBack + emissive;',
|
199
|
-
|
200
|
-
' #else',
|
201
|
-
|
202
|
-
' outgoingLight += diffuseColor.rgb * vLightFront + emissive;',
|
203
|
-
|
204
|
-
' #endif',
|
205
|
-
|
206
|
-
ShaderChunk[:lightmap_fragment],
|
207
|
-
ShaderChunk[:envmap_fragment],
|
208
|
-
ShaderChunk[:shadowmap_fragment],
|
209
14
|
|
210
|
-
|
211
|
-
|
212
|
-
|
213
|
-
|
214
|
-
|
215
|
-
|
216
|
-
|
217
|
-
|
218
|
-
|
219
|
-
),
|
220
|
-
phong: ShaderLib_Instance.new(
|
221
|
-
uniforms: UniformsUtils.merge([
|
222
|
-
UniformsLib[:common],
|
223
|
-
UniformsLib[:bump],
|
224
|
-
UniformsLib[:normal_map],
|
225
|
-
UniformsLib[:fog],
|
226
|
-
UniformsLib[:lights],
|
227
|
-
UniformsLib[:shadow_map],
|
228
|
-
{
|
229
|
-
'emissive' => Uniform.new(:c, Color.new(0x000000)),
|
230
|
-
'specular' => Uniform.new(:c, Color.new(0x111111)),
|
231
|
-
'shininess' => Uniform.new(:f, 30.0),
|
232
|
-
'wrapRGB' => Uniform.new(:v3, Vector3.new(1.0, 1.0, 1.0))
|
233
|
-
}
|
234
|
-
]),
|
235
|
-
vertex_shader: [
|
236
|
-
'#define PHONG',
|
237
|
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'out vec3 vViewPosition;',
|
238
|
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'#ifndef FLAT_SHADED',
|
239
|
-
' out vec3 vNormal;',
|
240
|
-
'#endif',
|
241
|
-
|
242
|
-
ShaderChunk[:common],
|
243
|
-
ShaderChunk[:map_pars_vertex],
|
244
|
-
ShaderChunk[:lightmap_pars_vertex],
|
245
|
-
ShaderChunk[:envmap_pars_vertex],
|
246
|
-
ShaderChunk[:lights_phong_pars_vertex],
|
247
|
-
ShaderChunk[:color_pars_vertex],
|
248
|
-
ShaderChunk[:morphtarget_pars_vertex],
|
249
|
-
ShaderChunk[:skinning_pars_vertex],
|
250
|
-
ShaderChunk[:shadowmap_pars_vertex],
|
251
|
-
ShaderChunk[:logdepthbuf_pars_vertex],
|
252
|
-
|
253
|
-
'void main() {',
|
254
|
-
|
255
|
-
ShaderChunk[:map_vertex],
|
256
|
-
ShaderChunk[:lightmap_vertex],
|
257
|
-
ShaderChunk[:color_vertex],
|
258
|
-
|
259
|
-
ShaderChunk[:morphnormal_vertex],
|
260
|
-
ShaderChunk[:skinbase_vertex],
|
261
|
-
ShaderChunk[:skinnormal_vertex],
|
262
|
-
ShaderChunk[:defaultnormal_vertex],
|
263
|
-
|
264
|
-
'#ifndef FLAT_SHADED', # Normal computed with derivatives when FLAT_SHADED
|
265
|
-
' vNormal = normalize( transformedNormal );',
|
266
|
-
'#endif',
|
267
|
-
|
268
|
-
ShaderChunk[:morphtarget_vertex],
|
269
|
-
ShaderChunk[:skinning_vertex],
|
270
|
-
ShaderChunk[:default_vertex],
|
271
|
-
ShaderChunk[:logdepthbuf_vertex],
|
272
|
-
|
273
|
-
' vViewPosition = -mvPosition.xyz;',
|
274
|
-
|
275
|
-
ShaderChunk[:worldpos_vertex],
|
276
|
-
ShaderChunk[:envmap_vertex],
|
277
|
-
ShaderChunk[:lights_phong_vertex],
|
278
|
-
ShaderChunk[:shadowmap_vertex],
|
279
|
-
'}'
|
280
|
-
].join("\n"),
|
281
|
-
fragment_shader: [
|
282
|
-
'#define PHONG',
|
283
|
-
|
284
|
-
'uniform vec3 diffuse;',
|
285
|
-
'uniform vec3 emissive;',
|
286
|
-
'uniform vec3 specular;',
|
287
|
-
'uniform float shininess;',
|
288
|
-
'uniform float opacity;',
|
289
|
-
|
290
|
-
ShaderChunk[:common],
|
291
|
-
ShaderChunk[:color_pars_fragment],
|
292
|
-
ShaderChunk[:map_pars_fragment],
|
293
|
-
ShaderChunk[:alphamap_pars_fragment],
|
294
|
-
ShaderChunk[:lightmap_pars_fragment],
|
295
|
-
ShaderChunk[:envmap_pars_fragment],
|
296
|
-
ShaderChunk[:fog_pars_fragment],
|
297
|
-
ShaderChunk[:lights_phong_pars_fragment],
|
298
|
-
ShaderChunk[:shadowmap_pars_fragment],
|
299
|
-
ShaderChunk[:bumpmap_pars_fragment],
|
300
|
-
ShaderChunk[:normalmap_pars_fragment],
|
301
|
-
ShaderChunk[:specularmap_pars_fragment],
|
302
|
-
ShaderChunk[:logdepthbuf_pars_fragment],
|
303
|
-
|
304
|
-
'void main() {',
|
305
|
-
|
306
|
-
' vec3 outgoingLight = vec3( 0.0 );', # outgoing light does not have an alpha, the surface does
|
307
|
-
' vec4 diffuseColor = vec4( diffuse, opacity );',
|
308
|
-
|
309
|
-
ShaderChunk[:logdepthbuf_fragment],
|
310
|
-
ShaderChunk[:map_fragment],
|
311
|
-
ShaderChunk[:color_fragment],
|
312
|
-
ShaderChunk[:alphamap_fragment],
|
313
|
-
ShaderChunk[:alphatest_fragment],
|
314
|
-
ShaderChunk[:specularmap_fragment],
|
315
|
-
|
316
|
-
ShaderChunk[:lights_phong_fragment],
|
317
|
-
|
318
|
-
ShaderChunk[:lightmap_fragment],
|
319
|
-
ShaderChunk[:envmap_fragment],
|
320
|
-
ShaderChunk[:shadowmap_fragment],
|
321
|
-
|
322
|
-
ShaderChunk[:linear_to_gamma_fragment],
|
323
|
-
|
324
|
-
ShaderChunk[:fog_fragment],
|
325
|
-
|
326
|
-
' fragColor = vec4( outgoingLight, diffuseColor.a );', # TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
|
327
|
-
|
328
|
-
'}'
|
329
|
-
].join("\n")
|
330
|
-
),
|
331
|
-
# TODO:
|
332
|
-
# particle_basic
|
333
|
-
# dashed
|
334
|
-
# depth
|
335
|
-
# normal
|
336
|
-
cube: ShaderLib_Instance.new(
|
337
|
-
uniforms: {
|
338
|
-
'tCube' => Uniform.new(:t, nil),
|
339
|
-
'tFlip' => Uniform.new(:f, -1.0)
|
340
|
-
},
|
341
|
-
vertex_shader: [
|
342
|
-
'out vec3 vWorldPosition;',
|
343
|
-
|
344
|
-
ShaderChunk[:common],
|
345
|
-
ShaderChunk[:logdepthbuf_pars_vertex],
|
346
|
-
|
347
|
-
'void main() {',
|
348
|
-
' vWorldPosition = transformDirection( position, modelMatrix );',
|
349
|
-
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
|
350
|
-
ShaderChunk[:logdepthbuf_vertex],
|
351
|
-
'}'
|
352
|
-
].join("\n"),
|
353
|
-
fragment_shader: [
|
354
|
-
'uniform samplerCube tCube;',
|
355
|
-
'uniform float tFlip;',
|
356
|
-
|
357
|
-
'in vec3 vWorldPosition;',
|
358
|
-
|
359
|
-
ShaderChunk[:common],
|
360
|
-
ShaderChunk[:logdepthbuf_pars_fragment],
|
361
|
-
|
362
|
-
'void main() {',
|
363
|
-
' fragColor = texture( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );',
|
364
|
-
ShaderChunk[:logdepthbuf_fragment],
|
365
|
-
'}'
|
366
|
-
].join("\n")
|
367
|
-
),
|
368
|
-
# equirect
|
369
|
-
depth_rgba: ShaderLib_Instance.new(
|
370
|
-
uniforms: {},
|
371
|
-
vertex_shader: [
|
372
|
-
ShaderChunk[:common],
|
373
|
-
ShaderChunk[:morphtarget_pars_vertex],
|
374
|
-
ShaderChunk[:skinning_pars_vertex],
|
375
|
-
ShaderChunk[:logdepthbuf_pars_vertex],
|
376
|
-
|
377
|
-
'void main() {',
|
378
|
-
ShaderChunk[:skinbase_vertex],
|
379
|
-
ShaderChunk[:morphtarget_vertex],
|
380
|
-
ShaderChunk[:skinning_vertex],
|
381
|
-
ShaderChunk[:default_vertex],
|
382
|
-
ShaderChunk[:logdepthbuf_vertex],
|
383
|
-
'}'
|
384
|
-
].join("\n"),
|
385
|
-
fragment_shader: [
|
386
|
-
ShaderChunk[:common],
|
387
|
-
ShaderChunk[:logdepthbuf_pars_fragment],
|
388
|
-
|
389
|
-
'vec4 pack_depth( const in float depth ) {',
|
390
|
-
|
391
|
-
' const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );',
|
392
|
-
' const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );',
|
393
|
-
' vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );', # ' vec4 res = fract( depth * bit_shift );',
|
394
|
-
' res -= res.xxyz * bit_mask;',
|
395
|
-
' return res;',
|
396
|
-
|
397
|
-
'}',
|
398
|
-
|
399
|
-
'void main() {',
|
400
|
-
ShaderChunk[:logdepthbuf_fragment],
|
401
|
-
|
402
|
-
' #ifdef USE_LOGDEPTHBUF_EXT',
|
403
|
-
|
404
|
-
' fragColor = pack_depth( gl_FragDepthEXT );',
|
405
|
-
|
406
|
-
' #else',
|
15
|
+
def self.load_from_file(name)
|
16
|
+
ShaderLib_Instance.new(
|
17
|
+
uniforms: RBSLLoader.load_uniforms(File.read(File.join(__dir__, 'shader_lib', name, "#{name}_uniforms.rbslu")), UniformsLib),
|
18
|
+
vertex_shader: RBSLLoader.load_shader(File.read(File.join(__dir__, 'shader_lib', name, "#{name}_vertex.rbsl")), ShaderChunk),
|
19
|
+
fragment_shader: RBSLLoader.load_shader(File.read(File.join(__dir__, 'shader_lib', name, "#{name}_fragment.rbsl")), ShaderChunk)
|
20
|
+
)
|
21
|
+
end
|
22
|
+
end
|
23
|
+
private_constant :ShaderLib_Instance
|
407
24
|
|
408
|
-
|
25
|
+
SHADER_LIB_HASH = Hash.new { |h, k|
|
26
|
+
h[k] = ShaderLib_Instance.load_from_file(k.to_s)
|
27
|
+
}
|
409
28
|
|
410
|
-
|
29
|
+
class ShaderLib
|
30
|
+
def self.create_shader(id, options={})
|
31
|
+
shader = self[id]
|
32
|
+
{
|
33
|
+
uniforms: UniformsUtils.clone(shader.uniforms),
|
34
|
+
vertex_shader: shader.vertex_shader,
|
35
|
+
fragment_shader: shader.fragment_shader
|
36
|
+
}.merge(options)
|
37
|
+
end
|
411
38
|
|
412
|
-
|
413
|
-
|
414
|
-
|
415
|
-
|
416
|
-
'}'
|
417
|
-
].join("\n")
|
418
|
-
)
|
419
|
-
}
|
39
|
+
def self.[](id)
|
40
|
+
SHADER_LIB_HASH[id]
|
41
|
+
end
|
42
|
+
end
|
420
43
|
end
|