mittsu 0.4.1 → 0.5.0

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Files changed (147) hide show
  1. checksums.yaml +4 -4
  2. data/.github/workflows/build-workflow.yml +3 -38
  3. data/Gemfile +0 -4
  4. data/README.md +16 -130
  5. data/bin/console +0 -4
  6. data/lib/mittsu/cameras/cube_camera.rb +1 -1
  7. data/lib/mittsu/core/uniform.rb +23 -0
  8. data/lib/mittsu/core.rb +1 -0
  9. data/lib/mittsu/loaders/stl_loader.rb +186 -0
  10. data/lib/mittsu/loaders.rb +1 -0
  11. data/lib/mittsu/textures/render_target.rb +93 -0
  12. data/lib/mittsu/textures/render_target_cube.rb +8 -0
  13. data/lib/mittsu/textures/texture.rb +1 -1
  14. data/lib/mittsu/textures.rb +2 -0
  15. data/lib/mittsu/version.rb +1 -1
  16. data/lib/mittsu.rb +0 -1
  17. data/mittsu.gemspec +8 -12
  18. metadata +28 -199
  19. data/install-glfw.ps1 +0 -13
  20. data/lib/mittsu/renderers/generic_lib.rb +0 -125
  21. data/lib/mittsu/renderers/glfw_lib.rb +0 -64
  22. data/lib/mittsu/renderers/glfw_window.rb +0 -233
  23. data/lib/mittsu/renderers/opengl/core/buffer_geometry.rb +0 -11
  24. data/lib/mittsu/renderers/opengl/core/geometry.rb +0 -346
  25. data/lib/mittsu/renderers/opengl/core/object_3d.rb +0 -134
  26. data/lib/mittsu/renderers/opengl/lights/ambient_light.rb +0 -26
  27. data/lib/mittsu/renderers/opengl/lights/directional_light.rb +0 -35
  28. data/lib/mittsu/renderers/opengl/lights/hemisphere_light.rb +0 -39
  29. data/lib/mittsu/renderers/opengl/lights/light.rb +0 -55
  30. data/lib/mittsu/renderers/opengl/lights/point_light.rb +0 -36
  31. data/lib/mittsu/renderers/opengl/lights/spot_light.rb +0 -47
  32. data/lib/mittsu/renderers/opengl/materials/line_basic_material.rb +0 -16
  33. data/lib/mittsu/renderers/opengl/materials/material.rb +0 -274
  34. data/lib/mittsu/renderers/opengl/materials/mesh_basic_material.rb +0 -21
  35. data/lib/mittsu/renderers/opengl/materials/mesh_lambert_material.rb +0 -33
  36. data/lib/mittsu/renderers/opengl/materials/mesh_phong_material.rb +0 -44
  37. data/lib/mittsu/renderers/opengl/materials/opengl_material_basics.rb +0 -57
  38. data/lib/mittsu/renderers/opengl/materials/point_cloud_material.rb +0 -27
  39. data/lib/mittsu/renderers/opengl/materials/shader_material.rb +0 -11
  40. data/lib/mittsu/renderers/opengl/objects/group.rb +0 -9
  41. data/lib/mittsu/renderers/opengl/objects/line.rb +0 -45
  42. data/lib/mittsu/renderers/opengl/objects/mesh.rb +0 -70
  43. data/lib/mittsu/renderers/opengl/objects/point_cloud.rb +0 -39
  44. data/lib/mittsu/renderers/opengl/objects/sprite.rb +0 -12
  45. data/lib/mittsu/renderers/opengl/opengl_buffer.rb +0 -13
  46. data/lib/mittsu/renderers/opengl/opengl_debug.rb +0 -81
  47. data/lib/mittsu/renderers/opengl/opengl_default_target.rb +0 -50
  48. data/lib/mittsu/renderers/opengl/opengl_geometry_group.rb +0 -758
  49. data/lib/mittsu/renderers/opengl/opengl_geometry_like.rb +0 -132
  50. data/lib/mittsu/renderers/opengl/opengl_helper.rb +0 -161
  51. data/lib/mittsu/renderers/opengl/opengl_implementations.rb +0 -37
  52. data/lib/mittsu/renderers/opengl/opengl_lib.rb +0 -19
  53. data/lib/mittsu/renderers/opengl/opengl_light_renderer.rb +0 -43
  54. data/lib/mittsu/renderers/opengl/opengl_mittsu_params.rb +0 -53
  55. data/lib/mittsu/renderers/opengl/opengl_program.rb +0 -250
  56. data/lib/mittsu/renderers/opengl/opengl_shader.rb +0 -58
  57. data/lib/mittsu/renderers/opengl/opengl_state.rb +0 -205
  58. data/lib/mittsu/renderers/opengl/plugins/shadow_map_plugin.rb +0 -417
  59. data/lib/mittsu/renderers/opengl/plugins/sprite_fragment.glsl +0 -38
  60. data/lib/mittsu/renderers/opengl/plugins/sprite_plugin.rb +0 -250
  61. data/lib/mittsu/renderers/opengl/plugins/sprite_vertex.glsl +0 -31
  62. data/lib/mittsu/renderers/opengl/scenes/scene.rb +0 -9
  63. data/lib/mittsu/renderers/opengl/textures/compressed_texture.rb +0 -20
  64. data/lib/mittsu/renderers/opengl/textures/cube_texture.rb +0 -77
  65. data/lib/mittsu/renderers/opengl/textures/data_texture.rb +0 -21
  66. data/lib/mittsu/renderers/opengl/textures/texture.rb +0 -107
  67. data/lib/mittsu/renderers/opengl_render_target.rb +0 -201
  68. data/lib/mittsu/renderers/opengl_renderer.rb +0 -1028
  69. data/lib/mittsu/renderers/shaders/rbsl_loader.rb +0 -166
  70. data/lib/mittsu/renderers/shaders/shader_chunk/alphamap_fragment.glsl +0 -5
  71. data/lib/mittsu/renderers/shaders/shader_chunk/alphamap_pars_fragment.glsl +0 -5
  72. data/lib/mittsu/renderers/shaders/shader_chunk/alphatest_fragment.glsl +0 -5
  73. data/lib/mittsu/renderers/shaders/shader_chunk/bumpmap_pars_fragment.glsl +0 -40
  74. data/lib/mittsu/renderers/shaders/shader_chunk/color_fragment.glsl +0 -5
  75. data/lib/mittsu/renderers/shaders/shader_chunk/color_pars_fragment.glsl +0 -5
  76. data/lib/mittsu/renderers/shaders/shader_chunk/color_pars_vertex.glsl +0 -5
  77. data/lib/mittsu/renderers/shaders/shader_chunk/color_vertex.glsl +0 -5
  78. data/lib/mittsu/renderers/shaders/shader_chunk/common.glsl +0 -60
  79. data/lib/mittsu/renderers/shaders/shader_chunk/default_vertex.glsl +0 -15
  80. data/lib/mittsu/renderers/shaders/shader_chunk/defaultnormal_vertex.glsl +0 -21
  81. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_fragment.glsl +0 -62
  82. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_pars_fragment.glsl +0 -21
  83. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_pars_vertex.glsl +0 -7
  84. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_vertex.glsl +0 -17
  85. data/lib/mittsu/renderers/shaders/shader_chunk/fog_fragment.glsl +0 -26
  86. data/lib/mittsu/renderers/shaders/shader_chunk/fog_pars_fragment.glsl +0 -15
  87. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_fragment.glsl +0 -5
  88. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_pars_fragment.glsl +0 -6
  89. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_pars_vertex.glsl +0 -5
  90. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_vertex.glsl +0 -5
  91. data/lib/mittsu/renderers/shaders/shader_chunk/lights_lambert_pars_vertex.glsl +0 -43
  92. data/lib/mittsu/renderers/shaders/shader_chunk/lights_lambert_vertex.glsl +0 -196
  93. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_fragment.glsl +0 -243
  94. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_pars_fragment.glsl +0 -58
  95. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_pars_vertex.glsl +0 -5
  96. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_vertex.glsl +0 -5
  97. data/lib/mittsu/renderers/shaders/shader_chunk/linear_to_gamma_fragment.glsl +0 -2
  98. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_fragment.glsl +0 -5
  99. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_pars_fragment.glsl +0 -12
  100. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_pars_vertex.glsl +0 -11
  101. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_vertex.glsl +0 -15
  102. data/lib/mittsu/renderers/shaders/shader_chunk/map_fragment.glsl +0 -9
  103. data/lib/mittsu/renderers/shaders/shader_chunk/map_pars_fragment.glsl +0 -11
  104. data/lib/mittsu/renderers/shaders/shader_chunk/map_pars_vertex.glsl +0 -6
  105. data/lib/mittsu/renderers/shaders/shader_chunk/map_particle_fragment.glsl +0 -5
  106. data/lib/mittsu/renderers/shaders/shader_chunk/map_particle_pars_fragment.glsl +0 -6
  107. data/lib/mittsu/renderers/shaders/shader_chunk/map_vertex.glsl +0 -5
  108. data/lib/mittsu/renderers/shaders/shader_chunk/morphnormal_vertex.glsl +0 -12
  109. data/lib/mittsu/renderers/shaders/shader_chunk/morphtarget_pars_vertex.glsl +0 -13
  110. data/lib/mittsu/renderers/shaders/shader_chunk/morphtarget_vertex.glsl +0 -20
  111. data/lib/mittsu/renderers/shaders/shader_chunk/normalmap_pars_fragment.glsl +0 -27
  112. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_fragment.glsl +0 -216
  113. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_pars_fragment.glsl +0 -19
  114. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_pars_vertex.glsl +0 -6
  115. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_vertex.glsl +0 -9
  116. data/lib/mittsu/renderers/shaders/shader_chunk/skinbase_vertex.glsl +0 -8
  117. data/lib/mittsu/renderers/shaders/shader_chunk/skinning_pars_vertex.glsl +0 -47
  118. data/lib/mittsu/renderers/shaders/shader_chunk/skinning_vertex.glsl +0 -20
  119. data/lib/mittsu/renderers/shaders/shader_chunk/skinnormal_vertex.glsl +0 -20
  120. data/lib/mittsu/renderers/shaders/shader_chunk/specularmap_fragment.glsl +0 -12
  121. data/lib/mittsu/renderers/shaders/shader_chunk/specularmap_pars_fragment.glsl +0 -5
  122. data/lib/mittsu/renderers/shaders/shader_chunk/worldpos_vertex.glsl +0 -17
  123. data/lib/mittsu/renderers/shaders/shader_chunk.rb +0 -9
  124. data/lib/mittsu/renderers/shaders/shader_lib/basic/basic_fragment.rbsl +0 -37
  125. data/lib/mittsu/renderers/shaders/shader_lib/basic/basic_uniforms.rbslu +0 -3
  126. data/lib/mittsu/renderers/shaders/shader_lib/basic/basic_vertex.rbsl +0 -33
  127. data/lib/mittsu/renderers/shaders/shader_lib/cube/cube_fragment.rbsl +0 -12
  128. data/lib/mittsu/renderers/shaders/shader_lib/cube/cube_uniforms.rbslu +0 -2
  129. data/lib/mittsu/renderers/shaders/shader_lib/cube/cube_vertex.rbsl +0 -12
  130. data/lib/mittsu/renderers/shaders/shader_lib/depth_rgba/depth_rgba_fragment.rbsl +0 -26
  131. data/lib/mittsu/renderers/shaders/shader_lib/depth_rgba/depth_rgba_uniforms.rbslu +0 -0
  132. data/lib/mittsu/renderers/shaders/shader_lib/depth_rgba/depth_rgba_vertex.rbsl +0 -12
  133. data/lib/mittsu/renderers/shaders/shader_lib/lambert/lambert_fragment.rbsl +0 -56
  134. data/lib/mittsu/renderers/shaders/shader_lib/lambert/lambert_uniforms.rbslu +0 -7
  135. data/lib/mittsu/renderers/shaders/shader_lib/lambert/lambert_vertex.rbsl +0 -37
  136. data/lib/mittsu/renderers/shaders/shader_lib/particle_basic/particle_basic_fragment.rbsl +0 -27
  137. data/lib/mittsu/renderers/shaders/shader_lib/particle_basic/particle_basic_uniforms.rbslu +0 -2
  138. data/lib/mittsu/renderers/shaders/shader_lib/particle_basic/particle_basic_vertex.rbsl +0 -25
  139. data/lib/mittsu/renderers/shaders/shader_lib/phong/phong_fragment.rbsl +0 -45
  140. data/lib/mittsu/renderers/shaders/shader_lib/phong/phong_uniforms.rbslu +0 -11
  141. data/lib/mittsu/renderers/shaders/shader_lib/phong/phong_vertex.rbsl +0 -43
  142. data/lib/mittsu/renderers/shaders/shader_lib.rb +0 -43
  143. data/lib/mittsu/renderers/shaders/shader_templates/fragment.glsl.erb +0 -105
  144. data/lib/mittsu/renderers/shaders/shader_templates/vertex.glsl.erb +0 -143
  145. data/lib/mittsu/renderers/shaders/uniforms_lib.rb +0 -106
  146. data/lib/mittsu/renderers/shaders/uniforms_utils.rb +0 -31
  147. data/lib/mittsu/renderers.rb +0 -1
@@ -1,58 +0,0 @@
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- require 'fiddle'
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-
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- module Mittsu
4
- class OpenGLShader
5
- attr_reader :shader
6
-
7
- def initialize(type, string)
8
- @shader = glCreateShader(type)
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- # filename = type == GL_VERTEX_SHADER ? 'vertex.glsl' : 'fragment.glsl'
10
- # File.write filename, string
11
-
12
- string_pointer = Fiddle::Pointer[string]
13
- string_length = Fiddle::Pointer[string.length]
14
-
15
- glShaderSource(@shader, 1, string_pointer.ref, string_length.ref)
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- glCompileShader(@shader)
17
-
18
- if !compile_status
19
- puts "ERROR: Mittsu::OpenGLShader: Shader couldn't compile"
20
- end
21
-
22
- log_info = shader_info_log
23
- if !log_info.empty?
24
- puts "WARNING: Mittsu::OpenGLShader: glGetShaderInfoLog, #{log_info}"
25
- puts add_line_numbers(string)
26
- end
27
- end
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-
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- private
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-
31
- def compile_status
32
- ptr = ' '*8
33
- glGetShaderiv @shader, GL_COMPILE_STATUS, ptr
34
- ptr.unpack('L')[0]
35
- end
36
-
37
- def shader_info_log
38
- ptr = ' '*8
39
- glGetShaderiv @shader, GL_INFO_LOG_LENGTH, ptr
40
- length = ptr.unpack('L')[0]
41
-
42
- if length > 0
43
- log = ' '*length
44
- glGetShaderInfoLog @shader, length, ptr, log
45
- log.unpack("A#{length}")[0]
46
- else
47
- ''
48
- end
49
- end
50
-
51
- def add_line_numbers(string)
52
- string.split("\n").each_with_index.map { |line, i|
53
- line_number = "#{i + 1}".rjust(4, ' ')
54
- "#{line_number}: #{line}"
55
- }.join("\n")
56
- end
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- end
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- end
@@ -1,205 +0,0 @@
1
- module Mittsu
2
- class OpenGLState
3
- def initialize
4
- @new_attributes = Array.new(16) # Uint8Array
5
- @enabled_attributes = Array.new(16) # Uint8Array
6
-
7
- @current_blending = nil
8
- @current_blend_equation = nil
9
- @current_blend_src = nil
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- @current_blend_dst = nil
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- @current_blend_equation_alpha = nil
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- @current_blend_src_alpha = nil
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- @current_blend_dst_alpha = nil
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-
15
- @current_depth_test = nil
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- @current_depth_write = nil
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-
18
- @current_color_write = nil
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-
20
- @current_double_sided = nil
21
- @current_flip_sided = nil
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-
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- @current_line_width = nil
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-
25
- @current_polygon_offset = nil
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- @current_polygon_offset_factor = nil
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- @current_polygon_offset_units = nil
28
- end
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-
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- def init_attributes
31
- @new_attributes.length.times do |i|
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- @new_attributes[i] = false
33
- end
34
- end
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-
36
- def enable_attribute(attribute)
37
- glEnableVertexAttribArray(attribute)
38
- @new_attributes[attribute] = true
39
-
40
- if !@enabled_attributes[attribute]
41
- # glEnableVertexAttribArray(attribute)
42
- @enabled_attributes[attribute] = true
43
- end
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- end
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-
46
- def disable_unused_attributes
47
- @enabled_attributes.length.times do |i|
48
- if @enabled_attributes[i] && !@new_attributes[i]
49
- glDisableVertexAttribArray(i)
50
- @enabled_attributes[i] = false
51
- end
52
- end
53
- end
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-
55
- def set_blending(blending, blend_equation = nil, blend_src = nil, blend_dst = nil, blend_equation_alpha = nil, blend_src_alpha = nil, blend_dst_alpha = nil)
56
- if blending != @current_blending
57
- case blending
58
- when NoBlending
59
- glDisable(GL_BLEND)
60
- when AdditiveBlending
61
- glEnable(GL_BLEND)
62
- glBlendEquation(GL_FUNC_ADD)
63
- glBlendFunc(GL_SRC_ALPHA, GL_ONE)
64
- when SubtractiveBlending
65
- # TODO: Find blendFuncSeparate() combination ???
66
- glEnable(GL_BLEND)
67
- glBlendEquation(GL_FUNC_ADD)
68
- glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR)
69
- when MultiplyBlending
70
- # TODO: Find blendFuncSeparate() combination ???
71
- glEnable(GL_BLEND)
72
- glBlendEquation(GL_FUNC_ADD)
73
- glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR)
74
- when CustomBlending
75
- glEnable(GL_BLEND)
76
- else
77
- glEnable(GL_BLEND)
78
- glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD)
79
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
80
- end
81
-
82
- @current_blending = blending
83
- end
84
-
85
- if blending == CustomBlending
86
- blend_equation_alpha ||= blend_equation
87
- blend_src_alpha ||= blend_src
88
- blend_dst_alpha ||= blend_dst
89
-
90
- if blend_equation != @current_blend_equation || blend_equation_alpha != @current_blend_equation_alpha
91
- glBlendEquationSeparate(GL_MITTSU_PARAMS[blend_equation], GL_MITTSU_PARAMS[blend_equation_alpha])
92
-
93
- @current_blend_equation = blend_equation
94
- @current_blend_equation_alpha = blend_equation_alpha
95
- end
96
-
97
- if blend_src != @current_blend_src || blend_dst != @current_blend_dst || blend_src_alpha != @current_blend_src_alpha || blend_dst_alpha != @current_blend_dst_alpha
98
- glBlendFuncSeparate(GL_MITTSU_PARAMS[blend_src], GL_MITTSU_PARAMS[blend_dst], GL_MITTSU_PARAMS[blend_src_alpha], GL_MITTSU_PARAMS[blend_dst_alpha])
99
-
100
- @current_blend_src = nil
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- @current_blend_dst = nil
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- @current_blend_src_alpha = nil
103
- @current_blend_dst_alpha = nil
104
- end
105
- else
106
- @current_blend_equation = nil
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- @current_blend_src = nil
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- @current_blend_dst = nil
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- @current_blend_equation_alpha = nil
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- @current_blend_src_alpha = nil
111
- @current_blend_dst_alpha = nil
112
- end
113
- end
114
-
115
- def set_depth_test(depth_test)
116
- if @current_depth_test != depth_test
117
- if depth_test
118
- glEnable(GL_DEPTH_TEST)
119
- else
120
- glDisable(GL_DEPTH_TEST)
121
- end
122
-
123
- @current_depth_test = depth_test
124
- end
125
- end
126
-
127
- def set_depth_write(depth_write)
128
- if @current_depth_write != depth_write
129
- glDepthMask(depth_write ? GL_TRUE : GL_FALSE)
130
- @current_depth_write = depth_write
131
- end
132
- end
133
-
134
- def set_color_write(color_write)
135
- if @current_color_write != color_write
136
- gl_color_write = color_write ? GL_TRUE : GL_FALSE
137
- glColorMask(gl_color_write, gl_color_write, gl_color_write, gl_color_write)
138
- @current_color_write = color_write
139
- end
140
- end
141
-
142
- def set_double_sided(double_sided)
143
- if @current_double_sided != double_sided
144
- if double_sided
145
- glDisable(GL_CULL_FACE)
146
- else
147
- glEnable(GL_CULL_FACE)
148
- end
149
-
150
- @current_double_sided = double_sided
151
- end
152
- end
153
-
154
- def set_flip_sided(flip_sided)
155
- if @current_flip_sided != flip_sided
156
- if flip_sided
157
- glFrontFace(GL_CW)
158
- else
159
- glFrontFace(GL_CCW)
160
- end
161
-
162
- @current_flip_sided = flip_sided
163
- end
164
- end
165
-
166
- def set_line_width(width)
167
- if width != @current_line_width
168
- glLineWidth(width)
169
- @current_line_width = width
170
- end
171
- end
172
-
173
- def set_polygon_offset(polygon_offset, factor, units)
174
- if @current_polygon_offset != polygon_offset
175
- if polygon_offset
176
- glEnable(GL_POLYGON_OFFSET_FILL)
177
- else
178
- glDisable(GL_POLYGON_OFFSET_FILL)
179
- end
180
-
181
- @current_polygon_offset = polygon_offset
182
- end
183
-
184
- if polygon_offset && (@current_polygon_offset_factor != factor || @current_polygon_offset_units != units)
185
- glPolygonOffset(factor, units)
186
-
187
- @current_polygon_offset_factor = factor
188
- @current_polygon_offset_units = units
189
- end
190
- end
191
-
192
- def reset
193
- @enabled_attributes.length.times do |i|
194
- @enabled_attributes[i] = false
195
- end
196
-
197
- @current_blending = nil
198
- @current_depth_test = nil
199
- @current_depth_write = nil
200
- @current_color_write = nil
201
- @current_double_sided = nil
202
- @current_flip_sided = nil
203
- end
204
- end
205
- end
@@ -1,417 +0,0 @@
1
- require 'mittsu/math'
2
- require 'mittsu/renderers/opengl_render_target'
3
-
4
- module Mittsu
5
- class ShadowMapPlugin
6
- def initialize(renderer, lights, opengl_objects, opengl_objects_immediate)
7
- @renderer, @lights = renderer, lights
8
- @opengl_objects = opengl_objects
9
- @opengl_objects_immediate = opengl_objects_immediate
10
-
11
- @frustum = Frustum.new
12
- @proj_screen_matrix = Matrix4.new
13
-
14
- @min = Vector3.new
15
- @max = Vector3.new
16
-
17
- @matrix_position = Vector3.new
18
-
19
- @render_list = []
20
-
21
- depth_shader = ShaderLib[:depth_rgba]
22
- depth_uniforms = UniformsUtils.clone(depth_shader.uniforms)
23
-
24
- @depth_material = ShaderMaterial.new(
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- uniforms: depth_uniforms,
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- vertex_shader: depth_shader.vertex_shader,
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- fragment_shader: depth_shader.fragment_shader
28
- )
29
-
30
- @depth_material_morph = ShaderMaterial.new(
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- uniforms: depth_uniforms,
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- vertex_shader: depth_shader.vertex_shader,
33
- fragment_shader: depth_shader.fragment_shader,
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- morph_targets: true
35
- )
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-
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- @depth_material_skin = ShaderMaterial.new(
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- uniforms: depth_uniforms,
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- vertex_shader: depth_shader.vertex_shader,
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- fragment_shader: depth_shader.fragment_shader,
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- skinning: true
42
- )
43
-
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- @depth_material_morph_skin = ShaderMaterial.new(
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- uniforms: depth_uniforms,
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- vertex_shader: depth_shader.vertex_shader,
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- fragment_shader: depth_shader.fragment_shader,
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- morph_targets: true,
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- skinning: true
50
- )
51
-
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- @depth_material.shadow_pass = true
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- @depth_material_morph.shadow_pass = true
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- @depth_material_skin.shadow_pass = true
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- @depth_material_morph_skin.shadow_pass = true
56
- end
57
-
58
- def render(scene, camera)
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- return unless @renderer.shadow_map_enabled
60
-
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- lights = []
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- fog = nil
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-
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- # set GL state for depth map
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-
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- glClearColor(1.0, 1.0, 1.0, 1.0)
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- glDisable(GL_BLEND)
68
-
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- glEnable(GL_CULL_FACE)
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- glFrontFace(GL_CCW)
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-
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- if @renderer.shadow_map_cull_face = CullFaceFront
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- glCullFace(GL_FRONT)
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- else
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- glCullFace(GL_BACK)
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- end
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-
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- @renderer.state.set_depth_test(true)
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-
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- # process lights
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- # - skip lights that are not casting shadows
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- # - create virtual lights for cascaded shadow maps
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-
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- @lights.select(&:cast_shadow).each do |light|
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- if light.is_a?(DirectionalLight) && light.shadow_cascade
86
- light.shadow_cascade_count.times do |n|
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- if !light.shadow_cascade_array[n]
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- virtual_light = create_virtual_light(light, n)
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- virtual_light.original_camera = camera
90
-
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- gyro = Gyroscope.new
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- gyro.position.copy(light.shadow_cascade_offset)
93
-
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- gyro.add(virtual_light)
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- gyro.add(virtual_light.target)
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-
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- camera.add(gyro)
98
-
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- light.shadow_cascade_array[n] = virtual_light
100
- else
101
- virtual_light = light.shadow_cascade_array[n]
102
- end
103
-
104
- update_virtual_light(light, n)
105
-
106
- lights << virtual_light
107
- end
108
- else
109
- lights << light
110
- end
111
- end
112
-
113
- # render depth map
114
-
115
- lights.each do |light|
116
- if !light.shadow_map
117
- shadow_filter = LinearFilter
118
- if @renderer.shadow_map_type == PCFSoftShadowMap
119
- shadow_filter = NearestFilter
120
- end
121
-
122
- pars = { min_filter: shadow_filter, mag_filter: shadow_filter, format: RGBAFormat }
123
-
124
- light.shadow_map = OpenGLRenderTarget.new(light.shadow_map_width, light.shadow_map_height, pars)
125
- light.shadow_map.renderer = @renderer
126
- light.shadow_map_size = Vector2.new(light.shadow_map_width, light.shadow_map_height)
127
-
128
- light.shadow_matrix = Matrix4.new
129
- end
130
-
131
- if !light.shadow_camera
132
- case light
133
- when SpotLight
134
- light.shadow_camera = PerspectiveCamera.new(light.shadow_camera_fov, light.shadow_map_width / light.shadow_map_height, light.shadow_camera_near, light.shadow_camera_far)
135
- when DirectionalLight
136
- light.shadow_camera = OrthographicCamera.new(light.shadow_camera_left, light.shadow_camera_right, light.shadow_camera_top, light.shadow_camera_bottom, light.shadow_camera_near, light.shadow_camera_far)
137
- else
138
- puts "ERROR: Mittsu::ShadowMapPlugin: Unsupported light type for shadow #{light.inspect}"
139
- next
140
- end
141
-
142
- scene.add(light.shadow_camera)
143
- scene.update_matrix_world if scene.auto_update
144
- end
145
-
146
- if light.shadow_camera_visible && !light.camera_helper
147
- light.camera_helper = CameraHelper.new(light.shadow_camera)
148
- scene.add(light.camera_helper)
149
- end
150
-
151
- if light.virtual? && virtual_light.original_camera == camera
152
- update_shadow_camera(camera, light)
153
- end
154
-
155
- shadow_map = light.shadow_map
156
- shadow_matrix = light.shadow_matrix
157
- shadow_camera = light.shadow_camera
158
-
159
- #
160
-
161
- shadow_camera.position.set_from_matrix_position(light.matrix_world)
162
- @matrix_position.set_from_matrix_position(light.target.matrix_world)
163
- shadow_camera.look_at(@matrix_position)
164
- shadow_camera.update_matrix_world
165
-
166
- shadow_camera.matrix_world_inverse.inverse(shadow_camera.matrix_world)
167
-
168
- #
169
-
170
-
171
- light.camera_helper.visible = light.shadow_camera_visible if light.camera_helper
172
- light.camera_helper.update_points if light.shadow_camera_visible
173
-
174
- # compute shadow matrix
175
-
176
- shadow_matrix.set(
177
- 0.5, 0.0, 0.0, 0.5,
178
- 0.0, 0.5, 0.0, 0.5,
179
- 0.0, 0.0, 0.5, 0.5,
180
- 0.0, 0.0, 0.0, 1.0
181
- )
182
-
183
- shadow_matrix.multiply(shadow_camera.projection_matrix)
184
- shadow_matrix.multiply(shadow_camera.matrix_world_inverse)
185
-
186
- # update camera matrices and frustum
187
-
188
- @proj_screen_matrix.multiply_matrices(shadow_camera.projection_matrix, shadow_camera.matrix_world_inverse)
189
- @frustum.set_from_matrix(@proj_screen_matrix)
190
-
191
- # render shadow map
192
-
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- @renderer.set_render_target(shadow_map)
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- @renderer.clear
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-
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- # set object matrices & frustum culling
197
-
198
- @render_list.clear
199
-
200
- project_object(scene, scene, shadow_camera)
201
-
202
- # render regular obejcts
203
-
204
- @render_list.each do |opengl_object|
205
- object = opengl_object[:object]
206
- buffer = opengl_object[:buffer]
207
-
208
- # culling is overridden globally for all objects
209
- # while rendering depth map
210
-
211
- # need to deal with MeshFaceMaterial somehow
212
- # in that case just use the first of material.materials for now
213
- # (proper solution would require to break objects by materials
214
- # similarly to regular rendering and then set corresponding
215
- # depth materials per each chunk instead of just once per object)
216
-
217
- object_material = get_object_material(object)
218
-
219
- # TODO: SkinnedMesh/morph_targets
220
- # use_morphing = !object.geometry.morph_targets.nil? && !object.geometry.morph_targets.empty?
221
- # use_skinning = object.is_a?(SkinnedMesh) && object_material.skinning
222
-
223
- # TODO: SkinnedMesh/morph_targets
224
- # if object.custom_depth_material
225
- # material = object.custom_depth_material
226
- # elsif use_skinning
227
- # material = use_morphing ? @depth_material_morph_skin : @depth_material_skin
228
- # elsif use_morphing
229
- # material = @deptth_material_morph
230
- # else
231
- material = @depth_material
232
- # end
233
-
234
- @renderer.set_material_faces(object_material)
235
-
236
- if buffer.is_a?(BufferGeometry)
237
- @renderer.render_buffer_direct(shadow_camera, @lights, fog, material, buffer, object)
238
- else
239
- @renderer.render_buffer(shadow_camera, @lights, fog, material, buffer, object)
240
- end
241
- end
242
-
243
- # set materices and rendr immeidate objects
244
-
245
- @opengl_objects_immediate.each do |opengl_object_immediate|
246
- opengl_object = opengl_object_immediate
247
- object = opengl_object[:object]
248
-
249
- if object.visible && object.cast_shadow
250
- object[:_model_view_matrix].multiply_matrices(shadow_camera.matrix_womatrix_world_inverse, object.matrix_world)
251
- @renderer.render_immediate_object(shadow_camera, @lights, fog, @depth_material, object)
252
- end
253
- end
254
- end
255
-
256
- # restore GL state
257
-
258
- clear_color = @renderer.get_clear_color
259
- clear_alpha = @renderer.get_clear_alpha
260
-
261
- glClearColor(clear_color.r, clear_color.g, clear_color.b, clear_alpha)
262
- glEnable(GL_BLEND)
263
-
264
- if @renderer.shadow_map_cull_face == CullFaceFront
265
- glCullFace(GL_BACK)
266
- end
267
-
268
- @renderer.reset_gl_state
269
- end
270
-
271
- def project_object(scene, object, shadow_camera)
272
- if object.visible
273
- opengl_objects = @opengl_objects[object.id]
274
-
275
- if opengl_objects && object.cast_shadow && (object.frustum_culled == false || @frustum.intersects_object?(object) == true)
276
- opengl_objects.each do |opengl_object|
277
- object.model_view_matrix.multiply_matrices(shadow_camera.matrix_world_inverse, object.matrix_world)
278
- @render_list << opengl_object
279
- end
280
- end
281
-
282
- object.children.each do |child|
283
- project_object(scene, child, shadow_camera)
284
- end
285
- end
286
- end
287
-
288
- def create_virtual_light(light, cascade)
289
- DirectionalLight.new.tap do |virtual_light|
290
- virtual_light.is_virtual = true
291
-
292
- virtual_light.only_shadow = true
293
- virtual_light.cast_shadow = true
294
-
295
- virtual_light.shadow_camera_near = light.shadow_camera_near
296
- virtual_light.shadow_camera_far = light.shadow_camera_far
297
-
298
- virtual_light.shadow_camera_left = light.shadow_camera_left
299
- virtual_light.shadow_camera_right = light.shadow_camera_right
300
- virtual_light.shadow_camera_bottom = light.shadow_camera_bottom
301
- virtual_light.shadow_camera_top = light.shadow_camera_top
302
-
303
- virtual_light.shadow_camera_visible = light.shadow_camera_visible
304
-
305
- virtual_light.shadow_darkness = light.shadow_darkness
306
-
307
- virtual_light.shadow_darkness = light.shadow_darkness
308
-
309
- virtual_light.shadow_bias = light.shadow_cascade_bias[cascade]
310
- virtual_light.shadow_map_width = light.shadow_cascade_width[cascade]
311
- virtual_light.shadow_map_height = light.shadow_cascade_height[cascade]
312
-
313
- points_world = virtual_light.points_world = []
314
- points_frustum = virtual_light.points_frustum = []
315
-
316
- 8.times do
317
- points_world << Vector3.new
318
- points_frustum << Vector3.new
319
- end
320
-
321
- near_z = light.shadow_cascade_near_z[cascade]
322
- far_z = light.shadow_cascade_far_z[cascade]
323
-
324
- points_frustum[0].set(-1.0, -1.0, near_z)
325
- points_frustum[1].set( 1.0, -1.0, near_z)
326
- points_frustum[2].set(-1.0, 1.0, near_z)
327
- points_frustum[3].set( 1.0, 1.0, near_z)
328
-
329
- points_frustum[4].set(-1.0, -1.0, far_z)
330
- points_frustum[5].set( 1.0, -1.0, far_z)
331
- points_frustum[6].set(-1.0, 1.0, far_z)
332
- points_frustum[7].set( 1.0, 1.0, far_z)
333
- end
334
- end
335
-
336
- # synchronize virtual light with the original light
337
-
338
- def update_virtual_light(light, cascade)
339
- virtual_light = light.shadow_cascade_array[cascade]
340
-
341
- virtual_light.position.copy(light.position)
342
- virtual_light.target.position.copy(light.target.position)
343
- virtual_light.look_at(virtual_light.target)
344
-
345
- virtual_light.shadow_camera_visible = light.shadow_camera_visible
346
- virtual_light.shadow_darkness = light.shadow_darkness
347
-
348
- virtual_light.shadow_bias = light.shadow_cascade_bias[cascade]
349
-
350
- near_z = light.shadow_cascade_near_z[cascade]
351
- far_z = light.shadow_cascade_far_z[cascade]
352
-
353
- points_frustum = virtual_light.points_frustum
354
-
355
- points_frustum[0].z = near_z
356
- points_frustum[1].z = near_z
357
- points_frustum[2].z = near_z
358
- points_frustum[3].z = near_z
359
-
360
- points_frustum[4].z = far_z
361
- points_frustum[5].z = far_z
362
- points_frustum[6].z = far_z
363
- points_frustum[7].z = far_z
364
- end
365
-
366
- # fit shadow camera's ortho frustum to camera frustum
367
-
368
- def update_shadow_camera(camera, light)
369
- shadow_camera = light.shadow_camera
370
- points_frustum = light.pointa_frustum
371
- points_world = light.points_world
372
-
373
- @min.set(Float::INFINITY, Float::INFINITY, Float::INFINITY)
374
- @max.set(-Float::INFINITY, -Float::INFINITY, -Float::INFINITY)
375
-
376
- 8.times do |i|
377
- p = points_world[i]
378
-
379
- p.copy(points_frustum[i])
380
- p.unproject(camera)
381
-
382
- p.apply_matrix4(shadow_camera.matrix_world_inverse)
383
-
384
- @min.x = p.x if (p.x < @min.x)
385
- @max.x = p.x if (p.x > @max.x)
386
-
387
- @min.y = p.y if (p.y < @min.y)
388
- @max.y = p.y if (p.y > @max.y)
389
-
390
- @min.z = p.z if (p.z < @min.z)
391
- @max.z = p.z if (p.z > @max.z)
392
- end
393
-
394
- shadow_camera.left = @min.x
395
- shadow_camera.right = @max.x
396
- shadow_camera.top = @max.y
397
- shadow_camera.bottom = @min.y
398
-
399
- # can't really fit near/far
400
- # shadow_camera.near = @min.x
401
- # shadow_camera.far = @max.z
402
-
403
- shadow_camera.update_projection_matrix
404
- end
405
-
406
- # For the moment just ignore objects that have multiple materials with different animation methods
407
- # Only the frst material will be taken into account for deciding which depth material to use for shadow maps
408
-
409
- def get_object_material(object)
410
- if object.material.is_a?(MeshFaceMaterial)
411
- object.material.materials[0]
412
- else
413
- object.material
414
- end
415
- end
416
- end
417
- end