basilisk-engine 0.0.9__py3-none-any.whl → 0.1.1__py3-none-any.whl
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- basilisk/__init__.py +3 -1
- basilisk/collisions/broad/broad_aabb.py +8 -1
- basilisk/collisions/broad/broad_bvh.py +38 -2
- basilisk/collisions/collider.py +20 -10
- basilisk/collisions/collider_handler.py +97 -32
- basilisk/collisions/narrow/contact_manifold.py +91 -0
- basilisk/collisions/narrow/dataclasses.py +27 -0
- basilisk/collisions/narrow/deprecated.py +47 -0
- basilisk/collisions/narrow/epa.py +21 -15
- basilisk/collisions/narrow/gjk.py +15 -14
- basilisk/collisions/narrow/graham_scan.py +25 -0
- basilisk/collisions/narrow/helper.py +14 -7
- basilisk/collisions/narrow/line_intersections.py +107 -0
- basilisk/collisions/narrow/sutherland_hodgman.py +76 -0
- basilisk/draw/draw_handler.py +7 -5
- basilisk/engine.py +28 -6
- basilisk/generic/abstract_custom.py +134 -0
- basilisk/generic/collisions.py +47 -2
- basilisk/generic/quat.py +84 -65
- basilisk/generic/vec3.py +99 -67
- basilisk/input/mouse.py +3 -3
- basilisk/mesh/cube.py +20 -2
- basilisk/mesh/mesh.py +69 -54
- basilisk/mesh/mesh_from_data.py +106 -21
- basilisk/mesh/narrow_aabb.py +10 -1
- basilisk/mesh/narrow_bvh.py +9 -1
- basilisk/nodes/node.py +211 -101
- basilisk/nodes/node_handler.py +58 -33
- basilisk/particles/__init__.py +0 -0
- basilisk/particles/particle_handler.py +55 -0
- basilisk/particles/particle_renderer.py +87 -0
- basilisk/physics/impulse.py +113 -0
- basilisk/physics/physics_body.py +10 -2
- basilisk/physics/physics_engine.py +2 -3
- basilisk/render/batch.py +3 -1
- basilisk/render/camera.py +35 -1
- basilisk/render/chunk.py +19 -4
- basilisk/render/chunk_handler.py +39 -23
- basilisk/render/image.py +1 -1
- basilisk/render/image_handler.py +17 -14
- basilisk/render/light_handler.py +16 -11
- basilisk/render/material.py +38 -14
- basilisk/render/material_handler.py +31 -18
- basilisk/render/shader.py +110 -0
- basilisk/render/shader_handler.py +20 -35
- basilisk/render/sky.py +8 -5
- basilisk/scene.py +116 -33
- basilisk/shaders/batch.frag +40 -11
- basilisk/shaders/batch.vert +14 -7
- basilisk/shaders/geometry.frag +9 -0
- basilisk/shaders/geometry.vert +42 -0
- basilisk/shaders/normal.frag +60 -0
- basilisk/shaders/normal.vert +97 -0
- basilisk/shaders/particle.frag +72 -0
- basilisk/shaders/particle.vert +85 -0
- {basilisk_engine-0.0.9.dist-info → basilisk_engine-0.1.1.dist-info}/METADATA +5 -5
- basilisk_engine-0.1.1.dist-info/RECORD +95 -0
- basilisk/shaders/image.png +0 -0
- basilisk_engine-0.0.9.dist-info/RECORD +0 -78
- {basilisk_engine-0.0.9.dist-info → basilisk_engine-0.1.1.dist-info}/WHEEL +0 -0
- {basilisk_engine-0.0.9.dist-info → basilisk_engine-0.1.1.dist-info}/top_level.txt +0 -0
basilisk/shaders/batch.frag
CHANGED
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@@ -31,6 +31,10 @@ struct Material {
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vec2 albedoMap;
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int hasNormalMap;
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vec2 normalMap;
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int hasRoughnessMap;
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vec2 roughnessMap;
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int hasAoMap;
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vec2 aoMap;
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};
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struct LightResult {
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@@ -92,7 +96,7 @@ float AnisotropicSmithGGX(float ndots, float sdotx, float sdoty, float ax, float
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// Diffuse model as outlined by Burley: https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf
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// Much help from Acerola's video on the topic: https://www.youtube.com/watch?v=KkOkx0FiHDA&t=570s
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LightResult PrincipledDiffuse(DirectionalLight light, Material mtl, vec3 albedo, vec3 N, vec3 V, vec3 X, vec3 Y) {
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LightResult PrincipledDiffuse(DirectionalLight light, Material mtl, vec3 albedo, float roughness, vec3 N, vec3 V, vec3 X, vec3 Y) {
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LightResult result;
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@@ -123,7 +127,7 @@ LightResult PrincipledDiffuse(DirectionalLight light, Material mtl, vec3 albedo,
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// Diffuse
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float FL = SchlickFresnel(cos_theta_l);
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float FV = SchlickFresnel(cos_theta_V);
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float Fss90 = cos_theta_D * cos_theta_D *
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float Fss90 = cos_theta_D * cos_theta_D * roughness;
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float Fd90 = 0.5 + 2.0 * Fss90;
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float Fd = mix(1.0, Fd90, FL) * mix(1.0, Fd90, FV);
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@@ -133,7 +137,7 @@ LightResult PrincipledDiffuse(DirectionalLight light, Material mtl, vec3 albedo,
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float ss = 1.25 * (Fss * ((1 / (cos_theta_l + cos_theta_V)) - 0.5) + 0.5);
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// Specular
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float alpha =
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float alpha = roughness * roughness;
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float aspect = sqrt(1.0 - 0.9 * mtl.anisotropic);
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float alpha_x = max(0.001, alpha / aspect);
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float alpha_y = max(0.001, alpha * aspect);
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@@ -143,7 +147,7 @@ LightResult PrincipledDiffuse(DirectionalLight light, Material mtl, vec3 albedo,
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float Ds = AnisotropicGTR2(ndoth, hdotx, hdoty, alpha_x, alpha_y);
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// Geometric Attenuation
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float GalphaSquared = pow(0.5 +
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float GalphaSquared = pow(0.5 + roughness * 0.5, 2);
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float GalphaX = max(0.001, GalphaSquared / aspect);
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float GalphaY = max(0.001, GalphaSquared * aspect);
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float G = AnisotropicSmithGGX(cos_theta_l, ldotx, ldoty, GalphaX, GalphaY);
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@@ -192,15 +196,39 @@ vec3 getNormal(Material mtl, mat3 TBN){
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return normal;
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}
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float getAo(Material mtl, vec2 uv) {
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float ao;
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if (bool(mtl.hasAoMap)){
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ao = texture(textureArrays[int(round(mtl.aoMap.x))].array, vec3(uv, round(mtl.aoMap.y))).a;
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}
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else {
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ao = 1.0;
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}
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return ao;
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}
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float getRoughness(Material mtl, vec2 uv) {
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float roughness;
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if (bool(mtl.hasRoughnessMap)){
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roughness = texture(textureArrays[int(round(mtl.roughnessMap.x))].array, vec3(uv, round(mtl.roughnessMap.y))).a;
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}
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else {
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roughness = mtl.roughness;
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}
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return roughness;
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}
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void main() {
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float gamma = 2.2;
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vec3 viewDir = vec3(normalize(cameraPosition - position));
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// Get lighting vectors
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vec3 albedo
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vec3 normal
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vec3 albedo = getAlbedo(mtl, uv, gamma);
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vec3 normal = getNormal(mtl, TBN);
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float ao = getAo(mtl, uv);
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float roughness = getRoughness(mtl, uv);
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vec3 tangent = TBN[0];
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vec3 bitangent = TBN[1];
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// Orthogonalize the tangent and bitangent according to the mapped normal vector
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tangent = tangent - dot(normal, tangent) * normal;
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@@ -224,17 +252,18 @@ void main() {
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// Add result from each directional light in the scene
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for (int i = 0; i < numDirLights; i++) {
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// Caculate the light for the directional light
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LightResult dirLightResult = PrincipledDiffuse(dirLights[i], mtl, albedo, N, V, X, Y);
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LightResult dirLightResult = PrincipledDiffuse(dirLights[i], mtl, albedo, roughness, N, V, X, Y);
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vec3 lightFactor = dirLights[i].intensity * dirLights[i].color;
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// Add each lobe
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lightResult.diffuse += dirLightResult.diffuse
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lightResult.specular += dirLightResult.specular
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lightResult.diffuse += dirLightResult.diffuse * lightFactor;
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lightResult.specular += dirLightResult.specular * lightFactor;
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lightResult.clearcoat += dirLightResult.clearcoat * lightFactor;
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}
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lightResult.specular = min(vec3(1.0), lightResult.specular);
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lightResult.specular *= mix(vec3(1.0), reflect_sky, mtl.metallicness) * luminance(reflect_sky);
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lightResult.diffuse *= mix(vec3(1.0), ambient_sky, 0.25);
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lightResult.diffuse *= ao;
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vec3 finalColor = albedo * 0.3 * mix(vec3(1.0), reflect_sky, mtl.metallicness);
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finalColor += (lightResult.diffuse + lightResult.specular + lightResult.clearcoat);
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basilisk/shaders/batch.vert
CHANGED
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@@ -34,6 +34,10 @@ struct Material {
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vec2 albedoMap;
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int hasNormalMap;
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vec2 normalMap;
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int hasRoughnessMap;
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vec2 roughnessMap;
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int hasAoMap;
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vec2 aoMap;
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};
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flat out Material mtl;
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uv = in_uv;
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// Get the material
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int mtl_size =
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int mtl_size = 25;
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int materialID = int(obj_material);
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mtl.color = vec3(texelFetch(materialsTexture, ivec2(0, 0 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 1 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 2 + materialID * mtl_size), 0).r);
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mtl.roughness = texelFetch(materialsTexture, ivec2(0, 3 + materialID * mtl_size), 0).r;
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mtl.subsurface = texelFetch(materialsTexture, ivec2(0, 4 + materialID * mtl_size), 0).r;
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mtl.sheen = texelFetch(materialsTexture, ivec2(0, 5 + materialID * mtl_size), 0).r;
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mtl.clearcoat = texelFetch(materialsTexture, ivec2(0, 11 + materialID * mtl_size), 0).r;
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mtl.clearcoatGloss = texelFetch(materialsTexture, ivec2(0, 12 + materialID * mtl_size), 0).r;
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mtl.hasAlbedoMap
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mtl.albedoMap
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mtl.hasNormalMap
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mtl.normalMap
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mtl.hasAlbedoMap = int(texelFetch(materialsTexture, ivec2(0, 13 + materialID * mtl_size), 0).r);
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mtl.albedoMap = vec2(texelFetch(materialsTexture, ivec2(0, 14 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 15 + materialID * mtl_size), 0).r);
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mtl.hasNormalMap = int(texelFetch(materialsTexture, ivec2(0, 16 + materialID * mtl_size), 0).r);
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mtl.normalMap = vec2(texelFetch(materialsTexture, ivec2(0, 17 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 18 + materialID * mtl_size), 0).r);
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mtl.hasRoughnessMap = int(texelFetch(materialsTexture, ivec2(0, 19 + materialID * mtl_size), 0).r);
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mtl.roughnessMap = vec2(texelFetch(materialsTexture, ivec2(0, 20 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 21 + materialID * mtl_size), 0).r);
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mtl.hasAoMap = int(texelFetch(materialsTexture, ivec2(0, 22 + materialID * mtl_size), 0).r);
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mtl.aoMap = vec2(texelFetch(materialsTexture, ivec2(0, 23 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 24 + materialID * mtl_size), 0).r);
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// Set the fragment position
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_position, 1.0);
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#version 330 core
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layout (location = 0) in vec3 in_position;
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layout (location = 5) in vec3 obj_position;
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layout (location = 6) in vec4 obj_rotation;
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layout (location = 7) in vec3 obj_scale;
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// Uniforms
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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// Function to get the model matrix from node position, rotation, and scale
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mat4 getModelMatrix(vec3 pos, vec4 rot, vec3 scl) {
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mat4 translation = mat4(
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1 , 0 , 0 , 0,
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0 , 1 , 0 , 0,
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0 , 0 , 1 , 0,
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pos.x, pos.y, pos.z, 1
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);
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mat4 rotation = mat4(
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1 - 2 * (rot.z * rot.z + rot.w * rot.w), 2 * (rot.y * rot.z - rot.w * rot.x), 2 * (rot.y * rot.w + rot.z * rot.x), 0,
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2 * (rot.y * rot.z + rot.w * rot.x), 1 - 2 * (rot.y * rot.y + rot.w * rot.w), 2 * (rot.z * rot.w - rot.y * rot.x), 0,
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2 * (rot.y * rot.w - rot.z * rot.x), 2 * (rot.z * rot.w + rot.y * rot.x), 1 - 2 * (rot.y * rot.y + rot.z * rot.z), 0,
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0, 0, 0, 1
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);
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mat4 scale = mat4(
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scl.x, 0 , 0 , 0,
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0 , scl.y, 0 , 0,
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0 , 0 , scl.z, 0,
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0 , 0 , 0 , 1
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);
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return translation * rotation * scale;
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}
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void main() {
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// Set the model matrix
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mat4 modelMatrix = getModelMatrix(obj_position, obj_rotation, obj_scale);
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// Set the fragment position
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_position, 1.0);
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}
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#version 330 core
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layout (location = 0) out vec4 fragColor;
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// Structs needed for the shader
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struct textArray {
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sampler2DArray array;
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};
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struct Material {
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vec3 color;
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float roughness;
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float subsurface;
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float sheen;
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float sheenTint;
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float anisotropic;
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float specular;
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float metallicness;
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float specularTint;
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float clearcoat;
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float clearcoatGloss;
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int hasAlbedoMap;
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vec2 albedoMap;
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int hasNormalMap;
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vec2 normalMap;
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int hasRoughnessMap;
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vec2 roughnessMap;
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int hasAoMap;
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vec2 aoMap;
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};
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in vec2 uv;
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in mat3 TBN;
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// Material attributes
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flat in Material mtl;
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// Uniforms
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uniform textArray textureArrays[5];
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+
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42
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+
vec3 getNormal(Material mtl, mat3 TBN){
|
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43
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// Isolate the normal vector from the TBN basis
|
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44
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+
vec3 normal = TBN[2];
|
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+
// Apply normal map if the material has one
|
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46
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+
if (bool(mtl.hasNormalMap)) {
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normal = texture(textureArrays[int(round(mtl.normalMap.x))].array, vec3(uv, round(mtl.normalMap.y))).rgb * 2.0 - 1.0;
|
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+
normal = normalize(TBN * normal);
|
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+
}
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+
// Return vector
|
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+
return normal;
|
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+
}
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+
|
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54
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+
void main() {
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// Get lighting vectors
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+
vec3 normal = getNormal(mtl, TBN);
|
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+
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+
// Output fragment color
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+
fragColor = vec4(normal, 1.0);
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+
}
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@@ -0,0 +1,97 @@
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1
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+
#version 330 core
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2
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+
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3
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+
layout (location = 0) in vec3 in_position;
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4
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+
layout (location = 1) in vec2 in_uv;
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5
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+
layout (location = 2) in vec3 in_normal;
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6
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+
layout (location = 3) in vec3 in_tangent;
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7
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+
layout (location = 4) in vec3 in_bitangent;
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8
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+
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9
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+
layout (location = 5) in vec3 obj_position;
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10
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+
layout (location = 6) in vec4 obj_rotation;
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11
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+
layout (location = 7) in vec3 obj_scale;
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12
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+
layout (location = 8) in float obj_material;
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+
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14
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+
// Variables passed on to the fragment shader
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15
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+
out vec2 uv;
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16
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+
out mat3 TBN;
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17
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+
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+
// Material struct sent to fragment shader
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19
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+
struct Material {
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20
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+
vec3 color;
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21
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+
float roughness;
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22
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+
float subsurface;
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23
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+
float sheen;
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24
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+
float sheenTint;
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25
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+
float anisotropic;
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26
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+
float specular;
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27
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+
float metallicness;
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+
float specularTint;
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+
float clearcoat;
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+
float clearcoatGloss;
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31
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+
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32
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+
int hasAlbedoMap;
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+
vec2 albedoMap;
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+
int hasNormalMap;
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35
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+
vec2 normalMap;
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36
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+
int hasRoughnessMap;
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37
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+
vec2 roughnessMap;
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38
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+
int hasAoMap;
|
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39
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+
vec2 aoMap;
|
|
40
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+
};
|
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41
|
+
flat out Material mtl;
|
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42
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+
|
|
43
|
+
// Uniforms
|
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44
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+
uniform mat4 projectionMatrix;
|
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45
|
+
uniform mat4 viewMatrix;
|
|
46
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+
uniform sampler2D materialsTexture;
|
|
47
|
+
|
|
48
|
+
// Function to get the model matrix from node position, rotation, and scale
|
|
49
|
+
mat4 getModelMatrix(vec3 pos, vec4 rot, vec3 scl) {
|
|
50
|
+
mat4 translation = mat4(
|
|
51
|
+
1 , 0 , 0 , 0,
|
|
52
|
+
0 , 1 , 0 , 0,
|
|
53
|
+
0 , 0 , 1 , 0,
|
|
54
|
+
pos.x, pos.y, pos.z, 1
|
|
55
|
+
);
|
|
56
|
+
mat4 rotation = mat4(
|
|
57
|
+
1 - 2 * (rot.z * rot.z + rot.w * rot.w), 2 * (rot.y * rot.z - rot.w * rot.x), 2 * (rot.y * rot.w + rot.z * rot.x), 0,
|
|
58
|
+
2 * (rot.y * rot.z + rot.w * rot.x), 1 - 2 * (rot.y * rot.y + rot.w * rot.w), 2 * (rot.z * rot.w - rot.y * rot.x), 0,
|
|
59
|
+
2 * (rot.y * rot.w - rot.z * rot.x), 2 * (rot.z * rot.w + rot.y * rot.x), 1 - 2 * (rot.y * rot.y + rot.z * rot.z), 0,
|
|
60
|
+
0, 0, 0, 1
|
|
61
|
+
);
|
|
62
|
+
mat4 scale = mat4(
|
|
63
|
+
scl.x, 0 , 0 , 0,
|
|
64
|
+
0 , scl.y, 0 , 0,
|
|
65
|
+
0 , 0 , scl.z, 0,
|
|
66
|
+
0 , 0 , 0 , 1
|
|
67
|
+
);
|
|
68
|
+
return translation * rotation * scale;
|
|
69
|
+
}
|
|
70
|
+
|
|
71
|
+
// Function to get the TBN matrix for normal mapping
|
|
72
|
+
mat3 getTBN(mat4 modelMatrix, vec3 normal, vec3 tangent, vec3 bitangent){
|
|
73
|
+
vec3 T = normalize(vec3(modelMatrix * vec4(tangent, 0.0)));
|
|
74
|
+
vec3 B = normalize(vec3(modelMatrix * vec4(bitangent, 0.0)));
|
|
75
|
+
vec3 N = normalize(vec3(modelMatrix * vec4(normal, 0.0)));
|
|
76
|
+
return mat3(T, B, N);
|
|
77
|
+
}
|
|
78
|
+
|
|
79
|
+
void main() {
|
|
80
|
+
// Set the model matrix
|
|
81
|
+
mat4 modelMatrix = getModelMatrix(obj_position, obj_rotation, obj_scale);
|
|
82
|
+
|
|
83
|
+
// Set out variables
|
|
84
|
+
TBN = getTBN(modelMatrix, in_normal, in_tangent, in_bitangent);
|
|
85
|
+
uv = in_uv;
|
|
86
|
+
|
|
87
|
+
// Get the material
|
|
88
|
+
int mtl_size = 25;
|
|
89
|
+
mtl = Material(vec3(0), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, vec2(0), 0, vec2(0), 0, vec2(0), 0, vec2(0));
|
|
90
|
+
int materialID = int(obj_material);
|
|
91
|
+
|
|
92
|
+
mtl.hasNormalMap = int(texelFetch(materialsTexture, ivec2(0, 16 + materialID * mtl_size), 0).r);
|
|
93
|
+
mtl.normalMap = vec2(texelFetch(materialsTexture, ivec2(0, 17 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 18 + materialID * mtl_size), 0).r);
|
|
94
|
+
|
|
95
|
+
// Set the fragment position
|
|
96
|
+
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_position, 1.0);
|
|
97
|
+
}
|
|
@@ -0,0 +1,72 @@
|
|
|
1
|
+
#version 330 core
|
|
2
|
+
out vec4 fragColor;
|
|
3
|
+
|
|
4
|
+
in vec2 uv;
|
|
5
|
+
in vec3 position;
|
|
6
|
+
in mat3 TBN;
|
|
7
|
+
|
|
8
|
+
struct textArray {
|
|
9
|
+
sampler2DArray array;
|
|
10
|
+
};
|
|
11
|
+
uniform textArray textureArrays[5];
|
|
12
|
+
|
|
13
|
+
struct Material {
|
|
14
|
+
vec3 color;
|
|
15
|
+
float roughness;
|
|
16
|
+
float subsurface;
|
|
17
|
+
float sheen;
|
|
18
|
+
float sheenTint;
|
|
19
|
+
float anisotropic;
|
|
20
|
+
float specular;
|
|
21
|
+
float metallicness;
|
|
22
|
+
float specularTint;
|
|
23
|
+
float clearcoat;
|
|
24
|
+
float clearcoatGloss;
|
|
25
|
+
|
|
26
|
+
int hasAlbedoMap;
|
|
27
|
+
vec2 albedoMap;
|
|
28
|
+
int hasNormalMap;
|
|
29
|
+
vec2 normalMap;
|
|
30
|
+
int hasRoughnessMap;
|
|
31
|
+
vec2 roughnessMap;
|
|
32
|
+
int hasAoMap;
|
|
33
|
+
vec2 aoMap;
|
|
34
|
+
};
|
|
35
|
+
flat in Material mtl;
|
|
36
|
+
|
|
37
|
+
|
|
38
|
+
vec3 getColor(Material mtl, vec2 uv, float gamma) {
|
|
39
|
+
vec3 albedo = mtl.color;
|
|
40
|
+
if (bool(mtl.hasAlbedoMap)){
|
|
41
|
+
albedo *= pow(texture(textureArrays[int(round(mtl.albedoMap.x))].array, vec3(uv, round(mtl.albedoMap.y))).rgb, vec3(gamma));
|
|
42
|
+
}
|
|
43
|
+
return albedo;
|
|
44
|
+
}
|
|
45
|
+
|
|
46
|
+
vec3 getNormal(Material mtl, mat3 TBN){
|
|
47
|
+
// Isolate the normal vector from the TBN basis
|
|
48
|
+
vec3 normal = TBN[2];
|
|
49
|
+
// Apply normal map if the material has one
|
|
50
|
+
if (bool(mtl.hasNormalMap)) {
|
|
51
|
+
normal = texture(textureArrays[int(round(mtl.normalMap.x))].array, vec3(uv, round(mtl.normalMap.y))).rgb * 2.0 - 1.0;
|
|
52
|
+
normal = normalize(TBN * normal);
|
|
53
|
+
}
|
|
54
|
+
// Return vector
|
|
55
|
+
return normal;
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
void main()
|
|
59
|
+
{
|
|
60
|
+
// Texture and normal data
|
|
61
|
+
float gamma = 2.2;
|
|
62
|
+
vec3 color = getColor(mtl, uv, gamma);
|
|
63
|
+
vec3 normal = getNormal(mtl, TBN);
|
|
64
|
+
|
|
65
|
+
// Simple light calculations
|
|
66
|
+
vec3 light = normalize(vec3(1.5, 2, 1));
|
|
67
|
+
float diff = abs(dot(normal, light));
|
|
68
|
+
|
|
69
|
+
// Get color and gamma correction
|
|
70
|
+
fragColor = vec4(color * (.2 + diff), 1.0);
|
|
71
|
+
fragColor.rgb = pow(fragColor.rgb, vec3(1.0/gamma));
|
|
72
|
+
}
|
|
@@ -0,0 +1,85 @@
|
|
|
1
|
+
#version 330 core
|
|
2
|
+
|
|
3
|
+
layout (location = 0) in vec3 in_position;
|
|
4
|
+
layout (location = 1) in vec2 in_uv;
|
|
5
|
+
layout (location = 2) in vec3 in_normal;
|
|
6
|
+
layout (location = 3) in vec3 in_tangent;
|
|
7
|
+
layout (location = 4) in vec3 in_bitangent;
|
|
8
|
+
|
|
9
|
+
|
|
10
|
+
in vec3 in_instance_pos;
|
|
11
|
+
in float in_instance_mtl;
|
|
12
|
+
in float scale;
|
|
13
|
+
in float life;
|
|
14
|
+
|
|
15
|
+
out vec2 uv;
|
|
16
|
+
out mat3 TBN;
|
|
17
|
+
|
|
18
|
+
uniform mat4 projectionMatrix;
|
|
19
|
+
uniform mat4 viewMatrix;
|
|
20
|
+
uniform sampler2D materialsTexture;
|
|
21
|
+
|
|
22
|
+
struct Material {
|
|
23
|
+
vec3 color;
|
|
24
|
+
float roughness;
|
|
25
|
+
float subsurface;
|
|
26
|
+
float sheen;
|
|
27
|
+
float sheenTint;
|
|
28
|
+
float anisotropic;
|
|
29
|
+
float specular;
|
|
30
|
+
float metallicness;
|
|
31
|
+
float specularTint;
|
|
32
|
+
float clearcoat;
|
|
33
|
+
float clearcoatGloss;
|
|
34
|
+
|
|
35
|
+
int hasAlbedoMap;
|
|
36
|
+
vec2 albedoMap;
|
|
37
|
+
int hasNormalMap;
|
|
38
|
+
vec2 normalMap;
|
|
39
|
+
int hasRoughnessMap;
|
|
40
|
+
vec2 roughnessMap;
|
|
41
|
+
int hasAoMap;
|
|
42
|
+
vec2 aoMap;
|
|
43
|
+
};
|
|
44
|
+
flat out Material mtl;
|
|
45
|
+
|
|
46
|
+
// Function to get the model matrix from node position, rotation, and scale
|
|
47
|
+
mat4 getModelMatrix(vec3 pos, float scale) {
|
|
48
|
+
mat4 translation = mat4(
|
|
49
|
+
scale, 0 , 0 , 0,
|
|
50
|
+
0 , scale, 0 , 0,
|
|
51
|
+
0 , 0 , scale, 0,
|
|
52
|
+
pos.x, pos.y, pos.z, 1
|
|
53
|
+
);
|
|
54
|
+
return translation;
|
|
55
|
+
}
|
|
56
|
+
|
|
57
|
+
// Function to get the TBN matrix for normal mapping
|
|
58
|
+
mat3 getTBN(mat4 modelMatrix, vec3 normal, vec3 tangent, vec3 bitangent){
|
|
59
|
+
vec3 T = normalize(vec3(modelMatrix * vec4(tangent, 0.0)));
|
|
60
|
+
vec3 B = normalize(vec3(modelMatrix * vec4(bitangent, 0.0)));
|
|
61
|
+
vec3 N = normalize(vec3(modelMatrix * vec4(normal, 0.0)));
|
|
62
|
+
return mat3(T, B, N);
|
|
63
|
+
}
|
|
64
|
+
|
|
65
|
+
void main() {
|
|
66
|
+
// Set the model matrix
|
|
67
|
+
mat4 modelMatrix = getModelMatrix(in_instance_pos, scale * life);
|
|
68
|
+
|
|
69
|
+
// Set out variables
|
|
70
|
+
TBN = getTBN(modelMatrix, in_normal, in_tangent, in_bitangent);
|
|
71
|
+
uv = in_uv;
|
|
72
|
+
|
|
73
|
+
// Material Data
|
|
74
|
+
int mtl_size = 25;
|
|
75
|
+
int materialID = int(in_instance_mtl);
|
|
76
|
+
mtl = Material(vec3(0), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, vec2(0), 0, vec2(0), 0, vec2(0), 0, vec2(0));
|
|
77
|
+
mtl.color = vec3(texelFetch(materialsTexture, ivec2(0, 0 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 1 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 2 + materialID * mtl_size), 0).r);
|
|
78
|
+
mtl.hasAlbedoMap = int(texelFetch(materialsTexture, ivec2(0, 13 + materialID * mtl_size), 0).r);
|
|
79
|
+
mtl.albedoMap = vec2(texelFetch(materialsTexture, ivec2(0, 14 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 15 + materialID * mtl_size), 0).r);
|
|
80
|
+
mtl.hasNormalMap = int(texelFetch(materialsTexture, ivec2(0, 16 + materialID * mtl_size), 0).r);
|
|
81
|
+
mtl.normalMap = vec2(texelFetch(materialsTexture, ivec2(0, 17 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 18 + materialID * mtl_size), 0).r);
|
|
82
|
+
|
|
83
|
+
// Send position to the frag
|
|
84
|
+
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_position, 1.0);
|
|
85
|
+
}
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
Metadata-Version: 2.1
|
|
2
2
|
Name: basilisk-engine
|
|
3
|
-
Version: 0.
|
|
3
|
+
Version: 0.1.1
|
|
4
4
|
Summary: Python 3D Framework
|
|
5
5
|
Home-page: https://basilisk-website.vercel.app/
|
|
6
6
|
Author: Name
|
|
@@ -24,10 +24,10 @@ Basilisk Engine is a Python package for effortless 3D rendering and simulation.
|
|
|
24
24
|
Basilisk Engine uses a versatile and efficient physically based rendering pipeline, allowing for photorealistic and stylized rendering in real-time.
|
|
25
25
|
|
|
26
26
|
<p align="center">
|
|
27
|
-
<img src="mud.png" alt="mud" width="400"/>
|
|
28
|
-
<img src="foil.png" alt="foil" width="400"/>
|
|
29
|
-
<img src="cloth.png" alt="mud" width="400"/>
|
|
30
|
-
<img src="floor.png" alt="mud" width="400"/>
|
|
27
|
+
<img src="images/mud.png" alt="mud" width="400"/>
|
|
28
|
+
<img src="images/foil.png" alt="foil" width="400"/>
|
|
29
|
+
<img src="images/cloth.png" alt="mud" width="400"/>
|
|
30
|
+
<img src="images/floor.png" alt="mud" width="400"/>
|
|
31
31
|
</p>
|
|
32
32
|
|
|
33
33
|
## Physics
|
|
@@ -0,0 +1,95 @@
|
|
|
1
|
+
basilisk/__init__.py,sha256=FF8VVbZ74c3pj8Yg4rGmuAeuFGc00-MdCeic7lx5R8E,422
|
|
2
|
+
basilisk/config.py,sha256=ynTRlX633DGoEtZOeAK8KNJF6offV3k3XFD7cia3Keg,61
|
|
3
|
+
basilisk/engine.py,sha256=0tMlCyNhAZPm7Lq5vXCJmyv--lvOReeIh61KCdQMrD0,6551
|
|
4
|
+
basilisk/scene.py,sha256=vSXCv-wc6OLO3vax03RLB7Gt6xaoCr_S5TZVxefRMp4,8324
|
|
5
|
+
basilisk/bsk_assets/Roboto-Regular.ttf,sha256=kqYnZjMRQMpbyLulIChCLSdgYa1XF8GsUIoRi2Gcauw,168260
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