basilisk-engine 0.1.0__py3-none-any.whl → 0.1.1__py3-none-any.whl

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Files changed (55) hide show
  1. basilisk/collisions/broad/broad_aabb.py +8 -1
  2. basilisk/collisions/broad/broad_bvh.py +8 -1
  3. basilisk/collisions/collider.py +15 -6
  4. basilisk/collisions/collider_handler.py +70 -68
  5. basilisk/collisions/narrow/contact_manifold.py +9 -10
  6. basilisk/collisions/narrow/dataclasses.py +27 -0
  7. basilisk/collisions/narrow/deprecated.py +47 -0
  8. basilisk/collisions/narrow/epa.py +11 -10
  9. basilisk/collisions/narrow/gjk.py +15 -14
  10. basilisk/collisions/narrow/helper.py +8 -7
  11. basilisk/collisions/narrow/sutherland_hodgman.py +52 -0
  12. basilisk/draw/draw_handler.py +5 -3
  13. basilisk/engine.py +14 -5
  14. basilisk/generic/abstract_custom.py +134 -0
  15. basilisk/generic/collisions.py +46 -0
  16. basilisk/generic/quat.py +77 -66
  17. basilisk/generic/vec3.py +91 -67
  18. basilisk/mesh/cube.py +20 -2
  19. basilisk/mesh/mesh.py +69 -54
  20. basilisk/mesh/mesh_from_data.py +106 -21
  21. basilisk/mesh/narrow_aabb.py +10 -1
  22. basilisk/mesh/narrow_bvh.py +9 -1
  23. basilisk/nodes/node.py +169 -30
  24. basilisk/nodes/node_handler.py +51 -30
  25. basilisk/particles/__init__.py +0 -0
  26. basilisk/particles/particle_handler.py +55 -0
  27. basilisk/particles/particle_renderer.py +87 -0
  28. basilisk/physics/impulse.py +7 -13
  29. basilisk/physics/physics_body.py +10 -2
  30. basilisk/physics/physics_engine.py +1 -2
  31. basilisk/render/batch.py +2 -2
  32. basilisk/render/camera.py +5 -0
  33. basilisk/render/chunk.py +19 -4
  34. basilisk/render/chunk_handler.py +33 -26
  35. basilisk/render/image.py +1 -1
  36. basilisk/render/image_handler.py +4 -3
  37. basilisk/render/light_handler.py +16 -11
  38. basilisk/render/material.py +25 -1
  39. basilisk/render/material_handler.py +22 -13
  40. basilisk/render/shader.py +7 -7
  41. basilisk/render/shader_handler.py +13 -12
  42. basilisk/render/sky.py +5 -3
  43. basilisk/scene.py +114 -32
  44. basilisk/shaders/batch.frag +40 -11
  45. basilisk/shaders/batch.vert +14 -7
  46. basilisk/shaders/normal.frag +5 -5
  47. basilisk/shaders/normal.vert +8 -3
  48. basilisk/shaders/particle.frag +72 -0
  49. basilisk/shaders/particle.vert +85 -0
  50. {basilisk_engine-0.1.0.dist-info → basilisk_engine-0.1.1.dist-info}/METADATA +5 -5
  51. basilisk_engine-0.1.1.dist-info/RECORD +95 -0
  52. basilisk/shaders/image.png +0 -0
  53. basilisk_engine-0.1.0.dist-info/RECORD +0 -88
  54. {basilisk_engine-0.1.0.dist-info → basilisk_engine-0.1.1.dist-info}/WHEEL +0 -0
  55. {basilisk_engine-0.1.0.dist-info → basilisk_engine-0.1.1.dist-info}/top_level.txt +0 -0
basilisk/scene.py CHANGED
@@ -12,7 +12,9 @@ from .collisions.collider_handler import ColliderHandler
12
12
  from .draw.draw_handler import DrawHandler
13
13
  from .render.sky import Sky
14
14
  from .render.frame import Frame
15
-
15
+ from .particles.particle_handler import ParticleHandler
16
+ from .nodes.node import Node
17
+ from .generic.collisions import moller_trumbore
16
18
 
17
19
  class Scene():
18
20
  engine: any
@@ -43,6 +45,7 @@ class Scene():
43
45
  """
44
46
 
45
47
  self.node_handler.update()
48
+ self.particle.update()
46
49
  self.camera.update()
47
50
  self.collider_handler.resolve_collisions()
48
51
 
@@ -53,39 +56,50 @@ class Scene():
53
56
 
54
57
  self.frame.use()
55
58
  self.shader_handler.write()
56
- self.sky.render()
59
+ if self.sky: self.sky.render()
57
60
  self.node_handler.render()
61
+ self.particle.render()
58
62
  self.draw_handler.render()
59
63
 
60
64
  if self.engine.headless: return
61
65
  self.frame.render()
62
66
 
63
- def add_node(self,
64
- position: glm.vec3=None,
65
- scale: glm.vec3=None,
66
- rotation: glm.quat=None,
67
- forward: glm.vec3=None,
68
- mesh: Mesh=None,
69
- material: Material=None,
70
- velocity: glm.vec3=None,
71
- rotational_velocity: glm.quat=None,
72
- physics: bool=False,
73
- mass: float=None,
74
- collisions: bool=False,
75
- collider: str=None,
76
- static_friction: float=None,
77
- kinetic_friction: float=None,
78
- elasticity: float=None,
79
- collision_group : float=None,
80
- name: str='',
81
- tags: list[str]=None,
82
- static: bool=None):
67
+ def add(self, bsk_object: ...) -> ...:
68
+ """
69
+ Adds an object to the scene. Can pass in any scene objects:
70
+ Argument overloads:
71
+ object: Node - Adds the given node to the scene.
72
+ """
83
73
 
84
- if material: self.material_handler.add(material)
85
- else: material = self.material_handler.base
74
+ if isinstance(bsk_object, type(None)):
75
+ # Considered well defined behavior
76
+ return
77
+ elif isinstance(bsk_object, Node):
78
+ # Add a node to the scene
79
+ return self.node_handler.add(bsk_object)
80
+ # Light
81
+
82
+ # Mesh
83
+
84
+ else:
85
+ raise ValueError(f'scene.add: Incompatable object add type {type(bsk_object)}')
86
+
87
+ return None
86
88
 
87
- return self.node_handler.add(position, scale, rotation, forward, mesh, material, velocity, rotational_velocity, physics, mass, collisions, collider, static_friction, kinetic_friction, elasticity, collision_group, name, tags, static)
89
+ def remove(self, bsk_object):
90
+ """
91
+ Removes the given baskilsk object from the scene
92
+ """
93
+
94
+ if isinstance(bsk_object, type(None)):
95
+ # Considered well defined behavior
96
+ return
97
+ elif isinstance(bsk_object, Node):
98
+ self.node_handler.remove(bsk_object)
99
+ else:
100
+ raise ValueError(f'scene.remove: Incompatable object remove type {type(bsk_object)}')
88
101
 
102
+ return None
89
103
 
90
104
  def set_engine(self, engine: any) -> None:
91
105
  """
@@ -97,14 +111,84 @@ class Scene():
97
111
 
98
112
  self.camera = FreeCamera()
99
113
  self.shader_handler = ShaderHandler(self)
114
+ self.material_handler = MaterialHandler(self)
115
+ self.light_handler = LightHandler(self)
100
116
  self.physics_engine = PhysicsEngine()
101
117
  self.node_handler = NodeHandler(self)
118
+ self.particle = ParticleHandler(self)
102
119
  self.collider_handler = ColliderHandler(self)
103
- self.material_handler = MaterialHandler(self)
104
- self.light_handler = LightHandler(self)
105
120
  self.draw_handler = DrawHandler(self)
106
121
  self.frame = Frame(self)
107
122
  self.sky = Sky(self.engine)
123
+
124
+ def raycast(self, position: glm.vec3=None, forward: glm.vec3=None, max_distance: float=1e5, has_collisions: bool=None, has_physics: bool=None, tags: list[str]=[]) -> tuple[Node, glm.vec3]:
125
+ """
126
+ Ray cast from any posiiton and forward vector and returns the nearest node. If no position or forward is given, uses the scene camera's current position and forward
127
+ """
128
+ if not position: position = self.camera.position
129
+ if not forward: forward = self.camera.forward
130
+ forward = glm.normalize(forward)
131
+
132
+ # if we are filtering for collisions, use the broad BVH to improve performance
133
+ if has_collisions:
134
+ colliders = self.collider_handler.bvh.get_line_collided(position, forward)
135
+ nodes = [collider.node for collider in colliders]
136
+
137
+ def is_valid(node: Node) -> bool:
138
+ return all([
139
+ has_collisions is None or bool(node.collider) == has_collisions,
140
+ has_physics is None or bool(node.physics_body) == has_physics,
141
+ all(tag in node.tags for tag in tags)
142
+ ])
143
+
144
+ nodes: list[Node] = list(filter(lambda node: is_valid(node), nodes))
145
+
146
+ # if we are not filtering for collisions, filter nodes and
147
+ else: nodes = self.node_handler.get_all(collisions=has_collisions, physics=has_physics, tags=tags)
148
+
149
+ # determine closest node
150
+ best_distance, best_point, best_node = max_distance, None, None
151
+ position_two = position + forward
152
+ for node in nodes:
153
+
154
+ inv_mat = glm.inverse(node.model_matrix)
155
+ relative_position = inv_mat * position
156
+ relative_forward = glm.normalize(inv_mat * position_two - relative_position)
157
+
158
+ triangles = [node.mesh.indices[i] for i in node.mesh.get_line_collided(relative_position, relative_forward)]
159
+
160
+ for triangle in triangles:
161
+ intersection = moller_trumbore(relative_position, relative_forward, [node.mesh.points[i] for i in triangle])
162
+ if not intersection: continue
163
+ intersection = node.model_matrix * intersection
164
+ distance = glm.length(intersection - position)
165
+ if distance < best_distance:
166
+ best_distance = distance
167
+ best_point = intersection
168
+ best_node = node
169
+
170
+ return best_node, best_point
171
+
172
+ def raycast_mouse(self, position: tuple[int, int] | glm.vec2, max_distance: float=1e5, has_collisions: bool=None, has_pshyics: bool=None, tags: list[str]=[]) -> tuple[Node, glm.vec3]:
173
+ """
174
+ Ray casts from the mouse position with respect to the camera. Returns the nearest node that was clicked, if none was clicked, returns None.
175
+ """
176
+ # derive forward vector from mouse click position
177
+ position = glm.vec2(position)
178
+ inv_proj, inv_view = glm.inverse(self.camera.m_proj), glm.inverse(self.camera.m_view)
179
+ ndc = glm.vec4(2 * position[0] / self.engine.win_size[0] - 1, 1 - 2 * position[1] / self.engine.win_size[1], 1, 1)
180
+ point = inv_proj * ndc
181
+ point /= point.w
182
+ forward = glm.normalize(glm.vec3(inv_view * glm.vec4(point.x, point.y, point.z, 0)))
183
+
184
+ return self.raycast(
185
+ position=self.camera.position,
186
+ forward=forward,
187
+ max_distance=max_distance,
188
+ has_collisions=has_collisions,
189
+ has_physics=has_pshyics,
190
+ tags=tags
191
+ )
108
192
 
109
193
  @property
110
194
  def camera(self): return self._camera
@@ -121,9 +205,7 @@ class Scene():
121
205
 
122
206
  @sky.setter
123
207
  def sky(self, value: Sky):
124
- if not value: return
125
- if not isinstance(value, Sky):
126
- raise TypeError(f'Scene: Invalid sky type: {type(value)}. Expected type bsk.Sky')
208
+ if not isinstance(value, Sky) and not isinstance(value, type(None)):
209
+ raise TypeError(f'Scene: Invalid sky type: {type(value)}. Expected type bsk.Sky or None')
127
210
  self._sky = value
128
- self._sky.write()
129
-
211
+ if value: self._sky.write()
@@ -31,6 +31,10 @@ struct Material {
31
31
  vec2 albedoMap;
32
32
  int hasNormalMap;
33
33
  vec2 normalMap;
34
+ int hasRoughnessMap;
35
+ vec2 roughnessMap;
36
+ int hasAoMap;
37
+ vec2 aoMap;
34
38
  };
35
39
 
36
40
  struct LightResult {
@@ -92,7 +96,7 @@ float AnisotropicSmithGGX(float ndots, float sdotx, float sdoty, float ax, float
92
96
 
93
97
  // Diffuse model as outlined by Burley: https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf
94
98
  // Much help from Acerola's video on the topic: https://www.youtube.com/watch?v=KkOkx0FiHDA&t=570s
95
- LightResult PrincipledDiffuse(DirectionalLight light, Material mtl, vec3 albedo, vec3 N, vec3 V, vec3 X, vec3 Y) {
99
+ LightResult PrincipledDiffuse(DirectionalLight light, Material mtl, vec3 albedo, float roughness, vec3 N, vec3 V, vec3 X, vec3 Y) {
96
100
 
97
101
  LightResult result;
98
102
 
@@ -123,7 +127,7 @@ LightResult PrincipledDiffuse(DirectionalLight light, Material mtl, vec3 albedo,
123
127
  // Diffuse
124
128
  float FL = SchlickFresnel(cos_theta_l);
125
129
  float FV = SchlickFresnel(cos_theta_V);
126
- float Fss90 = cos_theta_D * cos_theta_D * mtl.roughness;
130
+ float Fss90 = cos_theta_D * cos_theta_D * roughness;
127
131
  float Fd90 = 0.5 + 2.0 * Fss90;
128
132
 
129
133
  float Fd = mix(1.0, Fd90, FL) * mix(1.0, Fd90, FV);
@@ -133,7 +137,7 @@ LightResult PrincipledDiffuse(DirectionalLight light, Material mtl, vec3 albedo,
133
137
  float ss = 1.25 * (Fss * ((1 / (cos_theta_l + cos_theta_V)) - 0.5) + 0.5);
134
138
 
135
139
  // Specular
136
- float alpha = mtl.roughness * mtl.roughness;
140
+ float alpha = roughness * roughness;
137
141
  float aspect = sqrt(1.0 - 0.9 * mtl.anisotropic);
138
142
  float alpha_x = max(0.001, alpha / aspect);
139
143
  float alpha_y = max(0.001, alpha * aspect);
@@ -143,7 +147,7 @@ LightResult PrincipledDiffuse(DirectionalLight light, Material mtl, vec3 albedo,
143
147
  float Ds = AnisotropicGTR2(ndoth, hdotx, hdoty, alpha_x, alpha_y);
144
148
 
145
149
  // Geometric Attenuation
146
- float GalphaSquared = pow(0.5 + mtl.roughness * 0.5, 2);
150
+ float GalphaSquared = pow(0.5 + roughness * 0.5, 2);
147
151
  float GalphaX = max(0.001, GalphaSquared / aspect);
148
152
  float GalphaY = max(0.001, GalphaSquared * aspect);
149
153
  float G = AnisotropicSmithGGX(cos_theta_l, ldotx, ldoty, GalphaX, GalphaY);
@@ -192,15 +196,39 @@ vec3 getNormal(Material mtl, mat3 TBN){
192
196
  return normal;
193
197
  }
194
198
 
199
+ float getAo(Material mtl, vec2 uv) {
200
+ float ao;
201
+ if (bool(mtl.hasAoMap)){
202
+ ao = texture(textureArrays[int(round(mtl.aoMap.x))].array, vec3(uv, round(mtl.aoMap.y))).a;
203
+ }
204
+ else {
205
+ ao = 1.0;
206
+ }
207
+ return ao;
208
+ }
209
+
210
+ float getRoughness(Material mtl, vec2 uv) {
211
+ float roughness;
212
+ if (bool(mtl.hasRoughnessMap)){
213
+ roughness = texture(textureArrays[int(round(mtl.roughnessMap.x))].array, vec3(uv, round(mtl.roughnessMap.y))).a;
214
+ }
215
+ else {
216
+ roughness = mtl.roughness;
217
+ }
218
+ return roughness;
219
+ }
220
+
195
221
  void main() {
196
222
  float gamma = 2.2;
197
223
  vec3 viewDir = vec3(normalize(cameraPosition - position));
198
224
 
199
225
  // Get lighting vectors
200
- vec3 albedo = getAlbedo(mtl, uv, gamma);
201
- vec3 normal = getNormal(mtl, TBN);
202
- vec3 tangent = TBN[0];
203
- vec3 bitangent = TBN[1];
226
+ vec3 albedo = getAlbedo(mtl, uv, gamma);
227
+ vec3 normal = getNormal(mtl, TBN);
228
+ float ao = getAo(mtl, uv);
229
+ float roughness = getRoughness(mtl, uv);
230
+ vec3 tangent = TBN[0];
231
+ vec3 bitangent = TBN[1];
204
232
 
205
233
  // Orthogonalize the tangent and bitangent according to the mapped normal vector
206
234
  tangent = tangent - dot(normal, tangent) * normal;
@@ -224,17 +252,18 @@ void main() {
224
252
  // Add result from each directional light in the scene
225
253
  for (int i = 0; i < numDirLights; i++) {
226
254
  // Caculate the light for the directional light
227
- LightResult dirLightResult = PrincipledDiffuse(dirLights[i], mtl, albedo, N, V, X, Y);
255
+ LightResult dirLightResult = PrincipledDiffuse(dirLights[i], mtl, albedo, roughness, N, V, X, Y);
228
256
  vec3 lightFactor = dirLights[i].intensity * dirLights[i].color;
229
257
  // Add each lobe
230
- lightResult.diffuse += dirLightResult.diffuse * lightFactor;
231
- lightResult.specular += dirLightResult.specular * lightFactor;
258
+ lightResult.diffuse += dirLightResult.diffuse * lightFactor;
259
+ lightResult.specular += dirLightResult.specular * lightFactor;
232
260
  lightResult.clearcoat += dirLightResult.clearcoat * lightFactor;
233
261
  }
234
262
 
235
263
  lightResult.specular = min(vec3(1.0), lightResult.specular);
236
264
  lightResult.specular *= mix(vec3(1.0), reflect_sky, mtl.metallicness) * luminance(reflect_sky);
237
265
  lightResult.diffuse *= mix(vec3(1.0), ambient_sky, 0.25);
266
+ lightResult.diffuse *= ao;
238
267
 
239
268
  vec3 finalColor = albedo * 0.3 * mix(vec3(1.0), reflect_sky, mtl.metallicness);
240
269
  finalColor += (lightResult.diffuse + lightResult.specular + lightResult.clearcoat);
@@ -34,6 +34,10 @@ struct Material {
34
34
  vec2 albedoMap;
35
35
  int hasNormalMap;
36
36
  vec2 normalMap;
37
+ int hasRoughnessMap;
38
+ vec2 roughnessMap;
39
+ int hasAoMap;
40
+ vec2 aoMap;
37
41
  };
38
42
  flat out Material mtl;
39
43
 
@@ -83,11 +87,10 @@ void main() {
83
87
  uv = in_uv;
84
88
 
85
89
  // Get the material
86
- int mtl_size = 19;
90
+ int mtl_size = 25;
87
91
  int materialID = int(obj_material);
92
+
88
93
  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);
89
-
90
-
91
94
  mtl.roughness = texelFetch(materialsTexture, ivec2(0, 3 + materialID * mtl_size), 0).r;
92
95
  mtl.subsurface = texelFetch(materialsTexture, ivec2(0, 4 + materialID * mtl_size), 0).r;
93
96
  mtl.sheen = texelFetch(materialsTexture, ivec2(0, 5 + materialID * mtl_size), 0).r;
@@ -99,10 +102,14 @@ void main() {
99
102
  mtl.clearcoat = texelFetch(materialsTexture, ivec2(0, 11 + materialID * mtl_size), 0).r;
100
103
  mtl.clearcoatGloss = texelFetch(materialsTexture, ivec2(0, 12 + materialID * mtl_size), 0).r;
101
104
 
102
- mtl.hasAlbedoMap = int(texelFetch(materialsTexture, ivec2(0, 13 + materialID * mtl_size), 0).r);
103
- mtl.albedoMap = vec2(texelFetch(materialsTexture, ivec2(0, 14 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 15 + materialID * mtl_size), 0).r);
104
- mtl.hasNormalMap = int(texelFetch(materialsTexture, ivec2(0, 16 + materialID * mtl_size), 0).r);
105
- mtl.normalMap = vec2(texelFetch(materialsTexture, ivec2(0, 17 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 18 + materialID * mtl_size), 0).r);
105
+ mtl.hasAlbedoMap = int(texelFetch(materialsTexture, ivec2(0, 13 + materialID * mtl_size), 0).r);
106
+ mtl.albedoMap = vec2(texelFetch(materialsTexture, ivec2(0, 14 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 15 + materialID * mtl_size), 0).r);
107
+ mtl.hasNormalMap = int(texelFetch(materialsTexture, ivec2(0, 16 + materialID * mtl_size), 0).r);
108
+ mtl.normalMap = vec2(texelFetch(materialsTexture, ivec2(0, 17 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 18 + materialID * mtl_size), 0).r);
109
+ mtl.hasRoughnessMap = int(texelFetch(materialsTexture, ivec2(0, 19 + materialID * mtl_size), 0).r);
110
+ mtl.roughnessMap = vec2(texelFetch(materialsTexture, ivec2(0, 20 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 21 + materialID * mtl_size), 0).r);
111
+ mtl.hasAoMap = int(texelFetch(materialsTexture, ivec2(0, 22 + materialID * mtl_size), 0).r);
112
+ mtl.aoMap = vec2(texelFetch(materialsTexture, ivec2(0, 23 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 24 + materialID * mtl_size), 0).r);
106
113
 
107
114
  // Set the fragment position
108
115
  gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_position, 1.0);
@@ -24,8 +24,11 @@ struct Material {
24
24
  vec2 albedoMap;
25
25
  int hasNormalMap;
26
26
  vec2 normalMap;
27
+ int hasRoughnessMap;
28
+ vec2 roughnessMap;
29
+ int hasAoMap;
30
+ vec2 aoMap;
27
31
  };
28
-
29
32
  in vec2 uv;
30
33
  in mat3 TBN;
31
34
 
@@ -33,7 +36,7 @@ in mat3 TBN;
33
36
  flat in Material mtl;
34
37
 
35
38
  // Uniforms
36
- uniform textArray textureArrays[5];
39
+ uniform textArray textureArrays[5];
37
40
 
38
41
 
39
42
  vec3 getNormal(Material mtl, mat3 TBN){
@@ -52,9 +55,6 @@ void main() {
52
55
  // Get lighting vectors
53
56
  vec3 normal = getNormal(mtl, TBN);
54
57
 
55
- // Lighting variables
56
- vec3 N = normalize(normal);
57
-
58
58
  // Output fragment color
59
59
  fragColor = vec4(normal, 1.0);
60
60
  }
@@ -33,6 +33,10 @@ struct Material {
33
33
  vec2 albedoMap;
34
34
  int hasNormalMap;
35
35
  vec2 normalMap;
36
+ int hasRoughnessMap;
37
+ vec2 roughnessMap;
38
+ int hasAoMap;
39
+ vec2 aoMap;
36
40
  };
37
41
  flat out Material mtl;
38
42
 
@@ -81,11 +85,12 @@ void main() {
81
85
  uv = in_uv;
82
86
 
83
87
  // Get the material
84
- int mtl_size = 19;
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));
85
90
  int materialID = int(obj_material);
86
91
 
87
- mtl.hasNormalMap = int(texelFetch(materialsTexture, ivec2(0, 16 + materialID * mtl_size), 0).r);
88
- mtl.normalMap = vec2(texelFetch(materialsTexture, ivec2(0, 17 + materialID * mtl_size), 0).r, texelFetch(materialsTexture, ivec2(0, 18 + materialID * mtl_size), 0).r);
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);
89
94
 
90
95
  // Set the fragment position
91
96
  gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_position, 1.0);
@@ -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: 0.1.0
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