basilisk-engine 0.1.24__py3-none-any.whl → 0.1.25__py3-none-any.whl

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Files changed (90) hide show
  1. basilisk/__init__.py +15 -15
  2. basilisk/audio/sound.py +27 -27
  3. basilisk/bsk_assets/cube.obj +48 -48
  4. basilisk/collisions/broad/broad_aabb.py +102 -102
  5. basilisk/collisions/broad/broad_bvh.py +137 -137
  6. basilisk/collisions/collider.py +95 -95
  7. basilisk/collisions/collider_handler.py +224 -224
  8. basilisk/collisions/narrow/contact_manifold.py +95 -95
  9. basilisk/collisions/narrow/dataclasses.py +34 -34
  10. basilisk/collisions/narrow/deprecated.py +46 -46
  11. basilisk/collisions/narrow/epa.py +91 -91
  12. basilisk/collisions/narrow/gjk.py +66 -66
  13. basilisk/collisions/narrow/graham_scan.py +24 -24
  14. basilisk/collisions/narrow/helper.py +29 -29
  15. basilisk/collisions/narrow/line_intersections.py +106 -106
  16. basilisk/collisions/narrow/sutherland_hodgman.py +75 -75
  17. basilisk/config.py +3 -3
  18. basilisk/draw/draw.py +100 -100
  19. basilisk/draw/draw_handler.py +175 -175
  20. basilisk/draw/font_renderer.py +28 -28
  21. basilisk/engine.py +169 -169
  22. basilisk/generic/abstract_bvh.py +15 -15
  23. basilisk/generic/abstract_custom.py +133 -133
  24. basilisk/generic/collisions.py +72 -72
  25. basilisk/generic/input_validation.py +66 -66
  26. basilisk/generic/math.py +6 -6
  27. basilisk/generic/matrices.py +35 -35
  28. basilisk/generic/meshes.py +72 -72
  29. basilisk/generic/quat.py +142 -142
  30. basilisk/generic/quat_methods.py +7 -7
  31. basilisk/generic/raycast_result.py +26 -26
  32. basilisk/generic/vec3.py +143 -143
  33. basilisk/input_output/IO_handler.py +91 -91
  34. basilisk/input_output/clock.py +49 -49
  35. basilisk/input_output/keys.py +43 -43
  36. basilisk/input_output/mouse.py +89 -89
  37. basilisk/input_output/path.py +14 -14
  38. basilisk/mesh/cube.py +33 -33
  39. basilisk/mesh/mesh.py +233 -230
  40. basilisk/mesh/mesh_from_data.py +151 -131
  41. basilisk/mesh/model.py +271 -271
  42. basilisk/mesh/narrow_aabb.py +89 -89
  43. basilisk/mesh/narrow_bvh.py +91 -91
  44. basilisk/mesh/narrow_primative.py +23 -23
  45. basilisk/nodes/helper.py +28 -28
  46. basilisk/nodes/node.py +689 -686
  47. basilisk/nodes/node_handler.py +97 -97
  48. basilisk/particles/particle_handler.py +64 -64
  49. basilisk/particles/particle_renderer.py +92 -92
  50. basilisk/physics/impulse.py +112 -112
  51. basilisk/physics/physics_body.py +43 -43
  52. basilisk/physics/physics_engine.py +35 -35
  53. basilisk/render/batch.py +103 -105
  54. basilisk/render/camera.py +257 -257
  55. basilisk/render/chunk.py +106 -106
  56. basilisk/render/chunk_handler.py +165 -165
  57. basilisk/render/frame.py +95 -95
  58. basilisk/render/framebuffer.py +289 -289
  59. basilisk/render/image.py +87 -87
  60. basilisk/render/image_handler.py +120 -120
  61. basilisk/render/light.py +96 -96
  62. basilisk/render/light_handler.py +58 -58
  63. basilisk/render/material.py +219 -219
  64. basilisk/render/material_handler.py +131 -131
  65. basilisk/render/post_process.py +139 -139
  66. basilisk/render/shader.py +118 -109
  67. basilisk/render/shader_handler.py +83 -83
  68. basilisk/render/sky.py +120 -120
  69. basilisk/scene.py +279 -279
  70. basilisk/shaders/batch.frag +276 -276
  71. basilisk/shaders/batch.vert +115 -115
  72. basilisk/shaders/crt.frag +31 -31
  73. basilisk/shaders/draw.frag +22 -22
  74. basilisk/shaders/draw.vert +25 -25
  75. basilisk/shaders/filter.frag +22 -22
  76. basilisk/shaders/frame.frag +12 -12
  77. basilisk/shaders/frame.vert +13 -13
  78. basilisk/shaders/geometry.frag +8 -8
  79. basilisk/shaders/geometry.vert +41 -41
  80. basilisk/shaders/normal.frag +59 -59
  81. basilisk/shaders/normal.vert +96 -96
  82. basilisk/shaders/particle.frag +71 -71
  83. basilisk/shaders/particle.vert +84 -84
  84. basilisk/shaders/sky.frag +9 -9
  85. basilisk/shaders/sky.vert +13 -13
  86. {basilisk_engine-0.1.24.dist-info → basilisk_engine-0.1.25.dist-info}/METADATA +45 -38
  87. basilisk_engine-0.1.25.dist-info/RECORD +106 -0
  88. {basilisk_engine-0.1.24.dist-info → basilisk_engine-0.1.25.dist-info}/WHEEL +1 -1
  89. basilisk_engine-0.1.24.dist-info/RECORD +0 -106
  90. {basilisk_engine-0.1.24.dist-info → basilisk_engine-0.1.25.dist-info}/top_level.txt +0 -0
@@ -1,60 +1,60 @@
1
- #version 330 core
2
-
3
- layout (location = 0) out vec4 fragColor;
4
-
5
- // Structs needed for the shader
6
- struct textArray {
7
- sampler2DArray array;
8
- };
9
-
10
- struct Material {
11
- vec3 color;
12
- float roughness;
13
- float subsurface;
14
- float sheen;
15
- float sheenTint;
16
- float anisotropic;
17
- float specular;
18
- float metallicness;
19
- float specularTint;
20
- float clearcoat;
21
- float clearcoatGloss;
22
-
23
- int hasAlbedoMap;
24
- vec2 albedoMap;
25
- int hasNormalMap;
26
- vec2 normalMap;
27
- int hasRoughnessMap;
28
- vec2 roughnessMap;
29
- int hasAoMap;
30
- vec2 aoMap;
31
- };
32
- in vec2 uv;
33
- in mat3 TBN;
34
-
35
- // Material attributes
36
- flat in Material mtl;
37
-
38
- // Uniforms
39
- uniform textArray textureArrays[5];
40
-
41
-
42
- vec3 getNormal(Material mtl, mat3 TBN){
43
- // Isolate the normal vector from the TBN basis
44
- vec3 normal = TBN[2];
45
- // Apply normal map if the material has one
46
- if (bool(mtl.hasNormalMap)) {
47
- normal = texture(textureArrays[int(round(mtl.normalMap.x))].array, vec3(uv, round(mtl.normalMap.y))).rgb * 2.0 - 1.0;
48
- normal = normalize(TBN * normal);
49
- }
50
- // Return vector
51
- return normal;
52
- }
53
-
54
- void main() {
55
- // Get lighting vectors
56
- vec3 normal = getNormal(mtl, TBN);
57
-
58
- // Output fragment color
59
- fragColor = vec4(normal, 1.0);
1
+ #version 330 core
2
+
3
+ layout (location = 0) out vec4 fragColor;
4
+
5
+ // Structs needed for the shader
6
+ struct textArray {
7
+ sampler2DArray array;
8
+ };
9
+
10
+ struct Material {
11
+ vec3 color;
12
+ float roughness;
13
+ float subsurface;
14
+ float sheen;
15
+ float sheenTint;
16
+ float anisotropic;
17
+ float specular;
18
+ float metallicness;
19
+ float specularTint;
20
+ float clearcoat;
21
+ float clearcoatGloss;
22
+
23
+ int hasAlbedoMap;
24
+ vec2 albedoMap;
25
+ int hasNormalMap;
26
+ vec2 normalMap;
27
+ int hasRoughnessMap;
28
+ vec2 roughnessMap;
29
+ int hasAoMap;
30
+ vec2 aoMap;
31
+ };
32
+ in vec2 uv;
33
+ in mat3 TBN;
34
+
35
+ // Material attributes
36
+ flat in Material mtl;
37
+
38
+ // Uniforms
39
+ uniform textArray textureArrays[5];
40
+
41
+
42
+ vec3 getNormal(Material mtl, mat3 TBN){
43
+ // Isolate the normal vector from the TBN basis
44
+ vec3 normal = TBN[2];
45
+ // Apply normal map if the material has one
46
+ if (bool(mtl.hasNormalMap)) {
47
+ normal = texture(textureArrays[int(round(mtl.normalMap.x))].array, vec3(uv, round(mtl.normalMap.y))).rgb * 2.0 - 1.0;
48
+ normal = normalize(TBN * normal);
49
+ }
50
+ // Return vector
51
+ return normal;
52
+ }
53
+
54
+ void main() {
55
+ // Get lighting vectors
56
+ vec3 normal = getNormal(mtl, TBN);
57
+
58
+ // Output fragment color
59
+ fragColor = vec4(normal, 1.0);
60
60
  }
@@ -1,97 +1,97 @@
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
- layout (location = 5) in vec3 obj_position;
10
- layout (location = 6) in vec4 obj_rotation;
11
- layout (location = 7) in vec3 obj_scale;
12
- layout (location = 8) in float obj_material;
13
-
14
- // Variables passed on to the fragment shader
15
- out vec2 uv;
16
- out mat3 TBN;
17
-
18
- // Material struct sent to fragment shader
19
- struct Material {
20
- vec3 color;
21
- float roughness;
22
- float subsurface;
23
- float sheen;
24
- float sheenTint;
25
- float anisotropic;
26
- float specular;
27
- float metallicness;
28
- float specularTint;
29
- float clearcoat;
30
- float clearcoatGloss;
31
-
32
- int hasAlbedoMap;
33
- vec2 albedoMap;
34
- int hasNormalMap;
35
- vec2 normalMap;
36
- int hasRoughnessMap;
37
- vec2 roughnessMap;
38
- int hasAoMap;
39
- vec2 aoMap;
40
- };
41
- flat out Material mtl;
42
-
43
- // Uniforms
44
- uniform mat4 projectionMatrix;
45
- uniform mat4 viewMatrix;
46
- 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);
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
+ layout (location = 5) in vec3 obj_position;
10
+ layout (location = 6) in vec4 obj_rotation;
11
+ layout (location = 7) in vec3 obj_scale;
12
+ layout (location = 8) in float obj_material;
13
+
14
+ // Variables passed on to the fragment shader
15
+ out vec2 uv;
16
+ out mat3 TBN;
17
+
18
+ // Material struct sent to fragment shader
19
+ struct Material {
20
+ vec3 color;
21
+ float roughness;
22
+ float subsurface;
23
+ float sheen;
24
+ float sheenTint;
25
+ float anisotropic;
26
+ float specular;
27
+ float metallicness;
28
+ float specularTint;
29
+ float clearcoat;
30
+ float clearcoatGloss;
31
+
32
+ int hasAlbedoMap;
33
+ vec2 albedoMap;
34
+ int hasNormalMap;
35
+ vec2 normalMap;
36
+ int hasRoughnessMap;
37
+ vec2 roughnessMap;
38
+ int hasAoMap;
39
+ vec2 aoMap;
40
+ };
41
+ flat out Material mtl;
42
+
43
+ // Uniforms
44
+ uniform mat4 projectionMatrix;
45
+ uniform mat4 viewMatrix;
46
+ 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
97
  }
@@ -1,72 +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));
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
72
  }
@@ -1,85 +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);
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
85
  }
basilisk/shaders/sky.frag CHANGED
@@ -1,10 +1,10 @@
1
- #version 330 core
2
- out vec4 fragColor;
3
-
4
- in vec3 texCubeCoords;
5
-
6
- uniform samplerCube skyboxTexture;
7
-
8
- void main() {
9
- fragColor = texture(skyboxTexture, texCubeCoords);
1
+ #version 330 core
2
+ out vec4 fragColor;
3
+
4
+ in vec3 texCubeCoords;
5
+
6
+ uniform samplerCube skyboxTexture;
7
+
8
+ void main() {
9
+ fragColor = texture(skyboxTexture, texCubeCoords);
10
10
  }
basilisk/shaders/sky.vert CHANGED
@@ -1,14 +1,14 @@
1
- #version 330 core
2
- layout (location = 0) in vec3 in_position;
3
-
4
- out vec3 texCubeCoords;
5
-
6
- uniform mat4 projectionMatrix;
7
- uniform mat4 viewMatrix;
8
-
9
- void main() {
10
- texCubeCoords = in_position;
11
- vec4 pos = projectionMatrix * mat4(mat3(viewMatrix)) * vec4(in_position, 1.0);
12
- gl_Position = pos.xyww;
13
- gl_Position.z -= 0.0001;
1
+ #version 330 core
2
+ layout (location = 0) in vec3 in_position;
3
+
4
+ out vec3 texCubeCoords;
5
+
6
+ uniform mat4 projectionMatrix;
7
+ uniform mat4 viewMatrix;
8
+
9
+ void main() {
10
+ texCubeCoords = in_position;
11
+ vec4 pos = projectionMatrix * mat4(mat3(viewMatrix)) * vec4(in_position, 1.0);
12
+ gl_Position = pos.xyww;
13
+ gl_Position.z -= 0.0001;
14
14
  }