basilisk-engine 0.1.52__py3-none-any.whl → 0.1.53__py3-none-any.whl

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.

Potentially problematic release.


This version of basilisk-engine might be problematic. Click here for more details.

Files changed (94) hide show
  1. basilisk/__init__.py +27 -27
  2. basilisk/audio/sound.py +40 -40
  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 +225 -225
  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 +53 -53
  18. basilisk/draw/draw.py +100 -100
  19. basilisk/draw/draw_handler.py +181 -181
  20. basilisk/draw/font_renderer.py +28 -28
  21. basilisk/engine.py +168 -168
  22. basilisk/generic/abstract_bvh.py +15 -15
  23. basilisk/generic/abstract_custom.py +133 -133
  24. basilisk/generic/collisions.py +70 -70
  25. basilisk/generic/input_validation.py +82 -82
  26. basilisk/generic/math.py +17 -17
  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 +90 -90
  37. basilisk/input_output/path.py +14 -14
  38. basilisk/mesh/cube.py +33 -33
  39. basilisk/mesh/mesh.py +233 -233
  40. basilisk/mesh/mesh_from_data.py +150 -150
  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 +709 -709
  47. basilisk/nodes/node_handler.py +106 -106
  48. basilisk/particles/particle_handler.py +68 -68
  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 -103
  54. basilisk/render/bloom.py +117 -117
  55. basilisk/render/camera.py +260 -260
  56. basilisk/render/chunk.py +113 -113
  57. basilisk/render/chunk_handler.py +167 -167
  58. basilisk/render/frame.py +130 -130
  59. basilisk/render/framebuffer.py +192 -192
  60. basilisk/render/image.py +128 -128
  61. basilisk/render/image_handler.py +120 -120
  62. basilisk/render/light.py +96 -96
  63. basilisk/render/light_handler.py +58 -58
  64. basilisk/render/material.py +232 -232
  65. basilisk/render/material_handler.py +133 -133
  66. basilisk/render/post_process.py +180 -180
  67. basilisk/render/shader.py +135 -135
  68. basilisk/render/shader_handler.py +109 -109
  69. basilisk/render/sky.py +119 -119
  70. basilisk/scene.py +295 -295
  71. basilisk/shaders/batch.frag +291 -291
  72. basilisk/shaders/batch.vert +117 -117
  73. basilisk/shaders/bloom_downsample.frag +23 -23
  74. basilisk/shaders/bloom_upsample.frag +33 -33
  75. basilisk/shaders/crt.frag +34 -34
  76. basilisk/shaders/draw.frag +27 -27
  77. basilisk/shaders/draw.vert +25 -25
  78. basilisk/shaders/filter.frag +22 -22
  79. basilisk/shaders/frame.frag +13 -13
  80. basilisk/shaders/frame.vert +13 -13
  81. basilisk/shaders/frame_hdr.frag +27 -27
  82. basilisk/shaders/geometry.frag +10 -10
  83. basilisk/shaders/geometry.vert +41 -41
  84. basilisk/shaders/normal.frag +62 -62
  85. basilisk/shaders/normal.vert +96 -96
  86. basilisk/shaders/particle.frag +81 -81
  87. basilisk/shaders/particle.vert +86 -86
  88. basilisk/shaders/sky.frag +23 -23
  89. basilisk/shaders/sky.vert +13 -13
  90. {basilisk_engine-0.1.52.dist-info → basilisk_engine-0.1.53.dist-info}/METADATA +82 -89
  91. basilisk_engine-0.1.53.dist-info/RECORD +110 -0
  92. {basilisk_engine-0.1.52.dist-info → basilisk_engine-0.1.53.dist-info}/WHEEL +1 -1
  93. basilisk_engine-0.1.52.dist-info/RECORD +0 -110
  94. {basilisk_engine-0.1.52.dist-info → basilisk_engine-0.1.53.dist-info}/top_level.txt +0 -0
@@ -1,292 +1,292 @@
1
- #version 330 core
2
-
3
- layout (location = 0) out vec4 fragColor;
4
- layout (location = 1) out vec4 bloomColor;
5
- layout (location = 2) out vec4 normalTexture;
6
-
7
-
8
- // Structs needed for the shader
9
- struct textArray {
10
- sampler2DArray array;
11
- };
12
-
13
- struct DirectionalLight {
14
- vec3 direction;
15
- float intensity;
16
- vec3 color;
17
- float ambient;
18
- };
19
-
20
- // Material struct sent to fragment shader
21
- struct Material {
22
- vec3 color;
23
- vec3 emissiveColor;
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
-
45
- struct LightResult {
46
- vec3 diffuse;
47
- vec3 specular;
48
- vec3 clearcoat;
49
- };
50
-
51
- in vec2 uv;
52
- in vec3 position;
53
- in mat3 TBN;
54
-
55
- // Material attributes
56
- flat in Material mtl;
57
-
58
- // Uniforms
59
- uniform vec3 cameraPosition;
60
- const int maxDirLights = 5;
61
- uniform DirectionalLight dirLights[maxDirLights];
62
- uniform int numDirLights;
63
- uniform textArray textureArrays[5];
64
- uniform samplerCube skyboxTexture;
65
-
66
-
67
- float luminance(vec3 color) {
68
- return dot(color, vec3(0.299, 0.587, 0.114));
69
- }
70
-
71
- float sqr(float x) {
72
- return x * x;
73
- }
74
-
75
- float SchlickFresnel(float x) {
76
- x = clamp(1.0 - x, 0.0, 1.0);
77
- float x2 = x * x;
78
- return x2 * x2 * x;
79
- }
80
-
81
- float GTR1(float ndoth, float a) {
82
- float a2 = a * a;
83
- float t = 1.0 + (a2 - 1.0) * ndoth * ndoth;
84
- return (a2 - 1.0) / (3.1415 * log(a2) * t);
85
- }
86
-
87
- float AnisotropicGTR2(float ndoth, float hdotx, float hdoty, float ax, float ay) {
88
- return 1 / (3.1415 * ax * ay * sqr(sqr(hdotx / ax) + sqr(hdoty / ay) + sqr(ndoth)));
89
- }
90
-
91
- float SmithGGX(float alpha, float ndotl, float ndotv) {
92
- float a = ndotv * sqrt(alpha + ndotl * (ndotl - alpha * ndotl));
93
- float b = ndotl * sqrt(alpha + ndotv * (ndotv - alpha * ndotv));
94
-
95
- return 0.5 / (a + b);
96
- }
97
-
98
- float AnisotropicSmithGGX(float ndots, float sdotx, float sdoty, float ax, float ay) {
99
- return 1 / (ndots + sqrt(pow(sdotx * ax, 2) + pow(sdoty * ay, 2) + pow(ndots, 2)));
100
- }
101
-
102
- // Diffuse model as outlined by Burley: https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf
103
- // Much help from Acerola's video on the topic: https://www.youtube.com/watch?v=KkOkx0FiHDA&t=570s
104
- LightResult PrincipledDiffuse(DirectionalLight light, Material mtl, vec3 albedo, float roughness, vec3 N, vec3 V, vec3 X, vec3 Y) {
105
-
106
- LightResult result;
107
-
108
- vec3 L = normalize(-light.direction); // light direction
109
- vec3 H = normalize(L + V); // half vector
110
-
111
- // Commonly used values
112
- float cos_theta_l = clamp(dot(N, L), 0.0, 1.0);
113
- float cos_theta_V = clamp(dot(N, V), 0.0, 1.0);
114
- float cos_theta_D = clamp(dot(L, H), 0.0, 1.0); // Also equal to dot(V, H) by symetry
115
-
116
- float ndoth = dot(N, H);
117
- float hdotx = dot(H, X);
118
- float hdoty = dot(H, Y);
119
- float ldotx = dot(L, X);
120
- float ldoty = dot(L, Y);
121
- float vdotx = dot(V, X);
122
- float vdoty = dot(V, Y);
123
-
124
- // Color Values
125
- vec3 surfaceColor = albedo;
126
- float Cdlum = luminance(surfaceColor);
127
-
128
- vec3 Ctint = Cdlum > 0.0 ? surfaceColor / Cdlum : vec3(1.0, 1.0, 1.0);
129
- vec3 Cspec0 = mix(mtl.specular * 0.08 * mix(vec3(1.0, 1.0, 1.0), Ctint, mtl.specularTint), surfaceColor, mtl.metallicness);
130
- vec3 Csheen = mix(vec3(1.0, 1.0, 1.0), Ctint, mtl.sheenTint);
131
-
132
- // Diffuse
133
- float FL = SchlickFresnel(cos_theta_l);
134
- float FV = SchlickFresnel(cos_theta_V);
135
- float Fss90 = cos_theta_D * cos_theta_D * roughness;
136
- float Fd90 = 0.5 + 2.0 * Fss90;
137
-
138
- float Fd = mix(1.0, Fd90, FL) * mix(1.0, Fd90, FV);
139
-
140
- // Subsurface
141
- float Fss = mix(1.0, Fss90, FL) * mix(1.0, Fss90, FV);
142
- float ss = 1.25 * (Fss * ((1 / (cos_theta_l + cos_theta_V)) - 0.5) + 0.5);
143
-
144
- // Specular
145
- float alpha = roughness * roughness;
146
- float aspect = sqrt(1.0 - 0.9 * mtl.anisotropic);
147
- float alpha_x = max(0.001, alpha / aspect);
148
- float alpha_y = max(0.001, alpha * aspect);
149
-
150
-
151
- // Anisotropic Microfacet Normal Distribution
152
- float Ds = AnisotropicGTR2(ndoth, hdotx, hdoty, alpha_x, alpha_y);
153
-
154
- // Geometric Attenuation
155
- float GalphaSquared = pow(0.5 + roughness * 0.5, 2);
156
- float GalphaX = max(0.001, GalphaSquared / aspect);
157
- float GalphaY = max(0.001, GalphaSquared * aspect);
158
- float G = AnisotropicSmithGGX(cos_theta_l, ldotx, ldoty, GalphaX, GalphaY);
159
- G = sqrt(G);
160
- G *= AnisotropicSmithGGX(cos_theta_V, vdotx, vdoty, GalphaX, GalphaY);
161
-
162
- // Fresnel Reflectance
163
- float FH = SchlickFresnel(cos_theta_D);
164
- vec3 F = mix(Cspec0, vec3(1.0, 1.0, 1.0), FH);
165
-
166
- // Sheen lobe
167
- vec3 Fsheen = FH * mtl.sheen * Csheen;
168
-
169
- // Clearcoat
170
- float Dr = GTR1(ndoth, mix(0.1, 0.001, mtl.clearcoatGloss)); // Normalized Isotropic GTR Gamma == 1
171
- float Fr = mix(0.04, 1.0, FH);
172
- float Gr = SmithGGX(cos_theta_l, cos_theta_V, 0.25);
173
-
174
- // Result for all lobes
175
-
176
- result.diffuse = max(vec3(0.0), (1 / 3.1415) * albedo * (mix(Fd, ss, mtl.subsurface) + Fsheen) * (1.0 - mtl.metallicness) * cos_theta_l);
177
- result.specular = max(vec3(0.0), vec3(Ds * F * G) * cos_theta_l);
178
- result.clearcoat = max(vec3(0.0), vec3(0.25 * mtl.clearcoat * Gr * Fr * Dr) * cos_theta_l);
179
-
180
- // Combine lobes and multiply weakening factor and light attributes
181
- return result;
182
- }
183
-
184
- vec3 getAlbedo(Material mtl, vec2 uv, float gamma) {
185
- vec3 albedo = mtl.color;
186
- if (bool(mtl.hasAlbedoMap)){
187
- albedo *= pow(texture(textureArrays[int(round(mtl.albedoMap.x))].array, vec3(uv, round(mtl.albedoMap.y))).rgb, vec3(gamma));
188
- }
189
- return albedo;
190
- }
191
-
192
- vec3 getNormal(Material mtl, mat3 TBN){
193
- // Isolate the normal vector from the TBN basis
194
- vec3 normal = TBN[2];
195
- // Apply normal map if the material has one
196
- if (bool(mtl.hasNormalMap)) {
197
- normal = texture(textureArrays[int(round(mtl.normalMap.x))].array, vec3(uv, round(mtl.normalMap.y))).rgb * 2.0 - 1.0;
198
- normal = normalize(TBN * normal);
199
- }
200
- // Return vector
201
- return normal;
202
- }
203
-
204
- float getAo(Material mtl, vec2 uv) {
205
- float ao;
206
- if (bool(mtl.hasAoMap)){
207
- ao = texture(textureArrays[int(round(mtl.aoMap.x))].array, vec3(uv, round(mtl.aoMap.y))).a;
208
- }
209
- else {
210
- ao = 1.0;
211
- }
212
- return ao;
213
- }
214
-
215
- float getRoughness(Material mtl, vec2 uv) {
216
- float roughness;
217
- if (bool(mtl.hasRoughnessMap)){
218
- roughness = texture(textureArrays[int(round(mtl.roughnessMap.x))].array, vec3(uv, round(mtl.roughnessMap.y))).a;
219
- }
220
- else {
221
- roughness = mtl.roughness;
222
- }
223
- return roughness;
224
- }
225
-
226
- void main() {
227
- float gamma = 2.2;
228
- vec3 viewDir = vec3(normalize(cameraPosition - position));
229
-
230
- // Get lighting vectors
231
- vec3 albedo = getAlbedo(mtl, uv, gamma);
232
- vec3 normal = getNormal(mtl, TBN);
233
- float ao = getAo(mtl, uv);
234
- float roughness = getRoughness(mtl, uv);
235
- vec3 tangent = TBN[0];
236
- vec3 bitangent = TBN[1];
237
-
238
- // Orthogonalize the tangent and bitangent according to the mapped normal vector
239
- tangent = tangent - dot(normal, tangent) * normal;
240
- bitangent = bitangent - dot(normal, bitangent) * normal - dot(tangent, bitangent) * tangent;
241
-
242
- // Lighting variables
243
- vec3 N = normalize(normal); // normal
244
- vec3 V = normalize(cameraPosition - position); // view vector
245
- vec3 X = normalize(tangent); // Tangent Vector
246
- vec3 Y = normalize(bitangent); // Bitangent Vector
247
-
248
- // Indirect lighting
249
- vec3 ambient_sky = texture(skyboxTexture, N).rgb;
250
- vec3 reflect_sky = texture(skyboxTexture, reflect(-V, N)).rgb;
251
-
252
- LightResult lightResult;
253
- lightResult.diffuse = vec3(0.0);
254
- lightResult.specular = vec3(0.0);
255
- lightResult.clearcoat = vec3(0.0);
256
-
257
- // Add result from each directional light in the scene
258
- for (int i = 0; i < numDirLights; i++) {
259
- // Caculate the light for the directional light
260
- LightResult dirLightResult = PrincipledDiffuse(dirLights[i], mtl, albedo, roughness, N, V, X, Y);
261
- vec3 lightFactor = dirLights[i].intensity * dirLights[i].color;
262
- // Add each lobe
263
- lightResult.diffuse += dirLightResult.diffuse * lightFactor;
264
- lightResult.specular += dirLightResult.specular * lightFactor;
265
- lightResult.clearcoat += dirLightResult.clearcoat * lightFactor;
266
- }
267
-
268
- lightResult.specular = min(vec3(1.0), lightResult.specular);
269
- lightResult.specular *= mix(vec3(1.0), reflect_sky, mtl.metallicness) * luminance(reflect_sky);
270
- lightResult.diffuse *= mix(vec3(1.0), ambient_sky, 0.25);
271
- lightResult.diffuse *= ao;
272
-
273
- vec3 finalColor = lightResult.diffuse + lightResult.specular + lightResult.clearcoat;
274
-
275
- float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722)) + dot(lightResult.specular, vec3(.15)) + dot(mtl.emissiveColor, vec3(1));
276
- // Filter out bright pixels for bloom
277
- float threshold = 0.5;
278
- if (brightness > threshold) {
279
- bloomColor = vec4(max(finalColor + mtl.emissiveColor - threshold, 0.0), 1.0);
280
- }
281
- else{
282
- bloomColor = vec4(0.0, 0.0, 0.0, 1.0);
283
- }
284
-
285
-
286
- // Output fragment color
287
- finalColor += albedo * 0.3 * mix(vec3(1.0), reflect_sky, mtl.metallicness) + mtl.emissiveColor;
288
- fragColor = vec4(finalColor, 1.0);
289
-
290
- normalTexture = vec4(abs(N), 1.0);
291
-
1
+ #version 330 core
2
+
3
+ layout (location = 0) out vec4 fragColor;
4
+ layout (location = 1) out vec4 bloomColor;
5
+ layout (location = 2) out vec4 normalTexture;
6
+
7
+
8
+ // Structs needed for the shader
9
+ struct textArray {
10
+ sampler2DArray array;
11
+ };
12
+
13
+ struct DirectionalLight {
14
+ vec3 direction;
15
+ float intensity;
16
+ vec3 color;
17
+ float ambient;
18
+ };
19
+
20
+ // Material struct sent to fragment shader
21
+ struct Material {
22
+ vec3 color;
23
+ vec3 emissiveColor;
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
+
45
+ struct LightResult {
46
+ vec3 diffuse;
47
+ vec3 specular;
48
+ vec3 clearcoat;
49
+ };
50
+
51
+ in vec2 uv;
52
+ in vec3 position;
53
+ in mat3 TBN;
54
+
55
+ // Material attributes
56
+ flat in Material mtl;
57
+
58
+ // Uniforms
59
+ uniform vec3 cameraPosition;
60
+ const int maxDirLights = 5;
61
+ uniform DirectionalLight dirLights[maxDirLights];
62
+ uniform int numDirLights;
63
+ uniform textArray textureArrays[5];
64
+ uniform samplerCube skyboxTexture;
65
+
66
+
67
+ float luminance(vec3 color) {
68
+ return dot(color, vec3(0.299, 0.587, 0.114));
69
+ }
70
+
71
+ float sqr(float x) {
72
+ return x * x;
73
+ }
74
+
75
+ float SchlickFresnel(float x) {
76
+ x = clamp(1.0 - x, 0.0, 1.0);
77
+ float x2 = x * x;
78
+ return x2 * x2 * x;
79
+ }
80
+
81
+ float GTR1(float ndoth, float a) {
82
+ float a2 = a * a;
83
+ float t = 1.0 + (a2 - 1.0) * ndoth * ndoth;
84
+ return (a2 - 1.0) / (3.1415 * log(a2) * t);
85
+ }
86
+
87
+ float AnisotropicGTR2(float ndoth, float hdotx, float hdoty, float ax, float ay) {
88
+ return 1 / (3.1415 * ax * ay * sqr(sqr(hdotx / ax) + sqr(hdoty / ay) + sqr(ndoth)));
89
+ }
90
+
91
+ float SmithGGX(float alpha, float ndotl, float ndotv) {
92
+ float a = ndotv * sqrt(alpha + ndotl * (ndotl - alpha * ndotl));
93
+ float b = ndotl * sqrt(alpha + ndotv * (ndotv - alpha * ndotv));
94
+
95
+ return 0.5 / (a + b);
96
+ }
97
+
98
+ float AnisotropicSmithGGX(float ndots, float sdotx, float sdoty, float ax, float ay) {
99
+ return 1 / (ndots + sqrt(pow(sdotx * ax, 2) + pow(sdoty * ay, 2) + pow(ndots, 2)));
100
+ }
101
+
102
+ // Diffuse model as outlined by Burley: https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf
103
+ // Much help from Acerola's video on the topic: https://www.youtube.com/watch?v=KkOkx0FiHDA&t=570s
104
+ LightResult PrincipledDiffuse(DirectionalLight light, Material mtl, vec3 albedo, float roughness, vec3 N, vec3 V, vec3 X, vec3 Y) {
105
+
106
+ LightResult result;
107
+
108
+ vec3 L = normalize(-light.direction); // light direction
109
+ vec3 H = normalize(L + V); // half vector
110
+
111
+ // Commonly used values
112
+ float cos_theta_l = clamp(dot(N, L), 0.0, 1.0);
113
+ float cos_theta_V = clamp(dot(N, V), 0.0, 1.0);
114
+ float cos_theta_D = clamp(dot(L, H), 0.0, 1.0); // Also equal to dot(V, H) by symetry
115
+
116
+ float ndoth = dot(N, H);
117
+ float hdotx = dot(H, X);
118
+ float hdoty = dot(H, Y);
119
+ float ldotx = dot(L, X);
120
+ float ldoty = dot(L, Y);
121
+ float vdotx = dot(V, X);
122
+ float vdoty = dot(V, Y);
123
+
124
+ // Color Values
125
+ vec3 surfaceColor = albedo;
126
+ float Cdlum = luminance(surfaceColor);
127
+
128
+ vec3 Ctint = Cdlum > 0.0 ? surfaceColor / Cdlum : vec3(1.0, 1.0, 1.0);
129
+ vec3 Cspec0 = mix(mtl.specular * 0.08 * mix(vec3(1.0, 1.0, 1.0), Ctint, mtl.specularTint), surfaceColor, mtl.metallicness);
130
+ vec3 Csheen = mix(vec3(1.0, 1.0, 1.0), Ctint, mtl.sheenTint);
131
+
132
+ // Diffuse
133
+ float FL = SchlickFresnel(cos_theta_l);
134
+ float FV = SchlickFresnel(cos_theta_V);
135
+ float Fss90 = cos_theta_D * cos_theta_D * roughness;
136
+ float Fd90 = 0.5 + 2.0 * Fss90;
137
+
138
+ float Fd = mix(1.0, Fd90, FL) * mix(1.0, Fd90, FV);
139
+
140
+ // Subsurface
141
+ float Fss = mix(1.0, Fss90, FL) * mix(1.0, Fss90, FV);
142
+ float ss = 1.25 * (Fss * ((1 / (cos_theta_l + cos_theta_V)) - 0.5) + 0.5);
143
+
144
+ // Specular
145
+ float alpha = roughness * roughness;
146
+ float aspect = sqrt(1.0 - 0.9 * mtl.anisotropic);
147
+ float alpha_x = max(0.001, alpha / aspect);
148
+ float alpha_y = max(0.001, alpha * aspect);
149
+
150
+
151
+ // Anisotropic Microfacet Normal Distribution
152
+ float Ds = AnisotropicGTR2(ndoth, hdotx, hdoty, alpha_x, alpha_y);
153
+
154
+ // Geometric Attenuation
155
+ float GalphaSquared = pow(0.5 + roughness * 0.5, 2);
156
+ float GalphaX = max(0.001, GalphaSquared / aspect);
157
+ float GalphaY = max(0.001, GalphaSquared * aspect);
158
+ float G = AnisotropicSmithGGX(cos_theta_l, ldotx, ldoty, GalphaX, GalphaY);
159
+ G = sqrt(G);
160
+ G *= AnisotropicSmithGGX(cos_theta_V, vdotx, vdoty, GalphaX, GalphaY);
161
+
162
+ // Fresnel Reflectance
163
+ float FH = SchlickFresnel(cos_theta_D);
164
+ vec3 F = mix(Cspec0, vec3(1.0, 1.0, 1.0), FH);
165
+
166
+ // Sheen lobe
167
+ vec3 Fsheen = FH * mtl.sheen * Csheen;
168
+
169
+ // Clearcoat
170
+ float Dr = GTR1(ndoth, mix(0.1, 0.001, mtl.clearcoatGloss)); // Normalized Isotropic GTR Gamma == 1
171
+ float Fr = mix(0.04, 1.0, FH);
172
+ float Gr = SmithGGX(cos_theta_l, cos_theta_V, 0.25);
173
+
174
+ // Result for all lobes
175
+
176
+ result.diffuse = max(vec3(0.0), (1 / 3.1415) * albedo * (mix(Fd, ss, mtl.subsurface) + Fsheen) * (1.0 - mtl.metallicness) * cos_theta_l);
177
+ result.specular = max(vec3(0.0), vec3(Ds * F * G) * cos_theta_l);
178
+ result.clearcoat = max(vec3(0.0), vec3(0.25 * mtl.clearcoat * Gr * Fr * Dr) * cos_theta_l);
179
+
180
+ // Combine lobes and multiply weakening factor and light attributes
181
+ return result;
182
+ }
183
+
184
+ vec3 getAlbedo(Material mtl, vec2 uv, float gamma) {
185
+ vec3 albedo = mtl.color;
186
+ if (bool(mtl.hasAlbedoMap)){
187
+ albedo *= pow(texture(textureArrays[int(round(mtl.albedoMap.x))].array, vec3(uv, round(mtl.albedoMap.y))).rgb, vec3(gamma));
188
+ }
189
+ return albedo;
190
+ }
191
+
192
+ vec3 getNormal(Material mtl, mat3 TBN){
193
+ // Isolate the normal vector from the TBN basis
194
+ vec3 normal = TBN[2];
195
+ // Apply normal map if the material has one
196
+ if (bool(mtl.hasNormalMap)) {
197
+ normal = texture(textureArrays[int(round(mtl.normalMap.x))].array, vec3(uv, round(mtl.normalMap.y))).rgb * 2.0 - 1.0;
198
+ normal = normalize(TBN * normal);
199
+ }
200
+ // Return vector
201
+ return normal;
202
+ }
203
+
204
+ float getAo(Material mtl, vec2 uv) {
205
+ float ao;
206
+ if (bool(mtl.hasAoMap)){
207
+ ao = texture(textureArrays[int(round(mtl.aoMap.x))].array, vec3(uv, round(mtl.aoMap.y))).a;
208
+ }
209
+ else {
210
+ ao = 1.0;
211
+ }
212
+ return ao;
213
+ }
214
+
215
+ float getRoughness(Material mtl, vec2 uv) {
216
+ float roughness;
217
+ if (bool(mtl.hasRoughnessMap)){
218
+ roughness = texture(textureArrays[int(round(mtl.roughnessMap.x))].array, vec3(uv, round(mtl.roughnessMap.y))).a;
219
+ }
220
+ else {
221
+ roughness = mtl.roughness;
222
+ }
223
+ return roughness;
224
+ }
225
+
226
+ void main() {
227
+ float gamma = 2.2;
228
+ vec3 viewDir = vec3(normalize(cameraPosition - position));
229
+
230
+ // Get lighting vectors
231
+ vec3 albedo = getAlbedo(mtl, uv, gamma);
232
+ vec3 normal = getNormal(mtl, TBN);
233
+ float ao = getAo(mtl, uv);
234
+ float roughness = getRoughness(mtl, uv);
235
+ vec3 tangent = TBN[0];
236
+ vec3 bitangent = TBN[1];
237
+
238
+ // Orthogonalize the tangent and bitangent according to the mapped normal vector
239
+ tangent = tangent - dot(normal, tangent) * normal;
240
+ bitangent = bitangent - dot(normal, bitangent) * normal - dot(tangent, bitangent) * tangent;
241
+
242
+ // Lighting variables
243
+ vec3 N = normalize(normal); // normal
244
+ vec3 V = normalize(cameraPosition - position); // view vector
245
+ vec3 X = normalize(tangent); // Tangent Vector
246
+ vec3 Y = normalize(bitangent); // Bitangent Vector
247
+
248
+ // Indirect lighting
249
+ vec3 ambient_sky = texture(skyboxTexture, N).rgb;
250
+ vec3 reflect_sky = texture(skyboxTexture, reflect(-V, N)).rgb;
251
+
252
+ LightResult lightResult;
253
+ lightResult.diffuse = vec3(0.0);
254
+ lightResult.specular = vec3(0.0);
255
+ lightResult.clearcoat = vec3(0.0);
256
+
257
+ // Add result from each directional light in the scene
258
+ for (int i = 0; i < numDirLights; i++) {
259
+ // Caculate the light for the directional light
260
+ LightResult dirLightResult = PrincipledDiffuse(dirLights[i], mtl, albedo, roughness, N, V, X, Y);
261
+ vec3 lightFactor = dirLights[i].intensity * dirLights[i].color;
262
+ // Add each lobe
263
+ lightResult.diffuse += dirLightResult.diffuse * lightFactor;
264
+ lightResult.specular += dirLightResult.specular * lightFactor;
265
+ lightResult.clearcoat += dirLightResult.clearcoat * lightFactor;
266
+ }
267
+
268
+ lightResult.specular = min(vec3(1.0), lightResult.specular);
269
+ lightResult.specular *= mix(vec3(1.0), reflect_sky, mtl.metallicness) * luminance(reflect_sky);
270
+ lightResult.diffuse *= mix(vec3(1.0), ambient_sky, 0.25);
271
+ lightResult.diffuse *= ao;
272
+
273
+ vec3 finalColor = lightResult.diffuse + lightResult.specular + lightResult.clearcoat;
274
+
275
+ float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722)) + dot(lightResult.specular, vec3(.15)) + dot(mtl.emissiveColor, vec3(1));
276
+ // Filter out bright pixels for bloom
277
+ float threshold = 0.5;
278
+ if (brightness > threshold) {
279
+ bloomColor = vec4(max(finalColor + mtl.emissiveColor - threshold, 0.0), 1.0);
280
+ }
281
+ else{
282
+ bloomColor = vec4(0.0, 0.0, 0.0, 1.0);
283
+ }
284
+
285
+
286
+ // Output fragment color
287
+ finalColor += albedo * 0.3 * mix(vec3(1.0), reflect_sky, mtl.metallicness) + mtl.emissiveColor;
288
+ fragColor = vec4(finalColor, 1.0);
289
+
290
+ normalTexture = vec4(abs(N), 1.0);
291
+
292
292
  }