basilisk-engine 0.2.5__cp312-cp312-win_amd64.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.
- basilisk/__init__.py +1 -0
- basilisk/basilisk.cp312-win_amd64.pyd +0 -0
- basilisk/basilisk.pyi +403 -0
- basilisk/shaders/default.frag +15 -0
- basilisk/shaders/default.vert +19 -0
- basilisk/shaders/default2D.frag +11 -0
- basilisk/shaders/default2D.vert +16 -0
- basilisk/shaders/frame.frag +11 -0
- basilisk/shaders/frame.vert +11 -0
- basilisk/shaders/include/material.glsl +52 -0
- basilisk/shaders/include/texture.glsl +11 -0
- basilisk/shaders/instance.frag +30 -0
- basilisk/shaders/instance.vert +27 -0
- basilisk/shaders/instance2D.frag +14 -0
- basilisk/shaders/instance2D.vert +20 -0
- basilisk/shaders/test.frag +15 -0
- basilisk/shaders/test.vert +11 -0
- basilisk_engine-0.2.5.dist-info/METADATA +64 -0
- basilisk_engine-0.2.5.dist-info/RECORD +28 -0
- basilisk_engine-0.2.5.dist-info/WHEEL +5 -0
- include/GLFW/glfw3.h +5912 -0
- include/GLFW/glfw3native.h +628 -0
- lib/cmake/glfw3/glfw3Config.cmake +1 -0
- lib/cmake/glfw3/glfw3ConfigVersion.cmake +65 -0
- lib/cmake/glfw3/glfw3Targets-release.cmake +19 -0
- lib/cmake/glfw3/glfw3Targets.cmake +106 -0
- lib/glfw3.lib +0 -0
- lib/pkgconfig/glfw3.pc +13 -0
basilisk/__init__.py
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from .basilisk import *
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basilisk/basilisk.pyi
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"""
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pybind11 example plugin
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"""
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from __future__ import annotations
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import collections.abc
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import glm
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import typing
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__all__: list[str] = ['Collider', 'Contact', 'Edges', 'Engine', 'FeaturePair', 'Force', 'Image', 'Joint', 'Manifold', 'Material', 'Mesh', 'Motor', 'Node', 'Node2D', 'Rigid', 'Scene', 'Solver', 'Spring']
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class Collider:
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def __init__(self, solver: Solver, vertices: collections.abc.Sequence[glm.vec2]) -> None:
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...
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def getArea(self) -> float:
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...
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def getBaseMoment(self) -> float:
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...
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def getBaseRadius(self) -> float:
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...
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def getCOM(self) -> glm.vec2:
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...
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def getGC(self) -> glm.vec2:
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...
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def getHalfDim(self) -> glm.vec2:
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...
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def getMass(self, arg0: glm.vec2, arg1: typing.SupportsFloat) -> float:
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...
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def getMoment(self, arg0: glm.vec2, arg1: typing.SupportsFloat) -> float:
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...
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def getRadius(self, arg0: glm.vec2) -> float:
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...
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def getVertices(self) -> list[glm.vec2]:
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...
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def setArea(self, arg0: typing.SupportsFloat) -> None:
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...
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def setBaseMoment(self, arg0: typing.SupportsFloat) -> None:
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...
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def setCOM(self, arg0: glm.vec2) -> None:
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...
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def setGC(self, arg0: glm.vec2) -> None:
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...
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def setHalfDim(self, arg0: glm.vec2) -> None:
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...
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def setVertices(self, arg0: collections.abc.Sequence[glm.vec2]) -> None:
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...
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class Contact:
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C0: glm.vec2
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feature: ...
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normal: glm.vec2
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rA: glm.vec2
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rB: glm.vec2
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stick: bool
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class Edges:
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inEdge1: str
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inEdge2: str
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outEdge1: str
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outEdge2: str
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class Engine:
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def __init__(self, width: typing.SupportsInt, height: typing.SupportsInt, title: str, autoMouseGrab: bool = True) -> None:
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...
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def getFrame(self) -> ...:
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...
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def getKeyboard(self) -> ...:
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...
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def getMouse(self) -> ...:
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...
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def getResourceServer(self) -> ...:
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...
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def getWindow(self) -> ...:
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...
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def isRunning(self) -> bool:
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...
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def render(self) -> None:
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...
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def setResolution(self, arg0: typing.SupportsInt, arg1: typing.SupportsInt) -> None:
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...
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def update(self) -> None:
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...
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def useContext(self) -> None:
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...
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class FeaturePair:
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e: ...
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@property
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def value(self) -> int:
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...
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@value.setter
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def value(self, arg0: typing.SupportsInt) -> None:
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...
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class Force:
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def disable(self) -> None:
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...
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def getBodyA(self) -> Rigid:
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...
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def getBodyB(self) -> Rigid:
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...
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def getC(self, arg0: typing.SupportsInt) -> float:
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...
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def getFmax(self, arg0: typing.SupportsInt) -> float:
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...
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def getFmin(self, arg0: typing.SupportsInt) -> float:
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...
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def getFracture(self, arg0: typing.SupportsInt) -> float:
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...
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def getH(self, arg0: typing.SupportsInt, arg1: Rigid) -> ...:
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...
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def getJ(self, arg0: typing.SupportsInt, arg1: Rigid) -> glm.vec3:
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...
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def getLambda(self, arg0: typing.SupportsInt) -> float:
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...
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def getNext(self) -> Force:
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...
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def getNextA(self) -> Force:
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...
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def getNextB(self) -> Force:
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def getPenalty(self, arg0: typing.SupportsInt) -> float:
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...
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def getPrev(self) -> Force:
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def getPrevA(self) -> Force:
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def getPrevB(self) -> Force:
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def getSolver(self) -> Solver:
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...
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def getStiffness(self, arg0: typing.SupportsInt) -> float:
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...
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class Image:
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def __init__(self, arg0: str) -> None:
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...
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def getData(self) -> int:
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...
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def getHeight(self) -> int:
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...
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def getWidth(self) -> int:
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...
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class Joint(Force):
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def __init__(self, solver: Solver, bodyA: Rigid, bodyB: Rigid, rA: glm.vec2, rB: glm.vec2, stiffness: glm.vec3 = ..., fracture: typing.SupportsFloat = ...) -> None:
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...
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def getC0(self) -> glm.vec3:
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def getRA(self) -> glm.vec2:
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def getRB(self) -> glm.vec2:
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def getRestAngle(self) -> float:
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def getTorqueArm(self) -> float:
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def setC0(self, arg0: glm.vec3) -> None:
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def setRA(self, arg0: glm.vec2) -> None:
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def setRB(self, arg0: glm.vec2) -> None:
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def setRestAngle(self, arg0: typing.SupportsFloat) -> None:
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def setTorqueArm(self, arg0: typing.SupportsFloat) -> None:
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class Manifold(Force):
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@staticmethod
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def collide(bodyA: Rigid, bodyB: Rigid, contacts: Contact) -> int:
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...
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def __init__(self, solver: Solver, bodyA: Rigid, bodyB: Rigid) -> None:
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...
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def getContact(self, arg0: typing.SupportsInt) -> Contact:
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def getContactRef(self, arg0: typing.SupportsInt) -> Contact:
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def getFriction(self) -> float:
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...
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def getNumContacts(self) -> int:
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class Material:
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def __init__(self, color: glm.vec3 = ..., albedo: Image = None, normal: Image = None) -> None:
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def getAlbedo(self) -> Image:
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def getColor(self) -> glm.vec3:
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def getNormal(self) -> Image:
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class Mesh:
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def __init__(self, arg0: str, arg1: bool, arg2: bool) -> None:
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...
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def get_indices(self) -> list[int]:
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def get_vertices(self) -> list[float]:
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class Motor(Force):
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def __init__(self, solver: Solver, bodyA: Rigid, bodyB: Rigid, speed: typing.SupportsFloat, maxTorque: typing.SupportsFloat) -> None:
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...
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def getSpeed(self) -> float:
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...
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def setSpeed(self, arg0: typing.SupportsFloat) -> None:
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...
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class Node:
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@typing.overload
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def __init__(self, scene: Scene, mesh: ... = None, material: ... = None, position: glm.vec3, rotation: glm.quat, scale: glm.vec3) -> None:
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...
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@typing.overload
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def __init__(self, parent: Node, mesh: ... = None, material: ... = None, position: glm.vec3, rotation: glm.quat, scale: glm.vec3) -> None:
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...
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@typing.overload
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def __init__(self, arg0: Scene, arg1: Node) -> None:
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...
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def setPosition(self, arg0: glm.vec3) -> None:
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...
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def setRotation(self, arg0: glm.quat) -> None:
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...
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def setScale(self, arg0: glm.vec3) -> None:
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...
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class Node2D:
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@typing.overload
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def __init__(self, scene: ..., mesh: Mesh, material: Material, position: glm.vec2, rotation: typing.SupportsFloat, scale: glm.vec2, velocity: glm.vec3, collider: ..., density: typing.SupportsFloat, friction: typing.SupportsFloat) -> None:
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...
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@typing.overload
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def __init__(self, parent: Node2D, mesh: Mesh, material: Material, position: glm.vec2, rotation: typing.SupportsFloat, scale: glm.vec2, velocity: glm.vec3, collider: ..., density: typing.SupportsFloat, friction: typing.SupportsFloat) -> None:
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...
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@typing.overload
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def __init__(self, arg0: ..., arg1: Node2D) -> None:
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...
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@typing.overload
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def setPosition(self, arg0: glm.vec2) -> None:
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...
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@typing.overload
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def setPosition(self, arg0: glm.vec3) -> None:
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def setRotation(self, arg0: typing.SupportsFloat) -> None:
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def setScale(self, arg0: glm.vec2) -> None:
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def setVelocity(self, arg0: glm.vec3) -> None:
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class Rigid:
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def __init__(self, solver: Solver, node: Node2D, collider: Collider, position: glm.vec3, size: glm.vec2, density: typing.SupportsFloat, friction: typing.SupportsFloat, velocity: glm.vec3) -> None:
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...
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def constrainedTo(self, arg0: Rigid) -> bool:
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...
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def getAABB(self) -> tuple[glm.vec2, glm.vec2]:
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...
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def getCollider(self) -> Collider:
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...
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def getColor(self) -> int:
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...
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def getDegree(self) -> int:
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...
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def getDensity(self) -> float:
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...
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def getForces(self) -> ...:
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...
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def getFriction(self) -> float:
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def getIndex(self) -> int:
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...
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def getInertial(self) -> glm.vec3:
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...
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def getInitial(self) -> glm.vec3:
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def getMass(self) -> float:
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def getMoment(self) -> float:
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def getNext(self) -> Rigid:
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...
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def getNextUnusedColor(self) -> int:
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...
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def getNode(self) -> Node2D:
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def getPosition(self) -> glm.vec3:
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def getPrev(self) -> Rigid:
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def getPrevVelocity(self) -> glm.vec3:
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def getRadius(self) -> float:
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def getSatur(self) -> int:
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def getSize(self) -> glm.vec2:
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def getSolver(self) -> Solver:
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def getVel(self) -> glm.vec3:
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def getVelocity(self) -> glm.vec3:
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...
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def incrSatur(self) -> None:
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...
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def insert(self, arg0: ...) -> None:
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...
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def isColorUsed(self, arg0: typing.SupportsInt) -> bool:
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+
...
|
|
292
|
+
def isColored(self) -> bool:
|
|
293
|
+
...
|
|
294
|
+
def remove(self, arg0: ...) -> None:
|
|
295
|
+
...
|
|
296
|
+
def reserveColors(self, arg0: typing.SupportsInt) -> None:
|
|
297
|
+
...
|
|
298
|
+
def resetColoring(self) -> None:
|
|
299
|
+
...
|
|
300
|
+
def setCollider(self, arg0: Collider) -> None:
|
|
301
|
+
...
|
|
302
|
+
def setFriction(self, arg0: typing.SupportsFloat) -> None:
|
|
303
|
+
...
|
|
304
|
+
def setInertial(self, arg0: glm.vec3) -> None:
|
|
305
|
+
...
|
|
306
|
+
def setInitial(self, arg0: glm.vec3) -> None:
|
|
307
|
+
...
|
|
308
|
+
def setMass(self, arg0: typing.SupportsFloat) -> None:
|
|
309
|
+
...
|
|
310
|
+
def setMoment(self, arg0: typing.SupportsFloat) -> None:
|
|
311
|
+
...
|
|
312
|
+
def setNode(self, arg0: Node2D) -> None:
|
|
313
|
+
...
|
|
314
|
+
def setPosition(self, arg0: glm.vec3) -> None:
|
|
315
|
+
...
|
|
316
|
+
def setPrevVelocity(self, arg0: glm.vec3) -> None:
|
|
317
|
+
...
|
|
318
|
+
def setRadius(self, arg0: typing.SupportsFloat) -> None:
|
|
319
|
+
...
|
|
320
|
+
def setScale(self, arg0: glm.vec2) -> None:
|
|
321
|
+
...
|
|
322
|
+
def setVelocity(self, arg0: glm.vec3) -> None:
|
|
323
|
+
...
|
|
324
|
+
def useColor(self, arg0: typing.SupportsInt) -> None:
|
|
325
|
+
...
|
|
326
|
+
def verifyColoring(self) -> bool:
|
|
327
|
+
...
|
|
328
|
+
class Scene:
|
|
329
|
+
def __init__(self, arg0: Engine) -> None:
|
|
330
|
+
...
|
|
331
|
+
def getCamera(self) -> ...:
|
|
332
|
+
...
|
|
333
|
+
def getShader(self) -> ...:
|
|
334
|
+
...
|
|
335
|
+
def render(self) -> None:
|
|
336
|
+
...
|
|
337
|
+
def setCamera(self, arg0: ...) -> None:
|
|
338
|
+
...
|
|
339
|
+
def update(self) -> None:
|
|
340
|
+
...
|
|
341
|
+
class Solver:
|
|
342
|
+
@staticmethod
|
|
343
|
+
def setGravity(*args, **kwargs) -> None:
|
|
344
|
+
...
|
|
345
|
+
def __init__(self) -> None:
|
|
346
|
+
...
|
|
347
|
+
def getAlpha(self) -> float:
|
|
348
|
+
...
|
|
349
|
+
def getBeta(self) -> float:
|
|
350
|
+
...
|
|
351
|
+
def getDt(self) -> float:
|
|
352
|
+
...
|
|
353
|
+
def getGamma(self) -> float:
|
|
354
|
+
...
|
|
355
|
+
def getGravity(self) -> ...:
|
|
356
|
+
...
|
|
357
|
+
def getIterations(self) -> int:
|
|
358
|
+
...
|
|
359
|
+
def getNumForces(self) -> int:
|
|
360
|
+
...
|
|
361
|
+
def getNumRigids(self) -> int:
|
|
362
|
+
...
|
|
363
|
+
def getPostStabilize(self) -> bool:
|
|
364
|
+
...
|
|
365
|
+
@typing.overload
|
|
366
|
+
def insert(self, arg0: ...) -> None:
|
|
367
|
+
...
|
|
368
|
+
@typing.overload
|
|
369
|
+
def insert(self, arg0: ...) -> None:
|
|
370
|
+
...
|
|
371
|
+
@typing.overload
|
|
372
|
+
def remove(self, arg0: ...) -> None:
|
|
373
|
+
...
|
|
374
|
+
@typing.overload
|
|
375
|
+
def remove(self, arg0: ...) -> None:
|
|
376
|
+
...
|
|
377
|
+
def setAlpha(self, arg0: typing.SupportsFloat) -> None:
|
|
378
|
+
...
|
|
379
|
+
def setBeta(self, arg0: typing.SupportsFloat) -> None:
|
|
380
|
+
...
|
|
381
|
+
def setDt(self, arg0: typing.SupportsFloat) -> None:
|
|
382
|
+
...
|
|
383
|
+
def setGamma(self, arg0: typing.SupportsFloat) -> None:
|
|
384
|
+
...
|
|
385
|
+
def setIterations(self, arg0: typing.SupportsInt) -> None:
|
|
386
|
+
...
|
|
387
|
+
def setPostStabilize(self, arg0: bool) -> None:
|
|
388
|
+
...
|
|
389
|
+
class Spring(Force):
|
|
390
|
+
def __init__(self, solver: Solver, bodyA: Rigid, bodyB: Rigid, rA: glm.vec2, rB: glm.vec2, stiffness: typing.SupportsFloat, rest: typing.SupportsFloat = -1.0) -> None:
|
|
391
|
+
...
|
|
392
|
+
def getRA(self) -> glm.vec2:
|
|
393
|
+
...
|
|
394
|
+
def getRB(self) -> glm.vec2:
|
|
395
|
+
...
|
|
396
|
+
def getRest(self) -> float:
|
|
397
|
+
...
|
|
398
|
+
def setRA(self, arg0: glm.vec2) -> None:
|
|
399
|
+
...
|
|
400
|
+
def setRB(self, arg0: glm.vec2) -> None:
|
|
401
|
+
...
|
|
402
|
+
def setRest(self, arg0: typing.SupportsFloat) -> None:
|
|
403
|
+
...
|
|
@@ -0,0 +1,15 @@
|
|
|
1
|
+
#version 330 core
|
|
2
|
+
|
|
3
|
+
in vec3 normal;
|
|
4
|
+
in vec2 uv;
|
|
5
|
+
|
|
6
|
+
uniform sampler2D uTexture;
|
|
7
|
+
|
|
8
|
+
out vec4 fragColor;
|
|
9
|
+
|
|
10
|
+
void main() {
|
|
11
|
+
vec3 globalLight = normalize(vec3(.5, 1, .25));
|
|
12
|
+
float brightness = (dot(normal, globalLight) + 1) / 2;
|
|
13
|
+
|
|
14
|
+
fragColor = brightness * texture(uTexture, uv);
|
|
15
|
+
}
|
|
@@ -0,0 +1,19 @@
|
|
|
1
|
+
#version 330 core
|
|
2
|
+
|
|
3
|
+
layout (location = 0) in vec3 vPosition;
|
|
4
|
+
layout (location = 1) in vec2 vUV;
|
|
5
|
+
layout (location = 2) in vec3 vNormal;
|
|
6
|
+
|
|
7
|
+
uniform mat4 uModel;
|
|
8
|
+
uniform mat4 uView;
|
|
9
|
+
uniform mat4 uProjection;
|
|
10
|
+
|
|
11
|
+
out vec2 uv;
|
|
12
|
+
out vec3 normal;
|
|
13
|
+
|
|
14
|
+
void main() {
|
|
15
|
+
normal = vNormal;
|
|
16
|
+
uv = vUV;
|
|
17
|
+
|
|
18
|
+
gl_Position = uProjection * uView * uModel * vec4(vPosition, 1.0);
|
|
19
|
+
}
|
|
@@ -0,0 +1,16 @@
|
|
|
1
|
+
#version 330 core
|
|
2
|
+
|
|
3
|
+
layout (location = 0) in vec3 vPosition;
|
|
4
|
+
layout (location = 1) in vec2 vUV;
|
|
5
|
+
|
|
6
|
+
|
|
7
|
+
uniform mat4 uModel;
|
|
8
|
+
uniform mat4 uView;
|
|
9
|
+
uniform mat4 uProjection;
|
|
10
|
+
|
|
11
|
+
out vec2 uv;
|
|
12
|
+
|
|
13
|
+
void main() {
|
|
14
|
+
uv = vUV;
|
|
15
|
+
gl_Position = uProjection * uView * uModel * vec4(vPosition, 1.0);
|
|
16
|
+
}
|
|
@@ -0,0 +1,52 @@
|
|
|
1
|
+
#version 330
|
|
2
|
+
|
|
3
|
+
uniform samplerBuffer materials;
|
|
4
|
+
|
|
5
|
+
struct Material {
|
|
6
|
+
vec3 color;
|
|
7
|
+
|
|
8
|
+
uint albedoArray;
|
|
9
|
+
uint albedoIndex;
|
|
10
|
+
uint normalArray;
|
|
11
|
+
uint normalIndex;
|
|
12
|
+
|
|
13
|
+
float roughness;
|
|
14
|
+
float subsurface;
|
|
15
|
+
float sheen;
|
|
16
|
+
float sheenTint;
|
|
17
|
+
float anisotropic;
|
|
18
|
+
float specular;
|
|
19
|
+
float metallicness;
|
|
20
|
+
float clearcoat;
|
|
21
|
+
float clearcoatGloss;
|
|
22
|
+
};
|
|
23
|
+
|
|
24
|
+
Material getMaterial(int index) {
|
|
25
|
+
Material m;
|
|
26
|
+
|
|
27
|
+
int N = 4; // N = (number of floats per material / 4)
|
|
28
|
+
int base = index * N;
|
|
29
|
+
|
|
30
|
+
vec4 v0 = texelFetch(materials, base + 0);
|
|
31
|
+
vec4 v1 = texelFetch(materials, base + 1);
|
|
32
|
+
vec4 v2 = texelFetch(materials, base + 2);
|
|
33
|
+
vec4 v3 = texelFetch(materials, base + 3);
|
|
34
|
+
|
|
35
|
+
// Unpack to struct fields:
|
|
36
|
+
m.color = v0.rgb;
|
|
37
|
+
m.albedoArray = floatBitsToUint(v0.a);
|
|
38
|
+
m.albedoIndex = floatBitsToUint(v1.x);
|
|
39
|
+
m.normalArray = floatBitsToUint(v1.y);
|
|
40
|
+
m.normalIndex = floatBitsToUint(v1.z);
|
|
41
|
+
m.roughness = v1.w;
|
|
42
|
+
m.subsurface = v2.x;
|
|
43
|
+
m.sheen = v2.y;
|
|
44
|
+
m.sheenTint = v2.z;
|
|
45
|
+
m.anisotropic = v2.w;
|
|
46
|
+
m.specular = v3.x;
|
|
47
|
+
m.metallicness = v3.y;
|
|
48
|
+
m.clearcoat = v3.z;
|
|
49
|
+
m.clearcoatGloss= v3.w;
|
|
50
|
+
|
|
51
|
+
return m;
|
|
52
|
+
}
|
|
@@ -0,0 +1,11 @@
|
|
|
1
|
+
#include "material.glsl"
|
|
2
|
+
|
|
3
|
+
struct textArray {
|
|
4
|
+
sampler2DArray array;
|
|
5
|
+
};
|
|
6
|
+
|
|
7
|
+
uniform textArray textureArrays[4];
|
|
8
|
+
|
|
9
|
+
vec4 getTextureValue(Material material, vec2 uv) {
|
|
10
|
+
return texture(textureArrays[material.albedoArray].array, vec3(uv, material.albedoIndex));
|
|
11
|
+
}
|
|
@@ -0,0 +1,30 @@
|
|
|
1
|
+
#version 330 core
|
|
2
|
+
|
|
3
|
+
#include "include/material.glsl"
|
|
4
|
+
#include "include/texture.glsl"
|
|
5
|
+
|
|
6
|
+
in vec3 position;
|
|
7
|
+
in vec2 uv;
|
|
8
|
+
in vec3 normal;
|
|
9
|
+
flat in Material material;
|
|
10
|
+
|
|
11
|
+
uniform sampler2D uTexture;
|
|
12
|
+
uniform vec3 uCameraPosition;
|
|
13
|
+
uniform vec3 uViewDirection;
|
|
14
|
+
|
|
15
|
+
out vec4 fragColor;
|
|
16
|
+
|
|
17
|
+
void main() {
|
|
18
|
+
vec3 N = normalize(normal);
|
|
19
|
+
vec3 L = normalize(vec3(.5, 1.0, .25));
|
|
20
|
+
vec3 V = normalize(uCameraPosition - position);
|
|
21
|
+
vec3 H = normalize(L + V);
|
|
22
|
+
|
|
23
|
+
float ambient = 0.1;
|
|
24
|
+
float diffuse = max(dot(N, L), 0.0);
|
|
25
|
+
float specular = pow(max(dot(N, H), 0.0), 64);
|
|
26
|
+
float brightness = (ambient + diffuse + specular);
|
|
27
|
+
|
|
28
|
+
vec4 textureColor = getTextureValue(material, uv);
|
|
29
|
+
fragColor = vec4(brightness * textureColor.rgb, textureColor.a);
|
|
30
|
+
}
|
|
@@ -0,0 +1,27 @@
|
|
|
1
|
+
#version 330 core
|
|
2
|
+
|
|
3
|
+
#include "include/material.glsl"
|
|
4
|
+
|
|
5
|
+
layout (location = 0) in vec3 vPosition;
|
|
6
|
+
layout (location = 1) in vec2 vUV;
|
|
7
|
+
layout (location = 2) in vec3 vNormal;
|
|
8
|
+
|
|
9
|
+
|
|
10
|
+
uniform mat4 uModel;
|
|
11
|
+
uniform mat4 uView;
|
|
12
|
+
uniform mat4 uProjection;
|
|
13
|
+
uniform int uMaterialID;
|
|
14
|
+
|
|
15
|
+
out vec3 position;
|
|
16
|
+
out vec2 uv;
|
|
17
|
+
out vec3 normal;
|
|
18
|
+
flat out Material material;
|
|
19
|
+
|
|
20
|
+
void main() {
|
|
21
|
+
position = vPosition;
|
|
22
|
+
uv = vUV;
|
|
23
|
+
normal = vNormal;
|
|
24
|
+
material = getMaterial(uMaterialID);
|
|
25
|
+
|
|
26
|
+
gl_Position = uProjection * uView * uModel * vec4(vPosition, 1.0);
|
|
27
|
+
}
|
|
@@ -0,0 +1,14 @@
|
|
|
1
|
+
#version 330 core
|
|
2
|
+
|
|
3
|
+
#include "include/material.glsl"
|
|
4
|
+
#include "include/texture.glsl"
|
|
5
|
+
|
|
6
|
+
in vec2 uv;
|
|
7
|
+
flat in Material material;
|
|
8
|
+
out vec4 fragColor;
|
|
9
|
+
|
|
10
|
+
void main() {
|
|
11
|
+
vec4 textureColor = getTextureValue(material, uv);
|
|
12
|
+
if (textureColor.a <= 0.01) { discard; }
|
|
13
|
+
fragColor = textureColor;
|
|
14
|
+
}
|
|
@@ -0,0 +1,20 @@
|
|
|
1
|
+
#version 330 core
|
|
2
|
+
|
|
3
|
+
layout (location = 0) in vec3 vPosition;
|
|
4
|
+
layout (location = 1) in vec2 vUV;
|
|
5
|
+
|
|
6
|
+
#include "include/material.glsl"
|
|
7
|
+
|
|
8
|
+
uniform mat4 uModel;
|
|
9
|
+
uniform mat4 uView;
|
|
10
|
+
uniform mat4 uProjection;
|
|
11
|
+
uniform int uMaterialID;
|
|
12
|
+
|
|
13
|
+
out vec2 uv;
|
|
14
|
+
flat out Material material;
|
|
15
|
+
|
|
16
|
+
void main() {
|
|
17
|
+
uv = vUV;
|
|
18
|
+
material = getMaterial(uMaterialID);
|
|
19
|
+
gl_Position = uProjection * uView * uModel * vec4(vPosition, 1.0);
|
|
20
|
+
}
|