ogre-python 14.5.0__cp314-cp314-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.
Files changed (83) hide show
  1. Ogre/Bites.py +14 -0
  2. Ogre/Bullet.py +14 -0
  3. Ogre/Codec_Assimp.dll +0 -0
  4. Ogre/Codec_STBI.dll +0 -0
  5. Ogre/HighPy.py +389 -0
  6. Ogre/ImGui.py +12 -0
  7. Ogre/Numpy.py +80 -0
  8. Ogre/Ogre.py +12 -0
  9. Ogre/OgreBites.dll +0 -0
  10. Ogre/OgreBullet.dll +0 -0
  11. Ogre/OgreMain.dll +0 -0
  12. Ogre/OgreOverlay.dll +0 -0
  13. Ogre/OgrePaging.dll +0 -0
  14. Ogre/OgreRTShaderSystem.dll +0 -0
  15. Ogre/OgreTerrain.dll +0 -0
  16. Ogre/Overlay.py +14 -0
  17. Ogre/Plugin_DotScene.dll +0 -0
  18. Ogre/Plugin_GLSLangProgramManager.dll +0 -0
  19. Ogre/Plugin_OctreeSceneManager.dll +0 -0
  20. Ogre/Plugin_ParticleFX.dll +0 -0
  21. Ogre/RTShader.py +14 -0
  22. Ogre/RenderSystem_Direct3D11.dll +0 -0
  23. Ogre/RenderSystem_GL.dll +0 -0
  24. Ogre/RenderSystem_GL3Plus.dll +0 -0
  25. Ogre/RenderSystem_GLES2.dll +0 -0
  26. Ogre/RenderSystem_Tiny.dll +0 -0
  27. Ogre/RenderSystem_Vulkan.dll +0 -0
  28. Ogre/SDL2.dll +0 -0
  29. Ogre/Terrain.py +14 -0
  30. Ogre/_Bites.pyd +0 -0
  31. Ogre/_Bullet.pyd +0 -0
  32. Ogre/_ImGui.pyd +0 -0
  33. Ogre/_Ogre.pyd +0 -0
  34. Ogre/_Overlay.pyd +0 -0
  35. Ogre/_RTShader.pyd +0 -0
  36. Ogre/_Terrain.pyd +0 -0
  37. Ogre/__init__.py +2 -0
  38. Ogre/zlib.dll +0 -0
  39. ogre_python-14.5.0.data/data/Media/Main/DefaultShaders.metal +38 -0
  40. ogre_python-14.5.0.data/data/Media/Main/GLSL_GL3Support.glsl +110 -0
  41. ogre_python-14.5.0.data/data/Media/Main/HLSL_SM4Support.hlsl +124 -0
  42. ogre_python-14.5.0.data/data/Media/Main/OgreUnifiedShader.h +201 -0
  43. ogre_python-14.5.0.data/data/Media/Main/Shadow.material +85 -0
  44. ogre_python-14.5.0.data/data/Media/Main/ShadowBlend.frag +11 -0
  45. ogre_python-14.5.0.data/data/Media/Main/ShadowBlend.vert +12 -0
  46. ogre_python-14.5.0.data/data/Media/Main/ShadowExtrudeDirLight.vert +18 -0
  47. ogre_python-14.5.0.data/data/Media/Main/ShadowExtrudeDirLightFinite.vert +22 -0
  48. ogre_python-14.5.0.data/data/Media/Main/ShadowExtrudePointLight.vert +19 -0
  49. ogre_python-14.5.0.data/data/Media/Main/ShadowExtrudePointLightFinite.vert +22 -0
  50. ogre_python-14.5.0.data/data/Media/Main/ShadowVolumeExtude.program +41 -0
  51. ogre_python-14.5.0.data/data/Media/Main/spot_shadow_fade.dds +0 -0
  52. ogre_python-14.5.0.data/data/Media/RTShaderLib/FFPLib_AlphaTest.glsl +45 -0
  53. ogre_python-14.5.0.data/data/Media/RTShaderLib/FFPLib_Fog.glsl +92 -0
  54. ogre_python-14.5.0.data/data/Media/RTShaderLib/FFPLib_Texturing.glsl +150 -0
  55. ogre_python-14.5.0.data/data/Media/RTShaderLib/FFPLib_Transform.glsl +100 -0
  56. ogre_python-14.5.0.data/data/Media/RTShaderLib/RTSLib_Colour.glsl +16 -0
  57. ogre_python-14.5.0.data/data/Media/RTShaderLib/RTSLib_IBL.glsl +90 -0
  58. ogre_python-14.5.0.data/data/Media/RTShaderLib/RTSLib_LTC.glsl +114 -0
  59. ogre_python-14.5.0.data/data/Media/RTShaderLib/RTSLib_Lighting.glsl +18 -0
  60. ogre_python-14.5.0.data/data/Media/RTShaderLib/RTSSamplers.material +18 -0
  61. ogre_python-14.5.0.data/data/Media/RTShaderLib/SGXLib_CookTorrance.glsl +238 -0
  62. ogre_python-14.5.0.data/data/Media/RTShaderLib/SGXLib_DualQuaternion.glsl +172 -0
  63. ogre_python-14.5.0.data/data/Media/RTShaderLib/SGXLib_IntegratedPSSM.glsl +198 -0
  64. ogre_python-14.5.0.data/data/Media/RTShaderLib/SGXLib_LayeredBlending.glsl +825 -0
  65. ogre_python-14.5.0.data/data/Media/RTShaderLib/SGXLib_NormalMap.glsl +125 -0
  66. ogre_python-14.5.0.data/data/Media/RTShaderLib/SGXLib_PerPixelLighting.glsl +183 -0
  67. ogre_python-14.5.0.data/data/Media/RTShaderLib/SGXLib_TriplanarTexturing.glsl +47 -0
  68. ogre_python-14.5.0.data/data/Media/RTShaderLib/SGXLib_WBOIT.glsl +19 -0
  69. ogre_python-14.5.0.data/data/Media/RTShaderLib/dfgLUTmultiscatter.dds +0 -0
  70. ogre_python-14.5.0.data/data/Media/RTShaderLib/ltc_1.dds +0 -0
  71. ogre_python-14.5.0.data/data/Media/RTShaderLib/ltc_2.dds +0 -0
  72. ogre_python-14.5.0.data/data/Media/Terrain/TerrainSurface.glsl +91 -0
  73. ogre_python-14.5.0.data/data/Media/Terrain/TerrainTransforms.glsl +36 -0
  74. ogre_python-14.5.0.data/data/Media/packs/SdkTrays.zip +0 -0
  75. ogre_python-14.5.0.data/data/Media/packs/profiler.zip +0 -0
  76. ogre_python-14.5.0.data/data/bin/plugins.cfg +27 -0
  77. ogre_python-14.5.0.data/data/bin/resources.cfg +12 -0
  78. ogre_python-14.5.0.dist-info/METADATA +148 -0
  79. ogre_python-14.5.0.dist-info/RECORD +83 -0
  80. ogre_python-14.5.0.dist-info/WHEEL +5 -0
  81. ogre_python-14.5.0.dist-info/licenses/AUTHORS +313 -0
  82. ogre_python-14.5.0.dist-info/licenses/LICENSE +21 -0
  83. ogre_python-14.5.0.dist-info/top_level.txt +1 -0
@@ -0,0 +1,41 @@
1
+ // This file is part of the OGRE project.
2
+ // It is subject to the license terms in the LICENSE file found in the top-level directory
3
+ // of this distribution and at https://www.ogre3d.org/licensing.
4
+
5
+ vertex_program Ogre/ShadowBlendVP glsl glsles hlsl glslang
6
+ {
7
+ source ShadowBlend.vert
8
+ default_params
9
+ {
10
+ param_named_auto worldViewProj worldviewproj_matrix
11
+ }
12
+ }
13
+
14
+ fragment_program Ogre/ShadowBlendFP glsl glsles hlsl glslang
15
+ {
16
+ source ShadowBlend.frag
17
+ default_params
18
+ {
19
+ param_named_auto shadowColor shadow_colour
20
+ }
21
+ }
22
+
23
+ vertex_program Ogre/ShadowExtrudePointLight glsl glsles hlsl
24
+ {
25
+ source ShadowExtrudePointLight.vert
26
+ }
27
+
28
+ vertex_program Ogre/ShadowExtrudeDirLight glsl glsles hlsl
29
+ {
30
+ source ShadowExtrudeDirLight.vert
31
+ }
32
+
33
+ vertex_program Ogre/ShadowExtrudePointLightFinite glsl glsles hlsl
34
+ {
35
+ source ShadowExtrudePointLightFinite.vert
36
+ }
37
+
38
+ vertex_program Ogre/ShadowExtrudeDirLightFinite glsl glsles hlsl
39
+ {
40
+ source ShadowExtrudeDirLightFinite.vert
41
+ }
@@ -0,0 +1,45 @@
1
+ //-----------------------------------------------------------------------------
2
+ // Program Name: FFPLib_AlphaTest
3
+ // Program Desc: Alpha test function.
4
+ // Program Type: Vertex/Pixel shader
5
+ // Language: GLSL
6
+ //-----------------------------------------------------------------------------
7
+
8
+ #define CMPF_ALWAYS_FAIL 0
9
+ #define CMPF_ALWAYS_PASS 1
10
+ #define CMPF_LESS 2
11
+ #define CMPF_LESS_EQUAL 3
12
+ #define CMPF_EQUAL 4
13
+ #define CMPF_NOT_EQUAL 5
14
+ #define CMPF_GREATER_EQUAL 6
15
+ #define CMPF_GREATER 7
16
+
17
+ bool Alpha_Func(in int func, in float alphaRef, in float alphaValue)
18
+ {
19
+ // ES2 does not have switch
20
+ if(func == CMPF_ALWAYS_PASS)
21
+ return true;
22
+ else if(func == CMPF_LESS)
23
+ return alphaValue < alphaRef;
24
+ else if(func == CMPF_LESS_EQUAL)
25
+ return alphaValue <= alphaRef;
26
+ else if(func == CMPF_EQUAL)
27
+ return alphaValue == alphaRef;
28
+ else if(func == CMPF_NOT_EQUAL)
29
+ return alphaValue != alphaRef;
30
+ else if(func == CMPF_GREATER_EQUAL)
31
+ return alphaValue >= alphaRef;
32
+ else if(func == CMPF_GREATER)
33
+ return alphaValue > alphaRef;
34
+
35
+ // CMPF_ALWAYS_FAIL and default
36
+ return false;
37
+ }
38
+
39
+
40
+ void FFP_Alpha_Test(in float func, in float alphaRef, in vec4 texel)
41
+ {
42
+ bool pass_ = Alpha_Func(int(func), alphaRef, texel.a);
43
+ if (!pass_)
44
+ discard;
45
+ }
@@ -0,0 +1,92 @@
1
+ /*
2
+ -----------------------------------------------------------------------------
3
+ This source file is part of OGRE
4
+ (Object-oriented Graphics Rendering Engine)
5
+ For the latest info, see http://www.ogre3d.org
6
+
7
+ Copyright (c) 2000-2014 Torus Knot Software Ltd
8
+ Permission is hereby granted, free of charge, to any person obtaining a copy
9
+ of this software and associated documentation files (the "Software"), to deal
10
+ in the Software without restriction, including without limitation the rights
11
+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
12
+ copies of the Software, and to permit persons to whom the Software is
13
+ furnished to do so, subject to the following conditions:
14
+
15
+ The above copyright notice and this permission notice shall be included in
16
+ all copies or substantial portions of the Software.
17
+
18
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
21
+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
22
+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
23
+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
24
+ THE SOFTWARE.
25
+ -----------------------------------------------------------------------------
26
+ */
27
+
28
+ //-----------------------------------------------------------------------------
29
+ // Program Name: FFPLib_Fog
30
+ // Program Desc: Fog functions of the FFP.
31
+ // Program Type: Vertex/Pixel shader
32
+ // Language: GLSL
33
+ // Notes: Implements core functions needed by FFPFog class.
34
+ // Based on fog engine.
35
+ // See http://msdn.microsoft.com/en-us/library/bb173398.aspx
36
+ // Vertex based fog: the w component of the out position is used
37
+ // as the distance parameter to fog formulas. This is basically the z coordinate
38
+ // in world space. See pixel fog under D3D docs. The fog factor is computed according
39
+ // to each formula, then clamped and output to the pixel shader.
40
+ // Pixel based fog: the w component of the out position is passed to pixel shader
41
+ // that computes the fog factor based on it.
42
+ // Both techniques use the fog factor in the end of the pixel shader to blend
43
+ // the output color with the fog color.
44
+ //-----------------------------------------------------------------------------
45
+
46
+ #define FOG_EXP 1
47
+ #define FOG_EXP2 2
48
+ #define FOG_LINEAR 3
49
+
50
+ //-----------------------------------------------------------------------------
51
+ void FFP_FogFactor(in float depth,
52
+ in vec4 fogParams,
53
+ out float oFogFactor)
54
+ {
55
+ float distance = abs(depth);
56
+
57
+ #if FOG_TYPE == FOG_LINEAR
58
+ float fogFactor = (fogParams.z - distance) * fogParams.w;
59
+ #elif FOG_TYPE == FOG_EXP
60
+ float x = distance*fogParams.x;
61
+ float fogFactor = 1.0 / exp(x);
62
+ #elif FOG_TYPE == FOG_EXP2
63
+ float x = (distance*fogParams.x*distance*fogParams.x);
64
+ float fogFactor = 1.0 / exp(x);
65
+ #endif
66
+
67
+ oFogFactor = saturate(fogFactor);
68
+ }
69
+
70
+ //-----------------------------------------------------------------------------
71
+ void FFP_PixelFog_PositionDepth(in mat4 mWorld,
72
+ in vec3 cameraPos,
73
+ in vec4 pos,
74
+ out vec3 oPosView,
75
+ out float oDepth)
76
+ {
77
+ vec4 vOutPos = mul(mWorld, pos);
78
+ oPosView = vOutPos.xyz - cameraPos;
79
+ oDepth = length(oPosView);
80
+ }
81
+
82
+ //-----------------------------------------------------------------------------
83
+ void FFP_PixelFog(in float depth,
84
+ in vec4 fogParams,
85
+ in vec4 fogColor,
86
+ in vec4 baseColor,
87
+ out vec4 oColor)
88
+ {
89
+ float fogFactor = 0.0;
90
+ FFP_FogFactor(depth, fogParams, fogFactor);
91
+ oColor = mix(fogColor, baseColor, fogFactor);
92
+ }
@@ -0,0 +1,150 @@
1
+ /*
2
+ -----------------------------------------------------------------------------
3
+ This source file is part of OGRE
4
+ (Object-oriented Graphics Rendering Engine)
5
+ For the latest info, see http://www.ogre3d.org
6
+
7
+ Copyright (c) 2000-2014 Torus Knot Software Ltd
8
+ Permission is hereby granted, free of charge, to any person obtaining a copy
9
+ of this software and associated documentation files (the "Software"), to deal
10
+ in the Software without restriction, including without limitation the rights
11
+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
12
+ copies of the Software, and to permit persons to whom the Software is
13
+ furnished to do so, subject to the following conditions:
14
+
15
+ The above copyright notice and this permission notice shall be included in
16
+ all copies or substantial portions of the Software.
17
+
18
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
21
+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
22
+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
23
+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
24
+ THE SOFTWARE.
25
+ -----------------------------------------------------------------------------
26
+ */
27
+
28
+ //-----------------------------------------------------------------------------
29
+ // Program Name: FFPLib_Texturing
30
+ // Program Desc: Texture functions of the FFP.
31
+ // Program Type: Vertex/Pixel shader
32
+ // Language: GLSL
33
+ // Notes: Implements core functions for FFPTexturing class.
34
+ // based on texturing operations needed by render system.
35
+ // Implements texture coordinate processing:
36
+ // see http://msdn.microsoft.com/en-us/library/bb206247.aspx
37
+ // Implements texture blending operation:
38
+ // see http://msdn.microsoft.com/en-us/library/bb206241.aspx
39
+ //-----------------------------------------------------------------------------
40
+
41
+ //-----------------------------------------------------------------------------
42
+ void FFP_TransformTexCoord(in mat4 m, in vec2 v, out vec2 vOut)
43
+ {
44
+ vOut = mul(m, vec4(v, 0.0, 1.0)).xy;
45
+ }
46
+ //-----------------------------------------------------------------------------
47
+ void FFP_TransformTexCoord(in mat4 m, in vec4 v, out vec2 vOut)
48
+ {
49
+ vOut = mul(m, v).xy;
50
+ }
51
+
52
+ //-----------------------------------------------------------------------------
53
+ void FFP_TransformTexCoord(in mat4 m, in vec3 v, out vec3 vOut)
54
+ {
55
+ vOut = mul(m, vec4(v, 1.0)).xyz;
56
+ }
57
+
58
+ //-----------------------------------------------------------------------------
59
+ void FFP_GenerateTexCoord_EnvMap_Normal(in mat3 mWorldIT,
60
+ in vec3 vNormal,
61
+ out vec3 vOut)
62
+ {
63
+ vOut = normalize(mul(mWorldIT, vNormal));
64
+ }
65
+
66
+ //-----------------------------------------------------------------------------
67
+ void FFP_GenerateTexCoord_EnvMap_Sphere(in mat4 mWorldView,
68
+ in mat3 mWorldIT,
69
+ in vec4 vPos,
70
+ in vec3 vNormal,
71
+ out vec2 vOut)
72
+ {
73
+ vec3 normal = normalize( mul(mWorldIT, vNormal));
74
+ vec3 eyedir = normalize(mul(mWorldView, vPos)).xyz;
75
+ vec3 r = reflect(eyedir, normal);
76
+ r.z += 1.0;
77
+ float two_p = 2.0 * length(r);
78
+ vOut = vec2(0.5 + r.x / two_p, 0.5 - r.y / two_p);
79
+ }
80
+
81
+ //-----------------------------------------------------------------------------
82
+ void FFP_GenerateTexCoord_EnvMap_Reflect(in mat4 mWorld,
83
+ in mat4 mWorldIT,
84
+ in vec3 vCamPos,
85
+ in vec3 vNormal,
86
+ in vec4 vPos,
87
+ out vec3 vOut)
88
+ {
89
+ vec3 vWorldNormal = normalize(mul(mWorldIT, vec4(vNormal, 0.0)).xyz);
90
+ vec3 vWorldPos = mul(mWorld, vPos).xyz;
91
+ vec3 vEyeDir = normalize(vWorldPos - vCamPos);
92
+
93
+ vec3 vReflect = reflect(vEyeDir, vWorldNormal);
94
+ vReflect.z *= -1.0;
95
+
96
+ vOut = vReflect;
97
+ }
98
+
99
+ //-----------------------------------------------------------------------------
100
+ void FFP_AddSmooth(in float vIn0, in float vIn1, out float vOut)
101
+ {
102
+ vOut = vIn0 + vIn1 - (vIn0 * vIn1);
103
+ }
104
+
105
+ //-----------------------------------------------------------------------------
106
+ void FFP_AddSmooth(in vec2 vIn0, in vec2 vIn1, out vec2 vOut)
107
+ {
108
+ vOut = vIn0 + vIn1 - (vIn0 * vIn1);
109
+ }
110
+
111
+ //-----------------------------------------------------------------------------
112
+ void FFP_AddSmooth(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
113
+ {
114
+ vOut = vIn0 + vIn1 - (vIn0 * vIn1);
115
+ }
116
+
117
+ //-----------------------------------------------------------------------------
118
+ void FFP_AddSmooth(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
119
+ {
120
+ vOut = vIn0 + vIn1 - (vIn0 * vIn1);
121
+ }
122
+ //-----------------------------------------------------------------------------
123
+ void FFP_DotProduct(in float vIn0, in float vIn1, out float vOut)
124
+ {
125
+ vOut = dot(vIn0, vIn1);
126
+ }
127
+
128
+ //-----------------------------------------------------------------------------
129
+ void FFP_DotProduct(in vec2 vIn0, in vec2 vIn1, out vec2 vOut)
130
+ {
131
+ vOut = vec2_splat(dot(vIn0, vIn1));
132
+ }
133
+
134
+ //-----------------------------------------------------------------------------
135
+ void FFP_DotProduct(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
136
+ {
137
+ vOut = vec3_splat(dot(vIn0, vIn1));
138
+ }
139
+
140
+ //-----------------------------------------------------------------------------
141
+ void FFP_DotProduct(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
142
+ {
143
+ vOut = vec4_splat(dot(vIn0, vIn1));
144
+ }
145
+
146
+ void TextureUVMix(in sampler2D tex, in vec2 uv, in vec4 params, out vec4 color)
147
+ {
148
+ color = mix(texture2D(tex, uv), texture2D(tex, -vec2(uv.y, uv.x) * params.x), params.y);
149
+ ENABLE_LINEAR_COLOUR(color);
150
+ }
@@ -0,0 +1,100 @@
1
+ /*
2
+ -----------------------------------------------------------------------------
3
+ This source file is part of OGRE
4
+ (Object-oriented Graphics Rendering Engine)
5
+ For the latest info, see http://www.ogre3d.org
6
+
7
+ Copyright (c) 2000-2014 Torus Knot Software Ltd
8
+ Permission is hereby granted, free of charge, to any person obtaining a copy
9
+ of this software and associated documentation files (the "Software"), to deal
10
+ in the Software without restriction, including without limitation the rights
11
+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
12
+ copies of the Software, and to permit persons to whom the Software is
13
+ furnished to do so, subject to the following conditions:
14
+
15
+ The above copyright notice and this permission notice shall be included in
16
+ all copies or substantial portions of the Software.
17
+
18
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
21
+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
22
+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
23
+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
24
+ THE SOFTWARE.
25
+ -----------------------------------------------------------------------------
26
+ */
27
+
28
+ //-----------------------------------------------------------------------------
29
+ // Program Name: FFPLib_Transform
30
+ // Program Desc: Transform functions of the FFP.
31
+ // Program Type: Vertex shader
32
+ // Language: GLSL
33
+ // Notes: Implements core functions for FFPTransform class.
34
+ // based on transform engine.
35
+ // See http://msdn.microsoft.com/en-us/library/bb206269.aspx
36
+ //-----------------------------------------------------------------------------
37
+
38
+ //-----------------------------------------------------------------------------
39
+ void FFP_Transform(in mat4 m,
40
+ in vec4 v,
41
+ out vec3 vOut)
42
+ {
43
+ vOut = mul(m, v).xyz;
44
+ }
45
+
46
+ #ifdef OGRE_HLSL
47
+ void FFP_Transform(in float3x4 m,
48
+ in float4 v,
49
+ out float3 vOut)
50
+ {
51
+ vOut = mul(m, v);
52
+ }
53
+
54
+ //-----------------------------------------------------------------------------
55
+ void FFP_Transform(in float3x4 m,
56
+ in float3 v,
57
+ out float3 vOut)
58
+ {
59
+ vOut = mul((float3x3)m, v);
60
+ }
61
+ #elif !defined(OGRE_GLSLES) || OGRE_GLSLES > 100
62
+ //-----------------------------------------------------------------------------
63
+ void FFP_Transform(in mat3x4 m,
64
+ in vec4 v,
65
+ out vec3 vOut)
66
+ {
67
+ /* transpose non-square uniform matrix for correct row-major > column-major mapping
68
+ * to keep the indexing inside the shader so mat[0] returns the same data in both GLSL and HLSL
69
+ * although it will be the first row in HLSL and the first column in GLSL
70
+ */
71
+ vOut = v * m;
72
+ }
73
+
74
+ void FFP_Transform(in mat3x4 m,
75
+ in vec3 v,
76
+ out vec3 vOut)
77
+ {
78
+ vOut = v * mat3(m);
79
+ }
80
+ #endif
81
+
82
+ //-----------------------------------------------------------------------------
83
+ void FFP_Transform(in mat4 m,
84
+ in vec3 v,
85
+ out vec3 vOut)
86
+ {
87
+ #ifdef OGRE_HLSL
88
+ vOut = mul((float3x3)m, v);
89
+ #else
90
+ vOut = mat3(m) * v;
91
+ #endif
92
+ }
93
+
94
+ //-----------------------------------------------------------------------------
95
+ void FFP_DerivePointSize(in vec4 params,
96
+ in float d,
97
+ out float sz)
98
+ {
99
+ sz = params.x/sqrt(params.y + params.z*d + params.w*d*d);
100
+ }
@@ -0,0 +1,16 @@
1
+ // This file is part of the OGRE project.
2
+ // It is subject to the license terms in the LICENSE file found in the top-level directory
3
+ // of this distribution and at https://www.ogre3d.org/licensing.
4
+ // SPDX-License-Identifier: MIT
5
+
6
+ #ifdef USE_LINEAR_COLOURS
7
+ #define ENABLE_LINEAR_COLOUR(colour) colour.rgb = pow(colour.rgb, vec3_splat(2.2))
8
+ #else
9
+ #define ENABLE_LINEAR_COLOUR(colour)
10
+ #endif
11
+
12
+ #if defined(USE_LINEAR_COLOURS) && !defined(TARGET_CONSUMES_LINEAR)
13
+ #define COLOUR_TRANSFER(colour) colour.rgb = pow(colour.rgb, vec3_splat(1.0/2.2))
14
+ #else
15
+ #define COLOUR_TRANSFER(colour)
16
+ #endif
@@ -0,0 +1,90 @@
1
+ // This file is part of the OGRE project.
2
+ // code adapted from Google Filament
3
+ // SPDX-License-Identifier: Apache-2.0
4
+
5
+ vec3 specularDFG(const PixelParams pixel) {
6
+ return mix(pixel.dfg.xxx, pixel.dfg.yyy, pixel.f0);
7
+ }
8
+
9
+ vec3 decodeDataForIBL(const vec4 data) {
10
+ return data.rgb;
11
+ }
12
+
13
+ vec3 Irradiance_RoughnessOne(samplerCube light_iblSpecular, const vec3 n, float iblRoughnessOneLevel) {
14
+ // note: lod used is always integer, hopefully the hardware skips tri-linear filtering
15
+ return decodeDataForIBL(textureCubeLod(light_iblSpecular, n, iblRoughnessOneLevel));
16
+ }
17
+
18
+ vec3 PrefilteredDFG_LUT(sampler2D light_iblDFG, float lod, float NoV) {
19
+ // coord = sqrt(linear_roughness), which is the mapping used by cmgen.
20
+ // OGRE Specific: y is flipped compared to Filament code
21
+ return texture2DLod(light_iblDFG, vec2(NoV, 1.0 - lod), 0.0).rgb;
22
+ }
23
+
24
+ float perceptualRoughnessToLod(float iblRoughnessOneLevel, float perceptualRoughness) {
25
+ // The mapping below is a quadratic fit for log2(perceptualRoughness)+iblRoughnessOneLevel when
26
+ // iblRoughnessOneLevel is 4. We found empirically that this mapping works very well for
27
+ // a 256 cubemap with 5 levels used. But also scales well for other iblRoughnessOneLevel values.
28
+ return iblRoughnessOneLevel * perceptualRoughness * (2.0 - perceptualRoughness);
29
+ }
30
+
31
+ vec3 prefilteredRadiance(samplerCube light_iblSpecular, const vec3 r, float perceptualRoughness, float iblRoughnessOneLevel) {
32
+ float lod = perceptualRoughnessToLod(iblRoughnessOneLevel, perceptualRoughness);
33
+ return decodeDataForIBL(textureCubeLod(light_iblSpecular, r, lod));
34
+ }
35
+
36
+ vec3 getSpecularDominantDirection(const vec3 n, const vec3 r, float roughness) {
37
+ return mix(r, n, roughness * roughness);
38
+ }
39
+
40
+ void evaluateIBL(inout PixelParams pixel,
41
+ in vec3 vNormal,
42
+ in vec3 viewPos,
43
+ in mat4 invViewMat,
44
+ in sampler2D dfgTex,
45
+ in samplerCube iblEnvTex,
46
+ in float iblRoughnessOneLevel,
47
+ in float iblLuminance,
48
+ inout vec3 color)
49
+ {
50
+ vec3 shading_normal = normalize(vNormal);
51
+ vec3 shading_view = -normalize(viewPos);
52
+ float shading_NoV = clampNoV(abs(dot(shading_normal, shading_view)));
53
+
54
+ // the above is currently duplicated with CookTorrance
55
+
56
+ vec3 shading_reflected = reflect(-shading_view, shading_normal);
57
+
58
+ // Pre-filtered DFG term used for image-based lighting
59
+ pixel.dfg = PrefilteredDFG_LUT(dfgTex, pixel.perceptualRoughness, shading_NoV);
60
+
61
+ vec3 E = specularDFG(pixel);
62
+ vec3 r = getSpecularDominantDirection(shading_normal, shading_reflected, pixel.roughness);
63
+
64
+ // OGRE specific: convert r and n back to world space for texture sampling
65
+ r = normalize(mul(invViewMat, vec4(r, 0.0)).xyz);
66
+ r.z *= -1.0;
67
+ shading_normal = normalize(mul(invViewMat, vec4(shading_normal, 0.0)).xyz);
68
+
69
+ // specular layer
70
+ vec3 Fr = E * prefilteredRadiance(iblEnvTex, r, pixel.perceptualRoughness, iblRoughnessOneLevel);
71
+
72
+ vec3 diffuseIrradiance = Irradiance_RoughnessOne(iblEnvTex, shading_normal, iblRoughnessOneLevel);
73
+ vec3 Fd = pixel.diffuseColor * diffuseIrradiance * (1.0 - E);
74
+
75
+ Fr *= iblLuminance;
76
+ Fd *= iblLuminance;
77
+
78
+ // Combine all terms
79
+ // Note: iblLuminance is already premultiplied by the exposure
80
+ #ifndef USE_LINEAR_COLOURS
81
+ color = pow(color, vec3_splat(2.2)); // gamma to linear
82
+ #endif
83
+
84
+ color += Fr + Fd;
85
+
86
+ #ifndef USE_LINEAR_COLOURS
87
+ color = pow(color, vec3_splat(1.0/2.2)); // linear to gamma
88
+ color = saturate(color);
89
+ #endif
90
+ }
@@ -0,0 +1,114 @@
1
+ // Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
2
+ // by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt
3
+ // code: https://github.com/selfshadow/ltc_code/
4
+ // also: https://github.com/mrdoob/three.js/blob/master/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js
5
+ // adapted for Ogre by Pavel Rojtberg
6
+
7
+ #define LUT_SIZE 64.0
8
+ #define LUT_SCALE ((LUT_SIZE - 1.0)/LUT_SIZE)
9
+ #define LUT_BIAS (0.5/LUT_SIZE)
10
+
11
+ vec3 IntegrateEdgeVec(vec3 v1, vec3 v2)
12
+ {
13
+ float x = dot(v1, v2);
14
+ float y = abs(x);
15
+
16
+ float a = 0.8543985 + (0.4965155 + 0.0145206*y)*y;
17
+ float b = 3.4175940 + (4.1616724 + y)*y;
18
+ float v = a / b;
19
+
20
+ float theta_sintheta = (x > 0.0) ? v : 0.5*inversesqrt(max(1.0 - x*x, 1e-7)) - v;
21
+
22
+ return cross(v1, v2)*theta_sintheta;
23
+ }
24
+
25
+ float LTC_Evaluate(vec3 N, vec3 V, vec3 P, mat3 Minv, vec3 points[4], sampler2D ltc_2)
26
+ {
27
+ vec3 dir = points[0] - P;
28
+ vec3 lightDir = cross(points[1] - points[0], points[3] - points[0]);
29
+ if(dot(dir, lightDir) < 0.0)
30
+ return 0.0;
31
+
32
+ // construct orthonormal basis around N
33
+ vec3 T1, T2;
34
+ T1 = normalize(V - N*dot(V, N));
35
+ T2 = cross(N, T1);
36
+
37
+ // rotate area light in (T1, T2, N) basis
38
+ Minv = mul(Minv, mtxFromRows(T1, T2, N));
39
+
40
+ // polygon
41
+ vec3 L[4];
42
+ L[0] = mul(Minv, points[0] - P);
43
+ L[1] = mul(Minv, points[1] - P);
44
+ L[2] = mul(Minv, points[2] - P);
45
+ L[3] = mul(Minv, points[3] - P);
46
+
47
+ // project rect onto sphere
48
+ L[0] = normalize(L[0]);
49
+ L[1] = normalize(L[1]);
50
+ L[2] = normalize(L[2]);
51
+ L[3] = normalize(L[3]);
52
+
53
+ vec3 vsum = vec3_splat(0.0);
54
+
55
+ vsum += IntegrateEdgeVec(L[0], L[1]);
56
+ vsum += IntegrateEdgeVec(L[1], L[2]);
57
+ vsum += IntegrateEdgeVec(L[2], L[3]);
58
+ vsum += IntegrateEdgeVec(L[3], L[0]);
59
+
60
+ float len = length(vsum);
61
+ float z = vsum.z/len;
62
+
63
+ // clipless approximation: tabulated horizon-clipped sphere
64
+ // visually better than alternatives, but produces artifacts at low roughness values
65
+ vec2 uv = vec2(z*0.5 + 0.5, len);
66
+ uv = uv*LUT_SCALE + LUT_BIAS;
67
+
68
+ float scale = texture2D(ltc_2, uv).w;
69
+ return len*scale;
70
+ }
71
+
72
+ void InitRectPoints(vec3 center, vec3 ex, vec3 ey, out vec3 points[4])
73
+ {
74
+ points[0] = center - ex - ey;
75
+ points[1] = center + ex - ey;
76
+ points[2] = center + ex + ey;
77
+ points[3] = center - ex + ey;
78
+ }
79
+
80
+ void evaluateRectLight(sampler2D ltc_1, sampler2D ltc_2, float roughness, vec3 N, vec3 pos, vec3 lpos, vec3 halfwidth, vec3 halfheight,
81
+ inout vec3 scol, inout vec3 dcol)
82
+ {
83
+ vec3 points[4];
84
+ InitRectPoints(lpos, halfwidth, halfheight, points);
85
+
86
+ vec3 V = -normalize(pos);
87
+
88
+ float ndotv = saturate(dot(N, V));
89
+ vec2 uv = vec2(roughness, sqrt(1.0 - ndotv));
90
+ uv = uv*LUT_SCALE + LUT_BIAS;
91
+
92
+ vec4 t1 = texture2D(ltc_1, uv);
93
+
94
+ mat3 Minv = mtxFromCols(
95
+ vec3(t1.x, 0.0, t1.y),
96
+ vec3( 0.0, 1.0, 0.0),
97
+ vec3(t1.z, 0.0, t1.w)
98
+ );
99
+
100
+ float spec = LTC_Evaluate(N, V, pos, Minv, points, ltc_2);
101
+
102
+ // LTC Fresnel Approximation by Stephen Hill
103
+ // http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf
104
+ vec4 t2 = texture2D(ltc_2, uv);
105
+ scol = (scol*t2.x + (1.0 - scol)*t2.y)*spec;
106
+
107
+ mat3 Meye = mat3(
108
+ vec3(1.0, 0.0, 0.0),
109
+ vec3(0.0, 1.0, 0.0),
110
+ vec3(0.0, 0.0, 1.0)
111
+ );
112
+
113
+ dcol *= LTC_Evaluate(N, V, pos, Meye, points, ltc_2);
114
+ }
@@ -0,0 +1,18 @@
1
+ // This file is part of the OGRE project.
2
+ // It is subject to the license terms in the LICENSE file found in the top-level directory
3
+ // of this distribution and at https://www.ogre3d.org/licensing.
4
+ // SPDX-License-Identifier: MIT
5
+
6
+ #define M_PI 3.14159265359
7
+
8
+ float getDistanceAttenuation(const vec3 params, float distance)
9
+ {
10
+ return 1.0 / (params.x + params.y * distance + params.z * distance * distance);
11
+ }
12
+
13
+ float getAngleAttenuation(const vec3 params, const vec3 lightDir, const vec3 toLight)
14
+ {
15
+ float rho = dot(-lightDir, toLight);
16
+ float fSpotE = saturate((rho - params.y) / (params.x - params.y));
17
+ return pow(fSpotE, params.z);
18
+ }
@@ -0,0 +1,18 @@
1
+ sampler Ogre/ShadowSampler
2
+ {
3
+ tex_address_mode border
4
+ tex_border_colour 1 1 1 1
5
+ filtering linear linear none
6
+ }
7
+
8
+ sampler Ogre/DepthShadowSampler : Ogre/ShadowSampler
9
+ {
10
+ compare_test on
11
+ comp_func less_equal
12
+ }
13
+
14
+ sampler Ogre/LtcLUTSampler
15
+ {
16
+ filtering point linear point
17
+ tex_address_mode clamp
18
+ }