ogre-python 14.5.0__cp314-cp314-win_amd64.whl

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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 +1,238 @@
1
+ // This file is part of the OGRE project.
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+ // code adapted from Google Filament
3
+ // SPDX-License-Identifier: Apache-2.0
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+
5
+ #include "RTSLib_Lighting.glsl"
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+
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+ #ifdef HAVE_AREA_LIGHTS
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+ #include "RTSLib_LTC.glsl"
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+ #endif
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+
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+ #ifdef OGRE_GLSLES
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+ // min roughness such that (MIN_PERCEPTUAL_ROUGHNESS^4) > 0 in fp16 (i.e. 2^(-14/4), rounded up)
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+ #define MIN_PERCEPTUAL_ROUGHNESS 0.089
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+ #else
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+ #define MIN_PERCEPTUAL_ROUGHNESS 0.045
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+ #endif
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+
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+ #define MEDIUMP_FLT_MAX 65504.0
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+ #define saturateMediump(x) min(x, MEDIUMP_FLT_MAX)
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+
21
+ #define MIN_N_DOT_V 1e-4
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+
23
+ struct PixelParams
24
+ {
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+ vec3 baseColor;
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+ vec3 diffuseColor;
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+ float perceptualRoughness;
28
+ float roughness;
29
+ vec3 f0;
30
+ vec3 dfg;
31
+ vec3 energyCompensation;
32
+ };
33
+
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+ float clampNoV(float NoV) {
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+ // Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
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+ return max(NoV, MIN_N_DOT_V);
37
+ }
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+
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+ // Computes x^5 using only multiply operations.
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+ float pow5(float x) {
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+ float x2 = x * x;
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+ return x2 * x2 * x;
43
+ }
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+
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+ // https://google.github.io/filament/Filament.md.html#materialsystem/diffusebrdf
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+ float Fd_Lambert() {
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+ return 1.0 / M_PI;
48
+ }
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+
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+ // https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/fresnel(specularf)
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+ vec3 F_Schlick(const vec3 f0, float f90, float VoH) {
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+ // Schlick 1994, "An Inexpensive BRDF Model for Physically-Based Rendering"
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+ return f0 + (f90 - f0) * pow5(1.0 - VoH);
54
+ }
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+
56
+ vec3 computeDiffuseColor(const vec3 baseColor, float metallic) {
57
+ return baseColor.rgb * (1.0 - metallic);
58
+ }
59
+
60
+ vec3 computeF0(const vec3 baseColor, float metallic, float reflectance) {
61
+ return baseColor.rgb * metallic + (reflectance * (1.0 - metallic));
62
+ }
63
+
64
+ float perceptualRoughnessToRoughness(float perceptualRoughness) {
65
+ return perceptualRoughness * perceptualRoughness;
66
+ }
67
+
68
+ // https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/geometricshadowing(specularg)
69
+ float V_SmithGGXCorrelated(float roughness, float NoV, float NoL) {
70
+ // Heitz 2014, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs"
71
+ float a2 = roughness * roughness;
72
+ // TODO: lambdaV can be pre-computed for all the lights, it should be moved out of this function
73
+ float lambdaV = NoL * sqrt((NoV - a2 * NoV) * NoV + a2);
74
+ float lambdaL = NoV * sqrt((NoL - a2 * NoL) * NoL + a2);
75
+ float v = 0.5 / (lambdaV + lambdaL);
76
+ // a2=0 => v = 1 / 4*NoL*NoV => min=1/4, max=+inf
77
+ // a2=1 => v = 1 / 2*(NoL+NoV) => min=1/4, max=+inf
78
+ // clamp to the maximum value representable in mediump
79
+ return saturateMediump(v);
80
+ }
81
+
82
+ // https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/normaldistributionfunction(speculard)
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+ float D_GGX(float roughness, float32_t NoH, const vec3 h, const vec3 n) {
84
+ // Walter et al. 2007, "Microfacet Models for Refraction through Rough Surfaces"
85
+
86
+ // In mediump, there are two problems computing 1.0 - NoH^2
87
+ // 1) 1.0 - NoH^2 suffers floating point cancellation when NoH^2 is close to 1 (highlights)
88
+ // 2) NoH doesn't have enough precision around 1.0
89
+ // Both problem can be fixed by computing 1-NoH^2 in highp and providing NoH in highp as well
90
+
91
+ // However, we can do better using Lagrange's identity:
92
+ // ||a x b||^2 = ||a||^2 ||b||^2 - (a . b)^2
93
+ // since N and H are unit vectors: ||N x H||^2 = 1.0 - NoH^2
94
+ // This computes 1.0 - NoH^2 directly (which is close to zero in the highlights and has
95
+ // enough precision).
96
+ // Overall this yields better performance, keeping all computations in mediump
97
+ #ifdef OGRE_GLSLES
98
+ vec3 NxH = cross(n, h);
99
+ float oneMinusNoHSquared = dot(NxH, NxH);
100
+ #else
101
+ float oneMinusNoHSquared = 1.0 - NoH * NoH;
102
+ #endif
103
+
104
+ float a = NoH * roughness;
105
+ float k = roughness / (oneMinusNoHSquared + a * a);
106
+ float d = k * k * (1.0 / M_PI);
107
+ return saturateMediump(d);
108
+ }
109
+
110
+ vec3 evaluateLight(
111
+ in f32vec3 vNormal,
112
+ in vec3 viewPos,
113
+ in f32vec4 lightPos,
114
+ in vec3 lightColor,
115
+ in vec4 pointParams,
116
+ in vec4 vLightDirView,
117
+ in vec4 spotParams,
118
+ in PixelParams pixel)
119
+ {
120
+ f32vec3 vLightView = lightPos.xyz;
121
+ float fLightD = 0.0;
122
+
123
+ if (lightPos.w != 0.0)
124
+ {
125
+ vLightView -= viewPos; // to light
126
+ fLightD = length(vLightView);
127
+
128
+ if(fLightD > pointParams.x)
129
+ return vec3_splat(0.0);
130
+ }
131
+
132
+ vLightView = normalize(vLightView);
133
+
134
+ f32vec3 vNormalView = normalize(vNormal);
135
+ float NoL = saturate(dot(vNormalView, vLightView));
136
+
137
+ if(NoL <= 0.0)
138
+ return vec3_splat(0.0); // not lit by this light
139
+
140
+ // https://google.github.io/filament/Filament.md.html#toc5.6.2
141
+ float f90 = saturate(dot(pixel.f0, vec3_splat(50.0 * 0.33)));
142
+
143
+ vec3 vView = -normalize(viewPos);
144
+
145
+ // https://google.github.io/filament/Filament.md.html#materialsystem/standardmodelsummary
146
+ vec3 h = normalize(vView + vLightView);
147
+ float NoH = saturate(dot(vNormalView, h));
148
+ float NoV = clampNoV(abs(dot(vNormalView, vView)));
149
+
150
+ float V = V_SmithGGXCorrelated(pixel.roughness, NoV, NoL);
151
+ vec3 F = F_Schlick(pixel.f0, f90, NoH);
152
+ float D = D_GGX(pixel.roughness, NoH, h, vNormalView);
153
+
154
+ vec3 Fr = (D * V) * F;
155
+ vec3 Fd = pixel.diffuseColor * Fd_Lambert();
156
+
157
+ // https://google.github.io/filament/Filament.md.html#materialsystem/improvingthebrdfs/energylossinspecularreflectance
158
+ vec3 color = NoL * lightColor * (Fr * pixel.energyCompensation + Fd);
159
+
160
+ color *= getDistanceAttenuation(pointParams.yzw, fLightD);
161
+
162
+ if(spotParams.w != 0.0)
163
+ {
164
+ color *= getAngleAttenuation(spotParams.xyz, vLightDirView.xyz, vLightView);
165
+ }
166
+
167
+ return color;
168
+ }
169
+
170
+ void PBR_MakeParams(in vec3 baseColor, in vec2 mrParam, inout PixelParams pixel)
171
+ {
172
+ pixel.baseColor = baseColor;
173
+
174
+ float perceptualRoughness = mrParam.x;
175
+ // Clamp the roughness to a minimum value to avoid divisions by 0 during lighting
176
+ pixel.perceptualRoughness = clamp(perceptualRoughness, MIN_PERCEPTUAL_ROUGHNESS, 1.0);
177
+ // Remaps the roughness to a perceptually linear roughness (roughness^2)
178
+ pixel.roughness = perceptualRoughnessToRoughness(pixel.perceptualRoughness);
179
+
180
+ float metallic = saturate(mrParam.y);
181
+ pixel.f0 = computeF0(baseColor, metallic, 0.04); // using fixed IOR of 1.5 as per glTF spec
182
+ pixel.diffuseColor = computeDiffuseColor(baseColor, metallic);
183
+
184
+ pixel.dfg = vec3_splat(0.5); // use full f0 for energy compensation
185
+ pixel.energyCompensation = vec3_splat(0.0); // will be set later
186
+ }
187
+
188
+ #if LIGHT_COUNT > 0
189
+ void PBR_Lights(
190
+ #ifdef SHADOWLIGHT_COUNT
191
+ in float shadowFactor[SHADOWLIGHT_COUNT],
192
+ #endif
193
+ #ifdef HAVE_AREA_LIGHTS
194
+ in sampler2D ltcLUT1,
195
+ in sampler2D ltcLUT2,
196
+ #endif
197
+ in vec3 vNormal,
198
+ in vec3 viewPos,
199
+ in vec4 ambient,
200
+ in f32vec4 lightPos[LIGHT_COUNT],
201
+ in f32vec4 lightColor[LIGHT_COUNT],
202
+ in f32vec4 pointParams[LIGHT_COUNT],
203
+ in f32vec4 vLightDirView[LIGHT_COUNT],
204
+ in f32vec4 spotParams[LIGHT_COUNT],
205
+ in PixelParams pixel,
206
+ inout vec3 vOutColour)
207
+ {
208
+ // Energy compensation for multiple scattering in a microfacet model
209
+ // See "Multiple-Scattering Microfacet BSDFs with the Smith Model"
210
+ pixel.energyCompensation = 1.0 + pixel.f0 * (1.0 / pixel.dfg.y - 1.0);
211
+
212
+ for(int i = 0; i < LIGHT_COUNT; i++)
213
+ {
214
+ #ifdef HAVE_AREA_LIGHTS
215
+ if(spotParams[i].w == 2.0)
216
+ {
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+ // rect area light
218
+ vec3 dcol = pixel.diffuseColor;
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+ vec3 scol = pixel.f0;
220
+ evaluateRectLight(ltcLUT1, ltcLUT2, pixel.roughness, normalize(vNormal), viewPos,
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+ lightPos[i].xyz, spotParams[i].xyz, pointParams[i].xyz, scol, dcol);
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+ vOutColour += lightColor[i].xyz * (scol + dcol) * 4.0;
223
+ continue;
224
+ }
225
+ #endif
226
+ vec3 lightVal = evaluateLight(vNormal, viewPos, lightPos[i], lightColor[i].xyz, pointParams[i], vLightDirView[i], spotParams[i],
227
+ pixel);
228
+
229
+ #ifdef SHADOWLIGHT_COUNT
230
+ if(i < SHADOWLIGHT_COUNT)
231
+ lightVal *= shadowFactor[i];
232
+ #endif
233
+ vOutColour += lightVal;
234
+ }
235
+
236
+ vOutColour += pixel.baseColor * pow(ambient.rgb, vec3_splat(2.2));
237
+ }
238
+ #endif
@@ -0,0 +1,172 @@
1
+ /*
2
+ -----------------------------------------------------------------------------
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+ This source file is part of OGRE
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+ (Object-oriented Graphics Rendering Engine)
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+ For the latest info, see http://www.ogre3d.org
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+
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+ Copyright (c) 2000-2014 Torus Knot Software Ltd
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ 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:
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+
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+ The above copyright notice and this permission notice shall be included in
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+ all copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ 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,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
24
+ THE SOFTWARE.
25
+ -----------------------------------------------------------------------------
26
+ */
27
+
28
+ //These functions are based on dqs.cg from http://isg.cs.tcd.ie/kavanl/dq/
29
+ /* dqs.cg
30
+
31
+ Dual quaternion skinning vertex shaders (no shading computations)
32
+
33
+ Version 1.0.3, November 1st, 2007
34
+
35
+ Copyright (C) 2006-2007 University of Dublin, Trinity College, All Rights
36
+ Reserved
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+
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+ This software is provided 'as-is', without any express or implied
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+ warranty. In no event will the author(s) be held liable for any damages
40
+ arising from the use of this software.
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+
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+ Permission is granted to anyone to use this software for any purpose,
43
+ including commercial applications, and to alter it and redistribute it
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+ freely, subject to the following restrictions:
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+
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+ 1. The origin of this software must not be misrepresented; you must not
47
+ claim that you wrote the original software. If you use this software
48
+ in a product, an acknowledgment in the product documentation would be
49
+ appreciated but is not required.
50
+ 2. Altered source versions must be plainly marked as such, and must not be
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+ misrepresented as being the original software.
52
+ 3. This notice may not be removed or altered from any source distribution.
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+
54
+ Author: Ladislav Kavan, kavanl@cs.tcd.ie
55
+
56
+ */
57
+
58
+ //-----------------------------------------------------------------------------
59
+ // Program Name: SGXLib_DualQuaternion
60
+ // Program Desc: Dual quaternion skinning functions.
61
+ // Program Type: Vertex shader
62
+ // Language: GLSL
63
+ //-----------------------------------------------------------------------------
64
+
65
+ #if defined(OGRE_HLSL) || defined(OGRE_CG)
66
+ // this is technically wrong, thats why we dont put it into OgreUnifiedShader.h
67
+ #define mat2x4 float2x4
68
+ #define mat3x4 float3x4
69
+ #endif
70
+
71
+ //-----------------------------------------------------------------------------
72
+ void SGX_BlendWeight(in float blendWgt, in mat2x4 dualQuaternion, out mat2x4 vOut)
73
+ {
74
+ vOut = blendWgt*dualQuaternion;
75
+ }
76
+
77
+ //-----------------------------------------------------------------------------
78
+ void SGX_BlendWeight(in float blendWgt, in mat3x4 scaleShearMatrix, out mat3x4 vOut)
79
+ {
80
+ vOut = blendWgt*scaleShearMatrix;
81
+ }
82
+
83
+ //-----------------------------------------------------------------------------
84
+ // Adjusts the sign of a dual quaternion depending on its orientation to the root dual quaternion
85
+ void SGX_AntipodalityAdjustment(in mat2x4 dq0, in mat2x4 dq1,out mat2x4 dq2)
86
+ {
87
+ //Accurate antipodality handling. For speed increase, remove the following line,
88
+ //though, the results will only be valid for rotations less than 180 degrees.
89
+ dq2 = (dot(dq0[0], dq1[0]) < 0.0) ? dq1 * -1.0 : dq1;
90
+ }
91
+
92
+ //-----------------------------------------------------------------------------
93
+ void SGX_CalculateBlendPosition(in vec3 position, in mat2x4 blendDQ, out vec4 vOut)
94
+ {
95
+ vec3 blendPosition = position + 2.0*cross(blendDQ[0].yzw, cross(blendDQ[0].yzw, position) + blendDQ[0].x*position);
96
+ vec3 trans = 2.0*(blendDQ[0].x*blendDQ[1].yzw - blendDQ[1].x*blendDQ[0].yzw + cross(blendDQ[0].yzw, blendDQ[1].yzw));
97
+ blendPosition += trans;
98
+
99
+ vOut = vec4(blendPosition, 1.0);
100
+ }
101
+
102
+ //-----------------------------------------------------------------------------
103
+ void SGX_CalculateBlendNormal(in vec3 normal, in mat2x4 blendDQ, out vec3 vOut)
104
+ {
105
+ vOut = normal + 2.0*cross(blendDQ[0].yzw, cross(blendDQ[0].yzw, normal) + blendDQ[0].x*normal);
106
+ }
107
+
108
+ //-----------------------------------------------------------------------------
109
+ void SGX_AdjointTransposeMatrix(in mat3x4 M, out mat3 vOut)
110
+ {
111
+ mat3 atM;
112
+ atM[0][0] = M[2][2] * M[1][1] - M[1][2] * M[2][1];
113
+ atM[0][1] = M[1][2] * M[2][0] - M[1][0] * M[2][2];
114
+ atM[0][2] = M[1][0] * M[2][1] - M[2][0] * M[1][1];
115
+
116
+ atM[1][0] = M[0][2] * M[2][1] - M[2][2] * M[0][1];
117
+ atM[1][1] = M[2][2] * M[0][0] - M[0][2] * M[2][0];
118
+ atM[1][2] = M[2][0] * M[0][1] - M[0][0] * M[2][1];
119
+
120
+ atM[2][0] = M[1][2] * M[0][1] - M[0][2] * M[1][1];
121
+ atM[2][1] = M[1][0] * M[0][2] - M[1][2] * M[0][0];
122
+ atM[2][2] = M[0][0] * M[1][1] - M[1][0] * M[0][1];
123
+
124
+ vOut = atM;
125
+ }
126
+
127
+ //-----------------------------------------------------------------------------
128
+ void blendBonesDQ(mat2x4 bones_dq[BONE_COUNT], vec4 indices, vec4 weights, out mat2x4 blendDQ)
129
+ {
130
+ blendDQ = bones_dq[int(indices.x)] * weights.x;
131
+ mat2x4 dqi;
132
+ #ifdef CORRECT_ANTIPODALITY
133
+ mat2x4 dq0 = blendDQ;
134
+ #endif
135
+ #if WEIGHT_COUNT > 1
136
+ dqi = bones_dq[int(indices.y)] * weights.y;
137
+ # ifdef CORRECT_ANTIPODALITY
138
+ SGX_AntipodalityAdjustment(dq0, dqi, dqi);
139
+ # endif
140
+ blendDQ += dqi;
141
+ #endif
142
+ #if WEIGHT_COUNT > 2
143
+ dqi = bones_dq[int(indices.z)] * weights.z;
144
+ # ifdef CORRECT_ANTIPODALITY
145
+ SGX_AntipodalityAdjustment(dq0, dqi, dqi);
146
+ # endif
147
+ blendDQ += dqi;
148
+ #endif
149
+ #if WEIGHT_COUNT > 3
150
+ dqi = bones_dq[int(indices.w)] * weights.w;
151
+ # ifdef CORRECT_ANTIPODALITY
152
+ SGX_AntipodalityAdjustment(dq0, dqi, dqi);
153
+ # endif
154
+ blendDQ += dqi;
155
+ #endif
156
+
157
+ blendDQ /= length(blendDQ[0]); // normalise dual quaternion
158
+ }
159
+
160
+ void blendBonesMat3x4(mat3x4 bones_mat[BONE_COUNT], vec4 indices, vec4 weights, out mat3x4 blendMat)
161
+ {
162
+ blendMat = bones_mat[int(indices.x)] * weights.x;
163
+ #if WEIGHT_COUNT > 1
164
+ blendMat += bones_mat[int(indices.y)] * weights.y;
165
+ #endif
166
+ #if WEIGHT_COUNT > 2
167
+ blendMat += bones_mat[int(indices.z)] * weights.z;
168
+ #endif
169
+ #if WEIGHT_COUNT > 3
170
+ blendMat += bones_mat[int(indices.w)] * weights.w;
171
+ #endif
172
+ }
@@ -0,0 +1,198 @@
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
+ // Program Name: SGXLib_IntegratedPSSM
29
+ // Program Desc: Integrated PSSM functions.
30
+ // Program Type: Vertex/Pixel shader
31
+ // Language: GLSL
32
+ //-----------------------------------------------------------------------------
33
+
34
+ #ifdef PSSM_ARRAY_TEXTURE
35
+ # ifdef PSSM_SAMPLE_CMP
36
+ #define SAMPLER_TYPE sampler2DArrayShadow
37
+ # else
38
+ #define SAMPLER_TYPE sampler2DArray
39
+ # endif
40
+ #define PSSM_LAYER_ARG(x) x,
41
+ #else
42
+ # ifdef PSSM_SAMPLE_CMP
43
+ #define SAMPLER_TYPE sampler2DShadow
44
+ # else
45
+ #define SAMPLER_TYPE sampler2D
46
+ # endif
47
+ #define PSSM_LAYER_ARG(x)
48
+ #endif
49
+
50
+ // default to 2x2 PCF
51
+ #ifndef PCF_XSAMPLES
52
+ #define PCF_XSAMPLES 2.0
53
+ #endif
54
+
55
+ //-----------------------------------------------------------------------------
56
+ #ifdef SHADOWLIGHT_COUNT
57
+ void SGX_ApplyShadowFactor_Modulative(in vec4 ambient,
58
+ in float fShadowFactor[SHADOWLIGHT_COUNT],
59
+ inout vec4 diffCol
60
+ #ifdef USE_SPECULAR
61
+ , inout vec4 specCol
62
+ #endif
63
+ )
64
+ {
65
+ float shadowFactor = fShadowFactor[0];
66
+ for(int i = 1; i < SHADOWLIGHT_COUNT; ++i)
67
+ shadowFactor *= fShadowFactor[i];
68
+
69
+ diffCol.rgb = mix(ambient.rgb, diffCol.rgb, shadowFactor);
70
+
71
+ #ifdef USE_SPECULAR
72
+ specCol.rgb *= shadowFactor;
73
+ #endif
74
+ }
75
+ #endif
76
+ //-----------------------------------------------------------------------------
77
+ #ifdef PSSM_SAMPLE_COLOUR
78
+ void SGX_ShadowPCF4(in SAMPLER_TYPE shadowMap, in vec4 shadowMapPos, in vec2 invTexSize, PSSM_LAYER_ARG(in float layer) out float c)
79
+ {
80
+ # ifdef PSSM_ARRAY_TEXTURE
81
+ c = texture2DArray(shadowMap, vec3(shadowMapPos.xy/shadowMapPos.w, layer)).x;
82
+ # else
83
+ c = texture2DProj(shadowMap, shadowMapPos).x;
84
+ # endif
85
+ }
86
+ #else
87
+ float sampleDepth(in SAMPLER_TYPE shadowMap, vec2 uv, PSSM_LAYER_ARG(in float layer) float depth)
88
+ {
89
+ #ifdef PSSM_ARRAY_TEXTURE
90
+ // we can assume PSSM_SAMPLE_CMP is always defined when using array textures
91
+ return shadow2D(shadowMap, vec4(uv, layer, depth));
92
+ #elif defined(PSSM_SAMPLE_CMP)
93
+ # if defined(OGRE_GLSL) && OGRE_GLSL < 130
94
+ return shadow2D(shadowMap, vec3(uv, depth)).r;
95
+ # else
96
+ return shadow2D(shadowMap, vec3(uv, depth));
97
+ # endif
98
+ #else
99
+ return (depth <= texture2D(shadowMap, uv).r) ? 1.0 : 0.0;
100
+ #endif
101
+ }
102
+ void SGX_ShadowPCF4(in SAMPLER_TYPE shadowMap, in f32vec4 shadowMapPos, in vec2 invTexSize, PSSM_LAYER_ARG(in float layer) out float c)
103
+ {
104
+ shadowMapPos = shadowMapPos / shadowMapPos.w;
105
+ #if !defined(OGRE_REVERSED_Z) && !defined(OGRE_HLSL) && !defined(VULKAN)
106
+ shadowMapPos.z = shadowMapPos.z * 0.5 + 0.5; // convert -1..1 to 0..1
107
+ #endif
108
+ vec2 uv = shadowMapPos.xy;
109
+
110
+ // depth must be clamped to support floating-point depth formats. This is to avoid comparing a
111
+ // value from the depth texture (which is never greater than 1.0) with a greater-than-one
112
+ // comparison value (which is possible with floating-point formats).
113
+ float depth = clamp(shadowMapPos.z, 0.0, 1.0);
114
+
115
+ c = 0.0;
116
+ float scale = 1.0;
117
+ float offset = (PCF_XSAMPLES / 2.0 - 0.5) * scale;
118
+ for (float y = -offset; y <= offset; y += scale)
119
+ for (float x = -offset; x <= offset; x += scale)
120
+ c += sampleDepth(shadowMap, uv + invTexSize * vec2(x, y), PSSM_LAYER_ARG(layer) depth);
121
+
122
+ c /= PCF_XSAMPLES * PCF_XSAMPLES;
123
+ }
124
+ #endif
125
+
126
+ //-----------------------------------------------------------------------------
127
+ void SGX_ComputeShadowFactor_PSSM3(in float32_t fDepth,
128
+ in vec4 vSplitPoints,
129
+ in vec4 lightPosition0,
130
+ in SAMPLER_TYPE shadowMap0,
131
+ in vec2 invShadowMapSize0,
132
+ #if PSSM_NUM_SPLITS > 2
133
+ in vec4 lightPosition1,
134
+ in SAMPLER_TYPE shadowMap1,
135
+ in vec2 invShadowMapSize1,
136
+ #endif
137
+ #if PSSM_NUM_SPLITS > 3
138
+ in vec4 lightPosition2,
139
+ in SAMPLER_TYPE shadowMap2,
140
+ in vec2 invShadowMapSize2,
141
+ #endif
142
+ in vec4 lightPosition3,
143
+ in SAMPLER_TYPE shadowMap3,
144
+ in vec2 invShadowMapSize3,
145
+ out float oShadowFactor
146
+ #ifdef DEBUG_PSSM
147
+ , out vec4 oDiffuse
148
+ #endif
149
+ )
150
+ {
151
+ #if !defined(OGRE_REVERSED_Z) && !defined(OGRE_HLSL) && !defined(VULKAN)
152
+ vSplitPoints = vSplitPoints * 0.5 + 0.5; // convert -1..1 to 0..1
153
+ #endif
154
+
155
+ #ifdef OGRE_REVERSED_Z
156
+ vSplitPoints = vec4_splat(1.0) - vSplitPoints;
157
+ fDepth = 1.0 - fDepth;
158
+ #endif
159
+
160
+ if (fDepth <= vSplitPoints.x)
161
+ {
162
+ SGX_ShadowPCF4(shadowMap0, lightPosition0, invShadowMapSize0, PSSM_LAYER_ARG(0.0) oShadowFactor);
163
+ #ifdef DEBUG_PSSM
164
+ oDiffuse.r += 1.0;
165
+ #endif
166
+ }
167
+ #if PSSM_NUM_SPLITS > 2
168
+ else if (fDepth <= vSplitPoints.y)
169
+ {
170
+ SGX_ShadowPCF4(shadowMap1, lightPosition1, invShadowMapSize1, PSSM_LAYER_ARG(1.0) oShadowFactor);
171
+ #ifdef DEBUG_PSSM
172
+ oDiffuse.g += 1.0;
173
+ #endif
174
+ }
175
+ #endif
176
+ #if PSSM_NUM_SPLITS > 3
177
+ else if (fDepth <= vSplitPoints.z)
178
+ {
179
+ SGX_ShadowPCF4(shadowMap2, lightPosition2, invShadowMapSize2, PSSM_LAYER_ARG(2.0) oShadowFactor);
180
+ #ifdef DEBUG_PSSM
181
+ oDiffuse.r += 1.0;
182
+ oDiffuse.g += 1.0;
183
+ #endif
184
+ }
185
+ #endif
186
+ else if (fDepth <= vSplitPoints.w)
187
+ {
188
+ SGX_ShadowPCF4(shadowMap3, lightPosition3, invShadowMapSize3, PSSM_LAYER_ARG(float(PSSM_NUM_SPLITS - 1)) oShadowFactor);
189
+ #ifdef DEBUG_PSSM
190
+ oDiffuse.b += 1.0;
191
+ #endif
192
+ }
193
+ else
194
+ {
195
+ // behind far distance
196
+ oShadowFactor = 1.0;
197
+ }
198
+ }