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.
- Ogre/Bites.py +14 -0
- Ogre/Bullet.py +14 -0
- Ogre/Codec_Assimp.dll +0 -0
- Ogre/Codec_STBI.dll +0 -0
- Ogre/HighPy.py +389 -0
- Ogre/ImGui.py +12 -0
- Ogre/Numpy.py +80 -0
- Ogre/Ogre.py +12 -0
- Ogre/OgreBites.dll +0 -0
- Ogre/OgreBullet.dll +0 -0
- Ogre/OgreMain.dll +0 -0
- Ogre/OgreOverlay.dll +0 -0
- Ogre/OgrePaging.dll +0 -0
- Ogre/OgreRTShaderSystem.dll +0 -0
- Ogre/OgreTerrain.dll +0 -0
- Ogre/Overlay.py +14 -0
- Ogre/Plugin_DotScene.dll +0 -0
- Ogre/Plugin_GLSLangProgramManager.dll +0 -0
- Ogre/Plugin_OctreeSceneManager.dll +0 -0
- Ogre/Plugin_ParticleFX.dll +0 -0
- Ogre/RTShader.py +14 -0
- Ogre/RenderSystem_Direct3D11.dll +0 -0
- Ogre/RenderSystem_GL.dll +0 -0
- Ogre/RenderSystem_GL3Plus.dll +0 -0
- Ogre/RenderSystem_GLES2.dll +0 -0
- Ogre/RenderSystem_Tiny.dll +0 -0
- Ogre/RenderSystem_Vulkan.dll +0 -0
- Ogre/SDL2.dll +0 -0
- Ogre/Terrain.py +14 -0
- Ogre/_Bites.pyd +0 -0
- Ogre/_Bullet.pyd +0 -0
- Ogre/_ImGui.pyd +0 -0
- Ogre/_Ogre.pyd +0 -0
- Ogre/_Overlay.pyd +0 -0
- Ogre/_RTShader.pyd +0 -0
- Ogre/_Terrain.pyd +0 -0
- Ogre/__init__.py +2 -0
- Ogre/zlib.dll +0 -0
- ogre_python-14.5.0.data/data/Media/Main/DefaultShaders.metal +38 -0
- ogre_python-14.5.0.data/data/Media/Main/GLSL_GL3Support.glsl +110 -0
- ogre_python-14.5.0.data/data/Media/Main/HLSL_SM4Support.hlsl +124 -0
- ogre_python-14.5.0.data/data/Media/Main/OgreUnifiedShader.h +201 -0
- ogre_python-14.5.0.data/data/Media/Main/Shadow.material +85 -0
- ogre_python-14.5.0.data/data/Media/Main/ShadowBlend.frag +11 -0
- ogre_python-14.5.0.data/data/Media/Main/ShadowBlend.vert +12 -0
- ogre_python-14.5.0.data/data/Media/Main/ShadowExtrudeDirLight.vert +18 -0
- ogre_python-14.5.0.data/data/Media/Main/ShadowExtrudeDirLightFinite.vert +22 -0
- ogre_python-14.5.0.data/data/Media/Main/ShadowExtrudePointLight.vert +19 -0
- ogre_python-14.5.0.data/data/Media/Main/ShadowExtrudePointLightFinite.vert +22 -0
- ogre_python-14.5.0.data/data/Media/Main/ShadowVolumeExtude.program +41 -0
- ogre_python-14.5.0.data/data/Media/Main/spot_shadow_fade.dds +0 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/FFPLib_AlphaTest.glsl +45 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/FFPLib_Fog.glsl +92 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/FFPLib_Texturing.glsl +150 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/FFPLib_Transform.glsl +100 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/RTSLib_Colour.glsl +16 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/RTSLib_IBL.glsl +90 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/RTSLib_LTC.glsl +114 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/RTSLib_Lighting.glsl +18 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/RTSSamplers.material +18 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/SGXLib_CookTorrance.glsl +238 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/SGXLib_DualQuaternion.glsl +172 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/SGXLib_IntegratedPSSM.glsl +198 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/SGXLib_LayeredBlending.glsl +825 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/SGXLib_NormalMap.glsl +125 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/SGXLib_PerPixelLighting.glsl +183 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/SGXLib_TriplanarTexturing.glsl +47 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/SGXLib_WBOIT.glsl +19 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/dfgLUTmultiscatter.dds +0 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/ltc_1.dds +0 -0
- ogre_python-14.5.0.data/data/Media/RTShaderLib/ltc_2.dds +0 -0
- ogre_python-14.5.0.data/data/Media/Terrain/TerrainSurface.glsl +91 -0
- ogre_python-14.5.0.data/data/Media/Terrain/TerrainTransforms.glsl +36 -0
- ogre_python-14.5.0.data/data/Media/packs/SdkTrays.zip +0 -0
- ogre_python-14.5.0.data/data/Media/packs/profiler.zip +0 -0
- ogre_python-14.5.0.data/data/bin/plugins.cfg +27 -0
- ogre_python-14.5.0.data/data/bin/resources.cfg +12 -0
- ogre_python-14.5.0.dist-info/METADATA +148 -0
- ogre_python-14.5.0.dist-info/RECORD +83 -0
- ogre_python-14.5.0.dist-info/WHEEL +5 -0
- ogre_python-14.5.0.dist-info/licenses/AUTHORS +313 -0
- ogre_python-14.5.0.dist-info/licenses/LICENSE +21 -0
- ogre_python-14.5.0.dist-info/top_level.txt +1 -0
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/*
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-----------------------------------------------------------------------------
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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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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
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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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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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,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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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
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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//-----------------------------------------------------------------------------
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// Program Name: SGXLib_NormalMapLighting
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// Program Desc: Normal map lighting functions.
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// Program Type: Vertex/Pixel shader
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// Language: GLSL
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void SGX_FetchNormal(in sampler2D s,
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in vec2 uv,
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out vec3 vOut)
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{
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vOut = 2.0 * texture2D(s, uv).xyz - 1.0;
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}
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//-----------------------------------------------------------------------------
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void SGX_CalculateTBN(in vec3 vNormal,
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in vec4 vTangent,
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out mat3 TBN)
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{
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vec3 vBinormal = cross(vNormal, vTangent.xyz) * vTangent.w;
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// direction: from tangent space to world
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TBN = mtxFromCols(vTangent.xyz, vBinormal, vNormal);
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}
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//-----------------------------------------------------------------------------
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void SGX_Generate_Parallax_Texcoord(in sampler2D normalHeightMap,
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in vec2 texCoord,
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in vec3 viewPos,
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in float heightScale,
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in mat3 TBN,
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out f32vec2 newTexCoord)
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{
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//Calculate eye direction
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f32vec3 eyeVec = mul(-viewPos, TBN);
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eyeVec = normalize(eyeVec);
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#ifndef TERRAIN_PARALLAX_MAPPING
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eyeVec.y = -eyeVec.y; //Inverse y
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#endif
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newTexCoord = texCoord;
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#ifndef POM_LAYER_COUNT
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//Simple parallax mapping
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float height = 1.0 - texture2D(normalHeightMap, newTexCoord).a;
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#ifndef TERRAIN_PARALLAX_MAPPING
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vec2 p = eyeVec.xy / eyeVec.z * (height * heightScale);
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#else
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vec2 p = eyeVec.xy * (height * heightScale);
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#endif
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newTexCoord = newTexCoord - p;
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#else
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// parallax occlusion mapping
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#ifdef POM_MAX_DISTANCE
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if (abs(viewPos.z) > POM_MAX_DISTANCE)
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return;
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#endif
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//Configure steep mapping layering.
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float layerDepth = 1.0 / float(POM_LAYER_COUNT);
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float currentLayerDepth = 0.0;
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vec2 parallaxShift = (eyeVec.xy) * heightScale;
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vec2 deltaTexCoords = parallaxShift / float(POM_LAYER_COUNT);
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float currentDepthMapValue = 1.0 - texture2D(normalHeightMap, newTexCoord).a;
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//Loop through layers and break early if match found.
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for (int currentLayerId = 0; currentLayerId < POM_LAYER_COUNT; currentLayerId++)
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{
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// shift texture coordinates along direction of P
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newTexCoord -= deltaTexCoords;
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// get depthmap value at current texture coordinates
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currentDepthMapValue = 1.0 - texture2D(normalHeightMap, newTexCoord).a;
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//Break if layer height matched
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if (currentLayerDepth > currentDepthMapValue)
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break;
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// get depth of next layer
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currentLayerDepth += layerDepth;
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}
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// get texture coordinates before collision (reverse operations)
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vec2 prevTexCoords = newTexCoord + deltaTexCoords;
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// get depth after and before collision for linear interpolation
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float afterDepth = currentDepthMapValue - currentLayerDepth;
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float beforeDepth = (1.0 - texture2D(normalHeightMap, prevTexCoords).a) - currentLayerDepth + layerDepth;
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// interpolation of texture coordinates
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float weight = afterDepth / (afterDepth - beforeDepth);
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newTexCoord = mix(newTexCoord, prevTexCoords, weight);
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#endif
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}
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/*
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-----------------------------------------------------------------------------
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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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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
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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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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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,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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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
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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//-----------------------------------------------------------------------------
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// Program Name: SGXLib_Lighting
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// Program Desc: Per pixel lighting functions.
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// Program Type: Vertex/Pixel shader
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// Language: GLSL
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// Notes: Implements core functions for FFPLighting class.
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// based on lighting engine.
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// See http://msdn.microsoft.com/en-us/library/bb147178.aspx
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//-----------------------------------------------------------------------------
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#include "RTSLib_Lighting.glsl"
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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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#ifdef USE_LINEAR_COLOURS
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#define FFP_SATURATE(x) x
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#else
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#define FFP_SATURATE(x) saturate(x)
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#endif
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#ifdef OGRE_HLSL
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void SGX_Flip_Backface_Normal(in float triArea, in float targetFlipped, inout vec3 normal)
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{
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#if OGRE_HLSL == 3
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triArea *= -1.0;
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triArea *= targetFlipped;
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#endif
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if(triArea < 0.0)
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normal *= -1.0;
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}
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#else
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void SGX_Flip_Backface_Normal(in bool frontFacing, in float targetFlipped, inout vec3 normal)
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{
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if(!frontFacing)
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normal *= -1.0;
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}
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#endif
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void evaluateLight(
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in vec3 vNormal,
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in f32vec3 vViewPos,
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in vec4 vLightPos,
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in vec4 vAttParams,
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in vec4 vLightDirView,
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in vec4 spotParams,
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in vec4 vDiffuseColour,
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inout vec3 vOutDiffuse
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#if defined(TVC_DIFFUSE) || defined(TVC_SPECULAR)
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, in vec4 vInVertexColour
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#endif
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#ifdef USE_SPECULAR
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, in vec4 vSpecularColour,
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in float fSpecularPower,
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inout vec3 vOutSpecular
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#endif
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#ifdef SHADOWLIGHT_COUNT
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, in float shadowFactor
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#endif
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#ifdef HAVE_AREA_LIGHTS
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, in sampler2D ltcLUT1,
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in sampler2D ltcLUT2
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#endif
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)
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{
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vec3 vLightView = vLightPos.xyz;
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float fLightD = 0.0;
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#ifdef TVC_DIFFUSE
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vDiffuseColour *= vInVertexColour;
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#endif
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#ifdef HAVE_AREA_LIGHTS
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if(spotParams.w == 2.0)
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{
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// rect area light
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vec3 dcol = vDiffuseColour.rgb;
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#ifdef USE_SPECULAR
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#ifdef TVC_SPECULAR
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vSpecularColour *= vInVertexColour;
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#endif
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vec3 scol = vSpecularColour.rgb;
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#else
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vec3 scol = vec3_splat(0.0);
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float fSpecularPower = 0.0;
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#endif
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float roughness = saturate(1.0 - fSpecularPower/128.0); // convert specular to roughness
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116
|
+
roughness *= roughness; // perceptual to physical roughness
|
|
117
|
+
evaluateRectLight(ltcLUT1, ltcLUT2, roughness, normalize(vNormal), vViewPos, vLightPos.xyz, spotParams.xyz, vAttParams.xyz, scol, dcol);
|
|
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|
+
|
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|
+
#ifdef SHADOWLIGHT_COUNT
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dcol *= shadowFactor;
|
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|
+
scol *= shadowFactor;
|
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|
+
#endif
|
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|
+
|
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+
// linear to gamma
|
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125
|
+
dcol = pow(dcol, vec3_splat(1.0/2.2));
|
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|
+
vOutDiffuse.rgb = FFP_SATURATE(vOutDiffuse.rgb + dcol);
|
|
127
|
+
#ifdef USE_SPECULAR
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128
|
+
scol = pow(scol, vec3_splat(1.0/2.2));
|
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+
vOutSpecular.rgb = FFP_SATURATE(vOutSpecular.rgb + scol);
|
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+
#endif
|
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+
return;
|
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+
}
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+
#endif
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+
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+
if (vLightPos.w != 0.0)
|
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+
{
|
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+
f32vec3 tmp = vLightPos.xyz - vViewPos;
|
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138
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+
fLightD = length(tmp);
|
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139
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+
|
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140
|
+
if(fLightD > vAttParams.x)
|
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+
return;
|
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142
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+
|
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143
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+
vLightView = tmp / fLightD; // normalize
|
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+
}
|
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+
else
|
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+
{
|
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|
+
vLightView = normalize(vLightView);
|
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+
}
|
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+
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+
vec3 vNormalView = normalize(vNormal);
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+
float nDotL = saturate(dot(vNormalView, vLightView));
|
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+
|
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|
+
if (nDotL <= 0.0)
|
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+
return;
|
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+
|
|
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|
+
float fAtten = getDistanceAttenuation(vAttParams.yzw, fLightD);
|
|
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|
+
|
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158
|
+
#ifdef SHADOWLIGHT_COUNT
|
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|
+
fAtten *= shadowFactor;
|
|
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|
+
#endif
|
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|
+
|
|
162
|
+
if(spotParams.w != 0.0)
|
|
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|
+
{
|
|
164
|
+
fAtten *= getAngleAttenuation(spotParams.xyz, vLightDirView.xyz, vLightView);
|
|
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|
+
}
|
|
166
|
+
|
|
167
|
+
vOutDiffuse += vDiffuseColour.rgb * nDotL * fAtten;
|
|
168
|
+
vOutDiffuse = FFP_SATURATE(vOutDiffuse);
|
|
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|
+
|
|
170
|
+
#ifdef USE_SPECULAR
|
|
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|
+
f32vec3 vView = -normalize(vViewPos);
|
|
172
|
+
f32vec3 vHalfWay = normalize(vView + vLightView);
|
|
173
|
+
float32_t nDotH = saturate(dot(vNormalView, vHalfWay));
|
|
174
|
+
#ifdef TVC_SPECULAR
|
|
175
|
+
vSpecularColour *= vInVertexColour;
|
|
176
|
+
#endif
|
|
177
|
+
#ifdef NORMALISED
|
|
178
|
+
vSpecularColour *= (fSpecularPower + 8.0)/(8.0 * M_PI);
|
|
179
|
+
#endif
|
|
180
|
+
vOutSpecular += vSpecularColour.rgb * pow(nDotH, fSpecularPower) * fAtten;
|
|
181
|
+
vOutSpecular = FFP_SATURATE(vOutSpecular);
|
|
182
|
+
#endif
|
|
183
|
+
}
|
|
@@ -0,0 +1,47 @@
|
|
|
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
|
+
void SGX_TriplanarTexturing(in vec4 diffuse, in vec3 normal, in vec4 position, in sampler2D texFromX, in sampler2D texFromY, in sampler2D texFromZ, in vec3 parameters, out vec4 cOut)
|
|
29
|
+
{
|
|
30
|
+
vec3 blendWeights = abs(normalize(normal));
|
|
31
|
+
blendWeights = blendWeights - parameters.y;
|
|
32
|
+
blendWeights = pow(max(blendWeights, vec3(0.0, 0.0, 0.0)), parameters.zzz);
|
|
33
|
+
float tot = (blendWeights.x + blendWeights.y + blendWeights.z);
|
|
34
|
+
blendWeights /= vec3(tot, tot, tot);
|
|
35
|
+
// Move the planar mapping a bit according to the normal length to avoid bad looking skirts.
|
|
36
|
+
float nLength = length(normal - 1.0);
|
|
37
|
+
vec2 coord1 = (position.yz + nLength) * parameters.x;
|
|
38
|
+
vec2 coord2 = (position.zx + nLength) * parameters.x;
|
|
39
|
+
vec2 coord3 = (position.xy + nLength) * parameters.x;
|
|
40
|
+
|
|
41
|
+
vec4 col1 = texture2D(texFromX, coord1);
|
|
42
|
+
vec4 col2 = texture2D(texFromY, coord2);
|
|
43
|
+
vec4 col3 = texture2D(texFromZ, coord3);
|
|
44
|
+
cOut = diffuse * vec4(col1.xyz * blendWeights.x +
|
|
45
|
+
col2.xyz * blendWeights.y +
|
|
46
|
+
col3.xyz * blendWeights.z, 1);
|
|
47
|
+
}
|
|
@@ -0,0 +1,19 @@
|
|
|
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
|
+
float weight(float z, float a)
|
|
7
|
+
{
|
|
8
|
+
// from https://casual-effects.blogspot.com/2015/03/implemented-weighted-blended-order.html
|
|
9
|
+
return clamp(pow(min(1.0, a * 10.0) + 0.01, 3.0) * 1e8 * pow(1.0 - z * 0.9, 3.0), 1e-2, 3e3);
|
|
10
|
+
}
|
|
11
|
+
|
|
12
|
+
void SGX_WBOIT(float depth, inout vec4 accum, out vec4 revealage)
|
|
13
|
+
{
|
|
14
|
+
vec4 colour = accum;
|
|
15
|
+
// Weighted Blended Order-Independent Transparency, Listing 4
|
|
16
|
+
float w = weight(depth, colour.a);
|
|
17
|
+
accum = vec4(colour.rgb * w * colour.a, colour.a);
|
|
18
|
+
revealage = vec4_splat(colour.a * w);
|
|
19
|
+
}
|
|
Binary file
|
|
Binary file
|
|
Binary file
|
|
@@ -0,0 +1,91 @@
|
|
|
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
|
+
#include "RTSLib_Colour.glsl"
|
|
7
|
+
|
|
8
|
+
void transformToTS(in vec3 TSnormal, in mat3 normalMatrix, inout vec3 normal)
|
|
9
|
+
{
|
|
10
|
+
// derive the tangent space basis
|
|
11
|
+
// we do this in the pixel shader because we don't have per-vertex normals
|
|
12
|
+
// because of the LOD, we use a normal map
|
|
13
|
+
// tangent is always +x or -z in object space depending on alignment
|
|
14
|
+
#ifdef TERRAIN_ALIGN_Y_Z
|
|
15
|
+
vec3 tangent = vec3(0, 0, -1);
|
|
16
|
+
#else
|
|
17
|
+
vec3 tangent = vec3(1, 0, 0);
|
|
18
|
+
#endif
|
|
19
|
+
normal = normalize(normal);
|
|
20
|
+
tangent = normalize(mul(normalMatrix, tangent));
|
|
21
|
+
vec3 binormal = cross(tangent, normal);
|
|
22
|
+
// note, now we need to re-cross to derive tangent again because it wasn't orthonormal
|
|
23
|
+
tangent = cross(normal, binormal);
|
|
24
|
+
// derive final matrix
|
|
25
|
+
mat3 TBN = mtxFromCols(tangent, binormal, normal);
|
|
26
|
+
|
|
27
|
+
normal = mul(TBN, TSnormal);
|
|
28
|
+
}
|
|
29
|
+
|
|
30
|
+
void getShadowFactor(in sampler2D lightmap, in vec2 uv, inout float shadowFactor)
|
|
31
|
+
{
|
|
32
|
+
float lmShadow = texture2D(lightmap, uv).x;
|
|
33
|
+
shadowFactor = min(shadowFactor, lmShadow);
|
|
34
|
+
}
|
|
35
|
+
|
|
36
|
+
#define MIN_BLEND_WEIGHT 0.0039 // 1/255
|
|
37
|
+
|
|
38
|
+
void blendTerrainLayer(in float blendWeight, in f32vec2 uv0, in float uvMul,
|
|
39
|
+
#ifdef TERRAIN_PARALLAX_MAPPING
|
|
40
|
+
in vec3 viewPos, in float scaleBias, in mat3 TBN,
|
|
41
|
+
#endif
|
|
42
|
+
#ifdef TERRAIN_NORMAL_MAPPING
|
|
43
|
+
in sampler2D normtex, inout vec3 normal,
|
|
44
|
+
#endif
|
|
45
|
+
in sampler2D difftex, inout vec4 diffuseSpec)
|
|
46
|
+
{
|
|
47
|
+
if(blendWeight < MIN_BLEND_WEIGHT)
|
|
48
|
+
return;
|
|
49
|
+
|
|
50
|
+
// generate UV
|
|
51
|
+
vec2 uv = mod(uv0 * uvMul, 1.0);
|
|
52
|
+
|
|
53
|
+
#ifdef TERRAIN_PARALLAX_MAPPING
|
|
54
|
+
SGX_Generate_Parallax_Texcoord(normtex, uv, viewPos, scaleBias, TBN, uv);
|
|
55
|
+
#endif
|
|
56
|
+
|
|
57
|
+
// sample diffuse texture
|
|
58
|
+
vec4 diffuseSpecTex = texture2D(difftex, uv);
|
|
59
|
+
ENABLE_LINEAR_COLOUR(diffuseSpecTex);
|
|
60
|
+
// apply to common
|
|
61
|
+
diffuseSpec = mix(diffuseSpec, diffuseSpecTex, blendWeight);
|
|
62
|
+
|
|
63
|
+
#ifdef TERRAIN_NORMAL_MAPPING
|
|
64
|
+
vec3 TSnormal;
|
|
65
|
+
// access TS normal map
|
|
66
|
+
SGX_FetchNormal(normtex, uv, TSnormal);
|
|
67
|
+
// Partial Derivative Blending https://blog.selfshadow.com/publications/blending-in-detail/
|
|
68
|
+
normal = normalize(vec3(mix(normal.xy*TSnormal.z, TSnormal.xy*normal.z, blendWeight), TSnormal.z*normal.z));
|
|
69
|
+
#endif
|
|
70
|
+
}
|
|
71
|
+
|
|
72
|
+
//-----------------------------------------------------------------------------
|
|
73
|
+
void SGX_CalculateTerrainTBN(in vec3 normal, in mat3 normalMatrix, out mat3 TBN)
|
|
74
|
+
{
|
|
75
|
+
// derive the tangent space basis
|
|
76
|
+
// we do this in the pixel shader because we don't have per-vertex normals
|
|
77
|
+
// because of the LOD, we use a normal map
|
|
78
|
+
// tangent is always +x or -z in object space depending on alignment
|
|
79
|
+
#ifdef TERRAIN_ALIGN_Y_Z
|
|
80
|
+
vec3 tangent = vec3(0, 0, -1);
|
|
81
|
+
#else
|
|
82
|
+
vec3 tangent = vec3(1, 0, 0);
|
|
83
|
+
#endif
|
|
84
|
+
normal = normalize(normal);
|
|
85
|
+
tangent = normalize(mul(normalMatrix, tangent));
|
|
86
|
+
vec3 binormal = cross(tangent, normal);
|
|
87
|
+
// note, now we need to re-cross to derive tangent again because it wasn't orthonormal
|
|
88
|
+
tangent = cross(normal, binormal);
|
|
89
|
+
// derive final matrix
|
|
90
|
+
TBN = mtxFromCols(tangent, binormal, normal);
|
|
91
|
+
}
|
|
@@ -0,0 +1,36 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* @param delta: lodDelta, lodThreshold (vertex attribute)
|
|
3
|
+
* @param lodMorph: morph amount, morph targetLOD (uniform)
|
|
4
|
+
*/
|
|
5
|
+
void applyLODMorph(vec2 delta, vec2 lodMorph, inout float height
|
|
6
|
+
#ifdef TERRAIN_DEBUG
|
|
7
|
+
, out vec2 lodInfo
|
|
8
|
+
#endif
|
|
9
|
+
)
|
|
10
|
+
{
|
|
11
|
+
// determine whether to apply the LOD morph to this vertex
|
|
12
|
+
// we store the deltas against all vertices so we only want to apply
|
|
13
|
+
// the morph to the ones which would disappear.
|
|
14
|
+
// If we subtract
|
|
15
|
+
// the lodThreshold from the targetLOD, and arrange to only morph if the
|
|
16
|
+
// result is negative (it will only be -1 in fact, since after that
|
|
17
|
+
// the vertex will never be indexed), we will achieve our aim.
|
|
18
|
+
// sign(lodThreshold - targetLOD) == -1 is to morph
|
|
19
|
+
|
|
20
|
+
// this will either be 1 (morph) or 0 (don't morph)
|
|
21
|
+
float toMorph = -min(0.0, sign(delta.y - lodMorph.y));
|
|
22
|
+
height += delta.x * toMorph * lodMorph.x;
|
|
23
|
+
|
|
24
|
+
#ifdef TERRAIN_DEBUG
|
|
25
|
+
// LOD level (-1 since value is target level, we want to display actual)
|
|
26
|
+
lodInfo.x = (lodMorph.y - 1) / NUM_LODS;
|
|
27
|
+
// LOD morph
|
|
28
|
+
lodInfo.y = toMorph * lodMorph.x;
|
|
29
|
+
#endif
|
|
30
|
+
}
|
|
31
|
+
|
|
32
|
+
void expandVertex(mat4 idxToObjectSpace, float baseUVScale, vec2 idx, float height, out vec4 position, out vec2 uv)
|
|
33
|
+
{
|
|
34
|
+
position = mul(idxToObjectSpace, vec4(idx, height, 1));
|
|
35
|
+
uv = vec2(idx.x * baseUVScale, 1.0 - idx.y * baseUVScale);
|
|
36
|
+
}
|
|
Binary file
|
|
Binary file
|
|
@@ -0,0 +1,27 @@
|
|
|
1
|
+
# Defines plugins to load
|
|
2
|
+
|
|
3
|
+
# Define plugin folder
|
|
4
|
+
PluginFolder=.
|
|
5
|
+
|
|
6
|
+
# Define plugins
|
|
7
|
+
# Plugin=RenderSystem_Direct3D9
|
|
8
|
+
Plugin=RenderSystem_Direct3D11
|
|
9
|
+
Plugin=RenderSystem_GL
|
|
10
|
+
Plugin=RenderSystem_GL3Plus
|
|
11
|
+
Plugin=RenderSystem_GLES2
|
|
12
|
+
# Plugin=RenderSystem_Metal
|
|
13
|
+
Plugin=RenderSystem_Tiny
|
|
14
|
+
Plugin=RenderSystem_Vulkan
|
|
15
|
+
Plugin=Plugin_ParticleFX
|
|
16
|
+
# Plugin=Plugin_BSPSceneManager
|
|
17
|
+
# Plugin=Plugin_CgProgramManager
|
|
18
|
+
Plugin=Plugin_GLSLangProgramManager
|
|
19
|
+
# Plugin=Codec_EXR
|
|
20
|
+
Plugin=Codec_STBI
|
|
21
|
+
# Plugin=Codec_RsImage
|
|
22
|
+
# Plugin=Codec_FreeImage
|
|
23
|
+
# Plugin=Plugin_PCZSceneManager
|
|
24
|
+
# Plugin=Plugin_OctreeZone
|
|
25
|
+
Plugin=Plugin_OctreeSceneManager
|
|
26
|
+
Plugin=Plugin_DotScene
|
|
27
|
+
Plugin=Codec_Assimp
|
|
@@ -0,0 +1,12 @@
|
|
|
1
|
+
# Ogre Core Resources
|
|
2
|
+
[OgreInternal]
|
|
3
|
+
FileSystem=../Media/Main
|
|
4
|
+
FileSystem=../Media/RTShaderLib
|
|
5
|
+
FileSystem=../Media/Terrain/
|
|
6
|
+
|
|
7
|
+
# Resources required by OgreBites::Trays
|
|
8
|
+
[Essential]
|
|
9
|
+
Zip=../Media/packs/SdkTrays.zip
|
|
10
|
+
Zip=../Media/packs/profiler.zip
|
|
11
|
+
|
|
12
|
+
|