pyrender2 0.2.0__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- pyrender/__init__.py +24 -0
- pyrender/camera.py +435 -0
- pyrender/constants.py +149 -0
- pyrender/font.py +272 -0
- pyrender/fonts/OpenSans-Bold.ttf +0 -0
- pyrender/fonts/OpenSans-BoldItalic.ttf +0 -0
- pyrender/fonts/OpenSans-ExtraBold.ttf +0 -0
- pyrender/fonts/OpenSans-ExtraBoldItalic.ttf +0 -0
- pyrender/fonts/OpenSans-Italic.ttf +0 -0
- pyrender/fonts/OpenSans-Light.ttf +0 -0
- pyrender/fonts/OpenSans-LightItalic.ttf +0 -0
- pyrender/fonts/OpenSans-Regular.ttf +0 -0
- pyrender/fonts/OpenSans-Semibold.ttf +0 -0
- pyrender/fonts/OpenSans-SemiboldItalic.ttf +0 -0
- pyrender/light.py +382 -0
- pyrender/material.py +705 -0
- pyrender/mesh.py +328 -0
- pyrender/node.py +263 -0
- pyrender/offscreen.py +160 -0
- pyrender/platforms/__init__.py +6 -0
- pyrender/platforms/base.py +73 -0
- pyrender/platforms/egl.py +219 -0
- pyrender/platforms/osmesa.py +59 -0
- pyrender/platforms/pyglet_platform.py +90 -0
- pyrender/primitive.py +489 -0
- pyrender/renderer.py +1328 -0
- pyrender/sampler.py +102 -0
- pyrender/scene.py +585 -0
- pyrender/shader_program.py +283 -0
- pyrender/shaders/debug_quad.frag +23 -0
- pyrender/shaders/debug_quad.vert +25 -0
- pyrender/shaders/flat.frag +126 -0
- pyrender/shaders/flat.vert +86 -0
- pyrender/shaders/mesh.frag +456 -0
- pyrender/shaders/mesh.vert +86 -0
- pyrender/shaders/mesh_depth.frag +8 -0
- pyrender/shaders/mesh_depth.vert +13 -0
- pyrender/shaders/segmentation.frag +13 -0
- pyrender/shaders/segmentation.vert +14 -0
- pyrender/shaders/text.frag +12 -0
- pyrender/shaders/text.vert +12 -0
- pyrender/shaders/vertex_normals.frag +10 -0
- pyrender/shaders/vertex_normals.geom +74 -0
- pyrender/shaders/vertex_normals.vert +27 -0
- pyrender/shaders/vertex_normals_pc.geom +29 -0
- pyrender/texture.py +259 -0
- pyrender/trackball.py +216 -0
- pyrender/utils.py +115 -0
- pyrender/version.py +1 -0
- pyrender/viewer.py +1160 -0
- pyrender2-0.2.0.dist-info/METADATA +152 -0
- pyrender2-0.2.0.dist-info/RECORD +55 -0
- pyrender2-0.2.0.dist-info/WHEEL +5 -0
- pyrender2-0.2.0.dist-info/licenses/LICENSE +21 -0
- pyrender2-0.2.0.dist-info/top_level.txt +1 -0
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#version 330 core
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///////////////////////////////////////////////////////////////////////////////
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// Structs
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///////////////////////////////////////////////////////////////////////////////
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struct SpotLight {
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vec3 color;
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float intensity;
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float range;
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vec3 position;
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vec3 direction;
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float light_angle_scale;
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float light_angle_offset;
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#ifdef SPOT_LIGHT_SHADOWS
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sampler2D shadow_map;
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mat4 light_matrix;
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#endif
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};
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struct DirectionalLight {
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vec3 color;
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float intensity;
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vec3 direction;
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#ifdef DIRECTIONAL_LIGHT_SHADOWS
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sampler2D shadow_map;
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mat4 light_matrix;
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#endif
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};
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struct PointLight {
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vec3 color;
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float intensity;
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float range;
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vec3 position;
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#ifdef POINT_LIGHT_SHADOWS
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samplerCube shadow_map;
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#endif
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};
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struct Material {
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vec3 emissive_factor;
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#ifdef USE_METALLIC_MATERIAL
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vec4 base_color_factor;
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float metallic_factor;
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float roughness_factor;
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#endif
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#ifdef USE_GLOSSY_MATERIAL
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vec4 diffuse_factor;
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vec3 specular_factor;
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float glossiness_factor;
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#endif
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#ifdef HAS_NORMAL_TEX
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sampler2D normal_texture;
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#endif
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#ifdef HAS_OCCLUSION_TEX
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sampler2D occlusion_texture;
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#endif
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#ifdef HAS_EMISSIVE_TEX
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sampler2D emissive_texture;
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#endif
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#ifdef HAS_BASE_COLOR_TEX
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sampler2D base_color_texture;
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#endif
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#ifdef HAS_METALLIC_ROUGHNESS_TEX
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sampler2D metallic_roughness_texture;
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#endif
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#ifdef HAS_DIFFUSE_TEX
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sampler2D diffuse_texture;
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#endif
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#ifdef HAS_SPECULAR_GLOSSINESS_TEX
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sampler2D specular_glossiness;
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#endif
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};
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struct PBRInfo {
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float nl;
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float nv;
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float nh;
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float lh;
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float vh;
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float roughness;
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float metallic;
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vec3 f0;
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vec3 c_diff;
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};
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///////////////////////////////////////////////////////////////////////////////
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// Uniforms
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///////////////////////////////////////////////////////////////////////////////
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uniform Material material;
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uniform PointLight point_lights[MAX_POINT_LIGHTS];
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uniform int n_point_lights;
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uniform DirectionalLight directional_lights[MAX_DIRECTIONAL_LIGHTS];
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uniform int n_directional_lights;
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uniform SpotLight spot_lights[MAX_SPOT_LIGHTS];
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uniform int n_spot_lights;
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uniform vec3 cam_pos;
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uniform vec3 ambient_light;
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#ifdef USE_IBL
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uniform samplerCube diffuse_env;
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uniform samplerCube specular_env;
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#endif
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///////////////////////////////////////////////////////////////////////////////
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// Inputs
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///////////////////////////////////////////////////////////////////////////////
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in vec3 frag_position;
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#ifdef NORMAL_LOC
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in vec3 frag_normal;
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#endif
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#ifdef HAS_NORMAL_TEX
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#ifdef TANGENT_LOC
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#ifdef NORMAL_LOC
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in mat3 tbn;
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#endif
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#endif
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#endif
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#ifdef TEXCOORD_0_LOC
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in vec2 uv_0;
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#endif
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#ifdef TEXCOORD_1_LOC
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in vec2 uv_1;
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#endif
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#ifdef COLOR_0_LOC
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in vec4 color_multiplier;
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#endif
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///////////////////////////////////////////////////////////////////////////////
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// OUTPUTS
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///////////////////////////////////////////////////////////////////////////////
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out vec4 frag_color;
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///////////////////////////////////////////////////////////////////////////////
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// Constants
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///////////////////////////////////////////////////////////////////////////////
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const float PI = 3.141592653589793;
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const float min_roughness = 0.04;
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///////////////////////////////////////////////////////////////////////////////
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// Utility Functions
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///////////////////////////////////////////////////////////////////////////////
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vec4 srgb_to_linear(vec4 srgb)
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{
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#ifndef SRGB_CORRECTED
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// Fast Approximation
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//vec3 linOut = pow(srgbIn.xyz,vec3(2.2));
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//
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vec3 b_less = step(vec3(0.04045),srgb.xyz);
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vec3 lin_out = mix( srgb.xyz/vec3(12.92), pow((srgb.xyz+vec3(0.055))/vec3(1.055),vec3(2.4)), b_less );
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return vec4(lin_out, srgb.w);
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#else
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return srgb;
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#endif
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}
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// Normal computation
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vec3 get_normal()
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{
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#ifdef HAS_NORMAL_TEX
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#ifndef HAS_TANGENTS
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vec3 pos_dx = dFdx(frag_position);
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vec3 pos_dy = dFdy(frag_position);
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vec3 tex_dx = dFdx(vec3(uv_0, 0.0));
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vec3 tex_dy = dFdy(vec3(uv_0, 0.0));
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vec3 t = (tex_dy.t * pos_dx - tex_dx.t * pos_dy) / (tex_dx.s * tex_dy.t - tex_dy.s * tex_dx.t);
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#ifdef NORMAL_LOC
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vec3 ng = normalize(frag_normal);
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#else
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vec3 = cross(pos_dx, pos_dy);
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#endif
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t = normalize(t - ng * dot(ng, t));
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vec3 b = normalize(cross(ng, t));
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mat3 tbn_n = mat3(t, b, ng);
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#else
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mat3 tbn_n = tbn;
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#endif
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vec3 n = texture(material.normal_texture, uv_0).rgb;
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n = normalize(tbn_n * ((2.0 * n - 1.0) * vec3(1.0, 1.0, 1.0)));
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return n; // TODO NORMAL MAPPING
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#else
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#ifdef NORMAL_LOC
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return frag_normal;
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#else
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return normalize(cam_pos - frag_position);
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#endif
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#endif
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}
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// Fresnel
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vec3 specular_reflection(PBRInfo info)
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{
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vec3 res = info.f0 + (1.0 - info.f0) * pow(clamp(1.0 - info.vh, 0.0, 1.0), 5.0);
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return res;
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}
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// Smith
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float geometric_occlusion(PBRInfo info)
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{
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float r = info.roughness + 1.0;
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float k = r * r / 8.0;
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float g1 = info.nv / (info.nv * (1.0 - k) + k);
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float g2 = info.nl / (info.nl * (1.0 - k) + k);
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//float k = info.roughness * sqrt(2.0 / PI);
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//float g1 = info.lh / (info.lh * (1.0 - k) + k);
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//float g2 = info.nh / (info.nh * (1.0 - k) + k);
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return g1 * g2;
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}
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float microfacet_distribution(PBRInfo info)
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{
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float a = info.roughness * info.roughness;
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float a2 = a * a;
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float nh2 = info.nh * info.nh;
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float denom = (nh2 * (a2 - 1.0) + 1.0);
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return a2 / (PI * denom * denom);
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}
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vec3 compute_brdf(vec3 n, vec3 v, vec3 l,
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float roughness, float metalness,
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vec3 f0, vec3 c_diff, vec3 albedo,
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vec3 radiance)
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{
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vec3 h = normalize(l+v);
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float nl = clamp(dot(n, l), 0.001, 1.0);
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float nv = clamp(abs(dot(n, v)), 0.001, 1.0);
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float nh = clamp(dot(n, h), 0.0, 1.0);
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float lh = clamp(dot(l, h), 0.0, 1.0);
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float vh = clamp(dot(v, h), 0.0, 1.0);
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PBRInfo info = PBRInfo(nl, nv, nh, lh, vh, roughness, metalness, f0, c_diff);
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// Compute PBR terms
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vec3 F = specular_reflection(info);
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float G = geometric_occlusion(info);
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float D = microfacet_distribution(info);
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// Compute BRDF
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vec3 diffuse_contrib = (1.0 - F) * c_diff / PI;
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vec3 spec_contrib = F * G * D / (4.0 * nl * nv + 0.001);
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vec3 color = nl * radiance * (diffuse_contrib + spec_contrib);
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return color;
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}
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float texture2DCompare(sampler2D depths, vec2 uv, float compare) {
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return compare > texture(depths, uv.xy).r ? 1.0 : 0.0;
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}
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float texture2DShadowLerp(sampler2D depths, vec2 size, vec2 uv, float compare) {
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vec2 texelSize = vec2(1.0)/size;
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vec2 f = fract(uv*size+0.5);
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vec2 centroidUV = floor(uv*size+0.5)/size;
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float lb = texture2DCompare(depths, centroidUV+texelSize*vec2(0.0, 0.0), compare);
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float lt = texture2DCompare(depths, centroidUV+texelSize*vec2(0.0, 1.0), compare);
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float rb = texture2DCompare(depths, centroidUV+texelSize*vec2(1.0, 0.0), compare);
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float rt = texture2DCompare(depths, centroidUV+texelSize*vec2(1.0, 1.0), compare);
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float a = mix(lb, lt, f.y);
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float b = mix(rb, rt, f.y);
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float c = mix(a, b, f.x);
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return c;
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}
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float PCF(sampler2D depths, vec2 size, vec2 uv, float compare){
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float result = 0.0;
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for(int x=-1; x<=1; x++){
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for(int y=-1; y<=1; y++){
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vec2 off = vec2(x,y)/size;
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result += texture2DShadowLerp(depths, size, uv+off, compare);
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}
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}
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return result/9.0;
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}
|
|
294
|
+
|
|
295
|
+
float shadow_calc(mat4 light_matrix, sampler2D shadow_map, float nl)
|
|
296
|
+
{
|
|
297
|
+
// Compute light texture UV coords
|
|
298
|
+
vec4 proj_coords = vec4(light_matrix * vec4(frag_position.xyz, 1.0));
|
|
299
|
+
vec3 light_coords = proj_coords.xyz / proj_coords.w;
|
|
300
|
+
light_coords = light_coords * 0.5 + 0.5;
|
|
301
|
+
float current_depth = light_coords.z;
|
|
302
|
+
float bias = max(0.001 * (1.0 - nl), 0.0001) / proj_coords.w;
|
|
303
|
+
float compare = (current_depth - bias);
|
|
304
|
+
float shadow = PCF(shadow_map, textureSize(shadow_map, 0), light_coords.xy, compare);
|
|
305
|
+
if (light_coords.z > 1.0) {
|
|
306
|
+
shadow = 0.0;
|
|
307
|
+
}
|
|
308
|
+
return shadow;
|
|
309
|
+
}
|
|
310
|
+
|
|
311
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
312
|
+
// MAIN
|
|
313
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
314
|
+
void main()
|
|
315
|
+
{
|
|
316
|
+
|
|
317
|
+
vec4 color = vec4(vec3(0.0), 1.0);
|
|
318
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
319
|
+
// Handle Metallic Materials
|
|
320
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
321
|
+
#ifdef USE_METALLIC_MATERIAL
|
|
322
|
+
|
|
323
|
+
// Compute metallic/roughness factors
|
|
324
|
+
float roughness = material.roughness_factor;
|
|
325
|
+
float metallic = material.metallic_factor;
|
|
326
|
+
#ifdef HAS_METALLIC_ROUGHNESS_TEX
|
|
327
|
+
vec2 mr = texture(material.metallic_roughness_texture, uv_0).rg;
|
|
328
|
+
roughness = roughness * mr.r;
|
|
329
|
+
metallic = metallic * mr.g;
|
|
330
|
+
#endif
|
|
331
|
+
roughness = clamp(roughness, min_roughness, 1.0);
|
|
332
|
+
metallic = clamp(metallic, 0.0, 1.0);
|
|
333
|
+
// In convention, material roughness is perceputal roughness ^ 2
|
|
334
|
+
float alpha_roughness = roughness * roughness;
|
|
335
|
+
|
|
336
|
+
// Compute albedo
|
|
337
|
+
vec4 base_color = material.base_color_factor;
|
|
338
|
+
#ifdef HAS_BASE_COLOR_TEX
|
|
339
|
+
base_color = base_color * srgb_to_linear(texture(material.base_color_texture, uv_0));
|
|
340
|
+
#endif
|
|
341
|
+
|
|
342
|
+
// Compute specular and diffuse colors
|
|
343
|
+
vec3 dialectric_spec = vec3(min_roughness);
|
|
344
|
+
vec3 c_diff = mix(vec3(0.0), base_color.rgb * (1 - min_roughness), 1.0 - metallic);
|
|
345
|
+
vec3 f0 = mix(dialectric_spec, base_color.rgb, metallic);
|
|
346
|
+
|
|
347
|
+
// Compute normal
|
|
348
|
+
vec3 n = normalize(get_normal());
|
|
349
|
+
|
|
350
|
+
// Loop over lights
|
|
351
|
+
for (int i = 0; i < n_directional_lights; i++) {
|
|
352
|
+
vec3 direction = directional_lights[i].direction;
|
|
353
|
+
vec3 v = normalize(cam_pos - frag_position); // Vector towards camera
|
|
354
|
+
vec3 l = normalize(-1.0 * direction); // Vector towards light
|
|
355
|
+
|
|
356
|
+
// Compute attenuation and radiance
|
|
357
|
+
float attenuation = directional_lights[i].intensity;
|
|
358
|
+
vec3 radiance = attenuation * directional_lights[i].color;
|
|
359
|
+
|
|
360
|
+
// Compute outbound color
|
|
361
|
+
vec3 res = compute_brdf(n, v, l, roughness, metallic,
|
|
362
|
+
f0, c_diff, base_color.rgb, radiance);
|
|
363
|
+
|
|
364
|
+
// Compute shadow
|
|
365
|
+
#ifdef DIRECTIONAL_LIGHT_SHADOWS
|
|
366
|
+
float nl = clamp(dot(n,l), 0.0, 1.0);
|
|
367
|
+
float shadow = shadow_calc(
|
|
368
|
+
directional_lights[i].light_matrix,
|
|
369
|
+
directional_lights[i].shadow_map,
|
|
370
|
+
nl
|
|
371
|
+
);
|
|
372
|
+
res = res * (1.0 - shadow);
|
|
373
|
+
#endif
|
|
374
|
+
color.xyz += res;
|
|
375
|
+
}
|
|
376
|
+
|
|
377
|
+
for (int i = 0; i < n_point_lights; i++) {
|
|
378
|
+
vec3 position = point_lights[i].position;
|
|
379
|
+
vec3 v = normalize(cam_pos - frag_position); // Vector towards camera
|
|
380
|
+
vec3 l = normalize(position - frag_position); // Vector towards light
|
|
381
|
+
|
|
382
|
+
// Compute attenuation and radiance
|
|
383
|
+
float dist = length(position - frag_position);
|
|
384
|
+
float attenuation = point_lights[i].intensity / (dist * dist);
|
|
385
|
+
vec3 radiance = attenuation * point_lights[i].color;
|
|
386
|
+
|
|
387
|
+
// Compute outbound color
|
|
388
|
+
vec3 res = compute_brdf(n, v, l, roughness, metallic,
|
|
389
|
+
f0, c_diff, base_color.rgb, radiance);
|
|
390
|
+
color.xyz += res;
|
|
391
|
+
}
|
|
392
|
+
for (int i = 0; i < n_spot_lights; i++) {
|
|
393
|
+
vec3 position = spot_lights[i].position;
|
|
394
|
+
vec3 v = normalize(cam_pos - frag_position); // Vector towards camera
|
|
395
|
+
vec3 l = normalize(position - frag_position); // Vector towards light
|
|
396
|
+
|
|
397
|
+
// Compute attenuation and radiance
|
|
398
|
+
vec3 direction = spot_lights[i].direction;
|
|
399
|
+
float las = spot_lights[i].light_angle_scale;
|
|
400
|
+
float lao = spot_lights[i].light_angle_offset;
|
|
401
|
+
float dist = length(position - frag_position);
|
|
402
|
+
float cd = clamp(dot(direction, -l), 0.0, 1.0);
|
|
403
|
+
float attenuation = clamp(cd * las + lao, 0.0, 1.0);
|
|
404
|
+
attenuation = attenuation * attenuation * spot_lights[i].intensity;
|
|
405
|
+
attenuation = attenuation / (dist * dist);
|
|
406
|
+
vec3 radiance = attenuation * spot_lights[i].color;
|
|
407
|
+
|
|
408
|
+
// Compute outbound color
|
|
409
|
+
vec3 res = compute_brdf(n, v, l, roughness, metallic,
|
|
410
|
+
f0, c_diff, base_color.rgb, radiance);
|
|
411
|
+
#ifdef SPOT_LIGHT_SHADOWS
|
|
412
|
+
float nl = clamp(dot(n,l), 0.0, 1.0);
|
|
413
|
+
float shadow = shadow_calc(
|
|
414
|
+
spot_lights[i].light_matrix,
|
|
415
|
+
spot_lights[i].shadow_map,
|
|
416
|
+
nl
|
|
417
|
+
);
|
|
418
|
+
res = res * (1.0 - shadow);
|
|
419
|
+
#endif
|
|
420
|
+
color.xyz += res;
|
|
421
|
+
}
|
|
422
|
+
color.xyz += base_color.xyz * ambient_light;
|
|
423
|
+
|
|
424
|
+
// Calculate lighting from environment
|
|
425
|
+
#ifdef USE_IBL
|
|
426
|
+
// TODO
|
|
427
|
+
#endif
|
|
428
|
+
|
|
429
|
+
// Apply occlusion
|
|
430
|
+
#ifdef HAS_OCCLUSION_TEX
|
|
431
|
+
float ao = texture(material.occlusion_texture, uv_0).r;
|
|
432
|
+
color.xyz *= ao;
|
|
433
|
+
#endif
|
|
434
|
+
|
|
435
|
+
// Apply emissive map
|
|
436
|
+
vec3 emissive = material.emissive_factor;
|
|
437
|
+
#ifdef HAS_EMISSIVE_TEX
|
|
438
|
+
emissive *= srgb_to_linear(texture(material.emissive_texture, uv_0)).rgb;
|
|
439
|
+
#endif
|
|
440
|
+
color.xyz += emissive * material.emissive_factor;
|
|
441
|
+
|
|
442
|
+
#ifdef COLOR_0_LOC
|
|
443
|
+
color *= color_multiplier;
|
|
444
|
+
#endif
|
|
445
|
+
|
|
446
|
+
frag_color = clamp(vec4(pow(color.xyz, vec3(1.0/2.2)), color.a * base_color.a), 0.0, 1.0);
|
|
447
|
+
|
|
448
|
+
#else
|
|
449
|
+
// TODO GLOSSY MATERIAL BRDF
|
|
450
|
+
#endif
|
|
451
|
+
|
|
452
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
453
|
+
// Handle Glossy Materials
|
|
454
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
455
|
+
|
|
456
|
+
}
|
|
@@ -0,0 +1,86 @@
|
|
|
1
|
+
#version 330 core
|
|
2
|
+
|
|
3
|
+
// Vertex Attributes
|
|
4
|
+
layout(location = 0) in vec3 position;
|
|
5
|
+
#ifdef NORMAL_LOC
|
|
6
|
+
layout(location = NORMAL_LOC) in vec3 normal;
|
|
7
|
+
#endif
|
|
8
|
+
#ifdef TANGENT_LOC
|
|
9
|
+
layout(location = TANGENT_LOC) in vec4 tangent;
|
|
10
|
+
#endif
|
|
11
|
+
#ifdef TEXCOORD_0_LOC
|
|
12
|
+
layout(location = TEXCOORD_0_LOC) in vec2 texcoord_0;
|
|
13
|
+
#endif
|
|
14
|
+
#ifdef TEXCOORD_1_LOC
|
|
15
|
+
layout(location = TEXCOORD_1_LOC) in vec2 texcoord_1;
|
|
16
|
+
#endif
|
|
17
|
+
#ifdef COLOR_0_LOC
|
|
18
|
+
layout(location = COLOR_0_LOC) in vec4 color_0;
|
|
19
|
+
#endif
|
|
20
|
+
#ifdef JOINTS_0_LOC
|
|
21
|
+
layout(location = JOINTS_0_LOC) in vec4 joints_0;
|
|
22
|
+
#endif
|
|
23
|
+
#ifdef WEIGHTS_0_LOC
|
|
24
|
+
layout(location = WEIGHTS_0_LOC) in vec4 weights_0;
|
|
25
|
+
#endif
|
|
26
|
+
layout(location = INST_M_LOC) in mat4 inst_m;
|
|
27
|
+
|
|
28
|
+
// Uniforms
|
|
29
|
+
uniform mat4 M;
|
|
30
|
+
uniform mat4 V;
|
|
31
|
+
uniform mat4 P;
|
|
32
|
+
|
|
33
|
+
// Outputs
|
|
34
|
+
out vec3 frag_position;
|
|
35
|
+
#ifdef NORMAL_LOC
|
|
36
|
+
out vec3 frag_normal;
|
|
37
|
+
#endif
|
|
38
|
+
#ifdef HAS_NORMAL_TEX
|
|
39
|
+
#ifdef TANGENT_LOC
|
|
40
|
+
#ifdef NORMAL_LOC
|
|
41
|
+
out mat3 tbn;
|
|
42
|
+
#endif
|
|
43
|
+
#endif
|
|
44
|
+
#endif
|
|
45
|
+
#ifdef TEXCOORD_0_LOC
|
|
46
|
+
out vec2 uv_0;
|
|
47
|
+
#endif
|
|
48
|
+
#ifdef TEXCOORD_1_LOC
|
|
49
|
+
out vec2 uv_1;
|
|
50
|
+
#endif
|
|
51
|
+
#ifdef COLOR_0_LOC
|
|
52
|
+
out vec4 color_multiplier;
|
|
53
|
+
#endif
|
|
54
|
+
|
|
55
|
+
|
|
56
|
+
void main()
|
|
57
|
+
{
|
|
58
|
+
gl_Position = P * V * M * inst_m * vec4(position, 1);
|
|
59
|
+
frag_position = vec3(M * inst_m * vec4(position, 1.0));
|
|
60
|
+
|
|
61
|
+
mat4 N = transpose(inverse(M * inst_m));
|
|
62
|
+
|
|
63
|
+
#ifdef NORMAL_LOC
|
|
64
|
+
frag_normal = normalize(vec3(N * vec4(normal, 0.0)));
|
|
65
|
+
#endif
|
|
66
|
+
|
|
67
|
+
#ifdef HAS_NORMAL_TEX
|
|
68
|
+
#ifdef TANGENT_LOC
|
|
69
|
+
#ifdef NORMAL_LOC
|
|
70
|
+
vec3 normal_w = normalize(vec3(N * vec4(normal, 0.0)));
|
|
71
|
+
vec3 tangent_w = normalize(vec3(N * vec4(tangent.xyz, 0.0)));
|
|
72
|
+
vec3 bitangent_w = cross(normal_w, tangent_w) * tangent.w;
|
|
73
|
+
tbn = mat3(tangent_w, bitangent_w, normal_w);
|
|
74
|
+
#endif
|
|
75
|
+
#endif
|
|
76
|
+
#endif
|
|
77
|
+
#ifdef TEXCOORD_0_LOC
|
|
78
|
+
uv_0 = texcoord_0;
|
|
79
|
+
#endif
|
|
80
|
+
#ifdef TEXCOORD_1_LOC
|
|
81
|
+
uv_1 = texcoord_1;
|
|
82
|
+
#endif
|
|
83
|
+
#ifdef COLOR_0_LOC
|
|
84
|
+
color_multiplier = color_0;
|
|
85
|
+
#endif
|
|
86
|
+
}
|
|
@@ -0,0 +1,13 @@
|
|
|
1
|
+
#version 330 core
|
|
2
|
+
layout(location = 0) in vec3 position;
|
|
3
|
+
layout(location = INST_M_LOC) in mat4 inst_m;
|
|
4
|
+
|
|
5
|
+
uniform mat4 P;
|
|
6
|
+
uniform mat4 V;
|
|
7
|
+
uniform mat4 M;
|
|
8
|
+
|
|
9
|
+
void main()
|
|
10
|
+
{
|
|
11
|
+
mat4 light_matrix = P * V;
|
|
12
|
+
gl_Position = light_matrix * M * inst_m * vec4(position, 1.0);
|
|
13
|
+
}
|
|
@@ -0,0 +1,13 @@
|
|
|
1
|
+
#version 330 core
|
|
2
|
+
|
|
3
|
+
uniform vec3 color;
|
|
4
|
+
out vec4 frag_color;
|
|
5
|
+
|
|
6
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
7
|
+
// MAIN
|
|
8
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
9
|
+
void main()
|
|
10
|
+
{
|
|
11
|
+
frag_color = vec4(color, 1.0);
|
|
12
|
+
//frag_color = vec4(1.0, 0.5, 0.5, 1.0);
|
|
13
|
+
}
|
|
@@ -0,0 +1,14 @@
|
|
|
1
|
+
#version 330 core
|
|
2
|
+
layout(location = 0) in vec3 position;
|
|
3
|
+
layout(location = INST_M_LOC) in mat4 inst_m;
|
|
4
|
+
|
|
5
|
+
uniform mat4 P;
|
|
6
|
+
uniform mat4 V;
|
|
7
|
+
uniform mat4 M;
|
|
8
|
+
|
|
9
|
+
void main()
|
|
10
|
+
{
|
|
11
|
+
mat4 light_matrix = P * V;
|
|
12
|
+
gl_Position = light_matrix * M * inst_m * vec4(position, 1.0);
|
|
13
|
+
}
|
|
14
|
+
|