diff --git a/CMakeLists.txt b/CMakeLists.txt index e2a0c97..4942e20 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -8,6 +8,7 @@ option(COMPILE_PLAYER "Compile the RNR player" ON) option(COMPILE_STUDIO "Compile the RNR studio" ON) option(COMPILE_SERVER "Compile the RNR server" ON) +set(CMAKE_INSTALL_PREFIX "${CMAKE_CURRENT_BINARY_DIR}/dist") set(DEPENDENCIES_DIR ${CMAKE_SOURCE_DIR}/Dependencies) set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-attributes -Wno-return-type") # Ignore warnings generated by Luau and Qt diff --git a/Content/Ogre/DefaultShaders.metal b/Content/Ogre/DefaultShaders.metal deleted file mode 100644 index 84defe9..0000000 --- a/Content/Ogre/DefaultShaders.metal +++ /dev/null @@ -1,38 +0,0 @@ -#include "OgreUnifiedShader.h" - -struct RasterizerData -{ - vec4 pos [[position]]; - vec2 uv; -}; - -struct Vertex -{ - IN(vec3 pos, POSITION); - IN(vec2 uv, TEXCOORD0); -}; - -struct Uniform -{ - mat4 mvpMtx; - mat4 texMtx; -}; - -// first 15 slots are reserved for the vertex attributes -#define UNIFORM_INDEX_START 16 - -vertex RasterizerData default_vp(Vertex in [[stage_in]], - constant Uniform& u [[buffer(UNIFORM_INDEX_START)]]) -{ - RasterizerData out; - out.pos = u.mvpMtx * vec4(in.pos, 1); - out.uv = (u.texMtx * vec4(in.uv,1,1)).xy; - return out; -} - -fragment half4 default_fp(RasterizerData in [[stage_in]], - metal::texture2d tex [[texture(0)]], - metal::sampler s [[sampler(0)]]) -{ - return tex.sample(s, in.uv); -} \ No newline at end of file diff --git a/Content/Ogre/GLSL_GL3Support.glsl b/Content/Ogre/GLSL_GL3Support.glsl deleted file mode 100644 index 754e1d7..0000000 --- a/Content/Ogre/GLSL_GL3Support.glsl +++ /dev/null @@ -1,86 +0,0 @@ -// This file is part of the OGRE project. -// It is subject to the license terms in the LICENSE file found in the top-level directory -// of this distribution and at https://www.ogre3d.org/licensing. - -// @public-api - -#if __VERSION__ == 100 -mat2 transpose(mat2 m) -{ - return mat2(m[0][0], m[1][0], - m[0][1], m[1][1]); -} - -mat3 transpose(mat3 m) -{ - return mat3(m[0][0], m[1][0], m[2][0], - m[0][1], m[1][1], m[2][1], - m[0][2], m[1][2], m[2][2]); -} - -mat4 transpose(mat4 m) -{ - return mat4(m[0][0], m[1][0], m[2][0], m[3][0], - m[0][1], m[1][1], m[2][1], m[3][1], - m[0][2], m[1][2], m[2][2], m[3][2], - m[0][3], m[1][3], m[2][3], m[3][3]); -} -#endif - -#if __VERSION__ > 120 || defined(OGRE_GLSLANG) -#define texture1D texture -#define texture2D texture -#define texture3D texture -#define texture2DArray texture -#define textureCube texture -#define shadow2D texture -#define shadow2DProj textureProj -#define texture2DProj textureProj -#define texture2DLod textureLod -#define textureCubeLod textureLod - -#if defined(OGRE_GLSLANG) || (__VERSION__ > 150 && defined(OGRE_VERTEX_SHADER)) || __VERSION__ >= 410 -#define IN(decl, loc) layout(location = loc) in decl; -#else -#define IN(decl, loc) in decl; -#endif - -#if defined(OGRE_GLSLANG) || (__VERSION__ > 150 && defined(OGRE_FRAGMENT_SHADER)) || __VERSION__ >= 410 -#define OUT(decl, loc) layout(location = loc) out decl; -#else -#define OUT(decl, loc) out decl; -#endif - -#else - -#ifdef OGRE_VERTEX_SHADER -#define IN(decl, loc) attribute decl; -#define OUT(decl, loc) varying decl; -#else -#define IN(decl, loc) varying decl; -#define OUT(decl, loc) out decl; -#endif - -#endif - -#if defined(OGRE_FRAGMENT_SHADER) && (defined(OGRE_GLSLANG) || (__VERSION__ > 130)) -#define gl_FragColor FragColor -OUT(vec4 FragColor, 0) -#endif - -#ifdef VULKAN - -#ifdef OGRE_VERTEX_SHADER -#define OGRE_UNIFORMS_BEGIN layout(binding = 0, row_major) uniform OgreUniforms { -#else -#define OGRE_UNIFORMS_BEGIN layout(binding = 1, row_major) uniform OgreUniforms { -#endif - -#define OGRE_UNIFORMS_END }; - -#else - -#define OGRE_UNIFORMS_BEGIN -#define OGRE_UNIFORMS_END - -#endif \ No newline at end of file diff --git a/Content/Ogre/HLSL_SM4Support.hlsl b/Content/Ogre/HLSL_SM4Support.hlsl deleted file mode 100644 index 2d2e3ea..0000000 --- a/Content/Ogre/HLSL_SM4Support.hlsl +++ /dev/null @@ -1,98 +0,0 @@ -// This file is part of the OGRE project. -// It is subject to the license terms in the LICENSE file found in the top-level directory -// of this distribution and at https://www.ogre3d.org/licensing. - -// @public-api - -#if OGRE_HLSL >= 4 - -// SM4 separates sampler into Texture and SamplerState - -#define sampler1D Sampler1D -#define sampler2D Sampler2D -#define sampler3D Sampler3D -#define samplerCUBE SamplerCube - -struct Sampler1D -{ - Texture1D t; - SamplerState s; -}; -struct Sampler2D -{ - Texture2D t; - SamplerState s; -}; -struct Sampler3D -{ - Texture3D t; - SamplerState s; -}; -struct SamplerCube -{ - TextureCube t; - SamplerState s; -}; - -float4 tex1D(Sampler1D s, float v) { return s.t.Sample(s.s, v); } -float4 tex2D(Sampler2D s, float2 v) { return s.t.Sample(s.s, v); } -float4 tex3D(Sampler3D s, float3 v) { return s.t.Sample(s.s, v); } -float4 texCUBE(SamplerCube s, float3 v) { return s.t.Sample(s.s, v); } -float4 texCUBElod(SamplerCube s, float4 v) { return s.t.SampleLevel(s.s, v.xyz, v.w); } - -float4 tex2D(Sampler2D s, float2 v, float2 ddx, float2 ddy) { return s.t.SampleGrad(s.s, v, ddx, ddy); } -float4 tex2Dproj(Sampler2D s, float4 v) { return s.t.Sample(s.s, v.xy/v.w); } -float4 tex2Dlod(Sampler2D s, float4 v) { return s.t.SampleLevel(s.s, v.xy, v.w); } - -#define SAMPLER1D(name, reg) \ - Texture1D name ## Tex : register(t ## reg);\ - SamplerState name ## State : register(s ## reg);\ - static Sampler1D name = {name ## Tex, name ## State} - -#define SAMPLER2D(name, reg) \ - Texture2D name ## Tex : register(t ## reg);\ - SamplerState name ## State : register(s ## reg);\ - static Sampler2D name = {name ## Tex, name ## State} - -#define SAMPLER3D(name, reg) \ - Texture3D name ## Tex : register(t ## reg);\ - SamplerState name ## State : register(s ## reg);\ - static Sampler3D name = {name ## Tex, name ## State} - -#define SAMPLERCUBE(name, reg) \ - TextureCube name ## Tex : register(t ## reg);\ - SamplerState name ## State : register(s ## reg);\ - static SamplerCube name = {name ## Tex, name ## State} - -// the following are not available in D3D9, but provided for convenience -struct Sampler2DShadow -{ - Texture2D t; - SamplerComparisonState s; -}; -struct Sampler2DArray -{ - Texture2DArray t; - SamplerState s; -}; - -#define SAMPLER2DSHADOW(name, reg) \ - Texture2D name ## Tex : register(t ## reg);\ - SamplerComparisonState name ## State : register(s ## reg);\ - static Sampler2DShadow name = {name ## Tex, name ## State} - -#define SAMPLER2DARRAY(name, reg) \ - Texture2DArray name ## Tex : register(t ## reg);\ - SamplerState name ## State : register(s ## reg);\ - static Sampler2DArray name = {name ## Tex, name ## State} - -float tex2Dcmp(Sampler2DShadow s, float3 v) { return s.t.SampleCmpLevelZero(s.s, v.xy, v.z); } -float4 tex2DARRAY(Sampler2DArray s, float3 v) { return s.t.Sample(s.s, v); } -#else - -#define SAMPLER1D(name, reg) sampler1D name : register(s ## reg) -#define SAMPLER2D(name, reg) sampler2D name : register(s ## reg) -#define SAMPLER3D(name, reg) sampler3D name : register(s ## reg) -#define SAMPLERCUBE(name, reg) samplerCUBE name : register(s ## reg) - -#endif \ No newline at end of file diff --git a/Content/Ogre/OgreUnifiedShader.h b/Content/Ogre/OgreUnifiedShader.h deleted file mode 100644 index 370b671..0000000 --- a/Content/Ogre/OgreUnifiedShader.h +++ /dev/null @@ -1,184 +0,0 @@ -// This file is part of the OGRE project. -// It is subject to the license terms in the LICENSE file found in the top-level directory -// of this distribution and at https://www.ogre3d.org/licensing. - -// greatly inspired by -// - shiny: https://ogrecave.github.io/shiny/defining-materials-shaders.html -// - bgfx: https://github.com/bkaradzic/bgfx/blob/master/src/bgfx_shader.sh - -/// general usage: -// MAIN_PARAMETERS -// IN(vec4 vertex, POSITION) -// MAIN_DECLARATION -// { -// GLSL code here -// } - -/// configuration -// use macros that will be default with Ogre 14 -// #define USE_OGRE_FROM_FUTURE - -// @public-api - -#if defined(OGRE_HLSL) || defined(OGRE_CG) -// HLSL -#include "HLSL_SM4Support.hlsl" -#define vec2 float2 -#define vec3 float3 -#define vec4 float4 -#define mat3 float3x3 -#define mat4 float4x4 - -#define ivec2 int2 -#define ivec3 int3 -#define ivec4 int4 - -#define texture1D tex1D -#define texture2D tex2D -#define texture3D tex3D -#define texture2DArray tex2DARRAY -#define textureCube texCUBE -#define shadow2D tex2Dcmp -#define texture2DProj tex2Dproj -vec4 texture2DLod(sampler2D s, vec2 v, float lod) { return tex2Dlod(s, vec4(v.x, v.y, 0, lod)); } - -#define samplerCube samplerCUBE -vec4 textureCubeLod(samplerCube s, vec3 v, float lod) { return texCUBElod(s, vec4(v.x, v.y, v.z, lod)); } - -#define sampler2DShadow Sampler2DShadow - -#define mix lerp -#define fract frac - -float mod(float _a, float _b) { return _a - _b * floor(_a / _b); } -vec2 mod(vec2 _a, vec2 _b) { return _a - _b * floor(_a / _b); } -vec3 mod(vec3 _a, vec3 _b) { return _a - _b * floor(_a / _b); } -vec4 mod(vec4 _a, vec4 _b) { return _a - _b * floor(_a / _b); } - -vec2 vec2_splat(float x) { return vec2(x, x); } -vec3 vec3_splat(float x) { return vec3(x, x, x); } -vec4 vec4_splat(float x) { return vec4(x, x, x, x); } - -mat4 mtxFromRows(vec4 a, vec4 b, vec4 c, vec4 d) -{ - return mat4(a, b, c, d); -} - -mat3 mtxFromRows(vec3 a, vec3 b, vec3 c) -{ - return mat3(a, b, c); -} - -mat3 mtxFromCols(vec3 a, vec3 b, vec3 c) -{ - return transpose(mat3(a, b, c)); -} - -#define STATIC static - -#define OGRE_UNIFORMS_BEGIN -#define OGRE_UNIFORMS_END - -#define MAIN_PARAMETERS void main( - -#ifdef OGRE_VERTEX_SHADER -#define MAIN_DECLARATION out float4 gl_Position : POSITION) -#else -#define MAIN_DECLARATION in float4 gl_FragCoord : POSITION, out float4 gl_FragColor : COLOR) -#endif - -#define IN(decl, sem) in decl : sem, -#define OUT(decl, sem) out decl : sem, -#elif defined(OGRE_METAL) -#define vec2 float2 -#define vec3 float3 -#define vec4 float4 -#define mat3 metal::float3x3 -#define mat4 metal::float4x4 - -#define IN(decl, sem) decl [[ attribute(sem) ]]; -#else -// GLSL -#include "GLSL_GL3Support.glsl" - -#ifndef USE_OGRE_FROM_FUTURE -#define _UNIFORM_BINDING(b) -#elif defined(VULKAN) -#define _UNIFORM_BINDING(b) layout(binding = b + 2) uniform -#elif __VERSION__ >= 420 -#define _UNIFORM_BINDING(b) layout(binding = b) uniform -#else -#define _UNIFORM_BINDING(b) uniform -#endif - -#define SAMPLER1D(name, reg) _UNIFORM_BINDING(reg) sampler1D name -#define SAMPLER2D(name, reg) _UNIFORM_BINDING(reg) sampler2D name -#define SAMPLER3D(name, reg) _UNIFORM_BINDING(reg) sampler3D name -#define SAMPLER2DARRAY(name, reg) _UNIFORM_BINDING(reg) sampler2DArray name -#define SAMPLERCUBE(name, reg) _UNIFORM_BINDING(reg) samplerCube name -#define SAMPLER2DSHADOW(name, reg) _UNIFORM_BINDING(reg) sampler2DShadow name - -#define saturate(x) clamp(x, 0.0, 1.0) -#define mul(a, b) ((a) * (b)) - -#define vec2_splat vec2 -#define vec3_splat vec3 -#define vec4_splat vec4 - -mat4 mtxFromRows(vec4 a, vec4 b, vec4 c, vec4 d) -{ - return transpose(mat4(a, b, c, d)); -} - -mat3 mtxFromRows(vec3 a, vec3 b, vec3 c) -{ - return transpose(mat3(a, b, c)); -} - -mat3 mtxFromCols(vec3 a, vec3 b, vec3 c) -{ - return mat3(a, b, c); -} - -#define STATIC - -#define MAIN_PARAMETERS -#define MAIN_DECLARATION void main() - -#endif - -#if !defined(OGRE_HLSL) && !defined(OGRE_CG) -// semantics as aliases for attribute locations -#define POSITION 0 -#define BLENDWEIGHT 1 -#define NORMAL 2 -#define COLOR0 3 -#define COLOR1 4 -#define COLOR COLOR0 -#define FOG 5 -#define BLENDINDICES 7 -#define TEXCOORD0 8 -#define TEXCOORD1 9 -#define TEXCOORD2 10 -#define TEXCOORD3 11 -#define TEXCOORD4 12 -#define TEXCOORD5 13 -#define TEXCOORD6 14 -#define TEXCOORD7 15 -#define TANGENT 14 -#endif - -#define OGRE_UNIFORMS(params) OGRE_UNIFORMS_BEGIN params OGRE_UNIFORMS_END - -// GL_EXT_shader_explicit_arithmetic_types polyfill -#ifdef OGRE_GLSLES -#define float32_t highp float -#define f32vec2 highp vec2 -#define f32vec3 highp vec3 -#define f32vec4 highp vec4 -#else -#define float32_t float -#define f32vec2 vec2 -#define f32vec3 vec3 -#define f32vec4 vec4 -#endif diff --git a/Content/Ogre/RTShaderLib/GLSL/FFPLib_AlphaTest.glsl b/Content/Ogre/RTShaderLib/GLSL/FFPLib_AlphaTest.glsl deleted file mode 100644 index c28f059..0000000 --- a/Content/Ogre/RTShaderLib/GLSL/FFPLib_AlphaTest.glsl +++ /dev/null @@ -1,45 +0,0 @@ -//----------------------------------------------------------------------------- -// Program Name: FFPLib_AlphaTest -// Program Desc: Alpha test function. -// Program Type: Vertex/Pixel shader -// Language: GLSL -//----------------------------------------------------------------------------- - -#define CMPF_ALWAYS_FAIL 0 -#define CMPF_ALWAYS_PASS 1 -#define CMPF_LESS 2 -#define CMPF_LESS_EQUAL 3 -#define CMPF_EQUAL 4 -#define CMPF_NOT_EQUAL 5 -#define CMPF_GREATER_EQUAL 6 -#define CMPF_GREATER 7 - -bool Alpha_Func(in int func, in float alphaRef, in float alphaValue) -{ - // ES2 does not have switch - if(func == CMPF_ALWAYS_PASS) - return true; - else if(func == CMPF_LESS) - return alphaValue < alphaRef; - else if(func == CMPF_LESS_EQUAL) - return alphaValue <= alphaRef; - else if(func == CMPF_EQUAL) - return alphaValue == alphaRef; - else if(func == CMPF_NOT_EQUAL) - return alphaValue != alphaRef; - else if(func == CMPF_GREATER_EQUAL) - return alphaValue >= alphaRef; - else if(func == CMPF_GREATER) - return alphaValue > alphaRef; - - // CMPF_ALWAYS_FAIL and default - return false; -} - - -void FFP_Alpha_Test(in float func, in float alphaRef, in vec4 texel) -{ - bool pass_ = Alpha_Func(int(func), alphaRef, texel.a); - if (!pass_) - discard; -} diff --git a/Content/Ogre/RTShaderLib/GLSL/FFPLib_Common.glsl b/Content/Ogre/RTShaderLib/GLSL/FFPLib_Common.glsl deleted file mode 100644 index 7961c71..0000000 --- a/Content/Ogre/RTShaderLib/GLSL/FFPLib_Common.glsl +++ /dev/null @@ -1 +0,0 @@ -// this file is going to dissapear with Ogre 14 \ No newline at end of file diff --git a/Content/Ogre/RTShaderLib/GLSL/FFPLib_Fog.glsl b/Content/Ogre/RTShaderLib/GLSL/FFPLib_Fog.glsl deleted file mode 100644 index 3741d40..0000000 --- a/Content/Ogre/RTShaderLib/GLSL/FFPLib_Fog.glsl +++ /dev/null @@ -1,134 +0,0 @@ -/* ------------------------------------------------------------------------------ -This source file is part of OGRE -(Object-oriented Graphics Rendering Engine) -For the latest info, see http://www.ogre3d.org - -Copyright (c) 2000-2014 Torus Knot Software Ltd -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. ------------------------------------------------------------------------------ -*/ - -//----------------------------------------------------------------------------- -// Program Name: FFPLib_Fog -// Program Desc: Fog functions of the FFP. -// Program Type: Vertex/Pixel shader -// Language: GLSL -// Notes: Implements core functions needed by FFPFog class. -// Based on fog engine. -// See http://msdn.microsoft.com/en-us/library/bb173398.aspx -// Vertex based fog: the w component of the out position is used -// as the distance parameter to fog formulas. This is basically the z coordinate -// in world space. See pixel fog under D3D docs. The fog factor is computed according -// to each formula, then clamped and output to the pixel shader. -// Pixel based fog: the w component of the out position is passed to pixel shader -// that computes the fog factor based on it. -// Both techniques use the fog factor in the end of the pixel shader to blend -// the output color with the fog color. -//----------------------------------------------------------------------------- - - - -//----------------------------------------------------------------------------- -void FFP_VertexFog_Linear(in vec4 vOutPos, - in vec4 fogParams, - out float oFogFactor) -{ - float distance = abs(vOutPos.w); - float fogFactor = (fogParams.z - distance) * fogParams.w; - - oFogFactor = clamp(fogFactor, 0.0, 1.0); -} - -//----------------------------------------------------------------------------- -void FFP_VertexFog_Exp(in vec4 vOutPos, - in vec4 fogParams, - out float oFogFactor) -{ - float distance = abs(vOutPos.w); - float x = distance*fogParams.x; - float fogFactor = 1.0 / exp(x); - - oFogFactor = clamp(fogFactor, 0.0, 1.0); -} - -//----------------------------------------------------------------------------- -void FFP_VertexFog_Exp2(in vec4 vOutPos, - in vec4 fogParams, - out float oFogFactor) -{ - float distance = abs(vOutPos.w); - float x = (distance*fogParams.x*distance*fogParams.x); - float fogFactor = 1.0 / exp(x); - - oFogFactor = clamp(fogFactor, 0.0, 1.0); -} - -//----------------------------------------------------------------------------- -void FFP_PixelFog_PositionDepth(in mat4 mWorld, - in vec3 cameraPos, - in vec4 pos, - out vec3 oPosView, - out float oDepth) -{ - vec4 vOutPos = mul(mWorld, pos); - oPosView = vOutPos.xyz - cameraPos; - oDepth = length(oPosView); -} - -//----------------------------------------------------------------------------- -void FFP_PixelFog_Linear(in float depth, - in vec4 fogParams, - in vec4 fogColor, - in vec4 baseColor, - out vec4 oColor) -{ - float distance = abs(depth); - float fogFactor = clamp((fogParams.z - distance) * fogParams.w, 0.0, 1.0); - - oColor = mix(fogColor, baseColor, fogFactor); -} - -//----------------------------------------------------------------------------- -void FFP_PixelFog_Exp(in float depth, - in vec4 fogParams, - in vec4 fogColor, - in vec4 baseColor, - out vec4 oColor) -{ - float distance = abs(depth); - float x = (distance*fogParams.x); - float fogFactor = clamp(1.0 / exp(x), 0.0, 1.0); - - oColor = mix(fogColor, baseColor, fogFactor); -} - -//----------------------------------------------------------------------------- -void FFP_PixelFog_Exp2(in float depth, - in vec4 fogParams, - in vec4 fogColor, - in vec4 baseColor, - out vec4 oColor) -{ - float distance = abs(depth); - float x = (distance*fogParams.x*distance*fogParams.x); - float fogFactor = clamp(1.0 / exp(x), 0.0, 1.0); - - oColor = mix(fogColor, baseColor, fogFactor); -} diff --git a/Content/Ogre/RTShaderLib/GLSL/FFPLib_Texturing.glsl b/Content/Ogre/RTShaderLib/GLSL/FFPLib_Texturing.glsl deleted file mode 100644 index a77a270..0000000 --- a/Content/Ogre/RTShaderLib/GLSL/FFPLib_Texturing.glsl +++ /dev/null @@ -1,144 +0,0 @@ -/* ------------------------------------------------------------------------------ -This source file is part of OGRE -(Object-oriented Graphics Rendering Engine) -For the latest info, see http://www.ogre3d.org - -Copyright (c) 2000-2014 Torus Knot Software Ltd -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. ------------------------------------------------------------------------------ -*/ - -//----------------------------------------------------------------------------- -// Program Name: FFPLib_Texturing -// Program Desc: Texture functions of the FFP. -// Program Type: Vertex/Pixel shader -// Language: GLSL -// Notes: Implements core functions for FFPTexturing class. -// based on texturing operations needed by render system. -// Implements texture coordinate processing: -// see http://msdn.microsoft.com/en-us/library/bb206247.aspx -// Implements texture blending operation: -// see http://msdn.microsoft.com/en-us/library/bb206241.aspx -//----------------------------------------------------------------------------- - -//----------------------------------------------------------------------------- -void FFP_TransformTexCoord(in mat4 m, in vec2 v, out vec2 vOut) -{ - vOut = mul(m, vec4(v, 0.0, 1.0)).xy; -} -//----------------------------------------------------------------------------- -void FFP_TransformTexCoord(in mat4 m, in vec4 v, out vec2 vOut) -{ - vOut = mul(m, v).xy; -} - -//----------------------------------------------------------------------------- -void FFP_TransformTexCoord(in mat4 m, in vec3 v, out vec3 vOut) -{ - vOut = mul(m, vec4(v, 1.0)).xyz; -} - -//----------------------------------------------------------------------------- -void FFP_GenerateTexCoord_EnvMap_Normal(in mat3 mWorldIT, - in vec3 vNormal, - out vec3 vOut) -{ - vOut = normalize(mul(mWorldIT, vNormal)); -} - -//----------------------------------------------------------------------------- -void FFP_GenerateTexCoord_EnvMap_Sphere(in mat4 mWorldView, - in mat3 mWorldIT, - in vec4 vPos, - in vec3 vNormal, - out vec2 vOut) -{ - vec3 normal = normalize( mul(mWorldIT, vNormal)); - vec3 eyedir = normalize(mul(mWorldView, vPos)).xyz; - vec3 r = reflect(eyedir, normal); - r.z += 1.0; - float two_p = 2.0 * length(r); - vOut = vec2(0.5 + r.x / two_p, 0.5 - r.y / two_p); -} - -//----------------------------------------------------------------------------- -void FFP_GenerateTexCoord_EnvMap_Reflect(in mat4 mWorld, - in mat4 mWorldIT, - in vec3 vCamPos, - in vec3 vNormal, - in vec4 vPos, - out vec3 vOut) -{ - vec3 vWorldNormal = normalize(mul(mWorldIT, vec4(vNormal, 0.0)).xyz); - vec3 vWorldPos = mul(mWorld, vPos).xyz; - vec3 vEyeDir = normalize(vWorldPos - vCamPos); - - vec3 vReflect = reflect(vEyeDir, vWorldNormal); - vReflect.z *= -1.0; - - vOut = vReflect; -} - -//----------------------------------------------------------------------------- -void FFP_AddSmooth(in float vIn0, in float vIn1, out float vOut) -{ - vOut = vIn0 + vIn1 - (vIn0 * vIn1); -} - -//----------------------------------------------------------------------------- -void FFP_AddSmooth(in vec2 vIn0, in vec2 vIn1, out vec2 vOut) -{ - vOut = vIn0 + vIn1 - (vIn0 * vIn1); -} - -//----------------------------------------------------------------------------- -void FFP_AddSmooth(in vec3 vIn0, in vec3 vIn1, out vec3 vOut) -{ - vOut = vIn0 + vIn1 - (vIn0 * vIn1); -} - -//----------------------------------------------------------------------------- -void FFP_AddSmooth(in vec4 vIn0, in vec4 vIn1, out vec4 vOut) -{ - vOut = vIn0 + vIn1 - (vIn0 * vIn1); -} -//----------------------------------------------------------------------------- -void FFP_DotProduct(in float vIn0, in float vIn1, out float vOut) -{ - vOut = dot(vIn0, vIn1); -} - -//----------------------------------------------------------------------------- -void FFP_DotProduct(in vec2 vIn0, in vec2 vIn1, out vec2 vOut) -{ - vOut = vec2_splat(dot(vIn0, vIn1)); -} - -//----------------------------------------------------------------------------- -void FFP_DotProduct(in vec3 vIn0, in vec3 vIn1, out vec3 vOut) -{ - vOut = vec3_splat(dot(vIn0, vIn1)); -} - -//----------------------------------------------------------------------------- -void FFP_DotProduct(in vec4 vIn0, in vec4 vIn1, out vec4 vOut) -{ - vOut = vec4_splat(dot(vIn0, vIn1)); -} \ No newline at end of file diff --git a/Content/Ogre/RTShaderLib/GLSL/FFPLib_Transform.glsl b/Content/Ogre/RTShaderLib/GLSL/FFPLib_Transform.glsl deleted file mode 100644 index 4102ff2..0000000 --- a/Content/Ogre/RTShaderLib/GLSL/FFPLib_Transform.glsl +++ /dev/null @@ -1,117 +0,0 @@ -/* ------------------------------------------------------------------------------ -This source file is part of OGRE -(Object-oriented Graphics Rendering Engine) -For the latest info, see http://www.ogre3d.org - -Copyright (c) 2000-2014 Torus Knot Software Ltd -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. ------------------------------------------------------------------------------ -*/ - -//----------------------------------------------------------------------------- -// Program Name: FFPLib_Transform -// Program Desc: Transform functions of the FFP. -// Program Type: Vertex shader -// Language: GLSL -// Notes: Implements core functions for FFPTransform class. -// based on transform engine. -// See http://msdn.microsoft.com/en-us/library/bb206269.aspx -//----------------------------------------------------------------------------- - - -//----------------------------------------------------------------------------- -void FFP_Transform(in mat3 m, - in vec3 v, - out vec3 vOut) -{ - vOut = mul(m, v); -} - -//----------------------------------------------------------------------------- -void FFP_Transform(in mat4 m, - in vec4 v, - out vec4 vOut) -{ - vOut = mul(m, v); -} - -//----------------------------------------------------------------------------- -void FFP_Transform(in mat4 m, - in vec4 v, - out vec3 vOut) -{ - vOut = mul(m, v).xyz; -} - -#ifdef OGRE_HLSL -void FFP_Transform(in float3x4 m, - in float4 v, - out float3 vOut) -{ - vOut = mul(m, v); -} - -//----------------------------------------------------------------------------- -void FFP_Transform(in float3x4 m, - in float3 v, - out float3 vOut) -{ - vOut = mul((float3x3)m, v); -} -#elif !defined(OGRE_GLSLES) || OGRE_GLSLES > 100 -//----------------------------------------------------------------------------- -void FFP_Transform(in mat3x4 m, - in vec4 v, - out vec3 vOut) -{ -/* transpose non-square uniform matrix for correct row-major > column-major mapping - * to keep the indexing inside the shader so mat[0] returns the same data in both GLSL and HLSL - * although it will be the first row in HLSL and the first column in GLSL - */ - vOut = v * m; -} - -void FFP_Transform(in mat3x4 m, - in vec3 v, - out vec3 vOut) -{ - vOut = v * mat3(m); -} -#endif - -//----------------------------------------------------------------------------- -void FFP_Transform(in mat4 m, - in vec3 v, - out vec3 vOut) -{ -#ifdef OGRE_HLSL - vOut = mul((float3x3)m, v); -#else - vOut = mat3(m) * v; -#endif -} - -//----------------------------------------------------------------------------- -void FFP_DerivePointSize(in vec4 params, - in float d, - out float sz) -{ - sz = params.x/sqrt(params.y + params.z*d + params.w*d*d); -} diff --git a/Content/Ogre/RTShaderLib/GLSL/RTSLib_IBL.glsl b/Content/Ogre/RTShaderLib/GLSL/RTSLib_IBL.glsl deleted file mode 100644 index f55372d..0000000 --- a/Content/Ogre/RTShaderLib/GLSL/RTSLib_IBL.glsl +++ /dev/null @@ -1,88 +0,0 @@ -// This file is part of the OGRE project. -// code adapted from Google Filament -// SPDX-License-Identifier: Apache-2.0 - -vec3 specularDFG(const PixelParams pixel) { - return mix(pixel.dfg.xxx, pixel.dfg.yyy, pixel.f0); -} - -vec3 decodeDataForIBL(const vec4 data) { - return data.rgb; -} - -vec3 Irradiance_RoughnessOne(samplerCube light_iblSpecular, const vec3 n, float iblRoughnessOneLevel) { - // note: lod used is always integer, hopefully the hardware skips tri-linear filtering - return decodeDataForIBL(textureCubeLod(light_iblSpecular, n, iblRoughnessOneLevel)); -} - -vec3 PrefilteredDFG_LUT(sampler2D light_iblDFG, float lod, float NoV) { - // coord = sqrt(linear_roughness), which is the mapping used by cmgen. - // OGRE Specific: y is flipped compared to Filament code - return texture2DLod(light_iblDFG, vec2(NoV, 1.0 - lod), 0.0).rgb; -} - -float perceptualRoughnessToLod(float iblRoughnessOneLevel, float perceptualRoughness) { - // The mapping below is a quadratic fit for log2(perceptualRoughness)+iblRoughnessOneLevel when - // iblRoughnessOneLevel is 4. We found empirically that this mapping works very well for - // a 256 cubemap with 5 levels used. But also scales well for other iblRoughnessOneLevel values. - return iblRoughnessOneLevel * perceptualRoughness * (2.0 - perceptualRoughness); -} - -vec3 prefilteredRadiance(samplerCube light_iblSpecular, const vec3 r, float perceptualRoughness, float iblRoughnessOneLevel) { - float lod = perceptualRoughnessToLod(iblRoughnessOneLevel, perceptualRoughness); - return decodeDataForIBL(textureCubeLod(light_iblSpecular, r, lod)); -} - -vec3 getSpecularDominantDirection(const vec3 n, const vec3 r, float roughness) { - return mix(r, n, roughness * roughness); -} - -void evaluateIBL(inout PixelParams pixel, - in vec3 vNormal, - in vec3 viewPos, - in mat4 invViewMat, - in sampler2D dfgTex, - in samplerCube iblEnvTex, - in float iblRoughnessOneLevel, - in float iblLuminance, - inout vec3 color) -{ - vec3 shading_normal = normalize(vNormal); - vec3 shading_view = -normalize(viewPos); - float shading_NoV = clampNoV(abs(dot(shading_normal, shading_view))); - - // the above is currently duplicated with CookTorrance - - vec3 shading_reflected = reflect(-shading_view, shading_normal); - - // Pre-filtered DFG term used for image-based lighting - pixel.dfg = PrefilteredDFG_LUT(dfgTex, pixel.perceptualRoughness, shading_NoV); - - vec3 E = specularDFG(pixel); - vec3 r = getSpecularDominantDirection(shading_normal, shading_reflected, pixel.roughness); - - // OGRE specific: convert r and n back to world space for texture sampling - r = normalize(mul(invViewMat, vec4(r, 0.0)).xyz); - r.z *= -1.0; - shading_normal = normalize(mul(invViewMat, vec4(shading_normal, 0.0)).xyz); - - // specular layer - vec3 Fr = E * prefilteredRadiance(iblEnvTex, r, pixel.perceptualRoughness, iblRoughnessOneLevel); - - vec3 diffuseIrradiance = Irradiance_RoughnessOne(iblEnvTex, shading_normal, iblRoughnessOneLevel); - vec3 Fd = pixel.diffuseColor * diffuseIrradiance * (1.0 - E); - - Fr *= iblLuminance; - Fd *= iblLuminance; - - // Combine all terms - // Note: iblLuminance is already premultiplied by the exposure - - color = pow(color, vec3_splat(2.2)); // gamma to linear - - color += Fr + Fd; - - // linear to gamma - color = pow(color, vec3_splat(1.0/2.2)); - color = saturate(color); -} \ No newline at end of file diff --git a/Content/Ogre/RTShaderLib/GLSL/SGXLib_CookTorrance.glsl b/Content/Ogre/RTShaderLib/GLSL/SGXLib_CookTorrance.glsl deleted file mode 100644 index 214c72c..0000000 --- a/Content/Ogre/RTShaderLib/GLSL/SGXLib_CookTorrance.glsl +++ /dev/null @@ -1,241 +0,0 @@ -// This file is part of the OGRE project. -// code adapted from Google Filament -// SPDX-License-Identifier: Apache-2.0 - -#define PI 3.14159265359 - -#ifdef OGRE_GLSLES - // min roughness such that (MIN_PERCEPTUAL_ROUGHNESS^4) > 0 in fp16 (i.e. 2^(-14/4), rounded up) - #define MIN_PERCEPTUAL_ROUGHNESS 0.089 -#else - #define MIN_PERCEPTUAL_ROUGHNESS 0.045 -#endif - -#define MEDIUMP_FLT_MAX 65504.0 -#define saturateMediump(x) min(x, MEDIUMP_FLT_MAX) - -#define MIN_N_DOT_V 1e-4 - -struct PixelParams -{ - vec3 baseColor; - vec3 diffuseColor; - float perceptualRoughness; - float roughness; - vec3 f0; - vec3 dfg; - vec3 energyCompensation; -}; - -float clampNoV(float NoV) { - // Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886" - return max(NoV, MIN_N_DOT_V); -} - -// Computes x^5 using only multiply operations. -float pow5(float x) { - float x2 = x * x; - return x2 * x2 * x; -} - -// https://google.github.io/filament/Filament.md.html#materialsystem/diffusebrdf -float Fd_Lambert() { - return 1.0 / PI; -} - -// https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/fresnel(specularf) -vec3 F_Schlick(const vec3 f0, float f90, float VoH) { - // Schlick 1994, "An Inexpensive BRDF Model for Physically-Based Rendering" - return f0 + (f90 - f0) * pow5(1.0 - VoH); -} - -vec3 computeDiffuseColor(const vec3 baseColor, float metallic) { - return baseColor.rgb * (1.0 - metallic); -} - -vec3 computeF0(const vec3 baseColor, float metallic, float reflectance) { - return baseColor.rgb * metallic + (reflectance * (1.0 - metallic)); -} - -float perceptualRoughnessToRoughness(float perceptualRoughness) { - return perceptualRoughness * perceptualRoughness; -} - -// https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/geometricshadowing(specularg) -float V_SmithGGXCorrelated(float roughness, float NoV, float NoL) { - // Heitz 2014, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs" - float a2 = roughness * roughness; - // TODO: lambdaV can be pre-computed for all the lights, it should be moved out of this function - float lambdaV = NoL * sqrt((NoV - a2 * NoV) * NoV + a2); - float lambdaL = NoV * sqrt((NoL - a2 * NoL) * NoL + a2); - float v = 0.5 / (lambdaV + lambdaL); - // a2=0 => v = 1 / 4*NoL*NoV => min=1/4, max=+inf - // a2=1 => v = 1 / 2*(NoL+NoV) => min=1/4, max=+inf - // clamp to the maximum value representable in mediump - return saturateMediump(v); -} - -// https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/normaldistributionfunction(speculard) -float D_GGX(float roughness, float NoH, const vec3 h, const vec3 n) { - // Walter et al. 2007, "Microfacet Models for Refraction through Rough Surfaces" - - // In mediump, there are two problems computing 1.0 - NoH^2 - // 1) 1.0 - NoH^2 suffers floating point cancellation when NoH^2 is close to 1 (highlights) - // 2) NoH doesn't have enough precision around 1.0 - // Both problem can be fixed by computing 1-NoH^2 in highp and providing NoH in highp as well - - // However, we can do better using Lagrange's identity: - // ||a x b||^2 = ||a||^2 ||b||^2 - (a . b)^2 - // since N and H are unit vectors: ||N x H||^2 = 1.0 - NoH^2 - // This computes 1.0 - NoH^2 directly (which is close to zero in the highlights and has - // enough precision). - // Overall this yields better performance, keeping all computations in mediump -#ifdef OGRE_GLSLES - vec3 NxH = cross(n, h); - float oneMinusNoHSquared = dot(NxH, NxH); -#else - float oneMinusNoHSquared = 1.0 - NoH * NoH; -#endif - - float a = NoH * roughness; - float k = roughness / (oneMinusNoHSquared + a * a); - float d = k * k * (1.0 / PI); - return saturateMediump(d); -} - -float getDistanceAttenuation(const vec3 params, float distance) -{ - return 1.0 / (params.x + params.y * distance + params.z * distance * distance); -} - -float getAngleAttenuation(const vec3 params, const vec3 lightDir, const vec3 toLight) -{ - float rho = dot(-lightDir, toLight); - float fSpotE = saturate((rho - params.y) / (params.x - params.y)); - return pow(fSpotE, params.z); -} - -void evaluateLight( - in vec3 vNormal, - in vec3 viewPos, - in vec4 lightPos, - in vec3 lightColor, - in vec4 pointParams, - in vec4 vLightDirView, - in vec4 spotParams, - in PixelParams pixel, - inout vec3 vOutColour) -{ - vec3 vLightView = lightPos.xyz; - float fLightD = 0.0; - - if (lightPos.w != 0.0) - { - vLightView -= viewPos; // to light - fLightD = length(vLightView); - - if(fLightD > pointParams.x) - return; - } - - vLightView = normalize(vLightView); - - vec3 vNormalView = normalize(vNormal); - float NoL = saturate(dot(vNormalView, vLightView)); - - if(NoL <= 0.0) - return; // not lit by this light - - // https://google.github.io/filament/Filament.md.html#toc5.6.2 - float f90 = saturate(dot(pixel.f0, vec3_splat(50.0 * 0.33))); - - vec3 vView = -normalize(viewPos); - - // https://google.github.io/filament/Filament.md.html#materialsystem/standardmodelsummary - vec3 h = normalize(vView + vLightView); - float NoH = saturate(dot(vNormalView, h)); - float NoV = clampNoV(abs(dot(vNormalView, vView))); - - float V = V_SmithGGXCorrelated(pixel.roughness, NoV, NoL); - vec3 F = F_Schlick(pixel.f0, f90, NoH); - float D = D_GGX(pixel.roughness, NoH, h, vNormalView); - - vec3 Fr = (D * V) * F; - vec3 Fd = pixel.diffuseColor * Fd_Lambert(); - - // https://google.github.io/filament/Filament.md.html#materialsystem/improvingthebrdfs/energylossinspecularreflectance - vec3 color = NoL * lightColor * (Fr * pixel.energyCompensation + Fd); - - color *= getDistanceAttenuation(pointParams.yzw, fLightD); - - if(spotParams.w != 0.0) - { - color *= getAngleAttenuation(spotParams.xyz, vLightDirView.xyz, vLightView); - } - - vOutColour += color; -} - -void PBR_MakeParams(in vec3 baseColor, in vec2 mrParam, inout PixelParams pixel) -{ -#ifdef DEBUG_PSSM - baseColor += pssm_lod_info; -#endif - baseColor = pow(baseColor, vec3_splat(2.2)); - pixel.baseColor = baseColor; - - float perceptualRoughness = mrParam.x; - // Clamp the roughness to a minimum value to avoid divisions by 0 during lighting - pixel.perceptualRoughness = clamp(perceptualRoughness, MIN_PERCEPTUAL_ROUGHNESS, 1.0); - // Remaps the roughness to a perceptually linear roughness (roughness^2) - pixel.roughness = perceptualRoughnessToRoughness(pixel.perceptualRoughness); - - float metallic = saturate(mrParam.y); - pixel.f0 = computeF0(baseColor, metallic, 0.04); - pixel.diffuseColor = computeDiffuseColor(baseColor, metallic); - - pixel.dfg = vec3_splat(0.5); // use full f0 for energy compensation - pixel.energyCompensation = vec3_splat(0.0); // will be set later -} - -#if LIGHT_COUNT > 0 -void PBR_Lights( -#ifdef HAVE_SHADOW_FACTOR - in float shadowFactor, -#endif - in vec3 vNormal, - in vec3 viewPos, - in vec4 ambient, - in vec4 lightPos[LIGHT_COUNT], - in vec4 lightColor[LIGHT_COUNT], - in vec4 pointParams[LIGHT_COUNT], - in vec4 vLightDirView[LIGHT_COUNT], - in vec4 spotParams[LIGHT_COUNT], - in PixelParams pixel, - inout vec3 vOutColour) -{ - vOutColour = pow(vOutColour, vec3_splat(2.2)); // gamma to linear - - // Energy compensation for multiple scattering in a microfacet model - // See "Multiple-Scattering Microfacet BSDFs with the Smith Model" - pixel.energyCompensation = 1.0 + pixel.f0 * (1.0 / pixel.dfg.y - 1.0); - - for(int i = 0; i < LIGHT_COUNT; i++) - { - evaluateLight(vNormal, viewPos, lightPos[i], lightColor[i].xyz, pointParams[i], vLightDirView[i], spotParams[i], - pixel, vOutColour); - -#ifdef HAVE_SHADOW_FACTOR - if(i == 0) // directional lights always come first - vOutColour *= shadowFactor; -#endif - } - - vOutColour += pixel.baseColor * pow(ambient.rgb, vec3_splat(2.2)); - - // linear to gamma - vOutColour = pow(vOutColour, vec3_splat(1.0/2.2)); - - vOutColour = saturate(vOutColour); -} -#endif \ No newline at end of file diff --git a/Content/Ogre/RTShaderLib/GLSL/SGXLib_DualQuaternion.glsl b/Content/Ogre/RTShaderLib/GLSL/SGXLib_DualQuaternion.glsl deleted file mode 100644 index e9a64a3..0000000 --- a/Content/Ogre/RTShaderLib/GLSL/SGXLib_DualQuaternion.glsl +++ /dev/null @@ -1,172 +0,0 @@ -/* ------------------------------------------------------------------------------ -This source file is part of OGRE -(Object-oriented Graphics Rendering Engine) -For the latest info, see http://www.ogre3d.org - -Copyright (c) 2000-2014 Torus Knot Software Ltd -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. ------------------------------------------------------------------------------ -*/ - -//These functions are based on dqs.cg from http://isg.cs.tcd.ie/kavanl/dq/ -/* dqs.cg - - Dual quaternion skinning vertex shaders (no shading computations) - - Version 1.0.3, November 1st, 2007 - - Copyright (C) 2006-2007 University of Dublin, Trinity College, All Rights - Reserved - - This software is provided 'as-is', without any express or implied - warranty. In no event will the author(s) be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. - - Author: Ladislav Kavan, kavanl@cs.tcd.ie - -*/ - -//----------------------------------------------------------------------------- -// Program Name: SGXLib_DualQuaternion -// Program Desc: Dual quaternion skinning functions. -// Program Type: Vertex shader -// Language: GLSL -//----------------------------------------------------------------------------- - -#if defined(OGRE_HLSL) || defined(OGRE_CG) -// this is technically wrong, thats why we dont put it into OgreUnifiedShader.h -#define mat2x4 float2x4 -#define mat3x4 float3x4 -#endif - -//----------------------------------------------------------------------------- -void SGX_BlendWeight(in float blendWgt, in mat2x4 dualQuaternion, out mat2x4 vOut) -{ - vOut = blendWgt*dualQuaternion; -} - -//----------------------------------------------------------------------------- -void SGX_BlendWeight(in float blendWgt, in mat3x4 scaleShearMatrix, out mat3x4 vOut) -{ - vOut = blendWgt*scaleShearMatrix; -} - -//----------------------------------------------------------------------------- -// Adjusts the sign of a dual quaternion depending on its orientation to the root dual quaternion -void SGX_AntipodalityAdjustment(in mat2x4 dq0, in mat2x4 dq1,out mat2x4 dq2) -{ - //Accurate antipodality handling. For speed increase, remove the following line, - //though, the results will only be valid for rotations less than 180 degrees. - dq2 = (dot(dq0[0], dq1[0]) < 0.0) ? dq1 * -1.0 : dq1; -} - -//----------------------------------------------------------------------------- -void SGX_CalculateBlendPosition(in vec3 position, in mat2x4 blendDQ, out vec4 vOut) -{ - vec3 blendPosition = position + 2.0*cross(blendDQ[0].yzw, cross(blendDQ[0].yzw, position) + blendDQ[0].x*position); - vec3 trans = 2.0*(blendDQ[0].x*blendDQ[1].yzw - blendDQ[1].x*blendDQ[0].yzw + cross(blendDQ[0].yzw, blendDQ[1].yzw)); - blendPosition += trans; - - vOut = vec4(blendPosition, 1.0); -} - -//----------------------------------------------------------------------------- -void SGX_CalculateBlendNormal(in vec3 normal, in mat2x4 blendDQ, out vec3 vOut) -{ - vOut = normal + 2.0*cross(blendDQ[0].yzw, cross(blendDQ[0].yzw, normal) + blendDQ[0].x*normal); -} - -//----------------------------------------------------------------------------- -void SGX_AdjointTransposeMatrix(in mat3x4 M, out mat3 vOut) -{ - mat3 atM; - atM[0][0] = M[2][2] * M[1][1] - M[1][2] * M[2][1]; - atM[0][1] = M[1][2] * M[2][0] - M[1][0] * M[2][2]; - atM[0][2] = M[1][0] * M[2][1] - M[2][0] * M[1][1]; - - atM[1][0] = M[0][2] * M[2][1] - M[2][2] * M[0][1]; - atM[1][1] = M[2][2] * M[0][0] - M[0][2] * M[2][0]; - atM[1][2] = M[2][0] * M[0][1] - M[0][0] * M[2][1]; - - atM[2][0] = M[1][2] * M[0][1] - M[0][2] * M[1][1]; - atM[2][1] = M[1][0] * M[0][2] - M[1][2] * M[0][0]; - atM[2][2] = M[0][0] * M[1][1] - M[1][0] * M[0][1]; - - vOut = atM; -} - -//----------------------------------------------------------------------------- -void blendBonesDQ(mat2x4 bones_dq[BONE_COUNT], vec4 indices, vec4 weights, out mat2x4 blendDQ) -{ - blendDQ = bones_dq[int(indices.x)] * weights.x; - mat2x4 dqi; -#ifdef CORRECT_ANTIPODALITY - mat2x4 dq0 = blendDQ; -#endif -#if WEIGHT_COUNT > 1 - dqi = bones_dq[int(indices.y)] * weights.y; -# ifdef CORRECT_ANTIPODALITY - SGX_AntipodalityAdjustment(dq0, dqi, dqi); -# endif - blendDQ += dqi; -#endif -#if WEIGHT_COUNT > 2 - dqi = bones_dq[int(indices.z)] * weights.z; -# ifdef CORRECT_ANTIPODALITY - SGX_AntipodalityAdjustment(dq0, dqi, dqi); -# endif - blendDQ += dqi; -#endif -#if WEIGHT_COUNT > 3 - dqi = bones_dq[int(indices.w)] * weights.w; -# ifdef CORRECT_ANTIPODALITY - SGX_AntipodalityAdjustment(dq0, dqi, dqi); -# endif - blendDQ += dqi; -#endif - - blendDQ /= length(blendDQ[0]); // normalise dual quaternion -} - -void blendBonesMat3x4(mat3x4 bones_mat[BONE_COUNT], vec4 indices, vec4 weights, out mat3x4 blendMat) -{ - blendMat = bones_mat[int(indices.x)] * weights.x; -#if WEIGHT_COUNT > 1 - blendMat += bones_mat[int(indices.y)] * weights.y; -#endif -#if WEIGHT_COUNT > 2 - blendMat += bones_mat[int(indices.z)] * weights.z; -#endif -#if WEIGHT_COUNT > 3 - blendMat += bones_mat[int(indices.w)] * weights.w; -#endif -} \ No newline at end of file diff --git a/Content/Ogre/RTShaderLib/GLSL/SGXLib_IntegratedPSSM.glsl b/Content/Ogre/RTShaderLib/GLSL/SGXLib_IntegratedPSSM.glsl deleted file mode 100644 index a5ad1bc..0000000 --- a/Content/Ogre/RTShaderLib/GLSL/SGXLib_IntegratedPSSM.glsl +++ /dev/null @@ -1,182 +0,0 @@ -/* ------------------------------------------------------------------------------ -This source file is part of OGRE -(Object-oriented Graphics Rendering Engine) -For the latest info, see http://www.ogre3d.org - -Copyright (c) 2000-2014 Torus Knot Software Ltd -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. ------------------------------------------------------------------------------ -*/ -//----------------------------------------------------------------------------- -// Program Name: SGXLib_IntegratedPSSM -// Program Desc: Integrated PSSM functions. -// Program Type: Vertex/Pixel shader -// Language: GLSL -//----------------------------------------------------------------------------- - -#ifdef PSSM_SAMPLE_CMP -#define SAMPLER_TYPE sampler2DShadow -#else -#define SAMPLER_TYPE sampler2D -#endif - -#ifdef DEBUG_PSSM -STATIC vec3 pssm_lod_info = vec3(0.0, 0.0, 0.0); -#endif - -// default to 2x2 PCF -#ifndef PCF_XSAMPLES -#define PCF_XSAMPLES 2.0 -#endif - -//----------------------------------------------------------------------------- -void SGX_ApplyShadowFactor_Diffuse(in vec4 ambient, - in float fShadowFactor, - inout vec4 oLight) -{ - oLight.rgb = mix(ambient.rgb, oLight.rgb, fShadowFactor); - -#ifdef DEBUG_PSSM - oLight.rgb += pssm_lod_info; -#endif -} - -float sampleDepth(in SAMPLER_TYPE shadowMap, vec2 uv, float depth) -{ -#ifdef PSSM_SAMPLE_CMP -# if defined(OGRE_GLSL) && OGRE_GLSL < 130 - return shadow2D(shadowMap, vec3(uv, depth)).r; -# else - return shadow2D(shadowMap, vec3(uv, depth)); -# endif -#else - return (depth <= texture2D(shadowMap, uv).r) ? 1.0 : 0.0; -#endif -} - -//----------------------------------------------------------------------------- -void SGX_ShadowPCF4(in SAMPLER_TYPE shadowMap, in vec4 shadowMapPos, in vec2 invTexSize, out float c) -{ - shadowMapPos = shadowMapPos / shadowMapPos.w; -#if !defined(OGRE_REVERSED_Z) && !defined(OGRE_HLSL) && !defined(VULKAN) - shadowMapPos.z = shadowMapPos.z * 0.5 + 0.5; // convert -1..1 to 0..1 -#endif - vec2 uv = shadowMapPos.xy; - - // depth must be clamped to support floating-point depth formats. This is to avoid comparing a - // value from the depth texture (which is never greater than 1.0) with a greater-than-one - // comparison value (which is possible with floating-point formats). - float depth = clamp(shadowMapPos.z, 0.0, 1.0); - - c = 0.0; - float scale = 1.0; - float offset = (PCF_XSAMPLES / 2.0 - 0.5) * scale; - for (float y = -offset; y <= offset; y += scale) - for (float x = -offset; x <= offset; x += scale) - c += sampleDepth(shadowMap, uv + invTexSize * vec2(x, y), depth); - - c /= PCF_XSAMPLES * PCF_XSAMPLES; -} - -//----------------------------------------------------------------------------- -void SGX_ComputeShadowFactor_PSSM3(in float fDepth, - in vec4 vSplitPoints, - in vec4 lightPosition0, - in SAMPLER_TYPE shadowMap0, - in vec2 invShadowMapSize0, - #if PSSM_NUM_SPLITS > 2 - in vec4 lightPosition1, - in SAMPLER_TYPE shadowMap1, - in vec2 invShadowMapSize1, - #endif - #if PSSM_NUM_SPLITS > 3 - in vec4 lightPosition2, - in SAMPLER_TYPE shadowMap2, - in vec2 invShadowMapSize2, - #endif - in vec4 lightPosition3, - in SAMPLER_TYPE shadowMap3, - in vec2 invShadowMapSize3, - out float oShadowFactor) -{ -#if defined(PROJ_SPACE_SPLITS) && !defined(OGRE_REVERSED_Z) && !defined(OGRE_HLSL) && !defined(VULKAN) - vSplitPoints = vSplitPoints * 0.5 + 0.5; // convert -1..1 to 0..1 -#endif - -#ifdef OGRE_REVERSED_Z - vSplitPoints = vec4_splat(1.0) - vSplitPoints; - fDepth = 1.0 - fDepth; -#endif - - if (fDepth <= vSplitPoints.x) - { -#ifdef PSSM_SAMPLE_COLOUR - oShadowFactor = texture2DProj(shadowMap0, lightPosition0).x; -#else - SGX_ShadowPCF4(shadowMap0, lightPosition0, invShadowMapSize0, oShadowFactor); -#endif -#ifdef DEBUG_PSSM - pssm_lod_info.r = 1.0; -#endif - } -#if PSSM_NUM_SPLITS > 2 - else if (fDepth <= vSplitPoints.y) - { -#ifdef PSSM_SAMPLE_COLOUR - oShadowFactor = texture2DProj(shadowMap1, lightPosition1).x; -#else - SGX_ShadowPCF4(shadowMap1, lightPosition1, invShadowMapSize1, oShadowFactor); -#endif -#ifdef DEBUG_PSSM - pssm_lod_info.g = 1.0; -#endif - } -#endif -#if PSSM_NUM_SPLITS > 3 - else if (fDepth <= vSplitPoints.z) - { -#ifdef PSSM_SAMPLE_COLOUR - oShadowFactor = texture2DProj(shadowMap2, lightPosition2).x; -#else - SGX_ShadowPCF4(shadowMap2, lightPosition2, invShadowMapSize2, oShadowFactor); -#endif -#ifdef DEBUG_PSSM - pssm_lod_info.r = 1.0; - pssm_lod_info.g = 1.0; -#endif - } -#endif - else if (fDepth <= vSplitPoints.w) - { -#ifdef PSSM_SAMPLE_COLOUR - oShadowFactor = texture2DProj(shadowMap3, lightPosition3).x; -#else - SGX_ShadowPCF4(shadowMap3, lightPosition3, invShadowMapSize3, oShadowFactor); -#endif -#ifdef DEBUG_PSSM - pssm_lod_info.b = 1.0; -#endif - } - else - { - // behind far distance - oShadowFactor = 1.0; - } -} diff --git a/Content/Ogre/RTShaderLib/GLSL/SGXLib_LayeredBlending.glsl b/Content/Ogre/RTShaderLib/GLSL/SGXLib_LayeredBlending.glsl deleted file mode 100644 index 8af709a..0000000 --- a/Content/Ogre/RTShaderLib/GLSL/SGXLib_LayeredBlending.glsl +++ /dev/null @@ -1,825 +0,0 @@ -/* -** layered blending & misc math -** Blending modes, RGB/HSL/Contrast/Desaturate, levels control -** -** The shaders below are base on the shaders created by: -** Romain Dura | Romz -** Blog: http://blog.mouaif.org -** Post: http://blog.mouaif.org/?p=94 -*/ - - -/* -** Desaturation -*/ - -vec4 Desaturate(in vec3 color, in float Desaturation) -{ - vec3 grayXfer = vec3(0.3, 0.59, 0.11); - float grayf = dot(grayXfer, color); - vec3 gray = vec3(grayf, grayf, grayf); - return vec4(mix(color, gray, Desaturation), 1.0); -} - - -/* -** Hue, saturation, luminance -*/ - -vec3 RGBToHSL(in vec3 color) -{ - vec3 hsl; // init to 0 to avoid warnings ? (and reverse if + remove first part) - - float fmin = min(min(color.r, color.g), color.b); //Min. value of RGB - float fmax = max(max(color.r, color.g), color.b); //Max. value of RGB - float delta = fmax - fmin; //Delta RGB value - - hsl.z = (fmax + fmin) / 2.0; // Luminance - - if (delta == 0.0) //This is a gray, no chroma... - { - hsl.x = 0.0; // Hue - hsl.y = 0.0; // Saturation - } - else //Chromatic data... - { - if (hsl.z < 0.5) - hsl.y = delta / (fmax + fmin); // Saturation - else - hsl.y = delta / (2.0 - fmax - fmin); // Saturation - - float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta; - float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta; - float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta; - - if (color.r == fmax ) - hsl.x = deltaB - deltaG; // Hue - else if (color.g == fmax) - hsl.x = (1.0 / 3.0) + deltaR - deltaB; // Hue - else if (color.b == fmax) - hsl.x = (2.0 / 3.0) + deltaG - deltaR; // Hue - - if (hsl.x < 0.0) - hsl.x += 1.0; // Hue - else if (hsl.x > 1.0) - hsl.x -= 1.0; // Hue - } - - return hsl; -} - -float HueToRGB(in float f1, in float f2, in float hue) -{ - if (hue < 0.0) - hue += 1.0; - else if (hue > 1.0) - hue -= 1.0; - float res; - if ((6.0 * hue) < 1.0) - res = f1 + (f2 - f1) * 6.0 * hue; - else if ((2.0 * hue) < 1.0) - res = f2; - else if ((3.0 * hue) < 2.0) - res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0; - else - res = f1; - return res; -} - -vec3 HSLToRGB(in vec3 hsl) -{ - vec3 rgb; - - if (hsl.y == 0.0) - rgb = hsl.zzz; // Luminance - else - { - float f2; - - if (hsl.z < 0.5) - f2 = hsl.z * (1.0 + hsl.y); - else - f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z); - - float f1 = 2.0 * hsl.z - f2; - - rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0)); - rgb.g = HueToRGB(f1, f2, hsl.x); - rgb.b = HueToRGB(f1, f2, hsl.x - (1.0/3.0)); - } - - return rgb; -} - - -/* -** Contrast, saturation, brightness -** Code of this function is from TGM's shader pack -** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 -*/ - -// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150% -vec3 ContrastSaturationBrightness(in vec3 color, in float brt, in float sat, in float con) -{ - // Increase or decrease these values to adjust r, g and b color channels separately - const float AvgLumR = 0.5; - const float AvgLumG = 0.5; - const float AvgLumB = 0.5; - - const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); - - vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); - vec3 brtColor = color * brt; - float intensityf = dot(brtColor, LumCoeff); - vec3 intensity = vec3(intensityf, intensityf, intensityf); - vec3 satColor = mix(intensity, brtColor, sat); - vec3 conColor = mix(AvgLumin, satColor, con); - return conColor; -} - -/* -** Float blending modes -** Adapted from here: http://www.nathanm.com/photoshop-blending-math/ -** But I modified the HardMix (wrong condition), Overlay, SoftLight, ColorDodge, ColorBurn, VividLight, PinLight (inverted layers) ones to have correct results -*/ - -#define BlendLinearDodgef BlendAddf -#define BlendLinearBurnf BlendSubtractf -#define BlendAddf(base, blend) min(base + blend, 1.0) -#define BlendSubtractf(base, blend) max(base + blend - 1.0, 0.0) -#define BlendLightenf(base, blend) max(blend, base) -#define BlendDarkenf(base, blend) min(blend, base) -#define BlendScreenf(base, blend) (1.0 - ((1.0 - base) * (1.0 - blend))) -#define BlendOverlayf(base, blend) (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend))) -#define BlendSoftLightf(base, blend) ((blend < 0.5) ? (2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend))) -#define BlendColorDodgef(base, blend) ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0)) -#define BlendColorBurnf(base, blend) ((blend == 0.0) ? blend : max((1.0 - ((1.0 - base) / blend)), 0.0)) -#define BlendHardMixf(base, blend) ((BlendVividLightf(base, blend) < 0.5) ? 0.0 : 1.0) - - - -/* -** Vector3 blending modes -*/ - -// Component wise blending -#define Blend1(base, blend, funcf) funcf(base, blend) -#define Blend3(base, blend, funcf) vec3(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b)) -#define Blend4(base, blend, funcf) vec4(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b), funcf(base.a, blend.a)) - -#define BlendNormal(base, blend) (base) -#define BlendMultiply(base, blend) (base * blend) -#define BlendAverage(base, blend) ((base + blend) / 2.0) -#define BlendAdd(base, blend) min(base + blend, 1.0) -#define BlendSubtract(base, blend) max(base + blend - 1.0, 0.0) -#define BlendDifference(base, blend) abs(base - blend) -#define BlendNegation(base, blend) (1.0 - abs(1.0 - base - blend)) -#define BlendExclusion(base, blend) (base + blend - 2.0 * base * blend) -#define BlendPhoenix(base, blend) (min(base, blend) - max(base, blend) + 1.0) -#define BlendOpacity(base, blend, F, O) (F(base, blend) * O + blend * (1.0 - O)) - -// Hue Blend mode creates the result color by combining the luminance and saturation of the base color with the hue of the blend color. -float BlendHue1(in float base, in float blend) -{ - return base; -} - -vec3 BlendHue3(in vec3 base, in vec3 blend) -{ - vec3 baseHSL = RGBToHSL(base); - return HSLToRGB(vec3(RGBToHSL(blend).r, baseHSL.g, baseHSL.b)); -} - -vec4 BlendHue4(in vec4 base, in vec4 blend) -{ - vec3 hue = BlendHue3(base.xyz, blend.xyz); - return vec4(hue.x, hue.y, hue.z, BlendHue1(base.w, blend.w)); -} - -// Saturation Blend mode creates the result color by combining the luminance and hue of the base color with the saturation of the blend color. -float BlendSaturation1(in float base, in float blend) -{ - return base; -} - -vec3 BlendSaturation3(in vec3 base, in vec3 blend) -{ - vec3 baseHSL = RGBToHSL(base); - return HSLToRGB(vec3(baseHSL.r, RGBToHSL(blend).g, baseHSL.b)); -} - -vec4 BlendSaturation4(in vec4 base, in vec4 blend) -{ - vec3 hue = BlendSaturation3(base.xyz, blend.xyz); - return vec4(hue.x, hue.y, hue.z, BlendSaturation1(base.w, blend.w)); -} - -// Color Mode keeps the brightness of the base color and applies both the hue and saturation of the blend color. -float BlendColor1(in float base, in float blend) -{ - return base; -} - -vec3 BlendColor3(in vec3 base, in vec3 blend) -{ - vec3 blendHSL = RGBToHSL(blend); - return HSLToRGB(vec3(blendHSL.r, blendHSL.g, RGBToHSL(base).b)); -} - -vec4 BlendColor4(in vec4 base, in vec4 blend) -{ - vec3 hue = BlendColor3(base.xyz, blend.xyz); - return vec4(hue.x, hue.y, hue.z, BlendColor1(base.w, blend.w)); -} - - -// Luminosity Blend mode creates the result color by combining the hue and saturation of the base color with the luminance of the blend color. -float BlendLuminosity1(in float base, in float blend) -{ - return base; -} - -vec3 BlendLuminosity3(in vec3 base, in vec3 blend) -{ - vec3 baseHSL = RGBToHSL(base); - return HSLToRGB(vec3(baseHSL.r, baseHSL.g, RGBToHSL(blend).b)); -} - -vec4 BlendLuminosity4(in vec4 base, in vec4 blend) -{ - vec3 hue = BlendLuminosity3(base.xyz, blend.xyz); - return vec4(hue.x, hue.y, hue.z, BlendLuminosity1(base.w, blend.w)); -} - -float BlendLinearLightf(in float s1, in float s2) -{ - float oColor; - - if (s2 < 0.5) - { - float s2x = (2.0 * s2); - oColor = BlendSubtractf(s1, s2x); - } - else - { - float s2x = (2.0 * (s2 - 0.5)); - oColor = BlendAddf(s1, s2x); - } - - return oColor; -} - -float BlendVividLightf(in float s1, in float s2) -{ - float oColor; - - if (s2 < 0.5) - { - float s2x = (2.0 * s2); - oColor = BlendColorBurnf(s1, s2x); - } - else - { - float s2x = (2.0 * (s2 - 0.5)); - oColor = BlendColorDodgef(s1, s2x); - } - - return oColor; -} - -float BlendPinLightf(in float s1, in float s2) -{ - float oColor; - - if (s2 < 0.5) - { - float s2x = (2.0 * s2); - oColor = BlendDarkenf(s1, s2x); - } - else - { - float s2x = (2.0 * (s2 - 0.5)); - oColor = BlendLightenf(s1, s2x); - } - - return oColor; -} - -float BlendReflectf(in float s1, in float s2) -{ - float oColor; - - if (s2 == 1.0) - { - oColor = s2; - } - else - { - float s1x = (s1 * s1) / (1.0 - s2); - - oColor = min(s1x, 1.0); - } - - return oColor; -} - -//------------------------------------ -// Interface for RTShader -//------------------------------------ - - -void SGX_blend_normal(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor) -{ - oColor = BlendNormal(basePixel, blendPixel); -} - -void SGX_blend_normal(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor) -{ - oColor = BlendNormal(basePixel, blendPixel); -} - -void SGX_blend_normal(in float basePixel, in float blendPixel, out float oColor) -{ - oColor = BlendNormal(basePixel, blendPixel); -} - - -void SGX_blend_lighten(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor) -{ - oColor = BlendLightenf(basePixel, blendPixel); -} - -void SGX_blend_lighten(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor) -{ - oColor = BlendLightenf(basePixel, blendPixel); -} - -void SGX_blend_lighten(in float basePixel, in float blendPixel, out float oColor) -{ - oColor = BlendLightenf(basePixel, blendPixel); -} - - -void SGX_blend_darken(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor) -{ - oColor = BlendDarkenf(basePixel, blendPixel); -} - -void SGX_blend_darken(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor) -{ - oColor = BlendDarkenf(basePixel, blendPixel); -} - -void SGX_blend_darken(in float basePixel, in float blendPixel, out float oColor) -{ - oColor = BlendDarkenf(basePixel, blendPixel); -} - - -void SGX_blend_multiply(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor) -{ - oColor = BlendMultiply(basePixel, blendPixel); -} - -void SGX_blend_multiply(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor) -{ - oColor = BlendMultiply(basePixel, blendPixel); -} - -void SGX_blend_multiply(in float basePixel, in float blendPixel, out float oColor) -{ - oColor = BlendMultiply(basePixel, blendPixel); -} - - -void SGX_blend_average(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor) -{ - oColor = BlendAverage(basePixel, blendPixel); -} - -void SGX_blend_average(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor) -{ - oColor = BlendAverage(basePixel, blendPixel); -} - -void SGX_blend_average(in float basePixel, in float blendPixel, out float oColor) -{ - oColor = BlendAverage(basePixel, blendPixel); -} - - -void SGX_blend_add(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor) -{ - oColor = BlendAdd(basePixel, blendPixel); -} - -void SGX_blend_add(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor) -{ - oColor = BlendAdd(basePixel, blendPixel); -} - -void SGX_blend_add(in float basePixel, in float blendPixel, out float oColor) -{ - oColor = BlendAdd(basePixel, blendPixel); -} - - -void SGX_blend_subtract(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor) -{ - oColor = BlendSubtract(basePixel, blendPixel); -} - -void SGX_blend_subtract(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor) -{ - oColor = BlendSubtract(basePixel, blendPixel); -} - -void SGX_blend_subtract(in float basePixel, in float blendPixel, out float oColor) -{ - oColor = BlendSubtract(basePixel, blendPixel); -} - - -void SGX_blend_difference(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor) -{ - oColor = BlendDifference(basePixel, blendPixel); -} -void SGX_blend_difference(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor) -{ - oColor = BlendDifference(basePixel, blendPixel); -} -void SGX_blend_difference(in float basePixel, in float blendPixel, out float oColor) -{ - oColor = BlendDifference(basePixel, blendPixel); -} - - -void SGX_blend_negation(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor) -{ - oColor = BlendNegation(basePixel, blendPixel); -} -void SGX_blend_negation(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor) -{ - oColor = BlendNegation(basePixel, blendPixel); -} -void SGX_blend_negation(in float basePixel, in float blendPixel, out float oColor) -{ - oColor = BlendNegation(basePixel, blendPixel); -} - - -void SGX_blend_exclusion(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor) -{ - oColor = BlendExclusion(basePixel, blendPixel); -} -void SGX_blend_exclusion(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor) -{ - oColor = BlendExclusion(basePixel, blendPixel); -} -void SGX_blend_exclusion(in float basePixel, in float blendPixel, out float oColor) -{ - oColor = BlendExclusion(basePixel, blendPixel); -} - - -void SGX_blend_screen(in vec4 s1, in vec4 s2, out vec4 oColor) -{ - oColor = vec4(BlendScreenf(s1.r, s2.r), - BlendScreenf(s1.g, s2.g), - BlendScreenf(s1.b, s2.b), - BlendScreenf(s1.a, s2.a)); -} -void SGX_blend_screen(in vec3 s1, in vec3 s2, out vec3 oColor) -{ - oColor = vec3(BlendScreenf(s1.r, s2.r), - BlendScreenf(s1.g, s2.g), - BlendScreenf(s1.b, s2.b)); -} -void SGX_blend_screen(in float s1, in float s2, out float oColor) -{ - oColor = BlendScreenf(s1, s2); -} - - -void SGX_blend_overlay(in vec4 s1, in vec4 s2, out vec4 oColor) -{ - oColor = vec4(BlendOverlayf(s1.r, s2.r), - BlendOverlayf(s1.g, s2.g), - BlendOverlayf(s1.b, s2.b), - BlendOverlayf(s1.a, s2.a)); -} -void SGX_blend_overlay(in vec3 s1, in vec3 s2, out vec3 oColor) -{ - oColor = vec3(BlendOverlayf(s1.r, s2.r), - BlendOverlayf(s1.g, s2.g), - BlendOverlayf(s1.b, s2.b)); -} -void SGX_blend_overlay(in float s1, in float s2, out float oColor) -{ - oColor = BlendOverlayf(s1, s2); -} - - -void SGX_blend_softLight(in vec4 s1, in vec4 s2, out vec4 oColor) -{ - oColor = vec4(BlendSoftLightf(s1.r, s2.r), - BlendSoftLightf(s1.g, s2.g), - BlendSoftLightf(s1.b, s2.b), - BlendSoftLightf(s1.a, s2.a)); -} -void SGX_blend_softLight(in vec3 s1, in vec3 s2, out vec3 oColor) -{ - oColor = vec3(BlendSoftLightf(s1.r, s2.r), - BlendSoftLightf(s1.g, s2.g), - BlendSoftLightf(s1.b, s2.b)); -} -void SGX_blend_softLight(in float s1, in float s2, out float oColor) -{ - oColor = BlendSoftLightf(s1, s2); -} - - -void SGX_blend_hardLight(in vec4 s1, in vec4 s2, out vec4 oColor) -{ - oColor = vec4(BlendOverlayf(s1.r, s2.r), - BlendOverlayf(s1.g, s2.g), - BlendOverlayf(s1.b, s2.b), - BlendOverlayf(s1.a, s2.a)); -} -void SGX_blend_hardLight(in vec3 s1, in vec3 s2, out vec3 oColor) -{ - oColor = vec3(BlendOverlayf(s1.r, s2.r), - BlendOverlayf(s1.g, s2.g), - BlendOverlayf(s1.b, s2.b)); -} -void SGX_blend_hardLight(in float s1, in float s2, out float oColor) -{ - oColor = BlendOverlayf(s1, s2); -} - - -void SGX_blend_colorDodge(in vec4 s1, in vec4 s2, out vec4 oColor) -{ - oColor = vec4(BlendColorDodgef(s1.r, s2.r), - BlendColorDodgef(s1.g, s2.g), - BlendColorDodgef(s1.b, s2.b), - BlendColorDodgef(s1.a, s2.a)); -} -void SGX_blend_colorDodge(in vec3 s1, in vec3 s2, out vec3 oColor) -{ - oColor = vec3(BlendColorDodgef(s1.r, s2.r), - BlendColorDodgef(s1.g, s2.g), - BlendColorDodgef(s1.b, s2.b)); -} -void SGX_blend_colorDodge(in float s1, in float s2, out float oColor) -{ - oColor = BlendColorDodgef(s1, s2); -} - - -void SGX_blend_colorBurn(in vec4 s1, in vec4 s2, out vec4 oColor) -{ - oColor = vec4(BlendColorBurnf(s1.r, s2.r), - BlendColorBurnf(s1.g, s2.g), - BlendColorBurnf(s1.b, s2.b), - BlendColorBurnf(s1.a, s2.a)); -} -void SGX_blend_colorBurn(in vec3 s1, in vec3 s2, out vec3 oColor) -{ - oColor = vec3(BlendColorBurnf(s1.r, s2.r), - BlendColorBurnf(s1.g, s2.g), - BlendColorBurnf(s1.b, s2.b)); -} -void SGX_blend_colorBurn(in float s1, in float s2, out float oColor) -{ - oColor = BlendColorBurnf(s1, s2); -} - - -void SGX_blend_linearDodge(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor) -{ - oColor = BlendAddf(basePixel, blendPixel); -} -void SGX_blend_linearDodge(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor) -{ - oColor = BlendAddf(basePixel, blendPixel); -} -void SGX_blend_linearDodge(in float basePixel, in float blendPixel, out float oColor) -{ - oColor = BlendAddf(basePixel, blendPixel); -} - - -void SGX_blend_linearBurn(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor) -{ - oColor = BlendSubtractf(basePixel, blendPixel); -} -void SGX_blend_linearBurn(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor) -{ - oColor = BlendSubtractf(basePixel, blendPixel); -} -void SGX_blend_linearBurn(in float basePixel, in float blendPixel, out float oColor) -{ - oColor = BlendSubtractf(basePixel, blendPixel); -} - - -void SGX_blend_linearLight(in vec4 s1, in vec4 s2, out vec4 oColor) -{ - oColor = vec4(BlendLinearLightf(s1.r, s2.r), - BlendLinearLightf(s1.g, s2.g), - BlendLinearLightf(s1.b, s2.b), - BlendLinearLightf(s1.a, s2.a)); -} -void SGX_blend_linearLight(in vec3 s1, in vec3 s2, out vec3 oColor) -{ - oColor = vec3(BlendLinearLightf(s1.r, s2.r), - BlendLinearLightf(s1.g, s2.g), - BlendLinearLightf(s1.b, s2.b)); -} -void SGX_blend_linearLight(in float s1, in float s2, out float oColor) -{ - oColor = BlendLinearLightf(s1, s2); -} - - -void SGX_blend_vividLight(in vec4 s1, in vec4 s2, out vec4 oColor) -{ - oColor = vec4(BlendVividLightf(s1.r, s2.r), - BlendVividLightf(s1.g, s2.g), - BlendVividLightf(s1.b, s2.b), - BlendVividLightf(s1.a, s2.a)); -} -void SGX_blend_vividLight(in vec3 s1, in vec3 s2, out vec3 oColor) -{ - oColor = vec3(BlendVividLightf(s1.r, s2.r), - BlendVividLightf(s1.g, s2.g), - BlendVividLightf(s1.b, s2.b)); -} -void SGX_blend_vividLight(in float s1, in float s2, out float oColor) -{ - oColor = BlendVividLightf(s1, s2); -} - - -void SGX_blend_pinLight(in vec4 s1, in vec4 s2, out vec4 oColor) -{ - oColor = vec4(BlendPinLightf(s1.r, s2.r), - BlendPinLightf(s1.g, s2.g), - BlendPinLightf(s1.b, s2.b), - BlendPinLightf(s1.a, s2.a)); -} -void SGX_blend_pinLight(in vec3 s1, in vec3 s2, out vec3 oColor) -{ - oColor = vec3(BlendPinLightf(s1.r, s2.r), - BlendPinLightf(s1.g, s2.g), - BlendPinLightf(s1.b, s2.b)); -} -void SGX_blend_pinLight(in float s1, in float s2, out float oColor) -{ - oColor = BlendPinLightf(s1, s2); -} - - -void SGX_blend_hardMix(in vec4 s1, in vec4 s2, out vec4 oColor) -{ - oColor = vec4(BlendHardMixf(s1.r, s2.r), - BlendHardMixf(s1.g, s2.g), - BlendHardMixf(s1.b, s2.b), - BlendHardMixf(s1.a, s2.a)); -} -void SGX_blend_hardMix(in vec3 s1, in vec3 s2, out vec3 oColor) -{ - oColor = vec3(BlendHardMixf(s1.r, s2.r), - BlendHardMixf(s1.g, s2.g), - BlendHardMixf(s1.b, s2.b)); -} -void SGX_blend_hardMix(in float s1, in float s2, out float oColor) -{ - oColor = BlendHardMixf(s1, s2); -} - -void SGX_blend_reflect(in vec4 s1, in vec4 s2, out vec4 oColor) -{ - oColor = vec4(BlendReflectf(s1.r, s2.r), - BlendReflectf(s1.g, s2.g), - BlendReflectf(s1.b, s2.b), - BlendReflectf(s1.a, s2.a)); -} -void SGX_blend_reflect(in vec3 s1, in vec3 s2, out vec3 oColor) -{ - oColor = vec3(BlendReflectf(s1.r, s2.r), - BlendReflectf(s1.g, s2.g), - BlendReflectf(s1.b, s2.b)); -} -void SGX_blend_reflect(in float s1, in float s2, out float oColor) -{ - oColor = BlendReflectf(s1, s2); -} - - -void SGX_blend_glow(in vec4 s1, in vec4 s2, out vec4 oColor) -{ - oColor = vec4(BlendReflectf(s1.r, s2.r), - BlendReflectf(s1.g, s2.g), - BlendReflectf(s1.b, s2.b), - BlendReflectf(s1.a, s2.a)); -} -void SGX_blend_glow(in vec3 s1, in vec3 s2, out vec3 oColor) -{ - oColor = vec3(BlendReflectf(s1.r, s2.r), - BlendReflectf(s1.g, s2.g), - BlendReflectf(s1.b, s2.b)); -} -void SGX_blend_glow(in float s1, in float s2, out float oColor) -{ - oColor = BlendReflectf(s1, s2); -} - - -void SGX_blend_phoenix(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor) -{ - oColor = BlendPhoenix(basePixel, blendPixel); -} -void SGX_blend_phoenix(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor) -{ - oColor = BlendPhoenix(basePixel, blendPixel); -} -void SGX_blend_phoenix(in float basePixel, in float blendPixel, out float oColor) -{ - oColor = BlendPhoenix(basePixel, blendPixel); -} - - -void SGX_blend_saturation(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor) -{ - oColor = BlendSaturation4(basePixel, blendPixel); -} -void SGX_blend_saturation(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor) -{ - oColor = BlendSaturation3(basePixel, blendPixel); -} -void SGX_blend_saturation(in float basePixel, in float blendPixel, out float oColor) -{ - oColor = BlendSaturation1(basePixel, blendPixel); -} - - -void SGX_blend_color(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor) -{ - oColor = BlendColor4(basePixel, blendPixel); -} -void SGX_blend_color(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor) -{ - oColor = BlendColor3(basePixel, blendPixel); -} -void SGX_blend_color(in float basePixel, in float blendPixel, out float oColor) -{ - oColor = BlendColor1(basePixel, blendPixel); -} - - -void SGX_blend_luminosity(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor) -{ - oColor = BlendLuminosity4(basePixel, blendPixel); -} -void SGX_blend_luminosity(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor) -{ - oColor = BlendLuminosity3(basePixel, blendPixel); -} -void SGX_blend_luminosity(in float basePixel, in float blendPixel, out float oColor) -{ - oColor = BlendLuminosity1(basePixel, blendPixel); -} - - -//////////////////////////////////////////////////////////////////////////////////// -/// Source modification functions -//////////////////////////////////////////////////////////////////////////////////// - - -void SGX_src_mod_modulate(in vec4 iColor, in vec4 controlVal, out vec4 oColor) -{ - oColor = iColor * controlVal; -} -void SGX_src_mod_modulate(in vec3 iColor, in vec3 controlVal, out vec3 oColor) -{ - oColor = iColor * controlVal; -} -void SGX_src_mod_modulate(in float iColor, in float controlVal, out float oColor) -{ - oColor = iColor * controlVal; -} - -void SGX_src_mod_inv_modulate(in vec4 iColor, in vec4 controlVal, out vec4 oColor) -{ - oColor = mix(iColor, vec4(1.0,1.0,1.0,1.0), controlVal); -} -void SGX_src_mod_inv_modulate(in vec3 iColor, in vec3 controlVal, out vec3 oColor) -{ - oColor = mix(iColor, vec3(1.0,1.0,1.0), controlVal); -} -void SGX_src_mod_inv_modulate(in float iColor, in float controlVal, out float oColor) -{ - oColor = mix(iColor, 1.0, controlVal); -} diff --git a/Content/Ogre/RTShaderLib/GLSL/SGXLib_NormalMap.glsl b/Content/Ogre/RTShaderLib/GLSL/SGXLib_NormalMap.glsl deleted file mode 100644 index 9863d2e..0000000 --- a/Content/Ogre/RTShaderLib/GLSL/SGXLib_NormalMap.glsl +++ /dev/null @@ -1,68 +0,0 @@ -/* ------------------------------------------------------------------------------ -This source file is part of OGRE -(Object-oriented Graphics Rendering Engine) -For the latest info, see http://www.ogre3d.org - -Copyright (c) 2000-2014 Torus Knot Software Ltd -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. ------------------------------------------------------------------------------ -*/ - -//----------------------------------------------------------------------------- -// Program Name: SGXLib_NormalMapLighting -// Program Desc: Normal map lighting functions. -// Program Type: Vertex/Pixel shader -// Language: GLSL -//----------------------------------------------------------------------------- - -//----------------------------------------------------------------------------- -void SGX_FetchNormal(in sampler2D s, - in vec2 uv, - out vec3 vOut) -{ - vOut = 2.0 * texture2D(s, uv).xyz - 1.0; -} - -//----------------------------------------------------------------------------- -void SGX_TransformNormal(in vec3 vNormal, - in vec4 vTangent, - inout vec3 vNormalTS) -{ - // use non-normalised post-interpolation values as in mikktspace - // resulting normal will be normalised by lighting - vec3 vBinormal = cross(vNormal, vTangent.xyz) * sign(vTangent.w); - // direction: from tangent space to world - mat3 TBN = mtxFromCols(vTangent.xyz, vBinormal, vNormal); - vNormalTS = mul(TBN, vNormalTS); -} - -//----------------------------------------------------------------------------- -void SGX_Generate_Parallax_Texcoord(in sampler2D normalHeightMap, - in vec2 texCoord, - in vec3 viewPos, - in vec2 scaleBias, - out vec2 newTexCoord) -{ - vec3 eyeVec = -normalize(viewPos); - float height = texture2D(normalHeightMap, texCoord).a; - float displacement = (height * scaleBias.x) + scaleBias.y; - vec2 scaledEyeDir = eyeVec.xy * displacement; - newTexCoord = scaledEyeDir + texCoord; -} \ No newline at end of file diff --git a/Content/Ogre/RTShaderLib/GLSL/SGXLib_PerPixelLighting.glsl b/Content/Ogre/RTShaderLib/GLSL/SGXLib_PerPixelLighting.glsl deleted file mode 100644 index ab85048..0000000 --- a/Content/Ogre/RTShaderLib/GLSL/SGXLib_PerPixelLighting.glsl +++ /dev/null @@ -1,236 +0,0 @@ -/* ------------------------------------------------------------------------------ -This source file is part of OGRE -(Object-oriented Graphics Rendering Engine) -For the latest info, see http://www.ogre3d.org - -Copyright (c) 2000-2014 Torus Knot Software Ltd -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. ------------------------------------------------------------------------------ -*/ - -//----------------------------------------------------------------------------- -// Program Name: SGXLib_Lighting -// Program Desc: Per pixel lighting functions. -// Program Type: Vertex/Pixel shader -// Language: GLSL -// Notes: Implements core functions for FFPLighting class. -// based on lighting engine. -// See http://msdn.microsoft.com/en-us/library/bb147178.aspx -//----------------------------------------------------------------------------- - -#define M_PI 3.141592654 - -#ifdef OGRE_HLSL -void SGX_Flip_Backface_Normal(in float triArea, in float targetFlipped, inout vec3 normal) -{ -#if OGRE_HLSL == 3 - triArea *= -1.0; -#endif - triArea *= targetFlipped; - if(triArea < 0.0) - normal *= -1.0; -} -#else -void SGX_Flip_Backface_Normal(in bool frontFacing, in float targetFlipped, inout vec3 normal) -{ -#ifdef VULKAN - targetFlipped *= -1.0; -#endif - if(targetFlipped < 0.0) - frontFacing = !frontFacing; - if(!frontFacing) - normal *= -1.0; -} -#endif - -//----------------------------------------------------------------------------- -void SGX_Light_Directional_Diffuse( - in vec3 vNormal, - in vec3 vLightDirView, - in vec3 vDiffuseColour, - inout vec3 vOut) -{ - vec3 vNormalView = normalize(vNormal); - float nDotL = dot(vNormalView, -vLightDirView); - - vOut += vDiffuseColour * clamp(nDotL, 0.0, 1.0); - vOut = clamp(vOut, 0.0, 1.0); -} - -//----------------------------------------------------------------------------- -void SGX_Light_Directional_DiffuseSpecular( - in vec3 vNormal, - in vec3 vViewPos, - in vec3 vLightDirView, - in vec3 vDiffuseColour, - in vec3 vSpecularColour, - in float fSpecularPower, - inout vec3 vOutDiffuse, - inout vec3 vOutSpecular) -{ - vec3 vNormalView = normalize(vNormal); - float nDotL = dot(vNormalView, -vLightDirView); - vec3 vView = -normalize(vViewPos); - vec3 vHalfWay = normalize(vView + -vLightDirView); - float nDotH = dot(vNormalView, vHalfWay); - - if (nDotL > 0.0) - { - vOutDiffuse += vDiffuseColour * nDotL; -#ifdef NORMALISED - vSpecularColour *= (fSpecularPower + 8.0)/(8.0 * M_PI); -#endif - vOutSpecular += vSpecularColour * pow(clamp(nDotH, 0.0, 1.0), fSpecularPower); - vOutDiffuse = clamp(vOutDiffuse, 0.0, 1.0); - vOutSpecular = clamp(vOutSpecular, 0.0, 1.0); - } -} - -//----------------------------------------------------------------------------- -void SGX_Light_Point_Diffuse( - in vec3 vNormal, - in vec3 vViewPos, - in vec3 vLightPos, - in vec4 vAttParams, - in vec3 vDiffuseColour, - inout vec3 vOut) -{ - vec3 vLightView = vLightPos - vViewPos; - float fLightD = length(vLightView); - vec3 vNormalView = normalize(vNormal); - float nDotL = dot(vNormalView, normalize(vLightView)); - - if (nDotL > 0.0 && fLightD <= vAttParams.x) - { - float fAtten = 1.0 / (vAttParams.y + vAttParams.z*fLightD + vAttParams.w*fLightD*fLightD); - - vOut += vDiffuseColour * nDotL * fAtten; - vOut = clamp(vOut, 0.0, 1.0); - } -} - - - -//----------------------------------------------------------------------------- -void SGX_Light_Point_DiffuseSpecular( - in vec3 vNormal, - in vec3 vViewPos, - in vec3 vLightPos, - in vec4 vAttParams, - in vec3 vDiffuseColour, - in vec3 vSpecularColour, - in float fSpecularPower, - inout vec3 vOutDiffuse, - inout vec3 vOutSpecular) -{ - vec3 vLightView = vLightPos - vViewPos; - float fLightD = length(vLightView); - vLightView = normalize(vLightView); - vec3 vNormalView = normalize(vNormal); - float nDotL = dot(vNormalView, vLightView); - - if (nDotL > 0.0 && fLightD <= vAttParams.x) - { - vec3 vView = -normalize(vViewPos); - vec3 vHalfWay = normalize(vView + vLightView); - float nDotH = dot(vNormalView, vHalfWay); - float fAtten = 1.0 / (vAttParams.y + vAttParams.z*fLightD + vAttParams.w*fLightD*fLightD); - - vOutDiffuse += vDiffuseColour * nDotL * fAtten; -#ifdef NORMALISED - vSpecularColour *= (fSpecularPower + 8.0)/(8.0 * M_PI); -#endif - vOutSpecular += vSpecularColour * pow(clamp(nDotH, 0.0, 1.0), fSpecularPower) * fAtten; - - vOutDiffuse = clamp(vOutDiffuse, 0.0, 1.0); - vOutSpecular = clamp(vOutSpecular, 0.0, 1.0); - } -} - -//----------------------------------------------------------------------------- -void SGX_Light_Spot_Diffuse( - in vec3 vNormal, - in vec3 vViewPos, - in vec3 vLightPos, - in vec3 vLightDirView, - in vec4 vAttParams, - in vec3 vSpotParams, - in vec3 vDiffuseColour, - inout vec3 vOut) -{ - vec3 vLightView = vLightPos - vViewPos; - float fLightD = length(vLightView); - vLightView = normalize(vLightView); - vec3 vNormalView = normalize(vNormal); - float nDotL = dot(vNormalView, vLightView); - - if (nDotL > 0.0 && fLightD <= vAttParams.x) - { - float fAtten = 1.0 / (vAttParams.y + vAttParams.z*fLightD + vAttParams.w*fLightD*fLightD); - float rho = dot(-vLightDirView, vLightView); - float fSpotE = clamp((rho - vSpotParams.y) / (vSpotParams.x - vSpotParams.y), 0.0, 1.0); - float fSpotT = pow(fSpotE, vSpotParams.z); - - vOut += vDiffuseColour * nDotL * fAtten * fSpotT; - vOut = clamp(vOut, 0.0, 1.0); - } -} - -//----------------------------------------------------------------------------- -void SGX_Light_Spot_DiffuseSpecular( - in vec3 vNormal, - in vec3 vViewPos, - in vec3 vLightPos, - in vec3 vLightDirView, - in vec4 vAttParams, - in vec3 vSpotParams, - in vec3 vDiffuseColour, - in vec3 vSpecularColour, - in float fSpecularPower, - inout vec3 vOutDiffuse, - inout vec3 vOutSpecular) -{ - vec3 vLightView = vLightPos - vViewPos; - float fLightD = length(vLightView); - vLightView = normalize(vLightView); - vec3 vNormalView = normalize(vNormal); - float nDotL = dot(vNormalView, vLightView); - - - if (nDotL > 0.0 && fLightD <= vAttParams.x) - { - vec3 vView = -normalize(vViewPos); - vec3 vHalfWay = normalize(vView + vLightView); - float nDotH = dot(vNormalView, vHalfWay); - float fAtten = 1.0 / (vAttParams.y + vAttParams.z*fLightD + vAttParams.w*fLightD*fLightD); - float rho = dot(-vLightDirView, vLightView); - float fSpotE = clamp((rho - vSpotParams.y) / (vSpotParams.x - vSpotParams.y), 0.0, 1.0); - float fSpotT = pow(fSpotE, vSpotParams.z); - - vOutDiffuse += vDiffuseColour * nDotL * fAtten * fSpotT; -#ifdef NORMALISED - vSpecularColour *= (fSpecularPower + 8.0)/(8.0 * M_PI); -#endif - vOutSpecular += vSpecularColour * pow(clamp(nDotH, 0.0, 1.0), fSpecularPower) * fAtten * fSpotT; - vOutDiffuse = clamp(vOutDiffuse, 0.0, 1.0); - vOutSpecular = clamp(vOutSpecular, 0.0, 1.0); - } -} - diff --git a/Content/Ogre/RTShaderLib/GLSL/SGXLib_TriplanarTexturing.glsl b/Content/Ogre/RTShaderLib/GLSL/SGXLib_TriplanarTexturing.glsl deleted file mode 100644 index 179c4d7..0000000 --- a/Content/Ogre/RTShaderLib/GLSL/SGXLib_TriplanarTexturing.glsl +++ /dev/null @@ -1,47 +0,0 @@ -/* ------------------------------------------------------------------------------ -This source file is part of OGRE -(Object-oriented Graphics Rendering Engine) -For the latest info, see http://www.ogre3d.org - -Copyright (c) 2000-2014 Torus Knot Software Ltd -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. ------------------------------------------------------------------------------ -*/ - -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) -{ - vec3 blendWeights = abs(normalize(normal)); - blendWeights = blendWeights - parameters.y; - blendWeights = pow(max(blendWeights, vec3(0.0, 0.0, 0.0)), parameters.zzz); - float tot = (blendWeights.x + blendWeights.y + blendWeights.z); - blendWeights /= vec3(tot, tot, tot); - // Move the planar mapping a bit according to the normal length to avoid bad looking skirts. - float nLength = length(normal - 1.0); - vec2 coord1 = (position.yz + nLength) * parameters.x; - vec2 coord2 = (position.zx + nLength) * parameters.x; - vec2 coord3 = (position.xy + nLength) * parameters.x; - - vec4 col1 = texture2D(texFromX, coord1); - vec4 col2 = texture2D(texFromY, coord2); - vec4 col3 = texture2D(texFromZ, coord3); - cOut = diffuse * vec4(col1.xyz * blendWeights.x + - col2.xyz * blendWeights.y + - col3.xyz * blendWeights.z, 1); -} diff --git a/Content/Ogre/RTShaderLib/GLSL/SGXLib_WBOIT.glsl b/Content/Ogre/RTShaderLib/GLSL/SGXLib_WBOIT.glsl deleted file mode 100644 index 961cc3d..0000000 --- a/Content/Ogre/RTShaderLib/GLSL/SGXLib_WBOIT.glsl +++ /dev/null @@ -1,19 +0,0 @@ -// This file is part of the OGRE project. -// It is subject to the license terms in the LICENSE file found in the top-level directory -// of this distribution and at https://www.ogre3d.org/licensing. -// SPDX-License-Identifier: MIT - -float weight(float z, float a) -{ - // from https://casual-effects.blogspot.com/2015/03/implemented-weighted-blended-order.html - 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); -} - -void SGX_WBOIT(float depth, inout vec4 accum, out vec4 revealage) -{ - vec4 colour = accum; - // Weighted Blended Order-Independent Transparency, Listing 4 - float w = weight(depth, colour.a); - accum = vec4(colour.rgb * w * colour.a, colour.a); - revealage = vec4_splat(colour.a * w); -} \ No newline at end of file diff --git a/Content/Ogre/RTShaderLib/GLSL/dfgLUTmultiscatter.dds b/Content/Ogre/RTShaderLib/GLSL/dfgLUTmultiscatter.dds deleted file mode 100644 index 51e397b..0000000 Binary files a/Content/Ogre/RTShaderLib/GLSL/dfgLUTmultiscatter.dds and /dev/null differ diff --git a/Content/Ogre/Shadow.material b/Content/Ogre/Shadow.material deleted file mode 100644 index ef14b2d..0000000 --- a/Content/Ogre/Shadow.material +++ /dev/null @@ -1,85 +0,0 @@ -// This file is part of the OGRE project. -// It is subject to the license terms in the LICENSE file found in the top-level directory -// of this distribution and at https://www.ogre3d.org/licensing. - -material Ogre/TextureShadowCaster -{ - receive_shadows false - technique - { - pass - { - // Lighting has to be on, because we need shadow coloured objects - // Note that because we can't predict vertex programs, we'll have to - // bind light values to those, and so we bind White to ambient - // reflectance, and we'll set the ambient colour to the shadow colour - ambient 1 1 1 - diffuse 0 0 0 - specular 0 0 0 1 - emissive 0 0 0 - fog_override true none - // set depth bias in case this is used with PF_DEPTH - depth_bias -1 -1 - } - } -} - -material Ogre/StencilShadowModulationPass -{ - technique - { - pass - { - lighting off - scene_blend modulate - depth_write off - depth_check off - cull_hardware none - - vertex_program_ref Ogre/ShadowBlendVP {} - fragment_program_ref Ogre/ShadowBlendFP {} - texture_unit {} - } - } -} - -material Ogre/StencilShadowVolumes -{ - technique - { - pass - { - // program will be set dynamically to match light type - vertex_program_ref Ogre/ShadowExtrudeDirLightFinite - { - // however, the parameters here are shared between all programs - param_named_auto worldviewproj_matrix worldviewproj_matrix - param_named_auto light_position_object_space light_position_object_space 0 - param_named_auto shadow_extrusion_distance shadow_extrusion_distance 0 - } - fragment_program_ref Ogre/ShadowBlendFP {} - } - } -} - -material Ogre/Debug/ShadowVolumes -{ - technique - { - pass - { - depth_write off - scene_blend add - cull_hardware none - - // program will be set dynamically to match light type - vertex_program_ref Ogre/ShadowExtrudeDirLight - { - // however, the parameters here are shared between all programs - param_named_auto worldviewproj_matrix worldviewproj_matrix - param_named_auto light_position_object_space light_position_object_space 0 - } - fragment_program_ref Ogre/ShadowBlendFP {} - } - } -} \ No newline at end of file diff --git a/Content/Ogre/ShadowBlend.frag b/Content/Ogre/ShadowBlend.frag deleted file mode 100644 index 4b6556e..0000000 --- a/Content/Ogre/ShadowBlend.frag +++ /dev/null @@ -1,11 +0,0 @@ -#include - -OGRE_UNIFORMS( - uniform vec4 shadowColor; -) - -MAIN_PARAMETERS -MAIN_DECLARATION -{ - gl_FragColor = shadowColor; -} diff --git a/Content/Ogre/ShadowBlend.vert b/Content/Ogre/ShadowBlend.vert deleted file mode 100644 index d052617..0000000 --- a/Content/Ogre/ShadowBlend.vert +++ /dev/null @@ -1,12 +0,0 @@ -#include - -OGRE_UNIFORMS( - uniform mat4 worldViewProj; -) - -MAIN_PARAMETERS -IN(vec4 vertex, POSITION) -MAIN_DECLARATION -{ - gl_Position = mul(worldViewProj, vertex); -} diff --git a/Content/Ogre/ShadowExtrudeDirLight.vert b/Content/Ogre/ShadowExtrudeDirLight.vert deleted file mode 100644 index 6080986..0000000 --- a/Content/Ogre/ShadowExtrudeDirLight.vert +++ /dev/null @@ -1,18 +0,0 @@ -#include - -// Directional light extrude -uniform mat4 worldviewproj_matrix; -uniform vec4 light_position_object_space; // homogenous, object space - -MAIN_PARAMETERS -IN(vec4 uv0, TEXCOORD0) -IN(vec4 position, POSITION) -MAIN_DECLARATION -{ - // Extrusion in object space - // Vertex unmodified if w==1, extruded if w==0 - vec4 newpos = - (uv0.xxxx * (position + light_position_object_space)) - light_position_object_space; - - gl_Position = mul(worldviewproj_matrix, newpos); -} \ No newline at end of file diff --git a/Content/Ogre/ShadowExtrudeDirLightFinite.vert b/Content/Ogre/ShadowExtrudeDirLightFinite.vert deleted file mode 100644 index 16f758c..0000000 --- a/Content/Ogre/ShadowExtrudeDirLightFinite.vert +++ /dev/null @@ -1,22 +0,0 @@ -#include - -// Directional light extrude - FINITE -uniform mat4 worldviewproj_matrix; -uniform vec4 light_position_object_space; // homogenous, object space -uniform float shadow_extrusion_distance; // how far to extrude - -MAIN_PARAMETERS -IN(vec4 uv0, TEXCOORD0) -IN(vec4 position, POSITION) -MAIN_DECLARATION -{ - // Extrusion in object space - // Vertex unmodified if w==1, extruded if w==0 - vec3 extrusionDir = - light_position_object_space.xyz; - extrusionDir = normalize(extrusionDir); - - vec4 newpos = vec4(position.xyz + - ((1.0 - uv0.x) * shadow_extrusion_distance * extrusionDir), 1.0); - - gl_Position = mul(worldviewproj_matrix, newpos); -} \ No newline at end of file diff --git a/Content/Ogre/ShadowExtrudePointLight.vert b/Content/Ogre/ShadowExtrudePointLight.vert deleted file mode 100644 index 9f4ddf4..0000000 --- a/Content/Ogre/ShadowExtrudePointLight.vert +++ /dev/null @@ -1,19 +0,0 @@ -#include - -// Point light shadow volume extrude -uniform mat4 worldviewproj_matrix; -uniform vec4 light_position_object_space; // homogenous, object space - -MAIN_PARAMETERS -IN(vec4 uv0, TEXCOORD0) -IN(vec4 position, POSITION) -MAIN_DECLARATION -{ - // Extrusion in object space - // Vertex unmodified if w==1, extruded if w==0 - vec4 newpos = - (uv0.xxxx * light_position_object_space) + - vec4(position.xyz - light_position_object_space.xyz, 0.0); - - gl_Position = mul(worldviewproj_matrix, newpos); -} \ No newline at end of file diff --git a/Content/Ogre/ShadowExtrudePointLightFinite.vert b/Content/Ogre/ShadowExtrudePointLightFinite.vert deleted file mode 100644 index 1e7134b..0000000 --- a/Content/Ogre/ShadowExtrudePointLightFinite.vert +++ /dev/null @@ -1,22 +0,0 @@ -#include - -// Point light shadow volume extrude - FINITE -uniform mat4 worldviewproj_matrix; -uniform vec4 light_position_object_space; // homogenous, object space -uniform float shadow_extrusion_distance; // how far to extrude - -MAIN_PARAMETERS -IN(vec4 uv0, TEXCOORD0) -IN(vec4 position, POSITION) -MAIN_DECLARATION -{ - // Extrusion in object space - // Vertex unmodified if w==1, extruded if w==0 - vec3 extrusionDir = position.xyz - light_position_object_space.xyz; - extrusionDir = normalize(extrusionDir); - - vec4 newpos = vec4(position.xyz + - ((1.0 - uv0.x) * shadow_extrusion_distance * extrusionDir), 1.0); - - gl_Position = mul(worldviewproj_matrix, newpos); -} \ No newline at end of file diff --git a/Content/Ogre/ShadowVolumeExtude.program b/Content/Ogre/ShadowVolumeExtude.program deleted file mode 100644 index 75c50e3..0000000 --- a/Content/Ogre/ShadowVolumeExtude.program +++ /dev/null @@ -1,41 +0,0 @@ -// This file is part of the OGRE project. -// It is subject to the license terms in the LICENSE file found in the top-level directory -// of this distribution and at https://www.ogre3d.org/licensing. - -vertex_program Ogre/ShadowBlendVP glsl glsles hlsl glslang -{ - source ShadowBlend.vert - default_params - { - param_named_auto worldViewProj worldviewproj_matrix - } -} - -fragment_program Ogre/ShadowBlendFP glsl glsles hlsl glslang -{ - source ShadowBlend.frag - default_params - { - param_named_auto shadowColor shadow_colour - } -} - -vertex_program Ogre/ShadowExtrudePointLight glsl glsles hlsl -{ - source ShadowExtrudePointLight.vert -} - -vertex_program Ogre/ShadowExtrudeDirLight glsl glsles hlsl -{ - source ShadowExtrudeDirLight.vert -} - -vertex_program Ogre/ShadowExtrudePointLightFinite glsl glsles hlsl -{ - source ShadowExtrudePointLightFinite.vert -} - -vertex_program Ogre/ShadowExtrudeDirLightFinite glsl glsles hlsl -{ - source ShadowExtrudeDirLightFinite.vert -} \ No newline at end of file diff --git a/Content/Ogre/spot_shadow_fade.dds b/Content/Ogre/spot_shadow_fade.dds deleted file mode 100644 index f672065..0000000 Binary files a/Content/Ogre/spot_shadow_fade.dds and /dev/null differ diff --git a/Content/RNR/materials/guibase3d.material b/Content/RNR/materials/guibase3d.material new file mode 100644 index 0000000..26b4b8c --- /dev/null +++ b/Content/RNR/materials/guibase3d.material @@ -0,0 +1,15 @@ +material materials/guibase3d +{ + technique + { + pass + { + specular 1 1 1 1 12.5 + + rtshader_system + { + lighting_stage per_pixel + } + } + } +} diff --git a/Content/linux_plugins.cfg b/Content/linux_plugins.cfg new file mode 100644 index 0000000..b8eb61d --- /dev/null +++ b/Content/linux_plugins.cfg @@ -0,0 +1,27 @@ +# Defines plugins to load + +# Define plugin folder +PluginFolder=/usr/lib/OGRE + +# Define plugins +# Plugin=RenderSystem_Direct3D9 +# Plugin=RenderSystem_Direct3D11 + Plugin=RenderSystem_GL + Plugin=RenderSystem_GL3Plus + Plugin=RenderSystem_GLES2 +# Plugin=RenderSystem_Metal +# Plugin=RenderSystem_Tiny +# Plugin=RenderSystem_Vulkan + Plugin=Plugin_ParticleFX + Plugin=Plugin_BSPSceneManager +# Plugin=Plugin_CgProgramManager +# Plugin=Plugin_GLSLangProgramManager +# Plugin=Codec_EXR + Plugin=Codec_STBI +# Plugin=Codec_RsImage +# Plugin=Codec_FreeImage + Plugin=Plugin_PCZSceneManager + Plugin=Plugin_OctreeZone + Plugin=Plugin_OctreeSceneManager + Plugin=Plugin_DotScene +# Plugin=Codec_Assimp diff --git a/Content/win32_plugins.cfg b/Content/win32_plugins.cfg new file mode 100644 index 0000000..20178ba --- /dev/null +++ b/Content/win32_plugins.cfg @@ -0,0 +1,27 @@ +# Defines plugins to load + +# Define plugin folder +PluginFolder=plugins + +# Define plugins + Plugin=RenderSystem_Direct3D9 + Plugin=RenderSystem_Direct3D11 + Plugin=RenderSystem_GL + Plugin=RenderSystem_GL3Plus + Plugin=RenderSystem_GLES2 +# Plugin=RenderSystem_Metal +# Plugin=RenderSystem_Tiny +# Plugin=RenderSystem_Vulkan + Plugin=Plugin_ParticleFX + Plugin=Plugin_BSPSceneManager +# Plugin=Plugin_CgProgramManager +# Plugin=Plugin_GLSLangProgramManager +# Plugin=Codec_EXR + Plugin=Codec_STBI +# Plugin=Codec_RsImage +# Plugin=Codec_FreeImage + Plugin=Plugin_PCZSceneManager + Plugin=Plugin_OctreeZone + Plugin=Plugin_OctreeSceneManager +# Plugin=Plugin_DotScene +# Plugin=Codec_Assimp diff --git a/Projects/Client/Common/Header/OgreWidget.hpp b/Projects/Client/Common/Header/OgreWidget.hpp index a02f5b1..5f1c63c 100644 --- a/Projects/Client/Common/Header/OgreWidget.hpp +++ b/Projects/Client/Common/Header/OgreWidget.hpp @@ -27,13 +27,14 @@ namespace RNR Adorn* adorn; RNR::World* world; + RNR::Instance* selectedInstance; Ogre::Root* ogreRoot; Ogre::RenderWindow* ogreWindow; Ogre::SceneManager* ogreSceneManager; Ogre::Camera* ogreCamera; Ogre::Viewport* ogreViewport; Ogre::RTShader::ShaderGenerator* ogreShaderGen; - + void render(); void initializeOgre(); diff --git a/Projects/Client/Common/Source/OgreWidget.cpp b/Projects/Client/Common/Source/OgreWidget.cpp index f577e7e..490c00b 100644 --- a/Projects/Client/Common/Source/OgreWidget.cpp +++ b/Projects/Client/Common/Source/OgreWidget.cpp @@ -35,8 +35,7 @@ namespace RNR ogreWindow->setVisible(true); ogreWindow->setAutoUpdated(true); - Ogre::ResourceGroupManager::getSingletonPtr()->addResourceLocation("../Content/Ogre/", "FileSystem", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); - Ogre::ResourceGroupManager::getSingletonPtr()->addResourceLocation("../Content/Ogre/RTShaderLib/GLSL/", "FileSystem", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); + Ogre::ResourceGroupManager::getSingletonPtr()->addResourceLocation("shaders", "FileSystem", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); //Ogre::ResourceGroupManager::getSingletonPtr()->addResourceLocation("../Content/OgrePrivate/RTShaderLib/GLSL/", "FileSystem", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); // rtshader path //Ogre::ResourceGroupManager::getSingletonPtr()->initialiseAllResourceGroups(); @@ -71,7 +70,7 @@ namespace RNR else printf("OgreWidget::initializeOgre: unable to initialize ShaderGenerator\n"); - Ogre::ResourceGroupManager::getSingletonPtr()->addResourceLocation("../Content/RNR/", "FileSystem", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, true); + Ogre::ResourceGroupManager::getSingletonPtr()->addResourceLocation("content", "FileSystem", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, true); Ogre::ResourceGroupManager::getSingletonPtr()->initialiseAllResourceGroups(); Ogre::Light* light = ogreSceneManager->createLight("SunLight"); @@ -104,7 +103,7 @@ namespace RNR this->render_time += ogreRoot->getTimer()->getMilliseconds() / 1000.0; ogreRoot->getTimer()->reset(); - ogreCamera->getParentSceneNode()->setPosition(world->getWorkspace()->getBoundingBox().getCorner(Ogre::AxisAlignedBox::FAR_LEFT_TOP)); + ogreCamera->getParentSceneNode()->setPosition(world->getWorkspace()->getBoundingBox().getCorner(Ogre::AxisAlignedBox::FAR_LEFT_TOP)*2); ogreCamera->getParentSceneNode()->lookAt(world->getWorkspace()->getBoundingBox().getCenter(), Ogre::Node::TS_WORLD, Ogre::Vector3::NEGATIVE_UNIT_Z); ogreRoot->renderOneFrame(this->delta); diff --git a/Projects/Engine/CMakeLists.txt b/Projects/Engine/CMakeLists.txt index 753a466..757ba33 100644 --- a/Projects/Engine/CMakeLists.txt +++ b/Projects/Engine/CMakeLists.txt @@ -4,29 +4,35 @@ project(Engine) add_library(Engine STATIC Header/Helpers/Name.hpp Header/Helpers/Strings.hpp + Header/App/GUI/GuiBase3d.hpp + Header/App/GUI/InstanceAdornment.hpp + Header/App/GUI/SelectionBox.hpp Header/App/Humanoid/Humanoid.hpp Header/App/V8/DataModel/ForceField.hpp Header/App/V8/DataModel/BasePart.hpp + Header/App/V8/DataModel/Workspace.hpp Header/App/V8/Tree/Instance.hpp Header/App/V8/Tree/PVInstance.hpp Header/App/V8/Tree/Model.hpp Header/App/V8/World/World.hpp - Header/App/V8/World/Workspace.hpp Header/App/CoordinateFrame.hpp Header/Network/GUID.hpp Header/Rendering/Adorn.hpp Source/Helpers/Name.cpp Source/Helpers/Strings.cpp + Source/App/GUI/GuiBase3d.cpp + Source/App/GUI/InstanceAdornment.cpp + Source/App/GUI/SelectionBox.cpp Source/App/Humanoid/Humanoid.cpp Source/App/V8/DataModel/ForceField.cpp Source/App/V8/DataModel/BasePart.cpp + Source/App/V8/DataModel/Workspace.cpp Source/App/V8/Tree/Instance.cpp Source/App/V8/Tree/PVInstance.cpp Source/App/V8/Tree/Model.cpp Source/App/CoordinateFrame.cpp Source/App/V8/World/World.cpp - Source/App/V8/World/Workspace.cpp Source/Network/GUID.cpp Source/Rendering/Adorn.cpp ) @@ -34,5 +40,15 @@ add_library(Engine STATIC target_include_directories(Engine PUBLIC ${BOOST_INCLUDE_DIRS} Header/) target_link_libraries(Engine PUBLIC ${BOOST_LIBRARIES} OgreBites cglm Luau.Analysis Luau.Ast Luau.Compiler Luau.VM) -file(COPY ${OGRE_CONFIG_DIR}/plugins.cfg ${OGRE_CONFIG_DIR}/resources.cfg - DESTINATION ${CMAKE_BINARY_DIR}) +if(WIN32 OR MINGW) + file(COPY ${CMAKE_SOURCE_DIR}/Content/win32_plugins.cfg DESTINATION ${CMAKE_BINARY_DIR}) + file(RENAME ${CMAKE_BINARY_DIR}/win32_plugins.cfg ${CMAKE_BINARY_DIR}/plugins.cfg) +elseif(UNIX) + file(COPY ${CMAKE_SOURCE_DIR}/Content/linux_plugins.cfg DESTINATION ${CMAKE_BINARY_DIR}) + file(RENAME ${CMAKE_BINARY_DIR}/linux_plugins.cfg ${CMAKE_BINARY_DIR}/plugins.cfg) +endif() + +file(COPY ${CMAKE_SOURCE_DIR}/Content/RNR/ DESTINATION ${CMAKE_BINARY_DIR}/content) +file(COPY ${OGRE_MEDIA_DIR}/Main/ DESTINATION ${CMAKE_BINARY_DIR}/shaders) +file(COPY ${OGRE_MEDIA_DIR}/RTShaderLib/ DESTINATION ${CMAKE_BINARY_DIR}/shaders) +file(COPY ${OGRE_PLUGIN_DIR}/ DESTINATION ${CMAKE_BINARY_DIR}/plugins) \ No newline at end of file diff --git a/Projects/Engine/Header/App/GUI/.gitkeep b/Projects/Engine/Header/App/GUI/.gitkeep deleted file mode 100644 index e69de29..0000000 diff --git a/Projects/Engine/Header/App/GUI/GuiBase3d.hpp b/Projects/Engine/Header/App/GUI/GuiBase3d.hpp new file mode 100644 index 0000000..1d47f0f --- /dev/null +++ b/Projects/Engine/Header/App/GUI/GuiBase3d.hpp @@ -0,0 +1,25 @@ +#pragma once +#include +#include + +namespace RNR +{ + class GuiBase3d : public Instance, public Ogre::ManualObject + { + protected: + Ogre::MaterialPtr m_material; + private: + Ogre::Vector3 m_color; + float m_transparency; + bool m_visible; + public: + GuiBase3d(); + + void setVisible(bool visible) { m_visible = visible; } + bool getVisible() { return m_visible; } + void setColor(Ogre::Vector3 color) { m_color = color; } + Ogre::Vector3 getColor() { return m_color; } + void setTransparency(float transparency) { m_transparency = transparency; } + float getTransparency() { return m_transparency; } + }; +} \ No newline at end of file diff --git a/Projects/Engine/Header/App/GUI/InstanceAdornment.hpp b/Projects/Engine/Header/App/GUI/InstanceAdornment.hpp new file mode 100644 index 0000000..243ade6 --- /dev/null +++ b/Projects/Engine/Header/App/GUI/InstanceAdornment.hpp @@ -0,0 +1,17 @@ +#pragma once +#include + +namespace RNR +{ + class InstanceAdornment : public GuiBase3d + { + private: + Instance* m_adornee; + protected: + virtual void setAdorneeEvent(Instance* adornee) = 0; + public: + InstanceAdornment(); + void setAdornee(Instance* adornee) { setAdorneeEvent(adornee); m_adornee = adornee; } + Instance* getAdornee() { return m_adornee; } + }; +} \ No newline at end of file diff --git a/Projects/Engine/Header/App/GUI/SelectionBox.hpp b/Projects/Engine/Header/App/GUI/SelectionBox.hpp new file mode 100644 index 0000000..17c1835 --- /dev/null +++ b/Projects/Engine/Header/App/GUI/SelectionBox.hpp @@ -0,0 +1,14 @@ +#pragma once +#include + +namespace RNR +{ + class SelectionBox : public InstanceAdornment + { + protected: + virtual void setAdorneeEvent(Instance* instance); + public: + SelectionBox(); + ~SelectionBox(); + }; +} \ No newline at end of file diff --git a/Projects/Engine/Header/App/V8/World/Workspace.hpp b/Projects/Engine/Header/App/V8/DataModel/Workspace.hpp similarity index 74% rename from Projects/Engine/Header/App/V8/World/Workspace.hpp rename to Projects/Engine/Header/App/V8/DataModel/Workspace.hpp index 5be966d..917ee30 100644 --- a/Projects/Engine/Header/App/V8/World/Workspace.hpp +++ b/Projects/Engine/Header/App/V8/DataModel/Workspace.hpp @@ -12,13 +12,11 @@ namespace RNR public: Workspace(); - virtual void build(); - void clean(); + virtual void onChildAdded(RNR::Instance* childAdded); + virtual void onChildRemoved(RNR::Instance* childRemoved); private: std::vector m_objects; Ogre::InstanceManager* m_instMan; Ogre::SceneNode* m_worldspawn; - - void buildChild(Instance* child); }; } diff --git a/Projects/Engine/Header/App/V8/Tree/Instance.hpp b/Projects/Engine/Header/App/V8/Tree/Instance.hpp index 25c885c..0e287f3 100644 --- a/Projects/Engine/Header/App/V8/Tree/Instance.hpp +++ b/Projects/Engine/Header/App/V8/Tree/Instance.hpp @@ -54,6 +54,7 @@ namespace RNR std::vector* getChildren() { return &this->m_children; }; int numChildren() { return this->m_children.size(); }; - void onChildAdded(RNR::Instance* childAdded); + virtual void onChildAdded(RNR::Instance* childAdded); + virtual void onChildRemoved(RNR::Instance* childRemoved); }; } \ No newline at end of file diff --git a/Projects/Engine/Header/App/V8/World/World.hpp b/Projects/Engine/Header/App/V8/World/World.hpp index 177c79d..80cdf41 100644 --- a/Projects/Engine/Header/App/V8/World/World.hpp +++ b/Projects/Engine/Header/App/V8/World/World.hpp @@ -1,7 +1,7 @@ #pragma once #include -#include +#include #include namespace RNR diff --git a/Projects/Engine/Source/App/GUI/.gitkeep b/Projects/Engine/Source/App/GUI/.gitkeep deleted file mode 100644 index e69de29..0000000 diff --git a/Projects/Engine/Source/App/GUI/GuiBase3d.cpp b/Projects/Engine/Source/App/GUI/GuiBase3d.cpp new file mode 100644 index 0000000..294d089 --- /dev/null +++ b/Projects/Engine/Source/App/GUI/GuiBase3d.cpp @@ -0,0 +1,13 @@ +#include +#include + +namespace RNR +{ + GuiBase3d::GuiBase3d() : m_color(0.f,0.f,1.f), ManualObject("GuiBase3d") + { + m_transparency = 0.f; + m_visible = true; + + m_material = Ogre::MaterialManager::getSingletonPtr()->getByName("materials/guibase3d"); + } +} diff --git a/Projects/Engine/Source/App/GUI/InstanceAdornment.cpp b/Projects/Engine/Source/App/GUI/InstanceAdornment.cpp new file mode 100644 index 0000000..fe72663 --- /dev/null +++ b/Projects/Engine/Source/App/GUI/InstanceAdornment.cpp @@ -0,0 +1,10 @@ +#include +#include + +namespace RNR +{ + InstanceAdornment::InstanceAdornment() : GuiBase3d() + { + m_adornee = 0; + } +} diff --git a/Projects/Engine/Source/App/GUI/SelectionBox.cpp b/Projects/Engine/Source/App/GUI/SelectionBox.cpp new file mode 100644 index 0000000..7ab366d --- /dev/null +++ b/Projects/Engine/Source/App/GUI/SelectionBox.cpp @@ -0,0 +1,72 @@ +#include +#include +#include +#include +#include + +namespace RNR +{ + void SelectionBox::setAdorneeEvent(Instance* instance) + { + Instance* old_adornee = getAdornee(); + if(instance) + { + BasePart* adornee_basepart = dynamic_cast(instance); + if(adornee_basepart) + { + getNode()->setScale(adornee_basepart->getSize()); + getNode()->setPosition(adornee_basepart->getPosition()); + getNode()->setVisible(true); + } + Model* adornee_model = dynamic_cast(instance); + if(adornee_model) + { + getNode()->setScale(adornee_model->getBoundingBox().getSize()); + getNode()->setPosition(adornee_model->getBoundingBox().getMinimum()); + getNode()->setVisible(true); + } + } + else + getNode()->setVisible(false); + } + + SelectionBox::SelectionBox() : InstanceAdornment() + { + setUseIdentityProjection(true); + setUseIdentityView(true); + setQueryFlags(0); + + begin(m_material); + + position(0.5,-0.5,1.0);normal(0.408248,-0.816497,0.408248);textureCoord(1,0); + position(-0.5,-0.5,0.0);normal(-0.408248,-0.816497,-0.408248);textureCoord(0,1); + position(0.5,-0.5,0.0);normal(0.666667,-0.333333,-0.666667);textureCoord(1,1); + position(-0.5,-0.5,1.0);normal(-0.666667,-0.333333,0.666667);textureCoord(0,0); + position(0.5,0.5,1.0);normal(0.666667,0.333333,0.666667);textureCoord(1,0); + position(-0.5,-0.5,1.0);normal(-0.666667,-0.333333,0.666667);textureCoord(0,1); + position(0.5,-0.5,1.0);normal(0.408248,-0.816497,0.408248);textureCoord(1,1); + position(-0.5,0.5,1.0);normal(-0.408248,0.816497,0.408248);textureCoord(0,0); + position(-0.5,0.5,0.0);normal(-0.666667,0.333333,-0.666667);textureCoord(0,1); + position(-0.5,-0.5,0.0);normal(-0.408248,-0.816497,-0.408248);textureCoord(1,1); + position(-0.5,-0.5,1.0);normal(-0.666667,-0.333333,0.666667);textureCoord(1,0); + position(0.5,-0.5,0.0);normal(0.666667,-0.333333,-0.666667);textureCoord(0,1); + position(0.5,0.5,0.0);normal(0.408248,0.816497,-0.408248);textureCoord(1,1); + position(0.5,-0.5,1.0);normal(0.408248,-0.816497,0.408248);textureCoord(0,0); + position(0.5,-0.5,0.0);normal(0.666667,-0.333333,-0.666667);textureCoord(1,0); + position(-0.5,-0.5,0.0);normal(-0.408248,-0.816497,-0.408248);textureCoord(0,0); + position(-0.5,0.5,1.0);normal(-0.408248,0.816497,0.408248);textureCoord(1,0); + position(0.5,0.5,0.0);normal(0.408248,0.816497,-0.408248);textureCoord(0,1); + position(-0.5,0.5,0.0);normal(-0.666667,0.333333,-0.666667);textureCoord(1,1); + position(0.5,0.5,1.0);normal(0.666667,0.333333,0.666667);textureCoord(0,0); + + end(); + + setNode(world->getOgreSceneManager()->getRootSceneNode()->createChildSceneNode()); + getNode()->attachObject(this); + } + + SelectionBox::~SelectionBox() + { + getNode()->removeAndDestroyChild(getNode()); + } +} diff --git a/Projects/Engine/Source/App/V8/World/Workspace.cpp b/Projects/Engine/Source/App/V8/DataModel/Workspace.cpp similarity index 62% rename from Projects/Engine/Source/App/V8/World/Workspace.cpp rename to Projects/Engine/Source/App/V8/DataModel/Workspace.cpp index 9b61ee1..d92923d 100644 --- a/Projects/Engine/Source/App/V8/World/Workspace.cpp +++ b/Projects/Engine/Source/App/V8/DataModel/Workspace.cpp @@ -1,4 +1,4 @@ -#include +#include #include #include @@ -12,24 +12,15 @@ namespace RNR m_worldspawn = world->getOgreSceneManager()->getRootSceneNode()->createChildSceneNode(); } - void Workspace::build() + void Workspace::onChildAdded(Instance* childAdded) { - Model::build(); - for(auto& child : *getChildren()) - buildChild(child); - } - - void Workspace::buildChild(Instance* child) - { - for(auto& child2 : *child->getChildren()) - buildChild(child2); - BasePart* child_part = (BasePart*)child; - Ogre::InstancedEntity* child_ent = (Ogre::InstancedEntity*)child->getObject(); + BasePart* child_part = (BasePart*)childAdded; + Ogre::InstancedEntity* child_ent = (Ogre::InstancedEntity*)childAdded->getObject(); if(!child_ent) { child_ent = m_instMan->createInstancedEntity("materials/partinstanced"); assert(child_ent != NULL); - child->setObject(child_ent); + childAdded->setObject(child_ent); m_objects.push_back(child_ent); } child_ent->setPosition(child_part->getCFrame().getPosition()); @@ -46,8 +37,22 @@ namespace RNR child_ent->setCastShadows(true); } - void Workspace::clean() + void Workspace::onChildRemoved(Instance* childRemoved) { + Ogre::InstancedEntity* child_ent = (Ogre::InstancedEntity*)childRemoved->getObject(); + if(child_ent) + { + BasePart* child_part = (BasePart*)childRemoved; + child_ent->_getOwner()->removeInstancedEntity(child_ent); + child_part->setObject(NULL); + auto child_it = std::find(m_objects.begin(), m_objects.end(), child_ent); + if (child_it != m_objects.end()) + { + m_objects.erase(child_it); + } + + delete child_ent; + } } } \ No newline at end of file diff --git a/Projects/Engine/Source/App/V8/Tree/Instance.cpp b/Projects/Engine/Source/App/V8/Tree/Instance.cpp index 5e3e9dc..ccac0dd 100644 --- a/Projects/Engine/Source/App/V8/Tree/Instance.cpp +++ b/Projects/Engine/Source/App/V8/Tree/Instance.cpp @@ -95,11 +95,14 @@ namespace RNR auto child_it = std::find(children->begin(), children->end(), this); if (child_it != children->end()) - children->erase(child_it); - - if (m_parent->numChildren() == 0) { - // signal onlastchildremoved + children->erase(child_it); + m_parent->onChildRemoved(this); + + if (m_parent->numChildren() == 0) + { + // signal onlastchildremoved + } } } @@ -116,4 +119,10 @@ namespace RNR { // } + + + void Instance::onChildRemoved(RNR::Instance* childRemoved) + { + + } } \ No newline at end of file diff --git a/Projects/Engine/Source/App/V8/Tree/Model.cpp b/Projects/Engine/Source/App/V8/Tree/Model.cpp index 40dc0f0..f1e8526 100644 --- a/Projects/Engine/Source/App/V8/Tree/Model.cpp +++ b/Projects/Engine/Source/App/V8/Tree/Model.cpp @@ -20,8 +20,8 @@ namespace RNR for(auto& child2 : *child->getChildren()) childAddBoundingBox(child2); BasePart* child_pv = (BasePart*)child; - Ogre::Vector3 half_size = child_pv->getSize() / 2.0; - m_boundingbox.merge(child_pv->getPosition() + half_size); - m_boundingbox.merge(child_pv->getPosition() - half_size); + Ogre::Vector3 size = child_pv->getSize() / 2.0; + m_boundingbox.merge(child_pv->getPosition() + size); + m_boundingbox.merge(child_pv->getPosition() - size); } } \ No newline at end of file diff --git a/Projects/Engine/Source/App/V8/World/World.cpp b/Projects/Engine/Source/App/V8/World/World.cpp index 3ae8b92..3b51b9d 100644 --- a/Projects/Engine/Source/App/V8/World/World.cpp +++ b/Projects/Engine/Source/App/V8/World/World.cpp @@ -1,5 +1,6 @@ #include #include +#include namespace RNR { @@ -16,11 +17,12 @@ namespace RNR Instance* test = new Instance(); BasePart* test2 = new BasePart(); + SelectionBox* test3 = new SelectionBox(); test->setParent(m_datamodel); test2->setSize(Ogre::Vector3(64,STUD_HEIGHT,64)); test2->setName("Baseplate"); test2->setParent(m_workspace); - + for(int i = 1; i < 36; i++) { test2 = new BasePart(); @@ -30,6 +32,9 @@ namespace RNR } m_workspace->build(); + + test3->setAdornee(m_workspace); + test3->setParent(m_workspace); } World::~World()