wip: pbr support
parent
c724645949
commit
920d8ecad4
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@ -1,3 +1,4 @@
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default
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.art*.zip
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.art*.zip
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__pycache__
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__pycache__
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.vs
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.vs
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4
MAKE.bat
4
MAKE.bat
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@ -761,7 +761,7 @@ if "!cc!"=="cl" (
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if "!build!"=="ret" (
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if "!build!"=="ret" (
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set args=-DENABLE_RETAIL -Dmain=WinMain !args!
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set args=-DENABLE_RETAIL -Dmain=WinMain !args!
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set args=/nologo /Zi /MT /openmp /DNDEBUG=3 !args! /Os /Ox /O2 /Oy /GL /GF /Gw /arch:AVX2 /link /OPT:ICF /LTCG
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set args=/nologo /Zi /MT /DNDEBUG=3 !args! /Os /Ox /O2 /Oy /GL /GF /Gw /arch:AVX2 /link /OPT:ICF /LTCG
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)
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)
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if "!build!"=="rel" (
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if "!build!"=="rel" (
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set args=/nologo /Zi /MT /openmp /DNDEBUG=2 !args! /Os /Ox /O2 /Oy /GL /GF /Gw /arch:AVX2 /link /OPT:ICF /LTCG
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set args=/nologo /Zi /MT /openmp /DNDEBUG=2 !args! /Os /Ox /O2 /Oy /GL /GF /Gw /arch:AVX2 /link /OPT:ICF /LTCG
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@ -793,7 +793,7 @@ if "!cc!"=="cl" (
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if "!build!"=="ret" (
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if "!build!"=="ret" (
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set args=-DENABLE_RETAIL -Dmain=WinMain !args!
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set args=-DENABLE_RETAIL -Dmain=WinMain !args!
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set args=!warnings! /nologo /Zi /MT /openmp /DNDEBUG=3 !args! /Os /Ox /O2 /Oy /GF /Gw /arch:AVX2
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set args=!warnings! /nologo /Zi /MT /DNDEBUG=3 !args! /Os /Ox /O2 /Oy /GF /Gw /arch:AVX2
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)
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)
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if "!build!"=="rel" (
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if "!build!"=="rel" (
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set args=!warnings! /nologo /Zi /MT /openmp /DNDEBUG=2 !args! /Os /Ox /O2 /Oy /GF /Gw /arch:AVX2
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set args=!warnings! /nologo /Zi /MT /openmp /DNDEBUG=2 !args! /Os /Ox /O2 /Oy /GF /Gw /arch:AVX2
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53
bind/v4k.lua
53
bind/v4k.lua
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@ -1250,6 +1250,31 @@ typedef struct mesh_t {
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void mesh_render_prim(mesh_t *sm, unsigned prim);
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void mesh_render_prim(mesh_t *sm, unsigned prim);
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void mesh_destroy(mesh_t *m);
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void mesh_destroy(mesh_t *m);
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aabb mesh_bounds(mesh_t *m);
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aabb mesh_bounds(mesh_t *m);
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enum SKYBOX_FLAGS {
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SKYBOX_RAYLEIGH,
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SKYBOX_CUBEMAP,
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SKYBOX_PBR,
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};
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typedef struct skybox_t {
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handle program;
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mesh_t geometry;
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cubemap_t cubemap;
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cubemap_t env_cubemap;
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int flags;
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int framebuffers[6];
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int textures[6];
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float *pixels;
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texture_t refl, env;
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} skybox_t;
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skybox_t skybox(const char *panorama_or_cubemap_folder, int flags);
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skybox_t skybox_pbr(const char *refl_map, const char *env_map);
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int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
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void skybox_destroy(skybox_t *sky);
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void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity);
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void skybox_sh_reset(skybox_t *sky);
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void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
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int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view);
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int skybox_pop_state();
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enum MATERIAL_ENUMS {
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enum MATERIAL_ENUMS {
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MAX_CHANNELS_PER_MATERIAL = 8
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MAX_CHANNELS_PER_MATERIAL = 8
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};
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};
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@ -1309,12 +1334,20 @@ enum MODEL_FLAGS {
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MODEL_MATCAPS = 16,
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MODEL_MATCAPS = 16,
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MODEL_RIMLIGHT = 32,
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MODEL_RIMLIGHT = 32,
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};
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};
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enum SHADING_MODE {
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SHADING_NONE,
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SHADING_PHONG,
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SHADING_PBR,
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};
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typedef struct model_t {
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typedef struct model_t {
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struct iqm_t *iqm;
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struct iqm_t *iqm;
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int shading;
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unsigned num_textures;
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unsigned num_textures;
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handle *textures;
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handle *textures;
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char **texture_names;
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char **texture_names;
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material_t* materials;
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material_t* materials;
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pbr_material_t pbr_material;
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texture_t sky_refl, sky_env;
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texture_t lightmap;
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texture_t lightmap;
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float *lmdata;
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float *lmdata;
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unsigned num_meshes;
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unsigned num_meshes;
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@ -1335,6 +1368,7 @@ typedef struct model_t {
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unsigned billboard;
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unsigned billboard;
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float *instanced_matrices;
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float *instanced_matrices;
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unsigned num_instances;
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unsigned num_instances;
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int stored_flags;
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} model_t;
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} model_t;
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enum BILLBOARD_MODE {
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enum BILLBOARD_MODE {
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BILLBOARD_X = 0x1,
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BILLBOARD_X = 0x1,
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@ -1349,6 +1383,8 @@ enum BILLBOARD_MODE {
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float model_animate_clip(model_t, float curframe, int minframe, int maxframe, bool loop);
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float model_animate_clip(model_t, float curframe, int minframe, int maxframe, bool loop);
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float model_animate_blends(model_t m, anim_t *primary, anim_t *secondary, float delta);
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float model_animate_blends(model_t m, anim_t *primary, anim_t *secondary, float delta);
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aabb model_aabb(model_t, mat44 transform);
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aabb model_aabb(model_t, mat44 transform);
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void model_shading(model_t*, int shading);
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void model_skybox(model_t*, skybox_t sky, bool load_sh);
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void model_render(model_t, mat44 proj, mat44 view, mat44 model, int shader);
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void model_render(model_t, mat44 proj, mat44 view, mat44 model, int shader);
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void model_render_skeleton(model_t, mat44 model);
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void model_render_skeleton(model_t, mat44 model);
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void model_render_instanced(model_t, mat44 proj, mat44 view, mat44 *models, int shader, unsigned count);
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void model_render_instanced(model_t, mat44 proj, mat44 view, mat44 *models, int shader, unsigned count);
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@ -1375,23 +1411,6 @@ typedef struct lightmap_t {
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void lightmap_setup(lightmap_t *lm, int w, int h);
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void lightmap_setup(lightmap_t *lm, int w, int h);
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void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, model_t *m, float *view, float *proj, void *userdata), void (*progressupdate)(float progress), void *userdata);
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void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, model_t *m, float *view, float *proj, void *userdata), void (*progressupdate)(float progress), void *userdata);
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void lightmap_destroy(lightmap_t *lm);
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void lightmap_destroy(lightmap_t *lm);
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typedef struct skybox_t {
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handle program;
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mesh_t geometry;
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cubemap_t cubemap;
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int flags;
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int framebuffers[6];
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int textures[6];
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float *pixels;
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} skybox_t;
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skybox_t skybox(const char *panorama_or_cubemap_folder, int flags);
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int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
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void skybox_destroy(skybox_t *sky);
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void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity);
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void skybox_sh_reset(skybox_t *sky);
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void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
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int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view);
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int skybox_pop_state();
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void viewport_color(unsigned color);
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void viewport_color(unsigned color);
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void viewport_clear(bool color, bool depth);
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void viewport_clear(bool color, bool depth);
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void viewport_clip(vec2 from, vec2 to);
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void viewport_clip(vec2 from, vec2 to);
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@ -20,6 +20,8 @@ int main() {
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// load model
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// load model
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model_t m1 = model("suzanne.obj", MODEL_NO_ANIMATIONS);
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model_t m1 = model("suzanne.obj", MODEL_NO_ANIMATIONS);
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model_t m2 = model("suzanne.obj", MODEL_NO_ANIMATIONS|MODEL_MATCAPS);
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model_t m2 = model("suzanne.obj", MODEL_NO_ANIMATIONS|MODEL_MATCAPS);
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model_t m3 = model("damagedhelmet.gltf", MODEL_NO_ANIMATIONS);
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model_shading(&m3, SHADING_PBR);
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// spawn object1 (diffuse)
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// spawn object1 (diffuse)
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object_t* obj1 = scene_spawn();
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object_t* obj1 = scene_spawn();
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@ -37,7 +39,7 @@ int main() {
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object_move(obj2, vec3(-10+5*2,0,-10));
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object_move(obj2, vec3(-10+5*2,0,-10));
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object_pivot(obj2, vec3(0,90,0));
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object_pivot(obj2, vec3(0,90,0));
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// spawn object2 (video)
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// spawn object3 (video)
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object_t* obj3 = scene_spawn();
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object_t* obj3 = scene_spawn();
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object_model(obj3, m1);
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object_model(obj3, m1);
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object_diffuse(obj3, video_textures(v)[0]);
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object_diffuse(obj3, video_textures(v)[0]);
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@ -45,10 +47,20 @@ int main() {
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object_move(obj3, vec3(-10+5*1,0,-10));
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object_move(obj3, vec3(-10+5*1,0,-10));
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object_pivot(obj3, vec3(0,90,0));
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object_pivot(obj3, vec3(0,90,0));
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// spawn object4 (pbr)
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object_t* obj4 = scene_spawn();
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object_model(obj4, m3);
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object_scale(obj4, vec3(3,3,3));
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object_move(obj4, vec3(-10+6*3,0,-10));
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object_pivot(obj4, vec3(0,90,0));
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// create point light
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// create point light
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light_t* l = scene_spawn_light();
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light_t* l = scene_spawn_light();
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light_type(l, LIGHT_POINT);
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light_type(l, LIGHT_POINT);
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// load skybox
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scene_get_active()->skybox = skybox_pbr("hdr/Tokyo_BigSight_1k.hdr","hdr/Tokyo_BigSight_Env.hdr");
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while(window_swap() && !input(KEY_ESC)) {
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while(window_swap() && !input(KEY_ESC)) {
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// draw environment
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// draw environment
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ddraw_grid(0);
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ddraw_grid(0);
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@ -24,6 +24,9 @@ uniform bool u_rimambient = true;
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in vec3 v_normal, v_normal_ws;
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in vec3 v_normal, v_normal_ws;
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in vec2 v_texcoord, v_texcoord2;
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in vec2 v_texcoord, v_texcoord2;
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in vec4 v_color;
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in vec4 v_color;
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in vec3 v_tangent;
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in vec3 v_binormal;
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in vec3 v_to_camera;
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out vec4 fragcolor;
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out vec4 fragcolor;
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@ -32,7 +35,7 @@ in vec4 vpeye;
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in vec4 vneye;
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in vec4 vneye;
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in vec4 sc;
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in vec4 sc;
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vec4 shadowing() {
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vec4 shadowing() {
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return shadowmap(vpeye, vneye, v_texcoord, sc);
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return shadowmap(vpeye, vneye, v_texcoord, sc);
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}
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}
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uniform vec3 u_cam_pos;
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uniform vec3 u_cam_pos;
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@ -104,6 +107,240 @@ vec3 shading_phong(light_t l) {
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}
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}
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#endif
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#endif
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#ifdef SHADING_PBR
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uniform vec2 resolution = vec2(640.0,480.0); // debug options below use this (USE_MAP_DEBUGGING, USE_AMBIENT_DEBUGGING)
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#define USE_BRUTEFORCE_IRRADIANCE false // Samples irradiance from tex_skysphere when enabled.
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#define USE_WRAPAROUND_SPECULAR true // Makes silhouettes more reflective to avoid black pixels.
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#define USE_SPECULAR_AO_ATTENUATION true // Dampens IBL specular ambient with AO if enabled.
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#define USE_NORMAL_VARIATION_TO_ROUGHNESS true // Increases roughness if normal map has variation and was minified.
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#define USE_MAP_DEBUGGING false // Shows all ColorMaps as horizontal bars
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#define USE_AMBIENT_DEBUGGING false // Splits the screen in two and shows image-based specular (left), full shading (middle), diffuse shading (right).
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#define BOOST_LIGHTING 2.00f // Multiplies analytic light's color with this constant because otherwise they look really pathetic.
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#define BOOST_SPECULAR 1.50f
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#define BOOST_NOISE 2.50f
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struct ColorMap
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{
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bool has_tex;
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vec4 color;
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};
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uniform ColorMap map_albedo; uniform sampler2D map_albedo_tex;
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uniform ColorMap map_diffuse; uniform sampler2D map_diffuse_tex;
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uniform ColorMap map_specular; uniform sampler2D map_specular_tex; // not used
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uniform ColorMap map_normals; uniform sampler2D map_normals_tex;
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uniform ColorMap map_roughness; uniform sampler2D map_roughness_tex;
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uniform ColorMap map_metallic; uniform sampler2D map_metallic_tex;
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uniform ColorMap map_ao; uniform sampler2D map_ao_tex;
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uniform ColorMap map_ambient; uniform sampler2D map_ambient_tex;
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uniform ColorMap map_emissive; uniform sampler2D map_emissive_tex;
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#define sample_colormap(ColorMap_, uv_) \
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(ColorMap_.has_tex ? texture( ColorMap_##_tex, uv_ ) : ColorMap_.color)
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uniform float skysphere_rotation;
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uniform float skysphere_mip_count;
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uniform float exposure=1;
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// uniform uint frame_count;
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uniform float specular_shininess;
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uniform sampler2D tex_skysphere;
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uniform sampler2D tex_skyenv;
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uniform sampler2D tex_brdf_lut;
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uniform bool has_tex_skysphere;
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uniform bool has_tex_skyenv;
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const float PI = 3.1415926536;
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// MurMurHash 3 finalizer. Implementation is in public domain.
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uint hash( uint h )
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{
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h ^= h >> 16;
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h *= 0x85ebca6bU;
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h ^= h >> 13;
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h *= 0xc2b2ae35U;
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h ^= h >> 16;
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return h;
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}
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// Random function using the idea of StackOverflow user "Spatial" https://stackoverflow.com/a/17479300
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// Creates random 23 bits and puts them into the fraction bits of an 32-bit float.
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float random( uvec3 h )
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{
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uint m = hash(h.x ^ hash( h.y ) ^ hash( h.z ));
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return uintBitsToFloat( ( m & 0x007FFFFFu ) | 0x3f800000u ) - 1.;
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}
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float random( vec3 v )
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{
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return random(floatBitsToUint( v ));
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}
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vec3 fresnel_schlick( vec3 H, vec3 V, vec3 F0 )
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{
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float cosTheta = clamp( dot( H, V ), 0., 1. );
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return F0 + ( vec3( 1.0 ) - F0 ) * pow( 1. - cosTheta, 5.0 );
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}
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// A Fresnel term that dampens rough specular reflections.
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// https://seblagarde.wordpress.com/2011/08/17/hello-world/
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vec3 fresnel_schlick_roughness( vec3 H, vec3 V, vec3 F0, float roughness )
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{
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float cosTheta = clamp( dot( H, V ), 0., 1. );
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return F0 + ( max( vec3( 1.0 - roughness ), F0 ) - F0 ) * pow( 1. - cosTheta, 5.0 );
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}
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float distribution_ggx( vec3 N, vec3 H, float roughness )
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{
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float a = roughness * roughness;
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float a2 = a * a;
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float NdotH = max( 0., dot( N, H ) );
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float factor = NdotH * NdotH * ( a2 - 1. ) + 1.;
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return a2 / ( PI * factor * factor );
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}
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float geometry_schlick_ggx( vec3 N, vec3 V, float k )
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{
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float NdotV = max( 0., dot( N, V ) );
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return NdotV / (NdotV * ( 1. - k ) + k );
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}
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float geometry_smith( vec3 N, vec3 V, vec3 L, float roughness )
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{
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#if 1 // original
|
||||||
|
float r = roughness + 1.;
|
||||||
|
float k = (r * r) / 8.;
|
||||||
|
#elif 0 // vries
|
||||||
|
float a = roughness;
|
||||||
|
float k = (a * a) / 2.0;
|
||||||
|
#elif 0 // vries improved?
|
||||||
|
float a = roughness * roughness;
|
||||||
|
float k = a / 2.0;
|
||||||
|
#endif
|
||||||
|
return geometry_schlick_ggx( N, V, k ) * geometry_schlick_ggx( N, L, k );
|
||||||
|
}
|
||||||
|
|
||||||
|
vec2 sphere_to_polar( vec3 normal )
|
||||||
|
{
|
||||||
|
normal = normalize( normal );
|
||||||
|
return vec2( ( atan( normal.z, normal.x ) + skysphere_rotation ) / PI / 2.0 + 0.5, acos( normal.y ) / PI );
|
||||||
|
}
|
||||||
|
|
||||||
|
// Our vertically GL_CLAMPed textures seem to blend towards black when sampling the half-pixel edge.
|
||||||
|
// Not sure if it has a border, or this if is a driver bug, but can repro on multiple nvidia cards.
|
||||||
|
// Knowing the texture height we can limit sampling to the centers of the top and bottom pixel rows.
|
||||||
|
vec2 sphere_to_polar_clamp_y( vec3 normal, float texture_height )
|
||||||
|
{
|
||||||
|
normal = normalize( normal );
|
||||||
|
return vec2( ( atan( normal.z, normal.x ) + skysphere_rotation ) / PI / 2.0 + 0.5, clamp(acos( normal.y ) / PI, 0.5 / texture_height, 1.0 - 0.5 / texture_height) );
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 sample_sky( vec3 normal )
|
||||||
|
{
|
||||||
|
vec2 polar = sphere_to_polar( normal );
|
||||||
|
return texture( tex_skysphere, polar ).rgb * exposure;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Takes samples around the hemisphere, converts them to radiances via weighting and
|
||||||
|
// returns a normalized sum.
|
||||||
|
vec3 sample_irradiance_slow( vec3 normal, vec3 vertex_tangent )
|
||||||
|
{
|
||||||
|
float delta = 0.10;
|
||||||
|
|
||||||
|
vec3 up = abs( normal.y ) < 0.999 ? vec3( 0., 1., 0. ) : vec3( 0., 0., 1. );
|
||||||
|
vec3 tangent_x = normalize( cross( up, normal ) );
|
||||||
|
vec3 tangent_y = cross( normal, tangent_x );
|
||||||
|
|
||||||
|
int numIrradianceSamples = 0;
|
||||||
|
|
||||||
|
vec3 irradiance = vec3(0.);
|
||||||
|
|
||||||
|
for ( float phi = 0.; phi < 2. * PI ; phi += delta )
|
||||||
|
{
|
||||||
|
for ( float theta = 0.; theta < 0.5 * PI; theta += delta )
|
||||||
|
{
|
||||||
|
vec3 tangent_space = vec3(
|
||||||
|
sin( theta ) * cos( phi ),
|
||||||
|
sin( theta ) * sin( phi ),
|
||||||
|
cos( theta ) );
|
||||||
|
|
||||||
|
vec3 world_space = tangent_space.x * tangent_x + tangent_space.y + tangent_y + tangent_space.z * normal;
|
||||||
|
|
||||||
|
vec3 color = sample_sky( world_space );
|
||||||
|
irradiance += color * cos( theta ) * sin( theta );
|
||||||
|
numIrradianceSamples++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
irradiance = PI * irradiance / float( numIrradianceSamples );
|
||||||
|
return irradiance;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 sample_irradiance_fast( vec3 normal, vec3 vertex_tangent )
|
||||||
|
{
|
||||||
|
// Sample the irradiance map if it exists, otherwise fall back to blurred reflection map.
|
||||||
|
if ( has_tex_skyenv )
|
||||||
|
{
|
||||||
|
vec2 polar = sphere_to_polar_clamp_y( normal, 180.0 );
|
||||||
|
return textureLod( tex_skyenv, polar, 0.0 ).rgb * exposure;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
vec2 polar = sphere_to_polar( normal );
|
||||||
|
return textureLod( tex_skysphere, polar, 0.80 * skysphere_mip_count ).rgb * exposure;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
vec3 specular_ibl( vec3 V, vec3 N, float roughness, vec3 fresnel )
|
||||||
|
{
|
||||||
|
// What we'd like to do here is take a LOT of skybox samples around the reflection
|
||||||
|
// vector R according to the BRDF lobe.
|
||||||
|
//
|
||||||
|
// Unfortunately it's not possible in real time so we use the following UE4 style approximations:
|
||||||
|
// 1. Integrate incoming light and BRDF separately ("split sum approximation")
|
||||||
|
// 2. Assume V = R = N so that we can just blur the skybox and sample that.
|
||||||
|
// 3. Bake the BRDF integral into a lookup texture so that it can be computed in constant time.
|
||||||
|
//
|
||||||
|
// Here we also simplify approximation #2 by using bilinear mipmaps with a magic formula instead
|
||||||
|
// of properly convolving it with a GGX lobe.
|
||||||
|
//
|
||||||
|
// For details, see Brian Karis, "Real Shading in Unreal Engine 4", 2013.
|
||||||
|
|
||||||
|
vec3 R = 2. * dot( V, N ) * N - V;
|
||||||
|
|
||||||
|
vec2 polar = sphere_to_polar( R );
|
||||||
|
|
||||||
|
// Map roughness from range [0, 1] into a mip LOD [0, skysphere_mip_count].
|
||||||
|
// The magic numbers were chosen empirically.
|
||||||
|
|
||||||
|
float mip = 0.9 * skysphere_mip_count * pow(roughness, 0.25 * BOOST_SPECULAR);
|
||||||
|
|
||||||
|
vec3 prefiltered = textureLod( tex_skysphere, polar, mip ).rgb * exposure;
|
||||||
|
|
||||||
|
float NdotV = dot( N, V );
|
||||||
|
|
||||||
|
// dot( N, V ) seems to produce negative values so we can try to stretch it a bit behind the silhouette
|
||||||
|
// to avoid black pixels.
|
||||||
|
if (USE_WRAPAROUND_SPECULAR)
|
||||||
|
{
|
||||||
|
NdotV = NdotV * 0.9 + 0.1;
|
||||||
|
}
|
||||||
|
|
||||||
|
NdotV = min(0.99, max(0.01, NdotV));
|
||||||
|
|
||||||
|
// A precomputed lookup table contains a scale and a bias term for specular intensity (called "fresnel" here).
|
||||||
|
// See equation (8) in Karis' course notes mentioned above.
|
||||||
|
vec2 envBRDF = texture( tex_brdf_lut, vec2(NdotV, 1.0-roughness) ).xy; // (NdotV,1-roughtness) for green top-left (NdotV,roughness) for green bottom-left
|
||||||
|
vec3 specular = prefiltered * (fresnel * envBRDF.x + vec3(envBRDF.y));
|
||||||
|
|
||||||
|
return specular;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
vec3 lighting() {
|
vec3 lighting() {
|
||||||
vec3 lit = vec3(0,0,0);
|
vec3 lit = vec3(0,0,0);
|
||||||
#ifndef SHADING_NONE
|
#ifndef SHADING_NONE
|
||||||
|
@ -111,6 +348,8 @@ vec3 lighting() {
|
||||||
#ifdef SHADING_PHONG
|
#ifdef SHADING_PHONG
|
||||||
lit += shading_phong(u_lights[i]);
|
lit += shading_phong(u_lights[i]);
|
||||||
#endif
|
#endif
|
||||||
|
#ifdef SHADING_PBR
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
return lit;
|
return lit;
|
||||||
|
@ -151,7 +390,9 @@ void main() {
|
||||||
|
|
||||||
fragcolor = vec4(diffuse.rgb*u_litboost, 1.0);
|
fragcolor = vec4(diffuse.rgb*u_litboost, 1.0);
|
||||||
}
|
}
|
||||||
#else
|
#endif
|
||||||
|
|
||||||
|
#ifdef SHADING_PHONG
|
||||||
void main() {
|
void main() {
|
||||||
vec3 n = normalize(v_normal_ws);
|
vec3 n = normalize(v_normal_ws);
|
||||||
|
|
||||||
|
@ -162,7 +403,7 @@ void main() {
|
||||||
if( (result.x*result.x+result.y*result.y+result.z*result.z) > 0.0 ) lit = vec4(result, 1.0);
|
if( (result.x*result.x+result.y*result.y+result.z*result.z) > 0.0 ) lit = vec4(result, 1.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// analytical lights (phong shading)
|
// analytical lights
|
||||||
lit += vec4(lighting(), 0.0);
|
lit += vec4(lighting(), 0.0);
|
||||||
|
|
||||||
// base
|
// base
|
||||||
|
@ -207,3 +448,286 @@ void main() {
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
#ifdef SHADING_PBR
|
||||||
|
void main(void)
|
||||||
|
{
|
||||||
|
vec3 baseColor = vec3( 0.5, 0.5, 0.5 );
|
||||||
|
float roughness = 1.0;
|
||||||
|
float metallic = 0.0;
|
||||||
|
float ao = 1.0;
|
||||||
|
float alpha = 1.0;
|
||||||
|
|
||||||
|
vec4 baseColor_alpha;
|
||||||
|
if ( map_albedo.has_tex )
|
||||||
|
baseColor_alpha = sample_colormap( map_albedo, v_texcoord );
|
||||||
|
else
|
||||||
|
baseColor_alpha = sample_colormap( map_diffuse, v_texcoord );
|
||||||
|
baseColor = baseColor_alpha.xyz;
|
||||||
|
alpha = baseColor_alpha.w;
|
||||||
|
|
||||||
|
if( map_metallic.has_tex && map_roughness.has_tex ) {
|
||||||
|
metallic = sample_colormap( map_metallic, v_texcoord ).x;
|
||||||
|
roughness = sample_colormap( map_roughness, v_texcoord ).x;
|
||||||
|
}
|
||||||
|
else if( map_roughness.has_tex ) {
|
||||||
|
//< @r-lyeh, metalness B, roughness G, (@todo: self-shadowing occlusion R; for now, any of R/B are metallic)
|
||||||
|
metallic = sample_colormap( map_roughness, v_texcoord ).b + sample_colormap( map_roughness, v_texcoord ).r;
|
||||||
|
roughness = sample_colormap( map_roughness, v_texcoord ).g;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( map_ao.has_tex )
|
||||||
|
ao = sample_colormap( map_ao, v_texcoord ).x;
|
||||||
|
else if ( map_ambient.has_tex )
|
||||||
|
ao = sample_colormap( map_ambient, v_texcoord ).x;
|
||||||
|
|
||||||
|
vec3 emissive = sample_colormap( map_emissive, v_texcoord ).rgb;
|
||||||
|
|
||||||
|
vec3 normalmap = texture( map_normals_tex, v_texcoord ).xyz * vec3(2.0) - vec3(1.0);
|
||||||
|
float normalmap_mip = textureQueryLod( map_normals_tex, v_texcoord ).x;
|
||||||
|
float normalmap_length = length(normalmap);
|
||||||
|
normalmap /= normalmap_length;
|
||||||
|
|
||||||
|
vec3 normal = v_normal_ws;
|
||||||
|
|
||||||
|
if ( map_normals.has_tex )
|
||||||
|
{
|
||||||
|
// Mikkelsen's tangent space normal map decoding. See http://mikktspace.com/ for rationale.
|
||||||
|
vec3 bi = cross( v_normal_ws, v_tangent );
|
||||||
|
vec3 nmap = normalmap.xyz;
|
||||||
|
normal = nmap.x * v_tangent + nmap.y * bi + nmap.z * v_normal_ws;
|
||||||
|
}
|
||||||
|
|
||||||
|
normal = normalize( normal );
|
||||||
|
|
||||||
|
if( USE_MAP_DEBUGGING && !USE_AMBIENT_DEBUGGING )
|
||||||
|
{
|
||||||
|
vec3 c = vec3(1., 0., 0.);
|
||||||
|
float x = gl_FragCoord.x / resolution.x;
|
||||||
|
float y = gl_FragCoord.y / resolution.y;
|
||||||
|
if ( y < (7.0/7.0) ) c = vec3(.5) + .5*v_normal_ws;
|
||||||
|
if ( y < (6.0/7.0) ) c = vec3(.5) + .5*normalmap;
|
||||||
|
if ( y < (5.0/7.0) ) c = vec3(ao);
|
||||||
|
if ( y < (4.0/7.0) ) c = vec3(emissive);
|
||||||
|
if ( y < (3.0/7.0) ) c = vec3(metallic);
|
||||||
|
if ( y < (2.0/7.0) ) c = vec3(roughness);
|
||||||
|
if ( y < (1.0/7.0) ) c = baseColor;
|
||||||
|
fragcolor = vec4(c, 1.);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (USE_NORMAL_VARIATION_TO_ROUGHNESS)
|
||||||
|
{
|
||||||
|
// Try to reduce specular aliasing by increasing roughness when minified normal maps have high variation.
|
||||||
|
float variation = 1. - pow( normalmap_length, 8. );
|
||||||
|
float minification = clamp( normalmap_mip - 2., 0., 1. );
|
||||||
|
roughness = mix( roughness, 1.0, variation * minification );
|
||||||
|
}
|
||||||
|
|
||||||
|
fragcolor = baseColor_alpha;
|
||||||
|
|
||||||
|
|
||||||
|
vec3 N = normal;
|
||||||
|
vec3 V = normalize( v_to_camera );
|
||||||
|
|
||||||
|
vec3 Lo = vec3(0.);
|
||||||
|
vec3 F0 = vec3(0.04);
|
||||||
|
F0 = mix( F0, baseColor, metallic );
|
||||||
|
|
||||||
|
bool use_ibl = has_tex_skysphere;
|
||||||
|
|
||||||
|
// Add contributions from analytic lights.
|
||||||
|
|
||||||
|
{
|
||||||
|
for ( int i = 0; i < u_num_lights; i++ )
|
||||||
|
{
|
||||||
|
light_t l = u_lights[i];
|
||||||
|
vec3 lightDir;
|
||||||
|
float attenuation = 1.0;
|
||||||
|
|
||||||
|
if (l.type == LIGHT_DIRECTIONAL) {
|
||||||
|
lightDir = normalize(-l.dir);
|
||||||
|
} else if (l.type == LIGHT_POINT || l.type == LIGHT_SPOT) {
|
||||||
|
vec3 toLight = l.pos - v_position_ws;
|
||||||
|
lightDir = normalize(toLight);
|
||||||
|
float distance = length(toLight);
|
||||||
|
attenuation = 1.0 / (l.constant + l.linear * distance + l.quadratic * (distance * distance));
|
||||||
|
|
||||||
|
if (l.type == LIGHT_SPOT) {
|
||||||
|
float angle = dot(l.dir, -lightDir);
|
||||||
|
if (angle > l.outerCone) {
|
||||||
|
float intensity = (angle-l.outerCone)/(l.innerCone-l.outerCone);
|
||||||
|
attenuation *= clamp(intensity, 0.0, 1.0);
|
||||||
|
} else {
|
||||||
|
attenuation = 0.0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// fast-rejection for faraway vertices
|
||||||
|
if (attenuation <= 0.01) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// vec3 n = normalize(v_normal_ws);
|
||||||
|
|
||||||
|
// float diffuse = max(dot(n, lightDir), 0.0);
|
||||||
|
|
||||||
|
// vec3 halfVec = normalize(lightDir + u_cam_dir);
|
||||||
|
// float specular = pow(max(dot(n, halfVec), 0.0), l.power);
|
||||||
|
|
||||||
|
// return (attenuation*l.ambient + diffuse*attenuation*l.diffuse + specular*attenuation*l.specular);
|
||||||
|
|
||||||
|
vec3 radiance = l.diffuse;
|
||||||
|
|
||||||
|
vec3 L = normalize( lightDir );
|
||||||
|
vec3 H = normalize( u_cam_dir + L );
|
||||||
|
|
||||||
|
vec3 F = fresnel_schlick( H, u_cam_dir, F0 );
|
||||||
|
vec3 kS = F;
|
||||||
|
vec3 kD = vec3(1.0) - kS;
|
||||||
|
kD *= 1.0 - metallic;
|
||||||
|
|
||||||
|
// Premultiplied alpha applied to the diffuse component only
|
||||||
|
kD *= alpha;
|
||||||
|
|
||||||
|
float D = distribution_ggx( N, H, roughness );
|
||||||
|
float G = geometry_smith( N, u_cam_dir, L, roughness );
|
||||||
|
|
||||||
|
vec3 num = D * F * G;
|
||||||
|
float denom = 4. * max( 0., dot( N, u_cam_dir ) ) * max( 0., dot( N, L ) );
|
||||||
|
|
||||||
|
vec3 specular = kS * (num / max( 0.001, denom ));
|
||||||
|
|
||||||
|
float NdotL = max( 0., dot( N, L ) );
|
||||||
|
|
||||||
|
Lo += ( kD * ( baseColor / PI ) + specular ) * radiance * NdotL * attenuation;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 ambient = sample_colormap( map_ambient, v_texcoord ).xyz;
|
||||||
|
vec3 diffuse_ambient;
|
||||||
|
vec3 specular_ambient;
|
||||||
|
|
||||||
|
if ( use_ibl )
|
||||||
|
{
|
||||||
|
// Image based lighting.
|
||||||
|
// Based on https://learnopengl.com/PBR/IBL/Diffuse-irradiance
|
||||||
|
|
||||||
|
vec3 irradiance = vec3(0.);
|
||||||
|
|
||||||
|
if ( USE_BRUTEFORCE_IRRADIANCE )
|
||||||
|
{
|
||||||
|
irradiance = sample_irradiance_slow( normal, v_tangent );
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
irradiance = sample_irradiance_fast( normal, v_tangent );
|
||||||
|
}
|
||||||
|
|
||||||
|
// Compute the Fresnel term for a perfect mirror reflection with L = R.
|
||||||
|
// In this case the halfway vector H = N.
|
||||||
|
//
|
||||||
|
// We use a modified Fresnel function that dampens specular reflections of very
|
||||||
|
// rough surfaces to avoid too bright pixels at grazing angles.
|
||||||
|
vec3 F = fresnel_schlick_roughness( N, V, F0, roughness );
|
||||||
|
vec3 kS = F;
|
||||||
|
|
||||||
|
// Subtract the amount of reflected light (specular) to get the energy left for
|
||||||
|
// absorbed (diffuse) light.
|
||||||
|
vec3 kD = vec3(1.) - kS;
|
||||||
|
|
||||||
|
// Metallic surfaces have only a specular reflection.
|
||||||
|
kD *= 1.0 - metallic;
|
||||||
|
|
||||||
|
// Premultiplied alpha applied to the diffuse component only
|
||||||
|
kD *= alpha;
|
||||||
|
|
||||||
|
// Modulate the incoming lighting with the diffuse color: some wavelengths get absorbed.
|
||||||
|
diffuse_ambient = irradiance * baseColor;
|
||||||
|
|
||||||
|
// Ambient light also has a specular part.
|
||||||
|
specular_ambient = specular_ibl( V, normal, roughness, F );
|
||||||
|
|
||||||
|
// Ambient occlusion tells us the fraction of sky light that reaches this point.
|
||||||
|
if (USE_SPECULAR_AO_ATTENUATION)
|
||||||
|
{
|
||||||
|
ambient = ao * (kD * diffuse_ambient + specular_ambient);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// We don't attenuate specular_ambient ambient here with AO which might cause flickering in dark cavities.
|
||||||
|
ambient = ao * (kD * diffuse_ambient) + specular_ambient;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 color = (ambient + Lo) + emissive;
|
||||||
|
|
||||||
|
if ( USE_AMBIENT_DEBUGGING )
|
||||||
|
{
|
||||||
|
float y = gl_FragCoord.y / resolution.y;
|
||||||
|
if( USE_MAP_DEBUGGING && y > 0.5 )
|
||||||
|
{
|
||||||
|
if ( (y-0.5) < (7.0/7.0/2.0) ) color = vec3(.5) + .5*v_normal_ws;
|
||||||
|
if ( (y-0.5) < (6.0/7.0/2.0) ) color = vec3(.5) + .5*normalmap;
|
||||||
|
if ( (y-0.5) < (5.0/7.0/2.0) ) color = vec3(ao);
|
||||||
|
if ( (y-0.5) < (4.0/7.0/2.0) ) color = vec3(emissive);
|
||||||
|
if ( (y-0.5) < (3.0/7.0/2.0) ) color = vec3(metallic);
|
||||||
|
if ( (y-0.5) < (2.0/7.0/2.0) ) color = vec3(roughness);
|
||||||
|
if ( (y-0.5) < (1.0/7.0/2.0) ) color = baseColor;
|
||||||
|
} else {
|
||||||
|
float x = gl_FragCoord.x / resolution.x;
|
||||||
|
if ( x < 0.33 )
|
||||||
|
color = specular_ambient;
|
||||||
|
else if( x > 0.66 )
|
||||||
|
color = diffuse_ambient;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// dither with noise.
|
||||||
|
// float dither = random( uvec3( floatBitsToUint( gl_FragCoord.xy ), frame_count ) );
|
||||||
|
// color += BOOST_NOISE * vec3( (-1.0/256.) + (2./256.) * dither );
|
||||||
|
|
||||||
|
#if 0 // original
|
||||||
|
// basic tonemap and gamma correction
|
||||||
|
color = color / ( vec3(1.) + color );
|
||||||
|
color = pow( color, vec3(1. / 2.2) );
|
||||||
|
#elif 0
|
||||||
|
// filmic tonemapper
|
||||||
|
vec3 linearColor = color;
|
||||||
|
vec3 x = max(vec3(0.0), linearColor - 0.004);
|
||||||
|
color = (x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06);
|
||||||
|
// gamma correction
|
||||||
|
// color = pow( color, vec3(1. / 2.2) );
|
||||||
|
#elif 1
|
||||||
|
// aces film (CC0, src: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/)
|
||||||
|
vec3 x = color;
|
||||||
|
float a = 2.51f;
|
||||||
|
float b = 0.03f;
|
||||||
|
float c = 2.43f;
|
||||||
|
float d = 0.59f;
|
||||||
|
float e = 0.14f;
|
||||||
|
color = clamp((x*(a*x+b))/(x*(c*x+d)+e), 0.0, 1.0);
|
||||||
|
// gamma correction
|
||||||
|
color = pow( color, vec3(1. / 2.2) );
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Technically this alpha may be too transparent, if there is a lot of reflected light we wouldn't
|
||||||
|
// see the background, maybe we can approximate it well enough by adding a fresnel term
|
||||||
|
fragcolor = vec4( color * shadowing().xyz, alpha );
|
||||||
|
|
||||||
|
// rimlight
|
||||||
|
#ifdef RIM
|
||||||
|
{
|
||||||
|
vec3 n = normalize(mat3(M) * v_normal_ws); // convert normal to view space
|
||||||
|
vec3 p = (M * vec4(v_position,1.0)).xyz; // convert position to view space
|
||||||
|
vec3 v = vec3(0,-1,0);
|
||||||
|
if (!u_rimambient) {
|
||||||
|
v = normalize(u_rimpivot-p);
|
||||||
|
}
|
||||||
|
float rim = 1.0 - max(dot(v,n), 0.0);
|
||||||
|
vec3 col = u_rimcolor*(pow(smoothstep(1.0-u_rimrange.x,u_rimrange.y,rim), u_rimrange.z));
|
||||||
|
fragcolor += vec4(col, 1.0);}
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
|
@ -62,12 +62,16 @@ out vec4 v_color;
|
||||||
out vec3 v_position, v_position_ws;
|
out vec3 v_position, v_position_ws;
|
||||||
out vec3 v_normal, v_normal_ws;
|
out vec3 v_normal, v_normal_ws;
|
||||||
out vec2 v_texcoord, v_texcoord2;
|
out vec2 v_texcoord, v_texcoord2;
|
||||||
|
out vec3 v_tangent;
|
||||||
|
out vec3 v_binormal;
|
||||||
|
out vec3 v_viewpos;
|
||||||
|
out vec3 v_to_camera;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// shadow
|
// shadow
|
||||||
uniform mat4 model, view;
|
uniform mat4 model, view, inv_view;
|
||||||
uniform mat4 cameraToShadowProjector;
|
uniform mat4 cameraToShadowProjector;
|
||||||
out vec4 vneye;
|
out vec4 vneye;
|
||||||
out vec4 vpeye;
|
out vec4 vpeye;
|
||||||
|
@ -153,6 +157,24 @@ void main() {
|
||||||
modelView = view * l_model;
|
modelView = view * l_model;
|
||||||
}
|
}
|
||||||
v_position_ws = (l_model * vec4( objPos, 1.0 )).xyz;
|
v_position_ws = (l_model * vec4( objPos, 1.0 )).xyz;
|
||||||
gl_Position = P * modelView * vec4( objPos, 1.0 );
|
v_tangent = normalize(mat3(att_instanced_matrix) * att_tangent.xyz);
|
||||||
|
#if 0
|
||||||
|
// compute tangent T and bitangent B
|
||||||
|
vec3 Q1 = dFdx(att_position);
|
||||||
|
vec3 Q2 = dFdy(att_position);
|
||||||
|
vec2 st1 = dFdx(att_texcoord);
|
||||||
|
vec2 st2 = dFdy(att_texcoord);
|
||||||
|
|
||||||
|
vec3 T = normalize(Q1*st2.t - Q2*st1.t);
|
||||||
|
vec3 B = normalize(-Q1*st2.s + Q2*st1.s);
|
||||||
|
vec3 binormal = B;
|
||||||
|
#else
|
||||||
|
vec3 binormal = cross(att_normal, att_tangent.xyz) * att_tangent.w;
|
||||||
|
#endif
|
||||||
|
v_binormal = normalize(mat3(att_instanced_matrix) * binormal);
|
||||||
|
vec4 finalPos = modelView * vec4( objPos, 1.0 );
|
||||||
|
vec3 to_camera = normalize( -finalPos.xyz );
|
||||||
|
v_to_camera = mat3( inv_view ) * to_camera;
|
||||||
|
gl_Position = P * finalPos;
|
||||||
do_shadow();
|
do_shadow();
|
||||||
}
|
}
|
|
@ -17445,6 +17445,42 @@ API void mesh_render_prim(mesh_t *sm, unsigned prim);
|
||||||
API void mesh_destroy(mesh_t *m);
|
API void mesh_destroy(mesh_t *m);
|
||||||
API aabb mesh_bounds(mesh_t *m);
|
API aabb mesh_bounds(mesh_t *m);
|
||||||
|
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
// skyboxes
|
||||||
|
|
||||||
|
enum SKYBOX_FLAGS {
|
||||||
|
SKYBOX_RAYLEIGH,
|
||||||
|
SKYBOX_CUBEMAP,
|
||||||
|
SKYBOX_PBR,
|
||||||
|
};
|
||||||
|
|
||||||
|
typedef struct skybox_t {
|
||||||
|
handle program;
|
||||||
|
mesh_t geometry;
|
||||||
|
cubemap_t cubemap;
|
||||||
|
cubemap_t env_cubemap;
|
||||||
|
int flags;
|
||||||
|
|
||||||
|
// mie
|
||||||
|
int framebuffers[6];
|
||||||
|
int textures[6];
|
||||||
|
float *pixels;
|
||||||
|
|
||||||
|
// pbr
|
||||||
|
texture_t refl, env;
|
||||||
|
} skybox_t;
|
||||||
|
|
||||||
|
API skybox_t skybox(const char *panorama_or_cubemap_folder, int flags);
|
||||||
|
API skybox_t skybox_pbr(const char *refl_map, const char *env_map);
|
||||||
|
API int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
|
||||||
|
API void skybox_destroy(skybox_t *sky);
|
||||||
|
API void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity);
|
||||||
|
API void skybox_sh_reset(skybox_t *sky);
|
||||||
|
API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
|
||||||
|
|
||||||
|
API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate
|
||||||
|
API int skybox_pop_state(); // @to deprecate
|
||||||
|
|
||||||
// -----------------------------------------------------------------------------
|
// -----------------------------------------------------------------------------
|
||||||
// materials
|
// materials
|
||||||
|
|
||||||
|
@ -17529,22 +17565,24 @@ enum MODEL_FLAGS {
|
||||||
MODEL_RIMLIGHT = 32,
|
MODEL_RIMLIGHT = 32,
|
||||||
};
|
};
|
||||||
|
|
||||||
//@todo: make this data-driven
|
enum SHADING_MODE {
|
||||||
// enum SHADING_MODE {
|
SHADING_NONE,
|
||||||
// SHADING_NONE,
|
SHADING_PHONG,
|
||||||
// SHADING_PHONG,
|
SHADING_PBR,
|
||||||
// SHADING_CARTOON,
|
};
|
||||||
// // SHADING_PBR,
|
|
||||||
// };
|
|
||||||
|
|
||||||
typedef struct model_t {
|
typedef struct model_t {
|
||||||
struct iqm_t *iqm; // private
|
struct iqm_t *iqm; // private
|
||||||
|
|
||||||
|
int shading; // based on SHADING_MODE
|
||||||
unsigned num_textures;
|
unsigned num_textures;
|
||||||
handle *textures;
|
handle *textures;
|
||||||
char **texture_names;
|
char **texture_names;
|
||||||
array(material_t) materials;
|
array(material_t) materials;
|
||||||
|
|
||||||
|
pbr_material_t pbr_material;
|
||||||
|
texture_t sky_refl, sky_env;
|
||||||
|
|
||||||
texture_t lightmap;
|
texture_t lightmap;
|
||||||
float *lmdata;
|
float *lmdata;
|
||||||
|
|
||||||
|
@ -17569,6 +17607,8 @@ typedef struct model_t {
|
||||||
|
|
||||||
float *instanced_matrices;
|
float *instanced_matrices;
|
||||||
unsigned num_instances;
|
unsigned num_instances;
|
||||||
|
|
||||||
|
int stored_flags;
|
||||||
} model_t;
|
} model_t;
|
||||||
|
|
||||||
enum BILLBOARD_MODE {
|
enum BILLBOARD_MODE {
|
||||||
|
@ -17586,6 +17626,8 @@ API float model_animate(model_t, float curframe);
|
||||||
API float model_animate_clip(model_t, float curframe, int minframe, int maxframe, bool loop);
|
API float model_animate_clip(model_t, float curframe, int minframe, int maxframe, bool loop);
|
||||||
API float model_animate_blends(model_t m, anim_t *primary, anim_t *secondary, float delta);
|
API float model_animate_blends(model_t m, anim_t *primary, anim_t *secondary, float delta);
|
||||||
API aabb model_aabb(model_t, mat44 transform);
|
API aabb model_aabb(model_t, mat44 transform);
|
||||||
|
API void model_shading(model_t*, int shading);
|
||||||
|
API void model_skybox(model_t*, skybox_t sky, bool load_sh);
|
||||||
API void model_render(model_t, mat44 proj, mat44 view, mat44 model, int shader);
|
API void model_render(model_t, mat44 proj, mat44 view, mat44 model, int shader);
|
||||||
API void model_render_skeleton(model_t, mat44 model);
|
API void model_render_skeleton(model_t, mat44 model);
|
||||||
API void model_render_instanced(model_t, mat44 proj, mat44 view, mat44 *models, int shader, unsigned count);
|
API void model_render_instanced(model_t, mat44 proj, mat44 view, mat44 *models, int shader, unsigned count);
|
||||||
|
@ -17625,31 +17667,6 @@ API void lightmap_setup(lightmap_t *lm, int w, int h);
|
||||||
API void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, model_t *m, float *view, float *proj, void *userdata), void (*progressupdate)(float progress), void *userdata);
|
API void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, model_t *m, float *view, float *proj, void *userdata), void (*progressupdate)(float progress), void *userdata);
|
||||||
API void lightmap_destroy(lightmap_t *lm);
|
API void lightmap_destroy(lightmap_t *lm);
|
||||||
|
|
||||||
// -----------------------------------------------------------------------------
|
|
||||||
// skyboxes
|
|
||||||
|
|
||||||
typedef struct skybox_t {
|
|
||||||
handle program;
|
|
||||||
mesh_t geometry;
|
|
||||||
cubemap_t cubemap;
|
|
||||||
int flags;
|
|
||||||
|
|
||||||
// mie
|
|
||||||
int framebuffers[6];
|
|
||||||
int textures[6];
|
|
||||||
float *pixels;
|
|
||||||
} skybox_t;
|
|
||||||
|
|
||||||
API skybox_t skybox(const char *panorama_or_cubemap_folder, int flags);
|
|
||||||
API int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
|
|
||||||
API void skybox_destroy(skybox_t *sky);
|
|
||||||
API void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity);
|
|
||||||
API void skybox_sh_reset(skybox_t *sky);
|
|
||||||
API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
|
|
||||||
|
|
||||||
API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate
|
|
||||||
API int skybox_pop_state(); // @to deprecate
|
|
||||||
|
|
||||||
// -----------------------------------------------------------------------------
|
// -----------------------------------------------------------------------------
|
||||||
// post-fxs
|
// post-fxs
|
||||||
|
|
||||||
|
@ -370091,7 +370108,7 @@ GLuint shader_compile( GLenum type, const char *source ) {
|
||||||
|
|
||||||
// dump log with line numbers
|
// dump log with line numbers
|
||||||
shader_print( source );
|
shader_print( source );
|
||||||
PRINTF("!ERROR: shader_compile(): %s\n%s\n", type == GL_VERTEX_SHADER ? "Vertex" : "Fragment", buf);
|
PANIC("!ERROR: shader_compile(): %s\n%s\n", type == GL_VERTEX_SHADER ? "Vertex" : "Fragment", buf);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -370112,7 +370129,7 @@ unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const char *glsl_version = ifdef(ems, "300 es", "150");
|
const char *glsl_version = ifdef(ems, "300 es", "400");
|
||||||
|
|
||||||
if(gs)
|
if(gs)
|
||||||
gs = gs && gs[0] == '#' && gs[1] == 'v' ? gs : va("#version %s\n%s\n%s", glsl_version, glsl_defines, gs ? gs : "");
|
gs = gs && gs[0] == '#' && gs[1] == 'v' ? gs : va("#version %s\n%s\n%s", glsl_version, glsl_defines, gs ? gs : "");
|
||||||
|
@ -370680,7 +370697,6 @@ static
|
||||||
int allocate_texture_unit() {
|
int allocate_texture_unit() {
|
||||||
static int textureUnit = 0, totalTextureUnits = 0;
|
static int textureUnit = 0, totalTextureUnits = 0;
|
||||||
do_once glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &totalTextureUnits);
|
do_once glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &totalTextureUnits);
|
||||||
|
|
||||||
ASSERT(textureUnit < totalTextureUnits, "%d texture units exceeded", totalTextureUnits);
|
ASSERT(textureUnit < totalTextureUnits, "%d texture units exceeded", totalTextureUnits);
|
||||||
return textureUnit++;
|
return textureUnit++;
|
||||||
}
|
}
|
||||||
|
@ -371621,7 +371637,7 @@ skybox_t skybox(const char *asset, int flags) {
|
||||||
mesh_update(&sky.geometry, "p3", 0,countof(vertices),vertices, countof(indices),indices, MESH_TRIANGLE_STRIP);
|
mesh_update(&sky.geometry, "p3", 0,countof(vertices),vertices, countof(indices),indices, MESH_TRIANGLE_STRIP);
|
||||||
|
|
||||||
// sky program
|
// sky program
|
||||||
sky.flags = flags ? flags : !!asset; // either cubemap or rayleigh
|
sky.flags = flags && flags != SKYBOX_PBR ? flags : !!asset ? SKYBOX_CUBEMAP : SKYBOX_RAYLEIGH; // either cubemap or rayleigh
|
||||||
sky.program = shader(vfs_read("shaders/vs_3_3_skybox.glsl"),
|
sky.program = shader(vfs_read("shaders/vs_3_3_skybox.glsl"),
|
||||||
sky.flags ? vfs_read("fs_3_4_skybox.glsl") : vfs_read("shaders/fs_3_4_skybox_rayleigh.glsl"),
|
sky.flags ? vfs_read("fs_3_4_skybox.glsl") : vfs_read("shaders/fs_3_4_skybox_rayleigh.glsl"),
|
||||||
"att_position", "fragcolor", NULL);
|
"att_position", "fragcolor", NULL);
|
||||||
|
@ -371664,6 +371680,77 @@ skybox_t skybox(const char *asset, int flags) {
|
||||||
return sky;
|
return sky;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static inline
|
||||||
|
texture_t load_env_tex( const char *pathfile, unsigned flags ) {
|
||||||
|
int flags_hdr = strendi(pathfile, ".hdr") ? TEXTURE_FLOAT | TEXTURE_RGBA : 0;
|
||||||
|
texture_t t = texture(pathfile, flags | TEXTURE_LINEAR | TEXTURE_MIPMAPS | TEXTURE_REPEAT | flags_hdr);
|
||||||
|
glBindTexture( GL_TEXTURE_2D, t.id );
|
||||||
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
|
||||||
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
return t;
|
||||||
|
}
|
||||||
|
|
||||||
|
skybox_t skybox_pbr(const char *refl_map, const char *env_map) {
|
||||||
|
skybox_t sky = {0};
|
||||||
|
|
||||||
|
// sky mesh
|
||||||
|
vec3 vertices[] = {{+1,-1,+1},{+1,+1,+1},{+1,+1,-1},{-1,+1,-1},{+1,-1,-1},{-1,-1,-1},{-1,-1,+1},{-1,+1,+1}};
|
||||||
|
unsigned indices[] = { 0, 1, 2, 3, 4, 5, 6, 3, 7, 1, 6, 0, 4, 2 };
|
||||||
|
mesh_update(&sky.geometry, "p3", 0,countof(vertices),vertices, countof(indices),indices, MESH_TRIANGLE_STRIP);
|
||||||
|
|
||||||
|
// sky program
|
||||||
|
sky.flags = SKYBOX_PBR;
|
||||||
|
sky.program = shader(vfs_read("shaders/vs_3_3_skybox.glsl"),
|
||||||
|
sky.flags ? vfs_read("fs_3_4_skybox.glsl") : vfs_read("shaders/fs_3_4_skybox_rayleigh.glsl"),
|
||||||
|
"att_position", "fragcolor", NULL);
|
||||||
|
|
||||||
|
// sky cubemap & SH
|
||||||
|
if( refl_map ) {
|
||||||
|
int is_panorama = vfs_size( refl_map );
|
||||||
|
if( is_panorama ) { // is file
|
||||||
|
stbi_hdr_to_ldr_gamma(1.2f);
|
||||||
|
image_t panorama = image( refl_map, IMAGE_RGBA );
|
||||||
|
sky.cubemap = cubemap( panorama, 0 ); // RGBA required
|
||||||
|
image_destroy(&panorama);
|
||||||
|
} else { // is folder
|
||||||
|
image_t images[6] = {0};
|
||||||
|
images[0] = image( va("%s/posx", refl_map), IMAGE_RGB ); // cubepx
|
||||||
|
images[1] = image( va("%s/negx", refl_map), IMAGE_RGB ); // cubenx
|
||||||
|
images[2] = image( va("%s/posy", refl_map), IMAGE_RGB ); // cubepy
|
||||||
|
images[3] = image( va("%s/negy", refl_map), IMAGE_RGB ); // cubeny
|
||||||
|
images[4] = image( va("%s/posz", refl_map), IMAGE_RGB ); // cubepz
|
||||||
|
images[5] = image( va("%s/negz", refl_map), IMAGE_RGB ); // cubenz
|
||||||
|
sky.cubemap = cubemap6( images, 0 );
|
||||||
|
for( int i = 0; i < countof(images); ++i ) image_destroy(&images[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
sky.refl = load_env_tex(refl_map, TEXTURE_SRGB);
|
||||||
|
}
|
||||||
|
if( env_map ) {
|
||||||
|
int is_panorama = vfs_size( env_map );
|
||||||
|
if( is_panorama ) { // is file
|
||||||
|
stbi_hdr_to_ldr_gamma(1.2f);
|
||||||
|
image_t panorama = image( env_map, IMAGE_RGBA );
|
||||||
|
sky.env_cubemap = cubemap( panorama, 0 ); // RGBA required
|
||||||
|
image_destroy(&panorama);
|
||||||
|
} else { // is folder
|
||||||
|
image_t images[6] = {0};
|
||||||
|
images[0] = image( va("%s/posx", env_map), IMAGE_RGB ); // cubepx
|
||||||
|
images[1] = image( va("%s/negx", env_map), IMAGE_RGB ); // cubenx
|
||||||
|
images[2] = image( va("%s/posy", env_map), IMAGE_RGB ); // cubepy
|
||||||
|
images[3] = image( va("%s/negy", env_map), IMAGE_RGB ); // cubeny
|
||||||
|
images[4] = image( va("%s/posz", env_map), IMAGE_RGB ); // cubepz
|
||||||
|
images[5] = image( va("%s/negz", env_map), IMAGE_RGB ); // cubenz
|
||||||
|
sky.env_cubemap = cubemap6( images, 0 );
|
||||||
|
for( int i = 0; i < countof(images); ++i ) image_destroy(&images[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
sky.env = load_env_tex(env_map, TEXTURE_SRGB);
|
||||||
|
}
|
||||||
|
|
||||||
|
return sky;
|
||||||
|
}
|
||||||
|
|
||||||
void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity) {
|
void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity) {
|
||||||
unsigned WIDTH = 1024, HEIGHT = 1024;
|
unsigned WIDTH = 1024, HEIGHT = 1024;
|
||||||
int last_fb;
|
int last_fb;
|
||||||
|
@ -372917,6 +373004,11 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
|
||||||
if ((loc = glGetUniformLocation(shader, "view")) >= 0) {
|
if ((loc = glGetUniformLocation(shader, "view")) >= 0) {
|
||||||
glUniformMatrix4fv(loc, 1, GL_FALSE, view);
|
glUniformMatrix4fv(loc, 1, GL_FALSE, view);
|
||||||
}
|
}
|
||||||
|
if ((loc = glGetUniformLocation(shader, "inv_view")) >= 0) {
|
||||||
|
mat44 inv_view;
|
||||||
|
invert44( inv_view, view);
|
||||||
|
glUniformMatrix4fv(loc, 1, GL_FALSE, inv_view);
|
||||||
|
}
|
||||||
if ((loc = glGetUniformLocation(shader, "P")) >= 0) {
|
if ((loc = glGetUniformLocation(shader, "P")) >= 0) {
|
||||||
glUniformMatrix4fv(loc, 1, GL_FALSE, proj);
|
glUniformMatrix4fv(loc, 1, GL_FALSE, proj);
|
||||||
}
|
}
|
||||||
|
@ -372931,6 +373023,36 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
|
||||||
if ((loc = glGetUniformLocation(shader, "u_matcaps")) >= 0) {
|
if ((loc = glGetUniformLocation(shader, "u_matcaps")) >= 0) {
|
||||||
glUniform1i(loc, m.flags & MODEL_MATCAPS ? GL_TRUE:GL_FALSE);
|
glUniform1i(loc, m.flags & MODEL_MATCAPS ? GL_TRUE:GL_FALSE);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (m.shading == SHADING_PBR) {
|
||||||
|
const pbr_material_t *material = &m.pbr_material;
|
||||||
|
shader_colormap( "map_diffuse", material->diffuse );
|
||||||
|
shader_colormap( "map_normals", material->normals );
|
||||||
|
shader_colormap( "map_specular", material->specular );
|
||||||
|
shader_colormap( "map_albedo", material->albedo );
|
||||||
|
shader_colormap( "map_roughness", material->roughness );
|
||||||
|
shader_colormap( "map_metallic", material->metallic );
|
||||||
|
shader_colormap( "map_ao", material->ao );
|
||||||
|
shader_colormap( "map_ambient", material->ambient );
|
||||||
|
shader_colormap( "map_emissive", material->emissive );
|
||||||
|
shader_float( "specular_shininess", material->specular_shininess ); // unused, basic_specgloss.fs only
|
||||||
|
|
||||||
|
shader_vec2( "resolution", vec2(window_width(),window_height()));
|
||||||
|
|
||||||
|
bool has_tex_skysphere = m.sky_refl.id != texture_checker().id;
|
||||||
|
bool has_tex_skyenv = m.sky_env.id != texture_checker().id;
|
||||||
|
shader_bool( "has_tex_skysphere", has_tex_skysphere );
|
||||||
|
shader_bool( "has_tex_skyenv", has_tex_skyenv );
|
||||||
|
if( has_tex_skysphere ) {
|
||||||
|
float mipCount = floor( log2( m.sky_refl.h ) );
|
||||||
|
shader_texture("tex_skysphere", m.sky_refl);
|
||||||
|
shader_float( "skysphere_mip_count", mipCount );
|
||||||
|
}
|
||||||
|
if( has_tex_skyenv ) {
|
||||||
|
shader_texture( "tex_skyenv", m.sky_env );
|
||||||
|
}
|
||||||
|
shader_texture( "tex_brdf_lut", brdf_lut() );
|
||||||
|
}
|
||||||
}
|
}
|
||||||
static
|
static
|
||||||
void model_set_state(model_t m) {
|
void model_set_state(model_t m) {
|
||||||
|
@ -373368,6 +373490,9 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
|
||||||
model_t model_from_mem(const void *mem, int len, int flags) {
|
model_t model_from_mem(const void *mem, int len, int flags) {
|
||||||
model_t m = {0};
|
model_t m = {0};
|
||||||
|
|
||||||
|
m.stored_flags = flags;
|
||||||
|
m.shading = SHADING_PHONG;
|
||||||
|
|
||||||
const char *ptr = (const char *)mem;
|
const char *ptr = (const char *)mem;
|
||||||
// can't cache shader programs since we enable features via flags here
|
// can't cache shader programs since we enable features via flags here
|
||||||
// static int shaderprog = -1;
|
// static int shaderprog = -1;
|
||||||
|
@ -373648,6 +373773,7 @@ void model_draw_call(model_t m, int shader) {
|
||||||
for(int i = 0; i < q->nummeshes; i++) {
|
for(int i = 0; i < q->nummeshes; i++) {
|
||||||
struct iqmmesh *im = &q->meshes[i];
|
struct iqmmesh *im = &q->meshes[i];
|
||||||
|
|
||||||
|
if (m.shading != SHADING_PBR) {
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, q->textures[i] );
|
glBindTexture(GL_TEXTURE_2D, q->textures[i] );
|
||||||
glUniform1i(glGetUniformLocation(shader, "u_texture2d"), 0 );
|
glUniform1i(glGetUniformLocation(shader, "u_texture2d"), 0 );
|
||||||
|
@ -373664,6 +373790,7 @@ void model_draw_call(model_t m, int shader) {
|
||||||
glActiveTexture(GL_TEXTURE1);
|
glActiveTexture(GL_TEXTURE1);
|
||||||
glBindTexture(GL_TEXTURE_2D, m.lightmap.id);
|
glBindTexture(GL_TEXTURE_2D, m.lightmap.id);
|
||||||
glUniform1i(glGetUniformLocation(shader, "u_lightmap"), 1 );
|
glUniform1i(glGetUniformLocation(shader, "u_lightmap"), 1 );
|
||||||
|
}
|
||||||
|
|
||||||
glDrawElementsInstanced(GL_TRIANGLES, 3*im->num_triangles, GL_UNSIGNED_INT, &tris[im->first_triangle], m.num_instances);
|
glDrawElementsInstanced(GL_TRIANGLES, 3*im->num_triangles, GL_UNSIGNED_INT, &tris[im->first_triangle], m.num_instances);
|
||||||
profile_incstat("Render.num_drawcalls", +1);
|
profile_incstat("Render.num_drawcalls", +1);
|
||||||
|
@ -373693,6 +373820,33 @@ void model_render(model_t m, mat44 proj, mat44 view, mat44 model, int shader) {
|
||||||
model_render_instanced(m, proj, view, (mat44*)model, shader, 1);
|
model_render_instanced(m, proj, view, (mat44*)model, shader, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void model_shading(model_t *m, int shading) {
|
||||||
|
m->shading = shading;
|
||||||
|
int flags = m->stored_flags;
|
||||||
|
|
||||||
|
// load pbr material if SHADING_PBR was selected
|
||||||
|
if (shading == SHADING_PBR && array_count(m->materials) > 0) {
|
||||||
|
pbr_material(&m->pbr_material, m->materials[0].name);
|
||||||
|
}
|
||||||
|
|
||||||
|
// rebind shader
|
||||||
|
// @fixme: destroy old shader program
|
||||||
|
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
|
||||||
|
int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_3322_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
|
||||||
|
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragColor",
|
||||||
|
va("%s,%s", shading == SHADING_PBR ? "SHADING_PBR" : "SHADING_PHONG", (flags&MODEL_RIMLIGHT)?"RIM":""));
|
||||||
|
m->program = shaderprog;
|
||||||
|
}
|
||||||
|
|
||||||
|
void model_skybox(model_t *mdl, skybox_t sky, bool load_sh) {
|
||||||
|
if (load_sh) {
|
||||||
|
shader_vec3v("u_coefficients_sh", 9, sky.cubemap.sh);
|
||||||
|
}
|
||||||
|
|
||||||
|
mdl->sky_refl = sky.refl;
|
||||||
|
mdl->sky_env = sky.env;
|
||||||
|
}
|
||||||
|
|
||||||
// static
|
// static
|
||||||
aabb aabb_transform( aabb A, mat44 M ) {
|
aabb aabb_transform( aabb A, mat44 M ) {
|
||||||
// Based on "Transforming Axis-Aligned Bounding Boxes" by Jim Arvo, 1990
|
// Based on "Transforming Axis-Aligned Bounding Boxes" by Jim Arvo, 1990
|
||||||
|
@ -375393,13 +375547,16 @@ void scene_render(int flags) {
|
||||||
shader_vec3v("u_coefficients_sh", 9, last_scene->skybox.cubemap.sh);
|
shader_vec3v("u_coefficients_sh", 9, last_scene->skybox.cubemap.sh);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
model_skybox(model, last_scene->skybox, 0);
|
||||||
|
|
||||||
if (anim) {
|
if (anim) {
|
||||||
float delta = window_delta() * obj->anim_speed;
|
float delta = window_delta() * obj->anim_speed;
|
||||||
model->curframe = model_animate_clip(*model, model->curframe + delta, anim->from, anim->to, anim->flags & ANIM_LOOP );
|
model->curframe = model_animate_clip(*model, model->curframe + delta, anim->from, anim->to, anim->flags & ANIM_LOOP );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
model->billboard = obj->billboard;
|
model->billboard = obj->billboard;
|
||||||
model_render(*model, cam->proj, cam->view, obj->transform, 0);
|
model_render(*model, cam->proj, cam->view, obj->transform, model->program);
|
||||||
|
|
||||||
if( do_retexturing ) {
|
if( do_retexturing ) {
|
||||||
for(int i = 0; i < model->iqm->nummeshes; ++i) {
|
for(int i = 0; i < model->iqm->nummeshes; ++i) {
|
||||||
|
@ -378862,9 +379019,9 @@ static void mpeg_video_callback( plm_t* plm, plm_frame_t* frame, void* user ) {
|
||||||
if(v->paused) return;
|
if(v->paused) return;
|
||||||
|
|
||||||
if(v->has_ycbcr) {
|
if(v->has_ycbcr) {
|
||||||
mpeg_update_texture(GL_TEXTURE0, v->textureY.id, &frame->y);
|
mpeg_update_texture(GL_TEXTURE4, v->textureY.id, &frame->y);
|
||||||
mpeg_update_texture(GL_TEXTURE1, v->textureCb.id, &frame->cb);
|
mpeg_update_texture(GL_TEXTURE5, v->textureCb.id, &frame->cb);
|
||||||
mpeg_update_texture(GL_TEXTURE2, v->textureCr.id, &frame->cr);
|
mpeg_update_texture(GL_TEXTURE6, v->textureCr.id, &frame->cr);
|
||||||
} else {
|
} else {
|
||||||
plm_frame_to_rgb( frame, v->surface, v->texture.w * 3 );
|
plm_frame_to_rgb( frame, v->surface, v->texture.w * 3 );
|
||||||
texture_update( &v->texture, v->texture.w, v->texture.h, v->texture.n, v->surface, v->texture.flags );
|
texture_update( &v->texture, v->texture.w, v->texture.h, v->texture.n, v->surface, v->texture.flags );
|
||||||
|
|
|
@ -81,7 +81,7 @@ GLuint shader_compile( GLenum type, const char *source ) {
|
||||||
|
|
||||||
// dump log with line numbers
|
// dump log with line numbers
|
||||||
shader_print( source );
|
shader_print( source );
|
||||||
PRINTF("!ERROR: shader_compile(): %s\n%s\n", type == GL_VERTEX_SHADER ? "Vertex" : "Fragment", buf);
|
PANIC("!ERROR: shader_compile(): %s\n%s\n", type == GL_VERTEX_SHADER ? "Vertex" : "Fragment", buf);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -102,7 +102,7 @@ unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const char *glsl_version = ifdef(ems, "300 es", "150");
|
const char *glsl_version = ifdef(ems, "300 es", "400");
|
||||||
|
|
||||||
if(gs)
|
if(gs)
|
||||||
gs = gs && gs[0] == '#' && gs[1] == 'v' ? gs : va("#version %s\n%s\n%s", glsl_version, glsl_defines, gs ? gs : "");
|
gs = gs && gs[0] == '#' && gs[1] == 'v' ? gs : va("#version %s\n%s\n%s", glsl_version, glsl_defines, gs ? gs : "");
|
||||||
|
@ -670,7 +670,6 @@ static
|
||||||
int allocate_texture_unit() {
|
int allocate_texture_unit() {
|
||||||
static int textureUnit = 0, totalTextureUnits = 0;
|
static int textureUnit = 0, totalTextureUnits = 0;
|
||||||
do_once glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &totalTextureUnits);
|
do_once glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &totalTextureUnits);
|
||||||
|
|
||||||
ASSERT(textureUnit < totalTextureUnits, "%d texture units exceeded", totalTextureUnits);
|
ASSERT(textureUnit < totalTextureUnits, "%d texture units exceeded", totalTextureUnits);
|
||||||
return textureUnit++;
|
return textureUnit++;
|
||||||
}
|
}
|
||||||
|
@ -1611,7 +1610,7 @@ skybox_t skybox(const char *asset, int flags) {
|
||||||
mesh_update(&sky.geometry, "p3", 0,countof(vertices),vertices, countof(indices),indices, MESH_TRIANGLE_STRIP);
|
mesh_update(&sky.geometry, "p3", 0,countof(vertices),vertices, countof(indices),indices, MESH_TRIANGLE_STRIP);
|
||||||
|
|
||||||
// sky program
|
// sky program
|
||||||
sky.flags = flags ? flags : !!asset; // either cubemap or rayleigh
|
sky.flags = flags && flags != SKYBOX_PBR ? flags : !!asset ? SKYBOX_CUBEMAP : SKYBOX_RAYLEIGH; // either cubemap or rayleigh
|
||||||
sky.program = shader(vfs_read("shaders/vs_3_3_skybox.glsl"),
|
sky.program = shader(vfs_read("shaders/vs_3_3_skybox.glsl"),
|
||||||
sky.flags ? vfs_read("fs_3_4_skybox.glsl") : vfs_read("shaders/fs_3_4_skybox_rayleigh.glsl"),
|
sky.flags ? vfs_read("fs_3_4_skybox.glsl") : vfs_read("shaders/fs_3_4_skybox_rayleigh.glsl"),
|
||||||
"att_position", "fragcolor", NULL);
|
"att_position", "fragcolor", NULL);
|
||||||
|
@ -1654,6 +1653,77 @@ skybox_t skybox(const char *asset, int flags) {
|
||||||
return sky;
|
return sky;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static inline
|
||||||
|
texture_t load_env_tex( const char *pathfile, unsigned flags ) {
|
||||||
|
int flags_hdr = strendi(pathfile, ".hdr") ? TEXTURE_FLOAT | TEXTURE_RGBA : 0;
|
||||||
|
texture_t t = texture(pathfile, flags | TEXTURE_LINEAR | TEXTURE_MIPMAPS | TEXTURE_REPEAT | flags_hdr);
|
||||||
|
glBindTexture( GL_TEXTURE_2D, t.id );
|
||||||
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
|
||||||
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
return t;
|
||||||
|
}
|
||||||
|
|
||||||
|
skybox_t skybox_pbr(const char *refl_map, const char *env_map) {
|
||||||
|
skybox_t sky = {0};
|
||||||
|
|
||||||
|
// sky mesh
|
||||||
|
vec3 vertices[] = {{+1,-1,+1},{+1,+1,+1},{+1,+1,-1},{-1,+1,-1},{+1,-1,-1},{-1,-1,-1},{-1,-1,+1},{-1,+1,+1}};
|
||||||
|
unsigned indices[] = { 0, 1, 2, 3, 4, 5, 6, 3, 7, 1, 6, 0, 4, 2 };
|
||||||
|
mesh_update(&sky.geometry, "p3", 0,countof(vertices),vertices, countof(indices),indices, MESH_TRIANGLE_STRIP);
|
||||||
|
|
||||||
|
// sky program
|
||||||
|
sky.flags = SKYBOX_PBR;
|
||||||
|
sky.program = shader(vfs_read("shaders/vs_3_3_skybox.glsl"),
|
||||||
|
sky.flags ? vfs_read("fs_3_4_skybox.glsl") : vfs_read("shaders/fs_3_4_skybox_rayleigh.glsl"),
|
||||||
|
"att_position", "fragcolor", NULL);
|
||||||
|
|
||||||
|
// sky cubemap & SH
|
||||||
|
if( refl_map ) {
|
||||||
|
int is_panorama = vfs_size( refl_map );
|
||||||
|
if( is_panorama ) { // is file
|
||||||
|
stbi_hdr_to_ldr_gamma(1.2f);
|
||||||
|
image_t panorama = image( refl_map, IMAGE_RGBA );
|
||||||
|
sky.cubemap = cubemap( panorama, 0 ); // RGBA required
|
||||||
|
image_destroy(&panorama);
|
||||||
|
} else { // is folder
|
||||||
|
image_t images[6] = {0};
|
||||||
|
images[0] = image( va("%s/posx", refl_map), IMAGE_RGB ); // cubepx
|
||||||
|
images[1] = image( va("%s/negx", refl_map), IMAGE_RGB ); // cubenx
|
||||||
|
images[2] = image( va("%s/posy", refl_map), IMAGE_RGB ); // cubepy
|
||||||
|
images[3] = image( va("%s/negy", refl_map), IMAGE_RGB ); // cubeny
|
||||||
|
images[4] = image( va("%s/posz", refl_map), IMAGE_RGB ); // cubepz
|
||||||
|
images[5] = image( va("%s/negz", refl_map), IMAGE_RGB ); // cubenz
|
||||||
|
sky.cubemap = cubemap6( images, 0 );
|
||||||
|
for( int i = 0; i < countof(images); ++i ) image_destroy(&images[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
sky.refl = load_env_tex(refl_map, TEXTURE_SRGB);
|
||||||
|
}
|
||||||
|
if( env_map ) {
|
||||||
|
int is_panorama = vfs_size( env_map );
|
||||||
|
if( is_panorama ) { // is file
|
||||||
|
stbi_hdr_to_ldr_gamma(1.2f);
|
||||||
|
image_t panorama = image( env_map, IMAGE_RGBA );
|
||||||
|
sky.env_cubemap = cubemap( panorama, 0 ); // RGBA required
|
||||||
|
image_destroy(&panorama);
|
||||||
|
} else { // is folder
|
||||||
|
image_t images[6] = {0};
|
||||||
|
images[0] = image( va("%s/posx", env_map), IMAGE_RGB ); // cubepx
|
||||||
|
images[1] = image( va("%s/negx", env_map), IMAGE_RGB ); // cubenx
|
||||||
|
images[2] = image( va("%s/posy", env_map), IMAGE_RGB ); // cubepy
|
||||||
|
images[3] = image( va("%s/negy", env_map), IMAGE_RGB ); // cubeny
|
||||||
|
images[4] = image( va("%s/posz", env_map), IMAGE_RGB ); // cubepz
|
||||||
|
images[5] = image( va("%s/negz", env_map), IMAGE_RGB ); // cubenz
|
||||||
|
sky.env_cubemap = cubemap6( images, 0 );
|
||||||
|
for( int i = 0; i < countof(images); ++i ) image_destroy(&images[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
sky.env = load_env_tex(env_map, TEXTURE_SRGB);
|
||||||
|
}
|
||||||
|
|
||||||
|
return sky;
|
||||||
|
}
|
||||||
|
|
||||||
void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity) {
|
void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity) {
|
||||||
unsigned WIDTH = 1024, HEIGHT = 1024;
|
unsigned WIDTH = 1024, HEIGHT = 1024;
|
||||||
int last_fb;
|
int last_fb;
|
||||||
|
@ -2907,6 +2977,11 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
|
||||||
if ((loc = glGetUniformLocation(shader, "view")) >= 0) {
|
if ((loc = glGetUniformLocation(shader, "view")) >= 0) {
|
||||||
glUniformMatrix4fv(loc, 1, GL_FALSE, view);
|
glUniformMatrix4fv(loc, 1, GL_FALSE, view);
|
||||||
}
|
}
|
||||||
|
if ((loc = glGetUniformLocation(shader, "inv_view")) >= 0) {
|
||||||
|
mat44 inv_view;
|
||||||
|
invert44( inv_view, view);
|
||||||
|
glUniformMatrix4fv(loc, 1, GL_FALSE, inv_view);
|
||||||
|
}
|
||||||
if ((loc = glGetUniformLocation(shader, "P")) >= 0) {
|
if ((loc = glGetUniformLocation(shader, "P")) >= 0) {
|
||||||
glUniformMatrix4fv(loc, 1, GL_FALSE, proj);
|
glUniformMatrix4fv(loc, 1, GL_FALSE, proj);
|
||||||
}
|
}
|
||||||
|
@ -2921,6 +2996,36 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
|
||||||
if ((loc = glGetUniformLocation(shader, "u_matcaps")) >= 0) {
|
if ((loc = glGetUniformLocation(shader, "u_matcaps")) >= 0) {
|
||||||
glUniform1i(loc, m.flags & MODEL_MATCAPS ? GL_TRUE:GL_FALSE);
|
glUniform1i(loc, m.flags & MODEL_MATCAPS ? GL_TRUE:GL_FALSE);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (m.shading == SHADING_PBR) {
|
||||||
|
const pbr_material_t *material = &m.pbr_material;
|
||||||
|
shader_colormap( "map_diffuse", material->diffuse );
|
||||||
|
shader_colormap( "map_normals", material->normals );
|
||||||
|
shader_colormap( "map_specular", material->specular );
|
||||||
|
shader_colormap( "map_albedo", material->albedo );
|
||||||
|
shader_colormap( "map_roughness", material->roughness );
|
||||||
|
shader_colormap( "map_metallic", material->metallic );
|
||||||
|
shader_colormap( "map_ao", material->ao );
|
||||||
|
shader_colormap( "map_ambient", material->ambient );
|
||||||
|
shader_colormap( "map_emissive", material->emissive );
|
||||||
|
shader_float( "specular_shininess", material->specular_shininess ); // unused, basic_specgloss.fs only
|
||||||
|
|
||||||
|
shader_vec2( "resolution", vec2(window_width(),window_height()));
|
||||||
|
|
||||||
|
bool has_tex_skysphere = m.sky_refl.id != texture_checker().id;
|
||||||
|
bool has_tex_skyenv = m.sky_env.id != texture_checker().id;
|
||||||
|
shader_bool( "has_tex_skysphere", has_tex_skysphere );
|
||||||
|
shader_bool( "has_tex_skyenv", has_tex_skyenv );
|
||||||
|
if( has_tex_skysphere ) {
|
||||||
|
float mipCount = floor( log2( m.sky_refl.h ) );
|
||||||
|
shader_texture("tex_skysphere", m.sky_refl);
|
||||||
|
shader_float( "skysphere_mip_count", mipCount );
|
||||||
|
}
|
||||||
|
if( has_tex_skyenv ) {
|
||||||
|
shader_texture( "tex_skyenv", m.sky_env );
|
||||||
|
}
|
||||||
|
shader_texture( "tex_brdf_lut", brdf_lut() );
|
||||||
|
}
|
||||||
}
|
}
|
||||||
static
|
static
|
||||||
void model_set_state(model_t m) {
|
void model_set_state(model_t m) {
|
||||||
|
@ -3358,6 +3463,9 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
|
||||||
model_t model_from_mem(const void *mem, int len, int flags) {
|
model_t model_from_mem(const void *mem, int len, int flags) {
|
||||||
model_t m = {0};
|
model_t m = {0};
|
||||||
|
|
||||||
|
m.stored_flags = flags;
|
||||||
|
m.shading = SHADING_PHONG;
|
||||||
|
|
||||||
const char *ptr = (const char *)mem;
|
const char *ptr = (const char *)mem;
|
||||||
// can't cache shader programs since we enable features via flags here
|
// can't cache shader programs since we enable features via flags here
|
||||||
// static int shaderprog = -1;
|
// static int shaderprog = -1;
|
||||||
|
@ -3638,6 +3746,7 @@ void model_draw_call(model_t m, int shader) {
|
||||||
for(int i = 0; i < q->nummeshes; i++) {
|
for(int i = 0; i < q->nummeshes; i++) {
|
||||||
struct iqmmesh *im = &q->meshes[i];
|
struct iqmmesh *im = &q->meshes[i];
|
||||||
|
|
||||||
|
if (m.shading != SHADING_PBR) {
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, q->textures[i] );
|
glBindTexture(GL_TEXTURE_2D, q->textures[i] );
|
||||||
glUniform1i(glGetUniformLocation(shader, "u_texture2d"), 0 );
|
glUniform1i(glGetUniformLocation(shader, "u_texture2d"), 0 );
|
||||||
|
@ -3654,6 +3763,7 @@ void model_draw_call(model_t m, int shader) {
|
||||||
glActiveTexture(GL_TEXTURE1);
|
glActiveTexture(GL_TEXTURE1);
|
||||||
glBindTexture(GL_TEXTURE_2D, m.lightmap.id);
|
glBindTexture(GL_TEXTURE_2D, m.lightmap.id);
|
||||||
glUniform1i(glGetUniformLocation(shader, "u_lightmap"), 1 );
|
glUniform1i(glGetUniformLocation(shader, "u_lightmap"), 1 );
|
||||||
|
}
|
||||||
|
|
||||||
glDrawElementsInstanced(GL_TRIANGLES, 3*im->num_triangles, GL_UNSIGNED_INT, &tris[im->first_triangle], m.num_instances);
|
glDrawElementsInstanced(GL_TRIANGLES, 3*im->num_triangles, GL_UNSIGNED_INT, &tris[im->first_triangle], m.num_instances);
|
||||||
profile_incstat("Render.num_drawcalls", +1);
|
profile_incstat("Render.num_drawcalls", +1);
|
||||||
|
@ -3683,6 +3793,33 @@ void model_render(model_t m, mat44 proj, mat44 view, mat44 model, int shader) {
|
||||||
model_render_instanced(m, proj, view, (mat44*)model, shader, 1);
|
model_render_instanced(m, proj, view, (mat44*)model, shader, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void model_shading(model_t *m, int shading) {
|
||||||
|
m->shading = shading;
|
||||||
|
int flags = m->stored_flags;
|
||||||
|
|
||||||
|
// load pbr material if SHADING_PBR was selected
|
||||||
|
if (shading == SHADING_PBR && array_count(m->materials) > 0) {
|
||||||
|
pbr_material(&m->pbr_material, m->materials[0].name);
|
||||||
|
}
|
||||||
|
|
||||||
|
// rebind shader
|
||||||
|
// @fixme: destroy old shader program
|
||||||
|
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
|
||||||
|
int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_3322_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
|
||||||
|
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragColor",
|
||||||
|
va("%s,%s", shading == SHADING_PBR ? "SHADING_PBR" : "SHADING_PHONG", (flags&MODEL_RIMLIGHT)?"RIM":""));
|
||||||
|
m->program = shaderprog;
|
||||||
|
}
|
||||||
|
|
||||||
|
void model_skybox(model_t *mdl, skybox_t sky, bool load_sh) {
|
||||||
|
if (load_sh) {
|
||||||
|
shader_vec3v("u_coefficients_sh", 9, sky.cubemap.sh);
|
||||||
|
}
|
||||||
|
|
||||||
|
mdl->sky_refl = sky.refl;
|
||||||
|
mdl->sky_env = sky.env;
|
||||||
|
}
|
||||||
|
|
||||||
// static
|
// static
|
||||||
aabb aabb_transform( aabb A, mat44 M ) {
|
aabb aabb_transform( aabb A, mat44 M ) {
|
||||||
// Based on "Transforming Axis-Aligned Bounding Boxes" by Jim Arvo, 1990
|
// Based on "Transforming Axis-Aligned Bounding Boxes" by Jim Arvo, 1990
|
||||||
|
|
|
@ -423,6 +423,42 @@ API void mesh_render_prim(mesh_t *sm, unsigned prim);
|
||||||
API void mesh_destroy(mesh_t *m);
|
API void mesh_destroy(mesh_t *m);
|
||||||
API aabb mesh_bounds(mesh_t *m);
|
API aabb mesh_bounds(mesh_t *m);
|
||||||
|
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
// skyboxes
|
||||||
|
|
||||||
|
enum SKYBOX_FLAGS {
|
||||||
|
SKYBOX_RAYLEIGH,
|
||||||
|
SKYBOX_CUBEMAP,
|
||||||
|
SKYBOX_PBR,
|
||||||
|
};
|
||||||
|
|
||||||
|
typedef struct skybox_t {
|
||||||
|
handle program;
|
||||||
|
mesh_t geometry;
|
||||||
|
cubemap_t cubemap;
|
||||||
|
cubemap_t env_cubemap;
|
||||||
|
int flags;
|
||||||
|
|
||||||
|
// mie
|
||||||
|
int framebuffers[6];
|
||||||
|
int textures[6];
|
||||||
|
float *pixels;
|
||||||
|
|
||||||
|
// pbr
|
||||||
|
texture_t refl, env;
|
||||||
|
} skybox_t;
|
||||||
|
|
||||||
|
API skybox_t skybox(const char *panorama_or_cubemap_folder, int flags);
|
||||||
|
API skybox_t skybox_pbr(const char *refl_map, const char *env_map);
|
||||||
|
API int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
|
||||||
|
API void skybox_destroy(skybox_t *sky);
|
||||||
|
API void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity);
|
||||||
|
API void skybox_sh_reset(skybox_t *sky);
|
||||||
|
API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
|
||||||
|
|
||||||
|
API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate
|
||||||
|
API int skybox_pop_state(); // @to deprecate
|
||||||
|
|
||||||
// -----------------------------------------------------------------------------
|
// -----------------------------------------------------------------------------
|
||||||
// materials
|
// materials
|
||||||
|
|
||||||
|
@ -507,22 +543,24 @@ enum MODEL_FLAGS {
|
||||||
MODEL_RIMLIGHT = 32,
|
MODEL_RIMLIGHT = 32,
|
||||||
};
|
};
|
||||||
|
|
||||||
//@todo: make this data-driven
|
enum SHADING_MODE {
|
||||||
// enum SHADING_MODE {
|
SHADING_NONE,
|
||||||
// SHADING_NONE,
|
SHADING_PHONG,
|
||||||
// SHADING_PHONG,
|
SHADING_PBR,
|
||||||
// SHADING_CARTOON,
|
};
|
||||||
// // SHADING_PBR,
|
|
||||||
// };
|
|
||||||
|
|
||||||
typedef struct model_t {
|
typedef struct model_t {
|
||||||
struct iqm_t *iqm; // private
|
struct iqm_t *iqm; // private
|
||||||
|
|
||||||
|
int shading; // based on SHADING_MODE
|
||||||
unsigned num_textures;
|
unsigned num_textures;
|
||||||
handle *textures;
|
handle *textures;
|
||||||
char **texture_names;
|
char **texture_names;
|
||||||
array(material_t) materials;
|
array(material_t) materials;
|
||||||
|
|
||||||
|
pbr_material_t pbr_material;
|
||||||
|
texture_t sky_refl, sky_env;
|
||||||
|
|
||||||
texture_t lightmap;
|
texture_t lightmap;
|
||||||
float *lmdata;
|
float *lmdata;
|
||||||
|
|
||||||
|
@ -547,6 +585,8 @@ typedef struct model_t {
|
||||||
|
|
||||||
float *instanced_matrices;
|
float *instanced_matrices;
|
||||||
unsigned num_instances;
|
unsigned num_instances;
|
||||||
|
|
||||||
|
int stored_flags;
|
||||||
} model_t;
|
} model_t;
|
||||||
|
|
||||||
enum BILLBOARD_MODE {
|
enum BILLBOARD_MODE {
|
||||||
|
@ -564,6 +604,8 @@ API float model_animate(model_t, float curframe);
|
||||||
API float model_animate_clip(model_t, float curframe, int minframe, int maxframe, bool loop);
|
API float model_animate_clip(model_t, float curframe, int minframe, int maxframe, bool loop);
|
||||||
API float model_animate_blends(model_t m, anim_t *primary, anim_t *secondary, float delta);
|
API float model_animate_blends(model_t m, anim_t *primary, anim_t *secondary, float delta);
|
||||||
API aabb model_aabb(model_t, mat44 transform);
|
API aabb model_aabb(model_t, mat44 transform);
|
||||||
|
API void model_shading(model_t*, int shading);
|
||||||
|
API void model_skybox(model_t*, skybox_t sky, bool load_sh);
|
||||||
API void model_render(model_t, mat44 proj, mat44 view, mat44 model, int shader);
|
API void model_render(model_t, mat44 proj, mat44 view, mat44 model, int shader);
|
||||||
API void model_render_skeleton(model_t, mat44 model);
|
API void model_render_skeleton(model_t, mat44 model);
|
||||||
API void model_render_instanced(model_t, mat44 proj, mat44 view, mat44 *models, int shader, unsigned count);
|
API void model_render_instanced(model_t, mat44 proj, mat44 view, mat44 *models, int shader, unsigned count);
|
||||||
|
@ -603,31 +645,6 @@ API void lightmap_setup(lightmap_t *lm, int w, int h);
|
||||||
API void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, model_t *m, float *view, float *proj, void *userdata), void (*progressupdate)(float progress), void *userdata);
|
API void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, model_t *m, float *view, float *proj, void *userdata), void (*progressupdate)(float progress), void *userdata);
|
||||||
API void lightmap_destroy(lightmap_t *lm);
|
API void lightmap_destroy(lightmap_t *lm);
|
||||||
|
|
||||||
// -----------------------------------------------------------------------------
|
|
||||||
// skyboxes
|
|
||||||
|
|
||||||
typedef struct skybox_t {
|
|
||||||
handle program;
|
|
||||||
mesh_t geometry;
|
|
||||||
cubemap_t cubemap;
|
|
||||||
int flags;
|
|
||||||
|
|
||||||
// mie
|
|
||||||
int framebuffers[6];
|
|
||||||
int textures[6];
|
|
||||||
float *pixels;
|
|
||||||
} skybox_t;
|
|
||||||
|
|
||||||
API skybox_t skybox(const char *panorama_or_cubemap_folder, int flags);
|
|
||||||
API int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
|
|
||||||
API void skybox_destroy(skybox_t *sky);
|
|
||||||
API void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity);
|
|
||||||
API void skybox_sh_reset(skybox_t *sky);
|
|
||||||
API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
|
|
||||||
|
|
||||||
API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate
|
|
||||||
API int skybox_pop_state(); // @to deprecate
|
|
||||||
|
|
||||||
// -----------------------------------------------------------------------------
|
// -----------------------------------------------------------------------------
|
||||||
// post-fxs
|
// post-fxs
|
||||||
|
|
||||||
|
|
|
@ -570,13 +570,16 @@ void scene_render(int flags) {
|
||||||
shader_vec3v("u_coefficients_sh", 9, last_scene->skybox.cubemap.sh);
|
shader_vec3v("u_coefficients_sh", 9, last_scene->skybox.cubemap.sh);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
model_skybox(model, last_scene->skybox, 0);
|
||||||
|
|
||||||
if (anim) {
|
if (anim) {
|
||||||
float delta = window_delta() * obj->anim_speed;
|
float delta = window_delta() * obj->anim_speed;
|
||||||
model->curframe = model_animate_clip(*model, model->curframe + delta, anim->from, anim->to, anim->flags & ANIM_LOOP );
|
model->curframe = model_animate_clip(*model, model->curframe + delta, anim->from, anim->to, anim->flags & ANIM_LOOP );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
model->billboard = obj->billboard;
|
model->billboard = obj->billboard;
|
||||||
model_render(*model, cam->proj, cam->view, obj->transform, 0);
|
model_render(*model, cam->proj, cam->view, obj->transform, model->program);
|
||||||
|
|
||||||
if( do_retexturing ) {
|
if( do_retexturing ) {
|
||||||
for(int i = 0; i < model->iqm->nummeshes; ++i) {
|
for(int i = 0; i < model->iqm->nummeshes; ++i) {
|
||||||
|
|
|
@ -35,9 +35,9 @@ static void mpeg_video_callback( plm_t* plm, plm_frame_t* frame, void* user ) {
|
||||||
if(v->paused) return;
|
if(v->paused) return;
|
||||||
|
|
||||||
if(v->has_ycbcr) {
|
if(v->has_ycbcr) {
|
||||||
mpeg_update_texture(GL_TEXTURE0, v->textureY.id, &frame->y);
|
mpeg_update_texture(GL_TEXTURE4, v->textureY.id, &frame->y);
|
||||||
mpeg_update_texture(GL_TEXTURE1, v->textureCb.id, &frame->cb);
|
mpeg_update_texture(GL_TEXTURE5, v->textureCb.id, &frame->cb);
|
||||||
mpeg_update_texture(GL_TEXTURE2, v->textureCr.id, &frame->cr);
|
mpeg_update_texture(GL_TEXTURE6, v->textureCr.id, &frame->cr);
|
||||||
} else {
|
} else {
|
||||||
plm_frame_to_rgb( frame, v->surface, v->texture.w * 3 );
|
plm_frame_to_rgb( frame, v->surface, v->texture.w * 3 );
|
||||||
texture_update( &v->texture, v->texture.w, v->texture.h, v->texture.n, v->surface, v->texture.flags );
|
texture_update( &v->texture, v->texture.w, v->texture.h, v->texture.n, v->surface, v->texture.flags );
|
||||||
|
|
156
engine/v4k.c
156
engine/v4k.c
|
@ -17255,7 +17255,7 @@ GLuint shader_compile( GLenum type, const char *source ) {
|
||||||
|
|
||||||
// dump log with line numbers
|
// dump log with line numbers
|
||||||
shader_print( source );
|
shader_print( source );
|
||||||
PRINTF("!ERROR: shader_compile(): %s\n%s\n", type == GL_VERTEX_SHADER ? "Vertex" : "Fragment", buf);
|
PANIC("!ERROR: shader_compile(): %s\n%s\n", type == GL_VERTEX_SHADER ? "Vertex" : "Fragment", buf);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -17276,7 +17276,7 @@ unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const char *glsl_version = ifdef(ems, "300 es", "150");
|
const char *glsl_version = ifdef(ems, "300 es", "400");
|
||||||
|
|
||||||
if(gs)
|
if(gs)
|
||||||
gs = gs && gs[0] == '#' && gs[1] == 'v' ? gs : va("#version %s\n%s\n%s", glsl_version, glsl_defines, gs ? gs : "");
|
gs = gs && gs[0] == '#' && gs[1] == 'v' ? gs : va("#version %s\n%s\n%s", glsl_version, glsl_defines, gs ? gs : "");
|
||||||
|
@ -17844,7 +17844,6 @@ static
|
||||||
int allocate_texture_unit() {
|
int allocate_texture_unit() {
|
||||||
static int textureUnit = 0, totalTextureUnits = 0;
|
static int textureUnit = 0, totalTextureUnits = 0;
|
||||||
do_once glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &totalTextureUnits);
|
do_once glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &totalTextureUnits);
|
||||||
|
|
||||||
ASSERT(textureUnit < totalTextureUnits, "%d texture units exceeded", totalTextureUnits);
|
ASSERT(textureUnit < totalTextureUnits, "%d texture units exceeded", totalTextureUnits);
|
||||||
return textureUnit++;
|
return textureUnit++;
|
||||||
}
|
}
|
||||||
|
@ -18785,7 +18784,7 @@ skybox_t skybox(const char *asset, int flags) {
|
||||||
mesh_update(&sky.geometry, "p3", 0,countof(vertices),vertices, countof(indices),indices, MESH_TRIANGLE_STRIP);
|
mesh_update(&sky.geometry, "p3", 0,countof(vertices),vertices, countof(indices),indices, MESH_TRIANGLE_STRIP);
|
||||||
|
|
||||||
// sky program
|
// sky program
|
||||||
sky.flags = flags ? flags : !!asset; // either cubemap or rayleigh
|
sky.flags = flags && flags != SKYBOX_PBR ? flags : !!asset ? SKYBOX_CUBEMAP : SKYBOX_RAYLEIGH; // either cubemap or rayleigh
|
||||||
sky.program = shader(vfs_read("shaders/vs_3_3_skybox.glsl"),
|
sky.program = shader(vfs_read("shaders/vs_3_3_skybox.glsl"),
|
||||||
sky.flags ? vfs_read("fs_3_4_skybox.glsl") : vfs_read("shaders/fs_3_4_skybox_rayleigh.glsl"),
|
sky.flags ? vfs_read("fs_3_4_skybox.glsl") : vfs_read("shaders/fs_3_4_skybox_rayleigh.glsl"),
|
||||||
"att_position", "fragcolor", NULL);
|
"att_position", "fragcolor", NULL);
|
||||||
|
@ -18828,6 +18827,77 @@ skybox_t skybox(const char *asset, int flags) {
|
||||||
return sky;
|
return sky;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static inline
|
||||||
|
texture_t load_env_tex( const char *pathfile, unsigned flags ) {
|
||||||
|
int flags_hdr = strendi(pathfile, ".hdr") ? TEXTURE_FLOAT | TEXTURE_RGBA : 0;
|
||||||
|
texture_t t = texture(pathfile, flags | TEXTURE_LINEAR | TEXTURE_MIPMAPS | TEXTURE_REPEAT | flags_hdr);
|
||||||
|
glBindTexture( GL_TEXTURE_2D, t.id );
|
||||||
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
|
||||||
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
return t;
|
||||||
|
}
|
||||||
|
|
||||||
|
skybox_t skybox_pbr(const char *refl_map, const char *env_map) {
|
||||||
|
skybox_t sky = {0};
|
||||||
|
|
||||||
|
// sky mesh
|
||||||
|
vec3 vertices[] = {{+1,-1,+1},{+1,+1,+1},{+1,+1,-1},{-1,+1,-1},{+1,-1,-1},{-1,-1,-1},{-1,-1,+1},{-1,+1,+1}};
|
||||||
|
unsigned indices[] = { 0, 1, 2, 3, 4, 5, 6, 3, 7, 1, 6, 0, 4, 2 };
|
||||||
|
mesh_update(&sky.geometry, "p3", 0,countof(vertices),vertices, countof(indices),indices, MESH_TRIANGLE_STRIP);
|
||||||
|
|
||||||
|
// sky program
|
||||||
|
sky.flags = SKYBOX_PBR;
|
||||||
|
sky.program = shader(vfs_read("shaders/vs_3_3_skybox.glsl"),
|
||||||
|
sky.flags ? vfs_read("fs_3_4_skybox.glsl") : vfs_read("shaders/fs_3_4_skybox_rayleigh.glsl"),
|
||||||
|
"att_position", "fragcolor", NULL);
|
||||||
|
|
||||||
|
// sky cubemap & SH
|
||||||
|
if( refl_map ) {
|
||||||
|
int is_panorama = vfs_size( refl_map );
|
||||||
|
if( is_panorama ) { // is file
|
||||||
|
stbi_hdr_to_ldr_gamma(1.2f);
|
||||||
|
image_t panorama = image( refl_map, IMAGE_RGBA );
|
||||||
|
sky.cubemap = cubemap( panorama, 0 ); // RGBA required
|
||||||
|
image_destroy(&panorama);
|
||||||
|
} else { // is folder
|
||||||
|
image_t images[6] = {0};
|
||||||
|
images[0] = image( va("%s/posx", refl_map), IMAGE_RGB ); // cubepx
|
||||||
|
images[1] = image( va("%s/negx", refl_map), IMAGE_RGB ); // cubenx
|
||||||
|
images[2] = image( va("%s/posy", refl_map), IMAGE_RGB ); // cubepy
|
||||||
|
images[3] = image( va("%s/negy", refl_map), IMAGE_RGB ); // cubeny
|
||||||
|
images[4] = image( va("%s/posz", refl_map), IMAGE_RGB ); // cubepz
|
||||||
|
images[5] = image( va("%s/negz", refl_map), IMAGE_RGB ); // cubenz
|
||||||
|
sky.cubemap = cubemap6( images, 0 );
|
||||||
|
for( int i = 0; i < countof(images); ++i ) image_destroy(&images[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
sky.refl = load_env_tex(refl_map, TEXTURE_SRGB);
|
||||||
|
}
|
||||||
|
if( env_map ) {
|
||||||
|
int is_panorama = vfs_size( env_map );
|
||||||
|
if( is_panorama ) { // is file
|
||||||
|
stbi_hdr_to_ldr_gamma(1.2f);
|
||||||
|
image_t panorama = image( env_map, IMAGE_RGBA );
|
||||||
|
sky.env_cubemap = cubemap( panorama, 0 ); // RGBA required
|
||||||
|
image_destroy(&panorama);
|
||||||
|
} else { // is folder
|
||||||
|
image_t images[6] = {0};
|
||||||
|
images[0] = image( va("%s/posx", env_map), IMAGE_RGB ); // cubepx
|
||||||
|
images[1] = image( va("%s/negx", env_map), IMAGE_RGB ); // cubenx
|
||||||
|
images[2] = image( va("%s/posy", env_map), IMAGE_RGB ); // cubepy
|
||||||
|
images[3] = image( va("%s/negy", env_map), IMAGE_RGB ); // cubeny
|
||||||
|
images[4] = image( va("%s/posz", env_map), IMAGE_RGB ); // cubepz
|
||||||
|
images[5] = image( va("%s/negz", env_map), IMAGE_RGB ); // cubenz
|
||||||
|
sky.env_cubemap = cubemap6( images, 0 );
|
||||||
|
for( int i = 0; i < countof(images); ++i ) image_destroy(&images[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
sky.env = load_env_tex(env_map, TEXTURE_SRGB);
|
||||||
|
}
|
||||||
|
|
||||||
|
return sky;
|
||||||
|
}
|
||||||
|
|
||||||
void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity) {
|
void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity) {
|
||||||
unsigned WIDTH = 1024, HEIGHT = 1024;
|
unsigned WIDTH = 1024, HEIGHT = 1024;
|
||||||
int last_fb;
|
int last_fb;
|
||||||
|
@ -20081,6 +20151,11 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
|
||||||
if ((loc = glGetUniformLocation(shader, "view")) >= 0) {
|
if ((loc = glGetUniformLocation(shader, "view")) >= 0) {
|
||||||
glUniformMatrix4fv(loc, 1, GL_FALSE, view);
|
glUniformMatrix4fv(loc, 1, GL_FALSE, view);
|
||||||
}
|
}
|
||||||
|
if ((loc = glGetUniformLocation(shader, "inv_view")) >= 0) {
|
||||||
|
mat44 inv_view;
|
||||||
|
invert44( inv_view, view);
|
||||||
|
glUniformMatrix4fv(loc, 1, GL_FALSE, inv_view);
|
||||||
|
}
|
||||||
if ((loc = glGetUniformLocation(shader, "P")) >= 0) {
|
if ((loc = glGetUniformLocation(shader, "P")) >= 0) {
|
||||||
glUniformMatrix4fv(loc, 1, GL_FALSE, proj);
|
glUniformMatrix4fv(loc, 1, GL_FALSE, proj);
|
||||||
}
|
}
|
||||||
|
@ -20095,6 +20170,36 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
|
||||||
if ((loc = glGetUniformLocation(shader, "u_matcaps")) >= 0) {
|
if ((loc = glGetUniformLocation(shader, "u_matcaps")) >= 0) {
|
||||||
glUniform1i(loc, m.flags & MODEL_MATCAPS ? GL_TRUE:GL_FALSE);
|
glUniform1i(loc, m.flags & MODEL_MATCAPS ? GL_TRUE:GL_FALSE);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (m.shading == SHADING_PBR) {
|
||||||
|
const pbr_material_t *material = &m.pbr_material;
|
||||||
|
shader_colormap( "map_diffuse", material->diffuse );
|
||||||
|
shader_colormap( "map_normals", material->normals );
|
||||||
|
shader_colormap( "map_specular", material->specular );
|
||||||
|
shader_colormap( "map_albedo", material->albedo );
|
||||||
|
shader_colormap( "map_roughness", material->roughness );
|
||||||
|
shader_colormap( "map_metallic", material->metallic );
|
||||||
|
shader_colormap( "map_ao", material->ao );
|
||||||
|
shader_colormap( "map_ambient", material->ambient );
|
||||||
|
shader_colormap( "map_emissive", material->emissive );
|
||||||
|
shader_float( "specular_shininess", material->specular_shininess ); // unused, basic_specgloss.fs only
|
||||||
|
|
||||||
|
shader_vec2( "resolution", vec2(window_width(),window_height()));
|
||||||
|
|
||||||
|
bool has_tex_skysphere = m.sky_refl.id != texture_checker().id;
|
||||||
|
bool has_tex_skyenv = m.sky_env.id != texture_checker().id;
|
||||||
|
shader_bool( "has_tex_skysphere", has_tex_skysphere );
|
||||||
|
shader_bool( "has_tex_skyenv", has_tex_skyenv );
|
||||||
|
if( has_tex_skysphere ) {
|
||||||
|
float mipCount = floor( log2( m.sky_refl.h ) );
|
||||||
|
shader_texture("tex_skysphere", m.sky_refl);
|
||||||
|
shader_float( "skysphere_mip_count", mipCount );
|
||||||
|
}
|
||||||
|
if( has_tex_skyenv ) {
|
||||||
|
shader_texture( "tex_skyenv", m.sky_env );
|
||||||
|
}
|
||||||
|
shader_texture( "tex_brdf_lut", brdf_lut() );
|
||||||
|
}
|
||||||
}
|
}
|
||||||
static
|
static
|
||||||
void model_set_state(model_t m) {
|
void model_set_state(model_t m) {
|
||||||
|
@ -20532,6 +20637,9 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
|
||||||
model_t model_from_mem(const void *mem, int len, int flags) {
|
model_t model_from_mem(const void *mem, int len, int flags) {
|
||||||
model_t m = {0};
|
model_t m = {0};
|
||||||
|
|
||||||
|
m.stored_flags = flags;
|
||||||
|
m.shading = SHADING_PHONG;
|
||||||
|
|
||||||
const char *ptr = (const char *)mem;
|
const char *ptr = (const char *)mem;
|
||||||
// can't cache shader programs since we enable features via flags here
|
// can't cache shader programs since we enable features via flags here
|
||||||
// static int shaderprog = -1;
|
// static int shaderprog = -1;
|
||||||
|
@ -20812,6 +20920,7 @@ void model_draw_call(model_t m, int shader) {
|
||||||
for(int i = 0; i < q->nummeshes; i++) {
|
for(int i = 0; i < q->nummeshes; i++) {
|
||||||
struct iqmmesh *im = &q->meshes[i];
|
struct iqmmesh *im = &q->meshes[i];
|
||||||
|
|
||||||
|
if (m.shading != SHADING_PBR) {
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, q->textures[i] );
|
glBindTexture(GL_TEXTURE_2D, q->textures[i] );
|
||||||
glUniform1i(glGetUniformLocation(shader, "u_texture2d"), 0 );
|
glUniform1i(glGetUniformLocation(shader, "u_texture2d"), 0 );
|
||||||
|
@ -20828,6 +20937,7 @@ void model_draw_call(model_t m, int shader) {
|
||||||
glActiveTexture(GL_TEXTURE1);
|
glActiveTexture(GL_TEXTURE1);
|
||||||
glBindTexture(GL_TEXTURE_2D, m.lightmap.id);
|
glBindTexture(GL_TEXTURE_2D, m.lightmap.id);
|
||||||
glUniform1i(glGetUniformLocation(shader, "u_lightmap"), 1 );
|
glUniform1i(glGetUniformLocation(shader, "u_lightmap"), 1 );
|
||||||
|
}
|
||||||
|
|
||||||
glDrawElementsInstanced(GL_TRIANGLES, 3*im->num_triangles, GL_UNSIGNED_INT, &tris[im->first_triangle], m.num_instances);
|
glDrawElementsInstanced(GL_TRIANGLES, 3*im->num_triangles, GL_UNSIGNED_INT, &tris[im->first_triangle], m.num_instances);
|
||||||
profile_incstat("Render.num_drawcalls", +1);
|
profile_incstat("Render.num_drawcalls", +1);
|
||||||
|
@ -20857,6 +20967,33 @@ void model_render(model_t m, mat44 proj, mat44 view, mat44 model, int shader) {
|
||||||
model_render_instanced(m, proj, view, (mat44*)model, shader, 1);
|
model_render_instanced(m, proj, view, (mat44*)model, shader, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void model_shading(model_t *m, int shading) {
|
||||||
|
m->shading = shading;
|
||||||
|
int flags = m->stored_flags;
|
||||||
|
|
||||||
|
// load pbr material if SHADING_PBR was selected
|
||||||
|
if (shading == SHADING_PBR && array_count(m->materials) > 0) {
|
||||||
|
pbr_material(&m->pbr_material, m->materials[0].name);
|
||||||
|
}
|
||||||
|
|
||||||
|
// rebind shader
|
||||||
|
// @fixme: destroy old shader program
|
||||||
|
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
|
||||||
|
int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_3322_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
|
||||||
|
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragColor",
|
||||||
|
va("%s,%s", shading == SHADING_PBR ? "SHADING_PBR" : "SHADING_PHONG", (flags&MODEL_RIMLIGHT)?"RIM":""));
|
||||||
|
m->program = shaderprog;
|
||||||
|
}
|
||||||
|
|
||||||
|
void model_skybox(model_t *mdl, skybox_t sky, bool load_sh) {
|
||||||
|
if (load_sh) {
|
||||||
|
shader_vec3v("u_coefficients_sh", 9, sky.cubemap.sh);
|
||||||
|
}
|
||||||
|
|
||||||
|
mdl->sky_refl = sky.refl;
|
||||||
|
mdl->sky_env = sky.env;
|
||||||
|
}
|
||||||
|
|
||||||
// static
|
// static
|
||||||
aabb aabb_transform( aabb A, mat44 M ) {
|
aabb aabb_transform( aabb A, mat44 M ) {
|
||||||
// Based on "Transforming Axis-Aligned Bounding Boxes" by Jim Arvo, 1990
|
// Based on "Transforming Axis-Aligned Bounding Boxes" by Jim Arvo, 1990
|
||||||
|
@ -22557,13 +22694,16 @@ void scene_render(int flags) {
|
||||||
shader_vec3v("u_coefficients_sh", 9, last_scene->skybox.cubemap.sh);
|
shader_vec3v("u_coefficients_sh", 9, last_scene->skybox.cubemap.sh);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
model_skybox(model, last_scene->skybox, 0);
|
||||||
|
|
||||||
if (anim) {
|
if (anim) {
|
||||||
float delta = window_delta() * obj->anim_speed;
|
float delta = window_delta() * obj->anim_speed;
|
||||||
model->curframe = model_animate_clip(*model, model->curframe + delta, anim->from, anim->to, anim->flags & ANIM_LOOP );
|
model->curframe = model_animate_clip(*model, model->curframe + delta, anim->from, anim->to, anim->flags & ANIM_LOOP );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
model->billboard = obj->billboard;
|
model->billboard = obj->billboard;
|
||||||
model_render(*model, cam->proj, cam->view, obj->transform, 0);
|
model_render(*model, cam->proj, cam->view, obj->transform, model->program);
|
||||||
|
|
||||||
if( do_retexturing ) {
|
if( do_retexturing ) {
|
||||||
for(int i = 0; i < model->iqm->nummeshes; ++i) {
|
for(int i = 0; i < model->iqm->nummeshes; ++i) {
|
||||||
|
@ -26026,9 +26166,9 @@ static void mpeg_video_callback( plm_t* plm, plm_frame_t* frame, void* user ) {
|
||||||
if(v->paused) return;
|
if(v->paused) return;
|
||||||
|
|
||||||
if(v->has_ycbcr) {
|
if(v->has_ycbcr) {
|
||||||
mpeg_update_texture(GL_TEXTURE0, v->textureY.id, &frame->y);
|
mpeg_update_texture(GL_TEXTURE4, v->textureY.id, &frame->y);
|
||||||
mpeg_update_texture(GL_TEXTURE1, v->textureCb.id, &frame->cb);
|
mpeg_update_texture(GL_TEXTURE5, v->textureCb.id, &frame->cb);
|
||||||
mpeg_update_texture(GL_TEXTURE2, v->textureCr.id, &frame->cr);
|
mpeg_update_texture(GL_TEXTURE6, v->textureCr.id, &frame->cr);
|
||||||
} else {
|
} else {
|
||||||
plm_frame_to_rgb( frame, v->surface, v->texture.w * 3 );
|
plm_frame_to_rgb( frame, v->surface, v->texture.w * 3 );
|
||||||
texture_update( &v->texture, v->texture.w, v->texture.h, v->texture.n, v->surface, v->texture.flags );
|
texture_update( &v->texture, v->texture.w, v->texture.h, v->texture.n, v->surface, v->texture.flags );
|
||||||
|
|
81
engine/v4k.h
81
engine/v4k.h
|
@ -3512,6 +3512,42 @@ API void mesh_render_prim(mesh_t *sm, unsigned prim);
|
||||||
API void mesh_destroy(mesh_t *m);
|
API void mesh_destroy(mesh_t *m);
|
||||||
API aabb mesh_bounds(mesh_t *m);
|
API aabb mesh_bounds(mesh_t *m);
|
||||||
|
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
// skyboxes
|
||||||
|
|
||||||
|
enum SKYBOX_FLAGS {
|
||||||
|
SKYBOX_RAYLEIGH,
|
||||||
|
SKYBOX_CUBEMAP,
|
||||||
|
SKYBOX_PBR,
|
||||||
|
};
|
||||||
|
|
||||||
|
typedef struct skybox_t {
|
||||||
|
handle program;
|
||||||
|
mesh_t geometry;
|
||||||
|
cubemap_t cubemap;
|
||||||
|
cubemap_t env_cubemap;
|
||||||
|
int flags;
|
||||||
|
|
||||||
|
// mie
|
||||||
|
int framebuffers[6];
|
||||||
|
int textures[6];
|
||||||
|
float *pixels;
|
||||||
|
|
||||||
|
// pbr
|
||||||
|
texture_t refl, env;
|
||||||
|
} skybox_t;
|
||||||
|
|
||||||
|
API skybox_t skybox(const char *panorama_or_cubemap_folder, int flags);
|
||||||
|
API skybox_t skybox_pbr(const char *refl_map, const char *env_map);
|
||||||
|
API int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
|
||||||
|
API void skybox_destroy(skybox_t *sky);
|
||||||
|
API void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity);
|
||||||
|
API void skybox_sh_reset(skybox_t *sky);
|
||||||
|
API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
|
||||||
|
|
||||||
|
API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate
|
||||||
|
API int skybox_pop_state(); // @to deprecate
|
||||||
|
|
||||||
// -----------------------------------------------------------------------------
|
// -----------------------------------------------------------------------------
|
||||||
// materials
|
// materials
|
||||||
|
|
||||||
|
@ -3596,22 +3632,24 @@ enum MODEL_FLAGS {
|
||||||
MODEL_RIMLIGHT = 32,
|
MODEL_RIMLIGHT = 32,
|
||||||
};
|
};
|
||||||
|
|
||||||
//@todo: make this data-driven
|
enum SHADING_MODE {
|
||||||
// enum SHADING_MODE {
|
SHADING_NONE,
|
||||||
// SHADING_NONE,
|
SHADING_PHONG,
|
||||||
// SHADING_PHONG,
|
SHADING_PBR,
|
||||||
// SHADING_CARTOON,
|
};
|
||||||
// // SHADING_PBR,
|
|
||||||
// };
|
|
||||||
|
|
||||||
typedef struct model_t {
|
typedef struct model_t {
|
||||||
struct iqm_t *iqm; // private
|
struct iqm_t *iqm; // private
|
||||||
|
|
||||||
|
int shading; // based on SHADING_MODE
|
||||||
unsigned num_textures;
|
unsigned num_textures;
|
||||||
handle *textures;
|
handle *textures;
|
||||||
char **texture_names;
|
char **texture_names;
|
||||||
array(material_t) materials;
|
array(material_t) materials;
|
||||||
|
|
||||||
|
pbr_material_t pbr_material;
|
||||||
|
texture_t sky_refl, sky_env;
|
||||||
|
|
||||||
texture_t lightmap;
|
texture_t lightmap;
|
||||||
float *lmdata;
|
float *lmdata;
|
||||||
|
|
||||||
|
@ -3636,6 +3674,8 @@ typedef struct model_t {
|
||||||
|
|
||||||
float *instanced_matrices;
|
float *instanced_matrices;
|
||||||
unsigned num_instances;
|
unsigned num_instances;
|
||||||
|
|
||||||
|
int stored_flags;
|
||||||
} model_t;
|
} model_t;
|
||||||
|
|
||||||
enum BILLBOARD_MODE {
|
enum BILLBOARD_MODE {
|
||||||
|
@ -3653,6 +3693,8 @@ API float model_animate(model_t, float curframe);
|
||||||
API float model_animate_clip(model_t, float curframe, int minframe, int maxframe, bool loop);
|
API float model_animate_clip(model_t, float curframe, int minframe, int maxframe, bool loop);
|
||||||
API float model_animate_blends(model_t m, anim_t *primary, anim_t *secondary, float delta);
|
API float model_animate_blends(model_t m, anim_t *primary, anim_t *secondary, float delta);
|
||||||
API aabb model_aabb(model_t, mat44 transform);
|
API aabb model_aabb(model_t, mat44 transform);
|
||||||
|
API void model_shading(model_t*, int shading);
|
||||||
|
API void model_skybox(model_t*, skybox_t sky, bool load_sh);
|
||||||
API void model_render(model_t, mat44 proj, mat44 view, mat44 model, int shader);
|
API void model_render(model_t, mat44 proj, mat44 view, mat44 model, int shader);
|
||||||
API void model_render_skeleton(model_t, mat44 model);
|
API void model_render_skeleton(model_t, mat44 model);
|
||||||
API void model_render_instanced(model_t, mat44 proj, mat44 view, mat44 *models, int shader, unsigned count);
|
API void model_render_instanced(model_t, mat44 proj, mat44 view, mat44 *models, int shader, unsigned count);
|
||||||
|
@ -3692,31 +3734,6 @@ API void lightmap_setup(lightmap_t *lm, int w, int h);
|
||||||
API void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, model_t *m, float *view, float *proj, void *userdata), void (*progressupdate)(float progress), void *userdata);
|
API void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, model_t *m, float *view, float *proj, void *userdata), void (*progressupdate)(float progress), void *userdata);
|
||||||
API void lightmap_destroy(lightmap_t *lm);
|
API void lightmap_destroy(lightmap_t *lm);
|
||||||
|
|
||||||
// -----------------------------------------------------------------------------
|
|
||||||
// skyboxes
|
|
||||||
|
|
||||||
typedef struct skybox_t {
|
|
||||||
handle program;
|
|
||||||
mesh_t geometry;
|
|
||||||
cubemap_t cubemap;
|
|
||||||
int flags;
|
|
||||||
|
|
||||||
// mie
|
|
||||||
int framebuffers[6];
|
|
||||||
int textures[6];
|
|
||||||
float *pixels;
|
|
||||||
} skybox_t;
|
|
||||||
|
|
||||||
API skybox_t skybox(const char *panorama_or_cubemap_folder, int flags);
|
|
||||||
API int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
|
|
||||||
API void skybox_destroy(skybox_t *sky);
|
|
||||||
API void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity);
|
|
||||||
API void skybox_sh_reset(skybox_t *sky);
|
|
||||||
API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
|
|
||||||
|
|
||||||
API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate
|
|
||||||
API int skybox_pop_state(); // @to deprecate
|
|
||||||
|
|
||||||
// -----------------------------------------------------------------------------
|
// -----------------------------------------------------------------------------
|
||||||
// post-fxs
|
// post-fxs
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue