refraction

This commit is contained in:
RandomityGuy 2023-06-11 23:19:39 +05:30
parent 5960a845bd
commit 36f8f432a4
8 changed files with 285 additions and 27 deletions

View file

@ -81,6 +81,14 @@ class InstanceManager {
minfo.meshbatch.material.mainPass.enableLights = minfo.mesh.material.mainPass.enableLights;
minfo.meshbatch.worldPosition = transform;
minfo.meshbatch.material.mainPass.culling = minfo.mesh.material.mainPass.culling;
minfo.meshbatch.material.mainPass.blendSrc = minfo.mesh.material.mainPass.blendSrc;
minfo.meshbatch.material.mainPass.blendDst = minfo.mesh.material.mainPass.blendDst;
minfo.meshbatch.material.mainPass.blendOp = minfo.mesh.material.mainPass.blendOp;
minfo.meshbatch.material.mainPass.blendAlphaSrc = minfo.mesh.material.mainPass.blendAlphaSrc;
minfo.meshbatch.material.mainPass.blendAlphaDst = minfo.mesh.material.mainPass.blendAlphaDst;
minfo.meshbatch.material.mainPass.blendAlphaOp = minfo.mesh.material.mainPass.blendAlphaOp;
minfo.meshbatch.emitInstance();
}
}
@ -178,6 +186,34 @@ class InstanceManager {
minfo.meshbatch.material.addPass(gpass);
}
var refractPass = mat.getPass("refract");
if (refractPass != null) {
var gpass = refractPass.clone();
gpass.enableLights = false;
gpass.depthTest = refractPass.depthTest;
gpass.blendSrc = refractPass.blendSrc;
gpass.blendDst = refractPass.blendDst;
gpass.blendOp = refractPass.blendOp;
gpass.blendAlphaSrc = refractPass.blendAlphaSrc;
gpass.blendAlphaDst = refractPass.blendAlphaDst;
gpass.blendAlphaOp = refractPass.blendAlphaOp;
if (refractPass.culling == None) {
gpass.culling = refractPass.culling;
}
minfoshaders = [];
for (shader in gpass.getShaders()) {
minfoshaders.push(shader);
}
for (shader in minfoshaders)
gpass.removeShader(shader);
for (shader in refractPass.getShaders()) {
gpass.addShader(shader);
}
minfo.meshbatch.material.addPass(gpass);
}
// var dtsshader = mat.mainPass.getShader(DtsTexture);
// if (dtsshader != null) {
// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);

View file

@ -1,5 +1,6 @@
package src;
import h3d.mat.Texture;
import h3d.Vector;
import shaders.Blur;
import h3d.pass.ScreenFx;
@ -13,7 +14,9 @@ class Renderer extends h3d.scene.Renderer {
public var shadow = new h3d.pass.DefaultShadowMap(1024);
var glowBuffer:h3d.mat.Texture;
var backBuffers:Array<h3d.mat.Texture>;
static var sfxBuffer:h3d.mat.Texture;
var curentBackBuffer = 0;
var blurShader:ScreenFx<Blur>;
var growBufferTemps:Array<h3d.mat.Texture>;
@ -26,22 +29,23 @@ class Renderer extends h3d.scene.Renderer {
allPasses = [defaultPass, depth, normal, shadow];
blurShader = new ScreenFx<Blur>(new Blur());
copyPass = new h3d.pass.Copy();
sfxBuffer = new Texture(512, 512, [Target]);
}
public inline static function getSfxBuffer() {
return sfxBuffer;
}
inline function get_def()
return defaultPass;
public inline function getBackBuffer():h3d.mat.Texture {
return backBuffers[1];
}
// can be overriden for benchmark purposes
function renderPass(p:h3d.pass.Base, passes, ?sort) {
p.draw(passes, sort);
}
override function getPassByName(name:String):h3d.pass.Base {
if (name == "alpha" || name == "additive" || name == "glowPre" || name == "glow")
if (name == "alpha" || name == "additive" || name == "glowPre" || name == "glow" || name == "refract")
return defaultPass;
return super.getPassByName(name);
}
@ -62,17 +66,6 @@ class Renderer extends h3d.scene.Renderer {
if (has("normal"))
renderPass(normal, get("normal"));
if (backBuffers == null) {
var commonDepth = new DepthBuffer(ctx.engine.width, ctx.engine.height);
backBuffers = [
ctx.textures.allocTarget("backbuffer1", 320, 320, false),
ctx.textures.allocTarget("backbuffer2", 320, 320, false),
];
backBuffers[0].depthBuffer = commonDepth;
// backBuffers[1].depthBuffer = commonDepth;
// new h3d.mat.Texture(ctx.engine.width, ctx.engine.height, [Target]);
// refractTexture.depthBuffer = new DepthBuffer(ctx.engine.width, ctx.engine.height);
}
if (growBufferTemps == null) {
glowBuffer = ctx.textures.allocTarget("glowBuffer", ctx.engine.width, ctx.engine.height);
growBufferTemps = [
@ -88,6 +81,7 @@ class Renderer extends h3d.scene.Renderer {
renderPass(defaultPass, get("default"));
renderPass(defaultPass, get("glowPre"));
// Glow pass
ctx.engine.pushTarget(glowBuffer);
ctx.engine.clear(0);
renderPass(defaultPass, get("glow"));
@ -97,6 +91,9 @@ class Renderer extends h3d.scene.Renderer {
copyPass.pass.blend(One, One);
copyPass.pass.depth(false, Always);
copyPass.render();
// Refraction pass
h3d.pass.Copy.run(backBuffer, sfxBuffer);
renderPass(defaultPass, get("refract"));
renderPass(defaultPass, get("alpha"), backToFront);
renderPass(defaultPass, get("additive"));

View file

@ -0,0 +1,97 @@
package shaders;
class RefractMaterial extends hxsl.Shader {
static var SRC = {
@param var diffuseMap:Sampler2D;
@param var refractMap:Sampler2D;
@param var specularColor:Vec4;
@param var normalMap:Sampler2D;
@param var shininess:Float;
@param var secondaryMapUvFactor:Float;
@global var camera:{
var position:Vec3;
@var var dir:Vec3;
};
@global var global:{
@perObject var modelView:Mat4;
@perObject var modelViewInverse:Mat4;
};
@input var input:{
var position:Vec3;
var normal:Vec3;
var uv:Vec2;
var t:Vec3;
var b:Vec3;
var n:Vec3;
};
var calculatedUV:Vec2;
var pixelColor:Vec4;
var specColor:Vec3;
var specPower:Float;
var projectedPosition:Vec4;
@var var outLightVec:Vec4;
@var var outPos:Vec3;
@var var outEyePos:Vec3;
@const var doGammaRamp:Bool;
function lambert(normal:Vec3, lightPosition:Vec3):Float {
var result = dot(normal, lightPosition);
return saturate(result);
}
function vertex() {
calculatedUV = input.uv;
var objToTangentSpace = mat3(input.t, input.b, input.n);
outLightVec = vec4(0);
var inLightVec = vec3(-0.5732, 0.27536, -0.77176) * mat3(global.modelViewInverse);
var eyePos = camera.position * mat3x4(global.modelViewInverse);
// eyePos /= vec3(global.modelViewInverse[0].x, global.modelViewInverse[1].y, global.modelViewInverse[2].z);
outLightVec.xyz = -inLightVec * objToTangentSpace;
outPos = (input.position / 100.0) * objToTangentSpace;
outEyePos = (eyePos / 100.0) * objToTangentSpace;
outLightVec.w = step(-0.5, dot(input.normal, -inLightVec));
}
function fragment() {
var bumpNormal = unpackNormal(normalMap.get(calculatedUV * secondaryMapUvFactor));
// Refract
var distortion = 0.3;
var off = projectedPosition;
off.xy += bumpNormal.xy * distortion;
var refractColor = refractMap.get(screenToUv(off.xy / off.w));
// Diffuse part
var diffuse = diffuseMap.get(calculatedUV);
var ambient = vec4(0.472, 0.424, 0.475, 1.00);
var outCol = refractColor * diffuse;
var eyeVec = (outEyePos - outPos).normalize();
var halfAng = (eyeVec + outLightVec.xyz).normalize();
var specValue = saturate(bumpNormal.dot(halfAng)) * outLightVec.w;
var specular = specularColor * pow(specValue, shininess);
outCol += specular * diffuse.a;
outCol = refractColor;
// Gamma correction using our regression model
if (doGammaRamp) {
var a = 1.00759;
var b = 1.18764;
outCol.x = a * pow(outCol.x, b);
outCol.y = a * pow(outCol.y, b);
outCol.z = a * pow(outCol.z, b);
}
pixelColor = outCol;
}
}
public function new(diffuse, normal, shininess, specularColor, secondaryMapUvFactor) {
super();
this.diffuseMap = diffuse;
this.normalMap = normal;
this.shininess = shininess;
this.specularColor = specularColor;
this.secondaryMapUvFactor = secondaryMapUvFactor;
this.doGammaRamp = true;
}
}

27
src/shaders/UVRotAnim.hx Normal file
View file

@ -0,0 +1,27 @@
package shaders;
class UVRotAnim extends hxsl.Shader {
static var SRC = {
@global var global:{
var time:Float;
};
@param var offset:Vec2;
@param var uvRotSpeed:Float;
var calculatedUV:Vec2;
function vertex() {
var s = sin(global.time * uvRotSpeed);
var c = cos(global.time * uvRotSpeed);
var v = calculatedUV - offset;
var vx = v.x * c - v.y * s;
var vy = v.x * s + v.y * c;
calculatedUV += vec2(offset.x + vx, offset.y + vy);
}
};
public function new(vx = 0., vy = 0., speed = 1.) {
super();
offset.set(vx, vy);
uvRotSpeed = speed;
}
}

View file

@ -36,7 +36,7 @@ class EndPad extends DtsObject {
this.dtsPath = "data/shapes/pads/endarea.dts";
this.isCollideable = true;
this.identifier = "EndPad";
this.useInstancing = true;
this.useInstancing = false;
}
public override function init(level:MarbleWorld, onFinish:Void->Void) {
@ -132,6 +132,9 @@ class EndPad extends DtsObject {
material.mainPass.setPassName("glowPre");
material.mainPass.enableLights = false;
var rotshader = new shaders.UVRotAnim(-0.5, -0.5, 1);
material.mainPass.addShader(rotshader);
var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting
material.props = thisprops;
@ -144,8 +147,11 @@ class EndPad extends DtsObject {
diffuseTex.mipMap = Nearest;
var shader = new shaders.DefaultNormalMaterial(diffuseTex, 14, new h3d.Vector(0.3, 0.3, 0.3, 7), 1);
shader.doGammaRamp = false;
var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
dtsTex.passThrough = true;
var dtsshader = material.mainPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
// var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
// dtsTex.passThrough = true;
material.mainPass.removeShader(material.textureShader);
material.mainPass.addShader(shader);
var thisprops:Dynamic = material.getDefaultProps();
@ -161,9 +167,11 @@ class EndPad extends DtsObject {
diffuseTex.mipMap = Nearest;
var trivialShader = new shaders.TrivialMaterial(diffuseTex);
var scrollShader = new h3d.shader.UVScroll(0, 0.25);
var glowpass = material.mainPass.clone();
glowpass.addShader(trivialShader);
glowpass.addShader(scrollShader);
var dtsshader = glowpass.getShader(shaders.DtsTexture);
if (dtsshader != null)
glowpass.removeShader(dtsshader);

View file

@ -9,6 +9,8 @@ import src.DtsObject;
import src.ResourceLoader;
class Glass extends DtsObject {
var shader:shaders.RefractMaterial;
public function new(element:MissionElementStaticShape) {
super();
@ -29,8 +31,61 @@ class Glass extends DtsObject {
}
this.isCollideable = true;
this.useInstancing = false;
this.useInstancing = true;
this.identifier = datablockLowercase;
}
override function postProcessMaterial(matName:String, material:Material) {
var refractTex = ResourceLoader.getTexture('data/shapes/structures/glass.png').resource;
refractTex.wrap = Repeat;
refractTex.mipMap = Nearest;
var diffuseTex = ResourceLoader.getTexture('data/shapes/structures/glass2.png').resource;
diffuseTex.wrap = Repeat;
diffuseTex.mipMap = Nearest;
var normalTex = ResourceLoader.getTexture("data/shapes/structures/glass.normal.png").resource;
normalTex.wrap = Repeat;
normalTex.mipMap = Nearest;
var trivialShader = new shaders.TrivialMaterial(diffuseTex);
shader = new shaders.RefractMaterial(refractTex, normalTex, 12, new h3d.Vector(1, 1, 1, 1), 1);
shader.refractMap = src.Renderer.getSfxBuffer();
// var phonshader = new shaders.PhongMaterial(diffuseTex, normalTex2, 12, new h3d.Vector(1, 1, 1, 1), src.MarbleGame.instance.world.ambient,
// src.MarbleGame.instance.world.dirLight, src.MarbleGame.instance.world.dirLightDir, 1);
var refractPass = material.mainPass.clone();
material.texture = diffuseTex;
var dtsshader = material.mainPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
material.mainPass.removeShader(material.textureShader);
material.mainPass.addShader(trivialShader);
material.mainPass.setBlendMode(Alpha);
material.mainPass.enableLights = false;
material.mainPass.depthWrite = false;
material.shadows = false;
material.mainPass.setPassName("glowPre");
refractPass.setPassName("refract");
refractPass.addShader(shader);
dtsshader = refractPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
refractPass.removeShader(material.textureShader);
refractPass.enableLights = false;
// refractPass.blendSrc = One;
// refractPass.blendDst = One;
// refractPass.blendAlphaSrc = One;
// refractPass.blendAlphaDst = One;
// refractPass.blendOp = Add;
// refractPass.blendAlphaOp = Add;
refractPass.blend(One, Zero); // disable blend
refractPass.depthWrite = true;
refractPass.depthTest = LessEqual;
material.addPass(refractPass);
}
}

View file

@ -1,5 +1,7 @@
package shapes;
import h3d.shader.UVScroll;
import h3d.shader.UVAnim;
import src.DtsObject;
import src.ResourceLoader;
@ -9,7 +11,7 @@ class StartPad extends DtsObject {
dtsPath = "data/shapes/pads/startarea.dts";
isCollideable = true;
identifier = "StartPad";
useInstancing = true;
useInstancing = false;
}
override function postProcessMaterial(matName:String, material:h3d.mat.Material) {
@ -37,8 +39,11 @@ class StartPad extends DtsObject {
var shader = new shaders.DefaultCubemapMaterial(diffuseTex, normalTex, 12, new h3d.Vector(0.8, 0.8, 0.8, 1), 1, cubemapTex);
shader.doGammaRamp = false;
var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
dtsTex.passThrough = true;
var dtsshader = material.mainPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
// var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
// dtsTex.passThrough = true;
material.mainPass.removeShader(material.textureShader);
material.mainPass.addShader(shader);
var thisprops:Dynamic = material.getDefaultProps();
@ -57,8 +62,11 @@ class StartPad extends DtsObject {
diffuseTex.mipMap = Nearest;
var shader = new shaders.DefaultNormalMaterial(diffuseTex, 14, new h3d.Vector(0.3, 0.3, 0.3, 7), 1);
shader.doGammaRamp = false;
var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
dtsTex.passThrough = true;
var dtsshader = material.mainPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
// var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
// dtsTex.passThrough = true;
material.mainPass.removeShader(material.textureShader);
material.mainPass.addShader(shader);
var thisprops:Dynamic = material.getDefaultProps();
@ -74,6 +82,8 @@ class StartPad extends DtsObject {
material.props = thisprops;
material.shadows = false;
material.receiveShadows = true;
var rotshader = new shaders.UVRotAnim(-0.5, -0.5, 1);
material.mainPass.addShader(rotshader);
}
if (matName == "abyss2") {
@ -86,6 +96,9 @@ class StartPad extends DtsObject {
material.mainPass.setPassName("glowPre");
material.mainPass.enableLights = false;
var rotshader = new shaders.UVRotAnim(-0.5, -0.5, 1);
material.mainPass.addShader(rotshader);
var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting
material.props = thisprops;
@ -98,9 +111,11 @@ class StartPad extends DtsObject {
diffuseTex.mipMap = Nearest;
var trivialShader = new shaders.TrivialMaterial(diffuseTex);
var scrollShader = new h3d.shader.UVScroll(0, 0.5);
var glowpass = material.mainPass.clone();
glowpass.addShader(trivialShader);
glowpass.addShader(scrollShader);
var dtsshader = glowpass.getShader(shaders.DtsTexture);
if (dtsshader != null)
glowpass.removeShader(dtsshader);

View file

@ -8,6 +8,7 @@ import src.MarbleWorld;
class TimeTravel extends PowerUp {
var timeBonus:Float = 5;
var shader:shaders.RefractMaterial;
public function new(element:MissionElementItem) {
super(element);
@ -65,7 +66,29 @@ class TimeTravel extends PowerUp {
material.receiveShadows = true;
}
if (matName == "timeTravel_glass") {
// TODO
var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting
material.props = thisprops;
material.shadows = false;
material.receiveShadows = true;
material.mainPass.depthWrite = false;
material.blendMode = Alpha;
var refractTex = ResourceLoader.getTexture('data/shapes/structures/glass.png').resource;
refractTex.wrap = Repeat;
refractTex.mipMap = Nearest;
var normalTex = ResourceLoader.getTexture("data/shapes/structures/time.normal.jpg").resource;
normalTex.wrap = Repeat;
normalTex.mipMap = Nearest;
shader = new shaders.RefractMaterial(refractTex, normalTex, 10, new h3d.Vector(1, 1, 1, 1), 1);
shader.refractMap = src.Renderer.getSfxBuffer();
var dtsshader = material.mainPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
material.mainPass.removeShader(material.textureShader);
material.mainPass.addShader(shader);
material.mainPass.setPassName("refract");
}
}
}