This commit is contained in:
RandomityGuy 2023-06-10 14:16:42 +05:30
parent 50a42605aa
commit 62e76967f6
2 changed files with 124 additions and 0 deletions

View file

@ -0,0 +1,98 @@
package shaders;
class DefaultCubemapNormalMaterial extends hxsl.Shader {
static var SRC = {
@param var diffuseMap:Sampler2D;
@param var specularColor:Vec4;
@param var shininess:Float;
@param var secondaryMapUvFactor:Float;
@param var cubeMap:SamplerCube;
@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;
@const var doGammaRamp:Bool;
@var var outShading:Vec4;
@var var outLightVec:Vec4;
@var var outEyePos:Vec3;
@var var outReflectVec:Vec3;
function lambert(normal:Vec3, lightPosition:Vec3):Float {
var result = dot(normal, lightPosition);
return saturate(result);
}
function vertex() {
calculatedUV = input.uv;
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;
outLightVec.w = step(-0.5, dot(input.normal, -inLightVec));
outEyePos = eyePos;
outShading = vec4(saturate(dot(-inLightVec, input.normal)));
outShading.w = 1;
outShading *= vec4(1.08, 1.03, 0.90, 1);
var cubeTrans = mat3(global.modelView);
var cubeEyePos = camera.position - global.modelView[3].xyz;
var cubeVertPos = input.position * cubeTrans;
var cubeNormal = (input.normal * cubeTrans).normalize();
var eyeToVert = cubeVertPos - cubeEyePos;
outReflectVec = reflect(eyeToVert, cubeNormal);
}
function fragment() {
// Diffuse part
var diffuse = diffuseMap.get(calculatedUV);
var ambient = vec4(0.472, 0.424, 0.475, 1.00);
var outCol = (outShading + ambient) * diffuse;
outCol += diffuse.a * cubeMap.get(outReflectVec);
var eyeVec = (outEyePos - input.position).normalize();
var halfAng = (eyeVec + outLightVec.xyz).normalize();
var specValue = saturate(input.normal.dot(halfAng)) * outLightVec.w;
var specular = specularColor * pow(specValue, shininess);
outCol.a = 1;
outCol += specular * diffuse.a;
// 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, cubeMap, shininess, specularColor, secondaryMapUvFactor) {
super();
this.diffuseMap = diffuse;
this.cubeMap = cubeMap;
this.shininess = shininess;
this.specularColor = specularColor;
this.secondaryMapUvFactor = secondaryMapUvFactor;
this.doGammaRamp = true;
}
}

View file

@ -41,4 +41,30 @@ class EasterEgg extends PowerUp {
}
public function use(timeState:src.TimeState) {}
override function postProcessMaterial(matName:String, material:h3d.mat.Material) {
if (matName == "egg_skin") {
var diffuseTex = ResourceLoader.getTexture("data/shapes/items/egg_skin.png").resource;
diffuseTex.wrap = Repeat;
diffuseTex.mipMap = Nearest;
var cubemapTex = new h3d.mat.Texture(64, 64, [Cube]);
var cubemapFace = ResourceLoader.getImage('data/skies/gemCubemapUp.png').resource;
for (i in 0...6) {
cubemapTex.uploadPixels(cubemapFace.getPixels(), 0, i);
}
var shader = new shaders.DefaultCubemapNormalMaterial(diffuseTex, cubemapTex, 32, new h3d.Vector(1, 1, 1, 1), 1);
shader.doGammaRamp = false;
var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
dtsTex.passThrough = true;
material.mainPass.removeShader(material.textureShader);
material.mainPass.addShader(shader);
var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting
material.props = thisprops;
material.shadows = false;
material.receiveShadows = true;
}
}
}