ice material

This commit is contained in:
RandomityGuy 2023-06-09 21:06:55 +05:30
parent dbeeea897c
commit 8d7c31095b
13 changed files with 190 additions and 36 deletions

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@ -1,5 +1,6 @@
package src;
import shaders.DefaultCubemapMaterial;
import shaders.DefaultNormalMaterial;
import shaders.DefaultMaterial;
import h3d.scene.Mesh;
@ -212,6 +213,38 @@ class DifBuilder {
worker.run();
}
static function createDefaultCubemapMaterial(onFinish:hxsl.Shader->Void, baseTexture:String, normalTexture:String, shininess:Float, specularColor:Vector,
uvScaleFactor:Float = 1) {
var worker = new ResourceLoaderWorker(() -> {
var diffuseTex = ResourceLoader.getTexture(baseTexture).resource;
diffuseTex.wrap = Repeat;
diffuseTex.mipMap = Nearest;
var normalTex = ResourceLoader.getTexture(normalTexture).resource;
normalTex.wrap = Repeat;
normalTex.mipMap = Nearest;
var cubemapTex = new h3d.mat.Texture(128, 128, [Cube]);
var cubemapFace1 = ResourceLoader.getImage('data/textures/acubexpos2.png').resource;
var cubemapFace2 = ResourceLoader.getImage('data/textures/acubexneg2.png').resource;
var cubemapFace3 = ResourceLoader.getImage('data/textures/acubezneg2.png').resource;
var cubemapFace4 = ResourceLoader.getImage('data/textures/acubezpos2.png').resource;
var cubemapFace5 = ResourceLoader.getImage('data/textures/acubeypos2.png').resource;
var cubemapFace6 = ResourceLoader.getImage('data/textures/acubeyneg2.png').resource;
cubemapTex.uploadPixels(cubemapFace1.getPixels(), 0, 0);
cubemapTex.uploadPixels(cubemapFace2.getPixels(), 0, 1);
cubemapTex.uploadPixels(cubemapFace3.getPixels(), 0, 2);
cubemapTex.uploadPixels(cubemapFace4.getPixels(), 0, 3);
cubemapTex.uploadPixels(cubemapFace5.getPixels(), 0, 4);
cubemapTex.uploadPixels(cubemapFace6.getPixels(), 0, 5);
var shader = new DefaultCubemapMaterial(diffuseTex, normalTex, shininess, specularColor, uvScaleFactor, cubemapTex);
onFinish(shader);
});
worker.loadFile(baseTexture);
worker.loadFile(normalTexture);
worker.run();
}
static function createDefaultNormalMaterial(onFinish:hxsl.Shader->Void, baseTexture:String, shininess:Float, specularColor:Vector,
uvScaleFactor:Float = 1) {
var worker = new ResourceLoaderWorker(() -> {
@ -294,10 +327,10 @@ class DifBuilder {
'beam' => (onFinish) -> createDefaultMaterial(onFinish, 'data/textures/beam.png', 'data/textures/beam.normal.png', 12, new Vector(0.8, 0.8, 0.6, 1)),
'beam_side' => (onFinish) -> createDefaultMaterial(onFinish, 'data/textures/beam_side.png', 'data/textures/beam_side.normal.png', 12,
new Vector(0.8, 0.8, 0.6, 1)),
// 'friction_low.png' => (onFinish) -> createPhongMaterial(onFinish, 'data/textures/friction_low.png', 'data/textures/friction_low.normal.png', 128,
// new Vector(1, 1, 1, 0.8)),
// 'friction_low_shadow' => (onFinish) -> createPhongMaterial(onFinish, 'data/textures/friction_low_shadow.png', 'data/textures/friction_low.normal.png',
// 128, new Vector(0.3, 0.3, 0.35, 1)),
'friction_low' => (onFinish) -> createDefaultCubemapMaterial(onFinish, 'data/textures/friction_low.png', 'data/textures/friction_low.normal.png', 128,
new Vector(1, 1, 1, 0.8)),
'friction_low_shadow' => (onFinish) -> createDefaultCubemapMaterial(onFinish, 'data/textures/friction_low_shadow.png',
'data/textures/friction_low.normal.png', 128, new Vector(0.3, 0.3, 0.35, 1)),
'friction_high' => (onFinish) -> createDefaultMaterial(onFinish, 'data/textures/friction_high.png', 'data/textures/friction_high.normal.png', 10,
new Vector(0.3, 0.3, 0.35, 1)),
'friction_high_shadow' => (onFinish) -> createDefaultMaterial(onFinish, 'data/textures/friction_high_shadow.png',

View file

@ -138,38 +138,55 @@ class InstanceManager {
}
if (isMesh) {
var mat = cast(obj, Mesh).material;
var dtsshader = mat.mainPass.getShader(DtsTexture);
if (dtsshader != null) {
minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.meshbatch.material.mainPass.addShader(dtsshader);
minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
minfo.meshbatch.material.mainPass.depthWrite = mat.mainPass.depthWrite;
var minfoshaders = [];
for (shader in minfo.meshbatch.material.mainPass.getShaders()) {
minfoshaders.push(shader);
}
var phongshader = mat.mainPass.getShader(PhongMaterial);
if (phongshader != null) {
minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.meshbatch.material.mainPass.addShader(phongshader);
// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
}
var noiseshder = mat.mainPass.getShader(NoiseTileMaterial);
if (noiseshder != null) {
minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.meshbatch.material.mainPass.addShader(noiseshder);
// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
}
var nmapshdr = mat.mainPass.getShader(NormalMaterial);
if (nmapshdr != null) {
minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.meshbatch.material.mainPass.addShader(nmapshdr);
// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
}
var cubemapshdr = mat.mainPass.getShader(EnvMap);
if (cubemapshdr != null) {
minfo.meshbatch.material.mainPass.addShader(cubemapshdr);
for (shader in minfoshaders)
minfo.meshbatch.material.mainPass.removeShader(shader);
for (shader in mat.mainPass.getShaders()) {
minfo.meshbatch.material.mainPass.addShader(shader);
}
// var dtsshader = mat.mainPass.getShader(DtsTexture);
// if (dtsshader != null) {
// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
// minfo.meshbatch.material.mainPass.addShader(dtsshader);
// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
// minfo.meshbatch.material.mainPass.depthWrite = mat.mainPass.depthWrite;
// }
// var phongshader = mat.mainPass.getShader(PhongMaterial);
// if (phongshader != null) {
// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
// minfo.meshbatch.material.mainPass.addShader(phongshader);
// // minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
// }
// var noiseshder = mat.mainPass.getShader(NoiseTileMaterial);
// if (noiseshder != null) {
// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
// minfo.meshbatch.material.mainPass.addShader(noiseshder);
// // minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
// }
// var nmapshdr = mat.mainPass.getShader(NormalMaterial);
// if (nmapshdr != null) {
// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
// minfo.meshbatch.material.mainPass.addShader(nmapshdr);
// // minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
// }
// var cubemapshdr = mat.mainPass.getShader(EnvMap);
// if (cubemapshdr != null) {
// minfo.meshbatch.material.mainPass.addShader(cubemapshdr);
// }
minfo.transparencymeshbatch = new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene);
minfoshaders = [];
for (shader in minfo.transparencymeshbatch.material.mainPass.getShaders()) {
minfoshaders.push(shader);
}
for (shader in minfoshaders)
minfo.transparencymeshbatch.material.mainPass.removeShader(shader);
minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.transparencymeshbatch.material.mainPass.addShader(dtsshader);
for (shader in mat.mainPass.getShaders()) {
minfo.transparencymeshbatch.material.mainPass.addShader(shader);
}
// minfo.transparencymeshbatch.material.mainPass.culling = mat.mainPass.culling;
// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.mainPass.getShader(PropsValues));

View file

@ -10,7 +10,7 @@ import h3d.scene.Object;
class InteriorObject extends GameObject {
public var collider:CollisionEntity;
public var interiorFile:String;
public var useInstancing = false;
public var useInstancing = true;
public var level:MarbleWorld;
public function new() {

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@ -0,0 +1,104 @@
package shaders;
class DefaultCubemapMaterial extends hxsl.Shader {
static var SRC = {
@param var diffuseMap:Sampler2D;
@param var specularColor:Vec4;
@param var normalMap:Sampler2D;
@param var cubeMap:SamplerCube;
@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 pixelTransformedPosition:Vec3;
var transformedNormal:Vec3;
// @var var outReflectVec:Vec3;
@var var outLightVec:Vec4;
@var var outPos:Vec3;
@var var outEyePos:Vec3;
function lambert(normal:Vec3, lightPosition:Vec3):Float {
var result = dot(normal, lightPosition);
return saturate(result);
}
function vertex() {
var eyePos = camera.position * mat3x4(global.modelViewInverse);
// eyePos /= vec3(global.modelViewInverse[0].x, global.modelViewInverse[1].y, global.modelViewInverse[2].z);
var cubeTrans = mat3(global.modelView);
var cubeEyePos = camera.position - global.modelView[3].xyz;
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);
outLightVec.xyz = -inLightVec * objToTangentSpace;
// var cubeVertPos = input.position * cubeTrans;
// var cubeNormal = input.normal * cubeTrans;
// var eyeToVert = (cubeVertPos - cubeEyePos).normalize();
// outReflectVec = reflect(eyeToVert, cubeNormal);
outPos = (input.position / 100.0) * objToTangentSpace;
outEyePos = (eyePos / 100.0) * objToTangentSpace;
outLightVec.w = step(-0.5, dot(input.normal, -inLightVec));
}
function fragment() {
var ambient = vec4(0.472, 0.424, 0.475, 1.00);
var shading = vec4(1.08, 1.03, 0.90, 1);
var diffuse = diffuseMap.get(calculatedUV);
var outCol = diffuse;
var bumpNormal = unpackNormal(normalMap.get(calculatedUV * secondaryMapUvFactor));
var incidentRay = normalize(pixelTransformedPosition - camera.position);
var reflectionRay = reflect(incidentRay, transformedNormal);
var bumpDot = ((dot(bumpNormal, outLightVec.xyz) + 1) * 0.5);
outCol *= (shading * bumpDot) + ambient;
outCol += diffuse.a * cubeMap.get(reflectionRay);
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;
// Gamma correction using our regression model
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, skybox) {
super();
this.diffuseMap = diffuse;
this.cubeMap = skybox;
this.normalMap = normal;
this.shininess = shininess;
this.specularColor = specularColor;
this.secondaryMapUvFactor = secondaryMapUvFactor;
}
}

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@ -44,7 +44,7 @@ class DefaultMaterial extends hxsl.Shader {
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);
// 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;

View file

@ -38,7 +38,7 @@ class DefaultNormalMaterial extends hxsl.Shader {
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);
// 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;

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@ -41,7 +41,7 @@ class NoiseTileMaterial extends hxsl.Shader {
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);
// 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;