more glow

This commit is contained in:
RandomityGuy 2023-06-11 14:59:52 +05:30
parent a893aa7040
commit c4604d497a
14 changed files with 319 additions and 10 deletions

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@ -78,8 +78,9 @@ class InstanceManager {
minfo.meshbatch.material.mainPass.depthTest = minfo.mesh.material.mainPass.depthTest; minfo.meshbatch.material.mainPass.depthTest = minfo.mesh.material.mainPass.depthTest;
// minfo.meshbatch.shadersChanged = true; // minfo.meshbatch.shadersChanged = true;
minfo.meshbatch.material.mainPass.setPassName(minfo.mesh.material.mainPass.name); minfo.meshbatch.material.mainPass.setPassName(minfo.mesh.material.mainPass.name);
// minfo.meshbatch.material.mainPass.enableLights = minfo.mesh.material.mainPass.enableLights; minfo.meshbatch.material.mainPass.enableLights = minfo.mesh.material.mainPass.enableLights;
minfo.meshbatch.worldPosition = transform; minfo.meshbatch.worldPosition = transform;
minfo.meshbatch.material.mainPass.culling = minfo.mesh.material.mainPass.culling;
minfo.meshbatch.emitInstance(); minfo.meshbatch.emitInstance();
} }
} }
@ -151,7 +152,21 @@ class InstanceManager {
} }
var glowPass = mat.getPass("glow"); var glowPass = mat.getPass("glow");
if (glowPass != null) { if (glowPass != null) {
minfo.meshbatch.material.addPass(glowPass.clone()); var gpass = glowPass.clone();
gpass.enableLights = false;
gpass.depthTest = LessEqual;
minfoshaders = [];
for (shader in gpass.getShaders()) {
minfoshaders.push(shader);
}
for (shader in minfoshaders)
gpass.removeShader(shader);
for (shader in glowPass.getShaders()) {
gpass.addShader(shader);
}
minfo.meshbatch.material.addPass(gpass);
} }
// var dtsshader = mat.mainPass.getShader(DtsTexture); // var dtsshader = mat.mainPass.getShader(DtsTexture);
// if (dtsshader != null) { // if (dtsshader != null) {

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@ -30,6 +30,7 @@ class DefaultCubemapMaterial extends hxsl.Shader {
var specPower:Float; var specPower:Float;
var pixelTransformedPosition:Vec3; var pixelTransformedPosition:Vec3;
var transformedNormal:Vec3; var transformedNormal:Vec3;
@const var doGammaRamp:Bool;
// @var var outReflectVec:Vec3; // @var var outReflectVec:Vec3;
@var var outLightVec:Vec4; @var var outLightVec:Vec4;
@var var outPos:Vec3; @var var outPos:Vec3;
@ -82,11 +83,13 @@ class DefaultCubemapMaterial extends hxsl.Shader {
outCol += specular * diffuse.a; outCol += specular * diffuse.a;
// Gamma correction using our regression model // Gamma correction using our regression model
var a = 1.00759; if (doGammaRamp) {
var b = 1.18764; var a = 1.00759;
outCol.x = a * pow(outCol.x, b); var b = 1.18764;
outCol.y = a * pow(outCol.y, b); outCol.x = a * pow(outCol.x, b);
outCol.z = a * pow(outCol.z, b); outCol.y = a * pow(outCol.y, b);
outCol.z = a * pow(outCol.z, b);
}
pixelColor = outCol; pixelColor = outCol;
} }
@ -100,5 +103,6 @@ class DefaultCubemapMaterial extends hxsl.Shader {
this.shininess = shininess; this.shininess = shininess;
this.specularColor = specularColor; this.specularColor = specularColor;
this.secondaryMapUvFactor = secondaryMapUvFactor; this.secondaryMapUvFactor = secondaryMapUvFactor;
this.doGammaRamp = true;
} }
} }

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@ -70,12 +70,28 @@ class AntiGravity extends PowerUp {
material.receiveShadows = true; material.receiveShadows = true;
} }
if (matName == "item_glow") { if (matName == "item_glow") {
var diffuseTex = ResourceLoader.getTexture("data/shapes/items/antigrav_glow.png").resource;
diffuseTex.wrap = Repeat;
diffuseTex.mipMap = Nearest;
var trivialShader = new shaders.TrivialMaterial(diffuseTex);
var glowpass = material.mainPass.clone(); var glowpass = material.mainPass.clone();
glowpass.addShader(trivialShader);
var dtsshader = glowpass.getShader(shaders.DtsTexture);
if (dtsshader != null)
glowpass.removeShader(dtsshader);
glowpass.setPassName("glow"); glowpass.setPassName("glow");
glowpass.depthTest = LessEqual; glowpass.depthTest = LessEqual;
glowpass.enableLights = false;
material.addPass(glowpass); material.addPass(glowpass);
material.mainPass.setPassName("glowPre"); material.mainPass.setPassName("glowPre");
material.mainPass.addShader(trivialShader);
dtsshader = material.mainPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
material.mainPass.enableLights = false;
var thisprops:Dynamic = material.getDefaultProps(); var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting thisprops.light = false; // We will calculate our own lighting

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@ -54,5 +54,34 @@ class Blast extends PowerUp {
material.shadows = false; material.shadows = false;
material.receiveShadows = true; material.receiveShadows = true;
} }
if (matName == "item_glow") {
var diffuseTex = ResourceLoader.getTexture("data/shapes/items/item_glow.png").resource;
diffuseTex.wrap = Repeat;
diffuseTex.mipMap = Nearest;
var trivialShader = new shaders.TrivialMaterial(diffuseTex);
var glowpass = material.mainPass.clone();
glowpass.addShader(trivialShader);
var dtsshader = glowpass.getShader(shaders.DtsTexture);
if (dtsshader != null)
glowpass.removeShader(dtsshader);
glowpass.setPassName("glow");
glowpass.depthTest = LessEqual;
glowpass.enableLights = false;
material.addPass(glowpass);
material.mainPass.setPassName("glowPre");
material.mainPass.addShader(trivialShader);
dtsshader = material.mainPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
material.mainPass.enableLights = false;
var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting
material.props = thisprops;
material.shadows = false;
}
} }
} }

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@ -36,7 +36,7 @@ class EndPad extends DtsObject {
this.dtsPath = "data/shapes/pads/endarea.dts"; this.dtsPath = "data/shapes/pads/endarea.dts";
this.isCollideable = true; this.isCollideable = true;
this.identifier = "EndPad"; this.identifier = "EndPad";
this.useInstancing = false; this.useInstancing = true;
} }
public override function init(level:MarbleWorld, onFinish:Void->Void) { public override function init(level:MarbleWorld, onFinish:Void->Void) {
@ -120,6 +120,76 @@ class EndPad extends DtsObject {
// We can safely remove the firework // We can safely remove the firework
} }
} }
override function postProcessMaterial(matName:String, material:h3d.mat.Material) {
if (matName == "abyss2") {
var glowpass = material.mainPass.clone();
glowpass.setPassName("glow");
glowpass.depthTest = LessEqual;
glowpass.enableLights = false;
material.addPass(glowpass);
material.mainPass.setPassName("glowPre");
material.mainPass.enableLights = false;
var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting
material.props = thisprops;
material.shadows = false;
}
if (matName == "ringtex") {
var diffuseTex = ResourceLoader.getTexture("data/shapes/pads/ringtex.png").resource;
diffuseTex.wrap = Repeat;
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;
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;
}
if (matName == "misty") {
var diffuseTex = ResourceLoader.getTexture("data/shapes/pads/misty.png").resource;
diffuseTex.wrap = Repeat;
diffuseTex.mipMap = Nearest;
var trivialShader = new shaders.TrivialMaterial(diffuseTex);
var glowpass = material.mainPass.clone();
glowpass.addShader(trivialShader);
var dtsshader = glowpass.getShader(shaders.DtsTexture);
if (dtsshader != null)
glowpass.removeShader(dtsshader);
glowpass.setPassName("glow");
glowpass.depthTest = LessEqual;
glowpass.enableLights = false;
glowpass.blendSrc = SrcAlpha;
glowpass.blendDst = OneMinusSrcAlpha;
material.addPass(glowpass);
material.mainPass.setPassName("glowPre");
material.mainPass.addShader(trivialShader);
dtsshader = material.mainPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
material.mainPass.enableLights = false;
var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting
material.props = thisprops;
material.shadows = false;
material.blendMode = Alpha;
material.mainPass.blendSrc = SrcAlpha;
material.mainPass.blendDst = OneMinusSrcAlpha;
}
}
} }
final fireworkSmoke:ParticleEmitterOptions = { final fireworkSmoke:ParticleEmitterOptions = {

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@ -64,5 +64,34 @@ class MegaMarble extends PowerUp {
material.shadows = false; material.shadows = false;
material.receiveShadows = true; material.receiveShadows = true;
} }
if (matName == "item_glow") {
var diffuseTex = ResourceLoader.getTexture("data/shapes/images/grow_glow.png").resource;
diffuseTex.wrap = Repeat;
diffuseTex.mipMap = Nearest;
var trivialShader = new shaders.TrivialMaterial(diffuseTex);
var glowpass = material.mainPass.clone();
glowpass.addShader(trivialShader);
var dtsshader = glowpass.getShader(shaders.DtsTexture);
if (dtsshader != null)
glowpass.removeShader(dtsshader);
glowpass.setPassName("glow");
glowpass.depthTest = LessEqual;
glowpass.enableLights = false;
material.addPass(glowpass);
material.mainPass.setPassName("glowPre");
material.mainPass.addShader(trivialShader);
dtsshader = material.mainPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
material.mainPass.enableLights = false;
var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting
material.props = thisprops;
material.shadows = false;
}
} }
} }

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@ -1,6 +1,7 @@
package shapes; package shapes;
import src.DtsObject; import src.DtsObject;
import src.ResourceLoader;
class StartPad extends DtsObject { class StartPad extends DtsObject {
public function new() { public function new() {
@ -8,6 +9,122 @@ class StartPad extends DtsObject {
dtsPath = "data/shapes/pads/startarea.dts"; dtsPath = "data/shapes/pads/startarea.dts";
isCollideable = true; isCollideable = true;
identifier = "StartPad"; identifier = "StartPad";
useInstancing = false; useInstancing = true;
}
override function postProcessMaterial(matName:String, material:h3d.mat.Material) {
if (matName == "ringglass") {
var diffuseTex = ResourceLoader.getTexture("data/shapes/pads/ringglass.png").resource;
diffuseTex.wrap = Repeat;
diffuseTex.mipMap = Nearest;
var normalTex = ResourceLoader.getTexture("data/shapes/pads/ringnormal.png").resource;
normalTex.wrap = Repeat;
normalTex.mipMap = Nearest;
var cubemapTex = new h3d.mat.Texture(64, 64, [Cube]);
var cubemapFace1 = ResourceLoader.getImage('data/skies/env_SO.png').resource;
var cubemapFace2 = ResourceLoader.getImage('data/skies/env_NO.png').resource;
var cubemapFace3 = ResourceLoader.getImage('data/skies/env_EA.png').resource;
var cubemapFace4 = ResourceLoader.getImage('data/skies/env_WE.png').resource;
var cubemapFace5 = ResourceLoader.getImage('data/skies/env_UP.png').resource;
var cubemapFace6 = ResourceLoader.getImage('data/skies/env_DN.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 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;
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;
material.blendMode = Alpha;
material.mainPass.culling = None;
// material.blendMode = Alpha;
}
if (matName == "ringtex") {
var diffuseTex = ResourceLoader.getTexture("data/shapes/pads/ringtex.png").resource;
diffuseTex.wrap = Repeat;
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;
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;
}
if (matName == "abyss") {
var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting
material.props = thisprops;
material.shadows = false;
material.receiveShadows = true;
}
if (matName == "abyss2") {
var glowpass = material.mainPass.clone();
glowpass.setPassName("glow");
glowpass.depthTest = LessEqual;
glowpass.enableLights = false;
material.addPass(glowpass);
material.mainPass.setPassName("glowPre");
material.mainPass.enableLights = false;
var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting
material.props = thisprops;
material.shadows = false;
}
if (matName == "misty") {
var diffuseTex = ResourceLoader.getTexture("data/shapes/pads/misty.png").resource;
diffuseTex.wrap = Repeat;
diffuseTex.mipMap = Nearest;
var trivialShader = new shaders.TrivialMaterial(diffuseTex);
var glowpass = material.mainPass.clone();
glowpass.addShader(trivialShader);
var dtsshader = glowpass.getShader(shaders.DtsTexture);
if (dtsshader != null)
glowpass.removeShader(dtsshader);
glowpass.setPassName("glow");
glowpass.depthTest = LessEqual;
glowpass.enableLights = false;
glowpass.blendSrc = SrcAlpha;
glowpass.blendDst = OneMinusSrcAlpha;
material.addPass(glowpass);
material.mainPass.setPassName("glowPre");
material.mainPass.addShader(trivialShader);
dtsshader = material.mainPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
material.mainPass.enableLights = false;
var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting
material.props = thisprops;
material.shadows = false;
material.blendMode = Alpha;
material.mainPass.blendSrc = SrcAlpha;
material.mainPass.blendDst = OneMinusSrcAlpha;
}
} }
} }

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@ -107,5 +107,34 @@ class SuperSpeed extends PowerUp {
material.shadows = false; material.shadows = false;
material.receiveShadows = true; material.receiveShadows = true;
} }
if (matName == "superSpeed_star") {
var diffuseTex = ResourceLoader.getTexture("data/shapes/items/superSpeed_star.png").resource;
diffuseTex.wrap = Repeat;
diffuseTex.mipMap = Nearest;
var trivialShader = new shaders.TrivialMaterial(diffuseTex);
var glowpass = material.mainPass.clone();
glowpass.addShader(trivialShader);
var dtsshader = glowpass.getShader(shaders.DtsTexture);
if (dtsshader != null)
glowpass.removeShader(dtsshader);
glowpass.setPassName("glow");
glowpass.depthTest = LessEqual;
glowpass.enableLights = false;
material.addPass(glowpass);
material.mainPass.setPassName("glowPre");
material.mainPass.addShader(trivialShader);
dtsshader = material.mainPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
material.mainPass.enableLights = false;
var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting
material.props = thisprops;
material.shadows = false;
}
} }
} }