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No commits in common. "761a0073efe331222761bbe902d7a49a6a25a4bb" and "ba777fbf3c128c3b5864755c23a7aa8a7eaecc81" have entirely different histories.
761a0073ef
...
ba777fbf3c
@ -5,7 +5,6 @@ local vec4 = _math.vec4
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local scalar = _math.scalar
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local collada_types = require 'collada_types'
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local random_data = require 'random_data'
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local pixel_color_data = love.filesystem.newFileData("pixel_color.glsl")
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local pixel_shadow_data = love.filesystem.newFileData("pixel_shadow.glsl")
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@ -16,24 +15,6 @@ local shader_color_skinned = love.graphics.newShader(pixel_color_data, vertex_sk
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local shader_shadow_static = love.graphics.newShader(pixel_shadow_data, vertex_static_data)
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local shader_shadow_skinned = love.graphics.newShader(pixel_shadow_data, vertex_skinned_data)
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local vertex_screen = love.filesystem.newFileData("vertex_screen.glsl")
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local pixel_ssao = love.filesystem.newFileData("pixel_ssao.glsl")
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local shader_ssao = love.graphics.newShader(pixel_ssao, vertex_screen)
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local pixel_clear = love.filesystem.newFileData("pixel_clear.glsl")
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local shader_clear = love.graphics.newShader(pixel_clear, vertex_screen)
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local pixel_blur = love.filesystem.newFileData("pixel_blur.glsl")
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local shader_blur = love.graphics.newShader(pixel_blur, vertex_screen)
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local pixel_shade = love.filesystem.newFileData("pixel_shade.glsl")
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local shader_shade = love.graphics.newShader(pixel_shade, vertex_screen)
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local noise_texture = random_data.generate_noise_texture(4, 4)
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local ssao_kernel_shaderstorage_buffer = random_data.generate_ssao_kernel(64)
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local global_parameters = require "global_parameters"
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local shader_set = {
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shadow = {
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static = shader_shadow_static,
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@ -211,9 +192,9 @@ collada_scene = {
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end
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--shader:send("Joints", "column",
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--joints[1]:data(),
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--joints[2]:data(),
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--joints[3]:data())
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--joints[1].data,
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--joints[2].data,
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--joints[3].data)
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current_shader:send("Joints", "column",
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mat4.store_table(joints[1]),
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mat4.store_table(joints[2]),
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@ -224,7 +205,7 @@ collada_scene = {
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end
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end,
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draw_node = function(node_state, projection, view, light_transform, node, node_instance)
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draw_node = function(node_state, transform, light_transform, node, node_instance)
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if node.type ~= collada_types.node_type.NODE then
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return
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end
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@ -234,36 +215,33 @@ collada_scene = {
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end
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local world = node_instance.world
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view_transform = world * view
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transform = view_transform * projection
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transform = world * transform
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light_transform = world * light_transform
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if node.instance_geometries_count > 0 then
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current_shader = current_shader_set.static
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love.graphics.setShader(current_shader)
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--current_shader:send("projection", "column", projection:data())
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current_shader:send("view_transform", "column", view_transform:data())
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current_shader:send("world_transform", "column", world:data())
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current_shader:send("light_transform", "column", light_transform:data())
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current_shader:send("transform", "column", transform:data())
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current_shader:send("world_transform", "column", world.data)
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current_shader:send("light_transform", "column", light_transform.data)
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current_shader:send("transform", "column", transform.data)
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collada_scene.draw_instance_geometries(node.instance_geometries)
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end
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if node.instance_controllers_count > 0 then
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current_shader = current_shader_set.skinned
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love.graphics.setShader(current_shader)
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current_shader:send("world_transform", "column", world:data())
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current_shader:send("light_transform", "column", light_transform:data())
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current_shader:send("transform", "column", transform:data())
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current_shader:send("world_transform", "column", world.data)
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current_shader:send("light_transform", "column", light_transform.data)
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current_shader:send("transform", "column", transform.data)
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collada_scene.draw_instance_controllers(node_state, node.instance_controllers)
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end
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end,
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draw_nodes = function(node_state, projection, view, light_transform)
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draw_nodes = function(node_state, transform, light_transform)
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local node_index = 0
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for _, node in ipairs(node_state.nodes) do
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local node_instance = node_state.node_instances[node_index]
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collada_scene.draw_node(node_state, projection, view, light_transform, node, node_instance)
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collada_scene.draw_node(node_state, transform, light_transform, node, node_instance)
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node_index = node_index + 1
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end
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end,
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@ -290,91 +268,29 @@ collada_scene = {
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-- shadow
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----------------------------------------------------------------------
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if false then
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love.graphics.setCanvas({g_shadow_canvas, depth=true})
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love.graphics.clear({0.0, 0.0, 0.0, 1.0})
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current_shader_set = shader_set.shadow
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send_material = false
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love.graphics.setDepthMode("less", true)
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collada_scene.draw_nodes(node_state, light_transform, light_transform)
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end
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----------------------------------------------------------------------
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-- color
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----------------------------------------------------------------------
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shader_color_static:send("view_position", view_position:data())
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shader_color_static:send("light_position", light_position:data())
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--shader_color_static:send("shadow_sampler", g_shadow_canvas)
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shader_color_static:send("view_position", view_position.data)
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shader_color_static:send("light_position", light_position.data)
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shader_color_static:send("shadow_sampler", g_shadow_canvas)
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shader_color_skinned:send("view_position", view_position:data())
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shader_color_skinned:send("light_position", light_position:data())
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--shader_color_skinned:send("shadow_sampler", g_shadow_canvas)
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love.graphics.setCanvas({g_color_canvas, g_position_canvas, g_normal_canvas, depth=true})
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--love.graphics.setCanvas()
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--love.graphics.clear({0.0, 0.0, 0.0, 1.0})
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--love.graphics.clear({0, 0, 0, 1.0}, {0, 0, 0, 1.0}, {0, 0, 0, 1.0}, 255, 0)
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love.graphics.setDepthMode("always", true)
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love.graphics.setShader(shader_clear)
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love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
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shader_color_skinned:send("view_position", view_position.data)
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shader_color_skinned:send("light_position", light_position.data)
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shader_color_skinned:send("shadow_sampler", g_shadow_canvas)
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love.graphics.setCanvas()
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love.graphics.clear({0.0, 0.0, 0.0, 1.0})
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current_shader_set = shader_set.color
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send_material = true
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love.graphics.setDepthMode("greater", true)
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collada_scene.draw_nodes(node_state, perspective_projection, view, light_transform)
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----------------------------------------------------------------------
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-- ssao
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----------------------------------------------------------------------
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if true then
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love.graphics.setCanvas({g_occlusion_canvas_a, depth=false})
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love.graphics.setShader(shader_ssao)
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shader_ssao:send("projection", "column", perspective_projection:data())
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--shader_ssao:send("g_color_sampler", g_color_canvas)
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shader_ssao:send("g_position_sampler", g_position_canvas)
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shader_ssao:send("g_normal_sampler", g_normal_canvas)
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shader_ssao:send("noise_sampler", noise_texture)
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shader_ssao:send("SSAOKernelLayout", ssao_kernel_shaderstorage_buffer)
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shader_ssao:send("bias", global_parameters.ssao.bias)
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shader_ssao:send("radius", global_parameters.ssao.radius)
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shader_ssao:send("occlusion_exponent", global_parameters.ssao.occlusion_exponent)
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shader_ssao:send("occlusion_offset", global_parameters.ssao.occlusion_offset)
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shader_ssao:send("bias1", global_parameters.ssao.bias1)
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shader_ssao:send("radius1", global_parameters.ssao.radius1)
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shader_ssao:send("occlusion_exponent1", global_parameters.ssao.occlusion_exponent1)
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shader_ssao:send("occlusion_offset1", global_parameters.ssao.occlusion_offset1)
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love.graphics.setDepthMode("always", false)
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love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
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end
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if true then
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love.graphics.setShader(shader_blur)
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for i = 1, 2 do
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shader_blur:send("g_occlusion_sampler", g_occlusion_canvas_a)
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shader_blur:send("inverse_screen_size", {1.0 / 1024.0, 1.0 / 1024.0})
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shader_blur:send("dir", {1, 0})
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love.graphics.setDepthMode("always", false)
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love.graphics.setCanvas({g_occlusion_canvas_b, depth=false})
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love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
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shader_blur:send("g_occlusion_sampler", g_occlusion_canvas_b)
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shader_blur:send("dir", {0, 1})
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love.graphics.setCanvas({g_occlusion_canvas_a, depth=false})
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love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
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end
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end
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shader_shade:send("g_occlusion_sampler", g_occlusion_canvas_a)
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shader_shade:send("g_color_sampler", g_color_canvas)
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love.graphics.setDepthMode("always", false)
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love.graphics.setCanvas()
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love.graphics.setShader(shader_shade)
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love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
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collada_scene.draw_nodes(node_state, transform, light_transform)
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end,
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}
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@ -30,11 +30,11 @@ local transform_matrix = function (loaded_transform)
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elseif type == collada_types.transform_type.MATRIX then
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return value
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elseif type == collada_types.transform_type.ROTATE then
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if value.x == 0 and value.y == 0 and value.z == 0 then
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if value.f[0] == 0 and value.f[1] == 0 and value.f[2] == 0 then
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-- WUT?
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return mat4.identity()
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end
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return mat4.rotation_axis(value, scalar.convert_to_radians(value.w))
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return mat4.rotation_axis(value, scalar.convert_to_radians(value.f[3]))
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elseif type == collada_types.transform_type.SCALE then
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return mat4.scaling_from_vector(value)
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elseif type == collada_types.transform_type.TRANSLATE then
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95
font.lua
95
font.lua
@ -1,95 +0,0 @@
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local _math = require "_math"
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local mat4 = _math.mat4
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local pixel_font_data = love.filesystem.newFileData("pixel_font.glsl")
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local vertex_font_data = love.filesystem.newFileData("vertex_font.glsl")
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local shader_font = love.graphics.newShader(pixel_font_data, vertex_font_data)
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local fonts = {
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ter_6x12 = {
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path = "font/terminus_128x64_6x12.data",
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texture_width = 128,
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texture_height = 64,
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glyph_width = 6,
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glyph_height = 12,
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},
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ter_8x16 = {
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path = "font/terminus_128x128_8x16.data",
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texture_width = 128,
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texture_height = 128,
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glyph_width = 8,
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glyph_height = 16,
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},
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ter_10x18 = {
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path = "font/terminus_256x128_10x18.data",
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texture_width = 256,
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texture_height = 128,
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glyph_width = 10,
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glyph_height = 18,
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},
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ter_12x24 = {
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path = "font/terminus_256x128_12x24.data",
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texture_width = 256,
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texture_height = 128,
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glyph_width = 12,
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glyph_height = 24,
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}
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}
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local load_font = function(desc)
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local file_data = love.filesystem.newFileData(desc.path)
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local image_data = love.image.newImageData(desc.texture_width, desc.texture_height, "r8", file_data)
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local texture = love.graphics.newTexture(image_data)
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texture:setFilter("nearest", "nearest")
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local font = {
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texture = texture,
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texture_width = desc.texture_width,
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texture_height = desc.texture_height,
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glyph_width = desc.glyph_width,
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glyph_height = desc.glyph_height,
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stride = math.floor(desc.texture_width / desc.glyph_width),
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}
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return font
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end
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local glyph_coordinate = function(font, ord)
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local c = ord - 32
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local x = c % font.stride
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local y = math.floor(c / font.stride)
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return {x, y}
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end
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local glyph_transform = function(font, x, y)
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local transform = (
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mat4.scaling(font.glyph_width, font.glyph_height, 0)
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* mat4.translation(x, -y, 0)
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* mat4.scaling(2 / 1024, 2 / 1024, 0)
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* mat4.translation(-1, 1, 0)
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)
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return transform
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end
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local draw_string = function(font, s, x, y)
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love.graphics.setCanvas()
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love.graphics.setShader(shader_font)
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shader_font:send("texture_sampler", font.texture)
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love.graphics.setDepthMode("always", false)
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shader_font:send("cell", {font.glyph_width / font.texture_width, font.glyph_height / font.texture_height})
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for i = 1, #s do
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local c = s:byte(i)
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if c ~= 32 then
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shader_font:send("transform", "column", glyph_transform(font, x, y):data())
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shader_font:send("glyph", glyph_coordinate(font, c))
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love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
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end
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x = x + font.glyph_width
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end
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end
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return {
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fonts = fonts,
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load_font = load_font,
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draw_string = draw_string,
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}
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Binary file not shown.
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@ -1,20 +0,0 @@
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local params = {
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ssao = {
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-- bias = 7.05,
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-- radius = 20.5,
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-- occlusion_exponent = 12,
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-- occlusion_offset = 0.1,
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bias = 4.85,
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radius = 12.7,
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occlusion_exponent = 18.3,
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occlusion_offset = 0.10,
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bias1 = -1.12,
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radius1 = 2.7,
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occlusion_exponent1 = 0.56,
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occlusion_offset1 = 0.01,
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}
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}
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return params
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119
main.lua
119
main.lua
@ -16,11 +16,6 @@ local scene_noodle = require 'scene.noodle.noodle'
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local scene_sci_fi_ship = require 'scene.sci_fi_ship.sci_fi_ship'
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local scene_shadow_test = require 'scene.shadow_test.shadow_test'
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local font = require 'font'
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local terminus_font
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local update_global_parameters = require "update_global_parameters"
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local scenes = {
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sci_fi_ship = {
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descriptor = scene_sci_fi_ship.descriptor,
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@ -40,7 +35,7 @@ local scenes = {
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local node_state
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--local screen_index_buffer
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local screen_index_buffer
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local screen_shader
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local load_screen_index_buffer = function()
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@ -64,10 +59,10 @@ local load_screen_shader = function()
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screen_shader = love.graphics.newShader(pixel_data, vertex_data)
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end
|
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|
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function init()
|
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function love.load(args)
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love.window.setMode(1024, 1024, {depth=true, resizable=false})
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local scene = scenes.sci_fi_ship
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local scene = scenes.shadow_test
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collada_scene.load_buffers(scene.idx_path, scene.vtx_path, scene.vjw_path)
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collada_scene.load_images(scene.image_path, scene.descriptor.images)
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node_state = collada_scene_node_state(scene.descriptor.nodes)
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@ -81,93 +76,55 @@ function init()
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g_position_canvas = love.graphics.newCanvas(1024, 1024, {format = "rgba32f"})
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g_normal_canvas = love.graphics.newCanvas(1024, 1024, {format = "rgba32f"})
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g_color_canvas = love.graphics.newCanvas(1024, 1024, {format = "rgba32f"})
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g_occlusion_canvas_a = love.graphics.newCanvas(1024, 1024, {format = "rg32f"})
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g_occlusion_canvas_b = love.graphics.newCanvas(1024, 1024, {format = "rg32f"})
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g_shadow_canvas = love.graphics.newCanvas(2048, 2048, {format = "r32f"})
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load_screen_shader()
|
||||
|
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terminus_font = font.load_font(font.fonts.ter_10x18)
|
||||
end
|
||||
|
||||
local rotation = 0.0
|
||||
local t = 0.0
|
||||
|
||||
local update = function(dt)
|
||||
function love.draw()
|
||||
local radius = 100
|
||||
local mx, my = love.mouse.getPosition()
|
||||
|
||||
width, height = love.graphics.getDimensions()
|
||||
|
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local aspect_ratio = width / height
|
||||
local perspective_projection = mat4.perspective_fov_rh(scalar.convert_to_radians(45 * 0.5),
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||||
aspect_ratio,
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0.1,
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||||
10000.0)
|
||||
|
||||
local orthographic_projection = mat4.orthographic_rh(300, 300, 200, 400.0)
|
||||
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||||
local world1 = mat4.rotation_z(rotation)
|
||||
local world2 = mat4.rotation_z(rotation * 0.5)
|
||||
--local world3 = mat4.translation(0, 0, -0.5)
|
||||
rotation = rotation + 0.01
|
||||
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||||
collada_scene_animate.update(t, node_state)
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||||
t = t + 0.016 * 0.1
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||||
|
||||
rotation = rotation + 0.01
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||||
end
|
||||
|
||||
local draw = function()
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||||
width, height = love.graphics.getDimensions()
|
||||
local aspect_ratio = width / height
|
||||
local perspective_projection = mat4.perspective_fov_rh(scalar.convert_to_radians(45 * 0.5),
|
||||
aspect_ratio,
|
||||
1,
|
||||
0.1)
|
||||
--0.1,
|
||||
--10000.0)
|
||||
|
||||
local orthographic_projection = mat4.orthographic_rh(300, 300, 200, 400.0)
|
||||
|
||||
love.graphics.setBlendMode("replace", "premultiplied")
|
||||
love.graphics.setDepthMode("less", true)
|
||||
collada_scene.draw_scene(node_state, perspective_projection, orthographic_projection)
|
||||
|
||||
update_global_parameters.draw(terminus_font)
|
||||
end
|
||||
|
||||
local keypressed = function(key, scancode, isrepeat)
|
||||
--print(key, scancode, isrepeat)
|
||||
if key == "q" then
|
||||
update_global_parameters.update_parameter(function(v) return v - 0.01 end)
|
||||
elseif key == "w" then
|
||||
update_global_parameters.update_parameter(function(v) return v + 0.01 end)
|
||||
elseif key == "a" then
|
||||
update_global_parameters.update_parameter(function(v) return v - 0.1 end)
|
||||
elseif key == "s" then
|
||||
update_global_parameters.update_parameter(function(v) return v + 0.1 end)
|
||||
elseif key == "z" then
|
||||
update_global_parameters.update_parameter(function(v) return v - 1.0 end)
|
||||
elseif key == "x" then
|
||||
update_global_parameters.update_parameter(function(v) return v + 1.0 end)
|
||||
elseif key == "up" then
|
||||
update_global_parameters.update_current_ix(function(v) return v - 1 end)
|
||||
elseif key == "down" then
|
||||
update_global_parameters.update_current_ix(function(v) return v + 1 end)
|
||||
else
|
||||
print(key)
|
||||
end
|
||||
end
|
||||
|
||||
function love.run()
|
||||
init()
|
||||
|
||||
love.timer.step()
|
||||
|
||||
return function()
|
||||
love.event.pump()
|
||||
for name, a,b,c,d,e,f,g,h in love.event.poll() do
|
||||
--print(name)
|
||||
if name == "quit" then
|
||||
if c or not love.quit or not love.quit() then
|
||||
return a or 0, b
|
||||
end
|
||||
end
|
||||
if name == "keypressed" then
|
||||
keypressed(a, b, c)
|
||||
end
|
||||
--love.handlers[name](a,b,c,d,e,f,g,h)
|
||||
end
|
||||
|
||||
local dt = love.timer.step()
|
||||
update(dt)
|
||||
draw()
|
||||
|
||||
love.graphics.present()
|
||||
love.timer.sleep(0.001)
|
||||
end
|
||||
-- love.graphics.setCanvas({
|
||||
-- g_color_canvas,
|
||||
-- g_position_canvas,
|
||||
-- g_normal_canvas,
|
||||
-- depth = true
|
||||
-- })
|
||||
-- love.graphics.clear(
|
||||
-- {0.0, 0.0, 0.0, 1.0},
|
||||
-- {0.0, 0.0, 0.0, 1.0},
|
||||
-- {0.0, 0.0, 0.0, 1.0})
|
||||
-- collada_scene.draw_nodes(node_state, transform)
|
||||
|
||||
-- love.graphics.setCanvas()
|
||||
-- love.graphics.setShader(screen_shader)
|
||||
-- screen_shader:send("g_sampler", g_shadow_canvas)
|
||||
-- love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
|
||||
end
|
||||
|
||||
@ -1,37 +0,0 @@
|
||||
#pragma language glsl3
|
||||
|
||||
uniform sampler2D g_occlusion_sampler;
|
||||
|
||||
in vec4 PixelTexture;
|
||||
|
||||
out vec2 out_blur;
|
||||
|
||||
//const float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
|
||||
//const float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
|
||||
const float offset[3] = float[](-1.200436, 0, 1.200436);
|
||||
const float weight[3] = float[](0.30613, 0.38774, 0.30613);
|
||||
|
||||
uniform vec2 inverse_screen_size;
|
||||
uniform vec2 dir;
|
||||
|
||||
void pixelmain()
|
||||
{
|
||||
vec2 sample = texture(g_occlusion_sampler, gl_FragCoord.xy * inverse_screen_size).xy;
|
||||
|
||||
float blur = sample.x * weight[1];
|
||||
|
||||
vec2 a = (gl_FragCoord.xy + (dir * offset[0])) * inverse_screen_size;
|
||||
vec2 b = (gl_FragCoord.xy - (dir * offset[0])) * inverse_screen_size;
|
||||
blur += texture(g_occlusion_sampler, a).x * weight[0];
|
||||
blur += texture(g_occlusion_sampler, b).x * weight[0];
|
||||
/*
|
||||
for (int i=1; i<1; i++) {
|
||||
vec2 a = (gl_FragCoord.xy + (dir * offset[i])) * inverse_screen_size;
|
||||
vec2 b = (gl_FragCoord.xy - (dir * offset[i])) * inverse_screen_size;
|
||||
blur += texture(g_occlusion_sampler, a).x * weight[i];
|
||||
blur += texture(g_occlusion_sampler, b).x * weight[i];
|
||||
}
|
||||
*/
|
||||
|
||||
out_blur = vec2(blur, sample.y);
|
||||
}
|
||||
@ -1,10 +0,0 @@
|
||||
layout (location = 0) out vec4 g_color;
|
||||
layout (location = 1) out vec4 g_position;
|
||||
layout (location = 2) out vec4 g_normal;
|
||||
|
||||
void pixelmain()
|
||||
{
|
||||
g_color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
g_position = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
g_normal = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
@ -2,7 +2,6 @@
|
||||
|
||||
varying vec4 PixelNormal;
|
||||
varying vec4 PixelTexture;
|
||||
varying vec4 PixelViewPosition;
|
||||
varying vec4 PixelWorldPosition;
|
||||
varying vec4 PixelLightPosition;
|
||||
|
||||
@ -72,7 +71,6 @@ void pixelmain()
|
||||
}
|
||||
|
||||
float diffuse_intensity = max(dot(normal, light_direction), 0.0);
|
||||
//float diffuse_intensity = 0.7;
|
||||
float specular_intensity = pow(max(dot(view_direction, reflect_light_direction), 0.0), shininess);
|
||||
|
||||
vec3 color = emission.xyz * 0;
|
||||
@ -80,9 +78,11 @@ void pixelmain()
|
||||
color += diffuse.xyz * diffuse_intensity;
|
||||
color += specular.xyz * specular_intensity * 0.3;
|
||||
|
||||
//color *= Shadow(normal, light_direction);
|
||||
color *= Shadow(normal, light_direction);
|
||||
|
||||
g_color = vec4(color, 1.0);
|
||||
g_position = PixelViewPosition;
|
||||
//float s = Shadow();
|
||||
//g_color = vec4(s, s, s, 1.0);
|
||||
g_position = vec4(PixelWorldPosition.xyz, 1.0);
|
||||
g_normal = vec4(normal, 0.0);
|
||||
}
|
||||
|
||||
@ -1,18 +0,0 @@
|
||||
#pragma language glsl3
|
||||
|
||||
layout (location = 0) out vec4 g_color;
|
||||
|
||||
uniform sampler2D texture_sampler;
|
||||
|
||||
in vec4 PixelTexture;
|
||||
|
||||
uniform vec2 cell;
|
||||
uniform vec2 glyph;
|
||||
|
||||
void pixelmain()
|
||||
{
|
||||
vec4 sample = texture(texture_sampler, PixelTexture.xy * cell + cell * glyph);
|
||||
float px = sample.x == 0.0 ? 0.0 : 1.0;
|
||||
|
||||
g_color = vec4(vec3(px), 1.0);
|
||||
}
|
||||
@ -1,21 +0,0 @@
|
||||
#pragma language glsl3
|
||||
|
||||
uniform sampler2D g_occlusion_sampler;
|
||||
uniform sampler2D g_color_sampler;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void pixelmain()
|
||||
{
|
||||
vec2 occlusion = texelFetch(g_occlusion_sampler, ivec2(gl_FragCoord.xy), 0).xy;
|
||||
vec3 color = texelFetch(g_color_sampler, ivec2(gl_FragCoord.xy), 0).xyz;
|
||||
|
||||
float f = (1.0 - min(1.0, occlusion.y));
|
||||
float f2 = smoothstep(0.0, 0.2, f);
|
||||
//out_color = vec4(color * f2 * occlusion.x, 1.0);
|
||||
if (color == vec3(0, 0, 0))
|
||||
out_color = vec4(0, 0, 0, 1);
|
||||
else
|
||||
out_color = vec4(color * occlusion.x + occlusion.y * occlusion.y, 1.0);
|
||||
//out_color = vec4(occlusion.y);
|
||||
}
|
||||
@ -1,79 +0,0 @@
|
||||
#pragma language glsl4
|
||||
|
||||
//uniform sampler2D g_color_sampler;
|
||||
uniform sampler2D g_position_sampler;
|
||||
uniform sampler2D g_normal_sampler;
|
||||
uniform sampler2D noise_sampler;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform vec3 sample_kernel[64];
|
||||
|
||||
const vec2 noise_scale = vec2(1024.0 / 4.0, 1024 / 4.0);
|
||||
|
||||
uniform float bias1;
|
||||
uniform float radius1;
|
||||
uniform float occlusion_exponent1;
|
||||
uniform float occlusion_offset1;
|
||||
|
||||
uniform float bias;
|
||||
uniform float radius;
|
||||
uniform float occlusion_exponent;
|
||||
uniform float occlusion_offset;
|
||||
|
||||
const int samples = 64;
|
||||
|
||||
varying vec4 PixelTexture;
|
||||
|
||||
out vec2 out_occlusion;
|
||||
|
||||
layout (std430) readonly buffer SSAOKernelLayout
|
||||
{
|
||||
vec4 SSAOKernel[];
|
||||
};
|
||||
|
||||
float kernel_depth(vec3 position, vec3 sample_position)
|
||||
{
|
||||
vec4 offset = vec4(sample_position, 1.0);
|
||||
offset = projection * offset;
|
||||
offset.xyz = offset.xyz / offset.w;
|
||||
|
||||
vec2 sample_depth_coord = offset.xy * vec2(0.5, -0.5) + 0.5;
|
||||
float sample_depth = texture(g_position_sampler, sample_depth_coord).z;
|
||||
return sample_depth;
|
||||
}
|
||||
|
||||
void pixelmain()
|
||||
{
|
||||
//vec3 color = texture(g_color_sampler, PixelTexture.xy).xyz;
|
||||
vec3 position = texture(g_position_sampler, PixelTexture.xy).xyz;
|
||||
vec3 normal = normalize(texture(g_normal_sampler, PixelTexture.xy).xyz);
|
||||
vec3 noise = normalize(vec3(texture(noise_sampler, PixelTexture.xy * noise_scale).xy, 0));
|
||||
|
||||
vec3 tangent = normalize(noise - normal * dot(noise, normal));
|
||||
vec3 bitangent = cross(normal, tangent);
|
||||
mat3 TBN = mat3(tangent, bitangent, normal);
|
||||
|
||||
float occlusion1 = 0.0;
|
||||
float occlusion = 0.0;
|
||||
for (int i = 0; i < samples; i++) {
|
||||
vec3 sample_position = (TBN * SSAOKernel[i].xyz) * radius + position;
|
||||
vec3 sample_position1 = (SSAOKernel[i].xyz) * radius1 + position;
|
||||
|
||||
float sample_depth = kernel_depth(position, sample_position);
|
||||
float sample_depth1 = kernel_depth(position, sample_position1);
|
||||
|
||||
float range_check = smoothstep(0.0, 1.0, radius / abs(position.z - sample_depth));
|
||||
occlusion += (sample_depth >= sample_position.z + bias ? 1.0 : 0.0) * range_check;
|
||||
|
||||
float range_check1 = smoothstep(0.0, 1.0, radius1 / abs(position.z - sample_depth1));
|
||||
occlusion1 += (sample_depth1 >= sample_position1.z + bias1 ? 1.0 : 0.0) * range_check1;
|
||||
}
|
||||
occlusion = 1.0 - (occlusion / samples);
|
||||
occlusion = pow(occlusion, occlusion_exponent) + occlusion_offset;
|
||||
|
||||
occlusion1 = 1.0 - (occlusion1 / samples);
|
||||
occlusion1 = pow(occlusion1, occlusion_exponent1) + occlusion_offset1;
|
||||
|
||||
//out_color = vec4(color * occlusion * occlusion1, 1.0);
|
||||
out_occlusion = vec2(occlusion, occlusion1);
|
||||
}
|
||||
@ -1,52 +0,0 @@
|
||||
local ffi = require 'ffi'
|
||||
|
||||
local _math = require '_math'
|
||||
local vec3 = _math.vec3
|
||||
|
||||
local generate_noise_texture = function(width, height)
|
||||
local noise_data = love.data.newByteData(width * height * 2 * 4)
|
||||
local noise_data_ptr = ffi.cast('float*', noise_data:getFFIPointer())
|
||||
for i = 0, (width * height - 1) do
|
||||
noise_data_ptr[i * 2 + 0] = love.math.random() * 2 - 1
|
||||
noise_data_ptr[i * 2 + 1] = love.math.random() * 2 - 1
|
||||
end
|
||||
local noise_image_data = love.image.newImageData(width, height, "rg32f", noise_data)
|
||||
local noise_texture = love.graphics.newTexture(noise_image_data)
|
||||
noise_texture:setWrap("repeat", "repeat")
|
||||
|
||||
return noise_texture
|
||||
end
|
||||
|
||||
local lerp = function(a, b, t)
|
||||
return a + t * (b - a)
|
||||
end
|
||||
|
||||
local generate_ssao_kernel = function(kernel_samples)
|
||||
local ssao_kernel_data = love.data.newByteData(kernel_samples * 4 * 4)
|
||||
local ssao_kernel_data_ptr = ffi.cast('float*', ssao_kernel_data:getFFIPointer())
|
||||
for i = 0, (kernel_samples - 1) do
|
||||
local v = vec3(love.math.random() * 2.0 - 1.0,
|
||||
love.math.random() * 2.0 - 1.0,
|
||||
love.math.random())
|
||||
v = vec3.normalize(v)
|
||||
local scale = i / kernel_samples
|
||||
scale = lerp(0.1, 1.0, scale * scale)
|
||||
v = vec3.multiply_scalar(v, love.math.random() * scale)
|
||||
ssao_kernel_data_ptr[i * 4 + 0] = v.x
|
||||
ssao_kernel_data_ptr[i * 4 + 1] = v.y
|
||||
ssao_kernel_data_ptr[i * 4 + 2] = v.z
|
||||
--ssao_kernel_data_ptr[i * 4 + 3] = 0
|
||||
end
|
||||
|
||||
local ssao_kernel_format = {
|
||||
{ format = 'floatvec4' },
|
||||
}
|
||||
local ssao_kernel_shaderstorage_buffer = love.graphics.newBuffer(ssao_kernel_format, ssao_kernel_data, { shaderstorage = true, usage = "static" })
|
||||
|
||||
return ssao_kernel_shaderstorage_buffer
|
||||
end
|
||||
|
||||
return {
|
||||
generate_noise_texture = generate_noise_texture,
|
||||
generate_ssao_kernel = generate_ssao_kernel,
|
||||
}
|
||||
File diff suppressed because one or more lines are too long
Binary file not shown.
File diff suppressed because it is too large
Load Diff
Binary file not shown.
@ -1,72 +0,0 @@
|
||||
local _font = require 'font'
|
||||
|
||||
local global_parameters = require "global_parameters"
|
||||
|
||||
local parameter_order = {
|
||||
{"ssao", "bias"},
|
||||
{"ssao", "radius"},
|
||||
{"ssao", "occlusion_exponent"},
|
||||
{"ssao", "occlusion_offset"},
|
||||
|
||||
{"ssao", "bias1"},
|
||||
{"ssao", "radius1"},
|
||||
{"ssao", "occlusion_exponent1"},
|
||||
{"ssao", "occlusion_offset1"},
|
||||
}
|
||||
|
||||
local current_param_ix = 0
|
||||
|
||||
local get_max_param_ix = function()
|
||||
return #parameter_order
|
||||
end
|
||||
|
||||
local max_param_ix = get_max_param_ix()
|
||||
|
||||
local get_current_param_keys = function()
|
||||
local params = parameter_order[current_param_ix + 1]
|
||||
return params[1], params[2]
|
||||
end
|
||||
|
||||
local update_parameter = function(f)
|
||||
key, subkey = get_current_param_keys()
|
||||
local value = global_parameters[key][subkey]
|
||||
local new_value = f(value)
|
||||
print(value, new_value)
|
||||
global_parameters[key][subkey] = new_value
|
||||
end
|
||||
|
||||
local update_current_ix = function(f)
|
||||
local ix = f(current_param_ix)
|
||||
if ix < 0 then
|
||||
ix = max_param_ix - 1
|
||||
end
|
||||
if ix >= max_param_ix then
|
||||
ix = 0
|
||||
end
|
||||
current_param_ix = ix
|
||||
end
|
||||
|
||||
local draw = function(font)
|
||||
local init_x = 10
|
||||
local x = init_x
|
||||
local y = 10
|
||||
|
||||
for param_ix, params in ipairs(parameter_order) do
|
||||
local prefix = " "
|
||||
if (param_ix - 1) == current_param_ix then
|
||||
prefix = "> "
|
||||
end
|
||||
local key = params[1]
|
||||
local subkey = params[2]
|
||||
local value = global_parameters[key][subkey]
|
||||
local line = prefix .. key .. "." .. subkey .. ": " .. tostring(value)
|
||||
_font.draw_string(font, line, x, y)
|
||||
y = y + font.glyph_height
|
||||
end
|
||||
end
|
||||
|
||||
return {
|
||||
update_parameter = update_parameter,
|
||||
update_current_ix = update_current_ix,
|
||||
draw = draw,
|
||||
}
|
||||
@ -1,21 +0,0 @@
|
||||
#pragma language glsl3
|
||||
|
||||
const vec2 vtx[4] = vec2[](vec2(-1.0, 1.0), // tl
|
||||
vec2( 1.0, 1.0), // tr
|
||||
vec2( 1.0, -1.0), // br
|
||||
vec2(-1.0, -1.0)); // bl
|
||||
|
||||
uniform mat4 transform;
|
||||
|
||||
out vec4 PixelTexture;
|
||||
|
||||
void vertexmain()
|
||||
{
|
||||
vec2 vertex = vtx[gl_VertexID];
|
||||
|
||||
PixelTexture = vec4(vertex * vec2(0.5, -0.5) + 0.5, 0, 0);
|
||||
|
||||
vertex = vertex * vec2(0.5, 0.5) + vec2(0.5, -0.5);
|
||||
|
||||
love_Position = transform * vec4(vertex, 0.0, 1.0);
|
||||
}
|
||||
@ -13,5 +13,5 @@ void vertexmain()
|
||||
|
||||
PixelTexture = vec4(vertex.xy * vec2(0.5, -0.5) + 0.5, 0, 0);
|
||||
|
||||
love_Position = vec4(vertex.xy, -1.0, 1.0);
|
||||
love_Position = vertex;
|
||||
}
|
||||
|
||||
@ -34,7 +34,6 @@ varying vec4 PixelNormal;
|
||||
varying vec4 PixelTexture;
|
||||
varying vec4 PixelWorldPosition;
|
||||
varying vec4 PixelLightPosition;
|
||||
varying vec4 PixelViewPosition;
|
||||
|
||||
void vertexmain()
|
||||
{
|
||||
|
||||
@ -13,7 +13,6 @@ layout (std430) readonly buffer VertexPNTLayout
|
||||
|
||||
uniform int VertexPNTOffset;
|
||||
|
||||
uniform mat4 view_transform;
|
||||
uniform mat4 world_transform;
|
||||
uniform mat4 light_transform;
|
||||
uniform mat4 transform;
|
||||
@ -22,7 +21,6 @@ varying vec4 PixelNormal;
|
||||
varying vec4 PixelTexture;
|
||||
varying vec4 PixelWorldPosition;
|
||||
varying vec4 PixelLightPosition;
|
||||
varying vec4 PixelViewPosition;
|
||||
|
||||
void vertexmain()
|
||||
{
|
||||
@ -33,7 +31,6 @@ void vertexmain()
|
||||
|
||||
vec4 Position = vec4(VertexPNT.Position.xyz, 1);
|
||||
|
||||
PixelViewPosition = view_transform * Position;
|
||||
PixelWorldPosition = world_transform * Position;
|
||||
PixelLightPosition = light_transform * Position;
|
||||
love_Position = transform * Position;
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user