Temp commit. Cloth

This commit is contained in:
korenkonder
2022-06-19 05:32:43 +03:00
parent 82da8a484d
commit 8a0f0d4aa3
165 changed files with 14548 additions and 14988 deletions
+209 -167
View File
@@ -5,7 +5,7 @@
#include "light.hpp"
#include "../../KKdLib/mat.hpp"
#include "../shader_ft.h"
#include "../shader_ft.hpp"
extern bool light_chara_ambient;
extern vec4 npr_spec_color;
@@ -15,231 +15,272 @@ static void light_get_direction_from_position(vec4* pos_dir, light_data* light,
light_data::light_data() : type(), ambient(), diffuse(), specular(), position(),
spot_direction(), spot_exponent(), spot_cutoff(), constant(), linear(), quadratic(),
ibl_specular(), ibl_back(), ibl_direction(), tone_curve(),clip_plane() {
vec3 temp3;
vec4 temp4;
light_set_type(this, LIGHT_OFF);
temp4 = { 0.0f, 0.0, 0.0f, 1.0f };
light_set_ambient(this, &temp4);
temp4 = { 1.0f, 1.0, 1.0f, 0.0f };
light_set_diffuse(this, &temp4);
temp4 = { 1.0f, 1.0f, 1.0f, 0.0f };
light_set_specular(this, &temp4);
temp3 = { 0.0f, 1.0f, 1.0f };
light_set_position(this, &temp3);
temp3 = { 0.0f, 0.0f, -1.0f };
light_set_spot_direction(this, &temp3);
light_set_spot_exponent(this, 0.0f);
light_set_spot_cutoff(this, 45.0f);
light_set_constant(this, 1.0f);
light_set_linear(this, 0.0f);
light_set_quadratic(this, 0.0f);
temp4 = { 0.0f, 0.0f, 0.0f, 0.0f };
light_set_ibl_specular(this, &temp4);
temp4 = { 0.0f, 0.0f, 0.0f, 0.0f };
light_set_ibl_back(this, &temp4);
temp4 = { 0.0f, 0.0f, 0.0f, 0.0f };
light_set_ibl_direction(this, &temp4);
temp3 = { 0.0f, 0.0f, 0.0f };
light_set_tone_curve(this, &temp3);
set_type(LIGHT_OFF);
set_ambient({ 0.0f, 0.0, 0.0f, 1.0f });
set_diffuse({ 1.0f, 1.0, 1.0f, 0.0f });
set_specular({ 1.0f, 1.0f, 1.0f, 0.0f });
set_position({ 0.0f, 1.0f, 1.0f, 0.0f });
set_spot_direction({ 0.0f, 0.0f, -1.0f });
set_spot_exponent(0.0f);
set_spot_cutoff(45.0f);
set_constant(1.0f);
set_linear(0.0f);
set_quadratic(0.0f);
set_ibl_specular({ 0.0f, 0.0f, 0.0f, 0.0f });
set_ibl_back({ 0.0f, 0.0f, 0.0f, 0.0f });
set_ibl_direction({ 0.0f, 0.0f, 0.0f, 0.0f });
set_tone_curve({ 0.0f, 0.0f, 0.0f });
}
light_set::light_set() : ambient_intensity(),
irradiance_r(), irradiance_g(), irradiance_b() {
vec4 temp;
temp = { 0.2f, 0.2f, 0.2f, 1.0f };
light_set_set_ambient_intensity(this, &temp);
temp = { 1.0f, 1.0f, 1.0f, 1.0f };
light_set_diffuse(&lights[LIGHT_CHARA], &temp);
temp = { 1.0f, 1.0f, 1.0f, 1.0f };
light_set_specular(&lights[LIGHT_CHARA], &temp);
light_set_set_irradiance(this, &mat4_identity, &mat4_identity, &mat4_identity);
set_ambient_intensity({ 0.2f, 0.2f, 0.2f, 1.0f });
lights[LIGHT_CHARA].set_diffuse({ 1.0f, 1.0f, 1.0f, 1.0f });
lights[LIGHT_CHARA].set_specular({ 1.0f, 1.0f, 1.0f, 1.0f });
set_irradiance(mat4_identity, mat4_identity, mat4_identity);
}
inline light_type light_get_type(light_data* light) {
return light->type;
light_type light_data::get_type() {
return type;
}
inline void light_set_type(light_data* light, light_type value) {
light->type = value;
void light_data::set_type(light_type value) {
type = value;
if (value < LIGHT_POINT)
light->position.w = 0.0f;
position.w = 0.0f;
else
light->position.w = 1.0f;
position.w = 1.0f;
}
inline void light_get_ambient(light_data* light, vec4* value) {
*value = light->ambient;
void light_data::get_ambient(vec4& value) {
value = ambient;
}
inline void light_set_ambient(light_data* light, const vec4* value) {
light->ambient = *value;
void light_data::set_ambient(const vec4& value) {
ambient = value;
}
inline void light_get_diffuse(light_data* light, vec4* value) {
*value = light->diffuse;
void light_data::set_ambient(const vec4&& value) {
ambient = value;
}
inline void light_set_diffuse(light_data* light, const vec4* value) {
light->diffuse = *value;
void light_data::get_diffuse(vec4& value) {
value = diffuse;
}
inline void light_get_specular(light_data* light, vec4* value) {
*value = light->specular;
void light_data::set_diffuse(const vec4& value) {
diffuse = value;
}
inline void light_set_specular(light_data* light, const vec4* value) {
light->specular = *value;
void light_data::set_diffuse(const vec4&& value) {
diffuse = value;
}
inline void light_get_position(light_data* light, vec3* value) {
*value = *(vec3*)&light->position;
void light_data::get_specular(vec4& value) {
value = specular;
}
inline void light_set_position(light_data* light, const vec3* value) {
*(vec3*)&light->position = *value;
void light_data::set_specular(const vec4& value) {
specular = value;
}
inline void light_get_position_vec4(light_data* light, vec4* value) {
*value = light->position;
void light_data::set_specular(const vec4&& value) {
specular = value;
}
inline void light_set_position_vec4(light_data* light, const vec4* value) {
light->position = *value;
void light_data::get_position(vec3& value) {
value = *(vec3*)&position;
}
inline void light_get_spot_direction(light_data* light, vec3* value) {
*value = light->spot_direction;
void light_data::set_position(const vec3& value) {
*(vec3*)&position = value;
}
inline void light_set_spot_direction(light_data* light, const vec3* value) {
light->spot_direction = *value;
void light_data::set_position(const vec3&& value) {
*(vec3*)&position = value;
}
inline float_t light_get_spot_exponent(light_data* light) {
return light->spot_exponent;
void light_data::get_position(vec4& value) {
value = position;
}
inline void light_set_spot_exponent(light_data* light, float_t value) {
light->spot_exponent = value;
void light_data::set_position(const vec4& value) {
position = value;
}
inline float_t light_get_spot_cutoff(light_data* light) {
return light->spot_cutoff;
void light_data::set_position(const vec4&& value) {
position = value;
}
inline void light_set_spot_cutoff(light_data* light, float_t value) {
light->spot_cutoff = value;
void light_data::get_spot_direction(vec3& value) {
value = spot_direction;
}
inline float_t light_get_constant(light_data* light) {
return light->constant;
void light_data::set_spot_direction(const vec3& value) {
spot_direction = value;
}
inline void light_set_constant(light_data* light, float_t value) {
light->constant = value;
void light_data::set_spot_direction(const vec3&& value) {
spot_direction = value;
}
inline float_t light_get_linear(light_data* light) {
return light->linear;
float_t light_data::get_spot_exponent() {
return spot_exponent;
}
inline void light_set_linear(light_data* light, float_t value) {
light->linear = value;
void light_data::set_spot_exponent(float_t value) {
spot_exponent = value;
}
inline float_t light_get_quadratic(light_data* light) {
return light->quadratic;
float_t light_data::get_spot_cutoff() {
return spot_cutoff;
}
inline void light_set_quadratic(light_data* light, float_t value) {
light->quadratic = value;
void light_data::set_spot_cutoff(float_t value) {
spot_cutoff = value;
}
inline void light_get_attenuation(light_data* light, vec3* value) {
value->x = light->constant;
value->y = light->linear;
value->z = light->quadratic;
float_t light_data::get_constant() {
return constant;
}
inline void light_set_attenuation(light_data* light, const vec3* value) {
light->constant = value->x;
light->linear = value->y;
light->quadratic = value->z;
void light_data::set_constant(float_t value) {
constant = value;
}
inline void light_get_ibl_specular(light_data* light, vec4* value) {
*value = light->ibl_specular;
float_t light_data::get_linear() {
return linear;
}
inline void light_set_ibl_specular(light_data* light, const vec4* value) {
light->ibl_specular = *value;
void light_data::set_linear(float_t value) {
linear = value;
}
inline void light_get_ibl_back(light_data* light, vec4* value) {
*value = light->ibl_back;
float_t light_data::get_quadratic() {
return quadratic;
}
inline void light_set_ibl_back(light_data* light, const vec4* value) {
light->ibl_back = *value;
void light_data::set_quadratic(float_t value) {
quadratic = value;
}
inline void light_get_ibl_direction(light_data* light, vec4* value) {
*value = light->ibl_direction;
void light_data::get_attenuation(vec3& value) {
value.x = constant;
value.y = linear;
value.z = quadratic;
}
inline void light_set_ibl_direction(light_data* light, const vec4* value) {
light->ibl_direction = *value;
void light_data::set_attenuation(const vec3& value) {
constant = value.x;
linear = value.y;
quadratic = value.z;
}
inline void light_get_tone_curve(light_data* light, vec3* value) {
*value = light->tone_curve;
void light_data::set_attenuation(const vec3&& value) {
constant = value.x;
linear = value.y;
quadratic = value.z;
}
inline void light_set_tone_curve(light_data* light, const vec3* value) {
light->tone_curve = *value;
void light_data::get_ibl_specular(vec4& value) {
value = ibl_specular;
}
inline void light_get_clip_plane(light_data* light, bool value[4]) {
value[0] = light->clip_plane[0];
value[1] = light->clip_plane[1];
value[2] = light->clip_plane[2];
value[3] = light->clip_plane[3];
void light_data::set_ibl_specular(const vec4& value) {
ibl_specular = value;
}
inline void light_set_clip_plane(light_data* light, const bool value[4]) {
light->clip_plane[0] = value[0];
light->clip_plane[1] = value[1];
light->clip_plane[2] = value[2];
light->clip_plane[3] = value[3];
void light_data::set_ibl_specular(const vec4&& value) {
ibl_specular = value;
}
inline void light_set_get_ambient_intensity(light_set* set, vec4* value) {
*value = set->ambient_intensity;
void light_data::get_ibl_back(vec4& value) {
value = ibl_back;
}
inline void light_set_set_ambient_intensity(light_set* set, const vec4* value) {
set->ambient_intensity = *value;
void light_data::set_ibl_back(const vec4& value) {
ibl_back = value;
}
inline void light_set_get_irradiance(light_set* set, mat4* r, mat4* g, mat4* b) {
*r = set->irradiance_r;
*g = set->irradiance_g;
*b = set->irradiance_b;
void light_data::set_ibl_back(const vec4&& value) {
ibl_back = value;
}
inline void light_set_set_irradiance(light_set* set, const mat4* r, const mat4* g, const mat4* b) {
set->irradiance_r = *r;
set->irradiance_g = *g;
set->irradiance_b = *b;
void light_data::get_ibl_direction(vec4& value) {
value = ibl_direction;
}
void light_set_data_set(light_set* set, face* face, light_set_id id) {
void light_data::set_ibl_direction(const vec4& value) {
ibl_direction = value;
}
void light_data::set_ibl_direction(const vec4&& value) {
ibl_direction = value;
}
void light_data::get_tone_curve(vec3& value) {
value = tone_curve;
}
void light_data::set_tone_curve(const vec3& value) {
tone_curve = value;
}
void light_data::set_tone_curve(const vec3&& value) {
tone_curve = value;
}
void light_data::get_clip_plane(bool value[4]) {
value[0] = clip_plane[0];
value[1] = clip_plane[1];
value[2] = clip_plane[2];
value[3] = clip_plane[3];
}
void light_data::set_clip_plane(const bool value[4]) {
clip_plane[0] = value[0];
clip_plane[1] = value[1];
clip_plane[2] = value[2];
clip_plane[3] = value[3];
}
void light_set::get_ambient_intensity(vec4& value) {
value = ambient_intensity;
}
void light_set::set_ambient_intensity(const vec4& value) {
ambient_intensity = value;
}
void light_set::set_ambient_intensity(const vec4&& value) {
ambient_intensity = value;
}
void light_set::get_irradiance(mat4& r, mat4& g, mat4& b) {
r = irradiance_r;
g = irradiance_g;
b = irradiance_b;
}
void light_set::set_irradiance(const mat4& r, const mat4& g, const mat4& b) {
irradiance_r = r;
irradiance_g = g;
irradiance_b = b;
}
void light_set::set_irradiance(const mat4&& r, const mat4&& g, const mat4&& b) {
irradiance_r = r;
irradiance_g = g;
irradiance_b = b;
}
void light_set::data_set(face& face, light_set_id id) {
vec4 ambient_intensity;
light_set_get_ambient_intensity(set, &ambient_intensity);
get_ambient_intensity(ambient_intensity);
shaders_ft.state_lightmodel_set_ambient(false, ambient_intensity);
for (int32_t i = LIGHT_CHARA; i <= LIGHT_PROJECTION; i++) {
light_data* light = &set->lights[i];
light_data* light = &lights[i];
if (light_chara_ambient || i != LIGHT_CHARA) {
vec4 ambient = light->ambient;
shaders_ft.state_light_set_ambient(i, ambient);
@@ -276,12 +317,12 @@ void light_set_data_set(light_set* set, face* face, light_set_id id) {
vec4 ibl_back;
vec4 ibl_direction;
vec4 temp;
light_get_position_vec4(&set->lights[LIGHT_CHARA], &position);
light_get_direction_from_position(&position, &set->lights[LIGHT_CHARA], false);
light_get_ibl_specular(&set->lights[LIGHT_CHARA], &ibl_specular);
light_get_ibl_back(&set->lights[LIGHT_CHARA], &ibl_back);
light_get_diffuse(&set->lights[LIGHT_CHARA], &diffuse);
light_get_specular(&set->lights[LIGHT_CHARA], &specular);
lights[LIGHT_CHARA].get_position(position);
light_get_direction_from_position(&position, &lights[LIGHT_CHARA], false);
lights[LIGHT_CHARA].get_ibl_specular(ibl_specular);
lights[LIGHT_CHARA].get_ibl_back(ibl_back);
lights[LIGHT_CHARA].get_diffuse(diffuse);
lights[LIGHT_CHARA].get_specular(specular);
shaders_ft.env_vert_set(5, position);
shaders_ft.env_frag_set(5, position);
@@ -304,11 +345,11 @@ void light_set_data_set(light_set* set, face* face, light_set_id id) {
shaders_ft.env_vert_set(9, temp);
shaders_ft.env_frag_set(9, temp);
light_get_position_vec4(&set->lights[LIGHT_STAGE], &position);
light_get_direction_from_position(&position, &set->lights[LIGHT_STAGE], false);
light_get_ibl_specular(&set->lights[LIGHT_STAGE], &ibl_specular);
light_get_diffuse(&set->lights[LIGHT_STAGE], &diffuse);
light_get_specular(&set->lights[LIGHT_STAGE], &specular);
lights[LIGHT_STAGE].get_position(position);
light_get_direction_from_position(&position, &lights[LIGHT_STAGE], false);
lights[LIGHT_STAGE].get_ibl_specular(ibl_specular);
lights[LIGHT_STAGE].get_diffuse(diffuse);
lights[LIGHT_STAGE].get_specular(specular);
shaders_ft.env_vert_set(10, position);
shaders_ft.env_frag_set(14, position);
@@ -325,20 +366,20 @@ void light_set_data_set(light_set* set, face* face, light_set_id id) {
mat4 irradiance_r;
mat4 irradiance_g;
mat4 irradiance_b;
light_set_get_irradiance(set, &irradiance_r, &irradiance_g, &irradiance_b);
get_irradiance(irradiance_r, irradiance_g, irradiance_b);
shaders_ft.state_matrix_set_program(0, irradiance_r);
shaders_ft.state_matrix_set_program(1, irradiance_g);
shaders_ft.state_matrix_set_program(2, irradiance_b);
float_t offset = face_get_offset(face);
float_t offset = face.get_offset();
float_t v28 = (float_t)(1.0 - exp(offset * -0.44999999)) * 2.0f;
offset = max(offset, 0.0f);
shaders_ft.env_vert_set(0x11, v28 * 0.1f, offset * 0.06f, 1.0, 1.0);
if (light_get_type(&set->lights[LIGHT_CHARA_COLOR]) == LIGHT_PARALLEL) {
light_get_ambient(&set->lights[LIGHT_CHARA_COLOR], &ambient);
light_get_diffuse(&set->lights[LIGHT_CHARA_COLOR], &diffuse);
light_get_specular(&set->lights[LIGHT_CHARA_COLOR], &specular);
if (lights[LIGHT_CHARA_COLOR].get_type() == LIGHT_PARALLEL) {
lights[LIGHT_CHARA_COLOR].get_ambient(ambient);
lights[LIGHT_CHARA_COLOR].get_diffuse(diffuse);
lights[LIGHT_CHARA_COLOR].get_specular(specular);
if (specular.w > 1.0)
specular.w = 1.0;
shaders_ft.env_frag_set(33, ambient);
@@ -351,15 +392,16 @@ void light_set_data_set(light_set* set, face* face, light_set_id id) {
shaders_ft.env_frag_set(35, vec4_null);
}
if (light_get_type(&set->lights[LIGHT_TONE_CURVE]) == LIGHT_PARALLEL) {
if (lights[LIGHT_TONE_CURVE].get_type() == LIGHT_PARALLEL) {
uniform_value[U_TONE_CURVE] = 1;
light_get_position_vec4(&set->lights[LIGHT_TONE_CURVE], &position);
light_get_direction_from_position(&position, &set->lights[LIGHT_TONE_CURVE], false);
light_get_ambient(&set->lights[LIGHT_TONE_CURVE], &ambient);
light_get_diffuse(&set->lights[LIGHT_TONE_CURVE], &diffuse);
light_get_specular(&set->lights[LIGHT_TONE_CURVE], &specular);
lights[LIGHT_TONE_CURVE].get_position(position);
light_get_direction_from_position(&position, &lights[LIGHT_TONE_CURVE], false);
lights[LIGHT_TONE_CURVE].get_ambient(ambient);
lights[LIGHT_TONE_CURVE].get_diffuse(diffuse);
lights[LIGHT_TONE_CURVE].get_specular(specular);
vec3 tone_curve;
light_get_tone_curve(&set->lights[LIGHT_TONE_CURVE], &tone_curve);
lights[LIGHT_TONE_CURVE].get_tone_curve(tone_curve);
tone_curve.y = min(tone_curve.y, 1.0f) - tone_curve.x;
if (tone_curve.y > 0.0f)
tone_curve.y = 1.0f / tone_curve.y;
@@ -381,7 +423,7 @@ void light_set_data_set(light_set* set, face* face, light_set_id id) {
shaders_ft.env_frag_set(40, 0.0f, 0.0f, 0.0f, 0.0f);
}
light_get_position_vec4(&set->lights[LIGHT_CHARA], &position);
lights[LIGHT_CHARA].get_position(position);
if (fabs(position.x) <= 0.000001f && fabs(position.z) <= 0.000001f && fabs(position.z) <= 0.000001f)
position = { 0.0f, 1.0f, 0.0f, 1.0f };
else {
@@ -394,19 +436,19 @@ void light_set_data_set(light_set* set, face* face, light_set_id id) {
shaders_ft.env_vert_set(15, position.x, position.y, position.z, 1.0f);
shaders_ft.env_vert_set(16, -position.x, -position.y, -position.z, 1.0f);
if (light_get_type(&set->lights[LIGHT_REFLECT]) == LIGHT_SPOT) {
if (lights[LIGHT_REFLECT].get_type() == LIGHT_SPOT) {
vec4 spot_direction;
light_get_spot_direction(&set->lights[LIGHT_REFLECT], (vec3*)&spot_direction);
lights[LIGHT_REFLECT].get_spot_direction(*(vec3*)&spot_direction);
vec3_negate(*(vec3*)&spot_direction, *(vec3*)&spot_direction);
light_get_direction_from_position(&spot_direction, &set->lights[LIGHT_REFLECT], true);
light_get_position_vec4(&set->lights[LIGHT_REFLECT], &position);
light_get_direction_from_position(&spot_direction, &lights[LIGHT_REFLECT], true);
lights[LIGHT_REFLECT].get_position(position);
vec3_dot(*(vec3*)&position, *(vec3*)&spot_direction, spot_direction.w);
spot_direction.w = -spot_direction.w;
shaders_ft.env_vert_set(28, spot_direction);
shaders_ft.env_frag_set(22, spot_direction);
}
else if (light_get_type(&set->lights[LIGHT_REFLECT]) == LIGHT_POINT) {
else if (lights[LIGHT_REFLECT].get_type() == LIGHT_POINT) {
shaders_ft.env_vert_set(28, 0.0f, -1.0f, 0.0f, 9999.0f);
shaders_ft.env_frag_set(22, 0.0f, -1.0f, 0.0f, 9999.0f);
}
@@ -418,8 +460,8 @@ void light_set_data_set(light_set* set, face* face, light_set_id id) {
mat4 v63 = mat4_identity;
mat4 v64 = mat4_identity;
light_get_ibl_direction(&set->lights[LIGHT_CHARA], &ibl_direction);
light_get_position_vec4(&set->lights[LIGHT_CHARA], &position);
lights[LIGHT_CHARA].get_ibl_direction(ibl_direction);
lights[LIGHT_CHARA].get_position(position);
float_t length;
vec3_length(*(vec3*)&ibl_direction, length);
@@ -457,7 +499,7 @@ void light_set_data_set(light_set* set, face* face, light_set_id id) {
}
static void light_get_direction_from_position(vec4* pos_dir, light_data* light, bool force) {
if (force || light_get_type(light) == LIGHT_PARALLEL) {
if (force || light->get_type() == LIGHT_PARALLEL) {
float_t length;
vec3_length(*(vec3*)pos_dir, length);
if (length <= 0.000001)