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6
.gitignore
vendored
@ -16,4 +16,8 @@ cmake-build-*/
|
||||
build/
|
||||
|
||||
# Files
|
||||
*.user
|
||||
*.user
|
||||
|
||||
# dotnet project
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
18
.gitmodules
vendored
@ -17,3 +17,21 @@
|
||||
[submodule "Prism/vendor/ImGuizmo"]
|
||||
path = Prism/vendor/ImGuizmo
|
||||
url = https://github.com/CedricGuillemet/ImGuizmo.git
|
||||
[submodule "Prism/vendor/EnTT"]
|
||||
path = Prism/vendor/EnTT
|
||||
url = https://github.com/skypjack/entt.git
|
||||
[submodule "Prism/vendor/yaml-cpp"]
|
||||
path = Prism/vendor/yaml-cpp
|
||||
url = https://github.com/jbeder/yaml-cpp
|
||||
[submodule "Prism/vendor/Box2D"]
|
||||
path = Prism/vendor/Box2D
|
||||
url = https://github.com/erincatto/box2d.git
|
||||
[submodule "Prism/vendor/PhysX"]
|
||||
path = Prism/vendor/PhysX
|
||||
url = https://github.com/NVIDIA-Omniverse/PhysX.git
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||||
[submodule "Prism/vendor/ImViewGuizmo"]
|
||||
path = Prism/vendor/ImViewGuizmo
|
||||
url = https://github.com/Ka1serM/ImViewGuizmo
|
||||
[submodule "Prism/vendor/efsw"]
|
||||
path = Prism/vendor/efsw
|
||||
url = https://github.com/SpartanJ/efsw
|
||||
|
||||
@ -10,7 +10,7 @@ set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
|
||||
# set MSVC output directory
|
||||
if(MSVC)
|
||||
# config
|
||||
|
||||
string(REPLACE "/showIncludes" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
|
||||
# temp config
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4251")
|
||||
|
||||
@ -23,4 +23,5 @@ endif ()
|
||||
|
||||
add_subdirectory(Prism)
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add_subdirectory(Sandbox)
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||||
add_subdirectory(Editor)
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||||
add_subdirectory(Editor)
|
||||
add_subdirectory(PrismRuntime)
|
||||
|
||||
@ -1,13 +1,22 @@
|
||||
project(PrismEditor)
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||||
|
||||
file(GLOB ASSETS assets)
|
||||
file(COPY ${ASSETS} DESTINATION ${CMAKE_BINARY_DIR}/bin)
|
||||
set(CMAKE_BINARY_DIR ${CMAKE_BINARY_DIR}/bin)
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||||
|
||||
file(GLOB_RECURSE SRC_SOURCE ./**.cpp)
|
||||
file(GLOB ASSETS "assets")
|
||||
file(COPY ${ASSETS} DESTINATION ${CMAKE_BINARY_DIR})
|
||||
|
||||
# imgui.ini file
|
||||
file(GLOB IMGUI_INI imgui.ini)
|
||||
file(COPY ${IMGUI_INI} DESTINATION ${CMAKE_BINARY_DIR})
|
||||
|
||||
file(GLOB DOTNET_LIBRARY library)
|
||||
file(COPY ${DOTNET_LIBRARY} DESTINATION ${CMAKE_BINARY_DIR})
|
||||
|
||||
file(GLOB_RECURSE SRC_SOURCE ./Editor/**.cpp)
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||||
|
||||
add_executable(${PROJECT_NAME} ${SRC_SOURCE})
|
||||
|
||||
target_link_libraries(${PROJECT_NAME} PRIVATE Prism-shared)
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||||
target_link_libraries(${PROJECT_NAME} PRIVATE Prism-static)
|
||||
|
||||
# Enable ImGui Docking space
|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE ENABLE_DOCKSPACE)
|
||||
|
||||
@ -23,7 +23,7 @@ public:
|
||||
};
|
||||
|
||||
|
||||
Prism::Application* Prism::CreateApplication()
|
||||
Prism::Application* Prism::CreateApplication(const CommandArgs args)
|
||||
{
|
||||
return new Editor({"hello wrold", 1920, 1080});
|
||||
return new Editor({"hello world", 1920, 1080, args});
|
||||
}
|
||||
|
||||
@ -5,7 +5,10 @@
|
||||
#ifndef EDITORLAYER_H
|
||||
#define EDITORLAYER_H
|
||||
|
||||
#include "Panels/ConsolePanel.h"
|
||||
#include "Prism.h"
|
||||
#include "Prism/Editor/ContentBrowserPanel.h"
|
||||
#include "Prism/Editor/ObjectsPanel.h"
|
||||
#include "Prism/Editor/SceneHierachyPanel.h"
|
||||
|
||||
namespace Prism
|
||||
@ -26,24 +29,48 @@ namespace Prism
|
||||
bool OnKeyPressedEvent(KeyPressedEvent& e);
|
||||
bool OnMouseButtonPressedEvent(MouseButtonPressedEvent& e);
|
||||
|
||||
void ShowBoundingBoxes(bool show, bool onTop = false);
|
||||
void ShowBoundingBoxes(bool show);
|
||||
void SelectEntity(Entity entity);
|
||||
|
||||
void UpdateWindowTitle(const std::string& sceneName);
|
||||
private:
|
||||
std::pair<float, float> GetMouseViewportSpace() const;
|
||||
std::pair<glm::vec3, glm::vec3> CastRay(float mx, float my);
|
||||
|
||||
struct SelectedSubmesh
|
||||
{
|
||||
Prism::Entity Entity;
|
||||
Submesh* Mesh = nullptr;
|
||||
float Distance = 0.0f;
|
||||
};
|
||||
void OnSelected(const SelectedSubmesh& selectionContext);
|
||||
void OnEntityDeleted(Entity e);
|
||||
Ray CastMouseRay();
|
||||
|
||||
void NewScene();
|
||||
void OpenScene();
|
||||
void OpenScene(const std::string& filepath);
|
||||
void SaveScene();
|
||||
void SaveSceneAs();
|
||||
|
||||
void OnScenePlay();
|
||||
void OnSceneStop();
|
||||
|
||||
float GetSnapValue() const;
|
||||
private:
|
||||
Scope<SceneHierarchyPanel> m_SceneHierarchyPanel;
|
||||
Scope<ContentBrowserPanel> m_ContentBrowserPanel;
|
||||
Scope<ObjectsPanel> m_ObjectsPanel;
|
||||
|
||||
Ref<Scene> m_Scene;
|
||||
Ref<Scene> m_SphereScene;
|
||||
Ref<Scene> m_ActiveScene;
|
||||
Ref<Scene> m_CurrentScene;
|
||||
Ref<Scene> m_RuntimeScene, m_EditorScene;
|
||||
std::string m_SceneFilePath;
|
||||
|
||||
Entity* m_MeshEntity = nullptr;
|
||||
bool m_ReloadScriptOnPlay = false;
|
||||
|
||||
EditorCamera m_EditorCamera;
|
||||
|
||||
Ref<Mesh> m_PlaneMesh;
|
||||
Ref<Material> m_SphereBaseMaterial;
|
||||
|
||||
Ref<Material> m_MeshMaterial;
|
||||
|
||||
std::vector<Ref<MaterialInstance>> m_MetalSphereMaterialInstances;
|
||||
@ -54,21 +81,16 @@ namespace Prism
|
||||
glm::vec2 m_ViewportBounds[2] = {};
|
||||
int m_GizmoType = -1; // -1 = no gizmo
|
||||
float m_SnapValue = 0.5f;
|
||||
float m_RotationSnapValue = 45.0f;
|
||||
|
||||
struct SelectedSubmesh
|
||||
enum class SelectionMode
|
||||
{
|
||||
Submesh* Mesh;
|
||||
float Distance;
|
||||
None = 0, Entity = 1, SubMesh = 2
|
||||
};
|
||||
std::vector<SelectedSubmesh> m_SelectedSubmeshes;
|
||||
glm::mat4* m_CurrentlySelectedTransform = nullptr;
|
||||
SelectionMode m_SelectionMode = SelectionMode::Entity;
|
||||
|
||||
// configure button
|
||||
bool m_AllowViewportCameraEvents = false;
|
||||
bool m_DrawOnTopBoundingBoxes = false;
|
||||
|
||||
bool m_UIShowBoundingBoxes = false;
|
||||
bool m_UIShowBoundingBoxesOnTop = false;
|
||||
std::vector<SelectedSubmesh> m_SelectionContext;
|
||||
glm::mat4* m_RelativeTransform = nullptr;
|
||||
|
||||
|
||||
struct AlbedoInput
|
||||
@ -78,14 +100,14 @@ namespace Prism
|
||||
bool SRGB = true;
|
||||
bool UseTexture = false;
|
||||
};
|
||||
AlbedoInput m_AlbedoInput;
|
||||
// AlbedoInput m_AlbedoInput;
|
||||
|
||||
struct NormalInput
|
||||
{
|
||||
Ref<Texture2D> TextureMap;
|
||||
bool UseTexture = false;
|
||||
};
|
||||
NormalInput m_NormalInput;
|
||||
// NormalInput m_NormalInput;
|
||||
|
||||
struct MetalnessInput
|
||||
{
|
||||
@ -93,21 +115,26 @@ namespace Prism
|
||||
Ref<Texture2D> TextureMap;
|
||||
bool UseTexture = false;
|
||||
};
|
||||
MetalnessInput m_MetalnessInput;
|
||||
// MetalnessInput m_MetalnessInput;
|
||||
|
||||
struct RoughnessInput
|
||||
{
|
||||
float Value = 0.5f;
|
||||
float Value = 1.0f;
|
||||
Ref<Texture2D> TextureMap;
|
||||
bool UseTexture = false;
|
||||
};
|
||||
RoughnessInput m_RoughnessInput;
|
||||
// RoughnessInput m_RoughnessInput;
|
||||
|
||||
|
||||
// PBR params
|
||||
bool m_RadiancePrefilter = false;
|
||||
|
||||
float m_EnvMapRotation = 0.0f;
|
||||
// Editor resources
|
||||
Ref<Texture2D> m_CheckerboardTex;
|
||||
Ref<Texture2D> m_PlayButtonTex, m_StopButtonTex, m_PauseButtonTex;
|
||||
|
||||
|
||||
|
||||
bool m_UIShowBoundingBoxes = false;
|
||||
|
||||
enum class SceneType : uint32_t
|
||||
{
|
||||
@ -115,8 +142,18 @@ namespace Prism
|
||||
};
|
||||
SceneType m_SceneType;
|
||||
|
||||
// Editor resources
|
||||
Ref<Texture2D> m_CheckerboardTex;
|
||||
bool m_ViewportPanelHovered = false;
|
||||
bool m_ViewportPanelFocused = false;
|
||||
bool m_ShowPhysicsSettings = false;
|
||||
|
||||
enum class SceneState
|
||||
{
|
||||
Edit = 0, Play = 1, Pause = 2
|
||||
};
|
||||
SceneState m_SceneState = SceneState::Edit;
|
||||
|
||||
private:
|
||||
Scope<ConsolePanel> m_ConsolePanel;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
66
Editor/Editor/Panels/ConsolePanel.cpp
Normal file
@ -0,0 +1,66 @@
|
||||
//
|
||||
// Created by Atdunbg on 2026/3/26.
|
||||
//
|
||||
|
||||
#include "ConsolePanel.h"
|
||||
|
||||
namespace Prism
|
||||
{
|
||||
ConsolePanel::ConsolePanel()
|
||||
{
|
||||
// 预留一些空间
|
||||
m_Messages.reserve(1000);
|
||||
}
|
||||
|
||||
void ConsolePanel::OnImGuiRender()
|
||||
{
|
||||
ImGui::Begin("Console");
|
||||
|
||||
// 工具栏
|
||||
if (ImGui::Button("Clear"))
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_Mutex);
|
||||
m_Messages.clear();
|
||||
}
|
||||
ImGui::SameLine();
|
||||
ImGui::Checkbox("Auto-scroll", &m_AutoScroll);
|
||||
ImGui::SameLine();
|
||||
m_Filter.Draw("Filter", 200);
|
||||
|
||||
// 消息列表区域
|
||||
ImGui::BeginChild("ScrollingRegion", ImVec2(0, 0), ImGuiChildFlags_Borders, ImGuiWindowFlags_HorizontalScrollbar);
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_Mutex);
|
||||
for (const auto& [msg, color] : m_Messages)
|
||||
{
|
||||
if (m_Filter.PassFilter(msg.c_str()))
|
||||
{
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, color);
|
||||
ImGui::TextUnformatted(msg.c_str());
|
||||
ImGui::PopStyleColor();
|
||||
}
|
||||
}
|
||||
|
||||
if (m_ScrollToBottom)
|
||||
{
|
||||
ImGui::SetScrollHereY(1.0f);
|
||||
m_ScrollToBottom = false;
|
||||
}
|
||||
}
|
||||
ImGui::EndChild();
|
||||
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void ConsolePanel::AddMessage(const std::string& message, ImVec4 color)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_Mutex);
|
||||
m_Messages.emplace_back(message, color);
|
||||
while (m_Messages.size() > 5000)
|
||||
m_Messages.erase(m_Messages.begin());
|
||||
|
||||
if (m_AutoScroll && !m_ScrollToBottom)
|
||||
m_ScrollToBottom = true;
|
||||
}
|
||||
}
|
||||
31
Editor/Editor/Panels/ConsolePanel.h
Normal file
@ -0,0 +1,31 @@
|
||||
//
|
||||
// Created by Atdunbg on 2026/3/26.
|
||||
//
|
||||
|
||||
#ifndef PRISM_CONSOLEPANEL_H
|
||||
#define PRISM_CONSOLEPANEL_H
|
||||
#include <mutex>
|
||||
#include <vector>
|
||||
|
||||
#include "imgui.h"
|
||||
|
||||
namespace Prism
|
||||
{
|
||||
class ConsolePanel
|
||||
{
|
||||
public:
|
||||
ConsolePanel();
|
||||
void OnImGuiRender();
|
||||
|
||||
void AddMessage(const std::string& message, ImVec4 color = ImVec4(1,1,1,1));
|
||||
|
||||
private:
|
||||
std::vector<std::pair<std::string, ImVec4>> m_Messages;
|
||||
ImGuiTextFilter m_Filter;
|
||||
bool m_AutoScroll = true;
|
||||
bool m_ScrollToBottom = false;
|
||||
std::mutex m_Mutex;
|
||||
};
|
||||
}
|
||||
|
||||
#endif //PRISM_CONSOLEPANEL_H
|
||||
BIN
Editor/assets/editor/Camera.png
Normal file
|
After Width: | Height: | Size: 2.2 KiB |
BIN
Editor/assets/editor/PauseButton.png
Normal file
|
After Width: | Height: | Size: 119 B |
BIN
Editor/assets/editor/PlayButton.png
Normal file
|
After Width: | Height: | Size: 357 B |
BIN
Editor/assets/editor/StopButton.png
Normal file
|
After Width: | Height: | Size: 115 B |
BIN
Editor/assets/editor/asset.png
Normal file
|
After Width: | Height: | Size: 13 KiB |
BIN
Editor/assets/editor/back.png
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
Editor/assets/editor/blend.png
Normal file
|
After Width: | Height: | Size: 44 KiB |
BIN
Editor/assets/editor/btn_back.png
Normal file
|
After Width: | Height: | Size: 26 KiB |
BIN
Editor/assets/editor/btn_fwrd.png
Normal file
|
After Width: | Height: | Size: 26 KiB |
BIN
Editor/assets/editor/close.png
Normal file
|
After Width: | Height: | Size: 23 KiB |
BIN
Editor/assets/editor/csc.png
Normal file
|
After Width: | Height: | Size: 10 KiB |
BIN
Editor/assets/editor/favourites.png
Normal file
|
After Width: | Height: | Size: 24 KiB |
BIN
Editor/assets/editor/fbx.png
Normal file
|
After Width: | Height: | Size: 32 KiB |
BIN
Editor/assets/editor/file.png
Normal file
|
After Width: | Height: | Size: 7.9 KiB |
BIN
Editor/assets/editor/folder.png
Normal file
|
After Width: | Height: | Size: 5.1 KiB |
BIN
Editor/assets/editor/folder_hierarchy.png
Normal file
|
After Width: | Height: | Size: 5.0 KiB |
BIN
Editor/assets/editor/fonts/MiSans-Normal.ttf
Normal file
BIN
Editor/assets/editor/grid.png
Normal file
|
After Width: | Height: | Size: 6.9 KiB |
BIN
Editor/assets/editor/light.png
Normal file
|
After Width: | Height: | Size: 64 KiB |
BIN
Editor/assets/editor/list.png
Normal file
|
After Width: | Height: | Size: 2.0 KiB |
BIN
Editor/assets/editor/obj.png
Normal file
|
After Width: | Height: | Size: 21 KiB |
BIN
Editor/assets/editor/png.png
Normal file
|
After Width: | Height: | Size: 13 KiB |
BIN
Editor/assets/editor/resource.png
Normal file
|
After Width: | Height: | Size: 7.1 KiB |
BIN
Editor/assets/editor/scene.png
Normal file
|
After Width: | Height: | Size: 23 KiB |
BIN
Editor/assets/editor/script.png
Normal file
|
After Width: | Height: | Size: 25 KiB |
BIN
Editor/assets/editor/search.png
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
Editor/assets/editor/tags.png
Normal file
|
After Width: | Height: | Size: 18 KiB |
BIN
Editor/assets/editor/wav.png
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
Editor/assets/meshes/Cube1m.fbx
Normal file
BIN
Editor/assets/meshes/Default/Capsule.fbx
Normal file
BIN
Editor/assets/meshes/Default/Cone.fbx
Normal file
BIN
Editor/assets/meshes/Default/Cube.fbx
Normal file
BIN
Editor/assets/meshes/Default/Cylinder.fbx
Normal file
BIN
Editor/assets/meshes/Default/Plane.fbx
Normal file
BIN
Editor/assets/meshes/Default/Sphere.fbx
Normal file
BIN
Editor/assets/meshes/Default/Torus.fbx
Normal file
336
Editor/assets/scenes/FPS.scene
Normal file
@ -0,0 +1,336 @@
|
||||
Scene: Scene Name
|
||||
Environment:
|
||||
AssetHandle: 5211537204242875091
|
||||
Entities:
|
||||
- Entity: 8293051279669100759
|
||||
Parent: 0
|
||||
Children:
|
||||
[]
|
||||
TagComponent:
|
||||
Tag: Cube
|
||||
TransformComponent:
|
||||
Position: [1.736814, 1.4724115, -4.2181306]
|
||||
Rotation: [0, 0, 0]
|
||||
Scale: [1, 1, 1]
|
||||
MeshComponent:
|
||||
AssetID: 18328012085543462741
|
||||
AssetPath: assets/meshes/Default/Cube.fbx
|
||||
RigidBodyComponent:
|
||||
BodyType: 1
|
||||
Mass: 1
|
||||
LinearDrag: 0
|
||||
AngularDrag: 0.05
|
||||
DisableGravity: false
|
||||
IsKinematic: false
|
||||
Layer: 0
|
||||
Constraints:
|
||||
LockPositionX: false
|
||||
LockPositionY: false
|
||||
LockPositionZ: false
|
||||
LockRotationX: false
|
||||
LockRotationY: false
|
||||
LockRotationZ: false
|
||||
BoxColliderComponent:
|
||||
Offset: [0, 0, 0]
|
||||
Size: [2, 2, 2]
|
||||
IsTrigger: false
|
||||
Material: 0
|
||||
MaterialPath: ""
|
||||
- Entity: 5834225236589765516
|
||||
Parent: 0
|
||||
Children:
|
||||
[]
|
||||
TagComponent:
|
||||
Tag: Cube
|
||||
TransformComponent:
|
||||
Position: [-2.6417403, 1.4724115, -7.9285727]
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Camera:
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PerspectiveFar: 10000
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64
Editor/assets/scenes/FPSDemo.scene
Normal file
@ -0,0 +1,64 @@
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Scene: Scene Name
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36
Editor/assets/scenes/demo.scene
Normal file
@ -0,0 +1,36 @@
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Scene: Scene Name
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Environment:
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AssetHandle: 5211537204242875091
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63
Editor/assets/shaders/BloomBlend.glsl
Normal file
@ -0,0 +1,63 @@
|
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#type vertex
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||||
#version 430
|
||||
|
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layout(location = 0) in vec3 a_Position;
|
||||
layout(location = 1) in vec2 a_TexCoord;
|
||||
|
||||
out vec2 v_TexCoord;
|
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|
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void main()
|
||||
{
|
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vec4 position = vec4(a_Position.xy, 0.0, 1.0);
|
||||
v_TexCoord = a_TexCoord;
|
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gl_Position = position;
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}
|
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|
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#type fragment
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||||
#version 430
|
||||
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
|
||||
in vec2 v_TexCoord;
|
||||
|
||||
uniform sampler2D u_SceneTexture;
|
||||
uniform sampler2D u_BloomTexture;
|
||||
|
||||
uniform float u_Exposure;
|
||||
uniform bool u_EnableBloom;
|
||||
|
||||
void main()
|
||||
{
|
||||
#if 1
|
||||
const float gamma = 2.2;
|
||||
const float pureWhite = 1.0;
|
||||
|
||||
// Tonemapping
|
||||
vec3 color = texture(u_SceneTexture, v_TexCoord).rgb;
|
||||
if (u_EnableBloom)
|
||||
{
|
||||
vec3 bloomColor = texture(u_BloomTexture, v_TexCoord).rgb;
|
||||
color += bloomColor;
|
||||
}
|
||||
|
||||
// Reinhard tonemapping
|
||||
float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));
|
||||
float mappedLuminance = (luminance * (1.0 + luminance / (pureWhite * pureWhite))) / (1.0 + luminance);
|
||||
|
||||
// Scale color by ratio of average luminances.
|
||||
vec3 mappedColor = (mappedLuminance / luminance) * color* u_Exposure;
|
||||
|
||||
// Gamma correction.
|
||||
o_Color = vec4(mappedColor, 1.0);
|
||||
#else
|
||||
const float gamma = 2.2;
|
||||
vec3 hdrColor = texture(u_SceneTexture, v_TexCoord).rgb;
|
||||
vec3 bloomColor = texture(u_BloomTexture, v_TexCoord).rgb;
|
||||
hdrColor += bloomColor; // additive blending
|
||||
// tone mapping
|
||||
vec3 result = vec3(1.0) - exp(-hdrColor * u_Exposure);
|
||||
// also gamma correct while we're at it
|
||||
result = pow(result, vec3(1.0 / gamma));
|
||||
o_Color = vec4(result, 1.0);
|
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#endif
|
||||
}
|
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84
Editor/assets/shaders/BloomBlur.glsl
Normal file
@ -0,0 +1,84 @@
|
||||
#type vertex
|
||||
#version 430
|
||||
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
layout(location = 1) in vec2 a_TexCoord;
|
||||
|
||||
out vec2 v_TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 position = vec4(a_Position.xy, 0.0, 1.0);
|
||||
v_TexCoord = a_TexCoord;
|
||||
gl_Position = position;
|
||||
}
|
||||
|
||||
#type fragment
|
||||
#version 430
|
||||
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
|
||||
in vec2 v_TexCoord;
|
||||
|
||||
uniform sampler2D u_Texture;
|
||||
uniform bool u_Horizontal; // 未使用,可保留或移除
|
||||
uniform bool u_FirstPass; // 是否进行阈值处理
|
||||
uniform float u_Threshold; // 亮度阈值
|
||||
|
||||
void main()
|
||||
{
|
||||
float Pi = 6.28318530718; // 2*PI
|
||||
|
||||
float Directions = 32.0; // 模糊方向数
|
||||
float Quality = 6.0; // 每个方向上的采样质量(采样次数)
|
||||
float Size = 16.0; // 模糊半径
|
||||
|
||||
vec2 Radius = Size / textureSize(u_Texture, 0);
|
||||
|
||||
// 中心像素采样
|
||||
vec3 centerColor = texture(u_Texture, v_TexCoord).rgb;
|
||||
float centerLum = dot(centerColor, vec3(0.2126, 0.7152, 0.0722));
|
||||
|
||||
// 如果启用第一次处理且中心像素亮度低于阈值,则直接输出黑色(不进行模糊)
|
||||
if (u_FirstPass && centerLum <= u_Threshold)
|
||||
{
|
||||
o_Color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
vec3 result = centerColor; // 先累加中心像素
|
||||
float totalSamples = 1.0; // 有效采样计数(中心像素已计入)
|
||||
|
||||
// 周围像素采样
|
||||
for (float d = 0.0; d < Pi; d += Pi / Directions)
|
||||
{
|
||||
for (float i = 1.0 / Quality; i <= 1.0; i += 1.0 / Quality)
|
||||
{
|
||||
vec2 offset = vec2(cos(d), sin(d)) * Radius * i;
|
||||
vec3 sampleColor = texture(u_Texture, v_TexCoord + offset).rgb;
|
||||
|
||||
if (u_FirstPass)
|
||||
{
|
||||
float lum = dot(sampleColor, vec3(0.2126, 0.7152, 0.0722));
|
||||
if (lum <= u_Threshold)
|
||||
{
|
||||
// 低于阈值则贡献黑色,但采样点仍计入分母?这里选择不计入有效采样数
|
||||
// 若希望保持模糊能量,可以 continue 跳过累加,但需调整分母
|
||||
// 为简单起见,此处设为黑色并计入计数(分母不变),也可选择跳过
|
||||
sampleColor = vec3(0.0);
|
||||
// 如果希望忽略该采样点,可以 continue 并减少 totalSamples
|
||||
// 但为了效果平滑,这里保留为黑色并计入计数
|
||||
}
|
||||
}
|
||||
|
||||
result += sampleColor;
|
||||
totalSamples += 1.0;
|
||||
}
|
||||
}
|
||||
|
||||
// 归一化:除以总采样数(包括中心像素)
|
||||
// 若之前选择忽略低于阈值的采样点(continue),则需相应调整 totalSamples
|
||||
result /= totalSamples;
|
||||
|
||||
o_Color = vec4(result, 1.0);
|
||||
}
|
||||
24
Editor/assets/shaders/Collider.glsl
Normal file
@ -0,0 +1,24 @@
|
||||
// Collider Shader
|
||||
|
||||
#type vertex
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
|
||||
uniform mat4 u_ViewProjection;
|
||||
uniform mat4 u_Transform;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0);
|
||||
}
|
||||
|
||||
#type fragment
|
||||
#version 450
|
||||
|
||||
layout(location = 0) out vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = vec4(0.1, 1.0, 0.1, 1.0);
|
||||
}
|
||||
63
Editor/assets/shaders/Exposure.glsl
Normal file
@ -0,0 +1,63 @@
|
||||
#type compute
|
||||
#version 460 core
|
||||
layout(local_size_x = 1, local_size_y = 1) in;
|
||||
|
||||
layout(binding = 0, std430) buffer Histogram {
|
||||
uint bins[64];
|
||||
};
|
||||
layout(binding = 1, std430) buffer Exposure {
|
||||
float exposure;
|
||||
};
|
||||
|
||||
uniform float u_SpeedUp;
|
||||
uniform float u_SpeedDown;
|
||||
uniform float u_Key;
|
||||
uniform float u_LowPercent;
|
||||
uniform float u_HighPercent;
|
||||
uniform float u_MinExposure;
|
||||
uniform float u_MaxExposure;
|
||||
uniform float u_DeltaTime;
|
||||
uniform float u_LogMin;
|
||||
uniform float u_LogMax;
|
||||
|
||||
void main() {
|
||||
float currentExposure = exposure;
|
||||
|
||||
uint total = 0;
|
||||
uint prefix[64];
|
||||
for (int i = 0; i < 64; i++) {
|
||||
total += bins[i];
|
||||
prefix[i] = total;
|
||||
}
|
||||
|
||||
float lowCount = u_LowPercent * 0.01 * total;
|
||||
float highCount = u_HighPercent * 0.01 * total;
|
||||
int lowBin = 0, highBin = 63;
|
||||
for (int i = 0; i < 64; i++) {
|
||||
if (prefix[i] < lowCount) lowBin = i + 1;
|
||||
if (prefix[i] < highCount) highBin = i + 1;
|
||||
}
|
||||
lowBin = clamp(lowBin, 0, 63);
|
||||
highBin = clamp(highBin, 0, 63);
|
||||
|
||||
float sumLum = 0.0;
|
||||
uint count = 0;
|
||||
for (int i = lowBin; i <= highBin; i++) {
|
||||
float t = (float(i) + 0.5) / 64.0;
|
||||
float logLum = u_LogMin + t * (u_LogMax - u_LogMin);
|
||||
float lum = exp2(logLum);
|
||||
sumLum += lum * float(bins[i]);
|
||||
count += bins[i];
|
||||
}
|
||||
float avgLum = count > 0 ? sumLum / count : 0.18;
|
||||
|
||||
float targetExposure = u_Key / max(avgLum, 0.0001);
|
||||
targetExposure = clamp(targetExposure, u_MinExposure, u_MaxExposure);
|
||||
|
||||
float speed = (targetExposure > currentExposure) ? u_SpeedUp : u_SpeedDown;
|
||||
float adaptFactor = 1.0 - exp(-speed * u_DeltaTime);
|
||||
float newExposure = mix(currentExposure, targetExposure, adaptFactor);
|
||||
newExposure = clamp(newExposure, u_MinExposure, u_MaxExposure);
|
||||
|
||||
exposure = newExposure;
|
||||
}
|
||||
@ -1,45 +0,0 @@
|
||||
// Grid Shader
|
||||
|
||||
#type vertex
|
||||
#version 430
|
||||
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
layout(location = 1) in vec2 a_TexCoord;
|
||||
|
||||
uniform mat4 u_ViewProjection;
|
||||
uniform mat4 u_Transform;
|
||||
|
||||
out vec2 v_TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0);
|
||||
gl_Position = position;
|
||||
|
||||
v_TexCoord = a_TexCoord;
|
||||
}
|
||||
|
||||
#type fragment
|
||||
#version 430
|
||||
|
||||
layout(location = 0) out vec4 color;
|
||||
|
||||
uniform float u_Scale;
|
||||
uniform float u_Res;
|
||||
|
||||
in vec2 v_TexCoord;
|
||||
|
||||
float grid(vec2 st, float res)
|
||||
{
|
||||
vec2 grid = fract(st);
|
||||
return step(res, grid.x) * step(res, grid.y);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float scale = u_Scale;
|
||||
float resolution = u_Res;
|
||||
|
||||
float x = grid(v_TexCoord * scale, resolution);
|
||||
color = vec4(vec3(0.2), 0.5) * (1.0 - x);
|
||||
}
|
||||
26
Editor/assets/shaders/Histogram.glsl
Normal file
@ -0,0 +1,26 @@
|
||||
#type compute
|
||||
#version 460 core
|
||||
layout(local_size_x = 16, local_size_y = 16) in;
|
||||
|
||||
layout(binding = 0) uniform sampler2D u_SceneColor;
|
||||
layout(binding = 1, std430) buffer Histogram {
|
||||
uint bins[64];
|
||||
};
|
||||
|
||||
uniform float u_LogMin;
|
||||
uniform float u_LogMax;
|
||||
|
||||
void main() {
|
||||
ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
|
||||
ivec2 size = textureSize(u_SceneColor, 0);
|
||||
if (texel.x >= size.x || texel.y >= size.y) return;
|
||||
|
||||
vec3 color = texelFetch(u_SceneColor, texel, 0).rgb;
|
||||
float lum = max(dot(color, vec3(0.2126, 0.7152, 0.0722)), 0.0001);
|
||||
float logLum = log2(lum);
|
||||
|
||||
float invLogRange = 1.0 / (u_LogMax - u_LogMin);
|
||||
float t = (logLum - u_LogMin) * invLogRange;
|
||||
int bin = int(clamp(t * 64.0, 0.0, 63.0));
|
||||
atomicAdd(bins[bin], 1u);
|
||||
}
|
||||
224
Editor/assets/shaders/InfiniteGrid.glsl
Normal file
@ -0,0 +1,224 @@
|
||||
// Infinite Grid Shader
|
||||
// Based on "The Best Darn Grid Shader (Yet)" by Ben Golus
|
||||
|
||||
#type vertex
|
||||
#version 450 core
|
||||
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
|
||||
// camera
|
||||
uniform mat4 u_View;
|
||||
uniform mat4 u_Projection;
|
||||
uniform vec3 u_CameraPosition;
|
||||
|
||||
out CameraData{
|
||||
mat4 ViewProjection;
|
||||
vec3 Position;
|
||||
}CameraOutput;
|
||||
|
||||
out vec3 v_NearPoint;
|
||||
out vec3 v_FarPoint;
|
||||
|
||||
vec3 unprojectPoint(float x, float y, float z) {
|
||||
mat4 viewInv = inverse(u_View);
|
||||
mat4 projInv = inverse(u_Projection);
|
||||
vec4 unprojectedPoint = viewInv * projInv * vec4(x, y, z, 1.0);
|
||||
return unprojectedPoint.xyz / unprojectedPoint.w;
|
||||
}
|
||||
|
||||
void main() {
|
||||
v_NearPoint = unprojectPoint(a_Position.x, a_Position.y, 0.0);
|
||||
v_FarPoint = unprojectPoint(a_Position.x, a_Position.y, 1.0);
|
||||
|
||||
CameraOutput.ViewProjection = u_Projection * u_View;
|
||||
CameraOutput.Position = u_CameraPosition;
|
||||
|
||||
gl_Position = vec4(a_Position, 1.0);
|
||||
}
|
||||
|
||||
#type fragment
|
||||
#version 450 core
|
||||
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
|
||||
in vec3 v_NearPoint;
|
||||
in vec3 v_FarPoint;
|
||||
|
||||
in CameraData{
|
||||
mat4 ViewProjection;
|
||||
vec3 Position;
|
||||
}CameraInput;
|
||||
|
||||
// Grid plane: 0 = XZ (Y up), 1 = XY (Z forward), 2 = YZ (X right)
|
||||
uniform int u_GridPlane;
|
||||
uniform float u_GridScale;
|
||||
uniform vec4 u_GridColorThin;
|
||||
uniform vec4 u_GridColorThick;
|
||||
uniform vec4 u_AxisColorX;
|
||||
uniform vec4 u_AxisColorZ;
|
||||
uniform float u_FadeDistance;
|
||||
|
||||
float computeDepth(vec3 pos) {
|
||||
vec4 clipSpacePos = CameraInput.ViewProjection * vec4(pos, 1.0);
|
||||
return clipSpacePos.z / clipSpacePos.w;
|
||||
}
|
||||
|
||||
// Get the plane normal based on grid plane type
|
||||
vec3 getPlaneNormal() {
|
||||
if (u_GridPlane == 1) return vec3(0.0, 0.0, 1.0); // XY plane, Z normal
|
||||
if (u_GridPlane == 2) return vec3(1.0, 0.0, 0.0); // YZ plane, X normal
|
||||
return vec3(0.0, 1.0, 0.0); // XZ plane, Y normal (default)
|
||||
}
|
||||
|
||||
// Get 2D coordinates on the plane
|
||||
vec2 getPlaneCoords(vec3 pos) {
|
||||
if (u_GridPlane == 1) return pos.xy; // XY plane
|
||||
if (u_GridPlane == 2) return pos.yz; // YZ plane
|
||||
return pos.xz; // XZ plane (default)
|
||||
}
|
||||
|
||||
// Get the component perpendicular to the plane (for axis drawing)
|
||||
vec2 getAxisCoords(vec3 pos) {
|
||||
// Returns the two coordinates used for drawing axis lines
|
||||
// First component -> first axis color, Second component -> second axis color
|
||||
if (u_GridPlane == 1) return vec2(pos.x, pos.y); // XY: X-axis and Y-axis
|
||||
if (u_GridPlane == 2) return vec2(pos.y, pos.z); // YZ: Y-axis and Z-axis
|
||||
return vec2(pos.x, pos.z); // XZ: X-axis and Z-axis
|
||||
}
|
||||
|
||||
// Calculate t for ray-plane intersection
|
||||
float rayPlaneIntersection(vec3 nearPoint, vec3 farPoint) {
|
||||
vec3 rayDir = farPoint - nearPoint;
|
||||
|
||||
if (u_GridPlane == 1) {
|
||||
// XY plane (z = 0)
|
||||
if (abs(rayDir.z) < 0.0001) return -1.0;
|
||||
return -nearPoint.z / rayDir.z;
|
||||
}
|
||||
if (u_GridPlane == 2) {
|
||||
// YZ plane (x = 0)
|
||||
if (abs(rayDir.x) < 0.0001) return -1.0;
|
||||
return -nearPoint.x / rayDir.x;
|
||||
}
|
||||
// XZ plane (y = 0) - default
|
||||
if (abs(rayDir.y) < 0.0001) return -1.0;
|
||||
return -nearPoint.y / rayDir.y;
|
||||
}
|
||||
|
||||
// Get view angle component for normal fade
|
||||
float getViewAngleComponent(vec3 viewDir) {
|
||||
if (u_GridPlane == 1) return abs(viewDir.z); // XY plane
|
||||
if (u_GridPlane == 2) return abs(viewDir.x); // YZ plane
|
||||
return abs(viewDir.y); // XZ plane
|
||||
}
|
||||
|
||||
// Pristine grid - single pixel line with proper AA
|
||||
float pristineGridLine(vec2 uv) {
|
||||
vec2 dudv = fwidth(uv);
|
||||
vec2 uvMod = fract(uv);
|
||||
vec2 uvDist = min(uvMod, 1.0 - uvMod);
|
||||
vec2 distInPixels = uvDist / dudv;
|
||||
vec2 lineAlpha = 1.0 - smoothstep(0.0, 1.0, distInPixels);
|
||||
float alpha = max(lineAlpha.x, lineAlpha.y);
|
||||
float density = max(dudv.x, dudv.y);
|
||||
float densityFade = 1.0 - smoothstep(0.5, 1.0, density);
|
||||
return alpha * densityFade;
|
||||
}
|
||||
|
||||
// Axis line - single pixel wide
|
||||
float axisLineAA(float coord, float dudv) {
|
||||
float distInPixels = abs(coord) / dudv;
|
||||
return 1.0 - smoothstep(0.0, 1.5, distInPixels);
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
|
||||
float t = rayPlaneIntersection(v_NearPoint, v_FarPoint);
|
||||
|
||||
if (t < 0.0) {
|
||||
discard;
|
||||
}
|
||||
|
||||
vec3 fragPos3D = v_NearPoint + t * (v_FarPoint - v_NearPoint);
|
||||
float depth = computeDepth(fragPos3D);
|
||||
|
||||
if (depth > 1.0 || depth < -1.0) {
|
||||
discard;
|
||||
}
|
||||
|
||||
vec2 worldPos = getPlaneCoords(fragPos3D);
|
||||
|
||||
// === Fading ===
|
||||
|
||||
// Radial fade
|
||||
float dist = length(fragPos3D - CameraInput.Position);
|
||||
float radialFade = 1.0 - smoothstep(u_FadeDistance * 0.3, u_FadeDistance, dist);
|
||||
|
||||
// Normal fade (view angle)
|
||||
vec3 viewDir = normalize(fragPos3D - CameraInput.Position);
|
||||
float viewAngle = getViewAngleComponent(viewDir);
|
||||
float normalFade = smoothstep(0.0, 0.15, viewAngle);
|
||||
|
||||
float fadeFactor = radialFade * normalFade;
|
||||
|
||||
if (fadeFactor < 0.001) {
|
||||
discard;
|
||||
}
|
||||
|
||||
// === Grid calculation ===
|
||||
|
||||
vec2 gridCoord1 = worldPos / u_GridScale;
|
||||
vec2 gridCoord10 = worldPos / (u_GridScale * 10.0);
|
||||
|
||||
float grid1 = pristineGridLine(gridCoord1);
|
||||
float grid10 = pristineGridLine(gridCoord10);
|
||||
|
||||
// LOD blend
|
||||
vec2 deriv1 = fwidth(gridCoord1);
|
||||
float lodFactor = smoothstep(20.0, 200.0, dist);
|
||||
// float lodFactor = smoothstep(0.2, 0.5, max(deriv1.x, deriv1.y));
|
||||
|
||||
// Combine grids
|
||||
float gridIntensity = mix(max(grid1, grid10 * 0.7), grid10, lodFactor);
|
||||
|
||||
// Grid color
|
||||
vec3 gridColor = mix(u_GridColorThin.rgb, u_GridColorThick.rgb, lodFactor);
|
||||
float baseAlpha = mix(u_GridColorThin.a, u_GridColorThick.a, lodFactor);
|
||||
float gridAlpha = baseAlpha * gridIntensity * fadeFactor;
|
||||
|
||||
// === Axis lines ===
|
||||
|
||||
vec2 axisCoords = getAxisCoords(fragPos3D);
|
||||
vec2 worldDeriv = fwidth(worldPos);
|
||||
|
||||
// First axis (uses AxisColorX - typically red)
|
||||
float axis1Alpha = axisLineAA(axisCoords.y, worldDeriv.y) * fadeFactor;
|
||||
// Second axis (uses AxisColorZ - typically blue)
|
||||
float axis2Alpha = axisLineAA(axisCoords.x, worldDeriv.x) * fadeFactor;
|
||||
|
||||
// === Final composition ===
|
||||
|
||||
vec3 finalColor = gridColor;
|
||||
float finalAlpha = gridAlpha;
|
||||
|
||||
// Blend axis colors
|
||||
if (axis2Alpha > 0.001) {
|
||||
float blend = axis2Alpha * u_AxisColorZ.a;
|
||||
finalColor = mix(finalColor, u_AxisColorZ.rgb, blend);
|
||||
finalAlpha = max(finalAlpha, blend);
|
||||
}
|
||||
|
||||
if (axis1Alpha > 0.001) {
|
||||
float blend = axis1Alpha * u_AxisColorX.a;
|
||||
finalColor = mix(finalColor, u_AxisColorX.rgb, blend);
|
||||
finalAlpha = max(finalAlpha, blend);
|
||||
}
|
||||
|
||||
if (finalAlpha < 0.001) {
|
||||
discard;
|
||||
}
|
||||
|
||||
gl_FragDepth = depth * 0.5 + 0.5;
|
||||
o_Color = vec4(finalColor, finalAlpha);
|
||||
}
|
||||
24
Editor/assets/shaders/Outline.glsl
Normal file
@ -0,0 +1,24 @@
|
||||
// Outline Shader
|
||||
|
||||
#type vertex
|
||||
#version 430
|
||||
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
|
||||
uniform mat4 u_ViewProjection;
|
||||
uniform mat4 u_Transform;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0);
|
||||
}
|
||||
|
||||
#type fragment
|
||||
#version 430
|
||||
|
||||
layout(location = 0) out vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = vec4(1.0, 0.5, 0.0, 1.0);
|
||||
}
|
||||
36
Editor/assets/shaders/Outline_Anim.glsl
Normal file
@ -0,0 +1,36 @@
|
||||
// Outline Shader
|
||||
|
||||
#type vertex
|
||||
#version 430
|
||||
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
|
||||
layout(location = 5) in ivec4 a_BoneIndices;
|
||||
layout(location = 6) in vec4 a_BoneWeights;
|
||||
|
||||
uniform mat4 u_ViewProjection;
|
||||
uniform mat4 u_Transform;
|
||||
|
||||
const int MAX_BONES = 100;
|
||||
uniform mat4 u_BoneTransforms[100];
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 boneTransform = u_BoneTransforms[a_BoneIndices[0]] * a_BoneWeights[0];
|
||||
boneTransform += u_BoneTransforms[a_BoneIndices[1]] * a_BoneWeights[1];
|
||||
boneTransform += u_BoneTransforms[a_BoneIndices[2]] * a_BoneWeights[2];
|
||||
boneTransform += u_BoneTransforms[a_BoneIndices[3]] * a_BoneWeights[3];
|
||||
|
||||
vec4 localPosition = boneTransform * vec4(a_Position, 1.0);
|
||||
gl_Position = u_ViewProjection * u_Transform * localPosition;
|
||||
}
|
||||
|
||||
#type fragment
|
||||
#version 430
|
||||
|
||||
layout(location = 0) out vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = vec4(1.0, 0.5, 0.0, 1.0);
|
||||
}
|
||||
@ -1,8 +1,8 @@
|
||||
// -----------------------------
|
||||
// -- Hazel Engine PBR shader --
|
||||
// -- Based on Hazel PBR shader --
|
||||
// -----------------------------
|
||||
// Note: this shader is still very much in progress. There are likely many bugs and future additions that will go in.
|
||||
// Currently heavily updated.
|
||||
// Currently heavily updated.
|
||||
//
|
||||
// References upon which this is based:
|
||||
// - Unreal Engine 4 PBR notes (https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf)
|
||||
@ -21,19 +21,25 @@ layout(location = 4) in vec2 a_TexCoord;
|
||||
layout(location = 5) in ivec4 a_BoneIndices;
|
||||
layout(location = 6) in vec4 a_BoneWeights;
|
||||
|
||||
uniform mat4 u_ViewProjectionMatrix;
|
||||
uniform mat4 u_Transform;
|
||||
|
||||
const int MAX_BONES = 100;
|
||||
uniform mat4 u_BoneTransforms[100];
|
||||
|
||||
uniform mat4 u_ViewProjectionMatrix;
|
||||
uniform mat4 u_ViewMatrix;
|
||||
uniform mat4 u_Transform;
|
||||
|
||||
uniform mat4 u_LightSpaceMatrix;
|
||||
|
||||
out VertexOutput
|
||||
{
|
||||
vec3 WorldPosition;
|
||||
vec3 WorldPosition;
|
||||
vec3 Normal;
|
||||
vec2 TexCoord;
|
||||
mat3 WorldNormals;
|
||||
vec3 Binormal;
|
||||
vec2 TexCoord;
|
||||
mat3 WorldNormals;
|
||||
mat3 WorldTransform;
|
||||
vec3 Binormal;
|
||||
vec3 ViewPosition;
|
||||
vec4 FragPosLightSpace;
|
||||
} vs_Output;
|
||||
|
||||
void main()
|
||||
@ -43,15 +49,21 @@ void main()
|
||||
boneTransform += u_BoneTransforms[a_BoneIndices[2]] * a_BoneWeights[2];
|
||||
boneTransform += u_BoneTransforms[a_BoneIndices[3]] * a_BoneWeights[3];
|
||||
|
||||
vec4 localPosition = boneTransform * vec4(a_Position, 1.0);
|
||||
vec4 localPosition = boneTransform * vec4(a_Position, 1.0);
|
||||
|
||||
vs_Output.WorldPosition = vec3(u_Transform * boneTransform * vec4(a_Position, 1.0));
|
||||
vs_Output.WorldPosition = vec3(u_Transform * boneTransform * vec4(a_Position, 1.0));
|
||||
vs_Output.Normal = mat3(u_Transform) * mat3(boneTransform) * a_Normal;
|
||||
vs_Output.TexCoord = vec2(a_TexCoord.x, 1.0 - a_TexCoord.y);
|
||||
vs_Output.WorldNormals = mat3(u_Transform) * mat3(a_Tangent, a_Binormal, a_Normal);
|
||||
vs_Output.Binormal = mat3(boneTransform) * a_Binormal;
|
||||
vs_Output.TexCoord = vec2(a_TexCoord.x, 1.0 - a_TexCoord.y);
|
||||
vs_Output.WorldNormals = mat3(u_Transform) * mat3(a_Tangent, a_Binormal, a_Normal);
|
||||
vs_Output.WorldTransform = mat3(u_Transform);
|
||||
vs_Output.Binormal = a_Binormal;
|
||||
|
||||
gl_Position = u_ViewProjectionMatrix * u_Transform * localPosition;
|
||||
vs_Output.FragPosLightSpace = u_LightSpaceMatrix * u_Transform * localPosition;
|
||||
|
||||
vs_Output.ViewPosition = vec3(u_ViewMatrix * vec4(vs_Output.WorldPosition, 1.0));
|
||||
|
||||
// gl_Position = u_ViewProjectionMatrix * u_Transform * vec4(a_Position, 1.0);
|
||||
gl_Position = u_ViewProjectionMatrix * u_Transform * localPosition;
|
||||
}
|
||||
|
||||
#type fragment
|
||||
@ -61,102 +73,121 @@ const float PI = 3.141592;
|
||||
const float Epsilon = 0.00001;
|
||||
|
||||
const int LightCount = 1;
|
||||
|
||||
// Constant normal incidence Fresnel factor for all dielectrics.
|
||||
const vec3 Fdielectric = vec3(0.04);
|
||||
|
||||
struct Light {
|
||||
vec3 Direction;
|
||||
vec3 Radiance;
|
||||
float Multiplier;
|
||||
struct DirectionalLight {
|
||||
vec3 Direction;
|
||||
vec3 Radiance;
|
||||
float Intensity;
|
||||
bool CastShadows;
|
||||
};
|
||||
|
||||
struct PointLight {
|
||||
vec3 Position;
|
||||
vec3 Radiance;
|
||||
float Intensity;
|
||||
float Range;
|
||||
bool CastShadows;
|
||||
};
|
||||
|
||||
struct SpotLight {
|
||||
vec3 Position;
|
||||
vec3 Direction;
|
||||
vec3 Radiance;
|
||||
float Intensity;
|
||||
float Range;
|
||||
float InnerConeCos;
|
||||
float OuterConeCos;
|
||||
bool CastShadows;
|
||||
};
|
||||
|
||||
in VertexOutput
|
||||
{
|
||||
vec3 WorldPosition;
|
||||
vec3 WorldPosition;
|
||||
vec3 Normal;
|
||||
vec2 TexCoord;
|
||||
mat3 WorldNormals;
|
||||
vec3 Binormal;
|
||||
vec2 TexCoord;
|
||||
mat3 WorldNormals;
|
||||
mat3 WorldTransform;
|
||||
vec3 Binormal;
|
||||
vec3 ViewPosition;
|
||||
vec4 FragPosLightSpace;
|
||||
} vs_Input;
|
||||
|
||||
layout(location=0) out vec4 color;
|
||||
layout(location = 0) out vec4 color;
|
||||
layout(location = 1) out vec4 o_BloomColor;
|
||||
|
||||
uniform Light lights;
|
||||
uniform DirectionalLight u_DirectionalLights;
|
||||
uniform vec3 u_CameraPosition;
|
||||
|
||||
// PBR texture inputs
|
||||
uniform int u_PointLightCount;
|
||||
uniform PointLight u_PointLights;
|
||||
|
||||
uniform int u_SpotLightCount;
|
||||
uniform SpotLight u_SpotLights;
|
||||
|
||||
|
||||
// PBR
|
||||
uniform sampler2D u_AlbedoTexture;
|
||||
uniform sampler2D u_NormalTexture;
|
||||
uniform sampler2D u_MetalnessTexture;
|
||||
uniform sampler2D u_RoughnessTexture;
|
||||
|
||||
// Environment maps
|
||||
// environment
|
||||
uniform samplerCube u_EnvRadianceTex;
|
||||
uniform samplerCube u_EnvIrradianceTex;
|
||||
|
||||
// BRDF LUT
|
||||
uniform sampler2D u_BRDFLUTTexture;
|
||||
|
||||
uniform vec3 u_AlbedoColor;
|
||||
uniform float u_IBLContribution;
|
||||
uniform float u_BloomThreshold;
|
||||
uniform float u_EnvMapRotation;
|
||||
|
||||
// baseColor
|
||||
uniform vec3 u_AlbedoColor;
|
||||
uniform float u_Metalness;
|
||||
uniform float u_Roughness;
|
||||
|
||||
uniform float u_EnvMapRotation;
|
||||
|
||||
// Toggles
|
||||
uniform float u_RadiancePrefilter;
|
||||
// textureToggle
|
||||
uniform float u_AlbedoTexToggle;
|
||||
uniform float u_NormalTexToggle;
|
||||
uniform float u_MetalnessTexToggle;
|
||||
uniform float u_RoughnessTexToggle;
|
||||
|
||||
// shadow
|
||||
uniform sampler2D u_ShadowMap;
|
||||
uniform float u_ShadowBias;
|
||||
uniform float u_ShadowSoftness;
|
||||
uniform float u_ShadowIntensity;
|
||||
uniform int u_ShadowEnabled;
|
||||
|
||||
struct PBRParameters
|
||||
{
|
||||
vec3 Albedo;
|
||||
float Roughness;
|
||||
float Metalness;
|
||||
|
||||
vec3 Normal;
|
||||
vec3 View;
|
||||
float NdotV;
|
||||
vec3 Albedo;
|
||||
float Roughness;
|
||||
float Metalness;
|
||||
vec3 Normal;
|
||||
vec3 View;
|
||||
float NdotV;
|
||||
};
|
||||
|
||||
PBRParameters m_Params;
|
||||
|
||||
// GGX/Towbridge-Reitz normal distribution function.
|
||||
// Uses Disney's reparametrization of alpha = roughness^2
|
||||
// ---------- PBR param func ----------
|
||||
float ndfGGX(float cosLh, float roughness)
|
||||
{
|
||||
float alpha = roughness * roughness;
|
||||
float alphaSq = alpha * alpha;
|
||||
|
||||
float denom = (cosLh * cosLh) * (alphaSq - 1.0) + 1.0;
|
||||
return alphaSq / (PI * denom * denom);
|
||||
}
|
||||
|
||||
// Single term for separable Schlick-GGX below.
|
||||
float gaSchlickG1(float cosTheta, float k)
|
||||
{
|
||||
return cosTheta / (cosTheta * (1.0 - k) + k);
|
||||
}
|
||||
|
||||
// Schlick-GGX approximation of geometric attenuation function using Smith's method.
|
||||
float gaSchlickGGX(float cosLi, float NdotV, float roughness)
|
||||
{
|
||||
float r = roughness + 1.0;
|
||||
float k = (r * r) / 8.0; // Epic suggests using this roughness remapping for analytic lights.
|
||||
return gaSchlickG1(cosLi, k) * gaSchlickG1(NdotV, k);
|
||||
float alpha = roughness * roughness;
|
||||
float alphaSq = alpha * alpha;
|
||||
float denom = (cosLh * cosLh) * (alphaSq - 1.0) + 1.0;
|
||||
return alphaSq / (PI * denom * denom);
|
||||
}
|
||||
|
||||
float GeometrySchlickGGX(float NdotV, float roughness)
|
||||
{
|
||||
float r = (roughness + 1.0);
|
||||
float k = (r*r) / 8.0;
|
||||
|
||||
float nom = NdotV;
|
||||
float k = (r * r) / 8.0;
|
||||
float nom = NdotV;
|
||||
float denom = NdotV * (1.0 - k) + k;
|
||||
|
||||
return nom / denom;
|
||||
}
|
||||
|
||||
@ -166,165 +197,275 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
||||
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
||||
|
||||
return ggx1 * ggx2;
|
||||
}
|
||||
|
||||
// Shlick's approximation of the Fresnel factor.
|
||||
vec3 fresnelSchlick(vec3 F0, float cosTheta)
|
||||
{
|
||||
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
vec3 fresnelSchlickRoughness(vec3 F0, float cosTheta, float roughness)
|
||||
{
|
||||
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------
|
||||
// The following code (from Unreal Engine 4's paper) shows how to filter the environment map
|
||||
// for different roughnesses. This is mean to be computed offline and stored in cube map mips,
|
||||
// so turning this on online will cause poor performance
|
||||
float RadicalInverse_VdC(uint bits)
|
||||
{
|
||||
bits = (bits << 16u) | (bits >> 16u);
|
||||
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
|
||||
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
|
||||
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
|
||||
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
||||
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
|
||||
}
|
||||
|
||||
vec2 Hammersley(uint i, uint N)
|
||||
// ---------- direction light ----------
|
||||
vec3 ComputeDirectionalLight(DirectionalLight light, vec3 F0, PBRParameters params)
|
||||
{
|
||||
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
|
||||
vec3 L = normalize(-light.Direction);
|
||||
vec3 Lradiance = light.Radiance * light.Intensity;
|
||||
|
||||
vec3 Lh = normalize(L + params.View);
|
||||
float cosLi = max(0.0, dot(params.Normal, L));
|
||||
float cosLh = max(0.0, dot(params.Normal, Lh));
|
||||
|
||||
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, params.View)));
|
||||
float D = ndfGGX(cosLh, params.Roughness);
|
||||
float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
|
||||
|
||||
vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
|
||||
vec3 diffuseBRDF = kd * params.Albedo;
|
||||
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
|
||||
|
||||
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
|
||||
}
|
||||
|
||||
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N)
|
||||
vec3 ComputePointLight(PointLight light, vec3 F0, PBRParameters params, vec3 worldPos)
|
||||
{
|
||||
float a = Roughness * Roughness;
|
||||
float Phi = 2 * PI * Xi.x;
|
||||
float CosTheta = sqrt( (1 - Xi.y) / ( 1 + (a*a - 1) * Xi.y ) );
|
||||
float SinTheta = sqrt( 1 - CosTheta * CosTheta );
|
||||
vec3 H;
|
||||
H.x = SinTheta * cos( Phi );
|
||||
H.y = SinTheta * sin( Phi );
|
||||
H.z = CosTheta;
|
||||
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0,0,1) : vec3(1,0,0);
|
||||
vec3 TangentX = normalize( cross( UpVector, N ) );
|
||||
vec3 TangentY = cross( N, TangentX );
|
||||
// Tangent to world space
|
||||
return TangentX * H.x + TangentY * H.y + N * H.z;
|
||||
vec3 lightVec = light.Position - worldPos;
|
||||
float dist = length(lightVec);
|
||||
if (dist > light.Range) return vec3(0.0);
|
||||
|
||||
vec3 L = lightVec / dist;
|
||||
vec3 Lradiance = light.Radiance * light.Intensity;
|
||||
|
||||
// 距离衰减:通常使用平方衰减,但为避免分母为零,加一个小值
|
||||
float attenuation = 1.0 / (dist * dist + 0.0001);
|
||||
|
||||
// 可选:范围平滑衰减
|
||||
float rangeFactor = clamp(1.0 - (dist / light.Range), 0.0, 1.0);
|
||||
rangeFactor = rangeFactor * rangeFactor; // 平滑
|
||||
attenuation *= rangeFactor;
|
||||
|
||||
vec3 Lh = normalize(L + params.View);
|
||||
float cosLi = max(0.0, dot(params.Normal, L));
|
||||
float cosLh = max(0.0, dot(params.Normal, Lh));
|
||||
|
||||
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, params.View)));
|
||||
float D = ndfGGX(cosLh, params.Roughness);
|
||||
float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
|
||||
|
||||
vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
|
||||
vec3 diffuseBRDF = kd * params.Albedo;
|
||||
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
|
||||
|
||||
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi * attenuation;
|
||||
}
|
||||
|
||||
float TotalWeight = 0.0;
|
||||
|
||||
vec3 PrefilterEnvMap(float Roughness, vec3 R)
|
||||
vec3 ComputeSpotLight(SpotLight light, vec3 F0, PBRParameters params, vec3 worldPos)
|
||||
{
|
||||
vec3 N = R;
|
||||
vec3 V = R;
|
||||
vec3 PrefilteredColor = vec3(0.0);
|
||||
int NumSamples = 1024;
|
||||
for(int i = 0; i < NumSamples; i++)
|
||||
{
|
||||
vec2 Xi = Hammersley(i, NumSamples);
|
||||
vec3 H = ImportanceSampleGGX(Xi, Roughness, N);
|
||||
vec3 L = 2 * dot(V, H) * H - V;
|
||||
float NoL = clamp(dot(N, L), 0.0, 1.0);
|
||||
if (NoL > 0)
|
||||
{
|
||||
PrefilteredColor += texture(u_EnvRadianceTex, L).rgb * NoL;
|
||||
TotalWeight += NoL;
|
||||
}
|
||||
}
|
||||
return PrefilteredColor / TotalWeight;
|
||||
vec3 lightVec = light.Position - worldPos;
|
||||
float dist = length(lightVec);
|
||||
if (dist > light.Range) return vec3(0.0);
|
||||
|
||||
vec3 L = lightVec / dist;
|
||||
vec3 Lradiance = light.Radiance * light.Intensity;
|
||||
|
||||
// 距离衰减
|
||||
float attenuation = 1.0 / (dist * dist + 0.0001);
|
||||
float rangeFactor = clamp(1.0 - (dist / light.Range), 0.0, 1.0);
|
||||
rangeFactor = rangeFactor * rangeFactor;
|
||||
attenuation *= rangeFactor;
|
||||
|
||||
// 角度衰减(聚光锥)
|
||||
float cosAngle = dot(-L, normalize(light.Direction)); // 光方向指向外,所以用 -L
|
||||
if (cosAngle < light.OuterConeCos) return vec3(0.0);
|
||||
float angleFalloff = (cosAngle - light.OuterConeCos) / (light.InnerConeCos - light.OuterConeCos);
|
||||
angleFalloff = clamp(angleFalloff, 0.0, 1.0);
|
||||
attenuation *= angleFalloff;
|
||||
|
||||
vec3 Lh = normalize(L + params.View);
|
||||
float cosLi = max(0.0, dot(params.Normal, L));
|
||||
float cosLh = max(0.0, dot(params.Normal, Lh));
|
||||
|
||||
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, params.View)));
|
||||
float D = ndfGGX(cosLh, params.Roughness);
|
||||
float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
|
||||
|
||||
vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
|
||||
vec3 diffuseBRDF = kd * params.Albedo;
|
||||
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
|
||||
|
||||
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi * attenuation;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------
|
||||
|
||||
vec3 RotateVectorAboutY(float angle, vec3 vec)
|
||||
{
|
||||
angle = radians(angle);
|
||||
mat3x3 rotationMatrix ={vec3(cos(angle),0.0,sin(angle)),
|
||||
vec3(0.0,1.0,0.0),
|
||||
vec3(-sin(angle),0.0,cos(angle))};
|
||||
return rotationMatrix * vec;
|
||||
}
|
||||
|
||||
vec3 Lighting(vec3 F0)
|
||||
{
|
||||
vec3 result = vec3(0.0);
|
||||
for(int i = 0; i < LightCount; i++)
|
||||
{
|
||||
vec3 Li = -lights.Direction;
|
||||
vec3 Lradiance = lights.Radiance * lights.Multiplier;
|
||||
vec3 Lh = normalize(Li + m_Params.View);
|
||||
vec3 result = vec3(0.0);
|
||||
for(int i = 0; i < LightCount; i++)
|
||||
{
|
||||
vec3 Li = u_DirectionalLights.Direction;
|
||||
vec3 Lradiance = u_DirectionalLights.Radiance * u_DirectionalLights.Intensity;
|
||||
vec3 Lh = normalize(Li + m_Params.View);
|
||||
|
||||
// Calculate angles between surface normal and various light vectors.
|
||||
float cosLi = max(0.0, dot(m_Params.Normal, Li));
|
||||
float cosLh = max(0.0, dot(m_Params.Normal, Lh));
|
||||
float cosLi = max(0.0, dot(m_Params.Normal, Li));
|
||||
float cosLh = max(0.0, dot(m_Params.Normal, Lh));
|
||||
|
||||
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, m_Params.View)));
|
||||
float D = ndfGGX(cosLh, m_Params.Roughness);
|
||||
float G = gaSchlickGGX(cosLi, m_Params.NdotV, m_Params.Roughness);
|
||||
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, m_Params.View)));
|
||||
float D = ndfGGX(cosLh, m_Params.Roughness);
|
||||
float G = GeometrySmith(m_Params.Normal, m_Params.View, Li, m_Params.Roughness);
|
||||
|
||||
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
|
||||
vec3 diffuseBRDF = kd * m_Params.Albedo;
|
||||
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
|
||||
vec3 diffuseBRDF = kd * m_Params.Albedo;
|
||||
|
||||
// Cook-Torrance
|
||||
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * m_Params.NdotV);
|
||||
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * m_Params.NdotV);
|
||||
|
||||
result += (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
|
||||
}
|
||||
return result;
|
||||
result += (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
// ---------- IBL ----------
|
||||
vec3 RotateVectorAboutY(float angle, vec3 vec)
|
||||
{
|
||||
angle = radians(angle);
|
||||
mat3 rotationMatrix = mat3(
|
||||
vec3(cos(angle), 0.0, sin(angle)),
|
||||
vec3(0.0, 1.0, 0.0),
|
||||
vec3(-sin(angle), 0.0, cos(angle))
|
||||
);
|
||||
return rotationMatrix * vec;
|
||||
}
|
||||
|
||||
vec3 IBL(vec3 F0, vec3 Lr)
|
||||
{
|
||||
vec3 irradiance = texture(u_EnvIrradianceTex, m_Params.Normal).rgb;
|
||||
vec3 F = fresnelSchlickRoughness(F0, m_Params.NdotV, m_Params.Roughness);
|
||||
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
|
||||
vec3 diffuseIBL = m_Params.Albedo * irradiance;
|
||||
vec3 irradiance = texture(u_EnvIrradianceTex, m_Params.Normal).rgb;
|
||||
vec3 F = fresnelSchlickRoughness(F0, m_Params.NdotV, m_Params.Roughness);
|
||||
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
|
||||
vec3 diffuseIBL = m_Params.Albedo * irradiance;
|
||||
|
||||
int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
|
||||
float NoV = clamp(m_Params.NdotV, 0.0, 1.0);
|
||||
vec3 R = 2.0 * dot(m_Params.View, m_Params.Normal) * m_Params.Normal - m_Params.View;
|
||||
vec3 specularIrradiance = textureLod(u_EnvRadianceTex, RotateVectorAboutY(u_EnvMapRotation, Lr), (m_Params.Roughness) * u_EnvRadianceTexLevels).rgb;
|
||||
int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
|
||||
vec3 specularIrradiance = textureLod(
|
||||
u_EnvRadianceTex,
|
||||
RotateVectorAboutY(u_EnvMapRotation, Lr),
|
||||
m_Params.Roughness * u_EnvRadianceTexLevels
|
||||
).rgb;
|
||||
|
||||
// Sample BRDF Lut, 1.0 - roughness for y-coord because texture was generated (in Sparky) for gloss model
|
||||
vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(m_Params.NdotV, 1.0 - m_Params.Roughness)).rg;
|
||||
vec3 specularIBL = specularIrradiance * (F * specularBRDF.x + specularBRDF.y);
|
||||
vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(m_Params.NdotV, 1.0 - m_Params.Roughness)).rg;
|
||||
vec3 specularIBL = specularIrradiance * (F * specularBRDF.x + specularBRDF.y);
|
||||
|
||||
return kd * diffuseIBL + specularIBL;
|
||||
return kd * diffuseIBL + specularIBL;
|
||||
}
|
||||
|
||||
// shadow
|
||||
|
||||
float calculateShadow(vec4 fragPosLightSpace, vec3 normal, vec3 lightDir)
|
||||
{
|
||||
// Perspective divide
|
||||
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
||||
|
||||
// Transform to [0,1] range
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
|
||||
// If outside shadow map bounds, assume no shadow
|
||||
if(projCoords.z > 1.0 || projCoords.x < 0.0 || projCoords.x > 1.0 || projCoords.y < 0.0 || projCoords.y > 1.0)
|
||||
return 0.0;
|
||||
|
||||
// Get closest depth value from light's perspective
|
||||
float closestDepth = texture(u_ShadowMap, projCoords.xy).r;
|
||||
float currentDepth = projCoords.z;
|
||||
|
||||
// Calculate bias based on surface angle
|
||||
float bias = max(u_ShadowBias * (1.0 - dot(normal, lightDir)), u_ShadowBias * 0.1);
|
||||
|
||||
// PCF (Percentage Closer Filtering) for soft shadows
|
||||
float shadow = 0.0;
|
||||
vec2 texelSize = 1.0 / textureSize(u_ShadowMap, 0);
|
||||
int pcfRange = int(u_ShadowSoftness);
|
||||
int sampleCount = 0;
|
||||
|
||||
for(int x = -pcfRange; x <= pcfRange; ++x)
|
||||
{
|
||||
for(int y = -pcfRange; y <= pcfRange; ++y)
|
||||
{
|
||||
float pcfDepth = texture(u_ShadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
|
||||
shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
|
||||
sampleCount++;
|
||||
}
|
||||
}
|
||||
shadow /= float(sampleCount);
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
|
||||
float ComputeShadow(vec4 fragPosLightSpace, float NdotL)
|
||||
{
|
||||
if (u_ShadowEnabled == 0) return 1.0;
|
||||
|
||||
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
|
||||
if (projCoords.x < 0.0 || projCoords.x > 1.0 ||
|
||||
projCoords.y < 0.0 || projCoords.y > 1.0 ||
|
||||
projCoords.z > 1.0) return 1.0;
|
||||
|
||||
float closestDepth = texture(u_ShadowMap, projCoords.xy).r;
|
||||
float currentDepth = projCoords.z;
|
||||
|
||||
float bias = max(u_ShadowBias * (1.0 - NdotL), u_ShadowBias * 0.5);
|
||||
|
||||
float shadow = (currentDepth - bias) > closestDepth ? 1.0 : 0.0;
|
||||
return mix(1.0, 1.0 - u_ShadowIntensity, shadow);
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
// Standard PBR inputs
|
||||
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord).rgb : u_AlbedoColor;
|
||||
m_Params.Metalness = u_MetalnessTexToggle > 0.5 ? texture(u_MetalnessTexture, vs_Input.TexCoord).r : u_Metalness;
|
||||
m_Params.Roughness = u_RoughnessTexToggle > 0.5 ? texture(u_RoughnessTexture, vs_Input.TexCoord).r : u_Roughness;
|
||||
m_Params.Roughness = max(m_Params.Roughness, 0.05); // Minimum roughness of 0.05 to keep specular highlight
|
||||
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord).rgb : u_AlbedoColor;
|
||||
m_Params.Metalness = u_MetalnessTexToggle > 0.5 ? texture(u_MetalnessTexture, vs_Input.TexCoord).r : u_Metalness;
|
||||
m_Params.Roughness = u_RoughnessTexToggle > 0.5 ? texture(u_RoughnessTexture, vs_Input.TexCoord).r : u_Roughness;
|
||||
m_Params.Roughness = max(m_Params.Roughness, 0.05);
|
||||
|
||||
// Normals (either from vertex or map)
|
||||
m_Params.Normal = normalize(vs_Input.Normal);
|
||||
if (u_NormalTexToggle > 0.5)
|
||||
{
|
||||
m_Params.Normal = normalize(2.0 * texture(u_NormalTexture, vs_Input.TexCoord).rgb - 1.0);
|
||||
m_Params.Normal = normalize(vs_Input.WorldNormals * m_Params.Normal);
|
||||
}
|
||||
// normal
|
||||
m_Params.Normal = normalize(vs_Input.Normal);
|
||||
if (u_NormalTexToggle > 0.5)
|
||||
{
|
||||
m_Params.Normal = normalize(2.0 * texture(u_NormalTexture, vs_Input.TexCoord).rgb - 1.0);
|
||||
m_Params.Normal = normalize(vs_Input.WorldNormals * m_Params.Normal);
|
||||
}
|
||||
|
||||
m_Params.View = normalize(u_CameraPosition - vs_Input.WorldPosition);
|
||||
m_Params.NdotV = max(dot(m_Params.Normal, m_Params.View), 0.0);
|
||||
|
||||
// Specular reflection vector
|
||||
vec3 Lr = 2.0 * m_Params.NdotV * m_Params.Normal - m_Params.View;
|
||||
m_Params.View = normalize(u_CameraPosition - vs_Input.WorldPosition);
|
||||
m_Params.NdotV = max(dot(m_Params.Normal, m_Params.View), 0.0);
|
||||
|
||||
// Fresnel reflectance, metals use albedo
|
||||
vec3 F0 = mix(Fdielectric, m_Params.Albedo, m_Params.Metalness);
|
||||
vec3 Lr = 2.0 * m_Params.NdotV * m_Params.Normal - m_Params.View;
|
||||
|
||||
vec3 lightContribution = Lighting(F0);
|
||||
vec3 iblContribution = IBL(F0, Lr);
|
||||
vec3 F0 = mix(Fdielectric, m_Params.Albedo, m_Params.Metalness);
|
||||
|
||||
color = vec4(lightContribution + iblContribution, 1.0);
|
||||
float shadowFactor = 1.0;
|
||||
if (u_ShadowEnabled > 0.5) {
|
||||
float shadow = calculateShadow(vs_Input.FragPosLightSpace, m_Params.Normal, u_DirectionalLights.Direction);
|
||||
shadowFactor = 1.0 - shadow;
|
||||
}
|
||||
|
||||
|
||||
vec3 lightContribution = u_DirectionalLights.Intensity > 0.0 ? Lighting(F0) * shadowFactor : vec3(0.0);
|
||||
|
||||
if(u_PointLightCount > 0)
|
||||
lightContribution += ComputePointLight(u_PointLights, F0, m_Params, vs_Input.WorldPosition);
|
||||
|
||||
if(u_SpotLightCount > 0)
|
||||
lightContribution += ComputeSpotLight(u_SpotLights, F0, m_Params, vs_Input.WorldPosition);
|
||||
|
||||
|
||||
vec3 iblContribution = IBL(F0, Lr) * u_IBLContribution;
|
||||
|
||||
color = vec4(lightContribution + iblContribution, 1.0);
|
||||
|
||||
// Bloom
|
||||
float brightness = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
o_BloomColor = brightness > u_BloomThreshold ? color : vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
@ -1,8 +1,8 @@
|
||||
// -----------------------------
|
||||
// -- Hazel Engine PBR shader --
|
||||
// -- Based on Hazel PBR shader --
|
||||
// -----------------------------
|
||||
// Note: this shader is still very much in progress. There are likely many bugs and future additions that will go in.
|
||||
// Currently heavily updated.
|
||||
// Currently heavily updated.
|
||||
//
|
||||
// References upon which this is based:
|
||||
// - Unreal Engine 4 PBR notes (https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf)
|
||||
@ -19,27 +19,36 @@ layout(location = 3) in vec3 a_Binormal;
|
||||
layout(location = 4) in vec2 a_TexCoord;
|
||||
|
||||
uniform mat4 u_ViewProjectionMatrix;
|
||||
uniform mat4 u_ViewMatrix;
|
||||
uniform mat4 u_Transform;
|
||||
|
||||
uniform mat4 u_LightSpaceMatrix;
|
||||
|
||||
out VertexOutput
|
||||
{
|
||||
vec3 WorldPosition;
|
||||
vec3 Normal;
|
||||
vec3 Normal;
|
||||
vec2 TexCoord;
|
||||
mat3 WorldNormals;
|
||||
mat3 WorldTransform;
|
||||
vec3 Binormal;
|
||||
vec3 ViewPosition;
|
||||
vec4 FragPosLightSpace;
|
||||
} vs_Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
vs_Output.WorldPosition = vec3(u_Transform * vec4(a_Position, 1.0));
|
||||
vs_Output.Normal = mat3(u_Transform) * a_Normal;
|
||||
vs_Output.Normal = mat3(u_Transform) * a_Normal;
|
||||
vs_Output.TexCoord = vec2(a_TexCoord.x, 1.0 - a_TexCoord.y);
|
||||
vs_Output.WorldNormals = mat3(u_Transform) * mat3(a_Tangent, a_Binormal, a_Normal);
|
||||
vs_Output.WorldTransform = mat3(u_Transform);
|
||||
vs_Output.Binormal = a_Binormal;
|
||||
|
||||
vs_Output.FragPosLightSpace = u_LightSpaceMatrix * u_Transform * vec4(a_Position, 1.0);
|
||||
|
||||
vs_Output.ViewPosition = vec3(u_ViewMatrix * vec4(vs_Output.WorldPosition, 1.0));
|
||||
|
||||
gl_Position = u_ViewProjectionMatrix * u_Transform * vec4(a_Position, 1.0);
|
||||
}
|
||||
|
||||
@ -50,63 +59,101 @@ const float PI = 3.141592;
|
||||
const float Epsilon = 0.00001;
|
||||
|
||||
const int LightCount = 1;
|
||||
|
||||
// Constant normal incidence Fresnel factor for all dielectrics.
|
||||
const vec3 Fdielectric = vec3(0.04);
|
||||
|
||||
struct Light {
|
||||
struct DirectionalLight {
|
||||
vec3 Direction;
|
||||
vec3 Radiance;
|
||||
float Multiplier;
|
||||
float Intensity;
|
||||
bool CastShadows;
|
||||
};
|
||||
|
||||
struct PointLight {
|
||||
vec3 Position;
|
||||
vec3 Radiance;
|
||||
float Intensity;
|
||||
float Range;
|
||||
bool CastShadows;
|
||||
};
|
||||
|
||||
struct SpotLight {
|
||||
vec3 Position;
|
||||
vec3 Direction;
|
||||
vec3 Radiance;
|
||||
float Intensity;
|
||||
float Range;
|
||||
float InnerConeCos;
|
||||
float OuterConeCos;
|
||||
bool CastShadows;
|
||||
};
|
||||
|
||||
|
||||
in VertexOutput
|
||||
{
|
||||
vec3 WorldPosition;
|
||||
vec3 Normal;
|
||||
vec3 Normal;
|
||||
vec2 TexCoord;
|
||||
mat3 WorldNormals;
|
||||
mat3 WorldTransform;
|
||||
vec3 Binormal;
|
||||
vec3 ViewPosition;
|
||||
vec4 FragPosLightSpace;
|
||||
} vs_Input;
|
||||
|
||||
layout(location = 0) out vec4 color;
|
||||
layout(location = 1) out vec4 o_BloomColor;
|
||||
|
||||
uniform DirectionalLight u_DirectionalLights;
|
||||
|
||||
uniform int u_PointLightCount;
|
||||
uniform PointLight u_PointLights;
|
||||
|
||||
uniform int u_SpotLightCount;
|
||||
uniform SpotLight u_SpotLights;
|
||||
|
||||
|
||||
uniform Light lights;
|
||||
uniform vec3 u_CameraPosition;
|
||||
|
||||
// PBR texture inputs
|
||||
// PBR
|
||||
uniform sampler2D u_AlbedoTexture;
|
||||
uniform sampler2D u_NormalTexture;
|
||||
uniform sampler2D u_MetalnessTexture;
|
||||
uniform sampler2D u_RoughnessTexture;
|
||||
|
||||
// Environment maps
|
||||
// environment
|
||||
uniform samplerCube u_EnvRadianceTex;
|
||||
uniform samplerCube u_EnvIrradianceTex;
|
||||
|
||||
// BRDF LUT
|
||||
uniform sampler2D u_BRDFLUTTexture;
|
||||
|
||||
uniform vec3 u_AlbedoColor;
|
||||
uniform float u_IBLContribution;
|
||||
uniform float u_BloomThreshold;
|
||||
uniform float u_EnvMapRotation;
|
||||
|
||||
// baseColor
|
||||
uniform vec3 u_AlbedoColor;
|
||||
uniform float u_Metalness;
|
||||
uniform float u_Roughness;
|
||||
|
||||
uniform float u_EnvMapRotation;
|
||||
|
||||
// Toggles
|
||||
uniform float u_RadiancePrefilter;
|
||||
// textureToggle
|
||||
uniform float u_AlbedoTexToggle;
|
||||
uniform float u_NormalTexToggle;
|
||||
uniform float u_MetalnessTexToggle;
|
||||
uniform float u_RoughnessTexToggle;
|
||||
|
||||
// shadow
|
||||
uniform sampler2D u_ShadowMap;
|
||||
uniform float u_ShadowBias;
|
||||
uniform float u_ShadowSoftness;
|
||||
uniform float u_ShadowIntensity;
|
||||
uniform int u_ShadowEnabled;
|
||||
|
||||
struct PBRParameters
|
||||
{
|
||||
vec3 Albedo;
|
||||
float Roughness;
|
||||
float Metalness;
|
||||
|
||||
vec3 Normal;
|
||||
vec3 View;
|
||||
float NdotV;
|
||||
@ -114,53 +161,33 @@ struct PBRParameters
|
||||
|
||||
PBRParameters m_Params;
|
||||
|
||||
// GGX/Towbridge-Reitz normal distribution function.
|
||||
// Uses Disney's reparametrization of alpha = roughness^2
|
||||
// ---------- PBR param func ----------
|
||||
float ndfGGX(float cosLh, float roughness)
|
||||
{
|
||||
float alpha = roughness * roughness;
|
||||
float alphaSq = alpha * alpha;
|
||||
|
||||
float denom = (cosLh * cosLh) * (alphaSq - 1.0) + 1.0;
|
||||
return alphaSq / (PI * denom * denom);
|
||||
}
|
||||
|
||||
// Single term for separable Schlick-GGX below.
|
||||
float gaSchlickG1(float cosTheta, float k)
|
||||
{
|
||||
return cosTheta / (cosTheta * (1.0 - k) + k);
|
||||
}
|
||||
|
||||
// Schlick-GGX approximation of geometric attenuation function using Smith's method.
|
||||
float gaSchlickGGX(float cosLi, float NdotV, float roughness)
|
||||
{
|
||||
float r = roughness + 1.0;
|
||||
float k = (r * r) / 8.0; // Epic suggests using this roughness remapping for analytic lights.
|
||||
return gaSchlickG1(cosLi, k) * gaSchlickG1(NdotV, k);
|
||||
}
|
||||
|
||||
float GeometrySchlickGGX(float NdotV, float roughness)
|
||||
{
|
||||
float r = (roughness + 1.0);
|
||||
float k = (r*r) / 8.0;
|
||||
|
||||
float nom = NdotV;
|
||||
float denom = NdotV * (1.0 - k) + k;
|
||||
|
||||
return nom / denom;
|
||||
float r = (roughness + 1.0);
|
||||
float k = (r * r) / 8.0;
|
||||
float nom = NdotV;
|
||||
float denom = NdotV * (1.0 - k) + k;
|
||||
return nom / denom;
|
||||
}
|
||||
|
||||
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
|
||||
{
|
||||
float NdotV = max(dot(N, V), 0.0);
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
||||
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
||||
|
||||
return ggx1 * ggx2;
|
||||
float NdotV = max(dot(N, V), 0.0);
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
||||
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
||||
return ggx1 * ggx2;
|
||||
}
|
||||
|
||||
// Shlick's approximation of the Fresnel factor.
|
||||
vec3 fresnelSchlick(vec3 F0, float cosTheta)
|
||||
{
|
||||
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
@ -168,77 +195,97 @@ vec3 fresnelSchlick(vec3 F0, float cosTheta)
|
||||
|
||||
vec3 fresnelSchlickRoughness(vec3 F0, float cosTheta, float roughness)
|
||||
{
|
||||
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------
|
||||
// The following code (from Unreal Engine 4's paper) shows how to filter the environment map
|
||||
// for different roughnesses. This is mean to be computed offline and stored in cube map mips,
|
||||
// so turning this on online will cause poor performance
|
||||
float RadicalInverse_VdC(uint bits)
|
||||
{
|
||||
bits = (bits << 16u) | (bits >> 16u);
|
||||
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
|
||||
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
|
||||
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
|
||||
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
||||
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
|
||||
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
vec2 Hammersley(uint i, uint N)
|
||||
// ---------- direction light ----------
|
||||
vec3 ComputeDirectionalLight(DirectionalLight light, vec3 F0, PBRParameters params)
|
||||
{
|
||||
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
|
||||
vec3 L = normalize(-light.Direction);
|
||||
vec3 Lradiance = light.Radiance * light.Intensity;
|
||||
|
||||
vec3 Lh = normalize(L + params.View);
|
||||
float cosLi = max(0.0, dot(params.Normal, L));
|
||||
float cosLh = max(0.0, dot(params.Normal, Lh));
|
||||
|
||||
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, params.View)));
|
||||
float D = ndfGGX(cosLh, params.Roughness);
|
||||
float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
|
||||
|
||||
vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
|
||||
vec3 diffuseBRDF = kd * params.Albedo;
|
||||
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
|
||||
|
||||
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
|
||||
}
|
||||
|
||||
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N)
|
||||
vec3 ComputePointLight(PointLight light, vec3 F0, PBRParameters params, vec3 worldPos)
|
||||
{
|
||||
float a = Roughness * Roughness;
|
||||
float Phi = 2 * PI * Xi.x;
|
||||
float CosTheta = sqrt( (1 - Xi.y) / ( 1 + (a*a - 1) * Xi.y ) );
|
||||
float SinTheta = sqrt( 1 - CosTheta * CosTheta );
|
||||
vec3 H;
|
||||
H.x = SinTheta * cos( Phi );
|
||||
H.y = SinTheta * sin( Phi );
|
||||
H.z = CosTheta;
|
||||
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0,0,1) : vec3(1,0,0);
|
||||
vec3 TangentX = normalize( cross( UpVector, N ) );
|
||||
vec3 TangentY = cross( N, TangentX );
|
||||
// Tangent to world space
|
||||
return TangentX * H.x + TangentY * H.y + N * H.z;
|
||||
vec3 lightVec = light.Position - worldPos;
|
||||
float dist = length(lightVec);
|
||||
if (dist > light.Range) return vec3(0.0);
|
||||
|
||||
vec3 L = lightVec / dist;
|
||||
vec3 Lradiance = light.Radiance * light.Intensity;
|
||||
|
||||
// 距离衰减:通常使用平方衰减,但为避免分母为零,加一个小值
|
||||
float attenuation = 1.0 / (dist * dist + 0.0001);
|
||||
|
||||
// 可选:范围平滑衰减
|
||||
float rangeFactor = clamp(1.0 - (dist / light.Range), 0.0, 1.0);
|
||||
rangeFactor = rangeFactor * rangeFactor; // 平滑
|
||||
attenuation *= rangeFactor;
|
||||
|
||||
vec3 Lh = normalize(L + params.View);
|
||||
float cosLi = max(0.0, dot(params.Normal, L));
|
||||
float cosLh = max(0.0, dot(params.Normal, Lh));
|
||||
|
||||
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, params.View)));
|
||||
float D = ndfGGX(cosLh, params.Roughness);
|
||||
float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
|
||||
|
||||
vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
|
||||
vec3 diffuseBRDF = kd * params.Albedo;
|
||||
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
|
||||
|
||||
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi * attenuation;
|
||||
}
|
||||
|
||||
float TotalWeight = 0.0;
|
||||
|
||||
vec3 PrefilterEnvMap(float Roughness, vec3 R)
|
||||
vec3 ComputeSpotLight(SpotLight light, vec3 F0, PBRParameters params, vec3 worldPos)
|
||||
{
|
||||
vec3 N = R;
|
||||
vec3 V = R;
|
||||
vec3 PrefilteredColor = vec3(0.0);
|
||||
int NumSamples = 1024;
|
||||
for(int i = 0; i < NumSamples; i++)
|
||||
{
|
||||
vec2 Xi = Hammersley(i, NumSamples);
|
||||
vec3 H = ImportanceSampleGGX(Xi, Roughness, N);
|
||||
vec3 L = 2 * dot(V, H) * H - V;
|
||||
float NoL = clamp(dot(N, L), 0.0, 1.0);
|
||||
if (NoL > 0)
|
||||
{
|
||||
PrefilteredColor += texture(u_EnvRadianceTex, L).rgb * NoL;
|
||||
TotalWeight += NoL;
|
||||
}
|
||||
}
|
||||
return PrefilteredColor / TotalWeight;
|
||||
}
|
||||
vec3 lightVec = light.Position - worldPos;
|
||||
float dist = length(lightVec);
|
||||
if (dist > light.Range) return vec3(0.0);
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------
|
||||
vec3 L = lightVec / dist;
|
||||
vec3 Lradiance = light.Radiance * light.Intensity;
|
||||
|
||||
vec3 RotateVectorAboutY(float angle, vec3 vec)
|
||||
{
|
||||
angle = radians(angle);
|
||||
mat3x3 rotationMatrix ={vec3(cos(angle),0.0,sin(angle)),
|
||||
vec3(0.0,1.0,0.0),
|
||||
vec3(-sin(angle),0.0,cos(angle))};
|
||||
return rotationMatrix * vec;
|
||||
// 距离衰减
|
||||
float attenuation = 1.0 / (dist * dist + 0.0001);
|
||||
float rangeFactor = clamp(1.0 - (dist / light.Range), 0.0, 1.0);
|
||||
rangeFactor = rangeFactor * rangeFactor;
|
||||
attenuation *= rangeFactor;
|
||||
|
||||
// 角度衰减(聚光锥)
|
||||
float cosAngle = dot(-L, normalize(light.Direction)); // 光方向指向外,所以用 -L
|
||||
if (cosAngle < light.OuterConeCos) return vec3(0.0);
|
||||
float angleFalloff = (cosAngle - light.OuterConeCos) / (light.InnerConeCos - light.OuterConeCos);
|
||||
angleFalloff = clamp(angleFalloff, 0.0, 1.0);
|
||||
attenuation *= angleFalloff;
|
||||
|
||||
vec3 Lh = normalize(L + params.View);
|
||||
float cosLi = max(0.0, dot(params.Normal, L));
|
||||
float cosLh = max(0.0, dot(params.Normal, Lh));
|
||||
|
||||
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, params.View)));
|
||||
float D = ndfGGX(cosLh, params.Roughness);
|
||||
float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
|
||||
|
||||
vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
|
||||
vec3 diffuseBRDF = kd * params.Albedo;
|
||||
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
|
||||
|
||||
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi * attenuation;
|
||||
}
|
||||
|
||||
vec3 Lighting(vec3 F0)
|
||||
@ -246,22 +293,20 @@ vec3 Lighting(vec3 F0)
|
||||
vec3 result = vec3(0.0);
|
||||
for(int i = 0; i < LightCount; i++)
|
||||
{
|
||||
vec3 Li = -lights.Direction;
|
||||
vec3 Lradiance = lights.Radiance * lights.Multiplier;
|
||||
vec3 Li = u_DirectionalLights.Direction;
|
||||
vec3 Lradiance = u_DirectionalLights.Radiance * u_DirectionalLights.Intensity;
|
||||
vec3 Lh = normalize(Li + m_Params.View);
|
||||
|
||||
// Calculate angles between surface normal and various light vectors.
|
||||
float cosLi = max(0.0, dot(m_Params.Normal, Li));
|
||||
float cosLh = max(0.0, dot(m_Params.Normal, Lh));
|
||||
|
||||
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, m_Params.View)));
|
||||
float D = ndfGGX(cosLh, m_Params.Roughness);
|
||||
float G = gaSchlickGGX(cosLi, m_Params.NdotV, m_Params.Roughness);
|
||||
float G = GeometrySmith(m_Params.Normal, m_Params.View, Li, m_Params.Roughness);
|
||||
|
||||
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
|
||||
vec3 diffuseBRDF = kd * m_Params.Albedo;
|
||||
|
||||
// Cook-Torrance
|
||||
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * m_Params.NdotV);
|
||||
|
||||
result += (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
|
||||
@ -269,35 +314,109 @@ vec3 Lighting(vec3 F0)
|
||||
return result;
|
||||
}
|
||||
|
||||
// ---------- IBL ----------
|
||||
vec3 RotateVectorAboutY(float angle, vec3 vec)
|
||||
{
|
||||
angle = radians(angle);
|
||||
mat3 rotationMatrix = mat3(
|
||||
vec3(cos(angle), 0.0, sin(angle)),
|
||||
vec3(0.0, 1.0, 0.0),
|
||||
vec3(-sin(angle), 0.0, cos(angle))
|
||||
);
|
||||
return rotationMatrix * vec;
|
||||
}
|
||||
|
||||
vec3 IBL(vec3 F0, vec3 Lr)
|
||||
{
|
||||
vec3 irradiance = texture(u_EnvIrradianceTex, m_Params.Normal).rgb;
|
||||
vec3 F = fresnelSchlickRoughness(F0, m_Params.NdotV, m_Params.Roughness);
|
||||
// vec3 F = fresnelSchlickR(F0, m_Params.NdotV);
|
||||
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
|
||||
vec3 diffuseIBL = m_Params.Albedo * irradiance;
|
||||
|
||||
int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
|
||||
float NoV = clamp(m_Params.NdotV, 0.0, 1.0);
|
||||
vec3 R = 2.0 * dot(m_Params.View, m_Params.Normal) * m_Params.Normal - m_Params.View;
|
||||
vec3 specularIrradiance = textureLod(u_EnvRadianceTex, RotateVectorAboutY(u_EnvMapRotation, Lr), (m_Params.Roughness) * u_EnvRadianceTexLevels).rgb;
|
||||
vec3 specularIrradiance = textureLod(
|
||||
u_EnvRadianceTex,
|
||||
RotateVectorAboutY(u_EnvMapRotation, Lr),
|
||||
m_Params.Roughness * u_EnvRadianceTexLevels
|
||||
).rgb;
|
||||
|
||||
// Sample BRDF Lut, 1.0 - roughness for y-coord because texture was generated (in Sparky) for gloss model
|
||||
vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(m_Params.NdotV, 1.0 - m_Params.Roughness)).rg;
|
||||
vec3 specularIBL = specularIrradiance * (F * specularBRDF.x + specularBRDF.y);
|
||||
|
||||
return kd * diffuseIBL + specularIBL;
|
||||
}
|
||||
|
||||
// shadow
|
||||
|
||||
float calculateShadow(vec4 fragPosLightSpace, vec3 normal, vec3 lightDir)
|
||||
{
|
||||
// Perspective divide
|
||||
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
||||
|
||||
// Transform to [0,1] range
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
|
||||
// If outside shadow map bounds, assume no shadow
|
||||
if(projCoords.z > 1.0 || projCoords.x < 0.0 || projCoords.x > 1.0 || projCoords.y < 0.0 || projCoords.y > 1.0)
|
||||
return 0.0;
|
||||
|
||||
// Get closest depth value from light's perspective
|
||||
float closestDepth = texture(u_ShadowMap, projCoords.xy).r;
|
||||
float currentDepth = projCoords.z;
|
||||
|
||||
// Calculate bias based on surface angle
|
||||
float bias = max(u_ShadowBias * (1.0 - dot(normal, lightDir)), u_ShadowBias * 0.1);
|
||||
|
||||
// PCF (Percentage Closer Filtering) for soft shadows
|
||||
float shadow = 0.0;
|
||||
vec2 texelSize = 1.0 / textureSize(u_ShadowMap, 0);
|
||||
int pcfRange = int(u_ShadowSoftness);
|
||||
int sampleCount = 0;
|
||||
|
||||
for(int x = -pcfRange; x <= pcfRange; ++x)
|
||||
{
|
||||
for(int y = -pcfRange; y <= pcfRange; ++y)
|
||||
{
|
||||
float pcfDepth = texture(u_ShadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
|
||||
shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
|
||||
sampleCount++;
|
||||
}
|
||||
}
|
||||
shadow /= float(sampleCount);
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
|
||||
float ComputeShadow(vec4 fragPosLightSpace, float NdotL)
|
||||
{
|
||||
if (u_ShadowEnabled == 0) return 1.0;
|
||||
|
||||
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
|
||||
if (projCoords.x < 0.0 || projCoords.x > 1.0 ||
|
||||
projCoords.y < 0.0 || projCoords.y > 1.0 ||
|
||||
projCoords.z > 1.0) return 1.0;
|
||||
|
||||
float closestDepth = texture(u_ShadowMap, projCoords.xy).r;
|
||||
float currentDepth = projCoords.z;
|
||||
|
||||
float bias = max(u_ShadowBias * (1.0 - NdotL), u_ShadowBias * 0.5);
|
||||
|
||||
float shadow = (currentDepth - bias) > closestDepth ? 1.0 : 0.0;
|
||||
return mix(1.0, 1.0 - u_ShadowIntensity, shadow);
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
// Standard PBR inputs
|
||||
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord).rgb : u_AlbedoColor;
|
||||
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord).rgb : u_AlbedoColor;
|
||||
m_Params.Metalness = u_MetalnessTexToggle > 0.5 ? texture(u_MetalnessTexture, vs_Input.TexCoord).r : u_Metalness;
|
||||
m_Params.Roughness = u_RoughnessTexToggle > 0.5 ? texture(u_RoughnessTexture, vs_Input.TexCoord).r : u_Roughness;
|
||||
m_Params.Roughness = max(m_Params.Roughness, 0.05); // Minimum roughness of 0.05 to keep specular highlight
|
||||
m_Params.Roughness = u_RoughnessTexToggle > 0.5 ? texture(u_RoughnessTexture, vs_Input.TexCoord).r : u_Roughness;
|
||||
m_Params.Roughness = max(m_Params.Roughness, 0.05);
|
||||
|
||||
// Normals (either from vertex or map)
|
||||
// normal
|
||||
m_Params.Normal = normalize(vs_Input.Normal);
|
||||
if (u_NormalTexToggle > 0.5)
|
||||
{
|
||||
@ -307,16 +426,32 @@ void main()
|
||||
|
||||
m_Params.View = normalize(u_CameraPosition - vs_Input.WorldPosition);
|
||||
m_Params.NdotV = max(dot(m_Params.Normal, m_Params.View), 0.0);
|
||||
|
||||
// Specular reflection vector
|
||||
|
||||
vec3 Lr = 2.0 * m_Params.NdotV * m_Params.Normal - m_Params.View;
|
||||
|
||||
// Fresnel reflectance, metals use albedo
|
||||
vec3 F0 = mix(Fdielectric, m_Params.Albedo, m_Params.Metalness);
|
||||
|
||||
vec3 lightContribution = Lighting(F0);
|
||||
vec3 iblContribution = IBL(F0, Lr);
|
||||
// Shadow
|
||||
float shadowFactor = 1.0;
|
||||
if (u_ShadowEnabled > 0.5) {
|
||||
float shadow = calculateShadow(vs_Input.FragPosLightSpace, m_Params.Normal, u_DirectionalLights.Direction);
|
||||
shadowFactor = 1.0 - shadow;
|
||||
}
|
||||
|
||||
// directional light with with shadow
|
||||
vec3 lightContribution = u_DirectionalLights.Intensity > 0.0 ? Lighting(F0) * shadowFactor : vec3(0.0);
|
||||
|
||||
if(u_PointLightCount > 0)
|
||||
lightContribution += ComputePointLight(u_PointLights, F0, m_Params, vs_Input.WorldPosition);
|
||||
|
||||
if(u_SpotLightCount > 0)
|
||||
lightContribution += ComputeSpotLight(u_SpotLights, F0, m_Params, vs_Input.WorldPosition);
|
||||
|
||||
vec3 iblContribution = IBL(F0, Lr) * u_IBLContribution;
|
||||
|
||||
color = vec4(lightContribution + iblContribution, 1.0);
|
||||
// color = vec4(iblContribution, 1.0);
|
||||
|
||||
// Bloom
|
||||
float brightness = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
o_BloomColor = brightness > u_BloomThreshold ? color : vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
159
Editor/assets/shaders/PreethamSky.glsl
Normal file
@ -0,0 +1,159 @@
|
||||
#type compute
|
||||
#version 450 core
|
||||
|
||||
const float PI = 3.141592;
|
||||
|
||||
layout(binding = 0, rgba32f) restrict writeonly uniform imageCube o_CubeMap;
|
||||
|
||||
uniform vec3 u_TurbidityAzimuthInclination;
|
||||
|
||||
#define PI 3.14159265359
|
||||
|
||||
vec3 GetCubeMapTexCoord()
|
||||
{
|
||||
vec2 st = gl_GlobalInvocationID.xy / vec2(imageSize(o_CubeMap));
|
||||
vec2 uv = 2.0 * vec2(st.x, 1.0 - st.y) - vec2(1.0);
|
||||
|
||||
vec3 ret;
|
||||
if (gl_GlobalInvocationID.z == 0) ret = vec3( 1.0, uv.y, -uv.x);
|
||||
else if (gl_GlobalInvocationID.z == 1) ret = vec3( -1.0, uv.y, uv.x);
|
||||
else if (gl_GlobalInvocationID.z == 2) ret = vec3( uv.x, 1.0, -uv.y);
|
||||
else if (gl_GlobalInvocationID.z == 3) ret = vec3( uv.x, -1.0, uv.y);
|
||||
else if (gl_GlobalInvocationID.z == 4) ret = vec3( uv.x, uv.y, 1.0);
|
||||
else if (gl_GlobalInvocationID.z == 5) ret = vec3(-uv.x, uv.y, -1.0);
|
||||
return normalize(ret);
|
||||
}
|
||||
|
||||
|
||||
float saturatedDot( in vec3 a, in vec3 b )
|
||||
{
|
||||
return clamp(dot(a, b), 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec3 YxyToXYZ( in vec3 Yxy )
|
||||
{
|
||||
float Y = Yxy.r;
|
||||
float x = Yxy.g;
|
||||
float y = Yxy.b;
|
||||
|
||||
float X = x * ( Y / y );
|
||||
float Z = ( 1.0 - x - y ) * ( Y / y );
|
||||
|
||||
return vec3(X,Y,Z);
|
||||
}
|
||||
|
||||
vec3 XYZToRGB( in vec3 XYZ )
|
||||
{
|
||||
// CIE/E
|
||||
mat3 M = mat3
|
||||
(
|
||||
2.3706743, -0.9000405, -0.4706338,
|
||||
-0.5138850, 1.4253036, 0.0885814,
|
||||
0.0052982, -0.0146949, 1.0093968
|
||||
);
|
||||
|
||||
return XYZ * M;
|
||||
}
|
||||
|
||||
|
||||
vec3 YxyToRGB( in vec3 Yxy )
|
||||
{
|
||||
vec3 XYZ = YxyToXYZ( Yxy );
|
||||
vec3 RGB = XYZToRGB( XYZ );
|
||||
return RGB;
|
||||
}
|
||||
|
||||
void calculatePerezDistribution( in float t, out vec3 A, out vec3 B, out vec3 C, out vec3 D, out vec3 E )
|
||||
{
|
||||
A = vec3( 0.1787 * t - 1.4630, -0.0193 * t - 0.2592, -0.0167 * t - 0.2608 );
|
||||
B = vec3( -0.3554 * t + 0.4275, -0.0665 * t + 0.0008, -0.0950 * t + 0.0092 );
|
||||
C = vec3( -0.0227 * t + 5.3251, -0.0004 * t + 0.2125, -0.0079 * t + 0.2102 );
|
||||
D = vec3( 0.1206 * t - 2.5771, -0.0641 * t - 0.8989, -0.0441 * t - 1.6537 );
|
||||
E = vec3( -0.0670 * t + 0.3703, -0.0033 * t + 0.0452, -0.0109 * t + 0.0529 );
|
||||
}
|
||||
|
||||
vec3 calculateZenithLuminanceYxy( in float t, in float thetaS )
|
||||
{
|
||||
float chi = ( 4.0 / 9.0 - t / 120.0 ) * ( PI - 2.0 * thetaS );
|
||||
float Yz = ( 4.0453 * t - 4.9710 ) * tan( chi ) - 0.2155 * t + 2.4192;
|
||||
|
||||
float theta2 = thetaS * thetaS;
|
||||
float theta3 = theta2 * thetaS;
|
||||
float T = t;
|
||||
float T2 = t * t;
|
||||
|
||||
float xz =
|
||||
( 0.00165 * theta3 - 0.00375 * theta2 + 0.00209 * thetaS + 0.0) * T2 +
|
||||
(-0.02903 * theta3 + 0.06377 * theta2 - 0.03202 * thetaS + 0.00394) * T +
|
||||
( 0.11693 * theta3 - 0.21196 * theta2 + 0.06052 * thetaS + 0.25886);
|
||||
|
||||
float yz =
|
||||
( 0.00275 * theta3 - 0.00610 * theta2 + 0.00317 * thetaS + 0.0) * T2 +
|
||||
(-0.04214 * theta3 + 0.08970 * theta2 - 0.04153 * thetaS + 0.00516) * T +
|
||||
( 0.15346 * theta3 - 0.26756 * theta2 + 0.06670 * thetaS + 0.26688);
|
||||
|
||||
return vec3( Yz, xz, yz );
|
||||
}
|
||||
|
||||
vec3 calculatePerezLuminanceYxy( in float theta, in float gamma, in vec3 A, in vec3 B, in vec3 C, in vec3 D, in vec3 E )
|
||||
{
|
||||
float cosTheta = max(cos(theta), 1e-6);
|
||||
return ( 1.0 + A * exp( B / cos( theta ) ) ) * ( 1.0 + C * exp( D * gamma ) + E * cos( gamma ) * cos( gamma ) );
|
||||
}
|
||||
|
||||
vec3 calculateSkyLuminanceRGB( in vec3 s, in vec3 e, in float t )
|
||||
{
|
||||
vec3 A, B, C, D, E;
|
||||
calculatePerezDistribution( t, A, B, C, D, E );
|
||||
|
||||
float thetaS = acos(clamp(dot(s, vec3(0,1,0)), 0.0, 1.0));
|
||||
float thetaE = acos(clamp(dot(e, vec3(0,1,0)), 0.0, 1.0));
|
||||
float gammaE = acos( saturatedDot( s, e ) );
|
||||
|
||||
vec3 Yz = calculateZenithLuminanceYxy( t, thetaS );
|
||||
|
||||
vec3 fThetaGamma = calculatePerezLuminanceYxy( thetaE, gammaE, A, B, C, D, E );
|
||||
vec3 fZeroThetaS = calculatePerezLuminanceYxy( 0.0, thetaS, A, B, C, D, E );
|
||||
|
||||
vec3 Yp = Yz * ( fThetaGamma / fZeroThetaS );
|
||||
|
||||
return YxyToRGB( Yp );
|
||||
}
|
||||
|
||||
layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
|
||||
void main()
|
||||
{
|
||||
vec3 cubeTC = GetCubeMapTexCoord();
|
||||
|
||||
float turbidity = u_TurbidityAzimuthInclination.x;
|
||||
float azimuth = u_TurbidityAzimuthInclination.y;;
|
||||
float inclination = u_TurbidityAzimuthInclination.z;
|
||||
vec3 sunDir = normalize( vec3( sin(inclination) * cos(azimuth), cos(inclination), sin(inclination) * sin(azimuth) ) );
|
||||
vec3 viewDir = cubeTC;
|
||||
|
||||
const float SUN_ANGULAR_RADIUS = 0.03465;
|
||||
const float SUN_INTENSITY = 100.0;
|
||||
vec3 skyLuminance;
|
||||
|
||||
if (viewDir.y < 0.0) {
|
||||
skyLuminance = vec3(0.02);
|
||||
} else {
|
||||
skyLuminance = calculateSkyLuminanceRGB(sunDir, viewDir, turbidity);
|
||||
}
|
||||
|
||||
float cosAngle = dot(viewDir, sunDir);
|
||||
float angle = acos(cosAngle);
|
||||
if (angle < SUN_ANGULAR_RADIUS) {
|
||||
skyLuminance = vec3(SUN_INTENSITY);
|
||||
} else {
|
||||
float haloWidth = 0.1;
|
||||
if (angle < SUN_ANGULAR_RADIUS + haloWidth) {
|
||||
float t = (angle - SUN_ANGULAR_RADIUS) / haloWidth;
|
||||
float haloFactor = 1.0 - smoothstep(0.0, 1.0, t);
|
||||
skyLuminance += vec3(SUN_INTENSITY * 0.1 * haloFactor);
|
||||
}
|
||||
}
|
||||
|
||||
vec4 color = vec4(skyLuminance * 0.05, 1.0);
|
||||
imageStore(o_CubeMap, ivec3(gl_GlobalInvocationID), color);
|
||||
}
|
||||
@ -6,14 +6,14 @@
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
layout(location = 1) in vec4 a_Color;
|
||||
layout(location = 2) in vec2 a_TexCoord;
|
||||
layout(location = 3) in float a_TexIndex;
|
||||
layout(location = 3) in int a_TexIndex;
|
||||
layout(location = 4) in float a_TilingFactor;
|
||||
|
||||
uniform mat4 u_ViewProjection;
|
||||
|
||||
out vec4 v_Color;
|
||||
out vec2 v_TexCoord;
|
||||
out float v_TexIndex;
|
||||
flat out int v_TexIndex;
|
||||
out float v_TilingFactor;
|
||||
|
||||
void main()
|
||||
@ -32,12 +32,17 @@ layout(location = 0) out vec4 color;
|
||||
|
||||
in vec4 v_Color;
|
||||
in vec2 v_TexCoord;
|
||||
in float v_TexIndex;
|
||||
flat in int v_TexIndex;
|
||||
in float v_TilingFactor;
|
||||
|
||||
uniform sampler2D u_Textures[32];
|
||||
|
||||
void main()
|
||||
{
|
||||
color = texture(u_Textures[int(v_TexIndex)], v_TexCoord * v_TilingFactor) * v_Color;
|
||||
vec4 texColor = texture(u_Textures[v_TexIndex], v_TexCoord * v_TilingFactor) * v_Color;
|
||||
|
||||
if(texColor.a < 0.1)
|
||||
discard;
|
||||
|
||||
color = texColor;
|
||||
}
|
||||
|
||||
44
Editor/assets/shaders/Renderer2D_Circle.glsl
Normal file
@ -0,0 +1,44 @@
|
||||
// Basic Texture Shader
|
||||
|
||||
#type vertex
|
||||
#version 430 core
|
||||
|
||||
layout(location = 0) in vec3 a_WorldPosition;
|
||||
layout(location = 1) in float a_Thickness;
|
||||
layout(location = 2) in vec2 a_LocalPosition;
|
||||
layout(location = 3) in vec4 a_Color;
|
||||
uniform mat4 u_ViewProjection;
|
||||
|
||||
out vec2 v_LocalPosition;
|
||||
out float v_Thickness;
|
||||
out vec4 v_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
v_LocalPosition = a_LocalPosition;
|
||||
v_Thickness = a_Thickness;
|
||||
v_Color = a_Color;
|
||||
gl_Position = u_ViewProjection * vec4(a_WorldPosition, 1.0);
|
||||
}
|
||||
|
||||
#type fragment
|
||||
#version 430 core
|
||||
|
||||
layout(location = 0) out vec4 color;
|
||||
|
||||
in vec2 v_LocalPosition;
|
||||
in float v_Thickness;
|
||||
in vec4 v_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
float fade = 0.01;
|
||||
float dist = sqrt(dot(v_LocalPosition, v_LocalPosition));
|
||||
if (dist > 1.0 || dist < 1.0 - v_Thickness - fade)
|
||||
discard;
|
||||
|
||||
float alpha = 1.0 - smoothstep(1.0f - fade, 1.0f, dist);
|
||||
alpha *= smoothstep(1.0 - v_Thickness - fade, 1.0 - v_Thickness, dist);
|
||||
color = v_Color;
|
||||
color.a = alpha;
|
||||
}
|
||||
@ -17,20 +17,53 @@ void main()
|
||||
#version 430
|
||||
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
layout(location = 1) out vec4 o_BloomTexture;
|
||||
|
||||
in vec2 v_TexCoord;
|
||||
|
||||
uniform sampler2DMS u_Texture;
|
||||
uniform float u_Exposure;
|
||||
uniform sampler2D u_BloomTexture;
|
||||
|
||||
|
||||
uniform bool u_EnableAutoExposure;
|
||||
uniform float u_ManualExposure;
|
||||
layout(std430, binding = 2) buffer Exposure
|
||||
{
|
||||
float u_Exposure;
|
||||
};
|
||||
|
||||
uniform int u_TextureSamples;
|
||||
|
||||
vec4 MultiSampleTexture(sampler2DMS tex, ivec2 texCoord, int samples)
|
||||
uniform bool u_EnableBloom;
|
||||
uniform float u_BloomThreshold;
|
||||
|
||||
const float uFar = 1.0;
|
||||
|
||||
vec4 SampleTexture(sampler2D tex, vec2 texCoord)
|
||||
{
|
||||
return texture(tex, texCoord);
|
||||
}
|
||||
|
||||
vec4 MultiSampleTexture(sampler2DMS tex, vec2 tc)
|
||||
{
|
||||
ivec2 texSize = textureSize(tex);
|
||||
ivec2 texCoord = ivec2(tc * texSize);
|
||||
vec4 result = vec4(0.0);
|
||||
for (int i = 0; i < samples; i++)
|
||||
for (int i = 0; i < u_TextureSamples; i++)
|
||||
result += texelFetch(tex, texCoord, i);
|
||||
|
||||
result /= float(samples);
|
||||
result /= float(u_TextureSamples);
|
||||
return result;
|
||||
}
|
||||
|
||||
float MultiSampleDepth(sampler2DMS tex, vec2 tc)
|
||||
{
|
||||
ivec2 texSize = textureSize(tex);
|
||||
ivec2 texCoord = ivec2(tc * texSize);
|
||||
float result = 0.0;
|
||||
for (int i = 0; i < u_TextureSamples; i++)
|
||||
result += texelFetch(tex, texCoord, i).r;
|
||||
result /= float(u_TextureSamples);
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -39,10 +72,20 @@ void main()
|
||||
const float gamma = 2.2;
|
||||
const float pureWhite = 1.0;
|
||||
|
||||
ivec2 texSize = textureSize(u_Texture);
|
||||
ivec2 texCoord = ivec2(v_TexCoord * texSize);
|
||||
vec4 msColor = MultiSampleTexture(u_Texture, texCoord, u_TextureSamples);
|
||||
vec3 color = msColor.rgb * u_Exposure;//texture(u_Texture, v_TexCoord).rgb * u_Exposure;
|
||||
// Tonemapping
|
||||
vec4 msColor = MultiSampleTexture(u_Texture, v_TexCoord);
|
||||
vec3 color = msColor.rgb;
|
||||
|
||||
if (u_EnableBloom)
|
||||
{
|
||||
vec3 bloomColor = texture(u_BloomTexture, v_TexCoord).rgb;
|
||||
color += bloomColor;
|
||||
}
|
||||
|
||||
if(u_EnableAutoExposure)
|
||||
color *= u_Exposure;
|
||||
else
|
||||
color *= u_ManualExposure;
|
||||
|
||||
// Reinhard tonemapping operator.
|
||||
// see: "Photographic Tone Reproduction for Digital Images", eq. 4
|
||||
@ -54,4 +97,8 @@ void main()
|
||||
|
||||
// Gamma correction.
|
||||
o_Color = vec4(pow(mappedColor, vec3(1.0 / gamma)), 1.0);
|
||||
}
|
||||
|
||||
// Show over-exposed areas
|
||||
// if (o_Color.r > 1.0 || o_Color.g > 1.0 || o_Color.b > 1.0)
|
||||
// o_Color.rgb *= vec3(1.0, 0.25, 0.25);
|
||||
}
|
||||
|
||||
23
Editor/assets/shaders/ShadowMap.glsl
Normal file
@ -0,0 +1,23 @@
|
||||
// Shadow Map shader
|
||||
|
||||
#type vertex
|
||||
#version 430
|
||||
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
|
||||
uniform mat4 u_LightViewProjection;
|
||||
uniform mat4 u_Transform;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_LightViewProjection * u_Transform * vec4(a_Position, 1.0);
|
||||
}
|
||||
|
||||
#type fragment
|
||||
#version 430
|
||||
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
}
|
||||
35
Editor/assets/shaders/ShadowMap_Anim.glsl
Normal file
@ -0,0 +1,35 @@
|
||||
// Shadow Map shader
|
||||
|
||||
#type vertex
|
||||
#version 430
|
||||
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
|
||||
layout(location = 5) in ivec4 a_BoneIndices;
|
||||
layout(location = 6) in vec4 a_BoneWeights;
|
||||
|
||||
uniform mat4 u_LightViewProjection;
|
||||
uniform mat4 u_Transform;
|
||||
|
||||
const int MAX_BONES = 100;
|
||||
uniform mat4 u_BoneTransforms[100];
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 boneTransform = u_BoneTransforms[a_BoneIndices[0]] * a_BoneWeights[0];
|
||||
boneTransform += u_BoneTransforms[a_BoneIndices[1]] * a_BoneWeights[1];
|
||||
boneTransform += u_BoneTransforms[a_BoneIndices[2]] * a_BoneWeights[2];
|
||||
boneTransform += u_BoneTransforms[a_BoneIndices[3]] * a_BoneWeights[3];
|
||||
|
||||
vec4 localPosition = boneTransform * vec4(a_Position, 1.0);
|
||||
gl_Position = u_LightViewProjection * u_Transform * localPosition;
|
||||
}
|
||||
|
||||
#type fragment
|
||||
#version 430
|
||||
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
}
|
||||
@ -24,10 +24,13 @@ layout(location = 0) out vec4 finalColor;
|
||||
|
||||
uniform samplerCube u_Texture;
|
||||
uniform float u_TextureLod;
|
||||
uniform float u_SkyIntensity;
|
||||
|
||||
in vec3 v_Position;
|
||||
|
||||
void main()
|
||||
{
|
||||
finalColor = textureLod(u_Texture, v_Position, u_TextureLod);
|
||||
vec3 color = textureLod(u_Texture, v_Position, u_TextureLod).rgb * u_SkyIntensity;
|
||||
finalColor = vec4(color, 1.0);
|
||||
|
||||
}
|
||||
108
Editor/imgui.ini
Normal file
@ -0,0 +1,108 @@
|
||||
[Window][DockSpace Demo]
|
||||
Pos=0,0
|
||||
Size=1920,1080
|
||||
Collapsed=0
|
||||
|
||||
[Window][Debug##Default]
|
||||
Pos=60,60
|
||||
Size=400,400
|
||||
Collapsed=0
|
||||
|
||||
[Window][Scene Hierarchy]
|
||||
Pos=1449,24
|
||||
Size=471,385
|
||||
Collapsed=0
|
||||
DockId=0x00000009,0
|
||||
|
||||
[Window][Properties]
|
||||
Pos=1449,411
|
||||
Size=471,669
|
||||
Collapsed=0
|
||||
DockId=0x0000000A,0
|
||||
|
||||
[Window][Scene Renderer]
|
||||
Pos=0,585
|
||||
Size=481,495
|
||||
Collapsed=0
|
||||
DockId=0x00000006,0
|
||||
|
||||
[Window][Materials]
|
||||
Pos=0,24
|
||||
Size=481,559
|
||||
Collapsed=0
|
||||
DockId=0x00000005,0
|
||||
|
||||
[Window][Script Engine Debug]
|
||||
Pos=1449,411
|
||||
Size=471,669
|
||||
Collapsed=0
|
||||
DockId=0x0000000A,2
|
||||
|
||||
[Window][Model]
|
||||
Pos=1595,454
|
||||
Size=471,744
|
||||
Collapsed=0
|
||||
DockId=0x0000000A,3
|
||||
|
||||
[Window][Toolbar]
|
||||
Pos=483,24
|
||||
Size=1110,32
|
||||
Collapsed=0
|
||||
DockId=0x00000001,0
|
||||
|
||||
[Window][Viewport]
|
||||
Pos=483,58
|
||||
Size=964,647
|
||||
Collapsed=0
|
||||
DockId=0x0000000B,0
|
||||
|
||||
[Window][Environment]
|
||||
Pos=1449,411
|
||||
Size=471,669
|
||||
Collapsed=0
|
||||
DockId=0x0000000A,1
|
||||
|
||||
[Window][Project]
|
||||
Pos=483,707
|
||||
Size=964,373
|
||||
Collapsed=0
|
||||
DockId=0x0000000C,0
|
||||
|
||||
[Window][Objects]
|
||||
Pos=483,707
|
||||
Size=964,373
|
||||
Collapsed=0
|
||||
DockId=0x0000000C,1
|
||||
|
||||
[Window][Physics]
|
||||
Pos=189,113
|
||||
Size=468,371
|
||||
Collapsed=0
|
||||
|
||||
[Window][##tool_bar]
|
||||
Pos=483,24
|
||||
Size=964,32
|
||||
Collapsed=0
|
||||
DockId=0x00000001,0
|
||||
|
||||
[Window][Console]
|
||||
Pos=483,707
|
||||
Size=964,373
|
||||
Collapsed=0
|
||||
DockId=0x0000000C,2
|
||||
|
||||
[Docking][Data]
|
||||
DockSpace ID=0xC0DFADC4 Window=0xD0388BC8 Pos=268,189 Size=1920,1056 Split=X Selected=0x0C01D6D5
|
||||
DockNode ID=0x00000007 Parent=0xC0DFADC4 SizeRef=1557,1542 Split=X
|
||||
DockNode ID=0x00000003 Parent=0x00000007 SizeRef=481,1542 Split=Y Selected=0x5D711C2C
|
||||
DockNode ID=0x00000005 Parent=0x00000003 SizeRef=481,817 Selected=0x5D711C2C
|
||||
DockNode ID=0x00000006 Parent=0x00000003 SizeRef=481,723 Selected=0x68D924E0
|
||||
DockNode ID=0x00000004 Parent=0x00000007 SizeRef=1074,1542 Split=Y
|
||||
DockNode ID=0x00000001 Parent=0x00000004 SizeRef=2560,32 CentralNode=1 HiddenTabBar=1 Selected=0xE8CD5B84
|
||||
DockNode ID=0x00000002 Parent=0x00000004 SizeRef=2560,1508 Split=Y Selected=0xC450F867
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||||
DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1401,955 HiddenTabBar=1 Selected=0xC450F867
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||||
DockNode ID=0x0000000C Parent=0x00000002 SizeRef=1401,551 Selected=0x9C21DE82
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||||
DockNode ID=0x00000008 Parent=0xC0DFADC4 SizeRef=471,1542 Split=Y Selected=0x8C72BEA8
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||||
DockNode ID=0x00000009 Parent=0x00000008 SizeRef=315,563 Selected=0xB8729153
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||||
DockNode ID=0x0000000A Parent=0x00000008 SizeRef=315,977 Selected=0x73E3D51F
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||||
|
||||
BIN
Editor/library/mono/net8.0/Microsoft.CSharp.dll
Normal file
840
Editor/library/mono/net8.0/Microsoft.NETCore.App.deps.json
Normal file
@ -0,0 +1,840 @@
|
||||
{
|
||||
"runtimeTarget": {
|
||||
"name": ".NETCoreApp,Version=v8.0/win-x64",
|
||||
"signature": ""
|
||||
},
|
||||
"compilationOptions": {},
|
||||
"targets": {
|
||||
".NETCoreApp,Version=v8.0": {},
|
||||
".NETCoreApp,Version=v8.0/win-x64": {
|
||||
"Microsoft.NETCore.App.Runtime.Mono.win-x64/8.0.22": {
|
||||
"runtime": {
|
||||
"System.Private.CoreLib.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"Microsoft.CSharp.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"Microsoft.VisualBasic.Core.dll": {
|
||||
"assemblyVersion": "13.0.0.0",
|
||||
"fileVersion": "13.0.2225.52707"
|
||||
},
|
||||
"Microsoft.VisualBasic.dll": {
|
||||
"assemblyVersion": "10.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"Microsoft.Win32.Primitives.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"Microsoft.Win32.Registry.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"mscorlib.dll": {
|
||||
"assemblyVersion": "4.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"netstandard.dll": {
|
||||
"assemblyVersion": "2.1.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.AppContext.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Buffers.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Collections.Concurrent.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Collections.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Collections.Immutable.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Collections.NonGeneric.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Collections.Specialized.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.ComponentModel.Annotations.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.ComponentModel.DataAnnotations.dll": {
|
||||
"assemblyVersion": "4.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.ComponentModel.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.ComponentModel.EventBasedAsync.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.ComponentModel.Primitives.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.ComponentModel.TypeConverter.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Configuration.dll": {
|
||||
"assemblyVersion": "4.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Console.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Core.dll": {
|
||||
"assemblyVersion": "4.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Data.Common.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Data.DataSetExtensions.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Data.dll": {
|
||||
"assemblyVersion": "4.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Diagnostics.Contracts.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Diagnostics.Debug.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Diagnostics.DiagnosticSource.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Diagnostics.FileVersionInfo.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Diagnostics.Process.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Diagnostics.StackTrace.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Diagnostics.TextWriterTraceListener.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Diagnostics.Tools.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Diagnostics.TraceSource.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Diagnostics.Tracing.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.dll": {
|
||||
"assemblyVersion": "4.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Drawing.dll": {
|
||||
"assemblyVersion": "4.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Drawing.Primitives.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Dynamic.Runtime.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Formats.Asn1.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Formats.Tar.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Globalization.Calendars.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Globalization.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Globalization.Extensions.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.IO.Compression.Brotli.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.IO.Compression.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.IO.Compression.FileSystem.dll": {
|
||||
"assemblyVersion": "4.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.IO.Compression.ZipFile.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.IO.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.IO.FileSystem.AccessControl.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.IO.FileSystem.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.IO.FileSystem.DriveInfo.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.IO.FileSystem.Primitives.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.IO.FileSystem.Watcher.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.IO.IsolatedStorage.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.IO.MemoryMappedFiles.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.IO.Pipes.AccessControl.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.IO.Pipes.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.IO.UnmanagedMemoryStream.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Linq.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Linq.Expressions.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Linq.Parallel.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Linq.Queryable.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Memory.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.dll": {
|
||||
"assemblyVersion": "4.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.Http.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.Http.Json.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.HttpListener.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.Mail.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.NameResolution.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.NetworkInformation.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.Ping.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.Primitives.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.Quic.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.Requests.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.Security.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.ServicePoint.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.Sockets.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.WebClient.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.WebHeaderCollection.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.WebProxy.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.WebSockets.Client.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Net.WebSockets.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Numerics.dll": {
|
||||
"assemblyVersion": "4.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Numerics.Vectors.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.ObjectModel.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Private.DataContractSerialization.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Private.Uri.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Private.Xml.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Private.Xml.Linq.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Reflection.DispatchProxy.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Reflection.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Reflection.Emit.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Reflection.Emit.ILGeneration.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Reflection.Emit.Lightweight.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Reflection.Extensions.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Reflection.Metadata.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Reflection.Primitives.dll": {
|
||||
"assemblyVersion": "8.0.0.0",
|
||||
"fileVersion": "8.0.2225.52707"
|
||||
},
|
||||
"System.Reflection.TypeExtensions.dll": {
|
||||
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