1 Commits

Author SHA1 Message Date
2b82b30de1 remove VertexArray files 2025-12-16 11:09:28 +08:00
208 changed files with 3786 additions and 17567 deletions

9
.gitmodules vendored
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@ -26,12 +26,3 @@
[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
[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

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@ -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")

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@ -2,13 +2,9 @@ project(PrismEditor)
set(CMAKE_BINARY_DIR ${CMAKE_BINARY_DIR}/bin)
file(GLOB ASSETS "assets")
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 ${CMAKE_BINARY_DIR})
@ -16,7 +12,7 @@ file(GLOB_RECURSE SRC_SOURCE ./**.cpp)
add_executable(${PROJECT_NAME} ${SRC_SOURCE})
target_link_libraries(${PROJECT_NAME} PRIVATE Prism-static)
target_link_libraries(${PROJECT_NAME} PRIVATE Prism-shared)
# Enable ImGui Docking space
target_compile_definitions(${PROJECT_NAME} PRIVATE ENABLE_DOCKSPACE)

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@ -23,7 +23,7 @@ public:
};
Prism::Application* Prism::CreateApplication(const CommandArgs args)
Prism::Application* Prism::CreateApplication()
{
return new Editor({"hello world", 1920, 1080, args});
return new Editor({"hello wrold", 1920, 1080});
}

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@ -6,8 +6,6 @@
#define EDITORLAYER_H
#include "Prism.h"
#include "Prism/Editor/ContentBrowserPanel.h"
#include "Prism/Editor/ObjectsPanel.h"
#include "Prism/Editor/SceneHierachyPanel.h"
namespace Prism
@ -28,7 +26,7 @@ namespace Prism
bool OnKeyPressedEvent(KeyPressedEvent& e);
bool OnMouseButtonPressedEvent(MouseButtonPressedEvent& e);
void ShowBoundingBoxes(bool show);
void ShowBoundingBoxes(bool show, bool onTop = false);
void SelectEntity(Entity entity);
void UpdateWindowTitle(const std::string& sceneName);
@ -46,22 +44,18 @@ namespace Prism
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;
float GetSnapValue();
private:
Scope<SceneHierarchyPanel> m_SceneHierarchyPanel;
Scope<ContentBrowserPanel> m_ContentBrowserPanel;
Scope<ObjectsPanel> m_ObjectsPanel;
Ref<Scene> m_CurrentScene;
Ref<Scene> m_ActiveScene;
Ref<Scene> m_RuntimeScene, m_EditorScene;
std::string m_SceneFilePath;
@ -118,7 +112,7 @@ namespace Prism
struct RoughnessInput
{
float Value = 1.0f;
float Value = 0.5f;
Ref<Texture2D> TextureMap;
bool UseTexture = false;
};
@ -126,14 +120,22 @@ namespace Prism
// 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;
Ref<Texture2D> m_PlayButtonTex;
// configure button
bool m_AllowViewportCameraEvents = false;
bool m_DrawOnTopBoundingBoxes = false;
bool m_UIShowBoundingBoxes = false;
bool m_UIShowBoundingBoxesOnTop = false;
enum class SceneType : uint32_t
{
@ -141,9 +143,8 @@ namespace Prism
};
SceneType m_SceneType;
bool m_ViewportPanelHovered = false;
bool m_ViewportPanelMouseOver = false;
bool m_ViewportPanelFocused = false;
bool m_ShowPhysicsSettings = false;
enum class SceneState
{

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@ -0,0 +1,155 @@
Scene: Scene Name
Environment:
AssetPath: assets/env/pink_sunrise_4k.hdr
Light:
Direction: [-0.787, -0.73299998, 1]
Radiance: [1, 1, 1]
Multiplier: 0.514999986
Entities:
- Entity: 12498244675852797835
TagComponent:
Tag: Box
TransformComponent:
Position: [-12.0348625, 6.59647179, 9.60061925e-07]
Rotation: [1, 0, 0, 0]
Scale: [3.00000024, 0.300000012, 1]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 0
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [1.5, 0.150000006]
Density: 1
Friction: 1
- Entity: 5178862374589434728
TagComponent:
Tag: Camera
TransformComponent:
Position: [-21.7406311, 9.70659542, 15]
Rotation: [0.999910355, -0.0133911213, 0, 0]
Scale: [1, 1, 1]
ScriptComponent:
ModuleName: Example.BasicController
StoredFields:
- Name: Speed
Type: 1
Data: 12
CameraComponent:
Camera: some camera data...
Primary: true
- Entity: 1289165777996378215
TagComponent:
Tag: Cube
TransformComponent:
Position: [500, 0, 0]
Rotation: [1, 0, 0, 0]
Scale: [1200, 1, 5]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 0
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [600, 0.5]
Density: 1
Friction: 2
- Entity: 14057422478420564497
TagComponent:
Tag: Player
TransformComponent:
Position: [-23.6932545, 1.59184527, -1.96369365e-06]
Rotation: [1, 0, 0, 0]
Scale: [1, 1, 1]
ScriptComponent:
ModuleName: Example.PlayerCube
StoredFields:
- Name: HorizontalForce
Type: 1
Data: 0.5
- Name: MaxSpeed
Type: 5
Data: [7, 10]
- Name: JumpForce
Type: 1
Data: 3
MeshComponent:
AssetPath: assets/meshes/Sphere1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 29.2000008
CircleCollider2DComponent:
Offset: [0, 0]
Radius: 0.5
Density: 1
Friction: 1
- Entity: 1352995477042327524
TagComponent:
Tag: Box
TransformComponent:
Position: [-29.6808929, 29.7597198, 0]
Rotation: [0.707106769, 0, 0, 0.707106769]
Scale: [58.4179001, 4.47999144, 4.48000002]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 0
Mass: 3
BoxCollider2DComponent:
Offset: [0, 0]
Size: [29.7000008, 2.24000001]
Density: 1
Friction: 1
- Entity: 15223077898852293773
TagComponent:
Tag: Box
TransformComponent:
Position: [6.12674046, 45.5617676, 0]
Rotation: [0.977883637, 0, 0, -0.209149584]
Scale: [4.47999668, 4.47999668, 4.48000002]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [2.24000001, 2.24000001]
Density: 1
Friction: 1
- Entity: 5421735812495444456
TagComponent:
Tag: Box
TransformComponent:
Position: [-20.766222, 2.29431438, 0]
Rotation: [1, 0, 0, 0]
Scale: [3.00000024, 0.300000012, 1]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 0
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [1.5, 0.150000006]
Density: 1
Friction: 1
- Entity: 2842299641876190180
TagComponent:
Tag: Box
TransformComponent:
Position: [-16.6143265, 4.39151001, 6.43359499e-09]
Rotation: [1, 0, 0, 0]
Scale: [3.00000024, 0.300000012, 1]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 0
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [1.5, 0.150000006]
Density: 1
Friction: 1

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@ -1,49 +0,0 @@
Scene: Scene Name
Environment:
AssetHandle: 10549690553241162923
Light:
Direction: [-0.314, -0.941, -0.209]
Radiance: [0, 0, 0]
Multiplier: 1
Entities:
- Entity: 17803125207910630398
Parent: 0
Children:
[]
TagComponent:
Tag: Directional Light
TransformComponent:
Position: [0, 0, 0]
Rotation: [-0.4810984, -0.20606127, 2.9545484]
Scale: [1.0000023, 1.0000007, 0.9999998]
DirectionalLightComponent:
Radiance: [1, 1, 1]
CastShadows: true
SoftShadows: true
LightSize: 0.5
- Entity: 4315886439647742331
Parent: 0
Children:
[]
TagComponent:
Tag: Cube
TransformComponent:
Position: [0, 2.048974, 0]
Rotation: [0, 0, 0]
Scale: [1, 1, 1]
MeshComponent:
AssetID: 3580169978473467053
- Entity: 16992665426857995732
Parent: 0
Children:
[]
TagComponent:
Tag: Cube
TransformComponent:
Position: [0, 0, 0]
Rotation: [0, 0, 0]
Scale: [50, 1, 50]
MeshComponent:
AssetID: 3580169978473467053
PhysicsLayers:
[]

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@ -0,0 +1,174 @@
Scene: Scene Name
Environment:
AssetPath: assets/env/pink_sunrise_4k.hdr
Light:
Direction: [-0.787, -0.73299998, 1]
Radiance: [1, 1, 1]
Multiplier: 0.514999986
Entities:
- Entity: 15861629587505754
TagComponent:
Tag: Box
TransformComponent:
Position: [-18.2095661, 39.2518234, 0]
Rotation: [0.967056513, 0, 0, -0.254561812]
Scale: [4.47999525, 4.47999525, 4.48000002]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [2.24000001, 2.24000001]
- Entity: 15223077898852293773
TagComponent:
Tag: Box
TransformComponent:
Position: [5.37119865, 43.8762894, 0]
Rotation: [0.977883637, 0, 0, -0.209149718]
Scale: [4.47999668, 4.47999668, 4.48000002]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [2.24000001, 2.24000001]
- Entity: 2157107598622182863
TagComponent:
Tag: Box
TransformComponent:
Position: [-7.60411549, 44.1442184, 0]
Rotation: [0.989285827, 0, 0, 0.145991713]
Scale: [4.47999287, 4.47999287, 4.48000002]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 0.5
BoxCollider2DComponent:
Offset: [0, 0]
Size: [2.24000001, 2.24000001]
- Entity: 8080964283681139153
TagComponent:
Tag: Box
TransformComponent:
Position: [-0.739211679, 37.7653275, 0]
Rotation: [0.956475914, 0, 0, -0.291811317]
Scale: [5, 2, 2]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 0.25
BoxCollider2DComponent:
Offset: [0, 0]
Size: [2.5, 1]
- Entity: 1352995477042327524
TagComponent:
Tag: Box
TransformComponent:
Position: [-8.32969856, 30.4078159, 0]
Rotation: [0.781595349, 0, 0, 0.623785794]
Scale: [14.000001, 4.47999334, 4.48000002]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 3
BoxCollider2DComponent:
Offset: [0, 0]
Size: [7, 2.24000001]
- Entity: 935615878363259513
TagComponent:
Tag: Box
TransformComponent:
Position: [6.88031197, 31.942337, 0]
Rotation: [0.986578286, 0, 0, 0.163288936]
Scale: [4.47999954, 4.47999954, 4.48000002]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [2.24000001, 2.24000001]
- Entity: 14057422478420564497
TagComponent:
Tag: Player
TransformComponent:
Position: [0, 22.774044, 0]
Rotation: [0.942591429, 0, 0, -0.333948225]
Scale: [6.00000048, 6.00000048, 4.48000002]
ScriptComponent:
ModuleName: Example.PlayerCube
StoredFields:
- Name: HorizontalForce
Type: 1
Data: 10
- Name: VerticalForce
Type: 1
Data: 10
MeshComponent:
AssetPath: assets/meshes/Sphere1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 1
CircleCollider2DComponent:
Offset: [0, 0]
Radius: 3
- Entity: 1289165777996378215
TagComponent:
Tag: Cube
TransformComponent:
Position: [0, 0, 0]
Rotation: [1, 0, 0, 0]
Scale: [50, 1, 50]
ScriptComponent:
ModuleName: Example.Sink
StoredFields:
- Name: SinkSpeed
Type: 1
Data: 0
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 0
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [25, 0.5]
- Entity: 5178862374589434728
TagComponent:
Tag: Camera
TransformComponent:
Position: [0, 25, 79.75]
Rotation: [0.995602965, -0.0936739072, 0, 0]
Scale: [1, 0.999999821, 0.999999821]
ScriptComponent:
ModuleName: Example.BasicController
StoredFields:
- Name: Speed
Type: 1
Data: 12
CameraComponent:
Camera: some camera data...
Primary: true
- Entity: 3948844418381294888
TagComponent:
Tag: Box
TransformComponent:
Position: [-1.48028564, 49.5945244, -2.38418579e-07]
Rotation: [0.977883637, 0, 0, -0.209149733]
Scale: [1.99999976, 1.99999976, 2]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [1, 1]

View File

@ -0,0 +1,66 @@
Scene: Scene Name
Environment:
AssetPath: assets/env/birchwood_4k.hdr
Light:
Direction: [-0.5, -0.5, 1]
Radiance: [1, 1, 1]
Multiplier: 1
Entities:
- Entity: 1289165777996378215
TagComponent:
Tag: Sphere
TransformComponent:
Position: [0, 21.9805069, -1.64006281]
Rotation: [1, 0, 0, 0]
Scale: [0.100000024, 0.100000024, 0.100000024]
ScriptComponent:
ModuleName: Example.Sink
StoredFields:
- Name: SinkSpeed
Type: 1
Data: 5
MeshComponent:
AssetPath: assets/meshes/Sphere1m.fbx
- Entity: 5178862374589434728
TagComponent:
Tag: Camera
TransformComponent:
Position: [0, 14.75, 79.75]
Rotation: [0.995602965, -0.0936739072, 0, 0]
Scale: [1, 0.999999821, 0.999999821]
ScriptComponent:
ModuleName: Example.BasicController
StoredFields:
- Name: Speed
Type: 1
Data: 12
CameraComponent:
Camera: some camera data...
Primary: true
- Entity: 9095450049242347594
TagComponent:
Tag: Test Entity
TransformComponent:
Position: [0.248109579, -1.90734863e-06, -0.268640995]
Rotation: [1, 0, 0, 0]
Scale: [1, 1, 1]
ScriptComponent:
ModuleName: Example.Script
StoredFields:
- Name: VerticalSpeed
Type: 1
Data: 0
- Name: SinkRate
Type: 1
Data: 0
- Name: Speed
Type: 1
Data: 1
- Name: Rotation
Type: 1
Data: 0
- Name: Velocity
Type: 6
Data: [0, 0, 0]
MeshComponent:
AssetPath: assets/meshes/TestScene.fbx

View File

@ -1,24 +0,0 @@
Scene: Scene Name
Environment:
AssetHandle: 17073147362577408906
Light:
Direction: [-0.314, -0.941, -0.209]
Radiance: [0, 0, 0]
Multiplier: 1
Entities:
- Entity: 3696833073589069488
Parent: 0
Children:
[]
TagComponent:
Tag: venice_dawn_1_4k
TransformComponent:
Position: [0, 0, 0]
Rotation: [0, 0, 0]
Scale: [1, 1, 1]
SkyLightComponent:
EnvironmentMap: 17073147362577408906
Intensity: 1
Angle: 0
PhysicsLayers:
[]

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@ -1,63 +0,0 @@
#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_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);
#endif
}

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@ -1,84 +0,0 @@
#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
uniform int u_Quality;
uniform float u_Directions; // 模糊方向数
uniform float u_Size; // 模糊半径
void main()
{
float Pi = 6.28318530718; // 2*PI
vec2 Radius = u_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 / u_Directions)
{
for (float i = 1.0 / u_Quality; i <= 1.0; i += 1.0 / u_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);
}

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// 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);
}

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#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;
}

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// 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);
}

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#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);
}

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// 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);
}

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#type vertex
#version 430 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec2 a_TexCoord;
out vec2 v_TexCoord;
void main()
{
v_TexCoord = a_TexCoord;
gl_Position = vec4(a_Position.xy, 0.0, 1.0);
}
#type fragment
#version 430 core
// ==================== 输入 ====================
in vec2 v_TexCoord;
// G-buffer 纹理
uniform sampler2D u_AlbedoMetallic; // RGB: albedo, A: metallic
uniform sampler2D u_NormalRoughness; // RGB: normal (encoded), A: roughness
uniform sampler2D u_EmissiveAO; // RGB: emissive, A: AO
uniform sampler2D u_Depth; // depth
// 相机参数
uniform mat4 u_InvViewProj; // 逆视图投影矩阵,用于重建世界坐标
uniform vec3 u_CameraPosition;
// 光源结构体与你的PBR着色器一致
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;
};
uniform DirectionalLight u_DirectionalLights; // 仅一个方向光
uniform int u_PointLightCount;
uniform PointLight u_PointLights[16]; // 假设最多16个点光源
uniform int u_SpotLightCount;
uniform SpotLight u_SpotLights[16]; // 最多16个聚光源
// IBL 相关
uniform samplerCube u_EnvRadianceTex;
uniform samplerCube u_EnvIrradianceTex;
uniform sampler2D u_BRDFLUTTexture;
uniform float u_IBLContribution;
uniform float u_EnvMapRotation;
// 阴影相关
uniform sampler2D u_ShadowMap;
uniform float u_ShadowBias;
uniform float u_ShadowSoftness;
uniform int u_ShadowEnabled;
uniform float u_ShadowIntensity; // 阴影强度0-1
uniform mat4 u_LightSpaceMatrix; // 方向光光源空间矩阵
// 天空盒(可选)
uniform samplerCube u_Skybox; // 如果深度为1.0则采样天空盒
uniform float u_SkyIntensity;
uniform float u_SkyTextureLod;
// 输出
layout(location = 0) out vec4 o_Color;
// ==================== 常量 ====================
const float PI = 3.14159265359;
const float Epsilon = 0.00001;
const vec3 Fdielectric = vec3(0.04);
// ==================== 工具函数 ====================
// 从深度重建世界坐标
vec3 worldPosFromDepth(vec2 uv, float depth) {
vec4 clipPos = vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
vec4 worldPos = u_InvViewProj * clipPos;
return worldPos.xyz / worldPos.w;
}
// 从深度重建世界空间方向(用于天空盒采样)
vec3 worldDirFromUV(vec2 uv) {
// 假设深度为1.0时,得到远平面方向
vec4 clipPos = vec4(uv * 2.0 - 1.0, 1.0, 1.0);
vec4 worldPos = u_InvViewProj * clipPos;
return normalize(worldPos.xyz / worldPos.w);
}
// 旋转向量绕Y轴
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;
}
// ==================== PBR 函数(复用你的代码) ====================
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);
}
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 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;
}
vec3 fresnelSchlick(vec3 F0, float cosTheta) {
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);
}
// ---------- 方向光 ----------
vec3 ComputeDirectionalLight(DirectionalLight light, vec3 F0, vec3 N, vec3 V, float NdotV, vec3 albedo, float roughness, float metallic) {
vec3 L = normalize(-light.Direction);
vec3 Lradiance = light.Radiance * light.Intensity;
vec3 Lh = normalize(L + V);
float cosLi = max(dot(N, L), 0.0);
float cosLh = max(dot(N, Lh), 0.0);
vec3 F = fresnelSchlick(F0, max(dot(Lh, V), 0.0));
float D = ndfGGX(cosLh, roughness);
float G = GeometrySmith(N, V, L, roughness);
vec3 kd = (1.0 - F) * (1.0 - metallic);
vec3 diffuseBRDF = kd * albedo;
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * NdotV);
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
}
// ---------- 点光源 ----------
vec3 ComputePointLight(PointLight light, vec3 F0, vec3 N, vec3 V, float NdotV, vec3 albedo, float roughness, float metallic, vec3 worldPos) {
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;
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;
vec3 Lh = normalize(L + V);
float cosLi = max(dot(N, L), 0.0);
float cosLh = max(dot(N, Lh), 0.0);
vec3 F = fresnelSchlick(F0, max(dot(Lh, V), 0.0));
float D = ndfGGX(cosLh, roughness);
float G = GeometrySmith(N, V, L, roughness);
vec3 kd = (1.0 - F) * (1.0 - metallic);
vec3 diffuseBRDF = kd * albedo;
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * NdotV);
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi * attenuation;
}
// ---------- 聚光源 ----------
vec3 ComputeSpotLight(SpotLight light, vec3 F0, vec3 N, vec3 V, float NdotV, vec3 albedo, float roughness, float metallic, vec3 worldPos) {
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;
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;
float cosAngle = dot(-L, normalize(light.Direction));
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 + V);
float cosLi = max(dot(N, L), 0.0);
float cosLh = max(dot(N, Lh), 0.0);
vec3 F = fresnelSchlick(F0, max(dot(Lh, V), 0.0));
float D = ndfGGX(cosLh, roughness);
float G = GeometrySmith(N, V, L, roughness);
vec3 kd = (1.0 - F) * (1.0 - metallic);
vec3 diffuseBRDF = kd * albedo;
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * NdotV);
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi * attenuation;
}
// ---------- IBL ----------
vec3 IBL(vec3 F0, vec3 N, vec3 V, float NdotV, float roughness, float metallic, vec3 albedo) {
vec3 irradiance = texture(u_EnvIrradianceTex, N).rgb;
vec3 F = fresnelSchlickRoughness(F0, NdotV, roughness);
vec3 kd = (1.0 - F) * (1.0 - metallic);
vec3 diffuseIBL = albedo * irradiance;
vec3 R = 2.0 * NdotV * N - V; // 反射向量
int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
vec3 specularIrradiance = textureLod(
u_EnvRadianceTex,
RotateVectorAboutY(u_EnvMapRotation, R),
roughness * u_EnvRadianceTexLevels
).rgb;
vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(NdotV, 1.0 - roughness)).rg;
vec3 specularIBL = specularIrradiance * (F * specularBRDF.x + specularBRDF.y);
return kd * diffuseIBL + specularIBL;
}
// ---------- 阴影 ----------
float calculateShadow(vec4 fragPosLightSpace, vec3 normal, vec3 lightDir) {
if (u_ShadowEnabled == 0) return 0.0;
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords = projCoords * 0.5 + 0.5;
if (projCoords.z > 1.0 || projCoords.x < 0.0 || projCoords.x > 1.0 || projCoords.y < 0.0 || projCoords.y > 1.0)
return 0.0;
float closestDepth = texture(u_ShadowMap, projCoords.xy).r;
float currentDepth = projCoords.z;
float bias = max(u_ShadowBias * (1.0 - dot(normal, lightDir)), u_ShadowBias * 0.1);
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 * u_ShadowIntensity; // 应用阴影强度
}
// ==================== 主函数 ====================
void main() {
vec2 uv = v_TexCoord;
float depth = texture(u_Depth, uv).r;
if (depth >= 1.0) {
vec3 dir = worldDirFromUV(uv);
vec3 skyColor = textureLod(u_Skybox, dir, u_SkyTextureLod).rgb * u_SkyIntensity;
o_Color = vec4(skyColor, 1.0);
return;
}
vec4 albedoMetal = texture(u_AlbedoMetallic, uv);
vec4 normalRough = texture(u_NormalRoughness, uv);
vec4 emissiveAO = texture(u_EmissiveAO, uv);
vec3 albedo = albedoMetal.rgb;
float metallic = albedoMetal.a;
vec3 normal = normalRough.rgb * 2.0 - 1.0;
float roughness = normalRough.a;
vec3 emissive = emissiveAO.rgb;
float ao = emissiveAO.a;
vec3 worldPos = worldPosFromDepth(uv, depth);
vec3 V = normalize(u_CameraPosition - worldPos);
float NdotV = clamp(dot(normal, V), 0.0, 1.0);
vec3 F0 = mix(Fdielectric, albedo, metallic);
vec3 Lo = vec3(0.0);
// Direction Light
if (u_DirectionalLights.Intensity > 0.0) {
Lo += ComputeDirectionalLight(u_DirectionalLights, F0, normal, V, NdotV, albedo, roughness, metallic);
}
// Point Light
for (int i = 0; i < u_PointLightCount; ++i) {
Lo += ComputePointLight(u_PointLights[i], F0, normal, V, NdotV, albedo, roughness, metallic, worldPos);
}
// Spot light
for (int i = 0; i < u_SpotLightCount; ++i) {
Lo += ComputeSpotLight(u_SpotLights[i], F0, normal, V, NdotV, albedo, roughness, metallic, worldPos);
}
float shadowFactor = 1.0;
if (u_ShadowEnabled > 0 && u_DirectionalLights.CastShadows && u_DirectionalLights.Intensity > 0.0) {
vec4 fragPosLightSpace = u_LightSpaceMatrix * vec4(worldPos, 1.0);
float shadow = calculateShadow(fragPosLightSpace, normal, u_DirectionalLights.Direction);
shadowFactor = 1.0 - shadow;
}
Lo *= shadowFactor;
// 计算 IBL
vec3 ibl = IBL(F0, normal, V, NdotV, roughness, metallic, albedo) * u_IBLContribution;
vec3 finalColor = Lo + ibl + emissive;
o_Color = vec4(finalColor, 1.0);
}

View File

@ -4,10 +4,13 @@
#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()
{
gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0);

View File

@ -1,36 +0,0 @@
// 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);
}

View File

@ -1,8 +1,8 @@
// -----------------------------
// -- Based on Hazel PBR shader --
// -- From Hazel Engine 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)
@ -21,25 +21,19 @@ 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;
mat3 WorldTransform;
vec3 Binormal;
vec3 ViewPosition;
vec4 FragPosLightSpace;
vec2 TexCoord;
mat3 WorldNormals;
vec3 Binormal;
} vs_Output;
void main()
@ -49,21 +43,15 @@ 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.WorldTransform = mat3(u_Transform);
vs_Output.Binormal = 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.Binormal = mat3(boneTransform) * a_Binormal;
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;
gl_Position = u_ViewProjectionMatrix * u_Transform * localPosition;
}
#type fragment
@ -73,128 +61,102 @@ 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 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;
struct Light {
vec3 Direction;
vec3 Radiance;
float Multiplier;
};
in VertexOutput
{
vec3 WorldPosition;
vec3 WorldPosition;
vec3 Normal;
vec2 TexCoord;
mat3 WorldNormals;
mat3 WorldTransform;
vec3 Binormal;
vec3 ViewPosition;
vec4 FragPosLightSpace;
vec2 TexCoord;
mat3 WorldNormals;
vec3 Binormal;
} vs_Input;
layout(location = 0) out vec4 color;
layout(location = 1) out vec4 o_BloomColor;
layout(location=0) out vec4 color;
uniform DirectionalLight u_DirectionalLights;
uniform Light lights;
uniform vec3 u_CameraPosition;
uniform int u_PointLightCount;
uniform PointLight u_PointLights;
uniform int u_SpotLightCount;
uniform SpotLight u_SpotLights;
// PBR
// PBR texture inputs
uniform sampler2D u_AlbedoTexture;
uniform sampler2D u_NormalTexture;
uniform sampler2D u_MetalnessTexture;
uniform sampler2D u_RoughnessTexture;
// environment
// Environment maps
uniform samplerCube u_EnvRadianceTex;
uniform samplerCube u_EnvIrradianceTex;
// BRDF LUT
uniform sampler2D u_BRDFLUTTexture;
uniform float u_IBLContribution;
uniform float u_BloomThreshold;
uniform float u_EnvMapRotation;
// baseColor
uniform vec3 u_AlbedoColor;
uniform vec3 u_AlbedoColor;
uniform float u_Metalness;
uniform float u_Roughness;
// textureToggle
uniform float u_EnvMapRotation;
// Toggles
uniform float u_RadiancePrefilter;
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;
// Emissive
uniform sampler2D u_EmissiveTexture;
uniform float u_EmissiveTexToggle;
uniform vec3 u_EmissiveColor;
uniform float u_EmissiveIntensity;
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;
// ---------- PBR param func ----------
// GGX/Towbridge-Reitz normal distribution function.
// Uses Disney's reparametrization of alpha = roughness^2
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);
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 k = (r*r) / 8.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
@ -204,293 +166,165 @@ 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);
}
}
// ---------- direction light ----------
vec3 ComputeDirectionalLight(DirectionalLight light, vec3 F0, PBRParameters params)
// ---------------------------------------------------------------------------------------------------
// 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)
{
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;
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
}
vec3 ComputePointLight(PointLight light, vec3 F0, PBRParameters params, vec3 worldPos)
vec2 Hammersley(uint i, uint N)
{
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;
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
}
vec3 ComputeSpotLight(SpotLight light, vec3 F0, PBRParameters params, vec3 worldPos)
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N)
{
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;
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;
}
float TotalWeight = 0.0;
vec3 Lighting(vec3 F0)
vec3 PrefilterEnvMap(float Roughness, vec3 R)
{
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);
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 = 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 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * m_Params.NdotV);
result += (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
}
return result;
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;
}
// ---------- 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))
);
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);
// 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);
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;
}
return result;
}
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);
vec3 specularIrradiance = textureLod(
u_EnvRadianceTex,
RotateVectorAboutY(u_EnvMapRotation, Lr),
m_Params.Roughness * u_EnvRadianceTexLevels
).rgb;
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;
vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(m_Params.NdotV, 1.0 - m_Params.Roughness)).rg;
vec3 specularIBL = specularIrradiance * (F * specularBRDF.x + specularBRDF.y);
// 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;
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()
{
float alpha = 1.0;
if (u_AlbedoTexToggle > 0.5) {
vec4 albedoWithAlpha = texture(u_AlbedoTexture, vs_Input.TexCoord);
m_Params.Albedo = albedoWithAlpha.rgb;
alpha = albedoWithAlpha.a;
} else {
m_Params.Albedo = u_AlbedoColor;
alpha = 1.0;
}
// 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.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);
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;
vec3 emissive = u_EmissiveColor;
if (u_EmissiveTexToggle > 0.5) {
emissive = texture(u_EmissiveTexture, vs_Input.TexCoord).rgb;
}
emissive *= u_EmissiveIntensity;
vec3 finalRGB = lightContribution + iblContribution + emissive;
vec4 finalColor = vec4(finalRGB, alpha);
color = finalColor;
// 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);
color = vec4(lightContribution + iblContribution, 1.0);
}

View File

@ -1,8 +1,8 @@
// -----------------------------
// -- Based on Hazel PBR shader --
// -- From Hazel Engine 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)
@ -19,153 +19,94 @@ 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);
}
#type fragment
#version 430 core
layout(location = 0) out vec4 outAlbedoMetal;
layout(location = 1) out vec4 outNormalRoughness;
layout(location = 2) out vec4 outEmissiveAO;
layout(location = 3) out vec4 outColor;
layout(location = 4) out vec4 outBloomColor;
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 DirectionalLight {
struct Light {
vec3 Direction;
vec3 Radiance;
float Intensity;
bool CastShadows;
float Multiplier;
};
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;
uniform bool u_GBufferMode;
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
// PBR texture inputs
uniform sampler2D u_AlbedoTexture;
uniform sampler2D u_NormalTexture;
uniform sampler2D u_MetalnessTexture;
uniform sampler2D u_RoughnessTexture;
// environment
// Environment maps
uniform samplerCube u_EnvRadianceTex;
uniform samplerCube u_EnvIrradianceTex;
// BRDF LUT
uniform sampler2D u_BRDFLUTTexture;
uniform float u_IBLContribution;
uniform float u_BloomThreshold;
uniform float u_EnvMapRotation;
// baseColor
uniform vec3 u_AlbedoColor;
uniform vec3 u_AlbedoColor;
uniform float u_Metalness;
uniform float u_Roughness;
// textureToggle
uniform float u_EnvMapRotation;
// Toggles
uniform float u_RadiancePrefilter;
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;
// Emissive
uniform sampler2D u_EmissiveTexture;
uniform float u_EmissiveTexToggle;
uniform vec3 u_EmissiveColor;
uniform float u_EmissiveIntensity;
struct PBRParameters
{
vec3 Albedo;
float Roughness;
float Metalness;
vec3 Normal;
vec3 View;
float NdotV;
@ -173,33 +114,53 @@ struct PBRParameters
PBRParameters m_Params;
// ---------- PBR param func ----------
// GGX/Towbridge-Reitz normal distribution function.
// Uses Disney's reparametrization of alpha = roughness^2
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);
@ -207,97 +168,77 @@ 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);
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
}
// ---------- direction light ----------
vec3 ComputeDirectionalLight(DirectionalLight light, vec3 F0, PBRParameters params)
vec2 Hammersley(uint i, uint N)
{
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;
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
}
vec3 ComputePointLight(PointLight light, vec3 F0, PBRParameters params, vec3 worldPos)
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N)
{
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 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 ComputeSpotLight(SpotLight light, vec3 F0, PBRParameters params, vec3 worldPos)
float TotalWeight = 0.0;
vec3 PrefilterEnvMap(float Roughness, vec3 R)
{
vec3 lightVec = light.Position - worldPos;
float dist = length(lightVec);
if (dist > light.Range) return vec3(0.0);
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 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)
@ -305,20 +246,22 @@ vec3 Lighting(vec3 F0)
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 Li = -lights.Direction;
vec3 Lradiance = lights.Radiance * lights.Multiplier;
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 = GeometrySmith(m_Params.Normal, m_Params.View, Li, m_Params.Roughness);
float G = gaSchlickGGX(cosLi, m_Params.NdotV, 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;
@ -326,172 +269,54 @@ 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);
vec3 specularIrradiance = textureLod(
u_EnvRadianceTex,
RotateVectorAboutY(u_EnvMapRotation, Lr),
m_Params.Roughness * u_EnvRadianceTexLevels
).rgb;
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;
// 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()
{
// === 1. 采样基础属性(所有模式都需要) ===
vec4 albedoWithAlpha = texture(u_AlbedoTexture, vs_Input.TexCoord);
vec3 albedo = u_AlbedoTexToggle > 0.5 ? albedoWithAlpha.rgb : u_AlbedoColor;
float alpha = u_AlbedoTexToggle > 0.5 ? albedoWithAlpha.a : 1.0;
// 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
float metallic = u_MetalnessTexToggle > 0.5 ? texture(u_MetalnessTexture, vs_Input.TexCoord).r : u_Metalness;
float roughness = u_RoughnessTexToggle > 0.5 ? texture(u_RoughnessTexture, vs_Input.TexCoord).r : u_Roughness;
roughness = max(roughness, 0.05);
// === 2. 法线计算(世界空间) ===
vec3 normal = normalize(vs_Input.Normal);
// Normals (either from vertex or map)
m_Params.Normal = normalize(vs_Input.Normal);
if (u_NormalTexToggle > 0.5)
{
vec3 tangentNormal = texture(u_NormalTexture, vs_Input.TexCoord).rgb * 2.0 - 1.0;
normal = normalize(vs_Input.WorldNormals * tangentNormal);
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);
}
// === 3. 自发光计算 ===
vec3 emissive = u_EmissiveColor;
if (u_EmissiveTexToggle > 0.5)
emissive = texture(u_EmissiveTexture, vs_Input.TexCoord).rgb;
emissive *= u_EmissiveIntensity;
// === 4. GBuffer 模式:直接输出到多个目标 ===
if (u_GBufferMode)
{
outAlbedoMetal = vec4(albedo, metallic);
outNormalRoughness = vec4(normal * 0.5 + 0.5, roughness);
outEmissiveAO = vec4(emissive, 1.0); // AO 暂设为 1.0
return; // 提前结束
}
// === 5. 非 GBuffer 模式:继续 PBR 光照计算 ===
// 填充 PBRParameters
m_Params.Albedo = albedo;
m_Params.Metalness = metallic;
m_Params.Roughness = roughness;
m_Params.Normal = 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;
// Fresnel reflectance, metals use albedo
vec3 F0 = mix(Fdielectric, m_Params.Albedo, m_Params.Metalness);
// 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;
}
vec3 lightContribution = Lighting(F0);
vec3 iblContribution = IBL(F0, Lr);
// 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;
vec3 finalRGB = lightContribution + iblContribution + emissive;
vec4 finalColor = vec4(finalRGB, alpha);
outColor = finalColor;
// Bloom
float brightness = dot(finalColor.rgb, vec3(0.2126, 0.7152, 0.0722));
outBloomColor = brightness > u_BloomThreshold ? finalColor : vec4(0.0, 0.0, 0.0, 1.0);
color = vec4(lightContribution + iblContribution, 1.0);
// color = vec4(iblContribution, 1.0);
}

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@ -1,159 +0,0 @@
#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);
}

View File

@ -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 int a_TexIndex;
layout(location = 3) in float a_TexIndex;
layout(location = 4) in float a_TilingFactor;
uniform mat4 u_ViewProjection;
out vec4 v_Color;
out vec2 v_TexCoord;
flat out int v_TexIndex;
out float v_TexIndex;
out float v_TilingFactor;
void main()
@ -32,17 +32,12 @@ layout(location = 0) out vec4 color;
in vec4 v_Color;
in vec2 v_TexCoord;
flat in int v_TexIndex;
in float v_TexIndex;
in float v_TilingFactor;
uniform sampler2D u_Textures[32];
void main()
{
vec4 texColor = texture(u_Textures[v_TexIndex], v_TexCoord * v_TilingFactor) * v_Color;
if(texColor.a < 0.1)
discard;
color = texColor;
color = texture(u_Textures[int(v_TexIndex)], v_TexCoord * v_TilingFactor) * v_Color;
}

View File

@ -1,44 +0,0 @@
// 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;
}

View File

@ -20,46 +20,38 @@ layout(location = 0) out vec4 o_Color;
in vec2 v_TexCoord;
uniform sampler2D u_HDRTexture; // 来自 LightingPass 的 HDR 颜色
uniform sampler2D u_BloomTexture; // 来自 BloomBlendPass 的 Bloom 纹理
uniform sampler2DMS u_Texture;
uniform float u_Exposure;
uniform int u_TextureSamples;
uniform bool u_EnableAutoExposure;
uniform float u_ManualExposure;
layout(std430, binding = 2) buffer Exposure
vec4 MultiSampleTexture(sampler2DMS tex, ivec2 texCoord, int samples)
{
float u_Exposure;
};
vec4 result = vec4(0.0);
for (int i = 0; i < samples; i++)
result += texelFetch(tex, texCoord, i);
uniform bool u_EnableBloom;
const float gamma = 2.2;
const float pureWhite = 1.0;
result /= float(samples);
return result;
}
void main()
{
// 采样 HDR 颜色(单样本)
vec3 color = texture(u_HDRTexture, v_TexCoord).rgb;
const float gamma = 2.2;
const float pureWhite = 1.0;
// 混合 Bloom如果启用
if (u_EnableBloom)
{
vec3 bloomColor = texture(u_BloomTexture, v_TexCoord).rgb;
color += bloomColor; // 在 HDR 空间混合
}
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;
// 应用曝光
if (u_EnableAutoExposure)
color *= u_Exposure;
else
color *= u_ManualExposure;
// Reinhard 色调映射
// Reinhard tonemapping operator.
// see: "Photographic Tone Reproduction for Digital Images", eq. 4
float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));
float mappedLuminance = (luminance * (1.0 + luminance / (pureWhite * pureWhite))) / (1.0 + luminance);
// 按亮度比例缩放颜色
// Scale color by ratio of average luminances.
vec3 mappedColor = (mappedLuminance / luminance) * color;
// Gamma 校正
// Gamma correction.
o_Color = vec4(pow(mappedColor, vec3(1.0 / gamma)), 1.0);
}

View File

@ -1,23 +0,0 @@
// 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()
{
}

View File

@ -1,35 +0,0 @@
// 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()
{
}

View File

@ -24,13 +24,10 @@ layout(location = 0) out vec4 finalColor;
uniform samplerCube u_Texture;
uniform float u_TextureLod;
uniform float u_SkyIntensity;
in vec3 v_Position;
void main()
{
vec3 color = textureLod(u_Texture, v_Position, u_TextureLod).rgb * u_SkyIntensity;
finalColor = vec4(color, 1.0);
finalColor = textureLod(u_Texture, v_Position, u_TextureLod);
}

View File

@ -1,102 +0,0 @@
[Window][DockSpace Demo]
Pos=0,0
Size=2560,1566
Collapsed=0
[Window][Debug##Default]
Pos=60,60
Size=400,400
Collapsed=0
[Window][Scene Hierarchy]
Pos=2089,24
Size=471,563
Collapsed=0
DockId=0x00000009,0
[Window][Properties]
Pos=2089,589
Size=471,977
Collapsed=0
DockId=0x0000000A,0
[Window][Scene Renderer]
Pos=0,843
Size=481,723
Collapsed=0
DockId=0x00000006,0
[Window][Materials]
Pos=0,24
Size=481,817
Collapsed=0
DockId=0x00000005,0
[Window][Script Engine Debug]
Pos=2089,589
Size=471,977
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=1604,955
Collapsed=0
DockId=0x0000000B,0
[Window][Environment]
Pos=2089,589
Size=471,977
Collapsed=0
DockId=0x0000000A,1
[Window][Project]
Pos=483,1015
Size=1604,551
Collapsed=0
DockId=0x0000000C,0
[Window][Objects]
Pos=483,1015
Size=1604,551
Collapsed=0
DockId=0x0000000C,1
[Window][Physics]
Pos=189,113
Size=468,371
Collapsed=0
[Window][##tool_bar]
Pos=483,24
Size=1604,32
Collapsed=0
DockId=0x00000001,0
[Docking][Data]
DockSpace ID=0xC0DFADC4 Window=0xD0388BC8 Pos=0,58 Size=2560,1542 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
DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1401,955 HiddenTabBar=1 Selected=0xC450F867
DockNode ID=0x0000000C Parent=0x00000002 SizeRef=1401,551 Selected=0x9C21DE82
DockNode ID=0x00000008 Parent=0xC0DFADC4 SizeRef=471,1542 Split=Y Selected=0x8C72BEA8
DockNode ID=0x00000009 Parent=0x00000008 SizeRef=315,563 Selected=0xB8729153
DockNode ID=0x0000000A Parent=0x00000008 SizeRef=315,977 Selected=0x73E3D51F

View File

@ -5,7 +5,6 @@ namespace Example
public class BasicController : Entity
{
public float Speed;
public float DistanceFromPlayer = 20.0F;
private Entity m_PlayerEntity;
@ -16,17 +15,13 @@ namespace Example
public void OnUpdate(float ts)
{
/*
Mat4 transform = GetTransform();
Vec3 playerTranstation = m_PlayerEntity.GetTransform().Translation;
Vec3 translation = transform.Translation;
translation.XY = playerTranstation.XY;
translation.Z = playerTranstation.Z + DistanceFromPlayer;
translation.XY = m_PlayerEntity.GetTransform().Translation.XY;
translation.Y = Math.Max(translation.Y, 4.5f);
transform.Translation = translation;
SetTransform(transform);
*/
}

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@ -1,166 +0,0 @@
using Prism;
namespace FPSExample
{
public class FPSPlayer : Entity
{
public float WalkingSpeed = 10.0f;
public float RunSpeed = 20.0f;
public float JumpForce = 50.0f;
[NonSerialized]
public float MouseSensitivity = 10.0f;
public float CameraForwardOffset = 0.5f;
public float CameraYOffset = 0.5f;
private bool m_Colliding = false;
private float m_CurrentSpeed;
private RigidBodyComponent m_RigidBody;
private TransformComponent m_Transform;
private TransformComponent m_CameraTransform;
private Entity m_CameraEntity;
private Vec2 m_LastMousePosition;
private float m_CurrentYMovement = 0.0f;
private Vec2 m_MovementDirection = new Vec2(0.0f);
private bool m_ShouldJump = false;
void OnCreate()
{
m_Transform = GetComponent<TransformComponent>();
m_RigidBody = GetComponent<RigidBodyComponent>();
m_CurrentSpeed = WalkingSpeed;
AddCollisionBeginCallback((n) => { m_Colliding = true; });
AddCollisionEndCallback((n) => { m_Colliding = false; });
m_CameraEntity = FindEntityByTag("Camera");
m_CameraTransform = m_CameraEntity.GetComponent<TransformComponent>();
m_LastMousePosition = Input.GetMousePosition();
Input.SetCursorMode(Input.CursorMode.Locked);
}
void OnUpdate(float ts)
{
if (Input.IsKeyPressed(KeyCode.Escape) && Input.GetCursorMode() == Input.CursorMode.Locked)
Input.SetCursorMode(Input.CursorMode.Normal);
if(Input.IsMouseButtonPressed(Input.MouseButton.Left) && Input.GetCursorMode() == Input.CursorMode.Normal)
Input.SetCursorMode(Input.CursorMode.Locked);
m_CurrentSpeed = Input.IsKeyPressed(KeyCode.LeftControl) ? RunSpeed : WalkingSpeed;
UpdateRayCasting();
UpdateMovementInput();
UpdateRotation(ts);
UpdateCameraTransform();
}
private void UpdateRotation(float ts)
{
Vec2 currentMousePosition = Input.GetMousePosition();
Vec2 delta = m_LastMousePosition - currentMousePosition;
float m_CurrentYMovement = delta.X * MouseSensitivity * ts;
float xRotation = delta.Y * MouseSensitivity * ts;
m_RigidBody.Rotate(new Vec3(0.0f, m_CurrentYMovement, 0.0f));
if (delta.X != 0 || delta.Y != 0)
{
m_CameraTransform.Rotation += new Vec3(xRotation, m_CurrentYMovement, 0.0f);
}
m_CameraTransform.Rotation = new Vec3(Mathf.Clamp(m_CameraTransform.Rotation.X, -89.0f, 89.0f), m_CameraTransform.Rotation.YZ);
m_LastMousePosition = currentMousePosition;
}
private void UpdateMovementInput()
{
if (Input.IsKeyPressed(KeyCode.W))
m_MovementDirection.Y += 1.0f;
else if (Input.IsKeyPressed(KeyCode.S))
m_MovementDirection.Y -= 1.0f;
else
m_MovementDirection.Y = 0.0f;
if(Input.IsKeyPressed(KeyCode.A))
m_MovementDirection.X -= 1.0f;
else if (Input.IsKeyPressed(KeyCode.D))
m_MovementDirection.X += 1.0f;
else
m_MovementDirection.X = 0.0f;
m_ShouldJump = Input.IsKeyPressed(KeyCode.Space) && !m_ShouldJump;
}
Collider[] colliders = new Collider[10];
private void UpdateRayCasting()
{
RaycastHit hitInfo;
if (Input.IsKeyPressed(KeyCode.H) &&
Physics.Raycast(m_CameraTransform.Translation + (m_CameraTransform.Transform.Forward),
m_CameraTransform.Transform.Forward, 20.0f, out hitInfo))
{
FindEntityByID(hitInfo.EntityID).GetComponent<MeshComponent>().Mesh.GetMaterial(0).Set("u_AlbedoColor", new Vec3(1.0f ,0.0f, 0.0f));
}
if (Input.IsKeyPressed(KeyCode.I))
{
// NOTE: The NonAlloc version of Overlap functions should be used when possible since it doesn't allocate a new array
// whenever you call it. The normal versions allocates a brand new array every time.
int numColliders = Physics.OverlapBoxNonAlloc(m_Transform.Translation, new Vec3(1.0f), colliders);
Console.WriteLine("Colliders: {0}", numColliders);
// When using NonAlloc it's not safe to use a foreach loop since some of the colliders may not exist
for (int i = 0; i < numColliders; i++)
{
Console.WriteLine(colliders[i]);
}
}
}
void OnPhysicsUpdate(float fixedTimeStep)
{
UpdateMovement();
}
private void UpdateMovement()
{
m_RigidBody.Rotate(new Vec3(0.0f, m_CurrentYMovement, 0.0f));
Vec3 movement = m_CameraTransform.Transform.Right * m_MovementDirection.X + m_CameraTransform.Transform.Forward * m_MovementDirection.Y;
if (m_MovementDirection.LengthSquared() != 0.0f)
{
movement.Normalize();
Vec3 velocity = movement * m_CurrentSpeed;
velocity.Y = m_RigidBody.GetLinearVelocity().Y;
m_RigidBody.SetLinearVelocity(velocity);
}
if (m_ShouldJump && m_Colliding)
{
m_RigidBody.AddForce(Vec3.Up * JumpForce, RigidBodyComponent.ForceMode.Impulse);
m_ShouldJump = false;
}
}
private void UpdateCameraTransform(){
Vec3 position = m_Transform.Translation + m_CameraTransform.Transform.Forward * CameraForwardOffset;
position.Y += m_Transform.Translation.Y + CameraYOffset;
m_CameraTransform.Translation = position;
}
}
}

View File

@ -78,7 +78,6 @@ namespace Example
void OnUpdate(float ts)
{
/*
Mat4 transform = GetTransform();
Vec3 translation = transform.Translation;
translation.Y += ts * speed;
@ -92,7 +91,6 @@ namespace Example
transform.Translation = translation;
SetTransform(transform);
*/
}

View File

@ -72,11 +72,9 @@ namespace Example
if (Input.IsKeyPressed(KeyCode.R))
{
/*
Mat4 transform = GetTransform();
transform.Translation = new Vec3(0.0f);
SetTransform(transform);
*/
}
}

View File

@ -1,104 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Prism;
namespace Example
{
class PlayerSphere : Entity
{
public float HorizontalForce = 10.0f;
public float JumpForce = 10.0f;
private RigidBodyComponent m_PhysicsBody;
private MaterialInstance m_MeshMaterial;
public int m_CollisionCounter = 0;
public Vec3 MaxSpeed = new Vec3();
private bool Colliding => m_CollisionCounter > 0;
private TransformComponent m_Transform;
void OnCreate()
{
m_PhysicsBody = GetComponent<RigidBodyComponent>();
m_Transform = GetComponent<TransformComponent>();
MeshComponent meshComponent = GetComponent<MeshComponent>();
m_MeshMaterial = meshComponent.Mesh.GetMaterial(0);
m_MeshMaterial.Set("u_Metalness", 0.0f);
AddCollisionBeginCallback(OnPlayerCollisionBegin);
AddCollisionEndCallback(OnPlayerCollisionEnd);
AddTriggerBeginCallback(OnPlayerTriggerBegin);
AddTriggerEndCallback(OnPlayerTriggerEnd);
}
void OnPlayerCollisionBegin(float value)
{
m_CollisionCounter++;
}
void OnPlayerCollisionEnd(float value)
{
m_CollisionCounter--;
}
void OnPlayerTriggerBegin(float value)
{
Console.WriteLine("Player trigger begin");
}
void OnPlayerTriggerEnd(float value)
{
Console.WriteLine("Player trigger end");
}
void OnUpdate(float ts)
{
float movementForce = HorizontalForce;
if (!Colliding)
{
movementForce *= 0.4f;
}
if (Input.IsKeyPressed(KeyCode.W))
m_PhysicsBody.AddForce(m_Transform.Transform.Forward * movementForce);
else if (Input.IsKeyPressed(KeyCode.S))
m_PhysicsBody.AddForce(m_Transform.Transform.Forward * -movementForce);
if (Input.IsKeyPressed(KeyCode.D))
m_PhysicsBody.AddForce(m_Transform.Transform.Right * movementForce);
else if (Input.IsKeyPressed(KeyCode.A))
m_PhysicsBody.AddForce(m_Transform.Transform.Right * -movementForce);
if (Colliding && Input.IsKeyPressed(KeyCode.Space))
m_PhysicsBody.AddForce(m_Transform.Transform.Up * JumpForce);
if (Colliding)
m_MeshMaterial.Set("u_AlbedoColor", new Vec3(1.0f, 0.0f, 0.0f));
else
m_MeshMaterial.Set("u_AlbedoColor", new Vec3(0.8f, 0.8f, 0.8f));
Vec3 linearVelocity = m_PhysicsBody.GetLinearVelocity();
linearVelocity.Clamp(new Vec3(-MaxSpeed.X, -1000, -MaxSpeed.Z), MaxSpeed);
m_PhysicsBody.SetLinearVelocity(linearVelocity);
if (Input.IsKeyPressed(KeyCode.R))
{
/*
Mat4 transform = GetTransform();
transform.Translation = new Vec3(0.0f);
SetTransform(transform);
*/
}
}
}
}

View File

@ -21,7 +21,6 @@ namespace Example
public void OnUpdate(float ts)
{
/*
Rotation += ts;
@ -35,10 +34,19 @@ namespace Example
translation.Z += Velocity.Z * ts;
translation.Y -= SinkRate * ts;
/*
if (Input.IsKeyPressed(KeyCode.Up))
translation.Y += speed;
else if (Input.IsKeyPressed(KeyCode.Down))
translation.Y -= speed;
if (Input.IsKeyPressed(KeyCode.Right))
translation.X += speed;
else if (Input.IsKeyPressed(KeyCode.Left))
translation.X -= speed;
*/
transform.Translation = translation;
SetTransform(transform);
*/
}
}

View File

@ -14,7 +14,6 @@ namespace Example
void OnUpdate(float ts)
{
/*
Mat4 transform = GetTransform();
Vec3 translation = transform.Translation;
@ -22,7 +21,6 @@ namespace Example
transform.Translation = translation;
SetTransform(transform);
*/
}
}

View File

@ -7,14 +7,4 @@
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<Content Include="bin\Debug\net9.0\Prism-ScriptCore.deps.json" />
<Content Include="bin\Debug\net9.0\Prism-ScriptCore.dll" />
<Content Include="bin\Debug\net9.0\Prism-ScriptCore.pdb" />
<Content Include="bin\Release\net9.0\Prism-ScriptCore.deps.json" />
<Content Include="bin\Release\net9.0\Prism-ScriptCore.dll" />
<Content Include="bin\Release\net9.0\Prism-ScriptCore.pdb" />
<Content Include="Prism-ScriptCore.sln" />
</ItemGroup>
</Project>

View File

@ -1,8 +1,5 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 18
VisualStudioVersion = 18.1.11312.151 d18.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prism-ScriptCore", "Prism-ScriptCore.csproj", "{B94EF710-0487-4388-97E3-B650761A849C}"
EndProject
Global
@ -16,10 +13,4 @@ Global
{B94EF710-0487-4388-97E3-B650761A849C}.Release|Any CPU.ActiveCfg = Release|Any CPU
{B94EF710-0487-4388-97E3-B650761A849C}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {BA69725C-3CFE-4882-9EDF-2A8E92423E8F}
EndGlobalSection
EndGlobal

View File

@ -5,54 +5,14 @@ namespace Prism
{
public class Entity
{
private Action<float>? m_CollisionBeginCallbacks;
private Action<float>? m_CollisionEndCallbacks;
private Action<float>? m_Collision2DBeginCallbacks;
private Action<float>? m_Collision2DEndCallbacks;
private Action<float>? m_TriggerBeginCallbacks;
private Action<float>? m_TriggerEndCallbacks;
public ulong ID { get; private set; }
~Entity()
{
}
public Vec3 Translation
{
get
{
return GetComponent<TransformComponent>().Translation;
}
set
{
GetComponent<TransformComponent>().Translation = value;
}
}
public Vec3 Rotation
{
get
{
return GetComponent<TransformComponent>().Rotation;
}
set
{
GetComponent<TransformComponent>().Rotation = value;
}
}
public Vec3 Scale
{
get
{
return GetComponent<TransformComponent>().Scale;
}
set
{
GetComponent<TransformComponent>().Scale = value;
}
}
private List<Action<float>> m_Collision2DBeginCallbacks = new List<Action<float>>();
private List<Action<float>> m_Collision2DEndCallbacks = new List<Action<float>>();
protected Entity() { ID = 0; }
@ -91,86 +51,50 @@ namespace Prism
return new Entity(entityID);
}
public Entity FindEntityByID(ulong entityID)
public Mat4 GetTransform()
{
// TODO: to verify it
return new Entity(entityID);
Mat4 mat4Instance;
GetTransform_Native(ID, out mat4Instance);
return mat4Instance;
}
public void SetTransform(Mat4 transform)
{
SetTransform_Native(ID, ref transform);
}
public void AddCollision2DBeginCallback(Action<float> callback)
{
m_Collision2DBeginCallbacks += callback;
m_Collision2DBeginCallbacks.Add(callback);
}
public void AddCollision2DEndCallback(Action<float> callback)
{
m_Collision2DEndCallbacks += callback;
m_Collision2DEndCallbacks.Add(callback);
}
public void AddCollisionBeginCallback(Action<float> callback)
{
m_CollisionBeginCallbacks += callback;
}
public void AddCollisionEndCallback(Action<float> callback)
{
m_CollisionEndCallbacks += callback;
}
public void AddTriggerBeginCallback(Action<float> callback)
{
m_TriggerBeginCallbacks += callback;
}
public void AddTriggerEndCallback(Action<float> callback)
{
m_TriggerEndCallbacks += callback;
}
private void OnCollisionBegin(float data)
{
if (m_CollisionBeginCallbacks != null)
m_CollisionBeginCallbacks.Invoke(data);
}
private void OnCollisionEnd(float data)
{
if (m_CollisionEndCallbacks != null)
m_CollisionEndCallbacks.Invoke(data);
}
private void OnCollision2DBegin(float data)
{
if(m_Collision2DBeginCallbacks != null)
m_Collision2DBeginCallbacks.Invoke(data);
foreach (var callback in m_Collision2DBeginCallbacks)
callback.Invoke(data);
}
private void OnCollision2DEnd(float data)
{
if(m_Collision2DEndCallbacks != null)
m_Collision2DEndCallbacks.Invoke(data);
foreach (var callback in m_Collision2DEndCallbacks)
callback.Invoke(data);
}
private void OnTriggerBegin(float data)
{
if (m_TriggerBeginCallbacks != null)
m_TriggerBeginCallbacks.Invoke(data);
}
private void OnTriggerEnd(float data)
{
if (m_TriggerEndCallbacks != null)
m_TriggerEndCallbacks.Invoke(data);
}
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void CreateComponent_Native(ulong entityID, Type type);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool HasComponent_Native(ulong entityID, Type type);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void GetTransform_Native(ulong entityID, out Mat4 matrix);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void SetTransform_Native(ulong entityID, ref Mat4 matrix);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern ulong FindEntityByTag_Native(string tag);
}
}

View File

@ -4,61 +4,14 @@ namespace Prism
{
public class Input
{
public enum CursorMode
{
Normal = 0,
Hidden = 1,
Locked = 2,
}
public enum MouseButton
{
Button0 = 0,
Button1 = 1,
Button2 = 2,
Button3 = 3,
Button4 = 4,
Button5 = 5,
Left = Button0,
Right = Button1,
Middle = Button2
}
public static bool IsKeyPressed(KeyCode keycode)
{
return IsKeyPressed_Native(keycode);
}
public static bool IsMouseButtonPressed(MouseButton button)
{
return IsMouseButtonPressed_Native(button);
}
public static Vec2 GetMousePosition()
{
GetMousePosition_Native(out Vec2 position);
return position;
}
public static void SetCursorMode(CursorMode mode) => SetCursorMode_Native(mode);
public static CursorMode GetCursorMode() => GetCursorMode_Native();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool IsKeyPressed_Native(KeyCode keycode);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool IsMouseButtonPressed_Native(MouseButton button);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void GetMousePosition_Native(out Vec2 position);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void SetCursorMode_Native(CursorMode mode);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern CursorMode GetCursorMode_Native();
}
}

View File

@ -1,16 +0,0 @@
namespace Prism
{
public static class Mathf
{
public const float DegreeToRadians = (float)Math.PI * 2.0f / 360.0f;
public const float RadiansToDegrees = 360.0f / ((float)Math.PI * 2.0f);
public static float Clamp(float value, float min, float max)
{
if (value < min) return min;
if (value > max) return max;
return value;
}
}
}

View File

@ -1,16 +0,0 @@
using System.Runtime.InteropServices;
namespace Prism
{
[StructLayout(LayoutKind.Sequential)]
public struct Transform
{
public Vec3 Position;
public Vec3 Rotation;
public Vec3 Scale;
public Vec3 Up { get; }
public Vec3 Right { get; }
public Vec3 Forward { get; }
}
}

View File

@ -8,8 +8,6 @@ namespace Prism
public float X;
public float Y;
public static Vec2 Zero = new Vec2(0.0f, 0.0f);
public Vec2(float scalar)
{
X = Y = scalar;
@ -27,68 +25,20 @@ namespace Prism
}
public void Clamp(Vec2 min, Vec2 max) {
X = Mathf.Clamp(X, min.X, max.X);
Y = Mathf.Clamp(Y, min.Y, max.Y);
if (X < min.X)
X = min.X;
if (X > max.X)
X = max.X;
if (Y < min.Y)
Y = min.Y;
if (Y > max.Y)
Y = max.Y;
}
public float LengthSquared()
{
return X * X + Y * Y;
}
public float Length()
{
return (float)Math.Sqrt(X * X + Y * Y);
}
public Vec2 SafeNormalized()
{
float length = Length();
if (length > float.Epsilon)
{
return new Vec2(X / length, Y / length);
}
else
{
return Zero;
}
}
public Vec2 Normalized()
{
float length = Length();
return new Vec2(X / length, Y / length);
}
public void SafeNormalize()
{
float length = Length();
if (length > float.Epsilon)
{
X = X / length;
Y = Y / length;
}
}
public void Normalize()
{
float length = Length();
X = X / length;
Y = Y / length;
}
public static Vec2 operator -(Vec2 l, Vec2 r)
{
return new Vec2(l.X - r.X, l.Y - r.Y);
}
public static Vec2 operator -(Vec2 vector)
{
return new Vec2(-vector.X, -vector.Y);
}
public override string ToString()
{
return $"({X}, {Y})";
}
}
}

View File

@ -5,12 +5,6 @@ namespace Prism
[StructLayout(LayoutKind.Sequential)]
public struct Vec3
{
public static Vec3 Zero = new Vec3(0.0f, 0.0f, 0.0f);
public static Vec3 Forward = new Vec3(0.0f, 0.0f, -1.0f);
public static Vec3 Right = new Vec3(1.0f, 0.0f, 0.0f);
public static Vec3 Up = new Vec3(0.0f, 1.0f, 0.0f);
public float X;
public float Y;
public float Z;
@ -20,24 +14,11 @@ namespace Prism
X = Y = Z = scalar;
}
public Vec3(Vec2 vec2) {
X = vec2.X;
Y = vec2.Y;
public Vec3(Vec2 vec) {
X = vec.X;
Y = vec.Y;
Z = 0.0f;
}
public Vec3(Vec2 vec2, float z) {
X = vec2.X;
Y = vec2.Y;
Z = z;
}
public Vec3(float x, Vec2 vec2)
{
X = x;
Y = vec2.X;
Z = vec2.Y;
}
public Vec3(float x, float y, float z)
{
@ -45,7 +26,6 @@ namespace Prism
Y = y;
Z = z;
}
public Vec3(Vec4 vec) {
X = vec.X;
@ -53,48 +33,6 @@ namespace Prism
Z = vec.Z;
}
public void Clamp(Vec3 min, Vec3 max)
{
X = Mathf.Clamp(X, min.X, max.X);
Y = Mathf.Clamp(Y, min.Y, max.Y);
Z = Mathf.Clamp(Z, min.Z, max.Z);
}
public float LengthSquared()
{
return X * X + Y * Y + Z * Z;
}
public float Length()
{
return (float)Math.Sqrt(X * X + Y * Y + Z * Z);
}
public Vec3 Normalized()
{
float length = Length();
if (length > float.Epsilon)
{
return new Vec3(X / length, Y / length, Z / length);
}
else
{
return Zero;
}
}
public void Normalize()
{
float length = Length();
if (length > float.Epsilon)
{
X = X / length;
Y = Y / length;
Z = Z / length;
}
}
public Vec2 XY {
get { return new Vec2(X, Y); }
set { X = value.X; Y = value.Y; }
@ -111,61 +49,5 @@ namespace Prism
set { Y = value.X; Z = value.Y; }
}
public static Vec3 operator *(Vec3 left, float scalar)
{
return new Vec3(left.X * scalar, left.Y * scalar, left.Z * scalar);
}
public static Vec3 operator *(float scalar, Vec3 right)
{
return new Vec3(scalar * right.X, scalar * right.Y, scalar * right.Z);
}
public static Vec3 operator +(Vec3 left, Vec3 right)
{
return new Vec3(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
}
public static Vec3 operator +(Vec3 left, float right)
{
return new Vec3(left.X + right, left.Y + right, left.Z + right);
}
public static Vec3 operator -(Vec3 left, Vec3 right)
{
return new Vec3(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
}
public static Vec3 operator /(Vec3 left, Vec3 right)
{
return new Vec3(left.X / right.X, left.Y / right.Y, left.Z / right.Z);
}
public static Vec3 operator /(Vec3 left, float scalar)
{
return new Vec3(left.X / scalar, left.Y / scalar, left.Z / scalar);
}
public static Vec3 operator-(Vec3 vector)
{
return new Vec3(-vector.X, -vector.Y, -vector.Z);
}
public static Vec3 Cos(Vec3 vector)
{
return new Vec3((float)Math.Cos(vector.X), (float)Math.Cos(vector.Y), (float)Math.Cos(vector.Z));
}
public static Vec3 Sin(Vec3 vector)
{
return new Vec3((float)Math.Sin(vector.X), (float)Math.Sin(vector.Y), (float)Math.Sin(vector.Z));
}
public override string ToString()
{
return $"({X}, {Y}, {Z})";
}
}
}

View File

@ -2,13 +2,13 @@ using System.Runtime.InteropServices;
namespace Prism
{
[StructLayout(LayoutKind.Sequential)]
[StructLayout(LayoutKind.Explicit)]
public struct Vec4
{
public float X;
public float Y;
public float Z;
public float W;
[FieldOffset(0)] public float X;
[FieldOffset(4)] public float Y;
[FieldOffset(8)] public float Z;
[FieldOffset(12)] public float W;
public Vec4(float scalar)
{

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@ -1,100 +0,0 @@
using System;
namespace Prism
{
public class Collider
{
public ulong EntityID { get; protected set; }
public bool IsTrigger { get; protected set; }
private Entity entity;
private RigidBodyComponent _rigidBodyComponent;
public Entity Entity
{
get
{
if (entity == null)
entity = new Entity(EntityID);
return entity;
}
}
public RigidBodyComponent RigidBody
{
get
{
if (_rigidBodyComponent == null)
_rigidBodyComponent = Entity.GetComponent<RigidBodyComponent>();
return _rigidBodyComponent;
}
}
public override string ToString()
{
string type = "Collider";
if (this is BoxCollider) type = "BoxCollider";
else if (this is SphereCollider) type = "SphereCollider";
else if (this is CapsuleCollider) type = "CapsuleCollider";
else if (this is MeshCollider) type = "MeshCollider";
return "Collider(" + type + ", " + EntityID + ", " + IsTrigger + ")";
}
}
public class BoxCollider : Collider
{
public Vec3 Size { get; protected set; }
public Vec3 Offset { get; protected set; }
internal BoxCollider(ulong entityID, bool isTrigger, Vec3 size, Vec3 offset)
{
EntityID = entityID;
Size = size;
Offset = offset;
IsTrigger = isTrigger;
}
}
public class SphereCollider : Collider
{
public float Radius { get; protected set; }
internal SphereCollider(ulong entityID, bool isTrigger, float radius)
{
EntityID = entityID;
Radius = radius;
IsTrigger = isTrigger;
}
}
public class CapsuleCollider : Collider
{
public float Radius { get; protected set; }
public float Height { get; protected set; }
internal CapsuleCollider(ulong entityID, bool isTrigger, float radius, float height)
{
EntityID = entityID;
Radius = radius;
Height = height;
IsTrigger = isTrigger;
}
}
public class MeshCollider : Collider
{
public Mesh Mesh { get; protected set; }
internal MeshCollider(ulong entityID, bool isTrigger, IntPtr filepath)
{
EntityID = entityID;
Mesh = new Mesh(filepath);
IsTrigger = isTrigger;
}
}
}

View File

@ -1,74 +0,0 @@
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Prism
{
[StructLayout(LayoutKind.Sequential)]
public struct RaycastHit
{
public ulong EntityID { get; private set; }
public Vec3 Position { get; private set; }
public Vec3 Normal { get; private set; }
public float Distance { get; private set; }
}
public static class Physics
{
public static bool Raycast(Vec3 origin, Vec3 direction, float maxDistance, out RaycastHit hit)
{
return Raycast_Native(ref origin, ref direction, maxDistance, out hit);
}
public static Collider[] OverlapBox(Vec3 origin, Vec3 halfSize)
{
return OverlapBox_Native(ref origin, ref halfSize);
}
public static Collider[] OverlapCapsule(Vec3 origin, float radius, float halfHeight)
{
return OverlapCapsule_Native(ref origin, radius, halfHeight);
}
public static Collider[] OverlapSphere(Vec3 origin, float radius)
{
return OverlapSphere_Native(ref origin, radius);
}
public static int OverlapBoxNonAlloc(Vec3 origin, Vec3 halfSize, Collider[] colliders)
{
return OverlapBoxNonAlloc_Native(ref origin, ref halfSize, colliders);
}
public static int OverlapCapsuleNonAlloc(Vec3 origin, float radius, float halfHeight, Collider[] colliders)
{
return OverlapCapsuleNonAlloc_Native(ref origin, radius, halfHeight, colliders);
}
public static int OverlapSphereNonAlloc(Vec3 origin, float radius, Collider[] colliders)
{
return OverlapSphereNonAlloc_Native(ref origin, radius, colliders);
}
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern bool Raycast_Native(ref Vec3 origin, ref Vec3 direction, float maxDistance, out RaycastHit hit);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern Collider[] OverlapBox_Native(ref Vec3 origin, ref Vec3 halfSize);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern Collider[] OverlapCapsule_Native(ref Vec3 origin, float radius, float halfHeight);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern Collider[] OverlapSphere_Native(ref Vec3 origin, float radius);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern int OverlapBoxNonAlloc_Native(ref Vec3 origin, ref Vec3 halfSize, Collider[] colliders);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern int OverlapCapsuleNonAlloc_Native(ref Vec3 origin, float radius, float halfHeight, Collider[] colliders);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern int OverlapSphereNonAlloc_Native(ref Vec3 origin, float radius, Collider[] colliders);
}
}

View File

@ -1,5 +1,4 @@
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Prism
{
@ -32,12 +31,13 @@ namespace Prism
}
public class TransformComponent : Component
{
public Transform Transform
{
public Mat4 Transform
{
get
{
GetTransform_Native(Entity.ID, out Transform result);
Mat4 result;
GetTransform_Native(Entity.ID, out result);
return result;
}
set
@ -46,68 +46,12 @@ namespace Prism
}
}
public Vec3 Translation
{
get
{
GetTranslation_Native(Entity.ID, out Vec3 result);
return result;
}
set
{
SetTranslation_Native(Entity.ID, ref value);
}
}
public Vec3 Rotation
{
get
{
GetRotation_Native(Entity.ID, out Vec3 result);
return result;
}
set
{
SetRotation_Native(Entity.ID, ref value);
}
}
public Vec3 Scale
{
get
{
GetScale_Native(Entity.ID, out Vec3 result);
return result;
}
set
{
SetScale_Native(Entity.ID, ref value);
}
}
[MethodImpl(MethodImplOptions.InternalCall)]
public static extern void GetTransform_Native(ulong entityID, out Mat4 result);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void GetTransform_Native(ulong entityID, out Transform inTransform);
public static extern void SetTransform_Native(ulong entityID, ref Mat4 result);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void SetTransform_Native(ulong entityID, ref Transform outTransform);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void GetTranslation_Native(ulong entityID, out Vec3 outTranslation);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void SetTranslation_Native(ulong entityID, ref Vec3 inTranslation);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void GetRotation_Native(ulong entityID, out Vec3 outRotation);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void SetRotation_Native(ulong entityID, ref Vec3 inRotation);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void GetScale_Native(ulong entityID, out Vec3 outScale);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void SetScale_Native(ulong entityID, ref Vec3 inScale);
}
public class MeshComponent : Component
@ -179,121 +123,4 @@ namespace Prism
public class BoxCollider2DComponent : Component
{
}
public class BoxColliderComponent : Component
{
}
public class SphereColliderComponent : Component
{
}
public class RigidBodyComponent : Component
{
public enum Type
{
Static,
Dynamic
}
public enum ForceMode
{
Force = 0,
Impulse,
VelocityChange,
Acceleration
}
public Type BodyType
{
get
{
return GetBodyType_Native(Entity.ID);
}
}
public float Mass
{
get { return GetMass_Native(Entity.ID); }
set { SetMass_Native(Entity.ID, value); }
}
public uint Layer
{
get { return GetLayer_Native(Entity.ID); }
}
public void AddForce(Vec3 force, ForceMode forceMode = ForceMode.Force)
{
AddForce_Native(Entity.ID, ref force, forceMode);
}
public void AddTorque(Vec3 torque, ForceMode forceMode = ForceMode.Force)
{
AddTorque_Native(Entity.ID, ref torque, forceMode);
}
public Vec3 GetLinearVelocity()
{
GetLinearVelocity_Native(Entity.ID, out Vec3 velocity);
return velocity;
}
public void SetLinearVelocity(Vec3 velocity)
{
SetLinearVelocity_Native(Entity.ID, ref velocity);
}
public Vec3 GetAngularVelocity()
{
GetAngularVelocity_Native(Entity.ID, out Vec3 velocity);
return velocity;
}
public void SetAngularVelocity(Vec3 velocity)
{
SetAngularVelocity_Native(Entity.ID, ref velocity);
}
public void Rotate(Vec3 rotation)
{
Rotate_Native(Entity.ID, ref rotation);
}
// TODO: Add SetMaxLinearVelocity() as well
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void AddForce_Native(ulong entityID, ref Vec3 force, ForceMode forceMode);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void AddTorque_Native(ulong entityID, ref Vec3 torque, ForceMode forceMode);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void GetLinearVelocity_Native(ulong entityID, out Vec3 velocity);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void SetLinearVelocity_Native(ulong entityID, ref Vec3 velocity);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void GetAngularVelocity_Native(ulong entityID, out Vec3 velocity);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void SetAngularVelocity_Native(ulong entityID, ref Vec3 velocity);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Rotate_Native(ulong entityID, ref Vec3 rotation);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern uint GetLayer_Native(ulong entityID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern float GetMass_Native(ulong entityID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern float SetMass_Native(ulong entityID, float mass);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern Type GetBodyType_Native(ulong entityID);
}
}

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@ -18,7 +18,6 @@ add_subdirectory(vendor/mono EXCLUDE_FROM_ALL)
add_subdirectory(vendor/FastNoise EXCLUDE_FROM_ALL)
add_subdirectory(vendor/yaml-cpp EXCLUDE_FROM_ALL)
add_subdirectory(vendor/Box2D EXCLUDE_FROM_ALL)
add_subdirectory(vendor/efsw EXCLUDE_FROM_ALL)
# ------------- imgui -------------
@ -47,42 +46,6 @@ list(APPEND SRC_SOURCE ${IMGUIZMO_SOURCE})
# ----------- ImViewGuizmo -------------
set(IMVIEWGUIZMO_DIR vendor/ImViewGuizmo)
# ------------- NVIDIA PhysX -------------
# PhysX/physx/buildtools/presets/*.xml
# PX_GENERATE_STATIC_LIBRARIES=True
# NV_USE_STATIC_WINCRT=False
set(PHYSX_BUILD_TYPE "checked" CACHE STRING "The build type of PhysX")
set_property(CACHE PHYSX_BUILD_TYPE PROPERTY STRINGS debug checked profile release)
if(NOT CMAKE_BUILD_TYPE)
if(PHYSX_BUILD_TYPE STREQUAL "debug" OR PHYSX_BUILD_TYPE STREQUAL "checked")
set(CMAKE_BUILD_TYPE "Debug")
endif()
endif()
if(CMAKE_BUILD_TYPE STREQUAL "Release")
set(PHYSX_BUILD_TYPE "release")
elseif (CMAKE_BUILD_TYPE STREQUAL "Debug")
set(PHYSX_BUILD_TYPE "debug")
endif ()
include_directories(vendor/PhysX/physx/include)
set(PHYSX_LIB_DIR "vendor/PhysX/physx/bin/win.x86_64.vc143.md/${PHYSX_BUILD_TYPE}") # This is the path where PhysX libraries are installed
link_directories(${PHYSX_LIB_DIR})
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
message("Building snippet in debug with PhysX ${PHYSX_BUILD_TYPE} configuration")
add_compile_definitions(_DEBUG)
else()
message("Building snippet in release configuration with PhysX ${PHYSX_BUILD_TYPE} configuration")
add_compile_definitions(NDEBUG)
endif()
# ------------- link libraries -------------
set(LINK_LIBRARIES_PRIVATE
glfw
@ -92,14 +55,6 @@ set(LINK_LIBRARIES_PRIVATE
tinyFileDialogs
FastNoise
yaml-cpp
efsw
PhysXExtensions_static_64
PhysX_static_64
PhysXPvdSDK_static_64
PhysXCommon_static_64
PhysXFoundation_static_64
PhysXCooking_static_64
)
set(LINK_LIBRARIES_PUBLIC
@ -124,17 +79,15 @@ set(TARGET_INCLUDE_DIR
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/src>
${IMGUI_DIR}
${IMGUIZMO_DIR}
${IMVIEWGUIZMO_DIR}
)
# ------------- debug Defines -------------
set(DEBUG_DEFINITIONS
$<$<CONFIG:Debug>:PM_ENABLE_ASSERTS>
$<$<CONFIG:RelWithDebInfo>:PM_ENABLE_ASSERTS>
)
# static library
# static library
set(STATIC_LIBRARY ${PROJECT_NAME}-static)
add_library(${STATIC_LIBRARY} STATIC ${SRC_SOURCE})
@ -148,11 +101,6 @@ target_compile_definitions(${STATIC_LIBRARY} PRIVATE
target_include_directories(${STATIC_LIBRARY} PUBLIC
${TARGET_INCLUDE_DIR}
)
target_link_directories(${STATIC_LIBRARY} INTERFACE
${PHYSX_LIB_DIR}
)
target_link_libraries(${STATIC_LIBRARY}
PRIVATE
${LINK_LIBRARIES_PRIVATE}

View File

@ -1,79 +0,0 @@
//
// Created by Atdunbg on 2026/3/9.
//
#include "AnimationClip.h"
#include "assimp/scene.h"
struct aiAnimation;
namespace Prism
{
AnimationClip::AnimationClip(const aiScene* scene)
{
const aiAnimation* anim = scene->mAnimations[0]; // 先只处理第一个动画
m_Duration = (float)anim->mDuration;
m_TicksPerSecond = (float)(anim->mTicksPerSecond != 0 ? anim->mTicksPerSecond : 25.0);
for (uint32_t i = 0; i < anim->mNumChannels; i++)
{
aiNodeAnim* nodeAnim = anim->mChannels[i];
BoneChannel channel;
channel.BoneName = nodeAnim->mNodeName.C_Str();
// 位置关键帧
for (uint32_t j = 0; j < nodeAnim->mNumPositionKeys; j++)
{
const auto& key = nodeAnim->mPositionKeys[j];
channel.Positions.emplace_back((float)key.mTime,
glm::vec3(key.mValue.x, key.mValue.y, key.mValue.z));
}
// 旋转关键帧
for (uint32_t j = 0; j < nodeAnim->mNumRotationKeys; j++)
{
const auto& key = nodeAnim->mRotationKeys[j];
channel.Rotations.emplace_back((float)key.mTime,
glm::quat(key.mValue.w, key.mValue.x, key.mValue.y, key.mValue.z));
}
// 缩放关键帧
for (uint32_t j = 0; j < nodeAnim->mNumScalingKeys; j++)
{
const auto& key = nodeAnim->mScalingKeys[j];
channel.Scalings.emplace_back((float)key.mTime,
glm::vec3(key.mValue.x, key.mValue.y, key.mValue.z));
}
m_BoneChannels.push_back(channel);
}
}
glm::mat4 AnimationClip::SampleAtTime(const float timeTicks, const std::string& boneName, const glm::mat4& defaultTransform) const
{
for (const auto& channel : m_BoneChannels) {
if (channel.BoneName == boneName) {
const glm::vec3 pos = SampleChannel(channel.Positions, timeTicks, glm::vec3(0.0f));
const glm::quat rot = SampleChannel(channel.Rotations, timeTicks, glm::quat(1.0f, 0.0f, 0.0f, 0.0f));
const glm::vec3 scl = SampleChannel(channel.Scalings, timeTicks, glm::vec3(1.0f));
return glm::translate(glm::mat4(1.0f), pos) * glm::toMat4(rot) * glm::scale(glm::mat4(1.0f), scl);
}
}
return defaultTransform;
}
template <typename T>
T AnimationClip::SampleChannel(const std::vector<KeyFrame<T>>& keys, float time, const T& defaultValue) const
{
if (keys.empty()) return defaultValue;
if (time <= keys.front().Time) return keys.front().Value;
if (time >= keys.back().Time) return keys.back().Value;
// 找到当前时间所在的关键帧区间
for (size_t i = 0; i < keys.size() - 1; ++i) {
if (time >= keys[i].Time && time <= keys[i+1].Time) {
float t = (time - keys[i].Time) / (keys[i+1].Time - keys[i].Time);
return Interpolate(keys[i].Value, keys[i+1].Value, t);
}
}
return defaultValue;
}
}

View File

@ -1,63 +0,0 @@
//
// Created by Atdunbg on 2026/3/9.
//
#ifndef PRISM_ANIMATIONCLIP_H
#define PRISM_ANIMATIONCLIP_H
#include "Prism/Asset/Asset.h"
#include <glm/glm.hpp>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/quaternion.hpp>
struct aiScene;
namespace Prism
{
template<typename T>
struct KeyFrame
{
float Time = 0.0f;
T Value;
KeyFrame() = default;
KeyFrame(const float t, const T& v) : Time(t), Value(v) {}
};
struct BoneChannel {
std::string BoneName;
std::vector<KeyFrame<glm::vec3>> Positions;
std::vector<KeyFrame<glm::quat>> Rotations;
std::vector<KeyFrame<glm::vec3>> Scalings;
};
class PRISM_API AnimationClip : public Asset
{
public:
AnimationClip(const aiScene* scene);
glm::mat4 SampleAtTime(float timeTicks, const std::string& boneName, const glm::mat4& defaultTransform) const;
private:
// 辅助采样模板函数
template<typename T>
T SampleChannel(const std::vector<KeyFrame<T>>& keys, float time, const T& defaultValue) const;
glm::vec3 Interpolate(const glm::vec3& a, const glm::vec3& b, const float t) const {
return glm::mix(a, b, t);
}
glm::quat Interpolate(const glm::quat& a, const glm::quat& b, const float t) const {
return glm::slerp(a, b, t);
}
public:
float m_Duration = 0.0f;
float m_TicksPerSecond;
std::vector<BoneChannel> m_BoneChannels;
};
}
#endif //PRISM_ANIMATIONCLIP_H

View File

@ -1,124 +0,0 @@
//
// Created by Atdunbg on 2026/3/9.
//
#include "AnimatorController.h"
namespace Prism
{
AnimationController::~AnimationController()
{
}
void AnimationController::Update(const float deltaTime)
{
if (m_State != PLAY || !m_currentClip || !m_skeleton)
return;
const float rawTime = m_AnimationCurrentTime + deltaTime * m_currentClip->m_TicksPerSecond * m_TimeMultiplier;
const float duration = m_currentClip->m_Duration;
if (!m_Loop && rawTime >= duration)
{
m_AnimationCurrentTime = 0.0f;
m_State = STOP;
}
else
{
m_AnimationCurrentTime = fmod(rawTime, duration);
}
ComputeBoneTransforms(m_AnimationCurrentTime);
}
void AnimationController::SetSkeleton(const Ref<Skeleton>& skeleton)
{
m_skeleton = skeleton;
if (m_skeleton)
{
ComputeBindPoseTransforms();
}
}
void AnimationController::ComputeBoneTransforms(float time)
{
const auto boneCount = (uint32_t)m_skeleton->m_Bones.size();
m_FinalBoneTransforms.resize(boneCount);
std::vector<glm::mat4> localTransforms(boneCount, glm::mat4(1.0f));
for (uint32_t i = 0; i < boneCount; i++)
{
const BoneInfo& bone = m_skeleton->m_Bones[i];
if (m_currentClip)
{
localTransforms[i] = m_currentClip->SampleAtTime(time, bone.Name, bone.LocalBindPose);
}
else
{
localTransforms[i] = bone.LocalBindPose;
}
}
// 2. 递归计算全局变换(从根骨骼开始)
std::function<void(uint32_t, const glm::mat4&)> computeGlobal = [&](const uint32_t boneIdx, const glm::mat4& parentGlobal)
{
const glm::mat4 global = parentGlobal * localTransforms[boneIdx];
glm::mat4 final = global * m_skeleton->m_Bones[boneIdx].InverseTransform;
final = m_GlobalInverseTransform * final;
m_FinalBoneTransforms[boneIdx] = final;
for (uint32_t childIdx = 0; childIdx < boneCount; childIdx++)
{
if (m_skeleton->m_Bones[childIdx].ParentIndex == (int)boneIdx)
{
computeGlobal(childIdx, global);
}
}
};
for (uint32_t i = 0; i < boneCount; i++)
{
if (m_skeleton->m_Bones[i].ParentIndex == -1)
{
computeGlobal(i, glm::mat4(1.0f));
}
}
}
void AnimationController::ComputeBindPoseTransforms()
{
if (!m_skeleton) return;
uint32_t boneCount = (uint32_t)m_skeleton->m_Bones.size();
m_FinalBoneTransforms.resize(boneCount);
// 1. 收集每个骨骼的绑定姿势局部变换
std::vector<glm::mat4> localTransforms(boneCount);
for (uint32_t i = 0; i < boneCount; i++)
localTransforms[i] = m_skeleton->m_Bones[i].LocalBindPose;
// 2. 递归计算全局变换,并应用逆绑定矩阵和全局逆矩阵
std::function<void(uint32_t, const glm::mat4&)> computeGlobal =
[&](uint32_t idx, const glm::mat4& parentGlobal)
{
glm::mat4 global = parentGlobal * localTransforms[idx];
glm::mat4 final = m_GlobalInverseTransform * global * m_skeleton->m_Bones[idx].InverseTransform;
m_FinalBoneTransforms[idx] = final;
// 处理子骨骼
for (uint32_t child = 0; child < boneCount; child++)
{
if (m_skeleton->m_Bones[child].ParentIndex == (int)idx)
computeGlobal(child, global);
}
};
// 从所有根骨骼开始递归
for (uint32_t i = 0; i < boneCount; i++)
{
if (m_skeleton->m_Bones[i].ParentIndex == -1)
computeGlobal(i, glm::mat4(1.0f));
}
}
}

View File

@ -1,60 +0,0 @@
//
// Created by Atdunbg on 2026/3/9.
//
#ifndef PRISM_ANIMATORCONTROLLER_H
#define PRISM_ANIMATORCONTROLLER_H
#include "AnimationClip.h"
#include "Skeleton.h"
#include "Prism/Asset/Asset.h"
namespace Prism
{
class PRISM_API AnimationController : public Asset
{
public:
enum AnimationState : uint8_t
{
STOP = 0,
PLAY,
PAUSE
};
public:
~AnimationController();
void Update(const float deltaTime);
const std::vector<glm::mat4>& GetFinalBoneTransforms() const { return m_FinalBoneTransforms; }
void SetSkeleton(const Ref<Skeleton>& skeleton);
void SetAnimationClip(const Ref<AnimationClip>& clip) { m_currentClip = clip; }
void SetGlobalInverseTransform(const glm::mat4& inv) { m_GlobalInverseTransform = inv; }
void Play() { m_State = PLAY; }
void Pause() { m_State = PAUSE; }
void Stop() { if (m_State == STOP) return; m_State = STOP; m_AnimationCurrentTime = 0.0f; ComputeBindPoseTransforms(); }
AnimationState GetAnimationState() const { return m_State; }
float& GetCurrentTime() { return m_AnimationCurrentTime; }
float& GetMultiplierTime() { return m_TimeMultiplier; }
bool& GetLoop() { return m_Loop; }
private:
void ComputeBoneTransforms(float time);
void ComputeBindPoseTransforms();
Ref<Skeleton> m_skeleton = nullptr;
Ref<AnimationClip> m_currentClip = nullptr;
AnimationState m_State = STOP;
float m_AnimationCurrentTime = 0.0f;
float m_TimeMultiplier = 1.0f;
bool m_Loop = false;
std::vector<glm::mat4> m_FinalBoneTransforms;
glm::mat4 m_GlobalInverseTransform = glm::mat4(1.0f);
};
}
#endif //PRISM_ANIMATORCONTROLLER_H

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@ -1,68 +0,0 @@
//
// Created by Atdunbg on 2026/3/9.
//
#include "Skeleton.h"
#include "assimp/scene.h"
namespace Prism
{
// TODO: this maybe move Utils
extern glm::mat4 Mat4FromAssimpMat4(const aiMatrix4x4& matrix);
Skeleton::Skeleton(const aiScene* scene)
{
// 收集所有骨骼(通过所有 Mesh 中的 aiBone
for (uint32_t am = 0; am < scene->mNumMeshes; am++)
{
const aiMesh* aMesh = scene->mMeshes[am];
for (uint32_t i = 0; i < aMesh->mNumBones; i++)
{
const aiBone* bone = aMesh->mBones[i];
if (std::string boneName = bone->mName.C_Str(); m_NameToIndex.find(boneName) == m_NameToIndex.end())
{
const auto boneIndex = (uint32_t)m_Bones.size();
BoneInfo bi;
bi.Name = boneName;
bi.InverseTransform = Mat4FromAssimpMat4(bone->mOffsetMatrix);
bi.ParentIndex = -1; // 稍后设置
m_Bones.push_back(bi);
m_NameToIndex[boneName] = boneIndex;
}
}
}
// 设置骨骼的父子关系及默认局部变换(遍历节点树)
std::unordered_map<std::string, uint32_t>& nameToIdx = m_NameToIndex;
std::function<void(aiNode*, int)> traverseNodes = [&](const aiNode* node, const int parentBoneIdx)
{
const std::string nodeName = node->mName.C_Str();
const auto it = nameToIdx.find(nodeName);
int currentBoneIdx = -1;
if (it != nameToIdx.end())
{
currentBoneIdx = (int)it->second;
BoneInfo& bone = m_Bones[currentBoneIdx];
bone.ParentIndex = parentBoneIdx;
// 存储默认局部变换(绑定姿势下相对于父节点的变换)
bone.LocalBindPose = Mat4FromAssimpMat4(node->mTransformation);
}
for (uint32_t i = 0; i < node->mNumChildren; i++)
{
traverseNodes(node->mChildren[i], currentBoneIdx);
}
};
traverseNodes(scene->mRootNode, -1);
}
uint32_t Skeleton::GetBoneIndex(const std::string& name) const
{
const auto it = m_NameToIndex.find(name);
return (it != m_NameToIndex.end()) ? it->second : static_cast<uint32_t>(-1);
}
}

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@ -1,35 +0,0 @@
//
// Created by Atdunbg on 2026/3/9.
//
#ifndef PRISM_SKELETON_H
#define PRISM_SKELETON_H
#include "glm/glm.hpp"
#include "Prism/Asset/Asset.h"
struct aiScene;
namespace Prism
{
struct BoneInfo
{
std::string Name;
int ParentIndex; // -1 is Root
glm::mat4 LocalBindPose;
glm::mat4 InverseTransform; // aiScene::mOffsetMatrix
};
class PRISM_API Skeleton : public Asset
{
public:
Skeleton(const aiScene* scene);
uint32_t GetBoneIndex(const std::string& name) const;
public:
std::vector<BoneInfo> m_Bones;
std::unordered_map<std::string, uint32_t> m_NameToIndex;
};
}
#endif //PRISM_SKELETON_H

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@ -1,68 +0,0 @@
//
// Created by Atdunbg on 2026/2/3.
//
#ifndef PRISM_ASSET_H
#define PRISM_ASSET_H
#include "Prism/Core/UUID.h"
#include "Prism/Core/Ref.h"
namespace Prism
{
enum class AssetType
{
Scene = 0, Mesh, Texture, EnvMap, Audio, Script, PhysicsMaterial, Directory, Other, None
};
using AssetHandle = UUID;
class PRISM_API Asset : public RefCounted
{
public:
AssetHandle Handle;
AssetType Type = AssetType::None;
std::string FilePath;
std::string FileName;
std::string Extension;
AssetHandle ParentDirectory;
bool IsDataLoaded = false;
virtual ~Asset()
{
}
};
class PRISM_API PhysicsMaterial : public Asset
{
public:
float StaticFriction;
float DynamicFriction;
float Bounciness;
PhysicsMaterial() = default;
PhysicsMaterial(const float staticFriction, const float dynamicFriction, const float bounciness)
: StaticFriction(staticFriction), DynamicFriction(dynamicFriction), Bounciness(bounciness)
{
Type = AssetType::PhysicsMaterial;
}
};
// Treating directories as assets simplifies the asset manager window rendering by a lot
class Directory : public Asset
{
public:
std::vector<AssetHandle> ChildDirectories;
Directory()
{
Type = AssetType::Directory;
}
};
}
#endif //PRISM_ASSET_H

View File

@ -1,211 +0,0 @@
//
// Created by Atdunbg on 2026/2/13.
//
#include "AssetSerializer.h"
#include "AssetsManager.h"
#include "Prism/Utilities/StringUtils.h"
#include "Prism/Utilities/FileSystem.h"
#include "Prism/Renderer/Mesh.h"
#include "Prism/Renderer/SceneEnvironment.h"
#include "Prism/Renderer/SceneRenderer.h"
#include "yaml-cpp/yaml.h"
namespace Prism
{
void AssetSerializer::SerializeAsset(const Ref<Asset>& asset, AssetType type)
{
YAML::Emitter out;
switch (type)
{
case AssetType::Texture:
case AssetType::EnvMap:
case AssetType::Audio:
case AssetType::Script:
case AssetType::Directory:
case AssetType::Other:
case AssetType::None:
return;
}
out << YAML::BeginMap;
switch (type)
{
case Prism::AssetType::PhysicsMaterial:
{
Ref<PhysicsMaterial> material = Ref<PhysicsMaterial>(asset);
out << YAML::Key << "StaticFriction" << material->StaticFriction;
out << YAML::Key << "DynamicFriction" << material->DynamicFriction;
out << YAML::Key << "Bounciness" << material->Bounciness;
break;
}
}
out << YAML::EndMap;
std::ofstream fout(asset->FilePath);
fout << out.c_str();
}
Ref<Asset> AssetSerializer::DeserializeYAML(const Ref<Asset>& asset)
{
const std::ifstream stream(asset->FilePath);
std::stringstream strStream;
strStream << stream.rdbuf();
YAML::Node data = YAML::Load(strStream.str());
if (asset->Type == AssetType::PhysicsMaterial)
{
float staticFriction = data["StaticFriction"].as<float>();
float dynamicFriction = data["DynamicFriction"].as<float>();
float bounciness = data["Bounciness"].as<float>();
return Ref<PhysicsMaterial>::Create(staticFriction, dynamicFriction, bounciness);
}
return nullptr;
}
Ref<Asset> AssetSerializer::LoadAssetInfo(const std::string& filepath, AssetHandle parentHandle, AssetType type)
{
Ref<Asset> asset;
if (type == AssetType::Directory)
asset = Ref<Directory>::Create();
else
asset = Ref<Asset>::Create();
const std::string extension = Utils::GetExtension(filepath);
asset->FilePath = filepath;
asset->Type = type;
std::replace(asset->FilePath.begin(), asset->FilePath.end(), '\\', '/');
const bool hasMeta = FileSystem::Exists(asset->FilePath + ".meta");
if (hasMeta)
{
LoadMetaData(asset);
}
else
{
asset->Handle = AssetHandle();
}
// TODO: file or directory Type to fix
asset->Extension = extension;
asset->FileName = Utils::RemoveExtension(Utils::GetFilename(filepath));
asset->ParentDirectory = parentHandle;
asset->IsDataLoaded = false;
if (!hasMeta)
CreateMetaFile(asset);
return asset;
}
Ref<Asset> AssetSerializer::LoadAssetData(Ref<Asset>& asset)
{
if (asset->Type == AssetType::Directory)
return asset;
Ref<Asset> temp = asset;
bool loadYAMLData = true;
switch (asset->Type)
{
case AssetType::Mesh:
{
if (asset->Extension != "blend")
asset = Ref<Mesh>::Create(asset->FilePath);
loadYAMLData = false;
break;
}
case AssetType::Texture:
{
asset = Texture2D::Create(asset->FilePath);
loadYAMLData = false;
break;
}
case AssetType::EnvMap:
{
auto [radiance, irradiance] = SceneRenderer::CreateEnvironmentMap(asset->FilePath);
asset = Ref<Environment>::Create(radiance, irradiance);
loadYAMLData = false;
break;
}
case AssetType::Scene:
case AssetType::Audio:
case AssetType::Script:
case AssetType::Other:
{
loadYAMLData = false;
break;
}
case AssetType::PhysicsMaterial:
break;
}
if (loadYAMLData)
{
asset = DeserializeYAML(asset);
PM_CORE_ASSERT(asset, "Failed to load asset");
}
asset->Handle = temp->Handle;
asset->FilePath = temp->FilePath;
asset->FileName = temp->FileName;
asset->Extension = temp->Extension;
asset->ParentDirectory = temp->ParentDirectory;
asset->Type = temp->Type;
asset->IsDataLoaded = true;
return asset;
}
void AssetSerializer::LoadMetaData(Ref<Asset>& asset)
{
std::ifstream stream(asset->FilePath + ".meta");
std::stringstream strStream;
strStream << stream.rdbuf();
YAML::Node data = YAML::Load(strStream.str());
if (!data["Asset"])
{
PM_CORE_ASSERT("Invalid File Format");
}
asset->Handle = data["Asset"].as<uint64_t>();
asset->FilePath = data["FilePath"].as<std::string>();
asset->Type = (AssetType)data["Type"].as<int>();
if (asset->FileName == "assets" && asset->Handle == 0)
{
asset->Handle = AssetHandle();
CreateMetaFile(asset);
}
}
void AssetSerializer::CreateMetaFile(const Ref<Asset>& asset)
{
YAML::Emitter out;
out << YAML::BeginMap;
out << YAML::Key << "Asset" << YAML::Value << asset->Handle;
out << YAML::Key << "FilePath" << YAML::Value << asset->FilePath;
out << YAML::Key << "Type" << YAML::Value << (int)asset->Type;
out << YAML::EndMap;
std::ofstream fout(asset->FilePath + ".meta");
fout << out.c_str();
}
}

View File

@ -1,38 +0,0 @@
//
// Created by Atdunbg on 2026/2/13.
//
#ifndef PRISM_ASSETSERIALIZER_H
#define PRISM_ASSETSERIALIZER_H
#include "Asset.h"
#include "Prism/Core/Ref.h"
namespace Prism
{
class PRISM_API AssetSerializer
{
public:
template<typename T>
static void SerializeAsset(const Ref<T>& asset)
{
static_assert(std::is_base_of<Asset, T>::value, "SerializeAsset only accepts types that inherit from Asset");
SerializeAsset(asset, asset->Type);
}
static Ref<Asset> LoadAssetInfo(const std::string& filepath, AssetHandle parentHandle, AssetType type);
static Ref<Asset> LoadAssetData(Ref<Asset>& asset);
private:
static void SerializeAsset(const Ref<Asset>& asset, AssetType type);
static Ref<Asset> DeserializeYAML(const Ref<Asset>& asset);
static void LoadMetaData(Ref<Asset>& asset);
static void CreateMetaFile(const Ref<Asset>& asset);
private:
friend class AssetsManager;
};
}
#endif //PRISM_ASSETSERIALIZER_H

View File

@ -1,470 +0,0 @@
//
// Created by Atdunbg on 2026/1/20.
//
#include "AssetsManager.h"
#include <filesystem>
#include <utility>
#include "Prism/Core/Log.h"
#include "Prism/Renderer/Mesh.h"
#include <yaml-cpp/yaml.h>
#include "AssetSerializer.h"
#include "Prism/Renderer/SceneEnvironment.h"
#include "Prism/Utilities/StringUtils.h"
namespace Prism
{
void AssetTypes::Init()
{
s_Types["scene"] = AssetType::Scene;
s_Types["pmx"] = AssetType::Mesh;
s_Types["fbx"] = AssetType::Mesh;
s_Types["dae"] = AssetType::Mesh;
s_Types["obj"] = AssetType::Mesh;
s_Types["png"] = AssetType::Texture;
s_Types["tga"] = AssetType::Texture;
s_Types["hdr"] = AssetType::EnvMap;
s_Types["blend"] = AssetType::Mesh;
s_Types["hpm"] = AssetType::PhysicsMaterial;
s_Types["wav"] = AssetType::Audio;
s_Types["ogg"] = AssetType::Audio;
s_Types["cs"] = AssetType::Script;
}
AssetType AssetTypes::GetAssetTypeFromExtension(const std::string& extension)
{
return s_Types.find(extension) != s_Types.end() ? s_Types[extension] : AssetType::Other;
}
std::map<std::string, AssetType> AssetTypes::s_Types;
AssetsManager::AssetsChangeEventFn AssetsManager::s_AssetsChangeCallback = nullptr;
std::unordered_map<AssetHandle, Ref<Asset>> AssetsManager::s_LoadedAssets;
void AssetsManager::Init()
{
FileSystem::SetChangeCallback(OnFileSystemChanged);
ReloadAssets();
}
void AssetsManager::SetAssetChangeCallback(const AssetsChangeEventFn& callback)
{
s_AssetsChangeCallback = callback;
}
void AssetsManager::Shutdown()
{
s_LoadedAssets.clear();
}
std::vector<Ref<Asset>> AssetsManager::GetAssetsInDirectory(AssetHandle directoryHandle)
{
std::vector<Ref<Asset>> results;
for (const auto& asset : s_LoadedAssets)
{
if (asset.second && asset.second->ParentDirectory == directoryHandle && asset.second->Handle != directoryHandle)
results.push_back(asset.second);
}
return results;
}
std::vector<Ref<Asset>> AssetsManager::SearchFiles(const std::string& query, const std::string& searchPath)
{
std::vector<Ref<Asset>> results;
if (!searchPath.empty())
{
for (const auto&[key, asset] : s_LoadedAssets)
{
if (asset->FileName.find(query) != std::string::npos && asset->FilePath.find(searchPath) != std::string::npos)
{
results.push_back(asset);
}
}
}
return results;
}
std::string AssetsManager::GetParentPath(const std::string& path)
{
return std::filesystem::path(path).parent_path().string();
}
bool AssetsManager::IsDirectory(const std::string& filepath)
{
for (auto&[handle, asset] : s_LoadedAssets)
{
if (asset->Type == AssetType::Directory && asset->FilePath == filepath)
return true;
}
return false;
}
AssetHandle AssetsManager::GetAssetHandleFromFilePath(const std::string& filepath)
{
const std::string normalizedPath = Utils::NormalizePath(filepath);
for (auto&[id, asset] : s_LoadedAssets)
{
if (asset->FilePath == normalizedPath)
return id;
const std::string normalizedPathToLower = Utils::StringToLower(normalizedPath);
const std::string assetFilePath = Utils::StringToLower(asset->FilePath);
if (assetFilePath == normalizedPathToLower)
return id;
}
return 0;
}
bool AssetsManager::IsAssetHandleValid(const AssetHandle& assetHandle)
{
return assetHandle != 0 && s_LoadedAssets.find(assetHandle) != s_LoadedAssets.end();
}
void AssetsManager::Rename(Ref<Asset>& asset, const std::string& newName)
{
const std::string newFilePath = FileSystem::Rename(asset->FilePath, newName);
const std::string oldFilePath = asset->FilePath;
asset->FilePath = newFilePath;
asset->FileName = newName;
if (FileSystem::Exists(oldFilePath + ".meta"))
{
std::string metaFileName = oldFilePath;
if (!asset->Extension.empty())
metaFileName += "." + asset->Extension;
FileSystem::PrismDeleteFile(oldFilePath + ".meta");
AssetSerializer::CreateMetaFile(asset);
}
}
template <typename T>
Ref<T> AssetsManager::GetAsset(AssetHandle assetHandle, bool loadData)
{
PM_CORE_ASSERT(s_LoadedAssets.find(assetHandle) != s_LoadedAssets.end());
Ref<Asset> asset = s_LoadedAssets[assetHandle];
if (!asset->IsDataLoaded && loadData)
{
asset = AssetSerializer::LoadAssetData(asset);
s_LoadedAssets[assetHandle] = asset;
}
return asset.As<T>();
}
template PRISM_API Ref<Asset> AssetsManager::GetAsset(AssetHandle, bool);
template PRISM_API Ref<Mesh> AssetsManager::GetAsset(AssetHandle, bool);
template PRISM_API Ref<PhysicsMaterial> AssetsManager::GetAsset(AssetHandle, bool);
template PRISM_API Ref<Environment> AssetsManager::GetAsset(AssetHandle, bool);
template PRISM_API Ref<Directory> AssetsManager::GetAsset(AssetHandle, bool);
template PRISM_API Ref<Texture2D> AssetsManager::GetAsset(AssetHandle, bool);
template <typename T>
Ref<T> AssetsManager::GetAsset(const std::string& filepath, const bool loadData)
{
return GetAsset<T>(GetAssetHandleFromFilePath(filepath), loadData);
}
template PRISM_API Ref<Asset> AssetsManager::GetAsset(const std::string&, bool);
template PRISM_API Ref<Mesh> AssetsManager::GetAsset(const std::string&, bool);
template PRISM_API Ref<PhysicsMaterial> AssetsManager::GetAsset(const std::string&, bool);
template PRISM_API Ref<Environment> AssetsManager::GetAsset(const std::string&, bool);
template PRISM_API Ref<Directory> AssetsManager::GetAsset(const std::string&, bool);
template PRISM_API Ref<Texture2D> AssetsManager::GetAsset(const std::string&, bool);
// temp
Ref<PhysicsMaterial> AssetsManager::CreateAssetPhysicsMaterial(const std::string& filename, const AssetType type, const AssetHandle& directoryHandle, float v1, float v2, float v3)
{
const auto& directory = GetAsset<Directory>(directoryHandle);
Ref<PhysicsMaterial> asset = Ref<PhysicsMaterial>::Create(v1, v2, v3);
asset->Type = type;
asset->FilePath = directory->FilePath + "/" + filename;
asset->FileName = Utils::RemoveExtension(Utils::GetFilename(asset->FilePath));
asset->Extension = Utils::GetFilename(filename);
asset->ParentDirectory = directoryHandle;
asset->Handle = std::hash<std::string>()(asset->FilePath);
asset->IsDataLoaded = true;
s_LoadedAssets[asset->Handle] = asset;
AssetSerializer::SerializeAsset(asset);
AssetSerializer::CreateMetaFile(asset);
return asset;
}
void AssetsManager::RemoveAsset(AssetHandle assetHandle)
{
Ref<Asset> asset = s_LoadedAssets[assetHandle];
if (asset->Type == AssetType::Directory)
{
if (IsAssetHandleValid(asset->ParentDirectory))
{
auto& childList = s_LoadedAssets[asset->ParentDirectory].As<Directory>()->ChildDirectories;
childList.erase(std::remove(childList.begin(), childList.end(), assetHandle), childList.end());
}
for (const auto child : asset.As<Directory>()->ChildDirectories)
RemoveAsset(child);
for (auto it = s_LoadedAssets.begin(); it != s_LoadedAssets.end(); )
{
if (it->second->ParentDirectory != assetHandle)
{
++it;
continue;
}
it = s_LoadedAssets.erase(it);
}
}
s_LoadedAssets.erase(assetHandle);
}
template<typename T, typename... Args>
Ref<T> AssetsManager::CreateAsset(const std::string& filename, AssetType type, AssetHandle directoryHandle, Args&&... args)
{
static_assert(std::is_base_of_v<Asset, T>, "CreateAsset only works for types derived from Asset");
const auto& directory = GetAsset<Directory>(directoryHandle);
Ref<T> asset = Ref<T>::Create(std::forward<Args>(args)...);
asset->Type = type;
asset->FilePath = directory->FilePath + "/" + filename;
asset->FileName = Utils::RemoveExtension(Utils::GetFilename(asset->FilePath));
asset->Extension = Utils::GetFilename(filename);
asset->ParentDirectory = directoryHandle;
asset->Handle = std::hash<std::string>()(asset->FilePath);
asset->IsDataLoaded = true;
s_LoadedAssets[asset->Handle] = asset;
AssetSerializer::SerializeAsset(asset);
AssetSerializer::CreateMetaFile(asset);
return asset;
}
bool AssetsManager::IsAssetType(const AssetHandle assetHandle, const AssetType type)
{
return s_LoadedAssets.find(assetHandle) != s_LoadedAssets.end() && s_LoadedAssets[assetHandle]->Type == type;
}
std::string AssetsManager::StripExtras(const std::string& filename)
{
std::vector<std::string> out;
size_t start;
size_t end = 0;
while ((start = filename.find_first_not_of('.', end)) != std::string::npos)
{
end = filename.find('.', start);
out.push_back(filename.substr(start, end - start));
}
if (out[0].length() >= 10)
{
auto cutFilename = out[0].substr(0, 9) + "...";
return cutFilename;
}
const auto filenameLength = out[0].length();
const auto paddingToAdd = 9 - filenameLength;
std::string newFileName;
for (int i = 0; i <= paddingToAdd; i++)
{
newFileName += " ";
}
newFileName += out[0];
return newFileName;
}
Ref<Asset> AssetsManager::ImportAsset(const std::string& filepath, AssetHandle parentHandle)
{
const std::string extension = Utils::GetExtension(filepath);
if (extension == "meta")
return Ref<Asset>();
const AssetType type = AssetTypes::GetAssetTypeFromExtension(extension);
Ref<Asset> asset = AssetSerializer::LoadAssetInfo(filepath, parentHandle, type);
if (s_LoadedAssets.find(asset->Handle) != s_LoadedAssets.end())
{
if (s_LoadedAssets[asset->Handle]->IsDataLoaded)
{
asset = AssetSerializer::LoadAssetData(asset);
}
}
s_LoadedAssets[asset->Handle] = asset;
return asset;
}
Ref<Asset> AssetsManager::ProcessDirectory(const std::string& directoryPath, AssetHandle parentHandle)
{
Ref<Directory> dirInfo = AssetSerializer::LoadAssetInfo(directoryPath, parentHandle, AssetType::Directory).As<Directory>();
s_LoadedAssets[dirInfo->Handle] = dirInfo;
if (IsAssetHandleValid(parentHandle))
s_LoadedAssets[parentHandle].As<Directory>()->ChildDirectories.push_back(dirInfo->Handle);
for (const auto& entry : std::filesystem::directory_iterator(directoryPath))
{
if (entry.is_directory())
ProcessDirectory(entry.path().string(), dirInfo->Handle);
else
{
Ref<Asset> asset = ImportAsset(entry.path().string(), dirInfo->Handle);
}
}
return dirInfo;
}
Ref<Asset> AssetsManager::ReloadAssets()
{
return ProcessDirectory("assets", 0);
}
void AssetsManager::OnFileSystemChanged(FileSystemChangedEvent e)
{
e.NewName = Utils::RemoveExtension(e.NewName);
e.OldName = Utils::RemoveExtension(e.OldName);
const AssetHandle parentHandle = FindParentHandle(e.FilePath);
if (std::filesystem::path(e.FilePath).extension() != ".meta")
{
switch (e.Action)
{
case FileSystemAction::Added:
{
if (e.IsDirectory)
ProcessDirectory(e.FilePath, parentHandle);
else
{
Ref<Asset> asset = ImportAsset(e.FilePath, parentHandle);
}
}
break;
case FileSystemAction::Modified:
{
if (!e.IsDirectory)
{
Ref<Asset> asset = ImportAsset(e.FilePath, parentHandle);
}
}
break;
case FileSystemAction::Rename:
{
Ref<Asset> asset;
for (auto it = s_LoadedAssets.begin(); it != s_LoadedAssets.end(); it++)
{
if (it->second->FileName == e.OldName)
{
asset = it->second;
}
}
if (asset)
{
if (asset->Type != AssetTypes::GetAssetTypeFromExtension(Utils::GetExtension(e.FilePath)))
{
RemoveAsset(asset->Handle);
FileSystem::PrismDeleteFile(asset->FilePath + ".meta");
asset = ImportAsset(e.FilePath, parentHandle);
}else
{
std::string oldMetaPath = asset->FilePath + ".meta";
std::string newMetaPath = e.FilePath + ".meta";
std::error_code ec;
std::filesystem::rename(oldMetaPath, newMetaPath, ec);
if (ec)
{
PM_CORE_ERROR("Failed to rename meta file: {}", ec.message());
}
asset->FilePath = e.FilePath;
asset->FileName = e.NewName;
}
}
}
break;
case FileSystemAction::Delete:
{
for (auto it = s_LoadedAssets.begin(); it != s_LoadedAssets.end(); it++)
{
std::string filePath = Utils::NormalizePath(it->second->FilePath);
std::string eFilePath = Utils::NormalizePath(e.FilePath);
if (filePath != eFilePath)
continue;
RemoveAsset(it->first);
FileSystem::PrismDeleteFile(eFilePath + ".meta");
break;
}
}
break;
}
}
if (s_AssetsChangeCallback)
s_AssetsChangeCallback();
}
AssetHandle AssetsManager::FindParentHandleInChildren(Ref<Directory>& dir, const std::string& dirName)
{
if (dir->FileName == dirName)
return dir->Handle;
for (const AssetHandle& childHandle : dir->ChildDirectories)
{
Ref<Directory> child = GetAsset<Directory>(childHandle);
AssetHandle dirHandle = FindParentHandleInChildren(child, dirName);
if (IsAssetHandleValid(dirHandle))
return dirHandle;
}
return 0;
}
AssetHandle AssetsManager::FindParentHandle(const std::string& filepath)
{
const std::vector<std::string> parts = Utils::SplitString(filepath, "/\\");
const std::string& parentFolder = parts[parts.size() - 2];
Ref<Directory> assetsDirectory = GetAsset<Directory>(GetAssetHandleFromFilePath("assets"));
return FindParentHandleInChildren(assetsDirectory, parentFolder);
}
}

View File

@ -1,92 +0,0 @@
//
// Created by Atdunbg on 2026/1/20.
//
#ifndef PRISM_ASSETSMANAGER_H
#define PRISM_ASSETSMANAGER_H
#include <map>
#include "Asset.h"
#include "Prism/Utilities/FileSystem.h"
#include "Prism/Core/Ref.h"
namespace Prism
{
class AssetTypes
{
public:
static void Init();
static AssetType GetAssetTypeFromExtension(const std::string& extension);
private:
static std::map<std::string, AssetType> s_Types;
};
class PRISM_API AssetsManager
{
public:
using AssetsChangeEventFn = std::function<void()>;
public:
static void Init();
static void SetAssetChangeCallback(const AssetsChangeEventFn& callback);
static void Shutdown();
static std::vector<Ref<Asset>> GetAssetsInDirectory(AssetHandle directoryHandle);
static std::vector<Ref<Asset>> SearchFiles(const std::string& query, const std::string& searchPath);
static std::string GetParentPath(const std::string& path);
static bool IsDirectory(const std::string& filepath);
static AssetHandle GetAssetHandleFromFilePath(const std::string& filepath);
static bool IsAssetHandleValid(const AssetHandle& assetHandle);
static void Rename(Ref<Asset>& asset, const std::string& newName);
static Ref<PhysicsMaterial> CreateAssetPhysicsMaterial(const std::string& filename, AssetType type, const AssetHandle& directoryHandle, float v1, float v2, float v3);
static void RemoveAsset(AssetHandle assetHandle);
template<typename T, typename... Args>
static Ref<T> CreateAsset(const std::string& filename, AssetType type, AssetHandle directoryHandle, Args&&... args);
template<typename T>
static Ref<T> GetAsset(AssetHandle assetHandle, bool loadData = true);
template<typename T>
static Ref<T> GetAsset(const std::string& filepath, bool loadData = true);
static bool IsAssetType(AssetHandle assetHandle, AssetType type);
static std::string StripExtras(const std::string& filename);
private:
static Ref<Asset> ImportAsset(const std::string& filepath, AssetHandle parentHandle);
static Ref<Asset> ProcessDirectory(const std::string& directoryPath, AssetHandle parentHandle);
/**
* this will load from projectPath all assets, and return the root Asset Ref
* @param projectPath assets path
* @return the root asset Ref
*/
static Ref<Asset> ReloadAssets();
static void OnFileSystemChanged(FileSystemChangedEvent e);
static AssetHandle FindParentHandleInChildren(Ref<Directory>& dir, const std::string& dirName);
static AssetHandle FindParentHandle(const std::string& filepath);
private:
static std::unordered_map<AssetHandle, Ref<Asset>> s_LoadedAssets;
static AssetsChangeEventFn s_AssetsChangeCallback;
};
}
#endif //PRISM_ASSETSMANAGER_H

View File

@ -10,9 +10,8 @@
#include "GLFW/glfw3.h"
#include "Prism/Renderer/FrameBuffer.h"
#include "Prism/Physics/Physics3D.h"
#include "tinyfiledialogs.h"
#include "Prism/Script/ScriptEngine.h"
#include "Prism/Asset/AssetsManager.h"
namespace Prism
{
@ -27,37 +26,23 @@ namespace Prism
Application::Application(const ApplicationProps& props)
{
if (s_Instance != nullptr)
{
PM_CORE_ASSERT(false, "Application already exists!");
}
s_Instance = this;
m_Window = std::unique_ptr<Window>(Window::Create(WindowProps{props.Name, props.Width, props.Height}));
m_Window->SetEventCallback(BIND_EVENT_FN(OnEvent));
m_Window->SetVSync(true);
m_Window->Maximize();
m_ImGuiLayer = new ImGuiLayer("ImGui Layer");
PushOverlay(m_ImGuiLayer);
ScriptEngine::Init("assets/scripts/ExampleApp.dll");
Physics3D::Init();
AssetTypes::Init();
AssetsManager::Init();
Renderer::Init();
Renderer::WaitAndRender();
}
Application::~Application()
{
for (Layer* layer : m_LayerStack)
layer->OnDetach();
Physics3D::Shutdown();
ScriptEngine::Shutdown();
AssetsManager::Shutdown();
}
void Application::Run()
@ -104,9 +89,7 @@ namespace Prism
{
m_ImGuiLayer->Begin();
for (Layer* layer : m_LayerStack)
layer->OnImGuiRender();
/*
ImGui::Begin("Renderer");
const auto& caps = RendererAPI::GetCapabilities();
ImGui::Text("Vendor: %s", caps.Vendor.c_str());
@ -114,10 +97,92 @@ namespace Prism
ImGui::Text("Version: %s", caps.Version.c_str());
ImGui::Text("Frame Time: %.2fms\n", m_TimeStep.GetMilliseconds());
ImGui::End();
*/
for (Layer* layer : m_LayerStack)
layer->OnImGuiRender();
m_ImGuiLayer->End();
}
// TODO: fix this to prase filter
std::string Application::OpenFile(const std::string& filter) const
{
// TODO: will move it to other folder
// 处理过滤器
std::vector<const char*> filterPatterns;
std::vector<std::string> patternStorage;
if (!filter.empty()) {
const char* ptr = filter.c_str();
bool isDescription = true;
while (*ptr) {
if (isDescription) {
// 跳过描述
isDescription = false;
} else {
// 添加模式
patternStorage.push_back(ptr);
isDescription = true;
}
ptr += strlen(ptr) + 1;
}
// 转换为 C 字符串数组
for (const auto& pattern : patternStorage) {
filterPatterns.push_back(pattern.c_str());
}
}
// 如果没有过滤器,添加默认值
if (filterPatterns.empty()) {
filterPatterns.push_back("*");
}
// 构建过滤器描述
std::string filterDesc;
if (!patternStorage.empty()) {
std::stringstream ss;
ss << "Files (";
for (size_t i = 0; i < patternStorage.size(); ++i) {
if (i > 0) ss << ",";
ss << patternStorage[i];
}
ss << ")";
filterDesc = ss.str();
}
const char* result = tinyfd_openFileDialog(
"Open File", // 对话框标题
nullptr, // 初始路径nullptr 表示使用默认
0, // 过滤器数量 (注意:这里需要根据解析情况调整,见下文)
nullptr, // 过滤器模式数组
nullptr, // 过滤器描述
0 // 是否允许多选0 为单选1 为多选
);
// 调用文件对话框
/*
const char* result = tinyfd_openFileDialog(
"Open File", // 标题
nullptr, // 初始目录
static_cast<int>(filterPatterns.size()), // 过滤器数量
filterPatterns.data(), // 过滤器模式
filterDesc.empty() ? nullptr : filterDesc.c_str(), // 描述
0 // 单选
);
*/
return result ? std::string(result) : std::string();
}
std::string Application::SaveFile(const std::string& filter) const
{
return OpenFile(filter);
}
Application& Application::Get()
{
return *s_Instance;

View File

@ -13,29 +13,10 @@
namespace Prism
{
class Project;
struct CommandArgs
{
int count = 0;
char** args = nullptr;
const char* operator[](const int index)
{
if (index >= count)
{
return nullptr;
}
return args[count];
}
};
struct ApplicationProps
{
std::string Name;
uint32_t Width, Height;
CommandArgs CommandArgs;
};
class PRISM_API Application
@ -54,6 +35,9 @@ namespace Prism
void RenderImGui();
std::string OpenFile(const std::string& filter = "All\0*.*\0") const;
std::string SaveFile(const std::string& filter = "All\0*.*\0") const;
inline Window& GetWindow() { return *m_Window; }
static Application& Get();
@ -86,7 +70,7 @@ namespace Prism
// this function will implemented by client
Application* CreateApplication(CommandArgs args);
Application* CreateApplication();
}
#if defined(_MSC_VER) && !defined(__clang__)

View File

@ -20,8 +20,6 @@ namespace Prism {
void ShutdownCore()
{
PM_CORE_TRACE("Shutting down...");
Log::Shutdown();
}
}

View File

@ -56,11 +56,6 @@ namespace Prism
#define PM_CORE_ASSERT(x, ...)
#endif
#ifndef M_PI
#define M_PI 3.1415926f
#endif
namespace Prism
{
using byte = unsigned char;

View File

@ -5,27 +5,17 @@
#ifndef ENTRYPOINT_H
#define ENTRYPOINT_H
#include <filesystem>
#include <iostream>
#include "Application.h"
extern Prism::Application* Prism::CreateApplication(CommandArgs args);
extern Prism::Application* Prism::CreateApplication();
int main(int argc, char** argv)
{
//TODO: this will use other method to impl
std::cout << std::filesystem::current_path() << std::endl;
std::filesystem::current_path(std::filesystem::path(argv[0]).parent_path());
std::cout << std::filesystem::current_path() << std::endl;
#ifdef PRISM_STATIC
Prism::InitializeCore();
#endif
const Prism::CommandArgs args{ argc, argv };
Prism::Application* app = Prism::CreateApplication(args);
Prism::Application* app = Prism::CreateApplication();
app->Run();
delete app;

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