use of com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment in project gdx-graph by MarcinSc.
the class Episode18Scene method createLights.
private Lighting3DEnvironment createLights() {
float ambientBrightness = 0.8f;
float directionalBrightness = 0.8f;
Lighting3DEnvironment lights = new Lighting3DEnvironment();
lights.setAmbientColor(new Color(ambientBrightness, ambientBrightness, ambientBrightness, 1f));
DirectionalLight directionalLight = new DirectionalLight();
directionalLight.setColor(directionalBrightness, directionalBrightness, directionalBrightness, 1f);
directionalLight.setDirection(-1f, -0.3f, 0);
lights.addDirectionalLight(new Directional3DLight(directionalLight));
return lights;
}
use of com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment in project gdx-graph by MarcinSc.
the class ShadowBlinnPhongLightingShaderNodeBuilder method buildFragmentNodeSingleInputs.
@Override
public ObjectMap<String, ? extends FieldOutput> buildFragmentNodeSingleInputs(boolean designTime, String nodeId, final JsonValue data, ObjectMap<String, FieldOutput> inputs, ObjectSet<String> producedOutputs, VertexShaderBuilder vertexShaderBuilder, FragmentShaderBuilder fragmentShaderBuilder, final GraphShaderContext graphShaderContext, final GraphShader graphShader) {
final String environmentId = data.getString("id", "");
fragmentShaderBuilder.addStructure("Lighting", " vec3 diffuse;\n" + " vec3 specular;\n");
// Lighting3DUtils.configureShadowInformation(fragmentShaderBuilder, nodeId, environmentId, maxNumberOfDirectionalLights, graphShader.getDefaultTexture());
//
// Lighting3DUtils.configureAmbientLighting(fragmentShaderBuilder, nodeId, environmentId);
final float[] shadowCameras = new float[16 * maxNumberOfDirectionalLights];
fragmentShaderBuilder.addArrayUniformVariable("u_shadowCamera_" + nodeId, maxNumberOfDirectionalLights, "mat4", true, new UniformRegistry.UniformSetter() {
@Override
public void set(BasicShader shader, int location, ShaderContext shaderContext) {
Lighting3DEnvironment environment = shaderContext.getPrivatePluginData(Lighting3DPrivateData.class).getEnvironment(data.getString("id", ""));
if (environment != null) {
Array<Directional3DLight> directionalLights = environment.getDirectionalLights();
for (int i = 0; i < directionalLights.size; i++) {
OrthographicCamera shadowCamera = directionalLights.get(i).getShadowCamera();
if (shadowCamera != null) {
System.arraycopy(shadowCamera.combined.val, 0, shadowCameras, i * 16, 16);
}
}
}
shader.setUniformMatrix4Array(location, shadowCameras);
}
}, "Shadow camera matrix");
final float[] shadowCamerasBufferSize = new float[1 * maxNumberOfDirectionalLights];
fragmentShaderBuilder.addArrayUniformVariable("u_shadowCameraBufferSize_" + nodeId, maxNumberOfDirectionalLights, "float", true, new UniformRegistry.UniformSetter() {
@Override
public void set(BasicShader shader, int location, ShaderContext shaderContext) {
Lighting3DEnvironment environment = shaderContext.getPrivatePluginData(Lighting3DPrivateData.class).getEnvironment(data.getString("id", ""));
if (environment != null) {
Array<Directional3DLight> directionalLights = environment.getDirectionalLights();
for (int i = 0; i < directionalLights.size; i++) {
OrthographicCamera shadowCamera = directionalLights.get(i).getShadowCamera();
if (shadowCamera != null) {
shadowCamerasBufferSize[i] = directionalLights.get(i).getShadowBufferSize();
}
}
}
shader.setUniformFloatArray(location, shadowCamerasBufferSize);
}
}, "Shadow camera buffer size");
final float[] shadowCamerasClipping = new float[2 * maxNumberOfDirectionalLights];
fragmentShaderBuilder.addArrayUniformVariable("u_shadowCameraClipping_" + nodeId, maxNumberOfDirectionalLights, "vec2", true, new UniformRegistry.UniformSetter() {
@Override
public void set(BasicShader shader, int location, ShaderContext shaderContext) {
Lighting3DEnvironment environment = shaderContext.getPrivatePluginData(Lighting3DPrivateData.class).getEnvironment(data.getString("id", ""));
if (environment != null) {
Array<Directional3DLight> directionalLights = environment.getDirectionalLights();
for (int i = 0; i < directionalLights.size; i++) {
OrthographicCamera shadowCamera = directionalLights.get(i).getShadowCamera();
if (shadowCamera != null) {
shadowCamerasClipping[i * 2 + 0] = shadowCamera.near;
shadowCamerasClipping[i * 2 + 1] = shadowCamera.far;
}
}
}
shader.setUniformVector2Array(location, shadowCamerasClipping);
}
}, "Shadow camera clipping");
final float[] shadowCamerasPosition = new float[3 * maxNumberOfDirectionalLights];
fragmentShaderBuilder.addArrayUniformVariable("u_shadowCameraPosition_" + nodeId, maxNumberOfDirectionalLights, "vec3", true, new UniformRegistry.UniformSetter() {
@Override
public void set(BasicShader shader, int location, ShaderContext shaderContext) {
Lighting3DEnvironment environment = shaderContext.getPrivatePluginData(Lighting3DPrivateData.class).getEnvironment(data.getString("id", ""));
if (environment != null) {
Array<Directional3DLight> directionalLights = environment.getDirectionalLights();
for (int i = 0; i < directionalLights.size; i++) {
OrthographicCamera shadowCamera = directionalLights.get(i).getShadowCamera();
if (shadowCamera != null) {
shadowCamerasPosition[i * 3 + 0] = shadowCamera.position.x;
shadowCamerasPosition[i * 3 + 1] = shadowCamera.position.y;
shadowCamerasPosition[i * 3 + 2] = shadowCamera.position.z;
}
}
}
shader.setUniformVector3Array(location, shadowCamerasPosition);
}
}, "Shadow camera position");
for (int i = 0; i < maxNumberOfDirectionalLights; i++) {
final int lightIndex = i;
final TextureDescriptor<Texture> textureDescriptor = new TextureDescriptor<>(null, Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest, Texture.TextureWrap.ClampToEdge, Texture.TextureWrap.ClampToEdge);
fragmentShaderBuilder.addUniformVariable("u_shadowMap_" + nodeId + "_" + i, "sampler2D", true, new UniformRegistry.UniformSetter() {
@Override
public void set(BasicShader shader, int location, ShaderContext shaderContext) {
Lighting3DEnvironment environment = shaderContext.getPrivatePluginData(Lighting3DPrivateData.class).getEnvironment(data.getString("id", ""));
if (environment != null) {
Array<Directional3DLight> directionalLights = environment.getDirectionalLights();
RenderPipelineBuffer shadowFrameBuffer = null;
if (directionalLights.size > lightIndex)
shadowFrameBuffer = directionalLights.get(lightIndex).getShadowFrameBuffer();
if (shadowFrameBuffer != null) {
textureDescriptor.texture = shadowFrameBuffer.getColorBufferTexture();
} else {
textureDescriptor.texture = graphShader.getDefaultTexture();
}
} else {
textureDescriptor.texture = graphShader.getDefaultTexture();
}
shader.setUniform(location, textureDescriptor);
}
}, "Shadow map " + i);
}
fragmentShaderBuilder.addUniformVariable("u_ambientLight_" + nodeId, "vec3", true, new UniformRegistry.UniformSetter() {
@Override
public void set(BasicShader shader, int location, ShaderContext shaderContext) {
Lighting3DEnvironment environment = shaderContext.getPrivatePluginData(Lighting3DPrivateData.class).getEnvironment(data.getString("id", ""));
if (environment != null && environment.getAmbientColor() != null) {
LightColor ambientColor = environment.getAmbientColor();
shader.setUniform(location, ambientColor.getRed(), ambientColor.getGreen(), ambientColor.getBlue());
} else {
shader.setUniform(location, 0f, 0f, 0f);
}
}
}, "Ambient light");
loadFragmentIfNotDefined(fragmentShaderBuilder, "unpackVec3ToFloat");
String isLightedFunctionName = "isLighted_" + nodeId;
String probeShadowMapFunctionName = "probeShadowMap_" + nodeId;
fragmentShaderBuilder.addFunction(probeShadowMapFunctionName, createProbeShadowMapFunction(nodeId));
ObjectMap<String, String> variables = new ObjectMap<>();
variables.put("NUM_SPOT_LIGHTS", String.valueOf(maxNumberOfSpotlights));
variables.put("NUM_POINT_LIGHTS", String.valueOf(maxNumberOfPointLights));
variables.put("NUM_DIRECTIONAL_LIGHTS", String.valueOf(maxNumberOfDirectionalLights));
variables.put("SHADOW_ACNE_VALUE", SimpleNumberFormatter.format(shadowAcneValue));
variables.put("SHADOW_SOFTNESS", String.valueOf(shadowSoftness));
variables.put("SHADOW_PROBE_COUNT", SimpleNumberFormatter.format((shadowSoftness + 1) * (shadowSoftness + 1)));
variables.put("NODE_ID", nodeId);
fragmentShaderBuilder.addFunction(isLightedFunctionName, GLSLFragmentReader.getFragment("isLighted", variables));
if (maxNumberOfDirectionalLights > 0)
passDirectionalLights(environmentId, fragmentShaderBuilder, nodeId, variables);
if (maxNumberOfPointLights > 0)
passPointLights(environmentId, fragmentShaderBuilder, nodeId, variables);
if (maxNumberOfSpotlights > 0)
passSpotLights(environmentId, fragmentShaderBuilder, nodeId, variables);
FieldOutput positionValue = inputs.get("position");
FieldOutput normalValue = inputs.get("normal");
FieldOutput albedoValue = inputs.get("albedo");
FieldOutput emissionValue = inputs.get("emission");
FieldOutput specularValue = inputs.get("specular");
FieldOutput ambientOcclusionValue = inputs.get("ambientOcclusion");
FieldOutput shininessValue = inputs.get("shininess");
String position = positionValue.getRepresentation();
String normal = normalValue.getRepresentation();
String albedo = albedoValue != null ? albedoValue.getRepresentation() : "vec3(0.0)";
String emission = emissionValue != null ? emissionValue.getRepresentation() : "vec3(0.0)";
String specular = specularValue != null ? specularValue.getRepresentation() : "vec3(1.0)";
String ambientOcclusion = ambientOcclusionValue != null ? ambientOcclusionValue.getRepresentation() : "1.0";
String shininess = shininessValue != null ? shininessValue.getRepresentation() : "32.0";
fragmentShaderBuilder.addMainLine("// Blinn-Phong Lighting node");
String calculateLightingFunctionName = "calculateBlinnPhongLightingFunction_" + nodeId;
fragmentShaderBuilder.addFunction(calculateLightingFunctionName, createCalculateLightingFunction(nodeId));
String lightingVariable = "lighting_" + nodeId;
fragmentShaderBuilder.addMainLine("Lighting " + lightingVariable + " = " + calculateLightingFunctionName + "(" + position + ", " + normal + ", " + shininess + ");");
ShaderFieldType resultType = ShaderFieldTypeRegistry.findShaderFieldType(ShaderFieldType.Vector3);
ObjectMap<String, DefaultFieldOutput> result = new ObjectMap<>();
if (producedOutputs.contains("output")) {
String name = "color_" + nodeId;
fragmentShaderBuilder.addMainLine(resultType.getShaderType() + " " + name + " = " + emission + ".rgb + " + ambientOcclusion + " * u_ambientLight_" + nodeId + " * " + albedo + ".rgb;");
fragmentShaderBuilder.addMainLine(name + " += " + lightingVariable + ".diffuse * " + albedo + ".rgb + " + lightingVariable + ".specular * " + specular + ".rgb;");
result.put("output", new DefaultFieldOutput(resultType.getName(), name));
}
if (producedOutputs.contains("diffuse")) {
result.put("diffuse", new DefaultFieldOutput(resultType.getName(), lightingVariable + ".diffuse"));
}
if (producedOutputs.contains("specularOut")) {
result.put("specularOut", new DefaultFieldOutput(resultType.getName(), lightingVariable + ".specular"));
}
return result;
}
use of com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment in project gdx-graph by MarcinSc.
the class ShadowShaderRendererPipelineNodeProducer method createNodeForSingleInputs.
@Override
public PipelineNode createNodeForSingleInputs(JsonValue data, ObjectMap<String, String> inputTypes, ObjectMap<String, String> outputTypes) {
final ShaderContextImpl shaderContext = new ShaderContextImpl(pluginPrivateDataSource);
final ObjectMap<String, GraphShader> shaders = new ObjectMap<>();
final Array<String> allShaderTags = new Array<>();
final JsonValue shaderDefinitions = data.get("shaders");
RenderOrder renderOrder = RenderOrder.valueOf(data.getString("renderOrder", "Shader_Unordered"));
final ModelRenderingStrategy renderingStrategy = createRenderingStrategy(renderOrder);
final String environmentId = data.getString("id", "");
final RenderingStrategyCallback depthStrategyCallback = new RenderingStrategyCallback(shaderContext, new Function<String, GraphShader>() {
@Override
public GraphShader apply(String s) {
return shaders.get(s);
}
});
final Array<RenderPipelineBuffer> createdPipelineBuffers = new Array<>();
final Array<Directional3DLight> shadowDirectionalLights = new Array<>();
final ObjectMap<String, PipelineNode.FieldOutput<?>> result = new ObjectMap<>();
final DefaultFieldOutput<RenderPipeline> output = new DefaultFieldOutput<>(PipelineFieldType.RenderPipeline);
result.put("output", output);
return new SingleInputsPipelineNode(result) {
private Lighting3DPrivateData lighting;
private TimeProvider timeProvider;
private GraphModelsImpl models;
private RenderPipeline pipeline;
@Override
public void initializePipeline(PipelineDataProvider pipelineDataProvider) {
lighting = pipelineDataProvider.getPrivatePluginData(Lighting3DPrivateData.class);
timeProvider = pipelineDataProvider.getTimeProvider();
models = pipelineDataProvider.getPrivatePluginData(GraphModelsImpl.class);
for (JsonValue shaderDefinition : shaderDefinitions) {
GraphShader depthGraphShader = ShadowShaderRendererPipelineNodeProducer.createDepthShader(shaderDefinition, pipelineDataProvider.getWhitePixel().texture);
allShaderTags.add(depthGraphShader.getTag());
shaders.put(depthGraphShader.getTag(), depthGraphShader);
}
for (ObjectMap.Entry<String, GraphShader> shaderEntry : shaders.entries()) {
models.registerTag(shaderEntry.key, shaderEntry.value);
}
}
private boolean needsDepth() {
for (GraphShader shader : shaders.values()) {
if (shader.isUsingDepthTexture() && models.hasModelWithTag(shader.getTag()))
return true;
}
return false;
}
private boolean isRequiringSceneColor() {
for (GraphShader shader : shaders.values()) {
if (shader.isUsingColorTexture() && models.hasModelWithTag(shader.getTag()))
return true;
}
return false;
}
@Override
public void processPipelineRequirements(PipelineRequirements pipelineRequirements) {
if (needsDepth())
pipelineRequirements.setRequiringDepthTexture();
}
@Override
public void executeNode(PipelineRenderingContext pipelineRenderingContext, PipelineRequirementsCallback pipelineRequirementsCallback) {
final PipelineNode.FieldOutput<Boolean> processorEnabled = (PipelineNode.FieldOutput<Boolean>) inputs.get("enabled");
final PipelineNode.FieldOutput<RenderPipeline> renderPipelineInput = (PipelineNode.FieldOutput<RenderPipeline>) inputs.get("input");
boolean enabled = processorEnabled == null || processorEnabled.getValue();
boolean usesDepth = enabled && needsDepth();
RenderPipeline renderPipeline = renderPipelineInput.getValue();
this.pipeline = renderPipeline;
if (enabled) {
boolean needsDrawing = false;
Lighting3DEnvironment environment = lighting.getEnvironment(environmentId);
// Initialize directional light cameras and textures
for (Directional3DLight directionalLight : environment.getDirectionalLights()) {
if (directionalLight.isShadowsEnabled()) {
needsDrawing = true;
directionalLight.updateCamera(environment.getSceneCenter(), environment.getSceneDiameter());
if (directionalLight.getShadowFrameBuffer() == null) {
RenderPipelineBuffer shadowFrameBuffer = renderPipeline.getNewFrameBuffer(directionalLight.getShadowBufferSize(), directionalLight.getShadowBufferSize(), Pixmap.Format.RGB888, Color.WHITE);
directionalLight.setShadowFrameBuffer(shadowFrameBuffer);
createdPipelineBuffers.add(shadowFrameBuffer);
shadowDirectionalLights.add(directionalLight);
}
}
}
if (needsDrawing) {
boolean needsSceneColor = isRequiringSceneColor();
RenderPipelineBuffer drawBuffer = renderPipeline.getDefaultBuffer();
for (Directional3DLight directionalLight : environment.getDirectionalLights()) {
if (directionalLight.isShadowsEnabled()) {
RenderPipelineBuffer shadowBuffer = directionalLight.getShadowFrameBuffer();
Camera camera = directionalLight.getShadowCamera();
shaderContext.setCamera(camera);
shaderContext.setTimeProvider(timeProvider);
shaderContext.setRenderWidth(shadowBuffer.getWidth());
shaderContext.setRenderHeight(shadowBuffer.getHeight());
if (usesDepth) {
renderPipeline.enrichWithDepthBuffer(drawBuffer);
shaderContext.setDepthTexture(drawBuffer.getDepthBufferTexture());
}
if (needsSceneColor)
shaderContext.setColorTexture(drawBuffer.getColorBufferTexture());
// Drawing models on color buffer
depthStrategyCallback.prepare(pipelineRenderingContext, models);
shadowBuffer.beginColor();
renderingStrategy.processModels(models, allShaderTags, camera, depthStrategyCallback);
shadowBuffer.endColor();
}
}
}
}
output.setValue(renderPipeline);
}
@Override
public void endFrame() {
for (RenderPipelineBuffer createdPipelineBuffer : createdPipelineBuffers) {
pipeline.returnFrameBuffer(createdPipelineBuffer);
}
createdPipelineBuffers.clear();
for (Directional3DLight shadowDirectionalLight : shadowDirectionalLights) {
shadowDirectionalLight.setShadowFrameBuffer(null);
}
shadowDirectionalLights.clear();
}
@Override
public void dispose() {
for (GraphShader shader : shaders.values()) {
shader.dispose();
}
}
};
}
use of com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment in project gdx-graph by MarcinSc.
the class ShadowShaderTestScene method initializeScene.
@Override
public void initializeScene() {
camera = new PerspectiveCamera();
camera.near = 0.1f;
camera.far = 100;
updateCamera();
pipelineRenderer = loadPipelineRenderer();
float halfSize = 5;
ModelBuilder modelBuilder = new ModelBuilder();
Model wall = modelBuilder.createBox(halfSize * 2, halfSize * 2, 0.001f, new Material(), VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal);
Model sphere = modelBuilder.createSphere(2, 2, 2, 50, 50, new Material(), VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal);
disposables.add(wall);
disposables.add(sphere);
ModelInstance wallInstance = new ModelInstance(wall);
wallInstance.transform.translate(0, 0, -3);
sphereInstance = new ModelInstance(sphere);
GraphModels graphModels = pipelineRenderer.getPluginData(GraphModels.class);
CommonPropertiesModelInstanceModelAdapter wallAdapter = new CommonPropertiesModelInstanceModelAdapter(wallInstance, graphModels);
wallAdapter.getPropertyContainer().setValue("Color", Color.LIGHT_GRAY);
CommonPropertiesModelInstanceModelAdapter sphereAdapter = new CommonPropertiesModelInstanceModelAdapter(sphereInstance, graphModels);
sphereAdapter.getPropertyContainer().setValue("Color", Color.RED);
wallAdapter.addTag("Color");
wallAdapter.addTag("Color Shadow");
sphereAdapter.addTag("Color");
sphereAdapter.addTag("Color Shadow");
Lighting3DPublicData lighting = pipelineRenderer.getPluginData(Lighting3DPublicData.class);
environment = new Lighting3DEnvironment(new Vector3(), 20f);
environment.setAmbientColor(new Color(0.1f, 0.1f, 0.1f, 1f));
Directional3DLight directionalLight = new Directional3DLight();
directionalLight.setColor(Color.WHITE);
directionalLight.setIntensity(0.4f);
directionalLight.setDirection(0, 0, -1);
directionalLight.setShadowsEnabled(true);
directionalLight.setShadowBufferSize(512);
environment.addDirectionalLight(directionalLight);
lighting.setEnvironment("Scene", environment);
stage = createStage();
disposables.add(stage);
Gdx.input.setInputProcessor(stage);
UIPluginPublicData ui = pipelineRenderer.getPluginData(UIPluginPublicData.class);
ui.setStage("Stage", stage);
}
use of com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment in project gdx-graph by MarcinSc.
the class AmbientLightShaderNodeBuilder method buildCommonNode.
@Override
protected ObjectMap<String, ? extends FieldOutput> buildCommonNode(boolean designTime, String nodeId, final JsonValue data, ObjectMap<String, FieldOutput> inputs, ObjectSet<String> producedOutputs, CommonShaderBuilder commonShaderBuilder, GraphShaderContext graphShaderContext, GraphShader graphShader) {
final String environmentId = data.getString("id", "");
commonShaderBuilder.addUniformVariable("u_ambientLight_" + nodeId, "vec4", false, new UniformRegistry.UniformSetter() {
@Override
public void set(BasicShader shader, int location, ShaderContext shaderContext) {
Lighting3DPrivateData privatePluginData = shaderContext.getPrivatePluginData(Lighting3DPrivateData.class);
Lighting3DEnvironment environment = privatePluginData.getEnvironment(environmentId);
Lights3DProvider lights3DProvider = privatePluginData.getLights3DProvider();
LightColor ambientColor = lights3DProvider.getAmbientLight(environment, shaderContext.getRenderableModel());
if (ambientColor != null) {
shader.setUniform(location, ambientColor.getRed(), ambientColor.getGreen(), ambientColor.getBlue(), 1f);
} else {
shader.setUniform(location, 0f, 0f, 0f, 1f);
}
}
}, "Ambient light");
return LibGDXCollections.singletonMap("ambient", new DefaultFieldOutput(ShaderFieldType.Vector4, "u_ambientLight_" + nodeId));
}
Aggregations