Search in sources :

Example 16 with DefaultFieldOutput

use of com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput in project gdx-graph by MarcinSc.

the class DitherShaderNodeBuilder method buildCommonNode.

@Override
protected ObjectMap<String, ? extends FieldOutput> buildCommonNode(boolean designTime, String nodeId, JsonValue data, ObjectMap<String, FieldOutput> inputs, ObjectSet<String> producedOutputs, CommonShaderBuilder commonShaderBuilder, GraphShaderContext graphShaderContext, GraphShader graphShader) {
    FieldOutput inputValue = inputs.get("input");
    FieldOutput positionValue = inputs.get("position");
    FieldOutput pixelSizeValue = inputs.get("pixelSize");
    commonShaderBuilder.addMainLine("// Dither node");
    String name = "result_" + nodeId;
    String resultType = ShaderFieldType.Float;
    int ditherSize = data.getInt("ditherSize", 4);
    loadFragmentIfNotDefined(commonShaderBuilder, "dither/dither" + ditherSize);
    commonShaderBuilder.addMainLine("float " + name + " = getDither" + ditherSize + "(" + positionValue.getRepresentation() + ", " + pixelSizeValue.getRepresentation() + ", " + inputValue.getRepresentation() + ");\n");
    return LibGDXCollections.singletonMap("output", new DefaultFieldOutput(resultType, name));
}
Also used : DefaultFieldOutput(com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput) DefaultFieldOutput(com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput)

Example 17 with DefaultFieldOutput

use of com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput in project gdx-graph by MarcinSc.

the class GradientShaderNodeBuilder method buildCommonNode.

@Override
protected ObjectMap<String, ? extends FieldOutput> buildCommonNode(boolean designTime, String nodeId, JsonValue data, ObjectMap<String, FieldOutput> inputs, ObjectSet<String> producedOutputs, CommonShaderBuilder commonShaderBuilder, GraphShaderContext graphShaderContext, GraphShader graphShader) {
    FieldOutput inputValue = inputs.get("input");
    Array<ColorPoint> pointArray = new Array<>();
    JsonValue points = data.get("points");
    for (String point : points.asStringArray()) {
        String[] split = point.split(",");
        pointArray.add(new ColorPoint(Color.valueOf(split[0]), Float.parseFloat(split[1])));
    }
    ClampMethod clampMethod = ClampMethod.valueOf(data.getString("clamp", "Normal"));
    String remapValueFunctionName = "gradient_" + nodeId;
    String functionText = createGradientFunction(remapValueFunctionName, pointArray, clampMethod);
    commonShaderBuilder.addFunction(remapValueFunctionName, functionText);
    String name = "result_" + nodeId;
    commonShaderBuilder.addMainLine("// Gradient node");
    commonShaderBuilder.addMainLine("vec4 " + name + " = " + remapValueFunctionName + "(" + inputValue + ");");
    return LibGDXCollections.singletonMap("output", new DefaultFieldOutput(ShaderFieldType.Vector4, name));
}
Also used : Array(com.badlogic.gdx.utils.Array) ClampMethod(com.gempukku.libgdx.graph.shader.ClampMethod) DefaultFieldOutput(com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput) JsonValue(com.badlogic.gdx.utils.JsonValue) DefaultFieldOutput(com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput)

Example 18 with DefaultFieldOutput

use of com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput in project gdx-graph by MarcinSc.

the class ParticleLifetimeShaderNodeBuilder method buildVertexNodeSingleInputs.

@Override
public ObjectMap<String, ? extends FieldOutput> buildVertexNodeSingleInputs(boolean designTime, String nodeId, JsonValue data, ObjectMap<String, FieldOutput> inputs, ObjectSet<String> producedOutputs, VertexShaderBuilder vertexShaderBuilder, GraphShaderContext graphShaderContext, GraphShader graphShader) {
    vertexShaderBuilder.addAttributeVariable("a_birthTime", 1, "float", "Particle birth-time");
    vertexShaderBuilder.addUniformVariable("u_time", "float", true, UniformSetters.time, "Time");
    String name = "result_" + nodeId;
    vertexShaderBuilder.addMainLine("// Particle Lifetime Node");
    vertexShaderBuilder.addMainLine("float" + " " + name + " = u_time - a_birthTime;");
    return LibGDXCollections.singletonMap("time", new DefaultFieldOutput(ShaderFieldType.Float, name));
}
Also used : DefaultFieldOutput(com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput)

Example 19 with DefaultFieldOutput

use of com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput in project gdx-graph by MarcinSc.

the class ParticleUVShaderNodeBuilder method buildFragmentNodeSingleInputs.

@Override
public ObjectMap<String, ? extends FieldOutput> buildFragmentNodeSingleInputs(boolean designTime, String nodeId, JsonValue data, ObjectMap<String, FieldOutput> inputs, ObjectSet<String> producedOutputs, VertexShaderBuilder vertexShaderBuilder, FragmentShaderBuilder fragmentShaderBuilder, GraphShaderContext graphShaderContext, GraphShader graphShader) {
    VertexAttribute attribute = VertexAttribute.TexCoords(0);
    copyAttributeToFragmentShader(attribute, "v_uv", "Particle UV", vertexShaderBuilder, fragmentShaderBuilder);
    return LibGDXCollections.singletonMap("uv", new DefaultFieldOutput(ShaderFieldType.Vector2, "v_uv"));
}
Also used : VertexAttribute(com.badlogic.gdx.graphics.VertexAttribute) DefaultFieldOutput(com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput)

Example 20 with DefaultFieldOutput

use of com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput 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;
}
Also used : RenderPipelineBuffer(com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer) OrthographicCamera(com.badlogic.gdx.graphics.OrthographicCamera) Texture(com.badlogic.gdx.graphics.Texture) DefaultFieldOutput(com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput) Array(com.badlogic.gdx.utils.Array) ObjectMap(com.badlogic.gdx.utils.ObjectMap) Lighting3DEnvironment(com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment) DefaultFieldOutput(com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput) TextureDescriptor(com.badlogic.gdx.graphics.g3d.utils.TextureDescriptor) LightColor(com.gempukku.libgdx.graph.plugin.lighting3d.LightColor) ShaderFieldType(com.gempukku.libgdx.graph.shader.field.ShaderFieldType)

Aggregations

DefaultFieldOutput (com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput)106 ShaderFieldType (com.gempukku.libgdx.graph.shader.field.ShaderFieldType)43 ObjectMap (com.badlogic.gdx.utils.ObjectMap)17 VertexAttribute (com.badlogic.gdx.graphics.VertexAttribute)7 Texture (com.badlogic.gdx.graphics.Texture)6 TextureDescriptor (com.badlogic.gdx.graphics.g3d.utils.TextureDescriptor)6 Array (com.badlogic.gdx.utils.Array)6 LightColor (com.gempukku.libgdx.graph.plugin.lighting3d.LightColor)5 Lighting3DEnvironment (com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment)5 TextureRegion (com.badlogic.gdx.graphics.g2d.TextureRegion)4 Lighting3DPrivateData (com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DPrivateData)4 Lights3DProvider (com.gempukku.libgdx.graph.plugin.lighting3d.provider.Lights3DProvider)4 BasicShader (com.gempukku.libgdx.graph.shader.BasicShader)4 ShaderContext (com.gempukku.libgdx.graph.shader.ShaderContext)4 UniformRegistry (com.gempukku.libgdx.graph.shader.UniformRegistry)4 JsonValue (com.badlogic.gdx.utils.JsonValue)2 BoneTransformFieldType (com.gempukku.libgdx.graph.plugin.boneanimation.property.BoneTransformFieldType)2 ClampMethod (com.gempukku.libgdx.graph.shader.ClampMethod)2 Color (com.badlogic.gdx.graphics.Color)1 OrthographicCamera (com.badlogic.gdx.graphics.OrthographicCamera)1