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x3material.lua
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local shaderBank = {
a_instanceTransform = [[
#if INSTANCES
attribute vec4 InstanceTransform1;
attribute vec4 InstanceTransform2;
attribute vec4 InstanceTransform3;
attribute vec4 InstanceTransform4;
attribute vec4 InstanceColor;
#endif
]],
com_varying = [[
varying vec3 v_WorldNormal;
varying highp vec3 v_WorldPosition;
varying highp vec2 v_TexCoord0;
varying highp vec2 v_TexCoord1;
#if INSTANCES
varying vec4 v_InstanceColor;
#endif
]],
vert_init = [[
extern mat4 u_ViewProjection;
extern mat4 u_Model;
attribute vec3 VertexNormal;
extern highp vec3 u_WorldCameraPosition;
//attribute vec2 VertexTexCoord2;
]],
vert_initFragData = [[
vec4 initFragmentData(vec4 vertexPosition)
{
#if INSTANCES
mat4 model = u_Model * mat4(InstanceTransform1, InstanceTransform2, InstanceTransform3, InstanceTransform4);
#else
mat4 model = u_Model;
#endif
vec4 worldPosition = model * vertexPosition;
v_WorldPosition = worldPosition.xyz;
v_WorldNormal = normalize((model * vec4(VertexNormal, 0.0))).xyz;
v_TexCoord0 = VertexTexCoord.rg;
//v_TexCoord1 = VertexTexCoord2.rg;
#if INSTANCES
v_InstanceColor = InstanceColor;
#endif
v_TexCoord0.y = 1.0 - v_TexCoord0.y;
return u_ViewProjection * worldPosition;
}
]],
vert_main = [[
vec4 position(mat4 transform_projection, vec4 vertex_position)
{
return initFragmentData(vertex_position);
}
]],
frag_init = [[
struct FragLighting {
vec3 diffuseLighting;
vec3 specularLighting;
};
extern highp vec3 u_WorldCameraPosition;
extern highp float u_Time;
extern vec3 u_BaseColor;
extern bool u_UseBaseTexture;
extern Image u_BaseTexture;
extern vec3 u_EmissiveColor;
extern bool u_UseEmissiveTexture;
extern Image u_EmissiveTexture;
extern vec3 u_HemiLowColor;
extern vec3 u_HemiHighColor;
extern vec3 u_HemiDirection;
extern bool u_UseLightmap;
extern Image u_LightmapTexture;
vec3 getBaseColor() {
vec3 baseColor = u_BaseColor;
if (u_UseBaseTexture) {
baseColor = Texel(u_BaseTexture, v_TexCoord0).rgb;
}
#if INSTANCES
baseColor.rgb *= v_InstanceColor.rgb;
#endif
return baseColor;
}
vec3 getEmissiveColor() {
vec3 emissiveColor = u_EmissiveColor;
if (u_UseEmissiveTexture) {
emissiveColor = Texel(u_EmissiveTexture, v_TexCoord0).rgb;
}
#if INSTANCES
emissiveColor.rgb *= v_InstanceColor.rgb;
#endif
return emissiveColor;
}
vec3 getLightmapColor() {
vec3 lightmapColor = vec3(1.0);
if (u_UseLightmap) {
lightmapColor = Texel(u_LightmapTexture, v_TexCoord0).rgb;
}
return lightmapColor;
}
vec3 getNormal() {
return normalize(v_WorldNormal);
}
extern float u_DiffuseStep;
#if LIGHTS
extern int u_NumPointLights;
extern vec3 u_PointLightPositions[4];
extern vec3 u_PointLightColors[4];
extern float u_PointLightIntensities[4];
extern vec3 u_SpecularColor;
extern float u_Shininess;
extern bool u_UseSpecularTexture;
extern Image u_SpecularTexture;
vec3 getSpecularColor() {
vec3 color = u_SpecularColor;
if (u_UseSpecularTexture) {
color = Texel(u_SpecularTexture, v_TexCoord0).rgb;
}
return color;
}
#endif
]],
frag_getLighting = [[
FragLighting getLighting() {
vec3 diffuseLighting = vec3(0.0);
vec3 specularLighting = vec3(0.0);
vec3 normal = getNormal();
#if LIGHTS
vec3 eyeRay = normalize(v_WorldPosition - u_WorldCameraPosition);
vec3 outRay = reflect(eyeRay, normal);
//base Lighting
for (int i = 0; i < u_NumPointLights; i++) {
vec3 toLight = u_PointLightPositions[i] - v_WorldPosition;
float distance = length(toLight);
toLight *= 1.0/distance;
float cosFactor = max(0.0, dot(normal, toLight));
float atten = u_PointLightIntensities[i] * clamp(1.0/(distance), 0.0, 1.0);
float intensity = cosFactor * atten;
diffuseLighting += u_PointLightColors[i] * intensity;
float specFactor = pow(max(0.0, dot(outRay, toLight)), u_Shininess);
specularLighting += u_PointLightColors[i] * atten * specFactor;
}
#endif
float skyDot = dot(normal, u_HemiDirection);
diffuseLighting += mix( u_HemiLowColor, u_HemiHighColor, skyDot * 0.5 + 0.5);
diffuseLighting += (getLightmapColor() - vec3(1.0));
//#if LIGHTS
if (u_DiffuseStep > 0.0) {
vec3 stepDiff = floor(diffuseLighting * u_DiffuseStep + vec3(0.5, 0.5, 0.5))/vec3(u_DiffuseStep);
diffuseLighting = stepDiff;
}
//#endif
return FragLighting(
diffuseLighting,
specularLighting
);
}
]],
frag_shadeFragmentBegin = [[
vec4 shadeFragment() {
vec4 outColor = vec4(0,0,0,1);
]],
frag_shadeFragmentStandard = [[
vec3 baseColor = getBaseColor();
/*
#if LIGHTS
#else
outColor.rgb = baseColor;
#endif
*/
FragLighting lighting = getLighting();
outColor.rgb += baseColor * lighting.diffuseLighting;
outColor.rgb += getEmissiveColor();
#if LIGHTS
outColor.rgb += getSpecularColor() * lighting.specularLighting;
#endif
]],
frag_shadeFragmentEnd = [[
return outColor;
}
]],
frag_main = [[
vec4 effect( vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords )
{
return shadeFragment();
}
]],
makeDefines = function(defines)
local result = "";
for name, value in pairs(defines) do
result = result.."#define "..name.." "..value.."\n";
end
return result;
end
}
local ShaderBuilder = {
buildStandardVertex = function(options)
local defines = shaderBank.makeDefines(options.defines or {
INSTANCES = 1,
LIGHTS = 1
});
local result = {
defines,
shaderBank.com_varying,
shaderBank.a_instanceTransform,
shaderBank.vert_init,
shaderBank.vert_initFragData,
shaderBank.vert_main
};
return table.concat(result);
end,
buildCustomVertex = function(options)
local defines = shaderBank.makeDefines(options.defines or {
INSTANCES = 1,
LIGHTS = 1
});
local result = {
defines,
shaderBank.com_varying,
shaderBank.a_instanceTransform,
shaderBank.vert_init,
shaderBank.vert_initFragData,
options.vertMain or shaderBank.vert_main
};
return table.concat(result);
end,
buildStandardFragment = function(options)
local defines = shaderBank.makeDefines(options.defines or {
INSTANCES = 1,
LIGHTS = 1
});
local result = {
defines,
shaderBank.com_varying,
shaderBank.frag_init,
shaderBank.frag_getLighting,
shaderBank.frag_shadeFragmentBegin,
shaderBank.frag_shadeFragmentStandard,
shaderBank.frag_shadeFragmentEnd,
shaderBank.frag_main
};
return table.concat(result);
end,
buildCustomFragment = function(options)
local defines = shaderBank.makeDefines(options.defines or {
INSTANCES = 1,
LIGHTS = 0
});
local result = {
defines,
shaderBank.com_varying,
shaderBank.frag_init,
options.fragHead or "",
shaderBank.frag_shadeFragmentBegin,
options.fragShade or "",
shaderBank.frag_shadeFragmentEnd,
shaderBank.frag_main
};
return table.concat(result);
end
}
local makeShader = love.graphics.newShader;
local shader = {};
local shaderMatArray = {};
shader.__index = {
send = function(s, name, ...)
local loveShader = s.loveShader;
if (loveShader:hasUniform(name)) then
loveShader:send(name, ...);
else
--print(name);
end
end,
sendArray = function(s, name, array)
local loveShader = s.loveShader;
if (loveShader:hasUniform(name)) then
loveShader:send(name, unpack(array));
end
end,
sendMat4 = function(s, name, m)
local loveShader = s.loveShader;
if (loveShader:hasUniform(name)) then
m:toRowMajorArray(shaderMatArray);
loveShader:send(name, shaderMatArray);
end
end,
setActive = function(s)
love.graphics.setShader(s.loveShader);
end,
}
shader.newCustom = function(options)
options.defines = options.defines or {
INSTANCES = 1,
LIGHTS = 1
}
local s = {
loveShader = makeShader(
ShaderBuilder.buildCustomVertex(options),
ShaderBuilder.buildCustomFragment(options)
),
options = options
};
setmetatable(s, shader);
return s;
end
shader.newStandard = function(options)
options.defines = options.defines or {
INSTANCES = 1,
LIGHTS = 1
}
local s = {
loveShader = makeShader(
ShaderBuilder.buildStandardVertex(options),
ShaderBuilder.buildStandardFragment(options)
),
options = options
};
setmetatable(s, shader);
return s;
end
local Shaders = {
standardShader = shader.newStandard({
defines = {
INSTANCES = 1,
LIGHTS = 1
}
}),
unlitShader = shader.newStandard({
defines = {
INSTANCES = 1,
LIGHTS = 0
}
})
}
local v3 = function(v)
if (v and v.toArray) then
return v:toArray();
else
return v;
end
end
local function materialDefaultUniforms(options)
options.hemiColors = options.hemiColors or {{0,0,0}, {0,0,0}};
return {
u_BaseColor = v3(options.baseColor) or {1,1,1},
u_UseBaseTexture = not not options.baseTexture,
u_BaseTexture = options.baseTexture,
u_HemiLowColor = v3(options.hemiColors[1]) or {0,0,0},
u_HemiHighColor = v3(options.hemiColors[2]) or {0,0,0},
u_HemiDirection = v3(options.hemiDirection) or {0, 1, 0},
u_EmissiveColor = v3(options.emissiveColor) or {0,0,0},
u_UseEmissiveTexture = not not options.emissiveTexture,
u_EmissiveTexture = options.emissiveTexture,
u_DiffuseStep = (options.toonStep or 0) - 1
}
end
local material = {
newLit = function(options)
options = options or {};
local uniforms = materialDefaultUniforms(options);
uniforms.u_LightmapTexture = options.lightmapTexture;
uniforms.u_UseLightmap = not not options.lightmapTexture;
uniforms.u_SpecularColor = v3(options.specularColor) or {0,0,0};
uniforms.u_UseSpecularTexture = not not options.specularTexture;
uniforms.u_SpecularTexture = options.specularTexture;
uniforms.u_Shininess = options.shininess or 1.0;
return {
shader = Shaders.standardShader,
uniforms = uniforms,
options = options
}
end,
newUnlit = function(options)
options = options or {};
local uniforms = materialDefaultUniforms(options);
return {
shader = Shaders.unlitShader,
uniforms = uniforms,
options = options or {}
}
end,
newCustom = function(shader, uniforms)
return {
shader = shader,
uniforms = uniforms or {},
options = shader.options
}
end
}
return {
material = material,
shader = shader,
ShaderBuilder = ShaderBuilder
}