From 60cec91731a350fe67e9b5ffe7a00d70e9026314 Mon Sep 17 00:00:00 2001 From: Normand Briere <nbriere@noware.ca> Date: Thu, 22 Aug 2019 22:45:00 -0400 Subject: [PATCH] Min shader. --- CameraPane.java | 168 +++++++++++++++++++++++++++++++++++++++---------------- 1 files changed, 118 insertions(+), 50 deletions(-) diff --git a/CameraPane.java b/CameraPane.java index 8acf68e..4956fe0 100644 --- a/CameraPane.java +++ b/CameraPane.java @@ -168,7 +168,7 @@ // OPTIONS - boolean Skinshader = true; + boolean Skinshader = false; // true; boolean cameraLight = false; boolean UVdebug = false; boolean Udebug = false; @@ -542,7 +542,8 @@ LA.vecSub(pv/*.pos*/, rv/*.pos*/, obj.v1); LA.vecCross(obj.v0, obj.v1, obj.v2); LA.vecNormalize(obj.v2); - gl.glNormal3f((float) obj.v2.x, (float) obj.v2.y, (float) obj.v2.z); + + SetGLNormal(gl, (float) obj.v2.x, (float) obj.v2.y, (float) obj.v2.z); } // P @@ -564,7 +565,7 @@ y += ny * obj.NORMALPUSH; z += nz * obj.NORMALPUSH; - gl.glNormal3f(nx, ny, nz); + SetGLNormal(gl, nx, ny, nz); } gl.glColor4f(pv.AO, pv.AO, pv.AO, 1); SetColor(obj, pv); @@ -596,7 +597,7 @@ y += ny * obj.NORMALPUSH; z += nz * obj.NORMALPUSH; - gl.glNormal3f(nx, ny, nz); + SetGLNormal(gl, nx, ny, nz); } //System.out.println("vertexq = " + qv.s + ", " + qv.t); // boolean locked = false; @@ -644,7 +645,7 @@ y += ny * obj.NORMALPUSH; z += nz * obj.NORMALPUSH; - gl.glNormal3f(nx, ny, nz); + SetGLNormal(gl, nx, ny, nz); } // if ((dot&4) == 0) @@ -880,7 +881,7 @@ //// tris.postdraw(this); } - static Camera localcamera = new Camera(); + static Camera localAOcamera = new Camera(); static cVector from = new cVector(); static cVector to = new cVector(); @@ -889,7 +890,7 @@ CameraPane cp = this; Camera keep = cp.RenderCamera(); - cp.renderCamera = localcamera; + cp.renderCamera = localAOcamera; if (br.trimmed) { @@ -907,7 +908,7 @@ br.positions[i3 + 2] + br.normals[i3 + 2]); LA.xformPos(from, transform, from); LA.xformPos(to, transform, to); // RIGID ONLY - localcamera.setAim(from, to); + localAOcamera.setAim(from, to); CameraPane.occlusionbuffer.display(); @@ -941,7 +942,7 @@ to.set(v.x+v.norm.x, v.y+v.norm.y, v.z+v.norm.z); LA.xformPos(from, transform, from); LA.xformPos(to, transform, to); // RIGID ONLY - localcamera.setAim(from, to); + localAOcamera.setAim(from, to); CameraPane.occlusionbuffer.display(); @@ -1250,10 +1251,10 @@ { if (n[count3] != 0 || n[count3 + 1] != 0 || n[count3 + 2] != 0) { - gl.glNormal3f(n[count3], n[count3 + 1], n[count3 + 2]); + SetGLNormal(gl, n[count3], n[count3 + 1], n[count3 + 2]); } else { - gl.glNormal3f(0, 0, 1); + SetGLNormal(gl, 0, 0, 1); } if (c != null) @@ -1277,10 +1278,10 @@ { if (n[count3] != 0 || n[count3 + 1] != 0 || n[count3 + 2] != 0) { - gl.glNormal3f(n[count3], n[count3 + 1], n[count3 + 2]); + SetGLNormal(gl, n[count3], n[count3 + 1], n[count3 + 2]); } else { - gl.glNormal3f(0, 0, 1); + SetGLNormal(gl, 0, 0, 1); } if (c != null) { @@ -1305,10 +1306,10 @@ { if (n[count3] != 0 || n[count3 + 1] != 0 || n[count3 + 2] != 0) { - gl.glNormal3f(n[count3], n[count3 + 1], n[count3 + 2]); + SetGLNormal(gl, n[count3], n[count3 + 1], n[count3 + 2]); } else { - gl.glNormal3f(0, 0, 1); + SetGLNormal(gl, 0, 0, 1); } if (c != null) { @@ -1490,7 +1491,7 @@ { if (!selectmode) { - gl.glNormal3f((float) pv.norm.x, (float) pv.norm.y, (float) pv.norm.z); + SetGLNormal(gl, (float) pv.norm.x, (float) pv.norm.y, (float) pv.norm.z); gl.glColor4f(pv.AO, pv.AO, pv.AO, 1); if (flipV) @@ -1819,7 +1820,7 @@ display.modelParams7[0] = 0; display.modelParams7[1] = 1000; - display.modelParams7[2] = 0; + display.modelParams7[2] = material.parallax; display.modelParams7[3] = 0; //display.modelParams6[0] = 100; // criss de bug de bump @@ -2052,9 +2053,9 @@ switch(viewcode) { case 0: return "main"; - case 1: return "one"; - case 2: return "two"; - case 3: return "three"; + case 1: return "Red"; + case 2: return "Green"; + case 3: return "Blue"; case 4: return "light"; } @@ -2473,6 +2474,18 @@ byte[] bytes = bytebuf.array(); return CreateBim(bytes, width, height); + } + + private void SetGLNormal(javax.media.opengl.GL gl, float nx, float ny, float nz) + { + gl.glNormal3f(nx, ny, nz); + + if (ny > 0.9 || ny < -0.9) + // Ground or ceiling + gl.glVertexAttrib3f(4, 1, 0, 0); + else + // Walls + gl.glVertexAttrib3f(4, 0, 1, 0); } /**/ @@ -10690,9 +10703,18 @@ static boolean init = false; double[][] matrix = LA.newMatrix(); + + // This is to refresh the UI of the material panel. + ObjEditor patchMaterial; public void display(GLAutoDrawable drawable) { + if (patchMaterial.patchMaterial) + { + patchMaterial.patchMaterial = false; + patchMaterial.objectPanel.setSelectedIndex(1); + } + if (Grafreed.savesound && Grafreed.hassound) { Grafreed.wav.save(); @@ -12492,8 +12514,9 @@ String programmin = // Min shader "!!ARBfp1.0\n" + - "PARAM zero123 = { 0.0, 1.0, 2, 1.25 };" + - "PARAM pow2 = { 0.5, 0.25, 0.125, 0.0 };" + + "PARAM zero12t = { 0.0, 1.0, 2, 1.25 };" + + "PARAM pow_2 = { 0.5, 0.25, 0.125, 0.0 };" + + "PARAM pow2 = { 2, 4, 8, 0.0 };" + "PARAM one = { 1.0, 1.0, 1.0, 1.0 };" + "PARAM eps = { 0.001, 0.001, 0.001, 1.0 };" + "PARAM infinity = { 100000000, 100000000, 100000000, 1.0 };" + @@ -12508,10 +12531,11 @@ "TEMP eye;" + "TEMP pos;" + - "MAD normal, fragment.color, zero123.z, -zero123.y;" + + "MAD normal, fragment.color, zero12t.z, -zero12t.y;" + Normalize("normal") + "MOV light, state.light[0].position;" + "DP3 ndotl.x, light, normal;" + + "MAX ndotl.x, ndotl.x, zero12t.x;" + // shadow "MOV pos, fragment.texcoord[1];" + @@ -12527,7 +12551,7 @@ "MUL ndotl.x, ndotl.x, ndotl.z;" + // Shadow // Backlit - "MOV pos.w, zero123.y;" + + "MOV pos.w, zero12t.y;" + // one "DP4 eye.x, pos, light2cam0;" + "DP4 eye.y, pos, light2cam1;" + "DP4 eye.z, pos, light2cam2;" + @@ -12535,24 +12559,28 @@ "DP3 ndotl.y, -eye, normal;" + //"MUL ndotl.y, ndotl.y, pow2.x;" + - "POW ndotl.y, ndotl.y, pow2.z;" + // backlit - "SUB ndotl.y, zero123.y, ndotl.y;" + + "POW ndotl.y, ndotl.y, pow2.x;" + // backlit + "SUB ndotl.y, zero12t.y, ndotl.y;" + // 1 - y + //"POW ndotl.y, ndotl.y, pow2.z;" + // backlit //"SUB ndotl.y, zero123.y, ndotl.y;" + //"MUL ndotl.y, ndotl.y, pow2.z;" + + "ADD ndotl.y, ndotl.y, one.x;" + + "MUL ndotl.y, ndotl.y, pow_2.x;" + //"MAX ndotl.x, ndotl.x, ndotl.y;" + // Ambient //"MAX ndotl.x, ndotl.x, pow2.y;" + // Ambient // Pigment "TEX temp, fragment.texcoord[0], texture[0], 2D;" + - "LRP temp, zero123.w, temp, one;" + // texture proportion - "MUL temp, temp, ndotl.x;" + - - "MUL temp, temp, zero123.z;" + + "LRP temp, zero12t.w, temp, one;" + // texture proportion + "MUL temp, temp, zero12t.w;" + // Times x //"MUL temp, temp, ndotl.y;" + + "MAD ndotl.x, pow_2.xxxx, ndotl.yyyy, ndotl.x;" + - "MOV temp.w, zero123.y;" + // reset alpha + "MUL temp, temp, ndotl.x;" + // lambert + + "MOV temp.w, zero12t.y;" + // reset alpha "MOV result.color, temp;" + "END"; @@ -12584,7 +12612,7 @@ "PARAM params4 = program.env[4];" + // anisoV, cameralight, selfshadow, shadow "PARAM params5 = program.env[5];" + // texture, opacity, fakedepth, shadowbias "PARAM params6 = program.env[6];" + // bump, noise, borderfade, fog punchthrough - "PARAM params7 = program.env[7];" + // noise power, opacity power + "PARAM params7 = program.env[7];" + // noise power, opacity power, parallax "PARAM options0 = program.env[63];" + // fog density, intensity, elevation "PARAM options1 = program.env[62];" + // fog rgb color "PARAM options2 = program.env[61];" + // image intensity, subsurface, lightsheen @@ -12829,7 +12857,7 @@ "POW texSamp.a, texSamp.a, params6.w;" + // fog punch through shortcut // mar 2013 ??? "KIL alpha.a;" + "MOV alpha, texSamp.aaaa;" + // y;" + - "KIL alpha.a;" + + "KIL alpha.a;" + // not sure with parallax mapping /* "MUL temp.xy, temp, two;" + "TXB bump, temp, texture[0], 2D;" + @@ -12915,11 +12943,6 @@ "SUB bump0, bump0, half;" + "ADD bump, bump, bump0;" + - "MOV temp.x, texSamp.a;" + - "LRP texSamp, params5.x, texSamp, one;" + // texture proportion - //"LRP texSamp0, params5.x, texSamp0, one;" + - "MOV texSamp.a, temp.x;" + - // double-sided /**/ (doublesided?"DP3 temp.z, normal, eye;" + @@ -12936,19 +12959,62 @@ "MOV normald, normal;" + "MOV normals, normal;" + + "MOV temp, fragment.texcoord[4];" + + // UV base //"DP3 UP.x,state.matrix.modelview.row[0],Y;" + //"DP3 UP.y,state.matrix.modelview.row[1],Y;" + //"DP3 UP.z,state.matrix.modelview.row[2],Y;" + - "DP3 UP.x,state.matrix.texture[7].row[0],Y;" + - "DP3 UP.y,state.matrix.texture[7].row[1],Y;" + - "DP3 UP.z,state.matrix.texture[7].row[2],Y;" + + "DP3 UP.x,state.matrix.texture[7].row[0],temp;" + + "DP3 UP.y,state.matrix.texture[7].row[1],temp;" + + "DP3 UP.z,state.matrix.texture[7].row[2],temp;" + + Normalize("UP") + + "XPD V, normal, UP;" + Normalize("V") + "XPD U, V, normal;" + Normalize("U") + // parallax mapping + + "DP3 temp2.x, V, eye;" + + "DP3 temp2.y, U, eye;" + + "DP3 temp2.z, normal, eye;" + + "RCP temp2.z, temp2.z;" + + + "DP3 temp2.w, texSamp, texSamp;" + // Height + "RSQ temp2.w, temp2.w;" + + "RCP temp2.w, temp2.w;" + + + "SUB temp2.w, temp2.w, half;" + +// "SGE temp.x, temp2.w, eps.x;" + +// "MUL temp2.w, temp2.w, temp.x;" + + + //"MOV texSamp, U;" + + + "MUL temp2.z, temp2.z, temp2.w;" + + "MUL temp2.z, temp2.z, params7.z;" + // parallax + + "MUL temp2, temp2, temp2.z;" + + + "MOV temp, fragment.texcoord[0];" + + + "SUB temp, temp, temp2;" + + + "TEX temp, temp, texture[0], 2D;" + + "POW temp.a, temp.a, params6.w;" + // punch through + + "ADD texSamp, temp, texSamp;" + + "MUL texSamp.xyz, half, texSamp;" + + + "MOV alpha, texSamp.aaaa;" + + +// parallax mapping + + "MOV temp.x, texSamp.a;" + + "LRP texSamp, params5.x, texSamp, one;" + // texture proportion + //"LRP texSamp0, params5.x, texSamp0, one;" + + "MOV texSamp.a, temp.x;" + //"MOV temp, fragment.texcoord[0];" + // @@ -13730,7 +13796,7 @@ /*static*/ float[] modelParams4 = new float[]{0, 0, 0, 0}; // anisoV, cameralight, selfshadow, shadow /*static*/ float[] modelParams5 = new float[]{0, 0, 0, 0}; // texture, opacity, fakedepth, shadowbias /*static*/ float[] modelParams6 = new float[]{0, 0, 0, 0}; // bump, noise, borderfade, fog punchthrough - /*static*/ float[] modelParams7 = new float[]{0, 0, 0, 0}; // noise power, opacity power + /*static*/ float[] modelParams7 = new float[]{0, 0, 0, 0}; // noise power, opacity power, parallax //Object3D.cVector2[] vector2buffer; @@ -13897,7 +13963,7 @@ "PARAM p[4] = { state.matrix.projection }; # modelview projection matrix\n" + "PARAM zero = { 0.0, 0.0, 0.0, 1.0 };" + "PARAM half = { 0.5, 0.5, 0.5, 1.0 };" + - "PARAM one = { 1.0, 1.0, 1.0, 0.0 };" + + "PARAM one = { 1.0, 1.0, 1.0, 1.0 };" + "PARAM two = { 2.0, 2.0, 2.0, 1.0 };" + "PARAM third = { 0.33333333333, 0.33333333333, 0.33333333333, 1.0 };" + //"PARAM v256 = { 256.0, 256.0, 256.0, 1.0 };" + @@ -13958,7 +14024,7 @@ "DP4 temp.x,state.matrix.texture[0].inverse.row[0],vertex.texcoord;" + "DP4 temp.y,state.matrix.texture[0].inverse.row[1],vertex.texcoord;" + "DP4 temp.z,state.matrix.texture[0].inverse.row[2],vertex.texcoord;" + - //"MOV result.texcoord, vertex.texcoord;" + + //"MOV result.texcoord, vertex.fogcoord;" + "MOV result.texcoord, temp;" + // border fade "MOV result.texcoord[3], vertex.texcoord;" + @@ -14005,7 +14071,9 @@ //"ADD temp.z, temp.z, one;" + - "MOV result.color, temp;" + "MOV result.texcoord[4], vertex.attrib[4];" + // U dir + + "MOV result.color, temp;" // Normal : "MOV result.color, vertex.color;") + ((mode & VP_PROJECTION) != 0 ? "MOV result.color, zero;" : "") + @@ -15282,8 +15350,8 @@ case 'K': KOMPACTTEXTURE ^= true; //textures.clear(); - break; - case 'P': // Texture Projection macros + // break; + //case 'P': // Texture Projection macros // SAVETEXTURE ^= true; macromode = true; Udebug = Vdebug = NORMALdebug = false; programInitialized = false; @@ -15404,7 +15472,7 @@ targetLookAt.set(manipCamera.lookAt); repaint(); break; - case 'p': + case 'P': // p': // c'est quoi ca au juste? spherical ^= true; Skinshader ^= true; programInitialized = false; repaint(); @@ -15442,7 +15510,7 @@ repaint(); break; case 'O': - Globals.drawMode = OCCLUSION; // WARNING + // Too dangerous. Use menu. Globals.drawMode = OCCLUSION; // WARNING repaint(); break; case 'o': @@ -16886,7 +16954,7 @@ gl.glScalef(1.0f, -1.0f, 1.0f); } - gl.glNormal3f(0.0f, 0.0f, 1.0f); + SetGLNormal(gl, 0.0f, 0.0f, 1.0f); float step = 2; // 0.1666f; //0.25f; float stepv = 2; // step * 1652 / 998; -- Gitblit v1.6.2