Revert assimp to previous version
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b1fb5b8b69
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146
Toolbox/Shader/LevelEditor/BfresBasic.frag
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146
Toolbox/Shader/LevelEditor/BfresBasic.frag
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#version 330
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//Samplers
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uniform sampler2D tex;
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uniform sampler2D bakeShadowMap;
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uniform sampler2D bakeLightMap;
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//Toggles
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uniform int hasLightMap;
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uniform int hasShadowMap;
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uniform int hasNormalMap;
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uniform vec4 highlight_color;
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uniform float Saturation;
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uniform float Hue;
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uniform float Brightness;
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uniform float ao_density;
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uniform float shadow_density;
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uniform int debugShading;
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uniform float bake_shadow_type;
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uniform float bake_light_type;
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uniform vec3 gsys_bake_light_scale;
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// Diffuse Channel Toggles
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uniform int RedChannel;
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uniform int GreenChannel;
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uniform int BlueChannel;
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uniform int AlphaChannel;
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in vec2 f_texcoord0;
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in vec2 f_texcoord1;
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in vec2 f_texcoord2;
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in vec3 fragPosition;
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in vec3 probePosition;
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in vec4 vertexColor;
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in vec3 normal;
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out vec4 fragOutput;
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vec3 ApplySaturation(vec3 rgb, float adjustment)
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{
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const vec3 W = vec3(0.2125, 0.7154, 0.0721);
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vec3 intensity = vec3(dot(rgb, W));
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return mix(intensity, rgb, adjustment);
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}
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//https://gist.github.com/mairod/a75e7b44f68110e1576d77419d608786
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vec3 hueShift( vec3 color, float hueAdjust ){
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const vec3 kRGBToYPrime = vec3 (0.299, 0.587, 0.114);
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const vec3 kRGBToI = vec3 (0.596, -0.275, -0.321);
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const vec3 kRGBToQ = vec3 (0.212, -0.523, 0.311);
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const vec3 kYIQToR = vec3 (1.0, 0.956, 0.621);
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const vec3 kYIQToG = vec3 (1.0, -0.272, -0.647);
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const vec3 kYIQToB = vec3 (1.0, -1.107, 1.704);
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float YPrime = dot (color, kRGBToYPrime);
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float I = dot (color, kRGBToI);
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float Q = dot (color, kRGBToQ);
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float hue = atan (Q, I);
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float chroma = sqrt (I * I + Q * Q);
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hue += hueAdjust;
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Q = chroma * sin (hue);
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I = chroma * cos (hue);
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vec3 yIQ = vec3 (YPrime, I, Q);
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return vec3( dot (yIQ, kYIQToR), dot (yIQ, kYIQToG), dot (yIQ, kYIQToB) );
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}
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float GetComponent(int Type, vec4 Texture)
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{
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switch (Type)
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{
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case 0: return Texture.r;
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case 1: return Texture.g;
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case 2: return Texture.b;
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case 3: return Texture.a;
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case 4: return 1.0;
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case 5: return 0.0;
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default: return 1.0;
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}
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}
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void main(){
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vec3 displayNormal = (normal.xyz * 0.5) + 0.5;
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float hc_a = highlight_color.w;
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vec4 diffuseMapColor = texture(tex,f_texcoord0);
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vec4 albedo = vec4(0);
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//Comp Selectors
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albedo.r = GetComponent(RedChannel, diffuseMapColor);
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albedo.g = GetComponent(GreenChannel, diffuseMapColor);
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albedo.b = GetComponent(BlueChannel, diffuseMapColor);
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albedo.a = GetComponent(AlphaChannel, diffuseMapColor);
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vec4 color = vertexColor * albedo;
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color.rgb = ApplySaturation(color.rgb, Saturation) * Brightness;
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if (Hue > 0.0f)
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color.rgb = hueShift(color.rgb, Hue);
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float ShadowPass = 1;
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float AoPass = 1;
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vec3 LightingDiffuse = vec3(0);
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if (hasShadowMap == 1)
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{
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float aoIntensity = texture(bakeShadowMap, f_texcoord1).r;
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float shadowIntensity = texture(bakeShadowMap, f_texcoord1).g;
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float aoBlend = 0;
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aoBlend += 1.0 - aoIntensity;
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float shadowBlend = 0;
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shadowBlend += 1.0 - shadowIntensity;
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ShadowPass *= 1.0 - shadowBlend * shadow_density * 0.5;
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AoPass *= 1.0 - aoBlend * ao_density * 0.6;
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}
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if (hasLightMap == 1)
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{
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vec4 bakeMap1 = texture(bakeLightMap, f_texcoord2);
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vec3 LightIntensity = vec3(0.1);
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LightingDiffuse += (gsys_bake_light_scale * bakeMap1.rgb * bakeMap1.a) * LightIntensity;
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}
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color.rgb += LightingDiffuse;
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color.rgb *= ShadowPass;
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color.rgb *= AoPass;
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float halfLambert = max(displayNormal.y,0.5);
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vec4 colorComb = vec4(color.rgb * (1-hc_a) + highlight_color.rgb * hc_a, color.a);
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fragOutput = vec4(colorComb.rgb * halfLambert, colorComb.a);
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//gl_FragColor = vec4(color.a, color.a, color.a, 1);
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}
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48
Toolbox/Shader/LevelEditor/BfresBasic.vert
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48
Toolbox/Shader/LevelEditor/BfresBasic.vert
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#version 330
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layout(location = 0) in vec4 position;
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layout(location = 1) in vec3 vNormal;
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layout(location = 2) in vec2 uv0;
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layout(location = 3) in vec2 uv1;
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layout(location = 4) in vec4 color;
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in vec3 vProbePosition;
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uniform mat4 mtxMdl;
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uniform mat4 mtxCam;
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uniform vec4 gsys_bake_st0;
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uniform vec4 gsys_bake_st1;
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out vec2 f_texcoord0;
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out vec2 f_texcoord1;
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out vec2 f_texcoord2;
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out vec4 vertexColor;
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out vec3 normal;
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out vec3 probePosition;
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out vec3 fragPosition;
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void main(){
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f_texcoord0 = uv0;
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f_texcoord1 = uv1;
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vertexColor = vec4(1,1,1,1);
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normal = vNormal;
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probePosition = vProbePosition;
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fragPosition = vec3(position.xyz);
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vec4 sampler2 = gsys_bake_st0;
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vec4 sampler3 = gsys_bake_st1;
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if (sampler2.x != 0 && sampler2.y != 0)
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f_texcoord1 = vec2((uv1 * sampler2.xy) + sampler2.zw);
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else
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f_texcoord1 = vec2((uv1 * vec2(1)) + sampler2.zw);
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if (sampler3.x != 0 && sampler3.y != 0)
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f_texcoord2 = vec2((uv1 * sampler3.xy) + sampler3.zw);
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else
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f_texcoord2 = vec2((uv1 * vec2(1)) + sampler3.zw);
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gl_Position = mtxCam*mtxMdl*position;
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}
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203
Toolbox/Shader/LevelEditor/BfresDebug.frag
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203
Toolbox/Shader/LevelEditor/BfresDebug.frag
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#version 330
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uniform sampler2D tex;
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uniform sampler2D normalMap;
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uniform sampler2D bakeShadowMap;
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uniform sampler2D bakeLightMap;
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uniform sampler2D UVTestPattern;
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uniform vec4 highlight_color;
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uniform float Saturation;
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uniform float Hue;
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uniform float Brightness;
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uniform int debugShading;
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// Viewport Settings
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uniform int uvChannel;
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uniform int renderType;
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uniform int useNormalMap;
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uniform int renderVertColor;
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uniform int useShadowMap;
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in vec2 f_texcoord0;
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in vec2 f_texcoord1;
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in vec2 f_texcoord2;
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in vec4 vertexColor;
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in vec3 normal;
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out vec4 fragColor;
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#define gamma 2.2
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vec2 displayTexCoord = f_texcoord0;
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void main()
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{
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if (uvChannel == 1)
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displayTexCoord = f_texcoord0;
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if (uvChannel == 2)
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displayTexCoord = f_texcoord2;
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fragColor = vec4(vec3(0), 1);
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vec3 N = normal;
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if (HasNormalMap == 1 && useNormalMap == 1)
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N = CalcBumpedNormal(normal, NormalMap, vert, uking_texture2_texcoord);
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float metallic = 0;
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float roughness = 1;
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vec3 specIntensity = vec3(1);
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float ao = 1;
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if (HasMRA == 1) //Kirby Star Allies PBR map
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{
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//Note KSA has no way to tell if one gets unused or not because shaders :(
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//Usually it's just metalness with roughness and works fine
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metallic = texture(MRA, f_texcoord0).r;
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roughness = texture(MRA, f_texcoord0).g;
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ao = texture(MRA, f_texcoord0).b;
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specIntensity = vec3(texture(MRA, f_texcoord0).a);
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}
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else if (useShadowMap == 1)
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{
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ao = texture(bakeShadowMap, f_texcoord1).r;
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}
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if (renderType == 1) // normals vertexColor
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{
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vec3 displayNormal = (N * 0.5) + 0.5;
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fragColor = vec4(displayNormal,1);
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}
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else if (renderType == 2) // Lighting
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{
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vec3 I = vec3(0,0,-1) * mat3(mtxCam);
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vec3 V = normalize(I); // view
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float light = max(dot(N, V), 0.0);
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fragColor = vec4(vec3(light), 1);
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}
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else if (renderType == 4) //Display Normal
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{
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if (uking_texture2_texcoord == 1)
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fragColor.rgb = texture(normalMap, f_texcoord1).rgb;
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else
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fragColor.rgb = texture(normalMap, displayTexCoord).rgb;
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}
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else if (renderType == 3) //DiffuseColor
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{
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//Comp Selectors
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vec4 diffuseMapColor = vec4(texture(DiffuseMap, displayTexCoord).rgb, 1);
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diffuseMapColor.r = GetComponent(RedChannel, diffuseMapColor);
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diffuseMapColor.g = GetComponent(GreenChannel, diffuseMapColor);
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diffuseMapColor.b = GetComponent(BlueChannel, diffuseMapColor);
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fragColor = vec4(diffuseMapColor.rgb, 1);
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}
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else if (renderType == 5) // vertexColor
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fragColor = vertexColor;
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else if (renderType == 6) //Display Ambient Occlusion
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{
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fragColor = vec4(vec3(ao), 1);
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}
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else if (renderType == 7) // uv coords
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fragColor = vec4(displayTexCoord.x, displayTexCoord.y, 1, 1);
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else if (renderType == 8) // uv test pattern
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{
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fragColor = vec4(texture(UVTestPattern, displayTexCoord).rgb, 1);
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}
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else if (renderType == 9) //Display tangents
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{
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vec3 displayTangent = (tangent * 0.5) + 0.5;
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if (dot(tangent, vec3(1)) == 0)
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displayTangent = vec3(0);
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fragColor = vec4(displayTangent,1);
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}
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else if (renderType == 10) //Display bitangents
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{
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vec3 displayBitangent = (bitangent * 0.5) + 0.5;
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if (dot(bitangent, vec3(1)) == 0)
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displayBitangent = vec3(0);
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fragColor = vec4(displayBitangent,1);
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}
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else if (renderType == 12)
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{
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fragColor.rgb = boneWeightsColored;
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}
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else if (renderType == 11) //Light map
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{
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if (HasLightMap == 1)
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{
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vec4 lightMap = texture(BakeLightMap, f_texcoord2);
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fragColor = vec4(lightMap.rgb, 1);
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}
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else
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{
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fragColor = vec4(1);
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}
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}
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else if (renderType == 13) //Specular
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{
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if (UseSpecularColor == 1)
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fragColor = vec4(specIntensity.rgb, 1);
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else
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fragColor = vec4(vec3(specIntensity.r), 1);
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}
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else if (renderType == 14) //Shadow
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{
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if (HasShadowMap == 1)
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{
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float Shadow = texture(BakeShadowMap, f_texcoord1).g;
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fragColor = vec4(vec3(Shadow), 1);
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}
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else
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{
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fragColor = vec4(1);
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}
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}
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else if (renderType == 15) //MetalnessMap
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{
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fragColor = vec4(vec3(metallic), 1);
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}
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else if (renderType == 16) //RoughnessMap
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{
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fragColor = vec4(vec3(roughness), 1);
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}
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else if (renderType == 17) //SubSurfaceScatteringMap
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{
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if (HasSubSurfaceScatteringMap == 1)
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{
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vec3 sss = texture(SubSurfaceScatteringMap, displayTexCoord).rgb;
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fragColor = vec4(sss, 1);
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}
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else
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{
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fragColor = vec4(1);
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}
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}
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else if (renderType == 18) //EmmissionMap
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{
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if (HasEmissionMap == 1)
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{
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vec3 emm = texture(EmissionMap, displayTexCoord).rgb;
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fragColor = vec4(emm, 1);
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}
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else
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{
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fragColor = vec4(1);
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}
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}
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// Toggles rendering of individual color channels for all render modes.
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fragColor.rgb *= vec3(renderR, renderG, renderB);
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if (renderR == 1 && renderG == 0 && renderB == 0)
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fragColor.rgb = fragColor.rrr;
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else if (renderG == 1 && renderR == 0 && renderB == 0)
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fragColor.rgb = fragColor.ggg;
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else if (renderB == 1 && renderR == 0 && renderG == 0)
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fragColor.rgb = fragColor.bbb;
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}
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1
Toolbox/Shader/LevelEditor/LightingGraphics.frag
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1
Toolbox/Shader/LevelEditor/LightingGraphics.frag
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81
Toolbox/Shader/LevelEditor/ProbeSphere.frag
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81
Toolbox/Shader/LevelEditor/ProbeSphere.frag
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#version 330 core
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out vec4 FragColor;
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in vec3 color;
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in vec4 coefficent0;
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in vec4 coefficent1;
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in vec4 coefficent2;
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in vec4 coefficent3;
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in vec4 coefficent4;
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in vec4 coefficent5;
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in vec4 coefficent6;
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vec3 CalculateIrradiance()
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{
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vec3 nor = vec3(1,1,1);
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vec3 l00 = vec3(coefficent0.x, coefficent0.y, coefficent0.z);
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vec3 l1m1 = vec3(coefficent0.w, coefficent1.x, coefficent1.y);
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vec3 l10 = vec3(coefficent1.z, coefficent1.w, coefficent2.x);
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vec3 l11 = vec3(coefficent2.y, coefficent2.z, coefficent2.w);
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vec3 l2m2 = vec3(coefficent3.x, coefficent3.y, coefficent3.z);
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vec3 l2m1 = vec3(coefficent3.w, coefficent4.x, coefficent4.y);
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vec3 l20 = vec3(coefficent4.z, coefficent4.w, coefficent5.x);
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vec3 l21 = vec3(coefficent5.y, coefficent5.z, coefficent5.w);
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vec3 l22 = vec3(coefficent6.x, coefficent6.y, coefficent6.z);
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const float c1 = 0.429043;
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const float c2 = 0.511664;
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const float c3 = 0.743125;
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const float c4 = 0.886227;
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const float c5 = 0.247708;
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return (max(
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(c1 * l22 * (nor.x * nor.x - nor.y * nor.y) +
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c3 * l20 * nor.z * nor.z +
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c4 * l00 -
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c5 * l20 +
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2.0 * c1 * l2m2 * nor.x * nor.y +
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2.0 * c1 * l21 * nor.x * nor.z +
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2.0 * c1 * l2m1 * nor.y * nor.z +
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2.0 * c2 * l11 * nor.x +
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2.0 * c2 * l1m1 * nor.y +
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2.0 * c2 * l10 * nor.z), 0.0)
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);
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}
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vec3 aglSH2Rgb( vec3 normal,
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vec4 sh00,
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vec4 sh01,
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vec4 sh02,
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vec4 sh10,
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vec4 sh11,
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vec4 sh12,
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vec4 sh2 )
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{
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vec4 normal4 = vec4( normal.x, normal.y, normal.z, 1.0 );
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vec3 x0;
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x0.r = dot( sh00, normal4 );
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x0.g = dot( sh01, normal4 );
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x0.b = dot( sh02, normal4 );
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vec4 v_b = normal4.xyzz * normal4.yzzx;
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vec3 x1;
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x1.r = dot( sh10, v_b );
|
||||
x1.g = dot( sh11, v_b );
|
||||
x1.b = dot( sh12, v_b );
|
||||
|
||||
float v_c = normal4.x * normal4.x - normal4.y * normal4.y;
|
||||
vec3 x2 = sh2.rgb * v_c;
|
||||
|
||||
return max( ( x0 + x1 + x2 ), 0.0 );
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 irr = aglSH2Rgb(vec3(1,1,1),
|
||||
coefficent0,coefficent1,coefficent2,
|
||||
coefficent3,coefficent4,coefficent5,coefficent6);
|
||||
// irr = CalculateIrradiance();
|
||||
FragColor = vec4(irr, 1.0);
|
||||
}
|
36
Toolbox/Shader/LevelEditor/ProbeSphere.vert
Normal file
36
Toolbox/Shader/LevelEditor/ProbeSphere.vert
Normal file
@ -0,0 +1,36 @@
|
||||
#version 330 core
|
||||
in vec3 vProbePosition;
|
||||
|
||||
in vec4 vCoefficent0;
|
||||
in vec4 vCoefficent1;
|
||||
in vec4 vCoefficent2;
|
||||
in vec4 vCoefficent3;
|
||||
in vec4 vCoefficent4;
|
||||
in vec4 vCoefficent5;
|
||||
in vec4 vCoefficent6;
|
||||
|
||||
uniform mat4 mtxMdl;
|
||||
uniform mat4 mtxCam;
|
||||
|
||||
out vec3 color;
|
||||
|
||||
out vec4 coefficent0;
|
||||
out vec4 coefficent1;
|
||||
out vec4 coefficent2;
|
||||
out vec4 coefficent3;
|
||||
out vec4 coefficent4;
|
||||
out vec4 coefficent5;
|
||||
out vec4 coefficent6;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = mtxCam * mtxMdl * vec4(vProbePosition.xyz, 1);
|
||||
color = vec3(1,1,1);
|
||||
coefficent0 = vCoefficent0;
|
||||
coefficent1 = vCoefficent1;
|
||||
coefficent2 = vCoefficent2;
|
||||
coefficent3 = vCoefficent3;
|
||||
coefficent4 = vCoefficent4;
|
||||
coefficent5 = vCoefficent5;
|
||||
coefficent6 = vCoefficent6;
|
||||
}
|
89
Toolbox/Shader/Path/LineShader2.geom
Normal file
89
Toolbox/Shader/Path/LineShader2.geom
Normal file
@ -0,0 +1,89 @@
|
||||
#version 330
|
||||
layout(lines) in;
|
||||
layout(line_strip, max_vertices = 119) out;
|
||||
|
||||
in vec4 color[];
|
||||
|
||||
in int gl_PrimitiveIDIn[];
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform mat4 mtxMdl;
|
||||
uniform mat4 mtxCam;
|
||||
uniform vec4 pathColor;
|
||||
uniform int gapIndex;
|
||||
uniform bool isPickingMode;
|
||||
|
||||
uniform float cubeScale;
|
||||
uniform float controlCubeScale;
|
||||
|
||||
float cubeInstanceScale = cubeScale;
|
||||
vec4 pos;
|
||||
|
||||
mat4 mtx = mtxCam*mtxMdl;
|
||||
|
||||
vec3 point = gl_in[0].gl_Position.xyz;
|
||||
|
||||
vec3 p0 = point;
|
||||
vec3 p1 = gl_in[1].gl_Position.xyz;
|
||||
|
||||
vec4 points[8] = vec4[](
|
||||
vec4(-1.0,-1.0,-1.0, 0.0),
|
||||
vec4( 1.0,-1.0,-1.0, 0.0),
|
||||
vec4(-1.0, 1.0,-1.0, 0.0),
|
||||
vec4( 1.0, 1.0,-1.0, 0.0),
|
||||
vec4(-1.0,-1.0, 1.0, 0.0),
|
||||
vec4( 1.0,-1.0, 1.0, 0.0),
|
||||
vec4(-1.0, 1.0, 1.0, 0.0),
|
||||
vec4( 1.0, 1.0, 1.0, 0.0)
|
||||
);
|
||||
|
||||
void face(int p1, int p2, int p4, int p3){
|
||||
gl_Position = mtx * (pos + points[p1]*cubeInstanceScale); EmitVertex();
|
||||
gl_Position = mtx * (pos + points[p2]*cubeInstanceScale); EmitVertex();
|
||||
gl_Position = mtx * (pos + points[p3]*cubeInstanceScale); EmitVertex();
|
||||
gl_Position = mtx * (pos + points[p4]*cubeInstanceScale); EmitVertex();
|
||||
gl_Position = mtx * (pos + points[p1]*cubeInstanceScale); EmitVertex();
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
void line(int p1, int p2){
|
||||
gl_Position = mtx * (pos + points[p1]*cubeInstanceScale); EmitVertex();
|
||||
gl_Position = mtx * (pos + points[p2]*cubeInstanceScale); EmitVertex();
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
void main(){
|
||||
if(!isPickingMode){
|
||||
//draw Point
|
||||
//outline
|
||||
fragColor = color[0];
|
||||
pos = vec4(point,1);
|
||||
face(0,1,2,3);
|
||||
face(4,5,6,7);
|
||||
line(0,4);
|
||||
line(1,5);
|
||||
line(2,6);
|
||||
line(3,7);
|
||||
|
||||
cubeInstanceScale = controlCubeScale;
|
||||
}
|
||||
|
||||
//connection line (Point to Point)
|
||||
if(gl_PrimitiveIDIn[0]!=gapIndex){
|
||||
if(isPickingMode){
|
||||
fragColor = pathColor;
|
||||
gl_Position = mtx * vec4(p0, 1);
|
||||
EmitVertex();
|
||||
gl_Position = mtx * vec4(p1, 1);
|
||||
EmitVertex();
|
||||
}else{
|
||||
fragColor = color[0];
|
||||
gl_Position = mtx * vec4(p0, 1);
|
||||
EmitVertex();
|
||||
fragColor = color[1];
|
||||
gl_Position = mtx * vec4(p1, 1);
|
||||
EmitVertex();
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
}
|
65
Toolbox/Shader/Path/TriangleShader2.geom
Normal file
65
Toolbox/Shader/Path/TriangleShader2.geom
Normal file
@ -0,0 +1,65 @@
|
||||
#version 330
|
||||
layout(points) in;
|
||||
layout(triangle_strip, max_vertices = 72) out;
|
||||
|
||||
in vec4 color[];
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform mat4 mtxMdl;
|
||||
uniform mat4 mtxCam;
|
||||
uniform vec4 pathColor;
|
||||
uniform bool isPickingMode;
|
||||
|
||||
uniform float cubeScale;
|
||||
uniform float controlCubeScale;
|
||||
|
||||
float cubeInstanceScale = cubeScale;
|
||||
|
||||
vec4 pos;
|
||||
|
||||
mat4 mtx = mtxCam*mtxMdl;
|
||||
|
||||
vec4 points[8] = vec4[](
|
||||
vec4(-1.0,-1.0,-1.0, 0.0),
|
||||
vec4( 1.0,-1.0,-1.0, 0.0),
|
||||
vec4(-1.0, 1.0,-1.0, 0.0),
|
||||
vec4( 1.0, 1.0,-1.0, 0.0),
|
||||
vec4(-1.0,-1.0, 1.0, 0.0),
|
||||
vec4( 1.0,-1.0, 1.0, 0.0),
|
||||
vec4(-1.0, 1.0, 1.0, 0.0),
|
||||
vec4( 1.0, 1.0, 1.0, 0.0)
|
||||
);
|
||||
|
||||
void face(int p1, int p2, int p3, int p4){
|
||||
gl_Position = mtx * (pos + points[p1]*cubeInstanceScale); EmitVertex();
|
||||
gl_Position = mtx * (pos + points[p2]*cubeInstanceScale); EmitVertex();
|
||||
gl_Position = mtx * (pos + points[p3]*cubeInstanceScale); EmitVertex();
|
||||
gl_Position = mtx * (pos + points[p4]*cubeInstanceScale); EmitVertex();
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
void faceInv(int p3, int p4, int p1, int p2){
|
||||
gl_Position = mtx * (pos + points[p1]*cubeInstanceScale); EmitVertex();
|
||||
gl_Position = mtx * (pos + points[p2]*cubeInstanceScale); EmitVertex();
|
||||
gl_Position = mtx * (pos + points[p3]*cubeInstanceScale); EmitVertex();
|
||||
gl_Position = mtx * (pos + points[p4]*cubeInstanceScale); EmitVertex();
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
void main(){
|
||||
//draw point
|
||||
if(isPickingMode)
|
||||
fragColor = color[0];
|
||||
else
|
||||
fragColor = pathColor*.125+color[0]*.125;
|
||||
|
||||
pos = gl_in[0].gl_Position;
|
||||
faceInv(0,1,2,3);
|
||||
face(4,5,6,7);
|
||||
face(0,1,4,5);
|
||||
faceInv(2,3,6,7);
|
||||
faceInv(0,2,4,6);
|
||||
face(1,3,5,7);
|
||||
cubeInstanceScale = controlCubeScale;
|
||||
}
|
@ -50,8 +50,8 @@
|
||||
<ApplicationManifest>Properties\app.manifest</ApplicationManifest>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="AssimpNet, Version=5.0.0.0, Culture=neutral, PublicKeyToken=0d51b391f59f42a6, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\AssimpNet.5.0.0-beta1\lib\net40\AssimpNet.dll</HintPath>
|
||||
<Reference Include="AssimpNet, Version=4.1.0.0, Culture=neutral, PublicKeyToken=0d51b391f59f42a6, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\AssimpNet.4.1.0\lib\net40\AssimpNet.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="DirectXTexNet, Version=1.0.0.3, Culture=neutral, PublicKeyToken=67e4f5ed452a4f5d, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\DirectXTexNet.1.0.0-rc3\lib\net40\DirectXTexNet.dll</HintPath>
|
||||
@ -292,12 +292,33 @@
|
||||
<None Include="Shader\Legacy\KCL.vert">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Shader\LevelEditor\BfresBasic.frag">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Shader\LevelEditor\BfresBasic.vert">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Shader\LevelEditor\BfresDebug.frag">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Shader\LevelEditor\ProbeSphere.frag">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Shader\LevelEditor\ProbeSphere.vert">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Shader\MKAGPDX\MKAGPDX_Model.frag">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Shader\MKAGPDX\MKAGPDX_Model.vert">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Shader\Path\LineShader2.geom">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Shader\Path\TriangleShader2.geom">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Shader\PBR\brdf.frag">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
@ -571,6 +592,9 @@
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Projects\Recent\DUMMY.txt" />
|
||||
<None Include="Shader\LevelEditor\LightingGraphics.frag">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</None>
|
||||
<Content Include="x64\libzstd.dll">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
@ -611,8 +635,8 @@
|
||||
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
|
||||
</PropertyGroup>
|
||||
<Error Condition="!Exists('..\packages\DirectXTexNet.1.0.0-rc3\build\DirectXTexNet.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\DirectXTexNet.1.0.0-rc3\build\DirectXTexNet.targets'))" />
|
||||
<Error Condition="!Exists('..\packages\AssimpNet.5.0.0-beta1\build\AssimpNet.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\AssimpNet.5.0.0-beta1\build\AssimpNet.targets'))" />
|
||||
<Error Condition="!Exists('..\packages\AssimpNet.4.1.0\build\AssimpNet.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\AssimpNet.4.1.0\build\AssimpNet.targets'))" />
|
||||
</Target>
|
||||
<Import Project="..\packages\DirectXTexNet.1.0.0-rc3\build\DirectXTexNet.targets" Condition="Exists('..\packages\DirectXTexNet.1.0.0-rc3\build\DirectXTexNet.targets')" />
|
||||
<Import Project="..\packages\AssimpNet.5.0.0-beta1\build\AssimpNet.targets" Condition="Exists('..\packages\AssimpNet.5.0.0-beta1\build\AssimpNet.targets')" />
|
||||
<Import Project="..\packages\AssimpNet.4.1.0\build\AssimpNet.targets" Condition="Exists('..\packages\AssimpNet.4.1.0\build\AssimpNet.targets')" />
|
||||
</Project>
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -1,209 +0,0 @@
|
||||
----------------------------------------------------------------------
|
||||
CHANGELOG
|
||||
----------------------------------------------------------------------
|
||||
|
||||
4.1.0 (10-28-2018)
|
||||
|
||||
- Updated to target .Net Standard 1.3 (additional .Net 3.5 and .Net 4 targets)
|
||||
- Removed old IL patcher to use new MemoryInterop.ILPatcher build time dependency (allows us to build cross-platform)
|
||||
- Rewrote Sample application to be a .Net Core app that uses the Veldrid low-level graphics library for rendering
|
||||
- Added x64 linux native binary, x64 macOS native binary
|
||||
- Tested on Ubuntu 18.04 and MacOS 10.13 (High Sierra)
|
||||
- Several fixes and updates to target latest Assimp release
|
||||
- Ported over "UnmanagedLibrary" abstract code and refactored AssimpLibrary
|
||||
- Added "ThrowOnLoadFailure" to configure getting back a "false" if native library fails to load or throw an exception (the default). Mono should no longer
|
||||
throw a "NotImplemented" exception because of trying to get the error code from windows.
|
||||
- !!Breaking Change!! Native DLLs are deployed differently and resolved at runtime differently
|
||||
- Removed "DefaultLibraryPathXXBit" properties from AssimpLibrary, they are meaningless now (and probably not used)
|
||||
- Introduced "UnmanagedLibraryResolver" that lets you set the following to completely configure native DLL loading:
|
||||
1. Multiple probing paths
|
||||
2. Multiple fallback library names (e.g. versioned binaries)
|
||||
3. Override name if the default native library name is not good enough for your tastes.
|
||||
- Search order of the native DLL is as follows:
|
||||
1. Search user-specified probing paths
|
||||
2. Search {AppBaseDirectory}/runtimes/{RID}/native/
|
||||
3. Search {AppBaseDirectory}/
|
||||
4. Search nuget cache based on assembly name/informational version ({UserProfile}/.nuget/packages/AssimpNet/{PackageVersion}/runtimes/{RID}/native/)
|
||||
5. If all above failed, return the given name of the DLL (or override name) and let the OS try and find it (different OS' may have different strategies).
|
||||
- The resolver is only used in AssimpLibrary.LoadLibrary(). The other two overloads still take in a user-supplied path/to/your/DLL.
|
||||
- Native DLLs are now deployed in the "runtimes" folder of the nuget package. This means they are now picked up as dependencies by netcore (*.deps.json)
|
||||
and automatically get copied during the "dotnet publish" command. During development, the system will try and locate the native DLLs in the nuget cache
|
||||
(.net framework 3.5/4.0 targets still use the MSBuild targets file to copy the runtime folder to the output folder). The folder structure looks like this:
|
||||
- runtimes/win-x64/native/assimp.dll
|
||||
- runtimes/win-x86/native/assimp.dll
|
||||
- runtimes/osx-x64/native/libassimp.dylib
|
||||
- runtimes/linux-x64/native/libassimp.so
|
||||
- All native binaries are named "assimp" or "libassimp" depending on platform, since we're putting them in "well known" architecture folders, no need to have unique names
|
||||
- [Source Only] Added a Unity script that will make it easier for users to load the native DLLs when running in Editor/Standalone Unity 3D
|
||||
- Build outputs a folder called "UnityPlugin" which you can drag and drop into the Unity Editor. A package will be available in the Asset Store as well.
|
||||
|
||||
|
||||
Targets Assimp 4.1.0
|
||||
|
||||
|
||||
|
||||
======================================================================
|
||||
|
||||
|
||||
|
||||
|
||||
3.3.2 (12-26-2016)
|
||||
|
||||
- Fixed up nuget package build targets.
|
||||
- Added donated mac library implementation (haven't personally tested)
|
||||
- Removed null/empty string checks for import format hint for reading streams - if you don't supply
|
||||
a hint, Assimp will automatically try to detect what format it is
|
||||
- Added logging when an invalid export format ID is encountered -- be sure to use "collada" and not "dae".
|
||||
- Added additional null/empty checks if adding a material property with an invalid fully qualified name.
|
||||
|
||||
Targets Assimp 3.1.1
|
||||
|
||||
|
||||
|
||||
======================================================================
|
||||
|
||||
|
||||
|
||||
|
||||
3.3 (07-3-2014)
|
||||
|
||||
- Upgraded to Assimp 3.1.1 - now with FBX support!
|
||||
- Added matrix property configuration type
|
||||
- Added root node transformation property configuration for use with "PreTransformVertices" post process step
|
||||
- Added collada "ignore up direction" property configuration
|
||||
- Added various FBX importer property configurations
|
||||
- Added global property configuration to disable bone visualization when a model only has animations and no geometry
|
||||
- Added support for Metadata objects on nodes
|
||||
- Fixed issue with marshaling mesh names, AiMesh and AiAnimMesh are now blittable. All unmanaged structs are blittable
|
||||
and .NET runtime marshaling is avoided due to issues with marshaling fixed buffers in non-blittable structures.
|
||||
|
||||
Happy Fourth Of July!
|
||||
|
||||
Targets Assimp 3.1.1
|
||||
|
||||
|
||||
|
||||
======================================================================
|
||||
|
||||
|
||||
|
||||
|
||||
3.2 (03-14-2013)
|
||||
|
||||
- Added IOSystem/IOStream support, allowing for custom IO handling. An IOSystem can be registered to an AssimpImporter,
|
||||
which is used during ImportFile and ConvertFile APIs. It currently is not supported for ImportFileFromStream APIs.
|
||||
- Fixed marshalling of String material property values
|
||||
- Fixed aiGetTexture function signature to take in an array of 2 UV wrapmodes
|
||||
|
||||
Targets Assimp 3.0.1270
|
||||
|
||||
|
||||
|
||||
======================================================================
|
||||
|
||||
|
||||
|
||||
|
||||
3.1 (01-01-2013)
|
||||
|
||||
- Added AnyCPU support, replaced AssimpMethods with AssimpLibrary that dynamically loads/unloads the unmanaged Assimp DLL
|
||||
optionally, a custom file path can be specified to load the Assimp DLL. By default, the 32 or 64 bit Assimp DLL is loaded from the
|
||||
same directory that the AssimpNet DLL is located in, depending on the bitness of the process.
|
||||
|
||||
- Added missing properties for PreState/PostState in NodeAnimationChannel
|
||||
|
||||
|
||||
Targets Assimp 3.0.1270
|
||||
|
||||
|
||||
|
||||
======================================================================
|
||||
|
||||
|
||||
|
||||
|
||||
3.0 (11-11-2012)
|
||||
|
||||
- Upgraded to Assimp3.0
|
||||
|
||||
- Added Convert API to AssimpImporter to utilize new Export functionality
|
||||
|
||||
- Several fixes to Matrix-Quaternion structures
|
||||
|
||||
|
||||
Targets Assimp 3.0.1270
|
||||
|
||||
|
||||
|
||||
======================================================================
|
||||
|
||||
|
||||
|
||||
|
||||
2.1.2.1 Refresh (7-27-2012)
|
||||
|
||||
- Added root transformations to the importer - can specify Scale, XRotation, YRotation, and ZRotation. Can use these properties to bake the
|
||||
transformation by specifying the "PreTransformVertices" post process flag.
|
||||
|
||||
- Added missing OffsetMatrix property to Bone
|
||||
|
||||
|
||||
Targets Assimp 2.0.854
|
||||
|
||||
|
||||
|
||||
======================================================================
|
||||
|
||||
|
||||
|
||||
|
||||
2.1.2 (4-4-2012)
|
||||
|
||||
- Added RemoveConfigs() method to AssimpImporter
|
||||
|
||||
- Fixed an occassional crash when mashalling string material properties
|
||||
|
||||
|
||||
Targets Assimp 2.0.854
|
||||
|
||||
|
||||
|
||||
======================================================================
|
||||
|
||||
|
||||
|
||||
|
||||
2.1 (1-28-2012)
|
||||
|
||||
- Added Matrix3x3, Matrix4x4 methods.
|
||||
|
||||
- Fixed several bugs in Quaternion.
|
||||
|
||||
- Added unit tests for Matrix3x3, Matrix4x4, Quaternion.
|
||||
|
||||
- Added "ImportFileFromStream" AssimpMethod and equivalent methods to the AssimpImporter:
|
||||
|
||||
This is the implementation for "aiImportFileFromMemory".
|
||||
|
||||
|
||||
- Added a "ReadStreamFully" method to MemoryHelper.
|
||||
|
||||
- Added "Importer Settings" config classes.
|
||||
|
||||
- Added a sample a port of Assimp's simple textured OpenGL sample using OpenTK.
|
||||
|
||||
|
||||
Targets Assimp 2.0.854
|
||||
|
||||
|
||||
|
||||
======================================================================
|
||||
|
||||
|
||||
|
||||
2.0 (1-22-2012)
|
||||
|
||||
- Initial release, core API is finished.
|
||||
|
||||
|
||||
Targets Assimp 2.0.854
|
@ -1,70 +0,0 @@
|
||||
|
||||
Copyright (c) 2012-2020 AssimpNet - Nicholas Woodfield
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
====================================================================================
|
||||
|
||||
Open Asset Import Library (Assimp)
|
||||
|
||||
|
||||
Copyright (c) 2006-2018, Assimp Development Team
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
|
||||
|
||||
AN EXCEPTION applies to all files in the ./test/models-nonbsd subfolder.
|
||||
These are 3d models for testing purposes, from various free sources
|
||||
on the internet. They are - unless otherwise stated - copyright of
|
||||
their respective creators, which may impose additional requirements
|
||||
on the use of their work. For any of these models, see
|
||||
<model-name>.source.txt for more legal information. Contact us if you
|
||||
are a copyright holder and believe that we credited you inproperly or
|
||||
if you don't want your files to appear in the repository.
|
||||
|
@ -1,24 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
|
||||
<!-- Copy/clean native dependencies only for projects that don't output a *.deps.json file (netframework projects). Netcore projects will
|
||||
copy out the native dependencies during publish, and during development debugging/running, the binaries will be loaded from the nuget cache.
|
||||
Optionally, the property $(ForceCopyNativeAssimp) can be set to true to always run these targets. -->
|
||||
|
||||
<Target Name="CopyNativeAssimp" AfterTargets="AfterBuild" Condition="'$(ForceCopyNativeAssimp)' == 'true' OR !Exists('$(TargetDir)$(AssemblyName).deps.json')">
|
||||
<ItemGroup>
|
||||
<NativeAssimpLibs Include="$(MSBuildThisFileDirectory)..\runtimes\**\*.*"/>
|
||||
</ItemGroup>
|
||||
<Message Text="Copying native Assimp libraries..." Importance="high" />
|
||||
<Message Text="$(TargetDir)$(AssemblyName).deps.json" Importance="high" />
|
||||
<Copy SourceFiles="@(NativeAssimpLibs)" DestinationFolder="$(OutputPath)\runtimes\%(RecursiveDir)" />
|
||||
</Target>
|
||||
|
||||
<Target Name="CleanNativeAssimp" BeforeTargets="BeforeClean" Condition="'$(ForceCopyNativeAssimp)' == 'true' OR !Exists('$(TargetDir)$(AssemblyName).deps.json')">
|
||||
<Message Text="Cleaning native Assimp libraries..." Importance="high" />
|
||||
<ItemGroup>
|
||||
<NativeAssimpLibsToDelete Include="$(TargetDir)runtimes\**\*assimp*.*;" />
|
||||
</ItemGroup>
|
||||
<Delete Files="@(NativeAssimpLibsToDelete)" />
|
||||
</Target>
|
||||
</Project>
|
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Loading…
Reference in New Issue
Block a user