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chore: fix error #258

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merged 43 commits into from
Jul 27, 2023
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66ddc5e
feat(grass): add grass system
ZenderJK Jun 5, 2023
7737e06
feat(grass): fix render pass frame time
ZenderJK Jun 5, 2023
efe9614
fix(grass): fix grass segment
ZenderJK Jun 7, 2023
7700784
Merge branch 'dev' of https://github.com/Orillusion/orillusion into s…
ZenderJK Jun 7, 2023
4b81d6d
fix(pbr): fix pbr shader
ZenderJK Jun 8, 2023
3658df5
fix(pbr): fix clear coat lighting specular
ZenderJK Jun 9, 2023
c345632
Merge branch 'dt-human' into sample-grass
ZenderJK Jun 9, 2023
26485df
fix(pbr): fix clear coat lighting specular
ZenderJK Jun 9, 2023
b878c45
Merge branch 'dt-human' of https://github.com/X-OldGentleMan/orillusi…
ZenderJK Jun 9, 2023
c00a3e5
fix(grass): fix grass size and vertex animation
ZenderJK Jun 9, 2023
86c034d
fix(grass): fix grass size and vertex animation
ZenderJK Jun 9, 2023
f4f9652
Merge branch 'sample-grass' of https://github.com/X-OldGentleMan/oril…
ZenderJK Jun 9, 2023
d3fc897
Merge branch 'sample-grass' of https://github.com/X-OldGentleMan/oril…
ZenderJK Jun 9, 2023
c1b95da
Merge branch 'sample-grass' of https://github.com/X-OldGentleMan/oril…
ZenderJK Jun 11, 2023
0c27251
Merge branch 'sample-grass' into dt-human
ZenderJK Jun 12, 2023
aee158e
fix(clearcoat): fix muilt layer clearcoat
ZenderJK Jun 13, 2023
85af4cc
fix(clearcoat): fix clear coat
ZenderJK Jun 20, 2023
eb81f52
fix(normal): fix normal map
ZenderJK Jun 25, 2023
2869f2c
feat(sample): add physic car
ZenderJK Jul 15, 2023
716cc32
Merge branch 'dev' of https://github.com/Orillusion/orillusion into d…
ZenderJK Jul 15, 2023
c3d0f13
chore: change collect render node
ZenderJK Jul 24, 2023
ae90ab5
fix(renderer): fix shadow render node
ZenderJK Jul 24, 2023
4583f27
fix(pointShadow): fix point shadow
ZenderJK Jul 24, 2023
d41a5a2
Merge branch 'dev' of https://github.com/Orillusion/orillusion into d…
ZenderJK Jul 24, 2023
012414c
Merge branch 'dev' of https://github.com/Orillusion/orillusion into d…
ZenderJK Jul 24, 2023
2efa084
chore: remove ssh
ZenderJK Jul 24, 2023
c0f8f27
chore: chore transform
ZenderJK Jul 24, 2023
01b96e8
fix(fog): fix fog shader.
hellmor Jul 25, 2023
1ad0413
fix(shader): fix pbr shader
ZenderJK Jul 25, 2023
bf49f3e
fix(mac): fix shadow maping at mac error
ZenderJK Jul 26, 2023
a1c1567
fix(renderNode): fix render node
ZenderJK Jul 26, 2023
ebc5fef
Merge branch 'dev' of https://github.com/Orillusion/orillusion into 2…
ZenderJK Jul 26, 2023
deac94a
update package
lslzl3000 Jul 26, 2023
4806aec
fix vite.config.js
lslzl3000 Jul 26, 2023
6bee1a8
fix build
lslzl3000 Jul 26, 2023
7162b4f
fix(transform): fix transform notifyLocalChange error
ZenderJK Jul 26, 2023
c377cf5
Merge branch '2023726' of https://github.com/X-OldGentleMan/orillusio…
ZenderJK Jul 26, 2023
a766ab6
update public
lslzl3000 Jul 26, 2023
0aa7652
fix(pbr): fix pbr color
ZenderJK Jul 27, 2023
eb944fc
fix: code style.
hellmor Jul 27, 2023
700076d
fix(conflict):bxdf file.
hellmor Jul 27, 2023
24d0096
chore: chore sample light
ZenderJK Jul 27, 2023
ce76d98
Merge branch '2023726' of https://github.com/X-OldGentleMan/orillusio…
ZenderJK Jul 27, 2023
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1 change: 1 addition & 0 deletions .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -23,3 +23,4 @@ dist
/js

/.vscode
/.labe
2 changes: 1 addition & 1 deletion package.json
Original file line number Diff line number Diff line change
Expand Up @@ -54,4 +54,4 @@
"vite": "^4.3.9",
"xvfb-maybe": "^0.2.1"
}
}
}
5 changes: 5 additions & 0 deletions packages/effect/grass/GrassNode.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,5 @@
import { Transform } from "@orillusion/core";

export class GrassNode extends Transform {

}
46 changes: 46 additions & 0 deletions packages/effect/grass/component/GrassComponent.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,46 @@
import { BoundingBox, Color, ComponentBase, GPUPrimitiveTopology, LightingFunction_frag, MeshRenderer, Texture, UnLitMaterial, Vector3, VertexAttributeName } from "@orillusion/core";
import { GrassMaterial } from "../material/GrassMaterial";
import { GrassGeometry } from "../geometry/GrassGeometry";
import { GrassNode } from "../GrassNode";

export class GrassComponent extends MeshRenderer {


public grassMaterial: GrassMaterial;
public grassGeometry: GrassGeometry;

constructor() {
super();
this.grassMaterial = new GrassMaterial();
this.alwaysRender = true;
}

public init(param?: any): void {
super.init();
}

public setGrass(grassWidth: number, grassHeight: number, segment: number, density: number, count: number = 1000) {
this.grassGeometry = this.geometry = new GrassGeometry(grassWidth, grassHeight, 1, segment, count);
this.material = this.grassMaterial;
// this.material.topology = GPUPrimitiveTopology.line_list;
// this.material = this.grassMaterial;
}

setWindNoiseTexture(gustNoiseTexture: Texture) {
this.grassMaterial.windMap = gustNoiseTexture;
}


public setMinMax(min: Vector3, max: Vector3) {
this.grassGeometry.bounds = new BoundingBox(new Vector3(), new Vector3(1, 1, 1));
this.grassGeometry.bounds.setFromMinMax(min, max);
}

public setGrassTexture(grassTexture: Texture) {
this.grassMaterial.baseMap = grassTexture;
}

public get nodes(): GrassNode[] {
return this.grassGeometry.nodes;
}
}
117 changes: 117 additions & 0 deletions packages/effect/grass/geometry/GrassGeometry.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,117 @@
import { BoundingBox, GeometryBase, Vector3, VertexAttributeName } from "@orillusion/core";
import { GrassNode } from "../GrassNode";




export class GrassGeometry extends GeometryBase {
public width: number;
public height: number;
public segmentW: number;
public segmentH: number;
public nodes: GrassNode[];

constructor(width: number, height: number, segmentW: number = 1, segmentH: number = 1, count: number) {
super();
this.width = width;
this.height = height;
this.segmentW = segmentW;
this.segmentH = segmentH;
this.nodes = [];
this.buildGrass(count);
}

private buildGrass(count: number) {
var tw: number = this.segmentW + 1;
var singleCont: number = tw * (this.segmentH + 1);
let vertexCount = singleCont * count;
let position_arr = new Float32Array(vertexCount * 3);
let normal_arr = new Float32Array(vertexCount * 3);
let uv_arr = new Float32Array(vertexCount * 2);
let weights_arr = new Float32Array(vertexCount * 4);
let modelID_arr = new Float32Array(vertexCount);

let faceIndexCount = this.segmentW * this.segmentH * 2 * 3;
let indexes: Uint32Array = new Uint32Array(faceIndexCount * count);
var indexP: number = 0;
var indexN: number = 0;
var indexU: number = 0;
var indexW: number = 0;
var indexI: number = 0;
let numIndices = 0;
let cacheIndex = 0;

let pi = 3.1415926 * 0.5;
for (let gi = 0; gi < count; gi++) {
let node = new GrassNode();
this.nodes.push(node);

let dir = new Vector3(1 * Math.random() - 0.5, 0.0, 1 * Math.random() - 0.5);
let curvature = 0.5 * Math.random();

for (var yi: number = 0; yi <= this.segmentH; ++yi) {
for (var xi: number = 0; xi <= this.segmentW; ++xi) {
let weight = yi / this.segmentH;
let x = this.width * (xi / this.segmentW);
let y = this.height * (weight);
position_arr[indexP++] = (x - this.width * 0.5) * (1.0 - weight);
position_arr[indexP++] = 0;
position_arr[indexP++] = 0;

normal_arr[indexN++] = 0;
normal_arr[indexN++] = 0;
normal_arr[indexN++] = 1;

uv_arr[indexU++] = xi / this.segmentW;
uv_arr[indexU++] = 1.0 - yi / this.segmentH;

weights_arr[indexW++] = dir.x;
weights_arr[indexW++] = dir.y;
weights_arr[indexW++] = dir.z;
weights_arr[indexW++] = curvature;

modelID_arr[indexI++] = node.worldMatrix.index;
}
}

for (let i = 0; i < this.segmentH; i++) {
for (let j = 0; j < this.segmentW; j++) {
let base = j + i * tw + cacheIndex;
let i1 = (base + 1);
let i2 = base;
let i3 = (base + tw);

let i4 = (base + 1);;
let i5 = (base + tw);
let i6 = (base + tw + 1);

indexes[numIndices++] = i1;
indexes[numIndices++] = i2;
indexes[numIndices++] = i3;
indexes[numIndices++] = i4;
indexes[numIndices++] = i5;
indexes[numIndices++] = i6;
}
}

cacheIndex += singleCont;
}

this.setIndices(indexes);
this.setAttribute(VertexAttributeName.position, position_arr);
this.setAttribute(VertexAttributeName.normal, normal_arr);
this.setAttribute(VertexAttributeName.uv, uv_arr);
this.setAttribute(VertexAttributeName.TEXCOORD_1, uv_arr);
this.setAttribute(VertexAttributeName.vIndex, modelID_arr);
this.setAttribute(VertexAttributeName.weights0, weights_arr);

this.addSubGeometry({
indexStart: 0,
indexCount: indexes.length,
vertexStart: 0,
index: 0,
});

this.bounds = new BoundingBox(Vector3.ZERO, new Vector3(9999, 9999, 9999));
}
}
212 changes: 212 additions & 0 deletions packages/effect/grass/material/GrassMaterial.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,212 @@
import { BlendMode, Color, Engine3D, GPUAddressMode, MaterialBase, MaterialPass, RendererType, ShaderLib, Texture, Vector2, Vector3, Vector4 } from "@orillusion/core";
import { GrassShader } from "../shader/GrassShader";
import { GrassVertexAttributeShader } from "../shader/GrassVertexAttributeShader";
import { GrassCastShadowShader } from "../shader/GrassCastShadowShader";

export class GrassMaterial extends MaterialBase {
constructor() {
super();

ShaderLib.register("GrassVertexAttributeShader", GrassVertexAttributeShader);
ShaderLib.register("GrassShader", GrassShader);

let shader = this.setShader(`GrassShader`, `GrassShader`);
shader.setShaderEntry(`VertMain`, `FragMain`)
shader.setDefine("TRANSFORMVERTEX", true);
let shaderState = shader.shaderState;
shaderState.acceptShadow = true;
shaderState.receiveEnv = true;
shaderState.acceptGI = false;
shaderState.useLight = true;
shaderState.castShadow = false;
shaderState.blendMode = BlendMode.NONE;

ShaderLib.register("GrassCastShadowShader", GrassCastShadowShader);
let shadowPass = new MaterialBase();
shadowPass.isPassMaterial = true;
let shadowShader = shadowPass.setShader(`GrassCastShadowShader`, `GrassCastShadowShader`);
shadowPass.setDefine("USE_ALPHACUT", true);
shadowPass.setDefine("TRANSFORMVERTEX", true);
shadowShader.setShaderEntry(`VertMain`)
shadowShader.shaderState.blendMode = BlendMode.NONE;
shadowShader.shaderState.receiveEnv = false;
shader.setPassShader(RendererType.SHADOW, shadowPass);
this.addPass(RendererType.SHADOW, shadowPass);


shader.setUniformColor("baseColor", new Color(0.0, 1.0, 0.0, 1.0));
shader.setUniformColor("grassBottomColor", new Color(3 / 255, 16 / 255, 3 / 255));
shader.setUniformColor("grassTopColor", new Color(45 / 255, 154 / 255, 74 / 255, 1.0));
shader.setUniformColor("materialF0", new Color(0.04, 0.04, 0.04, 1.0 - 0.04));
shader.setUniformVector4("windBound", new Vector4(0, 0, 2000, 2000));
shader.setUniformVector2("windDirection", new Vector2(0.6, 0.8));
shader.setUniformFloat("windPower", 0.8);
shader.setUniformFloat("windSpeed", 12);
shader.setUniformFloat("translucent", 0.35);
shader.setUniformFloat("roughness", 0.35);
shader.setUniformFloat("curvature", 0.4068);
shader.setUniformFloat("grassHeight", 10);
shader.setUniformFloat("soft", 5);
shader.setUniformFloat("specular", 0.15);

shadowShader.setUniformColor("baseColor", new Color(0.0, 1.0, 0.0, 1.0));
shadowShader.setUniformColor("grassBottomColor", new Color(39 / 255, 87 / 255, 36 / 255));
shadowShader.setUniformColor("grassTopColor", new Color(74 / 255, 163 / 255, 93 / 255, 1.0));
shadowShader.setUniformColor("materialF0", new Color(0.04, 0.04, 0.04, 1.0 - 0.04));
shadowShader.setUniformVector4("windBound", new Vector4(0, 0, 2000, 2000));
shadowShader.setUniformVector2("windDirection", new Vector2(0.6, 0.8));
shadowShader.setUniformFloat("windPower", 0.8);
shadowShader.setUniformFloat("windSpeed", 10);
shadowShader.setUniformFloat("translucent", 0.35);
shadowShader.setUniformFloat("roughness", 0.35);
shadowShader.setUniformFloat("curvature", 0.4068);
shadowShader.setUniformFloat("grassHeight", 10);
shadowShader.setUniformFloat("soft", 5);
shadowShader.setUniformFloat("specular", 0.15);

// default value
// this.baseMap = Engine3D.res.whiteTexture;
this.doubleSide = true;
shadowPass.doubleSide = true;
}

public set baseMap(texture: Texture) {
texture.visibility = GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT;
super.baseMap = texture;
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.baseMap = texture;
}

public get baseMap(): Texture {
return super.baseMap;
}

public set windMap(texture: Texture) {
texture.visibility = GPUShaderStage.VERTEX;
texture.addressModeU = GPUAddressMode.repeat;
texture.addressModeV = GPUAddressMode.repeat;
this.renderShader.setTexture("windMap", texture);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setTexture("windMap", texture);
}

public set windBound(v: Vector4) {
this.renderShader.setUniformVector4("windBound", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformVector4("windBound", v);
}

public get windBound(): Vector4 {
return this.renderShader.uniforms["windBound"].vector4;
}

public set grassBaseColor(v: Color) {
this.renderShader.setUniformColor("grassBottomColor", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformColor("grassBottomColor", v);
}

public get grassBaseColor(): Color {
return this.renderShader.uniforms["grassBottomColor"].color;
}

public set grassTopColor(v: Color) {
this.renderShader.setUniformColor("grassTopColor", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformColor("grassTopColor", v);
}

public get grassTopColor(): Color {
return this.renderShader.uniforms["grassTopColor"].color;
}

public set windDirection(v: Vector2) {
this.renderShader.setUniformVector2("windDirection", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformVector2("windDirection", v);
}

public get windDirection(): Vector2 {
return this.renderShader.uniforms["windDirection"].vector2;
}

public set windPower(v: number) {
this.renderShader.setUniformFloat("windPower", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformFloat("windPower", v);
}

public get windPower(): number {
return this.renderShader.uniforms["windPower"].data;
}

public set windSpeed(v: number) {
this.renderShader.setUniformFloat("windSpeed", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformFloat("windSpeed", v);
}

public get windSpeed(): number {
return this.renderShader.uniforms["windSpeed"].data;
}

public set grassHeight(v: number) {
this.renderShader.setUniformFloat("grassHeight", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformFloat("grassHeight", v);
}

public get grassHeight(): number {
return this.renderShader.uniforms["grassHeight"].data;
}

public set curvature(v: number) {
this.renderShader.setUniformFloat("curvature", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformFloat("curvature", v);
}

public get curvature(): number {
return this.renderShader.uniforms["curvature"].data;
}

public set roughness(v: number) {
this.renderShader.setUniformFloat("roughness", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformFloat("roughness", v);
}

public get roughness(): number {
return this.renderShader.uniforms["roughness"].data;
}

public set translucent(v: number) {
this.renderShader.setUniformFloat("translucent", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformFloat("translucent", v);
}

public get translucent(): number {
return this.renderShader.uniforms["translucent"].data;
}

public set soft(v: number) {
this.renderShader.setUniformFloat("soft", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformFloat("soft", v);
}

public get soft(): number {
return this.renderShader.uniforms["soft"].data;
}

public set specular(v: number) {
this.renderShader.setUniformFloat("specular", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformFloat("specular", v);
}

public get specular(): number {
return this.renderShader.uniforms["specular"].data;
}
}
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