├── .gitattributes ├── deps ├── DevIL │ ├── include │ │ └── IL │ │ │ ├── stamp-h.in │ │ │ ├── DevIL.i │ │ │ ├── build-python │ │ │ ├── ilut_config.h │ │ │ └── ilu_region.h │ └── lib │ │ ├── x64 │ │ ├── Release │ │ │ ├── ILU.dll │ │ │ ├── ILU.lib │ │ │ ├── DevIL.dll │ │ │ ├── DevIL.lib │ │ │ ├── ILUT.dll │ │ │ └── ILUT.lib │ │ └── unicode │ │ │ └── Release │ │ │ ├── ILU.dll │ │ │ ├── ILU.lib │ │ │ ├── DevIL.dll │ │ │ ├── DevIL.lib │ │ │ ├── ILUT.dll │ │ │ └── ILUT.lib │ │ └── x86 │ │ ├── Release │ │ ├── ILU.dll │ │ ├── ILU.lib │ │ ├── DevIL.dll │ │ ├── DevIL.lib │ │ ├── ILUT.dll │ │ └── ILUT.lib │ │ └── unicode │ │ └── Release │ │ ├── ILU.dll │ │ ├── ILU.lib │ │ ├── DevIL.dll │ │ ├── DevIL.lib │ │ ├── ILUT.dll │ │ └── ILUT.lib ├── SDL2 │ ├── lib │ │ ├── x64 │ │ │ ├── SDL2.dll │ │ │ ├── SDL2.lib │ │ │ ├── SDL2main.lib │ │ │ └── SDL2test.lib │ │ └── x86 │ │ │ ├── SDL2.dll │ │ │ ├── SDL2.lib │ │ │ ├── SDL2main.lib │ │ │ └── SDL2test.lib │ ├── include │ │ └── SDL_revision.h │ ├── docs │ │ ├── README-platforms.md │ │ ├── README-wince.md │ │ └── README-psp.md │ ├── README-SDL.txt │ ├── BUGS.txt │ └── README.txt ├── freetype │ ├── win32 │ │ ├── freetype.dll │ │ └── freetype.lib │ └── win64 │ │ ├── freetype.dll │ │ └── freetype.lib └── Assimp │ ├── lib │ └── x64 │ │ ├── assimp-vc143-mt.dll │ │ └── assimp-vc143-mt.lib │ └── include │ └── assimp │ └── .editorconfig ├── media ├── sponza │ ├── .gitignore │ └── shaders │ │ ├── sources │ │ └── inc │ │ │ └── disable_invocation.def │ │ └── json │ │ ├── bloom_upsample.json │ │ ├── bloom_downsample.json │ │ ├── skybox.json │ │ ├── ssao.json │ │ ├── env_skybox.json │ │ ├── shadow_map_clean.json │ │ ├── depth.json │ │ ├── bsdf_prepare.json │ │ ├── shadow.json │ │ ├── post_process.json │ │ ├── bsdf_direct_alpha.json │ │ ├── lightpass.json │ │ └── env_probe.json ├── vault_111 │ ├── .gitignore │ ├── shaders │ │ ├── sources │ │ │ ├── inc │ │ │ │ ├── glow.def │ │ │ │ ├── glow_solid.def │ │ │ │ ├── palete_blue.def │ │ │ │ ├── palete_red.def │ │ │ │ ├── palete_yellow.def │ │ │ │ ├── glow_green.def │ │ │ │ ├── pbr_params.def │ │ │ │ ├── ssao_params.def │ │ │ │ └── shadow_params.def │ │ │ ├── utils │ │ │ │ └── Specular.fs │ │ │ ├── alpha_depth.fs │ │ │ ├── reactor_glow.fs │ │ │ ├── alpha_glow.fs │ │ │ ├── glow_falloff.fs │ │ │ └── regular_alpha.fs │ │ └── json │ │ │ ├── bloom_upsample.json │ │ │ ├── bloom_downsample.json │ │ │ ├── shadow_map_clean.json │ │ │ ├── depth.json │ │ │ ├── ssao.json │ │ │ ├── depth_alpha.json │ │ │ ├── shadow.json │ │ │ ├── bsdf_glow_solid_prepare.json │ │ │ ├── shadow_alpha.json │ │ │ ├── bsdf_prepare.json │ │ │ ├── post_process.json │ │ │ ├── bsdf_glow_prepare.json │ │ │ ├── bsdf_palete.json │ │ │ ├── bsdf_palete_blue.json │ │ │ ├── bsdf_palete_red.json │ │ │ ├── bsdf_glow_prepare_green.json │ │ │ └── bsdf_reactor_glow.json │ ├── materials │ │ └── shadow_clean.json │ └── objects │ │ └── Player.json ├── vault_df │ ├── shaders │ │ ├── sources │ │ │ ├── def │ │ │ │ ├── glass.def │ │ │ │ ├── illum.def │ │ │ │ └── parallax.def │ │ │ ├── triangle.vs │ │ │ ├── prepass_lava.fs │ │ │ ├── combine.fs │ │ │ └── postprocess.vs │ │ └── json │ │ │ ├── lava.json │ │ │ ├── prepass.json │ │ │ ├── combine.json │ │ │ ├── postprocess.json │ │ │ ├── prepass_illum.json │ │ │ ├── prepass_parallax.json │ │ │ ├── lightpass.json │ │ │ ├── combine_blend.json │ │ │ ├── combine_blend_glass.json │ │ │ └── combine_blend_illum.json │ ├── targets │ │ ├── lightpass.json │ │ └── combine.json │ └── materials │ │ ├── combine.json │ │ ├── lava.json │ │ ├── eccell.json │ │ ├── minigun.json │ │ ├── vquad01.json │ │ ├── vtrim02.json │ │ ├── vtrim03.json │ │ ├── vtrim04.json │ │ ├── vwall01.json │ │ ├── vdoorframe.json │ │ ├── vfloor02.json │ │ ├── vfloor03.json │ │ ├── vmetal01.json │ │ ├── laserrifle01.json │ │ ├── laserrifle02.json │ │ ├── vpipecap01.json │ │ ├── vtechbox01.json │ │ ├── vconcrete01.json │ │ ├── vconcrete02.json │ │ └── vconcrete03.json ├── vault_dr_ubo │ ├── shaders │ │ ├── sources │ │ │ ├── def │ │ │ │ ├── glass.def │ │ │ │ ├── illum.def │ │ │ │ └── parallax.def │ │ │ ├── depth.fs │ │ │ ├── depth.vs │ │ │ ├── postprocess.vs │ │ │ └── prepass_lava.fs │ │ └── json │ │ │ ├── lava.json │ │ │ ├── prepass_depth.json │ │ │ ├── postprocess.json │ │ │ ├── prepass.json │ │ │ ├── prepass_glass.json │ │ │ ├── prepass_illum.json │ │ │ └── prepass_parallax.json │ └── targets │ │ ├── depth.json │ │ └── combine.json ├── animation │ ├── shaders │ │ ├── sources │ │ │ └── inc │ │ │ │ ├── skeleton.def │ │ │ │ └── disable_invocation.def │ │ └── json │ │ │ ├── bloom_upsample.json │ │ │ ├── bloom_downsample.json │ │ │ ├── skybox.json │ │ │ ├── ssao.json │ │ │ ├── shadow_map_clean.json │ │ │ ├── bsdf_prepare.json │ │ │ ├── depth.json │ │ │ ├── shadow.json │ │ │ ├── bsdf_prepare_ske.json │ │ │ ├── depth_ske.json │ │ │ ├── post_process.json │ │ │ ├── shadow_ske.json │ │ │ └── lightpass.json │ ├── models │ │ ├── meshes │ │ │ ├── Rod.m │ │ │ ├── Ground.m │ │ │ ├── Piston.m │ │ │ ├── SkeMesh.m │ │ │ ├── Crankshaft.m │ │ │ └── CuriousSphere.m │ │ └── json │ │ │ ├── Rod.json │ │ │ ├── SkeMesh.json │ │ │ ├── Ground.json │ │ │ ├── Piston.json │ │ │ ├── Crankshaft.json │ │ │ └── CuriousSphere.json │ └── textures │ │ └── json │ │ └── box1.json ├── samples │ ├── models │ │ ├── json │ │ │ ├── BigTriangle.json │ │ │ ├── skybox.json │ │ │ ├── plain256x128.json │ │ │ ├── plain512x512.json │ │ │ ├── cube.json │ │ │ ├── Ground.json │ │ │ ├── minigun.json │ │ │ ├── battery.json │ │ │ ├── ComplexShape.json │ │ │ ├── CoordArrows.json │ │ │ ├── cube80.json │ │ │ └── SKL_Robot.json │ │ └── meshes │ │ │ ├── cube.m │ │ │ ├── Ground.m │ │ │ ├── battery.m │ │ │ ├── minigun.m │ │ │ ├── SKL_Robot.m │ │ │ ├── glasstube.m │ │ │ ├── minigun.3ds │ │ │ ├── plasmagun.m │ │ │ ├── ComplexShape.m │ │ │ ├── CoordArrows.m │ │ │ └── plasmarif.3ds │ ├── fonts │ │ └── arial.ttf │ ├── shaders │ │ ├── sources │ │ │ ├── pipeline │ │ │ │ ├── shadow_clean_pass │ │ │ │ │ ├── shadow_clean.fs │ │ │ │ │ └── shadow_clean_split.gs │ │ │ │ ├── skybox_pass │ │ │ │ │ ├── skybox.fs │ │ │ │ │ └── skybox.vs │ │ │ │ ├── depth_pass │ │ │ │ │ └── depth.fs │ │ │ │ ├── shadow_pass │ │ │ │ │ └── shadow_inst.vs │ │ │ │ ├── env_pass │ │ │ │ │ ├── env_skybox.vs │ │ │ │ │ ├── env_inst.vs │ │ │ │ │ └── forward.fs │ │ │ │ ├── light_pass │ │ │ │ │ └── light.fs │ │ │ │ ├── postprocess_pass │ │ │ │ │ └── postprocess.vs │ │ │ │ └── forward_pass │ │ │ │ │ └── forward.fs │ │ │ ├── coord_arrows.fs │ │ │ ├── basic_shading_solid_color.fs │ │ │ ├── common │ │ │ │ ├── utils.fs │ │ │ │ ├── utils.vs │ │ │ │ ├── common.fs │ │ │ │ ├── common.vs │ │ │ │ ├── stub2.fs │ │ │ │ ├── transform.vs │ │ │ │ └── stub.fs │ │ │ ├── skybox.fs │ │ │ ├── basic_shading_albedo.fs │ │ │ ├── shadow │ │ │ │ └── none.fs │ │ │ ├── bigtriangle.vs │ │ │ ├── basic_shading_instanced_no_normals.vs │ │ │ ├── basic_shading_no_normals.vs │ │ │ ├── skybox.vs │ │ │ ├── basic_shading_solid_light.fs │ │ │ ├── pbr │ │ │ │ ├── brdf_lambert.fs │ │ │ │ ├── brdf_null_env.fs │ │ │ │ └── brdf.fs │ │ │ ├── basic_shading_light.fs │ │ │ ├── coord_arrows.vs │ │ │ ├── basic_shading_light_alpha.fs │ │ │ ├── reflection_cube.fs │ │ │ ├── basic_shading.vs │ │ │ ├── antialiasing │ │ │ │ └── fxaa_texcoords.vs │ │ │ ├── basic_shading_fog.fs │ │ │ ├── ssao │ │ │ │ └── ssao_sample.fs │ │ │ └── vertex_instancing.vs │ │ └── json │ │ │ ├── skybox.json │ │ │ ├── coord_arrows.json │ │ │ ├── reflection_cube.json │ │ │ ├── robots_floor.json │ │ │ ├── robots_inst.json │ │ │ ├── basic_shading_albedo.json │ │ │ ├── basic_shading_light.json │ │ │ ├── cube_gen.json │ │ │ ├── basic_shading_light_alpha.json │ │ │ ├── basic_shading_solid_color.json │ │ │ ├── basic_shading_solid_light.json │ │ │ └── basic_shading_no_normals.json │ ├── textures │ │ ├── images │ │ │ ├── t1.jpg │ │ │ ├── box1.jpg │ │ │ ├── box2.jpg │ │ │ ├── metallic.jpg │ │ │ ├── minigun.dds │ │ │ ├── vfloor03.dds │ │ │ ├── plasmarif02a.dds │ │ │ ├── plasmarif02b.dds │ │ │ ├── plasmarif02c.dds │ │ │ ├── T_UberWalker_Dif.tga │ │ │ ├── skymap │ │ │ │ ├── miramar_bk.tga │ │ │ │ ├── miramar_ft.tga │ │ │ │ ├── miramar_lf.tga │ │ │ │ ├── miramar_rt.tga │ │ │ │ ├── miramar_up.tga │ │ │ │ ├── Vault111CryoCube.dds │ │ │ │ ├── MetalBronzeCube_e.dds │ │ │ │ ├── MetalChrome01Cube_e.dds │ │ │ │ ├── MetalShineTopCube01_e.dds │ │ │ │ └── MetalCopperShine01Cube_e.dds │ │ │ └── Robot_Boss_Uberwalker_Loadout_DIF00.tga │ │ └── json │ │ │ ├── multisample4Depth.json │ │ │ ├── multisample8Depth.json │ │ │ ├── box1.json │ │ │ ├── box2.json │ │ │ ├── depth.json │ │ │ ├── rgba.json │ │ │ ├── vfloor03.json │ │ │ ├── T_UberWalker_Dif.json │ │ │ ├── minigun.json │ │ │ ├── plasmagun_a.json │ │ │ ├── plasmagun_b.json │ │ │ ├── plasmagun_c.json │ │ │ ├── rgb32f.json │ │ │ ├── rgba16f.json │ │ │ ├── rgba32f.json │ │ │ ├── color512x512.json │ │ │ ├── skybox_cryo.json │ │ │ ├── Robot_Boss_Uberwalker_Loadout_DIF00.json │ │ │ ├── shadow_2k.json │ │ │ ├── shadow_4k.json │ │ │ ├── rgba32f_array4.json │ │ │ ├── skybox_cryo_mip.json │ │ │ ├── skybox_metal_bronze.json │ │ │ ├── skybox_metal_chrome.json │ │ │ ├── skybox_metal_shine.json │ │ │ ├── skybox_metal_copper.json │ │ │ ├── r16fs4.json │ │ │ ├── shadow_2k_array4.json │ │ │ ├── shadow_2k_array5.json │ │ │ ├── arial256x128.json │ │ │ └── arial512x512.json │ ├── objects │ │ ├── ComplexShape.json │ │ ├── coord_arrows.json │ │ ├── minigun.json │ │ ├── plasma.json │ │ ├── sunlight.json │ │ └── box_rtt.json │ ├── materials │ │ ├── CoordArrows.json │ │ ├── skycube.json │ │ ├── CommonMaterialTemplate.json │ │ ├── CommonMaterialTemplateEmision.json │ │ ├── cube1.json │ │ ├── cube2.json │ │ ├── minigun.json │ │ ├── plasmagun_a.json │ │ ├── plasmagun_b.json │ │ ├── plasmagun_c.json │ │ ├── battery.json │ │ ├── render512x512.json │ │ ├── vfloor.json │ │ └── ceiling.json │ ├── targets │ │ └── render_to_tex_512.json │ └── scenes │ │ ├── scene_rtt_box.json │ │ ├── robots.json │ │ └── empty.json ├── tests │ ├── pack │ │ ├── eev.jpg │ │ ├── pack.0 │ │ ├── pack.1 │ │ ├── normandy │ │ │ ├── t1.jpg │ │ │ └── ref.jpg │ │ ├── minigun │ │ │ └── minigun.3ds │ │ └── plasmagun │ │ │ └── plasmarif.3ds │ └── meshes │ │ ├── VURmCorner_br.m │ │ └── VURmCorner_ubr.m ├── warship │ ├── models │ │ ├── json │ │ │ ├── BigTriangle.json │ │ │ ├── RCLightBox.json │ │ │ ├── RCHallSm1Way02.json │ │ │ ├── RCHallSm1Way03.json │ │ │ ├── RCHallSm1Way04.json │ │ │ └── RCHallSm1Way05.json │ │ └── meshes │ │ │ ├── RCLightBox.m │ │ │ ├── RCHallSm1Way02.m │ │ │ ├── RCHallSm1Way03.m │ │ │ ├── RCHallSm1Way04.m │ │ │ ├── RCHallSm1Way05.m │ │ │ ├── RCHallSm1Way06.m │ │ │ ├── RCHallSm1WayEnd01.m │ │ │ └── RCHallSm1WayEnd02.m │ ├── textures │ │ ├── images │ │ │ ├── rclight01.dds │ │ │ ├── rclight01_g.dds │ │ │ ├── rclight01_n.dds │ │ │ ├── rcsidepanel01.dds │ │ │ ├── rcsidepanel02.dds │ │ │ ├── rcsidepanel03.dds │ │ │ ├── rcsidepanel01_n.dds │ │ │ ├── rcsidepanel02_n.dds │ │ │ └── rcsidepanel03_n.dds │ │ └── json │ │ │ ├── rclight01.json │ │ │ ├── rclight01_g.json │ │ │ ├── rclight01_n.json │ │ │ ├── rcsidepanel01.json │ │ │ ├── rcsidepanel02.json │ │ │ ├── rcsidepanel03.json │ │ │ ├── rcsidepanel01_n.json │ │ │ ├── rcsidepanel02_n.json │ │ │ └── rcsidepanel03_n.json │ ├── shaders │ │ ├── json │ │ │ ├── prepass.json │ │ │ ├── prepass_illum.json │ │ │ ├── postprocess.json │ │ │ └── combine.json │ │ └── sources │ │ │ ├── combine.vs │ │ │ └── postprocess.vs │ ├── objects │ │ ├── warship_combine_tri.json │ │ └── warship_postprocess_tri.json │ └── materials │ │ ├── rcsidepanel01.json │ │ ├── rcsidepanel02.json │ │ └── rcsidepanel03.json ├── screenshots │ ├── vault.png │ ├── vss.png │ ├── camera.png │ ├── physics.png │ ├── robots.png │ ├── robots1.png │ ├── sandbox.png │ ├── sponza.png │ ├── sponza1.png │ ├── vault1.png │ ├── vault2.png │ ├── vault3.png │ ├── vault4.png │ ├── warship.png │ ├── reflection1.png │ ├── reflection2.png │ ├── vault_111_0.png │ ├── vault_111_1.png │ ├── vault_111_10.png │ ├── vault_111_11.png │ ├── vault_111_12.png │ ├── vault_111_13.png │ ├── vault_111_14.png │ ├── vault_111_15.png │ ├── vault_111_16.png │ ├── vault_111_17.png │ ├── vault_111_18.png │ ├── vault_111_19.png │ ├── vault_111_2.png │ ├── vault_111_20.png │ ├── vault_111_21.png │ ├── vault_111_22.png │ ├── vault_111_23.png │ ├── vault_111_24.png │ ├── vault_111_25.png │ ├── vault_111_26.png │ ├── vault_111_3.png │ ├── vault_111_4.png │ ├── vault_111_5.png │ ├── vault_111_6.png │ ├── vault_111_7.png │ ├── vault_111_8.png │ ├── vault_111_9.png │ ├── vault_room_0.png │ ├── vault_room_1.png │ ├── vault_room_2.png │ ├── vault_room_3.png │ └── vault_room_4.png ├── packs │ └── .gitignore ├── sandbox │ ├── models │ │ └── meshes │ │ │ └── SandBox.m │ ├── objects │ │ └── SandBox.json │ └── shaders │ │ ├── json │ │ ├── bloom_downsample.json │ │ ├── bloom_upsample.json │ │ ├── shadow_map_clean.json │ │ ├── depth.json │ │ ├── shadow.json │ │ ├── post_process.json │ │ └── bsdf_regular.json │ │ └── sources │ │ └── inc │ │ └── params.def ├── starfield │ ├── objects │ │ ├── AK47.json │ │ ├── VSS.json │ │ └── Sun.json │ └── shaders │ │ ├── json │ │ ├── bloom_upsample.json │ │ ├── bloom_downsample.json │ │ ├── skybox.json │ │ ├── shadow_map_clean.json │ │ ├── depth.json │ │ ├── shadow.json │ │ ├── post_process.json │ │ ├── bsdf_decal.json │ │ ├── bsdf_glass.json │ │ └── bsdf_regular.json │ │ └── sources │ │ ├── inc │ │ └── params.def │ │ └── glass.fs └── vault_dr_ssbo │ ├── shaders │ └── json │ │ ├── lava.json │ │ ├── prepass_depth.json │ │ ├── postprocess.json │ │ ├── prepass.json │ │ ├── prepass_glass.json │ │ ├── prepass_illum.json │ │ └── prepass_parallax.json │ └── targets │ ├── depth.json │ └── combine.json ├── winres ├── Resource.rc ├── samples.ico └── ResourceSample.rc ├── .gitignore ├── .gitmodules ├── tools ├── blender │ ├── params.png │ ├── origin_prop.png │ ├── custom_props.png │ └── io_scene_lite3d │ │ └── io.py └── cacl_attenuation.py ├── vcpkg.json ├── CMakePresets.json ├── lite3d ├── include │ └── lite3d │ │ ├── 7zdec │ │ ├── 7zVersion.h │ │ └── 7zCrc.h │ │ └── kazmath │ │ └── ray3.h └── src │ └── 7zdec │ └── 7zBuf.c ├── CMake ├── x64-windows-custom-static.cmake └── x64-linux-custom-static.cmake └── lite3dpp_font └── include ├── utils.h ├── pos2d.h └── log └── logger.h /.gitattributes: -------------------------------------------------------------------------------- 1 | *.ps diff 2 | *.vs diff 3 | -------------------------------------------------------------------------------- /deps/DevIL/include/IL/stamp-h.in: -------------------------------------------------------------------------------- 1 | timestamp 2 | -------------------------------------------------------------------------------- /media/sponza/.gitignore: -------------------------------------------------------------------------------- 1 | textures/* 2 | models/* -------------------------------------------------------------------------------- /media/vault_111/.gitignore: -------------------------------------------------------------------------------- 1 | textures/* 2 | models/* -------------------------------------------------------------------------------- /media/vault_df/shaders/sources/def/glass.def: -------------------------------------------------------------------------------- 1 | #define GLASS 2 | -------------------------------------------------------------------------------- /media/vault_df/shaders/sources/def/illum.def: -------------------------------------------------------------------------------- 1 | #define CALC_ILLUM 2 | -------------------------------------------------------------------------------- /media/vault_dr_ubo/shaders/sources/def/glass.def: -------------------------------------------------------------------------------- 1 | #define GLASS 2 | -------------------------------------------------------------------------------- /media/vault_111/shaders/sources/inc/glow.def: -------------------------------------------------------------------------------- 1 | #define MRT_WITH_EMISSION -------------------------------------------------------------------------------- /media/vault_df/shaders/sources/def/parallax.def: -------------------------------------------------------------------------------- 1 | #define CALC_PARALLAX 2 | -------------------------------------------------------------------------------- /media/vault_dr_ubo/shaders/sources/def/illum.def: -------------------------------------------------------------------------------- 1 | #define CALC_ILLUM 2 | -------------------------------------------------------------------------------- /media/vault_dr_ubo/shaders/sources/def/parallax.def: -------------------------------------------------------------------------------- 1 | #define CALC_PARALLAX 2 | -------------------------------------------------------------------------------- /media/vault_111/shaders/sources/inc/glow_solid.def: -------------------------------------------------------------------------------- 1 | #define MRT_WITH_EMISSION_SOLID -------------------------------------------------------------------------------- /media/animation/shaders/sources/inc/skeleton.def: -------------------------------------------------------------------------------- 1 | #define LITE3D_VERTEX_SKELETON_DEFORM 2 | -------------------------------------------------------------------------------- /winres/Resource.rc: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Siriuscoder/3dlite/HEAD/winres/Resource.rc -------------------------------------------------------------------------------- /winres/samples.ico: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Siriuscoder/3dlite/HEAD/winres/samples.ico -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | build/* 2 | build_clang/* 3 | .vscode/* 4 | .cache/* 5 | media/*.log 6 | nsight/* 7 | -------------------------------------------------------------------------------- /media/vault_111/shaders/sources/inc/palete_blue.def: -------------------------------------------------------------------------------- 1 | #define PALETE_BLUE vec3(0.082, 0.600, 0.941) -------------------------------------------------------------------------------- /media/vault_111/shaders/sources/inc/palete_red.def: -------------------------------------------------------------------------------- 1 | #define PALETE_RED vec3(0.941, 0.095, 0.082) -------------------------------------------------------------------------------- /media/vault_111/shaders/sources/inc/palete_yellow.def: -------------------------------------------------------------------------------- 1 | #define PALETE_YELLOW vec3(0.65, 0.62, 0.34) -------------------------------------------------------------------------------- /.gitmodules: -------------------------------------------------------------------------------- 1 | [submodule "vcpkg"] 2 | path = vcpkg 3 | url = git@github.com:microsoft/vcpkg.git 4 | -------------------------------------------------------------------------------- /media/animation/shaders/sources/inc/disable_invocation.def: -------------------------------------------------------------------------------- 1 | #define LITE3D_DISABLE_INVOCATION_METHOD 2 | -------------------------------------------------------------------------------- /media/samples/models/json/BigTriangle.json: -------------------------------------------------------------------------------- 1 | { 2 | "Model":"BigTriangle", 3 | "Dynamic": false 4 | } -------------------------------------------------------------------------------- /media/samples/models/json/skybox.json: -------------------------------------------------------------------------------- 1 | { 2 | "Model": "Skybox", 3 | "Size": [2, 2, 2] 4 | } 5 | -------------------------------------------------------------------------------- /media/sponza/shaders/sources/inc/disable_invocation.def: -------------------------------------------------------------------------------- 1 | #define LITE3D_DISABLE_INVOCATION_METHOD 2 | -------------------------------------------------------------------------------- /media/tests/pack/eev.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Siriuscoder/3dlite/HEAD/media/tests/pack/eev.jpg -------------------------------------------------------------------------------- /media/tests/pack/pack.0: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Siriuscoder/3dlite/HEAD/media/tests/pack/pack.0 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-------------------------------------------------------------------------------- /media/samples/shaders/sources/basic_shading_solid_color.fs: -------------------------------------------------------------------------------- 1 | uniform vec4 Albedo; 2 | out vec4 fragcolor; 3 | 4 | void main() 5 | { 6 | fragcolor = Albedo; 7 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/common/utils.fs: -------------------------------------------------------------------------------- 1 | #include "samples:shaders/sources/common/common_inc.glsl" 2 | #include "samples:shaders/sources/common/utils.glsl" -------------------------------------------------------------------------------- /media/samples/shaders/sources/common/utils.vs: -------------------------------------------------------------------------------- 1 | #include "samples:shaders/sources/common/common_inc.glsl" 2 | #include "samples:shaders/sources/common/utils.glsl" -------------------------------------------------------------------------------- /media/vault_111/shaders/sources/inc/pbr_params.def: -------------------------------------------------------------------------------- 1 | #define LITE3D_ENV_DIFFUSE_STRENGTH 0.08 2 | #define LITE3D_CUBE_MAP_UV_SCALE -1.0 3 | -------------------------------------------------------------------------------- /media/samples/textures/images/skymap/Vault111CryoCube.dds: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Siriuscoder/3dlite/HEAD/media/samples/textures/images/skymap/Vault111CryoCube.dds -------------------------------------------------------------------------------- /media/vault_111/shaders/sources/inc/ssao_params.def: -------------------------------------------------------------------------------- 1 | #define LITE3D_SSAO_MAX_DEPTH_SAMPLES 60 2 | #define LITE3D_SSAO_SAMPLE_BIAS 0.030 3 | #define LITE3D_SSAO_POWER 1.0 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https://raw.githubusercontent.com/Siriuscoder/3dlite/HEAD/media/samples/textures/images/skymap/MetalShineTopCube01_e.dds -------------------------------------------------------------------------------- /media/samples/textures/json/multisample4Depth.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D", 3 | "Compression": false, 4 | "TextureFormat": "DEPTH", 5 | "Samples": 4 6 | } 7 | -------------------------------------------------------------------------------- /media/samples/textures/json/multisample8Depth.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D", 3 | "Compression": false, 4 | "TextureFormat": "DEPTH", 5 | "Samples": 8 6 | } 7 | -------------------------------------------------------------------------------- /tools/cacl_attenuation.py: -------------------------------------------------------------------------------- 1 | 2 | distance = 600 3 | attenuation = 150.0 * distance * distance + 1500.0 * distance 4 | radiance = 120000.0 / attenuation 5 | print(f"radiance: {radiance}") -------------------------------------------------------------------------------- /media/samples/shaders/json/skybox.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/skybox.vs", 5 | "samples:shaders/sources/skybox.fs" 6 | ] 7 | } 8 | -------------------------------------------------------------------------------- /media/samples/shaders/sources/skybox.fs: -------------------------------------------------------------------------------- 1 | uniform samplerCube skybox; 2 | 3 | in vec3 iuv; 4 | out vec4 fragColor; 5 | 6 | void main() 7 | { 8 | fragColor = texture(skybox, iuv); 9 | } -------------------------------------------------------------------------------- /media/samples/textures/images/skymap/MetalCopperShine01Cube_e.dds: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Siriuscoder/3dlite/HEAD/media/samples/textures/images/skymap/MetalCopperShine01Cube_e.dds -------------------------------------------------------------------------------- /media/samples/textures/images/Robot_Boss_Uberwalker_Loadout_DIF00.tga: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Siriuscoder/3dlite/HEAD/media/samples/textures/images/Robot_Boss_Uberwalker_Loadout_DIF00.tga -------------------------------------------------------------------------------- /media/warship/shaders/json/prepass.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "warship:shaders/sources/prepass.vs", 5 | "warship:shaders/sources/prepass.fs" 6 | ] 7 | } 8 | -------------------------------------------------------------------------------- /media/vault_df/shaders/json/lava.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultmat:shaders/sources/prepass.vs", 5 | "vaultmat:shaders/sources/prepass_lava.fs" 6 | ] 7 | } 8 | -------------------------------------------------------------------------------- /media/samples/shaders/sources/basic_shading_albedo.fs: -------------------------------------------------------------------------------- 1 | uniform sampler2D Albedo; 2 | 3 | in vec2 uv; 4 | out vec4 fragcolor; 5 | 6 | void main() 7 | { 8 | fragcolor = texture(Albedo, uv.st); 9 | } -------------------------------------------------------------------------------- /media/starfield/objects/AK47.json: -------------------------------------------------------------------------------- 1 | { 2 | "Root": { 3 | "Name": "AK47", 4 | "Mesh": { 5 | "Mesh": "starfield_pak:models/json/AK47.json", 6 | "Name": "AK47.mesh" 7 | } 8 | } 9 | } -------------------------------------------------------------------------------- /media/starfield/objects/VSS.json: -------------------------------------------------------------------------------- 1 | { 2 | "Root": { 3 | "Name": "VSS", 4 | "Mesh": { 5 | "Mesh": "starfield_pak:models/json/VSS.json", 6 | "Name": "VSS.mesh" 7 | } 8 | } 9 | } -------------------------------------------------------------------------------- /media/vault_dr_ubo/shaders/json/lava.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultmat:shaders/sources/prepass.vs", 5 | "vaultmat:shaders/sources/prepass_lava.fs" 6 | ] 7 | } 8 | -------------------------------------------------------------------------------- /media/vault_dr_ubo/shaders/json/prepass_depth.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultmat:shaders/sources/depth.vs", 5 | "vaultmat:shaders/sources/depth.fs" 6 | ] 7 | } 8 | -------------------------------------------------------------------------------- /media/samples/shaders/json/coord_arrows.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/coord_arrows.vs", 5 | "samples:shaders/sources/coord_arrows.fs" 6 | ] 7 | } 8 | -------------------------------------------------------------------------------- /media/samples/textures/json/box1.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "Image":"samples:textures/images/box1.jpg", 4 | "ImageFormat":"jpg", 5 | "TextureType":"2D", 6 | "Wrapping":"Repeat" 7 | } -------------------------------------------------------------------------------- /media/samples/textures/json/box2.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "Image":"samples:textures/images/box2.jpg", 4 | "ImageFormat":"jpg", 5 | "TextureType":"2D", 6 | "Wrapping":"Repeat" 7 | } -------------------------------------------------------------------------------- /media/samples/textures/json/depth.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D", 3 | "Filtering": "None", 4 | "Wrapping": "ClampToEdge", 5 | "Compression": false, 6 | "TextureFormat": "DEPTH" 7 | } 8 | -------------------------------------------------------------------------------- /media/samples/textures/json/rgba.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D", 3 | "Filtering": "None", 4 | "Wrapping": "ClampToEdge", 5 | "Compression": false, 6 | "TextureFormat": "RGBA" 7 | } 8 | -------------------------------------------------------------------------------- /media/sandbox/objects/SandBox.json: -------------------------------------------------------------------------------- 1 | { 2 | "Root": { 3 | "Name": "SandBox", 4 | "Mesh": { 5 | "Mesh": "sandbox:models/json/SandBox.json", 6 | "Name": "SandBox.mesh" 7 | } 8 | } 9 | } -------------------------------------------------------------------------------- /media/sponza/shaders/json/bloom_upsample.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/bigtriangle.vs", 5 | "samples:shaders/sources/bloom/bloom_upsample.fs" 6 | ] 7 | } -------------------------------------------------------------------------------- /media/vault_dr_ssbo/shaders/json/lava.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultshader:shaders/sources/prepass.vs", 5 | "vaultshader:shaders/sources/prepass_lava.fs" 6 | ] 7 | } 8 | -------------------------------------------------------------------------------- /media/vault_dr_ssbo/shaders/json/prepass_depth.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultshader:shaders/sources/depth.vs", 5 | "vaultshader:shaders/sources/depth.fs" 6 | ] 7 | } 8 | -------------------------------------------------------------------------------- /vcpkg.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "3dlite", 3 | "version": "2.1.3", 4 | "dependencies": [ 5 | "assimp", 6 | "bullet3", 7 | "devil", 8 | "sdl2", 9 | "freetype" 10 | ] 11 | } 12 | -------------------------------------------------------------------------------- /media/animation/shaders/json/bloom_upsample.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/bigtriangle.vs", 5 | "samples:shaders/sources/bloom/bloom_upsample.fs" 6 | ] 7 | } -------------------------------------------------------------------------------- /media/samples/textures/json/vfloor03.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "Image":"samples:textures/images/vfloor03.dds", 4 | "ImageFormat":"dds", 5 | "TextureType":"2D", 6 | "Wrapping":"Repeat" 7 | } -------------------------------------------------------------------------------- /media/sandbox/shaders/json/bloom_downsample.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/bigtriangle.vs", 5 | "samples:shaders/sources/bloom/bloom_downsample.fs" 6 | ] 7 | } -------------------------------------------------------------------------------- /media/sandbox/shaders/json/bloom_upsample.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/bigtriangle.vs", 5 | "samples:shaders/sources/bloom/bloom_upsample.fs" 6 | ] 7 | } -------------------------------------------------------------------------------- /media/sponza/shaders/json/bloom_downsample.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/bigtriangle.vs", 5 | "samples:shaders/sources/bloom/bloom_downsample.fs" 6 | ] 7 | } -------------------------------------------------------------------------------- /media/starfield/shaders/json/bloom_upsample.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/bigtriangle.vs", 5 | "samples:shaders/sources/bloom/bloom_upsample.fs" 6 | ] 7 | } -------------------------------------------------------------------------------- /media/vault_111/shaders/json/bloom_upsample.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/bigtriangle.vs", 5 | "samples:shaders/sources/bloom/bloom_upsample.fs" 6 | ] 7 | } -------------------------------------------------------------------------------- /media/animation/shaders/json/bloom_downsample.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/bigtriangle.vs", 5 | "samples:shaders/sources/bloom/bloom_downsample.fs" 6 | ] 7 | } -------------------------------------------------------------------------------- /media/starfield/shaders/json/bloom_downsample.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/bigtriangle.vs", 5 | "samples:shaders/sources/bloom/bloom_downsample.fs" 6 | ] 7 | } -------------------------------------------------------------------------------- /media/vault_111/shaders/json/bloom_downsample.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/bigtriangle.vs", 5 | "samples:shaders/sources/bloom/bloom_downsample.fs" 6 | ] 7 | } -------------------------------------------------------------------------------- /media/warship/textures/json/rclight01.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "Image":"warship:textures/images/rclight01.dds", 4 | "ImageFormat":"dds", 5 | "TextureType":"2D", 6 | "Wrapping":"Repeat" 7 | } -------------------------------------------------------------------------------- /media/warship/textures/json/rclight01_g.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "Image":"warship:textures/images/rclight01_g.dds", 4 | "ImageFormat":"dds", 5 | "TextureType":"2D", 6 | "Wrapping":"Repeat" 7 | } -------------------------------------------------------------------------------- /media/warship/textures/json/rclight01_n.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "Image":"warship:textures/images/rclight01_n.dds", 4 | "ImageFormat":"dds", 5 | "TextureType":"2D", 6 | "Wrapping":"Repeat" 7 | } -------------------------------------------------------------------------------- /media/warship/textures/json/rcsidepanel01.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "Image":"warship:textures/images/rcsidepanel01.dds", 4 | "ImageFormat":"dds", 5 | "TextureType":"2D", 6 | "Wrapping":"Repeat" 7 | } -------------------------------------------------------------------------------- /media/warship/textures/json/rcsidepanel02.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "Image":"warship:textures/images/rcsidepanel02.dds", 4 | "ImageFormat":"dds", 5 | "TextureType":"2D", 6 | "Wrapping":"Repeat" 7 | } -------------------------------------------------------------------------------- /media/warship/textures/json/rcsidepanel03.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "Image":"warship:textures/images/rcsidepanel03.dds", 4 | "ImageFormat":"dds", 5 | "TextureType":"2D", 6 | "Wrapping":"Repeat" 7 | } -------------------------------------------------------------------------------- /media/samples/objects/ComplexShape.json: -------------------------------------------------------------------------------- 1 | { 2 | "Root": { 3 | "Name": "ComplexShape", 4 | "Mesh": { 5 | "Mesh": "samples:models/json/ComplexShape.json", 6 | "Name": "ComplexShape.mesh" 7 | } 8 | } 9 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/shadow/none.fs: -------------------------------------------------------------------------------- 1 | #include "samples:shaders/sources/common/common_inc.glsl" 2 | 3 | float Shadow(in LightSource source, in Surface surface, in AngularInfo angular) 4 | { 5 | return 1.0; 6 | } 7 | -------------------------------------------------------------------------------- /media/warship/textures/json/rcsidepanel01_n.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "Image":"warship:textures/images/rcsidepanel01_n.dds", 4 | "ImageFormat":"dds", 5 | "TextureType":"2D", 6 | "Wrapping":"Repeat" 7 | } -------------------------------------------------------------------------------- /media/warship/textures/json/rcsidepanel02_n.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "Image":"warship:textures/images/rcsidepanel02_n.dds", 4 | "ImageFormat":"dds", 5 | "TextureType":"2D", 6 | "Wrapping":"Repeat" 7 | } -------------------------------------------------------------------------------- /media/warship/textures/json/rcsidepanel03_n.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "Image":"warship:textures/images/rcsidepanel03_n.dds", 4 | "ImageFormat":"dds", 5 | "TextureType":"2D", 6 | "Wrapping":"Repeat" 7 | } -------------------------------------------------------------------------------- /media/samples/textures/json/T_UberWalker_Dif.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "Image":"samples:textures/images/T_UberWalker_Dif.tga", 4 | "ImageFormat":"tga", 5 | "TextureType":"2D", 6 | "Wrapping":"ClampToEdge" 7 | } -------------------------------------------------------------------------------- /media/samples/textures/json/minigun.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D", 3 | "Filtering": "Linear", 4 | "Wrapping": "ClampToEdge", 5 | "Image": "samples:textures/images/minigun.dds", 6 | "ImageFormat": "DDS" 7 | } 8 | -------------------------------------------------------------------------------- /media/samples/textures/json/plasmagun_a.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D", 3 | "Filtering": "Trilinear", 4 | "Wrapping": "ClampToEdge", 5 | "Image": "samples:textures/images/plasmarif02a.dds", 6 | "ImageFormat": "DDS" 7 | } 8 | -------------------------------------------------------------------------------- /media/samples/textures/json/plasmagun_b.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D", 3 | "Filtering": "Trilinear", 4 | "Wrapping": "ClampToEdge", 5 | "Image": "samples:textures/images/plasmarif02b.dds", 6 | "ImageFormat": "DDS" 7 | } 8 | -------------------------------------------------------------------------------- /media/samples/textures/json/plasmagun_c.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D", 3 | "Filtering": "Trilinear", 4 | "Wrapping": "ClampToEdge", 5 | "Image": "samples:textures/images/plasmarif02c.dds", 6 | "ImageFormat": "DDS" 7 | } 8 | -------------------------------------------------------------------------------- /media/samples/textures/json/rgb32f.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D", 3 | "Filtering": "None", 4 | "Wrapping": "ClampToEdge", 5 | "Compression": false, 6 | "TextureFormat": "RGB", 7 | "InternalFormat": "RGB32F" 8 | } 9 | -------------------------------------------------------------------------------- /CMakePresets.json: -------------------------------------------------------------------------------- 1 | { 2 | "version": 4, 3 | "cmakeMinimumRequired": { 4 | "major": 3, 5 | "minor": 23, 6 | "patch": 0 7 | }, 8 | "include": [ 9 | "CMake/ConfigurePresets.json" 10 | ] 11 | } -------------------------------------------------------------------------------- /deps/Assimp/include/assimp/.editorconfig: -------------------------------------------------------------------------------- 1 | # See for details 2 | 3 | [*.{h,hpp,inl}] 4 | end_of_line = lf 5 | insert_final_newline = true 6 | trim_trailing_whitespace = true 7 | indent_size = 4 8 | indent_style = space 9 | -------------------------------------------------------------------------------- /deps/SDL2/docs/README-platforms.md: -------------------------------------------------------------------------------- 1 | Platforms 2 | ========= 3 | 4 | We maintain the list of supported platforms on our wiki now, and how to 5 | build and install SDL for those platforms: 6 | 7 | https://wiki.libsdl.org/Installation 8 | 9 | -------------------------------------------------------------------------------- /media/samples/textures/json/rgba16f.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D", 3 | "Filtering": "None", 4 | "Wrapping": "ClampToEdge", 5 | "Compression": false, 6 | "TextureFormat": "RGBA", 7 | "InternalFormat": "RGBA16F" 8 | } 9 | -------------------------------------------------------------------------------- /media/samples/textures/json/rgba32f.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D", 3 | "Filtering": "None", 4 | "Wrapping": "ClampToEdge", 5 | "Compression": false, 6 | "TextureFormat": "RGBA", 7 | "InternalFormat": "RGBA32F" 8 | } 9 | -------------------------------------------------------------------------------- /media/samples/textures/json/color512x512.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D", 3 | "Filtering": "Trilinear", 4 | "Wrapping": "Repeat", 5 | "Compression": false, 6 | "TextureFormat": "RGBA", 7 | "Height": 512, 8 | "Width": 512 9 | } 10 | -------------------------------------------------------------------------------- /media/animation/textures/json/box1.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering": "Trilinear", 3 | "ImageFormat": "JPG", 4 | "TextureType": "2D", 5 | "Compression": true, 6 | "Wrapping": "Repeat", 7 | "Image": "samples:textures/images/box1.jpg", 8 | "sRGB": true 9 | } -------------------------------------------------------------------------------- /media/samples/textures/json/skybox_cryo.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Linear", 3 | "ImageFormat":"DDS", 4 | "Image": "samples:textures/images/skymap/Vault111CryoCube.dds", 5 | "Compression": true, 6 | "TextureType":"Cube", 7 | "Wrapping":"ClampToEdge" 8 | } -------------------------------------------------------------------------------- /media/samples/shaders/json/reflection_cube.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/common/transform.vs", 5 | "samples:shaders/sources/basic_shading.vs", 6 | "samples:shaders/sources/reflection_cube.fs" 7 | ] 8 | } -------------------------------------------------------------------------------- /media/warship/shaders/sources/combine.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec2 ivertex; 2 | 3 | uniform mat4 screenMatrix; 4 | 5 | out vec2 iuv; 6 | 7 | void main() 8 | { 9 | iuv = ivertex; 10 | gl_Position = screenMatrix * vec4(ivertex.xy, 0.0, 1.0); 11 | } -------------------------------------------------------------------------------- /deps/DevIL/include/IL/DevIL.i: -------------------------------------------------------------------------------- 1 | %module DevIL 2 | %{ 3 | #include "il.h" 4 | #include "ilu.h" 5 | #include "ilut.h" 6 | //#include "ilu_region.h" 7 | %} 8 | 9 | %include "il.h" 10 | %include "ilu.h" 11 | %include "ilut.h" 12 | //%include "ilu_region.h" 13 | 14 | -------------------------------------------------------------------------------- /media/samples/objects/coord_arrows.json: -------------------------------------------------------------------------------- 1 | { 2 | "Root": { 3 | "Name": "CoordArrows", 4 | "FrustumTest":false, 5 | "Mesh": { 6 | "Mesh": "samples:models/json/CoordArrows.json", 7 | "Name": "CoordArrows.mesh" 8 | } 9 | } 10 | } -------------------------------------------------------------------------------- /media/samples/shaders/json/robots_floor.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/common/transform.vs", 5 | "samples:shaders/sources/basic_shading.vs", 6 | "samples:shaders/sources/basic_shading_fog.fs" 7 | ] 8 | } 9 | -------------------------------------------------------------------------------- /media/samples/shaders/json/robots_inst.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/common/transform.vs", 5 | "samples:shaders/sources/vertex_instancing.vs", 6 | "samples:shaders/sources/basic_shading_fog.fs" 7 | ] 8 | } 9 | -------------------------------------------------------------------------------- /media/samples/shaders/sources/bigtriangle.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec2 vertex; 2 | 3 | uniform mat4 screenMatrix; 4 | 5 | out vec2 iuv; 6 | 7 | void main() 8 | { 9 | iuv = vertex; 10 | gl_Position = screenMatrix * vec4(vertex.xy, 0.0, 1.0); 11 | } -------------------------------------------------------------------------------- /media/samples/textures/json/Robot_Boss_Uberwalker_Loadout_DIF00.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "Image":"samples:textures/images/Robot_Boss_Uberwalker_Loadout_DIF00.tga", 4 | "ImageFormat":"tga", 5 | "TextureType":"2D", 6 | "Wrapping":"ClampToEdge" 7 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/basic_shading_instanced_no_normals.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec4 v; 2 | layout(location = 1) in mat4 model; // per instance matrix 3 | 4 | out mat4 wm; 5 | 6 | void main() 7 | { 8 | wm = model; 9 | gl_Position = v; 10 | } 11 | -------------------------------------------------------------------------------- /media/samples/textures/json/shadow_2k.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D_SHADOW", 3 | "Filtering": "Linear", 4 | "Wrapping": "ClampToEdge", 5 | "Compression": false, 6 | "TextureFormat": "DEPTH", 7 | "Height": 2048, 8 | "Width": 2048 9 | } 10 | -------------------------------------------------------------------------------- /media/samples/textures/json/shadow_4k.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D_SHADOW", 3 | "Filtering": "Linear", 4 | "Wrapping": "ClampToEdge", 5 | "Compression": false, 6 | "TextureFormat": "DEPTH", 7 | "Height": 4096, 8 | "Width": 4096 9 | } 10 | -------------------------------------------------------------------------------- /media/samples/shaders/json/basic_shading_albedo.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/common/transform.vs", 5 | "samples:shaders/sources/basic_shading.vs", 6 | "samples:shaders/sources/basic_shading_albedo.fs" 7 | ] 8 | } 9 | -------------------------------------------------------------------------------- /media/samples/shaders/json/basic_shading_light.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/common/transform.vs", 5 | "samples:shaders/sources/basic_shading.vs", 6 | "samples:shaders/sources/basic_shading_light.fs" 7 | ] 8 | } 9 | -------------------------------------------------------------------------------- /media/samples/shaders/json/cube_gen.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/basic_shading_instanced_no_normals.vs", 5 | "samples:shaders/sources/cube_generator.gs", 6 | "samples:shaders/sources/basic_shading_light.fs" 7 | ] 8 | } 9 | -------------------------------------------------------------------------------- /media/samples/shaders/sources/pipeline/skybox_pass/skybox.fs: -------------------------------------------------------------------------------- 1 | uniform samplerCube Skybox; 2 | uniform float EmissionStrength; 3 | 4 | in vec3 iuv; 5 | out vec4 fragColor; 6 | 7 | void main() 8 | { 9 | fragColor = vec4(texture(Skybox, iuv).rgb * EmissionStrength, 1.0); 10 | } -------------------------------------------------------------------------------- /media/samples/textures/json/rgba32f_array4.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D_ARRAY", 3 | "Filtering": "None", 4 | "Wrapping": "ClampToEdge", 5 | "Compression": false, 6 | "TextureFormat": "RGBA", 7 | "InternalFormat": "RGBA32F", 8 | "Depth": 4 9 | } 10 | -------------------------------------------------------------------------------- /media/sponza/shaders/json/skybox.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/skybox_pass/skybox.vs", 6 | "samples:shaders/sources/pipeline/skybox_pass/skybox.fs" 7 | ] 8 | } 9 | -------------------------------------------------------------------------------- /deps/SDL2/docs/README-wince.md: -------------------------------------------------------------------------------- 1 | WinCE 2 | ===== 3 | 4 | Windows CE is no longer supported by SDL. 5 | 6 | We have left the CE support in SDL 1.2 for those that must have it, and we 7 | have support for Windows Phone 8 and WinRT in SDL2, as of SDL 2.0.3. 8 | 9 | --ryan. 10 | 11 | -------------------------------------------------------------------------------- /media/animation/shaders/json/skybox.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/skybox_pass/skybox.vs", 6 | "samples:shaders/sources/pipeline/skybox_pass/skybox.fs" 7 | ] 8 | } 9 | -------------------------------------------------------------------------------- /media/samples/shaders/json/basic_shading_light_alpha.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/common/transform.vs", 5 | "samples:shaders/sources/basic_shading.vs", 6 | "samples:shaders/sources/basic_shading_light_alpha.fs" 7 | ] 8 | } 9 | -------------------------------------------------------------------------------- /media/samples/shaders/json/basic_shading_solid_color.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/common/transform.vs", 5 | "samples:shaders/sources/basic_shading.vs", 6 | "samples:shaders/sources/basic_shading_solid_color.fs" 7 | ] 8 | } 9 | -------------------------------------------------------------------------------- /media/samples/shaders/json/basic_shading_solid_light.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/common/transform.vs", 5 | "samples:shaders/sources/basic_shading.vs", 6 | "samples:shaders/sources/basic_shading_solid_light.fs" 7 | ] 8 | } 9 | -------------------------------------------------------------------------------- /media/samples/textures/json/skybox_cryo_mip.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "ImageFormat":"DDS", 4 | "Image": "samples:textures/images/skymap/Vault111CryoCube.dds", 5 | "Compression": true, 6 | "TextureType":"Cube", 7 | "Wrapping":"ClampToEdge", 8 | "sRGB": true 9 | } -------------------------------------------------------------------------------- /media/starfield/shaders/json/skybox.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/skybox_pass/skybox.vs", 6 | "samples:shaders/sources/pipeline/skybox_pass/skybox.fs" 7 | ] 8 | } 9 | -------------------------------------------------------------------------------- /media/samples/shaders/json/basic_shading_no_normals.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "samples:shaders/sources/common/transform.vs", 5 | "samples:shaders/sources/basic_shading_no_normals.vs", 6 | "samples:shaders/sources/basic_shading_albedo.fs" 7 | ] 8 | } 9 | -------------------------------------------------------------------------------- /media/samples/textures/json/skybox_metal_bronze.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "ImageFormat":"DDS", 4 | "Image": "samples:textures/images/skymap/MetalBronzeCube_e.dds", 5 | "Compression": true, 6 | "TextureType":"Cube", 7 | "Wrapping":"ClampToEdge", 8 | "sRGB": true 9 | } -------------------------------------------------------------------------------- /media/samples/textures/json/skybox_metal_chrome.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "ImageFormat":"DDS", 4 | "Image": "samples:textures/images/skymap/MetalChrome01Cube_e.dds", 5 | "Compression": true, 6 | "TextureType":"Cube", 7 | "Wrapping":"ClampToEdge", 8 | "sRGB": true 9 | } -------------------------------------------------------------------------------- /media/samples/textures/json/skybox_metal_shine.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "ImageFormat":"DDS", 4 | "Image": "samples:textures/images/skymap/MetalShineTopCube01_e.dds", 5 | "Compression": true, 6 | "TextureType":"Cube", 7 | "Wrapping":"ClampToEdge", 8 | "sRGB": true 9 | } -------------------------------------------------------------------------------- /media/samples/textures/json/skybox_metal_copper.json: -------------------------------------------------------------------------------- 1 | { 2 | "Filtering":"Trilinear", 3 | "ImageFormat":"DDS", 4 | "Image": "samples:textures/images/skymap/MetalCopperShine01Cube_e.dds", 5 | "Compression": true, 6 | "TextureType":"Cube", 7 | "Wrapping":"ClampToEdge", 8 | "sRGB": true 9 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/basic_shading_no_normals.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec4 v; 2 | layout(location = 1) in vec2 tc; 3 | 4 | out vec2 uv; 5 | 6 | // common functions 7 | vec4 rtransform(vec4 v1); 8 | 9 | void main() 10 | { 11 | uv = tc; 12 | gl_Position = rtransform(v); 13 | } -------------------------------------------------------------------------------- /media/samples/textures/json/r16fs4.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D", 3 | "Filtering": "Linear", 4 | "Wrapping": "ClampToEdge", 5 | "Compression": false, 6 | "TextureFormat": "RED", 7 | "Scale": 4, // Reduce size at half of screen 8 | "InternalFormat": "R16F" 9 | } 10 | -------------------------------------------------------------------------------- /media/samples/textures/json/shadow_2k_array4.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D_SHADOW_ARRAY", 3 | "Filtering": "Linear", 4 | "Wrapping": "ClampToEdge", 5 | "Compression": false, 6 | "TextureFormat": "DEPTH", 7 | "Height": 2048, 8 | "Width": 2048, 9 | "Depth": 4 10 | } 11 | -------------------------------------------------------------------------------- /media/samples/textures/json/shadow_2k_array5.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D_SHADOW_ARRAY", 3 | "Filtering": "Linear", 4 | "Wrapping": "ClampToEdge", 5 | "Compression": false, 6 | "TextureFormat": "DEPTH", 7 | "Height": 2048, 8 | "Width": 2048, 9 | "Depth": 5 10 | } 11 | -------------------------------------------------------------------------------- /media/vault_df/shaders/json/prepass.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultmat:shaders/sources/prepass.vs", 5 | "vaultmat:shaders/sources/prepass.fs", 6 | "samples:shaders/sources/common/common.fs", 7 | "samples:shaders/sources/common/stub.fs" 8 | ] 9 | } 10 | -------------------------------------------------------------------------------- /media/vault_df/shaders/json/combine.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultmat:shaders/sources/triangle.vs", 5 | "vaultmat:shaders/sources/combine.fs", 6 | "samples:shaders/sources/common/common.fs", 7 | "samples:shaders/sources/common/stub.fs" 8 | ] 9 | } 10 | -------------------------------------------------------------------------------- /media/vault_df/shaders/sources/triangle.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec2 ivertex; 2 | 3 | uniform mat4 projectionMatrix; 4 | uniform mat4 viewMatrix; 5 | 6 | out vec2 iuv; 7 | 8 | void main() 9 | { 10 | iuv = ivertex; 11 | gl_Position = projectionMatrix * viewMatrix * vec4(ivertex.xy, 0.0, 1.0); 12 | } -------------------------------------------------------------------------------- /media/warship/shaders/json/prepass_illum.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "warship:shaders/sources/prepass.vs", 5 | "warship:shaders/sources/prepass_illum.fs", 6 | "samples:shaders/sources/common/common.fs", 7 | "samples:shaders/sources/common/stub.fs" 8 | ] 9 | } 10 | -------------------------------------------------------------------------------- /lite3d/include/lite3d/7zdec/7zVersion.h: -------------------------------------------------------------------------------- 1 | #define MY_VER_MAJOR 9 2 | #define MY_VER_MINOR 20 3 | #define MY_VER_BUILD 0 4 | #define MY_VERSION "9.20" 5 | #define MY_DATE "2010-11-18" 6 | #define MY_COPYRIGHT ": Igor Pavlov : Public domain" 7 | #define MY_VERSION_COPYRIGHT_DATE MY_VERSION " " MY_COPYRIGHT " : " MY_DATE 8 | -------------------------------------------------------------------------------- /media/samples/shaders/sources/skybox.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec3 vertex; 2 | 3 | uniform mat4 screenMatrix; 4 | 5 | out vec3 iuv; 6 | 7 | void main() 8 | { 9 | // texture coordinate 10 | iuv = vertex * -1.0; 11 | vec4 pos = screenMatrix * vec4(vertex, 0.0); 12 | gl_Position = pos.xyww; 13 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/basic_shading_solid_light.fs: -------------------------------------------------------------------------------- 1 | uniform vec4 Albedo; 2 | 3 | in vec2 uv; 4 | in vec3 wn; 5 | 6 | out vec4 fragcolor; 7 | 8 | void main() 9 | { 10 | vec3 lightDir = vec3(0.0, 1.0, 1.0); 11 | float nDotL = clamp(dot(wn, lightDir), 0.2, 1.0); 12 | fragcolor = Albedo * nDotL; 13 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/pbr/brdf_lambert.fs: -------------------------------------------------------------------------------- 1 | #include "samples:shaders/sources/common/common_inc.glsl" 2 | 3 | // Lambertian 4 | vec3 BRDF(in Surface surface, in AngularInfo angular) 5 | { 6 | vec3 F = fresnelSchlickRoughness(angular.HdotV, surface.material); 7 | return DiffuseLambertian(F, surface.material); 8 | } 9 | -------------------------------------------------------------------------------- /media/sponza/shaders/json/ssao.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/bigtriangle.vs", 6 | "samples:shaders/sources/ssao/ssao.fs,sponza:shaders/sources/inc/params.def", 7 | "samples:shaders/sources/common/utils.fs" 8 | ] 9 | } -------------------------------------------------------------------------------- /media/vault_111/shaders/sources/utils/Specular.fs: -------------------------------------------------------------------------------- 1 | uniform sampler2D Specular; 2 | uniform float SpecularFactor; 3 | uniform float MetallicFactor; 4 | 5 | vec3 sampleSpecular(vec2 uv) 6 | { 7 | vec3 specular = texture(Specular, uv).rgb; 8 | return vec3(specular.r * SpecularFactor, 1.0 - specular.g, specular.r * MetallicFactor); 9 | } -------------------------------------------------------------------------------- /media/animation/shaders/json/ssao.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/bigtriangle.vs", 6 | "samples:shaders/sources/ssao/ssao.fs,animation:shaders/sources/inc/params.def", 7 | "samples:shaders/sources/common/utils.fs" 8 | ] 9 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/pipeline/skybox_pass/skybox.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec3 vertex; 2 | 3 | uniform mat4 screenMatrix; 4 | 5 | out vec3 iuv; 6 | 7 | void main() 8 | { 9 | // texture coordinate 10 | iuv = vertex * -1.0; 11 | vec4 pos = screenMatrix * vec4(vertex, 0.0); 12 | gl_Position = pos.xyww; 13 | } -------------------------------------------------------------------------------- /media/vault_df/shaders/json/postprocess.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultmat:shaders/sources/postprocess.vs", 5 | "vaultmat:shaders/sources/postprocess.fs", 6 | "samples:shaders/sources/antialiasing/fxaa.fs", 7 | "samples:shaders/sources/antialiasing/fxaa_texcoords.vs" 8 | ] 9 | } 10 | -------------------------------------------------------------------------------- /media/samples/models/json/Ground.json: -------------------------------------------------------------------------------- 1 | { 2 | "Codec":"m", 3 | "MaterialMapping":[ 4 | { 5 | "Material":{ 6 | "Material":"samples:materials/vfloor03.json", 7 | "Name":"vfloor03.material" 8 | }, 9 | "MaterialIndex":2.0000000000 10 | } 11 | ], 12 | "Model":"samples:models/meshes/Ground.m" 13 | } -------------------------------------------------------------------------------- /media/samples/models/json/minigun.json: -------------------------------------------------------------------------------- 1 | { 2 | "Codec": "m", 3 | "Model": "samples:models/meshes/minigun.m", 4 | 5 | "MaterialMapping": 6 | [ 7 | { 8 | "MaterialIndex": 0, 9 | "Material": 10 | { 11 | "Name": "mat_minigun", 12 | "Material": "samples:materials/minigun.json" 13 | } 14 | } 15 | ] 16 | } 17 | -------------------------------------------------------------------------------- /media/samples/shaders/sources/pbr/brdf_null_env.fs: -------------------------------------------------------------------------------- 1 | #include "samples:shaders/sources/common/common_inc.glsl" 2 | 3 | #ifndef LITE3D_BASE_AMBIENT_LIGHT 4 | #define LITE3D_BASE_AMBIENT_LIGHT vec3(0.0) 5 | #endif 6 | 7 | vec3 ComputeIndirect(in Surface surface, in AngularInfo angular) 8 | { 9 | return LITE3D_BASE_AMBIENT_LIGHT; 10 | } 11 | -------------------------------------------------------------------------------- /media/samples/shaders/sources/pipeline/depth_pass/depth.fs: -------------------------------------------------------------------------------- 1 | #include "samples:shaders/sources/common/common_inc.glsl" 2 | 3 | in vec2 iuv; 4 | 5 | #ifdef LITE3D_BINDLESS_TEXTURE_PIPELINE 6 | float getAmbientOcclusion(vec2 uv) 7 | { 8 | return 1.0; 9 | } 10 | #endif 11 | 12 | void main() 13 | { 14 | surfaceAlphaClip(iuv); 15 | } 16 | -------------------------------------------------------------------------------- /media/vault_dr_ubo/shaders/json/postprocess.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultmat:shaders/sources/postprocess.vs", 5 | "vaultmat:shaders/sources/postprocess.fs", 6 | "samples:shaders/sources/antialiasing/fxaa.fs", 7 | "samples:shaders/sources/antialiasing/fxaa_texcoords.vs" 8 | ] 9 | } 10 | -------------------------------------------------------------------------------- /media/samples/models/json/battery.json: -------------------------------------------------------------------------------- 1 | { 2 | "Codec": "m", 3 | "Model": "samples:models/meshes/battery.m", 4 | 5 | "MaterialMapping": 6 | [ 7 | { 8 | "MaterialIndex": 0, 9 | "Material": 10 | { 11 | "Name": "mat_plasmagun_bat", 12 | "Material": "samples:materials/battery.json" 13 | } 14 | } 15 | ] 16 | } 17 | -------------------------------------------------------------------------------- /media/samples/shaders/sources/common/common.fs: -------------------------------------------------------------------------------- 1 | #include "samples:shaders/sources/common/common_inc.glsl" 2 | 3 | #ifdef LITE3D_BINDLESS_TEXTURE_PIPELINE 4 | #include "samples:shaders/sources/bindless/material.glsl" 5 | #else 6 | #include "samples:shaders/sources/common/material.glsl" 7 | #endif 8 | 9 | #include "samples:shaders/sources/common/utils.glsl" -------------------------------------------------------------------------------- /media/samples/shaders/sources/common/common.vs: -------------------------------------------------------------------------------- 1 | #include "samples:shaders/sources/common/common_inc.glsl" 2 | 3 | #ifdef LITE3D_BINDLESS_TEXTURE_PIPELINE 4 | #include "samples:shaders/sources/bindless/material.glsl" 5 | #else 6 | #include "samples:shaders/sources/common/material.glsl" 7 | #endif 8 | 9 | #include "samples:shaders/sources/common/utils.glsl" -------------------------------------------------------------------------------- /media/vault_df/shaders/json/prepass_illum.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultmat:shaders/sources/prepass.vs", 5 | "vaultmat:shaders/sources/prepass.fs,vaultmat:shaders/sources/def/illum.def", 6 | "samples:shaders/sources/common/common.fs", 7 | "samples:shaders/sources/common/stub.fs" 8 | ] 9 | } 10 | -------------------------------------------------------------------------------- /media/vault_dr_ssbo/shaders/json/postprocess.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultshader:shaders/sources/postprocess.vs", 5 | "vaultshader:shaders/sources/postprocess.fs", 6 | "samples:shaders/sources/antialiasing/fxaa.fs", 7 | "samples:shaders/sources/antialiasing/fxaa_texcoords.vs" 8 | ] 9 | } 10 | -------------------------------------------------------------------------------- /media/samples/models/json/ComplexShape.json: -------------------------------------------------------------------------------- 1 | { 2 | "Codec": "m", 3 | "Model": "samples:models/meshes/ComplexShape.m", 4 | "MaterialMapping": [ 5 | { 6 | "Material": { 7 | "Name": "reflection.material", 8 | "Material": "samples:materials/reflection.json" 9 | }, 10 | "MaterialIndex": 0 11 | } 12 | ] 13 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/pipeline/shadow_pass/shadow_inst.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec4 vertex; 2 | layout(location = 2) in vec2 uv; 3 | layout(location = 5) in mat4 modelMatrix; 4 | 5 | out vec2 iuv_g; 6 | 7 | void main() 8 | { 9 | iuv_g = uv; 10 | // vertex coordinate in world space 11 | gl_Position = modelMatrix * vertex; 12 | } -------------------------------------------------------------------------------- /media/warship/models/json/RCLightBox.json: -------------------------------------------------------------------------------- 1 | { 2 | "Codec":"m", 3 | "MaterialMapping":[ 4 | { 5 | "Material":{ 6 | "Material":"warship:materials/rclight01.json", 7 | "Name":"rclight01.material" 8 | }, 9 | "MaterialIndex":3.0000000000 10 | } 11 | ], 12 | "Model":"warship:models/meshes/RCLightBox.m" 13 | } -------------------------------------------------------------------------------- /media/vault_df/shaders/json/prepass_parallax.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultmat:shaders/sources/prepass.vs", 5 | "vaultmat:shaders/sources/prepass.fs,vaultmat:shaders/sources/def/parallax.def", 6 | "samples:shaders/sources/common/common.fs", 7 | "samples:shaders/sources/common/stub.fs" 8 | ] 9 | } 10 | -------------------------------------------------------------------------------- /media/samples/materials/CoordArrows.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes": [ 3 | { 4 | "Pass": 1, 5 | "Program": { 6 | "Name": "coord_arrows.program", 7 | "Path": "samples:shaders/json/coord_arrows.json" 8 | } 9 | } 10 | ], 11 | "Uniforms": [ 12 | { 13 | "Name": "projViewMatrix" 14 | } 15 | ] 16 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/pipeline/env_pass/env_skybox.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec3 vertex; 2 | 3 | uniform mat4 modelMatrix; 4 | 5 | out vec3 iuv_g; 6 | 7 | void main() 8 | { 9 | // texture coordinate 10 | iuv_g = vertex * -1.0; 11 | // vertex coordinate in world space 12 | gl_Position = modelMatrix * vec4(vertex, 0.0); 13 | } 14 | -------------------------------------------------------------------------------- /media/vault_111/shaders/sources/inc/shadow_params.def: -------------------------------------------------------------------------------- 1 | #define LITE3D_SHADOW_MIN_ADAPTIVE_BIAS 0.00005 2 | #define LITE3D_SHADOW_MAX_ADAPTIVE_BIAS 0.0002 3 | #define LITE3D_SHADOW_MIN_ADAPTIVE_FILTER_SIZE 1.0 4 | #define LITE3D_SHADOW_MAX_ADAPTIVE_FILTER_SIZE 2.4 5 | #define LITE3D_SHADOW_MIN_ADAPTIVE_STEP 0.8 -------------------------------------------------------------------------------- /media/animation/shaders/json/shadow_map_clean.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/bigtriangle.vs", 6 | "samples:shaders/sources/pipeline/shadow_clean_pass/shadow_clean_split.gs", 7 | "samples:shaders/sources/pipeline/shadow_clean_pass/shadow_clean.fs" 8 | ] 9 | } -------------------------------------------------------------------------------- /media/samples/models/json/CoordArrows.json: -------------------------------------------------------------------------------- 1 | { 2 | "Codec": "m", 3 | "Model": "samples:models/meshes/CoordArrows.m", 4 | "MaterialMapping": [ 5 | { 6 | "Material": { 7 | "Name": "CoordArrows.material", 8 | "Material": "samples:materials/CoordArrows.json" 9 | }, 10 | "MaterialIndex": 0 11 | } 12 | ] 13 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/basic_shading_light.fs: -------------------------------------------------------------------------------- 1 | uniform sampler2D Albedo; 2 | 3 | in vec2 uv; 4 | in vec3 wn; 5 | out vec4 fragcolor; 6 | 7 | void main() 8 | { 9 | vec3 lightDir = vec3(0.0, 1.0, 1.0); 10 | float nDotL = clamp(dot(wn, lightDir), 0.2, 1.0); 11 | vec4 d = texture(Albedo, uv.st); 12 | fragcolor = vec4(d.xyz * nDotL, d.w); 13 | } -------------------------------------------------------------------------------- /media/sandbox/shaders/json/shadow_map_clean.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/bigtriangle.vs", 6 | "samples:shaders/sources/pipeline/shadow_clean_pass/shadow_clean_split.gs", 7 | "samples:shaders/sources/pipeline/shadow_clean_pass/shadow_clean.fs" 8 | ] 9 | } -------------------------------------------------------------------------------- /media/sponza/shaders/json/env_skybox.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/env_pass/env_skybox.vs", 6 | "samples:shaders/sources/pipeline/env_pass/env_multi_skybox.gs", 7 | "samples:shaders/sources/pipeline/skybox_pass/skybox.fs" 8 | ] 9 | } 10 | -------------------------------------------------------------------------------- /media/sponza/shaders/json/shadow_map_clean.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/bigtriangle.vs", 6 | "samples:shaders/sources/pipeline/shadow_clean_pass/shadow_clean_split.gs", 7 | "samples:shaders/sources/pipeline/shadow_clean_pass/shadow_clean.fs" 8 | ] 9 | } -------------------------------------------------------------------------------- /media/starfield/shaders/json/shadow_map_clean.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/bigtriangle.vs", 6 | "samples:shaders/sources/pipeline/shadow_clean_pass/shadow_clean_split.gs", 7 | "samples:shaders/sources/pipeline/shadow_clean_pass/shadow_clean.fs" 8 | ] 9 | } -------------------------------------------------------------------------------- /media/vault_111/shaders/json/shadow_map_clean.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/bigtriangle.vs", 6 | "samples:shaders/sources/pipeline/shadow_clean_pass/shadow_clean_split.gs", 7 | "samples:shaders/sources/pipeline/shadow_clean_pass/shadow_clean.fs" 8 | ] 9 | } -------------------------------------------------------------------------------- /media/samples/textures/json/arial256x128.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D", 3 | "Filtering": "None", 4 | "Wrapping": "ClampToEdge", 5 | "Compression": false, 6 | "TextureFormat": "RGBA", 7 | "Width": 256, 8 | "Height": 128, 9 | "Font": "samples:fonts/arial.ttf", 10 | "FontSize": 12, 11 | "BlankColor": [ 0.2, 0.2, 0.2, 0.4 ] 12 | } 13 | -------------------------------------------------------------------------------- /media/samples/textures/json/arial512x512.json: -------------------------------------------------------------------------------- 1 | { 2 | "TextureType": "2D", 3 | "Filtering": "None", 4 | "Wrapping": "ClampToEdge", 5 | "Compression": false, 6 | "TextureFormat": "RGBA", 7 | "Width": 512, 8 | "Height": 512, 9 | "Font": "samples:fonts/arial.ttf", 10 | "FontSize": 12, 11 | "BlankColor": [ 0.2, 0.2, 0.2, 0.0 ] 12 | } 13 | -------------------------------------------------------------------------------- /media/vault_df/shaders/json/lightpass.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultmat:shaders/sources/triangle.vs", 5 | "vaultmat:shaders/sources/lightpass.fs", 6 | "samples:shaders/sources/phong/phong_blinn_single.fs", 7 | "samples:shaders/sources/common/common.fs", 8 | "samples:shaders/sources/common/stub.fs" 9 | ] 10 | } 11 | -------------------------------------------------------------------------------- /media/sponza/shaders/json/depth.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/depth_pass/depth.vs", 6 | "samples:shaders/sources/pipeline/depth_pass/depth.fs", 7 | "samples:shaders/sources/common/common.fs", 8 | "samples:shaders/sources/common/common.vs" 9 | ] 10 | } -------------------------------------------------------------------------------- /tools/blender/io_scene_lite3d/io.py: -------------------------------------------------------------------------------- 1 | import json 2 | from io_scene_lite3d.logger import log 3 | 4 | class IO: 5 | JsonIndent = 2 6 | 7 | @staticmethod 8 | def saveJson(path, collect, sort = False): 9 | with open(path, 'w') as file: 10 | json.dump(collect, file, indent = IO.JsonIndent, sort_keys = sort) 11 | log.info(f"saved ok {path}") 12 | -------------------------------------------------------------------------------- /media/animation/shaders/json/bsdf_prepare.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/v_tbn.vs", 6 | "samples:shaders/sources/pipeline/deffered_pass/deffered.fs", 7 | "samples:shaders/sources/common/common.fs", 8 | "samples:shaders/sources/common/common.vs" 9 | ] 10 | } -------------------------------------------------------------------------------- /media/animation/shaders/json/depth.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/depth_pass/depth.vs", 6 | "samples:shaders/sources/pipeline/depth_pass/depth.fs", 7 | "samples:shaders/sources/common/common.fs", 8 | "samples:shaders/sources/common/common.vs" 9 | ] 10 | } -------------------------------------------------------------------------------- /media/sponza/shaders/json/bsdf_prepare.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/v_tbn.vs", 6 | "samples:shaders/sources/pipeline/deffered_pass/deffered.fs", 7 | "samples:shaders/sources/common/common.fs", 8 | "samples:shaders/sources/common/common.vs" 9 | ] 10 | } -------------------------------------------------------------------------------- /media/vault_111/shaders/json/depth.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/depth_pass/depth.vs", 6 | "samples:shaders/sources/pipeline/depth_pass/depth.fs", 7 | "samples:shaders/sources/common/common.fs", 8 | "samples:shaders/sources/common/stub.fs" 9 | ] 10 | } -------------------------------------------------------------------------------- /media/animation/models/json/Rod.json: -------------------------------------------------------------------------------- 1 | { 2 | "Codec": "m", 3 | "Model": "animation:models/meshes/Rod.m", 4 | "Partition": "animation.mesh_partition", 5 | "MaterialMapping": [ 6 | { 7 | "Material": { 8 | "Type": "PBR", 9 | "Name": "Rod.material", 10 | "Material": "animation:materials/Rod.json" 11 | }, 12 | "MaterialIndex": 0 13 | } 14 | ] 15 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/pipeline/light_pass/light.fs: -------------------------------------------------------------------------------- 1 | #include "samples:shaders/sources/common/common_inc.glsl" 2 | 3 | in vec2 iuv; 4 | out vec4 fragColor; 5 | 6 | vec3 ComputeIllumination(in Surface surface); 7 | 8 | void main() 9 | { 10 | Surface surface = restoreSurface(iuv); 11 | // Compute total illumination 12 | fragColor = vec4(ComputeIllumination(surface), 1.0); 13 | } 14 | -------------------------------------------------------------------------------- /media/vault_111/shaders/json/ssao.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/bigtriangle.vs", 6 | "samples:shaders/sources/ssao/ssao.fs,vault_111:shaders/sources/inc/ssao_params.def", 7 | "samples:shaders/sources/common/common.fs", 8 | "samples:shaders/sources/common/stub.fs" 9 | ] 10 | } -------------------------------------------------------------------------------- /media/animation/models/json/SkeMesh.json: -------------------------------------------------------------------------------- 1 | { 2 | "Codec": "m", 3 | "Model": "animation:models/meshes/SkeMesh.m", 4 | "Partition": "skeleton.mesh_partition", 5 | "MaterialMapping": [ 6 | { 7 | "Material": { 8 | "Type": "PBR", 9 | "Name": "Box.material", 10 | "Material": "animation:materials/Box.json" 11 | }, 12 | "MaterialIndex": 0 13 | } 14 | ] 15 | } -------------------------------------------------------------------------------- /media/animation/models/json/Ground.json: -------------------------------------------------------------------------------- 1 | { 2 | "Codec": "m", 3 | "Model": "animation:models/meshes/Ground.m", 4 | "Partition": "animation.mesh_partition", 5 | "MaterialMapping": [ 6 | { 7 | "Material": { 8 | "Type": "PBR", 9 | "Name": "Ground.material", 10 | "Material": "animation:materials/Ground.json" 11 | }, 12 | "MaterialIndex": 0 13 | } 14 | ] 15 | } -------------------------------------------------------------------------------- /media/animation/models/json/Piston.json: -------------------------------------------------------------------------------- 1 | { 2 | "Codec": "m", 3 | "Model": "animation:models/meshes/Piston.m", 4 | "Partition": "animation.mesh_partition", 5 | "MaterialMapping": [ 6 | { 7 | "Material": { 8 | "Type": "PBR", 9 | "Name": "Piston.material", 10 | "Material": "animation:materials/Piston.json" 11 | }, 12 | "MaterialIndex": 0 13 | } 14 | ] 15 | } -------------------------------------------------------------------------------- /media/warship/shaders/json/postprocess.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "warship:shaders/sources/postprocess.vs", 5 | "warship:shaders/sources/postprocess.fs", 6 | "samples:shaders/sources/antialiasing/fxaa.fs", 7 | "samples:shaders/sources/antialiasing/fxaa_texcoords.vs" 8 | ], 9 | 10 | "AttributesOrder": 11 | [ 12 | "ivertex" 13 | ] 14 | } 15 | -------------------------------------------------------------------------------- /media/samples/shaders/sources/coord_arrows.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec4 vertex; 2 | layout(location = 1) in vec3 normal; 3 | layout(location = 2) in vec3 uv; 4 | layout(location = 3) in mat4 modelMatrix; 5 | 6 | uniform mat4 projViewMatrix; 7 | 8 | out vec3 icolor; 9 | 10 | void main() 11 | { 12 | icolor = floor(clamp(vertex.xyz, 0.0, 1.0)); 13 | gl_Position = projViewMatrix * modelMatrix * vertex; 14 | } -------------------------------------------------------------------------------- /CMake/x64-windows-custom-static.cmake: -------------------------------------------------------------------------------- 1 | set(VCPKG_TARGET_ARCHITECTURE x64) 2 | set(VCPKG_CRT_LINKAGE dynamic) 3 | set(VCPKG_LIBRARY_LINKAGE static) 4 | 5 | if(PORT MATCHES "devil") 6 | set(VCPKG_LIBRARY_LINKAGE dynamic) 7 | endif() 8 | 9 | if(PORT MATCHES "sdl2") 10 | set(VCPKG_LIBRARY_LINKAGE dynamic) 11 | endif() 12 | 13 | if(PORT MATCHES "assimp") 14 | set(VCPKG_LIBRARY_LINKAGE dynamic) 15 | endif() 16 | 17 | -------------------------------------------------------------------------------- /media/sandbox/shaders/json/depth.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/depth_pass/depth.vs", 6 | "samples:shaders/sources/pipeline/depth_pass/depth.fs", 7 | "samples:shaders/sources/common/common.fs,sandbox:shaders/sources/inc/params.def", 8 | "samples:shaders/sources/common/stub.fs" 9 | ] 10 | } -------------------------------------------------------------------------------- /media/animation/models/json/Crankshaft.json: -------------------------------------------------------------------------------- 1 | { 2 | "Codec": "m", 3 | "Model": "animation:models/meshes/Crankshaft.m", 4 | "Partition": "animation.mesh_partition", 5 | "MaterialMapping": [ 6 | { 7 | "Material": { 8 | "Type": "PBR", 9 | "Name": "Crankshaft.material", 10 | "Material": "animation:materials/Crankshaft.json" 11 | }, 12 | "MaterialIndex": 0 13 | } 14 | ] 15 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/basic_shading_light_alpha.fs: -------------------------------------------------------------------------------- 1 | uniform sampler2D AlbedoMask; 2 | uniform vec4 Albedo; 3 | 4 | in vec2 uv; 5 | in vec3 wn; 6 | out vec4 fragcolor; 7 | 8 | void main() 9 | { 10 | vec3 lightDir = vec3(0.0, 1.0, 1.0); 11 | float nDotL = clamp(dot(wn, lightDir), 0.2, 1.0); 12 | vec4 a = texture(AlbedoMask, uv.st); 13 | vec3 d = Albedo.xyz * nDotL; 14 | fragcolor = vec4(d, a.w); 15 | } -------------------------------------------------------------------------------- /media/starfield/shaders/json/depth.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/depth_pass/depth.vs", 6 | "samples:shaders/sources/pipeline/depth_pass/depth.fs", 7 | "samples:shaders/sources/common/common.fs,starfield:shaders/sources/inc/params.def", 8 | "samples:shaders/sources/common/stub.fs" 9 | ] 10 | } -------------------------------------------------------------------------------- /media/warship/shaders/json/combine.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "warship:shaders/sources/combine.vs", 5 | "warship:shaders/sources/combine.fs", 6 | "samples:shaders/sources/phong/phong_blinn_single.fs", 7 | "samples:shaders/sources/phong/lighting_ubo.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | "samples:shaders/sources/common/stub.fs" 10 | ] 11 | } 12 | -------------------------------------------------------------------------------- /media/vault_111/shaders/json/depth_alpha.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/depth_pass/depth.vs", 6 | "samples:shaders/sources/pipeline/depth_pass/depth.fs", 7 | "samples:shaders/sources/common/common.fs", 8 | // Sample specific shaders 9 | "vault_111:shaders/sources/alpha_depth.fs" 10 | ] 11 | } -------------------------------------------------------------------------------- /media/vault_dr_ubo/shaders/json/prepass.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultmat:shaders/sources/prepass.vs", 5 | "vaultmat:shaders/sources/prepass.fs", 6 | "samples:shaders/sources/phong/phong_blinn_single.fs", 7 | "samples:shaders/sources/phong/lighting_ubo.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | "samples:shaders/sources/common/stub.fs" 10 | ] 11 | } 12 | -------------------------------------------------------------------------------- /media/animation/models/json/CuriousSphere.json: -------------------------------------------------------------------------------- 1 | { 2 | "Codec": "m", 3 | "Model": "animation:models/meshes/CuriousSphere.m", 4 | "Partition": "skeleton.mesh_partition", 5 | "MaterialMapping": [ 6 | { 7 | "Material": { 8 | "Type": "PBR", 9 | "Name": "CuriousSphere.material", 10 | "Material": "animation:materials/CuriousSphere.json" 11 | }, 12 | "MaterialIndex": 0 13 | } 14 | ] 15 | } -------------------------------------------------------------------------------- /media/vault_df/shaders/json/combine_blend.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultmat:shaders/sources/prepass.vs", 5 | "vaultmat:shaders/sources/combine_blend.fs", 6 | "samples:shaders/sources/phong/phong_blinn_single.fs", 7 | "samples:shaders/sources/phong/lighting_ubo.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | "samples:shaders/sources/common/stub.fs" 10 | ] 11 | } 12 | -------------------------------------------------------------------------------- /media/vault_dr_ssbo/shaders/json/prepass.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultshader:shaders/sources/prepass.vs", 5 | "vaultshader:shaders/sources/prepass.fs", 6 | "samples:shaders/sources/phong/phong_blinn_single.fs", 7 | "samples:shaders/sources/phong/lighting_ssbo.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | "samples:shaders/sources/common/stub.fs" 10 | ] 11 | } 12 | -------------------------------------------------------------------------------- /deps/SDL2/docs/README-psp.md: -------------------------------------------------------------------------------- 1 | PSP 2 | ====== 3 | SDL port for the Sony PSP contributed by 4 | Captian Lex 5 | 6 | Credit to 7 | Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP 8 | Geecko for his PSP GU lib "Glib2d" 9 | 10 | Building 11 | -------- 12 | To build for the PSP, make sure psp-config is in the path and run: 13 | make -f Makefile.psp 14 | 15 | 16 | 17 | To Do 18 | ------ 19 | PSP Screen Keyboard 20 | -------------------------------------------------------------------------------- /media/samples/shaders/sources/common/stub2.fs: -------------------------------------------------------------------------------- 1 | vec4 getAlbedo(vec2 uv) 2 | { 3 | return vec4(0.0, 0.0, 0.0, 1.0); 4 | } 5 | 6 | vec3 getNormal(vec2 uv, mat3 tbn) 7 | { 8 | return tbn[2]; 9 | } 10 | 11 | vec3 getEmission(vec2 uv) 12 | { 13 | return vec3(0.0); 14 | } 15 | 16 | vec3 getSpecular(vec2 uv) 17 | { 18 | return vec3(1.0, 1.0, 0.0); 19 | } 20 | 21 | float getSpecularAmbient(vec2 uv) 22 | { 23 | return 1.0; 24 | } 25 | -------------------------------------------------------------------------------- /media/samples/shaders/sources/common/transform.vs: -------------------------------------------------------------------------------- 1 | uniform mat4 projectionMatrix; 2 | uniform mat4 viewMatrix; 3 | uniform mat4 modelMatrix; 4 | 5 | vec4 wtransform(vec4 v1) 6 | { 7 | return modelMatrix * v1; 8 | } 9 | 10 | vec4 rtransform(vec4 v1) 11 | { 12 | return projectionMatrix * viewMatrix * wtransform(v1); 13 | } 14 | 15 | vec3 rntransform(vec3 normal) 16 | { 17 | return normalize(modelMatrix * vec4(normal, 0.0)).xyz; 18 | } 19 | -------------------------------------------------------------------------------- /CMake/x64-linux-custom-static.cmake: -------------------------------------------------------------------------------- 1 | set(VCPKG_TARGET_ARCHITECTURE x64) 2 | set(VCPKG_CRT_LINKAGE dynamic) 3 | set(VCPKG_LIBRARY_LINKAGE static) 4 | set(VCPKG_CMAKE_SYSTEM_NAME Linux) 5 | 6 | if(PORT MATCHES "devil") 7 | set(VCPKG_LIBRARY_LINKAGE dynamic) 8 | endif() 9 | 10 | if(PORT MATCHES "sdl2") 11 | set(VCPKG_LIBRARY_LINKAGE dynamic) 12 | endif() 13 | 14 | if(PORT MATCHES "assimp") 15 | set(VCPKG_LIBRARY_LINKAGE dynamic) 16 | endif() 17 | 18 | -------------------------------------------------------------------------------- /media/samples/targets/render_to_tex_512.json: -------------------------------------------------------------------------------- 1 | { 2 | "Width": 512, 3 | "Height": 512, 4 | "BackgroundColor": [0.7, 0.7, 0.7, 0 ], 5 | "Priority": 2, 6 | 7 | "ColorAttachments": 8 | { 9 | "Attachments": 10 | [ 11 | { 12 | "TextureName": "color512x512.texture", 13 | "TexturePath": "samples:textures/json/color512x512.json" 14 | } 15 | ] 16 | }, 17 | 18 | "DepthAttachments": 19 | { 20 | "Renderbuffer": true 21 | } 22 | } 23 | 24 | -------------------------------------------------------------------------------- /media/sandbox/shaders/json/shadow.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/shadow_pass/shadow.vs", 6 | "samples:shaders/sources/pipeline/shadow_pass/shadow_split.gs", 7 | "samples:shaders/sources/pipeline/depth_pass/depth.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | "samples:shaders/sources/common/stub.fs" 10 | ] 11 | } -------------------------------------------------------------------------------- /media/sponza/shaders/json/shadow.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/shadow_pass/shadow.vs", 6 | "samples:shaders/sources/pipeline/shadow_pass/shadow_split.gs", 7 | "samples:shaders/sources/pipeline/depth_pass/depth.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | "samples:shaders/sources/common/common.vs" 10 | ] 11 | } -------------------------------------------------------------------------------- /lite3dpp_font/include/utils.h: -------------------------------------------------------------------------------- 1 | #ifndef NWE_UTILS_H 2 | #define NWE_UTILS_H 3 | 4 | #include 5 | 6 | namespace nw 7 | { 8 | std::string ReadFileFromString(const std::string& _fname); 9 | std::string& Replace(std::string& _where, const std::string& _what, const std::string& _to); 10 | std::string& LTrim(std::string& _str, const std::string& _what); 11 | std::string& Trim(std::string& _str, const std::string& _what); 12 | } 13 | 14 | #endif 15 | -------------------------------------------------------------------------------- /media/animation/shaders/json/shadow.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/shadow_pass/shadow.vs", 6 | "samples:shaders/sources/pipeline/shadow_pass/shadow_split.gs", 7 | "samples:shaders/sources/pipeline/depth_pass/depth.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | "samples:shaders/sources/common/common.vs" 10 | ] 11 | } -------------------------------------------------------------------------------- /media/vault_111/shaders/json/shadow.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/shadow_pass/shadow_inst.vs", 6 | "samples:shaders/sources/pipeline/shadow_pass/shadow_split.gs", 7 | "samples:shaders/sources/pipeline/depth_pass/depth.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | "samples:shaders/sources/common/stub.fs" 10 | ] 11 | } -------------------------------------------------------------------------------- /media/animation/shaders/json/bsdf_prepare_ske.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/v_tbn.vs,animation:shaders/sources/inc/skeleton.def", 6 | "samples:shaders/sources/pipeline/deffered_pass/deffered.fs", 7 | "samples:shaders/sources/common/common.fs", 8 | "samples:shaders/sources/common/common.vs,animation:shaders/sources/inc/skeleton.def" 9 | ] 10 | } -------------------------------------------------------------------------------- /media/animation/shaders/json/depth_ske.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/depth_pass/depth.vs,animation:shaders/sources/inc/skeleton.def", 6 | "samples:shaders/sources/pipeline/depth_pass/depth.fs", 7 | "samples:shaders/sources/common/common.fs", 8 | "samples:shaders/sources/common/common.vs,animation:shaders/sources/inc/skeleton.def" 9 | ] 10 | } -------------------------------------------------------------------------------- /media/starfield/objects/Sun.json: -------------------------------------------------------------------------------- 1 | { 2 | "Root": { 3 | "Name": "Sun", 4 | "Light": { 5 | "Type": "Directional", 6 | "Name": "Sun_Sun", 7 | "Diffuse": [ 8 | 1.0, 9 | 1.0, 10 | 1.0 11 | ], 12 | "Radiance": 7.0, 13 | "Direction": [ 14 | 0.0, 15 | 0.0, 16 | -1.0 17 | ], 18 | "Position": [ 19 | 0.0, 20 | 0.0, 21 | 0.0 22 | ] 23 | } 24 | } 25 | } -------------------------------------------------------------------------------- /media/vault_dr_ubo/shaders/json/prepass_glass.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultmat:shaders/sources/prepass.vs", 5 | "vaultmat:shaders/sources/prepass.fs,vaultmat:shaders/sources/def/glass.def", 6 | "samples:shaders/sources/phong/phong_blinn_single.fs", 7 | "samples:shaders/sources/phong/lighting_ubo.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | "samples:shaders/sources/common/stub.fs" 10 | ] 11 | } 12 | -------------------------------------------------------------------------------- /media/vault_dr_ubo/shaders/json/prepass_illum.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultmat:shaders/sources/prepass.vs", 5 | "vaultmat:shaders/sources/prepass.fs,vaultmat:shaders/sources/def/illum.def", 6 | "samples:shaders/sources/phong/phong_blinn_single.fs", 7 | "samples:shaders/sources/phong/lighting_ubo.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | "samples:shaders/sources/common/stub.fs" 10 | ] 11 | } 12 | -------------------------------------------------------------------------------- /media/samples/shaders/sources/pbr/brdf.fs: -------------------------------------------------------------------------------- 1 | #include "samples:shaders/sources/common/common_inc.glsl" 2 | 3 | // cook-torrance bidirectional reflective distribution function 4 | vec3 BRDF(in Surface surface, in AngularInfo angular); 5 | { 6 | vec3 F = fresnelSchlickRoughness(angular.HdotV, surface.material); 7 | return DiffuseLambertian(F, surface.material) + 8 | SpecularGGX(F, surface.material, angular) + 9 | Sheen(F, surface.material, angular); 10 | } 11 | -------------------------------------------------------------------------------- /media/vault_dr_ubo/shaders/json/prepass_parallax.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultmat:shaders/sources/prepass.vs", 5 | "vaultmat:shaders/sources/prepass.fs,vaultmat:shaders/sources/def/parallax.def", 6 | "samples:shaders/sources/phong/phong_blinn_single.fs", 7 | "samples:shaders/sources/phong/lighting_ubo.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | "samples:shaders/sources/common/stub.fs" 10 | ] 11 | } 12 | -------------------------------------------------------------------------------- /media/vault_111/shaders/json/bsdf_glow_solid_prepare.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/v_tbn_inst.vs", 6 | "samples:shaders/sources/pipeline/deffered_pass/deffered.fs", 7 | "samples:shaders/sources/common/common.fs", 8 | // Sample specific shaders 9 | "vault_111:shaders/sources/regular.fs,vault_111:shaders/sources/inc/glow_solid.def" 10 | ] 11 | } -------------------------------------------------------------------------------- /media/vault_df/shaders/json/combine_blend_glass.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultmat:shaders/sources/prepass.vs", 5 | "vaultmat:shaders/sources/combine_blend.fs,vaultmat:shaders/sources/def/glass.def", 6 | "samples:shaders/sources/phong/phong_blinn_single.fs", 7 | "samples:shaders/sources/phong/lighting_ubo.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | "samples:shaders/sources/common/stub.fs" 10 | ] 11 | } 12 | -------------------------------------------------------------------------------- /media/vault_df/shaders/json/combine_blend_illum.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultmat:shaders/sources/prepass.vs", 5 | "vaultmat:shaders/sources/combine_blend.fs,vaultmat:shaders/sources/def/illum.def", 6 | "samples:shaders/sources/phong/phong_blinn_single.fs", 7 | "samples:shaders/sources/phong/lighting_ubo.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | "samples:shaders/sources/common/stub.fs" 10 | ] 11 | } 12 | -------------------------------------------------------------------------------- /media/vault_dr_ssbo/shaders/json/prepass_glass.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultshader:shaders/sources/prepass.vs", 5 | "vaultshader:shaders/sources/prepass.fs,vaultshader:shaders/sources/def/glass.def", 6 | "samples:shaders/sources/phong/phong_blinn_single.fs", 7 | "samples:shaders/sources/phong/lighting_ssbo.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | "samples:shaders/sources/common/stub.fs" 10 | ] 11 | } 12 | -------------------------------------------------------------------------------- /media/vault_dr_ssbo/shaders/json/prepass_illum.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultshader:shaders/sources/prepass.vs", 5 | "vaultshader:shaders/sources/prepass.fs,vaultshader:shaders/sources/def/illum.def", 6 | "samples:shaders/sources/phong/phong_blinn_single.fs", 7 | "samples:shaders/sources/phong/lighting_ssbo.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | "samples:shaders/sources/common/stub.fs" 10 | ] 11 | } 12 | -------------------------------------------------------------------------------- /deps/SDL2/README-SDL.txt: -------------------------------------------------------------------------------- 1 | 2 | Please distribute this file with the SDL runtime environment: 3 | 4 | The Simple DirectMedia Layer (SDL for short) is a cross-platform library 5 | designed to make it easy to write multi-media software, such as games 6 | and emulators. 7 | 8 | The Simple DirectMedia Layer library source code is available from: 9 | https://www.libsdl.org/ 10 | 11 | This library is distributed under the terms of the zlib license: 12 | http://www.zlib.net/zlib_license.html 13 | 14 | -------------------------------------------------------------------------------- /media/animation/shaders/json/post_process.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/postprocess_pass/postprocess.vs", 6 | "samples:shaders/sources/pipeline/postprocess_pass/postprocess_bloom.fs", 7 | "samples:shaders/sources/antialiasing/fxaa.fs", 8 | "samples:shaders/sources/antialiasing/fxaa_texcoords.vs", 9 | "samples:shaders/sources/common/utils.fs" 10 | ] 11 | } -------------------------------------------------------------------------------- /media/samples/materials/skycube.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1, 5 | "Program":{ 6 | "Name":"skybox.program", 7 | "Path":"samples:shaders/json/skybox.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"screenMatrix" 14 | }, 15 | { 16 | "Name":"skybox", 17 | "TextureName":"skybox.texture", 18 | "TexturePath":"samples:textures/json/skybox.json", 19 | "Type":"sampler" 20 | } 21 | ] 22 | } -------------------------------------------------------------------------------- /media/sponza/shaders/json/post_process.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/postprocess_pass/postprocess.vs", 6 | "samples:shaders/sources/pipeline/postprocess_pass/postprocess_bloom.fs", 7 | "samples:shaders/sources/antialiasing/fxaa.fs", 8 | "samples:shaders/sources/antialiasing/fxaa_texcoords.vs", 9 | "samples:shaders/sources/common/utils.fs" 10 | ] 11 | } -------------------------------------------------------------------------------- /media/vault_dr_ssbo/shaders/json/prepass_parallax.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | "vaultshader:shaders/sources/prepass.vs", 5 | "vaultshader:shaders/sources/prepass.fs,vaultshader:shaders/sources/def/parallax.def", 6 | "samples:shaders/sources/phong/phong_blinn_single.fs", 7 | "samples:shaders/sources/phong/lighting_ssbo.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | "samples:shaders/sources/common/stub.fs" 10 | ] 11 | } 12 | -------------------------------------------------------------------------------- /media/vault_dr_ssbo/targets/depth.json: -------------------------------------------------------------------------------- 1 | { 2 | "Width": 0, // use screen wight 3 | "Height": 0, // use screen height 4 | "BackgroundColor": [0.0, 0.0, 0.0, 1.0], 5 | "Priority": 1, // render first 6 | "CleanColorBuf": false, 7 | "CleanDepthBuf": true, 8 | "CleanStencilBuf": false, 9 | 10 | "DepthAttachments": 11 | { 12 | "TextureName": "prepassDepth.texture", 13 | "TexturePath": "samples:textures/json/depth.json" 14 | } 15 | } 16 | 17 | -------------------------------------------------------------------------------- /media/vault_dr_ubo/shaders/sources/depth.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec3 vertex; 2 | layout(location = 1) in vec3 normal; 3 | layout(location = 2) in vec2 uv; 4 | layout(location = 3) in vec3 tang; 5 | layout(location = 4) in mat4 modelMatrix; 6 | 7 | uniform mat4 projectionMatrix; 8 | uniform mat4 viewMatrix; 9 | 10 | void main() 11 | { 12 | // vertex coordinate in world space 13 | vec4 wv = modelMatrix * vec4(vertex, 1); 14 | gl_Position = projectionMatrix * viewMatrix * wv; 15 | } -------------------------------------------------------------------------------- /media/vault_dr_ubo/targets/depth.json: -------------------------------------------------------------------------------- 1 | { 2 | "Width": 0, // use screen wight 3 | "Height": 0, // use screen height 4 | "BackgroundColor": [0.0, 0.0, 0.0, 1.0], 5 | "Priority": 1, // render first 6 | "CleanColorBuf": false, 7 | "CleanDepthBuf": true, 8 | "CleanStencilBuf": false, 9 | 10 | "DepthAttachments": 11 | { 12 | "TextureName": "prepassDepth.texture", 13 | "TexturePath": "samples:textures/json/depth.json" 14 | } 15 | } 16 | 17 | -------------------------------------------------------------------------------- /media/samples/shaders/sources/reflection_cube.fs: -------------------------------------------------------------------------------- 1 | uniform samplerCube cube; 2 | uniform vec3 eye; 3 | 4 | in vec2 uv; 5 | in vec3 wn; 6 | in vec3 wv; 7 | out vec4 fragcolor; 8 | 9 | const vec3 lightDir = vec3(0.45, -1.0, 1.0); 10 | 11 | void main() 12 | { 13 | vec3 reflected = reflect(normalize(eye - wv), wn); 14 | vec4 dreflect = texture(cube, reflected); 15 | 16 | float nDotL = clamp(dot(wn, lightDir), 0.32, 1.0); 17 | vec3 d = dreflect.xyz * nDotL; 18 | fragcolor = vec4(d, 1.0); 19 | } -------------------------------------------------------------------------------- /media/starfield/shaders/json/shadow.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/shadow_pass/shadow.vs", 6 | "samples:shaders/sources/pipeline/shadow_pass/shadow_split.gs", 7 | "samples:shaders/sources/pipeline/depth_pass/depth.fs", 8 | "samples:shaders/sources/common/common.fs,starfield:shaders/sources/inc/params.def", 9 | "samples:shaders/sources/common/stub.fs" 10 | ] 11 | } -------------------------------------------------------------------------------- /media/starfield/shaders/sources/inc/params.def: -------------------------------------------------------------------------------- 1 | #define LITE3D_ENV_DIFFUSE_STRENGTH 0.23 2 | #define LITE3D_CUBE_MAP_UV_SCALE -1.0 3 | 4 | #define LITE3D_SHADOW_MIN_ADAPTIVE_BIAS 0.0005 5 | #define LITE3D_SHADOW_MAX_ADAPTIVE_BIAS 0.0010 6 | #define LITE3D_SHADOW_MIN_ADAPTIVE_FILTER_SIZE 1.0 7 | #define LITE3D_SHADOW_MAX_ADAPTIVE_FILTER_SIZE 2.2 8 | #define LITE3D_SHADOW_MIN_ADAPTIVE_STEP 0.5 -------------------------------------------------------------------------------- /media/vault_111/materials/shadow_clean.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass": 1, 5 | "Program":{ 6 | "Name":"shadow_clean.program", 7 | "Path":"vault_111:shaders/json/shadow_clean.json" 8 | }, 9 | "Uniforms":[ 10 | { 11 | "Name":"projViewMatrix" 12 | }, 13 | { 14 | "Name":"ShadowIndex", 15 | "UBOName":"Vault_111_ShadowIndexBuffer", 16 | "Type":"UBO" 17 | } 18 | ] 19 | } 20 | ] 21 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/basic_shading.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec4 v; 2 | layout(location = 1) in vec3 n; 3 | layout(location = 2) in vec2 tc; 4 | 5 | out vec2 uv; 6 | out vec3 wn; 7 | out vec3 wv; 8 | 9 | // common functions 10 | vec4 rtransform(vec4 v1); 11 | vec4 wtransform(vec4 v1); 12 | vec3 rntransform(vec3 normal); 13 | 14 | void main() 15 | { 16 | uv = tc; 17 | wn = rntransform(n); 18 | vec4 wvp = wtransform(v); 19 | wv = wvp.xyz / wvp.w; 20 | gl_Position = rtransform(v); 21 | } -------------------------------------------------------------------------------- /media/vault_111/shaders/json/shadow_alpha.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/shadow_pass/shadow_inst.vs", 6 | "samples:shaders/sources/pipeline/shadow_pass/shadow_split.gs", 7 | "samples:shaders/sources/pipeline/depth_pass/depth.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | // Sample specific shaders 10 | "vault_111:shaders/sources/alpha_depth.fs" 11 | ] 12 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/common/stub.fs: -------------------------------------------------------------------------------- 1 | vec4 getAlbedo(vec2 uv) 2 | { 3 | return vec4(0.0, 0.0, 0.0, 1.0); 4 | } 5 | 6 | vec3 getNormal(vec2 uv, mat3 tbn) 7 | { 8 | return tbn[2]; 9 | } 10 | 11 | vec3 getEmission(vec2 uv) 12 | { 13 | return vec3(0.0); 14 | } 15 | 16 | vec3 getSpecular(vec2 uv) 17 | { 18 | return vec3(1.0, 1.0, 0.0); 19 | } 20 | 21 | float getSpecularAmbient(vec2 uv) 22 | { 23 | return 1.0; 24 | } 25 | 26 | float getAmbientOcclusion(vec2 uv) 27 | { 28 | return 1.0; 29 | } -------------------------------------------------------------------------------- /deps/SDL2/BUGS.txt: -------------------------------------------------------------------------------- 1 | 2 | Bugs are now managed in the SDL bug tracker, here: 3 | 4 | https://bugzilla.libsdl.org/ 5 | 6 | You may report bugs there, and search to see if a given issue has already 7 | been reported, discussed, and maybe even fixed. 8 | 9 | 10 | You may also find help at the SDL forums/mailing list: 11 | 12 | https://discourse.libsdl.org/ 13 | 14 | Bug reports are welcome here, but we really appreciate if you use Bugzilla, as 15 | bugs discussed on the mailing list may be forgotten or missed. 16 | 17 | -------------------------------------------------------------------------------- /media/samples/materials/CommonMaterialTemplate.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass": 1, 5 | "Program": { 6 | "Name":"basic_shading_solid_light.program", 7 | "Path":"samples:shaders/json/basic_shading_solid_light.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"modelMatrix" 20 | }, 21 | { 22 | "Name":"" 23 | } 24 | ] 25 | } -------------------------------------------------------------------------------- /media/samples/materials/CommonMaterialTemplateEmision.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass": 1, 5 | "Program": { 6 | "Name":"basic_shading_solid_color.program", 7 | "Path":"samples:shaders/json/basic_shading_solid_color.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"modelMatrix" 20 | }, 21 | { 22 | "Name":"" 23 | } 24 | ] 25 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/pipeline/env_pass/env_inst.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec4 vertex; 2 | layout(location = 1) in vec3 normal; 3 | layout(location = 2) in vec2 uv; 4 | layout(location = 5) in mat4 modelMatrix; 5 | 6 | out vec2 iuv_g; 7 | out vec3 iwn_g; 8 | 9 | void main() 10 | { 11 | // texture coordinate 12 | iuv_g = uv; 13 | // vertex coordinate in world space 14 | gl_Position = modelMatrix * vertex; 15 | // calculate normal in world space 16 | iwn_g = normalize(modelMatrix * vec4(normal, 0.0)).xyz; 17 | } -------------------------------------------------------------------------------- /media/vault_111/shaders/json/bsdf_prepare.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/v_tbn_inst.vs", 6 | "samples:shaders/sources/pipeline/deffered_pass/deffered.fs", 7 | "samples:shaders/sources/common/common.fs", 8 | // Sample specific shaders 9 | "vault_111:shaders/sources/regular.fs", 10 | "vault_111:shaders/sources/utils/Normal.fs", 11 | "vault_111:shaders/sources/utils/Specular.fs" 12 | ] 13 | } -------------------------------------------------------------------------------- /media/samples/objects/minigun.json: -------------------------------------------------------------------------------- 1 | { 2 | "Root": 3 | { 4 | "Name": "Minigun.root", 5 | "Position": { "x": 0, "y": 0, "z": 0 }, 6 | "Rotation": { "x": 0, "y": 0, "z": 0, "w": 1 }, 7 | "Scale": { "x": 1, "y": 1, "z": 1 }, 8 | 9 | "Nodes": [ 10 | { 11 | "Name": "Minigun.node", 12 | "Mesh": 13 | { 14 | "Name": "minigun.mesh", 15 | "Mesh": "samples:models/json/minigun.json" 16 | }, 17 | "Position": [0,0,0], 18 | "Rotation": [0,0,0,1], 19 | "Scale": [1,1,1] 20 | } 21 | ] 22 | } 23 | } 24 | 25 | -------------------------------------------------------------------------------- /media/sandbox/shaders/json/post_process.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/postprocess_pass/postprocess.vs", 6 | "samples:shaders/sources/pipeline/postprocess_pass/postprocess_bloom.fs", 7 | "samples:shaders/sources/antialiasing/fxaa.fs", 8 | "samples:shaders/sources/antialiasing/fxaa_texcoords.vs", 9 | "samples:shaders/sources/common/common.fs", 10 | "samples:shaders/sources/common/stub.fs" 11 | ] 12 | } -------------------------------------------------------------------------------- /media/vault_111/shaders/json/post_process.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/postprocess_pass/postprocess.vs", 6 | "samples:shaders/sources/pipeline/postprocess_pass/postprocess_bloom.fs", 7 | "samples:shaders/sources/antialiasing/fxaa.fs", 8 | "samples:shaders/sources/antialiasing/fxaa_texcoords.vs", 9 | "samples:shaders/sources/common/common.fs", 10 | "samples:shaders/sources/common/stub.fs" 11 | ] 12 | } -------------------------------------------------------------------------------- /media/vault_111/shaders/sources/alpha_depth.fs: -------------------------------------------------------------------------------- 1 | uniform sampler2D Albedo; 2 | 3 | vec4 getAlbedo(vec2 uv) 4 | { 5 | return texture(Albedo, uv); 6 | } 7 | 8 | vec3 getNormal(vec2 uv, mat3 tbn) 9 | { 10 | return tbn[2]; 11 | } 12 | 13 | vec3 getEmission(vec2 uv) 14 | { 15 | return vec3(0.0); 16 | } 17 | 18 | vec3 getSpecular(vec2 uv) 19 | { 20 | return vec3(1.0, 1.0, 0.0); 21 | } 22 | 23 | float getSpecularAmbient(vec2 uv) 24 | { 25 | return 1.0; 26 | } 27 | 28 | float getAmbientOcclusion(vec2 uv) 29 | { 30 | return 1.0; 31 | } -------------------------------------------------------------------------------- /media/animation/shaders/json/shadow_ske.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/shadow_pass/shadow.vs,animation:shaders/sources/inc/skeleton.def", 6 | "samples:shaders/sources/pipeline/shadow_pass/shadow_split.gs", 7 | "samples:shaders/sources/pipeline/depth_pass/depth.fs", 8 | "samples:shaders/sources/common/common.fs", 9 | "samples:shaders/sources/common/common.vs,animation:shaders/sources/inc/skeleton.def" 10 | ] 11 | } -------------------------------------------------------------------------------- /media/samples/materials/cube1.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"cube_gen.program", 7 | "Path":"samples:shaders/json/cube_gen.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"Albedo", 20 | "TextureName":"box1.texture", 21 | "TexturePath":"samples:textures/json/box1.json", 22 | "Type":"sampler" 23 | } 24 | ] 25 | } -------------------------------------------------------------------------------- /media/samples/materials/cube2.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"cube_gen.program", 7 | "Path":"samples:shaders/json/cube_gen.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"Albedo", 20 | "TextureName":"box2.texture", 21 | "TexturePath":"samples:textures/json/box2.json", 22 | "Type":"sampler" 23 | } 24 | ] 25 | } -------------------------------------------------------------------------------- /media/samples/materials/minigun.json: -------------------------------------------------------------------------------- 1 | { 2 | "Uniforms": 3 | [ 4 | { "Name": "projectionMatrix" }, 5 | { "Name": "modelMatrix" }, 6 | { "Name": "viewMatrix" }, 7 | 8 | { 9 | "Name": "Albedo", 10 | "Type": "sampler", 11 | "TextureName": "minigun.texture", 12 | "TexturePath": "samples:textures/json/minigun.json" 13 | } 14 | ], 15 | 16 | "Passes": 17 | [ 18 | { 19 | "Pass": 1, 20 | "Program": 21 | { 22 | "Name": "BasicShading", 23 | "Path": "samples:shaders/json/basic_shading_albedo.json" 24 | } 25 | } 26 | ] 27 | } 28 | -------------------------------------------------------------------------------- /media/samples/models/json/cube80.json: -------------------------------------------------------------------------------- 1 | { 2 | "Model": "Array", 3 | "Dynamic": false, 4 | "Data": [ // data for cube generation in geometry shader 5 | { 6 | "Point": [0, 0, 0] // it may be cube center 7 | }, 8 | { 9 | "Point": [80, 80, 80] // it may be sizes 10 | }, 11 | { 12 | "Point": [0, 0, 0] // it is empty, 3 points must be at least 13 | } 14 | ], 15 | "BBMin": [-40, -40, -40], // Bouding box min coord 16 | "BBMax": [40, 40, 40] // // Bouding box max coord 17 | } 18 | -------------------------------------------------------------------------------- /media/samples/objects/plasma.json: -------------------------------------------------------------------------------- 1 | { 2 | "Root": 3 | { 4 | "Name": "Plasmagun.root", 5 | "Nodes": 6 | [ 7 | { 8 | "Name": "Plasmagun.node", 9 | "Mesh": 10 | { 11 | "Name": "plasmagun.mesh", 12 | "Mesh": "samples:models/json/plasmagun.json" 13 | }, 14 | 15 | "Nodes": 16 | [ 17 | { 18 | "Name": "PlasmaBattery.node", 19 | "Mesh": 20 | { 21 | "Name": "plasmabatt.mesh", 22 | "Mesh": "samples:models/json/battery.json" 23 | } 24 | } 25 | ] 26 | } 27 | ] 28 | } 29 | } 30 | 31 | -------------------------------------------------------------------------------- /media/samples/shaders/sources/antialiasing/fxaa_texcoords.vs: -------------------------------------------------------------------------------- 1 | // needed for compute fxaa 2 | void texcoords(vec2 fragCoord, vec2 resolution, 3 | out vec2 rgbNW, out vec2 rgbNE, 4 | out vec2 rgbSW, out vec2 rgbSE, 5 | out vec2 rgbM) 6 | { 7 | vec2 inverseVP = 1.0 / resolution.xy; 8 | rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP; 9 | rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP; 10 | rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP; 11 | rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP; 12 | rgbM = vec2(fragCoord * inverseVP); 13 | } -------------------------------------------------------------------------------- /media/samples/materials/plasmagun_a.json: -------------------------------------------------------------------------------- 1 | { 2 | "Uniforms": 3 | [ 4 | { "Name": "projectionMatrix" }, 5 | { "Name": "modelMatrix" }, 6 | { "Name": "viewMatrix" }, 7 | 8 | { 9 | "Name": "Albedo", 10 | "Type": "sampler", 11 | "TextureName": "plasmagun_a.texture", 12 | "TexturePath": "samples:textures/json/plasmagun_a.json" 13 | } 14 | ], 15 | 16 | "Passes": 17 | [ 18 | { 19 | "Pass": 1, 20 | "Program": 21 | { 22 | "Name": "BasicShading", 23 | "Path": "samples:shaders/json/basic_shading_albedo.json" 24 | } 25 | } 26 | ] 27 | } 28 | -------------------------------------------------------------------------------- /media/samples/materials/plasmagun_b.json: -------------------------------------------------------------------------------- 1 | { 2 | "Uniforms": 3 | [ 4 | { "Name": "projectionMatrix" }, 5 | { "Name": "modelMatrix" }, 6 | { "Name": "viewMatrix" }, 7 | 8 | { 9 | "Name": "Albedo", 10 | "Type": "sampler", 11 | "TextureName": "plasmagun_b.texture", 12 | "TexturePath": "samples:textures/json/plasmagun_b.json" 13 | } 14 | ], 15 | 16 | "Passes": 17 | [ 18 | { 19 | "Pass": 1, 20 | "Program": 21 | { 22 | "Name": "BasicShading", 23 | "Path": "samples:shaders/json/basic_shading_albedo.json" 24 | } 25 | } 26 | ] 27 | } 28 | -------------------------------------------------------------------------------- /media/samples/materials/plasmagun_c.json: -------------------------------------------------------------------------------- 1 | { 2 | "Uniforms": 3 | [ 4 | { "Name": "projectionMatrix" }, 5 | { "Name": "modelMatrix" }, 6 | { "Name": "viewMatrix" }, 7 | 8 | { 9 | "Name": "Albedo", 10 | "Type": "sampler", 11 | "TextureName": "plasmagun_c.texture", 12 | "TexturePath": "samples:textures/json/plasmagun_c.json" 13 | } 14 | ], 15 | 16 | "Passes": 17 | [ 18 | { 19 | "Pass": 1, 20 | "Program": 21 | { 22 | "Name": "BasicShading", 23 | "Path": "samples:shaders/json/basic_shading_albedo.json" 24 | } 25 | } 26 | ] 27 | } 28 | -------------------------------------------------------------------------------- /media/vault_df/shaders/sources/prepass_lava.fs: -------------------------------------------------------------------------------- 1 | uniform sampler2D diffuse; 2 | uniform float animcounter; // [0..1] 3 | 4 | in vec2 iuv; 5 | in vec3 ivv; 6 | in vec3 wnorm; 7 | 8 | layout(location = 0) out vec4 coord; 9 | layout(location = 1) out vec4 norm; 10 | layout(location = 2) out vec4 color; 11 | 12 | void main() 13 | { 14 | // sampling diffuse color 15 | vec4 fragDiffuse = vec4(texture(diffuse, vec2(iuv.x, iuv.y + animcounter)).rgb, 1.0); 16 | coord = vec4(ivv, gl_FragCoord.z / gl_FragCoord.w); 17 | norm = vec4(wnorm, 0); 18 | color = fragDiffuse; 19 | } -------------------------------------------------------------------------------- /media/vault_111/objects/Player.json: -------------------------------------------------------------------------------- 1 | { 2 | "Root": { 3 | "Physics": { 4 | "Type": "Dynamic", 5 | "Friction": 0.1, 6 | "RollingFriction": 1.0, 7 | "SpinningFriction": 1.0, 8 | "LinearDamping": 0.15, 9 | // Block rotation for all axis 10 | "AngularFactor": [0.0, 0.0, 0.0], 11 | // Disable deactivation 12 | "AlwaysActive": true 13 | }, 14 | "Name": "Player.Collider", 15 | "CollisionShape": { 16 | "Type": "Capsule", 17 | "Radius": 10.0, 18 | "Height": 110.0, 19 | "Mass": 20.0 20 | } 21 | } 22 | } -------------------------------------------------------------------------------- /media/vault_111/shaders/json/bsdf_glow_prepare.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/v_tbn_inst.vs", 6 | "samples:shaders/sources/pipeline/deffered_pass/deffered.fs", 7 | "samples:shaders/sources/common/common.fs", 8 | // Sample specific shaders 9 | "vault_111:shaders/sources/regular.fs,vault_111:shaders/sources/inc/glow.def", 10 | "vault_111:shaders/sources/utils/Normal.fs", 11 | "vault_111:shaders/sources/utils/Specular.fs" 12 | ] 13 | } -------------------------------------------------------------------------------- /media/samples/materials/battery.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes": 3 | [ 4 | { 5 | "Pass": 1, 6 | "Program": 7 | { 8 | "Name": "BasicShading", 9 | "Path": "samples:shaders/json/basic_shading_albedo.json" 10 | }, 11 | "Uniforms": 12 | [ 13 | { "Name": "projectionMatrix" }, 14 | { "Name": "modelMatrix" }, 15 | { "Name": "viewMatrix" }, 16 | 17 | { 18 | "Name": "Albedo", 19 | "Type": "sampler", 20 | "TextureName": "battery.texture", 21 | "TexturePath": "samples:textures/json/plasmagun_c.json" 22 | } 23 | ] 24 | } 25 | ] 26 | } 27 | -------------------------------------------------------------------------------- /media/starfield/shaders/json/post_process.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/postprocess_pass/postprocess.vs", 6 | "samples:shaders/sources/pipeline/postprocess_pass/postprocess_bloom.fs", 7 | "samples:shaders/sources/antialiasing/fxaa.fs", 8 | "samples:shaders/sources/antialiasing/fxaa_texcoords.vs", 9 | "samples:shaders/sources/common/common.fs,starfield:shaders/sources/inc/params.def", 10 | "samples:shaders/sources/common/stub.fs" 11 | ] 12 | } -------------------------------------------------------------------------------- /media/vault_111/shaders/json/bsdf_palete.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/v_tbn_inst.vs", 6 | "samples:shaders/sources/pipeline/deffered_pass/deffered.fs", 7 | "samples:shaders/sources/common/common.fs", 8 | // Sample specific shaders 9 | "vault_111:shaders/sources/regular.fs,vault_111:shaders/sources/inc/palete_yellow.def", 10 | "vault_111:shaders/sources/utils/Normal.fs", 11 | "vault_111:shaders/sources/utils/Specular.fs" 12 | ] 13 | } -------------------------------------------------------------------------------- /media/vault_111/shaders/json/bsdf_palete_blue.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/v_tbn_inst.vs", 6 | "samples:shaders/sources/pipeline/deffered_pass/deffered.fs", 7 | "samples:shaders/sources/common/common.fs", 8 | // Sample specific shaders 9 | "vault_111:shaders/sources/regular.fs,vault_111:shaders/sources/inc/palete_blue.def", 10 | "vault_111:shaders/sources/utils/Normal.fs", 11 | "vault_111:shaders/sources/utils/Specular.fs" 12 | ] 13 | } -------------------------------------------------------------------------------- /media/vault_111/shaders/json/bsdf_palete_red.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/v_tbn_inst.vs", 6 | "samples:shaders/sources/pipeline/deffered_pass/deffered.fs", 7 | "samples:shaders/sources/common/common.fs", 8 | // Sample specific shaders 9 | "vault_111:shaders/sources/regular.fs,vault_111:shaders/sources/inc/palete_red.def", 10 | "vault_111:shaders/sources/utils/Normal.fs", 11 | "vault_111:shaders/sources/utils/Specular.fs" 12 | ] 13 | } -------------------------------------------------------------------------------- /deps/DevIL/include/IL/build-python: -------------------------------------------------------------------------------- 1 | #! /bin/bash 2 | 3 | IL_INCLUDE_PATH="/usr/local/include" 4 | IL_LIB_PATH="/usr/local/lib" 5 | PYTHON_INCLUDE_PATH="/usr/include/python2.5" 6 | 7 | swig "-I$IL_INCLUDE_PATH" -python -interface DevIL DevIL.i 8 | if [ $? -ne 0 ] ; then 9 | echo Error while building the swig interface 10 | exit 1 11 | fi 12 | 13 | gcc -shared "-I$IL_INCLUDE_PATH" "-I$PYTHON_INCLUDE_PATH" "-L$IL_LIB_PATH" -lIL -lILU -lILUT DevIL_wrap.c -o DevIL.so 14 | if [ $? -ne 0 ] ; then 15 | echo Error while compiling the python module 16 | fi 17 | echo "DevIL.py and DevIL.so are ready" 18 | -------------------------------------------------------------------------------- /media/samples/materials/render512x512.json: -------------------------------------------------------------------------------- 1 | { 2 | "Uniforms": 3 | [ 4 | { "Name": "projectionMatrix" }, 5 | { "Name": "modelMatrix" }, 6 | { "Name": "viewMatrix" }, 7 | 8 | { 9 | "Name": "Albedo", 10 | "Type": "sampler", 11 | "TextureName": "color512x512.texture", 12 | "TexturePath": "samples:textures/json/color512x512.json" 13 | } 14 | ], 15 | 16 | "Passes": 17 | [ 18 | { 19 | "Pass": 1, 20 | "Program": 21 | { 22 | "Name": "BasicShadingNoNormals", 23 | "Path": "samples:shaders/json/basic_shading_no_normals.json" 24 | } 25 | } 26 | ] 27 | } 28 | -------------------------------------------------------------------------------- /media/vault_111/shaders/json/bsdf_glow_prepare_green.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/v_tbn_inst.vs", 6 | "samples:shaders/sources/pipeline/deffered_pass/deffered.fs", 7 | "samples:shaders/sources/common/common.fs", 8 | // Sample specific shaders 9 | "vault_111:shaders/sources/regular.fs,vault_111:shaders/sources/inc/glow_green.def", 10 | "vault_111:shaders/sources/utils/Normal.fs", 11 | "vault_111:shaders/sources/utils/Specular.fs" 12 | ] 13 | } -------------------------------------------------------------------------------- /deps/DevIL/include/IL/ilut_config.h: -------------------------------------------------------------------------------- 1 | #ifndef __ILUT_CONFIG_H__ 2 | #define __ILUT_CONFIG_H__ 3 | 4 | //#define IL_USE_PRAGMA_LIBS 5 | 6 | // Supported APIs (ILUT) 7 | 8 | // 9 | // sorry just 10 | // cant get this one to work under windows 11 | // have disabled for the now 12 | // 13 | // will look at it some more later 14 | // 15 | // Kriss 16 | // 17 | #undef ILUT_USE_ALLEGRO 18 | 19 | #undef ILUT_USE_DIRECTX8 20 | //#define ILUT_USE_DIRECTX9 21 | //#define ILUT_USE_DIRECTX10 22 | #define ILUT_USE_OPENGL 23 | //#define ILUT_USE_SDL 24 | #define ILUT_USE_WIN32 25 | 26 | #endif//__ILUT_CONFIG_H__ 27 | -------------------------------------------------------------------------------- /media/samples/models/json/SKL_Robot.json: -------------------------------------------------------------------------------- 1 | { 2 | "Codec":"m", 3 | "MaterialMapping":[ 4 | { 5 | "Material":{ 6 | "Material":"samples:materials/T_UberWalker_Dif.json", 7 | "Name":"T_UberWalker_Dif.material" 8 | }, 9 | "MaterialIndex":0.0000000000 10 | }, 11 | { 12 | "Material":{ 13 | "Material":"samples:materials/Robot_Boss_Uberwalker_Loadout_DIF00.json", 14 | "Name":"Robot_Boss_Uberwalker_Loadout_DIF00.material" 15 | }, 16 | "MaterialIndex":1.0000000000 17 | } 18 | ], 19 | "Model":"samples:models/meshes/SKL_Robot.m" 20 | } -------------------------------------------------------------------------------- /media/samples/scenes/scene_rtt_box.json: -------------------------------------------------------------------------------- 1 | { 2 | "Cameras": 3 | [ 4 | { 5 | "Name": "MyCamera", 6 | 7 | "Position": [0,70,70], 8 | "LookAt": [0,0,0], 9 | "Perspective": 10 | { 11 | "Znear": 0.1, 12 | "Zfar": 3000, 13 | "Fov": 45 14 | }, 15 | 16 | "RenderTargets": 17 | [ 18 | { 19 | "Name": "Window", 20 | "Priority": 0, 21 | "TexturePass": 1 22 | } 23 | ] 24 | } 25 | ], 26 | 27 | "Objects": 28 | [ 29 | { 30 | "Name": "Box", 31 | "Object": "samples:objects/box_rtt.json", 32 | "Scale": [30, 30, 30] 33 | } 34 | ] 35 | } 36 | 37 | -------------------------------------------------------------------------------- /media/vault_df/targets/lightpass.json: -------------------------------------------------------------------------------- 1 | { 2 | "Width": 0, // use screen wight 3 | "Height": 0, // use screen height 4 | "BackgroundColor": [0.0, 0.0, 0.0, 1.0], 5 | "Priority": 2, // render after prepass target 6 | "CleanColorBuf": true, 7 | "CleanDepthBuf": false, 8 | "CleanStencilBuf": false, 9 | 10 | "ColorAttachments": 11 | { 12 | "Attachments": 13 | [ 14 | { 15 | "TextureName": "lightMap.texture", 16 | "TexturePath": "samples:textures/json/rgba.json" 17 | } 18 | ] 19 | } 20 | } 21 | 22 | -------------------------------------------------------------------------------- /lite3dpp_font/include/pos2d.h: -------------------------------------------------------------------------------- 1 | #ifndef NWE_POS2D_H 2 | #define NWE_POS2D_H 3 | 4 | namespace nw 5 | { 6 | template 7 | struct Pos2d 8 | { 9 | T x, y; 10 | 11 | Pos2d() : 12 | x(0), y(0) 13 | {} 14 | 15 | Pos2d(T _x, T _y) : 16 | x(_x), y(_y) 17 | {} 18 | 19 | void set(T _x=0, T _y=0) 20 | { 21 | x = _x; 22 | y = _y; 23 | } 24 | 25 | void add(T _x, T _y) 26 | { 27 | x += _x; 28 | y += _y; 29 | } 30 | }; 31 | } 32 | 33 | #endif 34 | -------------------------------------------------------------------------------- /media/starfield/shaders/sources/glass.fs: -------------------------------------------------------------------------------- 1 | uniform vec4 Albedo; 2 | uniform float Roughness; 3 | 4 | vec4 getAlbedo(vec2 uv) 5 | { 6 | return Albedo; 7 | } 8 | 9 | vec3 getEmission(vec2 uv) 10 | { 11 | return vec3(0.0); 12 | } 13 | 14 | vec3 getNormal(vec2 uv, mat3 tbn) 15 | { 16 | return tbn[2]; 17 | } 18 | 19 | vec3 getSpecular(vec2 uv) 20 | { 21 | vec3 specular = vec3(1.0, Roughness, 0.0); 22 | return clamp(specular, 0.0, 1.0); 23 | } 24 | 25 | float getSpecularAmbient(vec2 uv) 26 | { 27 | return 1.0; 28 | } 29 | 30 | float getAmbientOcclusion(vec2 uv) 31 | { 32 | return 1.0; 33 | } 34 | -------------------------------------------------------------------------------- /lite3d/include/lite3d/kazmath/ray3.h: -------------------------------------------------------------------------------- 1 | #ifndef RAY3_H 2 | #define RAY3_H 3 | 4 | #include "utility.h" 5 | #include "vec3.h" 6 | 7 | typedef struct kmRay3 { 8 | kmVec3 start; 9 | kmVec3 dir; 10 | } kmRay3; 11 | 12 | struct kmPlane; 13 | 14 | LITE3D_CEXPORT kmRay3* kmRay3Fill(kmRay3* ray, kmScalar px, kmScalar py, kmScalar pz, kmScalar vx, kmScalar vy, kmScalar vz); 15 | LITE3D_CEXPORT kmRay3* kmRay3FromPointAndDirection(kmRay3* ray, const kmVec3* point, const kmVec3* direction); 16 | LITE3D_CEXPORT kmBool kmRay3IntersectPlane(kmVec3* pOut, const kmRay3* ray, const struct kmPlane* plane); 17 | 18 | #endif /* RAY3_H */ 19 | -------------------------------------------------------------------------------- /lite3dpp_font/include/log/logger.h: -------------------------------------------------------------------------------- 1 | #ifndef NWE_LOGGER_H 2 | #define NWE_LOGGER_H 3 | 4 | namespace nw 5 | { 6 | class Logger 7 | { 8 | public: 9 | enum Level 10 | { 11 | Info, 12 | Error, 13 | Warning, 14 | Debug 15 | }; 16 | 17 | public: 18 | virtual void log( 19 | Level _level, 20 | const char* _msg, 21 | const char* _function, 22 | const char* _file, 23 | int _line) = 0; 24 | }; 25 | } 26 | 27 | #endif 28 | -------------------------------------------------------------------------------- /media/vault_df/materials/combine.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1, 5 | "Program":{ 6 | "Name":"combine.program", 7 | "Path":"vaultmat:shaders/json/combine.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"lightMap", 20 | "TextureName": "lightMap.texture", 21 | "Type":"sampler" 22 | }, 23 | { 24 | "Name":"diffuseMap", 25 | "TextureName": "diffuseMap.texture", 26 | "Type":"sampler" 27 | } 28 | ] 29 | } -------------------------------------------------------------------------------- /media/vault_111/shaders/sources/reactor_glow.fs: -------------------------------------------------------------------------------- 1 | uniform vec4 Emission; 2 | uniform float EmissionStrength; 3 | uniform float Alpha; 4 | 5 | vec4 getAlbedo(vec2 uv) 6 | { 7 | return vec4(Emission.rgb, Alpha); 8 | } 9 | 10 | vec3 getEmission(vec2 uv) 11 | { 12 | return Emission.rgb * EmissionStrength; 13 | } 14 | 15 | vec3 getNormal(vec2 uv, mat3 tbn) 16 | { 17 | return tbn[2]; 18 | } 19 | 20 | vec3 getSpecular(vec2 uv) 21 | { 22 | return vec3(0.5, 1.0, 0.0); 23 | } 24 | 25 | float getAmbientOcclusion(vec2 uv) 26 | { 27 | return 1.0; 28 | } 29 | 30 | float getSpecularAmbient(vec2 uv) 31 | { 32 | return 0.1; 33 | } 34 | -------------------------------------------------------------------------------- /media/samples/materials/vfloor.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"basic_shading_light.program", 7 | "Path":"samples:shaders/json/basic_shading_light.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"modelMatrix" 20 | }, 21 | { 22 | "Name":"Albedo", 23 | "TextureName":"vfloor03.texture", 24 | "TexturePath":"samples:textures/json/vfloor03.json", 25 | "Type":"sampler" 26 | } 27 | ] 28 | } -------------------------------------------------------------------------------- /media/vault_111/shaders/sources/alpha_glow.fs: -------------------------------------------------------------------------------- 1 | uniform sampler2D Albedo; 2 | uniform sampler2D Emission; 3 | uniform float EmissionStrength; 4 | 5 | vec4 getAlbedo(vec2 uv) 6 | { 7 | return texture(Albedo, uv); 8 | } 9 | 10 | vec3 getEmission(vec2 uv) 11 | { 12 | return texture(Emission, uv).rgb * EmissionStrength; 13 | } 14 | 15 | vec3 getNormal(vec2 uv, mat3 tbn) 16 | { 17 | return tbn[2]; 18 | } 19 | 20 | vec3 getSpecular(vec2 uv) 21 | { 22 | return vec3(0.5, 1.0, 0.0); 23 | } 24 | 25 | float getAmbientOcclusion(vec2 uv) 26 | { 27 | return 1.0; 28 | } 29 | 30 | float getSpecularAmbient(vec2 uv) 31 | { 32 | return 0.1; 33 | } -------------------------------------------------------------------------------- /media/samples/materials/ceiling.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"basic_shading_light.program", 7 | "Path":"samples:shaders/json/basic_shading_light.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"modelMatrix" 20 | }, 21 | { 22 | "Name":"Albedo", 23 | "TextureName":"sponza_ceiling_a_diff.texture", 24 | "TexturePath":"sponza:textures/json/sponza_ceiling_a_diff.json", 25 | "Type":"sampler" 26 | } 27 | ] 28 | } -------------------------------------------------------------------------------- /media/samples/scenes/robots.json: -------------------------------------------------------------------------------- 1 | { 2 | "Cameras": 3 | [ 4 | { 5 | "Name": "MyCamera", 6 | 7 | "Position": [0,-500,100], 8 | "LookAt": [0,0,200], 9 | "Perspective": 10 | { 11 | "Znear": 10, 12 | "Zfar": 8000, 13 | "Fov": 60 14 | }, 15 | "RenderTargets": 16 | [ 17 | { 18 | "Name": "Window", 19 | "Priority": 0, 20 | "TexturePass": 1 21 | } 22 | ] 23 | } 24 | ], 25 | 26 | "Objects": 27 | [ 28 | { 29 | "Name": "InstancedRobot", 30 | "Object": "samples:objects/robot.json", 31 | 32 | "Position": [0,0,0], 33 | "Rotation": [0,0,0,1], 34 | "Scale": [1,1,1] 35 | } 36 | ] 37 | } 38 | 39 | -------------------------------------------------------------------------------- /deps/DevIL/include/IL/ilu_region.h: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------------------- 2 | // 3 | // ImageLib Utility Sources 4 | // Copyright (C) 2000-2002 by Denton Woods 5 | // Last modified: 07/09/2002 <--Y2K Compliant! =] 6 | // 7 | // Filename: src-ILU/src/ilu_region.h 8 | // 9 | // Description: Creates an image region. 10 | // 11 | //----------------------------------------------------------------------------- 12 | 13 | #ifndef ILU_REGION_H 14 | #define ILU_REGION_H 15 | 16 | typedef struct Edge 17 | { 18 | ILint yUpper; 19 | ILfloat xIntersect, dxPerScan; 20 | struct Edge *next; 21 | } Edge; 22 | 23 | 24 | #endif//ILU_REGION_H 25 | 26 | -------------------------------------------------------------------------------- /media/warship/objects/warship_combine_tri.json: -------------------------------------------------------------------------------- 1 | { 2 | "Root": 3 | { 4 | "Name": "BigTriangle.root", 5 | "Mesh": 6 | { 7 | "Name": "BigTriangle.mesh", 8 | "Mesh": "warship:models/json/BigTriangle.json", 9 | "MaterialMapping": 10 | [ 11 | { 12 | "MaterialIndex": 0, 13 | "Material": 14 | { 15 | "Name": "combine.material", 16 | "Material": "warship:materials/combine.json" 17 | } 18 | } 19 | ] 20 | } 21 | } 22 | } 23 | 24 | -------------------------------------------------------------------------------- /media/samples/shaders/sources/basic_shading_fog.fs: -------------------------------------------------------------------------------- 1 | uniform sampler2D Albedo; 2 | uniform vec4 fogColor; 3 | 4 | in vec2 uv; 5 | in vec3 wn; 6 | 7 | out vec4 fragcolor; 8 | 9 | vec4 fColor; 10 | float density = 0.0005; 11 | const float LOG2 = 1.442695; 12 | 13 | void main() 14 | { 15 | vec3 lightDir = vec3(-1.0, -1.0, 1.0); 16 | float nDotL = clamp(dot(wn, lightDir), 0.2, 1); 17 | vec4 diffColor = texture(Albedo, uv.st) * nDotL; 18 | 19 | float z = gl_FragCoord.z / gl_FragCoord.w; 20 | float fogFactor = exp2(-density * density * z * z * LOG2); 21 | fogFactor = clamp(fogFactor, 0.0, 1.0); 22 | fragcolor = mix(fogColor, diffColor, fogFactor); 23 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/pipeline/shadow_clean_pass/shadow_clean_split.gs: -------------------------------------------------------------------------------- 1 | layout(triangles) in; 2 | layout(triangle_strip, max_vertices = LITE3D_SPOT_SHADOW_GS_MAX_VERTICES) out; 3 | 4 | layout(std140) uniform ShadowIndex 5 | { 6 | ivec4 shadowIndex[LITE3D_SPOT_SHADOW_MAX_COUNT / 4 + 1]; 7 | }; 8 | 9 | void main() 10 | { 11 | int count = shadowIndex[0].x; 12 | for (int i = 1; i <= count; ++i) 13 | { 14 | gl_Layer = shadowIndex[i/4][int(mod(i, 4))]; 15 | 16 | for (int j = 0; j < 3; ++j) 17 | { 18 | gl_Position = gl_in[j].gl_Position; 19 | EmitVertex(); 20 | } 21 | EndPrimitive(); 22 | } 23 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/pipeline/env_pass/forward.fs: -------------------------------------------------------------------------------- 1 | #include "samples:shaders/sources/common/common_inc.glsl" 2 | 3 | out vec4 fragColor; 4 | 5 | in vec2 iuv; // UVs 6 | in vec3 iwv; // world-space position 7 | in vec3 iwn; // world-space normal 8 | 9 | #ifdef LITE3D_BINDLESS_TEXTURE_PIPELINE 10 | float getAmbientOcclusion(vec2 uv) 11 | { 12 | return 1.0; 13 | } 14 | #endif 15 | 16 | vec3 ComputeIllumination(in Surface surface); 17 | 18 | void main() 19 | { 20 | Surface surface = makeSurface(iuv, iwv, iwn, vec3(0.0), vec3(0.0)); 21 | // Compute total illumination 22 | fragColor = vec4(ComputeIllumination(surface), surface.material.alpha); 23 | } 24 | -------------------------------------------------------------------------------- /media/vault_df/materials/lava.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"lava.program", 7 | "Path":"vaultmat:shaders/json/lava.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"animcounter", 20 | "Type":"float", 21 | "Value": 0, 22 | "Scope":"global" 23 | }, 24 | { 25 | "Name":"diffuse", 26 | "TextureName":"lava.texture", 27 | "TexturePath":"vault:textures/json/lava.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/samples/scenes/empty.json: -------------------------------------------------------------------------------- 1 | { 2 | "Cameras": 3 | [ 4 | { 5 | "Name": "MyCamera", 6 | 7 | "Position": [400,400,400], 8 | "LookAt": [0,0,0], 9 | "Perspective": 10 | { 11 | "Znear": 10, 12 | "Zfar": 8000, 13 | "Fov": 60 14 | }, 15 | "RenderTargets": 16 | [ 17 | { 18 | "Name": "Window", 19 | "Priority": 0, 20 | "TexturePass": 1, 21 | "RenderInstancing": true 22 | } 23 | ] 24 | } 25 | ] 26 | } 27 | 28 | -------------------------------------------------------------------------------- /media/vault_111/shaders/sources/glow_falloff.fs: -------------------------------------------------------------------------------- 1 | uniform vec4 Emission; 2 | uniform float EmissionStrength; 3 | 4 | vec4 getAlbedo(vec2 uv) 5 | { 6 | float alpha = smoothstep(mix(0.01, 0.5, uv.x), 0.8, uv.x) / 10.0; 7 | return vec4(Emission.rgb, alpha); 8 | } 9 | 10 | vec3 getEmission(vec2 uv) 11 | { 12 | return Emission.rgb * EmissionStrength; 13 | } 14 | 15 | vec3 getNormal(vec2 uv, mat3 tbn) 16 | { 17 | return tbn[2]; 18 | } 19 | 20 | vec3 getSpecular(vec2 uv) 21 | { 22 | return vec3(0.5, 1.0, 0.0); 23 | } 24 | 25 | float getAmbientOcclusion(vec2 uv) 26 | { 27 | return 1.0; 28 | } 29 | 30 | float getSpecularAmbient(vec2 uv) 31 | { 32 | return 0.1; 33 | } 34 | -------------------------------------------------------------------------------- /media/warship/objects/warship_postprocess_tri.json: -------------------------------------------------------------------------------- 1 | { 2 | "Root": 3 | { 4 | "Name": "BigTriangle.root", 5 | "Mesh": 6 | { 7 | "Name": "BigTriangle.mesh", 8 | "Mesh": "warship:models/json/BigTriangle.json", 9 | "MaterialMapping": 10 | [ 11 | { 12 | "MaterialIndex": 0, 13 | "Material": 14 | { 15 | "Name": "postprocess.material", 16 | "Material": "warship:materials/postprocess.json" 17 | } 18 | } 19 | ] 20 | } 21 | } 22 | } 23 | 24 | -------------------------------------------------------------------------------- /media/sponza/shaders/json/bsdf_direct_alpha.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/v_tbn.vs", 6 | "samples:shaders/sources/pipeline/forward_pass/forward.fs", 7 | "samples:shaders/sources/pbr/pbr.fs", 8 | "samples:shaders/sources/pbr/brdf_oren_nayar_approx.fs", 9 | "samples:shaders/sources/pbr/brdf_indirect.fs,sponza:shaders/sources/inc/params.def", 10 | "samples:shaders/sources/shadow/simple.fs,sponza:shaders/sources/inc/params.def", 11 | "samples:shaders/sources/common/common.fs", 12 | "samples:shaders/sources/common/common.vs" 13 | ] 14 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/ssao/ssao_sample.fs: -------------------------------------------------------------------------------- 1 | uniform sampler2D AOMap; 2 | uniform int AOEnabled; 3 | 4 | // Get fragment precalculated Ambient Occlusion with PCF filtration 5 | float getAmbientOcclusion(vec2 uv) 6 | { 7 | if (AOEnabled == 0) 8 | { 9 | return 1.0; 10 | } 11 | 12 | vec2 texelSize = 1.0 / vec2(textureSize(AOMap, 0)); 13 | 14 | float result = 0.0; 15 | for (float x = -1.5; x < 1.5; ++x) 16 | { 17 | for (float y = -1.5; y < 1.5; ++y) 18 | { 19 | vec2 offset = vec2(x, y) * texelSize; 20 | result += texture(AOMap, uv + offset).r; 21 | } 22 | } 23 | 24 | return result / (4.0 * 4.0); 25 | } 26 | -------------------------------------------------------------------------------- /media/sandbox/shaders/sources/inc/params.def: -------------------------------------------------------------------------------- 1 | // Environment params 2 | #define LITE3D_ENV_DIFFUSE_STRENGTH 8.5 3 | #define LITE3D_ENV_PROBE_RELATIVE_DISTANCE_THRESHOLD 0.05 4 | #define LITE3D_ENV_PROBE_DIFFUSE_POWER 2.0 5 | #define LITE3D_ENV_PROBE_SPECULAR_POWER 10.0 6 | 7 | // Shadow params 8 | #define LITE3D_SHADOW_MIN_ADAPTIVE_BIAS 0.0005 9 | #define LITE3D_SHADOW_MAX_ADAPTIVE_BIAS 0.0010 10 | #define LITE3D_SHADOW_MIN_ADAPTIVE_FILTER_SIZE 1.0 11 | #define LITE3D_SHADOW_MAX_ADAPTIVE_FILTER_SIZE 1.7 12 | #define LITE3D_SHADOW_MIN_ADAPTIVE_STEP 0.5 13 | -------------------------------------------------------------------------------- /media/vault_111/shaders/sources/regular_alpha.fs: -------------------------------------------------------------------------------- 1 | uniform sampler2D Albedo; 2 | uniform float SpecularAmbientFactor; 3 | 4 | vec3 sampleSpecular(vec2 iuv); 5 | vec3 sampleNormal(vec2 iuv, mat3 tbn); 6 | 7 | vec4 getAlbedo(vec2 uv) 8 | { 9 | return texture(Albedo, uv); 10 | } 11 | 12 | vec3 getEmission(vec2 uv) 13 | { 14 | return vec3(0.0); 15 | } 16 | 17 | vec3 getNormal(vec2 uv, mat3 tbn) 18 | { 19 | return sampleNormal(uv, tbn); 20 | } 21 | 22 | vec3 getSpecular(vec2 uv) 23 | { 24 | return sampleSpecular(uv); 25 | } 26 | 27 | float getAmbientOcclusion(vec2 uv) 28 | { 29 | return 1.0; 30 | } 31 | 32 | float getSpecularAmbient(vec2 uv) 33 | { 34 | return SpecularAmbientFactor; 35 | } -------------------------------------------------------------------------------- /media/warship/shaders/sources/postprocess.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec2 ivertex; 2 | 3 | uniform mat4 screenMatrix; 4 | uniform vec3 screenResolution; 5 | 6 | out vec2 iuv; 7 | out vec2 irgbNW; 8 | out vec2 irgbNE; 9 | out vec2 irgbSW; 10 | out vec2 irgbSE; 11 | out vec2 irgbM; 12 | 13 | // needed for compute fxaa 14 | void texcoords(vec2 fragCoord, vec2 resolution, 15 | out vec2 rgbNW, out vec2 rgbNE, 16 | out vec2 rgbSW, out vec2 rgbSE, 17 | out vec2 rgbM); 18 | 19 | void main() 20 | { 21 | iuv = ivertex; 22 | gl_Position = screenMatrix * vec4(ivertex.xy, 0.0, 1.0); 23 | 24 | texcoords(iuv * screenResolution.xy, screenResolution.xy, irgbNW, irgbNE, irgbSW, irgbSE, irgbM); 25 | } -------------------------------------------------------------------------------- /lite3d/include/lite3d/7zdec/7zCrc.h: -------------------------------------------------------------------------------- 1 | /* 7zCrc.h -- CRC32 calculation 2 | 2009-11-21 : Igor Pavlov : Public domain */ 3 | 4 | #ifndef __7Z_CRC_H 5 | #define __7Z_CRC_H 6 | 7 | #include "Types.h" 8 | 9 | extern UInt32 g_CrcTable[]; 10 | 11 | /* Call CrcGenerateTable one time before other CRC functions */ 12 | void MY_FAST_CALL CrcGenerateTable(void); 13 | 14 | #define CRC_INIT_VAL 0xFFFFFFFF 15 | #define CRC_GET_DIGEST(crc) ((crc) ^ CRC_INIT_VAL) 16 | #define CRC_UPDATE_BYTE(crc, b) (g_CrcTable[((crc) ^ (b)) & 0xFF] ^ ((crc) >> 8)) 17 | 18 | UInt32 MY_FAST_CALL CrcUpdate(UInt32 crc, const void *data, size_t size); 19 | UInt32 MY_FAST_CALL CrcCalc(const void *data, size_t size); 20 | 21 | #endif 22 | -------------------------------------------------------------------------------- /lite3d/src/7zdec/7zBuf.c: -------------------------------------------------------------------------------- 1 | /* 7zBuf.c -- Byte Buffer 2 | 2008-03-28 3 | Igor Pavlov 4 | Public domain */ 5 | 6 | #include "7zBuf.h" 7 | 8 | void Buf_Init(CBuf *p) 9 | { 10 | p->data = 0; 11 | p->size = 0; 12 | } 13 | 14 | int Buf_Create(CBuf *p, size_t size, ISzAlloc *alloc) 15 | { 16 | p->size = 0; 17 | if (size == 0) 18 | { 19 | p->data = 0; 20 | return 1; 21 | } 22 | p->data = (Byte *)alloc->Alloc(alloc, size); 23 | if (p->data != 0) 24 | { 25 | p->size = size; 26 | return 1; 27 | } 28 | return 0; 29 | } 30 | 31 | void Buf_Free(CBuf *p, ISzAlloc *alloc) 32 | { 33 | alloc->Free(alloc, p->data); 34 | p->data = 0; 35 | p->size = 0; 36 | } 37 | -------------------------------------------------------------------------------- /media/vault_df/shaders/sources/combine.fs: -------------------------------------------------------------------------------- 1 | #include "samples:shaders/sources/common/common_inc.glsl" 2 | 3 | uniform sampler2D lightMap; 4 | uniform sampler2D diffuseMap; 5 | 6 | in vec2 iuv; 7 | out vec4 fragColor; 8 | 9 | const vec3 ambient = vec3(0.07, 0.07, 0.07); 10 | 11 | void main() 12 | { 13 | /* fragment coordinate */ 14 | vec4 diff = texture(diffuseMap, iuv); 15 | /* check fragment not shaded or self-illum material */ 16 | if (isNear(diff.w, 1.0)) 17 | { 18 | fragColor = vec4(diff.xyz, 1.0); 19 | return; 20 | } 21 | 22 | vec3 linear = texture(lightMap, iuv).rgb; 23 | /* result color in LDR */ 24 | fragColor = vec4(diff.rgb * (ambient + linear), 1.0); 25 | } -------------------------------------------------------------------------------- /media/vault_dr_ssbo/targets/combine.json: -------------------------------------------------------------------------------- 1 | { 2 | "Width": 0, // use screen wight 3 | "Height": 0, // use screen height 4 | "BackgroundColor": [0.0, 0.0, 0.0, 1.0], 5 | "Priority": 3, // render after depth pass 6 | "CleanColorBuf": true, 7 | "CleanDepthBuf": false, 8 | "CleanStencilBuf": false, 9 | 10 | "ColorAttachments": 11 | { 12 | "Attachments": 13 | [ 14 | { 15 | "TextureName": "combined.texture", 16 | "TexturePath": "samples:textures/json/rgba.json" 17 | } 18 | ] 19 | }, 20 | 21 | "DepthAttachments": 22 | { 23 | "TextureName": "prepassDepth.texture" 24 | } 25 | } 26 | 27 | -------------------------------------------------------------------------------- /media/vault_dr_ubo/targets/combine.json: -------------------------------------------------------------------------------- 1 | { 2 | "Width": 0, // use screen wight 3 | "Height": 0, // use screen height 4 | "BackgroundColor": [0.0, 0.0, 0.0, 1.0], 5 | "Priority": 3, // render after depth pass 6 | "CleanColorBuf": true, 7 | "CleanDepthBuf": false, 8 | "CleanStencilBuf": false, 9 | 10 | "ColorAttachments": 11 | { 12 | "Attachments": 13 | [ 14 | { 15 | "TextureName": "combined.texture", 16 | "TexturePath": "samples:textures/json/rgba.json" 17 | } 18 | ] 19 | }, 20 | 21 | "DepthAttachments": 22 | { 23 | "TextureName": "prepassDepth.texture" 24 | } 25 | } 26 | 27 | -------------------------------------------------------------------------------- /media/warship/materials/rcsidepanel01.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"warship:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projViewMatrix" 14 | }, 15 | { 16 | "Name":"diffuse", 17 | "TextureName":"rcsidepanel01.texture", 18 | "TexturePath":"warship:textures/json/rcsidepanel01.json", 19 | "Type":"sampler" 20 | }, 21 | { 22 | "Name":"normals", 23 | "TextureName":"rcsidepanel01_n.texture", 24 | "TexturePath":"warship:textures/json/rcsidepanel01_n.json", 25 | "Type":"sampler" 26 | } 27 | ] 28 | } -------------------------------------------------------------------------------- /media/warship/materials/rcsidepanel02.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"warship:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projViewMatrix" 14 | }, 15 | { 16 | "Name":"diffuse", 17 | "TextureName":"rcsidepanel02.texture", 18 | "TexturePath":"warship:textures/json/rcsidepanel02.json", 19 | "Type":"sampler" 20 | }, 21 | { 22 | "Name":"normals", 23 | "TextureName":"rcsidepanel02_n.texture", 24 | "TexturePath":"warship:textures/json/rcsidepanel02_n.json", 25 | "Type":"sampler" 26 | } 27 | ] 28 | } -------------------------------------------------------------------------------- /media/warship/materials/rcsidepanel03.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"warship:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projViewMatrix" 14 | }, 15 | { 16 | "Name":"diffuse", 17 | "TextureName":"rcsidepanel03.texture", 18 | "TexturePath":"warship:textures/json/rcsidepanel03.json", 19 | "Type":"sampler" 20 | }, 21 | { 22 | "Name":"normals", 23 | "TextureName":"rcsidepanel03_n.texture", 24 | "TexturePath":"warship:textures/json/rcsidepanel03_n.json", 25 | "Type":"sampler" 26 | } 27 | ] 28 | } -------------------------------------------------------------------------------- /media/vault_df/targets/combine.json: -------------------------------------------------------------------------------- 1 | { 2 | "Width": 0, // use screen wight 3 | "Height": 0, // use screen height 4 | "BackgroundColor": [0.0, 0.0, 0.0, 1.0], 5 | "Priority": 3, // render after lightpass target 6 | "CleanColorBuf": false, 7 | "CleanDepthBuf": false, 8 | "CleanStencilBuf": false, 9 | 10 | "ColorAttachments": 11 | { 12 | "Attachments": 13 | [ 14 | { 15 | "TextureName": "combined.texture", 16 | "TexturePath": "samples:textures/json/rgba.json" 17 | } 18 | ] 19 | }, 20 | 21 | "DepthAttachments": 22 | { 23 | "TextureName": "prepassDepth.texture" 24 | } 25 | } 26 | 27 | -------------------------------------------------------------------------------- /deps/SDL2/README.txt: -------------------------------------------------------------------------------- 1 | 2 | Simple DirectMedia Layer 3 | 4 | (SDL) 5 | 6 | Version 2.0 7 | 8 | --- 9 | https://www.libsdl.org/ 10 | 11 | Simple DirectMedia Layer is a cross-platform development library designed 12 | to provide low level access to audio, keyboard, mouse, joystick, and graphics 13 | hardware via OpenGL and Direct3D. It is used by video playback software, 14 | emulators, and popular games including Valve's award winning catalog 15 | and many Humble Bundle games. 16 | 17 | More extensive documentation is available in the docs directory, starting 18 | with README.md 19 | 20 | Enjoy! 21 | Sam Lantinga (slouken@libsdl.org) 22 | -------------------------------------------------------------------------------- /media/samples/shaders/sources/pipeline/postprocess_pass/postprocess.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec2 vertex; 2 | 3 | uniform mat4 screenMatrix; 4 | uniform vec3 ScreenResolution; 5 | 6 | out vec2 iuv; 7 | out vec2 irgbNW; 8 | out vec2 irgbNE; 9 | out vec2 irgbSW; 10 | out vec2 irgbSE; 11 | out vec2 irgbM; 12 | 13 | // needed for compute fxaa 14 | void texcoords(vec2 fragCoord, vec2 resolution, 15 | out vec2 rgbNW, out vec2 rgbNE, 16 | out vec2 rgbSW, out vec2 rgbSE, 17 | out vec2 rgbM); 18 | 19 | void main() 20 | { 21 | iuv = vertex; 22 | 23 | texcoords(iuv * ScreenResolution.xy, ScreenResolution.xy, irgbNW, irgbNE, irgbSW, irgbSE, irgbM); 24 | gl_Position = screenMatrix * vec4(vertex.xy, 0.0, 1.0); 25 | } -------------------------------------------------------------------------------- /media/sponza/shaders/json/lightpass.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/bigtriangle.vs", 6 | "samples:shaders/sources/pipeline/light_pass/light.fs", 7 | "samples:shaders/sources/pbr/pbr.fs", 8 | "samples:shaders/sources/pbr/brdf_oren_nayar_approx.fs", 9 | "samples:shaders/sources/pbr/brdf_indirect.fs,sponza:shaders/sources/inc/params.def", 10 | "samples:shaders/sources/shadow/pcf.fs,sponza:shaders/sources/inc/params.def", 11 | "samples:shaders/sources/ssao/ssao_sample.fs", 12 | "samples:shaders/sources/common/common.fs,sponza:shaders/sources/inc/disable_invocation.def" 13 | ] 14 | } -------------------------------------------------------------------------------- /media/animation/shaders/json/lightpass.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/bigtriangle.vs", 6 | "samples:shaders/sources/pipeline/light_pass/light.fs", 7 | "samples:shaders/sources/pbr/pbr.fs", 8 | "samples:shaders/sources/pbr/brdf_oren_nayar_approx.fs", 9 | "samples:shaders/sources/pbr/brdf_indirect.fs,animation:shaders/sources/inc/params.def", 10 | "samples:shaders/sources/shadow/pcf.fs,animation:shaders/sources/inc/params.def", 11 | "samples:shaders/sources/ssao/ssao_sample.fs", 12 | "samples:shaders/sources/common/common.fs,animation:shaders/sources/inc/disable_invocation.def" 13 | ] 14 | } -------------------------------------------------------------------------------- /media/vault_df/materials/eccell.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"eccell.texture", 21 | "TexturePath":"vault:textures/json/eccell.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"eccell_n.texture", 27 | "TexturePath":"vault:textures/json/eccell_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } 32 | -------------------------------------------------------------------------------- /media/vault_df/materials/minigun.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"minigun.texture", 21 | "TexturePath":"vault:textures/json/minigun.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"minigun_n.texture", 27 | "TexturePath":"vault:textures/json/minigun_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/vertex_instancing.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec4 v; 2 | layout(location = 1) in vec3 n; 3 | layout(location = 2) in vec2 tc; 4 | 5 | out vec2 uv; 6 | out vec3 wn; 7 | 8 | // common functions 9 | vec4 rtransform(vec4 v1); 10 | vec3 rntransform(vec3 normal); 11 | 12 | const vec3 startPosition = vec3(-5000, -5000, 0); 13 | const float offset = 1200; 14 | const int rowCount = 10; 15 | 16 | void main() 17 | { 18 | uv = tc; 19 | wn = rntransform(n); 20 | 21 | float xOffset = mod(gl_InstanceID, rowCount) * offset; 22 | float yOffset = int(gl_InstanceID / rowCount) * offset; 23 | 24 | gl_Position = rtransform(v + vec4(startPosition.x + xOffset, startPosition.y + yOffset, startPosition.z, 0)); 25 | } -------------------------------------------------------------------------------- /media/samples/objects/sunlight.json: -------------------------------------------------------------------------------- 1 | { 2 | "Root": 3 | { 4 | "Name": "SunLight.root", 5 | "Nodes": [ 6 | { 7 | "Name": "SunLight.node", 8 | "FrustumTest":false, 9 | "Light": { 10 | "Type": "Directional", 11 | "Name": "SunLight", 12 | "Diffuse": [ 13 | 1.0, 14 | 1.0, 15 | 1.0 16 | ], 17 | "Direction": [ 18 | 0.0, 19 | 0.0, 20 | -1.0 21 | ] 22 | } 23 | } 24 | ] 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /media/sponza/shaders/json/env_probe.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/env_pass/env.vs", 6 | "samples:shaders/sources/pipeline/env_pass/env_multi.gs", 7 | "samples:shaders/sources/pipeline/env_pass/forward.fs", 8 | "samples:shaders/sources/pbr/pbr.fs", 9 | "samples:shaders/sources/pbr/brdf_lambert.fs", 10 | "samples:shaders/sources/pbr/brdf_null_env.fs,sponza:shaders/sources/inc/params.def", 11 | "samples:shaders/sources/shadow/simple.fs,sponza:shaders/sources/inc/params.def", 12 | "samples:shaders/sources/common/common.fs", 13 | "samples:shaders/sources/common/common.vs" 14 | ] 15 | } -------------------------------------------------------------------------------- /media/vault_df/materials/vquad01.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"vquad01.texture", 21 | "TexturePath":"vault:textures/json/vquad01.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"vquad01_n.texture", 27 | "TexturePath":"vault:textures/json/vquad01_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/vault_df/materials/vtrim02.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"vtrim02.texture", 21 | "TexturePath":"vault:textures/json/vtrim02.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"vtrim02_n.texture", 27 | "TexturePath":"vault:textures/json/vtrim02_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/vault_df/materials/vtrim03.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"vtrim03.texture", 21 | "TexturePath":"vault:textures/json/vtrim03.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"vtrim03_n.texture", 27 | "TexturePath":"vault:textures/json/vtrim03_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/vault_df/materials/vtrim04.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"vtrim04.texture", 21 | "TexturePath":"vault:textures/json/vtrim04.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"vtrim04_n.texture", 27 | "TexturePath":"vault:textures/json/vtrim04_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/vault_df/materials/vwall01.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"vwall01.texture", 21 | "TexturePath":"vault:textures/json/vwall01.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"vwall01_n.texture", 27 | "TexturePath":"vault:textures/json/vwall01_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/vault_111/shaders/json/bsdf_reactor_glow.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/v_tbn_inst.vs", 6 | "samples:shaders/sources/pipeline/forward_pass/forward.fs", 7 | "samples:shaders/sources/pbr/pbr.fs", 8 | "samples:shaders/sources/pbr/brdf_oren_nayar_approx.fs", 9 | "samples:shaders/sources/pbr/brdf_indirect.fs,vault_111:shaders/sources/inc/pbr_params.def", 10 | "samples:shaders/sources/shadow/pcf.fs,vault_111:shaders/sources/inc/shadow_params.def", 11 | "samples:shaders/sources/common/common.fs", 12 | // Sample specific shaders 13 | "vault_111:shaders/sources/reactor_glow.fs" 14 | ] 15 | } -------------------------------------------------------------------------------- /media/vault_df/materials/vdoorframe.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"vdoor01.texture", 21 | "TexturePath":"vault:textures/json/vdoor01.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"vdoor01_n.texture", 27 | "TexturePath":"vault:textures/json/vdoor01_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/vault_df/materials/vfloor02.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"vfloor02.texture", 21 | "TexturePath":"vault:textures/json/vfloor02.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"vfloor02_n.texture", 27 | "TexturePath":"vault:textures/json/vfloor02_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/vault_df/materials/vfloor03.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"vfloor03.texture", 21 | "TexturePath":"vault:textures/json/vfloor03.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"vfloor03_n.texture", 27 | "TexturePath":"vault:textures/json/vfloor03_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/vault_df/materials/vmetal01.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"vmetal01.texture", 21 | "TexturePath":"vault:textures/json/vmetal01.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"vmetal01_n.texture", 27 | "TexturePath":"vault:textures/json/vmetal01_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/vault_df/shaders/sources/postprocess.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec2 ivertex; 2 | 3 | uniform mat4 projectionMatrix; 4 | uniform mat4 viewMatrix; 5 | uniform vec3 screenResolution; 6 | 7 | out vec2 iuv; 8 | out vec2 irgbNW; 9 | out vec2 irgbNE; 10 | out vec2 irgbSW; 11 | out vec2 irgbSE; 12 | out vec2 irgbM; 13 | 14 | // needed for compute fxaa 15 | void texcoords(vec2 fragCoord, vec2 resolution, 16 | out vec2 rgbNW, out vec2 rgbNE, 17 | out vec2 rgbSW, out vec2 rgbSE, 18 | out vec2 rgbM); 19 | 20 | void main() 21 | { 22 | iuv = ivertex; 23 | gl_Position = projectionMatrix * viewMatrix * vec4(ivertex.xy, 0.0, 1.0); 24 | 25 | texcoords(iuv * screenResolution.xy, screenResolution.xy, irgbNW, irgbNE, irgbSW, irgbSE, irgbM); 26 | } -------------------------------------------------------------------------------- /media/samples/shaders/sources/pipeline/forward_pass/forward.fs: -------------------------------------------------------------------------------- 1 | #include "samples:shaders/sources/common/common_inc.glsl" 2 | 3 | out vec4 fragColor; 4 | 5 | in vec2 iuv; // UVs 6 | in vec3 iwv; // world-space position 7 | in vec3 iwn; // world-space normal 8 | in vec3 iwt; // world-space tangent 9 | in vec3 iwb; // world-space bitangent 10 | 11 | #ifdef LITE3D_BINDLESS_TEXTURE_PIPELINE 12 | float getAmbientOcclusion(vec2 uv) 13 | { 14 | return 1.0; 15 | } 16 | #endif 17 | 18 | vec3 ComputeIllumination(in Surface surface); 19 | 20 | void main() 21 | { 22 | Surface surface = makeSurface(iuv, iwv, iwn, iwt, iwb); 23 | // Compute total illumination 24 | fragColor = vec4(ComputeIllumination(surface), surface.material.alpha); 25 | } 26 | -------------------------------------------------------------------------------- /media/sandbox/shaders/json/bsdf_regular.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/v_tbn.vs", 6 | "samples:shaders/sources/pipeline/forward_pass/forward.fs", 7 | "samples:shaders/sources/pbr/pbr.fs", 8 | "samples:shaders/sources/pbr/brdf_oren_nayar_approx.fs", 9 | "samples:shaders/sources/pbr/brdf_indirect.fs,sandbox:shaders/sources/inc/params.def", 10 | "samples:shaders/sources/shadow/pcf.fs,sandbox:shaders/sources/inc/params.def", 11 | "samples:shaders/sources/common/common.fs,sandbox:shaders/sources/inc/params.def", 12 | // Sample specific shaders 13 | "sandbox:shaders/sources/regular.fs" 14 | ] 15 | } -------------------------------------------------------------------------------- /media/vault_dr_ubo/shaders/sources/postprocess.vs: -------------------------------------------------------------------------------- 1 | layout(location = 0) in vec2 ivertex; 2 | 3 | uniform mat4 projectionMatrix; 4 | uniform mat4 viewMatrix; 5 | uniform vec3 screenResolution; 6 | 7 | out vec2 iuv; 8 | out vec2 irgbNW; 9 | out vec2 irgbNE; 10 | out vec2 irgbSW; 11 | out vec2 irgbSE; 12 | out vec2 irgbM; 13 | 14 | // needed for compute fxaa 15 | void texcoords(vec2 fragCoord, vec2 resolution, 16 | out vec2 rgbNW, out vec2 rgbNE, 17 | out vec2 rgbSW, out vec2 rgbSE, 18 | out vec2 rgbM); 19 | 20 | void main() 21 | { 22 | iuv = ivertex; 23 | gl_Position = projectionMatrix * viewMatrix * vec4(ivertex.xy, 0.0, 1.0); 24 | 25 | texcoords(iuv * screenResolution.xy, screenResolution.xy, irgbNW, irgbNE, irgbSW, irgbSE, irgbM); 26 | } -------------------------------------------------------------------------------- /media/vault_dr_ubo/shaders/sources/prepass_lava.fs: -------------------------------------------------------------------------------- 1 | uniform sampler2D diffuse; 2 | uniform float animcounter; // [0..1] 3 | 4 | in vec2 iuv; 5 | in vec3 ivv; 6 | in vec3 wnorm; 7 | 8 | out vec4 fragColor; 9 | 10 | const vec3 fogColor = vec3(0.0, 0.95, 0.89); 11 | 12 | vec3 fogFunc(vec3 frag, vec3 fc) 13 | { 14 | const float density = 0.0005; 15 | const float LOG2 = 1.442695; 16 | 17 | float zfactor = gl_FragCoord.z / gl_FragCoord.w; 18 | float fogFactor = clamp(exp2(-density * density * zfactor * zfactor * LOG2), 0.0, 1.0); 19 | return mix(fc, frag, fogFactor); 20 | } 21 | 22 | void main() 23 | { 24 | /* calculate fog factor */ 25 | fragColor = vec4(fogFunc(texture(diffuse, vec2(iuv.x, iuv.y + animcounter)).rgb, fogColor), 1.0); 26 | } -------------------------------------------------------------------------------- /media/starfield/shaders/json/bsdf_decal.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/v_tbn.vs", 6 | "samples:shaders/sources/pipeline/forward_pass/forward.fs", 7 | "samples:shaders/sources/pbr/pbr.fs", 8 | "samples:shaders/sources/pbr/brdf_indirect.fs,starfield:shaders/sources/inc/params.def", 9 | "samples:shaders/sources/pbr/brdf_oren_nayar_approx.fs", 10 | "samples:shaders/sources/shadow/pcf.fs,starfield:shaders/sources/inc/params.def", 11 | "samples:shaders/sources/common/common.fs,starfield:shaders/sources/inc/params.def", 12 | // Sample specific shaders 13 | "starfield:shaders/sources/decal.fs" 14 | ] 15 | } -------------------------------------------------------------------------------- /media/starfield/shaders/json/bsdf_glass.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/v_tbn.vs", 6 | "samples:shaders/sources/pipeline/forward_pass/forward.fs", 7 | "samples:shaders/sources/pbr/pbr.fs", 8 | "samples:shaders/sources/pbr/brdf_indirect.fs,starfield:shaders/sources/inc/params.def", 9 | "samples:shaders/sources/pbr/brdf_oren_nayar_approx.fs", 10 | "samples:shaders/sources/shadow/pcf.fs,starfield:shaders/sources/inc/params.def", 11 | "samples:shaders/sources/common/common.fs,starfield:shaders/sources/inc/params.def", 12 | // Sample specific shaders 13 | "starfield:shaders/sources/glass.fs" 14 | ] 15 | } -------------------------------------------------------------------------------- /media/vault_df/materials/laserrifle01.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"laserrifle01.texture", 21 | "TexturePath":"vault:textures/json/laserrifle01.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"laserrifle01_n.texture", 27 | "TexturePath":"vault:textures/json/laserrifle01_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/vault_df/materials/laserrifle02.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"laserrifle02.texture", 21 | "TexturePath":"vault:textures/json/laserrifle02.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"laserrifle02_n.texture", 27 | "TexturePath":"vault:textures/json/laserrifle02_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/vault_df/materials/vpipecap01.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"vpipecap01.texture", 21 | "TexturePath":"vault:textures/json/vpipecap01.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"vpipecap01_n.texture", 27 | "TexturePath":"vault:textures/json/vpipecap01_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/vault_df/materials/vtechbox01.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"vtechbox01.texture", 21 | "TexturePath":"vault:textures/json/vtechbox01.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"vtechbox01_n.texture", 27 | "TexturePath":"vault:textures/json/vtechbox01_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/samples/objects/box_rtt.json: -------------------------------------------------------------------------------- 1 | { 2 | "Root": 3 | { 4 | "Name": "box.root", 5 | "Position": [0,0,0], 6 | "Rotation": [0,0,0,1], 7 | "Scale": [1,1,1], 8 | 9 | "Nodes": [ 10 | { 11 | "Name": "box.node", 12 | "FrustumTest":false, 13 | "Mesh": 14 | { 15 | "Name": "box.mesh", 16 | "Mesh": "samples:models/json/cube.json", 17 | "MaterialMapping": 18 | [ 19 | { 20 | "MaterialIndex": 0, 21 | "Material": 22 | { 23 | "Name": "render512x512.material", 24 | "Material": "samples:materials/render512x512.json" 25 | } 26 | } 27 | ] 28 | }, 29 | "Position": [0,0,0], 30 | "Rotation": [0,0,0,1], 31 | "Scale": [1,1,1] 32 | } 33 | ] 34 | } 35 | } 36 | 37 | -------------------------------------------------------------------------------- /media/starfield/shaders/json/bsdf_regular.json: -------------------------------------------------------------------------------- 1 | { 2 | "Sources": 3 | [ 4 | // Standard shaders with params customization 5 | "samples:shaders/sources/pipeline/v_tbn.vs", 6 | "samples:shaders/sources/pipeline/forward_pass/forward.fs", 7 | "samples:shaders/sources/pbr/pbr.fs", 8 | "samples:shaders/sources/pbr/brdf_indirect.fs,starfield:shaders/sources/inc/params.def", 9 | "samples:shaders/sources/pbr/brdf_oren_nayar_approx.fs", 10 | "samples:shaders/sources/shadow/pcf.fs,starfield:shaders/sources/inc/params.def", 11 | "samples:shaders/sources/common/common.fs,starfield:shaders/sources/inc/params.def", 12 | // Sample specific shaders 13 | "starfield:shaders/sources/regular.fs" 14 | ] 15 | } -------------------------------------------------------------------------------- /media/vault_df/materials/vconcrete01.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"vconcrete01.texture", 21 | "TexturePath":"vault:textures/json/vconcrete01.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"vconcrete01_n.texture", 27 | "TexturePath":"vault:textures/json/vconcrete01_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/vault_df/materials/vconcrete02.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"vconcrete02.texture", 21 | "TexturePath":"vault:textures/json/vconcrete02.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"vconcrete02_n.texture", 27 | "TexturePath":"vault:textures/json/vconcrete02_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/vault_df/materials/vconcrete03.json: -------------------------------------------------------------------------------- 1 | { 2 | "Passes":[ 3 | { 4 | "Pass":1.0000000000, 5 | "Program":{ 6 | "Name":"prepass.program", 7 | "Path":"vaultmat:shaders/json/prepass.json" 8 | } 9 | } 10 | ], 11 | "Uniforms":[ 12 | { 13 | "Name":"projectionMatrix" 14 | }, 15 | { 16 | "Name":"viewMatrix" 17 | }, 18 | { 19 | "Name":"diffuse", 20 | "TextureName":"vconcrete03.texture", 21 | "TexturePath":"vault:textures/json/vconcrete03.json", 22 | "Type":"sampler" 23 | }, 24 | { 25 | "Name":"normals", 26 | "TextureName":"vconcrete03_n.texture", 27 | "TexturePath":"vault:textures/json/vconcrete03_n.json", 28 | "Type":"sampler" 29 | } 30 | ] 31 | } -------------------------------------------------------------------------------- /media/warship/models/json/RCHallSm1Way02.json: -------------------------------------------------------------------------------- 1 | { 2 | "Codec":"m", 3 | "MaterialMapping":[ 4 | { 5 | "Material":{ 6 | "Material":"warship:materials/rcsidepanel01.json", 7 | "Name":"rcsidepanel01.material" 8 | }, 9 | "MaterialIndex":0.0000000000 10 | }, 11 | { 12 | "Material":{ 13 | "Material":"warship:materials/rcsidepanel02.json", 14 | "Name":"rcsidepanel02.material" 15 | }, 16 | "MaterialIndex":1.0000000000 17 | }, 18 | { 19 | "Material":{ 20 | "Material":"warship:materials/rcsidepanel03.json", 21 | "Name":"rcsidepanel03.material" 22 | }, 23 | "MaterialIndex":2.0000000000 24 | } 25 | ], 26 | "Model":"warship:models/meshes/RCHallSm1Way02.m" 27 | } -------------------------------------------------------------------------------- /media/warship/models/json/RCHallSm1Way03.json: -------------------------------------------------------------------------------- 1 | { 2 | "Codec":"m", 3 | "MaterialMapping":[ 4 | { 5 | "Material":{ 6 | "Material":"warship:materials/rcsidepanel01.json", 7 | "Name":"rcsidepanel01.material" 8 | }, 9 | "MaterialIndex":0.0000000000 10 | }, 11 | { 12 | "Material":{ 13 | "Material":"warship:materials/rcsidepanel02.json", 14 | "Name":"rcsidepanel02.material" 15 | }, 16 | "MaterialIndex":1.0000000000 17 | }, 18 | { 19 | "Material":{ 20 | "Material":"warship:materials/rcsidepanel03.json", 21 | "Name":"rcsidepanel03.material" 22 | }, 23 | "MaterialIndex":2.0000000000 24 | } 25 | ], 26 | "Model":"warship:models/meshes/RCHallSm1Way03.m" 27 | } -------------------------------------------------------------------------------- /media/warship/models/json/RCHallSm1Way04.json: -------------------------------------------------------------------------------- 1 | { 2 | "Codec":"m", 3 | "MaterialMapping":[ 4 | { 5 | "Material":{ 6 | "Material":"warship:materials/rcsidepanel01.json", 7 | "Name":"rcsidepanel01.material" 8 | }, 9 | "MaterialIndex":0.0000000000 10 | }, 11 | { 12 | "Material":{ 13 | "Material":"warship:materials/rcsidepanel02.json", 14 | "Name":"rcsidepanel02.material" 15 | }, 16 | "MaterialIndex":1.0000000000 17 | }, 18 | { 19 | "Material":{ 20 | "Material":"warship:materials/rcsidepanel03.json", 21 | "Name":"rcsidepanel03.material" 22 | }, 23 | "MaterialIndex":2.0000000000 24 | } 25 | ], 26 | "Model":"warship:models/meshes/RCHallSm1Way04.m" 27 | } -------------------------------------------------------------------------------- /media/warship/models/json/RCHallSm1Way05.json: -------------------------------------------------------------------------------- 1 | { 2 | "Codec":"m", 3 | "MaterialMapping":[ 4 | { 5 | "Material":{ 6 | "Material":"warship:materials/rcsidepanel01.json", 7 | "Name":"rcsidepanel01.material" 8 | }, 9 | "MaterialIndex":0.0000000000 10 | }, 11 | { 12 | "Material":{ 13 | "Material":"warship:materials/rcsidepanel02.json", 14 | "Name":"rcsidepanel02.material" 15 | }, 16 | "MaterialIndex":1.0000000000 17 | }, 18 | { 19 | "Material":{ 20 | "Material":"warship:materials/rcsidepanel03.json", 21 | "Name":"rcsidepanel03.material" 22 | }, 23 | "MaterialIndex":2.0000000000 24 | } 25 | ], 26 | "Model":"warship:models/meshes/RCHallSm1Way05.m" 27 | } --------------------------------------------------------------------------------