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5ed7b4017c
| Author | SHA1 | Date | |
|---|---|---|---|
| 5ed7b4017c | |||
| cdaaba3841 |
336
Common/MatDefs/Light/PBRLighting.j3md
Normal file
336
Common/MatDefs/Light/PBRLighting.j3md
Normal file
@@ -0,0 +1,336 @@
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MaterialDef PBR Lighting {
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MaterialParameters {
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Int BoundDrawBuffer
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// Alpha threshold for fragment discarding
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Float AlphaDiscardThreshold (AlphaTestFallOff)
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//metallicity of the material
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Float Metallic : 1.0
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//Roughness of the material
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Float Roughness : 1.0
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// Base material color
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Color BaseColor : 1.0 1.0 1.0 1.0
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// The emissive color of the object
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Color Emissive
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// the emissive power
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Float EmissivePower : 3.0
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// the emissive intensity
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Float EmissiveIntensity : 2.0
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// BaseColor map
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Texture2D BaseColorMap
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// Metallic map
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Texture2D MetallicMap -LINEAR
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// Roughness Map
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Texture2D RoughnessMap -LINEAR
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//Metallic and Roughness are packed respectively in the b and g channel of a single map
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// r: AO (if AoPackedInMRMap is true)
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// g: Roughness
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// b: Metallic
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Texture2D MetallicRoughnessMap -LINEAR
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// Texture of the emissive parts of the material
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Texture2D EmissiveMap
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// Normal map
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Texture2D NormalMap -LINEAR
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// The scalar parameter applied to each normal vector of the normal map
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Float NormalScale
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//The type of normal map: -1.0 (DirectX), 1.0 (OpenGl)
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Float NormalType : -1.0
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// For Spec gloss pipeline
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Boolean UseSpecGloss
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Texture2D SpecularMap
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Texture2D GlossinessMap
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Texture2D SpecularGlossinessMap
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Color Specular : 1.0 1.0 1.0 1.0
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Float Glossiness : 1.0
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// Parallax/height map
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Texture2D ParallaxMap -LINEAR
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// Specular-AA
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Boolean UseSpecularAA : true
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// screen space variance,Use the slider to set the strength of the geometric specular anti-aliasing effect between 0 and 1. Higher values produce a blurrier result with less aliasing.
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Float SpecularAASigma
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// clamping threshold,Use the slider to set a maximum value for the offset that HDRP subtracts from the smoothness value to reduce artifacts.
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Float SpecularAAKappa
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//Set to true if parallax map is stored in the alpha channel of the normal map
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Boolean PackedNormalParallax
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//Sets the relief height for parallax mapping
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Float ParallaxHeight : 0.05
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//Set to true to activate Steep Parallax mapping
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Boolean SteepParallax
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//Horizon fade
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Boolean HorizonFade
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// Set to Use Lightmap
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Texture2D LightMap
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// A scalar multiplier controlling the amount of occlusion applied.
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// A value of `0.0` means no occlusion. A value of `1.0` means full occlusion.
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Float AoStrength
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// Set to use TexCoord2 for the lightmap sampling
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Boolean SeparateTexCoord
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// the light map is a grayscale ao map, only the r channel will be read.
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Boolean LightMapAsAOMap
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Boolean AoPackedInMRMap
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//shadows
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Int FilterMode
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Boolean HardwareShadows
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Texture2D ShadowMap0
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Texture2D ShadowMap1
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Texture2D ShadowMap2
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Texture2D ShadowMap3
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//pointLights
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Texture2D ShadowMap4
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Texture2D ShadowMap5
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Float ShadowIntensity
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Vector4 Splits
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Vector2 FadeInfo
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Matrix4 LightViewProjectionMatrix0
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Matrix4 LightViewProjectionMatrix1
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Matrix4 LightViewProjectionMatrix2
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Matrix4 LightViewProjectionMatrix3
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//pointLight
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Matrix4 LightViewProjectionMatrix4
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Matrix4 LightViewProjectionMatrix5
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Vector3 LightPos
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Vector3 LightDir
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Float PCFEdge
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Float ShadowMapSize
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// For hardware skinning
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Int NumberOfBones
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Matrix4Array BoneMatrices
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// For Morph animation
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FloatArray MorphWeights
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Int NumberOfMorphTargets
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Int NumberOfTargetsBuffers
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// For instancing
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Boolean UseInstancing
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// For Vertex Color
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Boolean UseVertexColor
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Boolean BackfaceShadows : false
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Boolean UseFog
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Color FogColor
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Vector2 LinearFog
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Float ExpFog
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Float ExpSqFog
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Texture2D SunLightExposureMap
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Boolean UseVertexColorsAsSunIntensity
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Float StaticSunIntensity
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Boolean BrightenIndoorShadows //should be set true when shadows are enabled, in order to prevent areas with low SunExposure from being way too dark when shadows are cast
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// debug the final value of the selected layer as a color output
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Int DebugValuesMode
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// Layers:
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// 0 - albedo (unshaded)
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// 1 - normals
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// 2 - roughness
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// 3 - metallic
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// 4 - ao
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// 5 - emissive
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// 6 - exposure
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// 7 - alpha
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// 8 - geometryNormals
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}
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Technique {
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LightMode SinglePassAndImageBased
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VertexShader GLSL300 GLSL150 GLSL110: Common/MatDefs/Light/PBRLighting.vert
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FragmentShader GLSL300 GLSL150 GLSL110: Common/MatDefs/Light/PBRLighting.frag
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WorldParameters {
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WorldViewProjectionMatrix
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CameraPosition
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WorldMatrix
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WorldNormalMatrix
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ViewProjectionMatrix
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ViewMatrix
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}
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Defines {
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BOUND_DRAW_BUFFER: BoundDrawBuffer
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BASECOLORMAP : BaseColorMap
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NORMALMAP : NormalMap
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NORMALSCALE : NormalScale
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METALLICMAP : MetallicMap
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ROUGHNESSMAP : RoughnessMap
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EMISSIVEMAP : EmissiveMap
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EMISSIVE : Emissive
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SPECGLOSSPIPELINE : UseSpecGloss
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PARALLAXMAP : ParallaxMap
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NORMALMAP_PARALLAX : PackedNormalParallax
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STEEP_PARALLAX : SteepParallax
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LIGHTMAP : LightMap
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SEPARATE_TEXCOORD : SeparateTexCoord
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DISCARD_ALPHA : AlphaDiscardThreshold
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NUM_BONES : NumberOfBones
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INSTANCING : UseInstancing
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USE_PACKED_MR: MetallicRoughnessMap
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USE_PACKED_SG: SpecularGlossinessMap
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SPECULARMAP : SpecularMap
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SPECULAR_AA : UseSpecularAA
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SPECULAR_AA_SCREEN_SPACE_VARIANCE : SpecularAASigma
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SPECULAR_AA_THRESHOLD : SpecularAAKappa
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GLOSSINESSMAP : GlossinessMap
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NORMAL_TYPE: NormalType
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VERTEX_COLOR : UseVertexColor
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AO_MAP: LightMapAsAOMap
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AO_PACKED_IN_MR_MAP : AoPackedInMRMap
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AO_STRENGTH : AoStrength
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NUM_MORPH_TARGETS: NumberOfMorphTargets
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NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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HORIZON_FADE: HorizonFade
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EXPOSUREMAP : SunLightExposureMap
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USE_VERTEX_COLORS_AS_SUN_INTENSITY : UseVertexColorsAsSunIntensity
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STATIC_SUN_INTENSITY : StaticSunIntensity
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BRIGHTEN_INDOOR_SHADOWS : BrightenIndoorShadows
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DEBUG_VALUES_MODE : DebugValuesMode
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USE_FOG : UseFog
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FOG_LINEAR : LinearFog
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FOG_EXP : ExpFog
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FOG_EXPSQ : ExpSqFog
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}
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}
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Technique PreShadow {
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VertexShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Shadow/PreShadow.vert
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FragmentShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Shadow/PreShadowPBR.frag
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WorldParameters {
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WorldViewProjectionMatrix
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WorldViewMatrix
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ViewProjectionMatrix
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ViewMatrix
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}
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Defines {
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BOUND_DRAW_BUFFER: BoundDrawBuffer
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DISCARD_ALPHA : AlphaDiscardThreshold
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NUM_BONES : NumberOfBones
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INSTANCING : UseInstancing
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NUM_MORPH_TARGETS: NumberOfMorphTargets
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NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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}
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ForcedRenderState {
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FaceCull Off
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DepthTest On
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DepthWrite On
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PolyOffset 5 3
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ColorWrite Off
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}
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}
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Technique PostShadow {
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VertexShader GLSL310 GLSL300 GLSL150 GLSL100: Common/MatDefs/Shadow/PostShadow.vert
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FragmentShader GLSL310 GLSL300 GLSL150 GLSL100: Common/MatDefs/Shadow/PostShadowPBR.frag
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WorldParameters {
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WorldViewProjectionMatrix
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WorldMatrix
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ViewProjectionMatrix
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ViewMatrix
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}
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Defines {
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BOUND_DRAW_BUFFER: BoundDrawBuffer
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HARDWARE_SHADOWS : HardwareShadows
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FILTER_MODE : FilterMode
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PCFEDGE : PCFEdge
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DISCARD_ALPHA : AlphaDiscardThreshold
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SHADOWMAP_SIZE : ShadowMapSize
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FADE : FadeInfo
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PSSM : Splits
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POINTLIGHT : LightViewProjectionMatrix5
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NUM_BONES : NumberOfBones
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INSTANCING : UseInstancing
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BACKFACE_SHADOWS: BackfaceShadows
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NUM_MORPH_TARGETS: NumberOfMorphTargets
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NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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}
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ForcedRenderState {
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Blend Modulate
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DepthWrite Off
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PolyOffset -0.1 0
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}
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}
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Technique PreNormalPass {
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VertexShader GLSL300 GLSL150 GLSL100 : Common/MatDefs/SSAO/normal.vert
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FragmentShader GLSL300 GLSL150 GLSL100 : Common/MatDefs/SSAO/normal.frag
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WorldParameters {
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WorldViewProjectionMatrix
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WorldViewMatrix
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NormalMatrix
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ViewProjectionMatrix
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ViewMatrix
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}
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Defines {
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BOUND_DRAW_BUFFER: BoundDrawBuffer
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BASECOLORMAP_ALPHA : BaseColorMap
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NUM_BONES : NumberOfBones
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INSTANCING : UseInstancing
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NUM_MORPH_TARGETS: NumberOfMorphTargets
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NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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}
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}
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Technique Glow {
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VertexShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Misc/Unshaded.vert
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FragmentShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Light/PBRGlow.frag
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WorldParameters {
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WorldViewProjectionMatrix
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ViewProjectionMatrix
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ViewMatrix
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}
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Defines {
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HAS_EMISSIVEMAP : EmissiveMap
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HAS_EMISSIVECOLOR : Emissive
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BOUND_DRAW_BUFFER: BoundDrawBuffer
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NEED_TEXCOORD1
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NUM_BONES : NumberOfBones
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INSTANCING : UseInstancing
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NUM_MORPH_TARGETS: NumberOfMorphTargets
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NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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}
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}
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}
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@@ -5,9 +5,9 @@ MaterialDef TerrainArray {
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FloatArray DiffuseScales
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TextureArray NormalArray
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Float Shininess : 32.0
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Vector3 LightDir
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Vector3 SunColor
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Vector3 AmbientColor
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Vector3 LightDir : 0.6 -0.8 0.4
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Vector3 SunColor : 0.68 0.65 0.60
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Vector3 AmbientColor : 0.08 0.10 0.16
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Boolean DebugNoLight
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Boolean DebugSlot0Only
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Texture2D DebugDirectTex
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@@ -30,8 +30,6 @@ MaterialDef TerrainArray {
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HAS_NORMAL_ARRAY : NormalArray
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HAS_ALPHA_1 : AlphaMap_1
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HAS_ALPHA_2 : AlphaMap_2
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HAS_LIGHTDIR : LightDir
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HAS_SCENE_LIGHT : SunColor
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DEBUG_NO_LIGHT : DebugNoLight
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DEBUG_SLOT0_ONLY : DebugSlot0Only
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DEBUG_DIRECT_TEX : DebugDirectTex
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@@ -7,9 +7,9 @@ MaterialDef Tree {
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Vector2 WindDir : 0.0 1.0
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Texture2D BarkMap
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Boolean HasBarkMap : false
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Vector3 LightDir
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Vector3 SunColor
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Vector3 AmbientColor
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Vector3 LightDir : 0.6 -0.8 0.4
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Vector3 SunColor : 0.68 0.65 0.60
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Vector3 AmbientColor : 0.08 0.10 0.16
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}
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Technique {
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@@ -23,7 +23,6 @@ MaterialDef Tree {
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}
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Defines {
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HAS_SCENE_LIGHT : SunColor
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}
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}
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}
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@@ -28,9 +28,9 @@ MaterialDef TreeLeaf {
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Matrix4 LightViewProjectionMatrix4
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Matrix4 LightViewProjectionMatrix5
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Vector3 LightPos
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Vector3 LightDir
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Vector3 SunColor
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Vector3 AmbientColor
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Vector3 LightDir : 0.6 -0.8 0.4
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Vector3 SunColor : 0.68 0.65 0.60
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Vector3 AmbientColor : 0.08 0.10 0.16
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Float PCFEdge
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Float ShadowMapSize
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Boolean BackfaceShadows : false
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@@ -51,7 +51,6 @@ MaterialDef TreeLeaf {
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}
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Defines {
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HAS_SCENE_LIGHT : SunColor
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}
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}
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@@ -9,7 +9,7 @@ uniform vec2 m_WindDir; // normierter XZ-Windvektor
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in vec3 inPosition;
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in vec3 inNormal;
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in vec4 inColor;
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in vec2 inTexCoord; // .x = windFactor (0 = Wurzel, 1 = Spitze)
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in vec2 inTexCoord; // .x = windFactor (0=Wurzel, 1=Spitze) .y = randPhase (pro Halm, aus Java gebacken)
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out vec4 varColor;
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out vec3 varNormal;
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@@ -25,12 +25,11 @@ void main() {
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// Windrichtung (Fallback: Süd)
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vec2 windN = (dot(m_WindDir, m_WindDir) > 0.001) ? normalize(m_WindDir) : vec2(0.0, 1.0);
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// Wellenfront: Position entlang der Windachse → Halme in Windrichtung erreicht der Impuls später
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// randPhase in Java aus der Halm-Wurzel gebacken (hash(bx,bz)*2π) → identisch für
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// alle Vertices desselben Halms, kein Breitenflackern bei starkem Wind.
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float randPhase = inTexCoord.y;
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float wavePhase = dot(worldXZ, windN);
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// Zufälliger Phasenversatz pro Halm (Spatial-Hash → kein synchrones Schwingen)
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float randPhase = fract(sin(dot(worldXZ, vec2(127.1, 311.7))) * 43758.5453) * 6.2832;
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float sway = sin(t * 2.1 + wavePhase * 0.10 + randPhase) * 0.6
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+ sin(t * 1.4 + wavePhase * 0.06 + randPhase * 0.73) * 0.4;
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||||
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@@ -16,14 +16,9 @@ uniform sampler2D m_AlphaMap_2;
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uniform sampler2DArray m_NormalArray;
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#endif
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#ifdef HAS_LIGHTDIR
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uniform vec3 m_LightDir;
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#endif
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#ifdef HAS_SCENE_LIGHT
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uniform vec3 m_SunColor;
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uniform vec3 m_AmbientColor;
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#endif
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in vec2 vSplatUV;
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in vec3 vWorldPos;
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@@ -111,18 +106,9 @@ void main() {
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N = normalize(pertN);
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#endif
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#ifdef HAS_LIGHTDIR
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vec3 lightDir = normalize(m_LightDir);
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#else
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vec3 lightDir = normalize(vec3(0.6, 1.0, 0.4));
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#endif
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float diff = max(dot(N, lightDir), 0.0);
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#ifdef HAS_SCENE_LIGHT
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vec3 light = m_AmbientColor + m_SunColor * diff;
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#else
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vec3 light = vec3(diff * 0.65 + 0.35);
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#endif
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const float BRIGHTNESS = 0.80;
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#ifdef DEBUG_NO_LIGHT
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@@ -3,12 +3,9 @@
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uniform vec4 m_Diffuse;
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uniform sampler2D m_BarkMap;
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uniform bool m_HasBarkMap;
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#ifdef HAS_SCENE_LIGHT
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uniform vec3 m_LightDir;
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uniform vec3 m_SunColor;
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uniform vec3 m_AmbientColor;
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#endif
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uniform vec3 m_LightDir;
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uniform vec3 m_SunColor;
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uniform vec3 m_AmbientColor;
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||||
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||||
in vec2 texCoord;
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||||
in vec3 worldNormal;
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@@ -20,19 +17,8 @@ void main() {
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? texture2D(m_BarkMap, texCoord).rgb * m_Diffuse.rgb
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: m_Diffuse.rgb;
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||||
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||||
#ifdef HAS_SCENE_LIGHT
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float diff = max(dot(n, normalize(m_LightDir)), 0.0);
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vec3 light = clamp(m_AmbientColor + m_SunColor * diff, 0.0, 1.0);
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||||
#else
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vec3 sunDir = normalize(vec3(0.6, 0.7, 0.4));
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||||
vec3 fillDir = normalize(vec3(-0.5, 0.3, -0.4));
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||||
vec3 rimDir = normalize(vec3(-0.3, 0.5, 0.7));
|
||||
float sun = max(dot(n, sunDir), 0.0);
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||||
float fill = max(dot(n, fillDir), 0.0) * 0.22;
|
||||
float rim = max(dot(n, rimDir), 0.0) * 0.14;
|
||||
float sky = dot(n, vec3(0.0, 1.0, 0.0)) * 0.4 + 0.4;
|
||||
vec3 light = vec3(clamp(sun * 0.75 + fill + rim + sky * 0.09 + 0.05, 0.0, 1.0));
|
||||
#endif
|
||||
|
||||
gl_FragColor = vec4(baseColor * light, m_Diffuse.a);
|
||||
}
|
||||
|
||||
@@ -3,12 +3,9 @@
|
||||
uniform vec4 m_Diffuse;
|
||||
uniform sampler2D m_LeafMap;
|
||||
uniform bool m_HasLeafMap;
|
||||
|
||||
#ifdef HAS_SCENE_LIGHT
|
||||
uniform vec3 m_LightDir;
|
||||
uniform vec3 m_SunColor;
|
||||
uniform vec3 m_AmbientColor;
|
||||
#endif
|
||||
uniform vec3 m_LightDir;
|
||||
uniform vec3 m_SunColor;
|
||||
uniform vec3 m_AmbientColor;
|
||||
|
||||
in vec2 texCoord;
|
||||
in vec3 worldNormal;
|
||||
@@ -27,12 +24,8 @@ void main() {
|
||||
baseColor = m_Diffuse.rgb * (0.7 + 0.3 * edge);
|
||||
}
|
||||
|
||||
#ifdef HAS_SCENE_LIGHT
|
||||
// Blätter transmittieren Licht — abs() für doppelseitige Beleuchtung
|
||||
float diff = abs(dot(normalize(worldNormal), normalize(m_LightDir)));
|
||||
vec3 light = clamp(m_AmbientColor + m_SunColor * diff * 0.6, 0.0, 1.0);
|
||||
gl_FragColor = vec4(baseColor * light, 1.0);
|
||||
#else
|
||||
gl_FragColor = vec4(baseColor * 0.8, 1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -37,7 +37,10 @@ public class DayTime {
|
||||
/** Tageszeit 0.0–1.0. */
|
||||
public float getTimeOfDay() { return timeOfDay; }
|
||||
|
||||
public void setTimeOfDay(float t) { timeOfDay = ((t % 1f) + 1f) % 1f; }
|
||||
public void setTimeOfDay(float t) {
|
||||
timeOfDay = ((t % 1f) + 1f) % 1f;
|
||||
for (TimeListener l : listeners) l.onTimeChanged(timeOfDay);
|
||||
}
|
||||
|
||||
/** @param seconds Echtzeit-Sekunden pro Spieltag */
|
||||
public void setDayDuration(float seconds) { timeScale = 1f / seconds; }
|
||||
|
||||
@@ -1137,7 +1137,18 @@ public class EditorApp extends Application {
|
||||
viewMenu.getItems().addAll(resetCam, new SeparatorMenuItem(), viewTexture, viewWireframe,
|
||||
new SeparatorMenuItem(), viewTopology);
|
||||
|
||||
menuBar.getMenus().addAll(fileMenu, toolsMenu, viewMenu);
|
||||
Menu zeitMenu = new Menu("Zeit");
|
||||
ToggleGroup zeitGroup = new ToggleGroup();
|
||||
int[] hours = {0, 3, 6, 9, 12, 15, 18, 21};
|
||||
for (int h : hours) {
|
||||
RadioMenuItem item = new RadioMenuItem(String.format("%02d:00", h));
|
||||
item.setToggleGroup(zeitGroup);
|
||||
if (h == 12) { item.setSelected(true); }
|
||||
final float t = h / 24f;
|
||||
item.setOnAction(e -> input.pendingTimeOfDay = t);
|
||||
zeitMenu.getItems().add(item);
|
||||
}
|
||||
menuBar.getMenus().addAll(fileMenu, toolsMenu, viewMenu, zeitMenu);
|
||||
|
||||
ToolBar toolBar = new ToolBar();
|
||||
baseBtn = new ToggleButton("▲▼ Basis-Terrain");
|
||||
|
||||
@@ -309,6 +309,17 @@ public class JmeEditorApp extends SimpleApplication {
|
||||
input.camPitch = (float) Math.toDegrees(
|
||||
Math.asin(Math.max(-1f, Math.min(1f, dir.y))));
|
||||
|
||||
// Zeit-Menü: Tageszeit setzen
|
||||
float pendingTime = input.pendingTimeOfDay;
|
||||
if (!Float.isNaN(pendingTime)) {
|
||||
input.pendingTimeOfDay = Float.NaN;
|
||||
DayNightState dns = stateManager.getState(DayNightState.class);
|
||||
if (dns != null) {
|
||||
dns.getDayTime().setTimeOfDay(pendingTime);
|
||||
dns.getDayTime().setPaused(true);
|
||||
}
|
||||
}
|
||||
|
||||
if (jmeConsole == null) return;
|
||||
|
||||
// Toggle-Signal von JavaFX
|
||||
|
||||
@@ -359,6 +359,9 @@ public class SharedInput {
|
||||
/** JME setzt diesen Wert; JavaFX liest ihn (z. B. für Eingabesperre). */
|
||||
public volatile boolean consoleIsOpen = false;
|
||||
|
||||
/** JavaFX → JME3: Tageszeit setzen (0.0 = Mitternacht, 0.5 = Mittag, 1.0 = Mitternacht). NaN = kein Auftrag. */
|
||||
public volatile float pendingTimeOfDay = Float.NaN;
|
||||
|
||||
/** @deprecated Nur noch für Rückwärtskompatibilität – nicht mehr verwenden. */
|
||||
@Deprecated public volatile String pendingCommand = null;
|
||||
/** Status-/Fehlermeldungen von JME an JavaFX-Statusleiste. */
|
||||
|
||||
@@ -113,6 +113,11 @@ public class SceneObjectState extends BaseAppState {
|
||||
/** Kleiner Cache: modelPath → ModelMeta, damit nicht pro Frame geladen werden muss. */
|
||||
private final java.util.Map<String, de.blight.common.ModelMeta> metaCache = new java.util.HashMap<>();
|
||||
|
||||
// ── Beleuchtungs-Materialien (Tree/TreeLeaf/Fern) ────────────────────────
|
||||
private final List<Material> sceneLitMaterials = new ArrayList<>();
|
||||
private final List<Material> windMaterials = new ArrayList<>();
|
||||
private final List<Material> pbrMaterials = new ArrayList<>();
|
||||
|
||||
// ── Bett-Liegefläche ─────────────────────────────────────────────────────
|
||||
/** Visualisierungspfeil für die Liegefläche (1,8 m); wird nur gezeigt wenn Bett-Objekt gewählt. */
|
||||
private Node bedArrowNode = null;
|
||||
@@ -183,6 +188,9 @@ public class SceneObjectState extends BaseAppState {
|
||||
objects.clear();
|
||||
objNodes.clear();
|
||||
animClips.clear();
|
||||
sceneLitMaterials.clear();
|
||||
windMaterials.clear();
|
||||
pbrMaterials.clear();
|
||||
selectedIndices.clear();
|
||||
activeGizmo = -1;
|
||||
if (gizmoNode != null)
|
||||
@@ -222,6 +230,7 @@ public class SceneObjectState extends BaseAppState {
|
||||
|
||||
objNodes.add(node);
|
||||
objectRoot.attachChild(node);
|
||||
collectLitMaterials(node);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -310,6 +319,32 @@ public class SceneObjectState extends BaseAppState {
|
||||
updateGizmoVisibility();
|
||||
updateGizmoOrientation();
|
||||
|
||||
// Baum- und Farn-Shader mit Sonnen- und Windwerten versorgen; PBR-Emissive setzen
|
||||
if (!sceneLitMaterials.isEmpty() || !windMaterials.isEmpty() || !pbrMaterials.isEmpty()) {
|
||||
de.blight.game.state.DayNightState dns =
|
||||
getApplication().getStateManager().getState(de.blight.game.state.DayNightState.class);
|
||||
if (dns != null && dns.getSunLight() != null) {
|
||||
Vector3f lightDir = dns.getSunDirection().negate();
|
||||
com.jme3.math.ColorRGBA sc = dns.getSunLight().getColor();
|
||||
com.jme3.math.ColorRGBA ac = dns.getCustomAmbient();
|
||||
Vector3f sunVec = new Vector3f(sc.r, sc.g, sc.b);
|
||||
Vector3f ambVec = new Vector3f(ac.r, ac.g, ac.b);
|
||||
for (Material mat : sceneLitMaterials) {
|
||||
mat.setVector3("LightDir", lightDir);
|
||||
mat.setVector3("SunColor", sunVec);
|
||||
mat.setVector3("AmbientColor", ambVec);
|
||||
}
|
||||
for (Material mat : windMaterials) {
|
||||
mat.setVector3("LightDir", lightDir);
|
||||
mat.setVector3("SunColor", sunVec);
|
||||
mat.setVector3("AmbientColor", ambVec);
|
||||
}
|
||||
for (Material mat : pbrMaterials) {
|
||||
mat.setColor("Emissive", new com.jme3.math.ColorRGBA(ac.r, ac.g, ac.b, 1f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Baum-Ordner-Platzierungsmodus
|
||||
String treeFolder = input.treeFolderPath;
|
||||
if (treeFolder != null && !treeFolder.equals(activeFolderPath)) {
|
||||
@@ -687,6 +722,7 @@ public class SceneObjectState extends BaseAppState {
|
||||
}
|
||||
objNodes.add(node);
|
||||
objectRoot.attachChild(node);
|
||||
collectLitMaterials(node);
|
||||
|
||||
selectObject(objects.size() - 1, false);
|
||||
input.objectJustPlaced = true;
|
||||
@@ -741,13 +777,73 @@ public class SceneObjectState extends BaseAppState {
|
||||
}
|
||||
}
|
||||
|
||||
private void convertUnshadedToPbr(Spatial spatial) {
|
||||
if (spatial instanceof Geometry geo) {
|
||||
Material mat = geo.getMaterial();
|
||||
if (mat == null) return;
|
||||
if (!"Unshaded".equals(mat.getMaterialDef().getName())) return;
|
||||
|
||||
com.jme3.material.MatParam colorMap = mat.getParam("ColorMap");
|
||||
com.jme3.material.MatParam color = mat.getParam("Color");
|
||||
com.jme3.material.RenderState origRS = mat.getAdditionalRenderState();
|
||||
|
||||
Material pbrMat = new Material(assets, "Common/MatDefs/Light/PBRLighting.j3md");
|
||||
pbrMat.setFloat("Metallic", 0.0f);
|
||||
pbrMat.setFloat("Roughness", 0.85f);
|
||||
|
||||
if (colorMap != null && colorMap.getValue() instanceof Texture t) {
|
||||
pbrMat.setTexture("BaseColorMap", t);
|
||||
} else if (color != null && color.getValue() instanceof ColorRGBA c) {
|
||||
pbrMat.setColor("BaseColor", new ColorRGBA(c.r, c.g, c.b, 1f));
|
||||
}
|
||||
|
||||
com.jme3.material.RenderState rs = pbrMat.getAdditionalRenderState();
|
||||
rs.setBlendMode(origRS.getBlendMode());
|
||||
rs.setFaceCullMode(origRS.getFaceCullMode());
|
||||
|
||||
geo.setMaterial(pbrMat);
|
||||
} else if (spatial instanceof Node node) {
|
||||
for (Spatial child : new java.util.ArrayList<>(node.getChildren())) {
|
||||
convertUnshadedToPbr(child);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void collectLitMaterials(Spatial spatial) {
|
||||
if (spatial instanceof Geometry geo) {
|
||||
Material mat = geo.getMaterial();
|
||||
if (mat == null) return;
|
||||
String name = mat.getMaterialDef().getName();
|
||||
if ("Tree".equals(name) || "TreeLeaf".equals(name)) {
|
||||
mat.setVector3("SunColor", new com.jme3.math.Vector3f(0.68f, 0.65f, 0.60f));
|
||||
mat.setVector3("AmbientColor", new com.jme3.math.Vector3f(0.08f, 0.10f, 0.16f));
|
||||
mat.setVector3("LightDir", new com.jme3.math.Vector3f(0f, -1f, 0f));
|
||||
sceneLitMaterials.add(mat);
|
||||
} else if ("Fern".equals(name)) {
|
||||
windMaterials.add(mat);
|
||||
} else if ("PBRLighting".equals(name)) {
|
||||
mat.setFloat("EmissivePower", 1f);
|
||||
mat.setFloat("EmissiveIntensity", 1f);
|
||||
mat.setColor("Emissive", new com.jme3.math.ColorRGBA(0.08f, 0.10f, 0.16f, 1f));
|
||||
pbrMaterials.add(mat);
|
||||
}
|
||||
} else if (spatial instanceof Node node) {
|
||||
for (Spatial child : node.getChildren()) {
|
||||
collectLitMaterials(child);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private Node loadModelNode(String modelPath, float wx, float wy, float wz) {
|
||||
Node node = new Node("obj_" + objects.size());
|
||||
try {
|
||||
Spatial model = modelPath.startsWith("@")
|
||||
? createPrimitiveSpatial(modelPath.substring(1))
|
||||
: assets.loadModel(modelPath);
|
||||
if (!modelPath.startsWith("@")) stripControlsRecursive(model);
|
||||
if (!modelPath.startsWith("@")) {
|
||||
stripControlsRecursive(model);
|
||||
convertUnshadedToPbr(model);
|
||||
}
|
||||
if (modelPath.startsWith("@")) {
|
||||
Material mat = buildPrimitiveMaterial();
|
||||
if (model instanceof Geometry g) g.setMaterial(mat);
|
||||
@@ -785,12 +881,13 @@ public class SceneObjectState extends BaseAppState {
|
||||
boolean hasNmap = nmap != null && !nmap.isEmpty();
|
||||
if (hasTex || hasNmap) {
|
||||
try {
|
||||
Material mat = new Material(assets, "Common/MatDefs/Light/Lighting.j3md");
|
||||
mat.setBoolean("UseMaterialColors", false);
|
||||
Material mat = new Material(assets, "Common/MatDefs/Light/PBRLighting.j3md");
|
||||
mat.setFloat("Metallic", 0.0f);
|
||||
mat.setFloat("Roughness", 0.85f);
|
||||
if (hasTex) {
|
||||
Texture t = assets.loadTexture(tex);
|
||||
t.setWrap(Texture.WrapMode.Repeat);
|
||||
mat.setTexture("DiffuseMap", t);
|
||||
mat.setTexture("BaseColorMap", t);
|
||||
}
|
||||
if (hasNmap) {
|
||||
Texture n = assets.loadTexture(nmap);
|
||||
@@ -800,8 +897,10 @@ public class SceneObjectState extends BaseAppState {
|
||||
return mat;
|
||||
} catch (Exception ignored) {}
|
||||
}
|
||||
Material mat = new Material(assets, "Common/MatDefs/Misc/Unshaded.j3md");
|
||||
mat.setColor("Color", new com.jme3.math.ColorRGBA(0.75f, 0.75f, 0.75f, 1f));
|
||||
Material mat = new Material(assets, "Common/MatDefs/Light/PBRLighting.j3md");
|
||||
mat.setFloat("Metallic", 0.0f);
|
||||
mat.setFloat("Roughness", 0.85f);
|
||||
mat.setColor("BaseColor", new com.jme3.math.ColorRGBA(0.75f, 0.75f, 0.75f, 1f));
|
||||
return mat;
|
||||
}
|
||||
|
||||
@@ -1461,7 +1560,9 @@ public class SceneObjectState extends BaseAppState {
|
||||
return;
|
||||
}
|
||||
} else if (hasTex) {
|
||||
mat = new Material(assets, "Common/MatDefs/Light/Lighting.j3md");
|
||||
mat = new Material(assets, "Common/MatDefs/Light/PBRLighting.j3md");
|
||||
mat.setFloat("Metallic", 0.0f);
|
||||
mat.setFloat("Roughness", 0.85f);
|
||||
} else {
|
||||
mat = new Material(assets, "Common/MatDefs/Misc/Unshaded.j3md");
|
||||
mat.setColor("Color", new ColorRGBA(0.75f, 0.75f, 0.75f, 1f));
|
||||
|
||||
@@ -96,6 +96,7 @@ public class TerrainEditorState extends BaseAppState {
|
||||
private final SharedInput input;
|
||||
|
||||
private TerrainQuad terrain;
|
||||
private com.jme3.material.Material terrainMat;
|
||||
private float[] cachedHeightMap; // Einmal geladen, danach manuell synchron gehalten
|
||||
private Geometry brushIndicator;
|
||||
private PlacedObjectState placedObjectState;
|
||||
@@ -157,6 +158,9 @@ public class TerrainEditorState extends BaseAppState {
|
||||
// ── Lifecycle ─────────────────────────────────────────────────────────────
|
||||
|
||||
private de.blight.game.state.DayNightState dayNightState;
|
||||
private com.jme3.light.LightProbe probe;
|
||||
private com.jme3.environment.EnvironmentCamera envCam;
|
||||
private int envCamFrames = 0;
|
||||
|
||||
@Override
|
||||
protected void initialize(Application app) {
|
||||
@@ -182,6 +186,16 @@ public class TerrainEditorState extends BaseAppState {
|
||||
dayNightState.getDayTime().setTimeOfDay(0.5f);
|
||||
dayNightState.setPaused(true);
|
||||
app.getStateManager().attach(dayNightState);
|
||||
|
||||
// LightProbe für PBR-IBL – ohne Probe ist envLightContribution immer 0 in JME3 3.9.0.
|
||||
// Probe backen wenn SkyControl den Himmel gerendert hat (ab Frame 30).
|
||||
probe = new com.jme3.light.LightProbe();
|
||||
probe.getArea().setRadius(8000f);
|
||||
rootNode.addLight(probe);
|
||||
envCam = new com.jme3.environment.EnvironmentCamera(256, new com.jme3.math.Vector3f(0f, 5f, 0f));
|
||||
app.getStateManager().attach(envCam);
|
||||
envCamFrames = 0;
|
||||
|
||||
}
|
||||
|
||||
private void loadCameraPrefs() {
|
||||
@@ -391,7 +405,7 @@ public class TerrainEditorState extends BaseAppState {
|
||||
tq.addControl(lod);
|
||||
|
||||
initSplatmap();
|
||||
tq.setMaterial(buildTerrainMaterial());
|
||||
tq.setMaterial(terrainMat = buildTerrainMaterial());
|
||||
return tq;
|
||||
}
|
||||
|
||||
@@ -594,7 +608,7 @@ public class TerrainEditorState extends BaseAppState {
|
||||
if (dayNightState != null && dayNightState.getSunLight() != null) {
|
||||
mat.setVector3("LightDir", dayNightState.getSunDirection().negate());
|
||||
com.jme3.math.ColorRGBA sc = dayNightState.getSunLight().getColor();
|
||||
com.jme3.math.ColorRGBA ac = dayNightState.getAmbientLight().getColor();
|
||||
com.jme3.math.ColorRGBA ac = dayNightState.getCustomAmbient();
|
||||
mat.setVector3("SunColor", new com.jme3.math.Vector3f(sc.r, sc.g, sc.b));
|
||||
mat.setVector3("AmbientColor", new com.jme3.math.Vector3f(ac.r, ac.g, ac.b));
|
||||
}
|
||||
@@ -925,6 +939,30 @@ public class TerrainEditorState extends BaseAppState {
|
||||
|
||||
@Override
|
||||
public void update(float tpf) {
|
||||
// LightProbe backen: nach 30 Frames hat SkyControl den Himmel vollständig gerendert.
|
||||
if (envCam != null) {
|
||||
envCamFrames++;
|
||||
if (envCamFrames == 30) {
|
||||
com.jme3.environment.LightProbeFactory.updateProbe(probe, envCam, rootNode,
|
||||
new com.jme3.environment.generation.JobProgressAdapter<com.jme3.light.LightProbe>() {
|
||||
@Override public void done(com.jme3.light.LightProbe result) {
|
||||
app.getStateManager().detach(envCam);
|
||||
envCam = null;
|
||||
log.info("[TerrainEditor] LightProbe fertig.");
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Terrain-Shader mit DayNightState synchronisieren (reagiert auf Zeit-Menü-Änderungen)
|
||||
if (terrainMat != null && dayNightState != null && dayNightState.getSunLight() != null) {
|
||||
terrainMat.setVector3("LightDir", dayNightState.getSunDirection().negate());
|
||||
com.jme3.math.ColorRGBA sc = dayNightState.getSunLight().getColor();
|
||||
com.jme3.math.ColorRGBA ac = dayNightState.getCustomAmbient();
|
||||
terrainMat.setVector3("SunColor", new com.jme3.math.Vector3f(sc.r, sc.g, sc.b));
|
||||
terrainMat.setVector3("AmbientColor", new com.jme3.math.Vector3f(ac.r, ac.g, ac.b));
|
||||
}
|
||||
|
||||
float pgx = input.pendingGotoX;
|
||||
if (!Float.isNaN(pgx)) {
|
||||
input.pendingGotoX = Float.NaN;
|
||||
@@ -987,7 +1025,7 @@ public class TerrainEditorState extends BaseAppState {
|
||||
input.thirdNormalMapsChanged = false;
|
||||
input.normalMapOrderChanged = false;
|
||||
input.diffuseScalesChanged = false;
|
||||
terrain.setMaterial(buildTerrainMaterial());
|
||||
terrain.setMaterial(terrainMat = buildTerrainMaterial());
|
||||
}
|
||||
|
||||
if (input.reloadPlacedOther) {
|
||||
|
||||
@@ -219,6 +219,19 @@ public class VoxelEditorState extends BaseAppState {
|
||||
|
||||
@Override
|
||||
public void update(float tpf) {
|
||||
// Voxel-Shader mit DayNightState synchronisieren
|
||||
if (voxelMaterial != null) {
|
||||
de.blight.game.state.DayNightState dns =
|
||||
getApplication().getStateManager().getState(de.blight.game.state.DayNightState.class);
|
||||
if (dns != null && dns.getSunLight() != null) {
|
||||
voxelMaterial.setVector3("LightDir", dns.getSunDirection().negate());
|
||||
com.jme3.math.ColorRGBA sc = dns.getSunLight().getColor();
|
||||
com.jme3.math.ColorRGBA ac = dns.getCustomAmbient();
|
||||
voxelMaterial.setVector3("SunColor", new com.jme3.math.Vector3f(sc.r, sc.g, sc.b));
|
||||
voxelMaterial.setVector3("AmbientColor", new com.jme3.math.Vector3f(ac.r, ac.g, ac.b));
|
||||
}
|
||||
}
|
||||
|
||||
// LOD-Ergebnisse aus dem Hintergrund-Thread übernehmen
|
||||
Runnable r;
|
||||
while ((r = lodResultQueue.poll()) != null) r.run();
|
||||
|
||||
@@ -9,6 +9,9 @@ import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
|
||||
import com.jme3.bullet.control.CharacterControl;
|
||||
import com.jme3.bullet.control.RigidBodyControl;
|
||||
import com.jme3.bullet.util.CollisionShapeFactory;
|
||||
import com.jme3.environment.EnvironmentCamera;
|
||||
import com.jme3.environment.LightProbeFactory;
|
||||
import com.jme3.environment.generation.JobProgressAdapter;
|
||||
import com.jme3.light.*;
|
||||
import com.jme3.material.Material;
|
||||
import com.jme3.material.RenderState;
|
||||
@@ -338,12 +341,35 @@ public class WorldScene extends BaseAppState {
|
||||
drownState = new de.blight.game.state.DrownState(terrainChunkState, physicsChar, playerInput, drownMc);
|
||||
app.getStateManager().attach(drownState);
|
||||
|
||||
|
||||
// Maus einfangen – keine Klick-Pflicht für Kamerasteuerung
|
||||
app.getInputManager().setCursorVisible(false);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update(float tpf) {
|
||||
// LightProbe backen: nach 30 Frames auf Mittag stellen (SkyControl braucht mehrere
|
||||
// Frames um die Himmels-Geometrie zu aktualisieren). Nach dem Backen Uhrzeit zurück.
|
||||
if (envCam != null) {
|
||||
envCamFrames++;
|
||||
if (envCamFrames == 2) {
|
||||
// Himmel schon jetzt auf Mittag damit SkyControl bis Frame 30 rendern kann
|
||||
dayNight.getDayTime().setTimeOfDay(0.5f);
|
||||
} else if (envCamFrames == 30) {
|
||||
log.info("[WorldScene] Starte LightProbe-Backen bei Mittag (Frame {})...", envCamFrames);
|
||||
final float restoreTime = 0.25f;
|
||||
LightProbeFactory.updateProbe(probe, envCam, rootNode,
|
||||
new JobProgressAdapter<LightProbe>() {
|
||||
@Override public void done(LightProbe result) {
|
||||
dayNight.getDayTime().setTimeOfDay(restoreTime);
|
||||
app.getStateManager().detach(envCam);
|
||||
envCam = null;
|
||||
log.info("[WorldScene] LightProbe fertig, Uhrzeit zurück auf {}.", restoreTime);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Physik-Charakter erst aktivieren wenn BulletAppState bereit ist UND
|
||||
// TerrainChunkState bereits einen Physik-Collider für den Spawn-Chunk hat.
|
||||
if (physicsCharPending) {
|
||||
@@ -380,17 +406,16 @@ public class WorldScene extends BaseAppState {
|
||||
if (ambientSounds != null) ambientSounds.setPlayerPosition(pos);
|
||||
}
|
||||
|
||||
// Terrain-Shader mit DayNightState-Licht synchronisieren (Richtung + Farben)
|
||||
if (terrainMaterial != null && dayNight != null
|
||||
&& dayNight.getSunLight() != null) {
|
||||
terrainMaterial.setVector3("LightDir",
|
||||
dayNight.getSunDirection().negate());
|
||||
if (terrainMaterial != null && dayNight != null && dayNight.getSunLight() != null) {
|
||||
terrainMaterial.setVector3("LightDir", dayNight.getSunDirection().negate());
|
||||
ColorRGBA sc = dayNight.getSunLight().getColor();
|
||||
ColorRGBA ac = dayNight.getAmbientLight().getColor();
|
||||
terrainMaterial.setVector3("SunColor",
|
||||
new Vector3f(sc.r, sc.g, sc.b));
|
||||
terrainMaterial.setVector3("AmbientColor",
|
||||
new Vector3f(ac.r, ac.g, ac.b));
|
||||
ColorRGBA ac = dayNight.getCustomAmbient();
|
||||
terrainMaterial.setVector3("SunColor", new Vector3f(sc.r, sc.g, sc.b));
|
||||
terrainMaterial.setVector3("AmbientColor", new Vector3f(ac.r, ac.g, ac.b));
|
||||
// Charakter-PBR: Emissive = customAmbient (IBL-Fallback ohne fertige LightProbe)
|
||||
for (Material mat : characterPbrMaterials) {
|
||||
mat.setColor("Emissive", new ColorRGBA(ac.r, ac.g, ac.b, 1f));
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -507,6 +532,26 @@ public class WorldScene extends BaseAppState {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Sammelt alle PBRLighting-Materialien und setzt EmissivePower=1 (Standardwert 3.0
|
||||
* würde 0.08 → 0.08³=0.0005 zusammenbrechen lassen). Initial mit Tag-Ambient initialisiert.
|
||||
*/
|
||||
public static void collectPbrMaterials(Spatial s, List<com.jme3.material.Material> out) {
|
||||
if (s instanceof Geometry g) {
|
||||
com.jme3.material.Material m = g.getMaterial();
|
||||
if (m != null && "PBRLighting".equals(m.getMaterialDef().getName())) {
|
||||
m.setFloat("EmissivePower", 1f);
|
||||
m.setFloat("EmissiveIntensity", 1f);
|
||||
m.setColor("Emissive", new ColorRGBA(0.08f, 0.10f, 0.16f, 1f));
|
||||
out.add(m);
|
||||
}
|
||||
} else if (s instanceof Node n) {
|
||||
for (Spatial child : n.getChildren()) {
|
||||
collectPbrMaterials(child, out);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** Lädt das Hauptcharakter-Modell, falls im character/-Verzeichnis definiert; sonst Platzhalter. */
|
||||
private Node loadOrBuildCharacter() {
|
||||
MainCharacter mc = findMainCharacter();
|
||||
@@ -516,6 +561,8 @@ public class WorldScene extends BaseAppState {
|
||||
stripEmbeddedClips(loaded, mc.getModelPath());
|
||||
loaded.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
|
||||
applyFullAmbient(loaded);
|
||||
collectPbrMaterials(loaded, characterPbrMaterials);
|
||||
log.info("[WorldScene] {} PBR-Materialien im Charakter-Modell gefunden.", characterPbrMaterials.size());
|
||||
|
||||
// Auf 1.8 m skalieren – Höhe aus Vertex-Daten (zuverlässiger als BoundingBox
|
||||
// bei Skinned-Meshes, die vor der ersten SkinningControl-Runde falsche Bounds liefern)
|
||||
@@ -628,6 +675,15 @@ public class WorldScene extends BaseAppState {
|
||||
shadowFilter.setEnabled(true);
|
||||
dayNight.setShadowFilter(shadowFilter); // bindet sun + übernimmt Intensitäts-Updates
|
||||
|
||||
// LightProbe für PBR-IBL: ohne Probe ignoriert JME3-PBR den g_AmbientLightColor.
|
||||
// EnvironmentCamera backt in den ersten Frames, AmbientLight skaliert dann dynamisch.
|
||||
probe = new LightProbe();
|
||||
probe.getArea().setRadius(4000f);
|
||||
rootNode.addLight(probe);
|
||||
envCam = new EnvironmentCamera(256, new Vector3f(0f, 5f, 0f));
|
||||
app.getStateManager().attach(envCam);
|
||||
envCamFrames = 0;
|
||||
|
||||
setupPostProcessing(dayNight.getSunDirection(), shadowFilter);
|
||||
}
|
||||
|
||||
@@ -763,19 +819,17 @@ public class WorldScene extends BaseAppState {
|
||||
|
||||
Node node = new Node("gebirge");
|
||||
|
||||
Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
|
||||
Material mat = new Material(assetManager, "Common/MatDefs/Light/PBRLighting.j3md");
|
||||
mat.setFloat("Metallic", 0.0f);
|
||||
mat.setFloat("Roughness", 0.9f);
|
||||
try {
|
||||
Texture rock = assetManager.loadTexture("Textures/Terrain/Rock2/rock.jpg");
|
||||
rock.setWrap(Texture.WrapMode.Repeat);
|
||||
mat.setTexture("DiffuseMap", rock);
|
||||
mat.setColor("Diffuse", new ColorRGBA(0.45f, 0.32f, 0.25f, 1f));
|
||||
mat.setTexture("BaseColorMap", rock);
|
||||
mat.setColor("BaseColor", new ColorRGBA(0.45f, 0.32f, 0.25f, 1f));
|
||||
} catch (Exception e) {
|
||||
mat.setBoolean("UseMaterialColors", true);
|
||||
mat.setColor("Diffuse", new ColorRGBA(0.18f, 0.12f, 0.08f, 1f));
|
||||
mat.setColor("BaseColor", new ColorRGBA(0.18f, 0.12f, 0.08f, 1f));
|
||||
}
|
||||
mat.setColor("Ambient", new ColorRGBA(0.10f, 0.07f, 0.05f, 1f));
|
||||
mat.setColor("Specular", new ColorRGBA(0.06f, 0.05f, 0.04f, 1f));
|
||||
mat.setFloat("Shininess", 6f);
|
||||
mat.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
|
||||
mat.getAdditionalRenderState().setPolyOffset(2f, 2f);
|
||||
|
||||
@@ -904,6 +958,10 @@ public class WorldScene extends BaseAppState {
|
||||
|
||||
private static final int TERRAIN_ARRAY_SIZE = 1024;
|
||||
private DayNightState dayNight;
|
||||
private LightProbe probe;
|
||||
private EnvironmentCamera envCam;
|
||||
private int envCamFrames = 0;
|
||||
private final List<Material> characterPbrMaterials = new ArrayList<>();
|
||||
private int debugMode = 0; // 0=normal, 1=kein Licht, 2=nur Slot0, 3=direkte Tex2D
|
||||
private String debugSlot0Path = "";
|
||||
|
||||
@@ -1118,10 +1176,10 @@ public class WorldScene extends BaseAppState {
|
||||
mat.setBoolean("useTriPlanarMapping", false);
|
||||
return mat;
|
||||
} catch (Exception e) {
|
||||
Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
|
||||
mat.setBoolean("UseMaterialColors", true);
|
||||
mat.setColor("Diffuse", new ColorRGBA(0.28f, 0.58f, 0.18f, 1f));
|
||||
mat.setColor("Ambient", new ColorRGBA(0.15f, 0.30f, 0.09f, 1f));
|
||||
Material mat = new Material(assetManager, "Common/MatDefs/Light/PBRLighting.j3md");
|
||||
mat.setFloat("Metallic", 0.0f);
|
||||
mat.setFloat("Roughness", 0.9f);
|
||||
mat.setColor("BaseColor", new ColorRGBA(0.28f, 0.58f, 0.18f, 1f));
|
||||
return mat;
|
||||
}
|
||||
}
|
||||
@@ -1143,24 +1201,20 @@ public class WorldScene extends BaseAppState {
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
private void buildDecorations(TerrainQuad terrain) {
|
||||
Material stoneMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
|
||||
stoneMat.setBoolean("UseMaterialColors", true);
|
||||
stoneMat.setColor("Diffuse", new ColorRGBA(0.55f, 0.55f, 0.55f, 1f));
|
||||
stoneMat.setColor("Ambient", new ColorRGBA(0.3f, 0.3f, 0.3f, 1f));
|
||||
stoneMat.setColor("Specular", ColorRGBA.White);
|
||||
stoneMat.setFloat("Shininess", 32f);
|
||||
Material stoneMat = new Material(assetManager, "Common/MatDefs/Light/PBRLighting.j3md");
|
||||
stoneMat.setFloat("Metallic", 0.0f);
|
||||
stoneMat.setFloat("Roughness", 0.8f);
|
||||
stoneMat.setColor("BaseColor", new ColorRGBA(0.55f, 0.55f, 0.55f, 1f));
|
||||
|
||||
Material treeTrunkMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
|
||||
treeTrunkMat.setBoolean("UseMaterialColors", true);
|
||||
treeTrunkMat.setColor("Diffuse", new ColorRGBA(0.45f, 0.28f, 0.1f, 1f));
|
||||
treeTrunkMat.setColor("Ambient", new ColorRGBA(0.2f, 0.12f, 0.04f, 1f));
|
||||
treeTrunkMat.setColor("Specular", ColorRGBA.Black);
|
||||
Material treeTrunkMat = new Material(assetManager, "Common/MatDefs/Light/PBRLighting.j3md");
|
||||
treeTrunkMat.setFloat("Metallic", 0.0f);
|
||||
treeTrunkMat.setFloat("Roughness", 0.95f);
|
||||
treeTrunkMat.setColor("BaseColor", new ColorRGBA(0.45f, 0.28f, 0.1f, 1f));
|
||||
|
||||
Material treeTopMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
|
||||
treeTopMat.setBoolean("UseMaterialColors", true);
|
||||
treeTopMat.setColor("Diffuse", new ColorRGBA(0.1f, 0.55f, 0.15f, 1f));
|
||||
treeTopMat.setColor("Ambient", new ColorRGBA(0.05f, 0.25f, 0.07f, 1f));
|
||||
treeTopMat.setColor("Specular", ColorRGBA.Black);
|
||||
Material treeTopMat = new Material(assetManager, "Common/MatDefs/Light/PBRLighting.j3md");
|
||||
treeTopMat.setFloat("Metallic", 0.0f);
|
||||
treeTopMat.setFloat("Roughness", 0.95f);
|
||||
treeTopMat.setColor("BaseColor", new ColorRGBA(0.1f, 0.55f, 0.15f, 1f));
|
||||
|
||||
float[][] treeXZ = {
|
||||
{12, 8}, {-15, 5}, {20, -10}, {-8, -18},
|
||||
@@ -1216,19 +1270,15 @@ public class WorldScene extends BaseAppState {
|
||||
private Node buildCharacter() {
|
||||
Node character = new Node("character");
|
||||
|
||||
Material bodyMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
|
||||
bodyMat.setBoolean("UseMaterialColors", true);
|
||||
bodyMat.setColor("Diffuse", new ColorRGBA(0.2f, 0.4f, 0.8f, 1f));
|
||||
bodyMat.setColor("Ambient", new ColorRGBA(0.1f, 0.2f, 0.4f, 1f));
|
||||
bodyMat.setColor("Specular", ColorRGBA.White);
|
||||
bodyMat.setFloat("Shininess", 64f);
|
||||
Material bodyMat = new Material(assetManager, "Common/MatDefs/Light/PBRLighting.j3md");
|
||||
bodyMat.setFloat("Metallic", 0.0f);
|
||||
bodyMat.setFloat("Roughness", 0.7f);
|
||||
bodyMat.setColor("BaseColor", new ColorRGBA(0.2f, 0.4f, 0.8f, 1f));
|
||||
|
||||
Material headMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
|
||||
headMat.setBoolean("UseMaterialColors", true);
|
||||
headMat.setColor("Diffuse", new ColorRGBA(0.9f, 0.75f, 0.6f, 1f));
|
||||
headMat.setColor("Ambient", new ColorRGBA(0.45f, 0.37f, 0.3f, 1f));
|
||||
headMat.setColor("Specular", new ColorRGBA(0.2f, 0.2f, 0.2f, 1f));
|
||||
headMat.setFloat("Shininess", 16f);
|
||||
Material headMat = new Material(assetManager, "Common/MatDefs/Light/PBRLighting.j3md");
|
||||
headMat.setFloat("Metallic", 0.0f);
|
||||
headMat.setFloat("Roughness", 0.8f);
|
||||
headMat.setColor("BaseColor", new ColorRGBA(0.9f, 0.75f, 0.6f, 1f));
|
||||
|
||||
Geometry body = new Geometry("body", new Cylinder(8, 16, 0.35f, 1.1f, true));
|
||||
body.setMaterial(bodyMat);
|
||||
|
||||
@@ -26,12 +26,7 @@ public class DayNightState extends BaseAppState implements TimeListener {
|
||||
|
||||
private static final Logger log = LoggerFactory.getLogger(DayNightState.class);
|
||||
|
||||
// ── Farb-Konstanten ───────────────────────────────────────────────────────
|
||||
|
||||
private static final ColorRGBA SUN_DAY = new ColorRGBA(1.00f, 0.95f, 0.88f, 1f);
|
||||
private static final ColorRGBA SUN_DAWN = new ColorRGBA(1.00f, 0.55f, 0.20f, 1f);
|
||||
private static final ColorRGBA AMB_DAY = new ColorRGBA(0.08f, 0.10f, 0.16f, 1f);
|
||||
private static final ColorRGBA AMB_NIGHT = new ColorRGBA(0.04f, 0.04f, 0.12f, 1f);
|
||||
// Alle Beleuchtungsparameter zentral in LightingConfig.
|
||||
|
||||
// ── Konfiguration ─────────────────────────────────────────────────────────
|
||||
|
||||
@@ -61,6 +56,7 @@ public class DayNightState extends BaseAppState implements TimeListener {
|
||||
private float caveCheckTimer = 0f;
|
||||
private ColorRGBA sunBaseColor = new ColorRGBA(1, 1, 1, 1);
|
||||
private float shadowBaseIntensity = 0f;
|
||||
private ColorRGBA customAmbient = new ColorRGBA();
|
||||
|
||||
private static final float CAVE_RAY_HEIGHT = 12f;
|
||||
private static final float CAVE_CHECK_INTERVAL = 0.2f;
|
||||
@@ -161,6 +157,9 @@ public class DayNightState extends BaseAppState implements TimeListener {
|
||||
/** Gibt den Shadow-Filter zurück, damit WorldScene ihn in den FPP einhängen kann. */
|
||||
public DirectionalLightShadowFilter getShadowFilter() { return shadowFilter; }
|
||||
|
||||
/** Ambient-Farbe für eigene Shader-Uniforms (AmbientColor). Kleiner als AmbientLight. */
|
||||
public ColorRGBA getCustomAmbient() { return customAmbient; }
|
||||
|
||||
@Override
|
||||
protected void cleanup(Application app) {
|
||||
dayTime.removeListener(this);
|
||||
@@ -234,17 +233,28 @@ public class DayNightState extends BaseAppState implements TimeListener {
|
||||
float elevation = toSun.y; // +1 = Zenit, 0 = Horizont, -1 = Nadir
|
||||
float elevC = FastMath.clamp(elevation, 0f, 1f);
|
||||
|
||||
// Spiel vs. Editor: unterschiedliche Helligkeitswerte aus LightingConfig
|
||||
ColorRGBA ambDay = withShadows ? LightingConfig.AMB_DAY : LightingConfig.EDITOR_AMB_DAY;
|
||||
ColorRGBA ambNight = withShadows ? LightingConfig.AMB_NIGHT : LightingConfig.EDITOR_AMB_NIGHT;
|
||||
ColorRGBA custDay = withShadows ? LightingConfig.CUSTOM_AMB_DAY : LightingConfig.EDITOR_CUSTOM_AMB_DAY;
|
||||
ColorRGBA custNight = withShadows ? LightingConfig.CUSTOM_AMB_NIGHT : LightingConfig.EDITOR_CUSTOM_AMB_NIGHT;
|
||||
float sunIntensity = withShadows ? LightingConfig.SUN_INTENSITY : LightingConfig.EDITOR_SUN_INTENSITY;
|
||||
|
||||
// ── Sonnenfarbe: Dämmerung (orange) → Tag (warm-weiß) — jedes Frame ──
|
||||
float dawnFactor = 1f - FastMath.clamp(elevation * 5f, 0f, 1f);
|
||||
ColorRGBA sunColor = SUN_DAWN.clone().interpolateLocal(SUN_DAY, 1f - dawnFactor);
|
||||
sunBaseColor = sunColor.mult(elevC * 0.68f);
|
||||
float dawnFactor = 1f - FastMath.clamp(elevation * LightingConfig.SUN_DAWN_SLOPE, 0f, 1f);
|
||||
ColorRGBA sunColor = LightingConfig.SUN_COLOR_DAWN.clone()
|
||||
.interpolateLocal(LightingConfig.SUN_COLOR_DAY, 1f - dawnFactor);
|
||||
sunBaseColor = sunColor.mult(elevC * sunIntensity);
|
||||
sun.setColor(sunBaseColor.mult(1f - caveFactor));
|
||||
|
||||
// ── Ambient: Nacht → Tag — jedes Frame ─────────────────────────────
|
||||
float ambFactor = FastMath.clamp((elevation + 0.2f) / 0.6f, 0f, 1f);
|
||||
ambient.setColor(AMB_NIGHT.clone().interpolateLocal(AMB_DAY, ambFactor));
|
||||
float ambFactor = FastMath.clamp(
|
||||
(elevation - LightingConfig.AMB_ELEV_LOW) / LightingConfig.AMB_ELEV_RANGE, 0f, 1f);
|
||||
ambient.setColor(ambNight.clone().interpolateLocal(ambDay, ambFactor));
|
||||
customAmbient.set(custNight.clone().interpolateLocal(custDay, ambFactor));
|
||||
|
||||
shadowBaseIntensity = FastMath.clamp(elevation * 0.8f, 0f, 0.5f);
|
||||
shadowBaseIntensity = FastMath.clamp(
|
||||
elevation * LightingConfig.SHADOW_SLOPE, 0f, LightingConfig.SHADOW_MAX);
|
||||
|
||||
// Lichtrichtung und Schatten nur 4×/Sek aktualisieren → kein Shadow-Map-Flackern
|
||||
if (sunDirTimer >= SUN_DIR_INTERVAL) {
|
||||
|
||||
@@ -419,8 +419,8 @@ public class GrassVertexRenderState extends BaseAppState
|
||||
|
||||
// ── Mesh-Logik (gespiegelt zu GrassVertexState) ───────────────────────────
|
||||
|
||||
private static void buildTuft(float[] pos, float[] nrm, float[] col, float[] tex, int[] idx,
|
||||
int vi, int ii, GrassVertexBlade blade) {
|
||||
private static void buildTuft(float[] pos, float[] nrm, float[] col, float[] tex,
|
||||
int[] idx, int vi, int ii, GrassVertexBlade blade) {
|
||||
float x = blade.x(), y = blade.y(), z = blade.z(), h = blade.height();
|
||||
float baseHW = h * WIDTH_FACTOR * 0.5f;
|
||||
float tAngle = (float) (((x * 127.1f + z * 311.7f) % (Math.PI * 2) + Math.PI * 2) % (Math.PI * 2));
|
||||
@@ -481,8 +481,9 @@ public class GrassVertexRenderState extends BaseAppState
|
||||
|
||||
int svi = bladeVi + s * 2;
|
||||
float dry = blade.dryness();
|
||||
setV(pos, nrm, col, tex, svi, spX - cosA * hw, spY, spZ - sinA * hw, nx, ny, nz, t, dry);
|
||||
setV(pos, nrm, col, tex, svi+1, spX + cosA * hw, spY, spZ + sinA * hw, nx, ny, nz, t, dry);
|
||||
float bladePhase = hash(bx, bz) * 6.2832f;
|
||||
setV(pos, nrm, col, tex, svi, spX - cosA * hw, spY, spZ - sinA * hw, nx, ny, nz, t, bladePhase, dry);
|
||||
setV(pos, nrm, col, tex, svi+1, spX + cosA * hw, spY, spZ + sinA * hw, nx, ny, nz, t, bladePhase, dry);
|
||||
|
||||
if (s < SEGMENTS) {
|
||||
int sii = bladeIi + s * 6;
|
||||
@@ -505,7 +506,7 @@ public class GrassVertexRenderState extends BaseAppState
|
||||
|
||||
private static void setV(float[] pos, float[] nrm, float[] col, float[] tex, int vi,
|
||||
float x, float y, float z, float nx, float ny, float nz,
|
||||
float wf, float dryness) {
|
||||
float wf, float bladePhase, float dryness) {
|
||||
int pi = vi * 3;
|
||||
pos[pi] = x; pos[pi+1] = y; pos[pi+2] = z;
|
||||
|
||||
@@ -538,7 +539,7 @@ public class GrassVertexRenderState extends BaseAppState
|
||||
col[ci] = fr; col[ci+1] = fg; col[ci+2] = fb; col[ci+3] = 1f;
|
||||
|
||||
int ti = vi * 2;
|
||||
tex[ti] = wf; tex[ti+1] = 0f;
|
||||
tex[ti] = wf; tex[ti+1] = bladePhase;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,176 @@
|
||||
package de.blight.game.state;
|
||||
|
||||
import com.jme3.math.ColorRGBA;
|
||||
|
||||
/**
|
||||
* Zentrale Beleuchtungsparameter für den Tag/Nacht-Zyklus.
|
||||
*
|
||||
* Alle Farbwerte sind im linearen Farbraum (JME3-Standard).
|
||||
* Werte 0–1 entsprechen dem sRGB-Bereich; Werte > 1 sind ohne
|
||||
* Tone-Mapping nicht sinnvoll.
|
||||
*
|
||||
* Geändert werden muss nur diese Datei – alle States lesen von hier.
|
||||
*/
|
||||
public final class LightingConfig {
|
||||
|
||||
// ╔══════════════════════════════════════════════════════════════════════════╗
|
||||
// ║ SONNE ║
|
||||
// ╚══════════════════════════════════════════════════════════════════════════╝
|
||||
|
||||
/**
|
||||
* Sonnenfarbe bei klarem Mittag.
|
||||
* Warm-weiß (leichter Gelbstich).
|
||||
* ↑ R/G/B: Sonne wird weißer / heller; ↓: kühler / trüber.
|
||||
*/
|
||||
public static final ColorRGBA SUN_COLOR_DAY = new ColorRGBA(1.00f, 0.95f, 0.88f, 1f);
|
||||
|
||||
/**
|
||||
* Sonnenfarbe bei Sonnenauf- und -untergang.
|
||||
* Orange-rot, gesättigt. Interpoliert mit SUN_COLOR_DAY
|
||||
* über die Dämmerungs-Kurve (→ SUN_DAWN_SLOPE).
|
||||
*/
|
||||
public static final ColorRGBA SUN_COLOR_DAWN = new ColorRGBA(1.00f, 0.55f, 0.20f, 1f);
|
||||
|
||||
/**
|
||||
* Gesamtintensität der Sonne am Mittag.
|
||||
* sun.color = sunColor × elevation × SUN_INTENSITY
|
||||
* ↑ heller (> 0.68 → Überbelichtung möglich); ↓ weicher.
|
||||
*/
|
||||
public static final float SUN_INTENSITY = 0.68f;
|
||||
|
||||
/**
|
||||
* Steuert wie schnell die Dämmerungsfarbe (DAWN) in die Tagesfarbe (DAY)
|
||||
* übergeht. elevation × SUN_DAWN_SLOPE ≥ 1 → voller Tag.
|
||||
* 5 bedeutet: Übergang endet bei elevation ≈ 0.2 (ca. 12° Sonnenhöhe).
|
||||
* ↑ Wert → kürzere, schärfere Dämmerung; ↓ → längere, sanftere.
|
||||
*/
|
||||
public static final float SUN_DAWN_SLOPE = 5f;
|
||||
|
||||
|
||||
// ╔══════════════════════════════════════════════════════════════════════════╗
|
||||
// ║ SCHATTEN ║
|
||||
// ╚══════════════════════════════════════════════════════════════════════════╝
|
||||
|
||||
/**
|
||||
* Maximale Schattenintensität (bei Sonnenhöhe = 1.0, kein Höhlen-Faktor).
|
||||
* 0 = kein Schatten; 1 = Schatten vollständig schwarz.
|
||||
* Typisch: 0.4–0.6. Zu hoch → abrupte, harte Übergänge.
|
||||
*/
|
||||
public static final float SHADOW_MAX = 0.5f;
|
||||
|
||||
/**
|
||||
* Steigung der Schattenintensitäts-Kurve (abhängig von Sonnenhöhe).
|
||||
* shadowIntensity = clamp(elevation × SHADOW_SLOPE, 0, SHADOW_MAX)
|
||||
* ↑ Schatten werden schneller dunkler wenn Sonne aufgeht;
|
||||
* ↓ Schatten bleiben länger schwach (z. B. morgens flacher).
|
||||
*/
|
||||
public static final float SHADOW_SLOPE = 0.8f;
|
||||
|
||||
|
||||
// ╔══════════════════════════════════════════════════════════════════════════╗
|
||||
// ║ AMBIENT-LICHT – LightProbe-Multiplikator (PBR-IBL) ║
|
||||
// ╠══════════════════════════════════════════════════════════════════════════╣
|
||||
// ║ Wirkt NUR auf JME3-PBR-Materialien MIT fertigem LightProbe. ║
|
||||
// ║ Terrain-, Baum- und Voxel-Shader sind UNBERÜHRT (→ CUSTOM_AMB_*). ║
|
||||
// ╚══════════════════════════════════════════════════════════════════════════╝
|
||||
|
||||
/**
|
||||
* AmbientLight-Farbe am Mittag.
|
||||
* Skaliert den LightProbe-IBL: envLight = probeIBL × AMB_DAY.
|
||||
* Hoch halten (≥ 0.7) damit PBR-Reflexionen sichtbar bleiben.
|
||||
* Hat keinen Effekt solange kein LightProbe in der Szene ist.
|
||||
*/
|
||||
public static final ColorRGBA AMB_DAY = new ColorRGBA(0.90f, 0.90f, 0.90f, 1f);
|
||||
|
||||
/**
|
||||
* AmbientLight-Farbe in der Nacht (LightProbe-Multiplikator).
|
||||
* Leichter Blaustich simuliert Mondlicht-Reflexionen auf PBR-Flächen.
|
||||
*/
|
||||
public static final ColorRGBA AMB_NIGHT = new ColorRGBA(0.10f, 0.10f, 0.25f, 1f);
|
||||
|
||||
|
||||
// ╔══════════════════════════════════════════════════════════════════════════╗
|
||||
// ║ CUSTOM-AMBIENT – Terrain / Bäume / Voxel / PBR-Emissive ║
|
||||
// ╠══════════════════════════════════════════════════════════════════════════╣
|
||||
// ║ Direkt-additiv → NIEDRIG halten. ║
|
||||
// ║ Betrifft: TerrainArray.frag, Tree.frag, Voxel.frag via AmbientColor- ║
|
||||
// ║ Uniform; Tripo/PBR-Objekte via Emissive-Parameter (EmissivePower=1). ║
|
||||
// ╚══════════════════════════════════════════════════════════════════════════╝
|
||||
|
||||
/**
|
||||
* Ambient-Farbe am Mittag für Schatten-Bereiche.
|
||||
* ↑ erhöhen: Schatten heller (lesbarer), beleuchtete Flächen leicht ausgewaschen.
|
||||
* ↓ senken: mehr Kontrast, tiefere Schatten (wirkt moodiger/dramatischer).
|
||||
* Empfehlung: 0.03–0.10 pro Kanal.
|
||||
*/
|
||||
public static final ColorRGBA CUSTOM_AMB_DAY = new ColorRGBA(0.04f, 0.05f, 0.08f, 1f);
|
||||
|
||||
/**
|
||||
* Ambient-Farbe in der Nacht.
|
||||
* Blaustich = dezentes Mondlicht / Sternenlicht auf Oberflächen.
|
||||
* Zu hoch → Nacht wirkt grau statt dunkel.
|
||||
* Empfehlung: 0.01–0.04 pro Kanal, Blau-Kanal darf höher sein.
|
||||
*/
|
||||
public static final ColorRGBA CUSTOM_AMB_NIGHT = new ColorRGBA(0.025f, 0.025f, 0.06f, 1f);
|
||||
|
||||
|
||||
// ╔══════════════════════════════════════════════════════════════════════════╗
|
||||
// ║ ÜBERGANGS-KURVEN ║
|
||||
// ╚══════════════════════════════════════════════════════════════════════════╝
|
||||
|
||||
/**
|
||||
* Untere Sonnenhöhe für den Tag/Nacht-Übergang der Ambient-Werte.
|
||||
* Bei elevation ≤ AMB_ELEV_LOW → 100 % Nacht-Ambient.
|
||||
* Werte: -1 (Mitternacht) … 0 (Horizont) … +1 (Zenit).
|
||||
*/
|
||||
public static final float AMB_ELEV_LOW = -0.2f;
|
||||
|
||||
/**
|
||||
* Breite des Übergangs-Bands (Elevation-Einheiten).
|
||||
* Bei elevation ≥ AMB_ELEV_LOW + AMB_ELEV_RANGE → 100 % Tag-Ambient.
|
||||
* Aktuell: voller Tag ab elevation = -0.2 + 0.6 = 0.4 (≈ 24° Sonnenhöhe).
|
||||
* ↑ verbreitern → längere Dämmerungsphase; ↓ verkürzen → abrupter Übergang.
|
||||
*/
|
||||
public static final float AMB_ELEV_RANGE = 0.6f;
|
||||
|
||||
// ╔══════════════════════════════════════════════════════════════════════════╗
|
||||
// ║ EDITOR – deutlich heller als Spiel für gute Arbeits-Sichtbarkeit ║
|
||||
// ╠══════════════════════════════════════════════════════════════════════════╣
|
||||
// ║ Aktiv wenn DayNightState mit withShadows=false erzeugt wird ║
|
||||
// ║ (Editor-Modus). Spiel-Werte bleiben unverändert. ║
|
||||
// ╚══════════════════════════════════════════════════════════════════════════╝
|
||||
|
||||
/**
|
||||
* Sonnen-Intensität im Editor.
|
||||
* Höher als im Spiel damit Geometrien auch bei tiefer Sonne gut erkennbar sind.
|
||||
*/
|
||||
public static final float EDITOR_SUN_INTENSITY = 0.90f;
|
||||
|
||||
/**
|
||||
* LightProbe-Multiplikator am Mittag im Editor (AmbientLight).
|
||||
* Gleich wie im Spiel – der LightProbe liefert ohnehin die meiste IBL-Helligkeit.
|
||||
*/
|
||||
public static final ColorRGBA EDITOR_AMB_DAY = new ColorRGBA(0.90f, 0.90f, 0.90f, 1f);
|
||||
|
||||
/**
|
||||
* LightProbe-Multiplikator in der Nacht im Editor.
|
||||
* Deutlich heller als im Spiel damit PBR-Objekte auch bei Nachteinstellung sichtbar bleiben.
|
||||
*/
|
||||
public static final ColorRGBA EDITOR_AMB_NIGHT = new ColorRGBA(0.40f, 0.40f, 0.55f, 1f);
|
||||
|
||||
/**
|
||||
* Custom-Ambient am Mittag im Editor (Terrain, Bäume, Voxel, PBR-Emissive).
|
||||
* Ca. 6× heller als im Spiel: Schatten-Bereiche klar erkennbar beim Modellieren.
|
||||
* ↑ erhöhen → noch heller / flacher; ↓ senken → mehr Kontrast.
|
||||
*/
|
||||
public static final ColorRGBA EDITOR_CUSTOM_AMB_DAY = new ColorRGBA(0.25f, 0.25f, 0.28f, 1f);
|
||||
|
||||
/**
|
||||
* Custom-Ambient in der Nacht im Editor.
|
||||
* Auch bei Nacht-Einstellung (0:00 Uhr) bleibt die Szene gut arbeitbar.
|
||||
* Zu hoch → kein spürbarer Tag/Nacht-Unterschied mehr im Editor.
|
||||
*/
|
||||
public static final ColorRGBA EDITOR_CUSTOM_AMB_NIGHT = new ColorRGBA(0.18f, 0.18f, 0.25f, 1f);
|
||||
|
||||
private LightingConfig() {}
|
||||
}
|
||||
@@ -72,7 +72,7 @@ public class SculptedMeshState extends BaseAppState {
|
||||
if (dns == null || dns.getSunLight() == null) return;
|
||||
material.setVector3("LightDir", dns.getSunDirection().negate());
|
||||
ColorRGBA sc = dns.getSunLight().getColor();
|
||||
ColorRGBA ac = dns.getAmbientLight().getColor();
|
||||
ColorRGBA ac = dns.getCustomAmbient();
|
||||
material.setVector3("SunColor", new Vector3f(sc.r, sc.g, sc.b));
|
||||
material.setVector3("AmbientColor", new Vector3f(ac.r, ac.g, ac.b));
|
||||
}
|
||||
|
||||
@@ -102,11 +102,10 @@ public class StoneWorldState extends BaseAppState {
|
||||
// ── Materialien ───────────────────────────────────────────────────────────
|
||||
|
||||
private Material buildDefaultMat() {
|
||||
Material m = new Material(assets, "Common/MatDefs/Light/Lighting.j3md");
|
||||
m.setBoolean("UseMaterialColors", true);
|
||||
m.setColor("Diffuse", new ColorRGBA(0.55f, 0.52f, 0.48f, 1f));
|
||||
m.setColor("Ambient", new ColorRGBA(0.15f, 0.14f, 0.13f, 1f));
|
||||
m.setColor("Specular", ColorRGBA.Black);
|
||||
Material m = new Material(assets, "Common/MatDefs/Light/PBRLighting.j3md");
|
||||
m.setFloat("Metallic", 0.0f);
|
||||
m.setFloat("Roughness", 0.85f);
|
||||
m.setColor("BaseColor", new ColorRGBA(0.55f, 0.52f, 0.48f, 1f));
|
||||
return m;
|
||||
}
|
||||
|
||||
@@ -116,12 +115,10 @@ public class StoneWorldState extends BaseAppState {
|
||||
String p = (paths != null && i < paths.length && paths[i] != null) ? paths[i] : "";
|
||||
if (!p.isEmpty()) {
|
||||
try {
|
||||
Material m = new Material(assets, "Common/MatDefs/Light/Lighting.j3md");
|
||||
m.setTexture("DiffuseMap", assets.loadTexture(p));
|
||||
m.setColor("Diffuse", ColorRGBA.White);
|
||||
m.setColor("Ambient", new ColorRGBA(0.2f, 0.2f, 0.2f, 1f));
|
||||
m.setColor("Specular", ColorRGBA.Black);
|
||||
m.setBoolean("UseMaterialColors", true);
|
||||
Material m = new Material(assets, "Common/MatDefs/Light/PBRLighting.j3md");
|
||||
m.setFloat("Metallic", 0.0f);
|
||||
m.setFloat("Roughness", 0.85f);
|
||||
m.setTexture("BaseColorMap", assets.loadTexture(p));
|
||||
mats[i] = m;
|
||||
} catch (Exception e) {
|
||||
log.warn("[StoneWorld] Textur nicht ladbar: {}", p);
|
||||
|
||||
@@ -89,8 +89,9 @@ public class WorldNpcsState extends BaseAppState {
|
||||
private final List<SpawnedNpc> spawned = new ArrayList<>();
|
||||
|
||||
private static class SpawnedNpc {
|
||||
final NPC npc;
|
||||
final Spatial visual;
|
||||
final NPC npc;
|
||||
final Spatial visual;
|
||||
final List<Material> pbrMaterials = new ArrayList<>();
|
||||
float worldX, worldZ;
|
||||
AnimationAction currentAction = null;
|
||||
|
||||
@@ -260,6 +261,16 @@ public class WorldNpcsState extends BaseAppState {
|
||||
}
|
||||
spawned.removeAll(toRemove);
|
||||
|
||||
// PBR-Emissive der verbleibenden NPCs mit aktuellem Ambient aktualisieren
|
||||
if (dayNight != null) {
|
||||
com.jme3.math.ColorRGBA ac = dayNight.getCustomAmbient();
|
||||
for (SpawnedNpc s : spawned) {
|
||||
for (Material mat : s.pbrMaterials) {
|
||||
mat.setColor("Emissive", new com.jme3.math.ColorRGBA(ac.r, ac.g, ac.b, 1f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// IDs der bereits gespawnten NPCs für schnelle Prüfung
|
||||
Set<String> spawnedIds = new HashSet<>();
|
||||
for (SpawnedNpc s : spawned) {
|
||||
@@ -277,6 +288,13 @@ public class WorldNpcsState extends BaseAppState {
|
||||
vis.setLocalTranslation(pos);
|
||||
npcsRoot.attachChild(vis);
|
||||
SpawnedNpc s = new SpawnedNpc(npc, vis, pos.x, pos.z);
|
||||
de.blight.game.scene.WorldScene.collectPbrMaterials(vis, s.pbrMaterials);
|
||||
if (dayNight != null && !s.pbrMaterials.isEmpty()) {
|
||||
com.jme3.math.ColorRGBA ac = dayNight.getCustomAmbient();
|
||||
for (Material mat : s.pbrMaterials) {
|
||||
mat.setColor("Emissive", new com.jme3.math.ColorRGBA(ac.r, ac.g, ac.b, 1f));
|
||||
}
|
||||
}
|
||||
spawned.add(s);
|
||||
playNpcAction(s, activityActionFor(npc, currentHour));
|
||||
log.debug("[WorldNpcs] NPC '{}' gespawnt bei ({}, {})", npc.getCharacterId(), pos.x, pos.z);
|
||||
|
||||
@@ -36,6 +36,8 @@ public class WorldObjectsState extends BaseAppState {
|
||||
private BulletAppState bulletAppState;
|
||||
private final List<Material> sceneLitMaterials = new ArrayList<>();
|
||||
private final List<Material> windMaterials = new ArrayList<>();
|
||||
private final List<Material> pbrMaterials = new ArrayList<>();
|
||||
private float debugTimer = 0f;
|
||||
|
||||
/** RigidBodyControl pro Interactable-ID, damit Kollision während Animationen deaktiviert werden kann. */
|
||||
private final Map<String, RigidBodyControl> interactableRbcs = new HashMap<>();
|
||||
@@ -110,7 +112,8 @@ public class WorldObjectsState extends BaseAppState {
|
||||
failed++;
|
||||
}
|
||||
}
|
||||
log.info("[WorldObjects] {} geladen, {} fehlgeschlagen.", loaded, failed);
|
||||
log.info("[WorldObjects] {} geladen, {} fehlgeschlagen. sceneLitMaterials={}, windMaterials={}, pbrMaterials={}",
|
||||
loaded, failed, sceneLitMaterials.size(), windMaterials.size(), pbrMaterials.size());
|
||||
}
|
||||
|
||||
@Override protected void cleanup(Application app) {}
|
||||
@@ -118,12 +121,12 @@ public class WorldObjectsState extends BaseAppState {
|
||||
|
||||
@Override
|
||||
public void update(float tpf) {
|
||||
if (!sceneLitMaterials.isEmpty()) {
|
||||
if (!sceneLitMaterials.isEmpty() || !pbrMaterials.isEmpty()) {
|
||||
DayNightState dns = getApplication().getStateManager().getState(DayNightState.class);
|
||||
if (dns != null && dns.getSunLight() != null) {
|
||||
Vector3f lightDir = dns.getSunDirection().negate();
|
||||
ColorRGBA sc = dns.getSunLight().getColor();
|
||||
ColorRGBA ac = dns.getAmbientLight().getColor();
|
||||
ColorRGBA ac = dns.getCustomAmbient();
|
||||
Vector3f sunVec = new Vector3f(sc.r, sc.g, sc.b);
|
||||
Vector3f ambVec = new Vector3f(ac.r, ac.g, ac.b);
|
||||
for (Material mat : sceneLitMaterials) {
|
||||
@@ -131,6 +134,24 @@ public class WorldObjectsState extends BaseAppState {
|
||||
mat.setVector3("SunColor", sunVec);
|
||||
mat.setVector3("AmbientColor", ambVec);
|
||||
}
|
||||
// PBR-Ambient via Emissive: ohne LightProbe liefert JME3-PBR kein IBL.
|
||||
// EmissivePower=1 verhindert, dass 0.08 zu 0.08³=0.0005 zusammenbricht.
|
||||
for (Material mat : pbrMaterials) {
|
||||
mat.setColor("Emissive", new ColorRGBA(ac.r, ac.g, ac.b, 1f));
|
||||
}
|
||||
debugTimer += tpf;
|
||||
if (debugTimer >= 5f) {
|
||||
debugTimer = 0f;
|
||||
log.info("[WorldObjects] SunColor=({}) AmbColor=({})",
|
||||
String.format("%.3f,%.3f,%.3f", sunVec.x, sunVec.y, sunVec.z),
|
||||
String.format("%.3f,%.3f,%.3f", ambVec.x, ambVec.y, ambVec.z));
|
||||
}
|
||||
} else {
|
||||
debugTimer += tpf;
|
||||
if (debugTimer >= 5f) {
|
||||
debugTimer = 0f;
|
||||
log.warn("[WorldObjects] DayNightState nicht gefunden oder sun==null! dns={}", dns);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -164,7 +185,7 @@ public class WorldObjectsState extends BaseAppState {
|
||||
applyMaterial(spatial, m);
|
||||
} else {
|
||||
spatial = assets.loadModel(path);
|
||||
convertUnshadedToLighting(spatial);
|
||||
convertUnshadedToPbr(spatial);
|
||||
collectSceneLitMaterials(spatial);
|
||||
}
|
||||
spatial.setName("obj_" + path);
|
||||
@@ -197,7 +218,7 @@ public class WorldObjectsState extends BaseAppState {
|
||||
m.lod1Path(), m.lod2Path(),
|
||||
m.lod1Distance(), m.lod2Distance(), m.cullDistance());
|
||||
ctrl.setLodLoadCallback(lod -> {
|
||||
convertUnshadedToLighting(lod);
|
||||
convertUnshadedToPbr(lod);
|
||||
collectSceneLitMaterials(lod);
|
||||
});
|
||||
lodRoot.addControl(ctrl);
|
||||
@@ -221,11 +242,7 @@ public class WorldObjectsState extends BaseAppState {
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Ersetzt Unshaded-Materialien in geladenen j3o-Modellen durch Lighting.j3md,
|
||||
* damit diese auf den Tag/Nacht-Zyklus reagieren.
|
||||
*/
|
||||
private void convertUnshadedToLighting(Spatial spatial) {
|
||||
private void convertUnshadedToPbr(Spatial spatial) {
|
||||
if (spatial instanceof Geometry geo) {
|
||||
Material mat = geo.getMaterial();
|
||||
if (mat == null) return;
|
||||
@@ -235,25 +252,24 @@ public class WorldObjectsState extends BaseAppState {
|
||||
MatParam color = mat.getParam("Color");
|
||||
RenderState origRS = mat.getAdditionalRenderState();
|
||||
|
||||
Material litMat = new Material(assets, "Common/MatDefs/Light/Lighting.j3md");
|
||||
litMat.setBoolean("UseMaterialColors", false);
|
||||
Material pbrMat = new Material(assets, "Common/MatDefs/Light/PBRLighting.j3md");
|
||||
pbrMat.setFloat("Metallic", 0.0f);
|
||||
pbrMat.setFloat("Roughness", 0.85f);
|
||||
|
||||
if (colorMap != null && colorMap.getValue() instanceof Texture t) {
|
||||
litMat.setTexture("DiffuseMap", t);
|
||||
pbrMat.setTexture("BaseColorMap", t);
|
||||
} else if (color != null && color.getValue() instanceof ColorRGBA c) {
|
||||
litMat.setBoolean("UseMaterialColors", true);
|
||||
litMat.setColor("Diffuse", new ColorRGBA(c.r, c.g, c.b, 1f));
|
||||
litMat.setColor("Ambient", new ColorRGBA(c.r * 0.3f, c.g * 0.3f, c.b * 0.3f, 1f));
|
||||
pbrMat.setColor("BaseColor", new ColorRGBA(c.r, c.g, c.b, 1f));
|
||||
}
|
||||
|
||||
RenderState rs = litMat.getAdditionalRenderState();
|
||||
RenderState rs = pbrMat.getAdditionalRenderState();
|
||||
rs.setBlendMode(origRS.getBlendMode());
|
||||
rs.setFaceCullMode(origRS.getFaceCullMode());
|
||||
|
||||
geo.setMaterial(litMat);
|
||||
geo.setMaterial(pbrMat);
|
||||
} else if (spatial instanceof Node node) {
|
||||
for (Spatial child : new ArrayList<>(node.getChildren())) {
|
||||
convertUnshadedToLighting(child);
|
||||
convertUnshadedToPbr(child);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -264,9 +280,26 @@ public class WorldObjectsState extends BaseAppState {
|
||||
if (mat == null) return;
|
||||
String name = mat.getMaterialDef().getName();
|
||||
if ("Tree".equals(name) || "TreeLeaf".equals(name)) {
|
||||
// j3o-Loading setzt keine j3md-Defaults → Uniforms explizit setzen
|
||||
// (Werte für Mittag; werden sofort in update() durch DayNightState überschrieben)
|
||||
mat.setVector3("SunColor", new Vector3f(1.00f, 0.95f, 0.88f));
|
||||
mat.setVector3("AmbientColor", new Vector3f(0.08f, 0.10f, 0.16f));
|
||||
mat.setVector3("LightDir", new Vector3f(0f, -1f, 0f));
|
||||
sceneLitMaterials.add(mat);
|
||||
} else if ("Fern".equals(name)) {
|
||||
windMaterials.add(mat);
|
||||
} else if ("PBRLighting".equals(name)) {
|
||||
// Emissive = Ambient-Ersatz: JME3-PBR ignoriert AmbientLight ohne LightProbe.
|
||||
// EmissivePower=1 nötig – Standard ist 3.0, was 0.08 → 0.0005 zerstört.
|
||||
mat.setFloat("EmissivePower", 1f);
|
||||
mat.setFloat("EmissiveIntensity", 1f);
|
||||
mat.setColor("Emissive", new ColorRGBA(0.08f, 0.10f, 0.16f, 1f));
|
||||
pbrMaterials.add(mat);
|
||||
} else if ("Lighting".equals(name)) {
|
||||
// Phong-Material: Ambient-Multiplikator auf Weiß setzen, damit g_AmbientLightColor voll wirkt.
|
||||
mat.setColor("Ambient", ColorRGBA.White.clone());
|
||||
} else {
|
||||
log.info("[WorldObjects] Material-Def '{}' an '{}' – unbekannt, übersprungen.", name, geo.getName());
|
||||
}
|
||||
} else if (spatial instanceof Node node) {
|
||||
for (Spatial child : node.getChildren()) {
|
||||
@@ -286,12 +319,13 @@ public class WorldObjectsState extends BaseAppState {
|
||||
return;
|
||||
}
|
||||
if (hasTex || hasNmap) {
|
||||
Material mat = new Material(assets, "Common/MatDefs/Light/Lighting.j3md");
|
||||
mat.setBoolean("UseMaterialColors", false);
|
||||
Material mat = new Material(assets, "Common/MatDefs/Light/PBRLighting.j3md");
|
||||
mat.setFloat("Metallic", 0.0f);
|
||||
mat.setFloat("Roughness", 0.85f);
|
||||
if (hasTex) {
|
||||
Texture t = assets.loadTexture(m.texturePath());
|
||||
t.setWrap(Texture.WrapMode.Repeat);
|
||||
mat.setTexture("DiffuseMap", t);
|
||||
mat.setTexture("BaseColorMap", t);
|
||||
}
|
||||
if (hasNmap) {
|
||||
Texture n = assets.loadTexture(m.normalMapPath());
|
||||
|
||||
Binary file not shown.
@@ -3,3 +3,5 @@ Models/imported/wooden+cabin+3d+model.j3o 105.61634 4.85395 58.69108 0.00000 1.0
|
||||
Models/imported/bank1.j3o 106.96240 2.89958 70.01086 0.00000 1.00000 0.00000 0.00000 false true true 30.00000 80.00000 120.00000 BENCH 5be97ffb-e413-42e5-9815-9d14d1e3b93f
|
||||
Models/trees/pine/medium/pine_medium_20260706_190947.j3o -6.42357 1.22971 -1318.06396 5.19824 1.00000 0.00000 0.00000 false true true 30.00000 80.00000 120.00000
|
||||
Models/trees/pine/medium/pine_medium_20260706_190953.j3o -17.84356 1.24567 -1316.45410 0.26793 1.00000 0.00000 0.00000 false true true 30.00000 80.00000 120.00000
|
||||
Models/plants/misc/heliconia+plant+3d+model.j3o -7.48228 1.22979 -1320.31714 0.00000 1.00000 0.00000 0.00000 false true true 30.00000 80.00000 120.00000
|
||||
Models/plants/misc/kaktusfeige.j3o -6.18754 1.22995 -1320.34875 0.00000 2.50000 0.00000 0.00000 true true true 30.00000 80.00000 120.00000
|
||||
|
||||
Reference in New Issue
Block a user