Files
SDL3CPlusPlus/scripts/cube_logic.lua
2026-01-06 13:25:49 +00:00

1222 lines
38 KiB
Lua

local cube_mesh_info = {
path = "models/cube.stl",
loaded = false,
vertex_count = 0,
index_count = 0,
error = "load_mesh_from_file() not registered",
}
local cube_vertices = {}
local cube_indices = {}
local cube_indices_double_sided = {}
local skybox_color = {0.04, 0.05, 0.08}
local function build_double_sided_indices(indices)
local doubled = {}
for i = 1, #indices, 3 do
local a = indices[i]
local b = indices[i + 1]
local c = indices[i + 2]
if not (a and b and c) then
break
end
doubled[#doubled + 1] = a
doubled[#doubled + 1] = b
doubled[#doubled + 1] = c
doubled[#doubled + 1] = c
doubled[#doubled + 1] = b
doubled[#doubled + 1] = a
end
return doubled
end
local function load_cube_mesh()
if type(load_mesh_from_file) ~= "function" then
cube_mesh_info.error = "load_mesh_from_file() is unavailable"
return
end
local mesh, err = load_mesh_from_file(cube_mesh_info.path)
if not mesh then
cube_mesh_info.error = err or "load_mesh_from_file() failed"
return
end
if type(mesh.vertices) ~= "table" or type(mesh.indices) ~= "table" then
cube_mesh_info.error = "loader returned unexpected structure"
return
end
cube_vertices = mesh.vertices
cube_indices = mesh.indices
cube_indices_double_sided = build_double_sided_indices(cube_indices)
cube_mesh_info.loaded = true
cube_mesh_info.vertex_count = #mesh.vertices
cube_mesh_info.index_count = #mesh.indices
cube_mesh_info.error = nil
end
load_cube_mesh()
if not cube_mesh_info.loaded then
error("Unable to load cube mesh: " .. (cube_mesh_info.error or "unknown"))
end
local music_state = {
playing = false,
togglePressed = false,
}
local function start_music()
if type(audio_play_background) == "function" then
audio_play_background("piano.ogg", true)
music_state.playing = true
end
end
local function stop_music()
if type(audio_stop_background) == "function" then
audio_stop_background()
end
music_state.playing = false
end
local function toggle_music()
if music_state.playing then
stop_music()
else
start_music()
end
end
start_music()
local math3d = require("math3d")
local Gui = require("gui")
local string_format = string.format
local InputState = {}
InputState.__index = InputState
function InputState:new()
local sharedKeys = {}
local instance = {
mouseX = 0.0,
mouseY = 0.0,
mouseDeltaX = 0.0,
mouseDeltaY = 0.0,
mouseDown = false,
mouseDownPrevious = false,
wheel = 0.0,
textInput = "",
keyStates = sharedKeys,
keys = sharedKeys,
lastMouseX = nil,
lastMouseY = nil,
gamepad = {
connected = false,
leftX = 0.0,
leftY = 0.0,
rightX = 0.0,
rightY = 0.0,
togglePressed = false,
},
}
return setmetatable(instance, InputState)
end
function InputState:resetTransient()
self.textInput = ""
self.wheel = 0.0
self.mouseDeltaX = 0.0
self.mouseDeltaY = 0.0
end
function InputState:setMouse(x, y, isDown, deltaX, deltaY)
self.mouseDownPrevious = self.mouseDown
if type(deltaX) == "number" and type(deltaY) == "number" then
self.mouseDeltaX = deltaX
self.mouseDeltaY = deltaY
elseif self.lastMouseX ~= nil and self.lastMouseY ~= nil then
self.mouseDeltaX = x - self.lastMouseX
self.mouseDeltaY = y - self.lastMouseY
end
self.lastMouseX = x
self.lastMouseY = y
self.mouseX = x
self.mouseY = y
self.mouseDown = isDown
end
function InputState:setWheel(deltaY)
self.wheel = deltaY
end
function InputState:setKey(keyName, isDown)
self.keyStates[keyName] = isDown
end
function InputState:mouseJustPressed()
return self.mouseDown and not self.mouseDownPrevious
end
function InputState:mouseJustReleased()
return not self.mouseDown and self.mouseDownPrevious
end
function InputState:isKeyDown(keyName)
return self.keyStates[keyName]
end
function InputState:addTextInput(text)
if text then
self.textInput = self.textInput .. text
end
end
function InputState:setGamepad(connected, leftX, leftY, rightX, rightY, togglePressed)
local pad = self.gamepad
pad.connected = connected and true or false
pad.leftX = leftX or 0.0
pad.leftY = leftY or 0.0
pad.rightX = rightX or 0.0
pad.rightY = rightY or 0.0
pad.togglePressed = togglePressed and true or false
end
gui_input = InputState:new()
local gui_context = Gui.newContext()
local ui_layout = {
width = 1024,
height = 768,
margin = 16,
}
local compass_layout = {
size = 120,
label_height = 18,
padding = 10,
}
local flight_layout = {
width = 120,
height = 28,
spacing = 8,
}
local ui_state = {
flyUpActive = false,
flyDownActive = false,
flyUpPulse = false,
flyDownPulse = false,
}
local function log_debug(fmt, ...)
if not lua_debug or not fmt then
return
end
print(string_format(fmt, ...))
end
if cube_mesh_info.loaded then
log_debug("Loaded cube mesh from %s (%d vertices, %d indices)",
cube_mesh_info.path, cube_mesh_info.vertex_count, cube_mesh_info.index_count)
if #cube_indices_double_sided > 0 then
log_debug("Built double-sided cube indices (%d -> %d)",
cube_mesh_info.index_count, #cube_indices_double_sided)
end
end
local shader_variants_module = require("shader_variants")
local shader_variants
shader_variants, skybox_color = shader_variants_module.build_cube_variants(config, log_debug, skybox_color)
local camera = {
position = {0.0, 0.0, 5.0},
yaw = math.pi, -- Face toward -Z (center of room)
pitch = 0.0,
fov = 0.78,
near = 0.1,
far = 50.0,
}
local controls = {
move_speed = 16.0,
fly_speed = 3.0,
jump_speed = 5.5,
gravity = -12.0,
max_fall_speed = -20.0,
mouse_sensitivity = 0.0025,
gamepad_look_speed = 2.5,
stick_deadzone = 0.2,
max_pitch = math.rad(85.0),
move_forward_uses_pitch = true,
}
local last_frame_time = nil
local movement_log_cooldown = 0.0
local world_up = {0.0, 1.0, 0.0}
local room = {
half_size = 15.0,
wall_thickness = 0.5,
wall_height = 4.0,
floor_half_thickness = 0.3,
floor_top = 0.0,
}
local player_state = {
eye_height = 1.6,
radius = 0.4,
vertical_velocity = 0.0,
grounded = true,
jump_pressed = false,
noclip = false,
noclip_toggle_pressed = false,
}
camera.position[1] = 0.0
camera.position[2] = room.floor_top + player_state.eye_height
camera.position[3] = 10.0
local function clamp(value, minValue, maxValue)
if value < minValue then
return minValue
end
if value > maxValue then
return maxValue
end
return value
end
local function scale_matrix(x, y, z)
return {
x, 0.0, 0.0, 0.0,
0.0, y, 0.0, 0.0,
0.0, 0.0, z, 0.0,
0.0, 0.0, 0.0, 1.0,
}
end
local function normalize(vec)
local x, y, z = vec[1], vec[2], vec[3]
local len = math.sqrt(x * x + y * y + z * z)
if len == 0.0 then
return {x, y, z}
end
return {x / len, y / len, z / len}
end
local function cross(a, b)
return {
a[2] * b[3] - a[3] * b[2],
a[3] * b[1] - a[1] * b[3],
a[1] * b[2] - a[2] * b[1],
}
end
local function apply_deadzone(value, deadzone)
local magnitude = math.abs(value)
if magnitude < deadzone then
return 0.0
end
local scaled = (magnitude - deadzone) / (1.0 - deadzone)
if value < 0.0 then
return -scaled
end
return scaled
end
local function forward_from_angles(yaw, pitch)
local cos_pitch = math.cos(pitch)
return {
math.cos(yaw) * cos_pitch,
math.sin(pitch),
math.sin(yaw) * cos_pitch,
}
end
local atan2_available = type(math.atan2) == "function"
if not atan2_available then
log_debug("math.atan2 unavailable; using fallback for compass heading")
end
local function atan2(y, x)
if atan2_available then
return math.atan2(y, x)
end
if x == 0.0 then
if y > 0.0 then
return math.pi / 2.0
elseif y < 0.0 then
return -math.pi / 2.0
end
return 0.0
end
local angle = math.atan(y / x)
if x < 0.0 then
if y >= 0.0 then
angle = angle + math.pi
else
angle = angle - math.pi
end
end
return angle
end
local function update_camera(dt)
if not gui_input then
return
end
local look_delta_x = gui_input.mouseDeltaX * controls.mouse_sensitivity
local look_delta_y = -gui_input.mouseDeltaY * controls.mouse_sensitivity
local pad = gui_input.gamepad
if pad and pad.connected then
local stick_x = apply_deadzone(pad.rightX, controls.stick_deadzone)
local stick_y = apply_deadzone(pad.rightY, controls.stick_deadzone)
look_delta_x = look_delta_x + stick_x * controls.gamepad_look_speed * dt
look_delta_y = look_delta_y - stick_y * controls.gamepad_look_speed * dt
end
camera.yaw = camera.yaw + look_delta_x
camera.pitch = clamp(camera.pitch + look_delta_y, -controls.max_pitch, controls.max_pitch)
local forward = forward_from_angles(camera.yaw, camera.pitch)
local forward_flat = normalize({forward[1], 0.0, forward[3]})
local right = normalize(cross(forward_flat, world_up))
local move_x = 0.0
local move_z = 0.0
local move_y = 0.0
if gui_input.keyStates["move_forward"] then
move_z = move_z + 1.0
end
if gui_input.keyStates["move_back"] then
move_z = move_z - 1.0
end
if gui_input.keyStates["move_right"] then
move_x = move_x + 1.0
end
if gui_input.keyStates["move_left"] then
move_x = move_x - 1.0
end
if player_state.noclip then
if gui_input.keyStates["fly_up"] or ui_state.flyUpActive or ui_state.flyUpPulse then
move_y = move_y + 1.0
end
if gui_input.keyStates["fly_down"] or ui_state.flyDownActive or ui_state.flyDownPulse then
move_y = move_y - 1.0
end
end
ui_state.flyUpPulse = false
ui_state.flyDownPulse = false
if pad and pad.connected then
move_x = move_x + apply_deadzone(pad.leftX, controls.stick_deadzone)
move_z = move_z - apply_deadzone(pad.leftY, controls.stick_deadzone)
end
local length = math.sqrt(move_x * move_x + move_z * move_z)
if length > 1.0 then
move_x = move_x / length
move_z = move_z / length
end
local toggle_pressed = gui_input.keyStates["noclip_toggle"]
if toggle_pressed and not player_state.noclip_toggle_pressed then
player_state.noclip = not player_state.noclip
player_state.vertical_velocity = 0.0
player_state.grounded = false
log_debug("Noclip %s", player_state.noclip and "enabled" or "disabled")
end
player_state.noclip_toggle_pressed = toggle_pressed and true or false
if player_state.noclip then
local move_forward = forward_flat
if controls.move_forward_uses_pitch then
move_forward = forward
end
if length > 0.0 then
local speed = controls.move_speed * dt
if lua_debug and controls.move_forward_uses_pitch and math.abs(camera.pitch) > 0.001 then
movement_log_cooldown = movement_log_cooldown - dt
if movement_log_cooldown <= 0.0 then
log_debug("Move forward uses pitch: pitch=%.3f forward=(%.2f, %.2f, %.2f)",
camera.pitch, move_forward[1], move_forward[2], move_forward[3])
movement_log_cooldown = 0.5
end
end
camera.position[1] = camera.position[1] + (right[1] * move_x + move_forward[1] * move_z) * speed
camera.position[2] = camera.position[2] + (right[2] * move_x + move_forward[2] * move_z) * speed
camera.position[3] = camera.position[3] + (right[3] * move_x + move_forward[3] * move_z) * speed
end
if move_y ~= 0.0 then
camera.position[2] = camera.position[2] + move_y * controls.fly_speed * dt
end
return
end
if length > 0.0 then
local speed = controls.move_speed * dt
camera.position[1] = camera.position[1] + (right[1] * move_x + forward_flat[1] * move_z) * speed
camera.position[3] = camera.position[3] + (right[3] * move_x + forward_flat[3] * move_z) * speed
end
local jump_pressed = gui_input.keyStates["jump"]
if jump_pressed and not player_state.jump_pressed and player_state.grounded then
player_state.vertical_velocity = controls.jump_speed
player_state.grounded = false
end
player_state.jump_pressed = jump_pressed and true or false
player_state.vertical_velocity = player_state.vertical_velocity + controls.gravity * dt
if player_state.vertical_velocity < controls.max_fall_speed then
player_state.vertical_velocity = controls.max_fall_speed
end
camera.position[2] = camera.position[2] + player_state.vertical_velocity * dt
local floor_height = room.floor_top + player_state.eye_height
if camera.position[2] <= floor_height then
camera.position[2] = floor_height
player_state.vertical_velocity = 0.0
player_state.grounded = true
else
player_state.grounded = false
end
local room_limit = room.half_size - player_state.radius
camera.position[1] = clamp(camera.position[1], -room_limit, room_limit)
camera.position[3] = clamp(camera.position[3], -room_limit, room_limit)
end
local function update_audio_controls()
if not gui_input then
return
end
local pad = gui_input.gamepad
local toggle_pressed = gui_input.keyStates["music_toggle"]
if pad and pad.connected and pad.togglePressed then
toggle_pressed = true
end
if toggle_pressed and not music_state.togglePressed then
toggle_music()
end
music_state.togglePressed = toggle_pressed and true or false
end
local rotation_speed = 0.9
local function build_static_model_matrix(position, scale)
local translation = math3d.translation(position[1], position[2], position[3])
local scaling = scale_matrix(scale[1], scale[2], scale[3])
return math3d.multiply(translation, scaling)
end
local function apply_color_to_vertices(color)
local colored_vertices = {}
for i = 1, #cube_vertices do
local v = cube_vertices[i]
colored_vertices[i] = {
position = v.position,
color = color,
}
end
return colored_vertices
end
local function create_static_cube(position, scale, color, shader_key)
local model = build_static_model_matrix(position, scale)
local function compute_model_matrix()
return model
end
local vertices = color and apply_color_to_vertices(color) or cube_vertices
local resolved_shader = shader_key or "solid"
return {
vertices = vertices,
indices = cube_indices,
compute_model_matrix = compute_model_matrix,
shader_key = resolved_shader,
}
end
local function create_skybox()
local room_extent = room.half_size + room.wall_thickness
local skybox_scale = room_extent * 2.5
local function compute_model_matrix()
local translation = math3d.translation(camera.position[1], camera.position[2], camera.position[3])
local scaling = scale_matrix(skybox_scale, skybox_scale, skybox_scale)
return math3d.multiply(translation, scaling)
end
return {
vertices = apply_color_to_vertices(skybox_color),
indices = (#cube_indices_double_sided > 0) and cube_indices_double_sided or cube_indices,
compute_model_matrix = compute_model_matrix,
shader_key = "skybox",
}
end
local function create_spinning_cube()
log_debug("Spinning cube shader=default (rainbow wrap)")
local function compute_model_matrix(time)
local rotation = math3d.rotation_y(time * rotation_speed)
local scale = scale_matrix(1.5, 1.5, 1.5) -- Make cube 3x3x3 units
local position = math3d.translation(0.0, 5.0, 0.0) -- Center of the room
return math3d.multiply(position, math3d.multiply(rotation, scale))
end
return {
vertices = cube_vertices,
indices = (#cube_indices_double_sided > 0) and cube_indices_double_sided or cube_indices,
compute_model_matrix = compute_model_matrix,
shader_key = "default",
}
end
local function create_lantern(x, z)
local lantern_height = 8
local lantern_size = 0.2
return create_static_cube({x, lantern_height, z},
{lantern_size, lantern_size, lantern_size}, {1.0, 0.9, 0.6})
end
local function create_room_objects()
local floor_center_y = room.floor_top - room.floor_half_thickness
local wall_center_y = room.floor_top + room.wall_height
local ceiling_y = room.floor_top + room.wall_height * 2 + room.floor_half_thickness
local wall_offset = room.half_size + room.wall_thickness
local wall_inner_edge = wall_offset - room.wall_thickness
local wall_outer_edge = wall_offset + room.wall_thickness
log_debug("Room walls: inner=%.2f outer=%.2f", wall_inner_edge, wall_outer_edge)
local floor_color = {1.0, 1.0, 1.0}
local wall_color = {1.0, 1.0, 1.0}
local ceiling_color = {1.0, 1.0, 1.0}
local objects = {
create_static_cube({0.0, floor_center_y, 0.0},
{room.half_size, room.floor_half_thickness, room.half_size}, floor_color, "floor"),
create_static_cube({0.0, ceiling_y, 0.0},
{room.half_size, room.floor_half_thickness, room.half_size}, ceiling_color, "ceiling"),
create_static_cube({0.0, wall_center_y, -wall_offset},
{room.half_size, room.wall_height, room.wall_thickness}, wall_color, "wall"),
create_static_cube({0.0, wall_center_y, wall_offset},
{room.half_size, room.wall_height, room.wall_thickness}, wall_color, "wall"),
create_static_cube({-wall_offset, wall_center_y, 0.0},
{room.wall_thickness, room.wall_height, room.half_size}, wall_color, "wall"),
create_static_cube({wall_offset, wall_center_y, 0.0},
{room.wall_thickness, room.wall_height, room.half_size}, wall_color, "wall"),
}
-- Add lanterns in the four corners (adjusted for bigger room)
local lantern_offset = room.half_size - 2.0 -- 2 units from wall
objects[#objects + 1] = create_lantern(lantern_offset, lantern_offset)
objects[#objects + 1] = create_lantern(-lantern_offset, lantern_offset)
objects[#objects + 1] = create_lantern(lantern_offset, -lantern_offset)
objects[#objects + 1] = create_lantern(-lantern_offset, -lantern_offset)
-- Add lanterns on the walls (midpoints)
objects[#objects + 1] = create_lantern(0.0, lantern_offset)
objects[#objects + 1] = create_lantern(0.0, -lantern_offset)
objects[#objects + 1] = create_lantern(lantern_offset, 0.0)
objects[#objects + 1] = create_lantern(-lantern_offset, 0.0)
return objects
end
local room_objects = create_room_objects()
local function heading_from_yaw(yaw)
local forward = forward_from_angles(yaw, 0.0)
local heading = math.deg(atan2(forward[1], -forward[3])) % 360
return heading
end
local function heading_to_cardinal(degrees)
local directions = {"N", "NE", "E", "SE", "S", "SW", "W", "NW"}
local index = math.floor((degrees + 22.5) / 45.0) % 8 + 1
return directions[index]
end
local function draw_compass_widget()
local size = compass_layout.size
local x = ui_layout.width - size - ui_layout.margin
local y = ui_layout.margin
local rect = {x = x, y = y, width = size, height = size}
gui_context:pushRect(rect, {
color = {0.06, 0.07, 0.09, 0.88},
borderColor = {0.35, 0.38, 0.42, 1.0},
})
Gui.text(gui_context, {
x = x,
y = y + 2,
width = size,
height = compass_layout.label_height,
}, "Compass", {
fontSize = 12,
alignX = "center",
color = {0.82, 0.88, 0.95, 1.0},
})
local ring_rect = {
x = x + compass_layout.padding,
y = y + compass_layout.label_height,
width = size - compass_layout.padding * 2,
height = size - compass_layout.label_height - compass_layout.padding,
}
local center_x = ring_rect.x + ring_rect.width / 2
local center_y = ring_rect.y + ring_rect.height / 2
local radius = math.min(ring_rect.width, ring_rect.height) / 2 - 6
Gui.text(gui_context, {x = center_x - 8, y = ring_rect.y - 2, width = 16, height = 14}, "N", {
fontSize = 12,
alignX = "center",
color = {0.78, 0.82, 0.88, 1.0},
})
Gui.text(gui_context, {x = ring_rect.x + ring_rect.width - 12, y = center_y - 7, width = 14, height = 14}, "E", {
fontSize = 12,
alignX = "center",
color = {0.78, 0.82, 0.88, 1.0},
})
Gui.text(gui_context, {x = center_x - 8, y = ring_rect.y + ring_rect.height - 12, width = 16, height = 14}, "S", {
fontSize = 12,
alignX = "center",
color = {0.78, 0.82, 0.88, 1.0},
})
Gui.text(gui_context, {x = ring_rect.x - 2, y = center_y - 7, width = 14, height = 14}, "W", {
fontSize = 12,
alignX = "center",
color = {0.78, 0.82, 0.88, 1.0},
})
local heading = heading_from_yaw(camera.yaw)
local heading_int = math.floor(heading + 0.5) % 360
local direction = heading_to_cardinal(heading)
local angle = math.rad(heading) - math.pi / 2.0
local needle_x = center_x + math.cos(angle) * radius
local needle_y = center_y + math.sin(angle) * radius
gui_context:pushRect({
x = needle_x - 3,
y = needle_y - 3,
width = 6,
height = 6,
}, {
color = {0.98, 0.78, 0.35, 1.0},
radius = 2,
})
Gui.text(gui_context, {
x = x,
y = y + size - 18,
width = size,
height = 16,
}, string_format("%03d deg %s", heading_int, direction), {
fontSize = 11,
alignX = "center",
color = {0.9, 0.92, 0.95, 1.0},
})
end
local function draw_flight_buttons()
local x = ui_layout.width - flight_layout.width - ui_layout.margin
local y = ui_layout.margin * 2 + compass_layout.size
local up_clicked = Gui.button(gui_context, "fly_up", {
x = x,
y = y,
width = flight_layout.width,
height = flight_layout.height,
}, "Fly Up")
local down_clicked = Gui.button(gui_context, "fly_down", {
x = x,
y = y + flight_layout.height + flight_layout.spacing,
width = flight_layout.width,
height = flight_layout.height,
}, "Fly Down")
ui_state.flyUpActive = gui_context.activeWidget == "fly_up"
ui_state.flyDownActive = gui_context.activeWidget == "fly_down"
ui_state.flyUpPulse = up_clicked
ui_state.flyDownPulse = down_clicked
end
function get_scene_objects()
local objects = {}
objects[#objects + 1] = create_skybox()
for i = 1, #room_objects do
objects[#objects + 1] = room_objects[i]
end
objects[#objects + 1] = create_spinning_cube()
return objects
end
function get_shader_paths()
return shader_variants
end
local function resolve_number(value, fallback)
if type(value) == "number" then
return value
end
return fallback
end
local function resolve_string(value, fallback)
if type(value) == "string" then
return value
end
return fallback
end
local function resolve_boolean(value, fallback)
if type(value) == "boolean" then
return value
end
return fallback
end
local function build_compat_render_graph(enable_tonemap, exposure, gamma)
local resources = {}
local passes = {}
if enable_tonemap then
resources.scene_hdr = {type = "color", format = "rgba16f", size = "swapchain"}
table.insert(passes, {
name = "scene",
kind = "forward_plus",
output = "scene_hdr",
})
table.insert(passes, {
name = "tonemap",
kind = "fullscreen",
shader = "tonemap_fallback",
input = "scene_hdr",
output = "swapchain",
settings = {
exposure = exposure,
gamma = gamma,
curve = "aces",
highlight_rolloff = 0.85,
},
})
else
table.insert(passes, {
name = "scene",
kind = "forward_plus",
output = "swapchain",
})
end
return {
resources = resources,
passes = passes,
}
end
function get_render_graph()
local atmospherics = {}
local rendering = {}
if type(config) == "table" then
if type(config.atmospherics) == "table" then
atmospherics = config.atmospherics
end
if type(config.rendering) == "table" then
rendering = config.rendering
end
end
local exposure = resolve_number(atmospherics.exposure, 1.0)
local gamma = resolve_number(atmospherics.gamma, 2.2)
local fog_density = resolve_number(atmospherics.fog_density, 0.003)
local enable_shadows = resolve_boolean(atmospherics.enable_shadows, true)
local enable_volumetrics = resolve_boolean(atmospherics.enable_volumetric_lighting, true)
local enable_tonemap = resolve_boolean(atmospherics.enable_tone_mapping, true)
local enable_sdf = resolve_boolean(rendering.enable_sdf, true)
local enable_ssgi = resolve_boolean(rendering.enable_ssgi, true)
local enable_ddgi = resolve_boolean(rendering.enable_ddgi, true)
local enable_vxgi = resolve_boolean(rendering.enable_vxgi, false)
local enable_depth_of_field = resolve_boolean(rendering.enable_depth_of_field, true)
local enable_motion_blur = resolve_boolean(rendering.enable_motion_blur, true)
local render_graph_profile = resolve_string(rendering.render_graph_profile, "compat")
local pipeline_mode = resolve_string(rendering.pipeline, "deferred")
local use_forward_plus = pipeline_mode == "forward_plus"
or pipeline_mode == "forward+"
or pipeline_mode == "forward"
if render_graph_profile ~= "full" then
log_debug("Render graph profile '%s' using compatibility graph", render_graph_profile)
return build_compat_render_graph(enable_tonemap, exposure, gamma)
end
local passes = {
{
name = "shadow_csm",
kind = "shadow_csm",
output = "shadow_atlas",
settings = {
enabled = enable_shadows,
cascades = 4,
bias = 0.002,
normal_bias = 0.02,
pcf = 7,
filter = "pcf",
softness = 0.6,
},
},
{
name = "shadow_spot",
kind = "shadow_spot",
output = "shadow_atlas",
settings = {
enabled = enable_shadows,
lights = 4,
atlas_slice = 1,
bias = 0.0015,
pcf = 5,
filter = "pcf",
softness = 0.5,
},
},
{
name = "shadow_point",
kind = "shadow_point",
output = "shadow_atlas",
settings = {
enabled = enable_shadows,
lights = 2,
atlas_slice = 2,
bias = 0.002,
pcf = 5,
filter = "pcf",
softness = 0.5,
},
},
{
name = "sdf_build",
kind = "sdf_build",
shader = "sdf_build",
output = "sdf_atlas",
settings = {enabled = enable_sdf, voxel_size = 0.15, max_distance = 8.0},
},
}
if use_forward_plus then
table.insert(passes, {
name = "depth_normals",
kind = "depth_prepass",
shader = "depth_normals",
outputs = {
depth = "depth",
normal = "normal_rough",
motion = "motion",
},
})
table.insert(passes, {
name = "ssao",
kind = "fullscreen",
shader = "ssao",
inputs = {depth = "depth", normal = "normal_rough"},
output = "ao_ssao",
settings = {radius = 0.5, power = 1.3},
})
table.insert(passes, {
name = "sdf_ao",
kind = "fullscreen",
shader = "sdf_ao",
inputs = {depth = "depth", normal = "normal_rough", sdf = "sdf_atlas"},
output = "ao_sdf",
settings = {enabled = enable_sdf, radius = 0.6, power = 1.1},
})
table.insert(passes, {
name = "ao_combine",
kind = "fullscreen",
shader = "ao_combine",
inputs = {ssao = "ao_ssao", sdf = "ao_sdf"},
output = "ao",
settings = {sdf_enabled = enable_sdf, ssao_weight = 0.7, sdf_weight = 0.3},
})
table.insert(passes, {
name = "sdf_soft_shadows",
kind = "fullscreen",
shader = "sdf_soft_shadow",
inputs = {depth = "depth", normal = "normal_rough", sdf = "sdf_atlas"},
output = "shadow_soft",
settings = {enabled = enable_sdf, softness = 0.6, max_distance = 6.0},
})
table.insert(passes, {
name = "forward_plus",
kind = "forward_plus",
shader = "forward_plus",
inputs = {
depth = "depth",
normal = "normal_rough",
ao = "ao",
shadow = "shadow_atlas",
shadow_soft = "shadow_soft",
},
output = "scene_hdr",
settings = {
clustered = true,
key_light_color = {1.0, 0.94, 0.85},
sky_color = {0.55, 0.68, 0.92},
},
})
else
table.insert(passes, {
name = "gbuffer",
kind = "gbuffer",
shader = "pbr",
outputs = {
albedo = "gbuffer_albedo",
depth = "depth",
normal = "normal_rough",
motion = "motion",
},
})
table.insert(passes, {
name = "ssao",
kind = "fullscreen",
shader = "ssao",
inputs = {depth = "depth", normal = "normal_rough"},
output = "ao_ssao",
settings = {radius = 0.5, power = 1.3},
})
table.insert(passes, {
name = "sdf_ao",
kind = "fullscreen",
shader = "sdf_ao",
inputs = {depth = "depth", normal = "normal_rough", sdf = "sdf_atlas"},
output = "ao_sdf",
settings = {enabled = enable_sdf, radius = 0.6, power = 1.1},
})
table.insert(passes, {
name = "ao_combine",
kind = "fullscreen",
shader = "ao_combine",
inputs = {ssao = "ao_ssao", sdf = "ao_sdf"},
output = "ao",
settings = {sdf_enabled = enable_sdf, ssao_weight = 0.7, sdf_weight = 0.3},
})
table.insert(passes, {
name = "sdf_soft_shadows",
kind = "fullscreen",
shader = "sdf_soft_shadow",
inputs = {depth = "depth", normal = "normal_rough", sdf = "sdf_atlas"},
output = "shadow_soft",
settings = {enabled = enable_sdf, softness = 0.6, max_distance = 6.0},
})
table.insert(passes, {
name = "lighting",
kind = "lighting",
shader = "deferred_lighting",
inputs = {
albedo = "gbuffer_albedo",
depth = "depth",
normal = "normal_rough",
ao = "ao",
shadow = "shadow_atlas",
shadow_soft = "shadow_soft",
},
output = "scene_hdr",
settings = {
key_light_color = {1.0, 0.94, 0.85},
sky_color = {0.55, 0.68, 0.92},
},
})
end
table.insert(passes, {
name = "ssgi",
kind = "fullscreen",
shader = "ssgi",
inputs = {scene = "scene_hdr", depth = "depth", normal = "normal_rough"},
output = "gi_ssgi",
settings = {enabled = enable_ssgi, intensity = 0.35},
})
table.insert(passes, {
name = "ddgi_update",
kind = "ddgi_update",
shader = "ddgi_update",
inputs = {depth = "depth", normal = "normal_rough"},
output = "ddgi_volume",
settings = {enabled = enable_ddgi, probes = {8, 4, 8}, rays = 96},
})
table.insert(passes, {
name = "vxgi_update",
kind = "vxgi_update",
shader = "vxgi_update",
inputs = {depth = "depth", normal = "normal_rough"},
output = "vxgi_volume",
settings = {enabled = enable_vxgi, voxels = 96, steps = 32},
})
table.insert(passes, {
name = "gi_composite",
kind = "fullscreen",
shader = "gi_composite",
inputs = {
scene = "scene_hdr",
ssgi = "gi_ssgi",
ddgi = "ddgi_volume",
vxgi = "vxgi_volume",
},
output = "scene_hdr",
settings = {ssgi_weight = 0.6, ddgi_weight = 0.25, vxgi_weight = 0.15},
})
table.insert(passes, {
name = "ssr",
kind = "fullscreen",
shader = "ssr",
inputs = {scene = "scene_hdr", depth = "depth", normal = "normal_rough"},
output = "scene_hdr",
settings = {max_steps = 64, thickness = 0.1, roughness_fallback = 0.7},
})
table.insert(passes, {
name = "volumetric_lighting",
kind = "fullscreen",
shader = "volumetric",
inputs = {scene = "scene_hdr", depth = "depth", shadow = "shadow_atlas", shadow_soft = "shadow_soft"},
output = "scene_hdr",
settings = {
enabled = enable_volumetrics,
density = fog_density * 4.0,
height_start = 0.0,
height_falloff = 0.12,
},
})
table.insert(passes, {
name = "transparent",
kind = "transparent",
shader = "transparent",
inputs = {scene = "scene_hdr", depth = "depth", shadow = "shadow_atlas", shadow_soft = "shadow_soft"},
output = "scene_hdr",
})
table.insert(passes, {
name = "taa",
kind = "taa",
inputs = {scene = "scene_hdr", history = "taa_history", motion = "motion"},
output = "scene_hdr",
settings = {feedback = 0.9, sharpen = 0.2},
})
table.insert(passes, {
name = "motion_blur",
kind = "fullscreen",
shader = "motion_blur",
inputs = {scene = "scene_hdr", motion = "motion", depth = "depth"},
output = "post_motion",
settings = {enabled = enable_motion_blur, strength = 0.15, max_blur = 0.02},
})
table.insert(passes, {
name = "depth_of_field",
kind = "fullscreen",
shader = "depth_of_field",
inputs = {scene = "post_motion", depth = "depth"},
output = "scene_hdr",
settings = {enabled = enable_depth_of_field, focus_distance = 6.0, focus_range = 3.5, max_blur = 0.015},
})
table.insert(passes, {
name = "bloom",
kind = "bloom",
input = "scene_hdr",
output = "bloom",
settings = {threshold = 1.2, soft_knee = 0.6, intensity = 0.35},
})
table.insert(passes, {
name = "color_grade",
kind = "fullscreen",
shader = "color_grade",
inputs = {scene = "scene_hdr", bloom = "bloom"},
output = "scene_hdr",
settings = {grade = "warm", exposure = exposure},
})
table.insert(passes, {
name = "tonemap",
kind = "fullscreen",
shader = "tonemap",
input = "scene_hdr",
output = "swapchain",
settings = {
enabled = enable_tonemap,
exposure = exposure,
gamma = gamma,
curve = "aces",
highlight_rolloff = 0.85,
},
})
table.insert(passes, {
name = "ui_composite",
kind = "ui_composite",
inputs = {scene = "swapchain"},
output = "swapchain",
})
return {
resources = {
scene_hdr = {type = "color", format = "rgba16f", size = "swapchain"},
depth = {type = "depth", format = "d32", size = "swapchain"},
normal_rough = {type = "color", format = "a2b10g10r10", size = "swapchain"},
motion = {type = "color", format = "rg16f", size = "swapchain"},
gbuffer_albedo = {type = "color", format = "rgba8", size = "swapchain"},
shadow_atlas = {type = "depth_array", format = "d32", size = {4096, 4096}, layers = 8},
sdf_atlas = {type = "color", format = "r16f", size = "half", layers = 16},
shadow_soft = {type = "color", format = "r8", size = "half"},
ao_ssao = {type = "color", format = "r8", size = "half"},
ao_sdf = {type = "color", format = "r8", size = "half"},
ao = {type = "color", format = "r8", size = "half"},
gi_ssgi = {type = "color", format = "rgba16f", size = "half"},
ddgi_volume = {type = "color", format = "rgba16f", size = {64, 64}, layers = 16},
vxgi_volume = {type = "color", format = "rgba16f", size = {96, 96}, layers = 16},
taa_history = {type = "color", format = "rgba16f", size = "swapchain"},
post_motion = {type = "color", format = "rgba16f", size = "swapchain"},
bloom = {type = "color", format = "rgba16f", size = "half", mips = 5},
},
passes = passes,
}
end
function get_view_projection(aspect)
local now = os.clock()
local dt = 0.0
if last_frame_time then
dt = now - last_frame_time
end
last_frame_time = now
if dt < 0.0 then
dt = 0.0
elseif dt > 0.1 then
dt = 0.1
end
update_camera(dt)
update_audio_controls()
local forward = forward_from_angles(camera.yaw, camera.pitch)
local center = {
camera.position[1] + forward[1],
camera.position[2] + forward[2],
camera.position[3] + forward[3],
}
local view = math3d.look_at(camera.position, center, world_up)
local projection = math3d.perspective(camera.fov, aspect, camera.near, camera.far)
return math3d.multiply(projection, view)
end
function get_gui_commands()
gui_context:beginFrame(gui_input)
draw_compass_widget()
draw_flight_buttons()
gui_context:endFrame()
return gui_context:getCommands()
end