diff options
| author | tech kaczynski <tk@techkaczynski.dev> | 2026-11-04 05:56:35 +1000 |
|---|---|---|
| committer | tech kaczynski <tk@techkaczynski.dev> | 2026-11-04 05:56:35 +1000 |
| commit | ea84213ece95e3ef8ff7f0095cee73ee6bdd0f9a (patch) | |
| tree | 32a502e72438ba0c6b6fa00dbd9dbdf3603fe7e3 /res | |
| parent | e5560f69e11051a85c1d54780a59a4fbd83d8ed9 (diff) | |
added convex hull and trimesh colliders. Fixed physics edit mode bugs. Added debug drawing for all supported collision types.
Diffstat (limited to 'res')
| -rw-r--r-- | res/mdl/psx-characters/male/rigged/male1.glb | bin | 0 -> 409632 bytes | |||
| -rw-r--r-- | res/mdl/psx-characters/male/rigged/male1.raylib.glb | bin | 0 -> 409632 bytes | |||
| -rw-r--r-- | res/mdl/psx-trees/dead_tree_rt_1.glb | bin | 0 -> 302660 bytes | |||
| -rw-r--r-- | res/mdl/psx-trees/dead_tree_rt_2.glb | bin | 0 -> 80152 bytes | |||
| -rw-r--r-- | res/mdl/psx-trees/small_tree_rt_1.glb | bin | 0 -> 16040 bytes | |||
| -rw-r--r-- | res/mdl/psx-trees/tree_rt_1.glb | bin | 0 -> 58664 bytes | |||
| -rw-r--r-- | res/mdl/psx-trees/tree_rt_2.glb | bin | 0 -> 159940 bytes | |||
| -rw-r--r-- | res/mdl/psx-trees/tree_rt_2_1.glb | bin | 0 -> 158828 bytes | |||
| -rw-r--r-- | res/mdl/psx-trees/tree_rt_3.glb | bin | 0 -> 178696 bytes | |||
| -rw-r--r-- | res/mdl/psx-trees/tree_rt_4.glb | bin | 0 -> 415296 bytes | |||
| -rw-r--r-- | res/save/scene.fgs | bin | 14764 -> 172800 bytes | |||
| -rw-r--r-- | res/sdr/mdl_foliage.vs | 23 | ||||
| -rw-r--r-- | res/sdr/mdl_skinned_vtx_lit.vs | 59 |
13 files changed, 71 insertions, 11 deletions
diff --git a/res/mdl/psx-characters/male/rigged/male1.glb b/res/mdl/psx-characters/male/rigged/male1.glb Binary files differnew file mode 100644 index 0000000..69272c1 --- /dev/null +++ b/res/mdl/psx-characters/male/rigged/male1.glb diff --git a/res/mdl/psx-characters/male/rigged/male1.raylib.glb b/res/mdl/psx-characters/male/rigged/male1.raylib.glb Binary files differnew file mode 100644 index 0000000..283a3d2 --- /dev/null +++ b/res/mdl/psx-characters/male/rigged/male1.raylib.glb diff --git a/res/mdl/psx-trees/dead_tree_rt_1.glb b/res/mdl/psx-trees/dead_tree_rt_1.glb Binary files differnew file mode 100644 index 0000000..fec0486 --- /dev/null +++ b/res/mdl/psx-trees/dead_tree_rt_1.glb diff --git a/res/mdl/psx-trees/dead_tree_rt_2.glb b/res/mdl/psx-trees/dead_tree_rt_2.glb Binary files differnew file mode 100644 index 0000000..0523544 --- /dev/null +++ b/res/mdl/psx-trees/dead_tree_rt_2.glb diff --git a/res/mdl/psx-trees/small_tree_rt_1.glb b/res/mdl/psx-trees/small_tree_rt_1.glb Binary files differnew file mode 100644 index 0000000..632de9d --- /dev/null +++ b/res/mdl/psx-trees/small_tree_rt_1.glb diff --git a/res/mdl/psx-trees/tree_rt_1.glb b/res/mdl/psx-trees/tree_rt_1.glb Binary files differnew file mode 100644 index 0000000..0c7fa93 --- /dev/null +++ b/res/mdl/psx-trees/tree_rt_1.glb diff --git a/res/mdl/psx-trees/tree_rt_2.glb b/res/mdl/psx-trees/tree_rt_2.glb Binary files differnew file mode 100644 index 0000000..881f7d8 --- /dev/null +++ b/res/mdl/psx-trees/tree_rt_2.glb diff --git a/res/mdl/psx-trees/tree_rt_2_1.glb b/res/mdl/psx-trees/tree_rt_2_1.glb Binary files differnew file mode 100644 index 0000000..8c9669c --- /dev/null +++ b/res/mdl/psx-trees/tree_rt_2_1.glb diff --git a/res/mdl/psx-trees/tree_rt_3.glb b/res/mdl/psx-trees/tree_rt_3.glb Binary files differnew file mode 100644 index 0000000..2ec3314 --- /dev/null +++ b/res/mdl/psx-trees/tree_rt_3.glb diff --git a/res/mdl/psx-trees/tree_rt_4.glb b/res/mdl/psx-trees/tree_rt_4.glb Binary files differnew file mode 100644 index 0000000..19963e1 --- /dev/null +++ b/res/mdl/psx-trees/tree_rt_4.glb diff --git a/res/save/scene.fgs b/res/save/scene.fgs Binary files differindex ae27721..b07fae4 100644 --- a/res/save/scene.fgs +++ b/res/save/scene.fgs diff --git a/res/sdr/mdl_foliage.vs b/res/sdr/mdl_foliage.vs index 1198009..366290a 100644 --- a/res/sdr/mdl_foliage.vs +++ b/res/sdr/mdl_foliage.vs @@ -27,20 +27,21 @@ out vec4 frag_colour; out vec3 frag_lighting; void main() { - vec3 world_normal = normalize((matNormal * vec4(vertexNormal, 0.0)).xyz); + vec3 canopy_center = vec3(0.0, 4.0, 0.0); + vec3 canopy_normal = vertexNormal; + vec3 offset = vertexPosition - canopy_center; - // float sun_diffuse = abs(dot(world_normal, sun_direction)); - // float moon_diffuse = abs(dot(world_normal, moon_direction)); + if (dot(offset, offset) > 0.0001) { + canopy_normal = normalize(offset); + } - // for stronger shading, use 0.3 + 0.7 * abs(...) - // float sun_diffuse = 0.5 + 0.5 * abs(dot(world_normal, sun_direction)); - // float moon_diffuse = 0.5 + 0.5 * abs(dot(world_normal, moon_direction)); - float sun_diffuse = abs(dot(world_normal, sun_direction)); - float moon_diffuse = abs(dot(world_normal, moon_direction)); + vec3 world_normal = normalize((matNormal * vec4(canopy_normal, 0.0)).xyz); - // hack to fix lighting at midday - float midday = smoothstep(0.7, 1.0, sun_direction.y); - sun_diffuse = mix(sun_diffuse, 0.65, midday); + float sun_facing = dot(world_normal, sun_direction); + float moon_facing = dot(world_normal, moon_direction); + + float sun_diffuse = max(sun_facing, 0.0) + 0.1 * max(-sun_facing, 0.0); + float moon_diffuse = max(moon_facing, 0.0) + 0.1 * max(-moon_facing, 0.0); vec3 ambient_light = ambient_colour * ambient_intensity; vec3 sun_light = sun_colour * sun_intensity * sun_diffuse; diff --git a/res/sdr/mdl_skinned_vtx_lit.vs b/res/sdr/mdl_skinned_vtx_lit.vs new file mode 100644 index 0000000..a6da15e --- /dev/null +++ b/res/sdr/mdl_skinned_vtx_lit.vs @@ -0,0 +1,59 @@ +#version 330 + +in vec3 vertexPosition; +in vec2 vertexTexCoord; +in vec3 vertexNormal; +in vec4 vertexColor; + +uniform mat4 mvp; +uniform mat4 matNormal; + +uniform vec3 sun_direction; +uniform vec3 sun_colour; +uniform float sun_intensity; + +uniform vec3 moon_direction; +uniform vec3 moon_colour; +uniform float moon_intensity; + +uniform vec3 ambient_colour; +uniform float ambient_intensity; + +uniform vec2 uv_tiling; +uniform vec2 uv_offset; + +out vec2 frag_texcoord; +out vec4 frag_colour; +out vec3 frag_lighting; +out vec3 frag_normal; + +in vec4 vertexBoneIndices; +in vec4 vertexBoneWeights; + +uniform mat4 boneMatrices[64]; + +void main() { + mat4 skin = + vertexBoneWeights.x * boneMatrices[int(vertexBoneIndices.x)] + + vertexBoneWeights.y * boneMatrices[int(vertexBoneIndices.y)] + + vertexBoneWeights.z * boneMatrices[int(vertexBoneIndices.z)] + + vertexBoneWeights.w * boneMatrices[int(vertexBoneIndices.w)]; + + vec4 position = skin * vec4(vertexPosition, 1.0); + vec3 normal = (skin * vec4(vertexNormal, 0.0)).xyz; + vec3 world_normal = normalize((matNormal * vec4(normal, 0.0)).xyz); + + float sun_diffuse = max(dot(world_normal, sun_direction), 0.0); + float moon_diffuse = max(dot(world_normal, moon_direction), 0.0); + + vec3 ambient_light = ambient_colour * ambient_intensity; + vec3 sun_light = sun_colour * sun_intensity * sun_diffuse; + vec3 moon_light = moon_colour * moon_intensity * moon_diffuse; + + frag_lighting = ambient_light + sun_light + moon_light; + frag_texcoord = vertexTexCoord * uv_tiling + uv_offset; + frag_colour = vertexColor; + frag_normal = world_normal; + + gl_Position = mvp * position; +} |
