salut tout le monde
la 5.70 intègre une nouvelle fonction : MaterialTextureAliases( material, texture1id=0, texture2id=0, texture3id=0, texture4id=0)
les alias de texture permettent d'utiliser differentes textures avec un même script material.
cette fonction substitue les alias de texture d'un script material avec des textures PureBasic.
Dans le script material, les references aux textures:
"texture matexture.jpg"
doit etre remplacé par
"texture_alias texture1" (ou texture2, texture3, texture4)
mon but est de faire une collection de script material (compatible directx et opengl) contentant les principaux effets
- normal mapping
- refraction
- réflexion (sur une heightmap)
- fresnel
...
si y'a des connaisseurs qui veulent m'aider, je suis preneur
l'exemple ci dessous utilise un script "normalmap" que j'ai récupéré sur un programme de kelebrindae
les textures sont crées avec purebasic
les heightmap peuvent être créées a partir des fonctions:
- textureArray2NM (utilise un tableau de long en entrée)
- textureHM2NM (utilise une texture en entrée, les hauteurs correspondent à la luminosité des pixels)
pour faire fonctionner cet exemple il faut au préalable uploader le fichier suivant:
http://cg.racine.free.fr/MaterialScripts_Alias.zip
le décompresser et mettre le chemin du dossier
dans
Add3DArchive("...\materialscripts_alias", #PB_3DArchive_FileSystem )
(ligne 480)
[EDIT 11/04/2019]
j'ai changer le script (et le code)
j'ai recuperé le script 'ParallaxOcclusionMapping' de samuel (forum anglais)
en mettant la couche alpha a 255, on peut l'utiliser comme normalmapping simple
il est tres rapide et ne presente pas de defaut sur la reflexion
de plus, il est composé de 3 fichiers, faisant moins de 10k en tout
bref bien meilleur que l'ancien
Code : Tout sélectionner
; ----------------------------------------------------------------------------------------------------------
; MaterialTextureAliases - pf Shadoko - 2018
; ----------------------------------------------------------------------------------------------------------
;{ ============================= biblio
Structure Vector2
x.f
y.f
EndStructure
Structure Vector3
x.f
y.f
z.f
EndStructure
Structure PB_MeshVertexV
p.vector3
n.vector3
t.vector3
u.f
v.f
color.l
EndStructure
Macro vec3d(v,vx,vy,vz)
v\x=vx
v\y=vy
v\z=vz
EndMacro
Macro sub3D(p,p1,p2)
p\x=p1\x-p2\x
p\y=p1\y-p2\y
p\z=p1\z-p2\z
EndMacro
Macro add3d(p,p1,p2)
p\x=p1\x+p2\x
p\y=p1\y+p2\y
p\z=p1\z+p2\z
EndMacro
Procedure.f lng3D(*v.Vector3)
ProcedureReturn Sqr(*V\x * *V\x + *V\y * *V\y + *V\z * *V\z)
EndProcedure
Procedure Norme3D(*V.Vector3,l.f=1)
Protected.f lm
lm = l / lng3d(*v)
*V\x * lm
*V\y * lm
*V\z * lm
EndProcedure
Procedure Pvectoriel3d(*r.vector3,*p.vector3,*q.vector3)
*r\x=*p\y * *q\z - *p\z * *q\y
*r\y=*p\z * *q\x - *p\x * *q\z
*r\z=*p\x * *q\y - *p\y * *q\x
EndProcedure
Procedure defmatrot(*p.vector3,w.f, orientation=0)
Global.vector3 lo_p,lo_q,lo_r
Protected pp.vector3, l.f
vec3d(lo_p,*p\x,*p\y,*p\z)
l=lng3d(lo_p)
Select orientation
Case 0:vec3d(pp,Cos(w),0,Sin(w))
Case 1:vec3d(pp,0,Cos(w),Sin(w))
Case 2:vec3d(pp,Cos(w),Sin(w),0)
EndSelect
pvectoriel3d(lo_q,lo_p,pp ):Norme3d(lo_q,l)
pvectoriel3d(lo_r,lo_p,lo_q):Norme3d(lo_r,l)
EndProcedure
Procedure calcmatrot(*v.vector3, *u.vector3)
Protected.f x=*u\x, y=*u\y, z=*u\z
*v\x=lo_p\x * x + lo_q\x * y + lo_r\x * z
*v\y=lo_p\y * x + lo_q\y * y + lo_r\y * z
*v\z=lo_p\z * x + lo_q\z * y + lo_r\z * z
EndProcedure
Procedure.f Max(v1.f,v2.f)
If v1>v2:ProcedureReturn v1:Else:ProcedureReturn v2:EndIf
EndProcedure
Procedure.f Min(v1.f,v2.f)
If v1<v2:ProcedureReturn v1:Else:ProcedureReturn v2:EndIf
EndProcedure
Procedure.f limite(V.f, i.f, s.f)
If V < i :v=i:EndIf
If V > s :v=s:EndIf
ProcedureReturn V
EndProcedure
Macro vec2d(v,vx,vy)
v\x=vx
v\y=vy
EndMacro
Macro interpol(v,v1,v2,r=0.5)
v=v1*(1-r)+v2*r
EndMacro
Procedure interpol3D(*R.Vector3, *V1.Vector3, *V2.Vector3, r.f)
*R\x = *V1\x + r * (*V2\x - *V1\x)
*R\y = *V1\y + r * (*V2\y - *V1\y)
*R\z = *V1\z + r * (*V2\z - *V1\z)
EndProcedure
Procedure.f POM(v.f)
ProcedureReturn (Random(v*1000)-v*500)/500
EndProcedure
;######################################################################################################
Procedure Split(Array t.s(1),l.s,sep.s=",",nmax=100)
Protected ap.l,p.l,n,ls
Dim t(nmax)
ls=Len(sep)
l+sep
p=1-ls
Repeat
ap=p+ls:p=FindString(l,sep,ap)
If p=0:Break:EndIf
n+1
t(n)= Mid(l,ap,p-ap)
ForEver
ReDim t(n)
EndProcedure
Procedure string2vector2(Array s.vector2(1),txt.s)
Dim tt.s(0)
Dim t.s(0)
Protected i,n
split(tt(),txt,"/",100)
n=ArraySize(tt())
Dim s(n-1)
For i=1 To n
split(t(),tt(i)+",0",",")
With s(i-1)
\x=ValF(t(1))
\y=ValF(t(2))
EndWith
Next
EndProcedure
Procedure CoRBinv(c.l)
ProcedureReturn RGBA(Blue(c),Green(c),Red(c),Alpha(c))
EndProcedure
Procedure ColorBlend(color1.l, color2.l, blend.f)
Protected r.w,g.w,b.w,a.w
r= Red(color1) + (Red(color2) - Red(color1)) * blend
g=Green(color1) + (Green(color2) - Green(color1)) * blend
b= Blue(color1) + (Blue(color2) - Blue(color1)) * blend
a=Alpha(color1) + (Alpha(color2) - Alpha(color1)) * blend
ProcedureReturn RGBA(r,g,b,a)
EndProcedure
Procedure GradientToArray(Array pal.l(1),n,gradient.s,inv.b=0,alpha.b=0)
Protected Dim lt.s(0)
Protected i,j, apos,pos, acol.l,col.l,p
n-1
Dim pal(n)
split(lt(),gradient,"/")
Macro lparam(i)
pos=ValF(lt(i))*n
p=FindString(lt(i),",")
If p: col=Val(Mid(lt(i),p+1)):Else:col=acol:EndIf
If inv :col=CoRBinv(col):EndIf
If alpha:col | $ff000000:EndIf
EndMacro
lparam(1)
For i=2 To ArraySize(lt())
apos=pos
acol=col
lparam(i)
For j=apos To pos:pal(j)=ColorBlend(acol,col,(j-apos)/(pos-apos)):Next
Next
EndProcedure
Procedure Finterpol(Array F.f(1),t.s,rx.f=1,ry.f=1,oy.f=0)
Protected.l i,j,n,c,ac
Protected.f y,dx,dy,p
Protected Dim s.vector2(0)
string2vector2(s(),t)
n=ArraySize(s())
For i=0 To n
s(i)\x*rx
s(i)\y*ry+oy
Next
Dim f(Int(s(n)\x))
For j=0 To n-1
y=s(j)\y
dx=s(j+1)\x-s(j)\x
dy=s(j+1)\y-s(j)\y
p=dy/dx
ac=c
While c<=s(j+1)\x
f(c)=y+p*(c-ac):c+1
Wend
Next
EndProcedure
Procedure t2norme(Array t.l(2),dmin.w,dmax.w,profil.s="")
Protected smin.w,smax.w,dx1,dy1,i,j,sr,dr
If profil="":profil="0,0/1,1":EndIf
dy1 = ArraySize(t(), 1)
dx1 = ArraySize(t(), 2)
smax = -32768
smin = 32767
For j=0 To dy1
For i=0 To dx1
If t(j,i)>smax : smax=t(j,i): EndIf
If t(j,i)<smin : smin=t(j,i): EndIf
Next
Next
sr=smax-smin
dr=dmax-dmin
Protected Dim conv.f(sr)
Finterpol(conv(),profil,sr,dr,dmin)
For j=0 To dy1
For i=0 To dx1
t(j,i)=conv(t(j,i)-smin)
Next
Next
EndProcedure
Procedure Tmodulo(Array T(1), max, marge)
Protected i,d=max-marge/2
Dim T(max + 2*marge): For i = 0 To max + 2*marge: T(i) = (i+d) % (max+1): Next
EndProcedure
Procedure Tlimite(Array T(1), max, marge)
Protected i
Dim T(max + 2*marge): For i = 0 To max + 2*marge: T(i) = limite(i-1-marge/2, 0, max): Next
EndProcedure
Procedure lisser2D(Array s.l(2),di.w, dj.w,pass=1,loop=1)
If di=0 And dj=0:ProcedureReturn:EndIf
Protected i,j,k,dii,djj,dx,dy,dij,tx
dx = ArraySize(s(), 2):di=min(di,dx)
dy = ArraySize(s(), 1):dj=min(dj,dy)
Dim d.l(dy,dx)
dii=di+1
djj=dj+1
dij = dii * djj
Dim lx(0)
Dim ly(0)
If loop
Tmodulo (lx(), dx, di+1)
Tmodulo (ly(), dy, dj+1)
Else
Tlimite(lx(), dx, di+1)
Tlimite(ly(), dy, dj+1)
EndIf
For k=1 To pass
Dim ty.l(dx)
For j = 0 To djj - 1: For i = 0 To dx: ty(i) + s(ly(j),i): Next: Next
For j = 0 To dy
For i = 0 To dx: ty(i) + s(ly(djj+j),i) - s(ly(j),i): Next
tx=0:For i = 0 To dii-1: tx+ty(lx(i)): Next
For i = 0 To dx: tx + ty(lx(dii+i)) - ty(lx(i) ): d(j,i) = tx / dij: Next
Next
CopyArray(d(),s())
Next
EndProcedure
Procedure heightmap(Array t.l(2),rnd, dx.w, dy.w, Re.w)
Protected i,j,ii,jj,n,d,dd,dx1=dx-1,dy1=dy-1,l,R, rr,dec
RandomSeed(rnd)
n = 1<<re
dd=min(dx,dy) / n: If dd<1:dd=1:EndIf
Dim t.l(dy-1, dx-1)
rr = $1fff:r=rr>>1
For jj = 0 To dy/dd - 1:j=jj*dd: For ii = 0 To dx/dd - 1:i=ii*dd: t(j,i) = Random(rr) - R: Next: Next
l = dd
While dd > 1
d = dd / 2
For jj = 0 To dy/dd - 1 :j=jj*dd+d
For ii = 0 To dx/dd - 1:i=ii*dd+d
t(j,i) = (t((j - d) & dy1,(i - d) & dx1) + t((j - d) & dy1,(i + d) & dx1) + t((j + d) & dy1,(i + d) & dx1) + t((j + d) & dy1,(i - d) & dx1)) / 4 + Random(rr) - R
Next
Next
For jj = 0 To dy/d - 1 :j=jj*d:dec=1- jj & 1
For ii = 0 To dx/dd - 1:i=ii*dd+dec*d
t(j,i) = (t(j,(i - d) & dx1) + t(j,(i + d) & dx1) + t((j - d) & dy1,i) + t((j + d) & dy1,i)) / 4 + Random(rr) - R
Next
Next
l/2
dd/2
r/2:rr/2
Wend
EndProcedure
Procedure textureArray2NM(Array hm.l(2),imgNM,amplitude.f)
Protected i,j,dx,dy,h00,h10,h01
Protected.f x,y,z,l, max=255/amplitude,max2=max*max
Protected.vector3 p
dx=ArraySize(hm(),2)+1
dy=ArraySize(hm(),1)+1
Dim bmp.l(dy-1,dx-1)
For j=0 To dy-1
For i=0 To dx-1
h00=hm(j,i)
h10=hm(j,(i+1) % dx)
h01=hm((j+1) % dy,i)
p\x=h00-h10
p\y=h00-h01
l=min(p\x*p\x+p\y*p\y,max2)
p\z=Sqr(max2-l)
Norme3D(p,127)
bmp(j,i)=RGBA(p\z+128,p\y+128,p\x+128,255)
Next
Next
CreateTexture(imgNM,dx,dy)
StartDrawing(TextureOutput(imgNM)):CopyMemory(@bmp(0,0),DrawingBuffer(),dx*dy*4):StopDrawing()
EndProcedure
Procedure textureHM2NM(imgHM,imgNM,amplitude.f)
Protected i,j,dx,dy,c
StartDrawing(TextureOutput(imgHM))
dx=OutputWidth()
dy=OutputHeight()
Dim hm.l(dy-1,dx-1)
Dim bmp.l(dy-1,dx-1)
CopyMemory(DrawingBuffer(),@bmp(0,0),dx*dy*4)
StopDrawing()
For j=0 To dy-1
For i=0 To dx-1
c=bmp(j,i)
hm(j,i)=Red(c)+Green(c)+Blue(c)
Next
Next
textureArray2NM(hm(),imgNM,amplitude/3)
EndProcedure
Procedure texture(tex,dx,dy,rnd=0,f=0,lissage=0,amplitude=64,profil.s="0,0/1,1",grad.s="0,$000000/1,$ffffff")
dx/2
dy/2
Protected Dim t.l(0,0)
Protected Dim bmp.l(dy-1,dx-1)
Protected Dim grad.l(0):gradienttoarray(grad(),1024,grad,1)
Protected i,j,n
heightmap(t(),rnd,dx,dy,f)
lisser2d(t(),lissage,lissage,2)
t2norme(t(),0,1023,profil)
For j=0 To dy-1:For i=0 To dx-1:bmp(j,i)=grad(t(j,i)):Next:Next
n=CreateTexture(tex,dx,dy):If tex=-1:tex=n:EndIf
StartDrawing(TextureOutput(tex)):CopyMemory(@bmp(0,0),DrawingBuffer(),dx*dy*4):StopDrawing()
textureArray2NM(t(),tex+1,amplitude)
ProcedureReturn tex
EndProcedure
;}===================================================================================================================================================
;>>>>>>>>>>>>>>>>>>>> BUG GetScriptMaterial <<<<<<<<<<<<<<<<<<<<
Procedure.i GetScriptMaterial_(material.i,name.s)
Protected m,mtemp=GetScriptMaterial(-1,name)
m=CopyMaterial(mtemp,material)
If material=-1:material=m:EndIf
FreeMaterial(mtemp)
ProcedureReturn material
EndProcedure
Macro GetScriptMaterial(material,name):GetScriptMaterial_(material,name):EndMacro
#n=3
#ecart=6
Global diff=1,
spec=1,
rotL=1,
rotG=1,
fdf=0
Procedure mesh_node(mesh,size.f,radius.f,nbseg_length=128,nbseg_section=32,txrepeat_length.f=16,txrepeat_section.f=2)
Dim t.PB_MeshVertexV(nbseg_section,nbseg_length)
Protected.f ai,aj,sx,sy,c.b, rs
Protected.vector3 p,ap,d,s,ss
Macro ligne(jj)
aj=jj/nbseg_length *2*#PI
p\x = (Sin(aj)+2* Sin(2*aj))*size
p\y = (Cos(aj)-2* Cos(2*aj))*size
p\z = - 2*Sin(3*aj)*size
EndMacro
ligne(-1)
For j=0 To nbseg_length
ap=p:ligne(j)
sub3d(d,p,ap):Norme3D(d,1)
defmatrot(d,aj)
For i=0 To nbseg_section
With t(i,j)
ai=i*2*#PI/nbseg_section
s\y=Sin(ai)*radius
s\z=Cos(ai)*radius
calcmatrot(ss,s)
add3d(\p,p,ss)
Norme3D(ss):\n=ss
\u=i*txrepeat_section/nbseg_section
\v=j*txrepeat_length/nbseg_length
EndWith
Next
Next
CreateDataMesh(mesh,t())
BuildMeshTangents(mesh)
EndProcedure
Procedure menu()
Protected p=4
Macro DT(t1,etat=-1)
DrawText(8,p,t1)
If etat=0:DrawText(140,p,"OFF"):ElseIf etat=1:DrawText(140,p,"ON"):EndIf
p+17
EndMacro
CreateSprite(0,180,180,#PB_Sprite_AlphaBlending)
StartDrawing(SpriteOutput(0))
DrawingMode(#PB_2DDrawing_AllChannels)
DrawingFont(FontID(0))
Box(0,0,180,180,$22ffffff)
DrawingMode(#PB_2DDrawing_AllChannels|#PB_2DDrawing_Outlined)
Box(0,0,180,180,$44ffffff)
BackColor($22ffffff)
FrontColor($ffffffff)
dt("Moving :")
dt("Arrow keys + Mouse")
dt("")
dt("Controls :")
dt("[F1] Diffuse light",diff)
dt("[F2] Specular light",spec)
dt("[F3] Global rotation",rotg)
dt("[F4] Local rotation",rotl)
dt("[F12] Wireframe",fdf)
dt("[Esc] / [Click] Quit")
StopDrawing()
EndProcedure
Procedure affiche3d()
Protected.f MouseX,Mousey,keyx,keyz,a,ai
Repeat
WindowEvent()
ExamineMouse()
ExamineKeyboard()
If KeyboardReleased(#PB_Key_F1 ):diff=1-diff:menu():SetLightColor(0,#PB_Light_DiffuseColor ,diff*$ffffff):EndIf
If KeyboardReleased(#PB_Key_F2 ):spec=1-spec:menu():SetLightColor(0,#PB_Light_SpecularColor,spec*$ffffff):EndIf
If KeyboardReleased(#PB_Key_F3 ):rotL=1-rotL:menu():EndIf:If rotL:For i=0 To #n:ai=a+i*2*#PI/(#n+1):MoveEntity(i,#ecart*Cos(ai),0,#ecart*Sin(ai),#PB_Absolute):Next:a+0.002:EndIf
If KeyboardReleased(#PB_Key_F4 ):rotG=1-rotG:menu():EndIf:If rotG:For i=0 To #n:RotateEntity(i,0.1,0.2,0.3,#PB_Relative):Next:EndIf
If KeyboardReleased(#PB_Key_F12):fdf=1-fdf:menu():If fdf:CameraRenderMode(0,#PB_Camera_Wireframe):Else:CameraRenderMode(0,#PB_Camera_Textured):EndIf:EndIf
keyx=(-Bool(KeyboardPushed(#PB_Key_Left))+Bool(KeyboardPushed(#PB_Key_Right)))*0.1
keyz=(-Bool(KeyboardPushed(#PB_Key_Down))+Bool(KeyboardPushed(#PB_Key_Up )))*0.1+MouseWheel()*1
MouseX = -MouseDeltaX() * 0.05
MouseY = -MouseDeltaY() * 0.05
RotateCamera(0, MouseY, MouseX, 0, #PB_Relative)
MoveCamera (0, KeyX, 0, -keyz)
RenderWorld()
DisplayTransparentSprite(0,8,8)
FlipBuffers()
Until MouseButton(#PB_MouseButton_Left) Or KeyboardReleased(#PB_Key_Escape)
EndProcedure
InitEngine3D():InitSprite():InitKeyboard():InitMouse()
ExamineDesktops()
ex=DesktopWidth (0)
ey=DesktopHeight(0)
OpenWindow(0, 0,0, ex,ey, "MaterialTextureAliases - [F1, F2, F3, F4] - Change sample - [F12] Wireframe - [Esc] quit",#PB_Window_BorderLess | #PB_Window_Maximize)
OpenWindowedScreen(WindowID(0), 0, 0, ex, ey, 0, 0, 0)
; <<<<<<<<<<<<<<<< insert path here >>>>>>>>>>>>>>>>
Add3DArchive("!!!", #PB_3DArchive_FileSystem )
Parse3DScripts()
;-------------------- scene
CreateCamera(0, 0, 0, 100, 100):MoveCamera(0,0,0,-14):CameraLookAt(0,0,0,0)
CreateLight(0, $111111* 15*diff, 4000, 4000, -4000):SetLightColor(0,#PB_Light_SpecularColor, $111111* 15*spec)
AmbientColor($111111* 2)
texture(1,512,512,0,5,8,2,"0,1/0.5,0/1,1","0,$000044/0.2,$0044bb/1,$00ff00")
texture(3,512,512,0,4,2,1,"0,0/0.5,1/1,0","0,$ff8800/1,$0088ff")
texture(5,512*2,512/2,0,2,2,1,"0,1/0.4,0.5/0.5,0/0.6,0.5/1,1","0,$224488/0.5,$3366bb/1,$4488dd")
texture(7,512,512,0,3,1,1,"0,0/0.5,1/0.7,0/1,1","0,$0088ff/0.8,$444488/1,$6666aa")
mesh_node(0,1,0.8,256,32,16,2)
For i=0 To #n
GetScriptMaterial(i,"ParallaxOcclusionMapping"):MaterialTextureAliases(i,TextureID(1+(i%4)*2),TextureID(2+(i%4)*2),0,0)
ai=i*2*#PI/(#n+1):CreateEntity(i,MeshID(0),MaterialID(i),#ecart*Cos(ai),0,#ecart*Sin(ai))
RotateEntity(i,Random(360),Random(360),Random(360))
Next
LoadFont(0,"arial",10)
menu()
affiche3d()