polish
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3 changed files with 78 additions and 4 deletions
62
add/shaders/window.hlsl
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62
add/shaders/window.hlsl
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@ -0,0 +1,62 @@
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#include "stereokit.hlsli"
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//--name = dofdev/window
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//--color:color = 1,1,1,1
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//--tex_scale = 1
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//--diffuse = white
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//--clearcolor:color = 0,0,0,0
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float4 color;
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float tex_scale;
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Texture2D diffuse : register(t0);
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SamplerState diffuse_s : register(s0);
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float4 clearcolor;
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struct vsIn {
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float4 pos : SV_Position;
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float3 norm : NORMAL0;
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float2 uv : TEXCOORD0;
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float4 col : COLOR0;
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};
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struct psIn {
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float4 pos : SV_Position;
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float3 norm : NORMAL0;
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float2 uv : TEXCOORD0;
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float4 world : WORLD;
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float4 color : COLOR0;
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float3 campos : TEXCOORD1;
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uint view_id : SV_RenderTargetArrayIndex;
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};
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psIn vs(vsIn input, uint id : SV_InstanceID) {
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psIn o;
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o.view_id = id % sk_view_count;
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id = id / sk_view_count;
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o.campos = sk_camera_pos[o.view_id].xyz;
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o.world = mul(input.pos, sk_inst[id].world);
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o.pos = mul(o.world, sk_viewproj[o.view_id]);
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o.norm = normalize(mul(input.norm, (float3x3)sk_inst[id].world));
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o.uv = input.uv * tex_scale;
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o.color = color * input.col * sk_inst[id].color;
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o.color.rgb *= Lighting(o.norm);
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// o.color.rgb *= sk_lighting(o.normal);
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return o;
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}
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float4 ps(psIn input) : SV_TARGET {
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float glow = FingerGlow(input.world.xyz, input.norm);
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// glow = 0;
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float4 col = float4(lerp(input.color.rgb, float3(2,2,2), glow), input.color.a);
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// clip(input.world.y);
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// float4 col = diffuse.Sample(diffuse_s, input.uv);
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// col = col * input.color;
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return col;
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}
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18
src/Mono.cs
18
src/Mono.cs
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@ -201,14 +201,23 @@ public class Mono {
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}
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int dofIndex = 0;
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Pose windowPose = new Pose(0, 1.5f, -0.5f, Quat.FromAngles(0, 0, 0));
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TextStyle style = Text.MakeStyle(Font.FromFile("add/fonts/DM-Mono.ttf"), 1f * U.cm, Color.White);
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Pose windowPose = new Pose(0, 1.2f, -0.6f, Quat.FromAngles(0, 180, 0));
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Material windowMat = new Material(Shader.FromFile("window.hlsl"));
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TextStyle style = Text.MakeStyle(Font.FromFile("add/fonts/DM-Mono.ttf"), 1f * U.cm, Color.Black);
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TextStyle style2 = Text.MakeStyle(Font.FromFile("add/fonts/DM-Mono.ttf"), 1f * U.cm, new Color(0.5f, 0.5f, 0.5f));
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Vec2 fieldSize = new Vec2(6f * U.cm, 3f * U.cm);
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void ShowWindowButton() {
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windowMat.Transparency = Transparency.Add;
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windowMat.FaceCull = Cull.None;
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windowMat.DepthWrite = false;
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UI.SetElementVisual(UIVisual.WindowBody, Mesh.Quad, windowMat, Vec2.One);
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UI.SetElementVisual(UIVisual.WindowHead, Mesh.Quad, windowMat, Vec2.One);
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UI.WindowBegin("design vars", ref windowPose);
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UI.SetThemeColor(UIColor.Background, new Color(0f, 0f, 0f));
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UI.SetThemeColor(UIColor.Primary, new Color(0.5f, 0.5f, 0.5f));
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// UI.SetThemeColor(UIColor.Primary, new Color(1f, 1f, 1f));
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// UI.HandleBegin("design", ref windowPose, new Bounds(V.XYZ(0.02f, 0.02f, 0.02f)), true, UIMove.FaceUser);
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UI.SetThemeColor(UIColor.Background, new Color(0.2f, 0.2f, 0.3f));
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UI.SetThemeColor(UIColor.Primary, new Color(0.4f, 0.4f, 0.6f));
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UI.SetThemeColor(UIColor.Common, new Color(1.0f, 1.0f, 1.0f));
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UI.PushTextStyle(style);
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// if (UI.Button("Draw Oriel Axis")) { oriel.drawAxis = !oriel.drawAxis; }
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@ -265,6 +274,7 @@ public class Mono {
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}
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UI.WindowEnd();
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// UI.HandleEnd();
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}
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void RenderDof(Interaction dof) {
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@ -17,6 +17,8 @@ Input.HandSolid(Handed.Max, false);
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Input.HandVisible(Handed.Max, true);
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// Input.HandMaterial(Handed.Max, Material.Default);
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Renderer.Scaling = 2;
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Renderer.Multisample = 0;
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Renderer.SetClip(0.02f, 100f);
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Renderer.EnableSky = false;
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Renderer.ClearColor = new Color(0f / 256f, 162f / 256f, 206f / 256f);
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