This commit is contained in:
ethan merchant 2023-07-16 16:05:44 -04:00
parent eba513c3c7
commit ea9c782fd9
3 changed files with 78 additions and 4 deletions

62
add/shaders/window.hlsl Normal file
View file

@ -0,0 +1,62 @@
#include "stereokit.hlsli"
//--name = dofdev/window
//--color:color = 1,1,1,1
//--tex_scale = 1
//--diffuse = white
//--clearcolor:color = 0,0,0,0
float4 color;
float tex_scale;
Texture2D diffuse : register(t0);
SamplerState diffuse_s : register(s0);
float4 clearcolor;
struct vsIn {
float4 pos : SV_Position;
float3 norm : NORMAL0;
float2 uv : TEXCOORD0;
float4 col : COLOR0;
};
struct psIn {
float4 pos : SV_Position;
float3 norm : NORMAL0;
float2 uv : TEXCOORD0;
float4 world : WORLD;
float4 color : COLOR0;
float3 campos : TEXCOORD1;
uint view_id : SV_RenderTargetArrayIndex;
};
psIn vs(vsIn input, uint id : SV_InstanceID) {
psIn o;
o.view_id = id % sk_view_count;
id = id / sk_view_count;
o.campos = sk_camera_pos[o.view_id].xyz;
o.world = mul(input.pos, sk_inst[id].world);
o.pos = mul(o.world, sk_viewproj[o.view_id]);
o.norm = normalize(mul(input.norm, (float3x3)sk_inst[id].world));
o.uv = input.uv * tex_scale;
o.color = color * input.col * sk_inst[id].color;
o.color.rgb *= Lighting(o.norm);
// o.color.rgb *= sk_lighting(o.normal);
return o;
}
float4 ps(psIn input) : SV_TARGET {
float glow = FingerGlow(input.world.xyz, input.norm);
// glow = 0;
float4 col = float4(lerp(input.color.rgb, float3(2,2,2), glow), input.color.a);
// clip(input.world.y);
// float4 col = diffuse.Sample(diffuse_s, input.uv);
// col = col * input.color;
return col;
}

View file

@ -201,14 +201,23 @@ public class Mono {
} }
int dofIndex = 0; int dofIndex = 0;
Pose windowPose = new Pose(0, 1.5f, -0.5f, Quat.FromAngles(0, 0, 0)); Pose windowPose = new Pose(0, 1.2f, -0.6f, Quat.FromAngles(0, 180, 0));
TextStyle style = Text.MakeStyle(Font.FromFile("add/fonts/DM-Mono.ttf"), 1f * U.cm, Color.White); Material windowMat = new Material(Shader.FromFile("window.hlsl"));
TextStyle style = Text.MakeStyle(Font.FromFile("add/fonts/DM-Mono.ttf"), 1f * U.cm, Color.Black);
TextStyle style2 = Text.MakeStyle(Font.FromFile("add/fonts/DM-Mono.ttf"), 1f * U.cm, new Color(0.5f, 0.5f, 0.5f)); TextStyle style2 = Text.MakeStyle(Font.FromFile("add/fonts/DM-Mono.ttf"), 1f * U.cm, new Color(0.5f, 0.5f, 0.5f));
Vec2 fieldSize = new Vec2(6f * U.cm, 3f * U.cm); Vec2 fieldSize = new Vec2(6f * U.cm, 3f * U.cm);
void ShowWindowButton() { void ShowWindowButton() {
windowMat.Transparency = Transparency.Add;
windowMat.FaceCull = Cull.None;
windowMat.DepthWrite = false;
UI.SetElementVisual(UIVisual.WindowBody, Mesh.Quad, windowMat, Vec2.One);
UI.SetElementVisual(UIVisual.WindowHead, Mesh.Quad, windowMat, Vec2.One);
UI.WindowBegin("design vars", ref windowPose); UI.WindowBegin("design vars", ref windowPose);
UI.SetThemeColor(UIColor.Background, new Color(0f, 0f, 0f)); // UI.SetThemeColor(UIColor.Primary, new Color(1f, 1f, 1f));
UI.SetThemeColor(UIColor.Primary, new Color(0.5f, 0.5f, 0.5f)); // UI.HandleBegin("design", ref windowPose, new Bounds(V.XYZ(0.02f, 0.02f, 0.02f)), true, UIMove.FaceUser);
UI.SetThemeColor(UIColor.Background, new Color(0.2f, 0.2f, 0.3f));
UI.SetThemeColor(UIColor.Primary, new Color(0.4f, 0.4f, 0.6f));
UI.SetThemeColor(UIColor.Common, new Color(1.0f, 1.0f, 1.0f));
UI.PushTextStyle(style); UI.PushTextStyle(style);
// if (UI.Button("Draw Oriel Axis")) { oriel.drawAxis = !oriel.drawAxis; } // if (UI.Button("Draw Oriel Axis")) { oriel.drawAxis = !oriel.drawAxis; }
@ -265,6 +274,7 @@ public class Mono {
} }
UI.WindowEnd(); UI.WindowEnd();
// UI.HandleEnd();
} }
void RenderDof(Interaction dof) { void RenderDof(Interaction dof) {

View file

@ -17,6 +17,8 @@ Input.HandSolid(Handed.Max, false);
Input.HandVisible(Handed.Max, true); Input.HandVisible(Handed.Max, true);
// Input.HandMaterial(Handed.Max, Material.Default); // Input.HandMaterial(Handed.Max, Material.Default);
Renderer.Scaling = 2;
Renderer.Multisample = 0;
Renderer.SetClip(0.02f, 100f); Renderer.SetClip(0.02f, 100f);
Renderer.EnableSky = false; Renderer.EnableSky = false;
Renderer.ClearColor = new Color(0f / 256f, 162f / 256f, 206f / 256f); Renderer.ClearColor = new Color(0f / 256f, 162f / 256f, 206f / 256f);