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armorpaint/paint/sources/render/make_particle.c
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#include "../global.h"
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static material_data_t *particle_bullet_material = NULL;
static node_shader_context_t *make_particle_bullet_run() {
material_t *mat = GC_ALLOC_INIT(material_t, {.name = "particle_bullet", .canvas = NULL});
shader_context_t *props = GC_ALLOC_INIT(shader_context_t, {
.name = "mesh",
.depth_write = true,
.compare_mode = "less",
.cull_mode = "clockwise",
.vertex_elements = any_array_create_from_raw(
(void *[]){
GC_ALLOC_INIT(vertex_element_t, {.name = "pos", .data = "short4norm"}),
GC_ALLOC_INIT(vertex_element_t, {.name = "nor", .data = "short2norm"}),
GC_ALLOC_INIT(vertex_element_t, {.name = "tex", .data = "short2norm"}),
},
3),
.color_attachments = any_array_create_from_raw((void *[]){"RGBA64", "RGBA64", "RGBA64"}, 3),
.depth_attachment = "D32",
});
node_shader_context_t *con = node_shader_context_create(mat, props);
node_shader_t *kong = node_shader_context_make_kong(con);
kong->frag_n = true;
kong->frag_out = "float4[3]";
node_shader_add_constant(kong, "WVP: float4x4", "_world_view_proj_matrix");
node_shader_write_vert(kong, "output.pos = constants.WVP * float4(input.pos.xyz, 1.0);");
node_shader_add_out(kong, "tex_coord: float2");
node_shader_write_vert(kong, "output.tex_coord = input.tex;");
node_shader_add_function(kong, str_octahedron_wrap);
node_shader_add_function(kong, str_pack_float_int16);
node_shader_write_frag(kong, "var basecol: float3 = float3(0.8, 0.8, 0.8);");
node_shader_write_frag(kong, "var roughness: float = 0.5;");
node_shader_write_frag(kong, "var metallic: float = 0.0;");
node_shader_write_frag(kong, "var occlusion: float = 1.0;");
node_shader_write_frag(kong, "n = n / (abs(n.x) + abs(n.y) + abs(n.z));");
node_shader_write_frag(kong, "if (n.z < 0.0) { n.xy = octahedron_wrap(n.xy); }");
node_shader_write_frag(kong, "output[0] = float4(n.xy, roughness, pack_f32_i16(metallic, uint(0)));");
node_shader_write_frag(kong, "output[1] = float4(basecol, occlusion);");
node_shader_write_frag(kong, "output[2] = float4(0.0, 0.0, input.tex_coord.xy);");
parser_material_finalize(con);
con->data->shader_from_source = true;
gpu_create_shaders_from_kong(node_shader_get(kong), &con->data->vertex_shader, &con->data->fragment_shader, &con->data->_->vertex_shader_size,
&con->data->_->fragment_shader_size);
return con;
}
material_data_t *make_particle_get_bullet_material() {
if (particle_bullet_material != NULL) {
return particle_bullet_material;
}
node_shader_context_t *con = make_particle_bullet_run();
shader_context_load(con->data);
shader_data_t *sd = GC_ALLOC_INIT(shader_data_t, {
.name = "particle_bullet",
.contexts = any_array_create_from_raw((void *[]){con->data}, 1),
});
material_context_t *mcon = GC_ALLOC_INIT(material_context_t, {
.name = "mesh",
.bind_constants = any_array_create_from_raw((void *[]){}, 0),
.bind_textures = any_array_create_from_raw((void *[]){}, 0),
});
material_context_load(mcon);
particle_bullet_material = GC_ALLOC_INIT(material_data_t, {
.name = "particle_bullet",
.shader = "",
.contexts = any_array_create_from_raw((void *[]){mcon}, 1),
._ = GC_ALLOC_INIT(material_data_runtime_t, {.uid = 0.0, .shader = sd}),
});
gc_root(particle_bullet_material);
return particle_bullet_material;
}
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void make_particle_mask(node_shader_t *kong) {
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node_shader_add_out(kong, "wpos: float4");
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node_shader_add_constant(kong, "W: float4x4", "_world_matrix");
node_shader_write_attrib_vert(kong, "output.wpos = constants.W * float4(input.pos.xyz, 1.0);");
node_shader_add_constant(kong, "particle_hit: float3", "_particle_hit");
node_shader_add_constant(kong, "particle_hit_last: float3", "_particle_hit_last");
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node_shader_add_constant(kong, "particle_radius: float", "_particle_radius");
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node_shader_write_frag(kong, "var pa: float3 = input.wpos.xyz - constants.particle_hit;");
node_shader_write_frag(kong, "var ba: float3 = constants.particle_hit_last - constants.particle_hit;");
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node_shader_write_frag(kong, "var h: float = clamp(dot(pa, ba) / max(dot(ba, ba), 0.00000001), 0.0, 1.0);");
node_shader_write_frag(kong, "dist = length(pa - ba * h) * (5.0 / constants.particle_radius);");
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node_shader_write_frag(kong, "if (dist > 1.0) { discard; }");
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node_shader_write_frag(kong, "var str: float = clamp(pow(1.0 / dist * constants.brush_hardness * 0.2, 4.0), 0.0, 1.0) * opacity;");
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node_shader_write_frag(kong, "if (str == 0.0) { discard; }");
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}