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armorpaint/paint/sources/render/render_path_raytrace.c
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#include "../global.h"
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f32 render_path_raytrace_uv_scale = 1.0;
mat4_t render_path_raytrace_transform;
gpu_buffer_t *render_path_raytrace_vb;
gpu_buffer_t *render_path_raytrace_ib;
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void render_path_raytrace_init() {}
void render_path_raytrace_commands(bool use_live_layer) {
if (!render_path_raytrace_ready || render_path_raytrace_is_bake) {
render_path_raytrace_ready = true;
if (render_path_raytrace_is_bake) {
render_path_raytrace_is_bake = false;
render_path_raytrace_init_shader = true;
}
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char *ext = "";
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// if (g_context->tool == TOOL_TYPE_CURSOR) {
// ext = "forge_";
// }
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char *mode = g_config->pathtrace_mode == PATHTRACE_MODE_FAST ? "core" : "full";
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render_path_raytrace_raytrace_init(string("raytrace_brute_%s%s%s", ext, mode, render_path_raytrace_ext), true);
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gc_unroot(render_path_raytrace_last_envmap);
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render_path_raytrace_last_envmap = NULL;
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}
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if (!g_context->envmap_loaded) {
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context_load_envmap();
context_update_envmap();
}
world_data_t *probe = scene_world;
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gpu_texture_t *saved_envmap = g_context->show_envmap_blur ? probe->_->radiance_mipmaps->buffer[0] : g_context->saved_envmap;
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////
if (render_path_raytrace_last_envmap != saved_envmap) {
gc_unroot(render_path_raytrace_last_envmap);
render_path_raytrace_last_envmap = saved_envmap;
gc_root(render_path_raytrace_last_envmap);
gpu_texture_t *bnoise_sobol = any_map_get(scene_embedded, "bnoise_sobol.k");
gpu_texture_t *bnoise_scramble = any_map_get(scene_embedded, "bnoise_scramble.k");
gpu_texture_t *bnoise_rank = any_map_get(scene_embedded, "bnoise_rank.k");
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slot_layer_t *l = layers_flatten(true, NULL);
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gpu_raytrace_set_textures(l->texpaint, l->texpaint_nor, l->texpaint_pack, saved_envmap, bnoise_sobol, bnoise_scramble, bnoise_rank);
}
////
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if (g_context->pdirty > 0 || g_context->rtdirty > 0) {
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layers_flatten(true, NULL);
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g_context->rtdirty = 0;
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}
camera_object_t *cam = scene_camera;
transform_t *ct = cam->base->transform;
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render_path_raytrace_help_mat = cam->v;
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render_path_raytrace_help_mat = mat4_mult_mat(render_path_raytrace_help_mat, cam->p);
render_path_raytrace_help_mat = mat4_inv(render_path_raytrace_help_mat);
render_path_raytrace_f32a->buffer[0] = transform_world_x(ct);
render_path_raytrace_f32a->buffer[1] = transform_world_y(ct);
render_path_raytrace_f32a->buffer[2] = transform_world_z(ct);
render_path_raytrace_f32a->buffer[3] = render_path_raytrace_frame;
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#ifdef IRON_METAL
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// render_path_raytrace_frame = (render_path_raytrace_frame % (16)) + 1; // _PAINT
render_path_raytrace_frame = render_path_raytrace_frame + 1; // _RENDER
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#else
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render_path_raytrace_frame = (render_path_raytrace_frame % 4) + 1; // _PAINT
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// render_path_raytrace_frame = render_path_raytrace_frame + 1; // _RENDER
#endif
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render_path_raytrace_f32a->buffer[4] = render_path_raytrace_help_mat.m00;
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render_path_raytrace_f32a->buffer[5] = render_path_raytrace_help_mat.m01;
render_path_raytrace_f32a->buffer[6] = render_path_raytrace_help_mat.m02;
render_path_raytrace_f32a->buffer[7] = render_path_raytrace_help_mat.m03;
render_path_raytrace_f32a->buffer[8] = render_path_raytrace_help_mat.m10;
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render_path_raytrace_f32a->buffer[9] = render_path_raytrace_help_mat.m11;
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render_path_raytrace_f32a->buffer[10] = render_path_raytrace_help_mat.m12;
render_path_raytrace_f32a->buffer[11] = render_path_raytrace_help_mat.m13;
render_path_raytrace_f32a->buffer[12] = render_path_raytrace_help_mat.m20;
render_path_raytrace_f32a->buffer[13] = render_path_raytrace_help_mat.m21;
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render_path_raytrace_f32a->buffer[14] = render_path_raytrace_help_mat.m22;
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render_path_raytrace_f32a->buffer[15] = render_path_raytrace_help_mat.m23;
render_path_raytrace_f32a->buffer[16] = render_path_raytrace_help_mat.m30;
render_path_raytrace_f32a->buffer[17] = render_path_raytrace_help_mat.m31;
render_path_raytrace_f32a->buffer[18] = render_path_raytrace_help_mat.m32;
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render_path_raytrace_f32a->buffer[19] = render_path_raytrace_help_mat.m33;
render_path_raytrace_f32a->buffer[20] = scene_world->strength;
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if (!g_context->show_envmap) {
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render_path_raytrace_f32a->buffer[20] = -render_path_raytrace_f32a->buffer[20];
}
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render_path_raytrace_f32a->buffer[21] = g_context->envmap_angle;
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render_path_raytrace_f32a->buffer[22] = render_path_raytrace_uv_scale;
if (render_path_base_buf_swapped) {
render_path_base_swap_buf("buf");
}
render_target_t *framebuffer = any_map_get(render_path_render_targets, "buf");
_gpu_raytrace_dispatch_rays(framebuffer->_image, render_path_raytrace_f32a);
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if (g_context->ddirty == 1 || g_context->pdirty == 1) {
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#ifdef IRON_METAL
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g_context->rdirty = 128;
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#else
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g_context->rdirty = 4;
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#endif
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}
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g_context->ddirty--;
g_context->pdirty--;
g_context->rdirty--;
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// g_context->ddirty = 1; // _RENDER
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}
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void render_path_raytrace_build_data() {
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if (g_context->merged_object == NULL) {
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util_mesh_merge(NULL);
}
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mesh_object_t *mo = !context_layer_filter_used() ? g_context->merged_object : g_context->paint_object;
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// if (g_context->tool == TOOL_TYPE_CURSOR) {
// render_path_raytrace_transform = mo->base->transform->world_unpack;
// }
// else {
render_path_raytrace_transform = mat4_identity();
// }
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f32 sc = mo->base->transform->scale.x * mo->data->scale_pos;
if (mo->base->parent != NULL) {
sc *= mo->base->parent->transform->scale.x;
}
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render_path_raytrace_transform = mat4_scale(render_path_raytrace_transform, (vec4_t){sc, sc, sc, 1.0});
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gc_unroot(render_path_raytrace_vb);
render_path_raytrace_vb = mo->data->_->vertex_buffer;
gc_root(render_path_raytrace_vb);
gc_unroot(render_path_raytrace_ib);
render_path_raytrace_ib = mo->data->_->index_buffer;
gc_root(render_path_raytrace_ib);
}
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void render_path_raytrace_raytrace_init(char *shader_name, bool build) {
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if (render_path_raytrace_init_shader) {
render_path_raytrace_init_shader = false;
scene_embed_data("bnoise_sobol.k");
scene_embed_data("bnoise_scramble.k");
scene_embed_data("bnoise_rank.k");
buffer_t *shader = data_get_blob(shader_name);
_gpu_raytrace_init(shader);
}
if (build) {
render_path_raytrace_build_data();
}
{
_gpu_raytrace_as_init();
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// if (g_context->tool == TOOL_TYPE_CURSOR) {
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// for (i32 i = 0; i < g_project->_->paint_objects->length; ++i) {
// mesh_object_t *po = g_project->_->paint_objects->buffer[i];
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// if (!po->base->visible) {
// continue;
// }
// _gpu_raytrace_as_add(po->data->_->vertex_buffer, po->data->_->index_buffer, po->base->transform->world_unpack);
// }
// }
// else {
_gpu_raytrace_as_add(render_path_raytrace_vb, render_path_raytrace_ib, render_path_raytrace_transform);
// }
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gpu_buffer_t *vb_full = g_context->merged_object->data->_->vertex_buffer;
gpu_buffer_t *ib_full = g_context->merged_object->data->_->index_buffer;
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_gpu_raytrace_as_build(vb_full, ib_full);
}
}
void render_path_raytrace_draw(bool use_live_layer) {
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bool is_live = g_config->brush_live && render_path_paint_live_layer_drawn > 0;
if (g_context->ddirty > 1 || g_context->pdirty > 0 || is_live) {
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render_path_raytrace_frame = 0;
}
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#ifdef IRON_METAL
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// Delay path tracing additional samples while painting
bool down = mouse_down("left") || pen_down("tip");
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if (context_in_3d_view() && down && !ui_menu_show) {
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render_path_raytrace_frame = 0;
}
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#endif
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render_path_raytrace_commands(use_live_layer);
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render_path_set_target("buf", NULL, NULL, GPU_CLEAR_NONE, 0, 0.0);
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render_path_draw_meshes("overlay");
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render_path_set_target("buf", NULL, NULL, GPU_CLEAR_NONE, 0, 0.0);
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render_compass();
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render_path_set_target("last", NULL, NULL, GPU_CLEAR_NONE, 0, 0.0);
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render_path_bind_target("buf", "tex");
render_path_draw_shader("Scene/compositor_pass/compositor_pass");
render_path_base_draw_bloom("buf", "last");
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render_path_set_target("last", NULL, NULL, GPU_CLEAR_NONE, 0, 0.0);
render_envsphere();
render_pathsphere();
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render_path_set_target("", NULL, NULL, GPU_CLEAR_NONE, 0, 0.0);
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render_path_bind_target("last", "tex");
render_path_draw_shader("Scene/copy_pass/copy_pass");
render_path_paint_commands_cursor();
}