Files
armorpaint/Sources/arm/node/MakeMeshPreview.hx
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package arm.node;
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import iron.object.MeshObject;
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import iron.data.SceneFormat;
import arm.ui.UITrait;
import arm.ui.UINodes;
import arm.node.MaterialShader;
import arm.Tool;
class MakeMeshPreview {
public static var opacityDiscardDecal = 0.05;
public static var opacityDiscardScene = 0.5;
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public static function run(data: MaterialShaderData, matcon: TMaterialContext): MaterialShaderContext {
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var isScene = UITrait.inst.worktab.position == SpaceScene;
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var context_id = "mesh";
var con_mesh: MaterialShaderContext = data.add_context({
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name: context_id,
depth_write: true,
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compare_mode: "less",
cull_mode: (UITrait.inst.cullBackfaces || !isScene) ? "clockwise" : "none",
vertex_elements: [{name: "pos", data: "short4norm"}, {name: "nor", data: "short2norm"}, {name: "tex", data: "short2norm"}] });
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var vert = con_mesh.make_vert();
var frag = con_mesh.make_frag();
frag.ins = vert.outs;
var pos = "pos";
#if arm_skin
var isMesh = Std.is(Context.object, MeshObject);
var skin = isMesh && cast(Context.object, MeshObject).data.geom.bones != null;
if (skin) {
pos = "spos";
con_mesh.add_elem("bone", 'short4norm');
con_mesh.add_elem("weight", 'short4norm');
vert.add_function(MaterialFunctions.str_getSkinningDualQuat);
vert.add_uniform('vec4 skinBones[128 * 2]', '_skinBones');
vert.add_uniform('float posUnpack', '_posUnpack');
vert.write_attrib('vec4 skinA;');
vert.write_attrib('vec4 skinB;');
vert.write_attrib('getSkinningDualQuat(ivec4(bone * 32767), weight, skinA, skinB);');
vert.write_attrib('vec3 spos = pos.xyz;');
vert.write_attrib('spos.xyz *= posUnpack;');
vert.write_attrib('spos.xyz += 2.0 * cross(skinA.xyz, cross(skinA.xyz, spos.xyz) + skinA.w * spos.xyz);');
vert.write_attrib('spos.xyz += 2.0 * (skinA.w * skinB.xyz - skinB.w * skinA.xyz + cross(skinA.xyz, skinB.xyz));');
vert.write_attrib('spos.xyz /= posUnpack;');
}
#end
vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix');
vert.write_attrib('gl_Position = mul(vec4($pos.xyz, 1.0), WVP);');
vert.add_out('vec2 texCoord');
vert.write_attrib('texCoord = tex;');
if (MaterialBuilder.heightUsed) {
frag.bposition = true;
}
Material.parse_height = MaterialBuilder.heightUsed;
var sout = Material.parse(UINodes.inst.getCanvasMaterial(), con_mesh, vert, frag, null, null, null, matcon);
Material.parse_height = false;
var base = sout.out_basecol;
var rough = sout.out_roughness;
var met = sout.out_metallic;
var occ = sout.out_occlusion;
var opac = sout.out_opacity;
var nortan = Material.out_normaltan;
frag.write('vec3 basecol = pow($base, vec3(2.2, 2.2, 2.2));');
frag.write('float roughness = $rough;');
frag.write('float metallic = $met;');
frag.write('float occlusion = $occ;');
frag.write('float opacity = $opac;');
frag.write('vec3 nortan = $nortan;');
var decal = UITrait.inst.decalPreview;
if (decal) {
if (Context.tool == ToolDecal) {
frag.add_uniform('sampler2D texdecalmask', '_texdecalmask');
frag.write('opacity *= textureLod(texdecalmask, texCoord, 0.0).r;');
}
else if (Context.tool == ToolText) {
frag.add_uniform('sampler2D textexttool', '_textexttool');
frag.write('opacity *= textureLod(textexttool, texCoord, 0.0).r;');
}
}
if (decal || isScene) {
var opac = isScene ? opacityDiscardScene : opacityDiscardDecal;
frag.write('if (opacity < $opac) discard;');
}
frag.add_out('vec4 fragColor[3]');
frag.n = true;
frag.add_function(MaterialFunctions.str_packFloatInt16);
frag.add_function(MaterialFunctions.str_packFloat2);
frag.add_function(MaterialFunctions.str_cotangentFrame);
frag.add_function(MaterialFunctions.str_octahedronWrap);
// Apply normal channel
if (decal) {
// TODO
}
else {
frag.vVec = true;
#if (kha_direct3d11 || kha_direct3d12)
frag.write('mat3 TBN = cotangentFrame(n, vVec, texCoord);');
#else
frag.write('mat3 TBN = cotangentFrame(n, -vVec, texCoord);');
#end
frag.write('n = nortan * 2.0 - 1.0;');
frag.write('n.y = -n.y;');
frag.write('n = normalize(mul(n, TBN));');
}
frag.write('n /= (abs(n.x) + abs(n.y) + abs(n.z));');
frag.write('n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);');
// uint matid = 0;
frag.write('fragColor[0] = vec4(n.x, n.y, roughness, packFloatInt16(metallic, uint(0)));'); // metallic/matid
frag.write('fragColor[1] = vec4(basecol.r, basecol.g, basecol.b, packFloat2(occlusion, 1.0));'); // occ/spec
frag.write('fragColor[2] = vec4(0.0, 0.0, 0.0, 0.0);'); // veloc
Material.finalize(con_mesh);
#if arm_skin
if (skin) {
vert.write('wnormal = normalize(mul(vec3(nor.xy, pos.w) + 2.0 * cross(skinA.xyz, cross(skinA.xyz, vec3(nor.xy, pos.w)) + skinA.w * vec3(nor.xy, pos.w)), N));');
}
#end
con_mesh.data.shader_from_source = true;
con_mesh.data.vertex_shader = vert.get();
con_mesh.data.fragment_shader = frag.get();
return con_mesh;
}
}