diff --git a/paint/sources/globals.h b/paint/sources/globals.h index b91cbaea..607872c8 100644 --- a/paint/sources/globals.h +++ b/paint/sources/globals.h @@ -312,19 +312,6 @@ gpu_texture_t *ui_view2d_grid = NULL; bool ui_view2d_grid_redraw = true; ui_handle_t *ui_view2d_htab; bool ui_view2d_layer_touched = false; -char *str_get_pos_nor_from_depth = "\ -fun get_pos_from_depth(uv: float2, invVP: float4x4): float3 { \ - var depth: float = sample_lod(gbufferD, sampler_linear, float2(uv.x, 1.0 - uv.y), 0.0).r; \ - var wpos: float4 = float4(uv * 2.0 - 1.0, depth, 1.0); \ - wpos = invVP * wpos; \ - return wpos.xyz / wpos.w; \ -} \ -fun get_nor_from_depth(p0: float3, uv: float2, invVP: float4x4, tex_step: float2): float3 { \ - var p1: float3 = get_pos_from_depth(uv + float2(tex_step.x * 4.0, 0.0), invVP); \ - var p2: float3 = get_pos_from_depth(uv + float2(0.0, tex_step.y * 4.0), invVP); \ - return normalize(cross(p2 - p0, p1 - p0)); \ -} \ -"; bool sim_running = false; mat4_box_t_array_t *sim_transforms; any_map_t *sim_object_script_map; @@ -479,36 +466,6 @@ string_array_t *nodes_brush_categories; ui_node_t_array_t *nodes_brush_category0; node_list_t_array_t *nodes_brush_list; any_map_t *nodes_brush_creates; -char *str_get_smudge_tool_weight = "\ -fun get_smudge_tool_weight(i: int): float { \ - if (i == 0) { return 1.0 / 28.0; } \ - if (i == 1) { return 2.0 / 28.0; } \ - if (i == 2) { return 3.0 / 28.0; } \ - if (i == 3) { return 4.0 / 28.0; } \ - if (i == 4) { return 5.0 / 28.0; } \ - if (i == 5) { return 6.0 / 28.0; } \ - return 7.0 / 28.0; \ -} \ -"; -char *str_get_blur_tool_weight = "\ -fun get_blur_tool_weight(i: int): float { \ - if (i == 0) { return 0.034619 / 2.0; } \ - if (i == 1) { return 0.044859 / 2.0; } \ - if (i == 2) { return 0.055857 / 2.0; } \ - if (i == 3) { return 0.066833 / 2.0; } \ - if (i == 4) { return 0.076841 / 2.0; } \ - if (i == 5) { return 0.084894 / 2.0; } \ - if (i == 6) { return 0.090126 / 2.0; } \ - if (i == 7) { return 0.09194 / 2.0; } \ - if (i == 8) { return 0.090126 / 2.0; } \ - if (i == 9) { return 0.084894 / 2.0; } \ - if (i == 10) { return 0.076841 / 2.0; } \ - if (i == 11) { return 0.066833 / 2.0; } \ - if (i == 12) { return 0.055857 / 2.0; } \ - if (i == 13) { return 0.044859 / 2.0; } \ - return 0.034619 / 2.0; \ -} \ -"; char *manifest_title = "ArmorPaint"; char *manifest_version = "1.0 alpha"; char *manifest_version_project = "4"; @@ -581,76 +538,7 @@ fun pack_f32_i16(f: float, i: uint): float { \ return 0.062504762 * min(f, 0.9999) + 0.062519999 * float(i); \ } \ "; -char *str_sh_irradiance = "\ -fun sh_irradiance(nor: float3): float3 { \ - var c1: float = 0.429043; \ - var c2: float = 0.511664; \ - var c3: float = 0.743125; \ - var c4: float = 0.886227; \ - var c5: float = 0.247708; \ - var cl00: float3 = float3(constants.shirr0.x, constants.shirr0.y, constants.shirr0.z); \ - var cl1m1: float3 = float3(constants.shirr0.w, constants.shirr1.x, constants.shirr1.y); \ - var cl10: float3 = float3(constants.shirr1.z, constants.shirr1.w, constants.shirr2.x); \ - var cl11: float3 = float3(constants.shirr2.y, constants.shirr2.z, constants.shirr2.w); \ - var cl2m2: float3 = float3(constants.shirr3.x, constants.shirr3.y, constants.shirr3.z); \ - var cl2m1: float3 = float3(constants.shirr3.w, constants.shirr4.x, constants.shirr4.y); \ - var cl20: float3 = float3(constants.shirr4.z, constants.shirr4.w, constants.shirr5.x); \ - var cl21: float3 = float3(constants.shirr5.y, constants.shirr5.z, constants.shirr5.w); \ - var cl22: float3 = float3(constants.shirr6.x, constants.shirr6.y, constants.shirr6.z); \ - return ( \ - cl22 * c1 * (nor.y * nor.y - (-nor.z) * (-nor.z)) + \ - cl20 * c3 * nor.x * nor.x + \ - cl00 * c4 - \ - cl20 * c5 + \ - cl2m2 * 2.0 * c1 * nor.y * (-nor.z) + \ - cl21 * 2.0 * c1 * nor.y * nor.x + \ - cl2m1 * 2.0 * c1 * (-nor.z) * nor.x + \ - cl11 * 2.0 * c2 * nor.y + \ - cl1m1 * 2.0 * c2 * (-nor.z) + \ - cl10 * 2.0 * c2 * nor.x \ - ); \ -} \ -"; -char *str_envmap_equirect = "\ -fun envmap_equirect(normal: float3, angle: float): float2 { \ - var PI: float = 3.1415926535; \ - var PI2: float = PI * 2.0; \ - var phi: float = acos(normal.z); \ - var theta: float = atan2(-normal.y, normal.x) + PI + angle; \ - return float2(theta / PI2, phi / PI); \ -} \ -"; -char *str_envmap_sample = "\ -fun envmap_sample(lod: float, coord: float2): float3 { \ - if (lod == 0.0) { \ - return sample_lod(senvmap_radiance, sampler_linear, coord, 0.0).rgb; \ - } \ - if (lod == 1.0) { \ - return sample_lod(senvmap_radiance0, sampler_linear, coord, 0.0).rgb; \ - } \ - if (lod == 2.0) { \ - return sample_lod(senvmap_radiance1, sampler_linear, coord, 0.0).rgb; \ - } \ - if (lod == 3.0) { \ - return sample_lod(senvmap_radiance2, sampler_linear, coord, 0.0).rgb; \ - } \ - if (lod == 4.0) { \ - return sample_lod(senvmap_radiance3, sampler_linear, coord, 0.0).rgb; \ - } \ - return sample_lod(senvmap_radiance4, sampler_linear, coord, 0.0).rgb; \ -} \ -"; -// https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile -char *str_env_brdf_approx = "\ -fun env_brdf_approx(specular: float3, roughness: float, dotnv: float): float3 { \ - var c0: float4 = float4(-1.0, -0.0275, -0.572, 0.022); \ - var c1: float4 = float4(1.0, 0.0425, 1.04, -0.04); \ - var r: float4 = c0 * roughness + c1; \ - var a004: float = min(r.x * r.x, exp((-9.28 * dotnv) * log(2.0))) * r.x + r.y; \ - var ab: float2 = float2(-1.04, 1.04) * a004 + r.zw; \ - return specular * ab.x + ab.y; \ -} \ -"; + char *str_dither_bayer = "\ fun dither_bayer(uv: float2): float { \ var x: int = int(uv.x % 4.0); \ @@ -834,18 +722,6 @@ ui_node_t *blur_node_def; ui_node_t *text_texture_node_def; ui_node_t *gradient_texture_node_def; ui_node_t *object_info_node_def; -char *str_tex_magic = "\ -fun tex_magic(p: float3): float3 { \ - var a: float = 1.0 - (sin(p.x) + sin(p.y)); \ - var b: float = 1.0 - sin(p.x - p.y); \ - var c: float = 1.0 - sin(p.x + p.y); \ - return float3(a, b, c); \ -} \ -fun tex_magic_f(p: float3): float { \ - var c: float3 = tex_magic(p); \ - return (c.x + c.y + c.z) / 3.0; \ -} \ -"; ui_node_t *magic_texture_node_def; ui_node_t *warp_node_def; ui_node_t *normal_node_def; @@ -855,34 +731,6 @@ ui_node_t *invert_color_node_def; ui_node_t *wireframe_node_def; ui_node_t *gamma_node_def; ui_node_t *vector_math2_node_def; -char *str_tex_checker = "\ -fun tex_checker(co: float3, col1: float3, col2: float3, scale: float): float3 { \ - /* Prevent precision issues on unit coordinates */ \ - var p: float3 = (co + 0.000001 * 0.999999) * scale; \ - var xi: float = abs(floor(p.x)); \ - var yi: float = abs(floor(p.y)); \ - var zi: float = abs(floor(p.z)); \ - /* var check: bool = (xi % 2.0 == yi % 2.0) == zi % 2.0;*/ \ - var checka: int = 0; \ - var checkb: int = 0; \ - if (xi % 2.0 == yi % 2.0) { checka = 1; } \ - if (zi % 2.0 != 0.0) { checkb = 1; } \ - if (checka == checkb) { return col1; } return col2; \ -} \ -fun tex_checker_f(co: float3, scale: float): float { \ - var p: float3 = (co + 0.000001 * 0.999999) * scale; \ - var xi: float = abs(floor(p.x)); \ - var yi: float = abs(floor(p.y)); \ - var zi: float = abs(floor(p.z)); \ - /*return float((xi % 2.0 == yi % 2.0) == zi % 2.0);*/ \ - var checka: int = 0; \ - var checkb: int = 0; \ - if (xi % 2.0 == yi % 2.0) { checka = 1; } \ - if (zi % 2.0 != 0.0) { checkb = 1; } \ - if (checka == checkb) { return 1.0; } return 0.0; \ - \ -} \ -"; ui_node_t *checker_texture_node_def; char *str_hue_sat = "\ fun hsv_to_rgb(c: float3): float3 { \ @@ -914,128 +762,15 @@ ui_node_t *mix_color_node_def; ui_node_t *quantize_node_def; ui_node_t *layer_node_def; ui_node_t *map_range_node_def; -char *str_tex_voronoi = "\ -fun tex_voronoi(x: float3): float4 { \ - var p: float3 = floor3(x); \ - var f: float3 = frac3(x); \ - var id: float = 0.0; \ - var res: float = 100.0; \ - for (var k: int = 0; k <= 2; k += 1) \ - for (var j: int = 0; j <= 2; j += 1) \ - for (var i: int = 0; i <= 2; i += 1) { \ - var b: float3 = float3(float(i - 1), float(j - 1), float(k - 1)); \ - var pb: float3 = p + b; \ - var snoise_sample: float3 = sample(snoise256, sampler_linear, (pb.xy + float2(3.0, 1.0) * pb.z + 0.5) / 256.0).xyz; \ - var r: float3 = b - f + snoise_sample; \ - var d: float = dot(r, r); \ - if (d < res) { \ - id = dot(p + b, float3(1.0, 57.0, 113.0)); \ - res = d; \ - } \ - } \ - /*var col: float3 = 0.5 + 0.5 * cos(id * 0.35 + float3(0.0, 1.0, 2.0));*/ \ - var col: float3; \ - col.x = 0.5 + 0.5 * cos(id * 0.35 + 0.0); \ - col.y = 0.5 + 0.5 * cos(id * 0.35 + 1.0); \ - col.z = 0.5 + 0.5 * cos(id * 0.35 + 2.0); \ - return float4(col, sqrt(res)); \ -} \ -"; ui_node_t *voronoi_texture_node_def; ui_node_t *color_ramp_node_def; ui_node_t *picker_node_def; ui_node_t *replace_color_node_def; ui_node_t *bump_node_def; -char *str_tex_gabor = "\ -fun gabor_hash3(p: float3): float3 { \ - var q: float3 = float3(dot(p, float3(127.1, 311.7, 74.7)), \ - dot(p, float3(269.5, 183.3, 246.1)), \ - dot(p, float3(113.5, 271.9, 124.6))); \ - return frac3(float3(sin(q.x) * 43758.5453, sin(q.y) * 43758.5453, sin(q.z) * 43758.5453)); \ -} \ -fun gabor_hash1(p: float3): float { \ - return frac(sin(dot(p, float3(12.9898, 78.233, 53.539))) * 43758.5453); \ -} \ -fun gabor_random_unit_vector(p: float3): float3 { \ - var h1: float = gabor_hash1(p); \ - var h2: float = gabor_hash1(p + float3(1.1, 1.1, 1.1)); \ - var theta: float = acos(2.0 * h1 - 1.0); \ - var phi: float = 2.0 * 3.14159 * h2; \ - var sin_theta: float = sin(theta); \ - return float3(sin_theta * cos(phi), sin_theta * sin(phi), cos(theta)); \ -} \ -fun tex_gabor(co: float3, scale: float, frequency: float, anisotropy: float, orientation: float3): float3 { \ - var p: float3 = co * scale; \ - var ip: float3 = floor3(p); \ - var fp: float3 = frac3(p); \ - var value: float = 0.0; \ - var intensity: float = 0.0; \ - var phase_sin: float = 0.0; \ - var phase_cos: float = 0.0; \ - var pi: float = 3.14159; \ - var a: float = 1.0; \ - for (var k: int = 0; k <= 2; k += 1) { \ - for (var j: int = 0; j <= 2; j += 1) { \ - for (var i: int = 0; i <= 2; i += 1) { \ - var b: float3 = float3(float(i - 1), float(j - 1), float(k - 1)); \ - var h: float3 = gabor_hash3(ip + b); \ - var r: float3 = b - fp + h; \ - var dir: float3 = normalize(orientation); \ - if (anisotropy < 1.0) { \ - var hr_p: float3 = ip + b + float3(2.2, 2.2, 2.2);\ - var hr: float = gabor_hash1(hr_p); \ - if (hr > anisotropy) { \ - var dir_p: float3 = ip + b + float3(3.3, 3.3, 3.3);\ - dir = gabor_random_unit_vector(dir_p); \ - } \ - } \ - var dot_rd: float = dot(r, dir); \ - var r_parallel: float3 = dot_rd * dir; \ - var r_perp: float3 = r - r_parallel; \ - var a_parallel: float = a * (1.0 - anisotropy) + 0.001; \ - var a_perp: float = a; \ - var d_eff: float = a_parallel * a_parallel * dot(r_parallel, r_parallel) + a_perp * a_perp * dot(r_perp, r_perp); \ - var g: float = exp(-pi * d_eff); \ - var random_phase: float = 2.0 * pi * gabor_hash1(ip + b + float3(1.1, 1.1, 1.1)); \ - var theta: float = 2.0 * pi * frequency * dot_rd + random_phase; \ - value += g * sin(theta); \ - intensity += g; \ - phase_sin += sin(theta); \ - phase_cos += cos(theta); \ - } \ - } \ - } \ - intensity = intensity * 0.5 + 0.5; \ - var phase: float = atan2(phase_sin, phase_cos) / (2.0 * pi) + 0.5; \ - return float3(value, phase, intensity); \ -} \ -"; ui_node_t *gabor_texture_node_def; ui_node_t *mix_normal_map_node_def; ui_node_t *script_node_def; ui_node_t *combine_xyz_node_def; -char *str_tex_noise = "\ -fun hash(n: float): float { return frac(sin(n) * 10000.0); } \ -fun tex_noise_f(x: float3): float { \ - var step: float3 = float3(110.0, 241.0, 171.0); \ - var i: float3 = floor3(x); \ - var f: float3 = frac3(x); \ - var n: float = dot(i, step); \ - var u: float3 = f * f * (3.0 - 2.0 * f); \ - return lerp(lerp(lerp(hash(n + dot(step, float3(0.0, 0.0, 0.0))), hash(n + dot(step, float3(1.0, 0.0, 0.0))), u.x), \ - lerp(hash(n + dot(step, float3(0.0, 1.0, 0.0))), hash(n + dot(step, float3(1.0, 1.0, 0.0))), u.x), u.y), \ - lerp(lerp(hash(n + dot(step, float3(0.0, 0.0, 1.0))), hash(n + dot(step, float3(1.0, 0.0, 1.0))), u.x), \ - lerp(hash(n + dot(step, float3(0.0, 1.0, 1.0))), hash(n + dot(step, float3(1.0, 1.0, 1.0))), u.x), u.y), u.z); \ -} \ -fun tex_noise(p: float3): float { \ - p = p * 1.25; \ - var f: float = 0.5 * tex_noise_f(p); p = p * 2.01; \ - f += 0.25 * tex_noise_f(p); p = p * 2.02; \ - f += 0.125 * tex_noise_f(p); p = p * 2.03; \ - f += 0.0625 * tex_noise_f(p); \ - return 1.0 - f; \ -} \ -"; ui_node_t *noise_texture_node_def; char *str_brightcontrast = "\ fun brightcontrast(col: float3, bright: float, contr: float): float3 { \ @@ -1055,35 +790,6 @@ ui_nodes_t *_nodes_material_nodes; ui_node_t *_nodes_material_node; ui_node_socket_t_array_t *_nodes_material_sockets; ui_node_t *group_node_def; -char *str_tex_brick = "\ -fun tex_brick_noise(n: int): float { \ - var nn: int; \ - n = (n >> 13) ^ n; \ - /*nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;*/ \ - nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647; \ - return 0.5 * float(nn) / 1073741824.0; \ -} \ -fun tex_brick(p: float3, c1: float3, c2: float3, c3: float3): float3 { \ - var brick_size: float3 = float3(0.9, 0.49, 0.49); \ - var mortar_size: float3 = float3(0.05, 0.1, 0.1); \ - p /= brick_size / 2.0; \ - if (frac(p.y * 0.5) > 0.5) { p.x += 0.5; } \ - var col: float = floor(p.x / (brick_size.x + (mortar_size.x * 2.0))); \ - var row: float = p.y; \ - p = frac3(p); \ - var b: float3 = step3(p, 1.0 - mortar_size); \ - /*var tint: float = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 0xffff)), 0.0), 1.0);*/ \ - var tint: float = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 65535)), 0.0), 1.0); \ - return lerp3(c3, lerp3(c1, c2, tint), b.x * b.y * b.z); \ -} \ -fun tex_brick_f(p: float3): float { \ - p /= float3(0.9, 0.49, 0.49) / 2.0; \ - if (frac(p.y * 0.5) > 0.5) { p.x += 0.5; } \ - p = frac3(p); \ - var b: float3 = step3(p, float3(0.95, 0.9, 0.9)); \ - return lerp(1.0, 0.0, b.x * b.y * b.z); \ -} \ -"; ui_node_t *brick_texture_node_def; ui_node_t *rgb_node_def; ui_node_t *rgb_to_bw_node_def; diff --git a/paint/sources/make_blur.c b/paint/sources/make_blur.c index 23f537b5..0cf453cc 100644 --- a/paint/sources/make_blur.c +++ b/paint/sources/make_blur.c @@ -1,6 +1,38 @@ #include "global.h" +char *str_get_smudge_tool_weight = "\ +fun get_smudge_tool_weight(i: int): float { \ + if (i == 0) { return 1.0 / 28.0; } \ + if (i == 1) { return 2.0 / 28.0; } \ + if (i == 2) { return 3.0 / 28.0; } \ + if (i == 3) { return 4.0 / 28.0; } \ + if (i == 4) { return 5.0 / 28.0; } \ + if (i == 5) { return 6.0 / 28.0; } \ + return 7.0 / 28.0; \ +} \ +"; + +char *str_get_blur_tool_weight = "\ +fun get_blur_tool_weight(i: int): float { \ + if (i == 0) { return 0.034619 / 2.0; } \ + if (i == 1) { return 0.044859 / 2.0; } \ + if (i == 2) { return 0.055857 / 2.0; } \ + if (i == 3) { return 0.066833 / 2.0; } \ + if (i == 4) { return 0.076841 / 2.0; } \ + if (i == 5) { return 0.084894 / 2.0; } \ + if (i == 6) { return 0.090126 / 2.0; } \ + if (i == 7) { return 0.09194 / 2.0; } \ + if (i == 8) { return 0.090126 / 2.0; } \ + if (i == 9) { return 0.084894 / 2.0; } \ + if (i == 10) { return 0.076841 / 2.0; } \ + if (i == 11) { return 0.066833 / 2.0; } \ + if (i == 12) { return 0.055857 / 2.0; } \ + if (i == 13) { return 0.044859 / 2.0; } \ + return 0.034619 / 2.0; \ +} \ +"; + void make_blur_run(node_shader_t *kong) { // node_shader_write_frag(kong, "var tex_coord_inp: float2 = gbuffer2[uint2(sp.x * constants.gbuffer_size.x, sp.y * constants.gbuffer_size.y)].ba;"); node_shader_write_frag(kong, "var tex_coord_inp4: float4 = gbuffer2[uint2(uint(sp.x * constants.gbuffer_size.x), uint(sp.y * constants.gbuffer_size.y))];"); diff --git a/paint/sources/make_colorid_picker.c b/paint/sources/make_colorid_picker.c index b8374f99..d91dd31d 100644 --- a/paint/sources/make_colorid_picker.c +++ b/paint/sources/make_colorid_picker.c @@ -1,6 +1,20 @@ #include "global.h" +char *str_get_pos_nor_from_depth = "\ +fun get_pos_from_depth(uv: float2, invVP: float4x4): float3 { \ + var depth: float = sample_lod(gbufferD, sampler_linear, float2(uv.x, 1.0 - uv.y), 0.0).r; \ + var wpos: float4 = float4(uv * 2.0 - 1.0, depth, 1.0); \ + wpos = invVP * wpos; \ + return wpos.xyz / wpos.w; \ +} \ +fun get_nor_from_depth(p0: float3, uv: float2, invVP: float4x4, tex_step: float2): float3 { \ + var p1: float3 = get_pos_from_depth(uv + float2(tex_step.x * 4.0, 0.0), invVP); \ + var p2: float3 = get_pos_from_depth(uv + float2(0.0, tex_step.y * 4.0), invVP); \ + return normalize(cross(p2 - p0, p1 - p0)); \ +} \ +"; + void make_colorid_picker_run(node_shader_t *kong) { // Mangle vertices to form full screen triangle node_shader_write_vert(kong, "output.pos = float4(-1.0 + float((vertex_id() & 1) << 2), -1.0 + float((vertex_id() & 2) << 1), 0.0, 1.0);"); diff --git a/paint/sources/make_mesh.c b/paint/sources/make_mesh.c index 6bbdccfe..01b89d7c 100644 --- a/paint/sources/make_mesh.c +++ b/paint/sources/make_mesh.c @@ -1,6 +1,80 @@ #include "global.h" +char *str_sh_irradiance = "\ +fun sh_irradiance(nor: float3): float3 { \ + var c1: float = 0.429043; \ + var c2: float = 0.511664; \ + var c3: float = 0.743125; \ + var c4: float = 0.886227; \ + var c5: float = 0.247708; \ + var cl00: float3 = float3(constants.shirr0.x, constants.shirr0.y, constants.shirr0.z); \ + var cl1m1: float3 = float3(constants.shirr0.w, constants.shirr1.x, constants.shirr1.y); \ + var cl10: float3 = float3(constants.shirr1.z, constants.shirr1.w, constants.shirr2.x); \ + var cl11: float3 = float3(constants.shirr2.y, constants.shirr2.z, constants.shirr2.w); \ + var cl2m2: float3 = float3(constants.shirr3.x, constants.shirr3.y, constants.shirr3.z); \ + var cl2m1: float3 = float3(constants.shirr3.w, constants.shirr4.x, constants.shirr4.y); \ + var cl20: float3 = float3(constants.shirr4.z, constants.shirr4.w, constants.shirr5.x); \ + var cl21: float3 = float3(constants.shirr5.y, constants.shirr5.z, constants.shirr5.w); \ + var cl22: float3 = float3(constants.shirr6.x, constants.shirr6.y, constants.shirr6.z); \ + return ( \ + cl22 * c1 * (nor.y * nor.y - (-nor.z) * (-nor.z)) + \ + cl20 * c3 * nor.x * nor.x + \ + cl00 * c4 - \ + cl20 * c5 + \ + cl2m2 * 2.0 * c1 * nor.y * (-nor.z) + \ + cl21 * 2.0 * c1 * nor.y * nor.x + \ + cl2m1 * 2.0 * c1 * (-nor.z) * nor.x + \ + cl11 * 2.0 * c2 * nor.y + \ + cl1m1 * 2.0 * c2 * (-nor.z) + \ + cl10 * 2.0 * c2 * nor.x \ + ); \ +} \ +"; + +char *str_envmap_equirect = "\ +fun envmap_equirect(normal: float3, angle: float): float2 { \ + var PI: float = 3.1415926535; \ + var PI2: float = PI * 2.0; \ + var phi: float = acos(normal.z); \ + var theta: float = atan2(-normal.y, normal.x) + PI + angle; \ + return float2(theta / PI2, phi / PI); \ +} \ +"; + +char *str_envmap_sample = "\ +fun envmap_sample(lod: float, coord: float2): float3 { \ + if (lod == 0.0) { \ + return sample_lod(senvmap_radiance, sampler_linear, coord, 0.0).rgb; \ + } \ + if (lod == 1.0) { \ + return sample_lod(senvmap_radiance0, sampler_linear, coord, 0.0).rgb; \ + } \ + if (lod == 2.0) { \ + return sample_lod(senvmap_radiance1, sampler_linear, coord, 0.0).rgb; \ + } \ + if (lod == 3.0) { \ + return sample_lod(senvmap_radiance2, sampler_linear, coord, 0.0).rgb; \ + } \ + if (lod == 4.0) { \ + return sample_lod(senvmap_radiance3, sampler_linear, coord, 0.0).rgb; \ + } \ + return sample_lod(senvmap_radiance4, sampler_linear, coord, 0.0).rgb; \ +} \ +"; + +// https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile +char *str_env_brdf_approx = "\ +fun env_brdf_approx(specular: float3, roughness: float, dotnv: float): float3 { \ + var c0: float4 = float4(-1.0, -0.0275, -0.572, 0.022); \ + var c1: float4 = float4(1.0, 0.0425, 1.04, -0.04); \ + var r: float4 = c0 * roughness + c1; \ + var a004: float = min(r.x * r.x, exp((-9.28 * dotnv) * log(2.0))) * r.x + r.y; \ + var ab: float2 = float2(-1.04, 1.04) * a004 + r.zw; \ + return specular * ab.x + ab.y; \ +} \ +"; + node_shader_context_t *make_mesh_run(material_t *data, i32 layer_pass) { char *context_id = layer_pass == 0 ? "mesh" : string("mesh%s", i32_to_string(layer_pass)); shader_context_t *props = GC_ALLOC_INIT(shader_context_t, {.name = context_id, diff --git a/paint/sources/material_nodes/brick_texture_node.c b/paint/sources/material_nodes/brick_texture_node.c index 6b111883..4abf3c35 100644 --- a/paint/sources/material_nodes/brick_texture_node.c +++ b/paint/sources/material_nodes/brick_texture_node.c @@ -1,6 +1,36 @@ #include "../global.h" +char *str_tex_brick = "\ +fun tex_brick_noise(n: int): float { \ + var nn: int; \ + n = (n >> 13) ^ n; \ + /*nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;*/ \ + nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647; \ + return 0.5 * float(nn) / 1073741824.0; \ +} \ +fun tex_brick(p: float3, c1: float3, c2: float3, c3: float3): float3 { \ + var brick_size: float3 = float3(0.9, 0.49, 0.49); \ + var mortar_size: float3 = float3(0.05, 0.1, 0.1); \ + p /= brick_size / 2.0; \ + if (frac(p.y * 0.5) > 0.5) { p.x += 0.5; } \ + var col: float = floor(p.x / (brick_size.x + (mortar_size.x * 2.0))); \ + var row: float = p.y; \ + p = frac3(p); \ + var b: float3 = step3(p, 1.0 - mortar_size); \ + /*var tint: float = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 0xffff)), 0.0), 1.0);*/ \ + var tint: float = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 65535)), 0.0), 1.0); \ + return lerp3(c3, lerp3(c1, c2, tint), b.x * b.y * b.z); \ +} \ +fun tex_brick_f(p: float3): float { \ + p /= float3(0.9, 0.49, 0.49) / 2.0; \ + if (frac(p.y * 0.5) > 0.5) { p.x += 0.5; } \ + p = frac3(p); \ + var b: float3 = step3(p, float3(0.95, 0.9, 0.9)); \ + return lerp(1.0, 0.0, b.x * b.y * b.z); \ +} \ +"; + void brick_texture_node_init() { brick_texture_node_def = diff --git a/paint/sources/material_nodes/checker_texture_node.c b/paint/sources/material_nodes/checker_texture_node.c index cf0073d0..e85a6b19 100644 --- a/paint/sources/material_nodes/checker_texture_node.c +++ b/paint/sources/material_nodes/checker_texture_node.c @@ -1,6 +1,35 @@ #include "../global.h" +char *str_tex_checker = "\ +fun tex_checker(co: float3, col1: float3, col2: float3, scale: float): float3 { \ + /* Prevent precision issues on unit coordinates */ \ + var p: float3 = (co + 0.000001 * 0.999999) * scale; \ + var xi: float = abs(floor(p.x)); \ + var yi: float = abs(floor(p.y)); \ + var zi: float = abs(floor(p.z)); \ + /* var check: bool = (xi % 2.0 == yi % 2.0) == zi % 2.0;*/ \ + var checka: int = 0; \ + var checkb: int = 0; \ + if (xi % 2.0 == yi % 2.0) { checka = 1; } \ + if (zi % 2.0 != 0.0) { checkb = 1; } \ + if (checka == checkb) { return col1; } return col2; \ +} \ +fun tex_checker_f(co: float3, scale: float): float { \ + var p: float3 = (co + 0.000001 * 0.999999) * scale; \ + var xi: float = abs(floor(p.x)); \ + var yi: float = abs(floor(p.y)); \ + var zi: float = abs(floor(p.z)); \ + /*return float((xi % 2.0 == yi % 2.0) == zi % 2.0);*/ \ + var checka: int = 0; \ + var checkb: int = 0; \ + if (xi % 2.0 == yi % 2.0) { checka = 1; } \ + if (zi % 2.0 != 0.0) { checkb = 1; } \ + if (checka == checkb) { return 1.0; } return 0.0; \ + \ +} \ +"; + void checker_texture_node_init() { checker_texture_node_def = diff --git a/paint/sources/material_nodes/gabor_texture_node.c b/paint/sources/material_nodes/gabor_texture_node.c index 77e046b8..a5962ed9 100644 --- a/paint/sources/material_nodes/gabor_texture_node.c +++ b/paint/sources/material_nodes/gabor_texture_node.c @@ -1,6 +1,71 @@ #include "../global.h" +char *str_tex_gabor = "\ +fun gabor_hash3(p: float3): float3 { \ + var q: float3 = float3(dot(p, float3(127.1, 311.7, 74.7)), \ + dot(p, float3(269.5, 183.3, 246.1)), \ + dot(p, float3(113.5, 271.9, 124.6))); \ + return frac3(float3(sin(q.x) * 43758.5453, sin(q.y) * 43758.5453, sin(q.z) * 43758.5453)); \ +} \ +fun gabor_hash1(p: float3): float { \ + return frac(sin(dot(p, float3(12.9898, 78.233, 53.539))) * 43758.5453); \ +} \ +fun gabor_random_unit_vector(p: float3): float3 { \ + var h1: float = gabor_hash1(p); \ + var h2: float = gabor_hash1(p + float3(1.1, 1.1, 1.1)); \ + var theta: float = acos(2.0 * h1 - 1.0); \ + var phi: float = 2.0 * 3.14159 * h2; \ + var sin_theta: float = sin(theta); \ + return float3(sin_theta * cos(phi), sin_theta * sin(phi), cos(theta)); \ +} \ +fun tex_gabor(co: float3, scale: float, frequency: float, anisotropy: float, orientation: float3): float3 { \ + var p: float3 = co * scale; \ + var ip: float3 = floor3(p); \ + var fp: float3 = frac3(p); \ + var value: float = 0.0; \ + var intensity: float = 0.0; \ + var phase_sin: float = 0.0; \ + var phase_cos: float = 0.0; \ + var pi: float = 3.14159; \ + var a: float = 1.0; \ + for (var k: int = 0; k <= 2; k += 1) { \ + for (var j: int = 0; j <= 2; j += 1) { \ + for (var i: int = 0; i <= 2; i += 1) { \ + var b: float3 = float3(float(i - 1), float(j - 1), float(k - 1)); \ + var h: float3 = gabor_hash3(ip + b); \ + var r: float3 = b - fp + h; \ + var dir: float3 = normalize(orientation); \ + if (anisotropy < 1.0) { \ + var hr_p: float3 = ip + b + float3(2.2, 2.2, 2.2);\ + var hr: float = gabor_hash1(hr_p); \ + if (hr > anisotropy) { \ + var dir_p: float3 = ip + b + float3(3.3, 3.3, 3.3);\ + dir = gabor_random_unit_vector(dir_p); \ + } \ + } \ + var dot_rd: float = dot(r, dir); \ + var r_parallel: float3 = dot_rd * dir; \ + var r_perp: float3 = r - r_parallel; \ + var a_parallel: float = a * (1.0 - anisotropy) + 0.001; \ + var a_perp: float = a; \ + var d_eff: float = a_parallel * a_parallel * dot(r_parallel, r_parallel) + a_perp * a_perp * dot(r_perp, r_perp); \ + var g: float = exp(-pi * d_eff); \ + var random_phase: float = 2.0 * pi * gabor_hash1(ip + b + float3(1.1, 1.1, 1.1)); \ + var theta: float = 2.0 * pi * frequency * dot_rd + random_phase; \ + value += g * sin(theta); \ + intensity += g; \ + phase_sin += sin(theta); \ + phase_cos += cos(theta); \ + } \ + } \ + } \ + intensity = intensity * 0.5 + 0.5; \ + var phase: float = atan2(phase_sin, phase_cos) / (2.0 * pi) + 0.5; \ + return float3(value, phase, intensity); \ +} \ +"; + void gabor_texture_node_init() { char *gabor_dimensions_data = string("%s\n%s", _tr("2D"), _tr("3D")); diff --git a/paint/sources/material_nodes/geometry_node.c b/paint/sources/material_nodes/geometry_node.c index 638ad44b..f075b268 100644 --- a/paint/sources/material_nodes/geometry_node.c +++ b/paint/sources/material_nodes/geometry_node.c @@ -122,4 +122,5 @@ char *geometry_node_value(ui_node_t *node, ui_node_socket_t *socket) { store, store, f32_to_string(radius), f32_to_string(strength), f32_to_string(offset))); return string("%s_curvature", store); } + return ""; } diff --git a/paint/sources/material_nodes/magic_texture_node.c b/paint/sources/material_nodes/magic_texture_node.c index e12aecf3..0772d4c4 100644 --- a/paint/sources/material_nodes/magic_texture_node.c +++ b/paint/sources/material_nodes/magic_texture_node.c @@ -1,6 +1,19 @@ #include "../global.h" +char *str_tex_magic = "\ +fun tex_magic(p: float3): float3 { \ + var a: float = 1.0 - (sin(p.x) + sin(p.y)); \ + var b: float = 1.0 - sin(p.x - p.y); \ + var c: float = 1.0 - sin(p.x + p.y); \ + return float3(a, b, c); \ +} \ +fun tex_magic_f(p: float3): float { \ + var c: float3 = tex_magic(p); \ + return (c.x + c.y + c.z) / 3.0; \ +} \ +"; + void magic_texture_node_init() { magic_texture_node_def = diff --git a/paint/sources/material_nodes/noise_texture_node.c b/paint/sources/material_nodes/noise_texture_node.c index ccc5e820..350e2168 100644 --- a/paint/sources/material_nodes/noise_texture_node.c +++ b/paint/sources/material_nodes/noise_texture_node.c @@ -1,6 +1,29 @@ #include "../global.h" +char *str_tex_noise = "\ +fun hash(n: float): float { return frac(sin(n) * 10000.0); } \ +fun tex_noise_f(x: float3): float { \ + var step: float3 = float3(110.0, 241.0, 171.0); \ + var i: float3 = floor3(x); \ + var f: float3 = frac3(x); \ + var n: float = dot(i, step); \ + var u: float3 = f * f * (3.0 - 2.0 * f); \ + return lerp(lerp(lerp(hash(n + dot(step, float3(0.0, 0.0, 0.0))), hash(n + dot(step, float3(1.0, 0.0, 0.0))), u.x), \ + lerp(hash(n + dot(step, float3(0.0, 1.0, 0.0))), hash(n + dot(step, float3(1.0, 1.0, 0.0))), u.x), u.y), \ + lerp(lerp(hash(n + dot(step, float3(0.0, 0.0, 1.0))), hash(n + dot(step, float3(1.0, 0.0, 1.0))), u.x), \ + lerp(hash(n + dot(step, float3(0.0, 1.0, 1.0))), hash(n + dot(step, float3(1.0, 1.0, 1.0))), u.x), u.y), u.z); \ +} \ +fun tex_noise(p: float3): float { \ + p = p * 1.25; \ + var f: float = 0.5 * tex_noise_f(p); p = p * 2.01; \ + f += 0.25 * tex_noise_f(p); p = p * 2.02; \ + f += 0.125 * tex_noise_f(p); p = p * 2.03; \ + f += 0.0625 * tex_noise_f(p); \ + return 1.0 - f; \ +} \ +"; + void noise_texture_node_init() { noise_texture_node_def = GC_ALLOC_INIT(ui_node_t, {.id = 0, diff --git a/paint/sources/material_nodes/object_info_node.c b/paint/sources/material_nodes/object_info_node.c index 5ea7ed90..79d06fd4 100644 --- a/paint/sources/material_nodes/object_info_node.c +++ b/paint/sources/material_nodes/object_info_node.c @@ -70,6 +70,7 @@ char *object_info_node_vector(ui_node_t *node, ui_node_socket_t *socket) { parser_material_kong->frag_wposition = true; return "input.wposition"; } + return ""; } char *object_info_node_value(ui_node_t *node, ui_node_socket_t *socket) { diff --git a/paint/sources/material_nodes/texture_coordinate_node.c b/paint/sources/material_nodes/texture_coordinate_node.c index df3654be..ce2fcce5 100644 --- a/paint/sources/material_nodes/texture_coordinate_node.c +++ b/paint/sources/material_nodes/texture_coordinate_node.c @@ -107,4 +107,5 @@ char *texture_coordinate_node_vector(ui_node_t *node, ui_node_socket_t *socket) parser_material_kong->frag_wvpposition = true; return "input.wvpposition.xyz"; } + return ""; } diff --git a/paint/sources/material_nodes/voronoi_texture_node.c b/paint/sources/material_nodes/voronoi_texture_node.c index 058c9049..600c597e 100644 --- a/paint/sources/material_nodes/voronoi_texture_node.c +++ b/paint/sources/material_nodes/voronoi_texture_node.c @@ -1,6 +1,34 @@ #include "../global.h" +char *str_tex_voronoi = "\ +fun tex_voronoi(x: float3): float4 { \ + var p: float3 = floor3(x); \ + var f: float3 = frac3(x); \ + var id: float = 0.0; \ + var res: float = 100.0; \ + for (var k: int = 0; k <= 2; k += 1) \ + for (var j: int = 0; j <= 2; j += 1) \ + for (var i: int = 0; i <= 2; i += 1) { \ + var b: float3 = float3(float(i - 1), float(j - 1), float(k - 1)); \ + var pb: float3 = p + b; \ + var snoise_sample: float3 = sample(snoise256, sampler_linear, (pb.xy + float2(3.0, 1.0) * pb.z + 0.5) / 256.0).xyz; \ + var r: float3 = b - f + snoise_sample; \ + var d: float = dot(r, r); \ + if (d < res) { \ + id = dot(p + b, float3(1.0, 57.0, 113.0)); \ + res = d; \ + } \ + } \ + /*var col: float3 = 0.5 + 0.5 * cos(id * 0.35 + float3(0.0, 1.0, 2.0));*/ \ + var col: float3; \ + col.x = 0.5 + 0.5 * cos(id * 0.35 + 0.0); \ + col.y = 0.5 + 0.5 * cos(id * 0.35 + 1.0); \ + col.z = 0.5 + 0.5 * cos(id * 0.35 + 2.0); \ + return float4(col, sqrt(res)); \ +} \ +"; + void voronoi_texture_node_init() { char *voronoi_coloring_data = string("%s\n%s", _tr("Intensity"), _tr("Cells"));