Files
armorpaint/armorsculpt/sources/make_mesh.ts
T
2025-02-12 19:43:34 +01:00

332 lines
15 KiB
TypeScript

let make_mesh_layer_pass_count: i32 = 1;
function make_mesh_run(data: material_t, layer_pass: i32 = 0): node_shader_context_t {
let context_id: string = layer_pass == 0 ? "mesh" : "mesh" + layer_pass;
let depth_write: bool = layer_pass == 0 ? true : false;
let compare_mode: string = layer_pass == 0 ? "less" : "equal";
let cull_mode: string = (context_raw.cull_backfaces || layer_pass > 0) ? "clockwise" : "none";
let props: shader_context_t = {
name: context_id,
depth_write: depth_write,
compare_mode: compare_mode,
cull_mode: cull_mode,
vertex_elements: [
{
name: "pos",
data: "short4norm"
}
],
color_attachments: [
"RGBA64",
"RGBA64",
"RGBA64"
],
depth_attachment: "DEPTH32"
};
let con_mesh: node_shader_context_t = node_shader_context_create(data, props);
let vert: node_shader_t = node_shader_context_make_vert(con_mesh);
let frag: node_shader_t = node_shader_context_make_frag(con_mesh);
frag.ins = vert.outs;
node_shader_add_out(vert, "vec2 tex_coord");
frag.wvpposition = true;
node_shader_add_out(vert, "vec4 prevwvpposition");
node_shader_add_uniform(vert, "mat4 VP", "_view_proj_matrix");
node_shader_add_uniform(vert, "mat4 prevWVP", "_prev_world_view_proj_matrix");
vert.wposition = true;
let texture_count: i32 = 0;
node_shader_add_uniform(vert, "mat4 WVP", "_world_view_proj_matrix");
let lid: i32 = project_layers[0].id;
node_shader_add_uniform(vert, "sampler2D texpaint_vert", "_texpaint_vert" + lid);
node_shader_write(vert, "vec3 meshpos = texelFetch(texpaint_vert, ivec2(gl_VertexID % textureSize(texpaint_vert, 0).x, gl_VertexID / textureSize(texpaint_vert, 0).y), 0).xyz;");
// + pos.xyz * 0.000001
node_shader_write(vert, "gl_Position = mul(vec4(meshpos.xyz, 1.0), WVP);");
node_shader_write(vert, "tex_coord = vec2(0.0, 0.0);");
node_shader_write(vert, "prevwvpposition = mul(vec4(pos.xyz, 1.0), prevWVP);");
node_shader_add_out(frag, "vec4 frag_color[3]");
node_shader_add_uniform(vert, "mat3 N", "_normal_matrix");
node_shader_add_out(vert, "vec3 wnormal");
node_shader_write_attrib(vert, "int base_vertex0 = gl_VertexID - (gl_VertexID % 3);");
node_shader_write_attrib(vert, "int base_vertex1 = base_vertex0 + 1;");
node_shader_write_attrib(vert, "int base_vertex2 = base_vertex0 + 2;");
node_shader_write_attrib(vert, "vec3 meshpos0 = texelFetch(texpaint_vert, ivec2(base_vertex0 % textureSize(texpaint_vert, 0).x, base_vertex0 / textureSize(texpaint_vert, 0).y), 0).xyz;");
node_shader_write_attrib(vert, "vec3 meshpos1 = texelFetch(texpaint_vert, ivec2(base_vertex1 % textureSize(texpaint_vert, 0).x, base_vertex1 / textureSize(texpaint_vert, 0).y), 0).xyz;");
node_shader_write_attrib(vert, "vec3 meshpos2 = texelFetch(texpaint_vert, ivec2(base_vertex2 % textureSize(texpaint_vert, 0).x, base_vertex2 / textureSize(texpaint_vert, 0).y), 0).xyz;");
node_shader_write_attrib(vert, "vec3 meshnor = normalize(cross(meshpos2 - meshpos1, meshpos0 - meshpos1));");
node_shader_write_attrib(vert, "wnormal = mul(meshnor, N);");
node_shader_write_attrib(frag, "vec3 n = normalize(wnormal);");
node_shader_add_function(frag, str_pack_float_int16);
node_shader_add_function(frag, str_octahedron_wrap);
node_shader_add_function(frag, str_cotangent_frame);
if (layer_pass > 0) {
node_shader_add_uniform(frag, "sampler2D gbuffer0");
node_shader_add_uniform(frag, "sampler2D gbuffer1");
node_shader_add_uniform(frag, "sampler2D gbuffer2");
node_shader_write(frag, "vec2 fragcoord = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;");
node_shader_write(frag, "fragcoord.y = 1.0 - fragcoord.y;");
node_shader_write(frag, "vec4 gbuffer0_sample = textureLod(gbuffer0, fragcoord, 0.0);");
node_shader_write(frag, "vec4 gbuffer1_sample = textureLod(gbuffer1, fragcoord, 0.0);");
node_shader_write(frag, "vec4 gbuffer2_sample = textureLod(gbuffer2, fragcoord, 0.0);");
node_shader_write(frag, "vec3 basecol = gbuffer0_sample.rgb;");
node_shader_write(frag, "float roughness = gbuffer2_sample.g;");
node_shader_write(frag, "float metallic = gbuffer2_sample.b;");
node_shader_write(frag, "float occlusion = gbuffer2_sample.r;");
node_shader_write(frag, "float opacity = 1.0;//gbuffer0_sample.a;");
node_shader_write(frag, "float matid = gbuffer1_sample.a;");
node_shader_write(frag, "vec3 ntex = gbuffer1_sample.rgb;");
node_shader_write(frag, "float height = gbuffer2_sample.a;");
}
else {
node_shader_write(frag, "vec3 basecol = vec3(0.0, 0.0, 0.0);");
node_shader_write(frag, "float roughness = 0.3;");
node_shader_write(frag, "float metallic = 0.0;");
node_shader_write(frag, "float occlusion = 1.0;");
node_shader_write(frag, "float opacity = 1.0;");
node_shader_write(frag, "float matid = 0.0;");
node_shader_write(frag, "vec3 ntex = vec3(0.5, 0.5, 1.0);");
node_shader_write(frag, "float height = 0.0;");
}
node_shader_write(frag, "vec4 texpaint_sample = vec4(0.0, 0.0, 0.0, 1.0);");
node_shader_write(frag, "vec4 texpaint_nor_sample;");
node_shader_write(frag, "vec4 texpaint_pack_sample;");
node_shader_write(frag, "float texpaint_opac;");
if (make_material_height_used) {
node_shader_write(frag, "float height0 = 0.0;");
node_shader_write(frag, "float height1 = 0.0;");
node_shader_write(frag, "float height2 = 0.0;");
node_shader_write(frag, "float height3 = 0.0;");
}
if (context_raw.draw_wireframe) {
texture_count++;
node_shader_add_uniform(frag, "sampler2D texuvmap", "_texuvmap");
}
if (context_raw.viewport_mode == viewport_mode_t.LIT && context_raw.render_mode == render_mode_t.FORWARD) {
texture_count += 4;
node_shader_add_uniform(frag, "sampler2D senvmap_brdf", "$brdf.k");
node_shader_add_uniform(frag, "sampler2D senvmap_radiance", "_envmap_radiance");
}
// Get layers for this pass
make_mesh_layer_pass_count = 1;
let layers: slot_layer_t[] = [];
let start_count: i32 = texture_count;
for (let i: i32 = 0; i < project_layers.length; ++i) {
let l: slot_layer_t = project_layers[i];
if (!slot_layer_is_layer(l) || !slot_layer_is_visible(l)) {
continue;
}
let count: i32 = 3;
let masks: slot_layer_t[] = slot_layer_get_masks(l);
if (masks != null) {
count += masks.length;
}
texture_count += count;
if (texture_count >= make_mesh_get_max_textures()) {
texture_count = start_count + count + 3; // gbuffer0_copy, gbuffer1_copy, gbuffer2_copy
make_mesh_layer_pass_count++;
}
if (layer_pass == make_mesh_layer_pass_count - 1) {
array_push(layers, l);
}
}
let last_pass: bool = layer_pass == make_mesh_layer_pass_count - 1;
for (let i: i32 = 0; i < layers.length; ++i) {
let l: slot_layer_t = layers[i];
if (slot_layer_get_object_mask(l) > 0) {
node_shader_add_uniform(frag, "int uid", "_uid");
if (slot_layer_get_object_mask(l) > project_paint_objects.length) { // Atlas
let visibles: mesh_object_t[] = project_get_atlas_objects(slot_layer_get_object_mask(l));
node_shader_write(frag, "if (");
for (let i: i32 = 0; i < visibles.length; ++i) {
if (i > 0) {
node_shader_write(frag, " || ");
}
let uid: i32 = visibles[i].base.uid;
node_shader_write(frag, uid + " == uid");
}
node_shader_write(frag, ") {");
}
else { // Object mask
let uid: i32 = project_paint_objects[slot_layer_get_object_mask(l) - 1].base.uid;
node_shader_write(frag, "if (" + uid + " == uid) {");
}
}
node_shader_add_shared_sampler(frag, "sampler2D texpaint" + l.id);
node_shader_write(frag, "texpaint_sample = vec4(0.8, 0.8, 0.8, 1.0);");
node_shader_write(frag, "texpaint_opac = texpaint_sample.a;");
let masks: slot_layer_t[] = slot_layer_get_masks(l);
if (masks != null) {
let has_visible: bool = false;
for (let i: i32 = 0; i < masks.length; ++i) {
let m: slot_layer_t = masks[i];
if (slot_layer_is_visible(m)) {
has_visible = true;
break;
}
}
if (has_visible) {
let texpaint_mask: string = "texpaint_mask" + l.id;
node_shader_write(frag, "float " + texpaint_mask + " = 0.0;");
for (let i: i32 = 0; i < masks.length; ++i) {
let m: slot_layer_t = masks[i];
if (!slot_layer_is_visible(m)) continue;
node_shader_add_shared_sampler(frag, "sampler2D texpaint" + m.id);
node_shader_write(frag, "{"); // Group mask is sampled across multiple layers
node_shader_write(frag, "float texpaint_mask_sample" + m.id + " = textureLodShared(texpaint" + m.id + ", tex_coord, 0.0).r;");
node_shader_write(frag, "}");
}
node_shader_write(frag, "texpaint_opac *= clamp(" + texpaint_mask + ", 0.0, 1.0);");
}
}
if (slot_layer_get_opacity(l) < 1) {
let opac: f32 = slot_layer_get_opacity(l);
node_shader_write(frag, "texpaint_opac *= " + opac + ";");
}
if (l == project_layers[0]) {
node_shader_write(frag, "basecol = vec3(0.8, 0.8, 0.8);// texpaint_sample.rgb * texpaint_opac;");
}
if (slot_layer_get_object_mask(l) > 0) {
node_shader_write(frag, "}");
}
if (last_pass && context_raw.draw_texels) {
node_shader_add_uniform(frag, "vec2 texpaint_size", "_texpaint_size");
node_shader_write(frag, "vec2 texel0 = tex_coord * texpaint_size * 0.01;");
node_shader_write(frag, "vec2 texel1 = tex_coord * texpaint_size * 0.1;");
node_shader_write(frag, "vec2 texel2 = tex_coord * texpaint_size;");
node_shader_write(frag, "basecol *= max(float(mod(int(texel0.x), 2.0) == mod(int(texel0.y), 2.0)), 0.9);");
node_shader_write(frag, "basecol *= max(float(mod(int(texel1.x), 2.0) == mod(int(texel1.y), 2.0)), 0.9);");
node_shader_write(frag, "basecol *= max(float(mod(int(texel2.x), 2.0) == mod(int(texel2.y), 2.0)), 0.9);");
}
if (last_pass && context_raw.draw_wireframe) {
node_shader_write(frag, "basecol *= 1.0 - textureLod(texuvmap, tex_coord, 0.0).r;");
}
if (make_material_height_used) {
node_shader_write(frag, "if (height > 0.0) {");
node_shader_write(frag, "float height_dx = height0 - height1;");
node_shader_write(frag, "float height_dy = height2 - height3;");
// Whiteout blend
node_shader_write(frag, "vec3 n1 = ntex * vec3(2.0, 2.0, 2.0) - vec3(1.0, 1.0, 1.0);");
node_shader_write(frag, "vec3 n2 = normalize(vec3(height_dx * 16.0, height_dy * 16.0, 1.0));");
node_shader_write(frag, "ntex = normalize(vec3(n1.xy + n2.xy, n1.z * n2.z)) * vec3(0.5, 0.5, 0.5) + vec3(0.5, 0.5, 0.5);");
node_shader_write(frag, "}");
}
if (!last_pass) {
node_shader_write(frag, "frag_color[0] = vec4(basecol, opacity);");
node_shader_write(frag, "frag_color[1] = vec4(ntex, matid);");
node_shader_write(frag, "frag_color[2] = vec4(occlusion, roughness, metallic, height);");
parser_material_finalize(con_mesh);
con_mesh.data.shader_from_source = true;
con_mesh.data.vertex_shader = node_shader_get(vert);
con_mesh.data.fragment_shader = node_shader_get(frag);
return con_mesh;
}
frag.vvec = true;
node_shader_write(frag, "mat3 TBN = cotangent_frame(n, vvec, tex_coord);");
node_shader_write(frag, "n = ntex * 2.0 - 1.0;");
node_shader_write(frag, "n.y = -n.y;");
node_shader_write(frag, "n = normalize(mul(n, TBN));");
if (context_raw.viewport_mode == viewport_mode_t.LIT) {
node_shader_write(frag, "basecol = pow(basecol, vec3(2.2, 2.2, 2.2));");
if (context_raw.viewport_shader != null) {
node_shader_write(frag, "vec3 output_color;");
js_call_ptr(context_raw.viewport_shader, frag);
node_shader_write(frag, "frag_color[1] = vec4(output_color, 1.0);");
}
else if (context_raw.render_mode == render_mode_t.FORWARD) {
frag.wposition = true;
node_shader_write(frag, "vec3 albedo = mix(basecol, vec3(0.0, 0.0, 0.0), metallic);");
node_shader_write(frag, "vec3 f0 = mix(vec3(0.04, 0.04, 0.04), basecol, metallic);");
frag.vvec = true;
node_shader_write(frag, "float dotnv = max(0.0, dot(n, vvec));");
node_shader_write(frag, "vec2 env_brdf = texelFetch(senvmap_brdf, ivec2(vec2(roughness, 1.0 - dotnv) * 256.0), 0).xy;");
node_shader_add_uniform(frag, "int envmap_num_mipmaps", "_envmap_num_mipmaps");
node_shader_add_uniform(frag, "vec4 envmap_data", "_envmap_data"); // angle, sin(angle), cos(angle), strength
node_shader_write(frag, "vec3 wreflect = reflect(-vvec, n);");
node_shader_write(frag, "float envlod = roughness * float(envmap_num_mipmaps);");
node_shader_add_function(frag, str_envmap_equirect);
node_shader_write(frag, "vec3 prefiltered_color = textureLod(senvmap_radiance, envmap_equirect(wreflect, envmap_data.x), envlod).rgb;");
node_shader_add_uniform(frag, "vec4 shirr[7]", "_envmap_irradiance");
node_shader_add_function(frag, str_sh_irradiance());
node_shader_write(frag, "vec3 indirect = albedo * (sh_irradiance(vec3(n.x * envmap_data.z - n.y * envmap_data.y, n.x * envmap_data.y + n.y * envmap_data.z, n.z), shirr) / 3.14159265);");
node_shader_write(frag, "indirect += prefiltered_color * (f0 * env_brdf.x + env_brdf.y) * 1.5;");
node_shader_write(frag, "indirect *= envmap_data.w * occlusion;");
node_shader_write(frag, "frag_color[1] = vec4(indirect, 1.0);");
}
else { // Deferred, Pathtraced
if (make_material_emis_used) {
node_shader_write(frag, "if (int(matid * 255.0) % 3 == 1) basecol *= 10.0;"); // Boost for bloom
}
node_shader_write(frag, "frag_color[1] = vec4(basecol, occlusion);");
}
}
else if (context_raw.viewport_mode == viewport_mode_t.OBJECT_NORMAL) {
frag.nattr = true;
node_shader_write(frag, "frag_color[1] = vec4(nAttr, 1.0);");
}
else if (context_raw.viewport_mode == viewport_mode_t.OBJECT_ID) {
node_shader_add_uniform(frag, "float object_id", "_object_id");
node_shader_write(frag, "float obid = object_id + 1.0 / 255.0;");
node_shader_write(frag, "float id_r = fract(sin(dot(vec2(obid, obid * 20.0), vec2(12.9898, 78.233))) * 43758.5453);");
node_shader_write(frag, "float id_g = fract(sin(dot(vec2(obid * 20.0, obid), vec2(12.9898, 78.233))) * 43758.5453);");
node_shader_write(frag, "float id_b = fract(sin(dot(vec2(obid, obid * 40.0), vec2(12.9898, 78.233))) * 43758.5453);");
node_shader_write(frag, "frag_color[1] = vec4(id_r, id_g, id_b, 1.0);");
}
else {
node_shader_write(frag, "frag_color[1] = vec4(1.0, 0.0, 1.0, 1.0);"); // Pink
}
if (context_raw.viewport_mode != viewport_mode_t.LIT && context_raw.viewport_mode != viewport_mode_t.PATH_TRACE) {
node_shader_write(frag, "frag_color[1].rgb = pow(frag_color[1].rgb, vec3(2.2, 2.2, 2.2));");
}
node_shader_write(frag, "n /= (abs(n.x) + abs(n.y) + abs(n.z));");
node_shader_write(frag, "n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);");
node_shader_write(frag, "frag_color[0] = vec4(n.xy, roughness, pack_f32_i16(metallic, uint(int(matid * 255.0) % 3)));");
}
node_shader_write(frag, "vec2 posa = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;");
node_shader_write(frag, "vec2 posb = (prevwvpposition.xy / prevwvpposition.w) * 0.5 + 0.5;");
node_shader_write(frag, "frag_color[2] = vec4(posa - posb, tex_coord.xy);");
parser_material_finalize(con_mesh);
con_mesh.data.shader_from_source = true;
con_mesh.data.vertex_shader = node_shader_get(vert);
con_mesh.data.fragment_shader = node_shader_get(frag);
return con_mesh;
}
function make_mesh_get_max_textures(): i32 {
return 16 - 3; // G4onG5/G4.c.h MAX_TEXTURES
}