Files
armorpaint/base/Sources/make_voxel.ts
T
luboslenco 131ca3ce9e Format
2024-03-09 14:52:33 +01:00

89 lines
3.1 KiB
TypeScript

///if arm_voxels
function make_voxel_run(data: shader_context_t) {
let structure: vertex_struct_t = g4_vertex_struct_create();
g4_vertex_struct_add(structure, "pos", vertex_data_t.I16_4X_NORM);
g4_vertex_struct_add(structure, "nor", vertex_data_t.I16_2X_NORM);
g4_vertex_struct_add(structure, "tex", vertex_data_t.I16_2X_NORM);
let pipe_state: pipeline_t = data._.pipe_state;
pipe_state.input_layout = [structure];
data.vertex_elements = [
{name: "pos", data: "short4norm"},
{name: "nor", data: "short2norm"},
{name: "tex", data: "short2norm"}
];
// ///if arm_skin
// let is_mesh: bool = raw.object.constructor == mesh_object_t;
// let skin: bool = is_mesh && cast(raw.object, mesh_object_t).data.geom.bones != null;
// if (skin) {
// g4_vertex_structure_add(structure, "bone", vertex_data_t.I16_4X_Normalized);
// g4_vertex_structure_add(structure, "weight", vertex_data_t.I16_4X_Normalized);
// data.raw.vertex_elements.push({ name: "bone", data: 'short4norm' });
// data.raw.vertex_elements.push({ name: "weight", data: 'short4norm' });
// }
// ///end
pipe_state.vertex_shader = g4_shader_from_source(make_voxel_source(), shader_type_t.VERTEX);
g4_pipeline_compile(pipe_state);
data.constants = [
{ name: "W", type: "mat4", link: "_world_matrix" },
{ name: "N", type: "mat3", link: "_normal_matrix" }
];
data._.constants = [
g4_pipeline_get_const_loc(pipe_state, "W"),
g4_pipeline_get_const_loc(pipe_state, "N")
];
data.texture_units = [
{ name: "texpaint_pack" },
{ name: "voxels", image_uniform: true }
];
data._.tex_units = [
g4_pipeline_get_tex_unit(pipe_state, "texpaint_pack"),
g4_pipeline_get_tex_unit(pipe_state, "voxels")
];
}
function make_voxel_source(): string {
let ds: f32 = MakeMaterial.get_displace_strength();
///if krom_direct3d11
return `#define vec3 float3
uniform float4x4 W;
uniform float3x3 N;
Texture2D<float4> texpaint_pack;
SamplerState _texpaint_pack_sampler;
struct SPIRV_Cross_Input { float4 pos : TEXCOORD1; float2 nor : TEXCOORD0; float2 tex : TEXCOORD2; };
struct SPIRV_Cross_Output { float4 svpos : SV_POSITION; };
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) {
SPIRV_Cross_Output stage_output;
${MakeMaterial.voxelgi_half_extents()}
stage_output.svpos.xyz = mul(float4(stage_input.pos.xyz, 1.0), W).xyz / voxelgiHalfExtents.xxx;
float3 wnormal = normalize(mul(float3(stage_input.nor.xy, stage_input.pos.w), N));
float height = texpaint_pack.SampleLevel(_texpaint_pack_sampler, stage_input.tex, 0.0).a;
stage_output.svpos.xyz += wnormal * height.xxx * float3(${ds}, ${ds}, ${ds});
stage_output.svpos.w = 1.0;
return stage_output;
}`;
///else
return `#version 450
in vec4 pos;
in vec2 nor;
in vec2 tex;
out vec3 voxpositionGeom;
uniform mat4 W;
uniform mat3 N;
uniform sampler2D texpaint_pack;
void main() {
${MakeMaterial.voxelgi_half_extents()}
voxpositionGeom = vec3(W * vec4(pos.xyz, 1.0)) / voxelgiHalfExtents;
vec3 wnormal = normalize(N * vec3(nor.xy, pos.w));
float height = textureLod(texpaint_pack, tex, 0.0).a;
voxpositionGeom += wnormal * vec3(height) * vec3(${ds});
}`;
///end
}
///end