Files
armorpaint/armorlab/sources/make_mesh.ts
T
2025-07-10 18:04:20 +02:00

221 lines
12 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 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: "mesh",
depth_write: depth_write,
compare_mode: compare_mode,
cull_mode: cull_mode,
vertex_elements: [
{
name: "pos",
data: "short4norm"
},
{
name: "nor",
data: "short2norm"
},
{
name: "tex",
data: "short2norm"
}
],
color_attachments: [
"RGBA64",
"RGBA64",
"RGBA64"
],
depth_attachment: "D32"
};
let con_mesh: node_shader_context_t = node_shader_context_create(data, props);
let kong: node_shader_t = node_shader_context_make_kong(con_mesh);
node_shader_add_out(kong, "tex_coord: float2");
kong.frag_wvpposition = true;
node_shader_add_constant(kong, "VP: float4x4", "_view_proj_matrix");
kong.frag_wposition = true;
let texture_count: i32 = 0;
let displace_strength: f32 = make_material_get_displace_strength();
if (make_material_height_used && displace_strength > 0.0) {
kong.vert_n = true;
node_shader_write_vert(kong, "var height: float = 0.0;");
let num_layers: i32 = 1;
let displace_3: string = displace_strength + ", " + displace_strength + ", " + displace_strength;
node_shader_write_vert(kong, "output.wposition += wnormal * float3(height, height, height) * float3(" + displace_3 + ");");
}
node_shader_write_vert(kong, "output.pos = constants.VP * float4(output.wposition.xyz, 1.0);");
let brush_scale: f32 = context_raw.brush_scale;
node_shader_add_constant(kong, "tex_scale: float", "_tex_unpack");
node_shader_write_vert(kong, "output.tex_coord = input.tex * " + brush_scale + " * constants.tex_scale;");
kong.frag_out = "float4[3]";
kong.frag_n = true;
node_shader_add_function(kong, str_pack_float_int16);
node_shader_add_function(kong, str_octahedron_wrap);
node_shader_add_function(kong, str_cotangent_frame);
node_shader_write_frag(kong, "var basecol: float3 = float3(0.0, 0.0, 0.0);");
node_shader_write_frag(kong, "var roughness: float = 0.0;");
node_shader_write_frag(kong, "var metallic: float = 0.0;");
node_shader_write_frag(kong, "var occlusion: float = 1.0;");
node_shader_write_frag(kong, "var opacity: float = 1.0;");
node_shader_write_frag(kong, "var matid: float = 0.0;");
node_shader_write_frag(kong, "var ntex: float3 = float3(0.5, 0.5, 1.0);");
node_shader_write_frag(kong, "var height: float = 0.0;");
node_shader_write_frag(kong, "var texpaint_sample: float4 = float4(0.0, 0.0, 0.0, 1.0);");
node_shader_write_frag(kong, "var texpaint_nor_sample: float4;");
node_shader_write_frag(kong, "var texpaint_pack_sample: float4;");
node_shader_write_frag(kong, "var texpaint_opac: float;");
if (make_material_height_used) {
node_shader_write_frag(kong, "var height0: float = 0.0;");
node_shader_write_frag(kong, "var height1: float = 0.0;");
node_shader_write_frag(kong, "var height2: float = 0.0;");
node_shader_write_frag(kong, "var height3: float = 0.0;");
}
if (context_raw.viewport_mode == viewport_mode_t.LIT && context_raw.render_mode == render_mode_t.FORWARD) {
node_shader_add_texture(kong, "senvmap_brdf", "$brdf.k");
node_shader_add_texture(kong, "senvmap_radiance", "_envmap_radiance");
node_shader_add_texture(kong, "senvmap_radiance0", "_envmap_radiance0");
node_shader_add_texture(kong, "senvmap_radiance1", "_envmap_radiance1");
node_shader_add_texture(kong, "senvmap_radiance2", "_envmap_radiance2");
node_shader_add_texture(kong, "senvmap_radiance3", "_envmap_radiance3");
node_shader_add_texture(kong, "senvmap_radiance4", "_envmap_radiance4");
}
node_shader_add_texture(kong, "texpaint");
node_shader_write_frag(kong, "texpaint_sample = sample_lod(texpaint, sampler_linear, input.tex_coord, 0.0);");
node_shader_write_frag(kong, "texpaint_opac = texpaint_sample.a;");
node_shader_write_frag(kong, "basecol = texpaint_sample.rgb * texpaint_opac;");
node_shader_add_texture(kong, "texpaint_nor");
node_shader_write_frag(kong, "texpaint_nor_sample = sample_lod(texpaint_nor, sampler_linear, input.tex_coord, 0.0);");
node_shader_write_frag(kong, "ntex = lerp3(ntex, texpaint_nor_sample.rgb, texpaint_opac);");
node_shader_add_texture(kong, "texpaint_pack");
node_shader_write_frag(kong, "texpaint_pack_sample = sample_lod(texpaint_pack, sampler_linear, input.tex_coord, 0.0);");
node_shader_write_frag(kong, "occlusion = lerp(occlusion, texpaint_pack_sample.r, texpaint_opac);");
node_shader_write_frag(kong, "roughness = lerp(roughness, texpaint_pack_sample.g, texpaint_opac);");
node_shader_write_frag(kong, "metallic = lerp(metallic, texpaint_pack_sample.b, texpaint_opac);");
node_shader_write_frag(kong, "height = texpaint_pack_sample.a * texpaint_opac;");
if (make_material_height_used) {
node_shader_write_frag(kong, "if (height > 0.0) {");
node_shader_write_frag(kong, "var height_dx: float = height0 - height1;");
node_shader_write_frag(kong, "var height_dy: float = height2 - height3;");
// Whiteout blend
node_shader_write_frag(kong, "var n1: float3 = ntex * float3(2.0, 2.0, 2.0) - float3(1.0, 1.0, 1.0);");
node_shader_write_frag(kong, "var n2: float3 = normalize(float3(height_dx * 16.0, height_dy * 16.0, 1.0));");
node_shader_write_frag(kong, "ntex = normalize(float3(n1.xy + n2.xy, n1.z * n2.z)) * float3(0.5, 0.5, 0.5) + float3(0.5, 0.5, 0.5);");
node_shader_write_frag(kong, "}");
}
kong.frag_vvec = true;
node_shader_write_frag(kong, "var TBN: float3x3 = cotangent_frame(n, vvec, input.tex_coord);");
node_shader_write_frag(kong, "n = ntex * 2.0 - 1.0;");
node_shader_write_frag(kong, "n.y = -n.y;");
node_shader_write_frag(kong, "n = normalize(TBN * n);");
if (context_raw.viewport_mode == viewport_mode_t.LIT || context_raw.viewport_mode == viewport_mode_t.PATH_TRACE) {
node_shader_write_frag(kong, "basecol = pow3(basecol, float3(2.2, 2.2, 2.2));");
if (context_raw.viewport_shader != null) {
node_shader_write_frag(kong, "output_color: float3;");
js_call_ptr(context_raw.viewport_shader, kong);
node_shader_write_frag(kong, "output[1] = float4(output_color, 1.0);");
}
else if (context_raw.render_mode == render_mode_t.FORWARD && context_raw.viewport_mode != viewport_mode_t.PATH_TRACE) {
kong.frag_wposition = true;
node_shader_write_frag(kong, "var albedo: float3 = lerp3(basecol, float3(0.0, 0.0, 0.0), metallic);");
node_shader_write_frag(kong, "var f0: float3 = lerp3(float3(0.04, 0.04, 0.04), basecol, metallic);");
kong.frag_vvec = true;
node_shader_write_frag(kong, "var dotnv: float = max(0.0, dot(n, vvec));");
// node_shader_write_frag(kong, "var env_brdf: float2 = senvmap_brdf[uint2(float2(roughness, 1.0 - dotnv) * 256.0)].xy;");
node_shader_write_frag(kong, "var env_brdf: float4 = senvmap_brdf[uint2(float2(roughness, 1.0 - dotnv) * 256.0)];");
node_shader_add_constant(kong, "envmap_num_mipmaps: int", "_envmap_num_mipmaps");
node_shader_add_constant(kong, "envmap_data: float4", "_envmap_data"); // angle, sin(angle), cos(angle), strength
node_shader_write_frag(kong, "var wreflect: float3 = reflect(-vvec, n);");
node_shader_add_function(kong, str_envmap_equirect);
// node_shader_write_frag(kong, "var envlod: float = roughness * float(constants.envmap_num_mipmaps);");
// node_shader_write_frag(kong, "var prefiltered_color: float3 = sample_lod(senvmap_radiance, sampler_linear, envmap_equirect(wreflect, constants.envmap_data.x), envlod).rgb;");
node_shader_add_function(kong, str_envmap_sample);
node_shader_write_frag(kong, "var envlod: float = roughness * 5.0;");
node_shader_write_frag(kong, "var lod0: float = floor(envlod);");
node_shader_write_frag(kong, "var lod1: float = ceil(envlod);");
node_shader_write_frag(kong, "var lodf: float = envlod - lod0;");
node_shader_write_frag(kong, "var envmap_coord: float2 = envmap_equirect(wreflect, constants.envmap_data.x);");
node_shader_write_frag(kong, "var lodc0: float3 = envmap_sample(lod0, envmap_coord);");
node_shader_write_frag(kong, "var lodc1: float3 = envmap_sample(lod1, envmap_coord);");
node_shader_write_frag(kong, "var prefiltered_color: float3 = lerp3(lodc0, lodc1, lodf);");
// node_shader_add_constant(kong, "shirr: float4[7]", "_envmap_irradiance");
node_shader_add_constant(kong, "shirr0: float4", "_envmap_irradiance0");
node_shader_add_constant(kong, "shirr1: float4", "_envmap_irradiance1");
node_shader_add_constant(kong, "shirr2: float4", "_envmap_irradiance2");
node_shader_add_constant(kong, "shirr3: float4", "_envmap_irradiance3");
node_shader_add_constant(kong, "shirr4: float4", "_envmap_irradiance4");
node_shader_add_constant(kong, "shirr5: float4", "_envmap_irradiance5");
node_shader_add_constant(kong, "shirr6: float4", "_envmap_irradiance6");
node_shader_add_function(kong, str_sh_irradiance);
node_shader_write_frag(kong, "var indirect: float3 = albedo * (sh_irradiance(float3(n.x * constants.envmap_data.z - n.y * constants.envmap_data.y, n.x * constants.envmap_data.y + n.y * constants.envmap_data.z, n.z)) / 3.14159265);");
node_shader_write_frag(kong, "indirect += prefiltered_color * (f0 * env_brdf.x + env_brdf.y) * 1.5;");
node_shader_write_frag(kong, "indirect *= constants.envmap_data.w * occlusion;");
node_shader_write_frag(kong, "output[1] = float4(indirect, 1.0);");
}
else { // Deferred, Pathtraced
node_shader_write_frag(kong, "output[1] = float4(basecol, occlusion);");
}
}
else if (context_raw.viewport_mode == viewport_mode_t.BASE_COLOR) {
node_shader_write_frag(kong, "output[1] = float4(basecol, 1.0);");
}
else if (context_raw.viewport_mode == viewport_mode_t.NORMAL_MAP) {
node_shader_write_frag(kong, "output[1] = float4(ntex.rgb, 1.0);");
}
else if (context_raw.viewport_mode == viewport_mode_t.OCCLUSION) {
node_shader_write_frag(kong, "output[1] = float4(float3(occlusion, occlusion, occlusion), 1.0);");
}
else if (context_raw.viewport_mode == viewport_mode_t.ROUGHNESS) {
node_shader_write_frag(kong, "output[1] = float4(float3(roughness, roughness, roughness), 1.0);");
}
else if (context_raw.viewport_mode == viewport_mode_t.METALLIC) {
node_shader_write_frag(kong, "output[1] = float4(float3(metallic, metallic, metallic), 1.0);");
}
else if (context_raw.viewport_mode == viewport_mode_t.OPACITY) {
node_shader_write_frag(kong, "output[1] = float4(float3(texpaint_sample.a, texpaint_sample.a, texpaint_sample.a), 1.0);");
}
else if (context_raw.viewport_mode == viewport_mode_t.HEIGHT) {
node_shader_write_frag(kong, "output[1] = float4(float3(height, height, height), 1.0);");
}
else {
node_shader_write_frag(kong, "output[1] = float4(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(kong, "output[1].rgb = pow3(output[1].rgb, float3(2.2, 2.2, 2.2));");
}
node_shader_write_frag(kong, "n /= (abs(n.x) + abs(n.y) + abs(n.z));");
// node_shader_write_frag(kong, "n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);");
node_shader_write_frag(kong, "if (n.z < 0.0) { n.xy = octahedron_wrap(n.xy); }");
node_shader_write_frag(kong, "output[0] = float4(n.xy, roughness, pack_f32_i16(metallic, uint(float(int(matid * 255.0)) % float(3))));");
node_shader_write_frag(kong, "output[2] = float4(0.0, 0.0, input.tex_coord.xy);");
parser_material_finalize(con_mesh);
con_mesh.data.shader_from_source = true;
gpu_create_shaders_from_kong(node_shader_get(kong), ADDRESS(con_mesh.data.vertex_shader), ADDRESS(con_mesh.data.fragment_shader), ADDRESS(con_mesh.data._.vertex_shader_size), ADDRESS(con_mesh.data._.fragment_shader_size));
return con_mesh;
}