Files
armorpaint/paint/sources/render/make_bake.c
T
2026-08-21 22:35:41 +02:00

129 lines
7.6 KiB
C

#include "../global.h"
char *make_bake_axis_string(i32 i) {
return i == BAKE_AXIS_X ? "float3(1,0,0)"
: i == BAKE_AXIS_Y ? "float3(0,1,0)"
: i == BAKE_AXIS_Z ? "float3(0,0,1)"
: i == BAKE_AXIS_MX ? "float3(-1,0,0)"
: i == BAKE_AXIS_MY ? "float3(0,-1,0)"
: "float3(0,0,-1)";
}
void make_bake_run(node_shader_context_t *con, node_shader_t *kong) {
if (g_context->bake_type == BAKE_TYPE_CURVATURE) {
bool pass = parser_material_bake_passthrough;
char *strength = pass ? parser_material_bake_passthrough_strength : f32_to_string(g_context->bake_curv_strength);
char *radius = pass ? parser_material_bake_passthrough_radius : f32_to_string(g_context->bake_curv_radius);
char *offset = pass ? parser_material_bake_passthrough_offset : f32_to_string(g_context->bake_curv_offset);
strength = string_tmp("float(%s)", strength);
radius = string_tmp("float(%s)", radius);
offset = string_tmp("float(%s)", offset);
kong->frag_n = true;
node_shader_write_frag(kong, "var dx: float3 = ddx3(n);");
node_shader_write_frag(kong, "var dy: float3 = ddy3(n);");
node_shader_write_frag(kong, "var curvature: float = max(dot(dx, dx), dot(dy, dy));");
node_shader_write_frag(kong,
string_tmp("curvature = clamp(pow(curvature, (1.0 / %s) * 0.25) * %s * 2.0 + %s / 10.0, 0.0, 1.0);", radius, strength, offset));
if (g_context->bake_axis != BAKE_AXIS_XYZ) {
char *axis = make_bake_axis_string(g_context->bake_axis);
node_shader_write_frag(kong, string_tmp("curvature *= dot(n, %s);", axis));
}
node_shader_write_frag(kong, "output[0] = float4(curvature, curvature, curvature, 1.0);");
}
else if (g_context->bake_type == BAKE_TYPE_NORMAL) { // Tangent
kong->frag_n = true;
node_shader_add_texture(kong, "texpaint_undo", "_texpaint_undo"); // Baked high-poly normals
node_shader_write_frag(
kong, "var n0: float3 = sample_lod(texpaint_undo, sampler_linear, tex_coord, 0.0).rgb * float3(2.0, 2.0, 2.0) - float3(1.0, 1.0, 1.0);");
node_shader_add_function(kong, str_cotangent_frame);
node_shader_write_frag(kong, "var invTBN: float3x3 = transpose(cotangent_frame(n, n, tex_coord));");
node_shader_write_frag(kong, "var res: float3 = normalize(invTBN * n0) * float3(0.5, 0.5, 0.5) + float3(0.5, 0.5, 0.5);");
node_shader_write_frag(kong, "output[0] = float4(res, 1.0);");
}
else if (g_context->bake_type == BAKE_TYPE_NORMAL_OBJECT) {
kong->frag_n = true;
node_shader_write_frag(kong, "output[0] = float4(n * float3(0.5, 0.5, 0.5) + float3(0.5, 0.5, 0.5), 1.0);");
if (g_context->bake_up_axis == BAKE_UP_AXIS_Y) {
node_shader_write_frag(kong, "output[0].rgb = float3(output[0].r, output[0].b, 1.0 - output[0].g);");
}
}
else if (g_context->bake_type == BAKE_TYPE_HEIGHT) {
kong->frag_wposition = true;
node_shader_add_texture(kong, "texpaint_undo", "_texpaint_undo"); // Baked high-poly positions
node_shader_write_frag(
kong, "var wpos0: float3 = sample_lod(texpaint_undo, sampler_linear, tex_coord, 0.0).rgb * float3(2.0, 2.0, 2.0) - float3(1.0, 1.0, 1.0);");
node_shader_write_frag(kong, "var res: float = distance(wpos0, input.wposition) * 10.0;");
node_shader_write_frag(kong, "output[0] = float4(res, res, res, 1.0);");
}
else if (g_context->bake_type == BAKE_TYPE_DERIVATIVE) {
node_shader_add_texture(kong, "texpaint_undo", "_texpaint_undo"); // Baked height
node_shader_write_frag(kong, "var tex_dx: float2 = ddx2(tex_coord);");
node_shader_write_frag(kong, "var tex_dy: float2 = ddy2(tex_coord);");
node_shader_write_frag(kong, "var h0: float = sample_lod(texpaint_undo, sampler_linear, tex_coord, 0.0).r * 100.0;");
node_shader_write_frag(kong, "var h1: float = sample_lod(texpaint_undo, sampler_linear, tex_coord + tex_dx, 0.0).r * 100.0;");
node_shader_write_frag(kong, "var h2: float = sample_lod(texpaint_undo, sampler_linear, tex_coord + tex_dy, 0.0).r * 100.0;");
node_shader_write_frag(kong, "output[0] = float4((h1 - h0) * 0.5 + 0.5, (h2 - h0) * 0.5 + 0.5, 0.0, 1.0);");
}
else if (g_context->bake_type == BAKE_TYPE_POSITION) {
kong->frag_wposition = true;
node_shader_write_frag(kong, "output[0] = float4(input.wposition * float3(0.5, 0.5, 0.5) + float3(0.5, 0.5, 0.5), 1.0);");
if (g_context->bake_up_axis == BAKE_UP_AXIS_Y) {
node_shader_write_frag(kong, "output[0].rgb = float3(output[0].r, output[0].b, 1.0 - output[0].g);");
}
}
else if (g_context->bake_type == BAKE_TYPE_TEXCOORD) {
node_shader_write_frag(kong, "output[0] = float4(tex_coord.xy, 0.0, 1.0);");
}
else if (g_context->bake_type == BAKE_TYPE_MATERIALID) {
node_shader_add_texture(kong, "texpaint_nor_undo", "_texpaint_nor_undo");
node_shader_write_frag(kong, "var sample_matid: float = sample_lod(texpaint_nor_undo, sampler_linear, tex_coord, 0.0).a + 1.0 / 255.0;");
node_shader_write_frag(kong, "var matid_r: float = frac(sin(dot(float2(sample_matid, sample_matid * 20.0), float2(12.9898, 78.233))) * 43758.5453);");
node_shader_write_frag(kong, "var matid_g: float = frac(sin(dot(float2(sample_matid * 20.0, sample_matid), float2(12.9898, 78.233))) * 43758.5453);");
node_shader_write_frag(kong, "var matid_b: float = frac(sin(dot(float2(sample_matid, sample_matid * 40.0), float2(12.9898, 78.233))) * 43758.5453);");
node_shader_write_frag(kong, "output[0] = float4(matid_r, matid_g, matid_b, 1.0);");
}
else if (g_context->bake_type == BAKE_TYPE_OBJECTID) {
node_shader_add_constant(kong, "object_id: float", "_object_id");
node_shader_write_frag(kong, "var obid: float = constants.object_id + 1.0 / 255.0;");
node_shader_write_frag(kong, "var id_r: float = frac(sin(dot(float2(obid, obid * 20.0), float2(12.9898, 78.233))) * 43758.5453);");
node_shader_write_frag(kong, "var id_g: float = frac(sin(dot(float2(obid * 20.0, obid), float2(12.9898, 78.233))) * 43758.5453);");
node_shader_write_frag(kong, "var id_b: float = frac(sin(dot(float2(obid, obid * 40.0), float2(12.9898, 78.233))) * 43758.5453);");
node_shader_write_frag(kong, "output[0] = float4(id_r, id_g, id_b, 1.0);");
}
else if (g_context->bake_type == BAKE_TYPE_VERTEX_COLOR) {
if (con->allow_vcols) {
node_shader_context_add_elem(con, "col", "short4norm");
node_shader_write_frag(kong, "output[0] = float4(input.vcolor.r, input.vcolor.g, input.vcolor.b, 1.0);");
}
else {
node_shader_write_frag(kong, "output[0] = float4(1.0, 1.0, 1.0, 1.0);");
}
}
}
void make_bake_position_normal(node_shader_t *kong) {
node_shader_add_out(kong, "position: float3");
node_shader_add_out(kong, "normal: float3");
node_shader_add_constant(kong, "W: float4x4", "_world_matrix");
node_shader_write_vert(kong, "output.position = (constants.W * float4(input.pos.xyz, 1.0)).xyz;");
node_shader_write_vert(kong, "output.normal = float3(input.nor.xy, input.pos.w);");
node_shader_write_vert(kong, "var tpos: float2 = float2(input.tex.x * 2.0 - 1.0, (1.0 - input.tex.y) * 2.0 - 1.0);");
node_shader_write_vert(kong, "output.pos = float4(tpos, 0.0, 1.0);");
kong->frag_out = "float4[2]";
node_shader_write_frag(kong, "output[0] = float4(input.position, 1.0);");
node_shader_write_frag(kong, "output[1] = float4(input.normal, 1.0);");
}
void make_bake_set_color_writes(node_shader_context_t *con_paint) {
// Bake into base color, disable other slots
con_paint->data->color_writes_red->buffer[1] = false;
con_paint->data->color_writes_green->buffer[1] = false;
con_paint->data->color_writes_blue->buffer[1] = false;
con_paint->data->color_writes_alpha->buffer[1] = false;
con_paint->data->color_writes_red->buffer[2] = false;
con_paint->data->color_writes_green->buffer[2] = false;
con_paint->data->color_writes_blue->buffer[2] = false;
con_paint->data->color_writes_alpha->buffer[2] = false;
}