Files
armorpaint/paint/sources/make_sculpt.ts
T
2025-11-10 23:52:52 +01:00

309 lines
16 KiB
TypeScript

let sculpt_push_undo: bool = false;
function sculpt_import_mesh_pack_to_texture(mesh: mesh_data_t, l: slot_layer_t) {
let b: buffer_t = buffer_create(config_get_texture_res_x() * config_get_texture_res_y() * 4 * 4);
for (let i: i32 = 0; i < math_floor(mesh.index_array.length); ++i) {
let index: i32 = mesh.index_array[i];
buffer_set_f32(b, 4 * i * 4, mesh.vertex_arrays[0].values[index * 4] / 32767);
buffer_set_f32(b, 4 * i * 4 + 1 * 4, mesh.vertex_arrays[0].values[index * 4 + 1] / 32767);
buffer_set_f32(b, 4 * i * 4 + 2 * 4, mesh.vertex_arrays[0].values[index * 4 + 2] / 32767);
buffer_set_f32(b, 4 * i * 4 + 3 * 4, 1.0);
}
let imgmesh: gpu_texture_t = gpu_create_texture_from_bytes(b, config_get_texture_res_x(), config_get_texture_res_y(), tex_format_t.RGBA128);
draw_begin(l.texpaint_sculpt);
draw_set_pipeline(pipes_copy128);
draw_scaled_image(imgmesh, 0, 0, config_get_texture_res_x(), config_get_texture_res_y());
draw_set_pipeline(null);
draw_end();
}
function sculpt_make_sculpt_run(data: material_t, matcon: material_context_t): node_shader_context_t {
let context_id: string = "paint";
let props: shader_context_t = {
name : context_id,
depth_write : false,
compare_mode : "always",
cull_mode : "none",
vertex_elements : [ {name : "pos", data : "float2"} ],
color_attachments : [ "RGBA128", "R8" ]
};
let con_paint: node_shader_context_t = node_shader_context_create(data, props);
con_paint.data.color_writes_red = [ true, true, true, true ];
con_paint.data.color_writes_green = [ true, true, true, true ];
con_paint.data.color_writes_blue = [ true, true, true, true ];
con_paint.data.color_writes_alpha = [ true, true, true, true ];
let kong: node_shader_t = node_shader_context_make_kong(con_paint);
let decal: bool = context_is_decal();
node_shader_add_out(kong, "tex_coord: float2");
node_shader_write_vert(kong, "var madd: float2 = float2(0.5, 0.5);");
node_shader_write_vert(kong, "output.tex_coord = input.pos.xy * madd + madd;");
node_shader_write_vert(kong, "output.tex_coord.y = 1.0 - output.tex_coord.y;");
node_shader_write_vert(kong, "output.pos = float4(input.pos.xy, 0.0, 1.0);");
node_shader_write_attrib_frag(kong, "var tex_coord: float2 = input.tex_coord;");
node_shader_add_constant(kong, "inp: float4", "_input_brush");
node_shader_add_constant(kong, "inplast: float4", "_input_brush_last");
node_shader_add_texture(kong, "gbufferD");
kong.frag_out = "float4[2]";
node_shader_add_constant(kong, "brush_radius: float", "_brush_radius");
node_shader_add_constant(kong, "brush_opacity: float", "_brush_opacity");
node_shader_add_constant(kong, "brush_hardness: float", "_brush_hardness");
if (context_raw.tool == tool_type_t.BRUSH || context_raw.tool == tool_type_t.ERASER || context_raw.tool == tool_type_t.CLONE ||
context_raw.tool == tool_type_t.BLUR || context_raw.tool == tool_type_t.SMUDGE || context_raw.tool == tool_type_t.PARTICLE || decal) {
node_shader_write_frag(kong, "var dist: float = 0.0;");
node_shader_write_frag(kong, "var depth: float = sample_lod(gbufferD, sampler_linear, constants.inp.xy, 0.0).r;");
node_shader_add_constant(kong, "invVP: float4x4", "_inv_view_proj_matrix");
// node_shader_write_frag(kong, "var winp: float4 = float4(float2(constants.inp.x, 1.0 - constants.inp.y) * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);");
node_shader_write_frag(kong, "var winp: float4 = float4(float2(constants.inp.x, 1.0 - constants.inp.y) * 2.0 - 1.0, depth, 1.0);");
node_shader_write_frag(kong, "winp = constants.invVP * winp;");
node_shader_write_frag(kong, "winp.xyz = winp.xyz / winp.w;");
node_shader_add_constant(kong, "W: float4x4", "_world_matrix");
// node_shader_add_constant(kong, "texpaint_undo_size: float2", "_size(texpaint_sculpt_undo)"); ////
// node_shader_write_attrib_frag(kong, "var wposition: float3 = (constants.W * texpaint_sculpt_undo[uint2(uint(tex_coord.x *
// constants.texpaint_undo_size.x), uint(tex_coord.y * constants.texpaint_undo_size.y))]).xyz;");
node_shader_write_attrib_frag(
kong, "var wposition: float3 = (constants.W * texpaint_sculpt_undo[uint2(uint(tex_coord.x * 2048.0), uint(tex_coord.y * 2048.0))]).xyz;");
node_shader_write_frag(kong, "var depthlast: float = sample_lod(gbufferD, sampler_linear, constants.inplast.xy, 0.0).r;");
node_shader_write_frag(kong, "var winplast: float4 = float4(float2(constants.inplast.x, 1.0 - constants.inplast.y) * 2.0 - 1.0, depthlast, 1.0);");
node_shader_write_frag(kong, "winplast = constants.invVP * winplast;");
node_shader_write_frag(kong, "winplast.xyz = winplast.xyz / winplast.w;");
node_shader_write_frag(kong, "dist = distance(wposition.xyz, winp.xyz);");
node_shader_write_frag(kong, "if (dist > constants.brush_radius) { discard; }");
}
else if (context_raw.tool == tool_type_t.FILL) {
node_shader_write_frag(kong, "var dist: float = 0.0;");
node_shader_add_constant(kong, "W: float4x4", "_world_matrix");
node_shader_write_attrib_frag(
kong, "var wposition: float3 = (constants.W * texpaint_sculpt_undo[uint2(uint(tex_coord.x * 2048.0), uint(tex_coord.y * 2048.0))]).xyz;");
}
parser_material_parse_height = true;
parser_material_parse_height_as_channel = true;
let sout: shader_out_t = parser_material_parse(context_raw.material.canvas, con_paint, kong, matcon);
let height: string = sout.out_height;
node_shader_write_frag(kong, "var height: float = " + height + ";");
if (kong.frag_bposition) {
kong.frag_bposition = false;
node_shader_write_attrib_frag(kong, "var bposition: float3 = wposition.xyz;");
}
node_shader_write_frag(kong, "var basecol: float3 = float3(1.0, 1.0, 1.0);");
node_shader_write_frag(kong, "var opacity: float = 1.0;");
node_shader_write_frag(kong, "if (opacity == 0.0) { discard; }");
node_shader_write_frag(kong, "var str: float = clamp((constants.brush_radius - dist) * constants.brush_hardness * 1.0, 0.0, 1.0) * opacity;");
node_shader_add_texture(kong, "texpaint_sculpt_undo", "_texpaint_sculpt_undo");
node_shader_write_frag(kong, "var sample_undo: float4 = sample_lod(texpaint_sculpt_undo, sampler_linear, tex_coord, 0.0);");
node_shader_write_frag(kong, "if (sample_undo.r == 0.0 && sample_undo.g == 0.0 && sample_undo.b == 0.0) { discard; }");
node_shader_add_function(kong, str_octahedron_wrap);
node_shader_add_texture(kong, "gbuffer0_undo");
node_shader_write_frag(kong, "var g0_undo: float2 = sample_lod(gbuffer0_undo, sampler_linear, constants.inp.xy, 0.0).rg;");
node_shader_write_frag(kong, "var wn: float3;");
node_shader_write_frag(kong, "wn.z = 1.0 - abs(g0_undo.x) - abs(g0_undo.y);");
// node_shader_write_frag(kong, "wn.xy = wn.z >= 0.0 ? g0_undo.xy : octahedron_wrap(g0_undo.xy);");
node_shader_write_frag(kong, "if (wn.z >= 0.0) { wn.xy = g0_undo.xy; } else { wn.xy = octahedron_wrap(g0_undo.xy); }");
node_shader_write_frag(kong, "var n: float3 = normalize(wn);");
// node_shader_write_frag(kong, "output[0] = float4(sample_undo.rgb + n * 0.1 * str, 1.0);");
node_shader_write_frag(kong, "output[0] = float4(sample_undo.rgb + n * (height / 10.0) * str, 1.0);");
node_shader_write_frag(kong, "output[1] = float4(str, 0.0, 0.0, 1.0);");
parser_material_finalize(con_paint);
con_paint.data.shader_from_source = true;
gpu_create_shaders_from_kong(node_shader_get(kong), ADDRESS(con_paint.data.vertex_shader), ADDRESS(con_paint.data.fragment_shader),
ADDRESS(con_paint.data._.vertex_shader_size), ADDRESS(con_paint.data._.fragment_shader_size));
return con_paint;
}
function sculpt_make_mesh_run(kong: node_shader_t, l: slot_layer_t) {
node_shader_add_constant(kong, "WVP: float4x4", "_world_view_proj_matrix");
let lid: i32 = l.id;
node_shader_add_texture(kong, "texpaint_sculpt", "_texpaint_sculpt" + lid);
node_shader_add_constant(kong, "texpaint_sculpt_size: float2", "_size(_texpaint_sculpt" + lid + ")");
// node_shader_write_vert(kong, "var meshpos: float3 = sample_lod(texpaint_sculpt, sampler_linear, uint2(vertex_id() % constants.texpaint_sculpt_size.x,
// vertex_id() / constants.texpaint_sculpt_size.y), 0.0).xyz;");
node_shader_write_vert(
kong,
"var meshpos: float4 = texpaint_sculpt[uint2(uint(float(vertex_id()) % constants.texpaint_sculpt_size.x), uint(float(vertex_id()) / constants.texpaint_sculpt_size.y))];");
// + input.pos.xyz * 0.000001
node_shader_write_vert(kong, "output.pos = constants.WVP * float4(meshpos.xyz, 1.0);");
kong.frag_n = false;
node_shader_add_constant(kong, "N: float3x3", "_normal_matrix");
node_shader_add_out(kong, "wnormal: float3");
node_shader_write_attrib_vert(kong, "var base_vertex0: float = float(vertex_id()) - (float(vertex_id()) % float(3));");
node_shader_write_attrib_vert(kong, "var base_vertex1: float = base_vertex0 + 1.0;");
node_shader_write_attrib_vert(kong, "var base_vertex2: float = base_vertex0 + 2.0;");
// node_shader_write_attrib_vert(kong, "var meshpos0: float3 = sample_lod(texpaint_sculpt, sampler_linear, uint2(base_vertex0 %
// constants.texpaint_sculpt_size.x, base_vertex0 / constants.texpaint_sculpt_size.y), 0.0).xyz;"); node_shader_write_attrib_vert(kong, "var meshpos1:
// float3 = sample_lod(texpaint_sculpt, sampler_linear, uint2(base_vertex1 % constants.texpaint_sculpt_size.x, base_vertex1 /
// constants.texpaint_sculpt_size.y), 0.0).xyz;"); node_shader_write_attrib_vert(kong, "var meshpos2: float3 = sample_lod(texpaint_sculpt, sampler_linear,
// uint2(base_vertex2 % constants.texpaint_sculpt_size.x, base_vertex2 / constants.texpaint_sculpt_size.y), 0.0).xyz;");
node_shader_write_attrib_vert(
kong,
"var meshpos0: float4 = texpaint_sculpt[uint2(uint(base_vertex0 % constants.texpaint_sculpt_size.x), uint(base_vertex0 / constants.texpaint_sculpt_size.y))];");
node_shader_write_attrib_vert(
kong,
"var meshpos1: float4 = texpaint_sculpt[uint2(uint(base_vertex1 % constants.texpaint_sculpt_size.x), uint(base_vertex1 / constants.texpaint_sculpt_size.y))];");
node_shader_write_attrib_vert(
kong,
"var meshpos2: float4 = texpaint_sculpt[uint2(uint(base_vertex2 % constants.texpaint_sculpt_size.x), uint(base_vertex2 / constants.texpaint_sculpt_size.y))];");
node_shader_write_attrib_vert(kong, "var meshnor: float3 = normalize(cross(meshpos2.xyz - meshpos1.xyz, meshpos0.xyz - meshpos1.xyz));");
node_shader_write_attrib_vert(kong, "output.wnormal = constants.N * meshnor;");
node_shader_write_attrib_frag(kong, "var n: float3 = normalize(input.wnormal);");
}
function sculpt_layers_create_sculpt_layer() {
let l: slot_layer_t = layers_new_layer();
let id: i32 = l.id;
{
let t: render_target_t = render_target_create();
t.name = "texpaint_sculpt" + id;
t.width = config_get_texture_res_x();
t.height = config_get_texture_res_y();
t.format = "RGBA128";
l.texpaint_sculpt = render_path_create_render_target(t)._image;
}
// util_mesh_merge();
// let md: mesh_data_t = context_raw.merged_object.data;
let md: mesh_data_t = context_raw.paint_object.data;
sculpt_import_mesh_pack_to_texture(md, l);
let posa: i16_array_t = i16_array_create(md.index_array.length * 4);
let nora: i16_array_t = i16_array_create(md.index_array.length * 2);
let texa: i16_array_t = i16_array_create(md.index_array.length * 2);
for (let i: i32 = 0; i < posa.length; ++i) {
posa[i] = 32767;
}
for (let i: i32 = 0; i < md.index_array.length; ++i) {
let index: i32 = md.index_array[i];
posa[i * 4] = md.vertex_arrays[0].values[index * 4];
posa[i * 4 + 1] = md.vertex_arrays[0].values[index * 4 + 1];
posa[i * 4 + 2] = md.vertex_arrays[0].values[index * 4 + 2];
posa[i * 4 + 3] = md.vertex_arrays[0].values[index * 4 + 3];
nora[i * 2] = md.vertex_arrays[1].values[index * 2];
nora[i * 2 + 1] = md.vertex_arrays[1].values[index * 2 + 1];
texa[i * 2] = md.vertex_arrays[2].values[index * 2];
texa[i * 2 + 1] = md.vertex_arrays[2].values[index * 2 + 1];
}
let inda: u32_array_t = u32_array_create(md.index_array.length);
for (let i: i32 = 0; i < inda.length; ++i) {
inda[i] = i;
}
let raw: mesh_data_t = {
name : md.name,
vertex_arrays : [
{values : posa, attrib : "pos", data : "short4norm"}, {values : nora, attrib : "nor", data : "short2norm"},
{values : texa, attrib : "tex", data : "short2norm"}
],
index_array : inda,
scale_pos : 1.0,
scale_tex : 1.0
};
md = mesh_data_create(raw);
mesh_object_set_data(context_raw.paint_object, md);
make_material_parse_paint_material();
make_material_parse_mesh_material();
{
let t: render_target_t = render_target_create();
t.name = "gbuffer0_undo";
t.width = 0;
t.height = 0;
t.format = "RGBA64";
t.scale = render_path_base_get_super_sampling();
render_path_create_render_target(t);
}
{
let t: render_target_t = render_target_create();
t.name = "gbufferD_undo";
t.width = 0;
t.height = 0;
t.format = "R32";
t.scale = render_path_base_get_super_sampling();
render_path_create_render_target(t);
}
render_path_load_shader("Scene/copy_pass/copyR32_pass");
for (let i: i32 = 0; i < history_undo_layers.length; ++i) {
let len: i32 = history_undo_layers.length;
let ext: string = "_undo" + i;
let l: slot_layer_t = history_undo_layers[i];
{
let t: render_target_t = render_target_create();
t.name = "texpaint_sculpt" + ext;
t.width = config_get_texture_res_x();
t.height = config_get_texture_res_y();
t.format = "RGBA128";
l.texpaint_sculpt = render_path_create_render_target(t)._image;
}
}
}
function render_path_sculpt_commands() {
if (context_raw.pdirty <= 0) {
return;
}
let tid: i32 = context_raw.layer.id;
let texpaint_sculpt: string = "texpaint_sculpt" + tid;
render_path_set_target("texpaint_blend1");
render_path_bind_target("texpaint_blend0", "tex");
render_path_draw_shader("Scene/copy_pass/copyR8_pass");
let additional: string[] = [ "texpaint_blend0" ];
render_path_set_target(texpaint_sculpt, additional);
render_path_bind_target("gbufferD_undo", "gbufferD");
if (context_raw.xray || config_raw.brush_angle_reject) {
render_path_bind_target("gbuffer0", "gbuffer0");
}
render_path_bind_target("texpaint_blend1", "paintmask");
render_path_bind_target("gbuffer0_undo", "gbuffer0_undo");
let material_context: material_context_t = null;
let shader_context: shader_context_t = null;
let mat: material_data_t = project_paint_objects[0].material;
for (let j: i32 = 0; j < mat.contexts.length; ++j) {
if (mat.contexts[j].name == "paint") {
shader_context = shader_data_get_context(mat._.shader, "paint");
material_context = mat.contexts[j];
break;
}
}
gpu_set_pipeline(shader_context._.pipe);
uniforms_set_context_consts(shader_context, _render_path_bind_params);
uniforms_set_obj_consts(shader_context, project_paint_objects[0].base);
uniforms_set_material_consts(shader_context, material_context);
gpu_set_vertex_buffer(const_data_screen_aligned_vb);
gpu_set_index_buffer(const_data_screen_aligned_ib);
gpu_draw();
render_path_end();
}
function render_path_sculpt_begin() {
if (!render_path_paint_paint_enabled()) {
return;
}
render_path_paint_push_undo_last = history_push_undo;
if (history_push_undo && history_undo_layers != null) {
history_paint();
render_path_set_target("gbuffer0_undo");
render_path_bind_target("gbuffer0", "tex");
render_path_draw_shader("Scene/copy_pass/copyRGBA64_pass");
render_path_set_target("gbufferD_undo");
render_path_bind_target("main", "tex");
render_path_draw_shader("Scene/copy_pass/copyR32_pass");
}
if (sculpt_push_undo && history_undo_layers != null) {
history_paint();
}
}