Files
armorpaint/base/Sources/MakeVoxel.ts
T
luboslenco 705045dfd4 Format
2024-03-07 20:37:30 +01:00

79 lines
3.2 KiB
TypeScript

class MakeVoxel {
///if arm_voxels
static 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 pipeState: pipeline_t = data._.pipe_state;
pipeState.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 = Context.raw.object.constructor == mesh_object_t;
// let skin: bool = is_mesh && cast(Context.raw.object, mesh_object_t).data.geom.bones != null;
// if (skin) {
// VertexStructure.add(structure, "bone", VertexData.I16_4X_Normalized);
// VertexStructure.add(structure, "weight", VertexData.I16_4X_Normalized);
// data.raw.vertex_elements.push({ name: "bone", data: 'short4norm' });
// data.raw.vertex_elements.push({ name: "weight", data: 'short4norm' });
// }
// ///end
let ds: f32 = MakeMaterial.get_displace_strength();
pipeState.vertex_shader = g4_shader_from_source(MakeVoxel.voxel_source(), shader_type_t.VERTEX);
g4_pipeline_compile(pipeState);
data.constants = [{ name: "W", type: "mat4", link: "_world_matrix" }, { name: "N", type: "mat3", link: "_normal_matrix" }];
data._.constants = [g4_pipeline_get_const_loc(pipeState, "W"), g4_pipeline_get_const_loc(pipeState, "N")];
data.texture_units = [{ name: "texpaint_pack" }, { name: "voxels", image_uniform: true }];
data._.tex_units = [g4_pipeline_get_tex_unit(pipeState, "texpaint_pack"), g4_pipeline_get_tex_unit(pipeState, "voxels")];
}
static voxel_source = (): string => {
///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.voxelgiHalfExtents() + "
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.voxelgiHalfExtents() + "
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
}