Files
armorpaint/armorsculpt/Sources/MakeMeshPreview.ts
T
luboslenco ff0ed1d892 Refactor
2024-02-12 17:56:57 +01:00

160 lines
6.9 KiB
TypeScript

class MakeMeshPreview {
static opacityDiscardDecal = 0.05;
static run = (data: TMaterial, matcon: material_context_t): NodeShaderContextRaw => {
let context_id = "mesh";
let con_mesh = NodeShaderContext.create(data, {
name: context_id,
depth_write: true,
compare_mode: "less",
cull_mode: "clockwise",
vertex_elements: [{name: "pos", data: "short4norm"}, {name: "nor", data: "short2norm"}, {name: "tex", data: "short2norm"}],
color_attachments: ["RGBA64", "RGBA64", "RGBA64"],
depth_attachment: "DEPTH32"
});
let vert = NodeShaderContext.make_vert(con_mesh);
let frag = NodeShaderContext.make_frag(con_mesh);
frag.ins = vert.outs;
let pos = "pos";
///if arm_skin
let skin = mesh_data_get_vertex_array(Context.raw.paintObject.data, "bone") != null;
if (skin) {
pos = "spos";
NodeShaderContext.add_elem(con_mesh, "bone", 'short4norm');
NodeShaderContext.add_elem(con_mesh, "weight", 'short4norm');
NodeShader.add_function(vert, ShaderFunctions.str_getSkinningDualQuat);
NodeShader.add_uniform(vert, 'vec4 skinBones[128 * 2]', '_skin_bones');
NodeShader.add_uniform(vert, 'float posUnpack', '_pos_unpack');
NodeShader.write_attrib(vert, 'vec4 skinA;');
NodeShader.write_attrib(vert, 'vec4 skinB;');
NodeShader.write_attrib(vert, 'getSkinningDualQuat(ivec4(bone * 32767), weight, skinA, skinB);');
NodeShader.write_attrib(vert, 'vec3 spos = pos.xyz;');
NodeShader.write_attrib(vert, 'spos.xyz *= posUnpack;');
NodeShader.write_attrib(vert, 'spos.xyz += 2.0 * cross(skinA.xyz, cross(skinA.xyz, spos.xyz) + skinA.w * spos.xyz);');
NodeShader.write_attrib(vert, 'spos.xyz += 2.0 * (skinA.w * skinB.xyz - skinB.w * skinA.xyz + cross(skinA.xyz, skinB.xyz));');
NodeShader.write_attrib(vert, 'spos.xyz /= posUnpack;');
}
///end
NodeShader.add_uniform(vert, 'mat4 WVP', '_world_view_proj_matrix');
NodeShader.write_attrib(vert, `gl_Position = mul(vec4(${pos}.xyz, 1.0), WVP);`);
let brushScale = (Context.raw.brushScale * Context.raw.brushNodesScale) + "";
NodeShader.add_out(vert, 'vec2 texCoord');
NodeShader.write_attrib(vert, `texCoord = tex * float(${brushScale});`);
let decal = Context.raw.decalPreview;
ParserMaterial.sample_keep_aspect = decal;
ParserMaterial.sample_uv_scale = brushScale;
ParserMaterial.parse_height = MakeMaterial.heightUsed;
ParserMaterial.parse_height_as_channel = true;
// let sout = ParserMaterial.parse(UINodes.getCanvasMaterial(), con_mesh, vert, frag, matcon);
ParserMaterial.parse_height = false;
ParserMaterial.parse_height_as_channel = false;
ParserMaterial.sample_keep_aspect = false;
let base = "vec3(1.0, 1.0, 1.0)";//sout.out_basecol;
let rough = "0.0";//sout.out_roughness;
let met = "0.0";//sout.out_metallic;
let occ = "0.0";//sout.out_occlusion;
let opac = "0.0";//sout.out_opacity;
let height = "0.0";//sout.out_height;
let nortan = "vec3(1.0, 1.0, 1.0)";//ParserMaterial.out_normaltan;
NodeShader.write(frag, `vec3 basecol = pow(${base}, vec3(2.2, 2.2, 2.2));`);
NodeShader.write(frag, `float roughness = ${rough};`);
NodeShader.write(frag, `float metallic = ${met};`);
NodeShader.write(frag, `float occlusion = ${occ};`);
NodeShader.write(frag, `float opacity = ${opac};`);
NodeShader.write(frag, `vec3 nortan = ${nortan};`);
NodeShader.write(frag, `float height = ${height};`);
// ParserMaterial.parse_height_as_channel = false;
// NodeShader.write(vert, `float vheight = ${height};`);
// NodeShader.add_out(vert, 'float height');
// NodeShader.write(vert, 'height = vheight;');
// let displaceStrength = 0.1;
// if (MakeMaterial.heightUsed && displaceStrength > 0.0) {
// NodeShader.write(vert, `vec3 pos2 = ${pos}.xyz + vec3(nor.xy, pos.w) * vec3(${height}, ${height}, ${height}) * vec3(${displaceStrength}, ${displaceStrength}, ${displaceStrength});`);
// NodeShader.write(vert, 'gl_Position = mul(vec4(pos2.xyz, 1.0), WVP);');
// }
if (decal) {
if (Context.raw.tool == WorkspaceTool.ToolText) {
NodeShader.add_uniform(frag, 'sampler2D textexttool', '_textexttool');
NodeShader.write(frag, `opacity *= textureLod(textexttool, texCoord / float(${brushScale}), 0.0).r;`);
}
}
if (decal) {
let opac = MakeMeshPreview.opacityDiscardDecal;
NodeShader.write(frag, `if (opacity < ${opac}) discard;`);
}
NodeShader.add_out(frag, 'vec4 fragColor[3]');
frag.n = true;
NodeShader.add_function(frag, ShaderFunctions.str_packFloatInt16);
NodeShader.add_function(frag, ShaderFunctions.str_cotangentFrame);
NodeShader.add_function(frag, ShaderFunctions.str_octahedronWrap);
if (MakeMaterial.heightUsed) {
NodeShader.write(frag, 'if (height > 0.0) {');
NodeShader.write(frag, 'float height_dx = dFdx(height * 2.0);');
NodeShader.write(frag, 'float height_dy = dFdy(height * 2.0);');
// NodeShader.write(frag, 'float height_dx = height0 - height1;');
// NodeShader.write(frag, 'float height_dy = height2 - height3;');
// Whiteout blend
NodeShader.write(frag, 'vec3 n1 = nortan * vec3(2.0, 2.0, 2.0) - vec3(1.0, 1.0, 1.0);');
NodeShader.write(frag, 'vec3 n2 = normalize(vec3(height_dx * 16.0, height_dy * 16.0, 1.0));');
NodeShader.write(frag, 'nortan = normalize(vec3(n1.xy + n2.xy, n1.z * n2.z)) * vec3(0.5, 0.5, 0.5) + vec3(0.5, 0.5, 0.5);');
NodeShader.write(frag, '}');
}
// Apply normal channel
if (decal) {
// TODO
}
else {
frag.vVec = true;
///if (krom_direct3d11 || krom_direct3d12 || krom_metal || krom_vulkan)
NodeShader.write(frag, 'mat3 TBN = cotangentFrame(n, vVec, texCoord);');
///else
NodeShader.write(frag, 'mat3 TBN = cotangentFrame(n, -vVec, texCoord);');
///end
NodeShader.write(frag, 'n = nortan * 2.0 - 1.0;');
NodeShader.write(frag, 'n.y = -n.y;');
NodeShader.write(frag, 'n = normalize(mul(n, TBN));');
}
NodeShader.write(frag, 'n /= (abs(n.x) + abs(n.y) + abs(n.z));');
NodeShader.write(frag, 'n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);');
// uint matid = 0;
if (decal) {
NodeShader.write(frag, 'fragColor[0] = vec4(n.x, n.y, roughness, packFloatInt16(metallic, uint(0)));'); // metallic/matid
NodeShader.write(frag, 'fragColor[1] = vec4(basecol, occlusion);');
}
else {
NodeShader.write(frag, 'fragColor[0] = vec4(n.x, n.y, mix(1.0, roughness, opacity), packFloatInt16(mix(1.0, metallic, opacity), uint(0)));'); // metallic/matid
NodeShader.write(frag, 'fragColor[1] = vec4(mix(vec3(0.0, 0.0, 0.0), basecol, opacity), occlusion);');
}
NodeShader.write(frag, 'fragColor[2] = vec4(0.0, 0.0, 0.0, 0.0);'); // veloc
ParserMaterial.finalize(con_mesh);
///if arm_skin
if (skin) {
NodeShader.write(vert, 'wnormal = normalize(mul(vec3(nor.xy, pos.w) + 2.0 * cross(skinA.xyz, cross(skinA.xyz, vec3(nor.xy, pos.w)) + skinA.w * vec3(nor.xy, pos.w)), N));');
}
///end
con_mesh.data.shader_from_source = true;
con_mesh.data.vertex_shader = NodeShader.get(vert);
con_mesh.data.fragment_shader = NodeShader.get(frag);
return con_mesh;
}
}