Files
armorpaint/paint/sources/make_sculpt.c
T
2026-03-31 18:47:10 +02:00

342 lines
18 KiB
C

#include "global.h"
void sculpt_import_mesh_pack_to_texture(mesh_data_t *mesh, slot_layer_t *l) {
buffer_t *b = buffer_create(config_get_texture_res_x() * config_get_texture_res_y() * 4 * 4);
for (i32 i = 0; i < math_floor(mesh->index_array->length); ++i) {
i32 index = mesh->index_array->buffer[i];
buffer_set_f32(b, 4 * i * 4, mesh->vertex_arrays->buffer[0]->values->buffer[index * 4] / 32767.0);
buffer_set_f32(b, 4 * i * 4 + 1 * 4, mesh->vertex_arrays->buffer[0]->values->buffer[index * 4 + 1] / 32767.0);
buffer_set_f32(b, 4 * i * 4 + 2 * 4, mesh->vertex_arrays->buffer[0]->values->buffer[index * 4 + 2] / 32767.0);
buffer_set_f32(b, 4 * i * 4 + 3 * 4, 1.0);
}
gpu_texture_t *imgmesh = gpu_create_texture_from_bytes(b, config_get_texture_res_x(), config_get_texture_res_y(), GPU_TEXTURE_FORMAT_RGBA128);
draw_begin(l->texpaint_sculpt, false, 0);
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();
}
node_shader_context_t *sculpt_make_sculpt_run(material_t *data, material_context_t *matcon) {
char *context_id = "paint";
shader_context_t *props = GC_ALLOC_INIT(shader_context_t, {.name = context_id,
.depth_write = false,
.compare_mode = "always",
.cull_mode = "none",
.vertex_elements = any_array_create_from_raw(
(void *[]){
GC_ALLOC_INIT(vertex_element_t, {.name = "pos", .data = "float2"}),
},
1),
.color_attachments = any_array_create_from_raw(
(void *[]){
"RGBA128",
"R8",
},
2)});
node_shader_context_t *con_paint = node_shader_context_create(data, props);
con_paint->data->color_writes_red = u8_array_create_from_raw(
(u8[]){
true,
true,
true,
true,
},
4);
con_paint->data->color_writes_green = u8_array_create_from_raw(
(u8[]){
true,
true,
true,
true,
},
4);
con_paint->data->color_writes_blue = u8_array_create_from_raw(
(u8[]){
true,
true,
true,
true,
},
4);
con_paint->data->color_writes_alpha = u8_array_create_from_raw(
(u8[]){
true,
true,
true,
true,
},
4);
node_shader_t *kong = node_shader_context_make_kong(con_paint);
bool decal = 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", NULL);
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_BRUSH || context_raw->tool == TOOL_TYPE_ERASER || context_raw->tool == TOOL_TYPE_CLONE ||
context_raw->tool == TOOL_TYPE_BLUR || context_raw->tool == TOOL_TYPE_SMUDGE || context_raw->tool == TOOL_TYPE_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_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;
shader_out_t *sout = parser_material_parse(context_raw->material->canvas, con_paint, kong, matcon);
char *height = sout->out_height;
node_shader_write_frag(kong, string("var height: float = %s;", 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", NULL);
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), &con_paint->data->vertex_shader, &con_paint->data->fragment_shader,
&con_paint->data->_->vertex_shader_size, &con_paint->data->_->fragment_shader_size);
return con_paint;
}
void sculpt_make_mesh_run(node_shader_t *kong, slot_layer_t *l) {
node_shader_add_constant(kong, "WVP: float4x4", "_world_view_proj_matrix");
i32 lid = l->id;
node_shader_add_texture(kong, "texpaint_sculpt", string("_texpaint_sculpt%s", i32_to_string(lid)));
node_shader_add_constant(kong, "texpaint_sculpt_size: float2", string("_size(_texpaint_sculpt%s)", i32_to_string(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);");
}
void sculpt_layers_create_sculpt_layer() {
slot_layer_t *l = layers_new_layer(true, -1);
i32 id = l->id;
{
render_target_t *t = render_target_create();
t->name = string("texpaint_sculpt%s", i32_to_string(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;
mesh_data_t *md = context_raw->paint_object->data;
sculpt_import_mesh_pack_to_texture(md, l);
i16_array_t *posa = i16_array_create(md->index_array->length * 4);
i16_array_t *nora = i16_array_create(md->index_array->length * 2);
i16_array_t *texa = i16_array_create(md->index_array->length * 2);
for (i32 i = 0; i < posa->length; ++i) {
posa->buffer[i] = 32767;
}
for (i32 i = 0; i < md->index_array->length; ++i) {
i32 index = md->index_array->buffer[i];
posa->buffer[i * 4] = md->vertex_arrays->buffer[0]->values->buffer[index * 4];
posa->buffer[i * 4 + 1] = md->vertex_arrays->buffer[0]->values->buffer[index * 4 + 1];
posa->buffer[i * 4 + 2] = md->vertex_arrays->buffer[0]->values->buffer[index * 4 + 2];
posa->buffer[i * 4 + 3] = md->vertex_arrays->buffer[0]->values->buffer[index * 4 + 3];
nora->buffer[i * 2] = md->vertex_arrays->buffer[1]->values->buffer[index * 2];
nora->buffer[i * 2 + 1] = md->vertex_arrays->buffer[1]->values->buffer[index * 2 + 1];
texa->buffer[i * 2] = md->vertex_arrays->buffer[2]->values->buffer[index * 2];
texa->buffer[i * 2 + 1] = md->vertex_arrays->buffer[2]->values->buffer[index * 2 + 1];
}
u32_array_t *inda = u32_array_create(md->index_array->length);
for (i32 i = 0; i < inda->length; ++i) {
inda->buffer[i] = i;
}
mesh_data_t *raw = GC_ALLOC_INIT(mesh_data_t, {.name = md->name,
.vertex_arrays = any_array_create_from_raw(
(void *[]){
GC_ALLOC_INIT(vertex_array_t, {.values = posa, .attrib = "pos", .data = "short4norm"}),
GC_ALLOC_INIT(vertex_array_t, {.values = nora, .attrib = "nor", .data = "short2norm"}),
GC_ALLOC_INIT(vertex_array_t, {.values = texa, .attrib = "tex", .data = "short2norm"}),
},
3),
.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(true);
make_material_parse_mesh_material();
{
render_target_t *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);
}
{
render_target_t *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 (i32 i = 0; i < history_undo_layers->length; ++i) {
char *ext = string("_undo%s", i32_to_string(i));
slot_layer_t *l = history_undo_layers->buffer[i];
{
render_target_t *t = render_target_create();
t->name = string("texpaint_sculpt%s", 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;
}
}
}
void render_path_sculpt_commands() {
if (context_raw->pdirty <= 0) {
return;
}
i32 tid = context_raw->layer->id;
char *texpaint_sculpt = string("texpaint_sculpt%s", i32_to_string(tid));
render_path_set_target("texpaint_blend1", NULL, NULL, GPU_CLEAR_NONE, 0, 0.0);
render_path_bind_target("texpaint_blend0", "tex");
render_path_draw_shader("Scene/copy_pass/copyR8_pass");
string_array_t *additional = any_array_create_from_raw(
(void *[]){
"texpaint_blend0",
},
1);
render_path_set_target(texpaint_sculpt, additional, NULL, GPU_CLEAR_NONE, 0, 0.0);
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");
material_context_t *material_context = NULL;
shader_context_t *shader_context = NULL;
material_data_t *mat = project_paint_objects->buffer[0]->material;
for (i32 j = 0; j < mat->contexts->length; ++j) {
if (string_equals(mat->contexts->buffer[j]->name, "paint")) {
shader_context = shader_data_get_context(mat->_->shader, "paint");
material_context = mat->contexts->buffer[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->buffer[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();
}
void 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", NULL, NULL, GPU_CLEAR_NONE, 0, 0.0);
render_path_bind_target("gbuffer0", "tex");
render_path_draw_shader("Scene/copy_pass/copyRGBA64_pass");
render_path_set_target("gbufferD_undo", NULL, NULL, GPU_CLEAR_NONE, 0, 0.0);
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();
}
}