Files
armorpaint/Sources/arm/node/MakeVoxel.hx
T
2020-08-14 11:12:39 +02:00

74 lines
2.9 KiB
Haxe

package arm.node;
class MakeVoxel {
#if rp_voxelao
public static function run(data: iron.data.ShaderData.ShaderContext) {
var structure = new kha.graphics4.VertexStructure();
structure.add("pos", kha.graphics4.VertexData.Short4Norm);
structure.add("nor", kha.graphics4.VertexData.Short2Norm);
structure.add("tex", kha.graphics4.VertexData.Short2Norm);
var pipeState = data.pipeState;
pipeState.inputLayout = [structure];
data.raw.vertex_elements = [{name: "pos", data: "short4norm"}, {name: "nor", data: "short2norm"}, {name: "tex", data: "short2norm"}];
// #if arm_skin
// var isMesh = Std.is(Context.object, MeshObject);
// var skin = isMesh && cast(Context.object, MeshObject).data.geom.bones != null;
// if (skin) {
// structure.add("bone", kha.graphics4.VertexData.Short4Norm);
// structure.add("weight", kha.graphics4.VertexData.Short4Norm);
// data.raw.vertex_elements.push({name: "bone", data: 'short4norm'});
// data.raw.vertex_elements.push({name: "weight", data: 'short4norm'});
// }
// #end
var ds = MakeMaterial.getDisplaceStrength();
pipeState.vertexShader = kha.graphics4.VertexShader.fromSource(
#if kha_direct3d11
"#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
"#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
);
pipeState.compile();
data.raw.constants = [{ name: "W", type: "mat4", link: "_worldMatrix" }, { name: "N", type: "mat3", link: "_normalMatrix" }];
data.constants = [pipeState.getConstantLocation("W"), pipeState.getConstantLocation("N")];
data.raw.texture_units = [{name: "texpaint_pack"}, {name: "voxels", is_image: true}];
data.textureUnits = [pipeState.getTextureUnit("texpaint_pack"), pipeState.getTextureUnit("voxels")];
}
#end
}