Files
armorpaint/paint/sources/render/render_pathsphere.c
T
2026-08-21 22:40:25 +02:00

170 lines
9.1 KiB
C

#include "../global.h"
extern char *str_sh_irradiance;
extern char *str_envmap_equirect;
extern char *str_envmap_sample;
extern char *str_env_brdf_approx;
static mesh_object_t *render_pathsphere_obj = NULL;
static node_shader_context_t *make_pathsphere_shader(char *name) {
material_t *mat = ALLOC_INIT(material_t, {.name = name, .canvas = NULL});
shader_context_t *props = ALLOC_INIT(shader_context_t, {
.name = "overlay",
.depth_write = false,
.compare_mode = "always",
.cull_mode = "clockwise",
.vertex_elements = any_array_create_from_raw(
(void *[]){
ALLOC_INIT(vertex_element_t, {.name = "pos", .data = "short4norm"}),
ALLOC_INIT(vertex_element_t, {.name = "nor", .data = "short2norm"}),
ALLOC_INIT(vertex_element_t, {.name = "tex", .data = "short2norm"}),
},
3),
.color_attachments = any_array_create_from_raw((void *[]){"RGBA64"}, 1),
.depth_attachment = "NONE",
});
node_shader_context_t *con = node_shader_context_create(mat, props);
node_shader_t *kong = node_shader_context_make_kong(con);
kong->frag_n = true;
node_shader_add_constant(kong, "WVP: float4x4", "_world_view_proj_matrix");
node_shader_write_vert(kong, "output.pos = constants.WVP * float4(input.pos.xyz, 1.0);");
node_shader_add_constant(kong, "cam_look: float3", "_camera_look");
node_shader_write_attrib_frag(kong, "var vvec: float3 = -constants.cam_look;");
node_shader_add_texture(kong, "senvmap_radiance", "_envmap_radiance");
node_shader_add_texture(kong, "senvmap_radiance0", "_envmap_radiance0");
node_shader_add_texture(kong, "senvmap_radiance1", "_envmap_radiance1");
node_shader_add_texture(kong, "senvmap_radiance2", "_envmap_radiance2");
node_shader_add_texture(kong, "senvmap_radiance3", "_envmap_radiance3");
node_shader_add_texture(kong, "senvmap_radiance4", "_envmap_radiance4");
node_shader_add_constant(kong, "envmap_data: float4", "_envmap_data"); // (angle, sin, cos, strength)
node_shader_add_constant(kong, "shirr0: float4", "_envmap_irradiance0");
node_shader_add_constant(kong, "shirr1: float4", "_envmap_irradiance1");
node_shader_add_constant(kong, "shirr2: float4", "_envmap_irradiance2");
node_shader_add_constant(kong, "shirr3: float4", "_envmap_irradiance3");
node_shader_add_constant(kong, "shirr4: float4", "_envmap_irradiance4");
node_shader_add_constant(kong, "shirr5: float4", "_envmap_irradiance5");
node_shader_add_constant(kong, "shirr6: float4", "_envmap_irradiance6");
node_shader_add_function(kong, str_sh_irradiance);
node_shader_add_function(kong, str_envmap_equirect);
node_shader_add_function(kong, str_envmap_sample);
node_shader_add_function(kong, str_env_brdf_approx);
node_shader_write_frag(kong, "var basecol: float3 = float3(0.4, 0.0, 0.0);");
node_shader_write_frag(kong, "var roughness: float = 0.5;");
node_shader_write_frag(kong, "var metallic: float = 0.0;");
// Indirect lighting
node_shader_write_frag(kong, "var albedo: float3 = lerp3(basecol, float3(0.0, 0.0, 0.0), metallic);");
node_shader_write_frag(kong, "var f0: float3 = lerp3(float3(0.04, 0.04, 0.04), basecol, metallic);");
node_shader_write_frag(kong, "var dotnv: float = max(0.0, dot(n, vvec));");
node_shader_write_frag(kong, "var wreflect: float3 = reflect(-vvec, n);");
node_shader_write_frag(kong, "var envlod: float = roughness * 5.0;");
node_shader_write_frag(kong, "var lod0: float = floor(envlod);");
node_shader_write_frag(kong, "var lod1: float = ceil(envlod);");
node_shader_write_frag(kong, "var lodf: float = envlod - lod0;");
node_shader_write_frag(kong, "var envmap_coord: float2 = envmap_equirect(wreflect, constants.envmap_data.x);");
node_shader_write_frag(kong, "var lodc0: float3 = envmap_sample(lod0, envmap_coord);");
node_shader_write_frag(kong, "var lodc1: float3 = envmap_sample(lod1, envmap_coord);");
node_shader_write_frag(kong, "var prefiltered_color: float3 = lerp3(lodc0, lodc1, lodf);");
// Rotate normal by envmap angle for irradiance
node_shader_write_frag(kong, "var indirect: float3 = albedo * (sh_irradiance(float3(n.x * constants.envmap_data.z - n.y * constants.envmap_data.y, n.x * "
"constants.envmap_data.y + n.y * constants.envmap_data.z, n.z)) / 3.14159265);");
node_shader_write_frag(kong, "indirect = indirect + prefiltered_color * env_brdf_approx(f0, roughness, dotnv) * 0.5;");
node_shader_write_frag(kong, "indirect = indirect * constants.envmap_data.w;");
node_shader_write_frag(kong, "indirect = max3(indirect, float3(0.0, 0.0, 0.0));");
// Filmic tone-mapping (matches compositor_pass)
node_shader_write_frag(kong, "var tc: float3 = max3(indirect - float3(0.004, 0.004, 0.004), float3(0.0, 0.0, 0.0));");
node_shader_write_frag(kong,
"indirect = (tc * (tc * 6.2 + float3(0.5, 0.5, 0.5))) / (tc * (tc * 6.2 + float3(1.7, 1.7, 1.7)) + float3(0.06, 0.06, 0.06));");
node_shader_write_frag(kong, "output = float4(indirect, 1.0);");
parser_material_finalize(con);
con->data->shader_from_source = true;
gpu_create_shaders_from_kong(node_shader_get(kong), &con->data->vertex_shader, &con->data->fragment_shader, &con->data->_->vertex_shader_size,
&con->data->_->fragment_shader_size);
return con;
}
static void create_pathsphere_object() {
mesh_data_t *md = ((mesh_object_t *)scene_get_child(".Sphere")->ext)->data;
node_shader_context_t *con = make_pathsphere_shader("render_pathsphere");
shader_context_load(con->data);
shader_data_t *sd = ALLOC_INIT(shader_data_t, {
.name = "render_pathsphere",
.contexts = any_array_create_from_raw((void *[]){con->data}, 1),
});
material_context_t *mcon = ALLOC_INIT(material_context_t, {
.name = "overlay",
.bind_constants = any_array_create_from_raw((void *[]){}, 0),
.bind_textures = any_array_create_from_raw((void *[]){}, 0),
});
material_context_load(mcon);
material_data_t *mat = ALLOC_INIT(material_data_t, {
.name = "render_pathsphere",
.shader = "",
.contexts = any_array_create_from_raw((void *[]){mcon}, 1),
._ = ALLOC_INIT(material_data_runtime_t, {.uid = 0.0, .shader = sd}),
});
render_pathsphere_obj = mesh_object_create(md, mat);
render_pathsphere_obj->base->name = "render_pathsphere";
render_pathsphere_obj->base->visible = false;
render_pathsphere_obj->frustum_culling = false;
}
void render_pathsphere() {
if (g_config->workspace == WORKSPACE_PLAYER || g_context->capturing_screenshot || g_context->paint2d) {
return;
}
slot_layer_t *l = g_context->layer;
if (l == NULL || !slot_layer_is_path(l)) {
return;
}
f32_array_t *points_world = l->path_points_world;
if (points_world == NULL || points_world->length == 0) {
return;
}
if (path_point_dragging >= 0) {
return;
}
if (render_pathsphere_obj == NULL) {
create_pathsphere_object();
}
i32 num_points = points_world->length / 3;
i32 active_index = path_layer_last_active;
render_pathsphere_obj->base->visible = true;
for (i32 i = 0; i < num_points; i++) {
f32 wx = points_world->buffer[i * 3];
f32 wy = points_world->buffer[i * 3 + 1];
f32 wz = points_world->buffer[i * 3 + 2];
f32 dist = vec4_dist(scene_camera->base->transform->loc, (vec4_t){wx, wy, wz, 1.0});
f32 fov = scene_camera->data->fov;
f32 scale = dist / 8.0f * fov * 0.1f * (i == active_index ? 1.5f : 1.0f);
render_pathsphere_obj->base->transform->loc = (vec4_t){wx, wy, wz, 1.0};
render_pathsphere_obj->base->transform->scale = (vec4_t){scale, scale, scale, 1.0};
transform_build_matrix(render_pathsphere_obj->base->transform);
mesh_object_render(render_pathsphere_obj, "overlay", NULL);
}
render_pathsphere_obj->base->visible = false;
}