Files
armorpaint/armorlab/sources/make_paint.ts
T
luboslenco f657e9ea02 kong test
2025-04-04 23:38:01 +02:00

169 lines
7.4 KiB
TypeScript

function make_paint_color_attachments(): string[] {
if (context_raw.tool == workspace_tool_t.PICKER) {
let res: string[] = ["RGBA32", "RGBA32", "RGBA32", "RGBA32"];
return res;
}
let res: string[] = ["RGBA32", "RGBA32", "RGBA32", "R8"];
return res;
}
function make_paint_run(data: material_t, matcon: material_context_t): node_shader_context_t {
let props: shader_context_t = {
name: "paint",
depth_write: false,
compare_mode: "always",
cull_mode: "none",
vertex_elements: [
{
name: "pos",
data: "short4norm"
},
{
name: "nor",
data: "short2norm"
},
{
name: "tex",
data: "short2norm"
}
],
color_attachments: make_paint_color_attachments()
};
let con_paint: node_shader_context_t = node_shader_context_create(data, props);
con_paint.data.color_writes_red = [true, true, true, true];
con_paint.data.color_writes_green = [true, true, true, true];
con_paint.data.color_writes_blue = [true, true, true, true];
con_paint.data.color_writes_alpha = [true, true, true, true];
con_paint.allow_vcols = mesh_data_get_vertex_array(context_raw.paint_object.data, "col") != null;
let kong: node_shader_t = node_shader_context_make_kong(con_paint);
if (context_raw.tool == workspace_tool_t.PICKER) {
// Mangle vertices to form full screen triangle
node_shader_write_vert(kong, "output.pos = float4(-1.0 + float((gl_VertexID & 1) << 2), -1.0 + float((gl_VertexID & 2) << 1), 0.0, 1.0);");
node_shader_add_texture(kong, "gbuffer2");
node_shader_add_constant(kong, "gbuffer_size: float2", "_gbuffer_size");
node_shader_add_constant(kong, "inp: float4", "_input_brush");
node_shader_write_frag(kong, "var tex_coord_inp: float2 = gbuffer2[int2(constants.inp.x * constants.gbuffer_size.x, constants.inp.y * constants.gbuffer_size.y)].ba;");
kong.frag_out = "float4[4]";
node_shader_add_texture(kong, "texpaint");
node_shader_add_texture(kong, "texpaint_nor");
node_shader_add_texture(kong, "texpaint_pack");
node_shader_write_frag(kong, "output[0].rgba = sample_lod(texpaint, tex_coord_inp, 0.0);");
node_shader_write_frag(kong, "output[1].rgba = sample_lod(texpaint_nor, tex_coord_inp, 0.0);");
node_shader_write_frag(kong, "output[2].rgba = sample_lod(texpaint_pack, tex_coord_inp, 0.0);");
node_shader_write_frag(kong, "output[3].rg = tex_coord_inp.xy;");
con_paint.data.shader_from_source = true;
gpu_create_shaders_from_kong(node_shader_get(kong), ADDRESS(con_paint.data.vertex_shader), ADDRESS(con_paint.data.fragment_shader));
return con_paint;
}
node_shader_write_vert(kong, "var tpos: float2 = float2(tex.x * 2.0 - 1.0, (1.0 - tex.y) * 2.0 - 1.0);");
node_shader_write_vert(kong, "output.pos = float4(tpos, 0.0, 1.0);");
node_shader_add_constant(kong, "WVP: float4x4", "_world_view_proj_matrix");
node_shader_add_out(kong, "ndc: float4");
node_shader_write_attrib_vert(kong, "output.ndc = constants.WVP * float4(input.pos.xyz, 1.0);");
node_shader_write_attrib_vert(kong, "var sp: float3 = float3((output.ndc.xyz / output.ndc.w) * 0.5 + 0.5);");
node_shader_write_attrib_vert(kong, "sp.y = 1.0 - sp.y;");
node_shader_write_attrib_vert(kong, "sp.z -= 0.0001;"); // small bias
node_shader_add_constant(kong, "inp: float4", "_input_brush");
node_shader_add_constant(kong, "inplast: float4", "_input_brush_last");
node_shader_add_constant(kong, "aspect_ratio: float", "_aspect_ratio_window");
node_shader_write_frag(kong, "var bsp: float2 = sp.xy * 2.0 - 1.0;");
node_shader_write_frag(kong, "bsp.x *= constants.aspect_ratio;");
node_shader_write_frag(kong, "bsp = bsp * 0.5 + 0.5;");
node_shader_add_texture(kong, "gbufferD");
kong.frag_out = "float4[4]";
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 == workspace_tool_t.ERASER ||
context_raw.tool == workspace_tool_t.CLONE ||
context_raw.tool == workspace_tool_t.BLUR ||
context_raw.tool == workspace_tool_t.SMUDGE) {
node_shader_write_frag(kong, "var dist: float = 0.0;");
node_shader_write_frag(kong, "var depth: float = sample_lod(gbufferD, 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, "winp = constants.invVP * winp;");
node_shader_write_frag(kong, "winp.xyz /= winp.w;");
kong.frag_wposition = true;
node_shader_write_frag(kong, "var depthlast: float = sample_lod(gbufferD, 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 * 2.0 - 1.0, 1.0);");
node_shader_write_frag(kong, "winplast = constants.invVP * winplast;");
node_shader_write_frag(kong, "winplast.xyz /= winplast.w;");
node_shader_write_frag(kong, "var pa: float3 = wposition - winp.xyz;");
node_shader_write_frag(kong, "var ba: float3 = winplast.xyz - winp.xyz;");
// Capsule
node_shader_write_frag(kong, "var h: float = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);");
node_shader_write_frag(kong, "dist = length(pa - ba * h);");
node_shader_write_frag(kong, "if (dist > constants.brush_radius) { discard; }");
}
if (context_raw.tool == workspace_tool_t.CLONE || context_raw.tool == workspace_tool_t.BLUR || context_raw.tool == workspace_tool_t.SMUDGE) {
node_shader_add_texture(kong, "gbuffer2");
node_shader_add_constant(kong, "gbuffer_size: float2", "_gbuffer_size");
node_shader_add_texture(kong, "texpaint_undo", "_texpaint_undo");
node_shader_add_texture(kong, "texpaint_nor_undo", "_texpaint_nor_undo");
node_shader_add_texture(kong, "texpaint_pack_undo", "_texpaint_pack_undo");
if (context_raw.tool == workspace_tool_t.CLONE) {
}
else { // Blur
}
}
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 * 400.0, 0.0, 1.0) * opacity;");
// Manual blending to preserve memory
kong.frag_wvpposition = true;
node_shader_write_frag(kong, "var sample_tc: float2 = float2(wvpposition.xy / wvpposition.w) * 0.5 + 0.5;");
node_shader_write_frag(kong, "sample_tc.y = 1.0 - sample_tc.y;");
node_shader_add_texture(kong, "paintmask");
node_shader_write_frag(kong, "var sample_mask: float = sample_lod(paintmask, sample_tc, 0.0).r;");
node_shader_write_frag(kong, "str = max(str, sample_mask);");
node_shader_add_texture(kong, "texpaint_undo", "_texpaint_undo");
node_shader_write_frag(kong, "var sample_undo: float4 = sample_lod(texpaint_undo, sample_tc, 0.0);");
if (context_raw.tool == workspace_tool_t.ERASER) {
node_shader_write_frag(kong, "output[0].rgba = float4(0.0, 0.0, 0.0, 0.0);");
node_shader_write_frag(kong, "output[1].rgba = float4(0.5, 0.5, 1.0, 0.0);");
node_shader_write_frag(kong, "output[2].rgba = float4(1.0, 0.0, 0.0, 0.0);");
}
node_shader_write_frag(kong, "output[3].rgba = float4(str, 0.0, 0.0, 1.0);");
parser_material_finalize(con_paint);
parser_material_sample_keep_aspect = false;
con_paint.data.shader_from_source = true;
gpu_create_shaders_from_kong(node_shader_get(kong), ADDRESS(con_paint.data.vertex_shader), ADDRESS(con_paint.data.fragment_shader));
return con_paint;
}