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@@ -1,1934 +0,0 @@
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-//
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-// This module builds upon Cycles nodes work licensed as
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-// Copyright 2011-2013 Blender Foundation
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-//
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-// Licensed under the Apache License, Version 2.0 (the "License");
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-// you may not use this file except in compliance with the License.
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-// You may obtain a copy of the License at
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-//
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-// http://www.apache.org/licenses/LICENSE-2.0
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-//
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-// Unless required by applicable law or agreed to in writing, software
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-// distributed under the License is distributed on an "AS IS" BASIS,
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-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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-// See the License for the specific language governing permissions and
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-// limitations under the License.
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-//
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-
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-class ParserMaterial {
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-
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- static con: NodeShaderContextRaw;
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- static vert: NodeShaderRaw;
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- static frag: NodeShaderRaw;
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- static curshader: NodeShaderRaw;
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- static matcon: material_context_t;
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- static parsed: string[];
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- static parents: zui_node_t[];
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-
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- static canvases: zui_node_canvas_t[];
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- static nodes: zui_node_t[];
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- static links: zui_node_link_t[];
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-
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- static cotangent_frame_written: bool;
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- static tex_coord: string = "texCoord";
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- static eps: f32 = 0.000001;
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-
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- static custom_nodes: map_t<any, any> = map_create();
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- static parse_surface: bool = true;
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- static parse_opacity: bool = true;
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- static parse_height: bool = false;
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- static parse_height_as_channel: bool = false;
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- static parse_emission: bool = false;
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- static parse_subsurface: bool = false;
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- static parsing_basecolor: bool = false;
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- static triplanar: bool = false; // Sample using texCoord/1/2 & texCoordBlend
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- static sample_keep_aspect: bool = false; // Adjust uvs to preserve texture aspect ratio
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- static sample_uv_scale: string = "1.0";
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- static transform_color_space: bool = true;
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-
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- static blur_passthrough: bool = false;
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- static warp_passthrough: bool = false;
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- static bake_passthrough: bool = false;
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- static bake_passthrough_strength: string = "0.0";
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- static bake_passthrough_radius: string = "0.0";
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- static bake_passthrough_offset: string = "0.0";
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- static start_group: zui_node_canvas_t = null;
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- static start_parents: zui_node_t[] = null;
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- static start_node: zui_node_t = null;
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-
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- static arm_export_tangents: bool = true;
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- static out_normaltan: string; // Raw tangent space normal parsed from normal map
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-
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- static script_links: map_t<string, string> = null;
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-
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- static parsedMap: map_t<string, string> = map_create();
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- static textureMap: map_t<string, string> = map_create();
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-
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- static get_node = (id: i32): zui_node_t => {
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- for (let n of ParserMaterial.nodes) if (n.id == id) return n;
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- return null;
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- }
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-
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- static get_link = (id: i32): zui_node_link_t => {
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- for (let l of ParserMaterial.links) if (l.id == id) return l;
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- return null;
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- }
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-
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- static get_input_link = (inp: zui_node_socket_t): zui_node_link_t => {
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- for (let l of ParserMaterial.links) {
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- if (l.to_id == inp.node_id) {
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- let node: zui_node_t = ParserMaterial.get_node(inp.node_id);
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- if (node.inputs.length <= l.to_socket) return null;
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- if (node.inputs[l.to_socket] == inp) return l;
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- }
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- }
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- return null;
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- }
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-
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- static get_output_links = (out: zui_node_socket_t): zui_node_link_t[] => {
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- let ls: zui_node_link_t[] = null;
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- for (let l of ParserMaterial.links) {
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- if (l.from_id == out.node_id) {
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- let node: zui_node_t = ParserMaterial.get_node(out.node_id);
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- if (node.outputs.length <= l.from_socket) continue;
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- if (node.outputs[l.from_socket] == out) {
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- if (ls == null) ls = [];
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- ls.push(l);
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- }
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- }
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- }
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- return ls;
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- }
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-
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- static init = () => {
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- ParserMaterial.parsed = [];
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- ParserMaterial.parents = [];
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- ParserMaterial.cotangent_frame_written = false;
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- ParserMaterial.out_normaltan = "vec3(0.5, 0.5, 1.0)";
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- ParserMaterial.script_links = null;
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- ParserMaterial.parsing_basecolor = false;
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- }
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-
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- static parse = (canvas: zui_node_canvas_t, _con: NodeShaderContextRaw, _vert: NodeShaderRaw, _frag: NodeShaderRaw, _matcon: material_context_t): shader_out_t => {
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- zui_nodes_update_canvas_format(canvas);
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- ParserMaterial.init();
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- ParserMaterial.canvases = [canvas];
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- ParserMaterial.nodes = canvas.nodes;
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- ParserMaterial.links = canvas.links;
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- ParserMaterial.con = _con;
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- ParserMaterial.vert = _vert;
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- ParserMaterial.frag = _frag;
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- ParserMaterial.curshader = ParserMaterial.frag;
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- ParserMaterial.matcon = _matcon;
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-
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- if (ParserMaterial.start_group != null) {
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- ParserMaterial.push_group(ParserMaterial.start_group);
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- ParserMaterial.parents = ParserMaterial.start_parents;
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- }
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-
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- if (ParserMaterial.start_node != null) {
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- let link: zui_node_link_t = { id: 99999, from_id: ParserMaterial.start_node.id, from_socket: 0, to_id: -1, to_socket: -1 };
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- ParserMaterial.write_result(link);
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- return {
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- out_basecol: `vec3(0.0, 0.0, 0.0)`,
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- out_roughness: `0.0`,
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- out_metallic: `0.0`,
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- out_occlusion: `1.0`,
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- out_opacity: `1.0`,
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- out_height: `0.0`,
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- out_emission: `0.0`,
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- out_subsurface: `0.0`
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- }
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- }
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-
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- let output_node: zui_node_t = ParserMaterial.node_by_type(ParserMaterial.nodes, "OUTPUT_MATERIAL");
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- if (output_node != null) {
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- return ParserMaterial.parse_output(output_node);
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- }
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- output_node = ParserMaterial.node_by_type(ParserMaterial.nodes, "OUTPUT_MATERIAL_PBR");
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- if (output_node != null) {
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- return ParserMaterial.parse_output_pbr(output_node);
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- }
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- return null;
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- }
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-
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- static finalize = (con: NodeShaderContextRaw) => {
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- let vert: NodeShaderRaw = con.vert;
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- let frag: NodeShaderRaw = con.frag;
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-
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- if (frag.dotnv) {
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- frag.vvec = true;
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- frag.n = true;
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- }
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- if (frag.vvec) {
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- vert.wposition = true;
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- }
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-
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- if (frag.bposition) {
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- if (ParserMaterial.triplanar) {
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- NodeShader.write_attrib(frag, `vec3 bposition = vec3(
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- texCoord1.x * texCoordBlend.y + texCoord2.x * texCoordBlend.z,
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- texCoord.x * texCoordBlend.x + texCoord2.y * texCoordBlend.z,
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- texCoord.y * texCoordBlend.x + texCoord1.y * texCoordBlend.y);`);
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- }
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- else if (frag.ndcpos) {
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- NodeShader.add_out(vert, "vec3 bposition");
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- NodeShader.write(vert, `bposition = (ndc.xyz / ndc.w);`);
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- }
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- else {
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- NodeShader.add_out(vert, "vec3 bposition");
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- NodeShader.add_uniform(vert, "vec3 dim", "_dim");
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- NodeShader.add_uniform(vert, "vec3 hdim", "_half_dim");
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- NodeShader.write_attrib(vert, `bposition = (pos.xyz + hdim) / dim;`);
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- }
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- }
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- if (frag.wposition) {
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- NodeShader.add_uniform(vert, "mat4 W", "_world_matrix");
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- NodeShader.add_out(vert, "vec3 wposition");
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- NodeShader.write_attrib(vert, `wposition = vec4(mul(vec4(pos.xyz, 1.0), W)).xyz;`);
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- }
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- else if (vert.wposition) {
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- NodeShader.add_uniform(vert, "mat4 W", "_world_matrix");
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- NodeShader.write_attrib(vert, `vec3 wposition = vec4(mul(vec4(pos.xyz, 1.0), W)).xyz;`);
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- }
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- if (frag.vposition) {
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- NodeShader.add_uniform(vert, "mat4 WV", "_world_view_matrix");
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- NodeShader.add_out(vert, "vec3 vposition");
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- NodeShader.write_attrib(vert, `vposition = vec4(mul(vec4(pos.xyz, 1.0), WV)).xyz;`);
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- }
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- if (frag.mposition) {
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- NodeShader.add_out(vert, "vec3 mposition");
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- if (frag.ndcpos) {
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- NodeShader.write(vert, `mposition = (ndc.xyz / ndc.w);`);
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- }
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- else {
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- NodeShader.write_attrib(vert, `mposition = pos.xyz;`);
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- }
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- }
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- if (frag.wtangent) {
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- // NodeShaderadd_elem(con, "tang", "short4norm");
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- // NodeShader.add_uniform(vert, "mat3 N", "_normal_matrix");
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- NodeShader.add_out(vert, "vec3 wtangent");
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- // NodeShader.write_attrib(vert, `wtangent = normalize(mul(tang.xyz, N));`);
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- NodeShader.write_attrib(vert, `wtangent = vec3(0.0, 0.0, 0.0);`);
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- }
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- if (frag.vvec_cam) {
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- NodeShader.add_uniform(vert, "mat4 WV", "_world_view_matrix");
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- NodeShader.add_out(vert, "vec3 eyeDirCam");
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- NodeShader.write_attrib(vert, `eyeDirCam = vec4(mul(vec4(pos.xyz, 1.0), WV)).xyz; eyeDirCam.z *= -1.0;`);
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- NodeShader.write_attrib(frag, `vec3 vVecCam = normalize(eyeDirCam);`);
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- }
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- if (frag.vvec) {
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- NodeShader.add_uniform(vert, "vec3 eye", "_camera_pos");
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- NodeShader.add_out(vert, "vec3 eyeDir");
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- NodeShader.write_attrib(vert, `eyeDir = eye - wposition;`);
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- NodeShader.write_attrib(frag, `vec3 vVec = normalize(eyeDir);`);
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- }
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- if (frag.n) {
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- NodeShader.add_uniform(vert, "mat3 N", "_normal_matrix");
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- NodeShader.add_out(vert, "vec3 wnormal");
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- NodeShader.write_attrib(vert, `wnormal = mul(vec3(nor.xy, pos.w), N);`);
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- NodeShader.write_attrib(frag, `vec3 n = normalize(wnormal);`);
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- }
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- else if (vert.n) {
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- NodeShader.add_uniform(vert, "mat3 N", "_normal_matrix");
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- NodeShader.write_attrib(vert, `vec3 wnormal = normalize(mul(vec3(nor.xy, pos.w), N));`);
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- }
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- if (frag.nattr) {
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- NodeShader.add_out(vert, "vec3 nAttr");
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- NodeShader.write_attrib(vert, `nAttr = vec3(nor.xy, pos.w);`);
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- }
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- if (frag.dotnv) {
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- NodeShader.write_attrib(frag, `float dotNV = max(dot(n, vVec), 0.0);`);
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- }
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- if (frag.wvpposition) {
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- NodeShader.add_out(vert, "vec4 wvpposition");
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- NodeShader.write_end(vert, `wvpposition = gl_Position;`);
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- }
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- if (NodeShaderContext.is_elem(con, `col`)) {
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- NodeShader.add_out(vert, `vec3 vcolor`);
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- NodeShader.write_attrib(vert, `vcolor = col.rgb;`);
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- }
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- }
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-
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- static parse_output = (node: zui_node_t): shader_out_t => {
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- if (ParserMaterial.parse_surface || ParserMaterial.parse_opacity) {
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- return ParserMaterial.parse_shader_input(node.inputs[0]);
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- }
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- return null;
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- // Parse volume, displacement..
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- }
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-
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- static parse_output_pbr = (node: zui_node_t): shader_out_t => {
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- if (ParserMaterial.parse_surface || ParserMaterial.parse_opacity) {
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- return ParserMaterial.parse_shader(node, null);
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- }
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- return null;
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- // Parse volume, displacement..
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- }
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-
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- static get_group = (name: string): zui_node_canvas_t => {
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- for (let g of project_material_groups) if (g.canvas.name == name) return g.canvas;
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- return null;
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- }
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-
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- static push_group = (g: zui_node_canvas_t) => {
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- ParserMaterial.canvases.push(g);
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- ParserMaterial.nodes = g.nodes;
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- ParserMaterial.links = g.links;
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- }
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-
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- static pop_group = () => {
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- ParserMaterial.canvases.pop();
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- let g: zui_node_canvas_t = ParserMaterial.canvases[ParserMaterial.canvases.length - 1];
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- ParserMaterial.nodes = g.nodes;
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- ParserMaterial.links = g.links;
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- }
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-
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- static parse_group = (node: zui_node_t, socket: zui_node_socket_t): string => { // Entering group
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- ParserMaterial.parents.push(node);
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- ParserMaterial.push_group(ParserMaterial.get_group(node.name));
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- let output_node: zui_node_t = ParserMaterial.node_by_type(ParserMaterial.nodes, "GROUP_OUTPUT");
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- if (output_node == null) return null;
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- let index: i32 = ParserMaterial.socket_index(node, socket);
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- let inp: zui_node_socket_t = output_node.inputs[index];
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- let out_group: string = ParserMaterial.parse_input(inp);
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- ParserMaterial.parents.pop();
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- ParserMaterial.pop_group();
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- return out_group;
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- }
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-
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- static parse_group_input = (node: zui_node_t, socket: zui_node_socket_t): string => {
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- let parent: zui_node_t = ParserMaterial.parents.pop(); // Leaving group
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- ParserMaterial.pop_group();
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- let index: i32 = ParserMaterial.socket_index(node, socket);
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- let inp: zui_node_socket_t = parent.inputs[index];
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- let res: string = ParserMaterial.parse_input(inp);
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- ParserMaterial.parents.push(parent); // Return to group
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- ParserMaterial.push_group(ParserMaterial.get_group(parent.name));
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- return res;
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- }
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-
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- static parse_input = (inp: zui_node_socket_t): string => {
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- if (inp.type == "RGB") {
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- return ParserMaterial.parse_vector_input(inp);
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- }
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- else if (inp.type == "RGBA") {
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- return ParserMaterial.parse_vector_input(inp);
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- }
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- else if (inp.type == "VECTOR") {
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- return ParserMaterial.parse_vector_input(inp);
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- }
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- else if (inp.type == "VALUE") {
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- return ParserMaterial.parse_value_input(inp);
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- }
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- return null;
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- }
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-
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- static parse_shader_input = (inp: zui_node_socket_t): shader_out_t => {
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- let l: zui_node_link_t = ParserMaterial.get_input_link(inp);
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- let from_node: zui_node_t = l != null ? ParserMaterial.get_node(l.from_id) : null;
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- if (from_node != null) {
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- if (from_node.type == "REROUTE") {
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- return ParserMaterial.parse_shader_input(from_node.inputs[0]);
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- }
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- return ParserMaterial.parse_shader(from_node, from_node.outputs[l.from_socket]);
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- }
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- else {
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- return {
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- out_basecol: "vec3(0.8, 0.8, 0.8)",
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- out_roughness: "0.0",
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- out_metallic: "0.0",
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- out_occlusion: "1.0",
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- out_opacity: "1.0",
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- out_height: "0.0",
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- out_emission: "0.0",
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- out_subsurface: "0.0"
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- };
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- }
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- }
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-
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- static parse_shader = (node: zui_node_t, socket: zui_node_socket_t): shader_out_t => {
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- let sout: shader_out_t = {
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- out_basecol: "vec3(0.8, 0.8, 0.8)",
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- out_roughness: "0.0",
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- out_metallic: "0.0",
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- out_occlusion: "1.0",
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- out_opacity: "1.0",
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- out_height: "0.0",
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- out_emission: "0.0",
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- out_subsurface: "0.0"
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- }
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-
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- if (node.type == "OUTPUT_MATERIAL_PBR") {
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|
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- if (ParserMaterial.parse_surface) {
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- // Normal - parsed first to retrieve uv coords
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- ParserMaterial.parse_normal_map_color_input(node.inputs[5]);
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- // Base color
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- ParserMaterial.parsing_basecolor = true;
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- sout.out_basecol = ParserMaterial.parse_vector_input(node.inputs[0]);
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- ParserMaterial.parsing_basecolor = false;
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- // Occlusion
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- sout.out_occlusion = ParserMaterial.parse_value_input(node.inputs[2]);
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- // Roughness
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- sout.out_roughness = ParserMaterial.parse_value_input(node.inputs[3]);
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- // Metallic
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- sout.out_metallic = ParserMaterial.parse_value_input(node.inputs[4]);
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- // Emission
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- if (ParserMaterial.parse_emission) {
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- sout.out_emission = ParserMaterial.parse_value_input(node.inputs[6]);
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- }
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- // Subsurface
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- if (ParserMaterial.parse_subsurface) {
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- sout.out_subsurface = ParserMaterial.parse_value_input(node.inputs[8]);
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- }
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- }
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-
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- if (ParserMaterial.parse_opacity) {
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- sout.out_opacity = ParserMaterial.parse_value_input(node.inputs[1]);
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- }
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-
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- // Displacement / Height
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- if (node.inputs.length > 7 && ParserMaterial.parse_height) {
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- if (!ParserMaterial.parse_height_as_channel) ParserMaterial.curshader = ParserMaterial.vert;
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- sout.out_height = ParserMaterial.parse_value_input(node.inputs[7]);
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- if (!ParserMaterial.parse_height_as_channel) ParserMaterial.curshader = ParserMaterial.frag;
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- }
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- }
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-
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- return sout;
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- }
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-
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- static parse_vector_input = (inp: zui_node_socket_t): string => {
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- let l: zui_node_link_t = ParserMaterial.get_input_link(inp);
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- let from_node: zui_node_t = l != null ? ParserMaterial.get_node(l.from_id) : null;
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- if (from_node != null) {
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- if (from_node.type == "REROUTE") {
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- return ParserMaterial.parse_vector_input(from_node.inputs[0]);
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|
|
- }
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|
|
-
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- let res_var: string = ParserMaterial.write_result(l);
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- let st: string = from_node.outputs[l.from_socket].type;
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- if (st == "RGB" || st == "RGBA" || st == "VECTOR") {
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|
- return res_var;
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|
- }
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- else {// VALUE
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- return ParserMaterial.to_vec3(res_var);
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|
|
- }
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|
- }
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- else {
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|
- if (inp.type == "VALUE") { // Unlinked reroute
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- return ParserMaterial.vec3([0.0, 0.0, 0.0]);
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|
- }
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- else {
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|
|
- return ParserMaterial.vec3(inp.default_value);
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|
|
- }
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|
|
- }
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|
|
- }
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|
|
-
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|
- static parse_vector = (node: zui_node_t, socket: zui_node_socket_t): string => {
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|
|
- if (node.type == `GROUP`) {
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|
|
- return ParserMaterial.parse_group(node, socket);
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|
|
- }
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|
|
- else if (node.type == `GROUP_INPUT`) {
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|
|
- return ParserMaterial.parse_group_input(node, socket);
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|
|
- }
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|
|
- else if (node.type == "ATTRIBUTE") {
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|
|
- if (socket == node.outputs[0]) { // Color
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|
|
- if (ParserMaterial.curshader.context.allow_vcols) {
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- NodeShaderContext.add_elem(ParserMaterial.curshader.context, "col", "short4norm"); // Vcols only for now
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|
|
- return "vcolor";
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|
|
- }
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|
- else {
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|
|
- return("vec3(0.0, 0.0, 0.0)");
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|
|
- }
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|
|
- }
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|
|
- else { // Vector
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|
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- NodeShaderContext.add_elem(ParserMaterial.curshader.context, "tex", "short2norm"); // UVMaps only for now
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|
|
- return "vec3(texCoord.x, texCoord.y, 0.0)";
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|
|
- }
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|
|
- }
|
|
|
- else if (node.type == "VERTEX_COLOR") {
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|
|
- if (ParserMaterial.curshader.context.allow_vcols) {
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|
|
- NodeShaderContext.add_elem(ParserMaterial.curshader.context, "col", "short4norm");
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|
|
- return "vcolor";
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|
|
- }
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|
|
- else {
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|
|
- return("vec3(0.0, 0.0, 0.0)");
|
|
|
- }
|
|
|
-
|
|
|
- }
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|
|
- else if (node.type == "RGB") {
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|
|
- return ParserMaterial.vec3(socket.default_value);
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|
|
- }
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|
|
- else if (node.type == "TEX_BRICK") {
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|
|
- NodeShader.add_function(ParserMaterial.curshader, str_tex_brick);
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|
|
- let co: string = ParserMaterial.get_coord(node);
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|
|
- let col1: string = ParserMaterial.parse_vector_input(node.inputs[1]);
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|
|
- let col2: string = ParserMaterial.parse_vector_input(node.inputs[2]);
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|
|
- let col3: string = ParserMaterial.parse_vector_input(node.inputs[3]);
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|
|
- let scale: string = ParserMaterial.parse_value_input(node.inputs[4]);
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|
|
- let res: string = `tex_brick(${co} * ${scale}, ${col1}, ${col2}, ${col3})`;
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|
|
- return res;
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|
|
- }
|
|
|
- else if (node.type == "TEX_CHECKER") {
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|
|
- NodeShader.add_function(ParserMaterial.curshader, str_tex_checker);
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|
|
- let co: string = ParserMaterial.get_coord(node);
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|
|
- let col1: string = ParserMaterial.parse_vector_input(node.inputs[1]);
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|
|
- let col2: string = ParserMaterial.parse_vector_input(node.inputs[2]);
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|
|
- let scale: string = ParserMaterial.parse_value_input(node.inputs[3]);
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|
|
- let res: string = `tex_checker(${co}, ${col1}, ${col2}, ${scale})`;
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|
|
- return res;
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|
|
- }
|
|
|
- else if (node.type == "TEX_GRADIENT") {
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|
|
- let co: string = ParserMaterial.get_coord(node);
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|
|
- let but: zui_node_button_t = node.buttons[0]; //gradient_type;
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|
|
- let grad: string = but.data[but.default_value].toUpperCase();
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|
|
- grad = string_replace_all(grad, " ", "_");
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|
|
- let f: string = ParserMaterial.get_gradient(grad, co);
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|
|
- let res: string = ParserMaterial.to_vec3(`clamp(${f}, 0.0, 1.0)`);
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|
|
- return res;
|
|
|
- }
|
|
|
- else if (node.type == "TEX_IMAGE") {
|
|
|
- // Already fetched
|
|
|
- if (ParserMaterial.parsed.indexOf(ParserMaterial.res_var_name(node, node.outputs[1])) >= 0) { // TODO: node.outputs[0]
|
|
|
- let varname: string = ParserMaterial.store_var_name(node);
|
|
|
- return `${varname}.rgb`;
|
|
|
- }
|
|
|
- let tex_name: string = ParserMaterial.node_name(node);
|
|
|
- let tex: bind_tex_t = ParserMaterial.make_texture(node, tex_name);
|
|
|
- if (tex != null) {
|
|
|
- let color_space: i32 = node.buttons[1].default_value;
|
|
|
- let texstore: string = ParserMaterial.texture_store(node, tex, tex_name, color_space);
|
|
|
- return `${texstore}.rgb`;
|
|
|
- }
|
|
|
- else {
|
|
|
- let tex_store: string = ParserMaterial.store_var_name(node); // Pink color for missing texture
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec4 ${tex_store} = vec4(1.0, 0.0, 1.0, 1.0);`);
|
|
|
- return `${tex_store}.rgb`;
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "TEX_MAGIC") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_tex_magic);
|
|
|
- let co: string = ParserMaterial.get_coord(node);
|
|
|
- let scale: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let res: string = `tex_magic(${co} * ${scale} * 4.0)`;
|
|
|
- return res;
|
|
|
- }
|
|
|
- else if (node.type == "TEX_NOISE") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_tex_noise);
|
|
|
- let co: string = ParserMaterial.get_coord(node);
|
|
|
- let scale: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let res: string = `vec3(tex_noise(${co} * ${scale}), tex_noise(${co} * ${scale} + 0.33), tex_noise(${co} * ${scale} + 0.66))`;
|
|
|
- return res;
|
|
|
- }
|
|
|
- else if (node.type == "TEX_VORONOI") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_tex_voronoi);
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|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "sampler2D snoise256", "$noise256.k");
|
|
|
- let co: string = ParserMaterial.get_coord(node);
|
|
|
- let scale: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let but: zui_node_button_t = node.buttons[0]; //coloring;
|
|
|
- let coloring: string = but.data[but.default_value].toUpperCase();
|
|
|
- coloring = string_replace_all(coloring, " ", "_");
|
|
|
- let res: string = "";
|
|
|
- if (coloring == "INTENSITY") {
|
|
|
- res = ParserMaterial.to_vec3(`tex_voronoi(${co} * ${scale}, texturePass(snoise256)).a`);
|
|
|
- }
|
|
|
- else { // Cells
|
|
|
- res = `tex_voronoi(${co} * ${scale}, texturePass(snoise256)).rgb`;
|
|
|
- }
|
|
|
- return res;
|
|
|
- }
|
|
|
- else if (node.type == "TEX_WAVE") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_tex_wave);
|
|
|
- let co: string = ParserMaterial.get_coord(node);
|
|
|
- let scale: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let res: string = ParserMaterial.to_vec3(`tex_wave_f(${co} * ${scale})`);
|
|
|
- return res;
|
|
|
- }
|
|
|
- else if (node.type == "BRIGHTCONTRAST") {
|
|
|
- let out_col: string = ParserMaterial.parse_vector_input(node.inputs[0]);
|
|
|
- let bright: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let contr: string = ParserMaterial.parse_value_input(node.inputs[2]);
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_brightcontrast);
|
|
|
- return `brightcontrast(${out_col}, ${bright}, ${contr})`;
|
|
|
- }
|
|
|
- else if (node.type == "GAMMA") {
|
|
|
- let out_col: string = ParserMaterial.parse_vector_input(node.inputs[0]);
|
|
|
- let gamma: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- return `pow(${out_col}, ` + ParserMaterial.to_vec3(`${gamma}`) + ")";
|
|
|
- }
|
|
|
- else if (node.type == "DIRECT_WARP") {
|
|
|
- if (ParserMaterial.warp_passthrough) return ParserMaterial.parse_vector_input(node.inputs[0]);
|
|
|
- let angle: string = ParserMaterial.parse_value_input(node.inputs[1], true);
|
|
|
- let mask: string = ParserMaterial.parse_value_input(node.inputs[2], true);
|
|
|
- let tex_name: string = "texwarp_" + ParserMaterial.node_name(node);
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "sampler2D " + tex_name, "_" + tex_name);
|
|
|
- let store: string = ParserMaterial.store_var_name(node);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `float ${store}_rad = ${angle} * (${math_pi()} / 180);`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `float ${store}_x = cos(${store}_rad);`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `float ${store}_y = sin(${store}_rad);`);
|
|
|
- return `texture(${tex_name}, texCoord + vec2(${store}_x, ${store}_y) * ${mask}).rgb;`;
|
|
|
- }
|
|
|
- else if (node.type == "BLUR") {
|
|
|
- if (ParserMaterial.blur_passthrough) return ParserMaterial.parse_vector_input(node.inputs[0]);
|
|
|
- let strength: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- if (strength == "0.0") return "vec3(0.0, 0.0, 0.0)";
|
|
|
- let steps: string = `int(${strength} * 10 + 1)`;
|
|
|
- let tex_name: string = "texblur_" + ParserMaterial.node_name(node);
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "sampler2D " + tex_name, "_" + tex_name);
|
|
|
- let store: string = ParserMaterial.store_var_name(node);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec3 ${store}_res = vec3(0.0, 0.0, 0.0);`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `for (int i = -${steps}; i <= ${steps}; ++i) {`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `for (int j = -${steps}; j <= ${steps}; ++j) {`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `${store}_res += texture(${tex_name}, texCoord + vec2(i, j) / vec2(textureSize(${tex_name}, 0))).rgb;`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `}`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `}`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `${store}_res /= (${steps} * 2 + 1) * (${steps} * 2 + 1);`);
|
|
|
- return `${store}_res`;
|
|
|
- }
|
|
|
- else if (node.type == "HUE_SAT") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_hue_sat);
|
|
|
- let hue: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- let sat: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let val: string = ParserMaterial.parse_value_input(node.inputs[2]);
|
|
|
- let fac: string = ParserMaterial.parse_value_input(node.inputs[3]);
|
|
|
- let col: string = ParserMaterial.parse_vector_input(node.inputs[4]);
|
|
|
- return `hue_sat(${col}, vec4(${hue}-0.5, ${sat}, ${val}, 1.0-${fac}))`;
|
|
|
- }
|
|
|
- else if (node.type == "INVERT") {
|
|
|
- let fac: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- let out_col: string = ParserMaterial.parse_vector_input(node.inputs[1]);
|
|
|
- return `mix(${out_col}, vec3(1.0, 1.0, 1.0) - (${out_col}), ${fac})`;
|
|
|
- }
|
|
|
- else if (node.type == "MIX_RGB") {
|
|
|
- let fac: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- let fac_var: string = ParserMaterial.node_name(node) + "_fac";
|
|
|
- NodeShader.write(ParserMaterial.curshader, `float ${fac_var} = ${fac};`);
|
|
|
- let col1: string = ParserMaterial.parse_vector_input(node.inputs[1]);
|
|
|
- let col2: string = ParserMaterial.parse_vector_input(node.inputs[2]);
|
|
|
- let but: zui_node_button_t = node.buttons[0]; // blend_type
|
|
|
- let blend: string = but.data[but.default_value].toUpperCase();
|
|
|
- blend = string_replace_all(blend, " ", "_");
|
|
|
- let use_clamp: bool = node.buttons[1].default_value == true;
|
|
|
- let out_col: string = "";
|
|
|
- if (blend == "MIX") {
|
|
|
- out_col = `mix(${col1}, ${col2}, ${fac_var})`;
|
|
|
- }
|
|
|
- else if (blend == "DARKEN") {
|
|
|
- out_col = `min(${col1}, ${col2} * ${fac_var})`;
|
|
|
- }
|
|
|
- else if (blend == "MULTIPLY") {
|
|
|
- out_col = `mix(${col1}, ${col1} * ${col2}, ${fac_var})`;
|
|
|
- }
|
|
|
- else if (blend == "BURN") {
|
|
|
- out_col = `mix(${col1}, vec3(1.0, 1.0, 1.0) - (vec3(1.0, 1.0, 1.0) - ${col1}) / ${col2}, ${fac_var})`;
|
|
|
- }
|
|
|
- else if (blend == "LIGHTEN") {
|
|
|
- out_col = `max(${col1}, ${col2} * ${fac_var})`;
|
|
|
- }
|
|
|
- else if (blend == "SCREEN") {
|
|
|
- out_col = `(vec3(1.0, 1.0, 1.0) - (` + ParserMaterial.to_vec3(`1.0 - ${fac_var}`) + ` + ${fac_var} * (vec3(1.0, 1.0, 1.0) - ${col2})) * (vec3(1.0, 1.0, 1.0) - ${col1}))`;
|
|
|
- }
|
|
|
- else if (blend == "DODGE") {
|
|
|
- out_col = `mix(${col1}, ${col1} / (vec3(1.0, 1.0, 1.0) - ${col2}), ${fac_var})`;
|
|
|
- }
|
|
|
- else if (blend == "ADD") {
|
|
|
- out_col = `mix(${col1}, ${col1} + ${col2}, ${fac_var})`;
|
|
|
- }
|
|
|
- else if (blend == "OVERLAY") {
|
|
|
- out_col = `mix(${col1}, vec3(
|
|
|
- ${col1}.r < 0.5 ? 2.0 * ${col1}.r * ${col2}.r : 1.0 - 2.0 * (1.0 - ${col1}.r) * (1.0 - ${col2}.r),
|
|
|
- ${col1}.g < 0.5 ? 2.0 * ${col1}.g * ${col2}.g : 1.0 - 2.0 * (1.0 - ${col1}.g) * (1.0 - ${col2}.g),
|
|
|
- ${col1}.b < 0.5 ? 2.0 * ${col1}.b * ${col2}.b : 1.0 - 2.0 * (1.0 - ${col1}.b) * (1.0 - ${col2}.b)
|
|
|
- ), ${fac_var})`;
|
|
|
- }
|
|
|
- else if (blend == "SOFT_LIGHT") {
|
|
|
- out_col = `((1.0 - ${fac_var}) * ${col1} + ${fac_var} * ((vec3(1.0, 1.0, 1.0) - ${col1}) * ${col2} * ${col1} + ${col1} * (vec3(1.0, 1.0, 1.0) - (vec3(1.0, 1.0, 1.0) - ${col2}) * (vec3(1.0, 1.0, 1.0) - ${col1}))))`;
|
|
|
- }
|
|
|
- else if (blend == "LINEAR_LIGHT") {
|
|
|
- out_col = `(${col1} + ${fac_var} * (vec3(2.0, 2.0, 2.0) * (${col2} - vec3(0.5, 0.5, 0.5))))`;
|
|
|
- }
|
|
|
- else if (blend == "DIFFERENCE") {
|
|
|
- out_col = `mix(${col1}, abs(${col1} - ${col2}), ${fac_var})`;
|
|
|
- }
|
|
|
- else if (blend == "SUBTRACT") {
|
|
|
- out_col = `mix(${col1}, ${col1} - ${col2}, ${fac_var})`;
|
|
|
- }
|
|
|
- else if (blend == "DIVIDE") {
|
|
|
- let eps: f32 = 0.000001;
|
|
|
- col2 = `max(${col2}, vec3(${eps}, ${eps}, ${eps}))`;
|
|
|
- out_col = "(" + ParserMaterial.to_vec3(`(1.0 - ${fac_var}) * ${col1} + ${fac_var} * ${col1} / ${col2}`) + ")";
|
|
|
- }
|
|
|
- else if (blend == "HUE") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_hue_sat);
|
|
|
- out_col = `mix(${col1}, hsv_to_rgb(vec3(rgb_to_hsv(${col2}).r, rgb_to_hsv(${col1}).g, rgb_to_hsv(${col1}).b)), ${fac_var})`;
|
|
|
- }
|
|
|
- else if (blend == "SATURATION") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_hue_sat);
|
|
|
- out_col = `mix(${col1}, hsv_to_rgb(vec3(rgb_to_hsv(${col1}).r, rgb_to_hsv(${col2}).g, rgb_to_hsv(${col1}).b)), ${fac_var})`;
|
|
|
- }
|
|
|
- else if (blend == "COLOR") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_hue_sat);
|
|
|
- out_col = `mix(${col1}, hsv_to_rgb(vec3(rgb_to_hsv(${col2}).r, rgb_to_hsv(${col2}).g, rgb_to_hsv(${col1}).b)), ${fac_var})`;
|
|
|
- }
|
|
|
- else if (blend == "VALUE") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_hue_sat);
|
|
|
- out_col = `mix(${col1}, hsv_to_rgb(vec3(rgb_to_hsv(${col1}).r, rgb_to_hsv(${col1}).g, rgb_to_hsv(${col2}).b)), ${fac_var})`;
|
|
|
- }
|
|
|
- if (use_clamp) return `clamp(${out_col}, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0))`;
|
|
|
- else return out_col;
|
|
|
- }
|
|
|
- else if (node.type == "QUANTIZE") {
|
|
|
- let strength: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- let col: string = ParserMaterial.parse_vector_input(node.inputs[1]);
|
|
|
- return `(floor(100.0 * ${strength} * ${col}) / (100.0 * ${strength}))`;
|
|
|
- }
|
|
|
- else if (node.type == "VALTORGB") { // ColorRamp
|
|
|
- let fac: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- let interp: string = node.buttons[0].data == 0 ? "LINEAR" : "CONSTANT";
|
|
|
- let elems: f32[][] = node.buttons[0].default_value;
|
|
|
- if (elems.length == 1) {
|
|
|
- return ParserMaterial.vec3(elems[0]);
|
|
|
- }
|
|
|
- // Write cols array
|
|
|
- let cols_var: string = ParserMaterial.node_name(node) + "_cols";
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec3 ${cols_var}[${elems.length}];`); // TODO: Make const
|
|
|
- for (let i: i32 = 0; i < elems.length; ++i) {
|
|
|
- NodeShader.write(ParserMaterial.curshader, `${cols_var}[${i}] = ${ParserMaterial.vec3(elems[i])};`);
|
|
|
- }
|
|
|
- // Get index
|
|
|
- let fac_var: string = ParserMaterial.node_name(node) + "_fac";
|
|
|
- NodeShader.write(ParserMaterial.curshader, `float ${fac_var} = ${fac};`);
|
|
|
- let index: string = "0";
|
|
|
- for (let i: i32 = 1; i < elems.length; ++i) {
|
|
|
- index += ` + (${fac_var} > ${elems[i][4]} ? 1 : 0)`;
|
|
|
- }
|
|
|
- // Write index
|
|
|
- let index_var: string = ParserMaterial.node_name(node) + "_i";
|
|
|
- NodeShader.write(ParserMaterial.curshader, `int ${index_var} = ${index};`);
|
|
|
- if (interp == "CONSTANT") {
|
|
|
- return `${cols_var}[${index_var}]`;
|
|
|
- }
|
|
|
- else { // Linear
|
|
|
- // Write facs array
|
|
|
- let facs_var: string = ParserMaterial.node_name(node) + "_facs";
|
|
|
- NodeShader.write(ParserMaterial.curshader, `float ${facs_var}[${elems.length}];`); // TODO: Make const
|
|
|
- for (let i: i32 = 0; i < elems.length; ++i) {
|
|
|
- NodeShader.write(ParserMaterial.curshader, `${facs_var}[${i}] = ${elems[i][4]};`);
|
|
|
- }
|
|
|
- // Mix color
|
|
|
- // float f = (pos - start) * (1.0 / (finish - start))
|
|
|
- return `mix(${cols_var}[${index_var}], ${cols_var}[${index_var} + 1], (${fac_var} - ${facs_var}[${index_var}]) * (1.0 / (${facs_var}[${index_var} + 1] - ${facs_var}[${index_var}]) ))`;
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "CURVE_VEC") {
|
|
|
- let fac: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- let vec: string = ParserMaterial.parse_vector_input(node.inputs[1]);
|
|
|
- let curves: any = node.buttons[0].default_value;
|
|
|
- let name: string = ParserMaterial.node_name(node);
|
|
|
- let vc0: string = ParserMaterial.vector_curve(name + "0", vec + ".x", curves[0]);
|
|
|
- let vc1: string = ParserMaterial.vector_curve(name + "1", vec + ".y", curves[1]);
|
|
|
- let vc2: string = ParserMaterial.vector_curve(name + "2", vec + ".z", curves[2]);
|
|
|
- // mapping.curves[0].points[0].handle_type // bezier curve
|
|
|
- return `(vec3(${vc0}, ${vc1}, ${vc2}) * ${fac})`;
|
|
|
- }
|
|
|
- else if (node.type == "CURVE_RGB") { // RGB Curves
|
|
|
- let fac: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- let vec: string = ParserMaterial.parse_vector_input(node.inputs[1]);
|
|
|
- let curves: any = node.buttons[0].default_value;
|
|
|
- let name: string = ParserMaterial.node_name(node);
|
|
|
- // mapping.curves[0].points[0].handle_type
|
|
|
- let vc0: string = ParserMaterial.vector_curve(name + "0", vec + ".x", curves[0]);
|
|
|
- let vc1: string = ParserMaterial.vector_curve(name + "1", vec + ".y", curves[1]);
|
|
|
- let vc2: string = ParserMaterial.vector_curve(name + "2", vec + ".z", curves[2]);
|
|
|
- let vc3a: string = ParserMaterial.vector_curve(name + "3a", vec + ".x", curves[3]);
|
|
|
- let vc3b: string = ParserMaterial.vector_curve(name + "3b", vec + ".y", curves[3]);
|
|
|
- let vc3c: string = ParserMaterial.vector_curve(name + "3c", vec + ".z", curves[3]);
|
|
|
- return `(sqrt(vec3(${vc0}, ${vc1}, ${vc2}) * vec3(${vc3a}, ${vc3b}, ${vc3c})) * ${fac})`;
|
|
|
- }
|
|
|
- else if (node.type == "COMBHSV") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_hue_sat);
|
|
|
- let h: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- let s: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let v: string = ParserMaterial.parse_value_input(node.inputs[2]);
|
|
|
- return `hsv_to_rgb(vec3(${h}, ${s}, ${v}))`;
|
|
|
- }
|
|
|
- else if (node.type == "COMBRGB") {
|
|
|
- let r: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- let g: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let b: string = ParserMaterial.parse_value_input(node.inputs[2]);
|
|
|
- return `vec3(${r}, ${g}, ${b})`;
|
|
|
- }
|
|
|
- else if (node.type == "WAVELENGTH") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_wavelength_to_rgb);
|
|
|
- let wl: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_wavelength_to_rgb);
|
|
|
- return `wavelength_to_rgb((${wl} - 450.0) / 150.0)`;
|
|
|
- }
|
|
|
- else if (node.type == "CAMERA") {
|
|
|
- ParserMaterial.curshader.vvec_cam = true;
|
|
|
- return "vVecCam";
|
|
|
- }
|
|
|
- else if (node.type == "LAYER") {
|
|
|
- let l: any = node.buttons[0].default_value;
|
|
|
- if (socket == node.outputs[0]) { // Base
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "sampler2D texpaint" + l, "_texpaint" + l);
|
|
|
- return "texture(texpaint" + l + ", texCoord).rgb";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[5]) { // Normal
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "sampler2D texpaint_nor" + l, "_texpaint_nor" + l);
|
|
|
- return "texture(texpaint_nor" + l + ", texCoord).rgb";
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "MATERIAL") {
|
|
|
- let result: string = "vec3(0.0, 0.0, 0.0)";
|
|
|
- let mi: any = node.buttons[0].default_value;
|
|
|
- if (mi >= project_materials.length) return result;
|
|
|
- let m: SlotMaterialRaw = project_materials[mi];
|
|
|
- let _nodes: zui_node_t[] = ParserMaterial.nodes;
|
|
|
- let _links: zui_node_link_t[] = ParserMaterial.links;
|
|
|
- ParserMaterial.nodes = m.canvas.nodes;
|
|
|
- ParserMaterial.links = m.canvas.links;
|
|
|
- ParserMaterial.parents.push(node);
|
|
|
- let output_node: zui_node_t = ParserMaterial.node_by_type(ParserMaterial.nodes, "OUTPUT_MATERIAL_PBR");
|
|
|
- if (socket == node.outputs[0]) { // Base
|
|
|
- result = ParserMaterial.parse_vector_input(output_node.inputs[0]);
|
|
|
- }
|
|
|
- else if (socket == node.outputs[5]) { // Normal
|
|
|
- result = ParserMaterial.parse_vector_input(output_node.inputs[5]);
|
|
|
- }
|
|
|
- ParserMaterial.nodes = _nodes;
|
|
|
- ParserMaterial.links = _links;
|
|
|
- ParserMaterial.parents.pop();
|
|
|
- return result;
|
|
|
- }
|
|
|
- else if (node.type == "PICKER") {
|
|
|
- if (socket == node.outputs[0]) { // Base
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "vec3 pickerBase", "_pickerBase");
|
|
|
- return "pickerBase";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[5]) { // Normal
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "vec3 pickerNormal", "_pickerNormal");
|
|
|
- return "pickerNormal";
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "NEW_GEOMETRY") {
|
|
|
- if (socket == node.outputs[0]) { // Position
|
|
|
- ParserMaterial.curshader.wposition = true;
|
|
|
- return "wposition";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[1]) { // Normal
|
|
|
- ParserMaterial.curshader.n = true;
|
|
|
- return "n";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[2]) { // Tangent
|
|
|
- ParserMaterial.curshader.wtangent = true;
|
|
|
- return "wtangent";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[3]) { // True Normal
|
|
|
- ParserMaterial.curshader.n = true;
|
|
|
- return "n";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[4]) { // Incoming
|
|
|
- ParserMaterial.curshader.vvec = true;
|
|
|
- return "vVec";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[5]) { // Parametric
|
|
|
- ParserMaterial.curshader.mposition = true;
|
|
|
- return "mposition";
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "OBJECT_INFO") {
|
|
|
- if (socket == node.outputs[0]) { // Location
|
|
|
- ParserMaterial.curshader.wposition = true;
|
|
|
- return "wposition";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[1]) { // Color
|
|
|
- return "vec3(0.0, 0.0, 0.0)";
|
|
|
- }
|
|
|
- }
|
|
|
- // else if (node.type == "PARTICLE_INFO") {
|
|
|
- // if (socket == node.outputs[3]) { // Location
|
|
|
- // return "vec3(0.0, 0.0, 0.0)";
|
|
|
- // }
|
|
|
- // else if (socket == node.outputs[5]) { // Velocity
|
|
|
- // return "vec3(0.0, 0.0, 0.0)";
|
|
|
- // }
|
|
|
- // else if (socket == node.outputs[6]) { // Angular Velocity
|
|
|
- // return "vec3(0.0, 0.0, 0.0)";
|
|
|
- // }
|
|
|
- // }
|
|
|
- else if (node.type == "TANGENT") {
|
|
|
- ParserMaterial.curshader.wtangent = true;
|
|
|
- return "wtangent";
|
|
|
- }
|
|
|
- else if (node.type == "TEX_COORD") {
|
|
|
- if (socket == node.outputs[0]) { // Generated - bounds
|
|
|
- ParserMaterial.curshader.bposition = true;
|
|
|
- return "bposition";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[1]) { // Normal
|
|
|
- ParserMaterial.curshader.n = true;
|
|
|
- return "n";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[2]) {// UV
|
|
|
- NodeShaderContext.add_elem(ParserMaterial.curshader.context, "tex", "short2norm");
|
|
|
- return "vec3(texCoord.x, texCoord.y, 0.0)";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[3]) { // Object
|
|
|
- ParserMaterial.curshader.mposition = true;
|
|
|
- return "mposition";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[4]) { // Camera
|
|
|
- ParserMaterial.curshader.vposition = true;
|
|
|
- return "vposition";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[5]) { // Window
|
|
|
- ParserMaterial.curshader.wvpposition = true;
|
|
|
- return "wvpposition.xyz";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[6]) { // Reflection
|
|
|
- return "vec3(0.0, 0.0, 0.0)";
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "UVMAP") {
|
|
|
- NodeShaderContext.add_elem(ParserMaterial.curshader.context, "tex", "short2norm");
|
|
|
- return "vec3(texCoord.x, texCoord.y, 0.0)";
|
|
|
- }
|
|
|
- else if (node.type == "BUMP") {
|
|
|
- let strength: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- // let distance: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let height: string = ParserMaterial.parse_value_input(node.inputs[2]);
|
|
|
- let nor: string = ParserMaterial.parse_vector_input(node.inputs[3]);
|
|
|
- let sample_bump_res: string = ParserMaterial.store_var_name(node) + "_bump";
|
|
|
- NodeShader.write(ParserMaterial.curshader, `float ${sample_bump_res}_x = dFdx(float(${height})) * (${strength}) * 16.0;`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `float ${sample_bump_res}_y = dFdy(float(${height})) * (${strength}) * 16.0;`);
|
|
|
- return `(normalize(vec3(${sample_bump_res}_x, ${sample_bump_res}_y, 1.0) + ${nor}) * vec3(0.5, 0.5, 0.5) + vec3(0.5, 0.5, 0.5))`;
|
|
|
- }
|
|
|
- else if (node.type == "MAPPING") {
|
|
|
- let out: string = ParserMaterial.parse_vector_input(node.inputs[0]);
|
|
|
- let node_translation: string = ParserMaterial.parse_vector_input(node.inputs[1]);
|
|
|
- let node_rotation: string = ParserMaterial.parse_vector_input(node.inputs[2]);
|
|
|
- let node_scale: string = ParserMaterial.parse_vector_input(node.inputs[3]);
|
|
|
- if (node_scale != `vec3(1, 1, 1)`) {
|
|
|
- out = `(${out} * ${node_scale})`;
|
|
|
- }
|
|
|
- if (node_rotation != `vec3(0, 0, 0)`) {
|
|
|
- // ZYX rotation, Z axis for now..
|
|
|
- let a: string = `${node_rotation}.z * (3.1415926535 / 180)`;
|
|
|
- // x * cos(theta) - y * sin(theta)
|
|
|
- // x * sin(theta) + y * cos(theta)
|
|
|
- out = `vec3(${out}.x * cos(${a}) - ${out}.y * sin(${a}), ${out}.x * sin(${a}) + ${out}.y * cos(${a}), 0.0)`;
|
|
|
- }
|
|
|
- // if node.rotation[1] != 0.0:
|
|
|
- // a = node.rotation[1]
|
|
|
- // out = `vec3({0}.x * {1} - {0}.z * {2}, {0}.x * {2} + {0}.z * {1}, 0.0)`.format(out, math_cos(a), math_sin(a))
|
|
|
- // if node.rotation[0] != 0.0:
|
|
|
- // a = node.rotation[0]
|
|
|
- // out = `vec3({0}.y * {1} - {0}.z * {2}, {0}.y * {2} + {0}.z * {1}, 0.0)`.format(out, math_cos(a), math_sin(a))
|
|
|
- if (node_translation != `vec3(0, 0, 0)`) {
|
|
|
- out = `(${out} + ${node_translation})`;
|
|
|
- }
|
|
|
- // if node.use_min:
|
|
|
- // out = `max({0}, vec3({1}, {2}, {3}))`.format(out, node.min[0], node.min[1])
|
|
|
- // if node.use_max:
|
|
|
- // out = `min({0}, vec3({1}, {2}, {3}))`.format(out, node.max[0], node.max[1])
|
|
|
- return out;
|
|
|
- }
|
|
|
- else if (node.type == "NORMAL") {
|
|
|
- if (socket == node.outputs[0]) {
|
|
|
- return ParserMaterial.vec3(node.outputs[0].default_value);
|
|
|
- }
|
|
|
- else if (socket == node.outputs[1]) {
|
|
|
- let nor: string = ParserMaterial.parse_vector_input(node.inputs[0]);
|
|
|
- let norout: string = ParserMaterial.vec3(node.outputs[0].default_value);
|
|
|
- return ParserMaterial.to_vec3(`dot(${norout}, ${nor})`);
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "NORMAL_MAP") {
|
|
|
- let strength: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- let norm: string = ParserMaterial.parse_vector_input(node.inputs[1]);
|
|
|
-
|
|
|
- let store: string = ParserMaterial.store_var_name(node);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec3 ${store}_texn = ${norm} * 2.0 - 1.0;`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `${store}_texn.xy = ${strength} * ${store}_texn.xy;`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `${store}_texn = normalize(${store}_texn);`);
|
|
|
-
|
|
|
- return `(0.5 * ${store}_texn + 0.5)`;
|
|
|
- }
|
|
|
- else if (node.type == "MIX_NORMAL_MAP") {
|
|
|
- let nm1: string = ParserMaterial.parse_vector_input(node.inputs[0]);
|
|
|
- let nm2: string = ParserMaterial.parse_vector_input(node.inputs[1]);
|
|
|
- let but: zui_node_button_t = node.buttons[0];
|
|
|
- let blend: string = but.data[but.default_value].toUpperCase(); // blend_type
|
|
|
- blend = string_replace_all(blend, " ", "_");
|
|
|
- let store: string = ParserMaterial.store_var_name(node);
|
|
|
-
|
|
|
- // The blending algorithms are based on the paper `Blending in Detail` by Colin Barré-Brisebois and Stephen Hill 2012
|
|
|
- // https://blog.selfshadow.com/publications/blending-in-detail/
|
|
|
- if (blend == "PARTIAL_DERIVATIVE") { //partial derivate blending
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec3 ${store}_n1 = ${nm1} * 2.0 - 1.0;`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec3 ${store}_n2 = ${nm2} * 2.0 - 1.0;`);
|
|
|
- return `0.5 * normalize(vec3(${store}_n1.xy * ${store}_n2.z + ${store}_n2.xy * ${store}_n1.z, ${store}_n1.z * ${store}_n2.z)) + 0.5;`;
|
|
|
- }
|
|
|
- else if (blend == "WHITEOUT") { //whiteout blending
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec3 ${store}_n1 = ${nm1} * 2.0 - 1.0;`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec3 ${store}_n2 = ${nm2} * 2.0 - 1.0;`);
|
|
|
- return `0.5 * normalize(vec3(${store}_n1.xy + ${store}_n2.xy, ${store}_n1.z * ${store}_n2.z)) + 0.5;`;
|
|
|
- }
|
|
|
- else if (blend == "REORIENTED") { //reoriented normal mapping
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec3 ${store}_n1 = ${nm1} * 2.0 - vec3(1.0, 1.0, 0.0);`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec3 ${store}_n2 = ${nm2} * vec3(-2.0, -2.0, 2.0) - vec3(-1.0, -1.0, 1.0);`);
|
|
|
- return `0.5 * normalize(${store}_n1 * dot(${store}_n1, ${store}_n2) - ${store}_n2 * ${store}_n1.z) + 0.5`;
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "VECT_TRANSFORM") {
|
|
|
- // type = node.vector_type
|
|
|
- // conv_from = node.convert_from
|
|
|
- // conv_to = node.convert_to
|
|
|
- // // Pass throuh
|
|
|
- // return ParserMaterial.parse_vector_input(node.inputs[0])
|
|
|
- }
|
|
|
- else if (node.type == "COMBXYZ") {
|
|
|
- let x: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- let y: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let z: string = ParserMaterial.parse_value_input(node.inputs[2]);
|
|
|
- return `vec3(${x}, ${y}, ${z})`;
|
|
|
- }
|
|
|
- else if (node.type == "VECT_MATH") {
|
|
|
- let vec1: string = ParserMaterial.parse_vector_input(node.inputs[0]);
|
|
|
- let vec2: string = ParserMaterial.parse_vector_input(node.inputs[1]);
|
|
|
- let but: zui_node_button_t = node.buttons[0]; //operation;
|
|
|
- let op: string = but.data[but.default_value].toUpperCase();
|
|
|
- op = string_replace_all(op, " ", "_");
|
|
|
- if (op == "ADD") {
|
|
|
- return `(${vec1} + ${vec2})`;
|
|
|
- }
|
|
|
- else if (op == "SUBTRACT") {
|
|
|
- return `(${vec1} - ${vec2})`;
|
|
|
- }
|
|
|
- else if (op == "AVERAGE") {
|
|
|
- return `((${vec1} + ${vec2}) / 2.0)`;
|
|
|
- }
|
|
|
- else if (op == "DOT_PRODUCT") {
|
|
|
- return ParserMaterial.to_vec3(`dot(${vec1}, ${vec2})`);
|
|
|
- }
|
|
|
- else if (op == "LENGTH") {
|
|
|
- return ParserMaterial.to_vec3(`length(${vec1})`);
|
|
|
- }
|
|
|
- else if (op == "DISTANCE") {
|
|
|
- return ParserMaterial.to_vec3(`distance(${vec1}, ${vec2})`);
|
|
|
- }
|
|
|
- else if (op == "CROSS_PRODUCT") {
|
|
|
- return `cross(${vec1}, ${vec2})`;
|
|
|
- }
|
|
|
- else if (op == "NORMALIZE") {
|
|
|
- return `normalize(${vec1})`;
|
|
|
- }
|
|
|
- else if (op == "MULTIPLY") {
|
|
|
- return `(${vec1} * ${vec2})`;
|
|
|
- }
|
|
|
- else if (op == "DIVIDE") {
|
|
|
- return `vec3(${vec1}.x / (${vec2}.x == 0 ? 0.000001 : ${vec2}.x), ${vec1}.y / (${vec2}.y == 0 ? 0.000001 : ${vec2}.y), ${vec1}.z / (${vec2}.z == 0 ? 0.000001 : ${vec2}.z))`;
|
|
|
- }
|
|
|
- else if (op == "PROJECT") {
|
|
|
- return `(dot(${vec1}, ${vec2}) / dot(${vec2}, ${vec2}) * ${vec2})`;
|
|
|
- }
|
|
|
- else if (op == "REFLECT") {
|
|
|
- return `reflect(${vec1}, normalize(${vec2}))`;
|
|
|
- }
|
|
|
- else if (op == "SCALE") {
|
|
|
- return `(${vec2}.x * ${vec1})`;
|
|
|
- }
|
|
|
- else if (op == "ABSOLUTE") {
|
|
|
- return `abs(${vec1})`;
|
|
|
- }
|
|
|
- else if (op == "MINIMUM") {
|
|
|
- return `min(${vec1}, ${vec2})`;
|
|
|
- }
|
|
|
- else if (op == "MAXIMUM") {
|
|
|
- return `max(${vec1}, ${vec2})`;
|
|
|
- }
|
|
|
- else if (op == "FLOOR") {
|
|
|
- return `floor(${vec1})`;
|
|
|
- }
|
|
|
- else if (op == "CEIL") {
|
|
|
- return `ceil(${vec1})`;
|
|
|
- }
|
|
|
- else if (op == "FRACTION") {
|
|
|
- return `fract(${vec1})`;
|
|
|
- }
|
|
|
- else if (op == "MODULO") {
|
|
|
- return `mod(${vec1}, ${vec2})`;
|
|
|
- }
|
|
|
- else if(op == "SNAP") {
|
|
|
- return `(floor(${vec1} / ${vec2}) * ${vec2})`;
|
|
|
- }
|
|
|
- else if (op == "SINE") {
|
|
|
- return `sin(${vec1})`;
|
|
|
- }
|
|
|
- else if (op == "COSINE") {
|
|
|
- return `cos(${vec1})`;
|
|
|
- }
|
|
|
- else if (op == "TANGENT") {
|
|
|
- return `tan(${vec1})`;
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "Displacement") {
|
|
|
- let height: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- return ParserMaterial.to_vec3(`${height}`);
|
|
|
- }
|
|
|
- else if (ParserMaterial.custom_nodes.get(node.type) != null) {
|
|
|
- return ParserMaterial.custom_nodes.get(node.type)(node, socket);
|
|
|
- }
|
|
|
- return "vec3(0.0, 0.0, 0.0)";
|
|
|
- }
|
|
|
-
|
|
|
- static parse_normal_map_color_input = (inp: zui_node_socket_t) => {
|
|
|
- ParserMaterial.frag.write_normal++;
|
|
|
- ParserMaterial.out_normaltan = ParserMaterial.parse_vector_input(inp);
|
|
|
- if (!ParserMaterial.arm_export_tangents) {
|
|
|
- NodeShader.write(ParserMaterial.frag, `vec3 texn = (${ParserMaterial.out_normaltan}) * 2.0 - 1.0;`);
|
|
|
- NodeShader.write(ParserMaterial.frag, `texn.y = -texn.y;`);
|
|
|
- if (!ParserMaterial.cotangent_frame_written) {
|
|
|
- ParserMaterial.cotangent_frame_written = true;
|
|
|
- NodeShader.add_function(ParserMaterial.frag, str_cotangent_frame);
|
|
|
- }
|
|
|
- ParserMaterial.frag.n = true;
|
|
|
- ///if (krom_direct3d11 || krom_direct3d12 || krom_metal || krom_vulkan)
|
|
|
- NodeShader.write(ParserMaterial.frag, `mat3 TBN = cotangentFrame(n, vVec, texCoord);`);
|
|
|
- ///else
|
|
|
- NodeShader.write(ParserMaterial.frag, `mat3 TBN = cotangentFrame(n, -vVec, texCoord);`);
|
|
|
- ///end
|
|
|
-
|
|
|
- NodeShader.write(ParserMaterial.frag, `n = mul(normalize(texn), TBN);`);
|
|
|
- }
|
|
|
- ParserMaterial.frag.write_normal--;
|
|
|
- }
|
|
|
-
|
|
|
- static parse_value_input = (inp: zui_node_socket_t, vector_as_grayscale = false) : string => {
|
|
|
- let l: zui_node_link_t = ParserMaterial.get_input_link(inp);
|
|
|
- let from_node: zui_node_t = l != null ? ParserMaterial.get_node(l.from_id) : null;
|
|
|
- if (from_node != null) {
|
|
|
- if (from_node.type == "REROUTE") {
|
|
|
- return ParserMaterial.parse_value_input(from_node.inputs[0]);
|
|
|
- }
|
|
|
-
|
|
|
- let res_var: string = ParserMaterial.write_result(l);
|
|
|
- let st: string = from_node.outputs[l.from_socket].type;
|
|
|
- if (st == "RGB" || st == "RGBA" || st == "VECTOR") {
|
|
|
- if (vector_as_grayscale) {
|
|
|
- return `dot(${res_var}.rbg, vec3(0.299, 0.587, 0.114))`;
|
|
|
- }
|
|
|
- else {
|
|
|
- return `${res_var}.x`;
|
|
|
- }
|
|
|
- }
|
|
|
- else { // VALUE
|
|
|
- return res_var;
|
|
|
- }
|
|
|
- }
|
|
|
- else {
|
|
|
- return ParserMaterial.vec1(inp.default_value);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- static parse_value = (node: zui_node_t, socket: zui_node_socket_t): string => {
|
|
|
- if (node.type == `GROUP`) {
|
|
|
- return ParserMaterial.parse_group(node, socket);
|
|
|
- }
|
|
|
- else if (node.type == `GROUP_INPUT`) {
|
|
|
- return ParserMaterial.parse_group_input(node, socket);
|
|
|
- }
|
|
|
- else if (node.type == "ATTRIBUTE") {
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "float time", "_time");
|
|
|
- return "time";
|
|
|
- }
|
|
|
- else if (node.type == "VERTEX_COLOR") {
|
|
|
- return "1.0";
|
|
|
- }
|
|
|
- else if (node.type == "WIREFRAME") {
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, `sampler2D texuvmap`, `_texuvmap`);
|
|
|
- // let use_pixel_size: bool = node.buttons[0].default_value == "true";
|
|
|
- // let pixel_size: f32 = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- return "textureLod(texuvmap, texCoord, 0.0).r";
|
|
|
- }
|
|
|
- else if (node.type == "CAMERA") {
|
|
|
- if (socket == node.outputs[1]) { // View Z Depth
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "vec2 cameraProj", "_camera_plane_proj");
|
|
|
- ///if (krom_direct3d11 || krom_direct3d12 || krom_metal || krom_vulkan)
|
|
|
- ParserMaterial.curshader.wvpposition = true;
|
|
|
- return "(cameraProj.y / ((wvpposition.z / wvpposition.w) - cameraProj.x))";
|
|
|
- ///else
|
|
|
- return "(cameraProj.y / (gl_FragCoord.z - cameraProj.x))";
|
|
|
- ///end
|
|
|
- }
|
|
|
- else { // View Distance
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "vec3 eye", "_camera_pos");
|
|
|
- ParserMaterial.curshader.wposition = true;
|
|
|
- return "distance(eye, wposition)";
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "LAYER") {
|
|
|
- let l: any = node.buttons[0].default_value;
|
|
|
- if (socket == node.outputs[1]) { // Opac
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "sampler2D texpaint" + l, "_texpaint" + l);
|
|
|
- return "texture(texpaint" + l + ", texCoord).a";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[2]) { // Occ
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "sampler2D texpaint_pack" + l, "_texpaint_pack" + l);
|
|
|
- return "texture(texpaint_pack" + l + ", texCoord).r";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[3]) { // Rough
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "sampler2D texpaint_pack" + l, "_texpaint_pack" + l);
|
|
|
- return "texture(texpaint_pack" + l + ", texCoord).g";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[4]) { // Metal
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "sampler2D texpaint_pack" + l, "_texpaint_pack" + l);
|
|
|
- return "texture(texpaint_pack" + l + ", texCoord).b";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[7]) { // Height
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "sampler2D texpaint_pack" + l, "_texpaint_pack" + l);
|
|
|
- return "texture(texpaint_pack" + l + ", texCoord).a";
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "LAYER_MASK") {
|
|
|
- if (socket == node.outputs[0]) {
|
|
|
- let l: any = node.buttons[0].default_value;
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "sampler2D texpaint" + l, "_texpaint" + l);
|
|
|
- return "texture(texpaint" + l + ", texCoord).r";
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "MATERIAL") {
|
|
|
- let result: string = "0.0";
|
|
|
- let mi: any = node.buttons[0].default_value;
|
|
|
- if (mi >= project_materials.length) return result;
|
|
|
- let m: SlotMaterialRaw = project_materials[mi];
|
|
|
- let _nodes: zui_node_t[] = ParserMaterial.nodes;
|
|
|
- let _links: zui_node_link_t[] = ParserMaterial.links;
|
|
|
- ParserMaterial.nodes = m.canvas.nodes;
|
|
|
- ParserMaterial.links = m.canvas.links;
|
|
|
- ParserMaterial.parents.push(node);
|
|
|
- let output_node: zui_node_t = ParserMaterial.node_by_type(ParserMaterial.nodes, "OUTPUT_MATERIAL_PBR");
|
|
|
- if (socket == node.outputs[1]) { // Opac
|
|
|
- result = ParserMaterial.parse_value_input(output_node.inputs[1]);
|
|
|
- }
|
|
|
- else if (socket == node.outputs[2]) { // Occ
|
|
|
- result = ParserMaterial.parse_value_input(output_node.inputs[2]);
|
|
|
- }
|
|
|
- else if (socket == node.outputs[3]) { // Rough
|
|
|
- result = ParserMaterial.parse_value_input(output_node.inputs[3]);
|
|
|
- }
|
|
|
- else if (socket == node.outputs[4]) { // Metal
|
|
|
- result = ParserMaterial.parse_value_input(output_node.inputs[4]);
|
|
|
- }
|
|
|
- else if (socket == node.outputs[7]) { // Height
|
|
|
- result = ParserMaterial.parse_value_input(output_node.inputs[7]);
|
|
|
- }
|
|
|
- ParserMaterial.nodes = _nodes;
|
|
|
- ParserMaterial.links = _links;
|
|
|
- ParserMaterial.parents.pop();
|
|
|
- return result;
|
|
|
- }
|
|
|
- else if (node.type == "PICKER") {
|
|
|
- if (socket == node.outputs[1]) {
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "float pickerOpacity", "_pickerOpacity");
|
|
|
- return "pickerOpacity";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[2]) {
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "float pickerOcclusion", "_pickerOcclusion");
|
|
|
- return "pickerOcclusion";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[3]) {
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "float pickerRoughness", "_pickerRoughness");
|
|
|
- return "pickerRoughness";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[4]) {
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "float pickerMetallic", "_pickerMetallic");
|
|
|
- return "pickerMetallic";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[7]) {
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "float pickerHeight", "_pickerHeight");
|
|
|
- return "pickerHeight";
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "FRESNEL") {
|
|
|
- let ior: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- ParserMaterial.curshader.dotnv = true;
|
|
|
- return `pow(1.0 - dotNV, 7.25 / ${ior})`;
|
|
|
- }
|
|
|
- else if (node.type == "NEW_GEOMETRY") {
|
|
|
- if (socket == node.outputs[6]) { // Backfacing
|
|
|
- ///if (krom_direct3d11 || krom_direct3d12 || krom_metal || krom_vulkan)
|
|
|
- return "0.0"; // SV_IsFrontFace
|
|
|
- ///else
|
|
|
- return "(1.0 - float(gl_FrontFacing))";
|
|
|
- ///end
|
|
|
- }
|
|
|
- else if (socket == node.outputs[7]) { // Pointiness
|
|
|
- let strength: f32 = 1.0;
|
|
|
- let radius: f32 = 1.0;
|
|
|
- let offset: f32 = 0.0;
|
|
|
- let store: string = ParserMaterial.store_var_name(node);
|
|
|
- ParserMaterial.curshader.n = true;
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec3 ${store}_dx = dFdx(n);`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec3 ${store}_dy = dFdy(n);`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `float ${store}_curvature = max(dot(${store}_dx, ${store}_dx), dot(${store}_dy, ${store}_dy));`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `${store}_curvature = clamp(pow(${store}_curvature, (1.0 / ` + radius + `) * 0.25) * ` + strength + ` * 2.0 + ` + offset + ` / 10.0, 0.0, 1.0);`);
|
|
|
- return `${store}_curvature`;
|
|
|
- }
|
|
|
- else if (socket == node.outputs[8]) { // Random Per Island
|
|
|
- return "0.0";
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "HAIR_INFO") {
|
|
|
- return "0.5";
|
|
|
- }
|
|
|
- else if (node.type == "LAYER_WEIGHT") {
|
|
|
- let blend: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- if (socket == node.outputs[0]) { // Fresnel
|
|
|
- ParserMaterial.curshader.dotnv = true;
|
|
|
- return `clamp(pow(1.0 - dotNV, (1.0 - ${blend}) * 10.0), 0.0, 1.0)`;
|
|
|
- }
|
|
|
- else if (socket == node.outputs[1]) { // Facing
|
|
|
- ParserMaterial.curshader.dotnv = true;
|
|
|
- return `((1.0 - dotNV) * ${blend})`;
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "OBJECT_INFO") {
|
|
|
- if (socket == node.outputs[1]) { // Object Index
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "float objectInfoIndex", "_object_info_index");
|
|
|
- return "objectInfoIndex";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[2]) { // Material Index
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "float objectInfoMaterialIndex", "_object_info_material_index");
|
|
|
- return "objectInfoMaterialIndex";
|
|
|
- }
|
|
|
- else if (socket == node.outputs[3]) { // Random
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "float objectInfoRandom", "_object_info_random");
|
|
|
- return "objectInfoRandom";
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "VALUE") {
|
|
|
- return ParserMaterial.vec1(node.outputs[0].default_value);
|
|
|
- }
|
|
|
- else if (node.type == "TEX_BRICK") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_tex_brick);
|
|
|
- let co: string = ParserMaterial.get_coord(node);
|
|
|
- let scale: string = ParserMaterial.parse_value_input(node.inputs[4]);
|
|
|
- let res: string = `tex_brick_f(${co} * ${scale})`;
|
|
|
- return res;
|
|
|
- }
|
|
|
- else if (node.type == "TEX_CHECKER") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_tex_checker);
|
|
|
- let co: string = ParserMaterial.get_coord(node);
|
|
|
- let scale: string = ParserMaterial.parse_value_input(node.inputs[3]);
|
|
|
- let res: string = `tex_checker_f(${co}, ${scale})`;
|
|
|
- return res;
|
|
|
- }
|
|
|
- else if (node.type == "TEX_GRADIENT") {
|
|
|
- let co: string = ParserMaterial.get_coord(node);
|
|
|
- let but: zui_node_button_t = node.buttons[0]; //gradient_type;
|
|
|
- let grad: string = but.data[but.default_value].toUpperCase();
|
|
|
- grad = string_replace_all(grad, " ", "_");
|
|
|
- let f: string = ParserMaterial.get_gradient(grad, co);
|
|
|
- let res: string = `(clamp(${f}, 0.0, 1.0))`;
|
|
|
- return res;
|
|
|
- }
|
|
|
- else if (node.type == "TEX_IMAGE") {
|
|
|
- // Already fetched
|
|
|
- if (ParserMaterial.parsed.indexOf(ParserMaterial.res_var_name(node, node.outputs[0])) >= 0) { // TODO: node.outputs[1]
|
|
|
- let varname: string = ParserMaterial.store_var_name(node);
|
|
|
- return `${varname}.a`;
|
|
|
- }
|
|
|
- let tex_name: string = ParserMaterial.node_name(node);
|
|
|
- let tex: bind_tex_t = ParserMaterial.make_texture(node, tex_name);
|
|
|
- if (tex != null) {
|
|
|
- let color_space: i32 = node.buttons[1].default_value;
|
|
|
- let texstore: string = ParserMaterial.texture_store(node, tex, tex_name, color_space);
|
|
|
- return `${texstore}.a`;
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "TEX_MAGIC") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_tex_magic);
|
|
|
- let co: string = ParserMaterial.get_coord(node);
|
|
|
- let scale: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let res: string = `tex_magic_f(${co} * ${scale} * 4.0)`;
|
|
|
- return res;
|
|
|
- }
|
|
|
- else if (node.type == "TEX_MUSGRAVE") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_tex_musgrave);
|
|
|
- let co: string = ParserMaterial.get_coord(node);
|
|
|
- let scale: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let res: string = `tex_musgrave_f(${co} * ${scale} * 0.5)`;
|
|
|
- return res;
|
|
|
- }
|
|
|
- else if (node.type == "TEX_NOISE") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_tex_noise);
|
|
|
- let co: string = ParserMaterial.get_coord(node);
|
|
|
- let scale: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let res: string = `tex_noise(${co} * ${scale})`;
|
|
|
- return res;
|
|
|
- }
|
|
|
- else if (node.type == "TEX_VORONOI") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_tex_voronoi);
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "sampler2D snoise256", "$noise256.k");
|
|
|
- let co: string = ParserMaterial.get_coord(node);
|
|
|
- let scale: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let but: zui_node_button_t = node.buttons[0]; // coloring
|
|
|
- let coloring: string = but.data[but.default_value].toUpperCase();
|
|
|
- coloring = string_replace_all(coloring, " ", "_");
|
|
|
- let res: string = "";
|
|
|
- if (coloring == "INTENSITY") {
|
|
|
- res = `tex_voronoi(${co} * ${scale}, texturePass(snoise256)).a`;
|
|
|
- }
|
|
|
- else { // Cells
|
|
|
- res = `tex_voronoi(${co} * ${scale}, texturePass(snoise256)).r`;
|
|
|
- }
|
|
|
- return res;
|
|
|
- }
|
|
|
- else if (node.type == "TEX_WAVE") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_tex_wave);
|
|
|
- let co: string = ParserMaterial.get_coord(node);
|
|
|
- let scale: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let res: string = `tex_wave_f(${co} * ${scale})`;
|
|
|
- return res;
|
|
|
- }
|
|
|
- else if (node.type == "BAKE_CURVATURE") {
|
|
|
- if (ParserMaterial.bake_passthrough) {
|
|
|
- ParserMaterial.bake_passthrough_strength = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- ParserMaterial.bake_passthrough_radius = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- ParserMaterial.bake_passthrough_offset = ParserMaterial.parse_value_input(node.inputs[2]);
|
|
|
- return "0.0";
|
|
|
- }
|
|
|
- let tex_name: string = "texbake_" + ParserMaterial.node_name(node);
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "sampler2D " + tex_name, "_" + tex_name);
|
|
|
- let store: string = ParserMaterial.store_var_name(node);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `float ${store}_res = texture(${tex_name}, texCoord).r;`);
|
|
|
- return `${store}_res`;
|
|
|
- }
|
|
|
- else if (node.type == "NORMAL") {
|
|
|
- let nor: string = ParserMaterial.parse_vector_input(node.inputs[0]);
|
|
|
- let norout: string = ParserMaterial.vec3(node.outputs[0].default_value);
|
|
|
- return `dot(${norout}, ${nor})`;
|
|
|
- }
|
|
|
- else if (node.type == "COLMASK") {
|
|
|
- let inputColor: string = ParserMaterial.parse_vector_input(node.inputs[0]);
|
|
|
- let maskColor: string = ParserMaterial.parse_vector_input(node.inputs[1]);
|
|
|
- let radius: string = ParserMaterial.parse_value_input(node.inputs[2]);
|
|
|
- let fuzziness: string = ParserMaterial.parse_value_input(node.inputs[3]);
|
|
|
- return `clamp(1.0 - (distance(${inputColor}, ${maskColor}) - ${radius}) / max(${fuzziness}, ${ParserMaterial.eps}), 0.0, 1.0)`;
|
|
|
- }
|
|
|
- else if (node.type == "MATH") {
|
|
|
- let val1: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- let val2: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let but: zui_node_button_t = node.buttons[0]; // operation
|
|
|
- let op: string = but.data[but.default_value].toUpperCase();
|
|
|
- op = string_replace_all(op, " ", "_");
|
|
|
- let use_clamp: bool = node.buttons[1].default_value == true;
|
|
|
- let out_val: string = "";
|
|
|
- if (op == "ADD") {
|
|
|
- out_val = `(${val1} + ${val2})`;
|
|
|
- }
|
|
|
- else if (op == "SUBTRACT") {
|
|
|
- out_val = `(${val1} - ${val2})`;
|
|
|
- }
|
|
|
- else if (op == "MULTIPLY") {
|
|
|
- out_val = `(${val1} * ${val2})`;
|
|
|
- }
|
|
|
- else if (op == "DIVIDE") {
|
|
|
- val2 = `(${val2} == 0.0 ? ${ParserMaterial.eps} : ${val2})`;
|
|
|
- out_val = `(${val1} / ${val2})`;
|
|
|
- }
|
|
|
- else if (op == "POWER") {
|
|
|
- out_val = `pow(${val1}, ${val2})`;
|
|
|
- }
|
|
|
- else if (op == "LOGARITHM") {
|
|
|
- out_val = `log(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "SQUARE_ROOT") {
|
|
|
- out_val = `sqrt(${val1})`;
|
|
|
- }
|
|
|
- else if(op == "INVERSE_SQUARE_ROOT") {
|
|
|
- out_val = `inversesqrt(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "EXPONENT") {
|
|
|
- out_val = `exp(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "ABSOLUTE") {
|
|
|
- out_val = `abs(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "MINIMUM") {
|
|
|
- out_val = `min(${val1}, ${val2})`;
|
|
|
- }
|
|
|
- else if (op == "MAXIMUM") {
|
|
|
- out_val = `max(${val1}, ${val2})`;
|
|
|
- }
|
|
|
- else if (op == "LESS_THAN") {
|
|
|
- out_val = `float(${val1} < ${val2})`;
|
|
|
- }
|
|
|
- else if (op == "GREATER_THAN") {
|
|
|
- out_val = `float(${val1} > ${val2})`;
|
|
|
- }
|
|
|
- else if (op == "SIGN") {
|
|
|
- out_val = `sign(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "ROUND") {
|
|
|
- out_val = `floor(${val1} + 0.5)`;
|
|
|
- }
|
|
|
- else if (op == "FLOOR") {
|
|
|
- out_val = `floor(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "CEIL") {
|
|
|
- out_val = `ceil(${val1})`;
|
|
|
- }
|
|
|
- else if(op == "SNAP") {
|
|
|
- out_val = `(floor(${val1} / ${val2}) * ${val2})`;
|
|
|
- }
|
|
|
- else if (op == "TRUNCATE") {
|
|
|
- out_val = `trunc(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "FRACTION") {
|
|
|
- out_val = `fract(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "MODULO") {
|
|
|
- out_val = `mod(${val1}, ${val2})`;
|
|
|
- }
|
|
|
- else if (op == "PING-PONG") {
|
|
|
- out_val = `((${val2} != 0.0) ? abs(fract((${val1} - ${val2}) / (${val2} * 2.0)) * ${val2} * 2.0 - ${val2}) : 0.0)`;
|
|
|
- }
|
|
|
- else if (op == "SINE") {
|
|
|
- out_val = `sin(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "COSINE") {
|
|
|
- out_val = `cos(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "TANGENT") {
|
|
|
- out_val = `tan(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "ARCSINE") {
|
|
|
- out_val = `asin(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "ARCCOSINE") {
|
|
|
- out_val = `acos(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "ARCTANGENT") {
|
|
|
- out_val = `atan(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "ARCTAN2") {
|
|
|
- out_val = `atan2(${val1}, ${val2})`;
|
|
|
- }
|
|
|
- else if (op == "HYPERBOLIC_SINE") {
|
|
|
- out_val = `sinh(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "HYPERBOLIC_COSINE") {
|
|
|
- out_val = `cosh(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "HYPERBOLIC_TANGENT") {
|
|
|
- out_val = `tanh(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "TO_RADIANS") {
|
|
|
- out_val = `radians(${val1})`;
|
|
|
- }
|
|
|
- else if (op == "TO_DEGREES") {
|
|
|
- out_val = `degrees(${val1})`;
|
|
|
- }
|
|
|
- if (use_clamp) {
|
|
|
- return `clamp(${out_val}, 0.0, 1.0)`;
|
|
|
- }
|
|
|
- else {
|
|
|
- return out_val;
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "SCRIPT_CPU") {
|
|
|
- if (ParserMaterial.script_links == null) ParserMaterial.script_links = map_create();
|
|
|
- let script: any = node.buttons[0].default_value;
|
|
|
- let link: string = ParserMaterial.node_name(node);
|
|
|
- ParserMaterial.script_links.set(link, script);
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "float " + link, "_" + link);
|
|
|
- return link;
|
|
|
- }
|
|
|
- else if (node.type == "SHADER_GPU") {
|
|
|
- let shader: any = node.buttons[0].default_value;
|
|
|
- return shader == "" ? "0.0" : shader;
|
|
|
- }
|
|
|
- else if (node.type == "RGBTOBW") {
|
|
|
- let col: string = ParserMaterial.parse_vector_input(node.inputs[0]);
|
|
|
- return `(((${col}.r * 0.3 + ${col}.g * 0.59 + ${col}.b * 0.11) / 3.0) * 2.5)`;
|
|
|
- }
|
|
|
- else if (node.type == "SEPHSV") {
|
|
|
- NodeShader.add_function(ParserMaterial.curshader, str_hue_sat);
|
|
|
- let col: string = ParserMaterial.parse_vector_input(node.inputs[0]);
|
|
|
- if (socket == node.outputs[0]) {
|
|
|
- return `rgb_to_hsv(${col}).r`;
|
|
|
- }
|
|
|
- else if (socket == node.outputs[1]) {
|
|
|
- return `rgb_to_hsv(${col}).g`;
|
|
|
- }
|
|
|
- else if (socket == node.outputs[2]) {
|
|
|
- return `rgb_to_hsv(${col}).b`;
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "SEPRGB") {
|
|
|
- let col: string = ParserMaterial.parse_vector_input(node.inputs[0]);
|
|
|
- if (socket == node.outputs[0]) {
|
|
|
- return `${col}.r`;
|
|
|
- }
|
|
|
- else if (socket == node.outputs[1]) {
|
|
|
- return `${col}.g`;
|
|
|
- }
|
|
|
- else if (socket == node.outputs[2]) {
|
|
|
- return `${col}.b`;
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "SEPXYZ") {
|
|
|
- let vec: string = ParserMaterial.parse_vector_input(node.inputs[0]);
|
|
|
- if (socket == node.outputs[0]) {
|
|
|
- return `${vec}.x`;
|
|
|
- }
|
|
|
- else if (socket == node.outputs[1]) {
|
|
|
- return `${vec}.y`;
|
|
|
- }
|
|
|
- else if (socket == node.outputs[2]) {
|
|
|
- return `${vec}.z`;
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "VECT_MATH") {
|
|
|
- let vec1: string = ParserMaterial.parse_vector_input(node.inputs[0]);
|
|
|
- let vec2: string = ParserMaterial.parse_vector_input(node.inputs[1]);
|
|
|
- let but: zui_node_button_t = node.buttons[0]; //operation;
|
|
|
- let op: string = but.data[but.default_value].toUpperCase();
|
|
|
- op = string_replace_all(op, " ", "_");
|
|
|
- if (op == "DOT_PRODUCT") {
|
|
|
- return `dot(${vec1}, ${vec2})`;
|
|
|
- }
|
|
|
- else if (op == "LENGTH") {
|
|
|
- return `length(${vec1})`;
|
|
|
- }
|
|
|
- else if (op == "DISTANCE") {
|
|
|
- return `distance(${vec1}, ${vec2})`;
|
|
|
- }
|
|
|
- else {
|
|
|
- return "0.0";
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "CLAMP") {
|
|
|
- let val: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- let min: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let max: string = ParserMaterial.parse_value_input(node.inputs[2]);
|
|
|
- let but: zui_node_button_t = node.buttons[0]; //operation;
|
|
|
- let op: string = but.data[but.default_value].toUpperCase();
|
|
|
- op = string_replace_all(op, " ", "_");
|
|
|
-
|
|
|
- if (op == "MIN_MAX") {
|
|
|
- return `(clamp(${val}, ${min}, ${max}))`;
|
|
|
- }
|
|
|
- else if (op == "RANGE") {
|
|
|
- return `(clamp(${val}, min(${min}, ${max}), max(${min}, ${max})))`;
|
|
|
- }
|
|
|
- }
|
|
|
- else if (node.type == "MAPRANGE") {
|
|
|
- let val: string = ParserMaterial.parse_value_input(node.inputs[0]);
|
|
|
- let fmin: string = ParserMaterial.parse_value_input(node.inputs[1]);
|
|
|
- let fmax: string = ParserMaterial.parse_value_input(node.inputs[2]);
|
|
|
- let tmin: string = ParserMaterial.parse_value_input(node.inputs[3]);
|
|
|
- let tmax: string = ParserMaterial.parse_value_input(node.inputs[4]);
|
|
|
-
|
|
|
- let use_clamp: bool = node.buttons[0].default_value == true;
|
|
|
-
|
|
|
- let a: string = `((${tmin} - ${tmax}) / (${fmin} - ${fmax}))`;
|
|
|
- let out_val: string = `(${a} * ${val} + ${tmin} - ${a} * ${fmin})`;
|
|
|
- if (use_clamp) {
|
|
|
- return `(clamp(${out_val}, ${tmin}, ${tmax}))`;
|
|
|
- }
|
|
|
- else {
|
|
|
- return out_val;
|
|
|
- }
|
|
|
- }
|
|
|
- else if (ParserMaterial.custom_nodes.get(node.type) != null) {
|
|
|
- return ParserMaterial.custom_nodes.get(node.type)(node, socket);
|
|
|
- }
|
|
|
- return "0.0";
|
|
|
- }
|
|
|
-
|
|
|
- static get_coord = (node: zui_node_t): string => {
|
|
|
- if (ParserMaterial.get_input_link(node.inputs[0]) != null) {
|
|
|
- return ParserMaterial.parse_vector_input(node.inputs[0]);
|
|
|
- }
|
|
|
- else {
|
|
|
- ParserMaterial.curshader.bposition = true;
|
|
|
- return "bposition";
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- static get_gradient = (grad: string, co: string): string => {
|
|
|
- if (grad == "LINEAR") {
|
|
|
- return `${co}.x`;
|
|
|
- }
|
|
|
- else if (grad == "QUADRATIC") {
|
|
|
- return "0.0";
|
|
|
- }
|
|
|
- else if (grad == "EASING") {
|
|
|
- return "0.0";
|
|
|
- }
|
|
|
- else if (grad == "DIAGONAL") {
|
|
|
- return `(${co}.x + ${co}.y) * 0.5`;
|
|
|
- }
|
|
|
- else if (grad == "RADIAL") {
|
|
|
- return `atan2(${co}.x, ${co}.y) / (3.141592 * 2.0) + 0.5`;
|
|
|
- }
|
|
|
- else if (grad == "QUADRATIC_SPHERE") {
|
|
|
- return "0.0";
|
|
|
- }
|
|
|
- else { // "SPHERICAL"
|
|
|
- return `max(1.0 - sqrt(${co}.x * ${co}.x + ${co}.y * ${co}.y + ${co}.z * ${co}.z), 0.0)`;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- static vector_curve = (name: string, fac: string, points: Float32Array[]): string => {
|
|
|
- // Write Ys array
|
|
|
- let ys_var: string = name + "_ys";
|
|
|
- let num: i32 = points.length;
|
|
|
- NodeShader.write(ParserMaterial.curshader, `float ${ys_var}[${num}];`); // TODO: Make const
|
|
|
- for (let i: i32 = 0; i < num; ++i) {
|
|
|
- NodeShader.write(ParserMaterial.curshader, `${ys_var}[${i}] = ${points[i][1]};`);
|
|
|
- }
|
|
|
- // Get index
|
|
|
- let fac_var: string = name + "_fac";
|
|
|
- NodeShader.write(ParserMaterial.curshader, `float ${fac_var} = ${fac};`);
|
|
|
- let index: string = "0";
|
|
|
- for (let i: i32 = 1; i < num; ++i) {
|
|
|
- index += ` + (${fac_var} > ${points[i][0]} ? 1 : 0)`;
|
|
|
- }
|
|
|
- // Write index
|
|
|
- let index_var: string = name + "_i";
|
|
|
- NodeShader.write(ParserMaterial.curshader, `int ${index_var} = ${index};`);
|
|
|
- // Linear
|
|
|
- // Write Xs array
|
|
|
- let facs_var: string = name + "_xs";
|
|
|
- NodeShader.write(ParserMaterial.curshader, `float ${facs_var}[${num}];`); // TODO: Make const
|
|
|
- for (let i: i32 = 0; i < num; ++i) {
|
|
|
- NodeShader.write(ParserMaterial.curshader, `${facs_var}[${i}] = ${points[i][0]};`);
|
|
|
- }
|
|
|
- // Map vector
|
|
|
- return `mix(${ys_var}[${index_var}], ${ys_var}[${index_var} + 1], (${fac_var} - ${facs_var}[${index_var}]) * (1.0 / (${facs_var}[${index_var} + 1] - ${facs_var}[${index_var}])))`;
|
|
|
- }
|
|
|
-
|
|
|
- static res_var_name = (node: zui_node_t, socket: zui_node_socket_t): string => {
|
|
|
- return ParserMaterial.node_name(node) + "_" + ParserMaterial.safesrc(socket.name) + "_res";
|
|
|
- }
|
|
|
-
|
|
|
- static write_result = (l: zui_node_link_t): string => {
|
|
|
- let from_node: zui_node_t = ParserMaterial.get_node(l.from_id);
|
|
|
- let from_socket: zui_node_socket_t = from_node.outputs[l.from_socket];
|
|
|
- let res_var: string = ParserMaterial.res_var_name(from_node, from_socket);
|
|
|
- let st: string = from_socket.type;
|
|
|
- if (ParserMaterial.parsed.indexOf(res_var) < 0) {
|
|
|
- ParserMaterial.parsed.push(res_var);
|
|
|
- if (st == "RGB" || st == "RGBA" || st == "VECTOR") {
|
|
|
- let res: string = ParserMaterial.parse_vector(from_node, from_socket);
|
|
|
- if (res == null) {
|
|
|
- return null;
|
|
|
- }
|
|
|
- ParserMaterial.parsedMap.set(res_var, res);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec3 ${res_var} = ${res};`);
|
|
|
- }
|
|
|
- else if (st == "VALUE") {
|
|
|
- let res: string = ParserMaterial.parse_value(from_node, from_socket);
|
|
|
- if (res == null) {
|
|
|
- return null;
|
|
|
- }
|
|
|
- ParserMaterial.parsedMap.set(res_var, res);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `float ${res_var} = ${res};`);
|
|
|
- }
|
|
|
- }
|
|
|
- return res_var;
|
|
|
- }
|
|
|
-
|
|
|
- static store_var_name = (node: zui_node_t): string => {
|
|
|
- return ParserMaterial.node_name(node) + "_store";
|
|
|
- }
|
|
|
-
|
|
|
- static texture_store = (node: zui_node_t, tex: bind_tex_t, tex_name: string, color_space: i32): string => {
|
|
|
- ParserMaterial.matcon.bind_textures.push(tex);
|
|
|
- NodeShaderContext.add_elem(ParserMaterial.curshader.context, "tex", "short2norm");
|
|
|
- NodeShader.add_uniform(ParserMaterial.curshader, "sampler2D " + tex_name);
|
|
|
- let uv_name: string = "";
|
|
|
- if (ParserMaterial.get_input_link(node.inputs[0]) != null) {
|
|
|
- uv_name = ParserMaterial.parse_vector_input(node.inputs[0]);
|
|
|
- }
|
|
|
- else {
|
|
|
- uv_name = ParserMaterial.tex_coord;
|
|
|
- }
|
|
|
- let tex_store: string = ParserMaterial.store_var_name(node);
|
|
|
-
|
|
|
- if (ParserMaterial.sample_keep_aspect) {
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec2 ${tex_store}_size = vec2(textureSize(${tex_name}, 0));`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `float ${tex_store}_ax = ${tex_store}_size.x / ${tex_store}_size.y;`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `float ${tex_store}_ay = ${tex_store}_size.y / ${tex_store}_size.x;`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec2 ${tex_store}_uv = ((${uv_name}.xy / ${ParserMaterial.sample_uv_scale} - vec2(0.5, 0.5)) * vec2(max(${tex_store}_ay, 1.0), max(${tex_store}_ax, 1.0))) + vec2(0.5, 0.5);`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `if (${tex_store}_uv.x < 0.0 || ${tex_store}_uv.y < 0.0 || ${tex_store}_uv.x > 1.0 || ${tex_store}_uv.y > 1.0) discard;`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `${tex_store}_uv *= ${ParserMaterial.sample_uv_scale};`);
|
|
|
- uv_name = `${tex_store}_uv`;
|
|
|
- }
|
|
|
-
|
|
|
- if (ParserMaterial.triplanar) {
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec4 ${tex_store} = vec4(0.0, 0.0, 0.0, 0.0);`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `if (texCoordBlend.x > 0) ${tex_store} += texture(${tex_name}, ${uv_name}.xy) * texCoordBlend.x;`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `if (texCoordBlend.y > 0) ${tex_store} += texture(${tex_name}, ${uv_name}1.xy) * texCoordBlend.y;`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `if (texCoordBlend.z > 0) ${tex_store} += texture(${tex_name}, ${uv_name}2.xy) * texCoordBlend.z;`);
|
|
|
- }
|
|
|
- else {
|
|
|
- if (ParserMaterial.curshader == ParserMaterial.frag) {
|
|
|
- ParserMaterial.textureMap.set(tex_store, `texture(${tex_name}, ${uv_name}.xy)`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec4 ${tex_store} = texture(${tex_name}, ${uv_name}.xy);`);
|
|
|
- }
|
|
|
- else {
|
|
|
- ParserMaterial.textureMap.set(tex_store, `textureLod(${tex_name}, ${uv_name}.xy, 0.0)`);
|
|
|
- NodeShader.write(ParserMaterial.curshader, `vec4 ${tex_store} = textureLod(${tex_name}, ${uv_name}.xy, 0.0);`);
|
|
|
- }
|
|
|
- if (!tex.file.endsWith(".jpg")) { // Pre-mult alpha
|
|
|
- NodeShader.write(ParserMaterial.curshader, `${tex_store}.rgb *= ${tex_store}.a;`);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (ParserMaterial.transform_color_space) {
|
|
|
- // Base color socket auto-converts from sRGB to linear
|
|
|
- if (color_space == color_space_t.LINEAR && ParserMaterial.parsing_basecolor) { // Linear to sRGB
|
|
|
- NodeShader.write(ParserMaterial.curshader, `${tex_store}.rgb = pow(${tex_store}.rgb, vec3(2.2, 2.2, 2.2));`);
|
|
|
- }
|
|
|
- else if (color_space == color_space_t.SRGB && !ParserMaterial.parsing_basecolor) { // sRGB to linear
|
|
|
- NodeShader.write(ParserMaterial.curshader, `${tex_store}.rgb = pow(${tex_store}.rgb, vec3(1.0 / 2.2, 1.0 / 2.2, 1.0 / 2.2));`);
|
|
|
- }
|
|
|
- else if (color_space == color_space_t.DIRECTX_NORMAL_MAP) { // DirectX normal map to OpenGL normal map
|
|
|
- NodeShader.write(ParserMaterial.curshader, `${tex_store}.y = 1.0 - ${tex_store}.y;`);
|
|
|
- }
|
|
|
- }
|
|
|
- return tex_store;
|
|
|
- }
|
|
|
-
|
|
|
- static vec1 = (v: f32): string => {
|
|
|
- ///if krom_android
|
|
|
- return `float(${v})`;
|
|
|
- ///else
|
|
|
- return `${v}`;
|
|
|
- ///end
|
|
|
- }
|
|
|
-
|
|
|
- static vec3 = (v: f32[]): string => {
|
|
|
- ///if krom_android
|
|
|
- return `vec3(float(${v[0]}), float(${v[1]}), float(${v[2]}))`;
|
|
|
- ///else
|
|
|
- return `vec3(${v[0]}, ${v[1]}, ${v[2]})`;
|
|
|
- ///end
|
|
|
- }
|
|
|
-
|
|
|
- static to_vec3 = (s: string): string => {
|
|
|
- ///if (krom_direct3d11 || krom_direct3d12)
|
|
|
- return `(${s}).xxx`;
|
|
|
- ///else
|
|
|
- return `vec3(${s})`;
|
|
|
- ///end
|
|
|
- }
|
|
|
-
|
|
|
- static node_by_type = (nodes: zui_node_t[], ntype: string): zui_node_t => {
|
|
|
- for (let n of nodes) if (n.type == ntype) return n;
|
|
|
- return null;
|
|
|
- }
|
|
|
-
|
|
|
- static socket_index = (node: zui_node_t, socket: zui_node_socket_t): i32 => {
|
|
|
- for (let i: i32 = 0; i < node.outputs.length; ++i) if (node.outputs[i] == socket) return i;
|
|
|
- return -1;
|
|
|
- }
|
|
|
-
|
|
|
- static node_name = (node: zui_node_t, _parents: zui_node_t[] = null): string => {
|
|
|
- if (_parents == null) _parents = ParserMaterial.parents;
|
|
|
- let s: string = node.name;
|
|
|
- for (let p of _parents) s = p.name + p.id + `_` + s;
|
|
|
- s = ParserMaterial.safesrc(s) + node.id;
|
|
|
- return s;
|
|
|
- }
|
|
|
-
|
|
|
- static safesrc = (s: string): string => {
|
|
|
- for (let i: i32 = 0; i < s.length; ++i) {
|
|
|
- let code: i32 = s.charCodeAt(i);
|
|
|
- let letter: bool = (code >= 65 && code <= 90) || (code >= 97 && code <= 122);
|
|
|
- let digit: bool = code >= 48 && code <= 57;
|
|
|
- if (!letter && !digit) s = string_replace_all(s, s.charAt(i), "_");
|
|
|
- if (i == 0 && digit) s = "_" + s;
|
|
|
- }
|
|
|
- ///if krom_opengl
|
|
|
- while (s.indexOf("__") >= 0) s = string_replace_all(s, "__", "_");
|
|
|
- ///end
|
|
|
- return s;
|
|
|
- }
|
|
|
-
|
|
|
- static enum_data = (s: string): string => {
|
|
|
- for (let a of project_assets) if (a.name == s) return a.file;
|
|
|
- return "";
|
|
|
- }
|
|
|
-
|
|
|
- static make_texture = (image_node: zui_node_t, tex_name: string, matname: string = null): bind_tex_t => {
|
|
|
- let filepath: string = ParserMaterial.enum_data(base_enum_texts(image_node.type)[image_node.buttons[0].default_value]);
|
|
|
- if (filepath == "" || filepath.indexOf(".") == -1) {
|
|
|
- return null;
|
|
|
- }
|
|
|
-
|
|
|
- let tex: bind_tex_t = {
|
|
|
- name: tex_name,
|
|
|
- file: filepath
|
|
|
- };
|
|
|
-
|
|
|
- if (context_raw.texture_filter) {
|
|
|
- tex.min_filter = "anisotropic";
|
|
|
- tex.mag_filter = "linear";
|
|
|
- tex.mipmap_filter = "linear";
|
|
|
- tex.generate_mipmaps = true;
|
|
|
- }
|
|
|
- else {
|
|
|
- tex.min_filter = "point";
|
|
|
- tex.mag_filter = "point";
|
|
|
- tex.mipmap_filter = "no";
|
|
|
- }
|
|
|
-
|
|
|
- tex.u_addressing = "repeat";
|
|
|
- tex.v_addressing = "repeat";
|
|
|
- return tex;
|
|
|
- }
|
|
|
-
|
|
|
- static is_pow = (num: i32): bool => {
|
|
|
- return ((num & (num - 1)) == 0) && num != 0;
|
|
|
- }
|
|
|
-
|
|
|
- static asset_path = (s: string): string => {
|
|
|
- return s;
|
|
|
- }
|
|
|
-
|
|
|
- static extract_filename = (s: string): string => {
|
|
|
- let ar: string[] = s.split(".");
|
|
|
- return ar[ar.length - 2] + "." + ar[ar.length - 1];
|
|
|
- }
|
|
|
-
|
|
|
- static safestr = (s: string): string => {
|
|
|
- return s;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-type shader_out_t = {
|
|
|
- out_basecol?: string;
|
|
|
- out_roughness?: string;
|
|
|
- out_metallic?: string;
|
|
|
- out_occlusion?: string;
|
|
|
- out_opacity?: string;
|
|
|
- out_height?: string;
|
|
|
- out_emission?: string;
|
|
|
- out_subsurface?: string;
|
|
|
-};
|
|
|
-
|
|
|
-enum color_space_t {
|
|
|
- AUTO, // sRGB for base color, otherwise linear
|
|
|
- LINEAR,
|
|
|
- SRGB,
|
|
|
- DIRECTX_NORMAL_MAP,
|
|
|
-}
|