RenderPathDeferred.hx 26 KB

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  1. package arm.renderpath;
  2. import iron.RenderPath;
  3. import armory.renderpath.Inc;
  4. class RenderPathDeferred {
  5. #if (rp_renderer == "Deferred")
  6. static var path:RenderPath;
  7. #if (rp_gi != "Off")
  8. static var voxels = "voxels";
  9. static var voxelsLast = "voxels";
  10. #end
  11. public static function init(_path:RenderPath) {
  12. path = _path;
  13. #if (rp_shadowmap && kha_webgl)
  14. Inc.initEmpty();
  15. #end
  16. #if (rp_background == "World")
  17. {
  18. path.loadShader("shader_datas/world_pass/world_pass");
  19. }
  20. #end
  21. #if (rp_translucency)
  22. {
  23. Inc.initTranslucency();
  24. }
  25. #end
  26. #if (rp_gi != "Off")
  27. {
  28. Inc.initGI();
  29. #if arm_voxelgi_temporal
  30. {
  31. Inc.initGI("voxelsB");
  32. }
  33. #end
  34. #if cpp
  35. #if (rp_gi == "Voxel GI")
  36. {
  37. Inc.initGI("voxelsOpac");
  38. Inc.initGI("voxelsNor");
  39. }
  40. #end
  41. #end //cpp
  42. }
  43. #end
  44. {
  45. path.createDepthBuffer("main", "DEPTH24");
  46. var t = new RenderTargetRaw();
  47. t.name = "tex";
  48. t.width = 0;
  49. t.height = 0;
  50. t.displayp = Inc.getDisplayp();
  51. t.format = Inc.getHdrFormat();
  52. var ss = Inc.getSuperSampling();
  53. if (ss != 1) t.scale = ss;
  54. t.depth_buffer = "main";
  55. #if rp_autoexposure
  56. t.mipmaps = true;
  57. #end
  58. path.createRenderTarget(t);
  59. #if rp_autoexposure
  60. // Texture lod is fetched manually, prevent mipmap filtering
  61. t.mipmaps = false;
  62. #end
  63. }
  64. {
  65. var t = new RenderTargetRaw();
  66. t.name = "buf";
  67. t.width = 0;
  68. t.height = 0;
  69. t.displayp = Inc.getDisplayp();
  70. t.format = Inc.getHdrFormat();
  71. var ss = Inc.getSuperSampling();
  72. if (ss != 1) t.scale = ss;
  73. path.createRenderTarget(t);
  74. }
  75. {
  76. path.createDepthBuffer("main", "DEPTH24");
  77. var t = new RenderTargetRaw();
  78. t.name = "gbuffer0";
  79. t.width = 0;
  80. t.height = 0;
  81. t.displayp = Inc.getDisplayp();
  82. t.format = "RGBA64";
  83. var ss = Inc.getSuperSampling();
  84. if (ss != 1) t.scale = ss;
  85. t.depth_buffer = "main";
  86. path.createRenderTarget(t);
  87. }
  88. {
  89. var t = new RenderTargetRaw();
  90. t.name = "gbuffer1";
  91. t.width = 0;
  92. t.height = 0;
  93. t.displayp = Inc.getDisplayp();
  94. t.format = "RGBA64";
  95. var ss = Inc.getSuperSampling();
  96. if (ss != 1) t.scale = ss;
  97. path.createRenderTarget(t);
  98. }
  99. #if arm_veloc
  100. {
  101. var t = new RenderTargetRaw();
  102. t.name = "gbuffer2";
  103. t.width = 0;
  104. t.height = 0;
  105. t.displayp = Inc.getDisplayp();
  106. t.format = "RGBA64";
  107. var ss = Inc.getSuperSampling();
  108. if (ss != 1) t.scale = ss;
  109. path.createRenderTarget(t);
  110. }
  111. {
  112. var t = new RenderTargetRaw();
  113. t.name = "taa";
  114. t.width = 0;
  115. t.height = 0;
  116. t.displayp = Inc.getDisplayp();
  117. t.format = "RGBA32";
  118. var ss = Inc.getSuperSampling();
  119. if (ss != 1) t.scale = ss;
  120. path.createRenderTarget(t);
  121. }
  122. #end
  123. path.loadShader("shader_datas/deferred_indirect/deferred_indirect");
  124. path.loadShader("shader_datas/deferred_light/deferred_light");
  125. path.loadShader("shader_datas/deferred_light_quad/deferred_light_quad");
  126. #if ((rp_ssgi == "RTGI") || (rp_ssgi == "RTAO"))
  127. {
  128. path.loadShader("shader_datas/ssgi_pass/ssgi_pass");
  129. path.loadShader("shader_datas/ssgi_blur_pass/ssgi_blur_pass_x");
  130. path.loadShader("shader_datas/ssgi_blur_pass/ssgi_blur_pass_y");
  131. }
  132. #elseif (rp_ssgi == "SSAO")
  133. {
  134. path.loadShader("shader_datas/ssao_pass/ssao_pass");
  135. path.loadShader("shader_datas/blur_edge_pass/blur_edge_pass_x");
  136. path.loadShader("shader_datas/blur_edge_pass/blur_edge_pass_y");
  137. }
  138. #end
  139. #if ((rp_ssgi != "Off") || (rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA"))
  140. {
  141. var t = new RenderTargetRaw();
  142. t.name = "bufa";
  143. t.width = 0;
  144. t.height = 0;
  145. t.displayp = Inc.getDisplayp();
  146. t.format = "RGBA32";
  147. var ss = Inc.getSuperSampling();
  148. if (ss != 1) t.scale = ss;
  149. path.createRenderTarget(t);
  150. }
  151. {
  152. var t = new RenderTargetRaw();
  153. t.name = "bufb";
  154. t.width = 0;
  155. t.height = 0;
  156. t.displayp = Inc.getDisplayp();
  157. t.format = "RGBA32";
  158. var ss = Inc.getSuperSampling();
  159. if (ss != 1) t.scale = ss;
  160. path.createRenderTarget(t);
  161. }
  162. #end
  163. #if rp_rendercapture
  164. {
  165. var t = new RenderTargetRaw();
  166. t.name = "capture";
  167. t.width = 0;
  168. t.height = 0;
  169. t.format = getRenderCaptureFormat();
  170. path.createRenderTarget(t);
  171. }
  172. #end
  173. #if rp_compositornodes
  174. {
  175. path.loadShader("shader_datas/compositor_pass/compositor_pass");
  176. }
  177. #end
  178. #if ((!rp_compositornodes) || (rp_antialiasing == "TAA") || (rp_rendercapture) || (rp_motionblur == "Camera") || (rp_motionblur == "Object"))
  179. {
  180. path.loadShader("shader_datas/copy_pass/copy_pass");
  181. }
  182. #end
  183. #if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA"))
  184. {
  185. path.loadShader("shader_datas/smaa_edge_detect/smaa_edge_detect");
  186. path.loadShader("shader_datas/smaa_blend_weight/smaa_blend_weight");
  187. path.loadShader("shader_datas/smaa_neighborhood_blend/smaa_neighborhood_blend");
  188. #if (rp_antialiasing == "TAA")
  189. {
  190. path.loadShader("shader_datas/taa_pass/taa_pass");
  191. }
  192. #end
  193. }
  194. #end
  195. #if (rp_supersampling == 4)
  196. {
  197. path.loadShader("shader_datas/supersample_resolve/supersample_resolve");
  198. }
  199. #end
  200. #if rp_volumetriclight
  201. {
  202. path.loadShader("shader_datas/volumetric_light_quad/volumetric_light_quad");
  203. path.loadShader("shader_datas/volumetric_light/volumetric_light");
  204. path.loadShader("shader_datas/blur_bilat_pass/blur_bilat_pass_x");
  205. path.loadShader("shader_datas/blur_bilat_blend_pass/blur_bilat_blend_pass_y");
  206. {
  207. var t = new RenderTargetRaw();
  208. t.name = "bufvola";
  209. t.width = 0;
  210. t.height = 0;
  211. t.displayp = Inc.getDisplayp();
  212. t.format = "R8";
  213. var ss = Inc.getSuperSampling();
  214. if (ss != 1) t.scale = ss;
  215. // t.scale = 0.5;
  216. path.createRenderTarget(t);
  217. }
  218. {
  219. var t = new RenderTargetRaw();
  220. t.name = "bufvolb";
  221. t.width = 0;
  222. t.height = 0;
  223. t.displayp = Inc.getDisplayp();
  224. t.format = "R8";
  225. var ss = Inc.getSuperSampling();
  226. if (ss != 1) t.scale = ss;
  227. // t.scale = 0.5;
  228. path.createRenderTarget(t);
  229. }
  230. }
  231. #end
  232. #if rp_ocean
  233. {
  234. path.loadShader("shader_datas/water_pass/water_pass");
  235. }
  236. #end
  237. #if rp_bloom
  238. {
  239. var t = new RenderTargetRaw();
  240. t.name = "bloomtex";
  241. t.width = 0;
  242. t.height = 0;
  243. t.scale = 0.25;
  244. t.format = Inc.getHdrFormat();
  245. path.createRenderTarget(t);
  246. }
  247. {
  248. var t = new RenderTargetRaw();
  249. t.name = "bloomtex2";
  250. t.width = 0;
  251. t.height = 0;
  252. t.scale = 0.25;
  253. t.format = Inc.getHdrFormat();
  254. path.createRenderTarget(t);
  255. }
  256. {
  257. path.loadShader("shader_datas/bloom_pass/bloom_pass");
  258. path.loadShader("shader_datas/blur_gaus_pass/blur_gaus_pass_x");
  259. path.loadShader("shader_datas/blur_gaus_pass/blur_gaus_pass_y");
  260. path.loadShader("shader_datas/blur_gaus_pass/blur_gaus_pass_y_blend");
  261. }
  262. #end
  263. #if rp_sss
  264. {
  265. path.loadShader("shader_datas/sss_pass/sss_pass_x");
  266. path.loadShader("shader_datas/sss_pass/sss_pass_y");
  267. }
  268. #end
  269. #if rp_ssr
  270. {
  271. path.loadShader("shader_datas/ssr_pass/ssr_pass");
  272. path.loadShader("shader_datas/blur_adaptive_pass/blur_adaptive_pass_x");
  273. path.loadShader("shader_datas/blur_adaptive_pass/blur_adaptive_pass_y3_blend");
  274. #if rp_ssr_half
  275. {
  276. var t = new RenderTargetRaw();
  277. t.name = "ssra";
  278. t.width = 0;
  279. t.height = 0;
  280. t.scale = 0.5;
  281. t.format = Inc.getHdrFormat();
  282. path.createRenderTarget(t);
  283. }
  284. {
  285. var t = new RenderTargetRaw();
  286. t.name = "ssrb";
  287. t.width = 0;
  288. t.height = 0;
  289. t.scale = 0.5;
  290. t.format = Inc.getHdrFormat();
  291. path.createRenderTarget(t);
  292. }
  293. #end
  294. }
  295. #end
  296. #if ((rp_motionblur == "Camera") || (rp_motionblur == "Object"))
  297. {
  298. #if (rp_motionblur == "Camera")
  299. {
  300. path.loadShader("shader_datas/motion_blur_pass/motion_blur_pass");
  301. }
  302. #else
  303. {
  304. path.loadShader("shader_datas/motion_blur_veloc_pass/motion_blur_veloc_pass");
  305. }
  306. #end
  307. }
  308. #end
  309. #if rp_soft_shadows
  310. {
  311. path.loadShader("shader_datas/dilate_pass/dilate_pass_x");
  312. path.loadShader("shader_datas/dilate_pass/dilate_pass_y");
  313. path.loadShader("shader_datas/visibility_pass/visibility_pass");
  314. path.loadShader("shader_datas/blur_shadow_pass/blur_shadow_pass_x");
  315. path.loadShader("shader_datas/blur_shadow_pass/blur_shadow_pass_y");
  316. {
  317. var t = new RenderTargetRaw();
  318. t.name = "visa";
  319. t.width = 0;
  320. t.height = 0;
  321. t.format = 'R16';
  322. path.createRenderTarget(t);
  323. }
  324. {
  325. var t = new RenderTargetRaw();
  326. t.name = "visb";
  327. t.width = 0;
  328. t.height = 0;
  329. t.format = 'R16';
  330. path.createRenderTarget(t);
  331. }
  332. {
  333. var t = new RenderTargetRaw();
  334. t.name = "dist";
  335. t.width = 0;
  336. t.height = 0;
  337. t.format = 'R16';
  338. path.createRenderTarget(t);
  339. }
  340. }
  341. #end
  342. // Paint
  343. {
  344. path.createDepthBuffer("paintdb", "DEPTH16");
  345. }
  346. var w = 1;
  347. for (i in 0...8)
  348. {
  349. var t = new RenderTargetRaw();
  350. t.name = "texpaint_colorid" + i;
  351. t.width = w;
  352. t.height = w;
  353. t.format = 'RGBA32';
  354. path.createRenderTarget(t);
  355. w *= 2;
  356. }
  357. path.loadShader("shader_datas/max_luminance_pass/max_luminance_pass");
  358. path.loadShader("shader_datas/copy_mrt3_pass/copy_mrt3_pass");
  359. path.loadShader("shader_datas/copy_mrt4_pass/copy_mrt4_pass");
  360. {
  361. // Material preview
  362. var t = new RenderTargetRaw();
  363. t.name = "texpreview";
  364. t.width = 1;
  365. t.height = 1;
  366. t.format = 'RGBA32';
  367. path.createRenderTarget(t);
  368. }
  369. //
  370. }
  371. // Paint
  372. static var initVoxels = true;
  373. public static function drawShadowMapPaint(l:iron.object.LampObject) {
  374. #if (rp_shadowmap)
  375. var faces = l.data.raw.shadowmap_cube ? 6 : 1;
  376. for (j in 0...faces) {
  377. if (faces > 1) path.currentFace = j;
  378. path.setTarget(Inc.getShadowMap());
  379. // Paint
  380. if (arm.UINodes.inst.materialParsed && arm.UITrait.inst.paintHeight) {
  381. var tid = arm.UITrait.inst.layers[0].id;
  382. path.bindTarget("texpaint_opt" + tid, "texpaint_opt");
  383. }
  384. //
  385. path.clearTarget(null, 1.0);
  386. path.drawMeshes("shadowmap");
  387. }
  388. path.currentFace = -1;
  389. // One lamp at a time for now, precompute all lamps for tiled
  390. #if rp_soft_shadows
  391. if (l.raw.type != "point") {
  392. path.setTarget("visa"); // Merge using min blend
  393. Inc.bindShadowMap();
  394. path.drawShader("shader_datas/dilate_pass/dilate_pass_x");
  395. path.setTarget("visb");
  396. path.bindTarget("visa", "shadowMap");
  397. path.drawShader("shader_datas/dilate_pass/dilate_pass_y");
  398. }
  399. path.setTarget("visa", ["dist"]);
  400. //if (i == 0) path.clearTarget(0x00000000);
  401. if (l.raw.type != "point") path.bindTarget("visb", "dilate");
  402. Inc.bindShadowMap();
  403. //path.bindTarget("_main", "gbufferD");
  404. path.bindTarget("gbuffer0", "gbuffer0");
  405. path.drawShader("shader_datas/visibility_pass/visibility_pass");
  406. path.setTarget("visb");
  407. path.bindTarget("visa", "tex");
  408. path.bindTarget("gbuffer0", "gbuffer0");
  409. path.bindTarget("dist", "dist");
  410. path.drawShader("shader_datas/blur_shadow_pass/blur_shadow_pass_x");
  411. path.setTarget("visa");
  412. path.bindTarget("visb", "tex");
  413. path.bindTarget("gbuffer0", "gbuffer0");
  414. path.bindTarget("dist", "dist");
  415. path.drawShader("shader_datas/blur_shadow_pass/blur_shadow_pass_y");
  416. #end
  417. #end
  418. }
  419. //
  420. @:access(iron.RenderPath)
  421. public static function commands() {
  422. if (arm.UITrait.inst.redraw()) { //
  423. // Paint
  424. var tid = arm.UITrait.inst.selectedLayer.id;
  425. if (arm.UITrait.inst.pushUndo) {
  426. if (arm.UITrait.inst.paintHeight) {
  427. path.setTarget("texpaint_undo", ["texpaint_nor_undo", "texpaint_pack_undo", "texpaint_opt_undo"]);
  428. }
  429. else {
  430. path.setTarget("texpaint_undo", ["texpaint_nor_undo", "texpaint_pack_undo"]);
  431. }
  432. path.bindTarget("texpaint" + tid, "tex0");
  433. path.bindTarget("texpaint_nor" + tid, "tex1");
  434. path.bindTarget("texpaint_pack" + tid, "tex2");
  435. if (arm.UITrait.inst.paintHeight) {
  436. path.bindTarget("texpaint_opt" + tid, "tex3");
  437. path.drawShader("shader_datas/copy_mrt4_pass/copy_mrt4_pass");
  438. }
  439. else {
  440. path.drawShader("shader_datas/copy_mrt3_pass/copy_mrt3_pass");
  441. }
  442. arm.UITrait.inst.pushUndo = false;
  443. }
  444. if (arm.UITrait.inst.depthDirty()) {
  445. path.setTarget("texpaint" + tid);
  446. path.clearTarget(null, 1.0);
  447. path.drawMeshes("depth"); // TODO: CHECK DEPTH EXPORT
  448. }
  449. if (arm.UITrait.inst.paintDirty()) {
  450. if (arm.UITrait.inst.brushType == 4) { // Pick Color Id
  451. path.setTarget("texpaint_colorid7");
  452. path.clearTarget(0xff000000);
  453. path.bindTarget("_paintdb", "paintdb");
  454. path.drawMeshes("paint");
  455. // Extract picked color to 1x1 texture
  456. for (i in 0...7) {
  457. var j = 7 - i;
  458. path.setTarget("texpaint_colorid" + (j - 1));
  459. path.bindTarget("texpaint_colorid" + j, "tex");
  460. path.drawShader("shader_datas/max_luminance_pass/max_luminance_pass");
  461. }
  462. }
  463. else {
  464. if (arm.UITrait.inst.brushType == 3) { // Bake AO
  465. if (initVoxels) {
  466. initVoxels = false;
  467. var t = new RenderTargetRaw();
  468. t.name = "voxels";
  469. t.format = "R8";
  470. t.width = 256;
  471. t.height = 256;
  472. t.depth = 256;
  473. t.is_image = true;
  474. t.mipmaps = true;
  475. path.createRenderTarget(t);
  476. }
  477. path.clearImage("voxels", 0x00000000);
  478. path.setTarget("");
  479. path.setViewport(256, 256);
  480. path.bindTarget("voxels", "voxels");
  481. path.drawMeshes("voxel");
  482. path.generateMipmaps("voxels");
  483. }
  484. if (arm.UITrait.inst.paintHeight) {
  485. path.setTarget("texpaint" + tid, ["texpaint_nor" + tid, "texpaint_pack" + tid, "texpaint_opt" + tid]);
  486. }
  487. else {
  488. path.setTarget("texpaint" + tid, ["texpaint_nor" + tid, "texpaint_pack" + tid]);
  489. }
  490. path.bindTarget("_paintdb", "paintdb");
  491. if (arm.UITrait.inst.brushType == 3) { // Bake AO
  492. path.bindTarget("voxels", "voxels");
  493. }
  494. if (arm.UITrait.inst.colorIdPicked) {
  495. path.bindTarget("texpaint_colorid0", "texpaint_colorid0");
  496. }
  497. path.drawMeshes("paint");
  498. }
  499. }
  500. //
  501. #if rp_dynres
  502. {
  503. DynamicResolutionScale.run(path);
  504. }
  505. #end
  506. #if arm_veloc
  507. {
  508. path.setTarget("gbuffer2");
  509. path.clearTarget(0xff000000);
  510. path.setTarget("gbuffer0", ["gbuffer1", "gbuffer2"]);
  511. }
  512. #else
  513. {
  514. path.setTarget("gbuffer0", ["gbuffer1"]);
  515. }
  516. #end
  517. #if (rp_background == "Clear")
  518. {
  519. path.clearTarget(-1, 1.0);
  520. }
  521. #else
  522. {
  523. if (!UITrait.drawWorld) { //
  524. path.clearTarget(UITrait.worldColor, 1.0);//
  525. } //
  526. else { //
  527. path.clearTarget(null, 1.0);
  528. } //
  529. }
  530. #end
  531. // Paint
  532. tid = arm.UITrait.inst.layers[0].id;
  533. path.bindTarget("texpaint" + tid, "texpaint");
  534. path.bindTarget("texpaint_nor" + tid, "texpaint_nor");
  535. path.bindTarget("texpaint_pack" + tid, "texpaint_pack");
  536. if (arm.UITrait.inst.paintHeight) path.bindTarget("texpaint_opt" + tid, "texpaint_opt");
  537. if (arm.UITrait.inst.layers.length > 1) {
  538. tid = arm.UITrait.inst.layers[1].id;
  539. path.bindTarget("texpaint" + tid, "texpaint1");
  540. path.bindTarget("texpaint_nor" + tid, "texpaint_nor1");
  541. path.bindTarget("texpaint_pack" + tid, "texpaint_pack1");
  542. if (arm.UITrait.inst.paintHeight) path.bindTarget("texpaint_opt" + tid, "texpaint_opt1");
  543. }
  544. //
  545. path.drawMeshes("mesh");
  546. #if rp_decals
  547. {
  548. // path.setTarget("gbuffer0", ["gbuffer1"]);
  549. path.bindTarget("_main", "gbufferD");
  550. path.drawDecals("decal");
  551. }
  552. #end
  553. #if ((rp_ssgi == "RTGI") || (rp_ssgi == "RTAO"))
  554. {
  555. path.setTarget("bufa");
  556. path.bindTarget("_main", "gbufferD");
  557. path.bindTarget("gbuffer0", "gbuffer0");
  558. #if (rp_ssgi == "RTGI")
  559. path.bindTarget("gbuffer1", "gbuffer1");
  560. #end
  561. path.drawShader("shader_datas/ssgi_pass/ssgi_pass");
  562. path.setTarget("bufb");
  563. path.bindTarget("gbuffer0", "gbuffer0");
  564. path.bindTarget("bufa", "tex");
  565. path.drawShader("shader_datas/ssgi_blur_pass/ssgi_blur_pass_x");
  566. path.setTarget("bufa");
  567. path.bindTarget("gbuffer0", "gbuffer0");
  568. path.bindTarget("bufb", "tex");
  569. path.drawShader("shader_datas/ssgi_blur_pass/ssgi_blur_pass_y");
  570. }
  571. #elseif (rp_ssgi == "SSAO")
  572. {
  573. path.setTarget("bufa");
  574. path.bindTarget("_main", "gbufferD");
  575. path.bindTarget("gbuffer0", "gbuffer0");
  576. path.drawShader("shader_datas/ssao_pass/ssao_pass");
  577. path.setTarget("bufb");
  578. path.bindTarget("bufa", "tex");
  579. path.bindTarget("gbuffer0", "gbuffer0");
  580. path.drawShader("shader_datas/blur_edge_pass/blur_edge_pass_x");
  581. path.setTarget("bufa");
  582. path.bindTarget("bufb", "tex");
  583. path.bindTarget("gbuffer0", "gbuffer0");
  584. path.drawShader("shader_datas/blur_edge_pass/blur_edge_pass_y");
  585. }
  586. #end
  587. // Voxels
  588. #if (rp_gi != "Off")
  589. {
  590. var voxelize = path.voxelize();
  591. #if arm_voxelgi_temporal
  592. voxelize = ++RenderPathCreator.voxelFrame % RenderPathCreator.voxelFreq == 0;
  593. if (voxelize) {
  594. voxels = voxels == "voxels" ? "voxelsB" : "voxels";
  595. voxelsLast = voxels == "voxels" ? "voxelsB" : "voxels";
  596. }
  597. #end
  598. #if cpp
  599. if (voxelize) {
  600. var res = Inc.getVoxelRes();
  601. #if (rp_gi == "Voxel GI")
  602. var voxtex = "voxelsOpac";
  603. #else
  604. var voxtex = voxels;
  605. #end
  606. path.clearImage(voxtex, 0x00000000);
  607. path.setTarget("");
  608. path.setViewport(res, res);
  609. path.bindTarget(voxtex, "voxels");
  610. path.drawMeshes("voxel");
  611. #if (rp_gi == "Voxel GI")
  612. Inc.computeVoxels();
  613. #if (rp_gi_bounces)
  614. voxels = "voxelsOpac";
  615. #end
  616. #else
  617. path.generateMipmaps(voxels);
  618. #end
  619. }
  620. #else
  621. if (voxelize) {
  622. path.clearImage(voxels, 0x00000000);
  623. path.setTarget("");
  624. var res = Inc.getVoxelRes();
  625. path.setViewport(res, res);
  626. path.bindTarget(voxels, "voxels");
  627. #if ((rp_shadowmap) && (rp_gi == "Voxel GI"))
  628. {
  629. Inc.bindShadowMap();
  630. }
  631. #end
  632. path.drawMeshes("voxel");
  633. path.generateMipmaps(voxels);
  634. }
  635. #end //cpp
  636. }
  637. #end
  638. // Indirect
  639. path.setTarget("tex");
  640. // path.bindTarget("_main", "gbufferD");
  641. path.bindTarget("gbuffer0", "gbuffer0");
  642. path.bindTarget("gbuffer1", "gbuffer1");
  643. #if (rp_ssgi != "Off")
  644. {
  645. path.bindTarget("bufa", "ssaotex");
  646. }
  647. #end
  648. #if (rp_gi != "Off")
  649. {
  650. path.bindTarget(voxels, "voxels");
  651. #if arm_voxelgi_temporal
  652. {
  653. path.bindTarget(voxelsLast, "voxelsLast");
  654. }
  655. #end
  656. }
  657. #end
  658. path.drawShader("shader_datas/deferred_indirect/deferred_indirect");
  659. // Direct
  660. var lamps = iron.Scene.active.lamps;
  661. for (i in 0...lamps.length) {
  662. var l = lamps[i];
  663. if (!l.visible) continue;
  664. path.currentLampIndex = i;
  665. #if (rp_shadowmap)
  666. {
  667. if (path.lampCastShadow()) {
  668. // Inc.drawShadowMap(l);
  669. // Paint
  670. drawShadowMapPaint(l);
  671. //
  672. }
  673. }
  674. #end
  675. path.setTarget("tex");
  676. // path.bindTarget("_main", "gbufferD");
  677. path.bindTarget("gbuffer0", "gbuffer0");
  678. path.bindTarget("gbuffer1", "gbuffer1");
  679. #if rp_shadowmap
  680. {
  681. if (path.lampCastShadow()) {
  682. #if rp_soft_shadows
  683. path.bindTarget("visa", "svisibility");
  684. #else
  685. Inc.bindShadowMap();
  686. #end
  687. }
  688. }
  689. #end
  690. #if ((rp_voxelgi_shadows) || (rp_voxelgi_refraction))
  691. {
  692. path.bindTarget(voxels, "voxels");
  693. }
  694. #end
  695. if (path.lampIsSun()) {
  696. path.drawShader("shader_datas/deferred_light_quad/deferred_light_quad");
  697. }
  698. else {
  699. path.drawLampVolume("shader_datas/deferred_light/deferred_light");
  700. }
  701. #if rp_volumetriclight
  702. {
  703. path.setTarget("bufvola");
  704. path.bindTarget("_main", "gbufferD");
  705. Inc.bindShadowMap();
  706. if (path.lampIsSun()) {
  707. path.drawShader("shader_datas/volumetric_light_quad/volumetric_light_quad");
  708. }
  709. else {
  710. path.drawLampVolume("shader_datas/volumetric_light/volumetric_light");
  711. }
  712. path.setTarget("bufvolb");
  713. path.bindTarget("bufvola", "tex");
  714. path.drawShader("shader_datas/blur_bilat_pass/blur_bilat_pass_x");
  715. path.setTarget("tex");
  716. path.bindTarget("bufvolb", "tex");
  717. path.drawShader("shader_datas/blur_bilat_blend_pass/blur_bilat_blend_pass_y");
  718. }
  719. #end
  720. }
  721. path.currentLampIndex = 0;
  722. #if (rp_background == "World")
  723. {
  724. if (UITrait.drawWorld) { //
  725. path.drawSkydome("shader_datas/world_pass/world_pass");
  726. } //
  727. }
  728. #end
  729. #if rp_ocean
  730. {
  731. path.setTarget("tex");
  732. path.bindTarget("_main", "gbufferD");
  733. path.drawShader("shader_datas/water_pass/water_pass");
  734. }
  735. #end
  736. #if rp_blending
  737. {
  738. path.drawMeshes("blend");
  739. }
  740. #end
  741. #if rp_translucency
  742. {
  743. var hasLamp = iron.Scene.active.lamps.length > 0;
  744. if (hasLamp) Inc.drawTranslucency("tex");
  745. }
  746. #end
  747. #if rp_bloom
  748. {
  749. path.setTarget("bloomtex");
  750. path.bindTarget("tex", "tex");
  751. path.drawShader("shader_datas/bloom_pass/bloom_pass");
  752. path.setTarget("bloomtex2");
  753. path.bindTarget("bloomtex", "tex");
  754. path.drawShader("shader_datas/blur_gaus_pass/blur_gaus_pass_x");
  755. path.setTarget("bloomtex");
  756. path.bindTarget("bloomtex2", "tex");
  757. path.drawShader("shader_datas/blur_gaus_pass/blur_gaus_pass_y");
  758. path.setTarget("bloomtex2");
  759. path.bindTarget("bloomtex", "tex");
  760. path.drawShader("shader_datas/blur_gaus_pass/blur_gaus_pass_x");
  761. path.setTarget("bloomtex");
  762. path.bindTarget("bloomtex2", "tex");
  763. path.drawShader("shader_datas/blur_gaus_pass/blur_gaus_pass_y");
  764. path.setTarget("bloomtex2");
  765. path.bindTarget("bloomtex", "tex");
  766. path.drawShader("shader_datas/blur_gaus_pass/blur_gaus_pass_x");
  767. path.setTarget("bloomtex");
  768. path.bindTarget("bloomtex2", "tex");
  769. path.drawShader("shader_datas/blur_gaus_pass/blur_gaus_pass_y");
  770. path.setTarget("bloomtex2");
  771. path.bindTarget("bloomtex", "tex");
  772. path.drawShader("shader_datas/blur_gaus_pass/blur_gaus_pass_x");
  773. path.setTarget("tex");
  774. path.bindTarget("bloomtex2", "tex");
  775. path.drawShader("shader_datas/blur_gaus_pass/blur_gaus_pass_y_blend");
  776. }
  777. #end
  778. #if rp_sss
  779. {
  780. path.setTarget("buf");
  781. path.bindTarget("tex", "tex");
  782. path.bindTarget("_main", "gbufferD");
  783. path.bindTarget("gbuffer1", "gbuffer1");
  784. path.drawShader("shader_datas/sss_pass/sss_pass_x");
  785. path.setTarget("tex");
  786. // TODO: can not bind tex
  787. path.bindTarget("tex", "tex");
  788. path.bindTarget("_main", "gbufferD");
  789. path.bindTarget("gbuffer1", "gbuffer1");
  790. path.drawShader("shader_datas/sss_pass/sss_pass_y");
  791. }
  792. #end
  793. #if rp_ssr
  794. {
  795. #if rp_ssr_half
  796. var targeta = "ssra";
  797. var targetb = "ssrb";
  798. #else
  799. var targeta = "buf";
  800. var targetb = "gbuffer1";
  801. #end
  802. path.setTarget(targeta);
  803. path.bindTarget("tex", "tex");
  804. path.bindTarget("_main", "gbufferD");
  805. path.bindTarget("gbuffer0", "gbuffer0");
  806. path.drawShader("shader_datas/ssr_pass/ssr_pass");
  807. path.setTarget(targetb);
  808. path.bindTarget(targeta, "tex");
  809. path.bindTarget("gbuffer0", "gbuffer0");
  810. path.drawShader("shader_datas/blur_adaptive_pass/blur_adaptive_pass_x");
  811. path.setTarget("tex");
  812. path.bindTarget(targetb, "tex");
  813. path.bindTarget("gbuffer0", "gbuffer0");
  814. path.drawShader("shader_datas/blur_adaptive_pass/blur_adaptive_pass_y3_blend");
  815. }
  816. #end
  817. #if ((rp_motionblur == "Camera") || (rp_motionblur == "Object"))
  818. {
  819. path.setTarget("buf");
  820. path.bindTarget("tex", "tex");
  821. path.bindTarget("gbuffer0", "gbuffer0");
  822. #if (rp_motionblur == "Camera")
  823. {
  824. path.bindTarget("_main", "gbufferD");
  825. path.drawShader("shader_datas/motion_blur_pass/motion_blur_pass");
  826. }
  827. #else
  828. {
  829. path.bindTarget("gbuffer2", "sveloc");
  830. path.drawShader("shader_datas/motion_blur_veloc_pass/motion_blur_veloc_pass");
  831. }
  832. #end
  833. path.setTarget("tex");
  834. path.bindTarget("buf", "tex");
  835. path.drawShader("shader_datas/copy_pass/copy_pass");
  836. }
  837. #end
  838. // We are just about to enter compositing, add more custom passes here
  839. // #if rp_custom_pass
  840. // {
  841. // }
  842. // #end
  843. // Begin compositor
  844. #if rp_autoexposure
  845. {
  846. path.generateMipmaps("tex");
  847. }
  848. #end
  849. } // redraw
  850. #if ((rp_supersampling == 4) || (rp_rendercapture))
  851. var framebuffer = "buf";
  852. #else
  853. var framebuffer = "";
  854. #end
  855. // Material preview
  856. if (arm.UITrait.inst.materialPreview) { //
  857. iron.RenderPath.active.renderTargets.get("texpreview").image = arm.UITrait.inst.selectedMaterial.image;
  858. framebuffer = "texpreview";
  859. }
  860. else if (arm.UITrait.inst.stickerPreview) {
  861. iron.RenderPath.active.renderTargets.get("texpreview").image = arm.UITrait.inst.stickerImage;
  862. framebuffer = "texpreview";
  863. }
  864. if (arm.UITrait.inst.redraw()) { //
  865. #if ((rp_antialiasing == "Off") || (rp_antialiasing == "FXAA"))
  866. {
  867. path.setTarget(framebuffer);
  868. }
  869. #else
  870. {
  871. path.setTarget("buf");
  872. }
  873. #end
  874. path.bindTarget("tex", "tex");
  875. #if rp_compositordepth
  876. {
  877. path.bindTarget("_main", "gbufferD");
  878. }
  879. #end
  880. #if rp_compositornodes
  881. {
  882. path.drawShader("shader_datas/compositor_pass/compositor_pass");
  883. }
  884. #else
  885. {
  886. path.drawShader("shader_datas/copy_pass/copy_pass");
  887. }
  888. #end
  889. // End compositor
  890. #if rp_overlays
  891. {
  892. path.clearTarget(null, 1.0);
  893. path.drawMeshes("overlay");
  894. }
  895. #end
  896. } // redraw
  897. #if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA"))
  898. {
  899. path.setTarget("bufa");
  900. path.clearTarget(0x00000000);
  901. path.bindTarget("buf", "colorTex");
  902. path.drawShader("shader_datas/smaa_edge_detect/smaa_edge_detect");
  903. path.setTarget("bufb");
  904. path.clearTarget(0x00000000);
  905. path.bindTarget("bufa", "edgesTex");
  906. path.drawShader("shader_datas/smaa_blend_weight/smaa_blend_weight");
  907. #if (rp_antialiasing == "TAA")
  908. path.setTarget("bufa");
  909. #else
  910. path.setTarget(framebuffer);
  911. #end
  912. path.bindTarget("buf", "colorTex");
  913. path.bindTarget("bufb", "blendTex");
  914. #if (rp_antialiasing == "TAA")
  915. {
  916. path.bindTarget("gbuffer2", "sveloc");
  917. }
  918. #end
  919. path.drawShader("shader_datas/smaa_neighborhood_blend/smaa_neighborhood_blend");
  920. #if (rp_antialiasing == "TAA")
  921. {
  922. path.setTarget(framebuffer);
  923. path.bindTarget("bufa", "tex");
  924. path.bindTarget("taa", "tex2");
  925. path.bindTarget("gbuffer2", "sveloc");
  926. path.drawShader("shader_datas/taa_pass/taa_pass");
  927. path.setTarget("taa");
  928. path.bindTarget("bufa", "tex");
  929. path.drawShader("shader_datas/copy_pass/copy_pass");
  930. }
  931. #end
  932. }
  933. #end
  934. #if (rp_supersampling == 4)
  935. {
  936. #if rp_rendercapture
  937. // TODO: ss4 + capture broken
  938. var final = "capture";
  939. #else
  940. var final = "";
  941. #end
  942. path.setTarget(final);
  943. path.bindTarget(framebuffer, "tex");
  944. path.drawShader("shader_datas/supersample_resolve/supersample_resolve");
  945. }
  946. #elseif (rp_rendercapture)
  947. {
  948. path.setTarget("capture");
  949. path.bindTarget(framebuffer, "tex");
  950. path.drawShader("shader_datas/copy_pass/copy_pass");
  951. }
  952. #end
  953. arm.UITrait.inst.dirty = false; //
  954. }
  955. #end
  956. }