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render_path_raytrace.ts 8.4 KB

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  1. let render_path_raytrace_frame: i32 = 0;
  2. let render_path_raytrace_ready: bool = false;
  3. let render_path_raytrace_dirty: i32 = 0;
  4. let render_path_raytrace_uv_scale: f32 = 1.0;
  5. let render_path_raytrace_first: bool = true;
  6. let render_path_raytrace_f32a: f32_array_t = f32_array_create(24);
  7. let render_path_raytrace_help_mat: mat4_t = mat4_identity();
  8. let render_path_raytrace_transform: mat4_t;
  9. let render_path_raytrace_vb: gpu_buffer_t;
  10. let render_path_raytrace_ib: gpu_buffer_t;
  11. let render_path_raytrace_last_envmap: gpu_texture_t = null;
  12. let render_path_raytrace_is_bake: bool = false;
  13. ///if arm_direct3d12
  14. let render_path_raytrace_ext: string = ".cso";
  15. ///elseif arm_metal
  16. let render_path_raytrace_ext: string = ".metal";
  17. ///else
  18. let render_path_raytrace_ext: string = ".spirv";
  19. ///end
  20. let render_path_raytrace_last_texpaint: gpu_texture_t = null;
  21. function render_path_raytrace_init() {
  22. }
  23. function render_path_raytrace_commands(use_live_layer: bool) {
  24. if (!render_path_raytrace_ready || render_path_raytrace_is_bake) {
  25. render_path_raytrace_ready = true;
  26. render_path_raytrace_is_bake = false;
  27. let ext: string = "";
  28. ///if is_forge
  29. ext = "forge_";
  30. ///end
  31. let mode: string = config_raw.pathtrace_mode == pathtrace_mode_t.FAST ? "core" : "full";
  32. render_path_raytrace_raytrace_init("raytrace_brute_" + ext + mode + render_path_raytrace_ext);
  33. render_path_raytrace_last_envmap = null;
  34. }
  35. if (!context_raw.envmap_loaded) {
  36. context_load_envmap();
  37. context_update_envmap();
  38. }
  39. let probe: world_data_t = scene_world;
  40. let saved_envmap: gpu_texture_t = context_raw.show_envmap_blur ? probe._.radiance_mipmaps[0] : context_raw.saved_envmap;
  41. ////
  42. if (render_path_raytrace_last_envmap != saved_envmap) {
  43. render_path_raytrace_last_envmap = saved_envmap;
  44. let bnoise_sobol: gpu_texture_t = map_get(scene_embedded, "bnoise_sobol.k");
  45. let bnoise_scramble: gpu_texture_t = map_get(scene_embedded, "bnoise_scramble.k");
  46. let bnoise_rank: gpu_texture_t = map_get(scene_embedded, "bnoise_rank.k");
  47. let l: slot_layer_t = layers_flatten(true);
  48. iron_raytrace_set_textures(l.texpaint, l.texpaint_nor, l.texpaint_pack, saved_envmap, bnoise_sobol, bnoise_scramble, bnoise_rank);
  49. }
  50. ////
  51. ///if is_lab
  52. let l: slot_layer_t = layers_flatten(true);
  53. if (l.texpaint != render_path_raytrace_last_texpaint) {
  54. render_path_raytrace_last_texpaint = l.texpaint;
  55. let bnoise_sobol: gpu_texture_t = map_get(scene_embedded, "bnoise_sobol.k");
  56. let bnoise_scramble: gpu_texture_t = map_get(scene_embedded, "bnoise_scramble.k");
  57. let bnoise_rank: gpu_texture_t = map_get(scene_embedded, "bnoise_rank.k");
  58. iron_raytrace_set_textures(l.texpaint, l.texpaint_nor, l.texpaint_pack, saved_envmap, bnoise_sobol, bnoise_scramble, bnoise_rank);
  59. }
  60. ///end
  61. if (context_raw.pdirty > 0 || render_path_raytrace_dirty > 0) {
  62. layers_flatten(true);
  63. }
  64. let cam: camera_object_t = scene_camera;
  65. let ct: transform_t = cam.base.transform;
  66. render_path_raytrace_help_mat = mat4_clone(cam.v);
  67. render_path_raytrace_help_mat = mat4_mult_mat(render_path_raytrace_help_mat, cam.p);
  68. render_path_raytrace_help_mat = mat4_inv(render_path_raytrace_help_mat);
  69. render_path_raytrace_f32a[0] = transform_world_x(ct);
  70. render_path_raytrace_f32a[1] = transform_world_y(ct);
  71. render_path_raytrace_f32a[2] = transform_world_z(ct);
  72. render_path_raytrace_f32a[3] = render_path_raytrace_frame;
  73. ///if arm_metal
  74. // render_path_raytrace_frame = (render_path_raytrace_frame % (16)) + 1; // _PAINT
  75. render_path_raytrace_frame = render_path_raytrace_frame + 1; // _RENDER
  76. ///else
  77. render_path_raytrace_frame = (render_path_raytrace_frame % 4) + 1; // _PAINT
  78. // render_path_raytrace_frame = render_path_raytrace_frame + 1; // _RENDER
  79. ///end
  80. render_path_raytrace_f32a[4] = render_path_raytrace_help_mat.m00;
  81. render_path_raytrace_f32a[5] = render_path_raytrace_help_mat.m01;
  82. render_path_raytrace_f32a[6] = render_path_raytrace_help_mat.m02;
  83. render_path_raytrace_f32a[7] = render_path_raytrace_help_mat.m03;
  84. render_path_raytrace_f32a[8] = render_path_raytrace_help_mat.m10;
  85. render_path_raytrace_f32a[9] = render_path_raytrace_help_mat.m11;
  86. render_path_raytrace_f32a[10] = render_path_raytrace_help_mat.m12;
  87. render_path_raytrace_f32a[11] = render_path_raytrace_help_mat.m13;
  88. render_path_raytrace_f32a[12] = render_path_raytrace_help_mat.m20;
  89. render_path_raytrace_f32a[13] = render_path_raytrace_help_mat.m21;
  90. render_path_raytrace_f32a[14] = render_path_raytrace_help_mat.m22;
  91. render_path_raytrace_f32a[15] = render_path_raytrace_help_mat.m23;
  92. render_path_raytrace_f32a[16] = render_path_raytrace_help_mat.m30;
  93. render_path_raytrace_f32a[17] = render_path_raytrace_help_mat.m31;
  94. render_path_raytrace_f32a[18] = render_path_raytrace_help_mat.m32;
  95. render_path_raytrace_f32a[19] = render_path_raytrace_help_mat.m33;
  96. render_path_raytrace_f32a[20] = scene_world.strength * 1.5;
  97. if (!context_raw.show_envmap) {
  98. render_path_raytrace_f32a[20] = -render_path_raytrace_f32a[20];
  99. }
  100. render_path_raytrace_f32a[21] = context_raw.envmap_angle;
  101. render_path_raytrace_f32a[22] = render_path_raytrace_uv_scale;
  102. ///if is_lab
  103. render_path_raytrace_f32a[22] *= scene_meshes[0].data.scale_tex;
  104. ///end
  105. let framebuffer: render_target_t = map_get(render_path_render_targets, "buf");
  106. iron_raytrace_dispatch_rays(framebuffer._image, render_path_raytrace_f32a);
  107. if (context_raw.ddirty == 1 || context_raw.pdirty == 1) {
  108. ///if arm_metal
  109. context_raw.rdirty = 128;
  110. ///else
  111. context_raw.rdirty = 4;
  112. ///end
  113. }
  114. context_raw.ddirty--;
  115. context_raw.pdirty--;
  116. context_raw.rdirty--;
  117. // context_raw.ddirty = 1; // _RENDER
  118. ///if is_forge
  119. context_raw.ddirty = 1;
  120. ///end
  121. }
  122. function render_path_raytrace_raytrace_init(shader_name: string, build: bool = true, bake: bool = false) {
  123. if (render_path_raytrace_first) {
  124. render_path_raytrace_first = false;
  125. scene_embed_data("bnoise_sobol.k");
  126. scene_embed_data("bnoise_scramble.k");
  127. scene_embed_data("bnoise_rank.k");
  128. let shader: buffer_t = data_get_blob(shader_name);
  129. iron_raytrace_init(shader);
  130. }
  131. if (build) {
  132. render_path_raytrace_build_data(bake);
  133. }
  134. {
  135. iron_raytrace_as_init();
  136. ///if is_forge
  137. for (let i: i32 = 0; i < project_paint_objects.length; ++i) {
  138. let po: mesh_object_t = project_paint_objects[i];
  139. if (!po.base.visible) {
  140. continue;
  141. }
  142. iron_raytrace_as_add(po.data._.vertex_buffer, po.data._.index_buffers[0], po.base.transform.world_unpack);
  143. }
  144. ///else
  145. iron_raytrace_as_add(render_path_raytrace_vb, render_path_raytrace_ib, render_path_raytrace_transform);
  146. ///end
  147. let vb_full: gpu_buffer_t = context_raw.merged_object.data._.vertex_buffer;
  148. let ib_full: gpu_buffer_t = context_raw.merged_object.data._.index_buffers[0];
  149. iron_raytrace_as_build(vb_full, ib_full);
  150. }
  151. }
  152. function render_path_raytrace_build_data(bake: bool = false) {
  153. if (context_raw.merged_object == null) {
  154. util_mesh_merge();
  155. }
  156. ///if is_paint
  157. let mo: mesh_object_t = !context_layer_filter_used() ? context_raw.merged_object : context_raw.paint_object;
  158. ///else
  159. let mo: mesh_object_t = scene_meshes[0];
  160. ///end
  161. ///if is_forge
  162. render_path_raytrace_transform = mo.base.transform.world_unpack;
  163. ///else
  164. render_path_raytrace_transform = mat4_identity();
  165. ///end
  166. if (!bake) {
  167. let sc: f32 = mo.base.transform.scale.x * mo.data.scale_pos;
  168. if (mo.base.parent != null) {
  169. sc *= mo.base.parent.transform.scale.x;
  170. }
  171. render_path_raytrace_transform = mat4_scale(render_path_raytrace_transform, vec4_create(sc, sc, sc));
  172. }
  173. render_path_raytrace_vb = mo.data._.vertex_buffer;
  174. render_path_raytrace_ib = mo.data._.index_buffers[0];
  175. }
  176. function render_path_raytrace_draw(use_live_layer: bool) {
  177. let is_live: bool = config_raw.brush_live && render_path_paint_live_layer_drawn > 0;
  178. if (context_raw.ddirty > 1 || context_raw.pdirty > 0 || is_live) {
  179. render_path_raytrace_frame = 0;
  180. }
  181. ///if arm_metal
  182. // Delay path tracing additional samples while painting
  183. let down: bool = mouse_down() || pen_down();
  184. if (context_in_viewport() && down) {
  185. render_path_raytrace_frame = 0;
  186. }
  187. ///end
  188. render_path_raytrace_commands(use_live_layer);
  189. render_path_base_draw_bloom();
  190. render_path_set_target("buf");
  191. render_path_draw_meshes("overlay");
  192. render_path_set_target("buf");
  193. render_path_base_draw_compass();
  194. render_path_set_target("last");
  195. render_path_bind_target("buf", "tex");
  196. render_path_draw_shader("shader_datas/compositor_pass/compositor_pass");
  197. render_path_set_target("");
  198. render_path_bind_target("last", "tex");
  199. render_path_draw_shader("shader_datas/copy_pass/copy_pass");
  200. if (config_raw.brush_3d) {
  201. render_path_paint_commands_cursor();
  202. }
  203. }