make_mesh_preview.ts 6.7 KB

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  1. let make_mesh_preview_opacity_discard_decal: f32 = 0.05;
  2. function make_mesh_preview_run(data: material_t, matcon: material_context_t): node_shader_context_t {
  3. let context_id: string = "mesh";
  4. let props: shader_context_t = {
  5. name: context_id,
  6. depth_write: true,
  7. compare_mode: "less",
  8. cull_mode: "clockwise",
  9. vertex_elements: [
  10. {
  11. name: "pos",
  12. data: "short4norm"
  13. },
  14. {
  15. name: "nor",
  16. data: "short2norm"
  17. },
  18. {
  19. name: "tex",
  20. data: "short2norm"
  21. }
  22. ],
  23. color_attachments: ["RGBA64", "RGBA64", "RGBA64"],
  24. depth_attachment: "D32"
  25. };
  26. let con_mesh: node_shader_context_t = node_shader_context_create(data, props);
  27. let kong: node_shader_t = node_shader_context_make_kong(con_mesh);
  28. let pos: string = "input.pos";
  29. ///if arm_skin
  30. let skin: bool = mesh_data_get_vertex_array(context_raw.paint_object.data, "bone") != null;
  31. if (skin) {
  32. pos = "spos";
  33. node_shader_context_add_elem(con_mesh, "bone", "short4norm");
  34. node_shader_context_add_elem(con_mesh, "weight", "short4norm");
  35. node_shader_add_function(kong, str_get_skinning_dual_quat);
  36. node_shader_add_constant(kong, "skin_bones float4[128 * 2]", "_skin_bones");
  37. node_shader_add_constant(kong, "pos_unpack: float", "_pos_unpack");
  38. node_shader_write_attrib_vert(kong, "var skin_a: float4;");
  39. node_shader_write_attrib_vert(kong, "var skin_b: float4;");
  40. node_shader_write_attrib_vert(kong, "get_skinning_dual_quat(int4(bone * 32767), weight, skin_a, skin_b);");
  41. node_shader_write_attrib_vert(kong, "var spos: float3 = input.pos.xyz;");
  42. node_shader_write_attrib_vert(kong, "spos.xyz *= constants.pos_unpack;");
  43. node_shader_write_attrib_vert(kong, "spos.xyz += 2.0 * cross(skin_a.xyz, cross(skin_a.xyz, spos.xyz) + skin_a.w * spos.xyz);");
  44. node_shader_write_attrib_vert(kong, "spos.xyz += 2.0 * (skin_a.w * skin_b.xyz - skin_b.w * skin_a.xyz + cross(skin_a.xyz, skin_b.xyz));");
  45. node_shader_write_attrib_vert(kong, "spos.xyz /= constants.pos_unpack;");
  46. }
  47. ///end
  48. node_shader_add_constant(kong, "WVP: float4x4", "_world_view_proj_matrix");
  49. node_shader_write_attrib_vert(kong, "output.pos = constants.WVP * float4(" + pos + ".xyz, 1.0);");
  50. let sc: f32 = context_raw.brush_scale * context_raw.brush_nodes_scale;
  51. let brush_scale: string = sc + "";
  52. node_shader_add_out(kong, "tex_coord: float2");
  53. node_shader_write_attrib_vert(kong, "output.tex_coord = input.tex * float(" + brush_scale + ");");
  54. node_shader_write_attrib_frag(kong, "var tex_coord: float2 = input.tex_coord;");
  55. let decal: bool = context_raw.decal_preview;
  56. parser_material_sample_keep_aspect = decal;
  57. parser_material_sample_uv_scale = brush_scale;
  58. parser_material_parse_height = make_material_height_used;
  59. parser_material_parse_height_as_channel = true;
  60. let sout: shader_out_t = parser_material_parse(ui_nodes_get_canvas_material(), con_mesh, kong, matcon);
  61. parser_material_parse_height = false;
  62. parser_material_parse_height_as_channel = false;
  63. parser_material_sample_keep_aspect = false;
  64. let base: string = sout.out_basecol;
  65. let rough: string = sout.out_roughness;
  66. let met: string = sout.out_metallic;
  67. let occ: string = sout.out_occlusion;
  68. let opac: string = sout.out_opacity;
  69. let height: string = sout.out_height;
  70. let nortan: string = parser_material_out_normaltan;
  71. node_shader_write_frag(kong, "var basecol: float3 = pow3(" + base + ", float3(2.2, 2.2, 2.2));");
  72. node_shader_write_frag(kong, "var roughness: float = " + rough + ";");
  73. node_shader_write_frag(kong, "var metallic: float = " + met + ";");
  74. node_shader_write_frag(kong, "var occlusion: float = " + occ + ";");
  75. node_shader_write_frag(kong, "var opacity: float = " + opac + ";");
  76. node_shader_write_frag(kong, "var nortan: float3 = " + nortan + ";");
  77. node_shader_write_frag(kong, "var height: float = " + height + ";");
  78. if (decal) {
  79. if (context_raw.tool == workspace_tool_t.TEXT) {
  80. node_shader_add_texture(kong, "textexttool", "_textexttool");
  81. node_shader_write_frag(kong, "opacity *= sample_lod(textexttool, sampler_linear, tex_coord / float(" + brush_scale + "), 0.0).r;");
  82. }
  83. }
  84. if (decal) {
  85. let opac: f32 = make_mesh_preview_opacity_discard_decal;
  86. node_shader_write_frag(kong, "if (opacity < " + opac + ") { discard; }");
  87. }
  88. kong.frag_out = "float4[3]";
  89. kong.frag_n = true;
  90. node_shader_add_function(kong, str_pack_float_int16);
  91. node_shader_add_function(kong, str_cotangent_frame);
  92. node_shader_add_function(kong, str_octahedron_wrap);
  93. if (make_material_height_used) {
  94. node_shader_write_frag(kong, "if (height > 0.0) {");
  95. node_shader_write_frag(kong, "var height_dx: float = ddx(height * 2.0);");
  96. node_shader_write_frag(kong, "var height_dy: float = ddy(height * 2.0);");
  97. // Whiteout blend
  98. node_shader_write_frag(kong, "var n1: float3 = nortan * float3(2.0, 2.0, 2.0) - float3(1.0, 1.0, 1.0);");
  99. node_shader_write_frag(kong, "var n2: float3 = normalize(float3(height_dx * 16.0, height_dy * 16.0, 1.0));");
  100. node_shader_write_frag(kong, "nortan = normalize(float3(n1.xy + n2.xy, n1.z * n2.z)) * float3(0.5, 0.5, 0.5) + float3(0.5, 0.5, 0.5);");
  101. node_shader_write_frag(kong, "}");
  102. }
  103. // Apply normal channel
  104. if (decal) {
  105. // TODO
  106. }
  107. else {
  108. kong.frag_vvec = true;
  109. node_shader_write_frag(kong, "var TBN: float3x3 = cotangent_frame(n, vvec, tex_coord);");
  110. node_shader_write_frag(kong, "n = nortan * 2.0 - 1.0;");
  111. node_shader_write_frag(kong, "n.y = -n.y;");
  112. node_shader_write_frag(kong, "n = normalize(TBN * n);");
  113. }
  114. node_shader_write_frag(kong, "n = n / (abs(n.x) + abs(n.y) + abs(n.z));");
  115. // node_shader_write_frag(kong, "n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);");
  116. node_shader_write_frag(kong, "if (n.z < 0.0) { n.xy = octahedron_wrap(n.xy); }");
  117. // uint matid = uint(0);
  118. if (decal) {
  119. node_shader_write_frag(kong, "output[0] = float4(n.x, n.y, roughness, pack_f32_i16(metallic, uint(0)));"); // metallic/matid
  120. node_shader_write_frag(kong, "output[1] = float4(basecol, occlusion);");
  121. }
  122. else {
  123. node_shader_write_frag(kong, "output[0] = float4(n.x, n.y, lerp(1.0, roughness, opacity), pack_f32_i16(lerp(1.0, metallic, opacity), uint(0)));"); // metallic/matid
  124. node_shader_write_frag(kong, "output[1] = float4(lerp3(float3(0.0, 0.0, 0.0), basecol, opacity), occlusion);");
  125. }
  126. node_shader_write_frag(kong, "output[2] = float4(0.0, 0.0, 0.0, 0.0);");
  127. parser_material_finalize(con_mesh);
  128. ///if arm_skin
  129. if (skin) {
  130. node_shader_write_vert(kong, "wnormal = normalize(constants.N * float3(input.nor.xy, input.pos.w) + 2.0 * cross(skin_a.xyz, cross(skin_a.xyz, float3(input.nor.xy, input.pos.w)) + skin_a.w * float3(input.nor.xy, input.pos.w)));");
  131. }
  132. ///end
  133. con_mesh.data.shader_from_source = true;
  134. gpu_create_shaders_from_kong(node_shader_get(kong), ADDRESS(con_mesh.data.vertex_shader), ADDRESS(con_mesh.data.fragment_shader), ADDRESS(con_mesh.data._.vertex_shader_size), ADDRESS(con_mesh.data._.fragment_shader_size));
  135. return con_mesh;
  136. }