parser_material.ts 82 KB

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  1. //
  2. // This module builds upon Cycles nodes work licensed as
  3. // Copyright 2011-2013 Blender Foundation
  4. //
  5. // Licensed under the Apache License, Version 2.0 (the "License");
  6. // you may not use this file except in compliance with the License.
  7. // You may obtain a copy of the License at
  8. //
  9. // http://www.apache.org/licenses/LICENSE-2.0
  10. //
  11. // Unless required by applicable law or agreed to in writing, software
  12. // distributed under the License is distributed on an "AS IS" BASIS,
  13. // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  14. // See the License for the specific language governing permissions and
  15. // limitations under the License.
  16. //
  17. let parser_material_con: node_shader_context_t;
  18. let parser_material_vert: node_shader_t;
  19. let parser_material_frag: node_shader_t;
  20. let parser_material_curshader: node_shader_t;
  21. let parser_material_matcon: material_context_t;
  22. let parser_material_parsed: string[];
  23. let parser_material_parents: ui_node_t[];
  24. let parser_material_canvases: ui_node_canvas_t[];
  25. let parser_material_nodes: ui_node_t[];
  26. let parser_material_links: ui_node_link_t[];
  27. let parser_material_cotangent_frame_written: bool;
  28. let parser_material_tex_coord: string = "tex_coord";
  29. let parser_material_eps: f32 = 0.000001;
  30. let parser_material_custom_nodes: map_t<string, any> = map_create(); // JSValue -> (n: ui_node_t, s: string)=>string
  31. let parser_material_parse_surface: bool = true;
  32. let parser_material_parse_opacity: bool = true;
  33. let parser_material_parse_height: bool = false;
  34. let parser_material_parse_height_as_channel: bool = false;
  35. let parser_material_parse_emission: bool = false;
  36. let parser_material_parse_subsurface: bool = false;
  37. let parser_material_parsing_basecolor: bool = false;
  38. let parser_material_triplanar: bool = false; // Sample using tex_coord/1/2 & tex_coord_blend
  39. let parser_material_sample_keep_aspect: bool = false; // Adjust uvs to preserve texture aspect ratio
  40. let parser_material_sample_uv_scale: string = "1.0";
  41. let parser_material_transform_color_space: bool = true;
  42. let parser_material_blur_passthrough: bool = false;
  43. let parser_material_warp_passthrough: bool = false;
  44. let parser_material_bake_passthrough: bool = false;
  45. let parser_material_bake_passthrough_strength: string = "0.0";
  46. let parser_material_bake_passthrough_radius: string = "0.0";
  47. let parser_material_bake_passthrough_offset: string = "0.0";
  48. let parser_material_start_group: ui_node_canvas_t = null;
  49. let parser_material_start_parents: ui_node_t[] = null;
  50. let parser_material_start_node: ui_node_t = null;
  51. let parser_material_arm_export_tangents: bool = true;
  52. let parser_material_out_normaltan: string; // Raw tangent space normal parsed from normal map
  53. let parser_material_script_links: map_t<string, string> = null;
  54. let parser_material_parsed_map: map_t<string, string> = map_create();
  55. let parser_material_texture_map: map_t<string, string> = map_create();
  56. function parser_material_get_node(id: i32): ui_node_t {
  57. for (let i: i32 = 0; i < parser_material_nodes.length; ++i) {
  58. let n: ui_node_t = parser_material_nodes[i];
  59. if (n.id == id) {
  60. return n;
  61. }
  62. }
  63. return null;
  64. }
  65. function parser_material_get_link(id: i32): ui_node_link_t {
  66. for (let i: i32 = 0; i < parser_material_links.length; ++i) {
  67. let l: ui_node_link_t = parser_material_links[i];
  68. if (l.id == id) {
  69. return l;
  70. }
  71. }
  72. return null;
  73. }
  74. function parser_material_get_input_link(inp: ui_node_socket_t): ui_node_link_t {
  75. for (let i: i32 = 0; i < parser_material_links.length; ++i) {
  76. let l: ui_node_link_t = parser_material_links[i];
  77. if (l.to_id == inp.node_id) {
  78. let node: ui_node_t = parser_material_get_node(inp.node_id);
  79. if (node.inputs.length <= l.to_socket) {
  80. return null;
  81. }
  82. if (node.inputs[l.to_socket] == inp) {
  83. return l;
  84. }
  85. }
  86. }
  87. return null;
  88. }
  89. function parser_material_get_output_links(out: ui_node_socket_t): ui_node_link_t[] {
  90. let ls: ui_node_link_t[] = null;
  91. for (let i: i32 = 0; i < parser_material_links.length; ++i) {
  92. let l: ui_node_link_t = parser_material_links[i];
  93. if (l.from_id == out.node_id) {
  94. let node: ui_node_t = parser_material_get_node(out.node_id);
  95. if (node.outputs.length <= l.from_socket) {
  96. continue;
  97. }
  98. if (node.outputs[l.from_socket] == out) {
  99. if (ls == null) {
  100. ls = [];
  101. }
  102. array_push(ls, l);
  103. }
  104. }
  105. }
  106. return ls;
  107. }
  108. function parser_material_init() {
  109. parser_material_parsed = [];
  110. parser_material_parents = [];
  111. parser_material_cotangent_frame_written = false;
  112. parser_material_out_normaltan = "vec3(0.5, 0.5, 1.0)";
  113. parser_material_script_links = null;
  114. parser_material_parsing_basecolor = false;
  115. }
  116. function parser_material_parse(canvas: ui_node_canvas_t, _con: node_shader_context_t, _vert: node_shader_t, _frag: node_shader_t, _matcon: material_context_t): shader_out_t {
  117. parser_material_init();
  118. parser_material_canvases = [canvas];
  119. parser_material_nodes = canvas.nodes;
  120. parser_material_links = canvas.links;
  121. parser_material_con = _con;
  122. parser_material_vert = _vert;
  123. parser_material_frag = _frag;
  124. parser_material_curshader = parser_material_frag;
  125. parser_material_matcon = _matcon;
  126. if (parser_material_start_group != null) {
  127. parser_material_push_group(parser_material_start_group);
  128. parser_material_parents = parser_material_start_parents;
  129. }
  130. if (parser_material_start_node != null) {
  131. let link: ui_node_link_t = {
  132. id: 99999,
  133. from_id: parser_material_start_node.id,
  134. from_socket: 0,
  135. to_id: -1,
  136. to_socket: -1
  137. };
  138. parser_material_write_result(link);
  139. let sout: shader_out_t = {
  140. out_basecol: "vec3(0.0, 0.0, 0.0)",
  141. out_roughness: "0.0",
  142. out_metallic: "0.0",
  143. out_occlusion: "1.0",
  144. out_opacity: "1.0",
  145. out_height: "0.0",
  146. out_emission: "0.0",
  147. out_subsurface: "0.0"
  148. };
  149. return sout;
  150. }
  151. let output_node: ui_node_t = parser_material_node_by_type(parser_material_nodes, "OUTPUT_MATERIAL");
  152. if (output_node != null) {
  153. return parser_material_parse_output(output_node);
  154. }
  155. output_node = parser_material_node_by_type(parser_material_nodes, "OUTPUT_MATERIAL_PBR");
  156. if (output_node != null) {
  157. return parser_material_parse_output_pbr(output_node);
  158. }
  159. return null;
  160. }
  161. function parser_material_finalize(con: node_shader_context_t) {
  162. let vert: node_shader_t = con.vert;
  163. let frag: node_shader_t = con.frag;
  164. if (frag.dotnv) {
  165. frag.vvec = true;
  166. frag.n = true;
  167. }
  168. if (frag.vvec) {
  169. vert.wposition = true;
  170. }
  171. if (frag.bposition) {
  172. if (parser_material_triplanar) {
  173. node_shader_write_attrib(frag, "vec3 bposition = vec3(\
  174. tex_coord1.x * tex_coord_blend.y + tex_coord2.x * tex_coord_blend.z,\
  175. tex_coord.x * tex_coord_blend.x + tex_coord2.y * tex_coord_blend.z,\
  176. tex_coord.y * tex_coord_blend.x + tex_coord1.y * tex_coord_blend.y);");
  177. }
  178. else if (frag.ndcpos) {
  179. node_shader_add_out(vert, "vec3 bposition");
  180. node_shader_write(vert, "bposition = (ndc.xyz / ndc.w);");
  181. }
  182. else {
  183. node_shader_add_out(vert, "vec3 bposition");
  184. node_shader_add_uniform(vert, "vec3 dim", "_dim");
  185. node_shader_add_uniform(vert, "vec3 hdim", "_half_dim");
  186. node_shader_write_attrib(vert, "bposition = (pos.xyz + hdim) / dim;");
  187. }
  188. }
  189. if (frag.wposition) {
  190. node_shader_add_uniform(vert, "mat4 W", "_world_matrix");
  191. node_shader_add_out(vert, "vec3 wposition");
  192. node_shader_write_attrib(vert, "wposition = vec4(mul(vec4(pos.xyz, 1.0), W)).xyz;");
  193. }
  194. else if (vert.wposition) {
  195. node_shader_add_uniform(vert, "mat4 W", "_world_matrix");
  196. node_shader_write_attrib(vert, "vec3 wposition = vec4(mul(vec4(pos.xyz, 1.0), W)).xyz;");
  197. }
  198. if (frag.vposition) {
  199. node_shader_add_uniform(vert, "mat4 WV", "_world_view_matrix");
  200. node_shader_add_out(vert, "vec3 vposition");
  201. node_shader_write_attrib(vert, "vposition = vec4(mul(vec4(pos.xyz, 1.0), WV)).xyz;");
  202. }
  203. if (frag.mposition) {
  204. node_shader_add_out(vert, "vec3 mposition");
  205. if (frag.ndcpos) {
  206. node_shader_write(vert, "mposition = (ndc.xyz / ndc.w);");
  207. }
  208. else {
  209. node_shader_write_attrib(vert, "mposition = pos.xyz;");
  210. }
  211. }
  212. if (frag.wtangent) {
  213. // NodeShaderadd_elem(con, "tang", "short4norm");
  214. // add_uniform(vert, "mat3 N", "_normal_matrix");
  215. node_shader_add_out(vert, "vec3 wtangent");
  216. // write_attrib(vert, "wtangent = normalize(mul(tang.xyz, N));");
  217. node_shader_write_attrib(vert, "wtangent = vec3(0.0, 0.0, 0.0);");
  218. }
  219. if (frag.vvec_cam) {
  220. node_shader_add_uniform(vert, "mat4 WV", "_world_view_matrix");
  221. node_shader_add_out(vert, "vec3 eye_dir_cam");
  222. node_shader_write_attrib(vert, "eye_dir_cam = vec4(mul(vec4(pos.xyz, 1.0), WV)).xyz; eye_dir_cam.z *= -1.0;");
  223. node_shader_write_attrib(frag, "vec3 vvec_cam = normalize(eye_dir_cam);");
  224. }
  225. if (frag.vvec) {
  226. node_shader_add_uniform(vert, "vec3 eye", "_camera_pos");
  227. node_shader_add_out(vert, "vec3 eye_dir");
  228. node_shader_write_attrib(vert, "eye_dir = eye - wposition;");
  229. node_shader_write_attrib(frag, "vec3 vvec = normalize(eye_dir);");
  230. }
  231. if (frag.n) {
  232. node_shader_add_uniform(vert, "mat3 N", "_normal_matrix");
  233. node_shader_add_out(vert, "vec3 wnormal");
  234. node_shader_write_attrib(vert, "wnormal = mul(vec3(nor.xy, pos.w), N);");
  235. node_shader_write_attrib(frag, "vec3 n = normalize(wnormal);");
  236. }
  237. else if (vert.n) {
  238. node_shader_add_uniform(vert, "mat3 N", "_normal_matrix");
  239. node_shader_write_attrib(vert, "vec3 wnormal = normalize(mul(vec3(nor.xy, pos.w), N));");
  240. }
  241. if (frag.nattr) {
  242. node_shader_add_out(vert, "vec3 nattr");
  243. node_shader_write_attrib(vert, "nattr = vec3(nor.xy, pos.w);");
  244. }
  245. if (frag.dotnv) {
  246. node_shader_write_attrib(frag, "float dotnv = max(dot(n, vvec), 0.0);");
  247. }
  248. if (frag.wvpposition) {
  249. node_shader_add_out(vert, "vec4 wvpposition");
  250. node_shader_write_end(vert, "wvpposition = gl_Position;");
  251. }
  252. if (node_shader_context_is_elem(con, "col")) {
  253. node_shader_add_out(vert, "vec3 vcolor");
  254. node_shader_write_attrib(vert, "vcolor = col.rgb;");
  255. }
  256. }
  257. function parser_material_parse_output(node: ui_node_t): shader_out_t {
  258. if (parser_material_parse_surface || parser_material_parse_opacity) {
  259. return parser_material_parse_shader_input(node.inputs[0]);
  260. }
  261. return null;
  262. // Parse volume, displacement..
  263. }
  264. function parser_material_parse_output_pbr(node: ui_node_t): shader_out_t {
  265. if (parser_material_parse_surface || parser_material_parse_opacity) {
  266. return parser_material_parse_shader(node, null);
  267. }
  268. return null;
  269. // Parse volume, displacement..
  270. }
  271. function parser_material_get_group(name: string): ui_node_canvas_t {
  272. for (let i: i32 = 0; i < project_material_groups.length; ++i) {
  273. let g: node_group_t = project_material_groups[i];
  274. if (g.canvas.name == name) {
  275. return g.canvas;
  276. }
  277. }
  278. return null;
  279. }
  280. function parser_material_push_group(g: ui_node_canvas_t) {
  281. array_push(parser_material_canvases, g);
  282. parser_material_nodes = g.nodes;
  283. parser_material_links = g.links;
  284. }
  285. function parser_material_pop_group() {
  286. array_pop(parser_material_canvases);
  287. let g: ui_node_canvas_t = parser_material_canvases[parser_material_canvases.length - 1];
  288. parser_material_nodes = g.nodes;
  289. parser_material_links = g.links;
  290. }
  291. function parser_material_parse_group(node: ui_node_t, socket: ui_node_socket_t): string {
  292. array_push(parser_material_parents, node); // Entering group
  293. parser_material_push_group(parser_material_get_group(node.name));
  294. let output_node: ui_node_t = parser_material_node_by_type(parser_material_nodes, "GROUP_OUTPUT");
  295. if (output_node == null) {
  296. return null;
  297. }
  298. let index: i32 = parser_material_socket_index(node, socket);
  299. let inp: ui_node_socket_t = output_node.inputs[index];
  300. let out_group: string = parser_material_parse_input(inp);
  301. array_pop(parser_material_parents);
  302. parser_material_pop_group();
  303. return out_group;
  304. }
  305. function parser_material_parse_group_input(node: ui_node_t, socket: ui_node_socket_t): string {
  306. let parent: ui_node_t = array_pop(parser_material_parents); // Leaving group
  307. parser_material_pop_group();
  308. let index: i32 = parser_material_socket_index(node, socket);
  309. let inp: ui_node_socket_t = parent.inputs[index];
  310. let res: string = parser_material_parse_input(inp);
  311. array_push(parser_material_parents, parent); // Return to group
  312. parser_material_push_group(parser_material_get_group(parent.name));
  313. return res;
  314. }
  315. function parser_material_parse_input(inp: ui_node_socket_t): string {
  316. if (inp.type == "RGB") {
  317. return parser_material_parse_vector_input(inp);
  318. }
  319. else if (inp.type == "RGBA") {
  320. return parser_material_parse_vector_input(inp);
  321. }
  322. else if (inp.type == "VECTOR") {
  323. return parser_material_parse_vector_input(inp);
  324. }
  325. else if (inp.type == "VALUE") {
  326. return parser_material_parse_value_input(inp);
  327. }
  328. return null;
  329. }
  330. function parser_material_parse_shader_input(inp: ui_node_socket_t): shader_out_t {
  331. let l: ui_node_link_t = parser_material_get_input_link(inp);
  332. let from_node: ui_node_t = l != null ? parser_material_get_node(l.from_id) : null;
  333. if (from_node != null) {
  334. if (from_node.type == "REROUTE") {
  335. return parser_material_parse_shader_input(from_node.inputs[0]);
  336. }
  337. return parser_material_parse_shader(from_node, from_node.outputs[l.from_socket]);
  338. }
  339. else {
  340. let sout: shader_out_t = {
  341. out_basecol: "vec3(0.8, 0.8, 0.8)",
  342. out_roughness: "0.0",
  343. out_metallic: "0.0",
  344. out_occlusion: "1.0",
  345. out_opacity: "1.0",
  346. out_height: "0.0",
  347. out_emission: "0.0",
  348. out_subsurface: "0.0"
  349. };
  350. return sout;
  351. }
  352. }
  353. function parser_material_parse_shader(node: ui_node_t, socket: ui_node_socket_t): shader_out_t {
  354. let sout: shader_out_t = {
  355. out_basecol: "vec3(0.8, 0.8, 0.8)",
  356. out_roughness: "0.0",
  357. out_metallic: "0.0",
  358. out_occlusion: "1.0",
  359. out_opacity: "1.0",
  360. out_height: "0.0",
  361. out_emission: "0.0",
  362. out_subsurface: "0.0"
  363. };
  364. if (node.type == "OUTPUT_MATERIAL_PBR") {
  365. if (parser_material_parse_surface) {
  366. // Normal - parsed first to retrieve uv coords
  367. parse_normal_map_color_input(node.inputs[5]);
  368. // Base color
  369. parser_material_parsing_basecolor = true;
  370. sout.out_basecol = parser_material_parse_vector_input(node.inputs[0]);
  371. parser_material_parsing_basecolor = false;
  372. // Occlusion
  373. sout.out_occlusion = parser_material_parse_value_input(node.inputs[2]);
  374. // Roughness
  375. sout.out_roughness = parser_material_parse_value_input(node.inputs[3]);
  376. // Metallic
  377. sout.out_metallic = parser_material_parse_value_input(node.inputs[4]);
  378. // Emission
  379. if (parser_material_parse_emission) {
  380. sout.out_emission = parser_material_parse_value_input(node.inputs[6]);
  381. }
  382. // Subsurface
  383. if (parser_material_parse_subsurface) {
  384. sout.out_subsurface = parser_material_parse_value_input(node.inputs[8]);
  385. }
  386. }
  387. if (parser_material_parse_opacity) {
  388. sout.out_opacity = parser_material_parse_value_input(node.inputs[1]);
  389. }
  390. // Displacement / Height
  391. if (node.inputs.length > 7 && parser_material_parse_height) {
  392. if (!parser_material_parse_height_as_channel) {
  393. parser_material_curshader = parser_material_vert;
  394. }
  395. sout.out_height = parser_material_parse_value_input(node.inputs[7]);
  396. if (!parser_material_parse_height_as_channel) {
  397. parser_material_curshader = parser_material_frag;
  398. }
  399. }
  400. }
  401. return sout;
  402. }
  403. function parser_material_parse_vector_input(inp: ui_node_socket_t): string {
  404. let l: ui_node_link_t = parser_material_get_input_link(inp);
  405. let from_node: ui_node_t = l != null ? parser_material_get_node(l.from_id) : null;
  406. if (from_node != null) {
  407. if (from_node.type == "REROUTE") {
  408. return parser_material_parse_vector_input(from_node.inputs[0]);
  409. }
  410. let res_var: string = parser_material_write_result(l);
  411. let st: string = from_node.outputs[l.from_socket].type;
  412. if (st == "RGB" || st == "RGBA" || st == "VECTOR") {
  413. return res_var;
  414. }
  415. else {// VALUE
  416. return parser_material_to_vec3(res_var);
  417. }
  418. }
  419. else {
  420. if (inp.type == "VALUE") { // Unlinked reroute
  421. return parser_material_vec3(f32_array_create_xyz(0.0, 0.0, 0.0));
  422. }
  423. else {
  424. return parser_material_vec3(inp.default_value);
  425. }
  426. }
  427. }
  428. function _parser_material_cache_tex_text_node(file: string, text: string) {
  429. if (map_get(data_cached_images, file) == null) {
  430. app_notify_on_init(function(text: string) {
  431. let _text_tool_text: string = context_raw.text_tool_text;
  432. let _text_tool_image: image_t = context_raw.text_tool_image;
  433. context_raw.text_tool_text = text;
  434. context_raw.text_tool_image = null;
  435. util_render_make_text_preview();
  436. let file: string = "tex_text_" + text;
  437. // TODO: remove old cache
  438. map_set(data_cached_images, file, context_raw.text_tool_image);
  439. context_raw.text_tool_text = _text_tool_text;
  440. context_raw.text_tool_image = _text_tool_image;
  441. }, text);
  442. }
  443. }
  444. function parser_material_parse_vector(node: ui_node_t, socket: ui_node_socket_t): string {
  445. if (node.type == "GROUP") {
  446. return parser_material_parse_group(node, socket);
  447. }
  448. else if (node.type == "GROUP_INPUT") {
  449. return parser_material_parse_group_input(node, socket);
  450. }
  451. else if (node.type == "ATTRIBUTE") {
  452. if (socket == node.outputs[0]) { // Color
  453. if (parser_material_curshader.context.allow_vcols) {
  454. node_shader_context_add_elem(parser_material_curshader.context, "col", "short4norm"); // Vcols only for now
  455. return "vcolor";
  456. }
  457. else {
  458. return("vec3(0.0, 0.0, 0.0)");
  459. }
  460. }
  461. else { // Vector
  462. node_shader_context_add_elem(parser_material_curshader.context, "tex", "short2norm"); // UVMaps only for now
  463. return "vec3(tex_coord.x, tex_coord.y, 0.0)";
  464. }
  465. }
  466. else if (node.type == "VERTEX_COLOR") {
  467. if (parser_material_curshader.context.allow_vcols) {
  468. node_shader_context_add_elem(parser_material_curshader.context, "col", "short4norm");
  469. return "vcolor";
  470. }
  471. else {
  472. return("vec3(0.0, 0.0, 0.0)");
  473. }
  474. }
  475. else if (node.type == "RGB") {
  476. return parser_material_vec3(socket.default_value);
  477. }
  478. else if (node.type == "TEX_BRICK") {
  479. node_shader_add_function(parser_material_curshader, str_tex_brick);
  480. let co: string = parser_material_get_coord(node);
  481. let col1: string = parser_material_parse_vector_input(node.inputs[1]);
  482. let col2: string = parser_material_parse_vector_input(node.inputs[2]);
  483. let col3: string = parser_material_parse_vector_input(node.inputs[3]);
  484. let scale: string = parser_material_parse_value_input(node.inputs[4]);
  485. let res: string = "tex_brick(" + co + " * " + scale + ", " + col1 + ", " + col2 + ", " + col3 + ")";
  486. return res;
  487. }
  488. else if (node.type == "TEX_CHECKER") {
  489. node_shader_add_function(parser_material_curshader, str_tex_checker);
  490. let co: string = parser_material_get_coord(node);
  491. let col1: string = parser_material_parse_vector_input(node.inputs[1]);
  492. let col2: string = parser_material_parse_vector_input(node.inputs[2]);
  493. let scale: string = parser_material_parse_value_input(node.inputs[3]);
  494. let res: string = "tex_checker(" + co + ", " + col1 + ", " + col2 + ", " + scale + ")";
  495. return res;
  496. }
  497. else if (node.type == "TEX_GRADIENT") {
  498. let co: string = parser_material_get_coord(node);
  499. let but: ui_node_button_t = node.buttons[0]; //gradient_type;
  500. let grad: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  501. grad = string_replace_all(grad, " ", "_");
  502. let f: string = parser_material_get_gradient(grad, co);
  503. let res: string = parser_material_to_vec3("clamp(" + f + ", 0.0, 1.0)");
  504. return res;
  505. }
  506. else if (node.type == "TEX_IMAGE") {
  507. // Already fetched
  508. if (array_index_of(parser_material_parsed, parser_material_res_var_name(node, node.outputs[1])) >= 0) { // TODO: node.outputs[0]
  509. let varname: string = parser_material_store_var_name(node);
  510. return varname + ".rgb";
  511. }
  512. let tex_name: string = parser_material_node_name(node);
  513. let tex: bind_tex_t = parser_material_make_texture(node, tex_name);
  514. if (tex != null) {
  515. let color_space: i32 = node.buttons[1].default_value[0];
  516. let texstore: string = parser_material_texture_store(node, tex, tex_name, color_space);
  517. return texstore + ".rgb";
  518. }
  519. else {
  520. let tex_store: string = parser_material_store_var_name(node); // Pink color for missing texture
  521. node_shader_write(parser_material_curshader, "vec4 " + tex_store + " = vec4(1.0, 0.0, 1.0, 1.0);");
  522. return tex_store + ".rgb";
  523. }
  524. }
  525. else if (node.type == "TEX_TEXT") {
  526. let tex_name: string = parser_material_node_name(node);
  527. let text_buffer: buffer_t = node.buttons[0].default_value;
  528. let text: string = sys_buffer_to_string(text_buffer);
  529. let file: string = "tex_text_" + text;
  530. _parser_material_cache_tex_text_node(file, text);
  531. let tex: bind_tex_t = parser_material_make_bind_tex(tex_name, file);
  532. let texstore: string = parser_material_texture_store(node, tex, tex_name, color_space_t.AUTO);
  533. return texstore + ".rrr";
  534. }
  535. else if (node.type == "TEX_MAGIC") {
  536. node_shader_add_function(parser_material_curshader, str_tex_magic);
  537. let co: string = parser_material_get_coord(node);
  538. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  539. let res: string = "tex_magic(" + co + " * " + scale + " * 4.0)";
  540. return res;
  541. }
  542. else if (node.type == "TEX_NOISE") {
  543. node_shader_add_function(parser_material_curshader, str_tex_noise);
  544. let co: string = parser_material_get_coord(node);
  545. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  546. let res: string = "vec3(tex_noise(" + co + " * " + scale + "), tex_noise(" + co + " * " + scale + " + 0.33), tex_noise(" + co + " * " + scale + " + 0.66))";
  547. return res;
  548. }
  549. else if (node.type == "TEX_VORONOI") {
  550. node_shader_add_function(parser_material_curshader, str_tex_voronoi);
  551. node_shader_add_uniform(parser_material_curshader, "sampler2D snoise256", "$noise256.k");
  552. let co: string = parser_material_get_coord(node);
  553. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  554. let but: ui_node_button_t = node.buttons[0]; //coloring;
  555. let coloring: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  556. coloring = string_replace_all(coloring, " ", "_");
  557. let res: string = "";
  558. if (coloring == "INTENSITY") {
  559. let voronoi: string = "tex_voronoi(" + co + " * " + scale + ", texturePass(snoise256)).a";
  560. res = parser_material_to_vec3(voronoi);
  561. }
  562. else { // Cells
  563. res = "tex_voronoi(" + co + " * " + scale + ", texturePass(snoise256)).rgb";
  564. }
  565. return res;
  566. }
  567. else if (node.type == "TEX_WAVE") {
  568. node_shader_add_function(parser_material_curshader, str_tex_wave);
  569. let co: string = parser_material_get_coord(node);
  570. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  571. let res: string = parser_material_to_vec3("tex_wave_f(" + co + " * " + scale + ")");
  572. return res;
  573. }
  574. else if (node.type == "BRIGHTCONTRAST") {
  575. let out_col: string = parser_material_parse_vector_input(node.inputs[0]);
  576. let bright: string = parser_material_parse_value_input(node.inputs[1]);
  577. let contr: string = parser_material_parse_value_input(node.inputs[2]);
  578. node_shader_add_function(parser_material_curshader, str_brightcontrast);
  579. return "brightcontrast(" + out_col + ", " + bright + ", " + contr + ")";
  580. }
  581. else if (node.type == "GAMMA") {
  582. let out_col: string = parser_material_parse_vector_input(node.inputs[0]);
  583. let gamma: string = parser_material_parse_value_input(node.inputs[1]);
  584. return "pow(" + out_col + ", " + parser_material_to_vec3(gamma) + ")";
  585. }
  586. else if (node.type == "DIRECT_WARP") {
  587. if (parser_material_warp_passthrough) {
  588. return parser_material_parse_vector_input(node.inputs[0]);
  589. }
  590. let angle: string = parser_material_parse_value_input(node.inputs[1], true);
  591. let mask: string = parser_material_parse_value_input(node.inputs[2], true);
  592. let tex_name: string = "texwarp_" + parser_material_node_name(node);
  593. node_shader_add_uniform(parser_material_curshader, "sampler2D " + tex_name, "_" + tex_name);
  594. let store: string = parser_material_store_var_name(node);
  595. let pi: f32 = math_pi();
  596. node_shader_write(parser_material_curshader, "float " + store + "_rad = " + angle + " * (" + pi + " / 180);");
  597. node_shader_write(parser_material_curshader, "float " + store + "_x = cos(" + store + "_rad);");
  598. node_shader_write(parser_material_curshader, "float " + store + "_y = sin(" + store + "_rad);");
  599. return "texture(" + tex_name + ", tex_coord + vec2(" + store + "_x, " + store + "_y) * " + mask + ").rgb;";
  600. }
  601. else if (node.type == "BLUR") {
  602. if (parser_material_blur_passthrough) {
  603. return parser_material_parse_vector_input(node.inputs[0]);
  604. }
  605. let strength: string = parser_material_parse_value_input(node.inputs[1]);
  606. if (strength == "0.0") {
  607. return "vec3(0.0, 0.0, 0.0)";
  608. }
  609. let steps: string = "int(" + strength + " * 10 + 1)";
  610. let tex_name: string = "texblur_" + parser_material_node_name(node);
  611. node_shader_add_uniform(parser_material_curshader, "sampler2D " + tex_name, "_" + tex_name);
  612. let store: string = parser_material_store_var_name(node);
  613. node_shader_write(parser_material_curshader, "vec3 " + store + "_res = vec3(0.0, 0.0, 0.0);");
  614. node_shader_write(parser_material_curshader, "for (int i = -" + steps + "; i <= " + steps + "; ++i) {");
  615. node_shader_write(parser_material_curshader, "for (int j = -" + steps + "; j <= " + steps + "; ++j) {");
  616. node_shader_write(parser_material_curshader, store + "_res += texture(" + tex_name + ", tex_coord + vec2(i, j) / vec2(textureSize(" + tex_name + ", 0))).rgb;");
  617. node_shader_write(parser_material_curshader, "}");
  618. node_shader_write(parser_material_curshader, "}");
  619. node_shader_write(parser_material_curshader, store + "_res /= (" + steps + " * 2 + 1) * (" + steps + " * 2 + 1);");
  620. return store + "_res";
  621. }
  622. else if (node.type == "HUE_SAT") {
  623. node_shader_add_function(parser_material_curshader, str_hue_sat);
  624. let hue: string = parser_material_parse_value_input(node.inputs[0]);
  625. let sat: string = parser_material_parse_value_input(node.inputs[1]);
  626. let val: string = parser_material_parse_value_input(node.inputs[2]);
  627. let fac: string = parser_material_parse_value_input(node.inputs[3]);
  628. let col: string = parser_material_parse_vector_input(node.inputs[4]);
  629. return "hue_sat(" + col + ", vec4(" + hue + "-0.5, " + sat + ", " + val + ", 1.0-" + fac + "))";
  630. }
  631. else if (node.type == "INVERT") {
  632. let fac: string = parser_material_parse_value_input(node.inputs[0]);
  633. let out_col: string = parser_material_parse_vector_input(node.inputs[1]);
  634. return "mix(" + out_col + ", vec3(1.0, 1.0, 1.0) - (" + out_col + "), " + fac + ")";
  635. }
  636. else if (node.type == "MIX_RGB") {
  637. let fac: string = parser_material_parse_value_input(node.inputs[0]);
  638. let fac_var: string = parser_material_node_name(node) + "_fac";
  639. node_shader_write(parser_material_curshader, "float " + fac_var + " = " + fac + ";");
  640. let col1: string = parser_material_parse_vector_input(node.inputs[1]);
  641. let col2: string = parser_material_parse_vector_input(node.inputs[2]);
  642. let but: ui_node_button_t = node.buttons[0]; // blend_type
  643. let blend: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  644. blend = string_replace_all(blend, " ", "_");
  645. let use_clamp: bool = node.buttons[1].default_value[0] > 0;
  646. let out_col: string = "";
  647. if (blend == "MIX") {
  648. out_col = "mix(" + col1 + ", " + col2 + ", " + fac_var + ")";
  649. }
  650. else if (blend == "DARKEN") {
  651. out_col = "min(" + col1 + ", " + col2 + " * " + fac_var + ")";
  652. }
  653. else if (blend == "MULTIPLY") {
  654. out_col = "mix(" + col1 + ", " + col1 + " * " + col2 + ", " + fac_var + ")";
  655. }
  656. else if (blend == "BURN") {
  657. out_col = "mix(" + col1 + ", vec3(1.0, 1.0, 1.0) - (vec3(1.0, 1.0, 1.0) - " + col1 + ") / " + col2 + ", " + fac_var + ")";
  658. }
  659. else if (blend == "LIGHTEN") {
  660. out_col = "max(" + col1 + ", " + col2 + " * " + fac_var + ")";
  661. }
  662. else if (blend == "SCREEN") {
  663. let v3: string = parser_material_to_vec3("1.0 - " + fac_var + "");
  664. out_col = "(vec3(1.0, 1.0, 1.0) - (" + v3 + " + " + fac_var + " * (vec3(1.0, 1.0, 1.0) - " + col2 + ")) * (vec3(1.0, 1.0, 1.0) - " + col1 + "))";
  665. }
  666. else if (blend == "DODGE") {
  667. out_col = "mix(" + col1 + ", " + col1 + " / (vec3(1.0, 1.0, 1.0) - " + col2 + "), " + fac_var + ")";
  668. }
  669. else if (blend == "ADD") {
  670. out_col = "mix(" + col1 + ", " + col1 + " + " + col2 + ", " + fac_var + ")";
  671. }
  672. else if (blend == "OVERLAY") {
  673. out_col = "mix(" + col1 + ", vec3( \
  674. " + col1 + ".r < 0.5 ? 2.0 * " + col1 + ".r * " + col2 + ".r : 1.0 - 2.0 * (1.0 - " + col1 + ".r) * (1.0 - " + col2 + ".r), \
  675. " + col1 + ".g < 0.5 ? 2.0 * " + col1 + ".g * " + col2 + ".g : 1.0 - 2.0 * (1.0 - " + col1 + ".g) * (1.0 - " + col2 + ".g), \
  676. " + col1 + ".b < 0.5 ? 2.0 * " + col1 + ".b * " + col2 + ".b : 1.0 - 2.0 * (1.0 - " + col1 + ".b) * (1.0 - " + col2 + ".b) \
  677. ), " + fac_var + ")";
  678. }
  679. else if (blend == "SOFT_LIGHT") {
  680. 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 + "))))";
  681. }
  682. else if (blend == "LINEAR_LIGHT") {
  683. out_col = "(" + col1 + " + " + fac_var + " * (vec3(2.0, 2.0, 2.0) * (" + col2 + " - vec3(0.5, 0.5, 0.5))))";
  684. }
  685. else if (blend == "DIFFERENCE") {
  686. out_col = "mix(" + col1 + ", abs(" + col1 + " - " + col2 + "), " + fac_var + ")";
  687. }
  688. else if (blend == "SUBTRACT") {
  689. out_col = "mix(" + col1 + ", " + col1 + " - " + col2 + ", " + fac_var + ")";
  690. }
  691. else if (blend == "DIVIDE") {
  692. let eps: f32 = 0.000001;
  693. col2 = "max(" + col2 + ", vec3(" + eps + ", " + eps + ", " + eps + "))";
  694. let v3: string = parser_material_to_vec3("(1.0 - " + fac_var + ") * " + col1 + " + " + fac_var + " * " + col1 + " / " + col2);
  695. out_col = "(" + v3 + ")";
  696. }
  697. else if (blend == "HUE") {
  698. node_shader_add_function(parser_material_curshader, str_hue_sat);
  699. 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 + ")";
  700. }
  701. else if (blend == "SATURATION") {
  702. node_shader_add_function(parser_material_curshader, str_hue_sat);
  703. 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 + ")";
  704. }
  705. else if (blend == "COLOR") {
  706. node_shader_add_function(parser_material_curshader, str_hue_sat);
  707. 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 + ")";
  708. }
  709. else if (blend == "VALUE") {
  710. node_shader_add_function(parser_material_curshader, str_hue_sat);
  711. 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 + ")";
  712. }
  713. if (use_clamp) {
  714. return "clamp(" + out_col + ", vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0))";
  715. }
  716. else {
  717. return out_col;
  718. }
  719. }
  720. else if (node.type == "QUANTIZE") {
  721. let strength: string = parser_material_parse_value_input(node.inputs[0]);
  722. let col: string = parser_material_parse_vector_input(node.inputs[1]);
  723. return "(floor(100.0 * " + strength + " * " + col + ") / (100.0 * " + strength + "))";
  724. }
  725. else if (node.type == "REPLACECOL") {
  726. let input_color: string = parser_material_parse_vector_input(node.inputs[0]);
  727. let old_color: string = parser_material_parse_vector_input(node.inputs[1]);
  728. let new_color: string = parser_material_parse_vector_input(node.inputs[2]);
  729. let radius: string = parser_material_parse_value_input(node.inputs[3]);
  730. let fuzziness: string = parser_material_parse_value_input(node.inputs[4]);
  731. return "mix(" + new_color + ", " + input_color + ", clamp((distance(" + old_color + ", " + input_color + ") - " + radius + ") / max(" + fuzziness + ", " + parser_material_eps + "), 0.0, 1.0))";
  732. }
  733. else if (node.type == "VALTORGB") { // ColorRamp
  734. let fac: string = parser_material_parse_value_input(node.inputs[0]);
  735. let data0: i32 = node.buttons[0].data[0];
  736. let interp: string = data0 == 0 ? "LINEAR" : "CONSTANT";
  737. let elems: f32[] = node.buttons[0].default_value;
  738. let len: i32 = elems.length / 5;
  739. if (len == 1) {
  740. return parser_material_vec3(elems);
  741. }
  742. // Write cols array
  743. let cols_var: string = parser_material_node_name(node) + "_cols";
  744. node_shader_write(parser_material_curshader, "vec3 " + cols_var + "[" + len + "];"); // TODO: Make const
  745. for (let i: i32 = 0; i < len; ++i) {
  746. let tmp: f32[] = [];
  747. array_push(tmp, elems[i * 5]);
  748. array_push(tmp, elems[i * 5 + 1]);
  749. array_push(tmp, elems[i * 5 + 2]);
  750. node_shader_write(parser_material_curshader, cols_var + "[" + i + "] = " + parser_material_vec3(tmp) + ";");
  751. }
  752. // Get index
  753. let fac_var: string = parser_material_node_name(node) + "_fac";
  754. node_shader_write(parser_material_curshader, "float " + fac_var + " = " + fac + ";");
  755. let index: string = "0";
  756. for (let i: i32 = 1; i < len; ++i) {
  757. let e: f32 = elems[i * 5 + 4];
  758. index += " + (" + fac_var + " > " + e + " ? 1 : 0)";
  759. }
  760. // Write index
  761. let index_var: string = parser_material_node_name(node) + "_i";
  762. node_shader_write(parser_material_curshader, "int " + index_var + " = " + index + ";");
  763. if (interp == "CONSTANT") {
  764. return cols_var + "[" + index_var + "]";
  765. }
  766. else { // Linear
  767. // Write facs array
  768. let facs_var: string = parser_material_node_name(node) + "_facs";
  769. node_shader_write(parser_material_curshader, "float " + facs_var + "[" + len + "];"); // TODO: Make const
  770. for (let i: i32 = 0; i < len; ++i) {
  771. let e: f32 = elems[i * 5 + 4];
  772. node_shader_write(parser_material_curshader, facs_var + "[" + i + "] = " + e + ";");
  773. }
  774. // Mix color
  775. // float f = (pos - start) * (1.0 / (finish - start))
  776. // TODO: index_var + 1 out of bounds
  777. return "mix(" + cols_var + "[" + index_var + "], " + cols_var + "[" + index_var + " + 1], (" +
  778. fac_var + " - " + facs_var + "[" + index_var + "]) * (1.0 / (" + facs_var + "[" + index_var + " + 1] - " +
  779. facs_var + "[" + index_var + "]) ))";
  780. }
  781. }
  782. else if (node.type == "CURVE_VEC") {
  783. let fac: string = parser_material_parse_value_input(node.inputs[0]);
  784. let vec: string = parser_material_parse_vector_input(node.inputs[1]);
  785. let curves: f32_array_t = node.buttons[0].default_value;
  786. let name: string = parser_material_node_name(node);
  787. let vc0: string = parser_material_vector_curve(name + "0", vec + ".x", curves.buffer + 32 * 0, curves[96]);
  788. let vc1: string = parser_material_vector_curve(name + "1", vec + ".y", curves.buffer + 32 * 1, curves[97]);
  789. let vc2: string = parser_material_vector_curve(name + "2", vec + ".z", curves.buffer + 32 * 2, curves[98]);
  790. // mapping.curves[0].points[0].handle_type // bezier curve
  791. return "(vec3(" + vc0 + ", " + vc1 + ", " + vc2 + ") * " + fac + ")";
  792. }
  793. // else if (node.type == "CURVE_RGB") { // RGB Curves
  794. // let fac: string = parser_material_parse_value_input(node.inputs[0]);
  795. // let vec: string = parser_material_parse_vector_input(node.inputs[1]);
  796. // let curves: f32_array_t = node.buttons[0].default_value;
  797. // let name: string = parser_material_node_name(node);
  798. // // mapping.curves[0].points[0].handle_type
  799. // let vc0: string = parser_material_vector_curve(name + "0", vec + ".x", curves[0]);
  800. // let vc1: string = parser_material_vector_curve(name + "1", vec + ".y", curves[1]);
  801. // let vc2: string = parser_material_vector_curve(name + "2", vec + ".z", curves[2]);
  802. // let vc3a: string = parser_material_vector_curve(name + "3a", vec + ".x", curves[3]);
  803. // let vc3b: string = parser_material_vector_curve(name + "3b", vec + ".y", curves[3]);
  804. // let vc3c: string = parser_material_vector_curve(name + "3c", vec + ".z", curves[3]);
  805. // return "(sqrt(vec3(" + vc0 + ", " + vc1 + ", " + vc2 + ") * vec3(" + vc3a + ", " + vc3b + ", " + vc3c + ")) * " + fac + ")";
  806. // }
  807. else if (node.type == "COMBHSV") {
  808. node_shader_add_function(parser_material_curshader, str_hue_sat);
  809. let h: string = parser_material_parse_value_input(node.inputs[0]);
  810. let s: string = parser_material_parse_value_input(node.inputs[1]);
  811. let v: string = parser_material_parse_value_input(node.inputs[2]);
  812. return "hsv_to_rgb(vec3(" + h + ", " + s + ", " + v + "))";
  813. }
  814. else if (node.type == "COMBRGB") {
  815. let r: string = parser_material_parse_value_input(node.inputs[0]);
  816. let g: string = parser_material_parse_value_input(node.inputs[1]);
  817. let b: string = parser_material_parse_value_input(node.inputs[2]);
  818. return "vec3(" + r + ", " + g + ", " + b + ")";
  819. }
  820. else if (node.type == "WAVELENGTH") {
  821. node_shader_add_function(parser_material_curshader, str_wavelength_to_rgb);
  822. let wl: string = parser_material_parse_value_input(node.inputs[0]);
  823. node_shader_add_function(parser_material_curshader, str_wavelength_to_rgb);
  824. return "wavelength_to_rgb((" + wl + " - 450.0) / 150.0)";
  825. }
  826. else if (node.type == "CAMERA") {
  827. parser_material_curshader.vvec_cam = true;
  828. return "vvec_cam";
  829. }
  830. else if (node.type == "LAYER") {
  831. let l: any = node.buttons[0].default_value;
  832. if (socket == node.outputs[0]) { // Base
  833. node_shader_add_uniform(parser_material_curshader, "sampler2D texpaint" + l, "_texpaint" + l);
  834. return "texture(texpaint" + l + ", tex_coord).rgb";
  835. }
  836. else if (socket == node.outputs[5]) { // Normal
  837. node_shader_add_uniform(parser_material_curshader, "sampler2D texpaint_nor" + l, "_texpaint_nor" + l);
  838. return "texture(texpaint_nor" + l + ", tex_coord).rgb";
  839. }
  840. }
  841. else if (node.type == "MATERIAL") {
  842. let result: string = "vec3(0.0, 0.0, 0.0)";
  843. let mi: i32 = node.buttons[0].default_value[0];
  844. if (mi >= project_materials.length) {
  845. return result;
  846. }
  847. let m: slot_material_t = project_materials[mi];
  848. let _nodes: ui_node_t[] = parser_material_nodes;
  849. let _links: ui_node_link_t[] = parser_material_links;
  850. parser_material_nodes = m.canvas.nodes;
  851. parser_material_links = m.canvas.links;
  852. array_push(parser_material_parents, node);
  853. let output_node: ui_node_t = parser_material_node_by_type(parser_material_nodes, "OUTPUT_MATERIAL_PBR");
  854. if (socket == node.outputs[0]) { // Base
  855. result = parser_material_parse_vector_input(output_node.inputs[0]);
  856. }
  857. else if (socket == node.outputs[5]) { // Normal
  858. result = parser_material_parse_vector_input(output_node.inputs[5]);
  859. }
  860. parser_material_nodes = _nodes;
  861. parser_material_links = _links;
  862. array_pop(parser_material_parents);
  863. return result;
  864. }
  865. else if (node.type == "PICKER") {
  866. if (socket == node.outputs[0]) { // Base
  867. node_shader_add_uniform(parser_material_curshader, "vec3 picker_base", "_picker_base");
  868. return "picker_base";
  869. }
  870. else if (socket == node.outputs[5]) { // Normal
  871. node_shader_add_uniform(parser_material_curshader, "vec3 picker_normal", "_picker_normal");
  872. return "picker_normal";
  873. }
  874. }
  875. else if (node.type == "NEW_GEOMETRY") {
  876. if (socket == node.outputs[0]) { // Position
  877. parser_material_curshader.wposition = true;
  878. return "wposition";
  879. }
  880. else if (socket == node.outputs[1]) { // Normal
  881. parser_material_curshader.n = true;
  882. return "n";
  883. }
  884. else if (socket == node.outputs[2]) { // Tangent
  885. parser_material_curshader.wtangent = true;
  886. return "wtangent";
  887. }
  888. else if (socket == node.outputs[3]) { // True Normal
  889. parser_material_curshader.n = true;
  890. return "n";
  891. }
  892. else if (socket == node.outputs[4]) { // Incoming
  893. parser_material_curshader.vvec = true;
  894. return "vvec";
  895. }
  896. else if (socket == node.outputs[5]) { // Parametric
  897. parser_material_curshader.mposition = true;
  898. return "mposition";
  899. }
  900. }
  901. else if (node.type == "OBJECT_INFO") {
  902. if (socket == node.outputs[0]) { // Location
  903. parser_material_curshader.wposition = true;
  904. return "wposition";
  905. }
  906. else if (socket == node.outputs[1]) { // Color
  907. return "vec3(0.0, 0.0, 0.0)";
  908. }
  909. }
  910. // else if (node.type == "PARTICLE_INFO") {
  911. // if (socket == node.outputs[3]) { // Location
  912. // return "vec3(0.0, 0.0, 0.0)";
  913. // }
  914. // else if (socket == node.outputs[5]) { // Velocity
  915. // return "vec3(0.0, 0.0, 0.0)";
  916. // }
  917. // else if (socket == node.outputs[6]) { // Angular Velocity
  918. // return "vec3(0.0, 0.0, 0.0)";
  919. // }
  920. // }
  921. else if (node.type == "TANGENT") {
  922. parser_material_curshader.wtangent = true;
  923. return "wtangent";
  924. }
  925. else if (node.type == "TEX_COORD") {
  926. if (socket == node.outputs[0]) { // Generated - bounds
  927. parser_material_curshader.bposition = true;
  928. return "bposition";
  929. }
  930. else if (socket == node.outputs[1]) { // Normal
  931. parser_material_curshader.n = true;
  932. return "n";
  933. }
  934. else if (socket == node.outputs[2]) {// UV
  935. node_shader_context_add_elem(parser_material_curshader.context, "tex", "short2norm");
  936. return "vec3(tex_coord.x, tex_coord.y, 0.0)";
  937. }
  938. else if (socket == node.outputs[3]) { // Object
  939. parser_material_curshader.mposition = true;
  940. return "mposition";
  941. }
  942. else if (socket == node.outputs[4]) { // Camera
  943. parser_material_curshader.vposition = true;
  944. return "vposition";
  945. }
  946. else if (socket == node.outputs[5]) { // Window
  947. parser_material_curshader.wvpposition = true;
  948. return "wvpposition.xyz";
  949. }
  950. else if (socket == node.outputs[6]) { // Reflection
  951. return "vec3(0.0, 0.0, 0.0)";
  952. }
  953. }
  954. else if (node.type == "UVMAP") {
  955. node_shader_context_add_elem(parser_material_curshader.context, "tex", "short2norm");
  956. return "vec3(tex_coord.x, tex_coord.y, 0.0)";
  957. }
  958. else if (node.type == "BUMP") {
  959. let strength: string = parser_material_parse_value_input(node.inputs[0]);
  960. // let distance: string = parse_value_input(node.inputs[1]);
  961. let height: string = parser_material_parse_value_input(node.inputs[2]);
  962. let nor: string = parser_material_parse_vector_input(node.inputs[3]);
  963. let sample_bump_res: string = parser_material_store_var_name(node) + "_bump";
  964. node_shader_write(parser_material_curshader, "float " + sample_bump_res + "_x = dFdx(float(" + height + ")) * (" + strength + ") * 16.0;");
  965. node_shader_write(parser_material_curshader, "float " + sample_bump_res + "_y = dFdy(float(" + height + ")) * (" + strength + ") * 16.0;");
  966. 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))";
  967. }
  968. else if (node.type == "MAPPING") {
  969. let out: string = parser_material_parse_vector_input(node.inputs[0]);
  970. let node_translation: string = parser_material_parse_vector_input(node.inputs[1]);
  971. let node_rotation: string = parser_material_parse_vector_input(node.inputs[2]);
  972. let node_scale: string = parser_material_parse_vector_input(node.inputs[3]);
  973. if (node_scale != "vec3(1, 1, 1)") {
  974. out = "(" + out + " * " + node_scale + ")";
  975. }
  976. if (node_rotation != "vec3(0, 0, 0)") {
  977. // ZYX rotation, Z axis for now..
  978. let a: string = node_rotation + ".z * (3.1415926535 / 180)";
  979. // x * cos(theta) - y * sin(theta)
  980. // x * sin(theta) + y * cos(theta)
  981. out = "vec3(" + out + ".x * cos(" + a + ") - " + out + ".y * sin(" + a + "), " + out + ".x * sin(" + a + ") + " + out + ".y * cos(" + a + "), 0.0)";
  982. }
  983. // if node.rotation[1] != 0.0:
  984. // a = node.rotation[1]
  985. // out = "vec3({0}.x * {1} - {0}.z * {2}, {0}.x * {2} + {0}.z * {1}, 0.0)".format(out, math_cos(a), math_sin(a))
  986. // if node.rotation[0] != 0.0:
  987. // a = node.rotation[0]
  988. // out = "vec3({0}.y * {1} - {0}.z * {2}, {0}.y * {2} + {0}.z * {1}, 0.0)".format(out, math_cos(a), math_sin(a))
  989. if (node_translation != "vec3(0, 0, 0)") {
  990. out = "(" + out + " + " + node_translation + ")";
  991. }
  992. // if node.use_min:
  993. // out = "max({0}, vec3({1}, {2}, {3}))".format(out, node.min[0], node.min[1])
  994. // if node.use_max:
  995. // out = "min({0}, vec3({1}, {2}, {3}))".format(out, node.max[0], node.max[1])
  996. return out;
  997. }
  998. else if (node.type == "NORMAL") {
  999. if (socket == node.outputs[0]) {
  1000. return parser_material_vec3(node.outputs[0].default_value);
  1001. }
  1002. else if (socket == node.outputs[1]) {
  1003. let nor: string = parser_material_parse_vector_input(node.inputs[0]);
  1004. let norout: string = parser_material_vec3(node.outputs[0].default_value);
  1005. return parser_material_to_vec3("dot(" + norout + ", " + nor + ")");
  1006. }
  1007. }
  1008. else if (node.type == "NORMAL_MAP") {
  1009. let strength: string = parser_material_parse_value_input(node.inputs[0]);
  1010. let norm: string = parser_material_parse_vector_input(node.inputs[1]);
  1011. let store: string = parser_material_store_var_name(node);
  1012. node_shader_write(parser_material_curshader, "vec3 " + store + "_texn = " + norm + " * 2.0 - 1.0;");
  1013. node_shader_write(parser_material_curshader, "" + store + "_texn.xy = " + strength + " * " + store + "_texn.xy;");
  1014. node_shader_write(parser_material_curshader, "" + store + "_texn = normalize(" + store + "_texn);");
  1015. return "(0.5 * " + store + "_texn + 0.5)";
  1016. }
  1017. else if (node.type == "MIX_NORMAL_MAP") {
  1018. let nm1: string = parser_material_parse_vector_input(node.inputs[0]);
  1019. let nm2: string = parser_material_parse_vector_input(node.inputs[1]);
  1020. let but: ui_node_button_t = node.buttons[0];
  1021. let blend: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0])); // blend_type
  1022. blend = string_replace_all(blend, " ", "_");
  1023. let store: string = parser_material_store_var_name(node);
  1024. // The blending algorithms are based on the paper "Blending in Detail" by Colin Barré-Brisebois and Stephen Hill 2012
  1025. // https://blog.selfshadow.com/publications/blending-in-detail/
  1026. if (blend == "PARTIAL_DERIVATIVE") { //partial derivate blending
  1027. node_shader_write(parser_material_curshader, "vec3 " + store + "_n1 = " + nm1 + " * 2.0 - 1.0;");
  1028. node_shader_write(parser_material_curshader, "vec3 " + store + "_n2 = " + nm2 + " * 2.0 - 1.0;");
  1029. 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;";
  1030. }
  1031. else if (blend == "WHITEOUT") { //whiteout blending
  1032. node_shader_write(parser_material_curshader, "vec3 " + store + "_n1 = " + nm1 + " * 2.0 - 1.0;");
  1033. node_shader_write(parser_material_curshader, "vec3 " + store + "_n2 = " + nm2 + " * 2.0 - 1.0;");
  1034. return "0.5 * normalize(vec3(" + store + "_n1.xy + " + store + "_n2.xy, " + store + "_n1.z * " + store + "_n2.z)) + 0.5;";
  1035. }
  1036. else if (blend == "REORIENTED") { //reoriented normal mapping
  1037. node_shader_write(parser_material_curshader, "vec3 " + store + "_n1 = " + nm1 + " * 2.0 - vec3(1.0, 1.0, 0.0);");
  1038. node_shader_write(parser_material_curshader, "vec3 " + store + "_n2 = " + nm2 + " * vec3(-2.0, -2.0, 2.0) - vec3(-1.0, -1.0, 1.0);");
  1039. return "0.5 * normalize(" + store + "_n1 * dot(" + store + "_n1, " + store + "_n2) - " + store + "_n2 * " + store + "_n1.z) + 0.5";
  1040. }
  1041. }
  1042. else if (node.type == "VECT_TRANSFORM") {
  1043. // type = node.vector_type
  1044. // conv_from = node.convert_from
  1045. // conv_to = node.convert_to
  1046. // // Pass throuh
  1047. // return parse_vector_input(node.inputs[0])
  1048. }
  1049. else if (node.type == "COMBXYZ") {
  1050. let x: string = parser_material_parse_value_input(node.inputs[0]);
  1051. let y: string = parser_material_parse_value_input(node.inputs[1]);
  1052. let z: string = parser_material_parse_value_input(node.inputs[2]);
  1053. return "vec3(" + x + ", " + y + ", " + z + ")";
  1054. }
  1055. else if (node.type == "VECT_MATH") {
  1056. let vec1: string = parser_material_parse_vector_input(node.inputs[0]);
  1057. let vec2: string = parser_material_parse_vector_input(node.inputs[1]);
  1058. let but: ui_node_button_t = node.buttons[0]; //operation;
  1059. let op: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  1060. op = string_replace_all(op, " ", "_");
  1061. if (op == "ADD") {
  1062. return "(" + vec1 + " + " + vec2 + ")";
  1063. }
  1064. else if (op == "SUBTRACT") {
  1065. return "(" + vec1 + " - " + vec2 + ")";
  1066. }
  1067. else if (op == "AVERAGE") {
  1068. return "((" + vec1 + " + " + vec2 + ") / 2.0)";
  1069. }
  1070. else if (op == "DOT_PRODUCT") {
  1071. return parser_material_to_vec3("dot(" + vec1 + ", " + vec2 + ")");
  1072. }
  1073. else if (op == "LENGTH") {
  1074. return parser_material_to_vec3("length(" + vec1 + ")");
  1075. }
  1076. else if (op == "DISTANCE") {
  1077. return parser_material_to_vec3("distance(" + vec1 + ", " + vec2 + ")");
  1078. }
  1079. else if (op == "CROSS_PRODUCT") {
  1080. return "cross(" + vec1 + ", " + vec2 + ")";
  1081. }
  1082. else if (op == "NORMALIZE") {
  1083. return "normalize(" + vec1 + ")";
  1084. }
  1085. else if (op == "MULTIPLY") {
  1086. return "(" + vec1 + " * " + vec2 + ")";
  1087. }
  1088. else if (op == "DIVIDE") {
  1089. 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))";
  1090. }
  1091. else if (op == "PROJECT") {
  1092. return "(dot(" + vec1 + ", " + vec2 + ") / dot(" + vec2 + ", " + vec2 + ") * " + vec2 + ")";
  1093. }
  1094. else if (op == "REFLECT") {
  1095. return "reflect(" + vec1 + ", normalize(" + vec2 + "))";
  1096. }
  1097. else if (op == "SCALE") {
  1098. return "(" + vec2 + ".x * " + vec1 + ")";
  1099. }
  1100. else if (op == "ABSOLUTE") {
  1101. return "abs(" + vec1 + ")";
  1102. }
  1103. else if (op == "MINIMUM") {
  1104. return "min(" + vec1 + ", " + vec2 + ")";
  1105. }
  1106. else if (op == "MAXIMUM") {
  1107. return "max(" + vec1 + ", " + vec2 + ")";
  1108. }
  1109. else if (op == "FLOOR") {
  1110. return "floor(" + vec1 + ")";
  1111. }
  1112. else if (op == "CEIL") {
  1113. return "ceil(" + vec1 + ")";
  1114. }
  1115. else if (op == "FRACTION") {
  1116. return "fract(" + vec1 + ")";
  1117. }
  1118. else if (op == "MODULO") {
  1119. return "mod(" + vec1 + ", " + vec2 + ")";
  1120. }
  1121. else if(op == "SNAP") {
  1122. return "(floor(" + vec1 + " / " + vec2 + ") * " + vec2 + ")";
  1123. }
  1124. else if (op == "SINE") {
  1125. return "sin(" + vec1 + ")";
  1126. }
  1127. else if (op == "COSINE") {
  1128. return "cos(" + vec1 + ")";
  1129. }
  1130. else if (op == "TANGENT") {
  1131. return "tan(" + vec1 + ")";
  1132. }
  1133. }
  1134. else if (node.type == "Displacement") {
  1135. let height: string = parser_material_parse_value_input(node.inputs[0]);
  1136. return parser_material_to_vec3(height);
  1137. }
  1138. else if (map_get(parser_material_custom_nodes, node.type) != null) {
  1139. let cb: any = map_get(parser_material_custom_nodes, node.type); // JSValue -> (n: ui_node_t, s: string)=>string
  1140. return js_call_ptr_str(cb, node, socket.name);
  1141. }
  1142. return "vec3(0.0, 0.0, 0.0)";
  1143. }
  1144. function parse_normal_map_color_input(inp: ui_node_socket_t) {
  1145. parser_material_frag.write_normal++;
  1146. parser_material_out_normaltan = parser_material_parse_vector_input(inp);
  1147. if (!parser_material_arm_export_tangents) {
  1148. node_shader_write(parser_material_frag, "vec3 texn = (" + parser_material_out_normaltan + ") * 2.0 - 1.0;");
  1149. node_shader_write(parser_material_frag, "texn.y = -texn.y;");
  1150. if (!parser_material_cotangent_frame_written) {
  1151. parser_material_cotangent_frame_written = true;
  1152. node_shader_add_function(parser_material_frag, str_cotangent_frame);
  1153. }
  1154. parser_material_frag.n = true;
  1155. ///if (arm_direct3d11 || arm_direct3d12 || arm_metal || arm_vulkan)
  1156. node_shader_write(parser_material_frag, "mat3 TBN = cotangent_frame(n, vvec, tex_coord);");
  1157. ///else
  1158. node_shader_write(parser_material_frag, "mat3 TBN = cotangent_frame(n, -vvec, tex_coord);");
  1159. ///end
  1160. node_shader_write(parser_material_frag, "n = mul(normalize(texn), TBN);");
  1161. }
  1162. parser_material_frag.write_normal--;
  1163. }
  1164. function parser_material_parse_value_input(inp: ui_node_socket_t, vector_as_grayscale: bool = false): string {
  1165. let l: ui_node_link_t = parser_material_get_input_link(inp);
  1166. let from_node: ui_node_t = l != null ? parser_material_get_node(l.from_id) : null;
  1167. if (from_node != null) {
  1168. if (from_node.type == "REROUTE") {
  1169. return parser_material_parse_value_input(from_node.inputs[0]);
  1170. }
  1171. let res_var: string = parser_material_write_result(l);
  1172. let st: string = from_node.outputs[l.from_socket].type;
  1173. if (st == "RGB" || st == "RGBA" || st == "VECTOR") {
  1174. if (vector_as_grayscale) {
  1175. return "dot(" + res_var + ".rbg, vec3(0.299, 0.587, 0.114))";
  1176. }
  1177. else {
  1178. return res_var + ".x";
  1179. }
  1180. }
  1181. else { // VALUE
  1182. return res_var;
  1183. }
  1184. }
  1185. else {
  1186. return parser_material_vec1(inp.default_value[0]);
  1187. }
  1188. }
  1189. function parser_material_parse_value(node: ui_node_t, socket: ui_node_socket_t): string {
  1190. if (node.type == "GROUP") {
  1191. return parser_material_parse_group(node, socket);
  1192. }
  1193. else if (node.type == "GROUP_INPUT") {
  1194. return parser_material_parse_group_input(node, socket);
  1195. }
  1196. else if (node.type == "ATTRIBUTE") {
  1197. node_shader_add_uniform(parser_material_curshader, "float time", "_time");
  1198. return "time";
  1199. }
  1200. else if (node.type == "VERTEX_COLOR") {
  1201. return "1.0";
  1202. }
  1203. else if (node.type == "WIREFRAME") {
  1204. node_shader_add_uniform(parser_material_curshader, "sampler2D texuvmap", "_texuvmap");
  1205. // let use_pixel_size: bool = node.buttons[0].default_value == "true";
  1206. // let pixel_size: f32 = parse_value_input(node.inputs[0]);
  1207. return "textureLod(texuvmap, tex_coord, 0.0).r";
  1208. }
  1209. else if (node.type == "CAMERA") {
  1210. if (socket == node.outputs[1]) { // View Z Depth
  1211. node_shader_add_uniform(parser_material_curshader, "vec2 camera_proj", "_camera_plane_proj");
  1212. ///if (arm_direct3d11 || arm_direct3d12 || arm_metal || arm_vulkan)
  1213. parser_material_curshader.wvpposition = true;
  1214. return "(camera_proj.y / ((wvpposition.z / wvpposition.w) - camera_proj.x))";
  1215. ///else
  1216. return "(camera_proj.y / (gl_FragCoord.z - camera_proj.x))";
  1217. ///end
  1218. }
  1219. else { // View Distance
  1220. node_shader_add_uniform(parser_material_curshader, "vec3 eye", "_camera_pos");
  1221. parser_material_curshader.wposition = true;
  1222. return "distance(eye, wposition)";
  1223. }
  1224. }
  1225. else if (node.type == "LAYER") {
  1226. let l: any = node.buttons[0].default_value;
  1227. if (socket == node.outputs[1]) { // Opac
  1228. node_shader_add_uniform(parser_material_curshader, "sampler2D texpaint" + l, "_texpaint" + l);
  1229. return "texture(texpaint" + l + ", tex_coord).a";
  1230. }
  1231. else if (socket == node.outputs[2]) { // Occ
  1232. node_shader_add_uniform(parser_material_curshader, "sampler2D texpaint_pack" + l, "_texpaint_pack" + l);
  1233. return "texture(texpaint_pack" + l + ", tex_coord).r";
  1234. }
  1235. else if (socket == node.outputs[3]) { // Rough
  1236. node_shader_add_uniform(parser_material_curshader, "sampler2D texpaint_pack" + l, "_texpaint_pack" + l);
  1237. return "texture(texpaint_pack" + l + ", tex_coord).g";
  1238. }
  1239. else if (socket == node.outputs[4]) { // Metal
  1240. node_shader_add_uniform(parser_material_curshader, "sampler2D texpaint_pack" + l, "_texpaint_pack" + l);
  1241. return "texture(texpaint_pack" + l + ", tex_coord).b";
  1242. }
  1243. else if (socket == node.outputs[7]) { // Height
  1244. node_shader_add_uniform(parser_material_curshader, "sampler2D texpaint_pack" + l, "_texpaint_pack" + l);
  1245. return "texture(texpaint_pack" + l + ", tex_coord).a";
  1246. }
  1247. }
  1248. else if (node.type == "LAYER_MASK") {
  1249. if (socket == node.outputs[0]) {
  1250. let l: any = node.buttons[0].default_value;
  1251. node_shader_add_uniform(parser_material_curshader, "sampler2D texpaint" + l, "_texpaint" + l);
  1252. return "texture(texpaint" + l + ", tex_coord).r";
  1253. }
  1254. }
  1255. else if (node.type == "MATERIAL") {
  1256. let result: string = "0.0";
  1257. let mi: i32 = node.buttons[0].default_value[0];
  1258. if (mi >= project_materials.length) return result;
  1259. let m: slot_material_t = project_materials[mi];
  1260. let _nodes: ui_node_t[] = parser_material_nodes;
  1261. let _links: ui_node_link_t[] = parser_material_links;
  1262. parser_material_nodes = m.canvas.nodes;
  1263. parser_material_links = m.canvas.links;
  1264. array_push(parser_material_parents, node);
  1265. let output_node: ui_node_t = parser_material_node_by_type(parser_material_nodes, "OUTPUT_MATERIAL_PBR");
  1266. if (socket == node.outputs[1]) { // Opac
  1267. result = parser_material_parse_value_input(output_node.inputs[1]);
  1268. }
  1269. else if (socket == node.outputs[2]) { // Occ
  1270. result = parser_material_parse_value_input(output_node.inputs[2]);
  1271. }
  1272. else if (socket == node.outputs[3]) { // Rough
  1273. result = parser_material_parse_value_input(output_node.inputs[3]);
  1274. }
  1275. else if (socket == node.outputs[4]) { // Metal
  1276. result = parser_material_parse_value_input(output_node.inputs[4]);
  1277. }
  1278. else if (socket == node.outputs[7]) { // Height
  1279. result = parser_material_parse_value_input(output_node.inputs[7]);
  1280. }
  1281. parser_material_nodes = _nodes;
  1282. parser_material_links = _links;
  1283. array_pop(parser_material_parents);
  1284. return result;
  1285. }
  1286. else if (node.type == "PICKER") {
  1287. if (socket == node.outputs[1]) {
  1288. node_shader_add_uniform(parser_material_curshader, "float picker_opacity", "_picker_opacity");
  1289. return "picker_opacity";
  1290. }
  1291. else if (socket == node.outputs[2]) {
  1292. node_shader_add_uniform(parser_material_curshader, "float picker_occlusion", "_picker_occlusion");
  1293. return "picker_occlusion";
  1294. }
  1295. else if (socket == node.outputs[3]) {
  1296. node_shader_add_uniform(parser_material_curshader, "float picker_roughness", "_picker_roughness");
  1297. return "picker_roughness";
  1298. }
  1299. else if (socket == node.outputs[4]) {
  1300. node_shader_add_uniform(parser_material_curshader, "float picker_metallic", "_picker_metallic");
  1301. return "picker_metallic";
  1302. }
  1303. else if (socket == node.outputs[7]) {
  1304. node_shader_add_uniform(parser_material_curshader, "float picker_height", "_picker_height");
  1305. return "picker_height";
  1306. }
  1307. }
  1308. else if (node.type == "FRESNEL") {
  1309. let ior: string = parser_material_parse_value_input(node.inputs[0]);
  1310. parser_material_curshader.dotnv = true;
  1311. return "pow(1.0 - dotnv, 7.25 / " + ior + ")";
  1312. }
  1313. else if (node.type == "NEW_GEOMETRY") {
  1314. if (socket == node.outputs[6]) { // Backfacing
  1315. ///if (arm_direct3d11 || arm_direct3d12 || arm_metal || arm_vulkan)
  1316. return "0.0"; // SV_IsFrontFace
  1317. ///else
  1318. return "(1.0 - float(gl_FrontFacing))";
  1319. ///end
  1320. }
  1321. else if (socket == node.outputs[7]) { // Pointiness
  1322. let strength: f32 = 1.0;
  1323. let radius: f32 = 1.0;
  1324. let offset: f32 = 0.0;
  1325. let store: string = parser_material_store_var_name(node);
  1326. parser_material_curshader.n = true;
  1327. node_shader_write(parser_material_curshader, "vec3 " + store + "_dx = dFdx(n);");
  1328. node_shader_write(parser_material_curshader, "vec3 " + store + "_dy = dFdy(n);");
  1329. node_shader_write(parser_material_curshader, "float " + store + "_curvature = max(dot(" + store + "_dx, " + store + "_dx), dot(" + store + "_dy, " + store + "_dy));");
  1330. node_shader_write(parser_material_curshader, store + "_curvature = clamp(pow(" + store + "_curvature, (1.0 / " + radius + ") * 0.25) * " + strength + " * 2.0 + " + offset + " / 10.0, 0.0, 1.0);");
  1331. return store + "_curvature";
  1332. }
  1333. else if (socket == node.outputs[8]) { // Random Per Island
  1334. return "0.0";
  1335. }
  1336. }
  1337. else if (node.type == "HAIR_INFO") {
  1338. return "0.5";
  1339. }
  1340. else if (node.type == "LAYER_WEIGHT") {
  1341. let blend: string = parser_material_parse_value_input(node.inputs[0]);
  1342. if (socket == node.outputs[0]) { // Fresnel
  1343. parser_material_curshader.dotnv = true;
  1344. return "clamp(pow(1.0 - dotnv, (1.0 - " + blend + ") * 10.0), 0.0, 1.0)";
  1345. }
  1346. else if (socket == node.outputs[1]) { // Facing
  1347. parser_material_curshader.dotnv = true;
  1348. return "((1.0 - dotnv) * " + blend + ")";
  1349. }
  1350. }
  1351. else if (node.type == "OBJECT_INFO") {
  1352. if (socket == node.outputs[1]) { // Object Index
  1353. node_shader_add_uniform(parser_material_curshader, "float object_info_index", "_object_info_index");
  1354. return "object_info_index";
  1355. }
  1356. else if (socket == node.outputs[2]) { // Material Index
  1357. node_shader_add_uniform(parser_material_curshader, "float object_info_material_index", "_object_info_material_index");
  1358. return "object_info_material_index";
  1359. }
  1360. else if (socket == node.outputs[3]) { // Random
  1361. node_shader_add_uniform(parser_material_curshader, "float object_info_random", "_object_info_random");
  1362. return "object_info_random";
  1363. }
  1364. }
  1365. else if (node.type == "VALUE") {
  1366. return parser_material_vec1(node.outputs[0].default_value[0]);
  1367. }
  1368. else if (node.type == "TEX_BRICK") {
  1369. node_shader_add_function(parser_material_curshader, str_tex_brick);
  1370. let co: string = parser_material_get_coord(node);
  1371. let scale: string = parser_material_parse_value_input(node.inputs[4]);
  1372. let res: string = "tex_brick_f(" + co + " * " + scale + ")";
  1373. return res;
  1374. }
  1375. else if (node.type == "TEX_CHECKER") {
  1376. node_shader_add_function(parser_material_curshader, str_tex_checker);
  1377. let co: string = parser_material_get_coord(node);
  1378. let scale: string = parser_material_parse_value_input(node.inputs[3]);
  1379. let res: string = "tex_checker_f(" + co + ", " + scale + ")";
  1380. return res;
  1381. }
  1382. else if (node.type == "TEX_GRADIENT") {
  1383. let co: string = parser_material_get_coord(node);
  1384. let but: ui_node_button_t = node.buttons[0]; //gradient_type;
  1385. let grad: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  1386. grad = string_replace_all(grad, " ", "_");
  1387. let f: string = parser_material_get_gradient(grad, co);
  1388. let res: string = "(clamp(" + f + ", 0.0, 1.0))";
  1389. return res;
  1390. }
  1391. else if (node.type == "TEX_IMAGE") {
  1392. // Already fetched
  1393. if (array_index_of(parser_material_parsed, parser_material_res_var_name(node, node.outputs[0])) >= 0) { // TODO: node.outputs[1]
  1394. let varname: string = parser_material_store_var_name(node);
  1395. return varname + ".a";
  1396. }
  1397. let tex_name: string = parser_material_node_name(node);
  1398. let tex: bind_tex_t = parser_material_make_texture(node, tex_name);
  1399. if (tex != null) {
  1400. let color_space: i32 = node.buttons[1].default_value[0];
  1401. let texstore: string = parser_material_texture_store(node, tex, tex_name, color_space);
  1402. return texstore + ".a";
  1403. }
  1404. }
  1405. else if (node.type == "TEX_TEXT") {
  1406. let tex_name: string = parser_material_node_name(node);
  1407. let text_buffer: buffer_t = node.buttons[0].default_value;
  1408. let text: string = sys_buffer_to_string(text_buffer);
  1409. let file: string = "tex_text_" + text;
  1410. _parser_material_cache_tex_text_node(file, text);
  1411. let tex: bind_tex_t = parser_material_make_bind_tex(tex_name, file);
  1412. let texstore: string = parser_material_texture_store(node, tex, tex_name, color_space_t.AUTO);
  1413. return texstore + ".r";
  1414. }
  1415. else if (node.type == "TEX_MAGIC") {
  1416. node_shader_add_function(parser_material_curshader, str_tex_magic);
  1417. let co: string = parser_material_get_coord(node);
  1418. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  1419. let res: string = "tex_magic_f(" + co + " * " + scale + " * 4.0)";
  1420. return res;
  1421. }
  1422. else if (node.type == "TEX_MUSGRAVE") {
  1423. node_shader_add_function(parser_material_curshader, str_tex_musgrave);
  1424. let co: string = parser_material_get_coord(node);
  1425. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  1426. let res: string = "tex_musgrave_f(" + co + " * " + scale + " * 0.5)";
  1427. return res;
  1428. }
  1429. else if (node.type == "TEX_NOISE") {
  1430. node_shader_add_function(parser_material_curshader, str_tex_noise);
  1431. let co: string = parser_material_get_coord(node);
  1432. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  1433. let res: string = "tex_noise(" + co + " * " + scale + ")";
  1434. return res;
  1435. }
  1436. else if (node.type == "TEX_VORONOI") {
  1437. node_shader_add_function(parser_material_curshader, str_tex_voronoi);
  1438. node_shader_add_uniform(parser_material_curshader, "sampler2D snoise256", "$noise256.k");
  1439. let co: string = parser_material_get_coord(node);
  1440. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  1441. let but: ui_node_button_t = node.buttons[0]; // coloring
  1442. let coloring: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  1443. coloring = string_replace_all(coloring, " ", "_");
  1444. let res: string = "";
  1445. if (coloring == "INTENSITY") {
  1446. res = "tex_voronoi(" + co + " * " + scale + ", texturePass(snoise256)).a";
  1447. }
  1448. else { // Cells
  1449. res = "tex_voronoi(" + co + " * " + scale + ", texturePass(snoise256)).r";
  1450. }
  1451. return res;
  1452. }
  1453. else if (node.type == "TEX_WAVE") {
  1454. node_shader_add_function(parser_material_curshader, str_tex_wave);
  1455. let co: string = parser_material_get_coord(node);
  1456. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  1457. let res: string = "tex_wave_f(" + co + " * " + scale + ")";
  1458. return res;
  1459. }
  1460. else if (node.type == "BAKE_CURVATURE") {
  1461. if (parser_material_bake_passthrough) {
  1462. parser_material_bake_passthrough_strength = parser_material_parse_value_input(node.inputs[0]);
  1463. parser_material_bake_passthrough_radius = parser_material_parse_value_input(node.inputs[1]);
  1464. parser_material_bake_passthrough_offset = parser_material_parse_value_input(node.inputs[2]);
  1465. return "0.0";
  1466. }
  1467. let tex_name: string = "texbake_" + parser_material_node_name(node);
  1468. node_shader_add_uniform(parser_material_curshader, "sampler2D " + tex_name, "_" + tex_name);
  1469. let store: string = parser_material_store_var_name(node);
  1470. node_shader_write(parser_material_curshader, "float " + store + "_res = texture(" + tex_name + ", tex_coord).r;");
  1471. return store + "_res";
  1472. }
  1473. else if (node.type == "NORMAL") {
  1474. let nor: string = parser_material_parse_vector_input(node.inputs[0]);
  1475. let norout: string = parser_material_vec3(node.outputs[0].default_value);
  1476. return "dot(" + norout + ", " + nor + ")";
  1477. }
  1478. else if (node.type == "COLMASK") {
  1479. let input_color: string = parser_material_parse_vector_input(node.inputs[0]);
  1480. let mask_color: string = parser_material_parse_vector_input(node.inputs[1]);
  1481. let radius: string = parser_material_parse_value_input(node.inputs[2]);
  1482. let fuzziness: string = parser_material_parse_value_input(node.inputs[3]);
  1483. return "clamp(1.0 - (distance(" + input_color + ", " + mask_color + ") - " + radius + ") / max(" + fuzziness + ", " + parser_material_eps + "), 0.0, 1.0)";
  1484. }
  1485. else if (node.type == "MATH") {
  1486. let val1: string = parser_material_parse_value_input(node.inputs[0]);
  1487. let val2: string = parser_material_parse_value_input(node.inputs[1]);
  1488. let but: ui_node_button_t = node.buttons[0]; // operation
  1489. let op: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  1490. op = string_replace_all(op, " ", "_");
  1491. let use_clamp: bool = node.buttons[1].default_value[0] > 0;
  1492. let out_val: string = "";
  1493. if (op == "ADD") {
  1494. out_val = "(" + val1 + " + " + val2 + ")";
  1495. }
  1496. else if (op == "SUBTRACT") {
  1497. out_val = "(" + val1 + " - " + val2 + ")";
  1498. }
  1499. else if (op == "MULTIPLY") {
  1500. out_val = "(" + val1 + " * " + val2 + ")";
  1501. }
  1502. else if (op == "DIVIDE") {
  1503. val2 = "(" + val2 + " == 0.0 ? " + parser_material_eps + " : " + val2 + ")";
  1504. out_val = "(" + val1 + " / " + val2 + ")";
  1505. }
  1506. else if (op == "POWER") {
  1507. out_val = "pow(" + val1 + ", " + val2 + ")";
  1508. }
  1509. else if (op == "LOGARITHM") {
  1510. out_val = "log(" + val1 + ")";
  1511. }
  1512. else if (op == "SQUARE_ROOT") {
  1513. out_val = "sqrt(" + val1 + ")";
  1514. }
  1515. else if(op == "INVERSE_SQUARE_ROOT") {
  1516. out_val = "inversesqrt(" + val1 + ")";
  1517. }
  1518. else if (op == "EXPONENT") {
  1519. out_val = "exp(" + val1 + ")";
  1520. }
  1521. else if (op == "ABSOLUTE") {
  1522. out_val = "abs(" + val1 + ")";
  1523. }
  1524. else if (op == "MINIMUM") {
  1525. out_val = "min(" + val1 + ", " + val2 + ")";
  1526. }
  1527. else if (op == "MAXIMUM") {
  1528. out_val = "max(" + val1 + ", " + val2 + ")";
  1529. }
  1530. else if (op == "LESS_THAN") {
  1531. out_val = "float(" + val1 + " < " + val2 + ")";
  1532. }
  1533. else if (op == "GREATER_THAN") {
  1534. out_val = "float(" + val1 + " > " + val2 + ")";
  1535. }
  1536. else if (op == "SIGN") {
  1537. out_val = "sign(" + val1 + ")";
  1538. }
  1539. else if (op == "ROUND") {
  1540. out_val = "floor(" + val1 + " + 0.5)";
  1541. }
  1542. else if (op == "FLOOR") {
  1543. out_val = "floor(" + val1 + ")";
  1544. }
  1545. else if (op == "CEIL") {
  1546. out_val = "ceil(" + val1 + ")";
  1547. }
  1548. else if(op == "SNAP") {
  1549. out_val = "(floor(" + val1 + " / " + val2 + ") * " + val2 + ")";
  1550. }
  1551. else if (op == "TRUNCATE") {
  1552. out_val = "trunc(" + val1 + ")";
  1553. }
  1554. else if (op == "FRACTION") {
  1555. out_val = "fract(" + val1 + ")";
  1556. }
  1557. else if (op == "MODULO") {
  1558. out_val = "mod(" + val1 + ", " + val2 + ")";
  1559. }
  1560. else if (op == "PING-PONG") {
  1561. out_val = "((" + val2 + " != 0.0) ? abs(fract((" + val1 + " - " + val2 + ") / (" + val2 + " * 2.0)) * " + val2 + " * 2.0 - " + val2 + ") : 0.0)";
  1562. }
  1563. else if (op == "SINE") {
  1564. out_val = "sin(" + val1 + ")";
  1565. }
  1566. else if (op == "COSINE") {
  1567. out_val = "cos(" + val1 + ")";
  1568. }
  1569. else if (op == "TANGENT") {
  1570. out_val = "tan(" + val1 + ")";
  1571. }
  1572. else if (op == "ARCSINE") {
  1573. out_val = "asin(" + val1 + ")";
  1574. }
  1575. else if (op == "ARCCOSINE") {
  1576. out_val = "acos(" + val1 + ")";
  1577. }
  1578. else if (op == "ARCTANGENT") {
  1579. out_val = "atan(" + val1 + ")";
  1580. }
  1581. else if (op == "ARCTAN2") {
  1582. out_val = "atan2(" + val1 + ", " + val2 + ")";
  1583. }
  1584. else if (op == "HYPERBOLIC_SINE") {
  1585. out_val = "sinh(" + val1 + ")";
  1586. }
  1587. else if (op == "HYPERBOLIC_COSINE") {
  1588. out_val = "cosh(" + val1 + ")";
  1589. }
  1590. else if (op == "HYPERBOLIC_TANGENT") {
  1591. out_val = "tanh(" + val1 + ")";
  1592. }
  1593. else if (op == "TO_RADIANS") {
  1594. out_val = "radians(" + val1 + ")";
  1595. }
  1596. else if (op == "TO_DEGREES") {
  1597. out_val = "degrees(" + val1 + ")";
  1598. }
  1599. if (use_clamp) {
  1600. return "clamp(" + out_val + ", 0.0, 1.0)";
  1601. }
  1602. else {
  1603. return out_val;
  1604. }
  1605. }
  1606. else if (node.type == "SCRIPT_CPU") {
  1607. if (parser_material_script_links == null) {
  1608. parser_material_script_links = map_create();
  1609. }
  1610. let script: buffer_t = node.buttons[0].default_value;
  1611. let str: string = sys_buffer_to_string(script);
  1612. let link: string = parser_material_node_name(node);
  1613. map_set(parser_material_script_links, link, str);
  1614. node_shader_add_uniform(parser_material_curshader, "float " + link, "_" + link);
  1615. return link;
  1616. }
  1617. else if (node.type == "SHADER_GPU") {
  1618. let shader: buffer_t = node.buttons[0].default_value;
  1619. let str: string = sys_buffer_to_string(shader);
  1620. return str == "" ? "0.0" : str;
  1621. }
  1622. else if (node.type == "RGBTOBW") {
  1623. let col: string = parser_material_parse_vector_input(node.inputs[0]);
  1624. return "(((" + col + ".r * 0.3 + " + col + ".g * 0.59 + " + col + ".b * 0.11) / 3.0) * 2.5)";
  1625. }
  1626. else if (node.type == "SEPHSV") {
  1627. node_shader_add_function(parser_material_curshader, str_hue_sat);
  1628. let col: string = parser_material_parse_vector_input(node.inputs[0]);
  1629. if (socket == node.outputs[0]) {
  1630. return "rgb_to_hsv(" + col + ").r";
  1631. }
  1632. else if (socket == node.outputs[1]) {
  1633. return "rgb_to_hsv(" + col + ").g";
  1634. }
  1635. else if (socket == node.outputs[2]) {
  1636. return "rgb_to_hsv(" + col + ").b";
  1637. }
  1638. }
  1639. else if (node.type == "SEPRGB") {
  1640. let col: string = parser_material_parse_vector_input(node.inputs[0]);
  1641. if (socket == node.outputs[0]) {
  1642. return col + ".r";
  1643. }
  1644. else if (socket == node.outputs[1]) {
  1645. return col + ".g";
  1646. }
  1647. else if (socket == node.outputs[2]) {
  1648. return col + ".b";
  1649. }
  1650. }
  1651. else if (node.type == "SEPXYZ") {
  1652. let vec: string = parser_material_parse_vector_input(node.inputs[0]);
  1653. if (socket == node.outputs[0]) {
  1654. return vec + ".x";
  1655. }
  1656. else if (socket == node.outputs[1]) {
  1657. return vec + ".y";
  1658. }
  1659. else if (socket == node.outputs[2]) {
  1660. return vec + ".z";
  1661. }
  1662. }
  1663. else if (node.type == "VECT_MATH") {
  1664. let vec1: string = parser_material_parse_vector_input(node.inputs[0]);
  1665. let vec2: string = parser_material_parse_vector_input(node.inputs[1]);
  1666. let but: ui_node_button_t = node.buttons[0]; //operation;
  1667. let op: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  1668. op = string_replace_all(op, " ", "_");
  1669. if (op == "DOT_PRODUCT") {
  1670. return "dot(" + vec1 + ", " + vec2 + ")";
  1671. }
  1672. else if (op == "LENGTH") {
  1673. return "length(" + vec1 + ")";
  1674. }
  1675. else if (op == "DISTANCE") {
  1676. return "distance(" + vec1 + ", " + vec2 + ")";
  1677. }
  1678. else {
  1679. return "0.0";
  1680. }
  1681. }
  1682. else if (node.type == "CLAMP") {
  1683. let val: string = parser_material_parse_value_input(node.inputs[0]);
  1684. let min: string = parser_material_parse_value_input(node.inputs[1]);
  1685. let max: string = parser_material_parse_value_input(node.inputs[2]);
  1686. let but: ui_node_button_t = node.buttons[0]; //operation;
  1687. let op: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  1688. op = string_replace_all(op, " ", "_");
  1689. if (op == "MIN_MAX") {
  1690. return "(clamp(" + val + ", " + min + ", " + max + "))";
  1691. }
  1692. else if (op == "RANGE") {
  1693. return "(clamp(" + val + ", min(" + min + ", " + max + "), max(" + min + ", " + max + ")))";
  1694. }
  1695. }
  1696. else if (node.type == "MAPRANGE") {
  1697. let val: string = parser_material_parse_value_input(node.inputs[0]);
  1698. let fmin: string = parser_material_parse_value_input(node.inputs[1]);
  1699. let fmax: string = parser_material_parse_value_input(node.inputs[2]);
  1700. let tmin: string = parser_material_parse_value_input(node.inputs[3]);
  1701. let tmax: string = parser_material_parse_value_input(node.inputs[4]);
  1702. let use_clamp: bool = node.buttons[0].default_value[0] > 0;
  1703. let a: string = "((" + tmin + " - " + tmax + ") / (" + fmin + " - " + fmax + "))";
  1704. let out_val: string = "(" + a + " * " + val + " + " + tmin + " - " + a + " * " + fmin + ")";
  1705. if (use_clamp) {
  1706. return "(clamp(" + out_val + ", " + tmin + ", " + tmax + "))";
  1707. }
  1708. else {
  1709. return out_val;
  1710. }
  1711. }
  1712. else if (map_get(parser_material_custom_nodes, node.type) != null) {
  1713. let cb: any = map_get(parser_material_custom_nodes, node.type);
  1714. return js_call_ptr_str(cb, node, socket.name);
  1715. }
  1716. return "0.0";
  1717. }
  1718. function parser_material_get_coord(node: ui_node_t): string {
  1719. if (parser_material_get_input_link(node.inputs[0]) != null) {
  1720. return parser_material_parse_vector_input(node.inputs[0]);
  1721. }
  1722. else {
  1723. parser_material_curshader.bposition = true;
  1724. return "bposition";
  1725. }
  1726. }
  1727. function parser_material_get_gradient(grad: string, co: string): string {
  1728. if (grad == "LINEAR") {
  1729. return co + ".x";
  1730. }
  1731. else if (grad == "QUADRATIC") {
  1732. return "0.0";
  1733. }
  1734. else if (grad == "EASING") {
  1735. return "0.0";
  1736. }
  1737. else if (grad == "DIAGONAL") {
  1738. return "(" + co + ".x + " + co + ".y) * 0.5";
  1739. }
  1740. else if (grad == "RADIAL") {
  1741. return "atan2(" + co + ".x, " + co + ".y) / (3.141592 * 2.0) + 0.5";
  1742. }
  1743. else if (grad == "QUADRATIC_SPHERE") {
  1744. return "0.0";
  1745. }
  1746. else { // "SPHERICAL"
  1747. return "max(1.0 - sqrt(" + co + ".x * " + co + ".x + " + co + ".y * " + co + ".y + " + co + ".z * " + co + ".z), 0.0)";
  1748. }
  1749. }
  1750. function parser_material_vector_curve(name: string, fac: string, points: f32_ptr, num: i32): string {
  1751. // Write Ys array
  1752. let ys_var: string = name + "_ys";
  1753. node_shader_write(parser_material_curshader, "float " + ys_var + "[" + num + "];"); // TODO: Make const
  1754. for (let i: i32 = 0; i < num; ++i) {
  1755. let p: f32 = ARRAY_ACCESS(points, i * 2 + 1);
  1756. node_shader_write(parser_material_curshader, ys_var + "[" + i + "] = " + p + ";");
  1757. }
  1758. // Get index
  1759. let fac_var: string = name + "_fac";
  1760. node_shader_write(parser_material_curshader, "float " + fac_var + " = " + fac + ";");
  1761. let index: string = "0";
  1762. for (let i: i32 = 1; i < num; ++i) {
  1763. let p: f32 = ARRAY_ACCESS(points, i * 2 + 0);
  1764. index += " + (" + fac_var + " > " + p + " ? 1 : 0)";
  1765. }
  1766. // Write index
  1767. let index_var: string = name + "_i";
  1768. node_shader_write(parser_material_curshader, "int " + index_var + " = " + index + ";");
  1769. // Linear
  1770. // Write Xs array
  1771. let facs_var: string = name + "_xs";
  1772. node_shader_write(parser_material_curshader, "float " + facs_var + "[" + num + "];"); // TODO: Make const
  1773. for (let i: i32 = 0; i < num; ++i) {
  1774. let p: f32 = ARRAY_ACCESS(points, i * 2 + 0);
  1775. node_shader_write(parser_material_curshader, "" + facs_var + "[" + i + "] = " + p + ";");
  1776. }
  1777. // Map vector
  1778. return "mix(" +
  1779. ys_var + "[" + index_var + "], " + ys_var + "[" + index_var + " + 1], (" + fac_var + " - " +
  1780. facs_var + "[" + index_var + "]) * (1.0 / (" + facs_var + "[" + index_var + " + 1] - " + facs_var + "[" + index_var + "])))";
  1781. }
  1782. function parser_material_res_var_name(node: ui_node_t, socket: ui_node_socket_t): string {
  1783. return parser_material_node_name(node) + "_" + parser_material_safesrc(socket.name) + "_res";
  1784. }
  1785. function parser_material_write_result(l: ui_node_link_t): string {
  1786. let from_node: ui_node_t = parser_material_get_node(l.from_id);
  1787. let from_socket: ui_node_socket_t = from_node.outputs[l.from_socket];
  1788. let res_var: string = parser_material_res_var_name(from_node, from_socket);
  1789. let st: string = from_socket.type;
  1790. if (array_index_of(parser_material_parsed, res_var) < 0) {
  1791. array_push(parser_material_parsed, res_var);
  1792. if (st == "RGB" || st == "RGBA" || st == "VECTOR") {
  1793. let res: string = parser_material_parse_vector(from_node, from_socket);
  1794. if (res == null) {
  1795. return null;
  1796. }
  1797. map_set(parser_material_parsed_map, res_var, res);
  1798. node_shader_write(parser_material_curshader, "vec3 " + res_var + " = " + res + ";");
  1799. }
  1800. else if (st == "VALUE") {
  1801. let res: string = parser_material_parse_value(from_node, from_socket);
  1802. if (res == null) {
  1803. return null;
  1804. }
  1805. map_set(parser_material_parsed_map, res_var, res);
  1806. node_shader_write(parser_material_curshader, "float " + res_var + " = " + res + ";");
  1807. }
  1808. }
  1809. return res_var;
  1810. }
  1811. function parser_material_store_var_name(node: ui_node_t): string {
  1812. return parser_material_node_name(node) + "_store";
  1813. }
  1814. function parser_material_texture_store(node: ui_node_t, tex: bind_tex_t, tex_name: string, color_space: i32): string {
  1815. array_push(parser_material_matcon.bind_textures, tex);
  1816. node_shader_context_add_elem(parser_material_curshader.context, "tex", "short2norm");
  1817. node_shader_add_uniform(parser_material_curshader, "sampler2D " + tex_name);
  1818. let uv_name: string = "";
  1819. if (parser_material_get_input_link(node.inputs[0]) != null) {
  1820. uv_name = parser_material_parse_vector_input(node.inputs[0]);
  1821. }
  1822. else {
  1823. uv_name = parser_material_tex_coord;
  1824. }
  1825. let tex_store: string = parser_material_store_var_name(node);
  1826. if (parser_material_sample_keep_aspect) {
  1827. node_shader_write(parser_material_curshader, "vec2 " + tex_store + "_size = vec2(textureSize(" + tex_name + ", 0));");
  1828. node_shader_write(parser_material_curshader, "float " + tex_store + "_ax = " + tex_store + "_size.x / " + tex_store + "_size.y;");
  1829. node_shader_write(parser_material_curshader, "float " + tex_store + "_ay = " + tex_store + "_size.y / " + tex_store + "_size.x;");
  1830. node_shader_write(parser_material_curshader, "vec2 " + tex_store + "_uv = ((" + uv_name + ".xy / " + parser_material_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);");
  1831. node_shader_write(parser_material_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;");
  1832. node_shader_write(parser_material_curshader, "" + tex_store + "_uv *= " + parser_material_sample_uv_scale + ";");
  1833. uv_name = tex_store + "_uv";
  1834. }
  1835. if (parser_material_triplanar) {
  1836. node_shader_write(parser_material_curshader, "vec4 " + tex_store + " = vec4(0.0, 0.0, 0.0, 0.0);");
  1837. node_shader_write(parser_material_curshader, "if (tex_coord_blend.x > 0) " + tex_store + " += texture(" + tex_name + ", " + uv_name + ".xy) * tex_coord_blend.x;");
  1838. node_shader_write(parser_material_curshader, "if (tex_coord_blend.y > 0) " + tex_store + " += texture(" + tex_name + ", " + uv_name + "1.xy) * tex_coord_blend.y;");
  1839. node_shader_write(parser_material_curshader, "if (tex_coord_blend.z > 0) " + tex_store + " += texture(" + tex_name + ", " + uv_name + "2.xy) * tex_coord_blend.z;");
  1840. }
  1841. else {
  1842. if (parser_material_curshader == parser_material_frag) {
  1843. map_set(parser_material_texture_map, tex_store, "texture(" + tex_name + ", " + uv_name + ".xy)");
  1844. node_shader_write(parser_material_curshader, "vec4 " + tex_store + " = texture(" + tex_name + ", " + uv_name + ".xy);");
  1845. }
  1846. else {
  1847. map_set(parser_material_texture_map, tex_store, "textureLod(" + tex_name + ", " + uv_name + ".xy, 0.0)");
  1848. node_shader_write(parser_material_curshader, "vec4 " + tex_store + " = textureLod(" + tex_name + ", " + uv_name + ".xy, 0.0);");
  1849. }
  1850. if (!ends_with(tex.file, ".jpg")) { // Pre-mult alpha
  1851. node_shader_write(parser_material_curshader, tex_store + ".rgb *= " + tex_store + ".a;");
  1852. }
  1853. }
  1854. if (parser_material_transform_color_space) {
  1855. // Base color socket auto-converts from sRGB to linear
  1856. if (color_space == color_space_t.LINEAR && parser_material_parsing_basecolor) { // Linear to sRGB
  1857. node_shader_write(parser_material_curshader, tex_store + ".rgb = pow(" + tex_store + ".rgb, vec3(2.2, 2.2, 2.2));");
  1858. }
  1859. else if (color_space == color_space_t.SRGB && !parser_material_parsing_basecolor) { // sRGB to linear
  1860. node_shader_write(parser_material_curshader, tex_store + ".rgb = pow(" + tex_store + ".rgb, vec3(1.0 / 2.2, 1.0 / 2.2, 1.0 / 2.2));");
  1861. }
  1862. else if (color_space == color_space_t.DIRECTX_NORMAL_MAP) { // DirectX normal map to OpenGL normal map
  1863. node_shader_write(parser_material_curshader, tex_store + ".y = 1.0 - " + tex_store + ".y;");
  1864. }
  1865. }
  1866. return tex_store;
  1867. }
  1868. function parser_material_vec1(v: f32): string {
  1869. ///if arm_android
  1870. return "float(" + v + ")";
  1871. ///else
  1872. return v + "";
  1873. ///end
  1874. }
  1875. function parser_material_vec3(v: f32_array_t): string {
  1876. let v0: f32 = v[0];
  1877. let v1: f32 = v[1];
  1878. let v2: f32 = v[2];
  1879. ///if arm_android
  1880. return "vec3(float(" + v0 + "), float(" + v1 + "), float(" + v2 + "))";
  1881. ///else
  1882. return "vec3(" + v0 + ", " + v1 + ", " + v2 + ")";
  1883. ///end
  1884. }
  1885. function parser_material_to_vec3(s: string): string {
  1886. ///if (arm_direct3d11 || arm_direct3d12)
  1887. return "(" + s + ").xxx";
  1888. ///else
  1889. return "vec3(" + s + ")";
  1890. ///end
  1891. }
  1892. function parser_material_node_by_type(nodes: ui_node_t[], ntype: string): ui_node_t {
  1893. for (let i: i32 = 0; i < nodes.length; ++i) {
  1894. let n: ui_node_t = nodes[i];
  1895. if (n.type == ntype) {
  1896. return n;
  1897. }
  1898. }
  1899. return null;
  1900. }
  1901. function parser_material_socket_index(node: ui_node_t, socket: ui_node_socket_t): i32 {
  1902. for (let i: i32 = 0; i < node.outputs.length; ++i) {
  1903. if (node.outputs[i] == socket) {
  1904. return i;
  1905. }
  1906. }
  1907. return -1;
  1908. }
  1909. function parser_material_node_name(node: ui_node_t, _parents: ui_node_t[] = null): string {
  1910. if (_parents == null) {
  1911. _parents = parser_material_parents;
  1912. }
  1913. let s: string = node.name;
  1914. for (let i: i32 = 0; i < _parents.length; ++i) {
  1915. let p: ui_node_t = _parents[i];
  1916. s = p.name + p.id + "_" + s;
  1917. }
  1918. s = parser_material_safesrc(s);
  1919. let nid: i32 = node.id;
  1920. s = s + nid;
  1921. return s;
  1922. }
  1923. function parser_material_safesrc(s: string): string {
  1924. for (let i: i32 = 0; i < s.length; ++i) {
  1925. let code: i32 = char_code_at(s, i);
  1926. let letter: bool = (code >= 65 && code <= 90) || (code >= 97 && code <= 122);
  1927. let digit: bool = code >= 48 && code <= 57;
  1928. if (!letter && !digit) {
  1929. s = string_replace_all(s, char_at(s, i), "_");
  1930. }
  1931. if (i == 0 && digit) {
  1932. s = "_" + s;
  1933. }
  1934. }
  1935. ///if arm_opengl
  1936. while (string_index_of(s, "__") >= 0) {
  1937. s = string_replace_all(s, "__", "_");
  1938. }
  1939. ///end
  1940. return s;
  1941. }
  1942. function parser_material_enum_data(s: string): string {
  1943. for (let i: i32 = 0; i < project_assets.length; ++i) {
  1944. let a: asset_t = project_assets[i];
  1945. if (a.name == s) {
  1946. return a.file;
  1947. }
  1948. }
  1949. return "";
  1950. }
  1951. function parser_material_make_bind_tex(tex_name: string, file: string): bind_tex_t {
  1952. let tex: bind_tex_t = {
  1953. name: tex_name,
  1954. file: file
  1955. };
  1956. if (context_raw.texture_filter) {
  1957. tex.min_filter = "anisotropic";
  1958. tex.mag_filter = "linear";
  1959. tex.mipmap_filter = "linear";
  1960. tex.generate_mipmaps = true;
  1961. }
  1962. else {
  1963. tex.min_filter = "point";
  1964. tex.mag_filter = "point";
  1965. tex.mipmap_filter = "no";
  1966. }
  1967. tex.u_addressing = "repeat";
  1968. tex.v_addressing = "repeat";
  1969. return tex;
  1970. }
  1971. function parser_material_make_texture(image_node: ui_node_t, tex_name: string): bind_tex_t {
  1972. let i: i32 = image_node.buttons[0].default_value[0];
  1973. let filepath: string = parser_material_enum_data(base_enum_texts(image_node.type)[i]);
  1974. if (filepath == "" || string_index_of(filepath, ".") == -1) {
  1975. return null;
  1976. }
  1977. return parser_material_make_bind_tex(tex_name, filepath);
  1978. }
  1979. function parser_material_is_pow(num: i32): bool {
  1980. return ((num & (num - 1)) == 0) && num != 0;
  1981. }
  1982. function parser_material_asset_path(s: string): string {
  1983. return s;
  1984. }
  1985. function parser_material_extract_filename(s: string): string {
  1986. let ar: string[] = string_split(s, ".");
  1987. return ar[ar.length - 2] + "." + ar[ar.length - 1];
  1988. }
  1989. function parser_material_safestr(s: string): string {
  1990. return s;
  1991. }
  1992. function u8_array_string_at(a: u8_array_t, i: i32): string {
  1993. let s: string = u8_array_to_string(a);
  1994. let ss: string[] = string_split(s, "\n");
  1995. return ss[i];
  1996. }
  1997. type shader_out_t = {
  1998. out_basecol?: string;
  1999. out_roughness?: string;
  2000. out_metallic?: string;
  2001. out_occlusion?: string;
  2002. out_opacity?: string;
  2003. out_height?: string;
  2004. out_emission?: string;
  2005. out_subsurface?: string;
  2006. };
  2007. enum color_space_t {
  2008. AUTO, // sRGB for base color, otherwise linear
  2009. LINEAR,
  2010. SRGB,
  2011. DIRECTX_NORMAL_MAP,
  2012. }