util_render.ts 17 KB

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  1. let util_render_material_preview_size: i32 = 256;
  2. let util_render_decal_preview_size: i32 = 512;
  3. let util_render_layer_preview_size: i32 = 200;
  4. let util_render_font_preview_size: i32 = 200;
  5. let util_render_screen_aligned_full_vb: vertex_buffer_t = null;
  6. let util_render_screen_aligned_full_ib: index_buffer_t = null;
  7. function util_render_make_material_preview() {
  8. context_raw.material_preview = true;
  9. let sphere: mesh_object_t = scene_get_child(".Sphere").ext;
  10. sphere.base.visible = true;
  11. let meshes: mesh_object_t[] = scene_meshes;
  12. scene_meshes = [sphere];
  13. let painto: mesh_object_t = context_raw.paint_object;
  14. context_raw.paint_object = sphere;
  15. sphere.materials[0] = project_materials[0].data;
  16. context_raw.material.preview_ready = true;
  17. context_raw.saved_camera = mat4_clone(scene_camera.base.transform.local);
  18. let m: mat4_t = mat4_create(
  19. 0.9146286343879498, -0.0032648027153306235, 0.404281837254303, 0.4659988049397712,
  20. 0.404295023959927, 0.007367569133732468, -0.9145989516155143, -1.0687517188018691,
  21. 0.000007410128652369705, 0.9999675337275382, 0.008058532943908717, 0.015935682577325486,
  22. 0, 0, 0, 1
  23. );
  24. transform_set_matrix(scene_camera.base.transform, m);
  25. let saved_fov: f32 = scene_camera.data.fov;
  26. scene_camera.data.fov = 0.92;
  27. viewport_update_camera_type(camera_type_t.PERSPECTIVE);
  28. let light: light_object_t = scene_lights.length > 0 ? scene_lights[0]: null;
  29. let _light_strength: f32 = light != null ? light.data.strength : 0.0;
  30. if (light != null) {
  31. light.data.strength = 0;
  32. }
  33. let probe: world_data_t = scene_world;
  34. let _probe_strength: f32 = probe.strength;
  35. probe.strength = 7;
  36. let _envmap_angle: f32 = context_raw.envmap_angle;
  37. context_raw.envmap_angle = 6.0;
  38. let _brush_scale: f32 = context_raw.brush_scale;
  39. context_raw.brush_scale = 1.5;
  40. let _brush_nodes_scale: f32 = context_raw.brush_nodes_scale;
  41. context_raw.brush_nodes_scale = 1.0;
  42. scene_world._.envmap = context_raw.preview_envmap;
  43. // No resize
  44. _render_path_last_w = util_render_material_preview_size;
  45. _render_path_last_h = util_render_material_preview_size;
  46. camera_object_build_proj(scene_camera);
  47. camera_object_build_mat(scene_camera);
  48. make_material_parse_mesh_preview_material();
  49. let _commands: ()=>void = render_path_commands;
  50. render_path_commands = render_path_preview_commands_preview;
  51. render_path_render_frame();
  52. render_path_commands = _commands;
  53. context_raw.material_preview = false;
  54. _render_path_last_w = app_w();
  55. _render_path_last_h = app_h();
  56. // Restore
  57. sphere.base.visible = false;
  58. scene_meshes = meshes;
  59. context_raw.paint_object = painto;
  60. transform_set_matrix(scene_camera.base.transform, context_raw.saved_camera);
  61. viewport_update_camera_type(context_raw.camera_type);
  62. scene_camera.data.fov = saved_fov;
  63. camera_object_build_proj(scene_camera);
  64. camera_object_build_mat(scene_camera);
  65. if (light != null) {
  66. light.data.strength = _light_strength;
  67. }
  68. probe.strength = _probe_strength;
  69. context_raw.envmap_angle = _envmap_angle;
  70. context_raw.brush_scale = _brush_scale;
  71. context_raw.brush_nodes_scale = _brush_nodes_scale;
  72. scene_world._.envmap = context_raw.show_envmap ? context_raw.saved_envmap : context_raw.empty_envmap;
  73. make_material_parse_mesh_material();
  74. context_raw.ddirty = 0;
  75. }
  76. function util_render_make_decal_preview() {
  77. let current: image_t = _g2_current;
  78. let g2_in_use: bool = _g2_in_use;
  79. if (g2_in_use) g2_end();
  80. if (context_raw.decal_image == null) {
  81. context_raw.decal_image = image_create_render_target(util_render_decal_preview_size, util_render_decal_preview_size);
  82. }
  83. context_raw.decal_preview = true;
  84. let plane: mesh_object_t = scene_get_child(".Plane").ext;
  85. plane.base.transform.scale = vec4_create(1, 1, 1);
  86. plane.base.transform.rot = quat_from_euler(-math_pi() / 2, 0, 0);
  87. transform_build_matrix(plane.base.transform);
  88. plane.base.visible = true;
  89. let meshes: mesh_object_t[] = scene_meshes;
  90. scene_meshes = [plane];
  91. let painto: mesh_object_t = context_raw.paint_object;
  92. context_raw.paint_object = plane;
  93. context_raw.saved_camera = mat4_clone(scene_camera.base.transform.local);
  94. let m: mat4_t = mat4_identity();
  95. m = mat4_translate(m, 0, 0, 1);
  96. transform_set_matrix(scene_camera.base.transform, m);
  97. let saved_fov: f32 = scene_camera.data.fov;
  98. scene_camera.data.fov = 0.92;
  99. viewport_update_camera_type(camera_type_t.PERSPECTIVE);
  100. let light: light_object_t = scene_lights.length > 0 ? scene_lights[0] : null;
  101. if (light != null) {
  102. light.base.visible = false;
  103. }
  104. scene_world._.envmap = context_raw.preview_envmap;
  105. // No resize
  106. _render_path_last_w = util_render_decal_preview_size;
  107. _render_path_last_h = util_render_decal_preview_size;
  108. camera_object_build_proj(scene_camera);
  109. camera_object_build_mat(scene_camera);
  110. make_material_parse_mesh_preview_material();
  111. let _commands: ()=>void = render_path_commands;
  112. render_path_commands = render_path_preview_commands_decal;
  113. render_path_render_frame();
  114. render_path_commands = _commands;
  115. context_raw.decal_preview = false;
  116. _render_path_last_w = app_w();
  117. _render_path_last_h = app_h();
  118. // Restore
  119. plane.base.visible = false;
  120. scene_meshes = meshes;
  121. context_raw.paint_object = painto;
  122. transform_set_matrix(scene_camera.base.transform, context_raw.saved_camera);
  123. scene_camera.data.fov = saved_fov;
  124. viewport_update_camera_type(context_raw.camera_type);
  125. camera_object_build_proj(scene_camera);
  126. camera_object_build_mat(scene_camera);
  127. light = scene_lights.length > 0 ? scene_lights[0] : null;
  128. if (light != null) {
  129. light.base.visible = true;
  130. }
  131. scene_world._.envmap = context_raw.show_envmap ? context_raw.saved_envmap : context_raw.empty_envmap;
  132. make_material_parse_mesh_material();
  133. context_raw.ddirty = 1; // Refresh depth for decal paint
  134. if (g2_in_use) g2_begin(current);
  135. }
  136. function util_render_make_text_preview() {
  137. let current: image_t = _g2_current;
  138. let g2_in_use: bool = _g2_in_use;
  139. if (g2_in_use) g2_end();
  140. let text: string = context_raw.text_tool_text;
  141. let font: g2_font_t = context_raw.font.font;
  142. let font_size: i32 = util_render_font_preview_size;
  143. let text_w: i32 = math_floor(g2_font_width(font, font_size, text));
  144. let text_h: i32 = math_floor(g2_font_height(font, font_size));
  145. let tex_w: i32 = text_w + 32;
  146. if (tex_w < 512) {
  147. tex_w = 512;
  148. }
  149. if (context_raw.text_tool_image != null && context_raw.text_tool_image.width < tex_w) {
  150. image_unload(context_raw.text_tool_image);
  151. context_raw.text_tool_image = null;
  152. }
  153. if (context_raw.text_tool_image == null) {
  154. ///if arm_metal
  155. context_raw.text_tool_image = image_create_render_target(tex_w, tex_w, tex_format_t.RGBA32);
  156. ///else
  157. context_raw.text_tool_image = image_create_render_target(tex_w, tex_w, tex_format_t.R8);
  158. ///end
  159. }
  160. g2_begin(context_raw.text_tool_image);
  161. g2_clear(0xff000000);
  162. g2_set_font(font);
  163. g2_set_font_size(font_size);
  164. g2_set_color(0xffffffff);
  165. g2_draw_string(text, tex_w / 2 - text_w / 2, tex_w / 2 - text_h / 2);
  166. g2_end();
  167. if (g2_in_use) g2_begin(current);
  168. }
  169. function util_render_make_font_preview() {
  170. let current: image_t = _g2_current;
  171. let g2_in_use: bool = _g2_in_use;
  172. if (g2_in_use) g2_end();
  173. let text: string = "Abg";
  174. let font: g2_font_t = context_raw.font.font;
  175. let font_size: i32 = util_render_font_preview_size;
  176. let text_w: i32 = math_floor(g2_font_width(font, font_size, text)) + 8;
  177. let text_h: i32 = math_floor(g2_font_height(font, font_size)) + 8;
  178. let tex_w: i32 = text_w + 32;
  179. if (context_raw.font.image == null) {
  180. context_raw.font.image = image_create_render_target(tex_w, tex_w, tex_format_t.RGBA32);
  181. }
  182. g2_begin(context_raw.font.image);
  183. g2_clear(0x00000000);
  184. g2_set_font(font);
  185. g2_set_font_size(font_size);
  186. g2_set_color(0xffffffff);
  187. g2_draw_string(text, tex_w / 2 - text_w / 2, tex_w / 2 - text_h / 2);
  188. g2_end();
  189. context_raw.font.preview_ready = true;
  190. if (g2_in_use) g2_begin(current);
  191. }
  192. function util_render_make_brush_preview() {
  193. if (render_path_paint_live_layer_locked) {
  194. return;
  195. }
  196. let current: image_t = _g2_current;
  197. let g2_in_use: bool = _g2_in_use;
  198. if (g2_in_use) g2_end();
  199. context_raw.material_preview = true;
  200. // Prepare layers
  201. if (render_path_paint_live_layer == null) {
  202. render_path_paint_live_layer = slot_layer_create("_live");
  203. }
  204. let l: slot_layer_t = render_path_paint_live_layer;
  205. slot_layer_clear(l);
  206. if (context_raw.brush.image == null) {
  207. context_raw.brush.image = image_create_render_target(util_render_material_preview_size, util_render_material_preview_size);
  208. context_raw.brush.image_icon = image_create_render_target(50, 50);
  209. }
  210. let _material: slot_material_t = context_raw.material;
  211. context_raw.material = slot_material_create();
  212. let _tool: workspace_tool_t = context_raw.tool;
  213. context_raw.tool = workspace_tool_t.BRUSH;
  214. let _layer: slot_layer_t = context_raw.layer;
  215. if (slot_layer_is_mask(context_raw.layer)) {
  216. context_raw.layer = context_raw.layer.parent;
  217. }
  218. let _fill_layer: slot_material_t = context_raw.layer.fill_layer;
  219. context_raw.layer.fill_layer = null;
  220. render_path_paint_use_live_layer(true);
  221. make_material_parse_paint_material(false);
  222. let hid: i32 = history_undo_i - 1 < 0 ? config_raw.undo_steps - 1 : history_undo_i - 1;
  223. map_set(render_path_render_targets, "texpaint_undo" + hid, map_get(render_path_render_targets, "empty_black"));
  224. // Set plane mesh
  225. let painto: mesh_object_t = context_raw.paint_object;
  226. let visibles: bool[] = [];
  227. for (let i: i32 = 0; i < project_paint_objects.length; ++i) {
  228. let p: mesh_object_t = project_paint_objects[i];
  229. array_push(visibles, p.base.visible);
  230. p.base.visible = false;
  231. }
  232. let merged_object_visible: bool = false;
  233. if (context_raw.merged_object != null) {
  234. merged_object_visible = context_raw.merged_object.base.visible;
  235. context_raw.merged_object.base.visible = false;
  236. }
  237. let cam: camera_object_t = scene_camera;
  238. context_raw.saved_camera = mat4_clone(cam.base.transform.local);
  239. let saved_fov: f32 = cam.data.fov;
  240. viewport_update_camera_type(camera_type_t.PERSPECTIVE);
  241. let m: mat4_t = mat4_identity();
  242. m = mat4_translate(m, 0, 0, 0.5);
  243. transform_set_matrix(cam.base.transform, m);
  244. cam.data.fov = 0.92;
  245. camera_object_build_proj(cam);
  246. camera_object_build_mat(cam);
  247. m = mat4_inv(scene_camera.vp);
  248. let planeo: mesh_object_t = scene_get_child(".Plane").ext;
  249. planeo.base.visible = true;
  250. context_raw.paint_object = planeo;
  251. let v: vec4_t = vec4_create();
  252. v = vec4_create(m.m00, m.m01, m.m02);
  253. let sx: f32 = vec4_len(v);
  254. planeo.base.transform.rot = quat_from_euler(-math_pi() / 2, 0, 0);
  255. planeo.base.transform.scale = vec4_create(sx, 1.0, sx);
  256. planeo.base.transform.loc = vec4_create(m.m30, -m.m31, 0.0);
  257. transform_build_matrix(planeo.base.transform);
  258. render_path_paint_live_layer_drawn = 0;
  259. render_path_base_draw_gbuffer();
  260. // Paint brush preview
  261. let _brush_radius: f32 = context_raw.brush_radius;
  262. let _brush_opacity: f32 = context_raw.brush_opacity;
  263. let _brush_hardness: f32 = context_raw.brush_hardness;
  264. context_raw.brush_radius = 0.33;
  265. context_raw.brush_opacity = 1.0;
  266. context_raw.brush_hardness = 0.8;
  267. let _x: f32 = context_raw.paint_vec.x;
  268. let _y: f32 = context_raw.paint_vec.y;
  269. let _last_x: f32 = context_raw.last_paint_vec_x;
  270. let _last_y: f32 = context_raw.last_paint_vec_y;
  271. let _pdirty: i32 = context_raw.pdirty;
  272. context_raw.pdirty = 2;
  273. let points_x: f32[] = [
  274. 0.2, 0.2,
  275. 0.35, 0.5,
  276. 0.5, 0.5,
  277. 0.65, 0.8,
  278. 0.8, 0.8
  279. ];
  280. let points_y: f32[] = [
  281. 0.5, 0.5,
  282. 0.35 - 0.04, 0.2 - 0.08,
  283. 0.4 + 0.015, 0.6 + 0.03,
  284. 0.45 - 0.025, 0.3 - 0.05,
  285. 0.5 + 0.025, 0.7 + 0.05
  286. ];
  287. for (let i: i32 = 1; i < points_x.length; ++i) {
  288. context_raw.last_paint_vec_x = points_x[i - 1];
  289. context_raw.last_paint_vec_y = points_y[i - 1];
  290. context_raw.paint_vec.x = points_x[i];
  291. context_raw.paint_vec.y = points_y[i];
  292. render_path_paint_commands_paint(false);
  293. }
  294. context_raw.brush_radius = _brush_radius;
  295. context_raw.brush_opacity = _brush_opacity;
  296. context_raw.brush_hardness = _brush_hardness;
  297. context_raw.paint_vec.x = _x;
  298. context_raw.paint_vec.y = _y;
  299. context_raw.last_paint_vec_x = _last_x;
  300. context_raw.last_paint_vec_y = _last_y;
  301. context_raw.prev_paint_vec_x = -1;
  302. context_raw.prev_paint_vec_y = -1;
  303. context_raw.pdirty = _pdirty;
  304. render_path_paint_use_live_layer(false);
  305. context_raw.layer.fill_layer = _fill_layer;
  306. context_raw.layer = _layer;
  307. context_raw.material = _material;
  308. context_raw.tool = _tool;
  309. app_notify_on_init(function () {
  310. make_material_parse_paint_material(false);
  311. });
  312. // Restore paint mesh
  313. context_raw.material_preview = false;
  314. planeo.base.visible = false;
  315. for (let i: i32 = 0; i < project_paint_objects.length; ++i) {
  316. project_paint_objects[i].base.visible = visibles[i];
  317. }
  318. if (context_raw.merged_object != null) {
  319. context_raw.merged_object.base.visible = merged_object_visible;
  320. }
  321. context_raw.paint_object = painto;
  322. transform_set_matrix(scene_camera.base.transform, context_raw.saved_camera);
  323. scene_camera.data.fov = saved_fov;
  324. viewport_update_camera_type(context_raw.camera_type);
  325. camera_object_build_proj(scene_camera);
  326. camera_object_build_mat(scene_camera);
  327. // Scale layer down to to image preview
  328. l = render_path_paint_live_layer;
  329. let target: image_t = context_raw.brush.image;
  330. g2_begin(target);
  331. g2_clear(0x00000000);
  332. g2_set_pipeline(pipes_copy);
  333. g2_draw_scaled_image(l.texpaint, 0, 0, target.width, target.height);
  334. g2_set_pipeline(null);
  335. g2_end();
  336. // Scale image preview down to to icon
  337. let texpreview: render_target_t = map_get(render_path_render_targets, "texpreview");
  338. texpreview._image = context_raw.brush.image;
  339. let texpreview_icon: render_target_t = map_get(render_path_render_targets, "texpreview_icon");
  340. texpreview_icon._image = context_raw.brush.image_icon;
  341. render_path_set_target("texpreview_icon");
  342. render_path_bind_target("texpreview", "tex");
  343. render_path_draw_shader("shader_datas/supersample_resolve/supersample_resolve");
  344. context_raw.brush.preview_ready = true;
  345. context_raw.brush_blend_dirty = true;
  346. if (g2_in_use) g2_begin(current);
  347. }
  348. function util_render_make_node_preview(canvas: ui_node_canvas_t, node: ui_node_t, image: image_t, group: ui_node_canvas_t = null, parents: ui_node_t[] = null) {
  349. let res: parse_node_preview_result_t = make_material_parse_node_preview_material(node, group, parents);
  350. if (res == null || res.scon == null) {
  351. return;
  352. }
  353. if (util_render_screen_aligned_full_vb == null) {
  354. util_render_create_screen_aligned_full_data();
  355. }
  356. let _scale_world: f32 = context_raw.paint_object.base.transform.scale_world;
  357. context_raw.paint_object.base.transform.scale_world = 3.0;
  358. transform_build_matrix(context_raw.paint_object.base.transform);
  359. g4_begin(image);
  360. g4_set_pipeline(res.scon._.pipe_state);
  361. let empty: string[] = [""];
  362. uniforms_set_context_consts(res.scon, empty);
  363. uniforms_set_obj_consts(res.scon, context_raw.paint_object.base);
  364. uniforms_set_material_consts(res.scon, res.mcon);
  365. g4_set_vertex_buffer(util_render_screen_aligned_full_vb);
  366. g4_set_index_buffer(util_render_screen_aligned_full_ib);
  367. g4_draw();
  368. g4_end();
  369. context_raw.paint_object.base.transform.scale_world = _scale_world;
  370. transform_build_matrix(context_raw.paint_object.base.transform);
  371. }
  372. function util_render_pick_pos_nor_tex() {
  373. context_raw.pick_pos_nor_tex = true;
  374. context_raw.pdirty = 1;
  375. let _tool: workspace_tool_t = context_raw.tool;
  376. context_raw.tool = workspace_tool_t.PICKER;
  377. make_material_parse_paint_material();
  378. if (context_raw.paint2d) {
  379. render_path_paint_set_plane_mesh();
  380. }
  381. render_path_paint_commands_paint(false);
  382. ///if arm_metal
  383. // Flush command list
  384. render_path_paint_commands_paint(false);
  385. ///end
  386. if (context_raw.paint2d) {
  387. render_path_paint_restore_plane_mesh();
  388. }
  389. context_raw.tool = _tool;
  390. context_raw.pick_pos_nor_tex = false;
  391. make_material_parse_paint_material();
  392. context_raw.pdirty = 0;
  393. }
  394. function util_render_get_decal_mat(): mat4_t {
  395. util_render_pick_pos_nor_tex();
  396. let decal_mat: mat4_t = mat4_identity();
  397. let loc: vec4_t = vec4_create(context_raw.posx_picked, context_raw.posy_picked, context_raw.posz_picked);
  398. let rot: quat_t = quat_from_to(vec4_create(0.0, 0.0, -1.0), vec4_create(context_raw.norx_picked, context_raw.nory_picked, context_raw.norz_picked));
  399. let scale: vec4_t = vec4_create(context_raw.brush_radius * 0.5, context_raw.brush_radius * 0.5, context_raw.brush_radius * 0.5);
  400. decal_mat = mat4_compose(loc, rot, scale);
  401. return decal_mat;
  402. }
  403. function util_render_create_screen_aligned_full_data() {
  404. // Over-sized triangle
  405. let data: i16[] = [-math_floor(32767 / 3), -math_floor(32767 / 3), 0, 32767, 0, 0, 0, 0, 0, 0, 0, 0,
  406. 32767, -math_floor(32767 / 3), 0, 32767, 0, 0, 0, 0, 0, 0, 0, 0,
  407. -math_floor(32767 / 3), 32767, 0, 32767, 0, 0, 0, 0, 0, 0, 0, 0];
  408. let indices: u32[] = [0, 1, 2];
  409. // Mandatory vertex data names and sizes
  410. let structure: vertex_struct_t = g4_vertex_struct_create();
  411. g4_vertex_struct_add(structure, "pos", vertex_data_t.I16_4X_NORM);
  412. g4_vertex_struct_add(structure, "nor", vertex_data_t.I16_2X_NORM);
  413. g4_vertex_struct_add(structure, "tex", vertex_data_t.I16_2X_NORM);
  414. g4_vertex_struct_add(structure, "col", vertex_data_t.I16_4X_NORM);
  415. util_render_screen_aligned_full_vb = g4_vertex_buffer_create(math_floor(data.length / math_floor(g4_vertex_struct_byte_size(structure) / 2)), structure, usage_t.STATIC);
  416. let vertices: buffer_t = g4_vertex_buffer_lock(util_render_screen_aligned_full_vb);
  417. for (let i: i32 = 0; i < math_floor((vertices.length) / 2); ++i) {
  418. buffer_set_i16(vertices, i * 2, data[i]);
  419. }
  420. g4_vertex_buffer_unlock(util_render_screen_aligned_full_vb);
  421. util_render_screen_aligned_full_ib = g4_index_buffer_create(indices.length);
  422. let id: u32_array_t = g4_index_buffer_lock(util_render_screen_aligned_full_ib);
  423. for (let i: i32 = 0; i < id.length; ++i) {
  424. id[i] = indices[i];
  425. }
  426. g4_index_buffer_unlock(util_render_screen_aligned_full_ib);
  427. }