parser_material.ts 83 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_kong: node_shader_t;
  19. let parser_material_kong: node_shader_t;
  20. let parser_material_matcon: material_context_t;
  21. let parser_material_parsed: string[];
  22. let parser_material_parents: ui_node_t[];
  23. let parser_material_canvases: ui_node_canvas_t[];
  24. let parser_material_nodes: ui_node_t[];
  25. let parser_material_links: ui_node_link_t[];
  26. let parser_material_cotangent_frame_written: bool;
  27. let parser_material_tex_coord: string = "tex_coord";
  28. let parser_material_eps: f32 = 0.000001;
  29. let parser_material_custom_nodes: map_t<string, any> = map_create(); // JSValue -> (n: ui_node_t, s: string)=>string
  30. let parser_material_parse_surface: bool = true;
  31. let parser_material_parse_opacity: bool = true;
  32. let parser_material_parse_height: bool = false;
  33. let parser_material_parse_height_as_channel: bool = false;
  34. let parser_material_parse_emission: bool = false;
  35. let parser_material_parse_subsurface: bool = false;
  36. let parser_material_parsing_basecolor: bool = false;
  37. let parser_material_triplanar: bool = false; // Sample using tex_coord/1/2 & tex_coord_blend
  38. let parser_material_sample_keep_aspect: bool = false; // Adjust uvs to preserve texture aspect ratio
  39. let parser_material_sample_uv_scale: string = "1.0";
  40. let parser_material_transform_color_space: bool = true;
  41. let parser_material_blur_passthrough: bool = false;
  42. let parser_material_warp_passthrough: bool = false;
  43. let parser_material_bake_passthrough: bool = false;
  44. let parser_material_bake_passthrough_strength: string = "0.0";
  45. let parser_material_bake_passthrough_radius: string = "0.0";
  46. let parser_material_bake_passthrough_offset: string = "0.0";
  47. let parser_material_start_group: ui_node_canvas_t = null;
  48. let parser_material_start_parents: ui_node_t[] = null;
  49. let parser_material_start_node: ui_node_t = null;
  50. let parser_material_arm_export_tangents: bool = true;
  51. let parser_material_out_normaltan: string; // Raw tangent space normal parsed from normal map
  52. let parser_material_script_links: map_t<string, string> = null;
  53. let parser_material_parsed_map: map_t<string, string> = map_create();
  54. let parser_material_texture_map: map_t<string, string> = map_create();
  55. function parser_material_get_node(id: i32): ui_node_t {
  56. for (let i: i32 = 0; i < parser_material_nodes.length; ++i) {
  57. let n: ui_node_t = parser_material_nodes[i];
  58. if (n.id == id) {
  59. return n;
  60. }
  61. }
  62. return null;
  63. }
  64. function parser_material_get_link(id: i32): ui_node_link_t {
  65. for (let i: i32 = 0; i < parser_material_links.length; ++i) {
  66. let l: ui_node_link_t = parser_material_links[i];
  67. if (l.id == id) {
  68. return l;
  69. }
  70. }
  71. return null;
  72. }
  73. function parser_material_get_input_link(inp: ui_node_socket_t): ui_node_link_t {
  74. for (let i: i32 = 0; i < parser_material_links.length; ++i) {
  75. let l: ui_node_link_t = parser_material_links[i];
  76. if (l.to_id == inp.node_id) {
  77. let node: ui_node_t = parser_material_get_node(inp.node_id);
  78. if (node.inputs.length <= l.to_socket) {
  79. return null;
  80. }
  81. if (node.inputs[l.to_socket] == inp) {
  82. return l;
  83. }
  84. }
  85. }
  86. return null;
  87. }
  88. function parser_material_get_output_links(out: ui_node_socket_t): ui_node_link_t[] {
  89. let ls: ui_node_link_t[] = null;
  90. for (let i: i32 = 0; i < parser_material_links.length; ++i) {
  91. let l: ui_node_link_t = parser_material_links[i];
  92. if (l.from_id == out.node_id) {
  93. let node: ui_node_t = parser_material_get_node(out.node_id);
  94. if (node.outputs.length <= l.from_socket) {
  95. continue;
  96. }
  97. if (node.outputs[l.from_socket] == out) {
  98. if (ls == null) {
  99. ls = [];
  100. }
  101. array_push(ls, l);
  102. }
  103. }
  104. }
  105. return ls;
  106. }
  107. function parser_material_init() {
  108. parser_material_parsed = [];
  109. parser_material_parents = [];
  110. parser_material_cotangent_frame_written = false;
  111. parser_material_out_normaltan = "float3(0.5, 0.5, 1.0)";
  112. parser_material_script_links = null;
  113. parser_material_parsing_basecolor = false;
  114. }
  115. function parser_material_parse(canvas: ui_node_canvas_t, _con: node_shader_context_t, _kong: node_shader_t, _matcon: material_context_t): shader_out_t {
  116. parser_material_init();
  117. parser_material_canvases = [canvas];
  118. parser_material_nodes = canvas.nodes;
  119. parser_material_links = canvas.links;
  120. parser_material_con = _con;
  121. parser_material_kong = _kong;
  122. parser_material_matcon = _matcon;
  123. if (parser_material_start_group != null) {
  124. parser_material_push_group(parser_material_start_group);
  125. parser_material_parents = parser_material_start_parents;
  126. }
  127. if (parser_material_start_node != null) {
  128. let link: ui_node_link_t = {
  129. id: 99999,
  130. from_id: parser_material_start_node.id,
  131. from_socket: 0,
  132. to_id: -1,
  133. to_socket: -1
  134. };
  135. parser_material_write_result(link);
  136. let sout: shader_out_t = {
  137. out_basecol: "float3(0.0, 0.0, 0.0)",
  138. out_roughness: "0.0",
  139. out_metallic: "0.0",
  140. out_occlusion: "1.0",
  141. out_opacity: "1.0",
  142. out_height: "0.0",
  143. out_emission: "0.0",
  144. out_subsurface: "0.0"
  145. };
  146. return sout;
  147. }
  148. let output_node: ui_node_t = parser_material_node_by_type(parser_material_nodes, "OUTPUT_MATERIAL");
  149. if (output_node != null) {
  150. return parser_material_parse_output(output_node);
  151. }
  152. output_node = parser_material_node_by_type(parser_material_nodes, "OUTPUT_MATERIAL_PBR");
  153. if (output_node != null) {
  154. return parser_material_parse_output_pbr(output_node);
  155. }
  156. return null;
  157. }
  158. function parser_material_finalize(con: node_shader_context_t) {
  159. let kong: node_shader_t = con.kong;
  160. if (kong.frag_dotnv) {
  161. kong.frag_vvec = true;
  162. kong.frag_n = true;
  163. }
  164. if (kong.frag_vvec) {
  165. kong.frag_wposition = true;
  166. }
  167. if (kong.frag_bposition) {
  168. if (parser_material_triplanar) {
  169. node_shader_write_attrib_frag(kong, "var bposition: float3 = float3(\
  170. tex_coord1.x * tex_coord_blend.y + tex_coord2.x * tex_coord_blend.z,\
  171. tex_coord.x * tex_coord_blend.x + tex_coord2.y * tex_coord_blend.z,\
  172. tex_coord.y * tex_coord_blend.x + tex_coord1.y * tex_coord_blend.y);");
  173. }
  174. else if (kong.frag_ndcpos) {
  175. node_shader_add_out(kong, "_bposition: float3");
  176. node_shader_write_vert(kong, "output._bposition = (ndc.xyz / ndc.w);");
  177. node_shader_write_attrib_frag(kong, "var bposition: float3 = input._bposition;");
  178. }
  179. else {
  180. node_shader_add_out(kong, "_bposition: float3");
  181. node_shader_add_constant(kong, "dim: float3", "_dim");
  182. node_shader_add_constant(kong, "hdim: float3", "_half_dim");
  183. node_shader_write_attrib_vert(kong, "output._bposition = (input.pos.xyz + constants.hdim) / constants.dim;");
  184. node_shader_write_attrib_frag(kong, "var bposition: float3 = input._bposition;");
  185. }
  186. }
  187. if (kong.frag_wposition) {
  188. node_shader_add_constant(kong, "W: float4x4", "_world_matrix");
  189. node_shader_add_out(kong, "wposition: float3");
  190. node_shader_write_attrib_vert(kong, "output.wposition = (constants.W * float4(input.pos.xyz, 1.0)).xyz;");
  191. }
  192. if (kong.frag_vposition) {
  193. node_shader_add_constant(kong, "WV: float4x4", "_world_view_matrix");
  194. node_shader_add_out(kong, "vposition: float3");
  195. node_shader_write_attrib_vert(kong, "output.vposition = (constants.WV * float4(input.pos.xyz, 1.0)).xyz;");
  196. }
  197. if (kong.frag_mposition) {
  198. node_shader_add_out(kong, "mposition: float3");
  199. if (kong.frag_ndcpos) {
  200. node_shader_write_vert(kong, "output.mposition = (ndc.xyz / ndc.w);");
  201. }
  202. else {
  203. node_shader_write_attrib_vert(kong, "output.mposition = input.pos.xyz;");
  204. }
  205. }
  206. if (kong.frag_wtangent) {
  207. node_shader_add_out(kong, "wtangent: float3");
  208. node_shader_write_attrib_vert(kong, "output.wtangent = float3(0.0, 0.0, 0.0);");
  209. }
  210. if (kong.frag_vvec_cam) {
  211. node_shader_add_constant(kong, "WV: float4x4", "_world_view_matrix");
  212. node_shader_add_out(kong, "eye_dir_cam: float3");
  213. node_shader_write_attrib_vert(kong, "output.eye_dir_cam = (constants.WV * float4(input.pos.xyz, 1.0)).xyz;");
  214. node_shader_write_attrib_vert(kong, "output.eye_dir_cam.z *= -1.0;");
  215. node_shader_write_attrib_frag(kong, "var vvec_cam: float3 = normalize(input.eye_dir_cam);");
  216. }
  217. if (kong.frag_vvec) {
  218. node_shader_add_constant(kong, "eye: float3", "_camera_pos");
  219. node_shader_add_out(kong, "eye_dir: float3");
  220. node_shader_write_attrib_vert(kong, "output.eye_dir = constants.eye - output.wposition;");
  221. node_shader_write_attrib_frag(kong, "var vvec: float3 = normalize(input.eye_dir);");
  222. }
  223. if (kong.frag_n) {
  224. node_shader_add_constant(kong, "N: float3x3", "_normal_matrix");
  225. node_shader_add_out(kong, "wnormal: float3");
  226. node_shader_write_attrib_vert(kong, "output.wnormal = constants.N * float3(input.nor.xy, input.pos.w);");
  227. node_shader_write_attrib_frag(kong, "var n: float3 = normalize(input.wnormal);");
  228. }
  229. else if (kong.vert_n) {
  230. node_shader_add_constant(kong, "N: float3x3", "_normal_matrix");
  231. node_shader_write_attrib_vert(kong, "var wnormal: float3 = normalize(constants.N * float3(input.nor.xy, input.pos.w));");
  232. }
  233. if (kong.frag_nattr) {
  234. node_shader_add_out(kong, "nattr: float3");
  235. node_shader_write_attrib_vert(kong, "output.nattr = float3(input.nor.xy, input.pos.w);");
  236. }
  237. if (kong.frag_dotnv) {
  238. node_shader_write_attrib_frag(kong, "var dotnv: float = max(dot(n, vvec), 0.0);");
  239. }
  240. if (kong.frag_wvpposition) {
  241. node_shader_add_out(kong, "wvpposition: float4");
  242. node_shader_write_end_vert(kong, "output.wvpposition = output.pos;");
  243. }
  244. if (node_shader_context_is_elem(con, "col")) {
  245. node_shader_add_out(kong, "vcolor: float3");
  246. node_shader_write_attrib_vert(kong, "output.vcolor = input.col.rgb;");
  247. }
  248. }
  249. function parser_material_parse_output(node: ui_node_t): shader_out_t {
  250. if (parser_material_parse_surface || parser_material_parse_opacity) {
  251. return parser_material_parse_shader_input(node.inputs[0]);
  252. }
  253. return null;
  254. // Parse volume, displacement..
  255. }
  256. function parser_material_parse_output_pbr(node: ui_node_t): shader_out_t {
  257. if (parser_material_parse_surface || parser_material_parse_opacity) {
  258. return parser_material_parse_shader(node, null);
  259. }
  260. return null;
  261. // Parse volume, displacement..
  262. }
  263. function parser_material_get_group(name: string): ui_node_canvas_t {
  264. for (let i: i32 = 0; i < project_material_groups.length; ++i) {
  265. let g: node_group_t = project_material_groups[i];
  266. if (g.canvas.name == name) {
  267. return g.canvas;
  268. }
  269. }
  270. return null;
  271. }
  272. function parser_material_push_group(g: ui_node_canvas_t) {
  273. array_push(parser_material_canvases, g);
  274. parser_material_nodes = g.nodes;
  275. parser_material_links = g.links;
  276. }
  277. function parser_material_pop_group() {
  278. array_pop(parser_material_canvases);
  279. let g: ui_node_canvas_t = parser_material_canvases[parser_material_canvases.length - 1];
  280. parser_material_nodes = g.nodes;
  281. parser_material_links = g.links;
  282. }
  283. function parser_material_parse_group(node: ui_node_t, socket: ui_node_socket_t): string {
  284. array_push(parser_material_parents, node); // Entering group
  285. parser_material_push_group(parser_material_get_group(node.name));
  286. let output_node: ui_node_t = parser_material_node_by_type(parser_material_nodes, "GROUP_OUTPUT");
  287. if (output_node == null) {
  288. return null;
  289. }
  290. let index: i32 = parser_material_socket_index(node, socket);
  291. let inp: ui_node_socket_t = output_node.inputs[index];
  292. let out_group: string = parser_material_parse_input(inp);
  293. array_pop(parser_material_parents);
  294. parser_material_pop_group();
  295. return out_group;
  296. }
  297. function parser_material_parse_group_input(node: ui_node_t, socket: ui_node_socket_t): string {
  298. let parent: ui_node_t = array_pop(parser_material_parents); // Leaving group
  299. parser_material_pop_group();
  300. let index: i32 = parser_material_socket_index(node, socket);
  301. let inp: ui_node_socket_t = parent.inputs[index];
  302. let res: string = parser_material_parse_input(inp);
  303. array_push(parser_material_parents, parent); // Return to group
  304. parser_material_push_group(parser_material_get_group(parent.name));
  305. return res;
  306. }
  307. function parser_material_parse_input(inp: ui_node_socket_t): string {
  308. if (inp.type == "RGB") {
  309. return parser_material_parse_vector_input(inp);
  310. }
  311. else if (inp.type == "RGBA") {
  312. return parser_material_parse_vector_input(inp);
  313. }
  314. else if (inp.type == "VECTOR") {
  315. return parser_material_parse_vector_input(inp);
  316. }
  317. else if (inp.type == "VALUE") {
  318. return parser_material_parse_value_input(inp);
  319. }
  320. return null;
  321. }
  322. function parser_material_parse_shader_input(inp: ui_node_socket_t): shader_out_t {
  323. let l: ui_node_link_t = parser_material_get_input_link(inp);
  324. let from_node: ui_node_t = l != null ? parser_material_get_node(l.from_id) : null;
  325. if (from_node != null) {
  326. if (from_node.type == "REROUTE") {
  327. return parser_material_parse_shader_input(from_node.inputs[0]);
  328. }
  329. return parser_material_parse_shader(from_node, from_node.outputs[l.from_socket]);
  330. }
  331. else {
  332. let sout: shader_out_t = {
  333. out_basecol: "float3(0.8, 0.8, 0.8)",
  334. out_roughness: "0.0",
  335. out_metallic: "0.0",
  336. out_occlusion: "1.0",
  337. out_opacity: "1.0",
  338. out_height: "0.0",
  339. out_emission: "0.0",
  340. out_subsurface: "0.0"
  341. };
  342. return sout;
  343. }
  344. }
  345. function parser_material_parse_shader(node: ui_node_t, socket: ui_node_socket_t): shader_out_t {
  346. let sout: shader_out_t = {
  347. out_basecol: "float3(0.8, 0.8, 0.8)",
  348. out_roughness: "0.0",
  349. out_metallic: "0.0",
  350. out_occlusion: "1.0",
  351. out_opacity: "1.0",
  352. out_height: "0.0",
  353. out_emission: "0.0",
  354. out_subsurface: "0.0"
  355. };
  356. if (node.type == "OUTPUT_MATERIAL_PBR") {
  357. if (parser_material_parse_surface) {
  358. // Normal - parsed first to retrieve uv coords
  359. parse_normal_map_color_input(node.inputs[5]);
  360. // Base color
  361. parser_material_parsing_basecolor = true;
  362. sout.out_basecol = parser_material_parse_vector_input(node.inputs[0]);
  363. parser_material_parsing_basecolor = false;
  364. // Occlusion
  365. sout.out_occlusion = parser_material_parse_value_input(node.inputs[2]);
  366. // Roughness
  367. sout.out_roughness = parser_material_parse_value_input(node.inputs[3]);
  368. // Metallic
  369. sout.out_metallic = parser_material_parse_value_input(node.inputs[4]);
  370. // Emission
  371. if (parser_material_parse_emission) {
  372. sout.out_emission = parser_material_parse_value_input(node.inputs[6]);
  373. }
  374. // Subsurface
  375. if (parser_material_parse_subsurface) {
  376. sout.out_subsurface = parser_material_parse_value_input(node.inputs[8]);
  377. }
  378. }
  379. if (parser_material_parse_opacity) {
  380. sout.out_opacity = parser_material_parse_value_input(node.inputs[1]);
  381. }
  382. // Displacement / Height
  383. if (node.inputs.length > 7 && parser_material_parse_height) {
  384. if (!parser_material_parse_height_as_channel) {
  385. parser_material_is_frag = false;
  386. }
  387. sout.out_height = parser_material_parse_value_input(node.inputs[7]);
  388. if (!parser_material_parse_height_as_channel) {
  389. parser_material_is_frag = true;
  390. }
  391. }
  392. }
  393. return sout;
  394. }
  395. let parser_material_is_frag: bool = true;
  396. function parser_material_write(raw: node_shader_t, s: string) {
  397. if (parser_material_is_frag) {
  398. node_shader_write_frag(raw, s);
  399. }
  400. else {
  401. node_shader_write_vert(raw, s);
  402. }
  403. }
  404. function parser_material_parse_vector_input(inp: ui_node_socket_t): string {
  405. let l: ui_node_link_t = parser_material_get_input_link(inp);
  406. let from_node: ui_node_t = l != null ? parser_material_get_node(l.from_id) : null;
  407. if (from_node != null) {
  408. if (from_node.type == "REROUTE") {
  409. return parser_material_parse_vector_input(from_node.inputs[0]);
  410. }
  411. let res_var: string = parser_material_write_result(l);
  412. let st: string = from_node.outputs[l.from_socket].type;
  413. if (st == "RGB" || st == "RGBA" || st == "VECTOR") {
  414. return res_var;
  415. }
  416. else {// VALUE
  417. return parser_material_to_vec3(res_var);
  418. }
  419. }
  420. else {
  421. if (inp.type == "VALUE") { // Unlinked reroute
  422. return parser_material_vec3(f32_array_create_xyz(0.0, 0.0, 0.0));
  423. }
  424. else {
  425. return parser_material_vec3(inp.default_value);
  426. }
  427. }
  428. }
  429. function _parser_material_cache_tex_text_node(file: string, text: string) {
  430. if (map_get(data_cached_images, file) == null) {
  431. sys_notify_on_next_frame(function(text: string) {
  432. let _text_tool_text: string = context_raw.text_tool_text;
  433. let _text_tool_image: gpu_texture_t = context_raw.text_tool_image;
  434. context_raw.text_tool_text = text;
  435. context_raw.text_tool_image = null;
  436. util_render_make_text_preview();
  437. let file: string = "tex_text_" + text;
  438. // TODO: remove old cache
  439. map_set(data_cached_images, file, context_raw.text_tool_image);
  440. context_raw.text_tool_text = _text_tool_text;
  441. context_raw.text_tool_image = _text_tool_image;
  442. }, text);
  443. }
  444. }
  445. function parser_material_parse_vector(node: ui_node_t, socket: ui_node_socket_t): string {
  446. if (node.type == "GROUP") {
  447. return parser_material_parse_group(node, socket);
  448. }
  449. else if (node.type == "GROUP_INPUT") {
  450. return parser_material_parse_group_input(node, socket);
  451. }
  452. else if (node.type == "ATTRIBUTE") {
  453. if (socket == node.outputs[0]) { // Color
  454. if (parser_material_kong.context.allow_vcols) {
  455. node_shader_context_add_elem(parser_material_kong.context, "col", "short4norm"); // Vcols only for now
  456. return "input.vcolor";
  457. }
  458. else {
  459. return("float3(0.0, 0.0, 0.0)");
  460. }
  461. }
  462. else { // Vector
  463. node_shader_context_add_elem(parser_material_kong.context, "tex", "short2norm"); // UVMaps only for now
  464. return "float3(tex_coord.x, tex_coord.y, 0.0)";
  465. }
  466. }
  467. else if (node.type == "VERTEX_COLOR") {
  468. if (parser_material_kong.context.allow_vcols) {
  469. node_shader_context_add_elem(parser_material_kong.context, "col", "short4norm");
  470. return "input.vcolor";
  471. }
  472. else {
  473. return("float3(0.0, 0.0, 0.0)");
  474. }
  475. }
  476. else if (node.type == "RGB") {
  477. return parser_material_vec3(socket.default_value);
  478. }
  479. else if (node.type == "TEX_BRICK") {
  480. node_shader_add_function(parser_material_kong, str_tex_brick);
  481. let co: string = parser_material_get_coord(node);
  482. let col1: string = parser_material_parse_vector_input(node.inputs[1]);
  483. let col2: string = parser_material_parse_vector_input(node.inputs[2]);
  484. let col3: string = parser_material_parse_vector_input(node.inputs[3]);
  485. let scale: string = parser_material_parse_value_input(node.inputs[4]);
  486. let res: string = "tex_brick(" + co + " * " + scale + ", " + col1 + ", " + col2 + ", " + col3 + ")";
  487. return res;
  488. }
  489. else if (node.type == "TEX_CHECKER") {
  490. node_shader_add_function(parser_material_kong, str_tex_checker);
  491. let co: string = parser_material_get_coord(node);
  492. let col1: string = parser_material_parse_vector_input(node.inputs[1]);
  493. let col2: string = parser_material_parse_vector_input(node.inputs[2]);
  494. let scale: string = parser_material_parse_value_input(node.inputs[3]);
  495. let res: string = "tex_checker(" + co + ", " + col1 + ", " + col2 + ", " + scale + ")";
  496. return res;
  497. }
  498. else if (node.type == "TEX_GRADIENT") {
  499. let co: string = parser_material_get_coord(node);
  500. let but: ui_node_button_t = node.buttons[0]; //gradient_type;
  501. let grad: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  502. grad = string_replace_all(grad, " ", "_");
  503. let f: string = parser_material_get_gradient(grad, co);
  504. let res: string = parser_material_to_vec3("clamp(" + f + ", 0.0, 1.0)");
  505. return res;
  506. }
  507. else if (node.type == "TEX_IMAGE") {
  508. // Already fetched
  509. if (array_index_of(parser_material_parsed, parser_material_res_var_name(node, node.outputs[1])) >= 0) { // TODO: node.outputs[0]
  510. let varname: string = parser_material_store_var_name(node);
  511. return varname + ".rgb";
  512. }
  513. let tex_name: string = parser_material_node_name(node);
  514. let tex: bind_tex_t = parser_material_make_texture(node, tex_name);
  515. if (tex != null) {
  516. let color_space: i32 = node.buttons[1].default_value[0];
  517. let texstore: string = parser_material_texture_store(node, tex, tex_name, color_space);
  518. return texstore + ".rgb";
  519. }
  520. else {
  521. let tex_store: string = parser_material_store_var_name(node); // Pink color for missing texture
  522. parser_material_write(parser_material_kong, "var " + tex_store + ": float4 = float4(1.0, 0.0, 1.0, 1.0);");
  523. return tex_store + ".rgb";
  524. }
  525. }
  526. else if (node.type == "TEX_TEXT") {
  527. let tex_name: string = parser_material_node_name(node);
  528. let text_buffer: buffer_t = node.buttons[0].default_value;
  529. let text: string = sys_buffer_to_string(text_buffer);
  530. let file: string = "tex_text_" + text;
  531. _parser_material_cache_tex_text_node(file, text);
  532. let tex: bind_tex_t = parser_material_make_bind_tex(tex_name, file);
  533. let texstore: string = parser_material_texture_store(node, tex, tex_name, color_space_t.AUTO);
  534. return texstore + ".rrr";
  535. }
  536. else if (node.type == "TEX_MAGIC") {
  537. node_shader_add_function(parser_material_kong, str_tex_magic);
  538. let co: string = parser_material_get_coord(node);
  539. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  540. let res: string = "tex_magic(" + co + " * " + scale + " * 4.0)";
  541. return res;
  542. }
  543. else if (node.type == "TEX_NOISE") {
  544. node_shader_add_function(parser_material_kong, str_tex_noise);
  545. let co: string = parser_material_get_coord(node);
  546. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  547. let res: string = "float3(tex_noise(" + co + " * " + scale + "), tex_noise(" + co + " * " + scale + " + 0.33), tex_noise(" + co + " * " + scale + " + 0.66))";
  548. return res;
  549. }
  550. else if (node.type == "TEX_VORONOI") {
  551. node_shader_add_function(parser_material_kong, str_tex_voronoi);
  552. node_shader_add_texture(parser_material_kong, "snoise256", "$noise256.k");
  553. let co: string = parser_material_get_coord(node);
  554. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  555. let but: ui_node_button_t = node.buttons[0]; //coloring;
  556. let coloring: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  557. coloring = string_replace_all(coloring, " ", "_");
  558. let res: string = "";
  559. if (coloring == "INTENSITY") {
  560. let voronoi: string = "tex_voronoi(" + co + " * " + scale + ").a";
  561. res = parser_material_to_vec3(voronoi);
  562. }
  563. else { // Cells
  564. res = "tex_voronoi(" + co + " * " + scale + ").rgb";
  565. }
  566. return res;
  567. }
  568. else if (node.type == "TEX_WAVE") {
  569. node_shader_add_function(parser_material_kong, str_tex_wave);
  570. let co: string = parser_material_get_coord(node);
  571. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  572. let res: string = parser_material_to_vec3("tex_wave_f(" + co + " * " + scale + ")");
  573. return res;
  574. }
  575. else if (node.type == "BRIGHTCONTRAST") {
  576. let out_col: string = parser_material_parse_vector_input(node.inputs[0]);
  577. let bright: string = parser_material_parse_value_input(node.inputs[1]);
  578. let contr: string = parser_material_parse_value_input(node.inputs[2]);
  579. node_shader_add_function(parser_material_kong, str_brightcontrast);
  580. return "brightcontrast(" + out_col + ", " + bright + ", " + contr + ")";
  581. }
  582. else if (node.type == "GAMMA") {
  583. let out_col: string = parser_material_parse_vector_input(node.inputs[0]);
  584. let gamma: string = parser_material_parse_value_input(node.inputs[1]);
  585. return "pow3(" + out_col + ", " + parser_material_to_vec3(gamma) + ")";
  586. }
  587. else if (node.type == "DIRECT_WARP") {
  588. if (parser_material_warp_passthrough) {
  589. return parser_material_parse_vector_input(node.inputs[0]);
  590. }
  591. let angle: string = parser_material_parse_value_input(node.inputs[1], true);
  592. let mask: string = parser_material_parse_value_input(node.inputs[2], true);
  593. let tex_name: string = "texwarp_" + parser_material_node_name(node);
  594. node_shader_add_texture(parser_material_kong, "" + tex_name, "_" + tex_name);
  595. let store: string = parser_material_store_var_name(node);
  596. let pi: f32 = math_pi();
  597. parser_material_write(parser_material_kong, "var " + store + "_rad: float = " + angle + " * (" + pi + " / 180.0);");
  598. parser_material_write(parser_material_kong, "var " + store + "_x: float = cos(" + store + "_rad);");
  599. parser_material_write(parser_material_kong, "var " + store + "_y: float = sin(" + store + "_rad);");
  600. return "sample(" + tex_name + ", sampler_linear, tex_coord + float2(" + store + "_x, " + store + "_y) * " + mask + ").rgb";
  601. }
  602. else if (node.type == "BLUR") {
  603. if (parser_material_blur_passthrough) {
  604. return parser_material_parse_vector_input(node.inputs[0]);
  605. }
  606. let strength: string = parser_material_parse_value_input(node.inputs[1]);
  607. if (strength == "0.0") {
  608. return "float3(0.0, 0.0, 0.0)";
  609. }
  610. let steps: string = "(" + strength + " * 10.0 + 1.0)";
  611. let tex_name: string = "texblur_" + parser_material_node_name(node);
  612. node_shader_add_texture(parser_material_kong, "" + tex_name, "_" + tex_name);
  613. node_shader_add_constant(parser_material_kong, "" + tex_name + "_size: float2", "_size(_" + tex_name + ")");
  614. let store: string = parser_material_store_var_name(node);
  615. parser_material_write(parser_material_kong, "var " + store + "_res: float3 = float3(0.0, 0.0, 0.0);");
  616. parser_material_write(parser_material_kong, "for (var i: int = 0; i <= int(" + steps + " * 2.0); i += 1) {");
  617. parser_material_write(parser_material_kong, "for (var j: int = 0; j <= int(" + steps + " * 2.0); j += 1) {");
  618. parser_material_write(parser_material_kong, store + "_res += sample(" + tex_name + ", sampler_linear, tex_coord + float2(float(i) - " + steps + ", float(j) - " + steps + ") / constants." + tex_name + "_size).rgb;");
  619. parser_material_write(parser_material_kong, "}");
  620. parser_material_write(parser_material_kong, "}");
  621. parser_material_write(parser_material_kong, store + "_res = " + store + "_res / (" + steps + " * 2.0 + 1.0) * (" + steps + " * 2.0 + 1.0);");
  622. return store + "_res";
  623. }
  624. else if (node.type == "HUE_SAT") {
  625. node_shader_add_function(parser_material_kong, str_hue_sat);
  626. let hue: string = parser_material_parse_value_input(node.inputs[0]);
  627. let sat: string = parser_material_parse_value_input(node.inputs[1]);
  628. let val: string = parser_material_parse_value_input(node.inputs[2]);
  629. let fac: string = parser_material_parse_value_input(node.inputs[3]);
  630. let col: string = parser_material_parse_vector_input(node.inputs[4]);
  631. return "hue_sat(" + col + ", float4(" + hue + " - 0.5, " + sat + ", " + val + ", 1.0 - " + fac + "))";
  632. }
  633. else if (node.type == "INVERT") {
  634. let fac: string = parser_material_parse_value_input(node.inputs[0]);
  635. let out_col: string = parser_material_parse_vector_input(node.inputs[1]);
  636. return "lerp3(" + out_col + ", float3(1.0, 1.0, 1.0) - (" + out_col + "), " + fac + ")";
  637. }
  638. else if (node.type == "MIX_RGB") {
  639. let fac: string = parser_material_parse_value_input(node.inputs[0]);
  640. let fac_var: string = parser_material_node_name(node) + "_fac";
  641. parser_material_write(parser_material_kong, "var " + fac_var + ": float = " + fac + ";");
  642. let col1: string = parser_material_parse_vector_input(node.inputs[1]);
  643. let col2: string = parser_material_parse_vector_input(node.inputs[2]);
  644. let but: ui_node_button_t = node.buttons[0]; // blend_type
  645. let blend: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  646. blend = string_replace_all(blend, " ", "_");
  647. let use_clamp: bool = node.buttons[1].default_value[0] > 0;
  648. let out_col: string = "";
  649. if (blend == "MIX") {
  650. out_col = "lerp3(" + col1 + ", " + col2 + ", " + fac_var + ")";
  651. }
  652. else if (blend == "DARKEN") {
  653. out_col = "min3(" + col1 + ", " + col2 + " * " + fac_var + ")";
  654. }
  655. else if (blend == "MULTIPLY") {
  656. out_col = "lerp3(" + col1 + ", " + col1 + " * " + col2 + ", " + fac_var + ")";
  657. }
  658. else if (blend == "BURN") {
  659. out_col = "lerp3(" + col1 + ", float3(1.0, 1.0, 1.0) - (float3(1.0, 1.0, 1.0) - " + col1 + ") / " + col2 + ", " + fac_var + ")";
  660. }
  661. else if (blend == "LIGHTEN") {
  662. out_col = "max3(" + col1 + ", " + col2 + " * " + fac_var + ")";
  663. }
  664. else if (blend == "SCREEN") {
  665. let v3: string = parser_material_to_vec3("1.0 - " + fac_var);
  666. out_col = "(float3(1.0, 1.0, 1.0) - (" + v3 + " + " + fac_var + " * (float3(1.0, 1.0, 1.0) - " + col2 + ")) * (float3(1.0, 1.0, 1.0) - " + col1 + "))";
  667. }
  668. else if (blend == "DODGE") {
  669. out_col = "lerp3(" + col1 + ", " + col1 + " / (float3(1.0, 1.0, 1.0) - " + col2 + "), " + fac_var + ")";
  670. }
  671. else if (blend == "ADD") {
  672. out_col = "lerp3(" + col1 + ", " + col1 + " + " + col2 + ", " + fac_var + ")";
  673. }
  674. else if (blend == "OVERLAY") {
  675. out_col = "lerp3(" + col1 + ", float3( \
  676. " + col1 + ".r < 0.5 ? 2.0 * " + col1 + ".r * " + col2 + ".r : 1.0 - 2.0 * (1.0 - " + col1 + ".r) * (1.0 - " + col2 + ".r), \
  677. " + col1 + ".g < 0.5 ? 2.0 * " + col1 + ".g * " + col2 + ".g : 1.0 - 2.0 * (1.0 - " + col1 + ".g) * (1.0 - " + col2 + ".g), \
  678. " + col1 + ".b < 0.5 ? 2.0 * " + col1 + ".b * " + col2 + ".b : 1.0 - 2.0 * (1.0 - " + col1 + ".b) * (1.0 - " + col2 + ".b) \
  679. ), " + fac_var + ")";
  680. }
  681. else if (blend == "SOFT_LIGHT") {
  682. out_col = "((1.0 - " + fac_var + ") * " + col1 + " + " + fac_var + " * ((float3(1.0, 1.0, 1.0) - " + col1 + ") * " + col2 + " * " + col1 + " + " + col1 + " * (float3(1.0, 1.0, 1.0) - (float3(1.0, 1.0, 1.0) - " + col2 + ") * (float3(1.0, 1.0, 1.0) - " + col1 + "))))";
  683. }
  684. else if (blend == "LINEAR_LIGHT") {
  685. out_col = "(" + col1 + " + " + fac_var + " * (float3(2.0, 2.0, 2.0) * (" + col2 + " - float3(0.5, 0.5, 0.5))))";
  686. }
  687. else if (blend == "DIFFERENCE") {
  688. out_col = "lerp3(" + col1 + ", abs3(" + col1 + " - " + col2 + "), " + fac_var + ")";
  689. }
  690. else if (blend == "SUBTRACT") {
  691. out_col = "lerp3(" + col1 + ", " + col1 + " - " + col2 + ", " + fac_var + ")";
  692. }
  693. else if (blend == "DIVIDE") {
  694. let eps: f32 = 0.000001;
  695. col2 = "max3(" + col2 + ", float3(" + eps + ", " + eps + ", " + eps + "))";
  696. let v3: string = parser_material_to_vec3("(1.0 - " + fac_var + ") * " + col1 + " + " + fac_var + " * " + col1 + " / " + col2);
  697. out_col = "(" + v3 + ")";
  698. }
  699. else if (blend == "HUE") {
  700. node_shader_add_function(parser_material_kong, str_hue_sat);
  701. out_col = "lerp3(" + col1 + ", hsv_to_rgb(float3(rgb_to_hsv(" + col2 + ").r, rgb_to_hsv(" + col1 + ").g, rgb_to_hsv(" + col1 + ").b)), " + fac_var + ")";
  702. }
  703. else if (blend == "SATURATION") {
  704. node_shader_add_function(parser_material_kong, str_hue_sat);
  705. out_col = "lerp3(" + col1 + ", hsv_to_rgb(float3(rgb_to_hsv(" + col1 + ").r, rgb_to_hsv(" + col2 + ").g, rgb_to_hsv(" + col1 + ").b)), " + fac_var + ")";
  706. }
  707. else if (blend == "COLOR") {
  708. node_shader_add_function(parser_material_kong, str_hue_sat);
  709. out_col = "lerp3(" + col1 + ", hsv_to_rgb(float3(rgb_to_hsv(" + col2 + ").r, rgb_to_hsv(" + col2 + ").g, rgb_to_hsv(" + col1 + ").b)), " + fac_var + ")";
  710. }
  711. else if (blend == "VALUE") {
  712. node_shader_add_function(parser_material_kong, str_hue_sat);
  713. out_col = "lerp3(" + col1 + ", hsv_to_rgb(float3(rgb_to_hsv(" + col1 + ").r, rgb_to_hsv(" + col1 + ").g, rgb_to_hsv(" + col2 + ").b)), " + fac_var + ")";
  714. }
  715. if (use_clamp) {
  716. return "clamp3(" + out_col + ", float3(0.0, 0.0, 0.0), float3(1.0, 1.0, 1.0))";
  717. }
  718. else {
  719. return out_col;
  720. }
  721. }
  722. else if (node.type == "QUANTIZE") {
  723. let strength: string = parser_material_parse_value_input(node.inputs[0]);
  724. let col: string = parser_material_parse_vector_input(node.inputs[1]);
  725. return "(floor3(100.0 * " + strength + " * " + col + ") / (100.0 * " + strength + "))";
  726. }
  727. else if (node.type == "REPLACECOL") {
  728. let input_color: string = parser_material_parse_vector_input(node.inputs[0]);
  729. let old_color: string = parser_material_parse_vector_input(node.inputs[1]);
  730. let new_color: string = parser_material_parse_vector_input(node.inputs[2]);
  731. let radius: string = parser_material_parse_value_input(node.inputs[3]);
  732. let fuzziness: string = parser_material_parse_value_input(node.inputs[4]);
  733. return "lerp3(" + new_color + ", " + input_color + ", clamp((distance(" + old_color + ", " + input_color + ") - " + radius + ") / max(" + fuzziness + ", " + parser_material_eps + "), 0.0, 1.0))";
  734. }
  735. else if (node.type == "VALTORGB") { // ColorRamp
  736. let fac: string = parser_material_parse_value_input(node.inputs[0]);
  737. let data0: i32 = node.buttons[0].data[0];
  738. let interp: string = data0 == 0 ? "LINEAR" : "CONSTANT";
  739. let elems: f32[] = node.buttons[0].default_value;
  740. let len: i32 = elems.length / 5;
  741. if (len == 1) {
  742. return parser_material_vec3(elems);
  743. }
  744. // Write cols array
  745. let cols_var: string = parser_material_node_name(node) + "_cols";
  746. parser_material_write(parser_material_kong, "var " + cols_var + ": float3[" + len + "];"); // TODO: Make const
  747. for (let i: i32 = 0; i < len; ++i) {
  748. let tmp: f32[] = [];
  749. array_push(tmp, elems[i * 5]);
  750. array_push(tmp, elems[i * 5 + 1]);
  751. array_push(tmp, elems[i * 5 + 2]);
  752. parser_material_write(parser_material_kong, cols_var + "[" + i + "] = " + parser_material_vec3(tmp) + ";");
  753. }
  754. // Get index
  755. let fac_var: string = parser_material_node_name(node) + "_fac";
  756. parser_material_write(parser_material_kong, "var " + fac_var + ": float = " + fac + ";");
  757. let index: string = "0";
  758. for (let i: i32 = 1; i < len; ++i) {
  759. let e: f32 = elems[i * 5 + 4];
  760. index += " + (" + fac_var + " > " + e + " ? 1 : 0)";
  761. }
  762. // Write index
  763. let index_var: string = parser_material_node_name(node) + "_i";
  764. parser_material_write(parser_material_kong, "var " + index_var + ": int = " + index + ";");
  765. if (interp == "CONSTANT") {
  766. return cols_var + "[" + index_var + "]";
  767. }
  768. else { // Linear
  769. // Write facs array
  770. let facs_var: string = parser_material_node_name(node) + "_facs";
  771. parser_material_write(parser_material_kong, "var " + facs_var + ": float[" + len + "];"); // TODO: Make const
  772. for (let i: i32 = 0; i < len; ++i) {
  773. let e: f32 = elems[i * 5 + 4];
  774. parser_material_write(parser_material_kong, facs_var + "[" + i + "] = " + e + ";");
  775. }
  776. // Mix color
  777. // float f = (pos - start) * (1.0 / (finish - start))
  778. // TODO: index_var + 1 out of bounds
  779. return "lerp3(" + cols_var + "[" + index_var + "], " + cols_var + "[" + index_var + " + 1], (" +
  780. fac_var + " - " + facs_var + "[" + index_var + "]) * (1.0 / (" + facs_var + "[" + index_var + " + 1] - " +
  781. facs_var + "[" + index_var + "]) ))";
  782. }
  783. }
  784. else if (node.type == "CURVE_VEC") {
  785. let fac: string = parser_material_parse_value_input(node.inputs[0]);
  786. let vec: string = parser_material_parse_vector_input(node.inputs[1]);
  787. let curves: f32_array_t = node.buttons[0].default_value;
  788. if (curves[96] == 0.0) {
  789. curves[96] = 1.0;
  790. curves[97] = 1.0;
  791. curves[98] = 1.0;
  792. }
  793. let name: string = parser_material_node_name(node);
  794. let vc0: string = parser_material_vector_curve(name + "0", vec + ".x", curves.buffer + 32 * 0, curves[96]);
  795. let vc1: string = parser_material_vector_curve(name + "1", vec + ".y", curves.buffer + 32 * 1, curves[97]);
  796. let vc2: string = parser_material_vector_curve(name + "2", vec + ".z", curves.buffer + 32 * 2, curves[98]);
  797. // mapping.curves[0].points[0].handle_type // bezier curve
  798. return "(float3(" + vc0 + ", " + vc1 + ", " + vc2 + ") * " + fac + ")";
  799. }
  800. // else if (node.type == "CURVE_RGB") { // RGB Curves
  801. // let fac: string = parser_material_parse_value_input(node.inputs[0]);
  802. // let vec: string = parser_material_parse_vector_input(node.inputs[1]);
  803. // let curves: f32_array_t = node.buttons[0].default_value;
  804. // let name: string = parser_material_node_name(node);
  805. // // mapping.curves[0].points[0].handle_type
  806. // let vc0: string = parser_material_vector_curve(name + "0", vec + ".x", curves[0]);
  807. // let vc1: string = parser_material_vector_curve(name + "1", vec + ".y", curves[1]);
  808. // let vc2: string = parser_material_vector_curve(name + "2", vec + ".z", curves[2]);
  809. // let vc3a: string = parser_material_vector_curve(name + "3a", vec + ".x", curves[3]);
  810. // let vc3b: string = parser_material_vector_curve(name + "3b", vec + ".y", curves[3]);
  811. // let vc3c: string = parser_material_vector_curve(name + "3c", vec + ".z", curves[3]);
  812. // return "(sqrt(float3(" + vc0 + ", " + vc1 + ", " + vc2 + ") * float3(" + vc3a + ", " + vc3b + ", " + vc3c + ")) * " + fac + ")";
  813. // }
  814. else if (node.type == "COMBHSV") {
  815. node_shader_add_function(parser_material_kong, str_hue_sat);
  816. let h: string = parser_material_parse_value_input(node.inputs[0]);
  817. let s: string = parser_material_parse_value_input(node.inputs[1]);
  818. let v: string = parser_material_parse_value_input(node.inputs[2]);
  819. return "hsv_to_rgb(float3(" + h + ", " + s + ", " + v + "))";
  820. }
  821. else if (node.type == "COMBRGB") {
  822. let r: string = parser_material_parse_value_input(node.inputs[0]);
  823. let g: string = parser_material_parse_value_input(node.inputs[1]);
  824. let b: string = parser_material_parse_value_input(node.inputs[2]);
  825. return "float3(" + r + ", " + g + ", " + b + ")";
  826. }
  827. else if (node.type == "WAVELENGTH") {
  828. node_shader_add_function(parser_material_kong, str_wavelength_to_rgb);
  829. let wl: string = parser_material_parse_value_input(node.inputs[0]);
  830. node_shader_add_function(parser_material_kong, str_wavelength_to_rgb);
  831. return "wavelength_to_rgb((" + wl + " - 450.0) / 150.0)";
  832. }
  833. else if (node.type == "CAMERA") {
  834. parser_material_kong.frag_vvec_cam = true;
  835. return "vvec_cam";
  836. }
  837. else if (node.type == "LAYER") {
  838. let l: any = node.buttons[0].default_value;
  839. if (socket == node.outputs[0]) { // Base
  840. node_shader_add_texture(parser_material_kong, "texpaint" + l, "_texpaint" + l);
  841. return "sample(texpaint" + l + ", sampler_linear, tex_coord).rgb";
  842. }
  843. else if (socket == node.outputs[5]) { // Normal
  844. node_shader_add_texture(parser_material_kong, "texpaint_nor" + l, "_texpaint_nor" + l);
  845. return "sample(texpaint_nor" + l + ", sampler_linear, tex_coord).rgb";
  846. }
  847. }
  848. else if (node.type == "MATERIAL") {
  849. let result: string = "float3(0.0, 0.0, 0.0)";
  850. let mi: i32 = node.buttons[0].default_value[0];
  851. if (mi >= project_materials.length) {
  852. return result;
  853. }
  854. let m: slot_material_t = project_materials[mi];
  855. let _nodes: ui_node_t[] = parser_material_nodes;
  856. let _links: ui_node_link_t[] = parser_material_links;
  857. parser_material_nodes = m.canvas.nodes;
  858. parser_material_links = m.canvas.links;
  859. array_push(parser_material_parents, node);
  860. let output_node: ui_node_t = parser_material_node_by_type(parser_material_nodes, "OUTPUT_MATERIAL_PBR");
  861. if (socket == node.outputs[0]) { // Base
  862. result = parser_material_parse_vector_input(output_node.inputs[0]);
  863. }
  864. else if (socket == node.outputs[5]) { // Normal
  865. result = parser_material_parse_vector_input(output_node.inputs[5]);
  866. }
  867. parser_material_nodes = _nodes;
  868. parser_material_links = _links;
  869. array_pop(parser_material_parents);
  870. return result;
  871. }
  872. else if (node.type == "PICKER") {
  873. if (socket == node.outputs[0]) { // Base
  874. node_shader_add_constant(parser_material_kong, "picker_base: float3", "_picker_base");
  875. return "constants.picker_base";
  876. }
  877. else if (socket == node.outputs[5]) { // Normal
  878. node_shader_add_constant(parser_material_kong, "picker_normal: float3", "_picker_normal");
  879. return "constants.picker_normal";
  880. }
  881. }
  882. else if (node.type == "NEW_GEOMETRY") {
  883. if (socket == node.outputs[0]) { // Position
  884. parser_material_kong.frag_wposition = true;
  885. return "input.wposition";
  886. }
  887. else if (socket == node.outputs[1]) { // Normal
  888. parser_material_kong.frag_n = true;
  889. return "n";
  890. }
  891. else if (socket == node.outputs[2]) { // Tangent
  892. parser_material_kong.frag_wtangent = true;
  893. return "input.wtangent";
  894. }
  895. else if (socket == node.outputs[3]) { // True Normal
  896. parser_material_kong.frag_n = true;
  897. return "n";
  898. }
  899. else if (socket == node.outputs[4]) { // Incoming
  900. parser_material_kong.frag_vvec = true;
  901. return "vvec";
  902. }
  903. else if (socket == node.outputs[5]) { // Parametric
  904. parser_material_kong.frag_mposition = true;
  905. return "input.mposition";
  906. }
  907. }
  908. else if (node.type == "OBJECT_INFO") {
  909. if (socket == node.outputs[0]) { // Location
  910. parser_material_kong.frag_wposition = true;
  911. return "input.wposition";
  912. }
  913. else if (socket == node.outputs[1]) { // Color
  914. return "float3(0.0, 0.0, 0.0)";
  915. }
  916. }
  917. // else if (node.type == "PARTICLE_INFO") {
  918. // if (socket == node.outputs[3]) { // Location
  919. // return "float3(0.0, 0.0, 0.0)";
  920. // }
  921. // else if (socket == node.outputs[5]) { // Velocity
  922. // return "float3(0.0, 0.0, 0.0)";
  923. // }
  924. // else if (socket == node.outputs[6]) { // Angular Velocity
  925. // return "float3(0.0, 0.0, 0.0)";
  926. // }
  927. // }
  928. else if (node.type == "TANGENT") {
  929. parser_material_kong.frag_wtangent = true;
  930. return "input.wtangent";
  931. }
  932. else if (node.type == "TEX_COORD") {
  933. if (socket == node.outputs[0]) { // Generated - bounds
  934. parser_material_kong.frag_bposition = true;
  935. return "bposition";
  936. }
  937. else if (socket == node.outputs[1]) { // Normal
  938. parser_material_kong.frag_n = true;
  939. return "n";
  940. }
  941. else if (socket == node.outputs[2]) {// UV
  942. node_shader_context_add_elem(parser_material_kong.context, "tex", "short2norm");
  943. return "float3(tex_coord.x, tex_coord.y, 0.0)";
  944. }
  945. else if (socket == node.outputs[3]) { // Object
  946. parser_material_kong.frag_mposition = true;
  947. return "input.mposition";
  948. }
  949. else if (socket == node.outputs[4]) { // Camera
  950. parser_material_kong.frag_vposition = true;
  951. return "input.vposition";
  952. }
  953. else if (socket == node.outputs[5]) { // Window
  954. parser_material_kong.frag_wvpposition = true;
  955. return "input.wvpposition.xyz";
  956. }
  957. else if (socket == node.outputs[6]) { // Reflection
  958. return "float3(0.0, 0.0, 0.0)";
  959. }
  960. }
  961. else if (node.type == "UVMAP") {
  962. node_shader_context_add_elem(parser_material_kong.context, "tex", "short2norm");
  963. return "float3(tex_coord.x, tex_coord.y, 0.0)";
  964. }
  965. else if (node.type == "BUMP") {
  966. let strength: string = parser_material_parse_value_input(node.inputs[0]);
  967. // let distance: string = parse_value_input(node.inputs[1]);
  968. let height: string = parser_material_parse_value_input(node.inputs[2]);
  969. let nor: string = parser_material_parse_vector_input(node.inputs[3]);
  970. let sample_bump_res: string = parser_material_store_var_name(node) + "_bump";
  971. parser_material_write(parser_material_kong, "var " + sample_bump_res + "_x: float = ddx(float(" + height + ")) * (" + strength + ") * 16.0;");
  972. parser_material_write(parser_material_kong, "var " + sample_bump_res + "_y: float = ddy(float(" + height + ")) * (" + strength + ") * 16.0;");
  973. return "(normalize(float3(" + sample_bump_res + "_x, " + sample_bump_res + "_y, 1.0) + " + nor + ") * float3(0.5, 0.5, 0.5) + float3(0.5, 0.5, 0.5))";
  974. }
  975. else if (node.type == "MAPPING") {
  976. let out: string = parser_material_parse_vector_input(node.inputs[0]);
  977. let node_translation: string = parser_material_parse_vector_input(node.inputs[1]);
  978. let node_rotation: string = parser_material_parse_vector_input(node.inputs[2]);
  979. let node_scale: string = parser_material_parse_vector_input(node.inputs[3]);
  980. if (node_scale != "float3(1, 1, 1)") {
  981. out = "(" + out + " * " + node_scale + ")";
  982. }
  983. if (node_rotation != "float3(0, 0, 0)") {
  984. // ZYX rotation, Z axis for now..
  985. let a: string = node_rotation + ".z * (3.1415926535 / 180)";
  986. // x * cos(theta) - y * sin(theta)
  987. // x * sin(theta) + y * cos(theta)
  988. out = "float3(" + out + ".x * cos(" + a + ") - " + out + ".y * sin(" + a + "), " + out + ".x * sin(" + a + ") + " + out + ".y * cos(" + a + "), 0.0)";
  989. }
  990. // if node.rotation[1] != 0.0:
  991. // a = node.rotation[1]
  992. // out = "float3({0}.x * {1} - {0}.z * {2}, {0}.x * {2} + {0}.z * {1}, 0.0)".format(out, math_cos(a), math_sin(a))
  993. // if node.rotation[0] != 0.0:
  994. // a = node.rotation[0]
  995. // out = "float3({0}.y * {1} - {0}.z * {2}, {0}.y * {2} + {0}.z * {1}, 0.0)".format(out, math_cos(a), math_sin(a))
  996. if (node_translation != "float3(0, 0, 0)") {
  997. out = "(" + out + " + " + node_translation + ")";
  998. }
  999. // if node.use_min:
  1000. // out = "max({0}, float3({1}, {2}, {3}))".format(out, node.min[0], node.min[1])
  1001. // if node.use_max:
  1002. // out = "min({0}, float3({1}, {2}, {3}))".format(out, node.max[0], node.max[1])
  1003. return out;
  1004. }
  1005. else if (node.type == "NORMAL") {
  1006. if (socket == node.outputs[0]) {
  1007. return parser_material_vec3(node.outputs[0].default_value);
  1008. }
  1009. else if (socket == node.outputs[1]) {
  1010. let nor: string = parser_material_parse_vector_input(node.inputs[0]);
  1011. let norout: string = parser_material_vec3(node.outputs[0].default_value);
  1012. return parser_material_to_vec3("dot(" + norout + ", " + nor + ")");
  1013. }
  1014. }
  1015. else if (node.type == "NORMAL_MAP") {
  1016. let strength: string = parser_material_parse_value_input(node.inputs[0]);
  1017. let norm: string = parser_material_parse_vector_input(node.inputs[1]);
  1018. let store: string = parser_material_store_var_name(node);
  1019. parser_material_write(parser_material_kong, "var " + store + "_texn: float3 = " + norm + " * 2.0 - 1.0;");
  1020. parser_material_write(parser_material_kong, "" + store + "_texn.xy = " + strength + " * " + store + "_texn.xy;");
  1021. parser_material_write(parser_material_kong, "" + store + "_texn = normalize(" + store + "_texn);");
  1022. return "(0.5 * " + store + "_texn + 0.5)";
  1023. }
  1024. else if (node.type == "MIX_NORMAL_MAP") {
  1025. let nm1: string = parser_material_parse_vector_input(node.inputs[0]);
  1026. let nm2: string = parser_material_parse_vector_input(node.inputs[1]);
  1027. let but: ui_node_button_t = node.buttons[0];
  1028. let blend: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0])); // blend_type
  1029. blend = string_replace_all(blend, " ", "_");
  1030. let store: string = parser_material_store_var_name(node);
  1031. // The blending algorithms are based on the paper "Blending in Detail" by Colin Barré-Brisebois and Stephen Hill 2012
  1032. // https://blog.selfshadow.com/publications/blending-in-detail/
  1033. if (blend == "PARTIAL_DERIVATIVE") { //partial derivate blending
  1034. parser_material_write(parser_material_kong, "var " + store + "_n1: float3 = " + nm1 + " * 2.0 - 1.0;");
  1035. parser_material_write(parser_material_kong, "var " + store + "_n2: float3 = " + nm2 + " * 2.0 - 1.0;");
  1036. return "0.5 * normalize(float3(" + store + "_n1.xy * " + store + "_n2.z + " + store + "_n2.xy * " + store + "_n1.z, " + store + "_n1.z * " + store + "_n2.z)) + 0.5";
  1037. }
  1038. else if (blend == "WHITEOUT") { //whiteout blending
  1039. parser_material_write(parser_material_kong, "var " + store + "_n1: float3 = " + nm1 + " * 2.0 - 1.0;");
  1040. parser_material_write(parser_material_kong, "var " + store + "_n2: float3 = " + nm2 + " * 2.0 - 1.0;");
  1041. return "0.5 * normalize(float3(" + store + "_n1.xy + " + store + "_n2.xy, " + store + "_n1.z * " + store + "_n2.z)) + 0.5";
  1042. }
  1043. else if (blend == "REORIENTED") { //reoriented normal mapping
  1044. parser_material_write(parser_material_kong, "var " + store + "_n1: float3 = " + nm1 + " * 2.0 - float3(1.0, 1.0, 0.0);");
  1045. parser_material_write(parser_material_kong, "var " + store + "_n2: float3 = " + nm2 + " * float3(-2.0, -2.0, 2.0) - float3(-1.0, -1.0, 1.0);");
  1046. return "0.5 * normalize(" + store + "_n1 * dot(" + store + "_n1, " + store + "_n2) - " + store + "_n2 * " + store + "_n1.z) + 0.5";
  1047. }
  1048. }
  1049. else if (node.type == "VECT_TRANSFORM") {
  1050. // type = node.vector_type
  1051. // conv_from = node.convert_from
  1052. // conv_to = node.convert_to
  1053. // // Pass throuh
  1054. // return parse_vector_input(node.inputs[0])
  1055. }
  1056. else if (node.type == "COMBXYZ") {
  1057. let x: string = parser_material_parse_value_input(node.inputs[0]);
  1058. let y: string = parser_material_parse_value_input(node.inputs[1]);
  1059. let z: string = parser_material_parse_value_input(node.inputs[2]);
  1060. return "float3(" + x + ", " + y + ", " + z + ")";
  1061. }
  1062. else if (node.type == "VECT_MATH") {
  1063. let vec1: string = parser_material_parse_vector_input(node.inputs[0]);
  1064. let vec2: string = parser_material_parse_vector_input(node.inputs[1]);
  1065. let but: ui_node_button_t = node.buttons[0]; //operation;
  1066. let op: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  1067. op = string_replace_all(op, " ", "_");
  1068. if (op == "ADD") {
  1069. return "(" + vec1 + " + " + vec2 + ")";
  1070. }
  1071. else if (op == "SUBTRACT") {
  1072. return "(" + vec1 + " - " + vec2 + ")";
  1073. }
  1074. else if (op == "AVERAGE") {
  1075. return "((" + vec1 + " + " + vec2 + ") / 2.0)";
  1076. }
  1077. else if (op == "DOT_PRODUCT") {
  1078. return parser_material_to_vec3("dot(" + vec1 + ", " + vec2 + ")");
  1079. }
  1080. else if (op == "LENGTH") {
  1081. return parser_material_to_vec3("length(" + vec1 + ")");
  1082. }
  1083. else if (op == "DISTANCE") {
  1084. return parser_material_to_vec3("distance(" + vec1 + ", " + vec2 + ")");
  1085. }
  1086. else if (op == "CROSS_PRODUCT") {
  1087. return "cross(" + vec1 + ", " + vec2 + ")";
  1088. }
  1089. else if (op == "NORMALIZE") {
  1090. return "normalize(" + vec1 + ")";
  1091. }
  1092. else if (op == "MULTIPLY") {
  1093. return "(" + vec1 + " * " + vec2 + ")";
  1094. }
  1095. else if (op == "DIVIDE") {
  1096. return "float3(" + 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))";
  1097. }
  1098. else if (op == "PROJECT") {
  1099. return "(dot(" + vec1 + ", " + vec2 + ") / dot(" + vec2 + ", " + vec2 + ") * " + vec2 + ")";
  1100. }
  1101. else if (op == "REFLECT") {
  1102. return "reflect(" + vec1 + ", normalize(" + vec2 + "))";
  1103. }
  1104. else if (op == "SCALE") {
  1105. return "(" + vec2 + ".x * " + vec1 + ")";
  1106. }
  1107. else if (op == "ABSOLUTE") {
  1108. return "abs3(" + vec1 + ")";
  1109. }
  1110. else if (op == "MINIMUM") {
  1111. return "min3(" + vec1 + ", " + vec2 + ")";
  1112. }
  1113. else if (op == "MAXIMUM") {
  1114. return "max3(" + vec1 + ", " + vec2 + ")";
  1115. }
  1116. else if (op == "FLOOR") {
  1117. return "floor3(" + vec1 + ")";
  1118. }
  1119. else if (op == "CEIL") {
  1120. return "ceil3(" + vec1 + ")";
  1121. }
  1122. else if (op == "FRACTION") {
  1123. return "frac3(" + vec1 + ")";
  1124. }
  1125. else if (op == "MODULO") {
  1126. return "(" + vec1 + " % " + vec2 + ")";
  1127. }
  1128. else if(op == "SNAP") {
  1129. return "(floor3(" + vec1 + " / " + vec2 + ") * " + vec2 + ")";
  1130. }
  1131. else if (op == "SINE") {
  1132. return "sin(" + vec1 + ")";
  1133. }
  1134. else if (op == "COSINE") {
  1135. return "cos(" + vec1 + ")";
  1136. }
  1137. else if (op == "TANGENT") {
  1138. return "tan(" + vec1 + ")";
  1139. }
  1140. }
  1141. else if (node.type == "Displacement") {
  1142. let height: string = parser_material_parse_value_input(node.inputs[0]);
  1143. return parser_material_to_vec3(height);
  1144. }
  1145. else if (map_get(parser_material_custom_nodes, node.type) != null) {
  1146. let cb: any = map_get(parser_material_custom_nodes, node.type); // JSValue -> (n: ui_node_t, s: string)=>string
  1147. return js_call_ptr_str(cb, node, socket.name);
  1148. }
  1149. return "float3(0.0, 0.0, 0.0)";
  1150. }
  1151. function parse_normal_map_color_input(inp: ui_node_socket_t) {
  1152. parser_material_kong.frag_write_normal++;
  1153. parser_material_out_normaltan = parser_material_parse_vector_input(inp);
  1154. let _parser_material_is_frag: bool = parser_material_is_frag;
  1155. parser_material_is_frag = true;
  1156. if (!parser_material_arm_export_tangents) {
  1157. parser_material_write(parser_material_kong, "var texn: float3 = (" + parser_material_out_normaltan + ") * 2.0 - 1.0;");
  1158. parser_material_write(parser_material_kong, "texn.y = -texn.y;");
  1159. if (!parser_material_cotangent_frame_written) {
  1160. parser_material_cotangent_frame_written = true;
  1161. node_shader_add_function(parser_material_kong, str_cotangent_frame);
  1162. }
  1163. parser_material_kong.frag_n = true;
  1164. parser_material_write(parser_material_kong, "var TBN: float3x3 = cotangent_frame(n, vvec, tex_coord);");
  1165. parser_material_write(parser_material_kong, "n = TBN * normalize(texn);");
  1166. }
  1167. parser_material_is_frag = _parser_material_is_frag;
  1168. parser_material_kong.frag_write_normal--;
  1169. }
  1170. function parser_material_parse_value_input(inp: ui_node_socket_t, vector_as_grayscale: bool = false): string {
  1171. let l: ui_node_link_t = parser_material_get_input_link(inp);
  1172. let from_node: ui_node_t = l != null ? parser_material_get_node(l.from_id) : null;
  1173. if (from_node != null) {
  1174. if (from_node.type == "REROUTE") {
  1175. return parser_material_parse_value_input(from_node.inputs[0]);
  1176. }
  1177. let res_var: string = parser_material_write_result(l);
  1178. let st: string = from_node.outputs[l.from_socket].type;
  1179. if (st == "RGB" || st == "RGBA" || st == "VECTOR") {
  1180. if (vector_as_grayscale) {
  1181. return "dot(" + res_var + ".rbg, float3(0.299, 0.587, 0.114))";
  1182. }
  1183. else {
  1184. return res_var + ".x";
  1185. }
  1186. }
  1187. else { // VALUE
  1188. return res_var;
  1189. }
  1190. }
  1191. else {
  1192. return parser_material_vec1(inp.default_value[0]);
  1193. }
  1194. }
  1195. function parser_material_parse_value(node: ui_node_t, socket: ui_node_socket_t): string {
  1196. if (node.type == "GROUP") {
  1197. return parser_material_parse_group(node, socket);
  1198. }
  1199. else if (node.type == "GROUP_INPUT") {
  1200. return parser_material_parse_group_input(node, socket);
  1201. }
  1202. else if (node.type == "ATTRIBUTE") {
  1203. node_shader_add_constant(parser_material_kong, "time: float", "_time");
  1204. return "constants.time";
  1205. }
  1206. else if (node.type == "VERTEX_COLOR") {
  1207. return "1.0";
  1208. }
  1209. else if (node.type == "WIREFRAME") {
  1210. node_shader_add_texture(parser_material_kong, "texuvmap", "_texuvmap");
  1211. // let use_pixel_size: bool = node.buttons[0].default_value == "true";
  1212. // let pixel_size: f32 = parse_value_input(node.inputs[0]);
  1213. return "sample_lod(texuvmap, sampler_linear, tex_coord, 0.0).r";
  1214. }
  1215. else if (node.type == "CAMERA") {
  1216. if (socket == node.outputs[1]) { // View Z Depth
  1217. node_shader_add_constant(parser_material_kong, "camera_proj: float2", "_camera_plane_proj");
  1218. parser_material_kong.frag_wvpposition = true;
  1219. return "(constants.camera_proj.y / ((input.wvpposition.z / input.wvpposition.w) - constants.camera_proj.x))";
  1220. }
  1221. else { // View Distance
  1222. node_shader_add_constant(parser_material_kong, "eye: float3", "_camera_pos");
  1223. parser_material_kong.frag_wposition = true;
  1224. return "distance(constants.eye, input.wposition)";
  1225. }
  1226. }
  1227. else if (node.type == "LAYER") {
  1228. let l: any = node.buttons[0].default_value;
  1229. if (socket == node.outputs[1]) { // Opac
  1230. node_shader_add_texture(parser_material_kong, "texpaint" + l, "_texpaint" + l);
  1231. return "sample(texpaint" + l + ", sampler_linear, tex_coord).a";
  1232. }
  1233. else if (socket == node.outputs[2]) { // Occ
  1234. node_shader_add_texture(parser_material_kong, "texpaint_pack" + l, "_texpaint_pack" + l);
  1235. return "sample(texpaint_pack" + l + ", sampler_linear, tex_coord).r";
  1236. }
  1237. else if (socket == node.outputs[3]) { // Rough
  1238. node_shader_add_texture(parser_material_kong, "texpaint_pack" + l, "_texpaint_pack" + l);
  1239. return "sample(texpaint_pack" + l + ", sampler_linear, tex_coord).g";
  1240. }
  1241. else if (socket == node.outputs[4]) { // Metal
  1242. node_shader_add_texture(parser_material_kong, "texpaint_pack" + l, "_texpaint_pack" + l);
  1243. return "sample(texpaint_pack" + l + ", sampler_linear, tex_coord).b";
  1244. }
  1245. else if (socket == node.outputs[7]) { // Height
  1246. node_shader_add_texture(parser_material_kong, "texpaint_pack" + l, "_texpaint_pack" + l);
  1247. return "sample(texpaint_pack" + l + ", sampler_linear, tex_coord).a";
  1248. }
  1249. }
  1250. else if (node.type == "LAYER_MASK") {
  1251. if (socket == node.outputs[0]) {
  1252. let l: any = node.buttons[0].default_value;
  1253. node_shader_add_texture(parser_material_kong, "texpaint" + l, "_texpaint" + l);
  1254. return "sample(texpaint" + l + ", sampler_linear, tex_coord).r";
  1255. }
  1256. }
  1257. else if (node.type == "MATERIAL") {
  1258. let result: string = "0.0";
  1259. let mi: i32 = node.buttons[0].default_value[0];
  1260. if (mi >= project_materials.length) return result;
  1261. let m: slot_material_t = project_materials[mi];
  1262. let _nodes: ui_node_t[] = parser_material_nodes;
  1263. let _links: ui_node_link_t[] = parser_material_links;
  1264. parser_material_nodes = m.canvas.nodes;
  1265. parser_material_links = m.canvas.links;
  1266. array_push(parser_material_parents, node);
  1267. let output_node: ui_node_t = parser_material_node_by_type(parser_material_nodes, "OUTPUT_MATERIAL_PBR");
  1268. if (socket == node.outputs[1]) { // Opac
  1269. result = parser_material_parse_value_input(output_node.inputs[1]);
  1270. }
  1271. else if (socket == node.outputs[2]) { // Occ
  1272. result = parser_material_parse_value_input(output_node.inputs[2]);
  1273. }
  1274. else if (socket == node.outputs[3]) { // Rough
  1275. result = parser_material_parse_value_input(output_node.inputs[3]);
  1276. }
  1277. else if (socket == node.outputs[4]) { // Metal
  1278. result = parser_material_parse_value_input(output_node.inputs[4]);
  1279. }
  1280. else if (socket == node.outputs[7]) { // Height
  1281. result = parser_material_parse_value_input(output_node.inputs[7]);
  1282. }
  1283. parser_material_nodes = _nodes;
  1284. parser_material_links = _links;
  1285. array_pop(parser_material_parents);
  1286. return result;
  1287. }
  1288. else if (node.type == "PICKER") {
  1289. if (socket == node.outputs[1]) {
  1290. node_shader_add_constant(parser_material_kong, "picker_opacity: float", "_picker_opacity");
  1291. return "constants.picker_opacity";
  1292. }
  1293. else if (socket == node.outputs[2]) {
  1294. node_shader_add_constant(parser_material_kong, "picker_occlusion: float", "_picker_occlusion");
  1295. return "constants.picker_occlusion";
  1296. }
  1297. else if (socket == node.outputs[3]) {
  1298. node_shader_add_constant(parser_material_kong, "picker_roughness: float", "_picker_roughness");
  1299. return "constants.picker_roughness";
  1300. }
  1301. else if (socket == node.outputs[4]) {
  1302. node_shader_add_constant(parser_material_kong, "picker_metallic: float", "_picker_metallic");
  1303. return "constants.picker_metallic";
  1304. }
  1305. else if (socket == node.outputs[7]) {
  1306. node_shader_add_constant(parser_material_kong, "picker_height: float", "_picker_height");
  1307. return "constants.picker_height";
  1308. }
  1309. }
  1310. else if (node.type == "FRESNEL") {
  1311. let ior: string = parser_material_parse_value_input(node.inputs[0]);
  1312. parser_material_kong.frag_dotnv = true;
  1313. return "pow(1.0 - dotnv, 7.25 / " + ior + ")";
  1314. }
  1315. else if (node.type == "NEW_GEOMETRY") {
  1316. if (socket == node.outputs[6]) { // Backfacing
  1317. return "0.0"; // SV_IsFrontFace
  1318. // return "(1.0 - float(gl_FrontFacing))";
  1319. }
  1320. else if (socket == node.outputs[7]) { // Pointiness
  1321. let strength: f32 = 1.0;
  1322. let radius: f32 = 1.0;
  1323. let offset: f32 = 0.0;
  1324. let store: string = parser_material_store_var_name(node);
  1325. parser_material_kong.frag_n = true;
  1326. parser_material_write(parser_material_kong, "var " + store + "_dx: float3 = ddx3(n);");
  1327. parser_material_write(parser_material_kong, "var " + store + "_dy: float3 = ddy3(n);");
  1328. parser_material_write(parser_material_kong, "var " + store + "_curvature: float = max(dot(" + store + "_dx, " + store + "_dx), dot(" + store + "_dy, " + store + "_dy));");
  1329. parser_material_write(parser_material_kong, store + "_curvature = clamp(pow(" + store + "_curvature, (1.0 / " + radius + ") * 0.25) * " + strength + " * 2.0 + " + offset + " / 10.0, 0.0, 1.0);");
  1330. return store + "_curvature";
  1331. }
  1332. else if (socket == node.outputs[8]) { // Random Per Island
  1333. return "0.0";
  1334. }
  1335. }
  1336. else if (node.type == "HAIR_INFO") {
  1337. return "0.5";
  1338. }
  1339. else if (node.type == "LAYER_WEIGHT") {
  1340. let blend: string = parser_material_parse_value_input(node.inputs[0]);
  1341. if (socket == node.outputs[0]) { // Fresnel
  1342. parser_material_kong.frag_dotnv = true;
  1343. return "clamp(pow(1.0 - dotnv, (1.0 - " + blend + ") * 10.0), 0.0, 1.0)";
  1344. }
  1345. else if (socket == node.outputs[1]) { // Facing
  1346. parser_material_kong.frag_dotnv = true;
  1347. return "((1.0 - dotnv) * " + blend + ")";
  1348. }
  1349. }
  1350. else if (node.type == "OBJECT_INFO") {
  1351. if (socket == node.outputs[1]) { // Object Index
  1352. node_shader_add_constant(parser_material_kong, "object_info_index: float", "_object_info_index");
  1353. return "constants.object_info_index";
  1354. }
  1355. else if (socket == node.outputs[2]) { // Material Index
  1356. node_shader_add_constant(parser_material_kong, "object_info_material_index: float", "_object_info_material_index");
  1357. return "constants.object_info_material_index";
  1358. }
  1359. else if (socket == node.outputs[3]) { // Random
  1360. node_shader_add_constant(parser_material_kong, "object_info_random: float", "_object_info_random");
  1361. return "constants.object_info_random";
  1362. }
  1363. }
  1364. else if (node.type == "VALUE") {
  1365. return parser_material_vec1(node.outputs[0].default_value[0]);
  1366. }
  1367. else if (node.type == "TEX_BRICK") {
  1368. node_shader_add_function(parser_material_kong, str_tex_brick);
  1369. let co: string = parser_material_get_coord(node);
  1370. let scale: string = parser_material_parse_value_input(node.inputs[4]);
  1371. let res: string = "tex_brick_f(" + co + " * " + scale + ")";
  1372. return res;
  1373. }
  1374. else if (node.type == "TEX_CHECKER") {
  1375. node_shader_add_function(parser_material_kong, str_tex_checker);
  1376. let co: string = parser_material_get_coord(node);
  1377. let scale: string = parser_material_parse_value_input(node.inputs[3]);
  1378. let res: string = "tex_checker_f(" + co + ", " + scale + ")";
  1379. return res;
  1380. }
  1381. else if (node.type == "TEX_GRADIENT") {
  1382. let co: string = parser_material_get_coord(node);
  1383. let but: ui_node_button_t = node.buttons[0]; //gradient_type;
  1384. let grad: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  1385. grad = string_replace_all(grad, " ", "_");
  1386. let f: string = parser_material_get_gradient(grad, co);
  1387. let res: string = "(clamp(" + f + ", 0.0, 1.0))";
  1388. return res;
  1389. }
  1390. else if (node.type == "TEX_IMAGE") {
  1391. // Already fetched
  1392. if (array_index_of(parser_material_parsed, parser_material_res_var_name(node, node.outputs[0])) >= 0) { // TODO: node.outputs[1]
  1393. let varname: string = parser_material_store_var_name(node);
  1394. return varname + ".a";
  1395. }
  1396. let tex_name: string = parser_material_node_name(node);
  1397. let tex: bind_tex_t = parser_material_make_texture(node, tex_name);
  1398. if (tex != null) {
  1399. let color_space: i32 = node.buttons[1].default_value[0];
  1400. let texstore: string = parser_material_texture_store(node, tex, tex_name, color_space);
  1401. return texstore + ".a";
  1402. }
  1403. }
  1404. else if (node.type == "TEX_TEXT") {
  1405. let tex_name: string = parser_material_node_name(node);
  1406. let text_buffer: buffer_t = node.buttons[0].default_value;
  1407. let text: string = sys_buffer_to_string(text_buffer);
  1408. let file: string = "tex_text_" + text;
  1409. _parser_material_cache_tex_text_node(file, text);
  1410. let tex: bind_tex_t = parser_material_make_bind_tex(tex_name, file);
  1411. let texstore: string = parser_material_texture_store(node, tex, tex_name, color_space_t.AUTO);
  1412. return texstore + ".r";
  1413. }
  1414. else if (node.type == "TEX_MAGIC") {
  1415. node_shader_add_function(parser_material_kong, str_tex_magic);
  1416. let co: string = parser_material_get_coord(node);
  1417. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  1418. let res: string = "tex_magic_f(" + co + " * " + scale + " * 4.0)";
  1419. return res;
  1420. }
  1421. else if (node.type == "TEX_MUSGRAVE") {
  1422. node_shader_add_function(parser_material_kong, str_tex_musgrave);
  1423. let co: string = parser_material_get_coord(node);
  1424. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  1425. let res: string = "tex_musgrave_f(" + co + " * " + scale + " * 0.5)";
  1426. return res;
  1427. }
  1428. else if (node.type == "TEX_NOISE") {
  1429. node_shader_add_function(parser_material_kong, str_tex_noise);
  1430. let co: string = parser_material_get_coord(node);
  1431. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  1432. let res: string = "tex_noise(" + co + " * " + scale + ")";
  1433. return res;
  1434. }
  1435. else if (node.type == "TEX_VORONOI") {
  1436. node_shader_add_function(parser_material_kong, str_tex_voronoi);
  1437. node_shader_add_texture(parser_material_kong, "snoise256", "$noise256.k");
  1438. let co: string = parser_material_get_coord(node);
  1439. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  1440. let but: ui_node_button_t = node.buttons[0]; // coloring
  1441. let coloring: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  1442. coloring = string_replace_all(coloring, " ", "_");
  1443. let res: string = "";
  1444. if (coloring == "INTENSITY") {
  1445. res = "tex_voronoi(" + co + " * " + scale + ").a";
  1446. }
  1447. else { // Cells
  1448. res = "tex_voronoi(" + co + " * " + scale + ").r";
  1449. }
  1450. return res;
  1451. }
  1452. else if (node.type == "TEX_WAVE") {
  1453. node_shader_add_function(parser_material_kong, str_tex_wave);
  1454. let co: string = parser_material_get_coord(node);
  1455. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  1456. let res: string = "tex_wave_f(" + co + " * " + scale + ")";
  1457. return res;
  1458. }
  1459. else if (node.type == "BAKE_CURVATURE") {
  1460. if (parser_material_bake_passthrough) {
  1461. parser_material_bake_passthrough_strength = parser_material_parse_value_input(node.inputs[0]);
  1462. parser_material_bake_passthrough_radius = parser_material_parse_value_input(node.inputs[1]);
  1463. parser_material_bake_passthrough_offset = parser_material_parse_value_input(node.inputs[2]);
  1464. return "0.0";
  1465. }
  1466. let tex_name: string = "texbake_" + parser_material_node_name(node);
  1467. node_shader_add_texture(parser_material_kong, "" + tex_name, "_" + tex_name);
  1468. let store: string = parser_material_store_var_name(node);
  1469. parser_material_write(parser_material_kong, "var " + store + "_res: float = sample(" + tex_name + ", sampler_linear, tex_coord).r;");
  1470. return store + "_res";
  1471. }
  1472. else if (node.type == "NORMAL") {
  1473. let nor: string = parser_material_parse_vector_input(node.inputs[0]);
  1474. let norout: string = parser_material_vec3(node.outputs[0].default_value);
  1475. return "dot(" + norout + ", " + nor + ")";
  1476. }
  1477. else if (node.type == "COLMASK") {
  1478. let input_color: string = parser_material_parse_vector_input(node.inputs[0]);
  1479. let mask_color: string = parser_material_parse_vector_input(node.inputs[1]);
  1480. let radius: string = parser_material_parse_value_input(node.inputs[2]);
  1481. let fuzziness: string = parser_material_parse_value_input(node.inputs[3]);
  1482. return "clamp(1.0 - (distance(" + input_color + ", " + mask_color + ") - " + radius + ") / max(" + fuzziness + ", " + parser_material_eps + "), 0.0, 1.0)";
  1483. }
  1484. else if (node.type == "MATH") {
  1485. let val1: string = parser_material_parse_value_input(node.inputs[0]);
  1486. let val2: string = parser_material_parse_value_input(node.inputs[1]);
  1487. let but: ui_node_button_t = node.buttons[0]; // operation
  1488. let op: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  1489. op = string_replace_all(op, " ", "_");
  1490. let use_clamp: bool = node.buttons[1].default_value[0] > 0;
  1491. let out_val: string = "";
  1492. if (op == "ADD") {
  1493. out_val = "(" + val1 + " + " + val2 + ")";
  1494. }
  1495. else if (op == "SUBTRACT") {
  1496. out_val = "(" + val1 + " - " + val2 + ")";
  1497. }
  1498. else if (op == "MULTIPLY") {
  1499. out_val = "(" + val1 + " * " + val2 + ")";
  1500. }
  1501. else if (op == "DIVIDE") {
  1502. val2 = "(" + val2 + " == 0.0 ? " + parser_material_eps + " : " + val2 + ")";
  1503. out_val = "(" + val1 + " / " + val2 + ")";
  1504. }
  1505. else if (op == "POWER") {
  1506. out_val = "pow(" + val1 + ", " + val2 + ")";
  1507. }
  1508. else if (op == "LOGARITHM") {
  1509. out_val = "log(" + val1 + ")";
  1510. }
  1511. else if (op == "SQUARE_ROOT") {
  1512. out_val = "sqrt(" + val1 + ")";
  1513. }
  1514. else if(op == "INVERSE_SQUARE_ROOT") {
  1515. out_val = "rsqrt(" + val1 + ")";
  1516. }
  1517. else if (op == "EXPONENT") {
  1518. out_val = "exp(" + val1 + ")";
  1519. }
  1520. else if (op == "ABSOLUTE") {
  1521. out_val = "abs(" + val1 + ")";
  1522. }
  1523. else if (op == "MINIMUM") {
  1524. out_val = "min(" + val1 + ", " + val2 + ")";
  1525. }
  1526. else if (op == "MAXIMUM") {
  1527. out_val = "max(" + val1 + ", " + val2 + ")";
  1528. }
  1529. else if (op == "LESS_THAN") {
  1530. out_val = "float(" + val1 + " < " + val2 + ")";
  1531. }
  1532. else if (op == "GREATER_THAN") {
  1533. out_val = "float(" + val1 + " > " + val2 + ")";
  1534. }
  1535. else if (op == "SIGN") {
  1536. out_val = "sign(" + val1 + ")";
  1537. }
  1538. else if (op == "ROUND") {
  1539. out_val = "floor(" + val1 + " + 0.5)";
  1540. }
  1541. else if (op == "FLOOR") {
  1542. out_val = "floor(" + val1 + ")";
  1543. }
  1544. else if (op == "CEIL") {
  1545. out_val = "ceil(" + val1 + ")";
  1546. }
  1547. else if(op == "SNAP") {
  1548. out_val = "(floor(" + val1 + " / " + val2 + ") * " + val2 + ")";
  1549. }
  1550. else if (op == "TRUNCATE") {
  1551. out_val = "trunc(" + val1 + ")";
  1552. }
  1553. else if (op == "FRACTION") {
  1554. out_val = "frac(" + val1 + ")";
  1555. }
  1556. else if (op == "MODULO") {
  1557. out_val = "(" + val1 + " % " + val2 + ")";
  1558. }
  1559. else if (op == "PING-PONG") {
  1560. out_val = "((" + val2 + " != 0.0) ? abs(frac((" + val1 + " - " + val2 + ") / (" + val2 + " * 2.0)) * " + val2 + " * 2.0 - " + val2 + ") : 0.0)";
  1561. }
  1562. else if (op == "SINE") {
  1563. out_val = "sin(" + val1 + ")";
  1564. }
  1565. else if (op == "COSINE") {
  1566. out_val = "cos(" + val1 + ")";
  1567. }
  1568. else if (op == "TANGENT") {
  1569. out_val = "tan(" + val1 + ")";
  1570. }
  1571. else if (op == "ARCSINE") {
  1572. out_val = "asin(" + val1 + ")";
  1573. }
  1574. else if (op == "ARCCOSINE") {
  1575. out_val = "acos(" + val1 + ")";
  1576. }
  1577. else if (op == "ARCTANGENT") {
  1578. out_val = "atan(" + val1 + ")";
  1579. }
  1580. else if (op == "ARCTAN2") {
  1581. out_val = "atan2(" + val1 + ", " + val2 + ")";
  1582. }
  1583. else if (op == "HYPERBOLIC_SINE") {
  1584. out_val = "sinh(" + val1 + ")";
  1585. }
  1586. else if (op == "HYPERBOLIC_COSINE") {
  1587. out_val = "cosh(" + val1 + ")";
  1588. }
  1589. else if (op == "HYPERBOLIC_TANGENT") {
  1590. out_val = "tanh(" + val1 + ")";
  1591. }
  1592. else if (op == "TO_RADIANS") {
  1593. out_val = "radians(" + val1 + ")";
  1594. }
  1595. else if (op == "TO_DEGREES") {
  1596. out_val = "degrees(" + val1 + ")";
  1597. }
  1598. if (use_clamp) {
  1599. return "clamp(" + out_val + ", 0.0, 1.0)";
  1600. }
  1601. else {
  1602. return out_val;
  1603. }
  1604. }
  1605. else if (node.type == "SCRIPT_CPU") {
  1606. if (parser_material_script_links == null) {
  1607. parser_material_script_links = map_create();
  1608. }
  1609. let script: buffer_t = node.buttons[0].default_value;
  1610. let str: string = sys_buffer_to_string(script);
  1611. let link: string = parser_material_node_name(node);
  1612. map_set(parser_material_script_links, link, str);
  1613. node_shader_add_constant(parser_material_kong, "" + link + ": float", "_" + link);
  1614. return "constants." + link;
  1615. }
  1616. else if (node.type == "SHADER_GPU") {
  1617. let shader: buffer_t = node.buttons[0].default_value;
  1618. let str: string = sys_buffer_to_string(shader);
  1619. return str == "" ? "0.0" : str;
  1620. }
  1621. else if (node.type == "RGBTOBW") {
  1622. let col: string = parser_material_parse_vector_input(node.inputs[0]);
  1623. return "(((" + col + ".r * 0.3 + " + col + ".g * 0.59 + " + col + ".b * 0.11) / 3.0) * 2.5)";
  1624. }
  1625. else if (node.type == "SEPHSV") {
  1626. node_shader_add_function(parser_material_kong, str_hue_sat);
  1627. let col: string = parser_material_parse_vector_input(node.inputs[0]);
  1628. if (socket == node.outputs[0]) {
  1629. return "rgb_to_hsv(" + col + ").r";
  1630. }
  1631. else if (socket == node.outputs[1]) {
  1632. return "rgb_to_hsv(" + col + ").g";
  1633. }
  1634. else if (socket == node.outputs[2]) {
  1635. return "rgb_to_hsv(" + col + ").b";
  1636. }
  1637. }
  1638. else if (node.type == "SEPRGB") {
  1639. let col: string = parser_material_parse_vector_input(node.inputs[0]);
  1640. if (socket == node.outputs[0]) {
  1641. return col + ".r";
  1642. }
  1643. else if (socket == node.outputs[1]) {
  1644. return col + ".g";
  1645. }
  1646. else if (socket == node.outputs[2]) {
  1647. return col + ".b";
  1648. }
  1649. }
  1650. else if (node.type == "SEPXYZ") {
  1651. let vec: string = parser_material_parse_vector_input(node.inputs[0]);
  1652. if (socket == node.outputs[0]) {
  1653. return vec + ".x";
  1654. }
  1655. else if (socket == node.outputs[1]) {
  1656. return vec + ".y";
  1657. }
  1658. else if (socket == node.outputs[2]) {
  1659. return vec + ".z";
  1660. }
  1661. }
  1662. else if (node.type == "VECT_MATH") {
  1663. let vec1: string = parser_material_parse_vector_input(node.inputs[0]);
  1664. let vec2: string = parser_material_parse_vector_input(node.inputs[1]);
  1665. let but: ui_node_button_t = node.buttons[0]; //operation;
  1666. let op: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  1667. op = string_replace_all(op, " ", "_");
  1668. if (op == "DOT_PRODUCT") {
  1669. return "dot(" + vec1 + ", " + vec2 + ")";
  1670. }
  1671. else if (op == "LENGTH") {
  1672. return "length(" + vec1 + ")";
  1673. }
  1674. else if (op == "DISTANCE") {
  1675. return "distance(" + vec1 + ", " + vec2 + ")";
  1676. }
  1677. else {
  1678. return "0.0";
  1679. }
  1680. }
  1681. else if (node.type == "CLAMP") {
  1682. let val: string = parser_material_parse_value_input(node.inputs[0]);
  1683. let min: string = parser_material_parse_value_input(node.inputs[1]);
  1684. let max: string = parser_material_parse_value_input(node.inputs[2]);
  1685. let but: ui_node_button_t = node.buttons[0]; //operation;
  1686. let op: string = to_upper_case(u8_array_string_at(but.data, but.default_value[0]));
  1687. op = string_replace_all(op, " ", "_");
  1688. if (op == "MIN_MAX") {
  1689. return "(clamp(" + val + ", " + min + ", " + max + "))";
  1690. }
  1691. else if (op == "RANGE") {
  1692. return "(clamp(" + val + ", min(" + min + ", " + max + "), max(" + min + ", " + max + ")))";
  1693. }
  1694. }
  1695. else if (node.type == "MAPRANGE") {
  1696. let val: string = parser_material_parse_value_input(node.inputs[0]);
  1697. let fmin: string = parser_material_parse_value_input(node.inputs[1]);
  1698. let fmax: string = parser_material_parse_value_input(node.inputs[2]);
  1699. let tmin: string = parser_material_parse_value_input(node.inputs[3]);
  1700. let tmax: string = parser_material_parse_value_input(node.inputs[4]);
  1701. let use_clamp: bool = node.buttons[0].default_value[0] > 0;
  1702. let a: string = "((" + tmin + " - " + tmax + ") / (" + fmin + " - " + fmax + "))";
  1703. let out_val: string = "(" + a + " * " + val + " + " + tmin + " - " + a + " * " + fmin + ")";
  1704. if (use_clamp) {
  1705. return "(clamp(" + out_val + ", " + tmin + ", " + tmax + "))";
  1706. }
  1707. else {
  1708. return out_val;
  1709. }
  1710. }
  1711. else if (map_get(parser_material_custom_nodes, node.type) != null) {
  1712. let cb: any = map_get(parser_material_custom_nodes, node.type);
  1713. return js_call_ptr_str(cb, node, socket.name);
  1714. }
  1715. return "0.0";
  1716. }
  1717. function parser_material_get_coord(node: ui_node_t): string {
  1718. if (parser_material_get_input_link(node.inputs[0]) != null) {
  1719. return parser_material_parse_vector_input(node.inputs[0]);
  1720. }
  1721. else {
  1722. parser_material_kong.frag_bposition = true;
  1723. return "bposition";
  1724. }
  1725. }
  1726. function parser_material_get_gradient(grad: string, co: string): string {
  1727. if (grad == "LINEAR") {
  1728. return co + ".x";
  1729. }
  1730. else if (grad == "QUADRATIC") {
  1731. return "0.0";
  1732. }
  1733. else if (grad == "EASING") {
  1734. return "0.0";
  1735. }
  1736. else if (grad == "DIAGONAL") {
  1737. return "(" + co + ".x + " + co + ".y) * 0.5";
  1738. }
  1739. else if (grad == "RADIAL") {
  1740. return "atan2(" + co + ".x, " + co + ".y) / (3.141592 * 2.0) + 0.5";
  1741. }
  1742. else if (grad == "QUADRATIC_SPHERE") {
  1743. return "0.0";
  1744. }
  1745. else { // "SPHERICAL"
  1746. return "max(1.0 - sqrt(" + co + ".x * " + co + ".x + " + co + ".y * " + co + ".y + " + co + ".z * " + co + ".z), 0.0)";
  1747. }
  1748. }
  1749. function parser_material_vector_curve(name: string, fac: string, points: f32_ptr, num: i32): string {
  1750. // Write Ys array
  1751. let ys_var: string = name + "_ys";
  1752. parser_material_write(parser_material_kong, "var " + ys_var + ": float[" + num + "];"); // TODO: Make const
  1753. for (let i: i32 = 0; i < num; ++i) {
  1754. let p: f32 = ARRAY_ACCESS(points, i * 2 + 1);
  1755. parser_material_write(parser_material_kong, ys_var + "[" + i + "] = " + p + ";");
  1756. }
  1757. // Get index
  1758. let fac_var: string = name + "_fac";
  1759. parser_material_write(parser_material_kong, "var " + fac_var + ": float = " + fac + ";");
  1760. let index: string = "0";
  1761. for (let i: i32 = 1; i < num; ++i) {
  1762. let p: f32 = ARRAY_ACCESS(points, i * 2 + 0);
  1763. index += " + (" + fac_var + " > " + p + " ? 1 : 0)";
  1764. }
  1765. // Write index
  1766. let index_var: string = name + "_i";
  1767. parser_material_write(parser_material_kong, "var " + index_var + ": int = " + index + ";");
  1768. // Linear
  1769. // Write Xs array
  1770. let facs_var: string = name + "_xs";
  1771. parser_material_write(parser_material_kong, "var " + facs_var + ": float[" + num + "];"); // TODO: Make const
  1772. for (let i: i32 = 0; i < num; ++i) {
  1773. let p: f32 = ARRAY_ACCESS(points, i * 2 + 0);
  1774. parser_material_write(parser_material_kong, "" + facs_var + "[" + i + "] = " + p + ";");
  1775. }
  1776. // Map vector
  1777. return "0.0"; ////
  1778. // return "lerp(" +
  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. parser_material_write(parser_material_kong, "var " + res_var + ": float3 = " + 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. parser_material_write(parser_material_kong, "var " + res_var + ": float = " + 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_kong.context, "tex", "short2norm");
  1817. node_shader_add_texture(parser_material_kong, "" + 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_add_constant(parser_material_kong, tex_name + "_size: float2", "_size(" + tex_name + ")");
  1828. parser_material_write(parser_material_kong, "var " + tex_store + "_size: float2 = constants." + tex_name + "_size;");
  1829. parser_material_write(parser_material_kong, "var " + tex_store + "_ax: float = " + tex_store + "_size.x / " + tex_store + "_size.y;");
  1830. parser_material_write(parser_material_kong, "var " + tex_store + "_ay: float = " + tex_store + "_size.y / " + tex_store + "_size.x;");
  1831. parser_material_write(parser_material_kong, "var " + tex_store + "_uv: float2 = ((" + uv_name + ".xy / float(" + parser_material_sample_uv_scale + ") - float2(0.5, 0.5)) * float2(max(" + tex_store + "_ay, 1.0), max(" + tex_store + "_ax, 1.0))) + float2(0.5, 0.5);");
  1832. parser_material_write(parser_material_kong, "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; }");
  1833. parser_material_write(parser_material_kong, tex_store + "_uv = " + tex_store + "_uv * float(" + parser_material_sample_uv_scale + ");");
  1834. uv_name = tex_store + "_uv";
  1835. }
  1836. if (parser_material_triplanar) {
  1837. parser_material_write(parser_material_kong, "var " + tex_store + ": float4 = float4(0.0, 0.0, 0.0, 0.0);");
  1838. parser_material_write(parser_material_kong, "if (tex_coord_blend.x > 0.0) {" + tex_store + " += sample(" + tex_name + ", sampler_linear, " + uv_name + ".xy) * tex_coord_blend.x; }");
  1839. parser_material_write(parser_material_kong, "if (tex_coord_blend.y > 0.0) {" + tex_store + " += sample(" + tex_name + ", sampler_linear, " + uv_name + "1.xy) * tex_coord_blend.y; }");
  1840. parser_material_write(parser_material_kong, "if (tex_coord_blend.z > 0.0) {" + tex_store + " += sample(" + tex_name + ", sampler_linear, " + uv_name + "2.xy) * tex_coord_blend.z; }");
  1841. }
  1842. else {
  1843. if (parser_material_is_frag) {
  1844. map_set(parser_material_texture_map, tex_store, "sample(" + tex_name + ", sampler_linear, " + uv_name + ".xy)");
  1845. parser_material_write(parser_material_kong, "var " + tex_store + ": float4 = sample(" + tex_name + ", sampler_linear, " + uv_name + ".xy);");
  1846. }
  1847. else {
  1848. map_set(parser_material_texture_map, tex_store, "sample_lod(" + tex_name + ", sampler_linear, " + uv_name + ".xy, 0.0)");
  1849. parser_material_write(parser_material_kong, "var " + tex_store + ": float4 = sample_lod(" + tex_name + ", sampler_linear, " + uv_name + ".xy, 0.0);");
  1850. }
  1851. if (!ends_with(tex.file, ".jpg")) { // Pre-mult alpha
  1852. parser_material_write(parser_material_kong, tex_store + ".rgb = " + tex_store + ".rgb * " + tex_store + ".a;");
  1853. }
  1854. }
  1855. if (parser_material_transform_color_space) {
  1856. // Base color socket auto-converts from sRGB to linear
  1857. if (color_space == color_space_t.LINEAR && parser_material_parsing_basecolor) { // Linear to sRGB
  1858. parser_material_write(parser_material_kong, tex_store + ".rgb = pow3(" + tex_store + ".rgb, float3(2.2, 2.2, 2.2));");
  1859. }
  1860. else if (color_space == color_space_t.SRGB && !parser_material_parsing_basecolor) { // sRGB to linear
  1861. parser_material_write(parser_material_kong, tex_store + ".rgb = pow3(" + tex_store + ".rgb, float3(1.0 / 2.2, 1.0 / 2.2, 1.0 / 2.2));");
  1862. }
  1863. else if (color_space == color_space_t.DIRECTX_NORMAL_MAP) { // DirectX normal map to OpenGL normal map
  1864. parser_material_write(parser_material_kong, tex_store + ".y = 1.0 - " + tex_store + ".y;");
  1865. }
  1866. }
  1867. return tex_store;
  1868. }
  1869. function parser_material_vec1(v: f32): string {
  1870. return f32_to_string_with_zeros(v);
  1871. // return "float(" + v + ")";
  1872. // return v + "";
  1873. }
  1874. function parser_material_vec3(v: f32_array_t): string {
  1875. // let v0: f32 = v[0];
  1876. // let v1: f32 = v[1];
  1877. // let v2: f32 = v[2];
  1878. let v0: string = f32_to_string_with_zeros(v[0]);
  1879. let v1: string = f32_to_string_with_zeros(v[1]);
  1880. let v2: string = f32_to_string_with_zeros(v[2]);
  1881. return "float3(" + v0 + ", " + v1 + ", " + v2 + ")";
  1882. }
  1883. function parser_material_to_vec3(s: string): string {
  1884. // return "float3(" + s + ")";
  1885. return "float3(" + s + ", " + s + ", " + s + ")";
  1886. }
  1887. function parser_material_node_by_type(nodes: ui_node_t[], ntype: string): ui_node_t {
  1888. for (let i: i32 = 0; i < nodes.length; ++i) {
  1889. let n: ui_node_t = nodes[i];
  1890. if (n.type == ntype) {
  1891. return n;
  1892. }
  1893. }
  1894. return null;
  1895. }
  1896. function parser_material_socket_index(node: ui_node_t, socket: ui_node_socket_t): i32 {
  1897. for (let i: i32 = 0; i < node.outputs.length; ++i) {
  1898. if (node.outputs[i] == socket) {
  1899. return i;
  1900. }
  1901. }
  1902. return -1;
  1903. }
  1904. function parser_material_node_name(node: ui_node_t, _parents: ui_node_t[] = null): string {
  1905. if (_parents == null) {
  1906. _parents = parser_material_parents;
  1907. }
  1908. let s: string = node.name;
  1909. for (let i: i32 = 0; i < _parents.length; ++i) {
  1910. let p: ui_node_t = _parents[i];
  1911. s = p.name + p.id + "_" + s;
  1912. }
  1913. s = parser_material_safesrc(s);
  1914. let nid: i32 = node.id;
  1915. s = s + nid;
  1916. return s;
  1917. }
  1918. function parser_material_safesrc(s: string): string {
  1919. for (let i: i32 = 0; i < s.length; ++i) {
  1920. let code: i32 = char_code_at(s, i);
  1921. let letter: bool = (code >= 65 && code <= 90) || (code >= 97 && code <= 122);
  1922. let digit: bool = code >= 48 && code <= 57;
  1923. if (!letter && !digit) {
  1924. s = string_replace_all(s, char_at(s, i), "_");
  1925. }
  1926. if (i == 0 && digit) {
  1927. s = "_" + s;
  1928. }
  1929. }
  1930. return s;
  1931. }
  1932. function parser_material_enum_data(s: string): string {
  1933. for (let i: i32 = 0; i < project_assets.length; ++i) {
  1934. let a: asset_t = project_assets[i];
  1935. if (a.name == s) {
  1936. return a.file;
  1937. }
  1938. }
  1939. return "";
  1940. }
  1941. function parser_material_make_bind_tex(tex_name: string, file: string): bind_tex_t {
  1942. let tex: bind_tex_t = {
  1943. name: tex_name,
  1944. file: file
  1945. };
  1946. return tex;
  1947. }
  1948. function parser_material_make_texture(image_node: ui_node_t, tex_name: string): bind_tex_t {
  1949. let i: i32 = image_node.buttons[0].default_value[0];
  1950. let filepath: string = parser_material_enum_data(base_enum_texts(image_node.type)[i]);
  1951. if (filepath == "" || string_index_of(filepath, ".") == -1) {
  1952. return null;
  1953. }
  1954. return parser_material_make_bind_tex(tex_name, filepath);
  1955. }
  1956. function parser_material_is_pow(num: i32): bool {
  1957. return ((num & (num - 1)) == 0) && num != 0;
  1958. }
  1959. function parser_material_asset_path(s: string): string {
  1960. return s;
  1961. }
  1962. function parser_material_extract_filename(s: string): string {
  1963. let ar: string[] = string_split(s, ".");
  1964. return ar[ar.length - 2] + "." + ar[ar.length - 1];
  1965. }
  1966. function parser_material_safestr(s: string): string {
  1967. return s;
  1968. }
  1969. function u8_array_string_at(a: u8_array_t, i: i32): string {
  1970. let s: string = u8_array_to_string(a);
  1971. let ss: string[] = string_split(s, "\n");
  1972. return ss[i];
  1973. }
  1974. type shader_out_t = {
  1975. out_basecol?: string;
  1976. out_roughness?: string;
  1977. out_metallic?: string;
  1978. out_occlusion?: string;
  1979. out_opacity?: string;
  1980. out_height?: string;
  1981. out_emission?: string;
  1982. out_subsurface?: string;
  1983. };
  1984. enum color_space_t {
  1985. AUTO, // sRGB for base color, otherwise linear
  1986. LINEAR,
  1987. SRGB,
  1988. DIRECTX_NORMAL_MAP,
  1989. }