util_render.ts 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463
  1. let util_render_material_preview_size: i32 = 256;
  2. let util_render_decal_preview_size: i32 = 512;
  3. let util_render_layer_preview_size: i32 = 200;
  4. let util_render_font_preview_size: i32 = 200;
  5. let util_render_screen_aligned_full_vb: gpu_buffer_t = null;
  6. let util_render_screen_aligned_full_ib: gpu_buffer_t = null;
  7. function util_render_make_material_preview() {
  8. context_raw.material_preview = true;
  9. let sphere: mesh_object_t = scene_get_child(".Sphere").ext;
  10. sphere.base.visible = true;
  11. let meshes: mesh_object_t[] = scene_meshes;
  12. scene_meshes = [sphere];
  13. let painto: mesh_object_t = context_raw.paint_object;
  14. context_raw.paint_object = sphere;
  15. sphere.materials[0] = project_materials[0].data;
  16. context_raw.material.preview_ready = true;
  17. context_raw.saved_camera = mat4_clone(scene_camera.base.transform.local);
  18. let m: mat4_t = mat4_create(
  19. 0.9146286343879498, -0.0032648027153306235, 0.404281837254303, 0.4659988049397712,
  20. 0.404295023959927, 0.007367569133732468, -0.9145989516155143, -1.0687517188018691,
  21. 0.000007410128652369705, 0.9999675337275382, 0.008058532943908717, 0.015935682577325486,
  22. 0, 0, 0, 1
  23. );
  24. transform_set_matrix(scene_camera.base.transform, m);
  25. let saved_fov: f32 = scene_camera.data.fov;
  26. scene_camera.data.fov = 0.92;
  27. viewport_update_camera_type(camera_type_t.PERSPECTIVE);
  28. let probe: world_data_t = scene_world;
  29. let _probe_strength: f32 = probe.strength;
  30. probe.strength = 7;
  31. let _envmap_angle: f32 = context_raw.envmap_angle;
  32. context_raw.envmap_angle = 6.0;
  33. let _brush_scale: f32 = context_raw.brush_scale;
  34. context_raw.brush_scale = 1.5;
  35. let _brush_nodes_scale: f32 = context_raw.brush_nodes_scale;
  36. context_raw.brush_nodes_scale = 1.0;
  37. scene_world._.envmap = context_raw.preview_envmap;
  38. // No resize
  39. _render_path_last_w = util_render_material_preview_size;
  40. _render_path_last_h = util_render_material_preview_size;
  41. camera_object_build_proj(scene_camera);
  42. camera_object_build_mat(scene_camera);
  43. make_material_parse_mesh_preview_material();
  44. let _commands: ()=>void = render_path_commands;
  45. render_path_commands = render_path_preview_commands_preview;
  46. render_path_render_frame();
  47. render_path_commands = _commands;
  48. context_raw.material_preview = false;
  49. _render_path_last_w = sys_w();
  50. _render_path_last_h = sys_h();
  51. // Restore
  52. sphere.base.visible = false;
  53. scene_meshes = meshes;
  54. context_raw.paint_object = painto;
  55. transform_set_matrix(scene_camera.base.transform, context_raw.saved_camera);
  56. viewport_update_camera_type(context_raw.camera_type);
  57. scene_camera.data.fov = saved_fov;
  58. camera_object_build_proj(scene_camera);
  59. camera_object_build_mat(scene_camera);
  60. probe.strength = _probe_strength;
  61. context_raw.envmap_angle = _envmap_angle;
  62. context_raw.brush_scale = _brush_scale;
  63. context_raw.brush_nodes_scale = _brush_nodes_scale;
  64. scene_world._.envmap = context_raw.show_envmap ? context_raw.saved_envmap : context_raw.empty_envmap;
  65. make_material_parse_mesh_material();
  66. context_raw.ddirty = 0;
  67. }
  68. function util_render_make_decal_preview() {
  69. if (context_raw.decal_image == null) {
  70. context_raw.decal_image = gpu_create_render_target(util_render_decal_preview_size, util_render_decal_preview_size, tex_format_t.RGBA64);
  71. }
  72. context_raw.decal_preview = true;
  73. let plane: mesh_object_t = scene_get_child(".Plane").ext;
  74. plane.base.transform.scale = vec4_create(1, 1, 1);
  75. plane.base.transform.rot = quat_from_euler(-math_pi() / 2, 0, 0);
  76. transform_build_matrix(plane.base.transform);
  77. plane.base.visible = true;
  78. let meshes: mesh_object_t[] = scene_meshes;
  79. scene_meshes = [plane];
  80. let painto: mesh_object_t = context_raw.paint_object;
  81. context_raw.paint_object = plane;
  82. context_raw.saved_camera = mat4_clone(scene_camera.base.transform.local);
  83. let m: mat4_t = mat4_identity();
  84. m = mat4_translate(m, 0, 0, 1);
  85. transform_set_matrix(scene_camera.base.transform, m);
  86. let saved_fov: f32 = scene_camera.data.fov;
  87. scene_camera.data.fov = 0.92;
  88. viewport_update_camera_type(camera_type_t.PERSPECTIVE);
  89. scene_world._.envmap = context_raw.preview_envmap;
  90. // No resize
  91. _render_path_last_w = util_render_decal_preview_size;
  92. _render_path_last_h = util_render_decal_preview_size;
  93. camera_object_build_proj(scene_camera);
  94. camera_object_build_mat(scene_camera);
  95. make_material_parse_mesh_preview_material();
  96. let _commands: ()=>void = render_path_commands;
  97. render_path_commands = render_path_preview_commands_decal;
  98. render_path_render_frame();
  99. render_path_commands = _commands;
  100. context_raw.decal_preview = false;
  101. _render_path_last_w = sys_w();
  102. _render_path_last_h = sys_h();
  103. // Restore
  104. plane.base.visible = false;
  105. scene_meshes = meshes;
  106. context_raw.paint_object = painto;
  107. transform_set_matrix(scene_camera.base.transform, context_raw.saved_camera);
  108. scene_camera.data.fov = saved_fov;
  109. viewport_update_camera_type(context_raw.camera_type);
  110. camera_object_build_proj(scene_camera);
  111. camera_object_build_mat(scene_camera);
  112. scene_world._.envmap = context_raw.show_envmap ? context_raw.saved_envmap : context_raw.empty_envmap;
  113. make_material_parse_mesh_material();
  114. context_raw.ddirty = 1; // Refresh depth for decal paint
  115. }
  116. function util_render_make_text_preview() {
  117. let current: gpu_texture_t = _draw_current;
  118. let in_use: bool = gpu_in_use;
  119. if (in_use) draw_end();
  120. let text: string = context_raw.text_tool_text;
  121. let font: draw_font_t = context_raw.font.font;
  122. let font_size: i32 = util_render_font_preview_size;
  123. let text_w: i32 = math_floor(draw_string_width(font, font_size, text));
  124. let text_h: i32 = math_floor(draw_font_height(font, font_size));
  125. let tex_w: i32 = text_w + 32;
  126. if (tex_w < 512) {
  127. tex_w = 512;
  128. }
  129. if (context_raw.text_tool_image != null && context_raw.text_tool_image.width < tex_w) {
  130. iron_delete_texture(context_raw.text_tool_image);
  131. context_raw.text_tool_image = null;
  132. }
  133. if (context_raw.text_tool_image == null) {
  134. context_raw.text_tool_image = gpu_create_render_target(tex_w, tex_w, tex_format_t.RGBA32);
  135. }
  136. draw_begin(context_raw.text_tool_image, true, 0xff000000);
  137. draw_set_font(font, font_size);
  138. draw_set_color(0xffffffff);
  139. draw_string(text, tex_w / 2 - text_w / 2, tex_w / 2 - text_h / 2);
  140. draw_end();
  141. if (in_use) draw_begin(current);
  142. }
  143. function util_render_make_font_preview() {
  144. let current: gpu_texture_t = _draw_current;
  145. let in_use: bool = gpu_in_use;
  146. if (in_use) draw_end();
  147. let text: string = "Abg";
  148. let font: draw_font_t = context_raw.font.font;
  149. let font_size: i32 = util_render_font_preview_size;
  150. let text_w: i32 = math_floor(draw_string_width(font, font_size, text)) + 8;
  151. let text_h: i32 = math_floor(draw_font_height(font, font_size)) + 8;
  152. let tex_w: i32 = text_w + 32;
  153. if (context_raw.font.image == null) {
  154. context_raw.font.image = gpu_create_render_target(tex_w, tex_w, tex_format_t.RGBA32);
  155. }
  156. draw_begin(context_raw.font.image, true, 0x00000000);
  157. draw_set_font(font, font_size);
  158. draw_set_color(0xffffffff);
  159. draw_string(text, tex_w / 2 - text_w / 2, tex_w / 2 - text_h / 2);
  160. draw_end();
  161. context_raw.font.preview_ready = true;
  162. if (in_use) draw_begin(current);
  163. }
  164. function util_render_make_brush_preview() {
  165. if (render_path_paint_live_layer_locked) {
  166. return;
  167. }
  168. let current: gpu_texture_t = _draw_current;
  169. let in_use: bool = gpu_in_use;
  170. if (in_use) draw_end();
  171. context_raw.material_preview = true;
  172. // Prepare layers
  173. if (render_path_paint_live_layer == null) {
  174. render_path_paint_live_layer = slot_layer_create("_live");
  175. }
  176. let l: slot_layer_t = render_path_paint_live_layer;
  177. slot_layer_clear(l);
  178. if (context_raw.brush.image == null) {
  179. context_raw.brush.image = gpu_create_render_target(util_render_material_preview_size, util_render_material_preview_size);
  180. context_raw.brush.image_icon = gpu_create_render_target(50, 50);
  181. }
  182. let _material: slot_material_t = context_raw.material;
  183. context_raw.material = slot_material_create();
  184. // Prevent grid jump
  185. context_raw.material.nodes.pan_x = context_raw.brush.nodes.pan_x;
  186. context_raw.material.nodes.pan_y = context_raw.brush.nodes.pan_y;
  187. context_raw.material.nodes.zoom = context_raw.brush.nodes.zoom;
  188. let _tool: tool_type_t = context_raw.tool;
  189. context_raw.tool = tool_type_t.BRUSH;
  190. let _layer: slot_layer_t = context_raw.layer;
  191. if (slot_layer_is_mask(context_raw.layer)) {
  192. context_raw.layer = context_raw.layer.parent;
  193. }
  194. let _fill_layer: slot_material_t = context_raw.layer.fill_layer;
  195. context_raw.layer.fill_layer = null;
  196. render_path_paint_use_live_layer(true);
  197. make_material_parse_paint_material(false);
  198. let hid: i32 = history_undo_i - 1 < 0 ? config_raw.undo_steps - 1 : history_undo_i - 1;
  199. map_set(render_path_render_targets, "texpaint_undo" + hid, map_get(render_path_render_targets, "empty_black"));
  200. // Set plane mesh
  201. let painto: mesh_object_t = context_raw.paint_object;
  202. let visibles: bool[] = [];
  203. for (let i: i32 = 0; i < project_paint_objects.length; ++i) {
  204. let p: mesh_object_t = project_paint_objects[i];
  205. array_push(visibles, p.base.visible);
  206. p.base.visible = false;
  207. }
  208. let merged_object_visible: bool = false;
  209. if (context_raw.merged_object != null) {
  210. merged_object_visible = context_raw.merged_object.base.visible;
  211. context_raw.merged_object.base.visible = false;
  212. }
  213. let cam: camera_object_t = scene_camera;
  214. context_raw.saved_camera = mat4_clone(cam.base.transform.local);
  215. let saved_fov: f32 = cam.data.fov;
  216. viewport_update_camera_type(camera_type_t.PERSPECTIVE);
  217. let m: mat4_t = mat4_identity();
  218. m = mat4_translate(m, 0, 0, 0.5);
  219. transform_set_matrix(cam.base.transform, m);
  220. cam.data.fov = 0.92;
  221. camera_object_build_proj(cam);
  222. camera_object_build_mat(cam);
  223. m = mat4_inv(scene_camera.vp);
  224. let planeo: mesh_object_t = scene_get_child(".Plane").ext;
  225. planeo.base.visible = true;
  226. context_raw.paint_object = planeo;
  227. let v: vec4_t = vec4_create();
  228. v = vec4_create(m.m00, m.m01, m.m02);
  229. let sx: f32 = vec4_len(v);
  230. planeo.base.transform.rot = quat_from_euler(-math_pi() / 2, 0, 0);
  231. planeo.base.transform.scale = vec4_create(sx, 1.0, sx);
  232. planeo.base.transform.loc = vec4_create(m.m30, -m.m31, 0.0);
  233. transform_build_matrix(planeo.base.transform);
  234. render_path_paint_live_layer_drawn = 0;
  235. render_path_base_draw_gbuffer();
  236. // Paint brush preview
  237. let _brush_radius: f32 = context_raw.brush_radius;
  238. let _brush_opacity: f32 = context_raw.brush_opacity;
  239. let _brush_hardness: f32 = context_raw.brush_hardness;
  240. context_raw.brush_radius = 0.33;
  241. context_raw.brush_opacity = 1.0;
  242. context_raw.brush_hardness = 0.8;
  243. let _x: f32 = context_raw.paint_vec.x;
  244. let _y: f32 = context_raw.paint_vec.y;
  245. let _last_x: f32 = context_raw.last_paint_vec_x;
  246. let _last_y: f32 = context_raw.last_paint_vec_y;
  247. let _pdirty: i32 = context_raw.pdirty;
  248. context_raw.pdirty = 2;
  249. let points_x: f32[] = [
  250. 0.2, 0.2,
  251. 0.35, 0.5,
  252. 0.5, 0.5,
  253. 0.65, 0.8,
  254. 0.8, 0.8
  255. ];
  256. let points_y: f32[] = [
  257. 0.5, 0.5,
  258. 0.35 - 0.04, 0.2 - 0.08,
  259. 0.4 + 0.015, 0.6 + 0.03,
  260. 0.45 - 0.025, 0.3 - 0.05,
  261. 0.5 + 0.025, 0.7 + 0.05
  262. ];
  263. for (let i: i32 = 1; i < points_x.length; ++i) {
  264. context_raw.last_paint_vec_x = points_x[i - 1];
  265. context_raw.last_paint_vec_y = points_y[i - 1];
  266. context_raw.paint_vec.x = points_x[i];
  267. context_raw.paint_vec.y = points_y[i];
  268. render_path_paint_commands_paint(false);
  269. }
  270. context_raw.brush_radius = _brush_radius;
  271. context_raw.brush_opacity = _brush_opacity;
  272. context_raw.brush_hardness = _brush_hardness;
  273. context_raw.paint_vec.x = _x;
  274. context_raw.paint_vec.y = _y;
  275. context_raw.last_paint_vec_x = _last_x;
  276. context_raw.last_paint_vec_y = _last_y;
  277. context_raw.prev_paint_vec_x = -1;
  278. context_raw.prev_paint_vec_y = -1;
  279. context_raw.pdirty = _pdirty;
  280. render_path_paint_use_live_layer(false);
  281. context_raw.layer.fill_layer = _fill_layer;
  282. context_raw.layer = _layer;
  283. context_raw.material = _material;
  284. context_raw.tool = _tool;
  285. sys_notify_on_next_frame(function () {
  286. make_material_parse_paint_material(false);
  287. });
  288. // Restore paint mesh
  289. context_raw.material_preview = false;
  290. planeo.base.visible = false;
  291. for (let i: i32 = 0; i < project_paint_objects.length; ++i) {
  292. project_paint_objects[i].base.visible = visibles[i];
  293. }
  294. if (context_raw.merged_object != null) {
  295. context_raw.merged_object.base.visible = merged_object_visible;
  296. }
  297. context_raw.paint_object = painto;
  298. transform_set_matrix(scene_camera.base.transform, context_raw.saved_camera);
  299. scene_camera.data.fov = saved_fov;
  300. viewport_update_camera_type(context_raw.camera_type);
  301. camera_object_build_proj(scene_camera);
  302. camera_object_build_mat(scene_camera);
  303. // Scale layer down to to image preview
  304. l = render_path_paint_live_layer;
  305. let target: gpu_texture_t = context_raw.brush.image;
  306. draw_begin(target, true, 0x00000000);
  307. draw_set_pipeline(pipes_copy);
  308. draw_scaled_image(l.texpaint, 0, 0, target.width, target.height);
  309. draw_set_pipeline(null);
  310. draw_end();
  311. // Scale image preview down to icon
  312. let texpreview: render_target_t = map_get(render_path_render_targets, "texpreview");
  313. texpreview._image = context_raw.brush.image;
  314. let texpreview_icon: render_target_t = map_get(render_path_render_targets, "texpreview_icon");
  315. texpreview_icon._image = context_raw.brush.image_icon;
  316. render_path_set_target("texpreview_icon");
  317. render_path_bind_target("texpreview", "tex");
  318. render_path_draw_shader("shader_datas/supersample_resolve/supersample_resolve");
  319. context_raw.brush.preview_ready = true;
  320. context_raw.brush_blend_dirty = true;
  321. if (in_use) draw_begin(current);
  322. }
  323. function util_render_make_node_preview(canvas: ui_node_canvas_t, node: ui_node_t, image: gpu_texture_t, group: ui_node_canvas_t = null, parents: ui_node_t[] = null) {
  324. let res: parse_node_preview_result_t = make_material_parse_node_preview_material(node, group, parents);
  325. if (res == null || res.scon == null) {
  326. return;
  327. }
  328. if (util_render_screen_aligned_full_vb == null) {
  329. util_render_create_screen_aligned_full_data();
  330. }
  331. let _scale_world: f32 = context_raw.paint_object.base.transform.scale_world;
  332. context_raw.paint_object.base.transform.scale_world = 3.0;
  333. transform_build_matrix(context_raw.paint_object.base.transform);
  334. _gpu_begin(image);
  335. gpu_set_pipeline(res.scon._.pipe);
  336. let empty: string[] = [""];
  337. uniforms_set_context_consts(res.scon, empty);
  338. uniforms_set_obj_consts(res.scon, context_raw.paint_object.base);
  339. uniforms_set_material_consts(res.scon, res.mcon);
  340. gpu_set_vertex_buffer(util_render_screen_aligned_full_vb);
  341. gpu_set_index_buffer(util_render_screen_aligned_full_ib);
  342. gpu_draw();
  343. gpu_end();
  344. context_raw.paint_object.base.transform.scale_world = _scale_world;
  345. transform_build_matrix(context_raw.paint_object.base.transform);
  346. }
  347. function util_render_pick_pos_nor_tex() {
  348. context_raw.pick_pos_nor_tex = true;
  349. context_raw.pdirty = 1;
  350. let _tool: tool_type_t = context_raw.tool;
  351. context_raw.tool = tool_type_t.PICKER;
  352. make_material_parse_paint_material();
  353. if (context_raw.paint2d) {
  354. render_path_paint_set_plane_mesh();
  355. }
  356. render_path_paint_commands_paint(false);
  357. if (context_raw.paint2d) {
  358. render_path_paint_restore_plane_mesh();
  359. }
  360. context_raw.tool = _tool;
  361. context_raw.pick_pos_nor_tex = false;
  362. make_material_parse_paint_material();
  363. context_raw.pdirty = 0;
  364. }
  365. function util_render_get_decal_mat(): mat4_t {
  366. util_render_pick_pos_nor_tex();
  367. let decal_mat: mat4_t = mat4_identity();
  368. let loc: vec4_t = vec4_create(context_raw.posx_picked, context_raw.posy_picked, context_raw.posz_picked);
  369. let rot: quat_t = quat_from_to(vec4_create(0.0, 0.0, -1.0), vec4_create(context_raw.norx_picked, context_raw.nory_picked, context_raw.norz_picked));
  370. let scale: vec4_t = vec4_create(context_raw.brush_radius * 0.5, context_raw.brush_radius * 0.5, context_raw.brush_radius * 0.5);
  371. decal_mat = mat4_compose(loc, rot, scale);
  372. return decal_mat;
  373. }
  374. function util_render_create_screen_aligned_full_data() {
  375. // Over-sized triangle
  376. let data: i16[] = [-math_floor(32767 / 3), -math_floor(32767 / 3), 0, 32767, 0, 0, 0, 0, 0, 0, 0, 0,
  377. 32767, -math_floor(32767 / 3), 0, 32767, 0, 0, 0, 0, 0, 0, 0, 0,
  378. -math_floor(32767 / 3), 32767, 0, 32767, 0, 0, 0, 0, 0, 0, 0, 0];
  379. let indices: u32[] = [0, 1, 2];
  380. // Mandatory vertex data names and sizes
  381. let structure: gpu_vertex_structure_t = {};
  382. gpu_vertex_struct_add(structure, "pos", vertex_data_t.I16_4X_NORM);
  383. gpu_vertex_struct_add(structure, "nor", vertex_data_t.I16_2X_NORM);
  384. gpu_vertex_struct_add(structure, "tex", vertex_data_t.I16_2X_NORM);
  385. gpu_vertex_struct_add(structure, "col", vertex_data_t.I16_4X_NORM);
  386. util_render_screen_aligned_full_vb = gpu_create_vertex_buffer(math_floor(data.length / math_floor(gpu_vertex_struct_size(structure) / 2)), structure);
  387. let vertices: buffer_t = gpu_lock_vertex_buffer(util_render_screen_aligned_full_vb);
  388. for (let i: i32 = 0; i < math_floor((vertices.length) / 2); ++i) {
  389. buffer_set_i16(vertices, i * 2, data[i]);
  390. }
  391. gpu_vertex_buffer_unlock(util_render_screen_aligned_full_vb);
  392. util_render_screen_aligned_full_ib = gpu_create_index_buffer(indices.length);
  393. let id: u32_array_t = gpu_lock_index_buffer(util_render_screen_aligned_full_ib);
  394. for (let i: i32 = 0; i < id.length; ++i) {
  395. id[i] = indices[i];
  396. }
  397. gpu_index_buffer_unlock(util_render_screen_aligned_full_ib);
  398. }