render_path_raytrace.ts 8.0 KB

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  1. let render_path_raytrace_frame: i32 = 0;
  2. let render_path_raytrace_ready: bool = false;
  3. let render_path_raytrace_dirty: i32 = 0;
  4. let render_path_raytrace_uv_scale: f32 = 1.0;
  5. let render_path_raytrace_init_shader: bool = true;
  6. let render_path_raytrace_f32a: f32_array_t = f32_array_create(24);
  7. let render_path_raytrace_help_mat: mat4_t = mat4_identity();
  8. let render_path_raytrace_transform: mat4_t;
  9. let render_path_raytrace_vb: gpu_buffer_t;
  10. let render_path_raytrace_ib: gpu_buffer_t;
  11. let render_path_raytrace_last_envmap: gpu_texture_t = null;
  12. let render_path_raytrace_is_bake: bool = false;
  13. /// if arm_direct3d12
  14. let render_path_raytrace_ext: string = ".cso";
  15. /// elseif arm_metal
  16. let render_path_raytrace_ext: string = ".metal";
  17. /// else
  18. let render_path_raytrace_ext: string = ".spirv";
  19. /// end
  20. let render_path_raytrace_last_texpaint: gpu_texture_t = null;
  21. function render_path_raytrace_init() {}
  22. function render_path_raytrace_commands(use_live_layer: bool) {
  23. if (!render_path_raytrace_ready || render_path_raytrace_is_bake) {
  24. render_path_raytrace_ready = true;
  25. if (render_path_raytrace_is_bake) {
  26. render_path_raytrace_is_bake = false;
  27. render_path_raytrace_init_shader = true;
  28. }
  29. let ext: string = "";
  30. if (context_raw.tool == tool_type_t.GIZMO) {
  31. ext = "forge_";
  32. }
  33. let mode: string = config_raw.pathtrace_mode == pathtrace_mode_t.FAST ? "core" : "full";
  34. render_path_raytrace_raytrace_init("raytrace_brute_" + ext + mode + render_path_raytrace_ext);
  35. render_path_raytrace_last_envmap = null;
  36. }
  37. if (!context_raw.envmap_loaded) {
  38. context_load_envmap();
  39. context_update_envmap();
  40. }
  41. let probe: world_data_t = scene_world;
  42. let saved_envmap: gpu_texture_t = context_raw.show_envmap_blur ? probe._.radiance_mipmaps[0] : context_raw.saved_envmap;
  43. ////
  44. if (render_path_raytrace_last_envmap != saved_envmap) {
  45. render_path_raytrace_last_envmap = saved_envmap;
  46. let bnoise_sobol: gpu_texture_t = map_get(scene_embedded, "bnoise_sobol.k");
  47. let bnoise_scramble: gpu_texture_t = map_get(scene_embedded, "bnoise_scramble.k");
  48. let bnoise_rank: gpu_texture_t = map_get(scene_embedded, "bnoise_rank.k");
  49. let l: slot_layer_t = layers_flatten(true);
  50. gpu_raytrace_set_textures(l.texpaint, l.texpaint_nor, l.texpaint_pack, saved_envmap, bnoise_sobol, bnoise_scramble, bnoise_rank);
  51. }
  52. ////
  53. if (context_raw.pdirty > 0 || render_path_raytrace_dirty > 0) {
  54. layers_flatten(true);
  55. }
  56. let cam: camera_object_t = scene_camera;
  57. let ct: transform_t = cam.base.transform;
  58. render_path_raytrace_help_mat = mat4_clone(cam.v);
  59. render_path_raytrace_help_mat = mat4_mult_mat(render_path_raytrace_help_mat, cam.p);
  60. render_path_raytrace_help_mat = mat4_inv(render_path_raytrace_help_mat);
  61. render_path_raytrace_f32a[0] = transform_world_x(ct);
  62. render_path_raytrace_f32a[1] = transform_world_y(ct);
  63. render_path_raytrace_f32a[2] = transform_world_z(ct);
  64. render_path_raytrace_f32a[3] = render_path_raytrace_frame;
  65. /// if arm_metal
  66. // render_path_raytrace_frame = (render_path_raytrace_frame % (16)) + 1; // _PAINT
  67. render_path_raytrace_frame = render_path_raytrace_frame + 1; // _RENDER
  68. /// else
  69. render_path_raytrace_frame = (render_path_raytrace_frame % 4) + 1; // _PAINT
  70. // render_path_raytrace_frame = render_path_raytrace_frame + 1; // _RENDER
  71. /// end
  72. render_path_raytrace_f32a[4] = render_path_raytrace_help_mat.m00;
  73. render_path_raytrace_f32a[5] = render_path_raytrace_help_mat.m01;
  74. render_path_raytrace_f32a[6] = render_path_raytrace_help_mat.m02;
  75. render_path_raytrace_f32a[7] = render_path_raytrace_help_mat.m03;
  76. render_path_raytrace_f32a[8] = render_path_raytrace_help_mat.m10;
  77. render_path_raytrace_f32a[9] = render_path_raytrace_help_mat.m11;
  78. render_path_raytrace_f32a[10] = render_path_raytrace_help_mat.m12;
  79. render_path_raytrace_f32a[11] = render_path_raytrace_help_mat.m13;
  80. render_path_raytrace_f32a[12] = render_path_raytrace_help_mat.m20;
  81. render_path_raytrace_f32a[13] = render_path_raytrace_help_mat.m21;
  82. render_path_raytrace_f32a[14] = render_path_raytrace_help_mat.m22;
  83. render_path_raytrace_f32a[15] = render_path_raytrace_help_mat.m23;
  84. render_path_raytrace_f32a[16] = render_path_raytrace_help_mat.m30;
  85. render_path_raytrace_f32a[17] = render_path_raytrace_help_mat.m31;
  86. render_path_raytrace_f32a[18] = render_path_raytrace_help_mat.m32;
  87. render_path_raytrace_f32a[19] = render_path_raytrace_help_mat.m33;
  88. render_path_raytrace_f32a[20] = scene_world.strength;
  89. if (!context_raw.show_envmap) {
  90. render_path_raytrace_f32a[20] = -render_path_raytrace_f32a[20];
  91. }
  92. render_path_raytrace_f32a[21] = context_raw.envmap_angle;
  93. render_path_raytrace_f32a[22] = render_path_raytrace_uv_scale;
  94. if (render_path_base_buf_swapped) {
  95. render_path_base_swap_buf("buf");
  96. }
  97. let framebuffer: render_target_t = map_get(render_path_render_targets, "buf");
  98. _gpu_raytrace_dispatch_rays(framebuffer._image, render_path_raytrace_f32a);
  99. if (context_raw.ddirty == 1 || context_raw.pdirty == 1) {
  100. /// if arm_metal
  101. context_raw.rdirty = 128;
  102. /// else
  103. context_raw.rdirty = 4;
  104. /// end
  105. }
  106. context_raw.ddirty--;
  107. context_raw.pdirty--;
  108. context_raw.rdirty--;
  109. // context_raw.ddirty = 1; // _RENDER
  110. if (context_raw.tool == tool_type_t.GIZMO) {
  111. context_raw.ddirty = 1;
  112. }
  113. }
  114. function render_path_raytrace_raytrace_init(shader_name: string, build: bool = true) {
  115. if (render_path_raytrace_init_shader) {
  116. render_path_raytrace_init_shader = false;
  117. scene_embed_data("bnoise_sobol.k");
  118. scene_embed_data("bnoise_scramble.k");
  119. scene_embed_data("bnoise_rank.k");
  120. let shader: buffer_t = data_get_blob(shader_name);
  121. _gpu_raytrace_init(shader);
  122. }
  123. if (build) {
  124. render_path_raytrace_build_data();
  125. }
  126. {
  127. _gpu_raytrace_as_init();
  128. if (context_raw.tool == tool_type_t.GIZMO) {
  129. for (let i: i32 = 0; i < project_paint_objects.length; ++i) {
  130. let po: mesh_object_t = project_paint_objects[i];
  131. if (!po.base.visible) {
  132. continue;
  133. }
  134. _gpu_raytrace_as_add(po.data._.vertex_buffer, po.data._.index_buffer, po.base.transform.world_unpack);
  135. }
  136. }
  137. else {
  138. _gpu_raytrace_as_add(render_path_raytrace_vb, render_path_raytrace_ib, render_path_raytrace_transform);
  139. }
  140. let vb_full: gpu_buffer_t = context_raw.merged_object.data._.vertex_buffer;
  141. let ib_full: gpu_buffer_t = context_raw.merged_object.data._.index_buffer;
  142. _gpu_raytrace_as_build(vb_full, ib_full);
  143. }
  144. }
  145. function render_path_raytrace_build_data() {
  146. if (context_raw.merged_object == null) {
  147. util_mesh_merge();
  148. }
  149. let mo: mesh_object_t = !context_layer_filter_used() ? context_raw.merged_object : context_raw.paint_object;
  150. if (context_raw.tool == tool_type_t.GIZMO) {
  151. render_path_raytrace_transform = mo.base.transform.world_unpack;
  152. }
  153. else {
  154. render_path_raytrace_transform = mat4_identity();
  155. }
  156. let sc: f32 = mo.base.transform.scale.x * mo.data.scale_pos;
  157. if (mo.base.parent != null) {
  158. sc *= mo.base.parent.transform.scale.x;
  159. }
  160. render_path_raytrace_transform = mat4_scale(render_path_raytrace_transform, vec4_create(sc, sc, sc));
  161. render_path_raytrace_vb = mo.data._.vertex_buffer;
  162. render_path_raytrace_ib = mo.data._.index_buffer;
  163. }
  164. function render_path_raytrace_draw(use_live_layer: bool) {
  165. let is_live: bool = config_raw.brush_live && render_path_paint_live_layer_drawn > 0;
  166. if (context_raw.ddirty > 1 || context_raw.pdirty > 0 || is_live) {
  167. render_path_raytrace_frame = 0;
  168. }
  169. /// if arm_metal
  170. // Delay path tracing additional samples while painting
  171. let down: bool = mouse_down() || pen_down();
  172. if (context_in_3d_view() && down) {
  173. render_path_raytrace_frame = 0;
  174. }
  175. /// end
  176. render_path_raytrace_commands(use_live_layer);
  177. render_path_set_target("buf");
  178. render_path_draw_meshes("overlay");
  179. render_path_set_target("buf");
  180. render_path_base_draw_compass();
  181. render_path_set_target("last");
  182. render_path_bind_target("buf", "tex");
  183. render_path_draw_shader("Scene/compositor_pass/compositor_pass");
  184. render_path_base_draw_bloom("buf", "last");
  185. render_path_set_target("");
  186. render_path_bind_target("last", "tex");
  187. render_path_draw_shader("Scene/copy_pass/copy_pass");
  188. render_path_paint_commands_cursor();
  189. }