util_render.ts 18 KB

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  1. let util_render_material_preview_size: i32 = 256;
  2. let util_render_node_preview_size: i32 = 512;
  3. let util_render_decal_preview_size: i32 = 512;
  4. let util_render_layer_preview_size: i32 = 200;
  5. let util_render_font_preview_size: i32 = 200;
  6. let util_render_screen_aligned_full_vb: gpu_buffer_t = null;
  7. let util_render_screen_aligned_full_ib: gpu_buffer_t = null;
  8. function util_render_make_material_preview() {
  9. context_raw.material_preview = true;
  10. let sphere: mesh_object_t = scene_get_child(".Sphere").ext;
  11. sphere.base.visible = true;
  12. let meshes: mesh_object_t[] = scene_meshes;
  13. scene_meshes = [ sphere ];
  14. let painto: mesh_object_t = context_raw.paint_object;
  15. context_raw.paint_object = sphere;
  16. sphere.material = project_materials[0].data;
  17. context_raw.material.preview_ready = true;
  18. context_raw.saved_camera = mat4_clone(scene_camera.base.transform.local);
  19. let m: mat4_t = mat4_create(0.9146286343879498, -0.0032648027153306235, 0.404281837254303, 0.4659988049397712, 0.404295023959927, 0.007367569133732468,
  20. -0.9145989516155143, -1.0687517188018691, 0.000007410128652369705, 0.9999675337275382, 0.008058532943908717,
  21. 0.015935682577325486, 0, 0, 0, 1);
  22. transform_set_matrix(scene_camera.base.transform, m);
  23. let saved_fov: f32 = scene_camera.data.fov;
  24. scene_camera.data.fov = 0.92;
  25. viewport_update_camera_type(camera_type_t.PERSPECTIVE);
  26. let probe: world_data_t = scene_world;
  27. let _probe_strength: f32 = probe.strength;
  28. probe.strength = 2;
  29. let _envmap_angle: f32 = context_raw.envmap_angle;
  30. context_raw.envmap_angle = 0.0;
  31. let _brush_scale: f32 = context_raw.brush_scale;
  32. context_raw.brush_scale = 1.5;
  33. let _brush_nodes_scale: f32 = context_raw.brush_nodes_scale;
  34. context_raw.brush_nodes_scale = 1.0;
  35. let _envmap: gpu_texture_t = scene_world._.envmap;
  36. scene_world._.envmap = context_raw.preview_envmap;
  37. // No resize
  38. _render_path_last_w = util_render_material_preview_size;
  39. _render_path_last_h = util_render_material_preview_size;
  40. camera_object_build_proj(scene_camera);
  41. camera_object_build_mat(scene_camera);
  42. make_material_parse_mesh_preview_material();
  43. let _commands: () => void = render_path_commands;
  44. render_path_commands = render_path_preview_commands_preview;
  45. render_path_render_frame();
  46. render_path_commands = _commands;
  47. context_raw.material_preview = false;
  48. _render_path_last_w = sys_w();
  49. _render_path_last_h = sys_h();
  50. // Restore
  51. sphere.base.visible = false;
  52. scene_meshes = meshes;
  53. context_raw.paint_object = painto;
  54. transform_set_matrix(scene_camera.base.transform, context_raw.saved_camera);
  55. viewport_update_camera_type(context_raw.camera_type);
  56. scene_camera.data.fov = saved_fov;
  57. camera_object_build_proj(scene_camera);
  58. camera_object_build_mat(scene_camera);
  59. probe.strength = _probe_strength;
  60. context_raw.envmap_angle = _envmap_angle;
  61. context_raw.brush_scale = _brush_scale;
  62. context_raw.brush_nodes_scale = _brush_nodes_scale;
  63. scene_world._.envmap = _envmap;
  64. make_material_parse_mesh_material();
  65. context_raw.ddirty = 0;
  66. }
  67. function util_render_make_decal_preview() {
  68. if (context_raw.decal_image == null) {
  69. context_raw.decal_image = gpu_create_render_target(util_render_decal_preview_size, util_render_decal_preview_size, gpu_texture_format_t.RGBA64);
  70. }
  71. context_raw.decal_preview = true;
  72. let plane: mesh_object_t = scene_get_child(".Plane").ext;
  73. plane.base.transform.scale = vec4_create(1, 1, 1);
  74. plane.base.transform.rot = quat_from_euler(-math_pi() / 2, 0, 0);
  75. transform_build_matrix(plane.base.transform);
  76. plane.base.visible = true;
  77. let meshes: mesh_object_t[] = scene_meshes;
  78. scene_meshes = [ plane ];
  79. let painto: mesh_object_t = context_raw.paint_object;
  80. context_raw.paint_object = plane;
  81. context_raw.saved_camera = mat4_clone(scene_camera.base.transform.local);
  82. let m: mat4_t = mat4_identity();
  83. m = mat4_translate(m, 0, 0, 1);
  84. transform_set_matrix(scene_camera.base.transform, m);
  85. let saved_fov: f32 = scene_camera.data.fov;
  86. scene_camera.data.fov = 0.92;
  87. viewport_update_camera_type(camera_type_t.PERSPECTIVE);
  88. scene_world._.envmap = context_raw.preview_envmap;
  89. // No resize
  90. _render_path_last_w = util_render_decal_preview_size;
  91. _render_path_last_h = util_render_decal_preview_size;
  92. camera_object_build_proj(scene_camera);
  93. camera_object_build_mat(scene_camera);
  94. make_material_parse_mesh_preview_material();
  95. let _commands: () => void = render_path_commands;
  96. render_path_commands = render_path_preview_commands_decal;
  97. render_path_render_frame();
  98. render_path_commands = _commands;
  99. context_raw.decal_preview = false;
  100. _render_path_last_w = sys_w();
  101. _render_path_last_h = sys_h();
  102. // Restore
  103. plane.base.visible = false;
  104. scene_meshes = meshes;
  105. context_raw.paint_object = painto;
  106. transform_set_matrix(scene_camera.base.transform, context_raw.saved_camera);
  107. scene_camera.data.fov = saved_fov;
  108. viewport_update_camera_type(context_raw.camera_type);
  109. camera_object_build_proj(scene_camera);
  110. camera_object_build_mat(scene_camera);
  111. scene_world._.envmap = context_raw.show_envmap ? context_raw.saved_envmap : context_raw.empty_envmap;
  112. make_material_parse_mesh_material();
  113. context_raw.ddirty = 1; // Refresh depth for decal paint
  114. }
  115. function util_render_make_text_preview() {
  116. let current: gpu_texture_t = _draw_current;
  117. let in_use: bool = gpu_in_use;
  118. if (in_use)
  119. 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. gpu_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, gpu_texture_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)
  142. draw_begin(current);
  143. }
  144. function util_render_make_font_preview() {
  145. let current: gpu_texture_t = _draw_current;
  146. let in_use: bool = gpu_in_use;
  147. if (in_use)
  148. draw_end();
  149. let text: string = "Abg";
  150. let font: draw_font_t = context_raw.font.font;
  151. let font_size: i32 = util_render_font_preview_size;
  152. let text_w: i32 = math_floor(draw_string_width(font, font_size, text)) + 8;
  153. let text_h: i32 = math_floor(draw_font_height(font, font_size)) + 8;
  154. let tex_w: i32 = text_w + 32;
  155. if (context_raw.font.image == null) {
  156. context_raw.font.image = gpu_create_render_target(tex_w, tex_w, gpu_texture_format_t.RGBA32);
  157. }
  158. draw_begin(context_raw.font.image, true, 0x00000000);
  159. draw_set_font(font, font_size);
  160. draw_set_color(0xffffffff);
  161. draw_string(text, tex_w / 2 - text_w / 2, tex_w / 2 - text_h / 2);
  162. draw_end();
  163. context_raw.font.preview_ready = true;
  164. if (in_use)
  165. draw_begin(current);
  166. }
  167. function util_render_make_brush_preview() {
  168. if (render_path_paint_live_layer_locked) {
  169. return;
  170. }
  171. let current: gpu_texture_t = _draw_current;
  172. let in_use: bool = gpu_in_use;
  173. if (in_use)
  174. draw_end();
  175. context_raw.material_preview = true;
  176. // Prepare layers
  177. if (render_path_paint_live_layer == null) {
  178. render_path_paint_live_layer = slot_layer_create("_live");
  179. }
  180. let l: slot_layer_t = render_path_paint_live_layer;
  181. slot_layer_clear(l);
  182. if (context_raw.brush.image == null) {
  183. context_raw.brush.image = gpu_create_render_target(util_render_material_preview_size, util_render_material_preview_size);
  184. context_raw.brush.image_icon = gpu_create_render_target(50, 50);
  185. }
  186. let _material: slot_material_t = context_raw.material;
  187. context_raw.material = slot_material_create();
  188. // Prevent grid jump
  189. context_raw.material.nodes.pan_x = context_raw.brush.nodes.pan_x;
  190. context_raw.material.nodes.pan_y = context_raw.brush.nodes.pan_y;
  191. context_raw.material.nodes.zoom = context_raw.brush.nodes.zoom;
  192. let _tool: tool_type_t = context_raw.tool;
  193. context_raw.tool = tool_type_t.BRUSH;
  194. let _layer: slot_layer_t = context_raw.layer;
  195. if (slot_layer_is_mask(context_raw.layer)) {
  196. context_raw.layer = context_raw.layer.parent;
  197. }
  198. let _fill_layer: slot_material_t = context_raw.layer.fill_layer;
  199. context_raw.layer.fill_layer = null;
  200. render_path_paint_use_live_layer(true);
  201. make_material_parse_paint_material(false);
  202. let hid: i32 = history_undo_i - 1 < 0 ? config_raw.undo_steps - 1 : history_undo_i - 1;
  203. map_set(render_path_render_targets, "texpaint_undo" + hid, map_get(render_path_render_targets, "empty_black"));
  204. // Set plane mesh
  205. let painto: mesh_object_t = context_raw.paint_object;
  206. let visibles: bool[] = [];
  207. for (let i: i32 = 0; i < project_paint_objects.length; ++i) {
  208. let p: mesh_object_t = project_paint_objects[i];
  209. array_push(visibles, p.base.visible);
  210. p.base.visible = false;
  211. }
  212. let merged_object_visible: bool = false;
  213. if (context_raw.merged_object != null) {
  214. merged_object_visible = context_raw.merged_object.base.visible;
  215. context_raw.merged_object.base.visible = false;
  216. }
  217. let cam: camera_object_t = scene_camera;
  218. context_raw.saved_camera = mat4_clone(cam.base.transform.local);
  219. let saved_fov: f32 = cam.data.fov;
  220. viewport_update_camera_type(camera_type_t.PERSPECTIVE);
  221. let m: mat4_t = mat4_identity();
  222. m = mat4_translate(m, 0, 0, 0.5);
  223. transform_set_matrix(cam.base.transform, m);
  224. cam.data.fov = 0.92;
  225. camera_object_build_proj(cam);
  226. camera_object_build_mat(cam);
  227. m = mat4_inv(scene_camera.vp);
  228. let planeo: mesh_object_t = scene_get_child(".Plane").ext;
  229. planeo.base.visible = true;
  230. context_raw.paint_object = planeo;
  231. let v: vec4_t = vec4_create();
  232. v = vec4_create(m.m00, m.m01, m.m02);
  233. let sx: f32 = vec4_len(v);
  234. planeo.base.transform.rot = quat_from_euler(-math_pi() / 2, 0, 0);
  235. planeo.base.transform.scale = vec4_create(sx, 1.0, sx);
  236. planeo.base.transform.loc = vec4_create(m.m30, -m.m31, 0.0);
  237. transform_build_matrix(planeo.base.transform);
  238. render_path_paint_live_layer_drawn = 0;
  239. render_path_base_draw_gbuffer();
  240. // Paint brush preview
  241. let _brush_radius: f32 = context_raw.brush_radius;
  242. let _brush_opacity: f32 = context_raw.brush_opacity;
  243. let _brush_hardness: f32 = context_raw.brush_hardness;
  244. context_raw.brush_radius = 0.33;
  245. context_raw.brush_opacity = 1.0;
  246. context_raw.brush_hardness = 0.8;
  247. let _x: f32 = context_raw.paint_vec.x;
  248. let _y: f32 = context_raw.paint_vec.y;
  249. let _last_x: f32 = context_raw.last_paint_vec_x;
  250. let _last_y: f32 = context_raw.last_paint_vec_y;
  251. let _pdirty: i32 = context_raw.pdirty;
  252. context_raw.pdirty = 2;
  253. let points_x: f32[] = [ 0.2, 0.2, 0.35, 0.5, 0.5, 0.5, 0.65, 0.8, 0.8, 0.8 ];
  254. let points_y: f32[] = [ 0.5, 0.5, 0.35 - 0.04, 0.2 - 0.08, 0.4 + 0.015, 0.6 + 0.03, 0.45 - 0.025, 0.3 - 0.05, 0.5 + 0.025, 0.7 + 0.05 ];
  255. for (let i: i32 = 1; i < points_x.length; ++i) {
  256. context_raw.last_paint_vec_x = points_x[i - 1];
  257. context_raw.last_paint_vec_y = points_y[i - 1];
  258. context_raw.paint_vec.x = points_x[i];
  259. context_raw.paint_vec.y = points_y[i];
  260. render_path_paint_commands_paint(false);
  261. }
  262. context_raw.brush_radius = _brush_radius;
  263. context_raw.brush_opacity = _brush_opacity;
  264. context_raw.brush_hardness = _brush_hardness;
  265. context_raw.paint_vec.x = _x;
  266. context_raw.paint_vec.y = _y;
  267. context_raw.last_paint_vec_x = _last_x;
  268. context_raw.last_paint_vec_y = _last_y;
  269. context_raw.prev_paint_vec_x = -1;
  270. context_raw.prev_paint_vec_y = -1;
  271. context_raw.pdirty = _pdirty;
  272. render_path_paint_use_live_layer(false);
  273. context_raw.layer.fill_layer = _fill_layer;
  274. context_raw.layer = _layer;
  275. context_raw.material = _material;
  276. context_raw.tool = _tool;
  277. sys_notify_on_next_frame(function() {
  278. make_material_parse_paint_material(false);
  279. });
  280. // Restore paint mesh
  281. context_raw.material_preview = false;
  282. planeo.base.visible = false;
  283. for (let i: i32 = 0; i < project_paint_objects.length; ++i) {
  284. project_paint_objects[i].base.visible = visibles[i];
  285. }
  286. if (context_raw.merged_object != null) {
  287. context_raw.merged_object.base.visible = merged_object_visible;
  288. }
  289. context_raw.paint_object = painto;
  290. transform_set_matrix(scene_camera.base.transform, context_raw.saved_camera);
  291. scene_camera.data.fov = saved_fov;
  292. viewport_update_camera_type(context_raw.camera_type);
  293. camera_object_build_proj(scene_camera);
  294. camera_object_build_mat(scene_camera);
  295. // Scale layer down to to image preview
  296. l = render_path_paint_live_layer;
  297. let target: gpu_texture_t = context_raw.brush.image;
  298. draw_begin(target, true, 0x00000000);
  299. draw_set_pipeline(pipes_copy);
  300. draw_scaled_image(l.texpaint, 0, 0, target.width, target.height);
  301. draw_set_pipeline(null);
  302. draw_end();
  303. // Scale image preview down to icon
  304. let texpreview: render_target_t = map_get(render_path_render_targets, "texpreview");
  305. texpreview._image = context_raw.brush.image;
  306. let texpreview_icon: render_target_t = map_get(render_path_render_targets, "texpreview_icon");
  307. texpreview_icon._image = context_raw.brush.image_icon;
  308. render_path_set_target("texpreview_icon");
  309. render_path_bind_target("texpreview", "tex");
  310. render_path_draw_shader("Scene/supersample_resolve/supersample_resolve");
  311. context_raw.brush.preview_ready = true;
  312. context_raw.brush_blend_dirty = true;
  313. if (in_use)
  314. draw_begin(current);
  315. }
  316. 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,
  317. parents: ui_node_t[] = null) {
  318. let res: parse_node_preview_result_t = make_material_parse_node_preview_material(node, group, parents);
  319. if (res == null || res.scon == null) {
  320. return;
  321. }
  322. if (util_render_screen_aligned_full_vb == null) {
  323. util_render_create_screen_aligned_full_data();
  324. }
  325. let _scale_world: f32 = context_raw.paint_object.base.transform.scale_world;
  326. context_raw.paint_object.base.transform.scale_world = 3.0;
  327. transform_build_matrix(context_raw.paint_object.base.transform);
  328. _gpu_begin(image);
  329. gpu_set_pipeline(res.scon._.pipe);
  330. let empty: string[] = [ "" ];
  331. uniforms_set_context_consts(res.scon, empty);
  332. uniforms_set_obj_consts(res.scon, context_raw.paint_object.base);
  333. uniforms_set_material_consts(res.scon, res.mcon);
  334. gpu_set_vertex_buffer(util_render_screen_aligned_full_vb);
  335. gpu_set_index_buffer(util_render_screen_aligned_full_ib);
  336. gpu_draw();
  337. gpu_end();
  338. context_raw.paint_object.base.transform.scale_world = _scale_world;
  339. transform_build_matrix(context_raw.paint_object.base.transform);
  340. }
  341. function util_render_pick_pos_nor_tex() {
  342. context_raw.pick_pos_nor_tex = true;
  343. context_raw.pdirty = 1;
  344. let _tool: tool_type_t = context_raw.tool;
  345. context_raw.tool = tool_type_t.PICKER;
  346. make_material_parse_paint_material();
  347. if (context_raw.paint2d) {
  348. render_path_paint_set_plane_mesh();
  349. }
  350. render_path_paint_commands_paint(false);
  351. if (context_raw.paint2d) {
  352. render_path_paint_restore_plane_mesh();
  353. }
  354. context_raw.tool = _tool;
  355. context_raw.pick_pos_nor_tex = false;
  356. make_material_parse_paint_material();
  357. context_raw.pdirty = 0;
  358. }
  359. function util_render_get_decal_mat(): mat4_t {
  360. util_render_pick_pos_nor_tex();
  361. let decal_mat: mat4_t = mat4_identity();
  362. let loc: vec4_t = vec4_create(context_raw.posx_picked, context_raw.posy_picked, context_raw.posz_picked);
  363. 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));
  364. let scale: vec4_t = vec4_create(context_raw.brush_radius * 0.5, context_raw.brush_radius * 0.5, context_raw.brush_radius * 0.5);
  365. decal_mat = mat4_compose(loc, rot, scale);
  366. return decal_mat;
  367. }
  368. function util_render_create_screen_aligned_full_data() {
  369. // Over-sized triangle
  370. let data: i16[] = [
  371. -math_floor(32767 / 3),
  372. -math_floor(32767 / 3),
  373. 0,
  374. 32767,
  375. 0,
  376. 0,
  377. 0,
  378. 0,
  379. 0,
  380. 0,
  381. 0,
  382. 0,
  383. 32767,
  384. -math_floor(32767 / 3),
  385. 0,
  386. 32767,
  387. 0,
  388. 0,
  389. 0,
  390. 0,
  391. 0,
  392. 0,
  393. 0,
  394. 0,
  395. -math_floor(32767 / 3),
  396. 32767,
  397. 0,
  398. 32767,
  399. 0,
  400. 0,
  401. 0,
  402. 0,
  403. 0,
  404. 0,
  405. 0,
  406. 0
  407. ];
  408. let indices: u32[] = [ 0, 1, 2 ];
  409. // Mandatory vertex data names and sizes
  410. let structure: gpu_vertex_structure_t = {};
  411. gpu_vertex_struct_add(structure, "pos", gpu_vertex_data_t.I16_4X_NORM);
  412. gpu_vertex_struct_add(structure, "nor", gpu_vertex_data_t.I16_2X_NORM);
  413. gpu_vertex_struct_add(structure, "tex", gpu_vertex_data_t.I16_2X_NORM);
  414. gpu_vertex_struct_add(structure, "col", gpu_vertex_data_t.I16_4X_NORM);
  415. util_render_screen_aligned_full_vb = gpu_create_vertex_buffer(math_floor(data.length / math_floor(gpu_vertex_struct_size(structure) / 2)), structure);
  416. let vertices: buffer_t = gpu_lock_vertex_buffer(util_render_screen_aligned_full_vb);
  417. for (let i: i32 = 0; i < math_floor((vertices.length) / 2); ++i) {
  418. buffer_set_i16(vertices, i * 2, data[i]);
  419. }
  420. gpu_vertex_buffer_unlock(util_render_screen_aligned_full_vb);
  421. util_render_screen_aligned_full_ib = gpu_create_index_buffer(indices.length);
  422. let id: u32_array_t = gpu_lock_index_buffer(util_render_screen_aligned_full_ib);
  423. for (let i: i32 = 0; i < id.length; ++i) {
  424. id[i] = indices[i];
  425. }
  426. gpu_index_buffer_unlock(util_render_screen_aligned_full_ib);
  427. }