make_mesh.ts 12 KB

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  1. let make_mesh_layer_pass_count: i32 = 1;
  2. function make_mesh_run(data: material_t, layer_pass: i32 = 0): node_shader_context_t {
  3. let props: shader_context_t = {
  4. name: "mesh",
  5. depth_write: layer_pass == 0 ? true : false,
  6. compare_mode: layer_pass == 0 ? "less" : "equal",
  7. cull_mode: (context_raw.cull_backfaces || layer_pass > 0) ? "clockwise" : "none",
  8. vertex_elements: [
  9. {
  10. name: "pos",
  11. data: "short4norm"
  12. },
  13. {
  14. name: "nor",
  15. data: "short2norm"
  16. },
  17. {
  18. name: "tex",
  19. data: "short2norm"
  20. }
  21. ],
  22. color_attachments: ["RGBA64", "RGBA64", "RGBA64"],
  23. depth_attachment: "DEPTH32"
  24. };
  25. let con_mesh = node_shader_context_create(data, props);
  26. let vert = node_shader_context_make_vert(con_mesh);
  27. let frag = node_shader_context_make_frag(con_mesh);
  28. frag.ins = vert.outs;
  29. node_shader_add_out(vert, "vec2 texCoord");
  30. frag.wvpposition = true;
  31. node_shader_add_out(vert, "vec4 prevwvpposition");
  32. node_shader_add_uniform(vert, "mat4 VP", "_view_proj_matrix");
  33. node_shader_add_uniform(vert, "mat4 prevWVP", "_prev_world_view_proj_matrix");
  34. vert.wposition = true;
  35. let texture_count: i32 = 0;
  36. let displace_strength = make_material_get_displace_strength();
  37. if (make_material_height_used && displace_strength > 0.0) {
  38. vert.n = true;
  39. node_shader_write(vert, "float height = 0.0;");
  40. let num_layers = 1;
  41. node_shader_write(vert, "wposition += wnormal * vec3(height, height, height) * vec3(" + displace_strength +", " + displace_strength + ", " + displace_strength + ");");
  42. }
  43. node_shader_write(vert, "gl_Position = mul(vec4(wposition.xyz, 1.0), VP);");
  44. let brush_scale = context_raw.brush_scale;
  45. node_shader_add_uniform(vert, "float texScale", "_tex_unpack");
  46. node_shader_write(vert, "texCoord = tex * " + brush_scale + " * texScale;");
  47. if (make_material_height_used && displace_strength > 0) {
  48. node_shader_add_uniform(vert, "mat4 invW", "_inv_world_matrix");
  49. node_shader_write(vert, "prevwvpposition = mul(mul(vec4(wposition, 1.0), invW), prevWVP);");
  50. }
  51. else {
  52. node_shader_write(vert, "prevwvpposition = mul(vec4(pos.xyz, 1.0), prevWVP);");
  53. }
  54. node_shader_add_out(frag, "vec4 fragColor[3]");
  55. frag.n = true;
  56. node_shader_add_function(frag, str_pack_float_int16);
  57. node_shader_add_function(frag, str_octahedron_wrap);
  58. node_shader_add_function(frag, str_cotangent_frame);
  59. node_shader_write(frag, "vec3 basecol = vec3(0.0, 0.0, 0.0);");
  60. node_shader_write(frag, "float roughness = 0.0;");
  61. node_shader_write(frag, "float metallic = 0.0;");
  62. node_shader_write(frag, "float occlusion = 1.0;");
  63. node_shader_write(frag, "float opacity = 1.0;");
  64. node_shader_write(frag, "float matid = 0.0;");
  65. node_shader_write(frag, "vec3 ntex = vec3(0.5, 0.5, 1.0);");
  66. node_shader_write(frag, "float height = 0.0;");
  67. node_shader_write(frag, "vec4 texpaint_sample = vec4(0.0, 0.0, 0.0, 1.0);");
  68. node_shader_write(frag, "vec4 texpaint_nor_sample;");
  69. node_shader_write(frag, "vec4 texpaint_pack_sample;");
  70. node_shader_write(frag, "float texpaint_opac;");
  71. if (make_material_height_used) {
  72. node_shader_write(frag, "float height0 = 0.0;");
  73. node_shader_write(frag, "float height1 = 0.0;");
  74. node_shader_write(frag, "float height2 = 0.0;");
  75. node_shader_write(frag, "float height3 = 0.0;");
  76. }
  77. if (context_raw.viewport_mode == viewport_mode_t.LIT && context_raw.render_mode == render_mode_t.FORWARD) {
  78. node_shader_add_uniform(frag, "sampler2D senvmapBrdf", "$brdf.k");
  79. node_shader_add_uniform(frag, "sampler2D senvmapRadiance", "_envmap_radiance");
  80. node_shader_add_uniform(frag, "sampler2D sltcMat", "_ltcMat");
  81. node_shader_add_uniform(frag, "sampler2D sltcMag", "_ltcMag");
  82. }
  83. node_shader_add_shared_sampler(frag, "sampler2D texpaint");
  84. node_shader_write(frag, "texpaint_sample = textureLodShared(texpaint" + ", texCoord, 0.0);");
  85. node_shader_write(frag, "texpaint_opac = texpaint_sample.a;");
  86. node_shader_write(frag, "basecol = texpaint_sample.rgb * texpaint_opac;");
  87. node_shader_add_shared_sampler(frag, "sampler2D texpaint_nor");
  88. node_shader_write(frag, "texpaint_nor_sample = textureLodShared(texpaint_nor" + ", texCoord, 0.0);");
  89. node_shader_write(frag, "ntex = mix(ntex, texpaint_nor_sample.rgb, texpaint_opac);");
  90. node_shader_add_shared_sampler(frag, "sampler2D texpaint_pack");
  91. node_shader_write(frag, "texpaint_pack_sample = textureLodShared(texpaint_pack" + ", texCoord, 0.0);");
  92. node_shader_write(frag, "occlusion = mix(occlusion, texpaint_pack_sample.r, texpaint_opac);");
  93. node_shader_write(frag, "roughness = mix(roughness, texpaint_pack_sample.g, texpaint_opac);");
  94. node_shader_write(frag, "metallic = mix(metallic, texpaint_pack_sample.b, texpaint_opac);");
  95. node_shader_write(frag, "height = texpaint_pack_sample.a * texpaint_opac;");
  96. // if (l.paintHeight && heightUsed) {
  97. // let assign = l.paintHeightBlend ? "+=" : "=";
  98. // node_shader_write(frag, "height " + assign + " texpaint_pack_sample.a * texpaint_opac;");
  99. // node_shader_write(frag, "{");
  100. // node_shader_add_uniform(frag, "vec2 texpaintSize", "_texpaintSize");
  101. // node_shader_write(frag, "float tex_step = 1.0 / texpaintSize.x;");
  102. // node_shader_write(frag, "height0 " + assign + " textureLodShared(texpaint_pack" + ", vec2(texCoord.x - tex_step, texCoord.y), 0.0).a * texpaint_opac;");
  103. // node_shader_write(frag, "height1 " + assign + " textureLodShared(texpaint_pack" + ", vec2(texCoord.x + tex_step, texCoord.y), 0.0).a * texpaint_opac;");
  104. // node_shader_write(frag, "height2 " + assign + " textureLodShared(texpaint_pack" + ", vec2(texCoord.x, texCoord.y - tex_step), 0.0).a * texpaint_opac;");
  105. // node_shader_write(frag, "height3 " + assign + " textureLodShared(texpaint_pack" + ", vec2(texCoord.x, texCoord.y + tex_step), 0.0).a * texpaint_opac;");
  106. // node_shader_write(frag, "}");
  107. // }
  108. if (make_material_height_used) {
  109. node_shader_write(frag, "if (height > 0.0) {");
  110. node_shader_write(frag, "float height_dx = height0 - height1;");
  111. node_shader_write(frag, "float height_dy = height2 - height3;");
  112. // Whiteout blend
  113. node_shader_write(frag, "vec3 n1 = ntex * vec3(2.0, 2.0, 2.0) - vec3(1.0, 1.0, 1.0);");
  114. node_shader_write(frag, "vec3 n2 = normalize(vec3(height_dx * 16.0, height_dy * 16.0, 1.0));");
  115. node_shader_write(frag, "ntex = normalize(vec3(n1.xy + n2.xy, n1.z * n2.z)) * vec3(0.5, 0.5, 0.5) + vec3(0.5, 0.5, 0.5);");
  116. node_shader_write(frag, "}");
  117. }
  118. frag.vvec = true;
  119. ///if (krom_direct3d11 || krom_direct3d12 || krom_metal || krom_vulkan)
  120. node_shader_write(frag, "mat3 TBN = cotangentFrame(n, vVec, texCoord);");
  121. ///else
  122. node_shader_write(frag, "mat3 TBN = cotangentFrame(n, -vVec, texCoord);");
  123. ///end
  124. node_shader_write(frag, "n = ntex * 2.0 - 1.0;");
  125. node_shader_write(frag, "n.y = -n.y;");
  126. node_shader_write(frag, "n = normalize(mul(n, TBN));");
  127. if (context_raw.viewport_mode == viewport_mode_t.LIT || context_raw.viewport_mode == viewport_mode_t.PATH_TRACE) {
  128. node_shader_write(frag, "basecol = pow(basecol, vec3(2.2, 2.2, 2.2));");
  129. if (context_raw.viewport_shader != null) {
  130. let color = context_raw.viewport_shader(frag);
  131. node_shader_write(frag, "fragColor[1] = vec4(" + color + ", 1.0);");
  132. }
  133. else if (context_raw.render_mode == render_mode_t.FORWARD && context_raw.viewport_mode != viewport_mode_t.PATH_TRACE) {
  134. frag.wposition = true;
  135. node_shader_write(frag, "vec3 albedo = mix(basecol, vec3(0.0, 0.0, 0.0), metallic);");
  136. node_shader_write(frag, "vec3 f0 = mix(vec3(0.04, 0.04, 0.04), basecol, metallic);");
  137. frag.vvec = true;
  138. node_shader_write(frag, "float dotNV = max(0.0, dot(n, vVec));");
  139. node_shader_write(frag, "vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(roughness, 1.0 - dotNV) * 256.0), 0).xy;");
  140. node_shader_add_uniform(frag, "int envmapNumMipmaps", "_envmap_num_mipmaps");
  141. node_shader_add_uniform(frag, "vec4 envmapData", "_envmapData"); // angle, sin(angle), cos(angle), strength
  142. node_shader_write(frag, "vec3 wreflect = reflect(-vVec, n);");
  143. node_shader_write(frag, "float envlod = roughness * float(envmapNumMipmaps);");
  144. node_shader_add_function(frag, str_envmap_equirect);
  145. node_shader_write(frag, "vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(wreflect, envmapData.x), envlod).rgb;");
  146. node_shader_add_uniform(frag, "vec3 lightArea0", "_light_area0");
  147. node_shader_add_uniform(frag, "vec3 lightArea1", "_light_area1");
  148. node_shader_add_uniform(frag, "vec3 lightArea2", "_light_area2");
  149. node_shader_add_uniform(frag, "vec3 lightArea3", "_light_area3");
  150. node_shader_add_function(frag, str_ltc_evaluate);
  151. node_shader_add_uniform(frag, "vec3 lightPos", "_point_pos");
  152. node_shader_add_uniform(frag, "vec3 lightColor", "_point_color");
  153. node_shader_write(frag, "float ldist = distance(wposition, lightPos);");
  154. node_shader_write(frag, "const float LUT_SIZE = 64.0;");
  155. node_shader_write(frag, "const float LUT_SCALE = (LUT_SIZE - 1.0) / LUT_SIZE;");
  156. node_shader_write(frag, "const float LUT_BIAS = 0.5 / LUT_SIZE;");
  157. node_shader_write(frag, "float theta = acos(dotNV);");
  158. node_shader_write(frag, "vec2 tuv = vec2(roughness, theta / (0.5 * 3.14159265));");
  159. node_shader_write(frag, "tuv = tuv * LUT_SCALE + LUT_BIAS;");
  160. node_shader_write(frag, "vec4 t = textureLod(sltcMat, tuv, 0.0);");
  161. node_shader_write(frag, "mat3 minv = mat3(vec3(1.0, 0.0, t.y), vec3(0.0, t.z, 0.0), vec3(t.w, 0.0, t.x));");
  162. node_shader_write(frag, "float ltcspec = ltcEvaluate(n, vVec, dotNV, wposition, minv, lightArea0, lightArea1, lightArea2, lightArea3);");
  163. node_shader_write(frag, "ltcspec *= textureLod(sltcMag, tuv, 0.0).a;");
  164. node_shader_write(frag, "mat3 mident = mat3(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0);");
  165. node_shader_write(frag, "float ltcdiff = ltcEvaluate(n, vVec, dotNV, wposition, mident, lightArea0, lightArea1, lightArea2, lightArea3);");
  166. node_shader_write(frag, "vec3 direct = albedo * ltcdiff + ltcspec * 0.05;");
  167. node_shader_write(frag, "direct *= lightColor * (1.0 / (ldist * ldist));");
  168. node_shader_add_uniform(frag, "vec4 shirr[7]", "_envmap_irradiance");
  169. node_shader_add_function(frag, str_sh_irradiance());
  170. node_shader_write(frag, "vec3 indirect = albedo * (shIrradiance(vec3(n.x * envmapData.z - n.y * envmapData.y, n.x * envmapData.y + n.y * envmapData.z, n.z), shirr) / 3.14159265);");
  171. node_shader_write(frag, "indirect += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5;");
  172. node_shader_write(frag, "indirect *= envmapData.w * occlusion;");
  173. node_shader_write(frag, "fragColor[1] = vec4(direct + indirect, 1.0);");
  174. }
  175. else { // Deferred, Pathtraced
  176. node_shader_write(frag, "fragColor[1] = vec4(basecol, occlusion);");
  177. }
  178. }
  179. else if (context_raw.viewport_mode == viewport_mode_t.BASE_COLOR) {
  180. node_shader_write(frag, "fragColor[1] = vec4(basecol, 1.0);");
  181. }
  182. else if (context_raw.viewport_mode == viewport_mode_t.NORMAL_MAP) {
  183. node_shader_write(frag, "fragColor[1] = vec4(ntex.rgb, 1.0);");
  184. }
  185. else if (context_raw.viewport_mode == viewport_mode_t.OCCLUSION) {
  186. node_shader_write(frag, "fragColor[1] = vec4(vec3(occlusion, occlusion, occlusion), 1.0);");
  187. }
  188. else if (context_raw.viewport_mode == viewport_mode_t.ROUGHNESS) {
  189. node_shader_write(frag, "fragColor[1] = vec4(vec3(roughness, roughness, roughness), 1.0);");
  190. }
  191. else if (context_raw.viewport_mode == viewport_mode_t.METALLIC) {
  192. node_shader_write(frag, "fragColor[1] = vec4(vec3(metallic, metallic, metallic), 1.0);");
  193. }
  194. else if (context_raw.viewport_mode == viewport_mode_t.OPACITY) {
  195. node_shader_write(frag, "fragColor[1] = vec4(vec3(texpaint_sample.a, texpaint_sample.a, texpaint_sample.a), 1.0);");
  196. }
  197. else if (context_raw.viewport_mode == viewport_mode_t.HEIGHT) {
  198. node_shader_write(frag, "fragColor[1] = vec4(vec3(height, height, height), 1.0);");
  199. }
  200. else {
  201. node_shader_write(frag, "fragColor[1] = vec4(1.0, 0.0, 1.0, 1.0);"); // Pink
  202. }
  203. if (context_raw.viewport_mode != viewport_mode_t.LIT && context_raw.viewport_mode != viewport_mode_t.PATH_TRACE) {
  204. node_shader_write(frag, "fragColor[1].rgb = pow(fragColor[1].rgb, vec3(2.2, 2.2, 2.2));");
  205. }
  206. node_shader_write(frag, "n /= (abs(n.x) + abs(n.y) + abs(n.z));");
  207. node_shader_write(frag, "n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);");
  208. node_shader_write(frag, "fragColor[0] = vec4(n.xy, roughness, packFloatInt16(metallic, uint(int(matid * 255.0) % 3)));");
  209. node_shader_write(frag, "vec2 posa = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;");
  210. node_shader_write(frag, "vec2 posb = (prevwvpposition.xy / prevwvpposition.w) * 0.5 + 0.5;");
  211. node_shader_write(frag, "fragColor[2] = vec4(posa - posb, texCoord.xy);");
  212. parser_material_finalize(con_mesh);
  213. con_mesh.data.shader_from_source = true;
  214. con_mesh.data.vertex_shader = node_shader_get(vert);
  215. con_mesh.data.fragment_shader = node_shader_get(frag);
  216. return con_mesh;
  217. }