| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170 |
- let make_mesh_preview_opacity_discard_decal: f32 = 0.05;
- function make_mesh_preview_run(data: material_t, matcon: material_context_t): node_shader_context_t {
- let context_id: string = "mesh";
- let props: shader_context_t = {
- name: context_id,
- depth_write: true,
- compare_mode: "less",
- cull_mode: "clockwise",
- vertex_elements: [
- {
- name: "pos",
- data: "short4norm"
- },
- {
- name: "nor",
- data: "short2norm"
- },
- {
- name: "tex",
- data: "short2norm"
- }
- ],
- color_attachments: ["RGBA64", "RGBA64", "RGBA64"],
- depth_attachment: "DEPTH32"
- };
- let con_mesh: node_shader_context_t = node_shader_context_create(data, props);
- let vert: node_shader_t = node_shader_context_make_vert(con_mesh);
- let frag: node_shader_t = node_shader_context_make_frag(con_mesh);
- frag.ins = vert.outs;
- let pos: string = "pos";
- ///if arm_skin
- let skin: bool = mesh_data_get_vertex_array(context_raw.paint_object.data, "bone") != null;
- if (skin) {
- pos = "spos";
- node_shader_context_add_elem(con_mesh, "bone", "short4norm");
- node_shader_context_add_elem(con_mesh, "weight", "short4norm");
- node_shader_add_function(vert, str_get_skinning_dual_quat);
- node_shader_add_uniform(vert, "vec4 skinBones[128 * 2]", "_skin_bones");
- node_shader_add_uniform(vert, "float posUnpack", "_pos_unpack");
- node_shader_write_attrib(vert, "vec4 skinA;");
- node_shader_write_attrib(vert, "vec4 skinB;");
- node_shader_write_attrib(vert, "getSkinningDualQuat(ivec4(bone * 32767), weight, skinA, skinB);");
- node_shader_write_attrib(vert, "vec3 spos = pos.xyz;");
- node_shader_write_attrib(vert, "spos.xyz *= posUnpack;");
- node_shader_write_attrib(vert, "spos.xyz += 2.0 * cross(skinA.xyz, cross(skinA.xyz, spos.xyz) + skinA.w * spos.xyz);");
- node_shader_write_attrib(vert, "spos.xyz += 2.0 * (skinA.w * skinB.xyz - skinB.w * skinA.xyz + cross(skinA.xyz, skinB.xyz));");
- node_shader_write_attrib(vert, "spos.xyz /= posUnpack;");
- }
- ///end
- node_shader_add_uniform(vert, "mat4 WVP", "_world_view_proj_matrix");
- node_shader_write_attrib(vert, "gl_Position = mul(vec4(" + pos + ".xyz, 1.0), WVP);");
- let brush_scale: string = (context_raw.brush_scale * context_raw.brush_nodes_scale) + "";
- node_shader_add_out(vert, "vec2 texCoord");
- node_shader_write_attrib(vert, "texCoord = tex * float(" + brush_scale + ");");
- let decal: bool = context_raw.decal_preview;
- parser_material_sample_keep_aspect = decal;
- parser_material_sample_uv_scale = brush_scale;
- parser_material_parse_height = make_material_height_used;
- parser_material_parse_height_as_channel = true;
- let sout: shader_out_t = parser_material_parse(ui_nodes_get_canvas_material(), con_mesh, vert, frag, matcon);
- parser_material_parse_height = false;
- parser_material_parse_height_as_channel = false;
- parser_material_sample_keep_aspect = false;
- let base: string = sout.out_basecol;
- let rough: string = sout.out_roughness;
- let met: string = sout.out_metallic;
- let occ: string = sout.out_occlusion;
- let opac: string = sout.out_opacity;
- let height: string = sout.out_height;
- let nortan: string = parser_material_out_normaltan;
- node_shader_write(frag, "vec3 basecol = pow(" + base + ", vec3(2.2, 2.2, 2.2));");
- node_shader_write(frag, "float roughness = " + rough + ";");
- node_shader_write(frag, "float metallic = " + met + ";");
- node_shader_write(frag, "float occlusion = " + occ + ";");
- node_shader_write(frag, "float opacity = " + opac + ";");
- node_shader_write(frag, "vec3 nortan = " + nortan + ";");
- node_shader_write(frag, "float height = " + height + ";");
- // parse_height_as_channel = false;
- // write(vert, "float vheight = " + height + ";");
- // add_out(vert, "float height");
- // write(vert, "height = vheight;");
- // let displaceStrength: f32 = 0.1;
- // if (heightUsed && displaceStrength > 0.0) {
- // write(vert, "vec3 pos2 = " + pos + ".xyz + vec3(nor.xy, pos.w) * vec3(" + height + ", " + height + ", " + height + ") * vec3(" + displaceStrength + ", " + displaceStrength + ", " + displaceStrength + ");");
- // write(vert, "gl_Position = mul(vec4(pos2.xyz, 1.0), WVP);");
- // }
- if (decal) {
- if (context_raw.tool == workspace_tool_t.TEXT) {
- node_shader_add_uniform(frag, "sampler2D textexttool", "_textexttool");
- node_shader_write(frag, "opacity *= textureLod(textexttool, texCoord / float(" + brush_scale + "), 0.0).r;");
- }
- }
- if (decal) {
- let opac: f32 = make_mesh_preview_opacity_discard_decal;
- node_shader_write(frag, "if (opacity < " + opac + ") discard;");
- }
- node_shader_add_out(frag, "vec4 fragColor[3]");
- frag.n = true;
- node_shader_add_function(frag, str_pack_float_int16);
- node_shader_add_function(frag, str_cotangent_frame);
- node_shader_add_function(frag, str_octahedron_wrap);
- if (make_material_height_used) {
- node_shader_write(frag, "if (height > 0.0) {");
- node_shader_write(frag, "float height_dx = dFdx(height * 2.0);");
- node_shader_write(frag, "float height_dy = dFdy(height * 2.0);");
- // write(frag, "float height_dx = height0 - height1;");
- // write(frag, "float height_dy = height2 - height3;");
- // Whiteout blend
- node_shader_write(frag, "vec3 n1 = nortan * vec3(2.0, 2.0, 2.0) - vec3(1.0, 1.0, 1.0);");
- node_shader_write(frag, "vec3 n2 = normalize(vec3(height_dx * 16.0, height_dy * 16.0, 1.0));");
- node_shader_write(frag, "nortan = normalize(vec3(n1.xy + n2.xy, n1.z * n2.z)) * vec3(0.5, 0.5, 0.5) + vec3(0.5, 0.5, 0.5);");
- node_shader_write(frag, "}");
- }
- // Apply normal channel
- if (decal) {
- // TODO
- }
- else {
- frag.vvec = true;
- ///if (krom_direct3d11 || krom_direct3d12 || krom_metal || krom_vulkan)
- node_shader_write(frag, "mat3 TBN = cotangentFrame(n, vVec, texCoord);");
- ///else
- node_shader_write(frag, "mat3 TBN = cotangentFrame(n, -vVec, texCoord);");
- ///end
- node_shader_write(frag, "n = nortan * 2.0 - 1.0;");
- node_shader_write(frag, "n.y = -n.y;");
- node_shader_write(frag, "n = normalize(mul(n, TBN));");
- }
- node_shader_write(frag, "n /= (abs(n.x) + abs(n.y) + abs(n.z));");
- node_shader_write(frag, "n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);");
- // uint matid = 0;
- if (decal) {
- node_shader_write(frag, "fragColor[0] = vec4(n.x, n.y, roughness, packFloatInt16(metallic, uint(0)));"); // metallic/matid
- node_shader_write(frag, "fragColor[1] = vec4(basecol, occlusion);");
- }
- else {
- node_shader_write(frag, "fragColor[0] = vec4(n.x, n.y, mix(1.0, roughness, opacity), packFloatInt16(mix(1.0, metallic, opacity), uint(0)));"); // metallic/matid
- node_shader_write(frag, "fragColor[1] = vec4(mix(vec3(0.0, 0.0, 0.0), basecol, opacity), occlusion);");
- }
- node_shader_write(frag, "fragColor[2] = vec4(0.0, 0.0, 0.0, 0.0);"); // veloc
- parser_material_finalize(con_mesh);
- ///if arm_skin
- if (skin) {
- node_shader_write(vert, "wnormal = normalize(mul(vec3(nor.xy, pos.w) + 2.0 * cross(skinA.xyz, cross(skinA.xyz, vec3(nor.xy, pos.w)) + skinA.w * vec3(nor.xy, pos.w)), N));");
- }
- ///end
- con_mesh.data.shader_from_source = true;
- con_mesh.data.vertex_shader = node_shader_get(vert);
- con_mesh.data.fragment_shader = node_shader_get(frag);
- return con_mesh;
- }
|