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- ///if arm_voxels
- function make_voxel_run(data: shader_context_t) {
- let structure: vertex_struct_t = g4_vertex_struct_create();
- g4_vertex_struct_add(structure, "pos", vertex_data_t.I16_4X_NORM);
- g4_vertex_struct_add(structure, "nor", vertex_data_t.I16_2X_NORM);
- g4_vertex_struct_add(structure, "tex", vertex_data_t.I16_2X_NORM);
- let pipe_state: pipeline_t = data._.pipe_state;
- pipe_state.input_layout = [structure];
- data.vertex_elements = [
- {name: "pos", data: "short4norm"},
- {name: "nor", data: "short2norm"},
- {name: "tex", data: "short2norm"}
- ];
- // ///if arm_skin
- // let is_mesh: bool = raw.object.constructor == mesh_object_t;
- // let skin: bool = is_mesh && cast(raw.object, mesh_object_t).data.geom.bones != null;
- // if (skin) {
- // g4_vertex_structure_add(structure, "bone", vertex_data_t.I16_4X_Normalized);
- // g4_vertex_structure_add(structure, "weight", vertex_data_t.I16_4X_Normalized);
- // array_push(data.raw.vertex_elements, { name: "bone", data: "short4norm" });
- // array_push(data.raw.vertex_elements, { name: "weight", data: "short4norm" });
- // }
- // ///end
- pipe_state.vertex_shader = g4_shader_from_source(make_voxel_source(), shader_type_t.VERTEX);
- g4_pipeline_compile(pipe_state);
- data.constants = [
- { name: "W", type: "mat4", link: "_world_matrix" },
- { name: "N", type: "mat3", link: "_normal_matrix" }
- ];
- data._.constants = [
- g4_pipeline_get_const_loc(pipe_state, "W"),
- g4_pipeline_get_const_loc(pipe_state, "N")
- ];
- data.texture_units = [
- { name: "texpaint_pack" },
- { name: "voxels", image_uniform: true }
- ];
- data._.tex_units = [
- g4_pipeline_get_tex_unit(pipe_state, "texpaint_pack"),
- g4_pipeline_get_tex_unit(pipe_state, "voxels")
- ];
- }
- function make_voxel_source(): string {
- let ds: f32 = make_material_get_displace_strength();
- ///if krom_direct3d11
- return "#define vec3 float3 \
- uniform float4x4 W; \
- uniform float3x3 N; \
- Texture2D<float4> texpaint_pack; \
- SamplerState _texpaint_pack_sampler; \
- struct SPIRV_Cross_Input { float4 pos : TEXCOORD1; float2 nor : TEXCOORD0; float2 tex : TEXCOORD2; }; \
- struct SPIRV_Cross_Output { float4 svpos : SV_POSITION; }; \
- SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { \
- SPIRV_Cross_Output stage_output; \
- " + make_material_voxelgi_half_extents() + ")} \
- stage_output.svpos.xyz = mul(float4(stage_input.pos.xyz, 1.0), W).xyz / voxelgiHalfExtents.xxx; \
- float3 wnormal = normalize(mul(float3(stage_input.nor.xy, stage_input.pos.w), N)); \
- float height = texpaint_pack.SampleLevel(_texpaint_pack_sampler, stage_input.tex, 0.0).a; \
- stage_output.svpos.xyz += wnormal * height.xxx * float3(" + ds + ", " + ds + ", " + ds + "); \
- stage_output.svpos.w = 1.0; \
- return stage_output; \
- }";
- ///else
- return "#version 450 \
- in vec4 pos; \
- in vec2 nor; \
- in vec2 tex; \
- out vec3 voxpositionGeom; \
- uniform mat4 W; \
- uniform mat3 N; \
- uniform sampler2D texpaint_pack; \
- void main() { \
- " + make_material_voxelgi_half_extents() + ")} \
- voxpositionGeom = vec3(W * vec4(pos.xyz, 1.0)) / voxelgiHalfExtents; \
- vec3 wnormal = normalize(N * vec3(nor.xy, pos.w)); \
- float height = textureLod(texpaint_pack, tex, 0.0).a; \
- voxpositionGeom += wnormal * vec3(height) * vec3(" + ds + "); \
- }";
- ///end
- }
- ///end
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