util_render.ts 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461
  1. ///if (is_paint || is_sculpt)
  2. let util_render_material_preview_size: i32 = 256;
  3. let util_render_decal_preview_size: i32 = 512;
  4. let util_render_layer_preview_size: i32 = 200;
  5. let util_render_screen_aligned_full_vb: vertex_buffer_t = null;
  6. let util_render_screen_aligned_full_ib: index_buffer_t = null;
  7. function util_render_make_material_preview() {
  8. context_raw.material_preview = true;
  9. let sphere: mesh_object_t = scene_get_child(".Sphere").ext;
  10. sphere.base.visible = true;
  11. let meshes: mesh_object_t[] = scene_meshes;
  12. scene_meshes = [sphere];
  13. let painto: mesh_object_t = context_raw.paint_object;
  14. context_raw.paint_object = sphere;
  15. sphere.materials[0] = project_materials[0].data;
  16. context_raw.material.preview_ready = true;
  17. mat4_set_from(context_raw.saved_camera, scene_camera.base.transform.local);
  18. let m: mat4_t = mat4_create(0.9146286343879498, -0.0032648027153306235, 0.404281837254303, 0.4659988049397712, 0.404295023959927, 0.007367569133732468, -0.9145989516155143, -1.0687517188018691, 0.000007410128652369705, 0.9999675337275382, 0.008058532943908717, 0.015935682577325486, 0, 0, 0, 1);
  19. transform_set_matrix(scene_camera.base.transform, m);
  20. let saved_fov: f32 = scene_camera.data.fov;
  21. scene_camera.data.fov = 0.92;
  22. viewport_update_camera_type(camera_type_t.PERSPECTIVE);
  23. let light: light_object_t = scene_lights[0];
  24. let _light_strength: f32 = light.data.strength;
  25. let probe: world_data_t = scene_world;
  26. let _probe_strength: f32 = probe.strength;
  27. light.data.strength = 0;
  28. probe.strength = 7;
  29. let _envmap_angle: f32 = context_raw.envmap_angle;
  30. context_raw.envmap_angle = 6.0;
  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. scene_world._.envmap = context_raw.preview_envmap;
  36. // No resize
  37. _render_path_last_w = util_render_material_preview_size;
  38. _render_path_last_h = util_render_material_preview_size;
  39. camera_object_build_proj(scene_camera);
  40. camera_object_build_mat(scene_camera);
  41. make_material_parse_mesh_preview_material();
  42. let _commands: ()=>void = render_path_commands;
  43. render_path_commands = render_path_preview_commands_preview;
  44. render_path_render_frame();
  45. render_path_commands = _commands;
  46. context_raw.material_preview = false;
  47. _render_path_last_w = app_w();
  48. _render_path_last_h = app_h();
  49. // Restore
  50. sphere.base.visible = false;
  51. scene_meshes = meshes;
  52. context_raw.paint_object = painto;
  53. transform_set_matrix(scene_camera.base.transform, context_raw.saved_camera);
  54. viewport_update_camera_type(context_raw.camera_type);
  55. scene_camera.data.fov = saved_fov;
  56. camera_object_build_proj(scene_camera);
  57. camera_object_build_mat(scene_camera);
  58. light.data.strength = _light_strength;
  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 = context_raw.show_envmap ? context_raw.saved_envmap : context_raw.empty_envmap;
  64. make_material_parse_mesh_material();
  65. context_raw.ddirty = 0;
  66. }
  67. function util_render_make_decal_preview() {
  68. let current: image_t = _g2_current;
  69. let g2_in_use: bool = _g2_in_use;
  70. if (g2_in_use) g2_end();
  71. if (context_raw.decal_image == null) {
  72. context_raw.decal_image = image_create_render_target(util_render_decal_preview_size, util_render_decal_preview_size);
  73. }
  74. context_raw.decal_preview = true;
  75. let plane: mesh_object_t = scene_get_child(".Plane").ext;
  76. vec4_set(plane.base.transform.scale, 1, 1, 1);
  77. quat_from_euler(plane.base.transform.rot, -math_pi() / 2, 0, 0);
  78. transform_build_matrix(plane.base.transform);
  79. plane.base.visible = true;
  80. let meshes: mesh_object_t[] = scene_meshes;
  81. scene_meshes = [plane];
  82. let painto: mesh_object_t = context_raw.paint_object;
  83. context_raw.paint_object = plane;
  84. mat4_set_from(context_raw.saved_camera, scene_camera.base.transform.local);
  85. let m: mat4_t = mat4_identity();
  86. mat4_translate(m, 0, 0, 1);
  87. transform_set_matrix(scene_camera.base.transform, m);
  88. let saved_fov: f32 = scene_camera.data.fov;
  89. scene_camera.data.fov = 0.92;
  90. viewport_update_camera_type(camera_type_t.PERSPECTIVE);
  91. let light: light_object_t = scene_lights[0];
  92. light.base.visible = false;
  93. scene_world._.envmap = context_raw.preview_envmap;
  94. // No resize
  95. _render_path_last_w = util_render_decal_preview_size;
  96. _render_path_last_h = util_render_decal_preview_size;
  97. camera_object_build_proj(scene_camera);
  98. camera_object_build_mat(scene_camera);
  99. make_material_parse_mesh_preview_material();
  100. let _commands: ()=>void = render_path_commands;
  101. render_path_commands = render_path_preview_commands_decal;
  102. render_path_render_frame();
  103. render_path_commands = _commands;
  104. context_raw.decal_preview = false;
  105. _render_path_last_w = app_w();
  106. _render_path_last_h = app_h();
  107. // Restore
  108. plane.base.visible = false;
  109. scene_meshes = meshes;
  110. context_raw.paint_object = painto;
  111. transform_set_matrix(scene_camera.base.transform, context_raw.saved_camera);
  112. scene_camera.data.fov = saved_fov;
  113. viewport_update_camera_type(context_raw.camera_type);
  114. camera_object_build_proj(scene_camera);
  115. camera_object_build_mat(scene_camera);
  116. light = scene_lights[0];
  117. light.base.visible = true;
  118. scene_world._.envmap = context_raw.show_envmap ? context_raw.saved_envmap : context_raw.empty_envmap;
  119. make_material_parse_mesh_material();
  120. context_raw.ddirty = 1; // Refresh depth for decal paint
  121. if (g2_in_use) g2_begin(current);
  122. }
  123. function util_render_make_text_preview() {
  124. let current: image_t = _g2_current;
  125. let g2_in_use: bool = _g2_in_use;
  126. if (g2_in_use) g2_end();
  127. let text: string = context_raw.text_tool_text;
  128. let font: g2_font_t = context_raw.font.font;
  129. let font_size: i32 = 200;
  130. let text_w: i32 = math_floor(g2_font_width(font, font_size, text));
  131. let text_h: i32 = math_floor(g2_font_height(font, font_size));
  132. let texW: i32 = text_w + 32;
  133. if (texW < 512) {
  134. texW = 512;
  135. }
  136. if (context_raw.text_tool_image != null && context_raw.text_tool_image.width < texW) {
  137. image_unload(context_raw.text_tool_image);
  138. context_raw.text_tool_image = null;
  139. }
  140. if (context_raw.text_tool_image == null) {
  141. ///if krom_metal
  142. context_raw.text_tool_image = image_create_render_target(texW, texW, tex_format_t.RGBA32);
  143. ///else
  144. context_raw.text_tool_image = image_create_render_target(texW, texW, tex_format_t.R8);
  145. ///end
  146. }
  147. g2_begin(context_raw.text_tool_image);
  148. g2_clear(0xff000000);
  149. g2_set_font(font);
  150. g2_set_font_size(font_size);
  151. g2_set_color(0xffffffff);
  152. g2_draw_string(text, texW / 2 - text_w / 2, texW / 2 - text_h / 2);
  153. g2_end();
  154. if (g2_in_use) g2_begin(current);
  155. }
  156. function util_render_make_font_preview() {
  157. let current: image_t = _g2_current;
  158. let g2_in_use: bool = _g2_in_use;
  159. if (g2_in_use) g2_end();
  160. let text: string = "Abg";
  161. let font: g2_font_t = context_raw.font.font;
  162. let font_size: i32 = 318;
  163. let text_w: i32 = math_floor(g2_font_width(font, font_size, text)) + 8;
  164. let text_h: i32 = math_floor(g2_font_height(font, font_size)) + 8;
  165. if (context_raw.font.image == null) {
  166. context_raw.font.image = image_create_render_target(512, 512, tex_format_t.RGBA32);
  167. }
  168. g2_begin(context_raw.font.image);
  169. g2_clear(0x00000000);
  170. g2_set_font(font);
  171. g2_set_font_size(font_size);
  172. g2_set_color(0xffffffff);
  173. g2_draw_string(text, 512 / 2 - text_w / 2, 512 / 2 - text_h / 2);
  174. g2_end();
  175. context_raw.font.preview_ready = true;
  176. if (g2_in_use) g2_begin(current);
  177. }
  178. function util_render_make_brush_preview() {
  179. if (render_path_paint_live_layer_locked) {
  180. return;
  181. }
  182. context_raw.material_preview = true;
  183. let current: image_t = _g2_current;
  184. let g2_in_use: bool = _g2_in_use;
  185. if (g2_in_use) g2_end();
  186. // Prepare layers
  187. if (render_path_paint_live_layer == null) {
  188. render_path_paint_live_layer = slot_layer_create("_live");
  189. }
  190. let l: slot_layer_t = render_path_paint_live_layer;
  191. slot_layer_clear(l);
  192. if (context_raw.brush.image == null) {
  193. context_raw.brush.image = image_create_render_target(util_render_material_preview_size, util_render_material_preview_size);
  194. context_raw.brush.image_icon = image_create_render_target(50, 50);
  195. }
  196. let _material: slot_material_t = context_raw.material;
  197. context_raw.material = slot_material_create();
  198. let _tool: workspace_tool_t = context_raw.tool;
  199. context_raw.tool = workspace_tool_t.BRUSH;
  200. let _layer: slot_layer_t = context_raw.layer;
  201. if (slot_layer_is_mask(context_raw.layer)) {
  202. context_raw.layer = context_raw.layer.parent;
  203. }
  204. let _fill_layer: slot_material_t = context_raw.layer.fill_layer;
  205. context_raw.layer.fill_layer = null;
  206. render_path_paint_use_live_layer(true);
  207. make_material_parse_paint_material(false);
  208. let hid: i32 = history_undo_i - 1 < 0 ? config_raw.undo_steps - 1 : history_undo_i - 1;
  209. map_set(render_path_render_targets, "texpaint_undo" + hid, map_get(render_path_render_targets, "empty_black"));
  210. // Set plane mesh
  211. let painto: mesh_object_t = context_raw.paint_object;
  212. let visibles: bool[] = [];
  213. for (let i: i32 = 0; i < project_paint_objects.length; ++i) {
  214. let p: mesh_object_t = project_paint_objects[i];
  215. array_push(visibles, p.base.visible);
  216. p.base.visible = false;
  217. }
  218. let merged_object_visible: bool = false;
  219. if (context_raw.merged_object != null) {
  220. merged_object_visible = context_raw.merged_object.base.visible;
  221. context_raw.merged_object.base.visible = false;
  222. }
  223. let cam: camera_object_t = scene_camera;
  224. mat4_set_from(context_raw.saved_camera, cam.base.transform.local);
  225. let saved_fov: f32 = cam.data.fov;
  226. viewport_update_camera_type(camera_type_t.PERSPECTIVE);
  227. let m: mat4_t = mat4_identity();
  228. mat4_translate(m, 0, 0, 0.5);
  229. transform_set_matrix(cam.base.transform, m);
  230. cam.data.fov = 0.92;
  231. camera_object_build_proj(cam);
  232. camera_object_build_mat(cam);
  233. mat4_get_inv(m, scene_camera.vp);
  234. let planeo: mesh_object_t = scene_get_child(".Plane").ext;
  235. planeo.base.visible = true;
  236. context_raw.paint_object = planeo;
  237. let v: vec4_t = vec4_create();
  238. let sx: f32 = vec4_len(vec4_set(v, m.m[0], m.m[1], m.m[2]));
  239. quat_from_euler(planeo.base.transform.rot, -math_pi() / 2, 0, 0);
  240. vec4_set(planeo.base.transform.scale, sx, 1.0, sx);
  241. vec4_set(planeo.base.transform.loc, m.m[12], -m.m[13], 0.0);
  242. transform_build_matrix(planeo.base.transform);
  243. render_path_paint_live_layer_drawn = 0;
  244. render_path_base_draw_gbuffer();
  245. // Paint brush preview
  246. let _brush_radius: f32 = context_raw.brush_radius;
  247. let _brush_opacity: f32 = context_raw.brush_opacity;
  248. let _brush_hardness: f32 = context_raw.brush_hardness;
  249. context_raw.brush_radius = 0.33;
  250. context_raw.brush_opacity = 1.0;
  251. context_raw.brush_hardness = 0.8;
  252. let _x: f32 = context_raw.paint_vec.x;
  253. let _y: f32 = context_raw.paint_vec.y;
  254. let _last_x: f32 = context_raw.last_paint_vec_x;
  255. let _last_y: f32 = context_raw.last_paint_vec_y;
  256. let _pdirty: i32 = context_raw.pdirty;
  257. context_raw.pdirty = 2;
  258. let points_x: f32[] = [0.2, 0.2, 0.35, 0.5, 0.5, 0.5, 0.65, 0.8, 0.8, 0.8];
  259. 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];
  260. for (let i: i32 = 1; i < points_x.length; ++i) {
  261. context_raw.last_paint_vec_x = points_x[i - 1];
  262. context_raw.last_paint_vec_y = points_y[i - 1];
  263. context_raw.paint_vec.x = points_x[i];
  264. context_raw.paint_vec.y = points_y[i];
  265. render_path_paint_commands_paint(false);
  266. }
  267. context_raw.brush_radius = _brush_radius;
  268. context_raw.brush_opacity = _brush_opacity;
  269. context_raw.brush_hardness = _brush_hardness;
  270. context_raw.paint_vec.x = _x;
  271. context_raw.paint_vec.y = _y;
  272. context_raw.last_paint_vec_x = _last_x;
  273. context_raw.last_paint_vec_y = _last_y;
  274. context_raw.prev_paint_vec_x = -1;
  275. context_raw.prev_paint_vec_y = -1;
  276. context_raw.pdirty = _pdirty;
  277. render_path_paint_use_live_layer(false);
  278. context_raw.layer.fill_layer = _fill_layer;
  279. context_raw.layer = _layer;
  280. context_raw.material = _material;
  281. context_raw.tool = _tool;
  282. app_notify_on_init(function () {
  283. make_material_parse_paint_material(false);
  284. });
  285. // Restore paint mesh
  286. context_raw.material_preview = false;
  287. planeo.base.visible = false;
  288. for (let i: i32 = 0; i < project_paint_objects.length; ++i) {
  289. project_paint_objects[i].base.visible = visibles[i];
  290. }
  291. if (context_raw.merged_object != null) {
  292. context_raw.merged_object.base.visible = merged_object_visible;
  293. }
  294. context_raw.paint_object = painto;
  295. transform_set_matrix(scene_camera.base.transform, context_raw.saved_camera);
  296. scene_camera.data.fov = saved_fov;
  297. viewport_update_camera_type(context_raw.camera_type);
  298. camera_object_build_proj(scene_camera);
  299. camera_object_build_mat(scene_camera);
  300. // Scale layer down to to image preview
  301. if (base_pipe_merge == null) {
  302. base_make_pipe();
  303. }
  304. l = render_path_paint_live_layer;
  305. let target: image_t = context_raw.brush.image;
  306. g2_begin(target);
  307. g2_clear(0x00000000);
  308. g2_set_pipeline(base_pipe_copy);
  309. g2_draw_scaled_image(l.texpaint, 0, 0, target.width, target.height);
  310. g2_set_pipeline(null);
  311. g2_end();
  312. // Scale image preview down to to icon
  313. map_get(render_path_render_targets, "texpreview")._image = context_raw.brush.image;
  314. map_get(render_path_render_targets, "texpreview_icon")._image = context_raw.brush.image_icon;
  315. render_path_set_target("texpreview_icon");
  316. render_path_bind_target("texpreview", "tex");
  317. render_path_draw_shader("shader_datas/supersample_resolve/supersample_resolve");
  318. context_raw.brush.preview_ready = true;
  319. context_raw.brush_blend_dirty = true;
  320. if (g2_in_use) g2_begin(current);
  321. }
  322. function util_render_make_node_preview(canvas: zui_node_canvas_t, node: zui_node_t, image: image_t, group: zui_node_canvas_t = null, parents: zui_node_t[] = null) {
  323. let res: any = make_material_parse_node_preview_material(node, group, parents);
  324. if (res == null || res.scon == null) {
  325. return;
  326. }
  327. if (util_render_screen_aligned_full_vb == null) {
  328. util_render_create_screen_aligned_full_data();
  329. }
  330. let _scale_world: f32 = context_raw.paint_object.base.transform.scale_world;
  331. context_raw.paint_object.base.transform.scale_world = 3.0;
  332. transform_build_matrix(context_raw.paint_object.base.transform);
  333. g4_begin(image);
  334. g4_set_pipeline(res.scon._.pipe_state);
  335. uniforms_set_context_consts(res.scon, [""]);
  336. uniforms_set_obj_consts(res.scon, context_raw.paint_object.base);
  337. uniforms_set_material_consts(res.scon, res.mcon);
  338. g4_set_vertex_buffer(util_render_screen_aligned_full_vb);
  339. g4_set_index_buffer(util_render_screen_aligned_full_ib);
  340. g4_draw();
  341. g4_end();
  342. context_raw.paint_object.base.transform.scale_world = _scale_world;
  343. transform_build_matrix(context_raw.paint_object.base.transform);
  344. }
  345. function util_render_pick_pos_nor_tex() {
  346. context_raw.pick_pos_nor_tex = true;
  347. context_raw.pdirty = 1;
  348. let _tool: workspace_tool_t = context_raw.tool;
  349. context_raw.tool = workspace_tool_t.PICKER;
  350. make_material_parse_paint_material();
  351. if (context_raw.paint2d) {
  352. render_path_paint_set_plane_mesh();
  353. }
  354. render_path_paint_commands_paint(false);
  355. ///if krom_metal
  356. // Flush command list
  357. render_path_paint_commands_paint(false);
  358. ///end
  359. if (context_raw.paint2d) {
  360. render_path_paint_restore_plane_mesh();
  361. }
  362. context_raw.tool = _tool;
  363. context_raw.pick_pos_nor_tex = false;
  364. make_material_parse_paint_material();
  365. context_raw.pdirty = 0;
  366. }
  367. function util_render_get_decal_mat(): mat4_t {
  368. util_render_pick_pos_nor_tex();
  369. let decal_mat: mat4_t = mat4_identity();
  370. let loc: vec4_t = vec4_create(context_raw.posx_picked, context_raw.posy_picked, context_raw.posz_picked);
  371. let rot: quat_t = quat_from_to(quat_create(), vec4_create(0.0, 0.0, -1.0), vec4_create(context_raw.norx_picked, context_raw.nory_picked, context_raw.norz_picked));
  372. let scale: vec4_t = vec4_create(context_raw.brush_radius * 0.5, context_raw.brush_radius * 0.5, context_raw.brush_radius * 0.5);
  373. mat4_compose(decal_mat, loc, rot, scale);
  374. return decal_mat;
  375. }
  376. function util_render_create_screen_aligned_full_data() {
  377. // Over-sized triangle
  378. let data: f32[] = [-math_floor(32767 / 3), -math_floor(32767 / 3), 0, 32767, 0, 0, 0, 0, 0, 0, 0, 0,
  379. 32767, -math_floor(32767 / 3), 0, 32767, 0, 0, 0, 0, 0, 0, 0, 0,
  380. -math_floor(32767 / 3), 32767, 0, 32767, 0, 0, 0, 0, 0, 0, 0, 0];
  381. let indices: i32[] = [0, 1, 2];
  382. // Mandatory vertex data names and sizes
  383. let structure: vertex_struct_t = g4_vertex_struct_create();
  384. g4_vertex_struct_add(structure, "pos", vertex_data_t.I16_4X_NORM);
  385. g4_vertex_struct_add(structure, "nor", vertex_data_t.I16_2X_NORM);
  386. g4_vertex_struct_add(structure, "tex", vertex_data_t.I16_2X_NORM);
  387. g4_vertex_struct_add(structure, "col", vertex_data_t.I16_4X_NORM);
  388. util_render_screen_aligned_full_vb = g4_vertex_buffer_create(math_floor(data.length / math_floor(g4_vertex_struct_byte_size(structure) / 4)), structure, usage_t.STATIC);
  389. let vertices: buffer_view_t = g4_vertex_buffer_lock(util_render_screen_aligned_full_vb);
  390. for (let i: i32 = 0; i < math_floor(buffer_view_size(vertices) / 2); ++i) {
  391. buffer_view_set_i16(vertices, i * 2, data[i]);
  392. }
  393. g4_vertex_buffer_unlock(util_render_screen_aligned_full_vb);
  394. util_render_screen_aligned_full_ib = g4_index_buffer_create(indices.length);
  395. let id: u32_array_t = g4_index_buffer_lock(util_render_screen_aligned_full_ib);
  396. for (let i: i32 = 0; i < id.length; ++i) id[i] = indices[i];
  397. g4_index_buffer_unlock(util_render_screen_aligned_full_ib);
  398. }
  399. ///end