LNXSDK/leenkx/blender/lnx/material/make_cluster.py

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2025-01-22 16:18:30 +01:00
import bpy
import lnx.material.shader as shader
import lnx.material.mat_state as mat_state
import lnx.material.mat_utils as mat_utils
import lnx.utils
if lnx.is_reload(__name__):
shader = lnx.reload_module(shader)
lnx.utils = lnx.reload_module(lnx.utils)
else:
lnx.enable_reload(__name__)
def write(vert: shader.Shader, frag: shader.Shader):
wrd = bpy.data.worlds['Lnx']
rpdat = lnx.utils.get_rp()
blend = mat_state.material.lnx_blending
parse_opacity = blend or mat_utils.is_transluc(mat_state.material)
is_mobile = rpdat.lnx_material_model == 'Mobile'
is_shadows = '_ShadowMap' in wrd.world_defs
is_shadows_atlas = '_ShadowMapAtlas' in wrd.world_defs
is_single_atlas = '_SingleAtlas' in wrd.world_defs
frag.add_include_front('std/clusters.glsl')
frag.add_uniform('vec2 cameraProj', link='_cameraPlaneProj')
frag.add_uniform('vec2 cameraPlane', link='_cameraPlane')
frag.add_uniform('vec4 lightsArray[maxLights * 3]', link='_lightsArray')
frag.add_uniform('sampler2D clustersData', link='_clustersData')
if is_shadows:
frag.add_uniform('bool receiveShadow')
frag.add_uniform('vec2 lightProj', link='_lightPlaneProj', included=True)
if is_shadows_atlas:
if not is_single_atlas:
frag.add_uniform('sampler2DShadow shadowMapAtlasPoint', included=True)
frag.add_uniform('sampler2D shadowMapAtlasPointTransparent', included=True)
else:
frag.add_uniform('sampler2DShadow shadowMapAtlas', top=True)
frag.add_uniform('sampler2D shadowMapAtlasTransparent', top=True)
frag.add_uniform('vec4 pointLightDataArray[maxLightsCluster]', link='_pointLightsAtlasArray', included=True)
else:
frag.add_uniform('samplerCubeShadow shadowMapPoint[4]', included=True)
frag.add_uniform('samplerCube shadowMapPointTransparent[4]', included=True)
if not '_VoxelAOvar' in wrd.world_defs and not '_VoxelGI' in wrd.world_defs or ((parse_opacity or '_VoxelShadow' in wrd.world_defs) and ('_VoxelAOvar' in wrd.world_defs or '_VoxelGI' in wrd.world_defs)):
vert.add_out('vec4 wvpposition')
vert.write('wvpposition = gl_Position;')
# wvpposition.z / wvpposition.w
frag.write('float viewz = linearize(gl_FragCoord.z, cameraProj);')
frag.write('int clusterI = getClusterI((wvpposition.xy / wvpposition.w) * 0.5 + 0.5, viewz, cameraPlane);')
frag.write('int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255);')
frag.write('#ifdef HLSL')
frag.write('viewz += texture(clustersData, vec2(0.0)).r * 1e-9;') # TODO: krafix bug, needs to generate sampler
frag.write('#endif')
if '_Spot' in wrd.world_defs:
frag.add_uniform('vec4 lightsArraySpot[maxLights * 2]', link='_lightsArraySpot')
frag.write('int numSpots = int(texelFetch(clustersData, ivec2(clusterI, 1 + maxLightsCluster), 0).r * 255);')
frag.write('int numPoints = numLights - numSpots;')
if is_shadows:
if is_shadows_atlas:
if not is_single_atlas:
frag.add_uniform('sampler2DShadow shadowMapAtlasSpot', included=True)
frag.add_uniform('sampler2D shadowMapAtlasSpotTransparent', included=True)
else:
frag.add_uniform('sampler2DShadow shadowMapAtlas', top=True)
frag.add_uniform('sampler2D shadowMapAtlasTransparent', top=True)
else:
frag.add_uniform('sampler2DShadow shadowMapSpot[4]', included=True)
frag.add_uniform('sampler2D shadowMapSpotTransparent[4]', included=True)
frag.add_uniform('mat4 LWVPSpotArray[maxLightsCluster]', link='_biasLightWorldViewProjectionMatrixSpotArray', included=True)
frag.write('for (int i = 0; i < min(numLights, maxLightsCluster); i++) {')
frag.write('int li = int(texelFetch(clustersData, ivec2(clusterI, i + 1), 0).r * 255);')
frag.write('direct += sampleLight(')
frag.write(' wposition,')
frag.write(' n,')
frag.write(' vVec,')
frag.write(' dotNV,')
frag.write(' lightsArray[li * 3].xyz,') # lp
frag.write(' lightsArray[li * 3 + 1].xyz,') # lightCol
frag.write(' albedo,')
frag.write(' roughness,')
frag.write(' specular,')
frag.write(' f0')
if is_shadows:
if parse_opacity:
frag.write('\t, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, opacity != 1.0') # bias
else:
frag.write('\t, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, false') # bias
if '_Spot' in wrd.world_defs:
frag.write('\t, lightsArray[li * 3 + 2].y != 0.0')
frag.write('\t, lightsArray[li * 3 + 2].y') # spot size (cutoff)
frag.write('\t, lightsArraySpot[li * 2].w') # spot blend (exponent)
frag.write('\t, lightsArraySpot[li * 2].xyz') # spotDir
frag.write('\t, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w)') # scale
frag.write('\t, lightsArraySpot[li * 2 + 1].xyz') # right
if '_VoxelShadow' in wrd.world_defs:
frag.write(', voxels, voxelsSDF, clipmaps')
if '_MicroShadowing' in wrd.world_defs and not is_mobile:
frag.write('\t, occlusion')
if '_SSRS' in wrd.world_defs:
frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix')
frag.add_uniform('vec3 eye', '_cameraPosition')
frag.write(', gl_FragCoord.z, inVP, eye')
frag.write(');')
frag.write('}') # for numLights