from typing import Any, Callable, Optional import bpy import lnx.assets as assets import lnx.material.mat_state as mat_state import lnx.material.mat_utils as mat_utils import lnx.material.cycles as cycles import lnx.material.make_tess as make_tess import lnx.material.make_particle as make_particle import lnx.material.make_cluster as make_cluster import lnx.material.make_finalize as make_finalize import lnx.material.make_attrib as make_attrib import lnx.material.shader as shader import lnx.utils if lnx.is_reload(__name__): assets = lnx.reload_module(assets) mat_state = lnx.reload_module(mat_state) mat_utils = lnx.reload_module(mat_utils) cycles = lnx.reload_module(cycles) make_tess = lnx.reload_module(make_tess) make_particle = lnx.reload_module(make_particle) make_cluster = lnx.reload_module(make_cluster) make_finalize = lnx.reload_module(make_finalize) make_attrib = lnx.reload_module(make_attrib) shader = lnx.reload_module(shader) lnx.utils = lnx.reload_module(lnx.utils) else: lnx.enable_reload(__name__) is_displacement = False # User callbacks write_material_attribs: Optional[Callable[[dict[str, Any], shader.Shader], bool]] = None write_material_attribs_post: Optional[Callable[[dict[str, Any], shader.Shader], None]] = None write_vertex_attribs: Optional[Callable[[shader.Shader], bool]] = None def make(context_id, rpasses): wrd = bpy.data.worlds['Lnx'] rpdat = lnx.utils.get_rp() rid = rpdat.rp_renderer con = { 'name': context_id, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise' } # Blend context mat = mat_state.material blend = mat.lnx_blending particle = mat.lnx_particle_flag dprepass = rid == 'Forward' and rpdat.rp_depthprepass if blend: con['name'] = 'blend' con['blend_source'] = mat.lnx_blending_source con['blend_destination'] = mat.lnx_blending_destination con['blend_operation'] = mat.lnx_blending_operation con['alpha_blend_source'] = mat.lnx_blending_source_alpha con['alpha_blend_destination'] = mat.lnx_blending_destination_alpha con['alpha_blend_operation'] = mat.lnx_blending_operation_alpha con['depth_write'] = False con['compare_mode'] = 'less' elif particle: pass # Depth prepass was performed, exclude mat with depth read that # isn't part of depth prepass elif dprepass and not (rpdat.rp_depth_texture and mat.lnx_depth_read): con['depth_write'] = False con['compare_mode'] = 'equal' attachment_format = 'RGBA32' if '_LDR' in wrd.world_defs else 'RGBA64' con['color_attachments'] = [attachment_format, attachment_format] if '_gbuffer2' in wrd.world_defs: con['color_attachments'].append(attachment_format) con_mesh = mat_state.data.add_context(con) mat_state.con_mesh = con_mesh if rid == 'Forward' or blend: if rpdat.lnx_material_model == 'Mobile': make_forward_mobile(con_mesh) elif rpdat.lnx_material_model == 'Solid': make_forward_solid(con_mesh) else: make_forward(con_mesh) elif rid == 'Deferred': make_deferred(con_mesh, rpasses) elif rid == 'Raytracer': make_raytracer(con_mesh) make_finalize.make(con_mesh) assets.vs_equal(con_mesh, assets.shader_cons['mesh_vert']) return con_mesh def make_base(con_mesh, parse_opacity): global is_displacement global write_vertex_attribs vert = con_mesh.make_vert() frag = con_mesh.make_frag() geom = None tesc = None tese = None billboard = mat_state.material.lnx_billboard if billboard == 'spherical': vert.add_uniform('mat3 N', '_normalMatrixSphere') elif billboard == 'cylindrical': vert.add_uniform('mat3 N', '_normalMatrixCylinder') else: vert.add_uniform('mat3 N', '_normalMatrix') vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);') vattr_written = False rpdat = lnx.utils.get_rp() is_displacement = mat_utils.disp_linked(mat_state.output_node) wrd = bpy.data.worlds['Lnx'] if is_displacement: if rpdat.lnx_rp_displacement == 'Vertex': frag.ins = vert.outs else: # Tessellation tesc = con_mesh.make_tesc() tese = con_mesh.make_tese() tesc.ins = vert.outs tese.ins = tesc.outs frag.ins = tese.outs make_tess.tesc_levels(tesc, rpdat.lnx_tess_mesh_inner, rpdat.lnx_tess_mesh_outer) make_tess.interpolate(tese, 'wposition', 3, declare_out=True) make_tess.interpolate(tese, 'wnormal', 3, declare_out=True, normalize=True) # No displacement else: frag.ins = vert.outs if write_vertex_attribs is not None: vattr_written = write_vertex_attribs(vert) vert.add_include('compiled.inc') frag.add_include('compiled.inc') attribs_written = False if write_material_attribs is not None: attribs_written = write_material_attribs(con_mesh, frag) if not attribs_written: _write_material_attribs_default(frag, parse_opacity) cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity) if write_material_attribs_post is not None: write_material_attribs_post(con_mesh, frag) vert.add_out('vec3 wnormal') make_attrib.write_norpos(con_mesh, vert) frag.write_attrib('vec3 n = normalize(wnormal);') if mat_state.material.lnx_two_sided: frag.write('if (!gl_FrontFacing) n *= -1;') # Flip normal when drawing back-face if not is_displacement and not vattr_written: make_attrib.write_vertpos(vert) make_attrib.write_tex_coords(con_mesh, vert, frag, tese) if con_mesh.is_elem('col'): vert.add_out('vec3 vcolor') vert.write_attrib('vcolor = col.rgb;') if tese is not None: tese.write_pre = True make_tess.interpolate(tese, 'vcolor', 3, declare_out=frag.contains('vcolor')) tese.write_pre = False if con_mesh.is_elem('tang'): if tese is not None: tese.add_out('mat3 TBN') tese.write_attrib('vec3 wbitangent = normalize(cross(wnormal, wtangent));') tese.write_attrib('TBN = mat3(wtangent, wbitangent, wnormal);') else: vert.add_out('mat3 TBN') vert.write_attrib('vec3 tangent = normalize(N * tang.xyz);') vert.write_attrib('vec3 bitangent = normalize(cross(wnormal, tangent));') vert.write_attrib('TBN = mat3(tangent, bitangent, wnormal);') if is_displacement: if rpdat.lnx_rp_displacement == 'Vertex': sh = vert else: sh = tese if(con_mesh.is_elem('ipos')): vert.write('wposition = vec4(W * spos).xyz;') sh.add_uniform('mat4 VP', '_viewProjectionMatrix') sh.write('wposition += wnormal * disp;') sh.write('gl_Position = VP * vec4(wposition, 1.0);') def make_deferred(con_mesh, rpasses): wrd = bpy.data.worlds['Lnx'] rpdat = lnx.utils.get_rp() lnx_discard = mat_state.material.lnx_discard parse_opacity = lnx_discard or 'translucent' or 'refraction' in rpasses make_base(con_mesh, parse_opacity=parse_opacity) frag = con_mesh.frag vert = con_mesh.vert tese = con_mesh.tese if parse_opacity: if lnx_discard: opac = mat_state.material.lnx_discard_opacity else: opac = '0.9999' # 1.0 - eps frag.write('if (opacity < {0}) discard;'.format(opac)) frag.add_out(f'vec4 fragColor[GBUF_SIZE]') if '_gbuffer2' in wrd.world_defs: if '_Veloc' in wrd.world_defs: if tese is None: vert.add_uniform('mat4 prevWVP', link='_prevWorldViewProjectionMatrix') vert.add_out('vec4 wvpposition') vert.add_out('vec4 prevwvpposition') vert.write('wvpposition = gl_Position;') if is_displacement: vert.add_uniform('mat4 invW', link='_inverseWorldMatrix') vert.write('prevwvpposition = prevWVP * (invW * vec4(wposition, 1.0));') else: vert.write('prevwvpposition = prevWVP * spos;') else: tese.add_out('vec4 wvpposition') tese.add_out('vec4 prevwvpposition') tese.write('wvpposition = gl_Position;') if is_displacement: tese.add_uniform('mat4 invW', link='_inverseWorldMatrix') tese.add_uniform('mat4 prevWVP', '_prevWorldViewProjectionMatrix') tese.write('prevwvpposition = prevWVP * (invW * vec4(wposition, 1.0));') else: vert.add_uniform('mat4 prevW', link='_prevWorldMatrix') vert.add_out('vec3 prevwposition') vert.write('prevwposition = vec4(prevW * spos).xyz;') tese.add_uniform('mat4 prevVP', '_prevViewProjectionMatrix') make_tess.interpolate(tese, 'prevwposition', 3) tese.write('prevwvpposition = prevVP * vec4(prevwposition, 1.0);') # Pack gbuffer frag.add_include('std/gbuffer.glsl') frag.write('n /= (abs(n.x) + abs(n.y) + abs(n.z));') frag.write('n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);') is_shadeless = mat_state.emission_type == mat_state.EmissionType.SHADELESS if is_shadeless or '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs: frag.write('uint matid = 0;') if is_shadeless: frag.write('matid = 1;') frag.write('basecol = emissionCol;') if '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs: frag.add_uniform('int materialID') frag.write('if (materialID == 2) matid = 2;') else: frag.write('const uint matid = 0;') frag.write('fragColor[GBUF_IDX_0] = vec4(n.xy, roughness, packFloatInt16(metallic, matid));') frag.write('fragColor[GBUF_IDX_1] = vec4(basecol, packFloat2(occlusion, specular));') if '_gbuffer2' in wrd.world_defs: if '_Veloc' in wrd.world_defs: frag.write('vec2 posa = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;') frag.write('vec2 posb = (prevwvpposition.xy / prevwvpposition.w) * 0.5 + 0.5;') frag.write('fragColor[GBUF_IDX_2].rg = vec2(posa - posb);') frag.write('fragColor[GBUF_IDX_2].b = 0.0;') if mat_state.material.lnx_ignore_irradiance: frag.write('fragColor[GBUF_IDX_2].b = 1.0;') # Even if the material doesn't use emission we need to write to the # emission buffer (if used) to prevent undefined behaviour frag.write('#ifdef _EmissionShaded') frag.write('fragColor[GBUF_IDX_EMISSION] = vec4(emissionCol, 0.0);') #Alpha channel is unused at the moment frag.write('#endif') if '_SSRefraction' in wrd.world_defs or '_VoxelRefract' in wrd.world_defs: frag.write('fragColor[GBUF_IDX_REFRACTION] = vec4(1.0, 1.0, 0.0, 1.0);') return con_mesh def make_raytracer(con_mesh): con_mesh.data['vertex_elements'] = [{'name': 'pos', 'data': 'float3'}, {'name': 'nor', 'data': 'float3'}, {'name': 'tex', 'data': 'float2'}] wrd = bpy.data.worlds['Lnx'] vert = con_mesh.make_vert() frag = con_mesh.make_frag() vert.add_out('vec3 n') vert.add_out('vec2 uv') vert.write('n = nor;') vert.write('uv = tex;') vert.write('gl_Position = vec4(pos.xyz, 1.0);') def make_forward_mobile(con_mesh): wrd = bpy.data.worlds['Lnx'] vert = con_mesh.make_vert() frag = con_mesh.make_frag() geom = None tesc = None tese = None vert.add_uniform('mat3 N', '_normalMatrix') vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);') frag.ins = vert.outs vert.add_include('compiled.inc') frag.add_include('compiled.inc') lnx_discard = mat_state.material.lnx_discard blend = mat_state.material.lnx_blending is_transluc = mat_utils.is_transluc(mat_state.material) parse_opacity = (blend and is_transluc) or lnx_discard _write_material_attribs_default(frag, parse_opacity) cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity, parse_displacement=False) if lnx_discard: opac = mat_state.material.lnx_discard_opacity frag.write('if (opacity < {0}) discard;'.format(opac)) make_attrib.write_tex_coords(con_mesh, vert, frag, tese) if con_mesh.is_elem('col'): vert.add_out('vec3 vcolor') vert.write('vcolor = col.rgb;') if con_mesh.is_elem('tang'): vert.add_out('mat3 TBN') make_attrib.write_norpos(con_mesh, vert, declare=True) vert.write('vec3 tangent = normalize(N * tang.xyz);') vert.write('vec3 bitangent = normalize(cross(wnormal, tangent));') vert.write('TBN = mat3(tangent, bitangent, wnormal);') else: vert.add_out('vec3 wnormal') make_attrib.write_norpos(con_mesh, vert) frag.write_attrib('vec3 n = normalize(wnormal);') if mat_state.material.lnx_two_sided: frag.write('if (!gl_FrontFacing) n *= -1;') # Flip normal when drawing back-face make_attrib.write_vertpos(vert) frag.add_include('std/math.glsl') frag.add_include('std/brdf.glsl') frag.add_out('vec4 fragColor') blend = mat_state.material.lnx_blending if blend: if parse_opacity: frag.write('fragColor = vec4(basecol, opacity);') else: frag.write('fragColor = vec4(basecol, 1.0);') return is_shadows = '_ShadowMap' in wrd.world_defs is_shadows_atlas = '_ShadowMapAtlas' in wrd.world_defs shadowmap_sun = 'shadowMap' if is_shadows_atlas: is_single_atlas = '_SingleAtlas' in wrd.world_defs shadowmap_sun = 'shadowMapAtlasSun' if not is_single_atlas else 'shadowMapAtlas' frag.add_uniform('vec2 smSizeUniform', '_shadowMapSize', included=True) frag.write('vec3 direct = vec3(0.0);') if '_Sun' in wrd.world_defs: frag.add_uniform('vec3 sunCol', '_sunColor') frag.add_uniform('vec3 sunDir', '_sunDirection') frag.write('vec3 svisibility = vec3(1.0);') frag.write('float sdotNL = max(dot(n, sunDir), 0.0);') if is_shadows: vert.add_out('vec4 lightPosition') vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrixSun') vert.write('lightPosition = LWVP * spos;') frag.add_uniform('bool receiveShadow') frag.add_uniform(f'sampler2DShadow {shadowmap_sun}') frag.add_uniform('float shadowsBias', '_sunShadowsBias') frag.write('if (receiveShadow) {') if '_CSM' in wrd.world_defs: frag.add_include('std/shadows.glsl') frag.add_uniform('vec4 casData[shadowmapCascades * 4 + 4]', '_cascadeData', included=True) frag.add_uniform('vec3 eye', '_cameraPosition') frag.write(f'svisibility = shadowTestCascade({shadowmap_sun}, eye, wposition + n * shadowsBias * 10, shadowsBias, opacity != 1.0);') else: frag.write('if (lightPosition.w > 0.0) {') frag.write(' vec3 lPos = lightPosition.xyz / lightPosition.w;') if '_Legacy' in wrd.world_defs: frag.write(f' svisibility = float(texture({shadowmap_sun}, vec2(lPos.xy)).r > lPos.z - shadowsBias, opacity != 1.0);') else: frag.write(f' svisibility = texture({shadowmap_sun}, vec3(lPos.xy, lPos.z - shadowsBias), opacity != 1.0).r;') frag.write('}') frag.write('}') # receiveShadow frag.write('direct += basecol * sdotNL * sunCol * svisibility;') if '_SinglePoint' in wrd.world_defs: frag.add_uniform('vec3 pointPos', '_pointPosition') frag.add_uniform('vec3 pointCol', '_pointColor') if '_Spot' in wrd.world_defs: frag.add_uniform('vec3 spotDir', link='_spotDirection') frag.add_uniform('vec3 spotRight', link='_spotRight') frag.add_uniform('vec4 spotData', link='_spotData') frag.write('float visibility = 1.0;') frag.write('vec3 ld = pointPos - wposition;') frag.write('vec3 l = normalize(ld);') frag.write('float dotNL = max(dot(n, l), 0.0);') if is_shadows: frag.add_uniform('bool receiveShadow') frag.add_uniform('float pointBias', link='_pointShadowsBias') frag.add_include('std/shadows.glsl') frag.write('if (receiveShadow) {') if '_Spot' in wrd.world_defs: vert.add_out('vec4 spotPosition') vert.add_uniform('mat4 LWVPSpotArray[1]', link='_biasLightWorldViewProjectionMatrixSpotArray') vert.write('spotPosition = LWVPSpotArray[0] * spos;') frag.add_uniform('sampler2DShadow shadowMapSpot[1]') frag.write('if (spotPosition.w > 0.0) {') frag.write(' vec3 lPos = spotPosition.xyz / spotPosition.w;') if '_Legacy' in wrd.world_defs: frag.write(' visibility = float(texture(shadowMapSpot[0], vec2(lPos.xy)).r > lPos.z - pointBias);') else: frag.write(' visibility = texture(shadowMapSpot[0], vec3(lPos.xy, lPos.z - pointBias)).r;') frag.write('}') else: frag.add_uniform('vec2 lightProj', link='_lightPlaneProj') frag.add_uniform('samplerCubeShadow shadowMapPoint[1]') frag.write('const float s = shadowmapCubePcfSize;') # TODO: incorrect... frag.write('float compare = lpToDepth(ld, lightProj) - pointBias * 1.5;') frag.write('#ifdef _InvY') frag.write('l.y = -l.y;') frag.write('#endif') if '_Legacy' in wrd.world_defs: frag.write('visibility = float(texture(shadowMapPoint[0], vec3(-l + n * pointBias * 20)).r > compare);') else: frag.write('visibility = texture(shadowMapPoint[0], vec4(-l + n * pointBias * 20, compare)).r;') frag.write('}') # receiveShadow frag.write('direct += basecol * dotNL * pointCol * attenuate(distance(wposition, pointPos)) * visibility;') if '_Clusters' in wrd.world_defs: frag.add_include('std/light_mobile.glsl') frag.write('vec3 albedo = basecol;') frag.write('vec3 f0 = surfaceF0(basecol, metallic);') make_cluster.write(vert, frag) if '_Irr' in wrd.world_defs: frag.add_include('std/shirr.glsl') frag.add_uniform('vec4 shirr[7]', link='_envmapIrradiance') env_str = 'shIrradiance(n, shirr)' else: env_str = '0.5' frag.add_uniform('float envmapStrength', link='_envmapStrength') frag.write('fragColor = vec4(direct + basecol * {0} * envmapStrength, 1.0);'.format(env_str)) if '_LDR' in wrd.world_defs: frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));') def make_forward_solid(con_mesh): wrd = bpy.data.worlds['Lnx'] vert = con_mesh.make_vert() frag = con_mesh.make_frag() geom = None tesc = None tese = None for e in con_mesh.data['vertex_elements']: if e['name'] == 'nor': con_mesh.data['vertex_elements'].remove(e) break vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);') frag.ins = vert.outs vert.add_include('compiled.inc') frag.add_include('compiled.inc') lnx_discard = mat_state.material.lnx_discard blend = mat_state.material.lnx_blending is_transluc = mat_utils.is_transluc(mat_state.material) parse_opacity = (blend and is_transluc) or lnx_discard _write_material_attribs_default(frag, parse_opacity) cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity, parse_displacement=False, basecol_only=True) if lnx_discard: opac = mat_state.material.lnx_discard_opacity frag.write('if (opacity < {0}) discard;'.format(opac)) if con_mesh.is_elem('tex'): vert.add_out('vec2 texCoord') vert.add_uniform('float texUnpack', link='_texUnpack') if mat_state.material.lnx_tilesheet_flag: vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset') vert.write('texCoord = tex * texUnpack + tilesheetOffset;') else: vert.write('texCoord = tex * texUnpack;') if con_mesh.is_elem('col'): vert.add_out('vec3 vcolor') vert.write('vcolor = col.rgb;') make_attrib.write_norpos(con_mesh, vert, write_nor=False) make_attrib.write_vertpos(vert) frag.add_out('vec4 fragColor') if blend and parse_opacity: frag.write('fragColor = vec4(basecol, opacity);') else: frag.write('fragColor = vec4(basecol, 1.0);') if '_LDR' in wrd.world_defs: frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));') def make_forward(con_mesh): 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) make_forward_base(con_mesh, parse_opacity=parse_opacity) frag = con_mesh.frag if '_LTC' in wrd.world_defs: frag.add_uniform('vec3 lightArea0', '_lightArea0', included=True) frag.add_uniform('vec3 lightArea1', '_lightArea1', included=True) frag.add_uniform('vec3 lightArea2', '_lightArea2', included=True) frag.add_uniform('vec3 lightArea3', '_lightArea3', included=True) frag.add_uniform('sampler2D sltcMat', '_ltcMat', included=True) frag.add_uniform('sampler2D sltcMag', '_ltcMag', included=True) if '_ShadowMap' in wrd.world_defs: if '_SinglePoint' in wrd.world_defs: frag.add_uniform('mat4 LWVPSpot[0]', link='_biasLightViewProjectionMatrixSpot0', included=True) frag.add_uniform('sampler2DShadow shadowMapSpot[1]', included=True) if '_Clusters' in wrd.world_defs: frag.add_uniform('mat4 LWVPSpotArray[4]', link='_biasLightWorldViewProjectionMatrixSpotArray', included=True) frag.add_uniform('sampler2DShadow shadowMapSpot[4]', included=True) if not blend: mrt = 0 # mrt: multiple render targets if rpdat.rp_ssr: mrt = 1 if rpdat.rp_ss_refraction or rpdat.lnx_voxelgi_refract: mrt = 2 if mrt != 0: # Store light gbuffer for post-processing frag.add_out(f'vec4 fragColor[{mrt}+1]') frag.add_include('std/gbuffer.glsl') frag.write('n /= (abs(n.x) + abs(n.y) + abs(n.z));') frag.write('n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);') frag.write('fragColor[0] = vec4(direct + indirect, packFloat2(occlusion, specular));') frag.write('fragColor[1] = vec4(n.xy, roughness, metallic);') if rpdat.rp_ss_refraction or rpdat.lnx_voxelgi_refract: frag.write(f'fragColor[2] = vec4(1.0, 1.0, 0.0, 1.0);') else: frag.add_out('vec4 fragColor[1]') frag.write('fragColor[0] = vec4(direct + indirect, 1.0);') if '_LDR' in wrd.world_defs: frag.add_include('std/tonemap.glsl') frag.write('fragColor[0].rgb = tonemapFilmic(fragColor[0].rgb);') # Particle opacity if mat_state.material.lnx_particle_flag and lnx.utils.get_rp().lnx_particles == 'On' and mat_state.material.lnx_particle_fade: frag.write('fragColor[0].rgb *= p_fade;') def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False): global is_displacement wrd = bpy.data.worlds['Lnx'] lnx_discard = mat_state.material.lnx_discard make_base(con_mesh, parse_opacity=(parse_opacity or lnx_discard)) blend = mat_state.material.lnx_blending vert = con_mesh.vert frag = con_mesh.frag tese = con_mesh.tese if parse_opacity or lnx_discard: if lnx_discard or blend: opac = mat_state.material.lnx_discard_opacity frag.write('if (opacity < {0}) discard;'.format(opac)) elif transluc_pass: frag.write('if (opacity == 1.0) discard;') else: opac = '0.9999' # 1.0 - eps frag.write('if (opacity < {0}) discard;'.format(opac)) if blend: frag.add_out('vec4 fragColor[1]') if parse_opacity: frag.write('fragColor[0] = vec4(basecol, opacity);') else: # frag.write('fragColor[0] = vec4(basecol * lightCol * visibility, 1.0);') frag.write('fragColor[0] = vec4(basecol, 1.0);') # TODO: Fade out fragments near depth buffer here return frag.write_attrib('vec3 vVec = normalize(eyeDir);') frag.write_attrib('float dotNV = max(dot(n, vVec), 0.0);') sh = tese if tese is not None else vert sh.add_out('vec3 eyeDir') sh.add_uniform('vec3 eye', '_cameraPosition') sh.write('eyeDir = eye - wposition;') frag.add_include('std/light.glsl') is_shadows = '_ShadowMap' in wrd.world_defs is_shadows_atlas = '_ShadowMapAtlas' in wrd.world_defs is_single_atlas = is_shadows_atlas and '_SingleAtlas' in wrd.world_defs shadowmap_sun = 'shadowMap' shadowmap_sun_tr = 'shadowMapTransparent' if is_shadows_atlas: shadowmap_sun = 'shadowMapAtlasSun' if not is_single_atlas else 'shadowMapAtlas' shadowmap_sun_tr = 'shadowMapAtlasSunTransparent' if not is_single_atlas else 'shadowMapAtlasTransparent' frag.add_uniform('vec2 smSizeUniform', '_shadowMapSize', included=True) frag.write('vec3 albedo = surfaceAlbedo(basecol, metallic);') frag.write('vec3 f0 = surfaceF0(basecol, metallic);') if '_Brdf' in wrd.world_defs: frag.add_uniform('sampler2D senvmapBrdf', link='$brdf.png') frag.write('vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;') if '_Irr' in wrd.world_defs: frag.add_include('std/shirr.glsl') frag.add_uniform('vec4 shirr[7]', link='_envmapIrradiance') frag.write('vec3 envl = shIrradiance(n, shirr);') if '_EnvTex' in wrd.world_defs: frag.write('envl /= PI;') else: frag.write('vec3 envl = vec3(0.0);') if '_Rad' in wrd.world_defs: frag.add_uniform('sampler2D senvmapRadiance', link='_envmapRadiance') frag.add_uniform('int envmapNumMipmaps', link='_envmapNumMipmaps') frag.write('vec3 reflectionWorld = reflect(-vVec, n);') frag.write('float lod = getMipFromRoughness(roughness, envmapNumMipmaps);') frag.write('vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;') if '_EnvLDR' in wrd.world_defs: frag.write('envl = pow(envl, vec3(2.2));') if '_Rad' in wrd.world_defs: frag.write('prefilteredColor = pow(prefilteredColor, vec3(2.2));') frag.write('envl *= albedo;') if '_Brdf' in wrd.world_defs: frag.write('envl.rgb *= 1.0 - (f0 * envBRDF.x + envBRDF.y);') if '_Rad' in wrd.world_defs: frag.write('envl += prefilteredColor * (f0 * envBRDF.x + envBRDF.y);') elif '_EnvCol' in wrd.world_defs: frag.add_uniform('vec3 backgroundCol', link='_backgroundCol') frag.write('envl += backgroundCol * (f0 * envBRDF.x + envBRDF.y);') frag.add_uniform('float envmapStrength', link='_envmapStrength') frag.write('envl *= envmapStrength * occlusion;') if '_VoxelAOvar' in wrd.world_defs or '_VoxelGI' in wrd.world_defs: if parse_opacity or '_VoxelShadow' in wrd.world_defs: frag.add_include('std/conetrace.glsl') frag.add_uniform('sampler3D voxels') frag.add_uniform('sampler3D voxelsSDF') frag.add_uniform('vec3 eye', "_cameraPosition") frag.add_uniform('float clipmaps[10 * voxelgiClipmapCount]', '_clipmaps') vert.add_out('vec4 wvpposition') vert.write('wvpposition = gl_Position;') frag.write('vec2 texCoord = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;') if '_VoxelAOvar' in wrd.world_defs and not parse_opacity: frag.add_uniform("sampler2D voxels_ao"); frag.write('envl *= textureLod(voxels_ao, texCoord, 0.0).rrr;') frag.write('vec3 indirect = envl;') if '_VoxelGI' in wrd.world_defs: if parse_opacity: frag.write('indirect = traceDiffuse(wposition, n, voxels, clipmaps).rgb * albedo * voxelgiDiff;') frag.write('if (roughness < 1.0 && specular > 0.0){') frag.add_uniform('sampler2D sveloc') frag.write(' vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;') frag.write(' indirect += traceSpecular(wposition, n, voxels, voxelsSDF, normalize(eye - wposition), roughness, clipmaps, gl_FragCoord.xy, velocity).rgb * specular * voxelgiRefl;}') else: frag.add_uniform("sampler2D voxels_diffuse") frag.add_uniform("sampler2D voxels_specular") frag.write("indirect = textureLod(voxels_diffuse, texCoord, 0.0).rgb * albedo * voxelgiDiff;") frag.write("if (roughness < 1.0 && specular > 0.0)") frag.write(" indirect += textureLod(voxels_specular, texCoord, 0.0).rgb * specular * voxelgiRefl;") frag.write('vec3 direct = vec3(0.0);') if '_Sun' in wrd.world_defs: frag.add_uniform('vec3 sunCol', '_sunColor') frag.add_uniform('vec3 sunDir', '_sunDirection') frag.write('vec3 svisibility = vec3(1.0);') frag.write('vec3 sh = normalize(vVec + sunDir);') frag.write('float sdotNL = dot(n, sunDir);') frag.write('float sdotNH = dot(n, sh);') frag.write('float sdotVH = dot(vVec, sh);') if is_shadows: frag.add_uniform('bool receiveShadow') frag.add_uniform(f'sampler2DShadow {shadowmap_sun}', top=True) frag.add_uniform(f'sampler2D {shadowmap_sun_tr}', top=True) frag.add_uniform('float shadowsBias', '_sunShadowsBias') frag.write('if (receiveShadow) {') if '_CSM' in wrd.world_defs: frag.add_include('std/shadows.glsl') frag.add_uniform('vec4 casData[shadowmapCascades * 4 + 4]', '_cascadeData', included=True) frag.add_uniform('vec3 eye', '_cameraPosition') if parse_opacity: frag.write(f'svisibility = shadowTestCascade({shadowmap_sun}, {shadowmap_sun_tr}, eye, wposition + n * shadowsBias * 10, shadowsBias, true);') else: frag.write(f'svisibility = shadowTestCascade({shadowmap_sun}, {shadowmap_sun_tr}, eye, wposition + n * shadowsBias * 10, shadowsBias, false);') else: if tese is not None: tese.add_out('vec4 lightPosition') tese.add_uniform('mat4 LVP', '_biasLightViewProjectionMatrix') tese.write('lightPosition = LVP * vec4(wposition, 1.0);') else: if is_displacement: vert.add_out('vec4 lightPosition') vert.add_uniform('mat4 LVP', '_biasLightViewProjectionMatrix') vert.write('lightPosition = LVP * vec4(wposition, 1.0);') else: frag.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrixSun') frag.write('vec4 lightPosition = LWVP * vec4(wposition + n * shadowsBias * 100, 1.0);') frag.write('vec3 lPos = lightPosition.xyz / lightPosition.w;') frag.write('const vec2 smSize = shadowmapSize;') if parse_opacity: frag.write(f'svisibility = PCF({shadowmap_sun}, {shadowmap_sun_tr}, lPos.xy, lPos.z - shadowsBias, smSize, true);') else: frag.write(f'svisibility = PCF({shadowmap_sun}, {shadowmap_sun_tr}, lPos.xy, lPos.z - shadowsBias, smSize, false);') if '_VoxelShadow' in wrd.world_defs: frag.write('svisibility *= (1.0 - traceShadow(wposition, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy).r) * voxelgiShad;') frag.write('}') # receiveShadow frag.write('direct += (lambertDiffuseBRDF(albedo, sdotNL) + specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * specular) * sunCol * svisibility;') # sun if '_SinglePoint' in wrd.world_defs: frag.add_uniform('vec3 pointPos', link='_pointPosition') frag.add_uniform('vec3 pointCol', link='_pointColor') if '_Spot' in wrd.world_defs: frag.add_uniform('vec3 spotDir', link='_spotDirection') frag.add_uniform('vec3 spotRight', link='_spotRight') frag.add_uniform('vec4 spotData', link='_spotData') if is_shadows: frag.add_uniform('bool receiveShadow') frag.add_uniform('float pointBias', link='_pointShadowsBias') if '_Spot' in wrd.world_defs: # Skip world matrix, already in world-space frag.add_uniform('mat4 LWVPSpot[1]', link='_biasLightViewProjectionMatrixSpotArray', included=True) frag.add_uniform('sampler2DShadow shadowMapSpot[1]', included=True) frag.add_uniform('sampler2D shadowMapSpotTransparent[1]', included=True) else: frag.add_uniform('vec2 lightProj', link='_lightPlaneProj', included=True) frag.add_uniform('samplerCubeShadow shadowMapPoint[1]', included=True) frag.add_uniform('samplerCube shadowMapPointTransparent[1]', included=True) frag.write('direct += sampleLight(') frag.write(' wposition, n, vVec, dotNV, pointPos, pointCol, albedo, roughness, specular, f0') if is_shadows: if parse_opacity: frag.write(', 0, pointBias, receiveShadow, opacity != 1.0') else: frag.write(', 0, pointBias, receiveShadow, false') if '_Spot' in wrd.world_defs: frag.write(', true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight') if '_VoxelShadow' in wrd.world_defs: frag.write(', voxels, voxelsSDF, clipmaps') if '_MicroShadowing' in wrd.world_defs: frag.write(', 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(');') if '_Clusters' in wrd.world_defs: make_cluster.write(vert, frag) if mat_state.emission_type != mat_state.EmissionType.NO_EMISSION: if mat_state.emission_type == mat_state.EmissionType.SHADELESS: frag.write('direct = vec3(0.0);') frag.write('indirect += emissionCol;') if '_VoxelRefract' in wrd.world_defs and parse_opacity: frag.write('if (opacity < 1.0) {') frag.write(' vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;') frag.write(' vec3 refraction = traceRefraction(wposition, n, voxels, voxelsSDF, normalize(eye - wposition), ior, roughness, clipmaps, gl_FragCoord.xy,velocity).rgb;') frag.write(' indirect = mix(refraction, indirect, opacity) * voxelgiRefr;') frag.write(' direct = mix(refraction, direct, opacity) * voxelgiRefr;') frag.write('}') def _write_material_attribs_default(frag: shader.Shader, parse_opacity: bool): frag.write('vec3 basecol;') frag.write('float roughness;') frag.write('float metallic;') frag.write('float occlusion;') frag.write('float specular;') # We may not use emission, but the attribute will then be removed # by the shader compiler frag.write('vec3 emissionCol;') if parse_opacity: frag.write('float opacity;') frag.write('float ior;')