forked from LeenkxTeam/LNXSDK
revert e98bfb125d714b1e81b17d7d0a90605800f72362
revert Update leenkx/blender/lnx/material/make_shader.py
This commit is contained in:
parent
e98bfb125d
commit
99806b8069
@ -1,766 +1,226 @@
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"""
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Copyright (c) 2024 Turánszki János
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import os
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import subprocess
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from typing import Dict, List, Tuple
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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"""
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import bpy
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from bpy.types import Material
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from bpy.types import Object
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import lnx.utils
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import lnx.api
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import lnx.assets as assets
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import lnx.exporter
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import lnx.log as log
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import lnx.material.cycles as cycles
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import lnx.material.make_decal as make_decal
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import lnx.material.make_depth as make_depth
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import lnx.material.make_mesh as make_mesh
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import lnx.material.make_overlay as make_overlay
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import lnx.material.make_transluc as make_transluc
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import lnx.material.make_refract as make_refract
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import lnx.material.make_voxel as make_voxel
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import lnx.material.mat_state as mat_state
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import lnx.material.mat_utils as mat_utils
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import lnx.material.make_particle as make_particle
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import lnx.make_state as state
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from lnx.material.shader import Shader, ShaderContext, ShaderData
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import lnx.utils
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if lnx.is_reload(__name__):
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lnx.utils = lnx.reload_module(lnx.utils)
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lnx.api = lnx.reload_module(lnx.api)
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assets = lnx.reload_module(assets)
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lnx.exporter = lnx.reload_module(lnx.exporter)
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log = lnx.reload_module(log)
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cycles = lnx.reload_module(cycles)
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make_decal = lnx.reload_module(make_decal)
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make_depth = lnx.reload_module(make_depth)
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make_mesh = lnx.reload_module(make_mesh)
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make_overlay = lnx.reload_module(make_overlay)
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make_transluc = lnx.reload_module(make_transluc)
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make_voxel = lnx.reload_module(make_voxel)
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mat_state = lnx.reload_module(mat_state)
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mat_utils = lnx.reload_module(mat_utils)
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lnx.material.shader = lnx.reload_module(lnx.material.shader)
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from lnx.material.shader import Shader, ShaderContext, ShaderData
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lnx.utils = lnx.reload_module(lnx.utils)
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else:
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lnx.enable_reload(__name__)
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def make(context_id):
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rpdat = lnx.utils.get_rp()
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if rpdat.rp_voxels == 'Voxel GI':
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con = make_gi(context_id)
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else:
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con = make_ao(context_id)
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assets.vs_equal(con, assets.shader_cons['voxel_vert'])
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assets.fs_equal(con, assets.shader_cons['voxel_frag'])
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assets.gs_equal(con, assets.shader_cons['voxel_geom'])
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return con
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def make_gi(context_id):
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con_voxel = mat_state.data.add_context({ 'name': context_id, 'depth_write': False, 'compare_mode': 'always', 'cull_mode': 'none', 'color_write_red': False, 'color_write_green': False, 'color_write_blue': False, 'color_write_alpha': False, 'conservative_raster': True })
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wrd = bpy.data.worlds['Lnx']
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vert = con_voxel.make_vert()
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frag = con_voxel.make_frag()
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geom = con_voxel.make_geom()
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tesc = None
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tese = None
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geom.ins = vert.outs
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frag.ins = geom.outs
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vert.add_include('compiled.inc')
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geom.add_include('compiled.inc')
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frag.add_include('compiled.inc')
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frag.add_include('std/math.glsl')
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frag.add_include('std/imageatomic.glsl')
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frag.add_include('std/gbuffer.glsl')
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frag.add_include('std/brdf.glsl')
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frag.add_include('std/aabb.glsl')
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rpdat = lnx.utils.get_rp()
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frag.add_uniform('layout(r32ui) uimage3D voxels')
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frag.write('vec3 n;')
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frag.write('vec3 wposition;')
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frag.write('vec3 basecol;')
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frag.write('float roughness;') #
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frag.write('float metallic;') #
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frag.write('float occlusion;') #
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frag.write('float specular;') #
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frag.write('vec3 emissionCol = vec3(0.0);')
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blend = mat_state.material.lnx_blending
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parse_opacity = blend or mat_utils.is_transluc(mat_state.material)
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if parse_opacity:
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frag.write('float opacity;')
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frag.write('float ior;')
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else:
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frag.write('float opacity = 1.0;')
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cycles.parse(mat_state.nodes, con_voxel, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity, parse_displacement=False, basecol_only=True)
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# Voxelized particles
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particle = mat_state.material.lnx_particle_flag
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if particle and rpdat.lnx_particles == 'On':
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# make_particle.write(vert, particle_info=cycles.particle_info)
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frag.write_pre = True
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frag.write('const float p_index = 0;')
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frag.write('const float p_age = 0;')
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frag.write('const float p_lifetime = 0;')
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frag.write('const vec3 p_location = vec3(0);')
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frag.write('const float p_size = 0;')
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frag.write('const vec3 p_velocity = vec3(0);')
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frag.write('const vec3 p_angular_velocity = vec3(0);')
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frag.write_pre = False
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export_mpos = frag.contains('mposition') and not frag.contains('vec3 mposition')
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if export_mpos:
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vert.add_out('vec3 mpositionGeom')
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vert.write_pre = True
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vert.write('mpositionGeom = pos.xyz;')
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vert.write_pre = False
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export_bpos = frag.contains('bposition') and not frag.contains('vec3 bposition')
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if export_bpos:
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vert.add_out('vec3 bpositionGeom')
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vert.add_uniform('vec3 dim', link='_dim')
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vert.add_uniform('vec3 hdim', link='_halfDim')
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vert.write_pre = True
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vert.write('bpositionGeom = (pos.xyz + hdim) / dim;')
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vert.write_pre = False
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vert.add_uniform('mat4 W', '_worldMatrix')
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vert.add_uniform('mat3 N', '_normalMatrix')
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vert.add_out('vec3 voxpositionGeom')
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vert.add_out('vec3 voxnormalGeom')
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if con_voxel.is_elem('col'):
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vert.add_out('vec3 vcolorGeom')
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vert.write('vcolorGeom = col.rgb;')
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if con_voxel.is_elem('tex'):
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vert.add_out('vec2 texCoordGeom')
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vert.write('texCoordGeom = tex;')
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vert.write('voxpositionGeom = vec3(W * vec4(pos.xyz, 1.0));')
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vert.write('voxnormalGeom = normalize(N * vec3(nor.xy, pos.w));')
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geom.add_out('vec4 voxposition[3]')
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geom.add_out('vec3 P')
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geom.add_out('vec3 voxnormal')
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geom.add_out('vec4 lightPosition')
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geom.add_out('vec4 wvpposition')
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geom.add_out('vec3 eyeDir')
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geom.add_out('vec3 aabb_min')
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geom.add_out('vec3 aabb_max')
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if con_voxel.is_elem('col'):
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geom.add_out('vec3 vcolor')
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if con_voxel.is_elem('tex'):
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geom.add_out('vec2 texCoord')
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if export_mpos:
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geom.add_out('vec3 mposition')
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if export_bpos:
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geom.add_out('vec3 bposition')
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geom.add_uniform('float clipmaps[voxelgiClipmapCount * 10]', '_clipmaps')
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geom.add_uniform('int clipmapLevel', '_clipmapLevel')
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geom.write('vec3 facenormal = abs(voxnormalGeom[0] + voxnormalGeom[1] + voxnormalGeom[2]);')
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geom.write('uint maxi = facenormal[1] > facenormal[0] ? 1 : 0;')
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geom.write('maxi = facenormal[2] > facenormal[maxi] ? 2 : maxi;')
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geom.write('aabb_min = min(voxpositionGeom[0].xyz, min(voxpositionGeom[1].xyz, voxpositionGeom[2].xyz));')
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geom.write('aabb_max = max(voxpositionGeom[0].xyz, max(voxpositionGeom[1].xyz, voxpositionGeom[2].xyz));')
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geom.write('for (uint i = 0; i < 3; ++i) {')
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geom.write(' voxposition[i].xyz = (voxpositionGeom[i] - vec3(clipmaps[int(clipmapLevel * 10 + 4)], clipmaps[int(clipmapLevel * 10 + 5)], clipmaps[int(clipmapLevel * 10 + 6)])) / (float(clipmaps[int(clipmapLevel * 10)]));')
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geom.write(' if (maxi == 0)')
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geom.write(' {')
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geom.write(' voxposition[i].xyz = voxposition[i].zyx;')
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geom.write(' }')
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geom.write(' else if (maxi == 1)')
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geom.write(' {')
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geom.write(' voxposition[i].xyz = voxposition[i].xzy;')
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geom.write(' }')
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geom.write('}')
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geom.write('vec2 side0N = normalize(voxposition[1].xy - voxposition[0].xy);')
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geom.write('vec2 side1N = normalize(voxposition[2].xy - voxposition[1].xy);')
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geom.write('vec2 side2N = normalize(voxposition[0].xy - voxposition[2].xy);')
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geom.write('voxposition[0].xy += normalize(side2N - side0N);')
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geom.write('voxposition[1].xy += normalize(side0N - side1N);')
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geom.write('voxposition[2].xy += normalize(side1N - side2N);')
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geom.write('for (uint i = 0; i < 3; ++i) {')
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geom.write(' voxposition[i].xy /= voxelgiResolution.xy;')
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geom.write(' voxposition[i].zw = vec2(1.0);')
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geom.write(' P = voxpositionGeom[i];')
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geom.write(' voxnormal = voxnormalGeom[i];')
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if con_voxel.is_elem('col'):
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geom.write('vcolor = vcolorGeom[i];')
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if con_voxel.is_elem('tex'):
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geom.write('texCoord = texCoordGeom[i];')
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if export_mpos:
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geom.write('mposition = mpositionGeom[i];')
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if export_bpos:
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geom.write('bposition = bpositionGeom[i];')
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geom.write(' eyeDir = eyeDirGeom[i];')
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if '_Sun' in wrd.world_defs and not '_CSM' in wrd.world_defs and '_ShadowMap' in wrd.world_defs:
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geom.write(' lightPosition = lightPositionGeom[i];')
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if '_Clusters' in wrd.world_defs and '_ShadowMap' in wrd.world_defs:
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geom.write(' wvpposition = wvppositionGeom[i];')
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geom.write(' gl_Position = voxposition[i];')
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geom.write(' EmitVertex();')
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geom.write('}')
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geom.write('EndPrimitive();')
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frag.add_uniform('float clipmaps[voxelgiClipmapCount * 10]', '_clipmaps')
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frag.add_uniform('int clipmapLevel', '_clipmapLevel')
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frag.write('vec3 uvw = (P - vec3(clipmaps[int(clipmapLevel * 10 + 4)], clipmaps[int(clipmapLevel * 10 + 5)], clipmaps[int(clipmapLevel * 10 + 6)])) / (float(clipmaps[int(clipmapLevel * 10)]) * voxelgiResolution);')
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frag.write('uvw = (uvw * 0.5 + 0.5);')
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frag.write('if(any(notEqual(uvw, clamp(uvw, 0.0, 1.0)))) return;')
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frag.write('vec3 writecoords = floor(uvw * voxelgiResolution);')
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frag.write_attrib('vec3 N = normalize(voxnormal);')
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frag.write('vec3 aniso_direction = N;')
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frag.write('uvec3 face_offsets = uvec3(')
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frag.write(' aniso_direction.x > 0 ? 0 : 1,')
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frag.write(' aniso_direction.y > 0 ? 2 : 3,')
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frag.write(' aniso_direction.z > 0 ? 4 : 5')
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frag.write(' ) * voxelgiResolution;')
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frag.write('vec3 direction_weights = abs(N);')
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frag.write('vec3 clipmap_pixel = uvw * voxelgiResolution;')
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frag.write('vec3 clipmap_uvw_center = (clipmap_pixel + 0.5) / voxelgiResolution;')
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frag.write('vec3 voxel_center = clipmap_uvw_center * 2.0 - 1.0;')
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frag.write('float voxel_size = float(clipmaps[int(clipmapLevel * 10)]);')
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frag.write('voxel_center *= voxel_size;')
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frag.write('voxel_center *= voxelgiResolution.x;')
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frag.write('voxel_center += vec3(')
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frag.write(' clipmaps[clipmapLevel * 10 + 4],')
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frag.write(' clipmaps[clipmapLevel * 10 + 5],')
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frag.write(' clipmaps[clipmapLevel * 10 + 6]);')
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frag.write('vec3 voxel_aabb[2];')
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frag.write('voxel_aabb[0] = voxel_center;')
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frag.write('voxel_aabb[1] = vec3(voxel_size);')
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frag.write('vec3 triangle_aabb[2];')
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frag.write('AABBfromMinMax(triangle_aabb, aabb_min, aabb_max);')
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frag.write('if (!IntersectAABB(voxel_aabb, triangle_aabb))')
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frag.write(' return;')
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frag.write('vec3 albedo = surfaceAlbedo(basecol, metallic);')
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frag.write('vec3 f0 = surfaceF0(basecol, metallic);')
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vert.add_uniform('vec3 eye', '_cameraPosition')
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vert.add_out('vec3 eyeDirGeom')
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vert.write('eyeDirGeom = eye - voxpositionGeom;')
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frag.write_attrib('vec3 vVec = normalize(eyeDir);')
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frag.write_attrib('float dotNV = max(dot(N, vVec), 0.0);')
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if '_Brdf' in wrd.world_defs:
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frag.add_uniform('sampler2D senvmapBrdf', link='$brdf.png')
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frag.write('vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;')
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if '_Irr' in wrd.world_defs:
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frag.add_include('std/shirr.glsl')
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frag.add_uniform('vec4 shirr[7]', link='_envmapIrradiance')
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frag.write('vec3 envl = shIrradiance(N, shirr);')
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if '_EnvTex' in wrd.world_defs:
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frag.write('envl /= PI;')
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else:
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frag.write('vec3 envl = vec3(0.0);')
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if '_Rad' in wrd.world_defs:
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frag.add_uniform('sampler2D senvmapRadiance', link='_envmapRadiance')
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frag.add_uniform('int envmapNumMipmaps', link='_envmapNumMipmaps')
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frag.write('vec3 reflectionWorld = reflect(-vVec, N);')
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frag.write('float lod = getMipFromRoughness(roughness, envmapNumMipmaps);')
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frag.write('vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;')
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if '_EnvLDR' in wrd.world_defs:
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frag.write('envl = pow(envl, vec3(2.2));')
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if '_Rad' in wrd.world_defs:
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frag.write('prefilteredColor = pow(prefilteredColor, vec3(2.2));')
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frag.write('envl *= albedo;')
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if '_Brdf' in wrd.world_defs:
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frag.write('envl.rgb *= 1.0 - (f0 * envBRDF.x + envBRDF.y);')
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if '_Rad' in wrd.world_defs:
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frag.write('envl += prefilteredColor * (f0 * envBRDF.x + envBRDF.y);')
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elif '_EnvCol' in wrd.world_defs:
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frag.add_uniform('vec3 backgroundCol', link='_backgroundCol')
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frag.write('envl += backgroundCol * (f0 * envBRDF.x + envBRDF.y);')
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frag.add_uniform('float envmapStrength', link='_envmapStrength')
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frag.write('envl *= envmapStrength * occlusion;')
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frag.add_include('std/light.glsl')
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is_shadows = '_ShadowMap' in wrd.world_defs
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is_shadows_atlas = '_ShadowMapAtlas' in wrd.world_defs
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is_single_atlas = is_shadows_atlas and '_SingleAtlas' in wrd.world_defs
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shadowmap_sun = 'shadowMap'
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shadowmap_sun_tr = 'shadowMapTransparent'
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if is_shadows_atlas:
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shadowmap_sun = 'shadowMapAtlasSun' if not is_single_atlas else 'shadowMapAtlas'
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shadowmap_sun_tr = 'shadowMapAtlasSunTransparent' if not is_single_atlas else 'shadowMapAtlasTransparent'
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frag.add_uniform('vec2 smSizeUniform', '_shadowMapSize', included=True)
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frag.write('vec3 direct = vec3(0.0);')
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if '_Sun' in wrd.world_defs:
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frag.add_uniform('vec3 sunCol', '_sunColor')
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frag.add_uniform('vec3 sunDir', '_sunDirection')
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frag.write('vec3 svisibility = vec3(1.0);')
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frag.write('vec3 sh = normalize(vVec + sunDir);')
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frag.write('float sdotNL = dot(N, sunDir);')
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frag.write('float sdotNH = dot(N, sh);')
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frag.write('float sdotVH = dot(vVec, sh);')
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if is_shadows:
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frag.add_uniform('bool receiveShadow')
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frag.add_uniform(f'sampler2DShadow {shadowmap_sun}', top=True)
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frag.add_uniform(f'sampler2D {shadowmap_sun_tr}', top=True)
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frag.add_uniform('float shadowsBias', '_sunShadowsBias')
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frag.write('if (receiveShadow) {')
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if '_CSM' in wrd.world_defs:
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frag.add_include('std/shadows.glsl')
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frag.add_uniform('vec4 casData[shadowmapCascades * 4 + 4]', '_cascadeData', included=True)
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frag.add_uniform('vec3 eye', '_cameraPosition')
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if parse_opacity:
|
||||
frag.write(f'svisibility = shadowTestCascade({shadowmap_sun},')
|
||||
frag.write(f'{shadowmap_sun_tr},')
|
||||
frag.write('eye, P + N * shadowsBias * 10, shadowsBias, true);')
|
||||
else:
|
||||
frag.write(f'svisibility = shadowTestCascade({shadowmap_sun},')
|
||||
frag.write(f'{shadowmap_sun_tr},')
|
||||
frag.write('eye, P + N * shadowsBias * 10, shadowsBias, false);')
|
||||
else:
|
||||
vert.add_out('vec4 lightPositionGeom')
|
||||
vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrixSun')
|
||||
vert.write('lightPositionGeom = LWVP * vec4(pos.xyz, 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},')
|
||||
frag.write(f'{shadowmap_sun_tr},')
|
||||
frag.write('lPos.xy, lPos.z - shadowsBias, smSize, true);')
|
||||
else:
|
||||
frag.write(f'svisibility = PCF({shadowmap_sun},')
|
||||
frag.write(f'{shadowmap_sun_tr},')
|
||||
frag.write('lPos.xy, lPos.z - shadowsBias, smSize, false);')
|
||||
frag.write('}')
|
||||
frag.write('direct += (lambertDiffuseBRDF(albedo, sdotNL) + specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * specular) * sunCol * svisibility;')
|
||||
|
||||
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 += sampleLightVoxels(')
|
||||
frag.write(' P, 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')
|
||||
frag.write(');')
|
||||
|
||||
if '_Clusters' 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)
|
||||
|
||||
vert.add_out('vec4 wvppositionGeom')
|
||||
vert.add_uniform('mat4 VP', '_viewProjectionMatrix')
|
||||
vert.write('wvppositionGeom = VP * vec4(voxpositionGeom, 1.0);')
|
||||
# wvpposition.z / wvpposition.w
|
||||
frag.write('float viewz = linearize((wvpposition.z / wvpposition.w) * 0.5 + 0.5, 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 += sampleLightVoxels(')
|
||||
frag.write(' P,')
|
||||
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
|
||||
frag.write(' );')
|
||||
frag.write('}')
|
||||
|
||||
frag.write('if (direction_weights.x > 0.0) {')
|
||||
frag.write(' vec4 basecol_direction = vec4(basecol, opacity) * direction_weights.x;')
|
||||
frag.write(' vec3 emission_direction = emissionCol * direction_weights.x;')
|
||||
frag.write(' vec2 encoded_normal = encode_oct(N) * 0.5 + 0.5;')
|
||||
frag.write(' vec2 normal_direction = encoded_normal * direction_weights.x;')
|
||||
frag.write(' vec3 envl_direction = envl * direction_weights.x;')
|
||||
frag.write(' vec3 light_direction = direct * direction_weights.x;')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, 0)), uint(basecol_direction.r * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, voxelgiResolution.x)), uint(basecol_direction.g * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, voxelgiResolution.x * 2)), uint(basecol_direction.b * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, voxelgiResolution.x * 3)), uint(basecol_direction.a * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, voxelgiResolution.x * 4)), uint(emission_direction.r * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, voxelgiResolution.x * 5)), uint(emission_direction.g * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, voxelgiResolution.x * 6)), uint(emission_direction.b * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, voxelgiResolution.x * 7)), uint(normal_direction.r * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, voxelgiResolution.x * 8)), uint(normal_direction.g * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, voxelgiResolution.x * 9)), uint(envl_direction.r * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, voxelgiResolution.x * 10)), uint(envl_direction.g * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, voxelgiResolution.x * 11)), uint(envl_direction.b * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, voxelgiResolution.x * 12)), uint(light_direction.r * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, voxelgiResolution.x * 13)), uint(light_direction.g * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, voxelgiResolution.x * 14)), uint(light_direction.b * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, voxelgiResolution.x * 15)), uint(1));')
|
||||
frag.write('}')
|
||||
|
||||
frag.write('if (direction_weights.y > 0.0) {')
|
||||
frag.write(' vec4 basecol_direction = vec4(basecol, opacity) * direction_weights.y;')
|
||||
frag.write(' vec3 emission_direction = emissionCol * direction_weights.y;')
|
||||
frag.write(' vec2 encoded_normal = encode_oct(N) * 0.5 + 0.5;')
|
||||
frag.write(' vec2 normal_direction = encoded_normal * direction_weights.y;')
|
||||
frag.write(' vec3 envl_direction = envl * direction_weights.y;')
|
||||
frag.write(' vec3 light_direction = direct * direction_weights.y;')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, 0)), uint(basecol_direction.r * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, voxelgiResolution.x)), uint(basecol_direction.g * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, voxelgiResolution.x * 2)), uint(basecol_direction.b * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, voxelgiResolution.x * 3)), uint(basecol_direction.a * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, voxelgiResolution.x * 4)), uint(emission_direction.r * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, voxelgiResolution.x * 5)), uint(emission_direction.g * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, voxelgiResolution.x * 6)), uint(emission_direction.b * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, voxelgiResolution.x * 7)), uint(normal_direction.r * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, voxelgiResolution.x * 8)), uint(normal_direction.g * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, voxelgiResolution.x * 9)), uint(envl_direction.r * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, voxelgiResolution.x * 10)), uint(envl_direction.g * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, voxelgiResolution.x * 11)), uint(envl_direction.b * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, voxelgiResolution.x * 12)), uint(light_direction.r * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, voxelgiResolution.x * 13)), uint(light_direction.g * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, voxelgiResolution.x * 14)), uint(light_direction.b * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, voxelgiResolution.x * 15)), uint(1));')
|
||||
frag.write('}')
|
||||
|
||||
frag.write('if (direction_weights.z > 0.0) {')
|
||||
frag.write(' vec4 basecol_direction = vec4(basecol, opacity) * direction_weights.z;')
|
||||
frag.write(' vec3 emission_direction = emissionCol * direction_weights.z;')
|
||||
frag.write(' vec2 encoded_normal = encode_oct(N) * 0.5 + 0.5;')
|
||||
frag.write(' vec2 normal_direction = encoded_normal * direction_weights.z;')
|
||||
frag.write(' vec3 envl_direction = envl * direction_weights.z;')
|
||||
frag.write(' vec3 light_direction = direct * direction_weights.z;')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, 0)), uint(basecol_direction.r * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, voxelgiResolution.x)), uint(basecol_direction.g * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, voxelgiResolution.x * 2)), uint(basecol_direction.b * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, voxelgiResolution.x * 3)), uint(basecol_direction.a * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, voxelgiResolution.x * 4)), uint(emission_direction.r * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, voxelgiResolution.x * 5)), uint(emission_direction.g * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, voxelgiResolution.x * 6)), uint(emission_direction.b * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, voxelgiResolution.x * 7)), uint(normal_direction.r * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, voxelgiResolution.x * 8)), uint(normal_direction.g * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, voxelgiResolution.x * 9)), uint(envl_direction.r * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, voxelgiResolution.x * 10)), uint(envl_direction.g * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, voxelgiResolution.x * 11)), uint(envl_direction.b * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, voxelgiResolution.x * 12)), uint(light_direction.r * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, voxelgiResolution.x * 13)), uint(light_direction.g * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, voxelgiResolution.x * 14)), uint(light_direction.b * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, voxelgiResolution.x * 15)), uint(1));')
|
||||
frag.write('}')
|
||||
|
||||
return con_voxel
|
||||
rpass_hook = None
|
||||
|
||||
|
||||
def make_ao(context_id):
|
||||
con_voxel = mat_state.data.add_context({ 'name': context_id, 'depth_write': False, 'compare_mode': 'always', 'cull_mode': 'none', 'color_writes_red': [False], 'color_writes_green': [False], 'color_writes_blue': [False], 'color_writes_alpha': [False], 'conservative_raster': False })
|
||||
def build(material: Material, mat_users: Dict[Material, List[Object]], mat_lnxusers) -> Tuple:
|
||||
mat_state.mat_users = mat_users
|
||||
mat_state.mat_lnxusers = mat_lnxusers
|
||||
mat_state.material = material
|
||||
mat_state.nodes = material.node_tree.nodes
|
||||
mat_state.data = ShaderData(material)
|
||||
mat_state.output_node = cycles.node_by_type(mat_state.nodes, 'OUTPUT_MATERIAL')
|
||||
if mat_state.output_node is None:
|
||||
# Place empty material output to keep compiler happy..
|
||||
mat_state.output_node = mat_state.nodes.new('ShaderNodeOutputMaterial')
|
||||
|
||||
wrd = bpy.data.worlds['Lnx']
|
||||
rpdat = lnx.utils.get_rp()
|
||||
rpasses = mat_utils.get_rpasses(material)
|
||||
matname = lnx.utils.safesrc(lnx.utils.asset_name(material))
|
||||
rel_path = lnx.utils.build_dir() + '/compiled/Shaders/'
|
||||
full_path = lnx.utils.get_fp() + '/' + rel_path
|
||||
if not os.path.exists(full_path):
|
||||
os.makedirs(full_path)
|
||||
|
||||
vert = con_voxel.make_vert()
|
||||
frag = con_voxel.make_frag()
|
||||
geom = con_voxel.make_geom()
|
||||
tesc = None
|
||||
tese = None
|
||||
make_instancing_and_skinning(material, mat_users)
|
||||
|
||||
geom.ins = vert.outs
|
||||
frag.ins = geom.outs
|
||||
bind_constants = dict()
|
||||
bind_textures = dict()
|
||||
|
||||
frag.add_include('compiled.inc')
|
||||
geom.add_include('compiled.inc')
|
||||
frag.add_include('std/math.glsl')
|
||||
frag.add_include('std/imageatomic.glsl')
|
||||
frag.add_include('std/aabb.glsl')
|
||||
frag.write_header('#extension GL_ARB_shader_image_load_store : enable')
|
||||
for rp in rpasses:
|
||||
car = []
|
||||
bind_constants[rp] = car
|
||||
mat_state.bind_constants = car
|
||||
tar = []
|
||||
bind_textures[rp] = tar
|
||||
mat_state.bind_textures = tar
|
||||
|
||||
vert.add_include('compiled.inc')
|
||||
vert.add_uniform('mat4 W', '_worldMatrix')
|
||||
vert.add_uniform('mat3 N', '_normalMatrix')
|
||||
con = None
|
||||
|
||||
geom.add_uniform('float clipmaps[voxelgiClipmapCount * 10]', '_clipmaps')
|
||||
geom.add_uniform('int clipmapLevel', '_clipmapLevel')
|
||||
if rpdat.rp_driver != 'Leenkx' and lnx.api.drivers[rpdat.rp_driver]['make_rpass'] is not None:
|
||||
con = lnx.api.drivers[rpdat.rp_driver]['make_rpass'](rp)
|
||||
|
||||
frag.add_uniform('float clipmaps[voxelgiClipmapCount * 10]', '_clipmaps')
|
||||
frag.add_uniform('int clipmapLevel', '_clipmapLevel')
|
||||
if con is not None:
|
||||
pass
|
||||
|
||||
"""
|
||||
if lnx.utils.get_gapi() == 'direct3d11':
|
||||
for e in con_voxel.data['vertex_elements']:
|
||||
if e['name'] == 'nor':
|
||||
con_voxel.data['vertex_elements'].remove(e)
|
||||
break
|
||||
elif rp == 'mesh':
|
||||
con = make_mesh.make(rp, rpasses)
|
||||
|
||||
vert.write('uniform float4x4 W;')
|
||||
vert.write('uniform float3x3 N;')
|
||||
vert.write('struct SPIRV_Cross_Input {')
|
||||
vert.write(' float4 pos : TEXCOORD0;')
|
||||
vert.write(' float3 nor : NORMAL;')
|
||||
vert.write('};')
|
||||
vert.write('struct SPIRV_Cross_Output {')
|
||||
vert.write(' float4 svpos : SV_POSITION;')
|
||||
vert.write(' float3 svnor : NORMAL;')
|
||||
vert.write('};')
|
||||
vert.write('SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) {')
|
||||
vert.write(' SPIRV_Cross_Output stage_output;')
|
||||
vert.write(' stage_output.svpos.xyz = mul(float4(stage_input.pos.xyz, 1.0), W).xyz;')
|
||||
vert.write(' stage_output.svpos.w = 1.0;')
|
||||
vert.write(' stage_output.svnor.xyz = normalize(mul(float3(nor.xy, pos.w), N).xyz);')
|
||||
vert.write(' return stage_output;')
|
||||
vert.write('}')
|
||||
elif rp == 'shadowmap':
|
||||
con = make_depth.make(rp, rpasses, shadowmap=True)
|
||||
|
||||
geom.write('uniform float clipmaps[voxelgiClipmapCount * 10];')
|
||||
geom.write('uniform int clipmapLevel;')
|
||||
geom.write('struct SPIRV_Cross_Input {')
|
||||
geom.write(' float4 svpos : SV_POSITION;')
|
||||
geom.write(' float3 svnor : NORMAL;')
|
||||
geom.write('};')
|
||||
geom.write('struct SPIRV_Cross_Output {')
|
||||
geom.write(' float3 wpos : TEXCOORD0;')
|
||||
geom.write(' float3 wnor : NORMAL;')
|
||||
geom.write('};')
|
||||
geom.write('[maxvertexcount(3)]')
|
||||
geom.write('void main(triangle SPIRV_Cross_Input stage_input[3], inout TriangleStream<SPIRV_Cross_Output> output) {')
|
||||
geom.write(' float3 p1 = stage_input[1].svpos.xyz - stage_input[0].svpos.xyz;')
|
||||
geom.write(' float3 p2 = stage_input[2].svpos.xyz - stage_input[0].svpos.xyz;')
|
||||
geom.write(' float3 p = abs(cross(p1, p2));')
|
||||
geom.write(' for (int i = 0; i < 3; ++i) {')
|
||||
geom.write(' SPIRV_Cross_Output stage_output;')
|
||||
geom.write(' stage_output.wpos = (stage_input[i].svpos.xyz + float3(clipmaps[int(clipmapLevel * 10 + 4)], clipmaps[int(clipmapLevel * 10 + 5)], clipmaps[int(clipmapLevel * 10 + 6)])) / (float(clipmaps[clipmapLevel * 10]) * voxelgiResolution);')
|
||||
geom.write(' stage_output.wnor = stage_input[i].svnor.xyz;')
|
||||
geom.write(' if (p.z > p.x && p.z > p.y) {')
|
||||
geom.write(' stage_output.svpos = float4(stage_input[i].svpos.x, stage_input[i].svpos.y, 0.0, 1.0);')
|
||||
geom.write(' }')
|
||||
geom.write(' else if (p.x > p.y && p.x > p.z) {')
|
||||
geom.write(' stage_output.svpos = float4(stage_input[i].svpos.y, stage_input[i].svpos.z, 0.0, 1.0);')
|
||||
geom.write(' }')
|
||||
geom.write(' else {')
|
||||
geom.write(' stage_output.svpos = float4(stage_input[i].svpos.x, stage_input[i].svpos.z, 0.0, 1.0);')
|
||||
geom.write(' }')
|
||||
geom.write(' output.Append(stage_output);')
|
||||
geom.write(' }')
|
||||
geom.write('}')
|
||||
elif rp == 'shadowmap_transparent':
|
||||
con = make_depth.make(rp, rpasses, shadowmap=True, shadowmap_transparent=True)
|
||||
|
||||
frag.add_uniform('layout(r8) writeonly image3D voxels')
|
||||
frag.write('RWTexture3D<float> voxels;')
|
||||
frag.write('uniform float clipmaps[voxelgiClipmapCount * 10];')
|
||||
frag.write('uniform int clipmapLevel;')
|
||||
elif rp == 'translucent':
|
||||
con = make_transluc.make(rp)
|
||||
|
||||
frag.write('struct SPIRV_Cross_Input {')
|
||||
frag.write(' float3 wpos : TEXCOORD0;')
|
||||
frag.write(' float3 wnor : NORMAL;')
|
||||
frag.write('};')
|
||||
frag.write('struct SPIRV_Cross_Output { float4 FragColor : SV_TARGET0; };')
|
||||
frag.write('void main(SPIRV_Cross_Input stage_input) {')
|
||||
frag.write(' float3 uvw = (stage_input.wpos.xyz - float3(clipmaps[int(clipmapLevel * 10 + 4)], clipmaps[int(clipmapLevel * 10 + 5)], clipmaps[int(clipmapLevel * 10 + 6)])) / (float(clipmaps[int(clipmapLevel * 10)]) * voxelgiResolution);')
|
||||
frag.write(' uvw = uvw * 0.5 + 0.5;')
|
||||
frag.write(' if(any(!saturate(uvw))) return;')
|
||||
frag.write(' uvw = floor(uvw * voxelgiResolution);')
|
||||
frag.write(' uint3 face_offsets = uint3(')
|
||||
frag.write(' stage_input.wnor.x > 0 ? 0 : 1,')
|
||||
frag.write(' stage_input.wnor.y > 0 ? 2 : 3,')
|
||||
frag.write(' stage_input.wnor.z > 0 ? 4 : 5')
|
||||
frag.write(' ) * voxelgiResolution;')
|
||||
frag.write(' float3 direction_weights = abs(stage_input.wnor);')
|
||||
elif rp == 'refraction':
|
||||
con = make_refract.make(rp)
|
||||
|
||||
frag.write(' if (direction_weights.x > 0.0) {')
|
||||
frag.write(' float opac_direction = direction_weights.x;')
|
||||
frag.write(' voxels[uvw + int3(face_offsets.x, 0, 0))] = float4(opac_direction);')
|
||||
frag.write(' }')
|
||||
elif rp == 'overlay':
|
||||
con = make_overlay.make(rp)
|
||||
|
||||
frag.write(' if (direction_weights.y > 0.0) {')
|
||||
frag.write(' float opac_direction = direction_weights.y;')
|
||||
frag.write(' voxels[uvw + int3(face_offsets.y, 0, 0))] = float4(opac_direction);')
|
||||
frag.write(' }')
|
||||
elif rp == 'decal':
|
||||
con = make_decal.make(rp)
|
||||
|
||||
frag.write(' if (direction_weights.z > 0.0) {')
|
||||
frag.write(' float opac_direction = direction_weights.z;')
|
||||
frag.write(' voxels[uvw + int3(face_offsets.z, 0, 0))] = float4(opac_direction);')
|
||||
frag.write(' }')
|
||||
frag.write('}')
|
||||
elif rp == 'depth':
|
||||
con = make_depth.make(rp, rpasses)
|
||||
|
||||
elif rp == 'voxel':
|
||||
con = make_voxel.make(rp)
|
||||
|
||||
elif rpass_hook is not None:
|
||||
con = rpass_hook(rp)
|
||||
|
||||
write_shaders(rel_path, con, rp, matname)
|
||||
|
||||
shader_data_name = matname + '_data'
|
||||
|
||||
if wrd.lnx_single_data_file:
|
||||
if 'shader_datas' not in lnx.exporter.current_output:
|
||||
lnx.exporter.current_output['shader_datas'] = []
|
||||
lnx.exporter.current_output['shader_datas'].append(mat_state.data.get()['shader_datas'][0])
|
||||
else:
|
||||
"""
|
||||
frag.add_uniform('layout(r32ui) uimage3D voxels')
|
||||
lnx.utils.write_lnx(full_path + '/' + matname + '_data.lnx', mat_state.data.get())
|
||||
shader_data_path = lnx.utils.get_fp_build() + '/compiled/Shaders/' + shader_data_name + '.lnx'
|
||||
assets.add_shader_data(shader_data_path)
|
||||
|
||||
vert.add_out('vec3 voxpositionGeom')
|
||||
vert.add_out('vec3 voxnormalGeom')
|
||||
return rpasses, mat_state.data, shader_data_name, bind_constants, bind_textures
|
||||
|
||||
vert.write('voxpositionGeom = vec3(W * vec4(pos.xyz, 1.0));')
|
||||
vert.write('voxnormalGeom = normalize(N * vec3(nor.xy, pos.w));')
|
||||
|
||||
geom.add_out('vec4 voxposition[3]')
|
||||
geom.add_out('vec3 P')
|
||||
geom.add_out('vec3 voxnormal')
|
||||
geom.add_out('vec3 aabb_min')
|
||||
geom.add_out('vec3 aabb_max')
|
||||
def write_shaders(rel_path: str, con: ShaderContext, rpass: str, matname: str) -> None:
|
||||
keep_cache = mat_state.material.lnx_cached
|
||||
write_shader(rel_path, con.vert, 'vert', rpass, matname, keep_cache=keep_cache)
|
||||
write_shader(rel_path, con.frag, 'frag', rpass, matname, keep_cache=keep_cache)
|
||||
write_shader(rel_path, con.geom, 'geom', rpass, matname, keep_cache=keep_cache)
|
||||
write_shader(rel_path, con.tesc, 'tesc', rpass, matname, keep_cache=keep_cache)
|
||||
write_shader(rel_path, con.tese, 'tese', rpass, matname, keep_cache=keep_cache)
|
||||
|
||||
geom.add_uniform('float clipmaps[voxelgiClipmapCount * 10]', '_clipmaps')
|
||||
geom.add_uniform('int clipmapLevel', '_clipmapLevel')
|
||||
|
||||
geom.write('aabb_min = min(voxpositionGeom[0].xyz, min(voxpositionGeom[1].xyz, voxpositionGeom[2].xyz));')
|
||||
geom.write('aabb_max = max(voxpositionGeom[0].xyz, max(voxpositionGeom[1].xyz, voxpositionGeom[2].xyz));')
|
||||
def write_shader(rel_path: str, shader: Shader, ext: str, rpass: str, matname: str, keep_cache=True) -> None:
|
||||
if shader is None or shader.is_linked:
|
||||
return
|
||||
|
||||
geom.write('vec3 facenormal = abs(voxnormalGeom[0] + voxnormalGeom[1] + voxnormalGeom[2]);')
|
||||
geom.write('uint maxi = facenormal[1] > facenormal[0] ? 1 : 0;')
|
||||
geom.write('maxi = facenormal[2] > facenormal[maxi] ? 2 : maxi;')
|
||||
# TODO: blend context
|
||||
if rpass == 'mesh' and mat_state.material.lnx_blending:
|
||||
rpass = 'blend'
|
||||
|
||||
geom.write('for (uint i = 0; i < 3; ++i) {')
|
||||
geom.write(' voxposition[i].xyz = (voxpositionGeom[i] - vec3(clipmaps[int(clipmapLevel * 10 + 4)], clipmaps[int(clipmapLevel * 10 + 5)], clipmaps[int(clipmapLevel * 10 + 6)])) / (float(clipmaps[int(clipmapLevel * 10)]));')
|
||||
geom.write(' if (maxi == 0)')
|
||||
geom.write(' {')
|
||||
geom.write(' voxposition[i].xyz = voxposition[i].zyx;')
|
||||
geom.write(' }')
|
||||
geom.write(' else if (maxi == 1)')
|
||||
geom.write(' {')
|
||||
geom.write(' voxposition[i].xyz = voxposition[i].xzy;')
|
||||
geom.write(' }')
|
||||
geom.write('}')
|
||||
file_ext = '.glsl'
|
||||
if shader.noprocessing:
|
||||
# Use hlsl directly
|
||||
hlsl_dir = lnx.utils.build_dir() + '/compiled/Hlsl/'
|
||||
if not os.path.exists(hlsl_dir):
|
||||
os.makedirs(hlsl_dir)
|
||||
file_ext = '.hlsl'
|
||||
rel_path = rel_path.replace('/compiled/Shaders/', '/compiled/Hlsl/')
|
||||
|
||||
geom.write('vec2 side0N = normalize(voxposition[1].xy - voxposition[0].xy);')
|
||||
geom.write('vec2 side1N = normalize(voxposition[2].xy - voxposition[1].xy);')
|
||||
geom.write('vec2 side2N = normalize(voxposition[0].xy - voxposition[2].xy);')
|
||||
geom.write('voxposition[0].xy += normalize(side2N - side0N);')
|
||||
geom.write('voxposition[1].xy += normalize(side0N - side1N);')
|
||||
geom.write('voxposition[2].xy += normalize(side1N - side2N);')
|
||||
shader_file = matname + '_' + rpass + '.' + ext + file_ext
|
||||
shader_path = lnx.utils.get_fp() + '/' + rel_path + '/' + shader_file
|
||||
assets.add_shader(shader_path)
|
||||
if not os.path.isfile(shader_path) or not keep_cache:
|
||||
with open(shader_path, 'w') as f:
|
||||
f.write(shader.get())
|
||||
|
||||
geom.write('for (uint i = 0; i < 3; ++i) {')
|
||||
geom.write(' voxposition[i].xy /= voxelgiResolution.xy;')
|
||||
geom.write(' voxposition[i].zw = vec2(1.0);')
|
||||
geom.write(' P = voxpositionGeom[i];')
|
||||
geom.write(' voxnormal = voxnormalGeom[i];')
|
||||
geom.write(' gl_Position = voxposition[i];')
|
||||
geom.write(' EmitVertex();')
|
||||
geom.write('}')
|
||||
geom.write('EndPrimitive();')
|
||||
if shader.noprocessing:
|
||||
cwd = os.getcwd()
|
||||
os.chdir(lnx.utils.get_fp() + '/' + rel_path)
|
||||
hlslbin_path = lnx.utils.get_sdk_path() + '/lib/leenkx_tools/hlslbin/hlslbin.exe'
|
||||
prof = 'vs_5_0' if ext == 'vert' else 'ps_5_0' if ext == 'frag' else 'gs_5_0'
|
||||
# noprocessing flag - gets renamed to .d3d11
|
||||
args = [hlslbin_path.replace('/', '\\').replace('\\\\', '\\'), shader_file, shader_file[:-4] + 'glsl', prof]
|
||||
if ext == 'vert':
|
||||
args.append('-i')
|
||||
args.append('pos')
|
||||
proc = subprocess.call(args)
|
||||
os.chdir(cwd)
|
||||
|
||||
frag.add_uniform('float clipmaps[voxelgiClipmapCount * 10]', '_clipmaps')
|
||||
frag.add_uniform('int clipmapLevel', '_clipmapLevel')
|
||||
|
||||
frag.write('vec3 uvw = (P - vec3(clipmaps[int(clipmapLevel * 10 + 4)], clipmaps[int(clipmapLevel * 10 + 5)], clipmaps[int(clipmapLevel * 10 + 6)])) / (float(clipmaps[int(clipmapLevel * 10)]) * voxelgiResolution);')
|
||||
frag.write('uvw = (uvw * 0.5 + 0.5);')
|
||||
frag.write('if(any(notEqual(uvw, clamp(uvw, 0.0, 1.0)))) return;')
|
||||
frag.write('vec3 writecoords = floor(uvw * voxelgiResolution);')
|
||||
frag.write_attrib('vec3 N = normalize(voxnormal);')
|
||||
frag.write('vec3 aniso_direction = N;')
|
||||
frag.write('uvec3 face_offsets = uvec3(')
|
||||
frag.write(' aniso_direction.x > 0 ? 0 : 1,')
|
||||
frag.write(' aniso_direction.y > 0 ? 2 : 3,')
|
||||
frag.write(' aniso_direction.z > 0 ? 4 : 5')
|
||||
frag.write(' ) * voxelgiResolution;')
|
||||
frag.write('vec3 direction_weights = abs(N);')
|
||||
def make_instancing_and_skinning(mat: Material, mat_users: Dict[Material, List[Object]]) -> None:
|
||||
"""Build material with instancing or skinning if enabled.
|
||||
If the material is a custom material, only validation checks for instancing are performed."""
|
||||
global_elems = []
|
||||
if mat_users is not None and mat in mat_users:
|
||||
# Whether there are both an instanced object and a not instanced object with this material
|
||||
instancing_usage = [False, False]
|
||||
mat_state.uses_instancing = False
|
||||
|
||||
frag.write('vec3 clipmap_pixel = uvw * voxelgiResolution;')
|
||||
frag.write('vec3 clipmap_uvw_center = (clipmap_pixel + 0.5) / voxelgiResolution;')
|
||||
frag.write('vec3 voxel_center = clipmap_uvw_center * 2.0 - 1.0;')
|
||||
frag.write('float voxel_size = float(clipmaps[int(clipmapLevel * 10)]);')
|
||||
frag.write('voxel_center *= voxel_size;')
|
||||
frag.write('voxel_center *= voxelgiResolution.x;')
|
||||
frag.write('voxel_center += vec3(')
|
||||
frag.write(' clipmaps[clipmapLevel * 10 + 4],')
|
||||
frag.write(' clipmaps[clipmapLevel * 10 + 5],')
|
||||
frag.write(' clipmaps[clipmapLevel * 10 + 6]);')
|
||||
for bo in mat_users[mat]:
|
||||
if mat.lnx_custom_material == '':
|
||||
# Morph Targets
|
||||
if lnx.utils.export_morph_targets(bo):
|
||||
global_elems.append({'name': 'morph', 'data': 'short2norm'})
|
||||
# GPU Skinning
|
||||
if lnx.utils.export_bone_data(bo):
|
||||
global_elems.append({'name': 'bone', 'data': 'short4norm'})
|
||||
global_elems.append({'name': 'weight', 'data': 'short4norm'})
|
||||
|
||||
frag.write('vec3 voxel_aabb[2];')
|
||||
frag.write('voxel_aabb[0] = voxel_center;')
|
||||
frag.write('voxel_aabb[1] = vec3(voxel_size);')
|
||||
frag.write('vec3 triangle_aabb[2];')
|
||||
frag.write('AABBfromMinMax(triangle_aabb, aabb_min, aabb_max);')
|
||||
frag.write('if (!IntersectAABB(voxel_aabb, triangle_aabb))')
|
||||
frag.write(' return;')
|
||||
# Instancing
|
||||
inst = bo.lnx_instanced
|
||||
if inst != 'Off' or mat.lnx_particle_flag:
|
||||
instancing_usage[0] = True
|
||||
mat_state.uses_instancing = True
|
||||
|
||||
frag.write('if (direction_weights.x > 0.0) {')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, 0)), uint(direction_weights.x * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.x, 0, voxelgiResolution.x)), uint(1));')
|
||||
frag.write('}')
|
||||
if mat.lnx_custom_material == '':
|
||||
global_elems.append({'name': 'ipos', 'data': 'float3'})
|
||||
if 'Rot' in inst:
|
||||
global_elems.append({'name': 'irot', 'data': 'float3'})
|
||||
#HACK: checking `mat.arm_particle_flag` to force appending 'iscl' to the particle's vertex shader
|
||||
if 'Scale' in inst or mat.arm_particle_flag:
|
||||
global_elems.append({'name': 'iscl', 'data': 'float3'})
|
||||
|
||||
frag.write('if (direction_weights.y > 0.0) {')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, 0)), uint(direction_weights.y * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.y, 0, voxelgiResolution.x)), uint(1));')
|
||||
frag.write('}')
|
||||
elif inst == 'Off':
|
||||
# Ignore children of instanced objects, they are instanced even when set to 'Off'
|
||||
instancing_usage[1] = bo.parent is None or bo.parent.lnx_instanced == 'Off'
|
||||
|
||||
frag.write('if (direction_weights.z > 0.0) {')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, 0)), uint(direction_weights.z * 255));')
|
||||
frag.write(' imageAtomicAdd(voxels, ivec3(writecoords + ivec3(face_offsets.z, 0, voxelgiResolution.x)), uint(1));')
|
||||
frag.write('}')
|
||||
if instancing_usage[0] and instancing_usage[1]:
|
||||
# Display a warning for invalid instancing configurations
|
||||
# See https://github.com/leenkx3d/leenkx/issues/2072
|
||||
log.warn(f'Material "{mat.name}" has both instanced and not instanced objects, objects might flicker!')
|
||||
|
||||
return con_voxel
|
||||
if mat.lnx_custom_material == '':
|
||||
mat_state.data.global_elems = global_elems
|
||||
|
Loading…
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Reference in New Issue
Block a user