revert e98bfb125d714b1e81b17d7d0a90605800f72362

revert Update leenkx/blender/lnx/material/make_shader.py
This commit is contained in:
Onek8 2025-05-21 22:51:16 +00:00
parent e98bfb125d
commit 99806b8069

View File

@ -1,766 +1,226 @@
"""
Copyright (c) 2024 Turánszki János
import os
import subprocess
from typing import Dict, List, Tuple
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
"""
import bpy
from bpy.types import Material
from bpy.types import Object
import lnx.utils
import lnx.api
import lnx.assets as assets
import lnx.exporter
import lnx.log as log
import lnx.material.cycles as cycles
import lnx.material.make_decal as make_decal
import lnx.material.make_depth as make_depth
import lnx.material.make_mesh as make_mesh
import lnx.material.make_overlay as make_overlay
import lnx.material.make_transluc as make_transluc
import lnx.material.make_refract as make_refract
import lnx.material.make_voxel as make_voxel
import lnx.material.mat_state as mat_state
import lnx.material.mat_utils as mat_utils
import lnx.material.make_particle as make_particle
import lnx.make_state as state
from lnx.material.shader import Shader, ShaderContext, ShaderData
import lnx.utils
if lnx.is_reload(__name__):
lnx.utils = lnx.reload_module(lnx.utils)
lnx.api = lnx.reload_module(lnx.api)
assets = lnx.reload_module(assets)
lnx.exporter = lnx.reload_module(lnx.exporter)
log = lnx.reload_module(log)
cycles = lnx.reload_module(cycles)
make_decal = lnx.reload_module(make_decal)
make_depth = lnx.reload_module(make_depth)
make_mesh = lnx.reload_module(make_mesh)
make_overlay = lnx.reload_module(make_overlay)
make_transluc = lnx.reload_module(make_transluc)
make_voxel = lnx.reload_module(make_voxel)
mat_state = lnx.reload_module(mat_state)
mat_utils = lnx.reload_module(mat_utils)
lnx.material.shader = lnx.reload_module(lnx.material.shader)
from lnx.material.shader import Shader, ShaderContext, ShaderData
lnx.utils = lnx.reload_module(lnx.utils)
else:
lnx.enable_reload(__name__)
def make(context_id):
rpdat = lnx.utils.get_rp()
if rpdat.rp_voxels == 'Voxel GI':
con = make_gi(context_id)
else:
con = make_ao(context_id)
assets.vs_equal(con, assets.shader_cons['voxel_vert'])
assets.fs_equal(con, assets.shader_cons['voxel_frag'])
assets.gs_equal(con, assets.shader_cons['voxel_geom'])
return con
def make_gi(context_id):
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 })
wrd = bpy.data.worlds['Lnx']
vert = con_voxel.make_vert()
frag = con_voxel.make_frag()
geom = con_voxel.make_geom()
tesc = None
tese = None
geom.ins = vert.outs
frag.ins = geom.outs
vert.add_include('compiled.inc')
geom.add_include('compiled.inc')
frag.add_include('compiled.inc')
frag.add_include('std/math.glsl')
frag.add_include('std/imageatomic.glsl')
frag.add_include('std/gbuffer.glsl')
frag.add_include('std/brdf.glsl')
frag.add_include('std/aabb.glsl')
rpdat = lnx.utils.get_rp()
frag.add_uniform('layout(r32ui) uimage3D voxels')
frag.write('vec3 n;')
frag.write('vec3 wposition;')
frag.write('vec3 basecol;')
frag.write('float roughness;') #
frag.write('float metallic;') #
frag.write('float occlusion;') #
frag.write('float specular;') #
frag.write('vec3 emissionCol = vec3(0.0);')
blend = mat_state.material.lnx_blending
parse_opacity = blend or mat_utils.is_transluc(mat_state.material)
if parse_opacity:
frag.write('float opacity;')
frag.write('float ior;')
else:
frag.write('float opacity = 1.0;')
cycles.parse(mat_state.nodes, con_voxel, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity, parse_displacement=False, basecol_only=True)
# Voxelized particles
particle = mat_state.material.lnx_particle_flag
if particle and rpdat.lnx_particles == 'On':
# make_particle.write(vert, particle_info=cycles.particle_info)
frag.write_pre = True
frag.write('const float p_index = 0;')
frag.write('const float p_age = 0;')
frag.write('const float p_lifetime = 0;')
frag.write('const vec3 p_location = vec3(0);')
frag.write('const float p_size = 0;')
frag.write('const vec3 p_velocity = vec3(0);')
frag.write('const vec3 p_angular_velocity = vec3(0);')
frag.write_pre = False
export_mpos = frag.contains('mposition') and not frag.contains('vec3 mposition')
if export_mpos:
vert.add_out('vec3 mpositionGeom')
vert.write_pre = True
vert.write('mpositionGeom = pos.xyz;')
vert.write_pre = False
export_bpos = frag.contains('bposition') and not frag.contains('vec3 bposition')
if export_bpos:
vert.add_out('vec3 bpositionGeom')
vert.add_uniform('vec3 dim', link='_dim')
vert.add_uniform('vec3 hdim', link='_halfDim')
vert.write_pre = True
vert.write('bpositionGeom = (pos.xyz + hdim) / dim;')
vert.write_pre = False
vert.add_uniform('mat4 W', '_worldMatrix')
vert.add_uniform('mat3 N', '_normalMatrix')
vert.add_out('vec3 voxpositionGeom')
vert.add_out('vec3 voxnormalGeom')
if con_voxel.is_elem('col'):
vert.add_out('vec3 vcolorGeom')
vert.write('vcolorGeom = col.rgb;')
if con_voxel.is_elem('tex'):
vert.add_out('vec2 texCoordGeom')
vert.write('texCoordGeom = tex;')
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('vec4 lightPosition')
geom.add_out('vec4 wvpposition')
geom.add_out('vec3 eyeDir')
geom.add_out('vec3 aabb_min')
geom.add_out('vec3 aabb_max')
if con_voxel.is_elem('col'):
geom.add_out('vec3 vcolor')
if con_voxel.is_elem('tex'):
geom.add_out('vec2 texCoord')
if export_mpos:
geom.add_out('vec3 mposition')
if export_bpos:
geom.add_out('vec3 bposition')
geom.add_uniform('float clipmaps[voxelgiClipmapCount * 10]', '_clipmaps')
geom.add_uniform('int clipmapLevel', '_clipmapLevel')
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;')
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));')
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('}')
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);')
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];')
if con_voxel.is_elem('col'):
geom.write('vcolor = vcolorGeom[i];')
if con_voxel.is_elem('tex'):
geom.write('texCoord = texCoordGeom[i];')
if export_mpos:
geom.write('mposition = mpositionGeom[i];')
if export_bpos:
geom.write('bposition = bpositionGeom[i];')
geom.write(' eyeDir = eyeDirGeom[i];')
if '_Sun' in wrd.world_defs and not '_CSM' in wrd.world_defs and '_ShadowMap' in wrd.world_defs:
geom.write(' lightPosition = lightPositionGeom[i];')
if '_Clusters' in wrd.world_defs and '_ShadowMap' in wrd.world_defs:
geom.write(' wvpposition = wvppositionGeom[i];')
geom.write(' gl_Position = voxposition[i];')
geom.write(' EmitVertex();')
geom.write('}')
geom.write('EndPrimitive();')
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);')
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]);')
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;')
frag.write('vec3 albedo = surfaceAlbedo(basecol, metallic);')
frag.write('vec3 f0 = surfaceF0(basecol, metallic);')
vert.add_uniform('vec3 eye', '_cameraPosition')
vert.add_out('vec3 eyeDirGeom')
vert.write('eyeDirGeom = eye - voxpositionGeom;')
frag.write_attrib('vec3 vVec = normalize(eyeDir);')
frag.write_attrib('float dotNV = max(dot(N, vVec), 0.0);')
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;')
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 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},')
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