forked from LeenkxTeam/LNXSDK
		
	revert e98bfb125d
				
					
				
			revert Update leenkx/blender/lnx/material/make_shader.py
This commit is contained in:
		| @ -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 | ||||
|  | ||||
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