From e98bfb125d714b1e81b17d7d0a90605800f72362 Mon Sep 17 00:00:00 2001 From: Onek8 Date: Wed, 21 May 2025 22:47:03 +0000 Subject: [PATCH] Update leenkx/blender/lnx/material/make_shader.py --- leenkx/blender/lnx/material/make_shader.py | 894 +++++++++++++++++---- 1 file changed, 717 insertions(+), 177 deletions(-) diff --git a/leenkx/blender/lnx/material/make_shader.py b/leenkx/blender/lnx/material/make_shader.py index 89f4fe9..f7755fc 100644 --- a/leenkx/blender/lnx/material/make_shader.py +++ b/leenkx/blender/lnx/material/make_shader.py @@ -1,226 +1,766 @@ -import os -import subprocess -from typing import Dict, List, Tuple +""" +Copyright (c) 2024 Turánszki János +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.api +import lnx.utils 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 -from lnx.material.shader import Shader, ShaderContext, ShaderData -import lnx.utils +import lnx.material.make_particle as make_particle +import lnx.make_state as state if lnx.is_reload(__name__): - 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) + assets = lnx.reload_module(assets) + mat_state = lnx.reload_module(mat_state) else: lnx.enable_reload(__name__) -rpass_hook = None +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 -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') - +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 }) 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) - make_instancing_and_skinning(material, mat_users) + vert = con_voxel.make_vert() + frag = con_voxel.make_frag() + geom = con_voxel.make_geom() + tesc = None + tese = None - bind_constants = dict() - bind_textures = dict() + geom.ins = vert.outs + frag.ins = geom.outs - for rp in rpasses: - car = [] - bind_constants[rp] = car - mat_state.bind_constants = car - tar = [] - bind_textures[rp] = tar - mat_state.bind_textures = tar + 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') - con = None + vert.add_include('compiled.inc') + vert.add_uniform('mat4 W', '_worldMatrix') + vert.add_uniform('mat3 N', '_normalMatrix') - 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) + geom.add_uniform('float clipmaps[voxelgiClipmapCount * 10]', '_clipmaps') + geom.add_uniform('int clipmapLevel', '_clipmapLevel') - if con is not None: - pass + frag.add_uniform('float clipmaps[voxelgiClipmapCount * 10]', '_clipmaps') + frag.add_uniform('int clipmapLevel', '_clipmapLevel') - elif rp == 'mesh': - con = make_mesh.make(rp, rpasses) + """ + 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 == 'shadowmap': - con = make_depth.make(rp, rpasses, shadowmap=True) + 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_transparent': - con = make_depth.make(rp, rpasses, shadowmap=True, shadowmap_transparent=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 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 == 'translucent': - con = make_transluc.make(rp) + frag.add_uniform('layout(r8) writeonly image3D voxels') + frag.write('RWTexture3D voxels;') + frag.write('uniform float clipmaps[voxelgiClipmapCount * 10];') + frag.write('uniform int clipmapLevel;') - elif rp == 'refraction': - con = make_refract.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 == 'overlay': - con = make_overlay.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 == 'decal': - con = make_decal.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 == '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]) + 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('}') else: - 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) + """ + frag.add_uniform('layout(r32ui) uimage3D voxels') - return rpasses, mat_state.data, shader_data_name, bind_constants, bind_textures + vert.add_out('vec3 voxpositionGeom') + vert.add_out('vec3 voxnormalGeom') + vert.write('voxpositionGeom = vec3(W * vec4(pos.xyz, 1.0));') + vert.write('voxnormalGeom = normalize(N * vec3(nor.xy, pos.w));') -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_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') + geom.add_uniform('float clipmaps[voxelgiClipmapCount * 10]', '_clipmaps') + geom.add_uniform('int clipmapLevel', '_clipmapLevel') -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('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));') - # TODO: blend context - if rpass == 'mesh' and mat_state.material.lnx_blending: - rpass = 'blend' + 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;') - 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('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('}') - 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('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);') - 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) + 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();') + frag.add_uniform('float clipmaps[voxelgiClipmapCount * 10]', '_clipmaps') + frag.add_uniform('int clipmapLevel', '_clipmapLevel') -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 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);') - 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 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]);') - # Instancing - inst = bo.lnx_instanced - if inst != 'Off' or mat.lnx_particle_flag: - instancing_usage[0] = True - mat_state.uses_instancing = True + 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;') - 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.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('}') - 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.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('}') - 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!') + 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 mat.lnx_custom_material == '': - mat_state.data.global_elems = global_elems + return con_voxel