import bpy import lnx.material.shader as shader import lnx.material.mat_state as mat_state import lnx.material.mat_utils as mat_utils import lnx.utils if lnx.is_reload(__name__): shader = lnx.reload_module(shader) lnx.utils = lnx.reload_module(lnx.utils) else: lnx.enable_reload(__name__) def write(vert: shader.Shader, frag: shader.Shader): wrd = bpy.data.worlds['Lnx'] rpdat = lnx.utils.get_rp() blend = mat_state.material.lnx_blending parse_opacity = blend or mat_utils.is_transluc(mat_state.material) is_mobile = rpdat.lnx_material_model == 'Mobile' is_shadows = '_ShadowMap' in wrd.world_defs is_shadows_atlas = '_ShadowMapAtlas' in wrd.world_defs is_single_atlas = '_SingleAtlas' 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) if not '_VoxelAOvar' in wrd.world_defs and not '_VoxelGI' in wrd.world_defs or ((parse_opacity or '_VoxelShadow' in wrd.world_defs) and ('_VoxelAOvar' in wrd.world_defs or '_VoxelGI' in wrd.world_defs)): vert.add_out('vec4 wvpposition') vert.write('wvpposition = gl_Position;') # wvpposition.z / wvpposition.w frag.write('float viewz = linearize(gl_FragCoord.z, 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 += sampleLight(') frag.write(' wposition,') 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 if '_VoxelShadow' in wrd.world_defs: frag.write(', voxels, voxelsSDF, clipmaps') if '_MicroShadowing' in wrd.world_defs and not is_mobile: frag.write('\t, occlusion') if '_SSRS' in wrd.world_defs: frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix') frag.add_uniform('vec3 eye', '_cameraPosition') frag.write(', gl_FragCoord.z, inVP, eye') frag.write(');') frag.write('}') # for numLights