import bpy import arm.utils import arm.assets as assets import arm.material.cycles as cycles import arm.material.mat_state as mat_state import arm.material.mat_utils as mat_utils import arm.material.make_particle as make_particle import arm.make_state as state def make(context_id): rpdat = arm.utils.get_rp() if rpdat.rp_gi == '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_writes_red': [False], 'color_writes_green': [False], 'color_writes_blue': [False], 'color_writes_alpha': [False], 'conservative_raster': True }) wrd = bpy.data.worlds['Arm'] 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 frag.add_include('compiled.inc') frag.add_include('std/math.glsl') frag.add_include('std/imageatomic.glsl') frag.add_include('std/gbuffer.glsl') frag.write_header('#extension GL_ARB_shader_image_load_store : enable') rpdat = arm.utils.get_rp() if arm.utils.get_gapi() == 'direct3d11': for e in con_voxel.data['vertex_elements']: if e['name'] == 'nor': con_voxel.data['vertex_elements'].remove(e) break frag.add_uniform('layout(rgba8) writeonly image3D voxels') else: frag.add_uniform('layout(r32ui) uimage3D voxels') frag.write('if (abs(voxposition.z) > ' + rpdat.rp_voxelgi_resolution_z + ' || abs(voxposition.x) > 1 || abs(voxposition.y) > 1) return;') frag.write('vec3 wposition = voxposition * voxelgiHalfExtents;') if rpdat.arm_voxelgi_revoxelize and rpdat.arm_voxelgi_camera: frag.add_uniform('vec3 eyeSnap', '_cameraPositionSnap') frag.write('wposition += eyeSnap;') frag.write('vec3 basecol;') frag.write('float roughness;') # frag.write('float metallic;') # frag.write('float occlusion;') # frag.write('float specular;') # if '_Emission' in wrd.world_defs: frag.write('float emission;') # frag.write('float dotNV = 0.0;') cycles.parse(mat_state.nodes, con_voxel, vert, frag, geom, tesc, tese, parse_opacity=False, parse_displacement=False, basecol_only=True) # Voxelized particles particle = mat_state.material.arm_particle_flag if particle and rpdat.arm_particles == 'GPU': # 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 if not frag.contains('vec3 n ='): frag.write_pre = True frag.write('vec3 n;') 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;') 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_out('vec3 voxpositionGeom') vert.add_include('compiled.inc') 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;') if rpdat.arm_voxelgi_revoxelize and rpdat.arm_voxelgi_camera: vert.add_uniform('vec3 eyeSnap', '_cameraPositionSnap') vert.write('voxpositionGeom = (vec3(W * vec4(pos.xyz, 1.0)) - eyeSnap) / voxelgiHalfExtents;') else: vert.write('voxpositionGeom = vec3(W * vec4(pos.xyz, 1.0)) / voxelgiHalfExtents;') vert.write('gl_Position = vec4(0.0, 0.0, 0.0, 1.0);') geom.add_out('vec3 voxposition') geom.add_out('vec4 lightPosition') 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') if arm.utils.get_gapi() == 'direct3d11': # No geom shader compiler for hlsl yet geom.noprocessing = True struct_input = 'struct SPIRV_Cross_Input {' struct_output= 'struct SPIRV_Cross_Output {' pos = 0 if export_bpos: struct_input += ' float3 bpositionGeom : TEXCOORD' + str(pos) + ';' struct_output += ' float3 bposition : TEXCOORD' + str(pos) + ';' pos += 1 struct_input += ' float3 lightPositionGeom : TEXCOORD' + str(pos) + ';' struct_output += ' float3 lightPosition : TEXCOORD' + str(pos) + ';' pos +=1 if export_mpos: struct_input += ' float3 mpositionGeom : TEXCOORD' + str(pos) + ';' struct_output += ' float3 mposition : TEXCOORD' + str(pos) + ';' pos += 1 if con_voxel.is_elem('tex'): struct_input += ' float2 texCoordGeom : TEXCOORD' + str(pos) + ';' struct_output += ' float2 texCoord : TEXCOORD' + str(pos) + ';' pos += 1 if con_voxel.is_elem('col'): struct_input += ' float3 vcolorGeom : TEXCOORD' + str(pos) + ';' struct_output += ' float3 vcolor : TEXCOORD' + str(pos) + ';' pos += 1 struct_input += ' float3 voxpositionGeom : TEXCOORD' + str(pos) + ';' struct_output += ' float3 voxposition : TEXCOORD' + str(pos) + ';' pos +=1 struct_input += ' float4 gl_Position : SV_POSITION; };' struct_output += ' float4 gl_Position : SV_POSITION; };' geom.write(struct_input) geom.write(struct_output) 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].voxpositionGeom.xyz - stage_input[0].voxpositionGeom.xyz;') geom.write(' float3 p2 = stage_input[2].voxpositionGeom.xyz - stage_input[0].voxpositionGeom.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.voxposition = stage_input[i].voxpositionGeom;') geom.write(' stage_output.lightPosition = stage_input[i].lightPositionGeom;') if con_voxel.is_elem('col'): geom.write(' stage_output.vcolor = stage_input[i].vcolorGeom;') if con_voxel.is_elem('tex'): geom.write(' stage_output.texCoord = stage_input[i].texCoordGeom;') if export_mpos: geom.write(' stage_output.mposition = stage_input[i].mpositionGeom;') if export_bpos: geom.write(' stage_output.bposition = stage_input[i].bpositionGeom;') geom.write(' if (p.z > p.x && p.z > p.y) {') geom.write(' stage_output.gl_Position = float4(stage_input[i].voxpositionGeom.x, stage_input[i].voxpositionGeom.y, 0.0, 1.0);') geom.write(' }') geom.write(' else if (p.x > p.y && p.x > p.z) {') geom.write(' stage_output.gl_Position = float4(stage_input[i].voxpositionGeom.y, stage_input[i].voxpositionGeom.z, 0.0, 1.0);') geom.write(' }') geom.write(' else {') geom.write(' stage_output.gl_Position = float4(stage_input[i].voxpositionGeom.x, stage_input[i].voxpositionGeom.z, 0.0, 1.0);') geom.write(' }') geom.write(' output.Append(stage_output);') geom.write(' }') geom.write('}') else: geom.write('vec3 p1 = voxpositionGeom[1] - voxpositionGeom[0];') geom.write('vec3 p2 = voxpositionGeom[2] - voxpositionGeom[0];') geom.write('vec3 p = abs(cross(p1, p2));') geom.write('for (uint i = 0; i < 3; ++i) {') geom.write(' voxposition = voxpositionGeom[i];') geom.write(' lightPosition = lightPositionGeom[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(' if (p.z > p.x && p.z > p.y) {') geom.write(' gl_Position = vec4(voxposition.x, voxposition.y, 0.0, 1.0);') geom.write(' }') geom.write(' else if (p.x > p.y && p.x > p.z) {') geom.write(' gl_Position = vec4(voxposition.y, voxposition.z, 0.0, 1.0);') geom.write(' }') geom.write(' else {') geom.write(' gl_Position = vec4(voxposition.x, voxposition.z, 0.0, 1.0);') geom.write(' }') geom.write(' EmitVertex();') geom.write('}') geom.write('EndPrimitive();') if '_Sun' in wrd.world_defs and '_ShadowMap' in wrd.world_defs: vert.add_out('vec4 lightPositionGeom') vert.add_uniform('mat4 LWVP', link='_biasLightWorldViewProjectionMatrix') vert.write('lightPositionGeom = LWVP * vec4(pos.xyz, 1.0);') frag.add_uniform('sampler2DShadow shadowMap') frag.add_uniform('float shadowsBias', link='_sunShadowsBias') frag.write('float visibility = 1.0;') 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') frag.write('visibility = shadowTestCascade(shadowMap, eye, wposition, shadowsBias);') else: frag.write('if (lightPosition.w > 0.0) {') frag.write(' vec3 lPos = lightPosition.xyz / lightPosition.w;') frag.write(' visibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).r;') frag.write('}') frag.add_uniform('vec3 sunCol', link="_sunColor") frag.write('basecol *= visibility * sunCol;') else: print('Armory Warning: Voxel GI requires sun light and enabled shadows') vert.add_out('vec4 lightPositionGeom') frag.write('basecol = vec3(0.0);') frag.write('vec3 voxel = voxposition * 0.5 + 0.5;') if arm.utils.get_gapi() == 'direct3d11': frag.write('imageStore(voxels, ivec3(voxelgiResolution * voxel), vec4(min(basecol, vec3(1.0)), 1.0));') else: frag.write('uint val = convVec4ToRGBA8(vec4(min(basecol, vec3(1.0)), 1.0));') frag.write('imageAtomicMax(voxels, ivec3(voxelgiResolution * voxel), val);') return con_voxel 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['Arm'] rpdat = arm.utils.get_rp() vert = con_voxel.make_vert() frag = con_voxel.make_frag() geom = con_voxel.make_geom() tesc = None tese = None if arm.utils.get_gapi() == 'direct3d11': for e in con_voxel.data['vertex_elements']: if e['name'] == 'nor': con_voxel.data['vertex_elements'].remove(e) break # No geom shader compiler for hlsl yet vert.noprocessing = True frag.noprocessing = True geom.noprocessing = True vert.add_uniform('mat4 W', '_worldMatrix') vert.write('uniform float4x4 W;') if rpdat.arm_voxelgi_revoxelize and rpdat.arm_voxelgi_camera: vert.add_uniform('vec3 eyeSnap', '_cameraPositionSnap') vert.write('uniform float3 eyeSnap;') vert.write('struct SPIRV_Cross_Input { float4 pos : TEXCOORD0; };') vert.write('struct SPIRV_Cross_Output { float4 svpos : SV_POSITION; };') vert.write('SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) {') vert.write(' SPIRV_Cross_Output stage_output;') voxHalfExt = str(round(rpdat.arm_voxelgi_dimensions / 2.0)) if rpdat.arm_voxelgi_revoxelize and rpdat.arm_voxelgi_camera: vert.write(' stage_output.svpos.xyz = (mul(float4(stage_input.pos.xyz, 1.0), W).xyz - eyeSnap) / float3(' + voxHalfExt + ', ' + voxHalfExt + ', ' + voxHalfExt + ');') else: vert.write(' stage_output.svpos.xyz = mul(float4(stage_input.pos.xyz, 1.0), W).xyz / float3(' + voxHalfExt + ', ' + voxHalfExt + ', ' + voxHalfExt + ');') vert.write(' stage_output.svpos.w = 1.0;') vert.write(' return stage_output;') vert.write('}') geom.write('struct SPIRV_Cross_Input { float4 svpos : SV_POSITION; };') geom.write('struct SPIRV_Cross_Output { float3 wpos : TEXCOORD0; float4 svpos : SV_POSITION; };') 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;') 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('}') frag.add_uniform('layout(r8) writeonly image3D voxels') frag.write('RWTexture3D voxels;') frag.write('struct SPIRV_Cross_Input { float3 wpos : TEXCOORD0; };') frag.write('struct SPIRV_Cross_Output { float4 FragColor : SV_TARGET0; };') frag.write('void main(SPIRV_Cross_Input stage_input) {') frag.write(' if (abs(stage_input.wpos.z) > ' + rpdat.rp_voxelgi_resolution_z + ' || abs(stage_input.wpos.x) > 1 || abs(stage_input.wpos.y) > 1) return;') voxRes = str(rpdat.rp_voxelgi_resolution) voxResZ = str(int(int(rpdat.rp_voxelgi_resolution) * float(rpdat.rp_voxelgi_resolution_z))) frag.write(' voxels[int3(' + voxRes + ', ' + voxRes + ', ' + voxResZ + ') * (stage_input.wpos * 0.5 + 0.5)] = 1.0;') frag.write('') frag.write('}') else: geom.ins = vert.outs frag.ins = geom.outs frag.add_include('compiled.inc') frag.add_include('std/math.glsl') frag.add_include('std/imageatomic.glsl') frag.write_header('#extension GL_ARB_shader_image_load_store : enable') frag.add_uniform('layout(r8) writeonly image3D voxels') vert.add_include('compiled.inc') vert.add_uniform('mat4 W', '_worldMatrix') vert.add_out('vec3 voxpositionGeom') if rpdat.arm_voxelgi_revoxelize and rpdat.arm_voxelgi_camera: vert.add_uniform('vec3 eyeSnap', '_cameraPositionSnap') vert.write('voxpositionGeom = (vec3(W * vec4(pos.xyz, 1.0)) - eyeSnap) / voxelgiHalfExtents;') else: vert.write('voxpositionGeom = vec3(W * vec4(pos.xyz, 1.0)) / voxelgiHalfExtents;') geom.add_out('vec3 voxposition') geom.write('vec3 p1 = voxpositionGeom[1] - voxpositionGeom[0];') geom.write('vec3 p2 = voxpositionGeom[2] - voxpositionGeom[0];') geom.write('vec3 p = abs(cross(p1, p2));') geom.write('for (uint i = 0; i < 3; ++i) {') geom.write(' voxposition = voxpositionGeom[i];') geom.write(' if (p.z > p.x && p.z > p.y) {') geom.write(' gl_Position = vec4(voxposition.x, voxposition.y, 0.0, 1.0);') geom.write(' }') geom.write(' else if (p.x > p.y && p.x > p.z) {') geom.write(' gl_Position = vec4(voxposition.y, voxposition.z, 0.0, 1.0);') geom.write(' }') geom.write(' else {') geom.write(' gl_Position = vec4(voxposition.x, voxposition.z, 0.0, 1.0);') geom.write(' }') geom.write(' EmitVertex();') geom.write('}') geom.write('EndPrimitive();') frag.write('if (abs(voxposition.z) > ' + rpdat.rp_voxelgi_resolution_z + ' || abs(voxposition.x) > 1 || abs(voxposition.y) > 1) return;') frag.write('imageStore(voxels, ivec3(voxelgiResolution * (voxposition * 0.5 + 0.5)), vec4(1.0));') return con_voxel