import bpy import arm.material.cycles as cycles import arm.material.mat_state as mat_state import arm.material.mat_utils as mat_utils def make(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['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 vert.add_uniform('mat4 W', '_worldMatrix') vert.add_uniform('mat3 N', '_normalMatrix') vert.add_out('vec3 wpositionGeom') vert.add_out('vec3 wnormalGeom') vert.add_include('../../Shaders/compiled.glsl') frag.write('if (!isInsideCube(wposition)) return;') frag.write('vec3 voxel = wposition * 0.5 + vec3(0.5);') frag.write('vec3 basecol;') frag.write('float roughness;') # frag.write('float metallic;') # frag.write('float occlusion;') # # frag.write('float opacity;') # frag.write_pre = True frag.write('mat3 TBN;') # TODO: discard, parse basecolor only frag.write_pre = False frag.write('float dotNV = 0.0;') # frag.write('float dotNL = max(dot(wnormal, l), 0.0);') cycles.parse(mat_state.nodes, con_voxel, vert, frag, geom, tesc, tese, parse_opacity=False, parse_displacement=False) if con_voxel.is_elem('tex'): vert.add_out('vec2 texCoordGeom') vert.write('texCoordGeom = tex;') vert.write('wpositionGeom = vec3(W * vec4(pos, 1.0)) / voxelgiDimensions.x;') vert.write('wnormalGeom = normalize(N * nor);') vert.write('gl_Position = vec4(0.0, 0.0, 0.0, 1.0);') geom.add_out('vec3 wposition') geom.add_out('vec3 wnormal') if con_voxel.is_elem('tex'): geom.add_out('vec2 texCoord') geom.write('const vec3 p1 = wpositionGeom[1] - wpositionGeom[0];') geom.write('const vec3 p2 = wpositionGeom[2] - wpositionGeom[0];') geom.write('const vec3 p = abs(cross(p1, p2));') geom.write('for (uint i = 0; i < 3; ++i) {') geom.write(' wposition = wpositionGeom[i];') geom.write(' wnormal = wnormalGeom[i];') if con_voxel.is_elem('tex'): geom.write(' texCoord = texCoordGeom[i];') geom.write(' if (p.z > p.x && p.z > p.y) {') geom.write(' gl_Position = vec4(wposition.x, wposition.y, 0.0, 1.0);') geom.write(' }') geom.write(' else if (p.x > p.y && p.x > p.z) {') geom.write(' gl_Position = vec4(wposition.y, wposition.z, 0.0, 1.0);') geom.write(' }') geom.write(' else {') geom.write(' gl_Position = vec4(wposition.x, wposition.z, 0.0, 1.0);') geom.write(' }') geom.write(' EmitVertex();') geom.write('}') geom.write('EndPrimitive();') frag.add_include('../../Shaders/compiled.glsl') frag.add_include('../../Shaders/std/math.glsl') frag.add_include('../../Shaders/std/conetrace.glsl') frag.write_header('#extension GL_ARB_shader_image_load_store : enable') frag.add_uniform('layout(RGBA8) image3D voxelsto') frag.add_uniform('sampler3D voxels', included=True) # frag.write('vec3 color = texture(voxels, voxel).rgb / 2.0 + indirectDiffuseLight(wnormal, wposition / voxelgiDimensions.x).rgb * basecol;') frag.write('vec3 color = texture(voxels, voxel).rgb * indirectDiffuseLight(wnormal, wposition / voxelgiDimensions.x).rgb * basecol;') frag.write('imageStore(voxelsto, ivec3(voxelgiResolution * voxel), vec4(color / 1.0, 1.0));') return con_voxel