armory/blender/arm/material/make_voxel.py
2017-12-20 15:37:58 +01:00

358 lines
17 KiB
Python

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
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.gs_equal(con, assets.shader_cons['voxel_frag'])
assets.fs_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['Arm']
is_shadows = not '_NoShadows' in wrd.world_defs
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.glsl')
frag.add_include('std/math.glsl')
frag.add_include('std/imageatomic.glsl')
frag.write_header('#extension GL_ARB_shader_image_load_store : enable')
rpdat = arm.utils.get_rp()
if rpdat.rp_voxelgi_hdr:
frag.add_uniform('layout(rgba16) image3D voxels')
else:
# frag.add_uniform('layout(rgba8) image3D voxels')
frag.add_uniform('layout(r32ui) uimage3D voxels')
frag.add_uniform('vec3 lightPos', '_lampPosition')
frag.add_uniform('vec3 lightColor', '_lampColorVoxel')
frag.add_uniform('int lightType', '_lampType')
frag.add_uniform('vec3 lightDir', '_lampDirection')
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('float visibility = 1.0;')
frag.write('vec3 lp = lightPos - wposition;')
frag.write('vec3 l;')
frag.write('if (lightType == 0) l = lightDir;')
frag.write('else { l = normalize(lp); visibility *= attenuate(distance(wposition, lightPos)); }')
frag.write('float dotNL = max(dot(wnormal, l), 0.0);')
frag.write('if (dotNL == 0.0) return;')
if is_shadows:
frag.add_include('std/shadows.glsl')
frag.add_uniform('sampler2D shadowMap', included=True)
frag.add_uniform('samplerCube shadowMapCube', included=True)
frag.add_uniform('int lightShadow', '_lampCastShadow')
frag.add_uniform('vec2 lightProj', '_lampPlaneProj')
frag.add_uniform('float shadowsBias', '_lampShadowsBias')
frag.write('if (lightShadow == 1 && lampPos.w > 0.0) {')
frag.write(' vec3 lpos = lampPos.xyz / lampPos.w;')
# frag.write(' if (lpos.x < 0.0 || lpos.y < 0.0 || lpos.x > 1.0 || lpos.y > 1.0) return;')
# Note: shadowmap bound for sun lamp is tight behind the camera - can cause darkening no close surfaces
frag.write(' if (texture(shadowMap, lpos.xy).r < lpos.z - shadowsBias) visibility = 0.0;')
# frag.write(' visibility = PCF(lpos.xy, lpos.z - shadowsBias);')
frag.write('}')
frag.write('else if (lightShadow == 2) visibility *= float(texture(shadowMapCube, -l).r + shadowsBias > lpToDepth(lp, lightProj));')
# frag.write('if (lightType == 2) {')
# frag.write(' float spotEffect = dot(lightDir, l);')
# frag.write(' if (spotEffect < spotlightData.x) {')
# frag.write(' visibility *= smoothstep(spotlightData.y, spotlightData.x, spotEffect);')
# frag.write(' }')
# frag.write('}')
# if '_LTC' in wrd.world_defs:
# frag.add_include('std/ltc.glsl')
# frag.add_uniform('sampler2D sltcMat', link='_ltcMat')
# frag.add_uniform('sampler2D sltcMag', link='_ltcMag')
# frag.add_uniform('vec3 lampArea0', link='_lampArea0')
# frag.add_uniform('vec3 lampArea1', link='_lampArea1')
# frag.add_uniform('vec3 lampArea2', link='_lampArea2')
# frag.add_uniform('vec3 lampArea3', link='_lampArea3')
# frag.write('if (lightType == 3) {')
# frag.write(' float theta = acos(dotNV);')
# frag.write(' vec2 tuv = vec2(roughness, theta / (0.5 * PI));')
# frag.write(' tuv = tuv * LUT_SCALE + LUT_BIAS;')
# frag.write(' vec4 t = texture(sltcMat, tuv);')
# frag.write(' mat3 invM = mat3(vec3(1.0, 0.0, t.y), vec3(0.0, t.z, 0.0), vec3(t.w, 0.0, t.x));')
# frag.write(' float ltcspec = ltcEvaluate(n, vVec, dotNV, wposition, invM, lampArea0, lampArea1, lampArea2, lampArea3);')
# frag.write(' ltcspec *= texture(sltcMag, tuv).a;')
# frag.write(' float ltcdiff = ltcEvaluate(n, vVec, dotNV, wposition, mat3(1.0), lampArea0, lampArea1, lampArea2, lampArea3);')
# frag.write(' direct = albedo * ltcdiff + ltcspec;')
# frag.write('}')
# frag.write('else {')
# frag.tab += 1
frag.write('vec3 basecol;')
frag.write('float roughness;') #
frag.write('float metallic;') #
frag.write('float occlusion;') #
parse_opacity = rpdat.arm_voxelgi_refraction
if parse_opacity:
frag.write('float opacity;')
frag.write('float dotNV = 0.0;')
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.arm_particle
if particle == '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
vert.add_uniform('mat4 W', '_worldMatrix')
vert.add_uniform('mat3 N', '_normalMatrix')
vert.add_out('vec3 voxpositionGeom')
vert.add_out('vec3 wnormalGeom')
vert.add_include('compiled.glsl')
if con_voxel.is_elem('col'):
vert.add_out('vec3 vcolorGeom')
vert.write('vcolorGeom = col;')
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, 1.0)) - eyeSnap) / voxelgiHalfExtents;')
else:
vert.write('voxpositionGeom = vec3(W * vec4(pos, 1.0)) / voxelgiHalfExtents;')
vert.write('wnormalGeom = normalize(N * nor);')
# vert.write('gl_Position = vec4(0.0, 0.0, 0.0, 1.0);')
if is_shadows:
vert.add_out('vec4 lampPosGeom')
if '_CSM' in wrd.world_defs:
vert.add_include('compiled.glsl')
vert.add_include('std/shadows.glsl')
vert.add_uniform('vec4 casData[shadowmapCascades * 4 + 4]', '_cascadeData', included=True)
# TODO: Using second cascade
vert.write('mat4 LWVP = mat4(casData[4 + 0], casData[4 + 1], casData[4 + 2], casData[4 + 3]);')
else:
vert.add_uniform('mat4 LWVP', '_biasLampWorldViewProjectionMatrix')
vert.write('lampPosGeom = LWVP * vec4(pos, 1.0);')
geom.add_out('vec3 voxposition')
geom.add_out('vec3 wnormal')
if is_shadows:
geom.add_out('vec4 lampPos')
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')
geom.write('const vec3 p1 = voxpositionGeom[1] - voxpositionGeom[0];')
geom.write('const vec3 p2 = voxpositionGeom[2] - voxpositionGeom[0];')
geom.write('const vec3 p = abs(cross(p1, p2));')
geom.write('for (uint i = 0; i < 3; ++i) {')
geom.write(' voxposition = voxpositionGeom[i];')
geom.write(' wnormal = wnormalGeom[i];')
if is_shadows:
geom.write(' lampPos = lampPosGeom[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];')
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 cycles.emission_found:
frag.write('vec3 color = basecol;')
else:
frag.write('vec3 color = basecol * visibility * lightColor * dotNL;')
frag.write('vec3 voxel = voxposition * 0.5 + 0.5;')
if rpdat.arm_voxelgi_emission:
frag.write('color = min(color * 0.9, vec3(0.9)) + min(color / 200.0, 0.1);') # Higher range to allow emission
frag.write('color = clamp(color, vec3(0.0), vec3(1.0));')
if rpdat.rp_voxelgi_hdr:
frag.write('imageStore(voxels, ivec3(voxelgiResolution * voxel), vec4(color, 1.0));')
else:
frag.write('uint val = convVec4ToRGBA8(vec4(color, 1.0) * 255);')
frag.write('imageAtomicMax(voxels, ivec3(voxelgiResolution * voxel), val);')
# frag.write('imageStore(voxels, ivec3(voxelgiResolution * voxel), vec4(color, 1.0));')
# frag.write('imageAtomicRGBA8Avg(voxels, ivec3(voxelgiResolution * voxel), vec4(color, 1.0));')
# frag.write('ivec3 coords = ivec3(voxelgiResolution * voxel);')
# if parse_opacity:
# frag.write('vec4 val = vec4(color, opacity);')
# else:
# frag.write('vec4 val = vec4(color, 1.0);')
# frag.write('val *= 255.0;')
# frag.write('uint newVal = encUnsignedNibble(convVec4ToRGBA8(val), 1);')
# frag.write('uint prevStoredVal = 0;')
# frag.write('uint currStoredVal;')
# # frag.write('int counter = 0;')
# # frag.write('while ((currStoredVal = imageAtomicCompSwap(voxels, coords, prevStoredVal, newVal)) != prevStoredVal && counter < 16) {')
# frag.write('while ((currStoredVal = imageAtomicCompSwap(voxels, coords, prevStoredVal, newVal)) != prevStoredVal) {')
# frag.write(' vec4 rval = convRGBA8ToVec4(currStoredVal & 0xFEFEFEFE);')
# frag.write(' uint n = decUnsignedNibble(currStoredVal);')
# frag.write(' rval = rval * n + val;')
# frag.write(' rval /= ++n;')
# frag.write(' rval = round(rval / 2) * 2;')
# frag.write(' newVal = encUnsignedNibble(convVec4ToRGBA8(rval), n);')
# frag.write(' prevStoredVal = currStoredVal;')
# # frag.write(' counter++;')
# frag.write('}')
# frag.write('val.rgb *= 255.0f;')
# frag.write('uint newVal = convVec4ToRGBA8(val);')
# frag.write('uint prevStoredVal = 0;')
# frag.write('uint curStoredVal;')
# frag.write('while ((curStoredVal = imageAtomicCompSwap(voxels, coords, prevStoredVal, newVal)) != prevStoredVal) {')
# frag.write(' prevStoredVal = curStoredVal;')
# frag.write(' vec4 rval = convRGBA8ToVec4(curStoredVal);')
# frag.write(' rval.xyz = (rval.xyz * rval.w);')
# frag.write(' vec4 curValF = rval + val;')
# frag.write(' curValF.xyz /= (curValF.w);')
# frag.write(' newVal = convVec4ToRGBA8(curValF);')
# frag.write('}')
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_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
frag.add_include('compiled.glsl')
frag.add_include('std/math.glsl')
frag.add_include('std/imageatomic.glsl')
frag.write_header('#extension GL_ARB_shader_image_load_store : enable')
rpdat = arm.utils.get_rp()
# frag.add_uniform('layout(r32ui) uimage3D voxels')
frag.add_uniform('layout(r8) image3D voxels')
vert.add_include('compiled.glsl')
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, 1.0)) - eyeSnap) / voxelgiHalfExtents;')
else:
vert.write('voxpositionGeom = vec3(W * vec4(pos, 1.0)) / voxelgiHalfExtents;')
# vert.write('gl_Position = vec4(0.0, 0.0, 0.0, 1.0);')
if False: # Maxwell
# https://developer.nvidia.com/sites/default/files/akamai/opengl/specs/GL_NV_geometry_shader_passthrough.txt
# https://www.khronos.org/registry/OpenGL/extensions/NV/NV_viewport_swizzle.txt
vert.write('gl_Position = vec4(voxpositionGeom.x, voxpositionGeom.y, 0.0, 1.0);')
geom.write_header('#extension GL_NV_geometry_shader_passthrough : require')
geom.geom_passthrough = True
# geom.add_out('vec3 voxposition')
geom.write('const vec3 p1 = voxpositionGeom[1] - voxpositionGeom[0];')
geom.write('const vec3 p2 = voxpositionGeom[2] - voxpositionGeom[0];')
geom.write('const vec3 n = abs(cross(p1, p2));')
geom.write('gl_ViewportIndex = 1;')
geom.write_header('out int gl_ViewportIndex;')
# g4.setViewport():
#glViewportIndexedf(0, x, _renderTargetHeight - y - height, width, height);
#glViewportIndexedf(1, x, _renderTargetHeight - y - height, width, height);
#glViewportSwizzleNV(1, GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV, GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV, GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV, GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV);
frag.add_in('vec3 voxpositionGeom')
frag.write('if (abs(voxpositionGeom.z) > ' + rpdat.rp_voxelgi_resolution_z + ' || abs(voxpositionGeom.x) > 1 || abs(voxpositionGeom.y) > 1) return;')
frag.write('imageStore(voxels, ivec3(voxelgiResolution * (voxpositionGeom * 0.5 + 0.5)), vec4(1.0));')
else:
geom.add_out('vec3 voxposition')
geom.write('const vec3 p1 = voxpositionGeom[1] - voxpositionGeom[0];')
geom.write('const vec3 p2 = voxpositionGeom[2] - voxpositionGeom[0];')
geom.write('const 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