1c3e24a8fd
With this it is now possible to enable atlasing of shadow maps, which solves the existing limitation of 4 lights in a scene. This is done by grouping the rendering of shadow maps, that currently are drawn into their own images for each light, into one or several big textures. This was done because the openGL and webGL version Armory targets do not support dynamic indexing of shadowMapSamplers, meaning that the index that access an array of shadow maps has to be know by the compiler before hand so it can be unrolled into if/else branching. By instead simply using a big shadow map texture and moving the dynamic part to other types of array that are allowed dynamic indexing like vec4 and mat4, this limitation was solved. The premise was simple enough for the shader part, but for the Haxe part, managing and solving where lights shadow maps should go in a shadow map can be tricky. So to keep track and solve this, ShadowMapAtlas and ShadowMapTile were created. These classes have the minimally required logic to solve the basic features needed for this problem: defining some kind of abstraction to prevent overlapping of shadowmaps, finding available space, assigning such space efficiently, locking and freeing this space, etc. This functionality it is used by drawShadowMapAtlas(), which is a modified version of drawShadowMap(). Shadow map atlases are represented with perfectly balanced 4-ary trees, where each tree of the previous definition represents a "tile" or slice that results from dividing a square that represents the image into 4 slices or sub-images. The root of this "tile" it's a reference to the tile-slice, and this tile is divided in 4 slices, and the process is repeated depth-times. If depth is 1, slices are kept at just the initial 4 tiles of max size, which is the default size of the shadow map. #arm_shadowmap_atlas_lod allows controlling if code to support more depth levels is added or not when compiling. the tiles that populate atlases tile trees are simply a data structure that contains a reference to the light they are linked to, inner subtiles in case LOD is enabled, coordinates to where this tile starts in the atlas that go from 0 to Shadow Map Size, and a reference to a linked tile for LOD. This simple definition allows tiles having a theoretically small memory footprint, but in turn this simplicity might make some functionality that might be responsibility of tiles (for example knowing if they are overlapping) a responsibility of the ones that utilizes tiles instead. This decision may complicate maintenance so it is to be revised in future iterations of this feature.
414 lines
14 KiB
Python
414 lines
14 KiB
Python
import arm.utils
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# Type aliases for type hints to make it easier to see which kind of
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# shader data type is stored in a string
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floatstr = str
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vec2str = str
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vec3str = str
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vec4str = str
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class ShaderData:
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def __init__(self, material):
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self.material = material
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self.contexts = []
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self.global_elems = [] # bone, weight, ipos, irot, iscl
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self.sd = {}
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self.data = {'shader_datas': [self.sd]}
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self.matname = arm.utils.safesrc(arm.utils.asset_name(material))
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self.sd['name'] = self.matname + '_data'
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self.sd['contexts'] = []
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def add_context(self, props) -> 'ShaderContext':
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con = ShaderContext(self.material, self.sd, props)
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if con not in self.sd['contexts']:
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for elem in self.global_elems:
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con.add_elem(elem['name'], elem['data'])
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self.sd['contexts'].append(con.get())
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return con
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def get(self):
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return self.data
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class ShaderContext:
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def __init__(self, material, shader_data, props):
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self.vert = None
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self.frag = None
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self.geom = None
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self.tesc = None
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self.tese = None
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self.material = material
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self.matname = arm.utils.safesrc(arm.utils.asset_name(material))
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self.shader_data = shader_data
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self.data = {}
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self.data['name'] = props['name']
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self.data['depth_write'] = props['depth_write']
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self.data['compare_mode'] = props['compare_mode']
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self.data['cull_mode'] = props['cull_mode']
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if 'vertex_elements' in props:
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self.data['vertex_elements'] = props['vertex_elements']
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else:
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self.data['vertex_elements'] = [{'name': 'pos', 'data': 'short4norm'}, {'name': 'nor', 'data': 'short2norm'}] # (p.xyz, n.z), (n.xy)
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if 'blend_source' in props:
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self.data['blend_source'] = props['blend_source']
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if 'blend_destination' in props:
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self.data['blend_destination'] = props['blend_destination']
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if 'blend_operation' in props:
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self.data['blend_operation'] = props['blend_operation']
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if 'alpha_blend_source' in props:
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self.data['alpha_blend_source'] = props['alpha_blend_source']
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if 'alpha_blend_destination' in props:
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self.data['alpha_blend_destination'] = props['alpha_blend_destination']
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if 'alpha_blend_operation' in props:
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self.data['alpha_blend_operation'] = props['alpha_blend_operation']
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if 'color_writes_red' in props:
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self.data['color_writes_red'] = props['color_writes_red']
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if 'color_writes_green' in props:
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self.data['color_writes_green'] = props['color_writes_green']
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if 'color_writes_blue' in props:
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self.data['color_writes_blue'] = props['color_writes_blue']
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if 'color_writes_alpha' in props:
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self.data['color_writes_alpha'] = props['color_writes_alpha']
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if 'color_attachments' in props:
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self.data['color_attachments'] = props['color_attachments']
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self.data['texture_units'] = []
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self.tunits = self.data['texture_units']
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self.data['constants'] = []
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self.constants = self.data['constants']
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def add_elem(self, name, data):
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elem = { 'name': name, 'data': data }
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if elem not in self.data['vertex_elements']:
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self.data['vertex_elements'].append(elem)
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self.sort_vs()
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def sort_vs(self):
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vs = []
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ar = ['pos', 'nor', 'tex', 'tex1', 'col', 'tang', 'bone', 'weight', 'ipos', 'irot', 'iscl']
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for ename in ar:
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elem = self.get_elem(ename)
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if elem != None:
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vs.append(elem)
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self.data['vertex_elements'] = vs
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def is_elem(self, name):
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for elem in self.data['vertex_elements']:
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if elem['name'] == name:
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return True
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return False
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def get_elem(self, name):
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for elem in self.data['vertex_elements']:
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if elem['name'] == name:
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return elem
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return None
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def get(self):
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return self.data
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def add_constant(self, ctype, name, link=None):
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for c in self.constants:
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if c['name'] == name:
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return
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c = { 'name': name, 'type': ctype }
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if link != None:
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c['link'] = link
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self.constants.append(c)
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def add_texture_unit(self, ctype, name, link=None, is_image=None):
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for c in self.tunits:
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if c['name'] == name:
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return
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c = { 'name': name }
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if link != None:
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c['link'] = link
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if is_image != None:
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c['is_image'] = is_image
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self.tunits.append(c)
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def make_vert(self, custom_name: str = None):
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if custom_name is None:
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self.data['vertex_shader'] = self.matname + '_' + self.data['name'] + '.vert'
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else:
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self.data['vertex_shader'] = custom_name + '.vert'
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self.vert = Shader(self, 'vert')
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return self.vert
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def make_frag(self, custom_name: str = None):
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if custom_name is None:
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self.data['fragment_shader'] = self.matname + '_' + self.data['name'] + '.frag'
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else:
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self.data['fragment_shader'] = custom_name + '.frag'
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self.frag = Shader(self, 'frag')
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return self.frag
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def make_geom(self, custom_name: str = None):
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if custom_name is None:
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self.data['geometry_shader'] = self.matname + '_' + self.data['name'] + '.geom'
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else:
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self.data['geometry_shader'] = custom_name + '.geom'
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self.geom = Shader(self, 'geom')
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return self.geom
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def make_tesc(self, custom_name: str = None):
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if custom_name is None:
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self.data['tesscontrol_shader'] = self.matname + '_' + self.data['name'] + '.tesc'
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else:
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self.data['tesscontrol_shader'] = custom_name + '.tesc'
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self.tesc = Shader(self, 'tesc')
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return self.tesc
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def make_tese(self, custom_name: str = None):
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if custom_name is None:
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self.data['tesseval_shader'] = self.matname + '_' + self.data['name'] + '.tese'
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else:
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self.data['tesseval_shader'] = custom_name + '.tese'
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self.tese = Shader(self, 'tese')
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return self.tese
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class Shader:
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def __init__(self, context, shader_type):
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self.context = context
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self.shader_type = shader_type
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self.includes = []
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self.ins = []
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self.outs = []
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self.uniforms_top = []
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self.uniforms = []
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self.constants = []
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self.functions = {}
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self.main = ''
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self.main_init = ''
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self.main_normal = ''
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self.main_textures = ''
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self.main_attribs = ''
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self.header = ''
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self.write_pre = False
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self.write_normal = 0
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self.write_textures = 0
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self.tab = 1
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self.vstruct_as_vsin = True
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self.lock = False
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self.geom_passthrough = False
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self.is_linked = False # Use already generated shader
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self.noprocessing = False
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def has_include(self, s):
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return s in self.includes
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def add_include(self, s):
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if not self.has_include(s):
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self.includes.append(s)
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def add_include_front(self, s):
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if not self.has_include(s):
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self.includes.insert(0, s)
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def add_in(self, s):
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if s not in self.ins:
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self.ins.append(s)
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def add_out(self, s):
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if s not in self.outs:
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self.outs.append(s)
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def add_uniform(self, s, link=None, included=False, top=False):
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ar = s.split(' ')
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# layout(RGBA8) image3D voxels
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utype = ar[-2]
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uname = ar[-1]
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if utype.startswith('sampler') or utype.startswith('image') or utype.startswith('uimage'):
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is_image = True if (utype.startswith('image') or utype.startswith('uimage')) else None
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if uname[-1] == ']': # Array of samplers - sampler2D mySamplers[2]
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# Add individual units - mySamplers[0], mySamplers[1]
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for i in range(int(uname[-2])):
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uname_array = uname[:-2] + str(i) + ']'
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self.context.add_texture_unit(utype, uname_array, link=link, is_image=is_image)
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else:
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self.context.add_texture_unit(utype, uname, link=link, is_image=is_image)
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else:
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# Prefer vec4[] for d3d to avoid padding
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if ar[0] == 'float' and '[' in ar[1]:
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ar[0] = 'floats'
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ar[1] = ar[1].split('[', 1)[0]
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elif ar[0] == 'vec4' and '[' in ar[1]:
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ar[0] = 'floats'
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ar[1] = ar[1].split('[', 1)[0]
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self.context.add_constant(ar[0], ar[1], link=link)
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if top:
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if not included and s not in self.uniforms_top:
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self.uniforms_top.append(s)
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else:
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if not included and s not in self.uniforms:
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self.uniforms.append(s)
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def add_const(self, type_str: str, name: str, value_str: str, array_size: int = 0):
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"""
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Add a global constant to the shader.
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Parameters
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----------
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type_str: str
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The name of the type, like 'float' or 'vec3'. If the
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constant is an array, there is no need to add `[]` to the
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type
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name: str
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The name of the variable
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value_str: str
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The value of the constant as a string
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array_size: int
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If not 0 (default value), create an array with the given size
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"""
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if array_size == 0:
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self.constants.append(f'{type_str} {name} = {value_str}')
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elif array_size > 0:
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self.constants.append(f'{type_str} {name}[{array_size}] = {type_str}[]({value_str})')
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def add_function(self, s):
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fname = s.split('(', 1)[0]
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if fname in self.functions:
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return
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self.functions[fname] = s
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def contains(self, s):
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return s in self.main or \
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s in self.main_init or \
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s in self.main_normal or \
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s in self.ins or \
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s in self.main_textures or \
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s in self.main_attribs
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def replace(self, old, new):
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self.main = self.main.replace(old, new)
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self.main_init = self.main_init.replace(old, new)
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self.main_normal = self.main_normal.replace(old, new)
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self.main_textures = self.main_textures.replace(old, new)
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self.main_attribs = self.main_attribs.replace(old, new)
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self.uniforms = [u.replace(old, new) for u in self.uniforms]
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def write_init(self, s, unique=True):
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"""Prepend to the main function. If `unique` is true (default), look for other occurences first."""
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if unique and self.contains(s):
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return
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self.main_init = '\t' + s + '\n' + self.main_init
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def write(self, s):
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if self.lock:
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return
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if self.write_textures > 0:
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self.main_textures += '\t' * 1 + s + '\n'
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elif self.write_normal > 0:
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self.main_normal += '\t' * 1 + s + '\n'
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elif self.write_pre:
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self.main_init += '\t' * 1 + s + '\n'
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else:
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self.main += '\t' * self.tab + s + '\n'
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def write_header(self, s):
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self.header += s + '\n'
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def write_attrib(self, s):
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self.main_attribs += '\t' + s + '\n'
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def is_equal(self, sh):
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self.vstruct_to_vsin()
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return self.ins == sh.ins and \
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self.main == sh.main and \
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self.main_normal == sh.main_normal and \
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self.main_init == sh.main_init and \
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self.main_textures == sh.main_textures and \
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self.main_attribs == sh.main_attribs
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def data_size(self, data):
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if data == 'float1':
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return '1'
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elif data == 'float2':
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return '2'
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elif data == 'float3':
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return '3'
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elif data == 'float4':
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return '4'
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elif data == 'short2norm':
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return '2'
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elif data == 'short4norm':
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return '4'
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def vstruct_to_vsin(self):
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if self.shader_type != 'vert' or self.ins != [] or not self.vstruct_as_vsin: # Vertex structure as vertex shader input
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return
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vs = self.context.data['vertex_elements']
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for e in vs:
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self.add_in('vec' + self.data_size(e['data']) + ' ' + e['name'])
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def get(self):
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if self.noprocessing:
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return self.main
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s = '#version 450\n'
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s += self.header
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in_ext = ''
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out_ext = ''
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if self.shader_type == 'vert':
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self.vstruct_to_vsin()
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elif self.shader_type == 'tesc':
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in_ext = '[]'
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out_ext = '[]'
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s += 'layout(vertices = 3) out;\n'
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# Gen outs
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for sin in self.ins:
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ar = sin.rsplit(' ', 1) # vec3 wnormal
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tc_s = 'tc_' + ar[1]
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self.add_out(ar[0] + ' ' + tc_s)
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# Pass data
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self.write('{0}[gl_InvocationID] = {1}[gl_InvocationID];'.format(tc_s, ar[1]))
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elif self.shader_type == 'tese':
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in_ext = '[]'
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s += 'layout(triangles, equal_spacing, ccw) in;\n'
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elif self.shader_type == 'geom':
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in_ext = '[]'
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s += 'layout(triangles) in;\n'
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if not self.geom_passthrough:
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s += 'layout(triangle_strip) out;\n'
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s += 'layout(max_vertices=3) out;\n'
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for a in self.uniforms_top:
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s += 'uniform ' + a + ';\n'
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for a in self.includes:
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s += '#include "' + a + '"\n'
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if self.geom_passthrough:
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s += 'layout(passthrough) in gl_PerVertex { vec4 gl_Position; } gl_in[];\n'
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for a in self.ins:
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if self.geom_passthrough:
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s += 'layout(passthrough) '
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s += 'in {0}{1};\n'.format(a, in_ext)
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for a in self.outs:
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if not self.geom_passthrough:
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s += 'out {0}{1};\n'.format(a, out_ext)
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for a in self.uniforms:
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s += 'uniform ' + a + ';\n'
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for c in self.constants:
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s += 'const ' + c + ';\n'
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for f in self.functions:
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s += self.functions[f] + '\n'
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s += 'void main() {\n'
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s += self.main_attribs
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s += self.main_textures
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s += self.main_normal
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s += self.main_init
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s += self.main
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s += '}\n'
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return s
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