armory/blender/arm/material/make_voxel.py
2019-04-06 13:03:04 +02:00

371 lines
18 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
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<SPIRV_Cross_Output> 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<SPIRV_Cross_Output> 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<float> 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