690 lines
28 KiB
Python
690 lines
28 KiB
Python
import bpy
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import arm.assets as assets
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import arm.material.mat_state as mat_state
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import arm.material.mat_utils as mat_utils
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import arm.material.cycles as cycles
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import arm.material.make_tess as make_tess
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import arm.material.make_particle as make_particle
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import arm.material.make_cluster as make_cluster
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import arm.material.make_finalize as make_finalize
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import arm.material.make_attrib as make_attrib
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import arm.utils
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is_displacement = False
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write_material_attribs = None
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write_material_attribs_post = None
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write_vertex_attribs = None
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def make(context_id, rpasses):
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rpdat = arm.utils.get_rp()
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rid = rpdat.rp_renderer
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con = { 'name': context_id, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise' }
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# Blend context
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mat = mat_state.material
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blend = mat.arm_blending
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particle = mat_state.material.arm_particle_flag
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dprepass = rid == 'Forward' and rpdat.rp_depthprepass
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if blend:
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con['name'] = 'blend'
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con['blend_source'] = mat.arm_blending_source
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con['blend_destination'] = mat.arm_blending_destination
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con['blend_operation'] = mat.arm_blending_operation
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con['alpha_blend_source'] = mat.arm_blending_source_alpha
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con['alpha_blend_destination'] = mat.arm_blending_destination_alpha
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con['alpha_blend_operation'] = mat.arm_blending_operation_alpha
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con['depth_write'] = False
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con['compare_mode'] = 'less'
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elif particle:
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pass
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elif dprepass: # Depth prepass was performed
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con['depth_write'] = False
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con['compare_mode'] = 'equal'
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con_mesh = mat_state.data.add_context(con)
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mat_state.con_mesh = con_mesh
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if rid == 'Forward' or blend:
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if rpdat.arm_material_model == 'Mobile':
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make_forward_mobile(con_mesh)
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elif rpdat.arm_material_model == 'Solid':
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make_forward_solid(con_mesh)
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else:
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make_forward(con_mesh)
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elif rid == 'Deferred':
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make_deferred(con_mesh, rpasses)
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elif rid == 'Raytracer':
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make_raytracer(con_mesh)
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make_finalize.make(con_mesh)
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assets.vs_equal(con_mesh, assets.shader_cons['mesh_vert'])
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return con_mesh
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def make_base(con_mesh, parse_opacity):
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global is_displacement
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global write_material_attribs
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global write_material_attribs_post
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global write_vertex_attribs
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wrd = bpy.data.worlds['Arm']
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vert = con_mesh.make_vert()
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frag = con_mesh.make_frag()
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geom = None
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tesc = None
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tese = None
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vert.add_uniform('mat3 N', '_normalMatrix')
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vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);')
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vattr_written = False
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rpdat = arm.utils.get_rp()
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is_displacement = mat_utils.disp_linked(mat_state.output_node)
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if is_displacement:
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if rpdat.arm_rp_displacement == 'Vertex':
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frag.ins = vert.outs
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else: # Tessellation
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tesc = con_mesh.make_tesc()
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tese = con_mesh.make_tese()
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tesc.ins = vert.outs
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tese.ins = tesc.outs
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frag.ins = tese.outs
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make_tess.tesc_levels(tesc, rpdat.arm_tess_mesh_inner, rpdat.arm_tess_mesh_outer)
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make_tess.interpolate(tese, 'wposition', 3, declare_out=True)
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make_tess.interpolate(tese, 'wnormal', 3, declare_out=True, normalize=True)
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# No displacement
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else:
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frag.ins = vert.outs
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if write_vertex_attribs != None:
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vattr_written = write_vertex_attribs(vert)
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frag.add_include('compiled.inc')
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written = False
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if write_material_attribs != None:
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written = write_material_attribs(con_mesh, frag)
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if written == False:
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frag.write('vec3 basecol;')
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frag.write('float roughness;')
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frag.write('float metallic;')
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frag.write('float occlusion;')
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frag.write('float specular;')
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if '_Emission' in wrd.world_defs:
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frag.write('float emission;')
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if parse_opacity:
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frag.write('float opacity;')
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cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity)
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if write_material_attribs_post != None:
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write_material_attribs_post(con_mesh, frag)
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if not is_displacement and not vattr_written:
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make_attrib.write_vertpos(vert)
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if con_mesh.is_elem('tex'):
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vert.add_out('vec2 texCoord')
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vert.add_uniform('float texUnpack', link='_texUnpack')
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if mat_state.material.arm_tilesheet_flag:
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if mat_state.material.arm_particle_flag and rpdat.arm_particles == 'GPU':
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make_particle.write_tilesheet(vert)
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else:
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vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset')
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vert.write_attrib('texCoord = tex * texUnpack + tilesheetOffset;')
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else:
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vert.write_attrib('texCoord = tex * texUnpack;')
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if tese != None:
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tese.write_pre = True
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make_tess.interpolate(tese, 'texCoord', 2, declare_out=frag.contains('texCoord'))
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tese.write_pre = False
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if con_mesh.is_elem('tex1'):
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vert.add_out('vec2 texCoord1')
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vert.add_uniform('float texUnpack', link='_texUnpack')
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vert.write_attrib('texCoord1 = tex1 * texUnpack;')
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if tese != None:
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tese.write_pre = True
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make_tess.interpolate(tese, 'texCoord1', 2, declare_out=frag.contains('texCoord1'))
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tese.write_pre = False
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if con_mesh.is_elem('col'):
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vert.add_out('vec3 vcolor')
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vert.write_attrib('vcolor = col.rgb;')
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if tese != None:
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tese.write_pre = True
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make_tess.interpolate(tese, 'vcolor', 3, declare_out=frag.contains('vcolor'))
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tese.write_pre = False
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if con_mesh.is_elem('tang'):
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if tese != None:
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vert.add_out('vec3 wnormal')
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make_attrib.write_norpos(con_mesh, vert)
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tese.add_out('mat3 TBN')
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tese.write('vec3 wbitangent = normalize(cross(wnormal, wtangent));')
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tese.write('TBN = mat3(wtangent, wbitangent, wnormal);')
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else:
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vert.add_out('mat3 TBN')
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make_attrib.write_norpos(con_mesh, vert, declare=True)
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vert.write('vec3 tangent = normalize(N * tang.xyz);')
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vert.write('vec3 bitangent = normalize(cross(wnormal, tangent));')
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vert.write('TBN = mat3(tangent, bitangent, wnormal);')
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else:
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vert.add_out('vec3 wnormal')
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make_attrib.write_norpos(con_mesh, vert)
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frag.write_attrib('vec3 n = normalize(wnormal);')
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if is_displacement:
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if rpdat.arm_rp_displacement == 'Vertex':
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sh = vert
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else:
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sh = tese
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sh.add_uniform('mat4 VP', '_viewProjectionMatrix')
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sh.write('wposition += wnormal * disp * 0.1;')
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sh.write('gl_Position = VP * vec4(wposition, 1.0);')
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def make_deferred(con_mesh, rpasses):
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wrd = bpy.data.worlds['Arm']
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rpdat = arm.utils.get_rp()
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arm_discard = mat_state.material.arm_discard
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parse_opacity = arm_discard or 'translucent' in rpasses
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make_base(con_mesh, parse_opacity=parse_opacity)
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frag = con_mesh.frag
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vert = con_mesh.vert
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tese = con_mesh.tese
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if parse_opacity:
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if arm_discard:
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opac = mat_state.material.arm_discard_opacity
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else:
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opac = '1.0'
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frag.write('if (opacity < {0}) discard;'.format(opac))
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gapi = arm.utils.get_gapi()
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if '_gbuffer2' in wrd.world_defs:
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frag.add_out('vec4[3] fragColor')
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if '_Veloc' in wrd.world_defs:
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if tese == None:
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vert.add_uniform('mat4 prevWVP', link='_prevWorldViewProjectionMatrix')
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vert.add_out('vec4 wvpposition')
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vert.add_out('vec4 prevwvpposition')
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vert.write('wvpposition = gl_Position;')
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if is_displacement:
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vert.add_uniform('mat4 invW', link='_inverseWorldMatrix')
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vert.write('prevwvpposition = prevWVP * (invW * vec4(wposition, 1.0));')
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else:
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vert.write('prevwvpposition = prevWVP * spos;')
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else:
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tese.add_out('vec4 wvpposition')
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tese.add_out('vec4 prevwvpposition')
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tese.write('wvpposition = gl_Position;')
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if is_displacement:
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tese.add_uniform('mat4 invW', link='_inverseWorldMatrix')
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tese.add_uniform('mat4 prevWVP', '_prevWorldViewProjectionMatrix')
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tese.write('prevwvpposition = prevWVP * (invW * vec4(wposition, 1.0));')
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else:
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vert.add_uniform('mat4 prevW', link='_prevWorldMatrix')
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vert.add_out('vec3 prevwposition')
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vert.write('prevwposition = vec4(prevW * spos).xyz;')
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tese.add_uniform('mat4 prevVP', '_prevViewProjectionMatrix')
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make_tess.interpolate(tese, 'prevwposition', 3)
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tese.write('prevwvpposition = prevVP * vec4(prevwposition, 1.0);')
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elif gapi.startswith('direct3d'):
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vert.add_out('vec4 wvpposition')
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vert.write('wvpposition = gl_Position;')
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frag.add_out('vec4[2] fragColor')
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else:
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frag.add_out('vec4[2] fragColor')
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# Pack gbuffer
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frag.add_include('std/gbuffer.glsl')
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if mat_state.material.arm_two_sided:
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frag.write('if (!gl_FrontFacing) n *= -1;') # Flip normal when drawing back-face
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frag.write('n /= (abs(n.x) + abs(n.y) + abs(n.z));')
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frag.write('n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);')
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if '_Emission' in wrd.world_defs or '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs:
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frag.write('float matid = 0.0;')
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if '_Emission' in wrd.world_defs:
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frag.write('if (emission > 0) matid = 1.0;')
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if '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs:
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frag.add_uniform('int materialID')
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frag.write('if (materialID == 2) matid = 2.0;')
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else:
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frag.write('const float matid = 0.0;')
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frag.write('fragColor[0] = vec4(n.xy, packFloat(metallic, roughness), matid);')
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frag.write('fragColor[1] = vec4(basecol.rgb, packFloat2(occlusion, specular));')
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if '_gbuffer2' in wrd.world_defs:
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if '_Veloc' in wrd.world_defs:
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frag.write('vec2 posa = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;')
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frag.write('vec2 posb = (prevwvpposition.xy / prevwvpposition.w) * 0.5 + 0.5;')
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frag.write('fragColor[2].rg = vec2(posa - posb);')
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return con_mesh
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def make_raytracer(con_mesh):
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wrd = bpy.data.worlds['Arm']
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vert = con_mesh.make_vert()
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frag = con_mesh.make_frag()
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vert.add_out('vec3 n')
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vert.write('n = nor;')
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vert.write('gl_Position = vec4(pos.xyz, 1.0);')
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def make_forward_mobile(con_mesh):
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wrd = bpy.data.worlds['Arm']
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vert = con_mesh.make_vert()
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frag = con_mesh.make_frag()
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geom = None
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tesc = None
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tese = None
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vert.add_uniform('mat3 N', '_normalMatrix')
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vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);')
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frag.ins = vert.outs
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make_attrib.write_vertpos(vert)
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frag.add_include('compiled.inc')
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frag.write('vec3 basecol;')
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frag.write('float roughness;')
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frag.write('float metallic;')
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frag.write('float occlusion;')
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frag.write('float specular;')
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if '_Emission' in wrd.world_defs:
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frag.write('float emission;')
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arm_discard = mat_state.material.arm_discard
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blend = mat_state.material.arm_blending
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is_transluc = mat_utils.is_transluc(mat_state.material)
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parse_opacity = (blend and is_transluc) or arm_discard
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if parse_opacity:
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frag.write('float opacity;')
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cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity, parse_displacement=False)
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if arm_discard:
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opac = mat_state.material.arm_discard_opacity
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frag.write('if (opacity < {0}) discard;'.format(opac))
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if con_mesh.is_elem('tex'):
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vert.add_out('vec2 texCoord')
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vert.add_uniform('float texUnpack', link='_texUnpack')
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if mat_state.material.arm_tilesheet_flag:
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vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset')
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vert.write('texCoord = tex * texUnpack + tilesheetOffset;')
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else:
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vert.write('texCoord = tex * texUnpack;')
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if con_mesh.is_elem('col'):
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vert.add_out('vec3 vcolor')
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vert.write('vcolor = col.rgb;')
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if con_mesh.is_elem('tang'):
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vert.add_out('mat3 TBN')
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make_attrib.write_norpos(con_mesh, vert, declare=True)
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vert.write('vec3 tangent = normalize(N * tang);')
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vert.write('vec3 bitangent = normalize(cross(wnormal, tangent));')
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vert.write('TBN = mat3(tangent, bitangent, wnormal);')
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else:
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vert.add_out('vec3 wnormal')
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make_attrib.write_norpos(con_mesh, vert)
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frag.write_attrib('vec3 n = normalize(wnormal);')
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frag.add_include('std/math.glsl')
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frag.add_include('std/brdf.glsl')
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frag.add_out('vec4 fragColor')
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blend = mat_state.material.arm_blending
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if blend:
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if parse_opacity:
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frag.write('fragColor = vec4(basecol, opacity);')
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else:
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frag.write('fragColor = vec4(basecol, 1.0);')
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return
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is_shadows = '_ShadowMap' in wrd.world_defs
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frag.write('vec3 direct = vec3(0.0);')
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if '_Sun' in wrd.world_defs:
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frag.add_uniform('vec3 sunCol', '_sunColor')
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frag.add_uniform('vec3 sunDir', '_sunDirection')
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frag.write('float svisibility = 1.0;')
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frag.write('float sdotNL = max(dot(n, sunDir), 0.0);')
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if is_shadows:
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vert.add_out('vec4 lightPosition')
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vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrix')
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vert.write('lightPosition = LWVP * spos;')
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frag.add_uniform('sampler2DShadow shadowMap')
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frag.add_uniform('float shadowsBias', '_sunShadowsBias')
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if '_CSM' in wrd.world_defs:
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frag.add_include('std/shadows.glsl')
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frag.add_uniform('vec4 casData[shadowmapCascades * 4 + 4]', '_cascadeData', included=True)
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frag.add_uniform('vec3 eye', '_cameraPosition')
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frag.write('svisibility = shadowTestCascade(shadowMap, eye, wposition + n * shadowsBias * 10, shadowsBias);')
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else:
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frag.write('if (lightPosition.w > 0.0) {')
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frag.write(' vec3 lPos = lightPosition.xyz / lightPosition.w;')
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frag.write(' svisibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).r;')
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frag.write('}')
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frag.write('direct += basecol * sdotNL * sunCol * svisibility;')
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if '_SinglePoint' in wrd.world_defs:
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frag.add_uniform('vec3 pointPos', '_pointPosition')
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frag.add_uniform('vec3 pointCol', '_pointColor')
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if '_Spot' in wrd.world_defs:
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frag.add_uniform('vec3 spotDir', link='_spotDirection')
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frag.add_uniform('vec2 spotData', link='_spotData')
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frag.write('float visibility = 1.0;')
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frag.write('vec3 ld = pointPos - wposition;')
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frag.write('vec3 l = normalize(ld);')
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frag.write('float dotNL = max(dot(n, l), 0.0);')
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if is_shadows:
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frag.add_uniform('float pointBias', link='_pointShadowsBias')
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frag.add_include('std/shadows.glsl')
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if '_Spot' in wrd.world_defs:
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vert.add_out('vec4 spotPosition')
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vert.add_uniform('mat4 LWVPSpot0', link='_biasLightWorldViewProjectionMatrixSpot0')
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vert.write('spotPosition = LWVPSpot0 * spos;')
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frag.add_uniform('sampler2DShadow shadowMapSpot[1]')
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frag.write('if (spotPosition.w > 0.0) {')
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frag.write(' vec3 lPos = spotPosition.xyz / spotPosition.w;')
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frag.write(' visibility = texture(shadowMapSpot[0], vec3(lPos.xy, lPos.z - pointBias)).r;')
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frag.write('}')
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else:
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frag.add_uniform('vec2 lightProj', link='_lightPlaneProj')
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frag.add_uniform('samplerCubeShadow shadowMapPoint[1]')
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frag.write('const float s = shadowmapCubePcfSize;') # TODO: incorrect...
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frag.write('float compare = lpToDepth(ld - n * pointBias * 80, lightProj);')
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frag.write('visibility = texture(shadowMapPoint[0], vec4(-l + n * pointBias * 80, compare)).r;')
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frag.write('direct += basecol * dotNL * pointCol * attenuate(distance(wposition, pointPos)) * visibility;')
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if '_Clusters' in wrd.world_defs:
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frag.add_include('std/light_mobile.glsl')
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frag.write('vec3 albedo = basecol;')
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frag.write('vec3 f0 = surfaceF0(basecol, metallic);')
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make_cluster.write(vert, frag)
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if '_Irr' in wrd.world_defs:
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frag.add_include('std/shirr.glsl')
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frag.add_uniform('vec4 shirr[7]', link='_envmapIrradiance', included=True)
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env_str = 'shIrradiance(n)'
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else:
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env_str = '0.5'
|
|
|
|
frag.add_uniform('float envmapStrength', link='_envmapStrength')
|
|
frag.write('fragColor = vec4(direct + basecol * {0} * envmapStrength, 1.0);'.format(env_str))
|
|
|
|
if '_LDR' in wrd.world_defs:
|
|
frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));')
|
|
|
|
def make_forward_solid(con_mesh):
|
|
wrd = bpy.data.worlds['Arm']
|
|
vert = con_mesh.make_vert()
|
|
frag = con_mesh.make_frag()
|
|
geom = None
|
|
tesc = None
|
|
tese = None
|
|
|
|
for e in con_mesh.data['vertex_elements']:
|
|
if e['name'] == 'nor':
|
|
con_mesh.data['vertex_elements'].remove(e)
|
|
break
|
|
|
|
vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);')
|
|
frag.ins = vert.outs
|
|
|
|
make_attrib.write_vertpos(vert)
|
|
|
|
frag.add_include('compiled.inc')
|
|
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;')
|
|
|
|
arm_discard = mat_state.material.arm_discard
|
|
blend = mat_state.material.arm_blending
|
|
is_transluc = mat_utils.is_transluc(mat_state.material)
|
|
parse_opacity = (blend and is_transluc) or arm_discard
|
|
if parse_opacity:
|
|
frag.write('float opacity;')
|
|
|
|
cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity, parse_displacement=False, basecol_only=True)
|
|
|
|
if arm_discard:
|
|
opac = mat_state.material.arm_discard_opacity
|
|
frag.write('if (opacity < {0}) discard;'.format(opac))
|
|
|
|
if con_mesh.is_elem('tex'):
|
|
vert.add_out('vec2 texCoord')
|
|
vert.add_uniform('float texUnpack', link='_texUnpack')
|
|
if mat_state.material.arm_tilesheet_flag:
|
|
vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset')
|
|
vert.write('texCoord = tex * texUnpack + tilesheetOffset;')
|
|
else:
|
|
vert.write('texCoord = tex * texUnpack;')
|
|
|
|
if con_mesh.is_elem('col'):
|
|
vert.add_out('vec3 vcolor')
|
|
vert.write('vcolor = col.rgb;')
|
|
|
|
make_attrib.write_norpos(con_mesh, vert, write_nor=False)
|
|
|
|
frag.add_out('vec4 fragColor')
|
|
if blend and parse_opacity:
|
|
frag.write('fragColor = vec4(basecol, opacity);')
|
|
else:
|
|
frag.write('fragColor = vec4(basecol, 1.0);')
|
|
|
|
if '_LDR' in wrd.world_defs:
|
|
frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));')
|
|
|
|
def make_forward(con_mesh):
|
|
wrd = bpy.data.worlds['Arm']
|
|
rpdat = arm.utils.get_rp()
|
|
blend = mat_state.material.arm_blending
|
|
parse_opacity = blend or mat_utils.is_transluc(mat_state.material)
|
|
|
|
make_forward_base(con_mesh, parse_opacity=parse_opacity)
|
|
|
|
frag = con_mesh.frag
|
|
|
|
if not blend:
|
|
mrt = rpdat.rp_ssr
|
|
if mrt:
|
|
# Store light gbuffer for post-processing
|
|
frag.add_out('vec4 fragColor[2]')
|
|
frag.add_include('std/gbuffer.glsl')
|
|
frag.write('n /= (abs(n.x) + abs(n.y) + abs(n.z));')
|
|
frag.write('n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);')
|
|
frag.write('fragColor[0] = vec4(direct + indirect, packFloat2(occlusion, specular));')
|
|
frag.write('fragColor[1] = vec4(n.xy, packFloat(metallic, roughness), 1.0);')
|
|
else:
|
|
frag.add_out('vec4 fragColor[1]')
|
|
frag.write('fragColor[0] = vec4(direct + indirect, 1.0);')
|
|
|
|
if '_LDR' in wrd.world_defs:
|
|
frag.add_include('std/tonemap.glsl')
|
|
frag.write('fragColor[0].rgb = tonemapFilmic(fragColor[0].rgb);')
|
|
|
|
# Particle opacity
|
|
if mat_state.material.arm_particle_flag and arm.utils.get_rp().arm_particles == 'GPU' and mat_state.material.arm_particle_fade:
|
|
frag.write('fragColor[0].rgb *= p_fade;')
|
|
|
|
def make_forward_base(con_mesh, parse_opacity=False):
|
|
global is_displacement
|
|
wrd = bpy.data.worlds['Arm']
|
|
|
|
arm_discard = mat_state.material.arm_discard
|
|
make_base(con_mesh, parse_opacity=(parse_opacity or arm_discard))
|
|
|
|
vert = con_mesh.vert
|
|
frag = con_mesh.frag
|
|
tese = con_mesh.tese
|
|
|
|
if parse_opacity or arm_discard:
|
|
if arm_discard:
|
|
opac = mat_state.material.arm_discard_opacity
|
|
else:
|
|
opac = '1.0'
|
|
frag.write('if (opacity < {0}) discard;'.format(opac))
|
|
|
|
blend = mat_state.material.arm_blending
|
|
if blend:
|
|
frag.add_out('vec4 fragColor[1]')
|
|
if parse_opacity:
|
|
frag.write('fragColor[0] = vec4(basecol, opacity);')
|
|
else:
|
|
# frag.write('fragColor[0] = vec4(basecol * lightCol * visibility, 1.0);')
|
|
frag.write('fragColor[0] = vec4(basecol, 1.0);')
|
|
# TODO: Fade out fragments near depth buffer here
|
|
return
|
|
|
|
frag.write_init("""
|
|
vec3 vVec = normalize(eyeDir);
|
|
float dotNV = max(dot(n, vVec), 0.0);
|
|
""")
|
|
|
|
sh = tese if tese != None else vert
|
|
sh.add_out('vec3 eyeDir')
|
|
sh.add_uniform('vec3 eye', '_cameraPosition')
|
|
sh.write('eyeDir = eye - wposition;')
|
|
|
|
frag.add_include('std/light.glsl')
|
|
is_shadows = '_ShadowMap' in wrd.world_defs
|
|
|
|
frag.write('vec3 albedo = surfaceAlbedo(basecol, metallic);')
|
|
frag.write('vec3 f0 = surfaceF0(basecol, metallic);')
|
|
frag.write('vec3 direct = vec3(0.0);')
|
|
frag.add_uniform('bool receiveShadow')
|
|
|
|
if '_Sun' in wrd.world_defs:
|
|
frag.add_uniform('vec3 sunCol', '_sunColor')
|
|
frag.add_uniform('vec3 sunDir', '_sunDirection')
|
|
frag.write('float svisibility = 1.0;')
|
|
frag.write('vec3 sh = normalize(vVec + sunDir);')
|
|
frag.write('float sdotNL = dot(n, sunDir);')
|
|
frag.write('float sdotNH = dot(n, sh);')
|
|
frag.write('float sdotVH = dot(vVec, sh);')
|
|
if is_shadows:
|
|
frag.add_uniform('sampler2DShadow shadowMap')
|
|
frag.add_uniform('float shadowsBias', '_sunShadowsBias')
|
|
frag.write('if (receiveShadow) {')
|
|
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('svisibility = shadowTestCascade(shadowMap, eye, wposition + n * shadowsBias * 10, shadowsBias);')
|
|
else:
|
|
if tese != None:
|
|
tese.add_out('vec4 lightPosition')
|
|
tese.add_uniform('mat4 LVP', '_biasLightViewProjectionMatrix')
|
|
tese.write('lightPosition = LVP * vec4(wposition, 1.0);')
|
|
else:
|
|
if is_displacement:
|
|
vert.add_out('vec4 lightPosition')
|
|
vert.add_uniform('mat4 LVP', '_biasLightViewProjectionMatrix')
|
|
vert.write('lightPosition = LVP * vec4(wposition, 1.0);')
|
|
else:
|
|
vert.add_out('vec4 lightPosition')
|
|
vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrix')
|
|
vert.write('lightPosition = LWVP * spos;')
|
|
frag.write('vec3 lPos = lightPosition.xyz / lightPosition.w;')
|
|
frag.write('const vec2 smSize = shadowmapSize;')
|
|
frag.write('svisibility = PCF(shadowMap, lPos.xy, lPos.z - shadowsBias, smSize);')
|
|
frag.write('}') # receiveShadow
|
|
# is_shadows
|
|
frag.write('direct += (lambertDiffuseBRDF(albedo, sdotNL) + specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * specular) * sunCol * svisibility;')
|
|
# sun
|
|
|
|
if '_SinglePoint' in wrd.world_defs:
|
|
frag.add_uniform('vec3 pointPos', link='_pointPosition')
|
|
frag.add_uniform('vec3 pointCol', link='_pointColor')
|
|
if '_Spot' in wrd.world_defs:
|
|
frag.add_uniform('vec3 spotDir', link='_spotDirection')
|
|
frag.add_uniform('vec2 spotData', link='_spotData')
|
|
if is_shadows:
|
|
frag.add_uniform('float pointBias', link='_pointShadowsBias')
|
|
if '_Spot' in wrd.world_defs:
|
|
# Skip world matrix, already in world-space
|
|
frag.add_uniform('mat4 LWVPSpot0', link='_biasLightViewProjectionMatrixSpot0', included=True)
|
|
frag.add_uniform('sampler2DShadow shadowMapSpot[1]', included=True)
|
|
else:
|
|
frag.add_uniform('vec2 lightProj', link='_lightPlaneProj', included=True)
|
|
frag.add_uniform('samplerCubeShadow shadowMapPoint[1]', included=True)
|
|
frag.write('direct += sampleLight(')
|
|
frag.write(' wposition, n, vVec, dotNV, pointPos, pointCol, albedo, roughness, specular, f0')
|
|
if is_shadows:
|
|
frag.write(' , 0, pointBias')
|
|
if '_Spot' in wrd.world_defs:
|
|
frag.write(' , true, spotData.x, spotData.y, spotDir')
|
|
frag.write(');')
|
|
|
|
if '_Clusters' in wrd.world_defs:
|
|
make_cluster.write(vert, frag)
|
|
|
|
if '_Brdf' in wrd.world_defs:
|
|
frag.add_uniform('sampler2D senvmapBrdf', link='_envmapBrdf')
|
|
frag.write('vec2 envBRDF = texture(senvmapBrdf, vec2(roughness, 1.0 - dotNV)).xy;')
|
|
|
|
if '_Irr' in wrd.world_defs:
|
|
frag.add_include('std/shirr.glsl')
|
|
frag.add_uniform('vec4 shirr[7]', link='_envmapIrradiance', included=True)
|
|
frag.write('vec3 indirect = shIrradiance(n);')
|
|
if '_EnvTex' in wrd.world_defs:
|
|
frag.write('indirect /= PI;')
|
|
frag.write('indirect *= albedo;')
|
|
if '_Rad' in wrd.world_defs:
|
|
frag.add_uniform('sampler2D senvmapRadiance', link='_envmapRadiance')
|
|
frag.add_uniform('int envmapNumMipmaps', link='_envmapNumMipmaps')
|
|
frag.write('vec3 reflectionWorld = reflect(-vVec, n);')
|
|
frag.write('float lod = getMipFromRoughness(roughness, envmapNumMipmaps);')
|
|
frag.write('vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;')
|
|
if '_EnvLDR' in wrd.world_defs:
|
|
frag.write('prefilteredColor = pow(prefilteredColor, vec3(2.2));')
|
|
frag.write('indirect += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5;')
|
|
elif '_EnvCol' in wrd.world_defs:
|
|
frag.add_uniform('vec3 backgroundCol', link='_backgroundCol')
|
|
frag.write('indirect += backgroundCol * f0;')
|
|
else:
|
|
frag.write('vec3 indirect = albedo;')
|
|
frag.write('indirect *= occlusion;')
|
|
|
|
frag.add_uniform('float envmapStrength', link='_envmapStrength')
|
|
frag.write('indirect *= envmapStrength;')
|
|
|
|
if '_VoxelGI' in wrd.world_defs or '_VoxelAO' in wrd.world_defs:
|
|
frag.add_include('std/conetrace.glsl')
|
|
frag.add_uniform('sampler3D voxels')
|
|
if '_VoxelGICam' in wrd.world_defs:
|
|
frag.add_uniform('vec3 eyeSnap', link='_cameraPositionSnap')
|
|
frag.write('vec3 voxpos = (wposition - eyeSnap) / voxelgiHalfExtents;')
|
|
else:
|
|
frag.write('vec3 voxpos = wposition / voxelgiHalfExtents;')
|
|
if '_VoxelAO' in wrd.world_defs:
|
|
frag.write('indirect *= vec3(1.0 - traceAO(voxpos, n, voxels));')
|
|
else:
|
|
frag.write('vec4 indirectDiffuse = traceDiffuse(voxpos, n, voxels);')
|
|
frag.write('indirect = indirect * voxelgiEnv + vec3(indirectDiffuse.rgb * voxelgiDiff * basecol);')
|
|
frag.write('if (specular > 0.0) {')
|
|
frag.write('vec3 indirectSpecular = traceSpecular(voxels, voxpos, n, vVec, roughness);')
|
|
frag.write('indirectSpecular *= f0 * envBRDF.x + envBRDF.y;')
|
|
frag.write('indirect += indirectSpecular * voxelgiSpec * specular;')
|
|
frag.write('}')
|
|
|
|
if '_Emission' in wrd.world_defs:
|
|
frag.write('if (emission > 0.0) {')
|
|
frag.write(' direct = vec3(0.0);')
|
|
frag.write(' indirect += basecol;')
|
|
frag.write('}')
|