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blender.py
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import bpy
from bpy.props import FloatProperty, FloatVectorProperty
import arm.api
import arm.material.mat_state as mat_state
import arm.material.cycles as cycles
import arm.material.make_attrib as make_attrib
import arm.material.make_finalize as make_finalize
import arm.material.mat_utils as mat_utils
import arm.assets as assets
import arm.utils
def register():
register_props()
arm.api.add_driver('Celshade', make_rpass, make_rpath, draw_props, draw_mat_props)
def register_props():
bpy.types.Material.arm_celshade_shade_color = FloatVectorProperty(
name='Shade Color (Multiply)',
description='The shading color for this material. It is multiplied with the base color',
size=3,
min=0.0, max=1.0, default=[0.0, 0.0, 0.0],
subtype='COLOR'
)
bpy.types.Material.arm_celshade_shade_softness = FloatProperty(
name='Shade Softness',
description='The amount of smoothing between shaded and lit parts of the material',
min=0.0, max=0.5, default=0.0
)
def draw_props(layout):
rpdat = arm.utils.get_rp()
def draw_mat_props(layout: bpy.types.UILayout, mat: bpy.types.Material):
col = layout.column(align=True)
col.prop(mat, 'arm_celshade_shade_color')
col.prop(mat, 'arm_celshade_shade_softness')
def make_rpass(rpass):
if rpass == 'mesh':
return make_mesh_pass(rpass)
return None
def make_mesh_pass(rpass):
con = {'name': rpass, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise'}
con_mesh = mat_state.data.add_context(con)
mat_state.con_mesh = con_mesh
mat = con_mesh.material
wrd = bpy.data.worlds['Arm']
vert = con_mesh.make_vert()
frag = con_mesh.make_frag()
geom = None
tesc = None
tese = None
vert.add_uniform('mat3 N', '_normalMatrix')
vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);')
frag.ins = vert.outs
frag.add_include('compiled.glsl')
frag.add_uniform('vec3 sunDir', '_sunDirection')
frag.add_uniform('vec3 sunCol', '_sunColor')
frag.add_uniform('float envmapStrength', link='_envmapStrength')
frag.write('float visibility = 1.0;')
frag.write('float dotNL = max(dot(n, sunDir), 0.0);')
is_shadows = '_ShadowMap' in wrd.world_defs
if is_shadows:
vert.add_out('vec4 lightPos')
vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrix')
vert.write('lightPos = LWVP * spos;')
frag.add_include('std/shadows.glsl')
frag.add_uniform('sampler2DShadow shadowMap')
frag.add_uniform('float shadowsBias', '_sunShadowsBias')
frag.add_uniform('bool receiveShadow')
frag.write('if (receiveShadow && lightPos.w > 0.0) {')
frag.write('vec3 lPos = lightPos.xyz / lightPos.w;')
frag.write('const vec2 smSize = shadowmapSize;')
frag.write('visibility *= PCF(shadowMap, lPos.xy, lPos.z - shadowsBias, smSize);')
frag.write('}')
frag.write('vec3 basecol;')
frag.write('float roughness;')
frag.write('float metallic;')
frag.write('float occlusion;')
frag.write('float specular;')
frag.write('vec3 emissionCol;')
is_displacement = mat_utils.disp_linked(mat_state.output_node)
arm_discard = mat_state.material.arm_discard
if arm_discard:
frag.write('float opacity;')
cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=arm_discard, parse_displacement=is_displacement)
if arm_discard:
opac = mat_state.material.arm_discard_opacity
frag.write('if (opacity < {0}) discard;'.format(opac))
make_attrib.write_tex_coords(con_mesh, vert, frag, tese)
if con_mesh.is_elem('col'):
vert.add_out('vec3 vcolor')
vert.write_attrib('vcolor = col;')
if con_mesh.is_elem('tang'):
vert.add_out('mat3 TBN')
make_attrib.write_norpos(con_mesh, vert, declare=True)
vert.write('vec3 tangent = normalize(N * tang.xyz);')
vert.write('vec3 bitangent = normalize(cross(wnormal, tangent));')
vert.write('TBN = mat3(tangent, bitangent, wnormal);')
else:
vert.add_out('vec3 wnormal')
make_attrib.write_norpos(con_mesh, vert)
frag.write_attrib('vec3 n = normalize(wnormal);')
frag.add_out('vec4 fragColor')
frag.write(f'vec3 shade = basecol * {cycles.to_vec3(mat.arm_celshade_shade_color)};')
s = mat.arm_celshade_shade_softness
if s == 0.0:
frag.write('vec3 direct = mix(shade, basecol, step(0.5, dotNL)) * visibility * sunCol;')
else:
frag.write(f'vec3 direct = mix(shade, basecol, smoothstep({0.5 - s}, {0.5 + s}, dotNL)) * visibility * sunCol;')
frag.write('vec3 indirect = basecol * envmapStrength;')
frag.write('fragColor = vec4(direct + indirect, 1.0);')
if '_LDR' in wrd.world_defs:
frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));')
if is_displacement:
vert.add_uniform('mat4 W', link='_worldMatrix')
vert.add_uniform('mat4 VP', link='_viewProjectionMatrix')
vert.write('vec4 wpos = W * spos;')
vert.write('wpos.xyz += wnormal * disp;')
vert.write('gl_Position = VP * wpos;')
else:
make_attrib.write_vertpos(vert)
assets.vs_equal(con_mesh, assets.shader_cons['mesh_vert'])
make_finalize.make(con_mesh)
return con_mesh
def make_rpath():
assets_path = arm.utils.get_sdk_path() + '/armory/Assets/'
wrd = bpy.data.worlds['Arm']
rpdat = arm.utils.get_rp()
if rpdat.rp_hdr:
assets.add_khafile_def('rp_hdr')
else:
wrd.world_defs += '_LDR'
if rpdat.rp_shadows:
wrd.world_defs += '_ShadowMap'
assets.add_khafile_def('rp_shadowmap')
assets.add_khafile_def('rp_shadowmap_cascade={0}'.format(rpdat.rp_shadowmap_cascade))
assets.add_khafile_def('rp_shadowmap_cube={0}'.format(rpdat.rp_shadowmap_cube))
assets.add_khafile_def('rp_background={0}'.format(rpdat.rp_background))
if rpdat.rp_background == 'World':
if '_EnvClouds' in wrd.world_defs:
assets.add(assets_path + 'noise256.png')
assets.add_embedded_data('noise256.png')
if rpdat.rp_render_to_texture:
assets.add_khafile_def('rp_render_to_texture')
if rpdat.rp_compositornodes:
assets.add_khafile_def('rp_compositornodes')
compo_depth = False
if rpdat.arm_tonemap != 'Off':
wrd.compo_defs = '_CTone' + rpdat.arm_tonemap
if rpdat.rp_antialiasing == 'FXAA':
wrd.compo_defs += '_CFXAA'
if rpdat.arm_letterbox:
wrd.compo_defs += '_CLetterbox'
if rpdat.arm_grain:
wrd.compo_defs += '_CGrain'
if bpy.data.scenes[0].cycles.film_exposure != 1.0:
wrd.compo_defs += '_CExposure'
if rpdat.arm_fog:
wrd.compo_defs += '_CFog'
compo_depth = True
if len(bpy.data.cameras) > 0 and bpy.data.cameras[0].dof.use_dof:
wrd.compo_defs += '_CDOF'
compo_depth = True
if compo_depth:
wrd.compo_defs += '_CDepth'
assets.add_khafile_def('rp_compositordepth')
if rpdat.arm_lens_texture != '':
wrd.compo_defs += '_CLensTex'
assets.add_embedded_data('lenstexture.jpg')
if rpdat.arm_fisheye:
wrd.compo_defs += '_CFishEye'
if rpdat.arm_vignette:
wrd.compo_defs += '_CVignette'
if rpdat.arm_lensflare:
wrd.compo_defs += '_CGlare'
if rpdat.arm_lut_texture != '':
wrd.compo_defs += '_CLUT'
assets.add_embedded_data('luttexture.jpg')
if '_CDOF' in wrd.compo_defs or '_CFXAA' in wrd.compo_defs or '_CSharpen' in wrd.compo_defs:
wrd.compo_defs += '_CTexStep'
if '_CDOF' in wrd.compo_defs or '_CFog' in wrd.compo_defs or '_CGlare' in wrd.compo_defs:
wrd.compo_defs += '_CCameraProj'
if rpdat.rp_pp:
wrd.compo_defs += '_CPostprocess'
assets.add_shader_pass('compositor_pass')
else:
assets.add_shader_pass('copy_pass')
assets.add_khafile_def('rp_antialiasing={0}'.format(rpdat.rp_antialiasing))
if rpdat.rp_antialiasing == 'SMAA' or rpdat.rp_antialiasing == 'TAA':
assets.add_shader_pass('smaa_edge_detect')
assets.add_shader_pass('smaa_blend_weight')
assets.add_shader_pass('smaa_neighborhood_blend')
assets.add(assets_path + 'smaa_area.png')
assets.add(assets_path + 'smaa_search.png')
assets.add_embedded_data('smaa_area.png')
assets.add_embedded_data('smaa_search.png')
wrd.world_defs += '_SMAA'
if rpdat.rp_antialiasing == 'TAA':
assets.add_shader_pass('taa_pass')
assets.add_shader_pass('copy_pass')
if rpdat.rp_antialiasing == 'TAA' or rpdat.rp_motionblur == 'Object':
assets.add_khafile_def('arm_veloc')
wrd.world_defs += '_Veloc'
if rpdat.rp_antialiasing == 'TAA':
assets.add_khafile_def('arm_taa')
assets.add_khafile_def('rp_supersampling={0}'.format(rpdat.rp_supersampling))
if rpdat.rp_supersampling == '4':
assets.add_shader_pass('supersample_resolve')
if rpdat.rp_volumetriclight:
wrd.world_defs += '_Sun'
assets.add_khafile_def('rp_volumetriclight')
assets.add_shader_pass('volumetric_light')
assets.add_shader_pass('blur_bilat_pass')
assets.add_shader_pass('blur_bilat_blend_pass')
assets.add(assets_path + 'blue_noise64.png')
assets.add_embedded_data('blue_noise64.png')
if rpdat.rp_bloom:
assets.add_khafile_def('rp_bloom')
assets.add_shader_pass('bloom_pass')
assets.add_shader_pass('blur_gaus_pass')
if rpdat.arm_rp_resolution == 'Custom':
assets.add_khafile_def('rp_resolution_filter={0}'.format(rpdat.arm_rp_resolution_filter))