armory/blender/arm/make_world.py

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import os
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import bpy
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import arm.assets as assets
import arm.log as log
from arm.material import make_shader
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from arm.material.shader import ShaderContext, Shader
import arm.node_utils as node_utils
import arm.utils
import arm.write_probes as write_probes
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callback = None
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shader_datas = []
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def build():
global shader_datas
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bpy.data.worlds['Arm'].world_defs = ''
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worlds = []
shader_datas = []
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for scene in bpy.data.scenes:
# Only export worlds from enabled scenes
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if scene.arm_export and scene.world is not None and scene.world not in worlds:
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worlds.append(scene.world)
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create_world_shaders(scene.world)
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def create_world_shaders(world: bpy.types.World):
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"""Creates fragment and vertex shaders for the given world."""
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global shader_datas
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world_name = arm.utils.safestr(world.name)
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pass_name = 'World_' + world_name
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shader_props = {
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'name': world_name,
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'depth_write': False,
'compare_mode': 'less',
'cull_mode': 'clockwise',
'color_attachments': ['_HDR'],
'vertex_elements': [{'name': 'pos', 'data': 'float3'}, {'name': 'nor', 'data': 'float3'}]
}
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shader_data = {'name': world_name + '_data', 'contexts': [shader_props]}
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# ShaderContext expects a material, but using a world also works
shader_context = ShaderContext(world, shader_data, shader_props)
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vert = shader_context.make_vert(custom_name="World_" + world_name)
frag = shader_context.make_frag(custom_name="World_" + world_name)
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# Update name, make_vert() and make_frag() above need another name
# to work
shader_context.data['name'] = pass_name
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vert.add_out('vec3 normal')
vert.add_uniform('mat4 SMVP', link="_skydomeMatrix")
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frag.add_include('compiled.inc')
frag.add_in('vec3 normal')
frag.add_out('vec4 fragColor')
vert.write('''normal = nor;
vec4 position = SMVP * vec4(pos, 1.0);
gl_Position = vec4(position);''')
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build_node_tree(world, frag)
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# TODO: Rework shader export so that it doesn't depend on materials
# to prevent workaround code like this
rel_path = os.path.join(arm.utils.build_dir(), 'compiled', 'Shaders')
full_path = os.path.join(arm.utils.get_fp(), rel_path)
if not os.path.exists(full_path):
os.makedirs(full_path)
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# Output: World_[world_name].[frag/vert].glsl
make_shader.write_shader(rel_path, shader_context.vert, 'vert', world_name, 'World')
make_shader.write_shader(rel_path, shader_context.frag, 'frag', world_name, 'World')
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# Write shader data file
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shader_data_file = pass_name + '_data.arm'
arm.utils.write_arm(os.path.join(full_path, shader_data_file), {'contexts': [shader_context.data]})
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shader_data_path = os.path.join(arm.utils.get_fp_build(), 'compiled', 'Shaders', shader_data_file)
assets.add_shader_data(shader_data_path)
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assets.add_shader_pass(pass_name)
assets.shader_passes_assets[pass_name] = shader_context.data
shader_datas.append({'contexts': [shader_context.data], 'name': pass_name})
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def build_node_tree(world: bpy.types.World, frag: Shader):
"""Generates the shader code for the given world."""
world_name = arm.utils.safestr(world.name)
world.world_defs = ''
rpdat = arm.utils.get_rp()
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wrd = bpy.data.worlds['Arm']
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if callback is not None:
callback()
# Traverse world node tree
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is_parsed = False
if world.node_tree is not None:
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output_node = node_utils.get_node_by_type(world.node_tree, 'OUTPUT_WORLD')
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if output_node is not None:
is_parsed = parse_world_output(world, output_node, frag)
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# No world nodes/no output node, use background color
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if not is_parsed:
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solid_mat = rpdat.arm_material_model == 'Solid'
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if rpdat.arm_irradiance and not solid_mat:
world.world_defs += '_Irr'
col = world.color
world.arm_envtex_color = [col[0], col[1], col[2], 1.0]
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world.arm_envtex_strength = 1.0
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# Clear to color if no texture or sky is provided
if '_EnvSky' not in world.world_defs and '_EnvTex' not in world.world_defs:
if '_EnvImg' not in world.world_defs:
world.world_defs += '_EnvCol'
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frag.add_uniform('vec3 backgroundCol', link='_backgroundCol')
# Irradiance json file name
world.arm_envtex_name = world_name
world.arm_envtex_irr_name = world_name
write_probes.write_color_irradiance(world_name, world.arm_envtex_color)
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# film_transparent
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if bpy.context.scene is not None and hasattr(bpy.context.scene.render, 'film_transparent') and bpy.context.scene.render.film_transparent:
world.world_defs += '_EnvTransp'
world.world_defs += '_EnvCol'
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frag.add_uniform('vec3 backgroundCol', link='_backgroundCol')
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# Clouds enabled
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if rpdat.arm_clouds and world.arm_use_clouds:
world.world_defs += '_EnvClouds'
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# Also set this flag globally so that the required textures are
# included
wrd.world_defs += '_EnvClouds'
frag_write_clouds(world, frag)
if '_EnvSky' in world.world_defs or '_EnvTex' in world.world_defs or '_EnvImg' in world.world_defs or '_EnvClouds' in world.world_defs:
frag.add_uniform('float envmapStrength', link='_envmapStrength')
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frag_write_main(world, frag)
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def parse_world_output(world: bpy.types.World, node_output: bpy.types.Node, frag: Shader) -> bool:
"""Parse the world's output node. Return `False` when the node has
no connected surface input."""
if not node_output.inputs[0].is_linked:
return False
surface_node = node_utils.find_node_by_link(world.node_tree, node_output, node_output.inputs[0])
parse_surface(world, surface_node, frag)
return True
def parse_surface(world: bpy.types.World, node_surface: bpy.types.Node, frag: Shader):
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wrd = bpy.data.worlds['Arm']
rpdat = arm.utils.get_rp()
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solid_mat = rpdat.arm_material_model == 'Solid'
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if node_surface.type in ('BACKGROUND', 'EMISSION'):
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# Append irradiance define
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if rpdat.arm_irradiance and not solid_mat:
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wrd.world_defs += '_Irr'
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# Extract environment strength
# Todo: follow/parse strength input
world.arm_envtex_strength = node_surface.inputs[1].default_value
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# Color
if node_surface.inputs[0].is_linked:
color_node = node_utils.find_node_by_link(world.node_tree, node_surface, node_surface.inputs[0])
parse_color(world, color_node, frag)
else:
world.arm_envtex_color = node_surface.inputs[0].default_value
def parse_color(world: bpy.types.World, node: bpy.types.Node, frag: Shader):
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wrd = bpy.data.worlds['Arm']
rpdat = arm.utils.get_rp()
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mobile_mat = rpdat.arm_material_model == 'Mobile' or rpdat.arm_material_model == 'Solid'
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# Env map included
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if node.type == 'TEX_ENVIRONMENT' and node.image is not None:
world.world_defs += '_EnvTex'
frag.add_include('std/math.glsl')
frag.add_uniform('sampler2D envmap', link='_envmap')
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image = node.image
filepath = image.filepath
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if image.packed_file is None and not os.path.isfile(arm.utils.asset_path(filepath)):
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log.warn(world.name + ' - unable to open ' + image.filepath)
return
# Reference image name
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tex_file = arm.utils.extract_filename(image.filepath)
base = tex_file.rsplit('.', 1)
ext = base[1].lower()
if ext == 'hdr':
target_format = 'HDR'
else:
target_format = 'JPEG'
do_convert = ext != 'hdr' and ext != 'jpg'
if do_convert:
if ext == 'exr':
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tex_file = base[0] + '.hdr'
target_format = 'HDR'
else:
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tex_file = base[0] + '.jpg'
target_format = 'JPEG'
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if image.packed_file is not None:
# Extract packed data
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unpack_path = arm.utils.get_fp_build() + '/compiled/Assets/unpacked'
if not os.path.exists(unpack_path):
os.makedirs(unpack_path)
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unpack_filepath = unpack_path + '/' + tex_file
filepath = unpack_filepath
if do_convert:
if not os.path.isfile(unpack_filepath):
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arm.utils.unpack_image(image, unpack_filepath, file_format=target_format)
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elif not os.path.isfile(unpack_filepath) or os.path.getsize(unpack_filepath) != image.packed_file.size:
with open(unpack_filepath, 'wb') as f:
f.write(image.packed_file.data)
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assets.add(unpack_filepath)
else:
if do_convert:
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unpack_path = arm.utils.get_fp_build() + '/compiled/Assets/unpacked'
if not os.path.exists(unpack_path):
os.makedirs(unpack_path)
converted_path = unpack_path + '/' + tex_file
filepath = converted_path
# TODO: delete cache when file changes
if not os.path.isfile(converted_path):
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arm.utils.convert_image(image, converted_path, file_format=target_format)
assets.add(converted_path)
else:
# Link image path to assets
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assets.add(arm.utils.asset_path(image.filepath))
# Generate prefiltered envmaps
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world.arm_envtex_name = tex_file
world.arm_envtex_irr_name = tex_file.rsplit('.', 1)[0]
disable_hdr = target_format == 'JPEG'
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mip_count = world.arm_envtex_num_mips
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mip_count = write_probes.write_probes(filepath, disable_hdr, mip_count, arm_radiance=rpdat.arm_radiance)
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world.arm_envtex_num_mips = mip_count
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# Append LDR define
if disable_hdr:
world.world_defs += '_EnvLDR'
# Append radiance define
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if rpdat.arm_irradiance and rpdat.arm_radiance and not mobile_mat:
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wrd.world_defs += '_Rad'
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# Static image background
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elif node.type == 'TEX_IMAGE':
world.world_defs += '_EnvImg'
# Background texture
frag.add_uniform('sampler2D envmap', link='_envmap')
frag.add_uniform('vec2 screenSize', link='_screenSize')
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image = node.image
filepath = image.filepath
if image.packed_file is not None:
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# Extract packed data
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filepath = arm.utils.build_dir() + '/compiled/Assets/unpacked'
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unpack_path = arm.utils.get_fp() + filepath
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if not os.path.exists(unpack_path):
os.makedirs(unpack_path)
unpack_filepath = unpack_path + '/' + image.name
if os.path.isfile(unpack_filepath) == False or os.path.getsize(unpack_filepath) != image.packed_file.size:
with open(unpack_filepath, 'wb') as f:
f.write(image.packed_file.data)
assets.add(unpack_filepath)
else:
# Link image path to assets
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assets.add(arm.utils.asset_path(image.filepath))
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# Reference image name
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tex_file = arm.utils.extract_filename(image.filepath)
base = tex_file.rsplit('.', 1)
ext = base[1].lower()
if ext == 'hdr':
target_format = 'HDR'
else:
target_format = 'JPEG'
# Generate prefiltered envmaps
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world.arm_envtex_name = tex_file
world.arm_envtex_irr_name = tex_file.rsplit('.', 1)[0]
disable_hdr = target_format == 'JPEG'
mip_count = world.arm_envtex_num_mips
mip_count = write_probes.write_probes(filepath, disable_hdr, mip_count, arm_radiance=rpdat.arm_radiance)
world.arm_envtex_num_mips = mip_count
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# Append sky define
elif node.type == 'TEX_SKY':
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# Match to cycles
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world.arm_envtex_strength *= 0.1
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world.world_defs += '_EnvSky'
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assets.add_khafile_def('arm_hosek')
frag.add_uniform('vec3 A', link="_hosekA")
frag.add_uniform('vec3 B', link="_hosekB")
frag.add_uniform('vec3 C', link="_hosekC")
frag.add_uniform('vec3 D', link="_hosekD")
frag.add_uniform('vec3 E', link="_hosekE")
frag.add_uniform('vec3 F', link="_hosekF")
frag.add_uniform('vec3 G', link="_hosekG")
frag.add_uniform('vec3 H', link="_hosekH")
frag.add_uniform('vec3 I', link="_hosekI")
frag.add_uniform('vec3 Z', link="_hosekZ")
frag.add_uniform('vec3 hosekSunDirection', link="_hosekSunDirection")
frag.add_function('''vec3 hosekWilkie(float cos_theta, float gamma, float cos_gamma) {
\tvec3 chi = (1 + cos_gamma * cos_gamma) / pow(1 + H * H - 2 * cos_gamma * H, vec3(1.5));
\treturn (1 + A * exp(B / (cos_theta + 0.01))) * (C + D * exp(E * gamma) + F * (cos_gamma * cos_gamma) + G * chi + I * sqrt(cos_theta));
}''')
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world.arm_envtex_sun_direction = [node.sun_direction[0], node.sun_direction[1], node.sun_direction[2]]
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world.arm_envtex_turbidity = node.turbidity
world.arm_envtex_ground_albedo = node.ground_albedo
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# Irradiance json file name
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wname = arm.utils.safestr(world.name)
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world.arm_envtex_irr_name = wname
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write_probes.write_sky_irradiance(wname)
# Radiance
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if rpdat.arm_radiance and rpdat.arm_irradiance and not mobile_mat:
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wrd.world_defs += '_Rad'
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hosek_path = 'armory/Assets/hosek/'
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sdk_path = arm.utils.get_sdk_path()
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# Use fake maps for now
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assets.add(sdk_path + '/' + hosek_path + 'hosek_radiance.hdr')
for i in range(0, 8):
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assets.add(sdk_path + '/' + hosek_path + 'hosek_radiance_' + str(i) + '.hdr')
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world.arm_envtex_name = 'hosek'
world.arm_envtex_num_mips = 8
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def frag_write_clouds(world: bpy.types.World, frag: Shader):
"""References:
GPU PRO 7 - Real-time Volumetric Cloudscapes
https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn
https://github.com/sebh/TileableVolumeNoise
"""
frag.add_uniform('sampler3D scloudsBase', link='$clouds_base.raw')
frag.add_uniform('sampler3D scloudsDetail', link='$clouds_detail.raw')
frag.add_uniform('sampler2D scloudsMap', link='$clouds_map.png')
frag.add_uniform('float time', link='_time')
frag.add_const('float', 'cloudsLower', str(round(world.arm_clouds_lower * 100) / 100))
frag.add_const('float', 'cloudsUpper', str(round(world.arm_clouds_upper * 100) / 100))
frag.add_const('vec2', 'cloudsWind', 'vec2(' + str(round(world.arm_clouds_wind[0] * 100) / 100) + ',' + str(round(world.arm_clouds_wind[1] * 100) / 100) + ')')
frag.add_const('float', 'cloudsPrecipitation', str(round(world.arm_clouds_precipitation * 100) / 100))
frag.add_const('float', 'cloudsSecondary', str(round(world.arm_clouds_secondary * 100) / 100))
frag.add_const('float', 'cloudsSteps', str(round(world.arm_clouds_steps * 100) / 100))
frag.add_function('''float remap(float old_val, float old_min, float old_max, float new_min, float new_max) {
\treturn new_min + (((old_val - old_min) / (old_max - old_min)) * (new_max - new_min));
}''')
frag.add_function('''float getDensityHeightGradientForPoint(float height, float cloud_type) {
\tconst vec4 stratusGrad = vec4(0.02f, 0.05f, 0.09f, 0.11f);
\tconst vec4 stratocumulusGrad = vec4(0.02f, 0.2f, 0.48f, 0.625f);
\tconst vec4 cumulusGrad = vec4(0.01f, 0.0625f, 0.78f, 1.0f);
\tfloat stratus = 1.0f - clamp(cloud_type * 2.0f, 0, 1);
\tfloat stratocumulus = 1.0f - abs(cloud_type - 0.5f) * 2.0f;
\tfloat cumulus = clamp(cloud_type - 0.5f, 0, 1) * 2.0f;
\tvec4 cloudGradient = stratusGrad * stratus + stratocumulusGrad * stratocumulus + cumulusGrad * cumulus;
\treturn smoothstep(cloudGradient.x, cloudGradient.y, height) - smoothstep(cloudGradient.z, cloudGradient.w, height);
}''')
frag.add_function('''float sampleCloudDensity(vec3 p) {
\tfloat cloud_base = textureLod(scloudsBase, p, 0).r * 40; // Base noise
\tvec3 weather_data = textureLod(scloudsMap, p.xy, 0).rgb; // Weather map
\tcloud_base *= getDensityHeightGradientForPoint(p.z, weather_data.b); // Cloud type
\tcloud_base = remap(cloud_base, weather_data.r, 1.0, 0.0, 1.0); // Coverage
\tcloud_base *= weather_data.r;
\tfloat cloud_detail = textureLod(scloudsDetail, p, 0).r * 2; // Detail noise
\tfloat cloud_detail_mod = mix(cloud_detail, 1.0 - cloud_detail, clamp(p.z * 10.0, 0, 1));
\tcloud_base = remap(cloud_base, cloud_detail_mod * 0.2, 1.0, 0.0, 1.0);
\treturn cloud_base;
}''')
func_cloud_radiance = 'float cloudRadiance(vec3 p, vec3 dir) {\n'
if '_EnvSky' in world.world_defs:
func_cloud_radiance += '\tvec3 sun_dir = hosekSunDirection;\n'
else:
func_cloud_radiance += '\tvec3 sun_dir = vec3(0, 0, -1);\n'
func_cloud_radiance += '''\tconst int steps = 8;
\tfloat step_size = 0.5 / float(steps);
\tfloat d = 0.0;
\tp += sun_dir * step_size;
\tfor(int i = 0; i < steps; ++i) {
\t\td += sampleCloudDensity(p + sun_dir * float(i) * step_size);
\t}
\treturn 1.0 - d;
}'''
frag.add_function(func_cloud_radiance)
frag.add_function('''vec3 traceClouds(vec3 sky, vec3 dir) {
\tconst float step_size = 0.5 / float(cloudsSteps);
\tfloat T = 1.0;
\tfloat C = 0.0;
\tvec2 uv = dir.xy / dir.z * 0.4 * cloudsLower + cloudsWind * time * 0.02;
\tfor (int i = 0; i < cloudsSteps; ++i) {
\t\tfloat h = float(i) / float(cloudsSteps);
\t\tvec3 p = vec3(uv * 0.04, h);
\t\tfloat d = sampleCloudDensity(p);
\t\tif (d > 0) {
\t\t\t// float radiance = cloudRadiance(p, dir);
\t\t\tC += T * exp(h) * d * step_size * 0.6 * cloudsPrecipitation;
\t\t\tT *= exp(-d * step_size);
\t\t\tif (T < 0.01) break;
\t\t}
\t\tuv += (dir.xy / dir.z) * step_size * cloudsUpper;
\t}
\treturn vec3(C) + sky * T;
}''')
def frag_write_main(world: bpy.types.World, frag: Shader):
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if '_EnvSky' in world.world_defs or '_EnvTex' in world.world_defs or '_EnvClouds' in world.world_defs:
frag.write('vec3 n = normalize(normal);')
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if '_EnvCol' in world.world_defs:
frag.write('fragColor.rgb = backgroundCol;')
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if '_EnvTransp' in world.world_defs:
frag.write('return;')
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# Static background image
elif '_EnvImg' in world.world_defs:
# Will have to get rid of gl_FragCoord, pass texture coords from
# vertex shader
frag.write('vec2 texco = gl_FragCoord.xy / screenSize;')
frag.write('fragColor.rgb = texture(envmap, vec2(texco.x, 1.0 - texco.y)).rgb * envmapStrength;')
# Environment texture
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# Also check for _EnvSky to prevent case when sky radiance is enabled
elif '_EnvTex' in world.world_defs and '_EnvSky' not in world.world_defs:
frag.write('fragColor.rgb = texture(envmap, envMapEquirect(n)).rgb * envmapStrength;')
if '_EnvLDR' in world.world_defs:
frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(2.2));')
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if '_EnvSky' in world.world_defs:
frag.write('float cos_theta = clamp(n.z, 0.0, 1.0);')
frag.write('float cos_gamma = dot(n, hosekSunDirection);')
frag.write('float gamma_val = acos(cos_gamma);')
frag.write('fragColor.rgb = Z * hosekWilkie(cos_theta, gamma_val, cos_gamma) * envmapStrength;')
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if '_EnvClouds' in world.world_defs:
frag.write('if (n.z > 0.0) fragColor.rgb = mix(fragColor.rgb, traceClouds(fragColor.rgb, n), clamp(n.z * 5.0, 0, 1));')
if '_EnvLDR' in world.world_defs:
frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));')
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# Mark as non-opaque
frag.write('fragColor.a = 0.0;')