armory/blender/arm/material/shader.py

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import bpy
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import arm.utils
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class Shader:
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def __init__(self, context, shader_type):
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self.context = context
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self.shader_type = shader_type
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self.includes = []
self.ins = []
self.outs = []
self.uniforms = []
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self.functions = {}
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self.main = ''
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self.main_pre = ''
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self.main_header = ''
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self.header = ''
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self.write_pre = False
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self.write_pre_header = 0
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self.tab = 1
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self.vstruct_as_vsin = True
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self.lock = False
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self.geom_passthrough = False
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self.is_linked = False # Use already generated shader
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def add_include(self, s):
self.includes.append(s)
def add_in(self, s):
self.ins.append(s)
def add_out(self, s):
self.outs.append(s)
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def add_uniform(self, s, link=None, included=False):
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ar = s.split(' ')
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# layout(RGBA8) image3D voxels
utype = ar[-2]
uname = ar[-1]
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if utype.startswith('sampler') or utype.startswith('image') or utype.startswith('uimage'):
is_image = True if (utype.startswith('image') or utype.startswith('uimage')) else None
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self.context.add_texture_unit(utype, uname, link=link, is_image=is_image)
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else:
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# Prefer vec4[] for d3d to avoid padding
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if ar[0] == 'float' and '[' in ar[1]:
ar[0] = 'floats'
ar[1] = ar[1].split('[', 1)[0]
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elif ar[0] == 'vec4' and '[' in ar[1]:
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ar[0] = 'floats'
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ar[1] = ar[1].split('[', 1)[0]
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self.context.add_constant(ar[0], ar[1], link=link)
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if included == False and s not in self.uniforms:
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self.uniforms.append(s)
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def add_function(self, s):
fname = s.split('(', 1)[0]
if fname in self.functions:
return
self.functions[fname] = s
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def contains(self, s):
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return (s in self.main or s in self.main_pre or s in self.main_header or s in self.ins)
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def prepend(self, s):
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self.main_pre = s + '\n' + self.main_pre
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def prepend_header(self, s):
self.main_header = s + '\n' + self.main_header
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def write(self, s):
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if self.lock:
return
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if self.write_pre_header > 0:
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self.main_header += '\t' * 1 + s + '\n'
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elif self.write_pre:
self.main_pre += '\t' * 1 + s + '\n'
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else:
self.main += '\t' * self.tab + s + '\n'
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def write_header(self, s):
self.header += s + '\n'
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def write_main_header(self, s):
self.main_header += s + '\n'
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def is_equal(self, sh):
self.vstruct_to_vsin()
return self.ins == sh.ins and \
self.main == sh.main and \
self.main_header == sh.main_header and \
self.main_pre == sh.main_pre
def vstruct_to_vsin(self):
if self.shader_type != 'vert' or self.ins != [] or not self.vstruct_as_vsin: # Vertex structure as vertex shader input
return
vs = self.context.data['vertex_structure']
for e in vs:
self.add_in('vec' + str(e['size']) + ' ' + e['name'])
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def get(self):
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s = '#version 450\n'
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s += self.header
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defs = arm.utils.def_strings_to_array(bpy.data.worlds['Arm'].world_defs)
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for a in defs:
s += '#define {0}\n'.format(a)
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in_ext = ''
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out_ext = ''
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if self.shader_type == 'vert':
self.vstruct_to_vsin()
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elif self.shader_type == 'tesc':
in_ext = '[]'
out_ext = '[]'
s += 'layout(vertices = 3) out;\n'
# Gen outs
for sin in self.ins:
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ar = sin.rsplit(' ', 1) # vec3 wnormal
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tc_s = 'tc_' + ar[1]
self.add_out(ar[0] + ' ' + tc_s)
# Pass data
self.write('{0}[gl_InvocationID] = {1}[gl_InvocationID];'.format(tc_s, ar[1]))
elif self.shader_type == 'tese':
in_ext = '[]'
s += 'layout(triangles, equal_spacing, ccw) in;\n'
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elif self.shader_type == 'geom':
in_ext = '[]'
s += 'layout(triangles) in;\n'
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if not self.geom_passthrough:
s += 'layout(triangle_strip) out;\n'
s += 'layout(max_vertices=3) out;\n'
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for a in self.includes:
s += '#include "' + a + '"\n'
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if self.geom_passthrough:
s += 'layout(passthrough) in gl_PerVertex { vec4 gl_Position; } gl_in[];\n'
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for a in self.ins:
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if self.geom_passthrough:
s += 'layout(passthrough) '
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s += 'in {0}{1};\n'.format(a, in_ext)
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for a in self.outs:
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if not self.geom_passthrough:
s += 'out {0}{1};\n'.format(a, out_ext)
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for a in self.uniforms:
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s += 'uniform ' + a + ';\n'
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for f in self.functions:
s += self.functions[f]
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s += 'void main() {\n'
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s += self.main_header
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s += self.main_pre
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s += self.main
s += '}\n'
return s