armory/blender/material/make_mesh.py

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import bpy
import make_state as state
import material.mat_state as mat_state
import material.mat_utils as mat_utils
import material.cycles as cycles
import material.make_skin as make_skin
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import material.make_tess as make_tess
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import armutils
import assets
def make(context_id, rid):
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con_mesh = mat_state.data.add_context({ 'name': context_id, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise' })
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if rid == 'forward':
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make_forward(con_mesh)
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elif rid == 'deferred':
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make_deferred(con_mesh)
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return con_mesh
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def make_base(con_mesh, parse_opacity):
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vert = con_mesh.make_vert()
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frag = con_mesh.make_frag()
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geom = None
tesc = None
tese = None
vert.add_out('vec3 wposition')
vert.add_uniform('mat4 W', '_worldMatrix')
vert.add_uniform('mat4 N', '_normalMatrix')
vert.write_pre = True
vert.write('vec4 spos = vec4(pos, 1.0);')
vert.write_pre = False
if mat_utils.disp_linked(mat_state.output_node):
tesc = con_mesh.make_tesc()
tese = con_mesh.make_tese()
tesc.ins = vert.outs
tese.ins = tesc.outs
frag.ins = tese.outs
const = {}
const['name'] = 'innerLevel'
const['float'] = mat_state.material.height_tess_inner
mat_state.mat_context['bind_constants'].append(const)
const = {}
const['name'] = 'outerLevel'
const['float'] = mat_state.material.height_tess_outer
mat_state.mat_context['bind_constants'].append(const)
tesc.add_uniform('float innerLevel')
tesc.add_uniform('float outerLevel')
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make_tess.tesc_levels(tesc)
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tese.add_out('vec3 eyeDir')
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make_tess.interpolate(tese, 'wposition', 3, declare_out=True)
make_tess.interpolate(tese, 'wnormal', 3, declare_out=True, normalize=True)
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# No displacement
else:
frag.ins = vert.outs
vert.add_out('vec3 eyeDir')
vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix')
vert.add_uniform('vec3 eye', '_cameraPosition')
vert.write('eyeDir = eye - wposition;')
vert.write('gl_Position = WVP * spos;')
frag.add_include('../../Shaders/compiled.glsl')
frag.write('vec3 v = normalize(eyeDir);')
frag.write('float dotNV = max(dot(n, v), 0.0);') # frag.write('float dotNV = dot(n, v);')
frag.write('vec3 basecol;')
frag.write('float roughness;')
frag.write('float metallic;')
frag.write('float occlusion;')
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if parse_opacity:
frag.write('float opacity;')
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cycles.parse(mat_state.nodes, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity)
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if mat_state.data.is_elem('tex'):
vert.add_out('vec2 texCoord')
vert.write('texCoord = tex;')
if tese != None:
# TODO: also includes texCoord1
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
if mat_state.data.is_elem('tex1'):
vert.add_out('vec2 texCoord1')
vert.write('texCoord1 = tex1;')
if tese != None:
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
if mat_state.data.is_elem('col'):
vert.add_out('vec3 vcolor')
vert.write('vcolor = col;')
if tese != None:
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
if mat_state.data.is_elem('tan'):
if tese != None:
vert.add_out('vec3 wnormal')
vert.add_out('vec3 wtangent')
write_norpos(vert)
vert.write('wtangent = normalize(mat3(N) * tan);')
tese.add_out('mat3 TBN')
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make_tess.interpolate(tese, 'wtangent', 3, normalize=True)
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tese.write('vec3 wbitangent = normalize(cross(wnormal, wtangent));')
tese.write('TBN = mat3(wtangent, wbitangent, wnormal);')
else:
vert.add_out('mat3 TBN')
write_norpos(vert, declare=True)
vert.write('vec3 tangent = normalize(mat3(N) * tan);')
vert.write('vec3 bitangent = normalize(cross(wnormal, tangent));')
vert.write('TBN = mat3(tangent, bitangent, wnormal);')
else:
vert.add_out('vec3 wnormal')
write_norpos(vert)
frag.write_pre = True
frag.write('vec3 n = normalize(wnormal);')
frag.write_pre = False
if tese != None:
tese.add_uniform('mat4 VP', '_viewProjectionMatrix')
# TODO: Sample disp at neightbour points to calc normal
tese.write('wposition += wnormal * disp * 0.2;')
tese.add_uniform('vec3 eye', '_cameraPosition')
tese.write('eyeDir = eye - wposition;')
tese.write('gl_Position = VP * vec4(wposition, 1.0);')
def write_norpos(vert, declare=False):
prep = ''
if declare:
prep = 'vec3 '
vert.write_pre = True
if mat_state.data.is_elem('bone'):
make_skin.skin_pos(vert)
vert.write(prep + 'wnormal = normalize(mat3(N) * (nor + 2.0 * cross(skinA.xyz, cross(skinA.xyz, nor) + skinA.w * nor)));')
else:
vert.write(prep + 'wnormal = normalize(mat3(N) * nor);')
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if mat_state.data.is_elem('off'):
vert.write('spos.xyz += off;')
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vert.write('wposition = vec4(W * spos).xyz;')
vert.write_pre = False
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def make_deferred(con_mesh):
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wrd = bpy.data.worlds['Arm']
make_base(con_mesh, parse_opacity=False)
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frag = con_mesh.frag
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vert = con_mesh.vert
if '_Veloc' in wrd.world_defs:
frag.add_out('vec4[3] fragColor')
vert.add_uniform('mat4 prevWVP', link='_prevWorldViewProjectionMatrix')
vert.add_out('vec4 wvpposition')
vert.add_out('vec4 prevwvpposition')
vert.write('wvpposition = gl_Position;')
vert.write('prevwvpposition = prevWVP * spos;')
else:
frag.add_out('vec4[2] fragColor')
# Pack gbuffer
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frag.add_include('../../Shaders/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(n.xy, packFloat(metallic, roughness), 1.0 - gl_FragCoord.z);')
frag.write('fragColor[1] = vec4(basecol.rgb, occlusion);')
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if '_Veloc' in wrd.world_defs:
frag.write('vec2 posa = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;')
frag.write('vec2 posb = (prevwvpposition.xy / prevwvpposition.w) * 0.5 + 0.5;')
frag.write('fragColor[2].rg = vec2(posa - posb);')
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return con_mesh
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def make_forward(con_mesh):
make_forward_base(con_mesh)
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frag = con_mesh.frag
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frag.add_out('vec4 fragColor')
frag.write('fragColor = vec4(direct * lightColor * visibility + indirect * occlusion * envmapStrength, 1.0);')
if '_LDR' in bpy.data.worlds['Arm'].world_defs:
frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2);')
def make_forward_base(con_mesh, parse_opacity=False):
wrd = bpy.data.worlds['Arm']
make_base(con_mesh, parse_opacity=parse_opacity)
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vert = con_mesh.vert
frag = con_mesh.frag
tese = con_mesh.tese
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frag.add_include('../../Shaders/std/brdf.glsl')
frag.add_include('../../Shaders/std/math.glsl')
frag.add_include('../../Shaders/std/shirr.glsl')
frag.add_uniform('vec3 lightColor', '_lampColor')
frag.add_uniform('vec3 lightDir', '_lampDirection')
frag.add_uniform('vec3 lightPos', '_lampPosition')
frag.add_uniform('int lightType', '_lampType')
frag.add_uniform('float shirr[27]', link='_envmapIrradiance', included=True)
frag.add_uniform('float envmapStrength', link='_envmapStrength')
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if '_Rad' in wrd.world_defs:
frag.add_uniform('sampler2D senvmapRadiance', link='_envmapRadiance')
frag.add_uniform('sampler2D senvmapBrdf', link='_envmapBrdf')
frag.add_uniform('int envmapNumMipmaps', link='_envmapNumMipmaps')
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frag.write('vec3 l = lightType == 0 ? lightDir : normalize(lightPos - wposition);')
frag.write('vec3 h = normalize(v + l);')
frag.write('float dotNL = dot(n, l);')
frag.write('float dotNH = dot(n, h);')
frag.write('float dotVH = dot(v, h);')
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if '_PCSS' in wrd.world_defs:
is_pcss = True
else:
is_pcss = False
if tese != None:
tese.add_out('vec4 lampPos')
tese.add_uniform('mat4 LVP', '_lampViewProjectionMatrix')
tese.write('lampPos = LVP * vec4(wposition, 1.0);')
else:
vert.add_out('vec4 lampPos')
vert.add_uniform('mat4 LWVP', '_lampWorldViewProjectionMatrix')
vert.write('lampPos = LWVP * spos;')
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if is_pcss:
frag.add_include('../../Shaders/std/shadows_pcss.glsl')
frag.add_uniform('sampler2D snoise', link='_noise64', included=True)
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frag.add_uniform('float lampSizeUV', link='_lampSizeUV', included=True)
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else:
frag.add_include('../../Shaders/std/shadows.glsl')
frag.add_uniform('sampler2D shadowMap', included=True)
frag.add_uniform('bool receiveShadow')
frag.add_uniform('float shadowsBias', '_lampShadowsBias')
frag.write('float visibility = 1.0;')
frag.write('if (receiveShadow && lampPos.w > 0.0) {')
frag.tab += 1
frag.write('vec3 lpos = lampPos.xyz / lampPos.w;')
frag.write('lpos.xy = lpos.xy * 0.5 + 0.5;')
if is_pcss:
frag.write('visibility = PCSS(lpos.xy, lpos.z - shadowsBias);')
else:
frag.write('visibility = PCF(lpos.xy, lpos.z - shadowsBias);')
frag.tab -= 1
frag.write('}')
frag.add_uniform('float spotlightCutoff', '_spotlampCutoff')
frag.add_uniform('float spotlightExponent', '_spotlampExponent')
frag.write('if (lightType == 2) {')
frag.tab += 1
frag.write('float spotEffect = dot(lightDir, l);')
frag.write('if (spotEffect < spotlightCutoff) {')
frag.tab += 1
frag.write('spotEffect = smoothstep(spotlightCutoff - spotlightExponent, spotlightCutoff, spotEffect);')
frag.write('visibility *= spotEffect;')
frag.tab -= 1
frag.write('}')
frag.tab -= 1
frag.write('}')
frag.write('vec3 albedo = surfaceAlbedo(basecol, metallic);')
frag.write('vec3 f0 = surfaceF0(basecol, metallic);')
frag.write('vec3 direct = lambertDiffuseBRDF(albedo, dotNL);')
frag.write('direct += specularBRDF(f0, roughness, dotNL, dotNH, dotNV, dotVH);')
frag.write('vec3 indirect = (shIrradiance(n, 2.2) / PI) * albedo;')
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if '_RAD' in wrd.world_defs:
frag.write('vec3 reflectionWorld = reflect(-v, 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('vec2 envBRDF = texture(senvmapBrdf, vec2(roughness, 1.0 - dotNV)).xy;')
frag.write('indirect += prefilteredColor * (f0 * envBRDF.x + envBRDF.y);')