armory/blender/arm/material/make_shader.py

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import os
import bpy
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import arm.utils
import arm.assets as assets
import arm.material.mat_utils as mat_utils
import arm.material.mat_state as mat_state
from arm.material.shader_data import ShaderData
import arm.material.cycles as cycles
import arm.material.make_mesh as make_mesh
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import arm.material.make_rect as make_rect
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import arm.material.make_transluc as make_transluc
import arm.material.make_overlay as make_overlay
import arm.material.make_depth as make_depth
import arm.material.make_decal as make_decal
import arm.material.make_voxel as make_voxel
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rpass_hook = None
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make_rpass = None
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def build(material, mat_users, mat_armusers):
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mat_state.mat_users = mat_users
mat_state.mat_armusers = mat_armusers
mat_state.material = material
mat_state.nodes = material.node_tree.nodes
mat_state.data = ShaderData(material)
mat_state.output_node = cycles.node_by_type(mat_state.nodes, 'OUTPUT_MATERIAL')
if mat_state.output_node == None:
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# Place empty material output to keep compiler happy..
mat_state.output_node = mat_state.nodes.new('ShaderNodeOutputMaterial')
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wrd = bpy.data.worlds['Arm']
rpasses = mat_utils.get_rpasses(material)
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matname = arm.utils.safesrc(arm.utils.asset_name(material))
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rel_path = arm.utils.build_dir() + '/compiled/Shaders/'
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full_path = arm.utils.get_fp() + '/' + rel_path
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if not os.path.exists(full_path):
os.makedirs(full_path)
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global_elems = []
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if mat_users != None:
for bo in mat_users[material]:
# GPU Skinning
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if arm.utils.export_bone_data(bo):
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global_elems.append({'name': 'bone', 'size': 4})
global_elems.append({'name': 'weight', 'size': 4})
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# Instancing
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if bo.arm_instanced or material.arm_particle != 'off':
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global_elems.append({'name': 'off', 'size': 3})
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mat_state.data.global_elems = global_elems
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bind_constants = dict()
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bind_textures = dict()
for rp in rpasses:
car = []
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bind_constants[rp] = car
mat_state.bind_constants = car
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tar = []
bind_textures[rp] = tar
mat_state.bind_textures = tar
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con = None
if make_rpass != None:
con = make_rpass(rp)
if con != None:
pass
elif rp == 'mesh':
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con = make_mesh.make(rp)
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elif rp == 'rect':
con = make_rect.make(rp)
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elif rp == 'shadowmap':
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con = make_depth.make(rp, rpasses, shadowmap=True)
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elif rp == 'translucent':
con = make_transluc.make(rp)
elif rp == 'overlay':
con = make_overlay.make(rp)
elif rp == 'decal':
con = make_decal.make(rp)
elif rp == 'depth':
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con = make_depth.make(rp, rpasses)
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elif rp == 'voxel':
con = make_voxel.make(rp)
elif rpass_hook != None:
con = rpass_hook(rp)
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write_shaders(rel_path, con, rp, matname)
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arm.utils.write_arm(full_path + '/' + matname + '_data.arm', mat_state.data.get())
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shader_data_name = matname + '_data'
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shader_data_path = arm.utils.build_dir() + '/compiled/Shaders/' + shader_data_name + '.arm'
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assets.add_shader_data(shader_data_path)
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return rpasses, mat_state.data, shader_data_name, bind_constants, bind_textures
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def write_shaders(rel_path, con, rpass, matname):
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keep_cache = mat_state.material.is_cached
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write_shader(rel_path, con.vert, 'vert', rpass, matname, keep_cache=keep_cache)
write_shader(rel_path, con.frag, 'frag', rpass, matname, keep_cache=keep_cache)
write_shader(rel_path, con.geom, 'geom', rpass, matname, keep_cache=keep_cache)
write_shader(rel_path, con.tesc, 'tesc', rpass, matname, keep_cache=keep_cache)
write_shader(rel_path, con.tese, 'tese', rpass, matname, keep_cache=keep_cache)
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def write_shader(rel_path, shader, ext, rpass, matname, keep_cache=True):
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if shader == None or shader.is_linked:
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return
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# TODO: blend context
if mat_state.material.arm_blending and rpass == 'mesh':
rpass = 'blend'
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shader_rel_path = rel_path + '/' + matname + '_' + rpass + '.' + ext + '.glsl'
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shader_path = arm.utils.get_fp() + '/' + shader_rel_path
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assets.add_shader(shader_rel_path)
if not os.path.isfile(shader_path) or not keep_cache:
with open(shader_path, 'w') as f:
f.write(shader.get())