armory/blender/arm/material/make.py

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import bpy
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import arm.utils
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import arm.node_utils
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import arm.material.make_shader as make_shader
import arm.material.mat_batch as mat_batch
import arm.material.mat_state as mat_state
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import arm.material.cycles as cycles
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def glsl_type(t): # Merge with cycles
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if t == 'RGB' or t == 'RGBA' or t == 'VECTOR':
return 'vec3'
else:
return 'float'
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def glsl_value(val):
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if str(type(val)) == "<class 'bpy_prop_array'>":
res = []
for v in val:
res.append(v)
return res
else:
return val
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def parse(material, mat_data, mat_users, mat_armusers):
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wrd = bpy.data.worlds['Arm']
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rpdat = arm.utils.get_rp()
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# No batch - shader data per material
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if material.arm_custom_material != '':
rpasses = ['mesh']
sd = {}
sd['contexts'] = []
con = {}
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con['vertex_elements'] = []
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elem = {}
elem['name'] = 'pos'
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elem['data'] = 'short4norm'
con['vertex_elements'].append(elem)
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elem = {}
elem['name'] = 'nor'
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elem['data'] = 'short2norm'
con['vertex_elements'].append(elem)
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sd['contexts'].append(con)
shader_data_name = material.arm_custom_material
bind_constants = {}
bind_constants['mesh'] = []
bind_textures = {}
bind_textures['mesh'] = []
elif not wrd.arm_batch_materials or material.name.startswith('armdefault'):
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rpasses, shader_data, shader_data_name, bind_constants, bind_textures = make_shader.build(material, mat_users, mat_armusers)
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sd = shader_data.sd
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else:
rpasses, shader_data, shader_data_name, bind_constants, bind_textures = mat_batch.get(material)
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sd = shader_data.sd
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# Material
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for rp in rpasses:
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c = {}
c['name'] = rp
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c['bind_constants'] = [] + bind_constants[rp]
c['bind_textures'] = [] + bind_textures[rp]
mat_data['contexts'].append(c)
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if rp == 'mesh':
const = {}
const['name'] = 'receiveShadow'
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const['bool'] = material.arm_receive_shadow
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c['bind_constants'].append(const)
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if material.arm_material_id != 0:
const = {}
const['name'] = 'materialID'
const['int'] = material.arm_material_id
c['bind_constants'].append(const)
if material.arm_material_id == 2:
wrd.world_defs += '_Hair'
elif rpdat.rp_sss_state == 'On':
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sss = False
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sss_node = arm.node_utils.get_node_by_type(material.node_tree, 'SUBSURFACE_SCATTERING')
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if sss_node != None and sss_node.outputs[0].is_linked: # Check linked node
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sss = True
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sss_node = arm.node_utils.get_node_by_type(material.node_tree, 'BSDF_PRINCIPLED')
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if sss_node != None and sss_node.outputs[0].is_linked and (sss_node.inputs[1].is_linked or sss_node.inputs[1].default_value != 0.0):
sss = True
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sss_node = arm.node_utils.get_node_armorypbr(material.node_tree)
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if sss_node != None and sss_node.outputs[0].is_linked and (sss_node.inputs[8].is_linked or sss_node.inputs[8].default_value != 0.0):
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sss = True
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const = {}
const['name'] = 'materialID'
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if sss:
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const['int'] = 2
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else:
const['int'] = 0
c['bind_constants'].append(const)
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# TODO: Mesh only material batching
if wrd.arm_batch_materials:
# Set textures uniforms
if len(c['bind_textures']) > 0:
c['bind_textures'] = []
for node in material.node_tree.nodes:
if node.type == 'TEX_IMAGE':
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tex_name = arm.utils.safesrc(node.name)
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tex = cycles.make_texture(node, tex_name)
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if tex == None: # Empty texture
tex = {}
tex['name'] = tex_name
tex['file'] = ''
c['bind_textures'].append(tex)
# Set marked inputs as uniforms
for node in material.node_tree.nodes:
for inp in node.inputs:
if inp.is_uniform:
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uname = arm.utils.safesrc(inp.node.name) + arm.utils.safesrc(inp.name) # Merge with cycles
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const = {}
const['name'] = uname
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const[glsl_type(inp.type)] = glsl_value(inp.default_value)
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c['bind_constants'].append(const)
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elif rp == 'translucent':
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const = {}
const['name'] = 'receiveShadow'
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const['bool'] = material.arm_receive_shadow
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c['bind_constants'].append(const)
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ext = '' if wrd.arm_minimize else '.json'
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mat_data['shader'] = shader_data_name + ext + '/' + shader_data_name
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return sd, rpasses