armory/blender/arm/material/mat_utils.py

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import bpy
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import arm.utils
import arm.make_state as make_state
import arm.material.cycles as cycles
import arm.log as log
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add_mesh_contexts = []
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def disp_linked(output_node):
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linked = output_node.inputs[2].is_linked
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if not linked:
return False
# Armory PBR with unlinked height socket
l = output_node.inputs[2].links[0]
if l.from_node.type == 'GROUP' and l.from_node.node_tree.name.startswith('Armory PBR') and \
l.from_node.inputs[7].is_linked == False:
return False
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disp_enabled = arm.utils.disp_enabled(make_state.target)
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rpdat = arm.utils.get_rp()
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if not disp_enabled and rpdat.arm_rp_displacement == 'Tessellation':
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log.warn('Tessellation not available on ' + make_state.target)
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return disp_enabled
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def get_rpasses(material):
ar = []
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rpdat = arm.utils.get_rp()
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has_voxels = arm.utils.voxel_support()
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if material.arm_decal:
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ar.append('decal')
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elif material.arm_overlay:
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ar.append('overlay')
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else:
ar.append('mesh')
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for con in add_mesh_contexts:
ar.append(con)
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if is_transluc(material) and not material.arm_discard and rpdat.rp_translucency_state != 'Off' and not material.arm_blending:
ar.append('translucent')
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if (rpdat.rp_gi == 'Voxel GI' or rpdat.rp_gi == 'Voxel AO') and has_voxels:
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ar.append('voxel')
if rpdat.rp_renderer == 'Forward' and rpdat.rp_depthprepass and not material.arm_blending and not material.arm_particle_flag:
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ar.append('depth')
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if material.arm_cast_shadow and rpdat.rp_shadows and ('mesh' in ar):
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ar.append('shadowmap')
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return ar
def is_transluc(material):
nodes = material.node_tree.nodes
output_node = cycles.node_by_type(nodes, 'OUTPUT_MATERIAL')
if output_node == None or output_node.inputs[0].is_linked == False:
return False
surface_node = output_node.inputs[0].links[0].from_node
return is_transluc_traverse(surface_node)
def is_transluc_traverse(node):
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# TODO: traverse groups
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if is_transluc_type(node):
return True
for inp in node.inputs:
if inp.is_linked:
res = is_transluc_traverse(inp.links[0].from_node)
if res:
return True
return False
def is_transluc_type(node):
if node.type == 'BSDF_GLASS' or \
node.type == 'BSDF_TRANSPARENT' or \
node.type == 'BSDF_TRANSLUCENT' or \
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(node.type == 'GROUP' and node.node_tree.name.startswith('Armory PBR') and (node.inputs[1].is_linked or node.inputs[1].default_value != 1.0)):
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return True
return False
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def is_emmisive(material):
nodes = material.node_tree.nodes
output_node = cycles.node_by_type(nodes, 'OUTPUT_MATERIAL')
if output_node == None or output_node.inputs[0].is_linked == False:
return False
surface_node = output_node.inputs[0].links[0].from_node
return is_emmisive_traverse(surface_node)
def is_emmisive_traverse(node):
# TODO: traverse groups
if is_emmisive_type(node):
return True
for inp in node.inputs:
if inp.is_linked:
res = is_emmisive_traverse(inp.links[0].from_node)
if res:
return True
return False
def is_emmisive_type(node):
if node.type == 'EMISSION' or \
(node.type == 'GROUP' and node.node_tree.name.startswith('Armory PBR') and (node.inputs[6].is_linked or node.inputs[6].default_value != 0.0)):
return True
return False