Support for world shader nodes

This commit is contained in:
Moritz Brückner 2020-10-09 19:13:08 +02:00
parent 13cf5d12a5
commit 0279ed7669
3 changed files with 319 additions and 285 deletions

View file

@ -5,7 +5,9 @@ import bpy
import arm.assets as assets
import arm.log as log
from arm.material import make_shader
from arm.material.parser_state import ParserState, ParserContext
from arm.material.shader import ShaderContext, Shader
import arm.material.cycles as cycles
import arm.node_utils as node_utils
import arm.utils
import arm.write_probes as write_probes
@ -64,7 +66,7 @@ def create_world_shaders(world: bpy.types.World):
vec4 position = SMVP * vec4(pos, 1.0);
gl_Position = vec4(position);''')
build_node_tree(world, frag)
build_node_tree(world, frag, shader_context)
# TODO: Rework shader export so that it doesn't depend on materials
# to prevent workaround code like this
@ -88,7 +90,7 @@ def create_world_shaders(world: bpy.types.World):
shader_datas.append({'contexts': [shader_context.data], 'name': pass_name})
def build_node_tree(world: bpy.types.World, frag: Shader):
def build_node_tree(world: bpy.types.World, frag: Shader, con: ShaderContext):
"""Generates the shader code for the given world."""
world_name = arm.utils.safestr(world.name)
world.world_defs = ''
@ -98,12 +100,19 @@ def build_node_tree(world: bpy.types.World, frag: Shader):
if callback is not None:
callback()
# film_transparent, do not render
if bpy.context.scene is not None and bpy.context.scene.render.film_transparent:
world.world_defs += '_EnvCol'
frag.add_uniform('vec3 backgroundCol', link='_backgroundCol')
frag.write('fragColor.rgb = backgroundCol;')
return
# Traverse world node tree
is_parsed = False
if world.node_tree is not None:
output_node = node_utils.get_node_by_type(world.node_tree, 'OUTPUT_WORLD')
if output_node is not None:
is_parsed = parse_world_output(world, output_node, frag)
is_parsed = parse_world_output(world, output_node, frag, con)
# No world nodes/no output node, use background color
if not is_parsed:
@ -125,12 +134,6 @@ def build_node_tree(world: bpy.types.World, frag: Shader):
world.arm_envtex_irr_name = world_name
write_probes.write_color_irradiance(world_name, world.arm_envtex_color)
# film_transparent
if bpy.context.scene is not None and hasattr(bpy.context.scene.render, 'film_transparent') and bpy.context.scene.render.film_transparent:
world.world_defs += '_EnvTransp'
world.world_defs += '_EnvCol'
frag.add_uniform('vec3 backgroundCol', link='_backgroundCol')
# Clouds enabled
if rpdat.arm_clouds and world.arm_use_clouds:
world.world_defs += '_EnvClouds'
@ -142,21 +145,36 @@ def build_node_tree(world: bpy.types.World, frag: Shader):
if '_EnvSky' in world.world_defs or '_EnvTex' in world.world_defs or '_EnvImg' in world.world_defs or '_EnvClouds' in world.world_defs:
frag.add_uniform('float envmapStrength', link='_envmapStrength')
frag_write_main(world, frag)
# Clear background color
if '_EnvCol' in world.world_defs:
frag.write('fragColor.rgb = backgroundCol;')
elif '_EnvTex' in world.world_defs and '_EnvLDR' in world.world_defs:
frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(2.2));')
if '_EnvClouds' in world.world_defs:
frag.write_init('vec3 n = normalize(normal);')
frag.write('if (n.z > 0.0) fragColor.rgb = mix(fragColor.rgb, traceClouds(fragColor.rgb, n), clamp(n.z * 5.0, 0, 1));')
if '_EnvLDR' in world.world_defs:
frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));')
# Mark as non-opaque
frag.write('fragColor.a = 0.0;')
def parse_world_output(world: bpy.types.World, node_output: bpy.types.Node, frag: Shader) -> bool:
def parse_world_output(world: bpy.types.World, node_output: bpy.types.Node, frag: Shader, con: ShaderContext) -> bool:
"""Parse the world's output node. Return `False` when the node has
no connected surface input."""
if not node_output.inputs[0].is_linked:
surface_node = node_utils.find_node_by_link(world.node_tree, node_output, node_output.inputs[0])
if surface_node is None:
return False
surface_node = node_utils.find_node_by_link(world.node_tree, node_output, node_output.inputs[0])
parse_surface(world, surface_node, frag)
parse_surface(world, surface_node, frag, con)
return True
def parse_surface(world: bpy.types.World, node_surface: bpy.types.Node, frag: Shader):
def parse_surface(world: bpy.types.World, node_surface: bpy.types.Node, frag: Shader, con: ShaderContext):
wrd = bpy.data.worlds['Arm']
rpdat = arm.utils.get_rp()
solid_mat = rpdat.arm_material_model == 'Solid'
@ -166,195 +184,32 @@ def parse_surface(world: bpy.types.World, node_surface: bpy.types.Node, frag: Sh
if rpdat.arm_irradiance and not solid_mat:
wrd.world_defs += '_Irr'
parser_state = ParserState(ParserContext.WORLD, world)
parser_state.con = con
parser_state.curshader = frag
parser_state.frag = frag
cycles.state = parser_state
# Extract environment strength
# Todo: follow/parse strength input
world.arm_envtex_strength = node_surface.inputs[1].default_value
# Color
if node_surface.inputs[0].is_linked:
color_node = node_utils.find_node_by_link(world.node_tree, node_surface, node_surface.inputs[0])
parse_color(world, color_node, frag)
else:
out = cycles.parse_vector_input(node_surface.inputs[0])
frag.write(f'fragColor.rgb = {out};')
if not node_surface.inputs[0].is_linked:
solid_mat = rpdat.arm_material_model == 'Solid'
if rpdat.arm_irradiance and not solid_mat:
world.world_defs += '_Irr'
world.arm_envtex_color = node_surface.inputs[0].default_value
world.arm_envtex_strength = 1.0
else:
log.warn(f'World node type {node_surface.type} must not be connected to the world output node!')
def parse_color(world: bpy.types.World, node: bpy.types.Node, frag: Shader):
wrd = bpy.data.worlds['Arm']
rpdat = arm.utils.get_rp()
mobile_mat = rpdat.arm_material_model == 'Mobile' or rpdat.arm_material_model == 'Solid'
# Env map included
if node.type == 'TEX_ENVIRONMENT' and node.image is not None:
world.world_defs += '_EnvTex'
frag.add_include('std/math.glsl')
frag.add_uniform('sampler2D envmap', link='_envmap')
image = node.image
filepath = image.filepath
if image.packed_file is None and not os.path.isfile(arm.utils.asset_path(filepath)):
log.warn(world.name + ' - unable to open ' + image.filepath)
return
# Reference image name
tex_file = arm.utils.extract_filename(image.filepath)
base = tex_file.rsplit('.', 1)
ext = base[1].lower()
if ext == 'hdr':
target_format = 'HDR'
else:
target_format = 'JPEG'
do_convert = ext != 'hdr' and ext != 'jpg'
if do_convert:
if ext == 'exr':
tex_file = base[0] + '.hdr'
target_format = 'HDR'
else:
tex_file = base[0] + '.jpg'
target_format = 'JPEG'
if image.packed_file is not None:
# Extract packed data
unpack_path = arm.utils.get_fp_build() + '/compiled/Assets/unpacked'
if not os.path.exists(unpack_path):
os.makedirs(unpack_path)
unpack_filepath = unpack_path + '/' + tex_file
filepath = unpack_filepath
if do_convert:
if not os.path.isfile(unpack_filepath):
arm.utils.unpack_image(image, unpack_filepath, file_format=target_format)
elif not os.path.isfile(unpack_filepath) or os.path.getsize(unpack_filepath) != image.packed_file.size:
with open(unpack_filepath, 'wb') as f:
f.write(image.packed_file.data)
assets.add(unpack_filepath)
else:
if do_convert:
unpack_path = arm.utils.get_fp_build() + '/compiled/Assets/unpacked'
if not os.path.exists(unpack_path):
os.makedirs(unpack_path)
converted_path = unpack_path + '/' + tex_file
filepath = converted_path
# TODO: delete cache when file changes
if not os.path.isfile(converted_path):
arm.utils.convert_image(image, converted_path, file_format=target_format)
assets.add(converted_path)
else:
# Link image path to assets
assets.add(arm.utils.asset_path(image.filepath))
# Generate prefiltered envmaps
world.arm_envtex_name = tex_file
world.arm_envtex_irr_name = tex_file.rsplit('.', 1)[0]
disable_hdr = target_format == 'JPEG'
mip_count = world.arm_envtex_num_mips
mip_count = write_probes.write_probes(filepath, disable_hdr, mip_count, arm_radiance=rpdat.arm_radiance)
world.arm_envtex_num_mips = mip_count
# Append LDR define
if disable_hdr:
world.world_defs += '_EnvLDR'
# Append radiance define
if rpdat.arm_irradiance and rpdat.arm_radiance and not mobile_mat:
wrd.world_defs += '_Rad'
# Static image background
elif node.type == 'TEX_IMAGE':
world.world_defs += '_EnvImg'
# Background texture
frag.add_uniform('sampler2D envmap', link='_envmap')
frag.add_uniform('vec2 screenSize', link='_screenSize')
image = node.image
filepath = image.filepath
if image.packed_file is not None:
# Extract packed data
filepath = arm.utils.build_dir() + '/compiled/Assets/unpacked'
unpack_path = arm.utils.get_fp() + filepath
if not os.path.exists(unpack_path):
os.makedirs(unpack_path)
unpack_filepath = unpack_path + '/' + image.name
if os.path.isfile(unpack_filepath) == False or os.path.getsize(unpack_filepath) != image.packed_file.size:
with open(unpack_filepath, 'wb') as f:
f.write(image.packed_file.data)
assets.add(unpack_filepath)
else:
# Link image path to assets
assets.add(arm.utils.asset_path(image.filepath))
# Reference image name
tex_file = arm.utils.extract_filename(image.filepath)
base = tex_file.rsplit('.', 1)
ext = base[1].lower()
if ext == 'hdr':
target_format = 'HDR'
else:
target_format = 'JPEG'
# Generate prefiltered envmaps
world.arm_envtex_name = tex_file
world.arm_envtex_irr_name = tex_file.rsplit('.', 1)[0]
disable_hdr = target_format == 'JPEG'
mip_count = world.arm_envtex_num_mips
mip_count = write_probes.write_probes(filepath, disable_hdr, mip_count, arm_radiance=rpdat.arm_radiance)
world.arm_envtex_num_mips = mip_count
# Append sky define
elif node.type == 'TEX_SKY':
# Match to cycles
world.arm_envtex_strength *= 0.1
world.world_defs += '_EnvSky'
assets.add_khafile_def('arm_hosek')
frag.add_uniform('vec3 A', link="_hosekA")
frag.add_uniform('vec3 B', link="_hosekB")
frag.add_uniform('vec3 C', link="_hosekC")
frag.add_uniform('vec3 D', link="_hosekD")
frag.add_uniform('vec3 E', link="_hosekE")
frag.add_uniform('vec3 F', link="_hosekF")
frag.add_uniform('vec3 G', link="_hosekG")
frag.add_uniform('vec3 H', link="_hosekH")
frag.add_uniform('vec3 I', link="_hosekI")
frag.add_uniform('vec3 Z', link="_hosekZ")
frag.add_uniform('vec3 hosekSunDirection', link="_hosekSunDirection")
frag.add_function('''vec3 hosekWilkie(float cos_theta, float gamma, float cos_gamma) {
\tvec3 chi = (1 + cos_gamma * cos_gamma) / pow(1 + H * H - 2 * cos_gamma * H, vec3(1.5));
\treturn (1 + A * exp(B / (cos_theta + 0.01))) * (C + D * exp(E * gamma) + F * (cos_gamma * cos_gamma) + G * chi + I * sqrt(cos_theta));
}''')
world.arm_envtex_sun_direction = [node.sun_direction[0], node.sun_direction[1], node.sun_direction[2]]
world.arm_envtex_turbidity = node.turbidity
world.arm_envtex_ground_albedo = node.ground_albedo
# Irradiance json file name
wname = arm.utils.safestr(world.name)
world.arm_envtex_irr_name = wname
write_probes.write_sky_irradiance(wname)
# Radiance
if rpdat.arm_radiance and rpdat.arm_irradiance and not mobile_mat:
wrd.world_defs += '_Rad'
hosek_path = 'armory/Assets/hosek/'
sdk_path = arm.utils.get_sdk_path()
# Use fake maps for now
assets.add(sdk_path + '/' + hosek_path + 'hosek_radiance.hdr')
for i in range(0, 8):
assets.add(sdk_path + '/' + hosek_path + 'hosek_radiance_' + str(i) + '.hdr')
world.arm_envtex_name = 'hosek'
world.arm_envtex_num_mips = 8
# Invalidate the parser state for subsequent executions
cycles.state = None
def frag_write_clouds(world: bpy.types.World, frag: Shader):
@ -440,43 +295,3 @@ def frag_write_clouds(world: bpy.types.World, frag: Shader):
\treturn vec3(C) + sky * T;
}''')
def frag_write_main(world: bpy.types.World, frag: Shader):
if '_EnvSky' in world.world_defs or '_EnvTex' in world.world_defs or '_EnvClouds' in world.world_defs:
frag.write('vec3 n = normalize(normal);')
if '_EnvCol' in world.world_defs:
frag.write('fragColor.rgb = backgroundCol;')
if '_EnvTransp' in world.world_defs:
frag.write('return;')
# Static background image
elif '_EnvImg' in world.world_defs:
# Will have to get rid of gl_FragCoord, pass texture coords from
# vertex shader
frag.write('vec2 texco = gl_FragCoord.xy / screenSize;')
frag.write('fragColor.rgb = texture(envmap, vec2(texco.x, 1.0 - texco.y)).rgb * envmapStrength;')
# Environment texture
# Also check for _EnvSky to prevent case when sky radiance is enabled
elif '_EnvTex' in world.world_defs and '_EnvSky' not in world.world_defs:
frag.write('fragColor.rgb = texture(envmap, envMapEquirect(n)).rgb * envmapStrength;')
if '_EnvLDR' in world.world_defs:
frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(2.2));')
if '_EnvSky' in world.world_defs:
frag.write('float cos_theta = clamp(n.z, 0.0, 1.0);')
frag.write('float cos_gamma = dot(n, hosekSunDirection);')
frag.write('float gamma_val = acos(cos_gamma);')
frag.write('fragColor.rgb = Z * hosekWilkie(cos_theta, gamma_val, cos_gamma) * envmapStrength;')
if '_EnvClouds' in world.world_defs:
frag.write('if (n.z > 0.0) fragColor.rgb = mix(fragColor.rgb, traceClouds(fragColor.rgb, n), clamp(n.z * 5.0, 0, 1));')
if '_EnvLDR' in world.world_defs:
frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));')
# Mark as non-opaque
frag.write('fragColor.a = 0.0;')

View file

@ -4,10 +4,11 @@ from typing import Union
import bpy
import arm.assets as assets
import arm.log as log
import arm.make_world as make_world
import arm.material.cycles_functions as c_functions
import arm.material.cycles as c
from arm.material.parser_state import ParserState
from arm.material.parser_state import ParserState, ParserContext
from arm.material.shader import floatstr, vec3str
import arm.utils
import arm.write_probes as write_probes
@ -64,11 +65,6 @@ def parse_tex_checker(node: bpy.types.ShaderNodeTexChecker, out_socket: bpy.type
return res
def parse_tex_environment(node: bpy.types.ShaderNodeTexEnvironment, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
# Pass through
return c.to_vec3([0.0, 0.0, 0.0])
def parse_tex_gradient(node: bpy.types.ShaderNodeTexGradient, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
if node.inputs[0].is_linked:
co = c.parse_vector_input(node.inputs[0])
@ -105,53 +101,108 @@ def parse_tex_gradient(node: bpy.types.ShaderNodeTexGradient, out_socket: bpy.ty
def parse_tex_image(node: bpy.types.ShaderNodeTexImage, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
# Color or Alpha output
use_color_out = out_socket == node.outputs[0]
if state.context == ParserContext.OBJECT:
# Color or Alpha output
use_color_out = out_socket == node.outputs[0]
# Already fetched
if c.is_parsed(c.store_var_name(node)):
if use_color_out:
return f'{c.store_var_name(node)}.rgb'
else:
return f'{c.store_var_name(node)}.a'
# Already fetched
if c.is_parsed(c.store_var_name(node)):
if use_color_out:
return f'{c.store_var_name(node)}.rgb'
else:
return f'{c.store_var_name(node)}.a'
tex_name = c.node_name(node.name)
tex = c.make_texture(node, tex_name)
tex_link = node.name if node.arm_material_param else None
tex_name = c.node_name(node.name)
tex = c.make_texture(node, tex_name)
tex_link = node.name if node.arm_material_param else None
if tex is not None:
state.curshader.write_textures += 1
if use_color_out:
to_linear = node.image is not None and node.image.colorspace_settings.name == 'sRGB'
res = f'{c.texture_store(node, tex, tex_name, to_linear, tex_link=tex_link)}.rgb'
else:
res = f'{c.texture_store(node, tex, tex_name, tex_link=tex_link)}.a'
state.curshader.write_textures -= 1
return res
# Empty texture
elif node.image is None:
tex = {
'name': tex_name,
'file': ''
}
if use_color_out:
return '{0}.rgb'.format(c.texture_store(node, tex, tex_name, to_linear=False, tex_link=tex_link))
return '{0}.a'.format(c.texture_store(node, tex, tex_name, to_linear=True, tex_link=tex_link))
# Pink color for missing texture
else:
tex_store = c.store_var_name(node)
if use_color_out:
state.parsed[tex_store] = True
if tex is not None:
state.curshader.write_textures += 1
state.curshader.write(f'vec4 {tex_store} = vec4(1.0, 0.0, 1.0, 1.0);')
if use_color_out:
to_linear = node.image is not None and node.image.colorspace_settings.name == 'sRGB'
res = f'{c.texture_store(node, tex, tex_name, to_linear, tex_link=tex_link)}.rgb'
else:
res = f'{c.texture_store(node, tex, tex_name, tex_link=tex_link)}.a'
state.curshader.write_textures -= 1
return f'{tex_store}.rgb'
return res
# Empty texture
elif node.image is None:
tex = {
'name': tex_name,
'file': ''
}
if use_color_out:
return '{0}.rgb'.format(c.texture_store(node, tex, tex_name, to_linear=False, tex_link=tex_link))
return '{0}.a'.format(c.texture_store(node, tex, tex_name, to_linear=True, tex_link=tex_link))
# Pink color for missing texture
else:
state.curshader.write(f'vec4 {tex_store} = vec4(1.0, 0.0, 1.0, 1.0);')
return f'{tex_store}.a'
tex_store = c.store_var_name(node)
if use_color_out:
state.parsed[tex_store] = True
state.curshader.write_textures += 1
state.curshader.write(f'vec4 {tex_store} = vec4(1.0, 0.0, 1.0, 1.0);')
state.curshader.write_textures -= 1
return f'{tex_store}.rgb'
else:
state.curshader.write(f'vec4 {tex_store} = vec4(1.0, 0.0, 1.0, 1.0);')
return f'{tex_store}.a'
# World context
# TODO: Merge with above implementation to also allow mappings other than using view coordinates
else:
world = state.context_data
world.world_defs += '_EnvImg'
# Background texture
state.curshader.add_uniform('sampler2D envmap', link='_envmap')
state.curshader.add_uniform('vec2 screenSize', link='_screenSize')
image = node.image
filepath = image.filepath
if image.packed_file is not None:
# Extract packed data
filepath = arm.utils.build_dir() + '/compiled/Assets/unpacked'
unpack_path = arm.utils.get_fp() + filepath
if not os.path.exists(unpack_path):
os.makedirs(unpack_path)
unpack_filepath = unpack_path + '/' + image.name
if not os.path.isfile(unpack_filepath) or os.path.getsize(unpack_filepath) != image.packed_file.size:
with open(unpack_filepath, 'wb') as f:
f.write(image.packed_file.data)
assets.add(unpack_filepath)
else:
# Link image path to assets
assets.add(arm.utils.asset_path(image.filepath))
# Reference image name
tex_file = arm.utils.extract_filename(image.filepath)
base = tex_file.rsplit('.', 1)
ext = base[1].lower()
if ext == 'hdr':
target_format = 'HDR'
else:
target_format = 'JPEG'
# Generate prefiltered envmaps
world.arm_envtex_name = tex_file
world.arm_envtex_irr_name = tex_file.rsplit('.', 1)[0]
disable_hdr = target_format == 'JPEG'
rpdat = arm.utils.get_rp()
mip_count = world.arm_envtex_num_mips
mip_count = write_probes.write_probes(filepath, disable_hdr, mip_count, arm_radiance=rpdat.arm_radiance)
world.arm_envtex_num_mips = mip_count
# Will have to get rid of gl_FragCoord, pass texture coords from vertex shader
state.curshader.write_init('vec2 texco = gl_FragCoord.xy / screenSize;')
return 'texture(envmap, vec2(texco.x, 1.0 - texco.y)).rgb * envmapStrength'
def parse_tex_magic(node: bpy.types.ShaderNodeTexMagic, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
@ -243,8 +294,173 @@ def parse_tex_pointdensity(node: bpy.types.ShaderNodeTexPointDensity, out_socket
def parse_tex_sky(node: bpy.types.ShaderNodeTexSky, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
# Pass through
return c.to_vec3([0.0, 0.0, 0.0])
if state.context == ParserContext.OBJECT:
# Pass through
return c.to_vec3([0.0, 0.0, 0.0])
world = state.context_data
curshader = state.curshader
# Match to cycles
world.arm_envtex_strength *= 0.1
world.world_defs += '_EnvSky'
assets.add_khafile_def('arm_hosek')
curshader.add_uniform('vec3 A', link="_hosekA")
curshader.add_uniform('vec3 B', link="_hosekB")
curshader.add_uniform('vec3 C', link="_hosekC")
curshader.add_uniform('vec3 D', link="_hosekD")
curshader.add_uniform('vec3 E', link="_hosekE")
curshader.add_uniform('vec3 F', link="_hosekF")
curshader.add_uniform('vec3 G', link="_hosekG")
curshader.add_uniform('vec3 H', link="_hosekH")
curshader.add_uniform('vec3 I', link="_hosekI")
curshader.add_uniform('vec3 Z', link="_hosekZ")
curshader.add_uniform('vec3 hosekSunDirection', link="_hosekSunDirection")
curshader.add_function('''vec3 hosekWilkie(float cos_theta, float gamma, float cos_gamma) {
\tvec3 chi = (1 + cos_gamma * cos_gamma) / pow(1 + H * H - 2 * cos_gamma * H, vec3(1.5));
\treturn (1 + A * exp(B / (cos_theta + 0.01))) * (C + D * exp(E * gamma) + F * (cos_gamma * cos_gamma) + G * chi + I * sqrt(cos_theta));
}''')
world.arm_envtex_sun_direction = [node.sun_direction[0], node.sun_direction[1], node.sun_direction[2]]
world.arm_envtex_turbidity = node.turbidity
world.arm_envtex_ground_albedo = node.ground_albedo
wrd = bpy.data.worlds['Arm']
rpdat = arm.utils.get_rp()
mobile_mat = rpdat.arm_material_model == 'Mobile' or rpdat.arm_material_model == 'Solid'
if not state.radiance_written:
# Irradiance json file name
wname = arm.utils.safestr(world.name)
world.arm_envtex_irr_name = wname
write_probes.write_sky_irradiance(wname)
# Radiance
if rpdat.arm_radiance and rpdat.arm_irradiance and not mobile_mat:
wrd.world_defs += '_Rad'
hosek_path = 'armory/Assets/hosek/'
sdk_path = arm.utils.get_sdk_path()
# Use fake maps for now
assets.add(sdk_path + '/' + hosek_path + 'hosek_radiance.hdr')
for i in range(0, 8):
assets.add(sdk_path + '/' + hosek_path + 'hosek_radiance_' + str(i) + '.hdr')
world.arm_envtex_name = 'hosek'
world.arm_envtex_num_mips = 8
state.radiance_written = True
curshader.write_init('vec3 n = normalize(normal);')
curshader.write('float cos_theta = clamp(n.z, 0.0, 1.0);')
curshader.write('float cos_gamma = dot(n, hosekSunDirection);')
curshader.write('float gamma_val = acos(cos_gamma);')
return 'Z * hosekWilkie(cos_theta, gamma_val, cos_gamma) * envmapStrength;'
def parse_tex_environment(node: bpy.types.ShaderNodeTexEnvironment, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
if state.context == ParserContext.OBJECT:
log.warn('Environment Texture node is not supported for object node trees, using default value')
return c.to_vec3([0.0, 0.0, 0.0])
if node.image is None:
return c.to_vec3([1.0, 0.0, 1.0])
world = state.context_data
world.world_defs += '_EnvTex'
curshader = state.curshader
curshader.add_include('std/math.glsl')
curshader.add_uniform('sampler2D envmap', link='_envmap')
image = node.image
filepath = image.filepath
if image.packed_file is None and not os.path.isfile(arm.utils.asset_path(filepath)):
log.warn(world.name + ' - unable to open ' + image.filepath)
return c.to_vec3([1.0, 0.0, 1.0])
# Reference image name
tex_file = arm.utils.extract_filename(image.filepath)
base = tex_file.rsplit('.', 1)
ext = base[1].lower()
if ext == 'hdr':
target_format = 'HDR'
else:
target_format = 'JPEG'
do_convert = ext != 'hdr' and ext != 'jpg'
if do_convert:
if ext == 'exr':
tex_file = base[0] + '.hdr'
target_format = 'HDR'
else:
tex_file = base[0] + '.jpg'
target_format = 'JPEG'
if image.packed_file is not None:
# Extract packed data
unpack_path = arm.utils.get_fp_build() + '/compiled/Assets/unpacked'
if not os.path.exists(unpack_path):
os.makedirs(unpack_path)
unpack_filepath = unpack_path + '/' + tex_file
filepath = unpack_filepath
if do_convert:
if not os.path.isfile(unpack_filepath):
arm.utils.unpack_image(image, unpack_filepath, file_format=target_format)
elif not os.path.isfile(unpack_filepath) or os.path.getsize(unpack_filepath) != image.packed_file.size:
with open(unpack_filepath, 'wb') as f:
f.write(image.packed_file.data)
assets.add(unpack_filepath)
else:
if do_convert:
unpack_path = arm.utils.get_fp_build() + '/compiled/Assets/unpacked'
if not os.path.exists(unpack_path):
os.makedirs(unpack_path)
converted_path = unpack_path + '/' + tex_file
filepath = converted_path
# TODO: delete cache when file changes
if not os.path.isfile(converted_path):
arm.utils.convert_image(image, converted_path, file_format=target_format)
assets.add(converted_path)
else:
# Link image path to assets
assets.add(arm.utils.asset_path(image.filepath))
rpdat = arm.utils.get_rp()
if not state.radiance_written:
# Generate prefiltered envmaps
world.arm_envtex_name = tex_file
world.arm_envtex_irr_name = tex_file.rsplit('.', 1)[0]
disable_hdr = target_format == 'JPEG'
mip_count = world.arm_envtex_num_mips
mip_count = write_probes.write_probes(filepath, disable_hdr, mip_count, arm_radiance=rpdat.arm_radiance)
world.arm_envtex_num_mips = mip_count
state.radiance_written = True
# Append LDR define
if disable_hdr:
world.world_defs += '_EnvLDR'
wrd = bpy.data.worlds['Arm']
mobile_mat = rpdat.arm_material_model == 'Mobile' or rpdat.arm_material_model == 'Solid'
# Append radiance define
if rpdat.arm_irradiance and rpdat.arm_radiance and not mobile_mat:
wrd.world_defs += '_Rad'
curshader.write_init('vec3 n = normalize(normal);')
return 'texture(envmap, envMapEquirect(n)).rgb * envmapStrength'
def parse_tex_voronoi(node: bpy.types.ShaderNodeTexVoronoi, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:

View file

@ -43,6 +43,9 @@ class ParserState:
self.emission_found = False
self.procedurals_written = False
# Already exported radiance/irradiance (currently we can only convert
# an already existing texture as radiance/irradiance)
self.radiance_written = False
# TODO: document those attributes
self.sample_bump = False