Rendering pipeline nodes

This commit is contained in:
Lubos Lenco 2016-01-26 14:36:55 +01:00
parent db8088862a
commit 6a7d93ce04
7 changed files with 403 additions and 101 deletions

View file

@ -56,7 +56,7 @@
},
{
"command": "draw_quad",
"params": ["material_resource", "material1", "env_map"]
"params": ["material_resource/material1/env_map"]
},
{
"command": "bind_target",
@ -64,7 +64,7 @@
},
{
"command": "draw_quad",
"params": ["material_resource", "material_deferred", "deferred_pass"]
"params": ["material_resource/material_deferred/deferred_pass"]
}
]
}

View file

@ -2058,7 +2058,7 @@ class ArmoryExporter(bpy.types.Operator, ExportHelper):
o.draw_calls_sort = 'front_to_back'
else:
o.draw_calls_sort = 'none'
o.pipeline = object.pipeline_path
o.pipeline = object.pipeline_path + '/' + object.pipeline_path # Same file name and id
if 'Background' in bpy.data.worlds[0].node_tree.nodes: # TODO: parse node tree
col = bpy.data.worlds[0].node_tree.nodes['Background'].inputs[0].default_value

View file

@ -1,6 +1,8 @@
import bpy
from bpy.types import NodeTree, Node, NodeSocket
from bpy.props import *
import os
import sys
# Implementation of custom nodes from Python
# Derived from the NodeTree base type, similar to Menu, Operator, Panel, etc.
@ -13,8 +15,8 @@ class CGTree(NodeTree):
bl_label = 'CG Node Tree'
# Icon identifier
# NOTE: If no icon is defined, the node tree will not show up in the editor header!
# This can be used to make additional tree types for groups and similar nodes (see below)
# Only one base tree class is needed in the editor for selecting the general category
# This can be used to make additional tree types for groups and similar nodes (see below)
# Only one base tree class is needed in the editor for selecting the general category
bl_icon = 'GAME'
#def update(self):
@ -47,7 +49,7 @@ class TransformNode(Node, CGTreeNode):
# Initialization function, called when a new node is created.
# This is the most common place to create the sockets for a node, as shown below.
# NOTE: this is not the same as the standard __init__ function in Python, which is
# a purely internal Python method and unknown to the node system!
# a purely internal Python method and unknown to the node system!
def init(self, context):
self.inputs.new('NodeSocketVector', "Position")
self.inputs.new('NodeSocketVector', "Rotation")
@ -215,3 +217,95 @@ def register():
def unregister():
nodeitems_utils.unregister_node_categories("CG_NODES")
bpy.utils.unregister_module(__name__)
# Generating node sources
def buildNodeTrees():
s = bpy.data.filepath.split(os.path.sep)
s.pop()
fp = os.path.sep.join(s)
os.chdir(fp)
# Make sure package dir exists
if not os.path.exists('Sources/' + bpy.data.worlds[0].CGProjectPackage.replace(".", "/")):
os.makedirs('Sources/' + bpy.data.worlds[0].CGProjectPackage.replace(".", "/"))
# Export node scripts
for node_group in bpy.data.node_groups:
if node_group.bl_idname == 'CGTreeType': # Build only cycles game trees
buildNodeTree(node_group)
def buildNodeTree(node_group):
rn = getRootNode(node_group)
path = 'Sources/' + bpy.data.worlds[0].CGProjectPackage.replace(".", "/") + "/"
node_group_name = node_group.name.replace('.', '_')
with open(path + node_group_name + '.hx', 'w') as f:
f.write('package ' + bpy.data.worlds[0].CGProjectPackage + ';\n\n')
f.write('import cycles.node.*;\n\n')
f.write('class ' + node_group_name + ' extends cycles.trait.NodeExecutor {\n\n')
f.write('\tpublic function new() { super(); requestAdd(add); }\n\n')
f.write('\tfunction add() {\n')
# Make sure root node exists
if rn != None:
name = '_' + rn.name.replace(".", "_").replace("@", "")
buildNode(node_group, rn, f, [])
f.write('\n\t\tstart(' + name + ');\n')
f.write('\t}\n')
f.write('}\n')
def buildNode(node_group, node, f, created_nodes):
# Get node name
name = '_' + node.name.replace(".", "_").replace("@", "")
# Check if node already exists
for n in created_nodes:
if n == name:
return name
# Create node
type = node.name.split(".")[0].replace("@", "") + "Node"
f.write('\t\tvar ' + name + ' = new ' + type + '();\n')
created_nodes.append(name)
# Variables
if type == "TransformNode":
f.write('\t\t' + name + '.transform = node.transform;\n')
# Create inputs
for inp in node.inputs:
# Is linked - find node
inpname = ''
if inp.is_linked:
n = findNodeByLink(node_group, node, inp)
inpname = buildNode(node_group, n, f, created_nodes)
# Not linked - create node with default values
else:
inpname = buildDefaultNode(inp)
# Add input
f.write('\t\t' + name + '.inputs.push(' + inpname + ');\n')
return name
def findNodeByLink(node_group, to_node, inp):
for link in node_group.links:
if link.to_node == to_node and link.to_socket == inp:
return link.from_node
def getRootNode(node_group):
for n in node_group.nodes:
if n.outputs[0].is_linked == False:
return n
def buildDefaultNode(inp):
inpname = ''
if inp.type == "VECTOR":
inpname = 'VectorNode.create(' + str(inp.default_value[0]) + ', ' + str(inp.default_value[1]) + ", " + str(inp.default_value[2]) + ')'
elif inp.type == "VALUE":
inpname = 'FloatNode.create(' + str(inp.default_value) + ')'
elif inp.type == 'BOOLEAN':
inpname = 'BoolNode.create(' + str(inp.default_value).lower() + ')'
return inpname

295
blender/pipeline_nodes.py Executable file
View file

@ -0,0 +1,295 @@
import bpy
from bpy.types import NodeTree, Node, NodeSocket
from bpy.props import *
import os
import sys
import json
class CGPipelineTree(NodeTree):
'''Pipeline nodes'''
bl_idname = 'CGPipelineTreeType'
bl_label = 'CG Pipeline Node Tree'
bl_icon = 'GAME'
class CGPipelineTreeNode:
@classmethod
def poll(cls, ntree):
return ntree.bl_idname == 'CGPipelineTreeType'
class DrawGeometryNode(Node, CGPipelineTreeNode):
'''A custom node'''
bl_idname = 'DrawGeometryNodeType'
bl_label = 'Draw Geometry'
bl_icon = 'SOUND'
def init(self, context):
self.inputs.new('NodeSocketShader', "Stage")
self.inputs.new('NodeSocketString', "Context")
self.outputs.new('NodeSocketShader', "Stage")
def copy(self, node):
print("Copying from node ", node)
def free(self):
print("Removing node ", self, ", Goodbye!")
class ClearTargetNode(Node, CGPipelineTreeNode):
'''A custom node'''
bl_idname = 'ClearTargetNodeType'
bl_label = 'Clear Target'
bl_icon = 'SOUND'
def init(self, context):
self.inputs.new('NodeSocketShader', "Stage")
self.inputs.new('NodeSocketBool', "Color")
self.inputs.new('NodeSocketBool', "Depth")
self.outputs.new('NodeSocketShader', "Stage")
def copy(self, node):
print("Copying from node ", node)
def free(self):
print("Removing node ", self, ", Goodbye!")
class SetTargetNode(Node, CGPipelineTreeNode):
'''A custom node'''
bl_idname = 'SetTargetNodeType'
bl_label = 'Set Target'
bl_icon = 'SOUND'
def init(self, context):
self.inputs.new('NodeSocketShader', "Stage")
self.inputs.new('NodeSocketShader', "Target")
self.outputs.new('NodeSocketShader', "Stage")
def copy(self, node):
print("Copying from node ", node)
def free(self):
print("Removing node ", self, ", Goodbye!")
class TargetNode(Node, CGPipelineTreeNode):
'''A custom node'''
bl_idname = 'TargetNodeType'
bl_label = 'Target'
bl_icon = 'SOUND'
def init(self, context):
self.inputs.new('NodeSocketString', "ID")
self.inputs.new('NodeSocketInt', "Width")
self.inputs.new('NodeSocketInt', "Height")
self.inputs.new('NodeSocketInt', "Color Buffers")
self.inputs.new('NodeSocketBool', "Depth")
self.inputs.new('NodeSocketString', "Format")
self.outputs.new('NodeSocketShader', "Target")
def copy(self, node):
print("Copying from node ", node)
def free(self):
print("Removing node ", self, ", Goodbye!")
class FramebufferNode(Node, CGPipelineTreeNode):
'''A custom node'''
bl_idname = 'FramebufferNodeType'
bl_label = 'Framebuffer'
bl_icon = 'SOUND'
def init(self, context):
self.outputs.new('NodeSocketShader', "Target")
def copy(self, node):
print("Copying from node ", node)
def free(self):
print("Removing node ", self, ", Goodbye!")
class BindTargetNode(Node, CGPipelineTreeNode):
'''A custom node'''
bl_idname = 'BindTargetNodeType'
bl_label = 'Bind Target'
bl_icon = 'SOUND'
def init(self, context):
self.inputs.new('NodeSocketShader', "Stage")
self.inputs.new('NodeSocketShader', "Target")
self.inputs.new('NodeSocketString', "Constant")
self.outputs.new('NodeSocketShader', "Stage")
def copy(self, node):
print("Copying from node ", node)
def free(self):
print("Removing node ", self, ", Goodbye!")
class DrawQuadNode(Node, CGPipelineTreeNode):
'''A custom node'''
bl_idname = 'DrawQuadNodeType'
bl_label = 'Draw Quad'
bl_icon = 'SOUND'
def init(self, context):
self.inputs.new('NodeSocketShader', "Stage")
self.inputs.new('NodeSocketString', "Material Context")
self.outputs.new('NodeSocketShader', "Stage")
def copy(self, node):
print("Copying from node ", node)
def free(self):
print("Removing node ", self, ", Goodbye!")
### Node Categories ###
# Node categories are a python system for automatically
# extending the Add menu, toolbar panels and search operator.
# For more examples see release/scripts/startup/nodeitems_builtins.py
import nodeitems_utils
from nodeitems_utils import NodeCategory, NodeItem
class MyPipelineNodeCategory(NodeCategory):
@classmethod
def poll(cls, context):
return context.space_data.tree_type == 'CGPipelineTreeType'
node_categories = [
MyPipelineNodeCategory("PIPELINENODES", "Pipeline Nodes", items=[
NodeItem("DrawGeometryNodeType"),
NodeItem("ClearTargetNodeType"),
NodeItem("SetTargetNodeType"),
NodeItem("BindTargetNodeType"),
NodeItem("DrawQuadNodeType"),
NodeItem("TargetNodeType"),
NodeItem("FramebufferNodeType"),
]),
]
def register():
bpy.utils.register_module(__name__)
try:
nodeitems_utils.register_node_categories("CG_PIELINE_PNODES", node_categories)
except:
pass
def unregister():
nodeitems_utils.unregister_node_categories("CG_PIELINE_PNODES")
bpy.utils.unregister_module(__name__)
# Generating pipeline resources
class Object:
def to_JSON(self):
# return json.dumps(self, default=lambda o: o.__dict__, separators=(',',':'))
return json.dumps(self, default=lambda o: o.__dict__, sort_keys=True, indent=4)
def buildNodeTrees():
s = bpy.data.filepath.split(os.path.sep)
s.pop()
fp = os.path.sep.join(s)
os.chdir(fp)
# Make sure Assets dir exists
if not os.path.exists('Assets/generated/pipelines'):
os.makedirs('Assets/generated/pipelines')
# Export pipelines
for node_group in bpy.data.node_groups:
if node_group.bl_idname == 'CGPipelineTreeType': # Build only render pipeline trees
buildNodeTree(node_group)
def buildNodeTree(node_group):
output = Object()
res = Object()
output.pipeline_resources = [res]
path = 'Assets/generated/pipelines/'
node_group_name = node_group.name.replace('.', '_')
res.id = node_group_name
res.render_targets = get_render_targets(node_group)
res.stages = []
rn = getRootNode(node_group)
buildNode(res, rn, node_group)
with open(path + node_group_name + '.json', 'w') as f:
f.write(output.to_JSON())
def buildNode(res, node, node_group):
stage = Object()
stage.params = []
if node.bl_idname == 'SetTargetNodeType':
stage.command = 'set_target'
targetNode = findNodeByLink(node_group, node, node.inputs[1])
if targetNode.bl_idname == 'TargetNodeType':
targetId = targetNode.inputs[0].default_value
else: # Framebuffer
targetId = ''
stage.params.append(targetId)
elif node.bl_idname == 'ClearTargetNodeType':
stage.command = 'clear_target'
if node.inputs[1].default_value == True:
stage.params.append('color')
if node.inputs[2].default_value == True:
stage.params.append('depth')
elif node.bl_idname == 'DrawGeometryNodeType':
stage.command = 'draw_geometry'
stage.params.append(node.inputs[1].default_value) # Context
elif node.bl_idname == 'BindTargetNodeType':
stage.command = 'bind_target'
targetNode = findNodeByLink(node_group, node, node.inputs[1])
if targetNode.bl_idname == 'TargetNodeType':
targetId = targetNode.inputs[0].default_value
stage.params.append(targetId)
elif node.bl_idname == 'DrawQuadNodeType':
stage.command = 'draw_quad'
stage.params.append(node.inputs[1].default_value) # Material context
res.stages.append(stage)
# Build next stage
if node.outputs[0].is_linked:
stageNode = findNodeByFromLink(node_group, node, node.outputs[0])
buildNode(res, stageNode, node_group)
def findNodeByLink(node_group, to_node, inp):
for link in node_group.links:
if link.to_node == to_node and link.to_socket == inp:
return link.from_node
def findNodeByFromLink(node_group, from_node, outp):
for link in node_group.links:
if link.from_node == from_node and link.from_socket == outp:
return link.to_node
def getRootNode(node_group):
# First node with empty stage input
for n in node_group.nodes:
if len(n.inputs) > 0 and n.inputs[0].is_linked == False and n.inputs[0].name == 'Stage':
return n
def get_render_targets(node_group):
render_targets = []
for n in node_group.nodes:
if n.bl_idname == 'TargetNodeType':
target = Object()
target.id = n.inputs[0].default_value
target.width = n.inputs[1].default_value
target.height = n.inputs[2].default_value
target.color_buffers = n.inputs[3].default_value
target.depth = n.inputs[4].default_value
target.format = n.inputs[5].default_value
render_targets.append(target)
return render_targets

View file

@ -9,6 +9,8 @@ import subprocess
import atexit
import webbrowser
import write_data
import nodes
import pipeline_nodes
from armory import ArmoryExporter
def defaultSettings():
@ -159,7 +161,8 @@ def buildProject(self, build_type=0):
#area.type = old_type
# Auto-build nodes # TODO: only if needed
buildNodeTrees()
nodes.buildNodeTrees()
pipeline_nodes.buildNodeTrees()
# Set dir
s = bpy.data.filepath.split(os.path.sep)
@ -272,99 +275,6 @@ class OBJECT_OT_CLEANButton(bpy.types.Operator):
cleanProject(self)
return{'FINISHED'}
def buildNodeTrees():
s = bpy.data.filepath.split(os.path.sep)
s.pop()
fp = os.path.sep.join(s)
os.chdir(fp)
# Make sure package dir exists
if not os.path.exists('Sources/' + bpy.data.worlds[0].CGProjectPackage.replace(".", "/")):
os.makedirs('Sources/' + bpy.data.worlds[0].CGProjectPackage.replace(".", "/"))
# Export node scripts
for node_group in bpy.data.node_groups:
if node_group.bl_idname == 'CGTreeType': # Build only cycles game trees
buildNodeTree(node_group)
def buildNodeTree(node_group):
rn = getRootNode(node_group)
path = 'Sources/' + bpy.data.worlds[0].CGProjectPackage.replace(".", "/") + "/"
node_group_name = node_group.name.replace('.', '_')
with open(path + node_group_name + '.hx', 'w') as f:
f.write('package ' + bpy.data.worlds[0].CGProjectPackage + ';\n\n')
f.write('import cycles.node.*;\n\n')
f.write('class ' + node_group_name + ' extends cycles.trait.NodeExecutor {\n\n')
f.write('\tpublic function new() { super(); requestAdd(add); }\n\n')
f.write('\tfunction add() {\n')
# Make sure root node exists
if rn != None:
name = '_' + rn.name.replace(".", "_").replace("@", "")
buildNode(node_group, rn, f, [])
f.write('\n\t\tstart(' + name + ');\n')
f.write('\t}\n')
f.write('}\n')
def buildNode(node_group, node, f, created_nodes):
# Get node name
name = '_' + node.name.replace(".", "_").replace("@", "")
# Check if node already exists
for n in created_nodes:
if n == name:
return name
# Create node
type = node.name.split(".")[0].replace("@", "") + "Node"
f.write('\t\tvar ' + name + ' = new ' + type + '();\n')
created_nodes.append(name)
# Variables
if type == "TransformNode":
f.write('\t\t' + name + '.transform = node.transform;\n')
# Create inputs
for inp in node.inputs:
# Is linked - find node
inpname = ''
if inp.is_linked:
n = findNodeByLink(node_group, node, inp)
inpname = buildNode(node_group, n, f, created_nodes)
# Not linked - create node with default values
else:
inpname = buildDefaultNode(inp)
# Add input
f.write('\t\t' + name + '.inputs.push(' + inpname + ');\n')
return name
def findNodeByLink(node_group, to_node, inp):
for link in node_group.links:
if link.to_node == to_node and link.to_socket == inp:
return link.from_node
def getRootNode(node_group):
for n in node_group.nodes:
if n.outputs[0].is_linked == False:
return n
def buildDefaultNode(inp):
inpname = ''
if inp.type == "VECTOR":
inpname = 'VectorNode.create(' + str(inp.default_value[0]) + ', ' + str(inp.default_value[1]) + ", " + str(inp.default_value[2]) + ')'
elif inp.type == "VALUE":
inpname = 'FloatNode.create(' + str(inp.default_value) + ')'
elif inp.type == 'BOOLEAN':
inpname = 'BoolNode.create(' + str(inp.default_value).lower() + ')'
return inpname
# Registration
def register():
bpy.utils.register_module(__name__)

View file

@ -61,7 +61,7 @@ class DataPropsPanel(bpy.types.Panel):
if obj.type == 'CAMERA':
layout.prop(obj.data, 'frustum_culling')
layout.prop(obj.data, 'sort_front_to_back')
layout.prop(obj.data, 'pipeline_path')
layout.prop_search(obj.data, "pipeline_path", bpy.data, "node_groups")
layout.prop(obj.data, 'pipeline_pass')
elif obj.type == 'MESH':
layout.prop(obj.data, 'static_usage')

View file

@ -1,5 +1,6 @@
import project
import nodes
import pipeline_nodes
import armory
import traits_animation
import traits
@ -8,6 +9,7 @@ import props
def register():
project.register()
nodes.register()
pipeline_nodes.register()
armory.register()
traits_animation.register()
traits.register()
@ -16,6 +18,7 @@ def register():
def unregister():
project.unregister()
nodes.unregister()
pipeline_nodes.unregister()
armory.unregister()
traits_animation.unregister()
traits.unregister()