Reimplement clouds
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1d0c96db11
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@ -1956,7 +1956,6 @@ class ArmoryExporter:
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self.world_array.append(world_name)
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out_world = {'name': world_name}
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make_world.create_world_shaders(world, self.output['material_datas'])
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self.post_export_world(world, out_world)
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self.output['world_datas'].append(out_world)
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@ -2811,7 +2810,7 @@ class ArmoryExporter:
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if '_EnvSky' in world.world_defs:
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# Sky data for probe
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out_world['sun_direction'] = list(world.arm_envtex_sun_direction)
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out_world['sun_direction'] = list(world.arm_envtex_sun_direction)
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out_world['turbidity'] = world.arm_envtex_turbidity
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out_world['ground_albedo'] = world.arm_envtex_ground_albedo
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@ -134,7 +134,6 @@ def build():
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assets.add_khafile_def('rp_background={0}'.format(rpdat.rp_background))
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if rpdat.rp_background == 'World':
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assets.add_shader_pass('world_pass')
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if '_EnvClouds' in wrd.world_defs:
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assets.add(assets_path + 'clouds_base.raw')
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assets.add_embedded_data('clouds_base.raw')
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@ -20,12 +20,13 @@ shader_datas = []
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def build():
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worlds = []
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for scene in bpy.data.scenes:
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# Only export worlds from enabled scenes
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if scene.arm_export and scene.world is not None and scene.world not in worlds:
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worlds.append(scene.world)
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# create_world_shaders(scene.world)
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create_world_shaders(scene.world)
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def create_world_shaders(world: bpy.types.World, out_shader_datas: List):
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def create_world_shaders(world: bpy.types.World):
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"""Creates fragment and vertex shaders for the given world."""
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global shader_datas
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world_name = arm.utils.safestr(world.name)
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@ -90,6 +91,7 @@ def build_node_tree(world: bpy.types.World, frag: Shader, vert: Shader):
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world_name = arm.utils.safestr(world.name)
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world.world_defs = ''
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rpdat = arm.utils.get_rp()
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wrd = bpy.data.worlds['Arm']
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if callback is not None:
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callback()
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@ -127,17 +129,17 @@ def build_node_tree(world: bpy.types.World, frag: Shader, vert: Shader):
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frag.add_uniform('vec3 backgroundCol', link='_backgroundCol')
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# Clouds enabled
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if rpdat.arm_clouds:
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if rpdat.arm_clouds and world.arm_use_clouds:
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world.world_defs += '_EnvClouds'
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# Also set this flag globally so that the required textures are
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# included
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wrd.world_defs += '_EnvClouds'
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frag_write_clouds(world, frag)
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if '_EnvSky' in world.world_defs or '_EnvTex' in world.world_defs or '_EnvImg' in world.world_defs or '_EnvClouds' in world.world_defs:
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frag.add_uniform('float envmapStrength', link='_envmapStrength')
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if '_EnvCol' in world.world_defs:
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frag.write('fragColor.rgb = backgroundCol;')
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# Mark as non-opaque
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frag.write('fragColor.a = 0.0;')
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frag_write_main(world, frag)
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def parse_world_output(world: bpy.types.World, node_output: bpy.types.Node, frag: Shader) -> bool:
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@ -330,3 +332,101 @@ def parse_color(world: bpy.types.World, node: bpy.types.Node, frag: Shader):
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world.arm_envtex_name = 'hosek'
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world.arm_envtex_num_mips = 8
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def frag_write_clouds(world: bpy.types.World, frag: Shader):
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"""References:
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GPU PRO 7 - Real-time Volumetric Cloudscapes
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https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn
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https://github.com/sebh/TileableVolumeNoise
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"""
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frag.add_uniform('sampler3D scloudsBase', link='$clouds_base.raw')
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frag.add_uniform('sampler3D scloudsDetail', link='$clouds_detail.raw')
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frag.add_uniform('sampler2D scloudsMap', link='$clouds_map.png')
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frag.add_uniform('float time', link='_time')
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frag.add_const('float', 'cloudsLower', str(round(world.arm_clouds_lower * 100) / 100))
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frag.add_const('float', 'cloudsUpper', str(round(world.arm_clouds_upper * 100) / 100))
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frag.add_const('vec2', 'cloudsWind', 'vec2(' + str(round(world.arm_clouds_wind[0] * 100) / 100) + ',' + str(round(world.arm_clouds_wind[1] * 100) / 100) + ')')
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frag.add_const('float', 'cloudsPrecipitation', str(round(world.arm_clouds_precipitation * 100) / 100))
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frag.add_const('float', 'cloudsSecondary', str(round(world.arm_clouds_secondary * 100) / 100))
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frag.add_const('float', 'cloudsSteps', str(round(world.arm_clouds_steps * 100) / 100))
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frag.add_function('''float remap(float old_val, float old_min, float old_max, float new_min, float new_max) {
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\treturn new_min + (((old_val - old_min) / (old_max - old_min)) * (new_max - new_min));
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}''')
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frag.add_function('''float getDensityHeightGradientForPoint(float height, float cloud_type) {
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\tconst vec4 stratusGrad = vec4(0.02f, 0.05f, 0.09f, 0.11f);
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\tconst vec4 stratocumulusGrad = vec4(0.02f, 0.2f, 0.48f, 0.625f);
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\tconst vec4 cumulusGrad = vec4(0.01f, 0.0625f, 0.78f, 1.0f);
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\tfloat stratus = 1.0f - clamp(cloud_type * 2.0f, 0, 1);
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\tfloat stratocumulus = 1.0f - abs(cloud_type - 0.5f) * 2.0f;
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\tfloat cumulus = clamp(cloud_type - 0.5f, 0, 1) * 2.0f;
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\tvec4 cloudGradient = stratusGrad * stratus + stratocumulusGrad * stratocumulus + cumulusGrad * cumulus;
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\treturn smoothstep(cloudGradient.x, cloudGradient.y, height) - smoothstep(cloudGradient.z, cloudGradient.w, height);
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}''')
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frag.add_function('''float sampleCloudDensity(vec3 p) {
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\tfloat cloud_base = textureLod(scloudsBase, p, 0).r * 40; // Base noise
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\tvec3 weather_data = textureLod(scloudsMap, p.xy, 0).rgb; // Weather map
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\tcloud_base *= getDensityHeightGradientForPoint(p.z, weather_data.b); // Cloud type
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\tcloud_base = remap(cloud_base, weather_data.r, 1.0, 0.0, 1.0); // Coverage
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\tcloud_base *= weather_data.r;
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\tfloat cloud_detail = textureLod(scloudsDetail, p, 0).r * 2; // Detail noise
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\tfloat cloud_detail_mod = mix(cloud_detail, 1.0 - cloud_detail, clamp(p.z * 10.0, 0, 1));
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\tcloud_base = remap(cloud_base, cloud_detail_mod * 0.2, 1.0, 0.0, 1.0);
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\treturn cloud_base;
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}''')
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func_cloud_radiance = 'float cloudRadiance(vec3 p, vec3 dir) {\n'
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if '_EnvSky' in world.world_defs:
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func_cloud_radiance += '\tvec3 sun_dir = hosekSunDirection;\n'
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else:
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func_cloud_radiance += '\tvec3 sun_dir = vec3(0, 0, -1);\n'
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func_cloud_radiance += '''\tconst int steps = 8;
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\tfloat step_size = 0.5 / float(steps);
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\tfloat d = 0.0;
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\tp += sun_dir * step_size;
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\tfor(int i = 0; i < steps; ++i) {
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\t\td += sampleCloudDensity(p + sun_dir * float(i) * step_size);
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\t}
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\treturn 1.0 - d;
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}'''
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frag.add_function(func_cloud_radiance)
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frag.add_function('''vec3 traceClouds(vec3 sky, vec3 dir) {
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\tconst float step_size = 0.5 / float(cloudsSteps);
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\tfloat T = 1.0;
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\tfloat C = 0.0;
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\tvec2 uv = dir.xy / dir.z * 0.4 * cloudsLower + cloudsWind * time * 0.02;
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\tfor (int i = 0; i < cloudsSteps; ++i) {
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\t\tfloat h = float(i) / float(cloudsSteps);
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\t\tvec3 p = vec3(uv * 0.04, h);
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\t\tfloat d = sampleCloudDensity(p);
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\t\tif (d > 0) {
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\t\t\t// float radiance = cloudRadiance(p, dir);
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\t\t\tC += T * exp(h) * d * step_size * 0.6 * cloudsPrecipitation;
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\t\t\tT *= exp(-d * step_size);
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\t\t\tif (T < 0.01) break;
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\t\t}
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\t\tuv += (dir.xy / dir.z) * step_size * cloudsUpper;
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\t}
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\treturn vec3(C) + sky * T;
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}''')
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def frag_write_main(world: bpy.types.World, frag: Shader):
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if '_EnvCol' in world.world_defs:
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frag.write('fragColor.rgb = backgroundCol;')
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if '_EnvClouds' in world.world_defs:
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if '_EnvCol' in world.world_defs:
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frag.write('vec3 n = normalize(normal);')
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frag.write('if (n.z > 0.0) fragColor.rgb = mix(fragColor.rgb, traceClouds(fragColor.rgb, n), clamp(n.z * 5.0, 0, 1));')
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# Mark as non-opaque
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frag.write('fragColor.a = 0.0;')
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