Merge pull request #2076 from MoritzBrueckner/instancing
Show warnings for invalid instancing configurations + cleanup
This commit is contained in:
commit
97582968bd
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@ -1,16 +1,15 @@
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from typing import Dict, List
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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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from bpy.types import Material
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from bpy.types import Object
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import arm.material.cycles as cycles
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import arm.material.make_shader as make_shader
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import arm.material.mat_batch as mat_batch
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import arm.material.mat_state as mat_state
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import arm.material.cycles as cycles
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import arm.node_utils
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import arm.utils
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def glsl_type(t): # Merge with cycles
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if t == 'RGB' or t == 'RGBA' or t == 'VECTOR':
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return 'vec3'
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else:
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return 'float'
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def glsl_value(val):
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if str(type(val)) == "<class 'bpy_prop_array'>":
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@ -21,39 +20,27 @@ def glsl_value(val):
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else:
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return val
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def parse(material, mat_data, mat_users, mat_armusers):
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def parse(material: Material, mat_data, mat_users: Dict[Material, List[Object]], 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 != '':
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rpasses = ['mesh']
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sd = {}
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sd['contexts'] = []
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con = {}
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con['vertex_elements'] = []
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elem = {}
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elem['name'] = 'pos'
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elem['data'] = 'short4norm'
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con['vertex_elements'].append(elem)
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elem = {}
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elem['name'] = 'nor'
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elem['data'] = 'short2norm'
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con['vertex_elements'].append(elem)
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elem = {}
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elem['name'] = 'tex'
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elem['data'] = 'short2norm'
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con['vertex_elements'].append(elem)
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elem = {}
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elem['name'] = 'tex1'
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elem['data'] = 'short2norm'
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con['vertex_elements'].append(elem)
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sd['contexts'].append(con)
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con = {'vertex_elements': []}
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con['vertex_elements'].append({'name': 'pos', 'data': 'short4norm'})
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con['vertex_elements'].append({'name': 'nor', 'data': 'short2norm'})
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con['vertex_elements'].append({'name': 'tex', 'data': 'short2norm'})
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con['vertex_elements'].append({'name': 'tex1', 'data': 'short2norm'})
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sd = {'contexts': [con]}
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shader_data_name = material.arm_custom_material
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bind_constants = {}
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bind_constants['mesh'] = []
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bind_textures = {}
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bind_textures['mesh'] = []
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bind_constants = {'mesh': []}
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bind_textures = {'mesh': []}
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make_shader.make_instancing_and_skinning(material, mat_users)
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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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@ -63,39 +50,35 @@ def parse(material, mat_data, mat_users, mat_armusers):
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# Material
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for rp in rpasses:
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c = {}
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c['name'] = rp
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c['bind_constants'] = [] + bind_constants[rp]
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c['bind_textures'] = [] + bind_textures[rp]
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c = {
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'name': rp,
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'bind_constants': [] + bind_constants[rp],
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'bind_textures': [] + bind_textures[rp],
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}
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mat_data['contexts'].append(c)
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if rp == 'mesh':
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const = {}
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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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c['bind_constants'].append({'name': 'receiveShadow', 'bool': material.arm_receive_shadow})
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if material.arm_material_id != 0:
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const = {}
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const['name'] = 'materialID'
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const['int'] = material.arm_material_id
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c['bind_constants'].append(const)
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c['bind_constants'].append({'name': 'materialID', 'int': material.arm_material_id})
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if material.arm_material_id == 2:
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wrd.world_defs += '_Hair'
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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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if sss_node is not 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):
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if sss_node is not None and sss_node.outputs[0].is_linked and (sss_node.inputs[1].is_linked or sss_node.inputs[1].default_value != 0.0):
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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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if sss_node is not 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 = {}
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const['name'] = 'materialID'
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const = {'name': 'materialID'}
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if sss:
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const['int'] = 2
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else:
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@ -111,27 +94,20 @@ def parse(material, mat_data, mat_users, mat_armusers):
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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
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tex = {}
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tex['name'] = tex_name
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tex['file'] = ''
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# Empty texture
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if tex is None:
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tex = {'name': tex_name, 'file': ''}
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c['bind_textures'].append(tex)
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# Set marked inputs as uniforms
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for node in material.node_tree.nodes:
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for inp in node.inputs:
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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 = {}
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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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uname = arm.utils.safesrc(inp.node.name) + arm.utils.safesrc(inp.name) # Merge with cycles module
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c['bind_constants'].append({'name': uname, cycles.glsl_type(inp.type): glsl_value(inp.default_value)})
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elif rp == 'translucent':
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const = {}
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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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c['bind_constants'].append({'name': 'receiveShadow', 'bool': material.arm_receive_shadow})
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if wrd.arm_single_data_file:
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mat_data['shader'] = shader_data_name
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@ -1,31 +1,38 @@
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import os
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import bpy
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import subprocess
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import arm.utils
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import arm.assets as assets
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import arm.material.mat_utils as mat_utils
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import arm.material.mat_state as mat_state
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from arm.material.shader import ShaderData
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import arm.material.cycles as cycles
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import arm.material.make_mesh as make_mesh
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import arm.material.make_transluc as make_transluc
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import arm.material.make_overlay as make_overlay
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import arm.material.make_depth as make_depth
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import arm.material.make_decal as make_decal
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import arm.material.make_voxel as make_voxel
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from typing import Dict, List, Tuple
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import bpy
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from bpy.types import Material
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from bpy.types import Object
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import arm.api
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import arm.assets as assets
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import arm.exporter
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import arm.log as log
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import arm.material.cycles as cycles
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import arm.material.make_decal as make_decal
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import arm.material.make_depth as make_depth
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import arm.material.make_mesh as make_mesh
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import arm.material.make_overlay as make_overlay
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import arm.material.make_transluc as make_transluc
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import arm.material.make_voxel as make_voxel
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import arm.material.mat_state as mat_state
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import arm.material.mat_utils as mat_utils
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from arm.material.shader import Shader, ShaderContext, ShaderData
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import arm.utils
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rpass_hook = None
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def build(material, mat_users, mat_armusers):
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def build(material: Material, mat_users: Dict[Material, List[Object]], mat_armusers) -> Tuple:
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mat_state.mat_users = mat_users
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mat_state.mat_armusers = mat_armusers
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mat_state.material = material
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mat_state.nodes = material.node_tree.nodes
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mat_state.data = ShaderData(material)
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mat_state.output_node = cycles.node_by_type(mat_state.nodes, 'OUTPUT_MATERIAL')
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if mat_state.output_node == None:
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if mat_state.output_node is None:
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# Place empty material output to keep compiler happy..
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mat_state.output_node = mat_state.nodes.new('ShaderNodeOutputMaterial')
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@ -41,22 +48,7 @@ def build(material, mat_users, mat_armusers):
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if not os.path.exists(full_path):
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os.makedirs(full_path)
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global_elems = []
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if mat_users != None and material in mat_users:
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for bo in mat_users[material]:
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# GPU Skinning
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if arm.utils.export_bone_data(bo):
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global_elems.append({'name': 'bone', 'data': 'short4norm'})
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global_elems.append({'name': 'weight', 'data': 'short4norm'})
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# Instancing
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if bo.arm_instanced != 'Off' or material.arm_particle_flag:
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global_elems.append({'name': 'ipos', 'data': 'float3'})
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if bo.arm_instanced == 'Loc + Rot' or bo.arm_instanced == 'Loc + Rot + Scale':
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global_elems.append({'name': 'irot', 'data': 'float3'})
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if bo.arm_instanced == 'Loc + Scale' or bo.arm_instanced == 'Loc + Rot + Scale':
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global_elems.append({'name': 'iscl', 'data': 'float3'})
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mat_state.data.global_elems = global_elems
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make_instancing_and_skinning(material, mat_users)
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bind_constants = dict()
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bind_textures = dict()
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@ -72,10 +64,10 @@ def build(material, mat_users, mat_armusers):
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con = None
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if rpdat.rp_driver != 'Armory' and arm.api.drivers[rpdat.rp_driver]['make_rpass'] != None:
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if rpdat.rp_driver != 'Armory' and arm.api.drivers[rpdat.rp_driver]['make_rpass'] is not None:
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con = arm.api.drivers[rpdat.rp_driver]['make_rpass'](rp)
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if con != None:
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if con is not None:
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pass
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elif rp == 'mesh':
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@ -99,7 +91,7 @@ def build(material, mat_users, mat_armusers):
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elif rp == 'voxel':
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con = make_voxel.make(rp)
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elif rpass_hook != None:
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elif rpass_hook is not None:
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con = rpass_hook(rp)
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write_shaders(rel_path, con, rp, matname)
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@ -107,7 +99,7 @@ def build(material, mat_users, mat_armusers):
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shader_data_name = matname + '_data'
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if wrd.arm_single_data_file:
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if not 'shader_datas' in arm.exporter.current_output:
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if 'shader_datas' not in arm.exporter.current_output:
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arm.exporter.current_output['shader_datas'] = []
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arm.exporter.current_output['shader_datas'].append(mat_state.data.get()['shader_datas'][0])
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else:
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@ -117,7 +109,8 @@ def build(material, mat_users, mat_armusers):
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return rpasses, mat_state.data, shader_data_name, bind_constants, bind_textures
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def write_shaders(rel_path, con, rpass, matname):
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def write_shaders(rel_path: str, con: ShaderContext, rpass: str, matname: str) -> None:
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keep_cache = mat_state.material.arm_cached
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write_shader(rel_path, con.vert, 'vert', rpass, matname, keep_cache=keep_cache)
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write_shader(rel_path, con.frag, 'frag', rpass, matname, keep_cache=keep_cache)
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@ -125,8 +118,9 @@ def write_shaders(rel_path, con, rpass, matname):
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write_shader(rel_path, con.tesc, 'tesc', rpass, matname, keep_cache=keep_cache)
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write_shader(rel_path, con.tese, 'tese', rpass, matname, keep_cache=keep_cache)
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def write_shader(rel_path, shader, ext, rpass, matname, keep_cache=True):
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if shader == None or shader.is_linked:
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def write_shader(rel_path: str, shader: Shader, ext: str, rpass: str, matname: str, keep_cache=True) -> None:
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if shader is None or shader.is_linked:
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return
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# TODO: blend context
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@ -161,3 +155,43 @@ def write_shader(rel_path, shader, ext, rpass, matname, keep_cache=True):
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args.append('pos')
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proc = subprocess.call(args)
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os.chdir(cwd)
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def make_instancing_and_skinning(mat: Material, mat_users: Dict[Material, List[Object]]) -> None:
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"""Build material with instancing or skinning if enabled.
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If the material is a custom material, only validation checks for instancing are performed."""
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global_elems = []
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if mat_users is not None and mat in mat_users:
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# Whether there are both an instanced object and a not instanced object with this material
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instancing_usage = [False, False]
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for bo in mat_users[mat]:
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if mat.arm_custom_material == '':
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# GPU Skinning
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if arm.utils.export_bone_data(bo):
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global_elems.append({'name': 'bone', 'data': 'short4norm'})
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global_elems.append({'name': 'weight', 'data': 'short4norm'})
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# Instancing
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inst = bo.arm_instanced
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if inst != 'Off' or mat.arm_particle_flag:
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instancing_usage[0] = True
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if mat.arm_custom_material == '':
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global_elems.append({'name': 'ipos', 'data': 'float3'})
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if 'Rot' in inst:
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global_elems.append({'name': 'irot', 'data': 'float3'})
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if 'Scale' in inst:
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global_elems.append({'name': 'iscl', 'data': 'float3'})
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elif inst == 'Off':
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# Ignore children of instanced objects, they are instanced even when set to 'Off'
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instancing_usage[1] = bo.parent is None or bo.parent.arm_instanced == 'Off'
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if instancing_usage[0] and instancing_usage[1]:
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# Display a warning for invalid instancing configurations
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# See https://github.com/armory3d/armory/issues/2072
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log.warn(f'Material "{mat.name}" has both instanced and not instanced objects, objects might flicker!')
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if mat.arm_custom_material == '':
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mat_state.data.global_elems = global_elems
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