Merge pull request #2076 from MoritzBrueckner/instancing

Show warnings for invalid instancing configurations + cleanup
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Lubos Lenco 2021-01-01 12:56:52 +01:00 committed by GitHub
commit 97582968bd
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 114 additions and 104 deletions

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@ -1,16 +1,15 @@
from typing import Dict, List
import bpy import bpy
import arm.utils from bpy.types import Material
import arm.node_utils from bpy.types import Object
import arm.material.cycles as cycles
import arm.material.make_shader as make_shader import arm.material.make_shader as make_shader
import arm.material.mat_batch as mat_batch import arm.material.mat_batch as mat_batch
import arm.material.mat_state as mat_state import arm.node_utils
import arm.material.cycles as cycles import arm.utils
def glsl_type(t): # Merge with cycles
if t == 'RGB' or t == 'RGBA' or t == 'VECTOR':
return 'vec3'
else:
return 'float'
def glsl_value(val): def glsl_value(val):
if str(type(val)) == "<class 'bpy_prop_array'>": if str(type(val)) == "<class 'bpy_prop_array'>":
@ -21,39 +20,27 @@ def glsl_value(val):
else: else:
return val return val
def parse(material, mat_data, mat_users, mat_armusers):
def parse(material: Material, mat_data, mat_users: Dict[Material, List[Object]], mat_armusers):
wrd = bpy.data.worlds['Arm'] wrd = bpy.data.worlds['Arm']
rpdat = arm.utils.get_rp() rpdat = arm.utils.get_rp()
# No batch - shader data per material # No batch - shader data per material
if material.arm_custom_material != '': if material.arm_custom_material != '':
rpasses = ['mesh'] rpasses = ['mesh']
sd = {}
sd['contexts'] = [] con = {'vertex_elements': []}
con = {} con['vertex_elements'].append({'name': 'pos', 'data': 'short4norm'})
con['vertex_elements'] = [] con['vertex_elements'].append({'name': 'nor', 'data': 'short2norm'})
elem = {} con['vertex_elements'].append({'name': 'tex', 'data': 'short2norm'})
elem['name'] = 'pos' con['vertex_elements'].append({'name': 'tex1', 'data': 'short2norm'})
elem['data'] = 'short4norm'
con['vertex_elements'].append(elem) sd = {'contexts': [con]}
elem = {}
elem['name'] = 'nor'
elem['data'] = 'short2norm'
con['vertex_elements'].append(elem)
elem = {}
elem['name'] = 'tex'
elem['data'] = 'short2norm'
con['vertex_elements'].append(elem)
elem = {}
elem['name'] = 'tex1'
elem['data'] = 'short2norm'
con['vertex_elements'].append(elem)
sd['contexts'].append(con)
shader_data_name = material.arm_custom_material shader_data_name = material.arm_custom_material
bind_constants = {} bind_constants = {'mesh': []}
bind_constants['mesh'] = [] bind_textures = {'mesh': []}
bind_textures = {}
bind_textures['mesh'] = [] make_shader.make_instancing_and_skinning(material, mat_users)
elif not wrd.arm_batch_materials or material.name.startswith('armdefault'): elif not wrd.arm_batch_materials or material.name.startswith('armdefault'):
rpasses, shader_data, shader_data_name, bind_constants, bind_textures = make_shader.build(material, mat_users, mat_armusers) rpasses, shader_data, shader_data_name, bind_constants, bind_textures = make_shader.build(material, mat_users, mat_armusers)
sd = shader_data.sd sd = shader_data.sd
@ -63,39 +50,35 @@ def parse(material, mat_data, mat_users, mat_armusers):
# Material # Material
for rp in rpasses: for rp in rpasses:
c = {
c = {} 'name': rp,
c['name'] = rp 'bind_constants': [] + bind_constants[rp],
c['bind_constants'] = [] + bind_constants[rp] 'bind_textures': [] + bind_textures[rp],
c['bind_textures'] = [] + bind_textures[rp] }
mat_data['contexts'].append(c) mat_data['contexts'].append(c)
if rp == 'mesh': if rp == 'mesh':
const = {} c['bind_constants'].append({'name': 'receiveShadow', 'bool': material.arm_receive_shadow})
const['name'] = 'receiveShadow'
const['bool'] = material.arm_receive_shadow
c['bind_constants'].append(const)
if material.arm_material_id != 0: if material.arm_material_id != 0:
const = {} c['bind_constants'].append({'name': 'materialID', 'int': material.arm_material_id})
const['name'] = 'materialID'
const['int'] = material.arm_material_id
c['bind_constants'].append(const)
if material.arm_material_id == 2: if material.arm_material_id == 2:
wrd.world_defs += '_Hair' wrd.world_defs += '_Hair'
elif rpdat.rp_sss_state == 'On': elif rpdat.rp_sss_state == 'On':
sss = False sss = False
sss_node = arm.node_utils.get_node_by_type(material.node_tree, 'SUBSURFACE_SCATTERING') sss_node = arm.node_utils.get_node_by_type(material.node_tree, 'SUBSURFACE_SCATTERING')
if sss_node != None and sss_node.outputs[0].is_linked: # Check linked node if sss_node is not None and sss_node.outputs[0].is_linked: # Check linked node
sss = True sss = True
sss_node = arm.node_utils.get_node_by_type(material.node_tree, 'BSDF_PRINCIPLED') sss_node = arm.node_utils.get_node_by_type(material.node_tree, 'BSDF_PRINCIPLED')
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): 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):
sss = True sss = True
sss_node = arm.node_utils.get_node_armorypbr(material.node_tree) sss_node = arm.node_utils.get_node_armorypbr(material.node_tree)
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): 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):
sss = True sss = True
const = {}
const['name'] = 'materialID' const = {'name': 'materialID'}
if sss: if sss:
const['int'] = 2 const['int'] = 2
else: else:
@ -111,27 +94,20 @@ def parse(material, mat_data, mat_users, mat_armusers):
if node.type == 'TEX_IMAGE': if node.type == 'TEX_IMAGE':
tex_name = arm.utils.safesrc(node.name) tex_name = arm.utils.safesrc(node.name)
tex = cycles.make_texture(node, tex_name) tex = cycles.make_texture(node, tex_name)
if tex == None: # Empty texture # Empty texture
tex = {} if tex is None:
tex['name'] = tex_name tex = {'name': tex_name, 'file': ''}
tex['file'] = ''
c['bind_textures'].append(tex) c['bind_textures'].append(tex)
# Set marked inputs as uniforms # Set marked inputs as uniforms
for node in material.node_tree.nodes: for node in material.node_tree.nodes:
for inp in node.inputs: for inp in node.inputs:
if inp.is_uniform: if inp.is_uniform:
uname = arm.utils.safesrc(inp.node.name) + arm.utils.safesrc(inp.name) # Merge with cycles uname = arm.utils.safesrc(inp.node.name) + arm.utils.safesrc(inp.name) # Merge with cycles module
const = {} c['bind_constants'].append({'name': uname, cycles.glsl_type(inp.type): glsl_value(inp.default_value)})
const['name'] = uname
const[glsl_type(inp.type)] = glsl_value(inp.default_value)
c['bind_constants'].append(const)
elif rp == 'translucent': elif rp == 'translucent':
const = {} c['bind_constants'].append({'name': 'receiveShadow', 'bool': material.arm_receive_shadow})
const['name'] = 'receiveShadow'
const['bool'] = material.arm_receive_shadow
c['bind_constants'].append(const)
if wrd.arm_single_data_file: if wrd.arm_single_data_file:
mat_data['shader'] = shader_data_name mat_data['shader'] = shader_data_name

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@ -1,31 +1,38 @@
import os import os
import bpy
import subprocess import subprocess
import arm.utils from typing import Dict, List, Tuple
import arm.assets as assets
import arm.material.mat_utils as mat_utils import bpy
import arm.material.mat_state as mat_state from bpy.types import Material
from arm.material.shader import ShaderData from bpy.types import Object
import arm.material.cycles as cycles
import arm.material.make_mesh as make_mesh
import arm.material.make_transluc as make_transluc
import arm.material.make_overlay as make_overlay
import arm.material.make_depth as make_depth
import arm.material.make_decal as make_decal
import arm.material.make_voxel as make_voxel
import arm.api import arm.api
import arm.assets as assets
import arm.exporter import arm.exporter
import arm.log as log
import arm.material.cycles as cycles
import arm.material.make_decal as make_decal
import arm.material.make_depth as make_depth
import arm.material.make_mesh as make_mesh
import arm.material.make_overlay as make_overlay
import arm.material.make_transluc as make_transluc
import arm.material.make_voxel as make_voxel
import arm.material.mat_state as mat_state
import arm.material.mat_utils as mat_utils
from arm.material.shader import Shader, ShaderContext, ShaderData
import arm.utils
rpass_hook = None rpass_hook = None
def build(material, mat_users, mat_armusers):
def build(material: Material, mat_users: Dict[Material, List[Object]], mat_armusers) -> Tuple:
mat_state.mat_users = mat_users mat_state.mat_users = mat_users
mat_state.mat_armusers = mat_armusers mat_state.mat_armusers = mat_armusers
mat_state.material = material mat_state.material = material
mat_state.nodes = material.node_tree.nodes mat_state.nodes = material.node_tree.nodes
mat_state.data = ShaderData(material) mat_state.data = ShaderData(material)
mat_state.output_node = cycles.node_by_type(mat_state.nodes, 'OUTPUT_MATERIAL') mat_state.output_node = cycles.node_by_type(mat_state.nodes, 'OUTPUT_MATERIAL')
if mat_state.output_node == None: if mat_state.output_node is None:
# Place empty material output to keep compiler happy.. # Place empty material output to keep compiler happy..
mat_state.output_node = mat_state.nodes.new('ShaderNodeOutputMaterial') mat_state.output_node = mat_state.nodes.new('ShaderNodeOutputMaterial')
@ -41,22 +48,7 @@ def build(material, mat_users, mat_armusers):
if not os.path.exists(full_path): if not os.path.exists(full_path):
os.makedirs(full_path) os.makedirs(full_path)
global_elems = [] make_instancing_and_skinning(material, mat_users)
if mat_users != None and material in mat_users:
for bo in mat_users[material]:
# GPU Skinning
if arm.utils.export_bone_data(bo):
global_elems.append({'name': 'bone', 'data': 'short4norm'})
global_elems.append({'name': 'weight', 'data': 'short4norm'})
# Instancing
if bo.arm_instanced != 'Off' or material.arm_particle_flag:
global_elems.append({'name': 'ipos', 'data': 'float3'})
if bo.arm_instanced == 'Loc + Rot' or bo.arm_instanced == 'Loc + Rot + Scale':
global_elems.append({'name': 'irot', 'data': 'float3'})
if bo.arm_instanced == 'Loc + Scale' or bo.arm_instanced == 'Loc + Rot + Scale':
global_elems.append({'name': 'iscl', 'data': 'float3'})
mat_state.data.global_elems = global_elems
bind_constants = dict() bind_constants = dict()
bind_textures = dict() bind_textures = dict()
@ -72,10 +64,10 @@ def build(material, mat_users, mat_armusers):
con = None con = None
if rpdat.rp_driver != 'Armory' and arm.api.drivers[rpdat.rp_driver]['make_rpass'] != None: if rpdat.rp_driver != 'Armory' and arm.api.drivers[rpdat.rp_driver]['make_rpass'] is not None:
con = arm.api.drivers[rpdat.rp_driver]['make_rpass'](rp) con = arm.api.drivers[rpdat.rp_driver]['make_rpass'](rp)
if con != None: if con is not None:
pass pass
elif rp == 'mesh': elif rp == 'mesh':
@ -99,7 +91,7 @@ def build(material, mat_users, mat_armusers):
elif rp == 'voxel': elif rp == 'voxel':
con = make_voxel.make(rp) con = make_voxel.make(rp)
elif rpass_hook != None: elif rpass_hook is not None:
con = rpass_hook(rp) con = rpass_hook(rp)
write_shaders(rel_path, con, rp, matname) write_shaders(rel_path, con, rp, matname)
@ -107,7 +99,7 @@ def build(material, mat_users, mat_armusers):
shader_data_name = matname + '_data' shader_data_name = matname + '_data'
if wrd.arm_single_data_file: if wrd.arm_single_data_file:
if not 'shader_datas' in arm.exporter.current_output: if 'shader_datas' not in arm.exporter.current_output:
arm.exporter.current_output['shader_datas'] = [] arm.exporter.current_output['shader_datas'] = []
arm.exporter.current_output['shader_datas'].append(mat_state.data.get()['shader_datas'][0]) arm.exporter.current_output['shader_datas'].append(mat_state.data.get()['shader_datas'][0])
else: else:
@ -117,7 +109,8 @@ def build(material, mat_users, mat_armusers):
return rpasses, mat_state.data, shader_data_name, bind_constants, bind_textures return rpasses, mat_state.data, shader_data_name, bind_constants, bind_textures
def write_shaders(rel_path, con, rpass, matname):
def write_shaders(rel_path: str, con: ShaderContext, rpass: str, matname: str) -> None:
keep_cache = mat_state.material.arm_cached keep_cache = mat_state.material.arm_cached
write_shader(rel_path, con.vert, 'vert', rpass, matname, keep_cache=keep_cache) write_shader(rel_path, con.vert, 'vert', rpass, matname, keep_cache=keep_cache)
write_shader(rel_path, con.frag, 'frag', rpass, matname, keep_cache=keep_cache) write_shader(rel_path, con.frag, 'frag', rpass, matname, keep_cache=keep_cache)
@ -125,8 +118,9 @@ def write_shaders(rel_path, con, rpass, matname):
write_shader(rel_path, con.tesc, 'tesc', rpass, matname, keep_cache=keep_cache) write_shader(rel_path, con.tesc, 'tesc', rpass, matname, keep_cache=keep_cache)
write_shader(rel_path, con.tese, 'tese', rpass, matname, keep_cache=keep_cache) write_shader(rel_path, con.tese, 'tese', rpass, matname, keep_cache=keep_cache)
def write_shader(rel_path, shader, ext, rpass, matname, keep_cache=True):
if shader == None or shader.is_linked: def write_shader(rel_path: str, shader: Shader, ext: str, rpass: str, matname: str, keep_cache=True) -> None:
if shader is None or shader.is_linked:
return return
# TODO: blend context # TODO: blend context
@ -161,3 +155,43 @@ def write_shader(rel_path, shader, ext, rpass, matname, keep_cache=True):
args.append('pos') args.append('pos')
proc = subprocess.call(args) proc = subprocess.call(args)
os.chdir(cwd) os.chdir(cwd)
def make_instancing_and_skinning(mat: Material, mat_users: Dict[Material, List[Object]]) -> None:
"""Build material with instancing or skinning if enabled.
If the material is a custom material, only validation checks for instancing are performed."""
global_elems = []
if mat_users is not None and mat in mat_users:
# Whether there are both an instanced object and a not instanced object with this material
instancing_usage = [False, False]
for bo in mat_users[mat]:
if mat.arm_custom_material == '':
# GPU Skinning
if arm.utils.export_bone_data(bo):
global_elems.append({'name': 'bone', 'data': 'short4norm'})
global_elems.append({'name': 'weight', 'data': 'short4norm'})
# Instancing
inst = bo.arm_instanced
if inst != 'Off' or mat.arm_particle_flag:
instancing_usage[0] = True
if mat.arm_custom_material == '':
global_elems.append({'name': 'ipos', 'data': 'float3'})
if 'Rot' in inst:
global_elems.append({'name': 'irot', 'data': 'float3'})
if 'Scale' in inst:
global_elems.append({'name': 'iscl', 'data': 'float3'})
elif inst == 'Off':
# Ignore children of instanced objects, they are instanced even when set to 'Off'
instancing_usage[1] = bo.parent is None or bo.parent.arm_instanced == 'Off'
if instancing_usage[0] and instancing_usage[1]:
# Display a warning for invalid instancing configurations
# See https://github.com/armory3d/armory/issues/2072
log.warn(f'Material "{mat.name}" has both instanced and not instanced objects, objects might flicker!')
if mat.arm_custom_material == '':
mat_state.data.global_elems = global_elems