Merge pull request #1810 from MoritzBrueckner/shaderdata-node

Add ShaderData node for easier uniform and input access
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Lubos Lenco 2020-08-19 19:04:08 +02:00 committed by GitHub
commit db6c621ccc
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7 changed files with 176 additions and 15 deletions

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@ -0,0 +1,6 @@
"""Import all nodes"""
import glob
from os.path import dirname, basename, isfile
modules = glob.glob(dirname(__file__) + "/*.py")
__all__ = [basename(f)[:-3] for f in modules if isfile(f)]

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@ -0,0 +1,15 @@
from typing import Type
from bpy.types import Node
import nodeitems_utils
nodes = []
category_items = {}
def add_node(node_class: Type[Node], category: str):
global nodes
nodes.append(node_class)
if category_items.get(category) is None:
category_items[category] = []
category_items[category].append(nodeitems_utils.NodeItem(node_class.bl_idname))

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@ -0,0 +1,84 @@
from bpy.props import *
from bpy.types import Node
from arm.material.arm_nodes.arm_nodes import add_node
from arm.material.shader import Shader
class ShaderDataNode(Node):
"""Allows access to shader data such as uniforms and inputs."""
bl_idname = 'ArmShaderDataNode'
bl_label = 'Shader Data'
bl_icon = 'NONE'
input_type: EnumProperty(
items = [('input', 'Input', 'Shader Input'),
('uniform', 'Uniform', 'Uniform value')],
name='Input Type',
default='input',
description="The kind of data that should be retrieved")
input_source: EnumProperty(
items = [('frag', 'Fragment Shader', 'Take the input from the fragment shader'),
('vert', 'Vertex Shader', 'Take the input from the vertex shader and pass it through to the fragment shader')],
name='Input Source',
default='vert',
description="Where to take the input value from")
variable_type: EnumProperty(
items = [('int', 'int', 'int'),
('float', 'float', 'float'),
('vec2', 'vec2', 'vec2'),
('vec3', 'vec3', 'vec3'),
('vec4', 'vec4', 'vec4')],
name='Variable Type',
default='vec3',
description="The type of the variable")
variable_name: StringProperty(name="Variable Name", description="The name of the variable")
def draw_buttons(self, context, layout):
col = layout.column(align=True)
col.label(text="Input Type:")
# Use a row to expand horizontally
col.row().prop(self, "input_type", expand=True)
split = layout.split(factor=0.5, align=True)
col_left = split.column()
col_right = split.column()
if self.input_type == "input":
col_left.label(text="Input Source")
col_right.prop(self, "input_source", text="")
col_left.label(text="Variable Type")
col_right.prop(self, "variable_type", text="")
col_left.label(text="Variable Name")
col_right.prop(self, "variable_name", text="")
def init(self, context):
self.outputs.new('NodeSocketColor', 'Color')
self.outputs.new('NodeSocketVector', 'Vector')
self.outputs.new('NodeSocketFloat', 'Float')
self.outputs.new('NodeSocketInt', 'Int')
def parse(self, frag: Shader, vert: Shader) -> str:
if self.input_type == "uniform":
frag.add_uniform(f'{self.variable_type} {self.variable_name}', link=self.variable_name)
return self.variable_name
else:
if self.input_source == "frag":
frag.add_in(f'{self.variable_type} {self.variable_name}')
return self.variable_name
# Reroute input from vertex shader to fragment shader (input must exist!)
else:
vert.add_out(f'{self.variable_type} out_{self.variable_name}')
frag.add_in(f'{self.variable_type} out_{self.variable_name}')
vert.write(f'out_{self.variable_name} = {self.variable_name};')
return 'out_' + self.variable_name
add_node(ShaderDataNode, category='Armory')

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@ -396,12 +396,6 @@ def parse_vector(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> str:
return 'vcolor'
elif node.type == 'ATTRIBUTE':
# Shader uniforms
if node.attribute_name.startswith(('vec2 ', 'vec3 ', 'vec4 ')):
utype, uname = node.attribute_name.split(' ')[:2]
frag.add_uniform(f'{utype} {uname}', link=uname)
return uname
if socket == node.outputs[0]: # Color
# Vertex colors
con.add_elem('col', 'short4norm')
@ -1059,6 +1053,10 @@ def parse_vector(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> str:
nor = parse_vector_input(node.inputs[3])
return '(vec3({0}) * {1})'.format(height, scale)
elif node.type == 'CUSTOM':
if node.bl_idname == 'ArmShaderDataNode':
return node.parse(frag, vert)
def parse_normal_map_color_input(inp, strength_input=None):
global normal_parsed
global frag
@ -1129,12 +1127,6 @@ def parse_value(node, socket):
curshader.add_uniform('float time', link='_time')
return 'time'
# Shader uniforms
elif node.attribute_name.startswith(('float ', 'int ')):
utype, uname = node.attribute_name.split(' ')[:2]
frag.add_uniform(f'{utype} {uname}', link=uname)
return uname
# Return 0.0 till drivers are implemented
else:
return '0.0'
@ -1520,6 +1512,10 @@ def parse_value(node, socket):
else:
return '0.0'
elif node.type == 'CUSTOM':
if node.bl_idname == 'ArmShaderDataNode':
return node.parse(frag, vert)
##
def vector_curve(name, fac, points):

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@ -196,13 +196,16 @@ class Shader:
return s in self.includes
def add_include(self, s):
self.includes.append(s)
if not self.has_include(s):
self.includes.append(s)
def add_in(self, s):
self.ins.append(s)
if s not in self.ins:
self.ins.append(s)
def add_out(self, s):
self.outs.append(s)
if s not in self.outs:
self.outs.append(s)
def add_uniform(self, s, link=None, included=False):
ar = s.split(' ')

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@ -0,0 +1,54 @@
import bpy
import nodeitems_utils
from nodeitems_utils import NodeCategory
import arm.material.arm_nodes.arm_nodes as arm_nodes
# Import all nodes so that they register. Do not remove this import
# even if it looks unused
from arm.material.arm_nodes import *
registered_nodes = []
class MaterialNodeCategory(NodeCategory):
@classmethod
def poll(cls, context):
return context.space_data.tree_type == 'ShaderNodeTree'
def register_nodes():
global registered_nodes
# Re-register all nodes for now..
if len(registered_nodes) > 0:
unregister_nodes()
for n in arm_nodes.nodes:
registered_nodes.append(n)
bpy.utils.register_class(n)
node_categories = []
for category in sorted(arm_nodes.category_items):
sorted_items = sorted(arm_nodes.category_items[category], key=lambda item: item.nodetype)
node_categories.append(
MaterialNodeCategory('ArmMaterial' + category + 'Nodes', category, items=sorted_items)
)
nodeitems_utils.register_node_categories('ArmMaterialNodes', node_categories)
def unregister_nodes():
global registered_nodes
for n in registered_nodes:
bpy.utils.unregister_class(n)
registered_nodes = []
nodeitems_utils.unregister_node_categories('ArmMaterialNodes')
def register():
register_nodes()
def unregister():
unregister_nodes()

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@ -1,4 +1,5 @@
import arm.nodes_logic
import arm.nodes_material
import arm.props_traits_props
import arm.props_traits
import arm.props_lod
@ -31,6 +32,7 @@ def register(local_sdk=False):
arm.props.register()
arm.props_ui.register()
arm.nodes_logic.register()
arm.nodes_material.register()
arm.keymap.register()
arm.handlers.register()
arm.props_collision_filter_mask.register()
@ -40,6 +42,7 @@ def unregister():
registered = False
arm.keymap.unregister()
arm.utils.unregister()
arm.nodes_material.unregister()
arm.nodes_logic.unregister()
arm.handlers.unregister()
arm.props_ui.unregister()