# # This module builds upon Cycles nodes work licensed as # Copyright 2011-2013 Blender Foundation # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. # import armutils import assets import make_state import material.mat_state as mat_state import material.texture as texture import material.functions def parse(nodes, vert, frag, geom, tesc, tese, parse_surface=True, parse_opacity=True, parse_displacement=True): output_node = node_by_type(nodes, 'OUTPUT_MATERIAL') if output_node != None: parse_output(output_node, vert, frag, geom, tesc, tese, parse_surface, parse_opacity, parse_displacement) def parse_output(node, _vert, _frag, _geom, _tesc, _tese, _parse_surface, _parse_opacity, parse_displacement): global parsed # Compute nodes only once global parents global normal_written # Normal socket is linked on shader node - overwrite fs normal global curshader # Active shader - frag for surface / tese for displacement global vert global frag global geom global tesc global tese global parse_surface global parse_opacity vert = _vert frag = _frag geom = _geom tesc = _tesc tese = _tese parse_surface = _parse_surface parse_opacity = _parse_opacity # Surface if parse_surface or parse_opacity: parsed = [] parents = [] normal_written = False curshader = frag out_basecol, out_roughness, out_metallic, out_occlusion, out_opacity = parse_shader_input(node.inputs[0]) if parse_surface: frag.write('basecol = {0};'.format(out_basecol)) frag.write('roughness = {0};'.format(out_roughness)) frag.write('metallic = {0};'.format(out_metallic)) frag.write('occlusion = {0};'.format(out_occlusion)) if parse_opacity: frag.write('opacity = {0};'.format(out_opacity)) # Volume # parse_volume_input(node.inputs[1]) # Displacement if parse_displacement and armutils.tess_enabled(make_state.target) and node.inputs[2].is_linked and tese != None: parsed = [] parents = [] normal_written = False curshader = tese out_disp = parse_displacement_input(node.inputs[2]) tese.write('float disp = {0};'.format(out_disp)) def parse_group(node, socket): # Entering group index = socket_index(node, socket) output_node = node_by_type(node.node_tree.nodes, 'GROUP_OUTPUT') if output_node == None: return inp = output_node.inputs[index] parents.append(node) out_group = parse_input(inp) parents.pop() return out_group def parse_input_group(node, socket): # Leaving group index = socket_index(node, socket) parent = parents[-1] inp = parent.inputs[index] return parse_input(inp) def parse_input(inp): if inp.type == 'SHADER': return parse_shader_input(inp) elif inp.type == 'RGB': return parse_vector_input(inp) elif inp.type == 'RGBA': return parse_vector_input(inp) elif inp.type == 'VECTOR': return parse_vector_input(inp) elif inp.type == 'VALUE': return parse_value_input(inp) def parse_shader_input(inp): if inp.is_linked: l = inp.links[0] if l.from_node.type == 'REROUTE': return parse_shader_input(l.from_node.inputs[0]) return parse_shader(l.from_node, l.from_socket) else: out_basecol = 'vec3(0.8)' out_roughness = '0.0' out_metallic = '0.0' out_occlusion = '1.0' out_opacity = '1.0' return out_basecol, out_roughness, out_metallic, out_occlusion, out_opacity def write_normal(inp): if inp.is_linked: normal_res = parse_vector_input(inp) if normal_res != None: curshader.write('n = {0};'.format(normal_res)) normal_written = True def parse_shader(node, socket): out_basecol = 'vec3(0.8)' out_roughness = '0.0' out_metallic = '0.0' out_occlusion = '1.0' out_opacity = '1.0' if node.type == 'GROUP': if node.node_tree.name.startswith('Armory PBR'): if parse_surface: out_basecol = parse_vector_input(node.inputs[0]) # TODO: deprecated, occlussion is value instead of vector now if node.inputs[1].type == 'RGBA': out_occlusion = '{0}.r'.format(parse_vector_input(node.inputs[1])) else: out_occlusion = parse_value_input(node.inputs[1]) if node.inputs[2].is_linked or node.inputs[2].default_value != 1.0: out_occlusion = '({0} * {1})'.format(out_occlusion, parse_value_input(node.inputs[2])) out_roughness = parse_value_input(node.inputs[3]) if node.inputs[4].is_linked or node.inputs[4].default_value != 1.0: out_roughness = '({0} * {1})'.format(out_roughness, parse_value_input(node.inputs[4])) out_metallic = parse_value_input(node.inputs[5]) parse_normal_map_color_input(node.inputs[6], node.inputs[7]) if parse_opacity: out_opacity = parse_value_input(node.inputs[12]) if node.inputs[13].is_linked or node.inputs[13].default_value != 1.0: out_opacity = '({0} * {1})'.format(out_opacity, parse_value_input(node.inputs[13])) else: return parse_group(node, socket) elif node.type == 'GROUP_INPUT': return parse_input_group(node, socket) elif node.type == 'MIX_SHADER': fac = parse_value_input(node.inputs[0]) fac_var = node_name(node.name) + '_fac' fac_inv_var = node_name(node.name) + '_fac_inv' curshader.write('float {0} = {1};'.format(fac_var, fac)) curshader.write('float {0} = 1.0 - {1};'.format(fac_inv_var, fac_var)) bc1, rough1, met1, occ1, opac1 = parse_shader_input(node.inputs[1]) bc2, rough2, met2, occ2, opac2 = parse_shader_input(node.inputs[2]) if parse_surface: out_basecol = '({0} * {3} + {1} * {2})'.format(bc1, bc2, fac_var, fac_inv_var) out_roughness = '({0} * {3} + {1} * {2})'.format(rough1, rough2, fac_var, fac_inv_var) out_metallic = '({0} * {3} + {1} * {2})'.format(met1, met2, fac_var, fac_inv_var) out_occlusion = '({0} * {3} + {1} * {2})'.format(occ1, occ2, fac_var, fac_inv_var) if parse_opacity: out_opacity = '({0} * {3} + {1} * {2})'.format(opac1, opac2, fac_var, fac_inv_var) elif node.type == 'ADD_SHADER': bc1, rough1, met1, occ1, opac1 = parse_shader_input(node.inputs[0]) bc2, rough2, met2, occ2, opac2 = parse_shader_input(node.inputs[1]) if parse_surface: out_basecol = '({0} + {1})'.format(bc1, bc2) out_roughness = '({0} * 0.5 + {1} * 0.5)'.format(rough1, rough2) out_metallic = '({0} * 0.5 + {1} * 0.5)'.format(met1, met2) out_occlusion = '({0} * 0.5 + {1} * 0.5)'.format(occ1, occ2) if parse_opacity: out_opacity = '({0} * 0.5 + {1} * 0.5)'.format(opac1, opac2) elif node.type == 'BSDF_DIFFUSE': if parse_surface: write_normal(node.inputs[2]) out_basecol = parse_vector_input(node.inputs[0]) out_roughness = parse_value_input(node.inputs[1]) elif node.type == 'BSDF_GLOSSY': if parse_surface: write_normal(node.inputs[2]) out_basecol = parse_vector_input(node.inputs[0]) out_roughness = parse_value_input(node.inputs[1]) out_metallic = '1.0' elif node.type == 'AMBIENT_OCCLUSION': if parse_surface: # Single channel out_occlusion = parse_vector_input(node.inputs[0]) + '.r' elif node.type == 'BSDF_ANISOTROPIC': if parse_surface: write_normal(node.inputs[4]) # Revert to glossy out_basecol = parse_vector_input(node.inputs[0]) out_roughness = parse_value_input(node.inputs[1]) out_metallic = '1.0' elif node.type == 'EMISSION': if parse_surface: # Multiply basecol out_basecol = parse_vector_input(node.inputs[0]) strength = parse_value_input(node.inputs[1]) out_basecol = '({0} * {1} * 50.0)'.format(out_basecol, strength) elif node.type == 'BSDF_GLASS': if parse_surface: write_normal(node.inputs[3]) out_roughness = parse_value_input(node.inputs[1]) if parse_opacity: out_opacity = '(1.0 - {0}.r)'.format(parse_vector_input(node.inputs[0])) elif node.type == 'BSDF_HAIR': pass elif node.type == 'HOLDOUT': if parse_surface: # Occlude out_occlusion = '0.0' elif node.type == 'BSDF_REFRACTION': # write_normal(node.inputs[3]) pass elif node.type == 'SUBSURFACE_SCATTERING': # write_normal(node.inputs[4]) pass elif node.type == 'BSDF_TOON': # write_normal(node.inputs[3]) pass elif node.type == 'BSDF_TRANSLUCENT': if parse_surface: write_normal(node.inputs[1]) if parse_opacity: out_opacity = '(1.0 - {0}.r)'.format(parse_vector_input(node.inputs[0])) elif node.type == 'BSDF_TRANSPARENT': if parse_opacity: out_opacity = '(1.0 - {0}.r)'.format(parse_vector_input(node.inputs[0])) elif node.type == 'BSDF_VELVET': if parse_surface: write_normal(node.inputs[2]) out_basecol = parse_vector_input(node.inputs[0]) out_roughness = '1.0' out_metallic = '1.0' elif node.type == 'VOLUME_ABSORPTION': pass elif node.type == 'VOLUME_SCATTER': pass return out_basecol, out_roughness, out_metallic, out_occlusion, out_opacity def parse_displacement_input(inp): if inp.is_linked: l = inp.links[0] if l.from_node.type == 'REROUTE': return parse_displacement_input(l.from_node.inputs[0]) return parse_value_input(inp) else: return None def res_var_name(node, socket): return node_name(node.name) + '_' + socket_name(socket.name) + '_res' def write_result(l): res_var = res_var_name(l.from_node, l.from_socket) st = l.from_socket.type if res_var not in parsed: parsed.append(res_var) if st == 'RGB' or st == 'RGBA': res = parse_rgb(l.from_node, l.from_socket) if res == None: return None curshader.write('vec3 {0} = {1};'.format(res_var, res)) elif st == 'VECTOR': res = parse_vector(l.from_node, l.from_socket) if res == None: return None size = 3 if isinstance(res, tuple): size = res[1] res = res[0] curshader.write('vec{2} {0} = {1};'.format(res_var, res, size)) elif st == 'VALUE': res = parse_value(l.from_node, l.from_socket) if res == None: return None curshader.write('float {0} = {1};'.format(res_var, res)) return res_var def parse_vector_input(inp): if inp.is_linked: l = inp.links[0] if l.from_node.type == 'REROUTE': return parse_vector_input(l.from_node.inputs[0]) res_var = write_result(l) st = l.from_socket.type if st == 'RGB' or st == 'RGBA' or st == 'VECTOR': return res_var else: # VALUE return 'vec3({0})'.format(res_var) else: if inp.type == 'VALUE': # Unlinked reroute return tovec3([0.0, 0.0, 0.0]) else: return tovec3(inp.default_value) def parse_rgb(node, socket): if node.type == 'GROUP': return parse_group(node, socket) elif node.type == 'GROUP_INPUT': return parse_input_group(node, socket) elif node.type == 'ATTRIBUTE': # Vcols only for now # node.attribute_name mat_state.data.add_elem('col', 3) return 'vcolor' elif node.type == 'RGB': return tovec3(socket.default_value) elif node.type == 'TEX_BRICK': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'TEX_CHECKER': curshader.add_function(functions.str_tex_checker) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' col1 = parse_vector_input(node.inputs[1]) col2 = parse_vector_input(node.inputs[2]) scale = parse_value_input(node.inputs[3]) return 'tex_checker({0}, {1}, {2}, {3})'.format(co, col1, col2, scale) elif node.type == 'TEX_ENVIRONMENT': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'TEX_GRADIENT': if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' grad = node.gradient_type if grad == 'LINEAR': f = '{0}.x'.format(co) elif grad == 'QUADRATIC': f = '0.0' elif grad == 'EASING': f = '0.0' elif grad == 'DIAGONAL': f = '({0}.x + {0}.y) * 0.5'.format(co) elif grad == 'RADIAL': f = 'atan({0}.y, {0}.x) / PI2 + 0.5'.format(co) elif grad == 'QUADRATIC_SPHERE': f = '0.0' elif grad == 'SPHERICAL': f = 'max(1.0 - sqrt({0}.x * {0}.x + {0}.y * {0}.y + {0}.z * {0}.z), 0.0)'.format(co) return 'vec3(clamp({0}, 0.0, 1.0))'.format(f) elif node.type == 'TEX_IMAGE': # Already fetched if res_var_name(node, node.outputs[1]) in parsed: return '{0}.rgb'.format(store_var_name(node)) tex_name = armutils.safe_source_name(node.name) tex = texture.make_texture(node, tex_name) if tex != None: return '{0}.rgb'.format(texture_store(node, tex, tex_name)) else: return tovec3([0.0, 0.0, 0.0]) elif node.type == 'TEX_MAGIC': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'TEX_MUSGRAVE': # Fall back to noise curshader.add_function(functions.str_tex_noise) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' scale = parse_value_input(node.inputs[1]) # detail = parse_value_input(node.inputs[2]) # distortion = parse_value_input(node.inputs[3]) return 'vec3(tex_noise_f({0} * {1}))'.format(co, scale) elif node.type == 'TEX_NOISE': curshader.add_function(functions.str_tex_noise) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' scale = parse_value_input(node.inputs[1]) # detail = parse_value_input(node.inputs[2]) # distortion = parse_value_input(node.inputs[3]) # Slow.. return 'vec3(tex_noise({0} * {1}), tex_noise({0} * {1} + vec3(0.33)), tex_noise({0} * {1} + vec3(0.66)))'.format(co, scale) elif node.type == 'TEX_POINTDENSITY': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'TEX_SKY': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'TEX_VORONOI': curshader.add_function(functions.str_tex_voronoi) assets.add(armutils.get_sdk_path() + '/armory/Assets/' + 'noise64.png') assets.add_embedded_data('noise64.png') curshader.add_uniform('sampler2D snoise', link='_noise64') if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' scale = parse_value_input(node.inputs[1]) if node.coloring == 'INTENSITY': return 'vec3(tex_voronoi({0} / {1}).a)'.format(co, scale) else: # CELLS return 'tex_voronoi({0} / {1}).rgb'.format(co, scale) elif node.type == 'TEX_WAVE': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'BRIGHTCONTRAST': out_col = parse_vector_input(node.inputs[0]) bright = parse_value_input(node.inputs[1]) contr = parse_value_input(node.inputs[2]) curshader.add_function(\ """vec3 brightcontrast(const vec3 col, const float bright, const float contr) { float a = 1.0 + contr; float b = bright - contr * 0.5; return max(a * col + b, 0.0); } """) return 'brightcontrast({0}, {1}, {2})'.format(out_col, bright, contr) elif node.type == 'GAMMA': out_col = parse_vector_input(node.inputs[0]) gamma = parse_value_input(node.inputs[1]) return 'pow({0}, vec3({1}))'.format(out_col, gamma) elif node.type == 'HUE_SAT': # hue = parse_value_input(node.inputs[0]) # sat = parse_value_input(node.inputs[1]) # val = parse_value_input(node.inputs[2]) # fac = parse_value_input(node.inputs[3]) out_col = parse_vector_input(node.inputs[4]) # curshader.add_function(\ # """vec3 hue_sat(const float hue, const float sat, const float val, const float fac, const vec3 col) { # } # """) return out_col elif node.type == 'INVERT': fac = parse_value_input(node.inputs[0]) out_col = parse_vector_input(node.inputs[1]) return 'mix({0}, vec3(1.0) - ({0}), {1})'.format(out_col, fac) elif node.type == 'MIX_RGB': fac = parse_value_input(node.inputs[0]) fac_var = node_name(node.name) + '_fac' curshader.write('float {0} = {1};'.format(fac_var, fac)) col1 = parse_vector_input(node.inputs[1]) col2 = parse_vector_input(node.inputs[2]) blend = node.blend_type if blend == 'MIX': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) elif blend == 'ADD': out_col = 'mix({0}, {0} + {1}, {2})'.format(col1, col2, fac_var) elif blend == 'MULTIPLY': out_col = 'mix({0}, {0} * {1}, {2})'.format(col1, col2, fac_var) elif blend == 'SUBTRACT': out_col = 'mix({0}, {0} - {1}, {2})'.format(col1, col2, fac_var) elif blend == 'SCREEN': out_col = '(vec3(1.0) - (vec3(1.0 - {2}) + {2} * (vec3(1.0) - {1})) * (vec3(1.0) - {0}))'.format(col1, col2, fac_var) elif blend == 'DIVIDE': out_col = '(vec3((1.0 - {2}) * {0} + {2} * {0} / {1}))'.format(col1, col2, fac_var) elif blend == 'DIFFERENCE': out_col = 'mix({0}, abs({0} - {1}), {2})'.format(col1, col2, fac_var) elif blend == 'DARKEN': out_col = 'min({0}, {1} * {2})'.format(col1, col2, fac_var) elif blend == 'LIGHTEN': out_col = 'max({0}, {1} * {2})'.format(col1, col2, fac_var) elif blend == 'OVERLAY': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'DODGE': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'BURN': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'HUE': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'SATURATION': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'VALUE': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'COLOR': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'SOFT_LIGHT': out_col = '((1.0 - {2}) * {0} + {2} * ((vec3(1.0) - {0}) * {1} * {0} + {0} * (vec3(1.0) - (vec3(1.0) - {1}) * (vec3(1.0) - {0}))));'.format(col1, col2, fac) elif blend == 'LINEAR_LIGHT': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix # out_col = '({0} + {2} * (2.0 * ({1} - vec3(0.5))))'.format(col1, col2, fac_var) if node.use_clamp: return 'clamp({0}, vec3(0.0), vec3(1.0))'.format(out_col) else: return out_col elif node.type == 'CURVE_RGB': # Pass throuh return parse_vector_input(node.inputs[1]) elif node.type == 'BLACKBODY': # Pass constant return tovec3([0.84, 0.38, 0.0]) elif node.type == 'VALTORGB': # ColorRamp fac = parse_value_input(node.inputs[0]) interp = node.color_ramp.interpolation elems = node.color_ramp.elements if len(elems) == 1: return tovec3(elems[0].color) if interp == 'CONSTANT': fac_var = node_name(node.name) + '_fac' curshader.write('float {0} = {1};'.format(fac_var, fac)) # Get index out_i = '0' for i in range(1, len(elems)): out_i += ' + ({0} > {1} ? 1 : 0)'.format(fac_var, elems[i].position) # Write cols array cols_var = node_name(node.name) + '_cols' curshader.write('vec3 {0}[{1}];'.format(cols_var, len(elems))) for i in range(0, len(elems)): curshader.write('{0}[{1}] = vec3({2}, {3}, {4});'.format(cols_var, i, elems[i].color[0], elems[i].color[1], elems[i].color[2])) return '{0}[{1}]'.format(cols_var, out_i) else: # Linear, .. - 2 elems only, end pos assumed to be 1 # float f = clamp((pos - start) * (1.0 / (1.0 - start)), 0.0, 1.0); return 'mix({0}, {1}, clamp(({2} - {3}) * (1.0 / (1.0 - {3})), 0.0, 1.0))'.format(tovec3(elems[0].color), tovec3(elems[1].color), fac, elems[0].position) elif node.type == 'COMBHSV': # vec3 hsv2rgb(vec3 c) { # vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); # vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); # return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); # } # vec3 rgb2hsv(vec3 c) { # vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); # vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); # vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); # float d = q.x - min(q.w, q.y); # float e = 1.0e-10; # return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); # } # Pass constant return tovec3([0.0, 0.0, 0.0]) elif node.type == 'COMBRGB': r = parse_value_input(node.inputs[0]) g = parse_value_input(node.inputs[1]) b = parse_value_input(node.inputs[2]) return 'vec3({0}, {1}, {2})'.format(r, g, b) elif node.type == 'WAVELENGTH': # Pass constant return tovec3([0.0, 0.27, 0.19]) def store_var_name(node): return node_name(node.name) + '_store' def texture_store(node, tex, tex_name): mat_state.mat_context['bind_textures'].append(tex) mat_state.data.add_elem('tex', 2) curshader.add_uniform('sampler2D {0}'.format(tex_name)) if node.inputs[0].is_linked: uv_name = parse_vector_input(node.inputs[0]) else: uv_name = 'texCoord' tex_store = store_var_name(node) curshader.write('vec4 {0} = texture({1}, {2}.xy);'.format(tex_store, tex_name, uv_name)) return tex_store def parse_vector(node, socket): if node.type == 'GROUP': return parse_group(node, socket) elif node.type == 'GROUP_INPUT': return parse_input_group(node, socket) elif node.type == 'ATTRIBUTE': # UVMaps only for now mat = mat_state.material mat_users = mat_state.mat_users if mat_users != None and mat in mat_users: mat_user = mat_users[mat][0] if hasattr(mat_user.data, 'uv_layers'): # No uvlayers for Curve lays = mat_user.data.uv_layers # Second uvmap referenced if len(lays) > 1 and node.attribute_name == lays[1].name: mat_state.data.add_elem('tex1', 2) return 'texCoord1', 2 return 'texCoord', 2 elif node.type == 'CAMERA': # View Vector return 'v' elif node.type == 'NEW_GEOMETRY': if socket == node.outputs[0]: # Position return 'wposition' elif socket == node.outputs[1]: # Normal return 'n' elif socket == node.outputs[2]: # Tangent return 'vec3(0.0)' elif socket == node.outputs[3]: # True Normal return 'n' elif socket == node.outputs[4]: # Incoming return 'v' elif socket == node.outputs[5]: # Parametric return 'wposition' elif node.type == 'HAIR_INFO': return 'vec3(0.0)' # Tangent Normal elif node.type == 'OBJECT_INFO': return 'wposition' elif node.type == 'PARTICLE_INFO': if socket == node.outputs[3]: # Location return 'vec3(0.0)' elif socket == node.outputs[5]: # Velocity return 'vec3(0.0)' elif socket == node.outputs[6]: # Angular Velocity return 'vec3(0.0)' elif node.type == 'TANGENT': return 'vec3(0.0)' elif node.type == 'TEX_COORD': #obj = node.object #dupli = node.from_dupli if socket == node.outputs[0]: # Generated return 'vec2(0.0)' elif socket == node.outputs[1]: # Normal return 'vec2(0.0)' elif socket == node.outputs[2]: # UV return 'vec2(0.0)' elif socket == node.outputs[3]: # Object return 'vec2(0.0)' elif socket == node.outputs[4]: # Camera return 'vec2(0.0)' elif socket == node.outputs[5]: # Window return 'vec2(0.0)' elif socket == node.outputs[6]: # Reflection return 'vec2(0.0)' elif node.type == 'UVMAP': #map = node.uv_map #dupli = node.from_dupli return 'vec2(0.0)' elif node.type == 'BUMP': #invert = node.invert # strength = parse_value_input(node.inputs[0]) # distance = parse_value_input(node.inputs[1]) # height = parse_value_input(node.inputs[2]) # nor = parse_vector_input(node.inputs[3]) # Sample height around the normal and compute normal return 'n' elif node.type == 'MAPPING': # vector = parse_vector_input(node.inputs[0]) return 'vec3(0.0)' elif node.type == 'NORMAL': if socket == node.outputs[0]: return tovec3(node.outputs[0].default_value) elif socket == node.outputs[1]: # TODO: is parse_value path preferred? nor = parse_vector_input(node.inputs[0]) return 'vec3(dot({0}, {1}))'.format(tovec3(node.outputs[0].default_value), nor) elif node.type == 'NORMAL_MAP': #space = node.space #map = node.uv_map # strength = parse_value_input(node.inputs[0]) parse_normal_map_color_input(node.inputs[1]) # Color return None elif node.type == 'CURVE_VEC': # fac = parse_value_input(node.inputs[0]) # Pass throuh return parse_vector_input(node.inputs[1]) elif node.type == 'VECT_TRANSFORM': #type = node.vector_type #conv_from = node.convert_from #conv_to = node.convert_to # Pass throuh return parse_vector_input(node.inputs[0]) elif node.type == 'COMBXYZ': x = parse_value_input(node.inputs[0]) y = parse_value_input(node.inputs[1]) z = parse_value_input(node.inputs[2]) return 'vec3({0}, {1}, {2})'.format(x, y, z) elif node.type == 'VECT_MATH': vec1 = parse_vector_input(node.inputs[0]) vec2 = parse_vector_input(node.inputs[1]) op = node.operation if op == 'ADD': return '({0} + {1})'.format(vec1, vec2) elif op == 'SUBTRACT': return '({0} - {1})'.format(vec1, vec2) elif op == 'AVERAGE': return '(({0} + {1}) / 2.0)'.format(vec1, vec2) elif op == 'DOT_PRODUCT': return 'vec3(dot({0}, {1}))'.format(vec1, vec2) elif op == 'CROSS_PRODUCT': return 'cross({0}, {1})'.format(vec1, vec2) elif op == 'NORMALIZE': return 'normalize({0})'.format(vec1) def parse_normal_map_color_input(inp, str_inp=None): if inp.is_linked == False: return frag.write_pre = True frag.write('vec3 n = ({0}) * 2.0 - 1.0;'.format(parse_vector_input(inp))) frag.write('n = normalize(TBN * normalize(n));') mat_state.data.add_elem('tan', 3) frag.write_pre = False def parse_value_input(inp): if inp.is_linked: l = inp.links[0] if l.from_node.type == 'REROUTE': return parse_value_input(l.from_node.inputs[0]) res_var = write_result(l) st = l.from_socket.type if st == 'RGB' or st == 'RGBA' or st == 'VECTOR': return '{0}.x'.format(res_var) else: # VALUE return res_var else: return tovec1(inp.default_value) def parse_value(node, socket): if node.type == 'GROUP': if node.node_tree.name.startswith('Armory PBR'): # Displacement if socket == node.outputs[1]: res = parse_value_input(node.inputs[10]) if node.inputs[11].is_linked or node.inputs[11].default_value != 1.0: res = "({0} * {1})".format(res, parse_value_input(node.inputs[11])) return res else: return None else: return parse_group(node, socket) elif node.type == 'GROUP_INPUT': return parse_input_group(node, socket) elif node.type == 'ATTRIBUTE': # Pass time till drivers are implemented if node.attribute_name == 'time': curshader.add_uniform('float time', link='_time') return 'time' else: return None elif node.type == 'CAMERA': # View Z Depth if socket == node.outputs[1]: return 'gl_FragCoord.z' # View Distance else: return 'length(eyeDir)' elif node.type == 'FRESNEL': ior = parse_value_input(node.inputs[0]) #nor = parse_vectorZ_input(node.inputs[1]) return 'pow(1.0 - dotNV, 7.25 / {0})'.format(ior) # max(dotNV, 0.0) elif node.type == 'NEW_GEOMETRY': if socket == node.outputs[6]: # Backfacing return '0.0' elif socket == node.outputs[7]: # Pointiness return '0.0' elif node.type == 'HAIR_INFO': # Is Strand # Intercept # Thickness pass elif node.type == 'LAYER_WEIGHT': blend = parse_value_input(node.inputs[0]) # nor = parse_vector_input(node.inputs[1]) if socket == node.outputs[0]: # Fresnel return 'clamp(pow(1.0 - dotNV, (1.0 - {0}) * 10.0), 0.0, 1.0)'.format(blend) elif socket == node.outputs[1]: # Facing return '((1.0 - dotNV) * {0})'.format(blend) elif node.type == 'LIGHT_PATH': if socket == node.outputs[0]: # Is Camera Ray return '1.0' elif socket == node.outputs[0]: # Is Shadow Ray return '0.0' elif socket == node.outputs[0]: # Is Diffuse Ray return '1.0' elif socket == node.outputs[0]: # Is Glossy Ray return '1.0' elif socket == node.outputs[0]: # Is Singular Ray return '0.0' elif socket == node.outputs[0]: # Is Reflection Ray return '0.0' elif socket == node.outputs[0]: # Is Transmission Ray return '0.0' elif socket == node.outputs[0]: # Ray Length return '0.0' elif socket == node.outputs[0]: # Ray Depth return '0.0' elif socket == node.outputs[0]: # Transparent Depth return '0.0' elif socket == node.outputs[0]: # Transmission Depth return '0.0' elif node.type == 'OBJECT_INFO': if socket == node.outputs[0]: # Object Index return '0.0' elif socket == node.outputs[0]: # Material Index return '0.0' elif socket == node.outputs[0]: # Random return '0.0' elif node.type == 'PARTICLE_INFO': if socket == node.outputs[0]: # Index return '0.0' elif socket == node.outputs[1]: # Age return '0.0' elif socket == node.outputs[2]: # Lifetime return '0.0' elif socket == node.outputs[4]: # Size return '0.0' elif node.type == 'VALUE': return tovec1(node.outputs[0].default_value) elif node.type == 'WIREFRAME': #node.use_pixel_size # size = parse_value_input(node.inputs[0]) return '0.0' elif node.type == 'TEX_BRICK': return '0.0' elif node.type == 'TEX_CHECKER': # TODO: do not recompute when color socket is also connected curshader.add_function(functions.str_tex_checker) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' col1 = parse_vector_input(node.inputs[1]) col2 = parse_vector_input(node.inputs[2]) scale = parse_value_input(node.inputs[3]) return 'tex_checker({0}, {1}, {2}, {3}).r'.format(co, col1, col2, scale) elif node.type == 'TEX_GRADIENT': return '0.0' elif node.type == 'TEX_IMAGE': # Already fetched if res_var_name(node, node.outputs[0]) in parsed: return '{0}.a'.format(store_var_name(node)) tex_name = armutils.safe_source_name(node.name) tex = texture.make_texture(node, tex_name) if tex != None: return '{0}.a'.format(texture_store(node, tex, tex_name)) else: return '0.0' elif node.type == 'TEX_MAGIC': return '0.0' elif node.type == 'TEX_MUSGRAVE': # Fall back to noise curshader.add_function(functions.str_tex_noise) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' scale = parse_value_input(node.inputs[1]) # detail = parse_value_input(node.inputs[2]) # distortion = parse_value_input(node.inputs[3]) return 'tex_noise_f({0} * {1})'.format(co, scale) elif node.type == 'TEX_NOISE': curshader.add_function(functions.str_tex_noise) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' scale = parse_value_input(node.inputs[1]) # detail = parse_value_input(node.inputs[2]) # distortion = parse_value_input(node.inputs[3]) return 'tex_noise({0} * {1})'.format(co, scale) elif node.type == 'TEX_POINTDENSITY': return '0.0' elif node.type == 'TEX_VORONOI': curshader.add_function(functions.str_tex_voronoi) assets.add(armutils.get_sdk_path() + '/armory/Assets/' + 'noise64.png') assets.add_embedded_data('noise64.png') curshader.add_uniform('sampler2D snoise', link='_noise64') if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' scale = parse_value_input(node.inputs[1]) if node.coloring == 'INTENSITY': return 'tex_voronoi({0} * {1}).a'.format(co, scale) else: # CELLS return 'tex_voronoi({0} * {1}).r'.format(co, scale) elif node.type == 'TEX_WAVE': return '0.0' elif node.type == 'LIGHT_FALLOFF': return '0.0' elif node.type == 'NORMAL': nor = parse_vector_input(node.inputs[0]) return 'dot({0}, {1})'.format(tovec3(node.outputs[0].default_value), nor) elif node.type == 'VALTORGB': # ColorRamp return '1.0' elif node.type == 'MATH': val1 = parse_value_input(node.inputs[0]) val2 = parse_value_input(node.inputs[1]) op = node.operation if op == 'ADD': out_val = '({0} + {1})'.format(val1, val2) elif op == 'SUBTRACT': out_val = '({0} - {1})'.format(val1, val2) elif op == 'MULTIPLY': out_val = '({0} * {1})'.format(val1, val2) elif op == 'DIVIDE': out_val = '({0} / {1})'.format(val1, val2) elif op == 'SINE': out_val = 'sin({0})'.format(val1) elif op == 'COSINE': out_val = 'cos({0})'.format(val1) elif op == 'TANGENT': out_val = 'tan({0})'.format(val1) elif op == 'ARCSINE': out_val = 'asin({0})'.format(val1) elif op == 'ARCCOSINE': out_val = 'acos({0})'.format(val1) elif op == 'ARCTANGENT': out_val = 'atan({0})'.format(val1) elif op == 'POWER': out_val = 'pow({0}, {1})'.format(val1, val2) elif op == 'LOGARITHM': out_val = 'log({0})'.format(val1) elif op == 'MINIMUM': out_val = 'min({0}, {1})'.format(val1, val2) elif op == 'MAXIMUM': out_val = 'max({0}, {1})'.format(val1, val2) elif op == 'ROUND': # out_val = 'round({0})'.format(val1) out_val = 'floor({0} + 0.5)'.format(val1) elif op == 'LESS_THAN': out_val = 'float({0} < {1})'.format(val1, val2) elif op == 'GREATER_THAN': out_val = 'float({0} > {1})'.format(val1, val2) elif op == 'MODULO': # out_val = 'float({0} % {1})'.format(val1, val2) out_val = 'mod({0}, {1})'.format(val1, val2) elif op == 'ABSOLUTE': out_val = 'abs({0})'.format(val1) if node.use_clamp: return 'clamp({0}, 0.0, 1.0)'.format(out_val) else: return out_val elif node.type == 'RGBTOBW': col = parse_vector_input(node.inputs[0]) return '((({0}.r * 0.3 + {0}.g * 0.59 + {0}.b * 0.11) / 3.0) * 2.5)'.format(col) elif node.type == 'SEPHSV': return '0.0' elif node.type == 'SEPRGB': col = parse_vector_input(node.inputs[0]) if socket == node.outputs[0]: return '{0}.r'.format(col) elif socket == node.outputs[1]: return '{0}.g'.format(col) elif socket == node.outputs[2]: return '{0}.b'.format(col) elif node.type == 'SEPXYZ': vec = parse_vector_input(node.inputs[0]) if socket == node.outputs[0]: return '{0}.x'.format(vec) elif socket == node.outputs[1]: return '{0}.y'.format(vec) elif socket == node.outputs[2]: return '{0}.z'.format(vec) elif node.type == 'VECT_MATH': vec1 = parse_vector_input(node.inputs[0]) vec2 = parse_vector_input(node.inputs[1]) op = node.operation if op == 'DOT_PRODUCT': return 'dot({0}, {1})'.format(vec1, vec2) else: return '0.0' def tovec1(v): return str(v) def tovec2(v): return 'vec2({0}, {1})'.format(v[0], v[1]) def tovec3(v): return 'vec3({0}, {1}, {2})'.format(v[0], v[1], v[2]) def tovec4(v): return 'vec4({0}, {1}, {2}, {3})'.format(v[0], v[1], v[2], v[3]) def node_by_type(nodes, ntype): for n in nodes: if n.type == ntype: return n def socket_index(node, socket): for i in range(0, len(node.outputs)): if node.outputs[i] == socket: return i def node_name(s): s = armutils.safe_source_name(s) if len(parents) > 0: s = armutils.safe_source_name(parents[-1].name) + '_' + s return s def socket_name(s): return armutils.safe_source_name(s)