import bpy import nodes_renderpath group = None nodes = None links = None def make_renderer(cam): global group global nodes global links if cam.rp_renderer == 'Forward': nodes_renderpath.load_library('forward_path', 'armory_default') group = bpy.data.node_groups['armory_default'] nodes = group.nodes links = group.links make_forward(cam) else: # Deferred nodes_renderpath.load_library('deferred_path', 'armory_default') group = bpy.data.node_groups['armory_default'] nodes = group.nodes links = group.links make_deferred(cam) def relink(start_node, next_node): if len(nodes[start_node].inputs[0].links) > 0: n = nodes[start_node].inputs[0].links[0].from_node l = n.outputs[0].links[0] links.remove(l) links.new(n.outputs[0], nodes[next_node].inputs[0]) def make_forward(cam): nodes['Begin'].inputs[1].default_value = cam.rp_hdr nodes['Screen'].inputs[0].default_value = int(cam.rp_supersampling) if cam.rp_shadowmap != 'None': n = nodes['Shadow Map'] n.inputs[1].default_value = n.inputs[2].default_value = int(cam.rp_shadowmap) else: l = nodes['Begin'].outputs[0].links[0] links.remove(l) links.new(nodes['Begin'].outputs[0], nodes['Set Target Mesh'].inputs[0]) relink('Bind Target Mesh SM', 'Draw Meshes Mesh') # No shadowmap bind relink('Bind Target Transluc SM', 'Draw Meshes Transluc') if not cam.rp_worldnodes: relink('Draw World', 'Set Target Accum') nodes['Clear Target Mesh'].inputs[1].default_value = True if not cam.rp_render_to_texture: links.new(nodes['Framebuffer'].outputs[0], nodes['Set Target Mesh'].inputs[1]) if cam.rp_worldnodes: l = nodes['Draw World'].outputs[0].links[0] else: l = nodes['Draw Meshes Mesh'].outputs[0].links[0] links.remove(l) if not cam.rp_translucency: relink('Set Target Accum', 'Draw Compositor + FXAA') last_node = 'Draw Compositor + FXAA' if cam.rp_antialiasing == 'SMAA': pass elif cam.rp_antialiasing == 'TAA': pass elif cam.rp_antialiasing == 'FXAA': pass elif cam.rp_antialiasing == 'None': last_node = 'Draw Compositor' relink('Draw Compositor + FXAA', 'Draw Compositor') if cam.rp_overlays: links.new(last_node.outputs[0], nodes['Clear Target Overlay'].inputs[0]) def make_deferred(cam): nodes['Begin'].inputs[1].default_value = cam.rp_hdr nodes['Screen'].inputs[0].default_value = int(cam.rp_supersampling) if cam.rp_shadowmap != 'None': n = nodes['Shadow Map'] n.inputs[1].default_value = n.inputs[2].default_value = int(cam.rp_shadowmap) else: l = nodes['Loop Lamps'].outputs[1].links[0] links.remove(l) links.new(nodes['Loop Lamps'].outputs[1], nodes['Deferred Light'].inputs[0]) l = nodes['Deferred Light'].inputs[3].links[0] # No shadowmap bind links.remove(l) l = nodes['Volumetric Light'].inputs[6].links[0] links.remove(l) relink('Bind Target Transluc SM', 'Draw Meshes Transluc') # if not cam.rp_decals: # relink('Set Target.005', 'SSAO') if not cam.rp_ssao: relink('SSAO', 'Deferred Indirect') l = nodes['Deferred Indirect'].inputs[3].links[0] links.remove(l) if not cam.rp_worldnodes: relink('Draw World', 'Set Target Accum') if not cam.rp_translucency: relink('Set Target Accum', 'Bloom') # if not cam.rp_bloom: relink('Bloom', 'SSR') if not cam.rp_ssr: relink('SSR', 'Draw Compositor') if not cam.rp_compositornodes: pass last_node = 'Draw Compositor' if cam.rp_antialiasing == 'SMAA': last_node = 'SMAA' elif cam.rp_antialiasing == 'TAA': last_node = 'Copy' links.new(nodes['SMAA'].outputs[0], nodes['TAA'].inputs[0]) links.new(nodes['Reroute.019'].outputs[0], nodes['SMAA'].inputs[5]) links.new(nodes['gbuffer2'].outputs[0], nodes['GBuffer'].inputs[2]) links.new(nodes['Reroute.014'].outputs[0], nodes['SMAA'].inputs[1]) elif cam.rp_antialiasing == 'FXAA': last_node = 'FXAA' relink('SMAA', 'FXAA') elif cam.rp_antialiasing == 'None': last_node = 'Draw Compositor' l = nodes['Draw Compositor'].outputs[0].links[0] links.remove(l) links.new(nodes['Framebuffer'].outputs[0], nodes['Draw Compositor'].inputs[1]) if cam.rp_overlays: links.new(nodes[last_node].outputs[0], nodes['Clear Target Overlay'].inputs[0])