import bpy import arm.nodes_renderpath as nodes_renderpath import arm.utils group = None nodes = None links = None updating_preset = False def set_preset(self, context, preset): global updating_preset wrd = bpy.data.worlds['Arm'] updating_preset = True if preset == 'Low': wrd.rp_renderer = 'Forward' wrd.material_model = 'PBR' wrd.rp_shadowmap = '1024' wrd.rp_meshes = True wrd.rp_translucency_state = 'Off' wrd.rp_overlays_state = 'Off' wrd.rp_decals_state = 'Off' wrd.rp_sss_state = 'Off' wrd.rp_hdr = False wrd.rp_worldnodes = False wrd.rp_clearbackground = True wrd.rp_stereo = False wrd.rp_greasepencil = False wrd.rp_voxelgi = False wrd.rp_render_to_texture = False wrd.rp_supersampling = '1' wrd.rp_antialiasing = 'None' wrd.rp_compositornodes = False wrd.rp_volumetriclight = False wrd.rp_ssao = False wrd.rp_ssr = False wrd.rp_dfrs = False wrd.rp_dfao = False wrd.rp_dfgi = False wrd.rp_bloom = False wrd.rp_eyeadapt = False wrd.rp_rendercapture = False wrd.rp_motionblur = 'None' elif preset == 'Forward': wrd.rp_renderer = 'Forward' wrd.material_model = 'PBR' wrd.rp_shadowmap = '2048' wrd.rp_meshes = True wrd.rp_translucency_state = 'Auto' wrd.rp_overlays_state = 'Auto' wrd.rp_decals_state = 'Auto' wrd.rp_sss_state = 'Auto' wrd.rp_hdr = True wrd.rp_worldnodes = True wrd.rp_clearbackground = False wrd.rp_stereo = False wrd.rp_greasepencil = False wrd.rp_voxelgi = False wrd.rp_render_to_texture = True wrd.rp_supersampling = '1' wrd.rp_antialiasing = 'SMAA' wrd.rp_compositornodes = True wrd.rp_volumetriclight = False wrd.rp_ssao = True wrd.rp_ssr = True wrd.rp_dfrs = False wrd.rp_dfao = False wrd.rp_dfgi = False wrd.rp_bloom = False wrd.rp_eyeadapt = False wrd.rp_rendercapture = False wrd.rp_motionblur = 'None' elif preset == 'Deferred': wrd.rp_renderer = 'Deferred' wrd.material_model = 'PBR' wrd.rp_shadowmap = '2048' wrd.rp_meshes = True wrd.rp_translucency_state = 'Auto' wrd.rp_overlays_state = 'Auto' wrd.rp_decals_state = 'Auto' wrd.rp_sss_state = 'Auto' wrd.rp_hdr = True wrd.rp_worldnodes = True wrd.rp_clearbackground = False wrd.rp_stereo = False wrd.rp_greasepencil = False wrd.rp_voxelgi = False wrd.rp_render_to_texture = True wrd.rp_supersampling = '1' wrd.rp_antialiasing = 'FXAA' wrd.rp_compositornodes = True wrd.rp_volumetriclight = False wrd.rp_ssao = True wrd.rp_ssr = False wrd.rp_dfrs = False wrd.rp_dfao = False wrd.rp_dfgi = False wrd.rp_bloom = False wrd.rp_eyeadapt = False wrd.rp_rendercapture = False wrd.rp_motionblur = 'None' elif preset == 'Max': wrd.rp_renderer = 'Deferred' wrd.material_model = 'PBR' wrd.rp_shadowmap = '4096' wrd.rp_meshes = True wrd.rp_translucency_state = 'Auto' wrd.rp_overlays_state = 'Auto' wrd.rp_decals_state = 'Auto' wrd.rp_sss_state = 'Auto' wrd.rp_hdr = True wrd.rp_worldnodes = True wrd.rp_clearbackground = False wrd.rp_stereo = False wrd.rp_greasepencil = False wrd.rp_voxelgi = False wrd.rp_render_to_texture = True wrd.rp_supersampling = '1' wrd.rp_antialiasing = 'TAA' wrd.rp_compositornodes = True wrd.rp_volumetriclight = False wrd.rp_ssao = True wrd.rp_ssr = True wrd.rp_dfrs = False wrd.rp_dfao = False wrd.rp_dfgi = False wrd.rp_bloom = False wrd.rp_eyeadapt = False wrd.rp_rendercapture = False wrd.rp_motionblur = 'None' elif preset == 'Render Capture': wrd.rp_renderer = 'Deferred' wrd.rp_shadowmap = '8192' wrd.rp_meshes = True wrd.rp_translucency_state = 'Auto' wrd.rp_overlays_state = 'Auto' wrd.rp_decals_state = 'Auto' wrd.rp_sss_state = 'Auto' wrd.rp_hdr = True wrd.rp_worldnodes = True wrd.rp_clearbackground = False wrd.rp_stereo = False wrd.rp_greasepencil = False wrd.rp_voxelgi = True wrd.rp_voxelgi_resolution = '256' wrd.rp_render_to_texture = True wrd.rp_supersampling = '2' wrd.rp_antialiasing = 'TAA' wrd.rp_compositornodes = True wrd.rp_volumetriclight = False wrd.rp_ssao = True wrd.rp_ssr = True wrd.rp_dfrs = False wrd.rp_dfao = False wrd.rp_dfgi = False wrd.rp_bloom = False wrd.rp_eyeadapt = False wrd.rp_rendercapture = True wrd.rp_rendercapture_format = '8bit' wrd.rp_motionblur = 'None' wrd.material_model = 'Cycles' wrd.generate_pcss_state = 'On' elif preset == 'Deferred Plus': wrd.rp_renderer = 'Deferred Plus' wrd.material_model = 'PBR' wrd.rp_shadowmap = '4096' wrd.rp_meshes = True wrd.rp_translucency_state = 'Auto' wrd.rp_overlays_state = 'Auto' wrd.rp_decals_state = 'Auto' wrd.rp_sss_state = 'Auto' wrd.rp_hdr = True wrd.rp_worldnodes = True wrd.rp_clearbackground = False wrd.rp_stereo = False wrd.rp_greasepencil = False wrd.rp_voxelgi = False wrd.rp_render_to_texture = True wrd.rp_supersampling = '1' wrd.rp_antialiasing = 'TAA' wrd.rp_compositornodes = True wrd.rp_volumetriclight = False wrd.rp_ssao = True wrd.rp_ssr = True wrd.rp_dfrs = False wrd.rp_dfao = False wrd.rp_dfgi = False wrd.rp_bloom = False wrd.rp_eyeadapt = False wrd.rp_rendercapture = False wrd.rp_motionblur = 'None' elif preset == 'VR Low': wrd.rp_renderer = 'Forward' wrd.material_model = 'Restricted' wrd.rp_shadowmap = '1024' wrd.rp_meshes = True wrd.rp_translucency_state = 'Off' wrd.rp_overlays_state = 'Off' wrd.rp_decals_state = 'Off' wrd.rp_sss_state = 'Off' wrd.rp_hdr = False wrd.rp_worldnodes = False wrd.rp_clearbackground = True wrd.rp_stereo = True wrd.rp_greasepencil = False wrd.rp_voxelgi = False wrd.rp_render_to_texture = False wrd.rp_supersampling = '1' wrd.rp_antialiasing = 'None' wrd.rp_compositornodes = False wrd.rp_volumetriclight = False wrd.rp_ssao = False wrd.rp_ssr = False wrd.rp_dfrs = False wrd.rp_dfao = False wrd.rp_dfgi = False wrd.rp_bloom = False wrd.rp_eyeadapt = False wrd.rp_rendercapture = False wrd.rp_motionblur = 'None' elif preset == 'Mobile Low': wrd.rp_renderer = 'Forward' wrd.material_model = 'Restricted' wrd.rp_shadowmap = '1024' wrd.rp_meshes = True wrd.rp_translucency_state = 'Off' wrd.rp_overlays_state = 'Off' wrd.rp_decals_state = 'Off' wrd.rp_sss_state = 'Off' wrd.rp_hdr = False wrd.rp_worldnodes = False wrd.rp_clearbackground = True wrd.rp_stereo = False wrd.rp_greasepencil = False wrd.rp_voxelgi = False wrd.rp_render_to_texture = False wrd.rp_supersampling = '1' wrd.rp_antialiasing = 'None' wrd.rp_compositornodes = False wrd.rp_volumetriclight = False wrd.rp_ssao = False wrd.rp_ssr = False wrd.rp_dfrs = False wrd.rp_dfao = False wrd.rp_dfgi = False wrd.rp_bloom = False wrd.rp_eyeadapt = False wrd.rp_rendercapture = False wrd.rp_motionblur = 'None' elif preset == 'Grease Pencil': wrd.rp_renderer = 'Forward' wrd.material_model = 'Restricted' wrd.rp_shadowmap = 'None' wrd.rp_meshes = False wrd.rp_translucency_state = 'Off' wrd.rp_overlays_state = 'Off' wrd.rp_decals_state = 'Off' wrd.rp_sss_state = 'Off' wrd.rp_hdr = False wrd.rp_worldnodes = False wrd.rp_clearbackground = True wrd.rp_stereo = False wrd.rp_greasepencil = True wrd.rp_render_to_texture = False wrd.rp_supersampling = '1' wrd.rp_antialiasing = 'None' wrd.rp_compositornodes = False wrd.rp_volumetriclight = False wrd.rp_ssao = False wrd.rp_ssr = False wrd.rp_dfrs = False wrd.rp_dfao = False wrd.rp_dfgi = False wrd.rp_bloom = False wrd.rp_eyeadapt = False wrd.rp_rendercapture = False wrd.rp_motionblur = 'None' updating_preset = False set_renderpath(self, context) def set_renderpath(self, context): global updating_preset if updating_preset == True: return # assets.invalidate_compiled_data(self, context) assets.invalidate_shader_cache(self, context) make_renderer.make_renderer(bpy.data.worlds['Arm']) bpy.data.worlds['Arm'].renderpath_path = 'armory_default' def make_renderer(wrd): global group global nodes global links if bpy.data.filepath.endswith('arm_data.blend'): # Prevent load in library itself return if wrd.rp_renderer == 'Forward': load_library('forward_path', 'armory_default') group = bpy.data.node_groups['armory_default'] nodes = group.nodes links = group.links make_forward(wrd) elif wrd.rp_renderer == 'Deferred': load_library('deferred_path', 'armory_default') group = bpy.data.node_groups['armory_default'] nodes = group.nodes links = group.links make_deferred(wrd) elif wrd.rp_renderer == 'Deferred Plus': load_library('deferred_plus_path', 'armory_default') group = bpy.data.node_groups['armory_default'] nodes = group.nodes links = group.links make_deferred_plus(wrd) 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(wrd): nodes['Begin'].inputs[1].default_value = wrd.rp_hdr nodes['Screen'].inputs[0].default_value = int(wrd.rp_supersampling) if wrd.rp_shadowmap != 'None': n = nodes['Shadow Map'] n.inputs[1].default_value = n.inputs[2].default_value = int(wrd.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 wrd.rp_stereo: if wrd.rp_shadowmap != 'None': links.new(nodes['Bind Target Mesh SM'].outputs[0], nodes['Draw Stereo'].inputs[0]) else: links.new(nodes['Clear Target Mesh'].outputs[0], nodes['Draw Stereo'].inputs[0]) links.new(nodes['Draw Stereo'].outputs[1], nodes['Draw Meshes Mesh'].inputs[0]) if wrd.rp_greasepencil: if wrd.rp_shadowmap != 'None': links.new(nodes['Bind Target Mesh SM'].outputs[0], nodes['Draw Grease Pencil'].inputs[0]) else: links.new(nodes['Clear Target Mesh'].outputs[0], nodes['Draw Grease Pencil'].inputs[0]) links.new(nodes['Draw Grease Pencil'].outputs[0], nodes['Draw Meshes Mesh'].inputs[0]) if not wrd.rp_meshes: relink('Draw Meshes Mesh', 'Draw World') if not wrd.rp_worldnodes: relink('Draw World', 'Set Target Accum') if wrd.rp_clearbackground: nodes['Clear Target Mesh'].inputs[1].default_value = True if not wrd.rp_render_to_texture: links.new(nodes['Framebuffer'].outputs[0], nodes['Set Target Mesh'].inputs[1]) if wrd.rp_worldnodes: l = nodes['Draw World'].outputs[0].links[0] elif wrd.rp_greasepencil and not wrd.rp_meshes: l = nodes['Draw Grease Pencil'].outputs[0].links[0] else: l = nodes['Draw Meshes Mesh'].outputs[0].links[0] links.remove(l) if not wrd.rp_translucency: relink('Set Target Accum', 'Draw Compositor + FXAA') last_node = 'Draw Compositor + FXAA' if wrd.rp_antialiasing == 'SMAA': pass elif wrd.rp_antialiasing == 'TAA': pass elif wrd.rp_antialiasing == 'FXAA': pass elif wrd.rp_antialiasing == 'None': last_node = 'Draw Compositor' relink('Draw Compositor + FXAA', 'Draw Compositor') if wrd.rp_overlays: links.new(last_node.outputs[0], nodes['Clear Target Overlay'].inputs[0]) def make_deferred(wrd): nodes['Begin'].inputs[1].default_value = wrd.rp_hdr nodes['Screen'].inputs[0].default_value = int(wrd.rp_supersampling) if wrd.rp_voxelgi: n = nodes['Image 3D Voxels'] # if wrd.rp_voxelgi_hdr: # n.inputs[4].default_value = 'RGBA64' links.new(nodes['Begin'].outputs[0], nodes['Branch Function Voxelize'].inputs[0]) links.new(nodes['Merge Stages Voxelize'].outputs[0], nodes['Set Target Mesh'].inputs[0]) res = int(wrd.rp_voxelgi_resolution) n.inputs[1].default_value = res n.inputs[2].default_value = res n.inputs[3].default_value = res n = nodes['Set Viewport Voxels'] n.inputs[1].default_value = res n.inputs[2].default_value = res links.new(nodes['Image 3D Voxels'].outputs[0], nodes['Deferred Indirect'].inputs[4]) wrd = bpy.data.worlds['Arm'] if wrd.voxelgi_shadows or wrd.voxelgi_refraction: links.new(nodes['Image 3D Voxels'].outputs[0], nodes['Deferred Light'].inputs[4]) links.new(nodes['Image 3D Voxels'].outputs[0], nodes['Deferred Light.001'].inputs[4]) if wrd.rp_shadowmap != 'None': n = nodes['Shadow Map'] n.inputs[1].default_value = n.inputs[2].default_value = int(wrd.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 wrd.rp_volumetriclight: links.new(nodes['Deferred Light'].outputs[0], nodes['Volumetric Light'].inputs[0]) if not wrd.rp_decals: relink('Set Target Decal', 'SSAO') if not wrd.rp_ssao: relink('SSAO', 'Deferred Indirect') l = nodes['Deferred Indirect'].inputs[3].links[0] links.remove(l) if not wrd.rp_worldnodes: relink('Draw World', 'Water') if wrd.rp_clearbackground: nodes['Clear Target Mesh'].inputs[1].default_value = True if not wrd.rp_ocean: relink('Water', 'Set Target Accum') if not wrd.rp_translucency: relink('Set Target Accum', 'Bloom') if not wrd.rp_bloom: relink('Bloom', 'SSS') if not wrd.rp_sss: relink('SSS', 'SSR') if not wrd.rp_ssr: relink('SSR', 'Draw Compositor') if bpy.data.worlds['Arm'].generate_ssr_half_res: links.new(nodes['ssra'].outputs[0], nodes['SSR'].inputs[2]) links.new(nodes['ssrb'].outputs[0], nodes['SSR'].inputs[3]) last_node = 'Draw Compositor' if not wrd.rp_compositornodes: pass if wrd.rp_overlays: links.new(nodes[last_node].outputs[0], nodes['Clear Target Overlay'].inputs[0]) last_node = 'Draw Meshes Overlay' links.new(nodes[last_node].outputs[0], nodes['SMAA'].inputs[0]) if wrd.rp_antialiasing == 'SMAA': last_node = 'SMAA' elif wrd.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]) # Clear velocity relink('Set Target Mesh', 'Set Target Veloc') links.new(nodes['Clear Target Veloc'].outputs[0], nodes['Set Target Mesh'].inputs[0]) elif wrd.rp_antialiasing == 'FXAA': last_node = 'FXAA' relink('SMAA', 'FXAA') elif wrd.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 wrd.rp_supersampling == '4': links.new(nodes[last_node].outputs[0], nodes['SS Resolve'].inputs[0]) last_node = 'SS Resolve' if wrd.rp_antialiasing == 'SMAA': links.new(nodes['Reroute.014'].outputs[0], nodes['SMAA'].inputs[1]) links.new(nodes['Reroute.014'].outputs[0], nodes['SS Resolve'].inputs[2]) elif wrd.rp_antialiasing == 'TAA': links.new(nodes['Reroute.008'].outputs[0], nodes['TAA'].inputs[1]) links.new(nodes['Reroute.008'].outputs[0], nodes['SS Resolve'].inputs[2]) elif wrd.rp_antialiasing == 'FXAA': links.new(nodes['Reroute.008'].outputs[0], nodes['FXAA'].inputs[1]) links.new(nodes['Reroute.008'].outputs[0], nodes['SS Resolve'].inputs[2]) elif wrd.rp_antialiasing == 'None': links.new(nodes['Reroute.008'].outputs[0], nodes['Draw Compositor'].inputs[1]) links.new(nodes['Reroute.008'].outputs[0], nodes['SS Resolve'].inputs[2]) if wrd.rp_eyeadapt: links.new(nodes[last_node].outputs[0], nodes['Histogram'].inputs[0]) links.new(nodes['histogram'].outputs[0], nodes['Draw Compositor'].inputs[5]) if wrd.rp_rendercapture: # links.new(nodes[last_node].outputs[0], nodes['CopyCapture'].inputs[0]) fb = nodes['Framebuffer'] cc = nodes['CopyCapture'] cn = nodes['Capture'] for l in fb.outputs[0].links: if l.to_node != cc: links.new(cn.outputs[0], l.to_socket) if wrd.rp_rendercapture_format == '8bit': cn.inputs[4].default_value = 'RGBA32' elif wrd.rp_rendercapture_format == '16bit': cn.inputs[4].default_value = 'RGBA64' elif wrd.rp_rendercapture_format == '32bit': cn.inputs[4].default_value = 'RGBA128' def make_deferred_plus(wrd): pass # Handling node data def check_default(): if (bpy.data.node_groups.get('armory_default') == None or bpy.data.filepath == ''): # Old RP nodes can be saved in startup file, reload those when fp is '' make_renderer(bpy.data.worlds['Arm']) def reload_blend_data(): armory_pbr = bpy.data.node_groups.get('Armory PBR') if armory_pbr != None and len(armory_pbr.inputs) == 14: armory_pbr.name = 'Armory PBR Old' armory_pbr = None if armory_pbr == None: load_library('Armory PBR') check_default() def load_library(asset_name, rename=None): if bpy.data.filepath.endswith('arm_data.blend'): # Prevent load in library itself return sdk_path = arm.utils.get_sdk_path() data_path = sdk_path + '/armory/blender/data/arm_data.blend' data_names = [asset_name] # Remove old if rename != None and rename in bpy.data.node_groups and asset_name != 'Armory PBR': bpy.data.node_groups.remove(bpy.data.node_groups[rename], do_unlink=True) # Import data_refs = data_names.copy() with bpy.data.libraries.load(data_path, link=False) as (data_from, data_to): data_to.node_groups = data_refs for ref in data_refs: ref.use_fake_user = True if rename != None: ref.name = rename def register(): reload_blend_data() def unregister(): pass