import bpy import arm.assets as assets import arm.utils import arm.log as log import arm.make_state as state import arm.api callback = None def add_world_defs(): wrd = bpy.data.worlds['Arm'] rpdat = arm.utils.get_rp() # Screen-space ray-traced shadows if rpdat.arm_ssrs: wrd.world_defs += '_SSRS' if rpdat.arm_two_sided_area_light: wrd.world_defs += '_TwoSidedAreaLight' # Store contexts if rpdat.rp_hdr == False: wrd.world_defs += '_LDR' if wrd.arm_light_ies_texture != '': wrd.world_defs += '_LightIES' assets.add_embedded_data('iestexture.png') if wrd.arm_light_clouds_texture != '': wrd.world_defs += '_LightClouds' assets.add_embedded_data('cloudstexture.png') if rpdat.rp_renderer == 'Deferred': assets.add_khafile_def('arm_deferred') wrd.world_defs += '_Deferred' # GI voxelgi = False voxelao = False has_voxels = arm.utils.voxel_support() if has_voxels: if rpdat.rp_gi == 'Voxel GI': voxelgi = True elif rpdat.rp_gi == 'Voxel AO': voxelao = True # Shadows if rpdat.rp_shadowmap != 'Off': wrd.world_defs += '_ShadowMap' if rpdat.rp_shadowmap_cascades != '1': if voxelgi: log.warn('Disabling shadow cascades - Voxel GI does not support cascades yet') else: wrd.world_defs += '_CSM' assets.add_khafile_def('arm_csm') if rpdat.arm_shadows_cubemap: wrd.world_defs += '_ShadowMapCube' # SS if rpdat.rp_ssgi == 'RTGI' or rpdat.rp_ssgi == 'RTAO': if rpdat.rp_ssgi == 'RTGI': wrd.world_defs += '_RTGI' if rpdat.arm_ssgi_rays == '9': wrd.world_defs += '_SSGICone9' if rpdat.rp_autoexposure: wrd.world_defs += '_AutoExposure' if voxelgi or voxelao: assets.add_khafile_def('arm_voxelgi') wrd.world_defs += '_VoxelCones' + rpdat.arm_voxelgi_cones if rpdat.arm_voxelgi_revoxelize: assets.add_khafile_def('arm_voxelgi_revox') if rpdat.arm_voxelgi_camera: wrd.world_defs += '_VoxelGICam' if rpdat.arm_voxelgi_temporal: assets.add_khafile_def('arm_voxelgi_temporal') wrd.world_defs += '_VoxelGITemporal' if voxelgi: wrd.world_defs += '_VoxelGI' assets.add_shader_external(arm.utils.get_sdk_path() + '/armory/Shaders/voxel_light/voxel_light.comp.glsl') if rpdat.arm_voxelgi_bounces != "1": assets.add_khafile_def('rp_gi_bounces={0}'.format(rpdat.arm_voxelgi_bounces)) assets.add_shader_external(arm.utils.get_sdk_path() + '/armory/Shaders/voxel_bounce/voxel_bounce.comp.glsl') if rpdat.arm_voxelgi_shadows: wrd.world_defs += '_VoxelGIShadow' if rpdat.rp_voxelgi_relight: assets.add_khafile_def('rp_voxelgi_relight') elif voxelao: wrd.world_defs += '_VoxelAOvar' # Write a shader variant if arm.utils.get_legacy_shaders() and not state.is_viewport: wrd.world_defs += '_Legacy' # Light defines lights = bpy.data.lights if bpy.app.version >= (2, 80, 1) else bpy.data.lamps for light in lights: if light.type == 'AREA' and '_LTC' not in wrd.world_defs: wrd.world_defs += '_LTC' assets.add_khafile_def('arm_ltc') if light.type == 'SUN' and '_Sun' not in wrd.world_defs: wrd.world_defs += '_Sun' if light.type == 'POINT' or light.type == 'SPOT': if '_Clusters' not in wrd.world_defs: wrd.world_defs += '_Clusters' assets.add_khafile_def('arm_clusters') if light.type == 'SPOT' and '_Spot' not in wrd.world_defs: wrd.world_defs += '_Spot' assets.add_khafile_def('arm_spot') if '_Rad' in wrd.world_defs or '_VoxelGI' in wrd.world_defs: wrd.world_defs += '_Brdf' def build(): rpdat = arm.utils.get_rp() if rpdat.rp_driver != 'Armory' and arm.api.drivers[rpdat.rp_driver]['make_rpath'] != None: arm.api.drivers[rpdat.rp_driver]['make_rpath']() return assets_path = arm.utils.get_sdk_path() + '/armory/Assets/' wrd = bpy.data.worlds['Arm'] add_world_defs() mobile_mat = rpdat.arm_material_model == 'Mobile' or rpdat.arm_material_model == 'Solid' if not mobile_mat: # Always include assets.add(assets_path + 'brdf.png') assets.add_embedded_data('brdf.png') if rpdat.rp_hdr: assets.add_khafile_def('rp_hdr') assets.add_khafile_def('rp_renderer={0}'.format(rpdat.rp_renderer)) if rpdat.rp_depthprepass: assets.add_khafile_def('rp_depthprepass') if rpdat.rp_shadowmap != 'Off': assets.add_khafile_def('rp_shadowmap') assets.add_khafile_def('rp_shadowmap_size={0}'.format(rpdat.rp_shadowmap)) assets.add_khafile_def('rp_background={0}'.format(rpdat.rp_background)) if rpdat.rp_background == 'World': assets.add_shader_pass('world_pass') if '_EnvClouds' in wrd.world_defs: assets.add(assets_path + 'noise256.png') assets.add_embedded_data('noise256.png') if rpdat.rp_renderer == 'Deferred' and not rpdat.rp_compositornodes: assets.add_shader_pass('copy_pass') if rpdat.rp_renderer == 'Forward' and not rpdat.rp_compositornodes: assets.add_shader_pass('copy_pass') if rpdat.rp_render_to_texture: assets.add_khafile_def('rp_render_to_texture') if rpdat.rp_compositornodes: assets.add_khafile_def('rp_compositornodes') compo_depth = False if rpdat.arm_tonemap != 'Off': wrd.compo_defs = '_CTone' + rpdat.arm_tonemap if rpdat.rp_antialiasing == 'FXAA': wrd.compo_defs += '_CFXAA' if rpdat.arm_letterbox: wrd.compo_defs += '_CLetterbox' if rpdat.arm_grain: wrd.compo_defs += '_CGrain' if rpdat.arm_sharpen: wrd.compo_defs += '_CSharpen' if bpy.data.scenes[0].cycles.film_exposure != 1.0: wrd.compo_defs += '_CExposure' if rpdat.arm_fog: wrd.compo_defs += '_CFog' compo_depth = True if len(bpy.data.cameras) > 0 and bpy.data.cameras[0].dof_distance > 0.0: wrd.compo_defs += '_CDOF' compo_depth = True if compo_depth: wrd.compo_defs += '_CDepth' assets.add_khafile_def('rp_compositordepth') if rpdat.arm_lens_texture != '': wrd.compo_defs += '_CLensTex' assets.add_embedded_data('lenstexture.jpg') if rpdat.arm_fisheye: wrd.compo_defs += '_CFishEye' if rpdat.arm_vignette: wrd.compo_defs += '_CVignette' if rpdat.arm_lensflare: wrd.compo_defs += '_CGlare' if rpdat.arm_lut_texture != '': wrd.compo_defs += '_CLUT' assets.add_embedded_data('luttexture.jpg') if '_CDOF' in wrd.compo_defs or '_CFXAA' in wrd.compo_defs or '_CSharpen' in wrd.compo_defs: wrd.compo_defs += '_CTexStep' if '_CDOF' in wrd.compo_defs or '_CFog' in wrd.compo_defs or '_CGlare' in wrd.compo_defs: wrd.compo_defs += '_CCameraProj' assets.add_shader_pass('compositor_pass') assets.add_khafile_def('rp_antialiasing={0}'.format(rpdat.rp_antialiasing)) if rpdat.rp_antialiasing == 'SMAA' or rpdat.rp_antialiasing == 'TAA': assets.add_shader_pass('smaa_edge_detect') assets.add_shader_pass('smaa_blend_weight') assets.add_shader_pass('smaa_neighborhood_blend') assets.add(assets_path + 'smaa_area.png') assets.add(assets_path + 'smaa_search.png') assets.add_embedded_data('smaa_area.png') assets.add_embedded_data('smaa_search.png') wrd.world_defs += '_SMAA' if rpdat.rp_antialiasing == 'TAA': assets.add_shader_pass('taa_pass') assets.add_shader_pass('copy_pass') if rpdat.rp_antialiasing == 'TAA' or rpdat.rp_motionblur == 'Object': assets.add_khafile_def('arm_veloc') wrd.world_defs += '_Veloc' if rpdat.rp_antialiasing == 'TAA': assets.add_khafile_def('arm_taa') assets.add_khafile_def('rp_supersampling={0}'.format(rpdat.rp_supersampling)) if rpdat.rp_supersampling == '4': assets.add_shader_pass('supersample_resolve') if rpdat.rp_overlays: assets.add_khafile_def('rp_overlays') if rpdat.rp_translucency: assets.add_khafile_def('rp_translucency') assets.add_shader_pass('translucent_resolve') if rpdat.rp_stereo: assets.add_khafile_def('rp_stereo') assets.add_khafile_def('arm_vr') wrd.world_defs += '_VR' assets.add(assets_path + 'vr.png') assets.add_embedded_data('vr.png') rp_gi = rpdat.rp_gi has_voxels = arm.utils.voxel_support() if not has_voxels: rp_gi = 'Off' assets.add_khafile_def('rp_gi={0}'.format(rp_gi)) if rpdat.rp_gi != 'Off': if has_voxels: assets.add_khafile_def('rp_gi={0}'.format(rpdat.rp_gi)) assets.add_khafile_def('rp_voxelgi_resolution={0}'.format(rpdat.rp_voxelgi_resolution)) assets.add_khafile_def('rp_voxelgi_resolution_z={0}'.format(rpdat.rp_voxelgi_resolution_z)) if rpdat.arm_voxelgi_shadows: assets.add_khafile_def('rp_voxelgi_shadows') else: log.warn('Disabling Voxel GI - unsupported target - use Krom instead') if rpdat.arm_rp_resolution == 'Custom': assets.add_khafile_def('rp_resolution_filter={0}'.format(rpdat.arm_rp_resolution_filter)) assets.add_khafile_def('rp_ssgi={0}'.format(rpdat.rp_ssgi)) if rpdat.rp_ssgi != 'Off': wrd.world_defs += '_SSAO' if rpdat.rp_ssgi == 'SSAO': assets.add_shader_pass('ssao_pass') assets.add_shader_pass('blur_edge_pass') else: assets.add_shader_pass('ssgi_pass') assets.add_shader_pass('blur_edge_pass') if rpdat.arm_ssgi_half_res: assets.add_khafile_def('rp_ssgi_half') if rpdat.rp_renderer == 'Deferred': assets.add_shader_pass('deferred_light') if bpy.app.version >= (2, 80, 1) and len(bpy.data.lightprobes) > 0: wrd.world_defs += '_Probes' assets.add_khafile_def('rp_probes') assets.add_shader_pass('probe_planar') assets.add_shader_pass('probe_cubemap') assets.add_shader_pass('copy_pass') # if rpdat.rp_volumetriclight: # assets.add_khafile_def('rp_volumetriclight') # assets.add_shader_pass('volumetric_light_quad') # assets.add_shader_pass('volumetric_light') # assets.add_shader_pass('blur_bilat_pass') # assets.add_shader_pass('blur_bilat_blend_pass') # assets.add(assets_path + 'blue_noise64.png') # assets.add_embedded_data('blue_noise64.png') if rpdat.rp_decals: assets.add_khafile_def('rp_decals') if rpdat.rp_ocean: assets.add_khafile_def('rp_ocean') assets.add_shader_pass('water_pass') if rpdat.rp_blending: assets.add_khafile_def('rp_blending') if rpdat.rp_bloom: assets.add_khafile_def('rp_bloom') assets.add_shader_pass('bloom_pass') assets.add_shader_pass('blur_gaus_pass') if rpdat.rp_sss: assets.add_khafile_def('rp_sss') wrd.world_defs += '_SSS' assets.add_shader_pass('sss_pass') if rpdat.rp_ssr: assets.add_khafile_def('rp_ssr') assets.add_shader_pass('ssr_pass') assets.add_shader_pass('blur_adaptive_pass') if rpdat.arm_ssr_half_res: assets.add_khafile_def('rp_ssr_half') if rpdat.rp_ssr or rpdat.rp_ssgi != 'Off': assets.add_shader_pass('downsample_depth') if rpdat.rp_motionblur != 'Off': assets.add_khafile_def('rp_motionblur={0}'.format(rpdat.rp_motionblur)) assets.add_shader_pass('copy_pass') if rpdat.rp_motionblur == 'Camera': assets.add_shader_pass('motion_blur_pass') else: assets.add_shader_pass('motion_blur_veloc_pass') if rpdat.rp_compositornodes and rpdat.rp_autoexposure: assets.add_khafile_def('rp_autoexposure') if rpdat.rp_dynres: assets.add_khafile_def('rp_dynres') # if rpdat.arm_soft_shadows == 'On': # if rpdat.rp_shadowmap_cascades == '1': # assets.add_shader_pass('dilate_pass') # assets.add_shader_pass('visibility_pass') # assets.add_shader_pass('blur_shadow_pass') # assets.add_khafile_def('rp_soft_shadows') # wrd.world_defs += '_SoftShadows' # if rpdat.arm_soft_shadows_penumbra != 1: # wrd.world_defs += '_PenumbraScale' # else: # log.warn('Disabling soft shadows - "Armory Render Path - Cascades" requires to be set to 1 for now') gbuffer2_direct = '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs gbuffer2 = '_Veloc' in wrd.world_defs or gbuffer2_direct if gbuffer2: assets.add_khafile_def('rp_gbuffer2') wrd.world_defs += '_gbuffer2' if gbuffer2_direct: assets.add_khafile_def('rp_gbuffer2_direct') wrd.world_defs += '_gbuffer2direct' if callback != None: callback()