from typing import Optional import arm.material.cycles as cycles import arm.material.mat_state as mat_state import arm.material.make_skin as make_skin import arm.material.make_particle as make_particle import arm.material.make_inst as make_inst import arm.material.make_tess as make_tess import arm.material.make_morph_target as make_morph_target from arm.material.shader import Shader, ShaderContext import arm.utils if arm.is_reload(__name__): cycles = arm.reload_module(cycles) mat_state = arm.reload_module(mat_state) make_skin = arm.reload_module(make_skin) make_particle = arm.reload_module(make_particle) make_inst = arm.reload_module(make_inst) make_tess = arm.reload_module(make_tess) make_morph_target = arm.reload_module(make_morph_target) arm.material.shader = arm.reload_module(arm.material.shader) from arm.material.shader import Shader, ShaderContext arm.utils = arm.reload_module(arm.utils) else: arm.enable_reload(__name__) def write_vertpos(vert): billboard = mat_state.material.arm_billboard particle = mat_state.material.arm_particle_flag # Particles if particle: if arm.utils.get_rp().arm_particles == 'On': make_particle.write(vert, particle_info=cycles.particle_info) # Billboards if billboard == 'spherical': vert.add_uniform('mat4 WV', '_worldViewMatrix') vert.add_uniform('mat4 P', '_projectionMatrix') vert.write('gl_Position = P * (WV * vec4(0.0, 0.0, spos.z, 1.0) + vec4(spos.x, spos.y, 0.0, 0.0));') else: vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix') vert.write('gl_Position = WVP * spos;') else: # Billboards if billboard == 'spherical': vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrixSphere') elif billboard == 'cylindrical': vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrixCylinder') else: # off vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix') vert.write('gl_Position = WVP * spos;') def write_norpos(con_mesh: ShaderContext, vert: Shader, declare=False, write_nor=True): print('writing nor pos') is_bone = con_mesh.is_elem('bone') is_morph = con_mesh.is_elem('morph') if is_morph: make_morph_target.morph_pos(vert) if is_bone: make_skin.skin_pos(vert) if write_nor: prep = 'vec3 ' if declare else '' if is_morph: make_morph_target.morph_nor(vert, is_bone, prep) if is_bone: make_skin.skin_nor(vert, is_morph, prep) else: vert.write_attrib(prep + 'wnormal = normalize(N * vec3(nor.xy, pos.w));') if con_mesh.is_elem('ipos'): make_inst.inst_pos(con_mesh, vert) def write_tex_coords(con_mesh: ShaderContext, vert: Shader, frag: Shader, tese: Optional[Shader]): rpdat = arm.utils.get_rp() if con_mesh.is_elem('tex'): vert.add_out('vec2 texCoord') vert.add_uniform('float texUnpack', link='_texUnpack') if mat_state.material.arm_tilesheet_flag: if mat_state.material.arm_particle_flag and rpdat.arm_particles == 'On': make_particle.write_tilesheet(vert) else: vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset') vert.write_attrib('texCoord = tex * texUnpack + tilesheetOffset;') else: vert.write_attrib('texCoord = tex * texUnpack;') if tese is not None: tese.write_pre = True make_tess.interpolate(tese, 'texCoord', 2, declare_out=frag.contains('texCoord')) tese.write_pre = False if con_mesh.is_elem('tex1'): vert.add_out('vec2 texCoord1') vert.add_uniform('float texUnpack', link='_texUnpack') vert.write_attrib('texCoord1 = tex1 * texUnpack;') if tese is not None: tese.write_pre = True make_tess.interpolate(tese, 'texCoord1', 2, declare_out=frag.contains('texCoord1')) tese.write_pre = False