import bpy import arm.assets as assets import arm.utils import arm.log as log import arm.make_state as state make_hook = 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 wrd.arm_two_sided_area_lamp: wrd.world_defs += '_TwoSidedAreaLamp' # Store contexts if rpdat.rp_hdr == False: wrd.world_defs += '_LDR' # Alternative models if rpdat.arm_diffuse_model == 'OrenNayar': wrd.world_defs += '_OrenNayar' # TODO: Lamp texture test.. if wrd.arm_lamp_texture != '': wrd.world_defs += '_LampColTex' if wrd.arm_lamp_ies_texture != '': wrd.world_defs += '_LampIES' assets.add_embedded_data('iestexture.png') if wrd.arm_lamp_clouds_texture != '': wrd.world_defs += '_LampClouds' assets.add_embedded_data('cloudstexture.png') voxelgi = False voxelao = False if rpdat.rp_renderer == 'Deferred': assets.add_khafile_def('arm_deferred') # Shadows if rpdat.rp_shadowmap_cascades != '1': wrd.world_defs += '_CSM' assets.add_khafile_def('arm_csm') if rpdat.rp_shadowmap == 'Off': wrd.world_defs += '_NoShadows' assets.add_khafile_def('arm_no_shadows') # GI has_voxels = state.in_viewport == False or bpy.app.version >= (2, 80, 1) if has_voxels: if rpdat.rp_gi == 'Voxel GI': voxelgi = True elif rpdat.rp_gi == 'Voxel AO': voxelao = True # SS # if rpdat.rp_dfrs: # wrd.world_defs += '_DFRS' # assets.add_khafile_def('arm_sdf') # if rpdat.rp_dfao: # wrd.world_defs += '_DFAO' # assets.add_khafile_def('arm_sdf') # if rpdat.rp_dfgi: # wrd.world_defs += '_DFGI' # assets.add_khafile_def('arm_sdf') # wrd.world_defs += '_Rad' # Always do radiance for gi # wrd.world_defs += '_Irr' if rpdat.rp_ssgi == 'RTGI' or rpdat.rp_ssgi == 'RTAO': if rpdat.rp_ssgi == 'RTGI': wrd.world_defs += '_RTGI' if wrd.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' + wrd.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' wrd.world_defs += '_Rad' # Always do radiance for voxels wrd.world_defs += '_Irr' if voxelgi: wrd.world_defs += '_VoxelGI' if rpdat.arm_voxelgi_shadows: wrd.world_defs += '_VoxelGIDirect' wrd.world_defs += '_VoxelGIShadow' if rpdat.arm_voxelgi_refraction: wrd.world_defs += '_VoxelGIDirect' wrd.world_defs += '_VoxelGIRefract' if rpdat.arm_voxelgi_emission: wrd.world_defs += '_VoxelGIEmission' elif voxelao: wrd.world_defs += '_VoxelAO' if arm.utils.get_gapi().startswith('direct3d'): # Flip Y axis in drawQuad command wrd.world_defs += '_InvY' # Area lamps for lamp in bpy.data.lamps: if lamp.type == 'AREA': wrd.world_defs += '_LTC' assets.add_khafile_def('arm_ltc') break def build(): if make_hook != None: make_hook() return assets_path = arm.utils.get_sdk_path() + 'armory/Assets/' wrd = bpy.data.worlds['Arm'] rpdat = arm.utils.get_rp() 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_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 wrd.arm_tonemap != 'Off': wrd.compo_defs = '_CTone' + wrd.arm_tonemap if rpdat.rp_antialiasing == 'FXAA': wrd.compo_defs += '_CFXAA' if wrd.arm_letterbox: wrd.compo_defs += '_CLetterbox' if wrd.arm_grain: wrd.compo_defs += '_CGrain' if bpy.data.scenes[0].cycles.film_exposure != 1.0: wrd.compo_defs += '_CExposure' if wrd.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 wrd.arm_lens_texture != '': wrd.compo_defs += '_CLensTex' assets.add_embedded_data('lenstexture.jpg') if wrd.arm_fisheye: wrd.compo_defs += '_CFishEye' if wrd.arm_vignette: wrd.compo_defs += '_CVignette' if wrd.arm_lensflare: wrd.compo_defs += '_CGlare' if wrd.arm_lut_texture != '': wrd.compo_defs += '_CLUT' assets.add_embedded_data('luttexture.jpg') assets.add_shader_pass('compositor_pass') else: assets.add_shader_pass('copy_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 = state.in_viewport == False or bpy.app.version >= (2, 80, 1) 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.rp_voxelgi_hdr: assets.add_khafile_def('rp_voxelgi_hdr') if rpdat.arm_voxelgi_shadows: assets.add_khafile_def('rp_voxelgi_shadows') if rpdat.arm_voxelgi_refraction: assets.add_khafile_def('rp_voxelgi_refraction') else: log.warn('Disabling Voxel GI - Blender 2.8 is required for voxels in viewport') if rpdat.arm_rp_resolution != 'Display': assets.add_khafile_def('rp_resolution={0}'.format(rpdat.arm_rp_resolution)) 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') assets.add(assets_path + 'noise8.png') assets.add_embedded_data('noise8.png') else: assets.add_shader_pass('ssgi_pass') assets.add_shader_pass('ssgi_blur_pass') if rpdat.rp_renderer == 'Deferred': assets.add_shader_pass('deferred_indirect') assets.add_shader_pass('deferred_light') assets.add_shader_pass('deferred_light_quad') if rpdat.rp_rendercapture: assets.add_khafile_def('rp_rendercapture') assets.add_khafile_def('rp_rendercapture_format={0}'.format(wrd.rp_rendercapture_format)) 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_edge_pass') 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_state != 'Off': 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_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')