import bpy import arm.material.cycles as cycles import arm.material.mat_state as mat_state import arm.material.mat_utils as mat_utils import arm.material.make_skin as make_skin import arm.material.make_inst as make_inst import arm.material.make_tess as make_tess import arm.material.make_particle as make_particle import arm.material.make_finalize as make_finalize import arm.assets as assets import arm.utils def make(context_id, rpasses, shadowmap=False): is_disp = mat_utils.disp_linked(mat_state.output_node) vs = [{'name': 'pos', 'data': 'short4norm'}] if is_disp: vs.append({'name': 'nor', 'data': 'short2norm'}) con_depth = mat_state.data.add_context({ 'name': context_id, 'vertex_elements': vs, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise', 'color_write_red': False, 'color_write_green': False, 'color_write_blue': False, 'color_write_alpha': False }) vert = con_depth.make_vert() frag = con_depth.make_frag() geom = None tesc = None tese = None vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);') parse_opacity = 'translucent' in rpasses or mat_state.material.arm_discard if parse_opacity: frag.write('vec3 n;') # Discard at compile time frag.write('float dotNV;') frag.write('float opacity;') if con_depth.is_elem('bone'): make_skin.skin_pos(vert) if con_depth.is_elem('ipos'): make_inst.inst_pos(con_depth, vert) rpdat = arm.utils.get_rp() if mat_state.material.arm_particle_flag and rpdat.arm_particles == 'GPU': make_particle.write(vert, shadowmap=shadowmap) if is_disp: if rpdat.arm_rp_displacement == 'Vertex': vert.add_uniform('mat3 N', '_normalMatrix') vert.write('vec3 wnormal = normalize(N * vec3(nor.xy, pos.w));') cycles.parse(mat_state.nodes, con_depth, vert, frag, geom, tesc, tese, parse_surface=False, parse_opacity=parse_opacity) if con_depth.is_elem('tex'): vert.add_out('vec2 texCoord') ## vs only, remove out vert.add_uniform('float texUnpack', link='_texUnpack') vert.write_attrib('texCoord = tex * texUnpack;') if con_depth.is_elem('tex1'): vert.add_out('vec2 texCoord1') ## vs only, remove out vert.add_uniform('float texUnpack', link='_texUnpack') vert.write_attrib('texCoord1 = tex1 * texUnpack;') if con_depth.is_elem('col'): vert.add_out('vec3 vcolor') vert.write_attrib('vcolor = col.rgb;') vert.write('wposition += wnormal * disp * 0.1;') if shadowmap: vert.add_uniform('mat4 LVP', '_lightViewProjectionMatrix') vert.write('gl_Position = LVP * vec4(wposition, 1.0);') else: vert.add_uniform('mat4 VP', '_viewProjectionMatrix') vert.write('gl_Position = VP * vec4(wposition, 1.0);') else: # Tessellation tesc = con_depth.make_tesc() tese = con_depth.make_tese() tesc.ins = vert.outs tese.ins = tesc.outs frag.ins = tese.outs vert.add_out('vec3 wnormal') vert.add_uniform('mat3 N', '_normalMatrix') vert.write('wnormal = normalize(N * vec3(nor.xy, pos.w));') make_tess.tesc_levels(tesc, rpdat.arm_tess_shadows_inner, rpdat.arm_tess_shadows_outer) make_tess.interpolate(tese, 'wposition', 3) make_tess.interpolate(tese, 'wnormal', 3, normalize=True) cycles.parse(mat_state.nodes, con_depth, vert, frag, geom, tesc, tese, parse_surface=False, parse_opacity=parse_opacity) if con_depth.is_elem('tex'): vert.add_out('vec2 texCoord') vert.add_uniform('float texUnpack', link='_texUnpack') vert.write('texCoord = tex * texUnpack;') tese.write_pre = True make_tess.interpolate(tese, 'texCoord', 2, declare_out=frag.contains('texCoord')) tese.write_pre = False if con_depth.is_elem('tex1'): vert.add_out('vec2 texCoord1') vert.write('texCoord1 = tex1;') tese.write_pre = True make_tess.interpolate(tese, 'texCoord1', 2, declare_out=frag.contains('texCoord1')) tese.write_pre = False if con_depth.is_elem('col'): vert.add_out('vec3 vcolor') vert.write('vcolor = col.rgb;') tese.write_pre = True make_tess.interpolate(tese, 'vcolor', 3, declare_out=frag.contains('vcolor')) tese.write_pre = False if shadowmap: tese.add_uniform('mat4 LVP', '_lightViewProjectionMatrix') tese.write('wposition += wnormal * disp * 0.1;') tese.write('gl_Position = LVP * vec4(wposition, 1.0);') else: tese.add_uniform('mat4 VP', '_viewProjectionMatrix') tese.write('wposition += wnormal * disp * 0.1;') tese.write('gl_Position = VP * vec4(wposition, 1.0);') # No displacement else: frag.ins = vert.outs billboard = mat_state.material.arm_billboard if shadowmap: if billboard == 'spherical': vert.add_uniform('mat4 LWVP', '_lightWorldViewProjectionMatrixSphere') elif billboard == 'cylindrical': vert.add_uniform('mat4 LWVP', '_lightWorldViewProjectionMatrixCylinder') else: # off vert.add_uniform('mat4 LWVP', '_lightWorldViewProjectionMatrix') vert.write('gl_Position = LWVP * spos;') else: 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;') if parse_opacity: cycles.parse(mat_state.nodes, con_depth, vert, frag, geom, tesc, tese, parse_surface=False, parse_opacity=True) if con_depth.is_elem('tex'): vert.add_out('vec2 texCoord') vert.add_uniform('float texUnpack', link='_texUnpack') if mat_state.material.arm_tilesheet_flag: vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset') vert.write('texCoord = tex * texUnpack + tilesheetOffset;') else: vert.write('texCoord = tex * texUnpack;') if con_depth.is_elem('tex1'): vert.add_out('vec2 texCoord1') vert.write('texCoord1 = tex1;') if con_depth.is_elem('col'): vert.add_out('vec3 vcolor') vert.write('vcolor = col.rgb;') if parse_opacity: if mat_state.material.arm_discard: opac = mat_state.material.arm_discard_opacity_shadows else: opac = '1.0' frag.write('if (opacity < {0}) discard;'.format(opac)) make_finalize.make(con_depth) assets.vs_equal(con_depth, assets.shader_cons['depth_vert']) assets.fs_equal(con_depth, assets.shader_cons['depth_frag']) return con_depth