import bpy import arm.utils import arm.node_utils import arm.material.make_shader as make_shader import arm.material.mat_batch as mat_batch import arm.material.mat_state as mat_state import arm.material.make_texture as make_texture def glsl_type(t): # Merge with cycles if t == 'RGB' or t == 'RGBA' or t == 'VECTOR': return 'vec3' else: return 'float' def glsl_value(val): if str(type(val)) == "": res = [] for v in val: res.append(v) return res else: return val def parse(material, mat_data, mat_users, mat_armusers): wrd = bpy.data.worlds['Arm'] rpdat = arm.utils.get_rp() # No batch - shader data per material if material.arm_custom_material != '': rpasses = ['mesh'] sd = {} sd['contexts'] = [] con = {} con['vertex_structure'] = [] elem = {} elem['name'] = 'pos' con['vertex_structure'].append(elem) elem = {} elem['name'] = 'nor' con['vertex_structure'].append(elem) sd['contexts'].append(con) shader_data_name = material.arm_custom_material bind_constants = {} bind_constants['mesh'] = [] bind_textures = {} bind_textures['mesh'] = [] elif not wrd.arm_batch_materials or material.name.startswith('armdefault'): rpasses, shader_data, shader_data_name, bind_constants, bind_textures = make_shader.build(material, mat_users, mat_armusers) sd = shader_data.sd else: rpasses, shader_data, shader_data_name, bind_constants, bind_textures = mat_batch.get(material) sd = shader_data.sd # Material for rp in rpasses: c = {} c['name'] = rp c['bind_constants'] = [] + bind_constants[rp] c['bind_textures'] = [] + bind_textures[rp] mat_data['contexts'].append(c) if rp == 'mesh': const = {} const['name'] = 'receiveShadow' const['bool'] = material.arm_receive_shadow c['bind_constants'].append(const) if material.arm_material_id != 0: const = {} const['name'] = 'materialID' const['int'] = material.arm_material_id c['bind_constants'].append(const) if material.arm_material_id == 2: wrd.world_defs += '_Hair' elif rpdat.rp_sss_state == 'On': sss = False sss_node = arm.node_utils.get_node_by_type(material.node_tree, 'SUBSURFACE_SCATTERING') if sss_node != None and sss_node.outputs[0].is_linked: # Check linked node sss = True sss_node = arm.node_utils.get_node_by_type(material.node_tree, 'BSDF_PRINCIPLED') if sss_node != None and sss_node.outputs[0].is_linked and (sss_node.inputs[1].is_linked or sss_node.inputs[1].default_value != 0.0): sss = True sss_node = arm.node_utils.get_node_armorypbr(material.node_tree) if sss_node != None and sss_node.outputs[0].is_linked and (sss_node.inputs[8].is_linked or sss_node.inputs[8].default_value != 0.0): sss = True if sss: const = {} const['name'] = 'materialID' const['int'] = 2 c['bind_constants'].append(const) # TODO: Mesh only material batching if wrd.arm_batch_materials: # Set textures uniforms if len(c['bind_textures']) > 0: c['bind_textures'] = [] for node in material.node_tree.nodes: if node.type == 'TEX_IMAGE': tex_name = arm.utils.safesrc(node.name) tex = make_texture.make(node, tex_name) if tex == None: # Empty texture tex = {} tex['name'] = tex_name tex['file'] = '' c['bind_textures'].append(tex) # Set marked inputs as uniforms for node in material.node_tree.nodes: for inp in node.inputs: if inp.is_uniform: uname = arm.utils.safesrc(inp.node.name) + arm.utils.safesrc(inp.name) # Merge with cycles const = {} const['name'] = uname const[glsl_type(inp.type)] = glsl_value(inp.default_value) c['bind_constants'].append(const) elif rp == 'translucent': const = {} const['name'] = 'receiveShadow' const['bool'] = material.arm_receive_shadow c['bind_constants'].append(const) shader_file_name = shader_data_name if material.arm_custom_material != '': shader_file_name += '.json' mat_data['shader'] = shader_file_name + '/' + shader_data_name return sd, rpasses