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' # Shadows if rpdat.rp_shadows: wrd.world_defs += '_ShadowMap' if rpdat.rp_shadowmap_cascades != '1': wrd.world_defs += '_CSM' assets.add_khafile_def('arm_csm') # 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' has_voxels = arm.utils.voxel_support() if rpdat.rp_voxelao and has_voxels and rpdat.arm_material_model == 'Full': 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' wrd.world_defs += '_VoxelAOvar' # Write a shader variant if rpdat.arm_voxelgi_shadows: wrd.world_defs += '_VoxelShadow' if rpdat.arm_voxelgi_occ == 0.0: wrd.world_defs += '_VoxelAONoTrace' if arm.utils.get_legacy_shaders() or 'ios' in state.target: wrd.world_defs += '_Legacy' assets.add_khafile_def('arm_legacy') # Light defines point_lights = 0 for bo in bpy.data.objects: # TODO: temp if bo.type == 'LIGHT': light = bo.data if light.type == 'AREA' and '_LTC' not in wrd.world_defs: point_lights += 1 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': point_lights += 1 if light.type == 'SPOT' and '_Spot' not in wrd.world_defs: wrd.world_defs += '_Spot' assets.add_khafile_def('arm_spot') if point_lights == 1: wrd.world_defs += '_SinglePoint' elif point_lights > 1: wrd.world_defs += '_Clusters' assets.add_khafile_def('arm_clusters') if '_Rad' 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_shadows: assets.add_khafile_def('rp_shadowmap') assets.add_khafile_def('rp_shadowmap_cascade={0}'.format(arm.utils.get_cascade_size(rpdat))) assets.add_khafile_def('rp_shadowmap_cube={0}'.format(rpdat.rp_shadowmap_cube)) 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 + 'clouds_base.raw') assets.add_embedded_data('clouds_base.raw') assets.add(assets_path + 'clouds_detail.raw') assets.add_embedded_data('clouds_detail.raw') assets.add(assets_path + 'clouds_map.png') assets.add_embedded_data('clouds_map.png') if rpdat.rp_renderer == 'Deferred' 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_renderer == 'Forward' and not rpdat.rp_compositornodes: assets.add_shader_pass('copy_pass') 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].view_settings.exposure != 0.0: 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') 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_bloom: assets.add_khafile_def('rp_bloom') assets.add_shader_pass('bloom_pass') assets.add_shader_pass('blur_gaus_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_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' has_voxels = arm.utils.voxel_support() if rpdat.rp_voxelao and has_voxels and rpdat.arm_material_model == 'Full': assets.add_khafile_def('rp_voxelao') 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_rp_resolution == 'Custom': assets.add_khafile_def('rp_resolution_filter={0}'.format(rpdat.arm_rp_resolution_filter)) if rpdat.rp_renderer == 'Deferred': if rpdat.arm_material_model == 'Full': assets.add_shader_pass('deferred_light') else: # mobile, solid assets.add_shader_pass('deferred_light_' + rpdat.arm_material_model.lower()) assets.add_khafile_def('rp_material_' + rpdat.arm_material_model.lower()) if 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') 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_water: assets.add_khafile_def('rp_water') assets.add_shader_pass('water_pass') assets.add_shader_pass('copy_pass') assets.add(assets_path + 'water_base.png') assets.add_embedded_data('water_base.png') assets.add(assets_path + 'water_detail.png') assets.add_embedded_data('water_detail.png') assets.add(assets_path + 'water_foam.png') assets.add_embedded_data('water_foam.png') if rpdat.rp_blending: assets.add_khafile_def('rp_blending') if rpdat.rp_sss: assets.add_khafile_def('rp_sss') wrd.world_defs += '_SSS' assets.add_shader_pass('sss_pass') if (rpdat.rp_ssr and rpdat.arm_ssr_half_res) or (rpdat.rp_ssgi != 'Off' and rpdat.arm_ssgi_half_res): 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') assets.add_shader_pass('histogram_pass') if rpdat.rp_dynres: assets.add_khafile_def('rp_dynres') gbuffer2 = '_Veloc' in wrd.world_defs if gbuffer2: assets.add_khafile_def('rp_gbuffer2') wrd.world_defs += '_gbuffer2' if callback != None: callback()