armory/blender/arm/material/mat_utils.py
2017-11-22 21:17:36 +01:00

82 lines
2.7 KiB
Python

import bpy
import arm.utils
import arm.make_state as make_state
import arm.material.cycles as cycles
import arm.log as log
add_mesh_contexts = []
def disp_linked(output_node):
# Armory PBR with unlinked height socket
linked = output_node.inputs[2].is_linked
tess_enabled = arm.utils.tess_enabled(make_state.target)
if linked:
l = output_node.inputs[2].links[0]
if l.from_node.type == 'GROUP' and l.from_node.node_tree.name.startswith('Armory PBR') and \
((len(l.from_node.inputs) == 14 and l.from_node.inputs[10].is_linked == False) or (len(l.from_node.inputs) != 14 and l.from_node.inputs[7].is_linked == False)):
return False
if linked and not tess_enabled:
log.warn('Tessellation not available on ' + make_state.target)
return tess_enabled and linked
def get_rpasses(material):
ar = []
rpdat = arm.utils.get_rp()
vgirefract = rpdat.rp_gi == 'Voxel GI' and rpdat.arm_voxelgi_refraction
if material.arm_decal:
ar.append('decal')
elif material.arm_overlay:
ar.append('overlay')
elif is_transluc(material) and not material.arm_discard and not vgirefract:
ar.append('translucent')
else:
ar.append('mesh')
for con in add_mesh_contexts:
ar.append(con)
if rpdat.rp_gi == 'Voxel GI' or rpdat.rp_gi == 'Voxel AO':
ar.append('voxel')
if rpdat.rp_renderer == 'Deferred Plus':
ar.append('rect')
if rpdat.rp_renderer == 'Forward' and rpdat.rp_depthprepass:
ar.append('depth')
shadows_enabled = False
if rpdat.rp_shadowmap != 'Off':
shadows_enabled = True
if material.arm_cast_shadow and shadows_enabled and ('mesh' in ar or 'translucent' in ar):
ar.append('shadowmap')
return ar
def is_transluc(material):
nodes = material.node_tree.nodes
output_node = cycles.node_by_type(nodes, 'OUTPUT_MATERIAL')
if output_node == None or output_node.inputs[0].is_linked == False:
return False
surface_node = output_node.inputs[0].links[0].from_node
return is_transluc_traverse(surface_node)
def is_transluc_traverse(node):
# TODO: traverse groups
if is_transluc_type(node):
return True
for inp in node.inputs:
if inp.is_linked:
res = is_transluc_traverse(inp.links[0].from_node)
if res:
return True
return False
def is_transluc_type(node):
if node.type == 'BSDF_GLASS' or \
node.type == 'BSDF_TRANSPARENT' or \
node.type == 'BSDF_TRANSLUCENT' or \
(node.type == 'GROUP' and node.node_tree.name.startswith('Armory PBR') and (node.inputs[1].is_linked or node.inputs[1].default_value != 1.0)):
return True
return False