armory/blender/arm/make_renderer.py
2017-11-02 12:10:01 +01:00

666 lines
25 KiB
Python

import bpy
import arm.nodes_renderpath as nodes_renderpath
import arm.utils
import arm.assets as assets
group = None
nodes = None
links = None
updating_preset = False
first_build = True
def check_default():
global first_build
wrd = bpy.data.worlds['Arm']
if len(wrd.arm_rplist) == 0:
wrd.arm_rplist.add()
wrd.arm_rplist_index = 0
first_build = True
if first_build == True:
make_renderer(arm.utils.get_rp())
first_build = False
def set_preset(self, context, preset):
global updating_preset
rpdat = arm.utils.get_rp()
updating_preset = True
if preset == 'Low':
rpdat.rp_renderer = 'Forward'
rpdat.arm_material_model = 'Full'
rpdat.rp_shadowmap = '1024'
rpdat.rp_translucency_state = 'Off'
rpdat.rp_overlays_state = 'Off'
rpdat.rp_decals_state = 'Off'
rpdat.rp_sss_state = 'Off'
rpdat.rp_blending_state = 'Off'
rpdat.rp_hdr = False
rpdat.rp_background = 'World'
rpdat.rp_stereo = False
rpdat.rp_greasepencil = False
rpdat.rp_gi = 'Off'
rpdat.rp_render_to_texture = False
rpdat.rp_supersampling = '1'
rpdat.rp_antialiasing = 'None'
rpdat.rp_compositornodes = False
rpdat.rp_volumetriclight = False
rpdat.rp_ssao = False
rpdat.rp_ssr = False
rpdat.rp_dfrs = False
rpdat.rp_dfao = False
rpdat.rp_dfgi = False
rpdat.rp_bloom = False
rpdat.rp_eyeadapt = False
rpdat.rp_rendercapture = False
rpdat.rp_motionblur = 'None'
rpdat.arm_rp_resolution = 'Display'
rpdat.arm_texture_filter = 'Anisotropic'
rpdat.arm_diffuse_model = 'Lambert'
elif preset == 'Forward':
rpdat.rp_renderer = 'Forward'
rpdat.arm_material_model = 'Full'
rpdat.rp_shadowmap = '2048'
rpdat.rp_translucency_state = 'Auto'
rpdat.rp_overlays_state = 'Auto'
rpdat.rp_decals_state = 'Auto'
rpdat.rp_sss_state = 'Auto'
rpdat.rp_blending_state = 'Off'
rpdat.rp_hdr = True
rpdat.rp_background = 'World'
rpdat.rp_stereo = False
rpdat.rp_greasepencil = False
rpdat.rp_gi = 'Off'
rpdat.rp_render_to_texture = True
rpdat.rp_supersampling = '1'
rpdat.rp_antialiasing = 'SMAA'
rpdat.rp_compositornodes = True
rpdat.rp_volumetriclight = False
rpdat.rp_ssao = True
rpdat.rp_ssr = True
rpdat.rp_dfrs = False
rpdat.rp_dfao = False
rpdat.rp_dfgi = False
rpdat.rp_bloom = False
rpdat.rp_eyeadapt = False
rpdat.rp_rendercapture = False
rpdat.rp_motionblur = 'None'
rpdat.arm_rp_resolution = 'Display'
rpdat.arm_texture_filter = 'Anisotropic'
rpdat.arm_diffuse_model = 'Lambert'
elif preset == 'Deferred':
rpdat.rp_renderer = 'Deferred'
rpdat.arm_material_model = 'Full'
rpdat.rp_shadowmap = '2048'
rpdat.rp_translucency_state = 'Auto'
rpdat.rp_overlays_state = 'Auto'
rpdat.rp_decals_state = 'Auto'
rpdat.rp_sss_state = 'Auto'
rpdat.rp_blending_state = 'Off'
rpdat.rp_hdr = True
rpdat.rp_background = 'World'
rpdat.rp_stereo = False
rpdat.rp_greasepencil = False
rpdat.rp_gi = 'Off'
rpdat.rp_render_to_texture = True
rpdat.rp_supersampling = '1'
rpdat.rp_antialiasing = 'FXAA'
rpdat.rp_compositornodes = True
rpdat.rp_volumetriclight = False
rpdat.rp_ssao = True
rpdat.rp_ssr = False
rpdat.rp_dfrs = False
rpdat.rp_dfao = False
rpdat.rp_dfgi = False
rpdat.rp_bloom = False
rpdat.rp_eyeadapt = False
rpdat.rp_rendercapture = False
rpdat.rp_motionblur = 'None'
rpdat.arm_rp_resolution = 'Display'
rpdat.arm_texture_filter = 'Anisotropic'
rpdat.arm_diffuse_model = 'Lambert'
elif preset == 'Render Capture':
rpdat.rp_renderer = 'Deferred'
rpdat.rp_shadowmap = '8192'
rpdat.rp_translucency_state = 'Auto'
rpdat.rp_overlays_state = 'Auto'
rpdat.rp_decals_state = 'Auto'
rpdat.rp_sss_state = 'Auto'
rpdat.rp_blending_state = 'Off'
rpdat.rp_hdr = True
rpdat.rp_background = 'World'
rpdat.rp_stereo = False
rpdat.rp_greasepencil = False
rpdat.rp_gi = 'Voxel GI'
rpdat.rp_voxelgi_resolution = '256'
rpdat.rp_voxelgi_emission = True
rpdat.rp_render_to_texture = True
rpdat.rp_supersampling = '2'
rpdat.rp_antialiasing = 'TAA'
rpdat.rp_compositornodes = True
rpdat.rp_volumetriclight = False
rpdat.rp_ssao = True
rpdat.rp_ssr = True
rpdat.rp_dfrs = False
rpdat.rp_dfao = False
rpdat.rp_dfgi = False
rpdat.rp_bloom = False
rpdat.rp_eyeadapt = False
rpdat.rp_rendercapture = True
rpdat.rp_motionblur = 'None'
rpdat.arm_rp_resolution = 'Display'
rpdat.arm_material_model = 'Full'
rpdat.arm_pcss_state = 'On'
rpdat.arm_texture_filter = 'Anisotropic'
rpdat.arm_diffuse_model = 'OrenNayar'
elif preset == 'Deferred Plus':
rpdat.rp_renderer = 'Deferred Plus'
rpdat.arm_material_model = 'Full'
rpdat.rp_shadowmap = '4096'
rpdat.rp_translucency_state = 'Auto'
rpdat.rp_overlays_state = 'Auto'
rpdat.rp_decals_state = 'Auto'
rpdat.rp_sss_state = 'Auto'
rpdat.rp_blending_state = 'Off'
rpdat.rp_hdr = True
rpdat.rp_background = 'World'
rpdat.rp_stereo = False
rpdat.rp_greasepencil = False
rpdat.rp_gi = 'Off'
rpdat.rp_render_to_texture = True
rpdat.rp_supersampling = '1'
rpdat.rp_antialiasing = 'TAA'
rpdat.rp_compositornodes = True
rpdat.rp_volumetriclight = False
rpdat.rp_ssao = True
rpdat.rp_ssr = True
rpdat.rp_dfrs = False
rpdat.rp_dfao = False
rpdat.rp_dfgi = False
rpdat.rp_bloom = False
rpdat.rp_eyeadapt = False
rpdat.rp_rendercapture = False
rpdat.rp_motionblur = 'None'
rpdat.arm_rp_resolution = 'Display'
rpdat.arm_texture_filter = 'Anisotropic'
rpdat.arm_diffuse_model = 'Lambert'
elif preset == 'VR Low':
rpdat.rp_renderer = 'Forward'
rpdat.arm_material_model = 'Mobile'
rpdat.rp_shadowmap = '1024'
rpdat.rp_translucency_state = 'Off'
rpdat.rp_overlays_state = 'Off'
rpdat.rp_decals_state = 'Off'
rpdat.rp_sss_state = 'Off'
rpdat.rp_blending_state = 'Off'
rpdat.rp_hdr = False
rpdat.rp_background = 'World'
rpdat.rp_stereo = True
rpdat.rp_greasepencil = False
rpdat.rp_gi = 'Off'
rpdat.rp_render_to_texture = False
rpdat.rp_supersampling = '1'
rpdat.rp_antialiasing = 'None'
rpdat.rp_compositornodes = False
rpdat.rp_volumetriclight = False
rpdat.rp_ssao = False
rpdat.rp_ssr = False
rpdat.rp_dfrs = False
rpdat.rp_dfao = False
rpdat.rp_dfgi = False
rpdat.rp_bloom = False
rpdat.rp_eyeadapt = False
rpdat.rp_rendercapture = False
rpdat.rp_motionblur = 'None'
rpdat.arm_rp_resolution = 'Display'
rpdat.arm_texture_filter = 'Point'
rpdat.arm_diffuse_model = 'Lambert'
elif preset == 'Mobile Low':
rpdat.rp_renderer = 'Forward'
rpdat.arm_material_model = 'Mobile'
rpdat.rp_shadowmap = '1024'
rpdat.rp_translucency_state = 'Off'
rpdat.rp_overlays_state = 'Off'
rpdat.rp_decals_state = 'Off'
rpdat.rp_sss_state = 'Off'
rpdat.rp_blending_state = 'Off'
rpdat.rp_hdr = False
rpdat.rp_background = 'Clear'
rpdat.rp_stereo = False
rpdat.rp_greasepencil = False
rpdat.rp_gi = 'Off'
rpdat.rp_render_to_texture = False
rpdat.rp_supersampling = '1'
rpdat.rp_antialiasing = 'None'
rpdat.rp_compositornodes = False
rpdat.rp_volumetriclight = False
rpdat.rp_ssao = False
rpdat.rp_ssr = False
rpdat.rp_dfrs = False
rpdat.rp_dfao = False
rpdat.rp_dfgi = False
rpdat.rp_bloom = False
rpdat.rp_eyeadapt = False
rpdat.rp_rendercapture = False
rpdat.rp_motionblur = 'None'
rpdat.arm_rp_resolution = 'Display'
rpdat.arm_texture_filter = 'Point'
rpdat.arm_diffuse_model = 'Lambert'
elif preset == 'Grease Pencil':
rpdat.rp_renderer = 'Forward'
rpdat.arm_material_model = 'Solid'
rpdat.rp_shadowmap = 'None'
rpdat.rp_translucency_state = 'Off'
rpdat.rp_overlays_state = 'Off'
rpdat.rp_decals_state = 'Off'
rpdat.rp_sss_state = 'Off'
rpdat.rp_blending_state = 'Off'
rpdat.rp_hdr = False
rpdat.rp_background = 'World'
rpdat.rp_stereo = False
rpdat.rp_greasepencil = True
rpdat.rp_render_to_texture = False
rpdat.rp_supersampling = '1'
rpdat.rp_antialiasing = 'None'
rpdat.rp_compositornodes = False
rpdat.rp_volumetriclight = False
rpdat.rp_ssao = False
rpdat.rp_ssr = False
rpdat.rp_dfrs = False
rpdat.rp_dfao = False
rpdat.rp_dfgi = False
rpdat.rp_bloom = False
rpdat.rp_eyeadapt = False
rpdat.rp_rendercapture = False
rpdat.rp_motionblur = 'None'
rpdat.arm_rp_resolution = 'Display'
rpdat.arm_texture_filter = 'Anisotropic'
rpdat.arm_diffuse_model = 'Lambert'
elif preset == 'Max':
rpdat.rp_renderer = 'Deferred'
rpdat.rp_shadowmap = '8192'
rpdat.rp_translucency_state = 'Auto'
rpdat.rp_overlays_state = 'Auto'
rpdat.rp_decals_state = 'Auto'
rpdat.rp_sss_state = 'Auto'
rpdat.rp_blending_state = 'Off'
rpdat.rp_hdr = True
rpdat.rp_background = 'World'
rpdat.rp_stereo = False
rpdat.rp_greasepencil = False
rpdat.rp_gi = 'Voxel GI'
rpdat.rp_voxelgi_resolution = '128'
rpdat.arm_voxelgi_revoxelize = True
rpdat.arm_voxelgi_camera = True
rpdat.rp_voxelgi_emission = False
rpdat.rp_render_to_texture = True
rpdat.rp_supersampling = '1'
rpdat.rp_antialiasing = 'TAA'
rpdat.rp_compositornodes = True
rpdat.rp_volumetriclight = False
rpdat.rp_ssao = True
rpdat.rp_ssr = True
rpdat.rp_dfrs = False
rpdat.rp_dfao = False
rpdat.rp_dfgi = False
rpdat.rp_bloom = False
rpdat.rp_eyeadapt = False
rpdat.rp_rendercapture = True
rpdat.rp_motionblur = 'None'
rpdat.arm_rp_resolution = 'Display'
rpdat.arm_material_model = 'Full'
rpdat.arm_pcss_state = 'On'
rpdat.arm_texture_filter = 'Anisotropic'
rpdat.arm_diffuse_model = 'OrenNayar'
updating_preset = False
set_renderpath(self, context)
def set_renderpath(self, context):
global updating_preset
if updating_preset == True:
return
# assets.invalidate_compiled_data(self, context)
assets.invalidate_shader_cache(self, context)
make_renderer(arm.utils.get_rp())
def make_renderer(rpdat):
global group
global nodes
global links
if bpy.data.filepath.endswith('arm_data.blend'): # Prevent load in library itself
return
if rpdat.rp_renderer == 'Forward':
load_library('forward_path', 'armory_default')
group = bpy.data.node_groups['armory_default']
nodes = group.nodes
links = group.links
make_forward(rpdat)
elif rpdat.rp_renderer == 'Deferred':
load_library('deferred_path', 'armory_default')
group = bpy.data.node_groups['armory_default']
nodes = group.nodes
links = group.links
make_deferred(rpdat)
elif rpdat.rp_renderer == 'Deferred Plus':
load_library('deferred_plus_path', 'armory_default')
group = bpy.data.node_groups['armory_default']
nodes = group.nodes
links = group.links
make_deferred_plus(rpdat)
def relink(start_node, next_node):
if len(nodes[start_node].inputs[0].links) > 0:
n = nodes[start_node].inputs[0].links[0].from_node
l = n.outputs[0].links[0]
links.remove(l)
links.new(n.outputs[0], nodes[next_node].inputs[0])
def make_forward(rpdat):
nodes['Begin'].inputs[1].default_value = rpdat.rp_hdr
nodes['Screen'].inputs[0].default_value = int(rpdat.rp_supersampling)
if rpdat.rp_gi == 'Voxel GI' or rpdat.rp_gi == 'Voxel AO':
n = nodes['Image 3D Voxels']
if rpdat.rp_gi == 'Voxel AO':
n.inputs[4].default_value = 'R8'
elif rpdat.rp_voxelgi_hdr:
n.inputs[4].default_value = 'RGBA64'
# One lamp only for now - draw shadow map in advance
links.new(nodes['Draw Meshes SM'].outputs[0], nodes['Branch Function Voxelize'].inputs[0])
links.new(nodes['Merge Stages Voxelize'].outputs[0], nodes['Set Target Mesh'].inputs[0])
res = int(rpdat.rp_voxelgi_resolution)
n.inputs[1].default_value = res
n.inputs[2].default_value = res
n.inputs[3].default_value = int(res * float(rpdat.rp_voxelgi_resolution_z))
n = nodes['Set Viewport Voxels']
n.inputs[1].default_value = res
n.inputs[2].default_value = res
else:
relink('Bind Target Mesh Voxels', 'Draw Meshes Mesh')
if not rpdat.rp_hdr:
nodes['lbuf'].inputs[4].default_value = 'RGBA32'
if not rpdat.rp_depthprepass:
relink('Draw Meshes Depth', 'Bind Target Mesh SM')
if rpdat.rp_shadowmap != 'None':
n = nodes['Shadow Map']
n.inputs[1].default_value = n.inputs[2].default_value = int(rpdat.rp_shadowmap)
else:
l = nodes['Begin'].outputs[0].links[0]
links.remove(l)
links.new(nodes['Begin'].outputs[0], nodes['Set Target Mesh'].inputs[0])
relink('Bind Target Mesh SM', 'Draw Meshes Mesh') # No shadowmap bind
relink('Bind Target Transluc SM', 'Draw Meshes Transluc')
if rpdat.rp_stereo:
if rpdat.rp_shadowmap != 'None':
links.new(nodes['Bind Target Mesh SM'].outputs[0], nodes['Draw Stereo'].inputs[0])
else:
links.new(nodes['Clear Target Mesh'].outputs[0], nodes['Draw Stereo'].inputs[0])
links.new(nodes['Draw Stereo'].outputs[1], nodes['Draw Meshes Mesh'].inputs[0])
if rpdat.rp_greasepencil:
if rpdat.rp_shadowmap != 'None':
links.new(nodes['Bind Target Mesh SM'].outputs[0], nodes['Draw Grease Pencil'].inputs[0])
else:
links.new(nodes['Clear Target Mesh'].outputs[0], nodes['Draw Grease Pencil'].inputs[0])
links.new(nodes['Draw Grease Pencil'].outputs[0], nodes['Draw Meshes Mesh'].inputs[0])
if rpdat.rp_background != 'World':
relink('Draw World', 'Set Target Accum')
if rpdat.rp_background == 'Clear':
nodes['Clear Target Mesh'].inputs[1].default_value = True
if not rpdat.rp_render_to_texture:
links.new(nodes['Framebuffer'].outputs[0], nodes['Set Target Mesh'].inputs[1])
if rpdat.rp_background == 'World':
l = nodes['Draw World'].outputs[0].links[0]
elif rpdat.rp_greasepencil:
l = nodes['Draw Grease Pencil'].outputs[0].links[0]
else:
l = nodes['Draw Meshes Mesh'].outputs[0].links[0]
links.remove(l)
if not rpdat.rp_translucency:
relink('Set Target Accum', 'Draw Compositor + FXAA')
last_node = 'Draw Compositor + FXAA'
if rpdat.rp_antialiasing == 'SMAA':
pass
elif rpdat.rp_antialiasing == 'TAA':
pass
elif rpdat.rp_antialiasing == 'FXAA':
pass
elif rpdat.rp_antialiasing == 'None':
last_node = 'Draw Compositor'
relink('Draw Compositor + FXAA', 'Draw Compositor')
if rpdat.rp_overlays:
links.new(last_node.outputs[0], nodes['Clear Target Overlay'].inputs[0])
if not rpdat.rp_compositornodes:
relink(last_node, 'Copy')
def make_deferred(rpdat):
nodes['Begin'].inputs[1].default_value = rpdat.rp_hdr
nodes['Screen'].inputs[0].default_value = int(rpdat.rp_supersampling)
if rpdat.rp_gi == 'Voxel GI':
n = nodes['Image 3D Voxels']
if rpdat.rp_voxelgi_hdr:
n.inputs[4].default_value = 'RGBA64'
# One lamp only for now - draw shadow map in advance
links.new(nodes['Begin'].outputs[0], nodes['Set Target SM'].inputs[0])
links.new(nodes['Draw Meshes SM'].outputs[0], nodes['Branch Function Voxelize'].inputs[0])
l = nodes['Loop Lamps'].outputs[1].links[0]
links.remove(l)
links.new(nodes['Loop Lamps'].outputs[1], nodes['Deferred Light'].inputs[0])
links.new(nodes['Merge Stages Voxelize'].outputs[0], nodes['Set Target Mesh'].inputs[0])
res = int(rpdat.rp_voxelgi_resolution)
n.inputs[1].default_value = res
n.inputs[2].default_value = res
n.inputs[3].default_value = int(res * float(rpdat.rp_voxelgi_resolution_z))
n = nodes['Set Viewport Voxels']
n.inputs[1].default_value = res
n.inputs[2].default_value = res
links.new(nodes['Image 3D Voxels'].outputs[0], nodes['Deferred Indirect'].inputs[4])
if rpdat.arm_voxelgi_shadows or rpdat.arm_voxelgi_refraction:
links.new(nodes['Image 3D Voxels'].outputs[0], nodes['Deferred Light'].inputs[4])
links.new(nodes['Image 3D Voxels'].outputs[0], nodes['Deferred Light.001'].inputs[4])
elif rpdat.rp_gi == 'Voxel AO':
n = nodes['Image 3D Voxels']
n.inputs[4].default_value = 'R8'
links.new(nodes['Begin'].outputs[0], nodes['Branch Function Voxelize'].inputs[0])
links.new(nodes['Merge Stages Voxelize'].outputs[0], nodes['Set Target Mesh'].inputs[0])
res = int(rpdat.rp_voxelgi_resolution)
n.inputs[1].default_value = res
n.inputs[2].default_value = res
n.inputs[3].default_value = int(res * float(rpdat.rp_voxelgi_resolution_z))
n = nodes['Set Viewport Voxels']
n.inputs[1].default_value = res
n.inputs[2].default_value = res
links.new(nodes['Image 3D Voxels'].outputs[0], nodes['Deferred Indirect'].inputs[4])
if rpdat.rp_shadowmap != 'None':
n = nodes['Shadow Map']
n.inputs[1].default_value = n.inputs[2].default_value = int(rpdat.rp_shadowmap)
else:
l = nodes['Loop Lamps'].outputs[1].links[0]
links.remove(l)
links.new(nodes['Loop Lamps'].outputs[1], nodes['Deferred Light'].inputs[0])
l = nodes['Deferred Light'].inputs[3].links[0] # No shadowmap bind
links.remove(l)
l = nodes['Volumetric Light'].inputs[6].links[0]
links.remove(l)
relink('Bind Target Transluc SM', 'Draw Meshes Transluc')
if rpdat.rp_volumetriclight:
links.new(nodes['Deferred Light'].outputs[0], nodes['Volumetric Light'].inputs[0])
if not rpdat.rp_decals:
relink('Set Target Decal', 'SSAO')
if not rpdat.rp_ssao:
relink('SSAO', 'Deferred Indirect')
l = nodes['Deferred Indirect'].inputs[3].links[0]
links.remove(l)
if rpdat.rp_background != 'World':
relink('Draw World', 'Water')
if rpdat.rp_background == 'Clear':
nodes['Clear Target Mesh'].inputs[1].default_value = True
if not rpdat.rp_ocean:
relink('Water', 'Draw Meshes Blend')
if rpdat.rp_blending_state == 'Off':
relink('Draw Meshes Blend', 'Set Target Accum')
if not rpdat.rp_translucency:
relink('Set Target Accum', 'Bloom')
if not rpdat.rp_bloom:
relink('Bloom', 'SSS')
if not rpdat.rp_sss:
relink('SSS', 'SSR')
if not rpdat.rp_ssr:
relink('SSR', 'SSGI')
if not rpdat.rp_ssgi:
relink('SSGI', 'Draw Compositor')
if rpdat.rp_motionblur != 'None':
last_node = nodes['Draw Compositor'].inputs[0].links[0].from_node
if rpdat.rp_motionblur == 'Camera':
links.new(last_node.outputs[0], nodes['Motion Blur'].inputs[0])
links.new(nodes['Copy MB'].outputs[0], nodes['Draw Compositor'].inputs[0])
else: # Object
links.new(last_node.outputs[0], nodes['Motion Blur Velocity'].inputs[0])
links.new(nodes['Copy MBV'].outputs[0], nodes['Draw Compositor'].inputs[0])
# Velocity
links.new(nodes['gbuffer2'].outputs[0], nodes['GBuffer'].inputs[2])
# Clear velocity
relink('Set Target Mesh', 'Set Target Veloc')
links.new(nodes['Clear Target Veloc'].outputs[0], nodes['Set Target Mesh'].inputs[0])
if rpdat.arm_ssr_half_res:
links.new(nodes['ssra'].outputs[0], nodes['SSR'].inputs[2])
links.new(nodes['ssrb'].outputs[0], nodes['SSR'].inputs[3])
last_node = 'Draw Compositor'
if not rpdat.rp_compositornodes:
pass
if rpdat.rp_overlays:
links.new(nodes[last_node].outputs[0], nodes['Clear Target Overlay'].inputs[0])
last_node = 'Draw Meshes Overlay'
links.new(nodes[last_node].outputs[0], nodes['SMAA'].inputs[0])
if rpdat.rp_antialiasing == 'SMAA':
last_node = 'SMAA'
elif rpdat.rp_antialiasing == 'TAA':
last_node = 'Copy'
links.new(nodes['SMAA'].outputs[0], nodes['TAA'].inputs[0])
links.new(nodes['Reroute.019'].outputs[0], nodes['SMAA'].inputs[5])
links.new(nodes['gbuffer2'].outputs[0], nodes['GBuffer'].inputs[2])
links.new(nodes['Reroute.014'].outputs[0], nodes['SMAA'].inputs[1])
# Clear velocity
if rpdat.rp_motionblur != 'Object':
relink('Set Target Mesh', 'Set Target Veloc')
links.new(nodes['Clear Target Veloc'].outputs[0], nodes['Set Target Mesh'].inputs[0])
elif rpdat.rp_antialiasing == 'FXAA':
last_node = 'FXAA'
relink('SMAA', 'FXAA')
elif rpdat.rp_antialiasing == 'None':
last_node = 'Draw Compositor'
l = nodes['Draw Compositor'].outputs[0].links[0]
links.remove(l)
links.new(nodes['Framebuffer'].outputs[0], nodes['Draw Compositor'].inputs[1])
if rpdat.rp_supersampling == '4':
links.new(nodes[last_node].outputs[0], nodes['SS Resolve'].inputs[0])
last_node = 'SS Resolve'
if rpdat.rp_antialiasing == 'SMAA':
links.new(nodes['Reroute.014'].outputs[0], nodes['SMAA'].inputs[1])
links.new(nodes['Reroute.014'].outputs[0], nodes['SS Resolve'].inputs[2])
elif rpdat.rp_antialiasing == 'TAA':
links.new(nodes['Reroute.008'].outputs[0], nodes['TAA'].inputs[1])
links.new(nodes['Reroute.008'].outputs[0], nodes['SS Resolve'].inputs[2])
elif rpdat.rp_antialiasing == 'FXAA':
links.new(nodes['Reroute.008'].outputs[0], nodes['FXAA'].inputs[1])
links.new(nodes['Reroute.008'].outputs[0], nodes['SS Resolve'].inputs[2])
elif rpdat.rp_antialiasing == 'None':
links.new(nodes['Reroute.008'].outputs[0], nodes['Draw Compositor'].inputs[1])
links.new(nodes['Reroute.008'].outputs[0], nodes['SS Resolve'].inputs[2])
if rpdat.rp_eyeadapt:
links.new(nodes[last_node].outputs[0], nodes['Histogram'].inputs[0])
links.new(nodes['histogram'].outputs[0], nodes['Draw Compositor'].inputs[5])
if rpdat.rp_rendercapture:
# links.new(nodes[last_node].outputs[0], nodes['CopyCapture'].inputs[0])
fb = nodes['Framebuffer']
cc = nodes['CopyCapture']
cn = nodes['Capture']
for l in fb.outputs[0].links:
if l.to_node != cc:
links.new(cn.outputs[0], l.to_socket)
wrd = bpy.data.worlds['Arm']
if wrd.rp_rendercapture_format == '8bit':
cn.inputs[4].default_value = 'RGBA32'
elif wrd.rp_rendercapture_format == '16bit':
cn.inputs[4].default_value = 'RGBA64'
elif wrd.rp_rendercapture_format == '32bit':
cn.inputs[4].default_value = 'RGBA128'
def make_deferred_plus(rpdat):
pass
def reload_blend_data():
global first_build
first_build = True
armory_pbr = bpy.data.node_groups.get('Armory PBR')
if armory_pbr != None and len(armory_pbr.inputs) == 14:
armory_pbr.name = 'Armory PBR Old'
armory_pbr = None
if armory_pbr == None:
load_library('Armory PBR')
def load_library(asset_name, rename=None):
if bpy.data.filepath.endswith('arm_data.blend'): # Prevent load in library itself
return
sdk_path = arm.utils.get_sdk_path()
data_path = sdk_path + '/armory/blender/data/arm_data.blend'
data_names = [asset_name]
# Remove old
if rename != None and rename in bpy.data.node_groups and asset_name != 'Armory PBR':
bpy.data.node_groups.remove(bpy.data.node_groups[rename], do_unlink=True)
# Import
data_refs = data_names.copy()
with bpy.data.libraries.load(data_path, link=False) as (data_from, data_to):
data_to.node_groups = data_refs
for ref in data_refs:
ref.use_fake_user = True
if rename != None:
ref.name = rename
def register():
reload_blend_data()
def unregister():
pass