666 lines
25 KiB
Python
666 lines
25 KiB
Python
import bpy
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import arm.nodes_renderpath as nodes_renderpath
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import arm.utils
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import arm.assets as assets
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group = None
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nodes = None
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links = None
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updating_preset = False
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first_build = True
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def check_default():
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global first_build
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wrd = bpy.data.worlds['Arm']
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if len(wrd.arm_rplist) == 0:
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wrd.arm_rplist.add()
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wrd.arm_rplist_index = 0
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first_build = True
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if first_build == True:
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make_renderer(arm.utils.get_rp())
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first_build = False
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def set_preset(self, context, preset):
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global updating_preset
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rpdat = arm.utils.get_rp()
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updating_preset = True
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if preset == 'Low':
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rpdat.rp_renderer = 'Forward'
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rpdat.arm_material_model = 'Full'
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rpdat.rp_shadowmap = '1024'
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rpdat.rp_translucency_state = 'Off'
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rpdat.rp_overlays_state = 'Off'
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rpdat.rp_decals_state = 'Off'
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rpdat.rp_sss_state = 'Off'
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rpdat.rp_blending_state = 'Off'
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rpdat.rp_hdr = False
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rpdat.rp_background = 'World'
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rpdat.rp_stereo = False
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rpdat.rp_greasepencil = False
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rpdat.rp_gi = 'Off'
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rpdat.rp_render_to_texture = False
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rpdat.rp_supersampling = '1'
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rpdat.rp_antialiasing = 'None'
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rpdat.rp_compositornodes = False
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rpdat.rp_volumetriclight = False
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rpdat.rp_ssao = False
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rpdat.rp_ssr = False
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rpdat.rp_dfrs = False
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rpdat.rp_dfao = False
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rpdat.rp_dfgi = False
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rpdat.rp_bloom = False
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rpdat.rp_eyeadapt = False
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rpdat.rp_rendercapture = False
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rpdat.rp_motionblur = 'None'
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rpdat.arm_rp_resolution = 'Display'
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rpdat.arm_texture_filter = 'Anisotropic'
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rpdat.arm_diffuse_model = 'Lambert'
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elif preset == 'Forward':
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rpdat.rp_renderer = 'Forward'
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rpdat.arm_material_model = 'Full'
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rpdat.rp_shadowmap = '2048'
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rpdat.rp_translucency_state = 'Auto'
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rpdat.rp_overlays_state = 'Auto'
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rpdat.rp_decals_state = 'Auto'
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rpdat.rp_sss_state = 'Auto'
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rpdat.rp_blending_state = 'Off'
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rpdat.rp_hdr = True
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rpdat.rp_background = 'World'
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rpdat.rp_stereo = False
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rpdat.rp_greasepencil = False
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rpdat.rp_gi = 'Off'
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rpdat.rp_render_to_texture = True
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rpdat.rp_supersampling = '1'
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rpdat.rp_antialiasing = 'SMAA'
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rpdat.rp_compositornodes = True
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rpdat.rp_volumetriclight = False
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rpdat.rp_ssao = True
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rpdat.rp_ssr = True
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rpdat.rp_dfrs = False
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rpdat.rp_dfao = False
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rpdat.rp_dfgi = False
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rpdat.rp_bloom = False
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rpdat.rp_eyeadapt = False
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rpdat.rp_rendercapture = False
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rpdat.rp_motionblur = 'None'
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rpdat.arm_rp_resolution = 'Display'
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rpdat.arm_texture_filter = 'Anisotropic'
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rpdat.arm_diffuse_model = 'Lambert'
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elif preset == 'Deferred':
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rpdat.rp_renderer = 'Deferred'
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rpdat.arm_material_model = 'Full'
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rpdat.rp_shadowmap = '2048'
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rpdat.rp_translucency_state = 'Auto'
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rpdat.rp_overlays_state = 'Auto'
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rpdat.rp_decals_state = 'Auto'
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rpdat.rp_sss_state = 'Auto'
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rpdat.rp_blending_state = 'Off'
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rpdat.rp_hdr = True
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rpdat.rp_background = 'World'
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rpdat.rp_stereo = False
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rpdat.rp_greasepencil = False
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rpdat.rp_gi = 'Off'
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rpdat.rp_render_to_texture = True
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rpdat.rp_supersampling = '1'
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rpdat.rp_antialiasing = 'FXAA'
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rpdat.rp_compositornodes = True
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rpdat.rp_volumetriclight = False
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rpdat.rp_ssao = True
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rpdat.rp_ssr = False
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rpdat.rp_dfrs = False
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rpdat.rp_dfao = False
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rpdat.rp_dfgi = False
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rpdat.rp_bloom = False
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rpdat.rp_eyeadapt = False
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rpdat.rp_rendercapture = False
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rpdat.rp_motionblur = 'None'
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rpdat.arm_rp_resolution = 'Display'
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rpdat.arm_texture_filter = 'Anisotropic'
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rpdat.arm_diffuse_model = 'Lambert'
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elif preset == 'Render Capture':
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rpdat.rp_renderer = 'Deferred'
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rpdat.rp_shadowmap = '8192'
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rpdat.rp_translucency_state = 'Auto'
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rpdat.rp_overlays_state = 'Auto'
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rpdat.rp_decals_state = 'Auto'
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rpdat.rp_sss_state = 'Auto'
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rpdat.rp_blending_state = 'Off'
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rpdat.rp_hdr = True
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rpdat.rp_background = 'World'
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rpdat.rp_stereo = False
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rpdat.rp_greasepencil = False
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rpdat.rp_gi = 'Voxel GI'
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rpdat.rp_voxelgi_resolution = '256'
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rpdat.rp_voxelgi_emission = True
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rpdat.rp_render_to_texture = True
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rpdat.rp_supersampling = '2'
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rpdat.rp_antialiasing = 'TAA'
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rpdat.rp_compositornodes = True
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rpdat.rp_volumetriclight = False
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rpdat.rp_ssao = True
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rpdat.rp_ssr = True
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rpdat.rp_dfrs = False
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rpdat.rp_dfao = False
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rpdat.rp_dfgi = False
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rpdat.rp_bloom = False
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rpdat.rp_eyeadapt = False
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rpdat.rp_rendercapture = True
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rpdat.rp_motionblur = 'None'
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rpdat.arm_rp_resolution = 'Display'
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rpdat.arm_material_model = 'Full'
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rpdat.arm_pcss_state = 'On'
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rpdat.arm_texture_filter = 'Anisotropic'
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rpdat.arm_diffuse_model = 'OrenNayar'
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elif preset == 'Deferred Plus':
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rpdat.rp_renderer = 'Deferred Plus'
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rpdat.arm_material_model = 'Full'
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rpdat.rp_shadowmap = '4096'
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rpdat.rp_translucency_state = 'Auto'
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rpdat.rp_overlays_state = 'Auto'
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rpdat.rp_decals_state = 'Auto'
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rpdat.rp_sss_state = 'Auto'
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rpdat.rp_blending_state = 'Off'
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rpdat.rp_hdr = True
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rpdat.rp_background = 'World'
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rpdat.rp_stereo = False
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rpdat.rp_greasepencil = False
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rpdat.rp_gi = 'Off'
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rpdat.rp_render_to_texture = True
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rpdat.rp_supersampling = '1'
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rpdat.rp_antialiasing = 'TAA'
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rpdat.rp_compositornodes = True
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rpdat.rp_volumetriclight = False
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rpdat.rp_ssao = True
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rpdat.rp_ssr = True
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rpdat.rp_dfrs = False
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rpdat.rp_dfao = False
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rpdat.rp_dfgi = False
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rpdat.rp_bloom = False
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rpdat.rp_eyeadapt = False
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rpdat.rp_rendercapture = False
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rpdat.rp_motionblur = 'None'
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rpdat.arm_rp_resolution = 'Display'
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rpdat.arm_texture_filter = 'Anisotropic'
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rpdat.arm_diffuse_model = 'Lambert'
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elif preset == 'VR Low':
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rpdat.rp_renderer = 'Forward'
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rpdat.arm_material_model = 'Mobile'
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rpdat.rp_shadowmap = '1024'
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rpdat.rp_translucency_state = 'Off'
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rpdat.rp_overlays_state = 'Off'
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rpdat.rp_decals_state = 'Off'
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rpdat.rp_sss_state = 'Off'
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rpdat.rp_blending_state = 'Off'
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rpdat.rp_hdr = False
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rpdat.rp_background = 'World'
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rpdat.rp_stereo = True
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rpdat.rp_greasepencil = False
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rpdat.rp_gi = 'Off'
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rpdat.rp_render_to_texture = False
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rpdat.rp_supersampling = '1'
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rpdat.rp_antialiasing = 'None'
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rpdat.rp_compositornodes = False
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rpdat.rp_volumetriclight = False
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rpdat.rp_ssao = False
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rpdat.rp_ssr = False
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rpdat.rp_dfrs = False
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rpdat.rp_dfao = False
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rpdat.rp_dfgi = False
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rpdat.rp_bloom = False
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rpdat.rp_eyeadapt = False
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rpdat.rp_rendercapture = False
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rpdat.rp_motionblur = 'None'
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rpdat.arm_rp_resolution = 'Display'
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rpdat.arm_texture_filter = 'Point'
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rpdat.arm_diffuse_model = 'Lambert'
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elif preset == 'Mobile Low':
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rpdat.rp_renderer = 'Forward'
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rpdat.arm_material_model = 'Mobile'
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rpdat.rp_shadowmap = '1024'
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rpdat.rp_translucency_state = 'Off'
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rpdat.rp_overlays_state = 'Off'
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rpdat.rp_decals_state = 'Off'
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rpdat.rp_sss_state = 'Off'
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rpdat.rp_blending_state = 'Off'
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rpdat.rp_hdr = False
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rpdat.rp_background = 'Clear'
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rpdat.rp_stereo = False
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rpdat.rp_greasepencil = False
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rpdat.rp_gi = 'Off'
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rpdat.rp_render_to_texture = False
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rpdat.rp_supersampling = '1'
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rpdat.rp_antialiasing = 'None'
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rpdat.rp_compositornodes = False
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rpdat.rp_volumetriclight = False
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rpdat.rp_ssao = False
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rpdat.rp_ssr = False
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rpdat.rp_dfrs = False
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rpdat.rp_dfao = False
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rpdat.rp_dfgi = False
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rpdat.rp_bloom = False
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rpdat.rp_eyeadapt = False
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rpdat.rp_rendercapture = False
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rpdat.rp_motionblur = 'None'
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rpdat.arm_rp_resolution = 'Display'
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rpdat.arm_texture_filter = 'Point'
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rpdat.arm_diffuse_model = 'Lambert'
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elif preset == 'Grease Pencil':
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rpdat.rp_renderer = 'Forward'
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rpdat.arm_material_model = 'Solid'
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rpdat.rp_shadowmap = 'None'
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rpdat.rp_translucency_state = 'Off'
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rpdat.rp_overlays_state = 'Off'
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rpdat.rp_decals_state = 'Off'
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rpdat.rp_sss_state = 'Off'
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rpdat.rp_blending_state = 'Off'
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rpdat.rp_hdr = False
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rpdat.rp_background = 'World'
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rpdat.rp_stereo = False
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rpdat.rp_greasepencil = True
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rpdat.rp_render_to_texture = False
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rpdat.rp_supersampling = '1'
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rpdat.rp_antialiasing = 'None'
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rpdat.rp_compositornodes = False
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rpdat.rp_volumetriclight = False
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rpdat.rp_ssao = False
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rpdat.rp_ssr = False
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rpdat.rp_dfrs = False
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rpdat.rp_dfao = False
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rpdat.rp_dfgi = False
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rpdat.rp_bloom = False
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rpdat.rp_eyeadapt = False
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rpdat.rp_rendercapture = False
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rpdat.rp_motionblur = 'None'
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rpdat.arm_rp_resolution = 'Display'
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rpdat.arm_texture_filter = 'Anisotropic'
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rpdat.arm_diffuse_model = 'Lambert'
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elif preset == 'Max':
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rpdat.rp_renderer = 'Deferred'
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rpdat.rp_shadowmap = '8192'
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rpdat.rp_translucency_state = 'Auto'
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rpdat.rp_overlays_state = 'Auto'
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rpdat.rp_decals_state = 'Auto'
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rpdat.rp_sss_state = 'Auto'
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rpdat.rp_blending_state = 'Off'
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rpdat.rp_hdr = True
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rpdat.rp_background = 'World'
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rpdat.rp_stereo = False
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rpdat.rp_greasepencil = False
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rpdat.rp_gi = 'Voxel GI'
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rpdat.rp_voxelgi_resolution = '128'
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rpdat.arm_voxelgi_revoxelize = True
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rpdat.arm_voxelgi_camera = True
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rpdat.rp_voxelgi_emission = False
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rpdat.rp_render_to_texture = True
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rpdat.rp_supersampling = '1'
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rpdat.rp_antialiasing = 'TAA'
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rpdat.rp_compositornodes = True
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rpdat.rp_volumetriclight = False
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rpdat.rp_ssao = True
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rpdat.rp_ssr = True
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rpdat.rp_dfrs = False
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rpdat.rp_dfao = False
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rpdat.rp_dfgi = False
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rpdat.rp_bloom = False
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rpdat.rp_eyeadapt = False
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rpdat.rp_rendercapture = True
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rpdat.rp_motionblur = 'None'
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rpdat.arm_rp_resolution = 'Display'
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rpdat.arm_material_model = 'Full'
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rpdat.arm_pcss_state = 'On'
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rpdat.arm_texture_filter = 'Anisotropic'
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rpdat.arm_diffuse_model = 'OrenNayar'
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updating_preset = False
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set_renderpath(self, context)
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def set_renderpath(self, context):
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global updating_preset
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if updating_preset == True:
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return
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# assets.invalidate_compiled_data(self, context)
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assets.invalidate_shader_cache(self, context)
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make_renderer(arm.utils.get_rp())
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def make_renderer(rpdat):
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global group
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global nodes
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global links
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if bpy.data.filepath.endswith('arm_data.blend'): # Prevent load in library itself
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return
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if rpdat.rp_renderer == 'Forward':
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load_library('forward_path', 'armory_default')
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group = bpy.data.node_groups['armory_default']
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nodes = group.nodes
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links = group.links
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make_forward(rpdat)
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elif rpdat.rp_renderer == 'Deferred':
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load_library('deferred_path', 'armory_default')
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group = bpy.data.node_groups['armory_default']
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nodes = group.nodes
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links = group.links
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make_deferred(rpdat)
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elif rpdat.rp_renderer == 'Deferred Plus':
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load_library('deferred_plus_path', 'armory_default')
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group = bpy.data.node_groups['armory_default']
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nodes = group.nodes
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links = group.links
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make_deferred_plus(rpdat)
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def relink(start_node, next_node):
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if len(nodes[start_node].inputs[0].links) > 0:
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n = nodes[start_node].inputs[0].links[0].from_node
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l = n.outputs[0].links[0]
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links.remove(l)
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links.new(n.outputs[0], nodes[next_node].inputs[0])
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def make_forward(rpdat):
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nodes['Begin'].inputs[1].default_value = rpdat.rp_hdr
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nodes['Screen'].inputs[0].default_value = int(rpdat.rp_supersampling)
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if rpdat.rp_gi == 'Voxel GI' or rpdat.rp_gi == 'Voxel AO':
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n = nodes['Image 3D Voxels']
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if rpdat.rp_gi == 'Voxel AO':
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n.inputs[4].default_value = 'R8'
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elif rpdat.rp_voxelgi_hdr:
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n.inputs[4].default_value = 'RGBA64'
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# One lamp only for now - draw shadow map in advance
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links.new(nodes['Draw Meshes SM'].outputs[0], nodes['Branch Function Voxelize'].inputs[0])
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links.new(nodes['Merge Stages Voxelize'].outputs[0], nodes['Set Target Mesh'].inputs[0])
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res = int(rpdat.rp_voxelgi_resolution)
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n.inputs[1].default_value = res
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n.inputs[2].default_value = res
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n.inputs[3].default_value = int(res * float(rpdat.rp_voxelgi_resolution_z))
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n = nodes['Set Viewport Voxels']
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n.inputs[1].default_value = res
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n.inputs[2].default_value = res
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else:
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relink('Bind Target Mesh Voxels', 'Draw Meshes Mesh')
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if not rpdat.rp_hdr:
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nodes['lbuf'].inputs[4].default_value = 'RGBA32'
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if not rpdat.rp_depthprepass:
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relink('Draw Meshes Depth', 'Bind Target Mesh SM')
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if rpdat.rp_shadowmap != 'None':
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n = nodes['Shadow Map']
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n.inputs[1].default_value = n.inputs[2].default_value = int(rpdat.rp_shadowmap)
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else:
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l = nodes['Begin'].outputs[0].links[0]
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links.remove(l)
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links.new(nodes['Begin'].outputs[0], nodes['Set Target Mesh'].inputs[0])
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relink('Bind Target Mesh SM', 'Draw Meshes Mesh') # No shadowmap bind
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relink('Bind Target Transluc SM', 'Draw Meshes Transluc')
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if rpdat.rp_stereo:
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if rpdat.rp_shadowmap != 'None':
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links.new(nodes['Bind Target Mesh SM'].outputs[0], nodes['Draw Stereo'].inputs[0])
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else:
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links.new(nodes['Clear Target Mesh'].outputs[0], nodes['Draw Stereo'].inputs[0])
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links.new(nodes['Draw Stereo'].outputs[1], nodes['Draw Meshes Mesh'].inputs[0])
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if rpdat.rp_greasepencil:
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if rpdat.rp_shadowmap != 'None':
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links.new(nodes['Bind Target Mesh SM'].outputs[0], nodes['Draw Grease Pencil'].inputs[0])
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else:
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links.new(nodes['Clear Target Mesh'].outputs[0], nodes['Draw Grease Pencil'].inputs[0])
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links.new(nodes['Draw Grease Pencil'].outputs[0], nodes['Draw Meshes Mesh'].inputs[0])
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if rpdat.rp_background != 'World':
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relink('Draw World', 'Set Target Accum')
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if rpdat.rp_background == 'Clear':
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nodes['Clear Target Mesh'].inputs[1].default_value = True
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if not rpdat.rp_render_to_texture:
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links.new(nodes['Framebuffer'].outputs[0], nodes['Set Target Mesh'].inputs[1])
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if rpdat.rp_background == 'World':
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l = nodes['Draw World'].outputs[0].links[0]
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elif rpdat.rp_greasepencil:
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l = nodes['Draw Grease Pencil'].outputs[0].links[0]
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else:
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l = nodes['Draw Meshes Mesh'].outputs[0].links[0]
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links.remove(l)
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if not rpdat.rp_translucency:
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relink('Set Target Accum', 'Draw Compositor + FXAA')
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last_node = 'Draw Compositor + FXAA'
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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
|