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

964 lines
45 KiB
Python
Executable file

import bpy
from bpy.types import NodeTree, Node, NodeSocket
from bpy.props import *
import os
import sys
import json
import platform
import subprocess
import arm.make_compositor as make_compositor
import arm.assets as assets
import arm.utils
import arm.nodes as nodes
def build_node_trees(assets_path):
fp = arm.utils.get_fp()
rpdat = arm.utils.get_rp()
# Make sure Assets dir exists
if not os.path.exists(arm.utils.build_dir() + '/compiled/Assets/renderpaths'):
os.makedirs(arm.utils.build_dir() + '/compiled/Assets/renderpaths')
build_node_trees.assets_path = assets_path
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')
node_group = bpy.data.node_groups['armory_default']
build_node_tree(rpdat, node_group)
def build_node_tree(rpdat, node_group):
build_node_tree.rpdat = rpdat
output = {}
dat = {}
output['renderpath_datas'] = [dat]
path = arm.utils.build_dir() + '/compiled/Assets/renderpaths/'
node_group_name = node_group.name.replace('.', '_')
rn = get_root_node(node_group)
if rn == None:
return
dat['name'] = node_group_name
# Store main context names
dat['mesh_context'] = 'mesh'
dat['shadows_context'] = 'shadowmap'
dat['render_targets'], dat['depth_buffers'] = preprocess_renderpath(rn, node_group)
dat['stages'] = []
buildNode(dat['stages'], rn, node_group)
asset_path = path + node_group_name + '.arm'
arm.utils.write_arm(asset_path, output)
assets.add(asset_path)
def make_set_target(stage, node_group, node, currentNode=None, target_index=1, viewport_scale=1.0):
if currentNode == None:
currentNode = node
stage['command'] = 'set_target'
# First param is viewport scale
if len(stage['params']) == 0:
stage['params'].append(str(viewport_scale))
currentNode = nodes.find_node_by_link(node_group, currentNode, currentNode.inputs[target_index])
if currentNode.bl_idname == 'TargetNodeType' or currentNode.bl_idname == 'ShadowMapNodeType':
targetId = currentNode.inputs[0].default_value
stage['params'].append(targetId)
# Store current target size
buildNode.last_set_target_w = currentNode.inputs[1].default_value
buildNode.last_set_target_h = currentNode.inputs[2].default_value
elif currentNode.bl_idname == 'GBufferNodeType':
# Set all linked targets
for i in range(0, 5):
if currentNode.inputs[i].is_linked:
make_set_target(stage, node_group, node, currentNode, target_index=i)
elif currentNode.bl_idname == 'NodeReroute':
make_set_target(stage, node_group, node, currentNode, target_index=0)
else: # Framebuffer
targetId = ''
stage['params'].append(targetId)
def make_set_viewport(stage, node_group, node):
stage['command'] = 'set_viewport'
stage['params'].append(node.inputs[1].default_value) # W
stage['params'].append(node.inputs[2].default_value) # H
def make_clear_target(stage, color_val=None, depth_val=None, stencil_val=None):
stage['command'] = 'clear_target'
if color_val != None:
stage['params'].append('color')
if color_val == -1: # Clear to world background color
stage['params'].append('-1')
else:
stage['params'].append(str(arm.utils.to_hex(color_val)))
if depth_val != None:
stage['params'].append('depth')
stage['params'].append(str(depth_val))
if stencil_val != None:
stage['params'].append('stencil')
stage['params'].append(str(stencil_val))
def make_clear_image(stage, image_name, color_val):
stage['command'] = 'clear_image'
stage['params'].append(image_name)
stage['params'].append(str(arm.utils.to_hex(color_val)))
def make_generate_mipmaps(stage, node_group, node):
stage['command'] = 'generate_mipmaps'
# TODO: support reroutes
link = nodes.find_link(node_group, node, node.inputs[1])
targetNode = link.from_node
stage['params'].append(targetNode.inputs[0].default_value)
def make_draw_meshes(stage, node_group, node):
stage['command'] = 'draw_meshes'
# Context
context = node.inputs[1].default_value
# Store shadowmap size
if context == 'shadowmap':
bpy.data.worlds['Arm'].arm_shadowmap_size_cache = buildNode.last_set_target_w
stage['params'].append(context)
# Order
order = node.inputs[2].default_value
stage['params'].append(order)
def make_draw_rects(stage, node_group, node):
stage['command'] = 'draw_rects'
context = node.inputs[1].default_value
stage['params'].append(context)
def make_draw_decals(stage, node_group, node):
stage['command'] = 'draw_decals'
context = node.inputs[1].default_value
stage['params'].append(context)
def make_bind_target(stage, node_group, node, constant_name, currentNode=None, target_index=1):
if currentNode == None:
currentNode = node
stage['command'] = 'bind_target'
link = nodes.find_link(node_group, currentNode, currentNode.inputs[target_index])
currentNode = link.from_node
if currentNode.bl_idname == 'NodeReroute':
make_bind_target(stage, node_group, node, constant_name, currentNode=currentNode, target_index=0)
elif currentNode.bl_idname == 'GBufferNodeType':
for i in range(0, 5):
if currentNode.inputs[i].is_linked:
targetNode = nodes.find_node_by_link(node_group, currentNode, currentNode.inputs[i])
targetId = targetNode.inputs[0].default_value
# if i == 0 and targetNode.inputs[3].default_value == True: # Depth
if targetNode.inputs[3].is_linked: # Depth
db_node = nodes.find_node_by_link(node_group, targetNode, targetNode.inputs[3])
db_id = db_node.inputs[0].default_value
stage['params'].append('_' + db_id)
stage['params'].append(constant_name + 'D')
stage['params'].append(targetId) # Color buffer
stage['params'].append(constant_name + str(i))
elif currentNode.bl_idname == 'TargetNodeType' or currentNode.bl_idname == 'ImageNodeType' or currentNode.bl_idname == 'Image3DNodeType':
targetId = currentNode.inputs[0].default_value
stage['params'].append(targetId)
stage['params'].append(constant_name)
elif currentNode.bl_idname == 'ShadowMapNodeType':
targetId = currentNode.inputs[0].default_value
stage['params'].append(targetId)
stage['params'].append(constant_name)
elif currentNode.bl_idname == 'DepthBufferNodeType':
targetId = '_' + currentNode.inputs[0].default_value
stage['params'].append(targetId)
stage['params'].append(constant_name)
def make_draw_material_quad(stage, node_group, node, context_index=1):
stage['command'] = 'draw_material_quad'
material_context = node.inputs[context_index].default_value
stage['params'].append(material_context)
# Include data and shaders
shader_context = node.inputs[context_index].default_value
scon = shader_context.split('/')
dir_name = scon[2]
# No world defs for material passes
data_name = scon[2]
assets.add_shader2(dir_name, data_name)
def make_draw_quad(stage, node_group, node, context_index=1, shader_context=None):
stage['command'] = 'draw_shader_quad'
# Append world defs to get proper context
wrd = bpy.data.worlds['Arm']
world_defs = wrd.world_defs
if shader_context == None:
shader_context = node.inputs[context_index].default_value
scon = shader_context.split('/')
stage['params'].append(scon[0] + world_defs + '/' + scon[1] + world_defs + '/' + scon[2])
# Include data and shaders
dir_name = scon[0]
# Append world defs
data_name = scon[1] + world_defs
assets.add_shader2(dir_name, data_name)
def make_draw_world(stage, node_group, node, dome=True):
if dome:
stage['command'] = 'draw_skydome'
else:
stage['command'] = 'draw_material_quad'
# stage['params'].append(wname + '_material/' + wname + '_material/world')
stage['params'].append('_worldMaterial') # Link to active world
# Link assets
if '_EnvClouds' in bpy.data.worlds['Arm'].world_defs:
assets.add(build_node_trees.assets_path + 'noise256.png')
assets.add_embedded_data('noise256.png')
def make_draw_compositor(stage, node_group, node, with_fxaa=False):
scon = 'compositor_pass'
wrd = bpy.data.worlds['Arm']
world_defs = wrd.world_defs
compositor_defs = make_compositor.parse_defs(bpy.data.scenes[0].node_tree) # Thrown in scene 0 for now
compositor_defs += '_CTone' + wrd.arm_tonemap
# Additional compositor flags
compo_depth = False # Read depth
# compo_pos = False # Construct position from depth
if with_fxaa: # FXAA directly in compositor, useful for forward path
compositor_defs += '_CFXAA'
if wrd.arm_letterbox:
compositor_defs += '_CLetterbox'
if wrd.arm_grain:
compositor_defs += '_CGrain'
if bpy.data.scenes[0].cycles.film_exposure != 1.0:
compositor_defs += '_CExposure'
if wrd.arm_fog:
compositor_defs += '_CFog'
compo_depth = True
# compo_pos = True
if len(bpy.data.cameras) > 0 and bpy.data.cameras[0].dof_distance > 0.0:
compositor_defs += '_CDOF'
compo_depth = True
# if compo_pos:
# compositor_defs += '_CPos'
# compo_depth = True
if compo_depth:
compositor_defs += '_CDepth'
if wrd.arm_lens_texture != '':
compositor_defs += '_CLensTex'
assets.add_embedded_data('lenstexture.jpg')
if wrd.arm_fisheye:
compositor_defs += '_CFishEye'
if wrd.arm_vignette:
compositor_defs += '_CVignette'
wrd.compo_defs = compositor_defs
defs = world_defs + compositor_defs
data_name = scon + defs
stage['command'] = 'draw_shader_quad'
stage['params'].append(data_name + '/' + data_name + '/' + scon)
# Include data and shaders
assets.add_shader2(scon, data_name)
# Link assets
# assets.add(build_node_trees.assets_path + 'noise256.png')
# assets.add_embedded_data('noise256.png')
def make_draw_grease_pencil(stage, node_group, node):
stage['command'] = 'draw_grease_pencil'
context = node.inputs[1].default_value
stage['params'].append(context)
def make_call_function(stage, node_group, node):
stage['command'] = 'call_function'
fstr = node.inputs[1].default_value
stage['params'].append(fstr)
def make_branch_function(stage, node_group, node):
make_call_function(stage, node_group, node)
def process_call_function(stage, stages, node, node_group):
# Step till merge node
stage['returns_true'] = []
if node.outputs[0].is_linked:
stageNode = nodes.find_node_by_link_from(node_group, node, node.outputs[0])
buildNode(stage['returns_true'], stageNode, node_group)
stage['returns_false'] = []
margeNode = None
if node.outputs[1].is_linked:
stageNode = nodes.find_node_by_link_from(node_group, node, node.outputs[1])
margeNode = buildNode(stage['returns_false'], stageNode, node_group)
# Continue using top level stages after merge node
if margeNode != None:
afterMergeNode = nodes.find_node_by_link_from(node_group, margeNode, margeNode.outputs[0])
buildNode(stages, afterMergeNode, node_group)
def make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[3, 5, 7], bind_target_constants=None, shader_context=None, viewport_scale=1.0, with_clear=False, with_draw_quad=True):
# Set target
if target_index != None and node.inputs[target_index].is_linked:
stage = {}
stage['params'] = []
make_set_target(stage, node_group, node, target_index=target_index, viewport_scale=viewport_scale)
stages.append(stage)
# Optinal clear
if with_clear:
stage = {}
stage['params'] = []
make_clear_target(stage, color_val=[0.0, 0.0, 0.0, 1.0])
stages.append(stage)
# Bind targets
stage = {}
stage['params'] = []
buildNode.last_bind_target = stage
bind_target_used = False
for i in range(0, len(bind_target_indices)):
index = bind_target_indices[i]
if len(node.inputs) > index and node.inputs[index].is_linked:
bind_target_used = True
if bind_target_constants == None:
constant_name = node.inputs[index + 1].default_value
else:
constant_name = bind_target_constants[i]
make_bind_target(stage, node_group, node, constant_name, target_index=index)
if bind_target_used:
stages.append(stage)
stage = {}
stage['params'] = []
# Draw quad
if with_draw_quad:
make_draw_quad(stage, node_group, node, context_index=2, shader_context=shader_context)
stages.append(stage)
def make_ssao_pass(stages, node_group, node):
rpdat = build_node_tree.rpdat
sc = 0.5 if rpdat.arm_ssao_half_res else 1.0
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[3, 4], bind_target_constants=['gbufferD', 'gbuffer0'], shader_context='ssao_pass/ssao_pass/ssao_pass', viewport_scale=sc)
make_quad_pass(stages, node_group, node, target_index=2, bind_target_indices=[1, 4], bind_target_constants=['tex', 'gbuffer0'], shader_context='blur_edge_pass/blur_edge_pass/blur_edge_pass_x', viewport_scale=sc)
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2, 4], bind_target_constants=['tex', 'gbuffer0'], shader_context='blur_edge_pass/blur_edge_pass/blur_edge_pass_y')
assets.add(build_node_trees.assets_path + 'noise8.png')
assets.add_embedded_data('noise8.png')
def make_ssao_reproject_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[3, 4, 2, 5], bind_target_constants=['gbufferD', 'gbuffer0', 'slast', 'sveloc'], shader_context='ssao_reproject_pass/ssao_reproject_pass/ssao_reproject_pass')
make_quad_pass(stages, node_group, node, target_index=2, bind_target_indices=[1, 4], bind_target_constants=['tex', 'gbuffer0'], shader_context='blur_edge_pass/blur_edge_pass/blur_edge_pass_x')
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2, 4], bind_target_constants=['tex', 'gbuffer0'], shader_context='blur_edge_pass/blur_edge_pass/blur_edge_pass_y')
assets.add(build_node_trees.assets_path + 'noise8.png')
assets.add_embedded_data('noise8.png')
def make_apply_ssao_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=2, bind_target_indices=[4, 5], bind_target_constants=['gbufferD', 'gbuffer0'], shader_context='ssao_pass/ssao_pass/ssao_pass')
make_quad_pass(stages, node_group, node, target_index=3, bind_target_indices=[2, 5], bind_target_constants=['tex', 'gbuffer0'], shader_context='blur_edge_pass/blur_edge_pass/blur_edge_pass_x')
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[3, 5], bind_target_constants=['tex', 'gbuffer0'], shader_context='blur_edge_pass/blur_edge_pass/blur_edge_pass_y_blend')
assets.add(build_node_trees.assets_path + 'noise8.png')
assets.add_embedded_data('noise8.png')
def make_ssr_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=2, bind_target_indices=[4, 5, 6], bind_target_constants=['tex', 'gbufferD', 'gbuffer0'], shader_context='ssr_pass/ssr_pass/ssr_pass')
make_quad_pass(stages, node_group, node, target_index=3, bind_target_indices=[2, 6], bind_target_constants=['tex', 'gbuffer0'], shader_context='blur_adaptive_pass/blur_adaptive_pass/blur_adaptive_pass_x')
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[3, 6], bind_target_constants=['tex', 'gbuffer0'], shader_context='blur_adaptive_pass/blur_adaptive_pass/blur_adaptive_pass_y3_blend')
def make_ssgi_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=2, bind_target_indices=[4, 5, 6], bind_target_constants=['tex', 'gbufferD', 'gbuffer0'], shader_context='ssgi_pass/ssgi_pass/ssgi_pass')
make_quad_pass(stages, node_group, node, target_index=3, bind_target_indices=[2, 6], bind_target_constants=['tex', 'gbuffer0'], shader_context='ssgi_blur_pass/ssgi_blur_pass/ssgi_blur_pass_x')
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[3, 6], bind_target_constants=['tex', 'gbuffer0'], shader_context='ssgi_blur_pass/ssgi_blur_pass/ssgi_blur_pass_y_blend_add')
def make_bloom_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=2, bind_target_indices=[4], bind_target_constants=['tex'], shader_context='bloom_pass/bloom_pass/bloom_pass')
make_quad_pass(stages, node_group, node, target_index=3, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_x')
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[3], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_y_blend')
def make_motion_blur_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2, 3, 4], bind_target_constants=['tex', 'gbufferD', 'gbuffer0'], shader_context='motion_blur_pass/motion_blur_pass/motion_blur_pass')
def make_motion_blur_velocity_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2, 3, 4], bind_target_constants=['tex', 'gbuffer0', 'sveloc'], shader_context='motion_blur_veloc_pass/motion_blur_veloc_pass/motion_blur_veloc_pass')
def make_copy_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='copy_pass/copy_pass/copy_pass')
def make_materialid_to_depth(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='matid_to_depth/matid_to_depth/matid_to_depth')
def make_blend_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='blend_pass/blend_pass/blend_pass')
def make_combine_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2, 3], bind_target_constants=['tex', 'tex2'], shader_context='combine_pass/combine_pass/combine_pass')
def make_histogram_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='histogram_pass/histogram_pass/histogram_pass')
def make_blur_basic_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=2, bind_target_indices=[1], bind_target_constants=['tex'], shader_context='blur_pass/blur_pass/blur_pass_x')
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='blur_pass/blur_pass/blur_pass_y')
def make_debug_normals_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='debug_normals_pass/debug_normals_pass/debug_normals_pass')
def make_fxaa_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='fxaa_pass/fxaa_pass/fxaa_pass')
def make_ss_resolve(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='supersample_resolve/supersample_resolve/supersample_resolve')
def make_smaa_pass(stages, node_group, node):
stage = {}
stage['params'] = []
make_set_target(stage, node_group, node, target_index=2)
stages.append(stage)
stage = {}
stage['params'] = []
make_clear_target(stage, color_val=[0.0, 0.0, 0.0, 0.0])
stages.append(stage)
make_quad_pass(stages, node_group, node, target_index=None, bind_target_indices=[4], bind_target_constants=['colorTex'], shader_context='smaa_edge_detect/smaa_edge_detect/smaa_edge_detect')
stage = {}
stage['params'] = []
make_set_target(stage, node_group, node, target_index=3)
stages.append(stage)
stage = {}
stage['params'] = []
make_clear_target(stage, color_val=[0.0, 0.0, 0.0, 0.0])
stages.append(stage)
make_quad_pass(stages, node_group, node, target_index=None, bind_target_indices=[2], bind_target_constants=['edgesTex'], shader_context='smaa_blend_weight/smaa_blend_weight/smaa_blend_weight')
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[4, 3, 5], bind_target_constants=['colorTex', 'blendTex', 'sveloc'], shader_context='smaa_neighborhood_blend/smaa_neighborhood_blend/smaa_neighborhood_blend')
assets.add(build_node_trees.assets_path + 'smaa_area.png')
assets.add(build_node_trees.assets_path + 'smaa_search.png')
assets.add_embedded_data('smaa_area.png')
assets.add_embedded_data('smaa_search.png')
def make_taa_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2, 3, 4], bind_target_constants=['tex', 'tex2', 'sveloc'], shader_context='taa_pass/taa_pass/taa_pass')
def make_sss_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[3, 4, 5], bind_target_constants=['tex', 'gbufferD', 'gbuffer1'], shader_context='sss_pass/sss_pass/sss_pass_x')
make_quad_pass(stages, node_group, node, target_index=2, bind_target_indices=[3, 4, 5], bind_target_constants=['tex', 'gbufferD', 'gbuffer1'], shader_context='sss_pass/sss_pass/sss_pass_y')
def make_water_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2, 3], bind_target_constants=['gbufferD', 'shadowMap'], shader_context='water_pass/water_pass/water_pass')
def make_deferred_light_pass(stages, node_group, node):
rpdat = build_node_tree.rpdat
if rpdat.arm_voxelgi_shadows or rpdat.arm_voxelgi_refraction:
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2, 3, 4], bind_target_constants=['gbuffer', 'shadowMap', 'voxels'], shader_context='', with_draw_quad=False)
else:
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2, 3], bind_target_constants=['gbuffer', 'shadowMap'], shader_context='', with_draw_quad=False)
stage = {}
stage['command'] = 'call_function'
stage['params'] = ['iron.data.RenderPath.lampIsSun']
# Draw fs quad
stage_true = {}
stage_true['params'] = []
make_draw_quad(stage_true, node_group, node, context_index=2, shader_context='deferred_light_quad/deferred_light_quad/deferred_light_quad')
# Draw lamp volume
stage_false = {}
stage_false['params'] = []
make_draw_quad(stage_false, node_group, node, context_index=2, shader_context='deferred_light/deferred_light/deferred_light')
stage_false['command'] = 'draw_lamp_volume'
stage['returns_true'] = [stage_true]
stage['returns_false'] = [stage_false]
stages.append(stage)
def make_volumetric_light_pass(stages, node_group, node):
# make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[5, 6], bind_target_constants=['gbufferD', 'shadowMap'], shader_context='volumetric_light/volumetric_light/volumetric_light_blend')
make_quad_pass(stages, node_group, node, target_index=2, bind_target_indices=[5, 6], bind_target_constants=['gbufferD', 'shadowMap'], shader_context='', with_draw_quad=False)
stage = {}
stage['command'] = 'call_function'
stage['params'] = ['iron.data.RenderPath.lampIsSun']
# Draw fs quad
stage_true = {}
stage_true['params'] = []
make_draw_quad(stage_true, node_group, node, context_index=2, shader_context='volumetric_light_quad/volumetric_light_quad/volumetric_light_quad')
# Draw lamp volume
stage_false = {}
stage_false['params'] = []
make_draw_quad(stage_false, node_group, node, context_index=2, shader_context='volumetric_light/volumetric_light/volumetric_light')
stage_false['command'] = 'draw_lamp_volume'
stage['returns_true'] = [stage_true]
stage['returns_false'] = [stage_false]
stages.append(stage)
# Blur
make_quad_pass(stages, node_group, node, target_index=3, bind_target_indices=[2, 4], bind_target_constants=['tex', 'gbuffer0'], shader_context='blur_edge_pass/blur_edge_pass/blur_edge_pass_x')
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[3, 4], bind_target_constants=['tex', 'gbuffer0'], shader_context='blur_edge_pass/blur_edge_pass/blur_edge_pass_y_blend_add')
def make_deferred_indirect_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2, 3, 4], bind_target_constants=['gbuffer', 'ssaotex', 'voxels'], shader_context='deferred_indirect/deferred_indirect/deferred_indirect')
def make_translucent_resolve_pass(stages, node_group, node):
make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[2], bind_target_constants=['gbuffer'], shader_context='translucent_resolve/translucent_resolve/translucent_resolve')
# Returns merge node
def buildNode(stages, node, node_group):
stage = {}
stage['params'] = []
append_stage = True
if node.bl_idname == 'MergeStagesNodeType':
return node
elif node.bl_idname == 'SetTargetNodeType':
buildNode.last_bind_target = None
make_set_target(stage, node_group, node)
elif node.bl_idname == 'SetViewportNodeType':
make_set_viewport(stage, node_group, node)
elif node.bl_idname == 'ClearTargetNodeType':
color_val = None
depth_val = None
stencil_val = None
if node.inputs[1].default_value == True:
if node.inputs[2].is_linked: # Assume background color node is linked
color_val = -1 # Clear to world.background_color
else:
color_val = node.inputs[2].default_value
if node.inputs[3].default_value == True:
depth_val = node.inputs[4].default_value
if node.inputs[5].default_value == True:
stencil_val = node.inputs[6].default_value
make_clear_target(stage, color_val=color_val, depth_val=depth_val, stencil_val=stencil_val)
elif node.bl_idname == 'ClearImageNodeType':
image_node = node.inputs[1].links[0].from_node
image_name = image_node.inputs[0].default_value
color_val = node.inputs[2].default_value
make_clear_image(stage, image_name, color_val)
elif node.bl_idname == 'GenerateMipmapsNodeType':
make_generate_mipmaps(stage, node_group, node)
elif node.bl_idname == 'DrawMeshesNodeType':
make_draw_meshes(stage, node_group, node)
elif node.bl_idname == 'DrawRectsNodeType':
make_draw_rects(stage, node_group, node)
elif node.bl_idname == 'DrawDecalsNodeType':
make_draw_decals(stage, node_group, node)
elif node.bl_idname == 'BindTargetNodeType':
if buildNode.last_bind_target is not None:
stage = buildNode.last_bind_target
append_stage = False
buildNode.last_bind_target = stage
constant_name = node.inputs[2].default_value
make_bind_target(stage, node_group, node, constant_name)
elif node.bl_idname == 'DrawMaterialQuadNodeType':
make_draw_material_quad(stage, node_group, node)
elif node.bl_idname == 'DrawQuadNodeType':
make_draw_quad(stage, node_group, node)
elif node.bl_idname == 'DrawWorldNodeType':
# Bind depth for quad
# if node.inputs[1].is_linked:
# stage = {}
# stage['params'] = []
# buildNode.last_bind_target = stage
# if node.inputs[1].is_linked:
# make_bind_target(stage, node_group, node, target_index=1, constant_name='gbufferD')
# stages.append(stage)
stage = {}
stage['params'] = []
# Draw quad
# make_draw_world(stage, node_group, node, dome=False)
# Draw dome
make_draw_world(stage, node_group, node, dome=True)
elif node.bl_idname == 'DrawCompositorNodeType' or node.bl_idname == 'DrawCompositorWithFXAANodeType':
# Set target
if node.inputs[1].is_linked:
make_set_target(stage, node_group, node)
stages.append(stage)
# Bind targets
if node.inputs[2].is_linked or node.inputs[3].is_linked or node.inputs[4].is_linked or (len(node.inputs) > 5 and node.inputs[5].is_linked):
stage = {}
stage['params'] = []
buildNode.last_bind_target = stage
if node.inputs[2].is_linked:
make_bind_target(stage, node_group, node, target_index=2, constant_name='tex')
if node.inputs[3].is_linked:
make_bind_target(stage, node_group, node, target_index=3, constant_name='gbufferD')
if node.inputs[4].is_linked:
make_bind_target(stage, node_group, node, target_index=4, constant_name='gbuffer0')
if (len(node.inputs) > 5 and node.inputs[5].is_linked):
make_bind_target(stage, node_group, node, target_index=5, constant_name='histogram')
stages.append(stage)
# Draw quad
stage = {}
stage['params'] = []
with_fxaa = node.bl_idname == 'DrawCompositorWithFXAANodeType'
make_draw_compositor(stage, node_group, node, with_fxaa=with_fxaa)
elif node.bl_idname == 'DrawGreasePencilNodeType':
stage = {}
stage['params'] = []
make_draw_grease_pencil(stage, node_group, node)
elif node.bl_idname == 'BranchFunctionNodeType':
make_branch_function(stage, node_group, node)
stages.append(stage)
process_call_function(stage, stages, node, node_group)
return
elif node.bl_idname == 'LoopStagesNodeType':
# Just repeats the commands
append_stage = False
if node.outputs[1].is_linked:
count = node.inputs[2].default_value
for i in range(0, count):
loopNode = nodes.find_node_by_link_from(node_group, node, node.outputs[1])
buildNode(stages, loopNode, node_group)
elif node.bl_idname == 'LoopLampsNodeType':
append_stage = False
stage['command'] = 'loop_lamps'
stages.append(stage)
stage['returns_true'] = []
if node.outputs[1].is_linked:
loopNode = nodes.find_node_by_link_from(node_group, node, node.outputs[1])
buildNode(stage['returns_true'], loopNode, node_group)
elif node.bl_idname == 'DrawStereoNodeType':
append_stage = False
stage['command'] = 'draw_stereo'
stages.append(stage)
stage['returns_true'] = []
if node.outputs[1].is_linked:
loopNode = nodes.find_node_by_link_from(node_group, node, node.outputs[1])
buildNode(stage['returns_true'], loopNode, node_group)
elif node.bl_idname == 'CallFunctionNodeType':
make_call_function(stage, node_group, node)
elif node.bl_idname == 'QuadPassNodeType':
make_quad_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'SSAOPassNodeType':
make_ssao_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'SSAOReprojectPassNodeType':
make_ssao_reproject_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'ApplySSAOPassNodeType':
make_apply_ssao_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'SSRPassNodeType':
make_ssr_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'SSGIPassNodeType':
make_ssgi_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'BloomPassNodeType':
make_bloom_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'MotionBlurPassNodeType':
make_motion_blur_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'MotionBlurVelocityPassNodeType':
make_motion_blur_velocity_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'CopyPassNodeType':
make_copy_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'MatIDToDepthNodeType':
make_materialid_to_depth(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'BlendPassNodeType':
make_blend_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'CombinePassNodeType':
make_combine_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'HistogramPassNodeType':
make_histogram_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'BlurBasicPassNodeType':
make_blur_basic_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'DebugNormalsPassNodeType':
make_debug_normals_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'FXAAPassNodeType':
make_fxaa_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'SSResolveNodeType':
make_ss_resolve(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'SMAAPassNodeType':
make_smaa_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'TAAPassNodeType':
make_taa_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'SSSPassNodeType':
make_sss_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'WaterPassNodeType':
make_water_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'DeferredLightPassNodeType':
make_deferred_light_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'DeferredIndirectPassNodeType':
make_deferred_indirect_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'VolumetricLightPassNodeType':
make_volumetric_light_pass(stages, node_group, node)
append_stage = False
elif node.bl_idname == 'TranslucentResolvePassNodeType':
make_translucent_resolve_pass(stages, node_group, node)
append_stage = False
if append_stage:
stages.append(stage)
# Build next stage
if node.outputs[0].is_linked:
stageNode = nodes.find_node_by_link_from(node_group, node, node.outputs[0])
buildNode(stages, stageNode, node_group)
return None
# Used to merge bind target nodes into one stage
buildNode.last_bind_target = None
# Used to determine shadowmap size
buildNode.last_set_target_w = 0
buildNode.last_set_target_h = 0
def get_root_node(node_group):
# Find first node linked to begin node
rn = None
for n in node_group.nodes:
if n.bl_idname == 'BeginNodeType':
rn = nodes.find_node_by_link_from(node_group, n, n.outputs[0])
break
return rn
dynRes_added = False
def preprocess_renderpath(root_node, node_group):
global dynRes_added
dynRes_added = False
render_targets = []
render_targets3D = []
depth_buffers = []
preprocess_renderpath.velocity_def_added = False
traverse_renderpath(root_node, node_group, render_targets, depth_buffers)
return render_targets, depth_buffers
def traverse_renderpath(node, node_group, render_targets, depth_buffers):
# Gather defs from linked nodes
wrd = bpy.data.worlds['Arm']
if node.bl_idname == 'TAAPassNodeType' or node.bl_idname == 'MotionBlurVelocityPassNodeType' or node.bl_idname == 'SSAOReprojectPassNodeType':
if preprocess_renderpath.velocity_def_added == False:
assets.add_khafile_def('arm_veloc')
wrd.world_defs += '_Veloc'
preprocess_renderpath.velocity_def_added = True
if node.bl_idname == 'TAAPassNodeType':
assets.add_khafile_def('arm_taa')
# wrd.world_defs += '_TAA'
elif node.bl_idname == 'SMAAPassNodeType':
wrd.world_defs += '_SMAA'
elif node.bl_idname == 'SSSPassNodeType':
wrd.world_defs += '_SSS'
elif node.bl_idname == 'HistogramPassNodeType':
wrd.world_defs += '_Hist'
elif node.bl_idname == 'SSAOPassNodeType' or node.bl_idname == 'ApplySSAOPassNodeType' or node.bl_idname == 'SSAOReprojectPassNodeType':
wrd.world_defs += '_SSAO'
elif node.bl_idname == 'DrawStereoNodeType':
assets.add_khafile_def('arm_vr')
wrd.world_defs += '_VR'
assets.add(build_node_trees.assets_path + 'vr.png')
assets.add_embedded_data('vr.png')
elif node.bl_idname == 'CallFunctionNodeType':
global dynRes_added
fstr = node.inputs[1].default_value
if not dynRes_added and fstr.startswith('armory.renderpath.DynamicResolutionScale'):
wrd.world_defs += '_DynRes'
dynRes_added = True
# Collect render targets
if node.bl_idname == 'SetTargetNodeType' or node.bl_idname == 'BindTargetNodeType' or node.bl_idname == 'QuadPassNodeType' or node.bl_idname == 'DrawCompositorNodeType' or node.bl_idname == 'DrawCompositorWithFXAANodeType':
if node.inputs[1].is_linked:
tnode = nodes.find_node_by_link(node_group, node, node.inputs[1])
parse_render_target(tnode, node_group, render_targets, depth_buffers)
# Traverse loops
elif node.bl_idname == 'LoopStagesNodeType' or node.bl_idname == 'LoopLampsNodeType' or node.bl_idname == 'DrawStereoNodeType':
if node.outputs[1].is_linked:
loop_node = nodes.find_node_by_link_from(node_group, node, node.outputs[1])
traverse_renderpath(loop_node, node_group, render_targets, depth_buffers)
# Prebuilt
elif node.bl_idname == 'MotionBlurPassNodeType' or node.bl_idname == 'MotionBlurVelocityPassNodeType' or node.bl_idname == 'CopyPassNodeType' or node.bl_idname == 'MatIDToDepthNodeType' or node.bl_idname == 'BlendPassNodeType' or node.bl_idname == 'CombinePassNodeType' or node.bl_idname == 'HistogramPassNodeType' or node.bl_idname == 'DebugNormalsPassNodeType' or node.bl_idname == 'FXAAPassNodeType' or node.bl_idname == 'SSResolveNodeType' or node.bl_idname == 'TAAPassNodeType' or node.bl_idname == 'WaterPassNodeType' or node.bl_idname == 'DeferredLightPassNodeType' or node.bl_idname == 'DeferredIndirectPassNodeType' or node.bl_idname == 'VolumetricLightPassNodeType' or node.bl_idname == 'TranslucentResolvePassNodeType':
if node.inputs[1].is_linked:
tnode = nodes.find_node_by_link(node_group, node, node.inputs[1])
parse_render_target(tnode, node_group, render_targets, depth_buffers)
elif node.bl_idname == 'SSRPassNodeType' or node.bl_idname == 'SSGIPassNodeType' or node.bl_idname == 'ApplySSAOPassNodeType' or node.bl_idname == 'BloomPassNodeType' or node.bl_idname == 'SMAAPassNodeType':
for i in range(1, 4):
if node.inputs[i].is_linked:
tnode = nodes.find_node_by_link(node_group, node, node.inputs[i])
parse_render_target(tnode, node_group, render_targets, depth_buffers)
elif node.bl_idname == 'SSAOPassNodeType' or node.bl_idname == 'SSAOReprojectPassNodeType' or node.bl_idname == 'SSSPassNodeType' or node.bl_idname == 'BlurBasicPassNodeType':
for i in range(1, 3):
if node.inputs[i].is_linked:
tnode = nodes.find_node_by_link(node_group, node, node.inputs[i])
parse_render_target(tnode, node_group, render_targets, depth_buffers)
# Next stage
if node.outputs[0].is_linked:
stagenode = nodes.find_node_by_link_from(node_group, node, node.outputs[0])
traverse_renderpath(stagenode, node_group, render_targets, depth_buffers)
def parse_render_target(node, node_group, render_targets, depth_buffers):
if node.bl_idname == 'NodeReroute':
tnode = nodes.find_node_by_link(node_group, node, node.inputs[0])
parse_render_target(tnode, node_group, render_targets, depth_buffers)
elif node.bl_idname == 'TargetNodeType': # or node.bl_idname == 'ShadowMapNodeType': # Create SM dynamically instead
# Target already exists
id = node.inputs[0].default_value
for t in render_targets:
if t['name'] == id:
return
depth_buffer_id = None
if node.bl_idname == 'TargetNodeType' and node.inputs[3].is_linked:
# Find depth buffer
depth_node = nodes.find_node_by_link(node_group, node, node.inputs[3])
depth_buffer_id = depth_node.inputs[0].default_value
# Append depth buffer
found = False
for db in depth_buffers:
if db['name'] == depth_buffer_id:
found = True
break
if found == False:
db = {}
db['name'] = depth_buffer_id
if depth_node.inputs[1] != '':
db['format'] = depth_node.inputs[1].default_value
depth_buffers.append(db)
# Get scale
scale = 1.0
if node.inputs[1].is_linked: # Assume Screen node
size_node = nodes.find_node_by_link(node_group, node, node.inputs[1])
while size_node.bl_idname == 'NodeReroute': # Step through reroutes
size_node = nodes.find_node_by_link(node_group, size_node, size_node.inputs[0])
scale = size_node.inputs[0].default_value
# Append target
if node.bl_idname == 'TargetNodeType':
target = make_render_target(node, scale, depth_buffer_id=depth_buffer_id)
render_targets.append(target)
else: # ShadowMapNodeType
target = make_shadowmap_target(node, scale)
render_targets.append(target)
elif node.bl_idname == 'ImageNodeType' or node.bl_idname == 'Image3DNodeType':
# Target already exists
id = node.inputs[0].default_value
for t in render_targets:
if t['name'] == id:
return
# Get scale
scale = 1.0
if node.inputs[1].is_linked: # Assume Screen node
size_node = nodes.find_node_by_link(node_group, node, node.inputs[1])
while size_node.bl_idname == 'NodeReroute': # Step through reroutes
size_node = nodes.find_node_by_link(node_group, size_node, size_node.inputs[0])
scale = size_node.inputs[0].default_value
if node.bl_idname == 'ImageNodeType':
target = make_image_target(node, scale)
else:
target = make_image3d_target(node, scale)
render_targets.append(target)
elif node.bl_idname == 'GBufferNodeType':
for i in range(0, 5):
if node.inputs[i].is_linked:
n = nodes.find_node_by_link(node_group, node, node.inputs[i])
parse_render_target(n, node_group, render_targets, depth_buffers)
def make_render_target(n, scale, depth_buffer_id=None):
target = {}
target['name'] = n.inputs[0].default_value
target['width'] = n.inputs[1].default_value
target['height'] = n.inputs[2].default_value
target['format'] = n.inputs[4].default_value
if n.inputs[5].default_value:
target['ping_pong'] = True
if scale != 1.0:
target['scale'] = scale
if depth_buffer_id != None:
target['depth_buffer'] = depth_buffer_id
# Manual resolution
rpdat = build_node_tree.rpdat
if target['width'] == 0 and rpdat.arm_rp_resolution != 'Display':
target['displayp'] = int(rpdat.arm_rp_resolution)
return target
def make_shadowmap_target(n, scale, postfix=''):
target = {}
target['name'] = n.inputs[0].default_value + postfix
target['width'] = n.inputs[1].default_value
target['height'] = n.inputs[2].default_value
target['format'] = n.inputs[3].default_value
if scale != 1.0:
target['scale'] = scale
return target
def make_image_target(n, scale):
target = {}
target['is_image'] = True
target['name'] = n.inputs[0].default_value
target['width'] = n.inputs[1].default_value
target['height'] = n.inputs[2].default_value
target['format'] = n.inputs[3].default_value
if scale != 1.0:
target['scale'] = scale
return target
def make_image3d_target(n, scale):
target = {}
target['is_image'] = True
target['name'] = n.inputs[0].default_value
target['width'] = n.inputs[1].default_value
target['height'] = n.inputs[2].default_value
target['depth'] = n.inputs[3].default_value
target['format'] = n.inputs[4].default_value
if scale != 1.0:
target['scale'] = scale
return target