105 lines
3.7 KiB
Python
105 lines
3.7 KiB
Python
import bpy
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import arm.utils
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import arm.make_state as make_state
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import arm.material.cycles as cycles
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import arm.log as log
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add_mesh_contexts = []
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def disp_linked(output_node):
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linked = output_node.inputs[2].is_linked
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if not linked:
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return False
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# Armory PBR with unlinked height socket
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l = output_node.inputs[2].links[0]
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if l.from_node.type == 'GROUP' and l.from_node.node_tree.name.startswith('Armory PBR') and \
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l.from_node.inputs[7].is_linked == False:
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return False
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disp_enabled = arm.utils.disp_enabled(make_state.target)
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rpdat = arm.utils.get_rp()
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if not disp_enabled and rpdat.arm_rp_displacement == 'Tessellation':
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log.warn('Tessellation not available on ' + make_state.target)
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return disp_enabled
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def get_rpasses(material):
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ar = []
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rpdat = arm.utils.get_rp()
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has_voxels = arm.utils.voxel_support()
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if material.arm_decal:
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ar.append('decal')
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elif material.arm_overlay:
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ar.append('overlay')
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else:
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ar.append('mesh')
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for con in add_mesh_contexts:
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ar.append(con)
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if is_transluc(material) and not material.arm_discard and rpdat.rp_translucency_state != 'Off' and not material.arm_blending:
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ar.append('translucent')
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if rpdat.rp_voxelao and has_voxels:
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ar.append('voxel')
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if rpdat.rp_renderer == 'Forward' and rpdat.rp_depthprepass and not material.arm_blending and not material.arm_particle_flag:
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ar.append('depth')
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if material.arm_cast_shadow and rpdat.rp_shadows and ('mesh' in ar):
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ar.append('shadowmap')
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return ar
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def is_transluc(material):
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nodes = material.node_tree.nodes
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output_node = cycles.node_by_type(nodes, 'OUTPUT_MATERIAL')
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if output_node == None or output_node.inputs[0].is_linked == False:
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return False
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surface_node = output_node.inputs[0].links[0].from_node
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return is_transluc_traverse(surface_node)
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def is_transluc_traverse(node):
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# TODO: traverse groups
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if is_transluc_type(node):
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return True
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for inp in node.inputs:
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if inp.is_linked:
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res = is_transluc_traverse(inp.links[0].from_node)
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if res:
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return True
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return False
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def is_transluc_type(node):
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if node.type == 'BSDF_GLASS' or \
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node.type == 'BSDF_TRANSPARENT' or \
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node.type == 'BSDF_TRANSLUCENT' or \
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(node.type == 'GROUP' and node.node_tree.name.startswith('Armory PBR') and (node.inputs[1].is_linked or node.inputs[1].default_value != 1.0)) or \
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(node.type == 'BSDF_PRINCIPLED' and len(node.inputs) > 20 and (node.inputs[18].is_linked or node.inputs[18].default_value != 1.0)):
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return True
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return False
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def is_emmisive(material):
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nodes = material.node_tree.nodes
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output_node = cycles.node_by_type(nodes, 'OUTPUT_MATERIAL')
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if output_node == None or output_node.inputs[0].is_linked == False:
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return False
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surface_node = output_node.inputs[0].links[0].from_node
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return is_emmisive_traverse(surface_node)
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def is_emmisive_traverse(node):
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# TODO: traverse groups
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if is_emmisive_type(node):
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return True
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for inp in node.inputs:
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if inp.is_linked:
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res = is_emmisive_traverse(inp.links[0].from_node)
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if res:
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return True
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return False
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def is_emmisive_type(node):
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if node.type == 'EMISSION' or \
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(node.type == 'GROUP' and node.node_tree.name.startswith('Armory PBR') and (node.inputs[6].is_linked or node.inputs[6].default_value != 0.0)) or \
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(node.type == 'BSDF_PRINCIPLED' and len(node.inputs) > 20 and (node.inputs[17].is_linked or node.inputs[17].default_value[0] != 0.0)):
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return True
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return False
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