armory/blender/arm/material/make_depth.py
2017-12-20 15:37:58 +01:00

165 lines
6.5 KiB
Python

import bpy
import arm.material.cycles as cycles
import arm.material.mat_state as mat_state
import arm.material.mat_utils as mat_utils
import arm.material.make_skin as make_skin
import arm.material.make_tess as make_tess
import arm.material.make_particle as make_particle
import arm.material.make_mesh as make_mesh
import arm.assets as assets
import arm.utils
def make(context_id, rpasses, shadowmap=False):
is_disp = mat_utils.disp_linked(mat_state.output_node) and mat_state.material.arm_tess_shadows
vs = [{'name': 'pos', 'size': 3}]
if is_disp:
vs.append({'name': 'nor', 'size': 3})
con_depth = mat_state.data.add_context({ 'name': context_id, 'vertex_structure': vs, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise', 'color_write_red': False, 'color_write_green': False, 'color_write_blue': False, 'color_write_alpha': False })
vert = con_depth.make_vert()
frag = con_depth.make_frag()
geom = None
tesc = None
tese = None
vert.write_main_header('vec4 spos = vec4(pos, 1.0);')
parse_opacity = 'translucent' in rpasses or mat_state.material.arm_discard
if parse_opacity:
frag.write('vec3 n;') # Discard at compile time
frag.write('float dotNV;')
frag.write('float opacity;')
if con_depth.is_elem('bone'):
make_skin.skin_pos(vert)
if con_depth.is_elem('off'):
vert.write('spos.xyz += off;')
wrd = bpy.data.worlds['Arm']
if mat_state.material.arm_particle == 'gpu':
make_particle.write(vert)
if is_disp:
tesc = con_depth.make_tesc()
tese = con_depth.make_tese()
tesc.ins = vert.outs
tese.ins = tesc.outs
frag.ins = tese.outs
vert.add_out('vec3 wposition')
vert.add_out('vec3 wnormal')
vert.add_uniform('mat4 W', '_worldMatrix')
vert.add_uniform('mat3 N', '_normalMatrix')
vert.write('wnormal = normalize(N * nor);')
vert.write('wposition = vec4(W * spos).xyz;')
make_tess.tesc_levels(tesc, mat_state.material.arm_tess_shadows_inner, mat_state.material.arm_tess_shadows_outer)
make_tess.interpolate(tese, 'wposition', 3)
make_tess.interpolate(tese, 'wnormal', 3, normalize=True)
cycles.parse(mat_state.nodes, con_depth, vert, frag, geom, tesc, tese, parse_surface=False, parse_opacity=parse_opacity)
if con_depth.is_elem('tex'):
vert.add_out('vec2 texCoord')
vert.write('texCoord = tex;')
tese.write_pre = True
make_tess.interpolate(tese, 'texCoord', 2, declare_out=frag.contains('texCoord'))
tese.write_pre = False
if con_depth.is_elem('tex1'):
vert.add_out('vec2 texCoord1')
vert.write('texCoord1 = tex1;')
tese.write_pre = True
make_tess.interpolate(tese, 'texCoord1', 2, declare_out=frag.contains('texCoord1'))
tese.write_pre = False
if con_depth.is_elem('col'):
vert.add_out('vec3 vcolor')
vert.write('vcolor = col;')
tese.write_pre = True
make_tess.interpolate(tese, 'vcolor', 3, declare_out=frag.contains('vcolor'))
tese.write_pre = False
if shadowmap:
tese.add_uniform('mat4 LVP', '_lampViewProjectionMatrix')
tese.write('wposition += wnormal * disp * 0.2;')
tese.write('gl_Position = LVP * vec4(wposition, 1.0);')
else:
tese.add_uniform('mat4 VP', '_viewProjectionMatrix')
tese.write('wposition += wnormal * disp * 0.2;')
tese.write('gl_Position = VP * vec4(wposition, 1.0);')
# No displacement
else:
frag.ins = vert.outs
billboard = mat_state.material.arm_billboard
if shadowmap:
if billboard == 'spherical':
vert.add_uniform('mat4 LWVP', '_lampWorldViewProjectionMatrixSphere')
elif billboard == 'cylindrical':
vert.add_uniform('mat4 LWVP', '_lampWorldViewProjectionMatrixCylinder')
else: # off
vert.add_uniform('mat4 LWVP', '_lampWorldViewProjectionMatrix')
vert.write('gl_Position = LWVP * spos;')
else:
if billboard == 'spherical':
vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrixSphere')
elif billboard == 'cylindrical':
vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrixCylinder')
else: # off
vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix')
vert.write('gl_Position = WVP * spos;')
if parse_opacity:
cycles.parse(mat_state.nodes, con_depth, vert, frag, geom, tesc, tese, parse_surface=False, parse_opacity=True)
if con_depth.is_elem('tex'):
vert.add_out('vec2 texCoord')
if mat_state.material.arm_tilesheet_mat:
vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset')
vert.write('texCoord = tex + tilesheetOffset;')
else:
vert.write('texCoord = tex;')
if con_depth.is_elem('tex1'):
vert.add_out('vec2 texCoord1')
vert.write('texCoord1 = tex1;')
if con_depth.is_elem('col'):
vert.add_out('vec3 vcolor')
vert.write('vcolor = col;')
# TODO: interleaved buffer has to match vertex structure of mesh context
if not bpy.data.worlds['Arm'].arm_deinterleaved_buffers:
con_depth.add_elem('nor', 3)
if mat_state.con_mesh != None:
if mat_state.con_mesh.is_elem('tex'):
con_depth.add_elem('tex', 2)
if mat_state.con_mesh.is_elem('tex1'):
con_depth.add_elem('tex1', 2)
if mat_state.con_mesh.is_elem('col'):
con_depth.add_elem('col', 3)
if mat_state.con_mesh.is_elem('tang'):
con_depth.add_elem('tang', 4)
# TODO: pass vbuf with proper struct
gapi = arm.utils.get_gapi()
if gapi.startswith('direct3d') and bpy.data.worlds['Arm'].arm_deinterleaved_buffers == False:
vert.write('vec3 t1 = nor; // TODO: Temp for d3d')
if con_depth.is_elem('tex'):
vert.write('vec2 t2 = tex; // TODO: Temp for d3d')
if parse_opacity:
opac = mat_state.material.arm_discard_opacity_shadows
frag.write('if (opacity < {0}) discard;'.format(opac))
assets.vs_equal(con_depth, assets.shader_cons['depth_vert'])
assets.fs_equal(con_depth, assets.shader_cons['depth_frag'])
make_mesh.make_finalize(con_depth)
return con_depth