armory/blender/arm/material/cycles.py
2017-04-26 14:21:22 +02:00

1196 lines
44 KiB
Python

#
# This module builds upon Cycles nodes work licensed as
# Copyright 2011-2013 Blender Foundation
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
import arm.material.cycles_functions as c_functions
import arm.material.cycles_state as c_state
def parse(nodes, vert, frag, geom, tesc, tese, parse_surface=True, parse_opacity=True, parse_displacement=True, basecol_only=False):
output_node = node_by_type(nodes, 'OUTPUT_MATERIAL')
if output_node != None:
parse_output(output_node, vert, frag, geom, tesc, tese, parse_surface, parse_opacity, parse_displacement, basecol_only)
def parse_output(node, _vert, _frag, _geom, _tesc, _tese, _parse_surface, _parse_opacity, _parse_displacement, _basecol_only):
global parsed # Compute nodes only once
global parents
global normal_written # Normal socket is linked on shader node - overwrite fs normal
global curshader # Active shader - frag for surface / tese for displacement
global vert
global frag
global geom
global tesc
global tese
global parse_surface
global parse_opacity
global parsing_basecol
global parse_teximage_vector
global basecol_only
vert = _vert
frag = _frag
geom = _geom
tesc = _tesc
tese = _tese
parse_surface = _parse_surface
parse_opacity = _parse_opacity
parsing_basecol = False
parse_teximage_vector = True
basecol_only = _basecol_only
# Surface
if parse_surface or parse_opacity:
parsed = []
parents = []
normal_written = False
curshader = frag
if basecol_only:
frag.lock = True
out_basecol, out_roughness, out_metallic, out_occlusion, out_opacity = parse_shader_input(node.inputs[0])
if parse_surface:
frag.lock = False
frag.write('basecol = {0};'.format(out_basecol))
if not basecol_only:
frag.write('roughness = {0};'.format(out_roughness))
frag.write('metallic = {0};'.format(out_metallic))
frag.write('occlusion = {0};'.format(out_occlusion))
if parse_opacity:
frag.write('opacity = {0};'.format(out_opacity))
# Volume
# parse_volume_input(node.inputs[1])
# Displacement
if _parse_displacement and c_state.tess_enabled() and node.inputs[2].is_linked and tese != None:
parsed = []
parents = []
normal_written = False
curshader = tese
out_disp = parse_displacement_input(node.inputs[2])
tese.write('float disp = {0};'.format(out_disp))
def parse_group(node, socket): # Entering group
index = socket_index(node, socket)
output_node = node_by_type(node.node_tree.nodes, 'GROUP_OUTPUT')
if output_node == None:
return
inp = output_node.inputs[index]
parents.append(node)
out_group = parse_input(inp)
parents.pop()
return out_group
def parse_group_input(node, socket):
index = socket_index(node, socket)
parent = parents.pop() # Leaving group
inp = parent.inputs[index]
res = parse_input(inp)
parents.append(parent) # Return to group
return res
def parse_input(inp):
if inp.type == 'SHADER':
return parse_shader_input(inp)
elif inp.type == 'RGB':
return parse_vector_input(inp)
elif inp.type == 'RGBA':
return parse_vector_input(inp)
elif inp.type == 'VECTOR':
return parse_vector_input(inp)
elif inp.type == 'VALUE':
return parse_value_input(inp)
def parse_shader_input(inp):
if inp.is_linked:
l = inp.links[0]
if l.from_node.type == 'REROUTE':
return parse_shader_input(l.from_node.inputs[0])
return parse_shader(l.from_node, l.from_socket)
else:
out_basecol = 'vec3(0.8)'
out_roughness = '0.0'
out_metallic = '0.0'
out_occlusion = '1.0'
out_opacity = '1.0'
return out_basecol, out_roughness, out_metallic, out_occlusion, out_opacity
def write_normal(inp):
if inp.is_linked:
normal_res = parse_vector_input(inp)
if normal_res != None:
curshader.write('n = {0};'.format(normal_res))
normal_written = True
def parsing_basecolor(b):
global parsing_basecol
global basecol_only
global curshader
parsing_basecol = b
if basecol_only:
curshader.lock = not b
def parse_shader(node, socket):
global parsing_basecol
out_basecol = 'vec3(0.8)'
out_roughness = '0.0'
out_metallic = '0.0'
out_occlusion = '1.0'
out_opacity = '1.0'
if node.type == 'GROUP':
if node.node_tree.name.startswith('Armory PBR'):
if parse_surface:
# Base color
parsing_basecolor(True)
out_basecol = parse_vector_input(node.inputs[0])
parsing_basecolor(False)
# Occlusion TODO: deprecated, occlussion is value instead of vector now
if node.inputs[1].type == 'RGBA':
out_occlusion = '{0}.r'.format(parse_vector_input(node.inputs[1]))
else:
out_occlusion = parse_value_input(node.inputs[1])
if node.inputs[2].is_linked or node.inputs[2].default_value != 1.0:
out_occlusion = '({0} * {1})'.format(out_occlusion, parse_value_input(node.inputs[2]))
# Roughness
out_roughness = parse_value_input(node.inputs[3])
if node.inputs[4].is_linked or node.inputs[4].default_value != 1.0:
out_roughness = '({0} * {1})'.format(out_roughness, parse_value_input(node.inputs[4]))
# Metallic
out_metallic = parse_value_input(node.inputs[5])
# Normal
if node.inputs[6].is_linked and node.inputs[6].links[0].from_node.type == 'NORMAL_MAP':
c_state.warn(c_state.mat_name() + ' - Do not use Normal Map node with Armory PBR, connect Image Texture directly')
parse_normal_map_color_input(node.inputs[6], node.inputs[7])
# Emission
if node.inputs[8].is_linked:
parsing_basecolor(True)
out_emission = parse_vector_input(node.inputs[8])
parsing_basecolor(False)
if node.inputs[9].is_linked or node.inputs[9].default_value != 1.0:
out_emission = '({0} * {1})'.format(out_emission, parse_value_input(node.inputs[9]))
out_basecol = '({0} + {1})'.format(out_basecol, out_emission)
if parse_opacity:
out_opacity = parse_value_input(node.inputs[12])
if node.inputs[13].is_linked or node.inputs[13].default_value != 1.0:
out_opacity = '({0} * {1})'.format(out_opacity, parse_value_input(node.inputs[13]))
else:
return parse_group(node, socket)
elif node.type == 'GROUP_INPUT':
return parse_group_input(node, socket)
elif node.type == 'MIX_SHADER':
prefix = '' if node.inputs[0].is_linked else 'const '
fac = parse_value_input(node.inputs[0])
fac_var = node_name(node.name) + '_fac'
fac_inv_var = node_name(node.name) + '_fac_inv'
curshader.write('{0}float {1} = {2};'.format(prefix, fac_var, fac))
curshader.write('{0}float {1} = 1.0 - {2};'.format(prefix, fac_inv_var, fac_var))
bc1, rough1, met1, occ1, opac1 = parse_shader_input(node.inputs[1])
bc2, rough2, met2, occ2, opac2 = parse_shader_input(node.inputs[2])
if parse_surface:
parsing_basecolor(True)
out_basecol = '({0} * {3} + {1} * {2})'.format(bc1, bc2, fac_var, fac_inv_var)
parsing_basecolor(False)
out_roughness = '({0} * {3} + {1} * {2})'.format(rough1, rough2, fac_var, fac_inv_var)
out_metallic = '({0} * {3} + {1} * {2})'.format(met1, met2, fac_var, fac_inv_var)
out_occlusion = '({0} * {3} + {1} * {2})'.format(occ1, occ2, fac_var, fac_inv_var)
if parse_opacity:
out_opacity = '({0} * {3} + {1} * {2})'.format(opac1, opac2, fac_var, fac_inv_var)
elif node.type == 'ADD_SHADER':
bc1, rough1, met1, occ1, opac1 = parse_shader_input(node.inputs[0])
bc2, rough2, met2, occ2, opac2 = parse_shader_input(node.inputs[1])
if parse_surface:
parsing_basecolor(True)
out_basecol = '({0} + {1})'.format(bc1, bc2)
parsing_basecolor(False)
out_roughness = '({0} * 0.5 + {1} * 0.5)'.format(rough1, rough2)
out_metallic = '({0} * 0.5 + {1} * 0.5)'.format(met1, met2)
out_occlusion = '({0} * 0.5 + {1} * 0.5)'.format(occ1, occ2)
if parse_opacity:
out_opacity = '({0} * 0.5 + {1} * 0.5)'.format(opac1, opac2)
elif node.type == 'BSDF_DIFFUSE':
if parse_surface:
write_normal(node.inputs[2])
parsing_basecolor(True)
out_basecol = parse_vector_input(node.inputs[0])
parsing_basecolor(False)
out_roughness = parse_value_input(node.inputs[1])
elif node.type == 'BSDF_GLOSSY':
if parse_surface:
write_normal(node.inputs[2])
parsing_basecolor(True)
out_basecol = parse_vector_input(node.inputs[0])
parsing_basecolor(False)
out_roughness = parse_value_input(node.inputs[1])
out_metallic = '1.0'
elif node.type == 'AMBIENT_OCCLUSION':
if parse_surface:
# Single channel
out_occlusion = parse_vector_input(node.inputs[0]) + '.r'
elif node.type == 'BSDF_ANISOTROPIC':
if parse_surface:
write_normal(node.inputs[4])
# Revert to glossy
parsing_basecolor(True)
out_basecol = parse_vector_input(node.inputs[0])
parsing_basecolor(False)
out_roughness = parse_value_input(node.inputs[1])
out_metallic = '1.0'
elif node.type == 'EMISSION':
if parse_surface:
# Multiply basecol
parsing_basecolor(True)
out_basecol = parse_vector_input(node.inputs[0])
parsing_basecolor(False)
strength = parse_value_input(node.inputs[1])
out_basecol = '({0} * {1} * 50.0)'.format(out_basecol, strength)
elif node.type == 'BSDF_GLASS':
if parse_surface:
write_normal(node.inputs[3])
out_roughness = parse_value_input(node.inputs[1])
if parse_opacity:
out_opacity = '(1.0 - {0}.r)'.format(parse_vector_input(node.inputs[0]))
elif node.type == 'BSDF_HAIR':
pass
elif node.type == 'HOLDOUT':
if parse_surface:
# Occlude
out_occlusion = '0.0'
elif node.type == 'BSDF_REFRACTION':
# write_normal(node.inputs[3])
pass
elif node.type == 'SUBSURFACE_SCATTERING':
# write_normal(node.inputs[4])
pass
elif node.type == 'BSDF_TOON':
# write_normal(node.inputs[3])
pass
elif node.type == 'BSDF_TRANSLUCENT':
if parse_surface:
write_normal(node.inputs[1])
if parse_opacity:
out_opacity = '(1.0 - {0}.r)'.format(parse_vector_input(node.inputs[0]))
elif node.type == 'BSDF_TRANSPARENT':
if parse_opacity:
out_opacity = '(1.0 - {0}.r)'.format(parse_vector_input(node.inputs[0]))
elif node.type == 'BSDF_VELVET':
if parse_surface:
write_normal(node.inputs[2])
parsing_basecolor(True)
out_basecol = parse_vector_input(node.inputs[0])
parsing_basecolor(False)
out_roughness = '1.0'
out_metallic = '1.0'
elif node.type == 'VOLUME_ABSORPTION':
pass
elif node.type == 'VOLUME_SCATTER':
pass
return out_basecol, out_roughness, out_metallic, out_occlusion, out_opacity
def parse_displacement_input(inp):
if inp.is_linked:
l = inp.links[0]
if l.from_node.type == 'REROUTE':
return parse_displacement_input(l.from_node.inputs[0])
return parse_value_input(inp)
else:
return None
def res_var_name(node, socket):
return node_name(node.name) + '_' + c_state.safe_source_name(socket.name) + '_res'
def write_result(l):
res_var = res_var_name(l.from_node, l.from_socket)
st = l.from_socket.type
if res_var not in parsed:
parsed.append(res_var)
if st == 'RGB' or st == 'RGBA':
res = parse_rgb(l.from_node, l.from_socket)
if res == None:
return None
curshader.write('vec3 {0} = {1};'.format(res_var, res))
elif st == 'VECTOR':
res = parse_vector(l.from_node, l.from_socket)
if res == None:
return None
size = 3
if isinstance(res, tuple):
size = res[1]
res = res[0]
curshader.write('vec{2} {0} = {1};'.format(res_var, res, size))
elif st == 'VALUE':
res = parse_value(l.from_node, l.from_socket)
if res == None:
return None
curshader.write('float {0} = {1};'.format(res_var, res))
# Normal map already parsed, return
elif l.from_node.type == 'NORMAL_MAP':
return None
return res_var
def glsltype(t):
if t == 'RGB' or t == 'RGBA' or t == 'VECTOR':
return 'vec3'
else:
return 'float'
def touniform(inp):
uname = c_state.safe_source_name(inp.node.name) + c_state.safe_source_name(inp.name)
curshader.add_uniform(glsltype(inp.type) + ' ' + uname)
return uname
def parse_vector_input(inp):
if inp.is_linked:
l = inp.links[0]
if l.from_node.type == 'REROUTE':
return parse_vector_input(l.from_node.inputs[0])
res_var = write_result(l)
st = l.from_socket.type
if st == 'RGB' or st == 'RGBA' or st == 'VECTOR':
return res_var
else: # VALUE
return 'vec3({0})'.format(res_var)
else:
if inp.type == 'VALUE': # Unlinked reroute
return tovec3([0.0, 0.0, 0.0])
else:
if c_state.mat_batch() and inp.is_uniform:
return touniform(inp)
else:
return tovec3(inp.default_value)
def parse_rgb(node, socket):
if node.type == 'GROUP':
return parse_group(node, socket)
elif node.type == 'GROUP_INPUT':
return parse_group_input(node, socket)
elif node.type == 'ATTRIBUTE':
# Vcols only for now
# node.attribute_name
c_state.mat_add_elem('col', 3)
return 'vcolor'
elif node.type == 'RGB':
return tovec3(socket.default_value)
elif node.type == 'TEX_BRICK':
# Pass through
return tovec3([0.0, 0.0, 0.0])
elif node.type == 'TEX_CHECKER':
curshader.add_function(c_functions.str_tex_checker)
if node.inputs[0].is_linked:
co = parse_vector_input(node.inputs[0])
else:
co = 'wposition'
col1 = parse_vector_input(node.inputs[1])
col2 = parse_vector_input(node.inputs[2])
scale = parse_value_input(node.inputs[3])
return 'tex_checker({0}, {1}, {2}, {3})'.format(co, col1, col2, scale)
elif node.type == 'TEX_ENVIRONMENT':
# Pass through
return tovec3([0.0, 0.0, 0.0])
elif node.type == 'TEX_GRADIENT':
if node.inputs[0].is_linked:
co = parse_vector_input(node.inputs[0])
else:
co = 'wposition'
grad = node.gradient_type
if grad == 'LINEAR':
f = '{0}.x'.format(co)
elif grad == 'QUADRATIC':
f = '0.0'
elif grad == 'EASING':
f = '0.0'
elif grad == 'DIAGONAL':
f = '({0}.x + {0}.y) * 0.5'.format(co)
elif grad == 'RADIAL':
f = 'atan({0}.y, {0}.x) / PI2 + 0.5'.format(co)
elif grad == 'QUADRATIC_SPHERE':
f = '0.0'
elif grad == 'SPHERICAL':
f = 'max(1.0 - sqrt({0}.x * {0}.x + {0}.y * {0}.y + {0}.z * {0}.z), 0.0)'.format(co)
return 'vec3(clamp({0}, 0.0, 1.0))'.format(f)
elif node.type == 'TEX_IMAGE':
# Already fetched
if res_var_name(node, node.outputs[1]) in parsed:
return '{0}.rgb'.format(store_var_name(node))
tex_name = c_state.safe_source_name(node.name)
tex = c_state.make_texture(node, tex_name)
if tex != None:
to_linear = parsing_basecol and not tex['file'].endswith('.hdr')
return '{0}.rgb'.format(texture_store(node, tex, tex_name, to_linear))
elif node.image == None: # Empty texture
tex = {}
tex['name'] = tex_name
tex['file'] = ''
return '{0}.rgb'.format(texture_store(node, tex, tex_name, True))
else:
tex_store = store_var_name(node) # Pink color for missing texture
curshader.write('vec4 {0} = vec4(1.0, 0.0, 1.0, 1.0);'.format(tex_store))
return '{0}.rgb'.format(tex_store)
elif node.type == 'TEX_MAGIC':
# Pass through
return tovec3([0.0, 0.0, 0.0])
elif node.type == 'TEX_MUSGRAVE':
# Fall back to noise
curshader.add_function(c_functions.str_tex_noise)
if node.inputs[0].is_linked:
co = parse_vector_input(node.inputs[0])
else:
co = 'wposition'
scale = parse_value_input(node.inputs[1])
# detail = parse_value_input(node.inputs[2])
# distortion = parse_value_input(node.inputs[3])
return 'vec3(tex_noise_f({0} * {1}))'.format(co, scale)
elif node.type == 'TEX_NOISE':
curshader.add_function(c_functions.str_tex_noise)
if node.inputs[0].is_linked:
co = parse_vector_input(node.inputs[0])
else:
co = 'wposition'
scale = parse_value_input(node.inputs[1])
# detail = parse_value_input(node.inputs[2])
# distortion = parse_value_input(node.inputs[3])
# Slow..
return 'vec3(tex_noise({0} * {1}), tex_noise({0} * {1} + 0.33), tex_noise({0} * {1} + 0.66))'.format(co, scale)
elif node.type == 'TEX_POINTDENSITY':
# Pass through
return tovec3([0.0, 0.0, 0.0])
elif node.type == 'TEX_SKY':
# Pass through
return tovec3([0.0, 0.0, 0.0])
elif node.type == 'TEX_VORONOI':
curshader.add_function(c_functions.str_tex_voronoi)
c_state.assets_add(c_state.get_sdk_path() + '/armory/Assets/' + 'noise64.png')
c_state.assets_add_embedded_data('noise64.png')
curshader.add_uniform('sampler2D snoise', link='_noise64')
if node.inputs[0].is_linked:
co = parse_vector_input(node.inputs[0])
else:
co = 'wposition'
scale = parse_value_input(node.inputs[1])
if node.coloring == 'INTENSITY':
return 'vec3(tex_voronoi({0} / {1}).a)'.format(co, scale)
else: # CELLS
return 'tex_voronoi({0} / {1}).rgb'.format(co, scale)
elif node.type == 'TEX_WAVE':
# Pass through
return tovec3([0.0, 0.0, 0.0])
elif node.type == 'BRIGHTCONTRAST':
out_col = parse_vector_input(node.inputs[0])
bright = parse_value_input(node.inputs[1])
contr = parse_value_input(node.inputs[2])
curshader.add_function(\
"""vec3 brightcontrast(const vec3 col, const float bright, const float contr) {
float a = 1.0 + contr;
float b = bright - contr * 0.5;
return max(a * col + b, 0.0);
}
""")
return 'brightcontrast({0}, {1}, {2})'.format(out_col, bright, contr)
elif node.type == 'GAMMA':
out_col = parse_vector_input(node.inputs[0])
gamma = parse_value_input(node.inputs[1])
return 'pow({0}, vec3({1}))'.format(out_col, gamma)
elif node.type == 'HUE_SAT':
curshader.add_function(c_functions.str_hsv_to_rgb)
hue = parse_value_input(node.inputs[0])
sat = parse_value_input(node.inputs[1])
val = parse_value_input(node.inputs[2])
# fac = parse_value_input(node.inputs[3])
# col = parse_vector_input(node.inputs[4])
return 'hsv_to_rgb(vec3({0}, {1}, {2}))'.format(hue, sat, val)
elif node.type == 'INVERT':
fac = parse_value_input(node.inputs[0])
out_col = parse_vector_input(node.inputs[1])
return 'mix({0}, vec3(1.0) - ({0}), {1})'.format(out_col, fac)
elif node.type == 'MIX_RGB':
fac = parse_value_input(node.inputs[0])
fac_var = node_name(node.name) + '_fac'
curshader.write('float {0} = {1};'.format(fac_var, fac))
col1 = parse_vector_input(node.inputs[1])
col2 = parse_vector_input(node.inputs[2])
blend = node.blend_type
if blend == 'MIX':
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var)
elif blend == 'ADD':
out_col = 'mix({0}, {0} + {1}, {2})'.format(col1, col2, fac_var)
elif blend == 'MULTIPLY':
out_col = 'mix({0}, {0} * {1}, {2})'.format(col1, col2, fac_var)
elif blend == 'SUBTRACT':
out_col = 'mix({0}, {0} - {1}, {2})'.format(col1, col2, fac_var)
elif blend == 'SCREEN':
out_col = '(vec3(1.0) - (vec3(1.0 - {2}) + {2} * (vec3(1.0) - {1})) * (vec3(1.0) - {0}))'.format(col1, col2, fac_var)
elif blend == 'DIVIDE':
out_col = '(vec3((1.0 - {2}) * {0} + {2} * {0} / {1}))'.format(col1, col2, fac_var)
elif blend == 'DIFFERENCE':
out_col = 'mix({0}, abs({0} - {1}), {2})'.format(col1, col2, fac_var)
elif blend == 'DARKEN':
out_col = 'min({0}, {1} * {2})'.format(col1, col2, fac_var)
elif blend == 'LIGHTEN':
out_col = 'max({0}, {1} * {2})'.format(col1, col2, fac_var)
elif blend == 'OVERLAY':
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix
elif blend == 'DODGE':
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix
elif blend == 'BURN':
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix
elif blend == 'HUE':
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix
elif blend == 'SATURATION':
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix
elif blend == 'VALUE':
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix
elif blend == 'COLOR':
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix
elif blend == 'SOFT_LIGHT':
out_col = '((1.0 - {2}) * {0} + {2} * ((vec3(1.0) - {0}) * {1} * {0} + {0} * (vec3(1.0) - (vec3(1.0) - {1}) * (vec3(1.0) - {0}))));'.format(col1, col2, fac)
elif blend == 'LINEAR_LIGHT':
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix
# out_col = '({0} + {2} * (2.0 * ({1} - vec3(0.5))))'.format(col1, col2, fac_var)
if node.use_clamp:
return 'clamp({0}, vec3(0.0), vec3(1.0))'.format(out_col)
else:
return out_col
elif node.type == 'CURVE_RGB':
# Pass throuh
return parse_vector_input(node.inputs[1])
elif node.type == 'BLACKBODY':
# Pass constant
return tovec3([0.84, 0.38, 0.0])
elif node.type == 'VALTORGB': # ColorRamp
fac = parse_value_input(node.inputs[0])
interp = node.color_ramp.interpolation
elems = node.color_ramp.elements
if len(elems) == 1:
return tovec3(elems[0].color)
if interp == 'CONSTANT':
fac_var = node_name(node.name) + '_fac'
curshader.write('float {0} = {1};'.format(fac_var, fac))
# Get index
out_i = '0'
for i in range(1, len(elems)):
out_i += ' + ({0} > {1} ? 1 : 0)'.format(fac_var, elems[i].position)
# Write cols array
cols_var = node_name(node.name) + '_cols'
curshader.write('vec3 {0}[{1}];'.format(cols_var, len(elems)))
for i in range(0, len(elems)):
curshader.write('{0}[{1}] = vec3({2}, {3}, {4});'.format(cols_var, i, elems[i].color[0], elems[i].color[1], elems[i].color[2]))
return '{0}[{1}]'.format(cols_var, out_i)
else: # Linear, .. - 2 elems only, end pos assumed to be 1
# float f = clamp((pos - start) * (1.0 / (1.0 - start)), 0.0, 1.0);
return 'mix({0}, {1}, clamp(({2} - {3}) * (1.0 / (1.0 - {3})), 0.0, 1.0))'.format(tovec3(elems[0].color), tovec3(elems[1].color), fac, elems[0].position)
elif node.type == 'COMBHSV':
# vec3 hsv2rgb(vec3 c) {
# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
# return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
# }
# vec3 rgb2hsv(vec3 c) {
# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
# vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
# vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
# float d = q.x - min(q.w, q.y);
# float e = 1.0e-10;
# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
# }
# Pass constant
return tovec3([0.0, 0.0, 0.0])
elif node.type == 'COMBRGB':
r = parse_value_input(node.inputs[0])
g = parse_value_input(node.inputs[1])
b = parse_value_input(node.inputs[2])
return 'vec3({0}, {1}, {2})'.format(r, g, b)
elif node.type == 'WAVELENGTH':
# Pass constant
return tovec3([0.0, 0.27, 0.19])
def store_var_name(node):
return node_name(node.name) + '_store'
def texture_store(node, tex, tex_name, to_linear=False):
global parse_teximage_vector
c_state.mat_bind_texture(tex)
c_state.mat_add_elem('tex', 2)
curshader.add_uniform('sampler2D {0}'.format(tex_name))
if node.inputs[0].is_linked and parse_teximage_vector:
uv_name = parse_vector_input(node.inputs[0])
else:
uv_name = 'texCoord'
tex_store = store_var_name(node)
if c_state.mat_texture_grad():
curshader.write('vec4 {0} = textureGrad({1}, {2}.xy, g2.xy, g2.zw);'.format(tex_store, tex_name, uv_name))
else:
curshader.write('vec4 {0} = texture({1}, {2}.xy);'.format(tex_store, tex_name, uv_name))
if to_linear:
curshader.write('{0}.rgb = pow({0}.rgb, vec3(2.2));'.format(tex_store))
return tex_store
def parse_vector(node, socket):
if node.type == 'GROUP':
return parse_group(node, socket)
elif node.type == 'GROUP_INPUT':
return parse_group_input(node, socket)
elif node.type == 'ATTRIBUTE':
# UVMaps only for now
c_state.mat_add_elem('tex', 2)
mat = c_state.mat_get_material()
mat_users = c_state.mat_get_material_users()
if mat_users != None and mat in mat_users:
mat_user = mat_users[mat][0]
if hasattr(mat_user.data, 'uv_layers'): # No uvlayers for Curve
lays = mat_user.data.uv_layers
# Second uvmap referenced
if len(lays) > 1 and node.attribute_name == lays[1].name:
c_state.mat_add_elem('tex1', 2)
return 'texCoord1', 2
return 'texCoord', 2
elif node.type == 'CAMERA':
# View Vector
return 'vVec'
elif node.type == 'NEW_GEOMETRY':
if socket == node.outputs[0]: # Position
return 'wposition'
elif socket == node.outputs[1]: # Normal
return 'n'
elif socket == node.outputs[2]: # Tangent
return 'vec3(0.0)'
elif socket == node.outputs[3]: # True Normal
return 'n'
elif socket == node.outputs[4]: # Incoming
return 'vVec'
elif socket == node.outputs[5]: # Parametric
return 'wposition'
elif node.type == 'HAIR_INFO':
return 'vec3(0.0)' # Tangent Normal
elif node.type == 'OBJECT_INFO':
return 'wposition'
elif node.type == 'PARTICLE_INFO':
if socket == node.outputs[3]: # Location
return 'vec3(0.0)'
elif socket == node.outputs[5]: # Velocity
return 'vec3(0.0)'
elif socket == node.outputs[6]: # Angular Velocity
return 'vec3(0.0)'
elif node.type == 'TANGENT':
return 'vec3(0.0)'
elif node.type == 'TEX_COORD':
#obj = node.object
#dupli = node.from_dupli
if socket == node.outputs[0]: # Generated
return 'vec2(0.0)', 2
elif socket == node.outputs[1]: # Normal
return 'vec2(0.0)', 2
elif socket == node.outputs[2]: # UV
c_state.mat_add_elem('tex', 2)
return 'texCoord', 2
elif socket == node.outputs[3]: # Object
return 'vec2(0.0)', 2
elif socket == node.outputs[4]: # Camera
return 'vec2(0.0)', 2
elif socket == node.outputs[5]: # Window
return 'vec2(0.0)', 2
elif socket == node.outputs[6]: # Reflection
return 'vec2(0.0)', 2
elif node.type == 'UVMAP':
#map = node.uv_map
#dupli = node.from_dupli
return 'vec2(0.0)', 2
elif node.type == 'BUMP':
#invert = node.invert
# strength = parse_value_input(node.inputs[0])
# distance = parse_value_input(node.inputs[1])
# height = parse_value_input(node.inputs[2])
# nor = parse_vector_input(node.inputs[3])
# Sample height around the normal and compute normal
return 'n'
elif node.type == 'MAPPING':
return parse_vector_input(node.inputs[0]), 2
elif node.type == 'NORMAL':
if socket == node.outputs[0]:
return tovec3(node.outputs[0].default_value)
elif socket == node.outputs[1]: # TODO: is parse_value path preferred?
nor = parse_vector_input(node.inputs[0])
return 'vec3(dot({0}, {1}))'.format(tovec3(node.outputs[0].default_value), nor)
elif node.type == 'NORMAL_MAP':
if curshader == tese:
return parse_vector_input(node.inputs[1])
else:
#space = node.space
#map = node.uv_map
# strength = parse_value_input(node.inputs[0])
parse_normal_map_color_input(node.inputs[1]) # Color
return None
elif node.type == 'CURVE_VEC':
# fac = parse_value_input(node.inputs[0])
# Pass throuh
return parse_vector_input(node.inputs[1])
elif node.type == 'VECT_TRANSFORM':
#type = node.vector_type
#conv_from = node.convert_from
#conv_to = node.convert_to
# Pass throuh
return parse_vector_input(node.inputs[0])
elif node.type == 'COMBXYZ':
x = parse_value_input(node.inputs[0])
y = parse_value_input(node.inputs[1])
z = parse_value_input(node.inputs[2])
return 'vec3({0}, {1}, {2})'.format(x, y, z)
elif node.type == 'VECT_MATH':
vec1 = parse_vector_input(node.inputs[0])
vec2 = parse_vector_input(node.inputs[1])
op = node.operation
if op == 'ADD':
return '({0} + {1})'.format(vec1, vec2)
elif op == 'SUBTRACT':
return '({0} - {1})'.format(vec1, vec2)
elif op == 'AVERAGE':
return '(({0} + {1}) / 2.0)'.format(vec1, vec2)
elif op == 'DOT_PRODUCT':
return 'vec3(dot({0}, {1}))'.format(vec1, vec2)
elif op == 'CROSS_PRODUCT':
return 'cross({0}, {1})'.format(vec1, vec2)
elif op == 'NORMALIZE':
return 'normalize({0})'.format(vec1)
def parse_normal_map_color_input(inp, str_inp=None):
global parse_teximage_vector
if inp.is_linked == False:
return
frag.write_pre = True
parse_teximage_vector = False # Force texCoord for normal map image vector
defplus = c_state.get_rp_renderer() == 'Deferred Plus'
if not c_state.get_arm_export_tangents() or defplus: # Compute TBN matrix
frag.write('vec3 texn = ({0}) * 2.0 - 1.0;'.format(parse_vector_input(inp)))
frag.add_include('../../Shaders/std/normals.glsl')
if defplus:
frag.write('mat3 TBN = cotangentFrame(n, -vVec, g2.xy, g2.zw);')
else:
frag.write('mat3 TBN = cotangentFrame(n, -vVec, texCoord);')
frag.write('n = TBN * normalize(texn);')
else:
frag.write('vec3 n = ({0}) * 2.0 - 1.0;'.format(parse_vector_input(inp)))
# frag.write('n = normalize(TBN * normalize(n));')
frag.write('n = TBN * normalize(n);')
c_state.mat_add_elem('tang', 3)
parse_teximage_vector = True
frag.write_pre = False
def parse_value_input(inp):
if inp.is_linked:
l = inp.links[0]
if l.from_node.type == 'REROUTE':
return parse_value_input(l.from_node.inputs[0])
res_var = write_result(l)
st = l.from_socket.type
if st == 'RGB' or st == 'RGBA' or st == 'VECTOR':
return '{0}.x'.format(res_var)
else: # VALUE
return res_var
else:
if c_state.mat_batch() and inp.is_uniform:
return touniform(inp)
else:
return tovec1(inp.default_value)
def parse_value(node, socket):
if node.type == 'GROUP':
if node.node_tree.name.startswith('Armory PBR'):
# Displacement
if socket == node.outputs[1]:
res = parse_value_input(node.inputs[10])
if node.inputs[11].is_linked or node.inputs[11].default_value != 1.0:
res = "({0} * {1})".format(res, parse_value_input(node.inputs[11]))
return res
else:
return None
else:
return parse_group(node, socket)
elif node.type == 'GROUP_INPUT':
return parse_group_input(node, socket)
elif node.type == 'ATTRIBUTE':
# Pass time till drivers are implemented
if node.attribute_name == 'time':
curshader.add_uniform('float time', link='_time')
return 'time'
else:
return '0.0'
elif node.type == 'CAMERA':
# View Z Depth
if socket == node.outputs[1]:
return 'gl_FragCoord.z'
# View Distance
else:
return 'length(eyeDir)'
elif node.type == 'FRESNEL':
ior = parse_value_input(node.inputs[0])
#nor = parse_vectorZ_input(node.inputs[1])
return 'pow(1.0 - dotNV, 7.25 / {0})'.format(ior) # max(dotNV, 0.0)
elif node.type == 'NEW_GEOMETRY':
if socket == node.outputs[6]: # Backfacing
return '0.0'
elif socket == node.outputs[7]: # Pointiness
return '0.0'
elif node.type == 'HAIR_INFO':
# Is Strand
# Intercept
# Thickness
return '0.5'
elif node.type == 'LAYER_WEIGHT':
blend = parse_value_input(node.inputs[0])
# nor = parse_vector_input(node.inputs[1])
if socket == node.outputs[0]: # Fresnel
return 'clamp(pow(1.0 - dotNV, (1.0 - {0}) * 10.0), 0.0, 1.0)'.format(blend)
elif socket == node.outputs[1]: # Facing
return '((1.0 - dotNV) * {0})'.format(blend)
elif node.type == 'LIGHT_PATH':
if socket == node.outputs[0]: # Is Camera Ray
return '1.0'
elif socket == node.outputs[1]: # Is Shadow Ray
return '0.0'
elif socket == node.outputs[2]: # Is Diffuse Ray
return '1.0'
elif socket == node.outputs[3]: # Is Glossy Ray
return '1.0'
elif socket == node.outputs[4]: # Is Singular Ray
return '0.0'
elif socket == node.outputs[5]: # Is Reflection Ray
return '0.0'
elif socket == node.outputs[6]: # Is Transmission Ray
return '0.0'
elif socket == node.outputs[7]: # Ray Length
return '0.0'
elif socket == node.outputs[8]: # Ray Depth
return '0.0'
elif socket == node.outputs[9]: # Transparent Depth
return '0.0'
elif socket == node.outputs[10]: # Transmission Depth
return '0.0'
elif node.type == 'OBJECT_INFO':
if socket == node.outputs[1]: # Object Index
curshader.add_uniform('float objectInfoIndex', link='_objectInfoIndex')
return 'objectInfoIndex'
elif socket == node.outputs[2]: # Material Index
curshader.add_uniform('float objectInfoMaterialIndex', link='_objectInfoMaterialIndex')
return 'objectInfoMaterialIndex'
elif socket == node.outputs[3]: # Random
curshader.add_uniform('float objectInfoRandom', link='_objectInfoRandom')
return 'objectInfoRandom'
elif node.type == 'PARTICLE_INFO':
if socket == node.outputs[0]: # Index
return '0.0'
elif socket == node.outputs[1]: # Age
return '0.0'
elif socket == node.outputs[2]: # Lifetime
return '0.0'
elif socket == node.outputs[4]: # Size
return '0.0'
elif node.type == 'VALUE':
return tovec1(node.outputs[0].default_value)
elif node.type == 'WIREFRAME':
#node.use_pixel_size
# size = parse_value_input(node.inputs[0])
return '0.0'
elif node.type == 'TEX_BRICK':
return '0.0'
elif node.type == 'TEX_CHECKER':
# TODO: do not recompute when color socket is also connected
curshader.add_function(c_functions.str_tex_checker)
if node.inputs[0].is_linked:
co = parse_vector_input(node.inputs[0])
else:
co = 'wposition'
col1 = parse_vector_input(node.inputs[1])
col2 = parse_vector_input(node.inputs[2])
scale = parse_value_input(node.inputs[3])
return 'tex_checker({0}, {1}, {2}, {3}).r'.format(co, col1, col2, scale)
elif node.type == 'TEX_GRADIENT':
return '0.0'
elif node.type == 'TEX_IMAGE':
# Already fetched
if res_var_name(node, node.outputs[0]) in parsed:
return '{0}.a'.format(store_var_name(node))
tex_name = c_state.safe_source_name(node.name)
tex = c_state.make_texture(node, tex_name)
if tex != None:
return '{0}.a'.format(texture_store(node, tex, tex_name))
else:
tex_store = store_var_name(node) # Pink color for missing texture
curshader.write('vec4 {0} = vec4(1.0, 0.0, 1.0, 1.0);'.format(tex_store))
return '{0}.a'.format(tex_store)
elif node.type == 'TEX_MAGIC':
return '0.0'
elif node.type == 'TEX_MUSGRAVE':
# Fall back to noise
curshader.add_function(c_functions.str_tex_noise)
if node.inputs[0].is_linked:
co = parse_vector_input(node.inputs[0])
else:
co = 'wposition'
scale = parse_value_input(node.inputs[1])
# detail = parse_value_input(node.inputs[2])
# distortion = parse_value_input(node.inputs[3])
return 'tex_noise_f({0} * {1})'.format(co, scale)
elif node.type == 'TEX_NOISE':
curshader.add_function(c_functions.str_tex_noise)
if node.inputs[0].is_linked:
co = parse_vector_input(node.inputs[0])
else:
co = 'wposition'
scale = parse_value_input(node.inputs[1])
# detail = parse_value_input(node.inputs[2])
# distortion = parse_value_input(node.inputs[3])
return 'tex_noise({0} * {1})'.format(co, scale)
elif node.type == 'TEX_POINTDENSITY':
return '0.0'
elif node.type == 'TEX_VORONOI':
curshader.add_function(c_functions.str_tex_voronoi)
c_state.assets_add(c_state.get_sdk_path() + '/armory/Assets/' + 'noise64.png')
c_state.assets_add_embedded_data('noise64.png')
curshader.add_uniform('sampler2D snoise', link='_noise64')
if node.inputs[0].is_linked:
co = parse_vector_input(node.inputs[0])
else:
co = 'wposition'
scale = parse_value_input(node.inputs[1])
if node.coloring == 'INTENSITY':
return 'tex_voronoi({0} * {1}).a'.format(co, scale)
else: # CELLS
return 'tex_voronoi({0} * {1}).r'.format(co, scale)
elif node.type == 'TEX_WAVE':
return '0.0'
elif node.type == 'LIGHT_FALLOFF':
# Constant, linear, quadratic
# Shaders default to quadratic for now
return '1.0'
elif node.type == 'NORMAL':
nor = parse_vector_input(node.inputs[0])
return 'dot({0}, {1})'.format(tovec3(node.outputs[0].default_value), nor)
elif node.type == 'VALTORGB': # ColorRamp
return '1.0'
elif node.type == 'MATH':
val1 = parse_value_input(node.inputs[0])
val2 = parse_value_input(node.inputs[1])
op = node.operation
if op == 'ADD':
out_val = '({0} + {1})'.format(val1, val2)
elif op == 'SUBTRACT':
out_val = '({0} - {1})'.format(val1, val2)
elif op == 'MULTIPLY':
out_val = '({0} * {1})'.format(val1, val2)
elif op == 'DIVIDE':
out_val = '({0} / {1})'.format(val1, val2)
elif op == 'SINE':
out_val = 'sin({0})'.format(val1)
elif op == 'COSINE':
out_val = 'cos({0})'.format(val1)
elif op == 'TANGENT':
out_val = 'tan({0})'.format(val1)
elif op == 'ARCSINE':
out_val = 'asin({0})'.format(val1)
elif op == 'ARCCOSINE':
out_val = 'acos({0})'.format(val1)
elif op == 'ARCTANGENT':
out_val = 'atan({0})'.format(val1)
elif op == 'POWER':
out_val = 'pow({0}, {1})'.format(val1, val2)
elif op == 'LOGARITHM':
out_val = 'log({0})'.format(val1)
elif op == 'MINIMUM':
out_val = 'min({0}, {1})'.format(val1, val2)
elif op == 'MAXIMUM':
out_val = 'max({0}, {1})'.format(val1, val2)
elif op == 'ROUND':
# out_val = 'round({0})'.format(val1)
out_val = 'floor({0} + 0.5)'.format(val1)
elif op == 'LESS_THAN':
out_val = 'float({0} < {1})'.format(val1, val2)
elif op == 'GREATER_THAN':
out_val = 'float({0} > {1})'.format(val1, val2)
elif op == 'MODULO':
# out_val = 'float({0} % {1})'.format(val1, val2)
out_val = 'mod({0}, {1})'.format(val1, val2)
elif op == 'ABSOLUTE':
out_val = 'abs({0})'.format(val1)
if node.use_clamp:
return 'clamp({0}, 0.0, 1.0)'.format(out_val)
else:
return out_val
elif node.type == 'RGBTOBW':
col = parse_vector_input(node.inputs[0])
return '((({0}.r * 0.3 + {0}.g * 0.59 + {0}.b * 0.11) / 3.0) * 2.5)'.format(col)
elif node.type == 'SEPHSV':
return '0.0'
elif node.type == 'SEPRGB':
col = parse_vector_input(node.inputs[0])
if socket == node.outputs[0]:
return '{0}.r'.format(col)
elif socket == node.outputs[1]:
return '{0}.g'.format(col)
elif socket == node.outputs[2]:
return '{0}.b'.format(col)
elif node.type == 'SEPXYZ':
vec = parse_vector_input(node.inputs[0])
if socket == node.outputs[0]:
return '{0}.x'.format(vec)
elif socket == node.outputs[1]:
return '{0}.y'.format(vec)
elif socket == node.outputs[2]:
return '{0}.z'.format(vec)
elif node.type == 'VECT_MATH':
vec1 = parse_vector_input(node.inputs[0])
vec2 = parse_vector_input(node.inputs[1])
op = node.operation
if op == 'DOT_PRODUCT':
return 'dot({0}, {1})'.format(vec1, vec2)
else:
return '0.0'
def tovec1(v):
return str(v)
def tovec2(v):
return 'vec2({0}, {1})'.format(v[0], v[1])
def tovec3(v):
return 'vec3({0}, {1}, {2})'.format(v[0], v[1], v[2])
def tovec4(v):
return 'vec4({0}, {1}, {2}, {3})'.format(v[0], v[1], v[2], v[3])
def node_by_type(nodes, ntype):
for n in nodes:
if n.type == ntype:
return n
def socket_index(node, socket):
for i in range(0, len(node.outputs)):
if node.outputs[i] == socket:
return i
def node_name(s):
s = c_state.safe_source_name(s)
if len(parents) > 0:
s = c_state.safe_source_name(parents[-1].name) + '_' + s
return s