138 lines
4.6 KiB
Python
138 lines
4.6 KiB
Python
import bpy
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import nodes_renderpath
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group = None
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nodes = None
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links = None
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def make_renderer(cam):
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global group
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global nodes
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global links
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if cam.rp_renderer == 'Forward':
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nodes_renderpath.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(cam)
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else: # Deferred
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nodes_renderpath.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(cam)
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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(cam):
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nodes['Begin'].inputs[1].default_value = cam.rp_hdr
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nodes['Screen'].inputs[0].default_value = int(cam.rp_supersampling)
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if cam.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(cam.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 not cam.rp_worldnodes:
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relink('Draw World', 'Set Target Accum')
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nodes['Clear Target Mesh'].inputs[1].default_value = True
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if not cam.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 cam.rp_worldnodes:
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l = nodes['Draw World'].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 cam.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 cam.rp_antialiasing == 'SMAA':
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pass
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elif cam.rp_antialiasing == 'TAA':
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pass
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elif cam.rp_antialiasing == 'FXAA':
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pass
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elif cam.rp_antialiasing == 'None':
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last_node = 'Draw Compositor'
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relink('Draw Compositor + FXAA', 'Draw Compositor')
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if cam.rp_overlays:
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links.new(last_node.outputs[0], nodes['Clear Target Overlay'].inputs[0])
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def make_deferred(cam):
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nodes['Begin'].inputs[1].default_value = cam.rp_hdr
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nodes['Screen'].inputs[0].default_value = int(cam.rp_supersampling)
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if cam.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(cam.rp_shadowmap)
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else:
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l = nodes['Loop Lamps'].outputs[1].links[0]
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links.remove(l)
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links.new(nodes['Loop Lamps'].outputs[1], nodes['Deferred Light'].inputs[0])
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l = nodes['Deferred Light'].inputs[3].links[0] # No shadowmap bind
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links.remove(l)
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l = nodes['Volumetric Light'].inputs[6].links[0]
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links.remove(l)
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relink('Bind Target Transluc SM', 'Draw Meshes Transluc')
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# if not cam.rp_decals:
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# relink('Set Target.005', 'SSAO')
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if not cam.rp_ssao:
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relink('SSAO', 'Deferred Indirect')
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l = nodes['Deferred Indirect'].inputs[3].links[0]
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links.remove(l)
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if not cam.rp_worldnodes:
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relink('Draw World', 'Set Target Accum')
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if not cam.rp_translucency:
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relink('Set Target Accum', 'Bloom')
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# if not cam.rp_bloom:
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relink('Bloom', 'SSR')
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if not cam.rp_ssr:
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relink('SSR', 'Draw Compositor')
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if not cam.rp_compositornodes:
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pass
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last_node = 'Draw Compositor'
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if cam.rp_antialiasing == 'SMAA':
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last_node = 'SMAA'
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elif cam.rp_antialiasing == 'TAA':
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last_node = 'Copy'
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links.new(nodes['SMAA'].outputs[0], nodes['TAA'].inputs[0])
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links.new(nodes['Reroute.019'].outputs[0], nodes['SMAA'].inputs[5])
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links.new(nodes['gbuffer2'].outputs[0], nodes['GBuffer'].inputs[2])
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links.new(nodes['Reroute.014'].outputs[0], nodes['SMAA'].inputs[1])
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elif cam.rp_antialiasing == 'FXAA':
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last_node = 'FXAA'
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relink('SMAA', 'FXAA')
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elif cam.rp_antialiasing == 'None':
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last_node = 'Draw Compositor'
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l = nodes['Draw Compositor'].outputs[0].links[0]
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links.remove(l)
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links.new(nodes['Framebuffer'].outputs[0], nodes['Draw Compositor'].inputs[1])
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if cam.rp_overlays:
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links.new(nodes[last_node].outputs[0], nodes['Clear Target Overlay'].inputs[0])
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