armory/blender/arm/material/make_voxelbounce.py
2017-05-26 00:22:00 +02:00

96 lines
3.6 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
def make(context_id):
con_voxel = mat_state.data.add_context({ 'name': context_id, 'depth_write': False, 'compare_mode': 'always', 'cull_mode': 'none', 'color_write_red': False, 'color_write_green': False, 'color_write_blue': False, 'color_write_alpha': False, 'conservative_raster': True })
wrd = bpy.data.worlds['Arm']
vert = con_voxel.make_vert()
frag = con_voxel.make_frag()
geom = con_voxel.make_geom()
tesc = None
tese = None
geom.ins = vert.outs
frag.ins = geom.outs
vert.add_uniform('mat4 W', '_worldMatrix')
vert.add_uniform('mat3 N', '_normalMatrix')
vert.add_out('vec3 wpositionGeom')
vert.add_out('vec3 wnormalGeom')
vert.add_include('../../Shaders/compiled.glsl')
frag.write('if (!isInsideCube(wposition)) return;')
frag.write('vec3 voxel = wposition * 0.5 + vec3(0.5);')
frag.write('vec3 basecol;')
frag.write('float roughness;') #
frag.write('float metallic;') #
frag.write('float occlusion;') #
# frag.write('float opacity;') #
frag.write_pre = True
frag.write('mat3 TBN;') # TODO: discard, parse basecolor only
frag.write_pre = False
frag.write('float dotNV = 0.0;')
# frag.write('float dotNL = max(dot(wnormal, l), 0.0);')
cycles.parse(mat_state.nodes, con_voxel, vert, frag, geom, tesc, tese, parse_opacity=False, parse_displacement=False)
if con_voxel.is_elem('tex'):
vert.add_out('vec2 texCoordGeom')
vert.write('texCoordGeom = tex;')
vert.write('wpositionGeom = vec3(W * vec4(pos, 1.0)) / voxelgiDimensions.x;')
vert.write('wnormalGeom = normalize(N * nor);')
vert.write('gl_Position = vec4(0.0, 0.0, 0.0, 1.0);')
geom.add_out('vec3 wposition')
geom.add_out('vec3 wnormal')
if con_voxel.is_elem('tex'):
geom.add_out('vec2 texCoord')
geom.write('const vec3 p1 = wpositionGeom[1] - wpositionGeom[0];')
geom.write('const vec3 p2 = wpositionGeom[2] - wpositionGeom[0];')
geom.write('const vec3 p = abs(cross(p1, p2));')
geom.write('for (uint i = 0; i < 3; ++i) {')
geom.write(' wposition = wpositionGeom[i];')
geom.write(' wnormal = wnormalGeom[i];')
if con_voxel.is_elem('tex'):
geom.write(' texCoord = texCoordGeom[i];')
geom.write(' if (p.z > p.x && p.z > p.y) {')
geom.write(' gl_Position = vec4(wposition.x, wposition.y, 0.0, 1.0);')
geom.write(' }')
geom.write(' else if (p.x > p.y && p.x > p.z) {')
geom.write(' gl_Position = vec4(wposition.y, wposition.z, 0.0, 1.0);')
geom.write(' }')
geom.write(' else {')
geom.write(' gl_Position = vec4(wposition.x, wposition.z, 0.0, 1.0);')
geom.write(' }')
geom.write(' EmitVertex();')
geom.write('}')
geom.write('EndPrimitive();')
frag.add_include('../../Shaders/compiled.glsl')
frag.add_include('../../Shaders/std/math.glsl')
frag.add_include('../../Shaders/std/conetrace.glsl')
frag.write_header('#extension GL_ARB_shader_image_load_store : enable')
frag.add_uniform('layout(RGBA8) image3D voxelsto')
frag.add_uniform('sampler3D voxels', included=True)
# frag.write('vec3 color = texture(voxels, voxel).rgb / 2.0 + indirectDiffuseLight(wnormal, wposition / voxelgiDimensions.x).rgb * basecol;')
frag.write('vec3 color = texture(voxels, voxel).rgb * indirectDiffuseLight(wnormal, wposition / voxelgiDimensions.x).rgb * basecol;')
frag.write('imageStore(voxelsto, ivec3(voxelgiResolution * voxel), vec4(color / 1.0, 1.0));')
return con_voxel