armory/blender/arm/make_renderer.py
2017-07-09 19:44:19 +02:00

274 lines
10 KiB
Python

import bpy
import arm.nodes_renderpath as nodes_renderpath
import arm.utils
group = None
nodes = None
links = None
def make_renderer(cam):
global group
global nodes
global links
if bpy.data.filepath.endswith('arm_data.blend'): # Prevent load in library itself
return
if cam.rp_renderer == 'Forward':
load_library('forward_path', 'armory_default')
group = bpy.data.node_groups['armory_default']
nodes = group.nodes
links = group.links
make_forward(cam)
elif cam.rp_renderer == 'Deferred':
load_library('deferred_path', 'armory_default')
group = bpy.data.node_groups['armory_default']
nodes = group.nodes
links = group.links
make_deferred(cam)
elif cam.rp_renderer == 'Deferred Plus':
load_library('deferred_plus_path', 'armory_default')
group = bpy.data.node_groups['armory_default']
nodes = group.nodes
links = group.links
make_deferred_plus(cam)
def relink(start_node, next_node):
if len(nodes[start_node].inputs[0].links) > 0:
n = nodes[start_node].inputs[0].links[0].from_node
l = n.outputs[0].links[0]
links.remove(l)
links.new(n.outputs[0], nodes[next_node].inputs[0])
def make_forward(cam):
nodes['Begin'].inputs[1].default_value = cam.rp_hdr
nodes['Screen'].inputs[0].default_value = int(cam.rp_supersampling)
if cam.rp_shadowmap != 'None':
n = nodes['Shadow Map']
n.inputs[1].default_value = n.inputs[2].default_value = int(cam.rp_shadowmap)
else:
l = nodes['Begin'].outputs[0].links[0]
links.remove(l)
links.new(nodes['Begin'].outputs[0], nodes['Set Target Mesh'].inputs[0])
relink('Bind Target Mesh SM', 'Draw Meshes Mesh') # No shadowmap bind
relink('Bind Target Transluc SM', 'Draw Meshes Transluc')
if cam.rp_stereo:
if cam.rp_shadowmap != 'None':
links.new(nodes['Bind Target Mesh SM'].outputs[0], nodes['Draw Stereo'].inputs[0])
else:
links.new(nodes['Clear Target Mesh'].outputs[0], nodes['Draw Stereo'].inputs[0])
links.new(nodes['Draw Stereo'].outputs[1], nodes['Draw Meshes Mesh'].inputs[0])
if cam.rp_greasepencil:
if cam.rp_shadowmap != 'None':
links.new(nodes['Bind Target Mesh SM'].outputs[0], nodes['Draw Grease Pencil'].inputs[0])
else:
links.new(nodes['Clear Target Mesh'].outputs[0], nodes['Draw Grease Pencil'].inputs[0])
links.new(nodes['Draw Grease Pencil'].outputs[0], nodes['Draw Meshes Mesh'].inputs[0])
if not cam.rp_meshes:
relink('Draw Meshes Mesh', 'Draw World')
if not cam.rp_worldnodes:
relink('Draw World', 'Set Target Accum')
if cam.rp_clearbackground:
nodes['Clear Target Mesh'].inputs[1].default_value = True
if not cam.rp_render_to_texture:
links.new(nodes['Framebuffer'].outputs[0], nodes['Set Target Mesh'].inputs[1])
if cam.rp_worldnodes:
l = nodes['Draw World'].outputs[0].links[0]
elif cam.rp_greasepencil and not cam.rp_meshes:
l = nodes['Draw Grease Pencil'].outputs[0].links[0]
else:
l = nodes['Draw Meshes Mesh'].outputs[0].links[0]
links.remove(l)
if not cam.rp_translucency:
relink('Set Target Accum', 'Draw Compositor + FXAA')
last_node = 'Draw Compositor + FXAA'
if cam.rp_antialiasing == 'SMAA':
pass
elif cam.rp_antialiasing == 'TAA':
pass
elif cam.rp_antialiasing == 'FXAA':
pass
elif cam.rp_antialiasing == 'None':
last_node = 'Draw Compositor'
relink('Draw Compositor + FXAA', 'Draw Compositor')
if cam.rp_overlays:
links.new(last_node.outputs[0], nodes['Clear Target Overlay'].inputs[0])
def make_deferred(cam):
nodes['Begin'].inputs[1].default_value = cam.rp_hdr
nodes['Screen'].inputs[0].default_value = int(cam.rp_supersampling)
if cam.rp_voxelgi:
n = nodes['Image 3D Voxels']
# if cam.rp_voxelgi_hdr:
# n.inputs[4].default_value = 'RGBA64'
links.new(nodes['Begin'].outputs[0], nodes['Branch Function Voxelize'].inputs[0])
links.new(nodes['Merge Stages Voxelize'].outputs[0], nodes['Set Target Mesh'].inputs[0])
n.inputs[1].default_value = cam.rp_voxelgi_resolution[0]
n.inputs[2].default_value = cam.rp_voxelgi_resolution[1]
n.inputs[3].default_value = cam.rp_voxelgi_resolution[2]
n = nodes['Set Viewport Voxels']
n.inputs[1].default_value = cam.rp_voxelgi_resolution[0]
n.inputs[2].default_value = cam.rp_voxelgi_resolution[1]
links.new(nodes['Image 3D Voxels'].outputs[0], nodes['Deferred Indirect'].inputs[4])
if cam.rp_shadowmap != 'None':
n = nodes['Shadow Map']
n.inputs[1].default_value = n.inputs[2].default_value = int(cam.rp_shadowmap)
else:
l = nodes['Loop Lamps'].outputs[1].links[0]
links.remove(l)
links.new(nodes['Loop Lamps'].outputs[1], nodes['Deferred Light'].inputs[0])
l = nodes['Deferred Light'].inputs[3].links[0] # No shadowmap bind
links.remove(l)
l = nodes['Volumetric Light'].inputs[6].links[0]
links.remove(l)
relink('Bind Target Transluc SM', 'Draw Meshes Transluc')
if cam.rp_volumetriclight:
links.new(nodes['Deferred Light'].outputs[0], nodes['Volumetric Light'].inputs[0])
if not cam.rp_decals:
relink('Set Target Decal', 'SSAO')
if not cam.rp_ssao:
relink('SSAO', 'Deferred Indirect')
l = nodes['Deferred Indirect'].inputs[3].links[0]
links.remove(l)
if not cam.rp_worldnodes:
relink('Draw World', 'Water')
if cam.rp_clearbackground:
nodes['Clear Target Mesh'].inputs[1].default_value = True
if not cam.rp_ocean:
relink('Water', 'Set Target Accum')
if not cam.rp_translucency:
relink('Set Target Accum', 'Bloom')
if not cam.rp_bloom:
relink('Bloom', 'SSS')
if not cam.rp_sss_state == 'On':
relink('SSS', 'SSR')
if not cam.rp_ssr:
relink('SSR', 'Draw Compositor')
if bpy.data.worlds['Arm'].generate_ssr_half_res: # TODO: Move to cam
links.new(nodes['ssra'].outputs[0], nodes['SSR'].inputs[2])
links.new(nodes['ssrb'].outputs[0], nodes['SSR'].inputs[3])
last_node = 'Draw Compositor'
if not cam.rp_compositornodes:
pass
if cam.rp_overlays:
links.new(nodes[last_node].outputs[0], nodes['Clear Target Overlay'].inputs[0])
last_node = 'Draw Meshes Overlay'
links.new(nodes[last_node].outputs[0], nodes['SMAA'].inputs[0])
if cam.rp_antialiasing == 'SMAA':
last_node = 'SMAA'
elif cam.rp_antialiasing == 'TAA':
last_node = 'Copy'
links.new(nodes['SMAA'].outputs[0], nodes['TAA'].inputs[0])
links.new(nodes['Reroute.019'].outputs[0], nodes['SMAA'].inputs[5])
links.new(nodes['gbuffer2'].outputs[0], nodes['GBuffer'].inputs[2])
links.new(nodes['Reroute.014'].outputs[0], nodes['SMAA'].inputs[1])
elif cam.rp_antialiasing == 'FXAA':
last_node = 'FXAA'
relink('SMAA', 'FXAA')
elif cam.rp_antialiasing == 'None':
last_node = 'Draw Compositor'
l = nodes['Draw Compositor'].outputs[0].links[0]
links.remove(l)
links.new(nodes['Framebuffer'].outputs[0], nodes['Draw Compositor'].inputs[1])
if cam.rp_supersampling == '4':
links.new(nodes[last_node].outputs[0], nodes['SS Resolve'].inputs[0])
last_node = 'SS Resolve'
if cam.rp_antialiasing == 'SMAA':
links.new(nodes['Reroute.014'].outputs[0], nodes['SMAA'].inputs[1])
links.new(nodes['Reroute.014'].outputs[0], nodes['SS Resolve'].inputs[2])
elif cam.rp_antialiasing == 'TAA':
links.new(nodes['Reroute.008'].outputs[0], nodes['TAA'].inputs[1])
links.new(nodes['Reroute.008'].outputs[0], nodes['SS Resolve'].inputs[2])
elif cam.rp_antialiasing == 'FXAA':
links.new(nodes['Reroute.008'].outputs[0], nodes['FXAA'].inputs[1])
links.new(nodes['Reroute.008'].outputs[0], nodes['SS Resolve'].inputs[2])
elif cam.rp_antialiasing == 'None':
links.new(nodes['Reroute.008'].outputs[0], nodes['Draw Compositor'].inputs[1])
links.new(nodes['Reroute.008'].outputs[0], nodes['SS Resolve'].inputs[2])
if cam.rp_rendercapture:
# links.new(nodes[last_node].outputs[0], nodes['CopyCapture'].inputs[0])
fb = nodes['Framebuffer']
cc = nodes['CopyCapture']
cn = nodes['Capture']
for l in fb.outputs[0].links:
if l.to_node != cc:
links.new(cn.outputs[0], l.to_socket)
if cam.rp_rendercapture_format == '8bit':
cn.inputs[4].default_value = 'RGBA32'
elif cam.rp_rendercapture_format == '16bit':
cn.inputs[4].default_value = 'RGBA64'
elif cam.rp_rendercapture_format == '32bit':
cn.inputs[4].default_value = 'RGBA128'
def make_deferred_plus(cam):
pass
# Handling node data
def check_default():
if (bpy.data.node_groups.get('armory_default') == None or bpy.data.filepath == '') and len(bpy.data.cameras) > 0: # Old RP nodes can be saved in startup file, reload those when fp is ''
make_renderer(bpy.data.cameras[0])
def reload_blend_data():
armory_pbr = bpy.data.node_groups.get('Armory PBR')
if armory_pbr != None and len(armory_pbr.inputs) == 14:
armory_pbr.name = 'Armory PBR Old'
armory_pbr = None
if armory_pbr == None:
load_library('Armory PBR')
check_default()
def load_library(asset_name, rename=None):
if bpy.data.filepath.endswith('arm_data.blend'): # Prevent load in library itself
return
sdk_path = arm.utils.get_sdk_path()
data_path = sdk_path + '/armory/blender/data/arm_data.blend'
data_names = [asset_name]
# Remove old
if rename != None and rename in bpy.data.node_groups and asset_name != 'Armory PBR':
bpy.data.node_groups.remove(bpy.data.node_groups[rename], do_unlink=True)
# Import
data_refs = data_names.copy()
with bpy.data.libraries.load(data_path, link=False) as (data_from, data_to):
data_to.node_groups = data_refs
for ref in data_refs:
ref.use_fake_user = True
if rename != None:
ref.name = rename
def register():
reload_blend_data()
def unregister():
pass