531 lines
18 KiB
Python
531 lines
18 KiB
Python
import os
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from typing import Union
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import bpy
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import arm.assets as assets
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import arm.log as log
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import arm.material.cycles_functions as c_functions
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import arm.material.cycles as c
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from arm.material.parser_state import ParserState, ParserContext
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from arm.material.shader import floatstr, vec3str
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import arm.utils
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import arm.write_probes as write_probes
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def parse_tex_brick(node: bpy.types.ShaderNodeTexBrick, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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state.curshader.add_function(c_functions.str_tex_brick)
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if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
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else:
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co = 'bposition'
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# Color
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if out_socket == node.outputs[0]:
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col1 = c.parse_vector_input(node.inputs[1])
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col2 = c.parse_vector_input(node.inputs[2])
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col3 = c.parse_vector_input(node.inputs[3])
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scale = c.parse_value_input(node.inputs[4])
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res = f'tex_brick({co} * {scale}, {col1}, {col2}, {col3})'
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# Fac
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else:
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scale = c.parse_value_input(node.inputs[4])
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res = 'tex_brick_f({0} * {1})'.format(co, scale)
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if state.sample_bump:
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c.write_bump(node, res)
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return res
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def parse_tex_checker(node: bpy.types.ShaderNodeTexChecker, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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state.curshader.add_function(c_functions.str_tex_checker)
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if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
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else:
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co = 'bposition'
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# Color
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if out_socket == node.outputs[0]:
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col1 = c.parse_vector_input(node.inputs[1])
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col2 = c.parse_vector_input(node.inputs[2])
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scale = c.parse_value_input(node.inputs[3])
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res = f'tex_checker({co}, {col1}, {col2}, {scale})'
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# Fac
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else:
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scale = c.parse_value_input(node.inputs[3])
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res = 'tex_checker_f({0}, {1})'.format(co, scale)
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if state.sample_bump:
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c.write_bump(node, res)
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return res
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def parse_tex_gradient(node: bpy.types.ShaderNodeTexGradient, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
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else:
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co = 'bposition'
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grad = node.gradient_type
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if grad == 'LINEAR':
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f = f'{co}.x'
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elif grad == 'QUADRATIC':
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f = '0.0'
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elif grad == 'EASING':
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f = '0.0'
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elif grad == 'DIAGONAL':
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f = f'({co}.x + {co}.y) * 0.5'
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elif grad == 'RADIAL':
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f = f'atan({co}.y, {co}.x) / PI2 + 0.5'
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elif grad == 'QUADRATIC_SPHERE':
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f = '0.0'
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else: # SPHERICAL
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f = f'max(1.0 - sqrt({co}.x * {co}.x + {co}.y * {co}.y + {co}.z * {co}.z), 0.0)'
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# Color
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if out_socket == node.outputs[0]:
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res = f'vec3(clamp({f}, 0.0, 1.0))'
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# Fac
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else:
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res = f'(clamp({f}, 0.0, 1.0))'
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if state.sample_bump:
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c.write_bump(node, res)
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return res
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def parse_tex_image(node: bpy.types.ShaderNodeTexImage, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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if state.context == ParserContext.OBJECT:
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# Color or Alpha output
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use_color_out = out_socket == node.outputs[0]
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# Already fetched
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if c.is_parsed(c.store_var_name(node)):
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if use_color_out:
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return f'{c.store_var_name(node)}.rgb'
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else:
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return f'{c.store_var_name(node)}.a'
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tex_name = c.node_name(node.name)
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tex = c.make_texture(node, tex_name)
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tex_link = node.name if node.arm_material_param else None
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if tex is not None:
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state.curshader.write_textures += 1
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if use_color_out:
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to_linear = node.image is not None and node.image.colorspace_settings.name == 'sRGB'
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res = f'{c.texture_store(node, tex, tex_name, to_linear, tex_link=tex_link)}.rgb'
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else:
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res = f'{c.texture_store(node, tex, tex_name, tex_link=tex_link)}.a'
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state.curshader.write_textures -= 1
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return res
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# Empty texture
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elif node.image is None:
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tex = {
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'name': tex_name,
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'file': ''
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}
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if use_color_out:
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return '{0}.rgb'.format(c.texture_store(node, tex, tex_name, to_linear=False, tex_link=tex_link))
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return '{0}.a'.format(c.texture_store(node, tex, tex_name, to_linear=True, tex_link=tex_link))
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# Pink color for missing texture
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else:
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tex_store = c.store_var_name(node)
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if use_color_out:
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state.parsed.add(tex_store)
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state.curshader.write_textures += 1
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state.curshader.write(f'vec4 {tex_store} = vec4(1.0, 0.0, 1.0, 1.0);')
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state.curshader.write_textures -= 1
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return f'{tex_store}.rgb'
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else:
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state.curshader.write(f'vec4 {tex_store} = vec4(1.0, 0.0, 1.0, 1.0);')
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return f'{tex_store}.a'
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# World context
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# TODO: Merge with above implementation to also allow mappings other than using view coordinates
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else:
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world = state.world
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world.world_defs += '_EnvImg'
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# Background texture
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state.curshader.add_uniform('sampler2D envmap', link='_envmap')
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state.curshader.add_uniform('vec2 screenSize', link='_screenSize')
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image = node.image
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filepath = image.filepath
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if image.packed_file is not None:
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# Extract packed data
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filepath = arm.utils.build_dir() + '/compiled/Assets/unpacked'
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unpack_path = arm.utils.get_fp() + filepath
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if not os.path.exists(unpack_path):
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os.makedirs(unpack_path)
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unpack_filepath = unpack_path + '/' + image.name
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if not os.path.isfile(unpack_filepath) or os.path.getsize(unpack_filepath) != image.packed_file.size:
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with open(unpack_filepath, 'wb') as f:
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f.write(image.packed_file.data)
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assets.add(unpack_filepath)
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else:
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# Link image path to assets
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assets.add(arm.utils.asset_path(image.filepath))
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# Reference image name
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tex_file = arm.utils.extract_filename(image.filepath)
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base = tex_file.rsplit('.', 1)
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ext = base[1].lower()
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if ext == 'hdr':
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target_format = 'HDR'
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else:
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target_format = 'JPEG'
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# Generate prefiltered envmaps
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world.arm_envtex_name = tex_file
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world.arm_envtex_irr_name = tex_file.rsplit('.', 1)[0]
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disable_hdr = target_format == 'JPEG'
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rpdat = arm.utils.get_rp()
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mip_count = world.arm_envtex_num_mips
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mip_count = write_probes.write_probes(filepath, disable_hdr, mip_count, arm_radiance=rpdat.arm_radiance)
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world.arm_envtex_num_mips = mip_count
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# Will have to get rid of gl_FragCoord, pass texture coords from vertex shader
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state.curshader.write_init('vec2 texco = gl_FragCoord.xy / screenSize;')
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return 'texture(envmap, vec2(texco.x, 1.0 - texco.y)).rgb * envmapStrength'
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def parse_tex_magic(node: bpy.types.ShaderNodeTexMagic, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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state.curshader.add_function(c_functions.str_tex_magic)
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if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
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else:
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co = 'bposition'
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scale = c.parse_value_input(node.inputs[1])
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# Color
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if out_socket == node.outputs[0]:
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res = f'tex_magic({co} * {scale} * 4.0)'
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# Fac
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else:
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res = f'tex_magic_f({co} * {scale} * 4.0)'
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if state.sample_bump:
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c.write_bump(node, res, 0.1)
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return res
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def parse_tex_musgrave(node: bpy.types.ShaderNodeTexMusgrave, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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state.curshader.add_function(c_functions.str_tex_musgrave)
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if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
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else:
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co = 'bposition'
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scale = c.parse_value_input(node.inputs[1])
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# detail = c.parse_value_input(node.inputs[2])
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# distortion = c.parse_value_input(node.inputs[3])
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# Color
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if out_socket == node.outputs[0]:
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res = f'vec3(tex_musgrave_f({co} * {scale} * 0.5))'
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# Fac
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else:
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res = 'tex_musgrave_f({0} * {1} * 0.5)'.format(co, scale)
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if state.sample_bump:
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c.write_bump(node, res)
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return res
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def parse_tex_noise(node: bpy.types.ShaderNodeTexNoise, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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c.write_procedurals()
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state.curshader.add_function(c_functions.str_tex_noise)
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c.assets_add(os.path.join(arm.utils.get_sdk_path(), 'armory', 'Assets', 'noise256.png'))
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c.assets_add_embedded_data('noise256.png')
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state.curshader.add_uniform('sampler2D snoise256', link='$noise256.png')
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if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
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else:
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co = 'bposition'
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scale = c.parse_value_input(node.inputs[2])
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detail = c.parse_value_input(node.inputs[3])
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distortion = c.parse_value_input(node.inputs[4])#
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# Color
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if out_socket == node.outputs[0]:
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res = 'vec3(tex_noise({0} * {1},{2},{3}), tex_noise({0} * {1} + 120.0,{2},{3}), tex_noise({0} * {1} + 168.0,{2},{3}))'.format(co, scale, detail, distortion)
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# Fac
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else:
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res = 'tex_noise({0} * {1},{2},{3})'.format(co, scale, detail, distortion)
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if state.sample_bump:
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c.write_bump(node, res, 0.1)
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return res
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def parse_tex_pointdensity(node: bpy.types.ShaderNodeTexPointDensity, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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# Pass through
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# Color
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if out_socket == node.outputs[0]:
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return c.to_vec3([0.0, 0.0, 0.0])
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# Density
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else:
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return '0.0'
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def parse_tex_sky(node: bpy.types.ShaderNodeTexSky, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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if state.context == ParserContext.OBJECT:
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# Pass through
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return c.to_vec3([0.0, 0.0, 0.0])
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world = state.world
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curshader = state.curshader
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# Match to cycles
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world.arm_envtex_strength *= 0.1
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world.world_defs += '_EnvSky'
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assets.add_khafile_def('arm_hosek')
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curshader.add_uniform('vec3 A', link="_hosekA")
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curshader.add_uniform('vec3 B', link="_hosekB")
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curshader.add_uniform('vec3 C', link="_hosekC")
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curshader.add_uniform('vec3 D', link="_hosekD")
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curshader.add_uniform('vec3 E', link="_hosekE")
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curshader.add_uniform('vec3 F', link="_hosekF")
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curshader.add_uniform('vec3 G', link="_hosekG")
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curshader.add_uniform('vec3 H', link="_hosekH")
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curshader.add_uniform('vec3 I', link="_hosekI")
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curshader.add_uniform('vec3 Z', link="_hosekZ")
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curshader.add_uniform('vec3 hosekSunDirection', link="_hosekSunDirection")
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curshader.add_function('''vec3 hosekWilkie(float cos_theta, float gamma, float cos_gamma) {
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\tvec3 chi = (1 + cos_gamma * cos_gamma) / pow(1 + H * H - 2 * cos_gamma * H, vec3(1.5));
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\treturn (1 + A * exp(B / (cos_theta + 0.01))) * (C + D * exp(E * gamma) + F * (cos_gamma * cos_gamma) + G * chi + I * sqrt(cos_theta));
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}''')
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world.arm_envtex_sun_direction = [node.sun_direction[0], node.sun_direction[1], node.sun_direction[2]]
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world.arm_envtex_turbidity = node.turbidity
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world.arm_envtex_ground_albedo = node.ground_albedo
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wrd = bpy.data.worlds['Arm']
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rpdat = arm.utils.get_rp()
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mobile_mat = rpdat.arm_material_model == 'Mobile' or rpdat.arm_material_model == 'Solid'
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if not state.radiance_written:
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# Irradiance json file name
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wname = arm.utils.safestr(world.name)
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world.arm_envtex_irr_name = wname
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write_probes.write_sky_irradiance(wname)
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# Radiance
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if rpdat.arm_radiance and rpdat.arm_irradiance and not mobile_mat:
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wrd.world_defs += '_Rad'
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hosek_path = 'armory/Assets/hosek/'
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sdk_path = arm.utils.get_sdk_path()
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# Use fake maps for now
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assets.add(sdk_path + '/' + hosek_path + 'hosek_radiance.hdr')
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for i in range(0, 8):
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assets.add(sdk_path + '/' + hosek_path + 'hosek_radiance_' + str(i) + '.hdr')
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world.arm_envtex_name = 'hosek'
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world.arm_envtex_num_mips = 8
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state.radiance_written = True
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curshader.write('float cos_theta = clamp(n.z, 0.0, 1.0);')
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curshader.write('float cos_gamma = dot(n, hosekSunDirection);')
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curshader.write('float gamma_val = acos(cos_gamma);')
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return 'Z * hosekWilkie(cos_theta, gamma_val, cos_gamma) * envmapStrength;'
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def parse_tex_environment(node: bpy.types.ShaderNodeTexEnvironment, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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if state.context == ParserContext.OBJECT:
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log.warn('Environment Texture node is not supported for object node trees, using default value')
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return c.to_vec3([0.0, 0.0, 0.0])
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if node.image is None:
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return c.to_vec3([1.0, 0.0, 1.0])
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world = state.world
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world.world_defs += '_EnvTex'
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curshader = state.curshader
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curshader.add_include('std/math.glsl')
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curshader.add_uniform('sampler2D envmap', link='_envmap')
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image = node.image
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filepath = image.filepath
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if image.packed_file is None and not os.path.isfile(arm.utils.asset_path(filepath)):
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log.warn(world.name + ' - unable to open ' + image.filepath)
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return c.to_vec3([1.0, 0.0, 1.0])
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# Reference image name
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tex_file = arm.utils.extract_filename(image.filepath)
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base = tex_file.rsplit('.', 1)
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ext = base[1].lower()
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if ext == 'hdr':
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target_format = 'HDR'
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else:
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target_format = 'JPEG'
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do_convert = ext != 'hdr' and ext != 'jpg'
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if do_convert:
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if ext == 'exr':
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tex_file = base[0] + '.hdr'
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target_format = 'HDR'
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else:
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tex_file = base[0] + '.jpg'
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target_format = 'JPEG'
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if image.packed_file is not None:
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# Extract packed data
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unpack_path = arm.utils.get_fp_build() + '/compiled/Assets/unpacked'
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if not os.path.exists(unpack_path):
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os.makedirs(unpack_path)
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unpack_filepath = unpack_path + '/' + tex_file
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filepath = unpack_filepath
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if do_convert:
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if not os.path.isfile(unpack_filepath):
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arm.utils.unpack_image(image, unpack_filepath, file_format=target_format)
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elif not os.path.isfile(unpack_filepath) or os.path.getsize(unpack_filepath) != image.packed_file.size:
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with open(unpack_filepath, 'wb') as f:
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f.write(image.packed_file.data)
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assets.add(unpack_filepath)
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else:
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if do_convert:
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unpack_path = arm.utils.get_fp_build() + '/compiled/Assets/unpacked'
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if not os.path.exists(unpack_path):
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os.makedirs(unpack_path)
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converted_path = unpack_path + '/' + tex_file
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filepath = converted_path
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# TODO: delete cache when file changes
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if not os.path.isfile(converted_path):
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arm.utils.convert_image(image, converted_path, file_format=target_format)
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assets.add(converted_path)
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else:
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# Link image path to assets
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assets.add(arm.utils.asset_path(image.filepath))
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rpdat = arm.utils.get_rp()
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if not state.radiance_written:
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# Generate prefiltered envmaps
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world.arm_envtex_name = tex_file
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world.arm_envtex_irr_name = tex_file.rsplit('.', 1)[0]
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disable_hdr = target_format == 'JPEG'
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mip_count = world.arm_envtex_num_mips
|
|
mip_count = write_probes.write_probes(filepath, disable_hdr, mip_count, arm_radiance=rpdat.arm_radiance)
|
|
|
|
world.arm_envtex_num_mips = mip_count
|
|
|
|
state.radiance_written = True
|
|
|
|
# Append LDR define
|
|
if disable_hdr:
|
|
world.world_defs += '_EnvLDR'
|
|
|
|
wrd = bpy.data.worlds['Arm']
|
|
mobile_mat = rpdat.arm_material_model == 'Mobile' or rpdat.arm_material_model == 'Solid'
|
|
|
|
# Append radiance define
|
|
if rpdat.arm_irradiance and rpdat.arm_radiance and not mobile_mat:
|
|
wrd.world_defs += '_Rad'
|
|
|
|
return 'texture(envmap, envMapEquirect(n)).rgb * envmapStrength'
|
|
|
|
|
|
def parse_tex_voronoi(node: bpy.types.ShaderNodeTexVoronoi, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
|
|
outp = 0
|
|
if out_socket.type == 'RGBA':
|
|
outp = 1
|
|
elif out_socket.type == 'VECTOR':
|
|
outp = 2
|
|
m = 0
|
|
if node.distance == 'MANHATTAN':
|
|
m = 1
|
|
elif node.distance == 'CHEBYCHEV':
|
|
m = 2
|
|
elif node.distance == 'MINKOWSKI':
|
|
m = 3
|
|
|
|
c.write_procedurals()
|
|
state.curshader.add_function(c_functions.str_tex_voronoi)
|
|
|
|
if node.inputs[0].is_linked:
|
|
co = c.parse_vector_input(node.inputs[0])
|
|
else:
|
|
co = 'bposition'
|
|
|
|
scale = c.parse_value_input(node.inputs[2])
|
|
exp = c.parse_value_input(node.inputs[4])
|
|
randomness = c.parse_value_input(node.inputs[5])
|
|
|
|
# Color or Position
|
|
if out_socket == node.outputs[1] or out_socket == node.outputs[2]:
|
|
res = 'tex_voronoi({0}, {1}, {2}, {3}, {4}, {5})'.format(co, randomness, m, outp, scale, exp)
|
|
# Distance
|
|
else:
|
|
res = 'tex_voronoi({0}, {1}, {2}, {3}, {4}, {5}).x'.format(co, randomness, m, outp, scale, exp)
|
|
|
|
if state.sample_bump:
|
|
c.write_bump(node, res)
|
|
|
|
return res
|
|
|
|
|
|
def parse_tex_wave(node: bpy.types.ShaderNodeTexWave, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
|
|
c.write_procedurals()
|
|
state.curshader.add_function(c_functions.str_tex_wave)
|
|
if node.inputs[0].is_linked:
|
|
co = c.parse_vector_input(node.inputs[0])
|
|
else:
|
|
co = 'bposition'
|
|
scale = c.parse_value_input(node.inputs[1])
|
|
distortion = c.parse_value_input(node.inputs[2])
|
|
detail = c.parse_value_input(node.inputs[3])
|
|
detail_scale = c.parse_value_input(node.inputs[4])
|
|
if node.wave_profile == 'SIN':
|
|
wave_profile = 0
|
|
else:
|
|
wave_profile = 1
|
|
if node.wave_type == 'BANDS':
|
|
wave_type = 0
|
|
else:
|
|
wave_type = 1
|
|
|
|
# Color
|
|
if out_socket == node.outputs[0]:
|
|
res = 'vec3(tex_wave_f({0} * {1},{2},{3},{4},{5},{6}))'.format(co, scale, wave_type, wave_profile, distortion, detail, detail_scale)
|
|
# Fac
|
|
else:
|
|
res = 'tex_wave_f({0} * {1},{2},{3},{4},{5},{6})'.format(co, scale, wave_type, wave_profile, distortion, detail, detail_scale)
|
|
|
|
if state.sample_bump:
|
|
c.write_bump(node, res)
|
|
|
|
return res
|