armory/blender/arm/make_world.py
2017-12-20 22:56:22 +01:00

220 lines
8.2 KiB
Python
Executable file

import bpy
import os
from bpy.types import NodeTree, Node, NodeSocket
from bpy.props import *
import arm.write_probes as write_probes
import arm.assets as assets
import arm.utils
import arm.node_utils as node_utils
import arm.log as log
import arm.make_state as state
def build():
worlds = []
for scene in bpy.data.scenes:
if scene.arm_export and scene.world != None and scene.world not in worlds:
worlds.append(scene.world)
build_node_tree(scene.world)
def build_node_tree(world):
wname = arm.utils.safestr(world.name)
wrd = bpy.data.worlds['Arm']
wrd.world_defs = ''
rpdat = arm.utils.get_rp()
# Traverse world node tree
parsed = False
if world.node_tree != None:
output_node = node_utils.get_node_by_type(world.node_tree, 'OUTPUT_WORLD')
if output_node != None:
parse_world_output(world, output_node)
parsed = True
if parsed == False:
solid_mat = rpdat.arm_material_model == 'Solid'
if wrd.arm_irradiance and not solid_mat:
wrd.world_defs += '_Irr'
c = world.horizon_color
world.arm_envtex_color = [c[0], c[1], c[2], 1.0]
world.arm_envtex_strength = 1.0
# Clear to color if no texture or sky is provided
if '_EnvSky' not in wrd.world_defs and '_EnvTex' not in wrd.world_defs:
if '_EnvImg' not in wrd.world_defs:
wrd.world_defs += '_EnvCol'
# Irradiance json file name
world.arm_envtex_name = wname
world.arm_envtex_irr_name = wname
write_probes.write_color_irradiance(wname, world.arm_envtex_color)
# film_transparent
if bpy.context.scene != None and bpy.context.scene.cycles != None and bpy.context.scene.cycles.film_transparent:
wrd.world_defs += '_EnvTransp'
wrd.world_defs += '_EnvCol'
# Clouds enabled
if rpdat.arm_clouds:
wrd.world_defs += '_EnvClouds'
if '_EnvSky' in wrd.world_defs or '_EnvTex' in wrd.world_defs or '_EnvImg' in wrd.world_defs or '_EnvClouds' in wrd.world_defs:
wrd.world_defs += '_EnvStr'
def parse_world_output(world, node):
if node.inputs[0].is_linked:
surface_node = node_utils.find_node_by_link(world.node_tree, node, node.inputs[0])
parse_surface(world, surface_node)
def parse_surface(world, node):
wrd = bpy.data.worlds['Arm']
rpdat = arm.utils.get_rp()
solid_mat = rpdat.arm_material_model == 'Solid'
# Extract environment strength
if node.type == 'BACKGROUND':
# Append irradiance define
if wrd.arm_irradiance and not solid_mat:
wrd.world_defs += '_Irr'
world.arm_envtex_color = node.inputs[0].default_value
world.arm_envtex_strength = node.inputs[1].default_value
# Strength
if node.inputs[0].is_linked:
color_node = node_utils.find_node_by_link(world.node_tree, node, node.inputs[0])
parse_color(world, color_node)
def parse_color(world, node):
wrd = bpy.data.worlds['Arm']
rpdat = arm.utils.get_rp()
mobile_mat = rpdat.arm_material_model == 'Mobile' or rpdat.arm_material_model == 'Solid'
# Env map included
if node.type == 'TEX_ENVIRONMENT' and node.image != None:
image = node.image
filepath = image.filepath
if image.packed_file == None and not os.path.isfile(arm.utils.asset_path(filepath)):
log.warn(world.name + ' - unable to open ' + image.filepath)
return
# Reference image name
tex_file = arm.utils.extract_filename(image.filepath)
base = tex_file.rsplit('.', 1)
ext = base[1].lower()
if ext == 'hdr':
target_format = 'HDR'
else:
target_format = 'JPEG'
do_convert = ext != 'hdr' and ext != 'jpg'
if do_convert:
if ext == 'exr':
tex_file = base[0] + '.hdr'
target_format = 'HDR'
else:
tex_file = base[0] + '.jpg'
target_format = 'JPEG'
if image.packed_file != None:
# Extract packed data
unpack_path = arm.utils.get_fp_build() + '/compiled/Assets/unpacked'
if not os.path.exists(unpack_path):
os.makedirs(unpack_path)
unpack_filepath = unpack_path + '/' + tex_file
filepath = unpack_filepath
if do_convert:
if not os.path.isfile(unpack_filepath):
arm.utils.write_image(image, unpack_filepath, file_format=target_format)
elif os.path.isfile(unpack_filepath) == False or os.path.getsize(unpack_filepath) != image.packed_file.size:
with open(unpack_filepath, 'wb') as f:
f.write(image.packed_file.data)
assets.add(unpack_filepath)
else:
if do_convert:
converted_path = arm.utils.get_fp_build() + '/compiled/Assets/unpacked/' + tex_file
filepath = converted_path
# TODO: delete cache when file changes
if not os.path.isfile(converted_path):
arm.utils.write_image(image, converted_path, file_format=target_format)
assets.add(converted_path)
else:
# Link image path to assets
assets.add(arm.utils.asset_path(image.filepath))
# Generate prefiltered envmaps
world.arm_envtex_name = tex_file
world.arm_envtex_irr_name = tex_file.rsplit('.', 1)[0]
disable_hdr = target_format == 'JPEG'
mip_count = world.arm_envtex_num_mips
mip_count = write_probes.write_probes(filepath, disable_hdr, mip_count, arm_radiance=wrd.arm_radiance)
world.arm_envtex_num_mips = mip_count
# Append envtex define
wrd.world_defs += '_EnvTex'
# Append LDR define
if disable_hdr:
wrd.world_defs += '_EnvLDR'
# Append radiance define
if wrd.arm_irradiance and wrd.arm_radiance and not mobile_mat:
wrd.world_defs += '_Rad'
# Static image background
elif node.type == 'TEX_IMAGE':
image = node.image
filepath = image.filepath
if image.packed_file != None:
# Extract packed data
filepath = arm.utils.build_dir() + '/compiled/Assets/unpacked'
unpack_path = arm.utils.get_fp() + filepath
if not os.path.exists(unpack_path):
os.makedirs(unpack_path)
unpack_filepath = unpack_path + '/' + image.name
if os.path.isfile(unpack_filepath) == False or os.path.getsize(unpack_filepath) != image.packed_file.size:
with open(unpack_filepath, 'wb') as f:
f.write(image.packed_file.data)
assets.add(unpack_filepath)
else:
# Link image path to assets
assets.add(arm.utils.asset_path(image.filepath))
# Reference image name
tex_file = arm.utils.extract_filename(image.filepath)
world.arm_envtex_name = tex_file
# Append sky define
elif node.type == 'TEX_SKY':
# Match to cycles
world.arm_envtex_strength *= 0.1
wrd.world_defs += '_EnvSky'
assets.add_khafile_def('arm_hosek')
world.arm_envtex_sun_direction = [node.sun_direction[0], node.sun_direction[1], node.sun_direction[2]]
world.arm_envtex_turbidity = node.turbidity
world.arm_envtex_ground_albedo = node.ground_albedo
# Irradiance json file name
wname = arm.utils.safestr(world.name)
world.arm_envtex_irr_name = wname
write_probes.write_sky_irradiance(wname)
# Radiance
if wrd.arm_radiance_sky and wrd.arm_radiance and wrd.arm_irradiance and not mobile_mat:
wrd.world_defs += '_Rad'
hosek_path = 'armory/Assets/hosek/'
sdk_path = arm.utils.get_sdk_path()
# Use fake maps for now
assets.add(sdk_path + hosek_path + 'hosek_radiance.hdr')
for i in range(0, 8):
assets.add(sdk_path + hosek_path + 'hosek_radiance_' + str(i) + '.hdr')
world.arm_envtex_name = 'hosek'
world.arm_envtex_num_mips = 8