armory/blender/arm/make_renderpath.py
2017-12-04 19:49:06 +01:00

201 lines
8.1 KiB
Python
Executable file

import bpy
import arm.assets as assets
import arm.utils
def build():
assets_path = arm.utils.get_sdk_path() + 'armory/Assets/'
wrd = bpy.data.worlds['Arm']
rpdat = arm.utils.get_rp()
mobile_mat = rpdat.arm_material_model == 'Mobile' or rpdat.arm_material_model == 'Solid'
if not mobile_mat:
# Always include
assets.add(assets_path + 'brdf.png')
assets.add_embedded_data('brdf.png')
if rpdat.rp_hdr:
assets.add_khafile_def('rp_hdr')
assets.add_khafile_def('rp_renderer={0}'.format(rpdat.rp_renderer))
if rpdat.rp_depthprepass:
assets.add_khafile_def('rp_depthprepass')
if rpdat.rp_shadowmap != 'Off':
assets.add_khafile_def('rp_shadowmap')
assets.add_khafile_def('rp_shadowmap_size={0}'.format(rpdat.rp_shadowmap))
assets.add_khafile_def('rp_background={0}'.format(rpdat.rp_background))
if rpdat.rp_background == 'World':
if '_EnvClouds' in wrd.world_defs:
assets.add(assets_path + 'noise256.png')
assets.add_embedded_data('noise256.png')
if rpdat.rp_render_to_texture:
assets.add_khafile_def('rp_render_to_texture')
if rpdat.rp_compositornodes:
assets.add_khafile_def('rp_compositornodes')
compo_depth = False
if wrd.arm_tonemap != 'Off':
wrd.compo_defs = '_CTone' + wrd.arm_tonemap
if rpdat.rp_antialiasing != 'Off':
wrd.compo_defs += '_CFXAA'
if wrd.arm_letterbox:
wrd.compo_defs += '_CLetterbox'
if wrd.arm_grain:
wrd.compo_defs += '_CGrain'
if bpy.data.scenes[0].cycles.film_exposure != 1.0:
wrd.compo_defs += '_CExposure'
if wrd.arm_fog:
wrd.compo_defs += '_CFog'
compo_depth = True
if len(bpy.data.cameras) > 0 and bpy.data.cameras[0].dof_distance > 0.0:
wrd.compo_defs += '_CDOF'
compo_depth = True
if compo_depth:
wrd.compo_defs += '_CDepth'
if wrd.arm_lens_texture != '':
wrd.compo_defs += '_CLensTex'
assets.add_embedded_data('lenstexture.jpg')
if wrd.arm_fisheye:
wrd.compo_defs += '_CFishEye'
if wrd.arm_vignette:
wrd.compo_defs += '_CVignette'
if wrd.arm_lensflare:
wrd.compo_defs += '_CGlare'
assets.add_shader2('compositor_pass', 'compositor_pass')
else:
assets.add_shader2('copy_pass', 'copy_pass')
assets.add_khafile_def('rp_antialiasing={0}'.format(rpdat.rp_antialiasing))
if rpdat.rp_antialiasing == 'SMAA' or rpdat.rp_antialiasing == 'TAA':
assets.add_shader2('smaa_edge_detect', 'smaa_edge_detect')
assets.add_shader2('smaa_blend_weight', 'smaa_blend_weight')
assets.add_shader2('smaa_neighborhood_blend', 'smaa_neighborhood_blend')
assets.add(assets_path + 'smaa_area.png')
assets.add(assets_path + 'smaa_search.png')
assets.add_embedded_data('smaa_area.png')
assets.add_embedded_data('smaa_search.png')
wrd.world_defs += '_SMAA'
if rpdat.rp_antialiasing == 'TAA':
assets.add_shader2('taa_pass', 'taa_pass')
assets.add_shader2('copy_pass', 'copy_pass')
if rpdat.rp_antialiasing == 'TAA' or rpdat.rp_motionblur == 'Object':
assets.add_khafile_def('arm_veloc')
wrd.world_defs += '_Veloc'
if rpdat.rp_antialiasing == 'TAA':
assets.add_khafile_def('arm_taa')
assets.add_khafile_def('rp_supersampling={0}'.format(rpdat.rp_supersampling))
if rpdat.rp_supersampling == '4':
assets.add_shader2('supersample_resolve', 'supersample_resolve')
if rpdat.rp_overlays:
assets.add_khafile_def('rp_overlays')
if rpdat.rp_translucency:
assets.add_khafile_def('rp_translucency')
assets.add_shader2('translucent_resolve', 'translucent_resolve')
if rpdat.rp_stereo:
assets.add_khafile_def('rp_stereo')
assets.add_khafile_def('arm_vr')
wrd.world_defs += '_VR'
assets.add(assets_path + 'vr.png')
assets.add_embedded_data('vr.png')
assets.add_khafile_def('rp_gi={0}'.format(rpdat.rp_gi))
if rpdat.rp_gi != 'Off':
assets.add_khafile_def('rp_gi={0}'.format(rpdat.rp_gi))
assets.add_khafile_def('rp_voxelgi_resolution={0}'.format(rpdat.rp_voxelgi_resolution))
assets.add_khafile_def('rp_voxelgi_resolution_z={0}'.format(rpdat.rp_voxelgi_resolution_z))
if rpdat.rp_voxelgi_hdr:
assets.add_khafile_def('rp_voxelgi_hdr')
if rpdat.arm_voxelgi_shadows:
assets.add_khafile_def('rp_voxelgi_shadows')
if rpdat.arm_voxelgi_refraction:
assets.add_khafile_def('rp_voxelgi_refraction')
if rpdat.arm_rp_resolution != 'Display':
assets.add_khafile_def('rp_resolution={0}'.format(rpdat.arm_rp_resolution))
assets.add_khafile_def('rp_ssgi={0}'.format(rpdat.rp_ssgi))
if rpdat.rp_ssgi != 'Off':
wrd.world_defs += '_SSAO'
if rpdat.rp_ssgi == 'SSAO':
assets.add_shader2('ssao_pass', 'ssao_pass')
assets.add_shader2('blur_edge_pass', 'blur_edge_pass')
assets.add(assets_path + 'noise8.png')
assets.add_embedded_data('noise8.png')
else:
assets.add_shader2('ssgi_pass', 'ssgi_pass')
assets.add_shader2('ssgi_blur_pass', 'ssgi_blur_pass')
if rpdat.rp_renderer == 'Deferred':
assets.add_shader2('deferred_indirect', 'deferred_indirect')
assets.add_shader2('deferred_light', 'deferred_light')
assets.add_shader2('deferred_light_quad', 'deferred_light_quad')
if rpdat.rp_rendercapture:
assets.add_khafile_def('rp_rendercapture')
assets.add_khafile_def('rp_rendercapture_format={0}'.format(wrd.rp_rendercapture_format))
assets.add_shader2('copy_pass', 'copy_pass')
if rpdat.rp_volumetriclight:
assets.add_khafile_def('rp_volumetriclight')
assets.add_shader2('volumetric_light_quad', 'volumetric_light_quad')
assets.add_shader2('volumetric_light', 'volumetric_light')
assets.add_shader2('blur_edge_pass', 'blur_edge_pass')
if rpdat.rp_decals:
assets.add_khafile_def('rp_decals')
if rpdat.rp_ocean:
assets.add_khafile_def('rp_ocean')
assets.add_shader2('water_pass', 'water_pass')
if rpdat.rp_blending_state != 'Off':
assets.add_khafile_def('rp_blending')
if rpdat.rp_bloom:
assets.add_khafile_def('rp_bloom')
assets.add_shader2('bloom_pass', 'bloom_pass')
assets.add_shader2('blur_gaus_pass', 'blur_gaus_pass')
if rpdat.rp_sss:
assets.add_khafile_def('rp_sss')
wrd.world_defs += '_SSS'
assets.add_shader2('sss_pass', 'sss_pass')
if rpdat.rp_ssr:
assets.add_khafile_def('rp_ssr')
assets.add_shader2('ssr_pass', 'ssr_pass')
assets.add_shader2('blur_adaptive_pass', 'blur_adaptive_pass')
if rpdat.arm_ssr_half_res:
assets.add_khafile_def('rp_ssr_half')
if rpdat.rp_motionblur != 'Off':
assets.add_khafile_def('rp_motionblur={0}'.format(rpdat.rp_motionblur))
assets.add_shader2('copy_pass', 'copy_pass')
if rpdat.rp_motionblur == 'Camera':
assets.add_shader2('motion_blur_pass', 'motion_blur_pass')
else:
assets.add_shader2('motion_blur_veloc_pass', 'motion_blur_veloc_pass')
if rpdat.rp_compositornodes and rpdat.rp_autoexposure:
assets.add_khafile_def('rp_autoexposure')
if rpdat.rp_dynres:
assets.add_khafile_def('rp_dynres')
if rpdat.arm_soft_shadows == 'On':
assets.add_shader2('dilate_pass', 'dilate_pass')
assets.add_shader2('visibility_pass', 'visibility_pass')
assets.add_shader2('blur_shadow_pass', 'blur_shadow_pass')
assets.add_khafile_def('rp_soft_shadows')
wrd.world_defs += '_SoftShadows'
if rpdat.arm_soft_shadows_penumbra != 1:
wrd.world_defs += '_PenumbraScale'