armory/blender/arm/material/make.py
2019-01-24 12:47:51 +01:00

132 lines
5.1 KiB
Python
Executable file

import bpy
import arm.utils
import arm.node_utils
import arm.material.make_shader as make_shader
import arm.material.mat_batch as mat_batch
import arm.material.mat_state as mat_state
import arm.material.cycles as cycles
def glsl_type(t): # Merge with cycles
if t == 'RGB' or t == 'RGBA' or t == 'VECTOR':
return 'vec3'
else:
return 'float'
def glsl_value(val):
if str(type(val)) == "<class 'bpy_prop_array'>":
res = []
for v in val:
res.append(v)
return res
else:
return val
def parse(material, mat_data, mat_users, mat_armusers):
wrd = bpy.data.worlds['Arm']
rpdat = arm.utils.get_rp()
# No batch - shader data per material
if material.arm_custom_material != '':
rpasses = ['mesh']
sd = {}
sd['contexts'] = []
con = {}
con['vertex_elements'] = []
elem = {}
elem['name'] = 'pos'
elem['data'] = 'short4norm'
con['vertex_elements'].append(elem)
elem = {}
elem['name'] = 'nor'
elem['data'] = 'short2norm'
con['vertex_elements'].append(elem)
sd['contexts'].append(con)
shader_data_name = material.arm_custom_material
bind_constants = {}
bind_constants['mesh'] = []
bind_textures = {}
bind_textures['mesh'] = []
elif not wrd.arm_batch_materials or material.name.startswith('armdefault'):
rpasses, shader_data, shader_data_name, bind_constants, bind_textures = make_shader.build(material, mat_users, mat_armusers)
sd = shader_data.sd
else:
rpasses, shader_data, shader_data_name, bind_constants, bind_textures = mat_batch.get(material)
sd = shader_data.sd
# Material
for rp in rpasses:
c = {}
c['name'] = rp
c['bind_constants'] = [] + bind_constants[rp]
c['bind_textures'] = [] + bind_textures[rp]
mat_data['contexts'].append(c)
if rp == 'mesh':
const = {}
const['name'] = 'receiveShadow'
const['bool'] = material.arm_receive_shadow
c['bind_constants'].append(const)
if material.arm_material_id != 0:
const = {}
const['name'] = 'materialID'
const['int'] = material.arm_material_id
c['bind_constants'].append(const)
if material.arm_material_id == 2:
wrd.world_defs += '_Hair'
elif rpdat.rp_sss_state == 'On':
sss = False
sss_node = arm.node_utils.get_node_by_type(material.node_tree, 'SUBSURFACE_SCATTERING')
if sss_node != None and sss_node.outputs[0].is_linked: # Check linked node
sss = True
sss_node = arm.node_utils.get_node_by_type(material.node_tree, 'BSDF_PRINCIPLED')
if sss_node != None and sss_node.outputs[0].is_linked and (sss_node.inputs[1].is_linked or sss_node.inputs[1].default_value != 0.0):
sss = True
sss_node = arm.node_utils.get_node_armorypbr(material.node_tree)
if sss_node != None and sss_node.outputs[0].is_linked and (sss_node.inputs[8].is_linked or sss_node.inputs[8].default_value != 0.0):
sss = True
const = {}
const['name'] = 'materialID'
if sss:
const['int'] = 2
else:
const['int'] = 0
c['bind_constants'].append(const)
# TODO: Mesh only material batching
if wrd.arm_batch_materials:
# Set textures uniforms
if len(c['bind_textures']) > 0:
c['bind_textures'] = []
for node in material.node_tree.nodes:
if node.type == 'TEX_IMAGE':
tex_name = arm.utils.safesrc(node.name)
tex = cycles.make_texture(node, tex_name)
if tex == None: # Empty texture
tex = {}
tex['name'] = tex_name
tex['file'] = ''
c['bind_textures'].append(tex)
# Set marked inputs as uniforms
for node in material.node_tree.nodes:
for inp in node.inputs:
if inp.is_uniform:
uname = arm.utils.safesrc(inp.node.name) + arm.utils.safesrc(inp.name) # Merge with cycles
const = {}
const['name'] = uname
const[glsl_type(inp.type)] = glsl_value(inp.default_value)
c['bind_constants'].append(const)
elif rp == 'translucent':
const = {}
const['name'] = 'receiveShadow'
const['bool'] = material.arm_receive_shadow
c['bind_constants'].append(const)
ext = '' if wrd.arm_minimize else '.json'
mat_data['shader'] = shader_data_name + ext + '/' + shader_data_name
return sd, rpasses