armory/blender/nodes_world.py
2016-07-10 00:51:39 +02:00

160 lines
4.9 KiB
Python
Executable file

import bpy
from bpy.types import NodeTree, Node, NodeSocket
from bpy.props import *
import os
import json
import write_probes
def register():
pass
#bpy.utils.register_module(__name__)
def unregister():
pass
#bpy.utils.unregister_module(__name__)
# Generating world resources
class Object:
def to_JSON(self):
if bpy.data.worlds[0].CGMinimize == True:
return json.dumps(self, default=lambda o: o.__dict__, separators=(',',':'))
else:
return json.dumps(self, default=lambda o: o.__dict__, sort_keys=True, indent=4)
def find_node(node_group, to_node, target_socket):
for link in node_group.links:
if link.to_node == to_node and link.to_socket == target_socket:
return link.from_node
def get_output_node(tree):
for n in tree.nodes:
if n.type == 'OUTPUT_WORLD':
return n
def buildNodeTrees(shader_references, asset_references):
s = bpy.data.filepath.split(os.path.sep)
s.pop()
fp = os.path.sep.join(s)
os.chdir(fp)
# Make sure Assets dir exists
if not os.path.exists('Assets/generated/materials'):
os.makedirs('Assets/generated/materials')
# Export world nodes
for world in bpy.data.worlds:
buildNodeTree(world.name, world.node_tree, shader_references, asset_references)
def buildNodeTree(world_name, node_group, shader_references, asset_references):
output = Object()
res = Object()
output.material_resources = [res]
path = 'Assets/generated/materials/'
material_name = world_name.replace('.', '_') + '_material'
res.id = material_name
context = Object()
res.contexts = [context]
context.id = 'env_map'
context.bind_constants = []
context.bind_textures = []
bpy.data.worlds[0].world_defs = ''
# Traverse world node tree
output_node = get_output_node(node_group)
if output_node != None:
parse_world_output(node_group, output_node, context)
# Clear to color if no texture or sky is provided
world_defs = bpy.data.worlds[0].world_defs
if '_EnvSky' not in world_defs and '_EnvTex' not in world_defs:
world_defs += '_EnvCol'
# Enable probes
for cam in bpy.data.cameras:
if cam.is_probe:
bpy.data.worlds[0].world_defs += '_Probes'
# Add resources to khafie
dir_name = 'env_map'
# Append world defs
res_name = 'env_map' + world_defs
# Reference correct shader context
res.shader = res_name + '/' + res_name
asset_references.append('compiled/ShaderResources/' + dir_name + '/' + res_name + '.json')
shader_references.append('compiled/Shaders/' + dir_name + '/' + res_name)
# Write material json
with open(path + material_name + '.json', 'w') as f:
f.write(output.to_JSON())
def parse_world_output(node_group, node, context):
if node.inputs[0].is_linked:
surface_node = find_node(node_group, node, node.inputs[0])
parse_surface(node_group, surface_node, context)
def parse_surface(node_group, node, context):
# Extract environment strength
if node.type == 'BACKGROUND':
bpy.data.cameras[0].world_envtex_color = node.inputs[0].default_value
bpy.data.cameras[0].world_envtex_strength = node.inputs[1].default_value
# Strength
const = Object()
const.id = 'envmapStrength'
const.float = node.inputs[1].default_value
context.bind_constants.append(const)
if node.inputs[0].is_linked:
color_node = find_node(node_group, node, node.inputs[0])
parse_color(node_group, color_node, context)
def parse_color(node_group, node, context):
# Env map included
if node.type == 'TEX_ENVIRONMENT':
texture = Object()
context.bind_textures.append(texture)
texture.id = 'envmap'
image_name = node.image.name # With extension
texture.name = image_name.rsplit('.', 1)[0] # Remove extension
# Generate prefiltered envmaps
generate_radiance = bpy.data.worlds[0].generate_radiance
bpy.data.cameras[0].world_envtex_name = texture.name
disable_hdr = image_name.endswith('.jpg')
mip_count = bpy.data.cameras[0].world_envtex_num_mips
mip_count = write_probes.write_probes(image_name, disable_hdr, mip_count, generate_radiance=generate_radiance)
bpy.data.cameras[0].world_envtex_num_mips = mip_count
# Append envtex define
bpy.data.worlds[0].world_defs += '_EnvTex'
# Append LDR define
if disable_hdr:
bpy.data.worlds[0].world_defs += '_LDR'
# Append radiance degine
if generate_radiance:
bpy.data.worlds[0].world_defs += '_Rad'
# Append sky define
elif node.type == 'TEX_SKY':
bpy.data.worlds[0].world_defs += '_EnvSky'
# Append sky properties to material
const = Object()
const.id = 'sunDirection'
sun_direction = node.sun_direction
sun_direction[1] *= -1 # Fix Y orientation
const.vec3 = list(sun_direction)
context.bind_constants.append(const)
bpy.data.cameras[0].world_envtex_sun_direction = sun_direction
bpy.data.cameras[0].world_envtex_turbidity = node.turbidity
bpy.data.cameras[0].world_envtex_ground_albedo = node.ground_albedo
# Irradiance json file name
base_name = bpy.data.worlds[0].name
bpy.data.cameras[0].world_envtex_name = base_name
write_probes.write_sky_irradiance(base_name)