armory/blender/arm/make_renderpath.py
2019-05-01 10:52:42 +02:00

328 lines
12 KiB
Python
Executable file

import bpy
import arm.assets as assets
import arm.utils
import arm.log as log
import arm.make_state as state
import arm.api
callback = None
def add_world_defs():
wrd = bpy.data.worlds['Arm']
rpdat = arm.utils.get_rp()
# Screen-space ray-traced shadows
if rpdat.arm_ssrs:
wrd.world_defs += '_SSRS'
if rpdat.arm_two_sided_area_light:
wrd.world_defs += '_TwoSidedAreaLight'
# Store contexts
if rpdat.rp_hdr == False:
wrd.world_defs += '_LDR'
if wrd.arm_light_ies_texture != '':
wrd.world_defs += '_LightIES'
assets.add_embedded_data('iestexture.png')
if wrd.arm_light_clouds_texture != '':
wrd.world_defs += '_LightClouds'
assets.add_embedded_data('cloudstexture.png')
if rpdat.rp_renderer == 'Deferred':
assets.add_khafile_def('arm_deferred')
wrd.world_defs += '_Deferred'
# Shadows
if rpdat.rp_shadows:
wrd.world_defs += '_ShadowMap'
if rpdat.rp_shadowmap_cascades != '1':
wrd.world_defs += '_CSM'
assets.add_khafile_def('arm_csm')
# SS
if rpdat.rp_ssgi == 'RTGI' or rpdat.rp_ssgi == 'RTAO':
if rpdat.rp_ssgi == 'RTGI':
wrd.world_defs += '_RTGI'
if rpdat.arm_ssgi_rays == '9':
wrd.world_defs += '_SSGICone9'
if rpdat.rp_autoexposure:
wrd.world_defs += '_AutoExposure'
has_voxels = arm.utils.voxel_support()
if rpdat.rp_voxelao and has_voxels and rpdat.arm_material_model == 'Full':
wrd.world_defs += '_VoxelCones' + rpdat.arm_voxelgi_cones
if rpdat.arm_voxelgi_revoxelize:
assets.add_khafile_def('arm_voxelgi_revox')
if rpdat.arm_voxelgi_camera:
wrd.world_defs += '_VoxelGICam'
if rpdat.arm_voxelgi_temporal:
assets.add_khafile_def('arm_voxelgi_temporal')
wrd.world_defs += '_VoxelGITemporal'
wrd.world_defs += '_VoxelAOvar' # Write a shader variant
if rpdat.arm_voxelgi_shadows:
wrd.world_defs += '_VoxelShadow'
if rpdat.arm_voxelgi_occ == 0.0:
wrd.world_defs += '_VoxelAONoTrace'
if arm.utils.get_legacy_shaders() or 'ios' in state.target:
wrd.world_defs += '_Legacy'
assets.add_khafile_def('arm_legacy')
# Light defines
point_lights = 0
for bo in bpy.data.objects: # TODO: temp
if bo.type == 'LIGHT':
light = bo.data
if light.type == 'AREA' and '_LTC' not in wrd.world_defs:
point_lights += 1
wrd.world_defs += '_LTC'
assets.add_khafile_def('arm_ltc')
if light.type == 'SUN' and '_Sun' not in wrd.world_defs:
wrd.world_defs += '_Sun'
if light.type == 'POINT' or light.type == 'SPOT':
point_lights += 1
if light.type == 'SPOT' and '_Spot' not in wrd.world_defs:
wrd.world_defs += '_Spot'
assets.add_khafile_def('arm_spot')
if point_lights == 1:
wrd.world_defs += '_SinglePoint'
elif point_lights > 1:
wrd.world_defs += '_Clusters'
assets.add_khafile_def('arm_clusters')
if '_Rad' in wrd.world_defs:
wrd.world_defs += '_Brdf'
def build():
rpdat = arm.utils.get_rp()
if rpdat.rp_driver != 'Armory' and arm.api.drivers[rpdat.rp_driver]['make_rpath'] != None:
arm.api.drivers[rpdat.rp_driver]['make_rpath']()
return
assets_path = arm.utils.get_sdk_path() + '/armory/Assets/'
wrd = bpy.data.worlds['Arm']
add_world_defs()
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_shadows:
assets.add_khafile_def('rp_shadowmap')
assets.add_khafile_def('rp_shadowmap_cascade={0}'.format(arm.utils.get_cascade_size(rpdat)))
assets.add_khafile_def('rp_shadowmap_cube={0}'.format(rpdat.rp_shadowmap_cube))
assets.add_khafile_def('rp_background={0}'.format(rpdat.rp_background))
if rpdat.rp_background == 'World':
assets.add_shader_pass('world_pass')
if '_EnvClouds' in wrd.world_defs:
assets.add(assets_path + 'clouds_base.raw')
assets.add_embedded_data('clouds_base.raw')
assets.add(assets_path + 'clouds_detail.raw')
assets.add_embedded_data('clouds_detail.raw')
assets.add(assets_path + 'clouds_map.png')
assets.add_embedded_data('clouds_map.png')
if rpdat.rp_renderer == 'Deferred' and not rpdat.rp_compositornodes:
assets.add_shader_pass('copy_pass')
if rpdat.rp_render_to_texture:
assets.add_khafile_def('rp_render_to_texture')
if rpdat.rp_renderer == 'Forward' and not rpdat.rp_compositornodes:
assets.add_shader_pass('copy_pass')
if rpdat.rp_compositornodes:
assets.add_khafile_def('rp_compositornodes')
compo_depth = False
if rpdat.arm_tonemap != 'Off':
wrd.compo_defs = '_CTone' + rpdat.arm_tonemap
if rpdat.rp_antialiasing == 'FXAA':
wrd.compo_defs += '_CFXAA'
if rpdat.arm_letterbox:
wrd.compo_defs += '_CLetterbox'
if rpdat.arm_grain:
wrd.compo_defs += '_CGrain'
if rpdat.arm_sharpen:
wrd.compo_defs += '_CSharpen'
if bpy.data.scenes[0].view_settings.exposure != 0.0:
wrd.compo_defs += '_CExposure'
if rpdat.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'
assets.add_khafile_def('rp_compositordepth')
if rpdat.arm_lens_texture != '':
wrd.compo_defs += '_CLensTex'
assets.add_embedded_data('lenstexture.jpg')
if rpdat.arm_fisheye:
wrd.compo_defs += '_CFishEye'
if rpdat.arm_vignette:
wrd.compo_defs += '_CVignette'
if rpdat.arm_lensflare:
wrd.compo_defs += '_CGlare'
if rpdat.arm_lut_texture != '':
wrd.compo_defs += '_CLUT'
assets.add_embedded_data('luttexture.jpg')
if '_CDOF' in wrd.compo_defs or '_CFXAA' in wrd.compo_defs or '_CSharpen' in wrd.compo_defs:
wrd.compo_defs += '_CTexStep'
if '_CDOF' in wrd.compo_defs or '_CFog' in wrd.compo_defs or '_CGlare' in wrd.compo_defs:
wrd.compo_defs += '_CCameraProj'
assets.add_shader_pass('compositor_pass')
assets.add_khafile_def('rp_antialiasing={0}'.format(rpdat.rp_antialiasing))
if rpdat.rp_antialiasing == 'SMAA' or rpdat.rp_antialiasing == 'TAA':
assets.add_shader_pass('smaa_edge_detect')
assets.add_shader_pass('smaa_blend_weight')
assets.add_shader_pass('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_shader_pass('taa_pass')
assets.add_shader_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_shader_pass('supersample_resolve')
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_shader_pass('ssao_pass')
assets.add_shader_pass('blur_edge_pass')
else:
assets.add_shader_pass('ssgi_pass')
assets.add_shader_pass('blur_edge_pass')
if rpdat.arm_ssgi_half_res:
assets.add_khafile_def('rp_ssgi_half')
if rpdat.rp_bloom:
assets.add_khafile_def('rp_bloom')
assets.add_shader_pass('bloom_pass')
assets.add_shader_pass('blur_gaus_pass')
if rpdat.rp_ssr:
assets.add_khafile_def('rp_ssr')
assets.add_shader_pass('ssr_pass')
assets.add_shader_pass('blur_adaptive_pass')
if rpdat.arm_ssr_half_res:
assets.add_khafile_def('rp_ssr_half')
if rpdat.rp_overlays:
assets.add_khafile_def('rp_overlays')
if rpdat.rp_translucency:
assets.add_khafile_def('rp_translucency')
assets.add_shader_pass('translucent_resolve')
if rpdat.rp_stereo:
assets.add_khafile_def('rp_stereo')
assets.add_khafile_def('arm_vr')
wrd.world_defs += '_VR'
has_voxels = arm.utils.voxel_support()
if rpdat.rp_voxelao and has_voxels and rpdat.arm_material_model == 'Full':
assets.add_khafile_def('rp_voxelao')
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.arm_rp_resolution == 'Custom':
assets.add_khafile_def('rp_resolution_filter={0}'.format(rpdat.arm_rp_resolution_filter))
if rpdat.rp_renderer == 'Deferred':
if rpdat.arm_material_model == 'Full':
assets.add_shader_pass('deferred_light')
else: # mobile, solid
assets.add_shader_pass('deferred_light_' + rpdat.arm_material_model.lower())
assets.add_khafile_def('rp_material_' + rpdat.arm_material_model.lower())
if len(bpy.data.lightprobes) > 0:
wrd.world_defs += '_Probes'
assets.add_khafile_def('rp_probes')
assets.add_shader_pass('probe_planar')
assets.add_shader_pass('probe_cubemap')
assets.add_shader_pass('copy_pass')
if rpdat.rp_volumetriclight:
assets.add_khafile_def('rp_volumetriclight')
assets.add_shader_pass('volumetric_light')
assets.add_shader_pass('blur_bilat_pass')
assets.add_shader_pass('blur_bilat_blend_pass')
assets.add(assets_path + 'blue_noise64.png')
assets.add_embedded_data('blue_noise64.png')
if rpdat.rp_decals:
assets.add_khafile_def('rp_decals')
if rpdat.rp_water:
assets.add_khafile_def('rp_water')
assets.add_shader_pass('water_pass')
assets.add_shader_pass('copy_pass')
assets.add(assets_path + 'water_base.png')
assets.add_embedded_data('water_base.png')
assets.add(assets_path + 'water_detail.png')
assets.add_embedded_data('water_detail.png')
assets.add(assets_path + 'water_foam.png')
assets.add_embedded_data('water_foam.png')
if rpdat.rp_blending:
assets.add_khafile_def('rp_blending')
if rpdat.rp_sss:
assets.add_khafile_def('rp_sss')
wrd.world_defs += '_SSS'
assets.add_shader_pass('sss_pass')
if (rpdat.rp_ssr and rpdat.arm_ssr_half_res) or (rpdat.rp_ssgi != 'Off' and rpdat.arm_ssgi_half_res):
assets.add_shader_pass('downsample_depth')
if rpdat.rp_motionblur != 'Off':
assets.add_khafile_def('rp_motionblur={0}'.format(rpdat.rp_motionblur))
assets.add_shader_pass('copy_pass')
if rpdat.rp_motionblur == 'Camera':
assets.add_shader_pass('motion_blur_pass')
else:
assets.add_shader_pass('motion_blur_veloc_pass')
if rpdat.rp_compositornodes and rpdat.rp_autoexposure:
assets.add_khafile_def('rp_autoexposure')
assets.add_shader_pass('histogram_pass')
if rpdat.rp_dynres:
assets.add_khafile_def('rp_dynres')
gbuffer2 = '_Veloc' in wrd.world_defs
if gbuffer2:
assets.add_khafile_def('rp_gbuffer2')
wrd.world_defs += '_gbuffer2'
if callback != None:
callback()