216 lines
7.6 KiB
Python
Executable file
216 lines
7.6 KiB
Python
Executable file
import bpy
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from bpy.types import NodeTree, Node, NodeSocket
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from bpy.props import *
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import os
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import json
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import write_probes
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import assets
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import utils
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def find_node(node_group, to_node, target_socket):
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for link in node_group.links:
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if link.to_node == to_node and link.to_socket == target_socket:
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return link.from_node
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def get_output_node(tree):
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for n in tree.nodes:
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if n.type == 'OUTPUT_WORLD':
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return n
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def buildNodeTrees(active_worlds):
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s = bpy.data.filepath.split(os.path.sep)
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s.pop()
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fp = os.path.sep.join(s)
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os.chdir(fp)
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# Make sure Assets dir exists
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if not os.path.exists('build/compiled/Assets/materials'):
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os.makedirs('build/compiled/Assets/materials')
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# Export world nodes
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world_outputs = []
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for world in active_worlds:
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output = buildNodeTree(world)
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world_outputs.append(output)
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return world_outputs
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def buildNodeTree(world):
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output = {}
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dat = {}
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output['material_datas'] = [dat]
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dat['name'] = utils.safe_filename(world.name) + '_material'
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context = {}
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dat['contexts'] = [context]
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context['name'] = 'env'
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context['bind_constants'] = []
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context['bind_textures'] = []
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bpy.data.worlds['Arm'].world_defs = ''
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# Traverse world node tree
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output_node = get_output_node(world.node_tree)
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if output_node != None:
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parse_world_output(world, output_node, context)
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# Clear to color if no texture or sky is provided
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wrd = bpy.data.worlds['Arm']
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if '_EnvSky' not in wrd.world_defs and '_EnvTex' not in wrd.world_defs:
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wrd.world_defs += '_EnvCol'
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# Irradiance json file name
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world.world_envtex_name = world.name
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world.world_envtex_irr_name = world.name
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write_probes.write_color_irradiance(world.name, world.world_envtex_color)
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# Clouds enabled
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if wrd.generate_clouds:
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wrd.world_defs += '_EnvClouds'
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# Shadows disabled
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if wrd.generate_shadows == False:
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wrd.world_defs += '_NoShadows'
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# Percentage closer soft shadows
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if wrd.generate_pcss:
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wrd.world_defs += '_PCSS'
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sdk_path = utils.get_sdk_path()
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assets.add(sdk_path + 'armory/Assets/noise64.png')
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assets.add_embedded_data('noise64.png')
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if wrd.diffuse_oren_nayar:
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wrd.world_defs += '_OrenNayar'
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# Enable probes
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for cam in bpy.data.cameras:
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if cam.is_probe:
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wrd.world_defs += '_Probes'
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break
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# Data will be written after render path has been processed to gather all defines
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return output
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def write_output(output):
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# Add datas to khafile
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dir_name = 'env'
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# Append world defs
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wrd = bpy.data.worlds['Arm']
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data_name = 'env' + wrd.world_defs
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# Reference correct shader context
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dat = output['material_datas'][0]
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dat['shader'] = data_name + '/' + data_name
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assets.add_shader_data('build/compiled/ShaderDatas/' + dir_name + '/' + data_name + '.arm')
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full_name = 'build/compiled/Shaders/' + dir_name + '/' + data_name
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assets.add_shader(full_name + '.vert.glsl')
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assets.add_shader(full_name + '.frag.glsl')
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# Write material json
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path = 'build/compiled/Assets/materials/'
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asset_path = path + dat['name'] + '.arm'
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utils.write_arm(asset_path, output)
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assets.add(asset_path)
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def parse_world_output(world, node, context):
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if node.inputs[0].is_linked:
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surface_node = find_node(world.node_tree, node, node.inputs[0])
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parse_surface(world, surface_node, context)
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def parse_surface(world, node, context):
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# Extract environment strength
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if node.type == 'BACKGROUND':
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# Strength
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envmap_strength_const = {}
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envmap_strength_const['name'] = 'envmapStrength'
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envmap_strength_const['float'] = node.inputs[1].default_value
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# Always append for now, even though envmapStrength is not always needed
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context['bind_constants'].append(envmap_strength_const)
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if node.inputs[0].is_linked:
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color_node = find_node(world.node_tree, node, node.inputs[0])
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parse_color(world, color_node, context, envmap_strength_const)
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# Cache results
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world.world_envtex_color = node.inputs[0].default_value
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world.world_envtex_strength = envmap_strength_const['float']
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def parse_color(world, node, context, envmap_strength_const):
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# Env map included
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if node.type == 'TEX_ENVIRONMENT':
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texture = {}
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context['bind_textures'].append(texture)
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texture['name'] = 'envmap'
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image = node.image
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filepath = image.filepath
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if image.packed_file != None:
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# Extract packed data
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filepath = '/build/compiled/Assets/unpacked'
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unpack_path = utils.get_fp() + filepath
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if not os.path.exists(unpack_path):
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os.makedirs(unpack_path)
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unpack_filepath = unpack_path + '/' + image.name
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if os.path.isfile(unpack_filepath) == False or os.path.getsize(unpack_filepath) != image.packed_file.size:
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with open(unpack_filepath, 'wb') as f:
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f.write(image.packed_file.data)
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assets.add(unpack_filepath)
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else:
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# Link image path to assets
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assets.add(utils.safe_assetpath(image.filepath))
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# Reference image name
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texture['file'] = utils.extract_filename(image.filepath)
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texture['file'] = utils.safe_filename(texture['file'])
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# Generate prefiltered envmaps
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generate_radiance = bpy.data.worlds['Arm'].generate_radiance
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world.world_envtex_name = texture['file']
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world.world_envtex_irr_name = texture['file'].rsplit('.', 1)[0]
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disable_hdr = image.filepath.endswith('.jpg')
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mip_count = world.world_envtex_num_mips
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mip_count = write_probes.write_probes(filepath, disable_hdr, mip_count, generate_radiance=generate_radiance)
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world.world_envtex_num_mips = mip_count
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# Append envtex define
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bpy.data.worlds['Arm'].world_defs += '_EnvTex'
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# Append LDR define
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if disable_hdr:
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bpy.data.worlds['Arm'].world_defs += '_EnvLDR'
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# Append radiance define
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if generate_radiance:
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bpy.data.worlds['Arm'].world_defs += '_Rad'
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# Append sky define
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elif node.type == 'TEX_SKY':
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bpy.data.worlds['Arm'].world_defs += '_EnvSky'
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# Append sky properties to material
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const = {}
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const['name'] = 'sunDirection'
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sun_direction = [node.sun_direction[0], node.sun_direction[1], node.sun_direction[2]]
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sun_direction[1] *= -1 # Fix Y orientation
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const['vec3'] = list(sun_direction)
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context['bind_constants'].append(const)
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world.world_envtex_sun_direction = sun_direction
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world.world_envtex_turbidity = node.turbidity
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world.world_envtex_ground_albedo = node.ground_albedo
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# Irradiance json file name
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world.world_envtex_irr_name = world.name
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write_probes.write_sky_irradiance(world.name)
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# Radiance
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if bpy.data.worlds['Arm'].generate_radiance_sky and bpy.data.worlds['Arm'].generate_radiance:
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bpy.data.worlds['Arm'].world_defs += '_Rad'
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sdk_path = utils.get_sdk_path()
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assets.add(sdk_path + 'armory/Assets/hosek/hosek_radiance.hdr')
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for i in range(0, 8):
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assets.add(sdk_path + 'armory/Assets/hosek/hosek_radiance_' + str(i) + '.hdr')
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world.world_envtex_name = 'hosek'
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world.world_envtex_num_mips = 8
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# Adjust strength to match Cycles
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envmap_strength_const['float'] *= 0.25
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