1428 lines
No EOL
54 KiB
Python
Executable file
1428 lines
No EOL
54 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 sys
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import json
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import platform
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import subprocess
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import nodes_compositor
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from utils import to_hex
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import assets
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import utils
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class CGPipelineTree(NodeTree):
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'''Pipeline nodes'''
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bl_idname = 'CGPipelineTreeType'
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bl_label = 'CG Pipeline Node Tree'
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bl_icon = 'GAME'
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class CGPipelineTreeNode:
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@classmethod
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def poll(cls, ntree):
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return ntree.bl_idname == 'CGPipelineTreeType'
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# Prebuilt
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class QuadPassNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'QuadPassNodeType'
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bl_label = 'Quad Pass'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketShader', "Target")
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self.inputs.new('NodeSocketString', "Shader Context")
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self.inputs.new('NodeSocketShader', "Bind 1")
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self.inputs.new('NodeSocketString', "Constant")
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self.inputs.new('NodeSocketShader', "Bind 2")
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self.inputs.new('NodeSocketString', "Constant")
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self.inputs.new('NodeSocketShader', "Bind 3")
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self.inputs.new('NodeSocketString', "Constant")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class SSAOPassNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'SSAOPassNodeType'
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bl_label = 'SSAO'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketShader', "Target")
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self.inputs.new('NodeSocketShader', "Target Temp")
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self.inputs.new('NodeSocketShader', "GBufferD")
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self.inputs.new('NodeSocketShader', "GBuffer0")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class SSRPassNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'SSRPassNodeType'
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bl_label = 'SSR'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketShader', "Target")
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self.inputs.new('NodeSocketShader', "A")
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self.inputs.new('NodeSocketShader', "B")
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self.inputs.new('NodeSocketShader', "Color")
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self.inputs.new('NodeSocketShader', "GBuffer")
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self.inputs.new('NodeSocketShader', "GBuffer1")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class BloomPassNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'BloomPassNodeType'
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bl_label = 'Bloom'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketShader', "Target")
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self.inputs.new('NodeSocketShader', "A")
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self.inputs.new('NodeSocketShader', "B")
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self.inputs.new('NodeSocketShader', "Color")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class MotionBlurPassNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'MotionBlurPassNodeType'
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bl_label = 'Motion Blur'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketShader', "Target")
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self.inputs.new('NodeSocketShader', "Color")
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self.inputs.new('NodeSocketShader', "GBufferD")
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self.inputs.new('NodeSocketShader', "GBuffer0")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class FXAAPassNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'FXAAPassNodeType'
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bl_label = 'FXAA'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketShader', "Target")
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self.inputs.new('NodeSocketShader', "Color")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class SMAAPassNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'SMAAPassNodeType'
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bl_label = 'SMAA'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketShader', "Target")
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self.inputs.new('NodeSocketShader', "Edges Target")
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self.inputs.new('NodeSocketShader', "Blend Target")
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self.inputs.new('NodeSocketShader', "Color")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class SSSPassNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'SSSPassNodeType'
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bl_label = 'SSS'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketShader', "Target In")
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self.inputs.new('NodeSocketShader', "Target Out")
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self.inputs.new('NodeSocketShader', "Color")
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self.inputs.new('NodeSocketShader', "GBufferD")
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self.inputs.new('NodeSocketShader', "GBuffer0")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class WaterPassNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'WaterPassNodeType'
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bl_label = 'Water'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketShader', "Target")
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self.inputs.new('NodeSocketShader', "Color")
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self.inputs.new('NodeSocketShader', "GBufferD")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class DeferredLightPassNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'DeferredLightPassNodeType'
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bl_label = 'Deferred Light'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketShader', "Target")
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self.inputs.new('NodeSocketShader', "GBuffer")
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self.inputs.new('NodeSocketShader', "SSAO Map")
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self.inputs.new('NodeSocketShader', "Shadow Map")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class TranslucentResolvePassNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'TranslucentResolvePassNodeType'
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bl_label = 'Translucent Resolve'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketShader', "Target")
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self.inputs.new('NodeSocketShader', "Translucent GBuffer")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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# Pipeline
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class DrawGeometryNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'DrawGeometryNodeType'
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bl_label = 'Draw Geometry'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketString', "Context")
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self.inputs.new('NodeSocketString', "Order")
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self.inputs[2].default_value = 'front_to_back'
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class DrawDecalsNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'DrawDecalsNodeType'
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bl_label = 'Draw Decals'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketString', "Context")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class ClearTargetNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'ClearTargetNodeType'
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bl_label = 'Clear Target'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketBool', "Color")
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self.inputs.new('NodeSocketColor', "Value")
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self.inputs.new('NodeSocketBool', "Depth")
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self.inputs.new('NodeSocketFloat', "Value")
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self.inputs[4].default_value = 1.0
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self.inputs.new('NodeSocketBool', "Stencil")
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self.inputs.new('NodeSocketInt', "Value")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class BeginNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'BeginNodeType'
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bl_label = 'Begin'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketString', "ID")
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self.inputs.new('NodeSocketString', "Geometry")
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self.inputs.new('NodeSocketString', "Shadows")
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self.inputs.new('NodeSocketString', "Translucent")
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self.inputs.new('NodeSocketString', "Overlay")
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self.inputs.new('NodeSocketBool', "HDR Space")
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self.inputs[5].default_value = True
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class SetTargetNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'SetTargetNodeType'
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bl_label = 'Set Target'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketShader', "Target")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class TargetNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'TargetNodeType'
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bl_label = 'Target'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketString', "ID")
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self.inputs.new('NodeSocketInt', "Width")
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self.inputs.new('NodeSocketInt', "Height")
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self.inputs.new('NodeSocketShader', "Depth Buffer")
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self.inputs.new('NodeSocketString', "Format")
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self.inputs.new('NodeSocketBool', "Ping Pong")
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self.outputs.new('NodeSocketShader', "Target")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class TargetArrayNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'TargetArrayNodeType'
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bl_label = 'Target Array'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Target")
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self.inputs.new('NodeSocketInt', "Instances")
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self.outputs.new('NodeSocketShader', "Targets")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class DepthBufferNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'DepthBufferNodeType'
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bl_label = 'Depth Buffer'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketString', "ID")
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self.inputs.new('NodeSocketBool', "Stencil")
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self.outputs.new('NodeSocketShader', "Target")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class GBufferNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'GBufferNodeType'
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bl_label = 'GBuffer'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Target 0")
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self.inputs.new('NodeSocketShader', "Target 1")
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self.inputs.new('NodeSocketShader', "Target 2")
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self.inputs.new('NodeSocketShader', "Target 3")
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self.inputs.new('NodeSocketShader', "Target 4")
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self.outputs.new('NodeSocketShader', "Targets")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class FramebufferNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'FramebufferNodeType'
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bl_label = 'Framebuffer'
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bl_icon = 'SOUND'
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def init(self, context):
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self.outputs.new('NodeSocketShader', "Target")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class BindTargetNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'BindTargetNodeType'
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bl_label = 'Bind Target'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketShader', "Target")
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self.inputs.new('NodeSocketString', "Constant")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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|
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class DrawMaterialQuadNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'DrawMaterialQuadNodeType'
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bl_label = 'Draw Material Quad'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketString', "Material Context")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class DrawQuadNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'DrawQuadNodeType'
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bl_label = 'Draw Quad'
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bl_icon = 'SOUND'
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def init(self, context):
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketString', "Shader Context")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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|
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class CallFunctionNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'CallFunctionNodeType'
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bl_label = 'Call Function'
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bl_icon = 'SOUND'
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|
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def init(self, context):
|
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self.inputs.new('NodeSocketShader', "Stage")
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self.inputs.new('NodeSocketString', "Function")
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self.outputs.new('NodeSocketShader', "Stage")
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def copy(self, node):
|
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print("Copying from node ", node)
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def free(self):
|
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print("Removing node ", self, ", Goodbye!")
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|
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class BranchFunctionNode(Node, CGPipelineTreeNode):
|
|
'''A custom node'''
|
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bl_idname = 'BranchFunctionNodeType'
|
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bl_label = 'Branch Function'
|
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bl_icon = 'SOUND'
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|
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def init(self, context):
|
|
self.inputs.new('NodeSocketShader', "Stage")
|
|
self.inputs.new('NodeSocketString', "Function")
|
|
|
|
self.outputs.new('NodeSocketShader', "True")
|
|
self.outputs.new('NodeSocketShader', "False")
|
|
|
|
def copy(self, node):
|
|
print("Copying from node ", node)
|
|
|
|
def free(self):
|
|
print("Removing node ", self, ", Goodbye!")
|
|
|
|
class MergeStagesNode(Node, CGPipelineTreeNode):
|
|
'''A custom node'''
|
|
bl_idname = 'MergeStagesNodeType'
|
|
bl_label = 'Merge Stages'
|
|
bl_icon = 'SOUND'
|
|
|
|
def init(self, context):
|
|
self.inputs.new('NodeSocketShader', "Stage")
|
|
self.inputs.new('NodeSocketShader', "Stage")
|
|
|
|
self.outputs.new('NodeSocketShader', "Stage")
|
|
|
|
def copy(self, node):
|
|
print("Copying from node ", node)
|
|
|
|
def free(self):
|
|
print("Removing node ", self, ", Goodbye!")
|
|
|
|
class LoopStagesNode(Node, CGPipelineTreeNode):
|
|
'''A custom node'''
|
|
bl_idname = 'LoopStagesNodeType'
|
|
bl_label = 'Loop Stages'
|
|
bl_icon = 'SOUND'
|
|
|
|
def init(self, context):
|
|
self.inputs.new('NodeSocketShader', "Stage")
|
|
self.inputs.new('NodeSocketInt', "From")
|
|
self.inputs.new('NodeSocketInt', "To")
|
|
|
|
self.outputs.new('NodeSocketShader', "Complete")
|
|
self.outputs.new('NodeSocketShader', "Loop")
|
|
|
|
def copy(self, node):
|
|
print("Copying from node ", node)
|
|
|
|
def free(self):
|
|
print("Removing node ", self, ", Goodbye!")
|
|
|
|
class LoopLightsNode(Node, CGPipelineTreeNode):
|
|
'''A custom node'''
|
|
bl_idname = 'LoopLightsNodeType'
|
|
bl_label = 'Loop Lights'
|
|
bl_icon = 'SOUND'
|
|
|
|
def init(self, context):
|
|
self.inputs.new('NodeSocketShader', "Stage")
|
|
|
|
self.outputs.new('NodeSocketShader', "Complete")
|
|
self.outputs.new('NodeSocketShader', "Loop")
|
|
|
|
def copy(self, node):
|
|
print("Copying from node ", node)
|
|
|
|
def free(self):
|
|
print("Removing node ", self, ", Goodbye!")
|
|
|
|
class DrawWorldNode(Node, CGPipelineTreeNode):
|
|
'''A custom node'''
|
|
bl_idname = 'DrawWorldNodeType'
|
|
bl_label = 'Draw World'
|
|
bl_icon = 'SOUND'
|
|
|
|
def init(self, context):
|
|
self.inputs.new('NodeSocketShader', "Stage")
|
|
# self.inputs.new('NodeSocketShader', "Depth")
|
|
|
|
self.outputs.new('NodeSocketShader', "Stage")
|
|
|
|
def copy(self, node):
|
|
print("Copying from node ", node)
|
|
|
|
def free(self):
|
|
print("Removing node ", self, ", Goodbye!")
|
|
|
|
class DrawCompositorNode(Node, CGPipelineTreeNode):
|
|
'''A custom node'''
|
|
bl_idname = 'DrawCompositorNodeType'
|
|
bl_label = 'Draw Compositor'
|
|
bl_icon = 'SOUND'
|
|
|
|
def init(self, context):
|
|
self.inputs.new('NodeSocketShader', "Stage")
|
|
self.inputs.new('NodeSocketShader', "Target")
|
|
self.inputs.new('NodeSocketShader', "Color")
|
|
self.inputs.new('NodeSocketShader', "GBuffer")
|
|
|
|
self.outputs.new('NodeSocketShader', "Stage")
|
|
|
|
def copy(self, node):
|
|
print("Copying from node ", node)
|
|
|
|
def free(self):
|
|
print("Removing node ", self, ", Goodbye!")
|
|
|
|
class DrawCompositorWithFXAANode(Node, CGPipelineTreeNode):
|
|
'''A custom node'''
|
|
bl_idname = 'DrawCompositorWithFXAANodeType'
|
|
bl_label = 'Draw Compositor + FXAA'
|
|
bl_icon = 'SOUND'
|
|
|
|
def init(self, context):
|
|
self.inputs.new('NodeSocketShader', "Stage")
|
|
self.inputs.new('NodeSocketShader', "Target")
|
|
self.inputs.new('NodeSocketShader', "Color")
|
|
self.inputs.new('NodeSocketShader', "GBuffer")
|
|
|
|
self.outputs.new('NodeSocketShader', "Stage")
|
|
|
|
def copy(self, node):
|
|
print("Copying from node ", node)
|
|
|
|
def free(self):
|
|
print("Removing node ", self, ", Goodbye!")
|
|
|
|
# Constant nodes
|
|
class ScreenNode(Node, CGPipelineTreeNode):
|
|
'''A custom node'''
|
|
bl_idname = 'ScreenNodeType'
|
|
bl_label = 'Screen'
|
|
bl_icon = 'SOUND'
|
|
|
|
def init(self, context):
|
|
self.outputs.new('NodeSocketInt', "Width")
|
|
self.outputs.new('NodeSocketInt', "Height")
|
|
self.inputs.new('NodeSocketFloat', "Scale")
|
|
self.inputs[0].default_value = 1.0
|
|
|
|
def copy(self, node):
|
|
print("Copying from node ", node)
|
|
|
|
def free(self):
|
|
print("Removing node ", self, ", Goodbye!")
|
|
|
|
class BackgroundColorNode(Node, CGPipelineTreeNode):
|
|
'''A custom node'''
|
|
bl_idname = 'BackgroundColorNodeType'
|
|
bl_label = 'Background Color'
|
|
bl_icon = 'SOUND'
|
|
|
|
def init(self, context):
|
|
self.outputs.new('NodeSocketInt', "Color")
|
|
|
|
def copy(self, node):
|
|
print("Copying from node ", node)
|
|
|
|
def free(self):
|
|
print("Removing node ", self, ", Goodbye!")
|
|
|
|
class LightCount(Node, CGPipelineTreeNode):
|
|
'''A custom node'''
|
|
bl_idname = 'LightCountNodeType'
|
|
bl_label = 'Light Count'
|
|
bl_icon = 'SOUND'
|
|
|
|
def init(self, context):
|
|
self.outputs.new('NodeSocketInt', "Count")
|
|
|
|
def copy(self, node):
|
|
print("Copying from node ", node)
|
|
|
|
def free(self):
|
|
print("Removing node ", self, ", Goodbye!")
|
|
|
|
### Node Categories ###
|
|
# Node categories are a python system for automatically
|
|
# extending the Add menu, toolbar panels and search operator.
|
|
# For more examples see release/scripts/startup/nodeitems_builtins.py
|
|
|
|
import nodeitems_utils
|
|
from nodeitems_utils import NodeCategory, NodeItem
|
|
|
|
class MyPipelineNodeCategory(NodeCategory):
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return context.space_data.tree_type == 'CGPipelineTreeType'
|
|
|
|
class MyTargetNodeCategory(NodeCategory):
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return context.space_data.tree_type == 'CGPipelineTreeType'
|
|
|
|
class MyPassNodeCategory(NodeCategory):
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return context.space_data.tree_type == 'CGPipelineTreeType'
|
|
|
|
class MyConstantNodeCategory(NodeCategory):
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return context.space_data.tree_type == 'CGPipelineTreeType'
|
|
|
|
class MyLogicNodeCategory(NodeCategory):
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return context.space_data.tree_type == 'CGPipelineTreeType'
|
|
|
|
node_categories = [
|
|
MyPipelineNodeCategory("PIPELINENODES", "Pipeline", items=[
|
|
NodeItem("BeginNodeType"),
|
|
NodeItem("DrawGeometryNodeType"),
|
|
NodeItem("DrawDecalsNodeType"),
|
|
NodeItem("ClearTargetNodeType"),
|
|
NodeItem("SetTargetNodeType"),
|
|
NodeItem("BindTargetNodeType"),
|
|
NodeItem("DrawMaterialQuadNodeType"),
|
|
NodeItem("DrawQuadNodeType"),
|
|
NodeItem("DrawWorldNodeType"),
|
|
NodeItem("DrawCompositorNodeType"),
|
|
NodeItem("DrawCompositorWithFXAANodeType"),
|
|
]),
|
|
MyTargetNodeCategory("TARGETNODES", "Target", items=[
|
|
NodeItem("TargetNodeType"),
|
|
NodeItem("TargetArrayNodeType"),
|
|
NodeItem("DepthBufferNodeType"),
|
|
NodeItem("GBufferNodeType"),
|
|
NodeItem("FramebufferNodeType"),
|
|
]),
|
|
MyPassNodeCategory("PREBUILTNODES", "Prebuilt", items=[
|
|
NodeItem("QuadPassNodeType"),
|
|
NodeItem("SSAOPassNodeType"),
|
|
NodeItem("SSRPassNodeType"),
|
|
NodeItem("BloomPassNodeType"),
|
|
NodeItem("MotionBlurPassNodeType"),
|
|
NodeItem("FXAAPassNodeType"),
|
|
NodeItem("SMAAPassNodeType"),
|
|
NodeItem("SSSPassNodeType"),
|
|
NodeItem("WaterPassNodeType"),
|
|
NodeItem("DeferredLightPassNodeType"),
|
|
NodeItem("TranslucentResolvePassNodeType"),
|
|
]),
|
|
MyConstantNodeCategory("CONSTANTNODES", "Constant", items=[
|
|
NodeItem("ScreenNodeType"),
|
|
NodeItem("BackgroundColorNodeType"),
|
|
NodeItem("LightCountNodeType"),
|
|
]),
|
|
MyLogicNodeCategory("LOGICNODES", "Logic", items=[
|
|
NodeItem("CallFunctionNodeType"),
|
|
NodeItem("BranchFunctionNodeType"),
|
|
NodeItem("MergeStagesNodeType"),
|
|
NodeItem("LoopStagesNodeType"),
|
|
NodeItem("LoopLightsNodeType"),
|
|
]),
|
|
]
|
|
|
|
|
|
|
|
|
|
|
|
def reload_blend_data():
|
|
if bpy.data.node_groups.get('forward_pipeline') == None:
|
|
load_library()
|
|
pass
|
|
|
|
def load_library():
|
|
user_preferences = bpy.context.user_preferences
|
|
addon_prefs = user_preferences.addons['armory'].preferences
|
|
sdk_path = addon_prefs.sdk_path
|
|
data_path = sdk_path + '/armory/blender/data/data.blend'
|
|
|
|
with bpy.data.libraries.load(data_path, link=False) as (data_from, data_to):
|
|
data_to.node_groups = ['forward_pipeline', 'forward_pipeline_low', 'deferred_pipeline', 'deferred_pipeline_low', 'pathtrace_pipeline', 'PBR']
|
|
|
|
# TODO: cannot use for loop
|
|
# TODO: import pbr group separately, no need for fake user
|
|
bpy.data.node_groups['forward_pipeline'].use_fake_user = True
|
|
bpy.data.node_groups['forward_pipeline_low'].use_fake_user = True
|
|
bpy.data.node_groups['deferred_pipeline'].use_fake_user = True
|
|
bpy.data.node_groups['deferred_pipeline_low'].use_fake_user = True
|
|
bpy.data.node_groups['pathtrace_pipeline'].use_fake_user = True
|
|
bpy.data.node_groups['PBR'].use_fake_user = True
|
|
|
|
def register():
|
|
bpy.utils.register_module(__name__)
|
|
try:
|
|
nodeitems_utils.register_node_categories("CG_PIPELINE_NODES", node_categories)
|
|
reload_blend_data()
|
|
except:
|
|
pass
|
|
|
|
def unregister():
|
|
nodeitems_utils.unregister_node_categories("CG_PIPELINE_NODES")
|
|
bpy.utils.unregister_module(__name__)
|
|
|
|
def buildNodeTrees(shader_references, asset_references, assets_path):
|
|
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('compiled/Assets/pipelines'):
|
|
os.makedirs('compiled/Assets/pipelines')
|
|
|
|
buildNodeTrees.assets_path = assets_path
|
|
buildNodeTrees.linked_assets = []
|
|
# Always include
|
|
buildNodeTrees.linked_assets.append(buildNodeTrees.assets_path + 'brdf.png')
|
|
|
|
# Export selected pipeline
|
|
# node_group.bl_idname == 'CGPipelineTreeType'
|
|
node_group = bpy.data.node_groups[bpy.data.cameras[0].pipeline_path]
|
|
buildNodeTree(node_group, shader_references, asset_references)
|
|
|
|
return buildNodeTrees.linked_assets
|
|
|
|
def buildNodeTree(node_group, shader_references, asset_references):
|
|
output = {}
|
|
res = {}
|
|
output['pipeline_resources'] = [res]
|
|
|
|
path = 'compiled/Assets/pipelines/'
|
|
node_group_name = node_group.name.replace('.', '_')
|
|
|
|
rn = getRootNode(node_group)
|
|
if rn == None:
|
|
return
|
|
|
|
res['id'] = node_group_name
|
|
res['render_targets'], res['depth_buffers'] = get_render_targets(rn, node_group)
|
|
res['stages'] = []
|
|
|
|
buildNode(res['stages'], rn, node_group, shader_references, asset_references)
|
|
|
|
asset_path = path + node_group_name + '.arm'
|
|
utils.write_arm(asset_path, output)
|
|
assets.add(asset_path)
|
|
|
|
def make_set_target(stage, node_group, node, currentNode=None, target_index=1):
|
|
if currentNode == None:
|
|
currentNode = node
|
|
|
|
stage['command'] = 'set_target'
|
|
currentNode = findNodeByLink(node_group, currentNode, currentNode.inputs[target_index])
|
|
|
|
if currentNode.bl_idname == 'TargetNodeType':
|
|
targetId = currentNode.inputs[0].default_value
|
|
stage['params'].append(targetId)
|
|
# Store current target size
|
|
buildNode.last_set_target_w = currentNode.inputs[1].default_value
|
|
buildNode.last_set_target_h = currentNode.inputs[2].default_value
|
|
|
|
elif currentNode.bl_idname == 'GBufferNodeType':
|
|
# Set all linked targets
|
|
for i in range(0, 5):
|
|
if currentNode.inputs[i].is_linked:
|
|
make_set_target(stage, node_group, node, currentNode, target_index=i)
|
|
|
|
elif currentNode.bl_idname == 'NodeReroute':
|
|
make_set_target(stage, node_group, node, currentNode, target_index=0)
|
|
|
|
else: # Framebuffer
|
|
targetId = ''
|
|
stage['params'].append(targetId)
|
|
|
|
def make_clear_target(stage, color_val=None, depth_val=None, stencil_val=None):
|
|
stage['command'] = 'clear_target'
|
|
if color_val != None:
|
|
stage['params'].append('color')
|
|
stage['params'].append(str(to_hex(color_val)))
|
|
if depth_val != None:
|
|
stage['params'].append('depth')
|
|
stage['params'].append(str(depth_val))
|
|
if stencil_val != None:
|
|
stage['params'].append('stencil')
|
|
stage['params'].append(str(stencil_val))
|
|
|
|
def make_draw_geometry(stage, node_group, node):
|
|
stage['command'] = 'draw_geometry'
|
|
# Context
|
|
context = node.inputs[1].default_value
|
|
# Store shadowmap size
|
|
if context == bpy.data.cameras[0].shadows_context:
|
|
bpy.data.worlds[0].shadowmap_size = buildNode.last_set_target_w
|
|
stage['params'].append(context)
|
|
# Order
|
|
order = node.inputs[2].default_value
|
|
stage['params'].append(order)
|
|
|
|
def make_draw_decals(stage, node_group, node, shader_references, asset_references):
|
|
stage['command'] = 'draw_decals'
|
|
context = node.inputs[1].default_value
|
|
stage['params'].append(context) # Context
|
|
bpy.data.cameras[0].last_decal_context = context
|
|
|
|
def make_bind_target(stage, node_group, node, constant_name, currentNode=None, target_index=1):
|
|
if currentNode == None:
|
|
currentNode = node
|
|
|
|
stage['command'] = 'bind_target'
|
|
|
|
link = findLink(node_group, currentNode, currentNode.inputs[target_index])
|
|
currentNode = link.from_node
|
|
|
|
if currentNode.bl_idname == 'NodeReroute':
|
|
make_bind_target(stage, node_group, node, constant_name, currentNode=currentNode, target_index=0)
|
|
|
|
elif currentNode.bl_idname == 'GBufferNodeType':
|
|
for i in range(0, 5):
|
|
if currentNode.inputs[i].is_linked:
|
|
targetNode = findNodeByLink(node_group, currentNode, currentNode.inputs[i])
|
|
targetId = targetNode.inputs[0].default_value
|
|
# if i == 0 and targetNode.inputs[3].default_value == True: # Depth
|
|
if targetNode.inputs[3].is_linked: # Depth
|
|
db_node = findNodeByLink(node_group, targetNode, targetNode.inputs[3])
|
|
db_id = db_node.inputs[0].default_value
|
|
stage['params'].append('_' + db_id)
|
|
stage['params'].append(constant_name + 'D')
|
|
stage['params'].append(targetId) # Color buffer
|
|
stage['params'].append(constant_name + str(i))
|
|
|
|
elif currentNode.bl_idname == 'TargetNodeType':
|
|
targetId = currentNode.inputs[0].default_value
|
|
stage['params'].append(targetId)
|
|
stage['params'].append(constant_name)
|
|
|
|
elif currentNode.bl_idname == 'DepthBufferNodeType':
|
|
targetId = '_' + currentNode.inputs[0].default_value
|
|
stage['params'].append(targetId)
|
|
stage['params'].append(constant_name)
|
|
|
|
def make_draw_material_quad(stage, node_group, node, shader_references, asset_references, context_index=1):
|
|
stage['command'] = 'draw_material_quad'
|
|
material_context = node.inputs[context_index].default_value
|
|
stage['params'].append(material_context)
|
|
# Include resource and shaders
|
|
shader_context = node.inputs[context_index].default_value
|
|
scon = shader_context.split('/')
|
|
dir_name = scon[2]
|
|
# No world defs for material passes
|
|
res_name = scon[2]
|
|
asset_references.append('compiled/ShaderResources/' + dir_name + '/' + res_name + '.arm')
|
|
shader_references.append('compiled/Shaders/' + dir_name + '/' + res_name)
|
|
|
|
def make_draw_quad(stage, node_group, node, shader_references, asset_references, context_index=1, shader_context=None):
|
|
stage['command'] = 'draw_shader_quad'
|
|
# Append world defs to get proper context
|
|
world_defs = bpy.data.worlds[0].world_defs
|
|
if shader_context == None:
|
|
shader_context = node.inputs[context_index].default_value
|
|
scon = shader_context.split('/')
|
|
stage['params'].append(scon[0] + world_defs + '/' + scon[1] + world_defs + '/' + scon[2])
|
|
# Include resource and shaders
|
|
dir_name = scon[0]
|
|
# Append world defs
|
|
res_name = scon[1] + world_defs
|
|
asset_references.append('compiled/ShaderResources/' + dir_name + '/' + res_name + '.arm')
|
|
shader_references.append('compiled/Shaders/' + dir_name + '/' + res_name)
|
|
|
|
def make_draw_world(stage, node_group, node, shader_references, asset_references, dome=True):
|
|
if dome:
|
|
stage['command'] = 'draw_skydome'
|
|
else:
|
|
stage['command'] = 'draw_material_quad'
|
|
wname = bpy.data.worlds[0].name
|
|
stage['params'].append(wname + '_material/' + wname + '_material/env_map') # Only one world for now
|
|
# Link assets
|
|
if '_EnvClouds' in bpy.data.worlds[0].world_defs:
|
|
buildNodeTrees.linked_assets.append(buildNodeTrees.assets_path + 'noise256.png')
|
|
|
|
def make_draw_compositor(stage, node_group, node, shader_references, asset_references, with_fxaa=False):
|
|
scon = 'compositor_pass'
|
|
world_defs = bpy.data.worlds[0].world_defs
|
|
compositor_defs = nodes_compositor.parse_defs(bpy.data.scenes[0].node_tree) # Thrown in scene 0 for now
|
|
if with_fxaa: # FXAA directly in compositor, useful for forward path
|
|
compositor_defs += '_CompFXAA'
|
|
defs = world_defs + compositor_defs
|
|
res_name = scon + defs
|
|
|
|
stage['command'] = 'draw_shader_quad'
|
|
stage['params'].append(res_name + '/' + res_name + '/' + scon)
|
|
# Include resource and shaders
|
|
asset_references.append('compiled/ShaderResources/' + scon + '/' + res_name + '.arm')
|
|
shader_references.append('compiled/Shaders/' + scon + '/' + res_name)
|
|
# Link assets
|
|
buildNodeTrees.linked_assets.append(buildNodeTrees.assets_path + 'noise256.png')
|
|
|
|
def make_call_function(stage, node_group, node):
|
|
stage['command'] = 'call_function'
|
|
stage['params'].append(node.inputs[1].default_value)
|
|
|
|
def make_branch_function(stage, node_group, node):
|
|
make_call_function(stage, node_group, node)
|
|
|
|
def process_call_function(stage, stages, node, node_group, shader_references, asset_references):
|
|
# Step till merge node
|
|
stage['returns_true'] = []
|
|
if node.outputs[0].is_linked:
|
|
stageNode = findNodeByLinkFrom(node_group, node, node.outputs[0])
|
|
buildNode(stage['returns_true'], stageNode, node_group, shader_references, asset_references)
|
|
|
|
stage['returns_false'] = []
|
|
if node.outputs[1].is_linked:
|
|
stageNode = findNodeByLinkFrom(node_group, node, node.outputs[1])
|
|
margeNode = buildNode(stage['returns_false'], stageNode, node_group, shader_references, asset_references)
|
|
|
|
# Continue using top level stages after merge node
|
|
afterMergeNode = findNodeByLinkFrom(node_group, margeNode, margeNode.outputs[0])
|
|
buildNode(stages, afterMergeNode, node_group, shader_references, asset_references)
|
|
|
|
def make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=1, bind_target_indices=[3, 5, 7], bind_target_constants=None, shader_context=None):
|
|
# Set target
|
|
if target_index != None and node.inputs[target_index].is_linked:
|
|
stage = {}
|
|
stage['params'] = []
|
|
make_set_target(stage, node_group, node, target_index=target_index)
|
|
stages.append(stage)
|
|
# Bind targets
|
|
stage = {}
|
|
stage['params'] = []
|
|
buildNode.last_bind_target = stage
|
|
bind_target_used = False
|
|
for i in range(0, len(bind_target_indices)):
|
|
index = bind_target_indices[i]
|
|
if node.inputs[index].is_linked:
|
|
bind_target_used = True
|
|
if bind_target_constants == None:
|
|
constant_name = node.inputs[index + 1].default_value
|
|
else:
|
|
constant_name = bind_target_constants[i]
|
|
make_bind_target(stage, node_group, node, constant_name, target_index=index)
|
|
if bind_target_used:
|
|
stages.append(stage)
|
|
stage = {}
|
|
stage['params'] = []
|
|
# Draw quad
|
|
make_draw_quad(stage, node_group, node, shader_references, asset_references, context_index=2, shader_context=shader_context)
|
|
stages.append(stage)
|
|
|
|
def make_ssao_pass(stages, node_group, node, shader_references, asset_references):
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=1, bind_target_indices=[3, 4], bind_target_constants=['gbufferD', 'gbuffer0'], shader_context='ssao_pass/ssao_pass/ssao_pass')
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=1, bind_target_indices=[2, 4], bind_target_constants=['tex', 'gbuffer0'], shader_context='blur_edge_pass/blur_edge_pass/blur_edge_pass_x')
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=1, bind_target_indices=[2, 4], bind_target_constants=['tex', 'gbuffer0'], shader_context='blur_edge_pass/blur_edge_pass/blur_edge_pass_y')
|
|
buildNodeTrees.linked_assets.append(buildNodeTrees.assets_path + 'noise8.png')
|
|
|
|
def make_ssr_pass(stages, node_group, node, shader_references, asset_references):
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=2, bind_target_indices=[4, 5], bind_target_constants=['tex', 'gbuffer'], shader_context='ssr_pass/ssr_pass/ssr_pass')
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=3, bind_target_indices=[2, 6], bind_target_constants=['tex', 'gbuffer1'], shader_context='blur_adaptive_pass/blur_adaptive_pass/blur_adaptive_pass_x')
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=2, bind_target_indices=[3, 6], bind_target_constants=['tex', 'gbuffer1'], shader_context='blur_adaptive_pass/blur_adaptive_pass/blur_adaptive_pass_y2')
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=1, bind_target_indices=[4, 2], bind_target_constants=['tex', 'tex2'], shader_context='combine_pass/combine_pass/combine_pass')
|
|
|
|
def make_bloom_pass(stages, node_group, node, shader_references, asset_references):
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=2, bind_target_indices=[4], bind_target_constants=['tex'], shader_context='bloom_pass/bloom_pass/bloom_pass')
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=3, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_x')
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=2, bind_target_indices=[3], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_y')
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=1, bind_target_indices=[4, 2], bind_target_constants=['tex', 'tex2'], shader_context='combine_pass/combine_pass/combine_pass')
|
|
|
|
def make_motion_blur_pass(stages, node_group, node, shader_references, asset_references):
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=1, bind_target_indices=[2, 3, 4], bind_target_constants=['tex', 'gbufferD', 'gbuffer0'], shader_context='motion_blur_pass/motion_blur_pass/motion_blur_pass')
|
|
|
|
def make_fxaa_pass(stages, node_group, node, shader_references, asset_references):
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=1, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='fxaa_pass/fxaa_pass/fxaa_pass')
|
|
|
|
def make_smaa_pass(stages, node_group, node, shader_references, asset_references):
|
|
stage = {}
|
|
stage['params'] = []
|
|
make_set_target(stage, node_group, node, target_index=2)
|
|
stages.append(stage)
|
|
|
|
stage = {}
|
|
stage['params'] = []
|
|
make_clear_target(stage, color_val=[0.0, 0.0, 0.0, 0.0])
|
|
stages.append(stage)
|
|
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=None, bind_target_indices=[4], bind_target_constants=['colorTex'], shader_context='smaa_edge_detect/smaa_edge_detect/smaa_edge_detect')
|
|
|
|
stage = {}
|
|
stage['params'] = []
|
|
make_set_target(stage, node_group, node, target_index=3)
|
|
stages.append(stage)
|
|
|
|
stage = {}
|
|
stage['params'] = []
|
|
make_clear_target(stage, color_val=[0.0, 0.0, 0.0, 0.0])
|
|
stages.append(stage)
|
|
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=None, bind_target_indices=[2], bind_target_constants=['edgesTex'], shader_context='smaa_blend_weight/smaa_blend_weight/smaa_blend_weight')
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=1, bind_target_indices=[4, 3], bind_target_constants=['colorTex', 'blendTex'], shader_context='smaa_neighborhood_blend/smaa_neighborhood_blend/smaa_neighborhood_blend')
|
|
buildNodeTrees.linked_assets.append(buildNodeTrees.assets_path + 'smaa_area.png')
|
|
buildNodeTrees.linked_assets.append(buildNodeTrees.assets_path + 'smaa_search.png')
|
|
|
|
def make_sss_pass(stages, node_group, node, shader_references, asset_references):
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=1, bind_target_indices=[3, 4, 5], bind_target_constants=['tex', 'gbufferD', 'gbuffer0'], shader_context='sss_pass/sss_pass/sss_pass_x')
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=2, bind_target_indices=[3, 4, 5], bind_target_constants=['tex', 'gbufferD', 'gbuffer0'], shader_context='sss_pass/sss_pass/sss_pass_y')
|
|
|
|
def make_water_pass(stages, node_group, node, shader_references, asset_references):
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=1, bind_target_indices=[2, 3], bind_target_constants=['tex', 'gbufferD'], shader_context='water_pass/water_pass/water_pass')
|
|
|
|
def make_deferred_light_pass(stages, node_group, node, shader_references, asset_references):
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=1, bind_target_indices=[2, 3, 4], bind_target_constants=['gbuffer', 'ssaotex', 'shadowMap'], shader_context='deferred_light/deferred_light/deferred_light')
|
|
|
|
def make_translucent_resolve_pass(stages, node_group, node, shader_references, asset_references):
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references, target_index=1, bind_target_indices=[2], bind_target_constants=['gbuffer'], shader_context='translucent_resolve/translucent_resolve/translucent_resolve')
|
|
|
|
# Returns merge node
|
|
def buildNode(stages, node, node_group, shader_references, asset_references):
|
|
stage = {}
|
|
stage['params'] = []
|
|
|
|
append_stage = True
|
|
|
|
if node.bl_idname == 'MergeStagesNodeType':
|
|
return node
|
|
|
|
elif node.bl_idname == 'SetTargetNodeType':
|
|
buildNode.last_bind_target = None
|
|
make_set_target(stage, node_group, node)
|
|
|
|
elif node.bl_idname == 'ClearTargetNodeType':
|
|
color_val = None
|
|
depth_val = None
|
|
stencil_val = None
|
|
if node.inputs[1].default_value == True:
|
|
if node.inputs[2].is_linked: # Assume background color node is linked
|
|
color_val = bpy.data.cameras[0].world_envtex_color
|
|
else:
|
|
color_val = node.inputs[2].default_value
|
|
if node.inputs[3].default_value == True:
|
|
depth_val = node.inputs[4].default_value
|
|
if node.inputs[5].default_value == True:
|
|
stencil_val = node.inputs[6].default_value
|
|
make_clear_target(stage, color_val=color_val, depth_val=depth_val, stencil_val=stencil_val)
|
|
|
|
elif node.bl_idname == 'DrawGeometryNodeType':
|
|
make_draw_geometry(stage, node_group, node)
|
|
|
|
elif node.bl_idname == 'DrawDecalsNodeType':
|
|
make_draw_decals(stage, node_group, node, shader_references, asset_references)
|
|
|
|
elif node.bl_idname == 'BindTargetNodeType':
|
|
if buildNode.last_bind_target is not None:
|
|
stage = buildNode.last_bind_target
|
|
append_stage = False
|
|
buildNode.last_bind_target = stage
|
|
constant_name = node.inputs[2].default_value
|
|
make_bind_target(stage, node_group, node, constant_name)
|
|
|
|
elif node.bl_idname == 'DrawMaterialQuadNodeType':
|
|
make_draw_material_quad(stage, node_group, node, shader_references, asset_references)
|
|
|
|
elif node.bl_idname == 'DrawQuadNodeType':
|
|
make_draw_quad(stage, node_group, node, shader_references, asset_references)
|
|
|
|
elif node.bl_idname == 'DrawWorldNodeType':
|
|
# Bind depth for quad
|
|
# if node.inputs[1].is_linked:
|
|
# stage = {}
|
|
# stage['params'] = []
|
|
# buildNode.last_bind_target = stage
|
|
# if node.inputs[1].is_linked:
|
|
# make_bind_target(stage, node_group, node, target_index=1, constant_name='gbufferD')
|
|
# stages.append(stage)
|
|
stage = {}
|
|
stage['params'] = []
|
|
# Draw quad
|
|
# make_draw_world(stage, node_group, node, shader_references, asset_references, dome=False)
|
|
# Draw dome
|
|
make_draw_world(stage, node_group, node, shader_references, asset_references, dome=True)
|
|
|
|
elif node.bl_idname == 'DrawCompositorNodeType' or node.bl_idname == 'DrawCompositorWithFXAANodeType':
|
|
# Set target
|
|
if node.inputs[1].is_linked:
|
|
make_set_target(stage, node_group, node)
|
|
stages.append(stage)
|
|
# Bind targets
|
|
if node.inputs[2].is_linked or node.inputs[3].is_linked:
|
|
stage = {}
|
|
stage['params'] = []
|
|
buildNode.last_bind_target = stage
|
|
if node.inputs[2].is_linked:
|
|
make_bind_target(stage, node_group, node, target_index=2, constant_name='tex')
|
|
if node.inputs[3].is_linked:
|
|
make_bind_target(stage, node_group, node, target_index=3, constant_name='gbuffer')
|
|
stages.append(stage)
|
|
# Draw quad
|
|
stage = {}
|
|
stage['params'] = []
|
|
with_fxaa = node.bl_idname == 'DrawCompositorWithFXAANodeType'
|
|
make_draw_compositor(stage, node_group, node, shader_references, asset_references, with_fxaa=with_fxaa)
|
|
|
|
elif node.bl_idname == 'BranchFunctionNodeType':
|
|
make_branch_function(stage, node_group, node)
|
|
stages.append(stage)
|
|
process_call_function(stage, stages, node, node_group, shader_references, asset_references)
|
|
return
|
|
|
|
elif node.bl_idname == 'LoopStagesNodeType':
|
|
# Just repeats the commands
|
|
append_stage = False
|
|
if node.outputs[1].is_linked:
|
|
count = node.inputs[2].default_value
|
|
for i in range(0, count):
|
|
loopNode = findNodeByLinkFrom(node_group, node, node.outputs[1])
|
|
buildNode(stages, loopNode, node_group, shader_references, asset_references)
|
|
|
|
elif node.bl_idname == 'LoopLightsNodeType':
|
|
append_stage = False
|
|
stage['command'] = 'loop_lights'
|
|
stages.append(stage)
|
|
stage['returns_true'] = []
|
|
if node.outputs[1].is_linked:
|
|
loopNode = findNodeByLinkFrom(node_group, node, node.outputs[1])
|
|
buildNode(stage['returns_true'], loopNode, node_group, shader_references, asset_references)
|
|
|
|
elif node.bl_idname == 'CallFunctionNodeType':
|
|
make_call_function(stage, node_group, node)
|
|
|
|
elif node.bl_idname == 'QuadPassNodeType':
|
|
make_quad_pass(stages, node_group, node, shader_references, asset_references)
|
|
append_stage = False
|
|
|
|
elif node.bl_idname == 'SSAOPassNodeType':
|
|
make_ssao_pass(stages, node_group, node, shader_references, asset_references)
|
|
append_stage = False
|
|
elif node.bl_idname == 'SSRPassNodeType':
|
|
make_ssr_pass(stages, node_group, node, shader_references, asset_references)
|
|
append_stage = False
|
|
elif node.bl_idname == 'BloomPassNodeType':
|
|
make_bloom_pass(stages, node_group, node, shader_references, asset_references)
|
|
append_stage = False
|
|
elif node.bl_idname == 'MotionBlurPassNodeType':
|
|
make_motion_blur_pass(stages, node_group, node, shader_references, asset_references)
|
|
append_stage = False
|
|
elif node.bl_idname == 'FXAAPassNodeType':
|
|
make_fxaa_pass(stages, node_group, node, shader_references, asset_references)
|
|
append_stage = False
|
|
elif node.bl_idname == 'SMAAPassNodeType':
|
|
make_smaa_pass(stages, node_group, node, shader_references, asset_references)
|
|
append_stage = False
|
|
elif node.bl_idname == 'SSSPassNodeType':
|
|
make_sss_pass(stages, node_group, node, shader_references, asset_references)
|
|
append_stage = False
|
|
elif node.bl_idname == 'WaterPassNodeType':
|
|
make_water_pass(stages, node_group, node, shader_references, asset_references)
|
|
append_stage = False
|
|
elif node.bl_idname == 'DeferredLightPassNodeType':
|
|
make_deferred_light_pass(stages, node_group, node, shader_references, asset_references)
|
|
append_stage = False
|
|
elif node.bl_idname == 'TranslucentResolvePassNodeType':
|
|
make_translucent_resolve_pass(stages, node_group, node, shader_references, asset_references)
|
|
append_stage = False
|
|
|
|
if append_stage:
|
|
stages.append(stage)
|
|
|
|
# Build next stage
|
|
if node.outputs[0].is_linked:
|
|
stageNode = findNodeByLinkFrom(node_group, node, node.outputs[0])
|
|
buildNode(stages, stageNode, node_group, shader_references, asset_references)
|
|
# Used to merge bind target nodes into one stage
|
|
buildNode.last_bind_target = None
|
|
# Used to determine shadowmap size
|
|
buildNode.last_set_target_w = 0
|
|
buildNode.last_set_target_h = 0
|
|
|
|
|
|
def findNodeByLink(node_group, to_node, inp):
|
|
for link in node_group.links:
|
|
if link.to_node == to_node and link.to_socket == inp:
|
|
return link.from_node
|
|
|
|
def findLink(node_group, to_node, inp):
|
|
for link in node_group.links:
|
|
if link.to_node == to_node and link.to_socket == inp:
|
|
return link
|
|
|
|
def findNodeByLinkFrom(node_group, from_node, outp):
|
|
for link in node_group.links:
|
|
if link.from_node == from_node and link.from_socket == outp:
|
|
return link.to_node
|
|
|
|
def getRootNode(node_group):
|
|
# Find first node linked to begin node
|
|
for n in node_group.nodes:
|
|
if n.bl_idname == 'BeginNodeType':
|
|
# Store contexts
|
|
bpy.data.cameras[0].pipeline_id = n.inputs[0].default_value
|
|
bpy.data.cameras[0].geometry_context = n.inputs[1].default_value
|
|
bpy.data.cameras[0].shadows_context = n.inputs[2].default_value
|
|
bpy.data.cameras[0].translucent_context = n.inputs[3].default_value
|
|
bpy.data.cameras[0].overlay_context = n.inputs[4].default_value
|
|
if n.inputs[5].default_value == False: # No HDR space lighting, append def
|
|
bpy.data.worlds[0].world_defs += '_LDR'
|
|
return findNodeByLinkFrom(node_group, n, n.outputs[0])
|
|
|
|
def get_render_targets(root_node, node_group):
|
|
render_targets = []
|
|
depth_buffers = []
|
|
traverse_for_rt(root_node, node_group, render_targets, depth_buffers)
|
|
return render_targets, depth_buffers
|
|
|
|
def traverse_for_rt(node, node_group, render_targets, depth_buffers):
|
|
# Collect render targets
|
|
if node.bl_idname == 'SetTargetNodeType' or node.bl_idname == 'QuadPassNodeType' or node.bl_idname == 'DrawCompositorNodeType' or node.bl_idname == 'DrawCompositorWithFXAANodeType':
|
|
if node.inputs[1].is_linked:
|
|
tnode = findNodeByLink(node_group, node, node.inputs[1])
|
|
parse_render_target(tnode, node_group, render_targets, depth_buffers)
|
|
|
|
# Traverse loops
|
|
elif node.bl_idname == 'LoopStagesNodeType' or node.bl_idname == 'LoopLightsNodeType':
|
|
if node.outputs[1].is_linked:
|
|
loop_node = findNodeByLinkFrom(node_group, node, node.outputs[1])
|
|
traverse_for_rt(loop_node, node_group, render_targets, depth_buffers)
|
|
|
|
# Prebuilt
|
|
elif node.bl_idname == 'MotionBlurPassNodeType' or node.bl_idname == 'FXAAPassNodeType' or node.bl_idname == 'WaterPassNodeType' or node.bl_idname == 'DeferredLightPassNodeType' or node.bl_idname == 'TranslucentResolvePassNodeType':
|
|
if node.inputs[1].is_linked:
|
|
tnode = findNodeByLink(node_group, node, node.inputs[1])
|
|
parse_render_target(tnode, node_group, render_targets, depth_buffers)
|
|
elif node.bl_idname == 'SSRPassNodeType' or node.bl_idname == 'BloomPassNodeType' or node.bl_idname == 'SMAAPassNodeType':
|
|
for i in range(1, 4):
|
|
if node.inputs[i].is_linked:
|
|
tnode = findNodeByLink(node_group, node, node.inputs[i])
|
|
parse_render_target(tnode, node_group, render_targets, depth_buffers)
|
|
elif node.bl_idname == 'SSAOPassNodeType' or node.bl_idname == 'SSSPassNodeType':
|
|
for i in range(1, 3):
|
|
if node.inputs[i].is_linked:
|
|
tnode = findNodeByLink(node_group, node, node.inputs[i])
|
|
parse_render_target(tnode, node_group, render_targets, depth_buffers)
|
|
|
|
# Next stage
|
|
if node.outputs[0].is_linked:
|
|
stagenode = findNodeByLinkFrom(node_group, node, node.outputs[0])
|
|
traverse_for_rt(stagenode, node_group, render_targets, depth_buffers)
|
|
|
|
def parse_render_target(node, node_group, render_targets, depth_buffers):
|
|
if node.bl_idname == 'NodeReroute':
|
|
tnode = findNodeByLink(node_group, node, node.inputs[0])
|
|
parse_render_target(tnode, node_group, render_targets, depth_buffers)
|
|
|
|
elif node.bl_idname == 'TargetNodeType':
|
|
# Target already exists
|
|
id = node.inputs[0].default_value
|
|
for t in render_targets:
|
|
if t['id'] == id:
|
|
return
|
|
|
|
depth_buffer_id = None
|
|
if node.inputs[3].is_linked:
|
|
# Find depth buffer
|
|
depth_node = findNodeByLink(node_group, node, node.inputs[3])
|
|
depth_buffer_id = depth_node.inputs[0].default_value
|
|
# Append depth buffer
|
|
found = False
|
|
for db in depth_buffers:
|
|
if db['id'] == depth_buffer_id:
|
|
found = True
|
|
break
|
|
if found == False:
|
|
db = {}
|
|
db['id'] = depth_buffer_id
|
|
db['stencil_buffer'] = depth_node.inputs[1].default_value
|
|
depth_buffers.append(db)
|
|
# Get scale
|
|
scale = 1.0
|
|
if node.inputs[1].is_linked:
|
|
size_node = findNodeByLink(node_group, node, node.inputs[1])
|
|
scale = size_node.inputs[0].default_value
|
|
|
|
# Append target
|
|
target = make_render_target(node, scale, depth_buffer_id=depth_buffer_id)
|
|
render_targets.append(target)
|
|
|
|
elif node.bl_idname == 'GBufferNodeType':
|
|
for i in range(0, 5):
|
|
if node.inputs[i].is_linked:
|
|
n = findNodeByLink(node_group, node, node.inputs[i])
|
|
parse_render_target(n, node_group, render_targets, depth_buffers)
|
|
|
|
def make_render_target(n, scale, depth_buffer_id=None):
|
|
target = {}
|
|
target['id'] = n.inputs[0].default_value
|
|
target['width'] = n.inputs[1].default_value
|
|
target['height'] = n.inputs[2].default_value
|
|
target['format'] = n.inputs[4].default_value
|
|
target['ping_pong'] = n.inputs[5].default_value
|
|
if scale != 1.0:
|
|
target['scale'] = scale
|
|
if depth_buffer_id != None:
|
|
target['depth_buffer'] = depth_buffer_id
|
|
return target
|
|
|