armory/blender/nodes_world.py
2016-06-13 12:23:59 +02:00

96 lines
2.7 KiB
Python
Executable file

import bpy
from bpy.types import NodeTree, Node, NodeSocket
from bpy.props import *
import os
import json
import write_probes
def register():
pass
#bpy.utils.register_module(__name__)
def unregister():
pass
#bpy.utils.unregister_module(__name__)
# Generating world resources
class Object:
def to_JSON(self):
if bpy.data.worlds[0].CGMinimize == True:
return json.dumps(self, default=lambda o: o.__dict__, separators=(',',':'))
else:
return json.dumps(self, default=lambda o: o.__dict__, sort_keys=True, indent=4)
def buildNodeTrees(shader_references, asset_references):
s = bpy.data.filepath.split(os.path.sep)
s.pop()
fp = os.path.sep.join(s)
os.chdir(fp)
# Make sure Assets dir exists
if not os.path.exists('Assets/generated/materials'):
os.makedirs('Assets/generated/materials')
# Export world nodes
for world in bpy.data.worlds:
buildNodeTree(world.name, world.node_tree, shader_references, asset_references)
def buildNodeTree(world_name, node_group, shader_references, asset_references):
output = Object()
res = Object()
output.material_resources = [res]
path = 'Assets/generated/materials/'
material_name = world_name.replace('.', '_') + '_material'
res.id = material_name
res.shader = 'env_map/env_map'
context = Object()
res.contexts = [context]
context.id = 'env_map'
context.bind_constants = []
texture = Object()
context.bind_textures = [texture]
texture.id = 'envmap'
texture.name = ''
bpy.data.worlds[0].world_defs = ''
for node in node_group.nodes:
# Env map included
if node.type == 'TEX_ENVIRONMENT': # Just look for env texture for now
image_name = node.image.name # With extension
texture.name = image_name.rsplit('.', 1)[0] # Remove extension
# Add resources to khafie
asset_references.append('compiled/ShaderResources/env_map/env_map.json')
shader_references.append('compiled/Shaders/env_map/env_map')
# Generate prefiltered envmaps
bpy.data.cameras[0].world_envtex_name = texture.name
disable_hdr = image_name.endswith('.jpg')
mip_count = bpy.data.cameras[0].world_envtex_num_mips
mip_count = write_probes.write_probes(image_name, disable_hdr, mip_count)
bpy.data.cameras[0].world_envtex_num_mips = mip_count
# Append envtex define
bpy.data.worlds[0].world_defs += '_EnvTex'
# Append LDR define
if disable_hdr:
bpy.data.worlds[0].world_defs += '_LDR'
# Extract environment strength
if node.type == 'BACKGROUND':
bpy.data.cameras[0].world_envtex_strength = node.inputs[1].default_value
if node.type == 'TEX_SKY':
bpy.data.worlds[0].world_defs += '_EnvSky'
# Enable probes
for cam in bpy.data.cameras:
if cam.is_probe:
bpy.data.worlds[0].world_defs += '_Probes'
with open(path + material_name + '.json', 'w') as f:
f.write(output.to_JSON())