Beispiel #1
0
def make(context_id, rpasses):
    wrd = bpy.data.worlds['Arm']
    rpdat = arm.utils.get_rp()
    rid = rpdat.rp_renderer

    con = {
        'name': context_id,
        'depth_write': True,
        'compare_mode': 'less',
        'cull_mode': 'clockwise'
    }

    # Blend context
    mat = mat_state.material
    blend = mat.arm_blending
    particle = mat_state.material.arm_particle_flag
    dprepass = rid == 'Forward' and rpdat.rp_depthprepass
    if blend:
        con['name'] = 'blend'
        con['blend_source'] = mat.arm_blending_source
        con['blend_destination'] = mat.arm_blending_destination
        con['blend_operation'] = mat.arm_blending_operation
        con['alpha_blend_source'] = mat.arm_blending_source_alpha
        con['alpha_blend_destination'] = mat.arm_blending_destination_alpha
        con['alpha_blend_operation'] = mat.arm_blending_operation_alpha
        con['depth_write'] = False
        con['compare_mode'] = 'less'
    elif particle:
        pass
    elif dprepass:  # Depth prepass was performed
        con['depth_write'] = False
        con['compare_mode'] = 'equal'

    attachment_format = 'RGBA32' if '_LDR' in wrd.world_defs else 'RGBA64'
    con['color_attachments'] = [attachment_format, attachment_format]
    if '_gbuffer2' in wrd.world_defs:
        con['color_attachments'].append(attachment_format)

    con_mesh = mat_state.data.add_context(con)
    mat_state.con_mesh = con_mesh

    if rid == 'Forward' or blend:
        if rpdat.arm_material_model == 'Mobile':
            make_forward_mobile(con_mesh)
        elif rpdat.arm_material_model == 'Solid':
            make_forward_solid(con_mesh)
        else:
            make_forward(con_mesh)
    elif rid == 'Deferred':
        make_deferred(con_mesh, rpasses)
    elif rid == 'Raytracer':
        make_raytracer(con_mesh)

    make_finalize.make(con_mesh)

    assets.vs_equal(con_mesh, assets.shader_cons['mesh_vert'])

    return con_mesh
Beispiel #2
0
def make(context_id):
    rpdat = arm.utils.get_rp()
    con = make_ao(context_id)

    assets.vs_equal(con, assets.shader_cons['voxel_vert'])
    assets.fs_equal(con, assets.shader_cons['voxel_frag'])
    assets.gs_equal(con, assets.shader_cons['voxel_geom'])

    return con
Beispiel #3
0
def make(context_id):
    rpdat = arm.utils.get_rp()
    rid = rpdat.rp_renderer

    con = {
        'name': context_id,
        'depth_write': True,
        'compare_mode': 'less',
        'cull_mode': 'clockwise'
    }

    # Blend context
    mat = mat_state.material
    blend = mat.arm_blending
    if blend:
        con['name'] = 'blend'
        con['blend_source'] = mat.arm_blending_source
        con['blend_destination'] = mat.arm_blending_destination
        con['blend_operation'] = mat.arm_blending_operation
        con['alpha_blend_source'] = mat.arm_blending_source_alpha
        con['alpha_blend_destination'] = mat.arm_blending_destination_alpha
        con['alpha_blend_operation'] = mat.arm_blending_operation_alpha
        con['depth_write'] = False

    # Depth prepass was performed
    dprepass = rid == 'Forward' and rpdat.rp_depthprepass
    if dprepass:
        con['depth_write'] = False
        con['compare_mode'] = 'equal'

    con_mesh = mat_state.data.add_context(con)
    mat_state.con_mesh = con_mesh

    if rid == 'Forward' or blend:
        if rpdat.arm_material_model == 'Mobile':
            make_forward_mobile(con_mesh)
        elif rpdat.arm_material_model == 'Solid':
            make_forward_solid(con_mesh)
        else:
            make_forward(con_mesh)
    elif rid == 'Deferred':
        if rpdat.arm_material_model != 'Full':  # TODO: hide material enum
            print(
                'Armory Warning: Deferred renderer only supports Full materials'
            )
        make_deferred(con_mesh)
    # elif rid == 'Deferred Plus':
    # make_deferred_plus(con_mesh)
    elif rid == 'Pathtracer':
        make_pathtracer(con_mesh)

    make_finalize(con_mesh)

    assets.vs_equal(con_mesh, assets.shader_cons['mesh_vert'])

    return con_mesh
Beispiel #4
0
def make(context_id):
    rpdat = arm.utils.get_rp()
    if rpdat.rp_gi == 'Voxel GI':
        con = make_gi(context_id)
    else:
        con = make_ao(context_id)

    assets.vs_equal(con, assets.shader_cons['voxel_vert'])
    assets.fs_equal(con, assets.shader_cons['voxel_frag'])
    assets.gs_equal(con, assets.shader_cons['voxel_geom'])

    return con
Beispiel #5
0
def make(context_id):
    rpdat = arm.utils.get_rp()
    rid = rpdat.rp_renderer

    con = {
        'name': context_id,
        'depth_write': True,
        'compare_mode': 'less',
        'cull_mode': 'clockwise'
    }

    # Blend context
    mat = mat_state.material
    blend = mat.arm_blending
    particle = mat_state.material.arm_particle_flag
    dprepass = rid == 'Forward' and rpdat.rp_depthprepass
    if blend:
        con['name'] = 'blend'
        con['blend_source'] = mat.arm_blending_source
        con['blend_destination'] = mat.arm_blending_destination
        con['blend_operation'] = mat.arm_blending_operation
        con['alpha_blend_source'] = mat.arm_blending_source_alpha
        con['alpha_blend_destination'] = mat.arm_blending_destination_alpha
        con['alpha_blend_operation'] = mat.arm_blending_operation_alpha
        con['depth_write'] = False
        con['compare_mode'] = 'less'
    elif particle:
        pass
    elif dprepass:  # Depth prepass was performed
        con['depth_write'] = False
        con['compare_mode'] = 'equal'

    con_mesh = mat_state.data.add_context(con)
    mat_state.con_mesh = con_mesh

    if rid == 'Forward' or blend:
        if rpdat.arm_material_model == 'Mobile':
            make_forward_mobile(con_mesh)
        elif rpdat.arm_material_model == 'Solid':
            make_forward_solid(con_mesh)
        else:
            make_forward(con_mesh)
    elif rid == 'Deferred':
        make_deferred(con_mesh)
    elif rid == 'Raytracer':
        make_raytracer(con_mesh)

    make_finalize(con_mesh)

    assets.vs_equal(con_mesh, assets.shader_cons['mesh_vert'])

    return con_mesh
Beispiel #6
0
def make_mesh_pass(rpass):
    con = { 'name': rpass, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise' }
    
    con_mesh = mat_state.data.add_context(con)
    mat_state.con_mesh = con_mesh

    wrd = bpy.data.worlds['Arm']
    vert = con_mesh.make_vert()
    frag = con_mesh.make_frag()
    geom = None
    tesc = None
    tese = None

    vert.add_uniform('mat3 N', '_normalMatrix')
    vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);')
    frag.ins = vert.outs

    frag.add_include('compiled.glsl')
    frag.add_uniform('vec3 lightDir', '_lightDirection')
    frag.add_uniform('vec3 lightColor', '_lightColor')
    frag.add_uniform('float envmapStrength', link='_envmapStrength')
    frag.write('float visibility = 1.0;')
    frag.write('float dotNL = max(dot(n, lightDir), 0.0);')

    is_shadows = '_ShadowMap' in wrd.world_defs
    if is_shadows:
        vert.add_out('vec4 lightPos')
        vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrix')
        vert.write('lightPos = LWVP * spos;')
        frag.add_include('std/shadows.glsl')
        frag.add_uniform('sampler2DShadow shadowMap')
        frag.add_uniform('float shadowsBias', '_lightShadowsBias')
        frag.write('if (lightPos.w > 0.0) {')
        frag.write('vec3 lPos = lightPos.xyz / lightPos.w;')
        frag.write('const vec2 smSize = shadowmapSize;')
        frag.write('visibility *= PCF(shadowMap, lPos.xy, lPos.z - shadowsBias, smSize);')
        frag.write('}')

    frag.write('vec3 basecol;')
    frag.write('float roughness;')
    frag.write('float metallic;')
    frag.write('float occlusion;')
    frag.write('float specular;')
    is_displacement = mat_utils.disp_linked(mat_state.output_node)
    arm_discard = mat_state.material.arm_discard
    if arm_discard:
        frag.write('float opacity;')
    cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=arm_discard, parse_displacement=is_displacement)

    if is_displacement:
        vert.add_uniform('mat4 W', link='_worldMatrix')
        vert.add_uniform('mat4 VP', link='_viewProjectionMatrix')
        vert.write('vec4 wpos = W * spos;')
        vert.write('wpos.xyz += wnormal * disp * 0.1;')
        vert.write('gl_Position = VP * wpos;')
    else:
        make_attrib.write_vertpos(vert)

    if arm_discard:
        opac = mat_state.material.arm_discard_opacity
        frag.write('if (opacity < {0}) discard;'.format(opac))

    if con_mesh.is_elem('tex'):
        vert.add_out('vec2 texCoord')
        vert.add_uniform('float texUnpack', link='_texUnpack')
        vert.write_attrib('texCoord = tex * texUnpack;')

    if con_mesh.is_elem('col'):
        vert.add_out('vec3 vcolor')
        vert.write_attrib('vcolor = col;')

    if con_mesh.is_elem('tang'):
        vert.add_out('mat3 TBN')
        make_attrib.write_norpos(con_mesh, vert, declare=True)
        vert.write('vec3 tangent = normalize(N * tang.xyz);')
        vert.write('vec3 bitangent = normalize(cross(wnormal, tangent));')
        vert.write('TBN = mat3(tangent, bitangent, wnormal);')
    else:
        vert.add_out('vec3 wnormal')
        make_attrib.write_norpos(con_mesh, vert)
        frag.write_attrib('vec3 n = normalize(wnormal);')

    frag.add_out('vec4 fragColor')
    frag.write('vec3 direct = basecol * step(0.5, dotNL) * visibility * lightColor;')
    frag.write('vec3 indirect = basecol * envmapStrength;')
    frag.write('fragColor = vec4(direct + indirect, 1.0);')

    if '_LDR' in wrd.world_defs:
        frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));')

    assets.vs_equal(con_mesh, assets.shader_cons['mesh_vert'])

    make_finalize.make(con_mesh)

    return con_mesh
Beispiel #7
0
def make(context_id, rpasses, shadowmap=False):

    is_disp = mat_utils.disp_linked(mat_state.output_node)

    vs = [{'name': 'pos', 'data': 'short4norm'}]
    if is_disp:
        vs.append({'name': 'nor', 'data': 'short2norm'})

    con_depth = mat_state.data.add_context({
        'name': context_id,
        'vertex_elements': vs,
        'depth_write': True,
        'compare_mode': 'less',
        'cull_mode': 'clockwise',
        'color_writes_red': [False],
        'color_writes_green': [False],
        'color_writes_blue': [False],
        'color_writes_alpha': [False]
    })

    vert = con_depth.make_vert()
    frag = con_depth.make_frag()
    geom = None
    tesc = None
    tese = None

    vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);')

    parse_opacity = 'translucent' in rpasses or mat_state.material.arm_discard
    if parse_opacity:
        frag.write('vec3 n;')  # Discard at compile time
        frag.write('float dotNV;')
        frag.write('float opacity;')

    if con_depth.is_elem('bone'):
        make_skin.skin_pos(vert)

    if con_depth.is_elem('ipos'):
        make_inst.inst_pos(con_depth, vert)

    rpdat = arm.utils.get_rp()
    if mat_state.material.arm_particle_flag and rpdat.arm_particles == 'On':
        make_particle.write(vert, shadowmap=shadowmap)

    if is_disp:
        if rpdat.arm_rp_displacement == 'Vertex':
            frag.ins = vert.outs
            vert.add_uniform('mat3 N', '_normalMatrix')
            vert.write('vec3 wnormal = normalize(N * vec3(nor.xy, pos.w));')
            cycles.parse(mat_state.nodes,
                         con_depth,
                         vert,
                         frag,
                         geom,
                         tesc,
                         tese,
                         parse_surface=False,
                         parse_opacity=parse_opacity)
            if con_depth.is_elem('tex'):
                vert.add_out('vec2 texCoord')  ## vs only, remove out
                vert.add_uniform('float texUnpack', link='_texUnpack')
                vert.write_attrib('texCoord = tex * texUnpack;')
            if con_depth.is_elem('tex1'):
                vert.add_out('vec2 texCoord1')  ## vs only, remove out
                vert.add_uniform('float texUnpack', link='_texUnpack')
                vert.write_attrib('texCoord1 = tex1 * texUnpack;')
            if con_depth.is_elem('col'):
                vert.add_out('vec3 vcolor')
                vert.write_attrib('vcolor = col.rgb;')
            vert.write('wposition += wnormal * disp;')
            if shadowmap:
                vert.add_uniform('mat4 LVP', '_lightViewProjectionMatrix')
                vert.write('gl_Position = LVP * vec4(wposition, 1.0);')
            else:
                vert.add_uniform('mat4 VP', '_viewProjectionMatrix')
                vert.write('gl_Position = VP * vec4(wposition, 1.0);')

        else:  # Tessellation
            tesc = con_depth.make_tesc()
            tese = con_depth.make_tese()
            tesc.ins = vert.outs
            tese.ins = tesc.outs
            frag.ins = tese.outs

            vert.add_out('vec3 wnormal')
            vert.add_uniform('mat3 N', '_normalMatrix')
            vert.write('wnormal = normalize(N * vec3(nor.xy, pos.w));')

            make_tess.tesc_levels(tesc, rpdat.arm_tess_shadows_inner,
                                  rpdat.arm_tess_shadows_outer)
            make_tess.interpolate(tese, 'wposition', 3)
            make_tess.interpolate(tese, 'wnormal', 3, normalize=True)

            cycles.parse(mat_state.nodes,
                         con_depth,
                         vert,
                         frag,
                         geom,
                         tesc,
                         tese,
                         parse_surface=False,
                         parse_opacity=parse_opacity)

            if con_depth.is_elem('tex'):
                vert.add_out('vec2 texCoord')
                vert.add_uniform('float texUnpack', link='_texUnpack')
                vert.write('texCoord = tex * texUnpack;')
                tese.write_pre = True
                make_tess.interpolate(tese,
                                      'texCoord',
                                      2,
                                      declare_out=frag.contains('texCoord'))
                tese.write_pre = False

            if con_depth.is_elem('tex1'):
                vert.add_out('vec2 texCoord1')
                vert.write('texCoord1 = tex1;')
                tese.write_pre = True
                make_tess.interpolate(tese,
                                      'texCoord1',
                                      2,
                                      declare_out=frag.contains('texCoord1'))
                tese.write_pre = False

            if con_depth.is_elem('col'):
                vert.add_out('vec3 vcolor')
                vert.write('vcolor = col.rgb;')
                tese.write_pre = True
                make_tess.interpolate(tese,
                                      'vcolor',
                                      3,
                                      declare_out=frag.contains('vcolor'))
                tese.write_pre = False

            if shadowmap:
                tese.add_uniform('mat4 LVP', '_lightViewProjectionMatrix')
                tese.write('wposition += wnormal * disp;')
                tese.write('gl_Position = LVP * vec4(wposition, 1.0);')
            else:
                tese.add_uniform('mat4 VP', '_viewProjectionMatrix')
                tese.write('wposition += wnormal * disp;')
                tese.write('gl_Position = VP * vec4(wposition, 1.0);')
    # No displacement
    else:
        frag.ins = vert.outs
        billboard = mat_state.material.arm_billboard
        if shadowmap:
            if billboard == 'spherical':
                vert.add_uniform('mat4 LWVP',
                                 '_lightWorldViewProjectionMatrixSphere')
            elif billboard == 'cylindrical':
                vert.add_uniform('mat4 LWVP',
                                 '_lightWorldViewProjectionMatrixCylinder')
            else:  # off
                vert.add_uniform('mat4 LWVP',
                                 '_lightWorldViewProjectionMatrix')
            vert.write('gl_Position = LWVP * spos;')
        else:
            if billboard == 'spherical':
                vert.add_uniform('mat4 WVP',
                                 '_worldViewProjectionMatrixSphere')
            elif billboard == 'cylindrical':
                vert.add_uniform('mat4 WVP',
                                 '_worldViewProjectionMatrixCylinder')
            else:  # off
                vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix')
            vert.write('gl_Position = WVP * spos;')

        if parse_opacity:
            cycles.parse(mat_state.nodes,
                         con_depth,
                         vert,
                         frag,
                         geom,
                         tesc,
                         tese,
                         parse_surface=False,
                         parse_opacity=True)

            if con_depth.is_elem('tex'):
                vert.add_out('vec2 texCoord')
                vert.add_uniform('float texUnpack', link='_texUnpack')
                if mat_state.material.arm_tilesheet_flag:
                    vert.add_uniform('vec2 tilesheetOffset',
                                     '_tilesheetOffset')
                    vert.write('texCoord = tex * texUnpack + tilesheetOffset;')
                else:
                    vert.write('texCoord = tex * texUnpack;')

            if con_depth.is_elem('tex1'):
                vert.add_out('vec2 texCoord1')
                vert.write('texCoord1 = tex1;')

            if con_depth.is_elem('col'):
                vert.add_out('vec3 vcolor')
                vert.write('vcolor = col.rgb;')

    if parse_opacity:
        if mat_state.material.arm_discard:
            opac = mat_state.material.arm_discard_opacity_shadows
        else:
            opac = '1.0'
        frag.write('if (opacity < {0}) discard;'.format(opac))

    make_finalize.make(con_depth)

    assets.vs_equal(con_depth, assets.shader_cons['depth_vert'])
    assets.fs_equal(con_depth, assets.shader_cons['depth_frag'])

    return con_depth
Beispiel #8
0
def make(context_id, rpasses, shadowmap=False):

    is_disp = mat_utils.disp_linked(
        mat_state.output_node) and mat_state.material.arm_tess_shadows

    vs = [{'name': 'pos', 'size': 3}]
    if is_disp:
        vs.append({'name': 'nor', 'size': 3})

    con_depth = mat_state.data.add_context({
        'name': context_id,
        'vertex_structure': vs,
        'depth_write': True,
        'compare_mode': 'less',
        'cull_mode': 'clockwise',
        'color_write_red': False,
        'color_write_green': False,
        'color_write_blue': False,
        'color_write_alpha': False
    })

    vert = con_depth.make_vert()
    frag = con_depth.make_frag()
    geom = None
    tesc = None
    tese = None

    vert.write_main_header('vec4 spos = vec4(pos, 1.0);')

    parse_opacity = 'translucent' in rpasses or mat_state.material.arm_discard
    if parse_opacity:
        frag.write('vec3 n;')  # Discard at compile time
        frag.write('float dotNV;')
        frag.write('float opacity;')

    if con_depth.is_elem('bone'):
        make_skin.skin_pos(vert)

    if con_depth.is_elem('off'):
        vert.write('spos.xyz += off;')

    wrd = bpy.data.worlds['Arm']
    if mat_state.material.arm_particle == 'gpu':
        make_particle.write(vert)

    if is_disp:
        tesc = con_depth.make_tesc()
        tese = con_depth.make_tese()
        tesc.ins = vert.outs
        tese.ins = tesc.outs
        frag.ins = tese.outs

        vert.add_out('vec3 wposition')
        vert.add_out('vec3 wnormal')
        vert.add_uniform('mat4 W', '_worldMatrix')
        vert.add_uniform('mat3 N', '_normalMatrix')
        vert.write('wnormal = normalize(N * nor);')
        vert.write('wposition = vec4(W * spos).xyz;')

        make_tess.tesc_levels(tesc, mat_state.material.arm_tess_shadows_inner,
                              mat_state.material.arm_tess_shadows_outer)
        make_tess.interpolate(tese, 'wposition', 3)
        make_tess.interpolate(tese, 'wnormal', 3, normalize=True)

        cycles.parse(mat_state.nodes,
                     con_depth,
                     vert,
                     frag,
                     geom,
                     tesc,
                     tese,
                     parse_surface=False,
                     parse_opacity=parse_opacity)

        if con_depth.is_elem('tex'):
            vert.add_out('vec2 texCoord')
            vert.write('texCoord = tex;')
            tese.write_pre = True
            make_tess.interpolate(tese,
                                  'texCoord',
                                  2,
                                  declare_out=frag.contains('texCoord'))
            tese.write_pre = False

        if con_depth.is_elem('tex1'):
            vert.add_out('vec2 texCoord1')
            vert.write('texCoord1 = tex1;')
            tese.write_pre = True
            make_tess.interpolate(tese,
                                  'texCoord1',
                                  2,
                                  declare_out=frag.contains('texCoord1'))
            tese.write_pre = False

        if con_depth.is_elem('col'):
            vert.add_out('vec3 vcolor')
            vert.write('vcolor = col;')
            tese.write_pre = True
            make_tess.interpolate(tese,
                                  'vcolor',
                                  3,
                                  declare_out=frag.contains('vcolor'))
            tese.write_pre = False

        if shadowmap:
            tese.add_uniform('mat4 LVP', '_lampViewProjectionMatrix')
            tese.write('wposition += wnormal * disp * 0.2;')
            tese.write('gl_Position = LVP * vec4(wposition, 1.0);')
        else:
            tese.add_uniform('mat4 VP', '_viewProjectionMatrix')
            tese.write('wposition += wnormal * disp * 0.2;')
            tese.write('gl_Position = VP * vec4(wposition, 1.0);')
    # No displacement
    else:
        frag.ins = vert.outs
        billboard = mat_state.material.arm_billboard
        if shadowmap:
            if billboard == 'spherical':
                vert.add_uniform('mat4 LWVP',
                                 '_lampWorldViewProjectionMatrixSphere')
            elif billboard == 'cylindrical':
                vert.add_uniform('mat4 LWVP',
                                 '_lampWorldViewProjectionMatrixCylinder')
            else:  # off
                vert.add_uniform('mat4 LWVP', '_lampWorldViewProjectionMatrix')
            vert.write('gl_Position = LWVP * spos;')
        else:
            if billboard == 'spherical':
                vert.add_uniform('mat4 WVP',
                                 '_worldViewProjectionMatrixSphere')
            elif billboard == 'cylindrical':
                vert.add_uniform('mat4 WVP',
                                 '_worldViewProjectionMatrixCylinder')
            else:  # off
                vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix')
            vert.write('gl_Position = WVP * spos;')

        if parse_opacity:
            cycles.parse(mat_state.nodes,
                         con_depth,
                         vert,
                         frag,
                         geom,
                         tesc,
                         tese,
                         parse_surface=False,
                         parse_opacity=True)

            if con_depth.is_elem('tex'):
                vert.add_out('vec2 texCoord')
                if mat_state.material.arm_tilesheet_mat:
                    vert.add_uniform('vec2 tilesheetOffset',
                                     '_tilesheetOffset')
                    vert.write('texCoord = tex + tilesheetOffset;')
                else:
                    vert.write('texCoord = tex;')

            if con_depth.is_elem('tex1'):
                vert.add_out('vec2 texCoord1')
                vert.write('texCoord1 = tex1;')

            if con_depth.is_elem('col'):
                vert.add_out('vec3 vcolor')
                vert.write('vcolor = col;')

    # TODO: interleaved buffer has to match vertex structure of mesh context
    if not bpy.data.worlds['Arm'].arm_deinterleaved_buffers:
        con_depth.add_elem('nor', 3)
        if mat_state.con_mesh != None:
            if mat_state.con_mesh.is_elem('tex'):
                con_depth.add_elem('tex', 2)
            if mat_state.con_mesh.is_elem('tex1'):
                con_depth.add_elem('tex1', 2)
            if mat_state.con_mesh.is_elem('col'):
                con_depth.add_elem('col', 3)
            if mat_state.con_mesh.is_elem('tang'):
                con_depth.add_elem('tang', 4)

    # TODO: pass vbuf with proper struct
    gapi = arm.utils.get_gapi()
    if gapi.startswith('direct3d') and bpy.data.worlds[
            'Arm'].arm_deinterleaved_buffers == False:
        vert.write('vec3 t1 = nor; // TODO: Temp for d3d')
        if con_depth.is_elem('tex'):
            vert.write('vec2 t2 = tex; // TODO: Temp for d3d')

    if parse_opacity:
        opac = mat_state.material.arm_discard_opacity_shadows
        frag.write('if (opacity < {0}) discard;'.format(opac))

    make_mesh.make_finalize(con_depth)

    assets.vs_equal(con_depth, assets.shader_cons['depth_vert'])
    assets.fs_equal(con_depth, assets.shader_cons['depth_frag'])

    return con_depth
Beispiel #9
0
def make_mesh_pass(rpass):
    con = {
        'name': rpass,
        'depth_write': True,
        'compare_mode': 'less',
        'cull_mode': 'clockwise'
    }

    con_mesh = mat_state.data.add_context(con)
    mat_state.con_mesh = con_mesh

    wrd = bpy.data.worlds['Arm']
    vert = con_mesh.make_vert()
    frag = con_mesh.make_frag()
    geom = None
    tesc = None
    tese = None

    vert.add_uniform('mat3 N', '_normalMatrix')
    vert.write_attrib('vec4 spos = vec4(pos, 1.0);')
    frag.ins = vert.outs

    frag.add_include('compiled.glsl')
    frag.add_uniform('vec3 lightDir', '_lampDirection')
    frag.add_uniform('vec3 lightColor', '_lampColor')
    frag.add_uniform('float envmapStrength', link='_envmapStrength')

    frag.write('float visibility = 1.0;')
    frag.write('float dotNL = max(dot(n, lightDir), 0.0);')

    is_shadows = not '_NoShadows' in wrd.world_defs

    if is_shadows:
        vert.add_out('vec4 lampPos')
        vert.add_uniform('mat4 LWVP', '_biasLampWorldViewProjectionMatrix')
        vert.write('lampPos = LWVP * spos;')
        frag.add_include('std/shadows.glsl')
        frag.add_uniform('sampler2D shadowMap')
        frag.add_uniform('float shadowsBias', '_lampShadowsBias')
        frag.add_uniform('bool receiveShadow')
        frag.write('    if (receiveShadow && lampPos.w > 0.0) {')
        frag.write('    vec3 lPos = lampPos.xyz / lampPos.w;')

        frag.write('    const vec2 smSize = shadowmapSize;')
        frag.write(
            '    visibility *= PCF(shadowMap, lPos.xy, lPos.z - shadowsBias, smSize);'
        )

        # frag.write('    const float texelSize = 1.0 / shadowmapSize.x;')
        # frag.write('    visibility = 0.0;')
        # frag.write('    visibility += float(texture(shadowMap, lPos.xy).r + shadowsBias > lPos.z);')
        # frag.write('    visibility += float(texture(shadowMap, lPos.xy + vec2(texelSize, 0.0)).r + shadowsBias > lPos.z) * 0.5;')
        # frag.write('    visibility += float(texture(shadowMap, lPos.xy + vec2(-texelSize, 0.0)).r + shadowsBias > lPos.z) * 0.25;')
        # frag.write('    visibility += float(texture(shadowMap, lPos.xy + vec2(0.0, texelSize)).r + shadowsBias > lPos.z) * 0.5;')
        # frag.write('    visibility += float(texture(shadowMap, lPos.xy + vec2(0.0, -texelSize)).r + shadowsBias > lPos.z) * 0.25;')
        # frag.write('    visibility /= 2.5;')
        frag.write('    }')

    frag.write('vec3 basecol;')
    frag.write('float roughness;')
    frag.write('float metallic;')
    frag.write('float occlusion;')
    frag.write('float specular;')
    arm_discard = mat_state.material.arm_discard
    if arm_discard:
        frag.write('float opacity;')
    cycles.parse(mat_state.nodes,
                 con_mesh,
                 vert,
                 frag,
                 geom,
                 tesc,
                 tese,
                 parse_opacity=arm_discard,
                 parse_displacement=False)

    make_mesh.write_vertpos(vert)

    if arm_discard:
        opac = mat_state.material.arm_discard_opacity
        frag.write('if (opacity < {0}) discard;'.format(opac))

    if con_mesh.is_elem('tex'):
        vert.add_out('vec2 texCoord')
        vert.write('texCoord = tex;')

    if con_mesh.is_elem('col'):
        vert.add_out('vec3 vcolor')
        vert.write('vcolor = col;')

    if con_mesh.is_elem('tang'):
        vert.add_out('mat3 TBN')
        make_mesh.write_norpos(con_mesh, vert, declare=True)
        vert.write('vec3 tangent = normalize(N * tang);')
        vert.write('vec3 bitangent = normalize(cross(wnormal, tangent));')
        vert.write('TBN = mat3(tangent, bitangent, wnormal);')
    else:
        vert.add_out('vec3 wnormal')
        make_mesh.write_norpos(con_mesh, vert)
        frag.write_attrib('vec3 n = normalize(wnormal);')

    frag.add_out('vec4 fragColor')
    frag.write(
        'vec3 direct = basecol * step(0.5, dotNL) * visibility * lightColor;')
    frag.write('vec3 indirect = basecol * envmapStrength;')
    frag.write('fragColor = vec4(direct + indirect, 1.0);')

    if '_LDR' in wrd.world_defs:
        frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));')

    assets.vs_equal(con_mesh, assets.shader_cons['mesh_vert'])

    make_mesh.make_finalize(con_mesh)

    return con_mesh