Beispiel #1
0
def frag_write_clouds(world: bpy.types.World, frag: Shader):
    """References:
    GPU PRO 7 - Real-time Volumetric Cloudscapes
    https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn
    https://github.com/sebh/TileableVolumeNoise
    """
    frag.add_uniform('sampler3D scloudsBase', link='$clouds_base.raw')
    frag.add_uniform('sampler3D scloudsDetail', link='$clouds_detail.raw')
    frag.add_uniform('sampler2D scloudsMap', link='$clouds_map.png')
    frag.add_uniform('float time', link='_time')

    frag.add_const('float', 'cloudsLower',
                   str(round(world.arm_clouds_lower * 100) / 100))
    frag.add_const('float', 'cloudsUpper',
                   str(round(world.arm_clouds_upper * 100) / 100))
    frag.add_const(
        'vec2', 'cloudsWind',
        'vec2(' + str(round(world.arm_clouds_wind[0] * 100) / 100) + ',' +
        str(round(world.arm_clouds_wind[1] * 100) / 100) + ')')
    frag.add_const('float', 'cloudsPrecipitation',
                   str(round(world.arm_clouds_precipitation * 100) / 100))
    frag.add_const('float', 'cloudsSecondary',
                   str(round(world.arm_clouds_secondary * 100) / 100))
    frag.add_const('float', 'cloudsSteps',
                   str(round(world.arm_clouds_steps * 100) / 100))

    frag.add_function(
        '''float remap(float old_val, float old_min, float old_max, float new_min, float new_max) {
\treturn new_min + (((old_val - old_min) / (old_max - old_min)) * (new_max - new_min));
}''')

    frag.add_function(
        '''float getDensityHeightGradientForPoint(float height, float cloud_type) {
\tconst vec4 stratusGrad = vec4(0.02f, 0.05f, 0.09f, 0.11f);
\tconst vec4 stratocumulusGrad = vec4(0.02f, 0.2f, 0.48f, 0.625f);
\tconst vec4 cumulusGrad = vec4(0.01f, 0.0625f, 0.78f, 1.0f);
\tfloat stratus = 1.0f - clamp(cloud_type * 2.0f, 0, 1);
\tfloat stratocumulus = 1.0f - abs(cloud_type - 0.5f) * 2.0f;
\tfloat cumulus = clamp(cloud_type - 0.5f, 0, 1) * 2.0f;
\tvec4 cloudGradient = stratusGrad * stratus + stratocumulusGrad * stratocumulus + cumulusGrad * cumulus;
\treturn smoothstep(cloudGradient.x, cloudGradient.y, height) - smoothstep(cloudGradient.z, cloudGradient.w, height);
}''')

    frag.add_function('''float sampleCloudDensity(vec3 p) {
\tfloat cloud_base = textureLod(scloudsBase, p, 0).r * 40; // Base noise
\tvec3 weather_data = textureLod(scloudsMap, p.xy, 0).rgb; // Weather map
\tcloud_base *= getDensityHeightGradientForPoint(p.z, weather_data.b); // Cloud type
\tcloud_base = remap(cloud_base, weather_data.r, 1.0, 0.0, 1.0); // Coverage
\tcloud_base *= weather_data.r;
\tfloat cloud_detail = textureLod(scloudsDetail, p, 0).r * 2; // Detail noise
\tfloat cloud_detail_mod = mix(cloud_detail, 1.0 - cloud_detail, clamp(p.z * 10.0, 0, 1));
\tcloud_base = remap(cloud_base, cloud_detail_mod * 0.2, 1.0, 0.0, 1.0);
\treturn cloud_base;
}''')

    func_cloud_radiance = 'float cloudRadiance(vec3 p, vec3 dir) {\n'
    if '_EnvSky' in world.world_defs:
        # Nishita sky
        if 'vec3 sunDir' in frag.uniforms:
            func_cloud_radiance += '\tvec3 sun_dir = sunDir;\n'
        # Hosek
        else:
            func_cloud_radiance += '\tvec3 sun_dir = hosekSunDirection;\n'
    else:
        func_cloud_radiance += '\tvec3 sun_dir = vec3(0, 0, -1);\n'
    func_cloud_radiance += '''\tconst int steps = 8;
\tfloat step_size = 0.5 / float(steps);
\tfloat d = 0.0;
\tp += sun_dir * step_size;
\tfor(int i = 0; i < steps; ++i) {
\t\td += sampleCloudDensity(p + sun_dir * float(i) * step_size);
\t}
\treturn 1.0 - d;
}'''
    frag.add_function(func_cloud_radiance)

    func_trace_clouds = '''vec3 traceClouds(vec3 sky, vec3 dir) {
\tconst float step_size = 0.5 / float(cloudsSteps);
\tfloat T = 1.0;
\tfloat C = 0.0;
\tvec2 uv = dir.xy / dir.z * 0.4 * cloudsLower + cloudsWind * time * 0.02;

\tfor (int i = 0; i < cloudsSteps; ++i) {
\t\tfloat h = float(i) / float(cloudsSteps);
\t\tvec3 p = vec3(uv * 0.04, h);
\t\tfloat d = sampleCloudDensity(p);

\t\tif (d > 0) {
\t\t\t// float radiance = cloudRadiance(p, dir);
\t\t\tC += T * exp(h) * d * step_size * 0.6 * cloudsPrecipitation;
\t\t\tT *= exp(-d * step_size);
\t\t\tif (T < 0.01) break;
\t\t}
\t\tuv += (dir.xy / dir.z) * step_size * cloudsUpper;
\t}
'''

    if world.arm_darken_clouds:
        func_trace_clouds += '\t// Darken clouds when the sun is low\n'

        # Nishita sky
        if 'vec3 sunDir' in frag.uniforms:
            func_trace_clouds += '\tC *= smoothstep(-0.02, 0.25, sunDir.z);\n'
        # Hosek
        else:
            func_trace_clouds += '\tC *= smoothstep(0.04, 0.32, hosekSunDirection.z);\n'

    func_trace_clouds += '\treturn vec3(C) + sky * T;\n}'
    frag.add_function(func_trace_clouds)
Beispiel #2
0
def parse_color(world: bpy.types.World, node: bpy.types.Node, frag: Shader):
    wrd = bpy.data.worlds['Arm']
    rpdat = arm.utils.get_rp()
    mobile_mat = rpdat.arm_material_model == 'Mobile' or rpdat.arm_material_model == 'Solid'

    # Env map included
    if node.type == 'TEX_ENVIRONMENT' and node.image is not None:
        world.world_defs += '_EnvTex'

        frag.add_include('std/math.glsl')
        frag.add_uniform('sampler2D envmap', link='_envmap')

        image = node.image
        filepath = image.filepath

        if image.packed_file is None and not os.path.isfile(
                arm.utils.asset_path(filepath)):
            log.warn(world.name + ' - unable to open ' + image.filepath)
            return

        # Reference image name
        tex_file = arm.utils.extract_filename(image.filepath)
        base = tex_file.rsplit('.', 1)
        ext = base[1].lower()

        if ext == 'hdr':
            target_format = 'HDR'
        else:
            target_format = 'JPEG'
        do_convert = ext != 'hdr' and ext != 'jpg'
        if do_convert:
            if ext == 'exr':
                tex_file = base[0] + '.hdr'
                target_format = 'HDR'
            else:
                tex_file = base[0] + '.jpg'
                target_format = 'JPEG'

        if image.packed_file is not None:
            # Extract packed data
            unpack_path = arm.utils.get_fp_build(
            ) + '/compiled/Assets/unpacked'
            if not os.path.exists(unpack_path):
                os.makedirs(unpack_path)
            unpack_filepath = unpack_path + '/' + tex_file
            filepath = unpack_filepath

            if do_convert:
                if not os.path.isfile(unpack_filepath):
                    arm.utils.unpack_image(image,
                                           unpack_filepath,
                                           file_format=target_format)

            elif not os.path.isfile(unpack_filepath) or os.path.getsize(
                    unpack_filepath) != image.packed_file.size:
                with open(unpack_filepath, 'wb') as f:
                    f.write(image.packed_file.data)

            assets.add(unpack_filepath)
        else:
            if do_convert:
                unpack_path = arm.utils.get_fp_build(
                ) + '/compiled/Assets/unpacked'
                if not os.path.exists(unpack_path):
                    os.makedirs(unpack_path)
                converted_path = unpack_path + '/' + tex_file
                filepath = converted_path
                # TODO: delete cache when file changes
                if not os.path.isfile(converted_path):
                    arm.utils.convert_image(image,
                                            converted_path,
                                            file_format=target_format)
                assets.add(converted_path)
            else:
                # Link image path to assets
                assets.add(arm.utils.asset_path(image.filepath))

        # Generate prefiltered envmaps
        world.arm_envtex_name = tex_file
        world.arm_envtex_irr_name = tex_file.rsplit('.', 1)[0]
        disable_hdr = target_format == 'JPEG'

        mip_count = world.arm_envtex_num_mips
        mip_count = write_probes.write_probes(filepath,
                                              disable_hdr,
                                              mip_count,
                                              arm_radiance=rpdat.arm_radiance)

        world.arm_envtex_num_mips = mip_count

        # Append LDR define
        if disable_hdr:
            world.world_defs += '_EnvLDR'
        # Append radiance define
        if rpdat.arm_irradiance and rpdat.arm_radiance and not mobile_mat:
            wrd.world_defs += '_Rad'

    # Static image background
    elif node.type == 'TEX_IMAGE':
        world.world_defs += '_EnvImg'

        # Background texture
        frag.add_uniform('sampler2D envmap', link='_envmap')
        frag.add_uniform('vec2 screenSize', link='_screenSize')

        image = node.image
        filepath = image.filepath

        if image.packed_file is not None:
            # Extract packed data
            filepath = arm.utils.build_dir() + '/compiled/Assets/unpacked'
            unpack_path = arm.utils.get_fp() + filepath
            if not os.path.exists(unpack_path):
                os.makedirs(unpack_path)
            unpack_filepath = unpack_path + '/' + image.name
            if os.path.isfile(unpack_filepath) == False or os.path.getsize(
                    unpack_filepath) != image.packed_file.size:
                with open(unpack_filepath, 'wb') as f:
                    f.write(image.packed_file.data)
            assets.add(unpack_filepath)
        else:
            # Link image path to assets
            assets.add(arm.utils.asset_path(image.filepath))

        # Reference image name
        tex_file = arm.utils.extract_filename(image.filepath)
        base = tex_file.rsplit('.', 1)
        ext = base[1].lower()

        if ext == 'hdr':
            target_format = 'HDR'
        else:
            target_format = 'JPEG'

        # Generate prefiltered envmaps
        world.arm_envtex_name = tex_file
        world.arm_envtex_irr_name = tex_file.rsplit('.', 1)[0]

        disable_hdr = target_format == 'JPEG'

        mip_count = world.arm_envtex_num_mips
        mip_count = write_probes.write_probes(filepath,
                                              disable_hdr,
                                              mip_count,
                                              arm_radiance=rpdat.arm_radiance)

        world.arm_envtex_num_mips = mip_count

    # Append sky define
    elif node.type == 'TEX_SKY':
        # Match to cycles
        world.arm_envtex_strength *= 0.1

        world.world_defs += '_EnvSky'
        assets.add_khafile_def('arm_hosek')
        frag.add_uniform('vec3 A', link="_hosekA")
        frag.add_uniform('vec3 B', link="_hosekB")
        frag.add_uniform('vec3 C', link="_hosekC")
        frag.add_uniform('vec3 D', link="_hosekD")
        frag.add_uniform('vec3 E', link="_hosekE")
        frag.add_uniform('vec3 F', link="_hosekF")
        frag.add_uniform('vec3 G', link="_hosekG")
        frag.add_uniform('vec3 H', link="_hosekH")
        frag.add_uniform('vec3 I', link="_hosekI")
        frag.add_uniform('vec3 Z', link="_hosekZ")
        frag.add_uniform('vec3 hosekSunDirection', link="_hosekSunDirection")
        frag.add_function(
            '''vec3 hosekWilkie(float cos_theta, float gamma, float cos_gamma) {
\tvec3 chi = (1 + cos_gamma * cos_gamma) / pow(1 + H * H - 2 * cos_gamma * H, vec3(1.5));
\treturn (1 + A * exp(B / (cos_theta + 0.01))) * (C + D * exp(E * gamma) + F * (cos_gamma * cos_gamma) + G * chi + I * sqrt(cos_theta));
}''')

        world.arm_envtex_sun_direction = [
            node.sun_direction[0], node.sun_direction[1], node.sun_direction[2]
        ]
        world.arm_envtex_turbidity = node.turbidity
        world.arm_envtex_ground_albedo = node.ground_albedo

        # Irradiance json file name
        wname = arm.utils.safestr(world.name)
        world.arm_envtex_irr_name = wname
        write_probes.write_sky_irradiance(wname)

        # Radiance
        if rpdat.arm_radiance and rpdat.arm_irradiance and not mobile_mat:
            wrd.world_defs += '_Rad'
            hosek_path = 'armory/Assets/hosek/'
            sdk_path = arm.utils.get_sdk_path()
            # Use fake maps for now
            assets.add(sdk_path + '/' + hosek_path + 'hosek_radiance.hdr')
            for i in range(0, 8):
                assets.add(sdk_path + '/' + hosek_path + 'hosek_radiance_' +
                           str(i) + '.hdr')

            world.arm_envtex_name = 'hosek'
            world.arm_envtex_num_mips = 8