def build(): """Builds world shaders for all exported worlds.""" global shader_datas wrd = bpy.data.worlds['Arm'] rpdat = arm.utils.get_rp() mobile_mat = rpdat.arm_material_model == 'Mobile' or rpdat.arm_material_model == 'Solid' envpath = os.path.join(arm.utils.get_fp_build(), 'compiled', 'Assets', 'envmaps') wrd.world_defs = '' worlds = [] shader_datas = [] with write_probes.setup_envmap_render(): for scene in bpy.data.scenes: world = scene.world # Only export worlds from enabled scenes and only once per world if scene.arm_export and world is not None and world not in worlds: worlds.append(world) world.arm_envtex_name = '' create_world_shaders(world) if rpdat.arm_irradiance: # Plain background color if '_EnvCol' in world.world_defs: world_name = arm.utils.safestr(world.name) # Irradiance json file name world.arm_envtex_name = world_name world.arm_envtex_irr_name = world_name write_probes.write_color_irradiance( world_name, world.arm_envtex_color) # Render world to envmap for (ir)radiance, if no # other probes are exported elif world.arm_envtex_name == '': image_file = write_probes.render_envmap(envpath, world) image_filepath = os.path.join(envpath, image_file) world.arm_envtex_name = image_file world.arm_envtex_irr_name = os.path.basename( image_filepath).rsplit('.', 1)[0] write_radiance = rpdat.arm_radiance and not mobile_mat mip_count = write_probes.write_probes( image_filepath, write_probes.ENVMAP_FORMAT == 'JPEG', False, world.arm_envtex_num_mips, write_radiance) world.arm_envtex_num_mips = mip_count if write_radiance: # Set world def, everything else is handled by write_probes() wrd.world_defs += '_Rad'
def parse_color(world, node, context, envmap_strength_const): wrd = bpy.data.worlds['Arm'] # Env map included if node.type == 'TEX_ENVIRONMENT' and node.image != None: image = node.image filepath = image.filepath if image.packed_file == None and not os.path.isfile( arm.utils.asset_path(filepath)): log.warn(world.name + ' - unable to open ' + image.filepath) return tex = {} context['bind_textures'].append(tex) tex['name'] = 'envmap' tex['u_addressing'] = 'clamp' tex['v_addressing'] = 'clamp' # 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 != 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.write_image(image, unpack_filepath, file_format=target_format) elif 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: if do_convert: converted_path = arm.utils.get_fp_build( ) + '/compiled/Assets/unpacked/' + tex['file'] filepath = converted_path # TODO: delete cache when file changes if not os.path.isfile(converted_path): arm.utils.write_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.world_envtex_name = tex['file'] world.world_envtex_irr_name = tex['file'].rsplit('.', 1)[0] disable_hdr = target_format == 'JPEG' mip_count = world.world_envtex_num_mips mip_count = write_probes.write_probes( filepath, disable_hdr, mip_count, generate_radiance=wrd.generate_radiance) world.world_envtex_num_mips = mip_count # Append envtex define bpy.data.worlds['Arm'].world_defs += '_EnvTex' # Append LDR define if disable_hdr: bpy.data.worlds['Arm'].world_defs += '_EnvLDR' # Append radiance define if wrd.generate_irradiance and wrd.generate_radiance: bpy.data.worlds['Arm'].world_defs += '_Rad' # Static image background elif node.type == 'TEX_IMAGE': bpy.data.worlds['Arm'].world_defs += '_EnvImg' tex = {} context['bind_textures'].append(tex) tex['name'] = 'envmap' # No repeat for now tex['u_addressing'] = 'clamp' tex['v_addressing'] = 'clamp' image = node.image filepath = image.filepath if image.packed_file != 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) # Append sky define elif node.type == 'TEX_SKY': # Match to cycles envmap_strength_const['float'] *= 0.1 bpy.data.worlds['Arm'].world_defs += '_EnvSky' # Append sky properties to material const = {} const['name'] = 'sunDirection' sun_direction = [ node.sun_direction[0], node.sun_direction[1], node.sun_direction[2] ] sun_direction[1] *= -1 # Fix Y orientation const['vec3'] = list(sun_direction) context['bind_constants'].append(const) world.world_envtex_sun_direction = sun_direction world.world_envtex_turbidity = node.turbidity world.world_envtex_ground_albedo = node.ground_albedo # Irradiance json file name wname = arm.utils.safestr(world.name) world.world_envtex_irr_name = wname write_probes.write_sky_irradiance(wname) # Radiance if wrd.generate_radiance_sky and wrd.generate_radiance and wrd.generate_irradiance: bpy.data.worlds['Arm'].world_defs += '_Rad' if wrd.generate_radiance_sky_type == 'Hosek': hosek_path = 'armory/Assets/hosek/' else: hosek_path = 'armory/Assets/hosek_fake/' 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.world_envtex_name = 'hosek' world.world_envtex_num_mips = 8
def parse_tex_environment(node: bpy.types.ShaderNodeTexEnvironment, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str: if state.context == ParserContext.OBJECT: log.warn('Environment Texture node is not supported for object node trees, using default value') return c.to_vec3([0.0, 0.0, 0.0]) if node.image is None: return c.to_vec3([1.0, 0.0, 1.0]) world = state.world world.world_defs += '_EnvTex' curshader = state.curshader curshader.add_include('std/math.glsl') curshader.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 c.to_vec3([1.0, 0.0, 1.0]) # 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)) rpdat = arm.utils.get_rp() if not state.radiance_written: # Generate prefiltered envmaps world.arm_envtex_name = tex_file world.arm_envtex_irr_name = tex_file.rsplit('.', 1)[0] disable_hdr = target_format == 'JPEG' from_srgb = image.colorspace_settings.name == "sRGB" mip_count = world.arm_envtex_num_mips mip_count = write_probes.write_probes(filepath, disable_hdr, from_srgb, mip_count, arm_radiance=rpdat.arm_radiance) world.arm_envtex_num_mips = mip_count state.radiance_written = True # Append LDR define if disable_hdr: world.world_defs += '_EnvLDR' wrd = bpy.data.worlds['Arm'] mobile_mat = rpdat.arm_material_model == 'Mobile' or rpdat.arm_material_model == 'Solid' # Append radiance define if rpdat.arm_irradiance and rpdat.arm_radiance and not mobile_mat: wrd.world_defs += '_Rad' return 'texture(envmap, envMapEquirect(pos)).rgb * envmapStrength'
def parse_tex_image(node: bpy.types.ShaderNodeTexImage, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: if state.context == ParserContext.OBJECT: # Color or Alpha output use_color_out = out_socket == node.outputs[0] # Already fetched if c.is_parsed(c.store_var_name(node)): if use_color_out: return f'{c.store_var_name(node)}.rgb' else: return f'{c.store_var_name(node)}.a' tex_name = c.node_name(node.name) tex = c.make_texture(node, tex_name) tex_link = None tex_default_file = None is_arm_mat_param = None if node.arm_material_param: tex_link = node.name is_arm_mat_param = True if tex is not None: state.curshader.write_textures += 1 if node.arm_material_param and tex['file'] is not None: tex_default_file = tex['file'] if use_color_out: to_linear = node.image is not None and node.image.colorspace_settings.name == 'sRGB' res = f'{c.texture_store(node, tex, tex_name, to_linear, tex_link=tex_link, default_value=tex_default_file, is_arm_mat_param=is_arm_mat_param)}.rgb' else: res = f'{c.texture_store(node, tex, tex_name, tex_link=tex_link, default_value=tex_default_file, is_arm_mat_param=is_arm_mat_param)}.a' state.curshader.write_textures -= 1 return res # Empty texture elif node.image is None: tex = { 'name': tex_name, 'file': '' } if use_color_out: return '{0}.rgb'.format(c.texture_store(node, tex, tex_name, to_linear=False, tex_link=tex_link, is_arm_mat_param=is_arm_mat_param)) return '{0}.a'.format(c.texture_store(node, tex, tex_name, to_linear=True, tex_link=tex_link, is_arm_mat_param=is_arm_mat_param)) # Pink color for missing texture else: tex_store = c.store_var_name(node) if use_color_out: state.parsed.add(tex_store) state.curshader.write_textures += 1 state.curshader.write(f'vec4 {tex_store} = vec4(1.0, 0.0, 1.0, 1.0);') state.curshader.write_textures -= 1 return f'{tex_store}.rgb' else: state.curshader.write(f'vec4 {tex_store} = vec4(1.0, 0.0, 1.0, 1.0);') return f'{tex_store}.a' # World context # TODO: Merge with above implementation to also allow mappings other than using view coordinates else: world = state.world world.world_defs += '_EnvImg' # Background texture state.curshader.add_uniform('sampler2D envmap', link='_envmap') state.curshader.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 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: # 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' from_srgb = image.colorspace_settings.name == "sRGB" rpdat = arm.utils.get_rp() mip_count = world.arm_envtex_num_mips mip_count = write_probes.write_probes(filepath, disable_hdr, from_srgb, mip_count, arm_radiance=rpdat.arm_radiance) world.arm_envtex_num_mips = mip_count # Will have to get rid of gl_FragCoord, pass texture coords from vertex shader state.curshader.write_init('vec2 texco = gl_FragCoord.xy / screenSize;') return 'texture(envmap, vec2(texco.x, 1.0 - texco.y)).rgb * envmapStrength'
def parse_color(world, node): 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 != None: image = node.image filepath = image.filepath if image.packed_file == 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 != 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 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: 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 envtex define wrd.world_defs += '_EnvTex' # Append LDR define if disable_hdr: wrd.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': image = node.image filepath = image.filepath if image.packed_file != 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) world.arm_envtex_name = tex_file # Append sky define elif node.type == 'TEX_SKY': # Match to cycles world.arm_envtex_strength *= 0.1 wrd.world_defs += '_EnvSky' assets.add_khafile_def('arm_hosek') 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_sky and 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
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