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
def make(context_id): con_transluc = mat_state.data.add_context({ 'name': context_id, 'depth_write': False, 'compare_mode': 'less', 'cull_mode': 'clockwise', \ 'blend_source': 'blend_one', 'blend_destination': 'blend_one', 'blend_operation': 'add', \ 'alpha_blend_source': 'blend_zero', 'alpha_blend_destination': 'inverse_source_alpha', 'alpha_blend_operation': 'add' }) make_mesh.make_forward_base(con_transluc, parse_opacity=True) vert = con_transluc.vert frag = con_transluc.frag tese = con_transluc.tese frag.add_out('vec4[2] fragColor') sh = tese if tese != None else vert sh.add_out('vec4 wvpposition') sh.write('wvpposition = gl_Position;') # Remove fragColor = ...; frag.main = frag.main[:frag.main.rfind('fragColor')] frag.write('\n') frag.write('if (opacity == 1.0) discard;') frag.write('\n') frag.add_uniform('vec3 lightColor', link='_lightColor') frag.write('float visibility = 1.0;') frag.write( 'vec4 premultipliedReflect = vec4(vec3(direct * lightColor * visibility + indirect * occlusion) * opacity, opacity);' ) frag.write('float fragZ = wvpposition.z / wvpposition.w;') frag.write( 'float w = clamp(pow(min(1.0, premultipliedReflect.a * 10.0) + 0.01, 3.0) * 1e8 * pow(1.0 - fragZ * 0.9, 3.0), 1e-2, 3e3);' ) frag.write( 'fragColor[0] = vec4(premultipliedReflect.rgb * w, premultipliedReflect.a);' ) frag.write( 'fragColor[1] = vec4(premultipliedReflect.a * w, 0.0, 0.0, 1.0);') make_finalize.make(con_transluc) # assets.vs_equal(con_transluc, assets.shader_cons['transluc_vert']) # shader_cons has no transluc yet # assets.fs_equal(con_transluc, assets.shader_cons['transluc_frag']) return con_transluc
def make(context_id): con_transluc = mat_state.data.add_context({ 'name': context_id, 'depth_write': False, 'compare_mode': 'less', 'cull_mode': 'clockwise', \ 'blend_source': 'blend_one', 'blend_destination': 'blend_one', 'blend_operation': 'add', \ 'alpha_blend_source': 'blend_zero', 'alpha_blend_destination': 'inverse_source_alpha', 'alpha_blend_operation': 'add' }) make_mesh.make_forward_base(con_transluc, parse_opacity=True, transluc_pass=True) vert = con_transluc.vert frag = con_transluc.frag tese = con_transluc.tese frag.add_out('vec4 fragColor[2]') # Remove fragColor = ...; frag.main = frag.main[:frag.main.rfind('fragColor')] frag.write('\n') wrd = bpy.data.worlds['Arm'] if '_VoxelAOvar' in wrd.world_defs: frag.write('indirect *= 0.25;') frag.write( 'vec4 premultipliedReflect = vec4(vec3(direct + indirect * 0.5) * opacity, opacity);' ) frag.write( 'float w = clamp(pow(min(1.0, premultipliedReflect.a * 10.0) + 0.01, 3.0) * 1e8 * pow(1.0 - (gl_FragCoord.z) * 0.9, 3.0), 1e-2, 3e3);' ) frag.write( 'fragColor[0] = vec4(premultipliedReflect.rgb * w, premultipliedReflect.a);' ) frag.write( 'fragColor[1] = vec4(premultipliedReflect.a * w, 0.0, 0.0, 1.0);') make_finalize.make(con_transluc) # assets.vs_equal(con_transluc, assets.shader_cons['transluc_vert']) # shader_cons has no transluc yet # assets.fs_equal(con_transluc, assets.shader_cons['transluc_frag']) return con_transluc
def make(context_id): con = { 'name': context_id, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise' } mat = mat_state.material blend = mat.arm_blending if 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_overlay = mat_state.data.add_context(con) arm_discard = mat.arm_discard is_transluc = mat_utils.is_transluc(mat) parse_opacity = (blend and is_transluc) or arm_discard make_mesh.make_base(con_overlay, parse_opacity=parse_opacity) frag = con_overlay.frag if arm_discard: opac = mat.arm_discard_opacity frag.write('if (opacity < {0}) discard;'.format(opac)) frag.add_out('vec4 fragColor') if blend and parse_opacity: frag.write('fragColor = vec4(basecol, opacity);') else: frag.write('fragColor = vec4(basecol, 1.0);') frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));') make_finalize.make(con_overlay) return con_overlay
def make(context_id): # 'compare_mode': 'less' needs read-only depth view con_decal = mat_state.data.add_context({ 'name': context_id, 'depth_write': False, 'compare_mode': 'always', 'cull_mode': 'clockwise', 'blend_source': 'source_alpha', 'blend_destination': 'inverse_source_alpha', 'blend_operation': 'add', 'color_write_alpha': False }) vert = con_decal.make_vert() frag = con_decal.make_frag() geom = None tesc = None tese = None vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix') vert.add_uniform('mat3 N', '_normalMatrix') vert.add_out('vec4 wvpposition') vert.add_out('vec3 wnormal') vert.write('wnormal = N * vec3(0.0, 0.0, 1.0);') vert.write('wvpposition = WVP * vec4(pos.xyz, 1.0);') vert.write('gl_Position = wvpposition;') frag.add_include('compiled.inc') frag.add_include('std/gbuffer.glsl') frag.ins = vert.outs frag.add_uniform('sampler2D gbufferD') frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix') frag.add_uniform('mat4 invW', '_inverseWorldMatrix') frag.add_out('vec4[2] fragColor') frag.write_attrib(' vec3 n = normalize(wnormal);') frag.write_attrib( ' vec2 screenPosition = wvpposition.xy / wvpposition.w;') frag.write_attrib(' vec2 depthCoord = screenPosition * 0.5 + 0.5;') frag.write_attrib('#ifdef HLSL') frag.write_attrib(' depthCoord.y = 1.0 - depthCoord.y;') frag.write_attrib('#endif') frag.write_attrib( ' float depth = texture(gbufferD, depthCoord).r * 2.0 - 1.0;') frag.write_attrib(' vec3 wpos = getPos2(invVP, depth, depthCoord);') frag.write_attrib(' vec4 mpos = invW * vec4(wpos, 1.0);') frag.write_attrib(' if (abs(mpos.x) > 1.0) discard;') frag.write_attrib(' if (abs(mpos.y) > 1.0) discard;') frag.write_attrib(' if (abs(mpos.z) > 1.0) discard;') frag.write_attrib(' vec2 texCoord = mpos.xy * 0.5 + 0.5;') frag.write('vec3 basecol;') frag.write('float roughness;') frag.write('float metallic;') frag.write('float occlusion;') frag.write('float specular;') frag.write('float opacity;') cycles.parse(mat_state.nodes, con_decal, vert, frag, geom, tesc, tese) frag.write('n /= (abs(n.x) + abs(n.y) + abs(n.z));') frag.write('n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);') frag.write( 'fragColor[0] = vec4(n.xy, packFloat(metallic, roughness), opacity);') frag.write('fragColor[1] = vec4(basecol.rgb, opacity);') make_finalize.make(con_decal) return con_decal
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
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