Example #1
0
def make_draw_material_quad(stage, node_group, node, context_index=1):
    stage['command'] = 'draw_material_quad'
    material_context = node.inputs[context_index].default_value
    stage['params'].append(material_context)
    # Include data and shaders
    shader_context = node.inputs[context_index].default_value
    scon = shader_context.split('/')
    dir_name = scon[2]
    # No world defs for material passes
    data_name = scon[2]
    assets.add_shader2(dir_name, data_name)
Example #2
0
def make_draw_material_quad(stage, node_group, node, context_index=1):
    stage['command'] = 'draw_material_quad'
    material_context = node.inputs[context_index].default_value
    stage['params'].append(material_context)
    # Include data and shaders
    shader_context = node.inputs[context_index].default_value
    scon = shader_context.split('/')
    dir_name = scon[2]
    # No world defs for material passes
    data_name = scon[2]
    assets.add_shader2(dir_name, data_name)
Example #3
0
def make_draw_quad(stage, node_group, node, context_index=1, shader_context=None):
    stage['command'] = 'draw_shader_quad'
    # Append world defs to get proper context
    world_defs = bpy.data.worlds['Arm'].world_defs
    if shader_context == None:
        shader_context = node.inputs[context_index].default_value
    scon = shader_context.split('/')
    stage['params'].append(scon[0] + world_defs + '/' + scon[1] + world_defs + '/' + scon[2])
    # Include data and shaders
    dir_name = scon[0]
    # Append world defs
    data_name = scon[1] + world_defs
    assets.add_shader2(dir_name, data_name)
Example #4
0
def make_draw_compositor(stage, node_group, node, with_fxaa=False):
    scon = 'compositor_pass'
    wrd = bpy.data.worlds['Arm']
    world_defs = wrd.world_defs + wrd.rp_defs
    compositor_defs = make_compositor.parse_defs(
        bpy.data.scenes[0].node_tree)  # Thrown in scene 0 for now
    compositor_defs += '_CTone' + wrd.generate_tonemap
    # Additional compositor flags
    compo_depth = False  # Read depth
    # compo_pos = False # Construct position from depth
    if with_fxaa:  # FXAA directly in compositor, useful for forward path
        compositor_defs += '_CFXAA'
    if wrd.generate_letterbox:
        compositor_defs += '_CLetterbox'
    if wrd.generate_grain:
        compositor_defs += '_CGrain'
    if bpy.data.scenes[0].cycles.film_exposure != 1.0:
        compositor_defs += '_CExposure'
    if wrd.generate_fog:
        compositor_defs += '_CFog'
        # compo_pos = True
    if build_node_tree.cam.dof_distance > 0.0:
        compositor_defs += '_CDOF'
        compo_depth = True
    # if compo_pos:
    # compositor_defs += '_CPos'
    # compo_depth = True
    if compo_depth:
        compositor_defs += '_CDepth'

    if wrd.generate_lens_texture != '':
        compositor_defs += '_CLensTex'
        assets.add_embedded_data('lenstexture.jpg')

    if wrd.generate_fisheye:
        compositor_defs += '_CFishEye'

    if wrd.generate_vignette:
        compositor_defs += '_CVignette'

    wrd.compo_defs = compositor_defs

    defs = world_defs + compositor_defs
    data_name = scon + defs

    stage['command'] = 'draw_shader_quad'
    stage['params'].append(data_name + '/' + data_name + '/' + scon)
    # Include data and shaders
    assets.add_shader2(scon, data_name)
Example #5
0
def write_output(output):
    # Add datas to khafile
    dir_name = 'world'
    # Append world defs
    wrd = bpy.data.worlds['Arm']
    data_name = 'world' + wrd.world_defs + wrd.rp_defs

    # Reference correct shader context
    dat = output['material_datas'][0]
    dat['shader'] = data_name + '/' + data_name
    assets.add_shader2(dir_name, data_name)

    # Write material json
    path = 'build/compiled/Assets/materials/'
    asset_path = path + dat['name'] + '.arm'
    armutils.write_arm(asset_path, output)
    assets.add(asset_path)
Example #6
0
def make_draw_quad(stage,
                   node_group,
                   node,
                   context_index=1,
                   shader_context=None):
    stage['command'] = 'draw_shader_quad'
    # Append world defs to get proper context
    world_defs = bpy.data.worlds['Arm'].world_defs + bpy.data.worlds[
        'Arm'].rp_defs
    if shader_context == None:
        shader_context = node.inputs[context_index].default_value
    scon = shader_context.split('/')
    stage['params'].append(scon[0] + world_defs + '/' + scon[1] + world_defs +
                           '/' + scon[2])
    # Include data and shaders
    dir_name = scon[0]
    # Append world defs
    data_name = scon[1] + world_defs
    assets.add_shader2(dir_name, data_name)
Example #7
0
def make_draw_compositor(stage, node_group, node, with_fxaa=False):
    scon = 'compositor_pass'
    wrd = bpy.data.worlds['Arm']
    world_defs = wrd.world_defs
    compositor_defs = make_compositor.parse_defs(bpy.data.scenes[0].node_tree) # Thrown in scene 0 for now
    # Additional compositor flags
    compo_depth = False # Read depth
    # compo_pos = False # Construct position from depth
    if with_fxaa: # FXAA directly in compositor, useful for forward path
        compositor_defs += '_CompoFXAA'
    if wrd.generate_letterbox:
        compositor_defs += '_CompoLetterbox'
    if wrd.generate_grain:
        compositor_defs += '_CompoGrain'
    if bpy.data.scenes[0].cycles.film_exposure != 1.0:
        compositor_defs += '_CompoExposure'
    if wrd.generate_fog:
        compositor_defs += '_CompoFog'
        # compo_pos = True
    if build_node_tree.cam.dof_distance > 0.0:
        compositor_defs += '_CompoDOF'
        compo_depth = True
    # if compo_pos:
        # compositor_defs += '_CompoPos'
        # compo_depth = True
    if compo_depth:
        compositor_defs += '_CompoDepth'

    wrd.compo_defs = compositor_defs

    defs = world_defs + compositor_defs
    data_name = scon + defs
    
    stage['command'] = 'draw_shader_quad'
    stage['params'].append(data_name + '/' + data_name + '/' + scon)
    # Include data and shaders
    assets.add_shader2(scon, data_name)