Esempio n. 1
0
def create_world_shaders(world: bpy.types.World):
    """Creates fragment and vertex shaders for the given world."""
    global shader_datas
    world_name = arm.utils.safestr(world.name)
    pass_name = 'World_' + world_name

    shader_props = {
        'name': world_name,
        'depth_write': False,
        'compare_mode': 'less',
        'cull_mode': 'clockwise',
        'color_attachments': ['_HDR'],
        'vertex_elements': [{'name': 'pos', 'data': 'float3'}, {'name': 'nor', 'data': 'float3'}]
    }
    shader_data = {'name': world_name + '_data', 'contexts': [shader_props]}

    # ShaderContext expects a material, but using a world also works
    shader_context = ShaderContext(world, shader_data, shader_props)
    vert = shader_context.make_vert(custom_name="World_" + world_name)
    frag = shader_context.make_frag(custom_name="World_" + world_name)

    # Update name, make_vert() and make_frag() above need another name
    # to work
    shader_context.data['name'] = pass_name

    vert.add_out('vec3 normal')
    vert.add_uniform('mat4 SMVP', link="_skydomeMatrix")

    frag.add_include('compiled.inc')
    frag.add_in('vec3 normal')
    frag.add_out('vec4 fragColor')

    frag.write_attrib('vec3 n = normalize(normal);')

    vert.write('''normal = nor;
    vec4 position = SMVP * vec4(pos, 1.0);
    gl_Position = vec4(position);''')

    build_node_tree(world, frag, vert, shader_context)

    # TODO: Rework shader export so that it doesn't depend on materials
    # to prevent workaround code like this
    rel_path = os.path.join(arm.utils.build_dir(), 'compiled', 'Shaders')
    full_path = os.path.join(arm.utils.get_fp(), rel_path)
    if not os.path.exists(full_path):
        os.makedirs(full_path)

    # Output: World_[world_name].[frag/vert].glsl
    make_shader.write_shader(rel_path, shader_context.vert, 'vert', world_name, 'World')
    make_shader.write_shader(rel_path, shader_context.frag, 'frag', world_name, 'World')

    # Write shader data file
    shader_data_file = pass_name + '_data.arm'
    arm.utils.write_arm(os.path.join(full_path, shader_data_file), {'contexts': [shader_context.data]})
    shader_data_path = os.path.join(arm.utils.get_fp_build(), 'compiled', 'Shaders', shader_data_file)
    assets.add_shader_data(shader_data_path)

    assets.add_shader_pass(pass_name)
    assets.shader_passes_assets[pass_name] = shader_context.data
    shader_datas.append({'contexts': [shader_context.data], 'name': pass_name})
Esempio n. 2
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def build(material, mat_users, mat_armusers):
    mat_state.mat_users = mat_users
    mat_state.mat_armusers = mat_armusers
    mat_state.material = material
    mat_state.nodes = material.node_tree.nodes
    mat_state.data = ShaderData(material)
    mat_state.output_node = cycles.node_by_type(mat_state.nodes, 'OUTPUT_MATERIAL')
    if mat_state.output_node == None:
        # Place empty material output to keep compiler happy..
        mat_state.output_node = mat_state.nodes.new('ShaderNodeOutputMaterial')

    wrd = bpy.data.worlds['Arm']
    rpdat = arm.utils.get_rp()
    rpasses = mat_utils.get_rpasses(material)
    matname = arm.utils.safesrc(arm.utils.asset_name(material))
    rel_path = arm.utils.build_dir() + '/compiled/Shaders/'
    full_path = arm.utils.get_fp() + '/' + rel_path
    if not os.path.exists(full_path):
        os.makedirs(full_path)

    global_elems = []
    if mat_users != None and material in mat_users:
        for bo in mat_users[material]:
            # GPU Skinning
            if arm.utils.export_bone_data(bo):
                global_elems.append({'name': 'bone', 'size': 4})
                global_elems.append({'name': 'weight', 'size': 4})
            # Instancing
            if bo.arm_instanced or material.arm_particle_flag:
                global_elems.append({'name': 'off', 'size': 3})
                
    mat_state.data.global_elems = global_elems

    bind_constants = dict()
    bind_textures = dict()

    for rp in rpasses:

        car = []
        bind_constants[rp] = car
        mat_state.bind_constants = car
        tar = []
        bind_textures[rp] = tar
        mat_state.bind_textures = tar

        con = None

        if rpdat.rp_driver != 'Armory' and arm.api.drivers[rpdat.rp_driver]['make_rpass'] != None:
            con = arm.api.drivers[rpdat.rp_driver]['make_rpass'](rp)

        if con != None:
            pass
            
        elif rp == 'mesh':
            con = make_mesh.make(rp)

        elif rp == 'rect':
            con = make_rect.make(rp)

        elif rp == 'shadowmap':
            con = make_depth.make(rp, rpasses, shadowmap=True)

        elif rp == 'translucent':
            con = make_transluc.make(rp)

        elif rp == 'overlay':
            con = make_overlay.make(rp)

        elif rp == 'decal':
            con = make_decal.make(rp)

        elif rp == 'depth':
            con = make_depth.make(rp, rpasses)

        elif rp == 'voxel':
            con = make_voxel.make(rp)

        elif rpass_hook != None:
            con = rpass_hook(rp)

        write_shaders(rel_path, con, rp, matname)

    arm.utils.write_arm(full_path + '/' + matname + '_data.arm', mat_state.data.get())
    shader_data_name = matname + '_data'
    shader_data_path = arm.utils.get_fp_build() + '/compiled/Shaders/' + shader_data_name + '.arm'
    assets.add_shader_data(shader_data_path)

    return rpasses, mat_state.data, shader_data_name, bind_constants, bind_textures
Esempio n. 3
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def build(material: Material, mat_users: Dict[Material, List[Object]],
          mat_armusers) -> Tuple:
    mat_state.mat_users = mat_users
    mat_state.mat_armusers = mat_armusers
    mat_state.material = material
    mat_state.nodes = material.node_tree.nodes
    mat_state.data = ShaderData(material)
    mat_state.output_node = cycles.node_by_type(mat_state.nodes,
                                                'OUTPUT_MATERIAL')
    if mat_state.output_node is None:
        # Place empty material output to keep compiler happy..
        mat_state.output_node = mat_state.nodes.new('ShaderNodeOutputMaterial')

    wrd = bpy.data.worlds['Arm']
    rpdat = arm.utils.get_rp()
    rpasses = mat_utils.get_rpasses(material)
    is_emissive = mat_utils.is_emmisive(material)
    if is_emissive and '_Emission' not in wrd.world_defs:
        wrd.world_defs += '_Emission'
    matname = arm.utils.safesrc(arm.utils.asset_name(material))
    rel_path = arm.utils.build_dir() + '/compiled/Shaders/'
    full_path = arm.utils.get_fp() + '/' + rel_path
    if not os.path.exists(full_path):
        os.makedirs(full_path)

    make_instancing_and_skinning(material, mat_users)

    bind_constants = dict()
    bind_textures = dict()

    for rp in rpasses:

        car = []
        bind_constants[rp] = car
        mat_state.bind_constants = car
        tar = []
        bind_textures[rp] = tar
        mat_state.bind_textures = tar

        con = None

        if rpdat.rp_driver != 'Armory' and arm.api.drivers[
                rpdat.rp_driver]['make_rpass'] is not None:
            con = arm.api.drivers[rpdat.rp_driver]['make_rpass'](rp)

        if con is not None:
            pass

        elif rp == 'mesh':
            con = make_mesh.make(rp, rpasses)

        elif rp == 'shadowmap':
            con = make_depth.make(rp, rpasses, shadowmap=True)

        elif rp == 'translucent':
            con = make_transluc.make(rp)

        elif rp == 'overlay':
            con = make_overlay.make(rp)

        elif rp == 'decal':
            con = make_decal.make(rp)

        elif rp == 'depth':
            con = make_depth.make(rp, rpasses)

        elif rp == 'voxel':
            con = make_voxel.make(rp)

        elif rpass_hook is not None:
            con = rpass_hook(rp)

        write_shaders(rel_path, con, rp, matname)

    shader_data_name = matname + '_data'

    if wrd.arm_single_data_file:
        if 'shader_datas' not in arm.exporter.current_output:
            arm.exporter.current_output['shader_datas'] = []
        arm.exporter.current_output['shader_datas'].append(
            mat_state.data.get()['shader_datas'][0])
    else:
        arm.utils.write_arm(full_path + '/' + matname + '_data.arm',
                            mat_state.data.get())
        shader_data_path = arm.utils.get_fp_build(
        ) + '/compiled/Shaders/' + shader_data_name + '.arm'
        assets.add_shader_data(shader_data_path)

    return rpasses, mat_state.data, shader_data_name, bind_constants, bind_textures