Esempio n. 1
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def parse_bsdfdiffuse(node: bpy.types.ShaderNodeBsdfDiffuse,
                      out_socket: NodeSocket, state: ParserState) -> None:
    if state.parse_surface:
        c.write_normal(node.inputs[2])
        state.out_basecol = c.parse_vector_input(node.inputs[0])
        state.out_roughness = c.parse_value_input(node.inputs[1])
        state.out_specular = '0.0'
Esempio n. 2
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def parse_bsdfglossy(node: bpy.types.ShaderNodeBsdfGlossy,
                     out_socket: NodeSocket, state: ParserState) -> None:
    if state.parse_surface:
        c.write_normal(node.inputs[2])
        state.out_basecol = c.parse_vector_input(node.inputs[0])
        state.out_roughness = c.parse_value_input(node.inputs[1])
        state.out_metallic = '1.0'
Esempio n. 3
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def parse_bsdfanisotropic(node: bpy.types.ShaderNodeBsdfAnisotropic, out_socket: NodeSocket, state: ParserState) -> None:
    if state.parse_surface:
        c.write_normal(node.inputs[4])
        # Revert to glossy
        state.out_basecol = c.parse_vector_input(node.inputs[0])
        state.out_roughness = c.parse_value_input(node.inputs[1])
        state.out_metallic = '1.0'
Esempio n. 4
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def parse_bump(node: bpy.types.ShaderNodeBump,
               out_socket: bpy.types.NodeSocket,
               state: ParserState) -> vec3str:
    # Interpolation strength
    strength = c.parse_value_input(node.inputs[0])
    # Height multiplier
    # distance = c.parse_value_input(node.inputs[1])
    state.sample_bump = True
    height = c.parse_value_input(node.inputs[2])
    state.sample_bump = False
    nor = c.parse_vector_input(node.inputs[3])
    if state.sample_bump_res != '':
        if node.invert:
            ext = ('1', '2', '3', '4')
        else:
            ext = ('2', '1', '4', '3')
        state.curshader.write(
            'float {0}_fh1 = {0}_{1} - {0}_{2}; float {0}_fh2 = {0}_{3} - {0}_{4};'
            .format(state.sample_bump_res, ext[0], ext[1], ext[2], ext[3]))
        state.curshader.write(
            '{0}_fh1 *= ({1}) * 3.0; {0}_fh2 *= ({1}) * 3.0;'.format(
                state.sample_bump_res, strength))
        state.curshader.write(
            'vec3 {0}_a = normalize(vec3(2.0, 0.0, {0}_fh1));'.format(
                state.sample_bump_res))
        state.curshader.write(
            'vec3 {0}_b = normalize(vec3(0.0, 2.0, {0}_fh2));'.format(
                state.sample_bump_res))
        res = 'normalize(mat3({0}_a, {0}_b, normalize(vec3({0}_fh1, {0}_fh2, 2.0))) * n)'.format(
            state.sample_bump_res)
        state.sample_bump_res = ''
    else:
        res = 'n'
    return res
Esempio n. 5
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def parse_bsdfglass(node: bpy.types.ShaderNodeBsdfGlass,
                    out_socket: NodeSocket, state: ParserState) -> None:
    if state.parse_surface:
        c.write_normal(node.inputs[3])
        state.out_roughness = c.parse_value_input(node.inputs[1])
    if state.parse_opacity:
        state.out_opacity = '(1.0 - {0}.r)'.format(
            c.parse_vector_input(node.inputs[0]))
Esempio n. 6
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def parse_emission(node: bpy.types.ShaderNodeEmission, out_socket: NodeSocket, state: ParserState) -> None:
    if state.parse_surface:
        # Multiply basecol
        state.out_basecol = c.parse_vector_input(node.inputs[0])
        state.out_emission = '1.0'
        state.emission_found = True
        emission_strength = c.parse_value_input(node.inputs[1])
        state.out_basecol = '({0} * {1})'.format(state.out_basecol, emission_strength)
Esempio n. 7
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def parse_bsdftranslucent(node: bpy.types.ShaderNodeBsdfTranslucent,
                          out_socket: NodeSocket, state: ParserState) -> None:
    if state.parse_surface:
        c.write_normal(node.inputs[1])
    if state.parse_opacity:
        state.out_opacity = '(1.0 - {0}.r)'.format(
            c.parse_vector_input(node.inputs[0]))
Esempio n. 8
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def parse_sky_hosekwilkie(node: bpy.types.ShaderNodeTexSky, state: ParserState) -> vec3str:
    world = state.world
    curshader = state.curshader

    # Match to cycles
    world.arm_envtex_strength *= 0.1

    assets.add_khafile_def('arm_hosek')
    curshader.add_uniform('vec3 A', link="_hosekA")
    curshader.add_uniform('vec3 B', link="_hosekB")
    curshader.add_uniform('vec3 C', link="_hosekC")
    curshader.add_uniform('vec3 D', link="_hosekD")
    curshader.add_uniform('vec3 E', link="_hosekE")
    curshader.add_uniform('vec3 F', link="_hosekF")
    curshader.add_uniform('vec3 G', link="_hosekG")
    curshader.add_uniform('vec3 H', link="_hosekH")
    curshader.add_uniform('vec3 I', link="_hosekI")
    curshader.add_uniform('vec3 Z', link="_hosekZ")
    curshader.add_uniform('vec3 hosekSunDirection', link="_hosekSunDirection")
    curshader.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

    wrd = bpy.data.worlds['Arm']
    rpdat = arm.utils.get_rp()
    mobile_mat = rpdat.arm_material_model == 'Mobile' or rpdat.arm_material_model == 'Solid'

    if not state.radiance_written:
        # 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

        state.radiance_written = True

    curshader.write('float cos_theta = clamp(pos.z, 0.0, 1.0);')
    curshader.write('float cos_gamma = dot(pos, hosekSunDirection);')
    curshader.write('float gamma_val = acos(cos_gamma);')

    return 'Z * hosekWilkie(cos_theta, gamma_val, cos_gamma) * envmapStrength;'
Esempio n. 9
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def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
    if state.parse_surface:
        c.write_normal(node.inputs[20])
        state.out_basecol = c.parse_vector_input(node.inputs[0])
        # subsurface = c.parse_vector_input(node.inputs[1])
        # subsurface_radius = c.parse_vector_input(node.inputs[2])
        # subsurface_color = c.parse_vector_input(node.inputs[3])
        state.out_metallic = c.parse_value_input(node.inputs[4])
        state.out_specular = c.parse_value_input(node.inputs[5])
        # specular_tint = c.parse_vector_input(node.inputs[6])
        state.out_roughness = c.parse_value_input(node.inputs[7])
        # aniso = c.parse_vector_input(node.inputs[8])
        # aniso_rot = c.parse_vector_input(node.inputs[9])
        # sheen = c.parse_vector_input(node.inputs[10])
        # sheen_tint = c.parse_vector_input(node.inputs[11])
        # clearcoat = c.parse_vector_input(node.inputs[12])
        # clearcoat_rough = c.parse_vector_input(node.inputs[13])
        # ior = c.parse_vector_input(node.inputs[14])
        # transmission = c.parse_vector_input(node.inputs[15])
        # transmission_roughness = c.parse_vector_input(node.inputs[16])
        if node.inputs[17].is_linked or node.inputs[17].default_value[0] != 0.0:
            state.out_emission = '({0}.x)'.format(c.parse_vector_input(node.inputs[17]))
            state.emission_found = True
        # clearcoar_normal = c.parse_vector_input(node.inputs[21])
        # tangent = c.parse_vector_input(node.inputs[22])
    if state.parse_opacity:
        if len(node.inputs) > 21:
            state.out_opacity = c.parse_value_input(node.inputs[19])
Esempio n. 10
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def parse_mixshader(node: bpy.types.ShaderNodeMixShader,
                    out_socket: NodeSocket, state: ParserState) -> None:
    prefix = '' if node.inputs[0].is_linked else 'const '
    fac = c.parse_value_input(node.inputs[0])
    fac_var = c.node_name(node.name) + '_fac'
    fac_inv_var = c.node_name(node.name) + '_fac_inv'
    state.curshader.write('{0}float {1} = {2};'.format(prefix, fac_var, fac))
    state.curshader.write('{0}float {1} = 1.0 - {2};'.format(
        prefix, fac_inv_var, fac_var))
    bc1, rough1, met1, occ1, spec1, opac1, emi1 = c.parse_shader_input(
        node.inputs[1])
    bc2, rough2, met2, occ2, spec2, opac2, emi2 = c.parse_shader_input(
        node.inputs[2])
    if state.parse_surface:
        state.out_basecol = '({0} * {3} + {1} * {2})'.format(
            bc1, bc2, fac_var, fac_inv_var)
        state.out_roughness = '({0} * {3} + {1} * {2})'.format(
            rough1, rough2, fac_var, fac_inv_var)
        state.out_metallic = '({0} * {3} + {1} * {2})'.format(
            met1, met2, fac_var, fac_inv_var)
        state.out_occlusion = '({0} * {3} + {1} * {2})'.format(
            occ1, occ2, fac_var, fac_inv_var)
        state.out_specular = '({0} * {3} + {1} * {2})'.format(
            spec1, spec2, fac_var, fac_inv_var)
        state.out_emission = '({0} * {3} + {1} * {2})'.format(
            emi1, emi2, fac_var, fac_inv_var)
    if state.parse_opacity:
        state.out_opacity = '({0} * {3} + {1} * {2})'.format(
            opac1, opac2, fac_var, fac_inv_var)
Esempio n. 11
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def parse_addshader(node: bpy.types.ShaderNodeAddShader, out_socket: NodeSocket, state: ParserState) -> None:
    bc1, rough1, met1, occ1, spec1, opac1, emi1 = c.parse_shader_input(node.inputs[0])
    bc2, rough2, met2, occ2, spec2, opac2, emi2 = c.parse_shader_input(node.inputs[1])
    if state.parse_surface:
        state.out_basecol = '({0} + {1})'.format(bc1, bc2)
        state.out_roughness = '({0} * 0.5 + {1} * 0.5)'.format(rough1, rough2)
        state.out_metallic = '({0} * 0.5 + {1} * 0.5)'.format(met1, met2)
        state.out_occlusion = '({0} * 0.5 + {1} * 0.5)'.format(occ1, occ2)
        state.out_specular = '({0} * 0.5 + {1} * 0.5)'.format(spec1, spec2)
        state.out_emission = '({0} * 0.5 + {1} * 0.5)'.format(emi1, emi2)
    if state.parse_opacity:
        state.out_opacity = '({0} * 0.5 + {1} * 0.5)'.format(opac1, opac2)
Esempio n. 12
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def parse_holdout(node: bpy.types.ShaderNodeHoldout, out_socket: NodeSocket, state: ParserState) -> None:
    if state.parse_surface:
        # Occlude
        state.out_occlusion = '0.0'
Esempio n. 13
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def build_node_tree(world: bpy.types.World, frag: Shader, vert: Shader,
                    con: ShaderContext):
    """Generates the shader code for the given world."""
    world_name = arm.utils.safestr(world.name)
    world.world_defs = ''
    rpdat = arm.utils.get_rp()
    wrd = bpy.data.worlds['Arm']

    if callback is not None:
        callback()

    # film_transparent, do not render
    if bpy.context.scene is not None and bpy.context.scene.render.film_transparent:
        world.world_defs += '_EnvCol'
        frag.add_uniform('vec3 backgroundCol', link='_backgroundCol')
        frag.write('fragColor.rgb = backgroundCol;')
        return

    parser_state = ParserState(ParserContext.WORLD, world)
    parser_state.con = con
    parser_state.curshader = frag
    parser_state.frag = frag
    parser_state.vert = vert
    cycles.state = parser_state

    # Traverse world node tree
    is_parsed = False
    if world.node_tree is not None:
        output_node = node_utils.get_node_by_type(world.node_tree,
                                                  'OUTPUT_WORLD')
        if output_node is not None:
            is_parsed = parse_world_output(world, output_node, frag)

    # No world nodes/no output node, use background color
    if not is_parsed:
        solid_mat = rpdat.arm_material_model == 'Solid'
        if rpdat.arm_irradiance and not solid_mat:
            world.world_defs += '_Irr'
        col = world.color
        world.arm_envtex_color = [col[0], col[1], col[2], 1.0]
        world.arm_envtex_strength = 1.0
        world.world_defs += '_EnvCol'

    # Clouds enabled
    if rpdat.arm_clouds and world.arm_use_clouds:
        world.world_defs += '_EnvClouds'
        # Also set this flag globally so that the required textures are
        # included
        wrd.world_defs += '_EnvClouds'
        frag_write_clouds(world, frag)

    if '_EnvSky' in world.world_defs or '_EnvTex' in world.world_defs or '_EnvImg' in world.world_defs or '_EnvClouds' in world.world_defs:
        frag.add_uniform('float envmapStrength', link='_envmapStrength')

    # Clear background color
    if '_EnvCol' in world.world_defs:
        frag.write('fragColor.rgb = backgroundCol;')

    elif '_EnvTex' in world.world_defs and '_EnvLDR' in world.world_defs:
        frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(2.2));')

    if '_EnvClouds' in world.world_defs:
        frag.write(
            'if (pos.z > 0.0) fragColor.rgb = mix(fragColor.rgb, traceClouds(fragColor.rgb, pos), clamp(pos.z * 5.0, 0, 1));'
        )

    if '_EnvLDR' in world.world_defs:
        frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));')

    # Mark as non-opaque
    frag.write('fragColor.a = 0.0;')

    finalize(frag, vert)
Esempio n. 14
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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'
Esempio n. 15
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def parse_ambientocclusion(node: bpy.types.ShaderNodeAmbientOcclusion, out_socket: NodeSocket, state: ParserState) -> None:
    if state.parse_surface:
        # Single channel
        state.out_occlusion = c.parse_vector_input(node.inputs[0]) + '.r'
Esempio n. 16
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def parse_subsurfacescattering(node: bpy.types.ShaderNodeSubsurfaceScattering, out_socket: NodeSocket, state: ParserState) -> None:
    if state.parse_surface:
        c.write_normal(node.inputs[4])
        state.out_basecol = c.parse_vector_input(node.inputs[0])
Esempio n. 17
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def build_node_tree(world: bpy.types.World, frag: Shader, vert: Shader,
                    con: ShaderContext):
    """Generates the shader code for the given world."""
    world_name = arm.utils.safestr(world.name)
    world.world_defs = ''
    rpdat = arm.utils.get_rp()
    wrd = bpy.data.worlds['Arm']

    if callback is not None:
        callback()

    # film_transparent, do not render
    if bpy.context.scene is not None and bpy.context.scene.render.film_transparent:
        world.world_defs += '_EnvCol'
        frag.add_uniform('vec3 backgroundCol', link='_backgroundCol')
        frag.write('fragColor.rgb = backgroundCol;')
        return

    parser_state = ParserState(ParserContext.WORLD, world)
    parser_state.con = con
    parser_state.curshader = frag
    parser_state.frag = frag
    parser_state.vert = vert
    cycles.state = parser_state

    # Traverse world node tree
    is_parsed = False
    if world.node_tree is not None:
        output_node = node_utils.get_node_by_type(world.node_tree,
                                                  'OUTPUT_WORLD')
        if output_node is not None:
            is_parsed = parse_world_output(world, output_node, frag)

    # No world nodes/no output node, use background color
    if not is_parsed:
        solid_mat = rpdat.arm_material_model == 'Solid'
        if rpdat.arm_irradiance and not solid_mat:
            world.world_defs += '_Irr'
        col = world.color
        world.arm_envtex_color = [col[0], col[1], col[2], 1.0]
        world.arm_envtex_strength = 1.0

    # Irradiance/Radiance: clear to color if no texture or sky is provided
    if rpdat.arm_irradiance or rpdat.arm_irradiance:
        if '_EnvSky' not in world.world_defs and '_EnvTex' not in world.world_defs and '_EnvImg' not in world.world_defs:
            # 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)

    # Clouds enabled
    if rpdat.arm_clouds and world.arm_use_clouds:
        world.world_defs += '_EnvClouds'
        # Also set this flag globally so that the required textures are
        # included
        wrd.world_defs += '_EnvClouds'
        frag_write_clouds(world, frag)

    if '_EnvSky' in world.world_defs or '_EnvTex' in world.world_defs or '_EnvImg' in world.world_defs or '_EnvClouds' in world.world_defs:
        frag.add_uniform('float envmapStrength', link='_envmapStrength')

    # Clear background color
    if '_EnvCol' in world.world_defs:
        frag.write('fragColor.rgb = backgroundCol;')

    elif '_EnvTex' in world.world_defs and '_EnvLDR' in world.world_defs:
        frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(2.2));')

    if '_EnvClouds' in world.world_defs:
        frag.write(
            'if (n.z > 0.0) fragColor.rgb = mix(fragColor.rgb, traceClouds(fragColor.rgb, n), clamp(n.z * 5.0, 0, 1));'
        )

    if '_EnvLDR' in world.world_defs:
        frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));')

    # Mark as non-opaque
    frag.write('fragColor.a = 0.0;')

    # Hack to make procedural textures work
    frag_bpos = (
        frag.contains('bposition')
        and not frag.contains('vec3 bposition')) or vert.contains('bposition')
    if frag_bpos:
        frag.add_in('vec3 bposition')
        vert.add_out('vec3 bposition')
        # Use normals for now
        vert.write('bposition = nor;')

    frag_mpos = (
        frag.contains('mposition')
        and not frag.contains('vec3 mposition')) or vert.contains('mposition')
    if frag_mpos:
        frag.add_in('vec3 mposition')
        vert.add_out('vec3 mposition')
        # Use normals for now
        vert.write('mposition = nor;')

    if frag.contains('texCoord') and not frag.contains('vec2 texCoord'):
        frag.add_in('vec2 texCoord')
        vert.add_out('vec2 texCoord')
        # World has no UV map
        vert.write('texCoord = vec2(1.0, 1.0);')
Esempio n. 18
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def parse(nodes,
          con: ShaderContext,
          vert: Shader,
          frag: Shader,
          geom: Shader,
          tesc: Shader,
          tese: Shader,
          parse_surface=True,
          parse_opacity=True,
          parse_displacement=True,
          basecol_only=False):
    global state

    state = ParserState(ParserContext.OBJECT)

    state.parse_surface = parse_surface
    state.parse_opacity = parse_opacity
    state.parse_displacement = parse_displacement
    state.basecol_only = basecol_only

    state.con = con

    state.vert = vert
    state.frag = frag
    state.geom = geom
    state.tesc = tesc
    state.tese = tese

    output_node = node_by_type(nodes, 'OUTPUT_MATERIAL')
    if output_node is not None:
        custom_particle_node = node_by_name(nodes, 'ArmCustomParticleNode')
        parse_material_output(output_node, custom_particle_node)

    # Make sure that individual functions in this module aren't called with an incorrect/old parser state, set it to
    # None so that it will raise exceptions when not set
    state = None