Esempio n. 1
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def parse_surface(world: bpy.types.World, node_surface: bpy.types.Node,
                  frag: Shader):
    wrd = bpy.data.worlds['Arm']
    rpdat = arm.utils.get_rp()
    solid_mat = rpdat.arm_material_model == 'Solid'

    if node_surface.type in ('BACKGROUND', 'EMISSION'):
        # Append irradiance define
        if rpdat.arm_irradiance and not solid_mat:
            wrd.world_defs += '_Irr'

        # Extract environment strength
        # Todo: follow/parse strength input
        world.arm_envtex_strength = node_surface.inputs[1].default_value

        # Color
        out = cycles.parse_vector_input(node_surface.inputs[0])
        frag.write(f'fragColor.rgb = {out};')

        if not node_surface.inputs[0].is_linked:
            solid_mat = rpdat.arm_material_model == 'Solid'
            if rpdat.arm_irradiance and not solid_mat:
                world.world_defs += '_Irr'
            world.arm_envtex_color = node_surface.inputs[0].default_value
            world.arm_envtex_strength = 1.0

    else:
        log.warn(
            f'World node type {node_surface.type} must not be connected to the world output node!'
        )

    # Invalidate the parser state for subsequent executions
    cycles.state = None
Esempio n. 2
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def write_norpos(con_mesh: shader.ShaderContext,
                 vert: shader.Shader,
                 declare=False,
                 write_nor=True):
    is_bone = con_mesh.is_elem('bone')
    if is_bone:
        make_skin.skin_pos(vert)
    if write_nor:
        prep = 'vec3 ' if declare else ''
        if is_bone:
            make_skin.skin_nor(vert, prep)
        else:
            vert.write_attrib(prep +
                              'wnormal = normalize(N * vec3(nor.xy, pos.w));')
    if con_mesh.is_elem('ipos'):
        make_inst.inst_pos(con_mesh, vert)
Esempio n. 3
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    def parse(self, frag: Shader, vert: Shader) -> str:
        if self.input_type == "uniform":
            frag.add_uniform(f'{self.variable_type} {self.variable_name}',
                             link=self.variable_name)
            return self.variable_name

        else:
            if self.input_source == "frag":
                frag.add_in(f'{self.variable_type} {self.variable_name}')
                return self.variable_name

            # Reroute input from vertex shader to fragment shader (input must exist!)
            else:
                vert.add_out(f'{self.variable_type} out_{self.variable_name}')
                frag.add_in(f'{self.variable_type} out_{self.variable_name}')

                vert.write(f'out_{self.variable_name} = {self.variable_name};')
                return 'out_' + self.variable_name
Esempio n. 4
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def write_norpos(con_mesh: ShaderContext,
                 vert: Shader,
                 declare=False,
                 write_nor=True):
    is_bone = con_mesh.is_elem('bone')
    is_morph = con_mesh.is_elem('morph')
    if is_morph:
        make_morph_target.morph_pos(vert)
    if is_bone:
        make_skin.skin_pos(vert)
    if write_nor:
        prep = 'vec3 ' if declare else ''
        if is_morph:
            make_morph_target.morph_nor(vert, is_bone, prep)
        if is_bone:
            make_skin.skin_nor(vert, is_morph, prep)
        if not is_morph and not is_bone:
            vert.write_attrib(prep +
                              'wnormal = normalize(N * vec3(nor.xy, pos.w));')
    if con_mesh.is_elem('ipos'):
        make_inst.inst_pos(con_mesh, vert)
Esempio n. 5
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def build_node_tree(world: bpy.types.World, frag: Shader):
    """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()

    # 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

    # Clear to color if no texture or sky is provided
    if '_EnvSky' not in world.world_defs and '_EnvTex' not in world.world_defs:
        if '_EnvImg' not in world.world_defs:
            world.world_defs += '_EnvCol'
            frag.add_uniform('vec3 backgroundCol', link='_backgroundCol')

            # 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)

    # film_transparent
    if bpy.context.scene is not None and hasattr(
            bpy.context.scene.render,
            'film_transparent') and bpy.context.scene.render.film_transparent:
        world.world_defs += '_EnvTransp'
        world.world_defs += '_EnvCol'
        frag.add_uniform('vec3 backgroundCol', link='_backgroundCol')

    # 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')

    frag_write_main(world, frag)
Esempio n. 6
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def write_shader(rel_path: str,
                 shader: Shader,
                 ext: str,
                 rpass: str,
                 matname: str,
                 keep_cache=True) -> None:
    if shader is None or shader.is_linked:
        return

    # TODO: blend context
    if rpass == 'mesh' and mat_state.material.arm_blending:
        rpass = '******'

    file_ext = '.glsl'
    if shader.noprocessing:
        # Use hlsl directly
        hlsl_dir = arm.utils.build_dir() + '/compiled/Hlsl/'
        if not os.path.exists(hlsl_dir):
            os.makedirs(hlsl_dir)
        file_ext = '.hlsl'
        rel_path = rel_path.replace('/compiled/Shaders/', '/compiled/Hlsl/')

    shader_file = matname + '_' + rpass + '.' + ext + file_ext
    shader_path = arm.utils.get_fp() + '/' + rel_path + '/' + shader_file
    assets.add_shader(shader_path)
    if not os.path.isfile(shader_path) or not keep_cache:
        with open(shader_path, 'w') as f:
            f.write(shader.get())

        if shader.noprocessing:
            cwd = os.getcwd()
            os.chdir(arm.utils.get_fp() + '/' + rel_path)
            hlslbin_path = arm.utils.get_sdk_path(
            ) + '/lib/armory_tools/hlslbin/hlslbin.exe'
            prof = 'vs_5_0' if ext == 'vert' else 'ps_5_0' if ext == 'frag' else 'gs_5_0'
            # noprocessing flag - gets renamed to .d3d11
            args = [
                hlslbin_path.replace('/', '\\').replace('\\\\', '\\'),
                shader_file, shader_file[:-4] + 'glsl', prof
            ]
            if ext == 'vert':
                args.append('-i')
                args.append('pos')
            proc = subprocess.call(args)
            os.chdir(cwd)
Esempio n. 7
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def finalize(frag: Shader, vert: Shader):
    """Checks the given fragment shader for completeness and adds
    variable initializations if required.

    TODO: Merge with make_finalize?
    """
    if frag.contains('pos') and not frag.contains('vec3 pos'):
        frag.write_attrib('vec3 pos = -n;')

    if frag.contains('vVec') and not frag.contains('vec3 vVec'):
        # For worlds, the camera seems to be always at origin in
        # Blender, so we can just use the normals as the incoming vector
        frag.write_attrib('vec3 vVec = n;')

    for var in ('bposition', 'mposition', 'wposition'):
        if (frag.contains(var)
                and not frag.contains(f'vec3 {var}')) or vert.contains(var):
            frag.add_in(f'vec3 {var}')
            vert.add_out(f'vec3 {var}')
            vert.write(f'{var} = pos;')

    if frag.contains('wtangent') and not frag.contains('vec3 wtangent'):
        frag.write_attrib('vec3 wtangent = vec3(0.0);')

    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. 8
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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. 9
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 def make_tese(self):
     self.data['tesseval_shader'] = self.matname + '_' + self.data[
         'name'] + '.tese'
     self.tese = Shader(self, 'tese')
     return self.tese
Esempio n. 10
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 def make_tesc(self):
     self.data['tesscontrol_shader'] = self.matname + '_' + self.data[
         'name'] + '.tesc'
     self.tesc = Shader(self, 'tesc')
     return self.tesc
Esempio n. 11
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 def make_geom(self):
     self.data['geometry_shader'] = self.matname + '_' + self.data[
         'name'] + '.geom'
     self.geom = Shader(self, 'geom')
     return self.geom
Esempio n. 12
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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
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

    # 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. 14
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def write_tex_coords(con_mesh: ShaderContext, vert: Shader, frag: Shader,
                     tese: Optional[Shader]):
    rpdat = arm.utils.get_rp()

    if con_mesh.is_elem('tex'):
        vert.add_out('vec2 texCoord')
        vert.add_uniform('float texUnpack', link='_texUnpack')
        if mat_state.material.arm_tilesheet_flag:
            if mat_state.material.arm_particle_flag and rpdat.arm_particles == 'On':
                make_particle.write_tilesheet(vert)
            else:
                vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset')
                vert.write_attrib(
                    'texCoord = tex * texUnpack + tilesheetOffset;')
        else:
            vert.write_attrib('texCoord = tex * texUnpack;')

        if tese is not None:
            tese.write_pre = True
            make_tess.interpolate(tese,
                                  'texCoord',
                                  2,
                                  declare_out=frag.contains('texCoord'))
            tese.write_pre = False

    if con_mesh.is_elem('tex1'):
        vert.add_out('vec2 texCoord1')
        vert.add_uniform('float texUnpack', link='_texUnpack')
        vert.write_attrib('texCoord1 = tex1 * texUnpack;')
        if tese is not None:
            tese.write_pre = True
            make_tess.interpolate(tese,
                                  'texCoord1',
                                  2,
                                  declare_out=frag.contains('texCoord1'))
            tese.write_pre = False
Esempio n. 15
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    def parse(self, vertshdr:Shader,part_con) -> str:
                
        if(self.sclX or self.sclY or self.sclZ):
            scl = parse_vector_input(self.inputs[2])
        
        if(self.sclX):
            vertshdr.write(f'spos.x *= {scl}.x;')

        if(self.sclY):
            vertshdr.write(f'spos.y *= {scl}.y;')

        if(self.sclX):
            vertshdr.write(f'spos.z *= {scl}.z;')

        if(self.billBoard):
            vertshdr.add_uniform('mat4 WV', '_worldViewMatrix')
            vertshdr.write('spos = mat4(transpose(mat3(WV))) * spos;')
        
        if(self.rotX or self.rotY or self.rotZ):
            rot = parse_vector_input(self.inputs[1])

        if(self.rotX and not self.rotY and not self.rotZ):
            vertshdr.write(f'mat3 part_rot_mat = mat3(1.0, 0.0, 0.0,') 
            vertshdr.write(f'                       0.0, cos({rot}.x), sin({rot}.x),')
            vertshdr.write(f'                       0.0, -sin({rot}.x), cos({rot}.x));')

        if(not self.rotX and self.rotY and not self.rotZ):
            vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.y), 0.0, -sin({rot}.y),') 
            vertshdr.write(f'                       0.0, 1.0, 0.0,')
            vertshdr.write(f'                       sin({rot}.y), 0.0, cos({rot}.y));')

        if(not self.rotX and not self.rotY and self.rotZ):
            vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.z), sin({rot}.z), 0.0,') 
            vertshdr.write(f'                       -sin({rot}.z), cos({rot}.z), 0.0,')
            vertshdr.write(f'                       0.0, 0.0, 1.0);')

        if(self.rotX and self.rotY and not self.rotZ):
            vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.y), 0.0, -sin({rot}.y),') 
            vertshdr.write(f'                         sin({rot}.y) * sin({rot}.x), cos({rot}.x), cos({rot}.y) * sin({rot}.x),')
            vertshdr.write(f'                         sin({rot}.y) * cos({rot}.x), -sin({rot}.x), cos({rot}.y) * cos({rot}.x));')
        
        if(self.rotX and not self.rotY and self.rotZ):
            vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.z), sin({rot}.z), 0.0,') 
            vertshdr.write(f'                         -sin({rot}.z) * cos({rot}.x), cos({rot}.z) * cos({rot}.x), sin({rot}.x),')
            vertshdr.write(f'                         sin({rot}.z) * sin({rot}.x), -cos({rot}.z) * sin({rot}.x), cos({rot}.x));')
        
        if(not self.rotX and self.rotY and self.rotZ):
            vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.z) * cos({rot}.y), sin({rot}.z) * cos({rot}.y), -sin({rot}.y),') 
            vertshdr.write(f'                         -sin({rot}.z) , cos({rot}.z), 0.0,')
            vertshdr.write(f'                         cos({rot}.z) * sin({rot}.y), sin({rot}.z) * sin({rot}.y), cos({rot}.y));')
        
        if(self.rotX and self.rotY and self.rotZ):
            vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.z) * cos({rot}.y), sin({rot}.z) * cos({rot}.y), -sin({rot}.y),') 
            vertshdr.write(f'                         -sin({rot}.z) * cos({rot}.x) + cos({rot}.z) * sin({rot}.y) * sin({rot}.x), cos({rot}.z) * cos({rot}.x) + sin({rot}.z) * sin({rot}.y) * sin({rot}.x), cos({rot}.y) * sin({rot}.x),')
            vertshdr.write(f'                         sin({rot}.z) * sin({rot}.x) + cos({rot}.z) * sin({rot}.y) * cos({rot}.x), -cos({rot}.z) * sin({rot}.x) + sin({rot}.z) * sin({rot}.y) * cos({rot}.x), cos({rot}.y) * cos({rot}.x));')
        
        if(self.rotX or self.rotY or self.rotZ):
            vertshdr.write('spos.xyz = part_rot_mat * spos.xyz;')
            if((part_con.data['name'] == 'mesh' or 'translucent') and vertshdr.contains('wnormal')):
                vertshdr.write('wnormal = transpose(inverse(part_rot_mat)) * wnormal;')
        
        if(self.posX or self.posY or self.posZ):
            pos = parse_vector_input(self.inputs[0])
        
        if(self.posX):
            vertshdr.write(f'spos.x += {pos}.x;')

        if(self.posY):
            vertshdr.write(f'spos.y += {pos}.y;')

        if(self.posZ):
            vertshdr.write(f'spos.z += {pos}.z;')
                
        if(vertshdr.contains('vec3 disp')):
            vertshdr.write('wposition = vec4(W * spos).xyz;')
Esempio n. 16
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def frag_write_main(world: bpy.types.World, frag: Shader):
    if '_EnvSky' in world.world_defs or '_EnvTex' in world.world_defs or '_EnvClouds' in world.world_defs:
        frag.write('vec3 n = normalize(normal);')

    if '_EnvCol' in world.world_defs:
        frag.write('fragColor.rgb = backgroundCol;')
        if '_EnvTransp' in world.world_defs:
            frag.write('return;')

    # Static background image
    elif '_EnvImg' in world.world_defs:
        # Will have to get rid of gl_FragCoord, pass texture coords from
        # vertex shader
        frag.write('vec2 texco = gl_FragCoord.xy / screenSize;')
        frag.write(
            'fragColor.rgb = texture(envmap, vec2(texco.x, 1.0 - texco.y)).rgb * envmapStrength;'
        )

    # Environment texture
    # Also check for _EnvSky to prevent case when sky radiance is enabled
    elif '_EnvTex' in world.world_defs and '_EnvSky' not in world.world_defs:
        frag.write(
            'fragColor.rgb = texture(envmap, envMapEquirect(n)).rgb * envmapStrength;'
        )

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

    if '_EnvSky' in world.world_defs:
        frag.write('float cos_theta = clamp(n.z, 0.0, 1.0);')
        frag.write('float cos_gamma = dot(n, hosekSunDirection);')
        frag.write('float gamma_val = acos(cos_gamma);')
        frag.write(
            'fragColor.rgb = Z * hosekWilkie(cos_theta, gamma_val, cos_gamma) * envmapStrength;'
        )

    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;')
Esempio n. 17
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def frag_write_clouds(world: bpy.types.World, frag: Shader):
    """References:
    GPU PRO 7 - Real-time Volumetric Cloudscapes
    https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn
    https://github.com/sebh/TileableVolumeNoise
    """
    frag.add_uniform('sampler3D scloudsBase', link='$clouds_base.raw')
    frag.add_uniform('sampler3D scloudsDetail', link='$clouds_detail.raw')
    frag.add_uniform('sampler2D scloudsMap', link='$clouds_map.png')
    frag.add_uniform('float time', link='_time')

    frag.add_const('float', 'cloudsLower',
                   str(round(world.arm_clouds_lower * 100) / 100))
    frag.add_const('float', 'cloudsUpper',
                   str(round(world.arm_clouds_upper * 100) / 100))
    frag.add_const(
        'vec2', 'cloudsWind',
        'vec2(' + str(round(world.arm_clouds_wind[0] * 100) / 100) + ',' +
        str(round(world.arm_clouds_wind[1] * 100) / 100) + ')')
    frag.add_const('float', 'cloudsPrecipitation',
                   str(round(world.arm_clouds_precipitation * 100) / 100))
    frag.add_const('float', 'cloudsSecondary',
                   str(round(world.arm_clouds_secondary * 100) / 100))
    frag.add_const('float', 'cloudsSteps',
                   str(round(world.arm_clouds_steps * 100) / 100))

    frag.add_function(
        '''float remap(float old_val, float old_min, float old_max, float new_min, float new_max) {
\treturn new_min + (((old_val - old_min) / (old_max - old_min)) * (new_max - new_min));
}''')

    frag.add_function(
        '''float getDensityHeightGradientForPoint(float height, float cloud_type) {
\tconst vec4 stratusGrad = vec4(0.02f, 0.05f, 0.09f, 0.11f);
\tconst vec4 stratocumulusGrad = vec4(0.02f, 0.2f, 0.48f, 0.625f);
\tconst vec4 cumulusGrad = vec4(0.01f, 0.0625f, 0.78f, 1.0f);
\tfloat stratus = 1.0f - clamp(cloud_type * 2.0f, 0, 1);
\tfloat stratocumulus = 1.0f - abs(cloud_type - 0.5f) * 2.0f;
\tfloat cumulus = clamp(cloud_type - 0.5f, 0, 1) * 2.0f;
\tvec4 cloudGradient = stratusGrad * stratus + stratocumulusGrad * stratocumulus + cumulusGrad * cumulus;
\treturn smoothstep(cloudGradient.x, cloudGradient.y, height) - smoothstep(cloudGradient.z, cloudGradient.w, height);
}''')

    frag.add_function('''float sampleCloudDensity(vec3 p) {
\tfloat cloud_base = textureLod(scloudsBase, p, 0).r * 40; // Base noise
\tvec3 weather_data = textureLod(scloudsMap, p.xy, 0).rgb; // Weather map
\tcloud_base *= getDensityHeightGradientForPoint(p.z, weather_data.b); // Cloud type
\tcloud_base = remap(cloud_base, weather_data.r, 1.0, 0.0, 1.0); // Coverage
\tcloud_base *= weather_data.r;
\tfloat cloud_detail = textureLod(scloudsDetail, p, 0).r * 2; // Detail noise
\tfloat cloud_detail_mod = mix(cloud_detail, 1.0 - cloud_detail, clamp(p.z * 10.0, 0, 1));
\tcloud_base = remap(cloud_base, cloud_detail_mod * 0.2, 1.0, 0.0, 1.0);
\treturn cloud_base;
}''')

    func_cloud_radiance = 'float cloudRadiance(vec3 p, vec3 dir) {\n'
    if '_EnvSky' in world.world_defs:
        # Nishita sky
        if 'vec3 sunDir' in frag.uniforms:
            func_cloud_radiance += '\tvec3 sun_dir = sunDir;\n'
        # Hosek
        else:
            func_cloud_radiance += '\tvec3 sun_dir = hosekSunDirection;\n'
    else:
        func_cloud_radiance += '\tvec3 sun_dir = vec3(0, 0, -1);\n'
    func_cloud_radiance += '''\tconst int steps = 8;
\tfloat step_size = 0.5 / float(steps);
\tfloat d = 0.0;
\tp += sun_dir * step_size;
\tfor(int i = 0; i < steps; ++i) {
\t\td += sampleCloudDensity(p + sun_dir * float(i) * step_size);
\t}
\treturn 1.0 - d;
}'''
    frag.add_function(func_cloud_radiance)

    func_trace_clouds = '''vec3 traceClouds(vec3 sky, vec3 dir) {
\tconst float step_size = 0.5 / float(cloudsSteps);
\tfloat T = 1.0;
\tfloat C = 0.0;
\tvec2 uv = dir.xy / dir.z * 0.4 * cloudsLower + cloudsWind * time * 0.02;

\tfor (int i = 0; i < cloudsSteps; ++i) {
\t\tfloat h = float(i) / float(cloudsSteps);
\t\tvec3 p = vec3(uv * 0.04, h);
\t\tfloat d = sampleCloudDensity(p);

\t\tif (d > 0) {
\t\t\t// float radiance = cloudRadiance(p, dir);
\t\t\tC += T * exp(h) * d * step_size * 0.6 * cloudsPrecipitation;
\t\t\tT *= exp(-d * step_size);
\t\t\tif (T < 0.01) break;
\t\t}
\t\tuv += (dir.xy / dir.z) * step_size * cloudsUpper;
\t}
'''

    if world.arm_darken_clouds:
        func_trace_clouds += '\t// Darken clouds when the sun is low\n'

        # Nishita sky
        if 'vec3 sunDir' in frag.uniforms:
            func_trace_clouds += '\tC *= smoothstep(-0.02, 0.25, sunDir.z);\n'
        # Hosek
        else:
            func_trace_clouds += '\tC *= smoothstep(0.04, 0.32, hosekSunDirection.z);\n'

    func_trace_clouds += '\treturn vec3(C) + sky * T;\n}'
    frag.add_function(func_trace_clouds)
Esempio n. 18
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 def make_vert(self):
     self.data[
         'vertex_shader'] = self.matname + '_' + self.data['name'] + '.vert'
     self.vert = Shader(self, 'vert')
     return self.vert
Esempio n. 19
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    def parse(self, frag: Shader, vert: Shader) -> str:
        if self.input_type == "uniform":
            frag.add_uniform(f'{self.variable_type} {self.variable_name}',
                             link=self.variable_name)
            vert.add_uniform(f'{self.variable_type} {self.variable_name}',
                             link=self.variable_name)

            if self.variable_type == "sampler2D":
                frag.add_uniform('vec2 screenSize', link='_screenSize')
                return f'texture({self.variable_name}, gl_FragCoord.xy / screenSize).rgb'

            return self.variable_name

        else:
            if self.input_source == "frag":
                frag.add_in(f'{self.variable_type} {self.variable_name}')
                return self.variable_name

            # Reroute input from vertex shader to fragment shader (input must exist!)
            else:
                vert.add_out(f'{self.variable_type} out_{self.variable_name}')
                frag.add_in(f'{self.variable_type} out_{self.variable_name}')

                vert.write(f'out_{self.variable_name} = {self.variable_name};')
                return 'out_' + self.variable_name
Esempio n. 20
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 def make_frag(self):
     self.data['fragment_shader'] = self.matname + '_' + self.data[
         'name'] + '.frag'
     self.frag = Shader(self, 'frag')
     return self.frag