コード例 #1
0
ファイル: cycles.py プロジェクト: yanngdev/armory
def parse_normal_map_color_input(inp):
    global normal_parsed
    global parse_teximage_vector
    if basecol_only:
        return
    if inp.is_linked == False:
        return
    if normal_parsed:
        return
    normal_parsed = True
    frag.write_pre_header = True
    parse_teximage_vector = False # Force texCoord for normal map image vector
    defplus = c_state.get_rp_renderer() == 'Deferred Plus'
    if not c_state.get_arm_export_tangents() or defplus or c_state.mat_get_material().arm_decal: # Compute TBN matrix
        frag.write('vec3 texn = ({0}) * 2.0 - 1.0;'.format(parse_vector_input(inp)))
        frag.add_include('../../Shaders/std/normals.glsl')
        if defplus:
            frag.write('mat3 TBN = cotangentFrame(n, -vVec, g2.xy, g2.zw);')
        else:
            frag.write('mat3 TBN = cotangentFrame(n, -vVec, texCoord);')
        frag.write('n = TBN * normalize(texn);')
    else:
        frag.write('vec3 n = ({0}) * 2.0 - 1.0;'.format(parse_vector_input(inp)))
        frag.write('n = normalize(TBN * n);')
        con.add_elem('tang', 3)

    parse_teximage_vector = True
    frag.write_pre_header = False
コード例 #2
0
ファイル: cycles.py プロジェクト: yanngdev/armory
def parse_value(node, socket):
    global particle_info

    if node.type == 'GROUP':
        if node.node_tree.name.startswith('Armory PBR'):
            # Displacement
            if socket == node.outputs[1]:
                return parse_value_input(node.inputs[7])
            else:
                return None
        else:
            return parse_group(node, socket)

    elif node.type == 'GROUP_INPUT':
        return parse_group_input(node, socket)

    elif node.type == 'ATTRIBUTE':
        # Pass time till drivers are implemented
        if node.attribute_name == 'time':
            curshader.add_uniform('float time', link='_time')
            return 'time'
        else:
            return '0.0'

    elif node.type == 'CAMERA':
        # View Z Depth
        if socket == node.outputs[1]:
            return 'gl_FragCoord.z'
        # View Distance
        else:
            return 'length(eyeDir)'

    elif node.type == 'FRESNEL':
        ior = parse_value_input(node.inputs[0])
        #nor = parse_vectorZ_input(node.inputs[1])
        return 'pow(1.0 - dotNV, 7.25 / {0})'.format(ior) # max(dotNV, 0.0)

    elif node.type == 'NEW_GEOMETRY':
        if socket == node.outputs[6]: # Backfacing
            return '0.0'
        elif socket == node.outputs[7]: # Pointiness
            return '0.0'

    elif node.type == 'HAIR_INFO':
        # Is Strand
        # Intercept
        # Thickness
        return '0.5'

    elif node.type == 'LAYER_WEIGHT':
        blend = parse_value_input(node.inputs[0])
        # nor = parse_vector_input(node.inputs[1])
        if socket == node.outputs[0]: # Fresnel
            return 'clamp(pow(1.0 - dotNV, (1.0 - {0}) * 10.0), 0.0, 1.0)'.format(blend)
        elif socket == node.outputs[1]: # Facing
            return '((1.0 - dotNV) * {0})'.format(blend)

    elif node.type == 'LIGHT_PATH':
        if socket == node.outputs[0]: # Is Camera Ray
            return '1.0'
        elif socket == node.outputs[1]: # Is Shadow Ray
            return '0.0'
        elif socket == node.outputs[2]: # Is Diffuse Ray
            return '1.0'
        elif socket == node.outputs[3]: # Is Glossy Ray
            return '1.0'
        elif socket == node.outputs[4]: # Is Singular Ray
            return '0.0'
        elif socket == node.outputs[5]: # Is Reflection Ray
            return '0.0'
        elif socket == node.outputs[6]: # Is Transmission Ray
            return '0.0'
        elif socket == node.outputs[7]: # Ray Length
            return '0.0'
        elif socket == node.outputs[8]: # Ray Depth
            return '0.0'
        elif socket == node.outputs[9]: # Transparent Depth
            return '0.0'
        elif socket == node.outputs[10]: # Transmission Depth
            return '0.0'

    elif node.type == 'OBJECT_INFO':
        if socket == node.outputs[1]: # Object Index
            curshader.add_uniform('float objectInfoIndex', link='_objectInfoIndex')
            return 'objectInfoIndex'
        elif socket == node.outputs[2]: # Material Index
            curshader.add_uniform('float objectInfoMaterialIndex', link='_objectInfoMaterialIndex')
            return 'objectInfoMaterialIndex'
        elif socket == node.outputs[3]: # Random
            curshader.add_uniform('float objectInfoRandom', link='_objectInfoRandom')
            return 'objectInfoRandom'

    elif node.type == 'PARTICLE_INFO':
        if socket == node.outputs[0]: # Index
            particle_info['index'] = True
            return 'p_index' if c_state.mat_get_material().arm_particle == 'gpu' else '0.0'
        elif socket == node.outputs[1]: # Age
            particle_info['age'] = True
            return 'p_age' if c_state.mat_get_material().arm_particle == 'gpu' else '0.0'
        elif socket == node.outputs[2]: # Lifetime
            particle_info['lifetime'] = True
            return 'p_lifetime' if c_state.mat_get_material().arm_particle == 'gpu' else '0.0'
        elif socket == node.outputs[4]: # Size
            particle_info['size'] = True
            return '1.0'

    elif node.type == 'VALUE':
        return tovec1(node.outputs[0].default_value)

    elif node.type == 'WIREFRAME':
        #node.use_pixel_size
        # size = parse_value_input(node.inputs[0])
        return '0.0'

    elif node.type == 'TEX_BRICK':
        return '0.0'

    elif node.type == 'TEX_CHECKER':
        # TODO: do not recompute when color socket is also connected
        curshader.add_function(c_functions.str_tex_checker)
        if node.inputs[0].is_linked:
            co = parse_vector_input(node.inputs[0])
        else:
            co = 'mposition'
        col1 = parse_vector_input(node.inputs[1])
        col2 = parse_vector_input(node.inputs[2])
        scale = parse_value_input(node.inputs[3])
        return 'tex_checker({0}, {1}, {2}, {3}).r'.format(co, col1, col2, scale)

    elif node.type == 'TEX_GRADIENT':
        return '0.0'

    elif node.type == 'TEX_IMAGE':
        # Already fetched
        if res_var_name(node, node.outputs[0]) in parsed:
            return '{0}.a'.format(store_var_name(node))
        tex_name = c_state.safesrc(node.name)
        tex = c_state.make_texture(node, tex_name)
        if tex != None:
            return '{0}.a'.format(texture_store(node, tex, tex_name))
        else:
            tex_store = store_var_name(node) # Pink color for missing texture
            curshader.write('vec4 {0} = vec4(1.0, 0.0, 1.0, 1.0);'.format(tex_store))
            return '{0}.a'.format(tex_store)

    elif node.type == 'TEX_MAGIC':
        return '0.0'

    elif node.type == 'TEX_MUSGRAVE':
        # Fall back to noise
        curshader.add_function(c_functions.str_tex_noise)
        if node.inputs[0].is_linked:
            co = parse_vector_input(node.inputs[0])
        else:
            co = 'mposition'
        scale = parse_value_input(node.inputs[1])
        # detail = parse_value_input(node.inputs[2])
        # distortion = parse_value_input(node.inputs[3])
        return 'tex_noise_f({0} * {1})'.format(co, scale)

    elif node.type == 'TEX_NOISE':
        curshader.add_function(c_functions.str_tex_noise)
        if node.inputs[0].is_linked:
            co = parse_vector_input(node.inputs[0])
        else:
            co = 'mposition'
        scale = parse_value_input(node.inputs[1])
        # detail = parse_value_input(node.inputs[2])
        # distortion = parse_value_input(node.inputs[3])
        return 'tex_noise({0} * {1})'.format(co, scale)

    elif node.type == 'TEX_POINTDENSITY':
        return '0.0'

    elif node.type == 'TEX_VORONOI':
        curshader.add_function(c_functions.str_tex_voronoi)
        c_state.assets_add(c_state.get_sdk_path() + '/armory/Assets/' + 'noise64.png')
        c_state.assets_add_embedded_data('noise64.png')
        curshader.add_uniform('sampler2D snoise', link='_noise64')
        if node.inputs[0].is_linked:
            co = parse_vector_input(node.inputs[0])
        else:
            co = 'mposition'
        scale = parse_value_input(node.inputs[1])
        if node.coloring == 'INTENSITY':
            return 'tex_voronoi({0} * {1}).a'.format(co, scale)
        else: # CELLS
            return 'tex_voronoi({0} * {1}).r'.format(co, scale)

    elif node.type == 'TEX_WAVE':
        return '0.0'

    elif node.type == 'LIGHT_FALLOFF':
        # Constant, linear, quadratic
        # Shaders default to quadratic for now
        return '1.0'

    elif node.type == 'NORMAL':
        nor = parse_vector_input(node.inputs[0])
        return 'dot({0}, {1})'.format(tovec3(node.outputs[0].default_value), nor)

    elif node.type == 'VALTORGB': # ColorRamp
        return '1.0'

    elif node.type == 'MATH':
        val1 = parse_value_input(node.inputs[0])
        val2 = parse_value_input(node.inputs[1])
        op = node.operation
        if op == 'ADD':
            out_val = '({0} + {1})'.format(val1, val2)
        elif op == 'SUBTRACT':
            out_val = '({0} - {1})'.format(val1, val2)
        elif op == 'MULTIPLY':
            out_val = '({0} * {1})'.format(val1, val2)
        elif op == 'DIVIDE':
            out_val = '({0} / {1})'.format(val1, val2)
        elif op == 'SINE':
            out_val = 'sin({0})'.format(val1)
        elif op == 'COSINE':
            out_val = 'cos({0})'.format(val1)
        elif op == 'TANGENT':
            out_val = 'tan({0})'.format(val1)
        elif op == 'ARCSINE':
            out_val = 'asin({0})'.format(val1)
        elif op == 'ARCCOSINE':
            out_val = 'acos({0})'.format(val1)
        elif op == 'ARCTANGENT':
            out_val = 'atan({0})'.format(val1)
        elif op == 'POWER':
            out_val = 'pow({0}, {1})'.format(val1, val2)
        elif op == 'LOGARITHM':
            out_val = 'log({0})'.format(val1)
        elif op == 'MINIMUM':
            out_val = 'min({0}, {1})'.format(val1, val2)
        elif op == 'MAXIMUM':
            out_val = 'max({0}, {1})'.format(val1, val2)
        elif op == 'ROUND':
            # out_val = 'round({0})'.format(val1)
            out_val = 'floor({0} + 0.5)'.format(val1)
        elif op == 'LESS_THAN':
            out_val = 'float({0} < {1})'.format(val1, val2)
        elif op == 'GREATER_THAN':
            out_val = 'float({0} > {1})'.format(val1, val2)
        elif op == 'MODULO':
            # out_val = 'float({0} % {1})'.format(val1, val2)
            out_val = 'mod({0}, {1})'.format(val1, val2)
        elif op == 'ABSOLUTE':
            out_val = 'abs({0})'.format(val1)
        if node.use_clamp:
            return 'clamp({0}, 0.0, 1.0)'.format(out_val)
        else:
            return out_val

    elif node.type == 'RGBTOBW':
        col = parse_vector_input(node.inputs[0])
        return '((({0}.r * 0.3 + {0}.g * 0.59 + {0}.b * 0.11) / 3.0) * 2.5)'.format(col)

    elif node.type == 'SEPHSV':
        return '0.0'

    elif node.type == 'SEPRGB':
        col = parse_vector_input(node.inputs[0])
        if socket == node.outputs[0]:
            return '{0}.r'.format(col)
        elif socket == node.outputs[1]:
            return '{0}.g'.format(col)
        elif socket == node.outputs[2]:
            return '{0}.b'.format(col)

    elif node.type == 'SEPXYZ':
        vec = parse_vector_input(node.inputs[0])
        if socket == node.outputs[0]:
            return '{0}.x'.format(vec)
        elif socket == node.outputs[1]:
            return '{0}.y'.format(vec)
        elif socket == node.outputs[2]:
            return '{0}.z'.format(vec)

    elif node.type == 'VECT_MATH':
        vec1 = parse_vector_input(node.inputs[0])
        vec2 = parse_vector_input(node.inputs[1])
        op = node.operation
        if op == 'DOT_PRODUCT':
            return 'dot({0}, {1})'.format(vec1, vec2)
        else:
            return '0.0'
コード例 #3
0
ファイル: cycles.py プロジェクト: yanngdev/armory
def parse_vector(node, socket):
    global particle_info

    if node.type == 'GROUP':
        return parse_group(node, socket)

    elif node.type == 'GROUP_INPUT':
        return parse_group_input(node, socket)

    elif node.type == 'ATTRIBUTE':
        # UVMaps only for now
        con.add_elem('tex', 2)
        mat = c_state.mat_get_material()
        mat_users = c_state.mat_get_material_users()
        if mat_users != None and mat in mat_users:
            mat_user = mat_users[mat][0]
            if hasattr(mat_user.data, 'uv_layers'): # No uvlayers for Curve
                lays = mat_user.data.uv_layers
                # Second uvmap referenced
                if len(lays) > 1 and node.attribute_name == lays[1].name:
                    con.add_elem('tex1', 2)
                    return 'texCoord1', 2
        return 'texCoord', 2

    elif node.type == 'CAMERA':
        # View Vector
        return 'vVec'

    elif node.type == 'NEW_GEOMETRY':
        if socket == node.outputs[0]: # Position
            return 'wposition'
        elif socket == node.outputs[1]: # Normal
            return 'n'
        elif socket == node.outputs[2]: # Tangent
            return 'vec3(0.0)'
        elif socket == node.outputs[3]: # True Normal
            return 'n'
        elif socket == node.outputs[4]: # Incoming
            return 'vVec'
        elif socket == node.outputs[5]: # Parametric
            return 'mposition'

    elif node.type == 'HAIR_INFO':
        return 'vec3(0.0)' # Tangent Normal

    elif node.type == 'OBJECT_INFO':
        return 'wposition'

    elif node.type == 'PARTICLE_INFO':
        if socket == node.outputs[3]: # Location
            particle_info['location'] = True
            return 'p_location' if c_state.mat_get_material().arm_particle == 'gpu' else 'vec3(0.0)'
        elif socket == node.outputs[5]: # Velocity
            particle_info['velocity'] = True
            return 'p_velocity' if c_state.mat_get_material().arm_particle == 'gpu' else 'vec3(0.0)'
        elif socket == node.outputs[6]: # Angular Velocity
            particle_info['angular_velocity'] = True
            return 'vec3(0.0)'

    elif node.type == 'TANGENT':
        return 'vec3(0.0)'

    elif node.type == 'TEX_COORD':
        #obj = node.object
        #dupli = node.from_dupli
        if socket == node.outputs[0]: # Generated
            return 'vec2(0.0)', 2
        elif socket == node.outputs[1]: # Normal
            return 'vec2(0.0)', 2
        elif socket == node.outputs[2]: # UV
            con.add_elem('tex', 2)
            return 'texCoord', 2
        elif socket == node.outputs[3]: # Object
            return 'vec2(0.0)', 2
        elif socket == node.outputs[4]: # Camera
            return 'vec2(0.0)', 2
        elif socket == node.outputs[5]: # Window
            return 'vec2(0.0)', 2
        elif socket == node.outputs[6]: # Reflection
            return 'vec2(0.0)', 2

    elif node.type == 'UVMAP':
        #map = node.uv_map
        #dupli = node.from_dupli
        return 'vec2(0.0)', 2

    elif node.type == 'BUMP':
        #invert = node.invert
        # strength = parse_value_input(node.inputs[0])
        # distance = parse_value_input(node.inputs[1])
        # height = parse_value_input(node.inputs[2])
        # nor = parse_vector_input(node.inputs[3])
        # Sample height around the normal and compute normal
        return 'n'

    elif node.type == 'MAPPING':
        out = parse_vector_input(node.inputs[0])
        if node.scale[0] != 1.0 or node.scale[1] != 1.0 or node.scale[2] != 1.0:
            out = '({0} * vec2({1}, {2}))'.format(out, node.scale[0], node.scale[1])
        if node.translation[0] != 0.0 or node.translation[1] != 0.0 or node.translation[2] != 0.0:
            out = '({0} + vec2({1}, {2}))'.format(out, node.translation[0], node.translation[1])
        # if node.rotation[0] != 0.0 or node.rotation[1] != 0.0 or node.rotation[2] != 0.0:
            # out.x = x * cos(rotation[0]) - y * sin(rotation[0])
            # out.y = y * cos(rotation[0]) + x * sin(rotation[0])
        # if node.use_min:
            # out = max(out, vec2(min[0], min[1]))
        # if node.use_max:
            # out = min(out, vec2(max[0], max[1]))
        return out, 2

    elif node.type == 'NORMAL':
        if socket == node.outputs[0]:
            return tovec3(node.outputs[0].default_value)
        elif socket == node.outputs[1]: # TODO: is parse_value path preferred?
            nor = parse_vector_input(node.inputs[0])
            return 'vec3(dot({0}, {1}))'.format(tovec3(node.outputs[0].default_value), nor)

    elif node.type == 'NORMAL_MAP':
        if curshader == tese:
            return parse_vector_input(node.inputs[1])
        else:
            #space = node.space
            #map = node.uv_map
            # strength = parse_value_input(node.inputs[0])
            parse_normal_map_color_input(node.inputs[1]) # Color
            return None

    elif node.type == 'CURVE_VEC':
        # fac = parse_value_input(node.inputs[0])
        # Pass throuh
        return parse_vector_input(node.inputs[1])

    elif node.type == 'VECT_TRANSFORM':
        #type = node.vector_type
        #conv_from = node.convert_from
        #conv_to = node.convert_to
        # Pass throuh
        return parse_vector_input(node.inputs[0])

    elif node.type == 'COMBXYZ':
        x = parse_value_input(node.inputs[0])
        y = parse_value_input(node.inputs[1])
        z = parse_value_input(node.inputs[2])
        return 'vec3({0}, {1}, {2})'.format(x, y, z)

    elif node.type == 'VECT_MATH':
        vec1 = parse_vector_input(node.inputs[0])
        vec2 = parse_vector_input(node.inputs[1])
        op = node.operation
        if op == 'ADD':
            return '({0} + {1})'.format(vec1, vec2)
        elif op == 'SUBTRACT':
            return '({0} - {1})'.format(vec1, vec2)
        elif op == 'AVERAGE':
            return '(({0} + {1}) / 2.0)'.format(vec1, vec2)
        elif op == 'DOT_PRODUCT':
            return 'vec3(dot({0}, {1}))'.format(vec1, vec2)
        elif op == 'CROSS_PRODUCT':
            return 'cross({0}, {1})'.format(vec1, vec2)
        elif op == 'NORMALIZE':
            return 'normalize({0})'.format(vec1)