def write_shader(shader, ext, rpass, keep_cache=True): if shader == None: return shader_path = mat_state.path + '/' + armutils.safe_source_name(mat_state.material.name) + '_' + rpass + '.' + ext + '.glsl' assets.add_shader(shader_path) if not os.path.isfile(shader_path) or keep_cache: with open(shader_path, 'w') as f: f.write(shader.get())
def __init__(self, material): self.material = material self.contexts = [] self.sd = {} self.data = {} self.data['shader_datas'] = [self.sd] self.matname = armutils.safe_source_name(material.name) self.sd['name'] = self.matname + '_data' self.sd['vertex_structure'] = [] self.sd['contexts'] = []
def write_shader(shader, ext, rpass, keep_cache=True): if shader == None: return shader_rel_path = mat_state.rel_path + '/' + armutils.safe_source_name( mat_state.material.name) + '_' + rpass + '.' + ext + '.glsl' shader_path = armutils.get_fp() + '/' + shader_rel_path assets.add_shader(shader_rel_path) if not os.path.isfile(shader_path) or not keep_cache: with open(shader_path, 'w') as f: f.write(shader.get())
def build_node_tree(node_group): path = "Sources/" + bpy.data.worlds["Arm"].arm_project_package.replace(".", "/") + "/node/" node_group_name = armutils.safe_source_name(node_group.name) with open(path + node_group_name + ".hx", "w") as f: f.write("package " + bpy.data.worlds["Arm"].arm_project_package + ".node;\n\n") f.write("import armory.logicnode.*;\n\n") f.write("@:keep class " + node_group_name + " extends armory.trait.internal.NodeExecutor {\n\n") f.write("\tpublic function new() { super(); notifyOnAdd(add); }\n\n") f.write("\tfunction add() {\n") # Make sure root node exists roots = get_root_nodes(node_group) created_nodes = [] for rn in roots: name = "_" + rn.name.replace(".", "_").replace(" ", "") buildNode(node_group, rn, f, created_nodes) f.write("\n\t\tstart(" + name + ");\n\n") f.write("\t}\n") f.write("}\n")
def __init__(self, material, shader_data, props): self.vert = None self.frag = None self.geom = None self.tesc = None self.tese = None self.material = material self.matname = armutils.safe_source_name(material.name) self.shader_data = shader_data self.data = {} self.data['name'] = props['name'] self.data['depth_write'] = props['depth_write'] self.data['compare_mode'] = props['compare_mode'] self.data['cull_mode'] = props['cull_mode'] if 'blend_source' in props: self.data['blend_source'] = props['blend_source'] if 'blend_destination' in props: self.data['blend_destination'] = props['blend_destination'] if 'blend_operation' in props: self.data['blend_operation'] = props['blend_operation'] if 'alpha_blend_source' in props: self.data['alpha_blend_source'] = props['alpha_blend_source'] if 'alpha_blend_destination' in props: self.data['alpha_blend_destination'] = props[ 'alpha_blend_destination'] if 'alpha_blend_operation' in props: self.data['alpha_blend_operation'] = props['alpha_blend_operation'] if 'color_write_red' in props: self.data['color_write_red'] = props['color_write_red'] if 'color_write_green' in props: self.data['color_write_green'] = props['color_write_green'] if 'color_write_blue' in props: self.data['color_write_blue'] = props['color_write_blue'] if 'color_write_alpha' in props: self.data['color_write_alpha'] = props['color_write_alpha'] self.data['texture_units'] = [] self.tunits = self.data['texture_units'] self.data['constants'] = [] self.constants = self.data['constants']
def __init__(self, material, shader_data, props): self.vert = None self.frag = None self.geom = None self.tesc = None self.tese = None self.material = material self.matname = armutils.safe_source_name(material.name) self.shader_data = shader_data self.data = {} self.data['name'] = props['name'] self.data['depth_write'] = props['depth_write'] self.data['compare_mode'] = props['compare_mode'] self.data['cull_mode'] = props['cull_mode'] if 'blend_source' in props: self.data['blend_source'] = props['blend_source'] if 'blend_destination' in props: self.data['blend_destination'] = props['blend_destination'] if 'blend_operation' in props: self.data['blend_operation'] = props['blend_operation'] if 'alpha_blend_source' in props: self.data['alpha_blend_source'] = props['alpha_blend_source'] if 'alpha_blend_destination' in props: self.data['alpha_blend_destination'] = props['alpha_blend_destination'] if 'alpha_blend_operation' in props: self.data['alpha_blend_operation'] = props['alpha_blend_operation'] if 'color_write_red' in props: self.data['color_write_red'] = props['color_write_red'] if 'color_write_green' in props: self.data['color_write_green'] = props['color_write_green'] if 'color_write_blue' in props: self.data['color_write_blue'] = props['color_write_blue'] if 'color_write_alpha' in props: self.data['color_write_alpha'] = props['color_write_alpha'] self.data['texture_units'] = [] self.tunits = self.data['texture_units'] self.data['constants'] = [] self.constants = self.data['constants']
def build_node_tree(node_group): path = 'Sources/' + bpy.data.worlds['Arm'].arm_project_package.replace( '.', '/') + '/node/' node_group_name = armutils.safe_source_name(node_group.name) with open(path + node_group_name + '.hx', 'w') as f: f.write('package ' + bpy.data.worlds['Arm'].arm_project_package + '.node;\n\n') f.write('import armory.logicnode.*;\n\n') f.write('@:keep class ' + node_group_name + ' extends armory.Trait {\n\n') f.write('\tpublic function new() { super(); notifyOnAdd(add); }\n\n') f.write('\tfunction add() {\n') # Make sure root node exists roots = get_root_nodes(node_group) created_nodes = [] print(roots) for rn in roots: name = '_' + rn.name.replace('.', '_').replace(' ', '') buildNode(node_group, rn, f, created_nodes) f.write('\t}\n') f.write('}\n')
def socket_name(s): return armutils.safe_source_name(s)
def node_name(s): s = armutils.safe_source_name(s) if len(parents) > 0: s = armutils.safe_source_name(parents[-1].name) + '_' + s return s
def parse(material, mat_data, mat_users, rid): wrd = bpy.data.worlds['Arm'] mat_state.material = material mat_state.nodes = material.node_tree.nodes mat_state.mat_data = mat_data mat_state.mat_users = mat_users mat_state.output_node = cycles.node_by_type(mat_state.nodes, 'OUTPUT_MATERIAL') if mat_state.output_node == None: return None matname = armutils.safe_source_name(material.name) mat_state.path = armutils.get_fp() + '/build/compiled/ShaderRaws/' + matname if not os.path.exists(mat_state.path): os.makedirs(mat_state.path) mat_state.data = ShaderData(material) mat_state.data.add_elem('pos', 3) mat_state.data.add_elem('nor', 3) if mat_users != None: for bo in mat_users[material]: # GPU Skinning if bo.find_armature() and armutils.is_bone_animation_enabled(bo) and wrd.generate_gpu_skin == True: mat_state.data.add_elem('bone', 4) mat_state.data.add_elem('weight', 4) # Instancing if bo.instanced_children or len(bo.particle_systems) > 0: mat_state.data.add_elem('off', 3) rpasses = mat_utils.get_rpasses(material) for rp in rpasses: c = {} c['name'] = rp c['bind_constants'] = [] c['bind_textures'] = [] mat_state.mat_data['contexts'].append(c) mat_state.mat_context = c if rp == 'mesh': const = {} const['name'] = 'receiveShadow' const['bool'] = material.receive_shadow c['bind_constants'].append(const) con = make_mesh.make(rp, rid) elif rp == 'shadowmap': con = make_shadowmap.make(rp, rpasses) elif rp == 'translucent': const = {} const['name'] = 'receiveShadow' const['bool'] = material.receive_shadow c['bind_constants'].append(const) 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) write_shaders(con, rp) armutils.write_arm(mat_state.path + '/' + matname + '_data.arm', mat_state.data.get()) shader_data_name = matname + '_data' shader_data_path = 'build/compiled/ShaderRaws/' + matname + '/' + shader_data_name + '.arm' assets.add_shader_data(shader_data_path) mat_data['shader'] = shader_data_name + '/' + shader_data_name return mat_state.data.sd
def parse(material, mat_data, mat_users, mat_armusers, rid): wrd = bpy.data.worlds['Arm'] mat_state.material = material mat_state.nodes = material.node_tree.nodes mat_state.mat_data = mat_data mat_state.mat_users = mat_users mat_state.mat_armusers = mat_armusers mat_state.output_node = cycles.node_by_type(mat_state.nodes, 'OUTPUT_MATERIAL') if mat_state.output_node == None: return None matname = armutils.safe_source_name(material.name) mat_state.rel_path = 'build/compiled/ShaderRaws/' + matname mat_state.path = armutils.get_fp() + '/' + mat_state.rel_path if not os.path.exists(mat_state.path): os.makedirs(mat_state.path) mat_state.data = ShaderData(material) mat_state.data.add_elem('pos', 3) mat_state.data.add_elem('nor', 3) if mat_users != None: for bo in mat_users[material]: # GPU Skinning if bo.find_armature() and armutils.is_bone_animation_enabled( bo) and wrd.generate_gpu_skin == True: mat_state.data.add_elem('bone', 4) mat_state.data.add_elem('weight', 4) # Instancing if bo.instanced_children or len(bo.particle_systems) > 0: mat_state.data.add_elem('off', 3) rpasses = mat_utils.get_rpasses(material) for rp in rpasses: c = {} c['name'] = rp c['bind_constants'] = [] c['bind_textures'] = [] mat_state.mat_data['contexts'].append(c) mat_state.mat_context = c if rp == 'mesh': const = {} const['name'] = 'receiveShadow' const['bool'] = material.receive_shadow c['bind_constants'].append(const) con = mesh_make(rp, rid) elif rp == 'shadowmap': con = make_shadowmap.make(rp, rpasses) elif rp == 'translucent': const = {} const['name'] = 'receiveShadow' const['bool'] = material.receive_shadow c['bind_constants'].append(const) 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) elif rp == 'voxel': con = make_voxel.make(rp) elif rpass_hook != None: con = rpass_hook(rp) write_shaders(con, rp) armutils.write_arm(mat_state.path + '/' + matname + '_data.arm', mat_state.data.get()) shader_data_name = matname + '_data' shader_data_path = 'build/compiled/ShaderRaws/' + matname + '/' + shader_data_name + '.arm' assets.add_shader_data(shader_data_path) mat_data['shader'] = shader_data_name + '/' + shader_data_name return mat_state.data.sd, 'translucent' in rpasses, 'overlay' in rpasses, 'decal' in rpasses
def parse_rgb(node, socket): if node.type == 'GROUP': return parse_group(node, socket) elif node.type == 'GROUP_INPUT': return parse_group_input(node, socket) elif node.type == 'ATTRIBUTE': # Vcols only for now # node.attribute_name mat_state.data.add_elem('col', 3) return 'vcolor' elif node.type == 'RGB': return tovec3(socket.default_value) elif node.type == 'TEX_BRICK': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'TEX_CHECKER': curshader.add_function(functions.str_tex_checker) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' 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})'.format(co, col1, col2, scale) elif node.type == 'TEX_ENVIRONMENT': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'TEX_GRADIENT': if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' grad = node.gradient_type if grad == 'LINEAR': f = '{0}.x'.format(co) elif grad == 'QUADRATIC': f = '0.0' elif grad == 'EASING': f = '0.0' elif grad == 'DIAGONAL': f = '({0}.x + {0}.y) * 0.5'.format(co) elif grad == 'RADIAL': f = 'atan({0}.y, {0}.x) / PI2 + 0.5'.format(co) elif grad == 'QUADRATIC_SPHERE': f = '0.0' elif grad == 'SPHERICAL': f = 'max(1.0 - sqrt({0}.x * {0}.x + {0}.y * {0}.y + {0}.z * {0}.z), 0.0)'.format( co) return 'vec3(clamp({0}, 0.0, 1.0))'.format(f) elif node.type == 'TEX_IMAGE': # Already fetched if res_var_name(node, node.outputs[1]) in parsed: return '{0}.rgb'.format(store_var_name(node)) tex_name = armutils.safe_source_name(node.name) tex = texture.make_texture(node, tex_name) if tex != None: to_linear = parsing_basecol and not tex['file'].endswith('.hdr') return '{0}.rgb'.format( texture_store(node, tex, tex_name, to_linear)) elif node.image == None: # Empty texture tex = {} tex['name'] = tex_name tex['file'] = '' return '{0}.rgb'.format(texture_store(node, tex, tex_name, True)) 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}.rgb'.format(tex_store) elif node.type == 'TEX_MAGIC': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'TEX_MUSGRAVE': # Fall back to noise curshader.add_function(functions.str_tex_noise) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' scale = parse_value_input(node.inputs[1]) # detail = parse_value_input(node.inputs[2]) # distortion = parse_value_input(node.inputs[3]) return 'vec3(tex_noise_f({0} * {1}))'.format(co, scale) elif node.type == 'TEX_NOISE': curshader.add_function(functions.str_tex_noise) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' scale = parse_value_input(node.inputs[1]) # detail = parse_value_input(node.inputs[2]) # distortion = parse_value_input(node.inputs[3]) # Slow.. return 'vec3(tex_noise({0} * {1}), tex_noise({0} * {1} + 0.33), tex_noise({0} * {1} + 0.66))'.format( co, scale) elif node.type == 'TEX_POINTDENSITY': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'TEX_SKY': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'TEX_VORONOI': curshader.add_function(functions.str_tex_voronoi) assets.add(armutils.get_sdk_path() + '/armory/Assets/' + 'noise64.png') 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 = 'wposition' scale = parse_value_input(node.inputs[1]) if node.coloring == 'INTENSITY': return 'vec3(tex_voronoi({0} / {1}).a)'.format(co, scale) else: # CELLS return 'tex_voronoi({0} / {1}).rgb'.format(co, scale) elif node.type == 'TEX_WAVE': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'BRIGHTCONTRAST': out_col = parse_vector_input(node.inputs[0]) bright = parse_value_input(node.inputs[1]) contr = parse_value_input(node.inputs[2]) curshader.add_function(\ """vec3 brightcontrast(const vec3 col, const float bright, const float contr) { float a = 1.0 + contr; float b = bright - contr * 0.5; return max(a * col + b, 0.0); } """) return 'brightcontrast({0}, {1}, {2})'.format(out_col, bright, contr) elif node.type == 'GAMMA': out_col = parse_vector_input(node.inputs[0]) gamma = parse_value_input(node.inputs[1]) return 'pow({0}, vec3({1}))'.format(out_col, gamma) elif node.type == 'HUE_SAT': # hue = parse_value_input(node.inputs[0]) # sat = parse_value_input(node.inputs[1]) # val = parse_value_input(node.inputs[2]) # fac = parse_value_input(node.inputs[3]) out_col = parse_vector_input(node.inputs[4]) # curshader.add_function(\ # """vec3 hue_sat(const float hue, const float sat, const float val, const float fac, const vec3 col) { # } # """) return out_col elif node.type == 'INVERT': fac = parse_value_input(node.inputs[0]) out_col = parse_vector_input(node.inputs[1]) return 'mix({0}, vec3(1.0) - ({0}), {1})'.format(out_col, fac) elif node.type == 'MIX_RGB': fac = parse_value_input(node.inputs[0]) fac_var = node_name(node.name) + '_fac' curshader.write('float {0} = {1};'.format(fac_var, fac)) col1 = parse_vector_input(node.inputs[1]) col2 = parse_vector_input(node.inputs[2]) blend = node.blend_type if blend == 'MIX': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) elif blend == 'ADD': out_col = 'mix({0}, {0} + {1}, {2})'.format(col1, col2, fac_var) elif blend == 'MULTIPLY': out_col = 'mix({0}, {0} * {1}, {2})'.format(col1, col2, fac_var) elif blend == 'SUBTRACT': out_col = 'mix({0}, {0} - {1}, {2})'.format(col1, col2, fac_var) elif blend == 'SCREEN': out_col = '(vec3(1.0) - (vec3(1.0 - {2}) + {2} * (vec3(1.0) - {1})) * (vec3(1.0) - {0}))'.format( col1, col2, fac_var) elif blend == 'DIVIDE': out_col = '(vec3((1.0 - {2}) * {0} + {2} * {0} / {1}))'.format( col1, col2, fac_var) elif blend == 'DIFFERENCE': out_col = 'mix({0}, abs({0} - {1}), {2})'.format( col1, col2, fac_var) elif blend == 'DARKEN': out_col = 'min({0}, {1} * {2})'.format(col1, col2, fac_var) elif blend == 'LIGHTEN': out_col = 'max({0}, {1} * {2})'.format(col1, col2, fac_var) elif blend == 'OVERLAY': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'DODGE': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'BURN': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'HUE': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'SATURATION': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'VALUE': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'COLOR': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'SOFT_LIGHT': out_col = '((1.0 - {2}) * {0} + {2} * ((vec3(1.0) - {0}) * {1} * {0} + {0} * (vec3(1.0) - (vec3(1.0) - {1}) * (vec3(1.0) - {0}))));'.format( col1, col2, fac) elif blend == 'LINEAR_LIGHT': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix # out_col = '({0} + {2} * (2.0 * ({1} - vec3(0.5))))'.format(col1, col2, fac_var) if node.use_clamp: return 'clamp({0}, vec3(0.0), vec3(1.0))'.format(out_col) else: return out_col elif node.type == 'CURVE_RGB': # Pass throuh return parse_vector_input(node.inputs[1]) elif node.type == 'BLACKBODY': # Pass constant return tovec3([0.84, 0.38, 0.0]) elif node.type == 'VALTORGB': # ColorRamp fac = parse_value_input(node.inputs[0]) interp = node.color_ramp.interpolation elems = node.color_ramp.elements if len(elems) == 1: return tovec3(elems[0].color) if interp == 'CONSTANT': fac_var = node_name(node.name) + '_fac' curshader.write('float {0} = {1};'.format(fac_var, fac)) # Get index out_i = '0' for i in range(1, len(elems)): out_i += ' + ({0} > {1} ? 1 : 0)'.format( fac_var, elems[i].position) # Write cols array cols_var = node_name(node.name) + '_cols' curshader.write('vec3 {0}[{1}];'.format(cols_var, len(elems))) for i in range(0, len(elems)): curshader.write('{0}[{1}] = vec3({2}, {3}, {4});'.format( cols_var, i, elems[i].color[0], elems[i].color[1], elems[i].color[2])) return '{0}[{1}]'.format(cols_var, out_i) else: # Linear, .. - 2 elems only, end pos assumed to be 1 # float f = clamp((pos - start) * (1.0 / (1.0 - start)), 0.0, 1.0); return 'mix({0}, {1}, clamp(({2} - {3}) * (1.0 / (1.0 - {3})), 0.0, 1.0))'.format( tovec3(elems[0].color), tovec3(elems[1].color), fac, elems[0].position) elif node.type == 'COMBHSV': # vec3 hsv2rgb(vec3 c) { # vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); # vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); # return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); # } # vec3 rgb2hsv(vec3 c) { # vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); # vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); # vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); # float d = q.x - min(q.w, q.y); # float e = 1.0e-10; # return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); # } # Pass constant return tovec3([0.0, 0.0, 0.0]) elif node.type == 'COMBRGB': r = parse_value_input(node.inputs[0]) g = parse_value_input(node.inputs[1]) b = parse_value_input(node.inputs[2]) return 'vec3({0}, {1}, {2})'.format(r, g, b) elif node.type == 'WAVELENGTH': # Pass constant return tovec3([0.0, 0.27, 0.19])
def parse_rgb(node, socket): if node.type == 'GROUP': return parse_group(node, socket) elif node.type == 'GROUP_INPUT': return parse_input_group(node, socket) elif node.type == 'ATTRIBUTE': # Vcols only for now # node.attribute_name mat_state.data.add_elem('col', 3) return 'vcolor' elif node.type == 'RGB': return tovec3(socket.default_value) elif node.type == 'TEX_BRICK': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'TEX_CHECKER': curshader.add_function(functions.str_tex_checker) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' 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})'.format(co, col1, col2, scale) elif node.type == 'TEX_ENVIRONMENT': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'TEX_GRADIENT': if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' grad = node.gradient_type if grad == 'LINEAR': f = '{0}.x'.format(co) elif grad == 'QUADRATIC': f = '0.0' elif grad == 'EASING': f = '0.0' elif grad == 'DIAGONAL': f = '({0}.x + {0}.y) * 0.5'.format(co) elif grad == 'RADIAL': f = 'atan({0}.y, {0}.x) / PI2 + 0.5'.format(co) elif grad == 'QUADRATIC_SPHERE': f = '0.0' elif grad == 'SPHERICAL': f = 'max(1.0 - sqrt({0}.x * {0}.x + {0}.y * {0}.y + {0}.z * {0}.z), 0.0)'.format(co) return 'vec3(clamp({0}, 0.0, 1.0))'.format(f) elif node.type == 'TEX_IMAGE': # Already fetched if res_var_name(node, node.outputs[1]) in parsed: return '{0}.rgb'.format(store_var_name(node)) tex_name = armutils.safe_source_name(node.name) tex = texture.make_texture(node, tex_name) if tex != None: return '{0}.rgb'.format(texture_store(node, tex, tex_name)) else: return tovec3([0.0, 0.0, 0.0]) elif node.type == 'TEX_MAGIC': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'TEX_MUSGRAVE': # Fall back to noise curshader.add_function(functions.str_tex_noise) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' scale = parse_value_input(node.inputs[1]) # detail = parse_value_input(node.inputs[2]) # distortion = parse_value_input(node.inputs[3]) return 'vec3(tex_noise_f({0} * {1}))'.format(co, scale) elif node.type == 'TEX_NOISE': curshader.add_function(functions.str_tex_noise) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' scale = parse_value_input(node.inputs[1]) # detail = parse_value_input(node.inputs[2]) # distortion = parse_value_input(node.inputs[3]) # Slow.. return 'vec3(tex_noise({0} * {1}), tex_noise({0} * {1} + vec3(0.33)), tex_noise({0} * {1} + vec3(0.66)))'.format(co, scale) elif node.type == 'TEX_POINTDENSITY': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'TEX_SKY': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'TEX_VORONOI': curshader.add_function(functions.str_tex_voronoi) assets.add(armutils.get_sdk_path() + '/armory/Assets/' + 'noise64.png') 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 = 'wposition' scale = parse_value_input(node.inputs[1]) if node.coloring == 'INTENSITY': return 'vec3(tex_voronoi({0} / {1}).a)'.format(co, scale) else: # CELLS return 'tex_voronoi({0} / {1}).rgb'.format(co, scale) elif node.type == 'TEX_WAVE': # Pass through return tovec3([0.0, 0.0, 0.0]) elif node.type == 'BRIGHTCONTRAST': out_col = parse_vector_input(node.inputs[0]) bright = parse_value_input(node.inputs[1]) contr = parse_value_input(node.inputs[2]) curshader.add_function(\ """vec3 brightcontrast(const vec3 col, const float bright, const float contr) { float a = 1.0 + contr; float b = bright - contr * 0.5; return max(a * col + b, 0.0); } """) return 'brightcontrast({0}, {1}, {2})'.format(out_col, bright, contr) elif node.type == 'GAMMA': out_col = parse_vector_input(node.inputs[0]) gamma = parse_value_input(node.inputs[1]) return 'pow({0}, vec3({1}))'.format(out_col, gamma) elif node.type == 'HUE_SAT': # hue = parse_value_input(node.inputs[0]) # sat = parse_value_input(node.inputs[1]) # val = parse_value_input(node.inputs[2]) # fac = parse_value_input(node.inputs[3]) out_col = parse_vector_input(node.inputs[4]) # curshader.add_function(\ # """vec3 hue_sat(const float hue, const float sat, const float val, const float fac, const vec3 col) { # } # """) return out_col elif node.type == 'INVERT': fac = parse_value_input(node.inputs[0]) out_col = parse_vector_input(node.inputs[1]) return 'mix({0}, vec3(1.0) - ({0}), {1})'.format(out_col, fac) elif node.type == 'MIX_RGB': fac = parse_value_input(node.inputs[0]) fac_var = node_name(node.name) + '_fac' curshader.write('float {0} = {1};'.format(fac_var, fac)) col1 = parse_vector_input(node.inputs[1]) col2 = parse_vector_input(node.inputs[2]) blend = node.blend_type if blend == 'MIX': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) elif blend == 'ADD': out_col = 'mix({0}, {0} + {1}, {2})'.format(col1, col2, fac_var) elif blend == 'MULTIPLY': out_col = 'mix({0}, {0} * {1}, {2})'.format(col1, col2, fac_var) elif blend == 'SUBTRACT': out_col = 'mix({0}, {0} - {1}, {2})'.format(col1, col2, fac_var) elif blend == 'SCREEN': out_col = '(vec3(1.0) - (vec3(1.0 - {2}) + {2} * (vec3(1.0) - {1})) * (vec3(1.0) - {0}))'.format(col1, col2, fac_var) elif blend == 'DIVIDE': out_col = '(vec3((1.0 - {2}) * {0} + {2} * {0} / {1}))'.format(col1, col2, fac_var) elif blend == 'DIFFERENCE': out_col = 'mix({0}, abs({0} - {1}), {2})'.format(col1, col2, fac_var) elif blend == 'DARKEN': out_col = 'min({0}, {1} * {2})'.format(col1, col2, fac_var) elif blend == 'LIGHTEN': out_col = 'max({0}, {1} * {2})'.format(col1, col2, fac_var) elif blend == 'OVERLAY': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'DODGE': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'BURN': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'HUE': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'SATURATION': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'VALUE': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'COLOR': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix elif blend == 'SOFT_LIGHT': out_col = '((1.0 - {2}) * {0} + {2} * ((vec3(1.0) - {0}) * {1} * {0} + {0} * (vec3(1.0) - (vec3(1.0) - {1}) * (vec3(1.0) - {0}))));'.format(col1, col2, fac) elif blend == 'LINEAR_LIGHT': out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix # out_col = '({0} + {2} * (2.0 * ({1} - vec3(0.5))))'.format(col1, col2, fac_var) if node.use_clamp: return 'clamp({0}, vec3(0.0), vec3(1.0))'.format(out_col) else: return out_col elif node.type == 'CURVE_RGB': # Pass throuh return parse_vector_input(node.inputs[1]) elif node.type == 'BLACKBODY': # Pass constant return tovec3([0.84, 0.38, 0.0]) elif node.type == 'VALTORGB': # ColorRamp fac = parse_value_input(node.inputs[0]) interp = node.color_ramp.interpolation elems = node.color_ramp.elements if len(elems) == 1: return tovec3(elems[0].color) if interp == 'CONSTANT': fac_var = node_name(node.name) + '_fac' curshader.write('float {0} = {1};'.format(fac_var, fac)) # Get index out_i = '0' for i in range(1, len(elems)): out_i += ' + ({0} > {1} ? 1 : 0)'.format(fac_var, elems[i].position) # Write cols array cols_var = node_name(node.name) + '_cols' curshader.write('vec3 {0}[{1}];'.format(cols_var, len(elems))) for i in range(0, len(elems)): curshader.write('{0}[{1}] = vec3({2}, {3}, {4});'.format(cols_var, i, elems[i].color[0], elems[i].color[1], elems[i].color[2])) return '{0}[{1}]'.format(cols_var, out_i) else: # Linear, .. - 2 elems only, end pos assumed to be 1 # float f = clamp((pos - start) * (1.0 / (1.0 - start)), 0.0, 1.0); return 'mix({0}, {1}, clamp(({2} - {3}) * (1.0 / (1.0 - {3})), 0.0, 1.0))'.format(tovec3(elems[0].color), tovec3(elems[1].color), fac, elems[0].position) elif node.type == 'COMBHSV': # vec3 hsv2rgb(vec3 c) { # vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); # vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); # return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); # } # vec3 rgb2hsv(vec3 c) { # vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); # vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); # vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); # float d = q.x - min(q.w, q.y); # float e = 1.0e-10; # return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); # } # Pass constant return tovec3([0.0, 0.0, 0.0]) elif node.type == 'COMBRGB': r = parse_value_input(node.inputs[0]) g = parse_value_input(node.inputs[1]) b = parse_value_input(node.inputs[2]) return 'vec3({0}, {1}, {2})'.format(r, g, b) elif node.type == 'WAVELENGTH': # Pass constant return tovec3([0.0, 0.27, 0.19])
def parse_value(node, socket): if node.type == 'GROUP': if node.node_tree.name.startswith('Armory PBR'): # Displacement if socket == node.outputs[1]: res = parse_value_input(node.inputs[10]) if node.inputs[11].is_linked or node.inputs[11].default_value != 1.0: res = "({0} * {1})".format(res, parse_value_input(node.inputs[11])) return res else: return None else: return parse_group(node, socket) elif node.type == 'GROUP_INPUT': return parse_input_group(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 None 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 pass 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[0]: # Is Shadow Ray return '0.0' elif socket == node.outputs[0]: # Is Diffuse Ray return '1.0' elif socket == node.outputs[0]: # Is Glossy Ray return '1.0' elif socket == node.outputs[0]: # Is Singular Ray return '0.0' elif socket == node.outputs[0]: # Is Reflection Ray return '0.0' elif socket == node.outputs[0]: # Is Transmission Ray return '0.0' elif socket == node.outputs[0]: # Ray Length return '0.0' elif socket == node.outputs[0]: # Ray Depth return '0.0' elif socket == node.outputs[0]: # Transparent Depth return '0.0' elif socket == node.outputs[0]: # Transmission Depth return '0.0' elif node.type == 'OBJECT_INFO': if socket == node.outputs[0]: # Object Index return '0.0' elif socket == node.outputs[0]: # Material Index return '0.0' elif socket == node.outputs[0]: # Random return '0.0' elif node.type == 'PARTICLE_INFO': if socket == node.outputs[0]: # Index return '0.0' elif socket == node.outputs[1]: # Age return '0.0' elif socket == node.outputs[2]: # Lifetime return '0.0' elif socket == node.outputs[4]: # Size return '0.0' 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(functions.str_tex_checker) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' 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 = armutils.safe_source_name(node.name) tex = texture.make_texture(node, tex_name) if tex != None: return '{0}.a'.format(texture_store(node, tex, tex_name)) else: return '0.0' elif node.type == 'TEX_MAGIC': return '0.0' elif node.type == 'TEX_MUSGRAVE': # Fall back to noise curshader.add_function(functions.str_tex_noise) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' 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(functions.str_tex_noise) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' 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(functions.str_tex_voronoi) assets.add(armutils.get_sdk_path() + '/armory/Assets/' + 'noise64.png') 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 = 'wposition' 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': return '0.0' 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'
def parse_value(node, socket): if node.type == 'GROUP': if node.node_tree.name.startswith('Armory PBR'): # Displacement if socket == node.outputs[1]: res = parse_value_input(node.inputs[10]) if node.inputs[ 11].is_linked or node.inputs[11].default_value != 1.0: res = "({0} * {1})".format( res, parse_value_input(node.inputs[11])) return res 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[0]: # Object Index return '0.0' elif socket == node.outputs[1]: # Material Index return '0.0' elif socket == node.outputs[2]: # Random return '0.0' elif node.type == 'PARTICLE_INFO': if socket == node.outputs[0]: # Index return '0.0' elif socket == node.outputs[1]: # Age return '0.0' elif socket == node.outputs[2]: # Lifetime return '0.0' elif socket == node.outputs[4]: # Size return '0.0' 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(functions.str_tex_checker) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' 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 = armutils.safe_source_name(node.name) tex = texture.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(functions.str_tex_noise) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' 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(functions.str_tex_noise) if node.inputs[0].is_linked: co = parse_vector_input(node.inputs[0]) else: co = 'wposition' 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(functions.str_tex_voronoi) assets.add(armutils.get_sdk_path() + '/armory/Assets/' + 'noise64.png') 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 = 'wposition' 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'