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
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)
def build_environment_texture_background(world: bpy.types.World, hdri_path: str, rotation: float = 0.0) -> None: world.use_nodes = True node_tree = world.node_tree environment_texture_node = node_tree.nodes.new( type="ShaderNodeTexEnvironment") environment_texture_node.image = bpy.data.images.load(hdri_path) mapping_node = node_tree.nodes.new(type="ShaderNodeMapping") if bpy.app.version >= (2, 81, 0): mapping_node.inputs["Rotation"].default_value = (0.0, 0.0, rotation) else: mapping_node.rotation[2] = rotation tex_coord_node = node_tree.nodes.new(type="ShaderNodeTexCoord") node_tree.links.new(tex_coord_node.outputs["Generated"], mapping_node.inputs["Vector"]) node_tree.links.new(mapping_node.outputs["Vector"], environment_texture_node.inputs["Vector"]) node_tree.links.new(environment_texture_node.outputs["Color"], node_tree.nodes["Background"].inputs["Color"]) arrange_nodes(node_tree)
def set_tex_environment(world: bpy.types.World, path: str): # shader node tree world.use_nodes = True bpysnt = world.node_tree # ShaderNodeTree bpysn_texenv = bpysnt.nodes.new(type="ShaderNodeTexEnvironment") # ShaderNodeTexEnvironment bpysn_texenv.image = bpy.data.images.load(path) bpysn_texcrd = bpysnt.nodes.new(type="ShaderNodeTexCoord") bpysnt.links.new(bpysn_texcrd.outputs["Generated"], bpysn_texenv.inputs["Vector"]) bpysnt.links.new(bpysn_texenv.outputs["Color"], bpysnt.nodes["Background"].inputs["Color"])
def build_rgb_background(world: bpy.types.World, rgb: Tuple[float, float, float, float] = (0.9, 0.9, 0.9, 1.0), strength: float = 1.0) -> None: world.use_nodes = True node_tree = world.node_tree rgb_node = node_tree.nodes.new(type="ShaderNodeRGB") rgb_node.outputs["Color"].default_value = rgb node_tree.nodes["Background"].inputs["Strength"].default_value = strength node_tree.links.new(rgb_node.outputs["Color"], node_tree.nodes["Background"].inputs["Color"]) arrange_nodes(node_tree)
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 if node_surface.inputs[0].is_linked: color_node = node_utils.find_node_by_link(world.node_tree, node_surface, node_surface.inputs[0]) parse_color(world, color_node, frag) else: world.arm_envtex_color = node_surface.inputs[0].default_value
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)
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);')
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