예제 #1
0
def build(materialArray, mat_users, mat_armusers):
    global batchDict
    batchDict = dict()  # Stores shader data for given material
    signatureDict = dict()  # Stores materials for given signature

    # Update signatures
    for ref in materialArray.items():
        mat = ref[0]
        if mat.signature == '' or not mat.is_cached:
            mat.signature = get_signature(mat)
        # Group signatures
        if mat.signature in signatureDict:
            signatureDict[mat.signature].append(mat)
        else:
            signatureDict[mat.signature] = [mat]

    # Mark different inputs
    for ref in signatureDict:
        mats = signatureDict[ref]
        if len(mats) > 1:
            mark_uniforms(mats)

    mat_state.batch = True

    # Build unique shaders
    for ref in materialArray.items():
        mat = ref[0]

        for ref2 in materialArray.items():
            mat2 = ref2[0]

            # Signature not found  - build it
            if mat == mat2:
                batchDict[mat] = make_shader.build(mat, mat_users,
                                                   mat_armusers)
                break

            # Already batched
            if mat.signature == mat2.signature:
                batchDict[mat] = batchDict[mat2]
                break

    mat_state.batch = False
예제 #2
0
파일: make.py 프로젝트: slamj1/armory
def parse(material, mat_data, mat_users, mat_armusers, rid):
    wrd = bpy.data.worlds['Arm']

    # No batch - shader data per material
    if not wrd.arm_batch_materials or material.name.startswith('armdefault'):
        rpasses, shader_data, shader_data_name, bind_constants, bind_textures = make_shader.build(material, mat_users, mat_armusers, rid)
    else:
        rpasses, shader_data, shader_data_name, bind_constants, bind_textures = mat_batch.get(material)

    # Material
    for rp in rpasses:

        c = {}
        c['name'] = rp
        c['bind_constants'] = [] + bind_constants[rp]
        c['bind_textures'] = [] + bind_textures[rp]
        mat_data['contexts'].append(c)

        if rp == 'mesh':
            const = {}
            const['name'] = 'receiveShadow'
            const['bool'] = material.receive_shadow
            c['bind_constants'].append(const)

            if bpy.data.cameras[0].rp_sss_state == 'On':
                sss_node = arm.nodes.get_node_by_type(material.node_tree, 'SUBSURFACE_SCATTERING')
                if sss_node != None and sss_node.outputs[0].is_linked: # Check linked node
                    const = {}
                    const['name'] = 'materialID'
                    const['int'] = 2
                    c['bind_constants'].append(const)

            # TODO: Mesh only material batching
            if wrd.arm_batch_materials:
                # Set textures uniforms
                if len(c['bind_textures']) > 0:
                    c['bind_textures'] = []
                    for node in material.node_tree.nodes:
                        if node.type == 'TEX_IMAGE':
                            tex_name = arm.utils.safesrc(node.name)
                            tex = make_texture.make(node, tex_name)
                            if tex == None: # Empty texture
                                tex = {}
                                tex['name'] = tex_name
                                tex['file'] = ''
                            c['bind_textures'].append(tex)

                # Set marked inputs as uniforms
                for node in material.node_tree.nodes:
                    for inp in node.inputs:
                        if inp.is_uniform:
                            uname = arm.utils.safesrc(inp.node.name) + arm.utils.safesrc(inp.name)  # Merge with cycles
                            const = {}
                            const['name'] = uname
                            const[glsltype(inp.type)] = glslvalue(inp.default_value)
                            c['bind_constants'].append(const)

        elif rp == 'translucent':
            const = {}
            const['name'] = 'receiveShadow'
            const['bool'] = material.receive_shadow
            c['bind_constants'].append(const)
    
    mat_data['shader'] = shader_data_name + '/' + shader_data_name

    return shader_data.sd, rpasses
예제 #3
0
파일: make.py 프로젝트: clayne/armory
def parse(material: Material, mat_data,
          mat_users: Dict[Material, List[Object]], mat_armusers) -> tuple:
    wrd = bpy.data.worlds['Arm']
    rpdat = arm.utils.get_rp()

    needs_sss = material_needs_sss(material)
    if needs_sss and rpdat.rp_sss_state != 'Off' and '_SSS' not in wrd.world_defs:
        # Must be set before calling make_shader.build()
        wrd.world_defs += '_SSS'

    # No batch - shader data per material
    if material.arm_custom_material != '':
        rpasses = ['mesh']

        con = {'vertex_elements': []}
        con['vertex_elements'].append({'name': 'pos', 'data': 'short4norm'})
        con['vertex_elements'].append({'name': 'nor', 'data': 'short2norm'})
        con['vertex_elements'].append({'name': 'tex', 'data': 'short2norm'})
        con['vertex_elements'].append({'name': 'tex1', 'data': 'short2norm'})

        sd = {'contexts': [con]}
        shader_data_name = material.arm_custom_material
        bind_constants = {'mesh': []}
        bind_textures = {'mesh': []}

        make_shader.make_instancing_and_skinning(material, mat_users)
    elif not wrd.arm_batch_materials or material.name.startswith('armdefault'):
        rpasses, shader_data, shader_data_name, bind_constants, bind_textures = make_shader.build(
            material, mat_users, mat_armusers)
        sd = shader_data.sd
    else:
        rpasses, shader_data, shader_data_name, bind_constants, bind_textures = mat_batch.get(
            material)
        sd = shader_data.sd

    sss_used = False

    # Material
    for rp in rpasses:
        c = {
            'name': rp,
            'bind_constants': [] + bind_constants[rp],
            'bind_textures': [] + bind_textures[rp],
        }
        mat_data['contexts'].append(c)

        if rp == 'mesh':
            c['bind_constants'].append({
                'name': 'receiveShadow',
                'bool': material.arm_receive_shadow
            })

            if material.arm_material_id != 0:
                c['bind_constants'].append({
                    'name': 'materialID',
                    'int': material.arm_material_id
                })

                if material.arm_material_id == 2:
                    wrd.world_defs += '_Hair'

            elif rpdat.rp_sss_state != 'Off':
                const = {'name': 'materialID'}
                if needs_sss:
                    const['int'] = 2
                    sss_used = True
                else:
                    const['int'] = 0
                c['bind_constants'].append(const)

            # TODO: Mesh only material batching
            if wrd.arm_batch_materials:
                # Set textures uniforms
                if len(c['bind_textures']) > 0:
                    c['bind_textures'] = []
                    for node in material.node_tree.nodes:
                        if node.type == 'TEX_IMAGE':
                            tex_name = arm.utils.safesrc(node.name)
                            tex = cycles.make_texture(node, tex_name)
                            # Empty texture
                            if tex is None:
                                tex = {'name': tex_name, 'file': ''}
                            c['bind_textures'].append(tex)

                # Set marked inputs as uniforms
                for node in material.node_tree.nodes:
                    for inp in node.inputs:
                        if inp.is_uniform:
                            uname = arm.utils.safesrc(
                                inp.node.name) + arm.utils.safesrc(
                                    inp.name)  # Merge with cycles module
                            c['bind_constants'].append({
                                'name':
                                uname,
                                cycles.glsl_type(inp.type):
                                glsl_value(inp.default_value)
                            })

        elif rp == 'translucent':
            c['bind_constants'].append({
                'name': 'receiveShadow',
                'bool': material.arm_receive_shadow
            })

    if wrd.arm_single_data_file:
        mat_data['shader'] = shader_data_name
    else:
        # Make sure that custom materials are not expected to be in .arm format
        ext = '' if wrd.arm_minimize and material.arm_custom_material == "" else '.json'
        mat_data['shader'] = shader_data_name + ext + '/' + shader_data_name

    return sd, rpasses, sss_used
예제 #4
0
파일: make.py 프로젝트: soitun/armory
def parse(material, mat_data, mat_users, mat_armusers):
    wrd = bpy.data.worlds['Arm']
    rpdat = arm.utils.get_rp()

    # No batch - shader data per material
    if material.arm_custom_material != '':
        rpasses = ['mesh']
        sd = {}
        sd['contexts'] = []
        con = {}
        con['vertex_elements'] = []
        elem = {}
        elem['name'] = 'pos'
        elem['data'] = 'short4norm'
        con['vertex_elements'].append(elem)
        elem = {}
        elem['name'] = 'nor'
        elem['data'] = 'short2norm'
        con['vertex_elements'].append(elem)
        sd['contexts'].append(con)
        shader_data_name = material.arm_custom_material
        bind_constants = {}
        bind_constants['mesh'] = []
        bind_textures = {}
        bind_textures['mesh'] = []
    elif not wrd.arm_batch_materials or material.name.startswith('armdefault'):
        rpasses, shader_data, shader_data_name, bind_constants, bind_textures = make_shader.build(
            material, mat_users, mat_armusers)
        sd = shader_data.sd
    else:
        rpasses, shader_data, shader_data_name, bind_constants, bind_textures = mat_batch.get(
            material)
        sd = shader_data.sd

    # Material
    for rp in rpasses:

        c = {}
        c['name'] = rp
        c['bind_constants'] = [] + bind_constants[rp]
        c['bind_textures'] = [] + bind_textures[rp]
        mat_data['contexts'].append(c)

        if rp == 'mesh':
            const = {}
            const['name'] = 'receiveShadow'
            const['bool'] = material.arm_receive_shadow
            c['bind_constants'].append(const)

            if material.arm_material_id != 0:
                const = {}
                const['name'] = 'materialID'
                const['int'] = material.arm_material_id
                c['bind_constants'].append(const)
                if material.arm_material_id == 2:
                    wrd.world_defs += '_Hair'
            elif rpdat.rp_sss_state == 'On':
                sss = False
                sss_node = arm.node_utils.get_node_by_type(
                    material.node_tree, 'SUBSURFACE_SCATTERING')
                if sss_node != None and sss_node.outputs[
                        0].is_linked:  # Check linked node
                    sss = True
                sss_node = arm.node_utils.get_node_by_type(
                    material.node_tree, 'BSDF_PRINCIPLED')
                if sss_node != None and sss_node.outputs[0].is_linked and (
                        sss_node.inputs[1].is_linked
                        or sss_node.inputs[1].default_value != 0.0):
                    sss = True
                sss_node = arm.node_utils.get_node_armorypbr(
                    material.node_tree)
                if sss_node != None and sss_node.outputs[0].is_linked and (
                        sss_node.inputs[8].is_linked
                        or sss_node.inputs[8].default_value != 0.0):
                    sss = True
                const = {}
                const['name'] = 'materialID'
                if sss:
                    const['int'] = 2
                else:
                    const['int'] = 0
                c['bind_constants'].append(const)

            # TODO: Mesh only material batching
            if wrd.arm_batch_materials:
                # Set textures uniforms
                if len(c['bind_textures']) > 0:
                    c['bind_textures'] = []
                    for node in material.node_tree.nodes:
                        if node.type == 'TEX_IMAGE':
                            tex_name = arm.utils.safesrc(node.name)
                            tex = cycles.make_texture(node, tex_name)
                            if tex == None:  # Empty texture
                                tex = {}
                                tex['name'] = tex_name
                                tex['file'] = ''
                            c['bind_textures'].append(tex)

                # Set marked inputs as uniforms
                for node in material.node_tree.nodes:
                    for inp in node.inputs:
                        if inp.is_uniform:
                            uname = arm.utils.safesrc(
                                inp.node.name) + arm.utils.safesrc(
                                    inp.name)  # Merge with cycles
                            const = {}
                            const['name'] = uname
                            const[glsl_type(inp.type)] = glsl_value(
                                inp.default_value)
                            c['bind_constants'].append(const)

        elif rp == 'translucent':
            const = {}
            const['name'] = 'receiveShadow'
            const['bool'] = material.arm_receive_shadow
            c['bind_constants'].append(const)

    ext = '' if wrd.arm_minimize else '.json'
    mat_data['shader'] = shader_data_name + ext + '/' + shader_data_name

    return sd, rpasses
예제 #5
0
def parse(material: Material, mat_data,
          mat_users: Dict[Material, List[Object]], mat_armusers):
    wrd = bpy.data.worlds['Arm']
    rpdat = arm.utils.get_rp()

    # No batch - shader data per material
    if material.arm_custom_material != '':
        rpasses = ['mesh']

        con = {'vertex_elements': []}
        con['vertex_elements'].append({'name': 'pos', 'data': 'short4norm'})
        con['vertex_elements'].append({'name': 'nor', 'data': 'short2norm'})
        con['vertex_elements'].append({'name': 'tex', 'data': 'short2norm'})
        con['vertex_elements'].append({'name': 'tex1', 'data': 'short2norm'})

        sd = {'contexts': [con]}
        shader_data_name = material.arm_custom_material
        bind_constants = {'mesh': []}
        bind_textures = {'mesh': []}

        make_shader.make_instancing_and_skinning(material, mat_users)
    elif not wrd.arm_batch_materials or material.name.startswith('armdefault'):
        rpasses, shader_data, shader_data_name, bind_constants, bind_textures = make_shader.build(
            material, mat_users, mat_armusers)
        sd = shader_data.sd
    else:
        rpasses, shader_data, shader_data_name, bind_constants, bind_textures = mat_batch.get(
            material)
        sd = shader_data.sd

    # Material
    for rp in rpasses:
        c = {
            'name': rp,
            'bind_constants': [] + bind_constants[rp],
            'bind_textures': [] + bind_textures[rp],
        }
        mat_data['contexts'].append(c)

        if rp == 'mesh':
            c['bind_constants'].append({
                'name': 'receiveShadow',
                'bool': material.arm_receive_shadow
            })

            if material.arm_material_id != 0:
                c['bind_constants'].append({
                    'name': 'materialID',
                    'int': material.arm_material_id
                })

                if material.arm_material_id == 2:
                    wrd.world_defs += '_Hair'

            elif rpdat.rp_sss_state == 'On':
                sss = False
                sss_node = arm.node_utils.get_node_by_type(
                    material.node_tree, 'SUBSURFACE_SCATTERING')
                if sss_node is not None and sss_node.outputs[
                        0].is_linked:  # Check linked node
                    sss = True
                sss_node = arm.node_utils.get_node_by_type(
                    material.node_tree, 'BSDF_PRINCIPLED')
                if sss_node is not None and sss_node.outputs[0].is_linked and (
                        sss_node.inputs[1].is_linked
                        or sss_node.inputs[1].default_value != 0.0):
                    sss = True
                sss_node = arm.node_utils.get_node_armorypbr(
                    material.node_tree)
                if sss_node is not None and sss_node.outputs[0].is_linked and (
                        sss_node.inputs[8].is_linked
                        or sss_node.inputs[8].default_value != 0.0):
                    sss = True

                const = {'name': 'materialID'}
                if sss:
                    const['int'] = 2
                else:
                    const['int'] = 0
                c['bind_constants'].append(const)

            # TODO: Mesh only material batching
            if wrd.arm_batch_materials:
                # Set textures uniforms
                if len(c['bind_textures']) > 0:
                    c['bind_textures'] = []
                    for node in material.node_tree.nodes:
                        if node.type == 'TEX_IMAGE':
                            tex_name = arm.utils.safesrc(node.name)
                            tex = cycles.make_texture(node, tex_name)
                            # Empty texture
                            if tex is None:
                                tex = {'name': tex_name, 'file': ''}
                            c['bind_textures'].append(tex)

                # Set marked inputs as uniforms
                for node in material.node_tree.nodes:
                    for inp in node.inputs:
                        if inp.is_uniform:
                            uname = arm.utils.safesrc(
                                inp.node.name) + arm.utils.safesrc(
                                    inp.name)  # Merge with cycles module
                            c['bind_constants'].append({
                                'name':
                                uname,
                                cycles.glsl_type(inp.type):
                                glsl_value(inp.default_value)
                            })

        elif rp == 'translucent':
            c['bind_constants'].append({
                'name': 'receiveShadow',
                'bool': material.arm_receive_shadow
            })

    if wrd.arm_single_data_file:
        mat_data['shader'] = shader_data_name
    else:
        ext = '' if wrd.arm_minimize else '.json'
        mat_data['shader'] = shader_data_name + ext + '/' + shader_data_name

    return sd, rpasses