def parse(self, frag: Shader, vert: Shader) -> str: if self.input_type == "uniform": frag.add_uniform(f'{self.variable_type} {self.variable_name}', link=self.variable_name) vert.add_uniform(f'{self.variable_type} {self.variable_name}', link=self.variable_name) if self.variable_type == "sampler2D": frag.add_uniform('vec2 screenSize', link='_screenSize') return f'texture({self.variable_name}, gl_FragCoord.xy / screenSize).rgb' return self.variable_name else: if self.input_source == "frag": frag.add_in(f'{self.variable_type} {self.variable_name}') return self.variable_name # Reroute input from vertex shader to fragment shader (input must exist!) else: vert.add_out(f'{self.variable_type} out_{self.variable_name}') frag.add_in(f'{self.variable_type} out_{self.variable_name}') vert.write(f'out_{self.variable_name} = {self.variable_name};') return 'out_' + self.variable_name
def finalize(frag: Shader, vert: Shader): """Checks the given fragment shader for completeness and adds variable initializations if required. TODO: Merge with make_finalize? """ if frag.contains('pos') and not frag.contains('vec3 pos'): frag.write_attrib('vec3 pos = -n;') if frag.contains('vVec') and not frag.contains('vec3 vVec'): # For worlds, the camera seems to be always at origin in # Blender, so we can just use the normals as the incoming vector frag.write_attrib('vec3 vVec = n;') for var in ('bposition', 'mposition', 'wposition'): if (frag.contains(var) and not frag.contains(f'vec3 {var}')) or vert.contains(var): frag.add_in(f'vec3 {var}') vert.add_out(f'vec3 {var}') vert.write(f'{var} = pos;') if frag.contains('wtangent') and not frag.contains('vec3 wtangent'): frag.write_attrib('vec3 wtangent = vec3(0.0);') if frag.contains('texCoord') and not frag.contains('vec2 texCoord'): frag.add_in('vec2 texCoord') vert.add_out('vec2 texCoord') # World has no UV map vert.write('texCoord = vec2(1.0, 1.0);')
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 parse(self, frag: Shader, vert: Shader) -> str: if self.input_type == "uniform": frag.add_uniform(f'{self.variable_type} {self.variable_name}', link=self.variable_name) return self.variable_name else: if self.input_source == "frag": frag.add_in(f'{self.variable_type} {self.variable_name}') return self.variable_name # Reroute input from vertex shader to fragment shader (input must exist!) else: vert.add_out(f'{self.variable_type} out_{self.variable_name}') frag.add_in(f'{self.variable_type} out_{self.variable_name}') vert.write(f'out_{self.variable_name} = {self.variable_name};') return 'out_' + self.variable_name
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(self, vertshdr:Shader,part_con) -> str: if(self.sclX or self.sclY or self.sclZ): scl = parse_vector_input(self.inputs[2]) if(self.sclX): vertshdr.write(f'spos.x *= {scl}.x;') if(self.sclY): vertshdr.write(f'spos.y *= {scl}.y;') if(self.sclX): vertshdr.write(f'spos.z *= {scl}.z;') if(self.billBoard): vertshdr.add_uniform('mat4 WV', '_worldViewMatrix') vertshdr.write('spos = mat4(transpose(mat3(WV))) * spos;') if(self.rotX or self.rotY or self.rotZ): rot = parse_vector_input(self.inputs[1]) if(self.rotX and not self.rotY and not self.rotZ): vertshdr.write(f'mat3 part_rot_mat = mat3(1.0, 0.0, 0.0,') vertshdr.write(f' 0.0, cos({rot}.x), sin({rot}.x),') vertshdr.write(f' 0.0, -sin({rot}.x), cos({rot}.x));') if(not self.rotX and self.rotY and not self.rotZ): vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.y), 0.0, -sin({rot}.y),') vertshdr.write(f' 0.0, 1.0, 0.0,') vertshdr.write(f' sin({rot}.y), 0.0, cos({rot}.y));') if(not self.rotX and not self.rotY and self.rotZ): vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.z), sin({rot}.z), 0.0,') vertshdr.write(f' -sin({rot}.z), cos({rot}.z), 0.0,') vertshdr.write(f' 0.0, 0.0, 1.0);') if(self.rotX and self.rotY and not self.rotZ): vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.y), 0.0, -sin({rot}.y),') vertshdr.write(f' sin({rot}.y) * sin({rot}.x), cos({rot}.x), cos({rot}.y) * sin({rot}.x),') vertshdr.write(f' sin({rot}.y) * cos({rot}.x), -sin({rot}.x), cos({rot}.y) * cos({rot}.x));') if(self.rotX and not self.rotY and self.rotZ): vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.z), sin({rot}.z), 0.0,') vertshdr.write(f' -sin({rot}.z) * cos({rot}.x), cos({rot}.z) * cos({rot}.x), sin({rot}.x),') vertshdr.write(f' sin({rot}.z) * sin({rot}.x), -cos({rot}.z) * sin({rot}.x), cos({rot}.x));') if(not self.rotX and self.rotY and self.rotZ): vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.z) * cos({rot}.y), sin({rot}.z) * cos({rot}.y), -sin({rot}.y),') vertshdr.write(f' -sin({rot}.z) , cos({rot}.z), 0.0,') vertshdr.write(f' cos({rot}.z) * sin({rot}.y), sin({rot}.z) * sin({rot}.y), cos({rot}.y));') if(self.rotX and self.rotY and self.rotZ): vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.z) * cos({rot}.y), sin({rot}.z) * cos({rot}.y), -sin({rot}.y),') vertshdr.write(f' -sin({rot}.z) * cos({rot}.x) + cos({rot}.z) * sin({rot}.y) * sin({rot}.x), cos({rot}.z) * cos({rot}.x) + sin({rot}.z) * sin({rot}.y) * sin({rot}.x), cos({rot}.y) * sin({rot}.x),') vertshdr.write(f' sin({rot}.z) * sin({rot}.x) + cos({rot}.z) * sin({rot}.y) * cos({rot}.x), -cos({rot}.z) * sin({rot}.x) + sin({rot}.z) * sin({rot}.y) * cos({rot}.x), cos({rot}.y) * cos({rot}.x));') if(self.rotX or self.rotY or self.rotZ): vertshdr.write('spos.xyz = part_rot_mat * spos.xyz;') if((part_con.data['name'] == 'mesh' or 'translucent') and vertshdr.contains('wnormal')): vertshdr.write('wnormal = transpose(inverse(part_rot_mat)) * wnormal;') if(self.posX or self.posY or self.posZ): pos = parse_vector_input(self.inputs[0]) if(self.posX): vertshdr.write(f'spos.x += {pos}.x;') if(self.posY): vertshdr.write(f'spos.y += {pos}.y;') if(self.posZ): vertshdr.write(f'spos.z += {pos}.z;') if(vertshdr.contains('vec3 disp')): vertshdr.write('wposition = vec4(W * spos).xyz;')
def frag_write_main(world: bpy.types.World, frag: Shader): if '_EnvSky' in world.world_defs or '_EnvTex' in world.world_defs or '_EnvClouds' in world.world_defs: frag.write('vec3 n = normalize(normal);') if '_EnvCol' in world.world_defs: frag.write('fragColor.rgb = backgroundCol;') if '_EnvTransp' in world.world_defs: frag.write('return;') # Static background image elif '_EnvImg' in world.world_defs: # Will have to get rid of gl_FragCoord, pass texture coords from # vertex shader frag.write('vec2 texco = gl_FragCoord.xy / screenSize;') frag.write( 'fragColor.rgb = texture(envmap, vec2(texco.x, 1.0 - texco.y)).rgb * envmapStrength;' ) # Environment texture # Also check for _EnvSky to prevent case when sky radiance is enabled elif '_EnvTex' in world.world_defs and '_EnvSky' not in world.world_defs: frag.write( 'fragColor.rgb = texture(envmap, envMapEquirect(n)).rgb * envmapStrength;' ) if '_EnvLDR' in world.world_defs: frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(2.2));') if '_EnvSky' in world.world_defs: frag.write('float cos_theta = clamp(n.z, 0.0, 1.0);') frag.write('float cos_gamma = dot(n, hosekSunDirection);') frag.write('float gamma_val = acos(cos_gamma);') frag.write( 'fragColor.rgb = Z * hosekWilkie(cos_theta, gamma_val, cos_gamma) * envmapStrength;' ) if '_EnvClouds' in world.world_defs: frag.write( 'if (n.z > 0.0) fragColor.rgb = mix(fragColor.rgb, traceClouds(fragColor.rgb, n), clamp(n.z * 5.0, 0, 1));' ) if '_EnvLDR' in world.world_defs: frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));') # Mark as non-opaque frag.write('fragColor.a = 0.0;')