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
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
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
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