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 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);')