397 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
		
		
			
		
	
	
			397 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
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								import os
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								import bpy
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								import lnx.assets as assets
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								import lnx.log as log
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								from lnx.material import make_shader
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								from lnx.material.parser_state import ParserState, ParserContext
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								from lnx.material.shader import ShaderContext, Shader
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								import lnx.material.cycles as cycles
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								import lnx.node_utils as node_utils
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								import lnx.utils
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								import lnx.write_probes as write_probes
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								if lnx.is_reload(__name__):
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								    lnx.assets = lnx.reload_module(lnx.assets)
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								    lnx.log = lnx.reload_module(lnx.log)
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								    lnx.material = lnx.reload_module(lnx.material)
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								    lnx.material.parser_state = lnx.reload_module(lnx.material.parser_state)
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								    from lnx.material.parser_state import ParserState, ParserContext
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								    lnx.material.shader = lnx.reload_module(lnx.material.shader)
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								    from lnx.material.shader import ShaderContext, Shader
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								    cycles = lnx.reload_module(cycles)
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								    node_utils = lnx.reload_module(node_utils)
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								    lnx.utils = lnx.reload_module(lnx.utils)
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								    write_probes = lnx.reload_module(write_probes)
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								else:
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								    lnx.enable_reload(__name__)
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								callback = None
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								shader_datas = []
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								def build():
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								    """Builds world shaders for all exported worlds."""
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								    global shader_datas
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								    wrd = bpy.data.worlds['Lnx']
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								    rpdat = lnx.utils.get_rp()
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								    mobile_mat = rpdat.lnx_material_model == 'Mobile' or rpdat.lnx_material_model == 'Solid'
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								    envpath = os.path.join(lnx.utils.get_fp_build(), 'compiled', 'Assets', 'envmaps')
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								    wrd.world_defs = ''
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								    worlds = []
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								    shader_datas = []
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								    with write_probes.setup_envmap_render():
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								        for scene in bpy.data.scenes:
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								            world = scene.world
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								            # Only export worlds from enabled scenes and only once per world
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								            if scene.lnx_export and world is not None and world not in worlds:
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								                worlds.append(world)
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								                world.lnx_envtex_name = ''
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								                create_world_shaders(world)
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								                if rpdat.lnx_irradiance:
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								                    # Plain background color
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								                    if '_EnvCol' in world.world_defs:
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								                        world_name = lnx.utils.safestr(world.name)
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								                        # Irradiance json file name
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								                        world.lnx_envtex_name = world_name
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								                        world.lnx_envtex_irr_name = world_name
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								                        write_probes.write_color_irradiance(world_name, world.lnx_envtex_color)
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								                    # Render world to envmap for (ir)radiance, if no
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								                    # other probes are exported
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								                    elif world.lnx_envtex_name == '':
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								                        image_file = write_probes.render_envmap(envpath, world)
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								                        image_filepath = os.path.join(envpath, image_file)
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								                        world.lnx_envtex_name = image_file
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								                        world.lnx_envtex_irr_name = os.path.basename(image_filepath).rsplit('.', 1)[0]
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								                        write_radiance = rpdat.lnx_radiance and not mobile_mat
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								                        mip_count = write_probes.write_probes(image_filepath, write_probes.ENVMAP_FORMAT == 'JPEG', False, world.lnx_envtex_num_mips, write_radiance)
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								                        world.lnx_envtex_num_mips = mip_count
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								                        if write_radiance:
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								                            # Set world def, everything else is handled by write_probes()
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								                            wrd.world_defs += '_Rad'
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								                            assets.add_khafile_def("lnx_radiance")
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								    write_probes.check_last_cmft_time()
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								def create_world_shaders(world: bpy.types.World):
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								    """Creates fragment and vertex shaders for the given world."""
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								    global shader_datas
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								    world_name = lnx.utils.safestr(world.name)
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								    pass_name = 'World_' + world_name
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								    shader_props = {
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								        'name': world_name,
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								        'depth_write': False,
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								        'compare_mode': 'less',
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								        'cull_mode': 'clockwise',
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								        'color_attachments': ['_HDR'],
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								        'vertex_elements': [{'name': 'pos', 'data': 'float3'}, {'name': 'nor', 'data': 'float3'}]
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								    }
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								    shader_data = {'name': world_name + '_data', 'contexts': [shader_props]}
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								    # ShaderContext expects a material, but using a world also works
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								    shader_context = ShaderContext(world, shader_data, shader_props)
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								    vert = shader_context.make_vert(custom_name="World_" + world_name)
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								    frag = shader_context.make_frag(custom_name="World_" + world_name)
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								    # Update name, make_vert() and make_frag() above need another name
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								    # to work
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								    shader_context.data['name'] = pass_name
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								    vert.add_out('vec3 normal')
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								    vert.add_uniform('mat4 SMVP', link="_skydomeMatrix")
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								    frag.add_include('compiled.inc')
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								    frag.add_in('vec3 normal')
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								    frag.add_out('vec4 fragColor')
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								    frag.write_attrib('vec3 n = normalize(normal);')
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								    vert.write('''normal = nor;
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								    vec4 position = SMVP * vec4(pos, 1.0);
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								    gl_Position = vec4(position);''')
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								    build_node_tree(world, frag, vert, shader_context)
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								    # TODO: Rework shader export so that it doesn't depend on materials
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								    # to prevent workaround code like this
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								    rel_path = os.path.join(lnx.utils.build_dir(), 'compiled', 'Shaders')
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								    full_path = os.path.join(lnx.utils.get_fp(), rel_path)
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								    if not os.path.exists(full_path):
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								        os.makedirs(full_path)
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								    # Output: World_[world_name].[frag/vert].glsl
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								    make_shader.write_shader(rel_path, shader_context.vert, 'vert', world_name, 'World')
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								    make_shader.write_shader(rel_path, shader_context.frag, 'frag', world_name, 'World')
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								    # Write shader data file
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								    shader_data_file = pass_name + '_data.lnx'
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								    lnx.utils.write_lnx(os.path.join(full_path, shader_data_file), {'contexts': [shader_context.data]})
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								    shader_data_path = os.path.join(lnx.utils.get_fp_build(), 'compiled', 'Shaders', shader_data_file)
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								    assets.add_shader_data(shader_data_path)
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								    assets.add_shader_pass(pass_name)
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								    assets.shader_passes_assets[pass_name] = shader_context.data
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								    shader_datas.append({'contexts': [shader_context.data], 'name': pass_name})
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								def build_node_tree(world: bpy.types.World, frag: Shader, vert: Shader, con: ShaderContext):
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								    """Generates the shader code for the given world."""
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								    world_name = lnx.utils.safestr(world.name)
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								    world.world_defs = ''
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								    rpdat = lnx.utils.get_rp()
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								    wrd = bpy.data.worlds['Lnx']
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								    if callback is not None:
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								        callback()
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								    # film_transparent, do not render
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								    if bpy.context.scene is not None and bpy.context.scene.render.film_transparent:
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								        world.world_defs += '_EnvCol'
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								        frag.add_uniform('vec3 backgroundCol', link='_backgroundCol')
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								        frag.write('fragColor.rgb = backgroundCol;')
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								        return
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								    parser_state = ParserState(ParserContext.WORLD, world.name, world)
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								    parser_state.con = con
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								    parser_state.curshader = frag
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								    parser_state.frag = frag
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								    parser_state.vert = vert
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								    cycles.state = parser_state
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								    # Traverse world node tree
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								    is_parsed = False
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								    if world.node_tree is not None:
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								        output_node = node_utils.get_node_by_type(world.node_tree, 'OUTPUT_WORLD')
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								        if output_node is not None:
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								            is_parsed = parse_world_output(world, output_node, frag)
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								    # No world nodes/no output node, use background color
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								    if not is_parsed:
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								        solid_mat = rpdat.lnx_material_model == 'Solid'
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								        if rpdat.lnx_irradiance and not solid_mat:
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								            world.world_defs += '_Irr'
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								            assets.add_khafile_def("lnx_irradiance")
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								        col = world.color
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								        world.lnx_envtex_color = [col[0], col[1], col[2], 1.0]
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								        world.lnx_envtex_strength = 1.0
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								        world.world_defs += '_EnvCol'
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								    # Clouds enabled
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								    if rpdat.lnx_clouds and world.lnx_use_clouds:
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								        world.world_defs += '_EnvClouds'
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								        # Also set this flag globally so that the required textures are
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								        # included
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								        wrd.world_defs += '_EnvClouds'
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								        frag_write_clouds(world, frag)
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								    if '_EnvSky' in world.world_defs or '_EnvTex' in world.world_defs or '_EnvImg' in world.world_defs or '_EnvClouds' in world.world_defs:
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								        frag.add_uniform('float envmapStrength', link='_envmapStrength')
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								    # Clear background color
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								    if '_EnvCol' in world.world_defs:
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								        frag.write('fragColor.rgb = backgroundCol;')
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								    elif '_EnvTex' in world.world_defs and '_EnvLDR' in world.world_defs:
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								        frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(2.2));')
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								    if '_EnvClouds' in world.world_defs:
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								        frag.write('if (pos.z > 0.0) fragColor.rgb = mix(fragColor.rgb, traceClouds(fragColor.rgb, pos), clamp(pos.z * 5.0, 0, 1));')
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								    if '_EnvLDR' in world.world_defs:
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								        frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));')
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								    # Mark as non-opaque
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								    frag.write('fragColor.a = 0.0;')
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								    finalize(frag, vert)
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								def finalize(frag: Shader, vert: Shader):
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								    """Checks the given fragment shader for completeness and adds
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								    variable initializations if required.
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								    TODO: Merge with make_finalize?
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								    """
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								    if frag.contains('pos') and not frag.contains('vec3 pos'):
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								        frag.write_attrib('vec3 pos = -n;')
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								    if frag.contains('vVec') and not frag.contains('vec3 vVec'):
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								        # For worlds, the camera seems to be always at origin in
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								        # Blender, so we can just use the normals as the incoming vector
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								        frag.write_attrib('vec3 vVec = n;')
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								    for var in ('bposition', 'mposition', 'wposition'):
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								        if (frag.contains(var) and not frag.contains(f'vec3 {var}')) or vert.contains(var):
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								            frag.add_in(f'vec3 {var}')
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								            vert.add_out(f'vec3 {var}')
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								            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_world_output(world: bpy.types.World, node_output: bpy.types.Node, frag: Shader) -> bool:
							 | 
						||
| 
								 | 
							
								    """Parse the world's output node. Return `False` when the node has
							 | 
						||
| 
								 | 
							
								    no connected surface input."""
							 | 
						||
| 
								 | 
							
								    surface_node = node_utils.find_node_by_link(world.node_tree, node_output, node_output.inputs[0])
							 | 
						||
| 
								 | 
							
								    if surface_node is None:
							 | 
						||
| 
								 | 
							
								        return False
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    parse_surface(world, surface_node, frag)
							 | 
						||
| 
								 | 
							
								    return True
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								def parse_surface(world: bpy.types.World, node_surface: bpy.types.Node, frag: Shader):
							 | 
						||
| 
								 | 
							
								    wrd = bpy.data.worlds['Lnx']
							 | 
						||
| 
								 | 
							
								    rpdat = lnx.utils.get_rp()
							 | 
						||
| 
								 | 
							
								    solid_mat = rpdat.lnx_material_model == 'Solid'
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if node_surface.type in ('BACKGROUND', 'EMISSION'):
							 | 
						||
| 
								 | 
							
								        # Append irradiance define
							 | 
						||
| 
								 | 
							
								        if rpdat.lnx_irradiance and not solid_mat:
							 | 
						||
| 
								 | 
							
								            wrd.world_defs += '_Irr'
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        # Extract environment strength
							 | 
						||
| 
								 | 
							
								        # Todo: follow/parse strength input
							 | 
						||
| 
								 | 
							
								        world.lnx_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.lnx_material_model == 'Solid'
							 | 
						||
| 
								 | 
							
								            if rpdat.lnx_irradiance and not solid_mat:
							 | 
						||
| 
								 | 
							
								                world.world_defs += '_Irr'
							 | 
						||
| 
								 | 
							
								            world.lnx_envtex_color = node_surface.inputs[0].default_value
							 | 
						||
| 
								 | 
							
								            world.lnx_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 frag_write_clouds(world: bpy.types.World, frag: Shader):
							 | 
						||
| 
								 | 
							
								    """References:
							 | 
						||
| 
								 | 
							
								    GPU PRO 7 - Real-time Volumetric Cloudscapes
							 | 
						||
| 
								 | 
							
								    https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn
							 | 
						||
| 
								 | 
							
								    https://github.com/sebh/TileableVolumeNoise
							 | 
						||
| 
								 | 
							
								    """
							 | 
						||
| 
								 | 
							
								    frag.add_uniform('sampler3D scloudsBase', link='$clouds_base.raw')
							 | 
						||
| 
								 | 
							
								    frag.add_uniform('sampler3D scloudsDetail', link='$clouds_detail.raw')
							 | 
						||
| 
								 | 
							
								    frag.add_uniform('sampler2D scloudsMap', link='$clouds_map.png')
							 | 
						||
| 
								 | 
							
								    frag.add_uniform('float time', link='_time')
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    frag.add_const('float', 'cloudsLower', str(round(world.lnx_clouds_lower * 100) / 100))
							 | 
						||
| 
								 | 
							
								    frag.add_const('float', 'cloudsUpper', str(round(world.lnx_clouds_upper * 100) / 100))
							 | 
						||
| 
								 | 
							
								    frag.add_const('vec2', 'cloudsWind', 'vec2(' + str(round(world.lnx_clouds_wind[0] * 100) / 100) + ',' + str(round(world.lnx_clouds_wind[1] * 100) / 100) + ')')
							 | 
						||
| 
								 | 
							
								    frag.add_const('float', 'cloudsPrecipitation', str(round(world.lnx_clouds_precipitation * 100) / 100))
							 | 
						||
| 
								 | 
							
								    frag.add_const('float', 'cloudsSecondary', str(round(world.lnx_clouds_secondary * 100) / 100))
							 | 
						||
| 
								 | 
							
								    frag.add_const('float', 'cloudsSteps', str(round(world.lnx_clouds_steps * 100) / 100))
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    frag.add_function('''float remap(float old_val, float old_min, float old_max, float new_min, float new_max) {
							 | 
						||
| 
								 | 
							
								\tif (old_max == old_min) return 0.0;
							 | 
						||
| 
								 | 
							
								\treturn new_min + (((old_val - old_min) / (old_max - old_min)) * (new_max - new_min));
							 | 
						||
| 
								 | 
							
								}''')
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    frag.add_function('''float getDensityHeightGradientForPoint(float height, float cloud_type) {
							 | 
						||
| 
								 | 
							
								\tconst vec4 stratusGrad = vec4(0.02f, 0.05f, 0.09f, 0.11f);
							 | 
						||
| 
								 | 
							
								\tconst vec4 stratocumulusGrad = vec4(0.02f, 0.2f, 0.48f, 0.625f);
							 | 
						||
| 
								 | 
							
								\tconst vec4 cumulusGrad = vec4(0.01f, 0.0625f, 0.78f, 1.0f);
							 | 
						||
| 
								 | 
							
								\tfloat stratus = 1.0f - clamp(cloud_type * 2.0f, 0, 1);
							 | 
						||
| 
								 | 
							
								\tfloat stratocumulus = 1.0f - abs(cloud_type - 0.5f) * 2.0f;
							 | 
						||
| 
								 | 
							
								\tfloat cumulus = clamp(cloud_type - 0.5f, 0, 1) * 2.0f;
							 | 
						||
| 
								 | 
							
								\tvec4 cloudGradient = stratusGrad * stratus + stratocumulusGrad * stratocumulus + cumulusGrad * cumulus;
							 | 
						||
| 
								 | 
							
								\treturn smoothstep(cloudGradient.x, cloudGradient.y, height) - smoothstep(cloudGradient.z, cloudGradient.w, height);
							 | 
						||
| 
								 | 
							
								}''')
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    frag.add_function('''float sampleCloudDensity(vec3 p) {
							 | 
						||
| 
								 | 
							
								\tfloat cloud_base = textureLod(scloudsBase, p, 0).r * 40; // Base noise
							 | 
						||
| 
								 | 
							
								\tvec3 weather_data = textureLod(scloudsMap, p.xy, 0).rgb; // Weather map
							 | 
						||
| 
								 | 
							
								\tcloud_base *= getDensityHeightGradientForPoint(p.z, weather_data.b); // Cloud type
							 | 
						||
| 
								 | 
							
								\tcloud_base = remap(cloud_base, weather_data.r, 1.0, 0.0, 1.0); // Coverage
							 | 
						||
| 
								 | 
							
								\tcloud_base *= weather_data.r;
							 | 
						||
| 
								 | 
							
								\tfloat cloud_detail = textureLod(scloudsDetail, p, 0).r * 2; // Detail noise
							 | 
						||
| 
								 | 
							
								\tfloat cloud_detail_mod = mix(cloud_detail, 1.0 - cloud_detail, clamp(p.z * 10.0, 0, 1));
							 | 
						||
| 
								 | 
							
								\tcloud_base = remap(cloud_base, cloud_detail_mod * 0.2, 1.0, 0.0, 1.0);
							 | 
						||
| 
								 | 
							
								\treturn cloud_base;
							 | 
						||
| 
								 | 
							
								}''')
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    func_cloud_radiance = 'float cloudRadiance(vec3 p, vec3 dir) {\n'
							 | 
						||
| 
								 | 
							
								    if '_EnvSky' in world.world_defs:
							 | 
						||
| 
								 | 
							
								        # Nishita sky
							 | 
						||
| 
								 | 
							
								        if 'vec3 sunDir' in frag.uniforms:
							 | 
						||
| 
								 | 
							
								            func_cloud_radiance += '\tvec3 sun_dir = sunDir;\n'
							 | 
						||
| 
								 | 
							
								        # Hosek
							 | 
						||
| 
								 | 
							
								        else:
							 | 
						||
| 
								 | 
							
								            func_cloud_radiance += '\tvec3 sun_dir = hosekSunDirection;\n'
							 | 
						||
| 
								 | 
							
								    else:
							 | 
						||
| 
								 | 
							
								        func_cloud_radiance += '\tvec3 sun_dir = vec3(0, 0, -1);\n'
							 | 
						||
| 
								 | 
							
								    func_cloud_radiance += '''\tconst int steps = 8;
							 | 
						||
| 
								 | 
							
								\tfloat step_size = 0.5 / float(steps);
							 | 
						||
| 
								 | 
							
								\tfloat d = 0.0;
							 | 
						||
| 
								 | 
							
								\tp += sun_dir * step_size;
							 | 
						||
| 
								 | 
							
								\tfor(int i = 0; i < steps; ++i) {
							 | 
						||
| 
								 | 
							
								\t\td += sampleCloudDensity(p + sun_dir * float(i) * step_size);
							 | 
						||
| 
								 | 
							
								\t}
							 | 
						||
| 
								 | 
							
								\treturn 1.0 - d;
							 | 
						||
| 
								 | 
							
								}'''
							 | 
						||
| 
								 | 
							
								    frag.add_function(func_cloud_radiance)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    func_trace_clouds = '''vec3 traceClouds(vec3 sky, vec3 dir) {
							 | 
						||
| 
								 | 
							
								\tconst float step_size = 0.5 / float(cloudsSteps);
							 | 
						||
| 
								 | 
							
								\tfloat T = 1.0;
							 | 
						||
| 
								 | 
							
								\tfloat C = 0.0;
							 | 
						||
| 
								 | 
							
								\tvec2 uv = dir.xy / dir.z * 0.4 * cloudsLower + cloudsWind * time * 0.02;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								\tfor (int i = 0; i < cloudsSteps; ++i) {
							 | 
						||
| 
								 | 
							
								\t\tfloat h = float(i) / float(cloudsSteps);
							 | 
						||
| 
								 | 
							
								\t\tvec3 p = vec3(uv * 0.04, h);
							 | 
						||
| 
								 | 
							
								\t\tfloat d = sampleCloudDensity(p);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								\t\tif (d > 0) {
							 | 
						||
| 
								 | 
							
								\t\t\t// float radiance = cloudRadiance(p, dir);
							 | 
						||
| 
								 | 
							
								\t\t\tC += T * exp(h) * d * step_size * 0.6 * cloudsPrecipitation;
							 | 
						||
| 
								 | 
							
								\t\t\tT *= exp(-d * step_size);
							 | 
						||
| 
								 | 
							
								\t\t\tif (T < 0.01) break;
							 | 
						||
| 
								 | 
							
								\t\t}
							 | 
						||
| 
								 | 
							
								\t\tuv += (dir.xy / dir.z) * step_size * cloudsUpper;
							 | 
						||
| 
								 | 
							
								\t}
							 | 
						||
| 
								 | 
							
								'''
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if world.lnx_darken_clouds:
							 | 
						||
| 
								 | 
							
								        func_trace_clouds += '\t// Darken clouds when the sun is low\n'
							 | 
						||
| 
								 | 
							
								        if '_EnvSky' in world.world_defs:
							 | 
						||
| 
								 | 
							
								            # Nishita sky
							 | 
						||
| 
								 | 
							
								            if 'vec3 sunDir' in frag.uniforms:
							 | 
						||
| 
								 | 
							
								                func_trace_clouds += '\tC *= smoothstep(-0.02, 0.25, sunDir.z);\n'
							 | 
						||
| 
								 | 
							
								            # Hosek
							 | 
						||
| 
								 | 
							
								            else:
							 | 
						||
| 
								 | 
							
								                func_trace_clouds += '\tC *= smoothstep(0.04, 0.32, hosekSunDirection.z);\n'
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    func_trace_clouds += '\treturn vec3(C) + sky * T;\n}'
							 | 
						||
| 
								 | 
							
								    frag.add_function(func_trace_clouds)
							 |