162 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			162 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import bpy
 | 
						|
 | 
						|
import lnx
 | 
						|
import lnx.material.mat_state as mat_state
 | 
						|
import lnx.material.make_tess as make_tess
 | 
						|
from lnx.material.shader import ShaderContext
 | 
						|
 | 
						|
if lnx.is_reload(__name__):
 | 
						|
    mat_state = lnx.reload_module(mat_state)
 | 
						|
    make_tess = lnx.reload_module(make_tess)
 | 
						|
    lnx.material.shader = lnx.reload_module(lnx.material.shader)
 | 
						|
    from lnx.material.shader import ShaderContext
 | 
						|
else:
 | 
						|
    lnx.enable_reload(__name__)
 | 
						|
 | 
						|
 | 
						|
def make(con_mesh: ShaderContext):
 | 
						|
    vert = con_mesh.vert
 | 
						|
    frag = con_mesh.frag
 | 
						|
    geom = con_mesh.geom
 | 
						|
    tesc = con_mesh.tesc
 | 
						|
    tese = con_mesh.tese
 | 
						|
 | 
						|
    # Additional values referenced in cycles
 | 
						|
    # TODO: enable from cycles.py
 | 
						|
    if frag.contains('dotNV') and not frag.contains('float dotNV'):
 | 
						|
        frag.write_init('float dotNV = max(dot(n, vVec), 0.0);')
 | 
						|
 | 
						|
        # n is not always defined yet (in some shadowmap shaders e.g.)
 | 
						|
        if not frag.contains('vec3 n'):
 | 
						|
            vert.add_out('vec3 wnormal')
 | 
						|
            billboard = mat_state.material.lnx_billboard
 | 
						|
            if billboard == 'spherical':
 | 
						|
                vert.add_uniform('mat3 N', '_normalMatrixSphere')
 | 
						|
            elif billboard == 'cylindrical':
 | 
						|
                vert.add_uniform('mat3 N', '_normalMatrixCylinder')
 | 
						|
            else:
 | 
						|
                vert.add_uniform('mat3 N', '_normalMatrix')
 | 
						|
            vert.write_attrib('wnormal = normalize(N * vec3(nor.xy, pos.w));')
 | 
						|
            frag.write_attrib('vec3 n = normalize(wnormal);')
 | 
						|
 | 
						|
            # If not yet added, add nor vertex data
 | 
						|
            vertex_elems = con_mesh.data['vertex_elements']
 | 
						|
            has_normals = False
 | 
						|
            for elem in vertex_elems:
 | 
						|
                if elem['name'] == 'nor':
 | 
						|
                    has_normals = True
 | 
						|
                    break
 | 
						|
            if not has_normals:
 | 
						|
                vertex_elems.append({'name': 'nor', 'data': 'short2norm'})
 | 
						|
 | 
						|
    write_wpos = False
 | 
						|
    export_wpos = False
 | 
						|
    if frag.contains('wposition') and not frag.contains('vec3 wposition'):
 | 
						|
        export_wpos = True
 | 
						|
    if tese is not None:
 | 
						|
        export_wpos = True
 | 
						|
    if vert.contains('wposition'):
 | 
						|
        write_wpos = True
 | 
						|
 | 
						|
 | 
						|
    
 | 
						|
    
 | 
						|
    if frag.contains('vVec') and not frag.contains('vec3 vVec'):
 | 
						|
        if tese is not None:
 | 
						|
            tese.add_out('vec3 eyeDir')
 | 
						|
            tese.add_uniform('vec3 eye', '_cameraPosition')
 | 
						|
            tese.write('eyeDir = eye - wposition;')
 | 
						|
 | 
						|
        else:
 | 
						|
            if not vert.contains('wposition'):
 | 
						|
                write_wpos = True
 | 
						|
            vert.add_out('vec3 eyeDir')
 | 
						|
            vert.add_uniform('vec3 eye', '_cameraPosition')
 | 
						|
            vert.write('eyeDir = eye - wposition;')
 | 
						|
        frag.write_attrib('vec3 vVec = normalize(eyeDir);')
 | 
						|
 | 
						|
    if export_wpos:
 | 
						|
        vert.add_uniform('mat4 W', '_worldMatrix')
 | 
						|
        vert.add_out('vec3 wposition')
 | 
						|
        vert.write('wposition = vec4(W * spos).xyz;')
 | 
						|
    elif write_wpos:
 | 
						|
        vert.add_uniform('mat4 W', '_worldMatrix')
 | 
						|
        vert.write_attrib('vec3 wposition = vec4(W * spos).xyz;')
 | 
						|
 | 
						|
    if frag.contains('dotNV') and not frag.contains('float dotNV'):
 | 
						|
        frag.write_attrib('float dotNV = max(dot(n, vVec), 0.0);')
 | 
						|
 | 
						|
    frag_mpos = (frag.contains('mposition') and not frag.contains('vec3 mposition')) or vert.contains('mposition')
 | 
						|
    if frag_mpos:
 | 
						|
        vert.add_out('vec3 mposition')
 | 
						|
        vert.add_uniform('float posUnpack', link='_posUnpack')
 | 
						|
        vert.write_attrib('mposition = spos.xyz * posUnpack;')
 | 
						|
 | 
						|
    if tese is not None:
 | 
						|
        if frag_mpos:
 | 
						|
            make_tess.interpolate(tese, 'mposition', 3, declare_out=True)
 | 
						|
        elif tese.contains('mposition') and not tese.contains('vec3 mposition'):
 | 
						|
            vert.add_out('vec3 mposition')
 | 
						|
            vert.write_pre = True
 | 
						|
            vert.add_uniform('float posUnpack', link='_posUnpack')
 | 
						|
            vert.write('mposition = spos.xyz * posUnpack;')
 | 
						|
            vert.write_pre = False
 | 
						|
            make_tess.interpolate(tese, 'mposition', 3, declare_out=False)
 | 
						|
 | 
						|
    frag_bpos = (frag.contains('bposition') and not frag.contains('vec3 bposition')) or vert.contains('bposition')
 | 
						|
    if frag_bpos:
 | 
						|
        vert.add_out('vec3 bposition')
 | 
						|
        vert.add_uniform('vec3 dim', link='_dim')
 | 
						|
        vert.add_uniform('vec3 hdim', link='_halfDim')
 | 
						|
        vert.add_uniform('float posUnpack', link='_posUnpack')
 | 
						|
        vert.write_attrib('bposition = (spos.xyz * posUnpack + hdim) / dim;')
 | 
						|
        vert.write_attrib('if (dim.z == 0) bposition.z = 0;')
 | 
						|
        vert.write_attrib('if (dim.y == 0) bposition.y = 0;')
 | 
						|
        vert.write_attrib('if (dim.x == 0) bposition.x = 0;')
 | 
						|
 | 
						|
    if tese is not None:
 | 
						|
        if frag_bpos:
 | 
						|
            make_tess.interpolate(tese, 'bposition', 3, declare_out=True)
 | 
						|
        elif tese.contains('bposition') and not tese.contains('vec3 bposition'):
 | 
						|
            vert.add_out('vec3 bposition')
 | 
						|
            vert.add_uniform('vec3 dim', link='_dim')
 | 
						|
            vert.add_uniform('vec3 hdim', link='_halfDim')
 | 
						|
            vert.add_uniform('float posUnpack', link='_posUnpack')
 | 
						|
            vert.write_attrib('bposition = (spos.xyz * posUnpack + hdim) / dim;')
 | 
						|
            make_tess.interpolate(tese, 'bposition', 3, declare_out=False)
 | 
						|
 | 
						|
    frag_wtan = (frag.contains('wtangent') and not frag.contains('vec3 wtangent')) or vert.contains('wtangent')
 | 
						|
    if frag_wtan:
 | 
						|
        # Indicate we want tang attrib in finalizer to prevent TBN generation
 | 
						|
        con_mesh.add_elem('tex', 'short2norm')
 | 
						|
        con_mesh.add_elem('tang', 'short4norm')
 | 
						|
        vert.add_out('vec3 wtangent')
 | 
						|
        vert.write_pre = True
 | 
						|
        vert.write('wtangent = normalize(N * tang.xyz);')
 | 
						|
        vert.write_pre = False
 | 
						|
 | 
						|
    if tese is not None:
 | 
						|
        if frag_wtan:
 | 
						|
            make_tess.interpolate(tese, 'wtangent', 3, declare_out=True)
 | 
						|
        elif tese.contains('wtangent') and not tese.contains('vec3 wtangent'):
 | 
						|
            vert.add_out('vec3 wtangent')
 | 
						|
            vert.write_pre = True
 | 
						|
            vert.write('wtangent = normalize(N * tang.xyz);')
 | 
						|
            vert.write_pre = False
 | 
						|
            make_tess.interpolate(tese, 'wtangent', 3, declare_out=False)
 | 
						|
 | 
						|
    if frag.contains('vVecCam'):
 | 
						|
        vert.add_out('vec3 eyeDirCam')
 | 
						|
        vert.add_uniform('mat4 WV', '_worldViewMatrix')
 | 
						|
        vert.write('eyeDirCam = vec4(WV * spos).xyz; eyeDirCam.z *= -1;')
 | 
						|
        frag.write_attrib('vec3 vVecCam = normalize(eyeDirCam);')
 | 
						|
 | 
						|
    if frag.contains('nAttr'):
 | 
						|
        vert.add_out('vec3 nAttr')
 | 
						|
        vert.write_attrib('nAttr = vec3(nor.xy, pos.w);')
 | 
						|
 | 
						|
    wrd = bpy.data.worlds['Lnx']
 | 
						|
    if '_Legacy' in wrd.world_defs:
 | 
						|
        frag.replace('sampler2DShadow', 'sampler2D')
 | 
						|
        frag.replace('samplerCubeShadow', 'samplerCube')
 |