LNXSDK/leenkx/blender/lnx/material/make_refraction_buffer.py

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2025-01-22 16:18:30 +01:00
import bpy
import lnx
import lnx.material.cycles as cycles
import lnx.material.mat_state as mat_state
import lnx.material.mat_utils as mat_utils
import lnx.material.make_mesh as make_mesh
import lnx.material.make_finalize as make_finalize
import lnx.assets as assets
if lnx.is_reload(__name__):
cycles = lnx.reload_module(cycles)
mat_state = lnx.reload_module(mat_state)
make_mesh = lnx.reload_module(make_mesh)
make_finalize = lnx.reload_module(make_finalize)
assets = lnx.reload_module(assets)
else:
lnx.enable_reload(__name__)
def make(context_id):
con_refraction_buffer = mat_state.data.add_context({ 'name': context_id, 'depth_write': False, 'compare_mode': 'less', 'cull_mode': 'clockwise' })
lnx_discard = mat_state.material.lnx_discard
blend = mat_state.material.lnx_blending
parse_opacity = blend or mat_utils.is_transluc(mat_state.material) or lnx_discard
make_mesh.make_base(con_refraction_buffer, parse_opacity)
vert = con_refraction_buffer.vert
frag = con_refraction_buffer.frag
frag.add_out('vec4 fragColor')
# Remove fragColor = ...;
frag.main = frag.main[:frag.main.rfind('fragColor')]
frag.write('\n')
if parse_opacity:
frag.write('fragColor = vec4(ior, opacity, 0.0, 1.0);')
else:
frag.write('fragColor = vec4(1.0, 1.0, 0.0, 1.0);')
make_finalize.make(con_refraction_buffer)
# assets.vs_equal(con_refract, assets.shader_cons['transluc_vert']) # shader_cons has no transluc yet
# assets.fs_equal(con_refract, assets.shader_cons['transluc_frag'])
return con_refraction_buffer