forked from LeenkxTeam/LNXSDK
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| Author | SHA1 | Date | |
|---|---|---|---|
| 7aeebf2008 | |||
| 0b4184ccc2 | |||
| ddc12e8607 | |||
| 6ad647ae56 | |||
| b77aca926a | |||
| c2bb20f905 | |||
| 14c6a7be03 | |||
| 85d63e8413 | |||
| 78452aaf67 | |||
| 1f72636350 | |||
| 62433ce86a | |||
| 2be36398f7 | |||
| 2675138ddc | |||
| 572665e8e6 |
BIN
Krom/Krom.exe
BIN
Krom/Krom.exe
Binary file not shown.
Binary file not shown.
@ -7,7 +7,7 @@ bl_info = {
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"description": "Full Stack SDK",
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"description": "Full Stack SDK",
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"author": "Leenkx.com",
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"author": "Leenkx.com",
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"version": (2026, 5, 0),
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"version": (2026, 5, 0),
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"blender": (4, 5, 0),
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"blender": (5, 2, 0),
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"doc_url": "https://leenkx.com/",
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"doc_url": "https://leenkx.com/",
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"tracker_url": "https://leenkx.com/support"
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"tracker_url": "https://leenkx.com/support"
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}
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}
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@ -21,6 +21,8 @@ in vec3 wnormal;
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+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
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+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
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| GBUF_IDX_EMISSION | _EmissionShaded || emission color (RGB) | unused |
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| GBUF_IDX_EMISSION | _EmissionShaded || emission color (RGB) | unused |
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+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
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+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
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| GBUF_IDX_3 | _Anisotropy || world tangent (XYZ) | unused |
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+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
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The indices as well as the GBUF_SIZE define are defined in "compiled.inc".
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The indices as well as the GBUF_SIZE define are defined in "compiled.inc".
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*/
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*/
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@ -54,4 +56,8 @@ void main() {
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#ifdef _SSRefraction
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#ifdef _SSRefraction
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fragColor[GBUF_IDX_REFRACTION] = vec4(ior, opacity, 0.0, 0.0);
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fragColor[GBUF_IDX_REFRACTION] = vec4(ior, opacity, 0.0, 0.0);
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#endif
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#endif
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#ifdef _Anisotropy
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fragColor[GBUF_IDX_3] = vec4(0.0, 0.0, 0.0, 0.0);
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#endif
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}
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}
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@ -14,6 +14,7 @@
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#ifdef _SSRS
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#ifdef _SSRS
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#include "std/ssrs.glsl"
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#include "std/ssrs.glsl"
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#endif
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#endif
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#include "std/brdf.glsl"
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uniform sampler2D gbufferD;
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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uniform sampler2D gbuffer0;
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@ -22,6 +23,9 @@ uniform sampler2D gbuffer1;
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#ifdef _gbuffer2
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#ifdef _gbuffer2
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uniform sampler2D gbuffer2;
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uniform sampler2D gbuffer2;
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#endif
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#endif
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#ifdef _Anisotropy
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uniform sampler2D gbuffer3;
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#endif
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#ifdef _EmissionShaded
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#ifdef _EmissionShaded
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uniform sampler2D gbufferEmission;
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uniform sampler2D gbufferEmission;
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#endif
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#endif
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@ -254,6 +258,13 @@ void main() {
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float metallic;
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float metallic;
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uint matid;
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uint matid;
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unpackFloatInt16(g0.a, metallic, matid);
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unpackFloatInt16(g0.a, metallic, matid);
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#ifdef _ExtBRDF
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matid = min(matid, uint(MAX_MATERIALS - 1));
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//!uniform vec4 materialParams[MAX_MATERIALS * 8];
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vec4 matp0, matp1, matp2, matp3, matp4, matp5, matp6;
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getMaterialParams(matid, matp0, matp1, matp2, matp3, matp4, matp5, matp6);
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#endif
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vec2 occspec = unpackFloat2(g1.a);
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vec2 occspec = unpackFloat2(g1.a);
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// re-investigate clamp basecolor to prevent extreme values causing glitches
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// re-investigate clamp basecolor to prevent extreme values causing glitches
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@ -283,6 +294,11 @@ void main() {
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vec4 g2 = textureLod(gbuffer2, texCoord, 0.0);
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vec4 g2 = textureLod(gbuffer2, texCoord, 0.0);
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#endif
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#endif
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#ifdef _Anisotropy
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vec4 g3 = textureLod(gbuffer3, texCoord, 0.0);
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vec3 wTangent = length(g3.xyz) > 0.0 ? normalize(g3.xyz) : vec3(1.0, 0.0, 0.0);
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#endif
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#ifdef _MicroShadowing
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#ifdef _MicroShadowing
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occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
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occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
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@ -406,8 +422,50 @@ void main() {
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float sdotVH = max(0.0, dot(v, sh));
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float sdotVH = max(0.0, dot(v, sh));
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float sdotNL = max(0.0, dot(n, sunDir));
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float sdotNL = max(0.0, dot(n, sunDir));
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vec3 svisibility = vec3(1.0);
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vec3 svisibility = vec3(1.0);
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#ifdef _Anisotropy
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vec3 sdirect;
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if (abs(matp0.x) > 0.001) {
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vec3 sbitangent = normalize(cross(n, wTangent));
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sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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anisotropicBRDF(f0, roughness, matp0.x, matp0.y,
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wTangent, sbitangent, n, sunDir, v, sdotNL, dotNV) * occspec.y;
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} else {
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sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
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}
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#else
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vec3 sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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vec3 sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
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specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
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#endif
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float sunSheenWeight = 1.0;
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float sunCoatWeight = 1.0;
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#ifdef _Sheen
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vec3 sunSheen = sheenBRDF(matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x), sdotNL, sdotNH, dotNV);
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sunSheenWeight = sheenAttenuation(matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x), dotNV);
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#endif
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#ifdef _ClearCoat
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vec3 sunCoat = clearcoatBRDF(matp1.x, matp1.y, matp1.z, sdotNL, sdotNH, dotNV, sdotVH);
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sunCoatWeight = coatAttenuation(matp1.x, matp1.z, dotNV);
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#endif
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float sunLayerWeight = sunSheenWeight * sunCoatWeight;
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sdirect *= sunLayerWeight;
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#ifdef _Subsurface
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sdirect += subsurfaceBRDF(albedo, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.z, matp3.w, sdotNL) * sunLayerWeight;
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#endif
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#ifdef _Transmission
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sdirect += transmissionBRDF(albedo, matp2.z, matp2.w, matp3.x, matp3.y, sdotNL, dotNV, sdotVH) * sunLayerWeight;
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#endif
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#ifdef _ClearCoat
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sdirect *= coatTintAttenuation(matp1.x, vec3(matp1.w, matp2.x, matp2.y), dotNV);
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sdirect += sunCoat * sunSheenWeight;
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#endif
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#ifdef _Sheen
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sdirect += sunSheen;
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#endif
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#ifdef _ShadowMap
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#ifdef _ShadowMap
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#ifdef _CSM
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#ifdef _CSM
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@ -555,6 +613,21 @@ void main() {
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#ifdef _SSRS
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#ifdef _SSRS
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, gbufferD, invVP, eye
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, gbufferD, invVP, eye
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#endif
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#endif
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#ifdef _ClearCoat
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, matp1.x, matp1.y, matp1.z, vec3(matp1.w, matp2.x, matp2.y)
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#endif
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#ifdef _Sheen
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, matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x)
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#endif
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#ifdef _Anisotropy
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, matp0.x, matp0.y, wTangent
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#endif
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#ifdef _Subsurface
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, matp3.z, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.w
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#endif
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#ifdef _Transmission
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, matp2.z, matp2.w, matp3.x, matp3.y
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#endif
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);
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);
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#ifdef _Spot
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#ifdef _Spot
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@ -618,6 +691,21 @@ void main() {
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#ifdef _SSRS
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#ifdef _SSRS
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, gbufferD, invVP, eye
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, gbufferD, invVP, eye
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#endif
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#endif
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#ifdef _ClearCoat
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, matp1.x, matp1.y, matp1.z, vec3(matp1.w, matp2.x, matp2.y)
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#endif
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#ifdef _Sheen
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, matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x)
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#endif
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#ifdef _Anisotropy
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, matp0.x, matp0.y, wTangent
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#endif
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#ifdef _Subsurface
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, matp3.z, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.w
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#endif
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#ifdef _Transmission
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, matp2.z, matp2.w, matp3.x, matp3.y
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#endif
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);
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);
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}
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}
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#endif // _Clusters
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#endif // _Clusters
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@ -277,6 +277,11 @@
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"link": "_biasLightWorldViewProjectionMatrixSpot3",
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"link": "_biasLightWorldViewProjectionMatrixSpot3",
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"ifndef": ["_ShadowMapAtlas"],
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"ifndef": ["_ShadowMapAtlas"],
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"ifdef": ["_LTC", "_ShadowMap"]
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"ifdef": ["_LTC", "_ShadowMap"]
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},
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{
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"name": "materialParams",
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"link": "_materialParams",
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"type": "floats"
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}
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}
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],
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],
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"vertex_shader": "../include/pass_viewray.vert.glsl",
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"vertex_shader": "../include/pass_viewray.vert.glsl",
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@ -3,6 +3,7 @@
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#include "compiled.inc"
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#include "compiled.inc"
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#include "std/gbuffer.glsl"
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#include "std/gbuffer.glsl"
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#include "std/math.glsl"
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#include "std/math.glsl"
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#include "std/brdf.glsl"
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#ifdef _Clusters
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#ifdef _Clusters
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#include "std/clusters.glsl"
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#include "std/clusters.glsl"
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#endif
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#endif
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@ -13,6 +14,9 @@
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uniform sampler2D gbufferD;
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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uniform sampler2D gbuffer0;
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uniform sampler2D gbuffer1;
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uniform sampler2D gbuffer1;
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#ifdef _Anisotropy
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uniform sampler2D gbuffer3;
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#endif
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uniform float envmapStrength;
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uniform float envmapStrength;
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#ifdef _Irr
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#ifdef _Irr
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@ -132,6 +136,13 @@ void main() {
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float metallic;
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float metallic;
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uint matid;
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uint matid;
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unpackFloatInt16(g0.a, metallic, matid);
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unpackFloatInt16(g0.a, metallic, matid);
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#ifdef _ExtBRDF
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matid = min(matid, uint(MAX_MATERIALS - 1));
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//!uniform vec4 materialParams[MAX_MATERIALS * 8];
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vec4 matp0, matp1, matp2, matp3, matp4, matp5, matp6;
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getMaterialParams(matid, matp0, matp1, matp2, matp3, matp4, matp5, matp6);
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#endif
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vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ
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vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ
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vec2 occspec = unpackFloat2(g1.a);
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vec2 occspec = unpackFloat2(g1.a);
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@ -143,6 +154,11 @@ void main() {
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vec3 v = normalize(eye - p);
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vec3 v = normalize(eye - p);
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float dotNV = max(dot(n, v), 0.0);
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float dotNV = max(dot(n, v), 0.0);
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#ifdef _Anisotropy
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vec4 g3 = textureLod(gbuffer3, texCoord, 0.0);
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vec3 wTangent = length(g3.xyz) > 0.0 ? normalize(g3.xyz) : vec3(1.0, 0.0, 0.0);
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#endif
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#ifdef _Brdf
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#ifdef _Brdf
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vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
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vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
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#endif
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#endif
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@ -189,8 +205,50 @@ void main() {
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float sdotVH = max(0.0, dot(v, sh));
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float sdotVH = max(0.0, dot(v, sh));
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float sdotNL = max(0.0, dot(n, sunDir));
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float sdotNL = max(0.0, dot(n, sunDir));
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float svisibility = 1.0;
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float svisibility = 1.0;
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#ifdef _Anisotropy
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vec3 sdirect;
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if (abs(matp0.x) > 0.001) {
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vec3 sbitangent = normalize(cross(n, wTangent));
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sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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anisotropicBRDF(f0, roughness, matp0.x, matp0.y,
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wTangent, sbitangent, n, sunDir, v, sdotNL, dotNV) * occspec.y;
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} else {
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sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
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}
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#else
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vec3 sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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vec3 sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
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specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
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#endif
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float sunSheenWeight = 1.0;
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float sunCoatWeight = 1.0;
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#ifdef _Sheen
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vec3 sunSheen = sheenBRDF(matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x), sdotNL, sdotNH, dotNV);
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sunSheenWeight = sheenAttenuation(matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x), dotNV);
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#endif
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#ifdef _ClearCoat
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vec3 sunCoat = clearcoatBRDF(matp1.x, matp1.y, matp1.z, sdotNL, sdotNH, dotNV, sdotVH);
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sunCoatWeight = coatAttenuation(matp1.x, matp1.z, dotNV);
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#endif
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|
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float sunLayerWeight = sunSheenWeight * sunCoatWeight;
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sdirect *= sunLayerWeight;
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#ifdef _Subsurface
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|
sdirect += subsurfaceBRDF(albedo, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.z, matp3.w, sdotNL) * sunLayerWeight;
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|
#endif
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||||||
|
#ifdef _Transmission
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||||||
|
sdirect += transmissionBRDF(albedo, matp2.z, matp2.w, matp3.x, matp3.y, sdotNL, dotNV, sdotVH) * sunLayerWeight;
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||||||
|
#endif
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||||||
|
#ifdef _ClearCoat
|
||||||
|
sdirect *= coatTintAttenuation(matp1.x, vec3(matp1.w, matp2.x, matp2.y), dotNV);
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||||||
|
sdirect += sunCoat * sunSheenWeight;
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||||||
|
#endif
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||||||
|
#ifdef _Sheen
|
||||||
|
sdirect += sunSheen;
|
||||||
|
#endif
|
||||||
|
|
||||||
#ifdef _ShadowMap
|
#ifdef _ShadowMap
|
||||||
#ifdef _CSM
|
#ifdef _CSM
|
||||||
@ -235,6 +293,21 @@ void main() {
|
|||||||
#ifdef _Spot
|
#ifdef _Spot
|
||||||
, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight // TODO: Test!
|
, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight // TODO: Test!
|
||||||
#endif
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
, matp1.x, matp1.y, matp1.z, vec3(matp1.w, matp2.x, matp2.y)
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
, matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x)
|
||||||
|
#endif
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
, matp0.x, matp0.y, wTangent
|
||||||
|
#endif
|
||||||
|
#ifdef _Subsurface
|
||||||
|
, matp3.z, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.w
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
, matp2.z, matp2.w, matp3.x, matp3.y
|
||||||
|
#endif
|
||||||
);
|
);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
@ -277,6 +350,21 @@ void main() {
|
|||||||
, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w) // scale
|
, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w) // scale
|
||||||
, lightsArraySpot[li * 2 + 1].xyz // right
|
, lightsArraySpot[li * 2 + 1].xyz // right
|
||||||
#endif
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
, matp1.x, matp1.y, matp1.z, vec3(matp1.w, matp2.x, matp2.y)
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
, matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x)
|
||||||
|
#endif
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
, matp0.x, matp0.y, wTangent
|
||||||
|
#endif
|
||||||
|
#ifdef _Subsurface
|
||||||
|
, matp3.z, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.w
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
, matp2.z, matp2.w, matp3.x, matp3.y
|
||||||
|
#endif
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
#endif // _Clusters
|
#endif // _Clusters
|
||||||
|
|||||||
@ -214,6 +214,11 @@
|
|||||||
"link": "_biasLightWorldViewProjectionMatrixSpot3",
|
"link": "_biasLightWorldViewProjectionMatrixSpot3",
|
||||||
"ifndef": ["_ShadowMapAtlas"],
|
"ifndef": ["_ShadowMapAtlas"],
|
||||||
"ifdef": ["_LTC", "_ShadowMap"]
|
"ifdef": ["_LTC", "_ShadowMap"]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "materialParams",
|
||||||
|
"link": "_materialParams",
|
||||||
|
"type": "floats"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"vertex_shader": "../include/pass_viewray.vert.glsl",
|
"vertex_shader": "../include/pass_viewray.vert.glsl",
|
||||||
|
|||||||
@ -138,4 +138,137 @@ float D_Approx(const float Roughness, const float RoL) {
|
|||||||
return rcp_a2 * exp2( c * RoL - c );
|
return rcp_a2 * exp2( c * RoL - c );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
vec3 clearcoatBRDF(const float clearcoat, const float clearcoat_rough,
|
||||||
|
const float coat_ior,
|
||||||
|
const float dotNL, const float dotNH, const float dotNV, const float dotVH) {
|
||||||
|
if (clearcoat <= 0.0) return vec3(0.0);
|
||||||
|
float a = clearcoat_rough * clearcoat_rough;
|
||||||
|
// F0 from Fresnel equation for dielectric
|
||||||
|
float ccF0 = (coat_ior - 1.0) / (coat_ior + 1.0);
|
||||||
|
ccF0 = ccF0 * ccF0;
|
||||||
|
float F = ccF0 + (1.0 - ccF0) * pow(1.0 - dotVH, 5.0);
|
||||||
|
float D = d_ggx(dotNH, a);
|
||||||
|
float G = g2_approx(dotNL, dotNV, a);
|
||||||
|
return vec3(clearcoat * D * G * F / max(4.0 * dotNV, 1e-5));
|
||||||
|
}
|
||||||
|
|
||||||
|
float coatAttenuation(const float clearcoat,
|
||||||
|
const float coat_ior, const float dotNV) {
|
||||||
|
if (clearcoat <= 0.0) return 1.0;
|
||||||
|
float ccF0 = (coat_ior - 1.0) / (coat_ior + 1.0);
|
||||||
|
ccF0 = ccF0 * ccF0;
|
||||||
|
// Schlick with pow(.,5) - cheaper than exp2
|
||||||
|
float F = ccF0 + (1.0 - ccF0) * pow(1.0 - dotNV, 5.0);
|
||||||
|
return max(1.0 - F * clearcoat, 0.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 coatTintAttenuation(const float clearcoat, const vec3 coat_tint, const float dotNV) {
|
||||||
|
if (clearcoat <= 0.0) return vec3(1.0);
|
||||||
|
float absorption = 1.0 / max(dotNV, 0.3);
|
||||||
|
return mix(vec3(1.0), coat_tint, clamp(absorption * 0.2, 0.0, 1.0));
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef _Sheen
|
||||||
|
// based on Blender sheen model/Frostbite PBR
|
||||||
|
vec3 sheenBRDF(const float sheen, const float sheen_rough,
|
||||||
|
const vec3 sheen_tint, const float dotNL, const float dotNH, const float dotNV) {
|
||||||
|
if (sheen <= 0.0) return vec3(0.0);
|
||||||
|
float rough = clamp(sheen_rough, 1e-3, 1.0);
|
||||||
|
float a = rough * rough;
|
||||||
|
float sinNH2 = 1.0 - dotNH * dotNH;
|
||||||
|
float a2 = a * a;
|
||||||
|
float D = (2.0 + a2) * sinNH2 / (2.0 * 3.1415926535 * pow(1.0 + a2 * sinNH2, 2.0));
|
||||||
|
float V = 1.0 / (4.0 * dotNL * dotNV + 1e-5);
|
||||||
|
float sheenAlbedo = (1.0 - 0.5 * rough) * mix(1.0, dotNV, 0.5);
|
||||||
|
return sheen_tint * sheen * D * V * dotNL * sheenAlbedo;
|
||||||
|
}
|
||||||
|
|
||||||
|
float sheenAttenuation(const float sheen, const float sheen_rough,
|
||||||
|
const vec3 sheen_tint, const float dotNV) {
|
||||||
|
if (sheen <= 0.0) return 1.0;
|
||||||
|
float rough = clamp(sheen_rough, 1e-3, 1.0);
|
||||||
|
float sheenAlbedo = (1.0 - 0.5 * rough) * mix(1.0, dotNV, 0.5);
|
||||||
|
float maxComp = sheen * max(max(sheen_tint.r, sheen_tint.g), sheen_tint.b) * sheenAlbedo;
|
||||||
|
return max(1.0 - maxComp, 0.0);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
// anisotropic GGX Burley 2012
|
||||||
|
vec3 anisotropicBRDF(const vec3 f0, const float roughness, const float anisotropy,
|
||||||
|
const float aniso_rot, const vec3 tangent, const vec3 bitangent,
|
||||||
|
const vec3 n, const vec3 l, const vec3 v,
|
||||||
|
const float dotNL, const float dotNV) {
|
||||||
|
if (abs(anisotropy) <= 0.001) return vec3(0.0);
|
||||||
|
float rot = aniso_rot * 3.1415926535 * 2.0;
|
||||||
|
float cr = cos(rot);
|
||||||
|
float sr = sin(rot);
|
||||||
|
vec3 t = normalize(tangent * cr + bitangent * sr);
|
||||||
|
vec3 b = normalize(bitangent * cr - tangent * sr);
|
||||||
|
float aniso_abs = abs(anisotropy);
|
||||||
|
float at = max(roughness * (1.0 + aniso_abs), 1e-5);
|
||||||
|
float ab = max(roughness * (1.0 - aniso_abs), 1e-5);
|
||||||
|
if (anisotropy < 0.0) { vec3 tmp = t; t = b; b = tmp; }
|
||||||
|
float at2 = at * at;
|
||||||
|
float ab2 = ab * ab;
|
||||||
|
vec3 h = normalize(l + v);
|
||||||
|
float dotTH = dot(t, h);
|
||||||
|
float dotBH = dot(b, h);
|
||||||
|
float dotTV = dot(t, v);
|
||||||
|
float dotBV = dot(b, v);
|
||||||
|
float dotTL = dot(t, l);
|
||||||
|
float dotBL = dot(b, l);
|
||||||
|
float denom = max(dotTH * dotTH / at2 + dotBH * dotBH / ab2, 1e-7);
|
||||||
|
float D = 1.0 / (3.1415926535 * at * ab * denom * denom);
|
||||||
|
float V = 1.0 / max(dotNL * (dotTL / at + dotBL / ab) * (dotTV / at + dotBV / ab), 1e-5);
|
||||||
|
float dotVH = max(dot(v, h), 0.0);
|
||||||
|
vec3 F = f_schlick(f0, dotVH);
|
||||||
|
return D * V * F / max(4.0 * dotNV, 1e-5);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef _Subsurface
|
||||||
|
// Blenders bssrdf_burley implementation
|
||||||
|
vec3 subsurfaceBRDF(const vec3 albedo, const vec3 sss_color,
|
||||||
|
const vec3 sss_radius, const float subsurface, const float sss_anisotropy,
|
||||||
|
const float dotNL) {
|
||||||
|
if (subsurface <= 0.0) return vec3(0.0);
|
||||||
|
vec3 mfp = sss_radius * (0.25 / 3.1415926535);
|
||||||
|
vec3 A = clamp(albedo, 0.0, 1.0);
|
||||||
|
vec3 d = 1.9 - A + 3.5 * (A - 0.8) * (A - 0.8);
|
||||||
|
d = mfp / max(d, 1e-5);
|
||||||
|
float aniso = clamp(sss_anisotropy, 0.0, 0.9);
|
||||||
|
float scatter = subsurface * (1.0 / 3.1415926535);
|
||||||
|
vec3 sssDiffuse = sss_color * scatter * dotNL;
|
||||||
|
float backScatter = max(0.0, 1.0 - dotNL) * (1.0 - aniso) * 0.5;
|
||||||
|
vec3 sssBack = sss_color * subsurface * backScatter;
|
||||||
|
float dist = max(0.0, 1.0 - dotNL);
|
||||||
|
vec3 rcp_d = 1.0 / max(d, vec3(1e-5));
|
||||||
|
vec3 x = vec3(dist) * rcp_d;
|
||||||
|
vec3 extinction = 1.0 / (1.0 + x + 0.5 * x * x);
|
||||||
|
return sssDiffuse * extinction + sssBack * (vec3(1.0) - extinction);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef _Transmission
|
||||||
|
// Blenders microfacet glass/refraction model
|
||||||
|
vec3 transmissionBRDF(const vec3 albedo, const float transmission,
|
||||||
|
const float trans_rough, const float ior, const float thin_wall,
|
||||||
|
const float dotNL, const float dotNV, const float dotVH) {
|
||||||
|
if (transmission <= 0.0) return vec3(0.0);
|
||||||
|
float F0 = (ior - 1.0) / (ior + 1.0);
|
||||||
|
F0 = F0 * F0;
|
||||||
|
float F = F0 + (1.0 - F0) * pow(1.0 - dotVH, 5.0);
|
||||||
|
float transmittance = 1.0 - F;
|
||||||
|
if (thin_wall > 0.5) {
|
||||||
|
return albedo * transmission * transmittance * dotNL;
|
||||||
|
}
|
||||||
|
float a = trans_rough * trans_rough;
|
||||||
|
float rough_atten = mix(1.0, 1.0 / max(dotNV, 0.1), a);
|
||||||
|
return albedo * transmission * transmittance * rough_atten * dotNL;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@ -170,4 +170,19 @@ void unpackFloatInt16(float val, out float f, out uint i) {
|
|||||||
f = (bitsValue & ~(0xF << numBitFloat)) / maxValFloat;
|
f = (bitsValue & ~(0xF << numBitFloat)) / maxValFloat;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#ifdef _ExtBRDF
|
||||||
|
// extended material parameters by material slot ID returns vec4s (28 floats) of extended BRDF parameters
|
||||||
|
void getMaterialParams(uint matid, out vec4 p0, out vec4 p1, out vec4 p2, out vec4 p3,
|
||||||
|
out vec4 p4, out vec4 p5, out vec4 p6) {
|
||||||
|
uint base = matid * 8u;
|
||||||
|
p0 = materialParams[base];
|
||||||
|
p1 = materialParams[base + 1u];
|
||||||
|
p2 = materialParams[base + 2u];
|
||||||
|
p3 = materialParams[base + 3u];
|
||||||
|
p4 = materialParams[base + 4u];
|
||||||
|
p5 = materialParams[base + 5u];
|
||||||
|
p6 = materialParams[base + 6u];
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@ -131,6 +131,21 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
|||||||
#ifdef _SSRS
|
#ifdef _SSRS
|
||||||
, sampler2D gbufferD, mat4 invVP, vec3 eye
|
, sampler2D gbufferD, mat4 invVP, vec3 eye
|
||||||
#endif
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
, float sheen, float sheenRough, vec3 sheenTint
|
||||||
|
#endif
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
, float anisotropy, float anisoRot, vec3 tangent
|
||||||
|
#endif
|
||||||
|
#ifdef _Subsurface
|
||||||
|
, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
, float transmission, float transRough, float ior, float thinWall
|
||||||
|
#endif
|
||||||
) {
|
) {
|
||||||
vec3 ld = lp - p;
|
vec3 ld = lp - p;
|
||||||
vec3 l = normalize(ld);
|
vec3 l = normalize(ld);
|
||||||
@ -153,9 +168,49 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
|||||||
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
|
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
|
||||||
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
|
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
|
||||||
#else
|
#else
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
vec3 direct;
|
||||||
|
if (abs(anisotropy) > 0.001) {
|
||||||
|
vec3 bitangent = normalize(cross(n, tangent));
|
||||||
|
direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||||
|
anisotropicBRDF(f0, rough, anisotropy, anisoRot,
|
||||||
|
tangent, bitangent, n, l, v, dotNL, dotNV) * spec;
|
||||||
|
} else {
|
||||||
|
direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||||
|
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||||
|
}
|
||||||
|
#else
|
||||||
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
|
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||||
#endif
|
#endif
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// before attenuate/shadow so everything is properly shadowed in one pass
|
||||||
|
float sheenWeight = 1.0;
|
||||||
|
float coatWeight = 1.0;
|
||||||
|
#ifdef _Sheen
|
||||||
|
vec3 sheenContrib = sheenBRDF(sheen, sheenRough, sheenTint, dotNL, dotNH, dotNV);
|
||||||
|
sheenWeight = sheenAttenuation(sheen, sheenRough, sheenTint, dotNV);
|
||||||
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
vec3 coatContrib = clearcoatBRDF(clearcoat, clearcoatRough, coatIOR, dotNL, dotNH, dotNV, dotVH);
|
||||||
|
coatWeight = coatAttenuation(clearcoat, coatIOR, dotNV);
|
||||||
|
#endif
|
||||||
|
float layerWeight = sheenWeight * coatWeight;
|
||||||
|
direct *= layerWeight;
|
||||||
|
#ifdef _Subsurface
|
||||||
|
direct += subsurfaceBRDF(albedo, sssColor, sssRadius, subsurface, sssAnisotropy, dotNL) * layerWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
direct += transmissionBRDF(albedo, transmission, transRough, ior, thinWall, dotNL, dotNV, dotVH) * layerWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
direct *= coatTintAttenuation(clearcoat, coatTint, dotNV);
|
||||||
|
direct += coatContrib * sheenWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
direct += sheenContrib;
|
||||||
|
#endif
|
||||||
|
|
||||||
direct *= attenuate(distance(p, lp));
|
direct *= attenuate(distance(p, lp));
|
||||||
direct *= min(lightCol, vec3(100.0));
|
direct *= min(lightCol, vec3(100.0));
|
||||||
@ -418,6 +473,21 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
|
|||||||
#ifdef _Spot
|
#ifdef _Spot
|
||||||
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
||||||
#endif
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
, float sheen, float sheenRough, vec3 sheenTint
|
||||||
|
#endif
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
, float anisotropy, float anisoRot, vec3 tangent
|
||||||
|
#endif
|
||||||
|
#ifdef _Subsurface
|
||||||
|
, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
, float transmission, float transRough, float ior, float thinWall
|
||||||
|
#endif
|
||||||
) {
|
) {
|
||||||
vec3 ld = lp - p;
|
vec3 ld = lp - p;
|
||||||
vec3 l = normalize(ld);
|
vec3 l = normalize(ld);
|
||||||
@ -444,6 +514,32 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
|
|||||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
float sheenWeight = 1.0;
|
||||||
|
float coatWeight = 1.0;
|
||||||
|
#ifdef _Sheen
|
||||||
|
vec3 sheenContrib = sheenBRDF(sheen, sheenRough, sheenTint, dotNL, dotNH, dotNV);
|
||||||
|
sheenWeight = sheenAttenuation(sheen, sheenRough, sheenTint, dotNV);
|
||||||
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
vec3 coatContrib = clearcoatBRDF(clearcoat, clearcoatRough, coatIOR, dotNL, dotNH, dotNV, dotVH);
|
||||||
|
coatWeight = coatAttenuation(clearcoat, coatIOR, dotNV);
|
||||||
|
#endif
|
||||||
|
float layerWeight = sheenWeight * coatWeight;
|
||||||
|
direct *= layerWeight;
|
||||||
|
#ifdef _Subsurface
|
||||||
|
direct += subsurfaceBRDF(albedo, sssColor, sssRadius, subsurface, sssAnisotropy, dotNL) * layerWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
direct += transmissionBRDF(albedo, transmission, transRough, ior, thinWall, dotNL, dotNV, dotVH) * layerWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
direct *= coatTintAttenuation(clearcoat, coatTint, dotNV);
|
||||||
|
direct += coatContrib * sheenWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
direct += sheenContrib;
|
||||||
|
#endif
|
||||||
|
|
||||||
direct *= attenuate(distance(p, lp));
|
direct *= attenuate(distance(p, lp));
|
||||||
// CRITICAL: Clamp light color to prevent extreme HDR values causing white sphere artifacts
|
// CRITICAL: Clamp light color to prevent extreme HDR values causing white sphere artifacts
|
||||||
direct *= min(lightCol, vec3(100.0));
|
direct *= min(lightCol, vec3(100.0));
|
||||||
|
|||||||
@ -53,6 +53,21 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
|||||||
#ifdef _Spot
|
#ifdef _Spot
|
||||||
, bool isSpot, float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
, bool isSpot, float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
|
||||||
#endif
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
, float sheen, float sheenRough, vec3 sheenTint
|
||||||
|
#endif
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
, float anisotropy, float anisoRot, vec3 tangent
|
||||||
|
#endif
|
||||||
|
#ifdef _Subsurface
|
||||||
|
, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
, float transmission, float transRough, float ior, float thinWall
|
||||||
|
#endif
|
||||||
) {
|
) {
|
||||||
vec3 ld = lp - p;
|
vec3 ld = lp - p;
|
||||||
vec3 l = normalize(ld);
|
vec3 l = normalize(ld);
|
||||||
@ -61,8 +76,47 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
|
|||||||
float dotVH = max(0.0, dot(v, h));
|
float dotVH = max(0.0, dot(v, h));
|
||||||
float dotNL = max(0.0, dot(n, l));
|
float dotNL = max(0.0, dot(n, l));
|
||||||
|
|
||||||
|
#ifdef _Anisotropy
|
||||||
|
vec3 direct;
|
||||||
|
if (abs(anisotropy) > 0.001) {
|
||||||
|
vec3 bitangent = normalize(cross(n, tangent));
|
||||||
|
direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||||
|
anisotropicBRDF(f0, rough, anisotropy, anisoRot,
|
||||||
|
tangent, bitangent, n, l, v, dotNL, dotNV) * spec;
|
||||||
|
} else {
|
||||||
|
direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||||
|
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||||
|
}
|
||||||
|
#else
|
||||||
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
|
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
|
||||||
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float sheenWeight = 1.0;
|
||||||
|
float coatWeight = 1.0;
|
||||||
|
#ifdef _Sheen
|
||||||
|
vec3 sheenContrib = sheenBRDF(sheen, sheenRough, sheenTint, dotNL, dotNH, dotNV);
|
||||||
|
sheenWeight = sheenAttenuation(sheen, sheenRough, sheenTint, dotNV);
|
||||||
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
vec3 coatContrib = clearcoatBRDF(clearcoat, clearcoatRough, coatIOR, dotNL, dotNH, dotNV, dotVH);
|
||||||
|
coatWeight = coatAttenuation(clearcoat, coatIOR, dotNV);
|
||||||
|
#endif
|
||||||
|
float layerWeight = sheenWeight * coatWeight;
|
||||||
|
direct *= layerWeight;
|
||||||
|
#ifdef _Subsurface
|
||||||
|
direct += subsurfaceBRDF(albedo, sssColor, sssRadius, subsurface, sssAnisotropy, dotNL) * layerWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _Transmission
|
||||||
|
direct += transmissionBRDF(albedo, transmission, transRough, ior, thinWall, dotNL, dotNV, dotVH) * layerWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _ClearCoat
|
||||||
|
direct *= coatTintAttenuation(clearcoat, coatTint, dotNV);
|
||||||
|
direct += coatContrib * sheenWeight;
|
||||||
|
#endif
|
||||||
|
#ifdef _Sheen
|
||||||
|
direct += sheenContrib;
|
||||||
|
#endif
|
||||||
|
|
||||||
direct *= lightCol;
|
direct *= lightCol;
|
||||||
direct *= attenuate(distance(p, lp));
|
direct *= attenuate(distance(p, lp));
|
||||||
|
|||||||
@ -71,6 +71,11 @@ class Scene {
|
|||||||
|
|
||||||
public var embedded: Map<String, kha.Image>;
|
public var embedded: Map<String, kha.Image>;
|
||||||
|
|
||||||
|
#if (rp_renderer == "Deferred")
|
||||||
|
public var materialParamsBuffer: kha.arrays.Float32Array;
|
||||||
|
public var materialParamsDirty: Bool = true;
|
||||||
|
#end
|
||||||
|
|
||||||
public var ready: Bool; // Async in progress
|
public var ready: Bool; // Async in progress
|
||||||
|
|
||||||
public var traitInits: Array<Void->Void> = [];
|
public var traitInits: Array<Void->Void> = [];
|
||||||
@ -107,6 +112,9 @@ class Scene {
|
|||||||
armatures = [];
|
armatures = [];
|
||||||
#end
|
#end
|
||||||
embedded = new Map();
|
embedded = new Map();
|
||||||
|
#if (rp_renderer == "Deferred")
|
||||||
|
materialParamsBuffer = new kha.arrays.Float32Array(512);
|
||||||
|
#end
|
||||||
root = new Object();
|
root = new Object();
|
||||||
root.name = "Root";
|
root.name = "Root";
|
||||||
traitInits = [];
|
traitInits = [];
|
||||||
@ -204,6 +212,77 @@ class Scene {
|
|||||||
root.remove();
|
root.remove();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#if (rp_renderer == "Deferred")
|
||||||
|
public function updateMaterialParams() {
|
||||||
|
if (!materialParamsDirty) return;
|
||||||
|
materialParamsDirty = false;
|
||||||
|
var buf = materialParamsBuffer;
|
||||||
|
for (i in 0...buf.length) buf[i] = 0.0;
|
||||||
|
for (m in meshes) {
|
||||||
|
if (m.materials == null) continue;
|
||||||
|
for (mat in m.materials) {
|
||||||
|
if (mat == null) continue;
|
||||||
|
if (mat.contexts == null) continue;
|
||||||
|
var slot = -1;
|
||||||
|
var bc = null;
|
||||||
|
for (ctx in mat.contexts) {
|
||||||
|
if (ctx == null || ctx.raw == null) continue;
|
||||||
|
if (ctx.raw.name == "mesh" && ctx.raw.bind_constants != null) {
|
||||||
|
bc = ctx.raw.bind_constants;
|
||||||
|
for (c in bc) {
|
||||||
|
if (c != null && c.name == "materialID" && c.intValue != null) {
|
||||||
|
slot = c.intValue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (slot <= 0 || slot >= 16) continue;
|
||||||
|
var base = slot * 32;
|
||||||
|
if (base + 31 >= buf.length) continue;
|
||||||
|
if (bc == null) continue;
|
||||||
|
for (c in bc) {
|
||||||
|
if (c == null || c.name == null) continue;
|
||||||
|
switch (c.name) {
|
||||||
|
// matp0: vec4(anisotropy, anisoRot, sheen, sheenRough)
|
||||||
|
case "anisotropy": buf[base + 0] = c.floatValue;
|
||||||
|
case "anisoRot": buf[base + 1] = c.floatValue;
|
||||||
|
case "sheen": buf[base + 2] = c.floatValue;
|
||||||
|
case "sheenRough": buf[base + 3] = c.floatValue;
|
||||||
|
// matp1: vec4(clearcoat, clearcoatRough, coatIOR, coatTintR)
|
||||||
|
case "clearcoat": buf[base + 4] = c.floatValue;
|
||||||
|
case "clearcoatRough": buf[base + 5] = c.floatValue;
|
||||||
|
case "coatIOR": buf[base + 6] = c.floatValue;
|
||||||
|
case "coatTintR": buf[base + 7] = c.floatValue;
|
||||||
|
// matp2: vec4(coatTintG, coatTintB, transmission, transRough)
|
||||||
|
case "coatTintG": buf[base + 8] = c.floatValue;
|
||||||
|
case "coatTintB": buf[base + 9] = c.floatValue;
|
||||||
|
case "transmission": buf[base + 10] = c.floatValue;
|
||||||
|
case "transmissionRough": buf[base + 11] = c.floatValue;
|
||||||
|
// matp3: vec4(ior, thinWall, subsurface, subsurfaceAnisotropy)
|
||||||
|
case "ior": buf[base + 12] = c.floatValue;
|
||||||
|
case "thinWall": buf[base + 13] = c.floatValue;
|
||||||
|
case "subsurface": buf[base + 14] = c.floatValue;
|
||||||
|
case "subsurfaceAnisotropy": buf[base + 15] = c.floatValue;
|
||||||
|
// matp4: vec4(subsurfaceRadiusR, subsurfaceRadiusG, subsurfaceRadiusB, subsurfaceColorR)
|
||||||
|
case "subsurfaceRadiusR": buf[base + 16] = c.floatValue;
|
||||||
|
case "subsurfaceRadiusG": buf[base + 17] = c.floatValue;
|
||||||
|
case "subsurfaceRadiusB": buf[base + 18] = c.floatValue;
|
||||||
|
case "subsurfaceColorR": buf[base + 19] = c.floatValue;
|
||||||
|
// matp5: vec4(subsurfaceColorG, subsurfaceColorB, sheenTintR, sheenTintG)
|
||||||
|
case "subsurfaceColorG": buf[base + 20] = c.floatValue;
|
||||||
|
case "subsurfaceColorB": buf[base + 21] = c.floatValue;
|
||||||
|
case "sheenTintR": buf[base + 22] = c.floatValue;
|
||||||
|
case "sheenTintG": buf[base + 23] = c.floatValue;
|
||||||
|
// matp6: vec4(sheenTintB, 0, 0, 0)
|
||||||
|
case "sheenTintB": buf[base + 24] = c.floatValue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#end
|
||||||
|
|
||||||
static var framePassed = true;
|
static var framePassed = true;
|
||||||
public static function setActive(sceneName: String, done: Object->Void = null) {
|
public static function setActive(sceneName: String, done: Object->Void = null) {
|
||||||
if (!framePassed) return;
|
if (!framePassed) return;
|
||||||
@ -351,6 +430,9 @@ class Scene {
|
|||||||
public function addMeshObject(data: MeshData, materials: Vector<MaterialData>, parent: Object = null): MeshObject {
|
public function addMeshObject(data: MeshData, materials: Vector<MaterialData>, parent: Object = null): MeshObject {
|
||||||
var object = new MeshObject(data, materials);
|
var object = new MeshObject(data, materials);
|
||||||
parent != null ? object.setParent(parent) : object.setParent(root);
|
parent != null ? object.setParent(parent) : object.setParent(root);
|
||||||
|
#if (rp_renderer == "Deferred")
|
||||||
|
materialParamsDirty = true;
|
||||||
|
#end
|
||||||
return object;
|
return object;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -89,6 +89,9 @@ class MeshObject extends Object {
|
|||||||
#end
|
#end
|
||||||
if (tilesheet != null) tilesheet.remove();
|
if (tilesheet != null) tilesheet.remove();
|
||||||
if (Scene.active != null) Scene.active.meshes.remove(this);
|
if (Scene.active != null) Scene.active.meshes.remove(this);
|
||||||
|
#if (rp_renderer == "Deferred")
|
||||||
|
if (Scene.active != null) Scene.active.materialParamsDirty = true;
|
||||||
|
#end
|
||||||
data.refcount--;
|
data.refcount--;
|
||||||
super.remove();
|
super.remove();
|
||||||
}
|
}
|
||||||
|
|||||||
@ -887,6 +887,9 @@ class Uniforms {
|
|||||||
case "_envmapIrradiance": {
|
case "_envmapIrradiance": {
|
||||||
fa = Scene.active.world == null ? WorldData.getEmptyIrradiance() : Scene.active.world.probe.irradiance;
|
fa = Scene.active.world == null ? WorldData.getEmptyIrradiance() : Scene.active.world.probe.irradiance;
|
||||||
}
|
}
|
||||||
|
case "_materialParams": {
|
||||||
|
fa = Scene.active.materialParamsBuffer;
|
||||||
|
}
|
||||||
#if lnx_clusters
|
#if lnx_clusters
|
||||||
case "_lightsArray": {
|
case "_lightsArray": {
|
||||||
fa = LightObject.lightsArray;
|
fa = LightObject.lightsArray;
|
||||||
|
|||||||
@ -26,7 +26,8 @@ class RenderPathDeferred {
|
|||||||
"gbuffer1",
|
"gbuffer1",
|
||||||
#if rp_gbuffer2 "gbuffer2", #end
|
#if rp_gbuffer2 "gbuffer2", #end
|
||||||
#if rp_gbuffer_emission "gbuffer_emission", #end
|
#if rp_gbuffer_emission "gbuffer_emission", #end
|
||||||
#if (rp_ssrefr || lnx_voxelgi_refract) "gbuffer_refraction" #end
|
#if (rp_ssrefr || lnx_voxelgi_refract) "gbuffer_refraction", #end
|
||||||
|
#if lnx_anisotropy "gbuffer3" #end
|
||||||
]);
|
]);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -173,6 +174,19 @@ class RenderPathDeferred {
|
|||||||
}
|
}
|
||||||
#end
|
#end
|
||||||
|
|
||||||
|
#if lnx_anisotropy
|
||||||
|
{
|
||||||
|
var t = new RenderTargetRaw();
|
||||||
|
t.name = "gbuffer3";
|
||||||
|
t.width = 0;
|
||||||
|
t.height = 0;
|
||||||
|
t.displayp = Inc.getDisplayp();
|
||||||
|
t.format = "RGBA64";
|
||||||
|
t.scale = Inc.getSuperSampling();
|
||||||
|
path.createRenderTarget(t);
|
||||||
|
}
|
||||||
|
#end
|
||||||
|
|
||||||
#if rp_material_solid
|
#if rp_material_solid
|
||||||
path.loadShader("shader_datas/deferred_light_solid/deferred_light");
|
path.loadShader("shader_datas/deferred_light_solid/deferred_light");
|
||||||
#elseif rp_material_mobile
|
#elseif rp_material_mobile
|
||||||
@ -566,6 +580,13 @@ class RenderPathDeferred {
|
|||||||
}
|
}
|
||||||
#end
|
#end
|
||||||
|
|
||||||
|
#if lnx_anisotropy
|
||||||
|
{
|
||||||
|
path.setTarget("gbuffer3");
|
||||||
|
path.clearTarget(0x00000000);
|
||||||
|
}
|
||||||
|
#end
|
||||||
|
|
||||||
RenderPathCreator.setTargetMeshes();
|
RenderPathCreator.setTargetMeshes();
|
||||||
|
|
||||||
#if rp_dynres
|
#if rp_dynres
|
||||||
@ -761,6 +782,10 @@ class RenderPathDeferred {
|
|||||||
}
|
}
|
||||||
#end
|
#end
|
||||||
|
|
||||||
|
#if lnx_anisotropy
|
||||||
|
path.bindTarget("gbuffer3", "gbuffer3");
|
||||||
|
#end
|
||||||
|
|
||||||
#if rp_ssao
|
#if rp_ssao
|
||||||
{
|
{
|
||||||
if (leenkx.data.Config.raw.rp_ssao != false) {
|
if (leenkx.data.Config.raw.rp_ssao != false) {
|
||||||
@ -826,8 +851,10 @@ class RenderPathDeferred {
|
|||||||
#if rp_material_solid
|
#if rp_material_solid
|
||||||
path.drawShader("shader_datas/deferred_light_solid/deferred_light");
|
path.drawShader("shader_datas/deferred_light_solid/deferred_light");
|
||||||
#elseif rp_material_mobile
|
#elseif rp_material_mobile
|
||||||
|
Scene.active.updateMaterialParams();
|
||||||
path.drawShader("shader_datas/deferred_light_mobile/deferred_light");
|
path.drawShader("shader_datas/deferred_light_mobile/deferred_light");
|
||||||
#else
|
#else
|
||||||
|
Scene.active.updateMaterialParams();
|
||||||
voxelao_pass ?
|
voxelao_pass ?
|
||||||
path.drawShader("shader_datas/deferred_light/deferred_light_VoxelAOvar") :
|
path.drawShader("shader_datas/deferred_light/deferred_light_VoxelAOvar") :
|
||||||
path.drawShader("shader_datas/deferred_light/deferred_light");
|
path.drawShader("shader_datas/deferred_light/deferred_light");
|
||||||
|
|||||||
@ -2526,6 +2526,9 @@ class LeenkxExporter:
|
|||||||
decals_used = False
|
decals_used = False
|
||||||
sss_used = False
|
sss_used = False
|
||||||
|
|
||||||
|
from lnx.material import mat_state
|
||||||
|
mat_state.next_ext_mat_id = 3
|
||||||
|
|
||||||
for material in self.material_array:
|
for material in self.material_array:
|
||||||
# If the material is unlinked, material becomes None
|
# If the material is unlinked, material becomes None
|
||||||
if material is None:
|
if material is None:
|
||||||
|
|||||||
@ -136,7 +136,10 @@ def always() -> float:
|
|||||||
# Force ui redraw
|
# Force ui redraw
|
||||||
if state.redraw_ui:
|
if state.redraw_ui:
|
||||||
if bpy.context.screen is not None:
|
if bpy.context.screen is not None:
|
||||||
|
krom_active = bool(lnx.render_engine._active_krom_engines)
|
||||||
for area in bpy.context.screen.areas:
|
for area in bpy.context.screen.areas:
|
||||||
|
if area.type == 'VIEW_3D' and krom_active:
|
||||||
|
continue
|
||||||
if area.type in ('NODE_EDITOR', 'PROPERTIES', 'VIEW_3D'):
|
if area.type in ('NODE_EDITOR', 'PROPERTIES', 'VIEW_3D'):
|
||||||
area.tag_redraw()
|
area.tag_redraw()
|
||||||
state.redraw_ui = False
|
state.redraw_ui = False
|
||||||
|
|||||||
@ -1,3 +1,4 @@
|
|||||||
|
import bpy
|
||||||
import importlib
|
import importlib
|
||||||
import inspect
|
import inspect
|
||||||
import pkgutil
|
import pkgutil
|
||||||
|
|||||||
@ -804,41 +804,71 @@ def viewport_build_done():
|
|||||||
_viewport_pending_launches.clear()
|
_viewport_pending_launches.clear()
|
||||||
log.error('Viewport build failed, check console')
|
log.error('Viewport build failed, check console')
|
||||||
|
|
||||||
def play_viewport(viewport_id, width=1920, height=1080):
|
def play(viewport_id=None, width=1920, height=1080):
|
||||||
"""Launch Krom in a viewport"""
|
"""Launch player external or embedded when viewport_id is passed"""
|
||||||
global _viewport_build_in_progress, _viewport_pending_launches, _viewport_proc_build
|
global _viewport_build_in_progress, _viewport_pending_launches, _viewport_proc_build, scripts_mtime
|
||||||
|
|
||||||
if not viewport_id:
|
if viewport_id and 'Lnx' not in bpy.data.worlds:
|
||||||
log.error('No viewport_id: play_viewport requires an id')
|
|
||||||
return
|
|
||||||
|
|
||||||
if 'Lnx' not in bpy.data.worlds:
|
|
||||||
log.error('No Lnx world found - cannot start viewport server')
|
log.error('No Lnx world found - cannot start viewport server')
|
||||||
return
|
return
|
||||||
|
|
||||||
wrd = bpy.data.worlds['Lnx']
|
wrd = bpy.data.worlds['Lnx']
|
||||||
|
target = 'krom' if viewport_id else runtime_to_target()
|
||||||
|
|
||||||
krom_js_path = lnx.utils.get_fp_build() + '/debug/krom/krom.js'
|
khajs_path = get_khajs_path(target)
|
||||||
if os.path.exists(krom_js_path) and not wrd.lnx_recompile:
|
if not wrd.lnx_cache_build or \
|
||||||
run_viewport_runtime(viewport_id, width, height)
|
not os.path.isfile(khajs_path) or \
|
||||||
return
|
assets.khafile_defs_last != assets.khafile_defs or \
|
||||||
|
state.last_target != state.target:
|
||||||
|
wrd.lnx_recompile = True
|
||||||
|
|
||||||
pending_entry = (viewport_id, width, height)
|
state.last_target = state.target
|
||||||
if pending_entry not in _viewport_pending_launches:
|
|
||||||
_viewport_pending_launches.append(pending_entry)
|
|
||||||
|
|
||||||
if _viewport_build_in_progress:
|
state.mod_scripts = []
|
||||||
if _viewport_proc_build is not None and _viewport_proc_build.poll() is None:
|
script_path = lnx.utils.get_fp() + '/Sources/' + lnx.utils.safestr(wrd.lnx_project_package)
|
||||||
log.info(f'Build in progress, viewport {viewport_id} will launch when ready')
|
if os.path.isdir(script_path):
|
||||||
|
new_mtime = scripts_mtime
|
||||||
|
for fn in glob.iglob(os.path.join(script_path, '**', '*.hx'), recursive=True):
|
||||||
|
mtime = os.path.getmtime(fn)
|
||||||
|
if scripts_mtime < mtime:
|
||||||
|
lnx.utils.fetch_script_props(fn)
|
||||||
|
fn = fn.split('Sources/')[1]
|
||||||
|
fn = fn[:-3]
|
||||||
|
fn = fn.replace('/', '.')
|
||||||
|
state.mod_scripts.append(fn)
|
||||||
|
wrd.lnx_recompile = True
|
||||||
|
if new_mtime < mtime:
|
||||||
|
new_mtime = mtime
|
||||||
|
scripts_mtime = new_mtime
|
||||||
|
if len(state.mod_scripts) > 0:
|
||||||
|
lnx.utils.fetch_trait_props()
|
||||||
|
|
||||||
|
if viewport_id:
|
||||||
|
krom_js_path = lnx.utils.get_fp_build() + '/debug/krom/krom.js'
|
||||||
|
if os.path.exists(krom_js_path) and not wrd.lnx_recompile:
|
||||||
|
run_viewport_runtime(viewport_id, width, height)
|
||||||
return
|
return
|
||||||
else:
|
|
||||||
_viewport_build_in_progress = False
|
|
||||||
|
|
||||||
_viewport_build_in_progress = True
|
pending_entry = (viewport_id, width, height)
|
||||||
|
if pending_entry not in _viewport_pending_launches:
|
||||||
|
_viewport_pending_launches.append(pending_entry)
|
||||||
|
|
||||||
build(target='krom', is_viewport=True, viewport_width=width, viewport_height=height)
|
if _viewport_build_in_progress:
|
||||||
|
if _viewport_proc_build is not None and _viewport_proc_build.poll() is None:
|
||||||
|
log.info(f'Build in progress, viewport {viewport_id} will launch when ready')
|
||||||
|
return
|
||||||
|
else:
|
||||||
|
_viewport_build_in_progress = False
|
||||||
|
|
||||||
compile_viewport(assets_only=(not wrd.lnx_recompile))
|
_viewport_build_in_progress = True
|
||||||
|
|
||||||
|
assets.invalidate_enabled = False
|
||||||
|
build(target='krom', is_viewport=True, viewport_width=width, viewport_height=height)
|
||||||
|
compile_viewport(assets_only=(not wrd.lnx_recompile))
|
||||||
|
assets.invalidate_enabled = True
|
||||||
|
else:
|
||||||
|
build(target=target, is_play=True)
|
||||||
|
compile(assets_only=(not wrd.lnx_recompile))
|
||||||
|
|
||||||
|
|
||||||
def stop_viewport(viewport_id=None):
|
def stop_viewport(viewport_id=None):
|
||||||
@ -905,43 +935,6 @@ def get_khajs_path(target):
|
|||||||
return lnx.utils.build_dir() + '/debug/krom/krom.js'
|
return lnx.utils.build_dir() + '/debug/krom/krom.js'
|
||||||
return lnx.utils.build_dir() + '/debug/html5/kha.js'
|
return lnx.utils.build_dir() + '/debug/html5/kha.js'
|
||||||
|
|
||||||
def play():
|
|
||||||
global scripts_mtime
|
|
||||||
wrd = bpy.data.worlds['Lnx']
|
|
||||||
|
|
||||||
build(target=runtime_to_target(), is_play=True)
|
|
||||||
|
|
||||||
khajs_path = get_khajs_path(state.target)
|
|
||||||
if not wrd.lnx_cache_build or \
|
|
||||||
not os.path.isfile(khajs_path) or \
|
|
||||||
assets.khafile_defs_last != assets.khafile_defs or \
|
|
||||||
state.last_target != state.target:
|
|
||||||
wrd.lnx_recompile = True
|
|
||||||
|
|
||||||
state.last_target = state.target
|
|
||||||
|
|
||||||
# Trait sources modified
|
|
||||||
state.mod_scripts = []
|
|
||||||
script_path = lnx.utils.get_fp() + '/Sources/' + lnx.utils.safestr(wrd.lnx_project_package)
|
|
||||||
if os.path.isdir(script_path):
|
|
||||||
new_mtime = scripts_mtime
|
|
||||||
for fn in glob.iglob(os.path.join(script_path, '**', '*.hx'), recursive=True):
|
|
||||||
mtime = os.path.getmtime(fn)
|
|
||||||
if scripts_mtime < mtime:
|
|
||||||
lnx.utils.fetch_script_props(fn) # Trait props
|
|
||||||
fn = fn.split('Sources/')[1]
|
|
||||||
fn = fn[:-3] #.hx
|
|
||||||
fn = fn.replace('/', '.')
|
|
||||||
state.mod_scripts.append(fn)
|
|
||||||
wrd.lnx_recompile = True
|
|
||||||
if new_mtime < mtime:
|
|
||||||
new_mtime = mtime
|
|
||||||
scripts_mtime = new_mtime
|
|
||||||
if len(state.mod_scripts) > 0: # Trait props
|
|
||||||
lnx.utils.fetch_trait_props()
|
|
||||||
|
|
||||||
compile(assets_only=(not wrd.lnx_recompile))
|
|
||||||
|
|
||||||
def build_success():
|
def build_success():
|
||||||
log.clear()
|
log.clear()
|
||||||
wrd = bpy.data.worlds['Lnx']
|
wrd = bpy.data.worlds['Lnx']
|
||||||
|
|||||||
@ -173,6 +173,9 @@ def add_world_defs():
|
|||||||
wrd.world_defs += '_Brdf'
|
wrd.world_defs += '_Brdf'
|
||||||
assets.add_khafile_def("lnx_brdf")
|
assets.add_khafile_def("lnx_brdf")
|
||||||
|
|
||||||
|
if '_Anisotropy' in wrd.world_defs:
|
||||||
|
assets.add_khafile_def('lnx_anisotropy')
|
||||||
|
|
||||||
def build():
|
def build():
|
||||||
rpdat = lnx.utils.get_rp()
|
rpdat = lnx.utils.get_rp()
|
||||||
project_path = lnx.utils.get_fp()
|
project_path = lnx.utils.get_fp()
|
||||||
@ -510,4 +513,8 @@ def get_num_gbuffer_rts_deferred()-> int:
|
|||||||
found_refraction_flag = True
|
found_refraction_flag = True
|
||||||
else:
|
else:
|
||||||
num += 1
|
num += 1
|
||||||
|
|
||||||
|
if '_Anisotropy' in wrd.world_defs:
|
||||||
|
num += 1
|
||||||
|
|
||||||
return num
|
return num
|
||||||
|
|||||||
@ -188,6 +188,64 @@ def parse(nodes, con: ShaderContext,
|
|||||||
|
|
||||||
# Make sure that individual functions in this module aren't called with an incorrect/old parser state, set it to
|
# Make sure that individual functions in this module aren't called with an incorrect/old parser state, set it to
|
||||||
# None so that it will raise exceptions when not set
|
# None so that it will raise exceptions when not set
|
||||||
|
# store extended BRDF feature flags before destroying parser state
|
||||||
|
import re as _re
|
||||||
|
|
||||||
|
def _extract_vec3(s):
|
||||||
|
m = _re.match(r'vec3\s*\(\s*([^,\s\)]+)\s*\)', s)
|
||||||
|
if m and ',' not in m.group(1):
|
||||||
|
v = m.group(1)
|
||||||
|
return v, v, v
|
||||||
|
m = _re.match(r'vec3\s*\(\s*([^,\s]+)\s*,\s*([^,\s]+)\s*,\s*([^,\s\)]+)', s)
|
||||||
|
if m:
|
||||||
|
return m.group(1), m.group(2), m.group(3)
|
||||||
|
return '1.0', '1.0', '1.0'
|
||||||
|
|
||||||
|
def _try_float(val_str, default=0.0):
|
||||||
|
try:
|
||||||
|
return float(val_str)
|
||||||
|
except (ValueError, TypeError):
|
||||||
|
return default
|
||||||
|
|
||||||
|
_sss_r, _sss_g, _sss_b = _extract_vec3(state.out_subsurface_radius)
|
||||||
|
_sss_scale = state.out_subsurface_scale
|
||||||
|
_sss_scale_f = _try_float(_sss_scale, 0.05)
|
||||||
|
if _sss_scale_f != 1.0:
|
||||||
|
_sss_r = str(_try_float(_sss_r, 1.0) * _sss_scale_f)
|
||||||
|
_sss_g = str(_try_float(_sss_g, 0.2) * _sss_scale_f)
|
||||||
|
_sss_b = str(_try_float(_sss_b, 0.1) * _sss_scale_f)
|
||||||
|
|
||||||
|
_sheen_tint_r, _sheen_tint_g, _sheen_tint_b = _extract_vec3(state.out_sheen_tint)
|
||||||
|
_coat_tint_r, _coat_tint_g, _coat_tint_b = _extract_vec3(state.out_coat_tint)
|
||||||
|
_sss_color_r, _sss_color_g, _sss_color_b = _extract_vec3(state.out_subsurface_color)
|
||||||
|
|
||||||
|
mat_state.features = {
|
||||||
|
'clearcoat': state.out_clearcoat,
|
||||||
|
'clearcoatRough': state.out_clearcoat_rough,
|
||||||
|
'coatIOR': state.out_coat_ior,
|
||||||
|
'coatTintR': _coat_tint_r,
|
||||||
|
'coatTintG': _coat_tint_g,
|
||||||
|
'coatTintB': _coat_tint_b,
|
||||||
|
'sheen': state.out_sheen,
|
||||||
|
'sheenRough': state.out_sheen_rough,
|
||||||
|
'sheenTintR': _sheen_tint_r,
|
||||||
|
'sheenTintG': _sheen_tint_g,
|
||||||
|
'sheenTintB': _sheen_tint_b,
|
||||||
|
'subsurface': state.out_subsurface,
|
||||||
|
'subsurfaceAnisotropy': state.out_subsurface_anisotropy,
|
||||||
|
'subsurfaceRadiusR': _sss_r,
|
||||||
|
'subsurfaceRadiusG': _sss_g,
|
||||||
|
'subsurfaceRadiusB': _sss_b,
|
||||||
|
'subsurfaceColorR': _sss_color_r,
|
||||||
|
'subsurfaceColorG': _sss_color_g,
|
||||||
|
'subsurfaceColorB': _sss_color_b,
|
||||||
|
'anisotropy': state.out_anisotropy,
|
||||||
|
'anisoRot': state.out_aniso_rot,
|
||||||
|
'transmission': state.out_transmission,
|
||||||
|
'transmissionRough': state.out_transmission_rough,
|
||||||
|
'ior': state.out_ior,
|
||||||
|
'thinWall': state.out_thin_wall,
|
||||||
|
}
|
||||||
state = None
|
state = None
|
||||||
|
|
||||||
|
|
||||||
@ -219,7 +277,15 @@ def parse_material_output(node: bpy.types.Node, custom_particle_node: bpy.types.
|
|||||||
curshader = state.frag
|
curshader = state.frag
|
||||||
state.curshader = curshader
|
state.curshader = curshader
|
||||||
|
|
||||||
out_basecol, out_roughness, out_metallic, out_occlusion, out_specular, out_opacity, out_ior, out_emission_col = parse_shader_input(node.inputs[0])
|
outs = parse_shader_input(node.inputs[0])
|
||||||
|
out_basecol = outs[0]
|
||||||
|
out_roughness = outs[1]
|
||||||
|
out_metallic = outs[2]
|
||||||
|
out_occlusion = outs[3]
|
||||||
|
out_specular = outs[4]
|
||||||
|
out_opacity = outs[5]
|
||||||
|
out_ior = outs[6]
|
||||||
|
out_emission_col = outs[7]
|
||||||
if parse_surface:
|
if parse_surface:
|
||||||
curshader.write(f'basecol = {out_basecol};')
|
curshader.write(f'basecol = {out_basecol};')
|
||||||
curshader.write(f'roughness = {out_roughness};')
|
curshader.write(f'roughness = {out_roughness};')
|
||||||
@ -227,6 +293,25 @@ def parse_material_output(node: bpy.types.Node, custom_particle_node: bpy.types.
|
|||||||
curshader.write(f'occlusion = {out_occlusion};')
|
curshader.write(f'occlusion = {out_occlusion};')
|
||||||
curshader.write(f'specular = {out_specular};')
|
curshader.write(f'specular = {out_specular};')
|
||||||
curshader.write(f'emissionCol = {out_emission_col};')
|
curshader.write(f'emissionCol = {out_emission_col};')
|
||||||
|
curshader.write(f'subsurface = {outs[8]};')
|
||||||
|
curshader.write(f'subsurfaceRadius = {outs[9]};')
|
||||||
|
curshader.write(f'subsurfaceColor = {outs[10]};')
|
||||||
|
curshader.write(f'specularTint = {outs[11]};')
|
||||||
|
curshader.write(f'anisotropy = {outs[12]};')
|
||||||
|
curshader.write(f'anisoRot = {outs[13]};')
|
||||||
|
curshader.write(f'sheen = {outs[14]};')
|
||||||
|
curshader.write(f'sheenRough = {outs[15]};')
|
||||||
|
curshader.write(f'sheenTint = {outs[16]};')
|
||||||
|
curshader.write(f'clearcoat = {outs[17]};')
|
||||||
|
curshader.write(f'clearcoatRough = {outs[18]};')
|
||||||
|
curshader.write(f'transmission = {outs[19]};')
|
||||||
|
curshader.write(f'transmissionRough = {outs[20]};')
|
||||||
|
curshader.write(f'thinWall = {outs[21]};')
|
||||||
|
curshader.write(f'tangent = {outs[22]};')
|
||||||
|
curshader.write(f'subsurfaceScale = {outs[23]};')
|
||||||
|
curshader.write(f'subsurfaceAnisotropy = {outs[24]};')
|
||||||
|
curshader.write(f'coatIOR = {outs[25]};')
|
||||||
|
curshader.write(f'coatTint = {outs[26]};')
|
||||||
|
|
||||||
if mat_state.emission_type == mat_state.EmissionType.SHADELESS:
|
if mat_state.emission_type == mat_state.EmissionType.SHADELESS:
|
||||||
if '_EmissionShadeless' not in wrd.world_defs:
|
if '_EmissionShadeless' not in wrd.world_defs:
|
||||||
@ -330,6 +415,10 @@ def parse_shader(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> Tuple[st
|
|||||||
'BSDF_GLASS',
|
'BSDF_GLASS',
|
||||||
'HOLDOUT',
|
'HOLDOUT',
|
||||||
'SUBSURFACE_SCATTERING',
|
'SUBSURFACE_SCATTERING',
|
||||||
|
'BSDF_REFRACTION',
|
||||||
|
'BSDF_TOON',
|
||||||
|
'BSDF_HAIR',
|
||||||
|
'BSDF_HAIR_PRINCIPLED',
|
||||||
'BSDF_TRANSLUCENT',
|
'BSDF_TRANSLUCENT',
|
||||||
'BSDF_TRANSPARENT',
|
'BSDF_TRANSPARENT',
|
||||||
'BSDF_VELVET',
|
'BSDF_VELVET',
|
||||||
|
|||||||
@ -16,19 +16,61 @@ if lnx.is_reload(__name__):
|
|||||||
else:
|
else:
|
||||||
lnx.enable_reload(__name__)
|
lnx.enable_reload(__name__)
|
||||||
|
|
||||||
|
# Principled BSDF socket names that differ between Blender versions
|
||||||
|
if bpy.app.version < (4, 0, 0):
|
||||||
|
EMISSION_COLOR = 'Emission'
|
||||||
|
SUBSURFACE = 'Subsurface'
|
||||||
|
SUBSURFACE_RADIUS = 'Subsurface Radius'
|
||||||
|
SUBSURFACE_COLOR = 'Subsurface Color'
|
||||||
|
SPECULAR = 'Specular'
|
||||||
|
SPECULAR_TINT = 'Specular Tint'
|
||||||
|
ANISOTROPIC = 'Anisotropic'
|
||||||
|
ANISOTROPIC_ROT = 'Anisotropic Rotation'
|
||||||
|
SHEEN = 'Sheen'
|
||||||
|
SHEEN_TINT = 'Sheen Tint'
|
||||||
|
CLEARCOAT = 'Clearcoat'
|
||||||
|
CLEARCOAT_ROUGHNESS = 'Clearcoat Roughness'
|
||||||
|
CLEARCOAT_NORMAL = 'Clearcoat Normal'
|
||||||
|
TRANSMISSION = 'Transmission'
|
||||||
|
TRANSMISSION_ROUGHNESS = 'Transmission Roughness'
|
||||||
|
TANGENT = 'Tangent'
|
||||||
|
else:
|
||||||
|
EMISSION_COLOR = 'Emission Color'
|
||||||
|
SUBSURFACE = 'Subsurface Weight'
|
||||||
|
SUBSURFACE_RADIUS = 'Subsurface Radius'
|
||||||
|
SUBSURFACE_COLOR = 'Subsurface Color'
|
||||||
|
SPECULAR = 'Specular IOR Level'
|
||||||
|
SPECULAR_TINT = 'Specular Tint'
|
||||||
|
ANISOTROPIC = 'Anisotropic'
|
||||||
|
ANISOTROPIC_ROT = 'Anisotropic Rotation'
|
||||||
|
SHEEN = 'Sheen Weight'
|
||||||
|
SHEEN_TINT = 'Sheen Tint'
|
||||||
|
SHEEN_ROUGHNESS = 'Sheen Roughness'
|
||||||
|
CLEARCOAT = 'Coat Weight'
|
||||||
|
CLEARCOAT_ROUGHNESS = 'Coat Roughness'
|
||||||
|
CLEARCOAT_NORMAL = 'Coat Normal'
|
||||||
|
COAT_IOR = 'Coat IOR'
|
||||||
|
COAT_TINT = 'Coat Tint'
|
||||||
|
TRANSMISSION = 'Transmission Weight'
|
||||||
|
TRANSMISSION_ROUGHNESS = 'Transmission Roughness'
|
||||||
|
TANGENT = 'Tangent'
|
||||||
|
THIN_WALL = 'Thin Wall'
|
||||||
|
SUBSURFACE_SCALE = 'Subsurface Scale'
|
||||||
|
SUBSURFACE_ANISOTROPY = 'Subsurface Anisotropy'
|
||||||
|
|
||||||
|
|
||||||
def parse_mixshader(node: bpy.types.ShaderNodeMixShader, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_mixshader(node: bpy.types.ShaderNodeMixShader, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
# Skip mixing if only one input is effectively used
|
# Skip mixing if only one input is effectively used
|
||||||
if not node.inputs[0].is_linked:
|
if not node.inputs['Fac'].is_linked:
|
||||||
if node.inputs[0].default_value <= 0.0:
|
if node.inputs['Fac'].default_value <= 0.0:
|
||||||
c.parse_shader_input(node.inputs[1])
|
c.parse_shader_input(node.inputs[1])
|
||||||
return
|
return
|
||||||
elif node.inputs[0].default_value >= 1.0:
|
elif node.inputs['Fac'].default_value >= 1.0:
|
||||||
c.parse_shader_input(node.inputs[2])
|
c.parse_shader_input(node.inputs[2])
|
||||||
return
|
return
|
||||||
|
|
||||||
prefix = '' if node.inputs[0].is_linked else 'const '
|
prefix = '' if node.inputs['Fac'].is_linked else 'const '
|
||||||
fac = c.parse_value_input(node.inputs[0])
|
fac = c.parse_value_input(node.inputs['Fac'])
|
||||||
fac_var = c.node_name(node.name) + '_fac' + state.get_parser_pass_suffix()
|
fac_var = c.node_name(node.name) + '_fac' + state.get_parser_pass_suffix()
|
||||||
fac_inv_var = c.node_name(node.name) + '_fac_inv'
|
fac_inv_var = c.node_name(node.name) + '_fac_inv'
|
||||||
state.curshader.write('{0}float {1} = clamp({2}, 0.0, 1.0);'.format(prefix, fac_var, fac))
|
state.curshader.write('{0}float {1} = clamp({2}, 0.0, 1.0);'.format(prefix, fac_var, fac))
|
||||||
@ -36,134 +78,209 @@ def parse_mixshader(node: bpy.types.ShaderNodeMixShader, out_socket: NodeSocket,
|
|||||||
|
|
||||||
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
|
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
|
||||||
sss_before_1 = mat_state.needs_sss
|
sss_before_1 = mat_state.needs_sss
|
||||||
bc1, rough1, met1, occ1, spec1, opac1, ior1, emi1 = c.parse_shader_input(node.inputs[1])
|
o1 = c.parse_shader_input(node.inputs[1])
|
||||||
sss_1 = mat_state.needs_sss
|
sss_1 = mat_state.needs_sss
|
||||||
ek1 = mat_state.emission_type
|
ek1 = mat_state.emission_type
|
||||||
|
|
||||||
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
|
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
|
||||||
mat_state.needs_sss = sss_before_1 # Reset to state before parsing input 1
|
mat_state.needs_sss = sss_before_1 # Reset to state before parsing input 1
|
||||||
bc2, rough2, met2, occ2, spec2, opac2, ior2, emi2 = c.parse_shader_input(node.inputs[2])
|
o2 = c.parse_shader_input(node.inputs[2])
|
||||||
sss_2 = mat_state.needs_sss
|
sss_2 = mat_state.needs_sss
|
||||||
ek2 = mat_state.emission_type
|
ek2 = mat_state.emission_type
|
||||||
mat_state.needs_sss = sss_1 or sss_2
|
mat_state.needs_sss = sss_1 or sss_2
|
||||||
|
|
||||||
if state.parse_surface:
|
if state.parse_surface:
|
||||||
state.out_basecol = '({0} * {3} + {1} * {2})'.format(bc1, bc2, fac_var, fac_inv_var)
|
fm = '{0} * {3} + {1} * {2}' # fac mix template: a*fac_inv + b*fac
|
||||||
state.out_roughness = '({0} * {3} + {1} * {2})'.format(rough1, rough2, fac_var, fac_inv_var)
|
fv = (fac_var, fac_inv_var)
|
||||||
state.out_metallic = '({0} * {3} + {1} * {2})'.format(met1, met2, fac_var, fac_inv_var)
|
state.out_basecol = fm.format(o1[0], o2[0], fv[0], fv[1])
|
||||||
state.out_occlusion = '({0} * {3} + {1} * {2})'.format(occ1, occ2, fac_var, fac_inv_var)
|
state.out_roughness = fm.format(o1[1], o2[1], fv[0], fv[1])
|
||||||
state.out_specular = '({0} * {3} + {1} * {2})'.format(spec1, spec2, fac_var, fac_inv_var)
|
state.out_metallic = fm.format(o1[2], o2[2], fv[0], fv[1])
|
||||||
state.out_emission_col = '({0} * {3} + {1} * {2})'.format(emi1, emi2, fac_var, fac_inv_var)
|
state.out_occlusion = fm.format(o1[3], o2[3], fv[0], fv[1])
|
||||||
|
state.out_specular = fm.format(o1[4], o2[4], fv[0], fv[1])
|
||||||
|
state.out_emission_col = fm.format(o1[7], o2[7], fv[0], fv[1])
|
||||||
|
state.out_subsurface = fm.format(o1[8], o2[8], fv[0], fv[1])
|
||||||
|
state.out_subsurface_radius = fm.format(o1[9], o2[9], fv[0], fv[1])
|
||||||
|
state.out_subsurface_color = fm.format(o1[10], o2[10], fv[0], fv[1])
|
||||||
|
state.out_specular_tint = fm.format(o1[11], o2[11], fv[0], fv[1])
|
||||||
|
state.out_anisotropy = fm.format(o1[12], o2[12], fv[0], fv[1])
|
||||||
|
state.out_aniso_rot = fm.format(o1[13], o2[13], fv[0], fv[1])
|
||||||
|
state.out_sheen = fm.format(o1[14], o2[14], fv[0], fv[1])
|
||||||
|
state.out_sheen_rough = fm.format(o1[15], o2[15], fv[0], fv[1])
|
||||||
|
state.out_sheen_tint = fm.format(o1[16], o2[16], fv[0], fv[1])
|
||||||
|
state.out_clearcoat = fm.format(o1[17], o2[17], fv[0], fv[1])
|
||||||
|
state.out_clearcoat_rough = fm.format(o1[18], o2[18], fv[0], fv[1])
|
||||||
|
state.out_transmission = fm.format(o1[19], o2[19], fv[0], fv[1])
|
||||||
|
state.out_transmission_rough = fm.format(o1[20], o2[20], fv[0], fv[1])
|
||||||
|
state.out_thin_wall = fm.format(o1[21], o2[21], fv[0], fv[1])
|
||||||
|
state.out_tangent = fm.format(o1[22], o2[22], fv[0], fv[1])
|
||||||
|
state.out_subsurface_scale = fm.format(o1[23], o2[23], fv[0], fv[1])
|
||||||
|
state.out_subsurface_anisotropy = fm.format(o1[24], o2[24], fv[0], fv[1])
|
||||||
|
state.out_coat_ior = fm.format(o1[25], o2[25], fv[0], fv[1])
|
||||||
|
state.out_coat_tint = fm.format(o1[26], o2[26], fv[0], fv[1])
|
||||||
mat_state.emission_type = mat_state.EmissionType.get_effective_combination(ek1, ek2)
|
mat_state.emission_type = mat_state.EmissionType.get_effective_combination(ek1, ek2)
|
||||||
if state.parse_opacity:
|
if state.parse_opacity:
|
||||||
state.out_opacity = '({0} * {3} + {1} * {2})'.format(opac1, opac2, fac_var, fac_inv_var)
|
fm = '{0} * {3} + {1} * {2}'
|
||||||
state.out_ior = '({0} * {3} + {1} * {2})'.format(ior1, ior2, fac_var, fac_inv_var)
|
fv = (fac_var, fac_inv_var)
|
||||||
|
state.out_opacity = fm.format(o1[5], o2[5], fv[0], fv[1])
|
||||||
|
state.out_ior = fm.format(o1[6], o2[6], fv[0], fv[1])
|
||||||
|
|
||||||
def parse_addshader(node: bpy.types.ShaderNodeAddShader, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_addshader(node: bpy.types.ShaderNodeAddShader, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
|
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
|
||||||
sss_before_1 = mat_state.needs_sss
|
sss_before_1 = mat_state.needs_sss
|
||||||
bc1, rough1, met1, occ1, spec1, opac1, ior1, emi1 = c.parse_shader_input(node.inputs[0])
|
o1 = c.parse_shader_input(node.inputs[0])
|
||||||
sss_1 = mat_state.needs_sss
|
sss_1 = mat_state.needs_sss
|
||||||
ek1 = mat_state.emission_type
|
ek1 = mat_state.emission_type
|
||||||
|
|
||||||
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
|
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
|
||||||
mat_state.needs_sss = sss_before_1 # Reset to state before parsing input 0
|
mat_state.needs_sss = sss_before_1 # Reset to state before parsing input 0
|
||||||
bc2, rough2, met2, occ2, spec2, opac2, ior2, emi2 = c.parse_shader_input(node.inputs[1])
|
o2 = c.parse_shader_input(node.inputs[1])
|
||||||
sss_2 = mat_state.needs_sss
|
sss_2 = mat_state.needs_sss
|
||||||
ek2 = mat_state.emission_type
|
ek2 = mat_state.emission_type
|
||||||
mat_state.needs_sss = sss_1 or sss_2
|
mat_state.needs_sss = sss_1 or sss_2
|
||||||
|
|
||||||
if state.parse_surface:
|
if state.parse_surface:
|
||||||
state.out_basecol = '({0} + {1})'.format(bc1, bc2)
|
am = '{0} * 0.5 + {1} * 0.5' # add mix template (average)
|
||||||
state.out_roughness = '({0} * 0.5 + {1} * 0.5)'.format(rough1, rough2)
|
state.out_basecol = '({0} + {1})'.format(o1[0], o2[0])
|
||||||
state.out_metallic = '({0} * 0.5 + {1} * 0.5)'.format(met1, met2)
|
state.out_roughness = am.format(o1[1], o2[1])
|
||||||
state.out_occlusion = '({0} * 0.5 + {1} * 0.5)'.format(occ1, occ2)
|
state.out_metallic = am.format(o1[2], o2[2])
|
||||||
state.out_specular = '({0} * 0.5 + {1} * 0.5)'.format(spec1, spec2)
|
state.out_occlusion = am.format(o1[3], o2[3])
|
||||||
state.out_emission_col = '({0} + {1})'.format(emi1, emi2)
|
state.out_specular = am.format(o1[4], o2[4])
|
||||||
|
state.out_emission_col = '({0} + {1})'.format(o1[7], o2[7])
|
||||||
|
state.out_subsurface = am.format(o1[8], o2[8])
|
||||||
|
state.out_subsurface_radius = am.format(o1[9], o2[9])
|
||||||
|
state.out_subsurface_color = am.format(o1[10], o2[10])
|
||||||
|
state.out_specular_tint = am.format(o1[11], o2[11])
|
||||||
|
state.out_anisotropy = am.format(o1[12], o2[12])
|
||||||
|
state.out_aniso_rot = am.format(o1[13], o2[13])
|
||||||
|
state.out_sheen = am.format(o1[14], o2[14])
|
||||||
|
state.out_sheen_rough = am.format(o1[15], o2[15])
|
||||||
|
state.out_sheen_tint = am.format(o1[16], o2[16])
|
||||||
|
state.out_clearcoat = am.format(o1[17], o2[17])
|
||||||
|
state.out_clearcoat_rough = am.format(o1[18], o2[18])
|
||||||
|
state.out_transmission = am.format(o1[19], o2[19])
|
||||||
|
state.out_transmission_rough = am.format(o1[20], o2[20])
|
||||||
|
state.out_thin_wall = am.format(o1[21], o2[21])
|
||||||
|
state.out_tangent = am.format(o1[22], o2[22])
|
||||||
|
state.out_subsurface_scale = am.format(o1[23], o2[23])
|
||||||
|
state.out_subsurface_anisotropy = am.format(o1[24], o2[24])
|
||||||
|
state.out_coat_ior = am.format(o1[25], o2[25])
|
||||||
|
state.out_coat_tint = am.format(o1[26], o2[26])
|
||||||
mat_state.emission_type = mat_state.EmissionType.get_effective_combination(ek1, ek2)
|
mat_state.emission_type = mat_state.EmissionType.get_effective_combination(ek1, ek2)
|
||||||
if state.parse_opacity:
|
if state.parse_opacity:
|
||||||
state.out_opacity = '({0} * 0.5 + {1} * 0.5)'.format(opac1, opac2)
|
am = '{0} * 0.5 + {1} * 0.5'
|
||||||
state.out_ior = '({0} * 0.5 + {1} * 0.5)'.format(ior1, ior2)
|
state.out_opacity = am.format(o1[5], o2[5])
|
||||||
|
state.out_ior = am.format(o1[6], o2[6])
|
||||||
|
|
||||||
# TODO: Refactor using c.get_*_input()
|
# TODO: Refactor using c.get_*_input()
|
||||||
|
|
||||||
|
|
||||||
if bpy.app.version < (2, 92, 0):
|
if bpy.app.version < (2, 91, 0):
|
||||||
def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
if state.parse_surface:
|
if state.parse_surface:
|
||||||
c.write_normal(node.inputs[20])
|
c.write_normal(node.inputs['Normal'])
|
||||||
state.out_basecol = c.parse_vector_input(node.inputs[0])
|
state.out_basecol = c.parse_vector_input(node.inputs['Base Color'])
|
||||||
if node.inputs[1].is_linked or node.inputs[1].default_value > 0.0:
|
if node.inputs[SUBSURFACE].is_linked or node.inputs[SUBSURFACE].default_value > 0.0:
|
||||||
mat_state.needs_sss = True
|
mat_state.needs_sss = True
|
||||||
state.out_metallic = c.parse_value_input(node.inputs[4])
|
state.out_subsurface = c.parse_value_input(node.inputs[SUBSURFACE])
|
||||||
state.out_specular = c.parse_value_input(node.inputs[5])
|
state.out_subsurface_radius = c.parse_vector_input(node.inputs[SUBSURFACE_RADIUS])
|
||||||
state.out_roughness = c.parse_value_input(node.inputs[7])
|
state.out_subsurface_color = c.parse_vector_input(node.inputs[SUBSURFACE_COLOR])
|
||||||
if node.inputs['Emission'].is_linked or not mat_utils.equals_color_socket(node.inputs['Emission'], (0.0, 0.0, 0.0), comp_alpha=False):
|
state.out_metallic = c.parse_value_input(node.inputs['Metallic'])
|
||||||
emission_col = c.parse_vector_input(node.inputs[17])
|
state.out_specular = c.parse_value_input(node.inputs[SPECULAR])
|
||||||
|
state.out_specular_tint = 'vec3({})'.format(c.parse_value_input(node.inputs[SPECULAR_TINT]))
|
||||||
|
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
||||||
|
state.out_anisotropy = c.parse_value_input(node.inputs[ANISOTROPIC])
|
||||||
|
state.out_aniso_rot = c.parse_value_input(node.inputs[ANISOTROPIC_ROT])
|
||||||
|
state.out_sheen = c.parse_value_input(node.inputs[SHEEN])
|
||||||
|
state.out_sheen_tint = 'vec3({})'.format(c.parse_value_input(node.inputs[SHEEN_TINT]))
|
||||||
|
state.out_clearcoat = c.parse_value_input(node.inputs[CLEARCOAT])
|
||||||
|
state.out_clearcoat_rough = c.parse_value_input(node.inputs[CLEARCOAT_ROUGHNESS])
|
||||||
|
state.out_transmission = c.parse_value_input(node.inputs[TRANSMISSION])
|
||||||
|
trans_rough_socket = node.inputs.get(TRANSMISSION_ROUGHNESS)
|
||||||
|
if trans_rough_socket is not None:
|
||||||
|
state.out_transmission_rough = c.parse_value_input(trans_rough_socket)
|
||||||
|
state.out_tangent = c.parse_vector_input(node.inputs[TANGENT])
|
||||||
|
if node.inputs[EMISSION_COLOR].is_linked or not mat_utils.equals_color_socket(node.inputs[EMISSION_COLOR], (0.0, 0.0, 0.0), comp_alpha=False):
|
||||||
|
emission_col = c.parse_vector_input(node.inputs[EMISSION_COLOR])
|
||||||
state.out_emission_col = emission_col
|
state.out_emission_col = emission_col
|
||||||
mat_state.emission_type = mat_state.EmissionType.SHADED
|
mat_state.emission_type = mat_state.EmissionType.SHADED
|
||||||
else:
|
else:
|
||||||
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
|
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
|
||||||
if state.parse_opacity:
|
if state.parse_opacity:
|
||||||
state.out_ior = c.parse_value_input(node.inputs[14])
|
state.out_ior = c.parse_value_input(node.inputs['IOR'])
|
||||||
# In Blender 2.83, Alpha socket is at index 18, not 19
|
|
||||||
if 'Alpha' in node.inputs:
|
if 'Alpha' in node.inputs:
|
||||||
state.out_opacity = c.parse_value_input(node.inputs['Alpha'])
|
state.out_opacity = c.parse_value_input(node.inputs['Alpha'])
|
||||||
else:
|
else:
|
||||||
state.out_opacity = '1.0'
|
state.out_opacity = '1.0'
|
||||||
if bpy.app.version >= (2, 92, 0) and bpy.app.version <= (4, 1, 0):
|
if bpy.app.version >= (2, 91, 0) and bpy.app.version < (4, 0, 0):
|
||||||
def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
if state.parse_surface:
|
if state.parse_surface:
|
||||||
c.write_normal(node.inputs[22])
|
c.write_normal(node.inputs['Normal'])
|
||||||
state.out_basecol = c.parse_vector_input(node.inputs[0])
|
state.out_basecol = c.parse_vector_input(node.inputs['Base Color'])
|
||||||
if node.inputs[1].is_linked or node.inputs[1].default_value > 0.0:
|
if node.inputs[SUBSURFACE].is_linked or node.inputs[SUBSURFACE].default_value > 0.0:
|
||||||
mat_state.needs_sss = True
|
mat_state.needs_sss = True
|
||||||
# subsurface_radius = c.parse_vector_input(node.inputs[2])
|
state.out_subsurface = c.parse_value_input(node.inputs[SUBSURFACE])
|
||||||
# subsurface_color = c.parse_vector_input(node.inputs[3])
|
state.out_subsurface_radius = c.parse_vector_input(node.inputs[SUBSURFACE_RADIUS])
|
||||||
state.out_metallic = c.parse_value_input(node.inputs[6])
|
state.out_subsurface_color = c.parse_vector_input(node.inputs[SUBSURFACE_COLOR])
|
||||||
state.out_specular = c.parse_value_input(node.inputs[7])
|
state.out_metallic = c.parse_value_input(node.inputs['Metallic'])
|
||||||
# specular_tint = c.parse_vector_input(node.inputs[6])
|
state.out_specular = c.parse_value_input(node.inputs[SPECULAR])
|
||||||
state.out_roughness = c.parse_value_input(node.inputs[9])
|
state.out_specular_tint = 'vec3({})'.format(c.parse_value_input(node.inputs[SPECULAR_TINT]))
|
||||||
# aniso = c.parse_vector_input(node.inputs[8])
|
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
||||||
# aniso_rot = c.parse_vector_input(node.inputs[9])
|
state.out_anisotropy = c.parse_value_input(node.inputs[ANISOTROPIC])
|
||||||
# sheen = c.parse_vector_input(node.inputs[10])
|
state.out_aniso_rot = c.parse_value_input(node.inputs[ANISOTROPIC_ROT])
|
||||||
# sheen_tint = c.parse_vector_input(node.inputs[11])
|
state.out_sheen = c.parse_value_input(node.inputs[SHEEN])
|
||||||
# clearcoat = c.parse_vector_input(node.inputs[12])
|
state.out_sheen_tint = 'vec3({})'.format(c.parse_value_input(node.inputs[SHEEN_TINT]))
|
||||||
# clearcoat_rough = c.parse_vector_input(node.inputs[13])
|
state.out_clearcoat = c.parse_value_input(node.inputs[CLEARCOAT])
|
||||||
# ior = c.parse_vector_input(node.inputs[14])
|
state.out_clearcoat_rough = c.parse_value_input(node.inputs[CLEARCOAT_ROUGHNESS])
|
||||||
# transmission = c.parse_vector_input(node.inputs[15])
|
state.out_transmission = c.parse_value_input(node.inputs[TRANSMISSION])
|
||||||
# transmission_roughness = c.parse_vector_input(node.inputs[16])
|
state.out_transmission_rough = c.parse_value_input(node.inputs[TRANSMISSION_ROUGHNESS])
|
||||||
|
state.out_tangent = c.parse_vector_input(node.inputs[TANGENT])
|
||||||
if (node.inputs['Emission Strength'].is_linked or node.inputs['Emission Strength'].default_value != 0.0)\
|
if (node.inputs['Emission Strength'].is_linked or node.inputs['Emission Strength'].default_value != 0.0)\
|
||||||
and (node.inputs['Emission'].is_linked or not mat_utils.equals_color_socket(node.inputs['Emission'], (0.0, 0.0, 0.0), comp_alpha=False)):
|
and (node.inputs[EMISSION_COLOR].is_linked or not mat_utils.equals_color_socket(node.inputs[EMISSION_COLOR], (0.0, 0.0, 0.0), comp_alpha=False)):
|
||||||
emission_col = c.parse_vector_input(node.inputs[19])
|
emission_col = c.parse_vector_input(node.inputs[EMISSION_COLOR])
|
||||||
emission_strength = c.parse_value_input(node.inputs[20])
|
emission_strength = c.parse_value_input(node.inputs['Emission Strength'])
|
||||||
state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength)
|
state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength)
|
||||||
mat_state.emission_type = mat_state.EmissionType.SHADED
|
mat_state.emission_type = mat_state.EmissionType.SHADED
|
||||||
else:
|
else:
|
||||||
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
|
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
|
||||||
# clearcoar_normal = c.parse_vector_input(node.inputs[21])
|
|
||||||
# tangent = c.parse_vector_input(node.inputs[22])
|
|
||||||
if state.parse_opacity:
|
if state.parse_opacity:
|
||||||
state.out_ior = c.parse_value_input(node.inputs[16])
|
state.out_ior = c.parse_value_input(node.inputs['IOR'])
|
||||||
if len(node.inputs) >= 21:
|
if 'Alpha' in node.inputs:
|
||||||
state.out_opacity = c.parse_value_input(node.inputs[21])
|
state.out_opacity = c.parse_value_input(node.inputs['Alpha'])
|
||||||
if bpy.app.version > (4, 1, 0):
|
else:
|
||||||
|
state.out_opacity = '1.0'
|
||||||
|
if bpy.app.version >= (4, 0, 0):
|
||||||
def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
if state.parse_surface:
|
if state.parse_surface:
|
||||||
c.write_normal(node.inputs[5])
|
c.write_normal(node.inputs['Normal'])
|
||||||
state.out_basecol = c.parse_vector_input(node.inputs[0])
|
state.out_basecol = c.parse_vector_input(node.inputs['Base Color'])
|
||||||
|
|
||||||
sss_input = node.inputs.get('Subsurface Weight') or node.inputs.get('Subsurface')
|
sss_input = node.inputs.get(SUBSURFACE)
|
||||||
if sss_input is not None:
|
if sss_input is not None:
|
||||||
if sss_input.is_linked or sss_input.default_value > 0.0:
|
if sss_input.is_linked or sss_input.default_value > 0.0:
|
||||||
mat_state.needs_sss = True
|
mat_state.needs_sss = True
|
||||||
|
state.out_subsurface = c.parse_value_input(sss_input)
|
||||||
|
|
||||||
subsurface = c.parse_value_input(node.inputs[7])
|
sss_radius_input = node.inputs.get(SUBSURFACE_RADIUS)
|
||||||
subsurface_radius = c.parse_vector_input(node.inputs[9])
|
if sss_radius_input is not None:
|
||||||
subsurface_color = c.parse_vector_input(node.inputs[8])
|
state.out_subsurface_radius = c.parse_vector_input(sss_radius_input)
|
||||||
state.out_metallic = c.parse_value_input(node.inputs[1])
|
|
||||||
|
|
||||||
specular_socket = node.inputs.get('Specular IOR Level')
|
sss_scale_input = node.inputs.get(SUBSURFACE_SCALE)
|
||||||
|
if sss_scale_input is not None:
|
||||||
|
state.out_subsurface_scale = c.parse_value_input(sss_scale_input)
|
||||||
|
|
||||||
|
sss_aniso_input = node.inputs.get(SUBSURFACE_ANISOTROPY)
|
||||||
|
if sss_aniso_input is not None:
|
||||||
|
state.out_subsurface_anisotropy = c.parse_value_input(sss_aniso_input)
|
||||||
|
|
||||||
|
sss_color_input = node.inputs.get(SUBSURFACE_COLOR)
|
||||||
|
if sss_color_input is not None:
|
||||||
|
state.out_subsurface_color = c.parse_vector_input(sss_color_input)
|
||||||
|
else:
|
||||||
|
state.out_subsurface_color = c.parse_vector_input(node.inputs['Base Color'])
|
||||||
|
|
||||||
|
state.out_metallic = c.parse_value_input(node.inputs['Metallic'])
|
||||||
|
|
||||||
|
specular_socket = node.inputs.get(SPECULAR)
|
||||||
if specular_socket is not None:
|
if specular_socket is not None:
|
||||||
state.out_specular = f'({c.parse_value_input(specular_socket)} * 2.0)'
|
state.out_specular = f'({c.parse_value_input(specular_socket)} * 2.0)'
|
||||||
else:
|
else:
|
||||||
@ -173,88 +290,124 @@ if bpy.app.version > (4, 1, 0):
|
|||||||
else:
|
else:
|
||||||
state.out_specular = '1.0'
|
state.out_specular = '1.0'
|
||||||
|
|
||||||
state.out_roughness = c.parse_value_input(node.inputs[2])
|
spec_tint_socket = node.inputs.get(SPECULAR_TINT)
|
||||||
|
if spec_tint_socket is not None:
|
||||||
|
state.out_specular_tint = c.parse_vector_input(spec_tint_socket)
|
||||||
|
|
||||||
|
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
||||||
# Prevent black material when metal = 1.0 and roughness = 0.0
|
# Prevent black material when metal = 1.0 and roughness = 0.0
|
||||||
try:
|
try:
|
||||||
if float(state.out_roughness) < 0.00101:
|
if float(state.out_roughness) < 0.00101:
|
||||||
state.out_roughness = '0.001'
|
state.out_roughness = '0.001'
|
||||||
except ValueError:
|
except ValueError:
|
||||||
pass
|
pass
|
||||||
|
|
||||||
|
aniso_socket = node.inputs.get(ANISOTROPIC)
|
||||||
|
if aniso_socket is not None:
|
||||||
|
state.out_anisotropy = c.parse_value_input(aniso_socket)
|
||||||
|
aniso_rot_socket = node.inputs.get(ANISOTROPIC_ROT)
|
||||||
|
if aniso_rot_socket is not None:
|
||||||
|
state.out_aniso_rot = c.parse_value_input(aniso_rot_socket)
|
||||||
|
|
||||||
|
sheen_socket = node.inputs.get(SHEEN)
|
||||||
|
if sheen_socket is not None:
|
||||||
|
state.out_sheen = c.parse_value_input(sheen_socket)
|
||||||
|
sheen_rough_socket = node.inputs.get(SHEEN_ROUGHNESS)
|
||||||
|
if sheen_rough_socket is not None:
|
||||||
|
state.out_sheen_rough = c.parse_value_input(sheen_rough_socket)
|
||||||
|
sheen_tint_socket = node.inputs.get(SHEEN_TINT)
|
||||||
|
if sheen_tint_socket is not None:
|
||||||
|
state.out_sheen_tint = c.parse_vector_input(sheen_tint_socket)
|
||||||
|
|
||||||
|
coat_socket = node.inputs.get(CLEARCOAT)
|
||||||
|
if coat_socket is not None:
|
||||||
|
state.out_clearcoat = c.parse_value_input(coat_socket)
|
||||||
|
coat_rough_socket = node.inputs.get(CLEARCOAT_ROUGHNESS)
|
||||||
|
if coat_rough_socket is not None:
|
||||||
|
state.out_clearcoat_rough = c.parse_value_input(coat_rough_socket)
|
||||||
|
coat_ior_socket = node.inputs.get(COAT_IOR)
|
||||||
|
if coat_ior_socket is not None:
|
||||||
|
state.out_coat_ior = c.parse_value_input(coat_ior_socket)
|
||||||
|
coat_tint_socket = node.inputs.get(COAT_TINT)
|
||||||
|
if coat_tint_socket is not None:
|
||||||
|
state.out_coat_tint = c.parse_vector_input(coat_tint_socket)
|
||||||
|
|
||||||
|
trans_socket = node.inputs.get(TRANSMISSION)
|
||||||
|
if trans_socket is not None:
|
||||||
|
state.out_transmission = c.parse_value_input(trans_socket)
|
||||||
|
trans_rough_socket = node.inputs.get(TRANSMISSION_ROUGHNESS)
|
||||||
|
if trans_rough_socket is not None:
|
||||||
|
state.out_transmission_rough = c.parse_value_input(trans_rough_socket)
|
||||||
|
|
||||||
|
thin_wall_socket = node.inputs.get(THIN_WALL)
|
||||||
|
if thin_wall_socket is not None:
|
||||||
|
state.out_thin_wall = c.parse_value_input(thin_wall_socket)
|
||||||
|
|
||||||
|
tangent_socket = node.inputs.get(TANGENT)
|
||||||
|
if tangent_socket is not None:
|
||||||
|
state.out_tangent = c.parse_vector_input(tangent_socket)
|
||||||
|
|
||||||
if (node.inputs['Emission Strength'].is_linked or node.inputs['Emission Strength'].default_value != 0.0)\
|
if (node.inputs['Emission Strength'].is_linked or node.inputs['Emission Strength'].default_value != 0.0)\
|
||||||
and (node.inputs['Emission Color'].is_linked or not mat_utils.equals_color_socket(node.inputs['Emission Color'], (0.0, 0.0, 0.0), comp_alpha=False)):
|
and (node.inputs[EMISSION_COLOR].is_linked or not mat_utils.equals_color_socket(node.inputs[EMISSION_COLOR], (0.0, 0.0, 0.0), comp_alpha=False)):
|
||||||
if bpy.app.version >= (4, 4, 0):
|
emission_col = c.parse_vector_input(node.inputs[EMISSION_COLOR])
|
||||||
emission_col = c.parse_vector_input(node.inputs[27])
|
emission_strength = c.parse_value_input(node.inputs['Emission Strength'])
|
||||||
emission_strength = c.parse_value_input(node.inputs[28])
|
|
||||||
else:
|
|
||||||
emission_col = c.parse_vector_input(node.inputs[26])
|
|
||||||
emission_strength = c.parse_value_input(node.inputs[27])
|
|
||||||
state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength)
|
state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength)
|
||||||
mat_state.emission_type = mat_state.EmissionType.SHADED
|
mat_state.emission_type = mat_state.EmissionType.SHADED
|
||||||
else:
|
else:
|
||||||
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
|
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
|
||||||
#state.out_occlusion = state.out_roughness
|
|
||||||
#state.out_aniso = c.parse_vector_input(node.inputs[14])
|
|
||||||
#state.out_aniso_rot = c.parse_vector_input(node.inputs[15])
|
|
||||||
#state.out_sheen = c.parse_vector_input(node.inputs[23])
|
|
||||||
#state.out_sheen_tint = c.parse_vector_input(node.inputs[25])
|
|
||||||
#state.out_clearcoat = c.parse_vector_input(node.inputs[18])
|
|
||||||
#state.out_clearcoat_rough = c.parse_vector_input(node.inputs[19])
|
|
||||||
#state.out_ior = c.parse_value_input(node.inputs[3])
|
|
||||||
#state.out_transmission = c.parse_vector_input(node.inputs[17])
|
|
||||||
#state.out_transmission_roughness = state.out_roughness
|
|
||||||
if state.parse_opacity:
|
if state.parse_opacity:
|
||||||
state.out_ior = c.parse_value_input(node.inputs[3])
|
state.out_ior = c.parse_value_input(node.inputs['IOR'])
|
||||||
state.out_opacity = c.parse_value_input(node.inputs[4])
|
state.out_opacity = c.parse_value_input(node.inputs['Alpha'])
|
||||||
|
|
||||||
def parse_bsdfdiffuse(node: bpy.types.ShaderNodeBsdfDiffuse, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_bsdfdiffuse(node: bpy.types.ShaderNodeBsdfDiffuse, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
if state.parse_surface:
|
if state.parse_surface:
|
||||||
c.write_normal(node.inputs[2])
|
c.write_normal(node.inputs['Normal'])
|
||||||
state.out_basecol = c.parse_vector_input(node.inputs[0])
|
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||||
state.out_roughness = c.parse_value_input(node.inputs[1])
|
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
||||||
state.out_specular = '0.0'
|
state.out_specular = '0.0'
|
||||||
|
|
||||||
if bpy.app.version >= (4, 0, 0):
|
if bpy.app.version >= (4, 0, 0):
|
||||||
def parse_bsdfsheen(node: bpy.types.ShaderNodeBsdfSheen, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_bsdfsheen(node: bpy.types.ShaderNodeBsdfSheen, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
if state.parse_surface:
|
if state.parse_surface:
|
||||||
c.write_normal(node.inputs[2])
|
c.write_normal(node.inputs['Normal'])
|
||||||
state.out_basecol = c.parse_vector_input(node.inputs[0])
|
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||||
state.out_roughness = c.parse_value_input(node.inputs[1])
|
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
||||||
|
|
||||||
if bpy.app.version < (4, 1, 0):
|
if bpy.app.version < (4, 0, 0):
|
||||||
def parse_bsdfglossy(node: bpy.types.ShaderNodeBsdfGlossy, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_bsdfglossy(node: bpy.types.ShaderNodeBsdfGlossy, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
if state.parse_surface:
|
if state.parse_surface:
|
||||||
c.write_normal(node.inputs[2])
|
c.write_normal(node.inputs['Normal'])
|
||||||
state.out_basecol = c.parse_vector_input(node.inputs[0])
|
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||||
state.out_roughness = c.parse_value_input(node.inputs[1])
|
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
||||||
state.out_metallic = '1.0'
|
state.out_metallic = '1.0'
|
||||||
else:
|
else:
|
||||||
def parse_bsdfglossy(node: bpy.types.ShaderNodeBsdfAnisotropic, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_bsdfglossy(node: bpy.types.ShaderNodeBsdfAnisotropic, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
if state.parse_surface:
|
if state.parse_surface:
|
||||||
c.write_normal(node.inputs[4])
|
c.write_normal(node.inputs['Normal'])
|
||||||
state.out_basecol = c.parse_vector_input(node.inputs[0])
|
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||||
state.out_roughness = c.parse_value_input(node.inputs[1])
|
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
||||||
state.out_metallic = '1.0'
|
state.out_metallic = '1.0'
|
||||||
|
|
||||||
|
|
||||||
def parse_ambientocclusion(node: bpy.types.ShaderNodeAmbientOcclusion, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_ambientocclusion(node: bpy.types.ShaderNodeAmbientOcclusion, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
if state.parse_surface:
|
if state.parse_surface:
|
||||||
# Single channel
|
# Single channel
|
||||||
state.out_occlusion = c.parse_vector_input(node.inputs[0]) + '.r'
|
state.out_occlusion = c.parse_vector_input(node.inputs['Distance']) + '.r'
|
||||||
|
|
||||||
|
|
||||||
def parse_bsdfanisotropic(node: bpy.types.ShaderNodeBsdfAnisotropic, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_bsdfanisotropic(node: bpy.types.ShaderNodeBsdfAnisotropic, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
if state.parse_surface:
|
if state.parse_surface:
|
||||||
c.write_normal(node.inputs[4])
|
c.write_normal(node.inputs['Normal'])
|
||||||
# Revert to glossy
|
# Revert to glossy
|
||||||
state.out_basecol = c.parse_vector_input(node.inputs[0])
|
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||||
state.out_roughness = c.parse_value_input(node.inputs[1])
|
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
||||||
state.out_metallic = '1.0'
|
state.out_metallic = '1.0'
|
||||||
|
|
||||||
|
|
||||||
def parse_emission(node: bpy.types.ShaderNodeEmission, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_emission(node: bpy.types.ShaderNodeEmission, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
if state.parse_surface:
|
if state.parse_surface:
|
||||||
emission_col = c.parse_vector_input(node.inputs[0])
|
emission_col = c.parse_vector_input(node.inputs['Color'])
|
||||||
emission_strength = c.parse_value_input(node.inputs[1])
|
emission_strength = c.parse_value_input(node.inputs['Strength'])
|
||||||
state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength)
|
state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength)
|
||||||
state.out_basecol = 'vec3(0.0)'
|
state.out_basecol = 'vec3(0.0)'
|
||||||
state.out_specular = '0.0'
|
state.out_specular = '0.0'
|
||||||
@ -264,16 +417,77 @@ def parse_emission(node: bpy.types.ShaderNodeEmission, out_socket: NodeSocket, s
|
|||||||
|
|
||||||
def parse_bsdfglass(node: bpy.types.ShaderNodeBsdfGlass, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_bsdfglass(node: bpy.types.ShaderNodeBsdfGlass, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
if state.parse_surface:
|
if state.parse_surface:
|
||||||
state.out_basecol = c.parse_vector_input(node.inputs[0])
|
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||||
c.write_normal(node.inputs[3])
|
c.write_normal(node.inputs['Normal'])
|
||||||
state.out_roughness = c.parse_value_input(node.inputs[1])
|
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
||||||
if state.parse_opacity:
|
if state.parse_opacity:
|
||||||
state.out_opacity = '1.0'
|
state.out_opacity = '1.0'
|
||||||
state.out_ior = c.parse_value_input(node.inputs[2])
|
state.out_ior = c.parse_value_input(node.inputs['IOR'])
|
||||||
|
|
||||||
|
|
||||||
def parse_bsdfhair(node: bpy.types.ShaderNodeBsdfHair, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_bsdfhair(node: bpy.types.ShaderNodeBsdfHair, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
pass
|
if state.parse_surface:
|
||||||
|
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||||
|
state.out_roughness = c.parse_value_input(node.inputs['RoughnessU'])
|
||||||
|
state.out_specular = '0.0'
|
||||||
|
rough_v_socket = node.inputs.get('RoughnessV')
|
||||||
|
if rough_v_socket is not None:
|
||||||
|
state.out_aniso_rot = c.parse_value_input(rough_v_socket)
|
||||||
|
tangent_socket = node.inputs.get('Tangent')
|
||||||
|
if tangent_socket is not None:
|
||||||
|
state.out_tangent = c.parse_vector_input(tangent_socket)
|
||||||
|
|
||||||
|
|
||||||
|
if bpy.app.version >= (2, 83, 0):
|
||||||
|
def parse_bsdfhairprincipled(node: 'bpy.types.ShaderNodeBsdfHairPrincipled', out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
|
if state.parse_surface:
|
||||||
|
c.write_normal(node.inputs['Normal'])
|
||||||
|
parametrization = getattr(node, 'parametrization', 'COLOR')
|
||||||
|
if parametrization == 'COLOR':
|
||||||
|
color_socket = node.inputs.get('Color')
|
||||||
|
if color_socket is not None:
|
||||||
|
state.out_basecol = c.parse_vector_input(color_socket)
|
||||||
|
elif parametrization == 'MELANIN':
|
||||||
|
melanin_socket = node.inputs.get('Melanin')
|
||||||
|
if melanin_socket is not None:
|
||||||
|
state.out_subsurface = c.parse_value_input(melanin_socket)
|
||||||
|
melanin_red_socket = node.inputs.get('Melanin Redness')
|
||||||
|
if melanin_red_socket is not None:
|
||||||
|
state.out_specular_tint = 'vec3({})'.format(c.parse_value_input(melanin_red_socket))
|
||||||
|
elif parametrization == 'ABSORPTION':
|
||||||
|
absorption_socket = node.inputs.get('Absorption Coefficient')
|
||||||
|
if absorption_socket is not None:
|
||||||
|
state.out_specular_tint = c.parse_vector_input(absorption_socket)
|
||||||
|
tint_socket = node.inputs.get('Tint')
|
||||||
|
if tint_socket is not None:
|
||||||
|
state.out_subsurface_color = c.parse_vector_input(tint_socket)
|
||||||
|
rough_socket = node.inputs.get('Roughness')
|
||||||
|
if rough_socket is not None:
|
||||||
|
state.out_roughness = c.parse_value_input(rough_socket)
|
||||||
|
model = getattr(node, 'model', 'CHIANG')
|
||||||
|
if model == 'CHIANG':
|
||||||
|
radial_rough_socket = node.inputs.get('Radial Roughness')
|
||||||
|
if radial_rough_socket is not None:
|
||||||
|
state.out_aniso_rot = c.parse_value_input(radial_rough_socket)
|
||||||
|
coat_socket = node.inputs.get('Coat')
|
||||||
|
if coat_socket is not None:
|
||||||
|
state.out_clearcoat = c.parse_value_input(coat_socket)
|
||||||
|
random_color_socket = node.inputs.get('Random Color')
|
||||||
|
if random_color_socket is not None:
|
||||||
|
state.out_sheen = c.parse_value_input(random_color_socket)
|
||||||
|
random_rough_socket = node.inputs.get('Random Roughness')
|
||||||
|
if random_rough_socket is not None:
|
||||||
|
state.out_sheen_rough = c.parse_value_input(random_rough_socket)
|
||||||
|
offset_socket = node.inputs.get('Offset')
|
||||||
|
if offset_socket is not None:
|
||||||
|
state.out_anisotropy = c.parse_value_input(offset_socket)
|
||||||
|
state.out_specular = '0.0'
|
||||||
|
state.out_metallic = '0.0'
|
||||||
|
if state.parse_opacity:
|
||||||
|
ior_socket = node.inputs.get('IOR')
|
||||||
|
if ior_socket is not None:
|
||||||
|
state.out_ior = c.parse_value_input(ior_socket)
|
||||||
|
state.out_opacity = '1.0'
|
||||||
|
|
||||||
|
|
||||||
def parse_holdout(node: bpy.types.ShaderNodeHoldout, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_holdout(node: bpy.types.ShaderNodeHoldout, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
@ -284,46 +498,50 @@ def parse_holdout(node: bpy.types.ShaderNodeHoldout, out_socket: NodeSocket, sta
|
|||||||
|
|
||||||
def parse_bsdfrefraction(node: bpy.types.ShaderNodeBsdfRefraction, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_bsdfrefraction(node: bpy.types.ShaderNodeBsdfRefraction, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
if state.parse_surface:
|
if state.parse_surface:
|
||||||
state.out_basecol = c.parse_vector_input(node.inputs[0])
|
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||||
c.write_normal(node.inputs[3])
|
c.write_normal(node.inputs['Normal'])
|
||||||
state.out_roughness = c.parse_value_input(node.inputs[1])
|
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
||||||
if state.parse_opacity:
|
if state.parse_opacity:
|
||||||
state.out_opacity = '1.0'
|
state.out_opacity = '1.0'
|
||||||
state.out_ior = c.parse_value_input(node.inputs[2])
|
state.out_ior = c.parse_value_input(node.inputs['IOR'])
|
||||||
|
|
||||||
def parse_subsurfacescattering(node: bpy.types.ShaderNodeSubsurfaceScattering, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_subsurfacescattering(node: bpy.types.ShaderNodeSubsurfaceScattering, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
if state.parse_surface:
|
if state.parse_surface:
|
||||||
# Mark that this material needs SSS
|
# Mark that this material needs SSS
|
||||||
mat_state.needs_sss = True
|
mat_state.needs_sss = True
|
||||||
if bpy.app.version < (4, 1, 0):
|
c.write_normal(node.inputs['Normal'])
|
||||||
c.write_normal(node.inputs[4])
|
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||||
else:
|
state.out_subsurface = c.parse_value_input(node.inputs['Scale'])
|
||||||
c.write_normal(node.inputs[6])
|
state.out_subsurface_radius = c.parse_vector_input(node.inputs['Radius'])
|
||||||
state.out_basecol = c.parse_vector_input(node.inputs[0])
|
state.out_subsurface_color = c.parse_vector_input(node.inputs['Color'])
|
||||||
|
state.out_specular = '0.0'
|
||||||
|
|
||||||
|
|
||||||
def parse_bsdftoon(node: bpy.types.ShaderNodeBsdfToon, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_bsdftoon(node: bpy.types.ShaderNodeBsdfToon, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
# c.write_normal(node.inputs[3])
|
if state.parse_surface:
|
||||||
pass
|
c.write_normal(node.inputs['Normal'])
|
||||||
|
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||||
|
state.out_roughness = c.parse_value_input(node.inputs['Size'])
|
||||||
|
state.out_specular = '0.0'
|
||||||
|
|
||||||
|
|
||||||
def parse_bsdftranslucent(node: bpy.types.ShaderNodeBsdfTranslucent, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_bsdftranslucent(node: bpy.types.ShaderNodeBsdfTranslucent, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
if state.parse_surface:
|
if state.parse_surface:
|
||||||
c.write_normal(node.inputs[1])
|
c.write_normal(node.inputs['Normal'])
|
||||||
if state.parse_opacity:
|
if state.parse_opacity:
|
||||||
state.out_opacity = '(1.0 - {0}.r)'.format(c.parse_vector_input(node.inputs[0]))
|
state.out_opacity = '(1.0 - {0}.r)'.format(c.parse_vector_input(node.inputs['Color']))
|
||||||
state.out_ior = '1.0'
|
state.out_ior = '1.0'
|
||||||
|
|
||||||
|
|
||||||
def parse_bsdftransparent(node: bpy.types.ShaderNodeBsdfTransparent, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_bsdftransparent(node: bpy.types.ShaderNodeBsdfTransparent, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
if state.parse_opacity:
|
if state.parse_opacity:
|
||||||
state.out_opacity = '(1.0 - {0}.r)'.format(c.parse_vector_input(node.inputs[0]))
|
state.out_opacity = '(1.0 - {0}.r)'.format(c.parse_vector_input(node.inputs['Color']))
|
||||||
state.out_ior = '1.0'
|
state.out_ior = '1.0'
|
||||||
|
|
||||||
if bpy.app.version < (4, 1, 0):
|
if bpy.app.version < (4, 0, 0):
|
||||||
def parse_bsdfvelvet(node: bpy.types.ShaderNodeBsdfVelvet, out_socket: NodeSocket, state: ParserState) -> None:
|
def parse_bsdfvelvet(node: bpy.types.ShaderNodeBsdfVelvet, out_socket: NodeSocket, state: ParserState) -> None:
|
||||||
if state.parse_surface:
|
if state.parse_surface:
|
||||||
c.write_normal(node.inputs[2])
|
c.write_normal(node.inputs['Normal'])
|
||||||
state.out_basecol = c.parse_vector_input(node.inputs[0])
|
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||||
state.out_roughness = '1.0'
|
state.out_roughness = '1.0'
|
||||||
state.out_metallic = '1.0'
|
state.out_metallic = '1.0'
|
||||||
|
|||||||
@ -40,6 +40,8 @@ def parse(material: Material, mat_data, mat_users: Dict[Material, List[Object]],
|
|||||||
wrd = bpy.data.worlds['Lnx']
|
wrd = bpy.data.worlds['Lnx']
|
||||||
rpdat = lnx.utils.get_rp()
|
rpdat = lnx.utils.get_rp()
|
||||||
|
|
||||||
|
mat_state.features = {}
|
||||||
|
|
||||||
# Texture caching for material batching
|
# Texture caching for material batching
|
||||||
batch_cached_textures = []
|
batch_cached_textures = []
|
||||||
|
|
||||||
@ -120,6 +122,76 @@ def parse(material: Material, mat_data, mat_users: Dict[Material, List[Object]],
|
|||||||
const['intValue'] = 0
|
const['intValue'] = 0
|
||||||
c['bind_constants'].append(const)
|
c['bind_constants'].append(const)
|
||||||
|
|
||||||
|
# extended BRDF parameters as bind_constants
|
||||||
|
if rpdat.rp_renderer == 'Deferred':
|
||||||
|
feats = mat_state.features
|
||||||
|
|
||||||
|
def try_float(val_str, default=1.0):
|
||||||
|
try:
|
||||||
|
return float(val_str)
|
||||||
|
except (ValueError, TypeError):
|
||||||
|
return default
|
||||||
|
|
||||||
|
has_ext_brdf = False
|
||||||
|
if feats.get('clearcoat', '0.0') not in ('0.0', '0', ''):
|
||||||
|
c['bind_constants'].append({'name': 'clearcoat', 'floatValue': try_float(feats.get('clearcoat', '1.0'))})
|
||||||
|
c['bind_constants'].append({'name': 'clearcoatRough', 'floatValue': try_float(feats.get('clearcoatRough', '0.03'), 0.03)})
|
||||||
|
c['bind_constants'].append({'name': 'coatIOR', 'floatValue': try_float(feats.get('coatIOR', '1.5'), 1.5)})
|
||||||
|
c['bind_constants'].append({'name': 'coatTintR', 'floatValue': try_float(feats.get('coatTintR', '1.0'), 1.0)})
|
||||||
|
c['bind_constants'].append({'name': 'coatTintG', 'floatValue': try_float(feats.get('coatTintG', '1.0'), 1.0)})
|
||||||
|
c['bind_constants'].append({'name': 'coatTintB', 'floatValue': try_float(feats.get('coatTintB', '1.0'), 1.0)})
|
||||||
|
if '_ClearCoat' not in wrd.world_defs:
|
||||||
|
wrd.world_defs += '_ClearCoat'
|
||||||
|
has_ext_brdf = True
|
||||||
|
if feats.get('sheen', '0.0') not in ('0.0', '0', ''):
|
||||||
|
c['bind_constants'].append({'name': 'sheen', 'floatValue': try_float(feats.get('sheen', '1.0'))})
|
||||||
|
c['bind_constants'].append({'name': 'sheenRough', 'floatValue': try_float(feats.get('sheenRough', '0.5'), 0.5)})
|
||||||
|
c['bind_constants'].append({'name': 'sheenTintR', 'floatValue': try_float(feats.get('sheenTintR', '1.0'), 1.0)})
|
||||||
|
c['bind_constants'].append({'name': 'sheenTintG', 'floatValue': try_float(feats.get('sheenTintG', '1.0'), 1.0)})
|
||||||
|
c['bind_constants'].append({'name': 'sheenTintB', 'floatValue': try_float(feats.get('sheenTintB', '1.0'), 1.0)})
|
||||||
|
if '_Sheen' not in wrd.world_defs:
|
||||||
|
wrd.world_defs += '_Sheen'
|
||||||
|
has_ext_brdf = True
|
||||||
|
if feats.get('subsurface', '0.0') not in ('0.0', '0', '') and rpdat.rp_sss_state != 'Off' and not mat_uses_sss:
|
||||||
|
c['bind_constants'].append({'name': 'subsurface', 'floatValue': try_float(feats.get('subsurface', '1.0'))})
|
||||||
|
c['bind_constants'].append({'name': 'subsurfaceAnisotropy', 'floatValue': try_float(feats.get('subsurfaceAnisotropy', '0.0'), 0.0)})
|
||||||
|
c['bind_constants'].append({'name': 'subsurfaceRadiusR', 'floatValue': try_float(feats.get('subsurfaceRadiusR', '1.0'), 1.0)})
|
||||||
|
c['bind_constants'].append({'name': 'subsurfaceRadiusG', 'floatValue': try_float(feats.get('subsurfaceRadiusG', '0.2'), 0.2)})
|
||||||
|
c['bind_constants'].append({'name': 'subsurfaceRadiusB', 'floatValue': try_float(feats.get('subsurfaceRadiusB', '0.1'), 0.1)})
|
||||||
|
c['bind_constants'].append({'name': 'subsurfaceColorR', 'floatValue': try_float(feats.get('subsurfaceColorR', '0.8'), 0.8)})
|
||||||
|
c['bind_constants'].append({'name': 'subsurfaceColorG', 'floatValue': try_float(feats.get('subsurfaceColorG', '0.8'), 0.8)})
|
||||||
|
c['bind_constants'].append({'name': 'subsurfaceColorB', 'floatValue': try_float(feats.get('subsurfaceColorB', '0.8'), 0.8)})
|
||||||
|
if '_Subsurface' not in wrd.world_defs:
|
||||||
|
wrd.world_defs += '_Subsurface'
|
||||||
|
has_ext_brdf = True
|
||||||
|
if feats.get('anisotropy', '0.0') not in ('0.0', '0', ''):
|
||||||
|
c['bind_constants'].append({'name': 'anisotropy', 'floatValue': try_float(feats.get('anisotropy', '1.0'))})
|
||||||
|
c['bind_constants'].append({'name': 'anisoRot', 'floatValue': try_float(feats.get('anisoRot', '0.0'), 0.0)})
|
||||||
|
if '_Anisotropy' not in wrd.world_defs:
|
||||||
|
wrd.world_defs += '_Anisotropy'
|
||||||
|
has_ext_brdf = True
|
||||||
|
if feats.get('transmission', '0.0') not in ('0.0', '0', ''):
|
||||||
|
c['bind_constants'].append({'name': 'transmission', 'floatValue': try_float(feats.get('transmission', '1.0'))})
|
||||||
|
c['bind_constants'].append({'name': 'transmissionRough', 'floatValue': try_float(feats.get('transmissionRough', '0.0'), 0.0)})
|
||||||
|
c['bind_constants'].append({'name': 'ior', 'floatValue': try_float(feats.get('ior', '1.45'), 1.45)})
|
||||||
|
c['bind_constants'].append({'name': 'thinWall', 'floatValue': try_float(feats.get('thinWall', '0.0'), 0.0)})
|
||||||
|
if '_Transmission' not in wrd.world_defs:
|
||||||
|
wrd.world_defs += '_Transmission'
|
||||||
|
has_ext_brdf = True
|
||||||
|
|
||||||
|
if has_ext_brdf and '_ExtBRDF' not in wrd.world_defs:
|
||||||
|
wrd.world_defs += '_ExtBRDF'
|
||||||
|
|
||||||
|
# assign materialID for extended BRDF if not already set
|
||||||
|
# coexist with Scene.hx for last materialID in bind_constants
|
||||||
|
if has_ext_brdf and material.lnx_material_id == 0:
|
||||||
|
if mat_state.next_ext_mat_id <= 15:
|
||||||
|
ext_id = mat_state.next_ext_mat_id
|
||||||
|
mat_state.next_ext_mat_id += 1
|
||||||
|
c['bind_constants'].append({'name': 'materialID', 'intValue': ext_id})
|
||||||
|
else:
|
||||||
|
log.warn(f'material "{material.name}": extended BRDF material limit (15) exceeded, extended BRDF will be disabled for this material')
|
||||||
|
|
||||||
# TODO: Mesh only material batching
|
# TODO: Mesh only material batching
|
||||||
if wrd.lnx_batch_materials:
|
if wrd.lnx_batch_materials:
|
||||||
# Set textures uniforms
|
# Set textures uniforms
|
||||||
|
|||||||
@ -111,6 +111,16 @@ def write(vert: shader.Shader, frag: shader.Shader):
|
|||||||
frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix')
|
frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix')
|
||||||
frag.add_uniform('vec3 eye', '_cameraPosition')
|
frag.add_uniform('vec3 eye', '_cameraPosition')
|
||||||
frag.write(', gbufferD, invVP, eye')
|
frag.write(', gbufferD, invVP, eye')
|
||||||
|
if '_ClearCoat' in wrd.world_defs:
|
||||||
|
frag.write(', clearcoat, clearcoatRough, coatIOR, coatTint')
|
||||||
|
if '_Sheen' in wrd.world_defs:
|
||||||
|
frag.write(', sheen, sheenRough, sheenTint')
|
||||||
|
if '_Anisotropy' in wrd.world_defs:
|
||||||
|
frag.write(', anisotropy, anisoRot, tangent')
|
||||||
|
if '_Subsurface' in wrd.world_defs:
|
||||||
|
frag.write(', subsurface, subsurfaceColor, subsurfaceRadius, subsurfaceAnisotropy')
|
||||||
|
if '_Transmission' in wrd.world_defs:
|
||||||
|
frag.write(', transmission, transmissionRough, ior, thinWall')
|
||||||
frag.write(');')
|
frag.write(');')
|
||||||
|
|
||||||
frag.write('}') # for numLights
|
frag.write('}') # for numLights
|
||||||
|
|||||||
@ -74,6 +74,8 @@ def make(context_id, rpasses):
|
|||||||
con['color_attachments'] = [attachment_format, attachment_format]
|
con['color_attachments'] = [attachment_format, attachment_format]
|
||||||
if '_gbuffer2' in wrd.world_defs:
|
if '_gbuffer2' in wrd.world_defs:
|
||||||
con['color_attachments'].append(attachment_format)
|
con['color_attachments'].append(attachment_format)
|
||||||
|
if '_Anisotropy' in wrd.world_defs:
|
||||||
|
con['color_attachments'].append('RGBA64')
|
||||||
|
|
||||||
con_mesh = mat_state.data.add_context(con)
|
con_mesh = mat_state.data.add_context(con)
|
||||||
mat_state.con_mesh = con_mesh
|
mat_state.con_mesh = con_mesh
|
||||||
@ -252,7 +254,9 @@ def make_deferred(con_mesh, rpasses):
|
|||||||
frag.write('n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);')
|
frag.write('n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);')
|
||||||
|
|
||||||
is_shadeless = mat_state.emission_type == mat_state.EmissionType.SHADELESS
|
is_shadeless = mat_state.emission_type == mat_state.EmissionType.SHADELESS
|
||||||
if is_shadeless or '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs:
|
ext_brdf_defs = ('_ClearCoat', '_Sheen', '_Anisotropy', '_Subsurface', '_Transmission')
|
||||||
|
has_ext_brdf = any(d in wrd.world_defs for d in ext_brdf_defs)
|
||||||
|
if is_shadeless or '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs or has_ext_brdf:
|
||||||
frag.write('uint matid = 0;')
|
frag.write('uint matid = 0;')
|
||||||
if is_shadeless:
|
if is_shadeless:
|
||||||
frag.write('matid = 1;')
|
frag.write('matid = 1;')
|
||||||
@ -260,6 +264,9 @@ def make_deferred(con_mesh, rpasses):
|
|||||||
if '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs:
|
if '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs:
|
||||||
frag.add_uniform('int materialID')
|
frag.add_uniform('int materialID')
|
||||||
frag.write('if (materialID == 2) matid = 2;')
|
frag.write('if (materialID == 2) matid = 2;')
|
||||||
|
if has_ext_brdf:
|
||||||
|
frag.add_uniform('int materialID')
|
||||||
|
frag.write('if (materialID >= 3) matid = uint(materialID);')
|
||||||
else:
|
else:
|
||||||
frag.write('const uint matid = 0;')
|
frag.write('const uint matid = 0;')
|
||||||
|
|
||||||
@ -285,6 +292,14 @@ def make_deferred(con_mesh, rpasses):
|
|||||||
if '_SSRefraction' in wrd.world_defs or '_VoxelRefract' in wrd.world_defs:
|
if '_SSRefraction' in wrd.world_defs or '_VoxelRefract' in wrd.world_defs:
|
||||||
frag.write('fragColor[GBUF_IDX_REFRACTION] = vec4(1.0, 0.0, 0.0, 1.0);')
|
frag.write('fragColor[GBUF_IDX_REFRACTION] = vec4(1.0, 0.0, 0.0, 1.0);')
|
||||||
|
|
||||||
|
if '_Anisotropy' in wrd.world_defs:
|
||||||
|
frag.write('#ifdef _Anisotropy')
|
||||||
|
if con_mesh.is_elem('tang'):
|
||||||
|
frag.write('fragColor[GBUF_IDX_3] = vec4(normalize(TBN[0]), 0.0);')
|
||||||
|
else:
|
||||||
|
frag.write('fragColor[GBUF_IDX_3] = vec4(0.0, 0.0, 0.0, 0.0);')
|
||||||
|
frag.write('#endif')
|
||||||
|
|
||||||
return con_mesh
|
return con_mesh
|
||||||
|
|
||||||
|
|
||||||
@ -830,6 +845,16 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
|
|||||||
frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix')
|
frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix')
|
||||||
frag.add_uniform('vec3 eye', '_cameraPosition')
|
frag.add_uniform('vec3 eye', '_cameraPosition')
|
||||||
frag.write(', gbufferD, invVP, eye')
|
frag.write(', gbufferD, invVP, eye')
|
||||||
|
if '_ClearCoat' in wrd.world_defs:
|
||||||
|
frag.write(', clearcoat, clearcoatRough, coatIOR, coatTint')
|
||||||
|
if '_Sheen' in wrd.world_defs:
|
||||||
|
frag.write(', sheen, sheenRough, sheenTint')
|
||||||
|
if '_Anisotropy' in wrd.world_defs:
|
||||||
|
frag.write(', anisotropy, anisoRot, tangent')
|
||||||
|
if '_Subsurface' in wrd.world_defs:
|
||||||
|
frag.write(', subsurface, subsurfaceColor, subsurfaceRadius, subsurfaceAnisotropy')
|
||||||
|
if '_Transmission' in wrd.world_defs:
|
||||||
|
frag.write(', transmission, transmissionRough, ior, thinWall')
|
||||||
frag.write(');')
|
frag.write(');')
|
||||||
|
|
||||||
if '_Clusters' in wrd.world_defs:
|
if '_Clusters' in wrd.world_defs:
|
||||||
@ -856,6 +881,26 @@ def _write_material_attribs_default(frag: shader.Shader, parse_opacity: bool):
|
|||||||
# We may not use emission, but the attribute will then be removed
|
# We may not use emission, but the attribute will then be removed
|
||||||
# by the shader compiler
|
# by the shader compiler
|
||||||
frag.write('vec3 emissionCol;')
|
frag.write('vec3 emissionCol;')
|
||||||
|
# Extended BRDF parameters
|
||||||
|
frag.write('float subsurface = 0.0;')
|
||||||
|
frag.write('vec3 subsurfaceRadius = vec3(0.0);')
|
||||||
|
frag.write('vec3 subsurfaceColor = vec3(0.8);')
|
||||||
|
frag.write('vec3 specularTint = vec3(1.0);')
|
||||||
|
frag.write('float anisotropy = 0.0;')
|
||||||
|
frag.write('float anisoRot = 0.0;')
|
||||||
|
frag.write('float sheen = 0.0;')
|
||||||
|
frag.write('float sheenRough = 0.5;')
|
||||||
|
frag.write('vec3 sheenTint = vec3(1.0);')
|
||||||
|
frag.write('float clearcoat = 0.0;')
|
||||||
|
frag.write('float clearcoatRough = 0.03;')
|
||||||
|
frag.write('float transmission = 0.0;')
|
||||||
|
frag.write('float transmissionRough = 0.0;')
|
||||||
|
frag.write('float thinWall = 0.0;')
|
||||||
|
frag.write('vec3 tangent = vec3(0.0);')
|
||||||
|
frag.write('float subsurfaceScale = 0.05;')
|
||||||
|
frag.write('float subsurfaceAnisotropy = 0.0;')
|
||||||
|
frag.write('float coatIOR = 1.5;')
|
||||||
|
frag.write('vec3 coatTint = vec3(1.0);')
|
||||||
if parse_opacity:
|
if parse_opacity:
|
||||||
frag.write('float opacity;')
|
frag.write('float opacity;')
|
||||||
frag.write('float ior = 1.45;')
|
frag.write('float ior = 1.45;')
|
||||||
|
|||||||
@ -81,6 +81,25 @@ def make_gi(context_id):
|
|||||||
frag.write('float occlusion;') #
|
frag.write('float occlusion;') #
|
||||||
frag.write('float specular;') #
|
frag.write('float specular;') #
|
||||||
frag.write('vec3 emissionCol = vec3(0.0);')
|
frag.write('vec3 emissionCol = vec3(0.0);')
|
||||||
|
frag.write('vec3 specularTint = vec3(1.0);')
|
||||||
|
frag.write('float subsurface = 0.0;')
|
||||||
|
frag.write('vec3 subsurfaceRadius = vec3(0.0);')
|
||||||
|
frag.write('vec3 subsurfaceColor = vec3(0.8);')
|
||||||
|
frag.write('float anisotropy = 0.0;')
|
||||||
|
frag.write('float anisoRot = 0.0;')
|
||||||
|
frag.write('float sheen = 0.0;')
|
||||||
|
frag.write('float sheenRough = 0.5;')
|
||||||
|
frag.write('vec3 sheenTint = vec3(1.0);')
|
||||||
|
frag.write('float clearcoat = 0.0;')
|
||||||
|
frag.write('float clearcoatRough = 0.03;')
|
||||||
|
frag.write('float transmission = 0.0;')
|
||||||
|
frag.write('float transmissionRough = 0.0;')
|
||||||
|
frag.write('float thinWall = 0.0;')
|
||||||
|
frag.write('vec3 tangent = vec3(0.0);')
|
||||||
|
frag.write('float subsurfaceScale = 0.05;')
|
||||||
|
frag.write('float subsurfaceAnisotropy = 0.0;')
|
||||||
|
frag.write('float coatIOR = 1.5;')
|
||||||
|
frag.write('vec3 coatTint = vec3(1.0);')
|
||||||
blend = mat_state.material.lnx_blending
|
blend = mat_state.material.lnx_blending
|
||||||
parse_opacity = blend or mat_utils.is_transluc(mat_state.material)
|
parse_opacity = blend or mat_utils.is_transluc(mat_state.material)
|
||||||
if parse_opacity:
|
if parse_opacity:
|
||||||
@ -377,6 +396,16 @@ def make_gi(context_id):
|
|||||||
frag.write(', opacity != 1.0')
|
frag.write(', opacity != 1.0')
|
||||||
if '_Spot' in wrd.world_defs:
|
if '_Spot' in wrd.world_defs:
|
||||||
frag.write(', true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight')
|
frag.write(', true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight')
|
||||||
|
if '_ClearCoat' in wrd.world_defs:
|
||||||
|
frag.write(', clearcoat, clearcoatRough, coatIOR, coatTint')
|
||||||
|
if '_Sheen' in wrd.world_defs:
|
||||||
|
frag.write(', sheen, sheenRough, sheenTint')
|
||||||
|
if '_Anisotropy' in wrd.world_defs:
|
||||||
|
frag.write(', anisotropy, anisoRot, tangent')
|
||||||
|
if '_Subsurface' in wrd.world_defs:
|
||||||
|
frag.write(', subsurface, subsurfaceColor, subsurfaceRadius, subsurfaceAnisotropy')
|
||||||
|
if '_Transmission' in wrd.world_defs:
|
||||||
|
frag.write(', transmission, transmissionRough, ior, thinWall')
|
||||||
frag.write(');')
|
frag.write(');')
|
||||||
|
|
||||||
if '_Clusters' in wrd.world_defs:
|
if '_Clusters' in wrd.world_defs:
|
||||||
@ -458,6 +487,16 @@ def make_gi(context_id):
|
|||||||
frag.write('\t, lightsArraySpot[li * 2].xyz') # spotDir
|
frag.write('\t, lightsArraySpot[li * 2].xyz') # spotDir
|
||||||
frag.write('\t, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w)') # scale
|
frag.write('\t, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w)') # scale
|
||||||
frag.write('\t, lightsArraySpot[li * 2 + 1].xyz') # right
|
frag.write('\t, lightsArraySpot[li * 2 + 1].xyz') # right
|
||||||
|
if '_ClearCoat' in wrd.world_defs:
|
||||||
|
frag.write('\t, clearcoat, clearcoatRough, coatIOR, coatTint')
|
||||||
|
if '_Sheen' in wrd.world_defs:
|
||||||
|
frag.write('\t, sheen, sheenRough, sheenTint')
|
||||||
|
if '_Anisotropy' in wrd.world_defs:
|
||||||
|
frag.write('\t, anisotropy, anisoRot, tangent')
|
||||||
|
if '_Subsurface' in wrd.world_defs:
|
||||||
|
frag.write('\t, subsurface, subsurfaceColor, subsurfaceRadius, subsurfaceAnisotropy')
|
||||||
|
if '_Transmission' in wrd.world_defs:
|
||||||
|
frag.write('\t, transmission, transmissionRough, ior, thinWall')
|
||||||
frag.write(' );')
|
frag.write(' );')
|
||||||
frag.write('}')
|
frag.write('}')
|
||||||
|
|
||||||
|
|||||||
@ -39,3 +39,5 @@ con_mesh = None # Mesh context
|
|||||||
uses_instancing = False # Whether the current material has at least one user with instancing enabled
|
uses_instancing = False # Whether the current material has at least one user with instancing enabled
|
||||||
emission_type = EmissionType.NO_EMISSION
|
emission_type = EmissionType.NO_EMISSION
|
||||||
needs_sss = False
|
needs_sss = False
|
||||||
|
features = {} # tracks extended BRDF features used by current material
|
||||||
|
next_ext_mat_id = 3 # auto assigned materialID for extended BRDF
|
||||||
|
|||||||
@ -165,6 +165,10 @@ ALL_NODES: Dict[str, MaterialNodeMeta] = {
|
|||||||
'TRANSPARENT_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftransparent),
|
'TRANSPARENT_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftransparent),
|
||||||
'BSDF_REFRACTION': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfrefraction),
|
'BSDF_REFRACTION': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfrefraction),
|
||||||
'REFRACTION_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfrefraction),
|
'REFRACTION_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfrefraction),
|
||||||
|
'BSDF_TOON': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftoon),
|
||||||
|
'TOON_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftoon),
|
||||||
|
'BSDF_HAIR': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfhair),
|
||||||
|
'HAIR_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfhair),
|
||||||
'EMISSION': MaterialNodeMeta(parse_func=nodes_shader.parse_emission),
|
'EMISSION': MaterialNodeMeta(parse_func=nodes_shader.parse_emission),
|
||||||
'HOLDOUT': MaterialNodeMeta(
|
'HOLDOUT': MaterialNodeMeta(
|
||||||
parse_func=nodes_shader.parse_holdout,
|
parse_func=nodes_shader.parse_holdout,
|
||||||
@ -205,11 +209,14 @@ ALL_NODES: Dict[str, MaterialNodeMeta] = {
|
|||||||
if bpy.app.version > (3, 2, 0):
|
if bpy.app.version > (3, 2, 0):
|
||||||
ALL_NODES['SEPARATE_COLOR'] = MaterialNodeMeta(parse_func=nodes_converter.parse_separate_color)
|
ALL_NODES['SEPARATE_COLOR'] = MaterialNodeMeta(parse_func=nodes_converter.parse_separate_color)
|
||||||
ALL_NODES['COMBINE_COLOR'] = MaterialNodeMeta(parse_func=nodes_converter.parse_combine_color)
|
ALL_NODES['COMBINE_COLOR'] = MaterialNodeMeta(parse_func=nodes_converter.parse_combine_color)
|
||||||
if bpy.app.version < (4, 1, 0):
|
if bpy.app.version < (4, 0, 0):
|
||||||
ALL_NODES['BSDF_VELVET'] = MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfvelvet)
|
ALL_NODES['BSDF_VELVET'] = MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfvelvet)
|
||||||
|
if bpy.app.version < (4, 1, 0):
|
||||||
ALL_NODES['TEX_MUSGRAVE'] = MaterialNodeMeta(parse_func=nodes_texture.parse_tex_musgrave)
|
ALL_NODES['TEX_MUSGRAVE'] = MaterialNodeMeta(parse_func=nodes_texture.parse_tex_musgrave)
|
||||||
if bpy.app.version >= (4, 0, 0):
|
if bpy.app.version >= (4, 0, 0):
|
||||||
ALL_NODES['BSDF_SHEEN'] = MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfsheen)
|
ALL_NODES['BSDF_SHEEN'] = MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfsheen)
|
||||||
|
if bpy.app.version >= (2, 83, 0):
|
||||||
|
ALL_NODES['BSDF_HAIR_PRINCIPLED'] = MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfhairprincipled)
|
||||||
if bpy.app.version < (5, 0, 0):
|
if bpy.app.version < (5, 0, 0):
|
||||||
ALL_NODES['TEX_POINTDENSITY'] = MaterialNodeMeta(parse_func=nodes_texture.parse_tex_pointdensity, compute_dxdy_variants=ComputeDXDYVariant.NEVER)
|
ALL_NODES['TEX_POINTDENSITY'] = MaterialNodeMeta(parse_func=nodes_texture.parse_tex_pointdensity, compute_dxdy_variants=ComputeDXDYVariant.NEVER)
|
||||||
|
|
||||||
|
|||||||
@ -99,6 +99,25 @@ class ParserState:
|
|||||||
self.out_opacity: floatstr = '1.0'
|
self.out_opacity: floatstr = '1.0'
|
||||||
self.out_ior: floatstr = '1.450'
|
self.out_ior: floatstr = '1.450'
|
||||||
self.out_emission_col: vec3str = 'vec3(0.0)'
|
self.out_emission_col: vec3str = 'vec3(0.0)'
|
||||||
|
self.out_subsurface: floatstr = '0.0'
|
||||||
|
self.out_subsurface_radius: vec3str = 'vec3(0.0)'
|
||||||
|
self.out_subsurface_color: vec3str = 'vec3(0.8)'
|
||||||
|
self.out_specular_tint: vec3str = 'vec3(1.0)'
|
||||||
|
self.out_anisotropy: floatstr = '0.0'
|
||||||
|
self.out_aniso_rot: floatstr = '0.0'
|
||||||
|
self.out_sheen: floatstr = '0.0'
|
||||||
|
self.out_sheen_rough: floatstr = '0.5'
|
||||||
|
self.out_sheen_tint: vec3str = 'vec3(1.0)'
|
||||||
|
self.out_clearcoat: floatstr = '0.0'
|
||||||
|
self.out_clearcoat_rough: floatstr = '0.03'
|
||||||
|
self.out_transmission: floatstr = '0.0'
|
||||||
|
self.out_transmission_rough: floatstr = '0.0'
|
||||||
|
self.out_thin_wall: floatstr = '0.0'
|
||||||
|
self.out_tangent: vec3str = 'vec3(0.0)'
|
||||||
|
self.out_subsurface_scale: floatstr = '0.05'
|
||||||
|
self.out_subsurface_anisotropy: floatstr = '0.0'
|
||||||
|
self.out_coat_ior: floatstr = '1.5'
|
||||||
|
self.out_coat_tint: vec3str = 'vec3(1.0)'
|
||||||
|
|
||||||
def reset_outs(self):
|
def reset_outs(self):
|
||||||
"""Reset the shader output values to their default values."""
|
"""Reset the shader output values to their default values."""
|
||||||
@ -110,11 +129,40 @@ class ParserState:
|
|||||||
self.out_opacity = '1.0'
|
self.out_opacity = '1.0'
|
||||||
self.out_ior = '1.450'
|
self.out_ior = '1.450'
|
||||||
self.out_emission_col = 'vec3(0.0)'
|
self.out_emission_col = 'vec3(0.0)'
|
||||||
|
self.out_subsurface = '0.0'
|
||||||
|
self.out_subsurface_radius = 'vec3(0.0)'
|
||||||
|
self.out_subsurface_color = 'vec3(0.8)'
|
||||||
|
self.out_specular_tint = 'vec3(1.0)'
|
||||||
|
self.out_anisotropy = '0.0'
|
||||||
|
self.out_aniso_rot = '0.0'
|
||||||
|
self.out_sheen = '0.0'
|
||||||
|
self.out_sheen_rough = '0.5'
|
||||||
|
self.out_sheen_tint = 'vec3(1.0)'
|
||||||
|
self.out_clearcoat = '0.0'
|
||||||
|
self.out_clearcoat_rough = '0.03'
|
||||||
|
self.out_transmission = '0.0'
|
||||||
|
self.out_transmission_rough = '0.0'
|
||||||
|
self.out_thin_wall = '0.0'
|
||||||
|
self.out_tangent = 'vec3(0.0)'
|
||||||
|
self.out_subsurface_scale = '0.05'
|
||||||
|
self.out_subsurface_anisotropy = '0.0'
|
||||||
|
self.out_coat_ior = '1.5'
|
||||||
|
self.out_coat_tint = 'vec3(1.0)'
|
||||||
|
|
||||||
def get_outs(self) -> Tuple[vec3str, floatstr, floatstr, floatstr, floatstr, floatstr, floatstr, vec3str]:
|
def get_outs(self) -> Tuple:
|
||||||
"""Return the shader output values as a tuple."""
|
"""Return the shader output values as a tuple."""
|
||||||
return (self.out_basecol, self.out_roughness, self.out_metallic, self.out_occlusion, self.out_specular,
|
return (self.out_basecol, self.out_roughness, self.out_metallic,
|
||||||
self.out_opacity, self.out_ior, self.out_emission_col)
|
self.out_occlusion, self.out_specular, self.out_opacity,
|
||||||
|
self.out_ior, self.out_emission_col,
|
||||||
|
self.out_subsurface, self.out_subsurface_radius,
|
||||||
|
self.out_subsurface_color, self.out_specular_tint,
|
||||||
|
self.out_anisotropy, self.out_aniso_rot,
|
||||||
|
self.out_sheen, self.out_sheen_rough, self.out_sheen_tint,
|
||||||
|
self.out_clearcoat, self.out_clearcoat_rough,
|
||||||
|
self.out_transmission, self.out_transmission_rough,
|
||||||
|
self.out_thin_wall, self.out_tangent,
|
||||||
|
self.out_subsurface_scale, self.out_subsurface_anisotropy,
|
||||||
|
self.out_coat_ior, self.out_coat_tint)
|
||||||
|
|
||||||
|
|
||||||
def get_parser_pass_suffix(self) -> str:
|
def get_parser_pass_suffix(self) -> str:
|
||||||
|
|||||||
@ -11,12 +11,16 @@ import sys
|
|||||||
import os
|
import os
|
||||||
import array
|
import array
|
||||||
import atexit
|
import atexit
|
||||||
|
import time
|
||||||
from mathutils import Quaternion, Matrix, Vector
|
from mathutils import Quaternion, Matrix, Vector
|
||||||
import lnx.make_state as state
|
import lnx.make_state as state
|
||||||
|
|
||||||
HAS_GPU_STATE = bpy.app.version >= (3, 0, 0)
|
HAS_GPU_STATE = bpy.app.version >= (3, 0, 0)
|
||||||
if not HAS_GPU_STATE:
|
try:
|
||||||
import bgl
|
import bgl
|
||||||
|
HAS_BGL = callable(getattr(bgl, 'glGenTextures', None))
|
||||||
|
except ImportError:
|
||||||
|
HAS_BGL = False
|
||||||
SHADER_UNIFORM_COLOR = 'UNIFORM_COLOR' if bpy.app.version >= (3, 4, 0) else '2D_UNIFORM_COLOR'
|
SHADER_UNIFORM_COLOR = 'UNIFORM_COLOR' if bpy.app.version >= (3, 4, 0) else '2D_UNIFORM_COLOR'
|
||||||
SHADER_IMAGE = 'IMAGE' if bpy.app.version >= (3, 4, 0) else '2D_IMAGE'
|
SHADER_IMAGE = 'IMAGE' if bpy.app.version >= (3, 4, 0) else '2D_IMAGE'
|
||||||
HAS_GPU_TEXTURE = bpy.app.version >= (3, 0, 0)
|
HAS_GPU_TEXTURE = bpy.app.version >= (3, 0, 0)
|
||||||
@ -124,6 +128,8 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
|||||||
self._last_frame_id = 0
|
self._last_frame_id = 0
|
||||||
self._width = 0
|
self._width = 0
|
||||||
self._height = 0
|
self._height = 0
|
||||||
|
self._tex_width = 0
|
||||||
|
self._tex_height = 0
|
||||||
self._initialized = False
|
self._initialized = False
|
||||||
self._shader = None
|
self._shader = None
|
||||||
self._batch = None
|
self._batch = None
|
||||||
@ -140,6 +146,8 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
|||||||
self._last_region_dims = None
|
self._last_region_dims = None
|
||||||
self._header_buffer = (ctypes.c_ubyte * VIEWPORT_HEADER_SIZE)()
|
self._header_buffer = (ctypes.c_ubyte * VIEWPORT_HEADER_SIZE)()
|
||||||
self._engine_id = id(self)
|
self._engine_id = id(self)
|
||||||
|
self._viewport_image = None
|
||||||
|
self._float_buffer = None
|
||||||
# print(f"New engine instance created: {self._engine_id}")
|
# print(f"New engine instance created: {self._engine_id}")
|
||||||
|
|
||||||
def _restore_overlay(self, context=None):
|
def _restore_overlay(self, context=None):
|
||||||
@ -247,7 +255,7 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
|||||||
def deferred_launch():
|
def deferred_launch():
|
||||||
try:
|
try:
|
||||||
import lnx.make as make
|
import lnx.make as make
|
||||||
make.play_viewport(viewport_id, width, height)
|
make.play(viewport_id, width, height)
|
||||||
except Exception as e:
|
except Exception as e:
|
||||||
print(f"Failed to launch viewport: {e}")
|
print(f"Failed to launch viewport: {e}")
|
||||||
import traceback
|
import traceback
|
||||||
@ -498,7 +506,7 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
|||||||
"""Handle invalid/stale shared memory by cleaning up and allowing re-init."""
|
"""Handle invalid/stale shared memory by cleaning up and allowing re-init."""
|
||||||
self._cleanup_shared_memory()
|
self._cleanup_shared_memory()
|
||||||
self._initialized = False
|
self._initialized = False
|
||||||
if not HAS_GPU_TEXTURE and hasattr(self, '_gl_texture_buf') and self._gl_texture_buf[0] != 0:
|
if HAS_BGL and hasattr(self, '_gl_texture_buf') and self._gl_texture_buf[0] != 0:
|
||||||
try:
|
try:
|
||||||
bgl.glDeleteTextures(1, self._gl_texture_buf)
|
bgl.glDeleteTextures(1, self._gl_texture_buf)
|
||||||
except:
|
except:
|
||||||
@ -783,21 +791,8 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
|||||||
if len(pixels) < num_pixels:
|
if len(pixels) < num_pixels:
|
||||||
return
|
return
|
||||||
|
|
||||||
if HAS_GPU_TEXTURE:
|
if HAS_BGL:
|
||||||
if HAS_NUMPY:
|
# Fast path: bgl with GL_UNSIGNED_BYTE, no float conversion, in-place update
|
||||||
pixels[3::4] = 255
|
|
||||||
float_array = pixels.astype(np.float32) / 255.0
|
|
||||||
buffer = gpu.types.Buffer('FLOAT', num_pixels, float_array)
|
|
||||||
else:
|
|
||||||
pixel_array = array.array('B', pixels[:num_pixels])
|
|
||||||
for i in range(3, len(pixel_array), 4):
|
|
||||||
pixel_array[i] = 255
|
|
||||||
float_pixels = [p / 255.0 for p in pixel_array]
|
|
||||||
buffer = gpu.types.Buffer('FLOAT', num_pixels, float_pixels)
|
|
||||||
|
|
||||||
self._texture = gpu.types.GPUTexture((width, height), format='SRGB8_A8', data=buffer)
|
|
||||||
else:
|
|
||||||
# bgl path for Blender < 3.0
|
|
||||||
if not hasattr(self, '_gl_texture_buf') or self._gl_texture_buf[0] == 0:
|
if not hasattr(self, '_gl_texture_buf') or self._gl_texture_buf[0] == 0:
|
||||||
self._gl_texture_buf = bgl.Buffer(bgl.GL_INT, 1)
|
self._gl_texture_buf = bgl.Buffer(bgl.GL_INT, 1)
|
||||||
bgl.glGenTextures(1, self._gl_texture_buf)
|
bgl.glGenTextures(1, self._gl_texture_buf)
|
||||||
@ -817,11 +812,42 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
|||||||
pixel_buffer = bgl.Buffer(bgl.GL_UNSIGNED_BYTE, num_pixels, bytes(pixel_array))
|
pixel_buffer = bgl.Buffer(bgl.GL_UNSIGNED_BYTE, num_pixels, bytes(pixel_array))
|
||||||
|
|
||||||
internal_format = getattr(bgl, 'GL_SRGB8_ALPHA8', bgl.GL_RGBA8)
|
internal_format = getattr(bgl, 'GL_SRGB8_ALPHA8', bgl.GL_RGBA8)
|
||||||
bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, internal_format, width, height, 0,
|
if self._tex_width == width and self._tex_height == height:
|
||||||
bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, pixel_buffer)
|
bgl.glTexSubImage2D(bgl.GL_TEXTURE_2D, 0, 0, 0, width, height,
|
||||||
|
bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, pixel_buffer)
|
||||||
|
else:
|
||||||
|
bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, internal_format, width, height, 0,
|
||||||
|
bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, pixel_buffer)
|
||||||
bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
|
bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
|
||||||
|
|
||||||
self._texture = tex_id
|
self._texture = tex_id
|
||||||
|
elif HAS_GPU_TEXTURE:
|
||||||
|
# Blender 4.x+ path: use bpy.Image + gpu.texture.from_image
|
||||||
|
# from_image returns a cached GPUTexture (no 20ms constructor)
|
||||||
|
# pixels updated via foreach_set (fast C-level copy) + update()
|
||||||
|
if self._viewport_image is None or self._viewport_image.size[0] != width or self._viewport_image.size[1] != height:
|
||||||
|
if self._viewport_image is not None:
|
||||||
|
bpy.data.images.remove(self._viewport_image)
|
||||||
|
self._viewport_image = bpy.data.images.new(
|
||||||
|
"_lnx_viewport", width, height, float_buffer=False)
|
||||||
|
self._float_buffer = None
|
||||||
|
|
||||||
|
if HAS_NUMPY:
|
||||||
|
pixels[3::4] = 255
|
||||||
|
if self._float_buffer is None or len(self._float_buffer) != num_pixels:
|
||||||
|
self._float_buffer = np.empty(num_pixels, dtype=np.float32)
|
||||||
|
self._float_buffer[:num_pixels] = pixels[:num_pixels]
|
||||||
|
self._float_buffer *= (1.0 / 255.0)
|
||||||
|
self._viewport_image.pixels.foreach_set(self._float_buffer)
|
||||||
|
else:
|
||||||
|
pixel_array = array.array('B', pixels[:num_pixels])
|
||||||
|
for i in range(3, len(pixel_array), 4):
|
||||||
|
pixel_array[i] = 255
|
||||||
|
float_pixels = [p / 255.0 for p in pixel_array]
|
||||||
|
self._viewport_image.pixels.foreach_set(float_pixels)
|
||||||
|
|
||||||
|
self._viewport_image.update()
|
||||||
|
self._texture = gpu.texture.from_image(self._viewport_image)
|
||||||
|
|
||||||
self._tex_width = width
|
self._tex_width = width
|
||||||
self._tex_height = height
|
self._tex_height = height
|
||||||
@ -838,11 +864,17 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
|||||||
"""Called by Blender when the engine instance is destroyed."""
|
"""Called by Blender when the engine instance is destroyed."""
|
||||||
self._stop_krom_process()
|
self._stop_krom_process()
|
||||||
self._restore_overlay()
|
self._restore_overlay()
|
||||||
if not HAS_GPU_TEXTURE and hasattr(self, '_gl_texture_buf') and self._gl_texture_buf[0] != 0:
|
if HAS_BGL and hasattr(self, '_gl_texture_buf') and self._gl_texture_buf[0] != 0:
|
||||||
try:
|
try:
|
||||||
bgl.glDeleteTextures(1, self._gl_texture_buf)
|
bgl.glDeleteTextures(1, self._gl_texture_buf)
|
||||||
except:
|
except:
|
||||||
pass
|
pass
|
||||||
|
if self._viewport_image is not None:
|
||||||
|
try:
|
||||||
|
bpy.data.images.remove(self._viewport_image)
|
||||||
|
except:
|
||||||
|
pass
|
||||||
|
self._viewport_image = None
|
||||||
if self._viewport_id and self._viewport_id in _active_krom_engines:
|
if self._viewport_id and self._viewport_id in _active_krom_engines:
|
||||||
del _active_krom_engines[self._viewport_id]
|
del _active_krom_engines[self._viewport_id]
|
||||||
|
|
||||||
@ -928,6 +960,7 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
|||||||
self._last_region_dims = dims
|
self._last_region_dims = dims
|
||||||
self._request_resize(region.width, region.height)
|
self._request_resize(region.width, region.height)
|
||||||
|
|
||||||
|
self._write_camera_matrices(context)
|
||||||
self._read_krom_camera(context)
|
self._read_krom_camera(context)
|
||||||
|
|
||||||
pixels = self._read_framebuffer()
|
pixels = self._read_framebuffer()
|
||||||
@ -966,7 +999,8 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
|||||||
self._batch_dims = dims
|
self._batch_dims = dims
|
||||||
|
|
||||||
self._shader.bind()
|
self._shader.bind()
|
||||||
if HAS_GPU_TEXTURE:
|
_is_gl_texture = isinstance(self._texture, int)
|
||||||
|
if not _is_gl_texture:
|
||||||
self._shader.uniform_sampler("image", self._texture)
|
self._shader.uniform_sampler("image", self._texture)
|
||||||
else:
|
else:
|
||||||
bgl.glActiveTexture(bgl.GL_TEXTURE0)
|
bgl.glActiveTexture(bgl.GL_TEXTURE0)
|
||||||
@ -975,7 +1009,7 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
|||||||
|
|
||||||
self._batch.draw(self._shader)
|
self._batch.draw(self._shader)
|
||||||
|
|
||||||
if not HAS_GPU_TEXTURE:
|
if _is_gl_texture:
|
||||||
bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
|
bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
|
||||||
|
|
||||||
if HAS_GPU_STATE:
|
if HAS_GPU_STATE:
|
||||||
|
|||||||
@ -875,7 +875,7 @@ def check_blender_version(op: bpy.types.Operator):
|
|||||||
"""Check whether the Blender version is supported by Leenkx,
|
"""Check whether the Blender version is supported by Leenkx,
|
||||||
if not, report in UI.
|
if not, report in UI.
|
||||||
"""
|
"""
|
||||||
if bpy.app.version[:2] not in [(4, 5), (4, 4), (4, 2), (3, 6), (3, 3)]:
|
if bpy.app.version[:2] not in [(5, 2), (4, 5), (4, 4), (4, 2), (3, 6), (3, 3)]:
|
||||||
op.report({'INFO'}, 'INFO: For Leenkx to work correctly, use a Blender LTS version')
|
op.report({'INFO'}, 'INFO: For Leenkx to work correctly, use a Blender LTS version')
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@ -835,6 +835,18 @@ def write_compiledglsl(defs, make_variants):
|
|||||||
if '_SSRefraction' in wrd.world_defs or '_VoxelRefract' in wrd.world_defs:
|
if '_SSRefraction' in wrd.world_defs or '_VoxelRefract' in wrd.world_defs:
|
||||||
f.write(f'#define GBUF_IDX_REFRACTION {idx_refraction}\n')
|
f.write(f'#define GBUF_IDX_REFRACTION {idx_refraction}\n')
|
||||||
|
|
||||||
|
idx_anisotropy = idx_refraction
|
||||||
|
if '_Anisotropy' in wrd.world_defs:
|
||||||
|
f.write(f'#define GBUF_IDX_3 {idx_anisotropy}\n')
|
||||||
|
|
||||||
|
ext_brdf_defs = ('_ClearCoat', '_Sheen', '_Anisotropy', '_Subsurface', '_Transmission')
|
||||||
|
if any(d in wrd.world_defs for d in ext_brdf_defs):
|
||||||
|
f.write('#ifndef _ExtBRDF\n')
|
||||||
|
f.write('#define _ExtBRDF\n')
|
||||||
|
f.write('#endif\n')
|
||||||
|
f.write('#define MAX_MATERIALS 16\n')
|
||||||
|
f.write('uniform vec4 materialParams[MAX_MATERIALS * 8];\n')
|
||||||
|
|
||||||
f.write("""#if defined(HLSL) || defined(METAL)
|
f.write("""#if defined(HLSL) || defined(METAL)
|
||||||
#define _InvY
|
#define _InvY
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
Reference in New Issue
Block a user