forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			69 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import bpy
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| 
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| import lnx
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| import lnx.material.cycles as cycles
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| import lnx.material.mat_state as mat_state
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| import lnx.material.make_mesh as make_mesh
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| import lnx.material.make_finalize as make_finalize
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| import lnx.assets as assets
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| 
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| if lnx.is_reload(__name__):
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| 	cycles = lnx.reload_module(cycles)
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| 	mat_state = lnx.reload_module(mat_state)
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| 	make_mesh = lnx.reload_module(make_mesh)
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| 	make_finalize = lnx.reload_module(make_finalize)
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| 	assets = lnx.reload_module(assets)
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| else:
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| 	lnx.enable_reload(__name__)
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| 
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| 
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| def make(context_id):
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|     con_refract = mat_state.data.add_context({ 'name': context_id, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise' })
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|     make_mesh.make_forward_base(con_refract, parse_opacity=True, transluc_pass=True)
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| 
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|     vert = con_refract.vert
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|     frag = con_refract.frag
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|     tese = con_refract.tese
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|     frag.add_include('std/gbuffer.glsl')
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|     frag.add_out('vec4 fragColor[3]')
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| 
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|     rpdat = lnx.utils.get_rp()
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| 
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|     # Remove fragColor = ...;
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|     frag.main = frag.main[:frag.main.rfind('fragColor')]
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|     frag.write('\n')
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| 
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|     wrd = bpy.data.worlds['Lnx']
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| 
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|     frag.write('n /= (abs(n.x) + abs(n.y) + abs(n.z));')
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|     frag.write('n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);')
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| 
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|     is_shadeless = mat_state.emission_type == mat_state.EmissionType.SHADELESS
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|     if is_shadeless or '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs:
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|         frag.write('uint matid = 0;')
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|         if is_shadeless:
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|             frag.write('matid = 1;')
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|             frag.write('basecol = emissionCol;')
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|         if '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs:
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|             frag.add_uniform('int materialID')
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|             frag.write('if (materialID == 2) matid = 2;')
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|     else:
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|         frag.write('const uint matid = 0;')
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| 
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|     if rpdat.rp_renderer == 'Deferred':
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|         frag.write('fragColor[0] = vec4(n.xy, roughness, packFloatInt16(metallic, matid));')
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|         frag.write('fragColor[1] = vec4(direct + indirect, packFloat2(occlusion, specular));')
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|     else:
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|         frag.write('fragColor[0] = vec4(direct + indirect, packFloat2(occlusion, specular));')
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|         frag.write('fragColor[1] = vec4(n.xy, roughness, metallic);')
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| 
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|     frag.write('fragColor[2] = vec4(ior, opacity, 0.0, 1.0);')
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|     # frag.write('fragColor[2] = vec4(ior, opacity, packFloat2(basecol.r, basecol.g), basecol.b);')
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| 
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|     make_finalize.make(con_refract)
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| 
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|     # assets.vs_equal(con_refract, assets.shader_cons['transluc_vert']) # shader_cons has no transluc yet
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|     # assets.fs_equal(con_refract, assets.shader_cons['transluc_frag'])
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| 
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|     return con_refract
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