427 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
		
		
			
		
	
	
			427 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
|  | from typing import Union | ||
|  | 
 | ||
|  | import bpy | ||
|  | import mathutils | ||
|  | 
 | ||
|  | import lnx.log as log | ||
|  | import lnx.material.cycles as c | ||
|  | import lnx.material.cycles_functions as c_functions | ||
|  | import lnx.material.mat_state as mat_state | ||
|  | from lnx.material.parser_state import ParserState, ParserContext | ||
|  | from lnx.material.shader import floatstr, vec3str | ||
|  | import lnx.utils | ||
|  | 
 | ||
|  | if lnx.is_reload(__name__): | ||
|  |     log = lnx.reload_module(log) | ||
|  |     c = lnx.reload_module(c) | ||
|  |     c_functions = lnx.reload_module(c_functions) | ||
|  |     mat_state = lnx.reload_module(mat_state) | ||
|  |     lnx.material.parser_state = lnx.reload_module(lnx.material.parser_state) | ||
|  |     from lnx.material.parser_state import ParserState, ParserContext | ||
|  |     lnx.material.shader = lnx.reload_module(lnx.material.shader) | ||
|  |     from lnx.material.shader import floatstr, vec3str | ||
|  |     lnx.utils = lnx.reload_module(lnx.utils) | ||
|  | else: | ||
|  |     lnx.enable_reload(__name__) | ||
|  | 
 | ||
|  | 
 | ||
|  | def parse_attribute(node: bpy.types.ShaderNodeAttribute, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: | ||
|  |     out_type = 'float' if out_socket.type == 'VALUE' else 'vec3' | ||
|  | 
 | ||
|  |     if node.attribute_name == 'time': | ||
|  |         state.curshader.add_uniform('float time', link='_time') | ||
|  | 
 | ||
|  |         if out_socket == node.outputs[3]: | ||
|  |             return '1.0' | ||
|  |         return c.cast_value('time', from_type='float', to_type=out_type) | ||
|  | 
 | ||
|  |     # UV maps (higher priority) and vertex colors | ||
|  |     if node.attribute_type == 'GEOMETRY': | ||
|  | 
 | ||
|  |         # Alpha output. Leenkx doesn't support vertex colors with alpha | ||
|  |         # values yet and UV maps don't have an alpha channel | ||
|  |         if out_socket == node.outputs[3]: | ||
|  |             return '1.0' | ||
|  | 
 | ||
|  |         # UV maps | ||
|  |         mat = c.mat_get_material() | ||
|  |         mat_users = c.mat_get_material_users() | ||
|  | 
 | ||
|  |         if mat_users is not None and mat in mat_users: | ||
|  |             mat_user = mat_users[mat][0] | ||
|  | 
 | ||
|  |             # Curves don't have uv layers, so check that first | ||
|  |             if hasattr(mat_user.data, 'uv_layers'): | ||
|  |                 lays = mat_user.data.uv_layers | ||
|  | 
 | ||
|  |                 # First UV map referenced | ||
|  |                 if len(lays) > 0 and node.attribute_name == lays[0].name: | ||
|  |                     state.con.add_elem('tex', 'short2norm') | ||
|  |                     state.dxdy_varying_input_value = True | ||
|  |                     return c.cast_value('vec3(texCoord.x, 1.0 - texCoord.y, 0.0)', from_type='vec3', to_type=out_type) | ||
|  | 
 | ||
|  |                 # Second UV map referenced | ||
|  |                 elif len(lays) > 1 and node.attribute_name == lays[1].name: | ||
|  |                     state.con.add_elem('tex1', 'short2norm') | ||
|  |                     state.dxdy_varying_input_value = True | ||
|  |                     return c.cast_value('vec3(texCoord1.x, 1.0 - texCoord1.y, 0.0)', from_type='vec3', to_type=out_type) | ||
|  | 
 | ||
|  |         # Vertex colors | ||
|  |         # TODO: support multiple vertex color sets | ||
|  |         state.con.add_elem('col', 'short4norm') | ||
|  |         state.dxdy_varying_input_value = True | ||
|  |         return c.cast_value('vcolor', from_type='vec3', to_type=out_type) | ||
|  | 
 | ||
|  |     # Check object properties | ||
|  |     # see https://developer.blender.org/rB6fdcca8de6 for reference | ||
|  |     mat = c.mat_get_material() | ||
|  |     mat_users = c.mat_get_material_users() | ||
|  |     if mat_users is not None and mat in mat_users: | ||
|  |         # Use first material user for now... | ||
|  |         mat_user = mat_users[mat][0] | ||
|  | 
 | ||
|  |         val = None | ||
|  |         # Custom properties first | ||
|  |         if node.attribute_name in mat_user: | ||
|  |             val = mat_user[node.attribute_name] | ||
|  |         # Blender properties | ||
|  |         elif hasattr(mat_user, node.attribute_name): | ||
|  |             val = getattr(mat_user, node.attribute_name) | ||
|  | 
 | ||
|  |         if val is not None: | ||
|  |             if isinstance(val, float): | ||
|  |                 return c.cast_value(str(val), from_type='float', to_type=out_type) | ||
|  |             elif isinstance(val, int): | ||
|  |                 return c.cast_value(str(val), from_type='int', to_type=out_type) | ||
|  |             elif isinstance(val, mathutils.Vector) and len(val) <= 4: | ||
|  |                 out = val.to_4d() | ||
|  | 
 | ||
|  |                 if out_socket == node.outputs[3]: | ||
|  |                     return c.to_vec1(out[3]) | ||
|  |                 return c.cast_value(c.to_vec3(out), from_type='vec3', to_type=out_type) | ||
|  | 
 | ||
|  |     # Default values, attribute name did not match | ||
|  |     if out_socket == node.outputs[3]: | ||
|  |         return '1.0' | ||
|  |     return c.cast_value('0.0', from_type='float', to_type=out_type) | ||
|  | 
 | ||
|  | 
 | ||
|  | def parse_rgb(node: bpy.types.ShaderNodeRGB, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str: | ||
|  |     if node.lnx_material_param: | ||
|  |         nn = 'param_' + c.node_name(node.name) | ||
|  |         v = out_socket.default_value | ||
|  |         value = [float(v[0]), float(v[1]), float(v[2])] | ||
|  |         state.curshader.add_uniform(f'vec3 {nn}', link=f'{node.name}', default_value=value, is_lnx_mat_param=True) | ||
|  |         return nn | ||
|  |     else: | ||
|  |         return c.to_vec3(out_socket.default_value) | ||
|  | 
 | ||
|  | 
 | ||
|  | def parse_vertex_color(node: bpy.types.ShaderNodeVertexColor, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str: | ||
|  |     state.con.add_elem('col', 'short4norm') | ||
|  |     return 'vcolor' | ||
|  | 
 | ||
|  | 
 | ||
|  | def parse_camera(node: bpy.types.ShaderNodeCameraData, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: | ||
|  |     # View Vector in camera space | ||
|  |     if out_socket == node.outputs[0]: | ||
|  |         state.dxdy_varying_input_value = True | ||
|  |         return 'vVecCam' | ||
|  | 
 | ||
|  |     # View Z Depth | ||
|  |     elif out_socket == node.outputs[1]: | ||
|  |         state.curshader.add_include('std/math.glsl') | ||
|  |         state.curshader.add_uniform('vec2 cameraProj', link='_cameraPlaneProj') | ||
|  |         state.dxdy_varying_input_value = True | ||
|  |         return 'linearize(gl_FragCoord.z, cameraProj)' | ||
|  | 
 | ||
|  |     # View Distance | ||
|  |     else: | ||
|  |         state.curshader.add_uniform('vec3 eye', link='_cameraPosition') | ||
|  |         state.dxdy_varying_input_value = True | ||
|  |         return 'distance(eye, wposition)' | ||
|  | 
 | ||
|  | 
 | ||
|  | def parse_geometry(node: bpy.types.ShaderNodeNewGeometry, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: | ||
|  |     # Position | ||
|  |     if out_socket == node.outputs[0]: | ||
|  |         state.dxdy_varying_input_value = True | ||
|  |         return 'wposition' | ||
|  |     # Normal | ||
|  |     elif out_socket == node.outputs[1]: | ||
|  |         state.dxdy_varying_input_value = True | ||
|  |         return 'n' if state.curshader.shader_type == 'frag' else 'wnormal' | ||
|  |     # Tangent | ||
|  |     elif out_socket == node.outputs[2]: | ||
|  |         state.dxdy_varying_input_value = True | ||
|  |         return 'wtangent' | ||
|  |     # True Normal | ||
|  |     elif out_socket == node.outputs[3]: | ||
|  |         state.dxdy_varying_input_value = True | ||
|  |         return 'n' if state.curshader.shader_type == 'frag' else 'wnormal' | ||
|  |     # Incoming | ||
|  |     elif out_socket == node.outputs[4]: | ||
|  |         state.dxdy_varying_input_value = True | ||
|  |         return 'vVec' | ||
|  |     # Parametric | ||
|  |     elif out_socket == node.outputs[5]: | ||
|  |         state.dxdy_varying_input_value = True | ||
|  |         return 'mposition' | ||
|  |     # Backfacing | ||
|  |     elif out_socket == node.outputs[6]: | ||
|  |         return '(1.0 - float(gl_FrontFacing))' if state.context == ParserContext.OBJECT else '0.0' | ||
|  |     # Pointiness | ||
|  |     elif out_socket == node.outputs[7]: | ||
|  |         return '0.0' | ||
|  |     # Random Per Island | ||
|  |     elif out_socket == node.outputs[8]: | ||
|  |         return '0.0' | ||
|  | 
 | ||
|  | 
 | ||
|  | def parse_hairinfo(node: bpy.types.ShaderNodeHairInfo, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: | ||
|  |     # Tangent Normal | ||
|  |     if out_socket == node.outputs[3]: | ||
|  |         return 'vec3(0.0)' | ||
|  |     else: | ||
|  |         # Is Strand | ||
|  |         # Intercept | ||
|  |         # Thickness | ||
|  |         # Random | ||
|  |         return '0.5' | ||
|  | 
 | ||
|  | 
 | ||
|  | def parse_objectinfo(node: bpy.types.ShaderNodeObjectInfo, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: | ||
|  |     # Location | ||
|  |     if out_socket == node.outputs[0]: | ||
|  |         if state.context == ParserContext.WORLD: | ||
|  |             return c.to_vec3((0.0, 0.0, 0.0)) | ||
|  |         return 'wposition' | ||
|  | 
 | ||
|  |     # Color | ||
|  |     elif out_socket == node.outputs[1]: | ||
|  |         if state.context == ParserContext.WORLD: | ||
|  |             # Use world strength like Blender | ||
|  |             background_node = c.node_by_type(state.world.node_tree.nodes, 'BACKGROUND') | ||
|  |             if background_node is None: | ||
|  |                 return c.to_vec3((0.0, 0.0, 0.0)) | ||
|  |             return c.to_vec3([background_node.inputs[1].default_value] * 3) | ||
|  | 
 | ||
|  |         # TODO: Implement object color in Iron | ||
|  |         # state.curshader.add_uniform('vec3 objectInfoColor', link='_objectInfoColor') | ||
|  |         # return 'objectInfoColor' | ||
|  |         return c.to_vec3((1.0, 1.0, 1.0)) | ||
|  | 
 | ||
|  |     # Alpha | ||
|  |     elif out_socket == node.outputs[2]: | ||
|  |         # TODO, see color output above | ||
|  |         return '0.0' | ||
|  | 
 | ||
|  |     # Object Index | ||
|  |     elif out_socket == node.outputs[3]: | ||
|  |         if state.context == ParserContext.WORLD: | ||
|  |             return '0.0' | ||
|  |         state.curshader.add_uniform('float objectInfoIndex', link='_objectInfoIndex') | ||
|  |         return 'objectInfoIndex' | ||
|  | 
 | ||
|  |     # Material Index | ||
|  |     elif out_socket == node.outputs[4]: | ||
|  |         if state.context == ParserContext.WORLD: | ||
|  |             return '0.0' | ||
|  |         state.curshader.add_uniform('float objectInfoMaterialIndex', link='_objectInfoMaterialIndex') | ||
|  |         return 'objectInfoMaterialIndex' | ||
|  | 
 | ||
|  |     # Random | ||
|  |     elif out_socket == node.outputs[5]: | ||
|  |         if state.context == ParserContext.WORLD: | ||
|  |             return '0.0' | ||
|  | 
 | ||
|  |         # Use random value per instance | ||
|  |         if mat_state.uses_instancing: | ||
|  |             state.vert.add_out(f'flat float irand') | ||
|  |             state.frag.add_in(f'flat float irand') | ||
|  |             state.vert.write(f'irand = fract(sin(gl_InstanceID) * 43758.5453);') | ||
|  |             return 'irand' | ||
|  | 
 | ||
|  |         state.curshader.add_uniform('float objectInfoRandom', link='_objectInfoRandom') | ||
|  |         return 'objectInfoRandom' | ||
|  | 
 | ||
|  | 
 | ||
|  | def parse_particleinfo(node: bpy.types.ShaderNodeParticleInfo, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: | ||
|  |     particles_on = lnx.utils.get_rp().lnx_particles == 'On' | ||
|  | 
 | ||
|  |     # Index | ||
|  |     if out_socket == node.outputs[0]: | ||
|  |         c.particle_info['index'] = True | ||
|  |         return 'p_index' if particles_on else '0.0' | ||
|  | 
 | ||
|  |     # TODO: Random | ||
|  |     if out_socket == node.outputs[1]: | ||
|  |         return '0.0' | ||
|  | 
 | ||
|  |     # Age | ||
|  |     elif out_socket == node.outputs[2]: | ||
|  |         c.particle_info['age'] = True | ||
|  |         return 'p_age' if particles_on else '0.0' | ||
|  | 
 | ||
|  |     # Lifetime | ||
|  |     elif out_socket == node.outputs[3]: | ||
|  |         c.particle_info['lifetime'] = True | ||
|  |         return 'p_lifetime' if particles_on else '0.0' | ||
|  | 
 | ||
|  |     # Location | ||
|  |     if out_socket == node.outputs[4]: | ||
|  |         c.particle_info['location'] = True | ||
|  |         return 'p_location' if particles_on else 'vec3(0.0)' | ||
|  | 
 | ||
|  |     # Size | ||
|  |     elif out_socket == node.outputs[5]: | ||
|  |         c.particle_info['size'] = True | ||
|  |         return '1.0' | ||
|  | 
 | ||
|  |     # Velocity | ||
|  |     elif out_socket == node.outputs[6]: | ||
|  |         c.particle_info['velocity'] = True | ||
|  |         return 'p_velocity' if particles_on else 'vec3(0.0)' | ||
|  | 
 | ||
|  |     # Angular Velocity | ||
|  |     elif out_socket == node.outputs[7]: | ||
|  |         c.particle_info['angular_velocity'] = True | ||
|  |         return 'vec3(0.0)' | ||
|  | 
 | ||
|  | 
 | ||
|  | def parse_tangent(node: bpy.types.ShaderNodeTangent, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str: | ||
|  |     state.dxdy_varying_input_value = True | ||
|  |     return 'wtangent' | ||
|  | 
 | ||
|  | 
 | ||
|  | def parse_texcoord(node: bpy.types.ShaderNodeTexCoord, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str: | ||
|  |     #obj = node.object | ||
|  |     #instance = node.from_instance | ||
|  |     if out_socket == node.outputs[0]: # Generated - bounds | ||
|  |         state.dxdy_varying_input_value = True | ||
|  |         return 'bposition' | ||
|  |     elif out_socket == node.outputs[1]: # Normal | ||
|  |         state.dxdy_varying_input_value = True | ||
|  |         return 'n' | ||
|  |     elif out_socket == node.outputs[2]: # UV | ||
|  |         if state.context == ParserContext.WORLD: | ||
|  |             return 'vec3(0.0)' | ||
|  |         state.con.add_elem('tex', 'short2norm') | ||
|  |         state.dxdy_varying_input_value = True | ||
|  |         return 'vec3(texCoord.x, 1.0 - texCoord.y, 0.0)' | ||
|  |     elif out_socket == node.outputs[3]: # Object | ||
|  |         state.dxdy_varying_input_value = True | ||
|  |         return 'mposition' | ||
|  |     elif out_socket == node.outputs[4]: # Camera | ||
|  |         return 'vec3(0.0)' # 'vposition' | ||
|  |     elif out_socket == node.outputs[5]: # Window | ||
|  |         # TODO: Don't use gl_FragCoord here, it uses different axes on different graphics APIs | ||
|  |         state.frag.add_uniform('vec2 screenSize', link='_screenSize') | ||
|  |         state.dxdy_varying_input_value = True | ||
|  |         return f'vec3(gl_FragCoord.xy / screenSize, 0.0)' | ||
|  |     elif out_socket == node.outputs[6]: # Reflection | ||
|  |         if state.context == ParserContext.WORLD: | ||
|  |             state.dxdy_varying_input_value = True | ||
|  |             return 'n' | ||
|  |         return 'vec3(0.0)' | ||
|  | 
 | ||
|  | 
 | ||
|  | def parse_uvmap(node: bpy.types.ShaderNodeUVMap, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str: | ||
|  |     # instance = node.from_instance | ||
|  |     state.con.add_elem('tex', 'short2norm') | ||
|  |     mat = c.mat_get_material() | ||
|  |     mat_users = c.mat_get_material_users() | ||
|  | 
 | ||
|  |     state.dxdy_varying_input_value = True | ||
|  | 
 | ||
|  |     if mat_users is not None and mat in mat_users: | ||
|  |         mat_user = mat_users[mat][0] | ||
|  |         if hasattr(mat_user.data, 'uv_layers'): | ||
|  |             layers = mat_user.data.uv_layers | ||
|  |             # Second UV map referenced | ||
|  |             if len(layers) > 1 and node.uv_map == layers[1].name: | ||
|  |                 state.con.add_elem('tex1', 'short2norm') | ||
|  |                 return 'vec3(texCoord1.x, 1.0 - texCoord1.y, 0.0)' | ||
|  | 
 | ||
|  |     return 'vec3(texCoord.x, 1.0 - texCoord.y, 0.0)' | ||
|  | 
 | ||
|  | 
 | ||
|  | def parse_fresnel(node: bpy.types.ShaderNodeFresnel, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr: | ||
|  |     state.curshader.add_function(c_functions.str_fresnel) | ||
|  |     ior = c.parse_value_input(node.inputs[0]) | ||
|  |     if node.inputs[1].is_linked: | ||
|  |         dotnv = 'dot({0}, vVec)'.format(c.parse_vector_input(node.inputs[1])) | ||
|  |     else: | ||
|  |         dotnv = 'dotNV' | ||
|  | 
 | ||
|  |     state.dxdy_varying_input_value = True | ||
|  |     return 'fresnel({0}, {1})'.format(ior, dotnv) | ||
|  | 
 | ||
|  | 
 | ||
|  | def parse_layerweight(node: bpy.types.ShaderNodeLayerWeight, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr: | ||
|  |     blend = c.parse_value_input(node.inputs[0]) | ||
|  |     if node.inputs[1].is_linked: | ||
|  |         dotnv = 'dot({0}, vVec)'.format(c.parse_vector_input(node.inputs[1])) | ||
|  |     else: | ||
|  |         dotnv = 'dotNV' | ||
|  | 
 | ||
|  |     state.dxdy_varying_input_value = True | ||
|  | 
 | ||
|  |     # Fresnel | ||
|  |     if out_socket == node.outputs[0]: | ||
|  |         state.curshader.add_function(c_functions.str_fresnel) | ||
|  |         return 'fresnel(1.0 / (1.0 - {0}), {1})'.format(blend, dotnv) | ||
|  |     # Facing | ||
|  |     elif out_socket == node.outputs[1]: | ||
|  |         return '(1.0 - pow({0}, ({1} < 0.5) ? 2.0 * {1} : 0.5 / (1.0 - {1})))'.format(dotnv, blend) | ||
|  | 
 | ||
|  | 
 | ||
|  | def parse_lightpath(node: bpy.types.ShaderNodeLightPath, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr: | ||
|  |     # https://github.com/blender/blender/blob/master/source/blender/gpu/shaders/material/gpu_shader_material_light_path.glsl | ||
|  |     if out_socket == node.outputs['Is Camera Ray']: | ||
|  |         return '1.0' | ||
|  |     elif out_socket == node.outputs['Is Shadow Ray']: | ||
|  |         return '0.0' | ||
|  |     elif out_socket == node.outputs['Is Diffuse Ray']: | ||
|  |         return '1.0' | ||
|  |     elif out_socket == node.outputs['Is Glossy Ray']: | ||
|  |         return '1.0' | ||
|  |     elif out_socket == node.outputs['Is Singular Ray']: | ||
|  |         return '0.0' | ||
|  |     elif out_socket == node.outputs['Is Reflection Ray']: | ||
|  |         return '0.0' | ||
|  |     elif out_socket == node.outputs['Is Transmission Ray']: | ||
|  |         return '0.0' | ||
|  |     elif out_socket == node.outputs['Ray Length']: | ||
|  |         return '1.0' | ||
|  |     elif out_socket == node.outputs['Ray Depth']: | ||
|  |         return '0.0' | ||
|  |     elif out_socket == node.outputs['Diffuse Depth']: | ||
|  |         return '0.0' | ||
|  |     elif out_socket == node.outputs['Glossy Depth']: | ||
|  |         return '0.0' | ||
|  |     elif out_socket == node.outputs['Transparent Depth']: | ||
|  |         return '0.0' | ||
|  |     elif out_socket == node.outputs['Transmission Depth']: | ||
|  |         return '0.0' | ||
|  | 
 | ||
|  |     log.warn(f'Light Path node: unsupported output {out_socket.identifier}.') | ||
|  |     return '0.0' | ||
|  | 
 | ||
|  | 
 | ||
|  | def parse_value(node: bpy.types.ShaderNodeValue, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr: | ||
|  |     if node.lnx_material_param: | ||
|  |         nn = 'param_' + c.node_name(node.name) | ||
|  |         value = node.outputs[0].default_value | ||
|  |         is_lnx_mat_param = True | ||
|  |         state.curshader.add_uniform('float {0}'.format(nn), link='{0}'.format(node.name), default_value=value, is_lnx_mat_param=is_lnx_mat_param) | ||
|  |         return nn | ||
|  |     else: | ||
|  |         return c.to_vec1(node.outputs[0].default_value) | ||
|  | 
 | ||
|  | 
 | ||
|  | def parse_wireframe(node: bpy.types.ShaderNodeWireframe, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr: | ||
|  |     # node.use_pixel_size | ||
|  |     # size = c.parse_value_input(node.inputs[0]) | ||
|  |     return '0.0' |