592 lines
22 KiB
Python
592 lines
22 KiB
Python
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import math
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import os
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from typing import Union
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import bpy
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import lnx.assets as assets
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import lnx.log as log
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import lnx.material.cycles as c
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import lnx.material.cycles_functions as c_functions
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from lnx.material.parser_state import ParserState, ParserContext, ParserPass
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from lnx.material.shader import floatstr, vec3str
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import lnx.utils
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import lnx.write_probes as write_probes
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if lnx.is_reload(__name__):
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assets = lnx.reload_module(assets)
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log = lnx.reload_module(log)
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c = lnx.reload_module(c)
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c_functions = lnx.reload_module(c_functions)
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lnx.material.parser_state = lnx.reload_module(lnx.material.parser_state)
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from lnx.material.parser_state import ParserState, ParserContext, ParserPass
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lnx.material.shader = lnx.reload_module(lnx.material.shader)
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from lnx.material.shader import floatstr, vec3str
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lnx.utils = lnx.reload_module(lnx.utils)
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write_probes = lnx.reload_module(write_probes)
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else:
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lnx.enable_reload(__name__)
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def parse_tex_brick(node: bpy.types.ShaderNodeTexBrick, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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state.curshader.add_function(c_functions.str_tex_brick)
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if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
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else:
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co = 'bposition'
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# Color
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if out_socket == node.outputs[0]:
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col1 = c.parse_vector_input(node.inputs[1])
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col2 = c.parse_vector_input(node.inputs[2])
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col3 = c.parse_vector_input(node.inputs[3])
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scale = c.parse_value_input(node.inputs[4])
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res = f'tex_brick({co} * {scale}, {col1}, {col2}, {col3})'
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# Fac
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else:
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scale = c.parse_value_input(node.inputs[4])
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res = 'tex_brick_f({0} * {1})'.format(co, scale)
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return res
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def parse_tex_checker(node: bpy.types.ShaderNodeTexChecker, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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state.curshader.add_function(c_functions.str_tex_checker)
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if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
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else:
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co = 'bposition'
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# Color
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if out_socket == node.outputs[0]:
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col1 = c.parse_vector_input(node.inputs[1])
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col2 = c.parse_vector_input(node.inputs[2])
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scale = c.parse_value_input(node.inputs[3])
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res = f'tex_checker({co}, {col1}, {col2}, {scale})'
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# Fac
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else:
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scale = c.parse_value_input(node.inputs[3])
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res = 'tex_checker_f({0}, {1})'.format(co, scale)
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return res
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def parse_tex_gradient(node: bpy.types.ShaderNodeTexGradient, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
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else:
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co = 'bposition'
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grad = node.gradient_type
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if grad == 'LINEAR':
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f = f'{co}.x'
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elif grad == 'QUADRATIC':
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f = '0.0'
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elif grad == 'EASING':
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f = '0.0'
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elif grad == 'DIAGONAL':
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f = f'({co}.x + {co}.y) * 0.5'
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elif grad == 'RADIAL':
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f = f'atan({co}.y, {co}.x) / PI2 + 0.5'
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elif grad == 'QUADRATIC_SPHERE':
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f = '0.0'
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else: # SPHERICAL
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f = f'max(1.0 - sqrt({co}.x * {co}.x + {co}.y * {co}.y + {co}.z * {co}.z), 0.0)'
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# Color
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if out_socket == node.outputs[0]:
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res = f'vec3(clamp({f}, 0.0, 1.0))'
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# Fac
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else:
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res = f'(clamp({f}, 0.0, 1.0))'
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return res
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def parse_tex_image(node: bpy.types.ShaderNodeTexImage, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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# Color or Alpha output
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use_color_out = out_socket == node.outputs[0]
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if state.context == ParserContext.OBJECT:
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tex_store = c.store_var_name(node)
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if c.node_need_reevaluation_for_screenspace_derivative(node):
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tex_store += state.get_parser_pass_suffix()
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# Already fetched
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if c.is_parsed(tex_store):
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if use_color_out:
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return f'{tex_store}.rgb'
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else:
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return f'{tex_store}.a'
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tex_name = c.node_name(node.name)
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tex = c.make_texture_from_image_node(node, tex_name)
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tex_link = None
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tex_default_file = None
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is_lnx_mat_param = None
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if node.lnx_material_param:
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tex_link = node.name
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is_lnx_mat_param = True
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if tex is not None:
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state.curshader.write_textures += 1
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if node.lnx_material_param and tex['file'] is not None:
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tex_default_file = tex['file']
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if use_color_out:
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to_linear = node.image is not None and node.image.colorspace_settings.name == 'sRGB'
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res = f'{c.texture_store(node, tex, tex_name, to_linear, tex_link=tex_link, default_value=tex_default_file, is_lnx_mat_param=is_lnx_mat_param)}.rgb'
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else:
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res = f'{c.texture_store(node, tex, tex_name, tex_link=tex_link, default_value=tex_default_file, is_lnx_mat_param=is_lnx_mat_param)}.a'
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state.curshader.write_textures -= 1
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return res
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# Empty texture
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elif node.image is None:
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tex = {
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'name': tex_name,
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'file': ''
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}
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if use_color_out:
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return '{0}.rgb'.format(c.texture_store(node, tex, tex_name, to_linear=False, tex_link=tex_link, is_lnx_mat_param=is_lnx_mat_param))
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return '{0}.a'.format(c.texture_store(node, tex, tex_name, to_linear=True, tex_link=tex_link, is_lnx_mat_param=is_lnx_mat_param))
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# Pink color for missing texture
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else:
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if use_color_out:
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state.parsed.add(tex_store)
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state.curshader.write_textures += 1
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state.curshader.write(f'vec4 {tex_store} = vec4(1.0, 0.0, 1.0, 1.0);')
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state.curshader.write_textures -= 1
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return f'{tex_store}.rgb'
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else:
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state.curshader.write(f'vec4 {tex_store} = vec4(1.0, 0.0, 1.0, 1.0);')
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return f'{tex_store}.a'
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# World context
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# TODO: Merge with above implementation to also allow mappings other than using view coordinates
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else:
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world = state.world
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world.world_defs += '_EnvImg'
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# Background texture
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state.curshader.add_uniform('sampler2D envmap', link='_envmap')
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state.curshader.add_uniform('vec2 screenSize', link='_screenSize')
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image = node.image
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if image is None:
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log.warn(f'World "{world.name}": image texture node "{node.name}" is empty')
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return 'vec3(0.0, 0.0, 0.0)' if use_color_out else '0.0'
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filepath = image.filepath
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if image.packed_file is not None:
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# Extract packed data
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filepath = lnx.utils.build_dir() + '/compiled/Assets/unpacked'
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unpack_path = lnx.utils.get_fp() + filepath
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if not os.path.exists(unpack_path):
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os.makedirs(unpack_path)
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unpack_filepath = unpack_path + '/' + image.name
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if not os.path.isfile(unpack_filepath) or os.path.getsize(unpack_filepath) != image.packed_file.size:
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with open(unpack_filepath, 'wb') as f:
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f.write(image.packed_file.data)
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assets.add(unpack_filepath)
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else:
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# Link image path to assets
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assets.add(lnx.utils.asset_path(image.filepath))
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# Reference image name
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tex_file = lnx.utils.extract_filename(image.filepath)
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base = tex_file.rsplit('.', 1)
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ext = base[1].lower()
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if ext == 'hdr':
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target_format = 'HDR'
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else:
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target_format = 'JPEG'
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# Generate prefiltered envmaps
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world.lnx_envtex_name = tex_file
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world.lnx_envtex_irr_name = tex_file.rsplit('.', 1)[0]
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disable_hdr = target_format == 'JPEG'
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from_srgb = image.colorspace_settings.name == "sRGB"
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rpdat = lnx.utils.get_rp()
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mip_count = world.lnx_envtex_num_mips
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mip_count = write_probes.write_probes(filepath, disable_hdr, from_srgb, mip_count, lnx_radiance=rpdat.lnx_radiance)
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world.lnx_envtex_num_mips = mip_count
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# Will have to get rid of gl_FragCoord, pass texture coords from vertex shader
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state.curshader.write_init('vec2 texco = gl_FragCoord.xy / screenSize;')
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return 'texture(envmap, vec2(texco.x, 1.0 - texco.y)).rgb * envmapStrength'
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def parse_tex_magic(node: bpy.types.ShaderNodeTexMagic, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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state.curshader.add_function(c_functions.str_tex_magic)
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if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
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else:
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co = 'bposition'
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scale = c.parse_value_input(node.inputs[1])
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# Color
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if out_socket == node.outputs[0]:
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res = f'tex_magic({co} * {scale} * 4.0)'
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# Fac
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else:
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res = f'tex_magic_f({co} * {scale} * 4.0)'
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return res
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if bpy.app.version < (4, 1, 0):
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def parse_tex_musgrave(node: bpy.types.ShaderNodeTexMusgrave, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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state.curshader.add_function(c_functions.str_tex_musgrave)
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if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
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else:
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co = 'bposition'
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scale = c.parse_value_input(node.inputs['Scale'])
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# detail = c.parse_value_input(node.inputs[2])
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# distortion = c.parse_value_input(node.inputs[3])
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res = f'tex_musgrave_f({co} * {scale} * 0.5)'
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return res
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def parse_tex_noise(node: bpy.types.ShaderNodeTexNoise, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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c.write_procedurals()
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state.curshader.add_function(c_functions.str_tex_noise)
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c.assets_add(os.path.join(lnx.utils.get_sdk_path(), 'leenkx', 'Assets', 'noise256.png'))
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c.assets_add_embedded_data('noise256.png')
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state.curshader.add_uniform('sampler2D snoise256', link='$noise256.png')
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if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
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else:
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co = 'bposition'
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scale = c.parse_value_input(node.inputs[2])
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detail = c.parse_value_input(node.inputs[3])
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roughness = c.parse_value_input(node.inputs[4])
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distortion = c.parse_value_input(node.inputs[5])
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if bpy.app.version >= (4, 1, 0):
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if node.noise_type == "FBM":
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if out_socket == node.outputs[1]:
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state.curshader.add_function(c_functions.str_tex_musgrave)
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res = 'vec3(tex_musgrave_f({0} * {1}), tex_musgrave_f({0} * {1} + 120.0), tex_musgrave_f({0} * {1} + 168.0))'.format(co, scale, detail, distortion)
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else:
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res = f'tex_musgrave_f({co} * {scale} * 1.0)'
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else:
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if out_socket == node.outputs[1]:
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res = 'vec3(tex_noise({0} * {1},{2},{3}), tex_noise({0} * {1} + 120.0,{2},{3}), tex_noise({0} * {1} + 168.0,{2},{3}))'.format(co, scale, detail, distortion)
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else:
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res = 'tex_noise({0} * {1},{2},{3})'.format(co, scale, detail, distortion)
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else:
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if out_socket == node.outputs[1]:
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res = 'vec3(tex_noise({0} * {1},{2},{3}), tex_noise({0} * {1} + 120.0,{2},{3}), tex_noise({0} * {1} + 168.0,{2},{3}))'.format(co, scale, detail, distortion)
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else:
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res = 'tex_noise({0} * {1},{2},{3})'.format(co, scale, detail, distortion)
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return res
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def parse_tex_pointdensity(node: bpy.types.ShaderNodeTexPointDensity, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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# Pass through
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# Color
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if out_socket == node.outputs[0]:
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return c.to_vec3([0.0, 0.0, 0.0])
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# Density
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else:
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return '0.0'
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def parse_tex_sky(node: bpy.types.ShaderNodeTexSky, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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if state.context == ParserContext.OBJECT:
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# Pass through
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return c.to_vec3([0.0, 0.0, 0.0])
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state.world.world_defs += '_EnvSky'
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if node.sky_type == 'PREETHAM' or node.sky_type == 'HOSEK_WILKIE':
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if node.sky_type == 'PREETHAM':
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log.info('Info: Preetham sky model is not supported, using Hosek Wilkie sky model instead')
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return parse_sky_hosekwilkie(node, state)
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elif node.sky_type == 'NISHITA':
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return parse_sky_nishita(node, state)
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else:
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log.error(f'Unsupported sky model: {node.sky_type}!')
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return c.to_vec3([0.0, 0.0, 0.0])
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def parse_sky_hosekwilkie(node: bpy.types.ShaderNodeTexSky, state: ParserState) -> vec3str:
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world = state.world
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curshader = state.curshader
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# Match to cycles
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world.lnx_envtex_strength *= 0.1
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assets.add_khafile_def('lnx_hosek')
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curshader.add_uniform('vec3 A', link="_hosekA")
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curshader.add_uniform('vec3 B', link="_hosekB")
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curshader.add_uniform('vec3 C', link="_hosekC")
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curshader.add_uniform('vec3 D', link="_hosekD")
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curshader.add_uniform('vec3 E', link="_hosekE")
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curshader.add_uniform('vec3 F', link="_hosekF")
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curshader.add_uniform('vec3 G', link="_hosekG")
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curshader.add_uniform('vec3 H', link="_hosekH")
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curshader.add_uniform('vec3 I', link="_hosekI")
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curshader.add_uniform('vec3 Z', link="_hosekZ")
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curshader.add_uniform('vec3 hosekSunDirection', link="_hosekSunDirection")
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curshader.add_function("""vec3 hosekWilkie(float cos_theta, float gamma, float cos_gamma) {
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\tvec3 chi = (1 + cos_gamma * cos_gamma) / pow(1 + H * H - 2 * cos_gamma * H, vec3(1.5));
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\treturn (1 + A * exp(B / (cos_theta + 0.01))) * (C + D * exp(E * gamma) + F * (cos_gamma * cos_gamma) + G * chi + I * sqrt(cos_theta));
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}""")
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world.lnx_envtex_sun_direction = [node.sun_direction[0], node.sun_direction[1], node.sun_direction[2]]
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world.lnx_envtex_turbidity = node.turbidity
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world.lnx_envtex_ground_albedo = node.ground_albedo
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wrd = bpy.data.worlds['Lnx']
|
||
|
rpdat = lnx.utils.get_rp()
|
||
|
mobile_mat = rpdat.lnx_material_model == 'Mobile' or rpdat.lnx_material_model == 'Solid'
|
||
|
|
||
|
if not state.radiance_written:
|
||
|
# Irradiance json file name
|
||
|
wname = lnx.utils.safestr(world.name)
|
||
|
world.lnx_envtex_irr_name = wname
|
||
|
write_probes.write_sky_irradiance(wname)
|
||
|
|
||
|
# Radiance
|
||
|
if rpdat.lnx_radiance and rpdat.lnx_irradiance and not mobile_mat:
|
||
|
wrd.world_defs += '_Rad'
|
||
|
hosek_path = 'leenkx/Assets/hosek/'
|
||
|
sdk_path = lnx.utils.get_sdk_path()
|
||
|
# Use fake maps for now
|
||
|
assets.add(sdk_path + '/' + hosek_path + 'hosek_radiance.hdr')
|
||
|
for i in range(0, 8):
|
||
|
assets.add(sdk_path + '/' + hosek_path + 'hosek_radiance_' + str(i) + '.hdr')
|
||
|
|
||
|
world.lnx_envtex_name = 'hosek'
|
||
|
world.lnx_envtex_num_mips = 8
|
||
|
|
||
|
state.radiance_written = True
|
||
|
|
||
|
curshader.write('float cos_theta = clamp(pos.z, 0.0, 1.0);')
|
||
|
curshader.write('float cos_gamma = dot(pos, hosekSunDirection);')
|
||
|
curshader.write('float gamma_val = acos(cos_gamma);')
|
||
|
|
||
|
return 'Z * hosekWilkie(cos_theta, gamma_val, cos_gamma) * envmapStrength;'
|
||
|
|
||
|
|
||
|
def parse_sky_nishita(node: bpy.types.ShaderNodeTexSky, state: ParserState) -> vec3str:
|
||
|
curshader = state.curshader
|
||
|
curshader.add_include('std/sky.glsl')
|
||
|
curshader.add_uniform('vec3 sunDir', link='_sunDirection')
|
||
|
curshader.add_uniform('sampler2D nishitaLUT', link='_nishitaLUT', included=True,
|
||
|
tex_addr_u='clamp', tex_addr_v='clamp')
|
||
|
curshader.add_uniform('vec2 nishitaDensity', link='_nishitaDensity', included=True)
|
||
|
|
||
|
planet_radius = 6360e3 # Earth radius used in Blender
|
||
|
ray_origin_z = planet_radius + node.altitude
|
||
|
|
||
|
state.world.lnx_nishita_density = [node.air_density, node.dust_density, node.ozone_density]
|
||
|
|
||
|
sun = ''
|
||
|
if node.sun_disc:
|
||
|
# The sun size is calculated relative in terms of the distance
|
||
|
# between the sun position and the sky dome normal at every
|
||
|
# pixel (see sun_disk() in sky.glsl).
|
||
|
#
|
||
|
# An isosceles triangle is created with the camera at the
|
||
|
# opposite side of the base with node.sun_size being the vertex
|
||
|
# angle from which the base angle theta is calculated. Iron's
|
||
|
# skydome geometry roughly resembles a unit sphere, so the leg
|
||
|
# size is set to 1. The base size is the doubled normal-relative
|
||
|
# target size.
|
||
|
|
||
|
# sun_size is already in radians despite being degrees in the UI
|
||
|
theta = 0.5 * (math.pi - node.sun_size)
|
||
|
size = math.cos(theta)
|
||
|
sun = f'* sun_disk(pos, sunDir, {size}, {node.sun_intensity})'
|
||
|
|
||
|
return f'nishita_atmosphere(pos, vec3(0, 0, {ray_origin_z}), sunDir, {planet_radius}){sun}'
|
||
|
|
||
|
|
||
|
def parse_tex_environment(node: bpy.types.ShaderNodeTexEnvironment, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
|
||
|
if state.context == ParserContext.OBJECT:
|
||
|
log.warn('Environment Texture node is not supported for object node trees, using default value')
|
||
|
return c.to_vec3([0.0, 0.0, 0.0])
|
||
|
|
||
|
if node.image is None:
|
||
|
return c.to_vec3([1.0, 0.0, 1.0])
|
||
|
|
||
|
world = state.world
|
||
|
world.world_defs += '_EnvTex'
|
||
|
|
||
|
curshader = state.curshader
|
||
|
|
||
|
curshader.add_include('std/math.glsl')
|
||
|
curshader.add_uniform('sampler2D envmap', link='_envmap')
|
||
|
|
||
|
image = node.image
|
||
|
filepath = image.filepath
|
||
|
|
||
|
if image.packed_file is None and not os.path.isfile(lnx.utils.asset_path(filepath)):
|
||
|
log.warn(world.name + ' - unable to open ' + image.filepath)
|
||
|
return c.to_vec3([1.0, 0.0, 1.0])
|
||
|
|
||
|
# Reference image name
|
||
|
tex_file = lnx.utils.extract_filename(image.filepath)
|
||
|
base = tex_file.rsplit('.', 1)
|
||
|
ext = base[1].lower()
|
||
|
|
||
|
if ext == 'hdr':
|
||
|
target_format = 'HDR'
|
||
|
else:
|
||
|
target_format = 'JPEG'
|
||
|
do_convert = ext != 'hdr' and ext != 'jpg'
|
||
|
if do_convert:
|
||
|
if ext == 'exr':
|
||
|
tex_file = base[0] + '.hdr'
|
||
|
target_format = 'HDR'
|
||
|
else:
|
||
|
tex_file = base[0] + '.jpg'
|
||
|
target_format = 'JPEG'
|
||
|
|
||
|
if image.packed_file is not None:
|
||
|
# Extract packed data
|
||
|
unpack_path = lnx.utils.get_fp_build() + '/compiled/Assets/unpacked'
|
||
|
if not os.path.exists(unpack_path):
|
||
|
os.makedirs(unpack_path)
|
||
|
unpack_filepath = unpack_path + '/' + tex_file
|
||
|
filepath = unpack_filepath
|
||
|
|
||
|
if do_convert:
|
||
|
if not os.path.isfile(unpack_filepath):
|
||
|
lnx.utils.unpack_image(image, unpack_filepath, file_format=target_format)
|
||
|
|
||
|
elif not os.path.isfile(unpack_filepath) or os.path.getsize(unpack_filepath) != image.packed_file.size:
|
||
|
with open(unpack_filepath, 'wb') as f:
|
||
|
f.write(image.packed_file.data)
|
||
|
|
||
|
assets.add(unpack_filepath)
|
||
|
else:
|
||
|
if do_convert:
|
||
|
unpack_path = lnx.utils.get_fp_build() + '/compiled/Assets/unpacked'
|
||
|
if not os.path.exists(unpack_path):
|
||
|
os.makedirs(unpack_path)
|
||
|
converted_path = unpack_path + '/' + tex_file
|
||
|
filepath = converted_path
|
||
|
# TODO: delete cache when file changes
|
||
|
if not os.path.isfile(converted_path):
|
||
|
lnx.utils.convert_image(image, converted_path, file_format=target_format)
|
||
|
assets.add(converted_path)
|
||
|
else:
|
||
|
# Link image path to assets
|
||
|
assets.add(lnx.utils.asset_path(image.filepath))
|
||
|
|
||
|
rpdat = lnx.utils.get_rp()
|
||
|
|
||
|
if not state.radiance_written:
|
||
|
# Generate prefiltered envmaps
|
||
|
world.lnx_envtex_name = tex_file
|
||
|
world.lnx_envtex_irr_name = tex_file.rsplit('.', 1)[0]
|
||
|
disable_hdr = target_format == 'JPEG'
|
||
|
from_srgb = image.colorspace_settings.name == "sRGB"
|
||
|
|
||
|
mip_count = world.lnx_envtex_num_mips
|
||
|
mip_count = write_probes.write_probes(filepath, disable_hdr, from_srgb, mip_count, lnx_radiance=rpdat.lnx_radiance)
|
||
|
|
||
|
world.lnx_envtex_num_mips = mip_count
|
||
|
|
||
|
state.radiance_written = True
|
||
|
|
||
|
# Append LDR define
|
||
|
if disable_hdr:
|
||
|
world.world_defs += '_EnvLDR'
|
||
|
assets.add_khafile_def("lnx_envldr")
|
||
|
|
||
|
wrd = bpy.data.worlds['Lnx']
|
||
|
mobile_mat = rpdat.lnx_material_model == 'Mobile' or rpdat.lnx_material_model == 'Solid'
|
||
|
|
||
|
# Append radiance define
|
||
|
if rpdat.lnx_irradiance and rpdat.lnx_radiance and not mobile_mat:
|
||
|
wrd.world_defs += '_Rad'
|
||
|
|
||
|
return 'texture(envmap, envMapEquirect(pos)).rgb * envmapStrength'
|
||
|
|
||
|
|
||
|
def parse_tex_voronoi(node: bpy.types.ShaderNodeTexVoronoi, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
|
||
|
outp = 0
|
||
|
if out_socket.type == 'RGBA':
|
||
|
outp = 1
|
||
|
elif out_socket.type == 'VECTOR':
|
||
|
outp = 2
|
||
|
m = 0
|
||
|
if node.distance == 'MANHATTAN':
|
||
|
m = 1
|
||
|
elif node.distance == 'CHEBYCHEV':
|
||
|
m = 2
|
||
|
elif node.distance == 'MINKOWSKI':
|
||
|
m = 3
|
||
|
|
||
|
c.write_procedurals()
|
||
|
state.curshader.add_function(c_functions.str_tex_voronoi)
|
||
|
|
||
|
if node.inputs[0].is_linked:
|
||
|
co = c.parse_vector_input(node.inputs[0])
|
||
|
else:
|
||
|
co = 'bposition'
|
||
|
|
||
|
scale = c.parse_value_input(node.inputs[2])
|
||
|
exp = c.parse_value_input(node.inputs[4])
|
||
|
randomness = c.parse_value_input(node.inputs[5])
|
||
|
|
||
|
# Color or Position
|
||
|
if out_socket == node.outputs[1] or out_socket == node.outputs[2]:
|
||
|
res = 'tex_voronoi({0}, {1}, {2}, {3}, {4}, {5})'.format(co, randomness, m, outp, scale, exp)
|
||
|
# Distance
|
||
|
else:
|
||
|
res = 'tex_voronoi({0}, {1}, {2}, {3}, {4}, {5}).x'.format(co, randomness, m, outp, scale, exp)
|
||
|
|
||
|
return res
|
||
|
|
||
|
|
||
|
def parse_tex_wave(node: bpy.types.ShaderNodeTexWave, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
|
||
|
c.write_procedurals()
|
||
|
state.curshader.add_function(c_functions.str_tex_wave)
|
||
|
if node.inputs[0].is_linked:
|
||
|
co = c.parse_vector_input(node.inputs[0])
|
||
|
else:
|
||
|
co = 'bposition'
|
||
|
scale = c.parse_value_input(node.inputs[1])
|
||
|
distortion = c.parse_value_input(node.inputs[2])
|
||
|
detail = c.parse_value_input(node.inputs[3])
|
||
|
detail_scale = c.parse_value_input(node.inputs[4])
|
||
|
if node.wave_profile == 'SIN':
|
||
|
wave_profile = 0
|
||
|
else:
|
||
|
wave_profile = 1
|
||
|
if node.wave_type == 'BANDS':
|
||
|
wave_type = 0
|
||
|
else:
|
||
|
wave_type = 1
|
||
|
|
||
|
# Color
|
||
|
if out_socket == node.outputs[0]:
|
||
|
res = 'vec3(tex_wave_f({0} * {1},{2},{3},{4},{5},{6}))'.format(co, scale, wave_type, wave_profile, distortion, detail, detail_scale)
|
||
|
# Fac
|
||
|
else:
|
||
|
res = 'tex_wave_f({0} * {1},{2},{3},{4},{5},{6})'.format(co, scale, wave_type, wave_profile, distortion, detail, detail_scale)
|
||
|
|
||
|
return res
|