171 lines
6.8 KiB
Python
171 lines
6.8 KiB
Python
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from typing import Dict, List
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import bpy
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from bpy.types import Material
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from bpy.types import Object
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import lnx.log as log
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import lnx.material.cycles as cycles
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import lnx.material.make_shader as make_shader
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import lnx.material.mat_batch as mat_batch
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import lnx.material.mat_utils as mat_utils
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import lnx.node_utils
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import lnx.utils
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if lnx.is_reload(__name__):
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log = lnx.reload_module(log)
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cycles = lnx.reload_module(cycles)
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make_shader = lnx.reload_module(make_shader)
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mat_batch = lnx.reload_module(mat_batch)
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mat_utils = lnx.reload_module(mat_utils)
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lnx.node_utils = lnx.reload_module(lnx.node_utils)
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lnx.utils = lnx.reload_module(lnx.utils)
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else:
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lnx.enable_reload(__name__)
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def glsl_value(val):
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if str(type(val)) == "<class 'bpy_prop_array'>":
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res = []
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for v in val:
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res.append(v)
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return res
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else:
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return val
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def parse(material: Material, mat_data, mat_users: Dict[Material, List[Object]], mat_lnxusers) -> tuple:
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wrd = bpy.data.worlds['Lnx']
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rpdat = lnx.utils.get_rp()
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# Texture caching for material batching
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batch_cached_textures = []
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needs_sss = material_needs_sss(material)
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if needs_sss and rpdat.rp_sss_state != 'Off' and '_SSS' not in wrd.world_defs:
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# Must be set before calling make_shader.build()
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wrd.world_defs += '_SSS'
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# No batch - shader data per material
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if material.lnx_custom_material != '':
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rpasses = ['mesh']
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con = {'vertex_elements': []}
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con['vertex_elements'].append({'name': 'pos', 'data': 'short4norm'})
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con['vertex_elements'].append({'name': 'nor', 'data': 'short2norm'})
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con['vertex_elements'].append({'name': 'tex', 'data': 'short2norm'})
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con['vertex_elements'].append({'name': 'tex1', 'data': 'short2norm'})
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sd = {'contexts': [con]}
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shader_data_name = material.lnx_custom_material
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bind_constants = {'mesh': []}
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bind_textures = {'mesh': []}
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make_shader.make_instancing_and_skinning(material, mat_users)
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for idx, item in enumerate(material.lnx_bind_textures_list):
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if item.uniform_name == '':
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log.warn(f'Material "{material.name}": skipping export of bind texture at slot {idx + 1} with empty uniform name')
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continue
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if item.image is not None:
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tex = cycles.make_texture(item.image, item.uniform_name, material.name, 'Linear', 'REPEAT')
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if tex is None:
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continue
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bind_textures['mesh'].append(tex)
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else:
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log.warn(f'Material "{material.name}": skipping export of bind texture at slot {idx + 1} ("{item.uniform_name}") with no image selected')
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elif not wrd.lnx_batch_materials or material.name.startswith('lnxdefault'):
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rpasses, shader_data, shader_data_name, bind_constants, bind_textures = make_shader.build(material, mat_users, mat_lnxusers)
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sd = shader_data.sd
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else:
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rpasses, shader_data, shader_data_name, bind_constants, bind_textures = mat_batch.get(material)
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sd = shader_data.sd
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sss_used = False
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# Material
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for rp in rpasses:
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c = {
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'name': rp,
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'bind_constants': [] + bind_constants[rp],
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'bind_textures': [] + bind_textures[rp],
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'depth_read': material.lnx_depth_read,
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}
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mat_data['contexts'].append(c)
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if rp == 'mesh':
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c['bind_constants'].append({'name': 'receiveShadow', 'boolValue': material.lnx_receive_shadow})
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if material.lnx_material_id != 0:
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c['bind_constants'].append({'name': 'materialID', 'intValue': material.lnx_material_id})
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if material.lnx_material_id == 2:
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wrd.world_defs += '_Hair'
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elif rpdat.rp_sss_state != 'Off':
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const = {'name': 'materialID'}
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if needs_sss:
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const['intValue'] = 2
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sss_used = True
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else:
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const['intValue'] = 0
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c['bind_constants'].append(const)
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# TODO: Mesh only material batching
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if wrd.lnx_batch_materials:
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# Set textures uniforms
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if len(c['bind_textures']) > 0:
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c['bind_textures'] = []
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for node in material.node_tree.nodes:
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if node.type == 'TEX_IMAGE':
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tex_name = lnx.utils.safesrc(node.name)
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tex = cycles.make_texture_from_image_node(node, tex_name)
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# Empty texture
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if tex is None:
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tex = {'name': tex_name, 'file': ''}
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c['bind_textures'].append(tex)
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batch_cached_textures = c['bind_textures']
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# Set marked inputs as uniforms
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for node in material.node_tree.nodes:
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for inp in node.inputs:
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if inp.is_uniform:
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uname = lnx.utils.safesrc(inp.node.name) + lnx.utils.safesrc(inp.name) # Merge with cycles module
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c['bind_constants'].append({'name': uname, cycles.glsl_type(inp.type)+'Value': glsl_value(inp.default_value)})
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elif rp == 'translucent' or rp == 'refraction':
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c['bind_constants'].append({'name': 'receiveShadow', 'boolValue': material.lnx_receive_shadow})
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elif rp == 'shadowmap':
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if wrd.lnx_batch_materials:
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if len(c['bind_textures']) > 0:
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c['bind_textures'] = batch_cached_textures
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if wrd.lnx_single_data_file:
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mat_data['shader'] = shader_data_name
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else:
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# Make sure that custom materials are not expected to be in .arm format
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ext = '' if wrd.lnx_minimize and material.lnx_custom_material == "" else '.json'
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mat_data['shader'] = shader_data_name + ext + '/' + shader_data_name
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return sd, rpasses, sss_used
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def material_needs_sss(material: Material) -> bool:
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"""Check whether the given material requires SSS."""
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for sss_node in lnx.node_utils.iter_nodes_by_type(material.node_tree, 'SUBSURFACE_SCATTERING'):
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if sss_node is not None and sss_node.outputs[0].is_linked:
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return True
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for sss_node in lnx.node_utils.iter_nodes_by_type(material.node_tree, 'BSDF_PRINCIPLED'):
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if sss_node is not None and sss_node.outputs[0].is_linked and (sss_node.inputs[1].is_linked or sss_node.inputs[1].default_value != 0.0):
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return True
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for sss_node in mat_utils.iter_nodes_leenkxpbr(material.node_tree):
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if sss_node is not None and sss_node.outputs[0].is_linked and (sss_node.inputs[8].is_linked or sss_node.inputs[8].default_value != 0.0):
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return True
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return False
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