291 lines
15 KiB
Python
291 lines
15 KiB
Python
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import bpy
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from bpy.types import NodeSocket
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import lnx
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import lnx.material.cycles as c
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import lnx.material.mat_state as mat_state
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import lnx.material.mat_utils as mat_utils
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from lnx.material.parser_state import ParserState
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if lnx.is_reload(__name__):
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c = lnx.reload_module(c)
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mat_state = lnx.reload_module(mat_state)
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mat_utils = lnx.reload_module(mat_utils)
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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
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else:
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lnx.enable_reload(__name__)
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def parse_mixshader(node: bpy.types.ShaderNodeMixShader, out_socket: NodeSocket, state: ParserState) -> None:
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# Skip mixing if only one input is effectively used
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if not node.inputs[0].is_linked:
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if node.inputs[0].default_value <= 0.0:
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c.parse_shader_input(node.inputs[1])
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return
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elif node.inputs[0].default_value >= 1.0:
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c.parse_shader_input(node.inputs[2])
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return
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prefix = '' if node.inputs[0].is_linked else 'const '
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fac = c.parse_value_input(node.inputs[0])
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fac_var = c.node_name(node.name) + '_fac' + state.get_parser_pass_suffix()
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fac_inv_var = c.node_name(node.name) + '_fac_inv'
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state.curshader.write('{0}float {1} = clamp({2}, 0.0, 1.0);'.format(prefix, fac_var, fac))
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state.curshader.write('{0}float {1} = 1.0 - {2};'.format(prefix, fac_inv_var, fac_var))
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mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
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bc1, rough1, met1, occ1, spec1, opac1, ior1, emi1 = c.parse_shader_input(node.inputs[1])
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ek1 = mat_state.emission_type
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mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
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bc2, rough2, met2, occ2, spec2, opac2, ior2, emi2 = c.parse_shader_input(node.inputs[2])
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ek2 = mat_state.emission_type
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if state.parse_surface:
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state.out_basecol = '({0} * {3} + {1} * {2})'.format(bc1, bc2, fac_var, fac_inv_var)
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state.out_roughness = '({0} * {3} + {1} * {2})'.format(rough1, rough2, fac_var, fac_inv_var)
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state.out_metallic = '({0} * {3} + {1} * {2})'.format(met1, met2, fac_var, fac_inv_var)
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state.out_occlusion = '({0} * {3} + {1} * {2})'.format(occ1, occ2, fac_var, fac_inv_var)
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state.out_specular = '({0} * {3} + {1} * {2})'.format(spec1, spec2, fac_var, fac_inv_var)
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state.out_emission_col = '({0} * {3} + {1} * {2})'.format(emi1, emi2, fac_var, fac_inv_var)
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mat_state.emission_type = mat_state.EmissionType.get_effective_combination(ek1, ek2)
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if state.parse_opacity:
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state.out_opacity = '({0} * {3} + {1} * {2})'.format(opac1, opac2, fac_var, fac_inv_var)
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state.out_ior = '({0} * {3} + {1} * {2})'.format(ior1, ior2, fac_var, fac_inv_var)
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def parse_addshader(node: bpy.types.ShaderNodeAddShader, out_socket: NodeSocket, state: ParserState) -> None:
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mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
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bc1, rough1, met1, occ1, spec1, opac1, ior1, emi1 = c.parse_shader_input(node.inputs[0])
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ek1 = mat_state.emission_type
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mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
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bc2, rough2, met2, occ2, spec2, opac2, ior2, emi2 = c.parse_shader_input(node.inputs[1])
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ek2 = mat_state.emission_type
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if state.parse_surface:
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state.out_basecol = '({0} + {1})'.format(bc1, bc2)
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state.out_roughness = '({0} * 0.5 + {1} * 0.5)'.format(rough1, rough2)
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state.out_metallic = '({0} * 0.5 + {1} * 0.5)'.format(met1, met2)
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state.out_occlusion = '({0} * 0.5 + {1} * 0.5)'.format(occ1, occ2)
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state.out_specular = '({0} * 0.5 + {1} * 0.5)'.format(spec1, spec2)
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state.out_emission_col = '({0} + {1})'.format(emi1, emi2)
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mat_state.emission_type = mat_state.EmissionType.get_effective_combination(ek1, ek2)
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if state.parse_opacity:
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state.out_opacity = '({0} * 0.5 + {1} * 0.5)'.format(opac1, opac2)
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state.out_ior = '({0} * 0.5 + {1} * 0.5)'.format(ior1, ior2)
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if bpy.app.version < (3, 0, 0):
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def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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c.write_normal(node.inputs[20])
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state.out_basecol = c.parse_vector_input(node.inputs[0])
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state.out_metallic = c.parse_value_input(node.inputs[4])
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state.out_specular = c.parse_value_input(node.inputs[5])
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state.out_roughness = c.parse_value_input(node.inputs[7])
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if (node.inputs['Emission Strength'].is_linked or node.inputs['Emission Strength'].default_value != 0.0)\
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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)):
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emission_col = c.parse_vector_input(node.inputs[17])
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emission_strength = c.parse_value_input(node.inputs[18])
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state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength)
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mat_state.emission_type = mat_state.EmissionType.SHADED
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else:
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mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
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if state.parse_opacity:
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state.out_ior = c.parse_value_input(node.inputs[14])
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state.out_opacity = c.parse_value_input(node.inputs[19])
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if bpy.app.version >= (3, 0, 0) and bpy.app.version <= (4, 1, 0):
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def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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c.write_normal(node.inputs[22])
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state.out_basecol = c.parse_vector_input(node.inputs[0])
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# subsurface = c.parse_vector_input(node.inputs[1])
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# subsurface_radius = c.parse_vector_input(node.inputs[2])
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# subsurface_color = c.parse_vector_input(node.inputs[3])
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state.out_metallic = c.parse_value_input(node.inputs[6])
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state.out_specular = c.parse_value_input(node.inputs[7])
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# specular_tint = c.parse_vector_input(node.inputs[6])
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state.out_roughness = c.parse_value_input(node.inputs[9])
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# aniso = c.parse_vector_input(node.inputs[8])
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# aniso_rot = c.parse_vector_input(node.inputs[9])
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# sheen = c.parse_vector_input(node.inputs[10])
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# sheen_tint = c.parse_vector_input(node.inputs[11])
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# clearcoat = c.parse_vector_input(node.inputs[12])
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# clearcoat_rough = c.parse_vector_input(node.inputs[13])
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# ior = c.parse_vector_input(node.inputs[14])
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# transmission = c.parse_vector_input(node.inputs[15])
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# transmission_roughness = c.parse_vector_input(node.inputs[16])
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if (node.inputs['Emission Strength'].is_linked or node.inputs['Emission Strength'].default_value != 0.0)\
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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)):
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emission_col = c.parse_vector_input(node.inputs[19])
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emission_strength = c.parse_value_input(node.inputs[20])
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state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength)
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mat_state.emission_type = mat_state.EmissionType.SHADED
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else:
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mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
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# clearcoar_normal = c.parse_vector_input(node.inputs[21])
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# tangent = c.parse_vector_input(node.inputs[22])
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if state.parse_opacity:
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state.out_ior = c.parse_value_input(node.inputs[16])
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if len(node.inputs) >= 21:
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state.out_opacity = c.parse_value_input(node.inputs[21])
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if bpy.app.version > (4, 1, 0):
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def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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c.write_normal(node.inputs[5])
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state.out_basecol = c.parse_vector_input(node.inputs[0])
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subsurface = c.parse_value_input(node.inputs[7])
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subsurface_radius = c.parse_vector_input(node.inputs[9])
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subsurface_color = c.parse_vector_input(node.inputs[8])
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state.out_metallic = c.parse_value_input(node.inputs[1])
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state.out_specular = c.parse_value_input(node.inputs[12])
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state.out_roughness = c.parse_value_input(node.inputs[2])
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# Prevent black material when metal = 1.0 and roughness = 0.0
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try:
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if float(state.out_roughness) < 0.00101:
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state.out_roughness = '0.001'
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except ValueError:
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pass
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if (node.inputs['Emission Strength'].is_linked or node.inputs['Emission Strength'].default_value != 0.0)\
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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)):
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emission_col = c.parse_vector_input(node.inputs[26])
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emission_strength = c.parse_value_input(node.inputs[27])
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state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength)
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mat_state.emission_type = mat_state.EmissionType.SHADED
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else:
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mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
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#state.out_occlusion = state.out_roughness
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#state.out_aniso = c.parse_vector_input(node.inputs[14])
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#state.out_aniso_rot = c.parse_vector_input(node.inputs[15])
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#state.out_sheen = c.parse_vector_input(node.inputs[23])
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#state.out_sheen_tint = c.parse_vector_input(node.inputs[25])
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#state.out_clearcoat = c.parse_vector_input(node.inputs[18])
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#state.out_clearcoat_rough = c.parse_vector_input(node.inputs[19])
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#state.out_ior = c.parse_value_input(node.inputs[3])
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#state.out_transmission = c.parse_vector_input(node.inputs[17])
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#state.out_transmission_roughness = state.out_roughness
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if state.parse_opacity:
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state.out_ior = c.parse_value_input(node.inputs[3])
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state.out_opacity = c.parse_value_input(node.inputs[4])
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def parse_bsdfdiffuse(node: bpy.types.ShaderNodeBsdfDiffuse, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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c.write_normal(node.inputs[2])
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state.out_basecol = c.parse_vector_input(node.inputs[0])
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state.out_roughness = c.parse_value_input(node.inputs[1])
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state.out_specular = '0.0'
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if bpy.app.version >= (4, 0, 0):
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def parse_bsdfsheen(node: bpy.types.ShaderNodeBsdfSheen, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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c.write_normal(node.inputs[2])
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state.out_basecol = c.parse_vector_input(node.inputs[0])
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state.out_roughness = c.parse_value_input(node.inputs[1])
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if bpy.app.version < (4, 1, 0):
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def parse_bsdfglossy(node: bpy.types.ShaderNodeBsdfGlossy, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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c.write_normal(node.inputs[2])
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state.out_basecol = c.parse_vector_input(node.inputs[0])
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state.out_roughness = c.parse_value_input(node.inputs[1])
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state.out_metallic = '1.0'
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else:
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def parse_bsdfglossy(node: bpy.types.ShaderNodeBsdfAnisotropic, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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c.write_normal(node.inputs[4])
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state.out_basecol = c.parse_vector_input(node.inputs[0])
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state.out_roughness = c.parse_value_input(node.inputs[1])
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state.out_metallic = '1.0'
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def parse_ambientocclusion(node: bpy.types.ShaderNodeAmbientOcclusion, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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# Single channel
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state.out_occlusion = c.parse_vector_input(node.inputs[0]) + '.r'
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def parse_bsdfanisotropic(node: bpy.types.ShaderNodeBsdfAnisotropic, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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c.write_normal(node.inputs[4])
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# Revert to glossy
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state.out_basecol = c.parse_vector_input(node.inputs[0])
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state.out_roughness = c.parse_value_input(node.inputs[1])
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state.out_metallic = '1.0'
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def parse_emission(node: bpy.types.ShaderNodeEmission, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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emission_col = c.parse_vector_input(node.inputs[0])
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emission_strength = c.parse_value_input(node.inputs[1])
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state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength)
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state.out_basecol = 'vec3(0.0)'
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state.out_specular = '0.0'
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state.out_metallic = '0.0'
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mat_state.emission_type = mat_state.EmissionType.SHADELESS
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def parse_bsdfglass(node: bpy.types.ShaderNodeBsdfGlass, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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state.out_basecol = c.parse_vector_input(node.inputs[0])
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c.write_normal(node.inputs[3])
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state.out_roughness = c.parse_value_input(node.inputs[1])
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if state.parse_opacity:
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state.out_opacity = '0.0'
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state.out_ior = c.parse_value_input(node.inputs[2])
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def parse_bsdfhair(node: bpy.types.ShaderNodeBsdfHair, out_socket: NodeSocket, state: ParserState) -> None:
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pass
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def parse_holdout(node: bpy.types.ShaderNodeHoldout, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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# Occlude
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state.out_occlusion = '0.0'
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def parse_bsdfrefraction(node: bpy.types.ShaderNodeBsdfRefraction, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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state.out_basecol = c.parse_vector_input(node.inputs[0])
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c.write_normal(node.inputs[3])
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state.out_roughness = c.parse_value_input(node.inputs[1])
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if state.parse_opacity:
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state.out_opacity = '0.0'
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state.out_ior = c.parse_value_input(node.inputs[2])
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def parse_subsurfacescattering(node: bpy.types.ShaderNodeSubsurfaceScattering, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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if bpy.app.version < (4, 1, 0):
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c.write_normal(node.inputs[4])
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else:
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c.write_normal(node.inputs[6])
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state.out_basecol = c.parse_vector_input(node.inputs[0])
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def parse_bsdftoon(node: bpy.types.ShaderNodeBsdfToon, out_socket: NodeSocket, state: ParserState) -> None:
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# c.write_normal(node.inputs[3])
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pass
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def parse_bsdftranslucent(node: bpy.types.ShaderNodeBsdfTranslucent, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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c.write_normal(node.inputs[1])
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if state.parse_opacity:
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state.out_opacity = '(1.0 - {0}.r)'.format(c.parse_vector_input(node.inputs[0]))
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state.out_ior = '1.0'
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def parse_bsdftransparent(node: bpy.types.ShaderNodeBsdfTransparent, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_opacity:
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state.out_opacity = '(1.0 - {0}.r)'.format(c.parse_vector_input(node.inputs[0]))
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state.out_ior = '1.0'
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if bpy.app.version < (4, 1, 0):
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def parse_bsdfvelvet(node: bpy.types.ShaderNodeBsdfVelvet, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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c.write_normal(node.inputs[2])
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state.out_basecol = c.parse_vector_input(node.inputs[0])
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state.out_roughness = '1.0'
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state.out_metallic = '1.0'
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