589 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			589 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
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[3])
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        distortion = c.parse_value_input(node.inputs[4])
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        res = f'tex_musgrave_f({co} * {scale} * 0.5, {detail}, {distortion})'
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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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            state.curshader.add_function(c_functions.str_tex_musgrave)
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            if out_socket == node.outputs[1]:
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                res = 'vec3(tex_musgrave_f({0} * {1}, {2}, {3}), tex_musgrave_f({0} * {1} + 120.0, {2}, {3}), tex_musgrave_f({0} * {1} + 168.0, {2}, {3}))'.format(co, scale, detail, distortion)
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            else:
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                res = f'tex_musgrave_f({co} * {scale} * 1.0, {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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    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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    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']
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    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
 |