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