129 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			129 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from enum import IntEnum, unique
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| from typing import List, Set, Tuple, Union, Optional
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| 
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| import bpy
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| 
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| import lnx
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| from lnx.material.shader import Shader, ShaderContext, vec3str, floatstr
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| 
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| if lnx.is_reload(__name__):
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|     lnx.material.shader = lnx.reload_module(lnx.material.shader)
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|     from lnx.material.shader import Shader, ShaderContext, vec3str, floatstr
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| else:
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|     lnx.enable_reload(__name__)
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| 
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| 
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|     @unique
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|     class ParserContext(IntEnum):
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|         """Describes which kind of node tree is parsed."""
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|         OBJECT = 0
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|         # Texture node trees are not supported yet
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|         # TEXTURE = 1
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|         WORLD = 2
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| 
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| 
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|     @unique
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|     class ParserPass(IntEnum):
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|         """In some situations, a node tree (or a subtree of that) needs
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|         to be parsed multiple times in different contexts called _passes_.
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|         Nodes can output different code in reaction to the parser state's
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|         current pass; for more information on the individual passes
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|         please refer to below enum items.
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|         """
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|         REGULAR = 0
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|         """The tree is parsed to generate regular shader code."""
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| 
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|         DX_SCREEN_SPACE = 1
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|         """The tree is parsed to output shader code to compute
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|         the derivative of a value with respect to the screen's x coordinate."""
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| 
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|         DY_SCREEN_SPACE = 2
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|         """The tree is parsed to output shader code to compute
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|         the derivative of a value with respect to the screen's y coordinate."""
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| 
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| 
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| class ParserState:
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|     """Dataclass to keep track of the current state while parsing a shader tree."""
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| 
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|     def __init__(self, context: ParserContext, tree_name: str, world: Optional[bpy.types.World] = None):
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|         self.context = context
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|         self.tree_name = tree_name
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| 
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|         self.current_pass = ParserPass.REGULAR
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| 
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|         # The current world, if parsing a world node tree
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|         self.world = world
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| 
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|         # Active shader - frag for surface / tese for displacement
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|         self.curshader: Shader = None
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|         self.con: ShaderContext = None
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| 
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|         self.vert: Shader = None
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|         self.frag: Shader = None
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|         self.geom: Shader = None
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|         self.tesc: Shader = None
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|         self.tese: Shader = None
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| 
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|         # Group stack (last in the list = innermost group)
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|         self.parents: List[bpy.types.Node] = []
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| 
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|         # Cache for computing nodes only once
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|         self.parsed: Set[str] = set()
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| 
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|         # What to parse from the node tree
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|         self.parse_surface = True
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|         self.parse_opacity = True
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|         self.parse_displacement = True
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|         self.basecol_only = False
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| 
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|         self.procedurals_written: set[Shader] = set()
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| 
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|         # Already exported radiance/irradiance (currently we can only convert
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|         # an already existing texture as radiance/irradiance)
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|         self.radiance_written = False
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| 
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|         self.normal_parsed = False
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| 
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|         self.dxdy_varying_input_value = False
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|         """Whether the result of the previously parsed node differs
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|         between fragments and represents an input value to which to apply
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|         dx/dy offsets (if required by the parser pass).
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|         """
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| 
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|         # Shader output values
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|         self.out_basecol: vec3str = 'vec3(0.8)'
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|         self.out_roughness: floatstr = '0.0'
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|         self.out_metallic: floatstr = '0.0'
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|         self.out_occlusion: floatstr = '1.0'
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|         self.out_specular: floatstr = '1.0'
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|         self.out_opacity: floatstr = '1.0'
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|         self.out_ior: floatstr = '1.450'
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|         self.out_emission_col: vec3str = 'vec3(0.0)'
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| 
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|     def reset_outs(self):
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|         """Reset the shader output values to their default values."""
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|         self.out_basecol = 'vec3(0.8)'
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|         self.out_roughness = '0.0'
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|         self.out_metallic = '0.0'
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|         self.out_occlusion = '1.0'
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|         self.out_specular = '1.0'
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|         self.out_opacity = '1.0'
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|         self.out_ior = '1.450'
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|         self.out_emission_col = 'vec3(0.0)'
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| 
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|     def get_outs(self) -> Tuple[vec3str, floatstr, floatstr, floatstr, floatstr, floatstr, floatstr, vec3str]:
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|         """Return the shader output values as a tuple."""
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|         return (self.out_basecol, self.out_roughness, self.out_metallic, self.out_occlusion, self.out_specular,
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|                 self.out_opacity, self.out_ior, self.out_emission_col)
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| 
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| 
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|     def get_parser_pass_suffix(self) -> str:
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|         """Return a suffix for the current parser pass that can be appended
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|         to shader variables to avoid compilation errors due to redefinitions.
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|         """
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|         if self.current_pass == ParserPass.DX_SCREEN_SPACE:
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|             return '_dx'
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|         elif self.current_pass == ParserPass.DY_SCREEN_SPACE:
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|             return '_dy'
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|         return ''
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