2025-01-22 16:18:30 +01:00

145 lines
4.7 KiB
Python

import bpy
import lnx
import lnx.material.cycles as cycles
import lnx.material.make_shader as make_shader
import lnx.material.mat_state as mat_state
import lnx.utils as lnx_utils
if lnx.is_reload(__name__):
cycles = lnx.reload_module(cycles)
make_shader = lnx.reload_module(make_shader)
mat_state = lnx.reload_module(mat_state)
lnx.utils = lnx.reload_module(lnx.utils)
else:
lnx.enable_reload(__name__)
# TODO: handle groups
# TODO: handle cached shaders
batchDict = None
signatureDict = None
def traverse_tree(node, sign):
sign += node.type + '-'
for inp in node.inputs:
if inp.is_linked:
sign = traverse_tree(inp.links[0].from_node, sign)
else:
sign += 'o' # Unconnected socket
return sign
def get_signature(mat, object: bpy.types.Object):
nodes = mat.node_tree.nodes
output_node = cycles.node_by_type(nodes, 'OUTPUT_MATERIAL')
if output_node != None:
sign = traverse_tree(output_node, '')
# Append flags
sign += '1' if mat.lnx_cast_shadow else '0'
sign += '1' if mat.lnx_ignore_irradiance else '0'
if mat.lnx_two_sided:
sign += '2'
elif mat.lnx_cull_mode == 'Clockwise':
sign += '1'
else:
sign += '0'
sign += str(mat.lnx_material_id)
sign += '1' if mat.lnx_depth_read else '0'
sign += '1' if mat.lnx_overlay else '0'
sign += '1' if mat.lnx_decal else '0'
if mat.lnx_discard:
sign += '1'
sign += str(round(mat.lnx_discard_opacity, 2))
sign += str(round(mat.lnx_discard_opacity_shadows, 2))
else:
sign += '000'
sign += mat.lnx_custom_material if mat.lnx_custom_material != '' else '0'
sign += mat.lnx_skip_context if mat.lnx_skip_context != '' else '0'
sign += '1' if mat.lnx_particle_fade else '0'
sign += mat.lnx_billboard
sign += '_skin' if lnx.utils.export_bone_data(object) else '0'
sign += '_morph' if lnx.utils.export_morph_targets(object) else '0'
return sign
def traverse_tree2(node, ar):
ar.append(node)
for inp in node.inputs:
inp.is_uniform = False
if inp.is_linked:
traverse_tree2(inp.links[0].from_node, ar)
def get_sorted(mat):
nodes = mat.node_tree.nodes
output_node = cycles.node_by_type(nodes, 'OUTPUT_MATERIAL')
if output_node != None:
ar = []
traverse_tree2(output_node, ar)
return ar
def mark_uniforms(mats):
ars = []
for m in mats:
ars.append(get_sorted(m))
# Buckle up..
for i in range(0, len(ars[0])): # Traverse nodes
for j in range(0, len(ars[0][i].inputs)): # Traverse inputs
inp = ars[0][i].inputs[j]
if not inp.is_linked and hasattr(inp, 'default_value'):
for k in range(1, len(ars)): # Compare default values
inp2 = ars[k][i].inputs[j]
diff = False
if str(type(inp.default_value)) == "<class 'bpy_prop_array'>":
for l in range(0, len(inp.default_value)):
if inp.default_value[l] != inp2.default_value[l]:
diff = True
break
elif inp.default_value != inp2.default_value:
diff = True
if diff: # Diff found
for ar in ars:
ar[i].inputs[j].is_uniform = True
break
def build(materialArray, mat_users, mat_lnxusers):
global batchDict
batchDict = dict() # Stores shader data for given material
signatureDict = dict() # Stores materials for given signature
# Update signatures
for mat in materialArray:
if mat.signature == '' or not mat.lnx_cached:
mat.signature = get_signature(mat, mat_users[mat][0])
# Group signatures
if mat.signature in signatureDict:
signatureDict[mat.signature].append(mat)
else:
signatureDict[mat.signature] = [mat]
# Mark different inputs
for ref in signatureDict:
mats = signatureDict[ref]
if len(mats) > 1:
mark_uniforms(mats)
mat_state.batch = True
# Build unique shaders
for mat in materialArray:
for mat2 in materialArray:
# Signature not found - build it
if mat == mat2:
batchDict[mat] = make_shader.build(mat, mat_users, mat_lnxusers)
break
# Already batched
if mat.signature == mat2.signature:
batchDict[mat] = batchDict[mat2]
break
mat_state.batch = False
def get(mat):
return batchDict[mat]